|
Britbot
|
| Britbot.AllocationException | |
| Britbot.Simulator.BattleEvent | This represents a battle between two ships |
| Britbot.Bot | This class is a bot |
| Britbot.Simulator.CaptureEvent | This Event is called when an island is being captured |
| Britbot.Commander | A top level manager that does the turn |
| Britbot.CommanderGaveUpException | |
| Britbot.ConfigHelper | An experienced ally to the commander who does bugger all |
| Britbot.Simulator.DeCaptureEvent | This event is called when an island is switching side to nutral |
| Britbot.Enemy | This class represents the enemy bot in the game |
| Britbot.EnemyGroup | A class which represents an enemy group |
| Britbot.ExpIterator | This class will be used to go over every possible group-target assignment it is like counting in base ten with unclear amount of fingers demo: https://www.youtube.com/watch?v=UIKGV2cTgqA |
| Britbot.Extensions | This class provides various extension methods for the IPirateGame interface |
| Britbot.Fallback.FallbackBot | This is the fallback bot its execution time must be low |
| Britbot.Group | Represents a structure of few of our pirates that have a common goal |
| Britbot.Simulator.GroupArrivalEvent | This event is called when a group (surely) arrives to an island |
| Britbot.HeadingVector | This class accumulates direction over large number of turns we assume (0,0) is the left top corner of the screen and that |
| Britbot.PriorityQueue.HeapPriorityQueue< T > | An implementation of a min-Priority Queue using a heap. Has O(1) .Contains()! See https://bitbucket.org/BlueRaja/high-speed-priority-queue-for-c/wiki/Getting%20Started for more information |
| Britbot.InvalidIteratorDimensionException | |
| Britbot.InvalidLocationException | |
| Britbot.InvalidRingException | |
| Britbot.PriorityQueue.IPriorityQueue< T > | The IPriorityQueue interface. This is mainly here for purists, and in case I decide to add more implementations later. For speed purposes, it is actually recommended that you *don't* access the priority queue through this interface, since the JIT can (theoretically?) optimize method calls from concrete-types slightly better |
| Britbot.ITarget | Represent a target we can, well, target |
| Britbot.Logger | |
| Britbot.Magic | This class holds the magic numbers we have and may be used for smart in game updates |
| Britbot.Mover | This class is used for the physical moving of pirates in the game |
| Britbot.Navigator | This class will deal with geographical calculations and direction calculation |
| Britbot.Navigator.Node | Private class representing each cell of the map |
| Britbot.NoTarget | This class represents a null target which does nothing this will help us prevent cases of dimensions error due to null priority lists |
| Britbot.Simulator.PossibleArrivalEvent | This represents an arrivale depending on something for example: an enemy group might only come to their island if we begin to capture it |
| Britbot.PriorityQueue.PriorityQueueNode | |
| Britbot.Simulator.ReviveEvent | |
| Britbot.Score | A class represent information about a target's score in relation to a specific group |
| Britbot.Simulator.SimulatedEvent | A virtual class representing an event in the game (capture, kill, est...) Inherits from PriorityQueueNode because the events are ordered by their time of execution |
| Britbot.Simulator.SimulatedGame | This class represents a possibility of a game based on an assignment |
| Britbot.Simulator.SimulatedGroup | This represents a group of pirates (either friendly or enemy) |
| Britbot.Simulator.SimulatedIsland | |
| Britbot.Simulator.SimulationEndEvent | This terminates the calculation by returning true |
| Britbot.SmartIsland | A Class that encapsulates the default Island type and adds important methods to it |
| Britbot.SpecialOps | Manages special game operations (e.x Cloak) |
| Britbot.ZoneConfigs |
1.7.6.1