/// <summary> /// Update each ship and dropoff for the player. /// </summary> public void _update(int numShips, int numDropoffs, int halite) { this.halite = halite; ships.Clear(); for (int i = 0; i < numShips; ++i) { Ship ship = Ship._generate(id); ships[ship.id.id] = ship; } dropoffs.Clear(); for (int i = 0; i < numDropoffs; ++i) { Dropoff dropoff = Dropoff._generate(id); dropoffs[dropoff.id.id] = dropoff; } }
/// <summary> /// Update each ship and dropoff for the player. /// </summary> public void _update(int numShips, int numDropoffs, int halite) { this.halite = halite; var previousShips = ships.Values.ToList(); ships.Clear(); for (int i = 0; i < numShips; ++i) { Ship ship = Ship._generate(id, previousShips); ships[ship.Id] = ship; } dropoffDictionary.Clear(); for (int i = 0; i < numDropoffs; ++i) { Dropoff dropoff = Dropoff._generate(id); dropoffDictionary[dropoff.id.id] = dropoff; } ShipsSorted = ships.Values.OrderBy(s => SpecialDistance(s, s.ClosestDropoff)).ToList(); }