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import math
from interval_utils import *
import random
import nogui
friendly_players=["Windfisch","windfisch","Cyanide","cyanide"] +\
["Midna","Nayru","Farore","Din","Ezelo","Navi","Zelda","Tetra","Link","Ciela","Linebeck","Salia","Epona","Shiek"] +\
["Vaati","Ganon","Ganondorf","Ghirahim","Agahnim"]
class Strategy:
def __init__(self, c, gui=None):
self.target = (0,0)
self.has_target = False
self.target_cell = None
self.color = (0,0,0)
self.c = c
self.do_approach_friends = True
if gui != None:
self.gui = gui
else:
self.gui = nogui
def get_my_smallest(self):
return sorted(self.c.player.own_cells, key = lambda x: x.mass)[0]
def dist(self, cell):
return math.sqrt((cell.pos[0]-self.c.player.center[0])**2 + (cell.pos[1]-self.c.player.center[1])**2)
def edible(self, cell):
return ((cell.is_food) or (cell.mass <= self.get_my_smallest().mass * 0.75)) and not (cell.is_virus)
def threat(self, cell):
if cell.is_virus and (cell.mass <= self.get_my_smallest().mass * 0.75):
return True
elif (cell.mass <= self.get_my_smallest().mass * 1.25):
return True
else:
return False
def rival(self, cell, food):
if cell.is_virus or cell.is_food: return False
if cell.cid in self.c.player.own_ids: return False
if cell.mass < 1.25*self.get_my_smallest().mass:
return food.is_food or cell.size > 1.25*food.size
else:
return False
def splitkiller(self, cell):
return not cell.is_virus and not cell.is_food and cell.mass > 1.25*2*self.get_my_smallest().mass
def nonsplitkiller(self, cell):
return not cell.is_virus and not cell.is_food and 1.20*self.get_my_smallest().mass < cell.mass and cell.mass < 1.25*2*self.get_my_smallest().mass
def quality(self, cell):
dd_sq = max((cell.pos[0]-self.c.player.center[0])**2 + (cell.pos[1]-self.c.player.center[1])**2,0.001)
sigma = 500
dist_score = -math.exp(-dd_sq/(2*sigma**2))
rivals = filter(lambda r : self.rival(r,cell), self.c.world.cells.values())
splitkillers = filter(self.splitkiller, self.c.world.cells.values())
nonsplitkillers = filter(self.nonsplitkiller, self.c.world.cells.values())
rival_score = 0
for r in rivals:
dd_sq = max(0.001, (r.pos[0]-cell.pos[0])**2 + (r.pos[1]-cell.pos[1])**2)
sigma = r.size + 100
rival_score += math.exp(-dd_sq/(2*sigma**2))
splitkill_score = 0
for s in splitkillers:
dd_sq = max(0.001, (s.pos[0]-cell.pos[0])**2 + (s.pos[1]-cell.pos[1])**2)
sigma = (500+2*s.size)
splitkill_score += math.exp(-dd_sq/(2*sigma**2))
nonsplitkill_score = 0
for s in nonsplitkillers:
dd_sq = max(0.001, (s.pos[0]-cell.pos[0])**2 + (s.pos[1]-cell.pos[1])**2)
sigma = (300+s.size)
nonsplitkill_score += math.exp(-dd_sq/(2*sigma**2))
density_score = 0
sigma = 300
for f in filter(lambda c : c.is_food and c!=cell, self.c.world.cells.values()):
dd_sq = (f.pos[0]-cell.pos[0])**2 + (f.pos[1]-cell.pos[1])**2
density_score -= math.exp(-dd_sq/(2*sigma**2))
wall_score = 0
wall_dist = min( cell.pos[0]-self.c.world.top_left[1], self.c.world.bottom_right[1]-cell.pos[0], cell.pos[1]-self.c.world.top_left[0], self.c.world.bottom_right[0]-cell.pos[1] )
sigma = 100
wall_score = math.exp(-wall_dist**2/(2*sigma**2))
return 2.5*dist_score + 0.2*rival_score + nonsplitkill_score + 5*splitkill_score + 0.1*density_score + 5*wall_score
##print (density_score)
#return density_score
def weight_cell(self, cell):
df = (10/self.dist(cell))
if self.edible(cell):
quality = self.quality(cell)
if cell.is_food:
return 1 + cell.mass * df * quality
else:
mf = 1 / ((self.get_my_smallest().mass * 0.75) + 1) - cell.mass
return cell.mass * df * quality * mf
elif self.threat(cell):
if cell.is_virus:
return -cell.mass * df * 100
else:
return -cell.mass * df
else:
return 0
def process_frame(self):
runaway = False
my_smallest = min(self.c.player.own_cells, key=lambda cell : cell.mass)
my_largest = max(self.c.player.own_cells, key=lambda cell : cell.mass)
friendly_cells = list(filter(lambda c : c.is_virus or c.name in friendly_players, self.c.world.cells.values()))
if friendly_cells:
dist_to_friend = min(map(lambda c : (self.c.player.center-c.pos).len() - max(my_largest.size, c.size), friendly_cells))
else:
dist_to_friend = float('inf')
if dist_to_friend < 20 or my_largest.mass < 36:
if self.do_approach_friends: print("not approaching friends")
self.do_approach_friends = False
elif dist_to_friend > 200 and my_largest.mass > 36 + 10*16:
if not self.do_approach_friends: print("approaching friends")
self.do_approach_friends = True
if friendly_cells and self.do_approach_friends:
friend_to_feed = max(friendly_cells, key=lambda c:c.mass)
if friend_to_feed.mass < 1.25 * my_largest.mass:
print("friend too small")
friend_to_feed = None
if friend_to_feed:
self.gui.hilight_cell(friend_to_feed, (255,255,255),(255,127,127),30)
self.target_cell = friend_to_feed
self.has_target = True
if self.do_approach_friends:
for c in self.c.player.own_cells:
self.gui.hilight_cell(c, (255,255,255), (255,127,127), 20)
# can this cell feed that cell?
# "False" means "No, definitely not"
# "True" means "Maybe"
def can_feed(this, that):
if that.is_food or that.is_ejected_mass or that.size < 43: # too small cells cannot eat the ejected mass
return False
relpos = this.pos-that.pos
dist = relpos.len()
if dist == 0 or dist >= 700 + this.size + that.size:
return False
return check_cell_in_interval(this.pos, that, (this.movement_angle - 10*math.pi/180, this.movement_angle + 10*math.pi/180))
success_rate = 0
for my_cell in self.c.player.own_cells:
try:
my_cell.movement_angle
except AttributeError:
print("cannot calculate shoot angle, too few backlog")
continue
# check if ejecting mass would feed a friend
possibly_feedable_cells = list(filter(lambda c : can_feed(my_cell, c), self.c.world.cells.values()))
possibly_feedable_cells.sort(key = lambda c : (my_cell.pos - c.pos).len())
good_intervals = []
for feedable in possibly_feedable_cells:
self.gui.hilight_cell(feedable, (255,192,127), (127,127,255))
if feedable not in friendly_cells:
break
good_intervals += canonicalize_angle_interval( interval_occupied_by_cell(my_cell.pos, feedable) )
good_intervals = merge_intervals(good_intervals)
area = interval_area( intersection(good_intervals, canonicalize_angle_interval((my_cell.movement_angle - 10*math.pi/180, my_cell.movement_angle + 10*math.pi/180))) )
success_rate += area / (2*10*math.pi/180) / len(list(self.c.player.own_cells))
self.gui.draw_bar(((100,40),(500,24)), success_rate, thresh=.98, color=(0,0,127))
if success_rate >= 0.98:
self.c.send_shoot()
# enemy/virus avoidance
forbidden_intervals = []
for cell in self.c.world.cells.values():
relpos = ((cell.pos[0]-self.c.player.center[0]),(cell.pos[1]-self.c.player.center[1]))
dist = math.sqrt(relpos[0]**2+relpos[1]**2)
if ( (not cell.is_virus and dist < ((500+2*cell.size) if cell.mass > 1.25*my_smallest.mass*2 else (300+cell.size)) and cell.mass > 1.25 * my_smallest.mass) or (cell.is_virus and dist < my_largest.mass and cell.mass < my_largest.mass) ) and not (cell in friendly_cells) or (cell in friendly_cells) and dist < cell.size+10:
try:
angle = math.atan2(relpos[1],relpos[0])
corridor_halfwidth = math.asin(min(1, cell.size / dist))
forbidden_intervals += canonicalize_angle_interval((angle-corridor_halfwidth, angle+corridor_halfwidth))
runaway = True
except:
print("TODO FIXME: need to handle enemy cell which is in our centerpoint!")
# wall avoidance
if self.c.player.center[0] < self.c.world.top_left[1]+(self.c.player.total_size*2):
forbidden_intervals += [(0.5*pi, 1.5*pi)]
if self.c.player.center[0] > self.c.world.bottom_right[1]-(self.c.player.total_size*2):
forbidden_intervals += [(0,0.5*pi), (1.5*pi, 2*pi)]
if self.c.player.center[1] < self.c.world.top_left[0]+(self.c.player.total_size*2):
forbidden_intervals += [(pi, 2*pi)]
if self.c.player.center[1] > self.c.world.bottom_right[0]-(self.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)
try:
(a,b) = find_largest_angle_interval(allowed_intervals)
except:
print("TODO FIXME: need to handle no runaway direction being available!")
(a,b) = (0,0)
runaway_angle = (a+b)/2
runaway_x, runaway_y = (self.c.player.center[0]+int(100*math.cos(runaway_angle))), (self.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)
# a bit of debugging information
for i in forbidden_intervals:
self.gui.draw_arc(self.c.player.center, self.c.player.total_size+10, i, (255,0,255))
# if however there's no enemy to avoid, try to feed a friend. or chase food or jizz randomly around
else:
if self.target_cell != None:
self.target = tuple(self.target_cell.pos)
if self.target_cell not in self.c.world.cells.values() or (not self.edible(self.target_cell) and not self.target_cell in friendly_cells):
self.target_cell = None
self.has_target = False
elif self.target == tuple(self.c.player.center):
self.has_target = False
print("Reached random destination")
if not self.has_target:
food = list(filter(self.edible, self.c.world.cells.values()))
food = sorted(food, key = self.quality)
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)
else:
rx = self.c.player.center[0] + random.randrange(-400, 401)
ry = self.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
self.gui.draw_line(self.c.player.center, self.target, self.color)
return self.target
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