コード例 #1
0
        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);
        }
コード例 #2
0
ファイル: ACar.cs プロジェクト: znsoft/AiCup
        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;
        }