Пример #1
0
 public Planet GetFutureState(int numberOfTurns)
 {
     FillFutureStatesIfNeeded();
     if (numberOfTurns > TurnsCount)
     {
         Planet futureState = new Planet(futureStates[TurnsCount]);
         if (futureState.Owner() <= 0) return futureState;
         futureState.NumShips(futureState.NumShips() +
                              futureState.GrowthRate() * (numberOfTurns - TurnsCount));
         return futureState;
     }
     return futureStates[numberOfTurns];
 }
Пример #2
0
        public override List<MovesSet> RunAll()
        {
            List<MovesSet> setList = new List<MovesSet>();

            myPlanet = Context.MyPlanets()[0];
            enemyPlanet = Context.EnemyPlanets()[0];
            enemyDistance = Context.Distance(myPlanet, enemyPlanet);

            int canSend = Math.Min(myPlanet.NumShips(), myPlanet.GrowthRate() * Context.Distance(myPlanet, enemyPlanet));

            Planets neutralPlanets = Context.NeutralPlanets();
            Planets planets = new Planets(Config.MaxPlanets);
            planets.AddRange(neutralPlanets.Where(neutralPlanet => (Context.Distance(myPlanet, neutralPlanet) < Context.Distance(enemyPlanet, neutralPlanet)) && neutralPlanet.GrowthRate() > 0));

            setList.Add(BruteForce(planets, canSend));
            return setList;
        }
Пример #3
0
 public int CompareNumberOfShipsLT(Planet planet1, Planet planet2)
 {
     int result = (planet1.NumShips() - planet2.NumShips());
     if (result == 0) result = planet1.PlanetID() - planet2.PlanetID();
     return result;
 }
Пример #4
0
		public override Moves Run(Planet targetPlanet)
		{
			Moves moves = new Moves();

			if (targetPlanet == null) return moves;

			Planets nearestPlanets = Context.GetClosestPlanetsToTargetBySectors(targetPlanet, Context.MyPlanets());
			//Context.MyPlanets();
			//MyPlanetsWithinProximityToPlanet(planet, Config.InvokeDistanceForInvade);););
			if (nearestPlanets.Count == 0) return moves;

			if (nearestPlanets.Count > 1)
			{
				Comparer comparer = new Comparer(Context) { TargetPlanet = targetPlanet };
				nearestPlanets.Sort(comparer.CompareDistanceToTargetPlanetLT);
			}

			foreach (Planet nearestPlanet in nearestPlanets)
			{
				int canSend = Context.CanSendByPlanets(nearestPlanet, targetPlanet);
				if (canSend == 0) continue;

				int distance = Context.Distance(targetPlanet, nearestPlanet);

				Planet futurePlanet = Context.PlanetFutureStatus(targetPlanet, distance);
				if (futurePlanet.Owner() == 2)//Error?
				{
#if LOG
					Logger.Log("InvadeAdvizer: Error?");
#endif
					moves.Clear();
					return moves;
				}

				int needToSend = futurePlanet.NumShips() + 1;
				if (Config.InvadeSendMoreThanEnemyCanDefend)
				{
					int extraTurns = (int)Math.Ceiling(targetPlanet.NumShips() / (double)targetPlanet.GrowthRate());
					if (Context.MyFutureProduction < Context.EnemyFutureProduction) extraTurns = 0;
					if ((Context.MyFutureProduction == Context.EnemyFutureProduction) &&
						(Context.MyTotalShipCount <= Context.EnemyTotalShipCount)) extraTurns = 0;
					needToSend += Context.GetEnemyAid(targetPlanet, distance + extraTurns);
				}
				
				needToSend = moves.Aggregate(needToSend, (current, eachMove) => current - Context.CanSendByPlanets(Context.GetPlanet(eachMove.SourceID), Context.GetPlanet(eachMove.DestinationID)));
				
				//delay closer moves
				/*foreach (Move eachMove in moves)
				{
					int moveDistance = Context.Distance(eachMove.DestinationID, eachMove.SourceID);
					int turns = distance - moveDistance;
					eachMove.TurnsBefore = turns;
					needToSend -= Context.CanSend(Context.GetPlanet(eachMove.SourceID), turns);
				}*/

				if (needToSend <= 0) return moves;

				canSend = Math.Min(needToSend, canSend);
				needToSend -= canSend;
				Move move = new Move(nearestPlanet, targetPlanet, canSend);
				moves.Add(move);

				if (needToSend <= 0) return moves;
			}

			moves.Clear();
			return moves;
		}
Пример #5
0
 private static void PlanetGrowth(Planet planetInFuture)
 {
     if (planetInFuture.Owner() != 0)
     {
         planetInFuture.NumShips(planetInFuture.NumShips() + planetInFuture.GrowthRate());
     }
 }
Пример #6
0
        private void CalcFutureState()
        {
            futureStates.Clear();
            futureStates.Add(thisPlanet);

            canSend = thisPlanet.NumShips();

            for (int turn = 1; turn <= TurnsCount; turn++)
            {
                Planet planetInFuture = new Planet(futureStates[turn - 1]);
                PlanetGrowth(planetInFuture);

                Fleets thisTurnFleets = GetThisTurnFleets(turn);

                int oldPlanetOwner = planetInFuture.Owner();

                CalcFleetsOnPlanet(planetInFuture, thisTurnFleets);

                if (planetInFuture.Owner() != oldPlanetOwner)
                {

                    PlanetOwnerSwitch pos = new PlanetOwnerSwitch(
                        oldPlanetOwner, planetInFuture.Owner(), turn);

                    ownerSwitches.Add(pos);
                }

                futureStates.Add(planetInFuture);

                if (planetInFuture.Owner() != 1) canSend = 0;
                if (planetInFuture.NumShips() >= canSend) continue;
                canSend = planetInFuture.NumShips();
            }
        }
Пример #7
0
        private static void CalcFleetsOnPlanet(Planet planetInFuture, Fleets thisTurnFleets)
        {
            // First is ownerID, second is number of ships
            List<Pair<int, int>> ships = new List<Pair<int, int>>();

            if (thisTurnFleets.Count <= 0) return;
            const int owners = 2;

            for (int id = 1; id <= owners; ++id)
            {
                Fleets ownerFleets = PlanetWars.FleetsWithGivenOwner(thisTurnFleets, id);
                Pair<int, int> ownerShips = new Pair<int, int>(id, 0);

                // Add up fleets with the same owner
                foreach (Fleet ownerFleet in ownerFleets)
                {
                    ownerShips.Second += ownerFleet.NumShips();
                }

                // Add the ships from the planet to the corresponding fleet
                if (planetInFuture.Owner() == id)
                {
                    ownerShips.Second += planetInFuture.NumShips();
                }

                ships.Add(ownerShips);
            }

            // If the planet was neutral, it has it's own fleet
            if (planetInFuture.Owner() == 0)
            {
                ships.Add(new Pair<int, int>(0, planetInFuture.NumShips()));
            }

            BattleForPlanet(planetInFuture, ships);
        }
Пример #8
0
        private static void BattleForPlanet(Planet planetInFuture, List<Pair<int, int>> ships)
        {
            // Were there any fleets other than the one on the planet?
            if (ships.Count <= 1) return;
            // Sorts the fleets in descending order by the number of ships in the fleet
            ships.Sort(Pair<int, int>.CompareSecondOfPair);

            Pair<int, int> winner = ships[0];
            Pair<int, int> secondToWinner = ships[1];

            if (winner.Second == secondToWinner.Second)
            {
                //old owner stays
                planetInFuture.NumShips(0);
            }
            else
            {
                planetInFuture.Owner(winner.First);
                planetInFuture.NumShips(winner.Second - secondToWinner.Second);
            }
        }
Пример #9
0
		public int CanSendSafe(Planet planet)
		{
			Planet closestEnemyPlanet = GetClosestPlanet(planet, EnemyPlanets());
			if (closestEnemyPlanet == null)
			{
				return planet.NumShips();
			}
			int distance = Distance(planet, closestEnemyPlanet);
			Planets closePlanets = EnemyPlanetsWithinProximityToPlanet(planet, distance);

			int ships = 0;
			foreach (Planet closePlanet in closePlanets)
			{
				ships += closePlanet.NumShips();
			}

			int safeCanSend = Math.Max(0, (planet.NumShips() - (ships - planet.GrowthRate() * distance)));
			//Logger.Log("Safe: " + safeCanSend + "  notSafe:" + CanSend(planet));
			//if (MyPlanets().Count == 1) return safeCanSend;
			//if (distance > 6) return CanSend(planet);
				//GetEnemyAid(planet, safeTurns);));
			return Math.Min(safeCanSend, CanSend(planet));
		}
Пример #10
0
		public bool IsValid(Planet source, Planet dest, int numShips)
		{
			if (source.Owner() != 1)
			{
				//Logger.Log("InValid : not my planet: source = " + source + "    Move: dest = " + dest + " num = " + numShips);
				return false;
			}
			if (source.PlanetID() == dest.PlanetID())
			{
				//Logger.Log("InValid : source = dest: source = " + source + "    Move: dest = " + dest + " num = " + numShips);
				return false;
			}
			if (numShips > source.NumShips())
			{
				//Logger.Log("InValid : > numShips: source = " + source + "    Move: dest = " + dest + " num = " + numShips);
				return false;
			}
			if (numShips > CanSendByPlanets(source, dest))
			{
				//Logger.Log("InValid : > canSend: source = " + source + "    Move: dest = " + dest + " num = " + numShips + " canSend = "  +CanSend(source));
				return false;
			}
			return true;
		}
Пример #11
0
		//# Generates a string representation of a planet. This is used to send data
		//# about the planets to the client programs.
		public static string SerializePlanet(Planet planet)
		{
			int owner = planet.Owner();
			string message = 
				"P " + 
				string.Format("{0:R}", planet.X()) + 
				" " + 
				string.Format("{0:R}", planet.Y()) + 
				" " + 
				owner +
				" " + 
				planet.NumShips() + 
				" " + 
				planet.GrowthRate();
			return message.Replace(".0 ", " ");
		}