示例#1
0
 def move_by_tiles_to(me: Wizard, world: World, game: Game, move: Move, x: float, y: float) -> Tuple[float, float]:
     # We're already there?
     if me.get_distance_to(x, y) < 1.0:
         # Reached the destination.
         return x, y
     if me.get_distance_to(x, y) < DIRECT_MOVE_DISTANCE:
         # We can just move there.
         MyStrategy.move_to(me, world, game, move, x, y)
         return x, y
     # Find the nearest tile.
     my_index, (my_tile_x, my_tile_y) = min(enumerate(KEY_TILES), key=(lambda tile: me.get_distance_to(*tile[1])))
     if not MyStrategy.is_in_tile(my_tile_x, my_tile_y, me.x, me.y):
         # We're away. Go to this tile.
         MyStrategy.move_to(me, world, game, move, my_tile_x, my_tile_y)
         return my_tile_x, my_tile_y
     # Find the destination tile.
     destination_index = next(
         i for i, (tile_x, tile_y) in enumerate(KEY_TILES)
         if MyStrategy.is_in_tile(tile_x, tile_y, x, y)
     )
     # Find route between tiles.
     bfs_queue = [destination_index]
     bfs_visited = {destination_index}
     while bfs_queue:
         current_index = bfs_queue.pop(0)
         for previous_index in KEY_ADJACENT[current_index]:
             if previous_index == my_index:
                 move_x, move_y = KEY_TILES[current_index]
                 MyStrategy.move_to(me, world, game, move, move_x, move_y)
                 return move_x, move_y
             if previous_index not in bfs_visited:
                 bfs_queue.append(previous_index)
                 bfs_visited.add(current_index)
     print("Failed to find route from %s, %s to %s, %s" % (me.x, me.y, x, y))
     return x, y
示例#2
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)
示例#3
0
 def _near_waypoint(me: Wizard, wp_coords):
     return me.get_distance_to(*wp_coords) < me.radius * 2
示例#4
0
    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