Пример #1
0
  // 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);
          }
        }
      }
    }
  }
Пример #2
0
 // 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;
       }
     }
   }
 }
Пример #3
0
 // 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;
       }
     }
   }
 }
Пример #4
0
 // 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;
   }
 }
Пример #5
0
  // 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);
      }
    }
  }
Пример #6
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();
    }
  }
Пример #7
0
  // 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();
    }
  }