示例#1
0
def castle(robot):
    # if robot.step % 10 == 0:
    #     robot.log("Script Helper Turn@" + str(robot.step))

    castle_count = 0
    church_count = 0
    crusader_count = 0
    pilgrim_count = 0
    preacher_count = 0
    prophet_count = 0
    friendly_units = castle_all_friendly_units(robot)
    total_karbonite = vision.all_karbonite(robot)
    total_fuel = vision.all_fuel(robot)

    # robot.log(mapping.analyze_map(robot.get_passable_map()))

    for f_unit in friendly_units:
        if f_unit.castle_talk == constants.unit_castle:
            castle_count += 1
        elif f_unit.castle_talk == constants.unit_church:
            church_count += 1
        elif f_unit.castle_talk == constants.unit_crusader:
            crusader_count += 1
        elif f_unit.castle_talk == constants.unit_pilgrim:
            pilgrim_count += 1
        elif f_unit.castle_talk == constants.unit_preacher:
            preacher_count += 1
        elif f_unit.castle_talk == constants.unit_prophet:
            prophet_count += 1

    # robot.log(str([unit.id for unit in vision.sort_visible_friendlies_by_distance(robot)]))
    # robot.log("=> " + str(robot.me.signal))
    # If nothing else, replicate your own last message
    communications.self_communicate_loop(robot)
    """ Building units -
        Start with 2 pilgrims per castle (as long as karbonite after building remains above 50).
        If sufficient resources(>100 karb, >200 fuel), build, in order -
            1 crusader per 3 pilgrims
            1 preacher per 2 crusaders (per 6 pilgrims)
            1 prophet per 3 crusaders (per 9 pilgrims)
            1 prophet per 2 resources on map
    """

    if robot.step < 2 and robot.karbonite > 60:
        robot.signal(robot.me.signal + 1, 2)
        return castle_build(robot, constants.unit_pilgrim)
    elif robot.karbonite > 100 and robot.fuel > 200:
        if (crusader_count * 3) < pilgrim_count:
            # robot.signal(robot.me.signal + 1, 2)
            return castle_build(robot, constants.unit_crusader)
        # elif (preacher_count * 2) < crusader_count:
        #     # robot.signal(robot.me.signal + 1, 2)
        #     return castle_build(robot, constants.unit_preacher)
        # elif prophet_count * 3 < crusader_count:
        #     # robot.signal(robot.me.signal + 1, 2)
        #     return castle_build(robot, constants.unit_prophet)
        elif pilgrim_count < (total_fuel + total_karbonite) * .55:
            robot.signal(robot.me.signal + 1, 2)
            return castle_build(robot, constants.unit_pilgrim)
示例#2
0
def castle(robot):
    unit_castle = SPECS['CASTLE']
    unit_church = SPECS['CHURCH']
    unit_crusader = SPECS['CRUSADER']
    unit_pilgrim = SPECS['PILGRIM']
    unit_preacher = SPECS['PREACHER']
    unit_prophet = SPECS['PROPHET']

    castle_count = 0
    church_count = 0
    crusader_count = 0
    pilgrim_count = 0
    preacher_count = 0
    prophet_count = 0
    friendly_units = castle_all_friendly_units(robot)
    total_karbonite = vision.all_karbonite(robot)
    total_fuel = vision.all_fuel(robot)

    for f_unit in friendly_units:
        if f_unit.unit == unit_castle:
            castle_count+=1
        elif f_unit.unit == unit_church:
            church_count+=1
        elif f_unit.unit == unit_crusader:
            crusader_count+=1
        elif f_unit.unit == unit_pilgrim:
            pilgrim_count+=1
        elif f_unit.unit == unit_preacher:
            preacher_count+=1
        elif f_unit.unit == unit_prophet:
            prophet_count+=1

    # robot.log(str([unit.id for unit in vision.sort_visible_friendlies_by_distance(robot)]))

    # If nothing else, replicate your own last message
    communications.self_communicate_loop(robot)

    if robot.step < 2:
        # self.log("Building a crusader at " + str(self.me['x']+1) + ", " + str(self.me['y']+1))
        robot.signal(robot.me.signal + 1, 2)
        return castle_build(robot, unit_pilgrim)
    elif robot.step > 500 and robot.karbonite > 100 and robot.fuel > 200:
        robot.signal(robot.me.signal + 1, 2)
        return castle_build(robot, unit_pilgrim)
    elif (total_fuel + total_karbonite) * .55 < pilgrim_count and robot.karbonite > 100 and robot.fuel > 200:
        return castle_build(robot, unit_pilgrim)
    else:
        None
示例#3
0
def castle(robot):
    # if robot.step % 10 == 0:
    #     robot.log("Script Helper Turn@" + str(robot.step))
    unit_castle = SPECS['CASTLE']
    unit_church = SPECS['CHURCH']
    unit_crusader = SPECS['CRUSADER']
    unit_pilgrim = SPECS['PILGRIM']
    unit_preacher = SPECS['PREACHER']
    unit_prophet = SPECS['PROPHET']

    castle_count = 0
    church_count = 0
    crusader_count = 0
    pilgrim_count = 0
    preacher_count = 0
    prophet_count = 0
    friendly_units = castle_all_friendly_units(robot)
    total_karbonite = vision.all_karbonite(robot)
    total_fuel = vision.all_fuel(robot)

    robot.log(
        mapping.get_nearby_map(robot.me.x, robot.me.y,
                               robot.get_passable_map()))

    for f_unit in friendly_units:
        if f_unit.unit == unit_castle:
            castle_count += 1
        elif f_unit.unit == unit_church:
            church_count += 1
        elif f_unit.unit == unit_crusader:
            crusader_count += 1
        elif f_unit.unit == unit_pilgrim:
            pilgrim_count += 1
        elif f_unit.unit == unit_preacher:
            preacher_count += 1
        elif f_unit.unit == unit_prophet:
            prophet_count += 1

    # robot.log(str([unit.id for unit in vision.sort_visible_friendlies_by_distance(robot)]))
    # robot.log("=> " + str(robot.me.signal))
    # If nothing else, replicate your own last message
    communications.self_communicate_loop(robot)
    """ Building units -
        Start with 2 pilgrims.
        If sufficient resources(>100 karb, >200 fuel), build, in order -
            1 crusader per 3 pilgrims
            1 preacher per 2 crusaders (per 6 pilgrims)
            1 prophet per 3 crusaders (per 9 pilgrims)
            1 prophet per 2 resources on map
    """
    if robot.step < 2:
        robot.signal(robot.me.signal + 1, 2)
        return castle_build(robot, unit_pilgrim)
    elif robot.karbonite > 100 and robot.fuel > 200:
        if crusader_count * 3 < pilgrim_count:
            # robot.signal(robot.me.signal + 1, 2)
            return castle_build(robot, unit_crusader)
        elif preacher_count * 2 < crusader_count:
            # robot.signal(robot.me.signal + 1, 2)
            return castle_build(robot, unit_preacher)
        elif prophet_count * 3 < crusader_count:
            # robot.signal(robot.me.signal + 1, 2)
            return castle_build(robot, unit_prophet)
        elif (total_fuel + total_karbonite) * .55 < pilgrim_count:
            robot.signal(robot.me.signal + 1, 2)
            return castle_build(robot, unit_pilgrim)