示例#1
0
        public void WriteMoves(Move[] moves)
        {
            WriteEnum((sbyte?)MessageType.Moves);

            if (moves == null)
            {
                WriteInt(-1);
            }
            else
            {
                int moveCount = moves.Length;
                WriteInt(moveCount);

                for (int moveIndex = 0; moveIndex < moveCount; ++moveIndex)
                {
                    Move move = moves[moveIndex];

                    if (move == null)
                    {
                        WriteBoolean(false);
                    }
                    else
                    {
                        WriteBoolean(true);

                        WriteDouble(move.LeftTrackPower);
                        WriteDouble(move.RightTrackPower);
                        WriteDouble(move.TurretTurn);
                        WriteEnum((sbyte?)move.FireType);
                    }
                }
            }

            writer.Flush();
        }
示例#2
0
        private void Fire(Tank self, World world, Move move)
        {
            double angleToTank = double.MaxValue;
            Tank selectedTank = null;

            foreach (Tank tank in world.Tanks)
            {
                if (tank.IsTeammate) continue;
                if (tank.CrewHealth < 1 || tank.HullDurability < 1) continue;

                double angle = self.GetTurretAngleTo(tank);

                if (Math.Abs(angle) < Math.Abs(angleToTank))
                {
                    angleToTank = angle;
                    selectedTank = tank;
                }
            }

            if (selectedTank == null) return;

            Ray ray = new Ray(self.Id, self.X, self.Y, self.Angle + self.TurretRelativeAngle);
            Location expectedLocation = selectedTank.GetExpectedPositionForFire<Location>(self, world);

            double expectedAngle = self.GetTurretAngleTo(expectedLocation.X, expectedLocation.Y);
            double distance = self.GetDistanceTo(selectedTank);

            // if we can shoot enemy
            if (ray.IsCollide(selectedTank) && !selectedTank.IsCovered(ray, world))
            {
                if (distance < self.Width)
                {
                    move.FireType = FireType.PremiumPreferred;
                }
                else if (distance < 3.0d * self.Width && Math.Abs(expectedAngle) < 2.0d * Const.MIN_ANGLE)
                {
                    move.FireType = FireType.PremiumPreferred;
                }
                else if (Math.Abs(expectedAngle) < Const.MIN_ANGLE)
                {
                    move.FireType = FireType.Regular;
                }
            }
            if (expectedAngle > 0)
            {
                move.TurretTurn = self.TurretTurnSpeed;
            }
            else
            {
                move.TurretTurn = -self.TurretTurnSpeed;
            }
        }
示例#3
0
        public void run()
        {
            try
            {
                remoteProcessClient.WriteToken(token);
                int teamSize = remoteProcessClient.ReadTeamSize();

                IStrategy[] strategies = new IStrategy[teamSize];
                TankType[] tankTypes = new TankType[teamSize];

                for (int strategyIndex = 0; strategyIndex < teamSize; ++strategyIndex)
                {
                    IStrategy strategy = new MyStrategy();
                    strategies[strategyIndex] = strategy;
                    tankTypes[strategyIndex] = strategy.SelectTank(strategyIndex, teamSize);
                }

                remoteProcessClient.WriteSelectedTanks(tankTypes);

                PlayerContext playerContext;

                while ((playerContext = remoteProcessClient.ReadPlayerContext()) != null)
                {
                    Tank[] playerTanks = playerContext.Tanks;
                    if (playerTanks.Length != teamSize)
                    {
                        break;
                    }

                    Move[] moves = new Move[teamSize];

                    for (int strategyIndex = 0; strategyIndex < teamSize; ++strategyIndex)
                    {
                        Move move = new Move();
                        moves[strategyIndex] = move;
                        strategies[strategyIndex].Move(playerTanks[strategyIndex], playerContext.World, move);
                    }

                    remoteProcessClient.WriteMoves(moves);
                }
            }
            finally
            {
                remoteProcessClient.Close();
            }
        }
示例#4
0
        private void MoveToBonus(Tank self, World world, Move move)
        {
            double distanceToBonus = double.MaxValue;
            Bonus selectedBonus = null;

            foreach (Bonus bonus in world.Bonuses)
            {
                double distance = self.GetDistanceTo(bonus);

                if (distance < distanceToBonus)
                {
                    distanceToBonus = distance;
                    selectedBonus = bonus;
                }
            }

            if (selectedBonus == null) return;

            double angle = self.GetAngleTo(selectedBonus);
            double absAngle = Math.Abs(angle);

            if (absAngle < Const.MIN_ANGLE) // move forward
            {
                move.LeftTrackPower = 1.0d;
                move.RightTrackPower = 1.0d;
            }
            else if (absAngle > Math.PI - Const.MIN_ANGLE) // move back
            {
                move.LeftTrackPower = -1.0d;
                move.RightTrackPower = -1.0d;
            }
            else if (absAngle > Const.HALF_PI - Const.MIN_ANGLE
                && absAngle < Const.HALF_PI + Const.MIN_ANGLE) // turn
            {
                move.LeftTrackPower = 1.0d;
                move.RightTrackPower = -1.0d;
            }
            else if (absAngle < Const.HALF_PI)
            {
                move.LeftTrackPower = 1.0d;
                move.RightTrackPower = 1.0d - absAngle * 2d;

                if (angle < 0.0d)
                {
                    var tmp = move.LeftTrackPower;
                    move.LeftTrackPower = move.RightTrackPower;
                    move.RightTrackPower = tmp;
                }
            }
            else // if (absAngle > HALF_PI)
            {
                move.LeftTrackPower = -1.0d;
                move.RightTrackPower = -1.0d - absAngle * 2d;

                if (angle < 0.0d)
                {
                    var tmp = move.LeftTrackPower;
                    move.LeftTrackPower = move.RightTrackPower;
                    move.RightTrackPower = tmp;
                }
            }
        }
示例#5
0
 public void Move(Tank self, World world, Move move)
 {
     Fire(self, world, move);
     MoveToBonus(self, world, move);
 }
示例#6
0
        public void Move(Tank self, World world, Move move)
        {
            if (start == -1)
            {
                start = self.TeammateIndex == 0 ? 10 : 20;
                int cnt = 0;
                foreach (Tank t in world.Tanks)
                    if (t.IsTeammate)
                        cnt++;
                gameType = cnt - 1;
            }

            // определяю центральный прямоугольник
            x1 = world.Width * 0.25;
            x2 = world.Width - x1;
            y1 = world.Height * 0.25;
            y2 = world.Height - y1;
            rectX = new double[] { x1, x2, x2, x1 };
            rectY = new double[] { y1, y1, y2, y2 };
            this.world = world;
            this.move = move;

            int bonusId = SelectBonus(self);

            int selectedTank = world.Tanks.Length;

            if (bonusId != world.Bonuses.Length)
            {
                Go(self, world.Bonuses[bonusId].X, world.Bonuses[bonusId].Y);
            }
            else
            {
                double[] bestPos = FindBestPosition(self);
                Go(self, bestPos[0], bestPos[1]);
            }

            // теперь находим максимально удобную цель для стрельбы
            selectedTank = world.Tanks.Length;
            double maxK = 0;
            bool goalFinded = false;
            for (int i = 0; i < world.Tanks.Length; i++)
            {
                if (!world.Tanks[i].IsTeammate && IsAlive(world.Tanks[i]) && !Intersected(self, world.Tanks[i]))
                {
                    double k = TurretCoeff(self, world.Tanks[i]);
                    if (k > maxK)
                    {
                        maxK = k;
                        selectedTank = i;
                        goalFinded = true;
                    }
                }
            }

            if (!goalFinded)
            {
                // если не нашли цель для стрельбы - ищем не обращая внимания на препятствия
                for (int i = 0; i < world.Tanks.Length; i++)
                {
                    if (!world.Tanks[i].IsTeammate && IsAlive(world.Tanks[i]))
                    {
                        double k = TurretCoeff(self, world.Tanks[i]);
                        if (k > maxK)
                        {
                            maxK = k;
                            selectedTank = i;
                        }
                    }
                }
            }
            if (selectedTank == world.Tanks.Length)
                return;

            bool gogogo = false;
            if (world.Tick > 200)
            {
                // Проверяю что в меня могут попасть
                int check = CheckToBeWounded(self, 2);
                if (check != 0)
                {
                    int c0 = CheckToBeWounded(self, 0);
                    // Стоять на месте
                    if (c0 == 0)
                    {
                        SetMove(0, 0);
                        gogogo = true;
                    }
                    else
                    {
                        double speed = GetSpeed(self);
                        int c1 = CheckToBeWounded(self, 1);
                        // Вперёд
                        double AngleBetweenSelfAndSpeed = self.Angle - Math.Atan2(self.SpeedY, self.SpeedX); // угол между скоростью и мной
                        AngleBetweenSelfAndSpeed = NormAngle(AngleBetweenSelfAndSpeed);
                        if (AngleBetweenSelfAndSpeed < 0)
                            AngleBetweenSelfAndSpeed = -AngleBetweenSelfAndSpeed;

                        if (c1 == 0 && (speed < 0.15 || AngleBetweenSelfAndSpeed < Angle[90]))
                        {
                            SetMove(1, 1);
                            gogogo = true;
                        }
                        else
                        {
                            int c2 = CheckToBeWounded(self, -1);
                            // Назад
                            if (c2 == 0)
                            {
                                SetMove(-1, -1);
                                gogogo = true;
                            }
                            else
                            {
                                if (DistanseToBorder(self) < self.Width)
                                {
                                    if (!OutOfRange(FictiveTank(self.X + 20 * Math.Cos(self.Angle), self.Y + 20 * Math.Sin(self.Angle), 3452343), 0.85))
                                        SetMove(1, 1);
                                    else
                                        SetMove(-1, -1);
                                    gogogo = true;
                                }
                                // Если приходится ставиться под рикошет
                                else if (c1 == 2 || c2 == 2)
                                {
                                    SetMove(1, -1);
                                    gogogo = true;
                                }
                            }
                        }
                    }
                }
            }

            /*
            // Поиск тех кто направил на меня пушку
            int fireTo = -1;
            double mindist = 10000;
            for (int i = 0; i < world.Tanks.Length; i++)
            {
                if (!world.Tanks[i].IsTeammate && IsAlive(world.Tanks[i]))
                {
                    double angle = world.Tanks[i].GetTurretAngleTo(self);
                    if (Math.Abs(angle) < Angle[5])
                    {
                        double d = self.GetDistanceTo(world.Tanks[i]);
                        if (d < mindist)
                        {
                            mindist = d;
                            fireTo = i;
                        }
                    }
                }
            }
            if (fireTo != -1 && self.GetDistanceTo(world.Tanks[fireTo]) < self.Width * 5)
            {
                selectedTank = fireTo;
                goalFinded = true;
            }*/

            if (!gogogo && CountAlive() == 2 && bonusId != world.Bonuses.Length)
            {

                // Поиск тех кто направил пушку и стоит перпендикулярно мне
                for (int i = 0; i < world.Tanks.Length; i++)
                {
                    if (!world.Tanks[i].IsTeammate && IsAlive(world.Tanks[i]))
                    {
                        double AngleBetweenSelfAndHisTurret = Math.Abs(NormAngle(self.Angle - GetTurretAngle(world.Tanks[i])));
                        if (AngleBetweenSelfAndHisTurret > Angle[90])
                            AngleBetweenSelfAndHisTurret = Angle[180] - AngleBetweenSelfAndHisTurret;

                        // если он под углом меньше 30
                        if (AngleBetweenSelfAndHisTurret < Angle[30] && world.Tanks[i].GetTurretAngleTo(self) < Angle[20])
                        {
                            // Поворачиваемся перпендикулярно и отъезжаем
                            double an1 = self.Angle + Angle[90];
                            double an2 = self.Angle - Angle[90];
                            double X1 = self.X + 300 * Math.Cos(an1);
                            double Y1 = self.Y + 300 * Math.Sin(an1);
                            double X2 = self.X + 300 * Math.Cos(an2);
                            double Y2 = self.Y + 300 * Math.Sin(an2);
                            if (!OutOfRange(X1, Y1))
                            {
                                Go(self, X1, Y1);
                                /*xGoAway = X1;
                                yGoAway = Y1;
                                goAway = 50;*/
                            }
                            else if (!OutOfRange(X2, Y2))
                            {
                                Go(self, x2, y2);
                                /*xGoAway = X2;
                                yGoAway = Y2;
                                goAway = 50;*/
                            }
                        }
                    }
                }

            }

            if (End())
            {
                foreach (Tank t in world.Tanks)
                {
                    if (!t.IsTeammate && IsAlive(t))
                    {
                        Go(self, t.X, t.Y);
                        break;
                    }
                }
            }

            double Dist = self.GetDistanceTo(world.Tanks[selectedTank]);
            move.TurretTurn = self.GetTurretAngleTo(world.Tanks[selectedTank]);

            if (goalFinded && Hit(self, world.Tanks[selectedTank]))
            {
                double angle = Math.Abs(NormAngle(world.Tanks[selectedTank].Angle - NormAngle(self.GetTurretAngleTo(world.Tanks[selectedTank]) + self.Angle + self.TurretRelativeAngle)));
                if (angle > Angle[90])
                    angle = Angle[180] - angle;

                if (!(angle > Angle[60] && Dist > world.Height * 0.7) || noFire > 300)
                {
                    noFire = 0;
                    if (Dist < world.Width / 2 || (Dist < world.Height && angle < Angle[20]) || world.Tick > 4500)
                        move.FireType = FireType.PremiumPreferred;
                    else
                        move.FireType = FireType.Regular;
                }
                else
                {
                    noFire++;
                }
            }

            if (world.Tick < 200)
            {
                if (!selectedPoint)
                {
                    double minDist = 10000;
                    minX = 10000;
                    minY = 10000;
                    for (double x = world.Width * 0.03; x < world.Width; x += world.Width * 0.94)
                    {
                        for (double y = world.Height * 0.03; y < world.Height; y += world.Height * 0.94)
                        {
                            double d = self.GetDistanceTo(x, y);
                            if (d < minDist)
                            {
                                minDist = d;
                                minX = x;
                                minY = y;
                            }
                        }
                    }
                    selectedPoint = true;
                }
                Go(self, minX, minY);
            }

            if (world.Tick < start)
            {
                move.FireType = FireType.None;
            }
        }
示例#7
0
        //public static void Set()
        //{
        //    Time = Stopwatch.ElapsedTicks;
        //}
        //public static void Lap(string comment)
        //{
        //    Console.WriteLine(comment + ": " + (Stopwatch.ElapsedTicks - Time));
        //    Set();
        //}
        public void Move(Tank self, World world, Move move)
        {
            Self = self;
            SelfLocation = new Point(Self.X, Self.Y);
            World = world;

            AnglesRegular.Clear();
            AnglesPremium.Clear();

            //for (int i = 0; i < _lol; ++i)
            //{
            //    i += 1;
            //    i -= 1;
            //}

            //Point tmpIntersection;
            //var t00 = Mathematics.DoSegmentsIntersect(new Point(10, 10), new Point(110, 15), new Point(60, 50), new Point(60, 0), out tmpIntersection);

            //return;

            //var t00 = Mathematics.Newton(x => x * x, x => 2 * x, 2, 0.00000001); // 1.41421356237
            //var t01 = Mathematics.Newton(x => x * x * x, x => 3 * x * x, 2, 0.0000001); // 1.25992104989

            //var tmpShellType = ShellType.Regular;
            //double tmpDistance = 0;

            //foreach (Tank tmpTank in world.Tanks)
            //    if (tmpTank.PlayerName == "QuickStartGuy")
            //    {
            //        tmpDistance = Mathematics.Distance(new Point(Self.X, Self.Y), new Point(tmpTank.X, tmpTank.Y)) - 100;
            //        break;
            //    }

            //var t02 = Mathematics.Newton(
            //    t => (MyStrategy.ShellProperties[tmpShellType].InitialSpeed * (Math.Exp(MyStrategy.ShellProperties[tmpShellType].SpeedPowerRatio * t) - 1)) / MyStrategy.ShellProperties[tmpShellType].SpeedPowerRatio, // integral of speed
            //    t => MyStrategy.ShellProperties[tmpShellType].InitialSpeed * Math.Exp(MyStrategy.ShellProperties[tmpShellType].SpeedPowerRatio * t), // speed
            //    tmpDistance, Settings.TickApproximationEpsilon);

            //return;

            //Set();

            if (Tanks == null)
            {
                Tanks = new Dictionary<long, Tank>();

                foreach (Tank tmpTank in world.Tanks)
                    Tanks.Add(tmpTank.Id, tmpTank);

                TankPlus = new Dictionary<long, TankPlus>();

                foreach (Tank tmpTank in world.Tanks)
                    TankPlus.Add(tmpTank.Id, new TankPlus(tmpTank.Id));

                //Bonuses = new Dictionary<long, Bonus>();
                //BonusPlus = new Dictionary<long, BonusPlus>();
            }
            else
            {
                foreach (Tank tmpTank in world.Tanks)
                    Tanks[tmpTank.Id] = tmpTank;

                //List<long> tmpOutdatedBonuses = new List<long>();

                //foreach (BonusPlus tmpBonusPlus in BonusPlus.Values)
                //    if (tmpBonusPlus.DeathTick == World.Tick)
                //        tmpOutdatedBonuses.Add(tmpBonusPlus.Id);

                //foreach (long tmpBonusId in tmpOutdatedBonuses)
                //{
                //    Bonuses.Remove(tmpBonusId);
                //    BonusPlus.Remove(tmpBonusId);
                //}

                //foreach (Bonus tmpBonus in world.Bonuses)
                //    if (!Bonuses.ContainsKey(tmpBonus.Id))
                //    {
                //        Bonuses.Add(tmpBonus.Id, tmpBonus);
                //        BonusPlus.Add(tmpBonus.Id, new BonusPlus(tmpBonus.Id, World.Tick + Settings.BonusLifeTime));
                //    }
            }

            foreach (TankPlus tmpTankPlus in TankPlus.Values)
                tmpTankPlus.Update();

            if (!TankPlus[Self.Id].IsAlive)
                return;

            // SHOOTING -------------------------------------------------------------------------------------------------------------

            AnglesRegular.Sort((Comparison<KeyValuePair<double, double>>)((x, y) => y.Value.CompareTo(x.Value)));
            AnglesPremium.Sort((Comparison<KeyValuePair<double, double>>)((x, y) => y.Value.CompareTo(x.Value)));

            double tmpAngle = Self.Angle + Self.TurretRelativeAngle, bestAngle = tmpAngle;

            if (AnglesRegular.Count > 0 && AnglesRegular[0].Value > 0)
            {
                bestAngle = AnglesRegular[0].Key;

                if (Math.Abs(Mathematics.AngleDifference(tmpAngle, AnglesRegular[0].Key)) < 0.017453292519943) // 1 degree
                    move.FireType = FireType.Regular;
            }

            if (Self.PremiumShellCount > 0 && AnglesPremium.Count > 0 && (AnglesRegular.Count == 0 || AnglesPremium[0].Value > AnglesRegular[0].Value))
            {
                bestAngle = AnglesPremium[0].Key;

                if (Math.Abs(Mathematics.AngleDifference(tmpAngle, AnglesPremium[0].Key)) < 0.017453292519943)
                    move.FireType = FireType.Premium;
            }

            if (bestAngle != tmpAngle)
            {
                double tmpTurnAngle = Mathematics.AngleDifference(tmpAngle, bestAngle);

                move.TurretTurn = tmpTurnAngle;
                //move.LeftTrackPower = tmpTurnAngle > 0 ? Self.EngineRearPowerFactor : -1;
                //move.RightTrackPower = tmpTurnAngle < 0 ? Self.EngineRearPowerFactor : -1;
            }

            // DRIVING -------------------------------------------------------------------------------------------------------------

            double bestBonusDistance = 10000, tmpDistance;
            Point bestBonusLocation = new Point(), tmpBonusLocation;
            bool haveTarget = false;

            foreach (Bonus tmpBonus in World.Bonuses)
            {
                tmpBonusLocation = new Point(tmpBonus.X, tmpBonus.Y);
                tmpDistance = Mathematics.Distance(SelfLocation, tmpBonusLocation);

                if ((_currentBonus != null && tmpBonus.Id == _currentBonus.Id) || tmpDistance < bestBonusDistance)
                {
                    haveTarget = true;
                    _currentBonus = tmpBonus;
                    bestBonusDistance = tmpDistance;
                    bestBonusLocation = tmpBonusLocation;
                }
            }

            if (!haveTarget)
            {
                _currentBonus = null;
                return;
            }

            //double movementAngle = TankPlus[Self.Id].AnglePrediction[0];
            double turnAngle = Mathematics.AngleDifference(Self.Angle, Mathematics.SegmentAngle(SelfLocation, bestBonusLocation));

            if (Math.Abs(turnAngle) < Mathematics.SixthPI)
            {
                move.LeftTrackPower = 1;
                move.RightTrackPower = 1;
            }
            else
            {
                move.TurretTurn = turnAngle;
                move.LeftTrackPower = turnAngle > 0 ? 0.75 : -1;
                move.RightTrackPower = turnAngle < 0 ? 0.75 : -1;
            }

            /*double turnRatio = (Math.PI * Math.PI - Math.Abs(turnAngle * turnAngle)) / (Math.PI * Math.PI);

            if (Math.Abs(turnAngle) < Mathematics.HalfPI)
            {
                turnRatio /= 2;

                if (Math.Abs(turnAngle) < Mathematics.ThirdPI)
                {
                    turnRatio /= 2;

                    if (Math.Abs(turnAngle) < Mathematics.SixthPI)
                    {
                        turnRatio /= 2;
                    }
                }
            }

            move.LeftTrackPower = turnAngle > 0 ? 1 - 0.25 * turnRatio : 1 - 2 * turnRatio;
            move.RightTrackPower = turnAngle < 0 ? 1 - 0.25 * turnRatio : 1 - 2 * turnRatio;*/

            //double tmpAngle = Mathematics.AddAnglesAbsolute(Self.Angle, Self.TurretRelativeAngle);
            //Point tmpLocation = new Point(Self.X, Self.Y);
            //List<KeyValuePair<double, double>> tmpAnglesRegular = new List<KeyValuePair<double, double>>();
            //List<KeyValuePair<double, double>> tmpAnglesPremium = new List<KeyValuePair<double, double>>();

            //for (int i = -Settings.PredictionAngleCount; i < Settings.PredictionAngleCount; ++i)
            //{
            //    double tmpTestAngle = Mathematics.AddAnglesAbsolute(tmpAngle, Settings.PredictionAngleStep * i);
            //    tmpAnglesRegular.Add(new KeyValuePair<double, double>(tmpTestAngle, CalculateValue(tmpLocation, tmpTestAngle, ShellType.Regular)));
            //    //tmpAnglesPremium.Add(new KeyValuePair<double, double>(tmpTestAngle, CalculateValue(tmpLocation, tmpTestAngle, ShellType.Premium)));
            //}

            //tmpAnglesRegular.Sort((Comparison<KeyValuePair<double, double>>)((x, y) => y.Value.CompareTo(x.Value)));
            ////tmpAnglesPremium.Sort((Comparison<KeyValuePair<double, double>>)((x, y) => y.Value.CompareTo(x.Value)));

            //if (tmpAnglesRegular[0].Key == tmpAngle && tmpAnglesRegular[0].Value > Settings.RegularLimit)
            //    move.FireType = FireType.Regular;

            ////if (Self.PremiumShellCount > 0 && tmpAnglesPremium[0].Key == tmpAngle && tmpAnglesPremium[0].Value > Settings.RegularLimit)
            ////    move.FireType = FireType.Premium;

            //if (move.FireType == null && tmpAnglesRegular[0].Value > 0)
            //{
            //    double tmpTurnAngle = tmpAnglesRegular[0].Key;

            //    //if (tmpAnglesRegular[0].Value > tmpAnglesPremium[0].Value)
            //    //    tmpTurnAngle = tmpAnglesRegular[0].Key;
            //    //else
            //    //    tmpTurnAngle = tmpAnglesPremium[0].Key;

            //    move.TurretTurn = Mathematics.AddAnglesAbsolute(tmpTurnAngle, -tmpAngle);
            //    move.LeftTrackPower = move.TurretTurn > 0 ? Self.EngineRearPowerFactor : -1;
            //    move.RightTrackPower = move.TurretTurn < 0 ? Self.EngineRearPowerFactor : -1;
            //}

            ////Lap("A");
            ////Console.ReadLine();
        }