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C# IGameState.GetIsAttackable方法代码示例

本文整理汇总了C#中IGameState.GetIsAttackable方法的典型用法代码示例。如果您正苦于以下问题:C# IGameState.GetIsAttackable方法的具体用法?C# IGameState.GetIsAttackable怎么用?C# IGameState.GetIsAttackable使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在IGameState的用法示例。


在下文中一共展示了IGameState.GetIsAttackable方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: DoTurn

        // DoTurn is run once per turn
        public override void DoTurn(IGameState state)
        {
            this.decision.Update(state);

            //searches a path that cannot be attacked in one turn, and that does look whether another ant is in the way.
            Search search1 = new Search(state, state.GetDistance,
                (Location location) => { return state.GetIsUnoccupied(location) && !state.GetIsAttackable(location); });

            //searches a path that cannot be attacked in one turn, but that does not look whether another ant is in the way
            //so the path is planned like all friendly ants do not exist.
            Search search2 = new Search(state, state.GetDistance,
                (Location location) => { return state.GetIsPassable(location) && !state.GetIsAttackable(location); });

            //search for a path that takes in account where other friendly ants are, but does not look at enemy ants.
            Search search3 = new Search(state, state.GetDistance, state.GetIsPassable);

            foreach (Ant ant in state.MyAnts) {

                //check whether a defend ant is blocking hill because it cannot go to its defend position.
                if (ant.Mode == AntMode.Defend && ant.WaitTime > 5) {
                    foreach (AntHill hill in state.MyHills) {
                        if (ant.Equals(hill)) {
                            decision.ReportInvalidDefendPosition(ant.Target);

                            //reset ant
                            ant.Target = null;
                            ant.Route = null;
                            ant.Mode = AntMode.None;
                        }
                    }
                }

                ant.WaitTime++;

                if (ant.Mode == AntMode.None) {
                    this.decision.SetAntMode(ant);
                }

                //updates the secondary target of the ant, so gets hill or food target when needed
                decision.UpdateTarget2(ant, state);

                if (ant.Target2 != null) {

                    if (ant.Route2 == null) {
                        //only get food if youre not gonna die for it, and if no other ant is in the way (use search1).
                        //and there exists a path to the food/hill which distance is less than 1.5 times
                        //the distance between the ant and the food/hill.
                        ant.Route2 = search1.AStar(ant, ant.Target2, (int)(state.GetDistance(ant, ant.Target2) * 1.5));

                        //remove the last node if its food because we don't need to stand on it to get it.
                        if (ant.Route2 != null && state.FoodTiles.Contains(ant.Target2)) {
                            ant.Route2.RemoveAt(ant.Route2.Count - 1);
                        }
                    }

                    //if the route2 is null after recalculation, drop the target
                    if (ant.Route2 == null) {
                        ant.Target2 = null;
                    } else {
                        //only get food if no other ant is blocking it
                        if (ant.Route2.Count > 1 && state.GetIsUnoccupied(ant.Route2[1])) {
                            IssueOrder(state, ant, GetDirectionFromPath(ant.Route2, state));
                            ant.Route2.RemoveAt(0);

                                //original route has become invalid
                                ant.Route = null;
                        } else {
                            ant.Target2 = null;
                            ant.Route2 = null;
                        }
                    }
                }

                //if there exists no secundairy target, then get the primary target.
                //it is possible that there exists no target, and then no target is found.
                //therefore it we can't use an else construction but should again check if (ant.Target2 == null.)
                if (ant.Target2 == null) {

                    //if we reached our target, drop it.
                    if (ant.Equals(ant.Target)) {
                        ant.Target = null;
                        ant.Route = null;
                    }

                    //if an ant in not in attack mode, avoid getting killed by not taking this route.
                    //we need to check this each turn because our routes are calculated only one time
                    //and enemy ants may be moved.
                    if (ant.Route != null && ant.Route.Count > 1) {
                        if (state.GetIsAttackable(ant.Route[1]) && ant.Mode != AntMode.Attack) {
                            ant.Route = null;
                        }
                    }

                    //if an ant has no target or waited for too long, get a new target
                    if (ant.Target == null || ant.WaitTime > 2) {
                        decision.SetTarget(ant, state);
                        ant.Route = null;
                    }

//.........这里部分代码省略.........
开发者ID:CPutz,项目名称:KIPracticum1,代码行数:101,代码来源:MyBot.cs


注:本文中的IGameState.GetIsAttackable方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。