示例#1
0
    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
示例#2
0
    def prioritize_casualties(self, game: Game, values):
        """
        This bot will prioritize to delete infs over tanks.
        """
        to_be_deleted = dict()
        if 'Inf' in values[0]:
            if len(values[0]['Inf']) >= values[1]:
                for unit in values[0]['Inf']:
                    if unit.type not in to_be_deleted:
                        to_be_deleted[unit.type] = []
                    to_be_deleted[unit.type].append(unit)
                    if len(to_be_deleted[unit.type]) == values[1]:
                        break
            elif len(values[0]['Inf']) < values[1]:
                for unit in values[0]['Inf']:
                    if unit.type not in to_be_deleted:
                        to_be_deleted[unit.type] = []
                    to_be_deleted[unit.type].append(unit)
                    diff = values[1] - len(to_be_deleted[unit.type])

                for unit in values[0]['Tank']:
                    if unit.type not in to_be_deleted:
                        to_be_deleted[unit.type] = []
                    to_be_deleted[unit.type].append(unit)
                    if len(to_be_deleted[unit.type]) == diff:
                        break

        elif 'Tank' in values[0]:
            for unit in values[0]['Tank']:
                if unit.type not in to_be_deleted:
                    to_be_deleted[unit.type] = []
                to_be_deleted[unit.type].append(unit)
                if len(to_be_deleted[unit.type]) == values[1]:
                    break

        for key in to_be_deleted:
            game.take_casualties(to_be_deleted, to_be_deleted[key][0].type,
                                 len(to_be_deleted[key]))
示例#3
0
    def prioritize_casualties(self, game: Game, values: tuple) -> None:
        '''
        This function is used to randomly pick units to delete after a battle.
        After the units has been selected they are deleted by the use of game.take_casualties().
        :param game: Is the object of the game that contains the map, units etc..
        :param values: A tuple with units (dict), hit counter.
        '''
        to_be_deleted = dict()
        attacker_types = list(values[0].keys())
        for i in range(values[1]):
            unit_type = r.choice(attacker_types)
            unit = values[0][unit_type][0]
            if unit.type not in to_be_deleted:
                to_be_deleted[unit.type] = []
            to_be_deleted[unit.type].append(unit)
            values[0][unit_type].remove(unit)
            if len(values[0][unit_type]) == 0:
                values[0].pop(unit_type, None)
            attacker_types = list(values[0].keys())

        for key in to_be_deleted:
            game.take_casualties(to_be_deleted, to_be_deleted[key][0].type,
                                 len(to_be_deleted[key]))