这次做业的代码基于第三次做业--牧师与魔鬼的动做分离版代码进行改进,加入了智能提示功能,实现效果图以下git
要实现智能提示实际上就是经过对游戏中的每一个可能状态进行分析,寻找当前状态下的下一个可能状态并给出提示便可,对于3个牧师和魔鬼的P&D游戏,能够仅对左岸的牧师和魔鬼数量和船的位置进行状态记录,便可表示当前的游戏状态,对游戏中的全部可能状态进行分析绘制状态图以下(此图引用自博客https://blog.csdn.net/kiloveyousmile/article/details/71727667)github
由状态图所示,每个状态能够经过左侧河岸的牧师和魔鬼数量和船停靠的位置进行记录,注意当船停靠在左岸时,须要统计的牧师和魔鬼的数量包括船上牧师和魔鬼的数量算法
public class PDState { //左侧河岸的牧师和魔鬼数量 public int start_priest; public int start_devil; public int boat_pos;//0表示开始岸,1表示结束岸 public PDState() { } public PDState(int start_priest, int start_devil, int boat_priest, int boat_devil, int boat_pos){ if(boat_pos == 1){ this.start_priest = start_priest; this.start_devil = start_devil; } //须要统计船上的数量 else{ this.start_priest = start_priest + boat_priest; this.start_devil = start_devil + boat_devil; } this.boat_pos = boat_pos; }
做业要求中的状态图自动生成和下一个节点的查找实际上应该是须要将每一个状态表示为图节点的形式,经过邻接矩阵或者邻接表创建一个状态图的数据结构,而后再经过BFS对下一个状态进行搜索,但实际上本次实现的提示操做能够仅经过枚举法对下一个状态进行肯定,实现会比采用邻接矩阵在采用BFS的方法简便不少,本着从简原则我此处采用了枚举法进行下一个状态的获取数据结构
船上的状态有五种情形,分别是分别只搭载一个牧师和一个魔鬼,两个牧师、两个魔鬼和一个牧师一个魔鬼,代码中表示以下dom
public enum BoatAction { P, D, PP, DD, PD, empty }
接下来就是根据状态图,对当前的状态进行分析,而且获取下一个状态船上的状态,根据提示改变船上的状态并移动船便可获取到下一个新状态,对于状态图中下一状态存在多种状况的状态,采起随机数随机选择便可,代码实现以下this
public BoatAction getNextBoatAction(){ BoatAction next = BoatAction.empty; //船在左边的状况 if(boat_pos == 0){ if(start_priest == 3 && start_devil == 3){ if(Random.Range(0f,1f) <= 0.5f){ next = BoatAction.PD; } else{ next = BoatAction.DD; } } if(start_priest == 3 && start_devil == 2){ next = BoatAction.DD; } if(start_priest == 3 && start_devil == 1){ next = BoatAction.PP; } if(start_priest == 2 && start_devil == 2){ next = BoatAction.PP; } if(start_priest == 0 && start_devil == 3){ next = BoatAction.DD; } if(start_priest == 2 && start_devil == 1){ next = BoatAction.P; } if(start_priest == 0 && start_devil == 2){ next = BoatAction.DD; } if(start_priest == 1 && start_devil == 1){ next = BoatAction.PD; } } //船在右边的状况 else{ if(start_priest == 2 && start_devil == 2){ next = BoatAction.P; } if(start_priest == 3 && start_devil == 2){ next = BoatAction.D; } if(start_priest == 3 && start_devil == 1){ next = BoatAction.D; } if(start_priest == 3 && start_devil == 0){ next = BoatAction.D; } if(start_priest == 1 && start_devil == 1){ next = BoatAction.PD; } if(start_priest == 0 && start_devil == 2){ next = BoatAction.D; } if(start_priest == 0 && start_devil == 1){ if(Random.Range(0f,1f) <= 0.5f){ next = BoatAction.D; } else{ next = BoatAction.P; } } } return next; }
接下来只须要在GUI界面获取当前状态并增长一个按钮,根据获取的下一状态显示相应的提示信息便可.net
BoatAction bation = curr_state.getNextBoatAction(); if(bation == BoatAction.P){ tips = "Move one Priest to boat"; } else if(bation == BoatAction.D){ tips = "Move one Devil to boat"; } else if(bation == BoatAction.DD){ tips = "Move two Devil to boat"; } else if(bation == BoatAction.PD){ tips = "Move one Devil and one Priest to boat"; } else if(bation == BoatAction.PP){ tips = "Move two Priest to boat"; } else{ tips = "state error"; }
在显示提示的时候加入一个秒计数器,计数每次提示只显示5秒,让游戏可玩性更高3d
//5秒后清空提示 if(cnt == 5){ tips = ""; cnt = 0; } GUI.Label(new Rect(Screen.width / 2 - 250, 150, 100, 50), tips, timeStyle);
详细代码见githubcode