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from log import log
from collections import deque
import sys
import mechanics
class DummySubscriber:
def on_connect_error(self,s):
log("on conn err"+s)
def on_sock_open(self):
log("on sock open")
def on_sock_closed(self):
log("on sock closed")
def on_message_error(self,s):
log("on msg err "+s)
def on_ingame(self):
log("we're ingame :)")
def on_world_update_pre(self):
log("updatepre")
def on_cell_eaten(self,eater_id, eaten_id):
log("%s ate %s" % (eater_id, eaten_id))
def on_death(self):
log("we died :(")
def on_cell_removed(self,cid):
log("cell removed")
def on_cell_info(self,cid, x,y, size, name, color, is_virus, is_agitated):
log("cell info")
def on_world_update_post(self):
log("updatepost")
def on_leaderboard_names(self,leaderboard):
#OAR WINDOWS
if sys.platform != "win32":
log("leaderboard names")
log(leaderboard)
def on_leaderboard_groups(self,angles):
log("leaderboard groups")
def on_respawn(self):
log("respawned")
def on_own_id(self,cid):
log("my id is %i" % cid)
def on_world_rect(self,left,top,right,bottom):
log("worldrect %i,%i,%i,%i"%(left,top,right,bottom))
def on_spectate_update(self,pos, scale):
log("spect update")
def on_experience_info(self,level, current_xp, next_xp):
log("exper info")
def on_clear_cells(self):
log("clear cells")
def on_debug_line(self,x,y):
log("debug line")
class CellHistory:
def __init__(self):
self.poslog = deque(maxlen=10)
self.stale = False
class OtherPlayer:
def __init__(self, playerid):
self.playerid = playerid
self.cells = set()
class EnhancingSubscriber(DummySubscriber):
def __init__(self):
self.c = None
self.history = {}
def set_client(self,c):
self.c = c
def on_world_update_post(self):
# create and purge poslog history, movement and movement_angle
for cid in self.history:
self.history[cid].stale = True
for cid in self.c.world.cells:
if cid not in self.history:
self.history[cid] = CellHistory()
self.history[cid].poslog.append(self.c.world.cells[cid].pos.copy())
self.c.world.cells[cid].poslog = self.history[cid].poslog
self.history[cid].stale = False
self.history = {k: v for k, v in self.history.items() if v.stale == False}
for cid in self.c.world.cells:
cell = self.c.world.cells[cid]
try:
oldpos = cell.poslog[-3-1]
cell.movement = (cell.pos - oldpos)/3
cell.movement_angle = cell.movement.angle()
except (AttributeError, IndexError):
# no oldpos available
pass
# create OtherPlayer entries
otherplayers = {}
for cell in self.c.world.cells.values():
if not cell.is_food and not cell.is_ejected_mass and not cell.is_virus:
playerid = (cell.name, cell.color)
if playerid not in otherplayers:
otherplayers[playerid] = OtherPlayer(playerid)
cell.player = otherplayers[playerid]
cell.player.cells.add(cell)
else:
cell.player = None
# detect split cells and clean up obsolete parent references
for cell in self.c.world.cells.values():
if not cell.is_food and not cell.is_ejected_mass and not cell.is_virus:
# create attribute if not already there
try:
cell.parent = cell.parent
except:
cell.parent = None
print("new cell, setting parent = None")
# clean up obsolete parent references
if cell.parent and cell.parent.cid not in self.c.world.cells:
cell.parent = None
print("obsolete parent")
if not cell.is_food and not cell.is_ejected_mass and not cell.is_virus:
is_split = False
try:
if cell.parent == None and cell.movement.len() > 2 * mechanics.speed(cell.size):
print("looks like a split!"+str(cell.movement.len() / mechanics.speed(cell.size)))
is_split = True
except AttributeError:
pass
if is_split:
history_len = len(cell.poslog)
cell.parent = min(self.c.world.cells.values(), key=lambda c : (c.poslog[-history_len] - cell.poslog[-history_len]).len() if c != cell and len(c.poslog) >= history_len else 999999)
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