The Bullfighters

mutation 28

// ----------------------------------------------------------------------------- // ~ The Klutzes ~ // @sevenfive // ----------------------------------------------------------------------------- ai.step = function(o) { //CONSTANTS TIME = 0.25; if (o.me.queen) {TIME = 0.4;} SPLINTERTIME = 5; OY = 10; GREED = 10; ENEMYCLUSTER = 0.3; //ABBREVIATIONS var ol = o.lib; var olv = o.lib.vec; var ola = o.lib.ang; var os = o.ships; var og = o.game; var here = o.me.pos; var torque = 0; var thrust = 0; var label = ""; if (o.me.queen) { label += "Matador"; } else { label += "Picador"; } var endgame = true; for (var i = 0; i < os.length; i++) { if (os[i].alive & !os[i].queen) { endgame = false; } } if (!o.me.queen) {endgame = false;} if (endgame) { label = "¡Indulto!";} var force = o.game.center; //MOONS for (var i = 0; i < o.moons.length; i++) { var offset = olv.diff(here,o.moons[i].pos); var distance = olv.len(offset) - o.moons[i].radius; var speed = ol.physics.speedToward(olv.diff(o.moons[i].vel,o.me.vel),o.moons[i].pos,here); var danger = 1000/Math.pow(noneg(distance - TIME*speed),2); var away = olv.normalized(offset); force = olv.sum(force,olv.times(away,danger)); } //EDGE COLLISION BASED { var exitpoint = here; exitpoint = olv.sum(exitpoint,olv.times(o.me.vel,0.1)); while (olv.len(exitpoint) < og.moon_field | olv.len(exitpoint) < og.moon_field - 20 & o.me.queen) { exitpoint = olv.sum(exitpoint,olv.times(o.me.vel,0.1)); } var offset = olv.diff(here,exitpoint); var distance = olv.len(offset); var speed = ol.physics.speedToward(o.me.vel,exitpoint,here); //used to be 20, power 1 var edge1 = 20; var qtime = 1; if (o.me.queen) {edge1 = 160; qtime = 1;} var danger = edge1/Math.pow(noneg(distance-TIME*qtime*speed),1); var away = olv.normalized(offset); force = olv.sum(force,olv.times(away,danger)); } //EDGE NAIVE { var offset = olv.times(here,-1); var distance = og.moon_field - olv.len(offset); var edge2 = 5; if ((og.time > SPLINTERTIME | o.me.area_frac < 0.5 ) & o.me.queen) {edge2 = 35;} var danger = edge2/distance; var away = olv.normalized(offset); force = olv.sum(force,olv.times(away,danger)); } //FRIENDLIES var friends = og.center; for (var i = 0; i < os.length; i++) { if (os[i].friendly | !os[i].alive) { var offset = olv.diff(here,os[i].pos); var distance = olv.len(offset); var frend = 10; if (og.time > SPLINTERTIME & o.me.queen) {frend = 30;} var danger = frend/Math.pow(distance,2); var away = olv.normalized(offset); friends = olv.sum(friends,olv.times(away,danger)); } } force = olv.sum(force,friends); //ENEMIES var enemies = og.center; var closest = 999; var closestship = o.me for (var i = 0; i < os.length; i++) { if (!os[i].friendly & os[i].alive) { if (os[i].dist < closest | os[i].dist/2 < closest & os[i].queen & !o.me.queen) { closest = os[i].dist; closestship = os[i]; } } } var speed = -20/olv.len(o.me.vel); if (og.moon_field < 50) { speed *= 2; } if (o.me.queen) { speed *= 0; //10/Math.pow(closest,1); } var aim = closestship.pos; if (closestship.queen) { aim = olv.sum(aim,olv.times(closestship.vel,0)); } enemies = olv.times(olv.normalized(olv.diff(here,aim)),speed); force = olv.sum(force,enemies); //QUEEN DEFENSE if (o.me.queen) { var def = og.center; var worst = 0; var worstship = o.me; for (var i = 0; i < os.length; i++) { if (!os[i].friendly & os[i].alive) { var dist = os[i].dist; var speed = ol.physics.speedToward(olv.diff(os[i].vel,o.me.vel),os[i].pos,here); var danger = 25 /noneg(dist-TIME*speed+10); if (danger > worst) { worst = danger; worstship = os[i]; } } } var offset = olv.diff(here,worstship.pos); var away = olv.normalized(offset); def = olv.times(away,worst); if (worstship.dist - TIME*ol.physics.speedToward(olv.diff(worstship.vel,o.me.vel),worstship.pos,here) < 15) { label = "¡Olé!"; var def1 = rot90(o,def); var def2 = rot270(o,def); if (lugarscore(o,olv.sum(here,def1)) > lugarscore(o,olv.sum(here,def2))) { def = def1; } else { def = def2; } } force = olv.sum(force,def); } force = olv.times(force,40000); var target; target = olv.sum(here,force); //make picadores se matan -- useful for testing la reina's dodging abilities //if (!o.me.queen) {target = og.center;} //SPLINTERING if (og.time < SPLINTERTIME & o.me.area_frac > 0.5) { var ourqueen = o.me; for (var i = 0; i < os.length; i++) { if (os[i].friendly & os[i].queen) { ourqueen = os[i]; } } if (o.me.pos[0] > 0) { target = olv.fromPolar([175*0.9,0]); } else { target = olv.fromPolar([175*0.9,Math.PI]); } var dvel = olv.times(olv.diff(target,here),2); var ddvel = olv.diff(dvel,o.me.vel); target = olv.sum(here,ddvel); } if (closest < OY & !o.me.queen | closest < 10 & og.moon_field < 50) { target = closestship.pos; label = "¡Olé!"; } suggested = ol.targeting.simpleTarget(o.me,target); return { torque: suggested.torque, thrust: suggested.thrust, label: label }; }; rot90 = function(o,vector) { var angle = o.lib.vec.ang(vector); var length = o.lib.vec.len(vector); return o.lib.vec.fromPolar([length,o.lib.ang.rescale(Math.PI/2 + angle)]); } rot270 = function(o,vector) { var angle = o.lib.vec.ang(vector); var length = o.lib.vec.len(vector); return o.lib.vec.fromPolar([length,o.lib.ang.rescale(-1*Math.PI/2 + angle)]); } noneg = function(x) { if (x < 1) { return 1; } else { return x; } } lugarscore = function(o,lugar) { var closest = 999; for (var i = 0; i < o.moons.length; i++) { var dist = o.moons[i].dist - o.moons[i].radius; if (dist < closest) { closest = dist; } } var borderdist = (o.game.moon_field - o.lib.vec.len(lugar)) - 30; if (borderdist < closest) { closest = borderdist; } return closest; } //IDEA: Apply unstoppable moon-force to border, ie treat border as inside-out moon? /* // ----------------------------------------------------------------------------- // ~ The Klutzes ~ // @sevenfive // ----------------------------------------------------------------------------- ai.step = function(o) { //CONSTANTS TIME = 0.25; if (o.me.queen) {TIME = 0.4;} SPLINTERTIME = 5; //ABBREVIATIONS var ol = o.lib; var olv = o.lib.vec; var ola = o.lib.ang; var os = o.ships; var og = o.game; var here = o.me.pos; var torque = 0; var thrust = 0; var force = o.game.center; //MOONS for (var i = 0; i < o.moons.length; i++) { var offset = olv.diff(here,o.moons[i].pos); var distance = olv.len(offset) - o.moons[i].radius; var speed = ol.physics.speedToward(olv.diff(o.moons[i].vel,o.me.vel),o.moons[i].pos,here); var danger = 1000/Math.pow(noneg(distance - TIME*speed),2); var away = olv.normalized(offset); force = olv.sum(force,olv.times(away,danger)); } //EDGE COLLISION BASED { var exitpoint = here; exitpoint = olv.sum(exitpoint,olv.times(o.me.vel,0.1)); while (olv.len(exitpoint) < og.moon_field | olv.len(exitpoint) < og.moon_field - 20 & o.me.queen) { exitpoint = olv.sum(exitpoint,olv.times(o.me.vel,0.1)); } var offset = olv.diff(here,exitpoint); var distance = olv.len(offset); var speed = ol.physics.speedToward(o.me.vel,exitpoint,here); //used to be 20, power 1 var edge1 = 20; var qtime = 1; if (o.me.queen) {edge1 = 160; qtime = 1;} var danger = edge1/Math.pow(noneg(distance-TIME*qtime*speed),1); var away = olv.normalized(offset); force = olv.sum(force,olv.times(away,danger)); } //EDGE NAIVE { var offset = olv.times(here,-1); var distance = og.moon_field - olv.len(offset); var edge2 = 5; if ((og.time > SPLINTERTIME | o.me.area_frac < 0.5 ) & o.me.queen) {edge2 = 35;} var danger = edge2/distance; var away = olv.normalized(offset); force = olv.sum(force,olv.times(away,danger)); } //FRIENDLIES var friends = og.center; for (var i = 0; i < os.length; i++) { if (os[i].friendly) { var offset = olv.diff(here,os[i].pos); var distance = olv.len(offset); var frend = 10; if (og.time > SPLINTERTIME & o.me.queen) {frend = 30;} var danger = frend/Math.pow(distance,2); var away = olv.normalized(offset); friends = olv.sum(friends,olv.times(away,danger)); } } force = olv.sum(force,friends); //ENEMIES var enemies = og.center; var closest = 999; var closestship = o.me for (var i = 0; i < os.length; i++) { if (!os[i].friendly & !os[i].invincible) { if (os[i].dist < closest | os[i].dist/2 < closest & os[i].queen & !o.me.queen) { closest = os[i].dist; closestship = os[i]; } } } var speed = -20/olv.len(o.me.vel); if (og.moon_field < 50) { speed *= 2; } if (o.me.queen & og.moon_field > 50) { speed *= 0; //10/Math.pow(closest,1); } var queenpos = here; for (var i = 0; i < os.length; i++) { if (os[i].friendly & os[i].queen) { queenpos = os[i].pos } } enemies = olv.times(olv.normalized(olv.diff(here,closestship.pos)),speed); var iamsmallest = true; for (var i = 0; i < os.length; i++) { if (olv.len(olv.diff(os[i].pos,queenpos)) <= olv.len(olv.diff(here,queenpos)) & os[i].friendly & !os[i].queen) { iamsmallest = false; } } var smallestlabel = ""; //nobody steps up after a few seconds... if (false & iamsmallest & !o.me.queen) { smallestlabel = ":)"; var dpoint = olv.sum(queenpos,olv.times(olv.normalized(olv.diff(here,queenpos)),50)); var dvel = olv.diff(here,dpoint); var defq = olv.times(dvel,speed); force = olv.sum(force,defq); } else { force = olv.sum(force,enemies); } //QUEEN DEFENSE if (o.me.queen) { var def = og.center; var worst = 0; var worstship = o.me; for (var i = 0; i < os.length; i++) { if (!os[i].friendly & !os[i].invicible) { var dist = os[i].dist; var speed = ol.physics.speedToward(olv.diff(os[i].vel,o.me.vel),os[i].pos,here); var danger = 10/noneg(dist-TIME*speed+10); if (danger > worst) { worst = danger; worstship = os[i]; } } } var offset = olv.diff(here,worstship.pos); var away = olv.normalized(offset); def = olv.times(away,worst); if (worstship.dist - TIME*ol.physics.speedToward(olv.diff(worstship.vel,o.me.vel),worstship.pos,here) < 20) { var def1 = rot90(o,def); var def2 = rot270(o,def); if (olv.len(olv.sum(here,def1)) < olv.len(olv.sum(here,def2))) { def = def1; } else { def = def2; } } force = olv.sum(force,def); } force = olv.times(force,40000); var target; target = olv.sum(here,force); //SPLINTERING if (og.time < SPLINTERTIME & o.me.area_frac > 0.5) { var ourqueen = o.me; for (var i = 0; i < os.length; i++) { if (os[i].friendly & os[i].queen) { ourqueen = os[i]; } } if (o.me.pos[0] > 0) { target = olv.fromPolar([175*0.9,0]); } else { target = olv.fromPolar([175*0.9,Math.PI]); } var dvel = olv.times(olv.diff(target,here),2); var ddvel = olv.diff(dvel,o.me.vel); target = olv.sum(here,ddvel); } if (closest < 10 & !o.me.queen) { target = closestship.pos; } suggested = ol.targeting.simpleTarget(o.me,target); return { torque: suggested.torque, thrust: suggested.thrust, label: smallestlabel }; }; rot90 = function(o,vector) { var angle = o.lib.vec.ang(vector); var length = o.lib.vec.len(vector); return o.lib.vec.fromPolar([length,o.lib.ang.rescale(Math.PI/2 + angle)]); } rot270 = function(o,vector) { var angle = o.lib.vec.ang(vector); var length = o.lib.vec.len(vector); return o.lib.vec.fromPolar([length,o.lib.ang.rescale(-1*Math.PI/2 + angle)]); } noneg = function(x) { if (x < 1) { return 1; } else { return x; } } //THE JUNKYARD /* var querida = ola.diff(o.me.rot,olv.ang(force)); var qdiff = o.lib.ang.diff(querida,o.me.rot); torque = Math.max(-1,Math.min(1,10*qdiff-o.me.a_vel)); if (Math.abs(qdiff) < 1.2) { thrust = 1; } */

recent battles, mutation 28

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The cappuccinos mutation 2 1547 days ago 38.56 sec
The Mozzers mutation 10 1547 days ago 41.915 sec
The coffeebeans mutation 142 1547 days ago 17.655 sec
The coffeebeans mutation 142 1547 days ago 15.69 sec
The derpderps mutation 3 1548 days ago 54.615 sec
The Google mutation 218 1548 days ago 10.94 sec
The Circle Zone mutation 139 1548 days ago 57.925 sec
The Enemy Gate is Down mutation 36 1548 days ago 40.785 sec

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