little cleanup + new strat

This commit is contained in:
2024-05-18 13:24:47 +02:00
parent b71633f318
commit f098bd961e
5 changed files with 139 additions and 51 deletions

View File

@@ -1,62 +1,90 @@
use crate::models::{game_state::GameState, player_action::PlayerAction};
use crate::models::base::Base;
use crate::models::target::Target;
pub fn decide(game_state: GameState) -> Vec<PlayerAction> {
// all planned attacks
let mut attacks: Vec<PlayerAction> = Vec::new();
// a list of all friendly and opponent bases
let mut own_bases: Vec<Base> = Vec::new();
let mut opponent_bases: Vec<Base> = Vec::new();
for base in game_state.bases {
// iterate over all bases
game_state.bases.iter().for_each(|base| {
// sort them into owned and opponent bases
if base.player == game_state.game.player {
own_bases.push(base);
own_bases.push(base.clone());
}
else {
opponent_bases.push(base);
opponent_bases.push(base.clone());
}
}
});
for base in own_bases {
let mut target: Option<(Base, u32)> = None;
for opponent in opponent_bases.clone() {
let req = base.required_to_defeat(&opponent, &game_state.actions, &game_state.config);
if req > 0 && req < base.population && base.population_in_n_ticks(base.distance_to(&opponent), &game_state.config, &game_state.actions) > 5 {
if let Some(target_some) = target {
if (target_some.1 >= req && target_some.0.distance_to(&base) > opponent.distance_to(&base)) || ((target_some.0.uid != 0 && base.uid == 0) && opponent.distance_to(&base) < 10 && target_some.0.distance_to(&base) > opponent.distance_to(&base)) {
target = Some((opponent, req));
// iterate through all owned bases
own_bases.iter().for_each(|base| {
// the target of the base, currently none
let mut target: Option<Target> = None;
// iterate over all opponents as possible targets
opponent_bases.iter().for_each(|opponent| {
// calculate the required bits to conquer the opponents base
let required_bits: u32 = base.required_to_defeat(&opponent, &game_state.config, &game_state.actions);
// check that the base could be conquered with at least 1/4 of the population remaining in base
if required_bits + (game_state.config.base_levels[base.level as usize].max_population / 4) < base.population {
// check if there is already a target
if let Some(target_value) = target {
// get if the new target is closer than the old one
let is_closer: bool = base.distance_to(&opponent) < base.distance_to(&target_value.base);
// check if the new target is closer and the required bits are less or the game is free and within grace period
if is_closer && (required_bits <= target_value.required_bits || (base.uid == 0 && opponent.distance_to(&base) < game_state.config.paths.grace_period)) {
// set the new target
target = Some(Target::new(base.clone(), required_bits));
}
}
// there is no target yet, so this is the first one
else {
target = Some((opponent, req));
// set the new target
target = Some(Target::new(base.clone(), required_bits));
}
}
});
let mut consider_upgrade: bool = false;
// check if a target has been selected
if let Some(target) = target {
//check if the base would die until the attack reaches its target
if !base.will_die_within_in_n_ticks(base.distance_to(&target.base), &game_state.config, &game_state.actions) {
// attack
attacks.push(PlayerAction {
src: base.uid,
dest: target.base.uid,
amount: target.required_bits + 3,
});
}
// consider upgrade
else {
consider_upgrade = true;
}
}
// consider upgrade
else {
consider_upgrade = true;
}
if let Some(target) = target {
if base.population_in_n_ticks(base.distance_to(&target.0), &game_state.config, &game_state.actions) > target.1 + 3 * game_state.config.paths.death_rate + 1 {
attacks.push(PlayerAction {
src: base.uid,
dest: target.0.uid,
amount: target.1 + 3 * game_state.config.paths.death_rate,
});
}
else if base.population > game_state.config.base_levels[base.level as usize].max_population -1 {
attacks.push(PlayerAction {
src: base.uid,
dest: base.uid,
amount: base.population - (game_state.config.base_levels[base.level as usize].max_population - 3),
});
}
}
else if base.population > game_state.config.base_levels[base.level as usize].max_population -1 {
// check if the max population is at its limit and no attacks were made
if consider_upgrade && base.population > game_state.config.base_levels[base.level as usize].max_population - 1 {
// upgrade with all bits over limit
attacks.push(PlayerAction {
src: base.uid,
dest: base.uid,
amount: base.population - (game_state.config.base_levels[base.level as usize].max_population - 3),
amount: base.population - (game_state.config.base_levels[base.level as usize].max_population - 1),
});
}
println!("{:?}", target);
}
});
// return attacks
return attacks;
}

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@@ -8,4 +8,5 @@ pub mod path_config;
pub mod player_action;
pub mod position;
pub mod progress;
pub mod target;

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@@ -27,41 +27,74 @@ impl Default for Base {
}
impl Base {
pub fn population_in_n_ticks(&self, ticks: u32, config: &GameConfig, attacks: &Vec<BoardAction>) -> u32 {
// get base population from base in n ticks with current config and attacks on the board
fn raw_population_in_n_ticks(&self, ticks: u32, config: &GameConfig, attacks: &Vec<BoardAction>) -> i32 {
// set the population in future to the current population
let mut population_in_future: i32 = self.population as i32;
if self.uid != 0 { population_in_future += (ticks + 1) as i32 * config.base_levels[self.level as usize].spawn_rate as i32; }
for attack in attacks {
// check if the base has a passive generation rate
if self.uid != 0 {
// add the spawned bits to the population
population_in_future += (ticks * config.base_levels[self.level as usize].spawn_rate) as i32;
}
// iterate through all attacks
attacks.iter().for_each(|attack| {
// check if the attack will arrive in time
if attack.arrival_in_ticks() >= ticks {
// get the amount of bits in the attack on arrival
let val_on_target: i32 = attack.amount_at_target(&config.paths) as i32;
// check if the attack is owned by the base
if attack.player == self.player {
// the attack will contribute to the population
population_in_future += val_on_target;
}
else {
// the attack will fight with the base
population_in_future -= val_on_target;
}
}
}
return population_in_future.abs() as u32;
});
// return abs of population, because on negative population it is likely to be conquered by an opponent
return population_in_future;
}
pub fn population_in_n_ticks(&self, ticks: u32, config: &GameConfig, attacks: &Vec<BoardAction>) -> u32 {
return self.raw_population_in_n_ticks(ticks, config, attacks).abs() as u32;
}
pub fn will_die_within_in_n_ticks(&self, ticks: u32, config: &GameConfig, attacks: &Vec<BoardAction>) -> bool {
return self.raw_population_in_n_ticks(ticks, config, attacks) < 0;
}
// get the distance to another base
pub fn distance_to(&self, base: &Base) -> u32 {
return (((base.position.x - self.position.x).pow(2) + (base.position.y - self.position.y).pow(2) + (base.position.z - self.position.z).pow(2)) as f64).powf(1.0 / 2.0) as u32;
// calculate the Euclidean distance between the bases
return (( (base.position.x - self.position.x).pow(2)
+ (base.position.y - self.position.y).pow(2)
+ (base.position.z - self.position.z).pow(2)
) as f64).sqrt() as u32;
}
pub fn required_to_defeat(&self, base: &Base, attacks: &Vec<BoardAction>, game_config: &GameConfig) -> u32 {
let d: u32 = self.distance_to(base);
// get the amount of bits required to defeat another base
pub fn required_to_defeat(&self, target_base: &Base, game_config: &GameConfig, attacks: &Vec<BoardAction>) -> u32 {
// get the distance between the bases
let d: u32 = self.distance_to(target_base);
let mut pop = base.population_in_n_ticks(d, game_config, attacks);
// get the population of the target base when an own attack would arrive
let population: u32 = target_base.population_in_n_ticks(d, game_config, attacks);
if base.uid == 0 && base.level == 4 {
pop = 1;
}
else {
pop += 3;
// to defeat a base there has to be at least one more bit arriving than the current population is
let mut requirement: u32 = population + 1;
// check if the distance is greater than the grace period
if d > game_config.paths.grace_period {
// add the loss over the additional distance
requirement += (d - game_config.paths.grace_period) * game_config.paths.death_rate
}
if d < game_config.paths.grace_period {return pop}
return pop + (d - game_config.paths.grace_period) * game_config.paths.death_rate
// return required bits
return requirement;
}
}

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@@ -27,13 +27,26 @@ impl Default for BoardAction {
}
impl BoardAction {
// get the remaining ticks until arrival
pub fn arrival_in_ticks(&self) -> u32 {
// return the remaining ticks
return self.progress.distance - self.progress.traveled;
}
// get the amount of bits that reach a base
pub fn amount_at_target(&self, config: &PathConfig) -> u32 {
if self.progress.distance < config.grace_period { return self.amount; }
// if the distance is smaller than the grace period all bits will reach their destination
if self.progress.distance < config.grace_period {
return self.amount;
}
// get the number of bits that will die until their destination
let deaths: u32 = config.death_rate * (self.progress.distance - config.grace_period);
// there are more deaths than the bits in the attack, no bit will reach the destination
if deaths > self.amount { return 0 }
// return the bits at destination
return self.amount - deaths;
}
}

13
src/models/target.rs Normal file
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@@ -0,0 +1,13 @@
use crate::models::base::Base;
#[derive(Copy, Clone)]
pub struct Target {
pub base: Base,
pub required_bits: u32,
}
impl Target {
pub fn new(base: Base, required_bits: u32) -> Target {
return Target {base, required_bits};
}
}