Exemplo n.º 1
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 2
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 3
0
                                if game.game_map[
                                        check].owner == me.uid and not (
                                            game.game_map[check].building.
                                            is_empty):
                                    num_build = num_build + 1
                            if (num_build >= 2):
                                building = BLD_FORTRESS
                                cmd_list.append(
                                    game.build(cell.position, building))
                                print(
                                    "We build COOL FORTRESS CUZ EVERYTHING SURROUNDING NEED PROTECTION{} on ({}, {})"
                                    .format(building, cell.position.x,
                                            cell.position.y))
                                me.gold -= 100
                            #if there is something around more than 2 direction around
                            #if (n.owner == me.uid and not(n.building.is_empty)):
                            #if (n.owner == me.uid and not(n.building.is_empty) and s.owner == me.uid and not(s.building.is_empty) and w.owner == me.uid and not(w.building.is_empty) and e.owner == me.uid and not(e.building.is_empty)):
                            #	building = BLD_FORTRESS
                            #	cmd_list.append(game.build(cell.position, building))
                            #	print("We build COOL FORTRESS CUZ EVERYTHING SURROUNDING NEED PROTECTION{} on ({}, {})".format(building, cell.position.x, cell.position.y))
                            #	me.gold -= 100

                        #else:
                        #   building = random.choice([BLD_FORTRESS, BLD_GOLD_MINE, BLD_ENERGY_WELL])
                        #  cmd_list.append(game.build(cell.position, building))
                        #  print("We build {} on ({}, {})".format(building, cell.position.x, cell.position.y))
                        #  me.gold -= 100

        # Send the command list to the server
        result = game.send_cmd(cmd_list)
        print(result)
Exemplo n.º 4
0
				print("inside upgrade")
				if c.building.name == "energy_well":
					cmd_list.append(g.upgrade(c.position))
					print("Upgraded ({}, {})".format(c.position.x, c.position.y))
					me.gold -= c.building.upgrade_gold
				if len(me.cells.values()) > early_game_size_upper_limit \
						and c.building.name == "gold_mine":	
					cmd_list.append(g.upgrade(c.position))
					print("Upgraded ({}, {})".format(c.position.x, c.position.y))
					me.gold -= c.building.upgrade_gold
		"""

        #build wells/mines
        for c in me.cells.values():
            if c.owner == me.uid and c.building.is_empty and me.gold >= 100:
                building = random.choice([BLD_GOLD_MINE, BLD_ENERGY_WELL])
                #if small, focus on energy
                if len(me.cells.values()) < early_game_size_upper_limit:
                    r = random.randrange(0, 100)
                    if r <= early_game_energy_well_chance * 100:
                        building = BLD_GOLD_MINE
                    else:
                        building = BLD_ENERGY_WELL
                cmd_list.append(g.build(c.position, building))
                print("Built {} on ({}, {})".format(building, c.position.x,
                                                    c.position.y))
                me.gold -= 100

        result = g.send_cmd(cmd_list)
        print(result)