コード例 #1
0
 private void Awake()
 {
     avatar         = GetComponent <Avatar>();
     waitForSeconds = new WaitForSeconds(1);
     panelCombats   = GameObject.Find("P_Combats");
     combats        = panelCombats.GetComponent <Combats>();
 }
コード例 #2
0
ファイル: DangerEstimation.cs プロジェクト: znsoft/AiCup
        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);
        }
コード例 #3
0
ファイル: Skill.cs プロジェクト: tsebalj1/rawr
 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());
     }
 }
コード例 #4
0
        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());
        }
    }
コード例 #5
0
ファイル: FindTarget.cs プロジェクト: znsoft/AiCup
 List <AProjectile.ProjectilePathSegment> EmulateProjectileWithNearest(AProjectile projectile)
 {
     return(projectile.Emulate(Combats.Where(x => x.GetDistanceTo(ASelf) - x.Radius < 900).ToArray(), 0.0));
 }
コード例 #6
0
ファイル: FindTarget.cs プロジェクト: znsoft/AiCup
        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));
        }
コード例 #7
0
ファイル: FindTarget.cs プロジェクト: znsoft/AiCup
        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
            });
        }
コード例 #8
0
ファイル: FindTarget.cs プロジェクト: znsoft/AiCup
        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));
        }
コード例 #9
0
ファイル: FindTarget.cs プロジェクト: znsoft/AiCup
        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);
        }
コード例 #10
0
 public static bool IsPointVisible(Point point)
 {
     return(Combats.Any(x => x.IsTeammate && point.GetDistanceTo2(x) <= x.VisionRange * x.VisionRange));
 }
コード例 #11
0
ファイル: DangerEstimation.cs プロジェクト: znsoft/AiCup
        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);
        }
コード例 #12
0
ファイル: DangerEstimation.cs プロジェクト: znsoft/AiCup
        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);
        }