protected boolean tryBuild(RobotType robotType, Direction initialDirection) throws GameActionException { if (!rc.isCoreReady()) { return false; } if (rc.getTeamParts() < robotType.partCost) { return false; } int startingPosition = getDirectionNumber(initialDirection); if (startingPosition < 0) { startingPosition = 0; } int[] d = {0, 1, 7, 2, 6, 3, 5, 4}; for (int i = 0; i < 8; i++) { Direction direction = directions[(startingPosition + d[i]) % 8]; if (rc.canBuild(direction, robotType)) { rc.build(direction, robotType); return true; } } return false; }
protected boolean tryBuild(RobotType robotType) throws GameActionException { if (!rc.isCoreReady()) { return false; } if (rc.getTeamParts() < robotType.partCost) { return false; } // --Build robot in some random direction for (int i = 0; i < 8; i++) { if (rc.canBuild(directions[i], robotType)) { rc.build(directions[i], robotType); return true; } } return false; }
// 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; } } } }
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(); } }