diff --git a/.github/workflows/release-engine.yml b/.github/workflows/release-engine.yml index 4739fbb0..717a257e 100644 --- a/.github/workflows/release-engine.yml +++ b/.github/workflows/release-engine.yml @@ -14,7 +14,7 @@ env: RELEASE_ARTIFACT_ID: battlecode26 # IS_PUBLIC is whether to release deployments publicly. Set to exactly the text "YES" to do so. - IS_PUBLIC: YES + IS_PUBLIC: NO jobs: release-java: diff --git a/engine/src/main/battlecode/world/resources/5t4rv4t10n_1337.map26 b/engine/src/main/battlecode/world/resources/5t4rv4t10n_1337.map26 deleted file mode 100644 index aee1bf78..00000000 Binary files a/engine/src/main/battlecode/world/resources/5t4rv4t10n_1337.map26 and /dev/null differ diff --git a/engine/src/main/battlecode/world/resources/DefaultLarge.map26 b/engine/src/main/battlecode/world/resources/DefaultLarge.map26 deleted file mode 100644 index dcfb4745..00000000 Binary files a/engine/src/main/battlecode/world/resources/DefaultLarge.map26 and /dev/null differ diff --git a/engine/src/main/battlecode/world/resources/DefaultMedium.map26 b/engine/src/main/battlecode/world/resources/DefaultMedium.map26 deleted file mode 100644 index 1de65713..00000000 Binary files a/engine/src/main/battlecode/world/resources/DefaultMedium.map26 and /dev/null differ diff --git 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run() method inside this class is like your main function: this is what we'll call once your robot + * is created! + */ +public class RobotPlayer { + /** + * We will use this variable to count the number of turns this robot has been alive. + * You can use static variables like this to save any information you want. Keep in mind that even though + * these variables are static, in Battlecode they aren't actually shared between your robots. + */ + static int turnCount = 0; + + static int turnsSinceCarry = 100; + + /** + * A random number generator. + * We will use this RNG to make some random moves. The Random class is provided by the java.util.Random + * import at the top of this file. Here, we *seed* the RNG with a constant number (6147); this makes sure + * we get the same sequence of numbers every time this code is run. This is very useful for debugging! + */ + static final Random rng = new Random(6147); + + /** Array containing all the possible movement directions. */ + static final Direction[] directions = { + Direction.NORTH, + Direction.NORTHEAST, + Direction.EAST, + Direction.SOUTHEAST, + Direction.SOUTH, + Direction.SOUTHWEST, + Direction.WEST, + Direction.NORTHWEST, + }; + + /** + * run() is the method that is called when a robot is instantiated in the Battlecode world. + * It is like the main function for your robot. If this method returns, the robot dies! + * + * @param rc The RobotController object. You use it to perform actions from this robot, and to get + * information on its current status. Essentially your portal to interacting with the world. + **/ + @SuppressWarnings("unused") + public static void run(RobotController rc) throws GameActionException { + // Hello world! Standard output is very useful for debugging. + // Everything you say here will be directly viewable in your terminal when you run a match! + System.out.println("I'm alive"); + + // You can also use indicators to save debug notes in replays. + rc.setIndicatorString("Hello world!"); + + while (true) { + // This code runs during the entire lifespan of the robot, which is why it is in an infinite + // loop. If we ever leave this loop and return from run(), the robot dies! At the end of the + // loop, we call Clock.yield(), signifying that we've done everything we want to do. + + turnCount += 1; // We have now been alive for one more turn! + turnsSinceCarry += 1; + + // Try/catch blocks stop unhandled exceptions, which cause your robot to explode. + try { + // The same run() function is called for every robot on your team, even if they are + // different types. Here, we separate the control depending on the UnitType, so we can + // use different strategies on different robots. If you wish, you are free to rewrite + // this into a different control structure! + + // Every 10 turns, print out what type of robot we are. + if (turnCount % 100 == 0) { + System.out.println("Turn " + turnCount + ": I am a " + rc.getType().toString()); + } + + // BABY_RAT: throw as soon as possible; otherwise turn toward any sensed enemy cat to set up a throw. + if (rc.getType() == UnitType.BABY_RAT) { + // Immediate throw if possible + if (rc.canThrowRat()) { + rc.throwRat(); + rc.throwRat(); + rc.throwRat(); + continue; + } + + // If carrying, aim toward the first sensed enemy cat and prioritize turning + RobotInfo[] nearby = rc.senseNearbyRobots(); + RobotInfo targetCat = null; + for (RobotInfo info : nearby) { + if (info.team != rc.getTeam() && info.type.isCatType()) { + targetCat = info; + break; // take the first sensed cat + } + } + + if (targetCat != null && rc.getCarrying() != null) { + Direction toCat = rc.getLocation().directionTo(targetCat.location); + if (toCat != null && toCat != Direction.CENTER) { + if (rc.getDirection() != toCat && rc.canTurn(toCat)) { + rc.turn(toCat); + continue; // prioritize turning to set up next-turn throw + } + } + } + } + + // Try to move forward one step. + if (rc.canMoveForward()) { + System.out.println("Turn " + turnCount + ": Trying to move " + rc.getDirection()); + rc.moveForward(); + } else { + System.out.println("couldn't move forward on turn " + turnCount + " at location " + rc.getLocation() + " facing " + rc.getDirection()); + // If we can't move forward, try to turn a random direction. + int randomDirection = rng.nextInt(8); + + if (rc.canTurn()) { + rc.turn(directions[randomDirection]); + } + + if (rc.getType() == UnitType.RAT_KING) { + MapLocation[] partLocs = rc.getAllPartLocations(); + + for (MapLocation loc : partLocs) { + MapLocation newLoc = loc.add(rc.getDirection()); + + if (rc.canBuildRat(newLoc)) { + rc.buildRat(newLoc); + } + } + } else if (rc.getType() == UnitType.BABY_RAT) { + // Strategy: pick up a nearby rat, carry it to a tile one away from a wall, + // face the wall, and repeatedly throw the carried rat against the wall. + try { + RobotInfo carrying = rc.getCarrying(); + + // If we are carrying a rat, try to find a direction where the next tile + // (one step forward) is a wall/impassable. If found, face that wall and throw. + if (carrying != null) { + MapLocation loc = rc.getLocation(); + + // Find the nearest wall in any cardinal/diagonal direction by scanning outward. + Direction nearestWallDir = null; + int nearestWallDist = Integer.MAX_VALUE; + int maxScan = 6; // how far to look for a wall + MapLocation myLoc = rc.getLocation(); + for (Direction d : directions) { + MapLocation scanLoc = myLoc; + for (int step = 1; step <= maxScan; step++) { + scanLoc = scanLoc.add(d); + if (!rc.onTheMap(scanLoc)) break; + boolean passable = true; + try { + passable = rc.sensePassability(scanLoc); + } catch (GameActionException e) { + passable = false; + } + if (!passable) { + if (step < nearestWallDist) { + nearestWallDist = step; + nearestWallDir = d; + } + break; + } + } + } + + if (nearestWallDir != null) { + // If we're already one tile away from the wall (step == 1), face it and throw. + if (nearestWallDist == 1) { + if (rc.getDirection() != nearestWallDir && rc.canTurn(nearestWallDir)) { + rc.turn(nearestWallDir); + } + if (rc.canThrowRat()) { + rc.throwRat(); + } + } else { + // Move toward the tile that is one-away-from-wall in that direction. + MapLocation target = myLoc; + for (int i = 0; i < nearestWallDist - 1; i++) target = target.add(nearestWallDir); + Direction toTarget = rc.getLocation().directionTo(target); + if (toTarget != null && toTarget != Direction.CENTER) { + if (rc.getDirection() != toTarget && rc.canTurn(toTarget)) { + rc.turn(toTarget); + } else if (rc.canMove(toTarget)) { + rc.move(toTarget); + } else if (rc.canMoveForward()) { + rc.moveForward(); + } + } + } + } else { + // No wall found in scan range: fallback to previous simple wandering + if (rc.canMoveForward()) { + rc.moveForward(); + } else if (rc.canTurn()) { + rc.turn(directions[rng.nextInt(directions.length)]); + } + } + } else { + // Not carrying: try to pick up a nearby rat (ally or any carryable rat). + boolean picked = false; + for (Direction dir : directions) { + MapLocation targetLoc = rc.getLocation().add(dir); + if (rc.canCarryRat(targetLoc)) { + rc.carryRat(targetLoc); + turnsSinceCarry = 0; + picked = true; + break; + } + } + + if (!picked) { + // Prefer to stay near walls: if already adjacent to a wall, face it + // and move along it to find more rats. + MapLocation myLoc = rc.getLocation(); + Direction adjacentWall = null; + for (Direction d : directions) { + MapLocation ahead = myLoc.add(d); + if (rc.onTheMap(ahead)) { + boolean passable = true; + try { + passable = rc.sensePassability(ahead); + } catch (GameActionException e) { + passable = false; + } + if (!passable) { + adjacentWall = d; + break; + } + } + } + + if (adjacentWall != null) { + // Face the wall + if (rc.getDirection() != adjacentWall && rc.canTurn(adjacentWall)) { + rc.turn(adjacentWall); + } else { + // Try to move along the wall (left or right) to discover rats + Direction[] along = {adjacentWall.rotateLeft(), adjacentWall.rotateRight()}; + boolean moved = false; + for (Direction ad : along) { + MapLocation step = myLoc.add(ad); + if (rc.onTheMap(step)) { + MapLocation checkAhead = step.add(adjacentWall); + boolean wallThere = false; + try { + wallThere = !rc.sensePassability(checkAhead); + } catch (GameActionException e) { + wallThere = false; + } + if (wallThere && rc.canMove(ad)) { + rc.move(ad); + moved = true; + break; + } + } + } + if (!moved) { + // Occasionally turn in place to re-orient + if (turnsSinceCarry > 50 && rc.canTurn()) { + rc.turn(directions[rng.nextInt(directions.length)]); + } + } + } + } else { + // Move toward nearest wall-adjacent tile within a small radius + MapLocation best = null; + int bestDist = Integer.MAX_VALUE; + for (int dx = -3; dx <= 3; dx++) { + for (int dy = -3; dy <= 3; dy++) { + if (dx == 0 && dy == 0) continue; + int cx = myLoc.x + dx; + int cy = myLoc.y + dy; + MapLocation cand = new MapLocation(cx, cy); + if (!rc.onTheMap(cand)) continue; + boolean adjWall = false; + for (Direction d : directions) { + MapLocation wc = cand.add(d); + if (!rc.onTheMap(wc)) continue; + try { + if (!rc.sensePassability(wc)) { + adjWall = true; + break; + } + } catch (GameActionException e) { + // ignore + } + } + if (adjWall) { + int dist = Math.abs(dx) + Math.abs(dy); + if (dist < bestDist) { + bestDist = dist; + best = cand; + } + } + } + } + if (best != null) { + Direction toTarget = rc.getLocation().directionTo(best); + if (toTarget != null && toTarget != Direction.CENTER) { + if (rc.getDirection() != toTarget && rc.canTurn(toTarget)) { + rc.turn(toTarget); + } else if (rc.canMove(toTarget)) { + rc.move(toTarget); + } else if (rc.canMoveForward()) { + rc.moveForward(); + } + } + } else { + // fallback wander + if (rc.canMoveForward()) { + rc.moveForward(); + } else if (rc.canTurn()) { + rc.turn(directions[rng.nextInt(directions.length)]); + } + } + } + } + } + } catch (GameActionException e) { + // If any game action fails here, ignore and continue main loop + } + } + } + } catch (GameActionException e) { + // Oh no! It looks like we did something illegal in the Battlecode world. You should + // handle GameActionExceptions judiciously, in case unexpected events occur in the game + // world. Remember, uncaught exceptions cause your robot to explode! + System.out.println("GameActionException"); + e.printStackTrace(); + } catch (Exception e) { + // Oh no! It looks like our code tried to do something bad. This isn't a + // GameActionException, so it's more likely to be a bug in our code. + System.out.println("Exception"); + e.printStackTrace(); + } finally { + // Signify we've done everything we want to do, thereby ending our turn. + // This will make our code wait until the next turn, and then perform this loop again. + Clock.yield(); + } + // End of loop: go back to the top. Clock.yield() has ended, so it's time for another turn! + } + + // Your code should never reach here (unless it's intentional)! 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