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MyBot.py
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MyBot.py
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#!/usr/bin/env python3
# Python 3.6
# Import the Halite SDK, which will let you interact with the game.
import hlt
# This library contains constant values.
from hlt import constants
# This library contains direction metadata to better interface with the game.
from hlt.positionals import Direction
# This library allows you to generate random numbers.
import random
# Logging allows you to save messages for yourself. This is required because the regular STDOUT
# (print statements) are reserved for the engine-bot communication.
import logging
""" <<<Game Begin>>> """
# This game object contains the initial game state.
game = hlt.Game()
# At this point "game" variable is populated with initial map data.
# This is a good place to do computationally expensive start-up pre-processing.
# As soon as you call "ready" function below, the 2 second per turn timer will start.
game.ready("v2")
# Now that your bot is initialized, save a message to yourself in the log file with some important information.
# Here, you log here your id, which you can always fetch from the game object by using my_id.
logging.info("Successfully created bot! My Player ID is {}.".format(game.my_id))
""" <<<Game Loop>>> """
ship_states = {}
while True:
# This loop handles each turn of the game. The game object changes every turn, and you refresh that state by
# running update_frame().
game.update_frame()
# You extract player metadata and the updated map metadata here for convenience.
me = game.me
game_map = game.game_map
# A command queue holds all the commands you will run this turn. You build this list up and submit it at the
# end of the turn.
command_queue = []
direction_order = [Direction.North, Direction.South, Direction.East, Direction.West, Direction.Still]
position_choices = []
for ship in me.get_ships():
if ship.id not in ship_states:
ship_states[ship.id] = "collecting"
position_options = ship.position.get_surrounding_cardinals() + [ship.position]
# {(0,1):(19,38)}
position_dict = {}
# {(0,1): 500}
halite_dict = {}
for n, direction in enumerate(direction_order):
# logging.info(n,direction)
position_dict[direction] = position_options[n]
for direction in position_dict:
position = position_dict[direction]
halite_amount = game_map[position].halite_amount
if position_dict[direction] not in position_choices:
if direction == Direction.Still:
halite_dict[direction] = halite_amount*3
else:
halite_dict[direction] = halite_amount
else:
logging.info("attempting to move to same spot\n")
if ship_states[ship.id] == "depositing":
move = game_map.naive_navigate(ship, me.shipyard.position)
position_choices.append(position_dict[move])
command_queue.append(ship.move(move))
if move == Direction.Still:
ship_states[ship.id] = "collecting"
elif ship_states[ship.id] == 'collecting':
directional_choice = max(halite_dict, key=halite_dict.get)
position_choices.append(position_dict[directional_choice])
command_queue.append(ship.move(directional_choice))
if ship.halite_amount > constants.MAX_HALITE *.8:
ship_states[ship.id] = "depositing"
# If the game is in the first 200 turns and you have enough halite, spawn a ship.
# Don't spawn a ship if you currently have a ship at port, though - the ships will collide.
if game.turn_number <= 190 and me.halite_amount >= constants.SHIP_COST and not game_map[me.shipyard].is_occupied:
command_queue.append(me.shipyard.spawn())
# Send your moves back to the game environment, ending this turn.
game.end_turn(command_queue)