/** * figure out where to place the second settlement * * @return {@link #secondSettlement}, or -1 if none */ public int planSecondSettlement() { log.debug("--- planSecondSettlement"); int bestSpeed = 4 * SOCBuildingSpeedEstimate.DEFAULT_ROLL_LIMIT; final SOCBoard board = game.getBoard(); SOCResourceSet emptySet = new SOCResourceSet(); SOCPlayerNumbers playerNumbers = new SOCPlayerNumbers(board); boolean[] ports = new boolean[SOCBoard.WOOD_PORT + 1]; SOCBuildingSpeedEstimate estimate = new SOCBuildingSpeedEstimate(); int probTotal; int bestProbTotal; final int[] prob = SOCNumberProbabilities.INT_VALUES; final int firstNode = firstSettlement; bestProbTotal = 0; secondSettlement = -1; final int[] ourPotentialSettlements = ourPlayerData.getPotentialSettlements_arr(); if (ourPotentialSettlements == null) return -1; // Should not occur for (int i = 0; i < ourPotentialSettlements.length; ++i) { final int secondNode = ourPotentialSettlements[i]; // assert: ourPlayerData.isPotentialSettlement(secondNode) if (board.isNodeAdjacentToNode(secondNode, firstNode)) continue; // <-- too close to firstNode to build -- /** get the numbers for these settlements */ StringBuffer sb = new StringBuffer(); sb.append("numbers: "); playerNumbers.clear(); probTotal = playerNumbers.updateNumbersAndProbability(firstNode, board, prob, sb); probTotal += playerNumbers.updateNumbersAndProbability(secondNode, board, prob, sb); /** see if the settlements are on any ports */ // sb.append("ports: "); Arrays.fill(ports, false); int portType = board.getPortTypeFromNodeCoord(firstNode); if (portType != -1) ports[portType] = true; portType = board.getPortTypeFromNodeCoord(secondNode); if (portType != -1) ports[portType] = true; // log.debug(sb.toString()); log.debug("probTotal = " + probTotal); /** estimate the building speed for this pair */ estimate.recalculateEstimates(playerNumbers); int speed = 0; try { speed += estimate .calculateRollsAndRsrcFast(emptySet, SOCGame.SETTLEMENT_SET, bestSpeed, ports) .getRolls(); if (speed < bestSpeed) { speed += estimate .calculateRollsAndRsrcFast(emptySet, SOCGame.CITY_SET, bestSpeed, ports) .getRolls(); if (speed < bestSpeed) { speed += estimate .calculateRollsAndRsrcFast(emptySet, SOCGame.CARD_SET, bestSpeed, ports) .getRolls(); if (speed < bestSpeed) { speed += estimate .calculateRollsAndRsrcFast(emptySet, SOCGame.ROAD_SET, bestSpeed, ports) .getRolls(); } } } // because of addition, speed might be as much as (bestSpeed - 1) + bestSpeed } catch (CutoffExceededException e) { speed = bestSpeed; } log.debug( Integer.toHexString(firstNode) + ", " + Integer.toHexString(secondNode) + ":" + speed); /** keep the settlements with the best speed */ if ((speed < bestSpeed) || (secondSettlement < 0)) { firstSettlement = firstNode; secondSettlement = secondNode; bestSpeed = speed; bestProbTotal = probTotal; log.debug("firstSettlement = " + Integer.toHexString(firstSettlement)); log.debug("secondSettlement = " + Integer.toHexString(secondSettlement)); int[] rolls = estimate.getEstimatesFromNothingFast(ports); sb = new StringBuffer(); sb.append("road: " + rolls[SOCBuildingSpeedEstimate.ROAD]); sb.append(" stlmt: " + rolls[SOCBuildingSpeedEstimate.SETTLEMENT]); sb.append(" city: " + rolls[SOCBuildingSpeedEstimate.CITY]); sb.append(" card: " + rolls[SOCBuildingSpeedEstimate.CARD]); log.debug(sb.toString()); log.debug("bestSpeed = " + bestSpeed); } else if (speed == bestSpeed) { if (probTotal > bestProbTotal) { firstSettlement = firstNode; secondSettlement = secondNode; bestSpeed = speed; bestProbTotal = probTotal; log.debug("firstSettlement = " + Integer.toHexString(firstSettlement)); log.debug("secondSettlement = " + Integer.toHexString(secondSettlement)); int[] rolls = estimate.getEstimatesFromNothingFast(ports); sb = new StringBuffer(); sb.append("road: " + rolls[SOCBuildingSpeedEstimate.ROAD]); sb.append(" stlmt: " + rolls[SOCBuildingSpeedEstimate.SETTLEMENT]); sb.append(" city: " + rolls[SOCBuildingSpeedEstimate.CITY]); sb.append(" card: " + rolls[SOCBuildingSpeedEstimate.CARD]); log.debug(sb.toString()); log.debug("bestSpeed = " + bestSpeed); } } } // for (i in ourPotentialSettlements[]) return secondSettlement; }
/** * figure out where to place the two settlements * * @return {@link #firstSettlement}, or 0 if no potential settlements for our player */ public int planInitialSettlements() { log.debug("--- planInitialSettlements"); int speed; boolean allTheWay; firstSettlement = 0; secondSettlement = 0; int bestSpeed = 4 * SOCBuildingSpeedEstimate.DEFAULT_ROLL_LIMIT; SOCBoard board = game.getBoard(); SOCResourceSet emptySet = new SOCResourceSet(); SOCPlayerNumbers playerNumbers = new SOCPlayerNumbers(board); int probTotal; int bestProbTotal; boolean[] ports = new boolean[SOCBoard.WOOD_PORT + 1]; SOCBuildingSpeedEstimate estimate = new SOCBuildingSpeedEstimate(); final int[] prob = SOCNumberProbabilities.INT_VALUES; bestProbTotal = 0; final int[] ourPotentialSettlements = ourPlayerData.getPotentialSettlements_arr(); if (ourPotentialSettlements == null) return 0; // Should not occur for (int i = 0; i < ourPotentialSettlements.length; ++i) { final int firstNode = ourPotentialSettlements[i]; // assert: ourPlayerData.isPotentialSettlement(firstNode) final Integer firstNodeInt = new Integer(firstNode); // // this is just for testing purposes // log.debug("FIRST NODE -----------"); log.debug("firstNode = " + board.nodeCoordToString(firstNode)); StringBuffer sb = new StringBuffer(); sb.append("numbers:["); playerNumbers.clear(); probTotal = playerNumbers.updateNumbersAndProbability(firstNode, board, prob, sb); sb.append("]"); log.debug(sb.toString()); sb = new StringBuffer(); sb.append("ports: "); for (int portType = SOCBoard.MISC_PORT; portType <= SOCBoard.WOOD_PORT; portType++) { ports[portType] = (board.getPortCoordinates(portType).contains(firstNodeInt)); sb.append(ports[portType] + " "); } log.debug(sb.toString()); log.debug("probTotal = " + probTotal); estimate.recalculateEstimates(playerNumbers); speed = 0; allTheWay = false; try { speed += estimate .calculateRollsAndRsrcFast(emptySet, SOCGame.SETTLEMENT_SET, 300, ports) .getRolls(); speed += estimate.calculateRollsAndRsrcFast(emptySet, SOCGame.CITY_SET, 300, ports).getRolls(); speed += estimate.calculateRollsAndRsrcFast(emptySet, SOCGame.CARD_SET, 300, ports).getRolls(); speed += estimate.calculateRollsAndRsrcFast(emptySet, SOCGame.ROAD_SET, 300, ports).getRolls(); } catch (CutoffExceededException e) { } if (D.ebugOn) { final int[] rolls = estimate.getEstimatesFromNothingFast(ports, 300); sb = new StringBuffer(); sb.append(" road: " + rolls[SOCBuildingSpeedEstimate.ROAD]); sb.append(" stlmt: " + rolls[SOCBuildingSpeedEstimate.SETTLEMENT]); sb.append(" city: " + rolls[SOCBuildingSpeedEstimate.CITY]); sb.append(" card: " + rolls[SOCBuildingSpeedEstimate.CARD]); log.debug(sb.toString()); log.debug("speed = " + speed); } // // end test // // // calculate pairs of first and second settlement together // for (int j = 1 + i; j < ourPotentialSettlements.length; ++j) { final int secondNode = ourPotentialSettlements[j]; // assert: ourPlayerData.isPotentialSettlement(secondNode) if (board.isNodeAdjacentToNode(secondNode, firstNode)) continue; // <-- too close to firstNode to build -- log.debug("firstNode = " + board.nodeCoordToString(firstNode)); log.debug("secondNode = " + board.nodeCoordToString(secondNode)); /** get the numbers for these settlements */ sb = new StringBuffer(); sb.append("numbers:["); playerNumbers.clear(); probTotal = playerNumbers.updateNumbersAndProbability(firstNode, board, prob, sb); sb.append("] ["); probTotal += playerNumbers.updateNumbersAndProbability(secondNode, board, prob, sb); sb.append("]"); log.debug(sb.toString()); /** see if the settlements are on any ports */ // sb = new StringBuffer(); // sb.append("ports: "); Arrays.fill(ports, false); int portType = board.getPortTypeFromNodeCoord(firstNode); if (portType != -1) ports[portType] = true; portType = board.getPortTypeFromNodeCoord(secondNode); if (portType != -1) ports[portType] = true; // log.debug(sb.toString()); log.debug("probTotal = " + probTotal); /** estimate the building speed for this pair */ estimate.recalculateEstimates(playerNumbers); speed = 0; allTheWay = false; try { speed += estimate .calculateRollsAndRsrcFast(emptySet, SOCGame.SETTLEMENT_SET, bestSpeed, ports) .getRolls(); if (speed < bestSpeed) { speed += estimate .calculateRollsAndRsrcFast(emptySet, SOCGame.CITY_SET, bestSpeed, ports) .getRolls(); if (speed < bestSpeed) { speed += estimate .calculateRollsAndRsrcFast(emptySet, SOCGame.CARD_SET, bestSpeed, ports) .getRolls(); if (speed < bestSpeed) { speed += estimate .calculateRollsAndRsrcFast(emptySet, SOCGame.ROAD_SET, bestSpeed, ports) .getRolls(); allTheWay = true; } } } // because of addition, speed might be as much as (bestSpeed - 1) + bestSpeed } catch (CutoffExceededException e) { speed = bestSpeed; } if (D.ebugOn) { final int[] rolls = estimate.getEstimatesFromNothingFast(ports, bestSpeed); sb = new StringBuffer(); sb.append(" road: " + rolls[SOCBuildingSpeedEstimate.ROAD]); sb.append(" stlmt: " + rolls[SOCBuildingSpeedEstimate.SETTLEMENT]); sb.append(" city: " + rolls[SOCBuildingSpeedEstimate.CITY]); sb.append(" card: " + rolls[SOCBuildingSpeedEstimate.CARD]); log.debug(sb.toString()); log.debug("allTheWay = " + allTheWay); log.debug("speed = " + speed); } /** keep the settlements with the best speed */ if (speed < bestSpeed) { firstSettlement = firstNode; secondSettlement = secondNode; bestSpeed = speed; bestProbTotal = probTotal; log.debug("bestSpeed = " + bestSpeed); log.debug("bestProbTotal = " + bestProbTotal); } else if ((speed == bestSpeed) && allTheWay) { if (probTotal > bestProbTotal) { log.debug("Equal speed, better prob"); firstSettlement = firstNode; secondSettlement = secondNode; bestSpeed = speed; bestProbTotal = probTotal; log.debug("firstSettlement = " + Integer.toHexString(firstSettlement)); log.debug("secondSettlement = " + Integer.toHexString(secondSettlement)); log.debug("bestSpeed = " + bestSpeed); log.debug("bestProbTotal = " + bestProbTotal); } } } // for (j past i in ourPotentialSettlements[]) } // for (i in ourPotentialSettlements[]) /** choose which settlement to place first */ playerNumbers.clear(); playerNumbers.updateNumbers(firstSettlement, board); final Integer firstSettlementInt = new Integer(firstSettlement); for (int portType = SOCBoard.MISC_PORT; portType <= SOCBoard.WOOD_PORT; portType++) { ports[portType] = (board.getPortCoordinates(portType).contains(firstSettlementInt)); } estimate.recalculateEstimates(playerNumbers); int firstSpeed = 0; final int cutoff = 100; firstSpeed += estimate.calculateRollsFast(emptySet, SOCGame.SETTLEMENT_SET, cutoff, ports); firstSpeed += estimate.calculateRollsFast(emptySet, SOCGame.CITY_SET, cutoff, ports); firstSpeed += estimate.calculateRollsFast(emptySet, SOCGame.CARD_SET, cutoff, ports); firstSpeed += estimate.calculateRollsFast(emptySet, SOCGame.ROAD_SET, cutoff, ports); playerNumbers.clear(); playerNumbers.updateNumbers(secondSettlement, board); final Integer secondSettlementInt = new Integer(secondSettlement); for (int portType = SOCBoard.MISC_PORT; portType <= SOCBoard.WOOD_PORT; portType++) { ports[portType] = (board.getPortCoordinates(portType).contains(secondSettlementInt)); } estimate.recalculateEstimates(playerNumbers); int secondSpeed = 0; secondSpeed += estimate.calculateRollsFast(emptySet, SOCGame.SETTLEMENT_SET, bestSpeed, ports); secondSpeed += estimate.calculateRollsFast(emptySet, SOCGame.CITY_SET, bestSpeed, ports); secondSpeed += estimate.calculateRollsFast(emptySet, SOCGame.CARD_SET, bestSpeed, ports); secondSpeed += estimate.calculateRollsFast(emptySet, SOCGame.ROAD_SET, bestSpeed, ports); if (firstSpeed > secondSpeed) { int tmp = firstSettlement; firstSettlement = secondSettlement; secondSettlement = tmp; } log.debug( board.nodeCoordToString(firstSettlement) + ":" + firstSpeed + ", " + board.nodeCoordToString(secondSettlement) + ":" + secondSpeed); return firstSettlement; }