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); }
private void AddAttack(TerritoryIDType from, TerritoryIDType to, AttackTransferEnum attackTransfer, int numArmies, bool attackTeammates) { IEnumerable <GameOrderAttackTransfer> attacks = Orders.OfType <GameOrderAttackTransfer>(); var existingFrom = attacks.Where(o => o.From == from).ToList(); var existingFromTo = existingFrom.Where(o => o.To == to).ToList(); if (existingFromTo.Any()) { existingFromTo.Single().NumArmies = existingFromTo.Single().NumArmies.Add(new Armies(numArmies)); } else { var specials = Standing.Territories[from].NumArmies.SpecialUnits; if (specials.Length > 0) { var used = existingFrom.SelectMany(o => o.NumArmies.SpecialUnits).Select(o => o.ID).ToHashSet(false); specials = specials.Where(o => used.Contains(o.ID) == false).ToArray(); } AddOrder(GameOrderAttackTransfer.Create(this.PlayerID, from, to, attackTransfer, false, new Armies(numArmies, false, specials), attackTeammates)); } }
public void AddAttack(TerritoryIDType from, TerritoryIDType to, AttackTransferEnum attackTransfer, int numArmies, bool attackTeammates, bool byPercent = false, bool bosses = false, bool commanders = false) { Assert.Fatal(Bot.Map.Territories[from].ConnectedTo.ContainsKey(to), from + " does not connect to " + to); var actualArmies = numArmies; var actualByPercent = byPercent; if (actualByPercent && Bot.Settings.AllowPercentageAttacks == false) { actualByPercent = false; actualArmies = 1000000; } var actualMode = attackTransfer; if (actualMode == AttackTransferEnum.Transfer && Bot.Settings.AllowTransferOnly == false) { actualMode = AttackTransferEnum.AttackTransfer; } if (actualMode == AttackTransferEnum.Attack && Bot.Settings.AllowAttackOnly == false) { actualMode = AttackTransferEnum.AttackTransfer; } IEnumerable <GameOrderAttackTransfer> attacks = Orders.OfType <GameOrderAttackTransfer>(); var existingFrom = attacks.Where(o => o.From == from).ToList(); var existingFromTo = existingFrom.Where(o => o.To == to).ToList(); if (existingFromTo.Any()) { var existing = existingFromTo.Single(); existing.ByPercent = actualByPercent; existing.AttackTransfer = actualMode; existing.NumArmies = existing.NumArmies.Add(new Armies(actualArmies)); if (actualByPercent && existing.NumArmies.NumArmies > 100) { existing.NumArmies = existing.NumArmies.Subtract(new Armies(existing.NumArmies.NumArmies - 100)); } } else { var specials = Bot.Standing.Territories[from].NumArmies.SpecialUnits; if (specials.Length > 0) { var used = existingFrom.SelectMany(o => o.NumArmies.SpecialUnits).Select(o => o.ID).ToHashSet(false); specials = specials.Where(o => used.Contains(o.ID) == false).ToArray(); if (bosses == false) { specials = specials.Where(o => o.IsBoss() == false).ToArray(); } if (commanders == false) { specials = specials.Where(o => !(o is Commander)).ToArray(); } } AddOrder(GameOrderAttackTransfer.Create(Bot.PlayerID, from, to, actualMode, actualByPercent, new Armies(actualArmies, specials), attackTeammates)); } }
private GameOrder Convert(BotOrderAttackTransfer o) { return(GameOrderAttackTransfer.Create(o.PlayerID, o.From.ID, o.To.ID, AttackTransferEnum.AttackTransfer, false, o.Armies, false)); }
private static GameOrder Convert(BotOrderAttackTransfer o) { return(GameOrderAttackTransfer.Create(o.PlayerID, o.FromTerritory.ID, o.ToTerritory.ID, AttackTransferEnum.AttackTransfer, false, new Armies(o.Armies), false)); }