Пример #1
0
        public static void DrawWay(Car self, Moves stack, Brush brush, double width)
        {
            if (stack == null)
            {
                return;
            }

            var pts = new Points();

            pts.AddRange(MyStrategy.GetCarPath(self, stack).Select(car => new Point(car)));

            SegmentsDrawQueue.Add(new object[]
            {
                brush,
                pts,
                width
            });
        }
Пример #2
0
        public void run()
        {
            try {
                remoteProcessClient.WriteTokenMessage(token);
                int teamSize = remoteProcessClient.ReadTeamSizeMessage();
                remoteProcessClient.WriteProtocolVersionMessage();
                Game game = remoteProcessClient.ReadGameContextMessage();

                IStrategy[] strategies = new IStrategy[teamSize];

                for (int strategyIndex = 0; strategyIndex < teamSize; ++strategyIndex)
                {
                    strategies[strategyIndex] = new MyStrategy();
                }

                PlayerContext playerContext;

                while ((playerContext = remoteProcessClient.ReadPlayerContextMessage()) != null)
                {
                    Car[] playerCars = playerContext.Cars;
                    if (playerCars == null || playerCars.Length != teamSize)
                    {
                        break;
                    }

                    Move[] moves = new Move[teamSize];

                    for (int carIndex = 0; carIndex < teamSize; ++carIndex)
                    {
                        Car playerCar = playerCars[carIndex];

                        Move move = new Move();
                        moves[carIndex] = move;
                        strategies[playerCar.TeammateIndex].Move(playerCar, playerContext.World, game, move);
                    }

                    remoteProcessClient.WriteMovesMessage(moves);
                }
            } catch (Exception e) {
                System.Diagnostics.Debug.WriteLine("Exception: {0}", e);
            } finally {
                remoteProcessClient.Close();
            }
        }
Пример #3
0
        public void Apply(Move move, ACar car)
        {
            move.EnginePower = EnginePower;
            move.IsBrake     = IsBrake;
            move.WheelTurn   = WheelTurn is Point?MyStrategy.TurnRound(car.GetAngleTo(WheelTurn as Point)) : Convert.ToDouble(WheelTurn);

            if (EnginePower < 0 && car.EnginePower > 0)
            {
                move.IsBrake = true;
            }
            else if (car.EnginePower < 0 && EnginePower > 0)
            {
                move.WheelTurn *= -1;
                move.IsBrake    = true;
            }

            if (IsUseNitro)
            {
                move.IsUseNitro = IsUseNitro;
            }
        }
Пример #4
0
        public void run()
        {
            try {
                remoteProcessClient.WriteTokenMessage(token);
                int teamSize = remoteProcessClient.ReadTeamSizeMessage();
                remoteProcessClient.WriteProtocolVersionMessage();
                Game game = remoteProcessClient.ReadGameContextMessage();

                IStrategy[] strategies = new IStrategy[teamSize];

                for (int strategyIndex = 0; strategyIndex < teamSize; ++strategyIndex) {
                    strategies[strategyIndex] = new MyStrategy();
                }

                PlayerContext playerContext;

                while ((playerContext = remoteProcessClient.ReadPlayerContextMessage()) != null) {
                    Car[] playerCars = playerContext.Cars;
                    if (playerCars == null || playerCars.Length != teamSize) {
                        break;
                    }

                    Move[] moves = new Move[teamSize];

                    for (int carIndex = 0; carIndex < teamSize; ++carIndex) {
                        Car playerCar = playerCars[carIndex];

                        Move move = new Move();
                        moves[carIndex] = move;
                        strategies[playerCar.TeammateIndex].Move(playerCar, playerContext.World, game, move);
                    }

                    remoteProcessClient.WriteMovesMessage(moves);
                }
            } finally {
                remoteProcessClient.Close();
            }
        }
Пример #5
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);
        }
Пример #6
0
        private void _doRecursive(ACar model, int patternIndex, PassedInfo total)
        {
            model = model.Clone();
            total = total.Clone();

            if (patternIndex == _patterns.Length)
            {
                var m = LastStageMove.Clone();
                m.WheelTurn = _turnTo.Clone();

                if (m.IsUseNitro && (model.Speed.Length > 22 || m.EnginePower < 0))
                {
                    return;
                }

                var penalty = 0.0;

                for (var i = 0; ; i++)
                {
                    if (i == 200 && m.EnginePower >= 0 || i == 250 && m.EnginePower < 0)
                    {
                        return;
                    }

                    var dst = _turnTo.GetDistanceTo2(model);
                    if (dst < _needDist * _needDist)
                    {
                        break;
                    }

                    if (!_modelMove(model, m, total))
                    {
                        if (_useDist2 && m.EnginePower <= 1 && !LastStageMove.IsUseNitro)
                        {
                            if (dst < _needDist2 * _needDist2)
                            {
                                penalty           = MagicConst.SecondDistDangerCoeff;
                                total.Importance -= penalty;
                                m.Times++;
                                break;
                            }
                        }
                        return;
                    }

                    m.Times++;
                }
                if (!total.WayPoint)
                {
                    return;
                }
                if (!MyStrategy.CheckVisibility(Self.Original, model, penalty > 0 ? _turnTo2 : _turnTo, 20))
                {
                    return;
                }

                if (model.EnginePower < 0)
                {
                    penalty          += MagicConst.BackMoveDangerCoeff;
                    total.Importance -= MagicConst.BackMoveDangerCoeff;
                }

                if (total.Time - total.Importance < _bestTime - _bestImportance)
                {
                    _bestTime       = total.Time;
                    _bestImportance = total.Importance;
                    _bestMovesStack = _movesStack.Clone();
                    _bestMovesStack.Add(m);
                    _bestMovesStack.Penalty = penalty;
                }
                return;
            }

            var pattern = _patterns[patternIndex];

            _carMoveFunc(model, pattern.From, pattern.To, pattern.Step,
                         pattern.Move.Clone(), total, (aCar, passed) =>
            {
                // ReSharper disable once ConvertToLambdaExpression
                _doRecursive(aCar.Clone(), patternIndex + 1, passed.Clone());
            });
        }
Пример #7
0
        public static bool ModelMove(ACar car, AMove m, PassedInfo total,
                                     ABonus[] bonusCandidates, AOilSlick[] slickCandidates, AProjectile[][] projCandidates, ACar[][] carCandidates)
        {
            double prevStateX = 0, prevStateY = 0, prevStateAngle = 0;

            if (m.RangesMode)
            {
                prevStateX     = car.X;
                prevStateY     = car.Y;
                prevStateAngle = car.Angle;
            }

            var turn = m.WheelTurn is Point?MyStrategy.TurnRound(car.GetAngleTo(m.WheelTurn as Point)) : Convert.ToDouble(m.WheelTurn);

            var isBreak = m.IsBrake;

            // если сдаю назад но кочусь вперед
            if (m.EnginePower < 0 && car.EnginePower > 0)
            {
                isBreak = true;
            }
            // если еду вперед но кочусь назад
            else if (car.EnginePower < 0 && m.EnginePower > 0)
            {
                turn   *= -1;
                isBreak = true;
            }

            var simpleMode = total.Time > 41;
            var checking   = !simpleMode || (MyStrategy.world.Tick + total.Time) % 4 == 0;

            car.Move(m.EnginePower, turn, isBreak, m.IsUseNitro, simpleMode);

            if (checking)
            {
                for (var i = 0; i < bonusCandidates.Length; i++)
                {
                    if (total.Bonuses[i]) // бонус уже взят
                    {
                        continue;
                    }

                    var bonus = bonusCandidates[i];
                    if (car.TakeBonus(bonus))
                    {
                        total.Importance += bonus.GetImportance(car.Original) * MagicConst.BonusImportanceCoeff;
                        total.Bonuses[i]  = true;
                    }
                }

                if (!total.Slicks) // если не въехал ни в одну лужу
                {
                    foreach (var slick in slickCandidates)
                    {
                        if (total.Slicks)
                        {
                            break;
                        }
                        slick.RemainingLifetime -= total.Time;
                        if (slick.Intersect(car, 9))
                        {
                            total.Importance -= slick.GetDanger() * MagicConst.OilSlickDangerCoeff *
                                                (car.RemainingNitroTicks > 0 ? 2 : 1);
                            total.Slicks = true;
                        }
                        slick.RemainingLifetime += total.Time;
                    }
                }
                if (projCandidates.Length > 0 && total.Time < projCandidates[0].Length)
                {
                    for (var i = 0; i < projCandidates.Length; i++)
                    {
                        if (total.Projectiles[i])
                        {
                            continue;
                        }

                        var proj = projCandidates[i][total.Time];

                        if (proj.Intersect(car, 5))
                        {
                            total.Importance    -= proj.GetDanger() * MagicConst.TireDangerCoeff;
                            total.Projectiles[i] = true;
                        }
                    }
                }
                if (!total.Cars)
                {
                    for (var i = 0; i < carCandidates.Length; i++)
                    {
                        if (total.Time >= carCandidates[i].Length)
                        {
                            continue;
                        }

                        var opp = carCandidates[i][total.Time];

                        if (car.IntersectWith(opp, opp.Original.IsTeammate ? 20 : 0))
                        {
                            if ((car.Speed.Length > 8 || car.Original.IsTeammate) && MyStrategy.world.Tick > 400)
                            {
                                // чтобы не боялся протаранить на маленькой скорости
                                total.Importance -= car.RemainingNitroTicks > 0
                                    ? MagicConst.InactiveCarNitroDangerCoeff
                                    : MagicConst.InactiveCarDangerCoeff;
                            }
                            total.Cars = true;
                            break;
                        }
                    }
                }
            }

            total.Time++;

            var res = true;

            if (checking)
            {
                // проверка на стены
                res = car.GetRectEx().All(p => !MyStrategy.IntersectTail(p, m.SafeMargin));

                // проверка что можно проехать точно возле стены
                if (!res && car.RemainingNitroTicks == 0 && m.ExactlyMargin < m.SafeMargin &&
                    car.GetRectEx().All(p => !MyStrategy.IntersectTail(p, m.ExactlyMargin)))
                {
                    if (!total.ExactlyBorder)
                    {
                        total.Importance -= MagicConst.ExactlyBorderDangerCoeff;
                    }
                    total.ExactlyBorder = true;
                    res = true;
                }

                // проверка что можно проскользнуть по стене
                if (!m.RangesMode && !res && car.RemainingNitroTicks == 0 && m.ExtraMargin < m.ExactlyMargin &&
                    car.GetRectEx().All(p => !MyStrategy.IntersectTail(p, total.Time < 20 ? -2 : m.ExtraMargin)))
                {
                    if (!total.OutOfBoreder)
                    {
                        total.Importance  -= MagicConst.OutOfBorederDangerCoeff;
                        total.OutOfBoreder = true;
                    }
                    res = true;
                }

                if (!total.WayPoint)
                {
                    total.WayPoint = MyStrategy.GetNextWayPoint(car.Original).Equals(MyStrategy.GetCell(car));
                }

                if (!res && m.RangesMode)
                {
                    res = true;

                    // HACK
                    car.X            = prevStateX;
                    car.Y            = prevStateY;
                    car.Angle        = prevStateAngle;
                    car.Speed        = Point.Zero;
                    car.AngularSpeed = 0;
                }
            }
            return(res);
        }
Пример #8
0
        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;
        }
Пример #9
0
        public void Move()
        {
            if (!Exists)
            {
                return;
            }

            if (Type == ProjectileType.Washer)
            {
                X += Speed.X;
                Y += Speed.Y;

                if (X < 0 || Y < 0 || X > Const.MapWidth || Y > Const.MapHeight)
                {
                    Exists = false;
                }
                return;
            }

            var reflected = false;

            for (int it = 0; it < UpdateIterations; it++)
            {
                X += Speed.X / UpdateIterations;
                Y += Speed.Y / UpdateIterations;

                // может выйти за пределы если тайлы unknown
                if (X < 1 || Y < 1 || X >= Const.MapWidth - 1 || Y >= Const.MapHeight - 1)
                {
                    Exists = false;
                    break;
                }

                if (reflected)
                {
                    continue;
                }

                var currentCell = MyStrategy.GetCell(this);
                foreach (var part in MyStrategy.MyTiles[currentCell.I, currentCell.J].Parts)
                {
                    Point e = null, n = null;
                    // e - направление стены
                    // n - нормаль от стены
                    double en = 0, et = 0, d = 0, d1 = 0, d2 = 0;

                    if (part.Type == TilePartType.Segment)
                    {
                        var pts = Geom.LineCircleIntersect(part.Start, part.End, this, this.Radius);
                        if (pts.Length == 0)
                        {
                            continue;
                        }


                        e = (part.End - part.Start).Normalized();
                        n = ~e * -1;
                    }
                    else
                    {
                        if (GetDistanceTo2(part.Circle) <= Geom.Sqr(Radius + part.Circle.Radius))
                        {
                            n = (this - part.Circle).Normalized();
                            e = ~n;
                        }
                    }

                    if (e == null || n == null)
                    {
                        continue;
                    }

                    en = Speed * n; // норм.
                    et = Speed * e; // танг.

                    en *= -0.5;

                    d       = n.X * e.Y - n.Y * e.X;
                    d1      = n.X * et - en * e.X;
                    d2      = en * e.Y - n.Y * et;
                    Speed.X = d2 / d;
                    Speed.Y = d1 / d;

                    reflected = true;
                    break;
                }
            }
            if (Speed.Length <= Const.Game.TireDisappearSpeedFactor * Const.Game.TireInitialSpeed)
            {
                Exists = false;
            }
        }
Пример #10
0
        public ATile(int i, int j, TileType type) : base(i, j)
        {
            Type = type;

            IsFreeLeft   = _tileFreeLeft(type);
            IsFreeRight  = _tileFreeRight(type);
            IsFreeTop    = _tileFreeTop(type);
            IsFreeBottom = _tileFreeBottom(type);

            var margin = Const.TileMargin;

            var sy = new Point(0, margin);
            var sx = new Point(margin, 0);
            var ly = new Point(0, Const.TileSize);
            var lx = new Point(Const.TileSize, 0);

            var res = new List <TilePart>();

            switch (type)
            {
            // Левый верхний угол
            case TileType.LeftHeadedT:
            case TileType.TopHeadedT:
            case TileType.RightBottomCorner:
            case TileType.Crossroads:
            case TileType.Unknown:
                res.Add(TilePart.GetCircle(Point.Zero, margin));
                break;
            }

            switch (type)
            {
            // Правый верхний угол
            case TileType.RightHeadedT:
            case TileType.TopHeadedT:
            case TileType.LeftBottomCorner:
            case TileType.Crossroads:
            case TileType.Unknown:
                res.Add(TilePart.GetCircle(lx, margin));
                break;
            }

            switch (type)
            {
            // Правый нижний угол
            case TileType.BottomHeadedT:
            case TileType.RightHeadedT:
            case TileType.LeftTopCorner:
            case TileType.Crossroads:
            case TileType.Unknown:
                res.Add(TilePart.GetCircle(lx + ly, margin));
                break;
            }

            switch (type)
            {
            // Левый нижний угол
            case TileType.BottomHeadedT:
            case TileType.LeftHeadedT:
            case TileType.RightTopCorner:
            case TileType.Crossroads:
            case TileType.Unknown:
                res.Add(TilePart.GetCircle(ly, margin));
                break;
            }

            switch (type)
            {
            // Верхняя полоса
            case TileType.BottomHeadedT:
            case TileType.Horizontal:
            case TileType.LeftTopCorner:
            case TileType.RightTopCorner:
                res.Add(TilePart.GetSegment(sy, lx + sy));
                break;
            }
            switch (type)
            {
            // Нижняя полоса
            case TileType.TopHeadedT:
            case TileType.Horizontal:
            case TileType.LeftBottomCorner:
            case TileType.RightBottomCorner:
                res.Add(TilePart.GetSegment(ly - sy, lx + ly - sy));
                break;
            }
            switch (type)
            {
            // Левая полоса
            case TileType.RightHeadedT:
            case TileType.Vertical:
            case TileType.LeftBottomCorner:
            case TileType.LeftTopCorner:
                res.Add(TilePart.GetSegment(sx, ly + sx));
                break;
            }
            switch (type)
            {
            // Правая полоса
            case TileType.LeftHeadedT:
            case TileType.Vertical:
            case TileType.RightBottomCorner:
            case TileType.RightTopCorner:
                res.Add(TilePart.GetSegment(lx - sx, lx + ly - sx));
                break;
            }

            var dx = Const.TileSize * j;
            var dy = Const.TileSize * i;

            foreach (var part in res)
            {
                if (part.Type == TilePartType.Circle)
                {
                    part.Circle.X += dx;
                    part.Circle.Y += dy;
                }
                else
                {
                    part.Start.X += dx;
                    part.Start.Y += dy;
                    part.End.X   += dx;
                    part.End.Y   += dy;

                    if (Geom.VectorProduct(part.Start, part.End, MyStrategy.GetCenter(i, j)) > 0)
                    {
                        var tmp = part.Start;
                        part.Start = part.End;
                        part.End   = tmp;
                    }
                }
            }
            Parts = res.ToArray();
        }