private CutOff GetRandomCut(List <SkyNetNode> nodes, SkynetPhase phase) { Log("!! The system wants a cut, but there seems to be no realistic route to the exit node, so server a random route"); var nodeToBreak = nodes.First(n => n.LinkedNodes.Any()); //TODO: Find a node that CAN be severed; return(new CutOff() { Index1 = nodeToBreak.NodeIndex, Index2 = nodeToBreak.LinkedNodes.First().NodeIndex }); }
protected SkynetPlayer(IGameEngine gameEngine, SkynetPhase phase) : base(gameEngine) { _phase = phase; }