/*******************************************************************************
* 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 java.util.ArrayList;
import java.util.List;
import jsettlers.ai.highlevel.AiPositions;
import jsettlers.ai.highlevel.AiStatistics;
import jsettlers.algorithms.construction.AbstractConstructionMarkableMap;
import jsettlers.common.buildings.EBuildingType;
import jsettlers.common.position.ShortPoint2D;
/**
* Algorithm: find all possible construction points within the borders of the player - calculates a score based on the distance from the most near
* river of the possible construction position - takes the position with the best score (lowest distance to the most near river)
*
* @author codingberlin
*/
public class BestWaterWorksConstructionPositionFinder implements IBestConstructionPositionFinder {
EBuildingType buildingType;
public BestWaterWorksConstructionPositionFinder(EBuildingType buildingType) {
this.buildingType = buildingType;
}
@Override
public ShortPoint2D findBestConstructionPosition(AiStatistics aiStatistics, AbstractConstructionMarkableMap constructionMap, byte playerId) {
AiPositions rivers = aiStatistics.getRiversForPlayer(playerId);
if (rivers.size() == 0) {
return null;
}
List<ScoredConstructionPosition> scoredConstructionPositions = new ArrayList<ScoredConstructionPosition>();
for (ShortPoint2D point : aiStatistics.getLandForPlayer(playerId)) {
if (constructionMap.canConstructAt(point.x, point.y, buildingType, playerId) && !aiStatistics.blocksWorkingAreaOfOtherBuilding(point,
playerId, buildingType)) {
ShortPoint2D nearestRiverPosition = rivers.getNearestPoint(point, buildingType.getWorkRadius(), null);
if (nearestRiverPosition != null) {
int riverDistance = point.getOnGridDistTo(nearestRiverPosition);
scoredConstructionPositions.add(new ScoredConstructionPosition(point, riverDistance));
}
}
}
return ScoredConstructionPosition.detectPositionWithLowestScore(scoredConstructionPositions);
}
}