public Point GetTarget(ref Pac pac)
        {
            Point target   = null;
            Pac   enemyPac = PacController.GetClosestEnemy(pac);
            //Pac enemyPac = PacController.GetClosestVisibleEnemy(pac, true);
            int distanceToEnemy;

            if (enemyPac != null)
            {
                distanceToEnemy = pac.origin.GetDistanceTo(enemyPac.origin);
                PacType strongerThanMe  = Common.GetStrongerPacType(pac.pacType);
                PacType strongerThanHim = Common.GetStrongerPacType(enemyPac.pacType);

                Console.Error.WriteLine("ATTACK! pacType" + pac.pacType.ToString() + " strongerThanHim:" + strongerThanHim.ToString() + " distance:" + distanceToEnemy.ToString());
                if (pac.pacType == strongerThanHim && distanceToEnemy <= 6)
                {
                    pac.shouldActivateSpeed = true;
                    pac.inPursuit           = true;
                    target = enemyPac.origin;
                }
                else
                {
                    if (pac.cooldown > (enemyPac.speedTurnsLeft > 0 ? distanceToEnemy / 2 : distanceToEnemy))
                    {
                        //Bezanija!!!
                        //Level.GetClosestJunctionInDirection();
                    }
                }
            }
            Console.Error.WriteLine("PacId:" + pac.id + " Strategy: Attack " + ((target == null) ? "null" : target.ToString()) + " inPursuit:" + pac.inPursuit.ToString());
            return(target);
        }
 public static void SetPath(Pac pac, List <Point> path)
 {
     pac.previousTarget   = pac.currentTarget;
     pac.isOnPath         = true;
     pac.isOnHold         = false;
     pac.indexOnPath      = 0;
     pac.distanceToTarget = path.Count;
     pac.path             = path;
 }
        public static Pac GetClosestVisibleEnemy(Pac myPac, bool withOppositeDirection = false)
        {
            Console.Error.WriteLine("GetClosestVisibleEnemy start");
            Pac result          = null;
            int minDistance     = int.MaxValue;
            int distanceToEnemy = int.MaxValue;

            if (enemyPacs.Count == 0)
            {
                Console.Error.WriteLine("No enemies!");
                return(null);
            }

            List <Pac> enemies = new List <Pac>();

            foreach (Pac enemy in enemyPacs)
            {
                Console.Error.WriteLine("GetClosestVisibleEnemy enemy: " + enemy.origin.ToString());
                //foreach (Point tile in Level.GetTilesVisibleFrom(myPac.origin))
                //{
                //	Console.Error.WriteLine("GetClosestVisibleEnemy visible: " + tile.ToString());
                //}

                if (Level.GetTilesVisibleFrom(myPac.origin).Contains(enemy.origin))
                {
                    Console.Error.WriteLine("GetClosestVisibleEnemy match found! opositeDirection:" + withOppositeDirection.ToString());
                    distanceToEnemy = myPac.origin.GetDistanceTo(enemy.origin);
                    if (withOppositeDirection)
                    {
                        if (PacController.HaveOppositeDirection(myPac, enemy, myPac.currentTarget))
                        {
                            if (distanceToEnemy < minDistance)
                            {
                                result      = enemy;
                                minDistance = distanceToEnemy;
                            }
                        }
                    }
                    else
                    {
                        if (distanceToEnemy < minDistance)
                        {
                            result      = enemy;
                            minDistance = distanceToEnemy;
                        }
                    }
                }
            }

            if (result != null)
            {
                Console.Error.WriteLine("Found closest enemy!. myPac:" + myPac.id.ToString() + " enemy: " + result.id.ToString());
            }
            return(result);
        }
 public static void SetTargets()
 {
     Console.Error.WriteLine("SetTargets, mypacs count:" + PacController.myPacs.Count().ToString());
     for (int i = 0; i < PacController.myPacs.Count; i++)
     {
         Pac pac = PacController.myPacs[i];
         if (pac.isAlive)
         {
             Logic.SetTarget(ref pac);
         }
     }
 }
 public static void CheckArrivalToTarget(ref Pac pac)
 {
     if (pac.isOnPath && pac.origin.Equals(pac.currentTarget))
     {
         Console.Error.WriteLine("Arrival! Pac: " + pac.id + " target: " + pac.currentTarget.ToString());
         pac.currentTarget    = null;
         pac.isOnPath         = false;
         pac.hasFixedTarget   = false;
         pac.indexOnPath      = -1;
         pac.distanceToTarget = 0;
     }
 }
示例#6
0
        public Controller(Maze maze, Random random) //controller creates a Pacman and 3 Ghosts
        {
            this.maze = maze;

            ghost = new List <Ghost>();

            this.random = random;

            pac = new Pac(Properties.Resources.pacman1right, maze);
            ghost.Add(new Ghost(Properties.Resources.red1, maze));
            ghost.Add(new Ghost(Properties.Resources.green1, maze));
            ghost.Add(new Ghost(Properties.Resources.purple1, maze));
        }
示例#7
0
        //Used when we realize that there is a pac closer to already selected target that the pac it was selected for, and we want to switch these pacs - assing this already selected target to current/closer pac and keep searching for farther pac
        public static void SwapPacTargets(ref Pac previousOwner, ref Pac newOwner, Point target)
        {
            if (previousOwner.hasFixedTarget || previousOwner.inPursuit)
            {
                Console.Error.WriteLine("Cannot swap: Pac: " + previousOwner.id.ToString() + " has fixed target: " + previousOwner.currentTarget.ToString());
                return;
            }
            Console.Error.WriteLine("Swapping targets - Previous: " + previousOwner.id.ToString() + " New" + newOwner.id.ToString() + " Pellet:" + target.ToString());

            newOwner.currentTarget      = target;
            previousOwner.currentTarget = null;
            //previousOwner.isOnPath = false;
            newOwner = previousOwner;
            return;
        }
        public static List <Point> CalculatePath(ref Pac pac, Node start, Node end)
        {
            List <Point> path = new List <Point>();

            Node currentNode = end;

            while (currentNode != start)
            {
                path.Add(currentNode as Point);
                currentNode = currentNode.parent;
                //Console.Error.WriteLine("Added to path: " + currentNode.ToString());
            }

            path.Reverse();
            return(path);
        }
        public static void SetTarget(ref Pac pac)
        {
            CheckArrivalToTarget(ref pac);

            Point target = StrategyPicker.GetTargetFromStrategy(ref pac);

            pac.currentTarget = target;

            if (pac.currentTarget == null)
            {
                pac.currentTarget = new Point(pac.origin);
                pac.isOnHold      = true;
                Console.Error.WriteLine("Waiting!");
            }

            Console.Error.WriteLine("Pac: " + pac.id + " target: " + pac.currentTarget.ToString());
            return;
        }
示例#10
0
        public static void FindPaths()
        {
            for (int i = 0; i < PacController.myPacs.Count; i++)
            {
                Pac pac = PacController.myPacs[i];
                if (pac.isAlive)
                {
                    //if it is on path, target hasn't changed and there is no collision, just proceed
                    if (pac.isOnPath && (pac.currentTarget == pac.previousTarget) && (pac.origin != pac.previousOrigin))
                    {
                        pac.indexOnPath++;
                    }
                    else
                    {
                        //if (pac.isOnHold || pac.isInCollision)
                        //{
                        //	pac.isOnPath = false;
                        //	pac.previousTarget = pac.currentTarget;
                        //	//pac.currentTarget = null;
                        //	continue;
                        //}

                        List <Point> path;
                        if (FindPath(pac, new Node(pac.origin), new Node(pac.currentTarget), out path))
                        {
                            if (path.Count > 0)
                            {
                                SetPath(pac, path);
                            }
                            else
                            {
                                pac.isOnPath = false;
                                pac.isOnHold = true;
                            }
                        }
                        else
                        {
                            pac.isOnPath = false;
                            pac.isOnHold = true;
                        }
                    }
                }
            }
        }
示例#11
0
        public Point GetTarget(ref Pac pac)
        {
            Point  target      = null;
            double minDistance = Double.MaxValue;
            double distance;

            if (pac.currentTarget != null && pac.currentTarget.hasVisiblePellets)            // && !PacController.GetCurrentTargets().Values.Contains(pac.currentTarget))
            {
                Console.Error.WriteLine("Keeping current target:" + pac.currentTarget.ToString());
                return(pac.currentTarget);
            }

            foreach (KeyValuePair <Point, int> junction in Level.junctions)
            {
                if (PacController.GetCurrentTargets().Values.Contains(junction.Key))
                {
                    Pac previousTargetOwner = PacController.GetPacWithCurrentTarget(junction.Key);

                    if ((pac.origin.GetDistanceTo(junction.Key) < previousTargetOwner.origin.GetDistanceTo(junction.Key)))
                    {
                        Common.SwapPacTargets(ref previousTargetOwner, ref pac, junction.Key);
                    }
                    else
                    {
                        Console.Error.WriteLine("Junction to skip:" + junction.Key.ToString());
                    }
                    continue;
                }

                if (junction.Key.hasVisiblePellets)
                {
                    distance = pac.origin.GetDistanceTo(junction.Key);
                    if ((distance < minDistance) && (distance > 0.1))
                    {
                        minDistance = distance;
                        target      = junction.Key;
                        Console.Error.WriteLine("Junction target:" + junction.Key.ToString() + " distance: " + distance.ToString());
                    }
                }
            }

            Console.Error.WriteLine("PacId:" + pac.id + " Strategy: Junctions " + ((target == null) ? "null" : target.ToString()));
            return(target);
        }
        public static Pac GetPacWithCurrentTarget(Point target)
        {
            Pac pac = null;

            if (GetCurrentTargets().Values.Contains(target))
            {
                foreach (KeyValuePair <int, Point> keyValuePair in GetCurrentTargets())
                {
                    if (keyValuePair.Value.Equals(target))
                    {
                        Console.Error.WriteLine("Found pac for target: " + target.ToString() + " id: " + keyValuePair.Key.ToString());
                        pac = GetMyPac(keyValuePair.Key);
                    }
                }

                //pac = GetPac(GetCurrentTargets().Where(x => x.Value.Equals(target)).FirstOrDefault().Key);
            }
            return(pac);
        }
        public static bool HaveOppositeDirection(Pac myPac, Pac otherPac, Point myPacTarget = null)
        {
            Point myPacDirection;
            Point otherPacDirection;

            if (myPacTarget != null)
            {
                myPacDirection = GetDirectionSigns(myPac.origin, myPacTarget);
            }
            else
            {
                //Special case for first turn
                if (myPac.previousOrigin == null)
                {
                    return(false);
                    //myPacDirection = new Point(0, 0);
                }
                else
                {
                    myPacDirection = GetDirectionSigns(myPac.previousOrigin, myPac.origin);
                }
            }

            //Special case for first turn
            if (otherPac.previousOrigin == null)
            {
                return(false);
                //otherPacDirection = new Point(0, 0);
            }
            else
            {
                otherPacDirection = GetDirectionSigns(otherPac.previousOrigin, otherPac.origin);
            }

            //either other pac is stationary, or distance in x or y between two pacs is getting smaller
            bool result = (otherPacDirection.x == 0 && otherPacDirection.y == 0) ||
                          ((myPacDirection.x == -otherPacDirection.x) && Math.Abs(myPac.origin.x + myPacDirection.x - otherPac.origin.x - otherPacDirection.x) < Math.Abs(myPac.origin.x - otherPac.origin.x)) ||
                          ((myPacDirection.y == -otherPacDirection.y) && Math.Abs(myPac.origin.y + myPacDirection.y - otherPac.origin.y - otherPacDirection.y) < Math.Abs(myPac.origin.y - otherPac.origin.y));

            Console.Error.WriteLine("Pac directions. myPac:" + myPac.id.ToString() + " direction:" + myPacDirection.ToString() + " other pac:" + otherPac.id.ToString() + " direction:" + otherPacDirection.ToString());
            return(result);
        }
示例#14
0
        public Point GetTarget(ref Pac pac)
        {
            Console.Error.WriteLine("Mimic strategy start");
            Point target   = null;
            Pac   enemyPac = PacController.GetClosestVisibleEnemy(pac, true);

            int distance = Common.minDistanceForSwitch;

            if (enemyPac != null)
            {
                if (enemyPac.speedTurnsLeft > 0)
                {
                    if (pac.speedTurnsLeft > 0)
                    {
                        distance = distance + 2;
                    }
                    else
                    {
                        distance = distance + 1;
                    }
                }
            }

            if (enemyPac != null && pac.origin.GetDistanceTo(enemyPac.origin) <= distance)
            {
                PacType strongerType = Common.GetStrongerPacType(enemyPac.pacType);
                if (pac.pacType != strongerType)
                {
                    pac.shouldActivateSwitch = true;
                    pac.switchTo             = strongerType;
                }
            }
            else
            {
                return(null);
            }

            target = enemyPac.origin;

            Console.Error.WriteLine("PacId:" + pac.id + " Strategy: Mimic " + ((target == null) ? "null" : target.ToString()));
            return(target);
        }
示例#15
0
        public static Point GetTargetFromStrategy(ref Pac pac)
        {
            Point result;

            result = new AttackStrategy().GetTarget(ref pac);
            if (result != null && pac.inPursuit)
            {
                return(result);
            }
            else
            {
                pac.inPursuit = false;
            }

            result = new MimicStrategy().GetTarget(ref pac);

            if ((result == null) && (PelletController.BigPellets.Count > 0))
            {
                result = new GreedyStrategy().GetTarget(ref pac);
                result = pac.ResetTargetIfStationary(result);
            }

            if ((result == null) && (PelletController.Pellets.Count > 0))
            {
                result = new VisibleStrategy().GetTarget(ref pac);
                result = pac.ResetTargetIfStationary(result);
            }

            if ((result == null) && (Level.junctions.Count > 0))
            {
                result = new JunctionsStrategy().GetTarget(ref pac);
                result = pac.ResetTargetIfStationary(result);
            }

            if (result == null)
            {
                result = new WaitStrategy().GetTarget(ref pac);
            }

            return(result);
        }
示例#16
0
        public Point GetTarget(ref Pac pac)
        {
            if (pac.currentTarget != null && PelletController.ExistsAtPosition(pac.currentTarget))            // && !PacController.GetCurrentTargets().Values.Contains(pac.currentTarget))
            {
                return(pac.currentTarget);
            }

            Point  target      = null;
            double minDistance = Double.MaxValue;
            double distance;

            if (PelletController.BigPellets.Count > 0)
            {
                foreach (Point bigPellet in PelletController.BigPellets)
                {
                    if (PacController.GetCurrentTargets().Values.Contains(bigPellet))
                    {
                        Pac previousTargetOwner = PacController.GetPacWithCurrentTarget(bigPellet);

                        if ((pac.origin.GetDistanceTo(bigPellet) < previousTargetOwner.origin.GetDistanceTo(bigPellet)))
                        {
                            Common.SwapPacTargets(ref previousTargetOwner, ref pac, bigPellet);
                        }
                        else
                        {
                            Console.Error.WriteLine("Pellet to skip:" + bigPellet.ToString());
                        }
                        continue;
                    }
                    distance = bigPellet.GetDistanceTo(pac.origin);
                    if (distance < minDistance)
                    {
                        minDistance = distance;
                        target      = new Point(bigPellet);
                    }
                }
            }

            Console.Error.WriteLine("PacId:" + pac.id + " Strategy: Greedy" + ((target == null) ? "null" : target.ToString()));
            return(target);
        }
        public static void AddPac(int id, int x, int y, string pacType, bool mine, int speedTurnsLeft, int abilityCooldown)
        {
            Point origin = new Point(x, y);
            Pac   pac    = new Pac(id, origin, pacType);

            pac.speedTurnsLeft = speedTurnsLeft;
            pac.cooldown       = abilityCooldown;

            pac.cooldown = abilityCooldown;
            if (mine)
            {
                myCurrentPacs.Add(pac);
                //myPacs.Add(pac);
            }
            else
            {
                enemyCurrentPacs.Add(pac);
                //enemyPacs.Add(pac);
            }
            Console.Error.WriteLine("Added Pac! Id: " + pac.id.ToString() + " Pac origin: " + pac.origin.ToString());
        }
示例#18
0
        //Not thread safe
        public static List <Point> MarkObstacles(Pac pac, Point target)
        {
            List <Point> result       = new List <Point>();
            Point        pacDirection = PacController.GetDirectionSigns(pac.origin, target);

            foreach (Pac otherPac in PacController.myPacs)
            {
                if (pac.id == otherPac.id || !otherPac.isAlive || otherPac.previousOrigin == null)
                {
                    continue;
                }
                Point otherPacDirection = PacController.GetDirectionSigns(otherPac.previousOrigin, otherPac.origin);
                if (PacController.HaveOppositeDirection(pac, otherPac, target))
                {
                    Console.Error.WriteLine("Obstacle found:" + otherPac.origin.ToString());
                    result.Add(otherPac.origin);
                    Level.map[otherPac.origin.y, otherPac.origin.x] = -1;
                }
            }

            return(result);
        }
        public static Pac GetClosestEnemy(Pac pac)
        {
            Pac result      = null;
            int minDistance = int.MaxValue;
            int distance;

            for (int i = 0; i < enemyPacs.Count(); i++)
            {
                distance = pac.origin.GetDistanceTo(enemyPacs[i].origin);
                if (distance < minDistance)
                {
                    result      = enemyPacs[i];
                    minDistance = distance;
                }
            }

            if (result != null)
            {
                Console.Error.WriteLine("Found closest enemy!. myPac:" + pac.id.ToString() + " enemy: " + result.id.ToString());
            }
            return(result);
        }
        public static void SyncPacs()
        {
            if (myPacs.Count() != 0)
            {
                foreach (Pac pac in myPacs)
                {
                    Pac currentPac = myCurrentPacs.Where(x => x.id == pac.id).FirstOrDefault();
                    if (currentPac == null)
                    {
                        pac.isAlive = false;
                        Console.Error.WriteLine("Synced dead Pac! Id: " + pac.id.ToString() + " Pac origin: " + pac.origin.ToString());
                    }
                    else
                    {
                        pac.speedTurnsLeft = currentPac.speedTurnsLeft;
                        pac.pacType        = currentPac.pacType;
                        pac.cooldown       = currentPac.cooldown;
                        pac.previousOrigin = pac.origin;
                        pac.origin         = currentPac.origin;
                        pac.CheckFixedTarget();
                        pac.isInCollision        = false;
                        pac.shouldActivateSpeed  = false;
                        pac.shouldActivateSwitch = false;
                        pac.isOnHold             = false;
                        Console.Error.WriteLine("Synced Pac! Id: " + pac.id.ToString() + " Pac origin: " + pac.origin.ToString());
                    }
                }
            }
            //First turn only - adding pacs
            else
            {
                foreach (Pac pac in myCurrentPacs)
                {
                    myPacs.Add(pac);
                    Console.Error.WriteLine("Synced added Pac! Id: " + pac.id.ToString() + " Pac origin: " + pac.origin.ToString());
                }
            }

            Console.Error.WriteLine("Enemy pacs count:" + enemyPacs.Count().ToString());
            if (enemyPacs.Count() != 0)
            {
                List <Pac> enemyPacsToRemove = new List <Pac>();
                foreach (Pac pac in enemyPacs)
                {
                    Pac currentPac = enemyCurrentPacs.Where(x => x.id == pac.id).FirstOrDefault();
                    if (currentPac == null)
                    {
                        enemyPacsToRemove.Add(pac);
                        Console.Error.WriteLine("Enemy pac to remove! Id: " + pac.id.ToString());
                    }
                    else
                    {
                        pac.speedTurnsLeft = currentPac.speedTurnsLeft;
                        pac.cooldown       = currentPac.cooldown;
                        pac.previousOrigin = pac.origin;
                        pac.origin         = currentPac.origin;
                        Console.Error.WriteLine("Synced enemy pac! Id: " + pac.id.ToString() + " Pac origin: " + pac.origin.ToString());
                    }
                }

                foreach (Pac enemyPac in enemyPacsToRemove)
                {
                    Pac currentPac = GetEnemyPac(enemyPac.id);
                    if (currentPac != null)
                    {
                        enemyPacs.Remove(currentPac);
                    }
                }

                foreach (Pac enemyPac in enemyCurrentPacs)
                {
                    Pac currentPac = GetEnemyPac(enemyPac.id);
                    if (currentPac == null)
                    {
                        enemyPacs.Add(enemyPac);
                    }
                    Console.Error.WriteLine("Synced added enemy pac! Id: " + enemyPac.id.ToString() + " Pac origin: " + enemyPac.origin.ToString());
                }
            }
            //First turn only - adding pacs
            else
            {
                foreach (Pac pac in enemyCurrentPacs)
                {
                    enemyPacs.Add(pac);
                    Console.Error.WriteLine("Synced added enemy pac! Id: " + pac.id.ToString() + " Pac origin: " + pac.origin.ToString());
                }
            }
        }
示例#21
0
        static void Main(string[] args)
        {
            string[] inputs;
            inputs = Console.ReadLine().Split(' ');
            int width  = int.Parse(inputs[0]); // size of the grid
            int height = int.Parse(inputs[1]); // top left corner is (x=0, y=0)

            string[] levelRows = new string[height];
            for (int i = 0; i < height; i++)
            {
                string row = Console.ReadLine(); // one line of the grid: space " " is floor, pound "#" is wall
                levelRows[i] = row;
            }
            Level.InitializeLevel(width, height);
            Level.StringsToMatrix(levelRows);
            Level.CalculateJunctions();
            //Level.PrintJunctions();

            // game loop
            while (true)
            {
                Common.CurrentTurn++;
                //PacController.ClearCurrentTargets();
                //Common.currentTargets.Clear();

                inputs = Console.ReadLine().Split(' ');
                int myScore         = int.Parse(inputs[0]);
                int opponentScore   = int.Parse(inputs[1]);
                int visiblePacCount = int.Parse(Console.ReadLine()); // all your pacs and enemy pacs in sight

                PacController.ClearPacs();
                for (int i = 0; i < visiblePacCount; i++)
                {
                    inputs = Console.ReadLine().Split(' ');
                    int    pacId           = int.Parse(inputs[0]); // pac number (unique within a team)
                    bool   mine            = inputs[1] != "0";     // true if this pac is yours
                    int    x               = int.Parse(inputs[2]); // position in the grid
                    int    y               = int.Parse(inputs[3]); // position in the grid
                    string typeId          = inputs[4];            // unused in wood leagues
                    int    speedTurnsLeft  = int.Parse(inputs[5]); // unused in wood leagues
                    int    abilityCooldown = int.Parse(inputs[6]); // unused in wood leagues

                    PacController.AddPac(pacId, x, y, typeId, mine, speedTurnsLeft, abilityCooldown);
                }
                PacController.SyncPacs();
                //PacController.DetectCollisions();

                PelletController.ClearPellets();

                int visiblePelletCount = int.Parse(Console.ReadLine()); // all pellets in sight
                Console.Error.WriteLine("Visible pellets: " + visiblePelletCount.ToString());
                if (visiblePelletCount == 0)
                {
                    Logic.MarkEmptyTiles();
                }

                for (int i = 0; i < visiblePelletCount; i++)
                {
                    inputs = Console.ReadLine().Split(' ');
                    int x     = int.Parse(inputs[0]);
                    int y     = int.Parse(inputs[1]);
                    int value = int.Parse(inputs[2]); // amount of points this pellet is worth

                    if (value > 1)
                    {
                        PelletController.AddBigPellet(x, y);
                    }
                    else
                    {
                        PelletController.AddPellet(x, y);
                    }
                }

                Logic.SetTargets();
                Logic.FindPaths();

                List <Point> targets = new List <Point>();

                string output = "";
                for (int i = 0; i < PacController.myPacs.Count; i++)
                {
                    Pac pac = PacController.myPacs[i];
                    if (!pac.isAlive)
                    {
                        continue;
                    }

                    Point target;
                    if (pac.isOnPath)
                    {
                        Console.Error.WriteLine("Pac on path: id: " + pac.id.ToString() + " index:" + pac.indexOnPath + " target:" + pac.currentTarget.ToString() + " distance:" + pac.distanceToTarget.ToString());
                        target = pac.path[pac.indexOnPath];
                    }
                    else
                    {
                        target = pac.currentTarget;
                    }

                    if (targets.Contains(target))
                    {
                        Pac otherPac = PacController.GetPacWithCurrentTarget(target);
                        if (otherPac != null && PacController.myPacs[i].origin.GetDistanceTo(otherPac.origin) <= 2)
                        {
                            target = PacController.myPacs[i].previousTarget;
                        }
                    }
                    else
                    {
                        targets.Add(target);
                    }


                    string command = "";
                    if (pac.cooldown == 0 && pac.shouldActivateSwitch)
                    {
                        command = "SWITCH " + pac.id.ToString() + " " + pac.switchTo.ToString();
                    }
                    else
                    {
                        if (pac.cooldown == 0)// && pac.shouldActivateSpeed)
                        {
                            command = "SPEED " + pac.id.ToString();
                        }
                        else
                        {
                            if (target != null)
                            {
                                command = "MOVE " + pac.id.ToString() + " " + target.ToString();
                            }
                        }
                    }
                    output += (output == "") ? "" : "|";
                    output += command;
                }

                Console.WriteLine(output);
            }
        }
示例#22
0
        public static bool FindPath(Pac pac, Node start, Node end, out List <Point> path)
        {
            Console.Error.WriteLine("Pathfinding started! pac:" + pac.id.ToString());
            List <Point> obstacles = MarkObstacles(pac, end);

            path = null;

            try
            {
                List <Node>    openSet   = new List <Node>();
                HashSet <Node> closedSet = new HashSet <Node>();

                start.gCost = 0;
                start.hCost = start.GetDistanceTo(end);
                openSet.Add(start);

                while (openSet.Count() > 0)
                {
                    Node currentNode = openSet[0];
                    for (int i = 1; i < openSet.Count(); i++)
                    {
                        if (openSet[i].fCost < currentNode.fCost || (openSet[i].fCost == currentNode.fCost && openSet[i].hCost < currentNode.hCost))
                        {
                            currentNode = openSet[i];
                        }
                    }
                    //Console.Error.WriteLine("Pathfinding currentNode: " + currentNode.ToString());

                    openSet.Remove(currentNode);
                    closedSet.Add(currentNode);

                    if (currentNode == end)
                    {
                        path = CalculatePath(ref pac, start, currentNode);
                        Console.Error.WriteLine("Found path: pac:" + pac.id + " start:" + start.ToString() + " end:" + currentNode.ToString() + " distance: " + path.Count.ToString());
                        return(true);
                    }

                    List <Point> neighbours = Level.GetNeighbours(currentNode.x, currentNode.y);
                    foreach (Point neighbour in neighbours)
                    {
                        //Console.Error.WriteLine("Pathfinding neighbour: " + neighbour.ToString());
                        if (!closedSet.Contains(neighbour))
                        {
                            Node node;
                            if (!openSet.Contains(neighbour))
                            {
                                node = new Node(neighbour);
                                openSet.Add(node);
                            }
                            else
                            {
                                node = openSet.Find(a => a.x == neighbour.x && a.y == neighbour.y);
                            }
                            node.gCost  = currentNode.gCost + 1;
                            node.hCost  = node.GetDistanceTo(end);
                            node.parent = currentNode;
                        }
                    }
                }

                return(false);
            }
            finally
            {
                UnmarkObstacles(obstacles);
            }
        }
示例#23
0
 public Point GetTarget(ref Pac pac)
 {
     Console.Error.WriteLine("PacId:" + pac.id + " Strategy: Wait");
     pac.isOnHold = true;
     return(pac.origin);
 }