コード例 #1
0
        public override PlayerAction Play(Tank tank)
        {
            if (TankHelper.EnemyInFront(tank, Opponent.Tank1, Opponent.Tank2, map))
            {
                return(PlayerActionHelper.GetAttackAction(tank));
            }

            MyWanderingTank myTank       = MyWanderingTank.GetMyTank(tank);
            PlayerAction    pAction      = new PlayerAction();
            Block           currentBlock = map.Blocks[tank.X, tank.Y];
            BlockNeighbours neighbours   = map.GetNeighbours(currentBlock);
            Block           frontBlock   = neighbours.GetNeighbour(tank.Direction);

            if (myTank.Turned)
            {
                pAction.PlayerActionType = PlayerActionType.Forward;
                pAction.Direction        = tank.Direction;
                myTank.Turned            = false;
                return(pAction);
            }

            if (MathHelper.GetRandomNumber(0, 3) != 0 && frontBlock != null && frontBlock.Pattern == Pattern.Clear)
            {
                pAction.PlayerActionType = PlayerActionType.Forward;
                pAction.Direction        = tank.Direction;
                myTank.Turned            = false;
                return(pAction);
            }

            //Turn
            int randomNumber   = MathHelper.GetRandomNumber(0, 100) + myTank.Number;// % 4;
            var myNeighbours   = map.GetNeighbours(currentBlock);
            var passableBlocks = myNeighbours.Neighbours.Where(c => c.Passable && c != frontBlock).ToList();

            myTank.Turned = true;
            var passableBlocksCount = passableBlocks.Count();

            if (passableBlocksCount == 0)
            {
                pAction.PlayerActionType = PlayerActionType.Forward;
                pAction.Direction        = tank.Direction;
                myTank.Turned            = false;
                return(pAction);
            }
            var index     = randomNumber % passableBlocksCount;
            var nextBlock = passableBlocks[index];

            pAction.Direction        = DirectionHelper.GetDirection(currentBlock.X, currentBlock.Y, nextBlock.X, nextBlock.Y);
            pAction.PlayerActionType = PlayerActionType.Turn;
            return(pAction);
        }
コード例 #2
0
        public override PlayerAction Play(Tank tank)
        {
            if (TankHelper.EnemyInFront(tank, Opponent.Tank1, Opponent.Tank2, map))
            {
                return(PlayerActionHelper.GetAttackAction(tank));
            }

            PlayerAction pAction      = new PlayerAction();
            Block        currentBlock = map.Blocks[tank.X, tank.Y];


            BlockNeighbours neighbours = map.GetNeighbours(currentBlock);
            Block           frontBlock = neighbours.GetNeighbour(tank.Direction);

            Block[] nextDistinations = Opponent.Flag.GetCloser(tank.X, tank.Y);

            //If moving forward makes the tank closer to enemy flag, move forward.
            if (frontBlock != null && frontBlock.Pattern == Pattern.Clear)
            {
                foreach (Block b in nextDistinations)
                {
                    if (b == frontBlock)
                    {
                        pAction.PlayerActionType = PlayerActionType.Forward;
                        pAction.Direction        = tank.Direction;
                        return(pAction);
                    }
                }
            }

            if (Opponent.Flag.Captured)
            {
                pAction.PlayerActionType = PlayerActionType.Turn;
                return(pAction);
            }

            //Turn toward one of the next distinations.
            pAction.Direction        = currentBlock.GetDirection(nextDistinations[0]);
            pAction.PlayerActionType = PlayerActionType.Turn;
            return(pAction);
        }
コード例 #3
0
        public override PlayerAction Play(Tank tank)
        {
            this.tank = tank;
            //if there is an enemy, fire.;
            if (TankHelper.EnemyInFront(tank, Opponent.Tank1, Opponent.Tank2, map))
            {
                return(PlayerActionHelper.GetAttackAction(tank));
            }
            var neighbourhood = map.GetNeighbours(tank.X, tank.Y);

            Tank[] enemiesInSight = TankHelper.GetEnemyTanksInSight(tank, Opponent.Tank1, Opponent.Tank2, map);

            bool isUnderFire = false;

            if (enemiesInSight.Length > 0)
            {
                foreach (Tank t in enemiesInSight)
                {
                    if (TankHelper.GetIsUnderFire(tank, t))
                    {
                        isUnderFire = true;
                        if (TankHelper.GetIsPointedBy(tank, t))
                        {
                            return(PlayerActionHelper.GetTurnToAction(tank, t));
                        }
                    }
                }
                //it is under fire but the enemy is not at back
                //then, go forward anyway, even if going forward leads to danger.
                if (isUnderFire)
                {
                    return(PlayerActionHelper.GetForwardAction(tank));
                }

                //if enemy is in sight but not pointing at me,
                //I turn and point at the enemy
                PlayerActionHelper.GetTurnToAction(tank, enemiesInSight.First());
            }

            //Get the neighbouring blocks leading to enemy headquarter
            //Make the distance = distance - 1

            var   neighbours = neighbourhood.Neighbours;
            Block frontBlock = neighbourhood.GetNeighbour(tank.Direction);
            //distance = distance - 1
            List <Block> nextDistinations = Opponent.Flag.GetCloser(tank.X, tank.Y).ToList();

            //Go forward if frontblock makes the distance=distance-1
            if (nextDistinations.Contains(frontBlock))
            {
                var frontInsightTanks = TankHelper.GetEnemyTanksInSight(frontBlock.X, frontBlock.Y, Opponent.Tank1, Opponent.Tank2, map);
                if (frontInsightTanks.Length == 0)
                {
                    return(PlayerActionHelper.GetForwardAction(tank));
                }


                //if the next block is insight
                //and the next next block is clear and is not insight.
                //the tank can still get away from the enemy
                if (!TankHelper.GetIsUnderFire(frontBlock.X, frontBlock.Y, frontInsightTanks))
                {
                    var frontNeighbourhood = map.GetNeighbours(frontBlock);
                    var frontFrontBlock    = frontNeighbourhood.GetNeighbour(tank.Direction);

                    if (frontFrontBlock != null && frontFrontBlock.Passable)
                    {
                        var frontFrontInsightTanks = TankHelper.GetEnemyTanksInSight(frontFrontBlock.X, frontFrontBlock.Y, Opponent.Tank1, Opponent.Tank2, map);
                        if (frontFrontInsightTanks.Length == 0)
                        {
                            return(PlayerActionHelper.GetForwardAction(tank));
                        }
                    }
                }
                nextDistinations.Remove(frontBlock);
            }
            //long randomNumber = DateTime.Now.Ticks;
            if (nextDistinations.Count != 0)
            {
                Block selectedBlock = nextDistinations[0];
                return(PlayerActionHelper.GetTurnToAction(tank, selectedBlock));
            }

            //if nextDistinations.Count==0
            Block selectedBlock2 = neighbourhood.Neighbours[0];

            return(PlayerActionHelper.GetTurnToAction(tank, selectedBlock2));
        }
コード例 #4
0
        public static double[] CollectFeatures(Tank tank, Map map, IPlayer opponent)
        {
            double[] x = new double[FeatureCount];
            int      i = 0;

            //Enemy in front
            x[i++] = TankHelper.EnemyInFront(tank, opponent.Tank1, opponent.Tank2, map).ToInt();

            //If a tank face one direction, it never turns to that direction.
            //Direction of the tank
            //A tank cannot turn to its direction.
            x[i++] = (tank.Direction == Direction.Up).ToInt();
            x[i++] = (tank.Direction == Direction.Right).ToInt();
            x[i++] = (tank.Direction == Direction.Down).ToInt();
            x[i++] = (tank.Direction == Direction.Left).ToInt();
            //Danger from and underfire

            {
                Tuple <bool, bool> dangerousAndUnderFire_up = TankHelper.GetIsInDangerAndUnderFire(tank.X, tank.Y, Common.Direction.Up, map, opponent.Tank1, opponent.Tank2);
                x[i++] = dangerousAndUnderFire_up.Item1.ToInt();
                x[i++] = dangerousAndUnderFire_up.Item2.ToInt();
            }
            {
                Tuple <bool, bool> dangerousAndUnderFire_right = TankHelper.GetIsInDangerAndUnderFire(tank.X, tank.Y, Common.Direction.Right, map, opponent.Tank1, opponent.Tank2);
                x[i++] = dangerousAndUnderFire_right.Item1.ToInt();
                x[i++] = dangerousAndUnderFire_right.Item2.ToInt();
            }
            {
                Tuple <bool, bool> dangerousAndUnderFire_down = TankHelper.GetIsInDangerAndUnderFire(tank.X, tank.Y, Common.Direction.Down, map, opponent.Tank1, opponent.Tank2);
                x[i++] = dangerousAndUnderFire_down.Item1.ToInt();
                x[i++] = dangerousAndUnderFire_down.Item2.ToInt();
            }
            {
                Tuple <bool, bool> dangerousAndUnderFire_left = TankHelper.GetIsInDangerAndUnderFire(tank.X, tank.Y, Common.Direction.Left, map, opponent.Tank1, opponent.Tank2);
                x[i++] = dangerousAndUnderFire_left.Item1.ToInt();
                x[i++] = dangerousAndUnderFire_left.Item2.ToInt();
            }

            //Neighbouring blocks properties
            //For turning
            var             neighbourhood    = map.GetNeighbours(tank.X, tank.Y);
            BlockProperties up_properties    = GetProperties(tank, neighbourhood.Up, opponent, map);
            BlockProperties right_properties = GetProperties(tank, neighbourhood.Right, opponent, map);
            BlockProperties down_properties  = GetProperties(tank, neighbourhood.Down, opponent, map);
            BlockProperties left_properties  = GetProperties(tank, neighbourhood.Left, opponent, map);

            up_properties.Assign(ref x, ref i);
            right_properties.Assign(ref x, ref i);
            down_properties.Assign(ref x, ref i);
            left_properties.Assign(ref x, ref i);

            //Get Forward Block Properties
            //It is important, Indicates going forward or not.
            BlockProperties front_properties;// = GetNeighbourProperties(tank, neighbourhood.GetNeighbour(tank.Direction), opponent, map);

            switch (tank.Direction)
            {
            case Direction.Up:
                front_properties = up_properties;
                break;

            case Direction.Right:
                front_properties = right_properties;
                break;

            case Direction.Down:
                front_properties = down_properties;
                break;

            case Direction.Left:
            default:
                front_properties = left_properties;
                break;
            }
            front_properties.Assign(ref x, ref i);

            Block           frontBlock             = neighbourhood.GetNeighbour(tank.Direction);
            var             frontNeighbourhood     = map.GetNeighbours(frontBlock);
            BlockProperties front_front_properties = GetProperties(tank, neighbourhood.GetNeighbour(tank.Direction), opponent, map);

            front_front_properties.Assign(ref x, ref i);
            bool rush = front_properties.Passable && front_properties.InDanger && !front_properties.UnderFire &&
                        front_front_properties.Passable && !front_front_properties.InDanger;

            x[i++] = rush.ToInt();
            return(x);
        }