/// <summary>
        /// Add possible responses to "chooser", based on the situation in "game" and in "statesManager"
        /// </summary>
        public override void AddResponseOptions(Game game, StatesManager statesManager, ActionsChooser chooser)
        {
            //Counts how many of the pirates in the cluster carry treasure, will be used for event value.
            List <Pirate> treasurePiratesInCluster = this.hotspot.Intersect(game.GetMyPirates(PirateState.CarryingTreasure)).ToList();
            int           valueInCluster           = treasurePiratesInCluster.Sum(pirate => pirate.CarriedTreasureValue);

            if (valueInCluster == 0)
            {
                return;
            }
            // the pirates in the threat zone
            List <Pirate> enemiesInCluster = game.GetEnemyPiratesInAttackRange(this.hotspot, PirateState.Free).Union(
                game.GetEnemyPiratesInAttackRange(this.hotspot, PirateState.Drunk)).ToList();

            //Checks if there is an enemy in the cluster already, if so - sends in the cavalry!
            foreach (Pirate enemy in enemiesInCluster)
            {
                if (enemy.State == PirateState.Drunk && game.GetPirateSpawnOn(enemy.Location) != null && game.GetPirateSpawnOn(enemy.Location).Owner != Owner.Me)
                {
                    continue;
                }

                foreach (Pirate myPirate in game.GetMyPirates(PirateState.Free))
                {
                    var sailOptions = game.GetCompleteSailOptions(myPirate, enemy, myPirate.DefenseDuration == 0 && !Game.InAttackRange(myPirate, enemy, enemy.AttackRadius), Terrain.CurrentTreasureLocation);

                    foreach (var pair in sailOptions)
                    {
                        if (sailOptions[0].Value > pair.Value)  //sail only if it's actually better than staying in place
                        {
                            ActionsPack ap = ActionsPack.NewCommandPack(game, new SailCommand(myPirate, pair.Key), this.Id);

                            ap.AddEnemyPirate(enemy);

                            double value = BASE_VAL + valueInCluster * TREASURE_VAL + (this.hotspot.Count - treasurePiratesInCluster.Count) * NO_TREASURE_VAL + enemiesInCluster.Count * ENEMY_VAL - Utils.Pow(pair.Value, 1.25);
                            if (this.hotspot.Contains(myPirate))
                            {
                                value += IS_HOME_VAL;
                            }
                            if (statesManager.GetState <ImpendingVictoryState>().IsVictoryIncoming)
                            {
                                value *= IMPENDING_VICTORY_MULT;
                            }
                            ap.BurnInformation("Made in AntiTeroristEvent against {0}, Value: {1:F3}", enemy.Id, value);

                            chooser.AddActionsPack(ap, value);
                        }
                    }
                }
            }
        }
Example #2
0
        /// <summary>
        /// Add possible responses to "chooser", based on the situation in "game" and in "statesManager"
        /// </summary>
        public override void AddResponseOptions(Game game, StatesManager statesManager, ActionsChooser chooser)
        {
            if (!this.myPirate.CanMove || this.myPirate.State != PirateState.CarryingTreasure) // can't move = can't dodge / if I'm shielded no point in dodging
            {
                return;
            }

            TreasureDancingState treasureDancingState = statesManager.GetState <TreasureDancingState>();
            bool dodgedLastTurn = treasureDancingState.IsPirateDancing(this.myPirate);

            List <Pirate> enemies = game.GetEnemyPirates(PirateState.Free);

            if (enemies.Count == 0) // no enemies = no threat
            {
                return;
            }

            if (!dodgedLastTurn) //Pirate is carrying Treasure - can only move 1 step
            {
                foreach (var pair in GetTreasureDodgeOptions(this.myPirate, game))
                {
                    ActionsPack ap = ActionsPack.NewCommandPack(game, new SailCommand(this.myPirate, pair.Key), base.Id);

                    double distanceLeft        = Game.ManhattanDistance(pair.Key, this.myPirate.InitialLocation);
                    double getCloserPrioritize = (distanceLeft == 0 ? myPirate.CarriedTreasureValue * 65536 : (distanceLeft + 1.0) / (distanceLeft)); //This is so it would prioritize moving in the direction that makes us closer.

                    double value = myPirate.CarriedTreasureValue * PIRATE_WITH_TREASURE_DODGING - pair.Value / (pair.Value + 1.0) + getCloserPrioritize;

                    ap.BurnInformation("Made by DodgeEvent - case: dodge attack, Value: {0:F3}", value);

                    chooser.AddActionsPack(ap, value);
                }
            }
            else
            {
                ActionsPack ap    = ActionsPack.NewCommandPack(game, new SailCommand(this.myPirate, this.myPirate), base.Id);
                double      value = myPirate.CarriedTreasureValue * PIRATE_WITH_TREASURE_DODGING - 0.1;
                ap.BurnInformation("Made by DodgeEvent - case: dodge ram stage 2, Value: {0:F3}", value);
                chooser.AddActionsPack(ap, value);
            }
            foreach (var pair in GetRamDodgeOptions(this.myPirate, game))
            {
                ActionsPack ap    = ActionsPack.NewCommandPack(game, new SailCommand(this.myPirate, pair.Key), base.Id);
                double      value = myPirate.CarriedTreasureValue * PIRATE_WITH_TREASURE_DODGING - pair.Value / (pair.Value + 1.0);
                ap.BurnInformation("Made by DodgeEvent - case: dodge ram stage 1, Value: {0:F3}", value);
                chooser.AddActionsPack(ap, value);
            }
        }
Example #3
0
        /// <summary>
        /// Add possible responses to "chooser", based on the situation in "game" and in "statesManager"
        /// </summary>
        public override void AddResponseOptions(Game game, StatesManager statesManager, ActionsChooser chooser)
        {
            //Counts how many of the pirates in the cluster carry treasure, will be used for event value.
            List <Pirate> treasurePiratesInCluster = this.hotspot.Intersect(game.GetEnemyPirates(PirateState.CarryingTreasure)).ToList();
            int           valueInCluster           = treasurePiratesInCluster.Sum(pirate => pirate.CarriedTreasureValue);
            List <Pirate> protectors = game.GetEnemyPiratesInAttackRange(this.hotspot, PirateState.Free);

            bool myPirateInCluster = false;

            int drunkDouches = game.GetMyPiratesInAttackRange(this.hotspot, PirateState.Drunk).Count;

            //Checks if there is a pirate in the cluster already, if so - tells it to be a smart douchebag!
            foreach (Pirate myPirate in game.GetMyPirates(PirateState.Free))
            {
                if (Game.InAttackRange(myPirate, this.hotspot, myPirate.AttackRadius)) // pirate is in cluster already!
                {
                    myPirateInCluster = true;
                    //Release the douche!;
                    if (treasurePiratesInCluster.Count > 0)
                    {
                        foreach (Pirate enemy in treasurePiratesInCluster) // go to an enemy with treasure spawn to lock it (act as a douch)
                        {
                            if (game.GetPirateOn(enemy.InitialLocation) != null && game.GetPirateOn(enemy.InitialLocation) != myPirate)
                            {
                                continue;
                            }
                            List <Pirate> threats = game.GetEnemyDangerousPiratesInAttackRange(myPirate);

                            var sailOptions = game.GetCompleteSailOptions(myPirate, enemy.InitialLocation, false, Terrain.CurrentTreasureLocation);
                            foreach (var pair in sailOptions)
                            {
                                if (pair.Key.Equals(enemy.InitialLocation) || game.GetEnemyDangerousPiratesInAttackRange(pair.Key).Union(threats).Count() == 0 || myPirate.DefenseDuration > 0)
                                {
                                    ActionsPack ap = ActionsPack.NewCommandPack(game, new SailCommand(myPirate, pair.Key), base.Id);

                                    ap.AddEnemyPirate(enemy);

                                    double value = DOUCH_SPAWN_CAMP + valueInCluster * TREASURE_VAL + (this.hotspot.Count - treasurePiratesInCluster.Count) * NO_TREASURE_VAL - Game.ManhattanDistance(enemy.InitialLocation, enemy) - Utils.Pow(pair.Value, 1.2);
                                    if (enemy.HasPowerup(SpeedPowerup.NAME) && statesManager.GetState <ImpendingDoomState>().IsDoomIncoming)
                                    {
                                        value *= IMPENDING_POWERUP_MULTIPLYER;
                                    }

                                    ap.BurnInformation("Made in DouchebagEvent - case: spawn-camp pirate {0}, Value: {1:F3}", enemy.Id, value);

                                    chooser.AddActionsPack(ap, value);
                                }
                            }
                        }
                    }

                    /*else
                     * {
                     *  foreach (var pair in game.GetCompleteSailOptions(myPirate, this.hotspot, 0, 0, myPirate.MaxSpeed, true, 0, myPirate.MaxSpeed, 2, Terrain.CurrentTreasureLocation, Terrain.EnemyLocation)) // or return to the center of the cluster
                     *  {
                     *      //ActionsPack ap = ActionsPack.NewSailPack(game, myPirate, pair.Key, this.Id);
                     *      ActionsPack ap = ActionsPack.NewCommandPack(game, new SailCommand(myPirate, pair.Key), base.Id);
                     *
                     *      double value = DOUCH_CLUSTER_CAMP + (this.enemiesInCluster.Count - treasurePiratesInCluster.Count) * NO_TREASURE_VAL - Utils.Pow(pair.Value, 1.2) - PROTECTOR_VAL * protectors.Count + treasurePiratesInCluster.Count * TREASURE_VAL;
                     *
                     *      ap.BurnInformation("Made in DouchebagEvent case: cluster-camp, Value: {0:F3}", value);
                     *
                     *      chooser.AddActionsPack(ap, value);
                     *  }
                     * }*/
                }
            }

            if (!myPirateInCluster && drunkDouches < treasurePiratesInCluster.Count) // no pirate in cluster - send in the douches! (become a doouche)
            {
                foreach (Pirate myPirate in game.GetMyPirates(PirateState.Free))
                {
                    foreach (Pirate enemy in treasurePiratesInCluster) // go to an enemy with treasure spawn to lock it (act as a douch)
                    {
                        var sailOptions = game.GetCompleteSailOptions(myPirate, enemy.InitialLocation, Terrain.CurrentTreasureLocation);
                        foreach (var pair in sailOptions)
                        {
                            ActionsPack ap = ActionsPack.NewCommandPack(game, new SailCommand(myPirate, pair.Key), base.Id);

                            ap.AddEnemyPirate(enemy);

                            double value = DOUCH_BECOME + valueInCluster * TREASURE_VAL + (this.hotspot.Count - treasurePiratesInCluster.Count) * NO_TREASURE_VAL - Game.ManhattanDistance(enemy.InitialLocation, enemy) - Utils.Pow(pair.Value, 1.5) - PROTECTOR_VAL * protectors.Count;
                            if (enemy.HasPowerup(SpeedPowerup.NAME) && statesManager.GetState <ImpendingDoomState>().IsDoomIncoming)
                            {
                                value *= IMPENDING_POWERUP_MULTIPLYER;
                            }
                            ap.BurnInformation("Made in DouchebagEvent case: become spawn-camper on pirate {0}, Value: {1:F3}", enemy.Id, value);

                            chooser.AddActionsPack(ap, value);
                        }
                    }

                    /*var sailOptions = game.GetCompleteSailOptions(myPirate, this.hotspot, 0, 0, myPirate.MaxSpeed, true, 0, myPirate.MaxSpeed, 2, Terrain.CurrentTreasureLocation);
                     *
                     * foreach (var pair in sailOptions)
                     * {
                     *  if (sailOptions[0].Value > pair.Value)  //sail only if it's actually better than staying in place
                     *  {
                     *      //ActionsPack ap = ActionsPack.NewSailPack(game, myPirate, pair.Key, this.Id);
                     *      ActionsPack ap = ActionsPack.NewCommandPack(game, new SailCommand(myPirate, pair.Key), base.Id);
                     *
                     *      double value = DOUCH_BECOME + treasurePiratesInCluster.Count * TREASURE_VAL + (this.enemiesInCluster.Count - treasurePiratesInCluster.Count) * NO_TREASURE_VAL - Utils.Pow(pair.Value, 1.25) - PROTECTOR_VAL * protectors.Count;
                     *      value = 0.2 * value;
                     *
                     *      ap.BurnInformation("Made in DouchebagEvent case: become cluster-camper, Value: {0:F3}", value);
                     *
                     *      chooser.AddActionsPack(ap, value);
                     *  }
                     * }*/
                }
            }
        }
        /// <summary>
        /// Add possible responses to "chooser", based on the situation in "game" and in "statesManager"
        /// </summary>
        public override void AddResponseOptions(Game game, StatesManager statesManager, ActionsChooser chooser)
        {
            if (!this.myPirate.CanMove || this.myPirate.State != PirateState.Free) //If my pirate can't move, or isn't free he can't Seek&Destroy
            {
                return;
            }

            // get all the enemy pirates with treasure, sorted by their manhattan distance to me
            List <Pirate> enemyPiratesWithTreasure = game.GetEnemyClosestPirates(this.myPirate, PirateState.CarryingTreasure);

            ImpendingDoomState impendingDoom = statesManager.GetState <ImpendingDoomState>();

            double pirateCountMultiplier = (double)game.ActionsPerTurn / (double)game.GetAllEnemyPiratesCount();

            pirateCountMultiplier = pirateCountMultiplier > 1 ? 1.0 : pirateCountMultiplier;

            // If the enemy has treasure
            foreach (Pirate enemy in enemyPiratesWithTreasure)
            {
                if (Game.InAttackRange(this.myPirate, enemy, this.myPirate.AttackRadius - 1))
                {
                    continue; //We are in attack range to AttackEvent. This should be handled by it.
                }
                int distanceLeftForEnemy = Game.ManhattanDistance(enemy, enemy.InitialLocation);

                if (distanceLeftForEnemy <= 1 || distanceLeftForEnemy < Game.ManhattanDistance(this.myPirate, enemy) / game.ActionsPerTurn)
                {
                    continue; //It's too late now, we can't reach him. Douchebag should handle this.
                }
                //get the sailing directions
                ILocateable dest             = enemy;
                int         distanceFromDest = (int)this.myPirate.AttackRadius - 2;
                foreach (Powerup up in game.GetPowerups())
                {
                    if (up is AttackPowerup && Game.OnTrack(myPirate, enemy, up))
                    {
                        dest             = up;
                        distanceFromDest = 0;
                        break;
                    }
                }

                var sailOptions = game.GetCompleteSailOptions(this.myPirate, enemy, 0, distanceFromDest, Terrain.CurrentTreasureLocation, Terrain.EnemyLocation);

                //Get sailing packs - with Value and Burnt information according to the Distance Category from the enemy
                switch (GetDistanceCategory(game, enemy, Game.EuclideanDistance(myPirate, enemy)))
                {
                case DistanceCategory.Close:     //enemy is close to me
                    foreach (var pair in sailOptions)
                    {
                        if (sailOptions[0].Value > pair.Value)     //sail only if it's actually better than staying in place
                        {
                            ActionsPack ap = ActionsPack.NewCommandPack(game, new SailCommand(this.myPirate, pair.Key), base.Id);

                            ap.AddEnemyPirate(enemy);

                            double value = CLOSE_ENEMY_HAS_TREASURE * enemy.CarriedTreasureValue - Utils.Pow((pair.Value), 1.5) - Game.ManhattanDistance(pair.Key, enemy.InitialLocation);
                            if (impendingDoom.IsDoomIncoming)
                            {
                                value = value * IMPENDING_DOOM_MULTIPLYER;
                            }
                            if (myPirate.HasPowerup(AttackPowerup.NAME))
                            {
                                value = value * ATTACK_POWERUP_MULTIPLYER;
                            }

                            //value *= pirateCountMultiplier;

                            ap.BurnInformation("Made in SeekAndDestroyEvent, against {0}, value: {1:F3}, case: close treasure", enemy.Id, value);

                            chooser.AddActionsPack(ap, value);
                        }
                    }
                    break;

                case DistanceCategory.Medium:     //enemy is in medium range
                    foreach (var pair in sailOptions)
                    {
                        if (sailOptions[0].Value > pair.Value)     //sail only if it's actually better than staying in place
                        {
                            ActionsPack ap = ActionsPack.NewCommandPack(game, new SailCommand(this.myPirate, pair.Key), base.Id);

                            ap.AddEnemyPirate(enemy);

                            double value = MEDIUM_RANGE_ENEMY_HAS_TREASURE * enemy.CarriedTreasureValue - Utils.Pow((pair.Value) + (game.ActionsPerTurn + 1) / 2 - 2, 1.3) - Game.ManhattanDistance(pair.Key, enemy.InitialLocation);
                            if (enemy.HasPowerup(SpeedPowerup.NAME))
                            {
                                value += ENEMY_WITH_SPEED_UP_AND_TREASURE;
                            }
                            if (impendingDoom.IsDoomIncoming)
                            {
                                value = value * IMPENDING_DOOM_MULTIPLYER;
                            }
                            if (myPirate.HasPowerup(AttackPowerup.NAME))
                            {
                                value = value * ATTACK_POWERUP_MULTIPLYER;
                            }

                            value *= pirateCountMultiplier;

                            ap.BurnInformation("Made in SeekAndDestroyEvent, against {0}, value: {1:F3}, case: medium treasure", enemy.Id, value);

                            chooser.AddActionsPack(ap, value);
                        }
                    }
                    break;

                case DistanceCategory.Far:     //enemy is far away
                    foreach (var pair in sailOptions)
                    {
                        if (sailOptions[0].Value > pair.Value)     //sail only if it's actually better than staying in place
                        {
                            ActionsPack ap = ActionsPack.NewCommandPack(game, new SailCommand(this.myPirate, pair.Key), base.Id);

                            ap.AddEnemyPirate(enemy);

                            double value = FAR_RANGE_ENEMY_HAS_TREASURE * enemy.CarriedTreasureValue - Utils.Pow((pair.Value) - game.ActionsPerTurn / 3 - 2, 1.2) - Game.ManhattanDistance(pair.Key, enemy.InitialLocation);
                            if (enemy.HasPowerup(SpeedPowerup.NAME))
                            {
                                value += ENEMY_WITH_SPEED_UP_AND_TREASURE;
                            }
                            if (impendingDoom.IsDoomIncoming)
                            {
                                value = value * IMPENDING_DOOM_MULTIPLYER;
                            }
                            if (myPirate.HasPowerup(AttackPowerup.NAME))
                            {
                                value = value * ATTACK_POWERUP_MULTIPLYER;
                            }

                            value *= pirateCountMultiplier;

                            ap.BurnInformation("Made in SeekAndDestroyEvent, against {0}, value: {1:F3}, case: far treasure", enemy.Id, value);

                            chooser.AddActionsPack(ap, value);
                        }
                    }
                    break;
                }
            }
            Pirate closest = null;

            if (game.GetEnemyPiratesCount(PirateState.Free) > 0)
            {
                closest = game.GetEnemyClosestPirates(myPirate, PirateState.Free)[0];
            }
            //if the enemy doesn't have a treasure
            foreach (Pirate enemy in game.GetEnemyPirates(PirateState.Free))
            {
                if (Game.InAttackRange(this.myPirate, enemy, this.myPirate.AttackRadius))
                {
                    continue; //We are in attack range to AttackEvent. This should be handled by it.
                }
                //get the sailing directions
                var sailOptions = game.GetCompleteSailOptions(this.myPirate, enemy, 0, (int)this.myPirate.AttackRadius, Terrain.CurrentTreasureLocation, Terrain.EnemyLocation);

                //Get sailing packs - with Value and Burnt information according to the Distance Category from the enemy
                if (enemy.PowerupCount > 0)
                {
                    switch (GetDistanceCategory(game, enemy, Game.EuclideanDistance(myPirate, enemy)))
                    {
                    case DistanceCategory.Close:     //enemy is close to me
                        foreach (var pair in sailOptions)
                        {
                            if (sailOptions[0].Value > pair.Value)     //sail only if it's actually better than staying in place
                            {
                                ActionsPack ap = ActionsPack.NewCommandPack(game, new SailCommand(this.myPirate, pair.Key), base.Id);

                                ap.AddEnemyPirate(enemy);

                                double value = CLOSE_ENEMY_HAS_POWERUP - Utils.Pow((pair.Value), 1.3);
                                if (myPirate.HasPowerup(AttackPowerup.NAME))
                                {
                                    value = value * ATTACK_POWERUP_MULTIPLYER;
                                }

                                value *= pirateCountMultiplier;

                                ap.BurnInformation("Made in SeekAndDestroyEvent, against {0}, value: {1:F3}, case: close powerup", enemy.Id, value);

                                chooser.AddActionsPack(ap, value);
                            }
                        }
                        break;

                    case DistanceCategory.Medium:     //enemy is in medium range
                        foreach (var pair in sailOptions)
                        {
                            if (sailOptions[0].Value > pair.Value)     //sail only if it's actually better than staying in place
                            {
                                ActionsPack ap = ActionsPack.NewCommandPack(game, new SailCommand(this.myPirate, pair.Key), base.Id);

                                ap.AddEnemyPirate(enemy);

                                double value = MEDIUM_RANGE_ENEMY_HAS_POWERUP - Utils.Pow((pair.Value) + (game.ActionsPerTurn + 1) / 2 - 2, 1.2);
                                if (myPirate.HasPowerup(AttackPowerup.NAME))
                                {
                                    value = value * ATTACK_POWERUP_MULTIPLYER;
                                }

                                value *= pirateCountMultiplier;

                                ap.BurnInformation("Made in SeekAndDestroyEvent, against {0}, value: {1:F3}, case: medium powerup", enemy.Id, value);

                                chooser.AddActionsPack(ap, value);
                            }
                        }
                        break;

                    case DistanceCategory.Far:     //enemy is far away
                        foreach (var pair in sailOptions)
                        {
                            if (sailOptions[0].Value > pair.Value)     //sail only if it's actually better than staying in place
                            {
                                ActionsPack ap = ActionsPack.NewCommandPack(game, new SailCommand(this.myPirate, pair.Key), base.Id);

                                ap.AddEnemyPirate(enemy);

                                double value = FAR_RANGE_ENEMY_HAS_POWERUP - Utils.Pow((pair.Value) - game.ActionsPerTurn / 3 - 2, 1);
                                if (myPirate.HasPowerup(AttackPowerup.NAME))
                                {
                                    value = value * ATTACK_POWERUP_MULTIPLYER;
                                }

                                value *= pirateCountMultiplier;

                                ap.BurnInformation("Made in SeekAndDestroyEvent, against {0}, value: {1:F3}, case: far powerup", enemy.Id, value);

                                chooser.AddActionsPack(ap, value);
                            }
                        }
                        break;
                    }
                }
                else if (enemy == closest || !game.EnemyArmada)
                {
                    if (impendingDoom.IsDoomIncoming)
                    {
                        return;
                    }

                    if (myPirate.CanAttack) //Seek and Destroy a non-treasure enemy only if you can shoot him
                    {
                        if (Game.InAttackRange(this.myPirate, enemy, this.myPirate.AttackRadius))
                        {
                            continue; //We are in attack range to AttackEvent. This should be handled by it.;
                        }
                        //Get sailing packs
                        foreach (var pair in sailOptions)
                        {
                            if (sailOptions[0].Value > pair.Value) //sail only if it's actually better than staying in place
                            {
                                ActionsPack ap = ActionsPack.NewCommandPack(game, new SailCommand(this.myPirate, pair.Key), base.Id);

                                ap.AddEnemyPirate(enemy);

                                double value = Utils.Max(ENEMY_HAS_NO_TREASURE - Utils.Pow(pair.Value, 0.7), 1.0 / (pair.Value + 1.0));
                                if (myPirate.HasPowerup(AttackPowerup.NAME))
                                {
                                    value = value * ATTACK_POWERUP_MULTIPLYER;
                                }
                                value *= pirateCountMultiplier;

                                ap.BurnInformation("Made in SeekAndDestroyEvent, against {0}, value: {1:F3}, case: no Treasure", enemy.Id, value);

                                chooser.AddActionsPack(ap, value);
                            }
                        }
                    }
                }
            }
        }
Example #5
0
        /// <summary>
        /// Add possible responses to "chooser", based on the situation in "game" and in "statesManager"
        /// </summary>
        public override void AddResponseOptions(Game game, StatesManager statesManager, ActionsChooser chooser)
        {
            if (!this.myPirate.CanMove || this.myPirate.State != PirateState.Free)
            {
                return;
            }

            int myMaxSteps = myPirate.MaxSpeed;
            int enemyMaxSteps;

            double multiplyer = Utils.Pow(1 - ((double)game.GetMyPiratesCount(PirateState.CarryingTreasure)) / game.GetMyPiratesCount(PirateState.Free, PirateState.CarryingTreasure), 2);

            ThreatenedTreasureState treasureState = statesManager.GetState <ThreatenedTreasureState>();
            List <Treasure>         treasures     = treasureState.GetThreatenedTreasures().OrderBy(t => Game.ManhattanDistance(t, this.myPirate)).ToList();

            while (treasures.Count > 0 && game.GetPirateOn(treasures[0]) != null)
            {
                treasures.Remove(treasures[0]);
            }

            if (treasures.Count == 0)
            {
                return;
            }

            if (Game.ManhattanDistance(this.myPirate, treasures[0]) > myMaxSteps) //only do area clear if close enough to capture treasure
            {
                return;
            }

            Treasure closestTreasure = treasures[0];

            multiplyer *= closestTreasure.Value;

            foreach (Pirate enemy in game.GetEnemyPirates(PirateState.Free))
            {
                enemyMaxSteps = enemy.MaxSpeed;

                if (Game.ManhattanDistance(enemy, closestTreasure) > enemyMaxSteps)//only do area clear if enemy is close enough to capture treasure
                {
                    continue;
                }

                if (!Game.InAttackRange(this.myPirate, closestTreasure, this.myPirate.AttackRadius + 1)) //Get closer.
                {
                    var sailOptions = game.GetCompleteSailOptions(this.myPirate, closestTreasure, (int)this.myPirate.AttackRadius + 1, (int)this.myPirate.AttackRadius + 1, Terrain.InEnemyRange, Terrain.CurrentTreasureLocation);
                    foreach (var pair in sailOptions)
                    {
                        ActionsPack ap = ActionsPack.NewCommandPack(game, new SailCommand(this.myPirate, pair.Key), this.Id);

                        ap.AddTreasure(treasures[0]);

                        double value = CLEAR_VALUE * multiplyer;

                        ap.BurnInformation("Made in AreaClearEvent on Treasure {0} - case: not close enough, Value {1:F3}", closestTreasure.Id, value);

                        chooser.AddActionsPack(ap, value);
                    }
                }
                else if (Game.InAttackRange(this.myPirate, closestTreasure, this.myPirate.AttackRadius) && this.myPirate.CanAttack && enemy.DefenseDuration == 0 && Game.InAttackRange(this.myPirate, enemy, this.myPirate.AttackRadius)) //Attack enemy.
                {
                    ActionsPack ap = ActionsPack.NewCommandPack(game, new AttackCommand(this.myPirate, enemy), this.Id);

                    ap.AddTreasure(treasures[0]);
                    ap.AddEnemyPirate(enemy);

                    double value = CLEAR_VALUE * multiplyer;

                    ap.BurnInformation("Made in AreaClearEvent on Treasure {0} - case: too close, attack pirate {1}, Value: {2:F3}", closestTreasure.Id, enemy.Id, value);

                    chooser.AddActionsPack(ap, value);
                }
                else if (Game.InAttackRange(this.myPirate, closestTreasure, this.myPirate.AttackRadius + 1)) //Stay Still. TODO: ask Adi/Itai why isn't this an else
                {
                    ActionsPack ap = ActionsPack.NewCommandPack(game, new SailCommand(this.myPirate, this.myPirate), this.Id);
                    ap.AddTreasure(closestTreasure);

                    double value = CLEAR_VALUE * multiplyer;

                    ap.BurnInformation("Made in AreaClearEvent on Treasure {0} - case: close enough, Value {1:F3}", closestTreasure.Id, value);

                    chooser.AddActionsPack(ap, value);
                }
            }
        }
        /// <summary>
        /// Add possible responses to "chooser", based on the situation in "game" and in "statesManager"
        /// </summary>
        public override void AddResponseOptions(Game game, StatesManager statesManager, ActionsChooser chooser)
        {
            if (!this.myPirate.CanMove || this.myPirate.State != PirateState.Free) //If my pirate can't move or isn't free, he can't go to fetch treasures.
            {
                return;
            }

            // Get threatened treasure state
            ThreatenedTreasureState treasureState = statesManager.GetState <ThreatenedTreasureState>();
            // Get all the free treasures and sort them by manhattan distance to me
            List <Treasure> freeTreasures = treasureState.GetSafeTreasures().OrderBy(t => Game.ManhattanDistance(t, this.myPirate)).ToList();


            // calculate the maximum amount of treasures to check
            int maxTreasuresToCheck = (int)Utils.Min(freeTreasures.Count, game.GetMyPiratesCount(PirateState.Free), game.ActionsPerTurn, game.MaxCommandsPerTurn);

            // remove all the excess treasures, based on their value
            Dictionary <int, int> usedTreasuresDict = new Dictionary <int, int>();   // the key is the value of the treasure, and the value is how many treasures with the value are already in the list

            for (int i = 0; i < freeTreasures.Count;)
            {
                if (usedTreasuresDict.ContainsKey(freeTreasures[i].Value))
                {
                    usedTreasuresDict[freeTreasures[i].Value]++;
                    if (usedTreasuresDict[freeTreasures[i].Value] > maxTreasuresToCheck)
                    {
                        freeTreasures.RemoveAt(i);
                    }
                    else
                    {
                        i++;
                    }
                }
                else
                {
                    usedTreasuresDict.Add(freeTreasures[i].Value, 1);
                    i++;
                }
            }


            double multiplyer = Utils.Pow(1 - ((double)game.GetMyPiratesCount(PirateState.CarryingTreasure)) / game.GetMyPiratesCount(PirateState.Free, PirateState.CarryingTreasure), 2);

            // try to sail to each treasure
            foreach (Treasure t in freeTreasures)
            {
                if (game.GetPirateOn(t) != null) // there is a pirate where the treasure is, most likely a drunk one. Leave it be.
                {
                    continue;
                }

                ILocateable dest = t;
                // search for a speed powerup on the way to the treasure
                foreach (Powerup up in game.GetPowerups())
                {
                    if (up is SpeedPowerup && Game.OnTrack(myPirate, t, up))
                    {
                        dest = up;
                        break;
                    }
                }

                var sailOptions    = game.GetCompleteSailOptions(this.myPirate, dest, Terrain.EnemyLocation, Terrain.CurrentTreasureLocation);
                int maxActionsUsed = (int)Utils.Min(this.myPirate.MaxSpeed, game.ActionsPerTurn, Game.ManhattanDistance(this.myPirate, dest));

                foreach (var pair in sailOptions)
                {
                    if (sailOptions[0].Value > pair.Value) //sail only if it's actually better than staying in place
                    {
                        ActionsPack ap = ActionsPack.NewCommandPack(game, new SailCommand(this.myPirate, pair.Key), base.Id);

                        ap.AddTreasure(t);

                        double returnDistance = Game.ManhattanDistance(this.myPirate.InitialLocation, t);
                        double maxDistance    = game.Rows + game.Collumns;
                        double value          = (FETCH_VALUE - Utils.Pow(pair.Value, 0.9)) * multiplyer * ((maxDistance - returnDistance) / (maxDistance));
                        if (game.GetTreasuresCount(TreasureState.BeingCarried, TreasureState.Taken) == 0 && Game.ManhattanDistance(pair.Key, this.myPirate) == maxActionsUsed)
                        {
                            value += GAME_START_MULT;
                        }
                        value *= t.Value;
                        if (myPirate.HasPowerup(SpeedPowerup.NAME))
                        {
                            value *= SPEED_POWERUP_MULTIPLYER;
                        }

                        ap.BurnInformation("Made in FetchTreasureEvent. Fetching Treasure: {0}, value: {1:F3}", t.Id, value);

                        chooser.AddActionsPack(ap, value);
                    }
                }
            }
        }
Example #7
0
        /// <summary>
        /// Add possible responses to "chooser", based on the situation in "game" and in "statesManager"
        /// </summary>
        public override void AddResponseOptions(Game game, StatesManager statesManager, ActionsChooser chooser)
        {
            if (this.treasurePirate.State != PirateState.CarryingTreasure)
            {
                return;
            }

            //Counts how many of the pirates in the cluster carry treasure, will be used for event value.
            List <Pirate> enemyPirates = new List <Pirate>();

            foreach (Pirate enemy in game.GetEnemyPirates(PirateState.Free))
            {
                if (Game.InAttackRange(enemy, treasurePirate, enemy.AttackRadius + enemy.MaxSpeed))
                {
                    enemyPirates.Add(enemy);
                }
            }

            enemyPirates = enemyPirates.OrderBy(p => Game.EuclideanDistance(p, this.treasurePirate)).ToList();

            if (enemyPirates.Count == 0) //No threats
            {
                return;
            }

            TreasureDancingState  treasureDancingState = statesManager.GetState <TreasureDancingState>();
            ImpendingVictoryState impendingVictory     = statesManager.GetState <ImpendingVictoryState>();

            //Sends in an escort to destory/block an enemy
            foreach (Pirate myPirate in game.GetMyPirates(PirateState.Free))
            {
                //Bodyguard
                foreach (Pirate enemy in enemyPirates) // try to block an enemy's path/destroy it
                {
                    //1st priority - shoot him!
                    if (game.IsAttackPossible(myPirate, enemy) && !game.IsAttackPossible(enemy, treasurePirate))
                    {
                        ActionsPack ap = ActionsPack.NewCommandPack(game, new AttackCommand(myPirate, enemy), base.Id);

                        double value = ESCORT_GUARD_VALUE - Game.EuclideanDistance(enemy, this.treasurePirate);
                        if (impendingVictory.IsVictoryIncoming)
                        {
                            value = value * IMPENDING_VICTORY_MULTIPLYER;
                        }
                        value *= this.treasurePirate.CarriedTreasureValue;

                        ap.BurnInformation("Made in EscortEvent - case: shoot threat, Value: {0:F3}", value);

                        chooser.AddActionsPack(ap, value);
                    }

                    //2nd priority - ram him!
                    if (Game.ManhattanDistance(enemy, myPirate) <= myPirate.MaxSpeed)
                    {
                        ActionsPack ap = ActionsPack.NewCommandPack(game, new SailCommand(myPirate, enemy), base.Id);

                        ap.AddEnemyPirate(enemy);

                        double value = ESCORT_GUARD_VALUE - Game.EuclideanDistance(enemy, this.treasurePirate) - Game.ManhattanDistance(enemy, myPirate);
                        if (impendingVictory.IsVictoryIncoming)
                        {
                            value = value * IMPENDING_VICTORY_MULTIPLYER;
                        }
                        value *= this.treasurePirate.CarriedTreasureValue;
                        ap.BurnInformation("Made in EscortEvent - case: ram enemy {0}, Value: {1:F3}", enemy.Id, value);

                        chooser.AddActionsPack(ap, value);
                    }

                    //3rd priority - body block him
                    if (Game.EuclideanDistance(enemy, treasurePirate) >= game.AttackRadius)
                    {
                        foreach (var pair in game.GetCompleteSailOptions(myPirate, ClosestOnCircle(myPirate.AttackRadius, this.treasurePirate, enemy), 0, 1, Terrain.CurrentTreasureLocation, Terrain.EnemyLocation))
                        {
                            ActionsPack ap = ActionsPack.NewCommandPack(game, new SailCommand(myPirate, pair.Key), base.Id);

                            double value = ESCORT_VALUE - Game.EuclideanDistance(enemy, this.treasurePirate) - Utils.Pow(pair.Value, 1.3);
                            if (impendingVictory.IsVictoryIncoming)
                            {
                                value = value * IMPENDING_VICTORY_MULTIPLYER;
                            }
                            value *= this.treasurePirate.CarriedTreasureValue;

                            ap.BurnInformation("Made in EscortEvent - case: block enemy {0}, Value: {1:F3}", enemy.Id, value);

                            chooser.AddActionsPack(ap, value);
                        }
                    }
                }
                //This code does escorts even if there are no enemies close, currently not implemented

                /*else if (enemyPirates.Count <= 0)
                 * {
                 *  foreach (var pair in game.GetCompleteSailOptions(myPirate, treasurePirate, Terrain.CurrentTreasureLocation, Terrain.EnemyLocation))
                 *  {
                 *      ActionsPack ap = ActionsPack.NewCommandPack(game, new SailCommand(myPirate, pair.Key), base.Id);
                 *
                 *      double value = 0.8 * (ESCORT_VALUE - Utils.Pow(Game.ManhattanDistance(myPirate, pair.Key), 1.3));
                 *      if (impendingVictory.IsVictoryIncoming)
                 *          value = value * IMPENDING_VICTORY_MULTIPLYER;
                 *      value *= this.treasurePirate.CarriedTreasureValue;
                 *
                 *      ap.BurnInformation("Made in EscortEvent - case: become escort, Value: {0:F3}", value);
                 *
                 *      chooser.AddActionsPack(ap, value);
                 *  }
                 * }*/
            }
        }