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package jsettlers.ai.construction;
import java.util.ArrayList;
import java.util.List;
import jsettlers.ai.highlevel.AiStatistics;
import jsettlers.algorithms.construction.AbstractConstructionMarkableMap;
import jsettlers.common.buildings.EBuildingType;
import jsettlers.common.landscape.EResourceType;
import jsettlers.common.position.RelativePoint;
import jsettlers.common.position.ShortPoint2D;
import jsettlers.logic.map.grid.landscape.LandscapeGrid;
/**
* Algorithm: find all possible construction points within the borders of the player - calculates a score based on the amount of resource
*
* @author codingberlin
*/
public class BestMineConstructionPositionFinder implements IBestConstructionPositionFinder {
EBuildingType buildingType;
EResourceType resourceType;
public BestMineConstructionPositionFinder(EBuildingType buildingType, EResourceType resourceType) {
this.buildingType = buildingType;
this.resourceType = resourceType;
}
@Override
public ShortPoint2D findBestConstructionPosition(AiStatistics aiStatistics, AbstractConstructionMarkableMap constructionMap, byte playerId) {
List<ScoredConstructionPosition> scoredConstructionPositions = new ArrayList<ScoredConstructionPosition>();
for (ShortPoint2D point : aiStatistics.getLandForPlayer(playerId)) {
if (constructionMap.canConstructAt(point.x, point.y, buildingType, playerId)) {
int resourceAmount = 0;
LandscapeGrid landscapeGrid = aiStatistics.getMainGrid().getLandscapeGrid();
for (RelativePoint relativePoint : buildingType.getBlockedTiles()) {
int x = point.x + relativePoint.getDx();
int y = point.y + relativePoint.getDy();
if (landscapeGrid.getResourceTypeAt(x, y) == resourceType) {
resourceAmount -= landscapeGrid.getResourceAmountAt(x, y);
}
}
if (resourceAmount != 0) {
scoredConstructionPositions.add(new ScoredConstructionPosition(point, resourceAmount));
}
}
}
return ScoredConstructionPosition.detectPositionWithLowestScore(scoredConstructionPositions);
}
}