Beispiel #1
0
        double GetTeamBonusProfit(Bonus bonus, ref Trooper trooper, bool allowTakeBonus)
        {
            // нужен минимальный вес
            double bestWeight = Inf;
            foreach (var tr in Team)
            {
                double weight = GetShoterPath(tr, bonus, notFilledMap, beginFree: true, endFree: false) * (1 + 0.5 * GetQueuePlace(tr, self.Id == tr.Id && self.ActionPoints >= self.InitialActionPoints));

                if (tr.Id != commander.Id || !allowTakeBonus)
                {
                    var L = GetShoterPath(tr, bonus, map, beginFree: true, endFree: false);
                    weight = L <= 2
                             && (self.Id != tr.Id || self.ActionPoints/GetMoveCost() >= 2*L)
                        ? weight
                        : Inf;
                }
                if (!IsHaveBonus(tr, bonus) && weight < bestWeight)
                {
                    bestWeight = weight;
                    trooper = tr;
                }
            }
            if (bestWeight >= Inf)
                return -1;
            return 1.0 / bestWeight;
        }
Beispiel #2
0
        public World(int moveIndex, int width, int height, Player[] players, Trooper[] troopers, Bonus[] bonuses,
            CellType[][] cells, bool[] cellVisibilities)
        {
            this.moveIndex = moveIndex;
            this.width = width;
            this.height = height;

            this.players = new Player[players.Length];
            Array.Copy(players, this.players, players.Length);

            this.troopers = new Trooper[troopers.Length];
            Array.Copy(troopers, this.troopers, troopers.Length);

            this.bonuses = new Bonus[bonuses.Length];
            Array.Copy(bonuses, this.bonuses, bonuses.Length);

            this.cells = new CellType[width][];
            for (int x = 0; x < width; ++x)
            {
                this.cells[x] = new CellType[cells[x].Length];
                Array.Copy(cells[x], this.cells[x], cells[x].Length);
            }

            this.cellVisibilities = cellVisibilities;
        }
        private Bonus[] ReadBonuses()
        {
            int bonusCount = ReadInt();
            if (bonusCount < 0)
            {
                return null;
            }

            Bonus[] bonuses = new Bonus[bonusCount];

            for (int bonusIndex = 0; bonusIndex < bonusCount; ++bonusIndex)
            {
                if (ReadBoolean())
                {
                    bonuses[bonusIndex] = new Bonus(ReadLong(), ReadInt(), ReadInt(), (BonusType) ReadEnum());
                }
            }

            return bonuses;
        }
Beispiel #4
0
 bool IsHaveBonus(Trooper self, Bonus bonus)
 {
     return bonus != null && IsHaveBonus(self, bonus.Type);
 }