Re: Contest 2 Update:

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On Tue, 30 Nov 2004 08:11:05 -0800, Andy Serpa <guest at rapideuphoria.com>
wrote:
> > > Also if it was set up without the attack going first I could very easily
> > > program a bot to simply move to any safe surrounding area if I could be
> > > attacked by more than one unit this turn.  Which would mean in
> > > order to kill any one of my units you would have to corner him first
> > > with no possible move to a safe area.
> Yeah, I sort of liked that idea.  More room for strategy.  Only long & boring
> matches with dumb & boring bots.  It could lead to bots playing sacrifices by
> baiting the opponent and all sorts of interesting stuff.  Plus anticiptory
> attacks take care of part of the escape issue becuase you could attack the escape
> square before as he was about to go there.  Oh well...

My 'slightly-smart' drones *are* incompetent, but it takes a long long
time for matches to finish already. If players are exploiting the
escape ability, it'd take even longer...


> Hey, can we have the directional contants DIR_E, DIR_NW actually *be* the
> directions, i.e {1,0},{-1,-1} instead of just the numbers 1-8.  Now everyone will
> have to right a routine just to convert one to another to send orders...

There is a new constant in constants.ew called offset, who's elements
correspond to the directions.
So it's easy: 
for d = 1 to length(offset) do
      temp = units[h][POS] + offset[d]
      temp = arena[temp[1]][temp[2]]
      if temp > 0 and units[temp][ID] != metrics[IDENTITY] then
            orders = append(orders, {h, ATTACK, d} ) --note, still
uses the number
      end if
end for

-- 
MrTrick

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