public void Collision(IHumanPlayer player, ITakeSpace other) { var angle = player.AngleAvoiding(other); player.Turn(angle + 2 * Math.Sign(angle)); s = State.Collided; }
public void Collision(IHumanPlayer player, ITakeSpace other) { if (player.Movement == MoveState.Moving) { return; // nothing to do? } double angle = player.AngleAvoiding(other); player.Turn(angle); //Console.WriteLine("Turning {0} degrees to avoid obstacle.", angle); hasCollidedLastTurn = true; }
public void DoSomething(IHumanPlayer player, List <IWalker> zombies, List <IWalker> humans, List <ITakeSpace> obstacles, List <ResupplyPoint> resupply) { if (player.Movement == MoveState.Moving) { return; } switch (rng.Next(2)) { case 0: player.Turn((rng.NextDouble() > 0.5 ? -1 : 1) * rng.NextDouble() * 300.0); break; case 1: player.GoForward(rng.NextDouble() * 20.0); break; } }
public void Collision(IHumanPlayer player, Edge edge) { double angle = 0; switch (edge) { case Edge.Top: angle = player.AngleToHeading(180); break; case Edge.Bottom: angle = player.AngleToHeading(0); break; case Edge.Left: angle = player.AngleToHeading(90); break; case Edge.Right: angle = player.AngleToHeading(270); break; case Edge.TopAndLeft: angle = player.AngleToHeading(90 + 45); break; case Edge.TopAndRight: angle = player.AngleToHeading(180 + 45); break; case Edge.BottomAndLeft: angle = player.AngleToHeading(45); break; case Edge.BottomAndRight: angle = player.AngleToHeading(270 + 45); break; } Console.WriteLine("Turning around {0} degrees", angle); player.Turn(angle); s = State.Collided; }
public void DoSomething(IHumanPlayer player, List <IWalker> zombies, List <IWalker> humans, List <ITakeSpace> obstacles, List <ResupplyPoint> resupply) { if (player.Movement == MoveState.Moving) { return; } switch (state) { case 0: player.Turn(player.AngleToHeading(45)); state++; break; case 1: case 3: case 5: case 7: case 9: case 11: case 13: case 15: player.GoForward(5.0); state++; break; case 2: player.Turn(player.AngleToHeading(90)); state++; break; case 4: player.Turn(player.AngleToHeading(90 + 45)); state++; break; case 6: player.Turn(player.AngleToHeading(180)); state++; break; case 8: player.Turn(player.AngleToHeading(180 + 45)); state++; break; case 10: player.Turn(player.AngleToHeading(270)); state++; break; case 12: player.Turn(player.AngleToHeading(270 + 45)); state++; break; case 14: player.Turn(player.AngleToHeading(0)); state++; break; case 16: player.Turn(rng.NextDouble() * 300.0); state = 0; break; } }
public void DoSomething(IHumanPlayer player, List <IWalker> zombies, List <IWalker> humans, List <ITakeSpace> obstacles, List <ResupplyPoint> resupply) { // am I almost dead?? If so, eat something! if (player.Lifespan == 1) { //Console.WriteLine("Almost dead -- eating something!"); player.Eat(); return; } // am I already moving? If so, don't update my movement. if (player.Movement == MoveState.Moving) { return; } // I collided last turn, but I've finished my turning to avoid that now. Go forward instead. if (hasCollidedLastTurn) { //Console.WriteLine("Collided last turn. Finished turning, so going forward a bit."); player.GoForward(rand.Next(4, 35)); hasCollidedLastTurn = false; return; } // find the closest resupply point. if (visited.Count == resupply.Count) { visited.Clear(); // start again! } if (resupply.Count == 0) { //Console.WriteLine("No resupply points? There's nothing for a greedy human to do, then :-(. Will just sit and starve here..."); return; // do nothing! } ResupplyPoint supplyPoint = null; foreach (ResupplyPoint r in resupply) { if ((supplyPoint == null || player.DistanceFrom(supplyPoint) > player.DistanceFrom(r)) && !visited.Contains(r.Id)) { supplyPoint = r; } } // am I there already? if (supplyPoint.Intersects(player) && supplyPoint.Available.Length > 0) { if (supplyPoint.Available.Contains(SupplyItem.Food)) { //Console.WriteLine("Taking some food."); player.TakeFoodFrom(supplyPoint); } else { //Console.WriteLine("Taking some socks."); player.TakeSocksFrom(supplyPoint); } visited.Add(supplyPoint.Id); } else { // I still need to go there... double angleTo = player.AngleTo(supplyPoint); if (Math.Abs(angleTo) >= 10.0) { //Console.WriteLine("Turning {0} degrees to face my food, yum!"); player.Turn(angleTo); } else { //Console.WriteLine("Going to my food."); player.GoForward(player.DistanceFrom(supplyPoint)); } } }
public void DoSomething(IHumanPlayer player, List <IWalker> zombies, List <IWalker> humans, List <ITakeSpace> obstacles, List <ResupplyPoint> resupply) { gameTime++; if (player.Lifespan == 1) { player.Eat(); } //if (zombies.Count == 0) return; // nothing to do! var closestZ = zombies .OrderBy(x => x.DistanceFrom(player)) .Where(x => !x.IsStunned) .Where(x => !targeted.ContainsKey(x.Id) || (gameTime - targeted[x.Id] > 8)) .FirstOrDefault(); if (closestZ != null && player.IsInSockRange(closestZ) && player.Inventory.Contains(SupplyItem.Sock)) { // screw it, throw a sock! player.Throw(player.Heading + player.AngleTo(closestZ)); targeted[closestZ.Id] = gameTime; return; } if (player.Lifespan < player.MaximumLifespan / 2 && !player.Inventory.Contains(SupplyItem.Food) && gameTime % 20 == 0) { s = State.FindFood; } else if (!player.Inventory.Contains(SupplyItem.Sock) && gameTime % 50 == 0) { s = State.FindAmmo; } if (player.Movement == MoveState.Moving) { return; } Console.WriteLine("State: {0}", s); switch (s) { case State.Undecided: { if (zombies.Count == 0) { s = State.AllDone; //s = State.RunAway; return; } if (!player.Inventory.Contains(SupplyItem.Sock)) { s = State.FindAmmo; } else if (!player.Inventory.Contains(SupplyItem.Food)) { s = State.FindFood; } else { go_to = (RunState)(((int)++go_to) % 4); s = State.RunAway; } break; } case State.FindFood: case State.FindAmmo: { var r = GetClosestResupplyWith(player, resupply, s == State.FindFood ? SupplyItem.Food : SupplyItem.Sock); if (r == null) { return; // ... aaand wait? } if (player.IsCloseEnoughToInteractWith(r)) { s = s == State.FindFood ? State.GetFood : State.GetAmmo; return; } var angle = player.AngleTo(r); if (Math.Abs(angle) < 1.0) { player.GoForward(player.DistanceFrom(r)); } else { player.Turn(angle); } break; } case State.GetFood: { var r = GetClosestResupplyWith(player, resupply, SupplyItem.Food); if (r == null) { s = State.Undecided; return; } if (!player.IsCloseEnoughToInteractWith(r)) { s = State.FindFood; return; } Console.WriteLine("Available here: {0}", String.Join(", ", r.Available)); if (r.Available.Contains(SupplyItem.Food)) { player.TakeFoodFrom(r); s = State.Undecided; } break; } case State.GetAmmo: { var r = GetClosestResupplyWith(player, resupply, SupplyItem.Sock); if (r == null) { s = State.Undecided; return; } if (!player.IsCloseEnoughToInteractWith(r)) { s = State.FindAmmo; return; } Console.WriteLine("Available here: {0}", String.Join(", ", r.Available)); if (r.Available.Contains(SupplyItem.Sock) && player.InventorySlotsLeft > 1) { player.TakeSocksFrom(r); return; } s = State.Undecided; break; } case State.RunAway: { // shift along the state, if we need to. switch (go_to) { case RunState.TopLeft: if (player.Position.X <= player.MapWidth * 0.15 && player.Position.Y <= player.MapHeight * 0.15) { go_to = RunState.TopRight; } break; case RunState.TopRight: if (player.Position.X >= player.MapWidth * 0.85 && player.Position.Y <= player.MapHeight * 0.15) { go_to = RunState.BottomLeft; } break; case RunState.BottomLeft: if (player.Position.X <= player.MapWidth * 0.15 && player.Position.Y >= player.MapHeight * 0.85) { go_to = RunState.BottomRight; } break; case RunState.BottomRight: if (player.Position.X >= player.MapWidth * 0.85 && player.Position.Y >= player.MapHeight * 0.85) { go_to = RunState.TopLeft; } break; } // check if we're angled correctly. double angle = 0; switch (go_to) { case RunState.TopLeft: angle = player.AngleToCoordinates(player.MapWidth * 0.1, player.MapHeight * 0.1); break; case RunState.TopRight: angle = player.AngleToCoordinates(player.MapWidth * 0.9, player.MapHeight * 0.1); break; case RunState.BottomLeft: angle = player.AngleToCoordinates(player.MapWidth * 0.1, player.MapHeight * 0.9); break; case RunState.BottomRight: angle = player.AngleToCoordinates(player.MapWidth * 0.9, player.MapHeight * 0.9); break; } double dist = 0; switch (go_to) { case RunState.TopLeft: dist = player.DistanceFrom(player.MapWidth * 0.1, player.MapHeight * 0.1); break; case RunState.TopRight: dist = player.DistanceFrom(player.MapWidth * 0.9, player.MapHeight * 0.1); break; case RunState.BottomLeft: dist = player.DistanceFrom(player.MapWidth * 0.1, player.MapHeight * 0.9); break; case RunState.BottomRight: dist = player.DistanceFrom(player.MapWidth * 0.9, player.MapHeight * 0.9); break; } if (Math.Abs(angle) < 5.0) { player.GoForward(dist); } else { player.Turn(angle); } break; } case State.Collided: { player.GoForward(rand.Next(1, 6)); s = State.Undecided; break; } case State.AllDone: { s = State.Dance0; break; } case State.Dance0: player.Turn(20); s = State.Dance1; break; case State.Dance1: player.GoForward(6.0); s = State.Dance0; break; } }
public void Collision(IHumanPlayer player, ITakeSpace other) { //Console.WriteLine("random human: I collided with {0}", other); player.Turn(player.AngleAvoiding(other)); }