Bringing it Together
This final guide wraps up our series, where you've built up an autonomous agent piece by piece.
Now, let's refine your agent with some optimizations that fine-tune its operations. Here's a quick overview of the key improvements made:
- Sequential Command Execution: The introduction of an
InAction
flag ensures that your agent's actions are sequential (next action occurs only when the previous is successfully executed). This critical addition prevents your agent from acting on outdated game states, enhancing its responsiveness and accuracy. The full implementation can be found in the final code for thebot.lua
file below.
InAction = InAction or false -- Prevents the agent from taking multiple actions at once.
- Dynamic State Updates and Decisions: The agent now employs an automatic tick logic, allowing for dynamic updates and decisions. This logic enables the agent to self-trigger state updates and make subsequent decisions either upon receiving a Tick message or upon completing an action, promoting autonomous operation.
Handlers.add("GetGameStateOnTick", Handlers.utils.hasMatchingTag("Action", "Tick"), function ()
if not InAction then
InAction = true
ao.send({Target = Game, Action = "GetGameState"})
end
end)
- Automated Fee Transfer: To further streamline its operation and ensure uninterrupted participation in games, the autonomous agent now autonomously handles the transfer of confirmation fees.
Handlers.add("AutoPay", Handlers.utils.hasMatchingTag("Action", "AutoPay"), function ()
ao.send({Target = Game, Action = "Transfer", Recipient = Game, Quantity = "1000"})
end)
In addition to these features, we've also added a logging function for debugging purposes and colored prints for better comprehension of game events. These enhancements collectively make your autonomous agent more efficient and adaptable in the game environment.
Check out the complete bot.lua code in the dropdown below, with all new additions highlighted accordingly:
Updated bot.lua file
-- Initializing global variables to store the latest game state and game host process.
LatestGameState = LatestGameState or nil
InAction = InAction or false -- Prevents the agent from taking multiple actions at once.
Logs = Logs or {}
colors = {
red = "\27[31m",
green = "\27[32m",
blue = "\27[34m",
reset = "\27[0m",
gray = "\27[90m"
}
function addLog(msg, text) -- Function definition commented for performance, can be used for debugging
Logs[msg] = Logs[msg] or {}
table.insert(Logs[msg], text)
end
-- Checks if two points are within a given range.
-- @param x1, y1: Coordinates of the first point.
-- @param x2, y2: Coordinates of the second point.
-- @param range: The maximum allowed distance between the points.
-- @return: Boolean indicating if the points are within the specified range.
function inRange(x1, y1, x2, y2, range)
return math.abs(x1 - x2) <= range and math.abs(y1 - y2) <= range
end
-- Decides the next action based on player proximity and energy.
-- If any player is within range, it initiates an attack; otherwise, moves randomly.
function decideNextAction()
local player = LatestGameState.Players[ao.id]
local targetInRange = false
for target, state in pairs(LatestGameState.Players) do
if target ~= ao.id and inRange(player.x, player.y, state.x, state.y, 1) then
targetInRange = true
break
end
end
if player.energy > 5 and targetInRange then
print(colors.red .. "Player in range. Attacking." .. colors.reset)
ao.send({Target = Game, Action = "PlayerAttack", Player = ao.id, AttackEnergy = tostring(player.energy)})
else
print(colors.red .. "No player in range or insufficient energy. Moving randomly." .. colors.reset)
local directionMap = {"Up", "Down", "Left", "Right", "UpRight", "UpLeft", "DownRight", "DownLeft"}
local randomIndex = math.random(#directionMap)
ao.send({Target = Game, Action = "PlayerMove", Player = ao.id, Direction = directionMap[randomIndex]})
end
InAction = false -- InAction logic added
end
-- Handler to print game announcements and trigger game state updates.
Handlers.add(
"PrintAnnouncements",
Handlers.utils.hasMatchingTag("Action", "Announcement"),
function (msg)
if msg.Event == "Started-Waiting-Period" then
ao.send({Target = ao.id, Action = "AutoPay"})
elseif (msg.Event == "Tick" or msg.Event == "Started-Game") and not InAction then
InAction = true -- InAction logic added
ao.send({Target = Game, Action = "GetGameState"})
elseif InAction then -- InAction logic added
print("Previous action still in progress. Skipping.")
end
print(colors.green .. msg.Event .. ": " .. msg.Data .. colors.reset)
end
)
-- Handler to trigger game state updates.
Handlers.add(
"GetGameStateOnTick",
Handlers.utils.hasMatchingTag("Action", "Tick"),
function ()
if not InAction then -- InAction logic added
InAction = true -- InAction logic added
print(colors.gray .. "Getting game state..." .. colors.reset)
ao.send({Target = Game, Action = "GetGameState"})
else
print("Previous action still in progress. Skipping.")
end
end
)
-- Handler to automate payment confirmation when waiting period starts.
Handlers.add(
"AutoPay",
Handlers.utils.hasMatchingTag("Action", "AutoPay"),
function (msg)
print("Auto-paying confirmation fees.")
ao.send({ Target = Game, Action = "Transfer", Recipient = Game, Quantity = "1000"})
end
)
-- Handler to update the game state upon receiving game state information.
Handlers.add(
"UpdateGameState",
Handlers.utils.hasMatchingTag("Action", "GameState"),
function (msg)
local json = require("json")
LatestGameState = json.decode(msg.Data)
ao.send({Target = ao.id, Action = "UpdatedGameState"})
print("Game state updated. Print \'LatestGameState\' for detailed view.")
end
)
-- Handler to decide the next best action.
Handlers.add(
"decideNextAction",
Handlers.utils.hasMatchingTag("Action", "UpdatedGameState"),
function ()
if LatestGameState.GameMode ~= "Playing" then
InAction = false -- InAction logic added
return
end
print("Deciding next action.")
decideNextAction()
ao.send({Target = ao.id, Action = "Tick"})
end
)
-- Handler to automatically attack when hit by another player.
Handlers.add(
"ReturnAttack",
Handlers.utils.hasMatchingTag("Action", "Hit"),
function (msg)
if not InAction then -- InAction logic added
InAction = true -- InAction logic added
local playerEnergy = LatestGameState.Players[ao.id].energy
if playerEnergy == undefined then
print(colors.red .. "Unable to read energy." .. colors.reset)
ao.send({Target = Game, Action = "Attack-Failed", Reason = "Unable to read energy."})
elseif playerEnergy == 0 then
print(colors.red .. "Player has insufficient energy." .. colors.reset)
ao.send({Target = Game, Action = "Attack-Failed", Reason = "Player has no energy."})
else
print(colors.red .. "Returning attack." .. colors.reset)
ao.send({Target = Game, Action = "PlayerAttack", Player = ao.id, AttackEnergy = tostring(playerEnergy)})
end
InAction = false -- InAction logic added
ao.send({Target = ao.id, Action = "Tick"})
else
print("Previous action still in progress. Skipping.")
end
end
)
What's next?
You're now equipped with the knowledge to craft intelligent autonomous agents. It's time to apply these insights into the game world. Understand the game's intricacies and leverage your agent's capabilities to dominate the arena. But there's more to come.
In future sections, we'll dive deeper into the game arena, offering advanced strategies to elevate your agent's performance. Ready to take on the challenge? Let's see what you can create! 🕹️