Пример #1
0
    public override void LeaveHungry(Game game, int eatenResources, Action <bool> onComplete)
    {
        List <int> optionInds = new List <int> ();

        optionInds.Add(0);
        optionInds.Add(1);

        int resourcesToEat = _model.HumansCount - _model.FieldsCount - _model.Food;
        int eatenForest    = Mathf.Min(resourcesToEat, _model.Forest);

        resourcesToEat -= eatenForest;
        int eatenClay = Mathf.Min(resourcesToEat, _model.Clay);

        resourcesToEat -= eatenClay;
        int eatenStone = Mathf.Min(resourcesToEat, _model.Stone);

        resourcesToEat -= eatenStone;
        int eatenGold = Mathf.Min(resourcesToEat, _model.Gold);

        resourcesToEat -= eatenGold;

        int[] inputs = new int[GetLeaveHungryInputsCount];
        int   i      = 0;

        inputs [i] = game.TurnInd; i++;
        inputs [i] = eatenForest; i++;
        inputs [i] = eatenClay; i++;
        inputs [i] = eatenStone; i++;
        inputs [i] = eatenGold; i++;

        bool selectTrue = _leaveHungryDecider.GetDecision(inputs, optionInds) == 1;

        onComplete(selectTrue);
    }
Пример #2
0
    public override void SelectWhereToGo(Game game, Action <WhereToGo> onComplete)
    {
        List <WhereToGo> options = game.GetAvailableTargets(_model);

        int[] inputs = new int[WhereToGoInputsCount];
        int   i      = 0;

        inputs [i] = game.TurnInd; i++;
        inputs [i] = _model.Food; i++;
        inputs [i] = _model.Forest; i++;
        inputs [i] = _model.Stone; i++;
        inputs [i] = _model.Gold; i++;
        inputs [i] = Indicator(Game.EnoughResourcesForBuilding(game, _model, 0)); i++;
        inputs [i] = Indicator(Game.EnoughResourcesForBuilding(game, _model, 1)); i++;
        inputs [i] = Indicator(Game.EnoughResourcesForBuilding(game, _model, 2)); i++;
        inputs [i] = Indicator(Game.EnoughResourcesForBuilding(game, _model, 3)); i++;
        inputs [i] = _model.HumansCount; i++;
        inputs [i] = _model.FieldsCount; i++;
        inputs [i] = _model.InstrumentsCountSlot1 + _model.InstrumentsCountSlot2 + _model.InstrumentsCountSlot3; i++;
        inputs [i] = _model.HouseMultiplier; i++;
        inputs [i] = _model.FieldsMultiplier; i++;
        inputs [i] = _model.InstrumentsMultiplier; i++;
        inputs [i] = _model.GetScienceScore(0); i++;
        inputs [i] = _model.Score; i++;
        List <int> optionInds = new List <int> ();

        for (int j = 0; j < options.Count; j++)
        {
            optionInds.Add((int)options[j] - 1);
        }
        int       decision = _whereToGoDecider.GetDecision(inputs, optionInds);
        WhereToGo res      = (WhereToGo)(decision + 1);

        onComplete(res);
    }
Пример #3
0
    public override void ChooseItemToReceiveFromCharityCard(Game game, List <int> randoms, Action <int> onComplete)
    {
        List <int> optionInds = new List <int> ();

        for (int j = 0; j < 6; j++)
        {
            if (randoms.Contains(j + 1))
            {
                optionInds.Add(j);
            }
        }

        int[] inputs = new int[GetResourceFromCharityInputsCount];
        int   i      = 0;

        inputs [i] = game.TurnInd; i++;
        inputs [i] = _model.Forest; i++;
        inputs [i] = _model.Clay; i++;
        inputs [i] = _model.Stone; i++;
        inputs [i] = _model.Gold; i++;
        inputs [i] = _model.InstrumentsCountSlot1 + _model.InstrumentsCountSlot2 + _model.InstrumentsCountSlot3; i++;
        inputs [i] = _model.FieldsCount; i++;

        int ind = _resourceFromCharityDecider.GetDecision(inputs, optionInds) + 1;

        onComplete(ind);
    }
Пример #4
0
    public override void ChooseResourceToReceiveFromTopCard(Game game, Action <Resource> onComplete)
    {
        List <int> optionInds = new List <int> ();

        optionInds.Add(0);
        optionInds.Add(1);
        optionInds.Add(2);
        optionInds.Add(3);

        int[] inputs = new int[GetResourceFromTopCardInputsCount];
        int   i      = 0;

        inputs [i] = game.TurnInd; i++;
        inputs [i] = _model.Food; i++;
        inputs [i] = _model.Forest; i++;
        inputs [i] = _model.Clay; i++;
        inputs [i] = _model.Stone; i++;
        inputs [i] = _model.Gold; i++;

        int ind = _resourceFromTopCardDecider.GetDecision(inputs, optionInds);

        switch (ind)
        {
        default:
        case 0: onComplete(Resource.Forest); break;

        case 1: onComplete(Resource.Clay); break;

        case 2: onComplete(Resource.Stone); break;

        case 3: onComplete(Resource.Gold); break;
        }
    }
Пример #5
0
    public override void SelectUsedHumans(Game game, WhereToGo whereToGo, Action <int> onComplete)
    {
        int max             = game.GetMaxHumansCountFor(whereToGo);
        int min             = game.GetMinHumansCountFor(whereToGo);
        int freePlacesCount = game.GetAvailableHumansCountFor(whereToGo);

        max = Mathf.Min(max, freePlacesCount);
        max = Mathf.Min(max, _model.AvailableHumans);
        if (max <= min)
        {
            onComplete(min);
            return;
        }

        // Can only be resource mining turn.
        Resource receivedResource = Game.GetResourceFromTarget(whereToGo);
        int      resourceCost     = Game.GetResourceCost(receivedResource);


        List <int> optionInds = new List <int> ();

        for (int j = min; j <= max; j++)
        {
            optionInds.Add(j - 1);
        }
        int[] inputs = new int[GetUsedHumansInputsCount];
        int   i      = 0;

        inputs [i] = game.TurnInd; i++;
        inputs [i] = resourceCost; i++;
        inputs [i] = Indicator(receivedResource == Resource.Food); i++;
        inputs [i] = Indicator(receivedResource == Resource.Forest); i++;
        inputs [i] = Indicator(receivedResource == Resource.Clay); i++;
        inputs [i] = Indicator(receivedResource == Resource.Stone); i++;
        inputs [i] = Indicator(receivedResource == Resource.Gold); i++;
        inputs [i] = _model.InstrumentsCountSlot1 + _model.InstrumentsCountSlot2 + _model.InstrumentsCountSlot3; i++;
        inputs [i] = Mathf.Max(0, _model.HumansCount - _model.FieldsCount - _model.Food); i++;     // Needed food.

        int count = _humansCountDecider.GetDecision(inputs, optionInds) + 1;

        onComplete(count);
    }
Пример #6
0
    public override void UseGetAnyResourceFromTopCard(Game game, Action <bool> onComplete)
    {
        List <int> optionInds = new List <int> ();

        optionInds.Add(0);
        optionInds.Add(1);

        int[] inputs = new int[GetAnyResourceFromTopCardInputsCount];
        int   i      = 0;

        inputs [i] = game.TurnInd; i++;
        inputs [i] = _model.Food; i++;
        inputs [i] = _model.Forest; i++;
        inputs [i] = _model.Clay; i++;
        inputs [i] = _model.Stone; i++;
        inputs [i] = _model.Gold; i++;

        bool selectedTrue = _useAnyResourceFromTopCardDecider.GetDecision(inputs, optionInds) == 1;

        onComplete(selectedTrue);
    }
Пример #7
0
    public override void GetUsedInstrumentSlotInd(Game game, Resource receivedRecource, int points, OnInstrumentsToUseSelected onComplete)
    {
        int availableSlot1Instruments = _model.GetAvailableInstruments(0);
        int availableSlot2Instruments = _model.GetAvailableInstruments(1);
        int availableSlot3Instruments = _model.GetAvailableInstruments(2);
        int availableTop4Instruments  = _model.GetAvailableOnceInstruments(0);
        int availableTop3Instruments  = _model.GetAvailableOnceInstruments(1);
        int availableTop2Instruments  = _model.GetAvailableOnceInstruments(2);

        bool useSlot1     = availableSlot1Instruments > 0;
        bool useSlot2     = availableSlot2Instruments > 0;
        bool useSlot3     = availableSlot3Instruments > 0;
        bool useOnceSlot4 = availableTop4Instruments > 0;
        bool useOnceSlot3 = availableTop3Instruments > 0;
        bool useOnceSlot2 = availableTop2Instruments > 0;

        int        cost = Game.GetResourceCost(receivedRecource);
        int        receivedFromDices = points / cost;
        List <int> optionInds        = new List <int> ();

        int notUsedPoints        = points - receivedFromDices * cost;
        int maxInstrumentsPoints = availableSlot1Instruments + availableSlot2Instruments + availableSlot3Instruments
                                   + availableTop4Instruments + availableTop3Instruments + availableTop2Instruments;

        optionInds.Add(0);           // Option to add 0 resource.
        if (maxInstrumentsPoints >= cost - notUsedPoints)
        {
            optionInds.Add(1);              // Option to add 1 resource.
        }
        if (maxInstrumentsPoints >= 2 * cost - notUsedPoints)
        {
            optionInds.Add(2);              // Option to add 2 resources.
        }
        if (maxInstrumentsPoints >= 3 * cost - notUsedPoints)
        {
            optionInds.Add(3);              // Option to add max and not less than 3 resources.
        }
        int[] inputs = new int[GetResourceFromInstrumentsInputsCount];
        int   i      = 0;

        inputs [i] = game.TurnInd; i++;
        inputs [i] = cost; i++;
        inputs [i] = Indicator(receivedRecource == Resource.Food); i++;
        inputs [i] = Indicator(receivedRecource == Resource.Forest); i++;
        inputs [i] = Indicator(receivedRecource == Resource.Clay); i++;
        inputs [i] = Indicator(receivedRecource == Resource.Stone); i++;
        inputs [i] = Indicator(receivedRecource == Resource.Gold); i++;
        inputs [i] = availableSlot1Instruments + availableSlot2Instruments + availableSlot3Instruments; i++;
        inputs [i] = availableTop4Instruments + availableTop3Instruments + availableTop2Instruments; i++;
        inputs [i] = _model.GetResourceCount(receivedRecource); i++;

        int decision = _resourceFromInstrumentsDecider.GetDecision(inputs, optionInds);
        int pointsForDecision;

        switch (decision)
        {
        default:
        case 0: pointsForDecision = 0; break;

        case 1: pointsForDecision = cost - notUsedPoints; break;

        case 2: pointsForDecision = 2 * cost - notUsedPoints; break;

        case 3: pointsForDecision = 3 * cost - notUsedPoints; break;
        }

        int currPoints = maxInstrumentsPoints;

        if (availableTop4Instruments > 0 && pointsForDecision <= currPoints - availableTop4Instruments)
        {
            currPoints  -= availableTop4Instruments;
            useOnceSlot4 = false;
        }
        if (availableTop3Instruments > 0 && pointsForDecision <= currPoints - availableTop3Instruments)
        {
            currPoints  -= availableTop3Instruments;
            useOnceSlot3 = false;
        }
        if (availableTop2Instruments > 0 && pointsForDecision <= currPoints - availableTop2Instruments)
        {
            currPoints  -= availableTop2Instruments;
            useOnceSlot2 = false;
        }
        if (availableSlot1Instruments > 0 && pointsForDecision <= currPoints - availableSlot1Instruments)
        {
            currPoints -= availableSlot1Instruments;
            useSlot1    = false;
        }
        if (availableSlot2Instruments > 0 && pointsForDecision <= currPoints - availableSlot2Instruments)
        {
            currPoints -= availableSlot2Instruments;
            useSlot2    = false;
        }
        if (availableSlot3Instruments > 0 && pointsForDecision <= currPoints - availableSlot3Instruments)
        {
            currPoints -= availableSlot3Instruments;
            useSlot3    = false;
        }

        onComplete(useSlot1, useSlot2, useSlot3, useOnceSlot4, useOnceSlot3, useOnceSlot2);
    }