Пример #1
0
        bool TryPreDodgeProjectile()
        {
            const int preTicks = 18;
            var       opp      = OpponentWizards
                                 .OrderBy(x => x.GetDistanceTo2(ASelf))
                                 .FirstOrDefault(x =>
                                                 Math.Min(x.RemainingActionCooldownTicks, x.RemainingMagicMissileCooldownTicks) <= preTicks &&
                                                 x.GetDistanceTo(ASelf) <= x.CastRange + ASelf.Radius + Game.MagicMissileRadius + 7 &&
                                                 Math.Abs(x.GetAngleTo(ASelf)) <= Game.StaffSector /* /2*/
                                                 );

            if (opp == null)
            {
                return(false);
            }

            if (Math.Abs(ASelf.GetAngleTo(opp)) < Math.PI / 2 && ASelf.GetDistanceTo(opp) > 500)
            {
                var    obstacles     = Combats.Where(x => x.Id != Self.Id && x.GetDistanceTo(ASelf) < 300).ToArray();
                var    selSign       = 0;
                double selPriority   = int.MaxValue;
                var    requiredAngle = ASelf.GetDistanceTo(opp) <= opp.CastRange + ASelf.Radius
                    ? Math.PI - 2 * ASelf.MaxTurnAngle - 0.001
                    : Math.PI / 2;

                for (var sign = -1; sign <= 1; sign += 2)
                {
                    var my       = new AWizard(ASelf);
                    var priority = 0.0;
                    while (Math.Abs(my.GetAngleTo(opp)) < requiredAngle)
                    {
                        my.Angle += sign * my.MaxTurnAngle;
                        priority += 0.1;
                    }
                    for (var i = 0; i < 15; i++)
                    {
                        if (!my.MoveTo(my + Point.ByAngle(my.Angle), null, w => !CheckIntersectionsAndTress(w, obstacles)))
                        {
                            break;
                        }
                        priority--;
                    }
                    if (priority < selPriority)
                    {
                        selPriority = priority;
                        selSign     = sign;
                    }
                }

                FinalMove.Turn = selSign * 10;
                return(true);
            }
            return(false);
        }
Пример #2
0
        bool GoAwayDetect()
        {
            if (Const.TopRightCorner.GetDistanceTo(ASelf) < 800)
            {
                return(false);
            }
            if (ASelf.GetDistanceTo(BuildingsObserver.MyBase) <= Game.FactionBaseVisionRange)
            {
                return(false);
            }

            var nearest = OpponentWizards
                          .Where(x => ASelf.GetDistanceTo(x) < x.CastRange + ASelf.Radius + GoAwayMaxDist && GoAwayCond(ASelf, x))
                          .ArgMin(x => x.GetDistanceTo2(ASelf));

            if (nearest != null)
            {
                return(true);
            }
            return(false);
        }
Пример #3
0
        bool _tryDodgeProjectile()
        {
            var   obstacles = Combats.Where(x => x.Id != Self.Id && x.GetDistanceTo(ASelf) < 300).ToArray();
            var   minTicks  = int.MaxValue;
            var   minDamage = 1000.0;
            Point selMoveTo = null;
            Point selTurnTo = null;

            foreach (var doTurn in new[] { false, true })
            {
                foreach (var angle in Utility.Range(0, Math.PI * 2, 40, false))
                {
                    if (minTicks == 0 && minDamage < Const.Eps) // ничего не грозит
                    {
                        break;
                    }

                    var ticks    = 0;
                    var my       = new AWizard(ASelf);
                    var bonus    = new ABonus(BonusesObserver.Bonuses.ArgMin(b => b.GetDistanceTo(Self)));
                    var moveTo   = my + Point.ByAngle(angle) * 1000;
                    var turnTo   = doTurn ? moveTo : null;
                    var myStates = new List <AWizard> {
                        new AWizard(my)
                    };

                    while (ticks < ProjectilesCheckTicks)
                    {
                        var totalDamage = _getProjectilesDamage(myStates);

                        if (Utility.Less(totalDamage, minDamage) ||
                            Utility.Equals(totalDamage, minDamage) && ticks < minTicks)
                        {
                            minTicks  = ticks;
                            minDamage = totalDamage;
                            selMoveTo = moveTo;
                            selTurnTo = turnTo;
                        }

                        bonus.SkipTick();
                        my.MoveTo(moveTo, turnTo, w =>
                        {
                            if (CheckIntersectionsAndTress(w, obstacles))
                            {
                                return(false);
                            }
                            if (bonus.RemainingAppearanceTicks < 15 && bonus.IntersectsWith(w))
                            {
                                return(false);
                            }
                            return(true);
                        });
                        myStates.Add(new AWizard(my));

                        ticks++;
                    }
                }
            }
            if (minTicks == 0 || minTicks == int.MaxValue) // нет необходимости уворачиваться
            {
                return(false);
            }

            if (selTurnTo != null || Math.Abs(ASelf.GetAngleTo(selMoveTo)) < Math.PI / 2)
            {
                FinalMove.Turn = 0;
            }
            FinalMove.MoveTo(selMoveTo, selTurnTo);
            return(true);
        }