private static void moveSoldier(RobotController rc) throws GameActionException { // if we have a real current destination rc.setIndicatorString(1, "moving somewhere " + currentDestination + rc.getRoundNum()); if (currentDestination != null) { // if bugging is never initialized or we are switching destinations, reinitialize bugging if (!currentDestination.equals(storedDestination) || bugging == null) { bugging = new Bugging(rc, currentDestination); storedDestination = currentDestination; } // if we are trying to move towards a turret, stay out of range if (rc.isCoreReady()) { if (currentDestination.equals(nearestTurretLocation)) { bugging.turretAvoidMove(turretLocations); } else // if core is ready, then try to move towards destination if (nearestTurretLocation != null) { bugging.turretAvoidMove(turretLocations); } else { bugging.move(); } } } else if (nearestArchonLocation != null) { // we don't actually have a destination, so we want to try to move towards the // closest archon rc.setIndicatorString( 0, "moving to nearest archon " + nearestArchonLocation + rc.getRoundNum()); if (!nearestArchonLocation.equals(storedDestination)) { bugging = new Bugging(rc, nearestArchonLocation); storedDestination = nearestArchonLocation; } // if core is ready, try to move if (rc.isCoreReady() && bugging != null) { if (nearestTurretLocation != null) { bugging.turretAvoidMove(turretLocations); } else if (nearestArchonLocation.equals(bugging.destination) && myLoc.distanceSquaredTo(nearestArchonLocation) > 13) { // if soldier is far, move towards archon bugging.move(); } else if (nearestArchonLocation.equals(bugging.destination) && myLoc.distanceSquaredTo(nearestArchonLocation) < 13) { // if soldier is too close, move towards archon // try to move away from nearest archon if (rc.canMove(nearestArchonLocation.directionTo(myLoc))) { rc.move(nearestArchonLocation.directionTo(myLoc)); } } } } else { // if we literally have nowhere to go rc.setIndicatorString(1, "bugging around friendly " + rc.getRoundNum()); bugAroundFriendly(rc); } }
public static void bugAroundFriendly(RobotController rc) throws GameActionException { RobotInfo[] nearbyFriendlyRobots = rc.senseNearbyRobots(sightRadius, myTeam); if (nearbyFriendlyRobots.length > 0) { RobotInfo nearestFriend = null; for (RobotInfo r : nearbyFriendlyRobots) { if (r.type == RobotType.ARCHON) { nearestFriend = r; } } if (nearestFriend != null && !nearestFriend.location.equals(storedDestination) || bugging == null) { bugging = new Bugging(rc, nearestFriend.location); storedDestination = nearestFriend.location; } if (rc.isCoreReady()) { // don't want to get too close to archon bugging.move(); } } }
public static void zombieMicro(RobotController rc) throws GameActionException { boolean thereIsNonKitableZombie = false; RobotInfo closestEnemy = null; int closestDist = 10000; for (RobotInfo hostile : nearbyEnemies) { if (hostile.type == RobotType.FASTZOMBIE || hostile.type == RobotType.RANGEDZOMBIE) { thereIsNonKitableZombie = true; } int dist = myLoc.distanceSquaredTo(hostile.location); if (dist < closestDist) { closestDist = dist; closestEnemy = hostile; } } Direction d = myLoc.directionTo(closestEnemy.location); // if we're too close, move further away if (myLoc.distanceSquaredTo(closestEnemy.location) < 5 && rc.isCoreReady()) { Direction desired = d.opposite(); Direction dir = Movement.getBestMoveableDirection(desired, rc, 1); if (dir != Direction.NONE) { rc.move(dir); } else if (shouldMine(rc, desired)) { rc.clearRubble(desired); } else if (shouldMine(rc, desired.rotateLeft())) { rc.clearRubble(desired.rotateLeft()); } else if (shouldMine(rc, desired.rotateRight())) { rc.clearRubble(desired.rotateRight()); } } if (!thereIsNonKitableZombie) { // Only move in closer if there is no non-kitable zombie if (myLoc.distanceSquaredTo(closestEnemy.location) > attackRadius && rc.isCoreReady()) { // if we are too far, we want to move closer // Desired direction is d. Direction dir = Movement.getBestMoveableDirection(d, rc, 1); if (dir != Direction.NONE) { rc.move(dir); } else if (shouldMine(rc, d)) { rc.clearRubble(d); } else if (shouldMine(rc, d.rotateLeft())) { rc.clearRubble(d.rotateLeft()); } else if (shouldMine(rc, d.rotateRight())) { rc.clearRubble(d.rotateRight()); } else { // probably meaning you are blocked by allies if (closestEnemy.type == RobotType.ZOMBIEDEN) { // It is likely that we wanted to go to that den, but possibly coincidence // If not a coincidence, bug there. if (bugging != null) { if (bugging.destination.equals(closestEnemy.location)) { bugging.turretAvoidMove(turretLocations); // If coincidence, set new bugging. } else { bugging = new Bugging(rc, closestEnemy.location); bugging.turretAvoidMove(turretLocations); } } else { bugging = new Bugging(rc, closestEnemy.location); bugging.turretAvoidMove(turretLocations); } } } } } if (rc.isWeaponReady() && rc.canAttackLocation(closestEnemy.location)) { broadcastingAttack(rc, closestEnemy); } }
public static void run(RobotController rc) { sightRadius = RobotType.SOLDIER.sensorRadiusSquared; attackRadius = RobotType.SOLDIER.attackRadiusSquared; myTeam = rc.getTeam(); enemyTeam = myTeam.opponent(); while (true) { try { numEnemySoldiers = 0; totalEnemySoldierHealth = 0; myLoc = rc.getLocation(); nearbyAllies = rc.senseNearbyRobots(sightRadius, myTeam); nearbyEnemies = rc.senseHostileRobots(myLoc, sightRadius); newArchonLoc = null; // clear bad locations resetLocations(rc); // read messages and get destination readMessages(rc); // heal if need (and set the archon destination to go to) setRetreatingStatus(rc, nearbyEnemies); // Remove turret locations that you can see are not there. // Does NOT remove turret locations due to broadcasts. Already done in read messages. removeTurretLocations(rc); if (newArchonLoc != null) { nearestArchonLocation = newArchonLoc; } rc.setIndicatorString(2, "Round: " + rc.getRoundNum() + ", rushing: " + rush); // Reset rushing if turns since rush is > 20 and see no more enemies. if (rush && myLoc.distanceSquaredTo(rushLocation) <= 100) turnsSinceRush++; if (turnsSinceRush > 20) { if (rc.senseNearbyRobots(sightRadius, enemyTeam).length == 0) { turnsSinceRush = 0; rush = false; } } // When rushing, be mad aggressive. if (rush) { rushMicro(rc, nearbyEnemies); } // When retreating, retreat else if (healing) { if (rc.isCoreReady()) { if (nearestArchonLocation != null) { if (myLoc.distanceSquaredTo(nearestArchonLocation) > 13) { bugging.enemyAvoidMove(nearbyEnemies); // Get away from archons that are not too close together. } else if (myLoc.distanceSquaredTo(nearestArchonLocation) <= 2) { Direction radialDir = nearestArchonLocation.directionTo(myLoc); Direction awayDir = Movement.getBestMoveableDirection(radialDir, rc, 2); if (awayDir != Direction.NONE) { rc.move(awayDir); } } } } // Make sure to attack people even when retreating. // Prioritize the closest enemy. Then the closest zombie. if (rc.isWeaponReady()) { // Attack the closest enemy. If there is not one, then attack the closest zombie int closestDist = 10000; RobotInfo target = null; for (RobotInfo hostile : nearbyEnemies) { int dist = myLoc.distanceSquaredTo(hostile.location); if (rc.canAttackLocation(hostile.location)) { // There is already is a target if (target != null) { if (target.team == enemyTeam) { // Target is already enemy, so prioritize the closest if (hostile.team == enemyTeam) { if (dist < closestDist) { target = hostile; closestDist = dist; } } // If hostile is not an enemy, not worth considering. } else { // Target is not on enemy team, so hostile is best choice! if (hostile.team == enemyTeam) { target = hostile; closestDist = dist; // Both are zombies, so just pick the closest. } else { if (dist < closestDist) { target = hostile; closestDist = dist; } } } // Set a target when there is not one. } else { target = hostile; closestDist = dist; } } } // We know that if there is a target, we can attack it. if (target != null) { rc.attackLocation(target.location); } } } // When viper infected and will die from the infection, do special micro else if (isViperInfected(rc) && (rc.getHealth() < rc.getViperInfectedTurns() * 2 || rc.getRoundNum() > 2100)) { viperInfectedMicro(rc); } // if there are enemies in range, we should focus on attack and micro else if (nearbyEnemies.length > 0) { if (shouldLure(rc, nearbyEnemies, nearbyAllies)) luringMicro(rc); else micro(rc); } else { // otherwise, we should always be moving somewhere moveSoldier(rc); } Clock.yield(); } catch (Exception e) { e.printStackTrace(); } } }
private static void luringMicro(RobotController rc) throws GameActionException { boolean thereIsNonKitableZombie = false; RobotInfo closestEnemy = null; MapLocation closestOpponent = null; int closestDist = 10000; for (RobotInfo hostile : nearbyEnemies) { if (hostile.type == RobotType.FASTZOMBIE || hostile.type == RobotType.RANGEDZOMBIE) { thereIsNonKitableZombie = true; } int dist = myLoc.distanceSquaredTo(hostile.location); if (dist < closestDist) { closestDist = dist; closestEnemy = hostile; } } // try to get the closest place to lure zombie for (MapLocation loc : turretLocations) { if (closestOpponent == null) closestOpponent = loc; else if (myLoc.distanceSquaredTo(loc) < myLoc.distanceSquaredTo(closestOpponent)) closestOpponent = null; } if (closestOpponent == null) closestOpponent = nearestEnemyLocation; Direction d = null; if (closestOpponent != null) d = myLoc.directionTo(closestOpponent); else d = myLoc.directionTo(rc.getInitialArchonLocations(enemyTeam)[0]); // if we are moving directly into the zombie, try to move to the side Direction temp = myLoc.directionTo(closestEnemy.location); if (d.equals(temp)) d = d.rotateLeft().rotateLeft(); else if (d.equals(temp.rotateLeft())) d = d.rotateLeft(); else if (d.equals(temp.rotateRight())) d = d.rotateRight(); // if we're too close, move further away towards the closest turret location or the closest // enemy if (myLoc.distanceSquaredTo(closestEnemy.location) < 10 && rc.isCoreReady()) { Direction desired = d; Direction dir = Movement.getBestMoveableDirection(desired, rc, 1); if (dir != Direction.NONE) { rc.move(dir); } else if (shouldMine(rc, desired)) { rc.clearRubble(desired); } else if (shouldMine(rc, desired.rotateLeft())) { rc.clearRubble(desired.rotateLeft()); } else if (shouldMine(rc, desired.rotateRight())) { rc.clearRubble(desired.rotateRight()); } } if (!thereIsNonKitableZombie) { // Only move in closer if there is no non-kitable zombie if (myLoc.distanceSquaredTo(closestEnemy.location) > attackRadius && rc.isCoreReady()) { // if we are too far, we want to move closer // Desired direction is d. Direction dir = Movement.getBestMoveableDirection(d, rc, 1); if (dir != Direction.NONE) { rc.move(dir); } else if (shouldMine(rc, d)) { rc.clearRubble(d); } else if (shouldMine(rc, d.rotateLeft())) { rc.clearRubble(d.rotateLeft()); } else if (shouldMine(rc, d.rotateRight())) { rc.clearRubble(d.rotateRight()); } else { // probably meaning you are blocked by allies if (closestEnemy.type == RobotType.ZOMBIEDEN) { // It is likely that we wanted to go to that den, but possibly coincidence // If not a coincidence, bug there. if (bugging != null) { if (bugging.destination.equals(closestEnemy.location)) { bugging.turretAvoidMove(turretLocations); // If coincidence, set new bugging. } else { bugging = new Bugging(rc, closestOpponent); bugging.turretAvoidMove(turretLocations); } } else { bugging = new Bugging(rc, closestOpponent); bugging.turretAvoidMove(turretLocations); } } } } } if (rc.isWeaponReady() && rc.canAttackLocation(closestEnemy.location)) { broadcastingAttack(rc, closestEnemy); } }