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If you detect it on the 10th tick, the bullet was fired (setFire) on the 9th tick, from the enemy's location on the 9th tick, using data from the 8th tick. There's no tick delay between the data they're using and calling setTurnGun, so the setTurnGun on tick 8 is using data from the 8th tick, not the 7th tick.
And yeah, gun heat waves can create this fireTime=9 wave pretty accurately at time=7 or time=8 instead of waiting for time=10. If there are no other waves or all your movement options on the nearest wave are about the same, 1-3 ticks of extra surfing can really help. (Diamond would only create the gun heat wave at time=8 or 9, not at 7, because I didn't find benefit 3 ticks out, but maybe it could help if implemented right.)
By "using data from the 8th tick, not the 7th tick" I assume you mean their data internally on the 8th tick right?
By 7th tick I meant that their scan of you on the 8th tick is your actual location on the 7th tick due to scan delay.
There's no delay as far as I know. On each tick, everyone moves, then everyone receives events based on the current state of the battle field.
Ahh right, nevermind. For some reason I was incorrectly thinking scans occured before movement. To revise, what it is then is... to construct the search data for an energy drop you detected at the 10th turn, you should use:
- The enemy scan that you received on the 9th tick (they turned their gun at the 8th, and 1 tick delay in your scan)
- Your robot data from the 8th tick (Last one they would have got scan data of before turning their gun)
As a note, it is fun how you have to use different ticks for where the bullet fires from, and the search point :P