public void Move(TurnManager turnManager) { turnManager.MoveTroops(GetRandomOwnedCountryThatCanAttack(turnManager), GetRandomOwnedCountryThatCanAttack(turnManager), 1); }
public void Move(TurnManager turnManager) { var countriesToAimAt = gameInformation.GetAllCountriesOwnedByPlayer(this) .Where(x => gameInformation.GetAdjacentCountriesWithSameOwner(x).Any()) .ToArray(); if (countriesToAimAt.Any()) { //Determine defensiveRate. //While there are countries with low defensiveRate (number of own troops / number of surrounding troups), make those stronger. var countriesWithEnemyNeighbours = countriesToAimAt.Where(x => gameInformation.GetAdjacentCountriesWithDifferentOwner(x).Count > 0) .ToArray(); var defensiveRates = GetDefensiveRates(countriesWithEnemyNeighbours).OrderBy(x => x.Value); var moveCounter = 0; while (defensiveRates.Any(x => x.Value < DEFENSIVE_THRESHOLD_FOR_DEPLOYMENT) && moveCounter++ < 250) { var first = defensiveRates.First(); var adjacentCountriesWithSameOwner = gameInformation.GetAdjacentCountriesWithSameOwner(first.Key) .Where( x => defensiveRates.Single(y => y.Key == x).Value > DEFENSIVE_THRESHOLD_FOR_DEPLOYMENT) .ToArray(); if (adjacentCountriesWithSameOwner.Any()) { turnManager.MoveTroops(first.Key, adjacentCountriesWithSameOwner.First(), adjacentCountriesWithSameOwner.First() .NumberOfTroops - 1); } defensiveRates = GetDefensiveRates(countriesWithEnemyNeighbours).OrderBy(x => x.Value); } } }
public void Move(TurnManager turnManager) { var movesLeft = 7; var tempList = turnManager.GetGameInfo().GetAllCountriesOwnedByPlayer(this); foreach (var country in tempList) { if (country.NumberOfTroops > 1) { var hasHostile = false; var checkForHostileCountries = country.AdjacentCountries.Where(p => p.Owner != this).ToList(); if (checkForHostileCountries.Count > 0) { hasHostile = true; } if (hasHostile == false) { var adjacentCountryListOwned = country.AdjacentCountries.Where(p => p.Owner == this).ToList(); foreach (var countryToMove in adjacentCountryListOwned) { var adjacentCountryListEnemey = countryToMove.AdjacentCountries.Where(p => p.Owner != this).ToList(); var hasHostile2 = false; if (adjacentCountryListEnemey.Count > 0) { hasHostile2 = true; } if (hasHostile2) { if (country.NumberOfTroops - 1 > 0 && movesLeft > 0) { if (movesLeft > (country.NumberOfTroops - 1)) { turnManager.MoveTroops(country, countryToMove, country.NumberOfTroops - 1); movesLeft = movesLeft - (country.NumberOfTroops - 1); } else { turnManager.MoveTroops(country, countryToMove, movesLeft); movesLeft = 0; } } } else { var adjacentCountryListOwned2 = countryToMove.AdjacentCountries.Where(p => p.Owner == this).ToList(); foreach (var countryToMove2 in adjacentCountryListOwned2) { var adjacentCountryListEnemey2 = countryToMove2.AdjacentCountries.Where(p => p.Owner != this).ToList(); var hasHostile3 = false; if (adjacentCountryListEnemey2.Count > 0) { hasHostile3 = true; } if (hasHostile3) { if (country.NumberOfTroops - 1 > 0 && movesLeft > 0) { if (movesLeft > (country.NumberOfTroops - 1)) { turnManager.MoveTroops(country, countryToMove, country.NumberOfTroops - 1); movesLeft = movesLeft - (country.NumberOfTroops - 1); } else { turnManager.MoveTroops(country, countryToMove, movesLeft); movesLeft = 0; } } } else { //hmm } } } } } } } }
private void MoveTroopsToSurroundingCountries(TurnManager turnManager, Country country) { turnManager.MoveTroops(country, GetMostImportantSurroundingCountry(turnManager, country), 1); }