if unit.mobile() == False:
continue
- scores = {"LEFT":0, "RIGHT":0, "UP":0, "DOWN":0}
+ scores = {"LEFT":None, "RIGHT":None, "UP":None, "DOWN":None}
-
for target in self.enemyUnits:
if target == unit:
continue
path = PathFinder().pathFind((unit.x, unit.y), (target.x, target.y), self.board)
if path == False or len(path) == 0:
continue
- #moveList.append({"unit":unit, "direction":path[0], "score":self.CalculateScore(unit, target, path)})
+ if scores[path[0]] == None:
+ scores[path[0]] = 0
+
scores[path[0]] += self.CalculateScore(unit, target, path)
- bestScore = sorted(scores.items(), key = lambda e : e[1], reverse=True)[0]
- if bestScore[1] > -100.0:
+ for d in scores.keys():
+ if scores[d] == None:
+ del scores[d]
+
+ if len(scores.items()) > 0:
+ bestScore = sorted(scores.items(), key = lambda e : e[1], reverse=True)[0]
moveList.append({"unit":unit, "direction":bestScore[0], "score":bestScore[1]})