Made it possible to build iron curtains as they become available
authorJustin Worthe <justin@worthe-it.co.za>
Sun, 2 Sep 2018 18:48:15 +0000 (20:48 +0200)
committerJustin Worthe <justin@worthe-it.co.za>
Sun, 2 Sep 2018 18:48:15 +0000 (20:48 +0200)
src/engine/bitwise_engine.rs
src/strategy/monte_carlo.rs

index afd4bcc..35b574e 100644 (file)
@@ -336,6 +336,11 @@ impl Player {
         self.iron_curtain_available && self.iron_curtain_remaining == 0
     }
 
+    pub fn can_build_iron_curtain_in(&self, round: u16, moves: u8) -> bool {
+        let unlocks = round % IRON_CURTAIN_UNLOCK_INTERVAL > round + u16::from(moves) % IRON_CURTAIN_UNLOCK_INTERVAL;
+        (self.iron_curtain_available || unlocks) && self.iron_curtain_remaining.saturating_sub(moves) == 0
+    }
+
     pub fn unoccupied_cell_count(&self) -> usize { self.occupied.count_zeros() as usize }
     pub fn location_of_unoccupied_cell(&self, i: usize) -> Point  {
         let bit = find_bit_index_from_rank(self.occupied, i as u64);
index 1a4c400..f6b8956 100644 (file)
@@ -257,7 +257,7 @@ fn random_move<R: Rng>(player: &Player, opponent: &Player, rng: &mut R) -> Comma
                 0
             } else {
                 // TODO: take into account opponent attacks and defence in row?
-                8 + opponent.count_energy_towers_in_row(point.y()) - player.count_attack_towers_in_row(point.y())
+                8 + opponent.count_energy_towers_in_row(point.y()) + opponent.count_towers_in_row(point.y()) - player.count_attack_towers_in_row(point.y())
             };
 
             attack_end += weight;
@@ -402,9 +402,11 @@ impl CommandScore {
         }
         
         let building_command_count = unoccupied_cells.len()*all_buildings.len();
-        
+
         let mut commands = Vec::with_capacity(building_command_count + 1);
-        if state.player.can_build_iron_curtain() && IRON_CURTAIN_PRICE.saturating_sub(state.player.energy) / energy_generated < 4 {
+        let time_to_curtain_energy = (IRON_CURTAIN_PRICE.saturating_sub(state.player.energy) / energy_generated) as u8;
+        
+        if time_to_curtain_energy < 4 && state.player.can_build_iron_curtain_in(state.round, time_to_curtain_energy) {
             commands.push(CommandScore::new(Command::IronCurtain, state.player.energy < IRON_CURTAIN_PRICE));
         }