bot improvements
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parent
0ed906fc39
commit
46239f9b30
@ -121,10 +121,16 @@ def chat_message(sid, msg):
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ses: Player = sio.get_session(sid)
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sio.emit('chat_message', room=ses.game.name, data=f'[{ses.name}]: {msg}')
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if '/addbot' in msg and not ses.game.started:
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ses.game.add_player(Player(f'AI_{random.randint(0,100)}', 'bot', sio, bot=True))
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if len(msg.split()) > 1:
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for _ in range(int(msg.split()[1])):
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ses.game.add_player(Player(f'AI_{random.randint(0,100)}', 'bot', sio, bot=True))
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else:
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ses.game.add_player(Player(f'AI_{random.randint(0,100)}', 'bot', sio, bot=True))
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elif '/removebot' in msg and not ses.game.started:
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if any([p.is_bot for p in ses.game.players]):
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[p for p in ses.game.players if p.is_bot][-1].disconnect()
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elif '/suicide' in msg and ses.game.started:
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ses.game.player_death(player=ses)
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@sio.event
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def start_game(sid):
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@ -246,7 +246,8 @@ class Game:
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if self.started:
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self.sio.emit('chat_message', room=self.name, data=f'_died_role|{player.name}|{player.role.name}')
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for p in self.players:
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p.notify_self()
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if not p.is_bot:
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p.notify_self()
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self.players_map = {c.name: i for i, c in enumerate(self.players)}
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if self.started:
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print('Check win status')
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@ -114,7 +114,6 @@ class Player:
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self.sio.emit('characters', room=self.sid, data=json.dumps(
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available, default=lambda o: o.__dict__))
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else:
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eventlet.sleep(uniform(1, 2))
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self.set_character(available[randrange(0, len(available))].name)
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def notify_card(self, player, card):
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@ -166,66 +165,93 @@ class Player:
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self.game.notify_all()
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else:
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self.game.notify_all()
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if self.pending_action != PendingAction.WAIT:
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eventlet.sleep(uniform(0.6, 1.5))
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else:
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return
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if self.pending_action == PendingAction.PICK:
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self.pick()
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elif self.pending_action == PendingAction.DRAW:
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self.draw('')
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elif self.pending_action == PendingAction.PLAY:
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has_played = False
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if len([c for c in self.hand if c.is_equipment or c.usable_next_turn]) > 0:
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for i in range(len(self.hand)):
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if self.hand[i].is_equipment or self.hand[i].usable_next_turn:
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self.play_card(i)
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has_played = True
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break
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if len([c for c in self.hand if c.need_target and not (self.has_played_bang and not any([isinstance(c, cs.Volcanic) for c in self.equipment]))]) > 0:
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for i in range(len(self.hand)):
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if self.hand[i].need_target and not (self.has_played_bang and not any([isinstance(c, cs.Volcanic) for c in self.equipment])):
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if self.hand[i].need_with and len(self.hand) < 2:
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continue
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_range = self.get_sight() if self.hand[i].name == 'Bang!' or self.hand[i].name == "Pepperbox" else self.hand[i].range
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others = [p for p in self.game.get_visible_players(self) if _range <= p['dist']]
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self.bot_logic()
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self.game.notify_all()
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def bot_logic(self):
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if self.pending_action != PendingAction.WAIT:
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eventlet.sleep(uniform(0.6, 1.5))
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else:
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return
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if self.pending_action == PendingAction.PICK:
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self.pick()
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elif self.pending_action == PendingAction.DRAW:
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self.draw('')
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elif self.pending_action == PendingAction.PLAY:
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has_played = False
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if len([c for c in self.hand if c.is_equipment or c.usable_next_turn]) > 0:
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for i in range(len(self.hand)):
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if self.hand[i].is_equipment or self.hand[i].usable_next_turn:
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self.play_card(i)
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has_played = True
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break
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elif any([isinstance(c, cs.WellsFargo) or isinstance(c, cs.Diligenza) or isinstance(c, cs.Emporio) or isinstance(c, cs.Birra) for c in self.hand]):
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for i in range(len(self.hand)):
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c = self.hand[i]
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if isinstance(c, cs.WellsFargo) or isinstance(c, cs.Diligenza) or isinstance(c, cs.Emporio) or (isinstance(c, cs.Birra) and self.lives < self.max_lives):
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self.play_card(i)
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has_played = True
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break
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elif len([c for c in self.hand if c.need_target and not (self.has_played_bang and not any([isinstance(c, cs.Volcanic) for c in self.equipment]))]) > 0:
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for i in range(len(self.hand)):
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if self.hand[i].need_target and not (self.has_played_bang and not any([isinstance(c, cs.Volcanic) for c in self.equipment])):
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if self.hand[i].need_with and len(self.hand) < 2:
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continue
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_range = self.get_sight() if self.hand[i].name == 'Bang!' or self.hand[i].name == "Pepperbox" else self.hand[i].range
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others = [p for p in self.game.get_visible_players(self) if _range >= p['dist'] and not (isinstance(self.role, r.Vice) and p['is_sheriff'])]
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if len(others) == 0:
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continue
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target = others[randrange(0, len(others))]
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if target['is_sheriff'] and isinstance(self.role, r.Renegade):
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target = others[randrange(0, len(others))]
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if not self.hand[i].need_with:
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self.play_card(i, against=target['name'])
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else:
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self.play_card(i, against=target['name'], _with=sample([j for j in range(len(self.hand)) if j != i], 1)[0])
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has_played = True
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break
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elif any([not isinstance(c, cs.Mancato) and c.usable_next_turn and c.can_be_used_now for c in self.equipment]):
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print('hmm', [not isinstance(c, cs.Mancato) and c.usable_next_turn and c.can_be_used_now for c in self.equipment])
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for i in range(len(self.equipment)):
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c = self.equipment[i]
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if not isinstance(c, cs.Mancato) and c.usable_next_turn and c.can_be_used_now:
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if not c.need_target:
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self.play_card(len(self.hand)+i)
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else:
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_range = self.get_sight() if c.name == "Pepperbox" else self.hand[i].range
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others = [p for p in self.game.get_visible_players(self) if _range >= p['dist'] and not (isinstance(self.role, r.Vice) and p['is_sheriff'])]
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if len(others) == 0:
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continue
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target = others[randrange(0, len(others))]
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len_before = len(self.hand)
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if not self.hand[i].need_with:
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self.play_card(i, against=target['name'])
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else:
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self.play_card(i, against=target['name'], _with=sample([j for j in range(len(self.hand)) if j != i], 1)[0])
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has_played = True
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break
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if any([isinstance(c, cs.WellsFargo) or isinstance(c, cs.Diligenza) or isinstance(c, cs.Emporio) or isinstance(c, cs.Birra) for c in self.hand]):
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for i in range(len(self.hand)):
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c = self.hand[i]
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if isinstance(c, cs.WellsFargo) or isinstance(c, cs.Diligenza) or isinstance(c, cs.Emporio) or (isinstance(c, cs.Birra) and self.lives < self.max_lives):
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self.play_card(i)
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has_played = True
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break
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if not has_played and len(self.hand) > self.lives:
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self.scrap(0)
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else:
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self.end_turn()
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elif self.pending_action == PendingAction.RESPOND:
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did_respond = False
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for i in range(len(self.hand)):
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if self.hand[i].name in self.expected_response:
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self.respond(i)
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did_respond = True
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if target['is_sheriff'] and isinstance(self.role, r.Renegade):
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target = others[randrange(0, len(others))]
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self.play_card(len(self.hand)+i, against=target['name'])
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has_played = True
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break
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if not did_respond:
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self.respond(-1)
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elif self.pending_action == PendingAction.CHOOSE:
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if not self.target_p:
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self.choose(randrange(0, len(self.available_cards)))
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else:
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target = self.game.get_player_named(self.target_p)
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self.choose(randrange(0, len(target.hand)+len(target.equipment)))
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self.game.notify_all()
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if not has_played and len(self.hand) > self.lives:
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self.scrap(0)
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else:
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self.end_turn()
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elif self.pending_action == PendingAction.RESPOND:
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did_respond = False
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for i in range(len(self.hand)):
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if self.hand[i].name in self.expected_response:
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self.respond(i)
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did_respond = True
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break
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for i in range(len(self.equipment)):
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if self.equipment[i].name in self.expected_response:
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self.respond(len(self.hand)+i)
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did_respond = True
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break
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if not did_respond:
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self.respond(-1)
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elif self.pending_action == PendingAction.CHOOSE:
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if not self.target_p:
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self.choose(randrange(0, len(self.available_cards)))
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else:
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target = self.game.get_player_named(self.target_p)
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self.choose(randrange(0, len(target.hand)+len(target.equipment)))
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def play_turn(self):
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if self.lives == 0:
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