Robot Rumble ALPHA
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const ATTACK = "a"; const MOVE = "m"; const ALL_DIRECTIONS = [Direction.North, Direction.East, Direction.South, Direction.West]; const COORDS = {}; for(let x = 1; x <= 17; x++) { for(let y = 1; y <= 17; y++) { COORDS[new Coords(x, y)] = new Coords(x, y); } } const is_legal_coordinate = c => { if(c.x <= 0 || c.x > 17 || c.y <= 0 || c.y > 17) return false; if(c.y <= 5-c.x) return false; if(c.y <= c.x-13) return false; if(c.y >= c.x+13) return false; if(c.y >= 31-c.x) return false; return true; }; const score = (friends, enemies) => { const unit_score = Object.keys(friends).length - Object.keys(enemies).length; let health_score = 0; for(const x in friends) { health_score += Math.pow(friends[x], 0.5); } for(const x in enemies) { health_score -= Math.pow(enemies[x], 0.5); } const map_score = {}; for(const x in friends) { map_score[x] = { surround: 0, distance: 0 }; } for(const x in enemies) { map_score[x] = { surround: 0, distance: 0 }; } for(const f in friends) { const fc = COORDS[f]; for(const e in enemies) { const d = COORDS[f].distanceTo(COORDS[e]); const d_score = 1.0 / Math.pow(d, 2); map_score[e].distance += d_score; map_score[f].distance -= d_score; if(d == 1) { map_score[e].surround += 1; map_score[f].surround -= 1; } } } let surround_score = 0; let distance_score = 0; for(const x of Object.values(map_score)) { surround_score += Math.pow(x.surround, 2); distance_score += Math.pow(x.distance, 2); } return [unit_score, surround_score, health_score, distance_score]; }; const array_cmp = (a, b) => { for(let i = 0; i < a.length; i++) { let x = a[i] - b[i]; if(x != 0) return x; } return 0; } const tick = (friends, enemies, actions) => { for(const source in actions) { const action = actions[source]; if(action == null) continue; let [action_type, direction] = action; if(action_type == MOVE) { const target = COORDS[source].add(direction); if(!(target in enemies) && !(target in friends) && is_legal_coordinate(target)) { const obj = source in friends? friends : enemies; obj[target] = obj[source]; delete obj[source]; } } } for(const source in actions) { const action = actions[source]; if(action == null) continue; let [action_type, direction] = action; if(action_type == ATTACK) { const target = COORDS[source].add(direction); if(target in enemies) enemies[target] -= 1; if(target in friends) friends[target] -= 1; } } for(const enemy in enemies) { if(enemies[enemy] <= 0) delete enemies[enemy]; } for(const friend in friends) { if(friends[friend] <= 0) delete friends[friend]; } }; let ACTIONS = null; function initTurn(state) { const friends = {} for(const x of state.objsByTeam(state.ourTeam)) { friends[x.coords] = x.health; } const enemies = {} for(const x of state.objsByTeam(state.otherTeam)) { enemies[x.coords] = x.health; } let best_actions = {}; for(const enemy in enemies) { best_actions[enemy] = null; let lowest_health = 1000; for(const direction of ALL_DIRECTIONS) { const target = COORDS[enemy].add(direction); if(!(target in friends)) continue; let h = friends[target]; if(h > lowest_health) continue; lowest_health = h; best_actions[enemy] = [ATTACK, direction]; } } const possible_actions = {} for(const friend in friends) { best_actions[friend] = null; possible_actions[friend] = [null]; for(const direction of ALL_DIRECTIONS) { const target = COORDS[friend].add(direction); if(!is_legal_coordinate(target)) continue; if(target in enemies) { possible_actions[friend].push([ATTACK, direction]); } else { possible_actions[friend].push([MOVE, direction]); } } } let fs = Object.assign({}, friends); let es = Object.assign({}, enemies); tick(fs, es, best_actions); let best_score = score(fs, es); for(const f in friends) { let actions = Object.assign({}, best_actions); for(const a of possible_actions[f]) { actions[f] = a; fs = Object.assign({}, friends); es = Object.assign({}, enemies); tick(fs, es, actions); let s = score(fs, es); if(array_cmp(best_score, s) < 0) { best_score = s; best_actions = Object.assign({}, actions); } } } ACTIONS = best_actions; } function robot(state, unit) { let best_action = ACTIONS[unit.coords]; if(best_action == null) return null; [action_type, direction] = best_action; if(action_type == ATTACK) { return Action.attack(direction); } else { return Action.move(direction); } };
Made with <3 by Anton and Noa
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