Example #1
0
 /** get enemies in current region */
 public Set<Unit> getEnemies(GameState state) {
   Unit ally = state.getUnit(getUnitID());
   if (ally == null) {
     return null;
   }
   Region region = state.getMap().getRegion(ally);
   Set<Unit> enemies = state.getEnemyUnits(ally.getOwnerId(), region);
   Iterator<Unit> itr = enemies.iterator();
   while (itr.hasNext()) {
     Unit enemy = itr.next();
     if (enemy.isDead()) {
       itr.remove();
     }
   }
   return enemies;
 }
Example #2
0
  public void assignTargets(Simulator sim, Set<Unit> enemies) {

    GameState s = sim.getGameState();
    Unit ally = s.getUnit(getUnitID());
    Region region = sim.getState().getMap().getRegion(ally);

    // divide damage equally among enemies.
    //
    final int M = enemies.size();
    for (Unit enemy : enemies) {
      String msg =
          ally.getOwnerId()
              + ":"
              + ally.getUnitId()
              + " attacks "
              + enemy.getOwnerId()
              + ":"
              + enemy.getUnitId()
              + " "
              + enemy.getUnitTypeString()
              + " in region "
              + region.getId();
      simlog.info(s.getCycle() + "\t" + msg);
      int damage = Math.max(Math.round(Attack.getDamage(ally, enemy) / (float) M), 1);
      if (damage > 0) {
        sim.addChange(new AttributeDifference(enemy.getUnitId(), "hitPoints", -damage));
        simlog.info(
            s.getCycle()
                + "\t"
                + "damage -"
                + damage
                + " to enemy "
                + enemy.getOwnerId()
                + ":"
                + enemy.getUnitId()
                + " "
                + enemy.getUnitTypeString()
                + " in region "
                + region.getId());
      }
    }
  }
Example #3
0
  @Override
  public ActionStatus exec(Simulator sim) {
    status = ActionStatus.ACTIVE;
    GameState state = sim.getGameState();
    Unit ally = state.getUnit(getUnitID());
    assert ally != null : "no unit " + getUnitID() + " in game state.";
    Set<Unit> enemies = getEnemies(state);
    if (ally.isDead() || enemies.isEmpty() && isInTargetRegion(ally, state)) {
      status = ActionStatus.COMPLETE;
      return status;
    }

    if (!enemies.isEmpty()) {
      assignTargets(sim, enemies);
    } else {
      moveToRegion(sim);
    }

    return status;
  }