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Bot.cpp
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231 lines (210 loc) · 5.63 KB
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// stl
#include <iostream>
#include <string>
//project
#include "Bot.h"
//tools
#include "tools/StringManipulation.h"
Bot::Bot() :
armiesLeft(0), timebank(0), timePerMove(0), maxRounds(0), parser(this), phase(NONE)
{
}
Bot::~Bot()
{
}
void Bot::playGame()
{
parser.parseInput();
}
void Bot::pickStartingRegion()
{
// START HERE!
std::cout << startingRegionsreceived.front() << std::endl;
}
void Bot::placeArmies()
{
// START HERE!
unsigned region = std::rand() % ownedRegions.size();
std::cout << botName << " place_armies " << ownedRegions[region] << " " << armiesLeft
<< std::endl;
addArmies(ownedRegions[region], armiesLeft);
}
void Bot::makeMoves()
{
// START HERE!
/// Output No moves when you have no time left or do not want to commit any moves.
// std::cout << "No moves " << std::endl;
/// Anatomy of a single move
// std::cout << botName << " attack/transfer " << from << " " << to << " "<< armiesMoved;
/// When outputting multiple moves they must be seperated by a comma
std::vector<std::string> moves;
for (size_t j = 0; j < ownedRegions.size(); ++j)
{
std::stringstream move;
int i = ownedRegions[j];
if (regions[i].getArmies() <= 1)
continue;
int target = regions[i].getNeighbor(std::rand() % regions[i].getNbNeighbors());
// prefer enemy regions
for ( unsigned k = 0; k < 5; ++k)
{
if(regions[target].getOwner() != ME) break;
target = regions[i].getNeighbor(std::rand() % regions[i].getNbNeighbors());
}
move << botName << " attack/transfer " << i << " "
<< target << " "
<< (regions[i].getArmies() - 1);
moves.push_back(move.str());
}
std::cout << string::join(moves) << std::endl;
}
void Bot::addRegion(const unsigned& noRegion, const unsigned& noSuperRegion)
{
while (regions.size() <= noRegion)
{
regions.push_back(Region());
}
regions[noRegion] = Region(noRegion, noSuperRegion);
superRegions[noSuperRegion].addRegion(noRegion);
}
void Bot::addNeighbors(const unsigned& noRegion, const unsigned& neighbors)
{
regions[noRegion].addNeighbor(neighbors);
regions[neighbors].addNeighbor(noRegion);
}
void Bot::addWasteland(const unsigned &noRegion)
{
wastelands.push_back(noRegion);
}
void Bot::addSuperRegion(const unsigned& noSuperRegion, const int&reward)
{
while (superRegions.size() <= noSuperRegion)
{
superRegions.push_back(SuperRegion());
}
superRegions[noSuperRegion] = SuperRegion(reward);
}
void Bot::setBotName(const std::string& name)
{
botName = name;
}
void Bot::setOpponentBotName(const std::string& name)
{
opponentBotName = name;
}
void Bot::setArmiesLeft(const int& nbArmies)
{
armiesLeft = nbArmies;
}
void Bot::setTimebank(const int &newTimebank)
{
timebank = newTimebank;
}
void Bot::setTimePerMove(const int &newTimePerMove)
{
timePerMove = newTimePerMove;
}
void Bot::setMaxRounds(const int &newMaxRounds)
{
maxRounds = newMaxRounds;
}
void Bot::clearStartingRegions()
{
startingRegionsreceived.clear();
}
void Bot::addStartingRegion(const unsigned& noRegion)
{
startingRegionsreceived.push_back(noRegion);
}
void Bot::addOpponentStartingRegion(const unsigned& noRegion)
{
opponentStartingRegions.push_back(noRegion);
}
void Bot::opponentPlacement(const unsigned & noRegion, const int & nbArmies)
{
// suppress unused variable warnings
(void) noRegion;
(void) nbArmies;
// TODO: STUB
}
void Bot::opponentMovement(const unsigned &noRegion, const unsigned &toRegion, const int &nbArmies)
{
// suppress unused variable warnings
(void) noRegion;
(void) toRegion;
(void) nbArmies;
// TODO: STUB
}
void Bot::startDelay(const int& delay)
{
// suppress unused variable warnings
(void) delay;
// TODO: STUB
}
void Bot::setPhase(const Bot::Phase pPhase)
{
phase = pPhase;
}
void Bot::executeAction()
{
if (phase == NONE)
return;
if (phase == Bot::PICK_STARTING_REGION)
{
pickStartingRegion();
}
else if (phase == Bot::PLACE_ARMIES)
{
placeArmies();
}
else if (phase == Bot::ATTACK_TRANSFER)
{
makeMoves();
}
phase = NONE;
}
void Bot::updateRegion(const unsigned& noRegion, const std::string& playerName, const int& nbArmies)
{
Player owner;
if (playerName == botName)
owner = ME;
else if (playerName == opponentBotName)
owner = ENEMY;
else
owner = NEUTRAL;
regions[noRegion].setArmies(nbArmies);
regions[noRegion].setOwner(owner);
if (owner == ME)
ownedRegions.push_back(noRegion);
}
void Bot::addArmies(const unsigned& noRegion, const int& nbArmies)
{
regions[noRegion].setArmies(regions[noRegion].getArmies() + nbArmies);
}
void Bot::moveArmies(const unsigned& noRegion, const unsigned& toRegion, const int& nbArmies)
{
if (regions[noRegion].getOwner() == regions[toRegion].getOwner() && regions[noRegion].getArmies() > nbArmies)
{
regions[noRegion].setArmies(regions[noRegion].getArmies() - nbArmies);
regions[toRegion].setArmies(regions[toRegion].getArmies() + nbArmies);
}
else if (regions[noRegion].getArmies() > nbArmies)
{
regions[noRegion].setArmies(regions[noRegion].getArmies() - nbArmies);
if (regions[toRegion].getArmies() - std::round(nbArmies * 0.6) <= 0)
{
regions[toRegion].setArmies(nbArmies - std::round(regions[toRegion].getArmies() * 0.7));
regions[toRegion].setOwner(regions[noRegion].getOwner());
}
else
{
regions[noRegion].setArmies(
regions[noRegion].getArmies() + nbArmies - std::round(regions[toRegion].getArmies() * 0.7));
regions[toRegion].setArmies(regions[toRegion].getArmies() - std::round(nbArmies * 0.6));
}
}
}
void Bot::resetRegionsOwned()
{
ownedRegions.clear();
}