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()
# build fortress! if c.building.is_empty and me.gold >= 100: building = BLD_FORTRESS cmd_list.append(game.build(cell.position, building)) print( "We build FORTRESS NEAR HOME YEET {} on ({}, {})". format(building, c.position.x, c.position.y)) me.gold -= 100 else: #already building if c.building.can_upgrade and \ (cell.building.level < me.tech_level) and \ cell.building.upgrade_gold < me.gold and \ cell.building.upgrade_energy < me.energy: cmd_list.append(game.upgrade(c.position)) print("We upgraded ({}, {})".format( c.position.x, c.position.y)) me.gold -= c.building.upgrade_gold me.energy -= c.building.upgrade_energy else: # Check the surrounding position for pos in cell.position.get_surrounding_cardinals(): # Get the MapCell object of that position c = game.game_map[pos] # if the current one is home one, build some fortresses # Attack if the cost is less than what I have, and the owner # is not mine, and I have not attacked it in this round already
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()
print("We build {} on ({}, {})".format( building, pos.x, pos.y)) me.gold -= 100 buildGold -= 100 building = 'n' #Upgrade orderlyList = organizeCells(situation.cellsToUpgrade, game) if (game.turn > int(game.max_turn * 0.85)): orderlyList = [] for pos in orderlyList: #check to upgrade home first cell = game.game_map[pos] if (cell.building.is_home): cmd_list.append(game.upgrade(pos)) print("We upgraded ({}, {})".format(pos.x, pos.y)) upgradeGold -= game.game_map[pos].building.upgrade_gold me.gold -= game.game_map[pos].building.upgrade_gold me.energy -= game.game_map[pos].building.upgrade_energy energyAllow -= game.game_map[pos].building.upgrade_energy if(game.game_map[pos].building.upgrade_gold < upgradeGold and \ game.game_map[pos].building.upgrade_energy < energyAllow): #if in the late game, defund energy wells if (game.turn > int(game.max_turn * 0.70)): if (cell.building.name == "energy_well"): continue if (cell.building.name == "fortress"): continue cmd_list.append(game.upgrade(pos)) print("We upgraded ({}, {})".format(pos.x, pos.y))
#early game constants early_game_energy_well_chance = 0.05 early_game_size_upper_limit = 35 limit = 40 #if home dead homeExists = False for c in me.cells.values(): if c.building.is_home: homeExists = True if not homeExists: homePos = me.cells.values()[len(me.cells.values()) / 2].position #build home cmd_list.append(g.build(homePos, BLD_HOME)) #upgrade to lvl 3 again cmd_list.append(g.upgrade(homePos)) cmd_list.append(g.upgrade(homePos)) #save energy for home once hit turn limit and home is not level 2/3 if g.turn > limit and me.tech_level < 2: #upgrade home for c in me.cells.values(): if c.building.can_upgrade \ and c.building.is_home \ and c.building.upgrade_gold < me.gold \ and c.building.upgrade_energy < me.energy: cmd_list.append(g.upgrade(c.position)) print("Upgraded HOME ({}, {})".format( c.position.x, c.position.y)) me.gold -= c.building.upgrade_gold me.energy -= c.building.upgrade_energy