private BonusMap BonusMapSum(List <BonusMap> squadBonusMapList)
        {
            var sumMap           = new BonusMap();
            var isInSurvivalMode = IsInSurvivalMode();

            foreach (var map in squadBonusMapList)
            {
                if (isInSurvivalMode && map.Weight > 0)
                {
                    continue;
                }

                map.Trim();

                if (map.IsEmpty)
                {
                    continue;
                }

                for (int i = 0; i < MapPointsAmount; i++)
                {
                    for (int j = 0; j < MapPointsAmount; j++)
                    {
                        sumMap.Table[i, j] += map.Table[i, j] * map.Weight;
                    }
                }
            }

            CheckTileGeneration(squadBonusMapList);

            return(sumMap.Trim());
        }
        private BonusMap GenerateStaticMap()
        {
            var          map            = new BonusMap().SetWeight(-1.5);
            const double borderWidth    = 30;
            var          worldWidth     = WorldPointsAmount;
            var          greenWorldZone = worldWidth - borderWidth;

            for (int i = 0; i < MapPointsAmount; i++)
            {
                for (int j = 0; j < MapPointsAmount; j++)
                {
                    if (i * SizeWorldMapKoeff > greenWorldZone)
                    {
                        map.Table[i, j] += i * SizeWorldMapKoeff - greenWorldZone;
                    }
                    if (i * SizeWorldMapKoeff < borderWidth)
                    {
                        map.Table[i, j] += borderWidth - i * SizeWorldMapKoeff;
                    }

                    if (j * SizeWorldMapKoeff > (worldWidth - borderWidth))
                    {
                        map.Table[i, j] += j * SizeWorldMapKoeff - greenWorldZone;
                    }
                    if (j * SizeWorldMapKoeff < borderWidth)
                    {
                        map.Table[i, j] += borderWidth - j * SizeWorldMapKoeff;
                    }
                }
            }

            return(map);
        }
        private static Dictionary <Point, double> GeneratePossibleRays(Squad squad, BonusMap map)
        {
            const int angleStep = 6;
            double    radius    = squad.CruisingSpeed * squad.ExpectedTicksToNextUpdate * 1.2;

            radius = Math.Max(radius, 3 * MapCellWidth);

            var squadCenterUnit = squad.CentralUnit;
            var squadCenter     = new Point(squadCenterUnit.X, squadCenterUnit.Y);
            var possibleRays    = new Dictionary <Point, double>();

            for (int angle = 0; angle < 360; angle += angleStep)
            {
                double angleSI             = Math.PI / 180 * angle;
                var    possibleDestination = new Point(squadCenter.X + radius * Math.Sin(angleSI),
                                                       squadCenter.Y + radius * Math.Cos(angleSI));
                if (possibleDestination.X < 0 || possibleDestination.Y < 0 || possibleDestination.X >= 1024 ||
                    possibleDestination.Y >= 1024)
                {
                    continue;
                }
                var cellValuesOnRay = new List <double>();

                for (int i = (int)Math.Min(possibleDestination.X, squadCenter.X);
                     i <= (int)Math.Max(possibleDestination.X, squadCenter.X);
                     i++)
                {
                    for (int j = (int)Math.Min(possibleDestination.Y, squadCenter.Y);
                         j <= (int)Math.Max(possibleDestination.Y, squadCenter.Y);
                         j++)
                    {
                        var worldPoint = new Point(i, j);
                        var isNearRay  =
                            Geom.SegmentCircleIntersects(possibleDestination, squadCenter, worldPoint,
                                                         (double)MapCellWidth / 2);
                        if (isNearRay)
                        {
                            var mapX = (int)Math.Round(i / SizeWorldMapKoeff);
                            var mapY = (int)Math.Round(j / SizeWorldMapKoeff);
                            if (mapX >= 0 && mapY >= 0 && mapX < MapPointsAmount && mapY < MapPointsAmount)
                            {
                                cellValuesOnRay.Add(map.Table[mapX, mapY]);
                            }
                        }
                    }
                }
                if (cellValuesOnRay.Any())
                {
                    possibleRays.Add(possibleDestination, cellValuesOnRay.Average());
                }
                else
                {
                    MyStrategy.Universe.Print($"Warning! Possible ray is null for squad [{squad.Id}]. It is near border.");
                }
            }
            return(possibleRays);
        }
        private BonusMap GetFacilityAttractionMap(MapType maptype)
        {
            var facilities = Universe.World.Facilities;
            var map        = new BonusMap(maptype);

            foreach (var facility in facilities.Where(f => f.CapturePoints < Universe.Game.MaxFacilityCapturePoints))
            {
                var weight = facility.Type == FacilityType.ControlCenter ? 1.00 : 1.00;
                map.AddFacilityCalculation(facility, FacilitySize / 2, weight, 1000);
            }

            return(map);
        }
        private BonusMap GetScoutBonusMap(List <Vehicle> enemyUnits, AbsolutePosition squadCenter, double scoutVisionRange, MapType mapType)
        {
            const double affectedRange = 1200;
            var          unitsForMap   = enemyUnits.Where(
                u => (u.X - squadCenter.X) < affectedRange &&
                (u.Y - squadCenter.Y) < affectedRange &&
                u.Type != VehicleType.Arrv
                ).ToList();

            var map = new BonusMap(mapType);

            foreach (var unit in unitsForMap)
            {
                map.AddUnitCalculation(unit, scoutVisionRange, unit.AerialDamage + unit.GroundDamage, 800);
            }
            return(map);
        }
        private BonusMap GetAeroDangerMap(List <Vehicle> enemyUnits, AbsolutePosition squadCenter, MapType mapType)
        {
            const double affectedRange    = 500;
            var          enemyUnitsForMap = enemyUnits.Where(
                u => (u.X - squadCenter.X) < affectedRange &&
                (u.Y - squadCenter.Y) < affectedRange
                ).ToList();

            var map = new BonusMap(mapType);

            foreach (var unit in enemyUnitsForMap)
            {
                map.AddUnitCalculation(unit, unit.AerialAttackRange * 1, unit.AerialDamage, unit.AerialAttackRange * 2.5);
            }

            return(map);
        }
        private BonusMap GetGroundCollisionMap(List <Vehicle> allUnits, List <long> squadIds, AbsolutePosition squadCenter, MapType mapType)
        {
            const double affectedRange = 300;
            var          unitsForMap   = allUnits.Where(
                u => !u.IsAerial &&
                !squadIds.Contains(u.Id) &&
                (u.X - squadCenter.X) < affectedRange &&
                (u.Y - squadCenter.Y) < affectedRange
                ).ToList();
            var map = new BonusMap(mapType);

            foreach (var unit in unitsForMap)
            {
                map.AddUnitCalculation(unit, 10, 1, 30);
            }

            return(map);
        }
        public static void AddUnitCalculation(BonusMap map, AbsolutePosition unitPosition, double maxValueDistance, double maxValue, double zeroValueDistance)
        {
            if (maxValueDistance > zeroValueDistance)
            {
                MyStrategy.Universe.Print("Warning! Zero map distance greater then Max value distance!");
                //throw new Exception("Wrong distance limits.");
                zeroValueDistance = maxValueDistance;
            }

            var maxValueDistanceSquared  = maxValueDistance * maxValueDistance;
            var zeroValueDistanceSquared = zeroValueDistance * zeroValueDistance;

            for (int i = 0; i < BonusMapCalculator.MapPointsAmount; i++)
            {
                for (int j = 0; j < BonusMapCalculator.MapPointsAmount; j++)
                {
                    var distanceSquared = unitPosition.GetSquaredDistanceToPoint(i * BonusMapCalculator.SizeWorldMapKoeff, j * BonusMapCalculator.SizeWorldMapKoeff);

                    if (distanceSquared <= maxValueDistanceSquared)
                    {
                        if (map.MapType == MapType.Flat)
                        {
                            map.Table[i, j] = Math.Max(maxValue, map.Table[i, j]);
                        }
                        else
                        {
                            map.Table[i, j] += maxValue;
                        }
                    }

                    if (distanceSquared > maxValueDistanceSquared && distanceSquared < zeroValueDistanceSquared)
                    {
                        if (map.MapType == MapType.Flat)
                        {
                            map.Table[i, j] = Math.Max(maxValue - ((distanceSquared - maxValueDistanceSquared) / zeroValueDistanceSquared), map.Table[i, j]);
                        }
                        else
                        {
                            map.Table[i, j] += maxValue - ((distanceSquared - maxValueDistanceSquared) / zeroValueDistanceSquared);
                        }
                    }
                }
            }
        }
        public static IEnumerable <Tile> GetTileList(this BonusMap map)
        {
            map.Trim();
            var    tileList  = new List <Tile>();
            double tileWidth = BonusMapCalculator.MapCellWidth; //8

            for (int i = 0; i < BonusMapCalculator.MapPointsAmount; i++)
            {
                for (int j = 0; j < BonusMapCalculator.MapPointsAmount; j++)
                {
                    var tileCenter = new Point(i * BonusMapCalculator.SizeWorldMapKoeff + tileWidth / 2,
                                               j * BonusMapCalculator.SizeWorldMapKoeff + tileWidth / 2);
                    tileList.Add(new Tile(tileCenter, tileWidth, map.Table[i, j], map.RealTable[i, j]));
                    if (map.Table[i, j] > 1 || map.Table[i, j] < 0)
                    {
                        throw new Exception("Wrong tile trim.");
                    }
                }
            }

            return(tileList);
        }
Esempio n. 10
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 public static BonusMap SetWeight(this BonusMap map, double weigth)
 {
     map.Weight = weigth;
     return(map);
 }
Esempio n. 11
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 public static void AddUnitCalculation(this BonusMap map, Vehicle unit, double maxValueDistance, double maxValue,
                                       double zeroValueDistance) =>
 AddUnitCalculation(map, new AbsolutePosition(unit.X, unit.Y), maxValueDistance, maxValue, zeroValueDistance);
Esempio n. 12
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 public static void AddFacilityCalculation(this BonusMap map, Facility facility, double maxValueDistance, double maxValue,
                                           double zeroValueDistance) =>
 AddUnitCalculation(map, new AbsolutePosition(facility.Left + BonusMapCalculator.FacilitySize / 2, facility.Top + BonusMapCalculator.FacilitySize / 2),
                    maxValueDistance, maxValue, zeroValueDistance);
Esempio n. 13
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        private Dictionary <int, BonusMap> GetCommonWinMap(List <Vehicle> enemyUnits, Squad squad, MapType mapType)
        {
            const double affectedRange    = 1200;
            var          squadCenter      = squad.SquadCenter;
            var          enemyUnitsForMap = enemyUnits.Where(
                u => (u.X - squadCenter.X) < affectedRange &&
                (u.Y - squadCenter.Y) < affectedRange
                ).ToList();


            var myIsAerialSquad = squad.IsAerial;

            var myAeroDamage    = (squad.AirForce) / squad.Units.Count;
            var myGroundDamage  = (squad.GroundForce) / squad.Units.Count;
            var myAeroDefence   = (squad.AirDefence) / squad.Units.Count;
            var myGroundDefence = (squad.GroundDefence) / squad.Units.Count;


            var mapPositive = new BonusMap(mapType);
            var mapNegative = new BonusMap(mapType);

            foreach (var enemyUnit in enemyUnitsForMap)
            {
                var totalWin = CalculateTotalWin(enemyUnit, myIsAerialSquad, myAeroDamage, myGroundDamage, myAeroDefence, myGroundDefence);

                //totalWin = totalWin * 1.1;

                //if (totalWin < squad.FairValue)
                //    squad.FairValue = totalWin;

                var arrvRadius = enemyUnit.Type == VehicleType.Arrv ? 100 : 0;

                var squadRadius = squad.Radius;
                var firstRadius = myIsAerialSquad
                    ? (enemyUnit.AerialAttackRange + arrvRadius) * 1 + squadRadius
                    : (enemyUnit.GroundAttackRange + arrvRadius) * 1 + squadRadius;

                var secondRadiusAdditive = myIsAerialSquad
                    ? (enemyUnit.AerialAttackRange + arrvRadius) * 5 + squadRadius
                    : (enemyUnit.GroundAttackRange + arrvRadius) * 5 + squadRadius;
                var secondRadiusFlat = 1200;

                //firstRadius = 0;

                var secondRadius = mapType == MapType.Additive ? secondRadiusAdditive : secondRadiusFlat;


                if (totalWin > 0)
                {
                    mapPositive.AddUnitCalculation(enemyUnit, firstRadius, totalWin, secondRadius);
                }
                if (totalWin < 0)
                {
                    mapNegative.AddUnitCalculation(enemyUnit, firstRadius, totalWin, secondRadius);
                }
            }
            mapNegative.Reflect();

            //To fix value to fear of.
            //map.Table[MapPointsAmount - 1, MapPointsAmount - 1] = squad.FairValue;
            //map.Trim(1);

            var result = new Dictionary <int, BonusMap> {
                { -1, mapNegative }, { 1, mapPositive }
            };

            return(result);
        }
Esempio n. 14
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 public BonusMapCalculator()
 {
     StaticMap = GenerateStaticMap();
 }