예제 #1
0
  // Factories and supply depots
  private static void runBuilding() { // Most builds spawn units
    if (myType.canSpawn()) strategy = new BuildStrategy(rc);

    while (true) {
      if (rc.isCoreReady() && myType.canSpawn()) {
        threats.update();
        RobotType build = strategy.getBuildOrder();
        if (build != null) trySpawn(rc.getLocation().directionTo(threats.enemyHQ), build);
      }

      doTransfer();

      rc.yield();
    }
  }
예제 #2
0
  // Beavers
  private static void runBeaver() {
    strategy = new BuildStrategy(rc);
    rand = new Random(rc.getID());

    while (true) {
      threats.update();
      myLoc = rc.getLocation();

      if (rc.isCoreReady()) {
        RobotType build = strategy.getBuildOrder();
        if (build != null) tryBuild(rc.getLocation().directionTo(threats.enemyHQ), build);
      }

      // Attack if there is an enemy in sight
      if (rc.isWeaponReady()) attackWeakest();

      double ore = rc.senseOre(rc.getLocation());

      // Move if we can and want to
      if (rc.isCoreReady()) {
        boolean ignoreThreat = overwhelms();

        if (!ignoreThreat && shouldRetreat()) {
          doRetreatMove(); // Pull back if in range of the enemy guns
        } else {
          doMinerMove();
          if (ore == 0 && rc.isCoreReady()) { // We didn't find ore nearby
            doSearchMove();
          }
        }
      }

      // Mine if possible
      if (rc.isCoreReady() && ore > 0) {
        try {
          rc.mine();
        } catch (GameActionException e) {
          System.out.println("Mining Exception");
          // e.printStackTrace();
        }
      }

      doTransfer();

      rc.yield();
    }
  }
예제 #3
0
  // HQ is responsible for collating unit counts and broadcasting them each turn
  // It also needs to pass on its supply each turn and fire if there are enemies in range
  private static void runHQ() {
    // double lastOre = 500;
    strategy = new BuildStrategy(rc);

    while (true) {
      threats.update();
      strategy.broadcast();
      // double oreIncome = rc.getTeamOre() - lastOre + strategy.oreSpent();
      // System.out.println("Ore income " + oreIncome + " per miner = " + (oreIncome-5) /
      // (strategy.units(RobotType.MINER) + strategy.units(RobotType.BEAVER)));

      // See if we need to spawn a beaver
      if (rc.isCoreReady()) {
        RobotType build = strategy.getBuildOrder();
        if (build != null) {
          trySpawn(rc.getLocation().directionTo(threats.enemyHQ), build);
        }
      }

      // Attack if there is an enemy in sight
      if (rc.isWeaponReady()) {
        int senseRange = RobotType.HQ.attackRadiusSquared;
        MapLocation[] myTowers = rc.senseTowerLocations();
        if (myTowers.length >= 5) {
          senseRange =
              52; // This is slightly larger than the real range but does include all possible
                  // enemies that can be hit with splash
          attackRange = GameConstants.HQ_BUFFED_ATTACK_RADIUS_SQUARED;
        } else if (myTowers.length >= 2) {
          attackRange = GameConstants.HQ_BUFFED_ATTACK_RADIUS_SQUARED;
        } else {
          attackRange = senseRange;
        }
        RobotInfo[] enemies = rc.senseNearbyRobots(senseRange, enemyTeam);
        // Pick the first valid target
        MapLocation best = null;
        for (RobotInfo e : enemies) {
          int range = e.location.distanceSquaredTo(myLoc);
          if (range <= attackRange) {
            best = e.location;
            break;
          }
          if (myTowers.length
              >= 5) { // Check for tiles adjacent to the enemy as they might be in splash range
            Direction d = e.location.directionTo(myLoc);
            if (e.location.add(d).distanceSquaredTo(myLoc) <= attackRange) {
              best = e.location.add(d);
              break;
            }
            if (e.location.add(d.rotateLeft()).distanceSquaredTo(myLoc) <= attackRange) {
              best = e.location.add(d.rotateLeft());
              break;
            }
            if (e.location.add(d.rotateRight()).distanceSquaredTo(myLoc) <= attackRange) {
              best = e.location.add(d.rotateRight());
              break;
            }
          }
        }
        if (best != null) {
          try {
            rc.attackLocation(best);
          } catch (GameActionException e) {
            System.out.println("HQ attack exception");
            // e.printStackTrace();
          }
        }
      }

      doTransfer();

      // lastOre = rc.getTeamOre();
      rc.yield();
    }
  }