Ejemplo n.º 1
0
        public void Play(BoardState currentState, Turn theirMove, Func<Turn, Card> draw)
        {
            var yourCards = currentState.YourCards.OrderByDescending(x => x.Value);

            var myTurn = new Turn(yourCards.First()) {Discard = true};

            draw(myTurn);
        }
Ejemplo n.º 2
0
        public void Play(BoardState currentState, Turn theirMove, Func<Turn, Card> draw)
        {
            var yourCards = currentState.YourCards.OrderBy(x => x.Value);

            // Simply play the lowest card and discard it if it can't be played (value too high or would start more than MaxExpeditions expeditions)
            var myTurn = new Turn(yourCards.First());
            myTurn.Discard = !CanPlay(currentState, myTurn.Card);

            if (myTurn.Discard)
            {
                // If it looks we're running out of remaining cards, try to play cards rather than discarding if possible
                var playableCards = yourCards.Where(x => CanPlay(currentState, x)).ToList();
                if (currentState.CardsRemaining <= playableCards.Count() * 2)
                {
                    myTurn = new Turn(playableCards.First());
                }
            }

            // Take the first (if any) discard that can be played on existing expeditions
            foreach (var destination in currentState.Discards)
            {
                if (myTurn.Card.Destination == destination.Key)
                {
                    if (!myTurn.Discard && destination.Value.Value >= myTurn.Card.Value)
                    {
                        myTurn.Draw = destination.Key;
                        break;
                    }
                }
                else
                {
                    var expedition = currentState.YourExpeditions[destination.Key].OrderBy(x => x.Value);
                    if (expedition.Any() && destination.Value.Value >= expedition.Last().Value)
                    {
                        myTurn.Draw = destination.Key;
                        break;
                    }
                }
            }

            draw(myTurn);
        }