def handle_turn(self, world_state, events): from simulation.action import MoveAction from simulation import direction self.location = world_state.my_avatar.location directions = (direction.EAST, direction.SOUTH, direction.WEST, direction.NORTH) direction_of_other_avatar = next((d for d in directions if world_state.map_centred_at_me.is_on_map(self.location + d) and world_state.map_centred_at_me.get_cell(self.location + d).avatar), None) if direction_of_other_avatar: from simulation.action import AttackAction return AttackAction(direction_of_other_avatar) import random direction_to_other_player = self.direction_to(next(a.location for a in world_state.avatar_manager.avatars if a != world_state.my_avatar)) if direction_to_other_player: return MoveAction(random.choice(directions + ((direction_to_other_player,) * 10))) return MoveAction(random.choice(directions))
def handle_turn(self, state): next_action = MoveAction(direction.EAST) # Reset event log self.events = [] return next_action
def handle_turn(self, world_state, events): import random from simulation.action import WaitAction self.world_state = world_state if world_state.map_centred_at_me.get_cell(world_state.my_avatar.location).generates_score: return WaitAction() possible_directions = self.get_possible_directions() directions_to_emphasise = [d for d in possible_directions if self.is_towards(d, self.get_closest_score_location())] return MoveAction(random.choice(possible_directions + (directions_to_emphasise * 5)))
def handle_turn(self, avatar_state, world_state): from simulation.action import MoveAction from simulation import direction self.avatar_state = avatar_state self.location = self.avatar_state.location directions = (direction.EAST, direction.SOUTH, direction.WEST, direction.NORTH) direction_of_other_avatar = next( (d for d in directions if world_state.is_visible(self.location + d) and world_state.get_cell(self.location + d).avatar), None) if direction_of_other_avatar: from simulation.action import AttackAction return AttackAction(direction_of_other_avatar) import random direction_to_other_player = self.direction_to( next(cell.location for cell in world_state.all_cells() if cell.avatar and cell.location != avatar_state.location)) if direction_to_other_player: return MoveAction( random.choice(directions + ((direction_to_other_player, ) * 10))) return MoveAction(random.choice(directions))
def handle_turn(self, avatar_state, world_state): from simulation.action import MoveAction from simulation import direction import random from simulation.action import WaitAction self.world_state = world_state self.avatar_state = avatar_state if world_state.get_cell(avatar_state.location).generates_score: return WaitAction() possible_directions = self.get_possible_directions() directions_to_emphasise = [ d for d in possible_directions if self.is_towards(d, self.get_closest_pickup_location()) ] return MoveAction( random.choice(possible_directions + (directions_to_emphasise * 5)))
def handle_turn(self, world_map=None, avatar_state=None): return MoveAction(self, self._direction.dict)
def handle_turn(self, state_view): return MoveAction(self, self._direction.dict)
def handle_turn(self, world_view, events): from simulation.action import MoveAction from simulation.direction import ALL_DIRECTIONS import random return MoveAction(random.choice(ALL_DIRECTIONS))
def __init__(self, player_id, initial_location): super(CustomLiveDummy, self).__init__(player_id, initial_location) self._next_action = MoveAction(self, EAST.dict)