示例#1
0
    def moving_phase(self, game: Game)-> None:
        '''
        This function will calculate the odds of winning the battle,
        if the chance is greater than the threshold defined, it will attack.



        :param game: Is the object of the game that contains the map, units etc..

        '''
        game.battles = []
        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 > self.attack_threshold:
                        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
示例#2
0
    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