Отладка модуля витрины, правки в солверах, мелкие доработки
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Assets/Scenes/PrizeStandTest.unity
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7
Assets/Scenes/PrizeStandTest.unity.meta
Normal file
7
Assets/Scenes/PrizeStandTest.unity.meta
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67
Assets/Scenes/StandTester.cs
Normal file
67
Assets/Scenes/StandTester.cs
Normal file
@ -0,0 +1,67 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEditor.Experimental.GraphView;
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using UnityEngine;
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public class StandTester : MonoBehaviour
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{
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int h;
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bool initialized = false;
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void Start()
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{
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h = ComNativeWrapper.Serial_Open("COM3", 115200, 8, 0, 1, 4, 10);
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Debug.Log(h);
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PrizeStandController.Initialize(h, 5, null);
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}
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private void OnDisable()
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{
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{
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if (arg1)
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{
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initialized = true;
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}
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Debug.Log($"Èíèöèàëèçàöèÿ. Result {arg1}; Message {arg2}");
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}
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private void PrizeStandController_OpeningFinished(bool arg1, string arg2)
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{
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Debug.Log($"Îòêðûòèå. Result {arg1}; Message {arg2}");
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}
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void Update()
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{
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if (!initialized) return;
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if (Input.GetKeyDown(KeyCode.Alpha0))
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{
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}
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if (Input.GetKeyDown(KeyCode.Alpha1))
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{
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_ = PrizeStandController.OpenBoxAsync(1);
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}
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if (Input.GetKeyDown(KeyCode.Alpha2))
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{
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Debug.Log("=====Îòêðûòü 2=====");
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_ = PrizeStandController.OpenBoxAsync(2);
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}
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if (Input.GetKeyDown(KeyCode.Alpha3))
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{
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_ = PrizeStandController.OpenBoxAsync(3);
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}
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}
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}
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11
Assets/Scenes/StandTester.cs.meta
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11
Assets/Scenes/StandTester.cs.meta
Normal file
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@ -36,7 +36,8 @@ public class CoinCounter : MonoBehaviour
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public void SetRevengePriceVisibility(bool visibility)
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{
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revengeSignGo?.SetActive(visibility);
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if(revengeSignGo != null) revengeSignGo.SetActive(visibility);
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|
||||
int priceRevenge = PlayerPrefs.GetInt("PriceRevenge", 10);
|
||||
int pricePve = PlayerPrefs.GetInt("PricePVE", 10);
|
||||
string valutaName = PlayerPrefs.GetString("ValutaName", "руб.");
|
||||
|
||||
@ -30,7 +30,7 @@ public class BotThinkingState : IState
|
||||
|
||||
//Установка пресета сложности
|
||||
DifficultyPreset currentPreset = CharacterController.CurrentCharacter.CurrentDifficultyPreset;
|
||||
Debug.Log(currentPreset.Description);
|
||||
//Debug.Log(currentPreset.Description);
|
||||
if (GameManager.instance.dummyBots)
|
||||
currentPreset = GameManager.instance.dummyPreset;
|
||||
|
||||
@ -74,7 +74,7 @@ public class BotThinkingState : IState
|
||||
//подсчет времени
|
||||
if(calculatedColumn!= -1 && !displayed)
|
||||
{
|
||||
Debug.Log($"Думал: {Time.time - startTime}");
|
||||
//Debug.Log($"Думал: {Time.time - startTime}");
|
||||
displayed = true;
|
||||
}
|
||||
|
||||
|
||||
@ -323,7 +323,7 @@ public static class ComWrapper
|
||||
if (count >= maxCount) break;
|
||||
if(DateTimeOffset.UtcNow.ToUnixTimeMilliseconds() - startTime >= timeout) break;
|
||||
}
|
||||
Debug.Log("count coins " + count);
|
||||
Debug.Log($"Before game coins: {count}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
@ -153,11 +153,11 @@ public class DualAvatarController : MonoBehaviour
|
||||
}
|
||||
private void NewRound(CellState lastRoundWinner)
|
||||
{
|
||||
Debug.Log("NEW ROUND LAST WINNER " + lastRoundWinner);
|
||||
//Debug.Log("NEW ROUND LAST WINNER " + lastRoundWinner);
|
||||
}
|
||||
private void EndGame(CellState gameWinner)
|
||||
{
|
||||
Debug.Log("ENDGAME");
|
||||
//Debug.Log("ENDGAME");
|
||||
}
|
||||
#endregion
|
||||
|
||||
|
||||
@ -100,6 +100,18 @@ public static class PrizeStandController
|
||||
return;
|
||||
}
|
||||
|
||||
//очистка пол сук
|
||||
await Task.Run(() =>
|
||||
{
|
||||
byte[] buf = new byte[1024];
|
||||
var sw = Stopwatch.StartNew();
|
||||
while (sw.Elapsed.TotalSeconds < 0.5)
|
||||
{
|
||||
ComNativeWrapper.Serial_ReadLineUTF8_bytes(handle, buf, buf.Length);
|
||||
}
|
||||
});
|
||||
|
||||
|
||||
try
|
||||
{
|
||||
//Валидация
|
||||
@ -114,6 +126,7 @@ public static class PrizeStandController
|
||||
|
||||
//Обработка результатов
|
||||
BoxStatus openStatus = await ReadBoxStatus(boxNumber, 1, WAIT_OPEN_STATUS_TIMEOUT);
|
||||
UnityEngine.Debug.Log($"Получен статус открытия {openStatus}");
|
||||
if (openStatus == BoxStatus.OPENED)
|
||||
{
|
||||
OpeningFinished?.Invoke(true, $"Ячейка {boxNumber} успешно открыта");
|
||||
@ -222,7 +235,13 @@ public static class PrizeStandController
|
||||
|
||||
|
||||
string entry = Encoding.UTF8.GetString(buffer, 0, entryLength).Trim();
|
||||
if (!entry.StartsWith("BOX"))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
var ParseResult = ParseBoxStatus(entry);
|
||||
UnityEngine.Debug.Log($"{ParseResult.BoxNumber} : {ParseResult.Status}");
|
||||
|
||||
if(ParseResult.BoxNumber == -1)
|
||||
{
|
||||
@ -236,6 +255,9 @@ public static class PrizeStandController
|
||||
}
|
||||
}
|
||||
|
||||
if (boxesRecieved == expectedEntriesCount) UnityEngine.Debug.Log("Все коробки считаны");
|
||||
if (sw.Elapsed.TotalSeconds >= timeout) UnityEngine.Debug.Log("Вышли по таймауту");
|
||||
|
||||
if (status == BoxStatus.NotFound)
|
||||
_logger?.Log($"[Модуль витрины. Не дождался ответа по статусу ячейки]\n" +
|
||||
$"Ожидаемый номер: {expectedBoxNumber}\n" +
|
||||
@ -283,9 +305,8 @@ public static class PrizeStandController
|
||||
"OK" => BoxStatus.OK,
|
||||
"OK+CARD" => BoxStatus.OKplusCard,
|
||||
"EMPTY" => BoxStatus.Empty,
|
||||
"OPEN" => BoxStatus.Open,
|
||||
|
||||
"OPENED" => BoxStatus.OPENED,
|
||||
"OPEN" => BoxStatus.OPENED,
|
||||
"OPEN_ERROR" => BoxStatus.OPEN_ERROR,
|
||||
|
||||
"ERROR" => BoxStatus.Error,
|
||||
|
||||
@ -10,16 +10,17 @@ using System.Numerics;
|
||||
public static class SolverV2
|
||||
{
|
||||
// Поле 6x7 (стандарт Connect4)
|
||||
private const int WIDTH = 7;
|
||||
private const int HEIGHT = 6;
|
||||
private const int H1 = HEIGHT + 1; // 7: с "сентинел" битом на верх колонки
|
||||
private const int MAX_MOVES = WIDTH * HEIGHT; // 42
|
||||
private static int WIDTH = 7;
|
||||
private static int HEIGHT = 6;
|
||||
private static int CenterCol => WIDTH / 2;
|
||||
private static int H1 => HEIGHT + 1; //"сентинел" битом на верх колонки
|
||||
private static int MAX_MOVES => WIDTH * HEIGHT;
|
||||
|
||||
/// <summary>
|
||||
/// Можешь крутить глубину снаружи (чем выше — тем сильнее, но медленнее).
|
||||
/// Реально "очень высокие" глубины становятся возможны за счёт TT и битбордов.
|
||||
/// </summary>
|
||||
public static int MaxDepth = 21;
|
||||
public static int MaxDepth = 20;
|
||||
|
||||
/// <summary>
|
||||
/// Ограничение на размер TT (чтобы не раздувать память). При переполнении — чистим.
|
||||
@ -27,7 +28,8 @@ public static class SolverV2
|
||||
public static int TranspositionMaxEntries = 1_200_000;
|
||||
|
||||
// Порядок ходов: центр -> к краям (лучше и для игры, и для отсечений)
|
||||
private static readonly int[] MoveOrder = { 3, 2, 4, 1, 5, 0, 6 };
|
||||
//private static readonly int[] MoveOrder = { 3, 2, 4, 1, 5, 0, 6 };
|
||||
private static readonly int[] MoveOrder;
|
||||
|
||||
// Битовые маски по колонкам
|
||||
private static readonly ulong[] BottomMask = new ulong[WIDTH];
|
||||
@ -51,6 +53,9 @@ public static class SolverV2
|
||||
|
||||
static SolverV2()
|
||||
{
|
||||
WIDTH = GameManager.instance.Cols;
|
||||
HEIGHT = GameManager.instance.Rows;
|
||||
MoveOrder = GenerateMoveOrder();
|
||||
// Инициализация масок колонок
|
||||
for (int c = 0; c < WIDTH; c++)
|
||||
{
|
||||
@ -62,7 +67,17 @@ public static class SolverV2
|
||||
// Генерация всех выигрышных линий (четвёрок)
|
||||
WinningLineMasks = BuildWinningMasks();
|
||||
}
|
||||
|
||||
private static int[] GenerateMoveOrder()
|
||||
{
|
||||
int center = WIDTH / 2;
|
||||
var order = new List<int> { center };
|
||||
for (int i = 1; i <= center; i++)
|
||||
{
|
||||
if (center - i >= 0) order.Add(center - i);
|
||||
if (center + i < WIDTH) order.Add(center + i);
|
||||
}
|
||||
return order.ToArray();
|
||||
}
|
||||
/// <summary>
|
||||
/// Главный метод: верни индекс колонки 0..6, куда бросать фишку.
|
||||
/// </summary>
|
||||
@ -94,7 +109,7 @@ public static class SolverV2
|
||||
if (mask == 0)
|
||||
{
|
||||
// На пустом поле лучший ход — центр
|
||||
return 3;
|
||||
return WIDTH / 2;
|
||||
}
|
||||
|
||||
// Камень текущего игрока
|
||||
@ -209,7 +224,7 @@ public static class SolverV2
|
||||
int bestValue = -INF;
|
||||
|
||||
// ordering: TT best first
|
||||
int ttBest = (entry.BestCol <= 6) ? entry.BestCol : -1;
|
||||
int ttBest = (entry.BestCol <= WIDTH - 1) ? entry.BestCol : -1;
|
||||
|
||||
Span<int> cols = stackalloc int[WIDTH];
|
||||
int n = BuildOrderedMoves(p, cols, ttBest);
|
||||
@ -240,7 +255,7 @@ public static class SolverV2
|
||||
{
|
||||
Value = (short)bestValue,
|
||||
Depth = (byte)depth,
|
||||
BestCol = (byte)(bestCol == 255 ? 3 : bestCol),
|
||||
BestCol = (byte)(bestCol == 255 ? CenterCol : bestCol),
|
||||
Bound = Bound.Exact
|
||||
};
|
||||
|
||||
@ -287,7 +302,7 @@ public static class SolverV2
|
||||
private static int CenterControlBonus(ulong bits)
|
||||
{
|
||||
// колонка 3 (центр)
|
||||
int c = 3;
|
||||
int c = CenterCol;
|
||||
ulong col = ((1UL << HEIGHT) - 1UL) << (c * H1);
|
||||
int count = PopCount(bits & col);
|
||||
return count; // чем больше в центре, тем лучше
|
||||
@ -384,7 +399,7 @@ public static class SolverV2
|
||||
|
||||
private static bool TryGetTTBestMove(Position p, out int bestCol)
|
||||
{
|
||||
if (TT.TryGetValue(p.Key(), out var e) && e.BestCol <= 6)
|
||||
if (TT.TryGetValue(p.Key(), out var e) && e.BestCol <= WIDTH - 1)
|
||||
{
|
||||
bestCol = e.BestCol;
|
||||
return true;
|
||||
@ -480,7 +495,6 @@ public static class SolverV2
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return list.ToArray();
|
||||
}
|
||||
}
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user