def non_combat_movement_phase(self, game: Game): """ This will force the bot to always advance towards the enemy In the non-combat moving phase. """ game.border_tiles = game.calculate_border() while len(game.movable) > 0: unit = game.movable[0] position = unit.get_position() new_tile = (-1, None) possible_tiles = [] for tile in game.map.board[position[0]][position[1]].neighbours: if tile.owner == unit.owner: for border_tile in game.border_tiles: value = game.calculate_distance_between_tiles( tile, border_tile) if new_tile[0] > value or new_tile[1] is None: new_tile = (value, tile) if value == 0: possible_tiles.append(tile) if new_tile[0] == 0: min_units = (-1, None) for tile in possible_tiles: if len(tile.units) < min_units[0] or min_units[1] is None: min_units = (len(tile.units), tile) game.move_unit_friendly( game.map.board[position[0]][position[1]], new_tile[1], unit) elif new_tile[0] == -1: game.movable.remove(game.movable[0]) elif new_tile[1] is not None: game.move_unit_friendly( game.map.board[position[0]][position[1]], new_tile[1], unit) game.next_phase()
def moving_phase(self, game: Game): ''' This function would make the bot always move towards the enemy industry in an attempt to capture it, and then 'starve' them of units. :param game: Is the object of the game that contains the map, units etc.. :return: ''' game.battles = [] # Locate enemy industry target_tile = None for w in game.map.board: for h in w: if len(h.constructions) > 0 and h.owner.name is not game.current_player.name: target_tile = h if target_tile is not None: while len(game.movable) > 0: unit = game.movable[0] position = unit.get_position() new_tile = (-1, None) possible_tiles = [] for tile in game.map.board[position[0]][position[1]].neighbours: value = game.calculate_distance_between_tiles(tile, target_tile) if new_tile[0] > value or new_tile[1] is None: new_tile = (value, tile) if value == 0: possible_tiles.append(tile) if new_tile[0] == 0: min_units = (-1, None) for tile in possible_tiles: if len(tile.units) < min_units[0] or min_units[1] is None: min_units = (len(tile.units), tile) game.move_unit(game.map.board[position[0]][position[1]], new_tile[1], unit) elif new_tile[0] == -1: game.movable.remove(game.movable[0]) elif new_tile[1] is not None: game.move_unit(game.map.board[position[0]][position[1]], new_tile[1], unit) elif target_tile is None: while len(game.movable) > 0: if r.random() > 0.01: unit = game.movable[0] position = unit.get_position() to_tile = r.choice(game.map.board[position[0]][position[1]].neighbours) if to_tile.owner != game.current_player: all_units = game.find_movable_in_tile(position) attack_score = self.calc_winning_odds(all_units, to_tile.units) if attack_score > 0.15: for current_unit in all_units: game.move_unit(game.map.board[position[0]][position[1]], to_tile, current_unit) else: game.move_unit(game.map.board[position[0]][position[1]], to_tile, unit) else: break game.phase = 2.5