Example #1
0
 private static int GetTroopTarget(GameInformation gameInformation, Country country)
 {
     var enemies = gameInformation.GetAdjacentCountriesWithDifferentOwner(country).ToList();
     if (enemies.Count == 0) return country.IsContinentGateway() ? 4 : 2;
     if (enemies.Count == 1) return enemies[0].NumberOfTroops + 3;
     return enemies.Sum(x => x.NumberOfTroops) + 1;
 }
Example #2
0
        public void Deploy(TurnManager turnManager, int numberOfTroops)
        {
            gameInformation = turnManager.GetGameInfo();

            //exclude all isolated countries (all countries with only enemy neighbours)
            var countriesToAimAt =
                gameInformation.GetAllCountriesOwnedByPlayer(this)
                               .Where(x => gameInformation.GetAdjacentCountriesWithSameOwner(x).Any())
                               .ToArray();

            //Determine defensiveRate.
            //While there are countries with low defensiveRate (number of own troops / number of surrounding troups), make those stronger.
            var countriesWithEnemyNeighbours =
                countriesToAimAt.Where(x => gameInformation.GetAdjacentCountriesWithDifferentOwner(x).Count > 0)
                                .ToArray();
            var defensiveRates =
                GetDefensiveRates(countriesWithEnemyNeighbours).OrderBy(x => x.Value);

            while (defensiveRates.First().Value < DEFENSIVE_THRESHOLD_FOR_DEPLOYMENT && numberOfTroops > 0)
            {
                turnManager.DeployTroops(defensiveRates.First().Key, 1);
                defensiveRates = GetDefensiveRates(countriesWithEnemyNeighbours).OrderByDescending(x => x.Value);
                numberOfTroops--;
            }

            //Get the continent with the biggest presence.
            //Determine what country has the highest defensiveRate (number of own troops / number of surrounding troups), make those even stronger.
            //Make sure this ratio is not too big.
            var biggestContinent = GetBiggestOwnedContinentWithRemainingEnemyCountries();

            var allOwnCountriesInBiggestContinent =
                countriesToAimAt.Where(x => x.Continent == biggestContinent.Key).ToArray();
            var countriesWithRates =
                GetDefensiveRates(allOwnCountriesInBiggestContinent)
                    .Where(x => x.Key.NumberOfTroops < MAX_TROOPS_FOR_DEPLOYMENT)
                    .OrderByDescending(x => x.Value);

            while (countriesWithRates.Any() && numberOfTroops > 0)
            {
                turnManager.DeployTroops(countriesWithRates.First().Key, 1);
                countriesWithRates =
                    GetDefensiveRates(allOwnCountriesInBiggestContinent)
                        .Where(x => x.Key.NumberOfTroops < MAX_TROOPS_FOR_DEPLOYMENT)
                        .OrderByDescending(x => x.Value);
                numberOfTroops--;
            }

            while (numberOfTroops > 0)
            {
                turnManager.DeployTroops(GetRandomOwnedCountry(turnManager), 1);
                numberOfTroops--;
            }
        }
Example #3
0
        public void Attack(TurnManager turnManager)
        {
            gameInformation = turnManager.GetGameInfo();

            var countryToAttackWith = GetCountryToAttackWith();
            while (countryToAttackWith != null)
            {
                turnManager.Attack(countryToAttackWith.Item1, countryToAttackWith.Item2,
                                                          countryToAttackWith.Item1.NumberOfTroops - 1);
                countryToAttackWith = GetCountryToAttackWith();
            }
        }
Example #4
0
 public DeploymentCounter(IPlayer player, GameInformation gameInformation)
 {
     this.player = player;
     this .gameInformation = gameInformation;
 }
Example #5
0
        private void DeployRemaining(TurnManager turnManager, RiskAnalysis analysis, int troops, GameInformation gameInfo)
        {
            if (troops <= 0) return;
            // deploy remainder evenly...
            var deployments = gameInfo.GetAllCountriesOwnedByPlayer(_player)
                                      .OrderBy(x => x.NumberOfTroops)
                                      .Select(x => new Deployment(turnManager) { ToCountry = x })
                                      .ToList();
            while (troops > 0)
            {
                foreach (var deployment in deployments.TakeWhile(deployment => --troops >= 0))
                {
                    deployment.Troops++;
                }
            }

            analysis.Deployments.AddRange(deployments.Where(x => x.Troops > 0));
        }