Exemplo n.º 1
0
        //-----------------------------------------------------------------
        //              Core Gameplay Functions
        //-----------------------------------------------------------------

        //Main game loop. Returns the outcome of the game.
        public GameResults PlayGame()
        {
            var progressMade = true;

            while (!lastRound && progressMade)
            {
                progressMade = GameRound();
            }
            DisplayText("Game over");
            GameResults results = new GameResults(players, GetWinningPlayers(), roundCount);

            return(results);
        }
Exemplo n.º 2
0
        public TournamentResults PlayTournament()
        {
            var wins                  = new int[Players.Count];
            var totalScores           = new int[Players.Count];
            var totalEarnedPenalties  = new int[Players.Count];
            var totalAppliedPenalties = new int[Players.Count];
            var heatMap               = new int[5, 5];
            var totalGameRounds       = 0u;
            var ties                  = 0;

            var timer = new Stopwatch();

            timer.Start();

            for (int i = 0; i < Rounds; i++)
            {
                // Clone the list so it's not affected by turn order
                GameManager gm         = new GameManager(new List <Player>(Players));
                GameResults gameResult = gm.PlayGame();

                if (gameResult.winners.Count > 1)
                {
                    ties++;
                }

                foreach (var winner in gameResult.winners)
                {
                    wins[Players.IndexOf(winner)]++;
                    UpdateHeatMap(heatMap, winner.Wall.Tiles);
                }

                for (int j = 0; j < Players.Count; j++)
                {
                    // players comes back in a different order than it started
                    var player      = gameResult.players[j];
                    var playerIndex = Players.IndexOf(player);
                    totalScores[playerIndex]           += player.score;
                    totalEarnedPenalties[playerIndex]  += player.totalEarnedPenalties;
                    totalAppliedPenalties[playerIndex] += player.totalAppliedPenalties;
                }

                totalGameRounds += gameResult.roundCount;
            }
            timer.Stop();

            var tournamentResults = new TournamentResults()
            {
                Ties = ties,
                Time = timer.Elapsed,
            };

            for (int i = 0; i < Players.Count; i++)
            {
                tournamentResults.WinPercentages.Add(wins[i] / (double)Rounds);
                tournamentResults.AverageScores.Add(totalScores[i] / (double)Rounds);
                tournamentResults.AverageEarnedPenalties.Add(totalEarnedPenalties[i] / (double)Rounds);
                tournamentResults.AverageAppliedPenalties.Add(totalAppliedPenalties[i] / (double)Rounds);
            }

            tournamentResults.AverageRounds = totalGameRounds / (double)Rounds;

            tournamentResults.HeatMap = CompileHeatMap(heatMap);

            return(tournamentResults);
        }