class_name LuneBot extends RefCounted ## Plans through LuneMatch.submit exactly like the human: same costs, same caps, same phase. ## Reads only public state (committed buildings, round) and its own draft, never other drafts. const PROFILES: Dictionary = { "ausgewogen": {"front": .30, "melee": .25, "ranged": .25, "splash": .10, "support": .10, "upgrade_from": 6, "support_lane": 0.0}, "verteidigung": {"front": .40, "melee": .15, "ranged": .20, "splash": .10, "support": .15, "upgrade_from": 5, "support_lane": 0.0}, "druck": {"front": .20, "melee": .35, "ranged": .25, "splash": .15, "support": .05, "upgrade_from": 8, "support_lane": 0.0}, "fernkampf": {"front": .25, "melee": .10, "ranged": .40, "splash": .15, "support": .10, "upgrade_from": 6, "support_lane": 0.0}, "teamhilfe": {"front": .30, "melee": .20, "ranged": .25, "splash": .10, "support": .15, "upgrade_from": 6, "support_lane": .35}, } static func profile_for(match_state: LuneMatch, slot: int) -> String: var names: Array = PROFILES.keys() return names[(slot * 7 + match_state.seed_value) % names.size()] static func plan(match_state: LuneMatch, slot: int, profile_name: String = "") -> void: var name: String = profile_name if not profile_name.is_empty() else profile_for(match_state, slot) var profile: Dictionary = PROFILES[name] var player: Dictionary = match_state.players[slot] var ids: Array[String] = match_state.base_ids(player.bund) var roles: Dictionary = {} for id: String in ids: roles[match_state.role_of(id)] = id for guard: int in range(40): var draft: Dictionary = player.draft var roster: Array = draft.roster var acted: bool = false if roster.size() >= int(profile.upgrade_from) or roster.size() >= match_state.balance.supply_cap: acted = _try_upgrade(match_state, slot, roster) if not acted and roster.size() < match_state.balance.supply_cap: var role: String = _needed_role(match_state, roster, profile) var lane: String = player.lane if float(profile.support_lane) > 0.0 and match_state.rng.randf() < float(profile.support_lane): lane = _weakest_lane(match_state, int(player.team)) acted = match_state.submit(slot, {"type": "buy", "type_id": roles[role], "lane": lane}).ok if not acted and roster.size() < int(profile.upgrade_from): acted = _try_upgrade(match_state, slot, roster) if not acted: break match_state.set_ready(slot) static func _needed_role(match_state: LuneMatch, roster: Array, profile: Dictionary) -> String: var counts: Dictionary = {} for entry: Dictionary in roster: var role: String = match_state.role_of(entry.type_id) counts[role] = int(counts.get(role, 0)) + 1 var best: String = "front" var best_gap: float = -INF for role: String in LuneMatch.ROW_ORDER: var gap: float = float(profile[role]) * float(roster.size() + 1) - float(counts.get(role, 0)) if gap > best_gap + 0.0001: best = role best_gap = gap return best static func _try_upgrade(match_state: LuneMatch, slot: int, roster: Array) -> bool: var best_uid: String = "" var best_seq: int = 1 << 30 var best_cost: int = 1 << 30 for entry: Dictionary in roster: var upgrade: String = str(DataCatalog.get_unit(entry.type_id).get("upgrade_id", "")) if upgrade.is_empty(): continue var cost: int = int(DataCatalog.get_unit(upgrade).cost) if cost < best_cost or (cost == best_cost and int(entry.seq) < best_seq): best_cost = cost best_seq = int(entry.seq) best_uid = str(entry.uid) if best_uid.is_empty(): return false return match_state.submit(slot, {"type": "upgrade", "uid": best_uid}).ok static func _weakest_lane(match_state: LuneMatch, team: int) -> String: var weakest: String = "mid" var fewest: int = 99 for lane: String in LuneMap.LANES: var towers: int = match_state.towers_alive(team, lane) if towers < fewest: fewest = towers weakest = lane return weakest