Tidy up first bot; better role assignment for ships

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Vylion 2018-12-17 00:05:55 +01:00
parent 89683b2fd7
commit cc28851e03
2 changed files with 200 additions and 0 deletions

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.gitignore vendored Normal file
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hlt/*
*.log

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mybot2.py Normal file
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#!/usr/bin/env python3
# Harvester Bot
# Import the Halite SDK, which will let you interact with the game.
import hlt
from hlt import *
import random
import logging
class Pilot(object):
Role = "UNASSIGNED"
def __init__(self, ai, ship):
self.ai = ai
self.id = ship.id
self.role = Pilot.Role
self.lastPos = ship.position
self.static = 0
def log(self, s):
ai.log("[#{} {}] {}".format(self.id, self.role, s))
class Harvester(Pilot):
Role = "HARVESTER"
StateHarvest = "HARVEST"
StateDeposit = "DEPOSIT"
def __init__(self, ai, ship):
super(Harvester, self).__init__(ai, ship)
self.status = "INACTIVE"
self.log("{} Pilot assigned to ship".format(Harvester.Role))
self.status = Harvester.StateHarvest
self.role = Harvester.Role
def log(self, s):
super(Harvester, self).log("[{}] {}".format(self.status, s))
def getHalitestNeighbor(self, ship):
halitest = ship.position
map = self.ai.map()
for neighbor in ship.position.get_surrounding_cardinals():
if map[neighbor].halite_amount > map[halitest].halite_amount:
halitest = neighbor
return halitest
def getClosestDropoff(self, ship):
source = ship.position
map = self.ai.map()
closest = (None, 0)
for dropoff in self.ai.dropoffs:
dist = map.calculate_distance(source, dropoff)
if closest[0] == None or closest[1] > dist:
closest = (dropoff, dist)
return closest[0]
def shouldBuild(self, ship):
return (self.status == Harvester.StateDeposit and self.static > 5 and
self.ai.me().halite_amount >= constants.DROPOFF_COST)
def harvest(self, ship):
self.log("Harvesting; collected halite: {}".format(ship.halite_amount))
map = self.ai.map()
shipyard = self.ai.shipyard()
dest = self.getHalitestNeighbor(ship)
if dest == ship.position:
return ship.stay_still()
else:
order = map.naive_navigate(ship, dest)
return ship.move(order)
def step(self, ship):
if ship.position == self.lastPos:
self.static += 1
else:
self.static = 0
self.lastPos = ship.position
if self.shouldBuild(ship):
self.ai.addDropoff(ship.position)
return ship.make_dropoff()
map = self.ai.map()
shipyard = self.ai.shipyard()
# Status is returning to deposit halite on a dropoff point
if self.status == Harvester.StateDeposit:
# Deposited successfully
if ship.position == self.ai.shipyard().position:
self.log("Halite has been deposited")
self.status = Harvester.StateHarvest
# Still travelling to dropoff point
else:
if self.ai.newDropoffs:
self.dropoff = self.getClosestDropoff(ship)
order = map.naive_navigate(ship, self.dropoff)
return ship.move(order)
# Status is harvesting halite; halite exceeds criteria for dropoff
elif ship.halite_amount >= constants.MAX_HALITE / 2:
if map[ship.position].halite_amount > 0 and ship.halite_amount < constants.MAX_HALITE:
self.log("Finishing halite harvest")
return ship.stay_still()
self.log("Returning to deposit collected halite: {}"
.format(ship.halite_amount))
self.status = Harvester.StateDeposit
self.dropoff = self.getClosestDropoff(ship)
# Status is harvesting halite
else:
return self.harvest(ship)
return ship.stay_still()
class Brain(object):
def __init__(self, game, logEnabled=False):
self.logEnabled = logEnabled
self.game = game
self.pilotTypes = [Harvester]
self.pilots = {}
self.noHaliteCheck = (game.turn_number, False)
self.noEnemiesCheck = (game.turn_number, False)
self.dropoffs = [game.me.shipyard.position]
self.newDropoffs = False
self.enemies = {}
for key, player in game.players.items():
if(key != game.me.id):
self.enemies[key] = player
def log(self, s):
if self.logEnabled:
logging.info(s)
def me(self):
return self.game.me
def map(self):
return self.game.game_map
def turn(self):
return self.game.turn_number
def shipyard(self):
return self.game.me.shipyard
def addDropoff(self, pos):
self.newDropoffs = True
self.dropoffs.append(pos)
def canSpawn(self):
me = self.me()
map = self.map()
return me.halite_amount >= constants.SHIP_COST and not map[me.shipyard].is_occupied
def shouldSpawn(self):
rate = random.expovariate(self.game.turn_number / 15)
return self.turn() <= 1 or random.random() <= rate
def tailingSpawn(self):
bestPlayer = None
for key, player in self.enemies.items():
if (bestPlayer is None or player.halite_amount > bestPlayer.halite_amount):
bestPlayer = player
if bestPlayer is not None and random.random() > (1 - (self.turn() / 500))/8 and me.halite_amount > 1000 and not game_map[me.shipyard].is_occupied:
return True
def step(self):
self.newDropoffs = False
self.game.update_frame()
me = self.me()
map = self.map()
shipyard = self.shipyard()
# A command queue holds all the commands you will run this turn.
commands = []
for ship in me.get_ships():
if ship.id not in self.pilots:
type = random.choice(self.pilotTypes)
self.pilots[ship.id] = type(ai, ship)
order = self.pilots[ship.id].step(ship)
commands.append(order)
# If you're on the first turn and have enough halite, spawn a ship.
# Don't spawn a ship if you currently have a ship at port, though.
if self.canSpawn() and self.shouldSpawn():
commands.append(shipyard.spawn())
# Send your moves back to the game environment, ending this turn.
self.game.end_turn(commands)
# This game object contains the initial game state.
ai = Brain(hlt.Game(), True)
# Respond with your name.
ai.game.ready("Vyl_harvester")
while True:
ai.step()