Everything you need to run Battlecode 2018, aside from thousands of hours of spare time and a reasonable amount of cash.
- battlecode-engine: The core engine component.
- battlecode-manager: What runs matches, either as a CLI or in the cloud
- bindings: An elegant monstrosity, more details in
- battlecode-sandbox: The environment in which player code is executed.
- battlecode-maps: Map files for battlecode 2018
- examplefuncsplayer-*: examplefuncsplayers.
- examplefuncsplayer-*-old: examplefuncsplayers from initial release; kept around so we can monitor backwards compatibility.
- all the junk in this folder: it's necessary, I promise
- Rust and cargo 1.22.0
- Java 8
- SWIG 3.0
- python 3
To build the engine and bindings, run
make. (You should also run
make clean as a first step if you get strange errors.)
You can then run
battlecode.sh) to run without docker.
You can also use
make release to build in release mode (slower build, faster execution).
On windows, use
battlecode.bat. You'll need the same dependencies, but Visual Studio CE 2017 instead of gcc.
Clone the bc18-scaffold repo into this repo.
On windows, run
copy-artifacts.bat, then cd into
bc18-scaffold, create a new branch with the name of the release, commit the new binaries (lol) and push it.
On mac os x, edit
make-release.sh with the name of the release, run
./make-release.sh, and follow the instructions.