Example #1
0
 def init(self):
     self.sea = Seastar(self.getMapWidth(), self.getMapHeight())
     self.vex = DroidsVexulizer(self, True)
     self.building = set()
     self.builditerator = None
     if self.getPlayerID() == 0:
         import buildorder0
         self.buildit = buildorder0.buildorder(self)
     if self.getPlayerID() == 1:
         import buildorder1
         self.buildit = buildorder1.buildorder(self)
     self.vtobuild = self.buildit.next()
Example #2
0
    def init(self):
        self.sea = Seastar(self.getMapWidth(), self.getMapHeight())
        self.vex = DroidsVexulizer(self, True)
        self.building = set()
        self.builditerator = None
        if self.getPlayerID() == 0:
            import buildorder0

            self.buildit = buildorder0.buildorder(self)
        if self.getPlayerID() == 1:
            import buildorder1

            self.buildit = buildorder1.buildorder(self)
        self.vtobuild = self.buildit.next()
Example #3
0
class AI(BaseAI):
    """The class implementing gameplay logic."""

    @staticmethod
    def username():
        return "ActionBot"

    @staticmethod
    def password():
        return "HamSandwich"

    ##This function is called once, before your first turn
    def init(self):
        self.sea = Seastar(self.getMapWidth(), self.getMapHeight())
        self.vex = DroidsVexulizer(self, True)
        self.building = set()
        self.builditerator = None
        if self.getPlayerID() == 0:
            import buildorder0

            self.buildit = buildorder0.buildorder(self)
        if self.getPlayerID() == 1:
            import buildorder1

            self.buildit = buildorder1.buildorder(self)
        self.vtobuild = self.buildit.next()

    ##This function is called once, after your last turn
    def end(self):
        try:
            self.vex.end(self)
        except AttributeError:
            pass

    def validate(self):
        # With rigor, check properties
        for droid in self.droids:
            assert droid.getHealthLeft() <= droid.getMaxHealth()
            assert droid.getMovementLeft() <= droid.getMaxMovement()
            assert droid.getArmor() <= droid.getMaxArmor()
            assert droid.getAttacksLeft() <= droid.getMaxAttacks()
            assert droid.getMovementLeft() >= 0
            assert droid.getAttacksLeft() >= 0

        for tile in self.tiles:
            # assert tile.getScrapAmount() > 0
            assert tile.getTurnsUntilAssembled() >= 0
            assert (
                tile.getOwner() == NEUTRAL_PLAYER and tile.getTurnsUntilAssembled() == 0
            ) or tile.owner != NEUTRAL_PLAYER

    def distance(self, c1, c2):
        return abs(c1[0] - c2[0]) + abs(c1[1] - c2[1])

    def engineer_behavior(self, units, retreats=True):
        if len(units) == 0:
            return
        healing_targets = filter(
            lambda x: (x.getArmor() < x.getMaxArmor() or x.getHackets() > 0), self.mydroids_g + self.mybases
        )
        potential_targets = filter(lambda x: x.getVariant() != UNIT_ENGINEER, self.mydroids_g)
        retreats = retreats and len(healing_targets) > 0
        self.engage_objectives(
            units, healing_targets, potential_targets, within=units[0].getRange(), retreat_dance=retreats
        )

    def unit_only_behavior(self, units):
        if len(units) == 0:
            return

        primary_targets = filter(lambda x: x.getHealthLeft() > 0, self.enemycontrol)
        secondary_targets = []

        self.engage_objectives(units, primary_targets, secondary_targets, within=units[0].getRange())

    def unit_focused_behavior(self, units):
        if len(units) == 0:
            return

        primary_targets = filter(lambda x: x.getHealthLeft() > 0, self.enemycontrol)
        secondary_targets = filter(lambda x: x.getHealthLeft() > 0, self.enemybases)

        self.engage_objectives(units, primary_targets, secondary_targets, within=units[0].getRange())

    def balanced_behavior(self, units, retreats=True):
        if len(units) == 0:
            return

        primary_targets = filter(lambda x: x.getHealthLeft() > 0 and x.getHackedTurnsLeft() == 0, self.enemyunits)
        secondary_targets = []

        self.engage_objectives(
            units, primary_targets, secondary_targets, within=units[0].getRange(), retreat_dance=retreats
        )

    def base_focused_behavior(self, units):
        if len(units) == 0:
            return

        primary_targets = filter(lambda x: x.getHealthLeft() > 0, self.enemybases)
        secondary_targets = filter(lambda x: x.getHealthLeft() > 0, self.enemycontrol)

        self.engage_objectives(units, primary_targets, secondary_targets, within=units[0].getRange())

    def defense_focused_behavior(self, units):
        if len(units) == 0:
            return

        primary_targets = filter(
            lambda x: x.getHealthLeft() > 0 and x.getX() >= self.myhalf[0] and x.getX() <= self.myhalf[1],
            self.enemydroids,
        )
        secondary_targets = filter(lambda x: x.getHealthLeft() > 0, self.enemydroids)

        self.engage_objectives(units, primary_targets, secondary_targets, within=units[0].getRange())

    def engage_objectives(self, units, primary, secondary, within=1, retreat_dance=True):
        tomove = {}
        if len(primary) == 0:
            primary = secondary
            secondary = []

        for unit in units:
            if unit.getMovementLeft() <= 0:
                continue
            if unit.getHealthLeft() <= 0:
                continue
            tomove[unit.getId()] = unit

        while len(tomove) > 0:
            starts = set([(unit.getX(), unit.getY()) for (_, unit) in tomove.iteritems()])
            ends = set([(unit.getX(), unit.getY()) for unit in primary])
            p = self.sea.get_path(starts, ends)
            if len(p) > 0:
                unit = self.unitsxy[p[0]]
                if unit.getHealthLeft() > 0:
                    self.follow_path(unit, p, primary + secondary, within)
                    self.update_state()
                tomove.pop(unit.getId(), None)
            else:
                # No unit can reach an objective
                break

        self.update_state()
        for unit in units:
            self.attack_set(unit, primary)
            self.attack_set(unit, secondary)
        self.update_state()

        if retreat_dance:
            tomove = {}
            for unit in units:
                if unit.getMovementLeft() <= 0:
                    continue
                if unit.getHealthLeft() <= 0:
                    continue
                tomove[unit.getId()] = unit

            while len(tomove) > 0:
                starts = [(unit.getX(), unit.getY()) for (_, unit) in tomove.iteritems()]
                ends = [(unit.getX(), unit.getY()) for unit in self.mybases]
                p = self.sea.get_path(starts, ends)
                if len(p) > 0:
                    unit = self.unitsxy[p[0]]
                    self.follow_path(unit, p, primary + secondary, within)
                    self.update_state()
                    tomove.pop(unit.getId(), None)
                else:
                    # No unit can reach an objective
                    break

        self.update_state()

    def follow_path(self, unit, path, operables, within):
        origpath = list(path)
        if len(path) == 0:
            return
        if path[0] == (unit.getX(), unit.getY()):
            path.pop(0)
        else:
            print "Path doesn't start with location"
            return
        for i in range(within):
            if len(path) == 0:
                return
            path.pop()
        for i in range(len(path) - 1):
            assert self.distance(path[i], path[i + 1]) == 1
        for step in path:
            if unit.getMovementLeft() <= 0:
                break
            d = self.distance(step, (unit.getX(), unit.getY()))
            if d != 1:
                print "Distance is {}".format(d)
                print "Bad Unit is"
                print unit
                break
            if not unit.move(step[0], step[1]):  # Seastar should only yield good moves
                print "Moving Unit:"
                print unit
                print "Failed at {}".format(step)
                print "Path was:"
                for step2 in origpath:
                    try:
                        contains = self.unitsxy[step2]
                    except KeyError:
                        contains = "None"
                    print "{} (Has {})".format(step2, contains)
                    if step2 == step:
                        break
                assert False

            self.attack_set(unit, operables)

    def attack_set(self, unit, targets):
        starting_attacks = unit.getAttacksLeft()
        if len(targets) == 0:
            return
        if unit.getAttacksLeft() == 0:
            return
        targets = filter(
            lambda x: x.getHealthLeft() > 0
            and 1 <= self.distance((x.getX(), x.getY()), (unit.getX(), unit.getY())) <= unit.getRange(),
            targets,
        )
        if len(targets) == 0:
            return
        targs = sorted(targets, key=lambda x: self.distance((x.getX(), x.getY()), (unit.getX(), unit.getY())))
        while unit.getAttacksLeft() > 0:
            result = 0
            for enemy in targs:
                if enemy.getHealthLeft() <= 0:
                    continue
                if unit.getVariant() == UNIT_HACKER and (
                    enemy.getHackets() >= enemy.getHacketsMax() or enemy.getHackedTurnsLeft() > 0
                ):
                    continue
                if unit.getAttacksLeft() == 0:
                    break
                if not unit.operate(enemy.getX(), enemy.getY()):
                    print "OPERATING FAILED:"
                    print "attacker:"
                    print unit
                    print "Target:"
                    print enemy
                    assert False
                else:
                    result += 1
            if not result:
                return

    def update_state(self):
        # Player objects
        self.me = [x for x in self.players if x.getId() == self.getPlayerID()][0]
        self.myid = self.getPlayerID()
        self.enemy = [x for x in self.players if x.getId() != self.getPlayerID()][0]
        self.enemyid = self.enemy.getId()
        assert self.myid != self.enemyid

        if self.myid == 0:
            self.myhalf = (0, self.getMapWidth() / 2)
        else:
            self.myhalf = (self.getMapWidth() / 2 + 1, self.getMapWidth())

        # My Droids
        self.myunits = [x for x in self.droids if x.getOwner() == self.myid and x.getHealthLeft() > 0]
        self.mydroids = [x for x in self.myunits if x.getVariant() != UNIT_HANGAR]

        gf = lambda x: x.getHackedTurnsLeft() == 0
        hf = lambda x: x.getHackedTurnsLeft() > 0

        # Droids filter on hacked ness
        self.mydroids_g = filter(gf, self.mydroids)
        self.mydroids_h = filter(hf, self.mydroids)

        # Enemy Droids
        self.enemyunits = [x for x in self.droids if x.getOwner() == self.enemyid and x.getHealthLeft() > 0]
        self.enemydroids = [x for x in self.enemyunits if x.getVariant() != UNIT_HANGAR]

        # Droids filter on hacked ness
        self.enemydroids_g = filter(gf, self.enemydroids)
        self.enemydroids_h = filter(hf, self.enemydroids)

        self.mycontrol = self.mydroids_g + self.enemydroids_h
        self.enemycontrol = self.mydroids_h + self.enemydroids_g

        # Units that can move
        mf = lambda x: x.getMaxMovement() > 0
        self.mymoveables = filter(mf, self.mycontrol)
        self.enemycontrol = filter(mf, self.enemycontrol)

        # Units that can't move.
        hf = lambda x: x.getTurnsToBeHacked() > 0 and x.getVariant() != UNIT_WALL
        self.enemyhackables = filter(hf, self.enemydroids)
        self.myhackables = filter(hf, self.mydroids)

        # Tiles
        self.mytiles = [x for x in self.tiles if x.getOwner() == self.myid]
        self.enemytiles = [x for x in self.tiles if x.getOwner() == self.enemyid]

        # Hangar Units
        wf = lambda x: x.getVariant() == UNIT_HANGAR
        self.mybases = filter(wf, self.myunits)
        self.enemybases = filter(wf, self.enemyunits)

        # Built walls
        wf = lambda x: x.getVariant() == UNIT_WALL
        self.mywalls = filter(wf, self.mydroids)
        self.enemywalls = filter(wf, self.enemydroids)

        # Built Turrets
        wf = lambda x: x.getVariant() == UNIT_TURRET
        self.myturrets = filter(wf, self.mydroids)
        self.enemyturrets = filter(wf, self.enemydroids)

        # Building wall tile
        wf = lambda x: x.getTurnsUntilAssembled() > 0 and x.getVariantToAssemble() == UNIT_WALL
        self.mywalls_b = filter(wf, self.mytiles)
        self.enemywalls_b = filter(wf, self.enemytiles)

        # Building (next turn)
        wf = lambda x: x.getTurnsUntilAssembled() == 1 and x.getVariantToAssemble() == UNIT_WALL
        self.mywalls_n = filter(wf, self.mytiles)
        self.enemywalls_n = filter(wf, self.enemytiles)

        # Building turret tile
        wf = lambda x: x.getTurnsUntilAssembled() > 0 and x.getVariantToAssemble() == UNIT_TURRET
        self.myturrets_b = filter(wf, self.mytiles)
        self.enemyturrets_b = filter(wf, self.enemytiles)

        # Building (next turn)
        wf = lambda x: x.getTurnsUntilAssembled() == 1 and x.getVariantToAssemble() == UNIT_TURRET
        self.myturrets_n = filter(wf, self.mytiles)
        self.enemyturrests_n = filter(wf, self.enemytiles)

        # Neutral tiles
        self.opentiles = [x for x in self.tiles if x.getTurnsUntilAssembled() == 0]
        self.droppingtiles = [x for x in self.tiles if x.getTurnsUntilAssembled() > 0]
        self.nexttiles = [x for x in self.tiles if x.getTurnsUntilAssembled() == 1]

        # Dicts, (x,y) -> tiles and units
        self.tilesxy = {}
        for tile in self.tiles:
            self.tilesxy[(tile.getX(), tile.getY())] = tile
        self.unitsxy = {}
        for unit in self.droids:
            if unit.getHealthLeft <= 0:
                continue
            self.unitsxy[(unit.getX(), unit.getY())] = unit

        # Seastar layers
        layers = {
            "MY_CONTROL": 1,
            "ENEMY_CONTROL": 2,
            "DROP_NEXT": 4,
            "ENEMY_WALLS": 8,
            "MY_WALLS": 16,
            "ENEMY_TURRETS": 128,
            "MY_TURRETS": 256,
            "ENEMY_BASES": 1024,
            "MY_BASES": 2048,
        }

        # Bitwise or to combine layers into a mask
        BLOCKING = 0
        for k in layers:
            BLOCKING |= layers[k]

        self.sea.set_blocking(BLOCKING)
        self.sea.reset_obstacles()

        # Seastar: Add layers
        self.sea.add_mappables(self.myunits, layers["MY_CONTROL"])
        self.sea.add_mappables(self.enemyunits, layers["ENEMY_CONTROL"])
        self.sea.add_mappables(self.nexttiles, layers["DROP_NEXT"])
        self.sea.add_mappables(self.enemywalls, layers["ENEMY_WALLS"])
        self.sea.add_mappables(self.mywalls, layers["MY_WALLS"])
        self.sea.add_mappables(self.enemyturrets, layers["ENEMY_TURRETS"])
        self.sea.add_mappables(self.myturrets, layers["MY_TURRETS"])
        self.sea.add_mappables(self.enemybases, layers["ENEMY_BASES"])
        self.sea.add_mappables(self.mybases, layers["MY_BASES"])

        # Push the game state into the vexulizer.
        self.vex.snapshot(self)

    ##This function is called each time it is your turn
    ##Return true to end your turn, return false to ask the server for updated information
    def run(self):
        self.update_state()

        print "Turn {}".format(self.getTurnNumber())

        # Mappables
        """
    REPORTED AS BUG 25
    assert len(self.mappables) > 0 # This was a problem in reef
    """

        # Before we start, check some stuff out, then continue.
        self.validate()

        if False:
            """
        WORKING AT 3:26 4/2/2014
        """
            initial_scrap = self.me.getScrapAmount()
            # Validate that you can't spawn where another unit curently dropping
            for tile in self.droppingtiles:
                self.me.orbitalDrop(tile.getX(), tile.getY(), self.modelVariants[0].getVariant())
                assert initial_scrap == self.me.getScrapAmount()
                # assert tile.getTurnsUntilAssembled == 0

        """
    Reported in #20
    if False:
        #Validate you can't drop base tiles
        for tile in self.opentiles:
            self.me.orbitalDrop(tile.getX(), tile.getY(), UNIT_HANGAR)
            assert tile.getTurnsUntilAssembled == 0
    """

        print "Spawning Units"
        self.building = set()
        spawnpts = list(self.opentiles)

        while 1:
            variant = filter(lambda x: x.getVariant() == self.vtobuild[0], self.modelVariants)[0]

            if self.vtobuild[1] == None:
                if self.myid == 0:
                    spawntarget = (0, self.getMapHeight() / 2)
                else:
                    spawntarget = (self.getMapWidth() - 1, self.getMapHeight() / 2)
            else:
                spawntarget = self.vtobuild[1]
            spawnpts.sort(key=lambda x: (abs(spawntarget[0] - x.getX()), abs(spawntarget[1] - x.getY())))

            if self.me.getScrapAmount() < variant.getCost():
                break

            print "Building {0}".format(self.vtobuild)
            # Simple AI, pick a unit type, (Other than hangar), and drop those
            for tile in spawnpts:
                if (tile.getX(), tile.getY()) in self.unitsxy:
                    continue
                if (tile.getX(), tile.getY()) in self.building:
                    continue
                # If we've made it this far, we can spawn the variant
                initial_scrap = self.me.getScrapAmount()
                self.me.orbitalDrop(tile.getX(), tile.getY(), variant.getVariant())
                self.building.add((tile.getX(), tile.getY()))
                assert initial_scrap > self.me.getScrapAmount()
                break
            self.vtobuild = self.buildit.next()

        self.update_state()

        """
    UNIT_CLAW = 0
    UNIT_ARCHER = 1 
    UNIT_ENGINEER = 2
    UNIT_HACKER = 3
    UNIT_TURRET = 4 # This is a unit type?
    UNIT_WALL = 5
    UNIT_TERMINATOR = 6 
    UNIT_HANGAR = 7
    """

        hackers = filter(lambda x: x.getVariant() == UNIT_HACKER, self.mycontrol)
        engineers = filter(lambda x: x.getVariant() == UNIT_ENGINEER, self.mycontrol)
        claws = filter(lambda x: x.getVariant() == UNIT_CLAW, self.mycontrol)
        archers = filter(lambda x: x.getVariant() == UNIT_ARCHER, self.mycontrol)
        turrets = filter(lambda x: x.getVariant() == UNIT_TURRET, self.mycontrol)
        terminators = filter(lambda x: x.getVariant() == UNIT_TERMINATOR, self.mycontrol)

        self.update_state()
        self.engineer_behavior(engineers)
        self.balanced_behavior(claws)
        self.balanced_behavior(archers)
        self.balanced_behavior(terminators, retreats=True)
        self.unit_only_behavior(hackers)
        self.balanced_behavior(turrets)

        print "Finished"
        return 1

    def __init__(self, conn):
        BaseAI.__init__(self, conn)
Example #4
0
class AI(BaseAI):
    """The class implementing gameplay logic."""
    @staticmethod
    def username():
        return "ActionBot"

    @staticmethod
    def password():
        return "HamSandwich"

    ##This function is called once, before your first turn
    def init(self):
        self.sea = Seastar(self.getMapWidth(), self.getMapHeight())
        self.vex = DroidsVexulizer(self, True)
        self.building = set()
        self.builditerator = None
        if self.getPlayerID() == 0:
            import buildorder0
            self.buildit = buildorder0.buildorder(self)
        if self.getPlayerID() == 1:
            import buildorder1
            self.buildit = buildorder1.buildorder(self)
        self.vtobuild = self.buildit.next()

    ##This function is called once, after your last turn
    def end(self):
        try:
            self.vex.end(self)
        except AttributeError:
            pass

    def validate(self):
        #With rigor, check properties
        for droid in self.droids:
            assert droid.getHealthLeft() <= droid.getMaxHealth()
            assert droid.getMovementLeft() <= droid.getMaxMovement()
            assert droid.getArmor() <= droid.getMaxArmor()
            assert droid.getAttacksLeft() <= droid.getMaxAttacks()
            assert droid.getMovementLeft() >= 0
            assert droid.getAttacksLeft() >= 0

        for tile in self.tiles:
            #assert tile.getScrapAmount() > 0
            assert tile.getTurnsUntilAssembled() >= 0
            assert (tile.getOwner() == NEUTRAL_PLAYER and tile.getTurnsUntilAssembled() == 0) \
                or tile.owner != NEUTRAL_PLAYER

    def distance(self, c1, c2):
        return abs(c1[0] - c2[0]) + abs(c1[1] - c2[1])

    def engineer_behavior(self, units, retreats=True):
        if len(units) == 0:
            return
        healing_targets = filter(
            lambda x: (x.getArmor() < x.getMaxArmor() or x.getHackets() > 0),
            self.mydroids_g + self.mybases)
        potential_targets = filter(lambda x: x.getVariant() != UNIT_ENGINEER,
                                   self.mydroids_g)
        retreats = retreats and len(healing_targets) > 0
        self.engage_objectives(units,
                               healing_targets,
                               potential_targets,
                               within=units[0].getRange(),
                               retreat_dance=retreats)

    def unit_only_behavior(self, units):
        if len(units) == 0:
            return

        primary_targets = filter(lambda x: x.getHealthLeft() > 0,
                                 self.enemycontrol)
        secondary_targets = []

        self.engage_objectives(units,
                               primary_targets,
                               secondary_targets,
                               within=units[0].getRange())

    def unit_focused_behavior(self, units):
        if len(units) == 0:
            return

        primary_targets = filter(lambda x: x.getHealthLeft() > 0,
                                 self.enemycontrol)
        secondary_targets = filter(lambda x: x.getHealthLeft() > 0,
                                   self.enemybases)

        self.engage_objectives(units,
                               primary_targets,
                               secondary_targets,
                               within=units[0].getRange())

    def balanced_behavior(self, units, retreats=True):
        if len(units) == 0:
            return

        primary_targets = filter(
            lambda x: x.getHealthLeft() > 0 and x.getHackedTurnsLeft() == 0,
            self.enemyunits)
        secondary_targets = []

        self.engage_objectives(units,
                               primary_targets,
                               secondary_targets,
                               within=units[0].getRange(),
                               retreat_dance=retreats)

    def base_focused_behavior(self, units):
        if len(units) == 0:
            return

        primary_targets = filter(lambda x: x.getHealthLeft() > 0,
                                 self.enemybases)
        secondary_targets = filter(lambda x: x.getHealthLeft() > 0,
                                   self.enemycontrol)

        self.engage_objectives(units,
                               primary_targets,
                               secondary_targets,
                               within=units[0].getRange())

    def defense_focused_behavior(self, units):
        if len(units) == 0:
            return

        primary_targets = filter(
            lambda x: x.getHealthLeft() > 0 and x.getX() >= self.myhalf[0] and
            x.getX() <= self.myhalf[1], self.enemydroids)
        secondary_targets = filter(lambda x: x.getHealthLeft() > 0,
                                   self.enemydroids)

        self.engage_objectives(units,
                               primary_targets,
                               secondary_targets,
                               within=units[0].getRange())

    def engage_objectives(self,
                          units,
                          primary,
                          secondary,
                          within=1,
                          retreat_dance=True):
        tomove = {}
        if len(primary) == 0:
            primary = secondary
            secondary = []

        for unit in units:
            if unit.getMovementLeft() <= 0:
                continue
            if unit.getHealthLeft() <= 0:
                continue
            tomove[unit.getId()] = unit

        while len(tomove) > 0:
            starts = set([(unit.getX(), unit.getY())
                          for (_, unit) in tomove.iteritems()])
            ends = set([(unit.getX(), unit.getY()) for unit in primary])
            p = self.sea.get_path(starts, ends)
            if len(p) > 0:
                unit = self.unitsxy[p[0]]
                if unit.getHealthLeft() > 0:
                    self.follow_path(unit, p, primary + secondary, within)
                    self.update_state()
                tomove.pop(unit.getId(), None)
            else:
                # No unit can reach an objective
                break

        self.update_state()
        for unit in units:
            self.attack_set(unit, primary)
            self.attack_set(unit, secondary)
        self.update_state()

        if retreat_dance:
            tomove = {}
            for unit in units:
                if unit.getMovementLeft() <= 0:
                    continue
                if unit.getHealthLeft() <= 0:
                    continue
                tomove[unit.getId()] = unit

            while len(tomove) > 0:
                starts = [(unit.getX(), unit.getY())
                          for (_, unit) in tomove.iteritems()]
                ends = [(unit.getX(), unit.getY()) for unit in self.mybases]
                p = self.sea.get_path(starts, ends)
                if len(p) > 0:
                    unit = self.unitsxy[p[0]]
                    self.follow_path(unit, p, primary + secondary, within)
                    self.update_state()
                    tomove.pop(unit.getId(), None)
                else:
                    # No unit can reach an objective
                    break

        self.update_state()

    def follow_path(self, unit, path, operables, within):
        origpath = list(path)
        if len(path) == 0:
            return
        if path[0] == (unit.getX(), unit.getY()):
            path.pop(0)
        else:
            print "Path doesn't start with location"
            return
        for i in range(within):
            if len(path) == 0:
                return
            path.pop()
        for i in range(len(path) - 1):
            assert (self.distance(path[i], path[i + 1]) == 1)
        for step in path:
            if unit.getMovementLeft() <= 0:
                break
            d = self.distance(step, (unit.getX(), unit.getY()))
            if d != 1:
                print "Distance is {}".format(d)
                print "Bad Unit is"
                print unit
                break
            if not unit.move(step[0],
                             step[1]):  #Seastar should only yield good moves
                print "Moving Unit:"
                print unit
                print "Failed at {}".format(step)
                print "Path was:"
                for step2 in origpath:
                    try:
                        contains = self.unitsxy[step2]
                    except KeyError:
                        contains = "None"
                    print "{} (Has {})".format(step2, contains)
                    if step2 == step:
                        break
                assert False

            self.attack_set(unit, operables)

    def attack_set(self, unit, targets):
        starting_attacks = unit.getAttacksLeft()
        if len(targets) == 0:
            return
        if unit.getAttacksLeft() == 0:
            return
        targets = filter(
            lambda x: x.getHealthLeft() > 0 and 1 <= self.distance(
                (x.getX(), x.getY()),
                (unit.getX(), unit.getY())) <= unit.getRange(), targets)
        if len(targets) == 0:
            return
        targs = sorted(targets,
                       key=lambda x: self.distance((x.getX(), x.getY()),
                                                   (unit.getX(), unit.getY())))
        while unit.getAttacksLeft() > 0:
            result = 0
            for enemy in targs:
                if enemy.getHealthLeft() <= 0:
                    continue
                if unit.getVariant() == UNIT_HACKER and (
                        enemy.getHackets() >= enemy.getHacketsMax()
                        or enemy.getHackedTurnsLeft() > 0):
                    continue
                if unit.getAttacksLeft() == 0:
                    break
                if not unit.operate(enemy.getX(), enemy.getY()):
                    print "OPERATING FAILED:"
                    print "attacker:"
                    print unit
                    print "Target:"
                    print enemy
                    assert False
                else:
                    result += 1
            if not result:
                return

    def update_state(self):
        # Player objects
        self.me = [x for x in self.players
                   if x.getId() == self.getPlayerID()][0]
        self.myid = self.getPlayerID()
        self.enemy = [
            x for x in self.players if x.getId() != self.getPlayerID()
        ][0]
        self.enemyid = self.enemy.getId()
        assert self.myid != self.enemyid

        if self.myid == 0:
            self.myhalf = (0, self.getMapWidth() / 2)
        else:
            self.myhalf = (self.getMapWidth() / 2 + 1, self.getMapWidth())

        # My Droids
        self.myunits = [
            x for x in self.droids
            if x.getOwner() == self.myid and x.getHealthLeft() > 0
        ]
        self.mydroids = [
            x for x in self.myunits if x.getVariant() != UNIT_HANGAR
        ]

        gf = lambda x: x.getHackedTurnsLeft() == 0
        hf = lambda x: x.getHackedTurnsLeft() > 0

        # Droids filter on hacked ness
        self.mydroids_g = filter(gf, self.mydroids)
        self.mydroids_h = filter(hf, self.mydroids)

        # Enemy Droids
        self.enemyunits = [
            x for x in self.droids
            if x.getOwner() == self.enemyid and x.getHealthLeft() > 0
        ]
        self.enemydroids = [
            x for x in self.enemyunits if x.getVariant() != UNIT_HANGAR
        ]

        # Droids filter on hacked ness
        self.enemydroids_g = filter(gf, self.enemydroids)
        self.enemydroids_h = filter(hf, self.enemydroids)

        self.mycontrol = self.mydroids_g + self.enemydroids_h
        self.enemycontrol = self.mydroids_h + self.enemydroids_g

        # Units that can move
        mf = lambda x: x.getMaxMovement() > 0
        self.mymoveables = filter(mf, self.mycontrol)
        self.enemycontrol = filter(mf, self.enemycontrol)

        # Units that can't move.
        hf = lambda x: x.getTurnsToBeHacked() > 0 and x.getVariant(
        ) != UNIT_WALL
        self.enemyhackables = filter(hf, self.enemydroids)
        self.myhackables = filter(hf, self.mydroids)

        # Tiles
        self.mytiles = [x for x in self.tiles if x.getOwner() == self.myid]
        self.enemytiles = [
            x for x in self.tiles if x.getOwner() == self.enemyid
        ]

        #Hangar Units
        wf = lambda x: x.getVariant() == UNIT_HANGAR
        self.mybases = filter(wf, self.myunits)
        self.enemybases = filter(wf, self.enemyunits)

        #Built walls
        wf = lambda x: x.getVariant() == UNIT_WALL
        self.mywalls = filter(wf, self.mydroids)
        self.enemywalls = filter(wf, self.enemydroids)

        #Built Turrets
        wf = lambda x: x.getVariant() == UNIT_TURRET
        self.myturrets = filter(wf, self.mydroids)
        self.enemyturrets = filter(wf, self.enemydroids)

        #Building wall tile
        wf = lambda x: x.getTurnsUntilAssembled(
        ) > 0 and x.getVariantToAssemble() == UNIT_WALL
        self.mywalls_b = filter(wf, self.mytiles)
        self.enemywalls_b = filter(wf, self.enemytiles)

        #Building (next turn)
        wf = lambda x: x.getTurnsUntilAssembled(
        ) == 1 and x.getVariantToAssemble() == UNIT_WALL
        self.mywalls_n = filter(wf, self.mytiles)
        self.enemywalls_n = filter(wf, self.enemytiles)

        #Building turret tile
        wf = lambda x: x.getTurnsUntilAssembled(
        ) > 0 and x.getVariantToAssemble() == UNIT_TURRET
        self.myturrets_b = filter(wf, self.mytiles)
        self.enemyturrets_b = filter(wf, self.enemytiles)

        #Building (next turn)
        wf = lambda x: x.getTurnsUntilAssembled(
        ) == 1 and x.getVariantToAssemble() == UNIT_TURRET
        self.myturrets_n = filter(wf, self.mytiles)
        self.enemyturrests_n = filter(wf, self.enemytiles)

        # Neutral tiles
        self.opentiles = [
            x for x in self.tiles if x.getTurnsUntilAssembled() == 0
        ]
        self.droppingtiles = [
            x for x in self.tiles if x.getTurnsUntilAssembled() > 0
        ]
        self.nexttiles = [
            x for x in self.tiles if x.getTurnsUntilAssembled() == 1
        ]

        # Dicts, (x,y) -> tiles and units
        self.tilesxy = {}
        for tile in self.tiles:
            self.tilesxy[(tile.getX(), tile.getY())] = tile
        self.unitsxy = {}
        for unit in self.droids:
            if unit.getHealthLeft <= 0:
                continue
            self.unitsxy[(unit.getX(), unit.getY())] = unit

        # Seastar layers
        layers = {
            'MY_CONTROL': 1,
            'ENEMY_CONTROL': 2,
            'DROP_NEXT': 4,
            'ENEMY_WALLS': 8,
            'MY_WALLS': 16,
            'ENEMY_TURRETS': 128,
            'MY_TURRETS': 256,
            'ENEMY_BASES': 1024,
            'MY_BASES': 2048,
        }

        # Bitwise or to combine layers into a mask
        BLOCKING = 0
        for k in layers:
            BLOCKING |= layers[k]

        self.sea.set_blocking(BLOCKING)
        self.sea.reset_obstacles()

        # Seastar: Add layers
        self.sea.add_mappables(self.myunits, layers['MY_CONTROL'])
        self.sea.add_mappables(self.enemyunits, layers['ENEMY_CONTROL'])
        self.sea.add_mappables(self.nexttiles, layers['DROP_NEXT'])
        self.sea.add_mappables(self.enemywalls, layers['ENEMY_WALLS'])
        self.sea.add_mappables(self.mywalls, layers['MY_WALLS'])
        self.sea.add_mappables(self.enemyturrets, layers['ENEMY_TURRETS'])
        self.sea.add_mappables(self.myturrets, layers['MY_TURRETS'])
        self.sea.add_mappables(self.enemybases, layers['ENEMY_BASES'])
        self.sea.add_mappables(self.mybases, layers['MY_BASES'])

        #Push the game state into the vexulizer.
        self.vex.snapshot(self)

    ##This function is called each time it is your turn
    ##Return true to end your turn, return false to ask the server for updated information
    def run(self):
        self.update_state()

        print "Turn {}".format(self.getTurnNumber())

        # Mappables
        """
    REPORTED AS BUG 25
    assert len(self.mappables) > 0 # This was a problem in reef
    """

        # Before we start, check some stuff out, then continue.
        self.validate()

        if False:
            """
        WORKING AT 3:26 4/2/2014
        """
            initial_scrap = self.me.getScrapAmount()
            # Validate that you can't spawn where another unit curently dropping
            for tile in self.droppingtiles:
                self.me.orbitalDrop(tile.getX(), tile.getY(),
                                    self.modelVariants[0].getVariant())
                assert initial_scrap == self.me.getScrapAmount()
                #assert tile.getTurnsUntilAssembled == 0
        """
    Reported in #20
    if False:
        #Validate you can't drop base tiles
        for tile in self.opentiles:
            self.me.orbitalDrop(tile.getX(), tile.getY(), UNIT_HANGAR)
            assert tile.getTurnsUntilAssembled == 0
    """

        print "Spawning Units"
        self.building = set()
        spawnpts = list(self.opentiles)

        while 1:
            variant = filter(lambda x: x.getVariant() == self.vtobuild[0],
                             self.modelVariants)[0]

            if self.vtobuild[1] == None:
                if self.myid == 0:
                    spawntarget = (0, self.getMapHeight() / 2)
                else:
                    spawntarget = (self.getMapWidth() - 1,
                                   self.getMapHeight() / 2)
            else:
                spawntarget = self.vtobuild[1]
            spawnpts.sort(key=lambda x: (abs(spawntarget[0] - x.getX()),
                                         abs(spawntarget[1] - x.getY())))

            if self.me.getScrapAmount() < variant.getCost():
                break

            print "Building {0}".format(self.vtobuild)
            #Simple AI, pick a unit type, (Other than hangar), and drop those
            for tile in spawnpts:
                if (tile.getX(), tile.getY()) in self.unitsxy:
                    continue
                if (tile.getX(), tile.getY()) in self.building:
                    continue
                #If we've made it this far, we can spawn the variant
                initial_scrap = self.me.getScrapAmount()
                self.me.orbitalDrop(tile.getX(), tile.getY(),
                                    variant.getVariant())
                self.building.add((tile.getX(), tile.getY()))
                assert initial_scrap > self.me.getScrapAmount()
                break
            self.vtobuild = self.buildit.next()

        self.update_state()
        """
    UNIT_CLAW = 0
    UNIT_ARCHER = 1 
    UNIT_ENGINEER = 2
    UNIT_HACKER = 3
    UNIT_TURRET = 4 # This is a unit type?
    UNIT_WALL = 5
    UNIT_TERMINATOR = 6 
    UNIT_HANGAR = 7
    """

        hackers = filter(lambda x: x.getVariant() == UNIT_HACKER,
                         self.mycontrol)
        engineers = filter(lambda x: x.getVariant() == UNIT_ENGINEER,
                           self.mycontrol)
        claws = filter(lambda x: x.getVariant() == UNIT_CLAW, self.mycontrol)
        archers = filter(lambda x: x.getVariant() == UNIT_ARCHER,
                         self.mycontrol)
        turrets = filter(lambda x: x.getVariant() == UNIT_TURRET,
                         self.mycontrol)
        terminators = filter(lambda x: x.getVariant() == UNIT_TERMINATOR,
                             self.mycontrol)

        self.update_state()
        self.engineer_behavior(engineers)
        self.balanced_behavior(claws)
        self.balanced_behavior(archers)
        self.balanced_behavior(terminators, retreats=True)
        self.unit_only_behavior(hackers)
        self.balanced_behavior(turrets)

        print "Finished"
        return 1

    def __init__(self, conn):
        BaseAI.__init__(self, conn)