示例#1
0
文件: AI.cs 项目: hemingfei/Green
 //计算某星球的重要程度
 private float StarImportance(StarEntity star)
 {
     //Debug.LogFormat ("StarImportance");
     //f(g(双方总容量比)*星球容量+g(双方总活力比)*星球活力+星球防御力)
     return(StarImportanceFormula(AttributeImportanceFormula((float)_aiTotalCapacity / _playerTotalCapacity) * star.Capacity / 2
                                  + AttributeImportanceFormula((float)_aiTotalVigour / _playerTotalVigour) * star.Vigour
                                  + star.DEF));
 }
示例#2
0
文件: AI.cs 项目: hemingfei/Green
        //计算某星球过剩兵力
        private int CaculateExcessForceCoefficient(int starIndex)
        {
            //Debug.LogFormat ("CaculateExcessForceCoefficient");
            //获取星球最后情况
            StarEntity finalStar = CalculateFuture(starIndex, -1);

            return((int)(Math.Floor(finalStar.EnemyTroops - finalStar.PlayerTroops)            //剩下的兵力
                         * ExcessForceCoefficientFormula(StarImportance(starIndex))));         //过剩兵力系数
        }
示例#3
0
文件: AI.cs 项目: hemingfei/Green
        //获取星球下标
        int FindStarIndex(StarEntity star)
        {
            int index = 0;

            for (; index < _starCopys.Count; index++)
            {
                if (_starCopys [index] == star)
                {
                    break;
                }
            }
            return(index == _starCopys.Count ? -1 : index);
        }
示例#4
0
文件: AI.cs 项目: hemingfei/Green
        /**
         * 接口设定
         * 在GameWorld里Planets获取所有星球
         * 在Planet类里GetProperty返回star star里面有双方兵力以及各属性
         * star里面PlayerTroops和EnemyTroops表示双方兵力
         * 每个Solidier里面TimeToDestination是他到目的地所需时间,如果他的状态是在路上的话
         */
        public void runAI()
        {
            //Debug.LogFormat ("runAI");
            //获取目标星球下标
            int desIndex = getDestination();

            if (desIndex == -1)
            {
                return;                //若没有符合条件的星球 什么也不做
            }
            //获取起点星球和派兵数量 从最近的有己方兵力的星球 过剩兵力为正数的星球 过剩兵力全派过来
            int   minDistance = int.MaxValue;
            int   sourceIndex = desIndex; //起点星球
            int   troops      = 0;        //派遣兵力
            float sumExcess   = 0;        //总过剩兵力

            for (int index = 0; index < _starCopys.Count; ++index)
            {
                float excess = CaculateExcessForceCoefficient(index);                 //过剩兵力
                if (getDistance(_starCopys [desIndex].Location, _starCopys [index].Location) < minDistance &&              //距离最小
                    _starCopys [index].EnemyTroops > 0 &&               //有AI兵力
                    excess > 0)
                {
                    sourceIndex = index;
                    troops      = int.Parse(Math.Floor(excess).ToString());
                }
                if (_starCopys [index].EnemyTroops > 0 &&             //有AI兵力
                    excess > 0)
                {
                    sumExcess += excess;
                }
            }

            StarEntity star = CalculateFuture(desIndex, -1);

            if (sourceIndex != desIndex && sumExcess * 0.8 > star.PlayerTroops - star.EnemyTroops)
            {
                GameWorld.Instance.Planets [sourceIndex].SendAISoldiers(GameWorld.Instance.Planets [desIndex], troops);
            }
        }
示例#5
0
文件: AI.cs 项目: hemingfei/Green
        private float getAttackDifficulty(StarEntity star)
        {
            //Debug.LogFormat ("getAttackDifficulty");
            //复制一份
            StarEntity theStar = new StarEntity(star);

            //获取离这个星球最远的上有AI士兵的星球
            float maxDistance = 0;
            int   starIndex   = FindStarIndex(star);

            for (int index = 0; index < _starCopys.Count; ++index)
            {
                if (getDistance(theStar.Location, _starCopys [index].Location) > maxDistance &&
                    _starCopys[index].EnemyTroops >= 1)
                {
                    maxDistance = getDistance(theStar.Location, _starCopys [index].Location);
                }
            }

            StarEntity finalStar = CalculateFuture(starIndex, (int)Math.Floor(maxDistance / 5));

            return(finalStar.PlayerTroops - finalStar.EnemyTroops);
        }
示例#6
0
 public StarEntity(StarEntity star)
 {
     SetProperty(star.SelectedState, star.DEF, star.Vigour, star.Capacity, star.Location,
                 star.EnemyTroops, star.PlayerTroops, star.Schedule);
 }
示例#7
0
文件: AI.cs 项目: hemingfei/Green
 float getAttackValue(StarEntity star)
 {
     return(getAttackDifficulty(star) / StarImportance(star));
 }
示例#8
0
文件: AI.cs 项目: hemingfei/Green
        /*
         * 模拟双方都不派兵的情况下某个星球t秒后状态 t=-1时为无穷时间
         * 公式都放在Formula里面
         *
         */
        private StarEntity CalculateFuture(int planetId, int t)
        {
            //Debug.LogFormat ("CalculateFuture");
            StarEntity star = new StarEntity(_starCopys [planetId]);            //复制一份 因为会变

            int nowTime = 0;

            //复制一份 因为会变
            List <SoldierOnTheWay> playerOnTheWay = new List <SoldierOnTheWay>(_playerOnTheWay);
            List <SoldierOnTheWay> aiOnTheWay     = new List <SoldierOnTheWay> (_aiOnTheWay);

            //统计现在双方各有多少兵力是派往这个星球的
            //int playerTroopCountToPlanet = TroopCountToPlanet(planetId,playerOnTheWay);
            //int aiTroopCountToPlanet = TroopCountToPlanet(planetId,aiOnTheWay);

            while (true)
            {
                //函数出口
                if (t != -1 && nowTime >= t)
                {
                    break;
                }
                //当这个星球上只有AI的兵力且路上木有到这里来的玩家兵力 或 只有玩家兵力且路上木有到这里来的AI兵力 时结束 =。=
                if (t == -1 && ((Math.Floor(star.PlayerTroops) < 1 && playerOnTheWay.Count < 1) ||
                                (Math.Floor(star.EnemyTroops) < 1 && aiOnTheWay.Count < 1)))
                {
                    break;
                }

                //中立星球的转换
                if (star.SelectedState == Star.e_State.AI)
                {
                    if (star.EnemyTroops < 1 && star.PlayerTroops >= 1)
                    {
                        star.SelectedState = Star.e_State.NeutralityToPlayer;
                        star.Schedule      = 0;
                    }
                }
                else if (star.SelectedState == Star.e_State.Player)
                {
                    if (star.EnemyTroops >= 1 && star.PlayerTroops < 1)
                    {
                        star.SelectedState = Star.e_State.NeutralityToAI;
                        star.Schedule      = 0;
                    }
                }
                else if (star.SelectedState == Star.e_State.NeutralityPeace)                    //中立星球转换
                {
                    if (star.EnemyTroops >= 1 && star.PlayerTroops < 1)
                    {
                        star.SelectedState = Star.e_State.NeutralityToAI;
                        star.Schedule      = 0;
                    }
                    if (star.EnemyTroops < 1 && star.PlayerTroops >= 1)
                    {
                        star.SelectedState = Star.e_State.NeutralityToPlayer;
                        star.Schedule      = 0;
                    }
                }
                else if (star.SelectedState == Star.e_State.NeutralityToAI)
                {
                    if (star.EnemyTroops < 1)
                    {
                        star.SelectedState = Star.e_State.NeutralityPeace;
                        star.Schedule      = 0;
                    }
                    else if (star.Schedule >= 1)
                    {
                        star.SelectedState = Star.e_State.AI;
                    }
                }
                else if (star.SelectedState == Star.e_State.NeutralityToPlayer)
                {
                    if (star.PlayerTroops < 1)
                    {
                        star.SelectedState = Star.e_State.NeutralityPeace;
                        star.Schedule      = 0;
                    }
                    else if (star.Schedule >= 1)
                    {
                        star.SelectedState = Star.e_State.Player;
                    }
                }

                //占领进度
                if (star.SelectedState == Star.e_State.NeutralityToAI)
                {
                    star.Schedule += Formula.CalculateCaptureProgress(star.EnemyTroops);
                }
                else if (star.SelectedState == Star.e_State.NeutralityToPlayer)
                {
                    star.Schedule += Formula.CalculateCaptureProgress(star.PlayerTroops);
                }

                //星球上增加兵力
                if (star.SelectedState == Star.e_State.AI)
                {
                    star.EnemyTroops += Formula.CalculateSoldierIncreasePerTime(star.Vigour);
                }
                else if (star.SelectedState == Star.e_State.Player)
                {
                    star.PlayerTroops += Formula.CalculateSoldierIncreasePerTime(star.Vigour);
                }


                //若双方在上面都有兵力 战斗过程
                if ((Math.Floor(star.PlayerTroops) > 0) && (Math.Floor(star.EnemyTroops) > 0))
                {
                    if (star.SelectedState == Star.e_State.AI)
                    {                    //这个星球是AI的
                        float damageForAttackOnePerTime = Formula.CalculateDamageForAttackOnePerTime(star.EnemyTroops, star.PlayerTroops, (float)star.DEF, (float)1);
                        float damageForDefOnePerTime    = Formula.CalculateDamageForDefOnePerTime(star.EnemyTroops, star.PlayerTroops, star.DEF, (float)1);
                        star.PlayerTroops += damageForAttackOnePerTime;
                        star.EnemyTroops  += damageForDefOnePerTime;
                    }
                    else if (star.SelectedState == Star.e_State.Player)
                    {                    //这个星球是玩家的
                        float damageForAttackOnePerTime = Formula.CalculateDamageForAttackOnePerTime(star.PlayerTroops, star.EnemyTroops, star.DEF, (float)1);
                        float damageForDefOnePerTime    = Formula.CalculateDamageForDefOnePerTime(star.PlayerTroops, star.EnemyTroops, star.DEF, (float)1);
                        star.PlayerTroops += damageForDefOnePerTime;
                        star.EnemyTroops  += damageForAttackOnePerTime;
                    }
                    else
                    {                    //这个星球是中立的
                        float damageForPlayerOnePerTime = Formula.CalculateDamageForNeutralOnePerTime(star.PlayerTroops, star.EnemyTroops, (float)1);
                        float damageForEnemyOnePerTime  = Formula.CalculateDamageForNeutralOnePerTime(star.EnemyTroops, star.PlayerTroops, (float)1);
                        star.PlayerTroops += damageForPlayerOnePerTime;
                        star.EnemyTroops  += damageForEnemyOnePerTime;
                    }
                }


                //更新时间
                ++nowTime;
                //更新各自的onTheWay
                for (int i = playerOnTheWay.Count - 1; i >= 0; --i)
                {
                    SoldierOnTheWay soldior;
                    soldior.m_needTime = playerOnTheWay[i].m_needTime - 1;
                    soldior.m_origin   = playerOnTheWay [i].m_origin;
                    soldior.m_terminal = playerOnTheWay [i].m_terminal;
                    playerOnTheWay [i] = soldior;
                    if (playerOnTheWay[i].m_needTime < 0)
                    {
                        if (playerOnTheWay[i].m_terminal == planetId)
                        {
                            ++star.PlayerTroops;
                        }
                        playerOnTheWay.Remove(playerOnTheWay[i]);
                    }
                }
                for (int i = aiOnTheWay.Count - 1; i >= 0; --i)
                {
                    SoldierOnTheWay soldior;
                    soldior.m_needTime = aiOnTheWay[i].m_needTime - 1;
                    soldior.m_origin   = aiOnTheWay [i].m_origin;
                    soldior.m_terminal = aiOnTheWay [i].m_terminal;
                    aiOnTheWay [i]     = soldior;
                    if (aiOnTheWay[i].m_needTime < 0)
                    {
                        if (aiOnTheWay[i].m_terminal == planetId)
                        {
                            ++star.EnemyTroops;
                        }
                        aiOnTheWay.Remove(aiOnTheWay[i]);
                    }
                }

                //Debug.LogFormat ("第{0}秒 玩家:{1} 电脑:{2}",nowTime,star.PlayerTroops,star.EnemyTroops);
            }
            return(star);
        }