示例#1
0
        /// <summary>
        /// This will be run on each turns. It must return a direction fot the bot to follow
        /// </summary>
        /// <param name="state">The game state</param>
        /// <returns></returns>
        public string Move(GameState state)
        {
            myFinder = new Pathfinder(state);

            string direction;

            switch (random.Next(0, 5)) {
                case 0:
                    direction = Direction.East;
                    break;

                case 1:
                    direction = Direction.West;
                    break;

                case 2:
                    direction = Direction.North;
                    break;

                case 3:
                    direction = Direction.South;
                    break;

                default:
                    direction = Direction.Stay;
                    break;
            }

            direction = myFinder.GetNextMoveToGetToDestination(2, 2);

            Console.WriteLine("Completed turn {0}, going {1}", state.currentTurn, direction);
            Console.WriteLine(DateTime.Now - delta);
            return direction;
        }
示例#2
0
文件: BotAI.cs 项目: malmuki/Comeo
        public string WhatShouldIDo(GameState state)
        {
            gState = state;
            Dictionary<Pos, Tile> POI = new Dictionary<Pos, Tile>();
            numberOfMinePlayer1 = 0;
            numberOfMinePlayer2 = 0;
            numberOfMinePlayer3 = 0;
            numberOfMinePlayer4 = 0;

            for (int i = 0; i < state.board.Length; i++)
            {
                for (int j = 0; j < state.board[i].Length; j++)
                {
                    if (state.board[i][j] != Tile.FREE && state.board[i][j] != Tile.IMPASSABLE_WOOD)
                    {
                        POI.Add(new Pos() { x = i, y = j }, state.board[i][j]);
                    }
                    if (state.board[i][j] == Tile.GOLD_MINE_1)
                        numberOfMinePlayer1++;
                    else if (state.board[i][j] == Tile.GOLD_MINE_2)
                        numberOfMinePlayer2++;
                    else if (state.board[i][j] == Tile.GOLD_MINE_3)
                        numberOfMinePlayer3++;
                    else if (state.board[i][j] == Tile.GOLD_MINE_4)
                        numberOfMinePlayer4++;
                }
            }
            Pos bestPoiPos = new Pos();
            int bestScore = Int32.MaxValue;

            Pathfinder pathfinder = new Pathfinder(state);

            foreach (var poi in POI)
            {
                int cost = WhatsMyScore(pathfinder.GetDestinationCost(poi.Key), poi.Value);
                if (cost < bestScore)
                {
                    bestPoiPos = poi.Key;
                    bestScore = cost;
                }
            }

            return pathfinder.GetNextMoveToGetToDestination(bestPoiPos.x, bestPoiPos.y);
        }