def __init__(self, logger, controller, framedata, difficulty): Tactic.__init__(self, logger, controller, framedata, difficulty) # Pick a random max number of shines self.shinemax = random.randint(0, 8) self.shinecount = 0 self.waveshine = False self.shffl = False self.dashdance = False dashchance = 2 # TODO Remove the dash dance from the random pool if we're in a spot where it would be bad # if self.smashbot_state.action not in [Action.STANDING, Action.TURNING, Action.DASHING]: # dashchance = 0 # What sort of shield pressure should this be? Pick one at random rand = random.choice([1]*5 + [2]*3 + [3]*dashchance) # On difficulty 1 and 2, only do dash dance if self.difficulty <= 2: rand = 3 # 50% chance of being SHFFL style pressure if rand == 1: self.shffl = True # 30% chance of being waveshine style pressure if rand == 2: self.waveshine = True # 20% chance of being dashdance style pressure if rand == 3: self.dashdance = True
def __init__(self, logger, controller, framedata, difficulty): Tactic.__init__(self, logger, controller, framedata, difficulty) self.keep_running = False
def __init__(self, gamestate, smashbot_state, opponent_state, logger, controller, framedata, difficulty): Tactic.__init__(self, gamestate, smashbot_state, opponent_state, logger, controller, framedata, difficulty) self.upbstart = 0
def __init__(self, logger, controller, framedata, difficulty): Tactic.__init__(self, logger, controller, framedata, difficulty) self.upbstart = 0
def __init__(self, logger, controller, framedata, difficulty): self.radius = 0 self.stand_menacingly = False Tactic.__init__(self, logger, controller, framedata, difficulty)
def __init__(self, logger, controller, framedata, difficulty): Tactic.__init__(self, logger, controller, framedata, difficulty) # We need to decide how we want to recover self.useillusion = bool(random.randint(0, 1))
def __init__(self, logger, controller, framedata, difficulty): Tactic.__init__(self, logger, controller, framedata, difficulty) self.random_di = random.randint(0, 1)
def __init__(self, gamestate, smashbot_state, opponent_state, logger, controller, framedata, difficulty): Tactic.__init__(self, gamestate, smashbot_state, opponent_state, logger, controller, framedata, difficulty) self.randomdi = random.randint(0, 1)
def __init__(self, logger, controller, framedata, difficulty): Tactic.__init__(self, logger, controller, framedata, difficulty) self.random_celebration = random.randint(0, 100)
def __init__(self, gamestate, smashbot_state, opponent_state, logger, controller, framedata, difficulty): Tactic.__init__(self, gamestate, smashbot_state, opponent_state, logger, controller, framedata, difficulty) self.movingright = self.opponent_state.speed_x_attack + self.opponent_state.speed_ground_x_self > 0
def __init__(self, logger, controller, framedata, difficulty): Tactic.__init__(self, logger, controller, framedata, difficulty) self.random_approach = random.randint(0, 100) self.approach_crouch = False