/// <summary> /// Implement your bot here. /// </summary> /// <param name="map">The gamemap.</param> /// <param name="visiblePlayers">Players that are visible to your bot.</param> /// <returns>The action you wish to execute.</returns> internal string ExecuteTurn(Map map, IEnumerable <IPlayer> visiblePlayers) { getInterestingObjects(map, PlayerInfo.Position); objects.Sort((x, y) => x.priority.CompareTo(y.priority)); Point nextMove; if (PlayerInfo.Position == PlayerInfo.HouseLocation) { nextMove = new Point(); if (PlayerInfo.GetUpgradeLevel(UpgradeType.Defence) == 0 && PlayerInfo.TotalResources >= upgrades[0]) { return(AIHelper.CreateUpgradeAction(UpgradeType.Defence)); } if (PlayerInfo.GetUpgradeLevel(UpgradeType.CarryingCapacity) == 0 && PlayerInfo.TotalResources >= upgrades[0]) { return(AIHelper.CreateUpgradeAction(UpgradeType.CarryingCapacity)); } if (PlayerInfo.GetUpgradeLevel(UpgradeType.AttackPower) == 0 && PlayerInfo.TotalResources >= upgrades[0]) { return(AIHelper.CreateUpgradeAction(UpgradeType.AttackPower)); } if (PlayerInfo.GetUpgradeLevel(UpgradeType.CarryingCapacity) == 1 && PlayerInfo.TotalResources >= upgrades[1]) { return(AIHelper.CreateUpgradeAction(UpgradeType.CarryingCapacity)); } if (PlayerInfo.GetUpgradeLevel(UpgradeType.CollectingSpeed) == 0 && PlayerInfo.TotalResources >= upgrades[0]) { return(AIHelper.CreateUpgradeAction(UpgradeType.CollectingSpeed)); } } if (PlayerInfo.TotalResources >= 30000 && !PlayerInfo.CarriedItems.Contains(PurchasableItem.Backpack)) { Point shopLocation = map.GetVisibleTiles().FirstOrDefault(x => x.TileType == TileContent.Shop)?.Position; if (shopLocation == null) { TileContent tileToTheLeft = map.GetTileAt(PlayerInfo.Position.X - 1, PlayerInfo.Position.Y); nextMove = tileToTheLeft != TileContent.Resource && tileToTheLeft != TileContent.Lava ? new Point(-1, 0) : new Point(0, 1); } else { nextMove = new PathFinder(map, PlayerInfo.Position, shopLocation).FindNextMove(); } if (Point.DistanceSquared(PlayerInfo.Position, shopLocation) == 1) { return(AIHelper.CreatePurchaseAction(PurchasableItem.Backpack)); } } else if (PlayerInfo.CarriedResources == PlayerInfo.CarryingCapacity || objects.Count == 0) { nextMove = new PathFinder(map, PlayerInfo.Position, PlayerInfo.HouseLocation).FindNextMove(); } else { nextMove = new PathFinder(map, PlayerInfo.Position, objects[0].position).FindNextMove(); } Point shouldIStayOrShouldIGoNow = PlayerInfo.Position + nextMove; TileContent content = map.GetTileAt(shouldIStayOrShouldIGoNow.X, shouldIStayOrShouldIGoNow.Y); switch (content) { case TileContent.Empty: case TileContent.House: return(AIHelper.CreateMoveAction(nextMove)); case TileContent.Resource: return(AIHelper.CreateCollectAction(nextMove)); case TileContent.Wall: return(AIHelper.CreateMeleeAttackAction(nextMove)); case TileContent.Player: return(AIHelper.CreateMeleeAttackAction(nextMove)); default: return(AIHelper.CreateEmptyAction()); } }