示例#1
0
    public void ComputeActions()
    {
        var myPacs = GameState.myPacs.ToList();
        var random = new Random();

        var myZones = RunSimulation(
            GameState.myPacs.Values.ToList(),
            GameState.enemyPacs.Values.ToList());

        var pacsWithSpeed = new List <Pac>();

        var choosenDirection = new Dictionary <int, Direction>();

        //Those can have one move
        var pacsWithOneMove = myPacs.Where(kvp => Map.Cells[kvp.Value.Coord].Neighbors.Count == 1).ToList();
        var pacIdsToExclude = pacsWithOneMove.Select(kvp => kvp.Key).ToHashSet();

        foreach (var kvp in pacsWithOneMove)
        {
            var pacWithOneMove = kvp.Value;
            pacWithOneMove.Move(Map.Cells[pacWithOneMove.Coord].Neighbors.Single().Key);
        }


        foreach (var kvp in myPacs.Where(kvp => pacIdsToExclude.Contains(kvp.Key) == false))
        {
            var pacId = kvp.Key;
            var pac   = kvp.Value;

            if (pac.VisiblePacs.Count > 0)
            {
                var(closestEnemy, distance) = pac.VisiblePacs.OrderBy(kvp => kvp.Item2).First();
                if (distance == 1)
                {
                    var typeComparison  = TypeAnalyzer.Compare(pac.typeId, closestEnemy.typeId);
                    var enemyIsStronger = typeComparison < 0;
                    var enemyIsWeaker   = typeComparison > 0;
                    var sameType        = typeComparison == 0;

                    if (enemyIsStronger)
                    {
                        if (pac.abilityCooldown == 0)
                        {
                            //enemy can not switch
                            var strongerType = TypeAnalyzer.GetStrongerType(closestEnemy.typeId);
                            pac.SwitchToType(strongerType);
                            continue;
                        }
                        else
                        {
                            //Flee
                        }
                    }
                }
            }
            else
            {
                if (pac.abilityCooldown == 0)
                {
                    pac.ActivateSpeed();
                    continue;
                }
            }

            var bestZone = myZones
                           .Where(kvp => kvp.Value.pacId == pacId)
                           .Select(kvp => kvp.Value)
                           .OrderByDescending(zone => zone.Score)
                           .First();

            pac.Move(bestZone.direction);

            if (pac.speedTurnsLeft > 0)
            {
                choosenDirection[pacId] = bestZone.direction;
                pacsWithSpeed.Add(pac);
            }
        }

        if (pacsWithSpeed.Count > 0)
        {
            Player.Debug("*************************************");
            Player.Debug("Second turn");

            var secondTurnZones = RunSimulation(
                GameState.myPacs.Values.ToList(),
                GameState.enemyPacs.Values.ToList());

            foreach (var pac in pacsWithSpeed)
            {
                var previousChoosenDirection = choosenDirection[pac.pacId];
                var oppositeDirection        = Map.GetOppositeDirection(previousChoosenDirection);

                var zonesOfPac = secondTurnZones
                                 .Where(kvp => kvp.Value.pacId == pac.pacId)
                                 .ToList();

                if (zonesOfPac.Count == 1)
                {
                    if (zonesOfPac.Single().Value.direction != oppositeDirection)
                    {
                        pac.Move(zonesOfPac.Single().Value.direction);
                    }
                    else
                    {
                        // do not move the second round
                    }
                }
                else
                {
                    var bestZone = zonesOfPac
                                   //Avoid going back to
                                   .Where(kvp => kvp.Value.direction != oppositeDirection)
                                   .Select(kvp => kvp.Value)
                                   .OrderByDescending(zone => zone.Score)
                                   .First();

                    pac.Move(bestZone.direction);
                }
            }
        }
    }