Esempio n. 1
0
    public static Vector2 BestDirectionWingardium(Game game, Snaffle toShoot)
    {
        List <Entity> eBetween;

        Vector2 v = game.OpponentTeam.GoalCenterPosition;

        v.Y = toShoot.ActualPosition.Y;
        if (v.Y < game.OpponentTeam.Pole0.Y)
        {
            v.Y = game.OpponentTeam.Pole0.Y;
        }
        else if (v.Y > game.OpponentTeam.Pole1.Y)
        {
            v.Y = game.OpponentTeam.Pole1.Y;
        }

        eBetween = game.GetCollidableEntityBetween(toShoot.ActualPosition + toShoot.ActualVelocity, v);

// Shoot to goal  //////////////////////////////////////////////////////////
        if ((!eBetween.Any() || !eBetween.Where(e => toShoot.Distance(e) < 8000).Any()) &&
            toShoot.Distance(game.OpponentTeam.GoalCenterPosition) < 5000)
        {
            return(game.OpponentTeam.GoalCenterPosition);
        }
        else if (toShoot.Distance(game.OpponentTeam.GoalCenterPosition) < 4500)
        {
// Try random place between poles's goal  //////////////////////////////////////////////////////////
            Game.Debug("Random Place between pole");

            Random r = new Random();
            for (int i = 0; i < 7; i++)
            {
                Vector2 rV = game.OpponentTeam.GoalCenterPosition;
                rV.Y = r.Next((int)game.OpponentTeam.Pole0.Y + 1, (int)game.OpponentTeam.Pole1.Y);
                if (!game.CollidableEntityBetween(toShoot.ActualPosition + toShoot.ActualVelocity, rV))
                {
                    return(rV);
                }
            }
        }

// Try try all y possibility,and sort them to the nearest to the goal.
        List <Vector2> vList = Enumerable.Repeat(new Vector2(game.OpponentTeam.Pole0.X), (int)(Game.MapSize.Y)).ToList();

        vList = vList.Select((e, i) => { e.Y = i; return(e); }).ToList();

        vList = vList.Where(e => !game.CollidableEntityBetween(toShoot.ActualPosition, e))
                .OrderBy(e => Vector2.Distance(e, game.OpponentTeam.GoalCenterPosition)).ToList();

        if (vList.Any())
        {
            return(vList.First());
        }



        Game.Debug("Wingardium NO BEST SHOT FOUND : Default, goal.center shoot");
        return(game.OpponentTeam.GoalCenterPosition);
    }
Esempio n. 2
0
    public static Vector2 BestDirectionToShoot(Game game, Snaffle toShoot)
    {
        List <Entity> eBetween;

        Vector2 v = game.OpponentTeam.GoalCenterPosition;

        v.Y = toShoot.ActualPosition.Y;
        if (v.Y < game.OpponentTeam.Pole0.Y)
        {
            v.Y = game.OpponentTeam.Pole0.Y;
        }
        else if (v.Y > game.OpponentTeam.Pole1.Y)
        {
            v.Y = game.OpponentTeam.Pole1.Y;
        }

        eBetween = game.GetCollidableEntityBetween(toShoot.ActualPosition + toShoot.ActualVelocity, v);

// Shoot to goal  //////////////////////////////////////////////////////////
        if ((!eBetween.Any() || !eBetween.Where(e => toShoot.Distance(e) < 8000).Any()) &&
            toShoot.Distance(game.OpponentTeam.GoalCenterPosition) < 5000)
        {
            return(game.OpponentTeam.GoalCenterPosition);
        }
        else if (toShoot.Distance(game.OpponentTeam.GoalCenterPosition) < 4500)
        {
// Try random place between poles's goal  //////////////////////////////////////////////////////////
            Game.Debug("Random Place between pole");

            Random r = new Random();
            for (int i = 0; i < 7; i++)
            {
                Vector2 rV = game.OpponentTeam.GoalCenterPosition;
                rV.Y = r.Next((int)game.OpponentTeam.Pole0.Y + 1, (int)game.OpponentTeam.Pole1.Y);
                if (!game.CollidableEntityBetween(toShoot.ActualPosition + toShoot.ActualVelocity, rV))
                {
                    return(rV);
                }
            }
        }
//Try pass to nearest wizard  //////////////////////////////////////////////////////////
        // Game.Debug("HERRE");
        // Game.Debug("ddd.>" + toShoot.Id.ToString());
        // List<Wizard> w = game.GetMyWizards()
        //  .Where(e => e.Id != toShoot.Grabber.Id && !game.CollidableEntityBetween(toShoot.ActualPosition + toShoot.ActualVelocity, e.ActualPosition + e.ActualVelocity))
        //  .OrderBy(e => e.Distance(toShoot)).ToList();
        // Game.Debug("HERE");

        // if (w.Any())
        //  Game.Debug(" ccc >" + (toShoot.ActualPosition.X - w.First().ActualPosition.X).ToString());
        //  // if there is wizard AND if less than 2500 distance, and if not too far behind
        // if (w.Any() && toShoot.Distance(w.First().ActualPosition) < 5500 &&
        //  toShoot.ActualPosition.X - w.First().ActualPosition.X < -300)
        //  return(w.First().ActualPosition + w.First().ActualVelocity);

// Try to shoot to the next snaffle
        //
        //////////////////////////////////

// Try try all y possibility,and sort them to the nearest to the goal.


        List <Vector2> vList = Enumerable.Repeat(new Vector2(game.OpponentTeam.Pole0.X), (int)(Game.MapSize.Y)).ToList();

        vList = vList.Select((e, i) => { e.Y = i; return(e); }).ToList();

        vList = vList.Where(e => !game.CollidableEntityBetween(toShoot.ActualPosition, e))
                .OrderBy(e => Vector2.Distance(e, game.OpponentTeam.GoalCenterPosition)).ToList();

        if (vList.Any())
        {
            return(vList.First());
        }



        Game.Debug("NO BEST SHOT FOUND : Default, goal.center shoot");
        return(game.OpponentTeam.GoalCenterPosition);
    }