static void TestSimulation(int seed) { // 던전 테스트-------- Player[] player = { new Player(), new Player(), new Player(), new Player() }; PlayerData data = new PlayerData(); if (TestData.playerList.TryGetValue(102, out data)) { player[0].LoadPlayer(data); } if (TestData.playerList.TryGetValue(103, out data)) { player[1].LoadPlayer(data); } if (TestData.playerList.TryGetValue(104, out data)) { player[2].LoadPlayer(data); } if (TestData.playerList.TryGetValue(101, out data)) { player[3].LoadPlayer(data); } var start = time.ElapsedMilliseconds; Party users = new Party(PartyType.PLAYER, 1); foreach (Player p in player) { users.AddCharacter(p); } DungeonMaster newMaster = new DungeonMaster(); newMaster.Init(60, seed, users); UpdateResult(newMaster.Start(), time.ElapsedMilliseconds - start); // 초기 정보 확인 // var mapInfo = newMaster.GetMapInfo(); // var itemList = newMaster.items; // var mobList = newMaster.mobs; // newMaster.TestPathFinding(); // Console.ReadLine(); // Debug.WriteLine( "turn : " + newMaster.Start() ); // 시뮬레이션 결과 확인 // foreach( var each in newMaster.record.pathfinding ) // { // Debug.WriteLine( "x : " + each.x + " / y : " + each.y ); // } // // ------------------ }
// OperationBluehole.Content.DungeonMaster tmpMaster = new OperationBluehole.Content.DungeonMaster(); public void GenerateLog(int size, int seed, OperationBluehole.Content.Party userParty) { // Generate Dungeon Map dungeonMaster.Init(size, seed, userParty); //////// warning!!!! //////////////////// // We should create deep copy method for MapObject. for now, just generate another dungeon with same seed. tmpMaster.Init(size, seed, userParty); ///////////////////////////////////////// // Set object data DataManager.Instance.SetReplayMapData(userParty, dungeonMaster.mobs, dungeonMaster.items); // Get Dungeon Map(we generated) and Load on Client sceneManager.GetComponent <Loading>().LoadMap(new Dungeon(dungeonMaster.GetDungeonMap(), size)); // Start Simulate and record results dungeonMaster.Start(); // Write Log using record WriteLog(); }