Re: Contest 2 Announcement

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Patrick Barnes wrote:

> 
> > Am I the only one that hates unit handles?  Complicated my code quite a bit.
> >  Before I could
> mask off my units with:</font></i>
> > 
> > my_units = (arena = metrics[IDENTITY])
> Hey, neat trick. Might be slow though...
> 
Not compared to looping through the units sequence, making a list of positions,
and then adding them one at a time to a mask.  The old way, I had to loop through
the mask to make a list of units afterward, but it was easier because it didn't
have all the subscripts of the units sequence.  Now I can't tell me from the
enemy without referring to units.  Before it was just:

ME = (arena = IDME)
ENEMY = (arena > 0 and arena != ME)
WALLS = (arena = WALLS)

Nice and Euphorian, you see.

> > Now I've got all these functions to extract their positions, I've got to
> > keep track of the hndles,
> etc. </font></i>
> 
> Well, rather than iterating through the map looking for your units,
> you can just look in the units sequence. Much easier! I don't think
> you really need to 'keep track' of much anymore.
> 
But I *need* those arena-shaped masks like above.  At least til I figure out a
better way to do what I'm doing.

> The main reason that the handles were added is that it makes
> differentiating the units possible. Before you didn't know which unit
> was which, now you can see what each unit did last turn, and whether
> they were successful at it!
> I figure that'll help strategy...
> 
I'm just giving you a hard time.  It'll be fine...


BTW, did I read somewhere that you will be releasing the submissions (shrouded)
as they come in?  So if I give you an entry tomorrow, everyone else has a month
to figure out how to reliably beat it whilst holding their own submissions back
until the last minute so no one ever sees them?

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