-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathbot2.lua
More file actions
223 lines (199 loc) · 7.69 KB
/
bot2.lua
File metadata and controls
223 lines (199 loc) · 7.69 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
-- Initializing global variables to store the latest game state and game host process.
LatestGameState = LatestGameState or nil -- Stores all game data
InAction = InAction or false -- Prevents your bot from doing multiple actions
colors = {
red = "\27[31m",
green = "\27[32m",
blue = "\27[34m",
reset = "\27[0m",
gray = "\27[90m"
}
-- Checks if two points are within a given range.
-- @param x1, y1: Coordinates of the first point.
-- @param x2, y2: Coordinates of the second point.
-- @param range: The maximum allowed distance between the points.
-- @return: Boolean indicating if the points are within the specified range.
function inRange(x1, y1, x2, y2, range)
return math.abs(x1 - x2) <= range and math.abs(y1 - y2) <= range
end
-- Enhanced decision-making for movement and attacking
local function findStrategicPosition()
local player = Players[ao.id]
local strategicDistance = 2 -- Define a strategic distance from the player's current position
local strategicPosition = nil
-- Iterate over the grid to find an unoccupied position within the strategic distance
for x = 1, Width do
for y = 1, Height do
if not isOccupied(x, y) and math.abs(player.x - x) <= strategicDistance and math.abs(player.y - y) <= strategicDistance then
strategicPosition = {x = x, y = y}
break
end
end
if strategicPosition then break end
end
return strategicPosition
end
local function shouldConserveEnergy()
local player = Players[ao.id]
local nearbyEnemies = 0
-- Count nearby enemies
for _, enemy in pairs(Players) do
if enemy ~= player and inRange(player.x, player.y, enemy.x, enemy.y, Range) then
nearbyEnemies = nearbyEnemies + 1
end
end
-- Conserve energy if health is low or there are multiple enemies nearby
return player.health < 30 or nearbyEnemies > 1
end
function decideNextAction()
local player = LatestGameState.Players[ao.id]
local targetInRange = false
local bestTarget = nil -- Stores the ID of the best target player (considering health, distance)
-- Find closest and weakest target within attack range
for target, state in pairs(LatestGameState.Players) do
if target ~= ao.id and inRange(player.x, player.y, state.x, state.y, 1) then
targetInRange = true
if not bestTarget or state.health < bestTarget.health or (state.health == bestTarget.health and inRange(player.x, player.y, state.x, state.y, 1) < inRange(player.x, player.y, bestTarget.x, bestTarget.y, 1)) then
bestTarget = state
end
end
end
-- Check if the bot should conserve energy
if shouldConserveEnergy() then
local strategicPosition = findStrategicPosition()
if strategicPosition then
ao.send({Target = Game, Action = "PlayerMove", Player = ao.id, Direction = strategicPosition})
end
elseif player.energy > 5 and targetInRange then
print(colors.red.. "Player in range. Attacking.".. colors.reset)
ao.send({ -- Attack the closest player with all your energy.
Target = Game,
Action = "PlayerAttack",
Player = ao.id,
AttackEnergy = tostring(player.energy),
})
else
-- map analysis, using only 4 directions
local directionRandom = {"Up", "Down", "Left", "Right", "UpLeft", "UpRight", "DownLeft", "DownRight"}
local randomIndex = math.random(#directionRandom)
ao.send({Target = Game, Action = "PlayerMove", Player = ao.id, Direction = directionRandom[randomIndex]})
end
InAction = false -- Reset the "InAction" flag
end
-- Handlers remain unchanged
-- Add your handlers here
-- Main loop or event handler to call decideNextAction
-- This part of the code depends on how your bot's main loop or event handling is structured
-- Ensure that decideNextAction is called appropriately based on game events or ticks
-- Handler to print game announcements and trigger game state updates.
Handlers.add(
"PrintAnnouncements",
Handlers.utils.hasMatchingTag("Action", "Announcement"),
function (msg)
if msg.Event == "Started-Waiting-Period" then
ao.send({Target = ao.id, Action = "AutoPay"})
elseif (msg.Event == "Tick" or msg.Event == "Started-Game") and not InAction then
InAction = true -- InAction logic added
ao.send({Target = Game, Action = "GetGameState"})
elseif InAction then -- InAction logic added
print("Previous action still in progress. Skipping.")
end
print(colors.green .. msg.Event .. ": " .. msg.Data .. colors.reset)
end
)
-- Handler to trigger game state updates.
Handlers.add(
"GetGameStateOnTick",
Handlers.utils.hasMatchingTag("Action", "Tick"),
function ()
if not InAction then -- InAction logic added
InAction = true -- InAction logic added
print(colors.gray .. "Getting game state..." .. colors.reset)
ao.send({Target = Game, Action = "GetGameState"})
else
print("Previous action still in progress. Skipping.")
end
end
)
-- Handler to automate payment confirmation when waiting period starts.
Handlers.add(
"AutoPay",
Handlers.utils.hasMatchingTag("Action", "AutoPay"),
function (msg)
print("Auto-paying confirmation fees.")
ao.send({ Target = Game, Action = "Transfer", Recipient = Game, Quantity = "1000"})
end
)
-- Handler to update the game state upon receiving game state information.
Handlers.add(
"UpdateGameState",
Handlers.utils.hasMatchingTag("Action", "GameState"),
function (msg)
local json = require("json")
LatestGameState = json.decode(msg.Data)
ao.send({Target = ao.id, Action = "UpdatedGameState"})
print("Game state updated. Print \'LatestGameState\' for detailed view.")
end
)
-- Handler to decide the next best action.
Handlers.add(
"decideNextAction",
Handlers.utils.hasMatchingTag("Action", "UpdatedGameState"),
function ()
if LatestGameState.GameMode ~= "Playing" then
InAction = false -- InAction logic added
return
end
print("Deciding next action.")
decideNextAction()
ao.send({Target = ao.id, Action = "Tick"})
end
)
-- Handler to automatically attack when hit by another player.
Handlers.add(
"ReturnAttack",
Handlers.utils.hasMatchingTag("Action", "Hit"),
function (msg)
if not InAction then -- InAction logic added
InAction = true -- InAction logic added
local playerEnergy = LatestGameState.Players[ao.id].energy
if playerEnergy == undefined then
print(colors.red .. "Unable to read energy." .. colors.reset)
ao.send({Target = Game, Action = "Attack-Failed", Reason = "Unable to read energy."})
elseif playerEnergy == 0 then
print(colors.red .. "Player has insufficient energy." .. colors.reset)
ao.send({Target = Game, Action = "Attack-Failed", Reason = "Player has no energy."})
else
print(colors.red .. "Returning attack." .. colors.reset)
ao.send({Target = Game, Action = "PlayerAttack", Player = ao.id, AttackEnergy = tostring(playerEnergy)})
end
InAction = false -- InAction logic added
ao.send({Target = ao.id, Action = "Tick"})
else
print("Previous action still in progress. Skipping.")
end
end
)
Handlers.add(
"HandleAnnouncements",
Handlers.utils.hasMatchingTag("Action", "Announcement"),
function (msg)
ao.send({Target = Game, Action = "GetGameState"})
print(msg.Event .. ": " .. msg.Data)
end
)
Handlers.add(
"ReSpawn",
Handlers.utils.hasMatchingTag("Action", "Eliminated"),
function (msg)
Send({Target = CRED, Action = "Transfer", Quantity = "1000", Recipient = Game})
end
)
Handlers.add(
"StartTick",
Handlers.utils.hasMatchingTag("Action", "Payment-Received"),
function (msg)
Send({Target = Game, Action = "GetGameState", Name = Name, Owner = Owner })
print('Start Moooooving!')
end
)