public static Moves CalculateBreakTerritoryTask(BotMain state, BotTerritory opponentTerritory, int maxDeployment, BotTerritory.DeploymentType conservativeLevel) { var outvar = new Moves(); var opponentArmies = opponentTerritory.GetArmiesAfterDeploymentAndIncomingAttacks(conservativeLevel); var neededAttackArmies = opponentTerritory.getNeededBreakArmies(opponentArmies.DefensePower); var ownedNeighbors = opponentTerritory.GetOwnedNeighbors(); var presortedOwnedNeighbors = state.TerritoryValueCalculator.SortDefenseValue(ownedNeighbors); var sortedOwnedNeighbors = BotMap.GetOrderedListOfTerritoriesByIdleArmies(presortedOwnedNeighbors); var territoryToUse = sortedOwnedNeighbors[0]; var idleArmies = territoryToUse.GetIdleArmies(); var neededDeployment = Math.Max(0, neededAttackArmies - idleArmies.AttackPower); if (neededDeployment > maxDeployment) { return(null); } if (neededDeployment > 0) { outvar.AddOrder(new BotOrderDeploy(state.Me.ID, territoryToUse, neededDeployment)); } Armies attackArmies = new Armies(neededAttackArmies); //var atm = new BotOrderAttackTransfer(state.Me.ID, territoryToUse, opponentTerritory, idleArmies.Add(new Armies(neededDeployment)), "OneHitBreakTerritoryTask"); var atm = new BotOrderAttackTransfer(state.Me.ID, territoryToUse, opponentTerritory, attackArmies, "OneHitBreakTerritoryTask"); outvar.AddOrder(atm); return(outvar); }
/// <param name="opponentTerritory"></param> /// <param name="maxDeployment"></param> /// <returns></returns> public static Moves CalculateAttackTerritoryTask(BotMain state, BotTerritory opponentTerritory, int maxDeployment) { var outvar = new Moves(); var ownedNeighbors = opponentTerritory.GetOwnedNeighbors(); var presortedOwnedNeighbors = state.TerritoryValueCalculator.SortDefenseValue(ownedNeighbors ); var sortedOwnedNeighbors = BotMap.GetOrderedListOfTerritoriesByIdleArmies( presortedOwnedNeighbors); // Calculate the attacks for (var i = 0; i < sortedOwnedNeighbors.Count; i++) { var attackingTerritory = sortedOwnedNeighbors[i]; if (i == 0 && maxDeployment > 0) { var pam = new BotOrderDeploy(state.Me.ID, attackingTerritory, maxDeployment); outvar.AddOrder(pam); if (attackingTerritory.GetIdleArmies().AttackPower + maxDeployment > 1) { var atm = new BotOrderAttackTransfer(state.Me.ID, attackingTerritory, opponentTerritory, attackingTerritory.GetIdleArmies().Add(new Armies(maxDeployment)), "AttackTerritoriesTask1"); outvar.AddOrder(atm); } } else { if (attackingTerritory.GetIdleArmies().AttackPower > 1) { var atm = new BotOrderAttackTransfer(state.Me.ID, attackingTerritory, opponentTerritory, attackingTerritory.GetIdleArmies(), "AttackTerritoriesTask2"); outvar.AddOrder(atm); } } } // Check if we are killing more or equal armies than the opponent // double currentOpponentArmies = opponentTerritory.ArmiesAfterDeployment; var currentOpponentArmies = opponentTerritory.GetArmiesAfterDeploymentAndIncomingAttacks(BotTerritory.DeploymentType.Normal).DefensePower; double opponentKills = 0; double ownKills = 0; foreach (var atm_1 in outvar.Orders.OfType <BotOrderAttackTransfer>()) { int ourKills = opponentTerritory.getOwnKills(atm_1.Armies.AttackPower, currentOpponentArmies); //var ourKills = Math.Min(currentOpponentArmies, atm_1.Armies.AttackPower * state.Settings.OffensiveKillRate); var opponentKillsAttack = Math.Min(atm_1.Armies.AttackPower, currentOpponentArmies * state.Settings.DefenseKillRate); ownKills += ourKills; opponentKills += opponentKillsAttack; currentOpponentArmies = Math.Max(0, currentOpponentArmies - ourKills); } if (ownKills >= opponentKills && outvar.Orders.OfType <BotOrderAttackTransfer>().Any()) { return(outvar); } else { return(null); } }
private int GetMissingArmies(BotTerritory expandingTerritory, BotTerritory toBeTakenTerritory, Moves madeExpansionDecisions, BotTerritory.DeploymentType conservativeLevel) { var idleArmies = GetOverflowIdleArmies(expandingTerritory, madeExpansionDecisions); var toBeTakenTerritoryArmies = toBeTakenTerritory.GetArmiesAfterDeploymentAndIncomingAttacks (conservativeLevel); var neededArmies = toBeTakenTerritory.getNeededBreakArmies(toBeTakenTerritory.Armies.DefensePower); if (idleArmies.AttackPower >= neededArmies) { return(0); } else { return(neededArmies - idleArmies.AttackPower); } }