Exemplo n.º 1
0
                    if c.attack_cost < me.energy and c.owner != game.uid \
                      and c.position not in my_attack_list:
                        cmd_list.append(game.attack(pos, c.attack_cost))
                        print(
                            "We are attacking surrounding home ({}, {}) with {} energy"
                            .format(pos.x, pos.y, c.attack_cost))
                        game.me.energy -= c.attack_cost
                        my_attack_list.append(c.position)
                        # the surrounding cells
                    #if (c.owner == game.uid):
                    #check the corners
                    #d = game.game_map[pos.directional_offset(Direction.North)]
                    # 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
Exemplo n.º 2
0
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()
Exemplo n.º 3
0
                        for card in pos.get_surrounding_cardinals():
                            if (game.game_map[card].owner != me.uid
                                    and game.game_map[card].owner != 0):
                                fort = True

                        if (fort):
                            building = BLD_FORTRESS
                            fort = False
                    #Otherwise build whichever build would be best
                    if (c.gold > c.energy + bias and building == 'n'):
                        building = BLD_GOLD_MINE
                    elif (building == 'n'):
                        building = BLD_ENERGY_WELL

                    if (building != 'n'):
                        cmd_list.append(game.build(pos, building))
                        #situation.cellsToBuildOn.remove(pos)
                        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]
Exemplo n.º 4
0
                        building = BLD_FORTRESS
                        sum = 0
                        for p in cell.position.get_surrounding_cardinals():
                            sum += game.game_map[p].energy + game.game_map[
                                p].gold
                        val = sum / 8

                buildingList[cell] = val

            sortedDict = sorted(buildingList.items(),
                                key=operator.itemgetter(1))
            sortedCellDict = collections.OrderedDict(sortedDict)

            for c in sortedCellDict:
                if me.gold >= 100:
                    cmd_list.append(game.build(c.position, building))
                    print("We building")
                    me.gold -= 100

            # If we can upgrade the building, upgrade it.
            # Notice can_update only checks for upper bound. You need to check
            # tech_level by yourself.
            if cell.building.can_upgrade and \
              (cell.building.is_home or 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(cell.position))
                print("We upgraded ({}, {})".format(cell.position.x,
                                                    cell.position.y))
                me.gold -= cell.building.upgrade_gold
                me.energy -= cell.building.upgrade_energy
Exemplo n.º 5
0
                game.attack(max_val, game.game_map[max_val].attack_cost))
            cell_num += 1
            print("We are attacking")
            game.me.energy -= game.game_map[max_val].attack_cost
            del evaluations[max_val]
            if len(evaluations) == 0:
                break
            max_val = max(evaluations.keys(), key=lambda x: evaluations[x])

        build_evaluation = build_dict()
        if len(build_evaluation) > 0:
            max_build = max(build_evaluation.keys(),
                            key=lambda x: build_evaluation[x])
            while  (game.game_map[max_val].natural_gold>building_tax or game.game_map[max_val].natural_energy >building_tax) \
                and me.gold > 100:
                cmd_list.append(game.build(max_build, build_type(max_build)))
                building_num += 1
                print("We build {} on ({},{})".format(build_type(max_build),
                                                      max_build.x,
                                                      max_build.y))
                me.gold -= 100
                del build_evaluation[max_build]
                if len(build_evaluation) == 0:
                    break
                max_build = max(build_evaluation.keys(),
                                key=lambda x: build_evaluation[x])

        for cell in game.me.cells.values():
            # Notice can_update only checks for upper bound. You need to check
            # tech_level by yourself.
            if cell.building.can_upgrade and \
Exemplo n.º 6
0
            continue

        me = game.me

        # game.me.cells is a dict, where the keys are Position and the values
        # are MapCell. Get all my cells.
        newlist = list()
        for i in game.me.cells.values():
            newlist.append(i)
        haveHome = 0
        for cell in newlist:
            if cell.is_home:
                haveHome = 1
        for cell in reversed(newlist):
            if haveHome == 0:
                cmd_list.append(game.build(cell.position, BLD_HOME))
                haveHome += 1
            if cell.owner == me.uid and cell.building.is_empty and me.gold >= 100:
                # building = random.choice([BLD_GOLD_MINE])
                if game.turn < 200:
                    cmd_list.append(game.build(cell.position, BLD_ENERGY_WELL))
                else:
                    cmd_list.append(game.build(cell.position, BLD_GOLD_MINE))
                # print("We build {} on ({}, {})".format(building, cell.position.x, cell.position.y))
                me.gold -= 100
            if cell.building.can_upgrade and \
                    (cell.building.is_home or cell.building.level < me.tech_level) and \
                    cell.building.upgrade_gold < me.gold and \
                    cell.building.upgrade_energy < me.energy: # and cell.building.name != "energy_well"
                cmd_list.append(game.upgrade(cell.position))
                print("We upgraded ({}, {})".format(cell.position.x,
Exemplo n.º 7
0
            c = game.game_map[cell.position]
            if c.is_home:
                home = c

        cmd_list = []
        my_attack_list = []

        lowestDist()
        # print(attackcell)

        if len(me.cells) > 2 and me.gold >= 100:
            building = random.choice([BLD_GOLD_MINE, BLD_ENERGY_WELL])
            build = lowestDistBuilding()
            print("We build {} on ({}, {})".format(building, build[0].x,
                                                   build[0].y))
            cmd_list.append(game.build(build[0], building))
            me.gold -= 100

        # if numGold < 10 and len(me.cells) > 2:
        #     building = BLD_GOLD_MINE
        #     build = lowestDistBuilding()
        #     print("We build {} on ({}, {})".format(
        #         building, build[0].x, build[0].y))
        #     cmd_list.append(game.build(build[0], building))
        #     me.gold -= 100
        #     numGold += 1
        #     print(numGold)
        # elif numGold > 10 and len(me.cells) > 2:
        #     building = BLD_ENERGY_WELL
        #     build = lowestDistBuilding()
        #     print("We build {} on ({}, {})".format(
Exemplo n.º 8
0
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()
Exemplo n.º 9
0
        per = int(len(me.cells.values()) / 25) + 1

        #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))