private Location powerup(Location s, Location l, IPirateGame game) { List <Powerup> conts = new List <Powerup>(); foreach (Powerup p in game.Powerups()) { int max = Math.Max(s.Row, l.Row); int mix = Math.Min(s.Row, l.Row); int may = Math.Max(s.Col, l.Col); int miy = Math.Min(s.Col, l.Col); if (max - mix >= p.Location.Row - mix && p.Location.Row - mix >= 0 && // rows contains may - miy >= p.Location.Col - miy && p.Location.Col - miy >= 0) // cols contains { conts.Add(p); } } if (conts.Count == 0) { return(null); } int[] ds = new int[conts.Count]; for (int i = 0; i < conts.Count; i++) { ds[i] = game.Distance(s, conts[i].Location); } return(conts[sortInto(ds)[0]].Location); }
// this is the actual turn public void DoTurn(IPirateGame game) { int remaining = game.GetActionsPerTurn(); if (game.GetTurn() == 1) { game.Debug("moves per turn: " + remaining); } try { #region init if (game.GetTurn() == 1) { chooseMap(game); } nowhere = inNowhereMode(game); if (nowhere) { game.Debug("ACTIVATING NOWHERE MODE"); } panic = inPanicMode(game); if (panic) { game.Debug("ACTIVATING PANIC MODE"); } PirateContainer.init(game); QueuedAttack.init(); QueuedMotion.init(); int ships = game.AllMyPirates().Count; PirateContainer[] ps = new PirateContainer[ships]; int[] ds = new int[ships]; Treasure[] ts = new Treasure[ships]; #endregion calcBestTreasure(game, ships, ref ps, ref ds, ref ts); // calculate the closest treasure to ps[i] BringBackTreasure(game, ref remaining); // move Pirates that have treasures towards the base calcKamikazes(ps, ref ts, ref ds, game); // control the kamikazes //BringBackTreasure(game, ref remaining); // move Pirates that have treasures towards the base //Powerup pt = new SpeedPowerup(-1, new Location(0, 0), 0, 0, 0); #region power up calculations Powerup[] pu = (from l in game.Powerups() where l.Type == "Speed" select l).ToArray(); if (pu.Count() > 0) { Powerup[] puu = new Powerup[ships]; for (int i = pu.Count() - 1; i >= 0; i--) { puu[i] = pu[i]; } game.Debug("A speed powerup was found"); int[] dis = new int[ships]; locatePowerups(game, ships, ref ps, ref dis, ref puu); int chosen = -1; for (int i = 0, min = int.MaxValue; i < ships; ++i) { if (dis[i] < min && ps[i].AVALIBLE && dis[i] != 0) //&& !ps[i].P.HasTreasure { min = dis[i]; chosen = i; } } game.Debug("Moving pirate " + chosen + " towards powerup"); if (chosen != -1) { game.Debug("Distance of chosen powerup - " + dis[chosen]); if (puu[chosen] == null) { game.Debug("we found the problem"); } remaining -= move(ps[chosen], puu[chosen].Location, remaining, game); } } #endregion #region panic mode Pirate k = null, tar = null; if (panic) { search_n_destroy(game, ref tar, ref k); // search and destroy, TODO: prioritise this!!! } #endregion List <int> dss = sortInto(ds); // sort the ds into the dss attack(game); QueuedAttack.doAttacks(game, deadMap); #region move // move for (int j = 0; j < ships; j++) { int i = dss[j]; if (ps[i].S == PirateContainer.State.none && ps[i].AVALIBLE && !ps[i].P.HasTreasure) { if (game.Treasures().Count > 0) // use typical motion { Location l = powerup(ps[i].P.Location, ts[i].Location, game); int mv; if (l != null) { mv = move(ps[i], l, remaining, game); } else { mv = move(ps[i], ts[i].Location, remaining, game); } if (mv > 0) { remaining -= mv; continue; } } if (game.EnemyPiratesWithTreasures().Count > 0 && ps[i].P == k) // activate search and destroy { remaining -= move(ps[i], tar.Location, remaining, game); } } } #endregion } catch (Exception e) { game.Debug("Crashed!"); game.Debug(e.Message); game.Debug(e.StackTrace); } finally { WastedTurnsCounter += remaining; game.Debug("________"); game.Debug("turn " + game.GetTurn() + " - moves summary"); game.Debug("turns used: " + (game.GetActionsPerTurn() - remaining)); game.Debug("turns wasted: " + remaining); game.Debug("________"); game.Debug("game summary"); game.Debug("turns used: " + (game.GetTurn() * game.GetActionsPerTurn() - WastedTurnsCounter) + "/" + (game.GetTurn() * game.GetActionsPerTurn()) + ", " + Math.Round((100 - (float)WastedTurnsCounter * 100 / (float)(game.GetTurn() * game.GetActionsPerTurn())), 2) + "% efficiency"); game.Debug("turns wasted: " + WastedTurnsCounter); } }