public MultiMoves CalculateMoveArmiesToBorderMoves(MultiMoves presentMoves) { MultiMoves result = presentMoves.Clone(); var nonOwnedTerritories = MapInformer.GetNonOwnedTerritories(result.GetTerritoryStandingsAfterAllMoves().Values.ToList(), GameState.MyPlayerId); var keys = new List <TerritoryIDType>(); nonOwnedTerritories.ForEach(k => keys.Add(k.ID)); var distances = MapInformer.GetDistancesFromTerritories(keys); foreach (TerritoryIDType territoryId in distances.Keys) { int distance = distances[territoryId]; if (distance <= 1) { continue; } var neighbors = MapInformer.GetNeighborTerritories(territoryId); var lowestDistanceNeighborValue = neighbors.Min(c => distances[c]); var lowestDistanceNeighbor = neighbors.Where(n => distances[n] == lowestDistanceNeighborValue).First(); TerritoryStanding theTerritory = result.GetTerritoryStandingsAfterAllMoves()[territoryId]; int armiesAvailable = theTerritory.NumArmies.ArmiesOrZero - theTerritory.ArmiesMarkedAsUsed.ArmiesOrZero - 1; if (armiesAvailable == 0) { continue; } GameOrderAttackTransfer attackMove = GameOrderAttackTransfer.Create (GameState.MyPlayerId, territoryId, lowestDistanceNeighbor, AttackTransferEnum.AttackTransfer, new Armies(armiesAvailable), REASON); result.AddAttackOrder(attackMove); } return(result); }
public MultiMoves CalculateTakeTerritoriesMoves(List <TerritoryIDType> territoriesToTake, MultiMoves precondition) { MultiMoves resultMoves = precondition.Clone(); List <TerritoryIDType> territoriesToTakeCopy = new List <TerritoryIDType>(territoriesToTake); while (territoriesToTakeCopy.Count > 0) { var reachableTerritories = FilterNonBorderingTerritories(territoriesToTakeCopy, resultMoves); if (reachableTerritories.Count == 0) { return(null); } var bestStartTerritory = GetBestAttackingTerritory(reachableTerritories, resultMoves); var bestAttackTerritory = GetBestAttackTerritory(reachableTerritories, territoriesToTakeCopy, bestStartTerritory, resultMoves); int neededAttackArmies = AttackInformer.GetNeededBreakArmies (resultMoves.GetTerritoryStandingsAfterAllMoves()[bestAttackTerritory].NumArmies.ArmiesOrZero); GameOrderAttackTransfer attackOrder = GameOrderAttackTransfer.Create (GameState.MyPlayerId, bestStartTerritory, bestAttackTerritory, AttackTransferEnum.AttackTransfer, new Armies(neededAttackArmies), REASON); var standing = resultMoves.GetTerritoryStandingsAfterAllMoves().Where(o => o.Key == attackOrder.From).First().Value; int leftoverArmies = standing.NumArmies.ArmiesOrZero - standing.ArmiesMarkedAsUsed.ArmiesOrZero - 1; int armiesToPump = Math.Max(0, attackOrder.NumArmies.ArmiesOrZero - leftoverArmies); bool successfull = resultMoves.PumpArmies(attackOrder.From, armiesToPump, REASON); if (!successfull) { return(null); } resultMoves.AddAttackOrder(attackOrder); territoriesToTakeCopy.Remove(bestAttackTerritory); } return(resultMoves); }