public void RankRegionsByNeed_TwoRegions_ReturnsListSortedDesc()
        {
            var testRegion = _gameState.AddRegion(_myName, 6);

            var neighbor1 = _gameState.AddRegion(_enemyName, 5);

            testRegion.AddNeighbor(neighbor1);

            var neighbor2 = _gameState.AddRegion(_enemyName, 5);

            testRegion.AddNeighbor(neighbor2);

            var testRegion2 = _gameState.AddRegion(_myName, 6);

            var neighbor21 = _gameState.AddRegion(_enemyName, 1);

            testRegion2.AddNeighbor(neighbor21);

            var testRegion3 = _gameState.AddRegion(_myName, 6);

            var neighbor31 = _gameState.AddRegion(_enemyName, 6);

            testRegion3.AddNeighbor(neighbor31);

            var result = DefensiveArmiesNeeded.RankRegionsByNeed(_gameState.FullMap, _myName, 5);

            Assert.AreEqual(testRegion.Id, result[0].Item1.Id);
            Assert.AreEqual(testRegion3.Id, result[1].Item1.Id);
            Assert.AreEqual(testRegion2.Id, result[2].Item1.Id);
        }
        public void ResolveConditionalAttacks(List <AttackTransferMove> committedAttackTransferMoves)
        {
            foreach (var attack in _conditionalAttacks)
            {
                var target       = attack.Key;
                var attackerList = attack.Value;
                attackerList.Sort((a, b) => b.Item2.CompareTo(a.Item2));

                Dictionary <int, int> remainingArmies = DefensiveArmiesNeeded.RemainingArmiesAfterFullScaleAssault(target.Armies, attackerList);
                if (ConditionalAttackIsSafe(target, attackerList, remainingArmies))
                {
                    CommitAttack(attack, remainingArmies.Keys.ToList(), committedAttackTransferMoves);
                }
            }
        }
        public void For_NeedsAFewArmies_ReturnsNeededNumber()
        {
            var testRegion = _gameState.AddRegion(_myName, 6);

            var neighbor1 = _gameState.AddRegion(_enemyName, 5);

            testRegion.AddNeighbor(neighbor1);

            var neighbor2 = _gameState.AddRegion(_enemyName, 5);

            testRegion.AddNeighbor(neighbor2);

            var result = DefensiveArmiesNeeded.For(testRegion.Neighbors, testRegion.Armies, 5);

            Assert.AreEqual(4, result);
        }
        public void For_AgainstLargeOdds_ReturnsIntMax()
        {
            var testRegion = _gameState.AddRegion(_myName, 50);

            var neighbor1 = _gameState.AddRegion(_enemyName, 100);

            testRegion.AddNeighbor(neighbor1);

            var neighbor2 = _gameState.AddRegion(_enemyName, 100);

            testRegion.AddNeighbor(neighbor2);

            var result = DefensiveArmiesNeeded.For(testRegion.Neighbors, testRegion.Armies, 2);

            Assert.AreEqual(int.MaxValue, result);
        }
示例#5
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        private static int PlaceDefensiveArmies(int armiesLeft, GameState state, List <PlaceArmiesMove> placeArmiesMoves)
        {
            if (armiesLeft == 0)
            {
                return(armiesLeft);
            }

            var regionsByNeed = DefensiveArmiesNeeded.RankRegionsByNeed(state.VisibleMap, GameState.MyPlayerName, armiesLeft);

            for (int i = 0; armiesLeft > 0 && i < regionsByNeed.Count; i++)
            {
                if (armiesLeft >= regionsByNeed[i].Item2 && regionsByNeed[i].Item2 > 0)
                {
                    placeArmiesMoves.Add(new PlaceArmiesMove(GameState.MyPlayerName, regionsByNeed[i].Item1, regionsByNeed[i].Item2));
                    armiesLeft -= regionsByNeed[i].Item2;
                }
            }

            return(armiesLeft);
        }
        public void For_NeutralRegionIsStacked_IgnoresNeutralRegion()
        {
            var testRegion = _gameState.AddRegion(_myName, 6);

            var neighbor1 = _gameState.AddRegion(_enemyName, 5);

            testRegion.AddNeighbor(neighbor1);

            var neighbor2 = _gameState.AddRegion(_enemyName, 5);

            testRegion.AddNeighbor(neighbor2);

            var neighbor3 = _gameState.AddRegion(Constants.NeutralPlayerName, 100);

            testRegion.AddNeighbor(neighbor3);

            var result = DefensiveArmiesNeeded.For(testRegion.Neighbors, testRegion.Armies, 5);

            Assert.AreEqual(4, result);
        }
        private bool ConditionalAttackIsSafe(Region target, List <Tuple <Region, int> > attackerList, Dictionary <int, int> remainingArmies)
        {
            bool attackIsSafe            = true;
            var  defenderArmiesRemaining = remainingArmies[-1];

            foreach (var attacker in attackerList)
            {
                if (!attackIsSafe)
                {
                    break;
                }

                var region = attacker.Item1;
                if (!remainingArmies.ContainsKey(region.Id))
                {
                    continue;
                }

                List <Region> unconqueredNeighbors;
                int           armiesRemainingOnAttackingRegion = (attacker.Item1.Armies - attacker.Item2);
                if (defenderArmiesRemaining == 0)
                {
                    unconqueredNeighbors = attacker.Item1.Neighbors.Where(x => x.PlayerName == GameState.GetOpponentPlayerName && x.Id != target.Id).ToList();
                }
                else
                {
                    unconqueredNeighbors              = attacker.Item1.Neighbors.Where(x => x.PlayerName == GameState.GetOpponentPlayerName).ToList();
                    armiesRemainingOnAttackingRegion += remainingArmies[region.Id];
                }

                var targetActualArmies = target.Armies;
                target.Armies = defenderArmiesRemaining;
                if (DefensiveArmiesNeeded.For(unconqueredNeighbors, armiesRemainingOnAttackingRegion, Constants.SafeNumberOfArmiesNeeded) > Constants.SafeNumberOfArmiesNeeded)
                {
                    attackIsSafe = false;
                }
                target.Armies = targetActualArmies;
            }

            return(attackIsSafe);
        }
        public void For_LargeArmies_ReturnsIntMax()
        {
            var testRegion = _gameState.AddRegion(_myName, 198);

            var neighbor1 = _gameState.AddRegion(_enemyName, 85);

            testRegion.AddNeighbor(neighbor1);

            var neighbor2 = _gameState.AddRegion(_enemyName, 110);

            testRegion.AddNeighbor(neighbor2);

            var neighbor3 = _gameState.AddRegion(_enemyName, 98);

            testRegion.AddNeighbor(neighbor3);

            var neighbor4 = _gameState.AddRegion(_enemyName, 148);

            testRegion.AddNeighbor(neighbor4);

            var result = DefensiveArmiesNeeded.For(testRegion.Neighbors, testRegion.Armies, 5);

            Assert.AreEqual(int.MaxValue, result);
        }