Module botroyale.logic.state

Home of the State class.

Bot developers normally encounter the State class as its instances are passed to bots in BaseBot.setup() and in-turn in BaseBot.poll_action() (which are handled by botroyale.logic.battle). All of the State functionality is available from these instances.

Note: All public methods of State that return a State object actually return a new state object, since states should not be modified directly.

Inspecting State

The State object contains all the information of the battle at a given point in time. This means that just inspecting it's properties is enough to learn anything one needs to know about the current state of the battle; e.g. which bots are still alive, how much AP do I have, where are my enemies, etc.

Some properties of the state are lists of values: one for each unit. For these attribtes, the index is by BaseBot.id.

# From a bot class definition
def poll_action(self, state):
    my_pos = state.positions[self.id]
    my_ap = state.ap[self.id]

Note: The State object is unaware of the bots and only knows them as units. To reference the bots in a battle, see: botroyale.logic.battle.

Checking and Applying Actions

A State object represents a point in time of a battle. Normally (but not always) a state is prepared to have an action applied to them which will produce a new resultant state. This means that looking into the future is as simple as applying actions using State.apply_action(). You can do this as many times as you wish until game over (see: State.game_over).

When applying an action to a state, it will first check if the action is legal. To check this yourself, use State.check_legal_action().

Advanced Usage

The following are use cases that are mostly relevant for core developers.

Maps (initial states)

To create an initial state (also known as a map), it is highly recommended to use to use get_map_state() from the botroyale.logic.maps module.

When initializing new states for a map, it should be with only map features. Initial states are created by default at round 0, and not on a unit's turn. Use State.increment_round() to get the state of the beginning of the first turn.

Round incrementation

For a more manual approach to applying actions, one can use State.apply_action_manual(). This method is similar to State.apply_action() but does not increment rounds automatically, allowing one to see states between turns (see: State.end_of_round), where the effects of a new round are applied. This requires using the method State.increment_round() in order to continue to the next turn.

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"""Home of the `botroyale.logic.state.State` class.

Bot developers normally encounter the `State` class as its instances are passed
to bots in `botroyale.api.bots.BaseBot.setup` and in-turn in
`botroyale.api.bots.BaseBot.poll_action` (which are handled by
`botroyale.logic.battle`). All of the `State` functionality is available from
these instances.

> **Note:** All public methods of State that return a State object actually
    return a new state object, since states should not be modified directly.

## Inspecting State
The `State` object contains all the information of the battle at a given point
in time. This means that just inspecting it's properties is enough to learn
anything one needs to know about the current state of the battle; e.g. which
bots are still alive, how much AP do I have, where are my enemies, etc.

Some properties of the state are lists of values: one for each unit. For these
attribtes, the index is by `botroyale.api.bots.BaseBot.id`.

```python
# From a bot class definition
def poll_action(self, state):
    my_pos = state.positions[self.id]
    my_ap = state.ap[self.id]
```

> **Note:** The State object is unaware of the bots and only knows them as
    units. To reference the bots in a battle, see: `botroyale.logic.battle`.

## Checking and Applying Actions
A `State` object represents a point in time of a battle. Normally (but not
always) a state is prepared to have an action applied to them which will produce
a new resultant state. This means that looking into the future is as simple as
applying actions using `State.apply_action`. You can do this as many times as
you wish until game over (see: `State.game_over`).

When applying an action to a state, it will first check if the action is legal.
To check this yourself, use `State.check_legal_action`.

## Advanced Usage
The following are use cases that are mostly relevant for core developers.

### Maps (initial states)
To create an initial state (also known as a map), it is highly recommended
to use to use `botroyale.logic.maps.get_map_state` from the
`botroyale.logic.maps` module.

When initializing new states for a map, it should be with only map features.
Initial states are created by default at round 0, and not on a unit's turn.
Use `State.increment_round` to get the state of the beginning of the first turn.

### Round incrementation
For a more manual approach to applying actions, one can use
`State.apply_action_manual`. This method is similar to `State.apply_action` but
does not increment rounds automatically, allowing one to see states between
turns (see: `State.end_of_round`), where the effects of a new round are applied.
This requires using the method `State.increment_round` in order to continue to
the next turn.
"""
from typing import Optional, Sequence, NamedTuple
from numpy.typing import NDArray
import numpy as np
import copy
from botroyale.util.hexagon import Hexagon, ORIGIN
from botroyale.logic.plate import Plate, PlateType
from botroyale.logic.prng import PRNG
from botroyale.api.actions import (
    MAX_AP,
    REGEN_AP,
    ALL_ACTIONS,
    Action,
    Idle,
    Move,
    Jump,
    Push,
)

# Assert AP is always an integer, this is assumed by the round order tiebreaker
assert all(isinstance(action.ap, int) for action in ALL_ACTIONS)


# Number of iterations on the PRNG to apply between rounds.
NEXT_SEED_ITERATIONS = 100


class Effect(NamedTuple):
    """Represents an in-game effect. Usually the result of an action."""

    name: str
    """The name of the effect, should match the names in `assets/vfx`."""
    origin: Hexagon
    """Origin of the effect."""
    target: Optional[Hexagon]
    """Target/direction of the effect."""


class OrderError(Exception):
    """Raised when something is done in the wrong order."""

    pass


class State:
    """See module documentation for details."""

    # We ignore C901 ("too complex") error. The "complexity" arises from there
    # being many if statements to set default values to None parameters.
    def __init__(  # noqa: C901
        self,
        death_radius: int,
        positions: Optional[list[Hexagon]] = None,
        pits: Optional[set[Hexagon]] = None,
        walls: Optional[set[Hexagon]] = None,
        plates: Optional[set[Plate]] = None,
        alive_mask: Optional[NDArray[np.bool_]] = None,
        ap: Optional[NDArray[np.int_]] = None,
        round_ap_spent: Optional[list[int]] = None,
        round_remaining_turns: Optional[list[int]] = None,
        round_done_turns: Optional[list[int]] = None,
        casualties: Optional[list[int]] = None,
        step_count: int = 0,
        turn_count: int = 0,
        round_count: int = 0,
        last_action: Optional[Action] = None,
        is_last_action_legal: bool = False,
        effects: Optional[list[Effect]] = None,
        seed: Optional[int] = None,
    ):
        """Initializing the class.

        This is normally not required unless you are creating maps.
        """
        # Units
        if positions is None:
            positions = []
        self.positions: list[Hexagon] = positions
        """A list of hexagons representing the positions of the units.

        See: `botroyale.util.hexagon.Hexagon`.
        """
        self.num_of_units: int = len(positions)
        """Number of units."""
        if alive_mask is None:
            alive_mask = np.ones(self.num_of_units, dtype=np.bool_)
        self.alive_mask: NDArray[np.bool_] = alive_mask
        """Mask of living units (numpy array of bools)."""
        if ap is None:
            ap = np.zeros(self.num_of_units, dtype=np.int_)
        self.ap: NDArray[np.int_] = ap
        """List of unit AP values (numpy array of ints)."""
        if round_ap_spent is None:
            round_ap_spent = [0] * self.num_of_units
        self.round_ap_spent: list[int] = round_ap_spent
        """List of AP spent by each unit in this round."""
        if round_remaining_turns is None:
            round_remaining_turns = []
        self.round_remaining_turns: list[int] = round_remaining_turns
        """List of uids that still have not ended their turn this round.

        The first uid in this list is the unit in turn (`State.current_unit`).
        If the list is empty, it is nobody's turn (see: `State.end_of_round`).
        """
        if round_done_turns is None:
            round_done_turns = [i for i in range(self.num_of_units)]
        self.round_done_turns: list[int] = round_done_turns
        """List of uids that have ended their turn this round."""
        if casualties is None:
            casualties = [-1] * self.num_of_units
        self.casualties: list[int] = casualties
        """List of when each unit died. Live units have a `casualties` value of -1."""

        # Map features
        self.death_radius: int = death_radius
        """The radius of the "ring of death".

        This radius determines at what distance from `botroyale.util.hexagon.ORIGIN`
        would a unit die.
        """
        if pits is None:
            pits = set()
        self.pits: set[Hexagon] = pits
        """A set of hexes that are pits."""
        if walls is None:
            walls = set()
        self.walls: set[Hexagon] = walls
        """A set of hexes that are walls."""
        if plates is None:
            plates = set()
        self.plates: set[Plate] = plates
        """A set of Plates."""

        # Time-keeping
        self.step_count: int = step_count
        """A step is the smallest unit of in-game time.

        A single action in a turn is a step. "End of round" states are also a
        step (see: `State.end_of_round`).
        """
        self.turn_count: int = turn_count
        """Total number of turns taken."""
        self.round_count: int = round_count
        """Current round count.

        Initially, states begin at round 0, before any units have had a turn.
        """

        # Action
        self.last_action: Action = last_action
        """The action that was taken in the previous state."""
        self.is_last_action_legal: bool = is_last_action_legal
        """If `State.last_action` was a legal action."""
        if effects is None:
            effects = []
        self.effects: list[Effect] = effects
        """List of `Effect`s resulting from the last state resolving to this state."""

        # Metadata
        if seed is None:
            seed = PRNG.get_random_seed()
        self.seed: int = seed
        """A seed for the `botroyale.logic.prng.PRNG`.

        Used by `State.next_round_order`.
        """

    # User methods - return new states
    def check_legal_action(self, action: Action) -> bool:
        """If applying *action* to this state is legal."""
        if not isinstance(action, Action):
            raise ValueError(f"Must provide an action, instead got: {action}.")
        if isinstance(action, Idle):
            return True
        return self._check_legal_action(action)

    def apply_action(self, action: Action) -> "State":
        """Return the state resulting from applying *action* to this state.

        This is a high-level method that will increment the round if necessary,
        ensuring that the resulting state will always be on a unit's turn (at
        least if the resulting state is not a game over).

        For a more manual approach, use `State.apply_action_manual`.
        """
        new_state = self.apply_action_manual(action)
        if new_state.end_of_round:
            new_state._next_round()
        return new_state

    def apply_action_manual(self, action: Action) -> "State":
        """Return the state resulting from applying *action* to this state.

        This will include `State.end_of_round` states, where it is no unit's
        turn. Most users will prefer to use `State.apply_action` as it does not
        reach "end of round" states and does not require using
        `State.increment_round`.
        """
        assert isinstance(action, Action)
        if self.game_over:
            raise OrderError("Game over, no more actions allowed")
        if self.end_of_round:
            raise OrderError(
                "Cannot apply action, round is over: use `State.increment_round`."
            )
        # Create a copy and apply changes on it in place
        new_state = self.copy(copy_last_action=False)
        if isinstance(action, Idle):
            new_state.is_last_action_legal = True
            new_state._next_turn()
        elif self._check_legal_action(action):
            new_state.is_last_action_legal = True
            new_state._do_apply_action(action)
        else:
            new_state.is_last_action_legal = False
            new_state._next_turn()
            new_state._add_effect("illegal", self.positions[self.current_unit])
        new_state.last_action = action
        new_state.step_count += 1
        return new_state

    def increment_round(self) -> "State":
        """Return the state resulting from starting the next round.

        Can only be used on `State.end_of_round` states.
        """
        if self.game_over:
            raise OrderError("Game over, no more rounds")
        if not self.end_of_round:
            raise OrderError("Not the end of round")
        # Create a copy and apply changes on it in place
        new_state = self.copy(copy_last_action=False)
        new_state._next_round()
        return new_state

    def copy(self, copy_last_action: bool = True) -> "State":
        """Return a copy of the state.

        If *copy_last_action* is True, the copy will include information about
        the last_action: last_action, is_last_action_legal, and effects.
        """
        if copy_last_action:
            last_action = self.last_action
            is_last_action_legal = self.is_last_action_legal
            effects = copy.copy(self.effects)
        else:
            last_action = None
            is_last_action_legal = False
            effects = None
        return State(
            death_radius=self.death_radius,
            positions=copy.copy(self.positions),
            pits=copy.copy(self.pits),
            walls=copy.copy(self.walls),
            plates=copy.deepcopy(self.plates),
            alive_mask=np.copy(self.alive_mask),
            ap=np.copy(self.ap),
            round_ap_spent=copy.copy(self.round_ap_spent),
            round_remaining_turns=copy.copy(self.round_remaining_turns),
            round_done_turns=copy.copy(self.round_done_turns),
            casualties=copy.copy(self.casualties),
            step_count=self.step_count,
            turn_count=self.turn_count,
            round_count=self.round_count,
            last_action=last_action,
            is_last_action_legal=is_last_action_legal,
            effects=effects,
            seed=self.seed,
        )

    def apply_kill_unit(self):
        """Return the state resulting from killing the `State.current_unit`.

        Works as an alternative for `State.apply_action` when a unit is
        non-cooperative and will not return an action.

        Returns:
            A new `State` after the current unit dies on their turn.
        """
        new_state = self.apply_kill_unit_manual()
        if new_state.end_of_round and not new_state.game_over:
            new_state._next_round()
        return new_state

    def apply_kill_unit_manual(self):
        """Return the state resulting from killing the `State.current_unit`.

        Works as an alternative for `State.apply_action_manual` when a unit is
        non-cooperative and will not return an action.

        Returns:
            A new `State` after the current unit dies on their turn.
        """
        if self.game_over:
            raise OrderError("Game over, cannot kill")
        if self.end_of_round:
            raise OrderError(
                "Cannot apply kill, round is over: use `State.increment_round`."
            )
        current = self.current_unit
        new_state = self.copy(copy_last_action=False)
        new_state._next_turn()
        new_state._apply_mortality(force_kill=[current])
        new_state._add_effect("kill", self.positions[current])
        new_state.step_count += 1
        return new_state

    # Properties
    @property
    def current_unit(self) -> Optional[int]:
        """The uid of the current unit in turn.

        Will return None if the current state is `State.end_of_round` (and there
        is no unit in turn).

        .. caution::
            A statement in Python will equate to `False` if it is either `None`
            (no unit in turn in this case) or `0` (unit #0 in turn in this case).

        Hence, do **not** use like this:
        ```python
        if state.winner:
            winner_uid = state.winner
        ```

        Instead use like this:
        ```python
        if state.winner is not None:
            winner_uid = state.winner
        ```
        """
        if not self.end_of_round:
            return self.round_remaining_turns[0]
        return None

    @property
    def game_over(self) -> bool:
        """If the game is over."""
        return self.alive_mask.sum() <= 1

    @property
    def winner(self) -> Optional[int]:
        """The uid of the winning unit.

        Will return None if it is a draw or it is not yet `State.game_over`.

        .. tip:: Check `State.game_over` before checking `State.winner`.
        .. caution::
            A statement in Python will equate to `False` if it is either `None`
            (draw in this case) or `0` (unit #0 won in this case).

        Hence, do **not** use like this:
        ```python
        if state.winner:
            declare_victory(state.winner)
        else:
            declare_draw()
        ```

        Instead use like this:
        ```python
        if state.winner is not None:
            declare_victory(state.winner)
        else:
            declare_draw()
        ```
        """
        if self.alive_mask.sum() == 1:
            return np.flatnonzero(self.alive_mask)[0]
        return None

    @property
    def next_round_order(self) -> list[int]:
        """List of uids sorted by the order of turns in the next round.

        This assumes no more AP is spent for the rest of the round. The round
        order is sorted by AP spent and uses `botroyale.logic.prng.PRNG` as tiebreaker.
        """
        return self._get_round_order()

    @property
    def end_of_round(self) -> bool:
        """If it is currently the end of round and no unit is in turn.

        This indicates that the method `State.increment_round` should be used
        before trying to apply an action.
        """
        return len(self.round_remaining_turns) == 0

    @property
    def death_order(self) -> list[int]:
        """List of unit uids that have died, in order of their death."""
        dead_units = np.flatnonzero(~self.alive_mask)
        return sorted(dead_units, key=lambda u: self.casualties[u])

    @property
    def death_plates(self) -> set[Plate]:
        """Set of all Death Radius Traps in `State.plates`."""
        return self._get_all_of_plate_by_type(PlateType.DEATH_RADIUS_TRAP)

    @property
    def pit_traps(self) -> set[Plate]:
        """Set of all Pit Traps in `State.plates`."""
        return self._get_all_of_plate_by_type(PlateType.PIT_TRAP)

    def get_plate(self, hex: Hexagon) -> Optional[Plate]:
        """Return the plate that is in *hex* if it exists, else None.

        See: `botroyale.logic.plate.Plate`
        """
        if hex not in self.plates:
            return None
        extra_plates = self.plates - {hex}
        plate_set = self.plates - extra_plates
        assert len(plate_set) == 1
        plate = plate_set.pop()
        assert isinstance(plate, Plate)
        assert plate == hex
        assert plate in self.plates
        return plate

    # Legality methods
    def _check_legal_action(self, action: Action) -> bool:
        """Returns if applying the action is legal."""
        if self.ap[self.current_unit] < action.ap:
            return False
        if type(action) is Move:
            return self._check_legal_move(action.target)
        elif type(action) is Jump:
            return self._check_legal_jump(action.target)
        elif type(action) is Push:
            return self._check_legal_push(action.target)
        raise TypeError(f"Unknown action: {action}")

    def _check_legal_move(self, target: Hexagon) -> bool:
        if not self._check_unit_distance(target, 1):
            return False
        return self._check_legal_movement(target)

    def _check_legal_jump(self, target: Hexagon) -> bool:
        if not self._check_unit_distance(target, 2):
            return False
        return self._check_legal_movement(target)

    def _check_legal_push(self, target: Hexagon) -> bool:
        # Can only push an adjacent target
        if not self._check_unit_distance(target, 1):
            return False
        # Target must contain a unit
        if target not in self.positions:
            return False
        # Must push to a tile that can be moved on to
        push_end = next(self.positions[self.current_unit].straight_line(target))
        return self._check_legal_movement(push_end)

    def _check_unit_distance(self, target: Hexagon, distance: int) -> bool:
        """Returns if the current unit is at a specific distance from a target tile."""
        target_dist = target.get_distance(self.positions[self.current_unit])
        return target_dist == distance

    def _check_legal_movement(self, target: Hexagon) -> bool:
        """Returns if a unit may move on to a target tile."""
        # Cannot stand on walls
        if target in self.walls:
            return False
        # Cannot stand on other units
        if target in self.positions:
            return False
        return True

    # Internal methods - apply changes in place (on self)
    def _do_apply_action(self, action: Action):
        """Applies the action in place. Does not check or assert legality."""
        assert not isinstance(action, Idle)
        unit = self.current_unit
        unit_pos = self.positions[unit]
        target = action.target
        if type(action) is Move:
            self._reposition_unit(unit, target)
            self._add_effect("move", unit_pos, target)
        elif type(action) is Jump:
            self._reposition_unit(unit, target)
            self._add_effect("jump", unit_pos, target)
        elif type(action) is Push:
            opp_id = self.positions.index(target)
            push_target = next(unit_pos.straight_line(target))
            self._reposition_unit(opp_id, push_target)
            self._add_effect("push", unit_pos, target)
        else:
            raise TypeError(f"Unkown action: {action}")
        self.ap[unit] -= action.ap
        self.round_ap_spent[unit] += action.ap
        self._apply_mortality()

    def _reposition_unit(self, uid: int, target: Hexagon):
        """Moves a unit to target and resolves the effect of movement."""
        self.positions[uid] = target
        self._try_increase_pressure(target)

    def _next_turn(self):
        """Increment turn in place."""
        self.round_done_turns.append(self.current_unit)
        self.round_remaining_turns.pop(0)
        self.turn_count += 1

    def _next_round(self):
        """Increment round in place."""
        # Setting the new turn order uses AP spent and this round's seed.
        # Let's do that before resetting either.
        self.round_remaining_turns = self._get_round_order()
        self.round_done_turns = []
        self.round_ap_spent = [0] * self.num_of_units
        self.ap[self.alive_mask] += REGEN_AP
        self.ap[self.ap > MAX_AP] = MAX_AP
        self._decrement_death_radius(1)
        # Contracting ring of death may kill, let's apply that
        self._apply_mortality()
        self.step_count += 1
        self.round_count += 1
        # New round, new seed
        self.seed = self._get_next_seed()

    def _decrement_death_radius(self, delta: int):
        """Shrink the death radius."""
        assert delta > 0
        for radius in range(self.death_radius - delta, self.death_radius):
            ring_hex = set(ORIGIN.ring(radius))
            self.pits -= ring_hex
            self.walls -= ring_hex
            self.plates -= ring_hex
        self.death_radius -= delta

    def _get_next_seed(self) -> int:
        """Derives the next round's seed.

        We simply take the seed value from several iterations ahead of the
        current seed value.
        """
        rng = PRNG(self.seed)
        rng.iterate(NEXT_SEED_ITERATIONS)
        return rng.seed

    def _get_round_order(self) -> list[int]:
        """Gets the round order of the next round.

        The round order is sorted by AP spent and uses the PRNG as tiebreaker.
        We assume AP spent is an integer so we use numbers between 0 and 1
        for tiebreakers.
        """
        live_uids = np.flatnonzero(self.alive_mask)
        tiebreakers = PRNG(self.seed).generate_list(self.num_of_units)
        return sorted(
            live_uids, key=lambda uid: self.round_ap_spent[uid] + tiebreakers[uid]
        )

    def _apply_mortality(self, force_kill: Optional[Sequence[int]] = None):
        """Check if any live units are supposed to be dead, and kill them in place.

        Units die if they are standing on a pit or beyond the death_radius.
        Should be called any time positions, pits, or death_radius change.
        """
        if force_kill is None:
            force_kill = []
        for uid in np.flatnonzero(self.alive_mask):
            pos = self.positions[uid]
            death_by_force = uid in force_kill
            death_by_pits = pos in self.pits
            death_by_ROD = pos.get_distance(ORIGIN) >= self.death_radius
            if death_by_pits or death_by_ROD or death_by_force:
                self.alive_mask[uid] = False
                self.casualties[uid] = self.step_count
                if uid in self.round_remaining_turns:
                    self.round_remaining_turns.remove(uid)
                self._add_effect("death", pos)

    def _add_effect(self, name: str, origin: Hexagon, target: Optional[Hexagon] = None):
        """Adds an effect to the effect list in place.

        This is used to record the effects of the last action.
        """
        self.effects.append(
            Effect(
                name=name,
                origin=origin,
                target=target,
            )
        )

    def _try_increase_pressure(self, target: Hexagon):
        """Increase pressure of the plate if exists at *target* and handle effects."""
        plate = self.get_plate(target)
        if plate is None:
            return
        plate.pressure += 1
        if plate.pressure == 0:
            self._add_effect("pressure-pop", target)
            self._apply_plate_effect(plate)
        # Post-effect management
        if plate in self.plates and plate.pressure >= 0:
            if plate.pressure_reset:
                plate.pressure = plate.min_pressure
            else:
                self.plates.remove(plate)

    def _apply_plate_effect(self, plate: Plate):
        """Apply the effects of *plate* pressure popping.

        .. warning:: This may change the map including the *plate* itself.
        """
        assert plate in self.plates
        # Apply the actual effect
        if plate.plate_type is PlateType.DEATH_RADIUS_TRAP:
            self._decrement_death_radius(1)
        elif plate.plate_type is PlateType.PIT_TRAP:
            self._activate_pit_trap(plate)
        elif plate.plate_type is PlateType.WALL_TRAP:
            self._activate_wall_trap(plate)

    def _get_all_of_plate_by_type(self, plate_type: PlateType) -> set[Plate]:
        return {p for p in self.plates if p.plate_type is plate_type}

    def _activate_pit_trap(self, trap: Plate):
        """Apply the effects of a `botroyale.logic.PlateType.PIT_TRAP` popping."""
        self.walls -= trap.targets
        self.pits |= trap.targets
        self.plates -= trap.targets

    def _activate_wall_trap(self, trap: Plate):
        """Apply the effects of a `botroyale.logic.PlateType.WALL_TRAP` popping."""
        targets = trap.targets - set(self.positions)
        self.walls |= targets
        self.pits -= targets
        self.plates -= targets

Classes

class Effect (name: str, origin: Hexagon, target: Optional[Hexagon])

Represents an in-game effect. Usually the result of an action.

Expand source code Browse git
class Effect(NamedTuple):
    """Represents an in-game effect. Usually the result of an action."""

    name: str
    """The name of the effect, should match the names in `assets/vfx`."""
    origin: Hexagon
    """Origin of the effect."""
    target: Optional[Hexagon]
    """Target/direction of the effect."""

Ancestors

  • builtins.tuple

Instance variables

var name : str

The name of the effect, should match the names in assets/vfx.

var originHexagon

Origin of the effect.

var target : Optional[Hexagon]

Target/direction of the effect.

class OrderError (*args, **kwargs)

Raised when something is done in the wrong order.

Expand source code Browse git
class OrderError(Exception):
    """Raised when something is done in the wrong order."""

    pass

Ancestors

  • builtins.Exception
  • builtins.BaseException
class State (death_radius: int, positions: Optional[list[Hexagon]] = None, pits: Optional[set[Hexagon]] = None, walls: Optional[set[Hexagon]] = None, plates: Optional[set[Plate]] = None, alive_mask: Optional[numpy.ndarray[typing.Any, numpy.dtype[numpy.bool_]]] = None, ap: Optional[numpy.ndarray[typing.Any, numpy.dtype[numpy.int64]]] = None, round_ap_spent: Optional[list[int]] = None, round_remaining_turns: Optional[list[int]] = None, round_done_turns: Optional[list[int]] = None, casualties: Optional[list[int]] = None, step_count: int = 0, turn_count: int = 0, round_count: int = 0, last_action: Optional[Action] = None, is_last_action_legal: bool = False, effects: Optional[list[Effect]] = None, seed: Optional[int] = None)

See module documentation for details.

Initializing the class.

This is normally not required unless you are creating maps.

Expand source code Browse git
class State:
    """See module documentation for details."""

    # We ignore C901 ("too complex") error. The "complexity" arises from there
    # being many if statements to set default values to None parameters.
    def __init__(  # noqa: C901
        self,
        death_radius: int,
        positions: Optional[list[Hexagon]] = None,
        pits: Optional[set[Hexagon]] = None,
        walls: Optional[set[Hexagon]] = None,
        plates: Optional[set[Plate]] = None,
        alive_mask: Optional[NDArray[np.bool_]] = None,
        ap: Optional[NDArray[np.int_]] = None,
        round_ap_spent: Optional[list[int]] = None,
        round_remaining_turns: Optional[list[int]] = None,
        round_done_turns: Optional[list[int]] = None,
        casualties: Optional[list[int]] = None,
        step_count: int = 0,
        turn_count: int = 0,
        round_count: int = 0,
        last_action: Optional[Action] = None,
        is_last_action_legal: bool = False,
        effects: Optional[list[Effect]] = None,
        seed: Optional[int] = None,
    ):
        """Initializing the class.

        This is normally not required unless you are creating maps.
        """
        # Units
        if positions is None:
            positions = []
        self.positions: list[Hexagon] = positions
        """A list of hexagons representing the positions of the units.

        See: `botroyale.util.hexagon.Hexagon`.
        """
        self.num_of_units: int = len(positions)
        """Number of units."""
        if alive_mask is None:
            alive_mask = np.ones(self.num_of_units, dtype=np.bool_)
        self.alive_mask: NDArray[np.bool_] = alive_mask
        """Mask of living units (numpy array of bools)."""
        if ap is None:
            ap = np.zeros(self.num_of_units, dtype=np.int_)
        self.ap: NDArray[np.int_] = ap
        """List of unit AP values (numpy array of ints)."""
        if round_ap_spent is None:
            round_ap_spent = [0] * self.num_of_units
        self.round_ap_spent: list[int] = round_ap_spent
        """List of AP spent by each unit in this round."""
        if round_remaining_turns is None:
            round_remaining_turns = []
        self.round_remaining_turns: list[int] = round_remaining_turns
        """List of uids that still have not ended their turn this round.

        The first uid in this list is the unit in turn (`State.current_unit`).
        If the list is empty, it is nobody's turn (see: `State.end_of_round`).
        """
        if round_done_turns is None:
            round_done_turns = [i for i in range(self.num_of_units)]
        self.round_done_turns: list[int] = round_done_turns
        """List of uids that have ended their turn this round."""
        if casualties is None:
            casualties = [-1] * self.num_of_units
        self.casualties: list[int] = casualties
        """List of when each unit died. Live units have a `casualties` value of -1."""

        # Map features
        self.death_radius: int = death_radius
        """The radius of the "ring of death".

        This radius determines at what distance from `botroyale.util.hexagon.ORIGIN`
        would a unit die.
        """
        if pits is None:
            pits = set()
        self.pits: set[Hexagon] = pits
        """A set of hexes that are pits."""
        if walls is None:
            walls = set()
        self.walls: set[Hexagon] = walls
        """A set of hexes that are walls."""
        if plates is None:
            plates = set()
        self.plates: set[Plate] = plates
        """A set of Plates."""

        # Time-keeping
        self.step_count: int = step_count
        """A step is the smallest unit of in-game time.

        A single action in a turn is a step. "End of round" states are also a
        step (see: `State.end_of_round`).
        """
        self.turn_count: int = turn_count
        """Total number of turns taken."""
        self.round_count: int = round_count
        """Current round count.

        Initially, states begin at round 0, before any units have had a turn.
        """

        # Action
        self.last_action: Action = last_action
        """The action that was taken in the previous state."""
        self.is_last_action_legal: bool = is_last_action_legal
        """If `State.last_action` was a legal action."""
        if effects is None:
            effects = []
        self.effects: list[Effect] = effects
        """List of `Effect`s resulting from the last state resolving to this state."""

        # Metadata
        if seed is None:
            seed = PRNG.get_random_seed()
        self.seed: int = seed
        """A seed for the `botroyale.logic.prng.PRNG`.

        Used by `State.next_round_order`.
        """

    # User methods - return new states
    def check_legal_action(self, action: Action) -> bool:
        """If applying *action* to this state is legal."""
        if not isinstance(action, Action):
            raise ValueError(f"Must provide an action, instead got: {action}.")
        if isinstance(action, Idle):
            return True
        return self._check_legal_action(action)

    def apply_action(self, action: Action) -> "State":
        """Return the state resulting from applying *action* to this state.

        This is a high-level method that will increment the round if necessary,
        ensuring that the resulting state will always be on a unit's turn (at
        least if the resulting state is not a game over).

        For a more manual approach, use `State.apply_action_manual`.
        """
        new_state = self.apply_action_manual(action)
        if new_state.end_of_round:
            new_state._next_round()
        return new_state

    def apply_action_manual(self, action: Action) -> "State":
        """Return the state resulting from applying *action* to this state.

        This will include `State.end_of_round` states, where it is no unit's
        turn. Most users will prefer to use `State.apply_action` as it does not
        reach "end of round" states and does not require using
        `State.increment_round`.
        """
        assert isinstance(action, Action)
        if self.game_over:
            raise OrderError("Game over, no more actions allowed")
        if self.end_of_round:
            raise OrderError(
                "Cannot apply action, round is over: use `State.increment_round`."
            )
        # Create a copy and apply changes on it in place
        new_state = self.copy(copy_last_action=False)
        if isinstance(action, Idle):
            new_state.is_last_action_legal = True
            new_state._next_turn()
        elif self._check_legal_action(action):
            new_state.is_last_action_legal = True
            new_state._do_apply_action(action)
        else:
            new_state.is_last_action_legal = False
            new_state._next_turn()
            new_state._add_effect("illegal", self.positions[self.current_unit])
        new_state.last_action = action
        new_state.step_count += 1
        return new_state

    def increment_round(self) -> "State":
        """Return the state resulting from starting the next round.

        Can only be used on `State.end_of_round` states.
        """
        if self.game_over:
            raise OrderError("Game over, no more rounds")
        if not self.end_of_round:
            raise OrderError("Not the end of round")
        # Create a copy and apply changes on it in place
        new_state = self.copy(copy_last_action=False)
        new_state._next_round()
        return new_state

    def copy(self, copy_last_action: bool = True) -> "State":
        """Return a copy of the state.

        If *copy_last_action* is True, the copy will include information about
        the last_action: last_action, is_last_action_legal, and effects.
        """
        if copy_last_action:
            last_action = self.last_action
            is_last_action_legal = self.is_last_action_legal
            effects = copy.copy(self.effects)
        else:
            last_action = None
            is_last_action_legal = False
            effects = None
        return State(
            death_radius=self.death_radius,
            positions=copy.copy(self.positions),
            pits=copy.copy(self.pits),
            walls=copy.copy(self.walls),
            plates=copy.deepcopy(self.plates),
            alive_mask=np.copy(self.alive_mask),
            ap=np.copy(self.ap),
            round_ap_spent=copy.copy(self.round_ap_spent),
            round_remaining_turns=copy.copy(self.round_remaining_turns),
            round_done_turns=copy.copy(self.round_done_turns),
            casualties=copy.copy(self.casualties),
            step_count=self.step_count,
            turn_count=self.turn_count,
            round_count=self.round_count,
            last_action=last_action,
            is_last_action_legal=is_last_action_legal,
            effects=effects,
            seed=self.seed,
        )

    def apply_kill_unit(self):
        """Return the state resulting from killing the `State.current_unit`.

        Works as an alternative for `State.apply_action` when a unit is
        non-cooperative and will not return an action.

        Returns:
            A new `State` after the current unit dies on their turn.
        """
        new_state = self.apply_kill_unit_manual()
        if new_state.end_of_round and not new_state.game_over:
            new_state._next_round()
        return new_state

    def apply_kill_unit_manual(self):
        """Return the state resulting from killing the `State.current_unit`.

        Works as an alternative for `State.apply_action_manual` when a unit is
        non-cooperative and will not return an action.

        Returns:
            A new `State` after the current unit dies on their turn.
        """
        if self.game_over:
            raise OrderError("Game over, cannot kill")
        if self.end_of_round:
            raise OrderError(
                "Cannot apply kill, round is over: use `State.increment_round`."
            )
        current = self.current_unit
        new_state = self.copy(copy_last_action=False)
        new_state._next_turn()
        new_state._apply_mortality(force_kill=[current])
        new_state._add_effect("kill", self.positions[current])
        new_state.step_count += 1
        return new_state

    # Properties
    @property
    def current_unit(self) -> Optional[int]:
        """The uid of the current unit in turn.

        Will return None if the current state is `State.end_of_round` (and there
        is no unit in turn).

        .. caution::
            A statement in Python will equate to `False` if it is either `None`
            (no unit in turn in this case) or `0` (unit #0 in turn in this case).

        Hence, do **not** use like this:
        ```python
        if state.winner:
            winner_uid = state.winner
        ```

        Instead use like this:
        ```python
        if state.winner is not None:
            winner_uid = state.winner
        ```
        """
        if not self.end_of_round:
            return self.round_remaining_turns[0]
        return None

    @property
    def game_over(self) -> bool:
        """If the game is over."""
        return self.alive_mask.sum() <= 1

    @property
    def winner(self) -> Optional[int]:
        """The uid of the winning unit.

        Will return None if it is a draw or it is not yet `State.game_over`.

        .. tip:: Check `State.game_over` before checking `State.winner`.
        .. caution::
            A statement in Python will equate to `False` if it is either `None`
            (draw in this case) or `0` (unit #0 won in this case).

        Hence, do **not** use like this:
        ```python
        if state.winner:
            declare_victory(state.winner)
        else:
            declare_draw()
        ```

        Instead use like this:
        ```python
        if state.winner is not None:
            declare_victory(state.winner)
        else:
            declare_draw()
        ```
        """
        if self.alive_mask.sum() == 1:
            return np.flatnonzero(self.alive_mask)[0]
        return None

    @property
    def next_round_order(self) -> list[int]:
        """List of uids sorted by the order of turns in the next round.

        This assumes no more AP is spent for the rest of the round. The round
        order is sorted by AP spent and uses `botroyale.logic.prng.PRNG` as tiebreaker.
        """
        return self._get_round_order()

    @property
    def end_of_round(self) -> bool:
        """If it is currently the end of round and no unit is in turn.

        This indicates that the method `State.increment_round` should be used
        before trying to apply an action.
        """
        return len(self.round_remaining_turns) == 0

    @property
    def death_order(self) -> list[int]:
        """List of unit uids that have died, in order of their death."""
        dead_units = np.flatnonzero(~self.alive_mask)
        return sorted(dead_units, key=lambda u: self.casualties[u])

    @property
    def death_plates(self) -> set[Plate]:
        """Set of all Death Radius Traps in `State.plates`."""
        return self._get_all_of_plate_by_type(PlateType.DEATH_RADIUS_TRAP)

    @property
    def pit_traps(self) -> set[Plate]:
        """Set of all Pit Traps in `State.plates`."""
        return self._get_all_of_plate_by_type(PlateType.PIT_TRAP)

    def get_plate(self, hex: Hexagon) -> Optional[Plate]:
        """Return the plate that is in *hex* if it exists, else None.

        See: `botroyale.logic.plate.Plate`
        """
        if hex not in self.plates:
            return None
        extra_plates = self.plates - {hex}
        plate_set = self.plates - extra_plates
        assert len(plate_set) == 1
        plate = plate_set.pop()
        assert isinstance(plate, Plate)
        assert plate == hex
        assert plate in self.plates
        return plate

    # Legality methods
    def _check_legal_action(self, action: Action) -> bool:
        """Returns if applying the action is legal."""
        if self.ap[self.current_unit] < action.ap:
            return False
        if type(action) is Move:
            return self._check_legal_move(action.target)
        elif type(action) is Jump:
            return self._check_legal_jump(action.target)
        elif type(action) is Push:
            return self._check_legal_push(action.target)
        raise TypeError(f"Unknown action: {action}")

    def _check_legal_move(self, target: Hexagon) -> bool:
        if not self._check_unit_distance(target, 1):
            return False
        return self._check_legal_movement(target)

    def _check_legal_jump(self, target: Hexagon) -> bool:
        if not self._check_unit_distance(target, 2):
            return False
        return self._check_legal_movement(target)

    def _check_legal_push(self, target: Hexagon) -> bool:
        # Can only push an adjacent target
        if not self._check_unit_distance(target, 1):
            return False
        # Target must contain a unit
        if target not in self.positions:
            return False
        # Must push to a tile that can be moved on to
        push_end = next(self.positions[self.current_unit].straight_line(target))
        return self._check_legal_movement(push_end)

    def _check_unit_distance(self, target: Hexagon, distance: int) -> bool:
        """Returns if the current unit is at a specific distance from a target tile."""
        target_dist = target.get_distance(self.positions[self.current_unit])
        return target_dist == distance

    def _check_legal_movement(self, target: Hexagon) -> bool:
        """Returns if a unit may move on to a target tile."""
        # Cannot stand on walls
        if target in self.walls:
            return False
        # Cannot stand on other units
        if target in self.positions:
            return False
        return True

    # Internal methods - apply changes in place (on self)
    def _do_apply_action(self, action: Action):
        """Applies the action in place. Does not check or assert legality."""
        assert not isinstance(action, Idle)
        unit = self.current_unit
        unit_pos = self.positions[unit]
        target = action.target
        if type(action) is Move:
            self._reposition_unit(unit, target)
            self._add_effect("move", unit_pos, target)
        elif type(action) is Jump:
            self._reposition_unit(unit, target)
            self._add_effect("jump", unit_pos, target)
        elif type(action) is Push:
            opp_id = self.positions.index(target)
            push_target = next(unit_pos.straight_line(target))
            self._reposition_unit(opp_id, push_target)
            self._add_effect("push", unit_pos, target)
        else:
            raise TypeError(f"Unkown action: {action}")
        self.ap[unit] -= action.ap
        self.round_ap_spent[unit] += action.ap
        self._apply_mortality()

    def _reposition_unit(self, uid: int, target: Hexagon):
        """Moves a unit to target and resolves the effect of movement."""
        self.positions[uid] = target
        self._try_increase_pressure(target)

    def _next_turn(self):
        """Increment turn in place."""
        self.round_done_turns.append(self.current_unit)
        self.round_remaining_turns.pop(0)
        self.turn_count += 1

    def _next_round(self):
        """Increment round in place."""
        # Setting the new turn order uses AP spent and this round's seed.
        # Let's do that before resetting either.
        self.round_remaining_turns = self._get_round_order()
        self.round_done_turns = []
        self.round_ap_spent = [0] * self.num_of_units
        self.ap[self.alive_mask] += REGEN_AP
        self.ap[self.ap > MAX_AP] = MAX_AP
        self._decrement_death_radius(1)
        # Contracting ring of death may kill, let's apply that
        self._apply_mortality()
        self.step_count += 1
        self.round_count += 1
        # New round, new seed
        self.seed = self._get_next_seed()

    def _decrement_death_radius(self, delta: int):
        """Shrink the death radius."""
        assert delta > 0
        for radius in range(self.death_radius - delta, self.death_radius):
            ring_hex = set(ORIGIN.ring(radius))
            self.pits -= ring_hex
            self.walls -= ring_hex
            self.plates -= ring_hex
        self.death_radius -= delta

    def _get_next_seed(self) -> int:
        """Derives the next round's seed.

        We simply take the seed value from several iterations ahead of the
        current seed value.
        """
        rng = PRNG(self.seed)
        rng.iterate(NEXT_SEED_ITERATIONS)
        return rng.seed

    def _get_round_order(self) -> list[int]:
        """Gets the round order of the next round.

        The round order is sorted by AP spent and uses the PRNG as tiebreaker.
        We assume AP spent is an integer so we use numbers between 0 and 1
        for tiebreakers.
        """
        live_uids = np.flatnonzero(self.alive_mask)
        tiebreakers = PRNG(self.seed).generate_list(self.num_of_units)
        return sorted(
            live_uids, key=lambda uid: self.round_ap_spent[uid] + tiebreakers[uid]
        )

    def _apply_mortality(self, force_kill: Optional[Sequence[int]] = None):
        """Check if any live units are supposed to be dead, and kill them in place.

        Units die if they are standing on a pit or beyond the death_radius.
        Should be called any time positions, pits, or death_radius change.
        """
        if force_kill is None:
            force_kill = []
        for uid in np.flatnonzero(self.alive_mask):
            pos = self.positions[uid]
            death_by_force = uid in force_kill
            death_by_pits = pos in self.pits
            death_by_ROD = pos.get_distance(ORIGIN) >= self.death_radius
            if death_by_pits or death_by_ROD or death_by_force:
                self.alive_mask[uid] = False
                self.casualties[uid] = self.step_count
                if uid in self.round_remaining_turns:
                    self.round_remaining_turns.remove(uid)
                self._add_effect("death", pos)

    def _add_effect(self, name: str, origin: Hexagon, target: Optional[Hexagon] = None):
        """Adds an effect to the effect list in place.

        This is used to record the effects of the last action.
        """
        self.effects.append(
            Effect(
                name=name,
                origin=origin,
                target=target,
            )
        )

    def _try_increase_pressure(self, target: Hexagon):
        """Increase pressure of the plate if exists at *target* and handle effects."""
        plate = self.get_plate(target)
        if plate is None:
            return
        plate.pressure += 1
        if plate.pressure == 0:
            self._add_effect("pressure-pop", target)
            self._apply_plate_effect(plate)
        # Post-effect management
        if plate in self.plates and plate.pressure >= 0:
            if plate.pressure_reset:
                plate.pressure = plate.min_pressure
            else:
                self.plates.remove(plate)

    def _apply_plate_effect(self, plate: Plate):
        """Apply the effects of *plate* pressure popping.

        .. warning:: This may change the map including the *plate* itself.
        """
        assert plate in self.plates
        # Apply the actual effect
        if plate.plate_type is PlateType.DEATH_RADIUS_TRAP:
            self._decrement_death_radius(1)
        elif plate.plate_type is PlateType.PIT_TRAP:
            self._activate_pit_trap(plate)
        elif plate.plate_type is PlateType.WALL_TRAP:
            self._activate_wall_trap(plate)

    def _get_all_of_plate_by_type(self, plate_type: PlateType) -> set[Plate]:
        return {p for p in self.plates if p.plate_type is plate_type}

    def _activate_pit_trap(self, trap: Plate):
        """Apply the effects of a `botroyale.logic.PlateType.PIT_TRAP` popping."""
        self.walls -= trap.targets
        self.pits |= trap.targets
        self.plates -= trap.targets

    def _activate_wall_trap(self, trap: Plate):
        """Apply the effects of a `botroyale.logic.PlateType.WALL_TRAP` popping."""
        targets = trap.targets - set(self.positions)
        self.walls |= targets
        self.pits -= targets
        self.plates -= targets

Instance variables

var alive_mask

Mask of living units (numpy array of bools).

var ap

List of unit AP values (numpy array of ints).

var casualties

List of when each unit died. Live units have a casualties value of -1.

var current_unit : Optional[int]

The uid of the current unit in turn.

Will return None if the current state is State.end_of_round (and there is no unit in turn).

Caution

A statement in Python will equate to False if it is either None (no unit in turn in this case) or 0 (unit #0 in turn in this case).

Hence, do not use like this:

if state.winner:
    winner_uid = state.winner

Instead use like this:

if state.winner is not None:
    winner_uid = state.winner
Expand source code Browse git
@property
def current_unit(self) -> Optional[int]:
    """The uid of the current unit in turn.

    Will return None if the current state is `State.end_of_round` (and there
    is no unit in turn).

    .. caution::
        A statement in Python will equate to `False` if it is either `None`
        (no unit in turn in this case) or `0` (unit #0 in turn in this case).

    Hence, do **not** use like this:
    ```python
    if state.winner:
        winner_uid = state.winner
    ```

    Instead use like this:
    ```python
    if state.winner is not None:
        winner_uid = state.winner
    ```
    """
    if not self.end_of_round:
        return self.round_remaining_turns[0]
    return None
var death_order : list[int]

List of unit uids that have died, in order of their death.

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@property
def death_order(self) -> list[int]:
    """List of unit uids that have died, in order of their death."""
    dead_units = np.flatnonzero(~self.alive_mask)
    return sorted(dead_units, key=lambda u: self.casualties[u])
var death_plates : set[Plate]

Set of all Death Radius Traps in State.plates.

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@property
def death_plates(self) -> set[Plate]:
    """Set of all Death Radius Traps in `State.plates`."""
    return self._get_all_of_plate_by_type(PlateType.DEATH_RADIUS_TRAP)
var death_radius

The radius of the "ring of death".

This radius determines at what distance from ORIGIN would a unit die.

var effects

List of Effects resulting from the last state resolving to this state.

var end_of_round : bool

If it is currently the end of round and no unit is in turn.

This indicates that the method State.increment_round() should be used before trying to apply an action.

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@property
def end_of_round(self) -> bool:
    """If it is currently the end of round and no unit is in turn.

    This indicates that the method `State.increment_round` should be used
    before trying to apply an action.
    """
    return len(self.round_remaining_turns) == 0
var game_over : bool

If the game is over.

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@property
def game_over(self) -> bool:
    """If the game is over."""
    return self.alive_mask.sum() <= 1

If State.last_action was a legal action.

var last_action

The action that was taken in the previous state.

var next_round_order : list[int]

List of uids sorted by the order of turns in the next round.

This assumes no more AP is spent for the rest of the round. The round order is sorted by AP spent and uses PRNG as tiebreaker.

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@property
def next_round_order(self) -> list[int]:
    """List of uids sorted by the order of turns in the next round.

    This assumes no more AP is spent for the rest of the round. The round
    order is sorted by AP spent and uses `botroyale.logic.prng.PRNG` as tiebreaker.
    """
    return self._get_round_order()
var num_of_units

Number of units.

var pit_traps : set[Plate]

Set of all Pit Traps in State.plates.

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@property
def pit_traps(self) -> set[Plate]:
    """Set of all Pit Traps in `State.plates`."""
    return self._get_all_of_plate_by_type(PlateType.PIT_TRAP)
var pits

A set of hexes that are pits.

var plates

A set of Plates.

var positions

A list of hexagons representing the positions of the units.

See: Hexagon.

var round_ap_spent

List of AP spent by each unit in this round.

var round_count

Current round count.

Initially, states begin at round 0, before any units have had a turn.

var round_done_turns

List of uids that have ended their turn this round.

var round_remaining_turns

List of uids that still have not ended their turn this round.

The first uid in this list is the unit in turn (State.current_unit). If the list is empty, it is nobody's turn (see: State.end_of_round).

var seed

A seed for the PRNG.

Used by State.next_round_order.

var step_count

A step is the smallest unit of in-game time.

A single action in a turn is a step. "End of round" states are also a step (see: State.end_of_round).

var turn_count

Total number of turns taken.

var walls

A set of hexes that are walls.

var winner : Optional[int]

The uid of the winning unit.

Will return None if it is a draw or it is not yet State.game_over.

Tip: Check State.game_over before checking State.winner.

Caution

A statement in Python will equate to False if it is either None (draw in this case) or 0 (unit #0 won in this case).

Hence, do not use like this:

if state.winner:
    declare_victory(state.winner)
else:
    declare_draw()

Instead use like this:

if state.winner is not None:
    declare_victory(state.winner)
else:
    declare_draw()
Expand source code Browse git
@property
def winner(self) -> Optional[int]:
    """The uid of the winning unit.

    Will return None if it is a draw or it is not yet `State.game_over`.

    .. tip:: Check `State.game_over` before checking `State.winner`.
    .. caution::
        A statement in Python will equate to `False` if it is either `None`
        (draw in this case) or `0` (unit #0 won in this case).

    Hence, do **not** use like this:
    ```python
    if state.winner:
        declare_victory(state.winner)
    else:
        declare_draw()
    ```

    Instead use like this:
    ```python
    if state.winner is not None:
        declare_victory(state.winner)
    else:
        declare_draw()
    ```
    """
    if self.alive_mask.sum() == 1:
        return np.flatnonzero(self.alive_mask)[0]
    return None

Methods

def apply_action(self, action: Action) ‑> State

Return the state resulting from applying action to this state.

This is a high-level method that will increment the round if necessary, ensuring that the resulting state will always be on a unit's turn (at least if the resulting state is not a game over).

For a more manual approach, use State.apply_action_manual().

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def apply_action(self, action: Action) -> "State":
    """Return the state resulting from applying *action* to this state.

    This is a high-level method that will increment the round if necessary,
    ensuring that the resulting state will always be on a unit's turn (at
    least if the resulting state is not a game over).

    For a more manual approach, use `State.apply_action_manual`.
    """
    new_state = self.apply_action_manual(action)
    if new_state.end_of_round:
        new_state._next_round()
    return new_state
def apply_action_manual(self, action: Action) ‑> State

Return the state resulting from applying action to this state.

This will include State.end_of_round states, where it is no unit's turn. Most users will prefer to use State.apply_action() as it does not reach "end of round" states and does not require using State.increment_round().

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def apply_action_manual(self, action: Action) -> "State":
    """Return the state resulting from applying *action* to this state.

    This will include `State.end_of_round` states, where it is no unit's
    turn. Most users will prefer to use `State.apply_action` as it does not
    reach "end of round" states and does not require using
    `State.increment_round`.
    """
    assert isinstance(action, Action)
    if self.game_over:
        raise OrderError("Game over, no more actions allowed")
    if self.end_of_round:
        raise OrderError(
            "Cannot apply action, round is over: use `State.increment_round`."
        )
    # Create a copy and apply changes on it in place
    new_state = self.copy(copy_last_action=False)
    if isinstance(action, Idle):
        new_state.is_last_action_legal = True
        new_state._next_turn()
    elif self._check_legal_action(action):
        new_state.is_last_action_legal = True
        new_state._do_apply_action(action)
    else:
        new_state.is_last_action_legal = False
        new_state._next_turn()
        new_state._add_effect("illegal", self.positions[self.current_unit])
    new_state.last_action = action
    new_state.step_count += 1
    return new_state
def apply_kill_unit(self)

Return the state resulting from killing the State.current_unit.

Works as an alternative for State.apply_action() when a unit is non-cooperative and will not return an action.

Returns

A new State after the current unit dies on their turn.

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def apply_kill_unit(self):
    """Return the state resulting from killing the `State.current_unit`.

    Works as an alternative for `State.apply_action` when a unit is
    non-cooperative and will not return an action.

    Returns:
        A new `State` after the current unit dies on their turn.
    """
    new_state = self.apply_kill_unit_manual()
    if new_state.end_of_round and not new_state.game_over:
        new_state._next_round()
    return new_state
def apply_kill_unit_manual(self)

Return the state resulting from killing the State.current_unit.

Works as an alternative for State.apply_action_manual() when a unit is non-cooperative and will not return an action.

Returns

A new State after the current unit dies on their turn.

Expand source code Browse git
def apply_kill_unit_manual(self):
    """Return the state resulting from killing the `State.current_unit`.

    Works as an alternative for `State.apply_action_manual` when a unit is
    non-cooperative and will not return an action.

    Returns:
        A new `State` after the current unit dies on their turn.
    """
    if self.game_over:
        raise OrderError("Game over, cannot kill")
    if self.end_of_round:
        raise OrderError(
            "Cannot apply kill, round is over: use `State.increment_round`."
        )
    current = self.current_unit
    new_state = self.copy(copy_last_action=False)
    new_state._next_turn()
    new_state._apply_mortality(force_kill=[current])
    new_state._add_effect("kill", self.positions[current])
    new_state.step_count += 1
    return new_state

If applying action to this state is legal.

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def check_legal_action(self, action: Action) -> bool:
    """If applying *action* to this state is legal."""
    if not isinstance(action, Action):
        raise ValueError(f"Must provide an action, instead got: {action}.")
    if isinstance(action, Idle):
        return True
    return self._check_legal_action(action)
def copy(self, copy_last_action: bool = True) ‑> State

Return a copy of the state.

If copy_last_action is True, the copy will include information about the last_action: last_action, is_last_action_legal, and effects.

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def copy(self, copy_last_action: bool = True) -> "State":
    """Return a copy of the state.

    If *copy_last_action* is True, the copy will include information about
    the last_action: last_action, is_last_action_legal, and effects.
    """
    if copy_last_action:
        last_action = self.last_action
        is_last_action_legal = self.is_last_action_legal
        effects = copy.copy(self.effects)
    else:
        last_action = None
        is_last_action_legal = False
        effects = None
    return State(
        death_radius=self.death_radius,
        positions=copy.copy(self.positions),
        pits=copy.copy(self.pits),
        walls=copy.copy(self.walls),
        plates=copy.deepcopy(self.plates),
        alive_mask=np.copy(self.alive_mask),
        ap=np.copy(self.ap),
        round_ap_spent=copy.copy(self.round_ap_spent),
        round_remaining_turns=copy.copy(self.round_remaining_turns),
        round_done_turns=copy.copy(self.round_done_turns),
        casualties=copy.copy(self.casualties),
        step_count=self.step_count,
        turn_count=self.turn_count,
        round_count=self.round_count,
        last_action=last_action,
        is_last_action_legal=is_last_action_legal,
        effects=effects,
        seed=self.seed,
    )
def get_plate(self, hex: Hexagon) ‑> Optional[Plate]

Return the plate that is in hex if it exists, else None.

See: Plate

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def get_plate(self, hex: Hexagon) -> Optional[Plate]:
    """Return the plate that is in *hex* if it exists, else None.

    See: `botroyale.logic.plate.Plate`
    """
    if hex not in self.plates:
        return None
    extra_plates = self.plates - {hex}
    plate_set = self.plates - extra_plates
    assert len(plate_set) == 1
    plate = plate_set.pop()
    assert isinstance(plate, Plate)
    assert plate == hex
    assert plate in self.plates
    return plate
def increment_round(self) ‑> State

Return the state resulting from starting the next round.

Can only be used on State.end_of_round states.

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def increment_round(self) -> "State":
    """Return the state resulting from starting the next round.

    Can only be used on `State.end_of_round` states.
    """
    if self.game_over:
        raise OrderError("Game over, no more rounds")
    if not self.end_of_round:
        raise OrderError("Not the end of round")
    # Create a copy and apply changes on it in place
    new_state = self.copy(copy_last_action=False)
    new_state._next_round()
    return new_state