KOTH: Warring Towns


22

Hasil akhirnya ada di sini!

pengantar

Permainan yang diambil sangat terinspirasi oleh Manu's Game of Town . Itu terjadi di dunia pedang dan sihir. Raja yang memerintah seluruh benua baru saja mati, dan para penguasa banyak negara-kota sekarang bertempur memperebutkan wilayah. Anda adalah salah satu dari para penguasa ini dan tujuan Anda adalah menaklukkan dan memerintah setiap kota.

Prinsip

Orang-orang dibagi menjadi 8 kelas :

Warlocks : Fighter (magic)
Crusaders : Fighter (melee)
Amazons : Fighter (range)
Corsairs : Utility (steal, guard, transport)
Bishops : Utility (convert, exorcize)
Necromancers : Utility (resurrect)
Architects : Utility (build)
Peons : Resource (income, recruits)

Ketika permainan dimulai, Anda memerintah satu kota. Di setiap kota, ada 100 orang . Anda harus membaginya di antara 8 kategori tersebut.

Kemudian permainan yang sebenarnya dimulai, yang berbasis giliran. Giliran terdiri dari 12 fase , 7 di antaranya interaktif (meminta bot untuk suatu perintah). Fase berikutnya dimulai ketika fase sebelumnya telah dilaksanakan oleh setiap kota (Fase 1: Kota 1, Kota 2, Kota 3 ...; Tahap 2: Kota 1, Kota 2, Kota 3 ...):

1. Raise Taxes                              - AUTOMATED 
2. Steal Money                              - INTERACTIVE
3. Recruit Troops                           - INTERACTIVE
4. Pay Wages                                - AUTOMATED
5. Try Revolt                               - AUTOMATED
6. Convert Soldiers                         - INTERACTIVE
7. Attack Town                              - INTERACTIVE
8. Raise Corpses                            - INTERACTIVE
9. Move Army or Tribute                     - INTERACTIVE
10. Defend against Threats                  - AUTOMATED
11. Construct Buildings                     - INTERACTIVE
12. Make Children                           - AUTOMATED

Kontroler memberi Anda input melalui argumen perintah, program Anda harus output melalui stdout.

Sintaksis

Keluaran (persiapan)
Sebelum permainan dimulai, pengontrol akan meminta Anda mengirim tanpa argumen. Ini berarti Anda harus mendistribusikan 100 orang Anda ke dalam 8 kategori.

Anda perlu menampilkan: Warlocks Crusaders Amazons Corsairs Bishops Necromancers Architects Peons

Sebagai contoh: 15 10 12 10 7 5 1 40.

Setiap kota juga dimulai dengan 500 emas dan 5 mayat.

Input
Setiap kali program Anda dipanggil, ia akan menerima argumen dalam format ini:Round;Phase;YourPlayerId;YourTownId;PlayerId_TownId_Gold_Corpses_Warlocks_Crusaders_Amazons_Corsairs_Bishops_Necromances_Architects_Peons_Temples_Barracks_Estates_Palaces;PlayerId_TownId_Gold_Corpses_Warlocks_Crusaders_Amazons_Corsairs_Bishops_Necromances_Architects_Peons_Temples_Barracks_Estates_Palaces;...

Contoh input 1;2;1;1;0_0_600_5_15_10_12_10_7_5_1_40_0_0_0_0;1_1_700_5_15_10_12_10_7_5_1_40_0_1_0_2;...

Di sini, Anda melihat itu adalah ronde 1, fase 2, Anda adalah pemain 1 di kota 1. Anda memiliki 700 emas, 5 mayat, 15 penyihir, 10 tentara salib, 12 amazons, 10 corsairs, 7 uskup, 5 ahli nujum, 1 arsitek, 40 peons, 0 kuil, 1 barak, 0 perkebunan dan 2 istana.

Keluaran

Lihat gameplay.

Gameplay

Semua fase

Command W = TUNGGU

Perintah tidak valid = TUNGGU

Fase 1: Naikkan Pajak

Penghasilan dihasilkan sesuai dengan populasi Anda dan bangunan Anda yang sudah selesai:

+5 gold * Peons
+2 gold * (Warlocks + Bishops + Necromancers) * TEMPLES
+2 gold * (Crusaders + Amazons) * BARRACKS
+2 gold * (Corsairs + Peons) * ESTATES
+10 gold * PALACES

Fase 2: Mencuri Uang

Selama fase ini, Anda dapat mencuri uang dari satu kota dengan mengirim Corsair. Setiap Corsair dapat mencuri hingga 10 emas (yaitu 12 Corsair dapat mencuri hingga 120 emas). Jika kota target tidak memiliki cukup emas, corsairs Anda akan mencuri segalanya, hingga jumlah utang maksimum: 200 emas . Jika Anda mencoba mengirim lebih banyak Corsair daripada yang Anda miliki, program akan menggunakan semua Corsair yang tersedia.

Perintah sintaks :S DestinationId Corsairs

Fase 3: Rekrut Pasukan

Di sini Anda dapat melatih prajurit infanteri Anda dengan menghabiskan beberapa emas. Anda dapat merekrut unit sebanyak yang Anda inginkan, selama Anda memiliki cukup prajurit infanteri dan emas. Jika Anda mencoba merekrut lebih dari yang sebenarnya Anda bisa, gim akan merekrut secara acak sampai semuanya telah habis. Program ini menghormati kuota maksimum Anda (jika Anda mencoba merekrut 10 tentara salib dan 5 amazon hanya dengan 8 prajurit, misalnya akan merekrut 6 tentara salib dan 2 Amazon, dan bukan 8 Amazon atau 8 penyihir).

Warlock :       10 gold
Crusader :      10 gold
Amazon :        10 gold
Corsair :       12 gold 
Bishop :        20 gold
Necromancer :   20 gold
Architect :     15 gold

Perintah sintaks :R Warlocks Crusaders Amazons Corsairs Bishops Necromancers Architects

Fase 4: Upah Bayaran

Gaji didebit menurut populasi Anda:

-1 gold * (Warlock + Crusaders + Amazons)
-2 gold * (Corsairs + Bishops + Necromancers + Architects)

Fase 5: Coba Pemberontakan

Jika saldo Anda negatif, Anda kehilangan kendali atas kota Anda ke Penjahat . Setelah pemberontakan, emas kota dipindahkan ke nilai awal: 500 emas . Populasi dipertahankan pada level saat ini.

Fase 6: Konversi Tentara

Setiap Uskup Anda dapat mengonversi 1 tentara musuh (Warlock, Crusader atau Amazon) dari Kota yang dipilih dengan biaya 50 emas per unit. Unit yang dikonversi bergabung dengan pasukan yang ditempatkan di kota Anda. Seperti halnya perekrutan, jika Anda tidak memiliki cukup emas atau uskup, program ini akan dikonversi secara acak sambil menghormati kuota.

Perintah sintaks :C DestinationId Warlocks Crusaders Amazons

Fase 7: Serang Kota

Anda dapat mengirim pasukan Penyihir, Tentara Salib, dan Amazon untuk menaklukkan Kota. Jika Anda mencoba mengirim lebih dari yang Anda miliki, program akan mengirim semua orang.

Para prajurit memiliki bonus pertempuran 1,5 mengikuti pola ini: Mage > Range > Melee > Mage(mis. Seorang Warlock melawan Amazon mendapatkan kekuatan 1,5). Hanya unit yang berlebih yang mendapatkan bonus ini (mis. Warlock melawan Warlock dan Amazon tidak mendapatkan bonus ini). Bonus ini dikaitkan dengan pelanggaran dan pertahanan.

Kerugian didistribusikan secara acak antara unit-unit pemenang sesuai dengan kekuatan total yang lebih longgar (mis. Kekuatan pelanggaran: 12 vs Kekuatan pertahanan: 14, Pertahanan menang dan kehilangan 12 unit). Looser kehilangan semua unitnya. Setiap unit mati ditambahkan ke jumlah mayat kota yang diserang. Jika pelanggaran menang, kota itu ditangkap dan sekarang dimiliki oleh penyerang. Dia juga menyimpan emas, mayat dan prajurit infanteri yang ada di kota ini. Corsair, Uskup, Necromancer dan Arsitek melarikan diri di depan penindasan potensial.

Pertahanan tidak mendapat apa-apa.

Perintah sintaks :A DestinationId Warlocks Crusaders Amazons

Fase 8: Angkat Mayat

Masing-masing ahli nujum Anda dapat membangkitkan hingga 5 orang dengan memakan mayat dan menghabiskan emas. Setiap Peons yang dibangkitkan menelan biaya 1 mayat dan 20 emas. Jika Anda mencoba membangkitkan lebih dari yang Anda bisa, program akan menghabiskan semua yang Anda miliki.

Perintah sintaks :R Corpses

Fase 9: Pindahkan Tentara atau Penghormatan

Anda dapat mengirim unit ke kota lain. Jika Anda mencoba mengirim lebih dari yang Anda miliki, program akan mengirim semua orang.

Perintah sintaks :M DestinationId Warlocks Crusaders Amazons Corsairs Bishops Necromancers Architects

Atau, Anda dapat mengirim emas dengan mencarter kapal-kapal Corsairs. Setiap corsair dapat mengangkut hingga 200 emas . Jika Anda mencoba mengirim lebih dari yang Anda miliki, program akan mengirimkan apa yang Anda miliki.

Perintah sintaks :T DestinationId Gold

Fase 10: Bertahan dari Ancaman

Beberapa ancaman mengancam kota Anda:

  • Zombies: Orang mati tidak selalu mati seperti yang terlihat. 10% (lantai) mayat di kota Anda akan bangun dan memakan otak. Setiap zombie akan memakan 1 Peon dan kemudian mengembara ke ketiadaan (Mayat kedua Zombies dan Peons dimakan dimakan).
  • Iblis: Prajurit Anda perlu mendengar khotbah atau mereka akan mulai memanggil Roh Gelap. Masing-masing Uskup Anda memenuhi kebutuhan hingga 50 Peons. 10% (lantai) dari bidat Anda (Peons yang berlebihan) akan menelurkan Setan. Setan membunuh 1 Peon masing-masing dan kembali ke neraka (Corpses of Peons ditambahkan ke hitungan kota).
  • Bandit: Penjahat tinggal di lingkungan itu. Total populasi Penjahat dibagi secara adil antara kota-kota dan dikirim untuk mencuri kekayaan. Satu-satunya pertahanan Anda adalah patroli Corsair Anda. Setiap corsair dapat berhenti hingga 5 penjahat. Setiap penjahat tidak berhenti mencuri 10 emas dari kota Anda (utang kota maksimum adalah 200 emas)

Setidaknya 1 kota Penjahat (100 populasi) dihasilkan pada awal permainan, kemudian 1 lagi untuk setiap 5 pemain (mis. 1-4 Pemain: 1 Penjahat, 5-9 Pemain: 2 Penjahat ...). Pelanggar hukum dapat dikenali denganid = -1

Fase 11: Membangun Bangunan

Saat mencapai tahap ini, pembangunan gedung di kota Anda berkembang sesuai dengan jumlah Arsitek. Setiap Arsitek meningkatkan penyelesaian Bangunan tunggal sebesar 8%. Ketika suatu Bangunan mencapai 100%, itu selesai dan mulai menghasilkan pendapatan di Fase "Pajak" berikutnya. Antrian konstruksi dikelola secara otomatis (pertama datang, pertama dilayani).

Anda kemudian dapat memulai konstruksi Bangunan lain (BuildingId = Surat dalam tanda kurung):

TEMPLE (T) :        200 Gold
BARRACKS (B) :      200 Gold
ESTATE (E) :        200 Gold
PALACE (P) :        500 Gold

Anda dapat memulai pembangunan sebanyak mungkin Bangunan yang Anda inginkan, dan jika Anda tidak memiliki cukup emas, Bangunan akan diabaikan. Konstruksi Bangunan baru Anda hanya akan mulai putaran berikutnya.

Perintah sintaksis :B BuildingId BuildingId BuildingId ...

Fase 12: Membuat Anak-Anak

Setiap lima ronde (ronde 5, 10, 15 ...), Prajurit baru akan lahir dan siap bertarung. Setiap pasangan Peons akan menghasilkan 1 Peon (mis. 23 Peons menghasilkan 11 Peon baru).

Aturan

  • Bot tidak boleh ditulis untuk mengalahkan atau mendukung bot lain yang spesifik.
  • Menulis ke file diperbolehkan. Silakan menulis ke "milikmu submisi.txt", folder akan dikosongkan sebelum permainan dimulai. Sumber daya eksternal lainnya tidak diizinkan.
  • Kiriman Anda memiliki 1 detik untuk merespons (per kota).
  • Berikan perintah untuk mengkompilasi dan menjalankan kiriman Anda.

Kemenangan

Pemenang adalah yang memiliki kota terbanyak setelah 100 putaran. Jika seorang pemain menangkap semua kota, permainan berhenti dan dia menang. Jika beberapa pemain memiliki jumlah kota yang sama, total populasi akan dihitung, maka jumlah emas.

Pengendali

Anda dapat menemukan pengontrol di github. Ini juga mengandung 2 samplebot, ditulis dalam Java. Buka di Eclipse, tempatkan bot yang dikompilasi di folder root dan tambahkan kelas ke program kontrol (seperti samplebots).

Perkelahian

Formula pertarungannya kira-kira seperti ini:

Untuk setiap kelas prajurit (Warlock, Crusader, Amazon):

  • Hitung keseimbangan antara serangan dan pertahanan (mis. Siapa yang memiliki lebih dari masing-masing kelas dan berapa banyak lagi?)
  • Untuk kelebihan tentara (mis. Nilai keseimbangan positif), lihat ada berapa "target lemah" (lihat diagram Fase 7).
  • Lipat gandakan kekuatan prajurit (mis. "Target lemah" dibandingkan dengan "kelebihan tentara") dengan bonus dan tambahkan sisanya dengan kekuatan bertarung 1.

Anda dapat mencoba simulator di sini: http://ideone.com/ArJosE (cukup ubah nilai tentara, Anda akan mendapatkan bonus dan total kekuatan)

Berikut adalah beberapa kasus uji:

Attack      Defense     A. Bonus    D. Bonus   A. Str      D. Str    Winner
20/10/0     12/12/12    8/0/0       0/2/10     34.0        42.0      Defense
40/0/5      12/12/12    12/0/0      0/12/0     51.0        42.0      Attack
0/60/8      10/30/2     0/10/6      8/0/0      76.0        46.0      Attack
20/20/40    90/5/5      0/15/5      40/0/0     90.0        120.0     Defense

Hasil akhir

Rata-rata 10 pertandingan. Sintaks:Player(Towns, Population, Gold)

1. Opportunist(6.4, 4165, 2895626)
2. Politician(6.4, 1048, 42542)
3. Outlaw(2.8, 1575, 349073)
4. YoungEarl(0.4, 3424, 941624)
5. Aegis(0, 0, 0)
 . Butter(0, 0, 0)
 . Commander(0, 0, 0)
 . Lannister(0, 0, 0)
 . Machiaveli(0, 0, 0)
 . Monarch(0, 0, 0)
 . Serenity(0, 0, 0)
 . Sehtimianer(0, 0, 0)
 . Sleeper(0, 0, 0)
 . Zealots(0, 0, 0)

Hasil dari 10 game: http://pastebin.com/GdufEYjm

Log lengkap 2 permainan: http://pastebin.com/GQDZ0JdY & http://pastebin.com/m3UBTDuC

Dimainkan semua orang, pertarungan telah benar-benar dekat antara Politisi dan Oppotunis.


Dengan meningkatkan jumlah interaksi pemain, saya berharap dapat melihat diversifikasi dalam strategi. Namun, bot sederhana dapat dicapai dalam beberapa baris.
Thrax

The total Outlaws population is divided equitably between towns and sent to steal wealth.Berapa total bandit?
MegaTom

@MegaTorn Pada awalnya, ada satu kota Penjahat untuk 5 pemain (minimal 1) dan 100 orang di dalamnya. Kemudian saat permainan berlangsung, Penjahat dapat muncul dari pemberontakan atau dibunuh oleh pemain lain.
Thrax

bagaimana kita tahu berapa banyak bangunan yang dimiliki oleh kota lawan? pengontrol tampaknya tidak mengirim informasi itu. Hal ini diperlukan untuk menentukan berapa banyak pajak yang akan dinaikkan sehingga untuk menentukan apakah serangan yang berhasil mungkin benar-benar berakhir karena tidak mampu membayar upah dan segera kehilangan kota untuk revolusi
Moogie

Ketika sebuah kota jatuh dalam fase 5, bisakah kota pemain lain mengambil alih kota itu? Jika demikian, apakah jenis kelas populasi dipertahankan? yaitu: Jika mereka memiliki 20/20/40 pejuang di Warlock, Tentara Salib, Amazon, ini yang Anda butuhkan untuk bertarung untuk merebut kota itu?
Logic Knight

Jawaban:


8

Oportunis, Java v2

Dia mencoba mengambil peluang saat mereka menampilkan diri mereka ... tetapi jika tidak ada yang menampilkan diri mereka (dan dia masih dalam pertikaian) di akhir pertandingan maka dia akan pergi habis-habisan.

UDPATE:

Menggabungkan beberapa ide durron597. Sekarang berhenti merekrut uskup ketika mampu sepenuhnya mengubah kekuatan lawan terkuat dan sebaliknya berfokus pada pembelian tentara.

Juga v1 memiliki cacat awal di mana penyebaran populasi awal tidak menambahkan hingga 100 ... hanya 98!

package moogiesoft;

import java.util.ArrayList;
import java.util.List;
import java.util.Random;
import java.util.stream.Collectors;

public class Opportunist  {

private static final float FIGHTING_BONUS = 1.5f;
public static final int GOLD_PER_PEON = 5;
public static final int GOLD_PER_TEMPLE = 2;
public static final int GOLD_PER_BARRACKS = 2;
public static final int GOLD_PER_ESTATE = 2;
public static final int GOLD_PER_PALACE = 10;
private static final int CONVERSION_COST = 50;
private static final int GOLD_PER_STEAL = 10;
private static final int GOLD_MAX_DEBT = 200;
private static final int CORSAIR_COST = 12;
private static final int BISHOP_COST = 20;
private static final int ARCHITECT_COST = 15;
private static final int BARRACKS_COST = 200;
private static final int MILITARY_COST = 10;

int round;
int phase;
int playerID;
int thisTownID;


List<Town> towns;
List<Town> myTowns;
List<Town> otherTowns;
List<Town> otherNonOutlawTowns;
List<Town> otherOutlawTowns;

Town thisTown;

public static void main(String[] args){
    if (args.length == 0) {
        System.out.println("8 8 9 22 8 0 13 32");
    } else {
        new Opportunist().respond(args[0].split(";"));
    }
}

private void respond(String[] args) {

    round = Integer.parseInt(args[0]);
    phase = Integer.parseInt(args[1]);
    playerID = Integer.parseInt(args[2]);
    thisTownID = Integer.parseInt(args[3]);

    towns = new ArrayList<>();
    myTowns = new ArrayList<>();
    otherTowns = new ArrayList<>();
    otherNonOutlawTowns= new ArrayList<>();
    otherOutlawTowns= new ArrayList<>();

    for (int i = 4; i < args.length; i++){
        towns.add(new Town(args[i]));
    }

    for (Town town : towns){
        if (town.isMine()){
            myTowns.add(town);
            if (town.isThisTown()){
                thisTown = town;
            }
        } else {
            otherTowns.add(town);
            if (town.getOwnerId()!=-1)
            {
                otherNonOutlawTowns.add(town);
            }
            else
            {
                otherOutlawTowns.add(town);
            }
        }
    }


    switch (phase)
    {
        case 2: steal(); break;
        case 3: recruit(); break;
        case 6: convert(); break;
        case 7: attack(); break;
        case 8: resurrect(); break;
        case 9: move(); break;
        case 11: build(); break;
        default: System.out.println("W"); break;
    }
}

private void steal() {
    ArrayList<Town> architectSoldierSortedNonOutlawTowns = new ArrayList<>(otherNonOutlawTowns);
    architectSoldierSortedNonOutlawTowns.sort((a,b)->b.getArchitects()-a.getArchitects()==0?a.getSoldiers()-b.getSoldiers():b.getArchitects()-a.getArchitects());
    Town targetTown =null;
    int targetTownStolenGold = 0;

    // Try to steal from the towns that have the most architects as they are the long term threat.
    for (Town town : architectSoldierSortedNonOutlawTowns)
    {
        if (estimateProceedsOfTheft(town,thisTown)>thisTown.calculateTaxes())
        {
              targetTown=town;
              break;
        }
    }

    // see if we can cause revolution in any non outlaw towns or if the target proceeds of theft is not sufficent to support this town...
    if (targetTown==null || estimateProceedsOfTheft(targetTown,thisTown)+thisTown.calculateTaxes()<thisTown.calculateSalary()*2)
    {
        for (Town town : otherNonOutlawTowns)
        {

            if (town.getGold()-town.calculateSalary()-thisTown.getCorsairs()*GOLD_PER_STEAL<0)
            {
               int stolenGold = estimateProceedsOfTheft(town,thisTown);
               if (stolenGold>targetTownStolenGold)
               {
                   targetTownStolenGold=stolenGold;
                   targetTown=town;
               }
            }

        }
    }

    // just pick the strongest opponent
    if (targetTown==null && round<5)
    {
        targetTown = otherNonOutlawTowns.stream().max((a,b) -> a.getSoldiers() - b.getSoldiers()).orElse(null);
    }

    // or if the target proceeds of theft is not sufficent to support this town... select the non outlaw town with the most gold!
    if (targetTown==null || estimateProceedsOfTheft(targetTown,thisTown)+thisTown.calculateTaxes()<thisTown.calculateSalary()*2)
    {
        targetTown = otherNonOutlawTowns.stream().max((a,b) -> a.gold - b.gold).orElse(null);
    }

    // otherwise just pick the outlaw town with the most gold.
    if (targetTown==null)
    {
        targetTown = otherTowns.stream().max((a,b) -> a.gold - b.gold).orElse(null);
    }

    System.out.println("S " + targetTown.getId() + " " + thisTown.getCorsairs());

}

private void recruit() {
    Town strongestTown=otherTowns.stream().max((a,b)->a.getSoldiers()-b.getSoldiers()).orElse(null);
    Town mostRepoductiveTown=otherTowns.stream().max((a,b)->a.getPeons()-b.getPeons()).orElse(null);

    int originalNoOfPeonsAvailableToConvert = 0;
    boolean recruitSoldiers=true;
    // last round... no point in keeping any peons... make them soldiers. 
    if (round==100)
    {
        originalNoOfPeonsAvailableToConvert = thisTown.getPeons();
    }
    // looks like our bishops can recruit the full force of the strongest enemy... so lets just recruit soldiers.
    else if (strongestTown!=null && strongestTown.getSoldiers()<thisTown.getBishops())
    {
        originalNoOfPeonsAvailableToConvert = thisTown.getPeons()-mostRepoductiveTown.getPeons();
    }
    // ok so we need more bishops...
    else if (round>5)
    {
        recruitSoldiers=false;
        originalNoOfPeonsAvailableToConvert = thisTown.getPeons()/10;
    }

    int amazonRecruit = 0;
    int crusaderRecruit = 0;
    int warlockRecruit = 0;
    int bishopRecruit = 0;
    int corsairRecruit = 0;
    int architectRecruit = 0;

    while (originalNoOfPeonsAvailableToConvert>0)
    {
        int noOfPeonsAvailableToConvert=originalNoOfPeonsAvailableToConvert;
        int recruitsLeft;
        do
        {
            recruitsLeft=noOfPeonsAvailableToConvert;

            if (recruitSoldiers)
            {
                if (noOfPeonsAvailableToConvert-->0) amazonRecruit++;
                if (noOfPeonsAvailableToConvert-->0) crusaderRecruit++;
                if (noOfPeonsAvailableToConvert-->0) warlockRecruit++;
            }
            // see if we want to recruit more bishops...
            else if (thisTown.getBishops()<(round<30?Math.pow(2,round/4):thisTown.getPeons()-50))
            {
               if (noOfPeonsAvailableToConvert-->0) bishopRecruit++;
            }
        } while (noOfPeonsAvailableToConvert>0 && noOfPeonsAvailableToConvert!=recruitsLeft);

        noOfPeonsAvailableToConvert = noOfPeonsAvailableToConvert<0?0:noOfPeonsAvailableToConvert;
        Town simulatedTown = new Town(thisTown);
        simulatedTown.setPeons(thisTown.getPeons()-(originalNoOfPeonsAvailableToConvert-noOfPeonsAvailableToConvert));
        simulatedTown.setAmazons(simulatedTown.getAmazons()+amazonRecruit);
        simulatedTown.setCrusaders(simulatedTown.getCrusaders()+crusaderRecruit);
        simulatedTown.setWarlocks(simulatedTown.getWarlocks()+warlockRecruit);
        simulatedTown.setBishops(simulatedTown.getWarlocks()+bishopRecruit);
        simulatedTown.setCorsairs(simulatedTown.getWarlocks()+corsairRecruit);
        simulatedTown.setArchitects(simulatedTown.getWarlocks()+architectRecruit);
        simulatedTown.setGold(simulatedTown.getGold()-amazonRecruit*MILITARY_COST
                                                     -crusaderRecruit*MILITARY_COST
                                                     -warlockRecruit*MILITARY_COST
                                                     -bishopRecruit*BISHOP_COST
                                                     -corsairRecruit*CORSAIR_COST
                                                     -architectRecruit*ARCHITECT_COST
                                                     -BARRACKS_COST // aways have enough to build a building!
                                                     );

        // ensure that we can afford (both now and in the future) to recruit this number of bishops...
        if (estimateProceedsOfTheft(thisTown) + simulatedTown.calculateTaxes()-simulatedTown.calculateSalary()>0 && simulatedTown.getGold()>simulatedTown.calculateSalary())
            break;
        originalNoOfPeonsAvailableToConvert--;
    }

    System.out.println("R " + warlockRecruit + " " + crusaderRecruit + " " + amazonRecruit + " " + corsairRecruit + " " + bishopRecruit + " 0 " + architectRecruit);
}

private void convert() {
    int currentGold = thisTown.getGold();
    int futureTaxGeneration = thisTown.calculateTaxes();
    int futureSalaryCost = thisTown.calculateSalary();
    int futureProceedsOfCrime = estimateProceedsOfTheft(thisTown);
    int futureCashFlow = futureTaxGeneration+futureProceedsOfCrime-futureSalaryCost;
    int goldAvailableToSpend = currentGold-=BARRACKS_COST;

    if (goldAvailableToSpend>CONVERSION_COST && futureCashFlow>0)
    {
        Town strongestTown = null;

        // sort towns by architects and then soldiers...
        ArrayList<Town> architectSoldierSortedNonOutlawTowns = new ArrayList<>(otherNonOutlawTowns);
        architectSoldierSortedNonOutlawTowns.sort((a,b)->b.getArchitects()-a.getArchitects()==0?a.getSoldiers()-b.getSoldiers():b.getArchitects()-a.getArchitects());
        for (Town town :architectSoldierSortedNonOutlawTowns)
        {
            // if we could use all our bishops...then we shall target this town...
            if (town.getSoldiers()-thisTown.getBishops()>0)
            {
                strongestTown =town;
                break;
            }
        }

        // no town targeted... select the town with the most soldiers then.
        if (strongestTown == null)
        {
            strongestTown = findStrongestTownThatCanDefeatGivenTown(thisTown);
        }

        if (strongestTown == null)
        {
            // this town is already surpreme! lets see if we can be fivolous and attempt to convert anyway...
            if (thisTown.getGold()>thisTown.calculateSalary()*2)
            {
                strongestTown=otherNonOutlawTowns.stream().max((a,b)->a.getSoldiers()-b.getSoldiers()).orElse(null);
            }
        }

        // no town targeted... select the town with the most soldiers then.
        if (strongestTown == null)
        {
            strongestTown=otherTowns.stream().max((a,b)->a.getSoldiers()-b.getSoldiers()).orElse(null);
        }

        // we have selected a town... try to convert from it...
        if (strongestTown != null)
        {
            Town simulatedThisTown = new Town(thisTown);
            int amazonConversionCount=0;
            int warlockConversionCount=0;
            int crusaderConversionCount=0;

            // iterate until we are unable to pay for conversion or unable to support converted forces
            while(true)
            {
                futureTaxGeneration = simulatedThisTown.calculateTaxes();
                futureSalaryCost = simulatedThisTown.calculateSalary();
                futureCashFlow = futureTaxGeneration+futureProceedsOfCrime-futureSalaryCost;

                goldAvailableToSpend-=CONVERSION_COST;

                // see if we can afford to convert another military unit or have run out of bishops to use...
                if (amazonConversionCount+warlockConversionCount+crusaderConversionCount==thisTown.getBishops() || goldAvailableToSpend < 0 || futureCashFlow<0) break;

                // convert a amazon... if any...
                if (strongestTown.getAmazons()>0)
                {
                    amazonConversionCount++;
                    simulatedThisTown.setAmazons(simulatedThisTown.getAmazons()+1);
                    strongestTown.setAmazons(strongestTown.getAmazons()-1);
                }
                // convert a crusader... if any...
                else if (strongestTown.getCrusaders()>0)
                {
                    crusaderConversionCount++;
                    simulatedThisTown.setCrusaders(simulatedThisTown.getCrusaders()+1);
                    strongestTown.setCrusaders(strongestTown.getCrusaders()-1);
                }
                // convert a warlock... if any...
                else if (strongestTown.getWarlocks()>0)
                {
                    warlockConversionCount++;
                    simulatedThisTown.setWarlocks(simulatedThisTown.getWarlocks()+1);
                    strongestTown.setWarlocks(strongestTown.getWarlocks()-1);
                }
                // no more units to convert from the targeted town...
                else
                {
                    break;
                }

            }

            System.out.println("C " + strongestTown.getId() + " " + warlockConversionCount + " " + crusaderConversionCount + " " + amazonConversionCount);
            return;
        }
    }
    System.out.println("W");
}

private void attack() {

    // nearing end game.. lets just attack every thing blindly :P
    if (round>=99)
    {
        for (Town town : towns)
        {
            if (!town.isMine())
            {
                Town simulatedThisTown = new Town(thisTown);
                Town simulatedOtherTown = new Town(town);

                // attempt to attack the opponent with all our soldiers.
                if (battle(simulatedThisTown,simulatedOtherTown,thisTown.getWarlocks(),thisTown.getCrusaders(),thisTown.getAmazons()))
                {
                    System.out.println("A "+ town.getId()+ " " + thisTown.getWarlocks()+ " " + thisTown.getCrusaders()+ " " + thisTown.getAmazons() );
                    return;
                }
            }
        }
    }

    // we should be in a good position... lets try to take over strongest opponent...
    if (round>32)
    {
        Town strongestTown = otherTowns.stream().max((a,b)->a.getSoldiers()-b.getSoldiers()).orElse(null);
        Town simulatedThisTown = new Town(thisTown);
        Town simulatedStrongestTown = new Town(strongestTown);

        int warlockRegiment = thisTown.getWarlocks();
        int crusaderRegiment = thisTown.getCrusaders();
        int amazonRegiment = thisTown.getAmazons();

        List<Town> remainderNonOutLawTowns = new ArrayList<Town>(otherNonOutlawTowns);
        remainderNonOutLawTowns.remove(strongestTown);

        Town nextStrongestTown = remainderNonOutLawTowns.stream().max((a,b)->a.getSoldiers()-b.getSoldiers()).orElse(null);
        boolean firstLoop=true;

        // attempt to attack the strongest opponent with the least number of soldiers possible and still be in a position to likely not succumb to the next strongest opponent.
        while (nextStrongestTown!=null && warlockRegiment+crusaderRegiment+amazonRegiment>0 && battle(simulatedThisTown,simulatedStrongestTown,warlockRegiment,crusaderRegiment,amazonRegiment))
        {

            Town simulatedThisTownAfterWinning = new Town(simulatedThisTown);
            Town simulatedNextStrongestTown = new Town(nextStrongestTown);

            if (nextStrongestTown==null ||
                battle(simulatedNextStrongestTown,simulatedThisTownAfterWinning,
                       simulatedNextStrongestTown.getWarlocks()*2/3,
                       simulatedNextStrongestTown.getCrusaders()*2/3,
                       simulatedNextStrongestTown.getAmazons()*2/3))
            {
                if (firstLoop) break;
                System.out.println("A "+ strongestTown.getId()+ " " + warlockRegiment+ " " + crusaderRegiment+ " " + amazonRegiment );
                return;
            }
            firstLoop=false;
            warlockRegiment-=warlockRegiment>0?1:0;
            crusaderRegiment-=crusaderRegiment>0?1:0;
            amazonRegiment-=amazonRegiment>0?1:0;

            simulatedThisTown = new Town(thisTown);
            simulatedStrongestTown = new Town(strongestTown);
        }

        // it looks like we are in a power deadlock with one other town... lets see if going all out will make us the victor....
        if (otherNonOutlawTowns.size()==1)
        {
            simulatedThisTown = new Town(thisTown);
            Town simulatedRemainingTown = new Town(otherNonOutlawTowns.get(0));

            if (battle(simulatedThisTown,simulatedRemainingTown,thisTown.getWarlocks(),thisTown.getCrusaders(),thisTown.getAmazons()))
            {
                System.out.println("A "+ simulatedRemainingTown.getId()+ " " + thisTown.getWarlocks()+ " " + thisTown.getCrusaders()+ " " + thisTown.getAmazons() );
                return;
            }
        }
    }

    System.out.println("W");
}

private void move() {

    // give half our funds to the most needy town...
    List<Town> poorMyTowns = myTowns.stream().filter(a->a.calculateTaxes()-a.calculateSalary()<0).collect(Collectors.toList());
    if (poorMyTowns.size()>0)
    {
        Town poorTown = poorMyTowns.get(new Random().nextInt(poorMyTowns.size()));

        if (poorTown.getId() != thisTownID)
        {
            System.out.println("T "+poorTown.getId()+ " "+ thisTown.getGold()/2);
            return;
        }
    }

    System.out.println("W");

}

private void resurrect() {
    // zombie shmozies!
    System.out.println("W");
}

private void build() {
    // endevour to always build a barracks or estate (which ever is more lucrative)
    int currentGold = thisTown.getGold();
    int futureTaxGeneration = thisTown.calculateTaxes();
    int futureSalaryCost = thisTown.calculateSalary();
    int futureProceedsOfCrime = estimateProceedsOfTheft(thisTown);
    int futureCashFlow = futureTaxGeneration+futureProceedsOfCrime-futureSalaryCost;
    int goldAvailableToSpend = currentGold;

    if (goldAvailableToSpend>BARRACKS_COST && futureCashFlow>0)
    {
        if (thisTown.getAmazons()+thisTown.getCrusaders()>thisTown.getCorsairs()+thisTown.getPeons())
        {
            System.out.println("B B");
            return;
        }
        else
        {
            System.out.println("B E");
            return;
        }
    }
    System.out.println("W");
}

private class Town  {

    private int ownerId =-1;
    private int id = -1;
    private int gold;
    private int corpses;
    private int warlocks;
    private int crusaders;
    private int amazons;
    private int corsairs;
    private int bishops;
    private int necromancers;
    private int architects;
    private int peons;
    private int temples;
    private int barracks;
    private int estates;
    private int palaces;

    public Town(String string){
        String[] args = string.split("_");
        ownerId = Integer.parseInt(args[0]);
        id = Integer.parseInt(args[1]);
        gold = Integer.parseInt(args[2]);
        corpses = Integer.parseInt(args[3]);
        warlocks = Integer.parseInt(args[4]);
        crusaders = Integer.parseInt(args[5]);
        amazons = Integer.parseInt(args[6]);
        corsairs = Integer.parseInt(args[7]);
        bishops = Integer.parseInt(args[8]);
        necromancers = Integer.parseInt(args[9]);
        architects = Integer.parseInt(args[10]);
        peons = Integer.parseInt(args[11]);
        temples = Integer.parseInt(args[12]);
        barracks = Integer.parseInt(args[13]);
        estates = Integer.parseInt(args[14]);
        palaces = Integer.parseInt(args[15]);
    }

    //Copy constructor
    public Town(Town source)
    {
        this.ownerId=source.ownerId;
        this.id=source.id;
        this.gold=source.gold;
        this.corpses=source.corpses;
        this.warlocks=source.warlocks;
        this.crusaders=source.crusaders;
        this.amazons=source.amazons;
        this.corsairs=source.corsairs;
        this.bishops=source.bishops;
        this.necromancers=source.necromancers;
        this.architects=source.architects;
        this.peons=source.peons;
        this.temples = source.temples;
        this.barracks = source.barracks;
        this.estates = source.estates;
        this.palaces = source.palaces;

    }

    public void setOwnerId(int ownerId)
    {
        this.ownerId = ownerId;
    }

    public void setGold(int gold)
    {
        this.gold = gold;
    }

    public void setCorpses(int corpses)
    {
        this.corpses = corpses;
    }

    public void setWarlocks(int warlocks)
    {
        this.warlocks = warlocks;
    }

    public void setCrusaders(int crusaders)
    {
        this.crusaders = crusaders;
    }

    public void setAmazons(int amazons)
    {
        this.amazons = amazons;
    }

    public void setCorsairs(int corsairs)
    {
        this.corsairs = corsairs;
    }

    public void setBishops(int bishops)
    {
        this.bishops = bishops;
    }

    public void setNecromancers(int necromancers)
    {
        this.necromancers = necromancers;
    }

    public void setArchitects(int architects)
    {
        this.architects = architects;
    }

    public void setPeons(int peons)
    {
        this.peons = peons;
    }

    public int getTemples()
    {
        return temples;
    }

    public int getBarracks()
    {
        return barracks;
    }

    public int getEstates()
    {
        return estates;
    }

    public int getPalaces()
    {
        return palaces;
    }

    public int getOwnerId() {
        return ownerId;
    }

    public int getId() {
        return id;
    }

    public int getGold() {
        return gold;
    }

    public int getCorpses() {
        return corpses;
    }

    public int getWarlocks() {
        return warlocks;
    }

    public int getCrusaders() {
        return crusaders;
    }

    public int getAmazons() {
        return amazons;
    }

    public int getCorsairs() {
        return corsairs;
    }

    public int getBishops() {
        return bishops;
    }

    public int getNecromancers() {
        return necromancers;
    }

    public int getArchitects() {
        return architects;
    }

    public int getPeons() {
        return peons;
    }

    public int getSoldiers() {
        return getWarlocks() + getCrusaders() + getAmazons();
    }

    public boolean isMine(){
        return getOwnerId() == playerID;
    }

    public boolean isThisTown(){
        return id == thisTownID;
    }

    public int calculateSalary()
    {
        return (getWarlocks() + getCrusaders() + getAmazons()) + 2*(getCorsairs()+getBishops()+ getArchitects()+ getNecromancers());
    }

 // algorithm taken from Game.java
    public int calculateTaxes()
    {
        int taxes = 0;
        taxes += (getPeons() * GOLD_PER_PEON);
        taxes += ((getWarlocks() + getBishops() + getNecromancers()) * (getTemples() * GOLD_PER_TEMPLE));
        taxes += ((getCrusaders() + getAmazons()) * (getBarracks() * GOLD_PER_BARRACKS));
        taxes += ((getPeons() + getCorsairs()) * (getEstates() * GOLD_PER_ESTATE));
        taxes += (getPalaces() * GOLD_PER_PALACE);
        return  taxes; 
    }

}

// algorithm taken from Game.java
private boolean battle(Town attackingTown, Town defendingTown, int attackingWarlocks, int attackingCrusaders, int attackingAmazons)
{
    int sourceWarlocks = Math.min(attackingTown.getWarlocks(), Math.max(0, attackingWarlocks));
    int sourceCrusaders = Math.min(attackingTown.getCrusaders(), Math.max(0, attackingCrusaders));
    int sourceAmazons = Math.min(attackingTown.getAmazons(), Math.max(0, attackingAmazons));

    int destinationWarlocks = defendingTown.getWarlocks();
    int destinationCrusaders = defendingTown.getCrusaders();
    int destinationAmazons = defendingTown.getAmazons();

    int sourceWarlocksBalance = Math.max(0, sourceWarlocks - destinationWarlocks);
    int sourceWarlocksBonus = Math.min(sourceWarlocksBalance, destinationAmazons);
    float sourceWarlocksStrength = (sourceWarlocks - sourceWarlocksBonus + (sourceWarlocksBonus * FIGHTING_BONUS));
    int sourceCrusadersBalance = Math.max(0, sourceCrusaders - destinationCrusaders);
    int sourceCrusadersBonus = Math.min(sourceCrusadersBalance, destinationWarlocks);
    float sourceCrusadersStrength = (sourceCrusaders - sourceCrusadersBonus + (sourceCrusadersBonus * FIGHTING_BONUS));
    int sourceAmazonsBalance = Math.max(0, sourceAmazons - destinationAmazons);
    int sourceAmazonsBonus = Math.min(sourceAmazonsBalance, destinationCrusaders);
    float sourceAmazonsStrength = (sourceAmazons - sourceAmazonsBonus + (sourceAmazonsBonus * FIGHTING_BONUS));
    float sourceTotalStrength = sourceWarlocksStrength + sourceCrusadersStrength + sourceAmazonsStrength;

    int destinationWarlocksBalance = Math.max(0, destinationWarlocks - sourceWarlocks);
    int destinationWarlocksBonus = Math.min(destinationWarlocksBalance, sourceAmazons);
    float destinationWarlocksStrength = (destinationWarlocks - destinationWarlocksBonus + (destinationWarlocksBonus * FIGHTING_BONUS));
    int destinationCrusadersBalance = Math.max(0, destinationCrusaders - sourceCrusaders);
    int destinationCrusadersBonus = Math.min(destinationCrusadersBalance, sourceWarlocks);
    float destinationCrusadersStrength = (destinationCrusaders - destinationCrusadersBonus + (destinationCrusadersBonus * FIGHTING_BONUS));
    int destinationAmazonsBalance = Math.max(0, destinationAmazons - sourceAmazons);
    int destinationAmazonsBonus = Math.min(destinationAmazonsBalance, sourceCrusaders);
    float destinationAmazonsStrength = (destinationAmazons - destinationAmazonsBonus + (destinationAmazonsBonus * FIGHTING_BONUS));
    float destinationTotalStrength = destinationWarlocksStrength + destinationCrusadersStrength + destinationAmazonsStrength;


    if (sourceTotalStrength > destinationTotalStrength) {

        RandomNumberGenerator rand = new RandomNumberGenerator();
        int[] limits = new int[3];
        limits[0] = sourceWarlocks;
        limits[1] = sourceCrusaders;
        limits[2] = sourceAmazons;
        int[] losses = rand.genNumberWithLimits((int) Math.ceil(destinationTotalStrength), limits);

        attackingTown.setWarlocks(attackingTown.getWarlocks() - sourceWarlocks);
        attackingTown.setCrusaders(attackingTown.getCrusaders() - sourceCrusaders);
        attackingTown.setAmazons(attackingTown.getAmazons() - sourceAmazons);

        defendingTown.setWarlocks(sourceWarlocks - losses[0]);
        defendingTown.setCrusaders(sourceCrusaders - losses[1]);
        defendingTown.setAmazons(sourceAmazons - losses[2]);
        defendingTown.setCorsairs(0);
        defendingTown.setBishops(0);
        defendingTown.setNecromancers(0);
        defendingTown.setArchitects(0);

        defendingTown.setCorpses(defendingTown.getCorpses() + destinationWarlocks + destinationCrusaders + destinationAmazons + losses[0] + losses[1] + losses[2]);
        defendingTown.setOwnerId(attackingTown.getOwnerId());
        return true;
    } else if (sourceTotalStrength <= destinationTotalStrength) {

        RandomNumberGenerator rand = new RandomNumberGenerator();
        int[] limits = new int[3];
        limits[0] = destinationWarlocks;
        limits[1] = destinationCrusaders;
        limits[2] = destinationAmazons;
        int[] losses = rand.genNumberWithLimits((int) Math.ceil(sourceTotalStrength), limits);

        attackingTown.setWarlocks(attackingTown.getWarlocks() - sourceWarlocks);
        attackingTown.setCrusaders(attackingTown.getCrusaders() - sourceCrusaders);
        attackingTown.setAmazons(attackingTown.getAmazons() - sourceAmazons);

        defendingTown.setWarlocks(destinationWarlocks - losses[0]);
        defendingTown.setCrusaders(destinationCrusaders - losses[1]);
        defendingTown.setAmazons(destinationAmazons - losses[2]);

        defendingTown.setCorpses(defendingTown.getCorpses() + sourceWarlocks + sourceCrusaders + sourceAmazons + losses[0] + losses[1] + losses[2]);
    }
    return false;

}

/**
 * Taken from Game.java
 *
 * Generate N random numbers when their SUM is known
 *
 * @author Deepak Azad
 */

public class RandomNumberGenerator  {

    public int[] genNumbers(int n, int sum){
        int[] nums = new int[n];
        int upperbound = Long.valueOf(Math.round(sum*1.0/n)).intValue();
        int offset = Long.valueOf(Math.round(0.5*upperbound)).intValue();

        int cursum = 0;
        Random random = new Random(new Random().nextInt());
        for(int i=0 ; i < n ; i++){
            int rand = random.nextInt(upperbound) + offset;
            if( cursum + rand > sum || i == n - 1) {
                rand = sum - cursum;
            }
            cursum += rand;
            nums[i]=rand;
            if(cursum == sum){
                break;
            }
        }
        return nums;
    }

    public int[] genNumberWithLimits(int sum, int[] limits) {

        int n = limits.length;
        int[] nums = new int[n];
        int total = 0;

        for (int l : limits) {
            total += l;
        }

        if (total <= sum)
            return limits;

        Random random = new Random(new Random().nextInt());
        while (sum > 0) { 
            int x = random.nextInt(n);
            if (nums[x] < limits[x]) {
                nums[x] += 1;
                sum--;
            }
        }
        return nums;
    }
}

// algorithm taken from Game.java
private int estimateProceedsOfTheft(Town theivingTown)
{
    int bestTownToTheiveProceedsAmount = -1;
    for (Town town : towns)
    {
        int goldStolen = estimateProceedsOfTheft(town,theivingTown);

        if (goldStolen > bestTownToTheiveProceedsAmount)
        {
            bestTownToTheiveProceedsAmount=goldStolen;
        }             
    }
    return bestTownToTheiveProceedsAmount;
}

// algorithm taken from Game.java
private int estimateProceedsOfTheft(Town victimTown,Town theivingTown)
{
    int goldStolen = 0;

    if (victimTown.getOwnerId()!= theivingTown.getOwnerId())
    {
        int goldReserve = victimTown.getGold() + GOLD_MAX_DEBT > 0 ? victimTown.getGold() + GOLD_MAX_DEBT : GOLD_MAX_DEBT - Math.abs(victimTown.getGold());
        int goldToSteal = theivingTown.getCorsairs() * GOLD_PER_STEAL;
        goldStolen = Math.min(goldReserve, goldToSteal);
    }

    return goldStolen;
}

// exactly as the method name states :)
private Town findStrongestTownThatCanDefeatGivenTown(Town defendingTown)
{
    int strongestSurvivingForce=-1;
    Town strongestTown=null;
    for (Town town : towns)
    {
        if (town.getOwnerId()!=defendingTown.getOwnerId() && town.getOwnerId()!=-1)
        {
            Town simulatedThisTown = new Town(defendingTown);
            Town simulatedOtherTown = new Town(town);

            // check to see if the other town could defeat this town
            if (battle(simulatedOtherTown,simulatedThisTown,simulatedOtherTown.getWarlocks(), simulatedOtherTown.getCrusaders(), simulatedOtherTown.getAmazons()))
            {
                //and if so, if it is the most overwhelming win, then that town is the target of conversion.
                int survivingForce=simulatedOtherTown.getAmazons()+simulatedOtherTown.getCrusaders()+simulatedOtherTown.getWarlocks()+
                                simulatedThisTown.getAmazons()+simulatedThisTown.getCrusaders()+simulatedThisTown.getWarlocks();
                if (survivingForce>strongestSurvivingForce)
                {
                    strongestSurvivingForce=survivingForce;
                    strongestTown = town;
                }
            }
        }
    }
    return strongestTown;
}
}

Untuk menjalankan: 1. Tempatkan ke direktori moogiesoft 2. Dalam direktori induk: java moogiesoft.Opportunist


Wow! Ini cukup bagus!
TheNumberOne

Ini bagus sekali, tetapi saya pikir Anda dapat memperbaikinya secara marjinal dengan 1. berhenti membeli Uskup jika Anda memiliki lebih banyak uskup daripada gabungan pasukan lainnya, 2. menyerang kota-kota yang melanggar hukum sebelum mencapai 100 jika mereka tidak dijaga dan tidak ada bot lain. Seharusnya membuat skor akhir Anda jauh lebih tinggi.
durron597

Terima kasih, itu saran bagus. Saya akan berusaha untuk memasukkan mereka :)
Moogie

Bagus sekali, strategi Opportunist benar-benar menarik!
Thrax

@Thrax terima kasih atas tantangannya! Dari eksperimen saya, kebetulan memiliki faktor besar pada seberapa baik oportunis bermain. Ini dapat dengan mudah dibanjiri di putaran huru-hara awal. Biasanya oleh orang Zelot.
Moogie

8

Aegis, Jawa

Aegis mencoba untuk bermain aman dan menunggu pemain lain untuk bertarung di antara mereka sendiri sambil membangun blok perumahan yang bagus, penuh dengan perkebunan mewah. Karena emas adalah sumber daya yang berharga, Aegis merekrut cukup banyak Corsair untuk mencuri dari tetangganya dan melindungi uang hasil jerih payahnya.

import java.util.ArrayList;
import java.util.List;

public class Aegis {

    int round;
    int phase;
    int playerID;
    int thisTownID;

    final int PEONS_PER_BISHOPS = 50;
    final int GOLD_STOLEN_PER_CORSAIR = 10;
    final int AVERAGE_COST_PER_UNIT = 2;
    final int GOLD_SAFETY = 100;
    final int PEONS_SAFETY = 20;
    final int COST_CORSAIR = 12;
    final int COST_SOLDIER = 10;
    final int COST_ESTATE = 200;
    final int MAX_CORSAIRS = 30;

    List<Town> towns;
    List<Town> myTowns;
    List<Town> otherTowns;

    Town thisTown;

    public static void main(String[] args){
        if (args.length == 0) {
            System.out.println("10 10 10 10 1 1 3 55");
        } else {
            new Aegis().protect(args[0].split(";"));
        }
    }

    private void protect(String[] args) {

        round = Integer.parseInt(args[0]);
        phase = Integer.parseInt(args[1]);
        playerID = Integer.parseInt(args[2]);
        thisTownID = Integer.parseInt(args[3]);

        towns = new ArrayList<>();
        myTowns = new ArrayList<>();
        otherTowns = new ArrayList<>();

        for (int i = 4; i < args.length; i++){
            towns.add(new Town(args[i]));
        }

        for (Town town : towns){
            if (town.isMine()){
                myTowns.add(town);
                if (town.isThisTown()){
                    thisTown = town;
                }
            } else {
                otherTowns.add(town);
            }
        }

        switch (phase) {
        case 2: steal(); break;
        case 3: recruit(); break;
        case 6: convert(); break;
        case 7: attack(); break;
        case 8: move(); break;
        case 9: resurrect(); break;
        case 11: build(); break;
        }
    }

    private void steal() {
        Town richestTown = otherTowns.stream().max((a,b) -> a.gold - b.gold).get();
        System.out.println("S " + richestTown.getId() + " " + thisTown.getCorsairs());
    }

    private void recruit() {
        Town richestTown = otherTowns.stream().max((a,b) -> a.gold - b.gold).get();
        Town soldierTown = otherTowns.stream().max((a,b) -> (a.amazons + a.warlocks + a.crusaders) - (b.amazons + b.warlocks + b.crusaders)).get();
        int requiredBishops = Math.max(0, Math.floorDiv(thisTown.getPeons(), PEONS_PER_BISHOPS) - thisTown.getBishops());
        int requiredNecromancers = Math.max(0, 1 - thisTown.getNecromancers());
        int requiredArchitects = Math.max(0, 5 - thisTown.getArchitects());
        int requiredCorsairs = Math.max(0, Math.min(MAX_CORSAIRS - thisTown.getCorsairs(), Math.floorDiv(richestTown.getGold(), GOLD_STOLEN_PER_CORSAIR)));
        int goldAvailable = thisTown.getGold() - (AVERAGE_COST_PER_UNIT * thisTown.getUnits()) - GOLD_SAFETY;
        int peonsAvailable = Math.max(0, thisTown.getPeons() - PEONS_SAFETY);
        int recruitedCorsairs = 0;
        int[] recruits = new int[3];
        int i = 0;
        while (peonsAvailable >= 5 && goldAvailable >= 50 && recruitedCorsairs < requiredCorsairs) {
            recruitedCorsairs++;
            peonsAvailable--;
            goldAvailable-=COST_CORSAIR;
        }
        while (peonsAvailable >= 5 && goldAvailable >= 50) {
            if (soldierTown.getSoldiers() > thisTown.getSoldiers()) {
                i = (i >= recruits.length - 1 ? 0 : i+1);
                recruits[i]++;
                peonsAvailable--;
                goldAvailable-=COST_SOLDIER;
            } else {
                break;
            }
        }
        if (recruits[0] + recruits[1] + recruits[2] + recruitedCorsairs + requiredBishops + requiredNecromancers + requiredArchitects > 0) {
            System.out.println("R " + recruits[0] + " " + recruits[1] + " " + recruits[2] + " " + recruitedCorsairs + " " + requiredBishops + " " +  requiredNecromancers + " " + requiredArchitects);
        } else {
            System.out.println("W");
        }
    }

    private void convert() { 
        System.out.print("W");
    }

    private void attack() {
        if (this.countOtherPlayers() <= 1) {
            Town richestTown = otherTowns.stream().max((a,b) -> a.getGold() - b.getGold()).get();
            int neededWarlocks =  thisTown.getWarlocks() - richestTown.getWarlocks();
            int neededCrusaders = thisTown.getCrusaders() - richestTown.getCrusaders();
            int neededAmazons = thisTown.getAmazons() - richestTown.getAmazons() ;

            if (neededWarlocks > 0 && neededCrusaders > 0 && neededAmazons > 0) {
                System.out.println("A " + richestTown.getId() + " " + (richestTown.getWarlocks() + 1) + " " + (richestTown.getCrusaders() + 1) + " " + (richestTown.getAmazons() + 1));  
            } else {
                System.out.println("W");
            }
        } else {
            System.out.println("W");
        }
    }

    private void move() {
        for (Town town : myTowns) {
            int goldBalance = town.getGold() - (AVERAGE_COST_PER_UNIT * thisTown.getUnits()) + GOLD_SAFETY;
            if (goldBalance <= 0) {
                System.out.println("T " + town.getId() + " " + (-goldBalance + GOLD_SAFETY));
                break;
            }
        }
        System.out.println("W");
    }

    private void resurrect() {
        if (thisTown.getCorpses() > 0) {
            int corpses = Math.min(5, thisTown.getCorpses());
            System.out.print("R " + corpses);
        } else {
            System.out.print("W");
        }
    }

    private void build() {
        int goldAvailable = thisTown.getGold() - (AVERAGE_COST_PER_UNIT * thisTown.getUnits()) - GOLD_SAFETY;
        if (goldAvailable >= (COST_ESTATE + 50)) {
            System.out.println("B E");
        } else {
            System.out.println("W");
        }
    }

    public int countOtherPlayers() {
        List<Integer>players = new ArrayList<>();
        for (Town town : otherTowns) {
            if (!players.contains(town.getOwnerId()) && town.getOwnerId() >= 0) players.add(town.getOwnerId());
        }
        return players.size();
    }

    private class Town {

        private final int ownerId;
        private final int id;
        private final int gold;
        private final int corpses;
        private final int warlocks;
        private final int crusaders;
        private final int amazons;
        private final int corsairs;
        private final int bishops;
        private final int necromancers;
        private final int architects;
        private final int peons;
        private final int temples;
        private final int barracks;
        private final int estates;
        private final int palaces;

        public Town(String string){
            String[] args = string.split("_");
            ownerId = Integer.parseInt(args[0]);
            id = Integer.parseInt(args[1]);
            gold = Integer.parseInt(args[2]);
            corpses = Integer.parseInt(args[3]);
            warlocks = Integer.parseInt(args[4]);
            crusaders = Integer.parseInt(args[5]);
            amazons = Integer.parseInt(args[6]);
            corsairs = Integer.parseInt(args[7]);
            bishops = Integer.parseInt(args[8]);
            necromancers = Integer.parseInt(args[9]);
            architects = Integer.parseInt(args[10]);
            peons = Integer.parseInt(args[11]);
            String[] args2 = args[12].split("-");
            temples = Integer.parseInt(args2[0]);
            barracks = Integer.parseInt(args2[1]);
            estates = Integer.parseInt(args2[2]);
            palaces = Integer.parseInt(args2[3]);
        }
        public int getOwnerId() {
            return ownerId;
        }
        public int getId() {
            return id;
        }
        public int getGold() {
            return gold;
        }
        public int getCorpses() {
            return corpses;
        }
        public int getWarlocks() {
            return warlocks;
        }
        public int getCrusaders() {
            return crusaders;
        }
        public int getAmazons() {
            return amazons;
        }
        public int getCorsairs() {
            return corsairs;
        }
        public int getBishops() {
            return bishops;
        }
        public int getNecromancers() {
            return necromancers;
        }
        public int getArchitects() {
            return architects;
        }
        public int getPeons() {
            return peons;
        }
        public int getTemples() {
            return temples;
        }
        public int getBarracks() {
            return barracks;
        }
        public int getEstates() {
            return estates;
        }
        public int getPalaces() {
            return palaces;
        }
        public int getBuildings() {
            return getTemples() + getBarracks() + getEstates() + getPalaces();
        }
        public int getSoldiers() {
            return getWarlocks() + getCrusaders() + getAmazons();
        }
        public int getUnits() {
             return getSoldiers() + getCorsairs() + getBishops() + getNecromancers() + getArchitects();
        }
        public int getCitizens() {
            return getUnits() + getPeons();
        }
        public boolean isMine(){
            return getOwnerId() == playerID;
        }
        public boolean isThisTown(){
            return id == thisTownID;
        }
    }

}

Kompilasi dengan javac Aegis.java

Jalankan dengan java Aegis


8

Young Earl, Python 2

versi 3.1

Memperbarui:

Ibu Young Earl tidak akan tahan dengan perangnya. Dia harus terlibat dalam pembangunan kota sebagai gantinya. Earl sekarang memiliki penasihat ekonomi dan banyak spreadsheet. Dia berharap untuk hidup yang lebih sederhana kalau saja dia bisa mengejar pelayan kamar.

import sys, re
from random import *
from operator import itemgetter

(PLAYER, TOWN, GOLD, CORPSES, WARLOCKS, CRUSADERS, AMAZONS, 
CORSAIRS, BISHOPS, NECROMANCERS, ARCHITECTS, PEONS, 
TEMPLES, BARRACKS, ESTATES, PALACES) = range(16)
OUTLAW = -1

def seqalloc(seq, num):
    outseq = []
    totalw = float(sum(seq))
    for weight in seq:
        share = int(round(num * weight / totalw)) if weight else 0
        outseq.append(share)
        totalw -= weight
        num -= share
    return outseq

def getstrength(t): return sum(t[WARLOCKS:AMAZONS+1])
def calcprofit(t): return t[GOLD] + 20*t[PEONS] + 200*t[ESTATES]
def getincome(t): return 5*t[PEONS] + 2*(t[PEONS]+t[CORSAIRS])*t[ESTATES]

if len(sys.argv) < 2:
    print 5,20,5,   12,4,1,13,   40
else:
    try:
        output = 'W'

        parts = sys.argv[1].split(';')
        turn, phase, me, thistown = [int(parts.pop(0)) for i in range(4)]
        # Catagorize towns:
        towns = [map(int, re.split(r'_', town)) for town in parts]
        outlaws = [t for t in towns if t[PLAYER] == OUTLAW]
        mytowns = [t for t in towns if t[PLAYER] == me]
        enemy = [t for t in towns if t[PLAYER] not in (me, OUTLAW)]
        # Situation:
        here = [t for t in mytowns if t[TOWN] == thistown][0]
        strength = sorted(enemy, key=getstrength)
        strengthoutlaw = sorted(outlaws, key=getstrength)
        profenemy = sorted(enemy, key=calcprofit)
        profoutlaw = sorted(outlaws, key=calcprofit)
        rich = outlaws + sorted(enemy, key=itemgetter(GOLD))
        bandits = sum(sum(t[4:12]) for t in outlaws)
        # Planning:
        siblings = [t for t in mytowns if t != here]
        bodytowns = [t for t in mytowns if t[CORPSES] > 0]
        myincome = getincome(here)
        isrich = all(t[GOLD] < here[GOLD]*1.5 for t in enemy)
        wages = getstrength(here) + sum(here[CORSAIRS:ARCHITECTS+1]) * 2
        newpeons = (turn % 5 == 1) if turn > 1 else 0
        theft = 10 * max(0, bandits/len(enemy+mytowns) - here[CORSAIRS]*5)

        if phase == 2:
            output = 'S %u %u' % (rich[-1][TOWN], here[CORSAIRS])

        elif phase == 3:
            cash = max(0, here[GOLD] - wages)
            if theft < myincome:
                if here[ARCHITECTS] and cash > 200:
                    cash -= 200
                cash = max(0, cash - 150)
            # must haves:
            cors = (bandits/len(mytowns+enemy)) / 5 + 1
            cors = cors if cors < 25 else 0
            bish = here[PEONS]/50 + 1
            necro = here[CORPSES]/20 + 1
            require = [cors, bish, necro, 0]
            need = [0]*3 + [max(0, p-q) for p,q in zip(require, here[7:11])]
            if sum(need)*22 < cash:
                train = need
            else:
                train = seqalloc(need, cash/22)
            now = [p+q for p,q in zip(here[4:11], train)]
            cash -= sum(p*q for p,q in zip(train[3:], [12,20,20,15]))
            cash -= sum(train)*2   # new wages
            # nice to have:
            raises = min(here[CORPSES]/4+1, now[5]*5, cash/20)
            cash -= raises * 20
            archreq = max(0, 13 - here[ARCHITECTS])
            if theft < myincome and archreq * 17 < cash:
                train[6] += archreq
                cash -= archreq * 17
                if cash > 200:
                    cash -= 200
            newbish = max(0, cash/50 - now[4])
            if newpeons:
                bishreq = (myincome - 200 - wages)/50 * 12/10
                newbish += max(0, bishreq - (now[4]+newbish))
            newbish = min(newbish, cash/22)
            train[4] += newbish
            cash -= newbish * 22

            if sum(train) > 0:
                output = 'R %u %u %u %u %u %u %u' % tuple(train)

        elif phase == 6:
            cash = here[GOLD]
            if theft < myincome:
                if here[ARCHITECTS] and cash > 200:
                    cash -= 200
                cash = max(0, cash - 150)
            raises = min(here[CORPSES]/4+1, here[NECROMANCERS]*5, cash/20)
            cash -= raises * 20
            count = min(cash/50, here[BISHOPS])
            if count > 0:
                target = (strengthoutlaw + strength)[-1]
                count = min(count, sum(target[4:7]))
                ftrs = seqalloc(target[4:7], count)
                output = 'C %u %u %u %u' % tuple([target[TOWN]] + ftrs)

        elif phase == 7:
            force = getstrength(here)
            target = None
            if not enemy or force > getstrength(strength[-1])*2:
                for town in profenemy[::-1]+profoutlaw[::-1]:
                    if force > getstrength(town)*4:
                        target = town
                        break
            if target:
                raiders = seqalloc(here[4:7], force/2)
                output = 'A %u %u %u %u' % tuple([target[TOWN]] + raiders)

        elif phase == 8:
            cash = here[GOLD]
            if theft < myincome:
                if here[ARCHITECTS] and cash > 200:
                    cash -= 200
                cash = max(0, cash - 150)
            raises = min(here[CORPSES]/4+1, here[NECROMANCERS]*5, cash/20)
            if raises > 0:
                output = 'R %s' % raises

        elif phase == 9:
            if here[CORPSES] == 0 and bodytowns:
                dest = max(bodytowns, key=itemgetter(CORPSES))
                necro = min(here[NECROMANCERS], dest[CORPSES]/20+1)
                output = 'M %u 0 0 0 0 0 %u 0' % (dest[TOWN], necro)
            elif siblings and theft < 100 and isrich:
                given = min(here[GOLD]/33, here[CORSAIRS]*200)
                dest = max(siblings, key=getincome)
                output = 'T %u %u' % (dest[TOWN], given)

        elif phase == 11:
            if here[ARCHITECTS] and here[GOLD] >= 200:
                output = 'B E'
    except:
        pass
    print output

Analisis Kinerja

Dalam kompetisi game, Earl terbaru berhasil dengan baik. Dalam 2 pertandingan dari 10, ia berhasil menang melawan kota-kota pemain tetapi kemudian membeku ketika tiba saatnya untuk menaklukkan kota-kota bandit. Saya telah memperbaiki bug itu - Saya tidak pernah berpikir dia akan sejauh itu ;-). Kalau dipikir-pikir, saya seharusnya mengunduh controller dan menguji Earl.

Selamat kepada @ Moogie dan @TheBestOne untuk entri terbaik. Sayang sekali hanya satu yang bisa menang. Keduanya sangat baik.

Jika ada lebih banyak pertandingan, saya ingin melihat bagaimana Earl yang diperbaiki bertahan melawan kedua juara. Saya harap @Thrax akan memiliki waktu luang untuk ini.



Saya akan menjalankan 3 game lagi dengan Earl baru untuk melihat hasilnya. Saya juga terus memperbarui git jika Anda ingin mengujinya sendiri. (dan saya hampir selesai mengerjakan KOTH berikutnya, harapkan yang baru segera!)
Thrax

Inilah hasilnya: 1. Outlaw(12, 6671, 2233682) 2. YoungEarl(3, 6346, 208215) 3. Politician(1, 96, 0)dulu 1. YoungEarl(16, 2514, 72315)dan akhirnya 1. Politician(16, 1562, 53467). YoungEarl memang melakukan pekerjaan yang sangat indah.
Thrax

Terima kasih Thrax. Earl tampaknya mengerti. Lebih baik terlambat daripada tidak eh?
Logic Knight

Karena Moogie & TheBestOne juga masih dalam pelarian, saya akan mencoba menjalankan 100 game untuk hadiah lain. (Tapi saya agak kekurangan reputasi, saya perlu setidaknya dua kali dari apa yang sudah saya habiskan yaitu 300 rep)
Thrax

6

TheLannisters (Jawa)

Saya memilih nama ini karena pengiriman ini menjadi kaya sekali. Juga, kalimat itu TheLannisters gave birth to 30 childrenterdengar lucu: D

Sunting: Sekarang menunggu dengan serangan untuk waktu yang lama dan mengganggu pemain dengan mencuri tentara mereka. Itu juga dapat merekrut setiap jenis unit.

import java.util.ArrayList;
import java.util.List;

public class TheLannisters {
    private static final int COST_PER_SOLDIER = 11;
    private static final int COST_PER_CORSAIR = 14;
    private static final int COST_PER_BISHOP = 22;
    private static final int COST_PER_CONVERTION = 50;
    private final int MIN_PEONS;
    private final int phase;
    private final int myId;
    private final int round;
    private final List<Town> myTowns = new ArrayList<>();
    private final List<Town> enemyTowns = new ArrayList<>();
    private final List<Town> enemyPlayerTowns = new ArrayList<>();
    private final List<Town> outlawTowns = new ArrayList<>();
    private Town thisTown = null;

    public static void main(String[] args){
        if (args.length == 0) {
            System.out.println("12 14 10 11 3 5 5 40");
        } else {
            new TheLannisters(args[0].split(";")).command();
        }
    }

    public TheLannisters(String[] args) {
        round = Integer.parseInt(args[0]);
        phase = Integer.parseInt(args[1]);
        myId = Integer.parseInt(args[2]);
        MIN_PEONS = 40 + round/2;
        int thisTownId = Integer.parseInt(args[3]);

        boolean hasAlreadyCommanded = false;
        for (int i = 4; i < args.length; i++){
            Town town = new Town(args[i], hasAlreadyCommanded);
            if (town.isMine()){
                myTowns.add(town);
                if (town.id == thisTownId){
                    thisTown = town;
                    hasAlreadyCommanded = true;
                }
            } else {
                enemyTowns.add(town);
                if (town.isOutlawTown()) {
                    outlawTowns.add(town);
                } else {
                    enemyPlayerTowns.add(town);
                }
            }
        }
    }

    private void command() {
        switch (phase) {
            case 2: steal(); break;
            case 3: recruit(); break;
            case 6: convert(); break;
            case 7: attack(); break;
            case 8: resurrect(); break;
            case 9: move(); break;
            case 11: build(); break;
        }
    }

    private void steal() {
        int goldToSteal = thisTown.corsairs * 10;

        int mostSoldiers = -1;
        Town richestTown = null;
        for (Town town : enemyPlayerTowns) {
            if (town.getSoldiers() > mostSoldiers && town.gold >= goldToSteal) {
                richestTown = town;
                mostSoldiers = town.getSoldiers();
            }
        }
        if (richestTown != null) {
            printCommand("S " + richestTown.id + " " + thisTown.corsairs);
        }

        // player with most gold (could be an outlaw)
        int mostGold = -1;
        for (Town town : enemyTowns) {
            if (town.gold > mostGold) {
                richestTown = town;
                mostGold = town.gold;
            }
        }
        printCommand("S " + richestTown.id + " " + thisTown.corsairs);
    }

    private void recruit() {
        int freePeons = (thisTown.peons - MIN_PEONS);
        if (!thisTown.isWeak()) {
            freePeons /= 2;
        }
        int freeGold = thisTown.gold - thisTown.getSoldiers() - thisTown.getCitizens() * 2;

        if (freePeons <= 0 || freeGold < COST_PER_SOLDIER) {
            printCommand("W");
        }

        int bishops = 0;
        if ((thisTown.bishops * 50 < thisTown.peons || thisTown.gold > 500) && freeGold >= COST_PER_BISHOP) {
            bishops = 1;
            freeGold -= COST_PER_BISHOP;
            freePeons--;
        }

        int necromancers = 0;
        if (thisTown.necromancers == 0 && freeGold >= COST_PER_BISHOP) {
            necromancers = 1;
            freeGold -= COST_PER_BISHOP;
            freePeons--;
        }

        int corsairs = 0;
        if (thisTown.getsRobbed() && freeGold >= COST_PER_CORSAIR) {
            corsairs = 1;
            freeGold -= COST_PER_CORSAIR;
            freePeons--;
        }

        int architects = 0;
        if (thisTown.architects == 0 && freeGold > 500) {
            architects = 1;
            freeGold -= COST_PER_BISHOP;
            freePeons--;
        }

        int producableSoldiers = Math.min(freePeons, freeGold / COST_PER_SOLDIER);
        int soldierPerType = producableSoldiers / 3;
        int crusaders = soldierPerType + (producableSoldiers % 3);
        printCommand("R " + soldierPerType + " " + crusaders + " " + soldierPerType + " " + corsairs + " " + bishops + " " + necromancers + " " + architects);
    }

    private void convert() {
        int freeGold = 0;
        if (thisTown.isWeak() || thisTown.corpses <= 0) {
            freeGold = thisTown.gold - 300;
        }
        if (freeGold < COST_PER_CONVERTION || thisTown.bishops == 0 || (round < 2 && thisTown.getSoldiers() > 35)) {
            printCommand("W");
        }
        int soldiersToConvert = freeGold / COST_PER_CONVERTION;
        int soldiersPerType = soldiersToConvert / 3;
        int amazons = soldiersPerType + (soldiersToConvert % 3);

        Town destination = null;        
        int mostSoldiers = -1;
        if (destination == null) {
            for (Town town : enemyPlayerTowns) {
                if (town.getSoldiers() > mostSoldiers) {
                    destination = town;
                    mostSoldiers = town.getSoldiers();
                }
            }
        }
        if (destination == null) {
            destination = outlawTowns.get(0);
        }
        printCommand("C " + destination.id + " " + soldiersPerType + " " + soldiersPerType + " " + amazons);
    }

    private void attack() {
        int leastSoldiers = Integer.MAX_VALUE;
        Town destination = null;

        if (thisTown.isWeak() || round < 21) {
            printCommand("W");
        }

        for (Town town : enemyTowns) {
            if (town.getSoldiers() < leastSoldiers) {
                destination = town;
                leastSoldiers = town.getSoldiers();
            }
        }

        boolean attackTogether = false;
        for (Town town : myTowns) {
            if (!town.hasAlreadyCommanded && !town.isWeak() && !town.equals(thisTown)) {
                attackTogether = true;
            }
        }

        if (thisTown.getSoldiers() / 3.5 > destination.getSoldiers() || (attackTogether && thisTown.getSoldiers() / 2 >= destination.getSoldiers())) {
            int warlocks = thisTown.warlocks/2;
            int crusaders = thisTown.crusaders/2;
            int amazons = thisTown.amazons/2;
            while (warlocks + crusaders + amazons > (destination.getSoldiers() + 3) * 3) {
                warlocks = Math.max(0, --warlocks);
                crusaders = Math.max(0, --crusaders);
                amazons = Math.max(0, --amazons);
            }
            if (enemyPlayerTowns.size() == 0) {
                // dont send too many soldiers => otherwise they revolt
                printCommand("A " + destination.id + " " + (destination.warlocks + 2) + " " + (destination.crusaders + 2) + " " + (destination.amazons + 2));
            }
            printCommand("A " + destination.id + " " + warlocks + " " + crusaders + " " + amazons);
        } else {
            printCommand("W");
        }
    }

    private void resurrect() {
        printCommand("R 999");      
    }

    private void move() {
        if (myTowns.size() == 1 || thisTown.corpses > 10) {
            printCommand("W");
        }
        int leastGold = thisTown.gold;
        Town destination = null;
        for (Town town : myTowns) {
            if (town.gold < leastGold) {
                leastGold = town.gold;
                destination = town;
            }
        }
        if (destination != null && (thisTown.hasMostGold() || (thisTown.gold > 100 && destination.gold - destination.getSoldiers() - destination.getCitizens() * 2 < 300) || (thisTown.gold > 300 && destination.getsRobbed()))) {
            printCommand("T " + destination.id + " " + Math.max(thisTown.gold / 10, 30));
        }
        for (Town town : myTowns) {
            if (town.isWeak()) {
                printCommand("M " + town.id + " " + (thisTown.warlocks / 4) + " "  + (thisTown.crusaders / 4) + " "  + (thisTown.amazons / 4) + " 0 0 0 0");
            }
        }
        printCommand("W");
    }

    private void build() {
        if (thisTown.gold >= 500) {
            printCommand("B P");
        } else if (thisTown.gold > 300) {
            if (round % 2 == 0) {
                printCommand("B E");
            }
            printCommand("B B");    
        }
    }

    private class Town {

        private final int ownerId;
        private final int id;
        private final int gold;
        private final int corpses;
        private final int warlocks;
        private final int crusaders;
        private final int amazons;
        private final int corsairs;
        private final int bishops;
        private final int necromancers;
        private final int architects;
        private final int peons;
        private final boolean hasAlreadyCommanded;

        public Town(String string, boolean hasAlreadyCommanded){
            String[] args = string.split("_");
            ownerId = Integer.parseInt(args[0]);
            id = Integer.parseInt(args[1]);
            gold = Integer.parseInt(args[2]);
            corpses = Integer.parseInt(args[3]);
            warlocks = Integer.parseInt(args[4]);
            crusaders = Integer.parseInt(args[5]);
            amazons = Integer.parseInt(args[6]);
            corsairs = Integer.parseInt(args[7]);
            bishops = Integer.parseInt(args[8]);
            necromancers = Integer.parseInt(args[9]);
            architects = Integer.parseInt(args[10]);
            peons = Integer.parseInt(args[11]);
            this.hasAlreadyCommanded = hasAlreadyCommanded;
        }

        public int getSoldiers() {
            return warlocks + crusaders + amazons;
        }

        public int getCitizens() {
            return corsairs + bishops + necromancers + architects;
        }

        public boolean isMine(){
            return ownerId == myId;
        }

        public boolean isOutlawTown() {
            return ownerId == -1;
        }

        public boolean isWeak() {
            return willBeWeak(1);
        }

        public boolean willBeWeak(double divisor) {
            if (enemyPlayerTowns.size() == 0) {
                return false;
            }
            int mySoldiers = (int) (getSoldiers() * divisor);
            int weakerTowns = 0;
            for (Town town : enemyTowns) {
                if (town.getSoldiers() < mySoldiers) {
                    weakerTowns++;
                }
            }
            for (Town town : myTowns) {
                if (town.getSoldiers() < mySoldiers) {
                    weakerTowns++;
                }
            }
            return weakerTowns <= 2;
        }

        public boolean getsRobbed() {
            int outlaws = 0;
            for (Town town : outlawTowns) {
                outlaws += town.getSoldiers() + town.getCitizens() + town.peons;
            }
            int notOutlawTowns = enemyTowns.size() + myTowns.size() - outlawTowns.size();
            int outlawsPerTown = outlaws / notOutlawTowns;
            return outlawsPerTown - corsairs * 5 > 0;
        }

        public boolean hasMostGold() {
            for (Town town : enemyTowns) {
                if (gold < town.gold) {
                    return false;
                }
            }
            return true;
        }
    }

    private void printCommand(String command) {
        System.out.println(command);
        System.exit(0);
    }
}

Anda memiliki NPE saat Anda hanya bertarung melawan Penjahat. Cuplikan ini: for (Town town : enemyPlayerTowns)tidak mendapatkan apa-apa, jadi Anda Town richestTown = null;atau yang setara tetap nol.
Thrax

@Thrax Terima kasih, harus diperbaiki sekarang :)
CommonGuy

6

Politisi, Jawa

v3

Memperbarui: Menambahkan komentar yang menjengkelkan dan perencanaan yang lebih baik.

Memperbarui: Merekrut jauh lebih sedikit kereta api (corsairs) dan berfokus pada membangun ekonomi (prajurit infanteri).

Memperbarui: Tweaked beberapa parameter.

Memperbarui: Serangan jauh lebih sering. Dengarkan lebih banyak ilmuwan.

Ia memiliki dua tujuan.

  1. Emas tak terbatas.

  2. Tentara tidak terbatas.

import java.util.ArrayList;
import java.util.List;

public class Politician {

    private static final int SOLDIER_COST = 11;
    private static final int AMBASSADOR_COST = 22;
    private static final int SCIENTIST_COST = 22;
    private static final int TRAIN_COST = 14;
    private static final int ARCHITECT_COST = 17;
    private static final int CONVERSION_COST = 50;
    private static final double MIN_SOLDIER_RATIO = .75;
    private static final int MIN_PEOPLE = 30;
    private static final int MIN_ARCHITECTS = 13;
    private static final int MAX_PEOPLE = 200;
    int round;
    int phase;
    int playerID;
    int thisTownID;

    List<State> states;
    List<State> myStates;
    List<State> otherStates;

    State thisState;

    public Politician(String... args) {
        args = args[0].split(";");

        round = Integer.parseInt(args[0]);
        phase = Integer.parseInt(args[1]);
        playerID = Integer.parseInt(args[2]);
        thisTownID = Integer.parseInt(args[3]);

        states = new ArrayList<>();
        myStates = new ArrayList<>();
        otherStates = new ArrayList<>();

        for (int i = 4; i < args.length; i++){
            states.add(new State(args[i]));
        }


        for (State state : states){
            if (state.isMine()){
                myStates.add(state);
                if (state.isThisTown()){
                    thisState = state;
                }
            } else {
                otherStates.add(state);
            }
        }
    }

    public static void main(String[] args){
        if (args.length == 0) {
            System.out.println("8 8 8 26 4 1 13 32");
        } else {
            try {
                System.out.println(new Politician(args).conquer());
            } catch (Exception e){
                System.out.println("We, the enslaved people, declare Politician the winner.");
            }
        }
    }

    private String conquer() {

        switch (phase){
            case 2:
                return steal();
            case 3:
                return conscript();
            case 6:
                return bribe();
            case 7:
                return orderAttack();
            case 8:
                return topSecret();
            case 9:
                return handouts();
            case 11:
                return roadConstruction();
            default:
                throw new IllegalStateException();//Civil war!!!
        }
    }

    private String steal() {
        State bestState = otherStates.stream().max((a, b) -> a.profit() - b.profit()).get();
        return "S " + bestState.getId() + " " + thisState.getTrains();
    }

    private String conscript() {
        int gold = thisState.getFreeGold();

        int neededTrains = Math.max(neededTrains() - thisState.getTrains(), 0);
        neededTrains = Math.min(neededTrains, thisState.getRegularPeople());
        neededTrains = Math.min(neededTrains, gold / TRAIN_COST);
        thisState.regularPeople -= neededTrains;
        gold -= neededTrains * TRAIN_COST;

        int neededSoldiers = soldiersNeeded();
        neededSoldiers = Math.min(gold / SOLDIER_COST, neededSoldiers);
        int neededAmbassadors = Math.min(neededSoldiers, (gold - 200 - 10 * thisState.getCorpses() -
                CONVERSION_COST * thisState.getAmbassadors()) / (CONVERSION_COST + AMBASSADOR_COST));
        neededAmbassadors = Math.min(maxSoldiers() - thisState.getAmbassadors(), neededAmbassadors);
        neededSoldiers -= neededAmbassadors;
        thisState.regularPeople -= neededSoldiers;
        gold -= neededSoldiers * SOLDIER_COST;

        neededAmbassadors += (int) Math.max(Math.round(Math.ceil(thisState.getRegularPeople() / 50.0) -
                thisState.getAmbassadors() - neededAmbassadors), 0);
        neededAmbassadors = Math.min(gold / AMBASSADOR_COST, neededAmbassadors);
        thisState.regularPeople -= neededAmbassadors;
        gold -= neededAmbassadors * AMBASSADOR_COST;

        int neededScientists = (int) Math.max(Math.round(Math.ceil(thisState.getCorpses() / 10.0) -
                thisState.getScientists()), 0);
        neededScientists = Math.min(gold / SCIENTIST_COST, neededScientists);
        thisState.regularPeople -= neededScientists;
        gold -= neededScientists * SCIENTIST_COST;

        int neededArchitects = 0;

        if (thisState.getRegularPeople() > MIN_PEOPLE){
            int freePeople = thisState.getRegularPeople() - MIN_PEOPLE;

            neededArchitects = Math.max(MIN_ARCHITECTS - thisState.getArchitects(), 0);
            neededArchitects = Math.min(neededArchitects, freePeople);
            neededArchitects = Math.min(neededArchitects, gold / ARCHITECT_COST);
            freePeople -= neededArchitects;
            gold -= neededArchitects * ARCHITECT_COST;

            if (freePeople + MIN_PEOPLE > MAX_PEOPLE){

                if (freePeople + MIN_PEOPLE > MAX_PEOPLE){
                    freePeople = freePeople + MIN_PEOPLE - MAX_PEOPLE;
                }

                neededAmbassadors += Math.min(gold / AMBASSADOR_COST, freePeople);
                neededAmbassadors = Math.min(neededAmbassadors, maxSoldiers() - thisState.getAmbassadors());
                gold -= neededAmbassadors * AMBASSADOR_COST;
                freePeople -= neededAmbassadors;

                neededSoldiers += Math.min(gold / SOLDIER_COST, freePeople);
            }

        }

        int neededAirmen = neededSoldiers / 3;
        int neededSailors = neededSoldiers / 3;
        int neededPrivates = neededSoldiers / 3;


        return "R " + neededAirmen + " " + neededSailors + " " + neededPrivates + " " + neededTrains + " " +
                neededAmbassadors + " " + neededScientists + " " + neededArchitects;
    }

    private int neededTrains() {
        int totalOutlaws = 0;
        int totalStates = myStates.size();
        for (State state : otherStates){
            if (state.isOutlaw()){
                totalOutlaws += state.getTotalCitizens();
            } else {
                totalStates++;
            }
        }
        return (int) Math.round(Math.ceil(.2 * totalOutlaws / totalStates));
    }

    private int soldiersNeeded(){
        int soldiers = (int) ((MIN_SOLDIER_RATIO * thisState.getRegularPeople() - thisState.getTotalSoldiers()) /
                        (MIN_SOLDIER_RATIO + 1));
        soldiers = Math.max(soldiers, minSoldiers() + 5 - thisState.getTotalSoldiers());
        soldiers = Math.max(soldiers, maxSoldiers() / 2 - thisState.getTotalSoldiers());
        soldiers = Math.max(soldiers, 0);
        return soldiers;
    }

    private String bribe() {
        int soldiersToConvert = Math.min(thisState.ambassadors, (thisState.getGold() - 200 - 10 *
                thisState.getCorpses()) / CONVERSION_COST);
        soldiersToConvert = Math.max(soldiersToConvert, 0);
        State toughest = otherStates.stream().max((a,b) -> a.getTotalSoldiers() - b.getTotalSoldiers()).get();
        soldiersToConvert = Math.min(soldiersToConvert, toughest.getTotalSoldiers());
        int airmen = (int) ((1.0 * toughest.getAirmen() / toughest.getTotalSoldiers()) * soldiersToConvert);
        soldiersToConvert -= airmen;
        int sailors = (int) ((1.0 * toughest.getSailors() / toughest.getTotalSoldiers()) * soldiersToConvert) * 3 / 2;
        soldiersToConvert -= sailors;
        int privates = soldiersToConvert;
        return "C " + toughest.getId() + " " + airmen + " " + sailors + " " + privates;
    }

    private String orderAttack() {
        if (round < 99 && otherTowns.size() < 2){
            return "W";
        }
        int soldiers = thisState.getFreeSoldiers();
        otherStates.sort((a,b) -> b.getRegularPeople() / Math.max(b.getTotalSoldiers(), 1) - a.getRegularPeople() / Math.max(a.getTotalSoldiers(), 1));
        if (otherStates.get(0).getTotalSoldiers() < soldiers){//Attack!!!!
            int airmen = (int) (((thisState.getAirmen()*1.0) / thisState.getTotalSoldiers()) * soldiers);
            int sailors = (int) (((thisState.getSailors()*1.0) / thisState.getTotalSoldiers()) * soldiers);
            int privates = (int) (((thisState.getPrivates()*1.0) / thisState.getTotalSoldiers()) * soldiers);
            return "A " + otherStates.get(0).getId() + " " + airmen + " " + sailors + " " + privates;
        }
        return getWaitString();
    }

    private String handouts() {

        State poorestState = null;
        int goldOfPoorestTown = Integer.MAX_VALUE;

        for (State state : myStates){
            if (state.getGold() < goldOfPoorestTown){
                poorestState = state;
                goldOfPoorestTown = state.getGold();
            }
        }
        if (thisState.getGold() <= goldOfPoorestTown){
            return getWaitString();
        }
        return "T " + poorestState.getId() + " " + (thisState.getGold() - poorestState.getGold())  / 2;
    }

    private String topSecret() {
        return "R " + thisState.getCorpses();
    }

    private String roadConstruction() {
        int airportPriority = thisState.getAirmen() + thisState.getAmbassadors() + thisState.getScientists();
        int highwayPriority = thisState.getSailors() + thisState.getPrivates();
        int railroadPriority = thisState.getTrains() + thisState.getRegularPeople();
        int palacePriority = 5;//Why would we build a palace???
        if (airportPriority > highwayPriority && airportPriority > railroadPriority && airportPriority >
                palacePriority && thisState.getGold() > 200){
            return "B T";
        } else if (highwayPriority > railroadPriority && highwayPriority > palacePriority && thisState.getGold() > 200){
            return "B B";
        } else if (railroadPriority > palacePriority && thisState.getGold() > 200){
            return "B E";
        } else if (thisState.getGold() > 500){
            return "B P";
        } else {
            return getWaitString();
        }
    }

    private int maxSoldiers(){
        int max = 0;
        for (State state : otherStates){
            if (state.getTotalSoldiers() > max){
                max = state.getTotalSoldiers();
            }
        }
        return max;
    }

    private int minSoldiers(){
        int min = Integer.MAX_VALUE;
        for (State state : otherStates){
            if (state.getTotalSoldiers() < min){
                min = state.getTotalSoldiers();
            }
        }
        return min;
    }

    private class State {

        private final int ownerId;
        private final int id;
        private final int gold;
        private final int corpses;
        private final int airmen;
        private final int sailors;
        private final int privates;
        private final int trains;
        private final int ambassadors;
        private final int scientists;
        private final int architects;
        private int regularPeople;
        private final int airports;
        private final int highways;
        private final int railroads;
        private final int palaces;

        public State(String string){
            String[] args = string.split("_");
            ownerId = Integer.parseInt(args[0]);
            id = Integer.parseInt(args[1]);
            gold = Integer.parseInt(args[2]);
            corpses = Integer.parseInt(args[3]);
            airmen = Integer.parseInt(args[4]);
            sailors = Integer.parseInt(args[5]);
            privates = Integer.parseInt(args[6]);
            trains = Integer.parseInt(args[7]);
            ambassadors = Integer.parseInt(args[8]);
            scientists = Integer.parseInt(args[9]);
            architects = Integer.parseInt(args[10]);
            regularPeople = Integer.parseInt(args[11]);
            airports = Integer.parseInt(args[12]);
            highways = Integer.parseInt(args[13]);
            railroads = Integer.parseInt(args[14]);
            palaces = Integer.parseInt(args[15]);
        }
        public int getOwnerId() {
            return ownerId;
        }
        public int getId() {
            return id;
        }
        public int getGold() {
            return gold;
        }
        public int getCorpses() {
            return corpses;
        }
        public int getAirmen() {
            return airmen;
        }
        public int getSailors() {
            return sailors;
        }
        public int getPrivates() {
            return privates;
        }
        public int getTrains() {
            return trains;
        }
        public int getAmbassadors() {
            return ambassadors;
        }
        public int getScientists() {
            return scientists;
        }
        public int getArchitects() {
            return architects;
        }
        public int getRegularPeople() {
            return regularPeople;
        }
        public int getAirports() {
            return airports;
        }
        public int getHighways() {
            return highways;
        }
        public int getRailroads() {
            return railroads;
        }
        public int getPalaces() {
            return palaces;
        }
        public int getTotalBuildings() {
            return getAirports() + getHighways() + getRailroads() + getPalaces();
        }
        public int getTotalSoldiers() {
            return getAirmen() + getSailors() + getPrivates();
        }
        public int getTotalUnits() {
            return getTotalSoldiers() + getTrains() + getAmbassadors() + getScientists() + getArchitects();
        }
        public int getTotalCitizens() {
            return getTotalUnits() + getRegularPeople();
        }
        public boolean isMine(){
            return getOwnerId() == playerID;
        }
        public boolean isThisTown(){
            return id == thisTownID;
        }
        public int neededGold(){
            return 2 * getTotalUnits() - getTotalSoldiers();
        }
        public int getFreeGold(){
            return gold - neededGold();
        }

        public int getFreeSoldiers() {
            int soldiers = Math.max((int) (getTotalSoldiers() - regularPeople * MIN_SOLDIER_RATIO), 0);
            soldiers = Math.min(soldiers, getTotalSoldiers() - minSoldiers() - 5);
            soldiers = Math.min(soldiers, getTotalSoldiers() - maxSoldiers() / 2);
            soldiers = Math.max(soldiers, 0);
            return soldiers;
        }

        public boolean isOutlaw() {
            return ownerId == -1;
        }

        public int income() {
            return 5 * regularPeople + 10 * trains + 2 * (airmen + ambassadors + scientists) * airports + 2 * (sailors +
                    privates) * highways + 2 * (trains + regularPeople) * railroads + 10 * palaces;
        }

        public int wages() {
            return airmen + sailors + privates + 2 * (trains + ambassadors + scientists + architects);
        }

        public int profit() {
            return income() - wages();
        }
    }

    private static String getWaitString(){
        switch ((int) (Math.random() * 7)){
            case 0:
                return "We will win!";
            case 1:
                return "Winny the Pooh, Winny the Pooh";
            case 2:
                return "Who washed Washington's white woolen underwear when Washington's laundry woman, went west?";
            case 3:
                return "What's up doc?";
            case 4:
                return "Why is this taking so long?";
            case 5:
                return "Wool is better than cotton.";
            case 6:
                return "Will I win?";
            case 7:
                return "What's your favorite color?";
            default:
                return "What! This message should not be being printed.";
        }
    }

}

Penjelasan

Ia memiliki dua tujuan.

  1. Emas tak terbatas.
  2. Tentara tidak terbatas.

Cara mendapatkan emas:

Politisi hanya menyewa arsitek untuk membangun bandara, jalan raya, dan jalur kereta api. Tumpukan uang mulai mengalir dengan cepat. Setelah menaikkan pajak, Politisi memiliki uang tanpa batas.

Cara mendapatkan tentara:

Ini sedikit lebih sulit. Dengan orang terbatas, Anda hanya dapat mencapai pasukan kecil. Dengan duta besar, dia bisa merekrut pasukan yang lebih besar, tetapi mereka masih belum cukup besar. Setelah beberapa perenungan, Politisi menemukan bahwa menaklukkan negara-negara lain dan kemudian memperbudak rakyat memberinya pasukan yang cukup besar. Tapi mereka masih belum cukup besar. Setelah mempekerjakan beberapa ilmuwan, mereka mengatakan kepadanya bahwa mereka telah menemukan rahasia untuk membangkitkan orang mati, sayangnya, mereka bukan lagi tentara setelah kebangkitan. Setelah perenungan mendalam, Politisi mengetahui bahwa ini adalah keuntungannya, dan mempekerjakan orang mati sebagai duta besar yang mempekerjakan lebih banyak tentara, bahkan tak terbatas.


Sayangnya, Politisi ini - seperti halnya setiap politisi - semuanya janji kosong dan tidak bisa melawan Sehtimianer. (Kehilangan babak 30, kedua dari terakhir dalam
keadaan

Sekarang ia memerintah dunia, selamat!
Thrax

@ Thrax Dan dia masih ada!
TheNumberOne

Saya terkesan ... seperti semua Politisi ... dia orang yang sangat mudah beradaptasi untuk berubah :)
Moogie

Pertempuran sengit, tetapi Politisi tidak datang untuk saat ini!
Thrax

5

Ketenangan, Lua

Berfokus untuk mencapai Ketenangan melalui agama. Berusaha untuk mempertobatkan orang-orang kafir dan menunggu kota-kota untuk mencapai keadaan kritis sebelum memulangkan imannya dengan membangun kuil-kuil baru.

function explode(d,p)
  local t, ll; t={}; ll=0
  if(#p == 1) then return {p} end
    while true do
      l=string.find(p,d,ll,true)
      if l~=nil then table.insert(t, string.sub(p,ll,l-1)); ll=l+1
      else table.insert(t, string.sub(p,ll)); break
      end
    end
  return t
end

function soldiers(t)
  local s
  s = t["WARLOCKS"] + t["CRUSADERS"] + t["AMAZONS"]
  return s
end

function reserve(t)
  local s
  s = t["GOLD"] - (3 * soldiers(t))
  return s
end

parameters = {"PLAYER", "TOWN", "GOLD", "CORPSES", "WARLOCKS", "CRUSADERS", "AMAZONS", 
"CORSAIRS", "BISHOPS", "NECROMANCERS", "ARCHITECTS", "PEONS", "TEMPLES", "BARRACKS", 
"ESTATES", "PALACES"}

if (#arg < 1) then
  print("5 5 5 10 10 1 3 59")  
else

  args = explode(";", arg[1])

  local round = tonumber(args[1])
  local phase = tonumber(args[2])
  local playerID = tonumber(args[3])
  local thisTownID = tonumber(args[4])
  local thisTown = {}
  local towns = {}
  local enemyTowns = {}
  local myTowns = {}
  local output = "W"
  local stock = 200
  local peons = 33
  local bishops = 20

  for i=5,#args,1 do
    local town = explode("_", args[i])
    towns[town[2]] = {}
    for key, value in pairs(town) do 
      towns[town[2]][parameters[key]] = tonumber(value)
    end
  end

  for i, town in pairs(towns) do 
    if town["PLAYER"] == playerID then
      if town["TOWN"] == thisTownID then thisTown = town end
      table.insert(myTowns, town)
    else
      table.insert(enemyTowns, town)
    end
  end

  if phase == 2 then
    local richestTown
    for i, town in pairs(myTowns) do
      if richestTown == nil then richestTown = town end
      if richestTown["GOLD"] > town["GOLD"] then richestTown = town end
    end
    if thisTown["CORSAIRS"] > 0 then output = "S "..richestTown["TOWN"].." "..thisTown["CORSAIRS"] end
  elseif phase == 3 then 
    local necromancers = 0
    local architects = 0
    if thisTown["NECROMANCERS"] < 1 then necromancers = 1 end
    if thisTown["ARCHITECTS"] < 1 then architects = 1 end
    if reserve(thisTown) > stock and thisTown["PEONS"] > peons then output = "R 0 0 0 0 "..math.max(0, math.min(thisTown["BISHOPS"] - bishops, math.min(thisTown["PEONS"] - peons, math.floor((reserve(thisTown) - stock) / 20)))).." "..necromancers.." "..architects end
  elseif phase == 6 then
    local biggestTown
    for i, town in pairs(enemyTowns) do
      if biggestTown == nil then biggestTown = town end
      if soldiers(biggestTown) > soldiers(town) then biggestTown = town end  
    end
    local units = math.min(thisTown["BISHOPS"], math.floor((reserve(thisTown) - stock) / 50))
    if (reserve(thisTown) > stock) then output = "C "..biggestTown["TOWN"].." "..math.floor(units/3).." "..math.floor(units/3).." "..math.floor(units/3) end
  elseif phase == 7 then 
    for i, town in pairs(enemyTowns) do
      if soldiers(town) <= 3 and soldiers(thisTown) >= 9 then output = "A "..town["TOWN"].." 3 3 3"; break end
    end
  elseif phase == 8 then
    if thisTown["CORPSES"] > 0 and thisTown["NECROMANCERS"] > 0 then output = "R "..math.min(thisTown["NECROMANCERS"] * 5, thisTown["CORPSES"]) end
  elseif phase == 9 then
    local smallestTown, poorestTown
    for i, town in pairs(myTowns) do
      if smallestTown == nil then smallestTown = town end
      if poorestTown == nil then poorestTown = town end
      if soldiers(smallestTown) < soldiers(town) then smallestTown = town end  
      if poorestTown["GOLD"] < town["GOLD"] then poorestTown = town end  
      if (soldiers(thisTown) - soldiers(smallestTown) >= 18) then output = "M "..thisTown["TOWN"].." 3 3 3" break end
      if (thisTown["GOLD"] - poorestTown["GOLD"] >= 600) then output = "T "..thisTown["TOWN"].." 300" break end
    end
  elseif phase == 11 then
     if reserve(thisTown) > (stock + 200) then output = "B T" end
  end

  print(output)

end

Jalankan dengan lua Serenity.lua(membutuhkan Lua 5.2)


5

Zelot (Python)

(Berdasarkan kode CarpetPython.)

Bangun kuil sebanyak mungkin! Bangkit orang mati! Konversi orang kafir!

import sys
from random import *
from operator import itemgetter

(PLAYER, TOWN, GOLD, CORPSES, WARLOCKS, CRUSADERS, AMAZONS, 
CORSAIRS, BISHOPS, NECROMANCERS, ARCHITECTS, PEONS, 
TEMPLES, BARRACKS, ESTATES, PALACES) = range(16)

def getstrength(t):
    return t[WARLOCKS]+t[CRUSADERS]*1.5+t[AMAZONS]/1.5

if len(sys.argv) < 2:
    print 20, 5, 5, 10, 8, 5, 7, 40
else:
    parts = sys.argv[1].split(';')
    turn, phase, me, thistown = [int(parts.pop(0)) for i in range(4)]
    towns = [[int(v) for v in town.split('_')] for town in parts]
    enemy = [t for t in towns if t[PLAYER] != me]
    mytowns = [t for t in towns if t[PLAYER] == me]
    here = [t for t in mytowns if t[TOWN] == thistown][0]
    otherids = [t[TOWN] for t in enemy]
    strength = sorted(enemy, key=getstrength)
    rich = sorted(enemy, key=itemgetter(GOLD))

    output = ''
    if phase == 2:
        output = 'S %s %s' % (rich[-1][TOWN], here[CORSAIRS])
    elif phase == 3:
        Warlocks=Crusaders=Amazons=Corsairs=Bishops=Necromancers=Architects=0
        if here[CORPSES] > 5*here[NECROMANCERS]:
            Necromancers = 1
        if here[PEONS] > 50*here[BISHOPS]:
            Bishops = 1
        if here[WARLOCKS] < strength[0][CRUSADERS]:
            Warlocks = 2
            Amazons = 2
        if here[WARLOCKS] < here[AMAZONS]:
            Warlocks += 1
        if here[GOLD] > 200:
            Architects = 1
        if rich[-1][GOLD] > 100+2*here[GOLD]:
            Corsairs = 1
        output = 'R %s %s %s %s %s %s %s' % (Warlocks,Crusaders,Amazons,Corsairs,Bishops,Necromancers,Architects)
    elif phase == 6:
        if here[GOLD] > 300:
            output = 'C %s %s %s %s' % (strength[0][TOWN],here[GOLD]/300,here[GOLD]/300,here[GOLD]/300)
    elif phase == 7:
        target = strength[0]
        if getstrength(target) < getstrength(here)*3/5:
            output = 'A %s %s %s 0' % (target[TOWN],here[WARLOCKS]*3/4,target[AMAZONS])
    elif phase == 8:
        if here[CORPSES] > 10:
            output = 'R %s' % (here[NECROMANCERS]*5)
    elif phase == 9:
        pass  # move people or gold here
    elif phase == 11 and here[GOLD] > 300:
        output = 'B T'   # Build a temple!

    print output if output else 'W'

6
Ini sepertinya bukan Java bagi saya.
Ypnypn

5
Saya pikir
maksudmu

@Thrax maksudmu tidak ada usus besar
rorlork

@soktinpk: Ya ini python; Saya tidak tahu bagaimana saya mendapatkan java.
MegaTom

@TheBestOne saya memperbaikinya.
MegaTom

4

Komandan, Jawa

Komandan adalah salah satu dari 2 bot default yang saya buat bersama dengan controller (yang lain adalah Sleeper yang tidak melakukan apa-apa). Komandan adalah penakluk dan dia akan mencoba menggunakan setiap sumber dayanya untuk mencapai dominasi penuh.

import java.util.ArrayList;
import java.util.List;

public class Commander {

    int round;
    int phase;
    int playerID;
    int thisTownID;

    List<Town> towns;
    List<Town> myTowns;
    List<Town> otherTowns;

    Town thisTown;

    public static void main(String[] args){
        if (args.length == 0) {
            System.out.println("15 10 12 10 7 5 1 40");
        } else {
            new Commander().conquer(args[0].split(";"));
        }
    }

    private void conquer(String[] args) {

        round = Integer.parseInt(args[0]);
        phase = Integer.parseInt(args[1]);
        playerID = Integer.parseInt(args[2]);
        thisTownID = Integer.parseInt(args[3]);

        towns = new ArrayList<>();
        myTowns = new ArrayList<>();
        otherTowns = new ArrayList<>();

        for (int i = 4; i < args.length; i++){
            towns.add(new Town(args[i]));
        }

        for (Town town : towns){
            if (town.isMine()){
                myTowns.add(town);
                if (town.isThisTown()){
                    thisTown = town;
                }
            } else {
                otherTowns.add(town);
            }
        }

        if (phase == 2) {               // Steal
            //Command : S destinationId corsairs
            steal();
        } else if (phase == 3) {        // Recruit
            //Command : R warlocks crusaders amazons corsairs bishops necromancers architects
            recruit()   ;
        } else if (phase == 6) {        // Convert
            //Command : C destinationId warlocks crusaders amazons 
            convert();
        } else if (phase == 7) {        // Attack
            //Command : A destinationId warlocks crusaders amazons
            attack();   
        } else if (phase == 8) {        // Resurrect
            //Command : R corpses
            resurrect();    
        } else if (phase == 9) {        // Move
            //Command : M destinationId warlocks crusaders amazons corsairs bishops necromancers architects
            move();
        } else if (phase == 11) {       // Build
            //Command : B building building building... (T: Temple, B: Barracks, E: Estate, P: Palace)
            build();
        }
    }

    private void steal() {
        Town richestTown = otherTowns.stream().max((a,b) -> a.gold - b.gold).get();
        System.out.println("S " + richestTown.getId() + " " + thisTown.getCorsairs());
    }

    private void recruit() {

        int maxUnitsToRecruits = Math.floorDiv(thisTown.getPeons() - thisTown.getUnits(), 2);
        int goldAvailable = thisTown.getGold() - (thisTown.getUnits() * 5);
        int unitsRecruited = 0;
        int cost = 10;
        int[] recruits = new int[3];
        int i = 0;
        int necromancers = Math.max(0, 5 - thisTown.getNecromancers());
        while (goldAvailable >= 0 && unitsRecruited <= maxUnitsToRecruits) {
             i = (i >= recruits.length - 1 ? 0 : i+1);
             recruits[i]++;
             unitsRecruited++;
             goldAvailable-=cost;
        }
        if (unitsRecruited > 0) {
            System.out.println("R " + recruits[0] + " " + recruits[1] + " " + recruits[2] + " 0 0 " +  necromancers + " 0");
        } else {
            System.out.println("W");
        }
    }

    private void convert() {

        Town biggestTown = otherTowns.stream().max((a,b) -> a.getCitizens() - b.getCitizens()).get();
        int goldAvailable = thisTown.getGold() - (thisTown.getUnits() * 5);
        int bishopsAvailable = thisTown.getBishops();
        int unitsConverted = 0;
        int cost = 50;
        int[] converts = new int[3];
        int i = 0;
        while (goldAvailable >= 0 && unitsConverted <= bishopsAvailable) {
             i = (i >= converts.length - 1 ? 0 : i+1);
             converts[i]++;
             goldAvailable-=cost;
        }
        System.out.println("C " + biggestTown.getId() + " " + converts[0] + " " + converts[1] + " " + converts[2]);  
    }

    private void attack() {

        Town lessDefendedTown = otherTowns.stream().max((a,b) -> a.getSoldiers() - b.getSoldiers()).get();
        int neededWarlocks =  thisTown.getWarlocks() - lessDefendedTown.getWarlocks();
        int neededCrusaders = thisTown.getCrusaders() - lessDefendedTown.getCrusaders();
        int neededAmazons = thisTown.getAmazons() - lessDefendedTown.getAmazons() ;

        if (neededWarlocks > 0 && neededCrusaders > 0 && neededAmazons > 0) {
            System.out.println("A " + lessDefendedTown.getId() + " " + (lessDefendedTown.getWarlocks() + 1) + " " + (lessDefendedTown.getCrusaders() + 1) + " " + (lessDefendedTown.getAmazons() + 1));  
        } else {
            System.out.println("W");
        }

    }

    private void move() {
        System.out.println("W");
    }

    private void resurrect() {
        int goldAvailable = thisTown.getGold() - (thisTown.getUnits() * 5);
        int corpsesAvailable = thisTown.getCorpses();
        int availableNecromancers = thisTown.getNecromancers();
        int raiseCapacity = availableNecromancers * 5;
        int raisedCorpses = 0;
        while (corpsesAvailable >= 0 && raiseCapacity >= 0 && goldAvailable >= 0) {
            raisedCorpses++;
            corpsesAvailable--;
            goldAvailable -= 20;
            raiseCapacity--;
        }
        if (raisedCorpses > 0) {
            System.out.println("R " + raisedCorpses);
        } else {
            System.out.println("W");
        }
    }

    private void build() {
        int goldAvailable = thisTown.getGold() - (thisTown.getUnits() * 5);
        if (goldAvailable >= 400) {
            System.out.println("B B");
        } else {
            System.out.println("W");
        }
    }

    private class Town {

        private final int ownerId;
        private final int id;
        private final int gold;
        private final int corpses;
        private final int warlocks;
        private final int crusaders;
        private final int amazons;
        private final int corsairs;
        private final int bishops;
        private final int necromancers;
        private final int architects;
        private final int peons;
        private final int temples;
        private final int barracks;
        private final int estates;
        private final int palaces;

        public Town(String string){
            String[] args = string.split("_");
            ownerId = Integer.parseInt(args[0]);
            id = Integer.parseInt(args[1]);
            gold = Integer.parseInt(args[2]);
            corpses = Integer.parseInt(args[3]);
            warlocks = Integer.parseInt(args[4]);
            crusaders = Integer.parseInt(args[5]);
            amazons = Integer.parseInt(args[6]);
            corsairs = Integer.parseInt(args[7]);
            bishops = Integer.parseInt(args[8]);
            necromancers = Integer.parseInt(args[9]);
            architects = Integer.parseInt(args[10]);
            peons = Integer.parseInt(args[11]);
            temples = Integer.parseInt(args[12]);
            barracks = Integer.parseInt(args[13]);
            estates = Integer.parseInt(args[14]);
            palaces = Integer.parseInt(args[15]);
        }
        public int getOwnerId() {
            return ownerId;
        }
        public int getId() {
            return id;
        }
        public int getGold() {
            return gold;
        }
        public int getCorpses() {
            return corpses;
        }
        public int getWarlocks() {
            return warlocks;
        }
        public int getCrusaders() {
            return crusaders;
        }
        public int getAmazons() {
            return amazons;
        }
        public int getCorsairs() {
            return corsairs;
        }
        public int getBishops() {
            return bishops;
        }
        public int getNecromancers() {
            return necromancers;
        }
        public int getArchitects() {
            return architects;
        }
        public int getPeons() {
            return peons;
        }
        public int getTemples() {
            return temples;
        }
        public int getBarracks() {
            return barracks;
        }
        public int getEstates() {
            return estates;
        }
        public int getPalaces() {
            return palaces;
        }
        public int getBuildings() {
            return getTemples() + getBarracks() + getEstates() + getPalaces();
        }
        public int getSoldiers() {
            return getWarlocks() + getCrusaders() + getAmazons();
        }
        public int getUnits() {
             return getSoldiers() + getCorsairs() + getBishops() + getNecromancers() + getArchitects();
        }
        public int getCitizens() {
            return getUnits() + getPeons();
        }
        public boolean isMine(){
            return getOwnerId() == playerID;
        }
        public boolean isThisTown(){
            return id == thisTownID;
        }

    }

}

4

mentega

Mentega ini bertindak hampir sama dengan mentega sebelumnya. Berbeda dengan mentega sebelumnya, ini menjadi kaya luar biasa cepat. Sayangnya, Young Earl, bersama dengan Lannisters, suka mentega pada wafel mereka. Karena itu, mentega cepat dikonsumsi.

import java.util.ArrayList;
import java.util.List;

public class Butter {

    int round;
    int phase;
    int playerID;
    int thisTownID;

    List<Town> towns;
    List<Town> myTowns;
    List<Town> otherTowns;

    Town thisTown;

    public Butter(String... args) {
        args = args[0].split(";");

        round = Integer.parseInt(args[0]);
        phase = Integer.parseInt(args[1]);
        playerID = Integer.parseInt(args[2]);
        thisTownID = Integer.parseInt(args[3]);

        towns = new ArrayList<>();
        myTowns = new ArrayList<>();
        otherTowns = new ArrayList<>();

        for (int i = 4; i < args.length; i++){
            towns.add(new Town(args[i]));
        }

        for (Town town : towns){
            if (town.isMine()){
                myTowns.add(town);
                if (town.isThisTown()){
                    thisTown = town;
                }
            } else {
                otherTowns.add(town);
            }
        }
    }

    public static void main(String[] args){
        if (args.length == 0) {
            System.out.println("12 12 12 12 13 13 13 13");
        } else {
            System.out.println(new Butter(args[0]).spread());
        }
    }

    private String spread() {

        if (phase == 2) {               // Steal
            //Command : S destinationId corsairs
            return steal();
        } else if (phase == 3) {        // Recruit
            //Command : R warlocks crusaders amazons corsairs bishops necromancers architects
            return recruit()    ;
        } else if (phase == 6) {        // Convert
            //Command : C destinationId warlocks crusaders amazons
            return convert();
        } else if (phase == 7) {        // Attack
            //Command : A destinationId warlocks crusaders amazons
            return attack();
        } else if (phase == 8) {        // Resurrect
            //Command : R corpses
            return resurrect();
        } else if (phase == 9) {        // Move
            //Command : M destinationId warlocks crusaders amazons corsairs bishops necromancers architects
            return move();
        } else if (phase == 11) {       // Build
            //Command : B building building building... (T: Temple, B: Barracks, E: Estate, P: Palace)
            return build();
        }
        throw new IllegalStateException(phase + "");
    }

    private String steal() {
        if (thisTown.getCorsairs() <= 0){
            return "W";
        }
        int mostGold = Integer.MIN_VALUE;
        Town richestTown = null;
        for (Town town : otherTowns){
            if (town.getGold() > mostGold){
                mostGold = town.getGold();
                richestTown = town;
            }
        }
        return "S " + richestTown.getId() + " " + thisTown.getCorsairs();
    }

    private String recruit() {
        int gold = thisTown.getFreeGold();

        int peons = thisTown.getPeons();
        int warlocks = thisTown.getWarlocks();
        int crusaders = thisTown.getCrusaders();
        int amazons = thisTown.getAmazons();
        int corsairs = thisTown.getCorsairs();
        int bishops = thisTown.getBishops();
        int necromancers = thisTown.getNecromancers();
        int architects = thisTown.getArchitects();

        int totalPeople = peons+warlocks+crusaders+amazons+corsairs+bishops+necromancers+architects;
        int averagePeople = totalPeople / 8;
        int extraPeons = peons - averagePeople;
        if (extraPeons <= 0 || gold <= 0){
            return "W";
        }

        int warlocksToAdd = warlocks < averagePeople ? 0 : warlocks - averagePeople;
        int crusadersToAdd = crusaders < averagePeople ? 0 : crusaders - averagePeople;
        int amazonsToAdd = amazons < averagePeople ? 0 : amazons - averagePeople;
        int corsairsToAdd = corsairs < averagePeople ? 0 : corsairs - averagePeople;
        int bishopsToAdd = bishops < averagePeople ? 0 : bishops - averagePeople;
        int necromancersToAdd = necromancers < averagePeople ? 0 : necromancers - averagePeople;
        int architectsToAdd = architects < averagePeople ? 0 : architects - averagePeople;

        warlocksToAdd = warlocksToAdd * 11 > gold ? gold / 11 : warlocksToAdd;
        gold -= warlocksToAdd * 11;
        crusadersToAdd = crusadersToAdd * 11 > gold ? gold / 11 : crusadersToAdd;
        gold -= crusadersToAdd * 11;
        amazonsToAdd = amazonsToAdd * 11 > gold ? gold / 11 : amazonsToAdd;
        gold -= amazonsToAdd * 11;
        corsairsToAdd = corsairsToAdd * 14 > gold ? gold / 14 : corsairsToAdd;
        gold -= corsairsToAdd * 14;
        bishopsToAdd = bishopsToAdd * 22 > gold ? gold / 22 : bishopsToAdd;
        gold -= bishopsToAdd * 22;
        necromancersToAdd = necromancersToAdd * 22 > gold ? gold / 22: necromancersToAdd;
        gold -= necromancersToAdd * 22;
        architectsToAdd = architectsToAdd * 17 > gold ? gold / 17 : architectsToAdd;
        gold -= architectsToAdd * 17;

        warlocksToAdd = warlocksToAdd > extraPeons ? extraPeons : warlocksToAdd;
        extraPeons -= warlocksToAdd;
        crusadersToAdd = crusadersToAdd > extraPeons ? extraPeons : crusadersToAdd;
        extraPeons -= crusadersToAdd;
        amazonsToAdd = amazonsToAdd > extraPeons ? extraPeons : amazonsToAdd;
        extraPeons -= amazonsToAdd;
        corsairsToAdd = corsairsToAdd > extraPeons ? extraPeons : corsairsToAdd;
        extraPeons -= corsairsToAdd;
        bishopsToAdd = bishopsToAdd > extraPeons ? extraPeons : bishopsToAdd;
        extraPeons -= bishopsToAdd;
        necromancersToAdd = necromancersToAdd > extraPeons ? extraPeons : necromancersToAdd;
        extraPeons -= necromancersToAdd;
        architectsToAdd = architectsToAdd > extraPeons ? extraPeons : architectsToAdd;

        return "R " + warlocksToAdd + " " + crusadersToAdd + " " + amazonsToAdd + " " + corsairsToAdd + " " +
                bishopsToAdd + " " + necromancersToAdd + " " + architectsToAdd;
    }

    private String convert() {
        return "W";
    }

    private String attack() {
        for (Town town : otherTowns){
            if (town.getSoldiers() * 4 < thisTown.getSoldiers()){
                return "A " + town.getId() + " " + thisTown.getWarlocks() / 2 + " " + thisTown.getCrusaders() / 2 + " "
                        + thisTown.getAmazons() / 2;
            }
        }
        return "W";
    }

    private String move() {
        int totalWarlocks = 0;
        int totalCrusaders = 0;
        int totalAmazons = 0;
        int totalCorsairs = 0;
        int totalBishops = 0;
        int totalNecromancers = 0;
        int totalArchitects = 0;
        for (Town town : myTowns){
            totalWarlocks += town.getWarlocks();
            totalCrusaders += town.getCrusaders();
            totalAmazons += town.getAmazons();
            totalCorsairs += town.getCorsairs();
            totalBishops += town.getBishops();
            totalNecromancers += town.getNecromancers();
            totalArchitects += town.getArchitects();
        }
        int averageWarlocks = totalWarlocks / myTowns.size();
        int averageCrusaders = totalCrusaders / myTowns.size();
        int averageAmazons = totalAmazons / myTowns.size();
        int averageCorsairs = totalCorsairs / myTowns.size();
        int averageBishops = totalBishops / myTowns.size();
        int averageNecromancers = totalNecromancers / myTowns.size();
        int averageArchitects = totalArchitects / myTowns.size();

        Town worstTown = null;
        int biggestDifference = Integer.MIN_VALUE;
        for (Town town : myTowns){
            int difference = 0;
            difference += town.getWarlocks() < averageWarlocks ? averageWarlocks - town.getWarlocks() : 0;
            difference += town.getCrusaders() < averageCrusaders ? averageCrusaders - town.getCrusaders() : 0;
            difference += town.getAmazons() < averageAmazons ? averageAmazons - town.getAmazons() : 0;
            difference += town.getCorsairs() < averageCorsairs ? averageCorsairs - town.getCorsairs() : 0;
            difference += town.getBishops() < averageBishops ? averageBishops - town.getBishops() : 0;
            difference += town.getNecromancers() < averageNecromancers ? averageNecromancers - town.getNecromancers() :
                    0;
            difference += town.getArchitects() < averageArchitects ? averageArchitects - town.getArchitects() : 0;
            if (difference > biggestDifference){
                worstTown = town;
                biggestDifference = difference;
            }
        }
        int neededWarlocks = worstTown.getWarlocks() < averageWarlocks ? averageWarlocks - worstTown.getWarlocks() : 0;
        int neededCrusaders = worstTown.getCrusaders() < averageCrusaders ? averageCrusaders - worstTown.getCrusaders()
                : 0;
        int neededAmazons = worstTown.getAmazons() < averageAmazons ? averageAmazons - worstTown.getAmazons() : 0;
        int neededCorsairs = worstTown.getCorsairs() < averageCorsairs ? averageCorsairs - worstTown.getCorsairs() : 0;
        int neededBishops = worstTown.getBishops() < averageBishops ? averageBishops - worstTown.getBishops() : 0;
        int neededNecromancers = worstTown.getNecromancers() < averageNecromancers ? averageNecromancers - worstTown.
                getNecromancers() : 0;
        int neededArchitects = worstTown.getArchitects() < averageArchitects ? averageArchitects - worstTown.
                getArchitects() : 0;
        return "M " + worstTown.getId() + " " + neededWarlocks + " " + neededCrusaders + " " + neededAmazons + " " +
                neededCorsairs + " " + neededBishops + " " + neededNecromancers + " " + neededArchitects;
    }

    private String resurrect() {
        return "R " + thisTown.getCorpses();
    }

    private String build() {
        if (thisTown.getGold() > 500){
            return "B P";
        }
        if (thisTown.getGold() > 200){
            return "B T";
        }
        return "W";
    }

    private class Town {

        private final int ownerId;
        private final int id;
        private final int gold;
        private final int corpses;
        private final int warlocks;
        private final int crusaders;
        private final int amazons;
        private final int corsairs;
        private final int bishops;
        private final int necromancers;
        private final int architects;
        private final int peons;
        private final int temples;
        private final int barracks;
        private final int estates;
        private final int palaces;

        public Town(String string){
            String[] args = string.split("_");
            ownerId = Integer.parseInt(args[0]);
            id = Integer.parseInt(args[1]);
            gold = Integer.parseInt(args[2]);
            corpses = Integer.parseInt(args[3]);
            warlocks = Integer.parseInt(args[4]);
            crusaders = Integer.parseInt(args[5]);
            amazons = Integer.parseInt(args[6]);
            corsairs = Integer.parseInt(args[7]);
            bishops = Integer.parseInt(args[8]);
            necromancers = Integer.parseInt(args[9]);
            architects = Integer.parseInt(args[10]);
            peons = Integer.parseInt(args[11]);
            temples = Integer.parseInt(args[12]);
            barracks = Integer.parseInt(args[13]);
            estates = Integer.parseInt(args[14]);
            palaces = Integer.parseInt(args[15]);
        }
        public int getOwnerId() {
            return ownerId;
        }
        public int getId() {
            return id;
        }
        public int getGold() {
            return gold;
        }
        public int getCorpses() {
            return corpses;
        }
        public int getWarlocks() {
            return warlocks;
        }
        public int getCrusaders() {
            return crusaders;
        }
        public int getAmazons() {
            return amazons;
        }
        public int getCorsairs() {
            return corsairs;
        }
        public int getBishops() {
            return bishops;
        }
        public int getNecromancers() {
            return necromancers;
        }
        public int getArchitects() {
            return architects;
        }
        public int getPeons() {
            return peons;
        }
        public int getTemples() {
            return temples;
        }
        public int getBarracks() {
            return barracks;
        }
        public int getEstates() {
            return estates;
        }
        public int getPalaces() {
            return palaces;
        }
        public int getBuildings() {
            return getTemples() + getBarracks() + getEstates() + getPalaces();
        }
        public int getSoldiers() {
            return getWarlocks() + getCrusaders() + getAmazons();
        }
        public int getUnits() {
            return getSoldiers() + getCorsairs() + getBishops() + getNecromancers() + getArchitects();
        }
        public int getCitizens() {
            return getUnits() + getPeons();
        }
        public boolean isMine(){
            return getOwnerId() == playerID;
        }
        public boolean isThisTown(){
            return id == thisTownID;
        }
        public int neededGold(){
            return 2 * getUnits() - getSoldiers();
        }
        public int getFreeGold(){
            return gold - neededGold();
        }

    }

}

4

Sehtimianer, Jawa

import java.util.ArrayList;
import java.util.HashMap;
import java.util.HashSet;
import java.util.List;
import java.util.Map;
import java.util.Map.Entry;
import java.util.Set;
import java.util.stream.Collectors;

public class Sehtimianer {
private static final int GOLD_MAX_DEBT = 200;
private static final int BIRTH_ROUND = 5;
private static final int ZOMBIE_WAKING_CHANCE = 10;
private static final int NECRO_RAISE_CAPACITY = 5;
private static final int DEMON_SUMMON_CHANCE = 10;
private static final int BISHOP_PRAYER_CAPACITY = 50;
private static final int CORSAIR_SURVEILLANCE_RATIO = 5;

public static final int GOLD_PER_WARLOCK = -1;
public static final int GOLD_PER_CRUSADER = -1;
public static final int GOLD_PER_AMAZON = -1;
public static final int GOLD_PER_CORSAIR = -2;
public static final int GOLD_PER_BISHOP = -2;
public static final int GOLD_PER_NECRO = -2;
public static final int GOLD_PER_ARCHITECT = -2;
public static final int GOLD_PER_PEON = 5;

public static final int GOLD_PER_RESURRECTION = 20;
public static final int GOLD_PER_CONVERSION = 50;
public static final int GOLD_PER_STEAL = 10;

public static final int GOLD_RECRUIT_WARLOCK = 10;
public static final int GOLD_RECRUIT_CRUSADER = 10;
public static final int GOLD_RECRUIT_AMAZON = 10;
public static final int GOLD_RECRUIT_CORSAIR = 12;
public static final int GOLD_RECRUIT_BISHOP = 20;
public static final int GOLD_RECRUIT_NECRO = 20;
public static final int GOLD_RECRUIT_ARCHITECT = 15;
public static final int GOLD_RECRUIT_DEFAULT = 20;

public static final int GOLD_PER_TEMPLE = 2;
public static final int GOLD_PER_BARRACKS = 2;
public static final int GOLD_PER_ESTATE = 2;
public static final int GOLD_PER_PALACE = 10;

public static final int GOLD_COST_BUILDING = 200;

public static final int COMPLETION_PER_ARCHITECT = 8;
public static final int COMPLETION_NEEDED = 100;
public static final int ARCHITECTS = (int) Math.ceil(1.0 * COMPLETION_NEEDED / COMPLETION_PER_ARCHITECT);

int round;
int phase;
int playerID;
int thisTownID;

List<Town> towns;
List<Town> myTowns;
List<Town> playerTowns;
List<Town> outlawTowns;

Town thisTown;

public static void main(String[] args) {
    if (args.length == 0) {
        System.out.println("9 9 9 24 5 2 13 29");
    } else {
        new Sehtimianer().actions(args[0].split(";"));
    }
}

private void actions(String[] args) {

    round = Integer.parseInt(args[0]);
    phase = Integer.parseInt(args[1]);
    playerID = Integer.parseInt(args[2]);
    thisTownID = Integer.parseInt(args[3]);

    towns = new ArrayList<Town>();
    myTowns = new ArrayList<Town>();
    playerTowns = new ArrayList<Town>();
    outlawTowns = new ArrayList<Town>();

    for (int i = 4; i < args.length; i++) {
        towns.add(new Town(args[i]));
    }

    for (Town town : towns) {
        if (town.isMine()) {
            myTowns.add(town);
            if (town.isThisTown()) {
                thisTown = town;
            }
        } else {
            if (town.getOwnerId() == -1) {
                outlawTowns.add(town);
            } else {
                playerTowns.add(town);
            }
        }
    }
    if (outlawTowns.size() == 0 && playerTowns.size() == 0) {
        System.out.print("WIN : D");
        return;
    }

    if (phase == 2) {
        steal();
    } else if (phase == 3) {
        recruit();
    } else if (phase == 6) {
        convert();
    } else if (phase == 7) {
        attack();
    } else if (phase == 8) {
        resurrect();
    } else if (phase == 9) {
        move();
    } else if (phase == 11) {
        build();
    }
}

private List<Town> calcStrongestPlayers() {
    if (playerTowns.size() == 0) {
        return outlawTowns;
    }

    Map<Integer, Integer> playerTownCount = new HashMap<Integer, Integer>();
    Integer count;
    int maxCount = 0;
    for (Town town : playerTowns) {
        count = playerTownCount.get(town.getOwnerId());
        if (count == null) {
            count = Integer.valueOf(1);
        } else {
            count = Integer.valueOf(count + 1);
        }
        playerTownCount.put(town.getOwnerId(), count);

        if (count > maxCount) {
            maxCount = count;
        }
    }
    Set<Integer> strongestPlayers = new HashSet<Integer>();
    for (Entry<Integer, Integer> entry : playerTownCount.entrySet()) {
        if (entry.getValue() == maxCount) {
            strongestPlayers.add(entry.getKey());
        }
    }

    return playerTowns.stream().filter(a -> strongestPlayers.contains(a.getOwnerId())).collect(Collectors.toList());
}

private void steal() {
    // S destinationId corsairs
    List<Town> afterFilter = calcStrongestPlayers().stream().filter(a -> a.getGold() > 0).collect(Collectors.toList());
    if (afterFilter.size() == 0) {
        afterFilter = calcStrongestPlayers();
    }
    Town poorestTown = afterFilter.stream().min((a, b) -> a.gold - b.gold).get();
    System.out.println("S " + poorestTown.getId() + " " + thisTown.getCorsairs());
}

private boolean willAttackSoon() {
    Town strongestTown;
    if (playerTowns.size() > 0) {
        strongestTown = playerTowns.stream().max((a, b) -> a.getSoldiers() - b.getSoldiers()).get();
        if ((thisTown.getSoldiers() + thisTown.getBishops()) / 3 <= strongestTown.getSoldiers()) {
            return false;
        }
    }

    strongestTown = calcStrongestPlayers().stream().max((a, b) -> a.getSoldiers() - b.getSoldiers()).get();

    int deltaWarlocks = thisTown.getWarlocks() - (strongestTown.getWarlocks() + strongestTown.getAmazons());
    int deltaCrusaders = thisTown.getCrusaders() - (strongestTown.getCrusaders() + strongestTown.getWarlocks());
    int deltaAmazons = thisTown.getAmazons() - (strongestTown.getAmazons() + strongestTown.getCrusaders());

    return (deltaWarlocks + deltaCrusaders + deltaAmazons) > 0;
}

private void recruit() {
    // R warlocks crusaders amazons corsairs bishops necros architects
    int peonsAvailable = Math.max(0, thisTown.getPeons() - round);

    int corsairNeed = calcCorsairsNeeded(thisTown);
    int goldForNecros = Math.min(thisTown.getCorpses(), thisTown.getNecros() * NECRO_RAISE_CAPACITY) * GOLD_PER_RESURRECTION;
    int goldAvailable = thisTown.getGold() - thisTown.getBishops() * GOLD_PER_CONVERSION - goldForNecros - GOLD_COST_BUILDING + calcWages(thisTown)
            - (calcCashflow(thisTown) < GOLD_MAX_DEBT ? (corsairNeed * CORSAIR_SURVEILLANCE_RATIO * GOLD_PER_STEAL) : 0);
    int corsairGoldAvailable = thisTown.getGold() + calcWages(thisTown) - goldForNecros;
    boolean onlyCorsair = false;
    if (goldAvailable < 0) {
        if (corsairGoldAvailable > 0) {
            onlyCorsair = true;
            goldAvailable = corsairGoldAvailable;
        } else {
            System.out.println("W");
            return;
        }
    }

    int necroNeed = Math.max(0, (int) Math.ceil(1.0 * thisTown.getCorpses() / NECRO_RAISE_CAPACITY) - thisTown.getNecros());
    necroNeed = Math.max(necroNeed, Math.min(peonsAvailable, calcOtherNecrosNeeded() / 3));
    int architectNeed = Math.max(0, ARCHITECTS - thisTown.getArchitects());

    int necros = 0;
    if (!onlyCorsair) {
        int necroCost = GOLD_RECRUIT_NECRO + GOLD_PER_RESURRECTION * NECRO_RAISE_CAPACITY - GOLD_PER_NECRO;
        necros = Math.min(necroNeed, goldAvailable / necroCost);
        goldAvailable -= necros * necroCost;
        peonsAvailable -= necros;
    }

    if (willAttackSoon()) {
        corsairNeed = calcCorsairSpread(thisTown) * 2 - thisTown.getCorsairs();
    }
    corsairNeed = (int) Math.max(corsairNeed, calcOtherCorsairsNeeded());

    int corsairCost = GOLD_RECRUIT_CORSAIR - GOLD_PER_CORSAIR;
    int corsairs = Math.min(corsairNeed, peonsAvailable);
    corsairs = Math.min(corsairs, goldAvailable / corsairCost);
    goldAvailable -= corsairs * corsairCost;
    peonsAvailable -= corsairs;

    int architects = 0;
    if (!onlyCorsair) {
        int architectCost = GOLD_RECRUIT_ARCHITECT - GOLD_PER_ARCHITECT;
        architects = Math.min(architectNeed, peonsAvailable);
        architects = Math.min(architects, goldAvailable / architectCost);
        goldAvailable -= architects * architectCost;
        peonsAvailable -= architects;
    }

    int bishops = 0;
    if (!onlyCorsair) {
        int peonParts;
        if (round <= 50) {
            peonParts = 20;
        } else if (round <= 70) {
            peonParts = 15;
        } else if (round <= 90) {
            peonParts = 10;
        } else if (round <= 95) {
            peonParts = 5;
        } else {
            peonParts = 3;
        }
        int peonsLeft = Math.max(0, thisTown.getPeons() - (necros + corsairs + architects));
        bishops = (int) Math.min(Math.min(peonsAvailable, peonsLeft / peonParts), goldAvailable / (GOLD_RECRUIT_BISHOP + GOLD_PER_CONVERSION - GOLD_PER_BISHOP));
    }

    if (corsairs > 0 || bishops > 0 || necros > 0 || architects > 0) {
        System.out.println("R 0 0 0 " + corsairs + " " + bishops + " " + necros + " " + architects);
    } else {
        System.out.println("W");
    }
}

private int calcCashflow(Town town) {
    int taxes = (town.getSurvivingPeons() * GOLD_PER_PEON);
    taxes += ((town.getWarlocks() + town.getBishops() + town.getNecros()) * (town.getTemple() * GOLD_PER_TEMPLE));
    taxes += ((town.getCrusaders() + town.getAmazons()) * (town.getBarracks() * GOLD_PER_BARRACKS));
    taxes += ((town.getSurvivingPeons() + town.getCorsairs()) * (town.getEstate() * GOLD_PER_ESTATE));
    taxes += (town.getPalace() * GOLD_PER_PALACE);

    int wages = calcWages(town);

    return taxes + wages;
}

private int calcWages(Town town) {
    int wages = (town.getWarlocks() * GOLD_PER_WARLOCK);
    wages += (town.getCrusaders() * GOLD_PER_CRUSADER);
    wages += (town.getAmazons() * GOLD_PER_AMAZON);
    wages += (town.getCorsairs() * GOLD_PER_CORSAIR);
    wages += (town.getBishops() * GOLD_PER_BISHOP);
    wages += (town.getNecros() * GOLD_PER_NECRO);
    wages += (town.getArchitects() * GOLD_PER_ARCHITECT);
    return wages;
}

private int calcCorsairSpread(Town calcTown) {
    int outlaws = 0;
    for (Town town : outlawTowns) {
        outlaws += town.getPopulation();
    }

    return (int) Math.ceil(1.0 * Math.floorDiv(outlaws, (playerTowns.size() + myTowns.size())) / CORSAIR_SURVEILLANCE_RATIO);
}

private int calcCorsairsNeeded(Town town) {
    return Math.max(0, calcCorsairSpread(town) - town.getCorsairs());
}

private int calcFreeCorsairs(Town town) {
    return Math.max(0, town.getCorsairs() - calcCorsairSpread(town));
}

private int calcOtherNecrosNeeded() {
    int necrosNeed = 0;
    for (Town town : myTowns) {
        if (town == thisTown) {
            continue;
        }
        necrosNeed += Math.max(0, (int) Math.ceil(1.0 * town.getCorpses() / NECRO_RAISE_CAPACITY) - town.getNecros());
    }
    int necrosAvailable = Math.max(0, thisTown.getNecros() - (int) Math.ceil(1.0 * thisTown.getCorpses() / NECRO_RAISE_CAPACITY));
    return Math.max(0, necrosNeed - necrosAvailable);
}

private int calcOtherCorsairsNeeded() {
    int corsairsNeed = 0;
    for (Town town : myTowns) {
        if (town == thisTown) {
            continue;
        }
        corsairsNeed += calcCorsairsNeeded(town);
    }
    return Math.max(0, corsairsNeed - calcFreeCorsairs(thisTown));
}

private void convert() {
    // C destinationId warlocks crusaders amazons
    final int MIN_CONVERT_PERCENTAGE = 10;

    int goldAvailable = thisTown.getGold() - thisTown.getCorpses() * GOLD_PER_RESURRECTION - GOLD_COST_BUILDING
            - (calcCashflow(thisTown) < GOLD_MAX_DEBT ? (calcCorsairsNeeded(thisTown) * CORSAIR_SURVEILLANCE_RATIO * GOLD_PER_STEAL) : 0);
    if (goldAvailable < 0) {
        System.out.println("W");
        return;
    }

    final int canConvert = Math.min(thisTown.getBishops(), goldAvailable / GOLD_PER_CONVERSION);
    if (canConvert == 0) {
        System.out.println("W");
        return;
    }

    List<Town> useTowns = calcStrongestPlayers();

    List<Town> afterFilter = useTowns.stream().filter(a -> a.getSoldiers() > canConvert / MIN_CONVERT_PERCENTAGE).collect(Collectors.toList());
    if (afterFilter.size() == 0) {
        if (playerTowns.size() > 0) {
            useTowns = playerTowns;
        } else {
            useTowns = outlawTowns;
        }
    }
    afterFilter = useTowns.stream().filter(a -> a.getSoldiers() > canConvert).collect(Collectors.toList());
    float getNear = 1.0f;
    while (afterFilter.size() == 0) {
        getNear -= 0.1f;
        final float toLower = getNear;
        afterFilter = useTowns.stream().filter(a -> a.getSoldiers() > canConvert * toLower).collect(Collectors.toList());
    }
    Town smallestTown = afterFilter.stream().min((a, b) -> a.getSoldiers() - b.getSoldiers()).get();

    Town convertTown;
    if (smallestTown.getSoldiers() < canConvert / MIN_CONVERT_PERCENTAGE) {
        convertTown = useTowns.stream().max((a, b) -> a.getSoldiers() - b.getSoldiers()).get();
    } else {
        convertTown = smallestTown;
    }

    int leftToConvert = canConvert;
    int warlocks = Math.min(leftToConvert, convertTown.getWarlocks());
    leftToConvert -= warlocks;
    int crusaders = Math.min(leftToConvert, convertTown.getCrusaders());
    leftToConvert -= crusaders;
    int amazons = Math.min(leftToConvert, convertTown.getAmazons());
    leftToConvert -= amazons;

    System.out.println("C " + convertTown.getId() + " " + warlocks + " " + crusaders + " " + amazons);
}

private void attack() {
    // A destinationId warlocks crusaders amazons

    Town strongestTown;
    if (playerTowns.size() > 0) {
        strongestTown = playerTowns.stream().max((a, b) -> a.getSoldiers() - b.getSoldiers()).get();
        if (thisTown.getSoldiers() / 3 <= strongestTown.getSoldiers()) {
            System.out.println("W");
            return;
        }
    }

    strongestTown = calcStrongestPlayers().stream().max((a, b) -> a.getSoldiers() - b.getSoldiers()).get();

    int warlockNeed = strongestTown.getWarlocks() + strongestTown.getAmazons();
    int crusaderNeed = strongestTown.getCrusaders() + strongestTown.getWarlocks();
    int amazonNeed = strongestTown.getAmazons() + strongestTown.getCrusaders();
    int deltaWarlocks = thisTown.getWarlocks() - warlockNeed;
    int deltaCrusaders = thisTown.getCrusaders() - crusaderNeed;
    int deltaAmazons = thisTown.getAmazons() - amazonNeed;

    if ((deltaWarlocks + deltaCrusaders + deltaAmazons) > 0) {
        // calc Needed Troops
        int warlocks = Math.min(thisTown.getWarlocks(), warlockNeed);
        int crusaders = Math.min(thisTown.getCrusaders(), crusaderNeed);
        int amazons = Math.min(thisTown.getAmazons(), amazonNeed);
        if ((warlocks + crusaders + amazons) == 0) {
            warlocks = 1;
            crusaders = 1;
            amazons = 1;
        } else {
            while (deltaWarlocks < 0 || deltaCrusaders < 0 || deltaAmazons < 0) {
                if (deltaWarlocks < 0) {
                    deltaCrusaders += deltaWarlocks;
                    crusaders -= deltaWarlocks;
                    deltaWarlocks = 0;
                }
                if (deltaCrusaders < 0) {
                    deltaAmazons += deltaCrusaders;
                    amazons -= deltaCrusaders;
                    deltaCrusaders = 0;
                }
                if (deltaAmazons < 0) {
                    deltaWarlocks += deltaAmazons;
                    warlocks -= deltaAmazons;
                    deltaAmazons = 0;
                }
            }
        }
        System.out.println("A " + strongestTown.getId() + " " + warlocks + " " + crusaders + " " + amazons);
    } else {
        System.out.println("W");
    }
}

private void resurrect() {
    // R corpses
    int goldAvailable = thisTown.getGold();
    if (goldAvailable < 0) {
        System.out.println("W");
        return;
    }

    int raise = Math.min(thisTown.getCorpses(), goldAvailable / GOLD_PER_RESURRECTION);
    if (raise > 0) {
        System.out.println("R " + raise);
    } else {
        System.out.println("W");
    }
}

private void move() {
    if (myTowns.size() == 1) {
        System.out.println("W");
        return;
    }

    // M destinationId warlocks crusaders amazons corsairs bishops necros architects
    // T DestinationId Gold

    int thisStolenGold = calcCorsairsNeeded(thisTown) * CORSAIR_SURVEILLANCE_RATIO * GOLD_PER_STEAL;
    int thisGoldAvailable = Math.max(-GOLD_MAX_DEBT, thisTown.getGold() - thisStolenGold);
    int thisCashFlow = calcCashflow(thisTown);

    if (thisGoldAvailable + thisCashFlow <= 0) {
        // Give up the town
        Town sendToTown = myTowns.stream().filter(a -> a.getId() != thisTown.getId()).max((a, b) -> a.getSoldiers() - b.getSoldiers()).get();
        System.out.print("M " + sendToTown.getId() + " " + thisTown.getWarlocks() + " " + thisTown.getCrusaders() + " " + thisTown.getAmazons() + " " + thisTown.getCorsairs() + " "
                + thisTown.getBishops() + " " + thisTown.getNecros() + " " + thisTown.getArchitects());
        return;
    }
    thisGoldAvailable += thisCashFlow;

    int thisCostOfBishop = thisTown.getTemple() * GOLD_PER_TEMPLE + GOLD_PER_BISHOP;
    int thisCostOfNecro = thisTown.getTemple() * GOLD_PER_TEMPLE + GOLD_PER_NECRO;
    int thisCostOfWarlock = thisTown.getTemple() * GOLD_PER_TEMPLE + GOLD_PER_WARLOCK;
    int thisCostOfCrusader = thisTown.getBarracks() * GOLD_PER_BARRACKS + GOLD_PER_CRUSADER;
    int thisCostOfAmazon = thisTown.getBarracks() * GOLD_PER_BARRACKS + GOLD_PER_AMAZON;
    int thisCostOfCorsair = thisTown.getEstate() * GOLD_PER_ESTATE + GOLD_PER_CORSAIR;

    int thisCorsairsAvailable = calcFreeCorsairs(thisTown);
    int thisNecrosAvailable = Math.max(0, thisTown.getNecros() - (int) Math.ceil(1.0 * thisTown.getCorpses() / NECRO_RAISE_CAPACITY));
    int thisBishopsAvailable = Math.max(0, thisTown.getBishops() - (int) Math.ceil(1.0 * thisTown.getPeons() / BISHOP_PRAYER_CAPACITY));
    int thisArchitectsAvailable = Math.max(0, thisTown.getArchitects() - ARCHITECTS);

    int strongestTownSoldiers = 0;
    if (playerTowns.size() > 0) {
        Town strongestTown = playerTowns.stream().max((a, b) -> a.getSoldiers() - b.getSoldiers()).get();
        strongestTownSoldiers = strongestTown.getSoldiers();
    }
    int thisSoldiersAvailable = Math.max(0, thisTown.getSoldiers() - strongestTownSoldiers);
    int thisWarlocksAvailable = thisSoldiersAvailable / 3;
    thisSoldiersAvailable -= thisWarlocksAvailable;
    int thisCrusadersAvailable = thisSoldiersAvailable / 2;
    thisSoldiersAvailable -= thisCrusadersAvailable;
    int thisAmazonsAvailable = thisSoldiersAvailable;
    int warlockDelta = thisWarlocksAvailable - thisTown.getWarlocks();
    int crusaderDelta = thisCrusadersAvailable - thisTown.getCrusaders();
    int amazonDelta = thisAmazonsAvailable - thisTown.getAmazons();
    while (warlockDelta > 0 || crusaderDelta > 0 || amazonDelta > 0) {
        if (warlockDelta > 0) {
            thisWarlocksAvailable -= warlockDelta;
            thisCrusadersAvailable += warlockDelta;
            crusaderDelta += warlockDelta;
            warlockDelta = 0;
        }
        if (crusaderDelta > 0) {
            thisCrusadersAvailable -= crusaderDelta;
            thisAmazonsAvailable += crusaderDelta;
            amazonDelta += crusaderDelta;
            crusaderDelta = 0;
        }
        if (amazonDelta > 0) {
            thisAmazonsAvailable -= amazonDelta;
            thisWarlocksAvailable += amazonDelta;
            warlockDelta += amazonDelta;
            amazonDelta = 0;
        }
    }

    // Calc loosing income for each x the town sends
    int tempThisGoldAvailable = thisGoldAvailable;
    if (thisCostOfCorsair > 0) {
        thisCorsairsAvailable = Math.min(thisCorsairsAvailable, tempThisGoldAvailable / thisCostOfCorsair);
        tempThisGoldAvailable -= thisCorsairsAvailable * thisCostOfCorsair;
    } // else dont plus the gold - would get too complicated
    if (thisCostOfWarlock > 0) {
        thisWarlocksAvailable = Math.min(thisWarlocksAvailable, tempThisGoldAvailable / thisCostOfWarlock);
        tempThisGoldAvailable -= thisWarlocksAvailable * thisCostOfWarlock;
    }
    if (thisCostOfCrusader > 0) {
        thisCrusadersAvailable = Math.min(thisCrusadersAvailable, tempThisGoldAvailable / thisCostOfCrusader);
        tempThisGoldAvailable -= thisCrusadersAvailable * thisCostOfCrusader;
    }
    if (thisCostOfAmazon > 0) {
        thisAmazonsAvailable = Math.min(thisAmazonsAvailable, tempThisGoldAvailable / thisCostOfAmazon);
        tempThisGoldAvailable -= thisAmazonsAvailable * thisCostOfAmazon;
    }
    if (thisCostOfNecro > 0) {
        thisNecrosAvailable = Math.min(thisNecrosAvailable, tempThisGoldAvailable / thisCostOfNecro);
        tempThisGoldAvailable -= thisNecrosAvailable * thisCostOfNecro;
    }
    if (thisCostOfBishop > 0) {
        thisBishopsAvailable = Math.min(thisBishopsAvailable, tempThisGoldAvailable / thisCostOfBishop);
        tempThisGoldAvailable -= thisBishopsAvailable * thisCostOfBishop;
    }

    boolean checkGoldNeed;
    boolean needsGold;
    for (int i = 0; i < 2; i++) {
        checkGoldNeed = i == 0;
        for (Town town : myTowns) {
            if (town == thisTown) {
                continue;
            }
            needsGold = false;

            int costOfBishop = town.getTemple() * GOLD_PER_TEMPLE + GOLD_PER_BISHOP;
            int costOfNecro = town.getTemple() * GOLD_PER_TEMPLE + GOLD_PER_NECRO;
            int costOfWarlock = town.getTemple() * GOLD_PER_TEMPLE + GOLD_PER_WARLOCK;
            int costOfCrusader = town.getBarracks() * GOLD_PER_BARRACKS + GOLD_PER_CRUSADER;
            int costOfAmazon = town.getBarracks() * GOLD_PER_BARRACKS + GOLD_PER_AMAZON;
            int costOfCorsair = town.getEstate() * GOLD_PER_ESTATE + GOLD_PER_CORSAIR;

            int corsairsNeed = calcCorsairsNeeded(town);
            int sendCorsairs = Math.min(corsairsNeed, thisCorsairsAvailable);
            int goldStolen = corsairsNeed * CORSAIR_SURVEILLANCE_RATIO * GOLD_PER_STEAL;
            int goldAvailable = town.getGold() - goldStolen;
            int goldAvailableWithCorsairs = Math.max(-GOLD_MAX_DEBT, goldAvailable + sendCorsairs * CORSAIR_SURVEILLANCE_RATIO * GOLD_PER_STEAL);
            goldAvailable = Math.max(-GOLD_MAX_DEBT, goldAvailable);
            int cashflow = calcCashflow(town);
            if (goldAvailable + cashflow < 0) {
                needsGold = true;
            }
            tryToSwim: if (goldAvailableWithCorsairs < 0) {
                int potentialCashflow = cashflow + sendCorsairs * costOfCorsair;
                if (goldAvailableWithCorsairs + potentialCashflow >= 0) {
                    break tryToSwim;
                } else {
                    int potentialGoldAvailable = goldAvailableWithCorsairs + potentialCashflow;
                    if (costOfWarlock > 0) {
                        potentialGoldAvailable += thisWarlocksAvailable * costOfWarlock;
                    }
                    if (costOfCrusader > 0) {
                        potentialGoldAvailable += thisCrusadersAvailable * costOfCrusader;
                    }
                    if (costOfAmazon > 0) {
                        potentialGoldAvailable += thisAmazonsAvailable * costOfAmazon;
                    }
                    if (costOfNecro > 0) {
                        potentialGoldAvailable += thisNecrosAvailable * costOfNecro;
                    }
                    if (costOfBishop > 0) {
                        potentialGoldAvailable += thisBishopsAvailable * costOfBishop;
                    }
                    if (potentialGoldAvailable >= 0) {
                        System.out.print("M " + town.getId() + " " + thisWarlocksAvailable + " " + thisCrusadersAvailable + " " + thisAmazonsAvailable + " " + sendCorsairs + " "
                                + thisBishopsAvailable + " " + thisNecrosAvailable + " 0");
                        return;
                    }
                }

                // Last hope, check if enough gold can rescue the town from revolt
                int goldNeeded = -(town.getGold() - goldStolen + cashflow);
                if (thisGoldAvailable >= goldNeeded) {
                    System.out.println("T " + town.getId() + " " + goldNeeded);
                    return;
                }
                System.out.println("W");
                continue;
            }

            if (checkGoldNeed && !needsGold) {
                continue;
            }

            goldAvailable = goldAvailableWithCorsairs;
            goldAvailable += cashflow + sendCorsairs * costOfCorsair;
            int sendNecros = 0;
            int sendBishops = 0;
            int sendWarlocks = 0;
            int sendCrusaders = 0;
            int sendAmazons = 0;
            int sendArchitects = 0;

            int soldiersNeed = Math.max(0, strongestTownSoldiers - town.getSoldiers());
            int lastNeededSoldiers = 0;
            while (soldiersNeed > 0 && (thisWarlocksAvailable > 0 || thisCrusadersAvailable > 0 || thisAmazonsAvailable > 0) && soldiersNeed != lastNeededSoldiers) {
                lastNeededSoldiers = soldiersNeed;
                if (thisWarlocksAvailable > 0) {
                    goldAvailable += costOfWarlock;
                    if (goldAvailable < 0) {
                        goldAvailable -= costOfWarlock;
                    } else {
                        soldiersNeed--;
                        thisWarlocksAvailable--;
                        sendWarlocks++;
                    }
                }
                if (thisCrusadersAvailable > 0) {
                    goldAvailable += costOfCrusader;
                    if (goldAvailable < 0) {
                        goldAvailable -= costOfCrusader;
                    } else {
                        soldiersNeed--;
                        thisCrusadersAvailable--;
                        sendCrusaders++;
                    }
                }
                if (thisAmazonsAvailable > 0) {
                    goldAvailable += costOfAmazon;
                    if (goldAvailable < 0) {
                        goldAvailable -= costOfAmazon;
                    } else {
                        soldiersNeed--;
                        thisAmazonsAvailable--;
                        sendAmazons++;
                    }
                }
            }

            int necrosNeed = Math.max(0, (int) Math.ceil(1.0 * town.getCorpses() / NECRO_RAISE_CAPACITY) - town.getNecros());
            int necrosCanAfford = costOfNecro < 0 ? Math.min(necrosNeed, goldAvailable / -costOfNecro) : necrosNeed;
            if (necrosCanAfford > 0) {
                sendNecros = Math.min(necrosCanAfford, thisNecrosAvailable);
                goldAvailable += sendNecros * costOfNecro;
            }

            int bishopsNeed = Math.max(0, (int) Math.ceil(1.0 * town.getPeons() / BISHOP_PRAYER_CAPACITY) - town.getBishops());
            int bishopsCanAfford = costOfBishop < 0 ? Math.min(bishopsNeed, goldAvailable / -costOfBishop) : bishopsNeed;
            if (bishopsCanAfford > 0) {
                sendBishops = Math.min(bishopsCanAfford, thisBishopsAvailable);
                goldAvailable += sendBishops * costOfBishop;
            }

            int architectsNeed = Math.max(0, (int) Math.ceil(1.0 * COMPLETION_NEEDED / COMPLETION_PER_ARCHITECT) - thisTown.getArchitects());
            int architectsCanAfford = Math.min(architectsNeed, goldAvailable / Math.abs(GOLD_PER_ARCHITECT));
            sendArchitects = Math.min(architectsCanAfford, thisArchitectsAvailable);

            if (sendWarlocks > 0 || sendCrusaders > 0 || sendAmazons > 0 || sendCorsairs > 0 || sendBishops > 0 || sendNecros > 0 || sendArchitects > 0) {
                System.out.print("M " + town.getId() + " " + sendWarlocks + " " + sendCrusaders + " " + sendAmazons + " " + sendCorsairs + " " + sendBishops + " " + sendNecros + " "
                        + sendArchitects);
                return;
            }
        }
    }

    System.out.println("W");
}

private void build() {
    // B building building building...
    // (T: Temple, B: Barracks, E: Estate, P: Palace)

    int goldAvailable = thisTown.getGold() - (calcCashflow(thisTown) < GOLD_MAX_DEBT ? (calcCorsairsNeeded(thisTown) * CORSAIR_SURVEILLANCE_RATIO * GOLD_PER_STEAL) : 0);
    if (goldAvailable >= GOLD_COST_BUILDING) {
        char building = 'E';
        int templeUnits = thisTown.getWarlocks() + thisTown.getBishops() + thisTown.getNecros();
        int barracksUnits = thisTown.getCrusaders() + thisTown.getAmazons();
        int estateUnits = thisTown.getCorsairs() + thisTown.getPeons();
        if (templeUnits > barracksUnits) {
            if (templeUnits > estateUnits) {
                building = 'T';
            }
        } else {
            if (barracksUnits > estateUnits) {
                building = 'B';
            }
        }
        System.out.println("B " + building);
    } else {
        System.out.println("W");
    }
}

private class Town {

    private final int ownerId;
    private final int id;
    private final int gold;
    private final int corpses;
    private final int warlocks;
    private final int crusaders;
    private final int amazons;
    private final int corsairs;
    private final int bishops;
    private final int necros;
    private final int architects;
    private final int peons;
    private final int temple;
    private final int barracks;
    private final int estate;
    private final int palace;

    public Town(String string) {
        String[] args = string.split("_");
        ownerId = Integer.parseInt(args[0]);
        id = Integer.parseInt(args[1]);
        gold = Integer.parseInt(args[2]);
        corpses = Integer.parseInt(args[3]);
        warlocks = Integer.parseInt(args[4]);
        crusaders = Integer.parseInt(args[5]);
        amazons = Integer.parseInt(args[6]);
        corsairs = Integer.parseInt(args[7]);
        bishops = Integer.parseInt(args[8]);
        necros = Integer.parseInt(args[9]);
        architects = Integer.parseInt(args[10]);
        peons = Integer.parseInt(args[11]);
        temple = Integer.parseInt(args[12]);
        barracks = Integer.parseInt(args[13]);
        estate = Integer.parseInt(args[14]);
        palace = Integer.parseInt(args[15]);
    }

    public int getOwnerId() {
        return ownerId;
    }

    public int getId() {
        return id;
    }

    public int getGold() {
        return gold;
    }

    public int getCorpses() {
        return corpses;
    }

    public int getWarlocks() {
        return warlocks;
    }

    public int getCrusaders() {
        return crusaders;
    }

    public int getAmazons() {
        return amazons;
    }

    public int getCorsairs() {
        return corsairs;
    }

    public int getBishops() {
        return bishops;
    }

    public int getNecros() {
        return necros;
    }

    public int getArchitects() {
        return architects;
    }

    public int getPeons() {
        return peons;
    }

    public int getSurvivingPeons() {
        int peons = this.peons;
        int zombies = Math.floorDiv(corpses, ZOMBIE_WAKING_CHANCE);
        peons = Math.max(0, peons - zombies);
        int demons = Math.floorDiv(peons - (bishops * BISHOP_PRAYER_CAPACITY), DEMON_SUMMON_CHANCE);
        peons = Math.max(0, peons - demons);
        if (round % BIRTH_ROUND == 0) {
            peons += Math.floorDiv(peons, 2);
        }
        return peons;
    }

    public int getTemple() {
        return temple;
    }

    public int getBarracks() {
        return barracks;
    }

    public int getEstate() {
        return estate;
    }

    public int getPalace() {
        return palace;
    }

    public int getSoldiers() {
        return getWarlocks() + getCrusaders() + getAmazons();
    }

    public int getUnits() {
        return getSoldiers() + getCorsairs() + getBishops() + getNecros() + getArchitects();
    }

    public int getPopulation() {
        return getUnits() + getPeons();
    }

    public boolean isMine() {
        return getOwnerId() == playerID;
    }

    public boolean isThisTown() {
        return id == thisTownID;
    }
}
}

Saya sedang mengerjakan sesuatu seperti ini. Apakah saya benar mengatakan ini menjadi kaya gila?
TheNumberOne

Ya, penghasilannya sangat besar xD
Sehtim

3

Machiavelli, Python 2

Lord Machiavelli berpengalaman dalam bidang politik dan militer yang dibutuhkan untuk berhasil. Dia telah mengembangkan logika kompleks yang mengarahkan strategi liciknya, sekarang dia menonton dari bayang-bayang saat rencananya terungkap ...

import sys, re
from random import *
from operator import itemgetter
import cPickle

(PLAYER, TOWN, GOLD, CORPSES, WARLOCKS, CRUSADERS, AMAZONS, 
CORSAIRS, BISHOPS, NECROMANCERS, ARCHITECTS, PEONS, 
TEMPLES, BARRACKS, ESTATES, PALACES) = range(16)

def getfighters(t): return sum(t[WARLOCKS:WARLOCKS+3])
def threat(t): return t[2] + sum(t[4:12])*12 + sum(t[12:16])*200
def spyon(t): return ( t[2] + min(30,t[3])*5 + t[11]*10 + 
    sum(t[12:16])*200 - getfighters(t)*20 )
def needs(t): return [bandits/5+1, t[PEONS]/50+1, t[CORPSES]/5+1, 7]
def wants(t): return [max(0, g-h) for g,h in zip(needs(t), t[7:11])]
def helpcheck(t): return sum(wants(t))

def choose(frequency, picks, span):
    'Return <picks> counts using samples from <frequency> in list <span>'
    choices = [choice(frequency) for i in range(picks)]
    return [choices.count(i) for i in range(span)]

if len(sys.argv) < 2:
    print 5, 15, 10, 20, 3, 4, 7, 36
else:
    parts = sys.argv[1].split(';')
    turn, phase, me, thistown = [int(parts.pop(0)) for i in range(4)]
    towns = [map(int, re.split(r'_', town)) for town in parts]
    # Analysis:
    enemy = [t for t in towns if t[PLAYER] != me]
    mytowns = [t for t in towns if t[PLAYER] == me]
    here = [t for t in mytowns if t[TOWN] == thistown][0]
    otherids = [t[TOWN] for t in enemy]
    fighters = sorted(enemy, key=getfighters)
    rich = sorted(enemy, key=itemgetter(GOLD))
    threats = sorted(enemy, key=threat)
    attractive = sorted(enemy, key=spyon)
    # Useful numbers:
    avgfighters = sum(map(getfighters, enemy)) / len(enemy)
    wages = getfighters(here) + sum(here[CORSAIRS:CORSAIRS+4]) * 2
    outlaws = sum(sum(t[4:12]) for t in towns if t[PLAYER] == -1)
    freetowns = len([t for t in towns if t[PLAYER] != -1])
    bandits = outlaws / freetowns
    # Depends on above
    needhelp = sorted(mytowns, key=helpcheck)
    needhelp.remove(here)

    try:
        plans = cPickle.load(open('Machiavelli.txt', 'rb'))
    except:
        plans = {}
    bribes, raises, gobuild = plans.get(thistown, (0,0,''))

    output = 'W'
    if phase == 2:
        output = 'S %s 100' % rich[-1][TOWN]  # take from the rich ...
    elif phase == 3:
        # Decide strategy here:
        cash = here[GOLD] - wages
        forces = getfighters(here)
        raises = min(here[NECROMANCERS]*5, here[CORPSES], cash/20)
        cash -= raises * 20
        bribes = trainftr = trainextra = 0
        gobuild = ''
        if forces < avgfighters:
            bribes = min(here[BISHOPS], cash/50)
            cash -= bribes * 50
            trainftr = min(max(0, here[PEONS]-30), cash/10)
            cash -= trainftr * 10
        if cash > 200 and turn % 2 == 0:
            gobuild = choice('EEB')
            cash -= 200
        bribes2 = min(here[BISHOPS] - bribes, cash/50)
        cash -= bribes2 * 50
        bribes += bribes2
        trainextra = min(max(0, here[PEONS]-30), cash/50)
        # Write plan to file:
        plans[thistown] = (bribes, raises, gobuild)
        cPickle.dump(plans, open('Machiavelli.txt', 'wb'), -1)

        # Output recruitment decision:
        if trainftr + trainextra:
            getutil = wants(here)
            if sum(getutil) > trainextra:
                utilbias = ( [0]*getutil[0]*3 + [1]*getutil[1]*3 + 
                            [2]*(getutil[2]) + [3]*(getutil[3]) )
                getutil = choose(utilbias, trainextra, 4)
            getftr = choose([0,1,1,2], trainftr, 3)
            getpers = getftr + getutil
            if sum(getutil) < trainextra:
                othernum = trainextra - sum(getutil)
                others = choose([0,1,1,2,3,4,6], othernum, 7)
                getpers = [p+q for p,q in zip(getpers, others)]
            output = 'R %u %u %u %u %u %u %u' % tuple(getpers)
    elif phase == 6:
        if bribes:
            soldiers = choose([0,1,2], bribes, 3)
            target = fighters[-1][TOWN]
            output = 'C %s %s %s %s' % tuple([target] + soldiers)
    elif phase == 7:
        if getfighters(here) > avgfighters * 1.3:
            myarmy = here[WARLOCKS : WARLOCKS+3]
            raiders = sum(myarmy) / 2
            for n in range(raiders):
                force = [min(myarmy[i], n) for i in (0,1,2)]
                if sum(force) >= raiders:
                    break
            for target in attractive[::-1]:
                if raiders > getfighters(target) * 2.5:
                    output = 'A %s %s %s %s' % tuple([target[TOWN]] + force)
                    break
    elif phase == 8:
        if raises:
            output = 'R %s' % raises
    elif phase == 9:
        if needhelp:
            town = needhelp[-1]
            excess = [max(0, g-h) for g,h in zip(here[7:11], needs(here))]
            send = [min(g, h) for g,h in zip(excess, wants(town))]
            if sum(send) > 0:
                output = 'M %u 0 0 0 %u %u %u %u' % tuple([town[TOWN]] + send)
    elif phase == 11:   
        if gobuild:
            output = 'B %s' % gobuild
    print output

2

Raja (Ruby)

Monarch lebih dari sekadar Raja, jadi dia tidak akan melawan yang lain sampai dia yakin pasukannya dapat menghancurkan lawan-lawannya dan menunjukkan kekuatannya yang luar biasa. Sementara itu, ia merasa nyaman di markasnya dan meminta upeti dari serangga-serangga yang tidak penting. Dan tentu saja, dia suka Ruby dan rubi.

$BONUS = 1.5
class Town

  attr_accessor :player, :town, :gold, :corpses, :warlocks, :crusaders, :amazons, 
    :corsairs, :bishops, :necromancers, :architects, :peons, :temples, :barracks, 
    :estates, :palaces

  def initialize(arg)
    args = arg.split("_")
    @player = args[0].to_i
    @town = args[1].to_i
    @gold = args[2].to_i
    @corpses = args[3].to_i
    @warlocks = args[4].to_i
    @crusaders = args[5].to_i
    @amazons = args[6].to_i
    @corsairs = args[7].to_i
    @bishops = args[8].to_i
    @necromancers = args[9].to_i
    @architects = args[10].to_i
    @peons = args[11].to_i
    @temples = args[12].to_i
    @barracks = args[13].to_i
    @estates = args[14].to_i
    @palaces = args[15].to_i
  end  
  def soldiers
    @warlocks + @crusaders + @amazons
  end 
  def units
    self.soldiers + @corsairs + @bishops + @necromancers + @architects
  end  
  def citizens
    self.units + @peons
  end  
  def buildings
    @temples + @barracks + @estates + @palaces
  end
  def cash
    @gold - (self.units * 2) - 50
  end
  def flesh
    @peons - (self.units * 2 / 5)
  end
end

def stronger(aW, aC, aA, dW, dC, dA)
  aW - [[0, aW - dW].max, dA].min + ([[0, aW - dW].max, dA].min * $BONUS) + aC - [[0, aC - dC].max, dW].min + ([[0, aC - dC].max, dW].min * $BONUS) + aA - [[0, aA - dA].max, dC].min + ([[0, aA - dA].max, dC].min * $BONUS)  > dW - [[0, dW - aW].max, aA].min + ([[0, dW - aW].max, aA].min * $BONUS) + dC - [[0, dC - aC].max, aW].min + ([[0, dC - aC].max, aW].min * $BONUS) + dA - [[0, dA - aA].max, aC].min + ([[0, dA - aA].max, aC].min * $BONUS) 
end

if ARGV.size < 1 
  puts "12 12 12 8 2 2 2 50"
else
  args = ARGV[0].split(";")

  round = args[0].to_i
  phase = args[1].to_i
  thisPlayer = args[2].to_i
  thisTownId = args[3].to_i
  towns, myTowns, enemyTowns = Array.new, Array.new, Array.new

  args[4..-1].each {|arg|arg.split(";").each {|t|towns.push(Town.new(t))}}
  towns.each {|town|town.player == thisPlayer ? myTowns.push(town) : enemyTowns.push(town)}
  thisTown = towns[towns.index{|t|t.town == thisTownId}]
  strongestTown = enemyTowns.sort{|x,y|y.soldiers<=>x.soldiers}.fetch(0)  
  weakestTown = enemyTowns.sort{|x,y|x.soldiers<=>y.soldiers}.fetch(0)  
  baseTown = myTowns.sort{|x,y|y.peons<=>x.peons}.fetch(0)    

  case phase
  when 2
    puts "S " + strongestTown.town.to_s + " " + thisTown.corsairs.to_s
  when 3
    if (thisTown.cash > 90)
      recruits = [[(thisTown.cash - 90) / 10, thisTown.flesh].min / 5, 0].max
      puts "R " + recruits.to_s + " " + recruits.to_s + " " + (recruits*3).to_s + " " + [0, 2 - thisTown.corsairs].max.to_s + " " + [0, 2 - thisTown.bishops].max.to_s + " " + [0, 2 - thisTown.necromancers].max.to_s + " " + [0, 2 - thisTown.architects].max.to_s
    else
      puts "W"
    end
  when 6
    converts = [[thisTown.cash / 50, thisTown.bishops].min / 5, 0].max
    puts "C " + strongestTown.town.to_s + " " + (converts*3).to_s + " " + converts.to_s + " " + converts.to_s
  when 7
    if round > 10
      if stronger(thisTown.warlocks / 6, thisTown.crusaders / 6, thisTown.amazons / 6, strongestTown.warlocks, strongestTown.crusaders, strongestTown.amazons)
        puts "A " + strongestTown.town.to_s + " " +  (thisTown.warlocks/4).to_s + " " + (thisTown.crusaders/4).to_s + " " + (thisTown.amazons/4).to_s
      elsif stronger(thisTown.warlocks / 6, thisTown.crusaders / 6, thisTown.amazons / 6, weakestTown.warlocks, weakestTown.crusaders, weakestTown.amazons)
        puts "A " + weakestTown.town.to_s + " " +  (thisTown.warlocks/4).to_s + " " + (thisTown.crusaders/4).to_s + " " + (thisTown.amazons/4).to_s
      else
        puts "W"
      end
    else
      puts "W"
    end
  when 8
    puts "R 10"
  when 9
    if thisTown.town != baseTown.town
      if thisTown.soldiers > 0 
        puts "M " + baseTown.town.to_s + " " + thisTown.warlocks.to_s + " " + thisTown.crusaders.to_s + " " + thisTown.amazons.to_s
      else
        puts "T " + baseTown.town.to_s + " " + thisTown.cash
      end
    else
      puts "W"
    end
  when 11
    if thisTown.town == baseTown.town and thisTown.cash > 200 
      puts "B B" 
    else
      puts "W"
    end
  else
    puts "W"
  end
end

Untuk menjalankan skrip ini, Anda memerlukan juru bahasa Ruby 1.9.3.

Jalankan dengan: ruby Monarch.rb


1

Saya hanya dapat menulis 30000 tanda dalam satu jawaban xD Jadi, inilah bug saya yang saya temukan:

Moogie sudah melaporkan yang ini: int totalConvertible = (warlocksConvertible + crusadersConvertible + amazonsConvertible);

executeMovement: if (source.getCorsairs() >= corsairsCount) {

executeTheft: Sumber yang digunakan, bukan Tujuan. Tetapi dapatkah Anda memeriksa, jika perhitungannya benar? Rekomendasi saya adalah:int goldReserve = destination.getGold() + GOLD_MAX_DEBT > 0 ? destination.getGold() + GOLD_MAX_DEBT : GOLD_MAX_DEBT - Math.abs(destination.getGold());

Dan mengeksekusi perekrutan memiliki bug, bahwa jika kota tidak memiliki prajurit infanteri yang cukup, mereka dapat merekrut lebih banyak dari tentara mereka, jika mereka mampu membayar perekrutan. Jadi saya menulis ulang metode yang berkaitan dengan prajurit infanteri dan emas yang tersedia:

private void executeRecruitment(Command support) {

    Town source = support.getSource();
    try {
        String[] args = support.getArgs();

        if (support.getCommand().equals("R") && args.length == 7) {
            int goldAvailable = source.getGold();
            if (goldAvailable <= 0) {
                return;
            }

            int warlocksCount = Math.max(0, Integer.parseInt(args[0]));
            int crusadersCount = Math.max(0, Integer.parseInt(args[1]));
            int amazonsCount = Math.max(0, Integer.parseInt(args[2]));
            int corsairsCount = Math.max(0, Integer.parseInt(args[3]));
            int bishopsCount = Math.max(0, Integer.parseInt(args[4]));
            int necromancersCount = Math.max(0, Integer.parseInt(args[5]));
            int architectsCount = Math.max(0, Integer.parseInt(args[6]));

            int originalWarlocksCount = warlocksCount;
            int originalCrusadersCount = crusadersCount;
            int originalAmazonsCount = amazonsCount;
            int originalCorsairsCount = corsairsCount;
            int originalBishopsCount = bishopsCount;
            int originalNecromancersCount = necromancersCount;
            int originalArchitectsCount = architectsCount;

            int unitsToRecruits = warlocksCount + crusadersCount + amazonsCount + corsairsCount + bishopsCount + necromancersCount + architectsCount;
            int peonsAvailable = source.getPeons();
            int recruitableUnits = Math.min(unitsToRecruits, peonsAvailable);
            if (recruitableUnits != unitsToRecruits) {
                RandomNumberGenerator random = new RandomNumberGenerator();
                int[] recruits = random.genNumberWithLimits(recruitableUnits, new int[] { warlocksCount, crusadersCount, amazonsCount, corsairsCount, bishopsCount, necromancersCount,
                        architectsCount });
                warlocksCount = recruits[0];
                crusadersCount = recruits[1];
                amazonsCount = recruits[2];
                corsairsCount = recruits[3];
                bishopsCount = recruits[4];
                necromancersCount = recruits[5];
                architectsCount = recruits[6];
            }

            int wouldCost;
            int index = 1;
            boolean tooExpensive = true;
            do {
                wouldCost = warlocksCount * GOLD_RECRUIT_WARLOCK + crusadersCount * GOLD_RECRUIT_CRUSADER + amazonsCount * GOLD_RECRUIT_AMAZON + corsairsCount * GOLD_RECRUIT_CORSAIR
                        + bishopsCount * GOLD_PER_BISHOP + necromancersCount * GOLD_RECRUIT_NECROMANCER + architectsCount * GOLD_RECRUIT_ARCHITECT;
                if (goldAvailable < wouldCost) {
                    RandomNumberGenerator random = new RandomNumberGenerator();
                    int[] recruits = random.genNumberWithLimits(recruitableUnits - index, new int[] { originalWarlocksCount, originalCrusadersCount, originalAmazonsCount, originalCorsairsCount,
                            originalBishopsCount, originalNecromancersCount, originalArchitectsCount });
                    warlocksCount = recruits[0];
                    crusadersCount = recruits[1];
                    amazonsCount = recruits[2];
                    corsairsCount = recruits[3];
                    bishopsCount = recruits[4];
                    necromancersCount = recruits[5];
                    architectsCount = recruits[6];
                } else {
                    tooExpensive = false;
                }
                index++;
            } while (tooExpensive);

            int recruted = warlocksCount + crusadersCount + amazonsCount + corsairsCount + bishopsCount + necromancersCount + architectsCount;
            if (recruted > 0) {
                source.setWarlocks(source.getWarlocks() + warlocksCount);
                source.setCrusaders(source.getCrusaders() + crusadersCount);
                source.setAmazons(source.getAmazons() + amazonsCount);
                source.setCorsairs(source.getCorsairs() + corsairsCount);
                source.setBishops(source.getBishops() + bishopsCount);
                source.setNecromancers(source.getNecromancers() + necromancersCount);
                source.setArchitects(source.getArchitects() + architectsCount);
                source.setPeons(source.getPeons() - recruted);
                source.setGold(source.getGold() - wouldCost);

                if (GAME_MESSAGES)
                    System.out.println(source.getOwner().getDisplayName() + " recruted " + recruted + " units (" + warlocksCount + " Wa / " + crusadersCount + " Cr / " + amazonsCount + " Am / "
                            + corsairsCount + " Co / " + bishopsCount + " Bi / " + necromancersCount + " Ne / " + architectsCount + " Ar)");
            }
        } else if (support.getCommand().equals("W")) {
            // Do nothing
        } else {
            if (DEBUG)
                System.out.println("Phase " + phase + " (Recruitment) : Invalid command by " + source.getOwner().getDisplayName() + "{" + source.getId() + "}");
        }
    } catch (Exception e) {
        if (DEBUG) {
            System.out.println("Exception in executeRecruitment() by " + source.getOwner().getDisplayName());
            e.printStackTrace();
        }
    }
}

Wow, terima kasih banyak telah meluangkan waktu untuk memeriksa controller (Terima kasih @ Moogie juga). Saya telah menerapkan koreksi Anda dan akan menjalankan beberapa game percobaan dalam beberapa jam.
Thrax
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