Ejemplo n.º 1
0
    def registerInitialState(self, gameState: GameState):
        walls = gameState.getWalls()
        maxX, maxY = walls.asList()[-1]
        limitRegion = math.ceil(maxX/2) + 1

        if gameState.isOnRedTeam(self.index):
            limitRegion -= 3

        for y in range(0, maxY):
            if not gameState.hasWall(limitRegion, y):
                self.openBorder.append(Position(limitRegion, y))

        self.enemiesIndices = gameState.getRedTeamIndices()
        if gameState.isOnRedTeam(self.index):
            self.enemiesIndices = gameState.getBlueTeamIndices()

        # for pos in self.openBorder:
        #     print(pos)
        # print("\n")

        CaptureAgent.registerInitialState(self, gameState)
Ejemplo n.º 2
0
    def chooseAction(self, gameState: GameState) -> str:
        ownIndex = self.index
        ownPosition = gameState.getAgentPosition(ownIndex)
        if self.firstPatrolDone:
            possibleChokePoints = []
            grid = gameState.getWalls()
            for i in range(len(grid[0]) - 1):
                if not gameState.hasWall(self.mapMiddlePoint[0], i):
                    possibleChokePoints.append((self.mapMiddlePoint[0], i))
            self.topChokePoint = possibleChokePoints[0]
            self.bottomChokePoint = possibleChokePoints[
                len(possibleChokePoints) - 1]
            direction = getDirectionAndDistance(ownPosition,
                                                self.topChokePoint,
                                                gameState)[1]
            self.firstPatrolDone = False
        else:
            if self.goingUp:
                direction = getDirectionAndDistance(ownPosition,
                                                    self.topChokePoint,
                                                    gameState)[1]
                distance = getDirectionAndDistance(ownPosition,
                                                   self.topChokePoint,
                                                   gameState)[0]
                if distance == 0:
                    self.goingUp = False
            else:
                direction = getDirectionAndDistance(ownPosition,
                                                    self.bottomChokePoint,
                                                    gameState)[1]
                distance = getDirectionAndDistance(ownPosition,
                                                   self.bottomChokePoint,
                                                   gameState)[0]
                if distance == 0:
                    self.goingUp = True

        return direction