void GoDirect(Point target, FinalMove move) { move.MoveTo(null, target); var canGo = TryGoByGradient(w => w.GetDistanceTo2(target), null, move); TryCutTrees(!canGo, move); }
public void Apply(FinalMove move) { Turn = move.Turn; Speed = move.Speed; StrafeSpeed = move.StrafeSpeed; Action = move.Action; CastAngle = move.CastAngle; MinCastDistance = move.MinCastDistance; MaxCastDistance = move.MaxCastDistance; StatusTargetId = move.StatusTargetId; Messages = move.Messages; }
bool TryCutTrees(bool cutNearest, FinalMove move) { var self = new AWizard(ASelf); var nearestTrees = TreesObserver.Trees.Where( t => self.GetDistanceTo(t) < self.CastRange + t.Radius + Game.MagicMissileRadius ).ToArray(); if (nearestTrees.Length == 0) { return(false); } if (self.RemainingActionCooldownTicks == 0) { if (self.GetStaffAttacked(nearestTrees).Length > 0) { move.Action = ActionType.Staff; return(true); } if (self.RemainingMagicMissileCooldownTicks == 0) { var proj = new AProjectile(self, 0, ProjectileType.MagicMissile); var path = EmulateProjectileWithNearest(proj); if (path.Count == 0 || path[path.Count - 1].EndDistance < self.CastRange - Const.Eps) { move.MinCastDistance = path[path.Count - 1].EndDistance; move.Action = ActionType.MagicMissile; return(true); } } } if (cutNearest) { var nearest = nearestTrees.OrderBy(t => self.GetDistanceTo2(t)).FirstOrDefault(); move.MoveTo(null, nearest); } return(false); }
MovingInfo _findCastTarget2(AWizard self, Point moveTo, ProjectileType projectileType) { var move = new FinalMove(new Move()); if (projectileType == ProjectileType.MagicMissile) { AUnit mmSelTarget = null; Point mmSelFirstMoveTo = null; var mmMinTicks = int.MaxValue; double mmMinPriority = int.MaxValue; foreach (var opp in OpponentCombats) { if (self.GetDistanceTo2(opp) > Geom.Sqr(self.CastRange + opp.Radius + 40) || !opp.IsAssailable) { continue; } var nearest = Combats .Where(x => self.GetDistanceTo2(x) < Geom.Sqr(Math.Max(x.VisionRange, self.VisionRange) * 1.3)) .Select(Utility.CloneCombat) .ToArray(); var targetsSelector = new TargetsSelector(nearest) { EnableMinionsCache = true }; var nearstOpponents = nearest .Where(x => x.IsOpponent) .ToArray(); var canHitNow = opp.EthalonCanHit(self, checkCooldown: !(opp is AWizard)); var ticks = 0; var my = nearest.FirstOrDefault(x => x.Id == self.Id) as AWizard; var his = nearest.FirstOrDefault(x => x.Id == opp.Id); if (my == null || his == null) { continue; } Point firstMoveTo = null; var buildingsHit = false; while (!my.EthalonCanCastMagicMissile(his, checkCooldown: false)) { if (ticks > 40) { break; } var m = moveTo; var stopIfCannotMove = true; if (m == null && my.EthalonCanCastMagicMissile(his, checkCooldown: false, checkAngle: false)) { stopIfCannotMove = false; m = my + (my - his); var tmp = new AWizard(my); tmp.MoveTo(m, his, w => !CheckIntersectionsAndTress(w, nearest)); if (EstimateDanger(my, false) <= EstimateDanger(tmp, false)) { m = null; } } if (m == null) { m = his; } if (ticks == 0) { firstMoveTo = m; } if (!my.MoveTo(m, his, w => !CheckIntersectionsAndTress(w, nearest)) && Utility.PointsEqual(m, his) && stopIfCannotMove) { break; } foreach (var x in nearest) { if (x.Id == my.Id) { continue; } var tar = targetsSelector.Select(x); buildingsHit = buildingsHit || (x.IsOpponent && x is ABuilding && tar != null && tar.Id == my.Id && x.EthalonCanHit(my)); if (x.IsOpponent) { x.EthalonMove(tar ?? my); } else if (tar != null) { x.EthalonMove(tar); } else { x.SkipTick(); } } ticks++; } if (his is AWizard && (his as AWizard).IsBesieded) { ticks -= 15; // чтобы дать больше приоритета визарду } var priority = GetCombatPriority(self, his); if (ticks < mmMinTicks || ticks == mmMinTicks && priority < mmMinPriority) { if (my.EthalonCanCastMagicMissile(his)) { if (nearstOpponents.All(x => { if (canHitNow && x.Id == opp.Id) // он и так доставал { return(true); } if (!x.EthalonCanHit(my) && (!(x is ABuilding) || !buildingsHit)) { return(true); } if (his.Id == x.Id && CanRush(my, x)) { return(true); } var target = targetsSelector.Select(x); if (target != null && target.Id != my.Id) { return(true); } return(false); }) ) { mmMinTicks = ticks; mmMinPriority = priority; mmSelTarget = opp; mmSelFirstMoveTo = firstMoveTo; } } } } if (mmSelTarget != null) { mmMinTicks = Math.Max(0, mmMinTicks); move.MoveTo(moveTo ?? mmSelFirstMoveTo, mmSelTarget); return(new MovingInfo(mmSelTarget, mmMinTicks, move) { TargetId = mmSelTarget.Id }); } } const int walkLimit = 9; if (projectileType == ProjectileType.Fireball && self.FireballSkillLevel == 5 && Math.Max(self.RemainingActionCooldownTicks, self.RemainingFireballCooldownTicks) <= walkLimit) { var fbMaxDamage = 0.0; Point fbSelTarget = null; var fbMinTicks = int.MaxValue; foreach (var ang in Utility.Range(-Game.StaffSector, Game.StaffSector, 10)) { var nearest = Combats .Where(x => self.GetDistanceTo2(x) < Geom.Sqr(Math.Max(x.VisionRange, self.VisionRange) * 1.3)) .Select(Utility.CloneCombat) .ToArray(); var targetsSelector = new TargetsSelector(nearest) { EnableMinionsCache = true }; var ticks = 0; var my = nearest.FirstOrDefault(x => x.Id == self.Id) as AWizard; var dir = my + Point.ByAngle(my.Angle + ang) * 1000; while (ticks <= walkLimit) { if (my.CanUseFireball()) { var proj = new AProjectile(my, 0, ProjectileType.Fireball); var path = proj.Emulate(nearest, 0.0); var damage = path.Where(x => _isFireballGoodSeg(my, x)) .Select(x => x.OpponentDamage) .DefaultIfEmpty(0) .Max(); if (damage > fbMaxDamage) { fbMaxDamage = damage; fbSelTarget = dir; fbMinTicks = ticks; } } foreach (var x in nearest) { if (x.Id == my.Id) { continue; } if (x is AMinion) { x.EthalonMove(targetsSelector.Select(x)); } else { x.SkipTick(); } } if (!my.MoveTo(dir, dir, w => !CheckIntersectionsAndTress(w, nearest))) { break; } if (nearest.Any(x => x.IsOpponent && x is ABuilding && x.EthalonCanHit(my) && targetsSelector.Select(x) == my)) { break; } ticks++; } } if (fbSelTarget != null) { move.MoveTo(fbSelTarget, fbSelTarget); return(new MovingInfo(fbSelTarget, fbMinTicks, move) { Damage = fbMaxDamage }); } } return(new MovingInfo(null, int.MaxValue, move)); }
MovingInfo _findCastTarget(AWizard self, ProjectileType projectileType) { var actionType = Utility.GetActionByProjectileType(projectileType); var move = new FinalMove(new Move()); if (self.RemainingActionCooldownTicks > 0 || self.RemainingCooldownTicksByAction[(int)actionType] > 0 || self.Mana < Const.ProjectileInfo[(int)projectileType].ManaCost || !self.IsActionAvailable(actionType) ) { return(new MovingInfo(null, int.MaxValue, move)); } var angles = new List <double>(); foreach (var x in OpponentCombats) { var distTo = self.GetDistanceTo(x); if (distTo > self.CastRange + x.Radius + Const.ProjectileInfo[(int)projectileType].DamageRadius + 3) { continue; } var angleTo = self.GetAngleTo(x); if (Math.Abs(angleTo) > Math.PI / 3) { continue; } var deltaAngle = Math.Atan2(x.Radius, distTo); angles.AddRange(new[] { angleTo, angleTo + deltaAngle, angleTo - deltaAngle }.Where(a => Math.Abs(a) <= Game.StaffSector / 2)); } if (angles.Count > 0) { angles.AddRange(Utility.Range(-Game.StaffSector / 2, Game.StaffSector / 2, 16)); } ACombatUnit selTarget = null; double selMinDist = 0, selMaxDist = self.CastRange + 20, selCastAngle = 0, selMaxDamage = 0; if (projectileType == ProjectileType.Fireball) { var maxDamage = 0.0; var maxBurned = 0; foreach (var angle in angles) { var proj = new AProjectile(new AWizard(self), angle, projectileType); var path = EmulateProjectileWithNearest(proj); for (var i = 0; i < path.Count; i++) { var seg = path[i]; if (_isFireballGoodSeg(self, seg)) { if (seg.OpponentBurned > maxBurned || seg.OpponentBurned == maxBurned && seg.OpponentDamage > maxDamage //|| seg.OpponentBurned == maxBurned && Utility.Equals(seg.OpponentDamage, maxDamage) //TODO: combare by angle and priority ) { maxBurned = seg.OpponentBurned; maxDamage = seg.OpponentDamage; selCastAngle = angle; selMinDist = selMaxDist = seg.StartDistance; selTarget = seg.Target; selMaxDamage = seg.OpponentDamage; } } } } } else { double selPriority = int.MaxValue, selAngleTo = 0; foreach (var angle in angles) { var proj = new AProjectile(new AWizard(self), angle, projectileType); var path = EmulateProjectileWithNearest(proj); for (var i = 0; i < path.Count; i++) { if (path[i].State == AProjectile.ProjectilePathState.Free) { continue; } // TODO: если можно убить нескольких, убивать того, у кого больше жизней var combat = path[i].Target; if (!combat.IsAssailable) { continue; } var myAngle = self.Angle + angle; var hisAngle = self.Angle + self.GetAngleTo(combat); var angleTo = Geom.GetAngleBetween(myAngle, hisAngle); var priority = GetCombatPriority(self, combat); if (combat.IsOpponent && (priority < selPriority || Utility.Equals(priority, selPriority) && angleTo < selAngleTo) && self.CheckProjectileCantDodge(proj, Combats.FirstOrDefault(x => x.Id == combat.Id)) ) { selTarget = combat; selCastAngle = angle; selAngleTo = angleTo; selMinDist = i == 0 || path[i - 1].State == AProjectile.ProjectilePathState.Free && path[i - 1].Length < 40 ? path[i].StartDistance - 1 : path[i].StartDistance - 20; selMaxDist = i >= path.Count - 2 ? (self.CastRange + 500) : (path[i + 1].EndDistance + path[i].EndDistance) / 2; selPriority = priority; selMaxDamage = path[i].OpponentDamage; } } } } if (selTarget == null) { return(new MovingInfo(null, int.MaxValue, move)); } move.Action = actionType; move.MinCastDistance = selMinDist; move.MaxCastDistance = selMaxDist; move.CastAngle = selCastAngle; #if DEBUG _lastProjectileTick = World.TickIndex; _lastProjectilePoints = new[] { self + Point.ByAngle(self.Angle + selCastAngle) * selMinDist, self + Point.ByAngle(self.Angle + selCastAngle) * Math.Min(Self.CastRange, selMaxDist), }; #endif return(new MovingInfo(selTarget, 0, move) { Damage = selMaxDamage, TargetId = selTarget.Id }); }
MovingInfo _findStaffTarget(AWizard self) { var potentialColliders = Combats .Where(x => x.Id != self.Id && self.GetDistanceTo2(x) < Geom.Sqr(Game.StaffRange * 6)) .ToArray(); int minTicks = int.MaxValue; var move = new FinalMove(new Move()); var attacked = self.GetStaffAttacked(potentialColliders).Cast <ACombatUnit>().ToArray(); ACircularUnit selTarget = attacked.FirstOrDefault(x => x.IsOpponent); if (selTarget != null) // если уже можно бить { move.Action = ActionType.Staff; return(new MovingInfo(selTarget, 0, move)); } if (self.MmSkillLevel == 5) { // т.к. стрелять можно без задержки // возможно, нужно сделать исключение, если прокачан посох return(new MovingInfo(null, int.MaxValue, move)); } Point selMoveTo = null; foreach (var opp in OpponentCombats) { var dist = self.GetDistanceTo(opp); if (dist > Game.StaffRange * 5 || !opp.IsAssailable) { continue; } var range = opp.Radius + Game.StaffRange; foreach (var delta in new[] { -range, -range / 2, 0, range / 2, range }) { var angle = Math.Atan2(delta, dist); var moveTo = self + (opp - self).Normalized().RotateClockwise(angle) * self.VisionRange; var nearstCombats = Combats .Where(x => x.GetDistanceTo(self) <= Math.Max(x.VisionRange, self.VisionRange) * 1.2) .Select(Utility.CloneCombat) .ToArray(); var targetsSelector = new TargetsSelector(nearstCombats) { EnableMinionsCache = true }; var nearstOpponents = nearstCombats.Where(x => x.IsOpponent).ToArray(); var my = nearstCombats.FirstOrDefault(x => x.Id == self.Id) as AWizard; var his = nearstCombats.FirstOrDefault(x => x.Id == opp.Id); var allowRush = opp is AFetish || opp is AWizard; var canHitNow = opp.EthalonCanHit(self, checkCooldown: !allowRush); var ticks = 0; var ok = true; var buildingsHit = false; while (ticks < (allowRush ? 65 : 35) && my.GetDistanceTo2(his) > Geom.Sqr(Game.StaffRange + his.Radius)) { foreach (var x in nearstOpponents) // свои как-бы стоят на месте { var tar = targetsSelector.Select(x); buildingsHit = buildingsHit || (x is ABuilding && tar != null && tar.Id == my.Id && x.EthalonCanHit(my)); x.EthalonMove(tar ?? my); } if (!my.MoveTo(moveTo, his, w => !CheckIntersectionsAndTress(w, potentialColliders))) { ok = false; break; } ticks++; } if (ok && !(opp is AOrc)) { while (Math.Abs(my.GetAngleTo(his)) > Game.StaffSector / 2) { my.MoveTo(null, his); foreach (var x in nearstOpponents) { var tar = targetsSelector.Select(x); buildingsHit = buildingsHit || (x is ABuilding && tar != null && tar.Id == my.Id && x.EthalonCanHit(my)); x.EthalonMove(tar ?? my); } ticks++; } } Func <ACombatUnit, bool> check = x => { if ((opp is AWizard) && (opp as AWizard).IsBesieded && !(x is ABuilding)) { return(true); } if (canHitNow && x.Id == opp.Id) // он и так доставал { return(true); } if (!x.EthalonCanHit(my) && (!(x is ABuilding) || !buildingsHit)) { return(true); } if (his.Id == x.Id && my.StaffDamage >= his.Life) { return(true); } var target = targetsSelector.Select(x); if (target != null && target.Id != my.Id) { return(true); } return(false); }; if (opp is AWizard) { ticks -= 5; if ((opp as AWizard).IsBesieded) { ticks -= 10; } } if (ok && ticks < minTicks) { if (my.CanStaffAttack(his)) { if (nearstOpponents.All(check)) { // успею-ли я вернуться обратно while (my.GetDistanceTo(self) > my.MaxForwardSpeed)//TODO:HACK { my.MoveTo(self, null); foreach (var x in nearstOpponents) { var tar = targetsSelector.Select(x); buildingsHit = buildingsHit || (x is ABuilding && tar != null && tar.Id == my.Id && x.EthalonCanHit(my)); if (tar != null) { x.EthalonMove(tar); } else { x.SkipTick(); } } } if (nearstOpponents.All(check)) { selTarget = opp; selMoveTo = moveTo; minTicks = ticks; } } } } } } if (selTarget != null) { bool angleOk = Math.Abs(self.GetAngleTo(selTarget)) <= Game.StaffSector / 2, distOk = self.GetDistanceTo2(selTarget) <= Geom.Sqr(Game.StaffRange + selTarget.Radius); if (!distOk) { move.MoveTo(selMoveTo, selTarget); } else if (!angleOk) { move.MoveTo(null, selTarget); } } return(new MovingInfo(selTarget, Math.Max(0, minTicks), move)); }
Target _findTarget(AWizard self, Point moveTo) { var t0 = FindBonusTarget(self); var tfrost = FindCastTarget(self, ProjectileType.FrostBolt); var tfball = FindCastTarget(self, ProjectileType.Fireball); var tmm = FindCastTarget(self, ProjectileType.MagicMissile); var t2 = FindStaffTarget(self); var t3 = FindCastTarget2(self, t0.Target ?? moveTo, ProjectileType.MagicMissile); var t3fball = FindCastTarget2(self, t0.Target ?? moveTo, ProjectileType.Fireball); var ult = FindUltimateTarget(self); Point ret = null; if (t0.Target != null) { FinalMove.Apply(t0.Move); ret = t0.Target; } if (tfball.Target != null && tfball.Damage + 1 >= t3fball.Damage && tfball.Damage > tmm.Damage) { FinalMove.Action = tfball.Move.Action; FinalMove.MinCastDistance = tfball.Move.MinCastDistance; FinalMove.MaxCastDistance = tfball.Move.MaxCastDistance; FinalMove.CastAngle = tfball.Move.CastAngle; return(new Target { Type = ret == null ? TargetType.Opponent : TargetType.Bonus }); } if (tfrost.Target != null && tfrost.Time <= Math.Min(t2.Time, t3.Time)) { FinalMove.Action = tfrost.Move.Action; FinalMove.MinCastDistance = tfrost.Move.MinCastDistance; FinalMove.MaxCastDistance = tfrost.Move.MaxCastDistance; FinalMove.CastAngle = tfrost.Move.CastAngle; return(new Target { Type = ret == null ? TargetType.Opponent : TargetType.Bonus }); } if (tmm.Target != null && tmm.Time <= Math.Min(t2.Time, t3.Time)) { var wiz = t3.Target as AWizard; if (wiz != null && CanRush(ASelf, wiz) && t3.TargetId != tmm.TargetId) { } else { FinalMove.Action = tmm.Move.Action; FinalMove.MinCastDistance = tmm.Move.MinCastDistance; FinalMove.MaxCastDistance = tmm.Move.MaxCastDistance; FinalMove.CastAngle = tmm.Move.CastAngle; _LastMmTarget = tmm.TargetId; return(new Target { Type = ret == null ? TargetType.Opponent : TargetType.Bonus }); } } if (t0.Target == null && t2.Target != null && t2.Time <= Math.Min(tmm.Time, t3.Time)) { // иначе вообще не кидает хасту/щит if (ult.Target == null || t2.Target is AWizard) { FinalMove.Apply(t2.Move); return(new Target { Type = TargetType.Opponent }); } } if (t3fball.Target != null) { FinalMove.Apply(t3fball.Move); return(new Target { Type = TargetType.Opponent }); } if (t3.Target != null && t3.Time <= Math.Min(tmm.Time, t2.Time)) { FinalMove.Apply(t3.Move); return(new Target { Type = TargetType.Opponent }); } if (ult.Target != null) { FinalMove.Apply(ult.Move); return(new Target { Type = TargetType.Teammate }); } if (ret == null) { return(null); } return(new Target { Type = TargetType.Bonus }); }
public MovingInfo(Point target, int time, FinalMove move) { Target = target; Time = time; Move = move; }
private void _move(Wizard self, World world, Game game, Move move) { World = world; Game = game; Self = self; FinalMove = new FinalMove(move); Const.Initialize(); MagicConst.TreeObstacleWeight = Const.IsFinal ? 25 : 35; Wizards = world.Wizards .Select(x => new AWizard(x)) .ToArray(); foreach (var wizard in Wizards) { foreach (var other in Wizards) { if (wizard.Faction != other.Faction) { continue; } if (wizard.GetDistanceTo2(other) > Geom.Sqr(Game.AuraSkillRange)) { continue; } for (var i = 0; i < 5; i++) { wizard.AurasFactorsArr[i] = Math.Max(wizard.AurasFactorsArr[i], other.SkillsLearnedArr[i] / 2); } } var orig = World.Wizards.FirstOrDefault(w => w.Id == wizard.Id); var player = World.Players.FirstOrDefault(p => orig != null && p.Id == orig.OwnerPlayerId); if (player != null && player.IsStrategyCrashed) { wizard.RemainingFrozen = 100500; } } OpponentWizards = Wizards .Where(x => x.IsOpponent) .ToArray(); MyWizards = Wizards .Where(x => x.IsTeammate) .ToArray(); Minions = world.Minions .Select(x => x.Type == MinionType.OrcWoodcutter ? (AMinion) new AOrc(x) : new AFetish(x)) .ToArray(); NeutralMinions = Minions .Where(x => x.Faction == Faction.Neutral) .ToArray(); Combats = Minions.Cast <ACombatUnit>() .Concat(Wizards) .Concat(BuildingsObserver.Buildings)//TODO перед BuildingsObserver.Update???? .ToArray(); MyCombats = Combats .Where(x => x.IsTeammate) .ToArray(); NeutralMinionsObserver.Update(); OpponentMinions = Minions .Where(x => x.IsOpponent) .ToArray(); OpponentCombats = Combats .Where(x => x.IsOpponent) .ToArray(); RoadsHelper.Initialize(); BuildingsObserver.Update(); OpponentBuildings = BuildingsObserver.Buildings .Where(x => x.IsOpponent) .ToArray(); TreesObserver.Update(); ProjectilesObserver.Update(); BonusesObserver.Update(); MessagesObserver.Update(); InitializeProjectiles(); InitializeDijkstra(); ASelf = Wizards.FirstOrDefault(x => x.Id == Self.Id); if (ASelf == null) { throw new Exception("Self not found in wizards list"); } InitializeDangerEstimation(); SupportObserver.Update(); if (Self.IsMaster && World.TickIndex == 0) { MasterSendMessages(); } if (Self.IsMaster) { MasterCheckRearrange(); } var nearestBonus = BonusesObserver.Bonuses.ArgMin(b => b.GetDistanceTo(ASelf)); var opponentsAroundBonus = OpponentWizards.Where(w => nearestBonus.GetDistanceTo(w) < ASelf.VisionRange * 1.5).ToArray(); var teammatesAroundBonus = MyWizards.Where(w => ASelf.GetDistanceTo(w) < ASelf.VisionRange * 1.5).ToArray(); WizardPath path = null; AUnit pathTarget = null; var goAway = GoAwayDetect(); var bonusMoving = goAway ? new MovingInfo(null, int.MaxValue, null) : GoToBonus(); var target = FindTarget(new AWizard(ASelf), bonusMoving.Target); if (target == null && bonusMoving.Target == null && !goAway) { var nearest = OpponentCombats .Where( x => Utility.IsBase(x) || RoadsHelper.GetLane(x) == MessagesObserver.GetLane() || RoadsHelper.GetLaneEx(ASelf) == ALaneType.Middle && RoadsHelper.GetLaneEx(x) == ALaneType.Middle && CanRush(ASelf, x)) .Where(x => x.IsAssailable && x.Faction != Faction.Neutral) .OrderBy( x => x.GetDistanceTo(self) + (x is AWizard ? -40 : (x is ABuilding && !((ABuilding)x).IsBesieded) ? 1500 : 0)) .ToArray(); foreach (var n in nearest) { path = GoAgainst(n); if (path != null) { pathTarget = n; break; } } if (nearest.Length > 0 && path == null) { GoDirect(nearest[0], FinalMove); } } TimerStart(); if (!TryDodgeProjectile()) { if (target == null) { TryPreDodgeProjectile(); } if (goAway) { GoAway(); } else if (target == null || target.Type == TargetType.Teammate || (FinalMove.Action == ActionType.Staff || FinalMove.Action == ActionType.MagicMissile || FinalMove.Action == ActionType.Fireball || FinalMove.Action == ActionType.FrostBolt) && target.Type == TargetType.Opponent) { if (bonusMoving.Target != null) { NextBonusWaypoint = bonusMoving.Target; FinalMove.Turn = bonusMoving.Move.Turn; if (bonusMoving.Move.Action != ActionType.None && bonusMoving.Move.Action != null) { FinalMove.Action = bonusMoving.Move.Action; FinalMove.MinCastDistance = bonusMoving.Move.MinCastDistance; FinalMove.MaxCastDistance = bonusMoving.Move.MaxCastDistance; FinalMove.CastAngle = bonusMoving.Move.CastAngle; } NextBonusWaypoint = ASelf + (NextBonusWaypoint - ASelf).Normalized() * (Self.Radius + 30); if (nearestBonus.GetDistanceTo(ASelf) < ASelf.VisionRange * 1.5 && nearestBonus.GetDistanceTo(ASelf) > 100 && opponentsAroundBonus.Length <= 1 && ASelf.Life + 10 >= (opponentsAroundBonus.FirstOrDefault() ?? ASelf).Life && OpponentMinions.Count(x => x.GetDistanceTo(ASelf) < Game.FetishBlowdartAttackRange) == 0 ) { FinalMove.MoveTo(NextBonusWaypoint, null); } else { TryGoByGradient(x => EstimateDanger(x), null, FinalMove); } } else { var all = Combats.Select(Utility.CloneCombat).ToArray(); var my = all.FirstOrDefault(x => x.Id == ASelf.Id) as AWizard; my?.Move(FinalMove.Speed, FinalMove.StrafeSpeed); var ts = new TargetsSelector(all); var skipBuildings = path == null || path.GetLength() < 300 || path.GetLength() < 600 && OpponentBuildings.Any(x => { var tar = ts.Select(x); return(tar != null && tar.Id == ASelf.Id); }); if (TryGoByGradient(x => EstimateDanger(x), x => HasAnyTarget(x, skipBuildings), FinalMove)) { var cutTreeMovingInfo = FindTreeTarget(ASelf); if (cutTreeMovingInfo.Target != null) { FinalMove.Turn = cutTreeMovingInfo.Move.Turn; if (cutTreeMovingInfo.Move.Action != null && FinalMove.Action == null) { FinalMove.Action = cutTreeMovingInfo.Move.Action; } // не будет мешать TryPreDodgeProjectile? } } } } PostDodgeProjectile(); } TimerEndLog("Go", 1); if (ASelf.CanLearnSkill) { move.SkillToLearn = MessagesObserver.GetSkill(); } }
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); }
private bool _TryGoByGradient(Func <AWizard, double> costFunction, Func <AWizard, bool> firstMoveCondition, FinalMove move) { var self = new AWizard(ASelf); var obstacles = Combats.Where(x => x.Id != Self.Id && !(x is ABuilding)).Cast <ACircularUnit>() .Concat(BuildingsObserver.Buildings) .Where(x => self.GetDistanceTo2(x) < Geom.Sqr(x.Radius + 150)) .ToArray(); var danger = costFunction(self); // for debug List <double> selVec = null; var minDanger = double.MaxValue; Point selMoveTo = null; foreach (var angle in Utility.Range(self.Angle, Math.PI * 2 + self.Angle, 24, false)) { var moveTo = self + Point.ByAngle(angle) * self.VisionRange; var nearest = Combats .Where(x => x.GetDistanceTo(self) < Math.Max(self.VisionRange, x.VisionRange) * 1.3) .Select(Utility.CloneCombat) .ToArray(); var tergetsSelector = new TargetsSelector(nearest); var opponents = nearest.Where(x => x.IsOpponent).ToArray(); var vec = new List <double>(); const int steps = 18; var my = (AWizard)nearest.FirstOrDefault(x => x.Id == self.Id); var ok = true; var canMove = true; while (vec.Count < steps) { if (canMove) { canMove = my.MoveTo(moveTo, null, w => w.GetFirstIntersection(obstacles) == null); if (TreesObserver.GetNearestTrees(my).Any(t => t.IntersectsWith(my))) { break; } } else { my.SkipTick(); } var tmp = OpponentCombats;//HACK OpponentCombats = opponents; vec.Add(costFunction(my)); OpponentCombats = tmp; foreach (var x in opponents) { var tar = tergetsSelector.Select(x); if (tar != null || x is AWizard) { x.EthalonMove(tar); } } if (vec.Count == 1 && firstMoveCondition != null && !firstMoveCondition(my)) { ok = false; break; } } if (!ok || vec.Count == 0) { continue; } while (vec.Count < steps) { vec.Add(CantMoveDanger); } var newDanger = 0.0; for (var k = 0; k < steps; k++) { newDanger += vec[k] * Math.Pow(0.87, k); } newDanger += 3 * vec[0]; if (newDanger < minDanger) { minDanger = newDanger; selMoveTo = Utility.PointsEqual(my, self) ? null : moveTo; selVec = vec; } } if (selVec != null) { move.Speed = move.StrafeSpeed = 0; move.MoveTo(selMoveTo, null); return(true); } return(false); }
private bool TryGoByGradient(Func <AWizard, double> costFunction, Func <AWizard, bool> condition, FinalMove move) { TimerStart(); var ret = _TryGoByGradient(costFunction, condition, move); TimerEndLog("TryGoByGradient", 1); return(ret); }