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nightMiner.py
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nightMiner.py
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"""
nightMiner.py
Started 5 Nov 18
Just going with a rewrite of d4m0Turtle right now because of the amount of
issues I've had due to poor design strategy in the beginning of this project.
Going to try to keep a better focus on OO this time, and there may be one or
two other people actually collaborating on me with this project, so I figure
that the name doesn't have to have anything to do with my name in it, this
time around. ;)
"""
from hlt import constants
from custom_routines import history, seek_n_nav, core_processing, analytics
from custom_routines import myglobals as glo
# --==++** GAME BEGIN **++==--
game = core_processing.Core.original_preprocessing()
# unable to properly set in glo
Max_Scuttle_Time = constants.MAX_TURNS - 25 # TODO: tweak for efficiency
turn: int = 0
# --==++** PRIMARY GAME LOOP **++==--
while True:
# set local versions of costly lookups
game_map = game.game_map
me = game.me # keeps things speedier
# costly preprocessing time
core_processing.Core.per_turn_preprocessing(game, me, turn)
# initialize per-turn queues
command_queue = []
kill_from_history_queue = []
new_kill_list_additions = []
glo.Variables.considered_destinations = []
# clear up other potential crap
c_queue_addition = None
if glo.Const.FEATURES['scuttle']:
glo.Misc.loggit('core', 'debug', " Making sure turn (" + str(turn) + " <= " +
str(Max_Scuttle_Time - len(me.get_ships())) + ")")
# if not turn > (500 - game_map.width - (len(me.get_ships()) * 2)):
if not glo.Const.FEATURES['scuttle'] or not turn > (Max_Scuttle_Time - len(me.get_ships())):
# until glo issues are fixed
# we're not in the scuttle time crunch yet
for ship in me.get_ships():
kill_from_history_queue = []
glo.Misc.loggit('core', 'info', " - processing ship.id: " + str(ship.id))
glo.Misc.log_w_shid('seek', 'debug', ship.id, "Present cell's halite: " +
str(game_map[ship.position].halite_amount))
try:
if glo.Const.FEATURES['early_blockade']:
# if this is a new ship, we'll be in the except, below
if glo.Variables.early_blockade_processing and \
glo.Variables.current_assignments[ship.id].primary_mission == glo.Missions.early_blockade:
glo.Misc.log_w_shid('core', 'info', ship.id, " entering early_blockade()")
command_queue.append(seek_n_nav.Offense.early_blockade(me, ship, game, game_map, turn))
continue
if glo.Variables.current_assignments[ship.id].primary_mission == glo.Missions.mining:
glo.Misc.loggit('core', 'debug', " - ship.id " + str(ship.id) +
" in primary mining conditional")
c_queue_addition = core_processing.Core.primary_mission_mining(ship, game_map, me, turn)
if c_queue_addition is not None:
command_queue.append(c_queue_addition)
else:
glo.Misc.loggit('core', 'debug', " -* added ship.id: " + str(ship.id) + " to kill list")
kill_from_history_queue.append(ship.id)
continue
# we've transited to the shipyard/dropoff
elif glo.Variables.current_assignments[ship.id].secondary_mission == \
glo.Missions.in_transit \
and glo.Variables.current_assignments[ship.id].primary_mission == \
glo.Missions.dropoff and \
glo.Variables.current_assignments[ship.id].destination == ship.position and \
ship.halite_amount > 0:
# make the drop
glo.Misc.loggit('core', 'info', " - ship.id: " + str(ship.id) + " making drop @ " +
str(ship.position))
kill_from_history_queue.append(ship.id)
# now we've got to wipe that from the current_assignments
# to make sure that it's properly reassigned the next time
# around
if glo.Variables.current_assignments.pop(ship.id, None) is None:
glo.Misc.loggit('core', 'debug', " -* ship.id: " + str(ship.id) + " was found in an " +
"invalid state (no current_assignments entry)!") # should throw exception
continue
elif game_map.normalize(glo.Variables.current_assignments[ship.id].destination) == ship.position \
and glo.Variables.current_assignments[ship.id].primary_mission != \
glo.Missions.dropoff and not ship.is_full:
# mining time
glo.Misc.loggit('core', 'info', " - ship.id: " + str(ship.id) + " **mining** @ " +
str(ship.position))
glo.Variables.current_assignments[ship.id] = history.ShipHistory(ship.id, ship.position,
None, turn,
glo.Missions.mining,
glo.Missions.busy)
command_queue.append(ship.stay_still())
continue
elif glo.Variables.current_assignments[ship.id].primary_mission == glo.Missions.dropoff \
and ship.position != me.shipyard.position:
# head to drop off the halite & drop it off
glo.Misc.loggit('core', 'info', " -* ship.id: " + str(ship.id) + " in **transit to drop**")
command_queue.append(seek_n_nav.Nav.return_halite_to_shipyard(ship, me, game_map, turn))
continue
# dropped the halite
elif glo.Variables.current_assignments[ship.id].primary_mission == glo.Missions.dropoff \
and ship.position == me.shipyard.position:
glo.Misc.loggit('core', 'info', " -* ship.id: " + str(ship.id) + " DROPPED the BONE")
try:
command_queue.append(
ship.move(seek_n_nav.StartUp.get_initial_minimum_distance(ship, me, game_map, turn)))
except:
# not so sure this code path is utilized any more
command_queue.append(ship.move(glo.Misc.r_dir_choice()))
continue
except KeyError:
if glo.Const.FEATURES['initial_scoot']:
# set everybody to mining (after getting distance), first of all
command_queue.append(seek_n_nav.StartUp.get_initial_minimum_distance(ship, me, game_map, turn))
tmp_msg = " for initial_scoot"
else:
glo.Variables.current_assignments[ship.id] = history.ShipHistory(ship.id, ship.position,
ship.position.directional_offset(
analytics.HaliteAnalysis.
find_best_dir(ship,
game_map)),
turn, glo.Missions.mining,
glo.Missions.in_transit)
if not ship.position.directional_offset(analytics.HaliteAnalysis.find_best_dir(ship, game_map)) in \
glo.Variables.considered_destinations:
glo.Variables.considered_destinations.append(
ship.position.directional_offset(analytics.HaliteAnalysis.find_best_dir(ship, game_map)))
command_queue.append(seek_n_nav.Nav.scoot(ship, game_map))
else:
command_queue.append(seek_n_nav.Nav.generate_profitable_offset(ship, game_map))
tmp_msg = " for immediate mining"
glo.Misc.loggit('core', 'debug', " - found and processed ship: " + str(ship.id) + tmp_msg)
if turn <= 250 and me.halite_amount >= glo.Const.Enough_Ore_To_Spawn \
and not game_map[me.shipyard].is_occupied:
glo.Misc.loggit('core', 'debug', " - spawning ship")
command_queue.append(me.shipyard.spawn())
# maintain the current_assignments as best we can here...
glo.Misc.loggit('core', 'debug', "Killing from history for reassignment: " + str(kill_from_history_queue))
# we've already got ships in the kill queue that require reassignment,
# now we just need to add the ones that've been destroyed
new_kill_list_additions = history.ShipHistory.prune_current_assignments(me)
glo.Misc.loggit('core', 'debug', "Killing from history due to ship 8-x: " + str(new_kill_list_additions))
if new_kill_list_additions is not None:
kill_from_history_queue += new_kill_list_additions
else:
glo.Misc.loggit('core', 'debug', "Entered the scuttle race clause")
# scuttle everybody home and avoid the clusterfsck by blockade or pringles
command_queue = core_processing.Core.scuttle_for_finish(me, game_map, turn)
# command_queue = seek_n_nav.Nav.ScuttleSupport.scuttle_for_finish(me, game_map, turn)
turn += 1
glo.Variables.considered_destinations = []
game.end_turn(command_queue)