⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 aihardcapital.java

📁 java 开源游戏源码 RISK 联机对战 战棋类
💻 JAVA
📖 第 1 页 / 共 2 页
字号:
//  Group D

package risk.engine.ai;

import risk.engine.*;
import risk.engine.core.*;

import java.util.*;

/**
 * <p> Class for AIHardPlayer </p>
 * @author SE Group D
 */

public class AIHardCapital extends AIHard {

	public String getPlaceArmies() {

		String output;

		    if ( game.NoEmptyCountries()==false ) {

			Continent[] cont = game.getContinents();

			/* ai attempts to gain control of a continent during initial placement */

			int territorynum = 0;
			int check = -1;
			String name=null;
			int val = -1;

			for (int i=0; i<cont.length; i++) {
			    Vector ct = new Vector();
			    Continent co = cont[i];
			    ct = co.getTerritoriesContained();

			    for (int j=0; j<ct.size(); j++) {
			        if ( ((Country)ct.elementAt(j)).getOwner() == player ) { territorynum++; }
			    }

			    if (check <= territorynum) {
				check = territorynum;
				val = i;
			    }
			    territorynum = 0;
			}

			/* ..pick country from that continent */
			boolean picked = false;
			if (check > 0) {
			    Continent co = cont[val];
			    Vector ct = co.getTerritoriesContained();

			    for (int j=0; j<ct.size(); j++) {
				if ( ((Country)ct.elementAt(j)).getOwner() == null )  {
				    name=((Country)ct.elementAt(j)).getColor()+"";
				    picked = true;
				    break;
				}
			    }
			}

			if (picked == false) {
			    Continent co = cont[val];
			    Vector ct = co.getTerritoriesContained();

			    for (int j=0; j<ct.size(); j++) {
				if ( ((Country)ct.elementAt(j)).getOwner() == null )  {
				    name=((Country)ct.elementAt(j)).getColor()+"";

				    Vector v = ((Country)ct.elementAt(j)).getNeighbours();
				    for (int k=0; k<ct.size(); k++) {
					if (((Country)v.elementAt(k)).getOwner() != player) {
					    name=((Country)ct.elementAt(j)).getColor()+"";
					    break;
					}
				    }
				}
			    }
			}

			String str = expandBase(player.getTerritoriesOwned());
			if( str != null )
                            name = str;

                        String s = blockOpponent(player);
                        if( s != null )
                            name = s;

		        if (name == null)
			    output = "autoplace";

		        else
			    output = "placearmies " + name +" 1";
		    }
		    else {

			Vector pt = player.getTerritoriesOwned();

			String name=null;
			Country capital = player.getCapital();
			if (capital == null)
			    capital = findCapital();

			for (int a=0; a< pt.size() ; a++) {

			    if ( ownsNeighbours( (Country)pt.elementAt(a)) == false && ((Country)pt.elementAt(a)).getArmies() <= 11 ) {
                                name=((Country)pt.elementAt(a)).getColor()+"";
                                break;
                            }

		            if ( name != null ) { break; }

			}

			String st = attackCapital();
			if( st != null ) 
                            name = st;

                        String s = keepBlocking(player);
                        if( s != null ) 
                            name = s;

                        String f = freeContinent(player);
                        if( f != null ) 
                            name = f;

			String str = reinforceBase(capital);
			if (str != null)
			    name = str;

		    if (name == null)
		    	name = findAttackableTerritory(player);
		    
			if ( name == null ) 
		    	output = "placearmies " + ((Country)pt.elementAt(0)).getColor() +" "+player.getExtraArmies();

//Removed so that it will add armies one at a time, thus reinforcing the base until it has enough defense
//at which time it will place in other territories as well.  Re-added so that it would not take forever
//for the computer to place armies. Re-removed after seeing that the time is neglibile.
		    else if (game.getSetup() ) 
			    output = "placearmies " + name +" "+player.getExtraArmies();

		    else
			    output = "placearmies " + name +" 1";
		    }

		return output;

	}


	public String getAttack() {

		String output=null;
		boolean attackFromCap = player.getCapital().getArmies() > addEnemies(player.getCapital())*2+5; 
		    boolean chosen = false;
		    Continent[] cont = game.getContinents();
		Vector t = player.getTerritoriesOwned();
		Vector n;
		Vector options = new Vector();
		    for (int a=0; a< t.size(); a++) {
		        if ( ((Country)t.elementAt(a)).getArmies() > 1 ) {
			    if ( (Country)t.elementAt(a) != player.getCapital() ||
			    	attackFromCap ) {
				n = ((Country)t.elementAt(a)).getNeighbours();

				/* attack ratio set to 50% of attack force */

				int ratio = ((Country)t.elementAt(a)).getArmies();
				for (int b=0; b< n.size() ; b++) {
				    if ( ((Country)n.elementAt(b)).getOwner() != player && ((Country)n.elementAt(b)).getArmies() + (ratio / 2) < ratio) {
					//output= "attack " + ((Country)t.elementAt(a)).getColor() + " " + ((Country)n.elementAt(b)).getColor();
				    	 Vector attack = new Vector();
			        	 attack.add(((Country)t.elementAt(a)).getColor()+"");
			        	 attack.add((Country)n.elementAt(b));
			        	 options.add(attack);
				    }
				}
			    }
		        }
		    }
		    Player[] playersGreatestToLeast = OrderPlayers(player);
	    	outer: for (int j=0; j<playersGreatestToLeast.length; j++) {
	    		for (int i=0; i<options.size(); i++) {
		    		if ( ((Country) ((Vector)options.get(i)).get(1)).getOwner().equals(playersGreatestToLeast[j])  ) {
		    			output = "attack " + ((String) ((Vector)options.get(i)).get(0)) + " " + ((Country) ((Vector)options.get(i)).get(1)).getColor();
		    			break outer;
		    		}
		    	}
		    }

		    /* attempt to attack continent which is almost all owned, if scenario is there */

		    int count = 0;
		    Country attackfrom = null;
                    boolean complex = false;

                    for (int i=0; i<cont.length; i++) {

			if ( mostlyOwned( cont[i] ) == true) {

			    n = cont[i].getTerritoriesContained();

			    for (int j=0; j<n.size(); j++) {
		    	
				if ( ((Country)n.elementAt(j)).getArmies() > count
				    && ((Country)n.elementAt(j)).getOwner() == player
				    && ((Country)n.elementAt(j)) != player.getCapital()) {
					count = ((Country)n.elementAt(j)).getArmies();
					attackfrom = (Country)n.elementAt(j);
				}
			    }

			    for (int b=0; b< n.size() ; b++) {
				if ( ((Country)n.elementAt(b)).getOwner() != player && (((Country)n.elementAt(b)).getArmies()+1) < count && attackfrom.isNeighbours((Country)n.elementAt(b)) == true) {
				    output= "attack " + attackfrom.getColor() + " " + ((Country)n.elementAt(b)).getColor();
				    complex = true;
				    break;
				}
			    }
			}
		    }

		    // else attempt to attack continent with the greatest territories owned, that has yet to be conquered.

		    if (complex == false) {
			int value = 0;
			Continent choice = null;

			for (int i=0; i<cont.length; i++) {

			    if ( cont[i].isOwned(player) == false) {

				n = cont[i].getTerritoriesContained();

				int check = 0;
				for (int j=0; j<n.size(); j++) {
				     if ( ((Country)n.elementAt(j)).getOwner() == player && (((Country)n.elementAt(j)) != player.getCapital() || attackFromCap))
					check++;
				}

				if (check > value)
				    choice = cont[i];
			    }
			}

			if (choice !=null) {

                            //System.out.println(choice.getName()); TESTING
			    n = ((Continent)choice).getTerritoriesContained();

			    for (int j=0; j<n.size(); j++) {

				if ( ((Country)n.elementAt(j)).getArmies() > count
				    && ((Country)n.elementAt(j)).getOwner() == player
				    && (((Country)n.elementAt(j)) != player.getCapital() || attackFromCap)) {
				    count = ((Country)n.elementAt(j)).getArmies();
				    attackfrom = (Country)n.elementAt(j);
				}
			    }

			    for (int b=0; b< n.size() ; b++) {
				if ( ((Country)n.elementAt(b)).getOwner() != player && (((Country)n.elementAt(b)).getArmies()+1) < count && attackfrom.isNeighbours((Country)n.elementAt(b)) == true ) {
				    output= "attack " + attackfrom.getColor() + " " + ((Country)n.elementAt(b)).getColor();
                                    break;
				}
			    }
			}
		    }

            Vector continentsToBreak = GetContinentsToBreak(player);
            String tmp = null;
            
            //Attempt to find a path to the continent - distance of 1, then 2, then 3 away.
            if (continentsToBreak != null) {
         	   outer: for (int q=1; q<4; q++) { 
         		   for (int i=0; i<continentsToBreak.size(); i++) {
             		   for (int j=0; j<t.size(); j++) {
             			   Vector tNeighbors = ((Country)t.get(j)).getNeighbours();
             			   for (int k=0; k<tNeighbors.size(); k++) {
             				   if (((Country)t.get(j)).getArmies()-1 > ((Country)tNeighbors.get(k)).getArmies() &&
             						   ShortPathToContinent((Continent)continentsToBreak.get(i), (Country)t.get(j), (Country)tNeighbors.get(k), q)  &&
             						  (((Country)t.get(j)).getColor() != player.getCapital().getColor() || attackFromCap)) {
             					   tmp = "attack " + ((Country)t.get(j)).getColor() + " " + ((Country)tNeighbors.get(k)).getColor();
             					   break outer;
             				   }
             						   
             			   }
             		   }
             	   }
         	   }
            }
            if (tmp != null)
         	   output = tmp;
		    
		    
		    
		    // check to see if there are any players to eliminate

		    Vector players = game.getPlayers();
                    Vector cankill = new Vector();

                    for (int i=0; i<players.size(); i++) {
			if (( (Player) players.elementAt(i)).getNoTerritoriesOwned() < 3 && ( (Player) players.elementAt(i)) != player)
			    cankill.addElement((Player) players.elementAt(i));
                    }

		    if (cankill.size() > 0) {
			for (int i=0; i<cankill.size(); i++) {
			Vector territories = ((Player) cankill.elementAt(i)).getTerritoriesOwned();
			for (int j=0; j<territories.size(); j++) {

			    Vector neighbours = ((Country)territories.elementAt(j)).getNeighbours();
                            for (int k=0; k<neighbours.size(); k++) {
				if (((Country) neighbours.elementAt(k)).getOwner() == player
				    && (((Country)territories.elementAt(j)).getArmies() + 1 < ((Country) neighbours.elementAt(k)).getArmies())
				    && ((Country) neighbours.elementAt(k) != player.getCapital() || attackFromCap)
				    &&  ((Country) neighbours.elementAt(k)).isNeighbours((Country)territories.elementAt(j))) {
				    output= "attack " + ((Country) neighbours.elementAt(k)).getColor() + " " + ((Country)territories.elementAt(j)).getColor();

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -