Beispiel #1
0
def path_to_move_actions(game: botbowl.Game,
                         player: botbowl.Player,
                         path: Path,
                         do_assertions=True) -> List[Action]:
    """
    This function converts a path into a list of actions corresponding to that path.
    If you provide a handoff, foul or blitz path, then you have to manally set action type.
    :param game:
    :param player: player to move
    :param path: a path as returned by the pathfinding algorithms
    :param do_assertions: if False, it turns off the validation, can be helpful when the GameState will change before
                          this path is executed.
    :returns: List of actions corresponding to 'path'.
    """

    if path.block_dice is not None:
        action_type = ActionType.BLOCK
    elif path.handoff_roll is not None:
        action_type = ActionType.HANDOFF
    elif path.foul_roll is not None:
        action_type = ActionType.FOUL
    else:
        action_type = ActionType.MOVE

    active_team = game.state.available_actions[0].team
    player_at_target = game.get_player_at(path.get_last_step())

    if do_assertions:
        if action_type is ActionType.MOVE:
            assert player_at_target is None or player_at_target is game.get_active_player(
            )
        elif action_type is ActionType.BLOCK:
            assert game.get_opp_team(active_team) is player_at_target.team
            assert player_at_target.state.up
        elif action_type is ActionType.FOUL:
            assert game.get_opp_team(active_team) is player_at_target.team
            assert not player_at_target.state.up
        elif action_type is ActionType.HANDOFF:
            assert active_team is player_at_target.team
            assert player_at_target.state.up
        else:
            raise Exception(f"Unregonized action type {action_type}")

    final_action = Action(action_type, position=path.get_last_step())

    if game._is_action_allowed(final_action):
        return [final_action]
    else:
        actions = []
        if not player.state.up and path.steps[0] == player.position:
            actions.append(Action(ActionType.STAND_UP, player=player))
            actions.extend(
                Action(ActionType.MOVE, position=sq)
                for sq in path.steps[1:-1])
        else:
            actions.extend(
                Action(ActionType.MOVE, position=sq) for sq in path.steps[:-1])
        actions.append(final_action)
        return actions
Beispiel #2
0
def expand_action(game: botbowl.Game, action: botbowl.Action,
                  parent: ActionNode) -> Node:
    """
    :param game: game object used for calculations. Will be reverted to original state.
    :param action: action to be evaluated.
    :param parent: parent node
    :returns - list of tuples containing (Steps, probability) for each possible outcome.
             - probabilities sums to 1.0
    Not called recursively
    """
    # noinspection PyProtectedMember
    assert game._is_action_allowed(action)
    assert game.trajectory.enabled
    game.config.fast_mode = False

    with only_fixed_rolls(game):
        game.step(action)

    return expand_none_action(game, parent)