예제 #1
0
        /*
         * Проверка что кто-то стоит впереди
         * p2   p5  p3  p4   p1
         * |    |   |   |    |
         * o-----------------o
         * |                 |
         * |                 |
         */
        public bool IsSomeoneAhead(ACar car, int direction)
        {
            var   carRect = car.GetRect(0);
            Point p1, p2;

            if (direction > 0)
            {
                p1 = carRect[0] + Point.ByAngle(car.Angle) * 20;
                p2 = carRect[3] + Point.ByAngle(car.Angle) * 20;
            }
            else
            {
                p1 = carRect[1] - Point.ByAngle(car.Angle) * 20;
                p2 = carRect[2] - Point.ByAngle(car.Angle) * 20;
            }
            var p3 = (p1 + p2) / 2;
            var p4 = (p1 + p3) / 2;
            var p5 = (p2 + p3) / 2;

            return(world.Cars.Select(x => new ACar(x).GetRect(0)).Any(
                       rect => Geom.ContainPoint(rect, p1) ||
                       Geom.ContainPoint(rect, p2) ||
                       Geom.ContainPoint(rect, p3) ||
                       Geom.ContainPoint(rect, p4) ||
                       Geom.ContainPoint(rect, p5)
                       ));
        }
예제 #2
0
파일: AOilSlick.cs 프로젝트: znsoft/AiCup
        public AOilSlick(ACar car)
        {
            var dist  = Const.Game.OilSlickInitialRange + car.Original.Width / 2 + Const.Game.OilSlickRadius;
            var slick = car - Point.ByAngle(car.Angle) * dist;

            X                 = slick.X;
            Y                 = slick.Y;
            Radius            = Const.Game.OilSlickRadius;
            RemainingLifetime = Const.Game.OilSlickLifetime;
        }
예제 #3
0
파일: AProjectile.cs 프로젝트: znsoft/AiCup
        public static AProjectile[] GetProjectiles(ACar car)
        {
            if (car.Original.Type == CarType.Jeep)
            {
                return(new[] { new AProjectile
                               {
                                   Radius = Const.Game.TireRadius,
                                   Type = ProjectileType.Tire,
                                   X = car.X,
                                   Y = car.Y,
                                   Speed = Point.ByAngle(car.Angle) * Const.Game.TireInitialSpeed
                               } });
            }

            return(new[] { 0.0, -Const.Game.SideWasherAngle, Const.Game.SideWasherAngle }.Select(angle => new AProjectile
            {
                Radius = Const.Game.WasherRadius,
                Type = ProjectileType.Washer,
                X = car.X,
                Y = car.Y,
                Speed = Point.ByAngle(angle + car.Angle) * Const.Game.WasherInitialSpeed
            }).ToArray());
        }
예제 #4
0
파일: ACar.cs 프로젝트: 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;
        }
예제 #5
0
파일: Visualizer.cs 프로젝트: znsoft/AiCup
        public static void Draw()
        {
            if (_form.InvokeRequired)
            {
                _form.BeginInvoke(new DrawDelegate(Draw), new object[] { });
                return;
            }

            _renderTick++;
            if ((_renderTick - 1) % _myCarsCount != _myCarsCount - 1)
            {
                return;
            }

            var panel = _form.panel;

            _form.tickLabel.Text = MyStrategy.world.Tick + "";

            var drawArea = new Bitmap(panel.Size.Width, panel.Size.Height);

            panel.Image = drawArea;
            _graphics   = Graphics.FromImage(drawArea);

            if (_myCarsCount == 1)
            {
                _form.jeepRadioButton.Enabled  = false;
                _form.buggyRadioButton.Enabled = false;
                LookUp(new Point(MyStrategy.world.Cars.FirstOrDefault(x => x.IsTeammate)));
            }
            else
            {
                LookUp(
                    new Point(
                        MyStrategy.world.Cars.FirstOrDefault(
                            x =>
                            x.IsTeammate &&
                            (x.Type == CarType.Jeep && _form.jeepRadioButton.Checked ||
                             x.Type == CarType.Buggy && _form.buggyRadioButton.Checked))));
            }

            //var myNextWp = MyStrategy.GetNextWayPoint(self);
            //FillRect(Brushes.Aqua, myNextWp.J * Const.TileSize, myNextWp.I * Const.TileSize, Const.TileSize, Const.TileSize);

            // tiles
            foreach (var tile in MyStrategy.MyTiles)
            {
                var margin = Const.TileMargin;
                var tsize  = Const.TileSize;

                var dx = Const.TileSize * tile.J;
                var dy = Const.TileSize * tile.I;

                if (tile.Type == TileType.Unknown)
                {
                    FillRect(Brushes.DarkGray, dx, dy, tsize, tsize);
                }
                if (tile.Type == TileType.Empty)
                {
                    FillRect(Brushes.Black, dx, dy, tsize, tsize);
                }

                if (!tile.IsFreeLeft)
                {
                    FillRect(Brushes.Black, dx, dy, margin, tsize);
                }
                if (!tile.IsFreeTop)
                {
                    FillRect(Brushes.Black, dx, dy, tsize, margin);
                }
                if (!tile.IsFreeRight)
                {
                    FillRect(Brushes.Black, dx + tsize - margin, dy, margin, tsize);
                }
                if (!tile.IsFreeBottom)
                {
                    FillRect(Brushes.Black, dx, dy + tsize - margin, tsize, margin);
                }

                foreach (var part in tile.Parts)
                {
                    switch (part.Type)
                    {
                    case TilePartType.Circle:
                        FillCircle(Brushes.Black, part.Circle.X, part.Circle.Y, part.Circle.Radius);
                        break;

                    case TilePartType.Segment:
                        DrawLine(Brushes.DarkRed, part.Start.X, part.Start.Y, part.End.X, part.End.Y, 1);
                        break;

                    default:
                        throw new Exception("Unknown TilePartType");
                    }
                }
            }

            // Bonuses
            foreach (var bonus in MyStrategy.world.Bonuses)
            {
                var rect = new ABonus(bonus).GetRect();
                for (var i = 0; i < 4; i++)
                {
                    Brush brush;
                    if (bonus.Type == BonusType.PureScore)
                    {
                        brush = Brushes.OrangeRed;
                    }
                    else if (bonus.Type == BonusType.RepairKit)
                    {
                        brush = Brushes.LimeGreen;
                    }
                    else if (bonus.Type == BonusType.OilCanister)
                    {
                        brush = Brushes.DarkSlateGray;
                    }
                    else if (bonus.Type == BonusType.NitroBoost)
                    {
                        brush = Brushes.Blue;
                    }
                    else if (bonus.Type == BonusType.AmmoCrate)
                    {
                        brush = Brushes.DarkGoldenrod;
                    }
                    else
                    {
                        throw new Exception("Unknown BonusType");
                    }

                    DrawLine(brush, rect[i].X, rect[i].Y, rect[(i + 1) % 4].X, rect[(i + 1) % 4].Y, 2);
                }
            }

            // Cars
            foreach (var car in MyStrategy.world.Cars)
            {
                var isAvtive = DurabilityObserver.IsActive(car);
                var rect     = new ACar(car).GetRectEx(isAvtive ? 0 : 1);
                for (var i = 0; i < 4; i++)
                {
                    DrawLine(car.IsTeammate ? Brushes.Green : Brushes.Red,
                             rect[i].X, rect[i].Y, rect[(i + 1) % 4].X, rect[(i + 1) % 4].Y,
                             isAvtive ? 2 : 1);
                }
                var to = Point.ByAngle(car.Angle) * 100 + new Point(car);
                DrawLine(Brushes.Black, car.X, car.Y, to.X, to.Y, car.Type == CarType.Buggy ? 2 : 6);
                DrawText("~" + car.ProjectileCount, 50, Brushes.Black, car.X, car.Y);
            }

            // Oil
            foreach (var stick in MyStrategy.world.OilSlicks)
            {
                FillCircle(Brushes.Black, stick.X, stick.Y, stick.Radius);
            }

            // Nitro
            foreach (var car in MyStrategy.world.Cars)
            {
                if (car.RemainingNitroTicks > 0)
                {
                    FillCircle(Brushes.Blue, car.X, car.Y, 40);
                }
            }



            // Canisters
            foreach (var car in MyStrategy.world.Cars)
            {
                if (car.OilCanisterCount == 0)
                {
                    continue;
                }
                var canisterPen = car.RemainingOilCooldownTicks == 0 ? Pens.DarkSlateGray : Pens.Lavender;
                var slick       = new AOilSlick(new ACar(car));
                DrawCircle(canisterPen, slick.X, slick.Y, slick.Radius);
                if (car.RemainingOiledTicks > 0)
                {
                    FillCircle(Brushes.Black, car.X, car.Y, 30);
                }
            }


            // Projectiles
            foreach (var pr in MyStrategy.world.Projectiles)
            {
                FillCircle(Brushes.OrangeRed, pr.X, pr.Y, pr.Radius);
            }

            // Segments
            try
            {
                foreach (var _el in SegmentsDrawQueue)
                {
                    var el    = _el as object[];
                    var brush = el[0] as Brush;
                    var line  = el[1] as Points;
                    var width = Convert.ToDouble(el[2]);
                    for (var i = 1; i < line.Count; i++)
                    {
                        DrawLine(brush, line[i - 1].X, line[i - 1].Y, line[i].X, line[i].Y, (float)width);
                    }
                }
            }
            catch (Exception)
            {
            }

            // Circles
            foreach (var el in CircleFillQueue)
            {
                var brush  = el.Item1;
                var circle = el.Item2;
                FillCircle(brush, circle.X, circle.Y, circle.Radius);
            }

            CircleFillQueue.Clear();
            SegmentsDrawQueue.Clear();
        }