Beispiel #1
0
        double EstimateDanger(AWizard my, bool considerWizardBesieded = true)
        {
            double res          = 0;
            var    nearestTower = OpponentCombats.FirstOrDefault(x => x is ABuilding && x.GetDistanceTo2(my) <= Geom.Sqr(x.CastRange));

            foreach (var opp in OpponentCombats)
            {
                var dist = opp.GetDistanceTo(my);
                if (dist > 2 * my.VisionRange)
                {
                    continue;
                }

                if (opp is AWizard)
                {
                    var wizard = opp as AWizard;
                    var inner  = (Game.StaffRange + my.Radius) + 1;                         // (куда достаёт посохом) + запас
                    var outer  = (opp.CastRange + my.Radius + Game.MagicMissileRadius) + 1; // (куда достанет MagicMissile) + запас
                    if (GoAwayCond(my, wizard))
                    {
                        outer += GoAwaySafeDist - Game.MagicMissileRadius;
                    }
                    var coeff = 45;
                    if (!wizard.IsBesieded ||
                        !considerWizardBesieded ||
                        (nearestTower != null &&
                         !Utility.IsBase(nearestTower) &&
                         BuildingsObserver.MyBase.GetDistanceTo2(my) > BuildingsObserver.MyBase.GetDistanceTo2(nearestTower) &&
                         BuildingsObserver.MyBase.GetDistanceTo2(wizard) > BuildingsObserver.MyBase.GetDistanceTo2(nearestTower)
                        )
                        )
                    {
                        if (dist < inner)
                        {
                            res += (wizard.StaffDamage + wizard.MagicMissileDamage) * 2;
                        }
                        else if (dist < outer)
                        {
                            res += (wizard.MagicMissileDamage + coeff - (dist - inner) / (outer - inner) * coeff) * 2;
                        }
                    }
                    else
                    {
                        var otr = my.VisionRange * 1.3;
                        if (dist < otr)
                        {
                            res -= 10 + 60 - dist / otr * 60;
                        }
                    }
                }
                else if (opp is ABuilding)
                {
                    var building = opp as ABuilding;

                    if (building.IsBase && !Game.IsSkillsEnabled)
                    {
                        var outer = building.CastRange;
                        if (dist <= outer)
                        {
                            res += 90 - dist / outer * 90 + building.Damage;
                        }
                    }
                    else if (building.IsBesieded)
                    {
                        var inner = my.Radius + building.Radius + 2 * Game.DartRadius + 3; // свои фетиши могут стрелять
                        var outer = building.VisionRange * 1.2;
                        if (dist < inner)
                        {
                            res += 20 - dist / inner * 20;
                        }
                        else if (dist < outer)
                        {
                            res -= 2 - dist / outer * 2;
                        }
                    }
                    else
                    {
                        var    inner = Game.StaffRange + building.Radius; // откуда можно достать посохом
                        var    outer = building.CastRange;                // куда достреливает башня
                        double delta = -80;
                        if (dist < inner)
                        {
                            res += building.Damage - delta;
                        }
                        else if (dist <= outer)
                        {
                            res += (dist - inner) / (outer - inner) * delta + building.Damage - delta;
                        }
                    }
                }
                else if (opp is AOrc)
                {
                    var inner = Game.OrcWoodcutterAttackRange + my.Radius + Game.MinionSpeed + 20 /*запас*/;
                    var outer = 800;
                    if (dist < inner)
                    {
                        res += Game.OrcWoodcutterDamage + 15 - dist / inner * 15;
                    }
                    else if (dist < outer && my.MmSkillLevel < 5)
                    {
                        res -= 3 - (dist - inner) / (outer - inner) * 3;
                    }
                }
                else if (opp is AFetish)
                {
                    var inner = opp.CastRange + my.Radius + Game.DartRadius + 10;
                    if (dist < inner)
                    {
                        var fetishTarget = MinionsTargetsSelector.Select(opp);
                        if (fetishTarget == null || Geom.Sqr(dist - 5) < opp.GetDistanceTo2(fetishTarget))
                        {
                            res += 15 - dist / inner * 15 + Game.DartDirectDamage;
                        }
                    }
                }
            }

            // не прижиматься к своим
            foreach (var co in MyCombats)
            {
                var dist = my.GetDistanceTo(co) - co.Radius - my.Radius;
                if (my.Id != co.Id && dist < 15)
                {
                    res += 1 - dist / 15 * 1;
                }
            }

            if (Game.IsSkillsEnabled)
            {
                // прижиматься за главную башню
                var cr            = new Point(World.Width - 258, 258);
                var cornerMaxDist = 800;
                var distToCorner  = my.GetDistanceTo(cr);
                if (distToCorner < cornerMaxDist)
                {
                    res -= 10 - (distToCorner / cornerMaxDist) * 10;
                }
            }

            // держаться подальше от места появления минионов
            var spawnDelta   = Game.FactionMinionAppearanceIntervalTicks * 0.33;
            var spawnRemains = World.TickIndex % Game.FactionMinionAppearanceIntervalTicks;

            if (spawnRemains < spawnDelta)
            {
                foreach (var pt in MagicConst.MinionAppearencePoints)
                {
                    var dist  = pt.GetDistanceTo(my);
                    var inner = 450;
                    if (dist < inner)
                    {
                        res += 14 - dist / inner * 14;
                    }
                }
            }

            // двигаться по пути к бонусу
            if (NextBonusWaypoint != null)
            {
                var dist  = my.GetDistanceTo(NextBonusWaypoint);
                var outer = 100.0;
                if (dist < outer)
                {
                    res -= GoToBonusDanger - dist / outer * GoToBonusDanger;
                }
            }

            var nearestRoad = RoadsHelper.Roads.ArgMin(seg => seg.GetDistanceTo(my));
            var linePadding = nearestRoad.LaneType == ALaneType.Middle || nearestRoad.LaneType == ALaneType.Middle2 ? 250.0 : 160.0;

            // не прижиматься к лесу
            if (MagicConst.TreesFreeCircles.All(x => x.GetDistanceTo(my) > x.Radius))
            {
                var distToLine   = nearestRoad.GetDistanceTo(my);
                var outerPadding = 500;
                if (distToLine > linePadding && distToLine < outerPadding)
                {
                    res += (distToLine - linePadding) / (outerPadding - linePadding) * 10;
                }
                else if (distToLine >= outerPadding)
                {
                    res += 10;
                }
            }

            {
                // прижиматься к центру дорожки
                var distToLine   = RoadsHelper.Roads.Where(seg => seg.LaneType != ALaneType.Middle2).Min(seg => seg.GetDistanceTo(my));
                var outerPadding = 500;
                if (distToLine > linePadding && distToLine < outerPadding)
                {
                    res -= 1 - (distToLine - linePadding) / (outerPadding - linePadding) * 1;
                }
                else if (distToLine <= linePadding)
                {
                    res -= 1;
                }
            }

            // не прижиматься к стене
            var distToBorders  = Math.Min(Math.Min(my.X, my.Y), Math.Min(Const.MapSize - my.X, Const.MapSize - my.Y));
            var bordersPadding = 45;

            if (distToBorders < bordersPadding)
            {
                res += 4 - distToBorders / bordersPadding * 4;
            }

            // не перекрывать бонус
            foreach (var bonus in BonusesObserver.Bonuses)
            {
                var inner = bonus.Radius + my.Radius;
                var dist  = my.GetDistanceTo(bonus);
                if (dist <= inner && !bonus.Exists && bonus.RemainingAppearanceTicks < 100)
                {
                    res += 30 + 20 - dist / inner * 20;
                }
            }

            // не прижиматься к углам
            for (var i = 0; i <= 3; i += 3)
            {
                var corner = Const.MapCorners[i];
                var dist   = my.GetDistanceTo(corner);
                var outer  = 500;
                if (dist < outer)
                {
                    res += 7 - dist / outer * 7;
                }
            }

            foreach (var tr in BuildingsDangerTriangles)
            {
                if (Geom.ContainPoint(tr, my))
                {
                    res += new Segment(tr[0], tr[1]).GetDistanceTo(my) / 100 * 10;
                }
            }

            return(res);
        }