Пример #1
0
    /// <summary>
    /// Handles turns for AI players.
    /// </summary>
    private IEnumerator AITurn()
    {
        // AI delay before continuing
        yield return(new WaitForSeconds(AIPlayer.AIDelay));

        if (state == State.Placement)
        {
            // Get a placement move
            PlacementMove pm = ((AIPlayer)players[turnIndex]).PlacementMove();
            placementPiece = pm.PlacementPiece;

            // Click the placement piece
            placementPiece.OnMouseUpAsButton();

            yield return(new WaitForSeconds(AIPlayer.AIDelay));

            // Click the placement tile
            SelectedTile(pm.Destination);
        }
        else
        {
            // Get a weighted move
            WeightedMove wm = players[turnIndex].DoTurn();

            // Do the turn
            SelectedTile(wm.piece.GetNode());

            yield return(new WaitForSeconds(AIPlayer.AIDelay));

            SelectedTile(wm.dest);
        }
    }
Пример #2
0
    /// <summary>
    /// Ties the WeightedAI together, gets the
    /// moves, picks one and executes
    /// </summary>
    /// <returns>The turn.</returns>
    public override WeightedMove DoTurn()
    {
        moves = GetAllAvailableMoves();

        WeightMoves(moves);
        WeightedMove pickedMove = null;

        //Attempts before defaulting to random move
        int Attempts = 10;

        while (Attempts > 0)
        {
            int maxRoll = 999;
            int roll    = new System.Random().Next(maxRoll + 1);

            if (roll > maxRoll - attackWeight && AttackMoves.Count > 0)
            {
                PickAttackMoves(AttackMoves);
                pickedMove = AttackMoves[new System.Random().Next(0, AttackMoves.Count)];
                UnityEngine.Debug.Log(pickedMove.attackValue);
                UnityEngine.Debug.Log("Attack move picked");
            }
            else if (roll > maxRoll - attackWeight - safeWeight && SafeMoves.Count > 0)
            {
                pickedMove = SafeMoves[new System.Random().Next(0, SafeMoves.Count)];
                UnityEngine.Debug.Log("Safe move picked");
            }
            else if (roll > maxRoll - attackWeight - safeWeight - wayWeight && WayMoves.Count > 0)
            {
                pickedMove = WayMoves[new System.Random().Next(0, WayMoves.Count)];
                UnityEngine.Debug.Log("Way move picked");
            }
            else if (roll > maxRoll - attackWeight - safeWeight - wayWeight - neutralWeight && NeutralMoves.Count > 0)
            {
                pickedMove = NeutralMoves[new System.Random().Next(0, NeutralMoves.Count)];
                UnityEngine.Debug.Log("Way move picked");
            }
            else if (BadMoves.Count > 0)
            {
                pickedMove = BadMoves[new System.Random().Next(0, BadMoves.Count)];
                UnityEngine.Debug.Log("Bad move picked");
            }

            if (pickedMove != null)
            {
                break;
            }
            Attempts--;
        }

        //Empty out all saved moves
        BadMoves.Clear();
        WayMoves.Clear();
        SafeMoves.Clear();
        AttackMoves.Clear();

        //No valid moves, or failed to choose
        if (Attempts == 0)
        {
            UnityEngine.Debug.Log("WeightedAI could not decide. Random Move.");
            return(RandomMove());
        }
        else
        {
            UnityEngine.Debug.Log("WeightedAI moved.");
            return(pickedMove);
        }
    }