/*******************************************************************************
 * Copyright (c) 2015 - 2017
 *
 * 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.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<>();
		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);
	}

}

@@ -105,9 +105,9 @@
  201
-7
+8
 %0A *%0A
@@ -1279,60 +1279,8 @@
 n;%0A%0A
-import java.util.ArrayList;%0Aimport java.util.List;%0A%0A
 impo
@@ -1644,16 +1644,68 @@
 eGrid;%0A%0A
+import java.util.ArrayList;%0Aimport java.util.List;%0A%0A
 /**%0A * A
@@ -1840,17 +1840,16 @@
 ource%0A *
- 
 %0A * @aut
@@ -1962,18 +1962,93 @@
 inder %7B%0A
-%0A
 %09
+private static final float DISTANCE_PENALTY_FACTOR = 0.01f;%0A%0A%09private final 
 EBuildin
@@ -2068,16 +2068,30 @@
 gType;%0A%09
+private final 
 EResourc
@@ -3041,17 +3041,17 @@
 eAmount 
--
++
 = landsc
@@ -3094,24 +3094,25 @@
 %09%09%09%09%7D%0A%09%09%09%09%7D%0A
+%0A
 %09%09%09%09if (reso
@@ -3126,24 +3126,208 @@
 unt != 0) %7B%0A
+%09%09%09%09%09int distanceToCenter = aiStatistics.getPositionOfPartition(playerId).getOnGridDistTo(point);%0A%09%09%09%09%09int score = resourceAmount - (int) (distanceToCenter * DISTANCE_PENALTY_FACTOR);%0A
 %09%09%09%09%09scoredC
@@ -3389,30 +3389,22 @@
 (point, 
-resourceAmount
+-score
 ));%0A%09%09%09%09
@@ -3514,11 +3514,10 @@
 ns);%0A%09%7D%0A
-%0A
 %7D%0A

Improve mine placement of AI to prefer locations close to the partition reference position