public static void DrawWay(Car self, Moves stack, Brush brush, double width) { if (stack == null) { return; } var pts = new Points(); pts.AddRange(MyStrategy.GetCarPath(self, stack).Select(car => new Point(car))); SegmentsDrawQueue.Add(new object[] { brush, pts, width }); }
public void run() { try { remoteProcessClient.WriteTokenMessage(token); int teamSize = remoteProcessClient.ReadTeamSizeMessage(); remoteProcessClient.WriteProtocolVersionMessage(); Game game = remoteProcessClient.ReadGameContextMessage(); IStrategy[] strategies = new IStrategy[teamSize]; for (int strategyIndex = 0; strategyIndex < teamSize; ++strategyIndex) { strategies[strategyIndex] = new MyStrategy(); } PlayerContext playerContext; while ((playerContext = remoteProcessClient.ReadPlayerContextMessage()) != null) { Car[] playerCars = playerContext.Cars; if (playerCars == null || playerCars.Length != teamSize) { break; } Move[] moves = new Move[teamSize]; for (int carIndex = 0; carIndex < teamSize; ++carIndex) { Car playerCar = playerCars[carIndex]; Move move = new Move(); moves[carIndex] = move; strategies[playerCar.TeammateIndex].Move(playerCar, playerContext.World, game, move); } remoteProcessClient.WriteMovesMessage(moves); } } catch (Exception e) { System.Diagnostics.Debug.WriteLine("Exception: {0}", e); } finally { remoteProcessClient.Close(); } }
public void Apply(Move move, ACar car) { move.EnginePower = EnginePower; move.IsBrake = IsBrake; move.WheelTurn = WheelTurn is Point?MyStrategy.TurnRound(car.GetAngleTo(WheelTurn as Point)) : Convert.ToDouble(WheelTurn); if (EnginePower < 0 && car.EnginePower > 0) { move.IsBrake = true; } else if (car.EnginePower < 0 && EnginePower > 0) { move.WheelTurn *= -1; move.IsBrake = true; } if (IsUseNitro) { move.IsUseNitro = IsUseNitro; } }
public void run() { try { remoteProcessClient.WriteTokenMessage(token); int teamSize = remoteProcessClient.ReadTeamSizeMessage(); remoteProcessClient.WriteProtocolVersionMessage(); Game game = remoteProcessClient.ReadGameContextMessage(); IStrategy[] strategies = new IStrategy[teamSize]; for (int strategyIndex = 0; strategyIndex < teamSize; ++strategyIndex) { strategies[strategyIndex] = new MyStrategy(); } PlayerContext playerContext; while ((playerContext = remoteProcessClient.ReadPlayerContextMessage()) != null) { Car[] playerCars = playerContext.Cars; if (playerCars == null || playerCars.Length != teamSize) { break; } Move[] moves = new Move[teamSize]; for (int carIndex = 0; carIndex < teamSize; ++carIndex) { Car playerCar = playerCars[carIndex]; Move move = new Move(); moves[carIndex] = move; strategies[playerCar.TeammateIndex].Move(playerCar, playerContext.World, game, move); } remoteProcessClient.WriteMovesMessage(moves); } } finally { remoteProcessClient.Close(); } }
public Moves Do(ACar car, Points pts) { // Проверка что данный путь был выбран if (_selectThisTick + 1 != MyStrategy.world.Tick) { _lastSuccessStack = null; } Self = car.Clone(); if (_lastCall == LastSuccess) { LastSuccess = _lastCall; } for (var t = 0; t < MyStrategy.world.Tick - _lastCall && _lastSuccessStack != null && _lastSuccessStack.Count > 0; t++) { _lastSuccessStack[0].Times--; _lastSuccessStack.Normalize(); } if (_lastSuccessStack != null && (_lastSuccessStack.Count == 0 || _useDist2 && _lastSuccessStack.ComputeTime() < 30)) { _lastSuccessStack = null; } _lastCall = MyStrategy.world.Tick; /* * Количество бонусов на расстоянии 0.5t * Если изменилось - пересчитывать сильно */ var bonusesCount05 = MyStrategy.Bonuses .Count(bonus => Self.GetDistanceTo(bonus) < Const.TileSize / 2); /* * Количество бонусов на расстоянии 2t * Если изменилось - чуть нужно пересчитать */ var bonusesCount2 = MyStrategy.Bonuses .Count( bonus => Self.GetDistanceTo(bonus) < Const.TileSize * 2 && MyStrategy.CellDistance(Self, bonus) <= 2); // Если был success на прошлом тике, то продолжаем. Или каждые _interval тиков. if (Const.Game.InitialFreezeDurationTicks < MyStrategy.world.Tick && bonusesCount05 == _bonusesCount05 && LastSuccess < MyStrategy.world.Tick - 1 && (MyStrategy.world.Tick - (LastSuccess + 1)) % _interval != 0) { _validateLastSuccessStack(); return(_lastSuccessStack); } /* * Смотрим на шины, которые на расстоянии не более 6 тайлов */ var prevProj = _projCandidates; _projCandidates = MyStrategy.Tires .Where( proj => Self.GetDistanceTo(proj[0]) <= Const.TileSize * 6 && MyStrategy.CellDistance(Self, proj[0]) <= 6) .ToArray(); var extended = MyStrategy.ExtendWaySegments(pts, 50); _bruteWayPoints = extended.GetRange(0, Math.Min(_waypointsCount, extended.Count)).ToArray(); if (LastStageMove.IsUseNitro && _turnsCount(_bruteWayPoints) > 1) { return(null); } #if DEBUG var bruteWayPoints = new Points(); bruteWayPoints.AddRange(_bruteWayPoints); Visualizer.SegmentsDrawQueue.Add(new object[] { Brushes.Brown, bruteWayPoints, 0.0 }); #endif _needDist = Const.TileSize * 0.5 - 3; _needDist2 = Const.TileSize - 3; _turnTo = _bruteWayPoints[_bruteWayPoints.Length - 1]; _turnTo2 = _bruteWayPoints[Math.Min(_bruteWayPoints.Length - 1, (int)(_bruteWayPoints.Length * 0.83))]; #if DEBUG Visualizer.CircleFillQueue.Add(new Tuple <Brush, ACircularUnit>(Brushes.OrangeRed, new ACircularUnit { X = _turnTo.X, Y = _turnTo.Y, Radius = 20 })); Visualizer.CircleFillQueue.Add(new Tuple <Brush, ACircularUnit>(Brushes.Orange, new ACircularUnit { X = _turnTo2.X, Y = _turnTo2.Y, Radius = 20 })); #endif _patterns = Patterns.Select(pt => new PathPattern { From = pt.From, To = pt.To, Step = pt.Step, Move = pt.Move.Clone() }).ToArray(); foreach (var p in _patterns) { if (p.Move.WheelTurn is TurnPattern) { var turnPattern = p.Move.WheelTurn as TurnPattern; if (turnPattern.Pattern == TurnPatternType.ToNext) { p.Move.WheelTurn = Self.GetAngleTo(_turnTo) < 0 ? -1 : 1; } else if (turnPattern.Pattern == TurnPatternType.FromNext) { p.Move.WheelTurn = Self.GetAngleTo(_turnTo) < 0 ? 1 : -1; } } } _movesStack = new Moves(); _bestMovesStack = new Moves(); _bestTime = MyStrategy.Infinity; _bestImportance = 0; /* * Смотрим на бонусы, которые на расстоянии не более 4t * TODO: уменьшить приоритет бонусов, которые может быть возьмет другой (в.т.ч тиммейт) */ _bonusCandidates = MyStrategy.Bonuses .Where( bonus => MyStrategy.world.Tick > 270 && // Не смотреть на бонусы при старте!!! Self.GetDistanceTo(bonus) <= Const.TileSize * 4 && MyStrategy.CellDistance(Self, bonus) <= 4 ) .ToArray(); /* * Смотрим на лужи, которые на расстоянии не более 5 тайлов */ var prevSlicks = _slickCandidates; _slickCandidates = MyStrategy.OilSlicks .Where( slick => Self.GetDistanceTo(slick) <= Const.TileSize * 5 && MyStrategy.CellDistance(Self, slick) <= 5 ) .ToArray(); /* * Пытаться объехать тех, которые * - Крашнулись * - Убиты * - Двигатель меньше чем на 0.5 мощности * - Двигаются по встречной * * - Если у меня нитро, или будет нитро * * - Своих */ var prevCars = _carCandidates; _carCandidates = MyStrategy.Others .Where(opp => opp[0].GetDistanceTo(Self) < Const.TileSize * 9) .Where( opp => opp[0].Original.IsTeammate || MyStrategy.IsCrashed(opp[0].Original) || !DurabilityObserver.IsActive(opp[0].Original) || opp[0].EnginePower < 0.5 || Self.RemainingNitroTicks > 0 || Math.Abs(Geom.GetAngleBetween(Self.Speed, opp[0].Speed)) > Math.PI / 2 ) .Where(opp => MyStrategy.CellDistance(Self, opp[0]) <= 9) // 9 - потому что он может ехать по встречке .ToArray(); if (_cache != null) { for (var k = 0; k < _patterns.Length; k++) { var range = (prevSlicks == null || prevCars == null || prevProj == null || _bonusesCount2 != bonusesCount2 || prevSlicks.Length != _slickCandidates.Length || prevCars.Length != _carCandidates.Length || prevProj.Length != _projCandidates.Length) ? (k == 0 ? 6 : 4) : (k == 0 ? 6 : 2); if (_bonusesCount05 != bonusesCount05 || Special && k == 0) { range = 10; } _patterns[k].From = Math.Max(0, _cache[k].Times - range); _patterns[k].To = Math.Min(_patterns[k].To * 9 / 7, _cache[k].Times + range); _patterns[k].Step = 2; } } _bonusesCount05 = bonusesCount05; _bonusesCount2 = bonusesCount2; var wayPointRequired = false; for (var i = _bruteWayPoints.Length - 1; i >= 0; i--) { if (_bruteWayPoints[i].GetDistanceTo2(_turnTo) < _needDist * _needDist) { for (var j = 0; j < i; j++) { wayPointRequired |= MyStrategy.GetNextWayPoint(Self.Original).Equals(MyStrategy.GetCell(_bruteWayPoints[j])); } break; } } _doRecursive(Self, 0, new PassedInfo { WayPoint = !wayPointRequired }); _cache = null; if (_bestTime == MyStrategy.Infinity) { return(_lastSuccessStack); } if (_bestMovesStack.ComputeTime() != _bestTime) { throw new Exception("ComputeTime != BestTime"); } LastSuccess = MyStrategy.world.Tick; _cache = _bestMovesStack.Clone(); if (_maxTicksInfo == null) { _maxTicksInfo = new int[_bestMovesStack.Count]; } for (var i = 0; i < _maxTicksInfo.Length; i++) { _maxTicksInfo[i] = Math.Max(_maxTicksInfo[i], _bestMovesStack[i].Times); } _bestMovesStack.Normalize(); _lastSuccessStack = _bestMovesStack.Clone(); return(_bestMovesStack); }
private void _doRecursive(ACar model, int patternIndex, PassedInfo total) { model = model.Clone(); total = total.Clone(); if (patternIndex == _patterns.Length) { var m = LastStageMove.Clone(); m.WheelTurn = _turnTo.Clone(); if (m.IsUseNitro && (model.Speed.Length > 22 || m.EnginePower < 0)) { return; } var penalty = 0.0; for (var i = 0; ; i++) { if (i == 200 && m.EnginePower >= 0 || i == 250 && m.EnginePower < 0) { return; } var dst = _turnTo.GetDistanceTo2(model); if (dst < _needDist * _needDist) { break; } if (!_modelMove(model, m, total)) { if (_useDist2 && m.EnginePower <= 1 && !LastStageMove.IsUseNitro) { if (dst < _needDist2 * _needDist2) { penalty = MagicConst.SecondDistDangerCoeff; total.Importance -= penalty; m.Times++; break; } } return; } m.Times++; } if (!total.WayPoint) { return; } if (!MyStrategy.CheckVisibility(Self.Original, model, penalty > 0 ? _turnTo2 : _turnTo, 20)) { return; } if (model.EnginePower < 0) { penalty += MagicConst.BackMoveDangerCoeff; total.Importance -= MagicConst.BackMoveDangerCoeff; } if (total.Time - total.Importance < _bestTime - _bestImportance) { _bestTime = total.Time; _bestImportance = total.Importance; _bestMovesStack = _movesStack.Clone(); _bestMovesStack.Add(m); _bestMovesStack.Penalty = penalty; } return; } var pattern = _patterns[patternIndex]; _carMoveFunc(model, pattern.From, pattern.To, pattern.Step, pattern.Move.Clone(), total, (aCar, passed) => { // ReSharper disable once ConvertToLambdaExpression _doRecursive(aCar.Clone(), patternIndex + 1, passed.Clone()); }); }
public static bool ModelMove(ACar car, AMove m, PassedInfo total, ABonus[] bonusCandidates, AOilSlick[] slickCandidates, AProjectile[][] projCandidates, ACar[][] carCandidates) { double prevStateX = 0, prevStateY = 0, prevStateAngle = 0; if (m.RangesMode) { prevStateX = car.X; prevStateY = car.Y; prevStateAngle = car.Angle; } var turn = m.WheelTurn is Point?MyStrategy.TurnRound(car.GetAngleTo(m.WheelTurn as Point)) : Convert.ToDouble(m.WheelTurn); var isBreak = m.IsBrake; // если сдаю назад но кочусь вперед if (m.EnginePower < 0 && car.EnginePower > 0) { isBreak = true; } // если еду вперед но кочусь назад else if (car.EnginePower < 0 && m.EnginePower > 0) { turn *= -1; isBreak = true; } var simpleMode = total.Time > 41; var checking = !simpleMode || (MyStrategy.world.Tick + total.Time) % 4 == 0; car.Move(m.EnginePower, turn, isBreak, m.IsUseNitro, simpleMode); if (checking) { for (var i = 0; i < bonusCandidates.Length; i++) { if (total.Bonuses[i]) // бонус уже взят { continue; } var bonus = bonusCandidates[i]; if (car.TakeBonus(bonus)) { total.Importance += bonus.GetImportance(car.Original) * MagicConst.BonusImportanceCoeff; total.Bonuses[i] = true; } } if (!total.Slicks) // если не въехал ни в одну лужу { foreach (var slick in slickCandidates) { if (total.Slicks) { break; } slick.RemainingLifetime -= total.Time; if (slick.Intersect(car, 9)) { total.Importance -= slick.GetDanger() * MagicConst.OilSlickDangerCoeff * (car.RemainingNitroTicks > 0 ? 2 : 1); total.Slicks = true; } slick.RemainingLifetime += total.Time; } } if (projCandidates.Length > 0 && total.Time < projCandidates[0].Length) { for (var i = 0; i < projCandidates.Length; i++) { if (total.Projectiles[i]) { continue; } var proj = projCandidates[i][total.Time]; if (proj.Intersect(car, 5)) { total.Importance -= proj.GetDanger() * MagicConst.TireDangerCoeff; total.Projectiles[i] = true; } } } if (!total.Cars) { for (var i = 0; i < carCandidates.Length; i++) { if (total.Time >= carCandidates[i].Length) { continue; } var opp = carCandidates[i][total.Time]; if (car.IntersectWith(opp, opp.Original.IsTeammate ? 20 : 0)) { if ((car.Speed.Length > 8 || car.Original.IsTeammate) && MyStrategy.world.Tick > 400) { // чтобы не боялся протаранить на маленькой скорости total.Importance -= car.RemainingNitroTicks > 0 ? MagicConst.InactiveCarNitroDangerCoeff : MagicConst.InactiveCarDangerCoeff; } total.Cars = true; break; } } } } total.Time++; var res = true; if (checking) { // проверка на стены res = car.GetRectEx().All(p => !MyStrategy.IntersectTail(p, m.SafeMargin)); // проверка что можно проехать точно возле стены if (!res && car.RemainingNitroTicks == 0 && m.ExactlyMargin < m.SafeMargin && car.GetRectEx().All(p => !MyStrategy.IntersectTail(p, m.ExactlyMargin))) { if (!total.ExactlyBorder) { total.Importance -= MagicConst.ExactlyBorderDangerCoeff; } total.ExactlyBorder = true; res = true; } // проверка что можно проскользнуть по стене if (!m.RangesMode && !res && car.RemainingNitroTicks == 0 && m.ExtraMargin < m.ExactlyMargin && car.GetRectEx().All(p => !MyStrategy.IntersectTail(p, total.Time < 20 ? -2 : m.ExtraMargin))) { if (!total.OutOfBoreder) { total.Importance -= MagicConst.OutOfBorederDangerCoeff; total.OutOfBoreder = true; } res = true; } if (!total.WayPoint) { total.WayPoint = MyStrategy.GetNextWayPoint(car.Original).Equals(MyStrategy.GetCell(car)); } if (!res && m.RangesMode) { res = true; // HACK car.X = prevStateX; car.Y = prevStateY; car.Angle = prevStateAngle; car.Speed = Point.Zero; car.AngularSpeed = 0; } } return(res); }
public void Move(double enginePower, double wheelTurn, bool isBreak, bool useNitro, bool simpleMode) { if (RemainingInactiveTicks > 0 || MyStrategy.IsCrashed(Original)) { isBreak = false; useNitro = false; enginePower = 0; wheelTurn = WheelTurn; } useNitro = useNitro && Original.NitroChargeCount > 0; if (useNitro && RemainingNitroTicks == 0 && RemainingNitroCooldownTicks == 0) { RemainingNitroTicks = Const.Game.NitroDurationTicks; RemainingNitroCooldownTicks = Const.Game.UseNitroCooldownTicks; } var updateIterations = simpleMode ? 2 : 10; var frictionMultiplier = Math.Pow(1.0 - Const.Game.CarMovementAirFrictionFactor, 1.0 / updateIterations); var rotationFrictionMultiplier = Math.Pow(1.0 - Const.Game.CarRotationFrictionFactor, 1.0 / updateIterations); if (enginePower > 1 + MyStrategy.Eps || enginePower < -1 - MyStrategy.Eps) { throw new Exception("invalid enginePower " + enginePower); } if (wheelTurn > 1 + MyStrategy.Eps || wheelTurn < -1 - MyStrategy.Eps) { throw new Exception("invalid wheelTurn " + wheelTurn); } if (RemainingNitroTicks > 0) { EnginePower = 2.0; } else { EnginePower = enginePower > EnginePower ? Math.Min(EnginePower + Const.Game.CarEnginePowerChangePerTick, enginePower) : Math.Max(EnginePower - Const.Game.CarEnginePowerChangePerTick, enginePower); } WheelTurn = wheelTurn > WheelTurn ? Math.Min(WheelTurn + Const.Game.CarWheelTurnChangePerTick, wheelTurn) : Math.Max(WheelTurn - Const.Game.CarWheelTurnChangePerTick, wheelTurn); if (MyStrategy.world.Tick >= Const.Game.InitialFreezeDurationTicks) { // http://russianaicup.ru/forum/index.php?topic=394.msg3888#msg3888 var dir = Point.ByAngle(Angle); var baseAngSpd = AngularSpeed; // HACK AngularSpeed -= baseAngSpd; baseAngSpd = Const.Game.CarAngularSpeedFactor * WheelTurn * (Speed * dir); AngularSpeed += baseAngSpd; var carAcceleration = EnginePower >= 0 ? _carAccelerationUp : _carAccelerationDown; var accelerationDelta = dir * (carAcceleration * EnginePower / updateIterations); var lengthwiseMovementFrictionFactor = isBreak ? Const.Game.CarCrosswiseMovementFrictionFactor : Const.Game.CarLengthwiseMovementFrictionFactor; lengthwiseMovementFrictionFactor /= updateIterations; var crosswiseMovementFrictionFactor = Const.Game.CarCrosswiseMovementFrictionFactor / updateIterations; for (var i = 0; i < updateIterations; i++) { X += Speed.X / updateIterations; Y += Speed.Y / updateIterations; if (!isBreak) { Speed.X += accelerationDelta.X; Speed.Y += accelerationDelta.Y; } Speed.X *= frictionMultiplier; Speed.Y *= frictionMultiplier; var t1 = _limit(Speed.X * dir.X + Speed.Y * dir.Y, lengthwiseMovementFrictionFactor); var t2 = _limit(Speed.X * dir.Y - Speed.Y * dir.X, crosswiseMovementFrictionFactor); Speed.X = dir.X * t1 + dir.Y * t2; Speed.Y = dir.Y * t1 - dir.X * t2; Angle += AngularSpeed / updateIterations; dir = Point.ByAngle(Angle); AngularSpeed = baseAngSpd + (AngularSpeed - baseAngSpd) * rotationFrictionMultiplier; } Geom.AngleNormalize(ref Angle); if (RemainingNitroCooldownTicks > 0) { RemainingNitroCooldownTicks--; } if (RemainingNitroTicks > 0) { RemainingNitroTicks--; } if (RemainingInactiveTicks > 0) { RemainingInactiveTicks--; } } // clear rectangles cache _rect = null; _rectEx = null; }
public void Move() { if (!Exists) { return; } if (Type == ProjectileType.Washer) { X += Speed.X; Y += Speed.Y; if (X < 0 || Y < 0 || X > Const.MapWidth || Y > Const.MapHeight) { Exists = false; } return; } var reflected = false; for (int it = 0; it < UpdateIterations; it++) { X += Speed.X / UpdateIterations; Y += Speed.Y / UpdateIterations; // может выйти за пределы если тайлы unknown if (X < 1 || Y < 1 || X >= Const.MapWidth - 1 || Y >= Const.MapHeight - 1) { Exists = false; break; } if (reflected) { continue; } var currentCell = MyStrategy.GetCell(this); foreach (var part in MyStrategy.MyTiles[currentCell.I, currentCell.J].Parts) { Point e = null, n = null; // e - направление стены // n - нормаль от стены double en = 0, et = 0, d = 0, d1 = 0, d2 = 0; if (part.Type == TilePartType.Segment) { var pts = Geom.LineCircleIntersect(part.Start, part.End, this, this.Radius); if (pts.Length == 0) { continue; } e = (part.End - part.Start).Normalized(); n = ~e * -1; } else { if (GetDistanceTo2(part.Circle) <= Geom.Sqr(Radius + part.Circle.Radius)) { n = (this - part.Circle).Normalized(); e = ~n; } } if (e == null || n == null) { continue; } en = Speed * n; // норм. et = Speed * e; // танг. en *= -0.5; d = n.X * e.Y - n.Y * e.X; d1 = n.X * et - en * e.X; d2 = en * e.Y - n.Y * et; Speed.X = d2 / d; Speed.Y = d1 / d; reflected = true; break; } } if (Speed.Length <= Const.Game.TireDisappearSpeedFactor * Const.Game.TireInitialSpeed) { Exists = false; } }
public ATile(int i, int j, TileType type) : base(i, j) { Type = type; IsFreeLeft = _tileFreeLeft(type); IsFreeRight = _tileFreeRight(type); IsFreeTop = _tileFreeTop(type); IsFreeBottom = _tileFreeBottom(type); var margin = Const.TileMargin; var sy = new Point(0, margin); var sx = new Point(margin, 0); var ly = new Point(0, Const.TileSize); var lx = new Point(Const.TileSize, 0); var res = new List <TilePart>(); switch (type) { // Левый верхний угол case TileType.LeftHeadedT: case TileType.TopHeadedT: case TileType.RightBottomCorner: case TileType.Crossroads: case TileType.Unknown: res.Add(TilePart.GetCircle(Point.Zero, margin)); break; } switch (type) { // Правый верхний угол case TileType.RightHeadedT: case TileType.TopHeadedT: case TileType.LeftBottomCorner: case TileType.Crossroads: case TileType.Unknown: res.Add(TilePart.GetCircle(lx, margin)); break; } switch (type) { // Правый нижний угол case TileType.BottomHeadedT: case TileType.RightHeadedT: case TileType.LeftTopCorner: case TileType.Crossroads: case TileType.Unknown: res.Add(TilePart.GetCircle(lx + ly, margin)); break; } switch (type) { // Левый нижний угол case TileType.BottomHeadedT: case TileType.LeftHeadedT: case TileType.RightTopCorner: case TileType.Crossroads: case TileType.Unknown: res.Add(TilePart.GetCircle(ly, margin)); break; } switch (type) { // Верхняя полоса case TileType.BottomHeadedT: case TileType.Horizontal: case TileType.LeftTopCorner: case TileType.RightTopCorner: res.Add(TilePart.GetSegment(sy, lx + sy)); break; } switch (type) { // Нижняя полоса case TileType.TopHeadedT: case TileType.Horizontal: case TileType.LeftBottomCorner: case TileType.RightBottomCorner: res.Add(TilePart.GetSegment(ly - sy, lx + ly - sy)); break; } switch (type) { // Левая полоса case TileType.RightHeadedT: case TileType.Vertical: case TileType.LeftBottomCorner: case TileType.LeftTopCorner: res.Add(TilePart.GetSegment(sx, ly + sx)); break; } switch (type) { // Правая полоса case TileType.LeftHeadedT: case TileType.Vertical: case TileType.RightBottomCorner: case TileType.RightTopCorner: res.Add(TilePart.GetSegment(lx - sx, lx + ly - sx)); break; } var dx = Const.TileSize * j; var dy = Const.TileSize * i; foreach (var part in res) { if (part.Type == TilePartType.Circle) { part.Circle.X += dx; part.Circle.Y += dy; } else { part.Start.X += dx; part.Start.Y += dy; part.End.X += dx; part.End.Y += dy; if (Geom.VectorProduct(part.Start, part.End, MyStrategy.GetCenter(i, j)) > 0) { var tmp = part.Start; part.Start = part.End; part.End = tmp; } } } Parts = res.ToArray(); }