protected void DefendOnwedPlanets()
        {
            foreach (Planet onwedPlanet in OrderedListOfAttackedPlanets(1))
            {
                #region Try defend any owned planets.
                bool shouldDefend = onwedPlanet.IsUnderAttack &&
                                    !onwedPlanet.WinningArmadaIsMine;

                if (shouldDefend)
                {
                    AttackPlan defensePlan = BuildDefensePlan(onwedPlanet, 1000);
                    if (onwedPlanet.IsLost)
                    {
                        foreach (var route in onwedPlanet.Routes)
                        {
                            if (route.DistanceInTurns <= onwedPlanet.LastAttackTurn.TurnsFromNow)
                            {
                                Planet target = route.Destination;
                                if (target.IsNeutral && target.MaxDesertersAllowed < onwedPlanet.NumShips)
                                {
                                    currentUniverse.MakeMove(onwedPlanet, target, onwedPlanet.NumShips);
                                    break;
                                }
                            }
                            else
                            {
                                break;
                            }
                        }

                        //Recapture it the planet provides good resource.
                        if (onwedPlanet.GrowthRate > 2)
                        {
                            currentUniverse.AddToWishList(onwedPlanet);
                        }
                    }
                    else
                    {
                        foreach (AttackPlanParticipant armada in defensePlan.Participants)
                        {
                            currentUniverse.MakeMove(armada.Source, defensePlan.Target, armada.Source.AttackForce);
                            armada.Source.AttackMovesAllowed = false;
                            armada.Source.CreateTurnPredictions();
                        }
                        onwedPlanet.AttackMovesAllowed = false;
                        onwedPlanet.CreateTurnPredictions();
                    }
                }
                else
                {
                }
                #endregion
            }
        }
        protected bool ExecutePlans(AttackPlan sweetPlan)
        {
            bool movemade = false;

            foreach (AttackPlanParticipant attacker in sweetPlan.Participants)
            {
                Planet agressor = attacker.Source;
                agressor.IsInAttackQueue = attacker.ScheduledTurn > 0;
                if (attacker.ScheduledTurn <= 0)
                {
                    if (attacker.DefendersTurn.Owner != 1 || sweetPlan.DominationMove)
                    {
                        if (agressor.IsMine)
                        {
                            int ships = attacker.AttackersTurn.NumShips;
                            if (!sweetPlan.Target.IsMine)
                            {
                                ships = Math.Min(attacker.DefendersTurn.NumShips + 1, ships);
                            }
                            ships = Math.Min(ships, agressor.AttackForce);

                            currentUniverse.MakeMove(agressor, sweetPlan.Target, ships);
                            movemade = true;
                            agressor.CreateTurnPredictions();
                        }
                    }
                }
                else
                {
                    //attacker.Source.MaxDesertersAllowed = 0;
                }
                attacker.ScheduledTurn--;
            }
            if (sweetPlan.Target.IsMine || sweetPlan.Participants.Count == 0)
            {
                foreach (AttackPlanParticipant attacker in sweetPlan.Participants)
                {
                    attacker.Source.IsInAttackQueue = false;
                }
                attackQueue.Remove(sweetPlan);
            }
            sweetPlan.Target.AttackMovesAllowed = false;
            return(movemade);
        }
 protected void DefendNeutralPlanets(int maxTurnLookahead)
 {
     foreach (Planet neutralPlanet in OrderedListOfAttackedPlanets(0))
     {
         #region Try defend any owned planets.
         //if we have ships invested, protect investment,
         bool shouldDefend = neutralPlanet.IsUnderAttack &&
                             !neutralPlanet.WinningArmadaIsMine &&
                             !neutralPlanet.DoesNotChangeOwner;
         if (shouldDefend)
         {
             AttackPlan defensePlan = BuildDefensePlan(neutralPlanet, maxTurnLookahead);
             if (!neutralPlanet.IsLost)
             {
                 foreach (AttackPlanParticipant armada in defensePlan.Participants)
                 {
                     currentUniverse.MakeMove(armada.Source, defensePlan.Target, armada.Source.AttackForce);
                 }
                 neutralPlanet.AttackMovesAllowed = false;
             }
         }
         #endregion
     }
 }
        public List <AttackPlan> BuildActionPlan(Universe uni)
        {
            currentUniverse = uni;
            StartOfTurn();
            DefendOnwedPlanets();
            DefendNeutralPlanets(MaxTurnLookaheadForNeutralDefense);
            ProcessAttackQueue();
            List <AttackPlan> battleplan = new List <AttackPlan>();

            foreach (Planet onwedPlanet in currentUniverse.Me.Planets.Where(OwnedPlanetCanSendAttackForce))
            {
                if (SourcePlanetSelected(onwedPlanet))
                {
                    var planetTravelMap = onwedPlanet.Routes;
                    if (PlanetRouteSelected(onwedPlanet, planetTravelMap))
                    {
                        bool       continueRoute = true;
                        AttackPlan attack        = new AttackPlan();
                        foreach (Route route in SortRoutesForBattlePlanCreation(planetTravelMap))
                        {
                            Planet hostile = route.Destination;
                            if (!hostile.IsMine)
                            {
                                attack.Target   = hostile;
                                attack.Enabled  = false;
                                attack.Strategy = GetType().Name;
                                attack.Reason   = "CreateAttackPlanForOwnedPlanet";
                                CreateAttackPlanForOwnedPlanet(attack, route, planetTravelMap, ref continueRoute);

                                if (attack.Enabled)
                                {
                                    if (onwedPlanet.IdleForThisNumberOfTurns >= 15)
                                    {
                                        attack.Sweetness += onwedPlanet.IdleForThisNumberOfTurns;
                                    }
                                    battleplan.Add(attack);
                                    attack = new AttackPlan();
                                }
                            }
                            if (!continueRoute)
                            {
                                break;
                            }
                        }
                    }
                    PlanetRouteDeSelected(onwedPlanet, planetTravelMap);
                }
            }
            if (!TakeGamble_DoNotCountOutgoingShipsForOneTurn)
            {
                //attack planets for all fleets in transit
                foreach (Planet planet in uni.All.Planets)
                {
                    if (!(planet.IsLost || planet.Armada.Count == 0))
                    {
                        foreach (Fleet attackforce in planet.Armada)
                        {
                            if (attackforce.IsMine)
                            {
                                planet.RemoveShips(attackforce.NumShips);
                            }
                        }
                    }
                }
            }
            TakeGamble_DoNotCountOutgoingShipsForOneTurn = false;
            return(battleplan);
        }
 protected abstract void CreateAttackPlanForOwnedPlanet(AttackPlan attack, Route attackRoute, PlanetaryTravelRoute planetTravelMap, ref bool continueRoute);
        public void DoTurn(Universe uni)
        {
            currentUniverse = uni;
            ProcessAttackQueue();
            bool attackMade     = false;
            int  sumAttackForce = 0;


            Dictionary <Planet, PlanetTurn> possibleTargets = new Dictionary <Planet, PlanetTurn>();

            foreach (var planet in CanUseInAtttack())
            {
                sumAttackForce += planet.AttackForce;
                possibleTargets.Clear();
                PlanetTurn attackTurn = planet.TurnPrediction[0];
                //find planets that can be attacked with this planets force.
                foreach (var route in planet.Routes
                         .Where(target => IsNotEventuallyMine(target.Destination) &&
                                target.Destination.GrowthRate > 0))
                {
                    PlanetTurn state = route.Destination.TurnPrediction[route.DistanceInTurns + 1];
                    if (state.Owner != 1 && state.NumShips < planet.AttackForce)
                    {
                        possibleTargets.Add(route.Destination, state);
                    }
                }
                // from the list find the planets from which I have most to gain or which are nearest.

                if (Universe.TurnCount < 3)
                {
                    foreach (var item in possibleTargets.OrderBy(
                                 target => - target.Key.GrowthRate)
                             .ThenBy(target => target.Value.NumShips))
                    {
                        if (planet.IsNeutral)
                        {
                            if (planet.AttackForce > item.Value.NumShips)
                            {
                                AttackPlan plan = new AttackPlan();
                                plan.Enabled = true;
                                plan.AddParticipant(planet, attackTurn, item.Value);
                                plan.Target = item.Key;
                                attackMade  = true;
                                ExecutePlans(plan);
                            }
                            else
                            {
                                break;
                            }
                        }
                    }
                }
                else
                {
                    foreach (var item in possibleTargets.OrderBy(
                                 target => - ((target.Key.IsNeutral ? 2 : 0) + target.Key.GrowthRate) / currentUniverse.Me.ShipOnPlanetFocus.Delta(target.Key)))
                    {
                        if (planet.AttackForce > item.Value.NumShips)
                        {
                            AttackPlan plan = new AttackPlan();
                            plan.Enabled = true;
                            plan.AddParticipant(planet, attackTurn, item.Value);
                            plan.Target = item.Key;
                            attackMade  = true;
                            ExecutePlans(plan);
                        }
                        else
                        {
                            break;
                        }
                    }
                }
            }

            var centerPlanet = currentUniverse.Me.Planets
                               .OrderBy(item => Universe.Center.Delta(item)
                                        + currentUniverse.Enemy.ShipOnPlanetFocus.Delta(item)).FirstOrDefault();

            if (centerPlanet != null)
            {
                int supportCount = 0;
                foreach (var planet in CanUseInAtttack())
                {
                    if (centerPlanet != planet)
                    {
                        supportCount++;
                        currentUniverse.MakeMove(planet, centerPlanet, Math.Min(planet.AttackForce, 2));
                    }
                }
            }


            if (!attackMade)
            {
                int targetOwnerId = 0;
                if (!currentUniverse.IsDominating)
                {
                    if (rnd.NextDouble() > currentUniverse.Neutral.Planets.Count / (currentUniverse.Enemy.Planets.Count + 0.1))
                    {
                        targetOwnerId = 2;
                    }
                }
                else
                {
                    targetOwnerId = 2;
                }
                var target = currentUniverse.Planets.Values
                             .Where(planet => planet.LastAttackTurn.NumShips < sumAttackForce - planet.GrowthRate * 2 &&
                                    IsNotEventuallyMine(planet) &&
                                    planet.GrowthRate > 1 &&
                                    planet.Owner == targetOwnerId
                                    )
                             .OrderBy(planet => - ((planet.GrowthRate + Math.Sqrt(planet.NumShips)) / 3) * 3)
                             .ThenBy(planet => currentUniverse.Me.ShipOnPlanetFocus.Delta(planet))
                             .FirstOrDefault();

                if (target != null)
                {
                    AttackPlan plan = new AttackPlan();
                    plan.Enabled = true;
                    plan.Target  = target;
                    foreach (var planet in CanUseInAtttack())
                    {
                        plan.AddParticipant(planet, planet.TurnPrediction[0], target.TurnPrediction[0]);
                    }
                    attackMade = true;
                    ExecutePlans(plan);
                }
            }



            if (!attackMade && sumAttackForce > 100)
            {
                AttackPlan plan = new AttackPlan();
                plan.Enabled        = true;
                plan.DominationMove = true;
                plan.Target         = centerPlanet;
                foreach (var planet in CanUseInAtttack().Where(item => item != centerPlanet))
                {
                    plan.AddParticipant(planet, planet.TurnPrediction[0], centerPlanet.TurnPrediction[0]);
                }
                attackMade = true;
                ExecutePlans(plan);
            }
        }
        private AttackPlan BuildDefensePlan(Planet planetUnderAttack, int maxTurnLookAhead)
        {
            AttackPlan defensePlan = new AttackPlan();

            defensePlan.Target       = planetUnderAttack;
            defensePlan.Reason       = "Defense";
            planetUnderAttack.IsLost = !planetUnderAttack.WinningArmadaIsMine;

            PlanetTurn turn            = planetUnderAttack.TurnPrediction.FirstTurn;
            int        defenseRequired = 0;

            if (turn != null)
            {
                //this is weird, we are in no danger of losing the planet still this method was called. Abort.
                if (planetUnderAttack.WinningArmadaIsMine)
                {
                    return(defensePlan);
                }
                //the next turns tells me how many ships I needed, only works if my fleet was not the winning fleet.
                //that's why the previous exit.
                defenseRequired = planetUnderAttack.TurnPrediction[turn.TurnsFromNow + 1].NumShips + 1;
            }
            else
            {
                // So apparently I did not lose ownership of the planet, which means I never did own it.
                //see if we can block the attack.
                turn            = planetUnderAttack.TurnPrediction.FirstTurn;
                defenseRequired = turn.NumShips;
            }

            int armadaVictoryTurn = turn.TurnsFromNow;

            //if we want to recapture the planet the next turn how many ships do we need.
            //Since the enemy gets reinforces immediately after a capture, we are at a -GrowthRate disadvantage.
            int maxWorthItDistance;

            switch (planetUnderAttack.GrowthRate)
            {
            case 0:
            case 1: maxWorthItDistance = 5; break;

            case 2: maxWorthItDistance = 10; break;

            case 3:
            case 4: maxWorthItDistance = 15; break;

            default: maxWorthItDistance = 25; break;
            }

            //defend, remember, it's sorted on distance so the closest planets are considered first.
            foreach (Route route in planetUnderAttack.Routes)
            {
                if (route.DistanceInTurns <= Math.Min(maxTurnLookAhead, maxWorthItDistance))
                {
                    //look for planet with defense capability
                    Planet defender = route.Destination;
                    if (defender.IsMine && planetUnderAttack.PlanetID != defender.PlanetID)
                    {
                        //is it close enough to contribute to the defense?
                        int defenseTravelTime = (route.DistanceInTurns - 1);
                        if (defenseTravelTime <= armadaVictoryTurn + 1)
                        {
                            //How many ships can we use
                            int maxDelivarableShips = defender.AttackForce;
                            if (defender.DoesNotChangeOwner)
                            {
                                int turnIndex = Math.Max(armadaVictoryTurn - defenseTravelTime, 0);
                                maxDelivarableShips = defender.TurnPrediction[turnIndex].NumShips;
                            }

                            if (maxDelivarableShips > 0)
                            {
                                int prevRequired = defenseRequired;
                                defenseRequired -= maxDelivarableShips;
                                if (defender.NumShips > 0)
                                {
                                    defensePlan.Enabled = true;
                                    int shipCount;
                                    if (defenseRequired > -1)
                                    {
                                        shipCount = Math.Min(defender.AttackForce, defender.NumShips);
                                        defensePlan.AddParticipant(defender, null, shipCount);
                                    }
                                    else
                                    {
                                        shipCount = Math.Min(Math.Min(defender.AttackForce, defender.NumShips), prevRequired);
                                        defensePlan.AddParticipant(defender, null, shipCount);
                                        break;
                                    }
                                }
                            }
                        }
                    }
                }
            }
            if (defenseRequired < 0)
            {
                planetUnderAttack.DoesNotChangeOwner = true;
                planetUnderAttack.AttackMovesAllowed = false;
                planetUnderAttack.IsLost             = false;
            }

            //Planet is lost, no defense plan.
            if (planetUnderAttack.IsLost)
            {
                defensePlan.Participants.Clear();
            }
            return(defensePlan);
        }
        public void DoTurn(Universe uni)
        {
            currentUniverse = uni;
            ProcessAttackQueue();
            bool attackMade     = false;
            int  sumAttackForce = 0;


            List <AttackPlan> possibleTargets = new List <AttackPlan>();

            foreach (var planet in CanUseInAtttack())
            {
                sumAttackForce += planet.AttackForce;
                //possibleTargets.Clear();
                PlanetTurn attackTurn = planet.TurnPrediction[0];


                PlanetTurn highestStateTakeOver = new PlanetTurn(0);
                //find planets that can be attacked with this planets force, from which I have most to gain
                foreach (var route in planet.Routes
                         .Where(target => IsNotEventuallyMine(target.Destination) &&
                                target.Destination.GrowthRate > 0))
                {
                    PlanetTurn stateTakeOver    = null;
                    PlanetTurn destinationState = route.DestinationStateOnArrival;
                    PlanetTurn startAttackOnRun = attackTurn;
                    if (!destinationState.IsMine)
                    {
                        AttackPlan plan = new AttackPlan();

                        if (planet.AttackForce > destinationState.NumShips)
                        {
                            stateTakeOver = route.Destination.CalcMaxGainUsingThisManyShips(planet, route.DistanceInTurns, destinationState.NumShips + 5);
                            plan.Enabled  = true;
                        }
                        else
                        {
                            do
                            {
                                destinationState = destinationState.Next;
                                startAttackOnRun = startAttackOnRun.Next;
                            } while (destinationState != null &&
                                     startAttackOnRun.NumShips < destinationState.NumShips);
                            plan.Enabled = destinationState != null && startAttackOnRun != null;
                            if (plan.Enabled)
                            {
                                stateTakeOver = route.Destination.CalcMaxGainUsingThisManyShips(planet, destinationState.TurnsFromNow, startAttackOnRun.NumShips);
                            }
                        }

                        if (plan.Enabled)
                        {
                            plan.AddParticipant(planet, startAttackOnRun, destinationState);
                            plan.Target    = route.Destination;
                            plan.Enabled   = true;
                            plan.Sweetness = stateTakeOver.NumShips;
                            possibleTargets.Add(plan);
                            highestStateTakeOver = stateTakeOver;
                        }
                    }
                    //PlanetTurn fullAttackState = planet.TurnPrediction.CalcMaxGainUsingThisManyShips(destinationState, planet.AttackForce, TurnPrediction);
                    //planet.TurnPrediction.FindCheapestTakeOverPoint(destinationState.TurnsFromNow, TurnPrediction);
                }
            }
            foreach (AttackPlan plan in possibleTargets.OrderBy(item => - item.Sweetness).Take(10))
            {
                ExecutePlans(plan);
            }
            var centerPlanet = currentUniverse.Me.Planets
                               .OrderBy(item => Universe.Center.Delta(item)).FirstOrDefault();

            if (centerPlanet != null)
            {
                int supportCount = 0;
                foreach (var planet in CanUseInAtttack())
                {
                    if (centerPlanet != planet)
                    {
                        supportCount++;
                        currentUniverse.MakeMove(planet, centerPlanet, Math.Min(planet.AttackForce, 2));
                    }
                }
            }


            //if (!attackMade)
            //{
            //    int targetOwnerId = 0;
            //    if (!currentUniverse.IsDominating)
            //    {
            //        if (rnd.NextDouble() > currentUniverse.Neutral.Planets.Count / (currentUniverse.Enemy.Planets.Count + 0.1))
            //        {
            //            targetOwnerId = 2;
            //        }
            //    }
            //    else
            //    {
            //        targetOwnerId = 2;
            //    }
            //    var target = currentUniverse.Planets.Values
            //           .Where(planet => planet.LastAttackTurn.NumShips < sumAttackForce - planet.GrowthRate * 2
            //                            && IsNotEventuallyMine(planet)
            //                            && planet.GrowthRate > 1
            //                            && planet.Owner == targetOwnerId
            //                            )
            //        .OrderBy(planet => -((planet.GrowthRate + Math.Sqrt(planet.NumShips)) / 3) * 3)
            //        .ThenBy(planet => currentUniverse.Me.ShipOnPlanetFocus.Delta(planet))
            //        .FirstOrDefault();

            //    if (target != null)
            //    {
            //        AttackPlan plan = new AttackPlan();
            //        plan.Enabled = true;
            //        plan.Target = target;
            //        foreach (var planet in CanUseInAtttack())
            //        {
            //            plan.AddParticipant(planet, planet.TurnPrediction[0], target.TurnPrediction[0]);
            //        }
            //        attackMade = true;
            //        ExecutePlans(plan);
            //    }
            //}



            //if (!attackMade && sumAttackForce > 100)
            //{

            //    AttackPlan plan = new AttackPlan();
            //    plan.Enabled = true;
            //    plan.DominationMove = true;
            //    plan.Target = centerPlanet;
            //    foreach (var planet in CanUseInAtttack().Where(item => item != centerPlanet))
            //    {
            //        plan.AddParticipant(planet, planet.TurnPrediction[0], centerPlanet.TurnPrediction[0]);
            //    }
            //    attackMade = true;
            //    ExecutePlans(plan);
            //}
        }