// This method will attempt to spawn in the given direction (or as close to it as possible)
  static boolean trySpawn(Direction d, RobotType type) {
    if (!rc.hasSpawnRequirements(type)) return false;

    int offsetIndex = 0;
    int[] offsets = {0, 1, -1, 2, -2, 3, -3, 4};
    int dirint = directionToInt(d);
    while (offsetIndex < 8) {
      int i = (dirint + offsets[offsetIndex] + 8) % 8;
      Direction spawn = directions[i];

      if (rc.canSpawn(spawn, type) && rc.hasSpawnRequirements(type)) {
        try {
          rc.spawn(spawn, type);
          strategy.addUnit(type);
        } catch (GameActionException e) {
          System.out.println("Spawn exception");
          // e.printStackTrace();
        }
        return true;
      }
      offsetIndex++;
    }

    return false;
  }
  // Factories and supply depots
  private static void runBuilding() { // Most builds spawn units
    if (myType.canSpawn()) strategy = new BuildStrategy(rc);

    while (true) {
      if (rc.isCoreReady() && myType.canSpawn()) {
        threats.update();
        RobotType build = strategy.getBuildOrder();
        if (build != null) trySpawn(rc.getLocation().directionTo(threats.enemyHQ), build);
      }

      doTransfer();

      rc.yield();
    }
  }
  // Beavers
  private static void runBeaver() {
    strategy = new BuildStrategy(rc);
    rand = new Random(rc.getID());

    while (true) {
      threats.update();
      myLoc = rc.getLocation();

      if (rc.isCoreReady()) {
        RobotType build = strategy.getBuildOrder();
        if (build != null) tryBuild(rc.getLocation().directionTo(threats.enemyHQ), build);
      }

      // Attack if there is an enemy in sight
      if (rc.isWeaponReady()) attackWeakest();

      double ore = rc.senseOre(rc.getLocation());

      // Move if we can and want to
      if (rc.isCoreReady()) {
        boolean ignoreThreat = overwhelms();

        if (!ignoreThreat && shouldRetreat()) {
          doRetreatMove(); // Pull back if in range of the enemy guns
        } else {
          doMinerMove();
          if (ore == 0 && rc.isCoreReady()) { // We didn't find ore nearby
            doSearchMove();
          }
        }
      }

      // Mine if possible
      if (rc.isCoreReady() && ore > 0) {
        try {
          rc.mine();
        } catch (GameActionException e) {
          System.out.println("Mining Exception");
          // e.printStackTrace();
        }
      }

      doTransfer();

      rc.yield();
    }
  }
  // This method will attempt to build in the given direction (or as close to it as possible)
  static boolean tryBuild(Direction d, RobotType type) {
    int offsetIndex = 0;
    int[] offsets = {0, 1, -1, 2, -2, 3, -3, 4};
    int dirint = directionToInt(d);
    while (offsetIndex < 8) {
      int i = (dirint + offsets[offsetIndex] + 8) % 8;
      Direction build = directions[i];
      MapLocation m = myLoc.add(build);

      if (rc.canBuild(build, type) && !wouldBlock(build) && !threats.isThreatened(m)) {
        try {
          rc.build(directions[i], type);
          strategy.addUnit(type);
        } catch (GameActionException e) {
          System.out.println("Build exception");
          // e.printStackTrace();
        }
        return true;
      }
      offsetIndex++;
    }

    return false;
  }
  // HQ is responsible for collating unit counts and broadcasting them each turn
  // It also needs to pass on its supply each turn and fire if there are enemies in range
  private static void runHQ() {
    // double lastOre = 500;
    strategy = new BuildStrategy(rc);

    while (true) {
      threats.update();
      strategy.broadcast();
      // double oreIncome = rc.getTeamOre() - lastOre + strategy.oreSpent();
      // System.out.println("Ore income " + oreIncome + " per miner = " + (oreIncome-5) /
      // (strategy.units(RobotType.MINER) + strategy.units(RobotType.BEAVER)));

      // See if we need to spawn a beaver
      if (rc.isCoreReady()) {
        RobotType build = strategy.getBuildOrder();
        if (build != null) {
          trySpawn(rc.getLocation().directionTo(threats.enemyHQ), build);
        }
      }

      // Attack if there is an enemy in sight
      if (rc.isWeaponReady()) {
        int senseRange = RobotType.HQ.attackRadiusSquared;
        MapLocation[] myTowers = rc.senseTowerLocations();
        if (myTowers.length >= 5) {
          senseRange =
              52; // This is slightly larger than the real range but does include all possible
                  // enemies that can be hit with splash
          attackRange = GameConstants.HQ_BUFFED_ATTACK_RADIUS_SQUARED;
        } else if (myTowers.length >= 2) {
          attackRange = GameConstants.HQ_BUFFED_ATTACK_RADIUS_SQUARED;
        } else {
          attackRange = senseRange;
        }
        RobotInfo[] enemies = rc.senseNearbyRobots(senseRange, enemyTeam);
        // Pick the first valid target
        MapLocation best = null;
        for (RobotInfo e : enemies) {
          int range = e.location.distanceSquaredTo(myLoc);
          if (range <= attackRange) {
            best = e.location;
            break;
          }
          if (myTowers.length
              >= 5) { // Check for tiles adjacent to the enemy as they might be in splash range
            Direction d = e.location.directionTo(myLoc);
            if (e.location.add(d).distanceSquaredTo(myLoc) <= attackRange) {
              best = e.location.add(d);
              break;
            }
            if (e.location.add(d.rotateLeft()).distanceSquaredTo(myLoc) <= attackRange) {
              best = e.location.add(d.rotateLeft());
              break;
            }
            if (e.location.add(d.rotateRight()).distanceSquaredTo(myLoc) <= attackRange) {
              best = e.location.add(d.rotateRight());
              break;
            }
          }
        }
        if (best != null) {
          try {
            rc.attackLocation(best);
          } catch (GameActionException e) {
            System.out.println("HQ attack exception");
            // e.printStackTrace();
          }
        }
      }

      doTransfer();

      // lastOre = rc.getTeamOre();
      rc.yield();
    }
  }