Exemple #1
0
        //see wiki.warlight.net/index.php/Combat_Basics
        private SimulationOutcome SimulateAttack(RegionState source, RegionState target, int armies)
        {
            //int attackers, int defenders, out int attackersDestroyed, out int defendersDestroyed

            int attackingArmies = armies;
            int defendingArmies = target.Armies;

            var attackersDestroyed = 0;
            var defendersDestroyed = 0;

            for (int t = 1; t <= attackingArmies; t++)             //calculate how much defending armies are destroyed
            {
                double rand = Rnd.NextDouble();

                //60% chance to destroy one defending army
                if (rand < AttackFactor)
                {
                    defendersDestroyed++;
                }
            }
            for (int t = 1; t <= defendingArmies; t++)             //calculate how much attacking armies are destroyed
            {
                double rand = Rnd.NextDouble();
                //70% chance to destroy one attacking army
                if (rand < DefendFactor)
                {
                    attackersDestroyed++;
                }
            }

            if (attackersDestroyed >= attackingArmies)
            {
                if (defendersDestroyed >= defendingArmies)
                {
                    defendersDestroyed = defendingArmies - 1;
                }
                attackersDestroyed = attackingArmies;
            }

            //process result of attack
            if (defendersDestroyed >= defendingArmies)             //attack success
            {
                var survivors = attackingArmies - attackersDestroyed;
                return(new SimulationOutcome(source.Leave(armies), RegionState.Create(survivors, source.Owner)));
            }
            else             //attack fail
            {
                return(new SimulationOutcome(source.Leave(attackersDestroyed), target.Leave(defendersDestroyed)));
            }
        }
Exemple #2
0
        public SimulationDistribution Simulate(RegionState source, RegionState target, int armies, int simulations = 1000)
        {
            if (source.Owner == target.Owner)
            {
                var outcome = new SimulationOutcome(source.Leave(armies), target.Arive(armies));
                return(null);
            }

            var success = new Dictionary <RegionState, int>();
            var failure = new Dictionary <SimulationOutcome, int>();

            for (var simulation = 0; simulation < simulations; simulation++)
            {
                var outcome = SimulateAttack(source, target, armies);

                if (outcome.HaveSameOwner)
                {
                    if (!success.ContainsKey(outcome.Target))
                    {
                        success[outcome.Target] = 1;
                    }
                    else
                    {
                        success[outcome.Target]++;
                    }
                }
                else
                {
                    if (!failure.ContainsKey(outcome))
                    {
                        failure[outcome] = 1;
                    }
                    else
                    {
                        failure[outcome]++;
                    }
                }
            }
            return(new SimulationDistribution()
            {
                Source = source.Leave(armies),
                Success = success,
                Failure = failure,
            });
        }