private void printError(List <Action> mainActList, List <Action> newActList, Action aError) { help.ErrorLog("Reordering actions error!"); help.logg("Reordering actions error!\r\nError in action:"); aError.Print(); help.logg("Main order of actions:"); foreach (Action a in mainActList) { a.Print(); } help.logg("New order of actions:"); foreach (Action a in newActList) { a.Print(); } return; }
public void simmulateWholeTurn(Playfield board) { help.ErrorLog("########################################################################################################"); help.ErrorLog("simulate board " + this.mainTurnSimulator.boardindexToSimulate); help.ErrorLog("########################################################################################################"); //this.bestboard.printActions(); Playfield tempbestboard = new Playfield(); tempbestboard.value = botBase.getPlayfieldValue(tempbestboard); tempbestboard.printBoard(); foreach (Action bestmovee in board.playactions) { help.logg("stepp"); if (bestmovee != null && bestmovee.actionType != ActionType.END_TURN) // save the guessed move, so we doesnt need to recalc! { bestmovee.Print(); tempbestboard.doAction(bestmovee); } else { tempbestboard.mana = -100; } help.logg("-------------"); tempbestboard.value = botBase.getPlayfieldValue(tempbestboard); tempbestboard.printBoard(); } //help.logg("AFTER ENEMY TURN:" ); tempbestboard.sEnemTurn = true; tempbestboard.endTurn(false, this.playaround, false, Settings.Instance.playaroundprob, Settings.Instance.playaroundprob2); //help.logg("ENEMY TURN:-----------------------------"); //tempbestboard.value = botBase.getPlayfieldValue(tempbestboard); //tempbestboard.prepareNextTurn(tempbestboard.isOwnTurn); //Ai.Instance.enemyTurnSim[0].simulateEnemysTurn(tempbestboard, true, playaround, true, Settings.Instance.playaroundprob, Settings.Instance.playaroundprob2); }