示例#1
0
文件: AI.cs 项目: jcbrock/UnityTetris
        private AIMoveEvaluation ComputeScoreForColumn(ClassicTetrisRules scene, int columnDelta)
        {
            //s.ShadeSubBlock (0); //shade anchor block for debugging

                        AIMoveEvaluation placement = new AIMoveEvaluation ();

                        //Verify this is a column placement, skip computation if not
                        Vector3 movementVector = new Vector3 (columnDelta, 0, 0);
                        if (!scene.TetrisGrid.CheckCollisionWithLeftWall (scene.CurrentShape, movementVector) &&
                                !scene.TetrisGrid.CheckCollisionWithRightWall (scene.CurrentShape, movementVector)) {

                                //Find the resting place for the shape in this column
                                SetTranslationVectorToRestingPosition (scene, ref movementVector);

                                //Compute score of resting spot
                                placement.Score = GetScore (scene, movementVector);
                                placement.PathClear = true; //since we're just translating straight down until it hits something, this is true
                                placement.Status = PlacementStatus.NoCollision;
                        } else
                                placement.Status = PlacementStatus.CollidedWithWall;

                        return placement;
        }
示例#2
0
文件: AI.cs 项目: jcbrock/UnityTetris
 //Sets movementVector argument to the resting position
 private void SetTranslationVectorToRestingPosition(ClassicTetrisRules scene, ref Vector3 movementVector)
 {
     //Find the resting place for the shape in this column. This loop is safe because eventually it'll hit the bot wall
                 while (true) {
                         movementVector.y -= 1;
                         if (scene.TetrisGrid.CheckCollisionWithBotWall (scene.CurrentShape, movementVector) ||
                                 scene.TetrisGrid.DoAnyShapesCollideInScene (scene.CurrentShape, movementVector)) {
                                 movementVector.y += 1; //move back up to the position before the collision
                                 return;
                         }
                 }
 }
示例#3
0
文件: AI.cs 项目: jcbrock/UnityTetris
        private AIMoveEvaluation GetBestMove(ClassicTetrisRules scene)
        {
            List<AssemblyCSharp.AIMoveEvaluation> possibleScores = new List<AIMoveEvaluation> ();

                        //For each column, compute score if we let the piece fall in this column (for each rotation of the piece too)
                        AssemblyCSharp.Coordinate anchor = scene.CurrentShape.GetAnchorCoordinate ();
                        int shiftedColumnIndex = anchor.column * -1;
                        for (int j = shiftedColumnIndex; j < (shiftedColumnIndex + scene.TetrisGrid.ColumnCount); ++j) {
                                for (int i = 0; i < 4; ++i) {
                                        AIMoveEvaluation score = ComputeScoreForColumn (scene, j);
                                        if (score != null) {
                                                score.NumberOfRotations = i;
                                                score.Column = j + (shiftedColumnIndex * -1);
                                                possibleScores.Add (score); //change from being current shape to prediction...
                                        }
                                        scene.CurrentShape .Rotate ();
                                }
                        }

                        foreach (AIMoveEvaluation colScore in possibleScores)
                                UnityEngine.Debug.Log (colScore.Print ());

                        //Calculate the best score
                        List<AIMoveEvaluation> bestMoves = possibleScores.Where (x => x.Status == PlacementStatus.NoCollision && x.PathClear == true).OrderByDescending (x => x.Score).ToList ();
                        AIMoveEvaluation bestMove = null;
                        if (bestMoves.Count > 0)
                                bestMove = bestMoves.Where (x => x.Score == bestMoves [0].Score).OrderBy (x => x.Row).FirstOrDefault ();

                        return bestMove;
        }
示例#4
0
文件: AI.cs 项目: jcbrock/UnityTetris
        private float GetScore(ClassicTetrisRules scene, Vector3 movementVector)
        {
            //Get neighbor information from the scene for current shape
                        List<CellInformation> cellInformation = scene.TetrisGrid.GetCellInformation (scene.CurrentShape, movementVector);

                        if (cellInformation == null) //invalid shape, make sure it never gets picked
                                return float.MinValue;

                        //Score computed by adding points for neighbors and deducting points if covering up gap / higher blocks
                        float score = 0f;
                        foreach (CellInformation neighbor in cellInformation) {
                                //Add a point for each shape neighbor
                                if (neighbor.TopNeighborStatus == TetrisGridCellStatus.Filled) {
                                        ++score;
                                }
                                if (neighbor.RightNeighborStatus == TetrisGridCellStatus.Filled) {
                                        ++score;
                                }
                                if (neighbor.BotNeighborStatus == TetrisGridCellStatus.Filled) {
                                        ++score;
                                }
                                if (neighbor.LeftNeighborStatus == TetrisGridCellStatus.Filled) {
                                        ++score;
                                }

                                //Add points for each wall neighbor
                                if (neighbor.RightNeighborStatus == TetrisGridCellStatus.Wall) { //boost a little bit on the sides of scores don't clump in the middle
                                        score += .75f;
                                }
                                if (neighbor.LeftNeighborStatus == TetrisGridCellStatus.Wall) {
                                        score += .75f;
                                }
                                if (neighbor.BotNeighborStatus == TetrisGridCellStatus.Wall) {
                                        ++score;
                                }

                                //Remove a point if covering up an open hole
                                if (neighbor.BotNeighborStatus == TetrisGridCellStatus.Open) {
                                        --score;
                                }

                                //Remove points for higher rows (give priority to lower rows)
                                float fudge = (neighbor.coordinate.row + 24) * .1f;
                                score -= fudge;

                        }
                        return score;
        }
示例#5
0
        void Start()
        {
            Application.runInBackground = true;
                        mScene = new ClassicTetrisRules ();
                        mScene.RegisterObserver (this);

                        //Register this class as an observer with the input and menu controller
                        GameObject go = GameObject.Find ("GameObject");
                        PlayerControl inputController = (PlayerControl)go.GetComponent (typeof(PlayerControl));
                        inputController.RegisterObserver (this);
                        DelegateMenu gameStateController = (DelegateMenu)go.GetComponent (typeof(DelegateMenu));
                        gameStateController.RegisterObserver (this);
        }