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use engine;
use engine::command::*;
use rand::{thread_rng, Rng};
pub fn choose_move(settings: &engine::settings::GameSettings, state: &engine::GameState) -> Command {
let mut rng = thread_rng();
if state.player.can_afford_defence_buildings(settings) {
for y in 0..settings.size.y {
if is_under_attack(state, y) {
let p_options = state.unoccupied_player_cells_in_row(settings, y);
if let Some(&p) = rng.choose(&p_options) {
return Command::Build(p, BuildingType::Defence);
}
}
}
}
if state.player.can_afford_all_buildings(settings) {
let options = state.unoccupied_player_cells(settings);
let option = rng.choose(&options);
let buildings = [BuildingType::Attack, BuildingType::Defence, BuildingType::Energy];
let building = rng.choose(&buildings);
match (option, building) {
(Some(&p), Some(&building)) => Command::Build(p, building),
_ => Command::Nothing
}
}
else {
Command::Nothing
}
}
fn is_under_attack(state: &engine::GameState, y: u8) -> bool {
let attack = state.opponent_buildings.iter()
.any(|b| b.pos.y == y && b.weapon_damage > 0);
let defences = state.player_buildings.iter()
.any(|b| b.pos.y == y && b.health > 5);
attack && !defences
}
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