New Code Stream for ROFLbot

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roflamingo
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New Code Stream for ROFLbot

Postby roflamingo » Sat Feb 20, 2010 4:54 pm

I basically started over because my placement code was getting messy :roll:

The new code stream is below. It doesn't place anything yet. All it does is draw REALLY COOL stuff on the whiteboard. To see how cool it is, start a luabot, make yourself one of the old world 4 and make the other 3 enemies.

Everything it plots on the whiteboard is a viable ground installation that is:
1. not ocean
2. on my own territory
3. is > 1.83 from a city
4. is > 20.1 away from enemy territory

...and it works pretty fast too!! all extra functions have been removed for brevity.

Code: Select all

function OnInit()
end
 
function OnTick()
  OnFirstTick()
  OnTick = OnTickReal
  return OnTick()
end


--enumerate our cities, opponent cities, position, population
function OnFirstTick()

StartLongTask( function()

-- Put Cities and Territories in Tables
myCities ={} -- list of my cities
enemyCities = {} -- list of enemy cities
enemyTerritories = "" -- as we enumerate empty cities, find their territories and concatanate into this string.

local allCities = GetCityIDs() -- all cities in the world
local us = GetOwnTeamID() -- my team ID

   for i, city in next, allCities do
      if city:GetTeamID() == us then
        table.insert(myCities, city)
      myTerritoryName = GetTerritoryName(city:GetLongitude(), city:GetLatitude() )

   else
        table.insert(enemyCities, city)
      enemyTerritories = enemyTerritories .. GetTerritoryName(city:GetLongitude(), city:GetLatitude() )
   end
end   
 YieldLongTask()

 
-- find viable places to place ground stuff.
x = 1.83
 
while x < 20 do
  for i, city in next, myCities do
  DrawBurningRingofFire( myCities[i]:GetLongitude() , myCities[i]:GetLatitude(), x  )
  YieldLongTask()
  end
-- x = x + 1
x = x + 1.2
end

end)

 end

 
-- other functions here

function OnTickReal()
  WorkOnLongTasks()
  -- if GetGameTick() % 60 == 0 then
     -- SendChat("Tick" .. GetGameTick())
   -- end
end

function OnEvent(eventType, sourceID, targetID, unitType, longitude, latitude)
  print(eventType, ",", tostring(sourceID), ",", tostring(targetID), ",", unitType, (", %.3f , %.3f"):format(longitude, latitude))
end

function OnShutdown()
end

-- Simple coroutine management functions
local co, pairs, assert = coroutine, pairs, assert
local long_tasks_in_progress = {}

function StartLongTask(f)
  long_tasks_in_progress[co.create(f)] = true
end

function WorkOnLongTasks(...)
  for c in pairs(long_tasks_in_progress) do
    if co.status(c) == "dead" then
      long_tasks_in_progress[c] = nil
    else
      assert(co.resume(c, ...))
    end
  end
end

YieldLongTask = co.yield


-- Extra whiteboard function
function DrawWhiteboardCross(x, y, size)
   WhiteboardDraw(x - size, y - size, x + size, y + size)
   WhiteboardDraw(x - size, y + size, x + size, y - size)
end

-- Proper Distance Calculation
function GetRealDistance(x1,y1,x2,y2)
  dist = math.sqrt((x2-x1)^2 + (y2-y1)^2)
  return dist
  end
 
-- check for good ground installation site, mark on whiteboard.
   function DrawBurningRingofFire(x, y, radius)
   valtoocloseCity = 1.82
        local segments = 24
        local theta_step = math.pi * 2 / segments
     local sin, cos = math.sin(theta_step), math.cos(theta_step)
     dx = radius
     dy = 0
    
      for i = 1, segments do
         local nx = cos * dx - sin * dy
         local ny = sin * dx + cos * dy
         
         drawflag = false
         
         -- could we place here?
         if IsValidPlacementLocation (x + dx, y+ dy, "RadarStation") then
            drawflag = true
            
            -- is it too close to one of our cities?
            for j, city in ipairs(myCities) do
               if GetRealDistance(x +dx, y+dy, myCities[j]:GetLongitude(), myCities[j]:GetLatitude() ) < valtoocloseCity then
               drawflag = false
               end
            end
            
            -- is it too close to one of our enemies?
            DrawRadiatingSpokes(x +dx, y+dy,20.1)
            
         end
         
         -- if it isn't in the ocean, on someone else's land, too close to one of our cities
         -- or too close to enemy territory, then it's a good spot!!!
         if drawflag == true  and drawflag1 == true then
         DrawWhiteboardCross(x + dx, y + dy, 0.2)
         end
         
         dx, dy = nx, ny
      end   
   YieldLongTask()
 end

-- find if position is too close to enemy
   function DrawRadiatingSpokes(x1, y1, radius)
     local segments = 24
     local theta_step = math.pi * 2 / segments
     local sin, cos = math.sin(theta_step), math.cos(theta_step)
     dx1 = radius
     dy1 = 0
    
     drawflag1 = true
    
      for i1 = 1, segments do
         local nx1 = cos * dx1 - sin * dy1
         local ny1 = sin * dx1 + cos * dy1
         
          -- DrawWhiteboardCross(x + dx, y + dy,0.2)
         
         if GetTerritoryName(x1 + dx1, y1 + dy1) ~= nil and GetTerritoryName(x1 + dx1, y1 + dy1) ~= myTerritoryName then
            if string.find(enemyTerritories, GetTerritoryName(x1 + dx1, y1 + dy1) )  ~= nil then
            -- SendChat(GetTerritoryName(x1 + dx1, y1 + dy1))
            drawflag1 = false
            return drawflag1
            end
         end
      dx1, dy1 = nx1, ny1
      end
      dx1 = 0
      dy1 = 0
      return drawflag1
       end
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Wasgood
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Postby Wasgood » Sun Feb 21, 2010 1:27 am

Some screenshots would be nice :wink:
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Postby roflamingo » Sun Feb 21, 2010 3:55 am

Wasgood wrote:Some screenshots would be nice :wink:


Roger that!

Image Image
ImageImage
Image
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Ace Rimmer
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Postby Ace Rimmer » Sun Feb 21, 2010 3:59 am

What about Iceland?
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roflamingo
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Postby roflamingo » Sun Feb 21, 2010 4:07 am

Ace Rimmer wrote:What about Iceland?


I didn't let the Europe simulator run long enough. I am thinking that if the Bot is Europe, some "special case" heuristics will need to happen.... with both russia and africa as enemies, there's now way to place 6 silos and 4 airbases without <something> showing up.

If you ignore the Europe/Africa/Russia screenshot, the rest of it is exactly what I want to do for placing the first silo....
then clear the board and rerun and find good spots for more silos, airbases, radar.
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roflamingo
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Postby roflamingo » Sun Feb 21, 2010 4:16 am

roflamingo wrote:with both russia and africa as enemies, there's no way to place 6 silos and 4 airbases without <something> showing up.



Well, it might be possible. I'm tempted to try to fit it in. But you know what I mean. Europe is special.
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Postby Ace Rimmer » Sun Feb 21, 2010 7:25 am

It would be interesting to try (don't think it's possible either).

In other news; I noticed I had a typo in a commented YieldLongTask(), that probably should be there (without the typo)

Line 306, XvsY.
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