Beispiel #1
0
        bool TryCutTrees(bool cutNearest, FinalMove move)
        {
            var self         = new AWizard(ASelf);
            var nearestTrees = TreesObserver.Trees.Where(
                t => self.GetDistanceTo(t) < self.CastRange + t.Radius + Game.MagicMissileRadius
                ).ToArray();

            if (nearestTrees.Length == 0)
            {
                return(false);
            }

            if (self.RemainingActionCooldownTicks == 0)
            {
                if (self.GetStaffAttacked(nearestTrees).Length > 0)
                {
                    move.Action = ActionType.Staff;
                    return(true);
                }
                if (self.RemainingMagicMissileCooldownTicks == 0)
                {
                    var proj = new AProjectile(self, 0, ProjectileType.MagicMissile);
                    var path = EmulateProjectileWithNearest(proj);
                    if (path.Count == 0 || path[path.Count - 1].EndDistance < self.CastRange - Const.Eps)
                    {
                        move.MinCastDistance = path[path.Count - 1].EndDistance;
                        move.Action          = ActionType.MagicMissile;
                        return(true);
                    }
                }
            }
            if (cutNearest)
            {
                var nearest = nearestTrees.OrderBy(t => self.GetDistanceTo2(t)).FirstOrDefault();
                move.MoveTo(null, nearest);
            }

            return(false);
        }
Beispiel #2
0
        MovingInfo _findCastTarget2(AWizard self, Point moveTo, ProjectileType projectileType)
        {
            var move = new FinalMove(new Move());

            if (projectileType == ProjectileType.MagicMissile)
            {
                AUnit  mmSelTarget      = null;
                Point  mmSelFirstMoveTo = null;
                var    mmMinTicks       = int.MaxValue;
                double mmMinPriority    = int.MaxValue;

                foreach (var opp in OpponentCombats)
                {
                    if (self.GetDistanceTo2(opp) > Geom.Sqr(self.CastRange + opp.Radius + 40) || !opp.IsAssailable)
                    {
                        continue;
                    }

                    var nearest = Combats
                                  .Where(x => self.GetDistanceTo2(x) < Geom.Sqr(Math.Max(x.VisionRange, self.VisionRange) * 1.3))
                                  .Select(Utility.CloneCombat)
                                  .ToArray();

                    var targetsSelector = new TargetsSelector(nearest)
                    {
                        EnableMinionsCache = true
                    };

                    var nearstOpponents = nearest
                                          .Where(x => x.IsOpponent)
                                          .ToArray();

                    var canHitNow = opp.EthalonCanHit(self, checkCooldown: !(opp is AWizard));

                    var ticks = 0;
                    var my    = nearest.FirstOrDefault(x => x.Id == self.Id) as AWizard;
                    var his   = nearest.FirstOrDefault(x => x.Id == opp.Id);
                    if (my == null || his == null)
                    {
                        continue;
                    }

                    Point firstMoveTo  = null;
                    var   buildingsHit = false;
                    while (!my.EthalonCanCastMagicMissile(his, checkCooldown: false))
                    {
                        if (ticks > 40)
                        {
                            break;
                        }

                        var m = moveTo;
                        var stopIfCannotMove = true;
                        if (m == null && my.EthalonCanCastMagicMissile(his, checkCooldown: false, checkAngle: false))
                        {
                            stopIfCannotMove = false;
                            m = my + (my - his);
                            var tmp = new AWizard(my);
                            tmp.MoveTo(m, his, w => !CheckIntersectionsAndTress(w, nearest));

                            if (EstimateDanger(my, false) <= EstimateDanger(tmp, false))
                            {
                                m = null;
                            }
                        }
                        if (m == null)
                        {
                            m = his;
                        }

                        if (ticks == 0)
                        {
                            firstMoveTo = m;
                        }

                        if (!my.MoveTo(m, his, w => !CheckIntersectionsAndTress(w, nearest)) && Utility.PointsEqual(m, his) && stopIfCannotMove)
                        {
                            break;
                        }

                        foreach (var x in nearest)
                        {
                            if (x.Id == my.Id)
                            {
                                continue;
                            }
                            var tar = targetsSelector.Select(x);
                            buildingsHit = buildingsHit ||
                                           (x.IsOpponent && x is ABuilding && tar != null && tar.Id == my.Id && x.EthalonCanHit(my));

                            if (x.IsOpponent)
                            {
                                x.EthalonMove(tar ?? my);
                            }
                            else if (tar != null)
                            {
                                x.EthalonMove(tar);
                            }
                            else
                            {
                                x.SkipTick();
                            }
                        }
                        ticks++;
                    }

                    if (his is AWizard && (his as AWizard).IsBesieded)
                    {
                        ticks -= 15; // чтобы дать больше приоритета визарду
                    }
                    var priority = GetCombatPriority(self, his);
                    if (ticks < mmMinTicks || ticks == mmMinTicks && priority < mmMinPriority)
                    {
                        if (my.EthalonCanCastMagicMissile(his))
                        {
                            if (nearstOpponents.All(x =>
                            {
                                if (canHitNow && x.Id == opp.Id) // он и так доставал
                                {
                                    return(true);
                                }

                                if (!x.EthalonCanHit(my) && (!(x is ABuilding) || !buildingsHit))
                                {
                                    return(true);
                                }

                                if (his.Id == x.Id && CanRush(my, x))
                                {
                                    return(true);
                                }

                                var target = targetsSelector.Select(x);
                                if (target != null && target.Id != my.Id)
                                {
                                    return(true);
                                }

                                return(false);
                            })
                                )
                            {
                                mmMinTicks       = ticks;
                                mmMinPriority    = priority;
                                mmSelTarget      = opp;
                                mmSelFirstMoveTo = firstMoveTo;
                            }
                        }
                    }
                }


                if (mmSelTarget != null)
                {
                    mmMinTicks = Math.Max(0, mmMinTicks);
                    move.MoveTo(moveTo ?? mmSelFirstMoveTo, mmSelTarget);
                    return(new MovingInfo(mmSelTarget, mmMinTicks, move)
                    {
                        TargetId = mmSelTarget.Id
                    });
                }
            }


            const int walkLimit = 9;

            if (projectileType == ProjectileType.Fireball && self.FireballSkillLevel == 5 && Math.Max(self.RemainingActionCooldownTicks, self.RemainingFireballCooldownTicks) <= walkLimit)
            {
                var   fbMaxDamage = 0.0;
                Point fbSelTarget = null;
                var   fbMinTicks  = int.MaxValue;

                foreach (var ang in Utility.Range(-Game.StaffSector, Game.StaffSector, 10))
                {
                    var nearest = Combats
                                  .Where(x => self.GetDistanceTo2(x) < Geom.Sqr(Math.Max(x.VisionRange, self.VisionRange) * 1.3))
                                  .Select(Utility.CloneCombat)
                                  .ToArray();

                    var targetsSelector = new TargetsSelector(nearest)
                    {
                        EnableMinionsCache = true
                    };

                    var ticks = 0;
                    var my    = nearest.FirstOrDefault(x => x.Id == self.Id) as AWizard;
                    var dir   = my + Point.ByAngle(my.Angle + ang) * 1000;

                    while (ticks <= walkLimit)
                    {
                        if (my.CanUseFireball())
                        {
                            var proj = new AProjectile(my, 0, ProjectileType.Fireball);
                            var path = proj.Emulate(nearest, 0.0);

                            var damage =
                                path.Where(x => _isFireballGoodSeg(my, x))
                                .Select(x => x.OpponentDamage)
                                .DefaultIfEmpty(0)
                                .Max();
                            if (damage > fbMaxDamage)
                            {
                                fbMaxDamage = damage;
                                fbSelTarget = dir;
                                fbMinTicks  = ticks;
                            }
                        }

                        foreach (var x in nearest)
                        {
                            if (x.Id == my.Id)
                            {
                                continue;
                            }

                            if (x is AMinion)
                            {
                                x.EthalonMove(targetsSelector.Select(x));
                            }
                            else
                            {
                                x.SkipTick();
                            }
                        }

                        if (!my.MoveTo(dir, dir, w => !CheckIntersectionsAndTress(w, nearest)))
                        {
                            break;
                        }

                        if (nearest.Any(x => x.IsOpponent && x is ABuilding && x.EthalonCanHit(my) && targetsSelector.Select(x) == my))
                        {
                            break;
                        }
                        ticks++;
                    }
                }


                if (fbSelTarget != null)
                {
                    move.MoveTo(fbSelTarget, fbSelTarget);
                    return(new MovingInfo(fbSelTarget, fbMinTicks, move)
                    {
                        Damage = fbMaxDamage
                    });
                }
            }

            return(new MovingInfo(null, int.MaxValue, move));
        }
Beispiel #3
0
        MovingInfo _findStaffTarget(AWizard self)
        {
            var potentialColliders = Combats
                                     .Where(x => x.Id != self.Id && self.GetDistanceTo2(x) < Geom.Sqr(Game.StaffRange * 6))
                                     .ToArray();
            int minTicks = int.MaxValue;
            var move     = new FinalMove(new Move());

            var attacked = self.GetStaffAttacked(potentialColliders).Cast <ACombatUnit>().ToArray();

            ACircularUnit selTarget = attacked.FirstOrDefault(x => x.IsOpponent);

            if (selTarget != null) // если уже можно бить
            {
                move.Action = ActionType.Staff;
                return(new MovingInfo(selTarget, 0, move));
            }

            if (self.MmSkillLevel == 5)
            {
                // т.к. стрелять можно без задержки
                // возможно, нужно сделать исключение, если прокачан посох
                return(new MovingInfo(null, int.MaxValue, move));
            }

            Point selMoveTo = null;

            foreach (var opp in OpponentCombats)
            {
                var dist = self.GetDistanceTo(opp);
                if (dist > Game.StaffRange * 5 || !opp.IsAssailable)
                {
                    continue;
                }

                var range = opp.Radius + Game.StaffRange;
                foreach (var delta in new[] { -range, -range / 2, 0, range / 2, range })
                {
                    var angle  = Math.Atan2(delta, dist);
                    var moveTo = self + (opp - self).Normalized().RotateClockwise(angle) * self.VisionRange;

                    var nearstCombats = Combats
                                        .Where(x => x.GetDistanceTo(self) <= Math.Max(x.VisionRange, self.VisionRange) * 1.2)
                                        .Select(Utility.CloneCombat)
                                        .ToArray();

                    var targetsSelector = new TargetsSelector(nearstCombats)
                    {
                        EnableMinionsCache = true
                    };
                    var nearstOpponents = nearstCombats.Where(x => x.IsOpponent).ToArray();

                    var my  = nearstCombats.FirstOrDefault(x => x.Id == self.Id) as AWizard;
                    var his = nearstCombats.FirstOrDefault(x => x.Id == opp.Id);

                    var allowRush = opp is AFetish || opp is AWizard;
                    var canHitNow = opp.EthalonCanHit(self, checkCooldown: !allowRush);

                    var ticks        = 0;
                    var ok           = true;
                    var buildingsHit = false;

                    while (ticks < (allowRush ? 65 : 35) && my.GetDistanceTo2(his) > Geom.Sqr(Game.StaffRange + his.Radius))
                    {
                        foreach (var x in nearstOpponents) // свои как-бы стоят на месте
                        {
                            var tar = targetsSelector.Select(x);
                            buildingsHit = buildingsHit ||
                                           (x is ABuilding && tar != null && tar.Id == my.Id && x.EthalonCanHit(my));
                            x.EthalonMove(tar ?? my);
                        }

                        if (!my.MoveTo(moveTo, his, w => !CheckIntersectionsAndTress(w, potentialColliders)))
                        {
                            ok = false;
                            break;
                        }
                        ticks++;
                    }

                    if (ok && !(opp is AOrc))
                    {
                        while (Math.Abs(my.GetAngleTo(his)) > Game.StaffSector / 2)
                        {
                            my.MoveTo(null, his);
                            foreach (var x in nearstOpponents)
                            {
                                var tar = targetsSelector.Select(x);
                                buildingsHit = buildingsHit ||
                                               (x is ABuilding && tar != null && tar.Id == my.Id && x.EthalonCanHit(my));
                                x.EthalonMove(tar ?? my);
                            }
                            ticks++;
                        }
                    }

                    Func <ACombatUnit, bool> check = x =>
                    {
                        if ((opp is AWizard) && (opp as AWizard).IsBesieded && !(x is ABuilding))
                        {
                            return(true);
                        }

                        if (canHitNow && x.Id == opp.Id) // он и так доставал
                        {
                            return(true);
                        }

                        if (!x.EthalonCanHit(my) && (!(x is ABuilding) || !buildingsHit))
                        {
                            return(true);
                        }

                        if (his.Id == x.Id && my.StaffDamage >= his.Life)
                        {
                            return(true);
                        }

                        var target = targetsSelector.Select(x);
                        if (target != null && target.Id != my.Id)
                        {
                            return(true);
                        }

                        return(false);
                    };

                    if (opp is AWizard)
                    {
                        ticks -= 5;
                        if ((opp as AWizard).IsBesieded)
                        {
                            ticks -= 10;
                        }
                    }

                    if (ok && ticks < minTicks)
                    {
                        if (my.CanStaffAttack(his))
                        {
                            if (nearstOpponents.All(check))
                            {
                                // успею-ли я вернуться обратно
                                while (my.GetDistanceTo(self) > my.MaxForwardSpeed)//TODO:HACK
                                {
                                    my.MoveTo(self, null);
                                    foreach (var x in nearstOpponents)
                                    {
                                        var tar = targetsSelector.Select(x);

                                        buildingsHit = buildingsHit ||
                                                       (x is ABuilding && tar != null && tar.Id == my.Id && x.EthalonCanHit(my));

                                        if (tar != null)
                                        {
                                            x.EthalonMove(tar);
                                        }
                                        else
                                        {
                                            x.SkipTick();
                                        }
                                    }
                                }
                                if (nearstOpponents.All(check))
                                {
                                    selTarget = opp;
                                    selMoveTo = moveTo;
                                    minTicks  = ticks;
                                }
                            }
                        }
                    }
                }
            }
            if (selTarget != null)
            {
                bool angleOk = Math.Abs(self.GetAngleTo(selTarget)) <= Game.StaffSector / 2,
                     distOk  = self.GetDistanceTo2(selTarget) <= Geom.Sqr(Game.StaffRange + selTarget.Radius);

                if (!distOk)
                {
                    move.MoveTo(selMoveTo, selTarget);
                }
                else if (!angleOk)
                {
                    move.MoveTo(null, selTarget);
                }
            }
            return(new MovingInfo(selTarget, Math.Max(0, minTicks), move));
        }
Beispiel #4
0
        MovingInfo FindBonusTarget(AWizard self)
        {
            var   minTime   = int.MaxValue;
            var   selGo     = 0;
            Point selMoveTo = null;

            foreach (var _bonus in BonusesObserver.Bonuses)
            {
                if (_bonus.GetDistanceTo(self) - self.Radius - _bonus.Radius > Game.StaffRange * 3)
                {
                    continue;
                }
                if (_bonus.RemainingAppearanceTicks > 60)
                {
                    continue;
                }

                var nearest = Combats
                              .Where(x => x.Id != self.Id && self.GetDistanceTo2(x) < Geom.Sqr(self.VisionRange))
                              .ToArray();

                foreach (var angle in Utility.Range(self.Angle, Math.PI * 2 + self.Angle, 24, false))
                {
                    var bonus  = new ABonus(_bonus);
                    var my     = new AWizard(self);
                    var moveTo = my + Point.ByAngle(angle) * self.VisionRange;
                    int time   = 0;
                    int go     = 0;
                    while (my.GetDistanceTo(bonus) > my.Radius + bonus.Radius && time < 60)
                    {
                        if (!my.MoveTo(moveTo, null, w => !CheckIntersectionsAndTress(w, nearest)))
                        {
                            break;
                        }
                        var wait = !bonus.Exists;
                        bonus.SkipTick();
                        time++;
                        if (my.GetDistanceTo(bonus) <= my.Radius + bonus.Radius)
                        {
                            while (!bonus.Exists)
                            {
                                bonus.SkipTick();
                                time++;
                            }
                            if (wait)
                            {
                                time++;
                            }

                            if (time < minTime)
                            {
                                minTime   = time;
                                selMoveTo = moveTo;
                                selGo     = go;
                            }
                            break;
                        }
                        go++;
                    }
                }
            }
            var moving = new MovingInfo(selMoveTo, minTime, new FinalMove(new Move()));

            if (selMoveTo != null)
            {
                if (minTime == 1 || selGo > 0)
                {
                    moving.Move.MoveTo(selMoveTo, null);
                }
                else
                {
                    moving.Target = self;
                }
            }
            return(moving);
        }
Beispiel #5
0
        WizardPath _goAround(ACombatUnit target, bool goAgainst)
        {
            var my              = new AWizard(ASelf);
            var selLane         = Utility.IsBase(target) ? MessagesObserver.GetLane() : RoadsHelper.GetLane(target);
            var nearestBuilding = OpponentBuildings.ArgMin(b => b.GetDistanceTo2(my));

            var buildings = new List <ABuilding>();

            if (nearestBuilding.GetDistanceTo(my) > nearestBuilding.VisionRange)
            {
                buildings.Add(nearestBuilding);
            }
            if (target.IsOpponent && target.Id != nearestBuilding.Id && target is ABuilding)
            {
                buildings.Add((ABuilding)target);
            }

            var threshold = Self.CastRange - 200;

            if (ASelf.GetDistanceTo(target) < Self.CastRange || !goAgainst)
            {
                threshold = 0;
            }

            var path = DijkstraFindPath(ASelf, pos =>
            {
                // точка ОК, если с неё можно стрелять
                var dist2 = pos.GetDistanceTo2(target);
                if (dist2 < Geom.Sqr(Self.CastRange) && dist2 > Geom.Sqr(threshold))
                {
                    var distToLine = RoadsHelper.Roads.Where(seg => seg.LaneType == selLane).Min(seg => seg.GetDistanceTo(pos));

                    if (distToLine < 200 &&
                        (!goAgainst || BuildingsObserver.MyBase.GetDistanceTo2(pos) < BuildingsObserver.MyBase.GetDistanceTo2(target)) &&
                        TreesObserver.Trees
                        .Where(x => x.GetDistanceTo2(pos) < Geom.Sqr(Self.CastRange))
                        .All(x => !Geom.SegmentCircleIntersects(pos, target, x, x.Radius + Game.MagicMissileRadius))
                        )
                    {
                        return(DijkstraStopStatus.TakeAndStop);
                    }
                }
                return(DijkstraStopStatus.Continue);
            }, MoveCostFunc(buildings, selLane)).FirstOrDefault();

            if (path == null && my.GetDistanceTo(target) - my.Radius - target.Radius <= 1)
            {
                path = new WizardPath {
                    my
                }
            }
            ;                                 // из-за эпсилон, если стою близко у цели, то он как бы с ней пересекается, но это не так
            if (path == null || path.Count == 0)
            {
                return(null);
            }

            if (path.Count == 1)
            {
                FinalMove.Turn = my.GetAngleTo(target);
                return(null);
            }

            var obstacles =
                Combats.Where(x => x.Id != Self.Id).Cast <ACircularUnit>()
                .Where(x => my.GetDistanceTo2(x) < Geom.Sqr(my.VisionRange)) //???
                .ToArray();

            path.Simplify(obstacles, MagicConst.SimplifyMaxLength);

            var nextPoint     = path[1];
            var nextNextPoint = path.Count > 2 ? path[2] : target;

            FinalMove.MoveTo(nextPoint, my.GetDistanceTo(nextNextPoint) < Self.VisionRange * 1.2 ? nextNextPoint : nextPoint);

            var nextTree = path.GetNearestTree();

            CutTreesInPath(nextTree, FinalMove);
#if DEBUG
            Visualizer.Visualizer.SegmentsDrawQueue.Add(new object[] { path, Pens.Blue, 3 });
#endif
            return(path);
        }

        void CutTreesInPath(ATree nextTree, FinalMove move)
        {
            if (nextTree == null)
            {
                return;
            }
            var my = new AWizard(ASelf);

            var angleTo = my.GetAngleTo(nextTree);

            if (my.GetDistanceTo(nextTree) < my.VisionRange && Math.Abs(angleTo) > Game.StaffSector / 2)
            {
                move.MoveTo(null, nextTree);
            }

            if (my.RemainingActionCooldownTicks == 0 && Math.Abs(angleTo) <= Game.StaffSector / 2)
            {
                if (my.GetDistanceTo(nextTree) <= Game.StaffRange + nextTree.Radius && my.RemainingStaffCooldownTicks == 0)
                {
                    move.Action = ActionType.Staff;
                }
                else if (my.GetDistanceTo(nextTree) <= my.CastRange + nextTree.Radius && my.RemainingMagicMissileCooldownTicks == 0)
                {
                    move.Action          = ActionType.MagicMissile;
                    move.CastAngle       = angleTo;
                    move.MinCastDistance = Math.Min(my.CastRange - 1, my.GetDistanceTo(nextTree));
                }
            }
        }

        MovingInfo GoToBonus()
        {
            TimerStart();
            var ret = _goToBonus();

            TimerEndLog("GoToBonus", 1);
            return(ret);
        }

        bool _skipBonusCond(ABonus bonus)
        {
            var oppFirst = BuildingsObserver.Buildings.FirstOrDefault(x => x.IsOpponent && x.Lane == MessagesObserver.GetLane() && x.Order == 0);

            if (oppFirst == null || ASelf.GetDistanceTo(oppFirst) <= oppFirst.CastRange)
            {
                return(true);
            }

            var myFirst = BuildingsObserver.Buildings.FirstOrDefault(x => x.IsTeammate && x.Lane == MessagesObserver.GetLane() && x.Order == 0);

            if (myFirst == null || OpponentWizards.Any(x => x.GetDistanceTo(myFirst) <= myFirst.Radius))
            {
                return(true);
            }

            // TODO
            return(false);
        }

        ABonus SelectBonus(AWizard self)
        {
            var bonus = BonusesObserver.Bonuses.ArgMin(b => b.GetDistanceTo2(self));

            if (bonus.RemainingAppearanceTicks > MagicConst.GoToBonusMaxTicks + MagicConst.BonusTimeReserve)
            {
                return(null);
            }

            if (self.GetDistanceTo(BuildingsObserver.OpponentBase) < BuildingsObserver.OpponentBase.CastRange * 1.4)
            {
                return(null);
            }

            if (Game.IsSkillsEnabled && _skipBonusCond(bonus))
            {
                return(null);
            }

            return(bonus);
        }

        MovingInfo _goToBonus()
        {
            var bonus         = SelectBonus(ASelf);
            var selMovingInfo = new MovingInfo(null, int.MaxValue, new FinalMove(new Move()));

            if (bonus == null)
            {
                return(selMovingInfo);
            }

            if (Const.IsFinal)
            {
                var teammates = MyWizards
                                .Where(x => x.Id != ASelf.Id)
                                .Where(x =>
                {
                    var b = SelectBonus(x);
                    return(b != null && b.Id == bonus.Id);
                })
                                .ToArray();
                if (teammates.Any(x => ASelf.GetDistanceTo(bonus) > x.GetDistanceTo(bonus)))
                {
                    return(selMovingInfo);
                }
            }

            var my = new AWizard(ASelf);
            var nearestBuilding = OpponentBuildings.ArgMin(b => b.GetDistanceTo2(my));

            var path = DijkstraFindPath(ASelf, pos =>
            {
                // точка ОК, если бонус совсем близко
                if (pos.GetDistanceTo2(bonus) < Geom.Sqr(bonus.Radius + Self.Radius + 35))
                {
                    return(DijkstraStopStatus.TakeAndStop);
                }

                return(DijkstraStopStatus.Continue);
            }, MoveCostFunc(new [] { nearestBuilding }, MessagesObserver.GetLane())).FirstOrDefault();

            if (path == null)
            {
                GoDirect(bonus, selMovingInfo.Move);
                selMovingInfo.Target = bonus;
                return(selMovingInfo);
            }

            var obstacles =
                Combats.Where(x => x.Id != Self.Id).Cast <ACircularUnit>()
                .Where(x => my.GetDistanceTo2(x) < Geom.Sqr(my.VisionRange))
                .ToArray();

            path.Add(bonus);
            path.Simplify(obstacles, MagicConst.SimplifyMaxLength);


            var time = (int)(path.GetLength() / my.MaxForwardSpeed);

            if (time < MagicConst.GoToBonusMaxTicks)
            {
                selMovingInfo.Time = time;

                var nextPoint     = path[1];
                var nextNextPoint = path.Count > 2 ? path[2] : nextPoint;
                selMovingInfo.Move = new FinalMove(new Move());
                selMovingInfo.Move.MoveTo(nextPoint, my.GetDistanceTo(nextNextPoint) < my.Radius + 20 ? nextNextPoint : nextPoint);
                selMovingInfo.Target = nextPoint;

                var nextTree = path.GetNearestTree();
                CutTreesInPath(nextTree, selMovingInfo.Move);
            }

            if (selMovingInfo.Time <= bonus.RemainingAppearanceTicks - MagicConst.BonusTimeReserve)
            {
                selMovingInfo.Target = null;
            }
#if DEBUG
            if (selMovingInfo.Target != null)
            {
                Visualizer.Visualizer.SegmentsDrawQueue.Add(new object[] { path, Pens.Red, 3 });
            }
#endif
            return(selMovingInfo);
        }
Beispiel #6
0
        private bool _TryGoByGradient(Func <AWizard, double> costFunction, Func <AWizard, bool> firstMoveCondition, FinalMove move)
        {
            var self = new AWizard(ASelf);

            var obstacles =
                Combats.Where(x => x.Id != Self.Id && !(x is ABuilding)).Cast <ACircularUnit>()
                .Concat(BuildingsObserver.Buildings)
                .Where(x => self.GetDistanceTo2(x) < Geom.Sqr(x.Radius + 150))
                .ToArray();

            var           danger    = costFunction(self); // for debug
            List <double> selVec    = null;
            var           minDanger = double.MaxValue;
            Point         selMoveTo = null;

            foreach (var angle in Utility.Range(self.Angle, Math.PI * 2 + self.Angle, 24, false))
            {
                var moveTo  = self + Point.ByAngle(angle) * self.VisionRange;
                var nearest = Combats
                              .Where(x => x.GetDistanceTo(self) < Math.Max(self.VisionRange, x.VisionRange) * 1.3)
                              .Select(Utility.CloneCombat)
                              .ToArray();
                var tergetsSelector = new TargetsSelector(nearest);
                var opponents       = nearest.Where(x => x.IsOpponent).ToArray();

                var       vec   = new List <double>();
                const int steps = 18;

                var my      = (AWizard)nearest.FirstOrDefault(x => x.Id == self.Id);
                var ok      = true;
                var canMove = true;

                while (vec.Count < steps)
                {
                    if (canMove)
                    {
                        canMove = my.MoveTo(moveTo, null, w => w.GetFirstIntersection(obstacles) == null);
                        if (TreesObserver.GetNearestTrees(my).Any(t => t.IntersectsWith(my)))
                        {
                            break;
                        }
                    }
                    else
                    {
                        my.SkipTick();
                    }

                    var tmp = OpponentCombats;//HACK
                    OpponentCombats = opponents;
                    vec.Add(costFunction(my));
                    OpponentCombats = tmp;
                    foreach (var x in opponents)
                    {
                        var tar = tergetsSelector.Select(x);
                        if (tar != null || x is AWizard)
                        {
                            x.EthalonMove(tar);
                        }
                    }
                    if (vec.Count == 1 && firstMoveCondition != null && !firstMoveCondition(my))
                    {
                        ok = false;
                        break;
                    }
                }

                if (!ok || vec.Count == 0)
                {
                    continue;
                }

                while (vec.Count < steps)
                {
                    vec.Add(CantMoveDanger);
                }

                var newDanger = 0.0;
                for (var k = 0; k < steps; k++)
                {
                    newDanger += vec[k] * Math.Pow(0.87, k);
                }
                newDanger += 3 * vec[0];

                if (newDanger < minDanger)
                {
                    minDanger = newDanger;
                    selMoveTo = Utility.PointsEqual(my, self) ? null : moveTo;
                    selVec    = vec;
                }
            }
            if (selVec != null)
            {
                move.Speed = move.StrafeSpeed = 0;
                move.MoveTo(selMoveTo, null);
                return(true);
            }
            return(false);
        }