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Nick's Ace of Coders code

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Oct 21st, 2015
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  1. pointsMap = self.getControlPointsMap()
  2.  
  3. towardsB = Vector.add(self.pos, Vector.limit(Vector.subtract(pointsMap.nearB.pos, self.pos), 4.5))
  4. self.buildXY("archer", towardsB.x, towardsB.y)
  5. self.command(self.built[0], "move", pointsMap.nearB.pos)
  6. towardsA = Vector.add(self.pos, Vector.limit(Vector.subtract(pointsMap.nearA.pos, self.pos), 4.5))
  7. self.buildXY("archer", towardsA.x, towardsA.y)
  8. self.command(self.built[1], "move", pointsMap.nearA.pos)
  9.  
  10. centerPos = self.getControlPointsMap().center.pos
  11. self.hurl(self, centerPos)
  12. loop:
  13.     missiles = [m for m in self.findEnemyMissiles() if m.type is 'shell' and m.velocity.z < 0 or m.type is 'boulder']
  14.     missiles = missiles.concat([m for m in self.findFriendlyMissiles() if m.type is 'shell' and m.velocity.z < 0])
  15.     buildArmy(missiles)
  16.     commandArmy(missiles)
  17.     controlHero()
  18.  
  19. def buildArmy(missiles):
  20.     for missile in missiles:
  21.         # Don't build if a boulder/shell is about to land
  22.         if self.distanceTo(missile.targetPos) < 10:
  23.             return
  24.     type = "archer"
  25.     enemyArtillery = [a for a in self.findByType("artillery", self.findEnemies()) if self.distanceTo(a) > 25 and a.health > 60]
  26.     enemyTowers = self.findByType("arrow-tower", self.findEnemies())
  27.     nearestTower = self.findNearest(enemyTowers)
  28.     if not len(self.findByType("artillery", self.findFriends())) and (len(enemyArtillery) or len(enemyTowers) > 1 and nearestTower.health > 400 and self.distanceTo(nearestTower) > 10):
  29.         type = 'artillery'
  30.     if self.gold >= self.costOf(type):
  31.         #self.summon(type)
  32.         buildPos = Vector.add(self.pos, Vector.limit(Vector.subtract(centerPos, self.pos), 4.5))  # towards center
  33.         enemyHero = self.findByType("goliath")[0]
  34.         if enemyHero and buildPos.distance(enemyHero.pos) < 10:
  35.             awayFromEnemyHero = Vector.limit(Vector.subtract(self.pos, enemyHero.pos), 4.5)
  36.             if enemyHero.distanceTo(centerPos) < self.distanceTo(centerPos):
  37.                 # We will probably fling hero towards where we would otherwise build the unit soon, so rotate it
  38.                 angle = Math.PI / 2
  39.                 if len(self.built) % 2:
  40.                     angle *= -1
  41.                 awayFromEnemyHero = Vector.rotate(awayFromEnemyHero, angle)
  42.             buildPos = Vector.add(self.pos, awayFromEnemyHero)
  43.         if type is 'artillery':
  44.             self.summon(type)
  45.         else:
  46.             self.buildXY(type, buildPos.x, buildPos.y)
  47.  
  48. def commandArmy(missiles):
  49.     friends = self.built
  50.     enemies = self.findEnemies()
  51.     enemyHero = self.findByType("goliath")[0]
  52.     archers = self.findByType("archer", enemies)
  53.     artillery = self.findByType("artillery", enemies)
  54.     towers = self.findByType("arrow-tower", enemies)
  55.     soldiers = self.findByType("soldier", enemies)
  56.     points = self.getControlPoints()
  57.     for i, friend in enumerate(friends):
  58.         if friend.health <= 0: continue
  59.         if self.health < 1500 and enemyHero and (self.health < enemyHero.health + 500 or enemyHero.health < 750) and (friend.type != 'arrow-tower' or friend.distanceTo(enemyHero) < 30):
  60.             self.command(friend, "attack", enemyHero)
  61.             continue
  62.         if i < 2:
  63.             target = friend.findNearestEnemy()
  64.             if target and target.distanceTo(friend) < 25:
  65.                 self.command(friend, "attack", target)
  66.             else:
  67.                 self.command(friend, "move", points[i + 1].pos)
  68.             continue
  69.         tower = friend.findNearest(towers)
  70.         enemyArtillery = friend.findNearest(artillery)
  71.         archer = friend.findNearest(archers)
  72.         soldier = friend.findNearest(soldiers)
  73.         if friend.type == "arrow-tower":
  74.             targets = [archer, enemyArtillery, tower, soldier, enemyHero]
  75.             for target in targets:
  76.                 if not target: continue
  77.                 if target.distanceTo(friend) < 30:
  78.                     self.command(friend, "attack", target)
  79.                     break
  80.             continue
  81.         if friend.type == "artillery":
  82.             targets = [enemyArtillery, tower, enemyHero, archer, soldier]
  83.             for target in targets:
  84.                 if not target: continue
  85.                 if friend.distanceTo(target) < 15: continue
  86.                 self.command(friend, "attack", target)
  87.                 break
  88.             continue
  89.         # Archer logic
  90.         commanded = False
  91.         targets = [archer, enemyArtillery, tower]
  92.         for target in targets:
  93.             if not target: continue
  94.             if target.distanceTo(friend) < 30:
  95.                 self.command(friend, "attack", target)
  96.                 commanded = True
  97.                 break
  98.         if commanded: continue
  99.         for missile in missiles:
  100.             d = friend.distanceTo(missile.targetPos)
  101.             if missile.type is 'boulder' and d < 15 or missile.type is 'shell' and d < 20:
  102.                 flee = boundFlee(Vector.add(friend.pos, Vector.multiply(Vector.normalize(Vector.subtract(friend.pos, missile.targetPos)), 20)))
  103.                 if friend.distanceTo(flee) > 4:
  104.                     self.command(friend, "move", flee)
  105.                     commanded = True
  106.                     break
  107.         for meleeTarget in [soldier, enemyHero, tower]:
  108.             if not meleeTarget: continue
  109.             if self.now() > 120: continue
  110.             d = meleeTarget.distanceTo(friend)
  111.             if ((meleeTarget.type is 'goliath' and d < 15) or (meleeTarget.type is 'soldier' and d < 12) or (meleeTarget.type is 'arrow-tower' and d < 35)):
  112.                 flee = boundFlee(Vector.add(friend.pos, Vector.multiply(Vector.normalize(Vector.subtract(friend.pos, meleeTarget.pos)), 40)))
  113.                 if friend.distanceTo(flee) > 4:
  114.                     self.command(friend, "move", flee)
  115.                     commanded = True
  116.                     break
  117.                 else:
  118.                     d = 10
  119.             if d < 15:
  120.                 self.command(friend, "attack", meleeTarget)
  121.                 commanded = True
  122.                 break
  123.         if commanded: continue
  124.         if enemyArtillery and friend.distanceTo(enemyArtillery) < 40:
  125.             self.command(friend, "attack", enemyArtillery)
  126.             continue
  127.        
  128.         point = points[i % len(points)]
  129.         if point.name is 'farCorner':
  130.             point = pointsMap['center']
  131.         elif point.team is self.team and friend.distanceTo(point.pos) > 10:
  132.             point = pointsMap['center']
  133.         fighting = self.now() > 120 or self.health < 2000
  134.         if not fighting:
  135.             self.command(friend, "defend", point.pos)
  136.         else:
  137.             self.command(friend, "attack", friend.findNearest(enemies))
  138.            
  139. def boundFlee(flee):
  140.     flee.x = Math.min(Math.max(flee.x, 6), 114)
  141.     flee.y = Math.min(Math.max(flee.y, 6), 94)
  142.     if flee.x < 30 and flee.y > 74:
  143.         flee.x = 30
  144.         flee.y = 74
  145.     if flee.x > 90 and flee.y < 26:
  146.         flee.x = 90
  147.         flee.y = 26
  148.     return flee    
  149.            
  150. def controlHero():
  151.     enemies = self.findEnemies()
  152.     nearestEnemy = self.findNearest(enemies)
  153.     if not nearestEnemy: return
  154.     tower = self.findNearest(self.findByType("arrow-tower", enemies))
  155.     rangedAttacker = self.findNearest(self.findByType("archer", enemies))
  156.     if not rangedAttacker or self.distanceTo(rangedAttacker) > self.throwRange:
  157.         rangedAttacker = self.findNearest(self.findByType("artillery", enemies))
  158.     if not rangedAttacker or self.distanceTo(rangedAttacker) > self.throwRange:
  159.         rangedAttacker = tower
  160.     if rangedAttacker and self.distanceTo(rangedAttacker) < 25 and self.isReady("throw") and rangedAttacker.health >= 30:
  161.         self.throw(rangedAttacker)
  162.     elif tower and self.distanceTo(tower) < 30 and tower.distanceTo(centerPos) < 30:
  163.         self.attack(tower)
  164.     elif self.isReady("hurl") and nearestEnemy.type in ['goliath', 'ice-yak'] and self.distanceTo(nearestEnemy) < 8.00000000:
  165.         if nearestEnemy.distanceTo(pointsMap.farCorner.pos) < nearestEnemy.distanceTo(pointsMap.nearCorner.pos):
  166.             self.hurl(nearestEnemy, pointsMap.farCorner.pos)
  167.         else:
  168.             self.hurl(nearestEnemy, pointsMap.nearCorner.pos)
  169.     elif self.isReady("stomp") and self.distanceTo(nearestEnemy) < 6:
  170.         self.stomp(nearestEnemy)
  171.     elif self.health < 2000:
  172.         self.attack(self.findByType("goliath")[0] or nearestEnemy)
  173.     elif self.distanceTo(centerPos) < 1 and self.distanceTo(nearestEnemy, True) < 5:
  174.         self.attack(nearestEnemy)
  175.     else:
  176.         #self.move([map['nearB'].pos, map['nearA'].pos, map['center'].pos, map['farA'].pos][Math.floor(self.now() / 15) % 4])
  177.         self.move(centerPos)
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