More aggressive, got to level 3 at least
This commit is contained in:
@@ -324,8 +324,9 @@ public partial class MainWindow : Window
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_recentDeaths.Dequeue();
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_recentDeaths.Dequeue();
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}
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}
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_survivalTicks = Math.Max(_survivalTicks, 24 + _recentDeaths.Count * 4);
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// Minimal survival mode - deaths don't matter, only kills
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_escapeLockTicks = Math.Max(_escapeLockTicks, 8);
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_survivalTicks = Math.Max(_survivalTicks, 4);
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_escapeLockTicks = Math.Max(_escapeLockTicks, 2);
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_escapeDirection = Opposite(_lastMoveDirection);
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_escapeDirection = Opposite(_lastMoveDirection);
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_pressureStreak = 0;
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_pressureStreak = 0;
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_x = 0;
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_x = 0;
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@@ -461,14 +462,39 @@ public partial class MainWindow : Window
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var underPressure = hpRatio < PressureHpThreshold(profile) || _recentDamageTicks > 0 || closeThreats >= PressureThreatThreshold(profile) || _survivalTicks > 0 || _pressureStreak >= 2;
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var underPressure = hpRatio < PressureHpThreshold(profile) || _recentDamageTicks > 0 || closeThreats >= PressureThreatThreshold(profile) || _survivalTicks > 0 || _pressureStreak >= 2;
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_lastUnderPressure = underPressure;
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_lastUnderPressure = underPressure;
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// Teleport if we can and enemies are nearby - aggressive repositioning for kills
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if (Ready(BotAction.Teleport) && closeThreats >= 1 && _nearestEnemy.HasValue)
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{
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var targetX = _nearestEnemy.Value.X;
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var targetY = _nearestEnemy.Value.Y;
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// Teleport closer to enemy for aggressive positioning
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var moveTowardX = targetX > 0 ? targetX - 1 : targetX + 1;
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var moveTowardY = targetY > 0 ? targetY - 1 : targetY + 1;
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return new BotDecision(
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"teleport-aggro",
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"Close enemy; teleport for aggressive positioning.",
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async ct =>
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{
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var response = await _client.TeleportAsync(_playerToken, moveTowardX, moveTowardY, ct);
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MarkUsed(BotAction.Teleport);
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if (response.Executed)
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{
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_x = moveTowardX;
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_y = moveTowardY;
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}
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return response.Executed;
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});
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}
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var specialThreatThreshold = SpecialThreatThreshold(profile);
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var specialThreatThreshold = SpecialThreatThreshold(profile);
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var specialHpFloor = SpecialHpFloor(profile);
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var specialHpFloor = SpecialHpFloor(profile);
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if (Ready(BotAction.Special) && closeThreats >= specialThreatThreshold && (hpRatio >= specialHpFloor || closeThreats >= specialThreatThreshold + 1))
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if (Ready(BotAction.Special) && closeThreats >= specialThreatThreshold)
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{
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{
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return new BotDecision(
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return new BotDecision(
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"specialattack",
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"specialattack",
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"Multiple enemies close; AoE yields best kill rate.",
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$"Multiple enemies ({closeThreats}) close; AoE for maximum kills.",
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async ct =>
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async ct =>
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{
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{
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var response = await _client.SpecialattackAsync(_playerToken, ct);
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var response = await _client.SpecialattackAsync(_playerToken, ct);
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@@ -499,7 +525,7 @@ public partial class MainWindow : Window
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{
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{
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return new BotDecision(
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return new BotDecision(
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"dash-retreat",
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"dash-retreat",
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$"High pressure escape via dash -> {retreatDirection}.",
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$"Critical HP escape via dash -> {retreatDirection}.",
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async ct =>
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async ct =>
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{
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{
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var response = await _client.DashAsync(_playerToken, (int)retreatDirection, ct);
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var response = await _client.DashAsync(_playerToken, (int)retreatDirection, ct);
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@@ -517,7 +543,7 @@ public partial class MainWindow : Window
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return new BotDecision(
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return new BotDecision(
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"move-retreat",
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"move-retreat",
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$"Adjacent enemy and pressure high; kite to {retreatDirection}.",
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$"Retreating from {immediateDir.Value} -> {retreatDirection}.",
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async ct =>
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async ct =>
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{
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{
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var response = await _client.MoveAsync(_playerToken, (int)retreatDirection, ct);
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var response = await _client.MoveAsync(_playerToken, (int)retreatDirection, ct);
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@@ -540,7 +566,7 @@ public partial class MainWindow : Window
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var dir = immediateDir.Value;
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var dir = immediateDir.Value;
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return new BotDecision(
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return new BotDecision(
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"hit-last-stand",
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"hit-last-stand",
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$"Adjacent enemy at {dir}; strike while move cooldown is active.",
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$"Adjacent enemy at {dir}; aggressive strike.",
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async ct =>
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async ct =>
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{
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{
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var response = await _client.HitAsync(_playerToken, (int)dir, ct);
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var response = await _client.HitAsync(_playerToken, (int)dir, ct);
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@@ -554,15 +580,14 @@ public partial class MainWindow : Window
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.OrderBy(x => x.Value.SightedPlayerDistance ?? int.MaxValue)
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.OrderBy(x => x.Value.SightedPlayerDistance ?? int.MaxValue)
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.FirstOrDefault();
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.FirstOrDefault();
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// More aggressive shooting
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if (bestSight.Value is not null && Ready(BotAction.Shoot))
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if (bestSight.Value is not null && Ready(BotAction.Shoot))
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{
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{
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var dir = bestSight.Key;
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var dir = bestSight.Key;
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var dist = bestSight.Value.SightedPlayerDistance ?? 99;
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var dist = bestSight.Value.SightedPlayerDistance ?? 99;
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if (!underPressure || dist >= 2)
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{
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return new BotDecision(
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return new BotDecision(
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"shoot",
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"shoot",
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$"Enemy in line of sight to {dir}; ranged hit before moving.",
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$"Enemy at {dir} ({dist} dist); ranged kill.",
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async ct =>
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async ct =>
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{
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{
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var response = await _client.ShootAsync(_playerToken, (int)dir, ct);
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var response = await _client.ShootAsync(_playerToken, (int)dir, ct);
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@@ -570,18 +595,13 @@ public partial class MainWindow : Window
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return response.Executed;
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return response.Executed;
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});
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});
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}
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}
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}
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var moveDirection = GetBestMoveDirection(chase: !underPressure);
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var moveDirection = GetBestMoveDirection(chase: true);
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if (Ready(BotAction.Move))
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if (Ready(BotAction.Move))
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{
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{
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var reason = underPressure
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? $"Pressure high; reposition toward safer lane -> {moveDirection}."
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: $"Controlled hunt path -> {moveDirection}.";
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return new BotDecision(
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return new BotDecision(
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"move",
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"move",
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reason,
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$"Aggressive hunt -> {moveDirection}.",
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async ct =>
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async ct =>
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{
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{
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var response = await _client.MoveAsync(_playerToken, (int)moveDirection, ct);
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var response = await _client.MoveAsync(_playerToken, (int)moveDirection, ct);
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@@ -591,11 +611,6 @@ public partial class MainWindow : Window
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if (moved)
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if (moved)
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{
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{
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ApplyMovement(moveDirection, 1);
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ApplyMovement(moveDirection, 1);
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if (underPressure)
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{
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_escapeDirection = moveDirection;
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_escapeLockTicks = Math.Max(_escapeLockTicks, EscapeLockTicks(profile));
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}
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}
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}
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return response.Executed;
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return response.Executed;
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@@ -626,87 +641,63 @@ public partial class MainWindow : Window
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foreach (var dir in scored.Keys.ToArray())
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foreach (var dir in scored.Keys.ToArray())
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{
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{
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var score = 0.0;
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var score = 0.0;
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score += chase ? scored[dir] * 1.35 : -scored[dir] * 1.0;
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// Always chase aggressively - ignore radar safety
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score += scored[dir] * 0.5;
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if (_lastPeek.TryGetValue(dir, out var peek) && peek.Executed)
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if (_lastPeek.TryGetValue(dir, out var peek) && peek.Executed)
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{
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{
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if (peek.PlayersInSight > 0)
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if (peek.PlayersInSight > 0)
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{
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{
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var dist = Math.Max(1, peek.SightedPlayerDistance ?? 6);
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var dist = Math.Max(1, peek.SightedPlayerDistance ?? 6);
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score += chase
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// Aggressive scoring: high bonus for chasing visible enemies
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? 7.0 / dist + peek.PlayersInSight * 0.8
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score += 15.0 / dist + peek.PlayersInSight * 3.0;
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: -10.0 / dist - peek.PlayersInSight * 0.7;
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}
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else if (!chase)
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{
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score += 0.9;
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}
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}
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}
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}
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if (_nearestEnemy.HasValue)
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if (_nearestEnemy.HasValue)
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{
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{
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var targetDir = DirectionFromVector(_nearestEnemy.Value.X, _nearestEnemy.Value.Y);
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var targetDir = DirectionFromVector(_nearestEnemy.Value.X, _nearestEnemy.Value.Y);
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var awayDir = Opposite(targetDir);
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// Always move toward nearest enemy
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if (chase && dir == targetDir)
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if (dir == targetDir)
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{
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{
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score += 4.0;
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score += 12.0;
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}
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}
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else if (!chase && dir == awayDir)
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else if (dir == Opposite(targetDir))
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{
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{
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score += 4.5;
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score -= 8.0;
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}
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else if (!chase && dir == targetDir)
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{
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score -= 3.5;
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}
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}
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}
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}
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// Reduce penalties for visiting/death zones - we're aggressive
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var visitPenalty = VisitHeatFor(dir);
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var visitPenalty = VisitHeatFor(dir);
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var deathPenalty = DeathHeatFor(dir);
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var deathPenalty = DeathHeatFor(dir);
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if (_currentLevelProfile == LevelProfile.BiggerMap)
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score -= visitPenalty * 0.2;
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{
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score -= deathPenalty * 0.3;
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score -= visitPenalty * 1.4;
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}
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else
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{
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score -= visitPenalty * 0.8;
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}
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score -= deathPenalty * 1.6;
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if (_survivalTicks > 0 && _nearestEnemy.HasValue)
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{
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var safest = Opposite(DirectionFromVector(_nearestEnemy.Value.X, _nearestEnemy.Value.Y));
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if (dir == safest)
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{
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score += 2.8;
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}
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}
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if (_escapeLockTicks > 0)
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if (_escapeLockTicks > 0)
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{
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{
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if (dir == _escapeDirection)
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if (dir == _escapeDirection)
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{
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{
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score += 4.5;
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score += 2.0;
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}
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}
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else if (dir == Opposite(_escapeDirection))
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else if (dir == Opposite(_escapeDirection))
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{
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{
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score -= 4.0;
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score -= 1.5;
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}
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}
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}
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}
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if (_blockedDirectionTicks.TryGetValue(dir, out var blockedTicks) && blockedTicks > 0)
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if (_blockedDirectionTicks.TryGetValue(dir, out var blockedTicks) && blockedTicks > 0)
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{
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{
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score -= 5.0 + blockedTicks * 0.4;
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score -= 3.0 + blockedTicks * 0.2;
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}
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}
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if (dir == Opposite(_lastMoveDirection))
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if (dir == Opposite(_lastMoveDirection))
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{
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{
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score -= 0.6;
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score -= 0.2;
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}
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}
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score += _survivalTicks > 0 ? _random.NextDouble() * 0.2 : _random.NextDouble() * 0.7;
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score += _random.NextDouble() * 0.5;
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scored[dir] = score;
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scored[dir] = score;
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}
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}
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@@ -866,74 +857,74 @@ public partial class MainWindow : Window
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private double PressureHpThreshold(LevelProfile profile) => profile switch
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private double PressureHpThreshold(LevelProfile profile) => profile switch
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{
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{
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LevelProfile.BiggerMap => 0.66,
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LevelProfile.BiggerMap => 0.15,
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LevelProfile.MoreBots => 0.62,
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LevelProfile.MoreBots => 0.12,
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LevelProfile.NewBots => 0.68,
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LevelProfile.NewBots => 0.18,
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LevelProfile.Default => 0.58,
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LevelProfile.Default => 0.10,
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_ => 0.60,
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_ => 0.15,
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};
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};
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private int PressureThreatThreshold(LevelProfile profile) => profile switch
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private int PressureThreatThreshold(LevelProfile profile) => profile switch
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{
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{
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LevelProfile.BiggerMap => 2,
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LevelProfile.BiggerMap => 5,
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LevelProfile.MoreBots => 2,
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LevelProfile.MoreBots => 6,
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LevelProfile.NewBots => 2,
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LevelProfile.NewBots => 5,
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LevelProfile.Default => 2,
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LevelProfile.Default => 6,
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_ => 2,
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_ => 5,
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};
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};
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private int SpecialThreatThreshold(LevelProfile profile) => profile switch
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private int SpecialThreatThreshold(LevelProfile profile) => profile switch
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{
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{
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LevelProfile.MoreBots => 4,
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LevelProfile.MoreBots => 2,
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LevelProfile.NewBots => 3,
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LevelProfile.NewBots => 1,
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LevelProfile.BiggerMap => 2,
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LevelProfile.BiggerMap => 1,
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LevelProfile.Default => 2,
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LevelProfile.Default => 1,
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_ => 2,
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_ => 1,
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};
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};
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private double SpecialHpFloor(LevelProfile profile) => profile switch
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private double SpecialHpFloor(LevelProfile profile) => profile switch
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{
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{
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LevelProfile.MoreBots => 0.78,
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LevelProfile.MoreBots => 0.20,
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LevelProfile.NewBots => 0.55,
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LevelProfile.NewBots => 0.15,
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LevelProfile.BiggerMap => 0.42,
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LevelProfile.BiggerMap => 0.10,
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LevelProfile.Default => 0.35,
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LevelProfile.Default => 0.05,
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_ => 0.40,
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_ => 0.10,
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};
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};
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private double DashHpThreshold(LevelProfile profile) => profile switch
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private double DashHpThreshold(LevelProfile profile) => profile switch
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{
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{
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LevelProfile.BiggerMap => 0.50,
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LevelProfile.BiggerMap => 0.08,
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LevelProfile.NewBots => 0.58,
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LevelProfile.NewBots => 0.12,
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LevelProfile.MoreBots => 0.40,
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LevelProfile.MoreBots => 0.10,
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LevelProfile.Default => 0.30,
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LevelProfile.Default => 0.05,
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_ => 0.45,
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_ => 0.10,
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};
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};
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private int EscapeLockTicks(LevelProfile profile) => profile switch
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private int EscapeLockTicks(LevelProfile profile) => profile switch
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{
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{
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LevelProfile.BiggerMap => 8,
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LevelProfile.BiggerMap => 2,
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LevelProfile.NewBots => 9,
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LevelProfile.NewBots => 2,
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LevelProfile.MoreBots => 6,
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LevelProfile.MoreBots => 2,
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LevelProfile.Default => 5,
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LevelProfile.Default => 2,
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_ => 6,
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_ => 2,
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};
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};
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private bool ShouldUseImmediateHit(LevelProfile profile, double hpRatio, int closeThreats, bool underPressure) => profile switch
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private bool ShouldUseImmediateHit(LevelProfile profile, double hpRatio, int closeThreats, bool underPressure) => profile switch
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{
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{
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LevelProfile.Default => hpRatio >= 0.22 && closeThreats <= 2,
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LevelProfile.Default => hpRatio >= 0.05,
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LevelProfile.BiggerMap => hpRatio >= 0.25 && closeThreats <= 2,
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LevelProfile.BiggerMap => hpRatio >= 0.05,
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LevelProfile.MoreBots => hpRatio >= 0.35 && closeThreats <= 3,
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LevelProfile.MoreBots => hpRatio >= 0.05,
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LevelProfile.NewBots => !underPressure && hpRatio >= 0.50,
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LevelProfile.NewBots => hpRatio >= 0.05,
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_ => hpRatio >= 0.30 && closeThreats <= 2,
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_ => hpRatio >= 0.05,
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};
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};
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private bool ShouldRetreatOnImmediate(LevelProfile profile, double hpRatio, int closeThreats) => profile switch
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private bool ShouldRetreatOnImmediate(LevelProfile profile, double hpRatio, int closeThreats) => profile switch
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{
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{
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LevelProfile.Default => hpRatio < 0.22 || closeThreats >= 3,
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LevelProfile.Default => hpRatio < 0.02,
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LevelProfile.BiggerMap => hpRatio < 0.30 || closeThreats >= 3,
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LevelProfile.BiggerMap => hpRatio < 0.02,
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LevelProfile.MoreBots => hpRatio < 0.32 || closeThreats >= 3,
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LevelProfile.MoreBots => hpRatio < 0.02,
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LevelProfile.NewBots => hpRatio < 0.68 || closeThreats >= 2,
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LevelProfile.NewBots => hpRatio < 0.02,
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_ => hpRatio < 0.30 || closeThreats >= 3,
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_ => hpRatio < 0.02,
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};
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};
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private void MarkVisit(int x, int y, double amount)
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private void MarkVisit(int x, int y, double amount)
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Reference in New Issue
Block a user