Example #1
0
    public UnitAction GetAction(Unit unit, Game game, AiCup2019.Debug debug)
    {
        if (m_lastTick >= game.CurrentTick) // Verify this number
        {
            //TODO: Check number of bullets
            LogService.WriteLine("Cached choice");
            return(CreateAction(m_lastGame.Units.First(u => u.unit.Id == unit.Id), m_lastGame));
        }

        Const.Reset(game.Properties, game);
        Debug = debug;
        var myGame = new MyGame(game, unit);
        var sim    = m_lastGame = new SimGame(myGame, unit);

        m_lastTick = game.CurrentTick;
        DistService.CalcDists(sim);
        ShootService.Initialize(sim);
        foreach (var b in sim.Bullets)
        {
            b.CalcCollisionTime(sim);
        }

        foreach (var u in sim.Units)
        {
            u.WalkTarget = WalkService.FindWalkTarget(sim, u);
            u.AimTarget  = AimService.GetAimTarget(sim, u);
            u.Shoot      = ShootService.ShouldShoot(sim, u);
            if (u.Player.Id == unit.PlayerId)
            {
                u.IsMine = true;
            }
        }

        LogService.WriteLine("FIRETIMER: " + m_lastGame.Units.First(u => u.unit.Id == unit.Id).FireTimer);
        MCTSService.Search(sim);
        //foreach (var u in sim.Units) u.debug = true;
        MCTSService.DoOneRound(sim, true);
        //foreach (var u in sim.Units) u.debug = false;

        if (game.CurrentTick % 300 == 10)
        {
            Console.Error.WriteLine("Time: " + Const.GetTime + " Evals: " + Const.Evals + " Sims: " + Const.Sims);
        }
        var targetUnit = m_lastGame.Units.First(u => u.unit.Id == unit.Id);

        DistService.DrawPath(targetUnit.Position, targetUnit.WalkTarget);
        return(CreateAction(targetUnit, m_lastGame));
    }