本文整理汇总了Python中interpreter.Interpreter.isShotClear方法的典型用法代码示例。如果您正苦于以下问题:Python Interpreter.isShotClear方法的具体用法?Python Interpreter.isShotClear怎么用?Python Interpreter.isShotClear使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类interpreter.Interpreter
的用法示例。
在下文中一共展示了Interpreter.isShotClear方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。
示例1: __init__
# 需要导入模块: from interpreter import Interpreter [as 别名]
# 或者: from interpreter.Interpreter import isShotClear [as 别名]
#.........这里部分代码省略.........
if myNewAngle > 2 * np.pi:
myNewAngle -= 2 * np.pi
if myNewAngle != reqAngle:
direction = "REV"
else:
direction = "FWD"
self.comm.move(myTank["id"], direction, 2 * myTank["hitRadius"])
predictedDist = self.intp.avgPeriod * myTank["speed"]
myTank["predictedPosition"] = mathHelper.getLineEndpoint(myTank["position"], predictedDist, myNewAngle)
else:
myTank["predictedPosition"] = myTank["position"]
# self.tankPlans[myTank['id']]['lastDirection'] = direction
# self.tankPlans[myTank['id']]['lasti'] = i
# self.tankPlans[myTank['id']]['lastAngle'] = myNewAngle
# self.tankPlans[myTank['id']]['lastThreat'] = threatGrid[i]
"""
Should only move tanks not with a "predictedPosition" (because evade has already dictated a movement)
This tries to account for predictedPosition in it's turret placing.
Basically if we end up using the predicted and not the actual the prediction
will pretend the enemy is not moving, otherwise the prediction will assume we
are stationary and that the enmeny will continue to move. Essentially, either
way the prediction will overshoot it's exact required rotation by one period's
to hopefully account for some movement.
"""
def offensivePositioning(self):
correlationArr = []
myPredictedTanks = copy.deepcopy(self.myTanks)
for myTank in myPredictedTanks:
# Account for the predicted position
myTank["actualPosition"] = myTank["position"]
if "predictedPosition" in myTank:
myTank["position"] = myTank["predictedPosition"]
for enTank in self.enemyTanks:
tempCor = self.intp.correlationAtoB(myTank, enTank)
if tempCor["distance"] > PROJECTILE_RANGE + self.intp.avgPeriod * enTank["speed"] * 3:
tempCor["shootable"] = False
else:
tempCor["shootable"] = self.intp.isShotClear(myTank["position"], enTank["position"])
tempCor["turretChange"] = mathHelper.smallestAngleBetween(myTank["turret"], tempCor["angle"])
correlationArr.append(tempCor)
# Sort the array, smallest abs angle chang first
correlationArr = sorted(correlationArr, key=lambda entry: np.absolute(entry["turretChange"]))
remainingAttackers = copy.deepcopy(self.myTankIds)
usedAttackers = {}
enemyAttacked = {}
for entry in correlationArr:
# Check that the enemy is shootable
if entry["shootable"]:
# Check if attacking tank is available
if entry["tankA"]["id"] not in usedAttackers:
# Check that enemy doesn't have too many attackers (max attackers = roundUp(remainingHeath/ProjDmg) + 1)
if (
entry["tankB"]["id"] not in enemyAttacked
or enemyAttacked[entry["tankB"]["id"]]
<= np.ceil(entry["tankB"]["health"] / PROJECTILE_DAMAGE) + 1
):
# Check that attacker is actually close enough
if entry["distance"] < PROJECTILE_RANGE + self.intp.avgPeriod * entry["tankB"]["speed"]:
# assign the attaker to the enemy tank
remainingAttackers.remove(entry["tankA"]["id"])
entry["targetId"] = entry["tankB"]["id"]
usedAttackers[entry["tankA"]["id"]] = entry
if entry["tankB"]["id"] in enemyAttacked:
enemyAttacked[entry["tankB"]["id"]] += 1
else:
enemyAttacked[entry["tankB"]["id"]] = 0
# assign any remaining attackers to enemies
for attacker in remainingAttackers:
# nobody to fire at so stop firinging
self.comm.stop(myTank["id"], "FIRE")
# Find closest enemy via path finding and assign that enemy
myCorrelations = [cor for cor in correlationArr if cor["tankA"]["id"] == attacker]
myCorrelations = sorted(myCorrelations, key=lambda entry: entry["distance"])
for cor in myCorrelations:
if cor["distance"] < PROJECTILE_RANGE + self.intp.avgPeriod * cor["tankB"]["speed"] * 2:
cor["targetId"] = cor["tankB"]["id"]
usedAttackers[attacker] = cor
else:
break
# find closest shootable friend and move somewhat close to them (like 30 away?)
# Rotate turret appropriately
for attacker in usedAttackers:
# add predicitve factor to rotation
angleToRotate = usedAttackers[attacker]["turretChange"] * self.predictionFactor
self.comm.rotateTurret(attacker, angleToRotate)
return