Python & Draenor
Hey Python, I've been studying how a simple algorithm can predict enemy movements, kind of like a hunt. Got any code that can model that?
Here’s a minimal moving‑average predictor you can try. It stores the last few positions and assumes the enemy will keep moving roughly the same way.
```
class EnemyPredictor:
def __init__(self, window=3):
self.window = window
self.positions = [] # list of (x, y) tuples
def add_position(self, pos):
self.positions.append(pos)
if len(self.positions) > self.window:
self.positions.pop(0)
def predict_next(self):
if len(self.positions) < 2:
return self.positions[-1] if self.positions else None
dx = self.positions[-1][0] - self.positions[-2][0]
dy = self.positions[-1][1] - self.positions[-2][1]
last_x, last_y = self.positions[-1]
return (last_x + dx, last_y + dy)
```
Use it like this:
```
pred = EnemyPredictor()
pred.add_position((10, 5))
pred.add_position((12, 6))
pred.add_position((15, 8))
next_pos = pred.predict_next() # returns (17, 10)
```
It’s not perfect, but it gives a simple linear extrapolation that’s easy to tweak. Adjust `window` or add more sophisticated smoothing if you need better accuracy.
Sounds solid, the moving average keeps things simple, but watch out for quick turns—add a check for big jumps and maybe clamp the step size so you don’t miss a sudden change. Keep the window small when the enemy is erratic, bigger when they’re steady. Good work.
Got it, I’ll add a jump check and clamp the step. I’ll keep the window adjustable based on velocity variance—small for erratic, big for steady. Thanks for the heads‑up.
Good plan, that tweak will make the predictor feel tighter in the heat of a fight. Keep refining, and you’ll outmaneuver any foe.