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)
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
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)