Beispiel #1
0
 public void ConsiderPurchase(Asset asset)
 {
     if (Money > asset.Price)
     {
         var value = Genetics.GetGeneExpression(GeneType.PropertyValue, asset);
         if ((value * Money) > asset.Price)
         {
             PurchaseAsset(asset);
         }
     }
 }
Beispiel #2
0
        public void Pay(int amount, IAssetHolder payee, Bank bank)
        {
            LogEvent("Pay", amount);

            if (amount < 0)
            {
                throw new ApplicationException("Can't pay less than 0");
            }

            if ((Money - amount) < 0)
            {
                // can't afford it

                var sumReached = false;

                while (sumReached == false)
                {
                    var assetToSellBuilding = Properties.Where(b => b.BuildingCount > 0)
                                              .Where(c => c.MonopolySet.Max(m => (((Property)m).BuildingCount)) == c.BuildingCount)
                                              .OrderBy(o => Genetics.GetGeneExpression(GeneType.ImprovementValue, o))
                                              .FirstOrDefault();

                    if (assetToSellBuilding != null)
                    {
                        Money += assetToSellBuilding.SellBuilding();

                        if ((Money - amount) >= 0)
                        {
                            sumReached = true;
                        }
                    }
                    else // no buildings, start mortgaging
                    {
                        var assetForMortaging = Assets.Where(x => x.Mortgaged == false)
                                                .OrderBy(o => Genetics.GetGeneExpression(GeneType.PropertyValue, o))
                                                .FirstOrDefault();

                        if (assetForMortaging != null)
                        {
                            Money += assetForMortaging.MortgageAsset();

                            if ((Money - amount) >= 0)
                            {
                                sumReached = true;
                            }
                        }
                        else
                        {
                            // Nothing more to mortgage, broke!
                            break;
                        }
                    }
                }

                if (sumReached == false)
                {
                    // Couldn't pay. Hand over all assets to debtor

                    if (payee is FreeParking || payee is Bank)
                    {
                        foreach (var asset in Assets)
                        {
                            asset.Owner = bank;
                            bank.Assets.Add(asset);
                            asset.UnmortgageAsset();
                        }
                    }
                    else
                    {
                        foreach (var asset in Assets)
                        {
                            asset.Owner = payee;
                            payee.Assets.Add(asset);
                        }
                    }

                    Assets.Clear();

                    // Lose get out of jail free cards

                    while (GetOutOfJailFreeCards.Count > 0)
                    {
                        GetOutOfJailFreeCards.Dequeue();
                    }

                    // All money turned over

                    payee.Receive(Money);
                    Money = 0;

                    Status = PlayerStatus.Bankrupt;
                    LogEvent("Bankrupt trying to pay ", amount);

                    return;
                }
            }

            Money -= amount;
            payee.Receive(amount);
        }
Beispiel #3
0
        internal void Trade(List <Player> players)
        {
            var possibleExchanges = new List <Tuple <Asset, Asset, double> >();

            foreach (var myAsset in Assets.Where(a => ((a is Property) && ((Property)a).BuildingCount == 0) || ((a is Property) == false)))
            {
                foreach (var otherPlayer in players.Excluding(this))
                {
                    foreach (var theirAsset in otherPlayer.Assets.Where(a => ((a is Property) && ((Property)a).BuildingCount == 0) || ((a is Property) == false)))
                    {
                        var myValueOfMine   = Genetics.GetGeneExpression(GeneType.PropertyValue, myAsset) * myAsset.Price;
                        var myValueOfTheirs = Genetics.GetGeneExpression(GeneType.PropertyValue, theirAsset) * theirAsset.Price;

                        var theirValueOfMine   = otherPlayer.Genetics.GetGeneExpression(GeneType.PropertyValue, myAsset) * myAsset.Price;
                        var theirValueOfTheirs = otherPlayer.Genetics.GetGeneExpression(GeneType.PropertyValue, theirAsset) * theirAsset.Price;

                        // Double the value for monopolies

                        if (myAsset.OwnerHasMonopoly)
                        {
                            myValueOfMine *= 2;
                        }

                        if (theirAsset.OwnerHasMonopoly)
                        {
                            theirValueOfTheirs *= 2;
                        }

                        if (theirAsset.MonopolySet.Excluding(theirAsset).ToList().TrueForAll(o => o.Owner == this))
                        {
                            myValueOfTheirs *= 2;
                        }

                        if (myAsset.MonopolySet.Excluding(myAsset).ToList().TrueForAll(o => o.Owner == otherPlayer))
                        {
                            theirValueOfMine *= 2;
                        }

                        if (theirValueOfMine > myValueOfMine && theirValueOfTheirs < myValueOfTheirs)
                        {
                            // Don't swap if i'm not net gaining net value (although the swap will likely happen on their turn)

                            if ((myValueOfTheirs - myValueOfMine) > 0)
                            {
                                possibleExchanges.Add(new Tuple <Asset, Asset, double>(myAsset, theirAsset, myValueOfTheirs - myValueOfMine));
                            }
                        }
                    }
                }
            }

            // Select the best if multiple exchanges exist

            var bestExchanges = new List <Tuple <Asset, Asset> >();

            //foreach (var myAsset in possibleExchanges.Select(x => x.Item1).Distinct())
            {
                var bestSwap = possibleExchanges.OrderByDescending(o => o.Item3).FirstOrDefault();
                if (bestSwap != null)
                {
                    //bestExchanges.Add(new Tuple<Asset, Asset>(bestSwap.Item1, bestSwap.Item2));

                    var otherPlayer = bestSwap.Item2.Owner;
                    var myAsset     = bestSwap.Item1;
                    var theirAsset  = bestSwap.Item2;

                    LogEvent("Swapped " + myAsset.Name + " for " + theirAsset.Name);

                    this.Assets.Remove(myAsset);
                    otherPlayer.Assets.Add(myAsset);
                    myAsset.Owner = otherPlayer;
                    otherPlayer.Assets.Remove(theirAsset);
                    this.Assets.Add(theirAsset);
                    theirAsset.Owner = this;
                }
            }
        }
Beispiel #4
0
 public void ConsiderUnmortgaging()
 {
     while (true)
     {
         var assetToUnmortgage = Assets.Where(a => a.Mortgaged && (a.MortgageValue * 1.1) < Money).OrderByDescending(o => Genetics.GetGeneExpression(GeneType.PropertyValue, o)).FirstOrDefault();
         if (assetToUnmortgage != null)
         {
             UnmortgageAsset(assetToUnmortgage);
         }
         else
         {
             break;
         }
     }
 }
Beispiel #5
0
        public void ConsiderBuilding()
        {
            bool bContinue = true;

            while (bContinue)
            {
                var assetToBuildOn = Properties.Where(p => p.OwnerHasMonopoly &&
                                                      p.BuildingCost <= Money &&
                                                      p.BuildingCount < 5 &&
                                                      p.BuildingPossible).OrderByDescending(o => Genetics.GetGeneExpression(GeneType.ImprovementValue, o)).FirstOrDefault();

                if (assetToBuildOn != null)
                {
                    PurchaseBuilding(assetToBuildOn);
                }
                else
                {
                    bContinue = false;
                }
            }
        }