refactoring of BFS functions
This commit is contained in:
parent
a7da366a02
commit
e74af821f2
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@ -1,19 +1,19 @@
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3.7
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0
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7 11
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0 0 0 0 0 0 0 0 0 0 0
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0 0 0 0 2 0 2 0 2 0 0
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0 0 0 2 2 2 2 2 0 0 0
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0 0 2 0 2 0 2 0 2 0 2
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3 3 3 0 0 0 2 2 4 4 0
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0 0 0 0 0 0 0 0 0 0 0
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0 0 0 2 2 2 2 3 3 2 0
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0 0 2 2 2 2 2 2 2 0 0
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0 1 2 1 2 1 2 1 2 1 0
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2 2 2 2 2 2 2 0 2 2 2
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2 1 0 1 2 1 2 1 2 1 0
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2 2 2 2 2 2 2 2 2 2 2
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0 1 2 1 2 1 2 1 0 1 0
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0 0 2 2 2 2 2 2 2 0 0
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3
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3 2 4 4.1
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4 4 2 4.3
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0 0 3 5.5
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8 6 3 5.5
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5
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2 2 0 3 2 4 5 3
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0 1 0 3 2 4 5 3
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2 0 1 4 3 2 2 2
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10 5 2 0 2 3 2 3
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5 5 3 5 1 10 2 3
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278
main.ml
278
main.ml
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@ -3,6 +3,7 @@
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let debug = false ;;
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let fatal_time = 1.0 ;;
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let explosion_time = 1.5 ;;
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(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
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(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
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@ -73,28 +74,30 @@ type game_data = {
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mutable boosts : boost array ;
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}
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type danger = Safe | Danger | Fatal | Blocked ;;
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type danger = Safe | Danger of float | Fatal of float | Blocked ;;
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let int_of_danger = function
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| Safe -> 0
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| Danger -> 1
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| Fatal -> 2
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| Danger _ -> 1
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| Fatal _ -> 2
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| Blocked -> 3 ;;
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let danger_of_int = function
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let danger_of_int t = function
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| 0 -> Safe
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| 1 -> Danger
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| 2 -> Fatal
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| 1 -> Danger t
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| 2 -> Fatal t
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| _ -> Blocked ;;
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type moveType = EscapeDeath | BlowUpCrates | KillPlayers | ClaimLand ;;
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exception ReturnInt of int ;;
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exception ReturnBool of bool ;;
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(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
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(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
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let current_status = ref BlowUpCrates ;;
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let action = ref 0 ;;
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let equal_pt (p1 : pt) (p2 : pt) =
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p1.x = p2.x && p1.y = p2.y ;;
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@ -115,6 +118,10 @@ let print_direction = function
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| 4 -> Printf.printf "STILL "
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| _-> failwith "ERROR : invalid direction" ;;
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let level_of_danger = function
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| Danger k | Fatal k -> k
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| _ -> 32768. ;;
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(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
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(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
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@ -150,8 +157,8 @@ let print_danger_levels (map : danger array array) =
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match map.(l).(c) with
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| Blocked -> Printf.printf "@ "
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| Safe -> Printf.printf ". "
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| Danger -> Printf.printf "! "
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| Fatal -> Printf.printf "X "
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| Danger _ -> Printf.printf "! "
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| Fatal _ -> Printf.printf "X "
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done;
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Printf.printf "\n"
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done ;;
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@ -251,11 +258,11 @@ let parse_input (str : string) =
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(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
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let warn_level (b : bomb) (ct : float) = match (b.det_time -. ct) with
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| k when k < fatal_time -> Fatal ;
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| _ -> Danger ;;
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| k when k < fatal_time -> Fatal b.det_time ;
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| _ -> Danger b.det_time ;;
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let danger_priority (p1 : danger) (p2 : danger) =
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danger_of_int (max (int_of_danger p1) (int_of_danger p2)) ;;
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danger_of_int (min (level_of_danger p1) (level_of_danger p2)) (max (int_of_danger p1) (int_of_danger p2)) ;;
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let order = [|(1, 0); (-1, 0); (0, 1); (0, -1)|] ;;
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let evaluate_dangers (gd : game_data) =
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@ -271,35 +278,6 @@ let evaluate_dangers (gd : game_data) =
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done
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done ;
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(* add players as warning (in case they bomb) *)
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for p = 0 to gd.nplayers -1 do
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if p <> gd.player_id then begin
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let halt = ref false in
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let bx = gd.players.(p).xy.x
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and by = gd.players.(p).xy.y in
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for dir = 0 to 3 do
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for w = 0 to gd.players.(p).bomb_radius do
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let cx = bx + w*(fst order.(dir))
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and cy = by + w*(snd order.(dir)) in
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if not !halt && is_valid (cx) (cy) lines cols then begin
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if gd.laby.(cx).(cy) = 1 then (* bedrock *)
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halt := true ;
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if gd.laby.(cx).(cy) = 2 then begin (* crate *)
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halt := true ;
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res.(cx).(cy) <- danger_priority res.(cx).(cy) Danger ;
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end
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else begin
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res.(cx).(cy) <- danger_priority res.(cx).(cy) Danger ;
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end
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end
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done;
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halt := false ;
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done
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end
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done;
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(* sort bombs based on detonation time *)
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for b = 0 to gd.nbombs -1 do
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let m = ref gd.bombs.(b).det_time
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@ -349,13 +327,14 @@ let evaluate_dangers (gd : game_data) =
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(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
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let is_safe = function
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| Safe | Danger -> true
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| Fatal | Blocked -> false ;;
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| Safe | Danger _ -> true
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| Fatal _ | Blocked -> false ;;
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let move_safe (gd : game_data) (dgs : danger array array) =
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(* use this whenever you are standing on a non-safe tile *)
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(* Strat : find the closest safe tile (or warning tile if there are no reachable safe tile) *)
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(* Strat : find the shortest, safest path *)
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let pid = gd.player_id in
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let interval = Float.pow 0.9 (float_of_int gd.players.(pid).nspeed) in
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let lines = Array.length gd.laby
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and cols = Array.length gd.laby.(0) in
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@ -367,73 +346,44 @@ let move_safe (gd : game_data) (dgs : danger array array) =
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if dgs.(cx).(cy) = Safe then
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raise (ReturnInt 4) ;
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let q = Queue.create () in
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let visited = Hashtbl.create 100 in
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(* 1. try not to walk on fatal tiles *)
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if debug then Printf.printf "[escape] Attempt 1/3...\n";
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if cx <> 0 && is_safe dgs.(cx-1).(cy) then (* North *) Queue.add (cx-1, cy, 0) q ;
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if cx <> lines -1 && is_safe dgs.(cx+1).(cy) then (* South *) Queue.add (cx+1, cy, 2) q ;
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if cy <> 0 && is_safe dgs.(cx).(cy-1) then (* West *) Queue.add (cx, cy-1, 3) q ;
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if cy <> cols -1 && is_safe dgs.(cx).(cy+1) then (* East *) Queue.add (cx, cy+1, 1) q ;
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let has_a_safe_path (cx0 : int) (cy0 : int) (simt : float) (vid : int) =
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let q = Queue.create () in
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Queue.add (cx0, cy0, simt) q ; (* everything added to q has valid coords *)
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if debug then Printf.printf "[escape] Attempt %d/4...\n" vid ;
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try
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while not (Queue.is_empty q) do
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let (cx, cy, cur_t) = Queue.pop q in
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if Hashtbl.find_opt visited (cx, cy, vid) <> None then () else begin
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Hashtbl.add visited (cx, cy, vid) 1 ;
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if dgs.(cx).(cy) = Safe then
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raise (ReturnBool true)
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else if dgs.(cx).(cy) = Blocked then
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()
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else begin (* either danger or fatal *)
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let dang_time = level_of_danger dgs.(cx).(cy) in
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for dir = 0 to 3 do
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let newx = cx + fst order.(dir)
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and newy = cy + snd order.(dir)
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and newt = cur_t +. interval in
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if (is_valid newx newy lines cols) && not (newt > dang_time && newt < dang_time +. explosion_time) then
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Queue.add (newx, newy, newt) q
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done
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end
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end
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done;
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false
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with
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| ReturnBool b -> b
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in
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while not (Queue.is_empty q) do
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let (cx, cy, dir) = Queue.pop q in
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Hashtbl.add visited (cx, cy, 1) 1 ;
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if dgs.(cx).(cy) = Safe then
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raise (ReturnInt dir)
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else begin
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(* add neighbors *)
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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 ;
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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 ;
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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 ;
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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 ;
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end
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done;
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if is_valid (cx+1) (cy) lines cols && has_a_safe_path (cx+1) (cy) gd.dt 0 then raise (ReturnInt 2) ; (* South *)
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if is_valid (cx-1) (cy) lines cols && has_a_safe_path (cx-1) (cy) gd.dt 1 then raise (ReturnInt 0) ; (* North *)
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if is_valid (cx) (cy+1) lines cols && has_a_safe_path (cx) (cy+1) gd.dt 2 then raise (ReturnInt 1) ; (* East *)
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if is_valid (cx) (cy-1) lines cols && has_a_safe_path (cx) (cy-1) gd.dt 3 then raise (ReturnInt 3) ; (* West *)
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(* 2. find the path that get you off fatal tiles ASAP *)
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if debug then Printf.printf "[escape] Attempt 2/3...\n";
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if cx <> 0 && dgs.(cx-1).(cy) <> Blocked then (* North *) Queue.add (cx-1, cy, 0) q ;
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if cx <> lines -1 && dgs.(cx+1).(cy) <> Blocked then (* South *) Queue.add (cx+1, cy, 2) q ;
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if cy <> 0 && dgs.(cx).(cy-1) <> Blocked then (* West *) Queue.add (cx, cy-1, 3) q ;
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if cy <> cols -1 && dgs.(cx).(cy+1) <> Blocked then (* East *) Queue.add (cx, cy+1, 1) q ;
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while not (Queue.is_empty q) do
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let (cx, cy, dir) = Queue.pop q in
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Hashtbl.add visited (cx, cy, 2) 1 ;
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if dgs.(cx).(cy) = Safe then
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raise (ReturnInt dir)
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else begin
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(* add neighbors *)
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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 ;
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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 ;
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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 ;
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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 ;
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end
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done;
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(* 3. no safe tile within reach (very rare), look out for warning *)
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if debug then Printf.printf "[escape] Attempt 3/3...\n";
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if cx <> 0 && dgs.(cx-1).(cy) <> Blocked then (* North *) Queue.add (cx-1, cy, 0) q ;
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if cx <> lines -1 && dgs.(cx+1).(cy) <> Blocked then (* South *) Queue.add (cx+1, cy, 2) q ;
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if cy <> 0 && dgs.(cx).(cy-1) <> Blocked then (* West *) Queue.add (cx, cy-1, 3) q ;
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if cy <> cols -1 && dgs.(cx).(cy+1) <> Blocked then (* East *) Queue.add (cx, cy+1, 1) q ;
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while not (Queue.is_empty q) do
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let (cx, cy, dir) = Queue.pop q in
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Hashtbl.add visited (cx, cy, 3) 1 ;
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if dgs.(cx).(cy) = Danger then
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raise (ReturnInt dir)
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else begin
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(* add neighbors *)
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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 ;
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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 ;
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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 ;
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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 ;
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end
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done;
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(* you're probably dead if the code reaches here *)
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(* you're probably dead if the code reaches here... *)
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if debug then Printf.printf "[escape] Attempt F...\n";
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4
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with
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@ -445,67 +395,83 @@ let move_safe (gd : game_data) (dgs : danger array array) =
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let move_explore (gd: game_data) (dgs : danger array array) =
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(* destroy crates *)
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let pid = gd.player_id in
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let interval = Float.pow 0.9 (float_of_int gd.players.(pid).nspeed) in
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let lines = Array.length gd.laby
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and cols = Array.length gd.laby.(0) in
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(* find nearest crate and blow it up *)
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try
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let q = Queue.create () in
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let (cx, cy) = (gd.players.(pid).xy.x, gd.players.(pid).xy.y) in
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let visited = Hashtbl.create 100 in
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let (cx, cy) = (gd.players.(pid).xy.x, gd.players.(pid).xy.y) in
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(* O. if there's a crate right next to you, blow it up *)
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if cx <> 0 && gd.laby.(cx-1).(cy) = 2 then (* North *) begin current_status := EscapeDeath; raise (ReturnInt 4) end ;
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if cx <> lines -1 && gd.laby.(cx+1).(cy) = 2 then (* South *) begin current_status := EscapeDeath; raise (ReturnInt 4) end ;
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if cy <> 0 && gd.laby.(cx).(cy-1) = 2 then (* West *) begin current_status := EscapeDeath; raise (ReturnInt 4) end ;
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if cy <> cols -1 && gd.laby.(cx).(cy+1) = 2 then (* East *) begin current_status := EscapeDeath; raise (ReturnInt 4) end ;
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let has_a_safe_path (cx0 : int) (cy0 : int) (simt : float) (vid : int) =
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let q = Queue.create () in
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Queue.add (cx0, cy0, simt) q ; (* everything added to q has valid coords *)
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if debug then Printf.printf "[crates] Attempt %d/4...\n" vid ;
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try
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while not (Queue.is_empty q) do
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let (cx, cy, cur_t) = Queue.pop q in
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if Hashtbl.find_opt visited (cx, cy, vid) <> None then () else begin
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Hashtbl.add visited (cx, cy, vid) 1 ;
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if dgs.(cx).(cy) = Safe then
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raise (ReturnBool true)
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else if gd.laby.(cx).(cy) = 2 then (* crate *)
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raise (ReturnBool true)
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else if dgs.(cx).(cy) = Blocked then
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()
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else begin (* either danger or fatal *)
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let dang_time = level_of_danger dgs.(cx).(cy) in
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for dir = 0 to 3 do
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let newx = cx + fst order.(dir)
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and newy = cy + snd order.(dir)
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and newt = cur_t +. interval in
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if (is_valid newx newy lines cols) && not (newt > dang_time && newt < dang_time +. explosion_time) then
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Queue.add (newx, newy, newt) q
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done
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end
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end
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done;
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false
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with
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| ReturnBool b -> b
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in
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(* 1. search without walking on dangerous tiles *)
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if debug then Printf.printf "[explore] Attempt 1/2...\n";
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if cx <> 0 && is_safe dgs.(cx-1).(cy) then (* North *) Queue.add (cx-1, cy, 0) q ;
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if cx <> lines -1 && is_safe dgs.(cx+1).(cy) then (* South *) Queue.add (cx+1, cy, 2) q ;
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if cy <> 0 && is_safe dgs.(cx).(cy-1) then (* West *) Queue.add (cx, cy-1, 3) q ;
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if cy <> cols -1 && is_safe dgs.(cx).(cy+1) then (* East *) Queue.add (cx, cy+1, 1) q ;
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(* check if there's a crate next to the player *)
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if is_valid (cx+1) (cy) lines cols && gd.laby.(cx+1).(cy) = 2 then begin (* Crate at South *)
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current_status := EscapeDeath ;
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action := 1;
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if debug then Printf.printf "Fire in the hole!\n" ;
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raise (ReturnInt 4) ;
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end;
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if is_valid (cx-1) (cy) lines cols && gd.laby.(cx-1).(cy) = 2 then begin (* Crate at North *)
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current_status := EscapeDeath ;
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action := 1;
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if debug then Printf.printf "Fire in the hole!\n" ;
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raise (ReturnInt 4) ;
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end;
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if is_valid (cx) (cy+1) lines cols && gd.laby.(cx).(cy+1) = 2 then begin (* Crate at East *)
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current_status := EscapeDeath ;
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action := 1;
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if debug then Printf.printf "Fire in the hole!\n" ;
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raise (ReturnInt 4) ;
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end;
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if is_valid (cx) (cy-1) lines cols && gd.laby.(cx).(cy-1) = 2 then begin (* Crate at West *)
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current_status := EscapeDeath ;
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action := 1;
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if debug then Printf.printf "Fire in the hole!\n" ;
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raise (ReturnInt 4) ;
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end;
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while not (Queue.is_empty q) do
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let (cx, cy, dir) = Queue.pop q in
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Hashtbl.add visited (cx, cy, 1) 1 ;
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if gd.laby.(cx).(cy) = 2 then
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raise (ReturnInt dir)
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else begin
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(* add neighbors *)
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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 ;
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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. search one anyway *)
|
||||
if debug then Printf.printf "[explore] Attempt 2/2...\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, 2) 1 ;
|
||||
if gd.laby.(cx).(cy) = 2 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).(cy-1) <> 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;
|
||||
(* go to one without stepping into a dangerous tile *)
|
||||
if is_valid (cx+1) (cy) lines cols && has_a_safe_path (cx+1) (cy) gd.dt 0 then raise (ReturnInt 2) ; (* South *)
|
||||
if is_valid (cx-1) (cy) lines cols && has_a_safe_path (cx-1) (cy) gd.dt 1 then raise (ReturnInt 0) ; (* North *)
|
||||
if is_valid (cx) (cy+1) lines cols && has_a_safe_path (cx) (cy+1) gd.dt 2 then raise (ReturnInt 1) ; (* East *)
|
||||
if is_valid (cx) (cy-1) lines cols && has_a_safe_path (cx) (cy-1) gd.dt 3 then raise (ReturnInt 3) ; (* West *)
|
||||
|
||||
(* no crates ? Go for kills *)
|
||||
if debug then Printf.printf "[explore] Attempt F...\n";
|
||||
if debug then Printf.printf "[crates] Attempt F...\n";
|
||||
4
|
||||
with
|
||||
| ReturnInt k -> k ;;
|
||||
|
@ -519,5 +485,5 @@ print_game_data game_d ;;
|
|||
print_danger_levels dangers ;;
|
||||
|
||||
Printf.printf "move at ";;
|
||||
print_direction (move_safe game_d dangers) ;;
|
||||
print_direction (move_explore game_d dangers) ;;
|
||||
Printf.printf "\n" ;;
|
10
tp.txt
10
tp.txt
|
@ -12,4 +12,12 @@
|
|||
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 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