Ejemplo n.º 1
0
    private static bool MakeSweetestMoves(Universe uni, IEnumerable <AttackPlan> attackPlan)
    {
        bool   attackPerformed = false;
        Planet Defender        = null;
        Planet agressor        = null;

        foreach (var attack in attackPlan)
        {
            agressor = attack.Source;
            if (agressor.PlanetID == 2)
            {
            }
            if (agressor.AttackMovesAllowed)
            {
                if ((agressor.AttackForce >= attack.ShipCount && agressor.CanSurviveIncommingAttack) || agressor.IsLost)
                {
                    Defender = attack.Target;
                    bool domination = Universe.IsDominating || attack.DominationMove;
                    if (Defender.IsAttackable || domination)
                    {
                        //create bias towards planets for which we initiate battle
                        Universe.AddToWishList(Defender);

                        uni.MakeMove(agressor, Defender, attack.ShipCount);
                        attackPerformed = true;
                    }
                }
            }
        }
        return(attackPerformed);
    }
    protected override void DefendOnwedPlanets()
    {
        foreach (Planet onwedPlanet in OrderOwnAttackedPlanetsFirst())
        {
            #region Try defend any owned planets.
            bool shouldDefend = onwedPlanet.IsUnderAttack && !onwedPlanet.CanSurviveIncommingAttack;
            if (shouldDefend)
            {
                if (onwedPlanet.AttackForce > 0 && onwedPlanet.ShipsRequiredToSurviveAttack == 0)
                {
                    shouldDefend = false;
                }
                else
                {
                    IEnumerable <AttackPlan> defensePlan = BuildDefensePlan(onwedPlanet, 1000);
                    if (onwedPlanet.IsLost)
                    {
                        foreach (var route in Universe.TravelMap[onwedPlanet.PlanetID])
                        {
                            if (route.DistanceInTurns <= onwedPlanet.LostAfterNumberOfTurns)
                            {
                                Planet target = currentUniverse.AllPlanetsOnPlanetId[route.TagetPlanetId];
                                if (target.IsNeutral && target.MaxDesertersAllowed < onwedPlanet.NumShips)
                                {
                                    currentUniverse.MakeMove(onwedPlanet, target, onwedPlanet.NumShips);
                                    break;
                                }
                            }
                            else
                            {
                                break;
                            }
                        }

                        //Recapture !
                        Universe.AddToWishList(onwedPlanet);
                    }
                    else
                    {
                        foreach (AttackPlan armada in defensePlan)
                        {
                            currentUniverse.MakeMove(armada.Source, armada.Target, armada.ShipCount);
                            armada.Source.AttackMovesAllowed = false;
                        }
                        onwedPlanet.AttackMovesAllowed = false;
                    }
                }
            }
            #endregion
        }
    }
        private bool MakeSweetestMoves(Universe uni, IEnumerable<AttackPlan> attackPlan)
        {
            bool attackPerformed = false;
            Planet defender = null;

            double bestSweetness = Double.MaxValue;
            foreach (var attack in attackPlan)
            {
                defender = attack.Target;
                if (bestSweetness == Double.MaxValue)
                {
                    bestSweetness = attack.Sweetness;
                }
                else
                {
                    double relativeSweetness = attack.Sweetness / bestSweetness;
                    if (relativeSweetness < 0.20)
                    {
                        // Compared to the moved that we like, this is really bad.
                        // So instead of making a very bad move, we will just end our turn.
                        break;
                    }
                }
                foreach (AttackPlanParticipant order in attack.Participants)
                {
                    Planet agressor = order.Source;
                    if (agressor.AttackMovesAllowed)
                    {
                        bool domination = currentUniverse.IsDominating || attack.DominationMove;
                        bool canConquer = agressor.DoesNotChangeOwner
                            && Math.Max(defender.ShipsRequiredToSurviveAttack, defender.AttackForce) < agressor.AttackForce;

                        if (domination || agressor.IsLost || canConquer)
                        {
                            if (defender.IsAttackable || domination)
                            {
                                uni.AddToWishList(defender);
                                //uni.MakeUnsafeMove(agressor, Defender, attack.ShipCount);
                                uni.MakeMove(agressor, defender, agressor.AttackForce);
                                attackPerformed = true;
                            }
                        }
                    }
                }
            }
            return attackPerformed;
        }