// DoTurn is run once per turn
        public override void DoTurn(GameState state)
        {
            state.expectedLocation.Clear();
            //attack until our number of ants falls below 250 from 300
            if (!attackMode && state.MyAnts.Count > 300) attackMode = true;
            if (attackMode && state.MyAnts.Count < 250) attackMode = false;

            this.diffuseOne(state);
            this.diffuseTwo(state);
            // loop through all my ants and try to give them orders
            foreach (Ant ant in state.MyAnts)
            {
                Location up = state.GetDestination(ant, Direction.North);
                Location right = state.GetDestination(ant, Direction.East);
                Location left = state.GetDestination(ant, Direction.West);
                Location down = state.GetDestination(ant, Direction.South);

                List<Tup4> adjacentTiles = new List<Tup4>();

                //use diffusion layer 1 this layer prefers to harvest food and grow the ant colony
                if (!attackMode)
                {
                    Tup4 n1 = new Tup4(state.diffusionOne[up.Row, up.Col], Direction.North, up.Row, up.Col);
                    Tup4 e1 = new Tup4(state.diffusionOne[right.Row, right.Col], Direction.East, right.Row, right.Col);
                    Tup4 w1 = new Tup4(state.diffusionOne[left.Row, left.Col], Direction.West, left.Row, left.Col);
                    Tup4 s1 = new Tup4(state.diffusionOne[down.Row, down.Col], Direction.South, down.Row, down.Col);
                    adjacentTiles.Add(n1);
                    adjacentTiles.Add(e1);
                    adjacentTiles.Add(s1);
                    adjacentTiles.Add(w1);
                }
                else
                {
                    Tup4 n2 = new Tup4(state.diffusionTwo[up.Row, up.Col], Direction.North, up.Row, up.Col);
                    Tup4 e2 = new Tup4(state.diffusionTwo[right.Row, right.Col], Direction.East, right.Row, right.Col);
                    Tup4 w2 = new Tup4(state.diffusionTwo[left.Row, left.Col], Direction.West, left.Row, left.Col);
                    Tup4 s2 = new Tup4(state.diffusionTwo[down.Row, down.Col], Direction.South, down.Row, down.Col);
                    //use diffusion layer 2, this layer prefers to be aggressive
                    adjacentTiles.Add(n2);
                    adjacentTiles.Add(s2);
                    adjacentTiles.Add(e2);
                    adjacentTiles.Add(w2);
                }

                double maxDiffusion = 0; //assume the ant can't move
                Direction direction = Direction.East;
                int ct = 0;
                int row = 0;
                int col = 0;
                //check the four adjacent tiles to move
                while (ct < 4)
                {
                   //check if this tile has a higher diffusion score and that it is not occupied already by a friendly ant
                    if (adjacentTiles[ct].Item1 > maxDiffusion && state.diffusionOne[adjacentTiles[ct].Item3, adjacentTiles[ct].Item4] > 0 && state.GetIsUnoccupied(new Location(adjacentTiles[ct].Item3, adjacentTiles[ct].Item4)))
                    {
                        maxDiffusion = adjacentTiles[ct].Item1;
                        direction = adjacentTiles[ct].Item2;
                        row = adjacentTiles[ct].Item3;
                        col = adjacentTiles[ct].Item4;
                    }
                    ct += 1;
                }

                //ants will only move onto tiles with a diffusion score > 0
                if (maxDiffusion > 0)
                {
                    IssueOrder(ant, direction);
                    state.diffusionOne[row, col] = 0;
                    state.expectedLocation[state.GetDestination(ant, direction)] = ant;
                }
                else
                {
                    //ant could not move expected location is the same
                    state.expectedLocation[new Location(ant.Row, ant.Col)] = ant;
                }
                // check if we have time left to calculate more orders
                if (state.TimeRemaining < 10)
                {
                    //exit the loop immediately to prevent the bot from timing out
                   break;
                }
            }
        }