/// <summary> /// <para> /// Dynamic-based Prediction Algorithm is the last high abstraction prediction algorithm for this model. /// Unlike the previous prediction algorithms, this method focuses more on details of the combat. Instead /// of looking at the initial constant damage, or a noised damage, it randomizes between whether the unit /// will attack or use its skill. Because of this, it is now able to consider that damage is not constant, /// damage and skill are not executed at once, some skills have cooldown and duration, and some skills does not /// deal damage, but something that affects other properties of unit. While it is still bounded by time /// like <see cref="StaticBasedPrediction(TargetPolicy)"/>, it does not need to stop when the time ran out, but /// it stops when there are no more units that can attack each other. Lastly, like the other mentioned algorithms, /// this considers that some units cannot target other units, and that the dealt damage is reduced by the armor. /// </para> /// <para> /// This method returns a string of survived units from the winning army, but the cost worth of doing battle /// is always relative to the player. As such, if the opposing army won, the cost worth returned is negative since /// it represents as a loss. /// </para> /// </summary> /// <remarks> /// <para> /// Unlike other algorithms, it does not look at the army as a whole, but on a per unit basis. /// The probable running time is around O(n^3) /// </para> /// <para> /// In summary, it only take part the time-related aspect of Static-based prediction, and proceeds /// to let the army fight each other in a detailed manner. By detailed manner, a unit can attack /// normally its target, or use a skill if it is researched during that time. It considers and /// does not consider the following: /// Considers: /// <list type="bullet"> /// <item>Current/Decreasing Health and Energy</item> /// <item>True Current Damage (Damage is applied with Armor)</item> /// <item>Restrictions in targeting unit</item> /// <item>Skills that deals damage, boost damage, and other that affects Health and Energy</item> /// <item>Time-related properties to battle</item> /// <item>Skills with cooldown and duration</item> /// </list> /// Does not Consider: /// <list type="bullet"> /// <item>AoE Damage / Chaining Damage</item> /// <item>Transforming Units</item> /// <item>Damage with bonus to target type</item> /// </list> /// </para> /// </remarks> /// <param name="target_policy"></param> /// <returns></returns> public Tuple <string, CostWorth> DynamicBasedPrediction(TargetPolicy target_policy) { Tuple <string, CostWorth> battle_result = null; var random = Services.ModelRepositoryService.ModelService.GetModelService().RandomEngine; try { //Create a copy of units var owned_units = _owned_units.GetDeepCopy(); var enemy_units = _enemy_units.GetDeepCopy(); //Set the targets for each army //This will get the true damage of unit, and a target to be attacked switch (target_policy) { case TargetPolicy.Random: RandomBasedTargetPolicy(ref owned_units, enemy_units); RandomBasedTargetPolicy(ref enemy_units, owned_units); break; case TargetPolicy.Priority: PriorityBasedTargetPolicy(ref owned_units, enemy_units); PriorityBasedTargetPolicy(ref enemy_units, owned_units); break; case TargetPolicy.Resource: ResourceBasedTargetPolicy(ref owned_units, enemy_units); ResourceBasedTargetPolicy(ref enemy_units, owned_units); break; } //Compute the battle output, then let both armies attack each other var combat_result = new DynamicCombatResult(owned_units, enemy_units); while (DynamicCombatResult.IsCombatContinuable(owned_units, enemy_units)) { var combat_time = DynamicCombatResult.GetCombatTime(combat_result); for (int time_to_kill = 0; time_to_kill < combat_time; time_to_kill++) { var ability_probability = random.NextDouble(); owned_units.DealDamageToTarget(ability_probability); enemy_units.DealDamageToTarget(ability_probability); } //Get the surviving units of both army owned_units = owned_units.Where(unit => !unit.IsDefeated).ToArmy(); enemy_units = enemy_units.Where(unit => !unit.IsDefeated).ToArmy(); //Check if the battle can be continued if (!DynamicCombatResult.IsCombatContinuable(owned_units, enemy_units) || (combat_time == 0)) { break; } //Re-set the targets for each army to prevent //a dead-lock and null target, and to get the true damage a target to attack switch (target_policy) { case TargetPolicy.Random: RandomBasedTargetPolicy(ref owned_units, enemy_units); RandomBasedTargetPolicy(ref enemy_units, owned_units); break; case TargetPolicy.Priority: PriorityBasedTargetPolicy(ref owned_units, enemy_units); PriorityBasedTargetPolicy(ref enemy_units, owned_units); break; case TargetPolicy.Resource: ResourceBasedTargetPolicy(ref owned_units, enemy_units); ResourceBasedTargetPolicy(ref enemy_units, owned_units); break; } //Recompute the battle output, then let them fight again combat_result = new DynamicCombatResult(owned_units, enemy_units); } //Get the surviving units of the winner var survived_owned_units = owned_units.Where(unit => !unit.IsDefeated).ToArmy(); var survived_enemy_units = enemy_units.Where(unit => !unit.IsDefeated).ToArmy(); //Owned Army Loss if (survived_owned_units.Count() < survived_enemy_units.Count()) { battle_result = new Tuple <string, CostWorth>(survived_enemy_units.ToString(), !survived_enemy_units.GetValueOfArmy()); } else if (survived_owned_units.Count() > survived_enemy_units.Count()) { battle_result = new Tuple <string, CostWorth>(survived_owned_units.ToString(), survived_owned_units.GetValueOfArmy()); } else { battle_result = new Tuple <string, CostWorth>(@"""""", default(CostWorth)); } } catch (ArgumentNullException ex) { Console.WriteLine($@"DynamicBasedPrediction() [{target_policy.ToString()}] -> {ex.Message}"); throw new Exception(""); } catch (Exception ex) { Console.WriteLine($@"DynamicBasedPrediction() -> {ex.Message}"); battle_result = null; } return(battle_result); }
/// <summary> /// Returns the combat time /// </summary> /// <param name="combat_result"></param> /// <returns></returns> public static int GetCombatTime(DynamicCombatResult combat_result) => Convert.ToInt32(Math.Ceiling(combat_result.TimeToKill));