/** * Returns likelihood that region could defeat neighboring regions. * * @param region * @return */ protected static Map<Region, Float> checkAttacks(Region region) { Map<Region, Float> result = new HashMap<Region, Float>(); for (Neighbor neighbor : region.neighbors) { // check if region can be attacked if (RegionUtils.canAttack(region, neighbor)) { float[] battleDamage = BattleUtils.calculateBattleDamage(region, neighbor.region, 0); result.put(neighbor.region, battleDamage[0] - battleDamage[1]); } } return result; }
/** * Returns collection of attacks for given score factor, ordered by descending score. * * @param overworld * @param player * @param scoreThreshold * @param scoreFactor * @return */ protected static Collection<Move> getAttacks( Overworld overworld, Player player, ScoreFactor scoreThreshold, ScoreFactor scoreFactor) { Map<Float, Move> attacks = new TreeMap<Float, Move>(); // go through each region for (Region region : overworld.regions) { if (region.player.equals(player) && region.unit != null && region.unit.hasAttack) { // check each neighbor for (Neighbor neighbor : region.neighbors) { if (RegionUtils.canAttack(region, neighbor)) { ScoreFactor score = new ScoreFactor(); float scoreValue = 0; boolean aboveThreshold = true; // get each score type for (ScoreFactor.Type type : ScoreFactor.Type.values()) { if (scoreThreshold.usesType(type) || scoreFactor.usesType(type)) { switch (type) { case BATTLE_STRENGTH_CHANGE: if (neighbor.type != Neighbor.Type.RANGED) { score.addFactor(type, getBattleStrengthChange(region, neighbor, false)); } else { score.addFactor(type, 0.5f); } break; case BATTLE_LIKELIHOOD: score.addFactor( type, BattleUtils.calculateBattleLikelihood(region, neighbor.region)); break; case ISLAND_PERCENTAGE: score.addFactor(type, RegionUtils.getIslandPercentage(region.island, player)); break; case ISLAND_STRENGTH: score.addFactor(type, RegionUtils.getIslandStrength(region.island, player)); break; case RANDOM: score.addFactor(type, Utils.random().nextFloat()); break; case ISLAND_STRENGTH_CHANGE: // ignore break; } // check if score meets threshold if (scoreThreshold.usesType(type)) { aboveThreshold &= score.getScore(type) >= scoreThreshold.getScore(type); } // update score value if (scoreFactor.usesType(type)) { scoreValue += score.getScore(type) * scoreFactor.getScore(type); } } } // score above threshold if (aboveThreshold) { attacks.put(scoreValue, new Move(Move.Type.ATTACK, region, neighbor.region)); System.out.println( String.format("\tpossible attack %f: %s", scoreValue, attacks.get(scoreValue))); System.out.println("\t\t" + score); } } } } } return attacks.values(); }