/** * 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; }
/** * Returns best reinforcement for given region. * * @param region * @return */ protected static ReinforcementType getBestReinforcement(Region region) { ReinforcementType result = new ReinforcementType(); // existing unit if (region.unit != null) { float originalRegionHealth = region.unit.health; float originalBattleStrength = RegionUtils.getRegionBattleStrength(region); // simulate max health region.unit.health = Unit.MAX_HEALTH; result.strengthChange = RegionUtils.getRegionBattleStrength(region) - originalBattleStrength; region.unit.health = originalRegionHealth; } // new unit else { // get optimal unit type // check each possible unit type for (Unit.Type unitType : Unit.Type.values()) { region.unit = new Unit(unitType, Unit.MAX_HEALTH); float regionBattleStrength = RegionUtils.getRegionBattleStrength(region); if (result.unitType == null || regionBattleStrength > result.strengthChange) { result.strengthChange = regionBattleStrength; result.unitType = unitType; } } // reset region to have no unit region.unit = null; } return result; }