protected void AddBuyPriestVariant(AIVariantPackage variants, Context context, PlayerInfoCM player, AIOptions options) { if (context.turn.TurnActionCounter >= Constants.priestPrices.Count) return; int cost = Constants.priestPrices[context.turn.TurnActionCounter]; if (cost > player.Gold) return; AIVariant variant = new AIVariant(new Cyclades.BuyPriest()); VariantOffer offer = new VariantOffer(cost, options.coefficients.PriestVPT * options.turnsToEnd); variant.offer = offer; variants.AddVariant(variant); }
public AIVariant(PlayerRule turn, VariantOffer offer) : this(turn) { this.offer = offer; }
public void Add(VariantOffer offer) { offers.Add(offer); }
public AIVariant() { offer = new VariantOffer(0, 0); }