// 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); } } } } }
// 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(); } }
private MapLocation findGoodConstructionLocation() throws GameActionException { // want a location near the HQ // that doesn't have many voids around it // idea; consider all locations near us // do a fancy sort // sort by distance to enemy HQ // prefer bigger distances Direction[] sortedDirections = allDirections.clone(); sort( sortedDirections, new Comparator<Direction>() { public int compare(Direction o1, Direction o2) { return new Integer(myLocation.add(o2).distanceSquaredTo(enemyHqLocation)) .compareTo(myLocation.add(o1).distanceSquaredTo(enemyHqLocation)); } }); Deque<MapLocation> possibleLocations = new ArrayDeque<MapLocation>(); Set<MapLocation> visitedLocations = new HashSet<MapLocation>(); visitedLocations.add(myLocation); for (Direction direction : sortedDirections) { MapLocation possibleLocation = myLocation.add(direction); if (gameMap.isTraversable(possibleLocation.x, possibleLocation.y)) { possibleLocations.add(possibleLocation); visitedLocations.add(possibleLocation); } } MapLocation bestLocation = null; int bestFreeTiles = 0; boolean found = false; int i = 0; while (!found && !possibleLocations.isEmpty()) { MapLocation currentLocation = possibleLocations.remove(); int freeTiles = 0; for (Direction direction : sortedDirections) { MapLocation possibleLocation = currentLocation.add(direction); if (gameMap.isTraversable(possibleLocation.x, possibleLocation.y)) { freeTiles++; if (!visitedLocations.contains(possibleLocation)) { possibleLocations.add(possibleLocation); visitedLocations.add(possibleLocation); } } } if (freeTiles > 4) { boolean canBuild = true; // check if there is a construction there Robot robot = (Robot) rc.senseObjectAtLocation(currentLocation); if (robot != null) { RobotInfo info = rc.senseRobotInfo(robot); if (info.type != SOLDIER) { canBuild = false; } } if (canBuild && freeTiles > bestFreeTiles) { bestLocation = currentLocation; bestFreeTiles = freeTiles; } } i++; if (bestFreeTiles > 6 || i > 16) { break; } } return bestLocation; }