private ExplainedScore Evaluate(State state, IGameAction action, Countdown countdown, int playerIndex = 0) { using (action.ApplyTo(state)) { //if (playerIndex == 0) //{ // var bestEnemyAction = FindBestEnemyAction(state, countdown); // if (bestEnemyAction != null) // using (bestEnemyAction.ApplyTo(state)) // { var movedCellLocation = state.GetUnits(playerIndex)[action.UnitIndex]; return(evaluator.Evaluate(state, playerIndex, movedCellLocation)); //} // { // var movedCellLocation = state.GetUnits(playerIndex)[action.UnitIndex]; // return evaluator.Evaluate(state, playerIndex, movedCellLocation); // } //} //else //{ // var movedCellLocation = state.GetUnits(playerIndex)[action.UnitIndex]; // return evaluator.Evaluate(state, playerIndex, movedCellLocation); //} } }
private ExplainedScore Evaluate(State state, IGameAction action) { using (action.ApplyTo(state)) { return(evaluator.Evaluate(state, 0)); } }
public void ConsiderStateBeforeMove(State state, Countdown countdown) { // countdown нужен на будущее, когда захочется делать тут что-то тяжёлое. if (prevState != null) { prevAction.ApplyTo(prevState); RevealFromFog(state, prevState); } prevState = state.MakeCopy(); }
public void ConsiderStateBeforeMove(State state, Countdown countdown) { // countdown ����� �� �������, ����� ��������� ������ ��� ���-�� ������. if (prevState != null) { prevAction.ApplyTo(prevState); RevealFromFog(state, prevState); } prevState = state.MakeCopy(); }