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Copy pathMyBot.py
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360 lines (335 loc) · 16.3 KB
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from hlt import *
from networking import *
Raphael, gameMap = getInit()
sendInit("CaramelBot3")
movements = 0
prodN = 0
prodE = 0
prodS = 0
prodW = 0
prodD = 0
flip = 0
earlyGame = True
midGame = False
midLateGame = False
lateGame = False
prodScanRange = 3
moveScanRange = 12
def runInitProdScan():
"Initial scan for production rates around first square"
for i in range(1,12):
prod = 0
direction = 0
if y < i:
if gameMap.getSite(Location(x, y-i+gameMap.height)).production >= prod:
prod = gameMap.getSite(Location(x, y-i+gameMap.height)).production
direction = 1
if y > i:
if gameMap.getSite(Location(x, y-i)).production >= prod:
prod = gameMap.getSite(Location(x, y-i)).production
direction = 1
if x > gameMap.width-i:
if gameMap.getSite(Location(x+i-gameMap.width, y)).production >= prod:
prod = gameMap.getSite(Location(x+i-gameMap.width, y)).production
direction = 2
if x < gameMap.width-i:
if gameMap.getSite(Location(x+i, y)).production >= prod:
prod = gameMap.getSite(Location(x+i, y)).production
direction = 2
if y > gameMap.height-i:
if gameMap.getSite(Location(x, y+i-gameMap.height)).production >= prod:
prod = gameMap.getSite(Location(x, y+i-gameMap.height)).production
direction = 3
if y < gameMap.height-i:
if gameMap.getSite(Location(x, y+i)).production >= prod:
prod = gameMap.getSite(Location(x, y+i)).production
direction = 3
if x < i:
if gameMap.getSite(Location(x-i+gameMap.width, y)).production >= prod:
prod = gameMap.getSite(Location(x-i+gameMap.width, y)).production
direction = 4
if x > i:
if gameMap.getSite(Location(x-i, y)).production >= prod:
prod = gameMap.getSite(Location(x-i, y)).production
direction = 4
return direction
def runAttackProdD():
"Attack prodD if weak enough"
"Stay undecided if prodD enemy too strong"
global decided
if gameMap.getSite(Location(x, y), prodD).owner != Raphael and gameMap.getSite(Location(x, y), prodD).strength < gameMap.getSite(Location(x, y)).strength:
moves.append(Move(Location(x, y), prodD))
decided = True
def runAttack():
"Attack nearby(1) enemies if stronger, first check proD then CARDINALS"
"Stay undecided if no weak enemy found"
global decided
if gameMap.getSite(Location(x, y), prodD).owner != Raphael and gameMap.getSite(Location(x, y), prodD).strength < gameMap.getSite(Location(x, y)).strength:
moves.append(Move(Location(x, y), prodD))
decided = True
else:
for d in CARDINALS:
if gameMap.getSite(Location(x, y), d).owner != Raphael and gameMap.getSite(Location(x, y), d).strength < gameMap.getSite(Location(x, y)).strength:
moves.append(Move(Location(x, y), d))
decided = True
break
return
def runMove():
"Move away from allied territory. If border too far away, move randomly"
"Always decided"
global decided
global movements
for i in range(1,moveScanRange):
if y < i:
if gameMap.getSite(Location(x, y-i+gameMap.height)).owner != Raphael:
moves.append(Move(Location(x, y), NORTH))
decided = True
break
if y > i:
if gameMap.getSite(Location(x, y-i)).owner != Raphael:
moves.append(Move(Location(x, y), NORTH))
decided = True
break
if x > gameMap.width-i:
if gameMap.getSite(Location(x+i-gameMap.width, y)).owner != Raphael:
moves.append(Move(Location(x, y), EAST))
decided = True
break
if x < gameMap.width-i:
if gameMap.getSite(Location(x+i, y)).owner != Raphael:
moves.append(Move(Location(x, y), EAST))
decided = True
break
if y > gameMap.height-i:
if gameMap.getSite(Location(x, y+i-gameMap.height)).owner != Raphael:
moves.append(Move(Location(x, y), SOUTH))
decided = True
break
if y < gameMap.height-i:
if gameMap.getSite(Location(x, y+i)).owner != Raphael:
moves.append(Move(Location(x, y), SOUTH))
decided = True
break
if x < i:
if gameMap.getSite(Location(x-i+gameMap.width, y)).owner != Raphael:
moves.append(Move(Location(x, y), WEST))
decided = True
break
if x > i:
if gameMap.getSite(Location(x-i, y)).owner != Raphael:
moves.append(Move(Location(x, y), WEST))
decided = True
break
if not decided:
moves.append(Move(Location(x, y), int(random.random() * 3)))
decided = True
movements += 1
def runRegroup():
"Join nearby(1) ally, check CARDINALS"
"Stay undecided if nearby allies too weak"
global decided
for d in CARDINALS:
if gameMap.getSite(Location(x, y), d).owner == Raphael and 2*gameMap.getSite(Location(x, y), d).strength > gameMap.getSite(Location(x, y)).strength:
moves.append(Move(Location(x, y), d))
decided = True
break
def runReinforce():
"Stay still"
"Always decided"
global decided
moves.append(Move(Location(x, y), STILL))
decided = True
return
def runExpand():
"Normal attack avoiding fields with zero production"
"Stay undecided if nearby enemies too strong"
global decided
for d in CARDINALS:
if gameMap.getSite(Location(x, y), d).owner != Raphael and gameMap.getSite(Location(x, y), d).strength < gameMap.getSite(Location(x, y)).strength and gameMap.getSite(Location(x, y), d).production != 0:
moves.append(Move(Location(x, y), d))
decided = True
break
def runCheckProdD():
global prodN
global prodE
global prodS
global prodW
global prodD
global prodDCheck
for i in range(1,prodScanRange):
if y < i:
prodN += gameMap.getSite(Location(x, y-i+gameMap.height)).production
if y > i:
prodN += gameMap.getSite(Location(x, y-i)).production
if x > gameMap.width-i:
prodE += gameMap.getSite(Location(x+i-gameMap.width, y)).production
if x < gameMap.width-i:
prodE += gameMap.getSite(Location(x+i, y)).production
if y > gameMap.height-i:
prodS += gameMap.getSite(Location(x, y+i-gameMap.height)).production
if y < gameMap.height-i:
prodS += gameMap.getSite(Location(x, y+i)).production
if x < i:
prodW += gameMap.getSite(Location(x-i+gameMap.width, y)).production
if x > i:
prodW += gameMap.getSite(Location(x-i, y)).production
if prodN == max(prodN,prodE,prodS,prodW):
prodD = 1
if prodE == max(prodN,prodE,prodS,prodW):
prodD = 2
if prodS == max(prodN,prodE,prodS,prodW):
prodD = 3
if prodW == max(prodN,prodE,prodS,prodW):
prodD = 4
prodDCheck = True
while True:
moves = []
gameMap = getFrame()
for y in range(gameMap.height):
for x in range(gameMap.width):
if gameMap.getSite(Location(x, y)).owner == Raphael:
surrounded = 0
prodDCheck = False
decided = False
if 16000 <= movements < 20000:
midGame = True
earlyGame = False
prodScanRange = 2
moveScanRange = 8
if 20000 <= movements < 25000:
midLateGame = True
midGame = False
prodScanRange = 1
moveScanRange = 5
if 25000 <= movements <= 29000:
lateGame = True
midLateGame = False
prodScanRange = 1
moveScanRange = 2
if movements >= 29000:
endGame = True
lateGame = False
for d in CARDINALS:
if gameMap.getSite(Location(x, y), d).owner != Raphael:
surrounded += 1
if surrounded == 0:
moves.append(Move(Location(x, y), int(random.random() * 3)))
decided = True
if undecided:
runAttack()
if undecided:
runReinforce()
if not decided:
for d in CARDINALS:
if gameMap.getSite(Location(x, y), d).owner != Raphael:
surrounded += 1
if not decided and gameMap.getSite(Location(x, y)).strength > 255-gameMap.getSite(Location(x, y)).production:
if not prodDCheck and lateGame == False:
runCheckProdD()
if not lateGame:
runAttackProdD()
if not decided:
runMove()
if not decided:
if surrounded == 0:
if maxProduction <= 5:
if gameMap.getSite(Location(x, y)).production <= 1:
if gameMap.getSite(Location(x, y)).strength < 2*gameMap.getSite(Location(x, y)).production:
runReinforce()
elif 3 <= gameMap.getSite(Location(x, y)).production <= 2:
if gameMap.getSite(Location(x, y)).strength < 3*gameMap.getSite(Location(x, y)).production:
runReinforce()
elif 5 <= gameMap.getSite(Location(x, y)).production <= 3:
if gameMap.getSite(Location(x, y)).strength < 4*gameMap.getSite(Location(x, y)).production:
runReinforce()
elif 7 <= gameMap.getSite(Location(x, y)).production <= 4:
if gameMap.getSite(Location(x, y)).strength < 6*gameMap.getSite(Location(x, y)).production:
runReinforce()
elif gameMap.getSite(Location(x, y)).production >=5:
if gameMap.getSite(Location(x, y)).strength < 7*gameMap.getSite(Location(x, y)).production:
runReinforce()
if not decided:
runMove()
if maxProduction <= 10:
if gameMap.getSite(Location(x, y)).production <= 2:
if gameMap.getSite(Location(x, y)).strength < 3*gameMap.getSite(Location(x, y)).production:
runReinforce()
elif 3 <= gameMap.getSite(Location(x, y)).production <= 4:
if gameMap.getSite(Location(x, y)).strength < 4*gameMap.getSite(Location(x, y)).production:
runReinforce()
elif 5 <= gameMap.getSite(Location(x, y)).production <= 6:
if gameMap.getSite(Location(x, y)).strength < 5*gameMap.getSite(Location(x, y)).production:
runReinforce()
elif 7 <= gameMap.getSite(Location(x, y)).production <= 8:
if gameMap.getSite(Location(x, y)).strength < 6*gameMap.getSite(Location(x, y)).production:
runReinforce()
elif gameMap.getSite(Location(x, y)).production >=10:
if gameMap.getSite(Location(x, y)).strength < 7*gameMap.getSite(Location(x, y)).production:
runReinforce()
if not decided:
runMove()
if maxProduction >= 10:
if gameMap.getSite(Location(x, y)).production <= 2:
if gameMap.getSite(Location(x, y)).strength < 2*gameMap.getSite(Location(x, y)).production:
runReinforce()
elif 3 <= gameMap.getSite(Location(x, y)).production <= 5:
if gameMap.getSite(Location(x, y)).strength < 4*gameMap.getSite(Location(x, y)).production:
runReinforce()
elif 5 <= gameMap.getSite(Location(x, y)).production <= 8:
if gameMap.getSite(Location(x, y)).strength < 5*gameMap.getSite(Location(x, y)).production:
runReinforce()
elif 7 <= gameMap.getSite(Location(x, y)).production <= 11:
if gameMap.getSite(Location(x, y)).strength < 6*gameMap.getSite(Location(x, y)).production:
runReinforce()
if not decided:
runMove()
if surrounded == 1 or surrounded == 2:
flip = int(random.random() * 3)
if flip:
if not prodDCheck and lateGame == False:
runCheckProdD()
if not lateGame:
runAttackProdD
if not decided:
runAttack()
if not flip:
for d in CARDINALS:
if gameMap.getSite(Location(x, y), d).owner == Raphael and 0.9*gameMap.getSite(Location(x, y), d).strength < gameMap.getSite(Location(x, y)).strength < gameMap.getSite(Location(x, y), d).strength*1.1:
moves.append(Move(Location(x, y), d))
decided = True
break
if not decided and lateGame == False:
runAttackProdD
if not decided:
runAttack()
if surrounded == 3:
if not prodDCheck and lateGame == False:
runCheckProdD()
if not lateGame:
runAttackProdD
if not decided:
runAttack()
if not decided:
flip = int(random.random() * 6)
if flip:
runReinforce()
if not flip:
for d in CARDINALS:
if gameMap.getSite(Location(x, y), d).owner != Raphael and gameMap.getSite(Location(x, y), d).strength < gameMap.getSite(Location(x, y)).strength+gameMap.getSite(Location(x, y)).production:
runReinforce()
else:
runRegroup()
if not decided:
runReinforce()
if surrounded == 4:
maxProduction = runInitProdScan()
if not prodDCheck:
runCheckProdD()
runAttackProdD()
if not decided:
runExpand()
if not decided:
runReinforce()
sendFrame(moves)
"add late-game mode, reducing number of checks and focusing on Moving (range 5) and semi random movement"
"add regroup for similar strength levels"