private void Awake() { avatar = GetComponent <Avatar>(); waitForSeconds = new WaitForSeconds(1); panelCombats = GameObject.Find("P_Combats"); combats = panelCombats.GetComponent <Combats>(); }
bool TryPreDodgeProjectile() { const int preTicks = 18; var opp = OpponentWizards .OrderBy(x => x.GetDistanceTo2(ASelf)) .FirstOrDefault(x => Math.Min(x.RemainingActionCooldownTicks, x.RemainingMagicMissileCooldownTicks) <= preTicks && x.GetDistanceTo(ASelf) <= x.CastRange + ASelf.Radius + Game.MagicMissileRadius + 7 && Math.Abs(x.GetAngleTo(ASelf)) <= Game.StaffSector /* /2*/ ); if (opp == null) { return(false); } if (Math.Abs(ASelf.GetAngleTo(opp)) < Math.PI / 2 && ASelf.GetDistanceTo(opp) > 500) { var obstacles = Combats.Where(x => x.Id != Self.Id && x.GetDistanceTo(ASelf) < 300).ToArray(); var selSign = 0; double selPriority = int.MaxValue; var requiredAngle = ASelf.GetDistanceTo(opp) <= opp.CastRange + ASelf.Radius ? Math.PI - 2 * ASelf.MaxTurnAngle - 0.001 : Math.PI / 2; for (var sign = -1; sign <= 1; sign += 2) { var my = new AWizard(ASelf); var priority = 0.0; while (Math.Abs(my.GetAngleTo(opp)) < requiredAngle) { my.Angle += sign * my.MaxTurnAngle; priority += 0.1; } for (var i = 0; i < 15; i++) { if (!my.MoveTo(my + Point.ByAngle(my.Angle), null, w => !CheckIntersectionsAndTress(w, obstacles))) { break; } priority--; } if (priority < selPriority) { selPriority = priority; selSign = sign; } } FinalMove.Turn = selSign * 10; return(true); } return(false); }
public virtual float ChanceToLand() { if (AbilityType == AbilityType.Melee) { return(1 - (Combats.GetMeleeMissChance() + Combats.GetToBeDodgedChance() + Combats.GetToBeParriedChance() * _calcOpts.InFront)); } else if (AbilityType == AbilityType.Range) { return(1 - Combats.GetRangedMissChance()); } else // Spell { return(1 - Combats.GetSpellMissChance()); } }
public static WizardPath[] DijkstraFindPath(AWizard start, DijkstraPointStopFunc stopFunc, DijkstraPointCostFunc costFunc) { start = new AWizard(start); _startState = start; _obstacles = Combats .Where(x => !x.IsOpponent && x.Id != start.Id && x.GetDistanceTo2(start) < Geom.Sqr(start.VisionRange)) // (нейтральные включительно) .ToArray(); var startCell = FindNearestCell(start); if (startCell == null) { return new WizardPath[] {} } ; var endCells = new List <Cell>(); DijkstraStart(startCell, cell => { var point = _points[cell.I, cell.J]; var status = stopFunc(point); if (status == DijkstraStopStatus.Take || status == DijkstraStopStatus.TakeAndStop) { endCells.Add(cell); } if (status == DijkstraStopStatus.Stop || status == DijkstraStopStatus.TakeAndStop) { return(true); } return(false); }, costFunc); return(endCells.Select(endCell => { var cellsPath = DijkstraGeneratePath(startCell, endCell); var res = new WizardPath { start }; res.AddRange(cellsPath.Select(cell => _points[cell.I, cell.J])); return res; }).ToArray()); } }
List <AProjectile.ProjectilePathSegment> EmulateProjectileWithNearest(AProjectile projectile) { return(projectile.Emulate(Combats.Where(x => x.GetDistanceTo(ASelf) - x.Radius < 900).ToArray(), 0.0)); }
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 _findCastTarget(AWizard self, ProjectileType projectileType) { var actionType = Utility.GetActionByProjectileType(projectileType); var move = new FinalMove(new Move()); if (self.RemainingActionCooldownTicks > 0 || self.RemainingCooldownTicksByAction[(int)actionType] > 0 || self.Mana < Const.ProjectileInfo[(int)projectileType].ManaCost || !self.IsActionAvailable(actionType) ) { return(new MovingInfo(null, int.MaxValue, move)); } var angles = new List <double>(); foreach (var x in OpponentCombats) { var distTo = self.GetDistanceTo(x); if (distTo > self.CastRange + x.Radius + Const.ProjectileInfo[(int)projectileType].DamageRadius + 3) { continue; } var angleTo = self.GetAngleTo(x); if (Math.Abs(angleTo) > Math.PI / 3) { continue; } var deltaAngle = Math.Atan2(x.Radius, distTo); angles.AddRange(new[] { angleTo, angleTo + deltaAngle, angleTo - deltaAngle }.Where(a => Math.Abs(a) <= Game.StaffSector / 2)); } if (angles.Count > 0) { angles.AddRange(Utility.Range(-Game.StaffSector / 2, Game.StaffSector / 2, 16)); } ACombatUnit selTarget = null; double selMinDist = 0, selMaxDist = self.CastRange + 20, selCastAngle = 0, selMaxDamage = 0; if (projectileType == ProjectileType.Fireball) { var maxDamage = 0.0; var maxBurned = 0; foreach (var angle in angles) { var proj = new AProjectile(new AWizard(self), angle, projectileType); var path = EmulateProjectileWithNearest(proj); for (var i = 0; i < path.Count; i++) { var seg = path[i]; if (_isFireballGoodSeg(self, seg)) { if (seg.OpponentBurned > maxBurned || seg.OpponentBurned == maxBurned && seg.OpponentDamage > maxDamage //|| seg.OpponentBurned == maxBurned && Utility.Equals(seg.OpponentDamage, maxDamage) //TODO: combare by angle and priority ) { maxBurned = seg.OpponentBurned; maxDamage = seg.OpponentDamage; selCastAngle = angle; selMinDist = selMaxDist = seg.StartDistance; selTarget = seg.Target; selMaxDamage = seg.OpponentDamage; } } } } } else { double selPriority = int.MaxValue, selAngleTo = 0; foreach (var angle in angles) { var proj = new AProjectile(new AWizard(self), angle, projectileType); var path = EmulateProjectileWithNearest(proj); for (var i = 0; i < path.Count; i++) { if (path[i].State == AProjectile.ProjectilePathState.Free) { continue; } // TODO: если можно убить нескольких, убивать того, у кого больше жизней var combat = path[i].Target; if (!combat.IsAssailable) { continue; } var myAngle = self.Angle + angle; var hisAngle = self.Angle + self.GetAngleTo(combat); var angleTo = Geom.GetAngleBetween(myAngle, hisAngle); var priority = GetCombatPriority(self, combat); if (combat.IsOpponent && (priority < selPriority || Utility.Equals(priority, selPriority) && angleTo < selAngleTo) && self.CheckProjectileCantDodge(proj, Combats.FirstOrDefault(x => x.Id == combat.Id)) ) { selTarget = combat; selCastAngle = angle; selAngleTo = angleTo; selMinDist = i == 0 || path[i - 1].State == AProjectile.ProjectilePathState.Free && path[i - 1].Length < 40 ? path[i].StartDistance - 1 : path[i].StartDistance - 20; selMaxDist = i >= path.Count - 2 ? (self.CastRange + 500) : (path[i + 1].EndDistance + path[i].EndDistance) / 2; selPriority = priority; selMaxDamage = path[i].OpponentDamage; } } } } if (selTarget == null) { return(new MovingInfo(null, int.MaxValue, move)); } move.Action = actionType; move.MinCastDistance = selMinDist; move.MaxCastDistance = selMaxDist; move.CastAngle = selCastAngle; #if DEBUG _lastProjectileTick = World.TickIndex; _lastProjectilePoints = new[] { self + Point.ByAngle(self.Angle + selCastAngle) * selMinDist, self + Point.ByAngle(self.Angle + selCastAngle) * Math.Min(Self.CastRange, selMaxDist), }; #endif return(new MovingInfo(selTarget, 0, move) { Damage = selMaxDamage, TargetId = selTarget.Id }); }
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); }
public static bool IsPointVisible(Point point) { return(Combats.Any(x => x.IsTeammate && point.GetDistanceTo2(x) <= x.VisionRange * x.VisionRange)); }
bool _tryDodgeProjectile() { var obstacles = Combats.Where(x => x.Id != Self.Id && x.GetDistanceTo(ASelf) < 300).ToArray(); var minTicks = int.MaxValue; var minDamage = 1000.0; Point selMoveTo = null; Point selTurnTo = null; foreach (var doTurn in new[] { false, true }) { foreach (var angle in Utility.Range(0, Math.PI * 2, 40, false)) { if (minTicks == 0 && minDamage < Const.Eps) // ничего не грозит { break; } var ticks = 0; var my = new AWizard(ASelf); var bonus = new ABonus(BonusesObserver.Bonuses.ArgMin(b => b.GetDistanceTo(Self))); var moveTo = my + Point.ByAngle(angle) * 1000; var turnTo = doTurn ? moveTo : null; var myStates = new List <AWizard> { new AWizard(my) }; while (ticks < ProjectilesCheckTicks) { var totalDamage = _getProjectilesDamage(myStates); if (Utility.Less(totalDamage, minDamage) || Utility.Equals(totalDamage, minDamage) && ticks < minTicks) { minTicks = ticks; minDamage = totalDamage; selMoveTo = moveTo; selTurnTo = turnTo; } bonus.SkipTick(); my.MoveTo(moveTo, turnTo, w => { if (CheckIntersectionsAndTress(w, obstacles)) { return(false); } if (bonus.RemainingAppearanceTicks < 15 && bonus.IntersectsWith(w)) { return(false); } return(true); }); myStates.Add(new AWizard(my)); ticks++; } } } if (minTicks == 0 || minTicks == int.MaxValue) // нет необходимости уворачиваться { return(false); } if (selTurnTo != null || Math.Abs(ASelf.GetAngleTo(selMoveTo)) < Math.PI / 2) { FinalMove.Turn = 0; } FinalMove.MoveTo(selMoveTo, selTurnTo); return(true); }
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); }