ROFLBot Progress
Posted: Wed Feb 24, 2010 1:12 am
My code will never be as beautiful or fast as Martin's... and my strategy will never be as good as Ace's
Up to this point, the bot will:
Tick 1 - Defcon 5
1. [DONE] Enumerate important things (who am I , who are they)
2. [DONE] Determine where it wants to start placing ground units, based on what I consider to be the core ( the city that has the most close neighbors, unweighted by pop)
3. [DONE] Deploy 3-4 'forward radar' (= radars positioned to look at neighboring lands and oceans, not intended to be used in defense).
- The forward radar can be anywhere that is not within 1.8 units of a city.
- The code starts at the core city, jumps out 90 units, and starts coming back in 5 units at a time circularly. If it can place a radar, it does. The compass is divided into sectors depending on the # of forward radar chosen. Once a forward radar has been deployed into a sector (which will be either 72 or 90 degrees wide - either 5 or 4 forward radar), that 'sector' will not be reused. Thus forward radar is spread out properly in multiple directions.
4. [Not written yet] Deploying forward subs and sending on their way
5. [DONE] Deploying scout battleships and sending on their way to the best scouting position
Tick 1 - Defcon 4
1. [DONE]Start trying to place the silos.
- Start at the core and work way out. a position is valid if
a. there is no city within 1.8 units
b. enemy territory is not within 20 units
2. [DONE]Repeat process for airbases
3. [DONE]Repeat process for remaining radar (= defensive radar).
[ Note: these parts really suck if the bot is Europe with Africa and Russia as playing opponents ]
4. [Not written yet] Fleet placement
Screenshots:
I can post code if you guys want...or forget it if you are already way ahead!
Up to this point, the bot will:
Tick 1 - Defcon 5
1. [DONE] Enumerate important things (who am I , who are they)
2. [DONE] Determine where it wants to start placing ground units, based on what I consider to be the core ( the city that has the most close neighbors, unweighted by pop)
3. [DONE] Deploy 3-4 'forward radar' (= radars positioned to look at neighboring lands and oceans, not intended to be used in defense).
- The forward radar can be anywhere that is not within 1.8 units of a city.
- The code starts at the core city, jumps out 90 units, and starts coming back in 5 units at a time circularly. If it can place a radar, it does. The compass is divided into sectors depending on the # of forward radar chosen. Once a forward radar has been deployed into a sector (which will be either 72 or 90 degrees wide - either 5 or 4 forward radar), that 'sector' will not be reused. Thus forward radar is spread out properly in multiple directions.
4. [Not written yet] Deploying forward subs and sending on their way
5. [DONE] Deploying scout battleships and sending on their way to the best scouting position
Tick 1 - Defcon 4
1. [DONE]Start trying to place the silos.
- Start at the core and work way out. a position is valid if
a. there is no city within 1.8 units
b. enemy territory is not within 20 units
2. [DONE]Repeat process for airbases
3. [DONE]Repeat process for remaining radar (= defensive radar).
[ Note: these parts really suck if the bot is Europe with Africa and Russia as playing opponents ]
4. [Not written yet] Fleet placement
Screenshots:
I can post code if you guys want...or forget it if you are already way ahead!