public Player(AiStatePlayer player) { if (player == null) { throw new ArgumentNullException(nameof(player)); } this.Idx = player.playerIndex; this.Team = player.team; }
public void Update(AiStatePlayer player) { if (player.playerIndex != this.Idx || player.team != this.Team) { throw new ArgumentException(nameof(player)); } this.Arrows.Clear(); this.AimDirection = player.aimDirection; this.Arrows.AddRange(player.arrows); this.CanHurt = player.canHurt; this.Dead = player.dead; this.DodgeCooldown = player.dodgeCooldown; this.Facing = player.facing; this.Idx = player.playerIndex; this.OnGround = player.onGround; this.OnWall = player.onWall; this.Pos = player.position; this.Shield = player.shield; this.Wings = player.wings; }
static void Main(string[] args) { // The communication is done over stdin. Every line is a json. // First, read the information about your player. This is sent only once. stateInit = Read <AiStateInit>(); Self = new Player(stateInit); PlayersById[Self.Idx] = Self; // The seed is based on the bot index so bots act differently. rand = new Random((int)DateTimeOffset.UtcNow.Ticks + stateInit.index * 100000); while (true) { // Your bot will read the state of the game in a loop and send the actions back. // It can be either the state of the scenario (the grid) or the state of the // entities (players, arrows, items, etc). // Check the 'type' and act accordingly. dynamic aiState = ReadDynamic(); if (aiState.type == Constants.AiStateTypeScenario) { stateScenario = aiState.ToObject <AiStateScenario>(); continue; } else if (aiState.type == Constants.AiStateTypeUpdate) { stateUpdate = aiState.ToObject <AiStateUpdate>(); } foreach (dynamic state in stateUpdate.entities) { if (state.type == "player") { AiStatePlayer statePlayer = state.ToObject <AiStatePlayer>(); Player p; if (!PlayersById.TryGetValue(statePlayer.playerIndex, out p)) { p = new Player(statePlayer); PlayersById[p.Idx] = p; if (p.IsAlly(Self)) { Allies.Add(p); } else { Enemies.Add(p); } } p.Update(statePlayer); } } if (Self.Dead) { Console.WriteLine(); continue; } // Run towards closest enemy Player closestEnemy = Enemies.Where(e => !e.Dead).OrderBy(e => Self.Distance2(e)).FirstOrDefault(); if (closestEnemy != null) { if (closestEnemy.Pos.x > Self.Pos.x) { GamePad.Right(); } else { GamePad.Left(); } } bool hasEnemyAbove = false; foreach (Player enemy in Enemies) { if (enemy.Dead) { continue; } double distance = Math.Sqrt(enemy.Distance2(Self)); // Enemy might stomp us if (distance < 100 && enemy.Pos.y > Self.Pos.y) { hasEnemyAbove = true; if (enemy.Pos.x > Self.Pos.x) { GamePad.Right(); } else { GamePad.Left(); } } // Same line if (Math.Abs(Self.Pos.y - enemy.Pos.y) < 5) { if (rand.NextDouble() > 0.5) { if (GamePad.StickDirection.HasFlag(Direction.Right) == enemy.Pos.x > Self.Pos.x) { GamePad.Shoot = true; } } else if (rand.NextDouble() > 0.25) { GamePad.Dash = true; } } } if (!hasEnemyAbove) { if (rand.NextDouble() > 0.1) { GamePad.Jump = true; } } GamePad.IssueCommand(); } }