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import random
import data
class Ai:
gather = None
guard_pos = None
gather_force = 0
def __init__(self, player):
self.player = player
self.units = set()
self.units_attacking = set()
self.units_guarding = set()
self.being_attacked = False
self.warring_players = set()
self.personalities = [Offensive(self), Revengefull(self)]
self.spite = {}
self.regions = set()
self.send_msgs = set()
self.workers = []
def send_msg(self, msg, from_player):
msg = msg.lower()
wrds = msg.split()
sendto = "player"
if "hi" in wrds or "hello" in wrds:
reply = "Hi"
elif "bye" in msg:
reply = "Yes, %s, adieu!" % from_player.name
elif "how" in wrds and "are" in wrds and "you" in wrds:
reply = "Better than a n00b like you!"
elif ("freez" in msg or "froz" in msg or "cold" in msg) and "you" in msg:
reply = "Don't worry, I'll be sure to make it up to you!"
elif "die" in msg:
reply = "No no, YOU die! MUHAHAHAHA"
self.spite[from_player.name] = 5
elif "dum" in msg or "stupid" in msg or "idiot" in msg:
reply = "I'll take that as a compliment"
elif "fair" in msg:
reply = "Life isn't fair!"
elif "bot" in msg:
reply = "What's a bot? I'm not a bot! You're the bot! DIE BOT!"
elif "go" in wrds and "away" in wrds:
reply = "I'll go away when I want to!"
elif "no" in msg:
reply = "YEEEEES!"
elif "attack" in msg or "stop" in msg:
reply = "Uuu... no!"
elif "thank" in msg:
reply = "You're quite welcome!"
elif "loser" in msg:
reply = "All hail %s, king of the losers!" % from_player.name
sendto = "all"
else:
reply = "Stop babbling"
if sendto is "player":
self.send_msgs.add(">%s %s"%(from_player.name, reply))
else:
self.send_msgs.add(reply)
def setup(self):
for r in data.map.regions.values():
if r.player == self.player:
self.regions.add(r)
self.get_units()
def get_units(self):
# TODO: Run everytime a region changes hands.
self.units = set()
self.workers = []
for u in data.units:
if u.igloo.player == self.player:
if u.type == "snowballer":
self.units.add(u)
else:
self.workers.append(u)
# Gather any necicary resources.
if self.gather:
for w in self.workers:
w.disban()
for w in self.workers[0:int(len(self.workers)*(self.gather_force/100.0))]:
w.going_for = self.gather
def attack(self, r):
if not r.player:
return
for personality in self.personalities:
if hasattr(personality, "find_target"):
target_pos = personality.find_target(r)
break
selected_units = set()
max_selection = len(self.units.difference(self.units_attacking))
for u in self.units:
if len(selected_units) >= max_selection:
break
if not u in self.units_attacking and u.warmth > 4:
selected_units.add(u)
for u in selected_units:
u.target_pos = target_pos
self.units_attacking.add(u)
if not r.player in self.warring_players:
self.warring_players.add(r.player)
if not self.spite.has_key(r.player.name):
self.spite[r.player.name] = 0
if self.spite[r.player.name] > 6:
pass
elif self.spite[r.player.name] > 4:
self.player.send_msg(">%s DIE DIE DIE!!!"%r.player.name)
elif self.spite[r.player.name] > 3:
self.player.send_msg(">%s You are getting on my nerves... prepare to die!"%r.player.name)
elif self.spite[r.player.name] > 1:
self.player.send_msg(">%s hmm... I think I'll attack... YOU! MUHAHAHA!!"%r.player.name)
elif self.spite[r.player.name] >= 0:
self.player.send_msg(">%s I think I'll try picking on you... no hard feelings"%r.player.name)
def run(self):
for m in self.send_msgs:
self.player.send_msg(m)
self.send_msgs = set()
# See if it has taken over any regions.
for r in data.map.regions.values():
if r.player is self.player and not r in self.regions:
self.regions.add(r)
for u in self.units_attacking:
u.target_pos = None
u.go_to_building = None
self.units_attacking = set()
self.warring_players = set()
break
# See if it needs to gaurd anywhere.
if self.guard_pos:
if not self.units_guarding:
free_units = self.units.difference(self.units_attacking)
guarding_units = 0
for u in free_units:
if guarding_units > len(self.units.difference(self.units_attacking))/3:
break
self.units_guarding.add(u)
guarding_units += 1
for u in self.units_guarding:
u.target_pos = self.guard_pos
# Hack to get guarding units out other control.
self.units = self.units.difference(self.units_guarding)
# See if it wants to attack anyone.
attack_regions = {}
for region in data.map.regions.values():
if region.player != self.player:
#for r in region.adjacent_regions:
#if r.player != self.player:
attack_regions[region] = 0
for personality in self.personalities:
attack_regions[region] += personality.attack_region(region)
best_option = None
for (r,amount) in attack_regions.items():
if not best_option:
best_option = (r,amount)
else:
if amount > best_option[1]:
best_option = (r,amount)
elif amount == best_option[1]:
if random.randint(0,1):
best_option = (r,amount)
if best_option:
if best_option[1] > 0:
self.attack(best_option[0])
for u in list(self.units_attacking):
if u.target_pos == None and u.go_to_building == None:
# Unit isn't attacking any more.
self.units_attacking.remove(u)
if len(self.units_attacking) < 3:
# Retreat!
for u in list(self.units_attacking):
u.target_pos = None
u.go_to_building = u.igloo
self.units_attacking.remove(u)
#for p in self.warring_players:
#self.player.send_msg(p, "Ack! I must retreat for now... but I'll back!")
self.warring_players = set()
enemy_in_regions = {}
for unit in data.units:
# Find all enemy units in owned region. If too many, flag as being attacked.
pos = (unit.x,unit.y)
if data.map.tiles[pos].region.player is self.player and\
unit.player != self.player and\
unit.warmth > 4:
if not enemy_in_regions.has_key(data.map.tiles[pos].region):
enemy_in_regions[data.map.tiles[pos].region] = [1,unit.player]
else:
enemy_in_regions[data.map.tiles[pos].region][0] += 1
self.being_attacked = False
for (r,(amount,enemy)) in enemy_in_regions.items():
if amount >= 4:
# Defend!
self.being_attacked = True
for u in self.units_attacking:
if u.igloo.region == r:
u.target_pos = None
for personality in self.personalities:
personality.attacked_by(enemy)
# Check to see if it can takeover.
currently_attacking_regions = {}
for u in self.units_attacking:
region = data.map.tiles[(u.x,u.y)].region
if not currently_attacking_regions.has_key(region):
currently_attacking_regions[region] = [1, u]
else:
currently_attacking_regions[region][0] += 1
for (region, (amount, unit)) in currently_attacking_regions.items():
try_takeover = True
#for u in region.igloo.units_in_building:
#if u.player == self.player:
## Already taking over
#try_takeover = False
#for u in self.units_attacking:
#if u.go_to_building:
#for personality in self.personalities:
#if hasattr(personality, "find_target"):
#target_pos = personality.find_target(region)
#break
#u.target_pos = target_pos
#print "already taking over"
#break
if try_takeover and amount >= 2 and region.igloo:
num_enemy = 0
for u in data.map.unit_nodes.get_objs_around_tile((region.igloo.x,region.igloo.y)):
if u.igloo.player is not self.player and u.type == "snowballer" and u.warmth > 4:
num_enemy += 1
# FIXME: needs to get it relitive to how many of owned units are there.
if num_enemy <= 1:
# FIXME: needs to get closest unit to igloo.
unit.go_to_building = region.igloo
unit.last_tiles = []
unit.target_pos = None
class Offensive:
def __init__(self, ai):
self.ai = ai
def attack_region(self, r):
if len(self.ai.units) - len(self.ai.units_attacking) < 4:
return -10
warm_units = cold_units = 0
for u in self.ai.units:
if u.warmth < 5:
cold_units += 1
else:
warm_units += 1
if warm_units < 5:
return -20
if self.ai.being_attacked == True:
return -5
if len(self.ai.warring_players) > 0:
return -8
return 5
def find_target(self,r):
for b in data.buildings:
if b.region == r:
return (b.x,b.y)
def attacked_by(self, player):
pass
class Revengefull:
def __init__(self, ai):
self.ai = ai
self.grudges = set()
self.last_spite_increase = 0
self.last_grudge_release = 0
def attack_region(self, r):
if not r.player:
return 0
if not self.ai.spite.has_key(r.player.name):
self.ai.spite[r.player.name] = 0
return min(7, self.ai.spite[r.player.name])
def attacked_by(self, player):
if not self.ai.spite.has_key(player.name):
self.ai.spite[player.name] = 0
if self.last_spite_increase+20000 < data.get_ticks():
self.ai.spite[player.name] += 1
self.last_spite_increase = data.get_ticks()
#for p in self.ai.warring_players:
#if p is player:
#continue
#if self.ai.spite[p.name] > 5:
#self.ai.player.send_msg(">%s I regret that for now I will have to stop attacking you. \n I'll be back though you little pig!" % p.name)
#elif self.ai.spite[p.name] > 3:
#self.ai.player.send_msg(">%s I'll give you a little breather for now... I have more important \n things to worry about than you!" % p.name)
#elif self.ai.spite[p.name] > 0:
#self.ai.player.send_msg(">%s I'll stop attacking you for now. I've got some other little twit that I \n need to get rid of." % p.name)
#elif self.ai.spite[p.name] == 0:
#self.ai.player.send_msg(">%s Err... nevermind. Some other business came up that I need to tend to." % p.name)
self.ai.warring_players = set()
if self.last_grudge_release+30000 < data.get_ticks():
self.grudges = set()
self.last_grudge_release = data.get_ticks()
if not player in self.grudges:
self.grudges.add(player)
if self.ai.spite[player.name] > 6:
pass
elif self.ai.spite[player.name] > 4:
self.ai.player.send_msg(">%s Dirty swine, leave me alone!" % player.name)
elif self.ai.spite[player.name] > 2:
self.ai.player.send_msg(">%s *SIGH*, just leave me alone will you?!" % player.name)
elif self.ai.spite[player.name] > 1:
self.ai.player.send_msg(">%s I see you! Just what do you think you're doing in MY territory?" % player.name)
elif self.ai.spite[player.name] > 0:
self.ai.player.send_msg(">%s *AHEM* I would recommend that you leave me alone!" % player.name)
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