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Britbot
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This resets the simulation to the current game status, it should be used for every assignment. Definition at line 188 of file SimulatedGame.cs. {
//reset general stuff
this.CurrentTurn = Bot.Game.GetTurn();
this.Score = 0;
this.EnemyDeadPirates = this.OriginalEnemyDeadPirates;
this.MyDeadPirates = this.OriginalMyDeadPirates;
this.EnemyIslandCount = this.OriginalEnemyIslandCount;
this.MyIslandCount = this.OriginalMyIslandCount;
//reset islands
foreach(KeyValuePair<int, SimulatedIsland> sIsland in this.Islands)
{
sIsland.Value.Owner = sIsland.Value.OriginalOwner;
sIsland.Value.TurnsBeingCaptured = sIsland.Value.OriginalTrunsBeingCaptured;
sIsland.Value.CapturingGroup = sIsland.Value.OriginalCapturingGroup;
}
//reset my groups
foreach(KeyValuePair<int,SimulatedGroup> sGroup in this.MyGroups)
{
sGroup.Value.IsBusy = false;
sGroup.Value.IsAlive = sGroup.Value.OriginalIsAlive;
sGroup.Value.IsCapturing = sGroup.Value.OriginalIsCapturing;
sGroup.Value.ReviveTurn = sGroup.Value.OriginalReviveTurn;
}
//reset enemy groups
foreach (KeyValuePair<int, SimulatedGroup> sGroup in this.EnemyGroups)
{
sGroup.Value.IsBusy = false;
sGroup.Value.IsAlive = sGroup.Value.OriginalIsAlive;
sGroup.Value.IsCapturing = sGroup.Value.OriginalIsCapturing;
sGroup.Value.ReviveTurn = sGroup.Value.OriginalReviveTurn;
}
//reset events
this.CommingEvents.Clear();
foreach(SimulatedEvent sEvent in this.ConstantEvents)
{
this.CommingEvents.Enqueue(sEvent, sEvent.Turn);
}
}
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1.7.6.1