/// <summary> /// Calculates a move towards an enemy, or ends a turn if no such move is possible. /// </summary> private static UctAction PickMoveTowardsEnemyAction(GameInstance game, CachedMob mob, CachedMob possibleTarget) { foreach (var targetId in game.MobManager.Mobs) { var target = game.CachedMob(targetId); if (!GameInvariants.IsTargetableNoSource(game, mob, target)) { continue; } var action = FastMoveTowardsEnemy(game, mob, target); if (action.Type == UctActionType.Move) { return(action); } } return(UctAction.EndTurnAction()); }
/// <summary> /// Generates possible attack move actions. /// </summary> public static void GenerateAttackMoveActions(GameInstance state, CachedMob mob, List <UctAction> result) { var mobInfo = mob.MobInfo; var mobInstance = mob.MobInstance; foreach (var enemyId in state.MobManager.Mobs) { var target = state.CachedMob(enemyId); if (!GameInvariants.IsTargetableNoSource(state, mob, target)) { continue; } AxialCoord myCoord = mobInstance.Coord; AxialCoord?closestCoord = null; int? distance = null; int? chosenAbilityId = null; foreach (var coord in state.Map.EmptyCoords) { if (!state.Map.IsVisible(coord, target.MobInstance.Coord)) { continue; } var possibleMoveAction = GameInvariants.CanMoveTo(state, mob, coord); if (possibleMoveAction.Type == UctActionType.Null) { continue; } Debug.Assert(possibleMoveAction.Type == UctActionType.Move); foreach (var abilityId in mobInfo.Abilities) { if (!GameInvariants.IsAbilityUsableFrom(state, mob, coord, target, abilityId)) { continue; } int myDistance = state.Pathfinder.Distance(myCoord, coord); if (!closestCoord.HasValue) { chosenAbilityId = abilityId; closestCoord = coord; distance = myDistance; } else if (distance.Value > myDistance) { chosenAbilityId = abilityId; closestCoord = coord; distance = myDistance; } } } if (closestCoord.HasValue) { if (Constants.AttackMoveEnabled) { var action = UctAction.AttackMoveAction(mob.MobId, closestCoord.Value, chosenAbilityId.Value, target.MobId); var after = ActionEvaluator.F(state, action.ToPureMove()); GameInvariants.AssertValidAbilityUseAction(after, action.ToPureAbilityUse()); GameInvariants.AssertValidAction(state, action); result.Add(action); } else { var action = UctAction.MoveAction(mob.MobId, closestCoord.Value); GameInvariants.AssertValidAction(state, action); result.Add(action); } } } }