/**
  * @param whereToGo
  * @throws GameActionException The original/old version of progressMove.
  */
 @SuppressWarnings("unused")
 private void progressMoveOld(MapLocation whereToGo) throws GameActionException {
   rc.setIndicatorString(1, "Swarm target: " + whereToGo.toString());
   int dist = rc.getLocation().distanceSquaredTo(whereToGo);
   if (dist > 0 && rc.isActive()) {
     Direction toTarget = rc.getLocation().directionTo(whereToGo);
     int[] directionOffsets = {0, 1, -1, 2, -2};
     Direction move;
     MapLocation ahead;
     for (int offset : directionOffsets) {
       move = Direction.values()[(toTarget.ordinal() + offset + 8) % 8];
       ahead = rc.getLocation().add(move);
       Team mine = rc.senseMine(ahead);
       int move_num = move.ordinal();
       if (rc.canMove(move)
           && (mine == rc.getTeam() || mine == null)
           && move_num != (previousMove + 4) % 8) {
         previousMove = move_num;
         rc.move(move);
         return;
       }
     }
     previousMove = -1;
     if (rc.canMove(toTarget) || rc.senseMine(rc.getLocation()) == rc.getTeam()) {
       moveOrDefuse(toTarget);
     }
   }
 }
  // try to move in the direction of the target
  // if we can't, see what other spaces are open
  // if our path is blocked entirely by mines, defuse the one that lies on the direct path to the
  // target
  private void goToLocation(MapLocation place) throws GameActionException {

    int dist = rc.getLocation().distanceSquaredTo(place);
    if (dist > 0) {
      int[] directionOffsets = {
        0, 1, -1, 2, -2
      }; // lower magnitude offsets don't change our direction much
      Direction dir = rc.getLocation().directionTo(place); // get direction straight to target
      Direction firstMine = null;
      boolean hasMoved = false;
      for (int d : directionOffsets) {
        // apply the offset to get direction (start with direction straight to target, and change if
        // necessary)
        Direction lookingAtCurrently = Direction.values()[(dir.ordinal() + d + 8) % 8];
        if (rc.canMove(lookingAtCurrently)) { // if the path is open, take it
          if (rc.senseMine(rc.getLocation().add(lookingAtCurrently)) == null) {
            rc.move(lookingAtCurrently);
            hasMoved = true;
            break;
          } else if (firstMine == null) { // detect the first mine
            firstMine = Direction.values()[lookingAtCurrently.ordinal()];
          }
        }
      }
      if (!hasMoved) { // if we haven't moved at all, defuse the mine on the most direct path to the
                       // target
        if (firstMine != null) {
          rc.defuseMine(rc.getLocation().add(firstMine));
        }
      }
    }
  }
  public int evalDirection(
      MapLocation currentLocation,
      Direction dir,
      MapLocation goal,
      Direction dirToGoal,
      int currentMovesToGoal) {
    boolean hasDefusion = rc.hasUpgrade(Upgrade.DEFUSION);
    MapLocation square = currentLocation.add(dir);

    int directionPenalty;
    int dirDiff = Math.abs(dir.ordinal() - dirToGoal.ordinal());
    if (dirDiff <= 2) {
      directionPenalty = this.movesAway(square, goal) - currentMovesToGoal;
    } else {
      directionPenalty = hasDefusion ? 5 : 12;
    }
    int minePenalty;
    if (hasDefusion) {
      minePenalty = this.mineHazard(square) ? 5 : 0;
    } else {
      minePenalty = this.mineHazard(square) ? 12 : 0;
    }
    int visitPenalty = 2 * this.mapIntDistribution[square.x][square.y] * (hasDefusion ? 5 : 12);
    return directionPenalty + minePenalty + visitPenalty;
  }
Beispiel #4
0
  private void cautiouslyApproachVisibleEnemySoldier(MapLocation enemySoldier, int maxEnemyExposure)
      throws GameActionException {
    int[] numEnemiesAttackingDirs = countNumEnemiesAttackingMoveDirs();

    Direction toEnemy = here.directionTo(enemySoldier);
    Direction[] tryDirs = new Direction[] {toEnemy, toEnemy.rotateLeft(), toEnemy.rotateRight()};
    for (int i = 0; i < tryDirs.length; i++) {
      Direction tryDir = tryDirs[i];
      if (!rc.canMove(tryDir)) continue;
      if (numEnemiesAttackingDirs[tryDir.ordinal()] > maxEnemyExposure) continue;
      if (Util.inHQAttackRange(here.add(tryDir), theirHQ)) continue;
      Debug.indicate(
          "micro",
          1,
          String.format(
              "cautiously approaching enemy soldier; direction %d; attackers = %d %d %d %d %d %d %d %d",
              tryDir.ordinal(),
              numEnemiesAttackingDirs[0],
              numEnemiesAttackingDirs[1],
              numEnemiesAttackingDirs[2],
              numEnemiesAttackingDirs[3],
              numEnemiesAttackingDirs[4],
              numEnemiesAttackingDirs[5],
              numEnemiesAttackingDirs[6],
              numEnemiesAttackingDirs[7]));
      rc.move(tryDir);
      return;
    }
    Debug.indicate("micro", 1, "can't safely approach enemy soldier");
  }
 private void goToLocation(MapLocation place) throws GameActionException {
   int dist = rc.getLocation().distanceSquaredTo(place);
   if (dist > 0) {
     int[] directionOffsets = {0, 1, -1, 2, -2};
     Direction dir = rc.getLocation().directionTo(place);
     Direction firstMine = null;
     boolean hasMoved = false;
     for (int d : directionOffsets) {
       Team teamOfMine = null;
       Direction lookingAtCurrently = Direction.values()[(dir.ordinal() + d + 8) % 8];
       if (rc.canMove(lookingAtCurrently)) {
         if ((teamOfMine = (rc.senseMine(rc.getLocation().add(lookingAtCurrently)))) == null) {
           if (this.movedFrom != lookingAtCurrently.opposite()) {
             this.movedFrom = lookingAtCurrently;
             rc.move(lookingAtCurrently);
             hasMoved = true;
             break;
           } else {
             continue;
           }
         } else if (firstMine == null && teamOfMine != rc.getTeam()) {
           firstMine = Direction.values()[lookingAtCurrently.ordinal()];
         }
       }
     }
     if (!hasMoved) {
       if (firstMine != null) {
         rc.defuseMine(rc.getLocation().add(firstMine));
       }
     }
   }
 }
  public void progressMove(MapLocation whereToGo, Boolean inBattle) throws GameActionException {
    MapLocation currentLocation = rc.getLocation();
    int dist = currentLocation.distanceSquaredTo(whereToGo);

    if (dist > 0 && rc.isActive()) {
      Direction toTarget = currentLocation.directionTo(whereToGo);
      int[] directionOffsets = {-2, 2, -1, 1, 0};
      Direction potentialDirectionMovement; // direction of where we are going to move
      MapLocation newLocation;

      int offset;
      for (int i = 5; --i >= 0; ) {
        offset = directionOffsets[i];
        potentialDirectionMovement = Direction.values()[(toTarget.ordinal() + offset + 8) % 8];
        newLocation = rc.getLocation().add(potentialDirectionMovement);
        Team mineAtPotentialNewLocation = rc.senseMine(newLocation);
        if (rc.canMove(potentialDirectionMovement)
            && this.shouldMakeMoveRand(newLocation, currentLocation)
            && (mineAtPotentialNewLocation == myTeam || mineAtPotentialNewLocation == null)) {
          rc.move(potentialDirectionMovement);
          // this.previousFour[lastIndex] = currentLocation;
          // lastIndex = (lastIndex + 1)%4;
          try {
            this.mapIntDistribution[newLocation.x][newLocation.y]++;
          } catch (Exception e) {
            this.mapIntDistribution[newLocation.x][newLocation.y] = 1;
          }
          rc.setIndicatorString(0, Arrays.toString(this.previousFour));
          rc.setIndicatorString(1, "locationBeforeMove: " + currentLocation);
          rc.setIndicatorString(2, "to Target Direction: " + toTarget.toString());
          return;
        }
      }
      for (int i = 5; --i >= 0; ) {
        offset = directionOffsets[i];
        potentialDirectionMovement = Direction.values()[(toTarget.ordinal() + offset + 8) % 8];
        if (rc.canMove(potentialDirectionMovement) && !inBattle) {
          newLocation = currentLocation.add(toTarget);
          this.defuseFirstorThenMove(potentialDirectionMovement);
          // this.previousFour[lastIndex] = currentLocation;
          // lastIndex = (lastIndex + 1)%4;
          try {
            this.mapIntDistribution[newLocation.x][newLocation.y]++;
          } catch (Exception e) {
            this.mapIntDistribution[newLocation.x][newLocation.y] = 1;
          }
          rc.setIndicatorString(0, Arrays.toString(this.previousFour));
          rc.setIndicatorString(1, "locationBeforeMove: " + currentLocation);
          rc.setIndicatorString(2, "to Target Direction: " + toTarget.toString());
          return;
        }
      }
    }
  }
  public static void HqCommand() throws GameActionException {
    if (rc.getType() == RobotType.HQ) {
      //			if (rc.isActive()) {
      // Spawn a soldier

      int[] directionOffSets = {0, 1, -1, 2, -2};

      //			    Team mineSpawn = rc.senseMine(rc.getLocation().add(spawnDir));
      Direction dir =
          rc.getLocation().directionTo(rc.senseEnemyHQLocation()); // this does not work!
      Direction spawnDir = dir;
      // spawn robots in the direction of the enemy
      if (rc.senseMine(rc.getLocation().add(dir)) != null) {
        lookForDir:
        for (int d : directionOffSets) {
          spawnDir = Direction.values()[(dir.ordinal() + d + 8) % 8];
          if (rc.canMove(spawnDir) && rc.senseMine(rc.getLocation().add(spawnDir)) != null) {
            rc.spawn(Direction.SOUTH);
            rc.spawn(spawnDir);
            break lookForDir;
          }
        }
      }

      if (rc.canMove(dir)) {
        rc.spawn(dir);
      }
      //			}
    }
  }
  private static void goToLocation(MapLocation whereToGo) throws GameActionException {

    //		if (rc.isActive()) {
    //			if(encampmentLocationArray == null){ // find encampments
    //				encampmentLocationArray = rc.senseAllEncampmentSquares();
    //			}
    //			if (counter < 10 && rc.senseMine(rc.getLocation()) == null) { // lay mines behind robots
    //				if(rc.senseMine(rc.getLocation())==null)
    //					rc.layMine();

    // Send all robots to the passed in argument.
    int dist = rc.getLocation().distanceSquaredTo(whereToGo);
    if (dist > 0) { // dist > 0 && rc.isActive()
      Direction dir = rc.getLocation().directionTo(whereToGo);
      Direction curDir = dir;

      int[] directionOffSets = {0, 1, -1, 2, -2};

      lookForDir:
      for (int d : directionOffSets) {
        curDir = Direction.values()[(dir.ordinal() + d + 8) % 8];
        if (rc.canMove(curDir)) {
          break lookForDir;
        }
      }
      Team mine = rc.senseMine(rc.getLocation().add(curDir));
      if (mine != null && mine != rc.getTeam()) {
        rc.defuseMine(rc.getLocation().add(curDir));
      } else {
        rc.move(curDir);
        rc.setIndicatorString(0, "Last direction moved: " + dir.toString());
      }
    }
  }
Beispiel #9
0
  public static boolean goToLocation(MapLocation whereToGo, boolean defuseMines)
      throws GameActionException {
    int dist = mRC.getLocation().distanceSquaredTo(whereToGo);
    // TODO if its an hq and stuff is in the way you gotta kill it
    if (mRC.isActive() && dist > 0) {
      Direction dir = mRC.getLocation().directionTo(whereToGo);
      for (int d : Constants.testDirOrderFrontSide) {
        Direction lookingAtCurrently = Direction.values()[(dir.ordinal() + d + NUM_DIR) % NUM_DIR];
        MapLocation newLoc = mRC.getLocation().add(lookingAtCurrently);
        Team mineOwner = mRC.senseMine(newLoc);
        boolean shouldDefuseEnemyMine = Math.random() < CHANCE_OF_DEFUSING_ENEMY_MINE;
        if (mRC.canMove(lookingAtCurrently)
            && (defuseMines || !isMineDir(mRC.getLocation(), lookingAtCurrently, true))) {

          if (mineOwner != null && mineOwner != mRC.getTeam()) {
            mRC.defuseMine(newLoc);
          } else {
            mRC.move(lookingAtCurrently);
          }
          return true;
        } else if (mRC.canMove(lookingAtCurrently)
            && isMineDir(mRC.getLocation(), lookingAtCurrently, true)
            && mineOwner == mRC.getTeam().opponent()
            && shouldDefuseEnemyMine) {
          mRC.defuseMine(newLoc);
          return true;
        }
      }
    }
    return false;
  }
  public static void moveCloserFavorNoMines() throws GameActionException {
    Direction dir = rc.getLocation().directionTo(destination);
    double distance = rc.getLocation().distanceSquaredTo(destination);
    double currDist;
    if (rc.canMove(dir) && !hasBadMine(rc.getLocation().add(dir))) {
      rc.move(dir);
    } else {
      Direction bestDir = dir;
      Direction currentDir = dir;
      for (int directionOffset : directionOffsets) {
        if (directionOffset != 0) {
          currentDir = Direction.values()[(dir.ordinal() + directionOffset + 8) % 8];
          if (rc.canMove(currentDir) && !hasBadMine(rc.getLocation().add(currentDir))) {
            currDist = rc.getLocation().add(currentDir).distanceSquaredTo(destination);
            if (currDist < distance) {
              distance = currDist;
              bestDir = currentDir;
            }
          }
        }
      }

      NavSystem.moveOrDefuse(bestDir);
    }
  }
  public static void go_towards_destination() throws GameActionException {
    if (!rc.isCoreReady()) return;

    if (destination == null || destination.equals(current_location)) {
      dig(destination);
      return;
    }

    combat_mode = false;

    if (life_insurance_policy == Safety.KITE) combat_mode = true;

    // TODO alter try directions so we use non-diagonal if possible.
    Direction direction_to_head = current_location.directionTo(destination);
    for (int offset : (combat_mode ? combat_directions : try_directions)) {
      Direction try_to_walk = Direction.values()[(direction_to_head.ordinal() + offset + 8) % 8];
      if (rc.canMove(try_to_walk)) {
        if (life_insurance_policy.says_this_move_will_shorten_your_life(
            current_location.add(try_to_walk))) continue;
        previous_location = current_location;
        if (rc.canMove(try_to_walk)) {
          rc.move(try_to_walk);
        } else {
          System.out.println("Running over byte limit");
        }
        return;
      }
    }
    dig(destination);
  }
 private static void simpleMove(Direction chosenDirection) throws GameActionException {
   for (int directionalOffset : directionalLooks) {
     int forwardInt = chosenDirection.ordinal();
     Direction trialDir = allDirections[(forwardInt + directionalOffset + 8) % 8];
     if (rc.canMove(trialDir)) {
       rc.move(trialDir);
       break;
     }
   }
 }
Beispiel #13
0
 public static void spawnRobot() throws GameActionException {
   Direction tempDir = null;
   for (int i = 0; i < NUM_DIR; ++i) {
     tempDir = Direction.values()[(enHQDir.ordinal() + i + NUM_DIR) % NUM_DIR];
     if (mRC.canMove(tempDir)) {
       mRC.spawn(tempDir);
       break;
     }
   }
 }
Beispiel #14
0
 protected void forwardish(Direction ahead) throws GameActionException {
   // System.out.println(ahead);
   for (int i : RobotConstants.posDirs) {
     Direction candidateDir = Direction.values()[(ahead.ordinal() + i + 8) % 8];
     if (rc.canMove(candidateDir)) {
       rc.move(candidateDir);
       break;
     }
   }
 }
Beispiel #15
0
 public static Direction getBestMoveableDirection(Direction dir, RobotController rc, int fan) {
   int ordinal = dir.ordinal();
   for (int i = 0; i < 2 * fan + 1; i++) {
     int disp = ((i % 2) * 2 - 1) * (i + 1) / 2;
     Direction testDir = Direction.values()[mod8(ordinal + disp)];
     if (rc.canMove(testDir)) {
       return testDir;
     }
   }
   return Direction.NONE;
 }
 private Direction getSpawnDir() {
   Direction directDir = this.getDirectSpawnDir();
   int[] spawningOffsets = {0, 1, -1, 2, -2, 3, -3, 4};
   for (int offset : spawningOffsets) {
     Direction potentialSpawnDir = Direction.values()[(directDir.ordinal() + offset + 8) % 8];
     MapLocation potentialSpawnLocation = this.currentLocation.add(potentialSpawnDir);
     if (rc.canMove(potentialSpawnDir) && !this.mineHazard(potentialSpawnLocation)) {
       return potentialSpawnDir;
     }
   }
   return null;
 }
Beispiel #17
0
  private Direction chooseRetreatDirection() throws GameActionException {
    int[] numEnemiesAttackingDir = countNumEnemiesAttackingMoveDirs();

    int repelX = 0;
    int repelY = 0;
    for (int i = visibleEnemies.length; i-- > 0; ) {
      Direction repelDir = visibleEnemies[i].location.directionTo(here);
      repelX += repelDir.dx;
      repelY += repelDir.dy;
    }
    int absRepelX = Math.abs(repelX);
    int absRepelY = Math.abs(repelY);
    Direction retreatDir;
    if (absRepelX >= 1.5 * absRepelY) {
      retreatDir = repelX > 0 ? Direction.EAST : Direction.WEST;
    } else if (absRepelY >= 1.5 * absRepelX) {
      retreatDir = repelY > 0 ? Direction.SOUTH : Direction.NORTH;
    } else if (repelX > 0) {
      retreatDir = repelY > 0 ? Direction.SOUTH_EAST : Direction.NORTH_EAST;
    } else {
      retreatDir = repelY > 0 ? Direction.SOUTH_WEST : Direction.NORTH_WEST;
    }

    // Test to see if retreatDir, or either of the adjacent directions, actually work
    // To work, three conditions have to be satisfied:
    // (a) we have to be able to move in that direction
    // (b) moving in that direction has to take us out of range of enemy attacks
    // (c) moving in that direction can't take us within range of the enemy HQ
    int[] tryDirs = new int[] {0, 1, -1, 2, -2, 3, -3, 4};
    for (int i = 0; i < tryDirs.length; i++) {
      Direction tryDir = Direction.values()[(retreatDir.ordinal() + tryDirs[i] + 8) % 8];
      if (!rc.canMove(tryDir)) continue;
      MapLocation tryLoc = here.add(tryDir);
      if (numEnemiesAttackingDir[tryDir.ordinal()] > 0) continue;
      if (Util.inHQAttackRange(tryLoc, theirHQ)) continue;
      return tryDir;
    }

    return null;
  }
 public static void goDirectionAndDontDefuseOrAvoidMines(Direction dir)
     throws GameActionException {
   if (rc.isActive()) {
     Direction lookingAtCurrently = dir;
     lookAround:
     for (int d : directionOffsets) {
       lookingAtCurrently = Direction.values()[(dir.ordinal() + d + 8) % 8];
       if (rc.isActive() && rc.canMove(lookingAtCurrently)) {
         rc.move(lookingAtCurrently);
         break lookAround;
       }
     }
   }
 }
 private static void goDirectionAvoidMines(Direction dir) throws GameActionException {
   int[] directionOffsets = {0, 1, -1, 2, -2};
   Direction lookingAtCurrently = dir;
   lookAround:
   for (int d : directionOffsets) {
     lookingAtCurrently = Direction.values()[(dir.ordinal() + d + 8) % 8];
     if (rc.canMove(lookingAtCurrently)) {
       if (!badBomb(rc.getLocation().add(lookingAtCurrently))) {
         rc.move(lookingAtCurrently);
         rc.setIndicatorString(0, "Last direction moved: " + lookingAtCurrently.toString());
       }
       break lookAround;
     }
   }
 }
Beispiel #20
0
 private static void goToLocation(MapLocation whereToGo) throws GameActionException {
   MapLocation meee = rc.getLocation();
   int dist = meee.distanceSquaredTo(whereToGo);
   if (dist > 0 && rc.isActive()) {
     Direction dir = meee.directionTo(whereToGo);
     int[] directionOffsets = {0, 1, -1, 2, -2};
     Direction lookingAtCurrently = null;
     for (int d : directionOffsets) {
       lookingAtCurrently = Direction.values()[(dir.ordinal() + d + 8) % 8];
       if (rc.canMove(lookingAtCurrently)) {
         moveOrDefuse(lookingAtCurrently);
         break;
       }
     }
   }
 }
 public static void goDirectionAndDefuse(Direction dir) throws GameActionException {
   if (rc.isActive()) {
     Direction lookingAtCurrently = dir;
     lookAround:
     for (int d : directionOffsets) {
       lookingAtCurrently = Direction.values()[(dir.ordinal() + d + 8) % 8];
       if (rc.isActive() && rc.canMove(lookingAtCurrently)) {
         if (hasBadMine(rc.getLocation().add(lookingAtCurrently))) {
           rc.defuseMine(rc.getLocation().add(lookingAtCurrently));
         } else {
           rc.move(lookingAtCurrently);
         }
         break lookAround;
       }
     }
   }
 }
Beispiel #22
0
  /**
   * Records a tracking direction at the given location. Returns true if the direction had
   * previously been recorded there.
   *
   * @param here
   * @param dir
   * @param CW
   * @return
   */
  public boolean addTrackingDirection(MapLocation here, Direction dir, boolean CW) {
    int directionNum = dir.ordinal();
    boolean prevEntry;

    if (directionNum >= 8) {
      return false;
    }
    if (!CW) {
      directionNum += 8;
    }

    int xIndex = here.x % HASH_WIDTH;
    int yIndex = here.y % HASH_HEIGHT;
    prevEntry = directionsHash[xIndex][yIndex][directionNum];
    directionsHash[xIndex][yIndex][directionNum] = true;
    return prevEntry;
  }
  private static void herdTowardPastrDumb() throws GameActionException {
    MapLocation target = null;

    do {
      int dx = radius * attackDir.dx;
      int dy = radius * attackDir.dy;
      target = new MapLocation(pastr.x + dx, pastr.y + dy);

      radius--;
      if (radius <= (attackDir.isDiagonal() ? 3 : 5)) {
        attackDir = Direction.values()[nextDumbHerdDir[attackDir.ordinal()]];
        radius = attackDir.isDiagonal() ? maxDiagonalRadius : maxOrthogonalRadius;
      }
    } while (tooFarOffMap(target) || !rc.canAttackSquare(target));

    rc.attackSquare(target);
  }
Beispiel #24
0
 // We store the data in this format:
 // 1000ddddaaaaaaaaxxxxxxxxyyyyyyyy
 // 1 = validation to prevent mistaking the initial 0 value for a valid pathing instruction
 // d = direction to move (enum ordinal)
 // a = actions (turns) to move here
 // x = x coordinate of destination
 // y = y coordinate of destination
 private void publishResult(
     int page, MapLocation here, MapLocation dest, Direction dir, int actions) {
   int data = 0x80;
   data |= dir.ordinal();
   data <<= 8;
   data |= actions;
   data <<= 8;
   data |= cropX(dest.x);
   data <<= 8;
   data |= cropY(dest.y);
   int channel = locChannel(page, here);
   try {
     rc.broadcast(channel, data);
   } catch (GameActionException e) {
     e.printStackTrace();
   }
 }
 private void retreat(MapLocation closestEnemy, MapLocation closestEncampment)
     throws GameActionException {
   Direction direnemy = rc.getLocation().directionTo(closestEnemy);
   int[] directionOffsets = {4, -3, 3, -2, 2};
   boolean hasmoved = false;
   for (int d : directionOffsets) {
     Direction lookingAtCurrently = Direction.values()[(direnemy.ordinal() + d + 8) % 8];
     if (rc.canMove(lookingAtCurrently)) {
       if (((rc.senseMine(rc.getLocation().add(lookingAtCurrently)))) == null) {
         rc.move(lookingAtCurrently);
         hasmoved = true;
       } else continue;
     } else continue;
   }
   if (!hasmoved) {
     goToLocation(closestEncampment);
   }
 }
Beispiel #26
0
 /**
  * helper fcn to see what direction to actually go given a desired direction
  *
  * @param rc
  * @param dir
  * @return
  */
 private static Direction getSpawnDirection(RobotController rc, Direction dir) {
   Direction canMoveDirection = null;
   int desiredDirOffset = dir.ordinal();
   int[] dirOffsets = new int[] {0, 1, -1, 2, -2, 3, -3, 4};
   for (int dirOffset : dirOffsets) {
     Direction currentDirection = Direction.values()[(desiredDirOffset + dirOffset + 8) % 8];
     if (rc.canMove(currentDirection)) {
       if (canMoveDirection == null) {
         canMoveDirection = currentDirection;
       }
       Team mineTeam = rc.senseMine(rc.getLocation().add(currentDirection));
       if (mineTeam == null || mineTeam == rc.getTeam()) {
         // If there's no mine here or the mine is an allied mine, we can spawn here
         return currentDirection;
       }
     }
   }
   // Otherwise, let's just spawn in the desired direction, and make sure to clear out a path later
   return canMoveDirection;
 }
 private void markSpawnSquare() throws GameActionException {
   if (this.canBeTrappedByOnlyEncampments()) { // Don't commission encampment on spawn square
     rc.setIndicatorString(1, "Trapped by just encampments");
     this.spawnSquare = currentLocation.add(this.getDirectSpawnDir());
   } else { // Commission a mine defusion on spawn square
     rc.setIndicatorString(1, "Trapped by mines/encampments");
     Direction directDir = this.getDirectSpawnDir();
     int[] spawningOffsets = {0, 1, -1, 2, -2, 3, -3, 4};
     SpawnSquareSearch:
     for (int offset : spawningOffsets) {
       Direction potentialSpawnDir = Direction.values()[(directDir.ordinal() + offset + 8) % 8];
       MapLocation potentialSpawnSquare = this.currentLocation.add(potentialSpawnDir);
       if (this.mineHazard(potentialSpawnSquare)) {
         this.spawnSquare = potentialSpawnSquare;
         rc.broadcast(DefuseSpawnSquareChannel, intFromMapLocation(this.spawnSquare));
         break SpawnSquareSearch;
       }
     }
   }
   rc.setIndicatorString(2, "Spawn Square: " + this.spawnSquare.toString());
 }
Beispiel #28
0
  private boolean spawnSoldier() throws GameActionException {
    if (rc.senseRobotCount() >= GameConstants.MAX_ROBOTS) return false;
    // if (rc.senseRobotCount() >= 2) return false;

    int spawnCount = MessageBoard.SPAWN_COUNT.readInt();

    Direction startDir = here.directionTo(theirHQ);
    if (startDir.isDiagonal()) startDir = startDir.rotateRight();

    int[] offsets = new int[] {0, 2, 4, 6, 1, 3, 5, 7};
    for (int i = 0; i < offsets.length; i++) {
      Direction dir = Direction.values()[(startDir.ordinal() + offsets[i]) % 8];
      if (rc.canMove(dir)) {
        rc.spawn(dir);
        MessageBoard.SPAWN_COUNT.writeInt(spawnCount + 1);
        return true;
      }
    }

    return false;
  }
Beispiel #29
0
  public static boolean goToLocation(MapLocation whereToGo, boolean defuseMines)
      throws GameActionException {
    int dist = mRC.getLocation().distanceSquaredTo(whereToGo);

    if (mRC.isActive() && dist > 0) {
      Direction dir = mRC.getLocation().directionTo(whereToGo);
      for (int d : Constants.testDirOrderFrontSide) {
        Direction lookingAtCurrently = Direction.values()[(dir.ordinal() + d + NUM_DIR) % NUM_DIR];
        if (mRC.canMove(lookingAtCurrently)
            && (defuseMines || !isMineDir(mRC.getLocation(), lookingAtCurrently, true))) {
          MapLocation newLoc = mRC.getLocation().add(lookingAtCurrently);
          Team mineOwner = mRC.senseMine(newLoc);
          if (mineOwner != null && mineOwner != mRC.getTeam()) {
            mRC.defuseMine(newLoc);
          } else {
            mRC.move(lookingAtCurrently);
          }
          return true;
        }
      }
    }
    return false;
  }
 /**
  * Calculates the next smart waypoint to take and writes it to currentWaypoint.
  *
  * @throws GameActionException
  */
 public static void getSmartWaypoint() throws GameActionException {
   MapLocation currentLocation = rc.getLocation();
   if (currentLocation.distanceSquaredTo(destination) <= Constants.PATH_GO_ALL_IN_SQ_RADIUS) {
     // If we're already really close to the destination, just go straight in
     currentWaypoint = destination;
     return;
   }
   // Otherwise, try to pick a good direction to move in based on mines and direction to
   // destination
   int bestScore = Integer.MAX_VALUE;
   MapLocation bestLocation = null;
   Direction dirLookingAt = currentLocation.directionTo(destination);
   for (int i = -2; i <= 2; i++) {
     Direction dir = Direction.values()[(dirLookingAt.ordinal() + i + 8) % 8];
     MapLocation iterLocation = currentLocation.add(dir, Constants.PATH_OFFSET_RADIUS);
     int currentScore = smartScore(iterLocation, Constants.PATH_CHECK_RADIUS, destination);
     if (currentScore < bestScore) {
       bestScore = currentScore;
       bestLocation = iterLocation;
     }
   }
   currentWaypoint = bestLocation;
 }