Exemplo n.º 1
0
    public MovementIntent Act(PacManGameState gs, int playerNumber)
    {
        int[,] grid;
        Grid g = MakeMapDiscrete(gs);

        var movementActionValues = (MovementIntent[])Enum.GetValues(typeof(MovementIntent));

        PacManGameState gsCopy = new PacManGameState(gs);

        if (gsCopy.GetGumStatus())
        {
            //Heuristique recompense quand il est au plus pres de la gum ball


            return((MovementIntent)movementActionValues.GetValue(1));
        }
        else
        {
            //Si on est le joueur 1
            if (playerNumber == 1)
            {
                //Heuristique recompence quand il est pres du joeur
                if (gs.GetP1Status())
                {
                    return((MovementIntent)movementActionValues.GetValue(1));
                }
                //Heuristique recompence quand il est loin du joueur
                else
                {
                    return((MovementIntent)movementActionValues.GetValue(1));
                }
            }
            else
            {
                if (gs.GetP2Status())
                {
                    return((MovementIntent)movementActionValues.GetValue(1));
                }
                else
                {
                    return((MovementIntent)movementActionValues.GetValue(1));
                }
            }
        }
    }
Exemplo n.º 2
0
    // Update is called once per frame
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.P))
        {
            InGame = !InGame;
        }
        if (!InGame)
        {
            return;
        }
        //Run a frame in the runner
        bool[] frameResult = runner.RunFrame();
        gs = runner.GetState();
        PlayerOne.transform.position = gs.GetP1Vector();
        PlayerTwo.transform.position = gs.GetP2Vector();
        // Test des booléen
        if (gs.GetGumStatus() == false)
        {
            Timetokill -= Time.deltaTime;
            if (gs.GetP1Status() && GumBall.activeInHierarchy)
            {
                GumBall.SetActive(false);
                Timetokill = TimeKiller;
                gs.SetPositionGumball(-100, -100, -100);
                GumBall.transform.position = gs.GetGumVector();
                PlayerOne.GetComponent <Renderer>().material = MatKiller;
            }
            else if (gs.GetP2Status() && GumBall.activeInHierarchy)
            {
                GumBall.SetActive(false);
                Timetokill = TimeKiller;
                gs.SetPositionGumball(-100, -100, -100);
                GumBall.transform.position = gs.GetGumVector();
                PlayerTwo.GetComponent <Renderer>().material = MatKiller;
            }
        }
        else
        {
            PlayerOne.GetComponent <Renderer>().material = MatOne;
            PlayerTwo.GetComponent <Renderer>().material = MatTwo;
        }

        if (gs.getP1Winner())
        {
            InGame = false;
            WinOne.SetActive(true);
            LoseTwo.SetActive(true);
            EndMenu.SetActive(true);
        }
        else if (gs.getP2Winner())
        {
            InGame = false;
            WinTwo.SetActive(true);
            LoseOne.SetActive(true);
            EndMenu.SetActive(true);
        }
        if (Timetokill <= 0)
        {
            Timetokill = 0.1f;
            gs.SetBoolP1(false);
            gs.SetBoolP2(false);
            gs.RandomizeGumball();
            GumBall.transform.position = gs.GetGumVector();
            gs.SetGumStatus(true);
            GumBall.SetActive(true);
        }
        if (frameResult[2])//if state is terminal
        {
            InGame = false;
            //TODO Affichage du joueur/agent gagnant et perdant
        }
    }