[Community Puzzle] Cultist Wars


#1

https://www.codingame.com/multiplayer/bot-programming/cultist-wars

Send your feedback or ask for help here!

Created by @Nixerrr,validated by @Razovsky,@redline1 and @Catagami.
If you have any issues, feel free to ping them.


#2

Wood 2 boss (BOSS 1) timed out once, but couldn’t reproduce sorry to say…


#3

Thanks! The boss is in Java and I suspect it’s to do with the Java issues the platform is experiencing. I’ll look into it if the problem persists once Java is fixed on CG.


#4

Added timeout and invalid move tooltips.


#5

It seems that I cannot update the game without the boss resubmitting, so I can’t add the link of the repo to statement. So here it goes: https://bitbucket.org/Nixerrr/cultist-wars/src/


#6

Some fixes:

  • the Bresenham implementation in the referee was changed so that the Bresenham line is always calculated from the point with lower Y towards the point with higher Y. This way there are no longer situations where a unit is able to shoot another and the other not
  • added tooltips with coordinates and unit info
  • added link to the repo

Also, Illedan suggested that the neutral movement should be deterministic. He also suggested some ways of doing it but I’m still undecided. Any thoughts on that?


#7

Nice update! I also agree with making the neutral movement deterministic.


#8

Some of you have been requesting deterministic neutral movement and have also complained about neutrals moving too much around, especially when there are less neutrals. I fixed both issues. See the
moveNeutrals() method of the Referee.

  • The neutral unit to move and its direction is now determined by a simple LCG.
  • Previously the neutral unit chosen to move was chosen via rand(neutrals.size()). Now it is rand(MAX_NUMBER_OF_NEUTRALS). So the less neutrals there are, the less likely it is that one of them moves.