/******************************************************************************* * Copyright (c) 2015 * * Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER * DEALINGS IN THE SOFTWARE. *******************************************************************************/ package jsettlers.ai.construction; import jsettlers.ai.highlevel.AiPositions; import jsettlers.ai.highlevel.AiStatistics; import jsettlers.common.buildings.EBuildingType; /** * Assumptions: trees are placed as groups or as a single tree on the map * * Algorithm: find all possible construction points within the borders of the player - calculates a score based on the distance from the most near * tree of the possible construction position - takes the position with the best score (lowest distance to the most near tree) * * @author codingberlin */ public class BestLumberJackConstructionPositionFinder extends BestWorkareaConstructionPositionFinder { public BestLumberJackConstructionPositionFinder(EBuildingType buildingType) { super(buildingType); } @Override protected AiPositions getRelevantObjects(AiStatistics aiStatistics, byte playerId) { return aiStatistics.getTreesForPlayer(playerId); } }