Exemplo n.º 1
0
  public void igniteBuildingsCloseToHQ(int numBuildings, int maxDistance) {
    // ignite warehouses closest to their HQ
    List<Building> closeBuildings = enemyHeadquarters.getBuildingsWithinDistance(maxDistance);

    Queue<Building> closeEnemies = new ArrayDeque<>();
    for (Building b : closeBuildings) {
      if (b.owner != player) {
        closeEnemies.add(b);
      }
    }

    Set<Warehouse> bribeableWarehouses = warehouseUtilities.getBribeableWarehouses();

    // ignite
    int numTurns = numBuildings;
    while (numTurns > 0) {
      if (!closeEnemies.isEmpty()) {
        Building buildingToFire = closeEnemies.poll();
        // get the closest warehouse to this building that is still usable
        Warehouse whToAttackWIth =
            warehouseUtilities.getClosestWarehouse(buildingToFire, bribeableWarehouses);
        if (whToAttackWIth != null && player.bribesRemaining > 0) {
          whToAttackWIth.ignite(buildingToFire);
          bribeableWarehouses.remove(whToAttackWIth);
        }
      }
      numTurns--;
    }
  }
Exemplo n.º 2
0
  /**
   * Tries to extinguish flames in the direction opposite of the next forecast(first) Then goes for
   * the largest buildings (next)
   *
   * @param bribesToUse
   * @return number of turns used
   */
  public int fireExtinguishAroundHQ(int bribesToUse) {
    // first get HQ
    Warehouse ourHQ = player.headquarters;
    int bribesLeft = Math.min(bribesToUse, player.bribesRemaining);
    int bribesUsed = 0;

    if (bribesLeft <= 0) {
      return 0;
    }

    Stack<FireDepartment> fireDepartments = new Stack<>();

    for (FireDepartment fdpt : player.fireDepartments) {
      if (fdpt != null && fdpt.bribed == false && fdpt.health > 0) {
        fireDepartments.push(fdpt);
      }
    }

    // get the wind direction
    WeatherStationUtilities.CardinalDirection dir =
        Enum.valueOf(WeatherStationUtilities.CardinalDirection.class, game.nextForecast.direction);
    dir = dir.rotate180();

    // get the building in the opposite direction
    Building adjacentUpwindBuilding = ourHQ.getAdjacentBuilding(dir);
    if (adjacentUpwindBuilding != null && adjacentUpwindBuilding.owner == player) {
      int numberOfExtinguishes = adjacentUpwindBuilding.fire / 2;

      int numberOfTurnsToUse = Math.min(bribesLeft, numberOfExtinguishes);
      numberOfTurnsToUse = Math.min(numberOfTurnsToUse, fireDepartments.size());

      for (int bribes = 0; bribes < numberOfTurnsToUse; bribes++) {
        if (fireDepartments.isEmpty() || bribesLeft <= 0) {
          return bribesUsed;
        }
        FireDepartment dpt = fireDepartments.pop();
        dpt.extinguish(adjacentUpwindBuilding);
        bribesUsed++;
        bribesLeft--;
      }
    }

    // now evenly use the other 3 buildings
    List<Building> adjacentUrgentBuildings = new ArrayList<>();
    List<Building> closeBuildings = ourHQ.getBuildingsWithinDistance(1);
    for (Building b : closeBuildings) {
      if (b != null && b.owner == player && b.fire > 1) {
        adjacentUrgentBuildings.add(b);
      }
    }

    if (bribesLeft <= 0 || adjacentUrgentBuildings.isEmpty()) {
      return bribesUsed;
    }

    while (bribesLeft >= 0) {
      // find the highest fire building
      Building highestFire = adjacentUrgentBuildings.get(0);

      for (Building b : adjacentUrgentBuildings) {
        if (b.fire > highestFire.fire) {
          highestFire = b;
        }
      }

      if (highestFire.fire <= 1 || fireDepartments.empty()) {
        return bribesUsed;
      }

      // put out the highest fire
      FireDepartment fdpt = fireDepartments.pop();
      fdpt.extinguish(highestFire);
      bribesLeft--;
      bribesUsed++;
    }

    return bribesUsed;
  }