Exemplo n.º 1
0
    def move_and_shrink(unit):
        # makes the robot move to the least crowded square
        # hoping that this is expanding the crowd
        moves = []

        location = unit.location
        for temp in range(9):
            dir = bc.Direction(temp)
            # center is direction 8 so it will always be last
            try:
                new_location = (location.map_location()).add(dir)
                nearby_units = gc.sense_nearby_units_by_team(
                    new_location, 2, my_team)
                moves.append((-1 * len(nearby_units), temp))
            except Exception as e:
                print('Error:', e)
                # use this to show where the error was
                traceback.print_exc()

        moves.sort()
        for tup in moves:
            if gc.is_move_ready(unit.id) and gc.can_move(
                    unit.id, bc.Direction(tup[1])):
                gc.move_robot(unit.id, bc.Direction(tup[1]))
                #print('Moved successfully!')
                continue
Exemplo n.º 2
0
def try_nearby_directions(goal, skip_exact=False):
    if not skip_exact:
        yield goal
    pos = True
    p = (goal.value + 1) & 7
    n = (goal.value - 1) & 7
    while not p == n:
        if pos:
            yield bc.Direction(p)
            p = (p + 1) & 7
            pos = False
        else:
            yield bc.Direction(n)
            n = (n - 1) & 7
            pos = True
    yield bc.Direction(p)
Exemplo n.º 3
0
def is_clear(state, ml):
    for i in range(9):
        direction = bc.Direction(i)
        new = ml.add(direction)
        if not state.gc.can_sense_location(new):
            return False
        if not state.gc.planet_map.is_passable_terrain_at(new):
            return False
        unit = state.gc.sense_unit_at_location(new)
        if unit is not None and unit.unit_type in [bc.UnitType.Factory, bc.UnitType.Rocket]:
            return False
    return True
Exemplo n.º 4
0
def move_and_expand(unit):

	best_dir = bc.Direction(0)
	less_units = 10

	location = unit.location
	for dir in bc.Direction:
		new_location = location.add(dir)
		if new_location.is_on_map():
			nearby_units = gc.sense_nearby_units_by_team(new_location.map_location(), 2, my_team)
			current_units = gc.sense_nearby_units(new_location.map_location(), 1)
			if nearby_units < less_units and gc.is_passable_terrain:
				less_units = nearby_units
				best_dir = dir
Exemplo n.º 5
0
def killStatues(state, brawl):
    enemyStatues = list(
        state.get_entities(entity_type='statue', team=state.other_team))

    for enemyStatue in enemyStatues:
        enemyX = enemyStatue.location.x
        enemyY = enemyStatue.location.y
        moved = False
        throwed = False
        tempLock = set()
        d = [-1, 0, 1]
        random.shuffle(d)
        for dx in d:
            if moved:
                break
            for dy in d:
                breakK = 2
                if moved:
                    break
                if dx == 0 and dy == 0:
                    continue
                #special handle for k = 1
                pickedLocation = battlecode.Location(enemyX + dx, enemyY + dy)
                throwLocation = battlecode.Location(enemyX + dx * 2,
                                                    enemyY + dy * 2)
                if state.map.location_on_map(
                        pickedLocation) and state.map.location_on_map(
                            throwLocation):
                    if brawl:
                        pickedEntity = list(
                            state.get_entities(location=pickedLocation))
                    else:
                        pickedEntity = list(
                            state.get_entities(location=pickedLocation,
                                               team=state.other_team))
                    if pickedEntity:
                        if pickedEntity[0].can_be_picked:
                            pickedEntity = pickedEntity[0]
                            throwEntity = list(
                                state.get_entities(location=throwLocation))
                            if throwEntity:
                                throwEntity = throwEntity[0]
                                if throwEntity.team != state.my_team or not throwEntity.is_thrower:
                                    break
                                if throwEntity.can_pickup(pickedEntity):
                                    throwEntity.queue_pickup(pickedEntity)
                                    tempLock.add(throwEntity.id)
                                    moved = True
                                    if throwEntity.can_throw(
                                            battlecode.Direction(-dx, -dy)):
                                        throwEntity.queue_throw(
                                            battlecode.Direction(-dx, -dy))
                                        throwed = True
                                    break
                        else:
                            break

                for k in range(2, 8):

                    #special check for picking up the entity in line

                    checkLocation = battlecode.Location(
                        enemyX + dx * k, enemyY + dy * k)
                    if state.map.location_on_map(checkLocation):
                        ownEntity = list(
                            state.get_entities(location=checkLocation))
                        if not ownEntity:
                            continue
                        ownEntity = ownEntity[0]
                        if ownEntity.team != state.my_team or not ownEntity.is_thrower:
                            break
                        if ownEntity.is_holding:
                            if ownEntity.can_throw(
                                    battlecode.Direction(-dx, -dy)):
                                ownEntity.queue_throw(
                                    battlecode.Direction(-dx, -dy))
                                moved = True
                                throwed = True
                                break
                        pickupCandidates = ownEntity.entities_within_euclidean_distance(
                            distance=1.9)
                        for pickup in pickupCandidates:
                            if not brawl:
                                if pickup.team == state.my_team:
                                    continue
                            if ownEntity.can_pickup(pickup):
                                ownEntity.queue_pickup(pickup)
                                moved = True
                                if ownEntity.can_throw(
                                        battlecode.Direction(-dx, -dy)):
                                    ownEntity.queue_throw(
                                        battlecode.Direction(-dx, -dy))
                                    throwed = True
                                tempLock.add(ownEntity.id)
                                break
                            if moved:
                                break
                if moved and not throwed:
                    entityList = list(
                        enemyStatue.entities_within_adjacent_distance(breakK *
                                                                      1.5))
                    tempLock.add(ent.id for ent in entityList)
        lockedTargets.union(tempLock)