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RobotPlayer.java
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495 lines (421 loc) · 19.3 KB
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package examplefuncsplayer;
import java.util.Random;
import battlecode.common.*;
public strictfp class RobotPlayer {
static RobotController rc;
static Random ran = new Random();
/**
* 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")
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.
switch (rc.getType()) {
case ARCHON:
runArchon();
break;
case GARDENER:
runGardener();
break;
case SCOUT:
runScout();
break;
case SOLDIER:
runSoldier();
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
while (true) {
// Try/catch blocks stop unhandled exceptions, which cause your robot to explode
try {
if(rc.getTeamBullets()>3000)
rc.donate(rc.getTeamBullets()/2);
// Generate a random direction
Direction dir = randomDirection();
// Randomly attempt to build a gardener in this direction
if (rc.canHireGardener(dir) && Math.random() < .01) {
rc.hireGardener(dir);
}
// Move randomly
tryMove(randomDirection());
// Broadcast archon's location for other robots on the team to know
MapLocation myLocation = rc.getLocation();
rc.broadcast(0,(int)myLocation.x);
rc.broadcast(1,(int)myLocation.y);
// 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!");
Direction buildDir = null;
float buildFloat = 0;
// Generate a random direction
Direction dir = randomDirection();
for(int i=0;i<5;i++)
{
Direction test = new Direction((float)(i*Math.PI/3));
if(rc.canPlantTree(test))
{
buildFloat = test.getAngleDegrees();
buildDir = new Direction(buildFloat);
break;
}
}
// 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 {
// Listen for home archon's location
if(rc.getTeamBullets()>3000)
rc.donate(rc.getTeamBullets()/2);
int xPos = rc.readBroadcast(0);
int yPos = rc.readBroadcast(1);
MapLocation archonLoc = new MapLocation(xPos,yPos);
TreeInfo[] trees = rc.senseNearbyTrees(GameConstants.INTERACTION_DIST_FROM_EDGE+1, rc.getTeam());
// plant trees
for(int i=1;i<6;i++)
{
Direction treeDir = new Direction((float) ((float) buildFloat+(i*Math.PI/3)));
if(rc.canPlantTree(treeDir))
{
rc.plantTree(treeDir);
}
}
//water trees
int weakestIndex=0;
float weakest=Float.MAX_VALUE;
for(int i=0;i<trees.length;i++)
{
float hp = trees[i].health;
if(hp <weakest)
{
weakest= hp;
weakestIndex = i;
}
if(rc.canShake(trees[i].ID))
{
rc.shake(trees[i].ID);
}
}
if(rc.canWater(trees[weakestIndex].location))
{
rc.water(trees[weakestIndex].ID);
}
// Randomly attempt to build a soldier or lumberjack in this direction
if (rc.canBuildRobot(RobotType.LUMBERJACK, buildDir)&& rc.isBuildReady() ) {
rc.buildRobot(RobotType.LUMBERJACK, buildDir);
System.out.println("lumberjack");
}
if(rc.canBuildRobot(RobotType.SCOUT, buildDir))
System.out.println("trying to build a robot");
if (rc.canBuildRobot(RobotType.SCOUT, buildDir)&& rc.isBuildReady() ) {
rc.buildRobot(RobotType.SCOUT, buildDir);
System.out.println("plane");
}
// 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 runScout() throws GameActionException {
System.out.println("I'm an Scout!");
Team enemy = rc.getTeam().opponent();
MapLocation[] archonLoc = rc.getInitialArchonLocations(enemy);
int amountOfArchons = archonLoc.length, archonTarget=0;
boolean enemyFound=false,close, neverReach=false;
rc.broadcastBoolean(5, false);
// 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 {
MapLocation myLocation = rc.getLocation();
// See if there are any nearby enemy robots
BulletInfo[] bullets = rc.senseNearbyBullets();
RobotInfo[] robots = rc.senseNearbyRobots(-1, enemy);
for(int i=0;i<robots.length;i++)
{
if(robots[i].type.equals(RobotType.GARDENER))
{
MapLocation gard = robots[i].getLocation();
rc.broadcastFloat(3,gard.x );
rc.broadcastFloat(4, gard.y);
rc.broadcastBoolean(5, true);
break;
}
}
MapLocation first = new MapLocation(rc.readBroadcastFloat(3),rc.readBroadcastFloat(4));
Direction bulletDir = null;
Direction enemyDir = null;
boolean isArchon = false;
// If there are some...
if (robots.length > 0) {
enemyFound=true;
enemyDir =myLocation.directionTo(robots[0].location);
if(robots[0] = RobotType.ARCHON)isArchon = true;
// 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.
rc.fireSingleShot(enemyDir);
}
}
else enemyFound=false;
MapLocation archonLocTar = archonLoc[archonTarget];
close = close(rc.getType(), myLocation, archonLocTar);
if(close)
{
neverReach = true;
}
//kite?
//if(isArchon)
if(robots.length > 0 && bullets.lengths > 0 && (myLocation.distanceTo(robots[0].location) > myLocation.distanceTo(bullets[0].location))
{
bulletDir = myLocation.directionTo(bullets[0].location);
tryMove(bulletDir.opposite());
}
else
if(enemyFound)
{
tryMove(enemyDir.opposite());
tryMove(enemyDir);
archonTarget= ran.nextInt(amountOfArchons);
}
else if(close && !archonNear(robots))
{
archonTarget = ran.nextInt(amountOfArchons);
tryMove(rc.getLocation().directionTo(archonLoc[archonTarget]));
}
else if(!rc.readBroadcastBoolean(5))
{
tryMove(rc.getLocation().directionTo(archonLoc[archonTarget]));
}
else
tryMove(rc.getLocation().directionTo(first));
// 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("Scout Exception");
e.printStackTrace();
}
}
}
static boolean close(RobotType rob, MapLocation map, MapLocation map2)
{
float distance = map.distanceTo(map2);
return distance< rob.sensorRadius ? true: false;
}
static boolean archonNear(RobotInfo[] robList)
{
for(int i=0; i<robList.length;i++)
{
if(robList[i].type == RobotType.ARCHON)
return true;
}
return false;
}
static void runSoldier() throws GameActionException {
System.out.println("I'm an soldier!");
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 {
MapLocation myLocation = rc.getLocation();
// See if there are any nearby enemy robots
RobotInfo[] robots = rc.senseNearbyRobots(-1, enemy);
// If there are some...
if (robots.length > 0) {
// 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.
rc.fireSingleShot(rc.getLocation().directionTo(robots[0].location));
}
}
// 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("Soldier Exception");
e.printStackTrace();
}
}
}
static void runLumberjack() throws GameActionException {
System.out.println("I'm a lumberjack!");
Team enemy = rc.getTeam().opponent();
boolean healthLow=false;
rc.broadcastBoolean(5, false);
// The code you want your robot to perform every round should be in this loop
while (true) {
MapLocation[] archonLoc= rc.getInitialArchonLocations(enemy);
// Try/catch blocks stop unhandled exceptions, which cause your robot to explode
try {
if(rc.getHealth()<RobotType.LUMBERJACK.maxHealth/2)
{
healthLow=true;
}
// See if there are any enemy robots within striking range (distance 1 from lumberjack's radius)
RobotInfo[] robots = rc.senseNearbyRobots(GameConstants.LUMBERJACK_STRIKE_RADIUS, enemy);
TreeInfo[] trees = rc.senseNearbyTrees(GameConstants.LUMBERJACK_STRIKE_RADIUS, Team.NEUTRAL);
TreeInfo[] enemyTrees = rc.senseNearbyTrees(GameConstants.LUMBERJACK_STRIKE_RADIUS, enemy);
if((robots.length > 0 || trees.length > 0 || enemyTrees.length>0) && !rc.hasAttacked()) {
// Use strike() to hit all nearby robots!
rc.strike();
}
// No close robots, so search for trees within lumberjack sensor radius
trees = rc.senseNearbyTrees(RobotType.LUMBERJACK.sensorRadius, Team.NEUTRAL);
robots = rc.senseNearbyRobots(RobotType.LUMBERJACK.sensorRadius, enemy);
enemyTrees = rc.senseNearbyTrees(RobotType.LUMBERJACK.sensorRadius, enemy);
RobotInfo[] friendRobots = rc.senseNearbyRobots(GameConstants.LUMBERJACK_STRIKE_RADIUS, enemy);
for(int i=0;i<robots.length;i++)
{
if(robots[i].type.equals(RobotType.GARDENER))
{
MapLocation gard = robots[i].getLocation();
rc.broadcastFloat(3,gard.x );
rc.broadcastFloat(4, gard.y);
rc.broadcastBoolean(5, true);
break;
}
}
MapLocation first = new MapLocation(rc.readBroadcastFloat(3),rc.readBroadcastFloat(4));
if(friendRobots.length >0)
{
MapLocation myLocation = rc.getLocation();
MapLocation friendLocation = friendRobots[0].location;
Direction awayFriend = myLocation.directionTo(friendLocation).opposite();
tryMove(awayFriend);
}
else if(trees.length > 0 && !healthLow) {
MapLocation myLocation = rc.getLocation();
MapLocation treeLocation = trees[0].location;
Direction toTree = myLocation.directionTo(treeLocation);
tryMove(toTree);
}
else if(robots.length>0){
MapLocation myLocation = rc.getLocation();
MapLocation robotLocation = robots[0].location;
Direction toRobot = myLocation.directionTo(robotLocation);
tryMove(toRobot);
}
else if(enemyTrees.length>0 && !healthLow){
MapLocation myLocation = rc.getLocation();
MapLocation treeLocation = enemyTrees[0].location;
Direction toTree = myLocation.directionTo(treeLocation);
tryMove(toTree);
}
else if(rc.readBroadcastBoolean(5))
{
tryMove(rc.getLocation().directionTo(first));
}
else{
// Move Randomly
tryMove( rc.getLocation().directionTo(archonLoc[ran.nextInt(archonLoc.length)]));
}
// 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) throws GameActionException {
return tryMove(dir,20,5);
}
/**
* 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) throws GameActionException {
// 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);
}
}