/** * Returns random reinforcement. * * @param overworld overworld * @param player player * @param forceReinforcement true if we want to force reinforcements to happen, if possible * @param onlyNew true if we only want new reinforcements * @return random reinforcement */ protected static Move getRandomReinforcement( Overworld overworld, Player player, boolean forceReinforcement, boolean onlyNew) { // player can't make any reinforcements if (player.reinforcements <= 0) { return new Move(Move.Type.END_PHASE); } List<Region> regions = PlayerUtils.getPlayerRegions(overworld, player, false); // choose random region to take action with int regionIndex = Utils.random().nextInt(regions.size()); int regionStartIndex = regionIndex; // check if region can take action // if region can't be reinforced, check other regions if we force reinforcements while (forceReinforcement && ((onlyNew && regions.get(regionIndex).unit != null) || (regions.get(regionIndex).unit != null && regions.get(regionIndex).unit.health == Unit.MAX_HEALTH))) { regionIndex++; if (regionIndex >= regions.size()) { regionIndex = 0; } // exit loop if we've checked all regions if (regionIndex == regionStartIndex) { break; } } // reinforce new region if (regions.get(regionIndex).unit == null) { return new Move( Move.Type.REINFORCE, regions.get(regionIndex), Unit.Type.values()[Utils.random().nextInt(Unit.Type.values().length)]); } // reinforce existing region else if (!onlyNew && regions.get(regionIndex).unit.health < Unit.MAX_HEALTH) { return new Move(Move.Type.REINFORCE, regions.get(regionIndex)); } return new Move(Move.Type.END_PHASE); }
/** * Returns random move (attack or move). * * @param overworld overworld * @param player player * @param forceAttack true if we want to force an attack if possible * @param forceMove true if we want to force a move if possible * @param types types of moves allowed (attack or move) * @return random move */ protected static Move getRandomMove( Overworld overworld, Player player, boolean forceAttack, boolean forceMove, Move.Type... types) { List<Region> regions = PlayerUtils.getPlayerRegions(overworld, player, false); // check possible moves boolean allowAttack = false; boolean allowMove = false; for (Move.Type type : types) { switch (type) { case ATTACK: allowAttack = true; break; case MOVE: allowMove = true; break; } } // choose random region to take action with int regionIndex = Utils.random().nextInt(regions.size()); int regionStartIndex = regionIndex; // check if region can take action // get regions to attack List<Region> attackRegions = RegionUtils.getAttacks(regions.get(regionIndex)); List<Region> moveRegions = RegionUtils.getMoves(regions.get(regionIndex)); // if region can't attack or move, check other regions if we force an attack or move while ((allowAttack && forceAttack && attackRegions.size() == 0) || (allowMove && forceMove && moveRegions.size() == 0)) { regionIndex++; if (regionIndex >= regions.size()) { regionIndex = 0; } // exit loop if we've checked all regions if (regionIndex == regionStartIndex) { break; } attackRegions = RegionUtils.getAttacks(regions.get(regionIndex)); moveRegions = RegionUtils.getMoves(regions.get(regionIndex)); } // region to attack if (allowAttack && attackRegions.size() > 0) { // choose random region to attack Region attackRegion = attackRegions.get(Utils.random().nextInt(attackRegions.size())); return new Move(Move.Type.ATTACK, regions.get(regionIndex), attackRegion); } else if (allowMove && moveRegions.size() > 0) { // choose random region to move to Region moveRegion = moveRegions.get(Utils.random().nextInt(moveRegions.size())); return new Move(Move.Type.MOVE, regions.get(regionIndex), moveRegion); } return new Move(Move.Type.END_PHASE); }
/** * Returns collection of reinforcements for given score factor, ordered by descending score. * * @param overworld * @param player * @param minScore * @param scoreFactor * @return */ protected static Collection<Move> getReinforcements( Overworld overworld, Player player, ScoreFactor scoreThreshold, ScoreFactor scoreFactor) { Map<Float, Move> reinforcements = new TreeMap<Float, Move>(); // go through each region for (Region region : overworld.regions) { if (region.player.equals(player) && (region.unit == null || region.unit.health < Unit.MAX_HEALTH)) { // get optimal reinforcement type for region ReinforcementType reinforcementType = getBestReinforcement(region); 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: score.addFactor(type, reinforcementType.strengthChange); 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 ISLAND_STRENGTH_CHANGE: score.addFactor(type, getIslandStrengthChange(region, reinforcementType, player)); break; case RANDOM: score.addFactor(type, Utils.random().nextFloat()); break; case BATTLE_LIKELIHOOD: // 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) { reinforcements.put( scoreValue, new Move(Move.Type.REINFORCE, region, null, reinforcementType.unitType)); System.out.println( String.format( "\tpossible reinforcement %f: %s", scoreValue, reinforcements.get(scoreValue))); System.out.println("\t\t" + score); } } } return reinforcements.values(); }
/** * Returns collection of moves for given score factor, ordered by descending score. * * @param overworld * @param player * @param scoreThreshold * @param scoreFactor * @return */ protected static Collection<Move> getMoves( Overworld overworld, Player player, ScoreFactor scoreThreshold, ScoreFactor captureScoreThreshold, ScoreFactor scoreFactor) { Map<Float, Move> moves = new TreeMap<Float, Move>(); // go through each region for (Region region : overworld.regions) { if (region.player.equals(player) && region.unit != null && region.unit.hasMove) { // go through each neighbor for (Neighbor neighbor : region.neighbors) { if (RegionUtils.canMove(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: score.addFactor(type, getBattleStrengthChange(region, neighbor, true)); 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 BATTLE_LIKELIHOOD: case ISLAND_STRENGTH_CHANGE: // ignore break; } // check if score meets threshold // capture threshold if (!neighbor.region.player.equals(region.player) && neighbor.region.unit == null) { if (captureScoreThreshold.usesType(type)) { aboveThreshold &= score.getScore(type) >= captureScoreThreshold.getScore(type); } } // regular move threshold else { 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) { moves.put(scoreValue, new Move(Move.Type.MOVE, region, neighbor.region)); System.out.println( String.format("\tpossible move %f: %s", scoreValue, moves.get(scoreValue))); System.out.println("\t\t" + score); } } } } } return moves.values(); }
/** * 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(); }