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ai.py
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ai.py
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# -*- coding: utf-8 -*-
from config import debug, logger
logic_controller = None
AI_LEVEL_STUPID = 0
AI_LEVEL_NORMAL = 1
AI_LEVEL_SMART = 2
AI_ACTION_MOVE = 0
AI_ACTION_ATTACK = 1
AI_ACTION_STAND_BY = 2
AI_STATUS_IDLE = 0
AI_STATUS_MOVED = 1
AI_STATUS_ATTACKED = 2
AI_STRATEGY_OFFENCE = 0
AI_STRATEGY_DEFENCE = 1
class AI:
level = None
pawn_list = None
def __init__(self, pawn_list):
self.level = 0
self.pawn_list = pawn_list
def distance(self, p1, p2):
return abs(p1[0] - p2[0]) + abs(p1[1] - p2[1])
def find_attack_candidates(self, pawn_info):
"""
To find available targets to attack
Return a list of pawn
"""
return logic_controller.get_valid_target(pawn_info)
def take_action(self, pawn_info=None):
if debug:
logger(u'{0}{1} is taking action, is_leader = {2}'.format(pawn_info.position, pawn_info.hero.name , pawn_info.is_leader))
if pawn_info.ai_status == AI_STATUS_IDLE:
value, action = self.evaluated_movement(pawn_info , False)
if action[0] == AI_ACTION_MOVE:
logger(u' {0} at {1} decide to move to {2}.'.format(pawn_info.hero.name , pawn_info.position , action[1]))
pawn_info.next_move = [(AI_ACTION_MOVE , action[1])]
pawn_info.ai_status = AI_STATUS_MOVED
else:
logger(u'{0} at {1} decide to attack {2} at {3}'.format( pawn_info.hero.name , pawn_info.position , logic_controller.get_target_pawn(action[1]).hero.name , action[1] ))
pawn_info.next_move = [(AI_ACTION_ATTACK , action[1])]
else:
value, action = self.evaluated_movement(pawn_info , True)
if action[0] == AI_ACTION_MOVE:
logger(u'{0} at {1} decide to move to {2}.'.format(pawn_info.hero.name , pawn_info.position , action[1]))
pawn_info.next_move = [(AI_ACTION_MOVE , action[1])]
pawn_info.turn_finished = True
else:
logger(u'{0} at {1} decide to attack {2} at {3}'.format( pawn_info.hero.name , pawn_info.position , logic_controller.get_target_pawn(action[1]).hero.name , action[1] ))
pawn_info.next_move = [(AI_ACTION_ATTACK , action[1])]
def find_closest_enermy(self, pawn_info):
closest_pawn = None
d = -1
for p in logic_controller.pawn_list:
if p.team != pawn_info.team:
mobility_requied = logic_controller.calculate_mobile_reduce(pawn_info.team)
mobility_requied[pawn_info.position[0]][pawn_info.position[1]] = 1
tmp = logic_controller.real_distance(pawn_info.position, p.position, mobility_requied)
if tmp < d or d < 0:
d = tmp
closest_pawn = p
return closest_pawn
def evaluate_enermy(self, pawn_info):
enermy_list = []
d0 = 2
d1 = 60
d2 = 40
d3 = 20
for p in self.pawn_list:
if not p.hero.alive:
continue
if p.team != pawn_info.team:
v1 = p.hero.attack - p.hero.defence
v2 = 1 - 1.0 * p.hero.current_health / p.hero.max_health
v3,ratio = logic_controller.calculate_damage(pawn_info , p)
v3 = v3 * ratio
v = v1 * d1 + v2 * d2 + v3 * d3
enermy_list.append( (v , p) )
return sorted(enermy_list, key=lambda p:p[0])
def evaluated_movement(self, pawn_info , moved):
pawn_value = 100
if moved:
valid_move = [pawn_info.position]
else:
valid_move = logic_controller.get_valid_move(pawn_info)
action_list = []
for pos in valid_move:
action_list.append( (AI_ACTION_MOVE , pos) )
attack_target = self.find_attack_candidates(pawn_info)
for target in attack_target:
action_list.append( (AI_ACTION_ATTACK , target) )
enermy_list = self.evaluate_enermy(pawn_info)
enermy_value = {}
for e in enermy_list:
enermy_value[ e[1].index ] = e[0]
# logger(u'Enermy {0} : {1}'.format(e[1].hero.name , e[0]))
valued_action_list = []
for action in action_list:
offence = 0
danger = 0
if action[0] == AI_ACTION_MOVE:
offence , danger = self.evaluate_position(pawn_info , action[1] , enermy_value)
else:
target_pawn = logic_controller.get_target_pawn(action[1])
damage , ratio = logic_controller.calculate_damage(pawn_info , target_pawn)
damage = damage * ratio
rest = target_pawn.hero.current_health - damage
rest = max(0, rest)
if rest == 0:
offence += enermy_value[ target_pawn.index ]
else:
offence += enermy_value[target_pawn.index] * damage * 1.0 /target_pawn.hero.current_health
position_evl = self.evaluate_position( pawn_info, pawn_info.position ,enermy_value )
offence += position_evl[0]
danger += position_evl[1]
valued_action_list.append(( (offence , danger) , action ))
if valued_action_list:
if pawn_info.ai_strategy == AI_STRATEGY_OFFENCE:
valued_action_list.sort(reverse=True)
elif pawn_info.ai_strategy == AI_STRATEGY_DEFENCE:
valued_action_list.sort(key=lambda x:x[1])
ret = valued_action_list[0]
if debug:
for tmp in valued_action_list:
if tmp[1][0] == AI_ACTION_MOVE:
logger( u'[Move to {0}] [ offence : {1} , danger : {2} ]'.format(tmp[1][1] ,tmp[0][0] , tmp[0][1]) )
else:
logger(u'[Attack {0}] [ offence : {1} , danger : {2} ]'.format( logic_controller.get_target_pawn(tmp[1][1]).hero.name , tmp[0][0] , tmp[0][1]))
return ret
return None
def evaluate_position(self, pawn_info, position , enermy_value):
pawn_value = 100
damage_take = 0
best_enermy = 0
offence = 0
danger = 0
d_dist = 100
for p in self.pawn_list:
if not p.hero.alive:
continue
if p.team != pawn_info.team:
dist = logic_controller.distance(p.position , position)
offence += d_dist * 1.0/dist
if logic_controller.targfet_can_be_attacked_by_pawn_from(position , p , p.position): #damage take
d , r = logic_controller.calculate_damage(p , pawn_info)
damage_take += d * r
if logic_controller.targfet_can_be_attacked_by_pawn_from( p.position , pawn_info, position ): #damage make
best_enermy = max(best_enermy, enermy_value[ p.index ] )
offence += best_enermy
# Damage will kill me
if damage_take > pawn_info.hero.current_health:
danger += pawn_value
else: #not going to kill me
delta = pawn_info.hero.current_health - damage_take
perc = 1 - delta * 1.0 / pawn_info.hero.current_health
danger += pawn_value * perc
return offence , danger