Solved

Determain and assign a play order based on player initiative within a list in C#

Posted on 2009-06-28
5
212 Views
Last Modified: 2012-05-07
I have a list of players. Each player has two properties, Initiative (int) and TurnOrder (int). In C# (.Net 2.0 for this please) I would like to assign each player in the list a unique integer for their TurnOrder (1 through X) based on which player's have the highest initiative (numerically speaking). I would want to randomly break ties between players with the same initiative value, which could be between two or more players (each player with a matching initiative would "roll the dice" to see what the final order would be between them).

The idea would be once I have assigned each player in the list a unique TurnOrder, I could then simply sort the list by TurnOrder:

PlayerList.Sort(delegate(Player p1, Player p2) { return p1.Initiative.CompareTo(p2.Initiative); });
0
Comment
Question by:ScottBlinn
[X]
Welcome to Experts Exchange

Add your voice to the tech community where 5M+ people just like you are talking about what matters.

  • Help others & share knowledge
  • Earn cash & points
  • Learn & ask questions
  • 2
  • 2
5 Comments
 
LVL 5

Expert Comment

by:rendaduiyan
ID: 24733961
How about this one:
1) sorting the players by Initiative, high to low
2) use a loop to give each player a TurnOrder value by:
    2-1) if n nad n+1 has same Initiative, find the one bigger than n;
      a) randomly assign TurnOrder for n, n+1, ...
    2-2) assigne a TurnOrder .
0
 
LVL 86

Expert Comment

by:Mike Tomlinson
ID: 24734159
Here is an implementation:
    public class Player
    {
        public int TurnOrder;
        public int Initiative;
        
        public Player(int Initiative) { this.Initiative = Initiative; }
    }
 
    public partial class Form1 : Form
    {
 
        private Random R = new Random();
        List<Player> PlayerList = new List<Player>();
 
        public Form1()
        {
            InitializeComponent();
        }
 
        private void Form1_Load(object sender, EventArgs e)
        {
            PlayerList.Add(new Player(5));
            PlayerList.Add(new Player(2));
            PlayerList.Add(new Player(1));
            PlayerList.Add(new Player(7));
            PlayerList.Add(new Player(5));
            PlayerList.Add(new Player(5));
            PlayerList.Add(new Player(4));
        }
 
        private void button1_Click(object sender, EventArgs e)
        {
            PlayerList.Sort(SortByInitiative);
            for (int i = 0; i < PlayerList.Count; i++)
            {
                PlayerList[i].TurnOrder = i + 1;
            }
            PlayerList.Sort(delegate(Player p1, Player p2) { return p1.TurnOrder.CompareTo(p2.TurnOrder); });
 
            foreach (Player p in PlayerList)
                Console.WriteLine(p.TurnOrder.ToString() + " --> " + p.Initiative.ToString());
        }
 
        private int SortByInitiative(Player p1, Player p2)
        {
            if (p1.Initiative != p2.Initiative)
                return p2.Initiative.CompareTo(p1.Initiative);
            else
                return R.Next() >= .5 ? 1 : -1;
        }
 
    }

Open in new window

0
 

Author Comment

by:ScottBlinn
ID: 24738141
Thank you guys.

Idol Mind: I implemented your solution and it almost does the trick. It seems that because it only takes in two players to compare at once, you end up with the same pattern/order between all players with the same Initiative value (so all players with an Initiative of 5 show up in the same order/are assigned the same TurnOrder value within the final list). What would I need to do to assign a random order between the players with the same Initiative each time the code is run?
0
 
LVL 86

Accepted Solution

by:
Mike Tomlinson earned 400 total points
ID: 24738425
Apologies ScottBlinn...I used the wrong Random method.

Use this SortByInitiative() instead:

        private int SortByInitiative(Player p1, Player p2)
        {
            if (p1 == p2)
                return 0; // <-- need this because the internal Sort method compares an object against itself (and should return zero)
            else
            {
                if (p1.Initiative != p2.Initiative)
                    return p2.Initiative.CompareTo(p1.Initiative);
                else
                    return R.NextDouble() >= .5 ? 1 : -1;
            }
        }

Here is a modified version (I added a "name" field to make sure):
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Windows.Forms;
 
namespace WindowsFormsApplication1
{
    public partial class Form1 : Form
    {
 
        private Random R = new Random();
        List<Player> PlayerList = new List<Player>();
 
        public Form1()
        {
            InitializeComponent();
        }
 
        private void Form1_Load(object sender, EventArgs e)
        {
            PlayerList.Add(new Player(5, "a"));
            PlayerList.Add(new Player(2, "b"));
            PlayerList.Add(new Player(1, "c"));
            PlayerList.Add(new Player(7, "d"));
            PlayerList.Add(new Player(5, "e"));
            PlayerList.Add(new Player(5, "f"));
            PlayerList.Add(new Player(4, "g"));
        }
 
        private void button1_Click(object sender, EventArgs e)
        {
            PlayerList.Sort(SortByInitiative);
            for (int i = 0; i < PlayerList.Count; i++)
            {
                PlayerList[i].TurnOrder = i + 1;
            }
            PlayerList.Sort(delegate(Player p1, Player p2) { return p1.TurnOrder.CompareTo(p2.TurnOrder); });
 
            foreach (Player p in PlayerList)
                Console.WriteLine(p.TurnOrder.ToString() + " --> " + p.Initiative.ToString() + ", " + p.Name);
        }
 
        private int SortByInitiative(Player p1, Player p2)
        {
            if (p1 == p2)
                return 0;
            else
            {
                if (p1.Initiative != p2.Initiative)
                    return p2.Initiative.CompareTo(p1.Initiative);
                else
                    return R.NextDouble() >= .5 ? 1 : -1;
            }
        }
 
    }
 
    public class Player
    {
        public string Name;
        public int TurnOrder;
        public int Initiative;
 
        public Player(int Initiative, string name) { this.Initiative = Initiative; this.Name = name; }
    }
 
}

Open in new window

0
 

Author Closing Comment

by:ScottBlinn
ID: 31597788
This did the trick. Thank you Idle Mind.
0

Featured Post

Technology Partners: We Want Your Opinion!

We value your feedback.

Take our survey and automatically be enter to win anyone of the following:
Yeti Cooler, Amazon eGift Card, and Movie eGift Card!

Question has a verified solution.

If you are experiencing a similar issue, please ask a related question

Introduction This article series is supposed to shed some light on the use of IDisposable and objects that inherit from it. In essence, a more apt title for this article would be: using (IDisposable) {}. I’m just not sure how many people would ge…
Summary: Persistence is the capability of an application to store the state of objects and recover it when necessary. This article compares the two common types of serialization in aspects of data access, readability, and runtime cost. A ready-to…
Michael from AdRem Software outlines event notifications and Automatic Corrective Actions in network monitoring. Automatic Corrective Actions are scripts, which can automatically run upon discovery of a certain undesirable condition in your network.…
Michael from AdRem Software explains how to view the most utilized and worst performing nodes in your network, by accessing the Top Charts view in NetCrunch network monitor (https://www.adremsoft.com/). Top Charts is a view in which you can set seve…

630 members asked questions and received personalized solutions in the past 7 days.

Join the community of 500,000 technology professionals and ask your questions.

Join & Ask a Question