from colorfight import Colorfight import time import random from colorfight.constants import BLD_GOLD_MINE, BLD_ENERGY_WELL, BLD_FORTRESS # Create a Colorfight Instance. This will be the object that you interact # with. game = Colorfight() # Connect to the server. This will connect to the public room. If you want to # join other rooms, you need to change the argument game.connect(room='public4') # game.register should return True if succeed. # As no duplicate usernames are allowed, a random integer string is appended # to the example username. You don't need to do this, change the username # to your ID. # You need to seuut a password. For the example AI, the current time is used # as the password. You should change it to something that will not change # between runs so you can continue the game if disconnected. if game.register(username = '******', \ password = str(int(time.time()))): # This is the game loop while True: # The command list we will send to the server cmd_list = [] # The list of cells that we want to attack, #this is here so that you dont attack the same ome multiple times (BAD!) my_attack_list = [] # update_turn() is required to get the latest information from the # server. This will halt the program until it receives the updated
class Inevitable: def __init__(self): self.game = Colorfight() pass def Start(self): self.game.connect(room='public') if self.game.register(username='******', password="******"): while True: if self.Refresh(): self.FetchInfo() self.GameLoop() self.Send() def GetCell(self, pos): return self.game.game_map[pos] def Attack(self, cell, energy=None): if energy == None: energy = cell.attack_cost self.me.energy -= energy self.cmdList.append(self.game.attack(cell.position, energy)) self.attackList.append(cell.position) def Upgrade(self, cell): cellType = cell.building.name cellLevel = cell.building.level if cellType == "home": if cellLevel == 1: self.me.energy -= HOME_I[0] self.me.gold -= HOME_I[1] elif cellLevel == 2: self.me.energy -= HOME_II[0] self.me.gold -= HOME_II[1] elif cellType == "energy_well": if cellLevel == 1: self.me.energy -= ENERGY_I[0] self.me.gold -= ENERGY_I[1] elif cellLevel == 2: self.me.energy -= ENERGY_II[0] self.me.gold -= ENERGY_II[1] elif cellType == "gold_mine": if cellLevel == 1: self.me.energy -= GOLD_I[0] self.me.gold -= GOLD_I[1] elif cellLevel == 2: self.me.energy -= GOLD_II[0] self.me.gold -= GOLD_II[1] elif cellType == "fortress": if cellLevel == 1: self.me.energy -= FORTRESS_I[0] self.me.gold -= FORTRESS_I[1] elif cellLevel == 2: self.me.energy -= FORTRESS_II[0] self.me.gold -= FORTRESS_II[1] self.cmdList.append(self.game.upgrade(cell.position)) def CanBuild(self, building): if building == BLD_ENERGY_WELL: return self.me.energy >= ENERGY_I[0] and self.me.gold >= ENERGY_I[1] elif building == BLD_GOLD_MINE: return self.me.energy >= GOLD_I[0] and self.me.gold >= GOLD_I[1] elif building == BLD_FORTRESS: return self.me.energy >= FORTRESS_I[ 0] and self.me.gold >= FORTRESS_I[1] def CanUpgrade(self, cell): cellType = cell.building.name cellLevel = cell.building.level if cellType == "home": if cellLevel == 1: return self.me.energy >= HOME_I[0] and self.me.gold >= HOME_I[1] elif cellLevel == 2: return self.me.energy >= HOME_II[ 0] and self.me.gold >= HOME_II[1] else: return False elif cellType == "energy_well": if cellLevel == 1: return self.me.energy >= ENERGY_I[ 0] and self.me.gold >= ENERGY_I[1] elif cellLevel == 2: return self.me.energy >= ENERGY_II[ 0] and self.me.gold >= ENERGY_II[1] else: return False elif cellType == "gold_mine": if cellLevel == 1: return self.me.energy >= GOLD_I[0] and self.me.gold >= GOLD_I[1] elif cellLevel == 2: return self.me.energy >= GOLD_II[ 0] and self.me.gold >= GOLD_II[1] else: return False elif cellType == "fortress": if cellLevel == 1: return self.me.energy >= FORTRESS_I[ 0] and self.me.gold >= FORTRESS_I[1] elif cellLevel == 2: return self.me.energy >= FORTRESS_II[ 0] and self.me.gold >= FORTRESS_II[1] else: return False def Build(self, cell, building): if building == BLD_ENERGY_WELL: self.me.energy -= ENERGY_I[0] self.me.gold -= ENERGY_I[1] elif building == BLD_GOLD_MINE: self.me.energy -= GOLD_I[0] self.me.gold -= GOLD_I[1] elif building == BLD_FORTRESS: self.me.energy -= FORTRESS_I[0] self.me.gold -= FORTRESS_I[1] self.cmdList.append(self.game.build(cell.position, building)) def FetchAdjacent(self, cell): return [ self.game.game_map[pos] for pos in cell.position.get_surrounding_cardinals() ] def Empty(self, cell): return cell.owner == 0 def Own(self, cell): return cell.owner == self.game.uid def Enemy(self, cell): return not (cell.owner == 0 or not cell.owner == self.game.uid) def FetchInfo(self): self.me = self.game.me self.mode = 0 self.tech = 0 self.data = {} self.data["adjacent"] = {} self.data["adjacent"]["all"] = set() self.data["adjacent"]["empty"] = set() self.data["adjacent"]["enemy"] = {} self.data["adjacent"]["enemy"]["all"] = set() self.data["adjacent"]["enemy"]["empty"] = set() self.data["adjacent"]["enemy"]["energy"] = [set(), set(), set()] self.data["adjacent"]["enemy"]["gold"] = [set(), set(), set()] self.data["adjacent"]["enemy"]["bases"] = [set(), set(), set()] self.data["adjacent"]["enemy"]["forts"] = [set(), set(), set()] self.data["own"] = {} self.data["own"]["all"] = set() self.data["own"]["empty"] = set() self.data["own"]["energy"] = [set(), set(), set()] self.data["own"]["gold"] = [set(), set(), set()] self.data["own"]["bases"] = [set(), set(), set()] self.data["own"]["forts"] = [set(), set(), set()] self.data["enemy"] = {} self.data["enemy"]["all"] = set() self.data["enemy"]["empty"] = set() self.data["enemy"]["energy"] = [set(), set(), set()] self.data["enemy"]["gold"] = [set(), set(), set()] self.data["enemy"]["bases"] = [set(), set(), set()] self.data["enemy"]["forts"] = [set(), set(), set()] self.cmdList = [] self.attackList = [] for x in range(30): for y in range(30): pos = Position(x, y) cell = self.GetCell(pos) if self.Own(cell): self.data["own"]["all"].add(pos) cellType = cell.building.name if cellType == "empty": self.data["own"]["empty"].add(pos) elif cellType == "home": self.data["own"]["bases"][cell.building.level - 1].add(pos) elif cellType == "energy_well": self.data["own"]["energy"][cell.building.level - 1].add(pos) elif cellType == "gold_mine": self.data["own"]["gold"][cell.building.level - 1].add(pos) elif cellType == "fortress": self.data["own"]["forts"][cell.building.level - 1].add(pos) for adj in self.FetchAdjacent(cell): if not self.Own(adj): self.data["adjacent"]["all"].add(adj.position) if self.Enemy(adj): self.data["adjacent"]["enemy"]["all"].add( adj.position) adjType = adj.building.name if adjType == "empty": self.data["own"]["empty"].add(adj.position) elif adjType == "home": self.data["own"]["bases"][ adj.building.level - 1].add( adj.position) elif adjType == "energy_well": self.data["own"]["energy"][ adj.building.level - 1].add( adj.position) elif adjType == "gold_mine": self.data["own"]["gold"][adj.building.level - 1].add( adj.position) elif adjType == "fortress": self.data["own"]["forts"][ adj.building.level - 1].add( adj.position) else: self.data["adjacent"]["empty"].add( adj.position) def Refresh(self): self.game.update_turn() return not self.game.me == None def Send(self): self.game.send_cmd(self.cmdList) def Defend(self): base = None if len(self.data["own"]["bases"][0]) > 0: base = self.GetCell(list(self.data["own"]["bases"][0])[0]) if len(self.data["own"]["bases"][1]) > 0: base = self.GetCell(list(self.data["own"]["bases"][1])[0]) if len(self.data["own"]["bases"][2]) > 0: base = self.GetCell(list(self.data["own"]["bases"][2])[0]) if base: self.tech = base.building.level if self.CanUpgrade(base): self.Upgrade(base) def Expand(self): if self.me.gold <= 500: self.BuildEnergy() targets = [self.GetCell(t) for t in self.data["adjacent"]["empty"]] targets.sort(key=lambda cell: (cell.natural_energy, -cell.attack_cost), reverse=True) for target in targets: if target.attack_cost <= self.me.energy: self.Attack(target) def Loot(self): self.BuildGold() targets = [self.GetCell(t) for t in self.data["adjacent"]["empty"]] targets.sort(key=lambda cell: (cell.natural_gold, -cell.attack_cost), reverse=True) for target in targets: if target.attack_cost <= self.me.energy: self.Attack(target) def BuildEnergy(self): energyTargets = [self.GetCell(e) for e in self.data["own"]["empty"]] energyTargets.sort(key=lambda cell: (cell.natural_energy), reverse=True) for energyTarget in energyTargets: if self.CanBuild(BLD_ENERGY_WELL): self.Build(energyTarget, BLD_ENERGY_WELL) def BuildGold(self): goldTargets = [self.GetCell(e) for e in self.data["own"]["empty"]] goldTargets.sort(key=lambda cell: (cell.natural_gold), reverse=True) for goldTarget in goldTargets: if self.CanBuild(BLD_GOLD_MINE): self.Build(goldTarget, BLD_GOLD_MINE) def UpgradeEnergy(self, level): energyTargets = [ self.GetCell(e) for e in self.data["own"]["energy"][level - 1] ] energyTargets.sort(key=lambda cell: (cell.natural_energy), reverse=True) for energyTarget in energyTargets: if self.CanUpgrade(energyTarget): self.Upgrade(energyTarget) def UpgradeGold(self, level): goldTargets = [ self.GetCell(e) for e in self.data["own"]["gold"][level - 1] ] goldTargets.sort(key=lambda cell: (cell.natural_energy), reverse=True) for goldTarget in goldTargets: if self.CanUpgrade(goldTarget): self.Upgrade(goldTarget) def Snap(self): if len(self.data["adjacent"]): pass def AllSpark(self): if random.choice((0, 1)) == 0: self.UpgradeEnergy(1) self.UpgradeEnergy(2) self.BuildEnergy() else: self.UpgradeGold(1) self.UpgradeGold(2) self.BuildGold() targets = [self.GetCell(t) for t in self.data["adjacent"]["all"]] targets.sort(key=lambda cell: (cell.attack_cost)) for target in targets: if target.attack_cost <= self.me.energy: self.Attack(target) def GameLoop(self): print("Energy Source: " + str(self.me.energy_source - self.me.tax_amount)) print("Energy Source: " + str(self.me.gold_source - self.me.tax_amount)) print("") self.Defend() if self.tech == 1: self.Expand() elif self.tech == 2: self.Loot() else: self.AllSpark()
from colorfight import Colorfight import time import random from colorfight.constants import BLD_GOLD_MINE, BLD_ENERGY_WELL, BLD_FORTRESS # Create a Colorfight Instance. This will be the object that you interact # with. game = Colorfight() # Connect to the server. This will connect to the public room. If you want to # join other rooms, you need to change the argument game.connect(room='groupa') def sortFirst(y): return (y.attack_cost / (2 * y.energy) + (y.attack_cost / 6 * y.gold)) def sortSecond(x): return (x.attack_cost / (1 * x.energy) + (x.attack_cost / 2 * x.gold)) # game.register should return True if succeed. # As no duplicate usernames are allowed, a random integer string is appended # to the example username. You don't need to do this, change the username # to your ID. # You need to set a password. For the example AI, the current time is used # as the password. You should change it to something that will not change # between runs so you can continue the game if disconnected. if game.register(username = '******', \ password = "******" ):#, join_key="66466"):
(home.position.y - cell2.position.y)**2) potential.append([cell2, dist]) potential.sort(key=lambda x: x[1]) for attackcell in potential: if attackcell[0].attack_cost < me.energy: cmd_list.append( game.attack(attackcell[0].position, attackcell[0].attack_cost)) # print("We are attacking ({}, {}) with {} energy".format( # attackcell[0].position.x, attackcell[0].position.y, attackcell[0].attack_cost)) game.me.energy -= attackcell[0].attack_cost game = Colorfight() game.connect(room='Hi') if game.register(username='******' + str(random.randint(1, 100)), password=str(int(time.time())), join_key="testing123"): # This is the game loop numEn = 0 numGold = 0 numFort = 0 while True: cmd_list = [] my_attack_list = []
highestScore = 0 cellIndex = 0 return newList #-----------------END FUNCTION DEFINITIONS------------------# #------------------------BEGIN TURN-------------------------# # Create a Colorfight Instance game = Colorfight() # Connect to the server. This will connect to the public room. If you want to # join other rooms, you need to change the argument game.connect(room='Acropolis') #Musikverein #public #Acropolis # game.register should return True if succeed. # As no duplicate usernames are allowed, a random integer string is appended # to the example username. You don't need to do this, change the username # to your ID. # You need to set a password. For the example AI, the current time is used # as the password. You should change it to something that will not change # between runs so you can continue the game if disconnected. i = 1 while (True): if game.register(username = '******', \
import collections # def findHome(): # for cell in game.me.cells.values(): # if cell.building.name == "home": # print("Found Home") # return cell # Create a Colorfight Instance. This will be the object that you interact # with. global game game = Colorfight() # Connect to the server. This will connect to the public room. If you want to # join other rooms, you need to change the argument game.connect(room='smallpublic') # game.register should return True if succeed. # As no duplicate usernames are allowed, a random integer string is appended # to the example username. You don't need to do this, change the username # to your ID. # You need to set a password. For the example AI, the current time is used # as the password. You should change it to something that will not change # between runs so you can continue the game if disconnected. if game.register(username = '******', \ password = '******'): # This is the game loop while True: # The command list we will send to the server cmd_list = [] # The list of cells that we want to attack
from colorfight import Colorfight import time import random from colorfight.constants import BLD_GOLD_MINE, BLD_ENERGY_WELL, BLD_FORTRESS, BUILDING_COST game = Colorfight() # Connect to the server. Designate argument for the room game.connect(room='Musikverein') # game.register should return True if succeed. # input relevant username and pw if game.register(username="******", password="******"): # Determines the growth of the colony # Increments by one every X number of rounds for which no command is executed scaling_factor = 100 # Counts number of turns where no commands were executed no_growth = 0 # number of turns spent scaling growth_turn_ceiling = 200 # number of cells spent scaling growth_cell_ceiling = 300 # This is the game loop while True: # The command list we will send to the server cmd_list = []
def update_cost(pos): cell = game.game_map[pos] return gold_val * [200, 400][cell.building.level] def update_eval(pos): return update_gain(pos) - update_cost(pos) def cal_tax(num): return num // 100 game = Colorfight() game.connect(room='gold') # game.register should return True if succeed. # As no duplicate usernames are allowed, a random integer string is appended # to the example username. You don't need to do this, change the username # to your ID. # You need to set a password. For the example AI, the current time is used # as the password. You should change it to something that will not change # between runs so you can continue the game if disconnected. cell_num = 0 building_num = 0 if game.register(username = '******' + str(random.randint(1, 100)), \ password = str(int(time.time()))): while True:
from colorfight import Colorfight import time import random from colorfight.constants import BLD_GOLD_MINE, BLD_ENERGY_WELL, BLD_FORTRESS, BLD_HOME game = Colorfight() game.connect(room='test_room2') if game.register(username='******', password="******"): # This is the game loop while True: # The command list we will send to the server cmd_list = [] # The list of cells that we want to attack my_attack_list = [] # update_turn() is required to get the latest information from the # server. This will halt the program until it receives the updated # information. # After update_turn(), game object will be updated. game.update_turn() # Check if you exist in the game. If not, wait for the next round. # You may not appear immediately after you join. But you should be # in the game after one round. if game.me == None: continue me = game.me # find the best cells to attack
from colorfight import Colorfight import time import random import math from colorfight.constants import BLD_GOLD_MINE, BLD_ENERGY_WELL g = Colorfight() g.connect(room = 'nicoderek') #returns position of (top-left corner) of closest affinity area def affinityArea(): #alterable constants areaLen = 5 avgMin = 5 #desired minimum avg resource total of the cells in the area suffAvgAffinity = [] for X in range(0, g.width() - areaLen): for Y in range(0, g.height() - areaLen): resourceSum = 0 #find avg affinity for area for x in range(X, X + areaLen - 1): for y in range(Y, Y + areaLen - 1): resourceSum += x.gold + x.energy avgAffinity = resourceSum / (areaLen * areaLen) #if suffices minimum, add to sufficient list if avgAffinity > avgMin: suffAvgAffinity.append(Position(X, Y))
import random from colorfight.constants import BLD_GOLD_MINE, BLD_ENERGY_WELL, BLD_FORTRESS from math import * def distance(p1, p2): return fabs(p2[0] - p1[0]) + fabs(p2[1] - p1[1]) # Create a Colorfight Instance. This will be the object that you interact # with. game = Colorfight() # Connect to the server. This will connect to the public room. If you want to # join other rooms, you need to change the argument game.connect(room='final') # game.register should return True if succeed. # As no duplicate usernames are allowed, a random integer string is appended # to the example username. You don't need to do this, change the username # to your ID. # You need to set a password. For the example AI, the current time is used # as the password. You should change it to something that will not change # between runs so you can continue the game if disconnected. if game.register(username = '******', \ password = str(int(time.time()))): # This is the game loop while True: # The command list we will send to the server cmd_list = []
class Inevitable: def __init__(self): self.game = Colorfight() pass def Start(self): self.defenseEnergy = 1 self.attackEnergy = 0 self.energyChance = 2 self.rechargeNow = False self.command = "" self.hold = False self.game.connect(room='final') if self.game.register(username='******', password="******"): self.starkThread = Thread(target=self.Stark) self.starkThread.start() while True: if self.Refresh(): self.FetchInfo() self.GameLoop() self.Send() def GetCell(self, pos): return self.game.game_map[pos] def GetUser(self, uid): return self.game.users[uid] def Attack(self, cell, energy=None): if energy == None: energy = cell.attack_cost + self.attackEnergy self.me.energy -= energy self.cmdList.append(self.game.attack(cell.position, energy)) self.attackList.append(cell.position) def Upgrade(self, cell): cellType = cell.building.name cellLevel = cell.building.level if cellType == "home": if cellLevel == 1: self.me.energy -= HOME_I[0] self.me.gold -= HOME_I[1] elif cellLevel == 2: self.me.energy -= HOME_II[0] self.me.gold -= HOME_II[1] elif cellType == "energy_well": if cellLevel == 1: self.me.energy -= ENERGY_I[0] self.me.gold -= ENERGY_I[1] elif cellLevel == 2: self.me.energy -= ENERGY_II[0] self.me.gold -= ENERGY_II[1] elif cellType == "gold_mine": if cellLevel == 1: self.me.energy -= GOLD_I[0] self.me.gold -= GOLD_I[1] elif cellLevel == 2: self.me.energy -= GOLD_II[0] self.me.gold -= GOLD_II[1] elif cellType == "fortress": if cellLevel == 1: self.me.energy -= FORTRESS_I[0] self.me.gold -= FORTRESS_I[1] elif cellLevel == 2: self.me.energy -= FORTRESS_II[0] self.me.gold -= FORTRESS_II[1] self.cmdList.append(self.game.upgrade(cell.position)) def CanSnap(self, base): owner = self.GetUser(base.owner) if self.me.energy >= (owner.energy_source + base.attack_cost): return owner.energy_source + base.attack_cost else: return -1 def CanBuild(self, building): if building == BLD_ENERGY_WELL: return self.me.energy >= ENERGY_I[0] and self.me.gold >= ENERGY_I[1] elif building == BLD_GOLD_MINE: return self.me.energy >= GOLD_I[0] and self.me.gold >= GOLD_I[1] elif building == BLD_FORTRESS: return self.me.energy >= FORTRESS_I[ 0] and self.me.gold >= FORTRESS_I[1] def CanUpgrade(self, cell): cellType = cell.building.name cellLevel = cell.building.level if cellType == "home": if cellLevel == 1: return self.me.energy >= HOME_I[0] and self.me.gold >= HOME_I[1] elif cellLevel == 2: return self.me.energy >= HOME_II[ 0] and self.me.gold >= HOME_II[1] else: return False elif cellType == "energy_well": if cellLevel == 1: return self.me.energy >= ENERGY_I[ 0] and self.me.gold >= ENERGY_I[1] elif cellLevel == 2: return self.me.energy >= ENERGY_II[ 0] and self.me.gold >= ENERGY_II[1] else: return False elif cellType == "gold_mine": if cellLevel == 1: return self.me.energy >= GOLD_I[0] and self.me.gold >= GOLD_I[1] elif cellLevel == 2: return self.me.energy >= GOLD_II[ 0] and self.me.gold >= GOLD_II[1] else: return False elif cellType == "fortress": if cellLevel == 1: return self.me.energy >= FORTRESS_I[ 0] and self.me.gold >= FORTRESS_I[1] elif cellLevel == 2: return self.me.energy >= FORTRESS_II[ 0] and self.me.gold >= FORTRESS_II[1] else: return False def Build(self, cell, building): if building == BLD_ENERGY_WELL: self.me.energy -= ENERGY_I[0] self.me.gold -= ENERGY_I[1] elif building == BLD_GOLD_MINE: self.me.energy -= GOLD_I[0] self.me.gold -= GOLD_I[1] elif building == BLD_FORTRESS: self.me.energy -= FORTRESS_I[0] self.me.gold -= FORTRESS_I[1] self.cmdList.append(self.game.build(cell.position, building)) def FetchAdjacent(self, cell): return [ self.game.game_map[pos] for pos in cell.position.get_surrounding_cardinals() ] def Empty(self, cell): return cell.owner == 0 def Own(self, cell): return cell.owner == self.game.uid def Enemy(self, cell): return not (cell.owner == 0 or cell.owner == self.game.uid) def FetchInfo(self): self.me = self.game.me self.mode = 0 self.tech = 0 self.data = {} self.data["adjacent"] = {} self.data["adjacent"]["all"] = set() self.data["adjacent"]["empty"] = set() self.data["adjacent"]["enemy"] = {} self.data["adjacent"]["enemy"]["all"] = set() self.data["adjacent"]["enemy"]["empty"] = set() self.data["adjacent"]["enemy"]["energy"] = [set(), set(), set()] self.data["adjacent"]["enemy"]["gold"] = [set(), set(), set()] self.data["adjacent"]["enemy"]["bases"] = [set(), set(), set()] self.data["adjacent"]["enemy"]["forts"] = [set(), set(), set()] self.data["own"] = {} self.data["own"]["all"] = set() self.data["own"]["empty"] = set() self.data["own"]["energy"] = [set(), set(), set()] self.data["own"]["gold"] = [set(), set(), set()] self.data["own"]["bases"] = [set(), set(), set()] self.data["own"]["forts"] = [set(), set(), set()] self.data["edges"] = set() self.data["enemy"] = {} self.data["enemy"]["all"] = set() self.data["enemy"]["empty"] = set() self.data["enemy"]["energy"] = [set(), set(), set()] self.data["enemy"]["gold"] = [set(), set(), set()] self.data["enemy"]["bases"] = [set(), set(), set()] self.data["enemy"]["forts"] = [set(), set(), set()] self.cmdList = [] self.attackList = [] for x in range(30): for y in range(30): pos = Position(x, y) cell = self.GetCell(pos) if self.Own(cell): self.data["own"]["all"].add(pos) cellType = cell.building.name if cellType == "empty": self.data["own"]["empty"].add(pos) elif cellType == "home": self.data["own"]["bases"][cell.building.level - 1].add(pos) elif cellType == "energy_well": self.data["own"]["energy"][cell.building.level - 1].add(pos) elif cellType == "gold_mine": self.data["own"]["gold"][cell.building.level - 1].add(pos) elif cellType == "fortress": self.data["own"]["forts"][cell.building.level - 1].add(pos) for adj in self.FetchAdjacent(cell): if not self.Own(adj): self.data["adjacent"]["all"].add(adj.position) if self.Enemy(adj): self.data["edges"].add(pos) self.data["adjacent"]["enemy"]["all"].add( adj.position) adjType = adj.building.name if adjType == "empty": self.data["enemy"]["empty"].add( adj.position) elif adjType == "home": self.data["enemy"]["bases"][ adj.building.level - 1].add( adj.position) elif adjType == "energy_well": self.data["enemy"]["energy"][ adj.building.level - 1].add( adj.position) elif adjType == "gold_mine": self.data["enemy"]["gold"][ adj.building.level - 1].add( adj.position) elif adjType == "fortress": self.data["enemy"]["forts"][ adj.building.level - 1].add( adj.position) else: self.data["adjacent"]["empty"].add( adj.position) def Refresh(self): self.game.update_turn() return not self.game.me == None def Send(self): self.game.send_cmd(self.cmdList) def Defend(self): base = None if len(self.data["own"]["bases"][0]) > 0: base = self.GetCell(list(self.data["own"]["bases"][0])[0]) if len(self.data["own"]["bases"][1]) > 0: base = self.GetCell(list(self.data["own"]["bases"][1])[0]) if len(self.data["own"]["bases"][2]) > 0: base = self.GetCell(list(self.data["own"]["bases"][2])[0]) if base: self.tech = base.building.level if self.CanUpgrade(base): self.Upgrade(base) def Expand(self): if self.me.gold <= 500: self.BuildEnergy() targets = [self.GetCell(t) for t in self.data["adjacent"]["empty"]] targets.sort(key=lambda cell: (cell.natural_energy, -cell.attack_cost), reverse=True) for target in targets: if target.attack_cost <= self.me.energy: self.Attack(target) def Bread(self): self.BuildGold() targets = [self.GetCell(t) for t in self.data["adjacent"]["empty"]] targets.sort(key=lambda cell: (cell.natural_gold, -cell.attack_cost), reverse=True) for target in targets: if target.attack_cost <= self.me.energy: self.Attack(target) def BuildEnergy(self): energyTargets = [self.GetCell(e) for e in self.data["own"]["empty"]] energyTargets.sort(key=lambda cell: (cell.natural_energy), reverse=True) for energyTarget in energyTargets: if self.CanBuild(BLD_ENERGY_WELL): self.Build(energyTarget, BLD_ENERGY_WELL) def BuildGold(self): goldTargets = [self.GetCell(e) for e in self.data["own"]["empty"]] goldTargets.sort(key=lambda cell: (cell.natural_gold), reverse=True) for goldTarget in goldTargets: if self.CanBuild(BLD_GOLD_MINE): self.Build(goldTarget, BLD_GOLD_MINE) def UpgradeEnergy(self, level): energyTargets = [ self.GetCell(e) for e in self.data["own"]["energy"][level - 1] ] energyTargets.sort(key=lambda cell: (cell.natural_energy), reverse=True) for energyTarget in energyTargets: if self.CanUpgrade(energyTarget): self.Upgrade(energyTarget) def UpgradeGold(self, level): goldTargets = [ self.GetCell(e) for e in self.data["own"]["gold"][level - 1] ] goldTargets.sort(key=lambda cell: (cell.natural_energy), reverse=True) for goldTarget in goldTargets: if self.CanUpgrade(goldTarget): self.Upgrade(goldTarget) def Stark(self): data = "" while not data == "endgame": data = input() if data == "hold": self.hold = True print("Holding Game State.") print("") elif data == "attack": self.hold = False print("Attack Mode Activated.") print("") elif data == "defend": if len(self.data["edges"]) > 0: self.defenseEnergy = int( int(self.me.energy_source / 2) / len(self.data["edges"])) else: self.defenseEnergy = 1 print("Defense Mode Activated.") print("") elif data == "recharge": self.rechargeNow = True self.energyChance = 1000 print("Recharge Mode Activated.") print("") elif data == "normal": self.rechargeNow = False self.energyChance = 2 print("Recharge Mode Deactivated.") print("") else: data = data.split() if data[0] == "d": print("Set defense energy to: " + data[1]) self.defenseEnergy = int(data[1]) elif data[0] == "a": print("Set attack energy to: " + data[1]) self.attackEnergy = int(data[1]) elif data[0] == "r": print("Set attack energy to: " + data[1]) self.energyChance = int(data[1]) def Armor(self): for edge in self.data["edges"]: edge = self.GetCell(edge) if self.me.energy >= 1: self.Attack(edge, self.defenseEnergy) def Loot(self): for i in (2, 1, 0): if len(self.data["adjacent"]["enemy"]["gold"][i]) > 0: goldTargets = [ self.GetCell(b) for b in self.data["adjacent"]["enemy"]["gold"][i] ] goldTargets.sort(key=lambda cell: (cell.attack_cost)) for goldTarget in goldTargets: if goldTarget.attack_cost <= self.me.energy: self.Attack(goldTarget) def Recharge(self): for i in (2, 1, 0): if len(self.data["adjacent"]["enemy"]["energy"][i]) > 0: goldTargets = [ self.GetCell(b) for b in self.data["adjacent"]["enemy"]["energy"][i] ] goldTargets.sort(key=lambda cell: (cell.attack_cost)) for goldTarget in goldTargets: if goldTarget.attack_cost <= self.me.energy: self.Attack(goldTarget) def Dominate(self): targets = [self.GetCell(t) for t in self.data["adjacent"]["empty"]] targets.sort(key=lambda cell: (cell.attack_cost)) for target in targets: if target.attack_cost <= self.me.energy: self.Attack(target) targets = [self.GetCell(t) for t in self.data["adjacent"]["all"]] targets.sort(key=lambda cell: (cell.attack_cost)) for target in targets: if target.attack_cost <= self.me.energy: self.Attack(target) def Snap(self): for i in (2, 1, 0): if len(self.data["adjacent"]["enemy"]["bases"][i]) > 0: bases = [ self.GetCell(b) for b in self.data["adjacent"]["enemy"]["bases"][i] ] for base in bases: snapCost = self.CanSnap(base) if not snapCost == -1: self.Attack(base, snapCost) def AllSpark(self): if not self.hold: if random.choice(range(self.energyChance)) == 0: self.UpgradeGold(1) self.UpgradeGold(2) self.BuildGold() else: self.UpgradeEnergy(1) self.UpgradeEnergy(2) self.BuildEnergy() else: if self.rechargeNow: self.UpgradeEnergy(1) self.UpgradeEnergy(2) self.BuildEnergy() self.Snap() self.Armor() if not self.hold: order = random.choice((0, 1, 2)) if order == 0: self.Dominate() if random.choice((0, 1)) == 0: self.Recharge() self.Loot() else: self.Loot() self.Recharge() elif order == 1: self.Recharge() self.Dominate() self.Loot() elif order == 2: self.Loot() self.Dominate() self.Recharge() def GameLoop(self): #print( str( len( self.data[ "edges" ] ) ) ) #print( str( len( self.data[ "adjacent" ][ "empty" ] ) ) ) self.Defend() if self.tech == 1: self.Expand() elif self.tech == 2 and not self.rechargeNow: self.Bread() else: self.AllSpark()
from colorfight import Colorfight import time import random from colorfight.constants import BLD_GOLD_MINE, BLD_ENERGY_WELL, BLD_FORTRESS g = Colorfight() g.connect(room='public1') if g.register(username='******' + str(random.randrange(0, 100)), password='******'): while True: cmd_list = [] #offense my_attack_list = [] my_adj_list = [] #defense my_perimeter_list = [] #collection my_upgrade_list = [] #update game g.update_turn() if g.me == None: #execution keeps going into this continue #shorthands