added 1st movement algorithm

This commit is contained in:
Alexandre 2024-11-06 22:25:29 +01:00
parent f5e5113e72
commit 1ed4d9b75b
6 changed files with 216 additions and 44 deletions

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bin/main

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@ -1,19 +1,19 @@
3.7 3.7
3 0
7 11 7 11
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
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0 0 0 2 2 2 2 2 0 0 0 0 0 0 2 2 2 2 2 0 0 0
0 1 2 1 2 1 2 1 2 1 2 0 0 2 0 2 0 2 0 2 0 2
3 3 3 0 0 0 2 2 4 4 0 3 3 3 0 0 0 2 2 4 4 0
0 1 0 1 0 1 0 1 0 1 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 2 2 2 2 3 3 2 0 0 0 0 2 2 2 2 3 3 2 0
3 3
3 2 4 4.1 3 2 4 4.1
4 4 2 4.3 4 4 2 4.3
0 0 3 5.5 0 0 3 5.5
5 5
0 0 0 3 2 4 5 3 2 2 0 3 2 4 5 3
2 0 1 4 3 2 2 2 2 0 1 4 3 2 2 2
10 5 2 0 2 3 2 3 10 5 2 0 2 3 2 3
5 5 3 5 1 10 2 3 5 5 3 5 1 10 2 3

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main.cmi

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main.ml
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@ -1,16 +1,26 @@
let debug = false ;; (* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
type bomb = { let debug = false ;;
let fatal_time = 1.0 ;;
(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
type pt = {
x : int ; x : int ;
y : int ; y : int ;
}
type bomb = {
xy : pt ;
size : int ; size : int ;
det_time : float ; det_time : float ;
} }
type player = { type player = {
id : int ; id : int ;
x : int ; xy : pt ;
y : int ;
nspeed : int ; nspeed : int ;
nbomb_atonce : int ; nbomb_atonce : int ;
bomb_radius : int ; bomb_radius : int ;
@ -19,22 +29,24 @@ type player = {
} }
type boost = { type boost = {
x : int ; xy : pt ;
y : int ;
spec : int ; spec : int ;
} }
let default_bomb = { let default_point = {
x = 0 ; x = 0 ;
y = 0 ; y = 0 ;
}
let default_bomb = {
xy = default_point ;
size = 0 ; size = 0 ;
det_time = 0. ; det_time = 0. ;
} }
and default_player = { and default_player = {
id = 0 ; id = 0 ;
x = 0 ; xy = default_point ;
y = 0 ;
nspeed = 0 ; nspeed = 0 ;
nbomb_atonce = 0 ; nbomb_atonce = 0 ;
bomb_radius = 0 ; bomb_radius = 0 ;
@ -43,8 +55,7 @@ and default_player = {
} }
and default_boost = { and default_boost = {
x = 0 ; xy = default_point ;
y = 0 ;
spec = 0 ; spec = 0 ;
} }
@ -62,22 +73,46 @@ type game_data = {
mutable boosts : boost array ; mutable boosts : boost array ;
} }
type danger = Powerup | Safe | Danger | Fatal | Blocked ;; type danger = Safe | Danger | Fatal | Blocked ;;
let int_of_danger = function let int_of_danger = function
| Safe -> 0 | Safe -> 0
| Danger -> 1 | Danger -> 1
| Powerup -> 2 | Fatal -> 2
| Fatal -> 3 | Blocked -> 3 ;;
| Blocked -> 4 ;;
let danger_of_int = function let danger_of_int = function
| 0 -> Safe | 0 -> Safe
| 1 -> Danger | 1 -> Danger
| 2 -> Powerup | 2 -> Fatal
| 3 -> Fatal
| _ -> Blocked ;; | _ -> Blocked ;;
type moveType = EscapeDeath | BlowUpCrates | KillPlayers | ClaimLand ;;
exception ReturnInt of int ;;
(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
let equal_pt (p1 : pt) (p2 : pt) =
p1.x = p2.x && p1.y = p2.y ;;
let swap arr i j =
let temp = arr.(i) in
arr.(i) <- arr.(j) ;
arr.(j) <- temp ;;
let is_valid i j len hei =
i >= 0 && j >= 0 && i < len && j < hei ;;
let print_direction = function
| 0 -> Printf.printf "NORTH "
| 1 -> Printf.printf "EAST "
| 2 -> Printf.printf "SOUTH "
| 3 -> Printf.printf "WEST "
| 4 -> Printf.printf "STILL "
| _-> failwith "ERROR : invalid direction" ;;
(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *) (* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *) (* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
@ -95,15 +130,15 @@ let print_game_data (gd : game_data) =
done ; done ;
Printf.printf "Bombs (%d) : \n" gd.nbombs ; Printf.printf "Bombs (%d) : \n" gd.nbombs ;
for b = 0 to gd.nbombs -1 do for b = 0 to gd.nbombs -1 do
Printf.printf " [Bomb] (at %d %d) (of size %d) (blowing up at %f)\n" gd.bombs.(b).x gd.bombs.(b).y gd.bombs.(b).size gd.bombs.(b).det_time ; Printf.printf " [Bomb] (at %d %d) (of size %d) (blowing up at %f)\n" gd.bombs.(b).xy.x gd.bombs.(b).xy.y gd.bombs.(b).size gd.bombs.(b).det_time ;
done; done;
Printf.printf "Players (%d) : \n" gd.nplayers ; Printf.printf "Players (%d) : \n" gd.nplayers ;
for b = 0 to gd.nplayers -1 do for b = 0 to gd.nplayers -1 do
Printf.printf " [Player %d] (at %d %d) (holding %d %d %d %d %d)\n" gd.players.(b).id gd.players.(b).x gd.players.(b).y gd.players.(b).nspeed gd.players.(b).nbomb_atonce gd.players.(b).bomb_radius gd.players.(b).ndash gd.players.(b).ntraps ; Printf.printf " [Player %d] (at %d %d) (holding %d %d %d %d %d)\n" gd.players.(b).id gd.players.(b).xy.x gd.players.(b).xy.y gd.players.(b).nspeed gd.players.(b).nbomb_atonce gd.players.(b).bomb_radius gd.players.(b).ndash gd.players.(b).ntraps ;
done; done;
Printf.printf "Boosts (%d) : \n" gd.nboosts ; Printf.printf "Boosts (%d) : \n" gd.nboosts ;
for b = 0 to gd.nboosts -1 do for b = 0 to gd.nboosts -1 do
Printf.printf " [Boost] (at %d %d) (of type %d)\n" gd.boosts.(b).x gd.boosts.(b).y gd.boosts.(b).spec ; Printf.printf " [Boost] (at %d %d) (of type %d)\n" gd.boosts.(b).xy.x gd.boosts.(b).xy.y gd.boosts.(b).spec ;
done;; done;;
let print_danger_levels (map : danger array array) = let print_danger_levels (map : danger array array) =
@ -115,7 +150,6 @@ let print_danger_levels (map : danger array array) =
| Safe -> Printf.printf ". " | Safe -> Printf.printf ". "
| Danger -> Printf.printf "! " | Danger -> Printf.printf "! "
| Fatal -> Printf.printf "X " | Fatal -> Printf.printf "X "
| Powerup -> Printf.printf "P "
done; done;
Printf.printf "\n" Printf.printf "\n"
done ;; done ;;
@ -179,7 +213,7 @@ let parse_input (str : string) =
and last = ref 0 in and last = ref 0 in
let dat = int_n_of_string psd 3 last in let dat = int_n_of_string psd 3 last in
let dtime = Float.of_string (String.init (String.length psd - !last) (fun i -> psd.[i + !last])) in let dtime = Float.of_string (String.init (String.length psd - !last) (fun i -> psd.[i + !last])) in
res.bombs.(b) <- {x = dat.(0) ; y = dat.(1) ; size = dat.(2) ; det_time = dtime ; res.bombs.(b) <- {xy = {x = dat.(0) ; y = dat.(1) ;} ; size = dat.(2) ; det_time = dtime ;
} }
done; done;
@ -190,7 +224,7 @@ let parse_input (str : string) =
res.players <- Array.make res.nplayers default_player ; res.players <- Array.make res.nplayers default_player ;
for p = 0 to res.nplayers -1 do for p = 0 to res.nplayers -1 do
let dat = int_n_of_string (input_line ptr) 8 useless in let dat = int_n_of_string (input_line ptr) 8 useless in
res.players.(p) <- {id = dat.(2) ; x = dat.(0) ; y = dat.(1) ; nspeed = dat.(3) ; nbomb_atonce = dat.(4) ; bomb_radius = dat.(5) ; ndash = dat.(6) ; ntraps = dat.(7) ;} res.players.(p) <- {id = dat.(2) ; xy = {x = dat.(0) ; y = dat.(1) ;} ; nspeed = dat.(3) ; nbomb_atonce = dat.(4) ; bomb_radius = dat.(5) ; ndash = dat.(6) ; ntraps = dat.(7) ;}
done; done;
(* boosts *) (* boosts *)
@ -200,7 +234,7 @@ let parse_input (str : string) =
res.boosts <- Array.make res.nboosts default_boost ; res.boosts <- Array.make res.nboosts default_boost ;
for p = 0 to res.nboosts -1 do for p = 0 to res.nboosts -1 do
let dat = int_n_of_string (input_line ptr) 3 useless in let dat = int_n_of_string (input_line ptr) 3 useless in
res.boosts.(p) <- {x = dat.(0) ; y = dat.(1) ; spec = dat.(2)} res.boosts.(p) <- {xy = {x = dat.(0) ; y = dat.(1) ;} ; spec = dat.(2)}
done; done;
if debug then Printf.printf "Done!\n" ; if debug then Printf.printf "Done!\n" ;
@ -211,13 +245,17 @@ let parse_input (str : string) =
close_in ptr ; close_in ptr ;
failwith "cannot happen unless something is wrong" ;; failwith "cannot happen unless something is wrong" ;;
(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
let warn_level (b : bomb) (ct : float) = match (b.det_time -. ct) with let warn_level (b : bomb) (ct : float) = match (b.det_time -. ct) with
| k when k < 1.0 -> Fatal ; | k when k < fatal_time -> Fatal ;
| _ -> Danger ;; | _ -> Danger ;;
let danger_priority (p1 : danger) (p2 : danger) = let danger_priority (p1 : danger) (p2 : danger) =
danger_of_int (max (int_of_danger p1) (int_of_danger p2)) ;; danger_of_int (max (int_of_danger p1) (int_of_danger p2)) ;;
let order = [|(1, 0); (-1, 0); (0, 1); (0, -1)|] ;;
let evaluate_dangers (gd : game_data) = let evaluate_dangers (gd : game_data) =
let lines = Array.length gd.laby let lines = Array.length gd.laby
and cols = Array.length gd.laby.(0) in and cols = Array.length gd.laby.(0) in
@ -226,31 +264,150 @@ let evaluate_dangers (gd : game_data) =
(* add solid blocks *) (* add solid blocks *)
for l = 0 to lines -1 do for l = 0 to lines -1 do
for c = 0 to cols -1 do for c = 0 to cols -1 do
if gd.laby.(l).(c) = 1 || gd.laby.(l).(c) = 1 then if gd.laby.(l).(c) = 1 || gd.laby.(l).(c) = 2 then
res.(l).(c) <- Blocked ; res.(l).(c) <- Blocked ;
done done
done ; done ;
(* add bomb tiles *) (* sort bombs based on detonation time *)
for b = 0 to gd.nbombs -1 do for b = 0 to gd.nbombs -1 do
let dgr = warn_level gd.bombs.(b) gd.dt in let m = ref gd.bombs.(b).det_time
for off = -gd.bombs.(b).size to gd.bombs.(b).size do and im = ref b in
let ln = min (lines -1) (max 0 (gd.bombs.(b).x + off)) for j = b+1 to gd.nbombs -1 do
and cl = min (cols -1) (max 0 (gd.bombs.(b).y + off)) in if gd.bombs.(j).det_time < !m then begin
if res.(ln).(gd.bombs.(b).y) = Safe then m := gd.bombs.(j).det_time ;
res.(ln).(gd.bombs.(b).y) <- danger_priority (res.(ln).(gd.bombs.(b).y)) dgr ; im := j ;
if res.(gd.bombs.(b).x).(cl) = Safe then end
res.(gd.bombs.(b).x).(cl) <- danger_priority (res.(gd.bombs.(b).x).(cl)) dgr ;
done; done;
swap gd.bombs b (!im) ;
done; done;
(* add powerups *) (* add bomb tiles *)
for p = 0 to gd.nboosts -1 do let exploded = Hashtbl.create 12 in
res.(gd.boosts.(p).x).(gd.boosts.(p).y) <- Powerup ; for b = 0 to gd.nbombs -1 do
let dgr = warn_level gd.bombs.(b) gd.dt in
let halt = ref false in
let bx = gd.bombs.(b).xy.x
and by = gd.bombs.(b).xy.y in
for dir = 0 to 3 do
for w = 0 to gd.bombs.(b).size do
let cx = bx + w*(fst order.(dir))
and cy = by + w*(snd order.(dir)) in
if not !halt && is_valid (cx) (cy) lines cols then begin
if gd.laby.(cx).(cy) = 1 then (* bedrock *)
halt := true ;
if gd.laby.(cx).(cy) = 2 && Hashtbl.find_opt exploded (cx, cy) = None then begin (* unexploded crate *)
halt := true ;
res.(cx).(cy) <- danger_priority res.(cx).(cy) dgr ;
Hashtbl.add exploded (cx, cy) 1
end
else begin
res.(cx).(cy) <- danger_priority res.(cx).(cy) dgr ;
end
end
done;
halt := false ;
done
done; done;
res ;; res ;;
(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
let is_safe = function
| Safe | Danger -> true
| Fatal | Blocked -> false ;;
let move_safe (gd : game_data) (dgs : danger array array) =
(* use this whenever you are standing on a non-safe tile *)
let pid = gd.player_id in
let lines = Array.length gd.laby
and cols = Array.length gd.laby.(0) in
(* BFS to find the nearest safe spot (if it exists) *)
try
let q = Queue.create () in
let visited = Hashtbl.create 100 in
(* 1. try not to walk on fatal tiles *)
if debug then Printf.printf "Attempt 1/3...\n";
let (cx, cy) = (gd.players.(pid).xy.x, gd.players.(pid).xy.y) in
if cx <> 0 && is_safe dgs.(cx-1).(cy) then (* North *) Queue.add (cx-1, cy, 0) q ;
if cx <> lines -1 && is_safe dgs.(cx+1).(cy) then (* South *) Queue.add (cx+1, cy, 2) q ;
if cy <> 0 && is_safe dgs.(cx).(cy-1) then (* West *) Queue.add (cx, cy-1, 3) q ;
if cy <> cols -1 && is_safe dgs.(cx).(cy+1) then (* East *) Queue.add (cx, cy+1, 1) q ;
while not (Queue.is_empty q) do
let (cx, cy, dir) = Queue.pop q in
Hashtbl.add visited (cx, cy, 1) 1 ;
if dgs.(cx).(cy) = Safe then
raise (ReturnInt dir)
else begin
(* add neighbors *)
if cx <> 0 && Hashtbl.find_opt visited (cx-1, cy, 1) = None && is_safe dgs.(cx-1).(cy) then (* North *) Queue.add (cx-1, cy, dir) q ;
if cx <> lines -1 && Hashtbl.find_opt visited (cx+1, cy, 1) = None && is_safe dgs.(cx+1).(cy) then (* South *) Queue.add (cx+1, cy, dir) q ;
if cy <> 0 && Hashtbl.find_opt visited (cx, cy-1, 1) = None && is_safe dgs.(cx).(cy-1) then (* West *) Queue.add (cx, cy-1, dir) q ;
if cy <> cols -1 && Hashtbl.find_opt visited (cx, cy+1, 1) = None && is_safe dgs.(cx).(cy+1) then (* East *) Queue.add (cx, cy+1, dir) q ;
end
done;
(* 2. find the path that get you off fatal tiles ASAP *)
if debug then Printf.printf "Attempt 2/3...\n";
if cx <> 0 && dgs.(cx-1).(cy) <> Blocked then (* North *) Queue.add (cx-1, cy, 0) q ;
if cx <> lines -1 && dgs.(cx+1).(cy) <> Blocked then (* South *) Queue.add (cx+1, cy, 2) q ;
if cy <> 0 && dgs.(cx).(cy-1) <> Blocked then (* West *) Queue.add (cx, cy-1, 3) q ;
if cy <> cols -1 && dgs.(cx).(cy+1) <> Blocked then (* East *) Queue.add (cx, cy+1, 1) q ;
while not (Queue.is_empty q) do
let (cx, cy, dir) = Queue.pop q in
Hashtbl.add visited (cx, cy, 2) 1 ;
if dgs.(cx).(cy) = Safe then
raise (ReturnInt dir)
else begin
(* add neighbors *)
if cx <> 0 && Hashtbl.find_opt visited (cx-1, cy, 2) = None && dgs.(cx-1).(cy) <> Blocked then (* North *) Queue.add (cx-1, cy, dir) q ;
if cx <> lines -1 && Hashtbl.find_opt visited (cx+1, cy, 2) = None && dgs.(cx+1).(cy) <> Blocked then (* South *) Queue.add (cx+1, cy, dir) q ;
if cy <> 0 && Hashtbl.find_opt visited (cx, cy-1, 2) = None && dgs.(cx-1).(cy) <> Blocked then (* West *) Queue.add (cx, cy-1, dir) q ;
if cy <> cols -1 && Hashtbl.find_opt visited (cx, cy+1, 2) = None && dgs.(cx).(cy+1) <> Blocked then (* East *) Queue.add (cx, cy+1, dir) q ;
end
done;
(* 3. no safe tile within reach (very rare), look out for warning *)
if debug then Printf.printf "Attempt 3/3...\n";
if cx <> 0 && dgs.(cx-1).(cy) <> Blocked then (* North *) Queue.add (cx-1, cy, 0) q ;
if cx <> lines -1 && dgs.(cx+1).(cy) <> Blocked then (* South *) Queue.add (cx+1, cy, 2) q ;
if cy <> 0 && dgs.(cx).(cy-1) <> Blocked then (* West *) Queue.add (cx, cy-1, 3) q ;
if cy <> cols -1 && dgs.(cx).(cy+1) <> Blocked then (* East *) Queue.add (cx, cy+1, 1) q ;
while not (Queue.is_empty q) do
let (cx, cy, dir) = Queue.pop q in
Hashtbl.add visited (cx, cy, 3) 1 ;
if dgs.(cx).(cy) = Danger then
raise (ReturnInt dir)
else begin
(* add neighbors *)
if cx <> 0 && Hashtbl.find_opt visited (cx-1, cy, 3) = None && dgs.(cx-1).(cy) <> Blocked then (* North *) Queue.add (cx-1, cy, dir) q ;
if cx <> lines -1 && Hashtbl.find_opt visited (cx+1, cy, 3) = None && dgs.(cx+1).(cy) <> Blocked then (* South *) Queue.add (cx+1, cy, dir) q ;
if cy <> 0 && Hashtbl.find_opt visited (cx, cy-1, 3) = None && dgs.(cx-1).(cy) <> Blocked then (* West *) Queue.add (cx, cy-1, dir) q ;
if cy <> cols -1 && Hashtbl.find_opt visited (cx, cy+1, 3) = None && dgs.(cx).(cy+1) <> Blocked then (* East *) Queue.add (cx, cy+1, dir) q ;
end
done;
(* you're probably dead if the code reaches here *)
if debug then Printf.printf "Attempt F...\n";
4
with
| ReturnInt k -> k ;;
let game_d = parse_input "input_test.txt" ;; let game_d = parse_input "input_test.txt" ;;
let dangers = evaluate_dangers game_d ;;
print_game_data game_d ;; print_game_data game_d ;;
print_danger_levels (evaluate_dangers game_d) print_danger_levels dangers ;;
Printf.printf "move at ";;
print_direction (move_safe game_d dangers) ;;
Printf.printf "\n" ;;

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tp.txt Normal file
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@ -0,0 +1,15 @@
0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0
3 3 3 0 0 0 0 0 4 4 0
0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 3 3 0 0
0 0 0 0 0 0 0 0 0 0 0
0 1 0 1 2 1 2 1 2 1 0
0 0 0 2 2 2 2 2 0 0 0
0 1 2 1 2 1 2 1 2 1 2
3 3 3 0 0 0 2 2 4 4 0
0 1 0 1 0 1 0 1 0 1 0
0 0 0 2 2 2 2 3 3 2 0