PotatoPlan/Game1/Sources/Smart/AI.cs

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C#
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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class AI
{
private Vector2 tractorPos;
private Vector2 housePos;
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private Farm farm;
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private Vector2 Size;
private Vector2 targetPos;
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private Inventory inventory = new Inventory();
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private int Rotation;
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private PriorityQueueC5 PriorityQueueC5;
private Astar astar = new Astar();
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private Random r = new Random();
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public void init()
{
inventory.initInventorySystem();
inventory.addItem(1, 1);
inventory.addItem(1, 1);
inventory.addItem(3, 1);
inventory.addItem(5, 1);
inventory.addItem(7, 1);
inventory.addItem(7, 1);
inventory.addItem(10, 1);
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inventory.addItem(10, 1);
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inventory.useItem(10, 1);
}
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public void update(Farm newFarm, Vector2 newSize, Vector2 newTractorPos, Vector2 newHousePos, Vector2 newtargetPos, int rotation)
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{
tractorPos = new Vector2((int)newTractorPos.X, (int)newTractorPos.Y);
housePos = new Vector2((int)newHousePos.X, (int)newHousePos.Y);
targetPos = newtargetPos;
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farm = newFarm;
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Size = newSize;
Rotation = rotation;
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astar.update(farm.getCrops(), Size, tractorPos, housePos, rotation);
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}
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public void drawInventory(Input input, SpriteBatch spriteBatch, SpriteFont Bold, Cargo itemStorageDefined)
{
inventory.printItems(input, spriteBatch, Bold);
}
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public Vector2 newTarget()
{
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PriorityQueueC5 queue = new PriorityQueueC5();
int score = 0;
Vector2 newTarget;
for (int x = 0; x < Size.X; x++)
for (int y = 0; y < Size.Y; y++)
{
if (farm.getCrop(x, y).getStatus() >= 2 && tractorPos != new Vector2(x, y))
{
if (farm.getCrop(x, y).getStatus() == 4 && farm.getCrop(x, y).getCropTimer() != 1)
{
//do nothing
}
else
{
score = calculateSoilScore(x, y);
queue.AddToQueue(x, y, score);
}
}
}
newTarget = GetMinFNode(5, queue);
return newTarget;
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}
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public Farm changeCropStatus()
{
if (farm.getCrop((int)tractorPos.X, (int)tractorPos.Y).getCropTimer() == 1)
{
farm.setCropStatus(tractorPos.X, tractorPos.Y);
}
return farm;
}
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public Inventory getInventory()
{
return inventory;
}
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private int calculateSoilScore(int x, int y)
{
int score = 0;
int statusScore = 0;
int aproxDistance = (int)(Math.Abs(x - tractorPos.X) + Math.Abs(y - tractorPos.Y));
CropTypesHolder holder = new CropTypesHolder();
holder.init();
Crops crop = farm.getCrop(x, y);
SoilProperties soilP = crop.getSoilProperties();
int cropType = crop.getCropType();
CropTypes avgHold = holder.getPresetCropTypes(cropType);
if (crop.getStatus() == 2)
statusScore = 25;
else if (crop.getStatus() == 3)
statusScore = 5;
else if (crop.getStatus() == 4)
statusScore = -10;
else
statusScore = 1;
float[] currentValue = { soilP.Temperature, soilP.Humidity, soilP.Moisture, soilP.Nitrogen, soilP.Potassium, soilP.Phosphorous };
float[] targetAvg = { avgHold.Temparature, avgHold.Humidity, avgHold.Moisture, avgHold.Nitrogen, avgHold.Potassium, avgHold.Phosphorous };
float[,] minMax = { {22,30}, {22*1.9f, 30*2.1f}, {20, 70}, {4, 55}, {0, 28}, {0, 60} }; //probably should make it dynamic
float[] normVal = normArray(minMax, currentValue);
float[] normAvg = normArray(minMax, targetAvg);
for (int i = 0; i < normVal.Count(); i++)
{
score = score + (int)Math.Round(System.Convert.ToDouble(10*(1 - Math.Abs(normAvg[i] - normVal[i]))));
}
return score + (-aproxDistance * 3) + statusScore;
}
private float[] normArray(float[,] minMax, float[] values)
{
float[] temp = new float[values.Count()];
if (minMax.GetLength(0) != values.Count())
throw new InvalidOperationException("Values and their MinMax arrays are not of the same length!");
for (int i = 0; i < values.Count(); i++)
temp[i] = norm(minMax[i, 0], minMax[i, 1], values[i]);
return temp;
}
private float norm(float min, float max, float val)
{
return ((val - min) / (max - min));
}
public Vector2 GetMinFNode(int testSize, PriorityQueueC5 queue)
{
int index = 0;
int min = 999;
Path path = new Path();
List<PQEntry> entryList = new List<PQEntry>();
for (int i = 0; i < testSize; i++)
{
entryList.Add(queue.DeleteMax());
}
for (int i = 0; i < testSize; i++)
{
Nodes temp = new Nodes(entryList[i].Coordinates);
path = astar.FindPath(false);
Nodes tempF = new Nodes(path.getByIndex(0));
if (min > tempF.getF())
{
min = tempF.getF();
index = i;
}
}
PQEntry minEntry = entryList[index];
entryList.RemoveAt(index);
//add the non-minimum entries back to the queue.
queue.AddAll(entryList);
return minEntry.Coordinates;
}
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}