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Analysis.py
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Analysis.py
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from copy import deepcopy
from model.Faction import Faction
from model.MinionType import MinionType
from model.Building import Building
from model.Minion import Minion
from model.Wizard import Wizard
from model.ActionType import ActionType
from model.StatusType import StatusType
from model.BuildingType import BuildingType
from model.Projectile import Projectile
from model.ProjectileType import ProjectileType
from model.LivingUnit import LivingUnit
from CachedGeometry import Cache
from Geometry import RangeAllowance
from Geometry import GetLanes
from Geometry import Point
from Geometry import Segment
from Geometry import PlainCircle
from Geometry import IntersectCircles
from Geometry import IntersectSegments
from Geometry import PickDodgeDirectionAndTime
from math import sqrt
from Colors import RED
from Colors import GREEN
from Colors import BLUE
CAST_RANGE_ERROR = 0
EPSILON = 1e-4
INFINITY = 1e6
AGGRO_TICKS = 60
MAX_RANGE = 1000
MAX_TARGETS = 4
MACRO_EPSILON = 1
BUILDING_EXTRA_TIME_TO_LEAVE = 0
class TargetAndDamage(object):
def __init__(self, target):
self.target = target
self.wizard_damage = 0.0
self.building_damage = 0.0
self.damage = 0.0
def AddWizardDamage(self, d):
self.wizard_damage += d
def AddBuildingDamage(self, d):
self.building_damage += d
def AddDamage(self, d):
self.damage += d
def CombinedDamage(self, state):
return (self.wizard_damage * (1 + state.game.wizard_damage_score_factor) +
self.building_damage * (1 + state.game.building_damage_score_factor) +
self.damage * (1 + state.game.minion_damage_score_factor))
def GetFireballDamage(mes, t, p, state):
ws = None
if isinstance(t, Wizard):
ws = state.index[t.id]
d = p.GetDistanceTo(mes.unit)
time = d / state.game.fireball_speed
final_distance = p.GetDistanceTo(t) - t.radius + MACRO_EPSILON
if t.faction != mes.unit.faction:
final_distance += time * ws.forward_speed
else:
final_distance = p.GetDistanceTo(t) - t.radius + MACRO_EPSILON
if final_distance > state.game.fireball_explosion_min_damage_range:
return 0
if final_distance < state.game.fireball_explosion_max_damage_range:
direct_damage = mes.fireball_direct_damage
else:
direct_damage = state.game.fireball_explosion_min_damage + (
state.game.fireball_explosion_max_damage -
state.game.fireball_explosion_min_damage) * (
final_distance - state.game.fireball_explosion_max_damage_range) / (
state.game.fireball_explosion_min_damage_range -
state.game.fireball_explosion_max_damage_range)
direct_damage = mes.get_effective_damage_by_me(direct_damage)
if isinstance(t, Wizard):
direct_damage = ws.get_effective_damage_to_me(direct_damage)
direct_damage += (state.game.wizard_elimination_score_factor *
(t.max_life - t.life + direct_damage + state.game.burning_summary_damage)
+ state.game.burning_summary_damage)
elif isinstance(t, Building):
direct_damage += (state.game.building_elimination_score_factor *
(t.max_life - t.life + direct_damage + state.game.burning_summary_damage)
+ state.game.burning_summary_damage)
else:
direct_damage = min(t.life, direct_damage + state.game.burning_summary_damage)
return direct_damage
def PickBestFireballTarget(me, state):
mes = state.index[me.id]
if mes.fireball == 0 or mes.fireball_cooldown > 2:
return None
sorted_targets = [deepcopy(t) for t in sorted(BuildTargets(
me, me.cast_range +
state.game.fireball_explosion_min_damage_range +
state.game.faction_base_radius, state), key=lambda x: (
-3*isinstance(x, Wizard) - 2*isinstance(x, Building),
-state.index[x.id].damage, -state.index[x.id].hp))]
targets = []
for t in sorted_targets:
t.radius += state.game.fireball_explosion_min_damage_range - MACRO_EPSILON
targets.append(t)
candidates = []
segments = []
friend_wizards = [w for w in state.world.wizards if w.faction == me.faction]
for i, t in enumerate(targets[:MAX_TARGETS]):
state.dbg_circle(t, RED)
candidates.append(Point.FromUnit(t))
for fw in friend_wizards:
intersections = IntersectCircles(t, PlainCircle(
fw, state.game.fireball_explosion_min_damage_range + fw.radius + MACRO_EPSILON))
if intersections is not None:
p1 = intersections[0][0]
p2 = intersections[0][1]
candidates.append((p1 + p2) * 0.5)
for j in range(i+1, len(targets[:MAX_TARGETS])):
t2 = targets[j]
intersections = IntersectCircles(t, t2)
if intersections is not None:
p1 = intersections[0][0]
p2 = intersections[0][1]
candidates.append((p1 + p2) * 0.5)
if p1.GetSqDistanceTo(p2) > EPSILON:
segments.append(Segment(p1, p2))
for i, s1 in enumerate(segments):
state.dbg_line(s1.p1, s1.p2, RED)
for j in range(i + 1, len(segments)):
s2 = segments[j]
intersection = IntersectSegments(s1, s2)
if intersection is not None:
candidates.append(intersection)
best = None
for t in targets:
t.radius -= state.game.fireball_explosion_min_damage_range - MACRO_EPSILON
for c in candidates:
d = c.GetDistanceTo(me)
if d > me.cast_range:
c = Point.FromUnit(me) + (c - me) * (me.cast_range / d)
d = c.GetDistanceTo(me)
state.dbg_circle(PlainCircle(c, 3), GREEN)
if d < state.game.fireball_explosion_min_damage_range + me.radius + mes.max_speed + MACRO_EPSILON:
c = Point.FromUnit(me) + ((c - me) * ((
state.game.fireball_explosion_min_damage_range + me.radius + mes.max_speed + MACRO_EPSILON) / d))
d = c.GetDistanceTo(me)
res = TargetAndDamage(c)
for t in targets:
damage = GetFireballDamage(mes, t, c, state)
if damage > 0:
if isinstance(t, Wizard):
res.AddWizardDamage(damage)
elif isinstance(t, Building):
res.AddBuildingDamage(damage)
else:
res.AddDamage(damage)
for f in friend_wizards:
damage = GetFireballDamage(mes, f, c, state)
if damage > 0:
if isinstance(t, Wizard):
res.AddWizardDamage(-damage)
elif isinstance(t, Building):
res.AddBuildingDamage(-damage)
else:
res.AddDamage(-damage)
combined_damage = res.CombinedDamage(state)
state.dbg_text(c, '\n\n\n%d' % combined_damage)
if combined_damage > 0 and (best is None or (
combined_damage >
best.CombinedDamage(state))):
best = res
if best is not None:
state.dbg_circle(PlainCircle(best.target, 5), BLUE)
if best.CombinedDamage(state) < 10:
return None
return best
def GetAggroFromDamage(damage, remaining_cooldown, cooldown, deepness):
return (max(0, int(AGGRO_TICKS + deepness - remaining_cooldown + cooldown - 1)) /
int(cooldown) * damage)
def GetUnitAggro(mes, us, deep_in_range, state):
aggro = 0.0
speed = mes.strafe_speed
runaway_speed = max(1.0, speed - us.max_speed)
time_to_leave = deep_in_range / runaway_speed
if isinstance(us.unit, Building):
time_to_leave += BUILDING_EXTRA_TIME_TO_LEAVE
if isinstance(us.unit, Wizard):
# TODO(vyakunin): this should increase TTL for all units!
if (us.frost_bolt > 0 and us.frost_bolt_cooldown < time_to_leave):
time_to_leave += state.game.frozen_duration_ticks
aggro = GetAggroFromDamage(us.fireball,
us.fireball_cooldown,
us.fireball_total_cooldown,
time_to_leave)
aggro += GetAggroFromDamage(us.frost_bolt,
us.frost_bolt_cooldown,
us.frost_bolt_total_cooldown,
time_to_leave)
aggro += GetAggroFromDamage(us.missile,
us.missile_cooldown,
us.missile_total_cooldown,
time_to_leave)
if us.dist < state.game.staff_range:
aggro += GetAggroFromDamage(us.staff,
us.staff_cooldown,
state.game.staff_cooldown_ticks,
time_to_leave)
else:
aggro = GetAggroFromDamage(us.damage, us.cooldown_ticks,
us.total_cooldown_ticks,
time_to_leave)
# state.dbg_text(us.unit, 'a: %.1f' % aggro)
return aggro
def BuildMinionTargets(faction, world):
ret = []
for t in world.buildings + world.wizards + world.minions:
if t.faction != faction:
ret.append(t)
return ret
def Closest(x, units):
res = INFINITY
xp = Point.FromUnit(x)
for u in units:
d = xp.GetSqDistanceTo(u)
res = min(res, d)
return sqrt(max(0.0, res))
def ClosestUnit(x, units):
res = INFINITY
a = None
xp = Point.FromUnit(x)
for u in units:
# if u.id == -21:
# import pdb; pdb.set_trace()
d = xp.GetSqDistanceTo(u)
if res > d:
res = d
a = u
return a
def GetClosestTarget(me, state, radius=MAX_RANGE):
return ClosestUnit(me, BuildTargets(me, min(radius, me.vision_range*2), state))
def BuildEnemies(me, radius, state):
return [e for e in state.world.wizards + state.world.minions + state.world.buildings if
IsEnemy(me, e)
and (e.get_distance_to_unit(me) < radius)]
def BuildTargets(me, radius, state):
return [t for t in BuildEnemies(me, radius, state) if IsValidTarget(me, t, state)]
def CanDodge(w, ps, state, projectile_radius_modifier=-MACRO_EPSILON, fine_tune=True):
debug_string = ''
wp = Point.FromUnit(w)
if (wp.GetDistanceToSegment(ps.center_line) >
ps.max_radius + projectile_radius_modifier + w.radius):
return True
psp = Point.FromUnit(ps.p)
projectile_distance = ps.start.GetDistanceTo(ps.end)
d = min(projectile_distance, wp.ProjectToLine(ps.center_line.l).GetDistanceTo(ps.start))
state.dbg_circle(PlainCircle(ps.end, ps.max_radius + w.radius))
state.dbg_line(ps.border1.p1, ps.border1.p2)
state.dbg_line(ps.border2.p1, ps.border2.p2)
time = d / ps.speed
distance_to_circle = INFINITY
debug_string += 'w_to_start: %.0f\n' % wp.GetDistanceTo(ps.start)
debug_string += 'start_to_end: %.0f\n' % ps.start.GetDistanceTo(ps.end)
if ((ps.end - ps.start).ScalarMul(wp - ps.start) > 0
and (ps.end - ps.start).ScalarMul(wp - ps.end) > 0):
distance_to_circle = (ps.max_radius + projectile_radius_modifier +
w.radius - wp.GetDistanceTo(ps.end))
debug_string += 'd_to_circle: %.0f\n' % distance_to_circle
debug_string += 'd_to_border1: %.0f\n' % wp.GetDistanceToSegment(ps.border1)
debug_string += 'd_to_border2: %.0f\n' % wp.GetDistanceToSegment(ps.border2)
min_d = min(wp.GetDistanceToSegment(ps.border1) + projectile_radius_modifier,
wp.GetDistanceToSegment(ps.border2) + projectile_radius_modifier,
distance_to_circle)
debug_string += 'min_d:\n%.1f\ntime * max_speed:\n%.1f*%.1f=%.1f' % (
min_d,
time,
state.index[w.id].max_speed,
time * state.index[w.id].max_speed)
state.dbg_text(w, debug_string, RED)
if min_d > time * state.index[w.id].max_speed:
return False
if fine_tune:
return PickDodgeDirectionAndTime(w, ps, state, projectile_radius_modifier) is not None
return True
def ActionToProjectileTypeAndRadius(a, game):
if a == ActionType.FIREBALL:
return (ProjectileType.FIREBALL, game.fireball_explosion_min_damage_range)
if a == ActionType.FROST_BOLT:
return (ProjectileType.FROST_BOLT, game.frost_bolt_radius)
return (ProjectileType.MAGIC_MISSILE, game.magic_missile_radius)
def CanHitWizard(me, w, action, state, strict=False):
if action == ActionType.STAFF:
return True
ws = state.index[w.id]
mes = state.index[me.id]
t, r = ActionToProjectileTypeAndRadius(action, state.game)
speed = Point.FromUnit(w) - Point.FromUnit(me)
if strict:
da = me.get_angle_to_unit(w)
if abs(da) > mes.max_rotation_speed:
da = da / abs(da) * mes.max_rotation_speed
speed = Point(1.0, 0.0).Rotate(me.angle + da)
fake_p = Projectile(id=-me.id-1, x=me.x, y=me.y, speed_x=speed.x, speed_y=speed.y,
angle=speed.GetAngle(), faction=me.faction, radius=r, type=t, owner_unit_id=me.id,
owner_player_id=me.owner_player_id)
from State import ProjectileState
ps = ProjectileState(p=fake_p, me=me, game=state.game,
world=state.world, state=state, dbg=state.dbg)
return not CanDodge(w, ps, state)
def PickReachableTarget(me, cast_range, action, state, radius=MAX_RANGE, lane=None):
enemies = [e for e in BuildTargets(me, radius, state) if
e.get_distance_to_unit(me) < cast_range + e.radius - CAST_RANGE_ERROR]
if lane is not None:
enemies = [e for e in enemies if (lane in GetLanes(e))]
min_hp = INFINITY
best_type = 0
best = None
best_dodging_wizard = None
for e in enemies:
t = 0
if isinstance(e, Wizard):
if (radius < INFINITY) and (not CanHitWizard(me, e, action, state)):
if best_dodging_wizard is None or best_dodging_wizard.life > e.life:
best_dodging_wizard = e
continue
t = 2
if isinstance(e, Building):
t = 1
if (t >= best_type) and ((t > best_type) or (e.life < min_hp) or
((e.life == min_hp) and (e.id < best.id))):
min_hp = e.life
best = e
best_type = t
if best is None:
best = best_dodging_wizard
return best
def IsEnemy(u1, u2):
return ((u1.faction != u2.faction) and (u1.faction != Faction.OTHER) and
(u2.faction != Faction.OTHER) and (isinstance(u1, LivingUnit)) and
(isinstance(u2, LivingUnit)) and (
(u2.faction != Faction.NEUTRAL) or
(not NeutralMinionInactive(u2))))
def IsValidTarget(u1, u2, state):
u2s = state.index[u2.id]
if (isinstance(u2, Building) and (u2.type == BuildingType.GUARDIAN_TOWER)
and (u2.x > 2600 and u2.y < 1400)):
# if not u2s.is_on_middle_lane:
# import pdb; pdb.set_trace()
towers_this_lane = 0
for b in state.world.buildings:
if (b.faction != u2.faction) or (b.type != BuildingType.GUARDIAN_TOWER):
continue
if u2s.is_on_top_lane and state.index[b.id].is_on_top_lane:
towers_this_lane += 1
if u2s.is_on_middle_lane and state.index[b.id].is_on_middle_lane:
towers_this_lane += 1
if u2s.is_on_bottom_lane and state.index[b.id].is_on_bottom_lane:
towers_this_lane += 1
if towers_this_lane > 1:
return False
return IsEnemy(u1, u2)
def PickTarget(me, action, state, radius=MAX_RANGE, lane=None):
best = PickReachableTarget(me, radius, action, state, radius, lane)
return best
def PickMeleeTarget(me, state):
return PickReachableTarget(me, state.game.staff_range, ActionType.STAFF, state)
def NeutralMinionInactive(m):
return ((abs(m.speed_x) + abs(m.speed_y) < EPSILON) and
m.life == m.max_life)
def RealFleeDistance(me, enemy, waypoint, dist, state):
path = Cache.GetInstance().GetPathToTarget(me, waypoint, state)
if path is None:
return INFINITY
real_d = 0
if me.get_distance_to_unit(enemy) > dist - EPSILON:
return 0
st = path.GetCurrentTransitionId(me)
if st is None:
return INFINITY
cp = Point.FromUnit(me)
for target in path.transitions[st:]:
end_to_enemy = target.end.GetDistanceTo(enemy)
beg_to_enemy = cp.GetDistanceTo(enemy)
remaining_d = max(1, dist - beg_to_enemy)
transition_increase = max(remaining_d, end_to_enemy - beg_to_enemy)
if end_to_enemy > dist:
return real_d + cp.GetDistanceTo(target.end) * (remaining_d / transition_increase)
real_d += cp.GetDistanceTo(target.end)
cp = target.end
return real_d / cp.GetDistanceTo(enemy) * dist
def GetAggro(me, safe_distance, state):
if state.last_flee_target is None:
return 0
allies = [a for a in state.world.wizards + state.world.minions + state.world.buildings if
(a.id != me.id) and (a.faction == me.faction) and
(a.get_distance_to_unit(me) < me.vision_range * 1.5)]
aggro = 0
mes = state.index[me.id]
#TODO(vyakunin): add aggro from respawn
for e in state.world.wizards + state.world.minions + state.world.buildings:
if (e.faction != me.faction):
es = state.index[e.id]
deepness = RealFleeDistance(
me, e, state.last_flee_target,
es.aggro_range + safe_distance + es.max_speed,
state)
if deepness > 0:
aggro += GetUnitAggro(mes, es, deepness, state)
aggro = mes.get_effective_damage_to_me(aggro)
return aggro
def HaveEnoughTimeToTurn(w, angle, target, state, action=ActionType.MAGIC_MISSILE):
ws = state.index[w.id]
speed = ws.max_rotation_speed
return (max((abs(angle) / speed) + 2,
(-RangeAllowance(w, target, state)) / ws.strafe_speed) <
ws.remaining_action_cooldown(action))
class HistoricStateTracker(object):
instance = None
def __init__(self, me, world):
self.buildings = []
for b in world.buildings:
nb = deepcopy(b)
nb.faction = 1 - me.faction
nb.remaining_action_cooldown_ticks = 0
nb.id = -b.id - 1
nb.x = world.width - b.x
nb.y = world.height - b.y
self.buildings.append(nb)
self.last_fired = [0] * len(self.buildings)
@classmethod
def GetInstance(cls, me, world):
if HistoricStateTracker.instance is None:
HistoricStateTracker.instance = HistoricStateTracker(me, world)
return HistoricStateTracker.instance
def AddInvisibleBuildings(self, me, world, game):
new_b = []
dead_b = []
bad_ids = []
for i, b in enumerate(world.buildings):
if b.id < 0:
bad_ids.append(i)
for i in reversed(bad_ids):
world.buildings = world.buildings[:i] + world.buildings[i+1:]
for i, fake_b in enumerate(self.buildings):
found = False
for real_b in world.buildings:
if (real_b.faction != me.faction):
if ((real_b.get_distance_to_unit(fake_b) < 500) and
(real_b.type == fake_b.type)):
found = True
fake_b.life = real_b.life
fake_b.remaining_action_cooldown_ticks = real_b.remaining_action_cooldown_ticks
fake_b.x = real_b.x
fake_b.y = real_b.y
self.last_fired[i] = world.tick_index - real_b.cooldown_ticks + real_b.remaining_action_cooldown_ticks
break
if found:
continue
fake_b.remaining_action_cooldown_ticks = max(
0, self.last_fired[i] + fake_b.cooldown_ticks - world.tick_index)
for a in world.wizards + world.minions + world.buildings:
if a.faction == me.faction:
d = a.get_distance_to_unit(fake_b)
if d < a.vision_range:
found = True
dead_b.append(i)
break
if d <= fake_b.attack_range and fake_b.remaining_action_cooldown_ticks == 0:
fake_b.remaining_action_cooldown_ticks = fake_b.cooldown_ticks - 1
self.last_fired[i] = world.tick_index
if not found:
new_b.append(fake_b)
world.buildings.extend(new_b)
for i in reversed(dead_b):
self.buildings = self.buildings[:i] + self.buildings[i+1:]
self.last_fired = self.last_fired[:i] + self.last_fired[i+1:]
def FindFirstUnitByIds(ids, state):
for i in ids:
if i in state.index:
return state.index[i].unit