/** * Returns change in battle strength if unit at region switches places with neighbor. * * @param region * @param neighbor * @param includeNeighborStrengthChange true if change in neighbor strength should be included * @return */ private static float getBattleStrengthChange( Region region, Neighbor neighbor, boolean includeNeighborStrengthChange) { // get current strengths of region, neighbor float regionStrength = RegionUtils.getRegionBattleStrength(region); float neighborStrength = RegionUtils.getRegionBattleStrength(neighbor.region); // swap units, see change in strengths Unit tempUnit = region.unit; region.unit = neighbor.region.unit; neighbor.region.unit = tempUnit; Player tempPlayer = region.player; region.player = neighbor.region.player; neighbor.region.player = tempPlayer; float regionMoveStrength = RegionUtils.getRegionBattleStrength(region); float neighborMoveStrength = RegionUtils.getRegionBattleStrength(neighbor.region); // put units back tempUnit = region.unit; region.unit = neighbor.region.unit; neighbor.region.unit = tempUnit; tempPlayer = region.player; region.player = neighbor.region.player; neighbor.region.player = tempPlayer; if (includeNeighborStrengthChange) { return (regionMoveStrength + neighborMoveStrength - regionStrength - neighborStrength + 2) / 4; } else { return (regionMoveStrength - regionStrength + 1) / 2; } }
/** * Returns changes in region strengths for each possible move. * * @param region * @return */ protected static Map<Neighbor, Float> checkMoves(Region region) { Map<Neighbor, Float> result = new HashMap<Neighbor, Float>(); for (Neighbor neighbor : region.neighbors) { // check if neighbor can be moved to if (RegionUtils.canMove(region, neighbor)) { // get current strengths of region, neighbor float regionStrength = RegionUtils.getRegionBattleStrength(region); float neighborStrength = RegionUtils.getRegionBattleStrength(neighbor.region); // swap units, see change in strengths Unit tempUnit = region.unit; region.unit = neighbor.region.unit; neighbor.region.unit = tempUnit; Player tempPlayer = region.player; region.player = neighbor.region.player; neighbor.region.player = tempPlayer; float regionMoveStrength = RegionUtils.getRegionBattleStrength(region); float neighborMoveStrength = RegionUtils.getRegionBattleStrength(neighbor.region); // put units back tempUnit = region.unit; region.unit = neighbor.region.unit; neighbor.region.unit = tempUnit; tempPlayer = region.player; region.player = neighbor.region.player; neighbor.region.player = tempPlayer; result.put( neighbor, regionMoveStrength + neighborMoveStrength - regionStrength - neighborStrength); } } return result; }