예제 #1
0
 private static Direction getScoutTargetDirection(RobotController rc) {
   Signal[] signals = rc.emptySignalQueue();
   for (Signal signal : signals) {
     if (signal.getMessage() != null && signal.getTeam().equals(myTeam)) {
       if (signal.getMessage()[0] == SENDING_TARGET_DIRECTION) {
         return SIGNAL_TO_DIRECTION.get(signal.getMessage()[1]);
       }
     }
   }
   return Direction.NONE;
 }
예제 #2
0
  /**
   * Message-processing for non-archons Currently handles messages: Change of mode Setting
   * turtle-corner location
   *
   * @param rc
   * @throws GameActionException
   */
  private static void processFighterSignals(RobotController rc) throws GameActionException {
    int cornerX = Integer.MIN_VALUE;
    int cornerY = Integer.MIN_VALUE;
    RobotType type = rc.getType();
    Signal[] signals = rc.emptySignalQueue();
    for (Signal s : signals) {
      if (s.getTeam().equals(myTeam) && s.getMessage() != null) {
        final int[] message = s.getMessage();
        if (message[0] == SENDING_MODE) {
          currentMode = message[1];
        } else if (message[0] == SENDING_TURTLE_X) {
          cornerX = message[1];
        } else if (message[0] == SENDING_TURTLE_Y) {
          cornerY = message[1];
        }
      }
      // when a soldier finds a zombie den, it signals. Other soldiers that receive
      // the message then should move toward the den to help kill it. Ideally,
      // this should make it easier to remove zombie dens near the turtle corner
      if (type == RobotType.SOLDIER && s.getTeam().equals(myTeam) && s.getMessage() == null) {
        if (rc.getLocation().distanceSquaredTo(s.getLocation())
                < rc.getType().sensorRadiusSquared * 2.5
            && rc.isCoreReady()) {
          moveTowards(rc, rc.getLocation().directionTo(s.getLocation()));
        }
      }
      // for turrets to attack broadcasting enemies outside of sight range
      if (type == RobotType.TURRET
          && !s.getTeam().equals(myTeam)
          && rc.isWeaponReady()
          && rc.canAttackLocation(s.getLocation())) {
        rc.attackLocation(s.getLocation());
      }
    }

    if (cornerX > Integer.MIN_VALUE && cornerY > Integer.MIN_VALUE) {
      turtleCorner = new MapLocation(cornerX, cornerY);
    }
  }
예제 #3
0
  /**
   * To be run by archons during the intro phase (and others? change it a bit?) to handle and gather
   * information from incoming message signals
   *
   * @param rc
   */
  private static void processIntroMessageSignals(RobotController rc) {
    int cornerX = Integer.MIN_VALUE;
    int cornerY = Integer.MIN_VALUE;
    int denX = Integer.MIN_VALUE;
    int denY = Integer.MIN_VALUE;

    Signal[] signals = rc.emptySignalQueue();
    for (Signal s : signals) {
      if (s.getTeam().equals(myTeam) && s.getMessage() != null) {
        final int[] message = s.getMessage();
        if (message[0] == SENDING_CORNER_X) {
          cornerX = message[1];
        } else if (message[0] == SENDING_CORNER_Y) {
          cornerY = message[1];
        } else if (message[0] == SENDING_DEN_X) {
          denX = message[1];
        } else if (message[0] == SENDING_DEN_Y) {
          denY = message[1];
        }
      }
    }
    if (cornerX > Integer.MIN_VALUE && cornerY > Integer.MIN_VALUE) {
      MapLocation newCorner = new MapLocation(cornerX, cornerY);
      if (!SCOUTED_CORNERS.contains(newCorner)) {
        SCOUTED_CORNERS.add(newCorner);
        rc.setIndicatorString(0, "Added new corner: " + newCorner);
        rc.setIndicatorString(2, "Current Mode" + currentMode);
      }
      rc.setIndicatorString(1, SCOUTED_CORNERS + "");
    }
    if (denX > Integer.MIN_VALUE && denY > Integer.MIN_VALUE) {
      MapLocation newDen = new MapLocation(denX, denY);
      if (!ZOMBIE_DEN_LOCATIONS.contains(newDen)) {
        ZOMBIE_DEN_LOCATIONS.add(newDen);
      }
    }
  }
예제 #4
0
  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();
    }
  }