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pam-anderson/SpiritsOfWar_2.0
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Communication Protocol between the Pi and DE2: - Pi write [Msg Type][Data] - DE2 waits for Ready flag to be set. Pi sets ready flag when done above step. - Pi waits for Ready to be cleared. DE2 clears ready when it is done reading. - Messages: 0 Update health Pass current health and max health + team/character (11 bits) 1 Update screen Pass screen type, eg. start, end, instruction (2 bits) 2 Move cursor x, y location etc (9 bits) 3 Highlight characters Pass player id and characters that are alive (3 bits) 4 Play video animation Pass player id (1 bit) 5 Calibrate video 6 Record video Pass player id + camera frames (25 bits) 7 Pixel drawer Pass sprite type (6 bits), colour shift (2 bits), and x (5 bits), y (4 bits) tile coordinates 8 Exit menu Draw or clear exit menu (1 bit) 9 Change Turn Team number (1 bit) 10 Change Writer Current reader becomes writer, and writer becomes reader, after successful message. AI Implementation Preferences : Attack Priorities : Archer = 0 Mage = 1 Warrior = 2 Closer Enemies : Closest = 0 Mid = 1 Farthest = 2 If within threshhold distances & has lowest health -1 If there is a tie : Go for the lowest health If still a tie : Go for the lowest defence Special Conditions : If within attacking range of an opponent and your attack range is greater than the opponents move out of attacking range of the enemy and attack the enemy. class ComputerPlayer map, self, opponent findNextAttack return character to move towards/attack findPath return path to get to the opponent - get closer to the opponent, at worst maintain distance. - avoid stopping within enemy attack distance if possible. DFS around each opponent to depth of threshhold, add 1 to each tile found in the DFS. DFS from current character to depth of the movement in last level of search, choose lowest value tile (if applicable, else go to lower level) - keep distance values, choose path w/lowest distance.
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