public HitPredictionSlowDownCalculator(ISlowDownCalculator slowDownCalculator, IGamestateCalculator gamestateCalculator, ICheckpointMemory checkpointMemory, IInputContainer inputContainer) { this.slowDownCalculator = slowDownCalculator; this.gamestateCalculator = gamestateCalculator; this.checkpointMemory = checkpointMemory; this.inputContainer = inputContainer; }
public LinearMovementAngleSlowDownCalculator(ISlowDownCalculator slowDownCalculator, IGamestateCalculator gamestateCalculator, IInputContainer inputContainer, IAngleCalculator angleCalculator, ICheckpointMemory checkpointMemory) { this.slowDownCalculator = slowDownCalculator; this.gamestateCalculator = gamestateCalculator; this.inputContainer = inputContainer; this.angleCalculator = angleCalculator; this.checkpointMemory = checkpointMemory; }
public AngleAndDistThrustCalculator(ICheckpointMemory checkpointMemory, IBoostUseCalculator boostUseCalculator, IAngleCalculator angleCalculator, ISlowDownCalculator slowDownCalculator, IGamestateCalculator gamestateCalculator) { this.checkpointMemory = checkpointMemory; this.boostUseCalculator = boostUseCalculator; this.angleCalculator = angleCalculator; this.slowDownCalculator = slowDownCalculator; this.gamestateCalculator = gamestateCalculator; boost = false; }
public void Start(IInputContainer inputContainer, IInitialCheckpointGuesser initialCheckpointGuesser, ICheckpointMemory checkpointMemory, IBoostUseCalculator boostUseCalculator, ITargetFinding targetFinding, IThrustCalculator thrustCalculator, ISpeedCalculator speedCalculator, IGamestateCalculator gamestateCalculator) { // Game Loop while (true) { // Update input on start of each round inputContainer.Update(); gamestateCalculator.Recalculate(); speedCalculator.CalculateSpeed(inputContainer.PlayerPosition); #region Checkpoint calculations // Set first Checkpoint on game start (guessing) if (checkpointMemory.KnownCheckpoints.Count == 0) { checkpointMemory.AddCheckpoint(initialCheckpointGuesser.GuessInitialCheckPoint()); } // Create a new Checkpoint with current target if we don't know all the Checkpoints yet if (!checkpointMemory.AllCheckPointsKnown && checkpointMemory.GetCheckpointAtPosition(inputContainer.NextCheckpointLocation) == null) { checkpointMemory.AddCheckpoint(inputContainer.NextCheckpointLocation); } // Try to get the current target Checkpoint. If its null, then we add the newCP and set it as current // we use a threshold of 600 because we guessed the first Checkpoint checkpointMemory.CurrentCheckpoint = checkpointMemory.GetCheckpointAtPosition(inputContainer.NextCheckpointLocation); if (checkpointMemory.CurrentCheckpoint == null) { checkpointMemory.AddCheckpoint(inputContainer.NextCheckpointLocation); checkpointMemory.CurrentCheckpoint = checkpointMemory.GetCheckpointAtPosition(inputContainer.NextCheckpointLocation); } // if we target the first Checkpoint we can safely say, that we know all Checkpoints if (checkpointMemory.CurrentCheckpoint.Id == 0 && !checkpointMemory.AllCheckPointsKnown) { // update the first Checkpoint with exact values checkpointMemory.UpdateCheckpoint(checkpointMemory.CurrentCheckpoint, inputContainer.NextCheckpointLocation); checkpointMemory.AllCheckPointsKnown = true; } Checkpoint cpAfterNextCp = null; if (checkpointMemory.AllCheckPointsKnown) { checkpointMemory.NextCheckpoint = checkpointMemory.KnownCheckpoints.ToList() .Find(x => x.Id == checkpointMemory.CurrentCheckpoint.Id + 1) ?? checkpointMemory.KnownCheckpoints[0]; cpAfterNextCp = checkpointMemory.KnownCheckpoints.ToList().Find(x => x.Id == checkpointMemory.NextCheckpoint.Id + 1) ?? checkpointMemory.KnownCheckpoints[0]; } #endregion #region target finding Point target = targetFinding.GetTarget(inputContainer.PlayerPosition, checkpointMemory.CurrentCheckpoint, checkpointMemory.NextCheckpoint, cpAfterNextCp); #endregion #region thrust calculations string sThrust = thrustCalculator.GetThrust(inputContainer.DistanceToNextCheckPoint, inputContainer.AngleToNextCheckPoint, inputContainer.PlayerPosition, target); #endregion #region status messages if (false) { foreach (var cp in checkpointMemory.KnownCheckpoints) { Console.Error.WriteLine(cp.Id + " " + cp.Position.X + " " + cp.Position.Y + " " + cp.DistToNext); } Console.Error.WriteLine("cp count: " + checkpointMemory.KnownCheckpoints.Count); Console.Error.WriteLine("allCheckpointsKnown: " + checkpointMemory.AllCheckPointsKnown); Console.Error.WriteLine("nextCheckpointDist: " + inputContainer.DistanceToNextCheckPoint); Console.Error.WriteLine("nextCheckpointAngle: " + inputContainer.AngleToNextCheckPoint); //Console.Error.WriteLine("currentVectorAngle: " + currentVectorAngle); //Console.Error.WriteLine("currentVectorX: " + currentVectorX); //Console.Error.WriteLine("currentVectorY: " + currentVectorY); //Console.Error.WriteLine("nextCpVectorX: " + nextCpVectorX); //Console.Error.WriteLine("nextCpVectorY: " + nextCpVectorY); //Console.Error.WriteLine("lastPosition: " + lastPosition); //Console.Error.WriteLine("currentPosition: " + inputContainer.PlayerPosition); //Console.Error.WriteLine("currentVectorAngle: " + currentVectorAngle); //Console.Error.WriteLine("currentVectorAngle: " + currentVectorAngle); //Console.Error.WriteLine("distSlow: " + distSlow); //Console.Error.WriteLine("angleSlow: " + angleSlow); Console.Error.WriteLine("boostCpId: " + boostUseCalculator.GetBoostTargetCheckpoint().Id); //Console.Error.WriteLine("thrust: " + thrust); Console.Error.WriteLine("currentCP: " + checkpointMemory.CurrentCheckpoint.Id); Console.Error.WriteLine("nextCP: " + checkpointMemory.NextCheckpoint?.Id); } #endregion Console.WriteLine(target.X + " " + target.Y + " " + sThrust); } }