// figures out the better of two directions to go in private Direction moveTowardDirections( MapLocation currentLocation, MapLocation desiredLocation, Direction directionOne, Direction directionTwo, Boolean allowGreaterDistance, double currentDistance) throws GameActionException { Direction direction = null; MapLocation moveLocationOne = currentLocation.add(directionOne); MapLocation moveLocationTwo = currentLocation.add(directionTwo); MapLocation moveLocation = null; int moveLocationInteger = (moveLocationOne.distanceSquaredTo(desiredLocation) <= moveLocationTwo.distanceSquaredTo(desiredLocation)) ? 1 : 2; if (moveLocationInteger == 1) { moveLocation = moveLocationOne; direction = directionOne; } else { moveLocation = moveLocationTwo; direction = directionTwo; } if (!allowGreaterDistance && moveLocation.distanceSquaredTo(desiredLocation) > currentDistance) return null; if (this.moveTo(direction)) { return direction; } else { if (moveLocationInteger == 1) { moveLocation = moveLocationTwo; direction = directionTwo; } else { moveLocation = moveLocationOne; direction = directionOne; } if (!allowGreaterDistance && moveLocation.distanceSquaredTo(desiredLocation) > currentDistance) return null; if (this.moveTo(direction)) { return direction; } } return null; }
// moves away from a location using the moveTo method (and its implications) public Direction moveAway(MapLocation location) throws GameActionException { if (location == null) return null; MapLocation currentLocation = this.robot.locationController.currentLocation(); Direction direction = currentLocation.directionTo(location); return this.moveToward( currentLocation.add(MovementController.directionWithOffset(direction, -4))); }
public Boolean canMoveSafely( Direction direction, Boolean moveAroundHQ, Boolean moveAroundTowers, Boolean moveAroundUnits) throws GameActionException { if (direction == null) return false; RobotController rc = this.robot.robotController; Boolean canMove = rc.canMove(direction); if (!canMove) return false; // run some initial checks MapLocation towerLocation = this.robot.locationController.enemyTowerInRange(); if (towerLocation != null) moveAroundTowers = false; // start checking if we can move MapLocation currentLocation = this.robot.locationController.currentLocation(); MapLocation moveLocation = currentLocation.add(direction); if (moveAroundHQ) { MapLocation[] towers = this.robot.unitController.enemyTowers(); if (moveLocation.distanceSquaredTo(this.robot.locationController.enemyHQLocation()) <= HQ.enemyAttackRadiusSquared(towers.length)) return false; } if (moveAroundTowers) { MapLocation[] towers = this.robot.unitController.enemyTowers(); for (MapLocation tower : towers) { if (moveLocation.distanceSquaredTo(tower) <= Tower.type().attackRadiusSquared) return false; } } if (moveAroundUnits) { double buffer = 0; if (this.robot.type == Launcher.type()) buffer = 10; RobotInfo[] enemies = this.robot.unitController.nearbyEnemies(); for (RobotInfo enemy : enemies) { this.robot.broadcaster.evaluateSeenLaunchersWithType(enemy.type); if (!UnitController.isUnitTypeDangerous(enemy.type)) continue; if (moveLocation.distanceSquaredTo(enemy.location) <= enemy.type.attackRadiusSquared + buffer) return false; } } return true; }
public Direction moveAway(RobotInfo[] enemies) throws GameActionException { MapLocation currentLocation = this.robot.locationController.currentLocation(); Direction opposite = null; for (RobotInfo enemy : enemies) { opposite = MovementController.directionWithOffset(currentLocation.directionTo(enemy.location), -4); break; } return this.moveToward(currentLocation.add(opposite, 40)); }
// follows a wall until it can move towards it's initial target, switching directions if it gets // stuck public Direction moveAroundObstacleToward(MapLocation location) throws GameActionException { if (this.traversalDirection == 0) { // start with a random traversal direction if (this.robot.random.nextBoolean()) this.traversalDirection = -1; else this.traversalDirection = 1; } MapLocation robotLocation = this.robot.locationController.currentLocation(); Direction directionToTarget = robotLocation.directionTo(location); Direction directionToLastPosition = this.lastPosition != null ? robotLocation.directionTo(this.lastPosition) : null; int switchedDirection = 0; this.robot.robotController.setIndicatorString( 2, "Traversal Direction " + this.traversalDirection + " Dir to target " + directionToTarget + " Dir to LP " + directionToLastPosition); // see if it can move toward it's target if (directionToTarget == directionToLastPosition || !this.moveTo(directionToTarget)) { if (this.lastLastPosition != null && robotLocation.distanceSquaredTo(this.lastLastPosition) <= 1) { // if just moved in a triangle this.traversalDirection = -this.traversalDirection; } this.robot.robotController.setIndicatorString(2, "I CAN'T move towards target"); // traverse along obstacle, switching directions if it hits a dead end or outer wall for (int i = 1; i < 8 && switchedDirection <= 1; i++) { Direction direction = MovementController.directionWithOffset(directionToTarget, i * this.traversalDirection); MapLocation nextLocation = robotLocation.add(direction); this.robot.robotController.setIndicatorDot(nextLocation, 255, 255, 255); if (!direction.equals(directionToLastPosition)) { if (this.robot.movementController.moveTo(direction)) { this.lastLastPosition = this.lastPosition; this.lastPosition = robotLocation; return direction; } else { if (this.robot .robotController .senseTerrainTile(nextLocation) .equals(TerrainTile.OFF_MAP)) { this.traversalDirection = -this .traversalDirection; // Might need to do additional checks if this switches // too often i = 0; switchedDirection++; } } } } } else { this.robot.robotController.setIndicatorString(2, "I can move towards target"); this.robot.robotController.setIndicatorLine(robotLocation, location, 255, 255, 255); this.turnsStuck = 0; return directionToTarget; } // System.out.println("Didn't find move location."); return null; }