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Add melee to chaos zapper

If melee is not equipped, it will keep going around at 2x DPS (flash zapper).

But if it is, it should bash adjacent units a bit, cloak and all.

Artillery improvements on defense

Will help with both side sneaks, as well as dealing damage that can't be reflected while tanks keep enemies still.

On defense:

  • waypoint movement code
  • do not wait for sensors to move (but activate them if available)
  • micro at a smaller evade distance (min of 5)

Bundle of melee units

Like spartans... band together to reduce surface area. Could be useful against uncoordinated/mass melee enemies.

Make defense less vulnerable to lures / landmines

Phase 1: dedicated reflect 3 / thrusters 3 miners lured out the tanks.
image

Phase 2: 2 of the same, plus 2 reflect 3 / melee 2 teleporters. Once rangers engaged the miners were pretty useless.
image

Phase 3: laser 3 / reflect 3. These guys were dumb and shot chips, but most of the damage was self-inflicted via reflect.
image

Ideas:

  • lasers on defense?
  • if tanks are damaged and beyond halfway point, pull back.

Better defense coordination

Tanks should have reflect 3, no shield.
Behind units should cast shield on tanks, as big as possible.

Need to figure out a heuristic to get shields cast on tanks.

Fix artillery micro mining

Just like missile micro, it should run more the closer the enemy gets, not wait around to get pummeled.

Also, try running it on speed 3 instead of 1.

Defense test checklist

  • Reflect / shields (especially team activations) are correct
  • Movement / patrol is correct
  • Artillery sneaks are dealt with
  • Seeing new units and following is correct
  • Mining team
  • Lure and sneak

Artillery helper

Has repair, as well as a strong melee attack to break up anyone who gets near.

Requires code to coordinate movement.

Cloak rush defenses

Ideas:

  • light them on fire with inferno zap or laser
  • always attack to an enemy location that is within 3 columns of the right
  • defenders should bump cloak locations (require getting on the space of enemy target): this also is unaffected by the fire zappers dying.
  • Missile micro should not back up when they uncloak

Missile micro darts across a row of enemies in an attempt to avoid laser

It will run across a whole column and back.

If there is an enemy in the row we're moving to, don't move there. Just move the other way, or back, or shoot. (This helps with offense as well).

This code may inadvertently help with artillery dodging, but that is only at 5 range, so we can factor it out to a separate section.

Improve mining coordination / avoid leroy jenkins

It seems that when one of the miners goes ahead and leeeroy jenkins everyone, there is not a good distribution of mines when enemies charge. We should help them to coordinate better.

Mine layers also don't lay enough mines when enemies are further out but not that close.

Ideas

  • advancing in a diagonal should stay that way
  • random up/down movements actually don't help for miners...coordinate?

Would be interesting if miners could keep formation, at least for the initial assault.

Unified defense is vulnerable to chip killing

By the time attacking artillery that start from the back make it up to the front, defenders have backed up to the CPU, and just let the chips die.

Maybe this is OK though. The chips buy us a turn.

ZapKiteBot

Loadout:

  • zapper 3
  • thrusters 2/3
  • reflect 1/2

Attempts to keep the closest enemy at (1,1). On a diagonal so avoids lasers. Moves too quickly for artillery. Can only be melee'd with charge available. Reflects missiles.

Could complement missile kiters well. Worth giving a shot.

AggroMiner improvements

  • Initial coordinated mine laying "carpet" (can prototype #44) until reaching back wall
  • Configurable VS_LASERS to either stay on row/col or on a diagonal
  • Configurable EVADE_DISTANCE: how close to stay to enemies while laying mines
  • Support/try various defenses:
  • reflect 3 / cloak 3 (shadow minelayer)
  • reflect 3 / cloak 1 / thrusters 2
  • thrusters 3 + shield/reflect (fast minelayer)
  • teleport + shield/reflect (evasive minelayer)
  • co-shielding of other minelayers
  • regen 2 / shield 2 / thrusters 2 (roach minelayer)
  • can also use regen in any combination above.

Generally very flexible because 6 slots are open!!

Fix EWMA movement issues

  • Do not shoot chips when out of EWMA range; this has caused many groups of bots to get ded.
  • Bots shouldn't be forced to move toward EWMA, the ones that are actively microing should "pull" the ones that are not occupied. So move the code toward the end rather than the beginning.

Sneaktillery improvements

  • Allow sneaktillery to kill chips from the side t(hen, it may be able to continue along undetected.)
  • Allow it to move around blocking units in the way
  • If teleport is enabled, jump forward when trying to advance.
  • better support for 2 sneaktillery at once

Handle other equipment:

  • cloak
  • reflect
  • teleport

Repair bot

Used on attack.

  • looks for friendly bots to repair. broadcasts its location

  • if a bot sees repair bot nearby and no enemies, it waits to get repaired

  • mainly for supporting micro or artillery units.

DistractBot

Regen 3, TP 2, thrusters 2

The whole point of this bot is to keep the enemy team occupied for as long as possible. For hard to crack, coordinated defenses that need a distraction so that a crack team can take out the CPU.

Better evasion along back/bottom walls

On side walls:

  • When evading along bottom wall randomly step upward. This is because enemies follow horizontally and won't step on the mines, etc. This allows us to get out and around again.

On rear wall:

  • Bots get stuck when there are more than 2 enemies, but should just run forward and try to go around.

Fast Zapper

Update the zap kite bot: note that when using thrusters with zapper, damage is dealt every time the bot moves. So effective DPS can be twice as high (!!) as with normal zapper. But enemy melee units can only hit you half the time.

Why melee a single unit for 550 when you can splash in all directions for 700, and diagonally for 350? Then just cloak when zap runs out, and do it again!

Too many editor configs

Not sure which one of these is authoritative, but the ones that aren't should be deleted.

  • .vscode/settings.json
  • .editorconfig
  • .prettierrc.json
  • tslint.json

Make defense less vulnerable to lures / mines

Too stringent and we risk getting a run-around and the CPU killed. We can probably clear if either condition is satisfied:

  • <= 3 spaces away with sensors on
  • <= 1 space away with no sensors on

Also, bots should not follow enemies more than halfway across the map (just delete enemy target location). This will both cause them to be less sensitive to mines, and get back to the CPU faster in case of lures. Because it will return and not just sit at the edge, it won't be vulnerable to artillery micro.

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