示例#1
0
    def move(self, me: Wizard, world: World, game: Game, move: Move):
        # First, initialize some common things.
        attack_faction = self.get_attack_faction(me.faction)
        skills = set(me.skills)

        # Learn some skill.
        move.skill_to_learn = self.skill_to_learn(skills)
        # Apply some skill.
        move.status_target_id = me.id

        # Bonus pick up.
        bonus_tick_index = world.tick_index % 2500
        if self.pick_up_bonus is None and (me.x > 1600.0 or me.y < 2400.0) and bonus_tick_index >= 2000:
            self.pick_up_bonus = min(BONUSES, key=(lambda bonus: me.get_distance_to(*bonus)))
        if me.x < 400.0 and me.y > 3600.0:
            self.pick_up_bonus = None
        if self.pick_up_bonus is not None:
            x, y = self.pick_up_bonus
            if not MyStrategy.attack_nearest_enemy(me, world, game, move, skills, attack_faction):
                move.turn = me.get_angle_to(x, y)
            if bonus_tick_index >= 2000 and me.get_distance_to(x, y) < me.radius + 2.0 * game.bonus_radius:
                # Bonus hasn't appeared yet. Stay nearby.
                return
            if 0 < bonus_tick_index < 2000 and (
                # Bonus has just been picked up.
                me.get_distance_to(x, y) < me.radius or
                # No bonus there.
                (me.get_distance_to(x, y) < me.vision_range and not world.bonuses)
            ):
                self.pick_up_bonus = None
            else:
                self.move_by_tiles_to(me, world, game, move, x, y)
            return

        # Check if I'm healthy.
        if self.is_in_danger(me, world, game, me.x, me.y, attack_faction):
            # Retreat to the nearest safe tile.
            x, y = min((
                (x, y)
                for x, y in KEY_TILES
                if not self.is_in_danger(me, world, game, x, y, attack_faction)
            ), key=(lambda point: me.get_distance_to(*point)))
            self.move_by_tiles_to(me, world, game, move, x, y)
            MyStrategy.attack_nearest_enemy(me, world, game, move, skills, attack_faction)
            return

        # Else try to attack the best target.
        if MyStrategy.attack_best_target(me, world, game, move, skills, attack_faction):
            return

        # Quick and dirty fix to avoid being stuck near the base.
        if me.x < 400.0 and me.y > 3600.0:
            move.turn = me.get_angle_to(*self.move_by_tiles_to(me, world, game, move, 200.0, 200.0))
            return

        # Nothing to do. Just go to enemy base.
        x, y = self.move_by_tiles_to(me, world, game, move, ATTACK_BASE_X, ATTACK_BASE_Y)
        move.turn = me.get_angle_to(x, y)
def apply_go_to_move(point: Point2D, me: Wizard, game: Game, move: Move):
    """
    Простейший способ перемещения волшебника.
    """
    angle = me.get_angle_to(point.x, point.y)
    move.turn = angle

    if math.fabs(angle) < game.staff_sector / 4.0:
        move.speed = game.wizard_forward_speed
示例#3
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
示例#4
0
 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