protected void DefendNeutralPlanets(int maxTurnLookahead) { foreach (Planet neutralPlanet in OrderedListOfAttackedPlanets(0)) { #region Try defend any owned planets. //if we have ships invested, protect investment, bool shouldDefend = neutralPlanet.IsUnderAttack && !neutralPlanet.WinningArmadaIsMine && !neutralPlanet.DoesNotChangeOwner; if (shouldDefend) { AttackPlan defensePlan = BuildDefensePlan(neutralPlanet, maxTurnLookahead); if (!neutralPlanet.IsLost) { foreach (AttackPlanParticipant armada in defensePlan.Participants) { currentUniverse.MakeMove(armada.Source, defensePlan.Target, armada.Source.AttackForce); } neutralPlanet.AttackMovesAllowed = false; } } #endregion } }
private bool MakeSweetestMoves(Universe uni, IEnumerable <AttackPlan> attackPlan) { bool attackPerformed = false; Planet defender = null; double bestSweetness = Double.MaxValue; foreach (var attack in attackPlan) { defender = attack.Target; if (bestSweetness == Double.MaxValue) { bestSweetness = attack.Sweetness; } else { double relativeSweetness = attack.Sweetness / bestSweetness; if (relativeSweetness < 0.20) { // Compared to the moved that we like, this is really bad. // So instead of making a very bad move, we will just end our turn. break; } } foreach (AttackPlanParticipant order in attack.Participants) { Planet agressor = order.Source; if (agressor.AttackMovesAllowed) { bool domination = currentUniverse.IsDominating || attack.DominationMove; bool canConquer = agressor.DoesNotChangeOwner && Math.Max(defender.ShipsRequiredToSurviveAttack, defender.AttackForce) < agressor.AttackForce; if (domination || agressor.IsLost || canConquer) { if (defender.IsAttackable || domination) { uni.AddToWishList(defender); //uni.MakeUnsafeMove(agressor, Defender, attack.ShipCount); uni.MakeMove(agressor, defender, agressor.AttackForce); attackPerformed = true; } } } } } return(attackPerformed); }
public void DoTurn(Universe uni) { currentUniverse = uni; ProcessAttackQueue(); bool attackMade = false; int sumAttackForce = 0; Dictionary <Planet, PlanetTurn> possibleTargets = new Dictionary <Planet, PlanetTurn>(); foreach (var planet in CanUseInAtttack()) { sumAttackForce += planet.AttackForce; possibleTargets.Clear(); PlanetTurn attackTurn = planet.TurnPrediction[0]; //find planets that can be attacked with this planets force. foreach (var route in planet.Routes .Where(target => IsNotEventuallyMine(target.Destination) && target.Destination.GrowthRate > 0)) { PlanetTurn state = route.Destination.TurnPrediction[route.DistanceInTurns + 1]; if (state.Owner != 1 && state.NumShips < planet.AttackForce) { possibleTargets.Add(route.Destination, state); } } // from the list find the planets from which I have most to gain or which are nearest. if (Universe.TurnCount < 3) { foreach (var item in possibleTargets.OrderBy( target => - target.Key.GrowthRate) .ThenBy(target => target.Value.NumShips)) { if (planet.IsNeutral) { if (planet.AttackForce > item.Value.NumShips) { AttackPlan plan = new AttackPlan(); plan.Enabled = true; plan.AddParticipant(planet, attackTurn, item.Value); plan.Target = item.Key; attackMade = true; ExecutePlans(plan); } else { break; } } } } else { foreach (var item in possibleTargets.OrderBy( target => - ((target.Key.IsNeutral ? 2 : 0) + target.Key.GrowthRate) / currentUniverse.Me.ShipOnPlanetFocus.Delta(target.Key))) { if (planet.AttackForce > item.Value.NumShips) { AttackPlan plan = new AttackPlan(); plan.Enabled = true; plan.AddParticipant(planet, attackTurn, item.Value); plan.Target = item.Key; attackMade = true; ExecutePlans(plan); } else { break; } } } } var centerPlanet = currentUniverse.Me.Planets .OrderBy(item => Universe.Center.Delta(item) + currentUniverse.Enemy.ShipOnPlanetFocus.Delta(item)).FirstOrDefault(); if (centerPlanet != null) { int supportCount = 0; foreach (var planet in CanUseInAtttack()) { if (centerPlanet != planet) { supportCount++; currentUniverse.MakeMove(planet, centerPlanet, Math.Min(planet.AttackForce, 2)); } } } if (!attackMade) { int targetOwnerId = 0; if (!currentUniverse.IsDominating) { if (rnd.NextDouble() > currentUniverse.Neutral.Planets.Count / (currentUniverse.Enemy.Planets.Count + 0.1)) { targetOwnerId = 2; } } else { targetOwnerId = 2; } var target = currentUniverse.Planets.Values .Where(planet => planet.LastAttackTurn.NumShips < sumAttackForce - planet.GrowthRate * 2 && IsNotEventuallyMine(planet) && planet.GrowthRate > 1 && planet.Owner == targetOwnerId ) .OrderBy(planet => - ((planet.GrowthRate + Math.Sqrt(planet.NumShips)) / 3) * 3) .ThenBy(planet => currentUniverse.Me.ShipOnPlanetFocus.Delta(planet)) .FirstOrDefault(); if (target != null) { AttackPlan plan = new AttackPlan(); plan.Enabled = true; plan.Target = target; foreach (var planet in CanUseInAtttack()) { plan.AddParticipant(planet, planet.TurnPrediction[0], target.TurnPrediction[0]); } attackMade = true; ExecutePlans(plan); } } if (!attackMade && sumAttackForce > 100) { AttackPlan plan = new AttackPlan(); plan.Enabled = true; plan.DominationMove = true; plan.Target = centerPlanet; foreach (var planet in CanUseInAtttack().Where(item => item != centerPlanet)) { plan.AddParticipant(planet, planet.TurnPrediction[0], centerPlanet.TurnPrediction[0]); } attackMade = true; ExecutePlans(plan); } }
public void DoTurn(Universe uni) { currentUniverse = uni; ProcessAttackQueue(); bool attackMade = false; int sumAttackForce = 0; List <AttackPlan> possibleTargets = new List <AttackPlan>(); foreach (var planet in CanUseInAtttack()) { sumAttackForce += planet.AttackForce; //possibleTargets.Clear(); PlanetTurn attackTurn = planet.TurnPrediction[0]; PlanetTurn highestStateTakeOver = new PlanetTurn(0); //find planets that can be attacked with this planets force, from which I have most to gain foreach (var route in planet.Routes .Where(target => IsNotEventuallyMine(target.Destination) && target.Destination.GrowthRate > 0)) { PlanetTurn stateTakeOver = null; PlanetTurn destinationState = route.DestinationStateOnArrival; PlanetTurn startAttackOnRun = attackTurn; if (!destinationState.IsMine) { AttackPlan plan = new AttackPlan(); if (planet.AttackForce > destinationState.NumShips) { stateTakeOver = route.Destination.CalcMaxGainUsingThisManyShips(planet, route.DistanceInTurns, destinationState.NumShips + 5); plan.Enabled = true; } else { do { destinationState = destinationState.Next; startAttackOnRun = startAttackOnRun.Next; } while (destinationState != null && startAttackOnRun.NumShips < destinationState.NumShips); plan.Enabled = destinationState != null && startAttackOnRun != null; if (plan.Enabled) { stateTakeOver = route.Destination.CalcMaxGainUsingThisManyShips(planet, destinationState.TurnsFromNow, startAttackOnRun.NumShips); } } if (plan.Enabled) { plan.AddParticipant(planet, startAttackOnRun, destinationState); plan.Target = route.Destination; plan.Enabled = true; plan.Sweetness = stateTakeOver.NumShips; possibleTargets.Add(plan); highestStateTakeOver = stateTakeOver; } } //PlanetTurn fullAttackState = planet.TurnPrediction.CalcMaxGainUsingThisManyShips(destinationState, planet.AttackForce, TurnPrediction); //planet.TurnPrediction.FindCheapestTakeOverPoint(destinationState.TurnsFromNow, TurnPrediction); } } foreach (AttackPlan plan in possibleTargets.OrderBy(item => - item.Sweetness).Take(10)) { ExecutePlans(plan); } var centerPlanet = currentUniverse.Me.Planets .OrderBy(item => Universe.Center.Delta(item)).FirstOrDefault(); if (centerPlanet != null) { int supportCount = 0; foreach (var planet in CanUseInAtttack()) { if (centerPlanet != planet) { supportCount++; currentUniverse.MakeMove(planet, centerPlanet, Math.Min(planet.AttackForce, 2)); } } } //if (!attackMade) //{ // int targetOwnerId = 0; // if (!currentUniverse.IsDominating) // { // if (rnd.NextDouble() > currentUniverse.Neutral.Planets.Count / (currentUniverse.Enemy.Planets.Count + 0.1)) // { // targetOwnerId = 2; // } // } // else // { // targetOwnerId = 2; // } // var target = currentUniverse.Planets.Values // .Where(planet => planet.LastAttackTurn.NumShips < sumAttackForce - planet.GrowthRate * 2 // && IsNotEventuallyMine(planet) // && planet.GrowthRate > 1 // && planet.Owner == targetOwnerId // ) // .OrderBy(planet => -((planet.GrowthRate + Math.Sqrt(planet.NumShips)) / 3) * 3) // .ThenBy(planet => currentUniverse.Me.ShipOnPlanetFocus.Delta(planet)) // .FirstOrDefault(); // if (target != null) // { // AttackPlan plan = new AttackPlan(); // plan.Enabled = true; // plan.Target = target; // foreach (var planet in CanUseInAtttack()) // { // plan.AddParticipant(planet, planet.TurnPrediction[0], target.TurnPrediction[0]); // } // attackMade = true; // ExecutePlans(plan); // } //} //if (!attackMade && sumAttackForce > 100) //{ // AttackPlan plan = new AttackPlan(); // plan.Enabled = true; // plan.DominationMove = true; // plan.Target = centerPlanet; // foreach (var planet in CanUseInAtttack().Where(item => item != centerPlanet)) // { // plan.AddParticipant(planet, planet.TurnPrediction[0], centerPlanet.TurnPrediction[0]); // } // attackMade = true; // ExecutePlans(plan); //} }