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duckduckgoose.py
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import socket
import sys
import time
import math
import traceback
import random
HOST, PORT = "codebb.cloudapp.net", 17429
USERNAME, PASSWORD = "duckduckgoose", "goosegooseduck"
#HOST, PORT = "localhost", 17429
#USERNAME, PASSWORD = "a", "a"
seen_backup = set()
"""
STATUS
ACCELERATE ANGLE THRUST
BRAKE
BOMB X Y [TIMER=100]
SCAN X Y
SCOREBOARD
CONFIGURATIONS
"""
def distance(pos1, pos2 = (0,0)):
return math.sqrt(squaredDistance(pos1, pos2))
def squaredDistance(pos1, pos2 = (0,0)):
return (pos1[0] - pos2[0]) ** 2 + (pos1[1] - pos2[1]) ** 2
def neg(pos):
return (-pos[0], -pos[1])
def add(pos1, pos2):
return (pos1[0] + pos2[0], pos1[1] + pos2[1])
def scale(k, pos):
return (k*pos[0], k*pos[1])
def sub(pos1, pos2):
return (pos1[0] - pos2[0], pos1[1] - pos2[1])
def dot(pos1, pos2):
return pos1[0] * pos2[0] + pos1[1] * pos2[1]
def proj(a, b):
factor = (dot(a,b) / squaredDistance(a))
return (factor * a[0], factor * a[1])
def perp(a, b):
return sub(b, proj(a, b))
def angle(pos):
return math.atan2(pos[1], pos[0])
def norm(vec):
return scale(1/distance(vec), vec)
class Player:
def __init__(self, HOST, PORT, USERNAME, PASSWORD):
self.stack = set()
self.seen = seen_backup
self.notOurs = dict()
self.data = None
self.HOST = HOST
self.PORT = PORT
self.USERNAME = USERNAME
self.PASSWORD = PASSWORD
def __enter__(self):
self.sock = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
self.sock.connect((self.HOST, self.PORT))
self.sock.send((self.USERNAME + ' ' + self.PASSWORD+'\n').encode())
response = self.sendCommand('CONFIGURATIONS')
arr = response.split(' ')[1:]
self.config = dict(zip(arr[0::2], [float(x.strip()) for x in arr[1::2]]))
return self
def __exit__(self, exc_type, exc_value, traceback):
self.sock.close()
def sendCommand(self, cmd):
self.sock.send((cmd+'\n').encode())
return self.sock.recv(4096).decode("utf-8")
def processData(self, response, isStatus = True):
try:
arr = response.split(' ')
#print(arr)
processed = dict()
if isStatus:
processed["pos"] = (float(arr[1]), float(arr[2]))
processed["vel"] = (float(arr[3]), float(arr[4]))
else:
processed["pos"] = self.data["pos"]
processed["vel"] = self.data["vel"]
processed["ourmines"] = list()
processed["mines"] = list()
processed["players"] = list()
processed["bombs"] = list()
if isStatus:
counter = 7
else:
counter = 3
nummines = int(arr[counter])
for i in range(nummines): #x, y, owner (ONLY IF NOT OURS)
next = (float(arr[counter + 2 + 3*i]), float(arr[counter + 3 + 3*i]), arr[counter + 1 + 3*i])
if arr[counter + 1 + 3*i] != self.USERNAME:
processed["mines"].append(next)
self.notOurs[next[0:2]] = next[2]
else:
processed["ourmines"].append(next)
self.seen.add(next[0:2])
counter += 2 + 3 * nummines
numplayers = int(arr[counter])
for i in range(numplayers): #x, y, dx, dy
processed["players"].append((float(arr[counter + 1 + 4*i]), float(arr[counter + 2 + 4*i]), float(arr[counter + 3 + 4*i]), float(arr[counter + 4 + 4*i])))
counter += 2 + 4 * numplayers
numbombs = int(arr[counter])
for i in range(numbombs): #x, y
processed["bombs"].append((float(arr[counter + 1 + 2*i]), float(arr[counter + 2 + 2*i])))
processed["mines"].sort(key = lambda x: squaredDistance(x, processed["pos"]))
processed["players"].sort(key = lambda x: squaredDistance(x, processed["pos"]))
processed["bombs"].sort(key = lambda x: squaredDistance(x, processed["pos"]))
global seen_backup
seen_backup = self.seen
return processed
except:
return None
def refreshData(self):
response = self.sendCommand('STATUS')
self.data = self.processData(response)
def setAccel(self, angle, magnitude):
self.sendCommand("ACCELERATE " + str(angle) + " " + str(magnitude))
def setBomb(self, pos, delay):
#requires delay: >=20 in frames where 1 frame = 25milsecond
self.sendCommand("BOMB " + str(pos[0]) + " " + str(pos[1]) + " " + str(delay))
def scanXY(self, pos):
response = self.sendCommand("SCAN " + str(pos[0]) + " " + str(pos[1]))
if response.find("ERROR") == -1:
print('scan', len(self.seen))
return self.processData(response, False)
else:
return None
def isOurMine(self, minepos):
for mine in self.data["ourmines"]:
if minepos[0] == mine[0] and minepos[1] == mine[1]:
return True
return False
def shortestVectorTo(self, target):
offsets = [(self.config["MAPWIDTH"],0), (0,self.config["MAPHEIGHT"]), (self.config["MAPWIDTH"],self.config["MAPHEIGHT"])]
vec = sub(target, self.data["pos"])
minLen = squaredDistance(vec)
minVec = vec
for offset in offsets:
vec = sub(target, sub(self.data["pos"], offset))
if squaredDistance(vec) < minLen:
minLen = squaredDistance(vec)
minVec = vec
vec = sub(target, sub(self.data["pos"], neg(offset)))
if squaredDistance(vec) < minLen:
minLen = squaredDistance(vec)
minVec = vec
return minVec
def waypoint(self, target, callback = None): # fly through this point exactly. blocks until done.
vecTo = self.shortestVectorTo(target)
self.seen.add(target[0:2])
print("Waypointing to ", target, " which is at angle ", angle(vecTo), " from me")
while distance(vecTo) > self.config["CAPTURERADIUS"] and not self.isOurMine(target):
self.refreshData()
#if len(p.seen) < 10:
# if len(self.data["mines"]) > 0:
# for mine in self.data["mines"]:
# if (not self.isOurMine(mine)) and (distance(self.data["pos"], target) > 1.5 * distance(self.data["pos"], mine)):
# self.stack.add(target)
# target = mine
vecTo = self.shortestVectorTo(target)
vel = self.data["vel"]
self.setAccel(angle(add(neg(perp(vecTo, vel)), scale(1/distance(vecTo),vecTo))), 1)
#if len(p.seen) >= 10:
for mine in self.notOurs.keys():
if distance(self.shortestVectorTo(mine)) * 1.5 < distance(vecTo): #if it's more than 1.5 times further than a nearer one, cancel.
print("canceling waypoint")
return
if callback is not None:
callback()
self.notOurs.pop(target[0:2], None)
#if len(p.seen) < 10:
# for targ in self.stack:
# self.waypoint(targ, self.scanNextMine)
# self.stack.discard(targ)
def scanRandom(self):
#self.exploringIndex
#scanResults =
#if scanResults != None:
# add everything in scanResults["mines"] to self.seen
self.scanXY((random.random() * self.config["MAPWIDTH"], random.random() * self.config["MAPHEIGHT"])) # add(scale(300, norm(self.data["vel"])), self.data["pos"])
#if scanResults != None and len(scanResults["mines"]) > 0:
# self.waypoint(scanResults["mines"][0])
def explore(self):
vel = self.data["vel"]
if(distance(vel) == 0):
self.setAccel(0.3, 1)
else:
self.setAccel(angle(vel), 1)
bombdisp = scale((self.config["BOMBPLACERADIUS"])/math.sqrt(squaredDistance(vel)),vel)
if len(self.data["mines"]) == 0:
self.setBomb(add(self.data["pos"], bombdisp), 30)
self.scanRandom()
def scanNextMine(self):
if random.random() < len(self.seen)/35.0:
m = random.choice(tuple(self.seen))
while 1000/distance(m, self.data["pos"]) < random.random(): # scanning needs to be weighted to be more likely for more nearby
m = random.choice(tuple(self.seen))
self.scanXY(m)
else:
self.scanRandom()
def waypointToNearest(self):
if len(self.notOurs) > 0:
target = min(self.notOurs.keys(), key=lambda mine: squaredDistance(mine, self.data["pos"]) * (0.1 if self.notOurs[mine]=='exodia' else 1))
if distance(target, self.data["pos"]) > 1500:
diff = sub(target, self.data["pos"])
bombdisp = scale((self.config["BOMBPLACERADIUS"])/math.sqrt(squaredDistance(diff)),diff)
if len(self.data["mines"]) == 0:
self.setBomb(add(self.data["pos"], bombdisp), 30)
self.waypoint(target, self.scanNextMine)
else:
self.explore()
# So memory.
# We are going to explore the map in an optimal way (with motion and with scans).
# The goal is to explore 80% of the area of the field.
# Once this occurs, we switch to a strategy of circulation.
# Scan each known location (in continuous linear sequence) to figure out if the mine is still ours. Add to a list if not.
# Greedily waypoint to the nearest mine that isn't ours.
# Of course, exploration is still occurring, but we're just not prioritizing it.
# to improve: waypoint cannot change if there's a much closer candidate
# have some other heuristics like current velocity direction
# and more prioritous enemies (higher rank)
# recovery - cache in file
# leave an area after hanging around too long - randomly boost self away?
# or unweight it if there's people nearby
# toroidal is broken
# allow waypointing to other things on the way? not seeing anything while waypointing - have a queue
# remember past points and check them at some point - after we hit a set number of "seen" bombs in the set (sortedset based on distance from current?)
# if waypoint keep going
# bomb it if people are nearby (or leave a parting bomb)
# sidescan
# predictive bomb positioning - for ourselves and for others
# stop dropping bombs at terminal velocity
#('Error', "invalid literal for float(): 3750'")
while True:
try:
with Player(HOST, PORT, USERNAME, PASSWORD) as p:
p.setAccel(0.3, 1)
time.sleep(1)
while len(p.seen) < 7:
p.refreshData()
#print(math.sqrt(squaredDistance(p.data["vel"])))
if len(p.data["mines"]) > 0:
p.waypoint(p.data["mines"][0], p.scanRandom)
#for index, mine in enumerate(p.data["mines"]):
# if index < (len(p.data["mines"]) - 1):
# p.toVisit.add(mine)
# else:
# p.waypoint(mine)
#for mine in p.toVisit:
# p.waypoint(mine)
#p.toVisit = set()
else:
p.explore()
while True:
p.waypointToNearest()
except Exception as e:
print("Error", str(e))
traceback.print_exc()
#('Error', "invalid literal for float(): -13.08585358'")
#('Error', "could not convert string to float: '")
#('Error', "invalid literal for int() with base 10: '1.8850081045206708E-125'"
#('Error', 'could not convert string to float: Unable')
#('Error', "invalid literal for int() with base 10: '2940.086815219818'")
#('Error', 'could not convert string to float: Unable')
#('Error', 'could not convert string to float: Unable')