private static void removeTurretLocations(RobotController rc) throws GameActionException { MapLocation[] removedLocations = new MapLocation[turretLocations.size()]; int removedLength = 0; for (MapLocation location : turretLocations) { if (rc.canSenseLocation(location)) { RobotInfo info = rc.senseRobotAtLocation(location); if (info == null) { removedLocations[removedLength++] = location; } else if (info.team != enemyTeam || (info.team == enemyTeam && info.type != RobotType.TURRET)) { removedLocations[removedLength++] = location; } } } for (int i = 0; i < removedLength; i++) { turretLocations.remove(removedLocations[i]); } }
private static void rushMicro(RobotController rc, RobotInfo[] hostiles) throws GameActionException { // Prioritizes attacking turrets. RobotInfo bestEnemy = null; boolean canAttackBestEnemy = false; int bestEnemyDist = 10000; // only care if can't hit for (RobotInfo hostile : hostiles) { // Can attack this enemy. int dist = myLoc.distanceSquaredTo(hostile.location); // Summary: // Prioritizes enemies over zombies. // Prioritizes turret enemies over other enemies. // Prioritizes lowest health enemy last if (dist <= attackRadius) { if (bestEnemy != null) { if (bestEnemy.team == enemyTeam) { // best is already enemy if (hostile.team == enemyTeam) { // found an enemy if (countsAsTurret(bestEnemy.type)) { if (countsAsTurret(hostile.type)) { // Take lowest health if (bestEnemy.health > hostile.health) bestEnemy = hostile; } } else { if (countsAsTurret(hostile.type)) { bestEnemy = hostile; } else { // Take lowest health if (bestEnemy.health > hostile.health) bestEnemy = hostile; } } } } else { // best is not an enemy! if (hostile.team == enemyTeam) { // found an enemy bestEnemy = hostile; } else { // Take lowest health if (bestEnemy.health > hostile.health) bestEnemy = hostile; } } } else { bestEnemy = hostile; } canAttackBestEnemy = true; } else { // Only update best enemy if you can't attack best enemy if (!canAttackBestEnemy) { if (bestEnemy != null) { // Pick the closest one if (bestEnemyDist > dist) { bestEnemyDist = dist; bestEnemy = hostile; } } else { bestEnemyDist = dist; bestEnemy = hostile; } } } } rc.setIndicatorString(0, "Round: " + rc.getRoundNum() + ", Best enemy: " + bestEnemy); if (rc.isCoreReady()) { // If there is a best enemy, attack him. if (bestEnemy != null) { // Move closer only if blocking someone. if (rc.canAttackLocation(bestEnemy.location)) { if (isBlockingSomeone(rc, bestEnemy.location)) { Direction desired = myLoc.directionTo(bestEnemy.location); Direction dir = Movement.getBestMoveableDirection(desired, rc, 2); 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 can't attack it, move closer! else { Direction desired = myLoc.directionTo(bestEnemy.location); Direction dir = Movement.getBestMoveableDirection(desired, rc, 2); if (dir != Direction.NONE) { rc.move(dir); } else if (shouldMine(rc, desired)) { rc.clearRubble(desired); } else if (shouldMine(rc, desired.rotateLeft())) { rc.clearRubble(dir.rotateLeft()); } else if (shouldMine(rc, desired.rotateRight())) { rc.clearRubble(desired.rotateRight()); } } } // Otherwise move closer to destination else { if (currentDestination != null) { RobotInfo info = null; if (rc.canSenseLocation(currentDestination)) { info = rc.senseRobotAtLocation(currentDestination); } if (info != null) { // If can attack it, just only move closer if blocking someone behind. if (rc.canAttackLocation(info.location)) { if (isBlockingSomeone(rc, currentDestination)) { Direction desired = myLoc.directionTo(currentDestination); Direction dir = Movement.getBestMoveableDirection(desired, rc, 2); 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 can't attack it, move closer! else { Direction desired = myLoc.directionTo(currentDestination); Direction dir = Movement.getBestMoveableDirection(desired, rc, 2); 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 not there, just move closer. else { Direction desired = myLoc.directionTo(currentDestination); Direction dir = Movement.getBestMoveableDirection(desired, rc, 2); 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()); } } } } } // Attack whenever you can. if (bestEnemy != null) { if (rc.isWeaponReady()) { if (rc.canAttackLocation(bestEnemy.location)) { broadcastingAttack(rc, bestEnemy); } } } }