public void DoTurn(IPirateGame game) { List <Pirate> full_ships = game.MyPiratesWithTreasures(); List <Pirate> empty_ships = game.MyPiratesWithoutTreasures(); List <Treasure> current_treasures = game.Treasures(); int min = game.Distance(empty_ships[0], current_treasures[0]); Pirate S = empty_ships[0]; Treasure T = current_treasures[0]; int steps = 6; bool valid = false; if (full_ships != null) { foreach (Pirate s in full_ships) { game.SetSail(s, game.GetSailOptions(s, s.InitialLocation, 1)[0]); steps--; } } if (current_treasures != null && empty_ships != null) { while (steps != 0) { foreach (Pirate s in empty_ships) { if (s.ReloadTurns != 0) { empty_ships.Remove(S); continue; } valid = true; foreach (Treasure t in current_treasures) { if (game.Distance(s, t) < min && game.Distance(s, t) != 0) { min = game.Distance(s, t); S = s; T = t; } } } if (valid) { game.SetSail(S, game.GetSailOptions(S, T, (steps < min) ? steps : min)[0]); steps -= min; empty_ships.Remove(S); } } } }
} // calculates the closest powerups to ps[i] // can we move the given Pirate to the given Location according to the number of moves? // if so --> move it! private static int move(PirateContainer p, Location t, int moves, IPirateGame game, bool dontHitEnemies = false) { if (moves == 0 || (!p.AVALIBLE && p.S != PirateContainer.State.moved) || p.P.Location.Equals(t)) { return(0); } var X = from l in game.GetSailOptions(p.P, t, moves) where (!QueuedMotion.isOccupied(l, game, dontHitEnemies) && p.move1(l, game, moves)) select l; if (X.Count() > 0) { PirateContainer.free.Remove(p); Location loc = X.ElementAt(rand.Next(X.Count())); game.SetSail(p.P, loc); new QueuedMotion(p.P, loc); return(game.Distance(p.P, loc)); } game.Debug("Failed to find a move for " + p.P.Id + " to " + t); return(0); }
private PirateTactics AssignTargets(IPirateGame game, BoardStatus status) { PirateTactics tactics = new PirateTactics() { Pirate = status.Pirate }; tactics.Moves = game.GetActionsPerTurn(); if (status.Script != null) { tactics.FinalDestination = status.Script.Location; } else if (!tactics.Pirate.HasTreasure) { tactics.FinalDestination = status.Treasure.Location; } else { tactics.Moves = 1; tactics.FinalDestination = status.Pirate.InitialLocation; } List <Location> possibleLocations = game.GetSailOptions(tactics.Pirate, tactics.FinalDestination, tactics.Moves); List <Location> safeLocations = GetSafeLocations(game, possibleLocations); if (safeLocations.Count > 0) { tactics.TempDestination = safeLocations[0]; } return(tactics); }
public void DoTurn(IPirateGame game) { int reamaining = 6; Pirate[] ps = new Pirate[4]; for (int i = 0; i < 4; i++) { ps[i] = game.GetMyPirate(i); } List <Pirate> ltp = game.MyPiratesWithTreasures(); reamaining -= ltp.Count; foreach (Pirate p in ltp) { game.SetSail(p, game.GetSailOptions(p, p.InitialLocation, 1)[0]); } for (int i = 0; i < 4; i++) { if (!ps[i].HasTreasure) { Treasure cull = null; int minD = int.MaxValue; foreach (Treasure t in game.Treasures()) { if (game.Distance(ps[i], t) < minD) { minD = game.Distance(ps[i], t); cull = t; } } game.SetSail(ps[i], game.GetSailOptions(ps[i], cull, reamaining)[0]); reamaining = 0; break; } } }
private static bool move(Pirate p, Location t, int moves, IPirateGame game) { foreach (Location l in game.GetSailOptions(p, t, moves)) { if (!game.IsOccupied(l)) { game.SetSail(p, l); return(true); } } game.Debug("Failed to find a move for " + p.Id); return(false); }
public int DoTurn(IPirateGame game) { int movesConsumed = 0; var pirates = game.MyPirates().Where(pirate => pirate.Id % 2 == 0).ToArray(); var firingPirates = new HashSet<Pirate>(); var firedUponTargets = new HashSet<Pirate>(); var shootingTuples = from pirate in pirates from enemy in game.EnemyPiratesWithTreasures() where pirate.ReloadTurns == 0 where pirate.TurnsToSober == 0 where enemy.TurnsToSober == 0 where game.Distance(pirate, enemy) <= 4 select new { Pirate = pirate, Target = enemy }; if (shootingTuples.Any()) { foreach (var shootingTuple in shootingTuples) { if (!firingPirates.Contains(shootingTuple.Pirate) && !firedUponTargets.Contains(shootingTuple.Target)) { firingPirates.Add(shootingTuple.Pirate); firedUponTargets.Add(shootingTuple.Target); game.Attack(shootingTuple.Pirate, shootingTuple.Target); movesConsumed++; } } } var piratesAndEnemies = pirates.Except(firingPirates).Select(pirate => Tuple.Create(pirate, game.GetEnemyPirate(pirate.Id))).ToList(); if (piratesAndEnemies.Any()) { // if any pirate needs to move, move only the first pirate var movingTuple = piratesAndEnemies.Where(pair => game.Distance(pair.Item1, pair.Item2.InitialLocation) > 2).FirstOrDefault(); if (movingTuple != null) { var movingPirate = movingTuple.Item1; var enemyHomeBase = movingTuple.Item2.InitialLocation; int distance = Math.Min(4, game.Distance(movingPirate, enemyHomeBase) - 2); var sailOptions = game.GetSailOptions(movingPirate, enemyHomeBase, distance); game.SetSail(movingPirate, sailOptions[random.Next(sailOptions.Count)]); movesConsumed += distance; } } return movesConsumed; }
// can we move the given Pirate to the given Location according to the number of moves? // if so --> move it! private static int move(PirateContainer p, Location t, int moves, IPirateGame game, bool dontHitEnemies = false) { if (moves == 0 || !p.AVALIBLE || p.P.Location.Equals(t)) { return(0); } // calculate the best route foreach (Location l in game.GetSailOptions(p.P, t, moves)) { if (!QueuedMotion.isOccupied(l, game, dontHitEnemies) && p.move(l, game)) { return(game.Distance(p.P, l)); } } game.Debug("Failed to find a move for " + p.P.Id + " to " + t); return(0); }
// can we move the given Pirate to the given Location according to the number of moves? // if so --> move it! private static int move(PirateContainer p, Location t, int moves, IPirateGame game, bool dontHitEnemies = false) { if (moves == 0 || !p.AVALIBLE || p.P.Location.Equals(t)) { return(0); } // calculate the best route /*foreach (Location l in game.GetSailOptions(p.P, t, moves)) * { * if (!QueuedMotion.isOccupied(l, game, dontHitEnemies) && p.move(l, game)) * return game.Distance(p.P, l); * }*/ var X = from l in game.GetSailOptions(p.P, t, moves) where (!QueuedMotion.isOccupied(l, game, dontHitEnemies) && p.move1(l, game)) select l; if (X.Count() > 0) { PirateContainer.free.Remove(p); Location loc = X.ElementAt(rand.Next(X.Count())); game.SetSail(p.P, loc); new QueuedMotion(p.P, loc); return(game.Distance(p.P, loc)); } else if (X.Count() == 0) { if (PirateContainer.GetRemainingMoves() > 2) { Location loc = p.P.Location; p.move(loc, game); } } game.Debug("Failed to find a move for " + p.P.Id + " to " + t); return(0); }
private PirateTactics AssignTargets(IPirateGame game, BoardStatus status) { PirateTactics tactics = new PirateTactics() { Pirate = status.Pirate }; if (!tactics.Pirate.HasTreasure) { tactics.Moves = game.GetActionsPerTurn(); tactics.FinalDestination = status.Treasure.Location; } else { tactics.Moves = 1; tactics.FinalDestination = status.Pirate.InitialLocation; } List <Location> possibleLocations = game.GetSailOptions(tactics.Pirate, tactics.FinalDestination, tactics.Moves); tactics.TempDestination = possibleLocations[0]; return(tactics); }
private void MoveToBase(IPirateGame game, Pirate pirate) { game.Debug("Move pirate {0} home", pirate.Id); List<Location> possibleLocations = game.GetSailOptions(pirate, pirate.InitialLocation, 1); game.SetSail(pirate, possibleLocations[0]); }
private void MoveToTreasure(IPirateGame game, PirateAndCandidate candiadte, int moves) { if (candiadte.Treasure == null) { return; } List<Location> possibleLocations = game.GetSailOptions(candiadte.Pirate, candiadte.Treasure.Location, moves); game.Debug("Move pirate {0} to treasure {1} with {2}", candiadte.Pirate.Id, candiadte.Treasure.Id, moves); game.SetSail(candiadte.Pirate, possibleLocations[0]); }
public void DoTurn(IPirateGame game) { int remaining = 6; Pirate[] ps = new Pirate[4]; Location[] l = new Location[4]; int[] ds = new int[4]; List <int> dss = new List <int>(); // should always be size 4 for (int i = 0; i < 4; i++) { ps[i] = game.GetMyPirate(i); ds[i] = int.MaxValue; foreach (Treasure t in game.Treasures()) { if (game.Distance(ps[i], t) < ds[i]) { ds[i] = game.Distance(ps[i], t); l[i] = t.Location; } } } // sort the ds into the dss { bool add; do { add = false; int min = -1; for (int i = 0; i < ds.Length; i++) { if (!dss.Contains(i)) { if (min == -1 || ds[i] <= ds[min]) { min = i; add = true; } } } if (add) { dss.Add(min); } } while (add); } List <Pirate> ltp = game.MyPiratesWithTreasures(); remaining -= ltp.Count; foreach (Pirate p in ltp) { game.SetSail(p, game.GetSailOptions(p, p.InitialLocation, 1)[0]); } if (game.Treasures().Count == 0) { return; } for (int j = 0; j < 4; j++) { int i = dss[j]; if (!ps[i].HasTreasure) { bool attacked = false; if (ps[i].ReloadTurns == 0) { foreach (Pirate e in game.EnemySoberPirates()) { if (game.InRange(ps[i], e)) { game.Attack(ps[i], e); attacked = true; break; } } } if (!attacked && ps[i].TurnsToSober == 0 && ps[i].TurnsToRevive == 0) { game.SetSail(ps[i], game.GetSailOptions(ps[i], /*cull*/ l[i], remaining)[0]); remaining = 0; } } } }