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
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
def combat_phase(self, game: Game) -> None: ''' This is the function thas performs the battle. It starts by picking a battle from the list of battles. This is done by using the function game.do_battle(battle_cords). (read that doc string if in doubt) :param game: Is the object of the game that contains the map, units etc.. :return: ''' while len(game.battles) > 0: results = game.do_battle(game.battles[0]) attacker = results[0] defender = results[1] attack_finished = False defend_finished = False if attacker[1] > 0: attacker_count = game.find_unit_count(attacker[0]) if attacker[1] >= attacker_count: game.take_casualties(attacker[0], 'All', attacker_count) attack_finished = True else: game.current_player.bot.prioritize_casualties( game, attacker) if defender[1] > 0: defender_count = game.find_unit_count(defender[0]) if defender[1] >= defender_count: game.take_casualties(defender[0], 'All', defender_count) defend_finished = True else: defender_keys = list(defender[0].keys()) if not defender[0][defender_keys[0]][0].owner.human: defender[0][defender_keys[0]][ 0].owner.bot.prioritize_casualties(game, defender) else: game.current_player = defender[0][ defender_keys[0]][0].owner return defender if defend_finished and not attack_finished: game.conquer_tile( game.map.board[game.battles[0][0]][game.battles[0][1]], game.current_player) if attack_finished or defend_finished: game.battles.remove(game.battles[0]) game.phase = 3
def moving_phase(self, game: Game): ''' This is the phase where one is supposed to move units, in friendly and unfriendly territory. If the unit is moved to a unfriendly tile, it will become a battle zone. The units are moved with the function game.move_unit(from_tile, to_tile, unit) :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] pos = unit.get_position() to_tile = r.choice(game.map.board[pos[0]][pos[1]].neighbours) if to_tile.owner != game.current_player: self.moved[to_tile.cords.__str__()] = pos game.move_unit(game.map.board[pos[0]][pos[1]], to_tile, unit) else: break game.phase = 2.5