/
DangerEstimation.cs
649 lines (575 loc) · 26.2 KB
/
DangerEstimation.cs
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using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Windows.Forms;
using Com.CodeGame.CodeWizards2016.DevKit.CSharpCgdk.Model;
namespace Com.CodeGame.CodeWizards2016.DevKit.CSharpCgdk
{
partial class MyStrategy
{
public static double CantMoveDanger = 300;
public static double GoToBonusDanger = 7;
public static TargetsSelector MinionsTargetsSelector;
public static List<Point[]> BuildingsDangerTriangles;
void InitializeDangerEstimation()
{
foreach (var building in OpponentBuildings)
{
building.OpponentsCount = MyCombats.Count(x => x.GetDistanceTo(building) <= building.VisionRange);
if (Game.IsSkillsEnabled)
{
if (building.OpponentsCount >= 4)
building.IsBesieded = true;
}
else
{
if (building.IsBase && building.OpponentsCount >= 7 || !building.IsBase && building.OpponentsCount >= 5)
building.IsBesieded = true;
}
}
MinionsTargetsSelector = new TargetsSelector(Combats) { EnableMinionsCache = true };
BuildingsDangerTriangles = new List<Point[]>();
var top1 = BuildingsObserver.Buildings.FirstOrDefault(x => x.IsTeammate && x.Order == 1 && x.Lane == ALaneType.Top);
if (top1 != null)
{
BuildingsDangerTriangles.Add(new[]
{
top1 + new Point(top1.Radius + Const.WizardRadius, 0),
top1 + new Point(-top1.Radius, -(top1.Radius * 7 + Const.WizardRadius)),
top1 + new Point(-top1.Radius, 0),
});
}
var top0 = BuildingsObserver.Buildings.FirstOrDefault(x => x.IsOpponent && x.Order == 0 && x.Lane == ALaneType.Top);
if (top0 != null)
{
BuildingsDangerTriangles.Add(new[]
{
top0 + new Point(0, top0.Radius + Const.WizardRadius),
top0 + new Point(top0.Radius * 7 + Const.WizardRadius, -top0.Radius),
top0 + new Point(0, -top0.Radius),
});
}
var bottom1 = BuildingsObserver.Buildings.FirstOrDefault(x => x.IsOpponent && x.Order == 1 && x.Lane == ALaneType.Bottom);
if (bottom1 != null)
{
BuildingsDangerTriangles.Add(new[]
{
bottom1 + new Point(-(bottom1.Radius + Const.WizardRadius), 0),
bottom1 + new Point(bottom1.Radius, -(bottom1.Radius * 7 + Const.WizardRadius)),
bottom1 + new Point(bottom1.Radius, 0),
});
}
var bottom0 = BuildingsObserver.Buildings.FirstOrDefault(x => x.IsTeammate && x.Order == 0 && x.Lane == ALaneType.Bottom);
if (bottom0 != null)
{
BuildingsDangerTriangles.Add(new[]
{
bottom0 + new Point(0, -(bottom0.Radius + Const.WizardRadius)),
bottom0 + new Point(bottom0.Radius * 7 + Const.WizardRadius, bottom0.Radius),
bottom0 + new Point(0, bottom0.Radius),
});
}
foreach (var opp in OpponentWizards)
if (opp.GetDistanceTo(ASelf) < ASelf.VisionRange)
opp.IsBesieded = EmulateRush(ASelf, opp) > 30;
}
double EstimateDanger(AWizard my, bool considerWizardBesieded = true)
{
double res = 0;
var nearestTower = OpponentCombats.FirstOrDefault(x => x is ABuilding && x.GetDistanceTo2(my) <= Geom.Sqr(x.CastRange));
foreach (var opp in OpponentCombats)
{
var dist = opp.GetDistanceTo(my);
if (dist > 2*my.VisionRange)
continue;
if (opp is AWizard)
{
var wizard = opp as AWizard;
var inner = (Game.StaffRange + my.Radius) + 1; // (куда достаёт посохом) + запас
var outer = (opp.CastRange + my.Radius + Game.MagicMissileRadius) + 1; // (куда достанет MagicMissile) + запас
if (GoAwayCond(my, wizard))
outer += GoAwaySafeDist - Game.MagicMissileRadius;
var coeff = 45;
if (!wizard.IsBesieded
|| !considerWizardBesieded
|| (nearestTower != null
&& !Utility.IsBase(nearestTower)
&& BuildingsObserver.MyBase.GetDistanceTo2(my) > BuildingsObserver.MyBase.GetDistanceTo2(nearestTower)
&& BuildingsObserver.MyBase.GetDistanceTo2(wizard) > BuildingsObserver.MyBase.GetDistanceTo2(nearestTower)
)
)
{
if (dist < inner)
res += (wizard.StaffDamage + wizard.MagicMissileDamage) * 2;
else if (dist < outer)
res += (wizard.MagicMissileDamage + coeff - (dist - inner) / (outer - inner) * coeff) * 2;
}
else
{
var otr = my.VisionRange * 1.3;
if (dist < otr)
res -= 10 + 60 - dist / otr * 60;
}
}
else if (opp is ABuilding)
{
var building = opp as ABuilding;
if (building.IsBase && !Game.IsSkillsEnabled)
{
var outer = building.CastRange;
if (dist <= outer)
res += 90 - dist/outer*90 + building.Damage;
}
else if (building.IsBesieded)
{
var inner = my.Radius + building.Radius + 2*Game.DartRadius + 3; // свои фетиши могут стрелять
var outer = building.VisionRange*1.2;
if (dist < inner)
res += 20 - dist/inner*20;
else if (dist < outer)
res -= 2 - dist/outer*2;
}
else
{
var inner = Game.StaffRange + building.Radius; // откуда можно достать посохом
var outer = building.CastRange; // куда достреливает башня
double delta = -80;
if (dist < inner)
res += building.Damage - delta;
else if (dist <= outer)
res += (dist - inner)/(outer - inner)*delta + building.Damage - delta;
}
}
else if (opp is AOrc)
{
var inner = Game.OrcWoodcutterAttackRange + my.Radius + Game.MinionSpeed + 20/*запас*/;
var outer = 800;
if (dist < inner)
res += Game.OrcWoodcutterDamage + 15-dist/inner*15;
else if (dist < outer && my.MmSkillLevel < 5)
res -= 3 - (dist - inner)/(outer - inner)*3;
}
else if (opp is AFetish)
{
var inner = opp.CastRange + my.Radius + Game.DartRadius + 10;
if (dist < inner)
{
var fetishTarget = MinionsTargetsSelector.Select(opp);
if (fetishTarget == null || Geom.Sqr(dist - 5) < opp.GetDistanceTo2(fetishTarget))
res += 15 - dist/inner*15 + Game.DartDirectDamage;
}
}
}
// не прижиматься к своим
foreach (var co in MyCombats)
{
var dist = my.GetDistanceTo(co) - co.Radius - my.Radius;
if (my.Id != co.Id && dist < 15)
res += 1 - dist/15*1;
}
if (Game.IsSkillsEnabled)
{
// прижиматься за главную башню
var cr = new Point(World.Width - 258, 258);
var cornerMaxDist = 800;
var distToCorner = my.GetDistanceTo(cr);
if (distToCorner < cornerMaxDist)
res -= 10 - (distToCorner/cornerMaxDist)*10;
}
// держаться подальше от места появления минионов
var spawnDelta = Game.FactionMinionAppearanceIntervalTicks*0.33;
var spawnRemains = World.TickIndex%Game.FactionMinionAppearanceIntervalTicks;
if (spawnRemains < spawnDelta)
{
foreach (var pt in MagicConst.MinionAppearencePoints)
{
var dist = pt.GetDistanceTo(my);
var inner = 450;
if (dist < inner)
res += 14 - dist/inner*14;
}
}
// двигаться по пути к бонусу
if (NextBonusWaypoint != null)
{
var dist = my.GetDistanceTo(NextBonusWaypoint);
var outer = 100.0;
if (dist < outer)
res -= GoToBonusDanger - dist/outer*GoToBonusDanger;
}
var nearestRoad = RoadsHelper.Roads.ArgMin(seg => seg.GetDistanceTo(my));
var linePadding = nearestRoad.LaneType == ALaneType.Middle || nearestRoad.LaneType == ALaneType.Middle2 ? 250.0 : 160.0;
// не прижиматься к лесу
if (MagicConst.TreesFreeCircles.All(x => x.GetDistanceTo(my) > x.Radius))
{
var distToLine = nearestRoad.GetDistanceTo(my);
var outerPadding = 500;
if (distToLine > linePadding && distToLine < outerPadding)
res += (distToLine - linePadding)/(outerPadding - linePadding)*10;
else if (distToLine >= outerPadding)
res += 10;
}
{
// прижиматься к центру дорожки
var distToLine = RoadsHelper.Roads.Where(seg => seg.LaneType != ALaneType.Middle2).Min(seg => seg.GetDistanceTo(my));
var outerPadding = 500;
if (distToLine > linePadding && distToLine < outerPadding)
res -= 1 - (distToLine - linePadding)/(outerPadding - linePadding)*1;
else if (distToLine <= linePadding)
res -= 1;
}
// не прижиматься к стене
var distToBorders = Math.Min(Math.Min(my.X, my.Y), Math.Min(Const.MapSize - my.X, Const.MapSize - my.Y));
var bordersPadding = 45;
if (distToBorders < bordersPadding)
res += 4 - distToBorders/bordersPadding*4;
// не перекрывать бонус
foreach (var bonus in BonusesObserver.Bonuses)
{
var inner = bonus.Radius + my.Radius;
var dist = my.GetDistanceTo(bonus);
if (dist <= inner && !bonus.Exists && bonus.RemainingAppearanceTicks < 100)
res += 30 + 20 - dist / inner * 20;
}
// не прижиматься к углам
for(var i = 0; i <= 3; i += 3)
{
var corner = Const.MapCorners[i];
var dist = my.GetDistanceTo(corner);
var outer = 500;
if (dist < outer)
res += 7 - dist/outer*7;
}
foreach (var tr in BuildingsDangerTriangles)
{
if (Geom.ContainPoint(tr, my))
res += new Segment(tr[0], tr[1]).GetDistanceTo(my) / 100 * 10;
}
return res;
}
List<Tuple<Point, double>> CalculateDangerMap()
{
double range = Self.VisionRange * 1.1,
left = Self.X - range,
right = Self.X + range,
top = Self.Y - range,
bottom = Self.Y + range;
int grid = 60;
var res = new List<Tuple<Point, double>>();
var my = new AWizard(ASelf);
for (int i = 0; i <= grid; i++)
{
for (int j = 0; j <= grid; j++)
{
var pt = new Point((right - left) / grid * i + left, (bottom - top) / grid * j + top);
if (pt.X < 0 || pt.Y < 0 || pt.X > Const.MapSize || pt.Y > Const.MapSize)
continue;
my.X = pt.X;
my.Y = pt.Y;
res.Add(new Tuple<Point, double>(pt, EstimateDanger(my)));
}
}
return res;
}
private bool TryGoByGradient(Func<AWizard, double> costFunction, Func<AWizard, bool> condition, FinalMove move)
{
TimerStart();
var ret = _TryGoByGradient(costFunction, condition, move);
TimerEndLog("TryGoByGradient", 1);
return ret;
}
private bool _TryGoByGradient(Func<AWizard, double> costFunction, Func<AWizard, bool> firstMoveCondition, FinalMove move)
{
var self = new AWizard(ASelf);
var obstacles =
Combats.Where(x => x.Id != Self.Id && !(x is ABuilding)).Cast<ACircularUnit>()
.Concat(BuildingsObserver.Buildings)
.Where(x => self.GetDistanceTo2(x) < Geom.Sqr(x.Radius + 150))
.ToArray();
var danger = costFunction(self); // for debug
List<double> selVec = null;
var minDanger = double.MaxValue;
Point selMoveTo = null;
foreach(var angle in Utility.Range(self.Angle, Math.PI*2 + self.Angle, 24, false))
{
var moveTo = self + Point.ByAngle(angle) * self.VisionRange;
var nearest = Combats
.Where(x => x.GetDistanceTo(self) < Math.Max(self.VisionRange, x.VisionRange) * 1.3)
.Select(Utility.CloneCombat)
.ToArray();
var tergetsSelector = new TargetsSelector(nearest);
var opponents = nearest.Where(x => x.IsOpponent).ToArray();
var vec = new List<double>();
const int steps = 18;
var my = (AWizard) nearest.FirstOrDefault(x => x.Id == self.Id);
var ok = true;
var canMove = true;
while (vec.Count < steps)
{
if (canMove)
{
canMove = my.MoveTo(moveTo, null, w => w.GetFirstIntersection(obstacles) == null);
if (TreesObserver.GetNearestTrees(my).Any(t => t.IntersectsWith(my)))
break;
}
else
{
my.SkipTick();
}
var tmp = OpponentCombats;//HACK
OpponentCombats = opponents;
vec.Add(costFunction(my));
OpponentCombats = tmp;
foreach (var x in opponents)
{
var tar = tergetsSelector.Select(x);
if (tar != null || x is AWizard)
x.EthalonMove(tar);
}
if (vec.Count == 1 && firstMoveCondition != null && !firstMoveCondition(my))
{
ok = false;
break;
}
}
if (!ok || vec.Count == 0)
continue;
while(vec.Count < steps)
vec.Add(CantMoveDanger);
var newDanger = 0.0;
for (var k = 0; k < steps; k++)
newDanger += vec[k]*Math.Pow(0.87, k);
newDanger += 3 * vec[0];
if (newDanger < minDanger)
{
minDanger = newDanger;
selMoveTo = Utility.PointsEqual(my, self) ? null : moveTo;
selVec = vec;
}
}
if (selVec != null)
{
move.Speed = move.StrafeSpeed = 0;
move.MoveTo(selMoveTo, null);
return true;
}
return false;
}
bool TryPreDodgeProjectile()
{
const int preTicks = 18;
var opp = OpponentWizards
.OrderBy(x => x.GetDistanceTo2(ASelf))
.FirstOrDefault(x =>
Math.Min(x.RemainingActionCooldownTicks, x.RemainingMagicMissileCooldownTicks) <= preTicks
&& x.GetDistanceTo(ASelf) <= x.CastRange + ASelf.Radius + Game.MagicMissileRadius + 7
&& Math.Abs(x.GetAngleTo(ASelf)) <= Game.StaffSector /* /2*/
);
if (opp == null)
return false;
if (Math.Abs(ASelf.GetAngleTo(opp)) < Math.PI/2 && ASelf.GetDistanceTo(opp) > 500)
{
var obstacles = Combats.Where(x => x.Id != Self.Id && x.GetDistanceTo(ASelf) < 300).ToArray();
var selSign = 0;
double selPriority = int.MaxValue;
var requiredAngle = ASelf.GetDistanceTo(opp) <= opp.CastRange + ASelf.Radius
? Math.PI - 2*ASelf.MaxTurnAngle - 0.001
: Math.PI/2;
for (var sign = -1; sign <= 1; sign += 2)
{
var my = new AWizard(ASelf);
var priority = 0.0;
while (Math.Abs(my.GetAngleTo(opp)) < requiredAngle)
{
my.Angle += sign*my.MaxTurnAngle;
priority += 0.1;
}
for (var i = 0; i < 15; i++)
{
if (!my.MoveTo(my + Point.ByAngle(my.Angle), null, w => !CheckIntersectionsAndTress(w, obstacles)))
{
break;
}
priority--;
}
if (priority < selPriority)
{
selPriority = priority;
selSign = sign;
}
}
FinalMove.Turn = selSign * 10;
return true;
}
return false;
}
bool PostDodgeProjectile()
{
var self = new AWizard(ASelf);
var curDamage = _getProjectilesDamage(new List<AWizard> {self});
self.Move(FinalMove.Speed, FinalMove.StrafeSpeed);
var newDamage = _getProjectilesDamage(new List<AWizard> { self });
if (Utility.Less(curDamage, newDamage))
{
FinalMove.Speed = 0;
FinalMove.StrafeSpeed = 0;
return true;
}
return false;
}
bool TryDodgeProjectile()
{
TimerStart();
var ret = _tryDodgeProjectile();
TimerEndLog("TryDodgeProjectile", 1);
return ret;
}
double _getProjectilesDamage(List<AWizard> myStates)
{
var totalDamage = 0.0;
foreach (var arr in ProjectilesPaths1)
{
if (arr[0].GetDistanceTo2(ASelf) > Geom.Sqr(1000))
continue;
var fireballMinDist = 1000.0;
AProjectile fireballMinDistState = null;
AWizard fireballMinDistMyState = null;
for (var ticksPassed = 0; ticksPassed < ProjectilesCheckTicks; ticksPassed++)
{
var cur = myStates[Math.Min(ticksPassed, myStates.Count - 1)];
for (var mt = 0; mt <= arr[0].MicroTicks; mt++)
{
var microTick = ticksPassed * arr[0].MicroTicks + mt;
var proj = arr[microTick];
if (!proj.Exists)
{
ticksPassed = ProjectilesCheckTicks; // выход из внешнего цикла
break;
}
if (proj.Type == ProjectileType.Fireball)
{
var dist = cur.GetDistanceTo(proj);
if (dist < fireballMinDist && (!proj.IsFriendly || proj.RemainingDistance < Const.Eps)) // для своих фаерболов точно известно когда взорвется
{
fireballMinDist = dist;
fireballMinDistState = proj;
fireballMinDistMyState = cur;
}
}
else
{
if (proj.IntersectsWith(cur) || microTick > 0 && Geom.SegmentCircleIntersects(arr[microTick - 1], proj, cur, cur.Radius + proj.Radius))
{
totalDamage += proj.Damage;
ticksPassed = ProjectilesCheckTicks; // выход из внешнего цикла
break;
}
}
}
}
if (fireballMinDistState != null)
{
totalDamage += AProjectile.GetFireballDamage(fireballMinDistState, fireballMinDistMyState);
}
}
return totalDamage;
}
bool _tryDodgeProjectile()
{
var obstacles = Combats.Where(x => x.Id != Self.Id && x.GetDistanceTo(ASelf) < 300).ToArray();
var minTicks = int.MaxValue;
var minDamage = 1000.0;
Point selMoveTo = null;
Point selTurnTo = null;
foreach (var doTurn in new[] {false, true})
{
foreach (var angle in Utility.Range(0, Math.PI * 2, 40, false))
{
if (minTicks == 0 && minDamage < Const.Eps) // ничего не грозит
break;
var ticks = 0;
var my = new AWizard(ASelf);
var bonus = new ABonus(BonusesObserver.Bonuses.ArgMin(b => b.GetDistanceTo(Self)));
var moveTo = my + Point.ByAngle(angle) * 1000;
var turnTo = doTurn ? moveTo : null;
var myStates = new List<AWizard> {new AWizard(my)};
while (ticks < ProjectilesCheckTicks)
{
var totalDamage = _getProjectilesDamage(myStates);
if (Utility.Less(totalDamage, minDamage) ||
Utility.Equals(totalDamage, minDamage) && ticks < minTicks)
{
minTicks = ticks;
minDamage = totalDamage;
selMoveTo = moveTo;
selTurnTo = turnTo;
}
bonus.SkipTick();
my.MoveTo(moveTo, turnTo, w =>
{
if (CheckIntersectionsAndTress(w, obstacles))
return false;
if (bonus.RemainingAppearanceTicks < 15 && bonus.IntersectsWith(w))
return false;
return true;
});
myStates.Add(new AWizard(my));
ticks++;
}
}
}
if (minTicks == 0 || minTicks == int.MaxValue) // нет необходимости уворачиваться
return false;
if (selTurnTo != null || Math.Abs(ASelf.GetAngleTo(selMoveTo)) < Math.PI/2)
{
FinalMove.Turn = 0;
}
FinalMove.MoveTo(selMoveTo, selTurnTo);
return true;
}
public static int ProjectilesCheckTicks = 25;
public void InitializeProjectiles()
{
var projectiles = ProjectilesObserver.Projectiles;
ProjectilesPaths1 = new AProjectile[projectiles.Length][];
for (var i = 0; i < projectiles.Length; i++)
{
var proj = projectiles[i];
ProjectilesPaths1[i] = new AProjectile[ProjectilesCheckTicks * proj.MicroTicks + 1];
ProjectilesPaths1[i][0] = new AProjectile(proj);
for (var j = 1; j < ProjectilesPaths1[i].Length; j++)
{
ProjectilesPaths1[i][j] = new AProjectile(ProjectilesPaths1[i][j - 1]);
ProjectilesPaths1[i][j].MicroMove();
}
}
}
void GoAway()
{
GoAround(BuildingsObserver.MyBase);
}
public static int GoAwayMaxLife = 45;
public static double GoAwayMaxDist = 15;
public static double GoAwaySafeDist = 30;
bool GoAwayCond(AWizard self, AWizard opp)
{
return self.Life <= GoAwayMaxLife && CanRush(opp, self) && !opp.IsBesieded;
}
bool GoAwayDetect()
{
if (Const.TopRightCorner.GetDistanceTo(ASelf) < 800)
return false;
if (ASelf.GetDistanceTo(BuildingsObserver.MyBase) <= Game.FactionBaseVisionRange)
return false;
var nearest = OpponentWizards
.Where(x => ASelf.GetDistanceTo(x) < x.CastRange + ASelf.Radius + GoAwayMaxDist && GoAwayCond(ASelf, x))
.ArgMin(x => x.GetDistanceTo2(ASelf));
if (nearest != null)
{
return true;
}
return false;
}
}
}