/// <summary> /// Destination for a movement. Ignores all robots on the map but does take into account walls, conveyor belts and gears. Returns /// the final location of the move. /// </summary> /// <param name="map">The game map.</param> /// <param name="startLocation">Where the unit starts.</param> /// <param name="cards">The cards to apply.</param> /// <returns>The final location of the move.</returns> public static MovePoint CardDestination(GameMap map, BoardLocation startLocation, IEnumerable<Card> cards) { List<MovePoint> points = CardPath(map, startLocation, cards); if ((points == null) || (points.Count == 0)) return null; return points[points.Count - 1]; }
/// <summary> /// Calculates what damage a unit will receive from lasers at a given location. /// </summary> /// <param name="map">The game map.</param> /// <param name="location">Where the unit is located.</param> /// <returns>The amount of damage. Will be 0 or 1.</returns> public static int CalcLaserDamage(GameMap map, BoardLocation location) { int damage = 0; damage += _CalcLaserDamage(map, location.MapPosition, 0, -1, MapSquare.DIRECTION.SOUTH, MapSquare.SIDE.NORTH, MapSquare.SIDE.SOUTH); damage += _CalcLaserDamage(map, location.MapPosition, 0, 1, MapSquare.DIRECTION.NORTH, MapSquare.SIDE.SOUTH, MapSquare.SIDE.NORTH); damage += _CalcLaserDamage(map, location.MapPosition, -1, 0, MapSquare.DIRECTION.EAST, MapSquare.SIDE.WEST, MapSquare.SIDE.EAST); damage += _CalcLaserDamage(map, location.MapPosition, 1, 0, MapSquare.DIRECTION.WEST, MapSquare.SIDE.EAST, MapSquare.SIDE.WEST); return damage; }
/// <summary> /// Destination for a movement. Ignores all robots on the map but does take into account walls, conveyor belts and gears. Returns /// every step of the move. /// </summary> /// <param name="map">The game map.</param> /// <param name="startLocation">Where the unit starts.</param> /// <param name="cards">The cards to apply.</param> /// <returns>Every step of the move.</returns> public static List<MovePoint> CardPath(GameMap map, BoardLocation startLocation, IEnumerable<Card> cards) { // if we can't move, we end up where we started List<MovePoint> points = new List<MovePoint> {new MovePoint(startLocation)}; foreach (Card cardOn in cards) { // move robot MovePoint endLocation = Move(map, startLocation, cardOn.Move); if (endLocation.Dead) { points.Add(endLocation); return points; } if (! endLocation.Location.Equals(startLocation)) { startLocation = endLocation.Location; points.Add(new MovePoint(startLocation)); } // conveyor belt - may cause a 1/4 turn. MapSquare sq = map.GetSquare(startLocation.MapPosition); for (int speed=1; (sq.Conveyor != null) && (speed <= sq.Conveyor.Speed); speed++) { endLocation = Move(map, startLocation.MapPosition, sq.Conveyor.Direction); BoardLocation locMove = new BoardLocation(endLocation.Location.MapPosition, startLocation.Direction); sq = map.GetSquare(endLocation.Location.MapPosition); if (sq.Conveyor != null) { MapSquare.DIRECTION dirEnter = MoveDirection(startLocation.MapPosition, endLocation.Location.MapPosition); locMove = locMove.Rotate((int)sq.Conveyor.Direction - (int)dirEnter); } startLocation = locMove; points.Add(new MovePoint(startLocation)); } // gears if (sq.Type == MapSquare.TYPE.ROTATE_CLOCKWISE) { startLocation = startLocation.Rotate(1); points.Add(new MovePoint(startLocation)); } if (sq.Type == MapSquare.TYPE.ROTATE_COUNTERCLOCKWISE) { startLocation = startLocation.Rotate(-1); points.Add(new MovePoint(startLocation)); } // damage int damage = CalcLaserDamage(map, startLocation); if (damage != 0) points[points.Count - 1].Damage = damage; } return points; }
/// <summary> /// Called when your robot must be placed on the board. This is called at the start of the game and each time your robot dies. /// </summary> /// <param name="map">The game map. There will be no units on this map.</param> /// <param name="you">Your player object.</param> /// <param name="players">All players (including you).</param> /// <param name="robotStart">The position(s) on the map where you can place your robot. This will be a single point unless another robot is on your archive point.</param> /// <param name="gameStart">true if start of a game. false if re-entering the game.</param> /// <returns>Where to place your unit (location and direction.</returns> public BoardLocation Setup(GameMap map, Player you, List<Player> players, List<Point> robotStart, bool gameStart) { return new BoardLocation(robotStart[0], MapSquare.DIRECTION.NORTH); }
/// <summary> /// Called each time the system needs another turn. If you do not return a valid turn, the game will randomly move one of your units. /// This call must return in under 1 second. If it has not returned in 1 second the call will be aborted and a random move will be assigned. /// </summary> /// <param name="map">The game map with all units on it.</param> /// <param name="you">Your player object. This is created for each call.</param> /// <param name="allPlayers">All players including you. This is created for each call.</param> /// <param name="cards">The cards you get to pick from. This does not include locked cards.</param> /// <returns>Your requested turn.</returns> public PlayerTurn Turn(GameMap map, Player you, List<Player> allPlayers, List<Card> cards) { // if hurt bad, consider power down bool powerDown = false; if ((you.Damage > 5) && (rand.Next(4) == 0)) powerDown = true; // get 40 sets, pick the one that's closest to the flag (middle of the board if got all flags) List<Card> best = null; int bestDiff = int.MaxValue; int okDiff = rand.Next(0, 3); FlagState fs = you.FlagStates.FirstOrDefault(fsOn => !fsOn.Touched); Point ptFlag = fs == null ? new Point(map.Width / 2, map.Height / 2) : fs.Position; for (int turnOn = 0; turnOn < 40; turnOn++) { // pick NUM_CARDS (or fewer if locked) random cards List<Card> moveCards = new List<Card>(); bool[] cardUsed = new bool[cards.Count]; for (int ind = 0; ind < NUM_CARDS - you.NumLockedCards; ind++) for (int iter = 0; iter < 100; iter++) // in case can't work it with these cards { int index = rand.Next(cards.Count); if (cardUsed[index]) continue; moveCards.Add(cards[index]); cardUsed[index] = true; break; } // add in the locked cards for (int ind = NUM_CARDS - you.NumLockedCards; ind < NUM_CARDS; ind++) moveCards.Add(you.Cards[ind]); // If all we have are rotates, we add in a move forward 1 so that a card that is a turn can then take into account next time we get a forward 1. bool addMove = moveCards.All(card => card.IsRotate); if (addMove) moveCards.Add(new Card(Card.ROBOT_MOVE.FORWARD_ONE, 500)); // run it Utilities.MovePoint mp = Utilities.CardDestination(map, you.Robot.Location, moveCards); // if it kills us we don't want it if (mp.Dead) continue; // if better than before, use it if (addMove) moveCards.RemoveAt(moveCards.Count - 1); int diff = Math.Abs(ptFlag.X - mp.Location.MapPosition.X) + Math.Abs(ptFlag.Y - mp.Location.MapPosition.Y); if (diff <= okDiff) return new PlayerTurn(new List<Card>(moveCards), powerDown); if (diff < bestDiff) { bestDiff = diff; best = moveCards; } } return new PlayerTurn(best == null ? new List<Card>() : new List<Card>(best), powerDown); }
private static int _CalcLaserDamage(GameMap map, Point position, int xAdd, int yAdd, MapSquare.DIRECTION laserDirection, MapSquare.SIDE wallExit, MapSquare.SIDE wallEnter) { int damage = 0; int x = position.X; int y = position.Y; bool startSquare = true; while ((0 <= x) && (x < map.Width) && (0 <= y) && (y < map.Height)) { MapSquare sq = map.Squares[x][y]; // can we move into this square? if ((! startSquare) && ((sq.Walls & wallEnter) != 0)) break; startSquare = false; if ((sq.Laser != null) && (sq.Laser.Location.Direction == laserDirection)) { damage++; break; } // can we move out of this square? if ((sq.Walls & wallExit) != 0) break; x += xAdd; y += yAdd; } return damage; }
/// <summary> /// Move a unit one square in the requested direction. Ignores all robots on the map but does take into account walls, conveyor belts and gears. /// </summary> /// <param name="map">The game map.</param> /// <param name="position">The map square to start the move from.</param> /// <param name="direction">The direction to move.</param> /// <returns>The final location of the move.</returns> public static MovePoint Move(GameMap map, Point position, MapSquare.DIRECTION direction) { // watch for wall in this direction MapSquare.SIDE sideExit = sideMoveOut[(int) direction]; MapSquare.SIDE sideEnter = sideMoveIn[(int) direction]; BoardLocation location = new BoardLocation(position, direction); // can we exit this square? MapSquare sq = map.GetSquare(position); if ((sq.Walls & sideExit) != 0) return new MovePoint(location); BoardLocation moveTo = location.Move(1); // did we go off the board? if ((moveTo.MapPosition.X < 0) || (map.Width <= moveTo.MapPosition.X) || (moveTo.MapPosition.Y < 0) || (map.Height <= moveTo.MapPosition.Y)) return new MovePoint(location, true); // did we go into a pit? if (map.GetSquare(moveTo.MapPosition).Type == MapSquare.TYPE.PIT) return new MovePoint(moveTo, true); // can we enter the new square? sq = map.GetSquare(moveTo.MapPosition); if ((sq.Walls & sideEnter) != 0) return new MovePoint(location); return new MovePoint(moveTo); }
/// <summary> /// Move a unit one card move. Ignores all robots on the map but does take into account walls, conveyor belts and gears. /// </summary> /// <param name="map">The game map.</param> /// <param name="startLocation">Where the unit starts.</param> /// <param name="move">The move to apply.</param> /// <returns>The final location of the move.</returns> public static MovePoint Move(GameMap map, BoardLocation startLocation, Card.ROBOT_MOVE move) { int steps = 0; switch (move) { case Card.ROBOT_MOVE.BACKWARD_ONE: steps = -1; break; case Card.ROBOT_MOVE.FORWARD_ONE: steps = 1; break; case Card.ROBOT_MOVE.FORWARD_TWO: steps = 2; break; case Card.ROBOT_MOVE.FORWARD_THREE: steps = 3; break; case Card.ROBOT_MOVE.ROTATE_LEFT: return new MovePoint(startLocation.Rotate(-1)); case Card.ROBOT_MOVE.ROTATE_RIGHT: return new MovePoint(startLocation.Rotate(1)); case Card.ROBOT_MOVE.ROTATE_UTURN: return new MovePoint(startLocation.Rotate(2)); } MapSquare.DIRECTION dir = steps >= 0 ? startLocation.Direction : startLocation.Rotate(2).Direction; Point position = startLocation.MapPosition; while (steps != 0) { MovePoint mp = Move(map, position, dir); if (mp.Dead) return new MovePoint(new BoardLocation(mp.Location.MapPosition, startLocation.Direction), true); position = mp.Location.MapPosition; int singleStep = Math.Max(-1, Math.Min(1, steps)); steps -= singleStep; } return new MovePoint(new BoardLocation(position, startLocation.Direction)); }