Beispiel #1
0
bool EnemyBlocked( Tank * pEnemy, Tank & self, vector<Tank> & t )
{
	double my_angle = self.GetAngleTo( *pEnemy );
	double my_dist = self.GetDistanceTo( *pEnemy );

	for (int i = 0; i < t.size(); ++i)
	{
		if (t[i].id() == pEnemy->id() || t[i].id() == self.id())
		{
			continue;
		}

		double max_wh = std::max( t[i].width(), t[i].height() );

		double alpha = fabs( self.GetAngleTo(t[i]) - my_angle );
		double his_dist = self.GetDistanceTo( t[i] );
		
		if (alpha > M_PI / 4)
		{
			continue;
		}
		
		double d_size = sin(alpha) * my_dist;

		if ( d_size <= max_wh/2 && his_dist < my_dist )
		{
			return true;
		}
	}

	return false;
}
Beispiel #2
0
void MyStrategy::Move(Tank self, World world, model::Move& move)
{
	if (world.tick() == 1)
	{
		FirstTick(self, world);
	}

	vector<Tank> t = world.tanks();
	vector<Shell> s = world.shells();
	vector<Bonus> b = world.bonuses();

	double xForce = 0 , yForce = 0 ;

	for (int i = 0; i < t.size(); ++i)
	{
		if (self.id() == t[i].id())
			continue;

		if (EnemyDead(&t[i]))
			continue;

		ForceModify( self, t[i], xForce, yForce, -1.0 );
	}

	Bonus * pBonus = 0;

	if ( !TimeToHide( self, world, move ) )
	{
	
		pBonus = get_need_id(g_need_id, b);

		//pBonus = GetNeededBonus( self, b );

		if (!pBonus || ( pBonus->type() != MEDIKIT && HealthIsCritical(self) ) )
		{
			pBonus = GetNeededBonus( self, b );
		}

	}

	for (int i = 0; i < b.size(); ++i)
	{

		double bonusPower = 1.0;

		if (pBonus && b[i].id() == pBonus->id())
		{
			bonusPower = 10000.0;
		}

		ForceModify( self, b[i], xForce, yForce, bonusPower );
	}

	/* for (int i = 0; i < s.size(); ++i)
	{
		if (self.player_name() != s[i].player_name())
		{
			ForceModify( self, s[i], xForce, yForce, -100000.0 );
		}
	} */

	double orig_angle = atan2(xForce, yForce);

	double angle = orig_angle;

	double fangle = fabs(angle);

	double MIN_ANGLE_B = M_PI/30.0;

	double dir = 1.0;
	double s_angle = self.angle();

	if (orig_angle > PI_D_2)
	{
		angle = M_PI - fangle;
		dir = -1.0;
	}

	if (orig_angle < -PI_D_2)
	{
		angle = fangle - M_PI;
		dir = -1.0;
	}

	if (fangle > PI_D_2)
	{
		if ( angle > MIN_ANGLE_B )
		{
			move.set_left_track_power(-1.0);
			move.set_right_track_power( .75 ); //(.75);
		}
		else if ( angle < -MIN_ANGLE_B )
		{
			move.set_left_track_power(.75 );//(.75);
			move.set_right_track_power(-1.0);	
		}
		else
		{
			move.set_left_track_power(dir*1);
			move.set_right_track_power(dir*1);
		}
	}
	else
	{
		if ( angle > MIN_ANGLE_B )
		{
			move.set_left_track_power(.75 );//(.75);
			move.set_right_track_power(-1.0);	
		}
		else if ( angle < -MIN_ANGLE_B )
		{
			move.set_left_track_power(-1.0);
			move.set_right_track_power( .75 ); //(.75);
		}
		else
		{
			move.set_left_track_power(dir*1);
			move.set_right_track_power(dir*1);
		}
	}

	//move.set_left_track_power(0);
	//move.set_right_track_power(0);

	Shoot( self, world, move );
}