Package battlecode.common
Class GameConstants
java.lang.Object
battlecode.common.GameConstants
GameConstants defines constants that affect gameplay.
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Field Summary
FieldsModifier and TypeFieldDescriptionstatic final intThe amount added to the action cooldown counter after attacking (as a mopper for the swing attack)static final intThe maxmimum squared radius a tower can broadcast a messagestatic final intThe amount added to the action cooldown counter after a tower builds a robotstatic final intThe maximum distance from a tower for building robotsstatic final intThe maximum distance from a robot for building and upgrading towersstatic final intThe money cost of completing a resource patternstatic final intIf the amount of cooldown is at least this value, a robot cannot act.static final intThe number of cooldown turns reduced per turn.static final intThe percent of the defense tower damage buff that is applied to AoE attacksstatic final intThe 32 bit representation of the defense tower pattern.static final intThe bytecode penalty that is imposed each time an exception is thrown.static final intThe extra damage all ally towers get for each level 1 defense towerstatic final intThe extra resources per turn that resource patterns givestatic final intThe increase in extra damage for ally towers for upgrading a defense towerstatic final intThe default game seed.static final intThe maximum number of rounds in a game.static final intIntercept in the formula for the increased cooldownstatic final intSlope of paint in the formula for the increased cooldownstatic final intPercent of paint capacity at which a robot begins to face increased cooldownsstatic final intThe maximum length of indicator strings that a player can associate with a robot.static final intThe percentage of a robot's paint capacity that is full when first built.static final intThe amount of money each team starts with.static final intHow much paint that towers start with when first builtstatic final intThe maximum possible map height.static final intThe maximum possible map width.static final intThe minimum possible map height.static final intThe minimum possible map width.static final intThe paint cost of marking a resource or tower patternstatic final intThe maximum distance for marking a map location or removing a markerstatic final intThe maximum amount of bytes that can be encoded in a messagestatic final intThe maximum number of messages a robot can send per turnstatic final intThe maximum number of messages a tower can send per turnstatic final intThe maximum number of towers that a team can have.static final longThe maximum execution time that can be spent on a team in one match.static final intDEPRECATED: See NO_PAINT_DAMAGEstatic final intThe maximum percentage of the map that can be wallsstatic final intThe maximum squared radius a robot can send a message tostatic final intThe maximum number of rounds a message will exist forstatic final intThe minimum distance between ruins on the mapstatic final intThe 32 bit representation of the money tower pattern.static final intThe amount of paint added to self in a regular mopper attackstatic final intThe amount of paint depleted from enemy in a regular mopper attackstatic final intMultiplier for paint penalties moppers face for ending on non-ally territory.static final intThe amount of paint depleted from enemies in a swing mopper attackstatic final intThe amount added to the movement cooldown counter when movingstatic final intA robot takes this much damage every time it ends a turn with 0 paintstatic final intThe number of defense towers a player starts withstatic final intThe number of money towers a player starts withstatic final intThe number of paint towers a player starts withstatic final intThe number of towers a player starts with.static final intThe percent of the map which a team needs to paint to win.static final intThe 32 bit representation of the paint tower pattern.static final intTHe amount added to the action cooldown counter after transferring paintstatic final intThe maximum distance for transferring paint from/to an ally robot or towerstatic final intThe width and height of the patterns that robots can drawstatic final intPaint penalty for ending a turn on enemy territorystatic final intPaint penalty for ending a turn on neutral territorystatic final intThe 32 bit representation of the special resource pattern.static final intResource patterns must exist for this many turns before they start producing resourcesstatic final intThe maximum distance from a robot for completing special resource patternsstatic final intThe maximum number of bytecodes a robot is allowed to use in one turnstatic final StringThe current spec version the server compiles with.static final intThe area effected by the splasher's attack.static final intThe smaller area within the splasher's attack at which enemy paint is also replaced by allied paintstatic final intThe maximum length of a label to add to the timeline.static final intThe maximum number of bytecodes a tower is allowed to use in one turnstatic final intThe maximum distance from a robot where 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Constructor Summary
Constructors -
Method Summary
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Field Details
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SPEC_VERSION
The current spec version the server compiles with.- See Also:
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MAP_MIN_HEIGHT
public static final int MAP_MIN_HEIGHTThe minimum possible map height.- See Also:
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MAP_MAX_HEIGHT
public static final int MAP_MAX_HEIGHTThe maximum possible map height.- See Also:
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MAP_MIN_WIDTH
public static final int MAP_MIN_WIDTHThe minimum possible map width.- See Also:
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MAP_MAX_WIDTH
public static final int MAP_MAX_WIDTHThe maximum possible map width.- See Also:
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MIN_RUIN_SPACING_SQUARED
public static final int MIN_RUIN_SPACING_SQUAREDThe minimum distance between ruins on the map- See Also:
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MAX_WALL_PERCENTAGE
public static final int MAX_WALL_PERCENTAGEThe maximum percentage of the map that can be walls- See Also:
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RESOURCE_PATTERN
public static final int RESOURCE_PATTERNThe 32 bit representation of the special resource pattern.- See Also:
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PAINT_TOWER_PATTERN
public static final int PAINT_TOWER_PATTERNThe 32 bit representation of the paint tower pattern.- See Also:
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MONEY_TOWER_PATTERN
public static final int MONEY_TOWER_PATTERNThe 32 bit representation of the money tower pattern.- See Also:
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DEFENSE_TOWER_PATTERN
public static final int DEFENSE_TOWER_PATTERNThe 32 bit representation of the defense tower pattern.- See Also:
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GAME_DEFAULT_SEED
public static final int GAME_DEFAULT_SEEDThe default game seed.- See Also:
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GAME_MAX_NUMBER_OF_ROUNDS
public static final int GAME_MAX_NUMBER_OF_ROUNDSThe maximum number of rounds in a game.- See Also:
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ROBOT_BYTECODE_LIMIT
public static final int ROBOT_BYTECODE_LIMITThe maximum number of bytecodes a robot is allowed to use in one turn- See Also:
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TOWER_BYTECODE_LIMIT
public static final int TOWER_BYTECODE_LIMITThe maximum number of bytecodes a tower is allowed to use in one turn- See Also:
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INDICATOR_STRING_MAX_LENGTH
public static final int INDICATOR_STRING_MAX_LENGTHThe maximum length of indicator strings that a player can associate with a robot.- See Also:
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TIMELINE_LABEL_MAX_LENGTH
public static final int TIMELINE_LABEL_MAX_LENGTHThe maximum length of a label to add to the timeline.- See Also:
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EXCEPTION_BYTECODE_PENALTY
public static final int EXCEPTION_BYTECODE_PENALTYThe bytecode penalty that is imposed each time an exception is thrown.- See Also:
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PENALTY_ENEMY_TERRITORY
public static final int PENALTY_ENEMY_TERRITORYPaint penalty for ending a turn on enemy territory- See Also:
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PENALTY_NEUTRAL_TERRITORY
public static final int PENALTY_NEUTRAL_TERRITORYPaint penalty for ending a turn on neutral territory- See Also:
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INITIAL_TEAM_MONEY
public static final int INITIAL_TEAM_MONEYThe amount of money each team starts with.- See Also:
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PAINT_PERCENT_TO_WIN
public static final int PAINT_PERCENT_TO_WINThe percent of the map which a team needs to paint to win.- See Also:
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MAX_NUMBER_OF_TOWERS
public static final int MAX_NUMBER_OF_TOWERSThe maximum number of towers that a team can have.- See Also:
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MAX_TEAM_EXECUTION_TIME
public static final long MAX_TEAM_EXECUTION_TIMEThe maximum execution time that can be spent on a team in one match. If the total time spent executing a team's bots exceeds this limit, the team will immediately lose the game. Execution time is measured in ns.- See Also:
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NUMBER_INITIAL_TOWERS
public static final int NUMBER_INITIAL_TOWERSThe number of towers a player starts with.- See Also:
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NUMBER_INITIAL_PAINT_TOWERS
public static final int NUMBER_INITIAL_PAINT_TOWERSThe number of paint towers a player starts with- See Also:
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NUMBER_INITIAL_MONEY_TOWERS
public static final int NUMBER_INITIAL_MONEY_TOWERSThe number of money towers a player starts with- See Also:
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NUMBER_INITIAL_DEFENSE_TOWERS
public static final int NUMBER_INITIAL_DEFENSE_TOWERSThe number of defense towers a player starts with- See Also:
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INITIAL_ROBOT_PAINT_PERCENTAGE
public static final int INITIAL_ROBOT_PAINT_PERCENTAGEThe percentage of a robot's paint capacity that is full when first built.- See Also:
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INITIAL_TOWER_PAINT_AMOUNT
public static final int INITIAL_TOWER_PAINT_AMOUNTHow much paint that towers start with when first built- See Also:
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PATTERN_SIZE
public static final int PATTERN_SIZEThe width and height of the patterns that robots can draw- See Also:
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MARK_PATTERN_PAINT_COST
public static final int MARK_PATTERN_PAINT_COSTThe paint cost of marking a resource or tower pattern- See Also:
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COMPLETE_RESOURCE_PATTERN_COST
public static final int COMPLETE_RESOURCE_PATTERN_COSTThe money cost of completing a resource pattern- See Also:
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EXTRA_RESOURCES_FROM_PATTERN
public static final int EXTRA_RESOURCES_FROM_PATTERNThe extra resources per turn that resource patterns give- See Also:
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RESOURCE_PATTERN_ACTIVE_DELAY
public static final int RESOURCE_PATTERN_ACTIVE_DELAYResource patterns must exist for this many turns before they start producing resources- See Also:
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EXTRA_DAMAGE_FROM_DEFENSE_TOWER
public static final int EXTRA_DAMAGE_FROM_DEFENSE_TOWERThe extra damage all ally towers get for each level 1 defense tower- See Also:
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EXTRA_TOWER_DAMAGE_LEVEL_INCREASE
public static final int EXTRA_TOWER_DAMAGE_LEVEL_INCREASEThe increase in extra damage for ally towers for upgrading a defense tower- See Also:
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DEFENSE_ATTACK_BUFF_AOE_EFFECTIVENESS
public static final int DEFENSE_ATTACK_BUFF_AOE_EFFECTIVENESSThe percent of the defense tower damage buff that is applied to AoE attacks- See Also:
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MAX_TURNS_WITHOUT_PAINT
public static final int MAX_TURNS_WITHOUT_PAINTDEPRECATED: See NO_PAINT_DAMAGE- See Also:
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INCREASED_COOLDOWN_THRESHOLD
public static final int INCREASED_COOLDOWN_THRESHOLDPercent of paint capacity at which a robot begins to face increased cooldowns- See Also:
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INCREASED_COOLDOWN_INTERCEPT
public static final int INCREASED_COOLDOWN_INTERCEPTIntercept in the formula for the increased cooldown- See Also:
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INCREASED_COOLDOWN_SLOPE
public static final int INCREASED_COOLDOWN_SLOPESlope of paint in the formula for the increased cooldown- See Also:
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MOPPER_PAINT_PENALTY_MULTIPLIER
public static final int MOPPER_PAINT_PENALTY_MULTIPLIERMultiplier for paint penalties moppers face for ending on non-ally territory.- See Also:
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VISION_RADIUS_SQUARED
public static final int VISION_RADIUS_SQUAREDThe maximum distance from a robot where information can be sensed- See Also:
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MARK_RADIUS_SQUARED
public static final int MARK_RADIUS_SQUAREDThe maximum distance for marking a map location or removing a marker- See Also:
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PAINT_TRANSFER_RADIUS_SQUARED
public static final int PAINT_TRANSFER_RADIUS_SQUAREDThe maximum distance for transferring paint from/to an ally robot or tower- See Also:
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BUILD_ROBOT_RADIUS_SQUARED
public static final int BUILD_ROBOT_RADIUS_SQUAREDThe maximum distance from a tower for building robots- See Also:
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BUILD_TOWER_RADIUS_SQUARED
public static final int BUILD_TOWER_RADIUS_SQUAREDThe maximum distance from a robot for building and upgrading towers- See Also:
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RESOURCE_PATTERN_RADIUS_SQUARED
public static final int RESOURCE_PATTERN_RADIUS_SQUAREDThe maximum distance from a robot for completing special resource patterns- See Also:
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MOPPER_ATTACK_PAINT_DEPLETION
public static final int MOPPER_ATTACK_PAINT_DEPLETIONThe amount of paint depleted from enemy in a regular mopper attack- See Also:
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MOPPER_ATTACK_PAINT_ADDITION
public static final int MOPPER_ATTACK_PAINT_ADDITIONThe amount of paint added to self in a regular mopper attack- See Also:
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MOPPER_SWING_PAINT_DEPLETION
public static final int MOPPER_SWING_PAINT_DEPLETIONThe amount of paint depleted from enemies in a swing mopper attack- See Also:
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MAX_MESSAGE_BYTES
public static final int MAX_MESSAGE_BYTESThe maximum amount of bytes that can be encoded in a message- See Also:
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MESSAGE_RADIUS_SQUARED
public static final int MESSAGE_RADIUS_SQUAREDThe maximum squared radius a robot can send a message to- See Also:
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BROADCAST_RADIUS_SQUARED
public static final int BROADCAST_RADIUS_SQUAREDThe maxmimum squared radius a tower can broadcast a message- See Also:
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MESSAGE_ROUND_DURATION
public static final int MESSAGE_ROUND_DURATIONThe maximum number of rounds a message will exist for- See Also:
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MAX_MESSAGES_SENT_ROBOT
public static final int MAX_MESSAGES_SENT_ROBOTThe maximum number of messages a robot can send per turn- See Also:
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MAX_MESSAGES_SENT_TOWER
public static final int MAX_MESSAGES_SENT_TOWERThe maximum number of messages a tower can send per turn- See Also:
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NO_PAINT_DAMAGE
public static final int NO_PAINT_DAMAGEA robot takes this much damage every time it ends a turn with 0 paint- See Also:
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SPLASHER_ATTACK_AOE_RADIUS_SQUARED
public static final int SPLASHER_ATTACK_AOE_RADIUS_SQUAREDThe area effected by the splasher's attack. Within this radius, empty tiles are painted and towers are damaged- See Also:
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SPLASHER_ATTACK_ENEMY_PAINT_RADIUS_SQUARED
public static final int SPLASHER_ATTACK_ENEMY_PAINT_RADIUS_SQUAREDThe smaller area within the splasher's attack at which enemy paint is also replaced by allied paint- See Also:
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COOLDOWN_LIMIT
public static final int COOLDOWN_LIMITIf the amount of cooldown is at least this value, a robot cannot act.- See Also:
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COOLDOWNS_PER_TURN
public static final int COOLDOWNS_PER_TURNThe number of cooldown turns reduced per turn.- See Also:
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MOVEMENT_COOLDOWN
public static final int MOVEMENT_COOLDOWNThe amount added to the movement cooldown counter when moving- See Also:
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BUILD_ROBOT_COOLDOWN
public static final int BUILD_ROBOT_COOLDOWNThe amount added to the action cooldown counter after a tower builds a robot- See Also:
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ATTACK_MOPPER_SWING_COOLDOWN
public static final int ATTACK_MOPPER_SWING_COOLDOWNThe amount added to the action cooldown counter after attacking (as a mopper for the swing attack)- See Also:
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PAINT_TRANSFER_COOLDOWN
public static final int PAINT_TRANSFER_COOLDOWNTHe amount added to the action cooldown counter after transferring paint- See Also:
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Constructor Details
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GameConstants
public GameConstants()
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