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; } }
private double TurretCoeff(Tank self, Unit goal) { double minDist = 10000; for (int i = 0; i < world.Tanks.Length; i++) if (!world.Tanks[i].IsTeammate && IsAlive(world.Tanks[i])) if (minDist > self.GetDistanceTo(world.Tanks[i])) minDist = self.GetDistanceTo(world.Tanks[i]); if (minDist > self.Width * 6) { double angle = Math.Abs(NormAngle(goal.Angle - NormAngle(self.GetTurretAngleTo(goal) + self.Angle + self.TurretRelativeAngle))); if (angle > Angle[90]) angle = Angle[180] - angle; return 1 / angle; } if (world.Tick > 30) return 1 / self.GetDistanceTo(goal); return 1 / Math.Abs(self.GetTurretAngleTo(goal)); }
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; } }