From d29bdcd1eca581af24b236a4529e7d67956aedb8 Mon Sep 17 00:00:00 2001 From: Florian Fischer Date: Fri, 27 Dec 2024 16:51:24 +0100 Subject: finish the target-oriented ai Fix path selection choosing a to big step, since the next step was determined by the moving range and not the actually available movement tiles. Fix generating a target for the AI by introducing a dummy action to support "enemy" target constraints. --- go/game/state.go | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) (limited to 'go/game/state.go') diff --git a/go/game/state.go b/go/game/state.go index 577a0cb8..734bddd2 100644 --- a/go/game/state.go +++ b/go/game/state.go @@ -17,7 +17,7 @@ type State interface { Players() []*Player PlayerByName(name string) *Player PlayerById(id int) *Player - AddNewPlayer(name string, deck *Deck, color color.Color) + AddNewPlayer(name string, deck *Deck, color color.Color) *Player AddNewAiPlayer(name string, color color.Color) ActivePlayer() *Player ActivePhase() PhaseType @@ -110,9 +110,10 @@ func NewLocalState() *LocalState { return s } -func (s *LocalState) AddNewPlayer(name string, deck *Deck, color color.Color) { +func (s *LocalState) AddNewPlayer(name string, deck *Deck, color color.Color) *Player { p := NewPlayer(len(s.players)+1, name, deck, s, color) s.players = append(s.players, p) + return s.players[len(s.players)-1] } func (s *LocalState) AddNewAiPlayer(name string, color color.Color) { -- cgit v1.2.3