3D作业10--游戏智能

作业要求–P&D过河游戏智能帮助实现

  • 实现状态图的自动生成
  • 讲解图数据在程序中的表示方法
  • 利用算法实现下一步的计算

参考博客

https://blog.csdn.net/Kiloveyousmile/article/details/71727667

状态图

在这里插入图片描述

代码实现说明–AutoMove

AutoMove类为本次项目的重点。

  • 首先通过静态变量private AutoMove() { }来调用该类的方法。并声明所需变量。
  • 每次点击Next按钮调用move函数,该函数首先调用getNext函数得到当前岸边状态,再调用DoAction函数执行流程。
  • DoACtion主要是按顺序调用各种模拟点击动作。进行的动作分为三种,分别模拟点击魔鬼让其上船、模拟点击牧师和船移动。
  • 根据状态图确认下一步进行的操作和目标。
using Interfaces;
using System.Collections;
using System.Collections.Generic;
using System.Threading;
using UnityEngine;

public class AutoMove
{
    public static AutoMove autoMove = new AutoMove();
    public FirstController firstScene;
    private int devilNum;
    private int priestNum;
    private int BoatCoast; 
    private enum Boataction {empty, P, D, PP, DD, PD }
    private bool isFinished = true;
    private Boataction nextState;
    private int count = 0;
    private int num = 0;

    private AutoMove() { }

    public void move()
    {
        if (isFinished)
        {
            isFinished = false;
            Debug.Log(count);
            int[] fromCount = firstScene.fromCoast.GetobjectsNumber();
            priestNum = fromCount[0];
            devilNum = fromCount[1];
            BoatCoast = firstScene.boat.get_State();
            if (count == 0)
            {
                nextState = getNext();
                if ((int)nextState >= 3)
                {
                    num = 2;
                }
                else if ((int)nextState > 0) num = 1;
                else num = 0;
                count++;
            }
            Debug.Log("next state is " + nextState);
            DoAction();
        }
    }

    private void DoAction()
    {
        if (count == 1 && num != 0)
        {
            if (nextState == Boataction.D)
            {
                devilOnBoat();
            }
            else if (nextState == Boataction.DD)
            {
                devilOnBoat();
            }
            else if (nextState == Boataction.P)
            {
                priestOnBoat();
            }
            else if (nextState == Boataction.PP)
            {
                priestOnBoat();
            }
            else if (nextState == Boataction.PD)
            {
                priestOnBoat();
            }
            count++;
        }
        else if (num == 2 && count == 2)
        {
            if (nextState == Boataction.DD)
            {
                devilOnBoat();
            }
            else if (nextState == Boataction.PP)
            {
                priestOnBoat();
            }
            else if (nextState == Boataction.PD)
            {
                devilOnBoat();
            }
            count++;
        }
        else if((num == 1 && count == 2) || (num == 2 && count == 3) || (num == 0 && count == 1))
        {
            firstScene.MoveBoat();
            count++;
        }
        else if ((num == 1 && count >= 3) || (num == 2 && count >= 4) || (num == 0 && count>=2))
        {
            GetOffBoat();
        }
        isFinished = true;
    }

    private void GetOffBoat()
    {
        if((priestNum == 0 && devilNum == 2) || (priestNum == 0 && devilNum == 0))
        {
            if (firstScene.boat.get_State() == -1)
            {
                foreach (var x in firstScene.boat.passenger)
                {
                    if (x != null)
                    {
                        firstScene.ObjectIsClicked(x);
                        break;
                    }
                }
                if (firstScene.boat.isEmpty()) count = 0;
            }
            else count = 0;
        }
        else if (((priestNum == 0 && devilNum == 1)) && firstScene.boat.get_State() == 1)
        {
            count = 0;
        }
        else
        {
            foreach (var x in firstScene.boat.passenger)
            {
                if (x != null && x.getType() == 1)
                {
                    firstScene.ObjectIsClicked(x);
                    count = 0;
                    break;
                }
            }
            if (count != 0)
            {
                foreach (var x in firstScene.boat.passenger)
                {
                    if (x != null)
                    {
                        firstScene.ObjectIsClicked(x);
                        count = 0;
                        break;
                    }
                }
            }
        }
    }

    private void priestOnBoat()
    {
        if(BoatCoast == 1)
        {
            foreach(var x in firstScene.fromCoast.passengerPlaner)
            {
                if (x!=null && x.getType() == 0)
                {
                    firstScene.ObjectIsClicked(x);
                    return;
                }
            }
        }
        else
        {
            foreach (var x in firstScene.toCoast.passengerPlaner)
            {
                if (x != null && x.getType() == 0)
                {
                    firstScene.ObjectIsClicked(x);
                    return;
                }
            }
        }
    }

    private void devilOnBoat()
    {
        if (BoatCoast == 1)
        {
            foreach (var x in firstScene.fromCoast.passengerPlaner)
            {
                if (x != null && x.getType() == 1)
                {
                    firstScene.ObjectIsClicked(x);
                    return;
                }
            }
        }
        else
        {
            foreach (var x in firstScene.toCoast.passengerPlaner)
            {
                if (x != null && x.getType() == 1)
                {
                    firstScene.ObjectIsClicked(x);
                    return;
                }
            }
        }
    }

    private Boataction getNext()
    {
        Boataction next = Boataction.empty;
        if (BoatCoast == 1)
        {
            if (devilNum == 3 && priestNum == 3)//3P3DB
            {
                next = Boataction.PD;
            }
            else if (devilNum == 2 && priestNum == 3)//3P2DB
            {
                next = Boataction.DD;
            }
            else if (devilNum == 1 && priestNum == 3)//3P1DB
            {
                next = Boataction.PP;
            }
            else if (devilNum == 2 && priestNum == 2)//2P2DB
            {
                next = Boataction.PP;
            }
            else if (devilNum == 3 && priestNum == 0)//3DB
            {
                next = Boataction.DD;
            }
            else if (devilNum == 1 && priestNum == 1)//1P1DB
            {
                next = Boataction.PD;
            }
            else if (devilNum == 2 && priestNum == 0)//2DB
            {
                next = Boataction.D;
            }
            else if (devilNum == 1 && priestNum == 2)//2P1DB
            {
                next = Boataction.P;
            }
            else if (devilNum == 2 && priestNum == 1)//1P2DB
            {
                next = Boataction.P;
            }
            else if (devilNum == 1 && priestNum == 0)//1DB
            {
                next = Boataction.D;
            }
            else if(devilNum == 3 && priestNum == 2)//2P3DB
            {
                next = Boataction.D;
            }
            else next = Boataction.empty;
        }
        else
        {
            if (devilNum == 2 && priestNum == 2)//2P2D
            {
                next = Boataction.empty;
            }
            else if (devilNum == 1 && priestNum == 3)//3P1D
            {
                next = Boataction.empty;
            }
            else if (devilNum == 2 && priestNum == 3)//3P2D
            {
                next = Boataction.D;
            }
            else if (devilNum == 0 && priestNum == 3)//3P
            {
                next = Boataction.empty;
            }
            else if (devilNum == 1 && priestNum == 1)//1P1D
            {
                next = Boataction.D;
            }
            else if (devilNum == 2 && priestNum == 0)//2D
            {
                next = Boataction.D;
            }
            else if (devilNum == 1 && priestNum == 0)//1D
            {
                next = Boataction.empty;
            }
            else next = Boataction.empty;
        }
        return next;
    }

    public void restart()
    {
        count = 0;
        num = 0;
    }
}

完整项目

请见我的GitHub
演示视频

评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值