예제 #1
0
        public static void DrawNuclearStrikes(Player me, Player enemy, Game game, RewindClient.RewindClient rewindClient)
        {
            if (me.NextNuclearStrikeTickIndex > 0)
            {
                var nx = me.NextNuclearStrikeX;
                var ny = me.NextNuclearStrikeY;
                var nr = game.TacticalNuclearStrikeRadius;

                var nunit = UnitHelper.Units[me.NextNuclearStrikeVehicleId];

                rewindClient.Circle(nx, ny, nr, Color.FromArgb(150, 225, 0, 0));
                rewindClient.Circle(nunit.X, nunit.Y, nunit.Radius * 2, Color.Black);
                rewindClient.Line(nunit.X, nunit.Y, nx, ny, Color.Black);

                var nsRange = PotentialFieldsHelper.GetDistanceTo(nunit.X, nunit.Y, nx, ny);
                rewindClient.Message($"NuclearStrikeDistanse: {nsRange}");
            }
            if (enemy.NextNuclearStrikeTickIndex > 0)
            {
                //Врага наводчика может быть не видно
                if (UnitHelper.Units.ContainsKey(enemy.NextNuclearStrikeVehicleId))
                {
                    var nx = enemy.NextNuclearStrikeX;
                    var ny = enemy.NextNuclearStrikeY;
                    var nr = game.TacticalNuclearStrikeRadius;

                    var nunit = UnitHelper.Units[enemy.NextNuclearStrikeVehicleId];
                    rewindClient.Circle(nx, ny, nr, Color.FromArgb(150, 225, 0, 0));
                    rewindClient.Circle(nunit.X, nunit.Y, nunit.Radius * 2, Color.Black);
                }
            }
        }
예제 #2
0
        public void MoveEx(Player me, World world, Game game, Move move, RewindClient.RewindClient rewindClient)
        {
            GlobalHelper.World = world;
            GlobalHelper.Move  = move;
            GlobalHelper.Game  = game;
            GlobalHelper.Me    = me;
            GlobalHelper.Enemy = world.GetOpponentPlayer();

            var enemy = GlobalHelper.Enemy;

            LazyClusters = new Lazy <List <List <DbScanHelper.Point> > >(() =>
            {
                var enemyPoints = UnitHelper.UnitsEnemy.Select(x => new DbScanHelper.Point(x.X, x.Y, x.Type, x.Durability)).ToList();
                List <List <DbScanHelper.Point> > clusters = DbScanHelper.GetClusters(enemyPoints, 15, 1);
                return(clusters);
            });

            UpdateVehiclesStates(me, world, game, rewindClient);
            FacilityHelper.UpdateFacilitiesStates();

#if DEBUG
            UnitHelper.DrawAllUnits();
            DbScanHelper.DrawClusters(LazyClusters.Value);
            FacilityHelper.DrawFacilities();
            NuclearStrikeHelper.DrawNuclearStrikes(me, enemy, game, rewindClient);
#endif

            if (world.TickIndex == 0)
            {
                PrepareUnits();
            }

            if (QueueHelper.Queue.Count > 0)
            {
                if (!GlobalHelper.MoveAllowed)
                {
                    return;
                }

                var task = QueueHelper.Queue.Dequeue();
                task.Execute();
                return;
            }

            var nucStrikeProcessed = NuclearStrikeHelper.ProcessEnemyNuclearStrikeDodge(GlobalHelper.MoveAllowed);
            if (nucStrikeProcessed)
            {
                return;
            }

            var selectedUnits = UnitHelper.UnitsAlly.Where(x => x.Groups.Contains(GroupHelper.CurrentGroup.Id)).ToArray();

            if (selectedUnits.Length == 0)
            {
                if (GlobalHelper.MoveAllowed)
                {
                    GroupHelper.SelectNextGroup();
                    return;
                }

                return;
            }

            if (GlobalHelper.MoveAllowed && ConfigurationHelper.EnableNuclearStrike)
            {
                if (me.NextNuclearStrikeTickIndex > 0)
                {
                    var isNucleatorInGroup = selectedUnits.Select(x => x.Id).Contains(me.NextNuclearStrikeVehicleId);
                    if (isNucleatorInGroup)
                    {
                        var nucleator = selectedUnits.FirstOrDefault(x => x.Id == me.NextNuclearStrikeVehicleId);
                        if (nucleator != null)
                        {
                            ActionHelper.StopMove();
                            return;
                        }
                    }
                }

                if (me.RemainingNuclearStrikeCooldownTicks <= 0)
                {
                    //var unit = UnitHelper.UnitsAlly.First();

                    //var vr = GetVisionRangeByWeather(unit);

                    //var maxRange =
                    //    UnitHelper.UnitsAlly
                    //        .Where(x => PotentialFieldsHelper.GetDistanceTo(x.X, x.Y, unit.X, unit.Y) < vr)
                    //        .Max(x => PotentialFieldsHelper.GetDistanceTo(x.X, x.Y, unit.X, unit.Y));

                    //var targetUnit =
                    //    UnitHelper.UnitsAlly.First(x => PotentialFieldsHelper.GetDistanceTo(x.X, x.Y, unit.X, unit.Y) == maxRange);

                    //ActionHelper.NuclearStrike(unit.Id, targetUnit.X, targetUnit.Y);
                    //return;

                    var hasTargetToNuclearAttack = NuclearStrikeHelper.HasTargetToNuclearAttack(selectedUnits);

                    if (hasTargetToNuclearAttack.Success)
                    {
                        //Остановимся для выстрела
                        ActionHelper.StopMove();


                        var selectedUnit = hasTargetToNuclearAttack.SelectedUnitRes;
                        var enemyUnit    = hasTargetToNuclearAttack.EnemyRes;
                        QueueHelper.Queue.Enqueue(new NuclearStrike(selectedUnit.Id, enemyUnit.X, enemyUnit.Y));

                        return;
                    }
                }
            }

            var size = PotentialFieldsHelper.PpSize;
            PotentialFieldsHelper.Clear();

            var applyNuclearStrikePower = me.RemainingNuclearStrikeCooldownTicks <= 0 &&
                                          ConfigurationHelper.EnableNuclearStrike;

            PotentialFieldsHelper.AppendEnemyPower(LazyClusters.Value, applyNuclearStrikePower);
            PotentialFieldsHelper.ApplyHealPower();

            PotentialFieldsHelper.ApplyFacilitiesPower();
            PotentialFieldsHelper.AppendAllyUnitsToDodge(selectedUnits);
            PotentialFieldsHelper.Normalize();
            for (int i = 0; i < size; i++)
            {
                for (int j = 0; j < size; j++)
                {
                    var color = PotentialFieldsHelper.GetColorFromValue(PotentialFieldsHelper.PotentialFields[i, j]);

                    rewindClient.Rectangle(i * size, j * size, (i + 1) * size, (j + 1) * size, color);
                }
            }

            if (GlobalHelper.MoveAllowed)
            {
                var currentSelectedGroup = GroupHelper.CurrentGroup;
                //Если на предыдущем ходу текущая группа уже двигалась, передадим управление след группе
                if (currentSelectedGroup.Moved)
                {
                    var isSelectSuccess = GroupHelper.SelectNextGroup();
                    if (isSelectSuccess)
                    {
                        currentSelectedGroup.Moved = false;
                        return;
                    }
                }

                if (currentSelectedGroup.MovesCount > 0 && currentSelectedGroup.MovesCount % ConfigurationHelper.MovesCoutToScale == 0)
                {
                    new ScaleCurrentGroupToCenterTask().Execute();
                }
                else
                {
                    var cx = selectedUnits.Sum(x => x.X) / selectedUnits.Length;
                    var cy = selectedUnits.Sum(x => x.Y) / selectedUnits.Length;

                    var nextPpPoint     = PotentialFieldsHelper.Get_PP_PointToMove(cx, cy, 3);
                    var quartCellLength = PotentialFieldsHelper.PpSize * 0.25;

                    var nextPpPointX = nextPpPoint.X * size + size / 2d;
                    var nextPpPointY = nextPpPoint.Y * size + size / 2d;

                    //Если достаточно подойти к цели, отдадим управление дргому отряду
                    if (PotentialFieldsHelper.GetDistanceTo(nextPpPointX, nextPpPointY, cx, cy) < quartCellLength)
                    {
                        var isSelectSuccess = GroupHelper.SelectNextGroup();
                        if (isSelectSuccess)
                        {
                            currentSelectedGroup.Moved = false;
                            return;
                        }
                    }

                    var vx = nextPpPointX - cx;
                    var vy = nextPpPointY - cy;

#if  DEBUG
                    rewindClient.Line(cx, cy, nextPpPointX, nextPpPointY, Color.Black);
#endif

                    ActionHelper.Move(vx, vy);
                }

                currentSelectedGroup.Moved = true;
                currentSelectedGroup.MovesCount++;

                return;
            }
            return;
        }