/** * Orders the given structure to attack a random enemy. * * @param world the world * @param ship the ship */ public static void defaultAttackBehavior(SpacewarWorld world, SpacewarStructure ship) { if (ship.canDirectFire()) { if (ship.type == StructureType.STATION || ship.type == StructureType.PROJECTOR) { ship.guard = true; selectNewTarget(world, ship); } else if (ship.type == StructureType.SHIP) { selectNewTarget(world, ship); } } }
/** * Handle fighter kamikaze. * * @param world the world * @param p the player */ static void handleKamikaze(SpacewarWorld world, Player p) { if (!world.battle().enemyFlee) { for (SpacewarStructure s : world.structures(p)) { s.guard |= s.type == StructureType.STATION || s.type == StructureType.PROJECTOR; if (s.type == StructureType.SHIP && s.item != null && s.item.type.category == ResearchSubCategory.SPACESHIPS_FIGHTERS && s.attack != null && !s.attack.isDestroyed()) { if (s.count == 1 && s.hp * 10 < s.hpMax) { world.attack(s, s.attack, Mode.KAMIKAZE); } } } } }
/** * Attack out-of-range ships with the remaining idles. * * @param world the world object * @param idles the list of idles * @return all enemies */ static List<SpacewarStructure> defaultAttackOutOfRange( SpacewarWorld world, List<SpacewarStructure> idles) { List<SpacewarStructure> esl = new ArrayList<>(); if (!idles.isEmpty()) { esl.addAll(world.enemiesOf(idles.get(0))); } if (!esl.isEmpty()) { List<SpacewarStructure> esl2 = U.newArrayList(esl); for (SpacewarStructure ship : idles) { if (ship.attack == null && ship.type == StructureType.SHIP && ship.canDirectFire()) { SpacewarStructure t = selectNewTarget(world, ship, esl); if (t != null) { esl.remove(t); if (esl.isEmpty()) { esl.addAll(esl2); } } } } } return esl; }
/** * Select a target in range which the current ship can do most damage. * * @param world the world object. * @param ship the current ship */ static void selectNewTarget(SpacewarWorld world, final SpacewarStructure ship) { List<SpacewarStructure> es = world.enemiesInRange(ship); ModelUtils.shuffle(es); SpacewarStructure best = null; double bestEfficiency = 0d; for (SpacewarStructure s : es) { BattleEfficiencyModel bem = ship.getEfficiency(s); double eff = bem != null ? bem.damageMultiplier : 1d; if (eff > bestEfficiency) { best = s; bestEfficiency = eff; } } if (best != null) { world.attack(ship, best, Mode.BEAM); } }