Exemplo n.º 1
0
        private ITreeNode MakeInventUpgradeTree(ITreeNode falseNode)
        {
            DelAction inventUpgrade = () => ai.InventUpgrade(activeState.activeSourceBuildingKind);
            ActionNode actionInventUpgrade = new ActionNode(inventUpgrade, this);
            GetPrice getUpgradePrice = () => { return GetPriceForMonasteryUpgrade(activeState.activeUpgradeKind, activeState.activeSourceBuildingKind);};
            ChangeSourcesActionNode addActionInventUpgrade = new ChangeSourcesActionNode(new ActionSource(inventUpgrade, getUpgradePrice), this);

            HasSourcesNode hasMoneyForUpgrade = new HasSourcesNode(actionInventUpgrade, addActionInventUpgrade, getUpgradePrice, map);
            CanHaveSourcesNode canHaveMoneyForUpgrade = new CanHaveSourcesNode(hasMoneyForUpgrade, falseNode, getUpgradePrice, map);
            DecisionBinaryNode hasSecondUpgrade = new DecisionBinaryNode(falseNode, canHaveMoneyForUpgrade, () => { return (activeState.activeUpgradeKind = map.GetPlayerMe().GetMonasteryUpgrade(activeState.activeSourceBuildingKind)) == UpgradeKind.SecondUpgrade; });
            DecisionBinaryNode everyTurnALotOfOneSource = new DecisionBinaryNode(hasSecondUpgrade, falseNode, () => { return ai.EveryTurnALotOfOneSource(60, false); });
            DecisionBinaryNode hasMonasteryWithFreeSlot = new DecisionBinaryNode(everyTurnALotOfOneSource, falseNode, ai.HasFreeSlotInMonastery);

            return hasMonasteryWithFreeSlot;
        }
Exemplo n.º 2
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        private ITreeNode MakeBuildMonasteryTree()
        {
            ActionNode actionBuildMonastery = new ActionNode(() => ai.BuildMonastery(activeState.activeTown, activeState.activeTownPos), this);
            ChangeSourcesActionNode addActionMonastery = new ChangeSourcesActionNode(new ActionSource(() => ai.BuildMonastery(activeState.activeTown, activeState.activeTownPos), PriceKind.BMonastery), this);

            HasSourcesNode hasSourcesForMonastery = new HasSourcesNode(actionBuildMonastery, addActionMonastery, PriceKind.BMonastery, map);

            DecisionBinaryNode hasFort = new DecisionBinaryNode(hasSourcesForMonastery, EA, () => map.GetPlayerMe().GetBuildingCount(Building.Fort) > 0);
            DecisionBinaryNode hasMonastery = new DecisionBinaryNode(hasFort, hasSourcesForMonastery, () => map.GetPlayerMe().GetBuildingCount(Building.Monastery) > 0);

            DecisionBinaryNode hasMonasteryWithFreeSlot = new DecisionBinaryNode(EA, hasMonastery, ai.HasFreeSlotInMonastery);
            DecisionBinaryNode everyTurnALotOfOneSource = new DecisionBinaryNode(hasMonasteryWithFreeSlot, EA, () => { return ai.EveryTurnALotOfOneSource(60, false); });
            CanHaveSourcesNode canHaveSourcesForMonastery = new CanHaveSourcesNode(everyTurnALotOfOneSource, EA, PriceKind.BMonastery, map);

            DecisionBinaryNode hasSourcesLess16 = new DecisionBinaryNode(canHaveSourcesForMonastery, EA, () => activeState.activeTown.GetIHexa(activeState.activeTownPos).GetStartSource() <= 16);

            return hasSourcesLess16;
        }
Exemplo n.º 3
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        private ITreeNode MakeBuyLicenceTree(ITreeNode falseNode)
        {
            DelAction buyLicence = () => ai.BuyLicence(activeState.activeSourceKind);
            ActionNode actionBuyLicence = new ActionNode(buyLicence, this);
            GetPrice getLicencePrice = () => { return GetPriceForMarketLicence(activeState.activeLicenceKind, activeState.activeSourceKind);  };
            ChangeSourcesActionNode addActionBuyLicence = new ChangeSourcesActionNode(new ActionSource(buyLicence, getLicencePrice), this);

            HasSourcesNode hasMoneyForLicence = new HasSourcesNode(actionBuyLicence, addActionBuyLicence, getLicencePrice, map);
            CanHaveSourcesNode canHaveSourcesForLicence = new CanHaveSourcesNode(hasMoneyForLicence, falseNode, getLicencePrice, map);
            DecisionBinaryNode hasSecondLicence = new DecisionBinaryNode(falseNode, canHaveSourcesForLicence, () => { return (activeState.activeLicenceKind = map.GetPlayerMe().GetMarketLicence(activeState.activeSourceKind)) == LicenceKind.SecondLicence; });
            DecisionBinaryNode everyTurnALotOfOneSource = new DecisionBinaryNode(hasSecondLicence, falseNode, () => { return ai.EveryTurnALotOfOneSource(54, true); });
            DecisionBinaryNode hasMarketWithFreeSlot = new DecisionBinaryNode(everyTurnALotOfOneSource, falseNode, ai.HasFreeSlotInMarket);

            return hasMarketWithFreeSlot;
        }
Exemplo n.º 4
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        private ITreeNode MakeBuildFortTree()
        {
            DelAction buildFort = () => ai.BuildFort(activeState.activeTown, activeState.activeTownPos);
            ActionNode actionBuildFort = new ActionNode(buildFort, this);
            ChangeSourcesActionNode addActionBuildFort = new ChangeSourcesActionNode(new ActionSource(buildFort, PriceKind.BFort), this);

            HasSourcesNode haveSourcesForFort = new HasSourcesNode(actionBuildFort, addActionBuildFort, PriceKind.BFort, map);

            DecisionBinaryNode existHexaWithFitnessMore = new DecisionBinaryNode(haveSourcesForFort, EA, () => { return ai.ExistHexaWithFitnessMore(0.4f, activeState.activeTown.GetIHexa(activeState.activeTownPos)); });
            DecisionBinaryNode existPlayerWithFitnessMore = new DecisionBinaryNode(haveSourcesForFort, existHexaWithFitnessMore, () => { return ai.ExistPlayerWithFitnessMore(0.25f); });
            DecisionBinaryNode existFreePlaceForRoad = new DecisionBinaryNode(existPlayerWithFitnessMore, haveSourcesForFort, ai.ExistFreePlaceForRoad);
            DecisionBinaryNode hasFortAlready = new DecisionBinaryNode(EA, existFreePlaceForRoad, () => { return map.GetPlayerMe().GetBuildingCount(Building.Fort) > 0; });
            CanHaveSourcesNode canHaveSourcesForFort = new CanHaveSourcesNode(hasFortAlready, EA, PriceKind.BFort, map);

            DecisionBinaryNode hasSourcesLess16 = new DecisionBinaryNode(canHaveSourcesForFort, EA, () => activeState.activeTown.GetIHexa(activeState.activeTownPos).GetStartSource() <= 16);

            DecisionBinaryNode hasPointsMore18 = new DecisionBinaryNode(hasSourcesLess16, EA, () => { return true; });

            return hasPointsMore18;
        }
Exemplo n.º 5
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        private ITreeNode MakeActionStealSources(ITreeNode falseNode)
        {
            DelAction stealSources = () => { return ai.StealSources(activeState.activePlayer); };
            ActionNode actionStealSources = new ActionNode(stealSources, this);
            ChangeSourcesActionNode addActionStealSources = new ChangeSourcesActionNode(new ActionSource(stealSources, PriceKind.AStealSources), this);

            HasSourcesNode haveSourcesForStealSources = new HasSourcesNode(actionStealSources, addActionStealSources, PriceKind.AStealSources, map);
            DecisionBinaryNode enoughFitness = new DecisionBinaryNode(haveSourcesForStealSources, falseNode, () => { return Fitness.GetFitness(activeState.activePlayer) > 0.35; });
            ForBestPlayerNode forEachPlayerNode = new ForBestPlayerNode(enoughFitness, falseNode, this);
            CanHaveSourcesNode canHaveSourcesForStealSources = new CanHaveSourcesNode(forEachPlayerNode, falseNode, PriceKind.AStealSources, map);
            return canHaveSourcesForStealSources;
        }
Exemplo n.º 6
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        private ITreeNode MakeActionShowParade()
        {
            DelAction showParade = () => { return ai.ActionShowParade(); };
            ActionNode actionShowParade = new ActionNode(showParade, this);
            ChangeSourcesActionNode addActionShowParade = new ChangeSourcesActionNode(new ActionSource(showParade, PriceKind.AParade), this);

            HasSourcesNode haveSourcesForParade = new HasSourcesNode(actionShowParade, addActionShowParade, PriceKind.AParade, map);
            DecisionBinaryNode existFreePlaceForRoad = new DecisionBinaryNode(EA, haveSourcesForParade, ai.ExistFreePlaceForRoad);
            CanHaveSourcesNode canHaveSourcesForParade = new CanHaveSourcesNode(existFreePlaceForRoad, EA, PriceKind.AParade, map);

            return canHaveSourcesForParade;
        }
Exemplo n.º 7
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        private ITreeNode MakeActionCaptureHexa()
        {
            ITreeNode falseNode = EA;

            DelAction captureHexa = () => { return ai.ActionCaptureHexa(activeState.activeHexa); };
            ActionNode actionCaptureHexa = new ActionNode(captureHexa, this);
            ChangeSourcesActionNode addActionCaptureHexa = new ChangeSourcesActionNode(new ActionSource(captureHexa, PriceKind.ACaptureHexa), this);

            HasSourcesNode haveSourcesForCaptureHexa = new HasSourcesNode(actionCaptureHexa, addActionCaptureHexa, PriceKind.ACaptureHexa, map);

            DecisionBinaryNode isFitnessMoreThan = new DecisionBinaryNode(haveSourcesForCaptureHexa, falseNode, () => { return 0.30 < Fitness.GetFitness(map.GetPlayerMe(), activeState.activeHexa); });
            CanHaveSourcesNode canHaveSourcesForCaptureHexa = new CanHaveSourcesNode(isFitnessMoreThan, falseNode, PriceKind.ACaptureHexa, map);

            return canHaveSourcesForCaptureHexa;
        }
Exemplo n.º 8
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        private void BuildTree()
        {
            EA = new FakeActionNode(ai.EmptyLeave, this);

            ForBestFortHexaNeighbourNode forBestFortHexaNeighbour = new ForBestFortHexaNeighbourNode(MakeActionCaptureHexa(), MakeActionShowParade(), this);

            DecisionBinaryNode haveFort2 = new DecisionBinaryNode(forBestFortHexaNeighbour, EA, () => { return map.GetPlayerMe().GetBuildingCount(Building.Fort) > 0; });

            ITreeNode upgradeTree = MakeInventUpgradeTree(haveFort2);
            ITreeNode licenceTree = MakeBuyLicenceTree(upgradeTree);
            CanHaveSourcesNode canHaveSourceForRoad = new CanHaveSourcesNode(MakeBuildRoadTree(licenceTree), licenceTree, PriceKind.BRoad, map);

            List<ITreeNode> specialBuildingBuildList;
            specialBuildingBuildList = new List<ITreeNode>();

            if (map.CanBuildBuildingInTown(0, 0, BuildingKind.MarketBuilding) != BuildingBuildError.Ban)
                specialBuildingBuildList.Add(MakeBuildMarketTree());
            if (map.CanBuildBuildingInTown(0, 0, BuildingKind.MonasteryBuilding) != BuildingBuildError.Ban)
                specialBuildingBuildList.Add(MakeBuildMonasteryTree());
            if (map.CanBuildBuildingInTown(0, 0, BuildingKind.FortBuilding) != BuildingBuildError.Ban)
                specialBuildingBuildList.Add(MakeBuildFortTree());

            RandomNodeMultiple specialBuildingBuild = new RandomNodeMultiple(specialBuildingBuildList, EA, this);
            DecisionBinaryNode isThatHexaMountain = new DecisionBinaryNode(EA, specialBuildingBuild, () => { return activeState.activeTown.GetIHexa(activeState.activeTownPos).GetKind() == HexaKind.Mountains; });

            CanHaveSourcesNode canHaveSourceForSourceBuilding = new CanHaveSourcesNode(MakeBuildSourceBuildingTree(EA), EA, () => { return GetPriceForSourceBuilding(activeState.activeTown, activeState.activeTownPos); }, map);
            DecisionBinaryNode isThatHexaDesert = new DecisionBinaryNode(EA, canHaveSourceForSourceBuilding, () => { return activeState.activeTown.GetIHexa(activeState.activeTownPos).GetKind() == HexaKind.Desert; });

            ForEachFreeHexInTownNode forEachFreeHexaSpecialBuidling = new ForEachFreeHexInTownNode(isThatHexaMountain, EA, false, this);
            ForEachFreeHexInTownNode forEachFreeHexaSourceBuilding = new ForEachFreeHexInTownNode(isThatHexaDesert, EA, true, this);
            List<ITreeNode> freeHexaList = new List<ITreeNode>();
            freeHexaList.Add(forEachFreeHexaSourceBuilding);
            freeHexaList.Add(forEachFreeHexaSpecialBuidling);
            SerialNode freeHexaSerial = new SerialNode(freeHexaList, canHaveSourceForRoad, this);

            DecisionBinaryNode hasFreeHexaInTown = new DecisionBinaryNode(freeHexaSerial, canHaveSourceForRoad, ai.IsFreeHexaInTown);
            CanHaveSourcesNode canHaveSourceForTown = new CanHaveSourcesNode(MakeBuildTownTree(hasFreeHexaInTown), hasFreeHexaInTown, PriceKind.BTown, map);

            DecisionBinaryNode haveFort1 = new DecisionBinaryNode(MakeActionStealSources(canHaveSourceForTown), canHaveSourceForTown, () => { return map.GetPlayerMe().GetBuildingCount(Building.Fort) > 0; });

            root = haveFort1;
        }