Ejemplo n.º 1
0
    def non_combat_movement_phase(self, game: Game) -> None:
        '''
        This is the function used in the non-combat phase. In this phase it is only allowed to move units in tiles
        that the current player own.
        The units are moved with the function game.move_unit(from_tile, to_tile, unit)

        This is just an example of how movement can be implemented.
        :param game: Is the object of the game that contains the map, units etc..
        '''
        while len(game.movable) > 0:
            if r.random() > 0.5:
                unit = game.movable[0]
                pos = unit.get_position()
                possible = []

                for tile in game.map.board[pos[0]][pos[1]].neighbours:
                    if tile.owner == game.current_player:
                        possible.append(tile)
                if len(possible) == 0:
                    game.movable.remove(game.movable[0])
                    break
                to_tile = r.choice(possible)
                if to_tile.owner == game.current_player:
                    game.move_unit_friendly(game.map.board[pos[0]][pos[1]],
                                            to_tile, unit)
            else:
                break
        game.next_phase()
Ejemplo n.º 2
0
 def non_combat_movement_phase(self, game: Game):
     """
     This will force the bot to always advance towards the enemy
     In the non-combat moving phase.
     """
     game.border_tiles = game.calculate_border()
     while len(game.movable) > 0:
         unit = game.movable[0]
         position = unit.get_position()
         new_tile = (-1, None)
         possible_tiles = []
         for tile in game.map.board[position[0]][position[1]].neighbours:
             if tile.owner == unit.owner:
                 for border_tile in game.border_tiles:
                     value = game.calculate_distance_between_tiles(
                         tile, border_tile)
                     if new_tile[0] > value or new_tile[1] is None:
                         new_tile = (value, tile)
                         if value == 0:
                             possible_tiles.append(tile)
         if new_tile[0] == 0:
             min_units = (-1, None)
             for tile in possible_tiles:
                 if len(tile.units) < min_units[0] or min_units[1] is None:
                     min_units = (len(tile.units), tile)
             game.move_unit_friendly(
                 game.map.board[position[0]][position[1]], new_tile[1],
                 unit)
         elif new_tile[0] == -1:
             game.movable.remove(game.movable[0])
         elif new_tile[1] is not None:
             game.move_unit_friendly(
                 game.map.board[position[0]][position[1]], new_tile[1],
                 unit)
     game.next_phase()