コード例 #1
0
        public List <ProjectilePathSegment> Emulate(ACombatUnit[] nearestUnits, double wizardsChangeAngle)
        {
            nearestUnits = nearestUnits.Select(Utility.CloneCombat).ToArray();
            var minionsTargetsSelector = new TargetsSelector(nearestUnits)
            {
                EnableMinionsCache = true
            };

            return(_emulate(nearestUnits, wizardsChangeAngle, minionsTargetsSelector));
        }
コード例 #2
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 #3
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 #4
0
        private List <ProjectilePathSegment> _emulate(ACombatUnit[] nearestUnits, double wizardsChangeAngle, TargetsSelector minionsTargetsSelector)
        {
            if (Type != ProjectileType.MagicMissile && Type != ProjectileType.FrostBolt && Type != ProjectileType.Fireball)
            {
                throw new Exception("Unsupported projectile type " + Type);
            }

            // NOTE: nearestUnits уже склонированы
            // NOTE: nearestUnits и они же в minionsTargetsSelector - одни и те же instance

            var list              = new List <ProjectilePathSegment>();
            var projectile        = new AProjectile(this);
            var owner             = nearestUnits.FirstOrDefault(x => x.Id == OwnerUnitId);
            var nearestCandidates = nearestUnits.Where(x => x.Id != OwnerUnitId).ToArray();

            while (projectile.Exists)
            {
                projectile.Move(proj =>
                {
                    if (Type == ProjectileType.Fireball)
                    {
                        double selfDamage = 0;
                        double oppDamage  = 0;
                        var selfBurned    = 0;
                        var oppBurned     = 0;
                        var selfDeads     = 0;
                        var oppDeads      = 0;

                        ACombatUnit importantTarget = null;

                        foreach (var unit in nearestCandidates)
                        {
                            var damage = GetFireballDamage(proj, unit);

                            if (damage > 0)
                            {
                                var deads = 0;
                                if (damage >= unit.Life - Const.Eps)
                                {
                                    // killed
                                    deads++;
                                    damage = unit.Life;
                                }

                                if (unit.Faction == proj.Faction)
                                {
                                    if (unit is AWizard)
                                    {
                                        selfDamage += damage;
                                        selfBurned++;
                                        selfDeads += deads;
                                    }
                                }
                                else if (Utility.HasConflicts(proj, unit))
                                {
                                    oppDamage += damage;
                                    oppBurned++;
                                    oppDeads += deads;
                                    if (importantTarget == null || _targetImportance(unit) > _targetImportance(importantTarget))
                                    {
                                        importantTarget = unit;
                                    }
                                }
                            }
                        }
                        if (owner != null)
                        {
                            var damage = GetFireballDamage(proj, owner);
                            if (damage > 0)
                            {
                                selfBurned++;
                                if (damage >= owner.Life - Const.Eps)
                                {
                                    // killed
                                    selfDamage += owner.Life;
                                    selfDeads++;
                                }
                                else
                                {
                                    selfDamage += damage;
                                }
                            }
                        }
                        list.Add(new ProjectilePathSegment
                        {
                            StartDistance      = list.Count == 0 ? 0 : list.Last().EndDistance,
                            EndDistance        = list.Count == 0 ? 0 : list.Last().EndDistance,
                            OpponentDamage     = oppDamage,
                            SelfDamage         = selfDamage,
                            OpponentDeadsCount = oppDeads,
                            SelfDeadsCount     = selfDeads,
                            State          = (selfDamage + oppDamage < Const.Eps) ? ProjectilePathState.Free : ProjectilePathState.Fireball,
                            OpponentBurned = oppBurned,
                            SelfBurned     = selfBurned,
                            Target         = importantTarget,
                        });
                    }
                    else
                    {
                        var inter = proj.GetFirstIntersection(nearestCandidates);

                        if (inter != null)
                        {
                            if (list.Count == 0 || list.Last().State != ProjectilePathState.Shot)
                            {
                                var opp = inter as ACombatUnit;
                                list.Add(new ProjectilePathSegment
                                {
                                    StartDistance  = list.Count == 0 ? 0 : list.Last().EndDistance,
                                    EndDistance    = list.Count == 0 ? 0 : list.Last().EndDistance,
                                    State          = ProjectilePathState.Shot,
                                    Target         = Utility.CloneCombat(opp),
                                    SelfDamage     = proj.Faction == inter.Faction ? Math.Min(opp.Life, Damage) : 0,
                                    OpponentDamage = Utility.HasConflicts(proj, opp) ? Math.Min(opp.Life, Damage) : 0,
                                });
                            }
                        }
                        else
                        {
                            if (list.Count == 0 || list.Last().State != ProjectilePathState.Free)
                            {
                                list.Add(new ProjectilePathSegment
                                {
                                    StartDistance = list.Count == 0 ? 0 : list.Last().EndDistance,
                                    EndDistance   = list.Count == 0 ? 0 : list.Last().EndDistance,
                                    State         = ProjectilePathState.Free,
                                });
                            }
                        }
                    }
                    list.Last().EndDistance += proj.Speed / proj.MicroTicks;

                    return(true);
                });
                foreach (var unit in nearestCandidates)
                {
                    if (unit is AWizard)
                    {
                        var wizard = unit as AWizard;
                        var dir    = (wizard - this).RotateClockwise(wizardsChangeAngle) + wizard; // вдоль снаряда
                        wizard.MoveTo(dir, null, w =>
                        {
                            var tree = TreesObserver.GetNearestTree(w);
                            return((tree == null || !w.IntersectsWith(tree)) && wizard.GetFirstIntersection(nearestCandidates) == null);
                        });
                    }
                    else if (unit is AMinion)
                    {
                        var target = minionsTargetsSelector.Select(unit);
                        unit.EthalonMove(target);
                    }
                }
            }
            return(list);
        }
コード例 #5
0
        double _emulateRush(AWizard self, AWizard opp)
        {
            var nearest = Combats.Where(x => x.GetDistanceTo(ASelf) < ASelf.VisionRange * 1.4).Select(Utility.CloneCombat).ToArray();

            self = nearest.FirstOrDefault(x => x.Id == self.Id) as AWizard;
            opp  = nearest.FirstOrDefault(x => x.Id == opp.Id) as AWizard;

            if (self == null || opp == null)
            {
                return(int.MinValue);
            }

            var tergetsSelector = new TargetsSelector(nearest);

            if (opp.Id == _LastMmTarget && World.Projectiles.Any(x => x.OwnerUnitId == self.Id))
            {
                opp.ApplyMagicalDamage(self.MagicMissileDamage);
            }

            while (true)
            {
                _rushTo(self, opp);
                foreach (var unit in nearest)
                {
                    if (unit.Id == self.Id)
                    {
                        continue;
                    }
                    if (unit is AWizard)
                    {
                        if (unit.IsOpponent)
                        {
                            _rushTo(unit as AWizard, self);
                        }
                        else
                        {
                            if (Const.IsFinal)
                            {
                                _rushTo(unit as AWizard, opp);
                            }
                            else
                            {
                                unit.SkipTick();
                            }
                        }
                    }
                    else if (unit is AMinion)
                    {
                        var tar = tergetsSelector.Select(unit);
                        unit.EthalonMove(tar);
                        if (tar != null && unit.EthalonCanHit(tar))
                        {
                            if (unit is AFetish)
                            {
                                unit.RemainingActionCooldownTicks = Game.FetishBlowdartActionCooldownTicks - 1;
                                tar.ApplyDamage(Game.DartDirectDamage);
                            }
                            else
                            {
                                unit.RemainingActionCooldownTicks = Game.OrcWoodcutterActionCooldownTicks - 1;
                                tar.ApplyDamage(Game.OrcWoodcutterDamage);
                            }
                        }
                    }
                }

                if (!self.IsAlive)
                {
                    return(-opp.Life);
                }
                if (!opp.IsAlive)
                {
                    var mines = nearest.Where(x => x.IsTeammate && x is AWizard).ToArray();
                    if (mines.Length >= 2 && Const.IsFinal)
                    {
                        if (!mines.All(x => x.Life > 10))
                        {
                            return(int.MinValue);
                        }
                        return(50.0);//hack
                    }
                    else
                    {
                        if (nearest.Where(x => x.IsOpponent && x is AWizard).Sum(x => x.Life) > self.Life)
                        {
                            return(int.MinValue);
                        }
                        return(self.Life);
                    }
                }
            }
        }
コード例 #6
0
        private void _move(Wizard self, World world, Game game, Move move)
        {
            World     = world;
            Game      = game;
            Self      = self;
            FinalMove = new FinalMove(move);

            Const.Initialize();
            MagicConst.TreeObstacleWeight = Const.IsFinal ? 25 : 35;

            Wizards = world.Wizards
                      .Select(x => new AWizard(x))
                      .ToArray();

            foreach (var wizard in Wizards)
            {
                foreach (var other in Wizards)
                {
                    if (wizard.Faction != other.Faction)
                    {
                        continue;
                    }
                    if (wizard.GetDistanceTo2(other) > Geom.Sqr(Game.AuraSkillRange))
                    {
                        continue;
                    }

                    for (var i = 0; i < 5; i++)
                    {
                        wizard.AurasFactorsArr[i] = Math.Max(wizard.AurasFactorsArr[i], other.SkillsLearnedArr[i] / 2);
                    }
                }
                var orig   = World.Wizards.FirstOrDefault(w => w.Id == wizard.Id);
                var player = World.Players.FirstOrDefault(p => orig != null && p.Id == orig.OwnerPlayerId);
                if (player != null && player.IsStrategyCrashed)
                {
                    wizard.RemainingFrozen = 100500;
                }
            }

            OpponentWizards = Wizards
                              .Where(x => x.IsOpponent)
                              .ToArray();

            MyWizards = Wizards
                        .Where(x => x.IsTeammate)
                        .ToArray();

            Minions = world.Minions
                      .Select(x => x.Type == MinionType.OrcWoodcutter ? (AMinion) new AOrc(x) : new AFetish(x))
                      .ToArray();

            NeutralMinions = Minions
                             .Where(x => x.Faction == Faction.Neutral)
                             .ToArray();

            Combats =
                Minions.Cast <ACombatUnit>()
                .Concat(Wizards)
                .Concat(BuildingsObserver.Buildings)//TODO перед BuildingsObserver.Update????
                .ToArray();

            MyCombats = Combats
                        .Where(x => x.IsTeammate)
                        .ToArray();

            NeutralMinionsObserver.Update();
            OpponentMinions = Minions
                              .Where(x => x.IsOpponent)
                              .ToArray();

            OpponentCombats = Combats
                              .Where(x => x.IsOpponent)
                              .ToArray();

            RoadsHelper.Initialize();
            BuildingsObserver.Update();

            OpponentBuildings = BuildingsObserver.Buildings
                                .Where(x => x.IsOpponent)
                                .ToArray();

            TreesObserver.Update();
            ProjectilesObserver.Update();
            BonusesObserver.Update();
            MessagesObserver.Update();

            InitializeProjectiles();
            InitializeDijkstra();

            ASelf = Wizards.FirstOrDefault(x => x.Id == Self.Id);
            if (ASelf == null)
            {
                throw new Exception("Self not found in wizards list");
            }

            InitializeDangerEstimation();
            SupportObserver.Update();

            if (Self.IsMaster && World.TickIndex == 0)
            {
                MasterSendMessages();
            }
            if (Self.IsMaster)
            {
                MasterCheckRearrange();
            }

            var nearestBonus         = BonusesObserver.Bonuses.ArgMin(b => b.GetDistanceTo(ASelf));
            var opponentsAroundBonus = OpponentWizards.Where(w => nearestBonus.GetDistanceTo(w) < ASelf.VisionRange * 1.5).ToArray();
            var teammatesAroundBonus = MyWizards.Where(w => ASelf.GetDistanceTo(w) < ASelf.VisionRange * 1.5).ToArray();



            WizardPath path        = null;
            AUnit      pathTarget  = null;
            var        goAway      = GoAwayDetect();
            var        bonusMoving = goAway ? new MovingInfo(null, int.MaxValue, null) : GoToBonus();
            var        target      = FindTarget(new AWizard(ASelf), bonusMoving.Target);

            if (target == null && bonusMoving.Target == null && !goAway)
            {
                var nearest = OpponentCombats
                              .Where(
                    x =>
                    Utility.IsBase(x) || RoadsHelper.GetLane(x) == MessagesObserver.GetLane() ||
                    RoadsHelper.GetLaneEx(ASelf) == ALaneType.Middle &&
                    RoadsHelper.GetLaneEx(x) == ALaneType.Middle && CanRush(ASelf, x))
                              .Where(x => x.IsAssailable && x.Faction != Faction.Neutral)
                              .OrderBy(
                    x =>
                    x.GetDistanceTo(self) +
                    (x is AWizard ? -40 : (x is ABuilding && !((ABuilding)x).IsBesieded) ? 1500 : 0))
                              .ToArray();

                foreach (var n in nearest)
                {
                    path = GoAgainst(n);
                    if (path != null)
                    {
                        pathTarget = n;
                        break;
                    }
                }
                if (nearest.Length > 0 && path == null)
                {
                    GoDirect(nearest[0], FinalMove);
                }
            }

            TimerStart();
            if (!TryDodgeProjectile())
            {
                if (target == null)
                {
                    TryPreDodgeProjectile();
                }

                if (goAway)
                {
                    GoAway();
                }
                else if (target == null || target.Type == TargetType.Teammate ||
                         (FinalMove.Action == ActionType.Staff ||
                          FinalMove.Action == ActionType.MagicMissile ||
                          FinalMove.Action == ActionType.Fireball ||
                          FinalMove.Action == ActionType.FrostBolt) && target.Type == TargetType.Opponent)
                {
                    if (bonusMoving.Target != null)
                    {
                        NextBonusWaypoint = bonusMoving.Target;
                        FinalMove.Turn    = bonusMoving.Move.Turn;
                        if (bonusMoving.Move.Action != ActionType.None && bonusMoving.Move.Action != null)
                        {
                            FinalMove.Action          = bonusMoving.Move.Action;
                            FinalMove.MinCastDistance = bonusMoving.Move.MinCastDistance;
                            FinalMove.MaxCastDistance = bonusMoving.Move.MaxCastDistance;
                            FinalMove.CastAngle       = bonusMoving.Move.CastAngle;
                        }

                        NextBonusWaypoint = ASelf + (NextBonusWaypoint - ASelf).Normalized() * (Self.Radius + 30);

                        if (nearestBonus.GetDistanceTo(ASelf) < ASelf.VisionRange * 1.5 &&
                            nearestBonus.GetDistanceTo(ASelf) > 100 &&
                            opponentsAroundBonus.Length <= 1 &&
                            ASelf.Life + 10 >= (opponentsAroundBonus.FirstOrDefault() ?? ASelf).Life &&
                            OpponentMinions.Count(x => x.GetDistanceTo(ASelf) < Game.FetishBlowdartAttackRange) == 0
                            )
                        {
                            FinalMove.MoveTo(NextBonusWaypoint, null);
                        }
                        else
                        {
                            TryGoByGradient(x => EstimateDanger(x), null, FinalMove);
                        }
                    }
                    else
                    {
                        var all = Combats.Select(Utility.CloneCombat).ToArray();
                        var my  = all.FirstOrDefault(x => x.Id == ASelf.Id) as AWizard;

                        my?.Move(FinalMove.Speed, FinalMove.StrafeSpeed);
                        var ts = new TargetsSelector(all);

                        var skipBuildings = path == null ||
                                            path.GetLength() < 300 ||
                                            path.GetLength() < 600 && OpponentBuildings.Any(x =>
                        {
                            var tar = ts.Select(x);
                            return(tar != null && tar.Id == ASelf.Id);
                        });


                        if (TryGoByGradient(x => EstimateDanger(x), x => HasAnyTarget(x, skipBuildings), FinalMove))
                        {
                            var cutTreeMovingInfo = FindTreeTarget(ASelf);
                            if (cutTreeMovingInfo.Target != null)
                            {
                                FinalMove.Turn = cutTreeMovingInfo.Move.Turn;
                                if (cutTreeMovingInfo.Move.Action != null && FinalMove.Action == null)
                                {
                                    FinalMove.Action = cutTreeMovingInfo.Move.Action;
                                }
                                // не будет мешать TryPreDodgeProjectile?
                            }
                        }
                    }
                }

                PostDodgeProjectile();
            }
            TimerEndLog("Go", 1);

            if (ASelf.CanLearnSkill)
            {
                move.SkillToLearn = MessagesObserver.GetSkill();
            }
        }
コード例 #7
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);
        }
コード例 #8
0
ファイル: DangerEstimation.cs プロジェクト: znsoft/AiCup
        void InitializeDangerEstimation()
        {
            foreach (var building in OpponentBuildings)
            {
                building.OpponentsCount = MyCombats.Count(x => x.GetDistanceTo(building) <= building.VisionRange);
                if (Game.IsSkillsEnabled)
                {
                    if (building.OpponentsCount >= 4)
                    {
                        building.IsBesieded = true;
                    }
                }
                else
                {
                    if (building.IsBase && building.OpponentsCount >= 7 || !building.IsBase && building.OpponentsCount >= 5)
                    {
                        building.IsBesieded = true;
                    }
                }
            }

            MinionsTargetsSelector = new TargetsSelector(Combats)
            {
                EnableMinionsCache = true
            };

            BuildingsDangerTriangles = new List <Point[]>();
            var top1 = BuildingsObserver.Buildings.FirstOrDefault(x => x.IsTeammate && x.Order == 1 && x.Lane == ALaneType.Top);

            if (top1 != null)
            {
                BuildingsDangerTriangles.Add(new[]
                {
                    top1 + new Point(top1.Radius + Const.WizardRadius, 0),
                    top1 + new Point(-top1.Radius, -(top1.Radius * 7 + Const.WizardRadius)),
                    top1 + new Point(-top1.Radius, 0),
                });
            }

            var top0 = BuildingsObserver.Buildings.FirstOrDefault(x => x.IsOpponent && x.Order == 0 && x.Lane == ALaneType.Top);

            if (top0 != null)
            {
                BuildingsDangerTriangles.Add(new[]
                {
                    top0 + new Point(0, top0.Radius + Const.WizardRadius),
                    top0 + new Point(top0.Radius * 7 + Const.WizardRadius, -top0.Radius),
                    top0 + new Point(0, -top0.Radius),
                });
            }

            var bottom1 = BuildingsObserver.Buildings.FirstOrDefault(x => x.IsOpponent && x.Order == 1 && x.Lane == ALaneType.Bottom);

            if (bottom1 != null)
            {
                BuildingsDangerTriangles.Add(new[]
                {
                    bottom1 + new Point(-(bottom1.Radius + Const.WizardRadius), 0),
                    bottom1 + new Point(bottom1.Radius, -(bottom1.Radius * 7 + Const.WizardRadius)),
                    bottom1 + new Point(bottom1.Radius, 0),
                });
            }

            var bottom0 = BuildingsObserver.Buildings.FirstOrDefault(x => x.IsTeammate && x.Order == 0 && x.Lane == ALaneType.Bottom);

            if (bottom0 != null)
            {
                BuildingsDangerTriangles.Add(new[]
                {
                    bottom0 + new Point(0, -(bottom0.Radius + Const.WizardRadius)),
                    bottom0 + new Point(bottom0.Radius * 7 + Const.WizardRadius, bottom0.Radius),
                    bottom0 + new Point(0, bottom0.Radius),
                });
            }

            foreach (var opp in OpponentWizards)
            {
                if (opp.GetDistanceTo(ASelf) < ASelf.VisionRange)
                {
                    opp.IsBesieded = EmulateRush(ASelf, opp) > 30;
                }
            }
        }