class AlgoStrategy(AlgoCore): utility: Utility ARENA_SIZE: int factory_height: int cached_health: int health: int current_mp: int current_sp: int delay: int # if we get behind in building, we don't want to waste resources ineffectively attacking, so we delay mobile_units: Set[Union[str, int]] scored_on_locations: List[List[int]] recent_scored_on_locations: List[List[int]] latest_enemy_spawns: List[Union[str, int, List[int]]] latest_enemy_removes: List[Union[str, int, List[int]]] factory_locations: List[List[int]] wall_upgrade_added: bool def __init__(self): super().__init__() # utility functions for data structures, mostly self.utility = Utility() self.ARENA_SIZE = 28 self.factory_height = 9 self.delay = 0 seed = random.randrange(maxsize) random.seed(seed) debug_write('Random seed: {}'.format(seed)) self.factory_locations = list(self.factory_location_generator(self.factory_height)) random.shuffle(self.factory_locations) self.scored_on_locations = [] self.recent_scored_on_locations = [] self.mobile_units = set() self.latest_enemy_spawns = [] self.attack_strategy = self.even_sides_strategy # macro game stage bools self.wall_upgrade_added = False def find_weakness(self, game_state): x_vals = range(4, 24) column_danger = [] turret_weight = 3 wall_weight = 2 for x in x_vals: curr_val = 0 for y in range(14, 17): target_unit = game_state.game_map[x, y][0] if(target_unit.unit_type == TURRET): if(target_unit.upgraded): curr_val += turret_weight else: curr_val += turret_weight - 1 elif(target_unit.unit_type == WALL): if(target_unit.upgraded): curr_val += wall_weight else: curr_val += wall_weight - 1 column_danger.append(curr_val) group_ratings = [sum(column_danger[(i*4):((i*4) + 4)]) for i in range(5)] selected_group = group_ratings.index(min(group_ratings)) selected_x = column_danger[selected_group * 4: (selected_group * 4) + 4].index(min(column_danger[selected_group * 4: (selected_group * 4) + 4])) debug_write(str(4*selected_group + selected_x)) return x_vals[4*selected_group + selected_x] def on_game_start(self, config): """ Read in config and perform any initial setup here """ debug_write('Configuring your custom algo strategy...') self.config = config global WALL, FACTORY, TURRET, SCOUT, DEMOLISHER, INTERCEPTOR, MP, SP WALL = config["unitInformation"][0]["shorthand"] FACTORY = config["unitInformation"][1]["shorthand"] TURRET = config["unitInformation"][2]["shorthand"] SCOUT = config["unitInformation"][3]["shorthand"] DEMOLISHER = config["unitInformation"][4]["shorthand"] INTERCEPTOR = config["unitInformation"][5]["shorthand"] # index values used in action frames self.mobile_units.add(3) self.mobile_units.add(4) self.mobile_units.add(5) MP = 1 SP = 0 # This is a good place to do initial setup self.add_initial_defence() def on_turn(self, turn_state): """ This function is called every turn with the game state wrapper as an argument. The wrapper stores the state of the arena and has methods for querying its state, allocating your current resources as planned unit deployments, and transmitting your intended deployments to the game engine. """ game_state = GameState(self.config, turn_state) self.health = game_state.my_health if game_state.turn_number == 0: self.cached_health = self.health debug_write('Performing turn {} of your custom algo strategy'.format(game_state.turn_number)) game_state.suppress_warnings(True) self.current_mp = game_state.get_resource(MP, 0) self.current_sp = game_state.get_resource(SP, 0) self.dynamic_strategy(game_state) self.cached_health = self.health game_state.submit_turn() def dynamic_strategy(self, game_state: GameState): """ For defense we will use a spread out layout and some interceptors early on. We will place turrets near locations the opponent managed to score on. For offense we will use long range demolishers if they place stationary units near the enemy's front. If there are no stationary units to attack in the front, we will send Scouts to try and score quickly. """ # initial strategy is highly dependent on expected units. Don't want to react until after we've built a little. if len(self.recent_scored_on_locations) and game_state.turn_number > 3: self.build_reactive_defense() if game_state.turn_number - self.delay < 3: game_state.attempt_spawn(INTERCEPTOR, [3, 10], num=2) game_state.attempt_spawn(INTERCEPTOR, [24, 10], num=2) # On the initial turn, try to get them with a destructor if game_state.turn_number == 0: self.send_initial_destructor(game_state) if game_state.turn_number == 1: self.utility.append_action('initial_turret_upgrades', TURRET, [[3, 13], [24, 13]], upgrade=True) self.utility.prioritize_action('initial_turret_upgrades') if game_state.turn_number == 2: # we want to manually manage and not upgrade these specific walls self.build_left_side_wall(game_state) self.build_right_side_wall(game_state) self.utility.remove_action('initial_walls') self.utility.append_action('frontal_wall', WALL, self.get_frontal_wall()) # put upgrades before spawns to upgrade before spawning more; these cover the rest of the game self.utility.append_action("upgrade_factories", '', self.factory_locations, True, max_num=1) self.utility.append_action("extra_factories", FACTORY, self.factory_locations, max_num=1) if game_state.turn_number == 4: self.utility.remove_action('initial_turrets') self.utility.remove_action('initial_turret_upgrades') self.utility.append_action('frontal_turrets', TURRET, self.get_frontal_turrets()) self.utility.append_action('frontal_turret_upgrades', TURRET, self.get_frontal_turrets(), upgrade=True) self.utility.prioritize_action('frontal_turrets') self.utility.prioritize_action('frontal_turret_upgrades') if game_state.turn_number >= 5: game_state.attempt_spawn(TURRET, [[3, 12]]) # game_state.attempt_spawn(WALL, [[1, 12], [2, 12], [2, 11]]) if game_state.turn_number >= 7: game_state.attempt_spawn(TURRET, [[24, 12]]) # game_state.attempt_spawn(WALL, [[26, 12], [25, 12], [25, 11]]) if game_state.turn_number >= 12: # only do the following if the wall is intact; will assume we have that after turn 12 game_state.attempt_upgrade([[3, 12], [24, 12]]) # game_state.attempt_upgrade([[0, 13], [27, 13], [3, 12], [3, 11], [24, 12], [24, 11], [1, 12], [2, 12], [2, 11], [26, 12], # [25, 12], [25, 11]]) if game_state.turn_number == 15: self.utility.append_action('secondary_wall', WALL, self.get_secondary_wall()) self.utility.append_action('secondary_turrets', TURRET, self.get_secondary_turrets()) self.utility.prioritize_action('secondary_wall') self.utility.prioritize_action('secondary_turrets') self.utility.prioritize_action('frontal_wall') self.utility.prioritize_action('frontal_turrets') # attack logic; manually building to maintain walls if they are destroyed if (game_state.turn_number % 6) == 4: self.attack_strategy = self.get_attack_strategy(game_state) if game_state.turn_number >= 4: self.attack_strategy(game_state) # always try to use more resources self.utility.attempt_actions(game_state) while game_state.get_resource(SP) >= 9: current_location = random.choice(self.factory_locations) game_state.attempt_spawn(FACTORY, current_location) game_state.attempt_upgrade(current_location) def even_sides_strategy(self, game_state: GameState): if game_state.turn_number - self.delay >= 4: if game_state.turn_number % 6 == 4: self.destroy_left_side_wall(game_state) self.build_right_side_wall(game_state) if game_state.turn_number % 6 == 5: self.mount_left_attack(game_state) self.build_right_side_wall(game_state) if game_state.turn_number % 6 == 0: self.build_left_side_wall(game_state) self.build_right_side_wall(game_state) if game_state.turn_number % 6 == 1: self.destroy_right_side_wall(game_state) self.build_left_side_wall(game_state) if game_state.turn_number % 6 == 2: self.mount_right_attack(game_state) self.build_left_side_wall(game_state) if game_state.turn_number % 6 == 3: self.build_right_side_wall(game_state) self.build_left_side_wall(game_state) def left_side_strategy(self, game_state: GameState): if game_state.turn_number - self.delay >= 4: if game_state.turn_number % 6 == 4 or game_state.turn_number % 6 == 1: self.destroy_left_side_wall(game_state) self.build_right_side_wall(game_state) if game_state.turn_number % 6 == 5 or game_state.turn_number % 6 == 2: self.mount_left_attack(game_state) self.build_right_side_wall(game_state) if game_state.turn_number % 6 == 0 or game_state.turn_number % 6 == 3: self.build_left_side_wall(game_state) self.build_right_side_wall(game_state) def right_side_strategy(self, game_state: GameState): if game_state.turn_number - self.delay >= 4: if game_state.turn_number % 6 == 4 or game_state.turn_number % 6 == 1: self.destroy_right_side_wall(game_state) self.build_left_side_wall(game_state) if game_state.turn_number % 6 == 5 or game_state.turn_number % 6 == 2: self.mount_right_attack(game_state) self.build_left_side_wall(game_state) if game_state.turn_number % 6 == 0 or game_state.turn_number % 6 == 3: self.build_left_side_wall(game_state) self.build_right_side_wall(game_state) def get_attack_strategy(self, game_state: GameState): left_units = self.analyze_corner(game_state, id=1) right_units = self.analyze_corner(game_state, id=2) left_turrets = left_units[0] + 2 * left_units[1] right_turrets = right_units[0] + 2 * right_units[1] diff = abs(left_turrets - right_turrets) if diff < 2: return self.even_sides_strategy elif left_turrets > right_turrets: return self.right_side_strategy else: return self.left_side_strategy def incremental_turret(self, game_state: GameState) -> None: """ Attempt to build out Turrets from one side as the game progresses """ if(game_state.turn_number > 4): turret_build = [[23 - x, 13] for x in range(game_state.turn_number - 3)] self.utility.remove_action("add_front_turrets") self.utility.remove_action("upgrade_front_turrets") self.utility.append_action("upgrade_front_turrets", '', turret_build, upgrade=True) self.utility.append_action("add_front_turrets", '', turret_build) def get_frontal_wall(self) -> List[List[int]]: """ Fill in everywhere between the side turrets. Leave space for future turrets at four spaces, and a middle gap """ return [[0, 13], [2, 13], [25, 13], [27, 13], [13, 12], [14, 12], [12, 13], [15, 13], [11, 12], [16, 12], [10, 13], [17, 13], [9, 13], [18, 13], [8, 13], [19, 13], [7, 13], [20, 13], [6, 13], [21, 13], [5, 13], [22, 13], [4, 13], [23, 13]] def get_secondary_wall(self) -> List[List[int]]: return [[x, 12] for x in range(5, 23) if x % 2 == 0] def get_secondary_turrets(self) -> List[List[int]]: return [[x, 12] for x in range(5, 23) if x % 2 == 1] def get_frontal_turrets(self) -> List[List[int]]: """ Frontal turrets along the wall, which are in an intended order """ return [[16, 13], [11, 13], [3, 13], [24, 13]] def factory_location_generator(self, starting_y: int) -> List[int]: """" Generates locations for factories beneath a certain y value Leaves space open always for scouts """ for y in range(0, starting_y + 1): for x in range(15 - y, 13 + y): yield [x, y] def mount_left_attack(self, game_state: GameState): # might want to base this off of whether our wall will be intact or not; changes pathing # might want to make demolishers proportional to resources, rather than 4 flat num_wanted = int(self.current_mp // (3 * 4)) game_state.attempt_spawn(DEMOLISHER, [3, 10], num=num_wanted) # temp_sp = self.current_sp - 16 # x = 14 # y = 0 # by staggering like this, you prevent self destruct problems # debug_write("entering left attack while loop with temp_sp = " + str(temp_sp)) # while (temp_sp > 0) and (y < self.factory_height): # debug_write("iteration with x = " + str(x) + " and y = " + str(y)) # game_state.attempt_spawn(SCOUT, [x, y], num=20) # temp_sp -= 20 # x += 1 # y += 1 game_state.attempt_spawn(SCOUT, [14, 0], num=1000) def mount_right_attack(self, game_state: GameState): num_wanted = int(self.current_mp // (3 * 4)) debug_write("num wanted: " + str(num_wanted)) game_state.attempt_spawn(DEMOLISHER, [24, 10], num=num_wanted) # temp_sp = self.current_sp - 16 # x = 13 # y = 0 # # by staggering like this, you prevent self destruct problems # debug_write("entering right attack while loop with temp_sp = " + str(temp_sp)) # while (temp_sp > 0) and (y < self.factory_height): # debug_write("iteration with x = " + str(x) + " and y = " + str(y)) # game_state.attempt_spawn(SCOUT, [x, y], num=20) # temp_sp -= 20 # x -= 1 # y += 1 game_state.attempt_spawn(SCOUT, [13, 0], num=1000) ### The side walls need to be manually managed, because they are integral to attacking maneuvers def build_side_walls(self, game_state: GameState): self.build_left_side_wall(game_state) self.build_right_side_wall(game_state) def build_left_side_wall(self, game_state: GameState): # game_state.attempt_spawn(WALL, [[0, 13], [1, 13], [2, 13]]) game_state.attempt_spawn(WALL, [[1, 13]]) def build_right_side_wall(self, game_state: GameState): game_state.attempt_spawn(WALL, [[26, 13]]) def destroy_side_walls(self, game_state: GameState): self.destroy_left_side_wall(game_state) self.destroy_right_side_wall(game_state) def destroy_left_side_wall(self, game_state: GameState): game_state.attempt_remove([[1, 13]]) def destroy_right_side_wall(self, game_state: GameState): game_state.attempt_remove([[26, 13]]) def add_initial_defence(self) -> None: """ Build basic defenses using hardcoded locations. Remember to defend corners and avoid placing units in the front where enemy demolishers can attack them. """ # Useful tool for setting up your base locations: https://www.kevinbai.design/terminal-map-maker # More community tools available at: https://terminal.c1games.com/rules#Download # Add default turrets turret_locations = [[3, 13], [24, 13]] self.utility.append_action('initial_turrets', TURRET, turret_locations) wall_locations = [[0, 13], [27, 13], [12, 13], [13, 12], [14, 12], [15, 13]] self.utility.append_action('initial_walls', WALL, wall_locations) factory_locations = [[3, 12]] self.utility.append_action('initial_factories', FACTORY, factory_locations) self.utility.append_action('initial_factory_upgrade', FACTORY, factory_locations, upgrade=True) def get_response_location(self, location: List[int]): if location[0] < self.ARENA_SIZE // 2: return [location[0] + 1, location[1] + 1] else: return [location[0] - 1, location[1] + 1] def build_reactive_defense(self): """ This function builds reactive defenses based on where the enemy scored on us from. We can track where the opponent scored by looking at events in action frames as shown in the on_action_frame function """ self.utility.remove_action('response_turrets') self.utility.remove_action('upgrade_response_turrets') response_locations = list(map(self.get_response_location, self.recent_scored_on_locations)) self.utility.append_action('response_turrets', TURRET, response_locations) self.utility.append_action('upgrade_response_turrets', '', response_locations, True) self.utility.prioritize_action('upgrade_response_turrets') self.utility.prioritize_action('response_turrets') def send_initial_destructor(self, game_state: GameState): """ Send out a demolisher to get enemy factories at the start """ game_state.attempt_spawn(DEMOLISHER, [1, 12]) game_state.attempt_spawn(INTERCEPTOR, [4, 9]) def least_damage_spawn_location(self, game_state: GameState, location_options: List[List[int]]): """ This function will help us guess which location is the safest to spawn moving units from. It gets the path the unit will take then checks locations on that path to estimate the path's damage risk. """ damages = [] # Get the damage estimate each path will take for location in location_options: path = game_state.find_path_to_edge(location) damage = 0 if path is None: debug_write('[DEBUG] Could not find path for location:', location) continue for path_location in path: # Get number of enemy turrets that can attack each location and multiply by turret damage damage += len(game_state.get_attackers(path_location, 0)) * GameUnit(TURRET, game_state.config).damage_i damages.append(damage) # Now just return the location that takes the least damage return location_options[damages.index(min(damages))] def detect_enemy_unit(self, game_state: GameState, unit_type=None, valid_x = None, valid_y = None): total_units = 0 for location in game_state.game_map: if game_state.contains_stationary_unit(location): for unit in game_state.game_map[location]: if unit.player_index == 1 and (unit_type is None or unit.unit_type == unit_type) and (valid_x is None or location[0] in valid_x) and (valid_y is None or location[1] in valid_y): total_units += 1 return total_units def detect_own_unit(self, game_state: GameState, unit_type=None, valid_x = None, valid_y = None): total_units = 0 for location in game_state.game_map: if game_state.contains_stationary_unit(location): for unit in game_state.game_map[location]: if unit.player_index == 0 and (unit_type is None or unit.unit_type == unit_type) and (valid_x is None or location[0] in valid_x) and (valid_y is None or location[1] in valid_y): total_units += 1 return total_units def filter_blocked_locations(self, locations: List[List[int]], game_state: GameState): filtered = [] for location in locations: if not game_state.contains_stationary_unit(location): filtered.append(location) return filtered def analyze_corner(self, game_state: GameState, id=1) -> List[int]: corner_spaces = [[6, 14], [3, 17], [4, 16], [5, 15], [2, 16], [1, 15], [0, 14], [5, 14], [4, 14], [3, 14], [2, 14], [1, 14], [2, 15], [3, 15], [4, 15], [3, 16]] if id == 1: # left side spaces_to_analyze = corner_spaces else: # right side spaces_to_analyze = [[27 - x[0], x[1]] for x in corner_spaces] # spaces_to_analyze = list(map(lambda x, y: [27 - x, y], corner_spaces)) debug_write("on right side spaces to analyze: " + str(spaces_to_analyze)) # [turrets, upgraded_turrets, walls, upgraded_walls, factories, upgraded_factories] count_list = [0, 0, 0, 0, 0, 0] for space in spaces_to_analyze: if len(game_state.game_map[space[0], space[1]]): unit: GameUnit = game_state.game_map[space[0], space[1]][0] index_add = 1 if unit.upgraded else 0 index = -1 if unit.unit_type == TURRET: index = 0 + index_add elif unit.unit_type == WALL: index = 2 + index_add elif unit.unit_type == FACTORY: index = 4 + index_add count_list[index] += 1 return count_list def on_action_frame(self, turn_string: str): """ This is the action frame of the game. This function could be called hundreds of times per turn and could slow the algo down so avoid putting slow code here. Processing the action frames is complicated so we only suggest it if you have time and experience. Full doc on format of a game frame at: https://docs.c1games.com/json-docs.html """ # Let's record at what position we get scored on state = json.loads(turn_string) events = state["events"] breaches = events["breach"] self.latest_enemy_spawns = filter(lambda event: event[3] == 2 and event[1] in self.mobile_units, events["spawn"]) for spawn in self.latest_enemy_spawns: if spawn[1] == 3: debug_write("enemy spawned Scout at: " + str(spawn[0])) elif spawn[1] == 4: debug_write("enemy spawned Demolisher at: " + str(spawn[0])) elif spawn[1] == 5: debug_write("enemy spawned Interceptor at: " + str(spawn[0])) self.latest_enemy_removes = filter(lambda event: event[3] == 2 and event[1] == 6, events["spawn"]) for unit in self.latest_enemy_removes: debug_write("enemy removed a unit at: " + str(unit[0])) self.recent_scored_on_locations = [] for breach in breaches: location = breach[0] unit_owner_self = True if breach[4] == 1 else False # When parsing the frame data directly, # 1 is integer for yourself, 2 is opponent (StarterKit code uses 0, 1 as player_index instead) if not unit_owner_self: # debug_write("[DEBUG] Got scored on at: {}".format(location)) self.scored_on_locations.append(location) self.recent_scored_on_locations.append(location) debug_write("[DEBUG] Recent scored on locations: {}".format(self.recent_scored_on_locations)) # debug_write("[DEBUG] All scored on locations: {}".format(self.scored_on_locations)) # def demolisher_line_strategy(self, game_state: GameState): # """ # Build a line of the cheapest stationary unit so our demolisher can attack from long range. # """ # # First let's figure out the cheapest unit # # We could just check the game rules, but this demonstrates how to use the GameUnit class # stationary_units = [WALL, TURRET, FACTORY] # cheapest_unit = WALL # for unit in stationary_units: # unit_class = GameUnit(unit, game_state.config) # if unit_class.cost[game_state.MP] < GameUnit(cheapest_unit, game_state.config).cost[game_state.MP]: # cheapest_unit = unit # # # Now let's build out a line of stationary units. This will prevent our demolisher from running into the enemy base. # # Instead they will stay at the perfect distance to attack the front two rows of the enemy base. # for x in range(27, 5, -1): # game_state.attempt_spawn(cheapest_unit, [x, 11]) # # # Now spawn demolishers next to the line # # By asking attempt_spawn to spawn 1000 units, it will essentially spawn as many as we have resources for # game_state.attempt_spawn(DEMOLISHER, [24, 10], 1000) def intercept_spawn(self, game_state): ideal_spawn = [] for spawn in self.latest_enemy_spawns: path = game_state.find_path_to_edge(spawn[0]) ideal_spawn.append(path[-1])
class AlgoStrategy(AlgoCore): utility: Utility ARENA_SIZE: int factory_height: int cached_health: int health: int mobile_units: Set[Union[str, int]] scored_on_locations: List[List[int]] recent_scored_on_locations: List[List[int]] latest_enemy_spawns: List[Union[str, int, List[int]]] latest_enemy_removes: List[Union[str, int, List[int]]] factory_locations: List[List[int]] wall_upgrade_added: bool def __init__(self): super().__init__() # utility functions for data structures, mostly self.utility = Utility() self.ARENA_SIZE = 28 self.factory_height = 9 seed = random.randrange(maxsize) random.seed(seed) debug_write('Random seed: {}'.format(seed)) self.factory_locations = list( self.factory_location_generator(self.factory_height)) random.shuffle(self.factory_locations) self.scored_on_locations = [] self.recent_scored_on_locations = [] self.mobile_units = set() self.latest_enemy_spawns = [] # macro game stage bools self.wall_upgrade_added = False def on_game_start(self, config): """ Read in config and perform any initial setup here """ debug_write('Configuring your custom algo strategy...') self.config = config global WALL, FACTORY, TURRET, SCOUT, DEMOLISHER, INTERCEPTOR, MP, SP WALL = config["unitInformation"][0]["shorthand"] FACTORY = config["unitInformation"][1]["shorthand"] TURRET = config["unitInformation"][2]["shorthand"] SCOUT = config["unitInformation"][3]["shorthand"] DEMOLISHER = config["unitInformation"][4]["shorthand"] INTERCEPTOR = config["unitInformation"][5]["shorthand"] # index values used in action frames self.mobile_units.add(3) self.mobile_units.add(4) self.mobile_units.add(5) MP = 1 SP = 0 # This is a good place to do initial setup self.add_initial_defence() def on_turn(self, turn_state): """ This function is called every turn with the game state wrapper as an argument. The wrapper stores the state of the arena and has methods for querying its state, allocating your current resources as planned unit deployments, and transmitting your intended deployments to the game engine. """ game_state = GameState(self.config, turn_state) self.health = game_state.my_health if game_state.turn_number == 0: self.cached_health = self.health debug_write('Performing turn {} of your custom algo strategy'.format( game_state.turn_number)) game_state.suppress_warnings(True) self.dynamic_strategy(game_state) self.cached_health = self.health game_state.submit_turn() def dynamic_strategy(self, game_state: GameState): """ For defense we will use a spread out layout and some interceptors early on. We will place turrets near locations the opponent managed to score on. For offense we will use long range demolishers if they place stationary units near the enemy's front. If there are no stationary units to attack in the front, we will send Scouts to try and score quickly. """ # initial strategy is highly dependent on expected units. Don't want to react until after we've built a little. if len(self.recent_scored_on_locations) and game_state.turn_number > 3: self.build_reactive_defense() # On the initial turn, try to get them with a destructor if game_state.turn_number == 0: self.send_initial_destructor(game_state) if game_state.turn_number == 1: self.utility.append_action('initial_turret_upgrades', TURRET, [[3, 13], [24, 13]], upgrade=True) self.utility.prioritize_action('initial_turret_upgrades') if game_state.turn_number == 2: # we want to manually manage and not upgrade these specific walls self.build_left_side_wall(game_state) # best attack we can do before having an actual structure; should have 12 mp here game_state.attempt_spawn(DEMOLISHER, [26, 12], num=2) game_state.attempt_spawn(SCOUT, [13, 0], num=100) self.utility.remove_action('initial_walls') self.utility.append_action('frontal_wall', WALL, self.get_frontal_wall()) # put upgrades before spawns to upgrade before spawning more; these cover the rest of the game self.utility.append_action("upgrade_factories", '', self.factory_locations, True) self.utility.append_action("extra_factories", FACTORY, self.factory_locations) if game_state.turn_number == 3: # clean up from previous attack self.build_right_side_wall(game_state) if game_state.turn_number == 4: self.utility.remove_action('initial_turrets') self.utility.remove_action('initial_turret_upgrades') self.utility.append_action('frontal_turrets', TURRET, self.get_frontal_turrets()) self.utility.append_action('frontal_turret_upgrades', TURRET, self.get_frontal_turrets(), upgrade=True) self.utility.prioritize_action('frontal_turrets') self.utility.prioritize_action('frontal_turret_upgrades') # attack logic; manually building to maintain walls if they are destroyed if game_state.turn_number >= 4: if game_state.turn_number % 6 == 4: self.destroy_left_side_wall(game_state) self.build_right_side_wall(game_state) if game_state.turn_number % 6 == 5: self.mount_left_attack(game_state) self.build_right_side_wall(game_state) if game_state.turn_number % 6 == 0: self.build_left_side_wall(game_state) self.build_right_side_wall(game_state) if game_state.turn_number % 6 == 1: self.destroy_right_side_wall(game_state) self.build_left_side_wall(game_state) if game_state.turn_number % 6 == 2: self.mount_right_attack(game_state) self.build_left_side_wall(game_state) if game_state.turn_number % 6 == 3: self.build_right_side_wall(game_state) self.build_left_side_wall(game_state) # always try to use more resources self.utility.attempt_actions(game_state) def incremental_turret(self, game_state): """ Attempt to build out Turrets from one side as the game progresses """ if (game_state.turn_number > 4): turret_build = [[23 - x, 13] for x in range(game_state.turn_number - 3)] self.utility.remove_action("add_front_turrets") self.utility.remove_action("upgrade_front_turrets") self.utility.append_action("upgrade_front_turrets", '', turret_build, upgrade=True) self.utility.append_action("add_front_turrets", '', turret_build) def get_frontal_wall(self): """ Fill in everywhere between the side turrets. Leave space for future turrets at four spaces, and a middle gap """ return [[4, 12], [5, 13], [6, 13], [7, 13], [8, 13], [9, 13], [10, 13], [11, 12], [12, 13], [13, 12], [14, 12], [15, 13], [16, 12], [17, 13], [18, 13], [19, 13], [20, 13], [21, 13], [22, 13], [23, 12]] def get_frontal_turrets(self): """ Frontal turrets along the wall, which are in an intended order """ return [[4, 13], [23, 13], [16, 13], [11, 13], [3, 13], [24, 13]] def factory_location_generator(self, starting_y: int): """" Generates locations for factories beneath a certain y value Leaves space open always for scouts """ for y in range(0, starting_y + 1): for x in range(15 - y, 13 + y): yield [x, y] def mount_left_attack(self, game_state: GameState): # might want to base this off of whether our wall will be intact or not; changes pathing # might want to make demolishers proportional to resources, rather than 4 flat game_state.attempt_spawn(DEMOLISHER, [3, 10], num=4) game_state.attempt_spawn(SCOUT, [14, 0], num=1000) def mount_right_attack(self, game_state: GameState): game_state.attempt_spawn(DEMOLISHER, [24, 10], num=4) game_state.attempt_spawn(SCOUT, [13, 0], num=1000) ### The side walls need to be manually managed, because they are integral to attacking maneuvers def build_side_walls(self, game_state: GameState): self.build_left_side_wall(game_state) self.build_right_side_wall(game_state) def build_left_side_wall(self, game_state: GameState): game_state.attempt_spawn(WALL, [[0, 13], [1, 13], [2, 13]]) def build_right_side_wall(self, game_state: GameState): game_state.attempt_spawn(WALL, [[27, 13], [26, 13], [25, 13]]) def destroy_side_walls(self, game_state: GameState): self.destroy_left_side_wall(game_state) self.destroy_right_side_wall(game_state) def destroy_left_side_wall(self, game_state: GameState): game_state.attempt_remove([[0, 13], [1, 13], [2, 13]]) def destroy_right_side_wall(self, game_state: GameState): game_state.attempt_remove([[27, 13], [26, 13], [25, 13]]) def add_initial_defence(self) -> None: """ Build basic defenses using hardcoded locations. Remember to defend corners and avoid placing units in the front where enemy demolishers can attack them. """ # Useful tool for setting up your base locations: https://www.kevinbai.design/terminal-map-maker # More community tools available at: https://terminal.c1games.com/rules#Download # Add default turrets turret_locations = [[3, 13], [24, 13]] self.utility.append_action('initial_turrets', TURRET, turret_locations) wall_locations = [[0, 13], [27, 13], [12, 13], [13, 12], [14, 12], [15, 13]] self.utility.append_action('initial_walls', WALL, wall_locations) factory_locations = [[3, 12]] self.utility.append_action('initial_factories', FACTORY, factory_locations) self.utility.append_action('initial_factory_upgrade', FACTORY, factory_locations, upgrade=True) def get_response_location(self, location: List[int]): if location[0] < self.ARENA_SIZE // 2: return [location[0] + 1, location[1] + 1] else: return [location[0] - 1, location[1] + 1] def build_reactive_defense(self): """ This function builds reactive defenses based on where the enemy scored on us from. We can track where the opponent scored by looking at events in action frames as shown in the on_action_frame function """ self.utility.remove_action('response_turrets') self.utility.remove_action('upgrade_response_turrets') response_locations = list( map(self.get_response_location, self.recent_scored_on_locations)) self.utility.append_action('response_turrets', TURRET, response_locations) self.utility.append_action('upgrade_response_turrets', '', response_locations, True) self.utility.prioritize_action('upgrade_response_turrets') self.utility.prioritize_action('response_turrets') def send_initial_destructor(self, game_state: GameState): """ Send out a demolisher to get enemy factories at the start """ game_state.attempt_spawn(DEMOLISHER, [1, 12]) game_state.attempt_spawn(INTERCEPTOR, [4, 9]) def least_damage_spawn_location(self, game_state: GameState, location_options: List[List[int]]): """ This function will help us guess which location is the safest to spawn moving units from. It gets the path the unit will take then checks locations on that path to estimate the path's damage risk. """ damages = [] # Get the damage estimate each path will take for location in location_options: path = game_state.find_path_to_edge(location) damage = 0 if path is None: debug_write('[DEBUG] Could not find path for location:', location) continue for path_location in path: # Get number of enemy turrets that can attack each location and multiply by turret damage damage += len( game_state.get_attackers(path_location, 0)) * GameUnit( TURRET, game_state.config).damage_i damages.append(damage) # Now just return the location that takes the least damage return location_options[damages.index(min(damages))] def detect_enemy_unit(self, game_state: GameState, unit_type=None, valid_x=None, valid_y=None): total_units = 0 for location in game_state.game_map: if game_state.contains_stationary_unit(location): for unit in game_state.game_map[location]: if unit.player_index == 1 and ( unit_type is None or unit.unit_type == unit_type ) and (valid_x is None or location[0] in valid_x) and ( valid_y is None or location[1] in valid_y): total_units += 1 return total_units def detect_own_unit(self, game_state: GameState, unit_type=None, valid_x=None, valid_y=None): total_units = 0 for location in game_state.game_map: if game_state.contains_stationary_unit(location): for unit in game_state.game_map[location]: if unit.player_index == 0 and ( unit_type is None or unit.unit_type == unit_type ) and (valid_x is None or location[0] in valid_x) and ( valid_y is None or location[1] in valid_y): total_units += 1 return total_units def filter_blocked_locations(self, locations: List[List[int]], game_state: GameState): filtered = [] for location in locations: if not game_state.contains_stationary_unit(location): filtered.append(location) return filtered def analyze_corner(self, game_state: GameState, id=1) -> List[int]: if id == 1: corner_spaces = [[]] else: corner_spaces = [[]] # [turrets, upgraded_turrets, walls, upgraded_walls, factories, upgraded_factories] count_list = [0, 0, 0, 0, 0, 0] for space in corner_spaces: if len(game_state.game_map[space[0], space[1]]): unit: GameUnit = game_state.game_map[space[0], space[1]][0] index_add = 1 if unit.upgraded else 0 index = -1 if unit.unit_type == TURRET: index = 0 + index_add elif unit.unit_type == WALL: index = 2 + index_add elif unit.unit_type == FACTORY: index = 4 + index_add count_list[index] += 1 return count_list def on_action_frame(self, turn_string: str): """ This is the action frame of the game. This function could be called hundreds of times per turn and could slow the algo down so avoid putting slow code here. Processing the action frames is complicated so we only suggest it if you have time and experience. Full doc on format of a game frame at: https://docs.c1games.com/json-docs.html """ # Let's record at what position we get scored on state = json.loads(turn_string) events = state["events"] breaches = events["breach"] self.latest_enemy_spawns = filter( lambda event: event[3] == 2 and event[1] in self.mobile_units, events["spawn"]) for spawn in self.latest_enemy_spawns: if spawn[1] == 3: debug_write("enemy spawned Scout at: " + str(spawn[0])) elif spawn[1] == 4: debug_write("enemy spawned Demolisher at: " + str(spawn[0])) elif spawn[1] == 5: debug_write("enemy spawned Interceptor at: " + str(spawn[0])) self.latest_enemy_removes = filter( lambda event: event[3] == 2 and event[1] == 6, events["spawn"]) for unit in self.latest_enemy_removes: debug_write("enemy removed a unit at: " + str(unit[0])) self.recent_scored_on_locations = [] for breach in breaches: location = breach[0] unit_owner_self = True if breach[4] == 1 else False # When parsing the frame data directly, # 1 is integer for yourself, 2 is opponent (StarterKit code uses 0, 1 as player_index instead) if not unit_owner_self: # debug_write("[DEBUG] Got scored on at: {}".format(location)) self.scored_on_locations.append(location) self.recent_scored_on_locations.append(location) debug_write("[DEBUG] Recent scored on locations: {}".format( self.recent_scored_on_locations))