battlecode-server-2017
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Official Battlecode game engine.
The specs say the number of rounds on a map varies from 1500-3000, but the server+schema does not allow variation in terms of number of rounds. It's always 3000 at...
Instead of using the same hard coded seed every time a map is played it would be very useful for testing to be able to pass in a custom seed...
``` int bc_base = Clock.getBytecodeNum(); float a = 1 + 1; System.out.println("Bytecode Cost: " + (Clock.getBytecodeNum() - bc_base)); ``` This prints out 17, which I feel shouldn't be the case...
The specs use "sight radius" to describe the range for sensing robots and trees, but the field in RobotType is called "sensorRadius". The radius for bullets is called "bulletsSightRadius", which...
There a are currently some weird visualization effects, and I think this might fix it. Email chain: I just replayed it at full-speed sever times (with interpolation) and the interpolation...
Appears to be inconsistent with implementation.
We originally decided to make the server compatible with any byte number of teams (up to 255) running at once because why not? This seems like it wouldn't be too...
We currently allocate lots of arrays; that's slow. It would be cool if we offered functions that took callbacks instead, like: ```java // in RobotController.java void forEachInRange(float range, Consumer function);...
These files still reference methods from last year.