public void Action(MyAI _player)
        {
            if (this.HPNumber == -1)
            {
                this.HPoint = _player.GetNextHoshimiPoint(this.Location, ref this.HPNumber);
            }

            if (this.HPNumber == -10)
            {
                this.HPoint = _player.GetNearestUnfilledHP(this.Location, ref this.HPNumber);
            }

            if (HPNumber >= 0)
            {
                if (_player.HoshimiPoints[HPNumber].Full == 1)
                {
                    this.HPoint = _player.GetNearestUnfilledHP(this.Location, ref this.HPNumber);
                    this.StopMoving();
                }
            }

            if (this.State == NanoBotState.WaitingOrders)
            {
                if (this.Location == this.APoint)
                {
                    if (this.Stock == 0)
                    {
                        //Collect
                        CollectFrom(Location, this.ContainerCapacity / this.CollectTransfertSpeed);
                    }
                    else
                    {
                        //Go Hoshimi point
                        //MoveTo(this.HPoint);
                        MoveTo(_player.Pathfinder.FindPath(this.Location, this.HPoint));
                    }
                }
                if (this.Location == this.HPoint)
                {
                    foreach (NanoBot bot in _player.NanoBots)
                    {
                        if ((bot is Needle) && (bot.Stock == bot.ContainerCapacity) && (bot.Location == this.Location))
                        {
                            if (HPNumber >= 0)
                            {
                                _player.HoshimiPoints[HPNumber].Full = 1;
                                this.HPoint = _player.GetNearestUnfilledHP(this.Location, ref this.HPNumber);
                                //Добавить возможность "дозаправки"!!!
                                if (Stock == 0)
                                {
                                    this.APoint = _player.GetNearestAZNPoint(this.Location, this.HPoint);
                                    //MoveTo(this.APoint);
                                    MoveTo(_player.Pathfinder.FindPath(this.Location, this.APoint));
                                }
                                else
                                {
                                    //this.MoveTo(this.HPoint);
                                    MoveTo(_player.Pathfinder.FindPath(this.Location, this.HPoint));
                                }
                            }
                        }
                    }
                    if (Stock == 0)
                    {
                        //return to azn
                        this.APoint = _player.GetNearestAZNPoint(this.Location, this.HPoint);
                        //MoveTo(this.APoint);
                        MoveTo(_player.Pathfinder.FindPath(this.Location, this.APoint));
                    }
                    else
                    {
                        //transfert
                        TransferTo(Location, this.Stock / this.CollectTransfertSpeed);
                    }
                }
                //Добавить возможность "дозаправки"!!!
                if (Stock == 0)
                {
                    this.APoint = _player.GetNearestAZNPoint(this.Location, this.HPoint);
                    //this.MoveTo(this.APoint);
                    MoveTo(_player.Pathfinder.FindPath(this.Location, this.APoint));
                }
                else
                {
                    //this.HPoint = _player.GetNearestUnfilledHP(this.Location, ref this.HPNumber);
                    //this.MoveTo(this.HPoint);
                    MoveTo(_player.Pathfinder.FindPath(this.Location, this.HPoint));
                }
            }
        }
        public void Action(MyAI _player)
        {
            if (this.HPNumber == -1)
            {
                this.HPoint = _player.GetNextHoshimiPoint(this.Location, ref this.HPNumber);
            }

            if (this.HPNumber == -10)
            {
                this.HPoint = _player.GetNearestUnfilledHP(this.Location, ref this.HPNumber);
            }

            if (HPNumber >= 0)
            {
                if (_player.HoshimiPoints[HPNumber].Full == 1)
                {
                    this.HPoint = _player.GetNearestUnfilledHP(this.Location, ref this.HPNumber);
                    this.StopMoving();
                }
            }

            if (this.State == NanoBotState.WaitingOrders)
            {
                if (this.Location == this.APoint)
                {
                    if (this.Stock == 0)
                    {
                        //Collect
                        CollectFrom(Location, this.ContainerCapacity / this.CollectTransfertSpeed);
                        return;
                    }
                    else
                    {
                        //Go Hoshimi point
                        //MoveTo(this.HPoint);
                        //string str = "Collector[" + this.ID.ToString() + "] at AP X: " + this.Location.X.ToString() + " Y: " + this.Location.Y.ToString() + "\n";
                        //Debugger.Log(2, "Local", str);
                        MoveTo(_player.Pathfinder.FindPath(this.Location, this.HPoint));
                        return;
                    }
                }
                if (this.Location == this.HPoint)
                {
                    foreach (NanoBot bot in _player.NanoBots)
                    {
                        if ((bot is Needle) && (bot.Stock == bot.ContainerCapacity) && (bot.Location == this.Location))
                        {
                            if (HPNumber >= 0)
                            {
                                _player.HoshimiPoints[HPNumber].Full = 1;
                                this.HPoint = _player.GetNearestUnfilledHP(this.Location, ref this.HPNumber);
                                //Добавить возможность "дозаправки"!!!
                                if (Stock == 0)
                                {
                                    this.APoint = _player.GetNearestAZNPoint(this.Location, this.HPoint);
                                    //MoveTo(this.APoint);
                                    //string str = "Empty collector[" + this.ID.ToString() +"] at finished HP X: " + this.Location.X.ToString() + " Y: " + this.Location.Y.ToString() + "\n";
                                    //Debugger.Log(2, "Local", str);
                                    MoveTo(_player.Pathfinder.FindPath(this.Location, this.APoint));
                                    return;
                                }
                                else
                                {
                                    //this.MoveTo(this.HPoint);
                                    //string str = "Not empty collector[" + this.ID.ToString() +"] at finished HP X: " + this.Location.X.ToString() + " Y: " + this.Location.Y.ToString() + "\n";
                                    //Debugger.Log(2, "Local", str);
                                    MoveTo(_player.Pathfinder.FindPath(this.Location, this.HPoint));
                                    return;
                                }
                            }
                        }
                    }
                    if (Stock == 0)
                    {
                        //return to azn
                        this.APoint = _player.GetNearestAZNPoint(this.Location, this.HPoint);
                        //MoveTo(this.APoint);
                        //string str = "Empty collector[" + this.ID.ToString() +"] at HP X: " + this.Location.X.ToString() + " Y: " + this.Location.Y.ToString() + "\n";
                        //Debugger.Log(2, "Local", str);
                        MoveTo(_player.Pathfinder.FindPath(this.Location, this.APoint));
                        return;
                    }
                    else
                    {
                        //transfert
                        TransferTo(Location, this.Stock / this.CollectTransfertSpeed);
                        return;
                    }
                }
                //Добавить возможность "дозаправки"!!!
                if (Stock == 0)
                {
                    //string str = "Empty collector[" + this.ID.ToString() +"] somewhere X: " + this.Location.X.ToString() + " Y: " + this.Location.Y.ToString() + "\n";
                    //Debugger.Log(2, "Local", str);
                    this.APoint = _player.GetNearestAZNPoint(this.Location, this.HPoint);
                    //this.MoveTo(this.APoint);
                    MoveTo(_player.Pathfinder.FindPath(this.Location, this.APoint));
                    return;
                }
                else
                {
                    //this.HPoint = _player.GetNearestUnfilledHP(this.Location, ref this.HPNumber);
                    //this.MoveTo(this.HPoint);
                    //string str = "Not empty collector[" + this.ID.ToString() +"] somewhere X: " + this.Location.X.ToString() + " Y: " + this.Location.Y.ToString() + "\n";
                    //Debugger.Log(2, "Local", str);
                    MoveTo(_player.Pathfinder.FindPath(this.Location, this.HPoint));
                    return;
                }
            }
        }
        public void Action(MyAI _player)
        {
            Fire = false;
            //Проверяем список противников. Если кто-то достаточно близко, останавливаемся.
            if (_player.OtherNanoBotsInfo != null)
            {
                foreach (NanoBotInfo botEnemy in _player.OtherNanoBotsInfo)
                {
                    if (botEnemy.PlayerID == 0)
                    {
                        Distance = _player.GeomDist(botEnemy.Location, this.Location);
                        if (Distance < this.DefenseDistance)
                        {
                            this.StopMoving();
                            Fire = true;
                        }
                    }
                }
            }

            //NPNumber == -1 означает, что навигатор только появился, и ему надо назначить цель
            if (this.NPNumber == -1)
            {
                this.NPoint = _player.GetNextUndoneHealPoint(this.Location, ref this.NPNumber);
                if (this.NPNumber == -10)
                {
                    this.ForceAutoDestruction();
                    return;
                }
            }

            if (NPNumber >= 0)
            {
                //Если вдруг обнаруживаем, что цель, к которой идём, уже кем-то посещена, то запрашиваем новую и останавливаемся.
                if (_player.NavigationPoints[NPNumber].Complete == true)
                {
                    this.NPoint = _player.GetNextUndoneHealPoint(this.Location, ref this.NPNumber);
                    if (this.NPNumber == -10)
                    {
                        this.ForceAutoDestruction();
                        return;
                    }
                    this.StopMoving();
                }
            }

            if (NPNumber >= 0)
            {
                //Если мы стоим на цели в нужное время, то помечаем её как выполненную и запрашиваем новую.
                if ((this.Location == this.NPoint) &&
                    (_player.CurrentTurn > _player.NavigationPoints[NPNumber].StartTurn) &&
                    (_player.CurrentTurn < _player.NavigationPoints[NPNumber].EndTurn) &&
                    (this.Stock >= _player.NavigationPoints[NPNumber].Stock))
                {
                    _player.NavigationPoints[NPNumber].Complete = true;
                    this.NPoint = _player.GetNextUndoneHealPoint(this.Location, ref this.NPNumber);
                    if (this.NPNumber == -10)
                    {
                        this.ForceAutoDestruction();
                        return;
                    }
                }
            }

            if (this.State == NanoBotState.WaitingOrders)
            {
                if (Fire)
                {
                    //Ищем ближайшую цель
                    MinDistance = 1000;
                    if (_player.OtherNanoBotsInfo != null)
                    {
                        foreach (NanoBotInfo botEnemy in _player.OtherNanoBotsInfo)
                        {
                            if (botEnemy.PlayerID == 0)
                            {
                                this.Distance = _player.GeomDist(botEnemy.Location, this.Location);
                                //Если вражеский AI достаточно близко, то он пользуется абсолютным приоритетом!
                                if ((botEnemy.NanoBotType == NanoBotType.NanoAI) && (Distance < this.DefenseDistance))
                                {
                                    MinDistance = -1;
                                    ShootAt     = botEnemy.Location;
                                }
                                if (Distance < MinDistance)
                                {
                                    MinDistance = Distance;
                                    ShootAt     = botEnemy.Location;
                                }
                            }
                        }
                    }
                    //Если противник близко, то стреляем в него.
                    if (MinDistance < this.DefenseDistance)
                    {
                        this.DefendTo(ShootAt, 3);
                        return;
                    }
                }

                //Если все NP посещены, то стоим
                if (this.NPNumber == -10)
                {
                    this.ForceAutoDestruction();
                    return;
                }

                //Если мы на AZNPoint и нужна дозаправка, то дозаправляемся
                if (this.Location == this.APoint)
                {
                    if (this.Stock == 0)
                    {
                        CollectFrom(Location, this.ContainerCapacity / this.CollectTransfertSpeed);
                        return;
                    }
                }
                //Если пустые, то находим AZN и идём за ним
                if (Stock == 0)
                {
                    this.APoint = _player.GetNearestAZNPoint(this.Location, this.NPoint);
                    MoveTo(_player.Pathfinder.FindPath(this.Location, this.APoint));
                    return;
                }
                else
                {
                    MoveTo(_player.Pathfinder.FindPath(this.Location, this.NPoint));
                    return;
                }
            }
        }
Beispiel #4
0
        //Основная функция. Управляет всеми движениями конвоя
        public void Action(MyAI _player)
        {
            double Distance;
            double MinDistance;
            Point  ShootAt = new Point();

            //Если конвоя ещё нет, то и делать нечего
            if (State == ConvoyState.UnderConstruction)
            {
                return;
            }

            //Устанавливаем все значения: State, Location, Stock, etc
            SetState(_player);

            //Если боец жив, проверяем наличие противников
            if (MyDefender != null)
            {
                //Если в пределах досягаемости кто-то есть, останавливаем конвой
                if (_player.OtherNanoBotsInfo != null)
                {
                    foreach (NanoBotInfo botEnemy in _player.OtherNanoBotsInfo)
                    {
                        if (botEnemy.PlayerID == 0)
                        {
                            Distance = _player.GeomDist(botEnemy.Location, MyDefender.Location);
                            if (Distance < MyDefender.DefenseDistance)
                            {
                                this.Stop();
                            }
                        }
                    }
                }
                //Если конвой стоит
                if (this.State == ConvoyState.Waiting)
                {
                    //Ищем ближайшую цель
                    MinDistance = 1000;
                    if (_player.OtherNanoBotsInfo != null)
                    {
                        foreach (NanoBotInfo botEnemy in _player.OtherNanoBotsInfo)
                        {
                            if (botEnemy.PlayerID == 0)
                            {
                                Distance = _player.GeomDist(botEnemy.Location, MyDefender.Location);
                                if ((botEnemy.NanoBotType == NanoBotType.NanoAI) && (Distance < MyDefender.DefenseDistance))
                                {
                                    MinDistance = -1;
                                    ShootAt     = botEnemy.Location;
                                }
                                if (Distance < MinDistance)
                                {
                                    MinDistance = Distance;
                                    ShootAt     = botEnemy.Location;
                                }
                            }
                        }
                    }
                    //Если она достаточно близко, стреляем и завершаем действия
                    if (MinDistance < MyDefender.DefenseDistance)
                    {
                        MyDefender.DefendTo(ShootAt, 4);
                        return;
                    }
                }
            }

            //Если конвой стоит
            if (State == ConvoyState.Waiting)
            {
                //Если мы не в куче, то собираемся в неё самую
                if (this.NeedGathering())
                {
                    this.Gather(_player);
                    return;
                }

                //Если мы на AZNPoint
                if (this.Location == this.APoint)
                {
                    //Если контейнеры пустые, то заполняем их
                    if (this.Stock == 0)
                    {
                        this.FillContainers();
                        return;
                    }
                    //Если не пустые, то идём к HoshimiPoint
                    else
                    {
                        if (this.Location == this.HPoint)
                        {
                            return;
                        }
                        this.Path = _player.Pathfinder.FindPath(this.Location, this.HPoint);
                        this.Move();
                        return;
                    }
                }

                //Если мы на HoshimiPoint
                if (this.Location == this.HPoint)
                {
                    //Если это валидный HP, то проверяем, наш ли он
                    if (HPNumber >= 0)
                    {
                        //Если нет, то переключаемся на новый
                        if (_player.HoshimiPoints[HPNumber].Needle == 2)
                        {
                            //this.HPoint = _player.GetNearestHPForConvoy(this.Location, ref this.HPNumber);
                            this.HPoint = _player.GetNextHPForConvoy(this.Location, ref this.HPNumber);
                            //Если пустые, то идём за AZN
                            if (this.Stock == 0)
                            {
                                this.APoint = _player.GetNearestAZNPoint(this.Location, this.HPoint);
                                this.Path   = _player.Pathfinder.FindPath(this.Location, this.APoint);
                                this.Move();
                                return;
                            }
                            //Иначе сразу к HP
                            else
                            {
                                if (this.Location == this.HPoint)
                                {
                                    return;
                                }
                                this.Path = _player.Pathfinder.FindPath(this.Location, this.HPoint);
                                this.Move();
                                return;
                            }
                        }
                    }
                    //Проверяем все Needle`ы
                    foreach (NanoBot bot in _player.NanoBots)
                    {
                        //Если находим Needle на этой точке и он полный
                        if ((bot is Needle) && (bot.Stock == bot.ContainerCapacity) && (bot.Location == this.Location))
                        {
                            if (HPNumber >= 0)
                            {
                                //То отмечаем этот факт
                                _player.HoshimiPoints[HPNumber].Full = 1;
                                //Запрашиваем новую HP
                                //this.HPoint = _player.GetNearestHPForConvoy(this.Location, ref this.HPNumber);
                                this.HPoint = _player.GetNextHPForConvoy(this.Location, ref this.HPNumber);
                                //Если пустые, то идём за AZN
                                if (this.Stock == 0)
                                {
                                    this.APoint = _player.GetNearestAZNPoint(this.Location, this.HPoint);
                                    this.Path   = _player.Pathfinder.FindPath(this.Location, this.APoint);
                                    this.Move();
                                    return;
                                }
                                //Иначе сразу к HP
                                else
                                {
                                    if (this.Location == this.HPoint)
                                    {
                                        return;
                                    }
                                    this.Path = _player.Pathfinder.FindPath(this.Location, this.HPoint);
                                    this.Move();
                                    return;
                                }
                            }
                        }
                    }

                    if (HPNumber >= 0)
                    {
                        //Если стоит наш Needle
                        if (_player.HoshimiPoints[HPNumber].Needle == 1)
                        {
                            //И Needle ещё не заполнен
                            //Если мы уже разгрузились, то идём за AZN
                            if (this.Stock == 0)
                            {
                                this.APoint = _player.GetNearestAZNPoint(this.Location, this.HPoint);
                                this.Path   = _player.Pathfinder.FindPath(this.Location, this.APoint);
                                this.Move();
                                return;
                            }
                            //Иначе разгружаемся
                            else
                            {
                                this.Transfert();
                                return;
                            }
                        }
                    }
                }

                //Если мы чёрте где
                //Если пустые, то за AZN
                if (this.Stock == 0)
                {
                    this.APoint = _player.GetNearestAZNPoint(this.Location, this.HPoint);
                    this.Path   = _player.Pathfinder.FindPath(this.Location, this.APoint);
                    this.Move();
                    return;
                }
                //иначе на HP
                else
                {
                    if (this.Location == this.HPoint)
                    {
                        return;
                    }
                    this.Path = _player.Pathfinder.FindPath(this.Location, this.HPoint);
                    this.Move();
                    return;
                }
            }
        }