private void ReceiveRevealRequest(byte[] body, ulong senderId)
        {
            Log.Trace("Receiving Reveal Request", "ReceiveRevealRequest");

            RevealRequest request = RevealRequest.FromBytes(body);
            bool          success = Session.Manager.QueueReveal(request.EntityId);

            RevealResponse response = new RevealResponse()
            {
                EntityId = request.EntityId,
                Success  = success
            };

            Log.Trace("Sending response success ? " + response.Success, "ReceiveRevealRequest");

            response.SendToPlayer(senderId);
        }
        private void ReceiveRevealResponse(byte[] body)
        {
            Log.Trace("Receiving Reveal Response", "ReceiveRevealResponse");

            RevealResponse response = RevealResponse.FromBytes(body);

            String result = response.Success ?
                            "Successfully queued for reveal" :
                            "Failed to reveal";

            result += " grid " + response.EntityId;

            Notification notice = new ChatNotification()
            {
                Text   = result,
                Sender = "GP"
            };

            notice.Raise();
        }
예제 #3
0
        // Most of the code is very similar to TrainModel and TestModel in the Q_Agent, which is why I would like to combine all 3 into a single method with parametrized behavior
        public void TestRandom()
        {
            int winCount = 0;

            Dictionary <int, int> stepStatistics = new Dictionary <int, int>();
            List <double>         clearedRates   = new List <double>();

            for (int i = 0; i < NumRuns; i++)
            {
                bool endState  = false;
                int  stepCount = 0;

                while (!endState)
                {
                    (int, int)selectedState;
                    RevealResponse response = RevealResponse.Nothing;

                    var revealedTiles = new List <(int, int)>();

                    // Five attempts to find a new random state that has not already been revealed

                    int attempt = 0;
                    do
                    {
                        selectedState = SelectRandomState();
                        attempt++;
                        if (attempt > 200)
                        {
                            endState = true;
                            break;
                        }
                    }while (revealedTiles.Contains(selectedState));

                    if (gameBoard.ValidateCoordinates(selectedState))
                    {
                        response = gameBoard.RevealTile(selectedState);
                        revealedTiles.Add(selectedState);
                    }

                    gameBoard.PrintBoard();

                    if (response == RevealResponse.Bomb)
                    {
                        endState = true;
                    }

                    if (gameBoard.CheckWinState())
                    {
                        endState = true;
                        winCount++;
                    }

                    stepCount++;
                }

                clearedRates.Add(gameBoard.GetPercentageCleared());

                if (stepStatistics.ContainsKey(stepCount))
                {
                    stepStatistics[stepCount]++;
                }
                else
                {
                    stepStatistics.Add(stepCount, 1);
                }

                gameBoard = ResetFunc.Invoke();
            }

            Console.WriteLine(string.Format("Win Count: {0} out of {1} ({2}%)", winCount, NumRuns, (winCount * 100 / NumRuns)));
            Console.WriteLine("Testing is complete.  Step stats: ");
            Console.WriteLine(JsonConvert.SerializeObject(stepStatistics));
            Console.WriteLine("Average percentage cleared: " + clearedRates.Average());
            Console.ReadLine();
        }