public override string UpdateGameStateForMove(BotGameState gameState) { _militaryResolverUtility.UpdateBaseMilitaryGameStateForMove(_moveState, gameState, _moveState.CurrentAttackMoveId); FocusBarUpgradeResponse freeUpgrade = new FocusBarUpgradeResponse(false, _moveState.ActiveFocusBarForMove, _moveState.ActiveFocusBarForMove.ActiveFocusSlot, null); if (!_moveState.AttacksAvailable.All(x => !x.Value.IsTargetWithinRange) && _moveState.ControlTokensReinforcedThisTurn == 0) { freeUpgrade = _focusBarTechnologyUpgradeResolver.RegenerateFocusBarSpecificTechnologyLevelUpgrade(_moveState.ActiveFocusBarForMove, FocusType.Military); gameState.ActiveFocusBar = freeUpgrade.UpgradedFocusBar; } _currentStep = -1; return(BuildMoveSummary(freeUpgrade)); }
public override string UpdateGameStateForMove(BotGameState botGameStateService) { _industryResolverUtiliity.UpdateBaseIndustryGameStateForMove(_moveState, botGameStateService); // DBr: Im torn between using the below ITechnoologyLevelModifier service or the IFocusBarTechnologyUpgradeResolver - which suggest something smells!! FocusBarUpgradeResponse freeUpgrade = new FocusBarUpgradeResponse(false, _moveState.ActiveFocusBarForMove, _moveState.ActiveFocusBarForMove.ActiveFocusSlot, null); if (!_moveState.HasPurchasedCityThisTurn && !_moveState.HasPurchasedWonderThisTurn) { freeUpgrade = _focusBarTechnologyUpgradeResolver.RegenerateFocusBarSpecificTechnologyLevelUpgrade(_moveState.ActiveFocusBarForMove, FocusType.Industry); botGameStateService.ActiveFocusBar = freeUpgrade.UpgradedFocusBar; } _currentStep = -1; return(BuildMoveSummary(freeUpgrade)); }