import math from interval_utils import * import gui class Strategy: def __init__(self): self.target = (0,0) self.has_target = False self.target_cell = None self.color = (0,0,0) def process_frame(self,c): runaway = False my_smallest = min(map(lambda cell : cell.mass, c.player.own_cells)) my_largest = max(map(lambda cell : cell.mass, c.player.own_cells)) # enemy/virus avoidance forbidden_intervals = [] for cell in c.world.cells.values(): relpos = ((cell.pos[0]-c.player.center[0]),(cell.pos[1]-c.player.center[1])) dist = math.sqrt(relpos[0]**2+relpos[1]**2) if (not cell.is_virus and dist < 500+2*cell.size and cell.mass > 1.25 * my_smallest) or (cell.is_virus and dist < my_largest and cell.mass < my_largest): angle = math.atan2(relpos[1],relpos[0]) corridor_width = 2 * math.asin(cell.size / dist) forbidden_intervals += canonicalize_angle_interval((angle-corridor_width, angle+corridor_width)) runaway = True # wall avoidance if c.player.center[0] < c.world.top_left[1]+(c.player.total_size*2): forbidden_intervals += [(0.5*pi, 1.5*pi)] if c.player.center[0] > c.world.bottom_right[1]-(c.player.total_size*2): forbidden_intervals += [(0,0.5*pi), (1.5*pi, 2*pi)] if c.player.center[1] < c.world.top_left[0]+(c.player.total_size*2): forbidden_intervals += [(pi, 2*pi)] if c.player.center[1] > c.world.bottom_right[0]-(c.player.total_size*2): forbidden_intervals += [(0, pi)] # if there's actually an enemy to avoid: if (runaway): # find the largest non-forbidden interval, and run into this direction. forbidden_intervals = merge_intervals(forbidden_intervals) allowed_intervals = invert_angle_intervals(forbidden_intervals) (a,b) = find_largest_angle_interval(allowed_intervals) runaway_angle = (a+b)/2 runaway_x, runaway_y = (c.player.center[0]+int(100*math.cos(runaway_angle))), (c.player.center[1]+int(100*math.sin(runaway_angle))) self.target = (runaway_x, runaway_y) self.has_target = False self.target_cell = None self.color = (255,0,0) print ("Running away: " + str((runaway_x-c.player.center[0], runaway_y-c.player.center[1]))) # a bit of debugging information for i in forbidden_intervals: gui.draw_arc(c.player.center, c.player.total_size+10, i, (255,0,255)) # if however there's no enemy to avoid, chase food or jizz randomly around else: def edible(cell): return (cell.is_food) or (cell.mass <= sorted(c.player.own_cells, key = lambda x: x.mass)[0].mass * 0.75) and not (cell.is_virus) if self.target_cell != None: self.target = tuple(self.target_cell.pos) if self.target_cell not in c.world.cells.values() or not edible(self.target_cell): self.target_cell = None self.has_target = False print("target_cell does not exist any more") elif self.target == tuple(c.player.center): self.has_target = False print("Reached random destination") if not self.has_target: food = list(filter(edible, c.world.cells.values())) def dist(cell): return math.sqrt((cell.pos[0]-c.player.center[0])**2 + (cell.pos[1]-c.player.center[1])**2) food = sorted(food, key = dist) if len(food) > 0: self.target = (food[0].pos[0], food[0].pos[1]) self.target_cell = food[0] self.has_target = True self.color = (0,0,255) print("Found food at: " + str(food[0].pos)) else: rx = c.player.center[0] + random.randrange(-400, 401) ry = c.player.center[1] + random.randrange(-400, 401) self.target = (rx, ry) self.has_target = True self.color = (0,255,0) print("Nothing to do, heading to random targetination: " + str((rx, ry))) # more debugging gui.draw_line(c.player.center, self.target, self.color) gui.update() return self.target