/// <summary> /// Chooses the province to attack. /// </summary> /// <returns>The province to attack.</returns> /// <param name="factionId">Faction identifier.</param> public string ChooseProvinceToAttack(string factionId) { List <string> provincesOwnedIds = world.GetFactionProvinces(factionId) .Select(x => x.Id) .ToList(); // TODO: Do not target factions with good relations Dictionary <string, int> targets = world.GetProvinces() .Where(r => r.FactionId != factionId && r.FactionId != GameDefines.GAIA_FACTION && r.Locked == false) .Select(x => x.Id) .Except(provincesOwnedIds) .Where(x => provincesOwnedIds.Any(y => world.ProvinceBordersProvince(x, y))) .ToDictionary(x => x, y => 0); Parallel.ForEach(world.GetProvinces().Where(r => targets.ContainsKey(r.Id)).ToList(), (province) => { if (province.SovereignFactionId == factionId) { targets[province.Id] += BLITZKRIEG_SOVEREIGNTY_IMPORTANCE; } Parallel.ForEach(world.GetProvinceHoldings(province.Id), (holding) => { switch (holding.Type) { case HoldingType.Castle: targets[province.Id] += BLITZKRIEG_HOLDING_CASTLE_IMPORTANCE; break; case HoldingType.City: targets[province.Id] += BLITZKRIEG_HOLDING_CITY_IMPORTANCE; break; case HoldingType.Temple: targets[province.Id] += BLITZKRIEG_HOLDING_TEMPLE_IMPORTANCE; break; } }); Resource provinceResource = world.GetResources().FirstOrDefault(x => x.Id == province.ResourceId); if (provinceResource != null) { switch (provinceResource.Type) { case ResourceType.Military: targets[province.Id] += BLITZKRIEG_RESOURCE_MILITARY_IMPORTANCE; break; case ResourceType.Economy: targets[province.Id] += BLITZKRIEG_RESOURCE_ECONOMY_IMPORTANCE; break; } } targets[province.Id] += provincesOwnedIds.Count(x => world.ProvinceBordersProvince(x, province.Id)) * BLITZKRIEG_BORDER_IMPORTANCE; targets[province.Id] -= world.GetFactionRelations(factionId) .FirstOrDefault(r => r.TargetFactionId == province.FactionId) .Value; // TODO: Maybe add a random importance to each province in order to reduce predictibility a little }); if (targets.Count == 0) { return(null); } int maxScore = targets.Max(x => x.Value); List <string> topTargets = targets.Keys.Where(x => targets[x] == maxScore).ToList(); string provinceId = topTargets[random.Next(0, topTargets.Count())]; return(provinceId); }
/// <summary> /// Gets the relations of a faction. /// </summary> /// <returns>The relations of a faction.</returns> /// <param name="factionId">Faction identifier.</param> public IEnumerable <Relation> GetFactionRelations(string factionId) => world.GetFactionRelations(factionId);