-
Notifications
You must be signed in to change notification settings - Fork 1
/
Copy pathRobotPlayer.java
663 lines (568 loc) · 19.1 KB
/
RobotPlayer.java
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
package asimplefarmer;
import battlecode.common.*;
public strictfp class RobotPlayer {
static RobotController rc;
/**
* run() is the method that is called when a robot is instantiated in the Battlecode world.
* If this method returns, the robot dies!
**/
@SuppressWarnings("unused")
private static Direction left;
private static Direction right;
private static Direction up;
private static Direction down;
private static Direction forward;
private static Direction back;
private static Direction upish;
private static Direction downish;
public static void run(RobotController rc) throws GameActionException {
// This is the RobotController object. You use it to perform actions from this robot,
// and to get information on its current status.
RobotPlayer.rc = rc;
// Here, we've separated the controls into a different method for each RobotType.
// You can add the missing ones or rewrite this into your own control structure.
MapLocation[] ours = rc.getInitialArchonLocations(rc.getTeam());
MapLocation[] theirs = rc.getInitialArchonLocations(rc.getTeam().opponent());
boolean isTeamA;
if(ours[0].x < theirs[0].x){
isTeamA = true;
}
else{
isTeamA = false;
}
left = new Direction((float)Math.PI);
right = new Direction((float)0);
up = new Direction((float)Math.PI/2);
down = new Direction((float)Math.PI/2*3);
forward = new Direction(ours[0], theirs[0]);
back = new Direction(theirs[0], ours[0]);
up = forward.rotateLeftDegrees(90);
down = forward.rotateRightDegrees(90);
Team enemy = rc.getTeam().opponent();
RobotInfo[] robots = rc.senseNearbyRobots(-1, enemy);
MapLocation INVALID = new MapLocation(-1, -1);
for(int i = 0; i < robots.length; i++){
addEnemy(robots[i]);
}
if(robots.length == 0){
MapLocation target = getEnemy();
while(target.x != INVALID.x && rc.getLocation().isWithinDistance(target, 7)){
removeEnemy();
target = getEnemy();
}
}
TreeInfo[] trees = rc.senseNearbyTrees(-1, Team.NEUTRAL);
if (trees.length > 0){
for(int i = 0; i < trees.length; i++){
if(rc.canShake(trees[i].getLocation())){
rc.shake(trees[i].getLocation());
}
}
}
/*for(int i = 0; i < 200; i++){
System.out.println(rc.getRoundNum() + " " + i + " " + rc.readBroadcast(i));
}*/
switch (rc.getType()) {
case ARCHON:
runArchon();
break;
case GARDENER:
runGardener();
break;
case SOLDIER:
runSoldier();
break;
case TANK:
runSoldier();
case SCOUT:
runScout();
break;
/*case LUMBERJACK:
runLumberjack();
break;*/
}
}
static void runArchon() throws GameActionException {
System.out.println("I'm an archon!");
// The code you want your robot to perform every round should be in this loop
int offset = 0;
int hired = 0;
boolean canMoveUpish = true;
boolean danceright = true;
while (true) {
// Try/catch blocks stop unhandled exceptions, which cause your robot to explode
try {
if(rc.getRoundNum() == 2998){
rc.donate(rc.getTeamBullets());
}
if(rc.getRoundNum() > 2900){
tryMove(randomDirection(),1);
Clock.yield();
continue;
}
if(rc.getTeamBullets() >= 10000){
rc.donate(10000);
}
if(canMoveUpish && rc.getRoundNum() < 20){
canMoveUpish = tryMove(forward, 1);
Clock.yield();
}
else{
if(offset < 5 && danceright){
tryMove(back, 1);
offset += 1;
}
else{
if(danceright){
tryMove(back, 5);
danceright = false;
}
else{
tryMove(forward,5);
danceright = true;
}
}
// Always generate a gardener if possible
if(offset == 5 && rc.canHireGardener(forward) && danceright) {
rc.hireGardener(forward);
hired++;
if(hired == 2){
hired = 0;
offset = 0;
}
rc.broadcast(300, rc.readBroadcast(300) + 1); // Number of gardeners
}
// Clock.yield() makes the robot wait until the next turn, then it will perform this loop again
Clock.yield();
}
} catch (Exception e) {
System.out.println("Archon Exception");
e.printStackTrace();
}
}
}
static void runGardener() throws GameActionException {
System.out.println("I'm a gardener!");
boolean isRightMost = false;
if(rc.readBroadcast(300) < 2 * rc.getInitialArchonLocations(rc.getTeam()).length){
isRightMost = true;
}
// The code you want your robot to perform every round should be in this loop
boolean going_up = true;
boolean make_scout = true;
while (true) {
// Try/catch blocks stop unhandled exceptions, which cause your robot to explode
try {
if(rc.getRoundNum() == 2998){
rc.donate(rc.getTeamBullets());
}
if(rc.getRoundNum() > 2900){
tryMove(randomDirection(),1);
Clock.yield();
continue;
}
if(going_up){
if(!rc.canMove(up)){
going_up = false;
}
else{
rc.move(up);
}
}
else{
if(!rc.canMove(down)){
going_up = true;
}
else{
rc.move(down);
}
}
if(rc.getRoundNum() > 500){
if(rc.canBuildRobot(RobotType.SOLDIER, forward)){
rc.buildRobot(RobotType.SOLDIER,forward);
rc.broadcast(301, rc.readBroadcast(301) + 1);
}
}
if(rc.getRoundNum() > 60 && rc.getRoundNum() < 1000 && (rc.getRoundNum() > 500 || rc.readBroadcast(301) < 5 * rc.readBroadcast(300))){
if(rc.canBuildRobot(RobotType.SCOUT, forward)){
rc.buildRobot(RobotType.SCOUT, forward);
rc.broadcast(301, rc.readBroadcast(301) + 1);
}
}
if(rc.canPlantTree(back)){
rc.plantTree(back);
}
else{
if(rc.canBuildRobot(RobotType.SOLDIER,forward) && rc.getRoundNum() > 500){
rc.buildRobot(RobotType.SOLDIER,forward);
rc.broadcast(301, rc.readBroadcast(301) + 1);
}
}
TreeInfo[] tree_list = rc.senseNearbyTrees((float)3.0, rc.getTeam());
if(tree_list.length > 0){
TreeInfo best = tree_list[0];
for(int i = 0; i < tree_list.length; i++){
if(tree_list[i].getHealth() < best.getHealth() && rc.canWater(tree_list[i].getLocation())){
best = tree_list[i];
}
}
if(rc.canWater(best.getLocation())){
rc.water(best.getLocation());
}
}
// Clock.yield() makes the robot wait until the next turn, then it will perform this loop again
Clock.yield();
} catch (Exception e) {
System.out.println("Gardener Exception");
e.printStackTrace();
}
}
}
static void runSoldier() throws GameActionException {
System.out.println("I'm an soldier!");
Team enemy = rc.getTeam().opponent();
MapLocation INVALID = new MapLocation(-1, -1);
// The code you want your robot to perform every round should be in this loop
while (true) {
// Try/catch blocks stop unhandled exceptions, which cause your robot to explode
try {
if(rc.getRoundNum() == 2998){
rc.donate(rc.getTeamBullets());
}
if(rc.getRoundNum() > 2900){
tryMove(randomDirection(),1);
Clock.yield();
continue;
}
Direction move_target = forward;
MapLocation myLocation = rc.getLocation();
MapLocation target = getEnemy();
//System.out.println(target.x + " " + target.y);
// See if there are any nearby enemy robots
RobotInfo[] robots = rc.senseNearbyRobots(3, enemy);
// If there are some...
if (robots.length > 0) {
RobotInfo priority = robots[0];
for(int i = 0; i < robots.length; i++){
if(robots[i].type == RobotType.SOLDIER || (priority.type != RobotType.SOLDIER && robots[i].type == RobotType.TANK)){
priority = robots[i];
}
}
// And we have enough bullets, and haven't attacked yet this turn...
if (rc.canFireSingleShot()) {
// ...Then fire a bullet in the direction of the enemy.
if(rc.getTeamBullets() >= 500){
rc.firePentadShot(rc.getLocation().directionTo(priority.location));
}
rc.fireSingleShot(rc.getLocation().directionTo(priority.location));
}
}else{
if(rc.getLocation().isWithinDistance(target, 7)){
removeEnemy();
}
}
TreeInfo[] trees = rc.senseNearbyTrees(3, Team.NEUTRAL);
if (trees.length > 0){
for(int i = 0; i < trees.length; i++){
if(rc.canShake(trees[i].getLocation())){
rc.shake(trees[i].getLocation());
}
if(rc.getType() == RobotType.TANK){
if(!rc.hasMoved() && rc.canMove(rc.getLocation().directionTo(trees[i].location))){
rc.move(rc.getLocation().directionTo(trees[i].location));
}
}
if(rc.canFireSingleShot() && rc.getTeamBullets() >= 300){
rc.fireSingleShot(rc.getLocation().directionTo(trees[i].location));
}
}
}
if(target.x != INVALID.x){
move_target = rc.getLocation().directionTo(target);
tryMove(move_target, 1);
}
if(rc.getRoundNum() % 20 == 0){
tryMove(move_target, 1);
}
// Clock.yield() makes the robot wait until the next turn, then it will perform this loop again
Clock.yield();
} catch (Exception e) {
System.out.println("Soldier Exception");
e.printStackTrace();
}
}
}
static void runScout() throws GameActionException {
System.out.println("I'm a scout!");
Team enemy = rc.getTeam().opponent();
Direction rand = randomDirection();
Direction move_target;
MapLocation INVALID = new MapLocation(-1, -1);
while(true){
try{
if(rc.getRoundNum() == 2998){
rc.donate(rc.getTeamBullets());
}
if(rc.getRoundNum() > 2900){
tryMove(randomDirection(),1);
Clock.yield();
continue;
}
MapLocation target = getEnemy();
RobotInfo[] robots = rc.senseNearbyRobots(-1, enemy);
if(robots.length > 0){
for(int i = 0; i < robots.length; i++){
addEnemy(robots[i]);
if(rc.canFireSingleShot() && rc.getLocation().isWithinDistance(robots[i].getLocation(),5)){
tryMove(randomDirection(),3);
rc.fireSingleShot(rc.getLocation().directionTo(robots[i].getLocation()));
}
}
}else{
//System.out.println(rc.readBroadcast(101));
//System.out.println(rc.getLocation().x + " " + rc.getLocation().y + " " + target.x + " " + target.y + " " + rc.getLocation().distanceTo(target));
if(rc.getLocation().distanceTo(target) < 10){
System.out.println("Removing target...");
removeEnemy();
}
}
if(rc.getRoundNum()%10 == 0){
rand = randomDirection();
}
if(target.x != INVALID.x && rc.getLocation().distanceTo(target) > 2.5){
move_target = rc.getLocation().directionTo(target);
}
else{
move_target = rand;
}
tryMove(move_target, (float)2.5);
if(!rc.hasMoved()){
rand = randomDirection();
}
Clock.yield();
} catch(Exception e){
System.out.println("Scout exception");
e.printStackTrace();
}
}
}
static void addEnemy(RobotInfo enemy) throws GameActionException{
try{
int encode = (int)enemy.getLocation().x * 1000 + (int)enemy.getLocation().y;
int ptr = rc.readBroadcast(0);
int otherptr = rc.readBroadcast(101);
if(ptr == 0){
ptr = 1;
}
if(otherptr == 0){
otherptr = 102;
}
if(ptr == 101){
while(ptr > 1 && otherptr < 201){
rc.broadcast(otherptr, rc.readBroadcast(ptr - 1));
otherptr++;
ptr--;
}
}
rc.broadcast(101, otherptr);
if(ptr == 101){
return;
}
else{
rc.broadcast(ptr, encode);
ptr++;
rc.broadcast(0, ptr);
}
} catch(Exception e){
System.out.println("addEnemy exception");
e.printStackTrace();
}
}
static MapLocation getEnemy() throws GameActionException{
try{
int ptr = rc.readBroadcast(0);
int otherptr = rc.readBroadcast(101);
//System.out.println("problem not here");
//System.out.println(ptr);
//System.out.println(otherptr);
if(ptr == 0){
ptr = 1;
}
if(otherptr == 0){
otherptr = 102;
}
if(otherptr == 102){
while(ptr > 1 && otherptr < 201){
rc.broadcast(otherptr, rc.readBroadcast(ptr - 1));
otherptr++;
ptr--;
}
}
rc.broadcast(101, otherptr);
if(otherptr == 102){
return new MapLocation(-1, -1);
}
int encodedloc = rc.readBroadcast(otherptr - 1);
return new MapLocation(encodedloc / 1000, encodedloc % 1000);
} catch(Exception e){
System.out.println("getEnemy exception");
/*for(int i = 0; i < 1000; i++){
System.out.println(i + ": " + rc.readBroadcast(i));
}
System.exit(0);*/
e.printStackTrace();
return new MapLocation(-1, -1);
}
}
static void removeEnemy() throws GameActionException{
try{
int ptr = rc.readBroadcast(0);
int otherptr = rc.readBroadcast(101);
if(ptr == 0){
ptr = 1;
}
if(otherptr == 0){
otherptr = 102;
}
if(otherptr == 102){
return;
}
else{
otherptr--;
rc.broadcast(101, otherptr);
}
} catch(Exception e){
System.out.println("removeEnemy exception");
e.printStackTrace();
}
}
static boolean inCombat() throws GameActionException{
try{
MapLocation INVALID = new MapLocation(-1, -1);
if(getEnemy().x != INVALID.x){
return true;
}
return false;
} catch(Exception e){
System.out.println("inCombat exception");
e.printStackTrace();
return false;
}
}
/*static void runLumberjack() throws GameActionException {
System.out.println("I'm a lumberjack!");
Team enemy = rc.getTeam().opponent();
// The code you want your robot to perform every round should be in this loop
while (true) {
// Try/catch blocks stop unhandled exceptions, which cause your robot to explode
try {
// See if there are any enemy robots within striking range (distance 1 from lumberjack's radius)
RobotInfo[] robots = rc.senseNearbyRobots(RobotType.LUMBERJACK.bodyRadius+GameConstants.LUMBERJACK_STRIKE_RADIUS, enemy);
if(robots.length > 0 && !rc.hasAttacked()) {
// Use strike() to hit all nearby robots!
rc.strike();
} else {
// No close robots, so search for robots within sight radius
robots = rc.senseNearbyRobots(-1,enemy);
// If there is a robot, move towards it
if(robots.length > 0) {
MapLocation myLocation = rc.getLocation();
MapLocation enemyLocation = robots[0].getLocation();
Direction toEnemy = myLocation.directionTo(enemyLocation);
tryMove(toEnemy);
} else {
// Move Randomly
tryMove(randomDirection());
}
}
// Clock.yield() makes the robot wait until the next turn, then it will perform this loop again
Clock.yield();
} catch (Exception e) {
System.out.println("Lumberjack Exception");
e.printStackTrace();
}
}
}*/
/**
* Returns a random Direction
* @return a random Direction
*/
static Direction randomDirection() {
return new Direction((float)Math.random() * 2 * (float)Math.PI);
}
/**
* Attempts to move in a given direction, while avoiding small obstacles directly in the path.
*
* @param dir The intended direction of movement
* @return true if a move was performed
* @throws GameActionException
*/
static boolean tryMove(Direction dir, float dist) throws GameActionException {
return tryMove(dir,20,3,dist);
}
/**
* Attempts to move in a given direction, while avoiding small obstacles direction in the path.
*
* @param dir The intended direction of movement
* @param degreeOffset Spacing between checked directions (degrees)
* @param checksPerSide Number of extra directions checked on each side, if intended direction was unavailable
* @return true if a move was performed
* @throws GameActionException
*/
static boolean tryMove(Direction dir, float degreeOffset, int checksPerSide, float dist) throws GameActionException {
if(rc.hasMoved()){
return false;
}
// First, try intended direction
if (rc.canMove(dir)) {
rc.move(dir);
return true;
}
// Now try a bunch of similar angles
boolean moved = false;
int currentCheck = 1;
while(currentCheck<=checksPerSide) {
// Try the offset of the left side
if(rc.canMove(dir.rotateLeftDegrees(degreeOffset*currentCheck))) {
rc.move(dir.rotateLeftDegrees(degreeOffset*currentCheck));
return true;
}
// Try the offset on the right side
if(rc.canMove(dir.rotateRightDegrees(degreeOffset*currentCheck))) {
rc.move(dir.rotateRightDegrees(degreeOffset*currentCheck));
return true;
}
// No move performed, try slightly further
currentCheck++;
}
// A move never happened, so return false.
return false;
}
/**
* A slightly more complicated example function, this returns true if the given bullet is on a collision
* course with the current robot. Doesn't take into account objects between the bullet and this robot.
*
* @param bullet The bullet in question
* @return True if the line of the bullet's path intersects with this robot's current position.
*/
static boolean willCollideWithMe(BulletInfo bullet) {
MapLocation myLocation = rc.getLocation();
// Get relevant bullet information
Direction propagationDirection = bullet.dir;
MapLocation bulletLocation = bullet.location;
// Calculate bullet relations to this robot
Direction directionToRobot = bulletLocation.directionTo(myLocation);
float distToRobot = bulletLocation.distanceTo(myLocation);
float theta = propagationDirection.radiansBetween(directionToRobot);
// If theta > 90 degrees, then the bullet is traveling away from us and we can break early
if (Math.abs(theta) > Math.PI/2) {
return false;
}
// distToRobot is our hypotenuse, theta is our angle, and we want to know this length of the opposite leg.
// This is the distance of a line that goes from myLocation and intersects perpendicularly with propagationDirection.
// This corresponds to the smallest radius circle centered at our location that would intersect with the
// line that is the path of the bullet.
float perpendicularDist = (float)Math.abs(distToRobot * Math.sin(theta)); // soh cah toa :)
return (perpendicularDist <= rc.getType().bodyRadius);
}
}