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May 14, 2024 19:15
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AO mission 3
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-- Initializing global variables to store the latest game state and game host process. | |
LatestGameState = {} -- Stores all game data | |
InAction = 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 | |
-- Decide the next action based on player proximity, energy, health, and game map analysis. | |
-- Prioritize targets based on health (weaker first), distance (closer first), and strategic positions. | |
-- Analyze the map for chokepoints or advantageous positions. | |
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 | |
if 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), | |
}) | |
print(colors.red .. "No player in range or low energy. Moving randomly." .. colors.reset) | |
-- map analysis, using only 4 directions | |
local directionRandom = {"Up", "Down", "Left", "Right"} | |
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 | |
-- 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 | |
) |
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