Пример #1
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 def build_base(self, x, y):
     # Custom log messages
     n = FilterFactory().attack_filter(AttackNearestFilter)
     Logger.log('Building base')
     base_pos = OffsetPosition(x, y).offset
     self.game_control_proxy.spawn_unit(
         SpawnInformation(self.player, GameObjectType.BASE, base_pos, [n],
                          []))
     base_pos = OffsetPosition(-5, -5).offset
     self.game_control_proxy.spawn_unit(
         SpawnInformation(self.player, GameObjectType.MAGICIAN, base_pos,
                          [n], []))
     base_pos = OffsetPosition(-4, -5).offset
     self.game_control_proxy.spawn_unit(
         SpawnInformation(self.player, GameObjectType.MAGICIAN, base_pos,
                          [n], []))
     base_pos = OffsetPosition(-5, -4).offset
     self.game_control_proxy.spawn_unit(
         SpawnInformation(self.player, GameObjectType.MAGICIAN, base_pos,
                          [n], []))
     base_pos = OffsetPosition(-4, -3).offset
     self.game_control_proxy.spawn_unit(
         SpawnInformation(self.player, GameObjectType.ARCHER, base_pos, [n],
                          []))
     base_pos = OffsetPosition(-3, -5).offset
     self.game_control_proxy.spawn_unit(
         SpawnInformation(self.player, GameObjectType.ARCHER, base_pos, [n],
                          []))
Пример #2
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 def build_base(self, position_q: int, position_r: int):
     Logger.log('Building base')
     self.game_control_proxy.spawn_unit(
         SpawnInformation(self.player,
                          GameObjectType.BASE,
                          OffsetPosition(int(position_q), int(position_r)),
                          [], []))
Пример #3
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 def place_guard(self, z: int):
     Logger.log('Placing guards')
     troop = GameObjectType.ARCHER
     if z == 1:
         troop = GameObjectType.ARCHER
     if z == 2:
         troop = GameObjectType.KNIGHT
     if z == 3:
         troop = GameObjectType.DRUID
     x = CubicPosition(-1, 1, 0)
     self.game_control_proxy.spawn_unit(
         SpawnInformation(self.player, troop, x, [], []))
     x = CubicPosition(-1, 0, 1)
     self.game_control_proxy.spawn_unit(
         SpawnInformation(self.player, troop, x, [], []))
     x = CubicPosition(0, -1, 1)
     self.game_control_proxy.spawn_unit(
         SpawnInformation(self.player, troop, x, [], []))
     x = CubicPosition(0, 1, -1)
     self.game_control_proxy.spawn_unit(
         SpawnInformation(self.player, troop, x, [], []))
     x = CubicPosition(1, -1, 0)
     self.game_control_proxy.spawn_unit(
         SpawnInformation(self.player, troop, x, [], []))
     x = CubicPosition(1, 0, -1)
     self.game_control_proxy.spawn_unit(
         SpawnInformation(self.player, troop, x, [], []))
Пример #4
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 def place_base(self):
     Logger.log('Place on 0 0 0')
     base_position = CubicPosition(0, 0, 0)
     self.game_control_proxy.spawn_unit(
         SpawnInformation(self.player, GameObjectType.BASE, base_position,
                          [], []))
     self.place_guard(1)
Пример #5
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 def build_base_good(self, found_good):
     # Custom log messages
     n = FilterFactory().attack_filter(AttackNearestFilter)
     Logger.log('Building base')
     base_pos = found_good
     self.game_control_proxy.spawn_unit(
         SpawnInformation(self.player, GameObjectType.BASE, base_pos, [n],
                          []))
Пример #6
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 def filter(self, position: Position,
            tiles: List[Position]) -> List[Position]:
     """
     :param position: Current positions of game object
     :param tiles: List of all tiles, where unit could attack (based on visibility, attack range, etc.)
     :return: List of position, that left after filtering
     """
     Logger.log(self.log_text)
     return tiles
Пример #7
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 def build_ent(self, **kwargs):
     pos = None
     for key in ('ideal_tile', 'position_first_round',
                 'position_second_round', 'position_third_round'):
         if key in kwargs:
             pos = kwargs[key]
     Logger.log('Building ent')
     self.game_control_proxy.spawn_unit(
         SpawnInformation(self.player, GameObjectType.ENT, pos, [], []))
Пример #8
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 def has_guards(self) -> bool:
     Logger.log('has_guards')
     base_position = CubicPosition(0, 0, 0)
     flag = True
     for z in base_position.get_all_neighbours():
         if self.game_object_proxy.get_object_type(
                 z) != GameObjectType.ARCHER:
             flag = False
             Logger.log('Not all guards')
     return flag
Пример #9
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 def place_extended(self):
     Logger.log('Placing extended soldiers')
     base_position = CubicPosition(0, 0, 0)
     for z in base_position.get_all_neighbours():
         for x in z.get_all_neighbours():
             if self.map_proxy.is_position_occupied(x):
                 continue
             self.game_control_proxy.spawn_unit(
                 SpawnInformation(self.player, GameObjectType.KNIGHT, x, [],
                                  []))
Пример #10
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 def build_magician(self, allowed, **kwargs):
     pos = None
     for key in ('ideal_tile', 'position_first_round',
                 'position_second_round', 'position_third_round', 'pos'):
         if key in kwargs:
             pos = kwargs[key]
     if allowed == 0 or not isinstance(pos, OffsetPosition):
         pass
     else:
         Logger.log('Building magician')
         self.game_control_proxy.spawn_unit(
             SpawnInformation(self.player, GameObjectType.MAGICIAN, pos, [],
                              []))
Пример #11
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    def build_base(self, position_q: int, position_r: int):
        # Custom log messages
        Logger.log('Building base')

        empty_filter = FilterFactory().attack_filter(EmptyAttackFilter)
        dummy_filter = FilterFactory().attack_filter(DummyAttackFilter,
                                                     'Base attacking')

        # Create instance of default filter
        strongest_filter = FilterFactory().attack_filter(AttackStrongestFilter)

        self.game_control_proxy.spawn_unit(
            SpawnInformation(self.player, GameObjectType.BASE,
                             OffsetPosition(int(position_q), int(position_r)),
                             [], []))
Пример #12
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 def build_druid(self, allowed, **kwargs):
     pos = None
     print("build druid nmb", allowed)
     for key in ('ideal_tile', 'position_first_round',
                 'position_second_round', 'position_third_round'):
         if key in kwargs:
             pos = kwargs[key]
     if allowed == 0:
         print("not allowed to build druid")
         pass
     else:
         Logger.log('Building druid')
         self.game_control_proxy.spawn_unit(
             SpawnInformation(self.player, GameObjectType.DRUID, pos, [],
                              []))
Пример #13
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 def place_druid_square(self):
     Logger.log('Placing druid in corner')
     x = CubicPosition(-2, 2, 0)
     troop = GameObjectType.DRUID
     if not self.map_proxy.is_position_occupied(x):
         self.game_control_proxy.spawn_unit(
             SpawnInformation(self.player, troop, x, [], []))
     x = CubicPosition(-2, 0, 2)
     if not self.map_proxy.is_position_occupied(x):
         self.game_control_proxy.spawn_unit(
             SpawnInformation(self.player, troop, x, [], []))
     x = CubicPosition(2, 0, -2)
     if not self.map_proxy.is_position_occupied(x):
         self.game_control_proxy.spawn_unit(
             SpawnInformation(self.player, troop, x, [], []))
     x = CubicPosition(2, -2, 0)
     if not self.map_proxy.is_position_occupied(x):
         self.game_control_proxy.spawn_unit(
             SpawnInformation(self.player, troop, x, [], []))
Пример #14
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 def build_magician(self, position_q: int, position_r: int):
     Logger.log('Building magician')
     self.game_control_proxy.spawn_unit(
         SpawnInformation(self.player, GameObjectType.MAGICIAN,
                          OffsetPosition(int(position_q), int(position_r)),
                          [], []))
Пример #15
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 def filter(self, position: Position, tiles: List[Position]) -> List[Position]:
     Logger.log(self.log_text)
     return tiles