//adapt strategy rules public override void AdaptStrategy(List <GridRule> adaptedRules) { foreach (GridRule rule in adaptedRules) { gStrategy.Rules.Add(rule); } zorder = new ZOrder(); graph = new Graph(); graph.Fill(gStrategy, gameSetting, 0.7); }
public RightPlayerStrategy(GameSetting gameSetting, String file) : base(gameSetting) { gStrategy = new GridStrategy(file, true); tactic = new TacticChooser(true, gameSetting); //ruleIndex = new int[4]; //ruleIndex = new int[4] { 0, 1, 2, 3 }; zorder = new ZOrder(); graph = new Graph(); graph.Fill(gStrategy, gameSetting, 0); //graph.PrintGraph(); }
public LeftPlayerStrategy(GameSetting gameSetting, String file) : base(gameSetting) { gStrategy = new GridStrategy(file, false); tactic = new TacticChooser(false, gameSetting); //ruleIndex = new int[4]; //ruleIndex = new int[4] { 0, 1, 2, 3 }; zorder = new ZOrder(); graph = new Graph(); graph.Fill(gStrategy, gameSetting, 0.7); //graph.Fill_LeftStrg31(gStrategy, gameSetting); //graph.PrintGraph(); }
//naplneni ZOrder public void fillZOrder() { ZOrder zord = new ZOrder(); int x, y; List <int>[,] matrix; matrix = new List <int> [6, 4]; for (int i = 0; i < mine.Length; i++) { x = Convert.ToInt32(mine[i].X) - 1; y = Convert.ToInt32(mine[i].Y) - 1; if (matrix[x, y] != null) { matrix[x, y].Add(i); } else { matrix[x, y] = new List <int>() { i } }; } zMine = zord.zOrderMain(matrix, 2); matrix = new List <int> [6, 4]; for (int i = 0; i < oppnt.Length; i++) { x = Convert.ToInt32(oppnt[i].X) - 1; y = Convert.ToInt32(oppnt[i].Y) - 1; if (matrix[x, y] != null) { matrix[x, y].Add(i); } else { matrix[x, y] = new List <int>() { i } }; } zOppnt = zord.zOrderMain(matrix, 2); } } }