Exemple #1
0
def timestep(unit):

    # last check to make sure the right unit type is running this
    if unit.unit_type != bc.UnitType.Healer:
        return
    # print('HEALER ID: ', unit.id)
    gc = variables.gc

    composition = variables.info
    direction_to_coord = variables.direction_to_coord
    bfs_array = variables.bfs_array
    enemy_team = variables.enemy_team
    my_team = variables.my_team

    assigned_healers = variables.assigned_healers  ## healer id: (cluster, best_healer_loc)
    assigned_overcharge = variables.assigned_overcharge
    overcharge_targets = variables.overcharge_targets

    quadrant_battles = variables.quadrant_battle_locs
    if variables.curr_planet == bc.Planet.Earth:
        quadrant_size = variables.earth_quadrant_size
    else:
        quadrant_size = variables.mars_quadrant_size

    unit_locations = variables.unit_locations

    best_dir = None
    best_loc = None
    best_heal_target = None
    best_overcharge_target = None
    heal = False
    overcharge = False
    location = unit.location

    if location.is_on_map():
        #print(location.map_location())
        ## Add new ones to unit_locations, else just get the location
        if unit.id not in unit_locations:
            loc = unit.location.map_location()
            unit_locations[unit.id] = (loc.x, loc.y)
            f_f_quad = (int(loc.x / quadrant_size), int(loc.y / quadrant_size))
            quadrant_battles[f_f_quad].add_ally(unit.id, "healer")

        unit_loc = unit_locations[unit.id]

        ## Assign role
        if unit.id not in assigned_overcharge and unit.id not in assigned_healers:
            overcharge_to_total = 1
            total = len(assigned_healers) + len(assigned_overcharge)
            if total > 0:
                overcharge_to_total = len(assigned_overcharge) / total
            # Assign to overcharge if there are targets and ratio is good
            if variables.research.get_level(
                    variables.unit_types["healer"]
            ) == 3 and overcharge_to_total < 0.2 and len(
                    overcharge_targets) > 0:
                best_overcharge_target = gc.unit(overcharge_targets.pop())
                assigned_overcharge[unit.id] = best_overcharge_target
            best_heal_target = get_best_target(gc, unit, unit_loc, my_team)
            if best_heal_target is not None:
                heal = True
            assigned, best_loc = assign_to_quadrant(gc, unit, unit_loc)
            # print('assigned? ', assigned)
            # print('assigned loc: ', best_loc)
            if not assigned:
                nearby = gc.sense_nearby_units_by_team(
                    bc.MapLocation(variables.curr_planet, unit_loc[0],
                                   unit_loc[1]), 8, variables.my_team)
                best_dir = sense_util.best_available_direction(
                    gc, unit, nearby)

        ## Overcharge
        if unit.id in assigned_overcharge:
            ally = assigned_overcharge[unit.id]
            if gc.can_overcharge(unit.id, ally.id):
                overcharge = True
                best_overcharge_target = ally
        if best_heal_target is None:
            best_heal_target = get_best_target(gc, unit, unit_loc, my_team)
            if best_heal_target is not None:
                heal = True

        ## Movement
        # If sees enemies close enough then tries to move away from them
        loc = bc.MapLocation(variables.curr_planet, unit_loc[0], unit_loc[1])
        enemies = gc.sense_nearby_units_by_team(loc, unit.vision_range,
                                                enemy_team)
        if len(enemies) > 0:
            enemies = sorted(enemies,
                             key=lambda x: x.location.map_location().
                             distance_squared_to(loc))
            enemy_loc = enemies[0].location.map_location()
            best_dir = dir_away_from_enemy(gc, unit, loc, enemy_loc)
        elif variables.curr_round > 650:
            best_dir = Ranger.move_to_rocket(gc, unit, loc,
                                             variables.direction_to_coord,
                                             variables.bfs_array)
        # Otherwise, goes to locations in need of healers
        else:
            if unit.id in assigned_overcharge:
                ally = assigned_overcharge[unit.id]
                best_loc_map = ally.location.map_location()
                best_loc = (best_loc_map.x, best_loc_map.y)
            elif unit.id in assigned_healers:
                best_loc = assigned_healers[unit.id][1]

        ## Do shit
        #print(best_dir)
        #print(best_loc)
        if best_overcharge_target is not None:
            if overcharge and gc.is_overcharge_ready(unit.id):
                gc.overcharge(unit.id, best_overcharge_target.id)
                overcharged_unit = gc.unit(best_overcharge_target.id)
                if overcharged_unit.unit_type == variables.unit_types[
                        "ranger"]:
                    Ranger.timestep(overcharged_unit)
        if best_heal_target is not None:
            if heal and gc.is_heal_ready(unit.id) and gc.can_heal(
                    unit.id, best_heal_target.id):
                gc.heal(unit.id, best_heal_target.id)
        if best_dir is not None and gc.is_move_ready(unit.id) and gc.can_move(
                unit.id, best_dir):
            gc.move_robot(unit.id, best_dir)
            add_new_location(unit.id, unit_loc, best_dir)
        elif best_loc is not None and gc.is_move_ready(
                unit.id) and unit_loc != best_loc:
            try_move_smartly(unit, unit_loc, best_loc)
Exemple #2
0
 info = [
     num_workers, num_knights, num_rangers, num_mages, num_healers,
     num_factory, num_rocket
 ]
 for unit in gc.my_units():
     # resepective unit types execute their own AI
     if unit.unit_type == bc.UnitType.Worker:
         worker.timestep(gc, unit, info, karbonite_locations,
                         locs_next_to_terrain, blueprinting_queue,
                         building_assignment, current_worker_roles)
     elif unit.unit_type == bc.UnitType.Knight:
         knight.timestep(gc, unit, info, knight_to_cluster,
                         seen_knights_ids, KNIGHT_CLUSTER_MIN)
     elif unit.unit_type == bc.UnitType.Ranger:
         ranger.timestep(gc, unit, info, last_turn_battle_locs,
                         next_turn_battle_locs, queued_paths,
                         ranger_roles)
     elif unit.unit_type == bc.UnitType.Mage:
         mage.timestep(gc, unit, info, last_turn_battle_locs,
                       next_turn_battle_locs, queued_paths)
     elif unit.unit_type == bc.UnitType.Healer:
         healer.timestep(gc, unit, info, last_turn_battle_locs)
     elif unit.unit_type == bc.UnitType.Factory:
         factory.timestep(gc,
                          unit,
                          info,
                          building_assignment,
                          mining_rate=3 *
                          len(current_worker_roles["miner"]))
     elif unit.unit_type == bc.UnitType.Rocket:
         rocket.timestep(gc, unit, info)
Exemple #3
0
                    start_time = time.time()
                    worker.timestep(unit)
                    time_workers += (time.time() - start_time)

                except Exception as e:
                    print('Error:', e)
                    # use this to show where the error was
                    traceback.print_exc()
            elif unit.unit_type == unit_types["knight"]:
                #start_time = time.time()
                knight.timestep(unit)
                #time_knights+=(time.time()-start_time)
            elif unit.unit_type == unit_types["ranger"]:
                try:
                    start_time = time.time()
                    ranger.timestep(unit)
                    time_rangers += (time.time() - start_time)
                except Exception as e:
                    #print('RANGER ERROR.')
                    if ranger in variables.ranger_roles["go_to_mars"]:
                        variables.ranger_roles["go_to_mars"].remove(ranger)
                    elif ranger in variables.ranger_roles["fighter"]:
                        variables.ranger_roles["fighter"].remove(ranger)
                    elif ranger in variables.ranger_roles["sniper"]:
                        variables.ranger_roles["sniper"].remove(ranger)

                    traceback.print_exc()
            elif unit.unit_type == unit_types["mage"]:
                mage.timestep(unit)
            elif unit.unit_type == unit_types["healer"]:
                start_time = time.time()
Exemple #4
0
     try:
         worker.timestep(gc, unit, info, karbonite_locations,
                         blueprinting_queue,
                         blueprinting_assignment,
                         building_assignment, current_worker_roles)
     except Exception as e:
         print('Error:', e)
         # use this to show where the error was
         traceback.print_exc()
 elif unit.unit_type == bc.UnitType.Knight:
     knight.timestep(gc, unit, info, knight_to_cluster,
                     seen_knights_ids, KNIGHT_CLUSTER_MIN,
                     constants)
 elif unit.unit_type == bc.UnitType.Ranger:
     ranger.timestep(gc, unit, info, last_turn_battle_locs,
                     next_turn_battle_locs, queued_paths,
                     ranger_roles, constants, direction_to_coord,
                     precomputed_bfs)
 elif unit.unit_type == bc.UnitType.Mage:
     mage.timestep(gc, unit, info, last_turn_battle_locs,
                   next_turn_battle_locs, queued_paths)
 elif unit.unit_type == bc.UnitType.Healer:
     healer.timestep(gc, unit, info, last_turn_battle_locs,
                     constants)
 elif unit.unit_type == bc.UnitType.Factory:
     factory.timestep(gc,
                      unit,
                      info,
                      building_assignment,
                      last_turn_battle_locs,
                      constants,
                      mining_rate=3 *