Beispiel #1
0
        private Movement GetMovementTo(Point point, int distance)
        {
            var player = _client.GetPlayerTank();

            if (point.IsNegativePoint() || point.GetDistance(player) <= distance)
            {
                return(GetRandomMovement());
            }

            var horisontalMovement = player.GetHorisontalDirectionTo(point);
            var verticalMovement   = player.GetVerticalDirectionTo(point);

            if (horisontalMovement == Movement.Stop)
            {
                return(verticalMovement);
            }

            if (verticalMovement == Movement.Stop)
            {
                return(horisontalMovement);
            }

            _moveType = MoveType.MovementTo;

            return(_randomValueGenerator.Next(1) == 1 ? verticalMovement : horisontalMovement);
        }
        public static Point GetClosestEnemyPosition(BattleNetClient client, out List <Movement> movements, int maxTurnsToCalculate)
        {
            var enemyPosition = PointUtility.CreateNegativePoint();

            movements = new List <Movement>();

            List <List <Point> >    checkedPoints      = new List <List <Point> >(new [] { new List <Point>(new [] { client.GetPlayerTank() }) });
            List <List <Movement> > movementsInProcess = new List <List <Movement> >(new [] { new List <Movement>(new [] { Movement.Stop }) });
            List <Point>            currentRangePoints = new List <Point>(new[] { client.GetPlayerTank() });

            for (int count = 0; count < maxTurnsToCalculate && enemyPosition.IsNegativePoint(); count++)
            {
                enemyPosition = GetClosestEnemyPosition(client,
                                                        checkedPoints, movementsInProcess,
                                                        currentRangePoints,
                                                        out movements);
            }

            if (movements.Any())
            {
                movements.RemoveAt(0);
                return(enemyPosition);
            }
            else
            {
                return(PointUtility.CreateNegativePoint());
            }
        }
Beispiel #3
0
        public bool CanBeUsed()
        {
            var player    = _client.GetPlayerTank();
            var iterators = MapUtility.IterationMap;

            DangerDirections = new HashSet <Direction>();
            var bulets          = _client.GetBullets();
            var iterationPoints = iterators.ToDictionary(x => x.Key, x => _client.GetPlayerTank());

            for (int lengthCounter = 0; lengthCounter < 2; lengthCounter++)
            {
                foreach (var iterator in iterators)
                {
                    var key = iterator.Key;
                    iterationPoints[key] = iterator.Value(iterationPoints[key]);
                    if (bulets.Exists(x => x.X == iterationPoints[key].X && x.Y == iterationPoints[key].Y))
                    {
                        DangerDirections.Add(key);
                    }
                }
            }

            return(DangerDirections.Count > 0);
        }
        public static List <Movement> GetRoad(BattleNetClient client, Point targetPoint)
        {
            var road = new  List <Movement>();

            List <List <Point> >    checkedPoints      = new List <List <Point> >(new[] { new List <Point>(new[] { client.GetPlayerTank() }) });
            List <List <Movement> > movementsInProcess = new List <List <Movement> >(new[] { new List <Movement>(new[] { Movement.Stop }) });
            List <Point>            currentRangePoints = new List <Point>(new[] { client.GetPlayerTank() });

            while (road.Count == 0)
            {
                road = GetRoad(client, targetPoint,
                               checkedPoints, movementsInProcess,
                               currentRangePoints);
            }

            road.RemoveAt(0);

            return(road);
        }
        public static Point GetClosestConstructionPosition(BattleNetClient client, out List <Movement> movements)
        {
            movements = new List <Movement>();

            return(GetClosestConstructionPosition(client, client.GetPlayerTank(), new List <Point>(), movements));
        }
 public static bool IsInClosureArea(BattleNetClient client, Region area) =>
 IsInClosureArea(client, client.GetPlayerTank(), area, new List <Point>());
Beispiel #7
0
        public bool CanBeUsed(List <MapPoint> enemiesInArea)
        {
            var player = _client.GetPlayerTank();

            return(enemiesInArea?.Count > 0);
        }