本文整理汇总了C#中HREngine.Bots.Playfield.endTurn方法的典型用法代码示例。如果您正苦于以下问题:C# Playfield.endTurn方法的具体用法?C# Playfield.endTurn怎么用?C# Playfield.endTurn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类HREngine.Bots.Playfield
的用法示例。
在下文中一共展示了Playfield.endTurn方法的3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: simmulateWholeTurn
public void simmulateWholeTurn()
{
help.ErrorLog("####################################################");
help.logg("simulate best board");
help.ErrorLog("####################################################");
//this.bestboard.printActions();
Playfield tempbestboard = new Playfield();
if (bestmove != null) // save the guessed move, so we doesnt need to recalc!
{
bestmove.print();
tempbestboard.doAction(bestmove);
}
else
{
tempbestboard.mana = -100;
}
help.logg("-------------");
tempbestboard.printBoard();
foreach (Action bestmovee in bestboard.playactions)
{
help.logg("stepp");
if (bestmovee != null) // save the guessed move, so we doesnt need to recalc!
{
bestmovee.print();
tempbestboard.doAction(bestmovee);
}
else
{
tempbestboard.mana = -100;
}
help.logg("-------------");
tempbestboard.printBoard();
}
help.logg("AFTER ENEMY TURN:");
tempbestboard.sEnemTurn = this.simulateEnemyTurn;
tempbestboard.endTurn(this.secondturnsim, this.playaround, true);
}
示例2: simmulateWholeTurn
public void simmulateWholeTurn()
{
help.ErrorLog("########################################################################################################");
help.ErrorLog("simulate best board");
help.ErrorLog("########################################################################################################");
//this.bestboard.printActions();
Playfield tempbestboard = new Playfield();
tempbestboard.printBoard();
if (bestmove != null && bestmove.actionType != actionEnum.endturn) // save the guessed move, so we doesnt need to recalc!
{
bestmove.print();
tempbestboard.doAction(bestmove);
}
else
{
tempbestboard.mana = -100;
}
help.logg("-------------");
tempbestboard.printBoard();
foreach (Action bestmovee in this.bestActions)
{
help.logg("stepp");
if (bestmovee != null && bestmovee.actionType != actionEnum.endturn) // save the guessed move, so we doesnt need to recalc!
{
bestmovee.print();
tempbestboard.doAction(bestmovee);
}
else
{
tempbestboard.mana = -100;
}
help.logg("-------------");
tempbestboard.printBoard();
}
//help.logg("AFTER ENEMY TURN:" );
tempbestboard.sEnemTurn = true;
tempbestboard.endTurn(false, this.playaround, false, Settings.Instance.playaroundprob, Settings.Instance.playaroundprob2);
help.logg("ENEMY TURN:-----------------------------");
tempbestboard.value = int.MinValue;
tempbestboard.prepareNextTurn(tempbestboard.isOwnTurn);
Ai.Instance.enemyTurnSim[0].simulateEnemysTurn(tempbestboard, true, playaround, true, Settings.Instance.playaroundprob, Settings.Instance.playaroundprob2);
}
示例3: simmulateWholeTurn
//.........这里部分代码省略.........
help.logg("card");
//pf.playCard(c, hc.position - 1, hc.entity, trgt.target, trgt.targetEntity, 0, bestplace, cardplayPenality);
Handmanager.Handcard hc = tempbestboard.owncards.Find(x => x.entity == bestmove.cardEntitiy);
if (bestmove.owntarget >= 0 && bestmove.enemytarget >= 0 && bestmove.enemytarget <= 9 && bestmove.owntarget < bestmove.enemytarget)
{
tempbestboard.playCard(bestmove.handcard, hc.position - 1, hc.entity, bestmove.enemytarget - 1, bestmove.enemyEntitiy, bestmove.druidchoice, bestmove.owntarget, 0);
}
else
{
tempbestboard.playCard(bestmove.handcard, hc.position - 1, hc.entity, bestmove.enemytarget, bestmove.enemyEntitiy, bestmove.druidchoice, bestmove.owntarget, 0);
}
}
if (bestmove.minionplay)
{
help.logg("min");
//.attackWithMinion(m, trgt.target, trgt.targetEntity, attackPenality);
Minion mm = tempbestboard.ownMinions.Find(x => x.entitiyID == bestmove.ownEntitiy);
tempbestboard.attackWithMinion(mm, bestmove.enemytarget, bestmove.enemyEntitiy, 0);
}
if (bestmove.heroattack)
{
help.logg("hero");
tempbestboard.attackWithWeapon(bestmove.enemytarget, bestmove.enemyEntitiy, 0);
}
if (bestmove.useability)
{
help.logg("abi");
//.activateAbility(p.ownHeroAblility, trgt.target, trgt.targetEntity, abilityPenality);
tempbestboard.activateAbility(this.nextMoveGuess.ownHeroAblility, bestmove.enemytarget, bestmove.enemyEntitiy, 0);
}
}
else
{
tempbestboard.mana = -1;
}
help.logg("-------------");
tempbestboard.printBoard();
foreach (Action bestmovee in bestboard.playactions)
{
help.logg("stepp");
if (bestmovee != null) // save the guessed move, so we doesnt need to recalc!
{
bestmovee.print();
if (bestmovee.cardplay)
{
help.logg("card");
//pf.playCard(c, hc.position - 1, hc.entity, trgt.target, trgt.targetEntity, 0, bestplace, cardplayPenality);
Handmanager.Handcard hc = tempbestboard.owncards.Find(x => x.entity == bestmovee.cardEntitiy);
if (bestmovee.owntarget >= 0 && bestmovee.enemytarget >= 0 && bestmovee.enemytarget <= 9 && bestmovee.owntarget < bestmovee.enemytarget)
{
tempbestboard.playCard(bestmovee.handcard, hc.position - 1, hc.entity, bestmovee.enemytarget - 1, bestmovee.enemyEntitiy, bestmovee.druidchoice, bestmovee.owntarget, 0);
}
else
{
tempbestboard.playCard(bestmovee.handcard, hc.position - 1, hc.entity, bestmovee.enemytarget, bestmovee.enemyEntitiy, bestmovee.druidchoice, bestmovee.owntarget, 0);
}
}
if (bestmovee.minionplay)
{
help.logg("min");
//.attackWithMinion(m, trgt.target, trgt.targetEntity, attackPenality);
Minion mm = tempbestboard.ownMinions.Find(x => x.entitiyID == bestmovee.ownEntitiy);
tempbestboard.attackWithMinion(mm, bestmovee.enemytarget, bestmovee.enemyEntitiy, 0);
}
if (bestmovee.heroattack)
{
help.logg("hero");
tempbestboard.attackWithWeapon(bestmovee.enemytarget, bestmovee.enemyEntitiy, 0);
}
if (bestmovee.useability)
{
help.logg("abi");
//.activateAbility(p.ownHeroAblility, trgt.target, trgt.targetEntity, abilityPenality);
tempbestboard.activateAbility(this.nextMoveGuess.ownHeroAblility, bestmovee.enemytarget, bestmovee.enemyEntitiy, 0);
}
}
else
{
tempbestboard.mana = -1;
}
help.logg("-------------");
tempbestboard.printBoard();
}
help.logg("AFTER ENEMY TURN:");
tempbestboard.sEnemTurn = this.simulateEnemyTurn;
tempbestboard.endTurn(this.secondturnsim, this.playaround, true);
}