visual changes to tkinter interface
This commit is contained in:
parent
c6dcd8cfd2
commit
be1af52e4f
3
again.ml
3
again.ml
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@ -446,6 +446,9 @@ let simulate_bomb_deconstruct (dgs : danger_map) (bx : int) (by : int) (bsize :
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done;
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saved_data ;;
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(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
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(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
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let reverse_simulate_bomb (dgs : danger_map) (save : (int * int, float) Hashtbl.t) =
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Hashtbl.iter
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(fun (x, y) dt ->
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40
entrees.txt
40
entrees.txt
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@ -1,23 +1,27 @@
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157.4200000000005
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2
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6.0
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3
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13 21
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1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
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1 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 5 4 4 1
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1 3 1 6 1 4 1 6 1 3 1 6 1 5 1 4 1 5 1 5 1
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1 3 3 6 3 4 6 6 6 3 6 6 6 5 4 4 4 4 4 4 1
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1 3 1 6 1 4 1 6 1 3 1 6 1 5 1 4 1 5 1 5 1
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1 4 4 6 4 4 4 4 4 4 6 6 6 6 6 6 6 6 4 4 1
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1 3 1 6 1 4 1 6 1 3 1 6 1 4 1 4 1 5 1 0 1
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1 3 3 3 3 4 3 4 4 4 4 5 4 4 4 4 5 5 5 4 1
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1 3 1 0 1 4 1 3 1 4 1 5 1 5 1 4 1 4 1 4 1
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1 6 6 6 3 4 4 4 4 4 4 5 4 4 3 4 5 5 5 4 1
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1 6 1 0 1 3 1 3 1 4 1 5 1 5 1 5 1 4 1 4 1
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1 6 0 6 6 6 6 6 6 4 6 6 6 6 6 6 6 6 4 4 1
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1 0 0 2 2 2 2 0 2 2 2 2 2 0 2 2 2 2 0 0 1
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1 0 1 2 1 2 1 2 1 2 1 2 1 2 1 2 1 2 1 0 1
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1 2 2 0 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 1
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1 2 1 2 1 2 1 2 1 2 1 2 1 2 1 0 1 2 1 2 1
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1 2 0 2 0 0 2 2 2 0 2 2 0 2 2 2 2 2 2 2 1
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1 0 1 2 1 2 1 2 1 0 1 2 1 2 1 2 1 2 1 2 1
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1 2 2 0 2 2 2 2 2 2 2 2 2 0 2 0 2 2 2 2 1
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1 2 1 2 1 2 1 2 1 2 1 0 1 2 1 2 1 2 1 2 1
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1 2 2 2 2 2 0 0 0 2 2 2 2 2 2 2 2 2 2 2 1
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1 0 1 2 1 0 1 2 1 0 1 2 1 2 1 2 1 2 1 0 1
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1 0 0 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 0 0 1
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1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1
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0
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4
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3 6 0 1 3 4 0 1
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10 5 1 3 3 4 1 2
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7 6 2 2 3 4 0 1
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3 5 3 7 3 5 0 5
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2 1 1 6.5
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10 19 1 6.5
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2 19 1 6.5
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10 1 1 6.5
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4
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1 2 0 0 0 1 0 0
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11 18 1 0 0 1 0 0
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1 18 2 0 0 1 0 0
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11 2 3 0 0 1 0 0
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0
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@ -91,6 +91,77 @@ def cree_plateau_initial(lignes, colonnes, nombreDeTrous):
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plateau[i][j] = PLATEAU_VIDE
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return plateau
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def affiche_powerup(canvas, couleurPowerup, j, k):
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# COULEURS_POWERUPS = ["cyan", "orangered", "red", "magenta", "purple"]
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if couleurPowerup == "orangered":
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canvas.create_oval(j*TAILLE_TUILE+TAILLE_TUILE*1/5, k*TAILLE_TUILE+TAILLE_TUILE*2/5, j*TAILLE_TUILE+TAILLE_TUILE-TAILLE_TUILE*1/5, k*TAILLE_TUILE+TAILLE_TUILE, fill=couleurPowerup)
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canvas.create_polygon(
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j*TAILLE_TUILE+TAILLE_TUILE/2-TAILLE_TUILE/15, k*TAILLE_TUILE+TAILLE_TUILE*7/10,
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j*TAILLE_TUILE+TAILLE_TUILE/2+TAILLE_TUILE/15, k*TAILLE_TUILE+TAILLE_TUILE*7/10,
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j*TAILLE_TUILE+TAILLE_TUILE/2+TAILLE_TUILE/15, k*TAILLE_TUILE+TAILLE_TUILE/15,
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j*TAILLE_TUILE+TAILLE_TUILE/2-TAILLE_TUILE/15, k*TAILLE_TUILE+TAILLE_TUILE/15,
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fill=couleurPowerup)
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#canvas.create_text((j+1)*TAILLE_TUILE+TAILLE_TUILE/2, (k+0.5)*TAILLE_TUILE, text=joueurs[i][J_NOMBREBOMBES])
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elif couleurPowerup == "red":
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canvas.create_polygon(
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j*TAILLE_TUILE+TAILLE_TUILE, k*TAILLE_TUILE+TAILLE_TUILE,
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j*TAILLE_TUILE, k*TAILLE_TUILE+TAILLE_TUILE,
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j*TAILLE_TUILE, k*TAILLE_TUILE+TAILLE_TUILE*(randrange(7))/10,
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j*TAILLE_TUILE+1*TAILLE_TUILE/6, k*TAILLE_TUILE+TAILLE_TUILE*(randrange(7))/10,
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j*TAILLE_TUILE+2*TAILLE_TUILE/6, k*TAILLE_TUILE+TAILLE_TUILE*(randrange(7))/10,
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j*TAILLE_TUILE+3*TAILLE_TUILE/6, k*TAILLE_TUILE+TAILLE_TUILE*(randrange(7))/10,
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j*TAILLE_TUILE+4*TAILLE_TUILE/6, k*TAILLE_TUILE+TAILLE_TUILE*(randrange(7))/10,
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j*TAILLE_TUILE+5*TAILLE_TUILE/6, k*TAILLE_TUILE+TAILLE_TUILE*(randrange(7))/10,
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j*TAILLE_TUILE+6*TAILLE_TUILE/6, k*TAILLE_TUILE+TAILLE_TUILE*(randrange(7))/10,
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outline="black", fill=couleurPowerup)
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#canvas.create_text((j+1)*TAILLE_TUILE+TAILLE_TUILE/2, (k+0.5)*TAILLE_TUILE, text=joueurs[i][J_LONGUEURFLAMMES])
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elif couleurPowerup == "cyan":
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canvas.create_polygon(
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j*TAILLE_TUILE+TAILLE_TUILE/10, k*TAILLE_TUILE+TAILLE_TUILE/10,
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j*TAILLE_TUILE+TAILLE_TUILE*2/5, k*TAILLE_TUILE+TAILLE_TUILE/10,
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j*TAILLE_TUILE+TAILLE_TUILE*2/5, k*TAILLE_TUILE+TAILLE_TUILE/2,
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j*TAILLE_TUILE+TAILLE_TUILE*9/10, k*TAILLE_TUILE+TAILLE_TUILE*7/10,
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j*TAILLE_TUILE+TAILLE_TUILE, k*TAILLE_TUILE+TAILLE_TUILE*9/10,
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j*TAILLE_TUILE+TAILLE_TUILE/10, k*TAILLE_TUILE+TAILLE_TUILE*9/10,
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outline="black", fill=couleurPowerup)
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#canvas.create_text((j+1)*TAILLE_TUILE+TAILLE_TUILE/2, (k+0.5)*TAILLE_TUILE, text=joueurs[i][J_VITESSE])
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elif couleurPowerup == "magenta":
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canvas.create_polygon(
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j*TAILLE_TUILE, k*TAILLE_TUILE,
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j*TAILLE_TUILE+TAILLE_TUILE*6/10, k*TAILLE_TUILE+TAILLE_TUILE/2,
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j*TAILLE_TUILE, k*TAILLE_TUILE+TAILLE_TUILE,
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fill=couleurPowerup)
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canvas.create_polygon(
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j*TAILLE_TUILE+TAILLE_TUILE*4/10, k*TAILLE_TUILE,
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j*TAILLE_TUILE+TAILLE_TUILE, k*TAILLE_TUILE+TAILLE_TUILE/2,
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j*TAILLE_TUILE+TAILLE_TUILE*4/10, k*TAILLE_TUILE+TAILLE_TUILE,
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fill=couleurPowerup)
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#canvas.create_text((j+1)*TAILLE_TUILE+TAILLE_TUILE/2, (k+0.5)*TAILLE_TUILE, text=joueurs[i][J_DASHSRESTANTS])
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elif couleurPowerup == "purple":
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canvas.create_polygon(
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j*TAILLE_TUILE+TAILLE_TUILE*1/10, k*TAILLE_TUILE+TAILLE_TUILE*7/10,
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j*TAILLE_TUILE+TAILLE_TUILE*3/20, k*TAILLE_TUILE+TAILLE_TUILE*6/10,
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j*TAILLE_TUILE+TAILLE_TUILE/2, k*TAILLE_TUILE+TAILLE_TUILE*8/10,
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j*TAILLE_TUILE+TAILLE_TUILE*17/20, k*TAILLE_TUILE+TAILLE_TUILE*6/10,
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j*TAILLE_TUILE+TAILLE_TUILE*9/10, k*TAILLE_TUILE+TAILLE_TUILE*7/10,
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j*TAILLE_TUILE+TAILLE_TUILE/2, k*TAILLE_TUILE+TAILLE_TUILE*9/10,
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fill=couleurPowerup)
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canvas.create_polygon(j*TAILLE_TUILE, k*TAILLE_TUILE, j*TAILLE_TUILE+TAILLE_TUILE/(TAILLE_OVERLAY), k*TAILLE_TUILE, j*TAILLE_TUILE+TAILLE_TUILE/(TAILLE_OVERLAY), k*TAILLE_TUILE+TAILLE_TUILE, j*TAILLE_TUILE, k*TAILLE_TUILE+TAILLE_TUILE, fill="black")
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canvas.create_polygon(j*TAILLE_TUILE, k*TAILLE_TUILE, j*TAILLE_TUILE+TAILLE_TUILE, k*TAILLE_TUILE, j*TAILLE_TUILE+TAILLE_TUILE, k*TAILLE_TUILE+TAILLE_TUILE/(TAILLE_OVERLAY), j*TAILLE_TUILE, k*TAILLE_TUILE+TAILLE_TUILE/(TAILLE_OVERLAY), fill="black")
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canvas.create_polygon(j*TAILLE_TUILE+TAILLE_TUILE*(TAILLE_OVERLAY-1)/(TAILLE_OVERLAY), k*TAILLE_TUILE, j*TAILLE_TUILE+TAILLE_TUILE, k*TAILLE_TUILE, j*TAILLE_TUILE+TAILLE_TUILE, k*TAILLE_TUILE+TAILLE_TUILE, j*TAILLE_TUILE+TAILLE_TUILE*(TAILLE_OVERLAY-1)/(TAILLE_OVERLAY), k*TAILLE_TUILE+TAILLE_TUILE, fill="black")
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canvas.create_polygon(j*TAILLE_TUILE, k*TAILLE_TUILE+TAILLE_TUILE*(TAILLE_OVERLAY-1)/(TAILLE_OVERLAY), j*TAILLE_TUILE+TAILLE_TUILE, k*TAILLE_TUILE+TAILLE_TUILE*(TAILLE_OVERLAY-1)/(TAILLE_OVERLAY), j*TAILLE_TUILE+TAILLE_TUILE, k*TAILLE_TUILE+TAILLE_TUILE, j*TAILLE_TUILE, k*TAILLE_TUILE+TAILLE_TUILE, fill="black")
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for s in range(NOMBRE_SPARKS):
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xr = randrange(1, SIZE_SPARKS-1)
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yr = randrange(1, SIZE_SPARKS-1)
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canvas.create_polygon(
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j*TAILLE_TUILE+TAILLE_TUILE*xr/SIZE_SPARKS, k*TAILLE_TUILE+TAILLE_TUILE*yr/SIZE_SPARKS,
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j*TAILLE_TUILE+TAILLE_TUILE*(xr+1)/SIZE_SPARKS, k*TAILLE_TUILE+TAILLE_TUILE*yr/SIZE_SPARKS,
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j*TAILLE_TUILE+TAILLE_TUILE*(xr+1)/SIZE_SPARKS, k*TAILLE_TUILE+TAILLE_TUILE*(yr+1)/SIZE_SPARKS,
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j*TAILLE_TUILE+TAILLE_TUILE*xr/SIZE_SPARKS, k*TAILLE_TUILE+TAILLE_TUILE*(yr+1)/SIZE_SPARKS,
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fill="yellow")
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def affiche_plateau(canvas, plateau, plateauCouleur, bombes, joueurs, powerups):
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canvas.delete(ALL)
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@ -99,7 +170,25 @@ def affiche_plateau(canvas, plateau, plateauCouleur, bombes, joueurs, powerups):
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if plateau[i][j]==PLATEAU_PIERRE:
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canvas.create_rectangle(j*TAILLE_TUILE, i*TAILLE_TUILE, j*TAILLE_TUILE+TAILLE_TUILE, i*TAILLE_TUILE+TAILLE_TUILE, fill="black")
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elif plateau[i][j]==PLATEAU_BOIS:
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canvas.create_rectangle(j*TAILLE_TUILE, i*TAILLE_TUILE, j*TAILLE_TUILE+TAILLE_TUILE, i*TAILLE_TUILE+TAILLE_TUILE, fill="brown")
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canvas.create_rectangle(j*TAILLE_TUILE, i*TAILLE_TUILE, j*TAILLE_TUILE+TAILLE_TUILE, i*TAILLE_TUILE+TAILLE_TUILE, outline="black", fill="brown")
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canvas.create_polygon(
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j*TAILLE_TUILE+OFFSET_CRATE, i*TAILLE_TUILE,
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j*TAILLE_TUILE, i*TAILLE_TUILE,
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j*TAILLE_TUILE, i*TAILLE_TUILE+OFFSET_CRATE,
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j*TAILLE_TUILE+TAILLE_TUILE-OFFSET_CRATE, i*TAILLE_TUILE+TAILLE_TUILE,
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j*TAILLE_TUILE+TAILLE_TUILE, i*TAILLE_TUILE+TAILLE_TUILE,
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j*TAILLE_TUILE+TAILLE_TUILE, i*TAILLE_TUILE+TAILLE_TUILE-OFFSET_CRATE,
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outline="black", fill="#94643E")
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canvas.create_polygon(
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j*TAILLE_TUILE+TAILLE_TUILE-OFFSET_CRATE, i*TAILLE_TUILE,
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j*TAILLE_TUILE+TAILLE_TUILE, i*TAILLE_TUILE,
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j*TAILLE_TUILE+TAILLE_TUILE, i*TAILLE_TUILE+OFFSET_CRATE,
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j*TAILLE_TUILE+OFFSET_CRATE, i*TAILLE_TUILE+TAILLE_TUILE,
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j*TAILLE_TUILE, i*TAILLE_TUILE+TAILLE_TUILE,
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j*TAILLE_TUILE, i*TAILLE_TUILE+TAILLE_TUILE-OFFSET_CRATE,
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outline="black", fill="#94643E")
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else:
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if plateauCouleur[i][j]!=-1:
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couleurJoueur = COULEURS_JOUEURS[plateauCouleur[i][j]]
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@ -111,7 +200,8 @@ def affiche_plateau(canvas, plateau, plateauCouleur, bombes, joueurs, powerups):
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trace_bomberman(canvas, j*TAILLE_TUILE, i*TAILLE_TUILE, couleurJoueur)
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if trouve_objet(i,j, powerups)!=None:
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couleurPowerup = COULEURS_POWERUPS[powerups[trouve_objet(i,j, powerups)][PU_NATURE]]
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canvas.create_polygon(j*TAILLE_TUILE+TAILLE_TUILE/2, i*TAILLE_TUILE, j*TAILLE_TUILE, i*TAILLE_TUILE+TAILLE_TUILE/2, j*TAILLE_TUILE+TAILLE_TUILE/2, (i+1)*TAILLE_TUILE, (j+1)*TAILLE_TUILE, i*TAILLE_TUILE + TAILLE_TUILE/2, fill=couleurPowerup)
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affiche_powerup(canvas, couleurPowerup, j, i)
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#canvas.create_polygon(j*TAILLE_TUILE+TAILLE_TUILE/2, i*TAILLE_TUILE, j*TAILLE_TUILE, i*TAILLE_TUILE+TAILLE_TUILE/2, j*TAILLE_TUILE+TAILLE_TUILE/2, (i+1)*TAILLE_TUILE, (j+1)*TAILLE_TUILE, i*TAILLE_TUILE + TAILLE_TUILE/2, fill=couleurPowerup)
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def trace_bomberman(canvas, x, y, couleur):
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canvas.create_oval(x+15, y+15, x+TAILLE_TUILE-15, y+TAILLE_TUILE, fill=couleur)
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@ -135,27 +225,66 @@ def affiche_infos(canvas, joueurs, plateauCouleur):
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couleur = COULEURS_JOUEURS[i]
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j=2
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couleurPowerup = COULEURS_POWERUPS[POWERUP_NOMBREBOMBES]
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canvas.create_polygon(j*TAILLE_TUILE+TAILLE_TUILE/2, k*TAILLE_TUILE, j*TAILLE_TUILE, k*TAILLE_TUILE+TAILLE_TUILE/2, j*TAILLE_TUILE+TAILLE_TUILE/2, (k+1)*TAILLE_TUILE, (j+1)*TAILLE_TUILE, k*TAILLE_TUILE + TAILLE_TUILE/2, fill=couleurPowerup)
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canvas.create_oval(j*TAILLE_TUILE+TAILLE_TUILE*1/5, k*TAILLE_TUILE+TAILLE_TUILE*2/5, j*TAILLE_TUILE+TAILLE_TUILE-TAILLE_TUILE*1/5, k*TAILLE_TUILE+TAILLE_TUILE, fill=couleurPowerup)
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canvas.create_polygon(
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j*TAILLE_TUILE+TAILLE_TUILE/2-TAILLE_TUILE/15, k*TAILLE_TUILE+TAILLE_TUILE*7/10,
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j*TAILLE_TUILE+TAILLE_TUILE/2+TAILLE_TUILE/15, k*TAILLE_TUILE+TAILLE_TUILE*7/10,
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j*TAILLE_TUILE+TAILLE_TUILE/2+TAILLE_TUILE/15, k*TAILLE_TUILE+TAILLE_TUILE/15,
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j*TAILLE_TUILE+TAILLE_TUILE/2-TAILLE_TUILE/15, k*TAILLE_TUILE+TAILLE_TUILE/15,
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fill=couleurPowerup)
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canvas.create_text((j+1)*TAILLE_TUILE+TAILLE_TUILE/2, (k+0.5)*TAILLE_TUILE, text=joueurs[i][J_NOMBREBOMBES])
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j=4
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couleurPowerup = COULEURS_POWERUPS[POWERUP_LONGUEURFLAMMES]
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canvas.create_polygon(j*TAILLE_TUILE+TAILLE_TUILE/2, k*TAILLE_TUILE, j*TAILLE_TUILE, k*TAILLE_TUILE+TAILLE_TUILE/2, j*TAILLE_TUILE+TAILLE_TUILE/2, (k+1)*TAILLE_TUILE, (j+1)*TAILLE_TUILE, k*TAILLE_TUILE + TAILLE_TUILE/2, fill=couleurPowerup)
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canvas.create_polygon(
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j*TAILLE_TUILE+TAILLE_TUILE, k*TAILLE_TUILE+TAILLE_TUILE,
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j*TAILLE_TUILE, k*TAILLE_TUILE+TAILLE_TUILE,
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j*TAILLE_TUILE, k*TAILLE_TUILE+TAILLE_TUILE*(randrange(7))/10,
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j*TAILLE_TUILE+1*TAILLE_TUILE/6, k*TAILLE_TUILE+TAILLE_TUILE*(randrange(7))/10,
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j*TAILLE_TUILE+2*TAILLE_TUILE/6, k*TAILLE_TUILE+TAILLE_TUILE*(randrange(7))/10,
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j*TAILLE_TUILE+3*TAILLE_TUILE/6, k*TAILLE_TUILE+TAILLE_TUILE*(randrange(7))/10,
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j*TAILLE_TUILE+4*TAILLE_TUILE/6, k*TAILLE_TUILE+TAILLE_TUILE*(randrange(7))/10,
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j*TAILLE_TUILE+5*TAILLE_TUILE/6, k*TAILLE_TUILE+TAILLE_TUILE*(randrange(7))/10,
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j*TAILLE_TUILE+6*TAILLE_TUILE/6, k*TAILLE_TUILE+TAILLE_TUILE*(randrange(7))/10,
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outline="black", fill=couleurPowerup)
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canvas.create_text((j+1)*TAILLE_TUILE+TAILLE_TUILE/2, (k+0.5)*TAILLE_TUILE, text=joueurs[i][J_LONGUEURFLAMMES])
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j=6
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couleurPowerup = COULEURS_POWERUPS[POWERUP_VITESSE]
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canvas.create_polygon(j*TAILLE_TUILE+TAILLE_TUILE/2, k*TAILLE_TUILE, j*TAILLE_TUILE, k*TAILLE_TUILE+TAILLE_TUILE/2, j*TAILLE_TUILE+TAILLE_TUILE/2, (k+1)*TAILLE_TUILE, (j+1)*TAILLE_TUILE, k*TAILLE_TUILE + TAILLE_TUILE/2, fill=couleurPowerup)
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canvas.create_polygon(
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j*TAILLE_TUILE+TAILLE_TUILE/10, k*TAILLE_TUILE+TAILLE_TUILE/10,
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||||
j*TAILLE_TUILE+TAILLE_TUILE*2/5, k*TAILLE_TUILE+TAILLE_TUILE/10,
|
||||
j*TAILLE_TUILE+TAILLE_TUILE*2/5, k*TAILLE_TUILE+TAILLE_TUILE/2,
|
||||
j*TAILLE_TUILE+TAILLE_TUILE*9/10, k*TAILLE_TUILE+TAILLE_TUILE*7/10,
|
||||
j*TAILLE_TUILE+TAILLE_TUILE, k*TAILLE_TUILE+TAILLE_TUILE*9/10,
|
||||
j*TAILLE_TUILE+TAILLE_TUILE/10, k*TAILLE_TUILE+TAILLE_TUILE*9/10,
|
||||
outline="black", fill=couleurPowerup)
|
||||
canvas.create_text((j+1)*TAILLE_TUILE+TAILLE_TUILE/2, (k+0.5)*TAILLE_TUILE, text=joueurs[i][J_VITESSE])
|
||||
|
||||
j=8
|
||||
couleurPowerup = COULEURS_POWERUPS[POWERUP_DASH]
|
||||
canvas.create_polygon(j*TAILLE_TUILE+TAILLE_TUILE/2, k*TAILLE_TUILE, j*TAILLE_TUILE, k*TAILLE_TUILE+TAILLE_TUILE/2, j*TAILLE_TUILE+TAILLE_TUILE/2, (k+1)*TAILLE_TUILE, (j+1)*TAILLE_TUILE, k*TAILLE_TUILE + TAILLE_TUILE/2, fill=couleurPowerup)
|
||||
canvas.create_polygon(
|
||||
j*TAILLE_TUILE, k*TAILLE_TUILE,
|
||||
j*TAILLE_TUILE+TAILLE_TUILE*6/10, k*TAILLE_TUILE+TAILLE_TUILE/2,
|
||||
j*TAILLE_TUILE, k*TAILLE_TUILE+TAILLE_TUILE,
|
||||
fill=couleurPowerup)
|
||||
canvas.create_polygon(
|
||||
j*TAILLE_TUILE+TAILLE_TUILE*4/10, k*TAILLE_TUILE,
|
||||
j*TAILLE_TUILE+TAILLE_TUILE, k*TAILLE_TUILE+TAILLE_TUILE/2,
|
||||
j*TAILLE_TUILE+TAILLE_TUILE*4/10, k*TAILLE_TUILE+TAILLE_TUILE,
|
||||
fill=couleurPowerup)
|
||||
canvas.create_text((j+1)*TAILLE_TUILE+TAILLE_TUILE/2, (k+0.5)*TAILLE_TUILE, text=joueurs[i][J_DASHSRESTANTS])
|
||||
|
||||
|
||||
j=10
|
||||
couleurPowerup = COULEURS_POWERUPS[POWERUP_PIEGE]
|
||||
canvas.create_polygon(j*TAILLE_TUILE+TAILLE_TUILE/2, k*TAILLE_TUILE, j*TAILLE_TUILE, k*TAILLE_TUILE+TAILLE_TUILE/2, j*TAILLE_TUILE+TAILLE_TUILE/2, (k+1)*TAILLE_TUILE, (j+1)*TAILLE_TUILE, k*TAILLE_TUILE + TAILLE_TUILE/2, fill=couleurPowerup)
|
||||
canvas.create_polygon(
|
||||
j*TAILLE_TUILE+TAILLE_TUILE*1/10, k*TAILLE_TUILE+TAILLE_TUILE*7/10,
|
||||
j*TAILLE_TUILE+TAILLE_TUILE*3/20, k*TAILLE_TUILE+TAILLE_TUILE*6/10,
|
||||
j*TAILLE_TUILE+TAILLE_TUILE/2, k*TAILLE_TUILE+TAILLE_TUILE*8/10,
|
||||
j*TAILLE_TUILE+TAILLE_TUILE*17/20, k*TAILLE_TUILE+TAILLE_TUILE*6/10,
|
||||
j*TAILLE_TUILE+TAILLE_TUILE*9/10, k*TAILLE_TUILE+TAILLE_TUILE*7/10,
|
||||
j*TAILLE_TUILE+TAILLE_TUILE/2, k*TAILLE_TUILE+TAILLE_TUILE*9/10,
|
||||
fill=couleurPowerup)
|
||||
canvas.create_text((j+1)*TAILLE_TUILE+TAILLE_TUILE/2, (k+0.5)*TAILLE_TUILE, text=joueurs[i][J_PIEGESRESTANTS])
|
||||
|
||||
j = 12
|
||||
|
@ -298,7 +427,11 @@ TAILLE_TUILE = 40
|
|||
HAUTEUR_JOUEUR = TAILLE_TUILE
|
||||
LARGEUR_INFOS = 800
|
||||
COULEURS_JOUEURS = ["red", "blue", "green", "yellow"]
|
||||
COULEURS_POWERUPS = [ "cyan", "orangered", "yellow", "magenta", "purple"]
|
||||
COULEURS_POWERUPS = ["cyan", "orangered", "red", "magenta", "purple"]
|
||||
OFFSET_CRATE = TAILLE_TUILE/25
|
||||
TAILLE_OVERLAY = 15
|
||||
NOMBRE_SPARKS = 10
|
||||
SIZE_SPARKS = 12
|
||||
|
||||
def decision(programme, indiceJoueur, plateau, plateauCouleur, bombes, joueurs, powerups, instant):
|
||||
with open("entrees.txt", "w") as entrees:
|
||||
|
|
928
main.ml
928
main.ml
|
@ -1,928 +0,0 @@
|
|||
(*#! /home/alexandre/.opam/myswitch/bin/ocaml *)
|
||||
(*
|
||||
TODO :
|
||||
- deal with double bombing (DONE)
|
||||
- well shit ==> dash (DONE (needs dash to be fixed tho))
|
||||
- deeper analysis on pathfinfing
|
||||
*)
|
||||
(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
|
||||
(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
|
||||
|
||||
let debug_all = false ;;
|
||||
let debug_data = false ;;
|
||||
let fatal_time = 1.0 ;;
|
||||
let explosion_time = 1.0 ;;
|
||||
let logg = true ;;
|
||||
|
||||
(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
|
||||
(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
|
||||
|
||||
type pt = {
|
||||
x : int ;
|
||||
y : int ;
|
||||
}
|
||||
|
||||
type bomb = {
|
||||
xy : pt ;
|
||||
size : int ;
|
||||
det_time : float ;
|
||||
}
|
||||
|
||||
type player = {
|
||||
id : int ;
|
||||
xy : pt ;
|
||||
nspeed : int ;
|
||||
nbomb_atonce : int ;
|
||||
bomb_radius : int ;
|
||||
ndash : int ;
|
||||
ntraps : int ;
|
||||
}
|
||||
|
||||
type boost = {
|
||||
xy : pt ;
|
||||
spec : int ;
|
||||
}
|
||||
|
||||
let default_point = {
|
||||
x = 0 ;
|
||||
y = 0 ;
|
||||
}
|
||||
|
||||
let default_bomb = {
|
||||
xy = default_point ;
|
||||
size = 0 ;
|
||||
det_time = 0. ;
|
||||
}
|
||||
|
||||
and default_player = {
|
||||
id = 0 ;
|
||||
xy = default_point ;
|
||||
nspeed = 0 ;
|
||||
nbomb_atonce = 0 ;
|
||||
bomb_radius = 0 ;
|
||||
ndash = 0 ;
|
||||
ntraps = 0 ;
|
||||
}
|
||||
|
||||
and default_boost = {
|
||||
xy = default_point ;
|
||||
spec = 0 ;
|
||||
}
|
||||
|
||||
and useless = ref 0 ;;
|
||||
|
||||
type game_data = {
|
||||
mutable dt : float ;
|
||||
mutable player_id : int ;
|
||||
mutable laby : int array array ;
|
||||
mutable nbombs : int ;
|
||||
mutable bombs : bomb array ;
|
||||
mutable nplayers : int ;
|
||||
mutable players : player array ;
|
||||
mutable nboosts : int ;
|
||||
mutable boosts : boost array ;
|
||||
}
|
||||
|
||||
type danger = Safe | Danger of float | Fatal of float | Blocked | Bonus ;;
|
||||
|
||||
let int_of_danger = function
|
||||
| Safe -> 0
|
||||
| Bonus -> 1
|
||||
| Danger _ -> 2
|
||||
| Fatal _ -> 3
|
||||
| Blocked -> 4 ;;
|
||||
|
||||
let danger_of_int t = function
|
||||
| 0 -> Safe
|
||||
| 1 -> Bonus
|
||||
| 2 -> Danger t
|
||||
| 3 -> Fatal t
|
||||
| _ -> Blocked ;;
|
||||
|
||||
type moveType = EscapeDeath | BlowUpCrates | KillPlayers | ClaimLand ;;
|
||||
|
||||
exception ReturnInt of int ;;
|
||||
exception ReturnBool of bool ;;
|
||||
|
||||
(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
|
||||
(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
|
||||
|
||||
let current_status = ref BlowUpCrates ;;
|
||||
let action = ref 0 ;;
|
||||
|
||||
let dash_left = ref 0 ;;
|
||||
|
||||
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.fprintf stderr "NORTH "
|
||||
| 1 -> Printf.fprintf stderr "EAST "
|
||||
| 2 -> Printf.fprintf stderr "SOUTH "
|
||||
| 3 -> Printf.fprintf stderr "WEST "
|
||||
| 4 -> Printf.fprintf stderr "STILL "
|
||||
| _-> failwith "ERROR : invalid direction" ;;
|
||||
|
||||
let level_of_danger = function
|
||||
| Danger k | Fatal k -> k
|
||||
| _ -> 32768. ;;
|
||||
|
||||
let delta i j =
|
||||
if i = j then 1 else 0 ;;
|
||||
|
||||
let overwrite_file (filename : string) =
|
||||
let ptr = open_out filename in
|
||||
close_out ptr ;;
|
||||
|
||||
(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
|
||||
(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
|
||||
|
||||
let print_game_data (gd : game_data) =
|
||||
Printf.fprintf stderr "--------------------------------| Board data |--------------------------------\n" ;
|
||||
Printf.fprintf stderr "Time : %f\n" gd.dt ;
|
||||
Printf.fprintf stderr "ID : %d\n" gd.player_id ;
|
||||
Printf.fprintf stderr "Laby [of size %d %d]:\n" (Array.length gd.laby) (Array.length gd.laby.(0));
|
||||
for l = 0 to Array.length gd.laby -1 do
|
||||
Printf.fprintf stderr " " ;
|
||||
for c = 0 to Array.length gd.laby.(l) -1 do
|
||||
Printf.fprintf stderr "%d " gd.laby.(l).(c) ;
|
||||
done;
|
||||
Printf.fprintf stderr "\n"
|
||||
done ;
|
||||
Printf.fprintf stderr "Bombs (%d) : \n" gd.nbombs ;
|
||||
for b = 0 to gd.nbombs -1 do
|
||||
Printf.fprintf stderr " [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;
|
||||
Printf.fprintf stderr "Players (%d) : \n" gd.nplayers ;
|
||||
for b = 0 to gd.nplayers -1 do
|
||||
Printf.fprintf stderr " [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;
|
||||
Printf.fprintf stderr "Boosts (%d) : \n" gd.nboosts ;
|
||||
for b = 0 to gd.nboosts -1 do
|
||||
Printf.fprintf stderr " [Boost] (at %d %d) (of type %d)\n" gd.boosts.(b).xy.x gd.boosts.(b).xy.y gd.boosts.(b).spec ;
|
||||
done;;
|
||||
|
||||
let print_danger_levels (map : danger array array) =
|
||||
Printf.fprintf stderr "--------------------------------| Danger levels |--------------------------------\n" ;
|
||||
for l = 0 to (Array.length map -1) do
|
||||
for c = 0 to (Array.length map.(l) -1) do
|
||||
match map.(l).(c) with
|
||||
| Blocked -> Printf.fprintf stderr "@ "
|
||||
| Safe -> Printf.fprintf stderr ". "
|
||||
| Bonus -> Printf.fprintf stderr "+ "
|
||||
| Danger x -> Printf.fprintf stderr "! "
|
||||
| Fatal x -> Printf.fprintf stderr "X "
|
||||
done;
|
||||
Printf.fprintf stderr "\n"
|
||||
done ;;
|
||||
|
||||
let print_gain_map (map : int array array) =
|
||||
Printf.fprintf stderr "--------------------------------| Gain levels |--------------------------------\n" ;
|
||||
for l = 0 to (Array.length map -1) do
|
||||
for c = 0 to (Array.length map.(l) -1) do
|
||||
Printf.fprintf stderr "%d " map.(l).(c) ;
|
||||
done;
|
||||
Printf.fprintf stderr "\n"
|
||||
done ;;
|
||||
|
||||
(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
|
||||
(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
|
||||
|
||||
let rec ln_b b = function
|
||||
| k when k < 0 -> failwith "are you sure about that ?"
|
||||
| k when k < b -> 0
|
||||
| k -> 1 + ln_b b (k/b) ;;
|
||||
|
||||
let get_meta_info (pid : int) =
|
||||
let ptr = open_in ("main_"^(string_of_int pid)^".sav") in
|
||||
let fct0 () = match (int_of_string (input_line ptr)) with
|
||||
| 0 -> current_status := EscapeDeath
|
||||
| 1 -> current_status := BlowUpCrates
|
||||
| 2 -> current_status := ClaimLand
|
||||
| 3 -> current_status := KillPlayers
|
||||
| _ -> current_status := EscapeDeath
|
||||
in
|
||||
fct0 () ;
|
||||
try
|
||||
let resu = int_of_string (input_line ptr) in
|
||||
dash_left := resu -1;
|
||||
close_in ptr
|
||||
with
|
||||
| End_of_file -> close_in ptr ;;
|
||||
|
||||
let set_meta_info (pid : int) =
|
||||
let ptr = open_out ("main_"^(string_of_int pid)^".sav") in
|
||||
let fct0 () = match !current_status with
|
||||
| EscapeDeath -> Printf.fprintf ptr "0"
|
||||
| BlowUpCrates -> Printf.fprintf ptr "1"
|
||||
| ClaimLand -> Printf.fprintf ptr "2"
|
||||
| KillPlayers -> Printf.fprintf ptr "3"
|
||||
in
|
||||
fct0 () ;
|
||||
if !dash_left > 0 then
|
||||
Printf.fprintf ptr "\n%d" !dash_left ;
|
||||
close_out ptr ;;
|
||||
|
||||
(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
|
||||
(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
|
||||
|
||||
let int_of_string (str : string) =
|
||||
String.fold_right (fun ch acc -> let cd = Char.code ch in if cd >= 48 || cd <= 57 then 10*acc + cd - 48 else failwith "not an integer\n") str 0 ;;
|
||||
|
||||
let string_of_int (k0 : int) =
|
||||
String.make (1) (Char.chr (k0 + 48)) ;;
|
||||
|
||||
let int_n_of_string (str : string) (n : int) (nlast : int ref) =
|
||||
let res = Array.make n 0 in
|
||||
let rec aux idres idstr = match idstr with
|
||||
| k when k = String.length str || idres >= n ->
|
||||
nlast := k
|
||||
| k ->
|
||||
if str.[k] = ' ' then
|
||||
aux (idres+1) (k+1)
|
||||
else begin
|
||||
let cd = Char.code str.[k] in
|
||||
if cd >= 48 && cd <= 57 then begin
|
||||
res.(idres) <- 10 * res.(idres) + cd - 48 ;
|
||||
aux (idres) (k+1)
|
||||
end
|
||||
else
|
||||
failwith "not an integer (n/n)\n"
|
||||
end
|
||||
in
|
||||
aux 0 0 ;
|
||||
res ;;
|
||||
|
||||
let parse_input (str : string) =
|
||||
let ptr = open_in str in
|
||||
let (res : game_data) = {dt = 0. ; player_id = 0 ; laby = [||] ; nbombs = 0 ; bombs = [||] ; nplayers = 0 ; players = [||] ; nboosts = 0 ; boosts = [||] ;} in
|
||||
try
|
||||
(* time *)
|
||||
if debug_all then Printf.fprintf stderr "Time\n" ;
|
||||
res.dt <- Float.of_string (input_line ptr) ;
|
||||
|
||||
(* player_id *)
|
||||
if debug_all then Printf.fprintf stderr "PID\n" ;
|
||||
res.player_id <- int_of_string (input_line ptr) ;
|
||||
|
||||
(* maze *)
|
||||
if debug_all then Printf.fprintf stderr "Maze\n" ;
|
||||
let msize = int_n_of_string (input_line ptr) 2 useless in
|
||||
|
||||
res.laby <- Array.make msize.(0) [||] ;
|
||||
for lane = 0 to msize.(0) -1 do
|
||||
let psd = input_line ptr in
|
||||
res.laby.(lane) <- int_n_of_string psd msize.(1) useless ;
|
||||
done;
|
||||
|
||||
(* bombs *)
|
||||
if debug_all then Printf.fprintf stderr "Boom\n" ;
|
||||
res.nbombs <- int_of_string (input_line ptr) ;
|
||||
|
||||
res.bombs <- Array.make res.nbombs default_bomb ;
|
||||
for b = 0 to res.nbombs -1 do
|
||||
let psd = input_line ptr
|
||||
and last = ref 0 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
|
||||
res.bombs.(b) <- {xy = {x = dat.(0) ; y = dat.(1) ;} ; size = dat.(2) ; det_time = dtime ;
|
||||
}
|
||||
done;
|
||||
|
||||
(* players *)
|
||||
if debug_all then Printf.fprintf stderr "Players\n" ;
|
||||
res.nplayers <- int_of_string (input_line ptr) ;
|
||||
|
||||
res.players <- Array.make res.nplayers default_player ;
|
||||
for p = 0 to res.nplayers -1 do
|
||||
let dat = int_n_of_string (input_line ptr) 8 useless in
|
||||
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;
|
||||
|
||||
(* boosts *)
|
||||
if debug_all then Printf.fprintf stderr "Boosts\n" ;
|
||||
res.nboosts <- int_of_string (input_line ptr) ;
|
||||
|
||||
res.boosts <- Array.make res.nboosts default_boost ;
|
||||
for p = 0 to res.nboosts -1 do
|
||||
let dat = int_n_of_string (input_line ptr) 3 useless in
|
||||
res.boosts.(p) <- {xy = {x = dat.(0) ; y = dat.(1) ;} ; spec = dat.(2)}
|
||||
done;
|
||||
|
||||
if debug_all then Printf.fprintf stderr "Done!\n" ;
|
||||
close_in ptr ;
|
||||
res
|
||||
with
|
||||
| End_of_file ->
|
||||
close_in ptr ;
|
||||
failwith "cannot happen unless something is wrong" ;;
|
||||
|
||||
(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
|
||||
(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
|
||||
|
||||
let exploded = Hashtbl.create 21 ;;
|
||||
|
||||
let warn_level (b : bomb) (ct : float) = match (b.det_time -. ct) with
|
||||
| k when k < fatal_time -> Fatal b.det_time ;
|
||||
| _ -> Danger b.det_time ;;
|
||||
|
||||
let danger_priority (p1 : danger) (p2 : danger) =
|
||||
danger_of_int (min (level_of_danger p1) (level_of_danger p2)) (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 lines = Array.length gd.laby
|
||||
and cols = Array.length gd.laby.(0) in
|
||||
let res = Array.make_matrix lines cols Safe in
|
||||
|
||||
(* add solid blocks *)
|
||||
for l = 0 to lines -1 do
|
||||
for c = 0 to cols -1 do
|
||||
if gd.laby.(l).(c) = 1 || gd.laby.(l).(c) = 2 then
|
||||
res.(l).(c) <- Blocked ;
|
||||
done
|
||||
done ;
|
||||
|
||||
(* add bonuses *)
|
||||
for b = 0 to gd.nboosts -1 do
|
||||
res.(gd.boosts.(b).xy.x).(gd.boosts.(b).xy.y) <- danger_priority (res.(gd.boosts.(b).xy.x).(gd.boosts.(b).xy.y)) Bonus
|
||||
done;
|
||||
|
||||
(* sort bombs based on detonation time *)
|
||||
for b = 0 to gd.nbombs -1 do
|
||||
let m = ref gd.bombs.(b).det_time
|
||||
and im = ref b in
|
||||
for j = b+1 to gd.nbombs -1 do
|
||||
if gd.bombs.(j).det_time < !m then begin
|
||||
m := gd.bombs.(j).det_time ;
|
||||
im := j ;
|
||||
end
|
||||
done;
|
||||
swap gd.bombs b (!im) ;
|
||||
done;
|
||||
|
||||
(* add bomb tiles *)
|
||||
for b = 0 to gd.nbombs -1 do
|
||||
let bx = gd.bombs.(b).xy.x
|
||||
and by = gd.bombs.(b).xy.y in
|
||||
|
||||
let dgr = danger_priority (warn_level gd.bombs.(b) gd.dt) (res.(bx).(by)) in (* be careful of chained bombs *)
|
||||
let halt = ref false 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;
|
||||
|
||||
(* add players *)
|
||||
for p = 0 to gd.nplayers -1 do
|
||||
if p <> gd.player_id then begin
|
||||
let player_dgr = danger_priority (Danger (gd.dt +. 5.5)) (res.(gd.players.(p).xy.x).(gd.players.(p).xy.y)) in
|
||||
for d = 0 to 3 do
|
||||
for o = 0 to gd.players.(p).bomb_radius do
|
||||
let nx = gd.players.(p).xy.x + o*(fst order.(d))
|
||||
and ny = gd.players.(p).xy.y + o*(snd order.(d)) in
|
||||
if is_valid nx ny lines cols then
|
||||
res.(nx).(ny) <- danger_priority res.(nx).(ny) player_dgr ;
|
||||
done
|
||||
done
|
||||
end
|
||||
done;
|
||||
|
||||
res ;;
|
||||
|
||||
(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
|
||||
(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
|
||||
|
||||
let cell_values (gd : game_data) =
|
||||
(* computes the net gain upon blowing up each cell *)
|
||||
let lines = Array.length gd.laby
|
||||
and cols = Array.length gd.laby.(0) in
|
||||
let res = Array.make_matrix lines cols 0 in
|
||||
|
||||
let psize = gd.players.(gd.player_id).bomb_radius in
|
||||
|
||||
for ln = 0 to lines -1 do
|
||||
for cl = 0 to cols -1 do
|
||||
if (gd.laby.(ln).(cl) >= 3 && gd.laby.(ln).(cl) <> 3 + gd.player_id) || gd.laby.(ln).(cl) = 0 then begin
|
||||
(* use a similar method than danger for bombs *)
|
||||
let halt = ref false in
|
||||
|
||||
for dir = 0 to 3 do
|
||||
for w = 1 - delta dir 0 to psize do
|
||||
let cx = ln + w*(fst order.(dir))
|
||||
and cy = cl + w*(snd order.(dir)) in
|
||||
if not !halt && is_valid (cx) (cy) lines cols then begin
|
||||
if gd.laby.(cx).(cy) = 0 then (* unclaimed tile *)
|
||||
res.(cx).(cy) <- res.(cx).(cy) + 1
|
||||
else if gd.laby.(cx).(cy) >= 3 then (* opponent tile *)
|
||||
res.(cx).(cy) <- res.(cx).(cy) + 2
|
||||
else
|
||||
halt := true ;
|
||||
end
|
||||
done;
|
||||
halt := false ;
|
||||
done
|
||||
end
|
||||
done
|
||||
done ;
|
||||
res ;;
|
||||
|
||||
(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
|
||||
(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
|
||||
|
||||
let has_a_safe_path_origin (cx0 : int) (cy0 : int) (lines : int) (cols : int) (simt : float) (interval : float) (gd : game_data) (dgs : danger array array) (white_dgs : danger array) (white_gd : int array) (black_dgs : danger array) (black_gd : int array) (maxdepth : int) =
|
||||
(*
|
||||
core function
|
||||
performs a BFS starting at (cx0, cy0), avoiding anything in blacklists and halting upon stepping on a whitelisted element
|
||||
*)
|
||||
let visited = Hashtbl.create 100 in
|
||||
let q = Queue.create () in
|
||||
|
||||
Hashtbl.add visited (cx0, cy0) 1 ;
|
||||
|
||||
if is_valid (cx0+1) (cy0) lines cols && not ((simt +. interval) > (level_of_danger dgs.(cx0+1).(cy0)) && (simt +. interval) < (level_of_danger dgs.(cx0+1).(cy0)) +. explosion_time) then begin (* South *)
|
||||
if debug_all then Printf.fprintf stderr "[escape] +South\n" ;
|
||||
Queue.add (cx0+1, cy0, simt +. interval, 2) q ;
|
||||
end;
|
||||
if is_valid (cx0-1) (cy0) lines cols && not ((simt +. interval) > (level_of_danger dgs.(cx0-1).(cy0)) && (simt +. interval) < (level_of_danger dgs.(cx0-1).(cy0)) +. explosion_time) then begin (* North *)
|
||||
if debug_all then Printf.fprintf stderr "[escape] +North\n" ;
|
||||
Queue.add (cx0-1, cy0, simt +. interval, 0) q ;
|
||||
end;
|
||||
if is_valid (cx0) (cy0+1) lines cols && not ((simt +. interval) > (level_of_danger dgs.(cx0).(cy0+1)) && (simt +. interval) < (level_of_danger dgs.(cx0).(cy0+1)) +. explosion_time) then begin (* East *)
|
||||
if debug_all then Printf.fprintf stderr "[escape] +East\n" ;
|
||||
Queue.add (cx0, cy0+1, simt +. interval, 1) q ;
|
||||
end;
|
||||
if is_valid (cx0) (cy0-1) lines cols && not ((simt +. interval) > (level_of_danger dgs.(cx0).(cy0-1)) && (simt +. interval) < (level_of_danger dgs.(cx0).(cy0-1)) +. explosion_time) then begin (* West *)
|
||||
if debug_all then Printf.fprintf stderr "[escape] +West\n" ;
|
||||
Queue.add (cx0, cy0-1, simt +. interval, 3) q ;
|
||||
end;
|
||||
|
||||
if debug_all then Printf.fprintf stderr "[escape] Attempt 1/1...\n" ;
|
||||
try
|
||||
while not (Queue.is_empty q) do
|
||||
let (cx, cy, cur_t, direct) = Queue.pop q in
|
||||
if Hashtbl.find_opt visited (cx, cy) <> None then () else begin
|
||||
Hashtbl.add visited (cx, cy) 1 ;
|
||||
if cur_t > simt +. (float_of_int maxdepth) *. interval then (* too deep *)
|
||||
raise (ReturnInt 4)
|
||||
else if Array.mem dgs.(cx).(cy) white_dgs then
|
||||
raise (ReturnInt direct)
|
||||
else if Array.mem gd.laby.(cx).(cy) white_gd then
|
||||
raise (ReturnInt direct)
|
||||
else if Array.mem dgs.(cx).(cy) black_dgs then
|
||||
()
|
||||
else if Array.mem gd.laby.(cx).(cy) black_gd then
|
||||
()
|
||||
else begin (* either danger or fatal *)
|
||||
let dang_time = level_of_danger dgs.(cx).(cy) in
|
||||
for dir = 0 to 3 do
|
||||
let newx = cx + fst order.(dir)
|
||||
and newy = cy + snd order.(dir)
|
||||
and newt = cur_t +. interval in
|
||||
if (is_valid newx newy lines cols) && not (newt > dang_time && newt < dang_time +. explosion_time) then
|
||||
Queue.add (newx, newy, newt, direct) q
|
||||
done
|
||||
end
|
||||
end
|
||||
done;
|
||||
4
|
||||
with
|
||||
| ReturnInt b -> b ;;
|
||||
|
||||
let has_a_safe_path_origin_2 (cx0 : int) (cy0 : int) (lines : int) (cols : int) (simt : float) (interval : float) (gd : game_data) (dgs : danger array array) (white_dgs : danger array) (white_gd : int array) (black_dgs : danger array) (black_gd : int array) (maxdepth : int) =
|
||||
(*
|
||||
core function
|
||||
performs a BFS starting at (cx0, cy0), avoiding anything in blacklists and halting upon stepping on a whitelisted element
|
||||
*)
|
||||
let visited = Hashtbl.create 100 in
|
||||
let q = Queue.create () in
|
||||
|
||||
Hashtbl.add visited (cx0, cy0) 1 ;
|
||||
|
||||
Queue.add (cx0+1, cy0, simt +. interval, 2) q ;
|
||||
Queue.add (cx0-1, cy0, simt +. interval, 0) q ;
|
||||
Queue.add (cx0, cy0+1, simt +. interval, 1) q ;
|
||||
Queue.add (cx0, cy0-1, simt +. interval, 3) q ;
|
||||
|
||||
if debug_all then Printf.fprintf stderr "[escape] Attempt 1/1...\n" ;
|
||||
try
|
||||
while not (Queue.is_empty q) do
|
||||
let (cx, cy, cur_t, direct) = Queue.pop q in
|
||||
|
||||
if (Hashtbl.find_opt visited (cx, cy) = None && is_valid cx cy lines cols && level_of_danger dgs.(cx).(cy) >= cur_t) then begin
|
||||
(* cell is unvisited, wont kill the player and is within range *)
|
||||
Hashtbl.add visited (cx, cy) 1 ;
|
||||
if cur_t > simt +. (float_of_int maxdepth) *. interval then (* too deep *)
|
||||
raise (ReturnInt 4)
|
||||
else if Array.mem dgs.(cx).(cy) white_dgs then
|
||||
raise (ReturnInt direct)
|
||||
else if Array.mem gd.laby.(cx).(cy) white_gd then
|
||||
raise (ReturnInt direct)
|
||||
else if Array.mem dgs.(cx).(cy) black_dgs then
|
||||
()
|
||||
else if Array.mem gd.laby.(cx).(cy) black_gd then
|
||||
()
|
||||
else begin
|
||||
for dir = 0 to 3 do
|
||||
let newx = cx + fst order.(dir)
|
||||
and newy = cy + snd order.(dir)
|
||||
and newt = cur_t +. interval in
|
||||
Queue.add (newx, newy, newt, direct) q
|
||||
done
|
||||
end
|
||||
end
|
||||
done;
|
||||
4
|
||||
with
|
||||
| ReturnInt b -> b ;;
|
||||
|
||||
(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
|
||||
(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
|
||||
|
||||
let contains_crate (gd : game_data) =
|
||||
Array.fold_left
|
||||
(fun b1 lst -> b1 || (Array.fold_left (fun b2 tile -> b2 || (tile = 2)) false lst)) false gd.laby ;;
|
||||
|
||||
let is_a_crate_nearby (gd : game_data) (dgs : danger array array) =
|
||||
let pid = gd.player_id
|
||||
and lines = Array.length gd.laby
|
||||
and cols = Array.length gd.laby.(0) in
|
||||
try
|
||||
let halt = ref false in
|
||||
let res = ref false in
|
||||
for dir = 0 to 3 do
|
||||
for o = 1 to gd.players.(pid).bomb_radius do
|
||||
if not !halt then begin
|
||||
let nx = gd.players.(pid).xy.x + o * (fst order.(dir))
|
||||
and ny = gd.players.(pid).xy.y + o * (snd order.(dir)) in
|
||||
if is_valid nx ny lines cols then begin
|
||||
if gd.laby.(nx).(ny) = 2 then
|
||||
res := true
|
||||
else if gd.laby.(nx).(ny) = 1 then
|
||||
halt := true
|
||||
else if dgs.(nx).(ny) = Bonus then
|
||||
raise (ReturnBool false)
|
||||
end
|
||||
end
|
||||
done;
|
||||
halt := false ;
|
||||
done;
|
||||
!res
|
||||
with
|
||||
| ReturnBool b -> b ;;
|
||||
|
||||
let move_explore (gd: game_data) (dgs : danger array array) =
|
||||
(* destroy crates *)
|
||||
let pid = gd.player_id in
|
||||
let interval = Float.pow 0.9 (float_of_int gd.players.(pid).nspeed) in
|
||||
|
||||
let lines = Array.length gd.laby
|
||||
and cols = Array.length gd.laby.(0) in
|
||||
|
||||
(* find nearest crate and blow it up *)
|
||||
try
|
||||
let (cxi, cyi) = (gd.players.(pid).xy.x, gd.players.(pid).xy.y) in
|
||||
|
||||
let move_with_caution () =
|
||||
let res = has_a_safe_path_origin_2 cxi cyi lines cols gd.dt interval gd dgs [|Bonus|] [||] [|Blocked|] [||] 7 in
|
||||
if res <> 4 then begin
|
||||
if debug_all then Printf.fprintf stderr "[crates] success 1/2!\n" ;
|
||||
res
|
||||
end
|
||||
else begin
|
||||
for w = 0 to lines -1 do
|
||||
for h = 0 to cols -1 do
|
||||
if gd.laby.(w).(h) = 2 then begin
|
||||
for dir = 0 to 3 do
|
||||
let nx = w + fst order.(dir)
|
||||
and ny = h + snd order.(dir) in
|
||||
if is_valid nx ny lines cols && dgs.(nx).(ny) <> Blocked then
|
||||
gd.laby.(nx).(ny) <- (-5) ;
|
||||
done
|
||||
end
|
||||
done
|
||||
done;
|
||||
(* you dont want to stop INSIDE a crate, but rather right next to it *)
|
||||
let res2 = has_a_safe_path_origin_2 cxi cyi lines cols gd.dt interval gd dgs [||] [|-5|] [|Blocked|] [||] 80 in
|
||||
if res2 <> 4 then begin
|
||||
if debug_all then Printf.fprintf stderr "[crates] success 2/2!\n" ;
|
||||
res2
|
||||
end
|
||||
else begin
|
||||
if not (contains_crate gd) then (* TODONE *)
|
||||
current_status := ClaimLand ;
|
||||
Printf.fprintf stderr "Exited.\n" ;
|
||||
4
|
||||
end
|
||||
end
|
||||
in
|
||||
|
||||
let safe_path_with_bomb (bx : int) (by : int) (bsize : int) =
|
||||
(* simulate the placement of a bomb, and test if that stills allows safe escape *)
|
||||
let bomb_hash = Hashtbl.create (4 * (bsize +1)) in
|
||||
let saved_dgs = Hashtbl.create (4 * (bsize +1)) in
|
||||
let bomb_dgr = (danger_priority (Danger (gd.dt +. 5.5)) dgs.(bx).(by)) in
|
||||
for dir = 0 to 3 do
|
||||
for w = 0 to bsize do
|
||||
Hashtbl.add bomb_hash (bx + w*(fst order.(dir)), by + w*(snd order.(dir))) bomb_dgr ;
|
||||
done
|
||||
done;
|
||||
Hashtbl.iter
|
||||
(fun (kx, ky) v ->
|
||||
if is_valid kx ky lines cols then begin
|
||||
Hashtbl.add saved_dgs (kx, ky) dgs.(kx).(ky) ;
|
||||
dgs.(kx).(ky) <- danger_priority dgs.(kx).(ky) v
|
||||
end
|
||||
)
|
||||
bomb_hash ;
|
||||
let result = has_a_safe_path_origin_2 cxi cyi lines cols gd.dt interval gd dgs [|Bonus; Safe|] [||] [|Blocked|] [||] 10 in
|
||||
Hashtbl.iter (fun (k1, k2) v -> dgs.(k1).(k2) <- v) saved_dgs ;
|
||||
result
|
||||
in
|
||||
|
||||
(* check if there's a crate next to the player, and if upon placing a bomb it won't softlock the player, and if you can place a bomb *)
|
||||
let spwb = safe_path_with_bomb cxi cyi gd.players.(pid).bomb_radius in
|
||||
if is_a_crate_nearby gd dgs && (spwb <> 4) then begin (* Crate at South *)
|
||||
if dgs.(cxi).(cyi) = Safe && gd.players.(pid).nbomb_atonce > 0 then begin
|
||||
(*current_status := EscapeDeath ;*)
|
||||
action := 1;
|
||||
if debug_all then Printf.fprintf stderr "Fire in the hole!\n" ;
|
||||
raise (ReturnInt spwb) ;
|
||||
end;
|
||||
end;
|
||||
|
||||
if debug_all then Printf.fprintf stderr "[crates] Cannot bomb now, searching for a crate...\n";
|
||||
|
||||
(* go to one without stepping into a dangerous tile *)
|
||||
raise (ReturnInt (move_with_caution ())) ;
|
||||
with
|
||||
| ReturnInt k -> k ;;
|
||||
|
||||
(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
|
||||
(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
|
||||
|
||||
let cell_profit (d_from_p : int) (gain : int) =
|
||||
(100 * gain * (1 + ln_b 7 gain)) (*/ d_from_p *);;
|
||||
|
||||
let move_claim (gd : game_data) (dgs : danger array array) (gns : int array array) =
|
||||
let lines = Array.length gd.laby
|
||||
and cols = Array.length gd.laby.(0) in
|
||||
let pid = gd.player_id in
|
||||
let cxi = gd.players.(pid).xy.x
|
||||
and cyi = gd.players.(pid).xy.y in
|
||||
let interval = Float.pow 0.9 (float_of_int gd.players.(pid).nspeed) in
|
||||
|
||||
let distances = Array.make_matrix lines cols (-1) in
|
||||
|
||||
(* 1st BFS to calculate the distances *)
|
||||
let visited = Hashtbl.create 100 in
|
||||
let q = Queue.create () in
|
||||
|
||||
Hashtbl.add visited (cxi, cyi) 1 ;
|
||||
distances.(cxi).(cyi) <- 1 ;
|
||||
|
||||
Queue.add (cxi+1, cyi, gd.dt +. interval, 2) q ;
|
||||
Queue.add (cxi-1, cyi, gd.dt +. interval, 2) q ;
|
||||
Queue.add (cxi, cyi+1, gd.dt +. interval, 2) q ;
|
||||
Queue.add (cxi, cyi-1, gd.dt +. interval, 2) q ;
|
||||
|
||||
while not (Queue.is_empty q) do
|
||||
let (cx, cy, cur_t, dist) = Queue.pop q in
|
||||
|
||||
if (Hashtbl.find_opt visited (cx, cy) = None && is_valid cx cy lines cols && dgs.(cx).(cy) <> Blocked && level_of_danger dgs.(cx).(cy) >= cur_t) then begin
|
||||
(* cell is unvisited, is not a wall, wont kill the player and is within range *)
|
||||
Hashtbl.add visited (cx, cy) 1 ;
|
||||
distances.(cx).(cy) <- dist ;
|
||||
for dir = 0 to 3 do
|
||||
let newx = cx + fst order.(dir)
|
||||
and newy = cy + snd order.(dir) in
|
||||
Queue.add (newx, newy, cur_t +. interval, dist+1) q
|
||||
done
|
||||
end
|
||||
done;
|
||||
|
||||
(* compute the best value *)
|
||||
let maxi_gain = ref 0 in
|
||||
let maxi_i = ref (-1)
|
||||
and maxi_j = ref (-1) in
|
||||
Array.iteri
|
||||
(fun i lst -> Array.iteri
|
||||
(
|
||||
fun j elt ->
|
||||
if (distances.(i).(j) <> -1) then begin
|
||||
let cpft = cell_profit distances.(i).(j) gns.(i).(j) in
|
||||
if !maxi_gain < cpft then begin
|
||||
maxi_gain := cpft ;
|
||||
maxi_i := i ;
|
||||
maxi_j := j ;
|
||||
end
|
||||
end
|
||||
)
|
||||
lst
|
||||
)
|
||||
gd.laby ;
|
||||
|
||||
(* 2nd BFS to find the direction, if you're not standing on the tile *)
|
||||
try
|
||||
if cell_profit distances.(cxi).(cyi) gns.(cxi).(cyi) = !maxi_gain then begin
|
||||
if gd.players.(pid).nbomb_atonce > 0 then begin
|
||||
(* simulate the placement of a bomb to ensure a safe escape route*)
|
||||
let bsize = gd.players.(pid).bomb_radius in
|
||||
|
||||
let bomb_hash = Hashtbl.create (4 * (bsize +1)) in
|
||||
let saved_dgs = Hashtbl.create (4 * (bsize +1)) in
|
||||
let bomb_dgr = danger_priority (Danger (gd.dt +. 5.5)) (dgs.(gd.players.(pid).xy.x).(gd.players.(pid).xy.y)) in
|
||||
for dir = 0 to 3 do
|
||||
for w = 0 to bsize do
|
||||
Hashtbl.add bomb_hash (cxi + w*(fst order.(dir)), cyi + w*(snd order.(dir))) bomb_dgr ;
|
||||
done
|
||||
done;
|
||||
Hashtbl.iter
|
||||
(fun (kx, ky) v ->
|
||||
if is_valid kx ky lines cols then begin
|
||||
Hashtbl.add saved_dgs (kx, ky) dgs.(kx).(ky) ;
|
||||
dgs.(kx).(ky) <- danger_priority dgs.(kx).(ky) v
|
||||
end
|
||||
)
|
||||
bomb_hash ;
|
||||
let result0 = has_a_safe_path_origin_2 cxi cyi lines cols gd.dt interval gd dgs [|Safe; Bonus|] [||] [|Blocked|] [||] 80 in
|
||||
Hashtbl.iter (fun (k1, k2) v -> dgs.(k1).(k2) <- v) saved_dgs ;
|
||||
|
||||
if result0 <> 4 then begin
|
||||
action := 1 ;
|
||||
(*current_status := EscapeDeath ;*)
|
||||
raise (ReturnInt result0)
|
||||
end
|
||||
end;
|
||||
raise (ReturnInt 4)
|
||||
end
|
||||
else if !maxi_i = (-1) then begin
|
||||
(*current_status := EscapeDeath ;*)
|
||||
raise (ReturnInt (has_a_safe_path_origin_2 cxi cyi lines cols gd.dt interval gd dgs [|Bonus; Safe|] [||] [|Blocked|] [||] 80))
|
||||
end
|
||||
else begin
|
||||
let memo = gd.laby.(!maxi_i).(!maxi_j) in
|
||||
gd.laby.(!maxi_i).(!maxi_j) <- (-2) ;
|
||||
let result = has_a_safe_path_origin_2 cxi cyi lines cols gd.dt interval gd dgs [||] [|-2|] [|Blocked|] [||] 80 in
|
||||
gd.laby.(!maxi_i).(!maxi_j) <- memo ;
|
||||
result
|
||||
end
|
||||
with
|
||||
| ReturnInt k -> k ;;
|
||||
|
||||
(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
|
||||
(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
|
||||
|
||||
let move_safe (gd : game_data) (dgs : danger array array) (gns : int array array)=
|
||||
(* use this whenever you are standing on a non-safe tile *)
|
||||
(* Strat : find the shortest, safest path *)
|
||||
let pid = gd.player_id in
|
||||
let interval = Float.pow 0.9 (float_of_int gd.players.(pid).nspeed) in
|
||||
|
||||
if debug_all then Printf.fprintf stderr "I = %f\n" interval ;
|
||||
|
||||
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
|
||||
(* 0. if you're standing on a safe tile, switch mode *)
|
||||
let (cx, cy) = (gd.players.(pid).xy.x, gd.players.(pid).xy.y) in
|
||||
if (!dash_left = 0) && dgs.(cx).(cy) = Safe then begin
|
||||
if contains_crate gd then begin
|
||||
current_status := BlowUpCrates ;
|
||||
raise (ReturnInt (move_explore gd dgs)) ;
|
||||
end else begin
|
||||
current_status := ClaimLand ;
|
||||
raise (ReturnInt (move_claim gd dgs gns)) ;
|
||||
end
|
||||
end;
|
||||
|
||||
(*let result = has_a_safe_path (cx) (cy) gd.dt in*)
|
||||
let result = has_a_safe_path_origin_2 cx cy lines cols gd.dt interval gd dgs [|Bonus|] [||] [|Blocked|] [||] 20 in
|
||||
|
||||
if (!dash_left = 0) && result <> 4 then
|
||||
result
|
||||
else begin
|
||||
let result2 = has_a_safe_path_origin_2 cx cy lines cols gd.dt interval gd dgs [|Safe|] [||] [|Blocked|] [||] 80 in
|
||||
if (!dash_left = 0) && result2 <> 4 then
|
||||
result2
|
||||
else begin
|
||||
(* you're probably dead if the code reaches here, unless... *)
|
||||
if false && ((!dash_left > 0) || gd.players.(pid).ndash > 0) then begin
|
||||
Printf.fprintf stderr "*teleports*\n" ;
|
||||
if (!dash_left = 0) then
|
||||
action := 2 ;
|
||||
dash_left := 3 ;
|
||||
has_a_safe_path_origin_2 cx cy lines cols (gd.dt -. interval *. float_of_int (!dash_left)) interval gd dgs [|Safe|] [||] [|Blocked|] [||] 80
|
||||
end
|
||||
else begin
|
||||
Printf.fprintf stderr "well shit\n" ;
|
||||
4
|
||||
end
|
||||
end
|
||||
end
|
||||
with
|
||||
| ReturnInt k -> k ;;
|
||||
|
||||
(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
|
||||
(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
|
||||
|
||||
let update_strat (gd : game_data) (dgs : danger array array) = match dgs.(gd.players.(gd.player_id).xy.x).(gd.players.(gd.player_id).xy.y) with
|
||||
| _ when !current_status = BlowUpCrates -> ()
|
||||
| _ when !current_status = ClaimLand -> ()
|
||||
| Safe -> ()
|
||||
| Danger k when k < 3.0 -> current_status := EscapeDeath
|
||||
| Danger k -> ()
|
||||
| Bonus -> ()
|
||||
| Fatal k -> (* should not happen *) current_status := EscapeDeath
|
||||
| Blocked -> failwith "did you just suffocate the player ?" ;;
|
||||
|
||||
(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
|
||||
(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
|
||||
|
||||
let debug_game_data1 (gd : game_data) =
|
||||
Printf.fprintf stderr "[player %d started turn]\n" gd.player_id ;;
|
||||
|
||||
let debug_game_data (gd : game_data) =
|
||||
Printf.fprintf stderr "[player %d ended turn]\n" gd.player_id ;;
|
||||
|
||||
(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
|
||||
(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
|
||||
|
||||
if logg then Printf.fprintf stderr "XXXXXXXX\n" ;;
|
||||
|
||||
let game_d = parse_input "entrees.txt" ;;
|
||||
let dangers = evaluate_dangers game_d ;;
|
||||
let gains = cell_values game_d ;;
|
||||
|
||||
get_meta_info game_d.player_id ;;
|
||||
|
||||
if logg then Printf.fprintf stderr "[player %d started its turn]\n" game_d.player_id ;;
|
||||
|
||||
if debug_data then begin
|
||||
print_game_data game_d ;
|
||||
print_danger_levels dangers ;
|
||||
print_gain_map gains ;
|
||||
end ;;
|
||||
|
||||
update_strat game_d dangers ;;
|
||||
|
||||
let chosen = ref 0 ;;
|
||||
|
||||
let main_actions () = match !current_status with
|
||||
| EscapeDeath ->
|
||||
chosen := move_safe game_d dangers gains ;
|
||||
Printf.printf "%d " !chosen
|
||||
| BlowUpCrates ->
|
||||
if dangers.(game_d.players.(game_d.player_id).xy.x).(game_d.players.(game_d.player_id).xy.y) = Safe then begin
|
||||
chosen := move_explore game_d dangers ;
|
||||
Printf.printf "%d " !chosen
|
||||
end
|
||||
else begin
|
||||
current_status := EscapeDeath ;
|
||||
chosen := move_safe game_d dangers gains ;
|
||||
Printf.printf "%d " !chosen
|
||||
end
|
||||
| ClaimLand ->
|
||||
chosen := move_claim game_d dangers gains ;
|
||||
Printf.printf "%d " !chosen
|
||||
| KillPlayers ->
|
||||
() ;;
|
||||
|
||||
main_actions () ;
|
||||
Printf.printf "%d" !action ;
|
||||
|
||||
(*debug_game_data game_d ;;*)
|
||||
if logg then begin
|
||||
Printf.fprintf stderr "[player %d went at direction " game_d.player_id ;
|
||||
print_direction !chosen ;
|
||||
Printf.fprintf stderr "with action %d] time at end : %f\n" !action game_d.dt ;
|
||||
end ;;
|
||||
|
||||
set_meta_info game_d.player_id ;;
|
23
tp.txt
23
tp.txt
|
@ -1,23 +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 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
|
||||
|
||||
0 0 2 2 2 2 2 2 2 0 0
|
||||
0 1 2 1 2 1 2 1 2 1 0
|
||||
2 2 2 2 2 2 2 0 2 2 2
|
||||
2 1 0 1 2 1 2 1 2 1 0
|
||||
2 2 2 2 2 2 2 2 2 2 2
|
||||
0 1 2 1 2 1 2 1 0 1 0
|
||||
0 0 2 2 2 2 2 2 2 0 0
|
Loading…
Reference in New Issue