im in wood 2 how do i do the take cover thing i need a hint
check the up to 4 orthogonally adjacent tiles for one that is fully protected (i.e is itself adjacent to a type 2 tile in the same direction as the enemies).
For those who may be interested, Iâve added the CLI interface to the referee: GitHub - Telokis/cg_SummerChallenge2025-SoakOverflow
Looks like a bug in the protocol description:
The next
width*heightlines: The following 3 inputs for each tile on the grid
But actually there are height lines with 3Ăwidth inputs.
Hi !
On the replay here (donât mind what my agents are doing plz
), shouldnât the agent 4 have 75% cover regarding my agent 1 ?
Maybe Iâm missing something, but it seems like block (4, 2) should grab cover to the enemy ![]()
Thanks by advance for your answers !
Agent 4 doesnât have any cover from Agent 1 because theyâre on the same side of the block.
Hello ! Hope your challenge is going as you wish ![]()
Iâm not sure I understand the movement of the agents:
Letâs say we have this configuration:
Agent #1 in (0,8)
Agent #2 in (0,7)
If we output:
â1; MOVE 0 7â;
â2; MOVE 1 7â;
I would have expected agent #1 to be blocked by agent #2.
However since agent #2 is freeing his place by going somewhere else, it seems to be fine !
Is it safe to assume there is a sort of âmouvement solverâ and itâs independant of the output order?
Subsidiary question about path:
If we have an agent at 5;5 moving to 7;5 and there is a hindrance at 6;5.
Does the agent go top or bottom to avoid it? I have not found the rule about the path taken.
Aaaaah, you mean sides are only left and right ?
I thought block coer worked on 4 directions âŠ
Top and bottom too (like on the second screenshot in the examples section)
I agree that the definition of âopposite directionâ could be clearer!
If my understanding is correct:
In the replay: B is (#1) and A is (#4)
B . . . . .
. . . . . . X
. . . . . . A
. . . . . . X
the direction of the shot B â A is âRightâ, however A has protection for âTopâ and âBottomâ, thus is taking the full shot.
Looking at screenshot 1, the direction might be based on the diagonals (included): (excuse my poor ascii skills)
\ . . . . / . .
. .\ X / . .
. . .A . . .
. ./ X \. .
./ . . . .\ .
Everything on left and right of A is open
Hmm, OK ![]()
By the way, that schema is misleading ⊠I foolishly thought green ticks would extend infinitely on right, but too up and down ⊠and that it would be the same for all directions and cases

By the way, the second screenshot seems to not agree the first schema ⊠How would you explain the two green shields on the bottom left ??

Actually the wood league 2 is poorly explained. You should shoot one of the 2 enemy agents that has the least âfrontâ cover. âFrontâ means the tile facing you only, regardless of the upper nor bottom tile of the enemy.
What I understood about the covers is:
- The covers are not in a cone (diagonals): they extend infinitely in 3 directions.
- The 2nd example shows how 2 different covers intersect each other. The bottom left high shields come from the 75% cover (bottom cover). The upper right low shields come from the 50% cover (right cover). The middle area (bottom right -ish) where both covers have effect is high shield because of the rule
The orange agent is orthogonally adjacent to the top side of the high cover and so is protected from being shot from all positions in rows below that cover except for those cells which are adjacent to the cover (marked orange x).
So, the two green shields in the bottom left are there because that row is below the high cover, and those cells are not adjacent to the cover.
Similarly, the agent is orthogonally adjacent to the left side of the low cover and so is protected from being shot from all positions in columns to the right of that cover, again except for the cells that are adjacent to the cover.
The rules do extend to the edge of the grid.
Hi, can anyone spot (here) why agent 1 does only 6 wetness damage to agent 4 on round 3?
EDIT: found it, it was HUNKER_DOWN
in wood 2 the instruction for the attached picture says: The orange agent benefits from a low cover while the purple agent does not benefit from any cover.

due to the rule: In the case where multiple covers can be considered, only the highest cover will count.
then i think the description must be changed to high cover instead of low cover (i see the box in tile (2,1) is high cover).
The orange agent is not orthoganally adjacent to the high cover, so canât benefit from it.
Hello world,
I am currently in Bronze League.
During each battle, I get no point.
How can I get any?
â zone ?
â enemies?
An error occurred during summer camp battle (in french) :
Attention : votre code nâa pas lu toutes les donnĂ©es disponibles depuis lâentrĂ©e standard avant dâavoir Ă©crit sur la sortie standard. Ceci cause une dĂ©synchronisation qui peut entraĂźner des comportements inattendus.
Hello, I am in wood 2 and I would like to read the previous instruction. Where can I find them ?
Nowhere, but you donât need them to pass in Wood 3 ![]()
Both!
Points
Vous gagnez des points en prenant le contrĂŽle de cases lorsque vous contrĂŽlez une zone plus grande que votre adversaire.
Toute case qui est plus proche de lâun de vos agents que dâun agent ennemi est considĂ©rĂ©e comme Ă©tant sous votre contrĂŽle. Cependant, si un agent a une humiditĂ© supĂ©rieure ou Ă©gale Ă 50, la distance Ă cet agent sera doublĂ©e lors de cette comparaison.
à chaque tour, Vous marquez autant de points que le nombre de cases supplémentaires que vous contrÎlez par rapport à votre adversaire.
I have just entered Gold League and I am almost always getting a 524 error whenever I submit my code. My program computations are not high. Maybe other playerâs computations are?
Is anyone else getting this error?