package us.palpant.games.territories.ai {
import us.palpant.games.players.PlayerManager;
import us.palpant.games.territories.*;
public class OffensiveAI implements ITerritoriesAI {
public function OffensiveAI() { }
public function get name():String { return "Offensive"; }
public function select(model:TerritoriesModel, playerManager:PlayerManager):Territory {
var potentialSelections:Array = new Array();
var highestDelta:uint = 0;
for each(var row:Array in model) {
for each(var territory:Territory in row) {
if(!territory.selected) {
var offensiveDelta:uint = model.getPotentialDelta(territory, playerManager.currentPlayer);
if(offensiveDelta > highestDelta) {
highestDelta = offensiveDelta;
potentialSelections = new Array();
potentialSelections.push(territory);
} else if(offensiveDelta == highestDelta) {
potentialSelections.push(territory);
}
}
}
}
if(potentialSelections.length > 0) {
var random:uint = Math.floor(Math.random() * potentialSelections.length);
return potentialSelections[random];
}
return totalRandom(model);
}
private function totalRandom(model:TerritoriesModel):Territory {
var randomRow:uint = Math.floor(Math.random() * model.length);
var randomColumn:uint = Math.floor(Math.random() * (model[0] as Array).length);
var potentialSelection:Territory = model[randomRow][randomColumn] as Territory;
if(!potentialSelection.selected)
return potentialSelection;
return totalRandom(model);
}
}
}