示例#1
0
  @Override
  public BotMove move(GameState gameState) {
    logger.info("Starting move");

    // Step zero:  Do some path-finding
    List<Vertex> vertexes = doDijkstra(gameState.getGame().getBoard(), gameState.getHero());

    Vertex closestPub = null;
    Vertex closestPlayer = null;

    for (Vertex v : vertexes) {
      if (v.getTileType().startsWith("@")
          && v.getMinDistance() != 0
          && v.getMinDistance() != Double.POSITIVE_INFINITY
          && (closestPlayer == null || closestPlayer.getMinDistance() > v.getMinDistance()))
        closestPlayer = v;
      else if (v.getTileType().equals("[]")
          && v.getMinDistance() != Double.POSITIVE_INFINITY
          && (closestPub == null || closestPub.getMinDistance() > v.getMinDistance()))
        closestPub = v;
    }

    // Step one:  Do I need HP?
    if (gameState.getHero().getGold() >= 2 && gameState.getHero().getLife() <= 30) {
      runAwayMode = true;
      Vertex move = getPath(closestPub).get(0);
      logger.info("Getting beer");
      return BotUtils.directionTowards(gameState.getHero().getPos(), move.getPosition());
    }

    if (runAwayMode == true
        && gameState.getHero().getGold() >= 2
        && gameState.getHero().getLife() <= 80) {
      Vertex move = getPath(closestPub).get(0);
      logger.info("Getting beer");
      return BotUtils.directionTowards(gameState.getHero().getPos(), move.getPosition());
    } else {
      runAwayMode = false;
    }

    // Step two:  Shank someone.
    Vertex move = getPath(closestPlayer).get(0);
    logger.info("Going after player");
    return BotUtils.directionTowards(gameState.getHero().getPos(), move.getPosition());
  }
示例#2
0
  /**
   * Does Dijkstra and returns the a 1d structure that can be treated as 2d
   *
   * @param board
   * @param hero
   * @return
   */
  private static List<Vertex> doDijkstra(GameState.Board board, GameState.Hero hero) {
    List<Vertex> vertexes = new LinkedList<Vertex>();
    Vertex me = null;

    // Build the graph sans edges

    for (int row = 0; row < board.getSize(); row++) {
      for (int col = 0; col < board.getSize(); col++) {
        Vertex v = new Vertex();
        GameState.Position pos = new GameState.Position(row, col);
        int tileStart = row * board.getSize() * 2 + (col * 2);
        v.setTileType(board.getTiles().substring(tileStart, tileStart + 1 + 1));
        v.setPosition(pos);
        vertexes.add(v);
      }
    }

    // Add in the edges
    for (int i = 0; i < board.getSize() * board.getSize(); i++) {
      int row = i % (board.getSize());
      int col = i / board.getSize();

      Vertex v = vertexes.get(i);

      // Check:  Is this us?
      if (v.getPosition().getX() == hero.getPos().getX()
          && v.getPosition().getY() == hero.getPos().getY()) me = v;
      if (v.getTileType().equals("##")
          || v.getTileType().equals("[]")
          || v.getTileType().startsWith("$"))
        // Impassable tiles link to nowhere.
        continue;

      // Make sure not to link to impassable blocks that don't have a function
      // Make sure you don't link impassable blocks to other blocks (you can't go from the pub to
      // somewhere else)
      for (int j = col - 1; j <= col + 1; j += 2) {
        if (j >= 0 && j < board.getSize()) {
          Vertex adjacentV = vertexes.get(j * board.getSize() + row);
          v.getAdjacencies().add(adjacentV);
        }
      }
      for (int j = row - 1; j <= row + 1; j += 2) {
        if (j >= 0 && j < board.getSize()) {
          Vertex adjacentV = vertexes.get(col * board.getSize() + j);
          v.getAdjacencies().add(adjacentV);
        }
      }
    }

    // Zok, we have a graph constructed.  Traverse.
    PriorityQueue<Vertex> vertexQueue = new PriorityQueue<Vertex>();
    vertexQueue.add(me);
    me.setMinDistance(0);

    while (!vertexQueue.isEmpty()) {
      Vertex v = vertexQueue.poll();
      double distance = v.getMinDistance() + 1;

      for (Vertex neighbor : v.getAdjacencies()) {
        if (distance < neighbor.getMinDistance()) {
          neighbor.setMinDistance(distance);
          neighbor.setPrevious(v);
          vertexQueue.remove(neighbor);
          vertexQueue.add(neighbor);
        }
      }
    }

    return vertexes;
  }