Пример #1
0
        public virtual GameMoveType GetNextMove(GameState gameState, IGameInteractionService interactionService)
        {
            var loggingService = ServiceContainer.Resolve<ILoggingService> ();
            var emptyLocation = gameState.GameField.GetUnusedItemLocation ();

            // Prepare a path to the target treasure if it hasn't happened yet. The AI decides first what path it will take, then it will follow it until
            // it fails or until it reaches the treasure. The current path is reset in UpdatePlayer() because this means that it's the other player's turn.
            if (this.currentPath == null || this.currentPath.Count <= 0)
            {
                #if EXTENSIVE_LOGGING
                loggingService.Log ("AI calculates a new path.");
                #endif

                // Populate the path finding algorithm and start at the unused item location.
                var populatedGrid = AIHelpers.PreparePathGrid (gameState.GameField, emptyLocation, gameState.GetActiveCard());

                // Get the location of the current active card. This may return NULL if the AI cannot remember the location.
                GridLocation currentTreasureLocation = this.GetPresumedLocationOfTreasure(gameState.GetActiveCard());

                // The AI has no clue where the active treasure is. It will pick a random location to move to.
                if (currentTreasureLocation == null)
                {
                    currentTreasureLocation = this.GetRandomLocationAvoidingTreasures (gameState);
                    #if EXTENSIVE_LOGGING
                    loggingService.Log ("AI has no clue where '{0}' is located. Will move to random location {1}.", gameState.GetActiveCard(), currentTreasureLocation);
                    #endif
                }

                // Log how AI calculates the distances.
                #if EXTENSIVE_LOGGING
                loggingService.Log ("AI sees the grid with these distances, starting at {0} to reach (presumed!) {1} at {2}:", emptyLocation, gameState.GetActiveCard(), currentTreasureLocation);
                for (int row = 0; row < populatedGrid.Rows; row++)
                {
                    string s = string.Empty;
                    for (int col = 0; col < populatedGrid.Columns; col++)
                    {
                        s += populatedGrid.GetItem (row, col).ToString ("000") + " |";
                    }

                    loggingService.Log (s);
                }
                #endif

                // Find the path from the current unused location to the treasure, avoiding all other treasures if possible.
                var pathList = AIHelpers.GetPathToLocation (gameState.GameField, populatedGrid, emptyLocation, currentTreasureLocation, gameState.GetActiveCard());

                // We need to reverse it to get the corret order when copying onto a stack.
                pathList.Reverse ();
                // Copy the path onto a stack for better processing.
                this.currentPath = new Stack<GridLocation>(pathList);
                pathList = null;

                // Log the path the AI will go.
                #if EXTENSIVE_LOGGING
                loggingService.Log ("AI's path to (presumed!) {0}:", gameState.GetActiveCard());
                for (int row = 0; row < populatedGrid.Rows; row++)
                {
                    string s = string.Empty;
                    for (int col = 0; col < populatedGrid.Columns; col++)
                    {

                        var isPath = (from pathItem in this.currentPath where pathItem.Row == row && pathItem.Column == col select pathItem).Any ();
                        if (isPath)
                        {
                            s += populatedGrid.GetItem (row, col).ToString ("000") + "X|";
                        } else
                        {
                            s += populatedGrid.GetItem (row, col).ToString ("000") + " |";
                        }
                    }

                    loggingService.Log (s);
                }
                #endif

                // A correct path has to contain at least two locations: the start and the target.
                if (this.currentPath.Count < 2)
                {
                    // The AI failed and could not find a path from the unused location to the active treasure. Stupid AI. Should not happen and means there is a problem in the algorithm.
                    loggingService.Log ("AI path is invalid. Path length: [{0}]. Next move will be random.", this.currentPath.Count.ToString ());
                    // Return a random move.
                    var randomMove = AIHelpers.GetRandomMove (gameState.GameField, emptyLocation, gameState.GetActiveCard());
                    loggingService.Log ("AI moves randomly: {0}", randomMove);

                    // Bail out.
                    return randomMove;
                }
                else
                {
                    // The found path is valid. Remove the first entry because this is the start location. No need to move, we're already there.
                    // TODO: Verify that if the next treaure is the one that is currently active, the AI will spot that it is already uncovered.
                    this.currentPath.Pop ();
                }
            }

            // Here the current path has either just been populated or we're following a previously populated path.
            // Get next location to move to.
            var moveLocation = this.currentPath.Pop ();
            // Remember that we visited that location. We want to avoid it for the next couple of moves.
            this.lastVisitedLocations.Enqueue (moveLocation);
            // Remember the treasure that has just been discoverd fully.
            this.LearnAboutTreasure (gameState.GameField.GetItem(moveLocation).Treasure, moveLocation);
            // Convert location to a move.
            var move = AIHelpers.GetMoveToAdjacentLocation (emptyLocation, moveLocation);
            loggingService.Log ("AI will move from [{0}] to [{1}], this is a move of type [{2}].", emptyLocation, moveLocation, move);

            // The AI forgets a bit after each move.
            this.ForgetTreasures ();

            return move;
        }
Пример #2
0
        /// <summary>
        /// Gets a random location on the board and avoids treasures.
        /// </summary>
        /// <returns>The random location avoiding treasures.</returns>
        /// <param name="gameState">Game state.</param>
        protected virtual GridLocation GetRandomLocationAvoidingTreasures(GameState gameState)
        {
            var platformServices = ServiceContainer.Resolve<IPlatformServices> ();
            var loggingService = ServiceContainer.Resolve<ILoggingService> ();
            GridLocation location;
            bool continueRandomization = false;

            // Loop until a (presumably) empty location was found.
            do
            {
                // Get a location that has not been visited recently.
                bool isRememberedLocation = false;
                do
                {
                    location = new GridLocation (platformServices.GetRandomNumber (0, gameState.GameField.Rows), platformServices.GetRandomNumber (0, gameState.GameField.Columns));
                    isRememberedLocation = this.lastVisitedLocations.Contains (location);
                    #if EXTENSIVE_LOGGING
                    loggingService.Log("Randomized location '{0}' was picked previously? {1}.", location, isRememberedLocation);
                    #endif
                }
                while(isRememberedLocation);

                // Remember the location to prevent visiting it again immediately.
                this.lastVisitedLocations.Enqueue (location);

                // Now check if the location has a treasure. If yes, we don't want to go there unless it is the current active treasure.
                var treasureMemory = this.HasLocationPresumablyTreasure(location);

                // We want to pick a location that we don't know about.
                if(treasureMemory == LocationMemory.DontKnow)
                {
                    // Let's head there if the AI does not know about the location.
                    continueRandomization = false;
                    #if EXTENSIVE_LOGGING
                    loggingService.Log("Randomized location. AI does not know what's at '{0}'. Active treasure: {1}.", location, gameState.GetActiveCard());
                    #endif
                }
                else if(treasureMemory == LocationMemory.HasNothing)
                {
                    // If the AI knows that there is nothing at the location, it won't go there.
                    continueRandomization = true;
                    #if EXTENSIVE_LOGGING
                    loggingService.Log("Randomized location. AI knows that there is nothing at '{0}'. Active treasure: {1}.", location, gameState.GetActiveCard());
                    #endif
                }
                else if(treasureMemory == LocationMemory.HasTreasure)
                {
                    // If there is a treasure, the AI will avoid it, untless it is the current searched treasure.
                    var treasureItem = gameState.GameField.GetItem(location).Treasure;
                    if(treasureItem == gameState.GetActiveCard())
                    {
                        continueRandomization = false;
                    }
                    else
                    {
                        // Keep searching a new random location.
                        continueRandomization = true;
                    }
                    #if EXTENSIVE_LOGGING
                    loggingService.Log("Randomized location. AI knows there is a treasure '{0}'. Active treasure: {1}.", location, gameState.GetActiveCard());
                    #endif
                }
            }
            while(continueRandomization);

            return location;
        }
        /// <summary>
        /// Draws the game field.
        /// </summary>
        /// <param name="gameState">Game state.</param>
        public void DrawGameField(GameState gameState)
        {
            int right = gameState.GameField.Columns * colScale + gameState.GameField.Columns;

            // Show the current player's name.
            this.Write (0, right + 5, ConsoleColor.Gray, "Current Player: {0}", gameState.CurrentPlayer.ToString ());

            // Show the current card to be searched.
            this.Write (2, right + 5, ConsoleColor.Gray, "Search treasure: {0}", gameState.GetActiveCard());
            this.Write (3, right + 5, ConsoleColor.Gray, "Treasures left: {0}", gameState.Cards.Count);

            // Show the scores.
            this.Write (5, right + 5, ConsoleColor.Gray, "Local player score: {0}", gameState.LocalPlayerScore);
            this.Write (6, right + 5, ConsoleColor.Gray, "Opponent player score: {0}", gameState.OpponentPlayerScore);

            // Draw a grid.
            for (int row = 0; row < gameState.GameField.Rows; row++)
            {
                for (int col = 0; col < gameState.GameField.Columns; col++)
                {
                    this.DrawHorizLine (row, col);
                    this.DrawVertLine (row, col);
                }
            }

            // Draw the bottom most horizontal line.
            for (int col = 0; col < gameState.GameField.Columns; col++)
            {
                this.DrawHorizLine (gameState.GameField.Rows, col);
            }

            // Draw the right most vertical line./
            for (int row = 0; row < gameState.GameField.Rows; row++)
            {
                this.DrawVertLine (row, gameState.GameField.Columns);
            }

            // Draw the bottom right corner of the game field.
            screen.SetItem (gameState.GameField.Rows * rowScale + gameState.GameField.Rows, gameState.GameField.Columns * colScale + gameState.GameField.Columns, '+'.ToColorChar(gridColor));

            // Draw representations of the game field content.
            for (int row = 0; row < gameState.GameField.Rows; row++)
            {
                for (int col = 0; col < gameState.GameField.Columns; col++)
                {
                    GameFieldItem item = gameState.GameField.GetItem (row, col);
                    ColorChar pyramidChar = new ColorChar();
                    switch(item.Pyramid)
                    {
                        case PyramidType.PyramidA:
                        pyramidChar = 'X'.ToColorChar (ConsoleColor.White, ConsoleColor.DarkRed);
                        break;
                        case PyramidType.PyramidB:
                        pyramidChar = 'X'.ToColorChar (ConsoleColor.White, ConsoleColor.Blue);
                        break;
                        case PyramidType.None:
                        pyramidChar = ' '.ToColorChar (ConsoleColor.Black);
                        break;
                        default:
                            throw new InvalidOperationException ("Unhandled pyramid type!");
                    }
                    for(int i = 0; i < rowScale; i++)
                    {
                        for(int j = 0; j < colScale; j++)
                        {
                            screen.SetItem (row * rowScale + row + 1 + i, col * colScale + col + 1 + j, pyramidChar);
                        }
                    }

                    // If there's a treasure, show the first few characters to ease debugging.
                    if (item.Treasure != TreasureType.None)
                    {
                        // By default show treasure if it is at the empty location.
                        if (this.ShowTreasureNames || pyramidChar.C == ' ')
                        {
                            var treasureString = item.Treasure.ToString ();

                            for (int j = 0; j < colScale; j++)
                            {
                                if (j < treasureString.Length)
                                {
                                    screen.SetItem (row * rowScale + row + 1, col * colScale + col + 1 + j, treasureString [j].ToColorChar (ConsoleColor.Black, ConsoleColor.Yellow));
                                }
                                else
                                {
                                    screen.SetItem (row * rowScale + row + 1, col * colScale + col + 1 + j, ' '.ToColorChar (ConsoleColor.Black, ConsoleColor.Yellow));
                                }
                            }
                        }
                    }
                }
            }
        }