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); }
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)); }
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)); }
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); }
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); }
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); }