The Bullfighters

mutation 38

// ----------------------------------------------------------------------------- // ~ 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!";} if (og.moon_field < 50) {endgame = true;} 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;} if (o.me.queen & endgame) {qtime = 2;} 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 *= 1; } 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 (endgame) {danger *= 0.5;} 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); label = "La Paseílla"; } 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 38

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