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RandomAIStrategy.cs
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RandomAIStrategy.cs
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using System;
using System.Collections.Generic;
using System.Text;
namespace Cards
{
class RandomAIStrategy : IAIStrategy
{
/// <summary>
/// AI makeMove function
/// It now randomly chooses a valid card.
/// ToDO :: make this better
/// </summary>
/// <param name="gameData"></param>
/// <returns></returns>
///
Random rand;
public SpadesCard makeMove(GameData gameData)
{
Pot pot = gameData.CurrentPot;
List<SpadesCard> validCardList = new List<SpadesCard>();
player currentPlayer = gameData.CurrentPlayerList[gameData.ActivePlayerId];
// make some move
// get all valid card move to narrow down the search scope first
if (pot.Count() == 0)
{
foreach (SpadesCard card in currentPlayer.Hand.CardPile)
{
validCardList.Add(card);
}// any hand card is valid to play ..
}
else
{
foreach (SpadesCard card in currentPlayer.Hand.CardPile)
{
if (GameRule.isValidCard(currentPlayer, card, pot))
{
validCardList.Add(card);
}
}
}
int count = validCardList.Count;
// throw some random card now
if (count > 0)
{
DateTime x = DateTime.Now;
float mins = x.Minute;
float secs = x.Second;
float hour = x.Hour;
if (gameData.ActivePlayerId != 0)
rand = new Random(Convert.ToInt32(((secs * mins) + hour) / gameData.ActivePlayerId));
else
rand = new Random(Convert.ToInt32(((secs * mins) + hour)));
SpadesCard c;
int index = rand.Next(0, validCardList.Count-1);
c = (SpadesCard)validCardList[index];
return c;
}
else return null;
}
}
}