Example #1
0
        protected override bool TryExecuteTurn(Randomizer randomizer, IGameLayer gameLayer, GameState state)
        {
            var upgrades = state.AvailableUpgrades;

            if (!upgrades.Any())
            {
                return(false);
            }

            var completedBuildings = state.GetCompletedBuildings().OfType <BuiltResidenceBuilding>().ToArray();

            if (!completedBuildings.Any())
            {
                return(false);
            }


            var allowedUpgrades = IncludedUpgrades != null
                                ? upgrades.Where(x => IncludedUpgrades.Contains(x.Name)).ToArray()
                                : upgrades.ToArray();

            var affordedUpgrades = allowedUpgrades.Where(x => x.Cost < state.Funds).ToArray();
            var upgrade          = affordedUpgrades.ElementAtOrDefault(randomizer.Random.Next(0, affordedUpgrades.Length));

            if (upgrade == null)
            {
                // No allowed upgrades
                return(false);
            }

            var applicableBuildings = completedBuildings.Where(x => !x.Effects.Contains(upgrade.Name)).ToArray();
            var building            = applicableBuildings.ElementAtOrDefault(randomizer.Random.Next(0, applicableBuildings.Length));

            if (building == null)
            {
                // No applicable buildings for chosen upgrade
                return(false);
            }

            var resultingFunds = state.Funds - upgrade.Cost;

            if (resultingFunds < 30000)
            {
                // Always leave a good margin on the bank account
                return(false);
            }

            var position = building.Position;

            gameLayer.BuyUpgrade(position, upgrade.Name, state.GameId);
            return(true);
        }
Example #2
0
        public static void ExecuteAction(this IGameLayer gameLayer, GameActions action, Position position, object argument = null)
        {
            var state = gameLayer.GetState();

            switch (action)
            {
            case GameActions.StartBuild:
                var buildingName = (string)argument ?? throw new ArgumentNullException(nameof(argument));
                gameLayer.StartBuild(position, buildingName, state.GameId);
                break;

            case GameActions.Build:
                gameLayer.Build(position, state.GameId);
                break;

            case GameActions.Maintenance:
                gameLayer.Maintenance(position, state.GameId);
                break;

            case GameActions.BuyUpgrade:
                var upgradeName = (string)argument ?? throw new ArgumentNullException(nameof(argument));
                gameLayer.BuyUpgrade(position, upgradeName, state.GameId);
                break;



            case GameActions.Wait:
                gameLayer.Wait(state.GameId);
                break;

            case GameActions.None:
                throw new NotSupportedException();

            default:
                throw new NotImplementedException();
            }
        }