示例#1
0
    def __init__(self, name, bullet1_cls, bullet2_cls, ship_type=None):
        self.ship_type = ship_type
        self.tilt_angle = 0
        self.weight = 1
        self.health = 100
        self.immortality = int(3 / app.constants.FRAME_INTERVAL)
        self.engine = Engine()
        self.damage = 0
        self.kills = 0
        self.name = name[:15] or 'Anonymous'
        self._acc = Vector2D(x=0, y=0)
        self.dead_step = -1
        # dead_step
        # -1 : life
        # 0 : in dive
        # >0 impolisum and fire
        # 0..5 implosiom
        # >80 close socket

        self.pk = None
        self.candidat_position = Vector2D(x=0, y=0)
        self.current_speed = Vector2D(x=0, y=0)
        self.current_route = _pi_2
        self.control = _Control()
        self.a_sum = Vector2D(x=0, y=0)

        self.demensions_info = [(p.length, p.angle() - _pi_2)
                                for p in self.demensions]
        self.demensions_max_radius = max(d.y for d in self.demensions)

        while True:
            self.candidat_position = Vector2D(x=random.random() * MAP_SIZE[0],
                                              y=random.random() * MAP_SIZE[1])
            if not get_polygon_idx_collision(self.candidat_position.x,
                                             self.candidat_position.y):
                self.current_position = self.candidat_position
                self.candidat_position = Vector2D(x=0, y=0)
                break
        self.current_polygon = [
            Vector2D(
                length=p_length,
                angle=p_angle - self.current_route,
            ) + self.current_position
            for p_length, p_angle in self.demensions_info
        ]
        self.current_polygon_info = get_polygon_info(self.current_polygon)

        self.gun1 = Gun(**bullet1_cls(self).gun_kwargs)
        self.bullet1_cls = bullet1_cls

        self.gun2 = Gun(**bullet2_cls(self).gun_kwargs)
        self.bullet2_cls = bullet2_cls

        from app.castomization import SmokeBullet
        self.smoke_cls = SmokeBullet
        self.smoke_interval = _smoke_interval
        self.lifetime = None
        self.starttime = None

        self.dead_reason = None
示例#2
0
 def __init__(self, ws=None, ship=None, is_assigned_to_room=False):
     self.is_assigned_to_room = is_assigned_to_room
     self.last_use = now()
     self.pk = uuid.uuid4().hex[0:8]
     self.ws = ws
     self.ship = ship
     self.centor_vector = Vector2D(x=VIEWPORT_SIZE[0] / 2,
                                   y=VIEWPORT_SIZE[1] / 2)
     self.background_position = Vector2D(x=0, y=0)
     self.sum_damage = 0
     self._observer_position = Vector2D(
         x=random.randint(int(VIEWPORT_SIZE[0] / 2),
                          int(MAP_SIZE[0] - VIEWPORT_SIZE[0] / 2)),
         y=random.randint(int(VIEWPORT_SIZE[1] / 2),
                          int(MAP_SIZE[1] - VIEWPORT_SIZE[1] / 2)),
     )
     self._observer_position_delta = [
         [1, -1],
         [0.5, -0.5],
     ]
     self.extra_viewport = None
示例#3
0
文件: start_bot.py 项目: niko83/xlimb
def get_directions_correction(my_obj, obj, prev_point=None):
    angle_to_obj = Vector2D(
        x=obj['x'] - my_obj['x'],
        y=my_obj['y'] - obj['y'],
    ).angle()

    if prev_point:
        if (int(my_obj['x']) == int(prev_point['x'])
                and int(my_obj['y']) == int(prev_point['y'])):
            print('Stop %s' % random.random())

        #  angle_speed = Vector2D(
        #  x=my_obj['x'] - prev_point['x'],
        #  y=prev_point['y'] - my_obj['y']
        #  ).angle()

        #  if angle_speed > math.pi:
        #  angle_speed -= (math.pi * 2)
        #  if angle_speed < -math.pi:
        #  angle_speed += (math.pi * 2)

    if my_obj['angle'] > math.pi:
        my_obj['angle'] -= (math.pi * 2)
    if my_obj['angle'] < -math.pi:
        my_obj['angle'] += (math.pi * 2)

    if angle_to_obj > math.pi:
        angle_to_obj -= (math.pi * 2)
    if angle_to_obj < -math.pi:
        angle_to_obj += (math.pi * 2)

    angle_diff = angle_to_obj - my_obj['angle']
    #  if prev_point and my_obj['angle'] and abs(angle_speed-my_obj['angle'])/my_obj['angle'] < math.pi / 2:
    #  angle_diff = angle_to_obj - angle_speed*0.2 - my_obj['angle']
    #  else:

    abs_angle_diff = abs(angle_diff)

    if not (15 <= math.degrees(abs_angle_diff) <= 360 - 15):
        return '0', abs_angle_diff

    if angle_diff < math.pi / 180 * 3:
        if abs_angle_diff <= math.pi:
            return '1', abs_angle_diff
        else:
            return '-1', abs_angle_diff
    elif angle_diff > math.pi / 180 * 3:
        if abs_angle_diff <= math.pi:
            return '-1', abs_angle_diff
        else:
            return '1', abs_angle_diff
示例#4
0
文件: bonus.py 项目: niko83/xlimb
    def calculate_position(self):
        FI = app.constants.FRAME_INTERVAL
        self.life_limit -= FI
        if self.life_limit < 0:
            self.life_limit = -1000  # selfdestroy
            return

        if not self.current_speed:
            return

        a_sum = self.current_speed * (-MU)
        self.current_speed += a_sum * FI
        sum_vector = self.current_speed * FI + (a_sum / 2) * FI**2
        self.candidat_position.reinit(self.current_position.x + sum_vector.x,
                                      self.current_position.y - sum_vector.y)

        if get_polygon_idx_collision(self.candidat_position.x,
                                     self.candidat_position.y):
            self.life_limit = -1
            return

        self.current_position.reinit(
            x=self.candidat_position.x,
            y=self.candidat_position.y,
        )

        if self.current_speed.length < 2:
            self.current_speed = None

        self.current_polygon = [
            Vector2D(
                length=p_length,
                angle=p_angle,
            ) + self.current_position
            for p_length, p_angle in self.demensions_info
        ]
示例#5
0
 def __init__(self, name, wearpon1, wearpon2, *args, **kwargs):
     self.demensions = [
         Vector2D(x=-7, y=30),
         Vector2D(x=7, y=30),
         Vector2D(x=45, y=5),
         Vector2D(x=12, y=-30),
         Vector2D(x=-12, y=-30),
         Vector2D(x=-45, y=5),
     ]
     super(Ship30, self).__init__(
         name=name,
         bullet1_cls=map_weapon1[wearpon1],
         bullet2_cls=map_weapon2[wearpon2],
         ship_type=30,
         *args,
         **kwargs,
     )
     self.health = 170
     self.weight = 1.3
     self.rotation_speed = 0.9 * 4
     self.engine.power = self.engine.power * 1.10
示例#6
0
    def __init__(self, name, wearpon1, wearpon2, *args, **kwargs):
        self.demensions = [
            Vector2D(x=-7, y=30),
            Vector2D(x=7, y=30),
            Vector2D(x=32, y=10),
            Vector2D(x=12, y=-30),
            Vector2D(x=-12, y=-30),
            Vector2D(x=-32, y=10),
        ]

        # Bot ship
        super(Ship10, self).__init__(
            name=name,
            bullet1_cls=map_weapon1[wearpon1],
            bullet2_cls=map_weapon2[wearpon2],
            ship_type=10,
            *args,
            **kwargs,
        )
        self.rotation_speed = 3
        self.weight = 0.8
        self.health = 80
        self.engine.power = 800
示例#7
0
    def __init__(
        self,
        emitter,
        speed=650,
        ricochet=False,
        life_limit=4,
        health=-35,
        dispersion=0,
        able_to_make_tracing=False,  # seconds
        reverse_shot=False,
        center_shot=False,
        is_tracer=False,
        trace_speed=None,
        trace_dispersion=0,
        trace_life_limit=0,
        trace_health=-5,
        trace_count=0,
        trace_route=0,
        trace_ricochet=False,
        bullet_speed=None,
    ):
        self.ship_emitter = emitter.ship_emitter if is_tracer else emitter
        self.pk = uuid.uuid4().hex[0:4]
        self.current_polygon = None
        self.trace_speed = trace_speed
        self.trace_dispersion = trace_dispersion
        self.trace_life_limit = trace_life_limit
        self.trace_health = trace_health
        self.trace_count = trace_count
        self.trace_route = trace_route
        self.trace_ricochet = trace_ricochet
        self.bullet_speed = bullet_speed

        if is_tracer:
            bullet_route = random.random() * 2 * math.pi
        else:
            if dispersion:
                bullet_route = emitter.current_route + random.random(
                ) * dispersion - dispersion / 2
            else:
                bullet_route = emitter.current_route

        start_position = emitter.position_abs(candidat=False)

        max_radius = 2 if is_tracer else emitter.demensions_max_radius
        self.current_route = 0

        if center_shot:
            self.current_position = Vector2D(x=start_position.x,
                                             y=start_position.y)
        elif reverse_shot:
            self.current_position = (
                Vector2D(x=start_position.x, y=start_position.y) -
                Vector2D(x=max_radius * math.cos(emitter.current_route),
                         y=-max_radius * math.sin(emitter.current_route)))
        else:
            self.current_position = (
                Vector2D(x=start_position.x, y=start_position.y) +
                Vector2D(x=max_radius * math.cos(emitter.current_route),
                         y=-max_radius * math.sin(emitter.current_route)))

        self.approx_x = floor(self.current_position.x / CELL_STEP)
        self.approx_y = floor(self.current_position.y / CELL_STEP)

        if is_tracer:
            if trace_speed is None:
                self.current_speed = Vector2D(length=speed, angle=bullet_route)
            else:
                if trace_route:
                    self.current_speed = Vector2D(
                        length=trace_speed * random.random(),
                        angle=bullet_route) + self.bullet_speed * trace_route
                else:
                    self.current_speed = Vector2D(length=trace_speed *
                                                  random.random(),
                                                  angle=bullet_route)
        else:
            if reverse_shot:
                self.current_speed = Vector2D(length=speed,
                                              angle=bullet_route + math.pi)
            else:
                self.current_speed = Vector2D(length=speed, angle=bullet_route)
                if emitter.current_speed and not center_shot:
                    self.current_speed += emitter.current_speed

        self.bullet_speed = self.current_speed

        self.candidat_position = Vector2D(x=0, y=0)
        self.ricochet = ricochet
        self.able_to_make_tracing = -able_to_make_tracing if able_to_make_tracing else -100000000
        self.life_limit = life_limit
        self.health = health
        self.fuel = 0
        self.bullet1 = 0
        self.bullet2 = 0

        if not self.health:
            self.size = 0
        else:
            self.size = 5 - (self.health / 100) * 25
示例#8
0
try:
    from app.vector import Vector2D
    from app.constants import MAP_SIZE, TEST_BOT
except ImportError:
    TEST_BOT = False
    MAP_SIZE = (3371, 1889)

    class Vector2D:
        def __init__(self, x=None, y=None):
            self.x = x
            self.y = y


fake_polygon = (
    Vector2D(0, 0),
    Vector2D(1, 0),
    Vector2D(1, 1),
    Vector2D(0, 1),
)

polygon2 = (
    Vector2D(0, 0),
    Vector2D(MAP_SIZE[0], 0),
    Vector2D(MAP_SIZE[0], 50),
    Vector2D(0, 20),
)
polygon3 = (
    Vector2D(MAP_SIZE[0] - 50, 0),
    Vector2D(MAP_SIZE[0], 0),
    Vector2D(MAP_SIZE[0], MAP_SIZE[1]),
    Vector2D(MAP_SIZE[0] - 50, MAP_SIZE[1]),
示例#9
0
    def calculate_position(self):

        if self.immortality:
            self.immortality -= 1

        if self.health <= 0:
            if self.dead_step == -1:
                self.mark_as_dead(to_dive=True)
            return self._dive()

        a_friction = self.current_speed * (-MU)

        tilt_angle_speed = 7 * self.rotation_speed * app.constants.FRAME_INTERVAL
        if self.control.vector:
            if self.control.vector > 0 and self.tilt_angle < 9:
                self.tilt_angle += tilt_angle_speed
            elif self.control.vector < 0 and self.tilt_angle > -9:
                self.tilt_angle -= tilt_angle_speed
        else:
            if self.tilt_angle > 0:
                self.tilt_angle -= tilt_angle_speed
            elif self.tilt_angle < 0:
                self.tilt_angle += tilt_angle_speed

        self.current_route -= self.rotation_speed * app.constants.FRAME_INTERVAL * self.control.vector

        if self.control.accelerator:
            power = self.engine.power if self.engine.is_ready else 200
            self._acc.reinit(
                angle=self.current_route,
                length=power / self.weight,
            )
            self.engine.acceleration()
            self.a_sum.reinit(
                x=self._acc.x + gravity.x + a_friction.x,
                y=self._acc.y + gravity.y + a_friction.y,
            )
        else:
            self.a_sum.reinit(
                x=gravity.x + a_friction.x,
                y=gravity.y + a_friction.y,
            )
        self.a_sum *= app.constants.FRAME_INTERVAL
        self.current_speed += self.a_sum

        sum_vector = self.current_speed * app.constants.FRAME_INTERVAL + (
            self.a_sum / 2) * app.constants.FRAME_INTERVAL**2
        self.candidat_position.x = self.current_position.x + sum_vector.x
        self.candidat_position.y = self.current_position.y - sum_vector.y

        round_x = floor(self.candidat_position.x / CELL_STEP)
        round_y = floor(self.candidat_position.y / CELL_STEP)
        try:
            has_world_collision = polygon_cell[round_x][round_y]
        except:
            has_world_collision = True

        if has_world_collision:
            polygon_idx = get_polygon_idx_collision(self.candidat_position.x,
                                                    self.candidat_position.y)
            if polygon_idx:
                polygon = all_polygons[polygon_idx]
            else:
                polygon = None
        else:
            polygon = None

        if polygon:
            angle = get_angle_collision(self, polygon) or _pi_2

            self.current_speed.reinit(length=self.current_speed.length * 0.3,
                                      angle=angle * 2 +
                                      self.current_speed.angle())

            self.health -= 100 * app.constants.FRAME_INTERVAL  # polygon dead
            if self.health <= 0:
                self.mark_as_dead(DeadReason.WORLD_COLLISION)
            self.current_polygon = [
                Vector2D(
                    length=p_length,
                    angle=p_angle - self.current_route,
                ) + self.current_position
                for p_length, p_angle in self.demensions_info
            ]
            self.current_polygon_info = get_polygon_info(self.current_polygon)

            return
        self.current_position.reinit(
            x=self.candidat_position.x,
            y=self.candidat_position.y,
        )

        self.current_polygon = [
            Vector2D(
                length=p_length,
                angle=p_angle - self.current_route,
            ) + self.current_position
            for p_length, p_angle in self.demensions_info
        ]
        self.current_polygon_info = get_polygon_info(self.current_polygon)
示例#10
0
from app.engine import Engine
from app.gun import Gun
from app.helper import in_polygon_info, get_polygon_info, get_angle_collision, polygon_cell
from app.polygon_data import all_polygons
from app.vector import Vector2D

import logging

logger = logging.getLogger('xlimb.' + __name__)
logger_stat = logging.getLogger('stat.' + __name__)

now = datetime.now
_pi2 = pi * 2
_pi_2 = pi / 2

gravity = Vector2D(angle=pi * 3 / 2, length=G)
gravity_dive = Vector2D(angle=pi * 3 / 2, length=G_DIVE)

_smoke_interval = 0.020


class _Control:
    def __init__(self):
        self.accelerator = 0
        self.vector = 0
        self.shot = 0
        self.shot2 = 0


class Ship(object):
    def __init__(self, name, bullet1_cls, bullet2_cls, ship_type=None):
示例#11
0
文件: bonus.py 项目: niko83/xlimb
    def __init__(
        self,
        emitter=None,
        health=1,
        fuel=0,
        bullet1=0,
        bullet2=0,
        dispersion=True,
        start_position=None,
        life_limit=30,
    ):
        self.type = 0
        self.damage = 0  # interface consist
        self.kills = 0  # interface consist
        self.current_route = 0  # interface consist
        self.pk = random.randint(1, 30000)
        self.ship_emitter = emitter
        if dispersion:
            bonus_route = random.random() * 2 * math.pi
        else:
            bonus_route = 0

        self._demensions = [
            Vector2D(x=-15, y=15),
            Vector2D(x=15, y=15),
            Vector2D(x=15, y=-15),
            Vector2D(x=-15, y=-15),
        ]
        self.demensions_info = [(p.length, p.angle() - math.pi / 2)
                                for p in self._demensions]
        self.demensions_max_radius = max(d.y for d in self._demensions)

        if start_position:
            self.current_position = Vector2D(
                x=start_position.x,
                y=start_position.y,
            )
            self.candidat_position = Vector2D(x=0, y=0)
        else:
            while True:
                self.candidat_position = Vector2D(
                    x=random.random() * MAP_SIZE[0],
                    y=random.random() * MAP_SIZE[1],
                )
                if not get_polygon_idx_collision(self.candidat_position.x,
                                                 self.candidat_position.y):
                    self.current_position = self.candidat_position
                    break

        self.current_polygon = [
            Vector2D(
                length=p_length,
                angle=p_angle,
            ) + self.current_position
            for p_length, p_angle in self.demensions_info
        ]

        if dispersion:
            self.current_speed = Vector2D(length=60, angle=bonus_route)
        else:
            self.current_speed = None

        self.life_limit = life_limit
        self.health = health
        self.fuel = fuel
        self.bullet1 = bullet1
        self.bullet2 = bullet2
示例#12
0
文件: start_bot.py 项目: niko83/xlimb
def bot_control(ws, viewport_data):
    last_msg = None

    bot_path = None
    prev_point = None

    while True:
        sleep(0.1)

        v_data = copy.deepcopy(viewport_data)
        try:
            v_data['my_obj']['x']
            v_data['my_obj']['client_pk']
            v_data['my_obj']['ship_pk']
        except KeyError:
            bot_path, nearest_point = None, None
            sleep(1)
            continue

        msg = {
            'client_pk': v_data['my_obj']['client_pk'],
            'ship_pk': v_data['my_obj']['ship_pk'],
            'gas': 0,
            'direction': 0,
            'weapon1': 0,
            'weapon2': 0,
        }

        if prev_point:
            speed = Vector2D(x=v_data['my_obj']['x'] - prev_point['x'],
                             y=prev_point['y'] - v_data['my_obj']['y']).length
        else:
            speed = 0

        if not v_data['ships']:
            msg['weapon1'] = 0
            msg['weapon1'] = 0

        if not v_data['bonuses']:
            msg['gas'] = 0

        if _ship_attack(v_data, msg):
            bot_path, nearest_point = None, None
        elif _grab_bonus(v_data, speed, msg):
            bot_path, nearest_point = None, None
        else:
            if not bot_path:
                bot_path, nearest_point, is_main_path = get_bot_path(
                    v_data['my_obj'])

            if not bot_path:
                msg['gas'] = 1
                continue

            limit = 100 if is_main_path else 50

            if sort_by_distance(v_data['my_obj'], nearest_point) < limit:
                try:
                    nearest_point = bot_path.__next__()
                except StopIteration:
                    local_path = copy.deepcopy(path)
                    sort_dst = partial(sort_by_distance, v_data['my_obj'])
                    local_path.sort(key=sort_dst)
                    nearest_point = local_path[0]

                    bot_path = cycle(path)
                    for i in bot_path:
                        if i == nearest_point:
                            break

            msg['direction'], angle = get_directions_correction(
                v_data['my_obj'], nearest_point)
            msg['gas'] = _gas(speed,
                              v_data['my_obj'],
                              nearest_point,
                              is_main_path,
                              angle=angle)

            if _has_world_collision(v_data['my_obj'], nearest_point):
                bot_path, nearest_point = None, None
                pass
            else:
                pass

        candidat_msg = '{client_pk}:cursor_pos:{ship_pk}!{gas}!{direction}!{weapon1}!{weapon2}'.format(
            **msg)
        if candidat_msg != last_msg:
            ws.send(candidat_msg)
            last_msg = candidat_msg

        prev_point = copy.deepcopy(v_data['my_obj'])
示例#13
0
文件: helper.py 项目: niko83/xlimb
 def __init__(self, x, y):
     self.candidat_position = Vector2D(x=x, y=y)