Esempio n. 1
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    def build_template(self, state: gamelib.AdvancedGameState, prev_state):
        """ Adds any defences to the priority queue if we were destroyed.

        :param state: game state.
        :param prev_state: game state.
        """
        if prev_state:
            self.were_corners_attacked(state, prev_state)

            if self.R_CORNER_ATTACKED:
                for i in range(len(self.BASE_TEMPLATE)):
                    if self.BASE_TEMPLATE[i] in self.RIGHT_CORNER_MASK:
                        self.BASE_TEMPLATE[i] = (self.BASE_TEMPLATE[i][0],
                                                 DESTRUCTOR)

            if self.L_CORNER_ATTACKED:
                for i in range(len(self.BASE_TEMPLATE)):
                    if self.BASE_TEMPLATE[i] in self.LEFT_CORNER_MASK:
                        self.BASE_TEMPLATE[i] = (self.BASE_TEMPLATE[i][0],
                                                 DESTRUCTOR)

        for unit in self.BASE_TEMPLATE:
            if state.get_resource(state.CORES) > self.UNIT_COSTS[unit[1]]:
                use_destruct = state.get_resource(
                    state.CORES) > self.BUILD_DESTRUCTOR_WALLS_THRESH
                unit_type = DESTRUCTOR if use_destruct else unit[1]
                if state.can_spawn(unit_type, unit[0]):
                    state.attempt_spawn(unit_type, unit[0])

        low_health_units = self.find_low_health_units(
            state, self.TEMPLATE_MASK, self.REMOVE_HEALTH_THRESH)
        self.destroy_low_health_units(state, low_health_units)
Esempio n. 2
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    def build_reactive_defence(state: gamelib.AdvancedGameState, damaged_locs):
        """ Builds reactive defence according to the provided damaged_locs.

        :param state: current game state.
        :param damaged_locs: (list) locations of damaged units. Will define where defence
        units will be spawned.
        """
        num_funded_destructors = int(state.get_resource(state.CORES) // 4)

        if num_funded_destructors < len(damaged_locs):
            # If there are less funded destructors then damaged locations, then take as many
            # damaged locations as we can fund and build there.
            funded_locs = damaged_locs[:num_funded_destructors]
        else:
            # If we have more funded locations then was actually damaged, then build defences
            # around damaged locations until we run out of funding.
            funded_locs = [
                damaged_locs[i % len(damaged_locs)]
                for i in range(num_funded_destructors)
            ]

        # Deploy defensive units until we either run out of damaged locations
        for funded_loc in funded_locs:
            # Find all possible spawn points in the range of 1 unit around the damaged
            # unit's location.
            potential_spawn_locs = state.game_map.get_locations_in_range(
                funded_loc, 1)

            for loc in potential_spawn_locs:
                if state.can_spawn(DESTRUCTOR, loc):
                    state.attempt_spawn(DESTRUCTOR, loc)
Esempio n. 3
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    def build_passive_blackbeard_defence(state: gamelib.AdvancedGameState):
        # if we have extra cores use some of them 18,13,9,5 then filters between
        prio = [[1, 13], [1, 12], [0, 13], [18, 10], [18, 11], [13, 11],
                [9, 10], [9, 11], [5, 11]]
        which = [
            DESTRUCTOR, DESTRUCTOR, FILTER, DESTRUCTOR, FILTER, DESTRUCTOR,
            DESTRUCTOR, FILTER, DESTRUCTOR
        ]

        for i in range(len(prio)):
            if state.get_resource(state.CORES) > 4:
                if state.can_spawn(which[i], prio[i]):
                    state.attempt_spawn(which[i], prio[i])

        i = 0
        # Try to spawn some random stuff
        while i < 10 and state.get_resource(state.CORES) > 6:
            row = random.randint(10, 11)
            col = random.randint(13 - row, 19)
            type = DESTRUCTOR if random.randint(0, 1) else FILTER
            if state.can_spawn(type, [row, col]):
                state.attempt_spawn(type, [row, col])

        if state.turn_number == 0:
            state.attempt_spawn(PING, [13, 0], 2)
            state.attempt_spawn(PING, [14, 0], 2)
        # elif open:
        #     state.attempt_spawn(EMP, [17, 3])
        elif state.turn_number % 2:
            bits = state.get_resource(state.BITS)
            if bits > 4:
                state.attempt_spawn(PING, [14, 0], 4)
            state.attempt_spawn(PING, [13, 0],
                                int(state.get_resource(state.BITS)))
 def build_defences(self, state: gamelib.AdvancedGameState):
     # When we're at full build, do nothing!
     while state.get_resource(
             state.CORES) > 0 and not self.defences.build_done():
         loc, defence_type = self.defences.get_next_defence()
         if state.can_spawn(defence_type, loc):
             state.attempt_spawn(defence_type, loc)
Esempio n. 5
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    def build_template(self, state: gamelib.AdvancedGameState, prev_state):
        """ Adds any defences to the priority queue if we were destroyed.

        :param state: game state.
        :param prev_state: game state.
        """
        if prev_state:
            self.were_corners_attacked(state, prev_state)
            debug_write(
                "Right Corner State: {}".format(self.R_CORNER_ATTACKED),
                "Left Corner State: {}".format(self.L_CORNER_ATTACKED)
            )
            #
            # if self.R_CORNER_ATTACKED:
            #     for i in range(len(self.BASE_TEMPLATE)):
            #         if self.BASE_TEMPLATE[i][0] in self.RIGHT_CORNER_MASK:
            #             debug_write("Updating Template ", self.BASE_TEMPLATE[i])
            #             self.BASE_TEMPLATE[i] = (self.BASE_TEMPLATE[i][0], DESTRUCTOR)
            #
            # if self.L_CORNER_ATTACKED:
            #     for i in range(len(self.BASE_TEMPLATE)):
            #         if self.BASE_TEMPLATE[i][0] in self.LEFT_CORNER_MASK:
            #             debug_write("Updating Template ", self.BASE_TEMPLATE[i])
            #             self.BASE_TEMPLATE[i] = (self.BASE_TEMPLATE[i][0], DESTRUCTOR)
            if self.R_CORNER_ATTACKED:
                for i in range(len(self.BASE_TEMPLATE)):
                    if self.BASE_TEMPLATE[i][0] in self.RIGHT_CORNER_MASK:
                        self.BASE_TEMPLATE[i] = (self.BASE_TEMPLATE[i][0], DESTRUCTOR)

                new_units = []
                for loc in self.RIGHT_CORNER_MASK:
                    if loc not in self.TEMPLATE_MASK:
                        new_units.append((loc, DESTRUCTOR))
                self.BASE_TEMPLATE = new_units + self.BASE_TEMPLATE

            if self.L_CORNER_ATTACKED:
                for i in range(len(self.BASE_TEMPLATE)):
                    if self.BASE_TEMPLATE[i][0] in self.LEFT_CORNER_MASK:
                        self.BASE_TEMPLATE[i] = (self.BASE_TEMPLATE[i][0], DESTRUCTOR)

                new_units = []
                for loc in self.LEFT_CORNER_MASK:
                    if loc not in self.TEMPLATE_MASK:
                        new_units.append((loc, DESTRUCTOR))
                self.BASE_TEMPLATE = new_units + self.BASE_TEMPLATE

        for unit in self.BASE_TEMPLATE:
            if state.get_resource(state.CORES) > self.UNIT_COSTS[unit[1]]:
                use_destruct = state.get_resource(state.CORES) > self.BUILD_DESTRUCTOR_WALLS_THRESH
                unit_type = DESTRUCTOR if use_destruct else unit[1]
                if state.can_spawn(unit_type, unit[0]):
                    state.attempt_spawn(unit_type, unit[0])

        low_health_units = self.find_low_health_units(
            state, self.TEMPLATE_MASK, self.REMOVE_HEALTH_THRESH)
        self.destroy_low_health_units(state, low_health_units)
    def sawtooth_setup(self, state: gamelib.AdvancedGameState):
        # Almost symmetrical setup, just need filter on <14, 10>
        dest_locs = [[2, 11], [6, 11], [11, 11], [16, 11], [21, 11], [25, 11]]
        filter_locs = [[0, 13], [1, 12], [26, 12], [27, 13]]

        for dest in destr_locs:
            if state.can_spawn(DESTRUCTOR, dest):
                state.attempt_spawn(DESTRUCTOR, dest)

        for f in filter_locs:
            if state.can_spawn(FILTER, f):
                state.attempt_spawn(FILTER, f)
Esempio n. 7
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    def build_template(self, state: gamelib.AdvancedGameState):
        """ Adds any defences to the priority queue if we were destroyed.
        :param state: game state.
        :return:
        """
        for unit in self.BASE_TEMPLATE:
            if state.get_resource(state.CORES) > self.UNIT_COSTS[unit[1]]:
                if state.can_spawn(unit[1], unit[0]):
                    state.attempt_spawn(unit[1], unit[0])

        low_health_units = self.find_low_health_units(
            state, self.TEMPLATE_MASK, self.REMOVE_HEALTH_THRESH)
        self.destroy_low_health_units(state, low_health_units)
Esempio n. 8
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    def initial_setup(self, state: gamelib.AdvancedGameState):
        # Almost symmetrical setup, just need filter on <14, 10>
        filter_locs = [[0, 13], [1, 12], [2, 11], [3, 11], [4, 11], [6, 10],
                       [8, 11], [21, 10], [23, 11], [24, 11], [25, 11], [26, 12], [27, 13]]
        destr_locs = [[5, 10], [10, 9], [17, 9], [22, 10]]

        for dest in destr_locs:
            if state.can_spawn(DESTRUCTOR, dest):
                state.attempt_spawn(DESTRUCTOR, dest)

        for f in filter_locs:
            if state.can_spawn(FILTER, f):
                state.attempt_spawn(FILTER, f)
    def escort_strategy(self, state: gamelib.AdvancedGameState, defensive_side='left'):
        # See if we need to use more filters here
        # This should be dynamic, depending on the board state, kind of like
        # What stage of the game are we in
        filter_locs = [[6, 10], [11, 10], [16, 10], [22, 10]]

        # Spawn 2 EMPs and 2 Scramblers. Again, this should be dynamic
        emp_locs = [[3, 10], [3, 10]]
        scrambler_locs = [[4, 9], [4, 9]]

        for e in emp_locs:
            if state.can_spawn(EMP, e):
                state.attempt_spawn(EMP, e)

        for s in scrambler_locs:
            if state.can_spawn(SCRAMBLER, s):
                state.attempt_spawn(SCRAMBLER, s)
Esempio n. 10
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    def build_passive_defence(state: gamelib.AdvancedGameState):
        """ Builds out a passive defense. Has 3 hard-coded positions that are best optimized to
        cover as much of the field as possible on the unprotected side of the barrel of blackbear.

        :param state: current game state.
        """
        passive_defence_locations = BASE_PASSIVE_LOCS

        for loc in passive_defence_locations:
            # First build the Destructor at the proper location.
            if state.get_resource(state.CORES) > 4:
                if state.can_spawn(DESTRUCTOR, loc):
                    state.attempt_spawn(DESTRUCTOR, loc)

            # If we have some more cores left, then build the Filter on top of it.
            if state.get_resource(state.CORES) > 1:
                if state.can_spawn(FILTER, loc):
                    state.attempt_spawn(FILTER, [loc[0], loc[1] + 1])
Esempio n. 11
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    def build_barrel(state: gamelib.AdvancedGameState, left=False):
        """ Builds the blackbear barrel on the map.

        :param state: current game state.
        :param left:
        """
        # Spawn front destructors and encryptors
        destructors = BARREL_MASK[BARREL_MASK_IDX['destructors'][0]:
                                  BARREL_MASK_IDX['destructors'][1]]
        for i in destructors:
            if state.can_spawn(DESTRUCTOR, i):
                state.attempt_spawn(DESTRUCTOR, i)

        encryptors = BARREL_MASK[
            BARREL_MASK_IDX['encryptors'][0]:BARREL_MASK_IDX['encryptors'][1]]
        for i in encryptors:
            if state.can_spawn(ENCRYPTOR, i):
                state.attempt_spawn(ENCRYPTOR, i)

        end = 12 if state.turn_number > 0 else 19

        # open = False
        # spawn remaining filters
        for i in range(22, end, -1):
            # if not state.contains_stationary_unit([i,i-12]) and state.get_resource(state.CORES) < 1:
            #     open = True
            if state.can_spawn(FILTER, [i, i - 12]):
                state.attempt_spawn(FILTER, [i, i - 12])
Esempio n. 12
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    def shoot(state: gamelib.AdvancedGameState, left=False):
        """ Shoots from the blackbeard barrel.

        :param state: current game state.
        :param left:
        :return:
        """
        if state.turn_number == 0:
            state.attempt_spawn(PING, [13, 0], 2)
            state.attempt_spawn(PING, [14, 0], 2)
        # elif open:
        #     state.attempt_spawn(EMP, [17, 3])
        elif state.turn_number % 2:
            bits = state.get_resource(state.BITS)
            if bits > 4:
                state.attempt_spawn(PING, [14, 0], 4)
            state.attempt_spawn(PING, [13, 0],
                                int(state.get_resource(state.BITS)))
    def blackbeard(self, state: gamelib.AdvancedGameState, left=False):
        # Do initial first turn setup
        # Spawn front destructors and encryptors
        destr = [[23, 13], [24, 13]]
        encr = [[23, 12], [24, 12], [25, 13], [23, 11]]
        for i in destr:
            if state.can_spawn(DESTRUCTOR, i):
                state.attempt_spawn(DESTRUCTOR, i)

        for i in encr:
            if state.can_spawn(ENCRYPTOR, i):
                state.attempt_spawn(ENCRYPTOR, i)

        end = 12 if state.turn_number > 0 else 19

        # open = False
        # spawn remaining filters
        for i in range(22, end, -1):
            # if not state.contains_stationary_unit([i,i-12]) and state.get_resource(state.CORES) < 1:
            #     open = True
            if state.can_spawn(FILTER, [i, i - 12]):
                state.attempt_spawn(FILTER, [i, i - 12])

        # if we have extra cores use some of them18,13,9,5 then filters between
        prio = [[1, 13], [1, 12], [0, 13], [18, 10], [18, 11], [13, 11], [9, 10], [9, 11], [5, 11]]
        which = [DESTRUCTOR, DESTRUCTOR, FILTER, DESTRUCTOR, FILTER, DESTRUCTOR, DESTRUCTOR, FILTER, DESTRUCTOR]

        for i in range(len(prio)):
            if state.get_resource(state.CORES) > 4:
                if state.can_spawn(which[i], prio[i]):
                    state.attempt_spawn(which[i], prio[i])

        i = 0
        # Try to spawn some random stuff
        while i < 10 and state.get_resource(state.CORES) > 6:
            row = random.randint(10, 11)
            col = random.randint(13 - row, 19)
            type = DESTRUCTOR if random.randint(0, 1) else FILTER
            if state.can_spawn(type, [row, col]):
                state.attempt_spawn(type, [row, col])

        if state.turn_number == 0:
            state.attempt_spawn(PING, [13, 0], 2)
            state.attempt_spawn(PING, [14, 0], 2)
        # elif open:
        #     state.attempt_spawn(EMP, [17, 3])
        elif state.turn_number % 2:
            bits = state.get_resource(state.BITS)
            if bits > 4:
                state.attempt_spawn(PING, [14, 0], 4)
            state.attempt_spawn(PING, [13, 0], int(state.get_resource(state.BITS)))
 def attack(self, state: gamelib.AdvancedGameState):
     emp_loc = [3, 10]
     while state.can_spawn(EMP, emp_loc, 1):
         state.attempt_spawn(EMP, emp_loc, 1)
 def attack_hole(self, state: gamelib.AdvancedGameState, rush_loc, rush_unit):
     if state.can_spawn(rush_unit, rush_loc):
         # Find out the proper amount for the amount of bits to spend
         state.attempt_spawn(rush_unit, rush_loc, state.my_bits())