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MyStrategy.py
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MyStrategy.py
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from math import fabs, radians
from copy import copy
import operator
import random
from model.ActionType import ActionType
from model.LivingUnit import LivingUnit
from model.Game import Game
from model.MinionType import MinionType
from model.Move import Move
from model.Wizard import Wizard
from model.Minion import Minion
from model.World import World
from model.Faction import Faction
from model.Building import Building
from model.BuildingType import BuildingType
from model.Message import Message
from model.LaneType import LaneType
class MyStrategy:
# shortcuts
W = None
G = None
STAFF_SECTOR = None
FRIENDLY_FACTION = None
LOGS_ENABLE = True
INITIATED = False
# waypoints functionality
MIN_DISTANSE_TO_HOME = 800
WAY_POINTS = {}
INIT_POINT = None
CURRENT_LINE = None
SELECT_LANE_TICK = 0
SELECT_LANE_TICK_STEP = 500
NEXT_WAYPOINT = 1
PREV_WAYPOINT = 0
# move constants
MOVE_TURN = None
MOVE_STRAFE_SPEED = None
MOVE_SPEED = None
# enemy base offset for last way point on all lines
ENEMY_BASE_OFFSET = 660
# offset of home base for first way point on all line
FRIENDLY_BASE_OFFSET = 100
# offset of map angle
MAP_ANGLE_OFFSET = 600
# angle sector of connected units is problem for go
PROBLEM_ANGLE = radians(95)
# количество тиков, которое мы пропускаем в начале боя
PASS_TICK_COUNT = 20
# если здоровья меньше данного количества - задумываемся об отступлении
LOW_HP_FACTOR = 0.35
# максимальное количество врагов в ближней зоне, если больше - нужно сваливать
MAX_ENEMIES_IN_DANGER_ZONE = 1
# pseudo enemy base unit. Use for angle to it when way line ended
ENEMY_BASE = None
# projectile care
PROJECTILE_SAFE_RANGE_FACTOR = 0.95
PROJECTILE_MAP = {}
PROJECTILE_LAST_ENEMY = None
def _init(self, game: Game, me: Wizard, world: World, move: Move):
self.W = world
self.G = game
if not self.INITIATED:
self.STAFF_SECTOR = self.G.staff_sector
self.MAX_SPEED = self.G.wizard_forward_speed * 2
self.FRIENDLY_FACTION = me.faction
self._compute_waypoints(me)
self._send_messages(me, move)
self.INITIATED = True
self.log('init process')
def _send_messages(self, me: Wizard, move: Move):
if me.master:
teammates = [w for w in self.W.wizards
if w.faction == self.FRIENDLY_FACTION and not w.me]
self.log('found %d teammates' % len(teammates))
if teammates:
direction = [Message(LaneType.MIDDLE, None, None), Message(LaneType.TOP, None, None),
Message(LaneType.BOTTOM, None, None)]
index = 0
msgs = []
for i in range(0, len(teammates)):
msgs.append(direction[index])
index += 1
if index >= len(direction):
index = 0
self.log('send %d msgs' % len(msgs))
move.messages = msgs
def _compute_waypoints(self, me: Wizard):
map_size = self.G.map_size
friendly_base = [b for b in self.W.buildings
if b.faction == self.FRIENDLY_FACTION and b.type == BuildingType.FACTION_BASE][0]
self.INIT_POINT = (me.x, me.y)
# top line
wps = list()
wps.append(self.INIT_POINT)
wps.append((200, 2700))
wps.append((200, 1700))
wps.append((200, 800))
wps.append((450, 450))
wps.append((800, 180))
wps.append((1700, 180))
wps.append((2800, 150))
self.log('compute top waypoints %s' % wps)
self.WAY_POINTS[LaneType.TOP] = wps
# bottom line
wps = list()
wps.append(self.INIT_POINT)
wps.append((1200, 3800))
wps.append((2300, 3800))
wps.append((3200, 3800))
wps.append((3550, 3550))
wps.append((3800, 3200))
wps.append((3800, 2300))
wps.append((3750, 1200))
self.log('compute bottom waypoints %s' % wps)
self.WAY_POINTS[LaneType.BOTTOM] = wps
# middle line
wps = list()
wps.append(self.INIT_POINT)
wps.append((1050, 2850))
wps.append((1800, 2120))
wps.append((2940.0, 1060.0))
self.log('compute middle waypoints %s' % wps)
self.WAY_POINTS[LaneType.MIDDLE] = wps
self.ENEMY_BASE = copy(friendly_base)
self.ENEMY_BASE.x = map_size - self.ENEMY_BASE.x
self.ENEMY_BASE.y = map_size - self.ENEMY_BASE.y
def _select_lane(self, me: Wizard):
if self._near_begin_waypoint(me):
self.log('skip waypoint indexes')
self.NEXT_WAYPOINT = 1
self.PREV_WAYPOINT = 0
if self.SELECT_LANE_TICK <= self.W.tick_index and self._near_begin_waypoint(me):
self.log('select lane process')
self.SELECT_LANE_TICK = self.W.tick_index + self.SELECT_LANE_TICK_STEP
lane_teammates_counter = {LaneType.TOP: 0, LaneType.BOTTOM: 0, LaneType.MIDDLE: 0}
teammates = [w for w in self.W.wizards if w.faction == self.FRIENDLY_FACTION and not w.me]
teammates_on_lanes = [f for f in teammates
if f.get_distance_to(*self.INIT_POINT) > self.MIN_DISTANSE_TO_HOME]
self.log('teammates on lanes %s' % teammates_on_lanes)
for f in teammates_on_lanes:
top_min = min([f.get_distance_to(*point) for point in self.WAY_POINTS[LaneType.TOP]])
mid_min = min([f.get_distance_to(*point) for point in self.WAY_POINTS[LaneType.MIDDLE]])
bot_min = min([f.get_distance_to(*point) for point in self.WAY_POINTS[LaneType.BOTTOM]])
self.log('teammate dists top %d mid %d bot %d' % (top_min, mid_min, bot_min))
if mid_min <= top_min and mid_min <= bot_min:
self.log('teammate on mid lane')
lane_teammates_counter[LaneType.MIDDLE] += 1
continue
if top_min <= mid_min and top_min <= bot_min:
self.log('teammate on top lane')
lane_teammates_counter[LaneType.TOP] += 1
continue
if bot_min <= mid_min and bot_min <= top_min:
self.log('teammate on bottom lane')
lane_teammates_counter[LaneType.BOTTOM] += 1
continue
self.log('teammates on lanes counter %s' % lane_teammates_counter)
min_counter = sorted(lane_teammates_counter.items(), key=operator.itemgetter(1))[0][1]
filtered = [l[0] for l in filter(lambda x: x[1] == min_counter, lane_teammates_counter.items())]
self.CURRENT_LINE = random.choice(filtered)
self.log('select %s line (from %s)' % (self.CURRENT_LINE, filtered))
# if me.messages:
# m = me.messages.pop()
# if m in list(self.WAY_POINTS.keys()):
# self.CURRENT_LINE = m
# self.log('select %s line by message' % self.CURRENT_LINE)
def move(self, me: Wizard, world: World, game: Game, move: Move):
self.log('TICK %s' % world.tick_index)
self._init(game, me, world, move)
self.log('me %s %s %f' % (me.x, me.y, me.get_distance_to(*self.INIT_POINT)))
# initial cooldown
if self.PASS_TICK_COUNT:
self.PASS_TICK_COUNT -= 1
self.log('initial cooldown pass turn')
return
# select lane
self._select_lane(me)
# STRATEGY LOGIC
enemy_targets = self._enemies_in_attack_distance(me)
enemy_who_can_attack_me = self._enemies_who_can_attack_me(me)
retreat_move_lock = False
retreat_by_low_hp = False
# чистим уже погибшие снаряды из карты
current_projectiles_id = set([p.id for p in self.W.projectiles if p.owner_unit_id == me.id])
cached_projectiles_id = set(self.PROJECTILE_MAP.keys())
for k in cached_projectiles_id - current_projectiles_id:
del self.PROJECTILE_MAP[k]
# ищем последний созданный снаряд и его цель для карты снарядов
if self.PROJECTILE_LAST_ENEMY:
for p in self.W.projectiles:
if p.owner_unit_id == me.id and p.id not in self.PROJECTILE_MAP:
self.PROJECTILE_MAP[p.id] = self.PROJECTILE_LAST_ENEMY
self.PROJECTILE_LAST_ENEMY = None
break
self.log('projectile map %s' % str(self.PROJECTILE_MAP))
# если ХП мало отступаем
if me.life < me.max_life * self.LOW_HP_FACTOR:
retreat_by_low_hp = True
self.log('retreat by low HP')
if len(enemy_who_can_attack_me):
self._goto_backward(me)
retreat_move_lock = True
if len(enemy_who_can_attack_me) > self.MAX_ENEMIES_IN_DANGER_ZONE:
self.log('retreat by enemies in danger zone')
self._goto_backward(me)
retreat_move_lock = True
# если врагов в радиусе обстрела нет - идём к их базе если не находимся в режиме отступления
if not enemy_targets and not retreat_by_low_hp:
self.log('move to next waypoint')
self._goto_forward(me)
# если на поле есть наши снаряды и расстояние до цели меньше расстояния каста
# пробуем подойти к цели (если не находимся в отступлении)
if not retreat_by_low_hp:
potential_miss_enemies = self._find_potential_miss_enemy(me)
self.log('found %s potential miss enemies' % potential_miss_enemies)
if potential_miss_enemies:
e = self._sort_by_angle(me, potential_miss_enemies)[0]
self._goto_enemy(me, e)
if enemy_targets:
# есть враги в радиусе обстрела
self.log('found %d enemies for attack' % len(enemy_targets))
selected_enemy = self._select_enemy_for_attack(me, enemy_targets)
angle_to_enemy = me.get_angle_to_unit(selected_enemy)
# если цель не в секторе атаки - поворачиваемся к ней (приоритет за направлением на точку отступления)
if not self._enemy_in_attack_sector(me, selected_enemy):
if not retreat_move_lock:
self.log('select enemy for turn %s' % selected_enemy.id)
self.MOVE_TURN = angle_to_enemy
else:
self.log('ignore select enemy for turn %s by retreat' % selected_enemy.id)
else:
# если можем атаковать - атакуем
self.log('select enemy for attack %s' % selected_enemy.id)
move.cast_angle = angle_to_enemy
if self._enemy_in_cast_distance(me, selected_enemy):
self.log('cast attack')
move.action = ActionType.MAGIC_MISSILE
move.min_cast_distance = self._cast_distance(me, selected_enemy)
self.PROJECTILE_LAST_ENEMY = selected_enemy.id
else:
self.log('staff attack')
move.action = ActionType.STAFF
if self.MOVE_TURN is not None:
move.turn = self.MOVE_TURN
self.MOVE_TURN = None
if self.MOVE_SPEED is not None:
move.speed = self.MOVE_SPEED
self.MOVE_SPEED = None
if self.MOVE_STRAFE_SPEED is not None:
move.strafe_speed = self.MOVE_STRAFE_SPEED
self.MOVE_STRAFE_SPEED = None
def _get_prev_waypoint(self, me: Wizard):
wp = self.WAY_POINTS[self.CURRENT_LINE][self.PREV_WAYPOINT]
if self._near_waypoint(me, wp):
try:
prev_wp = self.WAY_POINTS[self.CURRENT_LINE][self.PREV_WAYPOINT - 1]
self.NEXT_WAYPOINT -= 1
self.PREV_WAYPOINT -= 1
wp = prev_wp
except IndexError:
pass
return wp
@staticmethod
def _near_waypoint(me: Wizard, wp_coords):
return me.get_distance_to(*wp_coords) < me.radius * 2
def _near_begin_waypoint(self, me: Wizard):
return self._near_waypoint(me, self.INIT_POINT)
def _get_next_waypoint(self, me: Wizard):
wp = self.WAY_POINTS[self.CURRENT_LINE][self.NEXT_WAYPOINT]
if self._near_waypoint(me, wp):
try:
next_wp = self.WAY_POINTS[self.CURRENT_LINE][self.NEXT_WAYPOINT + 1]
self.NEXT_WAYPOINT += 1
self.PREV_WAYPOINT += 1
wp = next_wp
except IndexError:
return None
return wp
def _find_problem_units(self, me: Wizard, reverse=False):
def is_problem_unit(angle, reverse, problem_sector):
if reverse:
return fabs(angle) > radians(180) - problem_sector
else:
return fabs(angle) < problem_sector
units = self.W.buildings + self.W.wizards + self.W.minions + self.W.trees
connected_u = [t for t in units if
me.get_distance_to_unit(t) <= (me.radius + t.radius) * 1.05 and me.id != t.id]
problem_u = [t for t in connected_u if is_problem_unit(me.get_angle_to_unit(t), reverse, self.PROBLEM_ANGLE)]
return None if not problem_u else problem_u[0]
def _goto_forward(self, me: Wizard):
coords_tuple = self._get_next_waypoint(me)
problem_unit = self._find_problem_units(me)
if problem_unit:
angle_to_connected_unit = me.get_angle_to_unit(problem_unit)
self.log('found connected unit %s (%.4f angle)' % (problem_unit.id, angle_to_connected_unit))
if angle_to_connected_unit >= 0:
self.log('run left')
self.MOVE_STRAFE_SPEED = -1 * self.G.wizard_strafe_speed
else:
self.log('run right')
self.MOVE_STRAFE_SPEED = self.G.wizard_strafe_speed
else:
turn_only = False
if coords_tuple is None:
turn_only = True
coords_tuple = (self.ENEMY_BASE.x, self.ENEMY_BASE.y)
angle = me.get_angle_to(*coords_tuple)
self.MOVE_TURN = angle
if fabs(angle) < self.STAFF_SECTOR / 4.0 and not turn_only:
self.MOVE_SPEED = self.MAX_SPEED
def _goto_enemy(self, me: Wizard, e: LivingUnit):
angle = me.get_angle_to_unit(e)
self.log('enemy angle for projectile care is %.2f' % angle)
if fabs(angle) < self.STAFF_SECTOR / 4.0:
self.MOVE_TURN = angle
self.MOVE_SPEED = self.MAX_SPEED
def _goto_backward(self, me: Wizard):
coords_tuple = self._get_prev_waypoint(me)
problem_unit = self._find_problem_units(me, True)
if problem_unit:
angle_to_connected_unit = me.get_angle_to_unit(problem_unit)
self.log('backward angle %.4f' % angle_to_connected_unit)
self.log('found connected unit %s (%.4f angle)' % (problem_unit.id, angle_to_connected_unit))
if angle_to_connected_unit > 0:
self.log('run right')
self.MOVE_STRAFE_SPEED = -1 * self.G.wizard_strafe_speed
else:
self.log('run left')
self.MOVE_STRAFE_SPEED = self.G.wizard_strafe_speed
else:
angle = me.get_angle_to(*coords_tuple)
angle_reverse = radians(180) - fabs(angle)
if angle > 0:
angle_reverse *= -1
self.log('backward angle %.4f %.4f' % (angle, angle_reverse))
self.log('backward angle staff %.4f' % self.STAFF_SECTOR)
self.MOVE_TURN = angle_reverse
if fabs(angle_reverse) < self.STAFF_SECTOR / 4.0:
self.MOVE_SPEED = -1 * self.MAX_SPEED
@staticmethod
def _sort_by_angle(me: Wizard, el: list):
return sorted(el, key=lambda u: fabs(me.get_angle_to_unit(u)))
def _select_enemy_for_attack(self, me: Wizard, enemy_targets: list):
def _filter_into_attack_sector(el: list):
return [e for e in el if self._enemy_in_attack_sector(me, e)]
def _sort_by_hp(el: list):
return sorted(el, key=lambda u: u.life)
def _sort_by_distance(el: list):
return sorted(el, key=lambda u: me.get_distance_to_unit(u))
def _filter_can_attack_now(el: list):
result = []
if not me.remaining_action_cooldown_ticks:
for e in el:
if self._enemy_in_cast_distance(me, e) and self.G.magic_missile_manacost <= me.mana and \
not me.remaining_cooldown_ticks_by_action[ActionType.MAGIC_MISSILE]:
result.append(e)
elif self._enemy_in_staff_distance(me, e) and \
not me.remaining_cooldown_ticks_by_action[ActionType.STAFF]:
result.append(e)
return result
def _select(enemies, type, distance_force=True):
self.log('found %s enemies %d' % (type, len(enemies)))
enemies_in_sector = _filter_into_attack_sector(enemies)
if enemies_in_sector: # выбираем того, кого мы сможем ударить прямо сейчас
self.log('found enemies in attack sector %d' % len(enemies_in_sector))
enemies_can_attack_now = _filter_can_attack_now(enemies_in_sector)
if enemies_can_attack_now:
e = _sort_by_hp(enemies_can_attack_now)[0]
self.log('select enemy for attack now by HP %s' % e.id)
elif distance_force:
e = _sort_by_distance(enemies_in_sector)[0]
self.log('select nearest enemy for delayed attack (turn now) %s' % e.id)
else:
e = self._sort_by_angle(me, enemies_in_sector)[0]
self.log('select enemy for delayed attack by angle (turn now) %s' % e.id)
else: # если таких нет - ищем самого слабого
self.log('all enemies not in attack sector')
e = _sort_by_hp(enemies)[0]
self.log('select enemy for turn %s' % e.id)
return e
buildings = [e for e in enemy_targets if isinstance(e, Building)]
wizards = [e for e in enemy_targets if isinstance(e, Wizard)]
minions = [e for e in enemy_targets if isinstance(e, Minion)]
if wizards:
e = _select(wizards, 'wizards', False)
self.log('select wizard for attack %s' % e.id)
elif minions:
e = _select(minions, 'minions', True)
self.log('select minion for attack %s' % e.id)
else:
e = _select(buildings, 'buildings', False)
self.log('select building for attack %s' % e.id)
return e
def _get_enemies(self):
all_targets = self.W.buildings + self.W.wizards + self.W.minions
enemy_targets = [t for t in all_targets if t.faction not in [self.FRIENDLY_FACTION, Faction.NEUTRAL]]
return enemy_targets
def _enemies_in_attack_distance(self, me: Wizard):
enemies = self._get_enemies()
danger_enemies = [e for e in enemies
if self._enemy_in_staff_distance(me, e) or self._enemy_in_cast_distance(me, e)]
self.log('found %d enemies in cast zone' % len(danger_enemies))
return danger_enemies
def _enemies_who_can_attack_me(self, me: Wizard):
danger_enemies = []
for e in self._get_enemies():
distance_to_me = e.get_distance_to_unit(me) - me.radius
attack_range = 0
if isinstance(e, Building):
attack_range = e.attack_range * 1.1
elif isinstance(e, Wizard):
attack_range = e.cast_range
distance_to_me = self._cast_distance(e, me)
elif isinstance(e, Minion) and e.type == MinionType.FETISH_BLOWDART:
attack_range = self.G.fetish_blowdart_attack_range
elif isinstance(e, Minion) and e.type == MinionType.ORC_WOODCUTTER:
attack_range = self.G.orc_woodcutter_attack_range * 2.5
if distance_to_me <= attack_range:
danger_enemies.append(e)
self.log('found %d enemies who can attack me' % len(danger_enemies))
return danger_enemies
def _enemy_in_staff_distance(self, me: Wizard, e):
return me.get_distance_to_unit(e) <= (self.G.staff_range + e.radius)
def _enemy_in_cast_distance(self, me: Wizard, e: LivingUnit):
return self._cast_distance(me, e) < me.cast_range and not self._enemy_in_staff_distance(me, e)
def _cast_distance(self, me: Wizard, e: LivingUnit):
projectile_radius = self.G.magic_missile_radius
return me.get_distance_to_unit(e) - e.radius - projectile_radius
def _enemy_in_attack_sector(self, me: Wizard, e):
return fabs(me.get_angle_to_unit(e)) <= self.STAFF_SECTOR / 2.0
def log(self, message):
if self.LOGS_ENABLE:
print(message)
def _find_potential_miss_enemy(self, me: Wizard):
all_enemies = self._get_enemies()
target_enemies = [e for e in all_enemies if e.id in self.PROJECTILE_MAP.items()]
return [e for e in target_enemies
if self._cast_distance(me, e) > me.cast_range * self.PROJECTILE_SAFE_RANGE_FACTOR]