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Utils.py
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from math import pi, atan2, sin, sqrt
from model.Unit import Unit
from model.VehicleType import VehicleType
from model.Game import Game
from model.Vehicle import Vehicle
from model.World import World
FLYERS = 0
GROUNDERS = 1
typebyname = {
VehicleType.ARRV: "arrv",
VehicleType.FIGHTER: "fighter",
VehicleType.HELICOPTER: "helicopter",
VehicleType.IFV: "ifv",
VehicleType.TANK: "tank",
}
movables = [VehicleType.IFV, VehicleType.ARRV, VehicleType.FIGHTER]
types = [[VehicleType.HELICOPTER, VehicleType.FIGHTER],
[VehicleType.TANK, VehicleType.IFV, VehicleType.ARRV]]
class Area:
def __init__(self, l: float, r: float, t: float, b: float):
self.left = l
self.top = t
self.right = r
self.bottom = b
def from_units(units: list):
result = Area(1000, 0, 1000, 0)
for v in units:
if v.x < result.left:
result.left = v.x
if v.x > result.right:
result.right = v.x
if v.y < result.top:
result.top = v.y
if v.y > result.bottom:
result.bottom = v.y
return result
def get_center(self):
return Unit(None, (self.left + self.right)/2, (self.top + self.bottom)/2)
def mirror(self):
return Area(self.top, self.bottom, self.left, self.right)
def copy(self):
return Area(self.left, self.right, self.top, self.bottom)
def is_inside(self, point):
return (point.x <= self.right and point.x >= self.left and
point.y >= self.top and point.y <= self.bottom)
def area(self):
width = (self.right - self.left)
height = (self.bottom - self.top)
return width * height + abs(width - height)**2
def __str__(self):
return str(self.left) + " <> " + str(self.right) + ":" + str(self.top) + "^V" + str(self.bottom)
def normalize_angle(angle):
while angle > pi:
angle -= 2*pi
while angle < -pi:
angle += 2*pi
return angle
def get_angle_between(a: Unit, b: Unit):
return atan2((a.y - b.y), (a.x - b.x))
def get_vision_range(w: World, vehicle: Vehicle, game: Game):
grid = 32
vehicle_col = int(vehicle.x // grid)
vehicle_row = int(vehicle.y // grid)
if vehicle.type in types[GROUNDERS]:
dct = ["plain", "swamp", "forest"]
terrain = w.terrain_by_cell_x_y[vehicle_col][vehicle_row]
attrname = dct[terrain] + "_terrain_vision_factor"
else:
dct = ["clear", "cloud", "rain"]
weather = w.weather_by_cell_x_y[vehicle_col][vehicle_row]
attrname = dct[weather] + "_weather_vision_factor"
return vehicle.vision_range * getattr(game, attrname)
def from_edge(w: World, position: Unit):
x = 0
y = 0
tolerance = 100
if position.x < tolerance:
x = w.width/position.x
elif position.x + tolerance > w.width:
x = -w.width/(w.width - position.x)
if position.y < tolerance:
y = w.height/position.y
elif position.y + tolerance > w.height:
y = -w.height/(w.height - position.y)
return Unit(None, x, y)
magicarea = sin(pi/8)/2
def is_loose(vehicles: list):
global magicarea
sectors = [0] * 16
order = (13, 9, 1, 5, 4, 0, 8, 12, 14, 10, 2, 6, 7, 3, 11, 15, 13)
unitscenter = get_center(vehicles)
for i, v in enumerate(vehicles):
relx = v.x - unitscenter.x
rely = v.y - unitscenter.y
arelx = relx*relx
arely = rely*rely
sectornum = int(arelx>arely)*8+int(max(arelx, arely) > 4*min(arelx, arely))*4 + int(rely<0)*2 + int(relx>0)
sectors[sectornum] = max(sqrt(arelx + arely) + 2, sectors[sectornum])
area = 0
#print("Sectors:", sectors)
#print("Magic:", magicarea)
for i in range(16):
area += sectors[order[i]] * sectors[order[i+1]]
area *= magicarea
#print("Area:", area,", Amount:", len(vehicles), ", Density:", len(vehicles)/area)
if area > 0 and len(vehicles)/area < 0.045:
return True
return False
def get_center(v: list):
vehicles = list(v)
length = len(vehicles)
assert(length > 0)
center = length//2
xsort = sorted(vehicles, key=lambda x: x.x)
ysort = sorted(vehicles, key=lambda x: x.y)
return Unit(None, xsort[center].x, ysort[center].y)
def get_min_speed(game: Game, vehicles, units: set):
slowname = get_slowest(vehicles, units)
slowspeed = getattr(game, slowname + "_speed")
if slowname in ["tank", "ifv"]:
return slowspeed * game.swamp_terrain_speed_factor
else:
return slowspeed * game.rain_weather_speed_factor
def get_slowest(vehicles, units: set):
if vehicles.by_type[VehicleType.TANK] & units:
return "tank"
elif (vehicles.by_type[VehicleType.IFV] | vehicles.by_type[VehicleType.ARRV]) & units:
return "ifv"
elif vehicles.by_type[VehicleType.HELICOPTER] & units:
return "helicopter"
else:
return "fighter"