Exemple #1
0
 public static bool canAttackJob(TowerJob towerJ, UnitJob unitJ)
 {
     if (unitJ == AI.WORKER)
     {
         return(false);
     }
     if (towerJ == AI.CASTLE)
     {
         return(true);
     }
     if (towerJ == AI.CLEANSING)
     {
         return(unitJ == AI.WRAITH || unitJ == AI.ABOMINATION);
     }
     return(unitJ != AI.WRAITH);
 }
Exemple #2
0
        /// <summary>
        /// This is automatically called when the game first starts, once the Game and all GameObjects have been initialized, but before any players do anything.
        /// </summary>
        /// <remarks>
        /// This is a good place to initialize any variables you add to your AI or start tracking game objects.
        /// </remarks>
        public override void Start()
        {
            // <<-- Creer-Merge: start -->> - Code you add between this comment and the end comment will be preserved between Creer re-runs.
            base.Start();

            AI.GAME = this.Game;
            AI.US   = this.Player;
            AI.THEM = this.Game.Players.First(p => p != AI.US);

            AI.CASTLE    = this.Game.TowerJobs.First(t => t.Title == "castle");
            AI.CLEANSING = this.Game.TowerJobs.First(t => t.Title == "cleansing");
            AI.BALLISTA  = this.Game.TowerJobs.First(t => t.Title == "ballista");
            AI.ARROW     = this.Game.TowerJobs.First(t => t.Title == "arrow");
            AI.AOE       = this.Game.TowerJobs.First(t => t.Title == "aoe");

            AI.WORKER      = this.Game.UnitJobs.First(t => t.Title == "worker");
            AI.ZOMBIE      = this.Game.UnitJobs.First(t => t.Title == "zombie");
            AI.GHOUL       = this.Game.UnitJobs.First(t => t.Title == "ghoul");
            AI.HOUND       = this.Game.UnitJobs.First(t => t.Title == "hound");
            AI.ABOMINATION = this.Game.UnitJobs.First(t => t.Title == "abomination");
            AI.WRAITH      = this.Game.UnitJobs.First(t => t.Title == "wraith");
            AI.HORSEMAN    = this.Game.UnitJobs.First(t => t.Title == "horseman");

            AI.UNIT_SPAWNER   = this.Game.Tiles.First(t => t.IsUnitSpawn && t.Owner == AI.US);
            AI.WORKER_SPAWNER = this.Game.Tiles.First(t => t.IsWorkerSpawn && t.Owner == AI.US);

            AI.OUR_CASTLE   = AI.US.Towers.First(t => t.Job == AI.CASTLE);
            AI.THEIR_CASTLE = AI.THEM.Towers.First(t => t.Job == AI.CASTLE);

            AI.GOLD_MINES        = new HashSet <Tile>(AI.GAME.Tiles.Where(t => t.IsGoldMine && t.Owner == AI.US));
            AI.ISLAND_GOLD_MINES = new HashSet <Tile>(AI.GAME.Tiles.Where(t => t.IsIslandGoldMine));
            AI.RIVER_NEIGHBORS   = new HashSet <Tile>(AI.GAME.Tiles.Where(t => t.IsRiver).SelectMany(t => t.GetNeighbors()).Where(t => t.IsGrass));

            AI.CASTLE_TOWER = AI.US.Towers.First(t => t.Job == AI.CASTLE);

            var castleTile = AI.CASTLE_TOWER.Tile;

            if (castleTile.TileNorth.TileNorth.IsPath)
            {
                var leftX  = castleTile.X - 1;
                var rightX = castleTile.X + 2;
                var startY = castleTile.Y - 3;
                AI.LEFT_TOWERS  = Enumerable.Range(0, 15).Select(o => AI.GAME.GetTileAt(leftX, startY - o)).ToList();
                AI.RIGHT_TOWERS = Enumerable.Range(0, 15).Select(o => AI.GAME.GetTileAt(rightX, startY - o)).ToList();
            }
            else
            {
                var leftX  = castleTile.X - 2;
                var rightX = castleTile.X + 1;
                var startY = castleTile.Y + 3;
                AI.LEFT_TOWERS  = Enumerable.Range(0, 15).Select(o => AI.GAME.GetTileAt(leftX, startY + o)).ToList();
                AI.RIGHT_TOWERS = Enumerable.Range(0, 15).Select(o => AI.GAME.GetTileAt(rightX, startY + o)).ToList();
            }

            AI.TOWER_PATTERN = new List <TowerJob>()
            {
                AI.CLEANSING, AI.AOE, AI.ARROW
            };

            string[][] patterns = new string[][] {
                new[] { "0110110", "1001001", "1000001", "0100010", "0010100", "0001000" },                               // Heart
                new[] { "00111100", "01000010", "10100101", "10000001", "10100101", "10011001", "01000010", "00100100" }, // Smiley
                new[] { "01010", "10001", "11011", "01110", "00100", "00100", "00100" },                                  // Wrench
                new[] { "01100", "00010", "00101", "01001", "10000" },                                                    // Pick axe
                new[] { "100010010", "100101010", "110010011" },                                                          // L O L
                new[] { "00011000", "00100100", "01000010", "10000001", "01111110" },                                     // Delta
                new[] { "0001000", "0011100", "0000000", "0100010", "1110111" } // Triforce
            };
            ;
            var pattern = patterns[new Random().Next(patterns.Length)];

            Console.WriteLine(String.Join("\n", pattern));

            AI.PATTERN = new HashSet <Tile>();
            Tile patternAnchor;

            if (AI.CASTLE_TOWER.Tile.TileNorth.TileNorth.IsPath)
            {
                patternAnchor = AI.GAME.GetTileAt(36, 11);
            }
            else
            {
                patternAnchor = AI.GAME.GetTileAt(27 - pattern[0].Length, 11);
            }

            for (int x = 0; x < pattern[0].Length; x++)
            {
                for (int y = 0; y < pattern.Length; y++)
                {
                    if (pattern[y][x] == '1')
                    {
                        AI.PATTERN.Add(AI.GAME.GetTileAt(patternAnchor.X + x, patternAnchor.Y + y));
                    }
                }
            }

            // <<-- /Creer-Merge: start -->>
        }
Exemple #3
0
 public static bool CanAfford(Player player, TowerJob job)
 {
     return(player.Gold >= job.GoldCost && player.Mana >= job.ManaCost);
 }