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December 14, 2016 14:59
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from hlt import * | |
from networking import * | |
my_id, game_map = getInit() | |
sendInit("Ankov") | |
def my_pieces(): | |
pieces = [] | |
for y in range(game_map.height): | |
for x in range(game_map.width): | |
piece = game_map.getSite(Location(x, y)) | |
if piece.owner == my_id: | |
pieces.append((piece, {'x': x, 'y': y})) | |
return pieces | |
while True: | |
moves = [] | |
game_map = getFrame() | |
pieces = my_pieces() | |
for piece, coordinates in pieces: | |
x = coordinates.get('x') | |
y = coordinates.get('y') | |
moved_piece = False | |
for direction in CARDINALS: | |
neighboring_target = game_map.getSite(Location(x, y), direction) | |
# If we can take an enemy or neutral piece with a move, do it | |
if neighboring_target.owner != my_id and piece.strength > neighboring_target.strength: | |
moves.append(Move(Location(x, y), direction)) | |
moved_piece = True | |
break | |
# If we're getting relatively large, start moving around to capture more area | |
if piece.strength + neighboring_target.strength + neighboring_target.production >= 140: | |
# Alternate concerted movement between north and east | |
if direction == NORTH and len(pieces) % 2 == 0: | |
continue | |
moves.append(Move(Location(x, y), direction)) | |
moved_piece = True | |
break | |
# If we don't move a piece, mark it STILL so it can get bigger | |
if not moved_piece: | |
moves.append(Move(Location(x, y), STILL)) | |
sendFrame(moves) |
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