// move to a maplocation public static void moveToLocation(MapLocation m) throws GameActionException { MapLocation currentLoc = rc.getLocation(); Direction directionToM = currentLoc.directionTo(m); Direction actualDirectionToMove = directionToM; // deal with the slug trail - trim it to size if (past10Locations.size() > 10) { while (past10Locations.size() > 10) { past10Locations.remove(past10Locations.size() - 1); } } past10Locations.add(currentLoc); MapLocation locationToMoveTo = currentLoc.add(directionToM); if (canMoveThere( actualDirectionToMove, locationToMoveTo)) // make sure it's not part of the slug trail and it's not blocked by // rubble and you can move there { moveInDirection(actualDirectionToMove); } else { // first, check if you should remove rubble. only if the surrounding squares are empty // boolean shouldRemoveRubble = false; int directionsWithRubble = 0; for (Direction d : Direction.values()) { MapLocation added = goal.add(d); boolean isFullOfRubble = rc.senseRubble(added) > 50; if (isFullOfRubble) { directionsWithRubble++; } } if (directionsWithRubble > 2) // if it's surrounded then dig { if (rc.isCoreReady()) { if (actualDirectionToMove.equals(Direction.OMNI) == false) { rc.clearRubble(actualDirectionToMove); } } } else // if not, path around it { Direction right = actualDirectionToMove.rotateRight(); MapLocation rightLoc = currentLoc.add(right); while (right.equals(actualDirectionToMove) == false) { if (canMoveThere(right, rightLoc)) { moveInDirection(right); right = actualDirectionToMove; } else { right = right.rotateRight(); rightLoc = currentLoc.add(right); } } } } }
// build a robot of a given type public static void buildRobot(RobotType type) throws GameActionException { if (rc.isCoreReady() && rc.hasBuildRequirements(type)) { Direction[] values = Direction.values(); for (Direction dir : values) { if (rc.canBuild(dir, type)) { rc.build(dir, type); return; } } } }
// build robots public static void buildRobots() throws GameActionException { // check if you should build if (rc.getTeamParts() > RobotType.TURRET.partCost) { // if the current type to build != null, build one of that type if (typeToBuild != null && rc.hasBuildRequirements(typeToBuild)) { buildRobot(typeToBuild); typeToBuild = null; } else { double percent = Math.random(); if (percent <= Utility.PERCENTAGE_TURRETS) // build turret { typeToBuild = RobotType.TURRET; } else if (percent <= Utility.PERCENTAGE_TURRETS + Utility.PERCENTAGE_SOLDIERS) // build a soldier { typeToBuild = RobotType.SOLDIER; } else { typeToBuild = RobotType.SCOUT; } } } }
// can move to a location public static boolean canMoveThere(Direction d, MapLocation m) { // check not too any rubble? && rc.senseRubble(m) < 50, seems to maybe get it stuck in big piles // of rubble if (past10Locations.contains(m) == false && rc.canMove( d)) // make sure it's not part of the slug trail and it's not blocked by rubble and you // can move there { return true; } else { return false; } }
// move in a given direction public static void moveInDirection(Direction d) throws GameActionException { MapLocation m = rc.getLocation().add(d); if (rc.senseRubble(m) < tooMuchRubble || Math.random() < probClearRubbleAnyways) // if it's less than 20, just move there { if (rc.isCoreReady() && rc.canMove(d)) { rc.move(d); } } else // clear it { if (rc.isCoreReady()) { rc.clearRubble(d); } } }
public static void run() throws GameActionException { rc = RobotPlayer.rc; rand = new Random(rc.getID()); // build scouts right away buildRobot(RobotType.SCOUT); while (true) { /* * INPUT */ if (rc.getLocation().equals(goal)) { goal = null; // you made it to the goal past10Locations = new ArrayList<MapLocation>(); // delete the slug trail after you reach your goal } // sense locations around you nearbyMapLocations = MapLocation.getAllMapLocationsWithinRadiusSq( rc.getLocation(), rc.getType().sensorRadiusSquared); // parts locations nearbyPartsLocations = rc.sensePartLocations(RobotType.ARCHON.sensorRadiusSquared); // find the nearest mapLocation with the most parts double maxParts = 0; MapLocation nearbyLocationWithMostParts = null; for (MapLocation loc : nearbyPartsLocations) { // add to locationsWithParts arraylist if (locationsWithParts.contains(loc) == false) { locationsWithParts.add(loc); } // find the location with the most parts double partsAtLoc = rc.senseParts(loc); if (partsAtLoc > maxParts) { maxParts = partsAtLoc; nearbyLocationWithMostParts = loc; } } // read signals Signal[] signals = rc.emptySignalQueue(); for (Signal signal : signals) { // check if the signal has parts at the location int[] message = signal.getMessage(); if (message != null && message[0] == Utility.PARTS_CODE) { // add that location to the locationsWithParts arraylist locationsWithParts.add(signal.getLocation()); } } // sense robots MapLocation myLoc = rc.getLocation(); robots = rc.senseNearbyRobots(); foes = new ArrayList<RobotInfo>(); foesWithinAttackRange = new ArrayList<RobotInfo>(); for (RobotInfo robot : robots) { if (robot.team == Team.ZOMBIE || robot.team == rc.getTeam().opponent()) // if the robot is a foe { foes.add(robot); if (myLoc.distanceSquaredTo(robot.location) < robot.type.attackRadiusSquared) { foesWithinAttackRange.add(robot); } } } int nearbyFoes = foes.size(); int nearbyFoesInAttackRange = foesWithinAttackRange.size(); /*//check stats double health = rc.getHealth(); int infectedTurns = rc.getInfectedTurns(); int robotsAlive = rc.getRobotCount(); */ /* * OUPUT */ // what to do if (nearbyFoes == 0) // if there are no foes in sight { if (rc.getTeamParts() >= RobotType.TURRET.partCost) // build if you can { buildRobots(); } else { if (maxParts > 0 && goal == null) // if there are parts nearby { // make that the goal goal = nearbyLocationWithMostParts; } else if (goal == null) // if there aren't and there is no goal { // build something or find new parts // 80% build, 20% new parts if (locationsWithParts.size() > 0 && rand.nextFloat() > .8) { goal = locationsWithParts.get(0); locationsWithParts.remove(0); goalIsASafeLocation = false; } // calculate the next goal - maybe a new parts location you got via signal } else if (goal != null) // if there is a goal, move there { moveToLocation(goal); } } } else // there are foes nearby { // message for help! if (Math.random() < probSignal) { rc.broadcastSignal(archonInTroubleSignalRadiusSquared); } if (nearbyFoesInAttackRange > 0) { goal = findSaferLocation(); rc.setIndicatorString(0, "" + goal.x + " " + goal.y); goalIsASafeLocation = true; moveToLocation(goal); } } Clock.yield(); } }
// find a safe location public static MapLocation findSaferLocation() // move to far spot in direction with fewest enemies { MapLocation currentLocation = rc.getLocation(); ArrayList<Direction> directions = Utility.arrayListOfDirections(); /* ArrayList<Integer> enemiesInEachDirection = new ArrayList<Integer>(10); //initialize the enemiesInEachDirection arraylist for(int i = 0; i < 10; i++) { enemiesInEachDirection.add(0); } for(RobotInfo foe : foes) { Direction dirToFoe = currentLocation.directionTo(foe.location); int index = directions.indexOf(dirToFoe); int numberOfFoesInDirection = enemiesInEachDirection.get(index); enemiesInEachDirection.set(index, numberOfFoesInDirection++); } int leastEnemies = 1000000; int directionWithLeastEnemies = 0; for(int i = 0; i<enemiesInEachDirection.size(); i++) { int numberOfEnemies = enemiesInEachDirection.get(i); if(numberOfEnemies < leastEnemies) { directionWithLeastEnemies = i; leastEnemies = numberOfEnemies; } } Direction direction = directions.get(directionWithLeastEnemies);//the direction with the fewest enemies */ // find if foes are within attack range RobotInfo[] foes = rc.senseHostileRobots(rc.getLocation(), RobotType.SCOUT.sensorRadiusSquared); ArrayList<RobotInfo> nearAttackRange = new ArrayList<RobotInfo>(); for (RobotInfo foe : foes) { RobotType type = foe.type; if (type != RobotType.ARCHON && type != RobotType.ZOMBIEDEN && type != RobotType.SCOUT) // only want enemies who can attack { // if you're close to the attack range if (currentLocation.distanceSquaredTo(foe.location) < foe.type.attackRadiusSquared + 4) { nearAttackRange.add(foe); } } } // get average loc of hostiles // could also just run away from the closest hostile // neither one of those would have you go up or down if you have enemies directly to // your left and right int n_hostiles = 0; int x_sum = 0; int y_sum = 0; if (nearAttackRange.size() > 0) { for (RobotInfo robot : nearAttackRange) { n_hostiles++; MapLocation robotLoc = robot.location; x_sum += robotLoc.x; y_sum += robotLoc.y; } int x = x_sum / n_hostiles; int y = y_sum / n_hostiles; MapLocation hostileLoc = new MapLocation(x, y); Direction dirToMove = hostileLoc.directionTo(rc.getLocation()); MapLocation locationToGoTo = currentLocation.add(dirToMove, (int) Math.sqrt(RobotType.ARCHON.sensorRadiusSquared)); return locationToGoTo; } /* OTHER WAY TO DO IT //get the average direction to them //ArrayList<Direction> listOfDirections = Utility.arrayListOfDirections(); int averageDirection = 0; for(RobotInfo foe : nearAttackRange) { averageDirection += directions.indexOf(currentLocation.directionTo(foe.location)); } if(nearAttackRange.size() > 0) { averageDirection /= nearAttackRange.size(); Direction directionToEnemies = directions.get(averageDirection); //move in that direction as far as you can see MapLocation locationToGoTo = currentLocation.add(directionToEnemies.opposite(), (int)Math.sqrt(RobotType.ARCHON.sensorRadiusSquared)); return locationToGoTo; } */ else { return rc.getLocation(); } }