use of com.sun.java.util.collections.Iterator in project spoon by INRIA.
the class TestBot method calculateMove.
public MoveOption[] calculateMove(Entity entity) {
java.util.Vector enemy_array = game.getValidTargets(entity);
java.util.Vector entities = game.getEntitiesVector();
CEntity self = centities.get(entity);
Object[] move_array;
int friends = entities.size() - enemy_array.size();
/**
*********************************************************************
* Second pass, combination moves/firing based only on the present
* case, since only one mech moves at a time
*********************************************************************
*/
move_array = self.pass.values().toArray();
self.pass.clear();
for (int j = 0; j < move_array.length && friends > 2; j++) {
MoveOption option = (MoveOption) move_array[j];
for (int e = 0; e < enemy_array.size(); e++) {
Entity en = (Entity) enemy_array.elementAt(e);
CEntity enemy = centities.get(en);
for (Enumeration f = entities.elements(); f.hasMoreElements(); ) {
Entity other = (Entity) f.nextElement();
if (other.isEnemyOf(self.entity)) {
continue;
}
MoveOption foption = centities.get(other).current;
double threat_divisor = 1;
MoveOption.DamageInfo di = option.getDamageInfo(enemy, true);
if (foption.getDamageInfo(enemy, false) != null) {
option.damage += (enemy.canMove() ? .1 : .2) * di.damage;
threat_divisor += foption.getCEntity().canMove() ? .4 : .6;
}
option.threat -= di.threat;
di.threat /= threat_divisor;
option.threat += di.threat;
}
}
}
// top balanced
filterMoves(move_array, self.pass, new MoveOption.WeightedComparator(1, 1), 50);
// top damage
filterMoves(move_array, self.pass, new MoveOption.WeightedComparator(.5, 1), 50);
/**
*********************************************************************
* third pass, (not so bad) oppurtunistic planner gives preference to
* good ranges/defensive positions based upon the mech characterization
*********************************************************************
*/
move_array = self.pass.values().toArray();
self.pass.clear();
for (int j = 0; j < move_array.length; j++) {
MoveOption option = (MoveOption) move_array[j];
option.setState();
double adjustment = 0;
double temp_adjustment = 0;
for (int e = 0; e < enemy_array.size(); e++) {
// for each enemy
Entity en = (Entity) enemy_array.elementAt(e);
CEntity enemy = centities.get(en);
int current_range = self.current.getFinalCoords().distance(enemy.current.getFinalCoords());
int range = option.getFinalCoords().distance(enemy.current.getFinalCoords());
if (range > self.long_range) {
temp_adjustment += (!(range < enemy.long_range) ? .5 : 1) * (1 + self.range_damages[self.range]) * (Math.max(range - self.long_range - .5 * Math.max(self.jumpMP, .8 * self.runMP), 0));
}
if ((self.range == CEntity.RANGE_SHORT && (current_range > 5 || range > 9)) || (self.range_damages[CEntity.RANGE_SHORT] < 4 && current_range > 10)) {
temp_adjustment += ((enemy.range > CEntity.RANGE_SHORT) ? .5 : 1) * (Math.max(1 + self.range_damages[CEntity.RANGE_SHORT], 5)) * Math.max(range - .5 * Math.max(self.jumpMP, .8 * self.runMP), 0);
} else if (self.range == CEntity.RANGE_MEDIUM) {
temp_adjustment += ((current_range < 6 || current_range > 12) ? 1 : .25) * ((enemy.range > CEntity.RANGE_SHORT) ? .5 : 1) * (1 + self.range_damages[CEntity.RANGE_MEDIUM]) * Math.abs(range - .5 * Math.max(self.jumpMP, .8 * self.runMP));
} else if (option.damage < .25 * self.range_damages[CEntity.RANGE_LONG]) {
temp_adjustment += ((range < 10) ? .25 : 1) * (Math.max(1 + self.range_damages[CEntity.RANGE_LONG], 3)) * (1 / (1 + option.threat));
}
adjustment += Math.sqrt(temp_adjustment * enemy.bv / self.bv);
// I would always like to face the opponent
if (!(enemy.getEntity().isProne() || enemy.getEntity().isImmobile()) && CEntity.getThreatHitArc(option.getFinalCoords(), option.getFinalFacing(), enemy.getEntity().getPosition()) != ToHitData.SIDE_FRONT) {
int fa = CEntity.getFiringAngle(option.getFinalCoords(), option.getFinalFacing(), enemy.getEntity().getPosition());
if (fa > 90 && fa < 270) {
int distance = option.getFinalCoords().distance(enemy.current.getFinalCoords());
double mod = 1;
if (fa > 130 && fa < 240)
mod = 2;
// big formula that says don't do it
mod *= ((Math.max(self.jumpMP, .8 * self.runMP) < 5) ? 2 : 1) * ((double) self.bv / (double) 50) * Math.sqrt(((double) self.bv) / enemy.bv) / ((double) distance / 6 + 1);
option.self_threat += mod;
option.tv.add(mod + " " + fa + " Back to enemy\n");
}
}
}
adjustment *= self.overall_armor_percent * self.strategy.attack / enemy_array.size();
// fix for hiding in level 2 water
// To a greedy bot, it always seems nice to stay in here...
IHex h = game.getBoard().getHex(option.getFinalCoords());
if (h.containsTerrain(Terrains.WATER) && h.surface() > (self.getEntity().getElevation() + ((option.getFinalProne()) ? 0 : 1))) {
double mod = (self.getEntity().heat + option.getMovementheatBuildup() <= 7) ? 100 : 30;
adjustment += self.bv / mod;
}
// add them in now, then re-add them later
if (self.range > CEntity.RANGE_SHORT) {
int ele_dif = game.getBoard().getHex(option.getFinalCoords()).getElevation() - game.getBoard().getHex(self.current.getFinalCoords()).getElevation();
adjustment -= (Math.max(ele_dif, 0) + 1) * ((double) Compute.getTargetTerrainModifier(game, option.getEntity()).getValue() + 1);
}
// close the range if nothing else and healthy
if (option.damage < .25 * self.range_damages[self.range] && adjustment < self.range_damages[self.range]) {
for (int e = 0; e < enemy_array.size(); e++) {
Entity en = (Entity) enemy_array.elementAt(e);
CEntity enemy = centities.get(en);
int range = option.getFinalCoords().distance(enemy.current.getFinalCoords());
if (range > 5)
adjustment += Math.pow(self.overall_armor_percent, 2) * Math.sqrt((double) (range - 4) * enemy.bv / (double) self.bv) / enemy_array.size();
}
}
if (option.damage < .25 * (1 + self.range_damages[self.range])) {
option.self_threat += 2 * adjustment;
} else if (option.damage < .5 * (1 + self.range_damages[self.range])) {
option.self_threat += adjustment;
}
option.tv.add(option.self_threat + " Initial Damage Adjustment " + "\n");
}
// top balanced
filterMoves(move_array, self.pass, new MoveOption.WeightedComparator(1, 1), 30);
// top damage
filterMoves(move_array, self.pass, new MoveOption.WeightedComparator(.5, 1), 30);
// reduce self threat, and add bonus for terrain
for (Iterator i = self.pass.values().iterator(); i.hasNext(); ) {
MoveOption option = (MoveOption) i.next();
option.setState();
option.self_damage *= .5;
option.self_threat *= .5;
// TODO: should scale to the unit bv
double terrain = 2 * ((double) Compute.getTargetTerrainModifier(game, option.getEntity()).getValue());
option.tv.add(terrain + " Terrain Adjusment " + "\n");
option.self_threat -= terrain;
}
move_array = self.pass.values().toArray();
self.pass.clear();
/**
*********************************************************************
* fourth pass, speculation on top moves use averaging to filter
*********************************************************************
*/
for (int e = 0; e < enemy_array.size(); e++) {
// for each enemy
Entity en = (Entity) enemy_array.elementAt(e);
CEntity enemy = centities.get(en);
// engage in speculation on "best choices" when you loose iniative
if (enemy.canMove()) {
Object[] enemy_move_array = enemy.pass.values().toArray();
Vector to_check = new Vector();
// check some enemy moves
for (int j = 0; j < move_array.length; j++) {
MoveOption option = null;
to_check.clear();
option = (MoveOption) move_array[j];
option.setState();
// check for damning hexes specifically
// could also look at intervening defensive
Vector coord = new Vector();
Coords back = option.getFinalCoords().translated((option.getFinalFacing() + 3) % 6);
coord.add(back);
coord.add(back.translated((option.getFinalFacing() + 2) % 6));
coord.add(back.translated((option.getFinalFacing() + 4) % 6));
coord.add(option.getFinalCoords().translated((option.getFinalFacing())));
coord.add(option.getFinalCoords().translated((option.getFinalFacing() + 1) % 6));
coord.add(option.getFinalCoords().translated((option.getFinalFacing() + 2) % 6));
coord.add(option.getFinalCoords().translated((option.getFinalFacing() + 4) % 6));
coord.add(option.getFinalCoords().translated((option.getFinalFacing() + 5) % 6));
Iterator ci = coord.iterator();
while (ci.hasNext()) {
Coords test = (Coords) ci.next();
List c = enemy.findMoves(test);
if (c.size() != 0)
to_check.addAll(c);
}
int range = option.getFinalCoords().distance(enemy.current.getFinalCoords());
int compare = 0;
if ((enemy.long_range) > range - Math.max(enemy.jumpMP, enemy.runMP)) {
compare = 30;
} else if (enemy.long_range > range) {
compare = 10;
}
double mod = this.enemies_moved / this.getEnemyEntities().size();
compare *= (1 + mod);
for (int k = 0; k <= compare && k < enemy_move_array.length; k++) {
if (enemy_move_array.length < compare) {
to_check.add(enemy_move_array[k]);
} else {
int value = Compute.randomInt(enemy_move_array.length);
if (value % 2 == 1) {
to_check.add(enemy_move_array[value]);
} else {
to_check.add(enemy_move_array[k]);
}
}
}
Iterator eo = to_check.iterator();
while (eo.hasNext()) {
MoveOption enemy_option = (MoveOption) eo.next();
double max_threat = 0;
double max_damage = 0;
enemy_option.setState();
int enemy_hit_arc = CEntity.getThreatHitArc(enemy_option.getFinalCoords(), enemy_option.getFinalFacing(), option.getFinalCoords());
int self_hit_arc = CEntity.getThreatHitArc(enemy_option.getFinalCoords(), enemy_option.getFinalFacing(), option.getFinalCoords());
if (enemy_option.isJumping()) {
enemy_hit_arc = Compute.ARC_FORWARD;
}
int[] modifiers = option.getModifiers(enemy_option.getEntity());
if (modifiers[1] != ToHitData.IMPOSSIBLE) {
self.engaged = true;
if (!enemy_option.isJumping()) {
max_threat = option.getMaxModifiedDamage(enemy_option, modifiers[1], modifiers[MoveOption.DEFENCE_PC]);
} else {
max_threat = .8 * enemy.getModifiedDamage((modifiers[MoveOption.DEFENCE_PC] == 1) ? CEntity.TT : ToHitData.SIDE_FRONT, enemy_option.getFinalCoords().distance(option.getFinalCoords()), modifiers[1]);
}
max_threat = self.getThreatUtility(max_threat, self_hit_arc);
}
if (modifiers[0] != ToHitData.IMPOSSIBLE) {
self.engaged = true;
max_damage = enemy_option.getMaxModifiedDamage(option, modifiers[0], modifiers[MoveOption.ATTACK_PC]);
max_damage = enemy.getThreatUtility(max_damage, enemy_hit_arc);
if (option.isPhysical) {
if (centities.get(option.getPhysicalTargetId()).getEntity().getId() == enemy.getEntity().getId()) {
max_damage = option.getDamage(enemy);
} else {
max_damage = 0;
}
}
}
MoveOption.DamageInfo di = option.getDamageInfo(enemy, true);
di.max_threat = Math.max(max_threat, di.max_threat);
di.min_damage = Math.min(di.min_damage, max_damage);
if (max_threat - max_damage > di.threat - di.damage) {
di.threat = max_threat;
di.damage = max_damage;
option.tv.add(max_threat + " Spec Threat " + e + "\n");
option.tv.add(max_damage + " Spec Damage " + e + "\n");
}
}
// update estimates
option.damage = 0;
option.threat = 0;
for (Iterator i = option.damageInfos.keySet().iterator(); i.hasNext(); ) {
// my damage is the average of expected and min
CEntity cen = (CEntity) i.next();
// rescale
MoveOption.DamageInfo di = option.getDamageInfo(cen, true);
di.min_damage /= cen.strategy.target;
di.damage /= cen.strategy.target;
option.damage += (di.min_damage + di.damage) / 2;
// my threat is average of absolute worst, and expected
option.threat = Math.max(option.threat, di.max_threat + di.threat) / 2;
di.threat = (di.max_threat + 2 * di.threat) / 3;
}
}
// restore enemy
enemy.current.setState();
}
self.current.setState();
}
// --end move speculation
// top balanced
filterMoves(move_array, self.pass, new MoveOption.WeightedComparator(1, 1), 20);
// top damage
filterMoves(move_array, self.pass, new MoveOption.WeightedComparator(.5, 1), 20);
// reduce transient damage estimates
for (Iterator i = self.pass.values().iterator(); i.hasNext(); ) {
MoveOption option = (MoveOption) i.next();
option.self_threat *= .5;
option.self_damage *= .5;
}
move_array = self.pass.values().toArray();
self.pass.clear();
/**
*********************************************************************
* fourth pass, final damage and threat approximation --prevents moves
* that from the previous pass would cause the mech to die
*********************************************************************
*/
if (self.engaged) {
for (int j = 0; j < move_array.length; j++) {
MoveOption option = (MoveOption) move_array[j];
option.setState();
GAAttack temp = this.bestAttack(option);
if (temp != null) {
option.damage = (option.damage + temp.getFittestChromosomesFitness()) / 2;
} else {
option.damage /= 2;
}
for (int e = 0; e < enemy_array.size(); e++) {
// for each
// enemy
Entity en = (Entity) enemy_array.elementAt(e);
CEntity enemy = centities.get(en);
if (!enemy.canMove()) {
option.setThreat(enemy, (option.getThreat(enemy) + this.attackUtility(enemy.current, self)) / 2);
option.tv.add(option.getThreat(enemy) + " Revised Threat " + e + " \n");
if (!option.isPhysical) {
if (temp != null) {
option.setDamage(enemy, (option.getDamage(enemy) + temp.getDamageUtility(enemy)) / 2);
} else {
// probably zero, but just in case
option.setDamage(enemy, option.getMinDamage(enemy));
}
option.tv.add(option.getDamage(enemy) + " Revised Damage " + e + " \n");
// this needs to be reworked
if (option.getFinalCoords().distance(enemy.current.getFinalCoords()) == 1) {
PhysicalOption p = pcalc.getBestPhysicalAttack(option.getEntity(), enemy.getEntity(), game);
if (p != null) {
option.setDamage(enemy, option.getDamage(enemy) + p.expectedDmg);
option.tv.add(p.expectedDmg + " Physical Damage " + e + " \n");
}
p = pcalc.getBestPhysicalAttack(enemy.getEntity(), option.getEntity(), game);
if (p != null) {
option.setThreat(enemy, option.getThreat(enemy) + .5 * p.expectedDmg);
option.tv.add(.5 * p.expectedDmg + " Physical Threat " + e + " \n");
}
}
}
} else if (!option.isPhysical) {
// enemy can move (not
if (temp != null) {
option.setDamage(enemy, (2 * option.getDamage(enemy) + temp.getDamageUtility(enemy)) / 3);
} else {
option.setDamage(enemy, option.getMinDamage(enemy));
}
} else {
// get a more accurate estimate
option.setDamage(enemy, option.getDamage(enemy) / Math.sqrt((double) enemy.bv / (double) self.bv));
option.damage = option.getDamage(enemy);
}
}
option.threat = 0;
for (Iterator i = option.damageInfos.values().iterator(); i.hasNext(); ) {
option.threat += ((MoveOption.DamageInfo) i.next()).threat;
}
option.tv.add(option.threat + " Revised Threat Utility\n");
option.tv.add(option.damage + " Revised Damage Utility\n");
}
}
Arrays.sort(move_array, new MoveOption.WeightedComparator(1, 1));
self.current.setState();
/**
*********************************************************************
* Return top twenty moves to the lance algorithm
*********************************************************************
*/
MoveOption[] result = new MoveOption[Math.min(move_array.length, 20)];
int offset = 0;
for (int i = 0; i < Math.min(move_array.length, 20); i++) {
MoveOption next = (MoveOption) move_array[i];
if (next.isPhysical && self.range_damages[CEntity.RANGE_SHORT] > 5 && next.doomed) {
if (offset + 20 < move_array.length) {
next = (MoveOption) move_array[offset + 20];
offset++;
}
}
result[i] = next;
}
return result;
}
use of com.sun.java.util.collections.Iterator in project spoon by INRIA.
the class TestBot method calculateFiringTurn.
public void calculateFiringTurn() {
int first_entity = game.getFirstEntityNum();
int entity_num = first_entity;
int best_entity = first_entity;
double max = java.lang.Double.MIN_VALUE;
int[] results = null;
Vector winner = null;
int arc = 0;
if (entity_num == -1) {
return;
}
do {
Entity en = game.getEntity(entity_num);
CEntity cen = centities.get(en);
GAAttack test = bestAttack(cen.current, null, 3);
if (test != null && test.getFittestChromosomesFitness() > max) {
max = test.getFittestChromosomesFitness();
results = test.getResultChromosome();
arc = test.getFiringArc();
best_entity = entity_num;
winner = test.getAttack();
}
entity_num = game.getNextEntityNum(entity_num);
} while (entity_num != first_entity && entity_num != -1);
java.util.Vector av = new java.util.Vector();
// maximum already selected (or default)
Entity en = game.getEntity(best_entity);
if (results != null) {
Entity primary_target = (Entity) game.getEntitiesVector().elementAt(results[results.length - 1]);
TreeMap tm = new TreeMap(new AttackOption.Sorter(centities.get(primary_target)));
for (int i = 0; i < results.length - 1; i++) {
AttackOption a = (AttackOption) ((Vector) winner.elementAt(i)).elementAt(results[i]);
if (a.target != null) {
a.target.expected_damage[a.toHit.getSideTable()] += a.value;
a.target.hasTakenDamage = true;
tm.put(a, a);
}
}
Iterator i = tm.values().iterator();
while (i.hasNext()) {
AttackOption a = (AttackOption) i.next();
av.addElement(new WeaponAttackAction(en.getId(), a.target.getEntity().getId(), en.getEquipmentNum(a.weapon)));
}
}
switch(arc) {
case 1:
av.insertElementAt(new TorsoTwistAction(en.getId(), (en.getFacing() + 5) % 6), 0);
break;
case 2:
av.insertElementAt(new TorsoTwistAction(en.getId(), (en.getFacing() + 1) % 6), 0);
break;
}
sendAttackData(best_entity, av);
}
use of com.sun.java.util.collections.Iterator in project spoon by INRIA.
the class TestBot method initFiring.
protected void initFiring() {
java.util.Vector entities = game.getEntitiesVector();
for (int i = 0; i < entities.size(); i++) {
Entity entity = (Entity) entities.elementAt(i);
CEntity centity = centities.get(entity);
centity.reset();
centity.enemy_num = i;
}
for (Iterator i = this.getEnemyEntities().iterator(); i.hasNext(); ) {
Entity entity = (Entity) i.next();
CEntity centity = centities.get(entity);
if (entity.isMakingDfa() || entity.isCharging()) {
// try to prevent a physical attack from happening
// but should take into account the toHit of the attack
centity.strategy.target = 2.5;
}
}
}
use of com.sun.java.util.collections.Iterator in project spoon by INRIA.
the class TestBot method initMovement.
/**
* consider how to put more pre-turn logic here
*/
protected void initMovement() {
this.my_mechs_moved = 0;
this.old_moves = null;
this.enemies_moved = 0;
double max_modifier = 1.4;
java.util.Vector entities = game.getEntitiesVector();
double num_entities = Math.sqrt(entities.size()) / 100;
Vector friends = new Vector();
Vector foes = new Vector();
double friend_sum = 0;
double foe_sum = 0;
double max_foe_bv = 0;
CEntity max_foe = null;
for (int i = 0; i < entities.size(); i++) {
Entity entity = (Entity) entities.elementAt(i);
CEntity centity = centities.get(entity);
centity.enemy_num = i;
double old_value = centity.bv * (centity.overall_armor_percent + 1);
// should get fresh values
centity.reset();
double new_value = centity.bv * (centity.overall_armor_percent + 1);
double percent = 1 + (new_value - old_value) / old_value;
if (entity.getOwner().equals(getLocalPlayer())) {
friends.add(centity);
friend_sum += new_value;
if (percent < .85) {
// small retreat
centity.strategy.attack = .85;
} else if (percent < .95) {
centity.strategy.attack = 1;
} else if (percent <= 1 && centity.strategy.attack < max_modifier) {
if (percent == 1) {
if (centity.strategy.attack < 1) {
centity.strategy.attack = Math.min(1.4 * centity.strategy.attack, 1);
} else {
centity.strategy.attack *= (1.0 + num_entities);
}
} else {
centity.strategy.attack *= (1.0 + 2 * num_entities);
}
}
} else if (!entity.getOwner().isEnemyOf(getLocalPlayer())) {
friend_sum += new_value;
} else {
foes.add(centity);
foe_sum += new_value;
if (new_value > max_foe_bv) {
max_foe_bv = new_value;
max_foe = centity;
}
if (this.getEntitiesOwned().size() > 2) {
if (centity.strategy.target > 2) {
centity.strategy.target = 1 + .5 * (centity.strategy.target - 2);
}
if (percent < .85 && centity.strategy.target < max_modifier) {
centity.strategy.target *= (1.0 + 6 * num_entities);
} else if (percent < .95 && centity.strategy.target < max_modifier) {
centity.strategy.target *= (1.0 + 4 * num_entities);
} else if (percent <= 1) {
if (percent == 1) {
centity.strategy.target /= (1.0 + 2 * num_entities);
} else {
centity.strategy.target /= (1.0 + num_entities);
}
}
// don't go below one
if (centity.strategy.target < 1)
centity.strategy.target = 1;
}
}
}
System.out.println("Us " + friend_sum + " Them " + foe_sum);
// do some more reasoning...
if (this.unit_values.size() == 0) {
this.unit_values.add(new Double(friend_sum));
this.enemy_values.add(new Double(foe_sum));
return;
}
Iterator i = foes.iterator();
if (friends.size() > 1) {
if (Strategy.MainTarget == null || null == game.getEntity(Strategy.MainTarget.getEntity().getId())) {
Strategy.MainTarget = max_foe;
}
// TODO : Handle this better.
if (null == Strategy.MainTarget)
System.err.println("TestBot#initMovement() - no main target for bot");
else if (null == Strategy.MainTarget.strategy)
System.err.println("TestBot#initMovement() - no strategy for main target");
else {
Strategy.MainTarget.strategy.target += .2;
while (i.hasNext()) {
CEntity centity = (CEntity) i.next();
// predictability
if (friend_sum - foe_sum >= .9 * (((Double) this.unit_values.getLast()).doubleValue() - ((Double) this.enemy_values.getLast()).doubleValue())) {
if (Compute.randomInt(2) == 1) {
centity.strategy.target += .3;
}
// lost that turn, but still in the fight, just get a
// little more aggressive
} else if (friend_sum > .9 * foe_sum) {
centity.strategy.target += .15;
// lost that turn and loosing
} else if (centity.strategy.target < 2) {
// go for the gusto
centity.strategy.target += .3;
}
System.out.println(centity.getEntity().getShortName() + " " + centity.strategy.target);
}
}
}
double ratio = friend_sum / foe_sum;
double mod = 1;
if (ratio < .9) {
mod = .95;
} else if (ratio < 1) {
// no change
} else {
// attack
mod = (1.0 + num_entities);
}
i = friends.iterator();
while (i.hasNext()) {
CEntity centity = (CEntity) i.next();
if (!(mod < 1 && centity.strategy.attack < .6) && !(mod > 1 && centity.strategy.attack >= max_modifier))
centity.strategy.attack *= mod;
}
// just to make sure
System.gc();
}
use of com.sun.java.util.collections.Iterator in project spoon by INRIA.
the class TestBot method calculateMoveTurn.
public MovePath calculateMoveTurn() {
long enter = System.currentTimeMillis();
int initiative = 0;
MoveOption min = null;
System.out.println("beginning movement calculations...");
// first check and that someone else has moved so we don't replan
Object[] enemy_array = this.getEnemyEntities().toArray();
for (int j = 0; j < enemy_array.length; j++) {
if (!((Entity) enemy_array[j]).isSelectableThisTurn()) {
initiative++;
}
}
// if nobody's moved and we have a valid move waiting, use that
if (initiative == enemies_moved && old_moves != null) {
min = this.old_moves.getResult();
if (min == null || !min.isMoveLegal() || (min.isPhysical && centities.get(min.getPhysicalTargetId()).isPhysicalTarget)) {
this.old_moves = null;
System.out.println("recalculating moves since the old move was invalid");
return calculateMoveTurn();
}
} else {
enemies_moved = initiative;
Vector possible = new Vector();
Enumeration e = game.getEntities();
while (e.hasMoreElements()) {
Entity entity = (Entity) e.nextElement();
// ignore loaded units
if (entity.getPosition() == null) {
continue;
}
CEntity cen = centities.get(entity);
cen.refresh();
firstPass(cen);
}
Iterator i = this.getEntitiesOwned().iterator();
boolean short_circuit = false;
while (i.hasNext() && !short_circuit) {
Entity entity = (Entity) i.next();
// (not really necessary unless bot manages to load units)
if (entity.getPosition() == null) {
continue;
}
// if we can't move this entity right now, ignore it
if (!game.getTurn().isValidEntity(entity, game)) {
continue;
}
CEntity cen = centities.get(entity);
System.out.println("Contemplating movement of " + entity.getShortName() + " " + entity.getId());
MoveOption[] result = calculateMove(entity);
if (game.getOptions().booleanOption("skip_ineligable_movement") && cen.getEntity().isImmobile()) {
cen.moved = true;
} else if (!cen.moved) {
if (result.length < 6) {
min = result.length > 0 ? (MoveOption) result[0] : null;
short_circuit = true;
}
possible.add(result);
}
}
// and only do the below when there are 2 or mechs left to move
if (!short_circuit) {
if (this.getEntitiesOwned().size() > 1) {
GALance lance = new GALance(this, possible, 50, 80);
lance.evolve();
min = lance.getResult();
this.old_moves = lance;
} else if (((MoveOption[]) possible.elementAt(0)) != null && ((MoveOption[]) possible.elementAt(0)).length > 0) {
min = ((MoveOption[]) possible.elementAt(0))[0];
}
}
}
if (min == null) {
min = new MoveOption(game, centities.get(getFirstEntityNum()));
}
for (int d = 0; d < enemy_array.length; d++) {
Entity en = (Entity) enemy_array[d];
// ignore loaded units
if (en.getPosition() == null) {
continue;
}
CEntity enemy = centities.get(en);
int enemy_hit_arc = CEntity.getThreatHitArc(enemy.current.getFinalCoords(), enemy.current.getFinalFacing(), min.getFinalCoords());
MoveOption.DamageInfo di = (MoveOption.DamageInfo) min.damageInfos.get(enemy);
if (di != null) {
enemy.expected_damage[enemy_hit_arc] += di.min_damage;
}
if (enemy.expected_damage[enemy_hit_arc] > 0) {
enemy.hasTakenDamage = true;
}
}
if (min.isPhysical) {
centities.get(min.getPhysicalTargetId()).isPhysicalTarget = true;
}
System.out.println(min);
min.getCEntity().current = min;
min.getCEntity().last = min;
this.my_mechs_moved++;
min.getCEntity().moved = true;
long exit = System.currentTimeMillis();
System.out.println("move turn took " + (exit - enter) + " ms");
return min;
}
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