コード例 #1
0
        /// <summary>
        /// Runs the commander away from opponents
        /// </summary>
        private static void DoCommander(BotMain bot, TerritoryStanding cmdrTerritory, Commander cmdr)
        {
            var directive = CommanderDirective(bot, cmdrTerritory.ID);

            if (directive.HasValue)
            {
                AILog.Log("SpecialUnits", "Directive directs us to move the commander from " + bot.TerrString(cmdrTerritory.ID) + " to " + bot.TerrString(directive.Value));

                if (directive.Value != cmdrTerritory.ID)
                {
                    bot.Orders.AddAttack(cmdrTerritory.ID, directive.Value, AttackTransferEnum.AttackTransfer, cmdrTerritory.NumArmies.NumArmies, false, commanders: true);
                }
                bot.AvoidTerritories.Add(cmdrTerritory.ID); //add this so we don't deploy there, we want the commander to stay alone
                return;
            }

            var powerDiff = bot.Map.Territories[cmdrTerritory.ID].ConnectedTo.Keys
                            .Select(o => bot.Standing.Territories[o])
                            .Where(o => bot.IsOpponent(o.OwnerPlayerID) && o.NumArmies.Fogged == false)
                            .Sum(o => o.NumArmies.AttackPower)
                            - cmdrTerritory.NumArmies.DefensePower;
            var toDeploy = Math.Max(0, powerDiff);

            if (powerDiff > 0)
            {
                if (bot.UseRandomness)
                {
                    toDeploy = SharedUtility.Round(toDeploy * RandomUtility.BellRandom(0.5, 1.5));
                }
                if (toDeploy > bot.MakeOrders.IncomeTracker.RemainingUndeployed)
                {
                    toDeploy = bot.MakeOrders.IncomeTracker.RemainingUndeployed;
                }

                if (toDeploy > 0 && bot.Orders.TryDeploy(cmdrTerritory.ID, toDeploy))
                {
                    AILog.Log("SpecialUnits", "Deployed " + toDeploy + " to defend commander");
                }
            }

            //Consider this territory and all adjacent territories.  Which is the furthest from any enemy?
            var terrDistances = bot.Map.Territories[cmdrTerritory.ID].ConnectedTo.Keys.ConcatOne(cmdrTerritory.ID)
                                .Where(o => bot.Standing.Territories[o].OwnerPlayerID == bot.PlayerID || bot.Standing.Territories[o].NumArmies.DefensePower <= 4) //don't go somewhere that's defended heavily
                                .ToDictionary(o => o, o => bot.DistanceFromEnemy(o));

            AILog.Log("SpecialUnits", "Commander run options: " + terrDistances.Select(o => bot.TerrString(o.Key) + " dist=" + o.Value).JoinStrings(", "));

            var sorted = terrDistances.OrderByDescending(o => o.Value).ToList();

            sorted.RemoveWhere(o => o.Value < sorted[0].Value);

            var runTo = bot.UseRandomness ? sorted.Random().Key : sorted[0].Key;

            if (runTo == cmdrTerritory.ID)
            {
                return; //already there
            }
            AILog.Log("SpecialUnits", "Moving commander from " + bot.TerrString(cmdrTerritory.ID) + " to " + bot.TerrString(runTo));
            bot.Orders.AddAttack(cmdrTerritory.ID, runTo, AttackTransferEnum.AttackTransfer, cmdrTerritory.NumArmies.NumArmies + toDeploy, false, commanders: true);
        }
コード例 #2
0
        public MultiMoves CalculateMoveArmiesToBorderMoves(MultiMoves presentMoves)
        {
            MultiMoves result = presentMoves.Clone();
            var        nonOwnedTerritories = MapInformer.GetNonOwnedTerritories(result.GetTerritoryStandingsAfterAllMoves().Values.ToList(), GameState.MyPlayerId);
            var        keys = new List <TerritoryIDType>();

            nonOwnedTerritories.ForEach(k => keys.Add(k.ID));
            var distances = MapInformer.GetDistancesFromTerritories(keys);

            foreach (TerritoryIDType territoryId in distances.Keys)
            {
                int distance = distances[territoryId];
                if (distance <= 1)
                {
                    continue;
                }
                var neighbors = MapInformer.GetNeighborTerritories(territoryId);
                var lowestDistanceNeighborValue = neighbors.Min(c => distances[c]);
                var lowestDistanceNeighbor      = neighbors.Where(n => distances[n] == lowestDistanceNeighborValue).First();
                TerritoryStanding theTerritory  = result.GetTerritoryStandingsAfterAllMoves()[territoryId];
                int armiesAvailable             = theTerritory.NumArmies.ArmiesOrZero - theTerritory.ArmiesMarkedAsUsed.ArmiesOrZero - 1;
                if (armiesAvailable == 0)
                {
                    continue;
                }
                GameOrderAttackTransfer attackMove =
                    GameOrderAttackTransfer.Create
                        (GameState.MyPlayerId, territoryId, lowestDistanceNeighbor, AttackTransferEnum.AttackTransfer, new Armies(armiesAvailable), REASON);
                result.AddAttackOrder(attackMove);
            }
            return(result);
        }
コード例 #3
0
        public static List <TerritoryIDType> RemoveMarkedAsUsedTerritories(TerritoryStanding territory, List <TerritoryIDType> testTerritories)
        {
            List <TerritoryIDType> territoriesMarkedAsUsed = territory.TerritoriesMarkedAsUsed;
            List <TerritoryIDType> result = new List <TerritoryIDType>();

            testTerritories.Where(o => !territoriesMarkedAsUsed.Contains(o)).ForEach(x => result.Add(x));
            return(result);
        }
コード例 #4
0
        private void AddBorderTerritoryDeployment(MultiMoves movesSoFar, int availableDeployment)
        {
            TerritoryStanding territoryToDeployTo = MapInformer.GetOwnedBorderTerritories(movesSoFar.GetTerritoryStandingsAfterAllMoves(), GameState.MyPlayerId).FirstOrDefault();

            if (territoryToDeployTo == null)
            {
                territoryToDeployTo = MapInformer.GetOwnedTerritories(GameState.CurrentTurn().LatestTurnStanding.Territories.Values.ToList(), GameState.MyPlayerId).First();
            }
            movesSoFar.AddDeployOrder(GameOrderDeploy.Create(GameState.MyPlayerId, availableDeployment, territoryToDeployTo.ID, REASON));
        }
コード例 #5
0
ファイル: MultiMoves.cs プロジェクト: Norman1/Multiattack-Bot
        public Dictionary <TerritoryIDType, TerritoryStanding> GetTerritoryStandingsAfterAllMoves()
        {
            if (standingCache != null)
            {
                return(standingCache);
            }
            Dictionary <TerritoryIDType, TerritoryStanding> beginStandings = GameState.CurrentTurn().LatestTurnStanding.Territories;
            Dictionary <TerritoryIDType, TerritoryStanding> endStandings   = new Dictionary <TerritoryIDType, TerritoryStanding>();

            // init
            foreach (TerritoryIDType territoryId in beginStandings.Keys)
            {
                endStandings.Add(territoryId, beginStandings[territoryId].Clone());
            }
            // handle deployments
            foreach (GameOrderDeploy deployMove in DeployMoves)
            {
                endStandings[deployMove.DeployOn].NumArmies = new Armies(endStandings[deployMove.DeployOn].NumArmies.ArmiesOrZero + deployMove.NumArmies);
            }
            // handle attack and transfer moves
            foreach (GameOrderAttackTransfer attackTransferMove in AttackMoves)
            {
                int attackingArmies = attackTransferMove.NumArmies.ArmiesOrZero;
                if (endStandings[attackTransferMove.To].OwnerPlayerID == GameState.MyPlayerId)
                {
                    // if transfer remove armies from start and add armies to too
                    endStandings[attackTransferMove.From].NumArmies        = new Armies(endStandings[attackTransferMove.From].NumArmies.ArmiesOrZero - attackingArmies);
                    endStandings[attackTransferMove.To].NumArmies          = new Armies(endStandings[attackTransferMove.To].NumArmies.ArmiesOrZero + attackingArmies);
                    endStandings[attackTransferMove.To].ArmiesMarkedAsUsed = new Armies(endStandings[attackTransferMove.To].ArmiesMarkedAsUsed.ArmiesOrZero + attackingArmies);
                }
                else
                {
                    // if attack the result needs to get calculated
                    TerritoryStanding from          = endStandings[attackTransferMove.From];
                    TerritoryStanding to            = endStandings[attackTransferMove.To];
                    AttackOutcome     attackOutcome = new AttackOutcome(from.NumArmies.ArmiesOrZero, attackingArmies, to.NumArmies.ArmiesOrZero);
                    from.NumArmies = new Armies(attackOutcome.RemainingArmiesAttackingTerritory);
                    if (attackOutcome.IsTerritoryTaken)
                    {
                        to.OwnerPlayerID = GameState.MyPlayerId;
                        to.NumArmies     = new Armies(attackOutcome.NewArmiesDefendingTerritoryAttacker);
                    }
                    else
                    {
                        to.NumArmies = new Armies(attackOutcome.RemainingArmiesDefendingTerritoryDefender);
                    }
                }
            }
            standingCache = endStandings;
            return(endStandings);
        }
コード例 #6
0
        public static Armies GuessOpponentNumberOfArmiesInFog(BotMain bot, TerritoryStanding ts)
        {
            //most enemy territories will have the minimum, but we'll add a few more to account for deployments and unexpected surprises
            if (!bot.UseRandomness)
            {
                return(new Armies(bot.Settings.OneArmyMustStandGuardOneOrZero + 1));
            }

            var r = RandomUtility.RandomNumber(6) + RandomUtility.RandomNumber(6);

            if (r < 1)
            {
                return(new Armies(bot.Settings.OneArmyMustStandGuardOneOrZero));
            }
            else
            {
                return(new Armies(bot.Settings.OneArmyMustStandGuardOneOrZero + Math.Max(1, r - 6)));
            }
        }
コード例 #7
0
        private static void DoBoss(BotMain bot, TerritoryStanding terr, SpecialUnit su)
        {
            AILog.Log("SpecialUnits", "Considering boss " + su.ID + " on " + bot.TerrString(terr.ID));

            var routes = bot.Directives.Where(o => o.StartsWith("BossRoute ")).Select(o => new BossRoute(o, bot)).ToList();

            var routeNexts = routes.Select(o => new { Route = o, Terr = o.NextTerr(terr.ID) }).Where(o => o.Terr.HasValue).ToList();

            if (routeNexts.Count > 0)
            {
                var routeNext = routeNexts.WeightedRandom(o => o.Route.Weight);
                AILog.Log("SpecialUnits", routeNexts.Count + " matching routes: " + routeNexts.Select(o => o.Route.Name).JoinStrings(", ") + ", selected " + routeNext.Route);

                if (RandomUtility.RandomPercentage() > routeNext.Route.Chance)
                {
                    AILog.Log("SpecialUnits", "Skipping boss route to " + routeNext.Terr.Value + " due to failed random chance. ");
                }
                else
                {
                    AILog.Log("SpecialUnits", "Moving boss along route to " + bot.TerrString(routeNext.Terr.Value) + ". ");
                    bot.Orders.AddAttack(terr.ID, routeNext.Terr.Value, AttackTransferEnum.AttackTransfer, 0, true, bosses: true);
                    bot.AvoidTerritories.Add(routeNext.Terr.Value);
                    return;
                }
            }
            else if (routes.Count > 0)
            {
                //Move towards the nearest route territory. If there's a tie, take the one that's furthest along in that route
                var terrRoutes = routes.SelectMany(r => r.Route.Select((t, i) => new { Route = r, Terr = t, Index = i }))
                                 .GroupBy(o => o.Terr)
                                 .Select(o => o.MaxSelectorOrDefault(r => r.Index))
                                 .ToDictionary(o => o.Terr, o => o);

                var visited = new HashSet <TerritoryIDType>();
                visited.Add(terr.ID);

                while (true)
                {
                    var visit = visited.SelectMany(o => bot.Map.Territories[o].ConnectedTo.Keys).ToHashSet(false);
                    if (visit.Count == 0)
                    {
                        throw new Exception("Never found route territory");
                    }

                    var visitOnRoute = visit.Where(o => terrRoutes.ContainsKey(o)).ToList();
                    if (visitOnRoute.Count > 0)
                    {
                        var final = visitOnRoute.Select(o => terrRoutes[o]).MaxSelectorOrDefault(o => o.Index);
                        if (RandomUtility.RandomPercentage() > final.Route.Chance)
                        {
                            AILog.Log("SpecialUnits", "Skipping moving boss to route due to failed random check: " + final.Route);
                            break;
                        }
                        else
                        {
                            var move = FindPath.TryFindShortestPath(bot, terr.ID, t => t == final.Terr);
                            AILog.Log("SpecialUnits", "Moving boss to get back to route. Moving to " + bot.TerrString(move[0]) + " to get to " + bot.TerrString(final.Terr) + " index=" + final.Index + " " + final.Route);
                            bot.Orders.AddAttack(terr.ID, move[0], AttackTransferEnum.AttackTransfer, 0, true, bosses: true);
                            bot.AvoidTerritories.Add(final.Terr);
                            return;
                        }
                    }

                    visited.AddRange(visit);
                }
            }

            var attackCandidates = bot.Map.Territories[terr.ID].ConnectedTo.Keys.Select(o => bot.Standing.Territories[o])
                                   .Where(o => !bot.IsTeammateOrUs(o.OwnerPlayerID) && o.NumArmies.DefensePower < 300 && !bot.AvoidTerritories.Contains(o.ID))
                                   .ToList();

            if (attackCandidates.Count > 0)
            {
                var ranks = attackCandidates.ToDictionary(o => o.ID, ts =>
                {
                    if (bot.IsOpponent(ts.OwnerPlayerID))
                    {
                        return(bot.Players[ts.OwnerPlayerID].IsAI ? 3 : 2); //prefer human player
                    }
                    else if (ts.OwnerPlayerID == TerritoryStanding.NeutralPlayerID)
                    {
                        return(1);
                    }
                    else
                    {
                        throw new Exception("Unexpected owner " + ts.OwnerPlayerID);
                    }
                });

                var max = ranks.Values.Max();
                var to  = ranks.Where(o => o.Value == max).Random().Key;
                AILog.Log("SpecialUnits", "Normal boss move to " + bot.TerrString(to));
                bot.Orders.AddAttack(terr.ID, to, AttackTransferEnum.AttackTransfer, 0, false, bosses: true);
                bot.AvoidTerritories.Add(to);
            }
            else
            {
                //Surrounded by ourself or teammates. Move towards enemy
                var move = bot.MoveTowardsNearestBorderNonNeutralThenNeutral(terr.ID);
                if (move.HasValue)
                {
                    AILog.Log("SpecialUnits", "Landlocked boss move to " + bot.TerrString(move.Value));
                    bot.Orders.AddAttack(terr.ID, move.Value, AttackTransferEnum.AttackTransfer, 0, false, bosses: true);
                }
            }
        }
コード例 #8
0
        private void TryExpand(ref int armiesLeft, int maxDistanceArg, float armyMult, Dictionary <BonusIDType, float> bonusWeights)
        {
            var maxDistance = maxDistanceArg;

            foreach (var borderTerritory in MultiAttackStanding.Territories.Values.Where(o => Bot.IsBorderTerritory(MultiAttackStanding, o.ID)).OrderByDescending(o => o.NumArmies.NumArmies).ToList())
            {
                if (Bot.PastTime(10))
                {
                    return;
                }

                var stackSize = Math.Max(0, MultiAttackStanding.Territories[borderTerritory.ID].NumArmies.NumArmies - Bot.Settings.OneArmyMustStandGuardOneOrZero);
                var canDeployOnBorderTerritory = Bot.Standing.Territories[borderTerritory.ID].OwnerPlayerID == Bot.PlayerID;

                if (stackSize == 0 && !canDeployOnBorderTerritory)
                {
                    continue;
                }

                var bonusPaths = Bot.Map.Bonuses.Keys
                                 .Where(o => Bot.BonusValue(o) > 0)
                                 .Select(o =>
                {
                    if (maxDistance > 1 && Bot.PastTime(7))
                    {
                        AILog.Log("MultiAttackExpand", "Due to slow speed, reducing bonus search distance from " + maxDistance + " to 1");
                        maxDistance = 1;     //if we're taking too long, give up on far away bonuses.  Otherwise this algorithm can take forever on large maps
                    }
                    if (Bot.PastTime(10))
                    {
                        return(null);
                    }

                    return(MultiAttackPathToBonus.TryCreate(Bot, borderTerritory.ID, o, MultiAttackStanding, maxDistance));
                })
                                 .Where(o => o != null)
                                 .ToDictionary(o => o.BonusID, o => o);

                var adjustedWeights = bonusPaths.Values.ToDictionary(o => o.BonusID, o => bonusWeights[o.BonusID] - o.ArmiesNeedToKillToGetThere * armyMult);

                //AILog.Log("ExpandMultiAttack", "Found " + bonusPaths.Count + " bonuses in range of " + Bot.TerrString(borderTerritory.ID) + ": " + bonusPaths.Values.OrderByDescending(o => adjustedWeights[o.BonusID]).Select(o => Bot.BonusString(o.BonusID)).JoinStrings(", "));


                foreach (var bonus in bonusPaths.Values.OrderByDescending(o => adjustedWeights[o.BonusID]))
                {
                    var estimatedArmiesNeedToDeploy = Math.Max(0, bonus.EstArmiesNeededToCapture - stackSize);
                    if (estimatedArmiesNeedToDeploy > armiesLeft)
                    {
                        continue;
                    }
                    if (estimatedArmiesNeedToDeploy > 0 && !canDeployOnBorderTerritory)
                    {
                        continue;
                    }

                    AILog.Log("ExpandMultiAttack", "Considering expansion to bonus " + Bot.BonusString(bonus.BonusID) + " from " + Bot.TerrString(borderTerritory.ID) + ".  stackSize=" + stackSize + " estimatedArmiesNeedToDeploy=" + estimatedArmiesNeedToDeploy + " weight=" + adjustedWeights[bonus.BonusID] + " ArmiesNeedToKillToGetThere=" + bonus.ArmiesNeedToKillToGetThere + " EstArmiesNeededToCapture=" + bonus.EstArmiesNeededToCapture + " armiesLeft=" + armiesLeft + " PathToGetThere=" + bonus.PathToGetThere.Select(o => Bot.TerrString(o)).JoinStrings(" -> "));

                    var plan = MultiAttackPlan.TryCreate(Bot, bonus, MultiAttackStanding, borderTerritory.ID);

                    if (plan == null)
                    {
                        AILog.Log("ExpandMultiAttack", " - Could not find a plan");
                        continue;
                    }

                    var actualArmiesNeedToCapture = Bot.ArmiesToTakeMultiAttack(plan.Select(o => ExpansionHelper.GuessNumberOfArmies(Bot, o.To, MultiAttackStanding, GuessOpponentNumberOfArmiesInFog)));
                    var actualArmiesNeedToDeploy  = Math.Max(0, actualArmiesNeedToCapture - stackSize);
                    if (actualArmiesNeedToDeploy > armiesLeft)
                    {
                        AILog.Log("ExpandMultiAttack", " - actualArmiesNeedToDeploy=" + actualArmiesNeedToDeploy + " is not enough, have " + armiesLeft);
                        continue;
                    }

                    var stackStartedFrom = this.StackStartedFrom.ContainsKey(borderTerritory.ID) ? this.StackStartedFrom[borderTerritory.ID] : borderTerritory.ID;
                    if (!Bot.Orders.TryDeploy(stackStartedFrom, actualArmiesNeedToDeploy))
                    {
                        AILog.Log("ExpandMultiAttack", " - Could not deploy armies");
                        continue;
                    }
                    armiesLeft -= actualArmiesNeedToDeploy;


                    AILog.Log("ExpandMultiAttack", " - Attempting to capture. actualArmiesNeedToDeploy=" + actualArmiesNeedToDeploy + " plan=" + plan.Select(o => o.ToString()).JoinStrings(" -> "));

                    var terr = borderTerritory.ID;
                    foreach (var planStep in plan)
                    {
                        Assert.Fatal(Bot.Map.Territories[terr].ConnectedTo.ContainsKey(planStep.To), terr + " does not connect to " + planStep.To);

                        var defendersKill = SharedUtility.Round(ExpansionHelper.GuessNumberOfArmies(Bot, planStep.To).DefensePower *Bot.Settings.DefenseKillRate);
                        if (planStep.Type == MultiAttackPlanType.MainStack)
                        {
                            Bot.Orders.AddAttack(terr, planStep.To, AttackTransferEnum.AttackTransfer, 100, false, true);
                            MultiAttackStanding.Territories[planStep.To]    = TerritoryStanding.Create(planStep.To, Bot.PlayerID, MultiAttackStanding.Territories[terr].NumArmies.Subtract(new Armies(defendersKill)));
                            MultiAttackStanding.Territories[terr].NumArmies = new Armies(Bot.Settings.OneArmyMustStandGuardOneOrZero);

                            terr = planStep.To;
                        }
                        else if (planStep.Type == MultiAttackPlanType.OneTerritoryOffshoot)
                        {
                            var attackWith = Bot.ArmiesToTake(ExpansionHelper.GuessNumberOfArmies(Bot, planStep.To));
                            Bot.Orders.AddAttack(terr, planStep.To, AttackTransferEnum.AttackTransfer, attackWith, false, false);

                            MultiAttackStanding.Territories[planStep.To]    = TerritoryStanding.Create(planStep.To, Bot.PlayerID, new Armies(attackWith - defendersKill));
                            MultiAttackStanding.Territories[terr].NumArmies = MultiAttackStanding.Territories[terr].NumArmies.Subtract(new Armies(attackWith));
                        }

                        this.StackStartedFrom.Add(planStep.To, stackStartedFrom);
                    }

                    //After taking a bonus, we changed MultiAttackStanding. Therefore, we need to re-calc everything.
                    TryExpand(ref armiesLeft, maxDistance, armyMult, bonusWeights);
                    return;
                }
            }
        }