Example #1
0
        public static void AddMissions()
        {
            var orderedFactories = Factory.factories
                                   .OrderByDescending(factory =>
                                                      factory.stats.allyScore * factory.oldProduction);

            foreach (var factory in orderedFactories)
            {
                //if the factory will always be ally's
                if (FactoryState.WillFactoryBeAlly(factory.states))
                {
                    if (factory.oldProduction < 3 && factory.armyAvailable >= 10)
                    {
                        Mission newMission = new Mission(MissionType.Inc, factory);
                        missions.Add(newMission);
                    }
                    else if (factory.oldProduction < 3)
                    {
                        Mission newMission = new Mission(MissionType.IncSupport, factory);
                        missions.Add(newMission);
                    }
                }
                else
                {
                    if (Game.bomb > 0 && Game.gameTime > 1)
                    {
                        Mission bombMission = new Mission(MissionType.Bomb, factory);
                        missions.Add(bombMission);
                    }

                    if (factory.isAlly)
                    {
                        Mission newMission = new Mission(MissionType.Defend, factory);
                        missions.Add(newMission);
                    }
                    else
                    {
                        Mission newMission = new Mission(MissionType.Capture, factory);
                        missions.Add(newMission);
                    }


                    //double missionScore = factory.stats.allyScore * factory.oldProduction;
                    //Console.Error.WriteLine(factory.id + ": " + missionScore);
                    //return;
                }
            }
        }
Example #2
0
        public void AddPrereq(Troop troop)
        {
            Mission         newMission = new Mission(MissionType.Capture, troop.end);
            HashSet <Troop> reqTroops;

            if (Strategy.curExecuted.Contains(newMission) ||
                FactoryState.WillFactoryBeAlly(troop.end.states))
            {
                return; //already cleared prereq
            }

            if (mission.prereqs.TryGetValue(newMission, out reqTroops))
            {
                reqTroops.Add(troop);
            }
            else
            {
                mission.prereqs.Add(newMission, new HashSet <Troop> {
                    troop
                });
            }
        }
Example #3
0
        public static void AddMissions()
        {
            var orderedFactories = Factory.factories
                                   .OrderByDescending(factory =>
                                                      factory.stats.allyScore * factory.oldProduction);

            foreach (var factory in orderedFactories)
            {
                //if the factory will always be ally's
                if (factory.isAlly && FactoryState.WillFactoryBeAlly(factory.states))
                {
                    int nearbyEnemyThreatCount = factory.GetNearbyEnemyThreats();
                    if (nearbyEnemyThreatCount == 0)
                    //&& Factory.globalStats.totalAllyCount - 10 >= (2*Factory.globalStats.totalEnemyCount/3.0))
                    {
                        if (factory.oldProduction < 3 && factory.armyAvailable >= 10)
                        {
                            Mission newMission = new Mission(MissionType.Inc, factory);
                            missions.Add(newMission);
                        }
                        else if (factory.oldProduction < 3) //send inc support before becoming ally's?
                        {
                            Mission newMission = new Mission(MissionType.IncSupport, factory);
                            missions.Add(newMission);
                        }
                    }
                    else
                    {
                        if (nearbyEnemyThreatCount > 0)
                        {
                            Mission newMission = new Mission(MissionType.Reinforce, factory);
                            newMission.troopsNeeded = nearbyEnemyThreatCount;
                            missions.Add(newMission);
                        }
                    }
                }
                else
                {
                    if (Game.bomb > 0 && Game.gameTime > 0)
                    {
                        Mission bombMission = new Mission(MissionType.Bomb, factory);
                        missions.Add(bombMission);
                    }

                    if (factory.isAlly)
                    {
                        Mission newMission = new Mission(MissionType.Defend, factory);
                        missions.Add(newMission);
                    }
                    else
                    {
                        if (!FactoryState.WillFactoryBeAlly(factory.states))
                        {
                            Mission newMission = new Mission(MissionType.Capture, factory);
                            missions.Add(newMission);
                        }
                    }


                    //double missionScore = factory.stats.allyScore * factory.oldProduction;
                    //Console.Error.WriteLine(factory.id + ": " + missionScore);
                    //return;
                }
            }
        }