post-crate pathfinding [exists_crate to detect destroyed crates + oprimize pathfinding to not softlock
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3a1f76cb01
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231
again.ml
231
again.ml
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@ -433,7 +433,7 @@ let generate_gain_map (gd : game_data) =
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if (w > 0) || dir = 0 then begin
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let nx = l + w * (fst order.(dir))
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and ny = c + w * (snd order.(dir)) in
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if is_valid nx ny lines cols then begin
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if is_valid nx ny lines cols && gd.laby.(l).(c) <> 3+gd.player_id then begin
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res.(nx).(ny) <- res.(nx).(ny) + 1;
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if (gd.laby.(l).(c) >= 3) then
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res.(nx).(ny) <- res.(nx).(ny) + 1;
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@ -683,59 +683,6 @@ let is_dead_all (dgs : danger_map) (x : int) (y : int) (t : float) (dt : float)
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(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
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(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
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(*let goto_tile (gd : game_data) (dgs : danger_map) (x0 : int) (y0 : int) (end_x : int) (end_y : int) (stime : float) =
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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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let pid = gd.player_id in
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let visited = Hashtbl.create 100 in
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let q = Queue.create () in
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let interval = Float.pow (0.9) (float_of_int gd.players.(gd.player_id).nspeed) in
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(*Queue.add (x0, y0, stime +. interval, 4, 1) q ;*)
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Queue.add (x0+1, y0, stime +. interval, 2) q ;
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Queue.add (x0-1, y0, stime +. interval, 0) q ;
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Queue.add (x0, y0+1, stime +. interval, 1) q ;
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Queue.add (x0, y0-1, stime +. interval, 3) q ;
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try
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while not (Queue.is_empty q) do
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let (x, y, ct, direction) = Queue.pop q in
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if is_valid x y lines cols && gd.laby.(x).(y) <> 1 && gd.laby.(x).(y) <> 2 then begin (* within the map *)
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if Hashtbl.find_opt visited (x, y) = None then begin (* has not been visited yet *)
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Hashtbl.add visited (x, y) 1 ;
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if
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not (is_dead_all dgs x y ct interval false) &&
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ct < stime +. 70. *. interval &&
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not (Array.fold_left (fun acc (b : bomb) -> acc || (b.xy.x = x && b.xy.y = y)) false gd.bombs)
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then begin (* is not lethal *)
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if
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(is_empty_lst dgs.explosionTimes.(x).(y)) && (* safe *)
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(not (is_player_nearby gd x y 3 && amt_free_adj_spaces gd (gd.players.(pid).xy.x + fst order.(direction)) (gd.players.(pid).xy.y + snd order.(direction)) = 1)) &&
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(direction = 4 || (advanced_pathfind gd dgs (gd.players.(pid).xy.x + fst order.(direction)) (gd.players.(pid).xy.y + snd order.(direction)) gd.players.(pid).xy.x gd.players.(pid).xy.y)) &&
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(x = end_x && y = end_y)
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then begin
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raise (ReturnInt direction)
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end;
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(*Queue.add (x, y, ct +. interval, direction) q ;*)
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if not (is_player_nearby gd x y 3 && amt_free_adj_spaces gd (gd.players.(pid).xy.x + fst order.(direction)) (gd.players.(pid).xy.y + snd order.(direction)) = 1) && not (x0 == x && y0 == y) then begin
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for dir = 0 to 3 do
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Queue.add (x + (fst order.(dir)), y + (snd order.(dir)), ct +. interval, direction) q ;
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done;
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end
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end
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end
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end
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done;
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4 ;
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with
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| ReturnInt k -> k ;;*)
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(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
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(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
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let contains_crate (gd : game_data) =
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Array.fold_left
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@ -964,56 +911,148 @@ let move_crate (gd : game_data) (dgs : danger_map) =
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(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
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(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
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(* let goto_tile (gd : game_data) (dgs : danger_map) (x0 : int) (y0 : int) (end_x : int) (end_y : int) (stime : float) = *)
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(*let draw_random (gd : game_data) (infx : int) (infy : int) (lines : int) (cols : int) (dmin : int) =
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(* get a random, valid tile *)
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let xres = ref (-1)
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and yres = ref (-1) in
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while not (is_valid !xres !yres lines cols && gd.laby.(!xres).(!yres) >= 3 && gd.laby.(!xres).(!yres) <> 3 + gd.player_id && not (Array.fold_left (fun acc (b : bomb) -> acc || (b.xy.x = !xres && b.xy.y = !yres)) false gd.bombs)) do
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xres := infx + Random.int (lines - infx) ;
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yres := infy + Random.int (cols - infy) ;
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done;
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(!xres, !yres) ;;
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let nloops = 70 ;;
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let move_land_2 (gd : game_data) (dgs : danger_map) (gns : int array array) =
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let bfs_for_land ?return_x:(retx=fodder) ?return_y:(rety=fodder) ?return_ok:(retfl=bodder) (skip_near : bool) (gd : game_data) (dgs : danger_map) (x0 : int) (y0 : int) (target_x : int) (target_y : int) ?leniency:(lenc=1) (stime : float) (minDist : int) (maxDist : int) =
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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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let visited = Hashtbl.create 100 in
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let q = Queue.create () in
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let interval = Float.pow (0.9) (float_of_int gd.players.(gd.player_id).nspeed) in
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let pid = gd.player_id in
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let needs_gtfo = not (is_empty_lst dgs.explosionTimes.(x0).(y0)) in
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(*let nearest_player = min_dist_with_dash gd gd.players.(pid).xy.x gd.players.(pid).xy.y in*)
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let nearest_player = min_dist_from_player gd gd.players.(pid).xy.x gd.players.(pid).xy.y in
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let undead_end_tiles = generate_dead_end_map gd in
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if gd.player_id = 4 then begin
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for l = 0 to Array.length undead_end_tiles -1 do
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for c = 0 to Array.length undead_end_tiles.(l) -1 do
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if undead_end_tiles.(l).(c) >= 727 then
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Printf.fprintf stderr "- "
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else
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Printf.fprintf stderr "%d " undead_end_tiles.(l).(c);
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done;
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Printf.fprintf stderr "\n";
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done
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end ;
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Queue.add (x0, y0, stime +. interval, 4, 1) q ;
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Queue.add (x0+1, y0, stime +. interval, 2, 1) q ;
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Queue.add (x0-1, y0, stime +. interval, 0, 1) q ;
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Queue.add (x0, y0+1, stime +. interval, 1, 1) q ;
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Queue.add (x0, y0-1, stime +. interval, 3, 1) q ;
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try
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while not (Queue.is_empty q) do
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let (x, y, ct, direction, polar) = Queue.pop q in
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(*Printf.fprintf stderr "at (%d %d)\n" x y;*)
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if is_valid x y lines cols && gd.laby.(x).(y) <> 1 && gd.laby.(x).(y) <> 2 then begin (* within the map *)
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if Hashtbl.find_opt visited (x, y, polar) = None then begin (* has not been visited yet *)
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Hashtbl.add visited (x, y, polar) 1 ;
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if
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not (is_dead_all dgs x y ct interval false) &&
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ct < stime +. (float_of_int maxDist) *. interval &&
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not (Array.fold_left (fun acc (b : bomb) -> acc || (b.xy.x = x && b.xy.y = y)) false gd.bombs) &&
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polar <= 4
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then begin (* is not lethal *)
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if false && ct <= stime +. 3. *. interval then begin
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Printf.fprintf stderr "(at %d %d) %b %b %b\n" x y
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(ct >= stime +. (float_of_int minDist) *. interval) (* not too deep *)
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(is_empty_lst dgs.explosionTimes.(x).(y)) (* safe *)
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(needs_gtfo || undead_end_tiles.(x).(y) * 2 <= nearest_player) (* is not going to be an ez kill *)
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end;
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if
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(ct >= stime +. (float_of_int minDist) *. interval) && (* not too deep *)
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(is_empty_lst dgs.explosionTimes.(x).(y)) && (* safe *)
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(needs_gtfo || undead_end_tiles.(x).(y) * 2 <= nearest_player) && (* is not going to be an ez kill *)
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(skip_near || tile_distance gd x y target_x target_y <= lenc) (* close enough to target *)
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then begin
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retx := x ;
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rety := y ;
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raise (ReturnInt direction)
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end;
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if not (x0 = x && y0 = y) && (needs_gtfo || undead_end_tiles.(x).(y) * 2 <= nearest_player) then begin
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for dir = 0 to 3 do
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Queue.add (x + (fst order.(dir)), y + (snd order.(dir)), ct +. interval, direction, polar) q ;
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done;
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Queue.add (x, y, ct +. interval, direction, polar+1) q
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end
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end
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end
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end
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done;
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retfl := false ;
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4 ;
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with
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| ReturnInt k ->
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retfl := true ;
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k ;;
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let move_land (gd : game_data) (dgs : danger_map) (gn : int array array) =
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let max_cols = Array.mapi
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(fun i lne ->
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Array.fold_left
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(fun acc (idc, sco) ->
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if sco > snd acc then
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(idc, sco)
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else
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acc
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)
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(0, 0)
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(Array.mapi (fun j v -> (j, v)) lne)
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)
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gn
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in
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let (xmax, ymax, _) = Array.fold_left
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(fun (cxm, cym, cvm) (nx, ny, nv) ->
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if nv > cvm then
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(nx, ny, nv)
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else
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(cxm, cym, cvm)
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)
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(0, 0, 0)
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(Array.mapi (fun i (j, v) -> (i, j, v)) max_cols)
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in
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let pid = gd.player_id in
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let cxi = gd.players.(pid).xy.x
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and cyi = gd.players.(pid).xy.y in
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try
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for azertyiop = 0 to nloops -1 do
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let (x, y) = draw_random gd 0 0 lines cols 4 in
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let result_0 = goto_tile gd dgs cxi cyi x y gd.dt in
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if result_0 <> 4 then begin
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if
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gd.players.(pid).bomb_to_place > 0 &&
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not (Array.fold_left (fun acc (b : bomb) -> acc || (b.xy.x = cxi && b.xy.y = cyi)) false gd.bombs) &&
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(is_empty_lst dgs.explosionTimes.(cxi).(cyi))
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then begin
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if logg then Printf.fprintf stderr "trying...\n" ;
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let _ = simulate_bomb_deconstruct gd dgs cxi cyi gd.players.(pid).bomb_radius (gd.dt +. 5.5) in
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let result = goto_tile gd dgs cxi cyi x y gd.dt in
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if result <> 4 then begin
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action := 1 ;
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raise (ReturnInt result)
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end
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end;
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raise (ReturnInt result_0)
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end
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done;
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4
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with
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| ReturnInt k -> k ;;*)
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if logg then Printf.fprintf stderr "going at (%d, %d) [score=%d]\n" xmax ymax gn.(xmax).(ymax);
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(* try to place a bomb *)
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let is_safe = is_empty_lst dgs.explosionTimes.(cxi).(cyi) in
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let saved_p = simulate_bomb_deconstruct gd dgs cxi cyi gd.players.(pid).bomb_radius (gd.dt +. 5.5) in
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let is_good = ref false in
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let result_bomb = bfs_for_land ~return_ok:is_good true gd dgs cxi cyi xmax ymax gd.dt 1 80 in
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if is_safe && !is_good then begin
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if logg then Printf.fprintf stderr "kaboom\n" ;
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action := 1 ;
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result_bomb
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end
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else begin
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reverse_simulate_bomb dgs saved_p ;
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let res = bfs_for_land ~return_ok:is_good false gd dgs cxi cyi xmax ymax gd.dt 1 80 in
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if !is_good then begin
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if logg then Printf.fprintf stderr "going to kaboom\n" ;
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res
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end
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else begin
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if logg then Printf.fprintf stderr "E\n" ;
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let res = bfs_for_land ~leniency:20 false gd dgs cxi cyi xmax ymax gd.dt 1 80 in
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res
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end
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end ;;
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(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
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(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
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let exists_crate (gd : game_data) =
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let exists_crate (gd : game_data) (dgs : danger_map) =
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Array.exists
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(fun line -> Array.exists (fun tile -> tile = 2) line)
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gd.laby ;;
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@ -1035,15 +1074,13 @@ print_dangers danger_data ;;*)
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print_dangers danger_data ;;*)
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let direction = ref 4 ;;
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if exists_crate game_map then begin
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if exists_crate game_map danger_data then begin
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if logg then Printf.fprintf stderr "Crates\n" ;
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direction := move_crate game_map danger_data
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end
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else begin
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if logg then Printf.fprintf stderr "No crates\n" ;
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Printf.fprintf stderr "WIN\n" ;
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(*direction := move_land game_map danger_data gain_map *)
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(*direction := move_land_2 game_map danger_data gain_map *)
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direction := move_land game_map danger_data gain_map
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end ;;
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Printf.printf "%d %d" !direction !action ;
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39
entrees.txt
39
entrees.txt
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@ -1,22 +1,25 @@
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164.0
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2
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192.1625000000009
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1
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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 3 3 3 3 0 0 0 0 0 0 3 3 3 3 3 3 5 5 5 1
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1 3 1 3 1 0 1 6 1 6 1 3 1 3 1 0 1 5 1 5 1
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1 3 3 3 3 3 0 6 0 6 5 3 5 3 3 4 5 5 5 5 1
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1 3 1 3 1 3 1 6 1 6 1 6 1 4 1 6 1 4 1 5 1
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1 3 3 6 6 6 6 6 6 6 6 6 6 6 6 6 3 4 0 5 1
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1 6 1 6 1 3 1 6 1 6 1 6 1 6 1 6 1 4 1 0 1
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1 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 0 1
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1 6 1 6 1 3 1 6 1 6 1 6 1 6 1 6 1 4 1 4 1
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1 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 1
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1 6 1 6 1 6 1 6 1 6 1 6 1 6 1 6 1 4 1 4 1
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1 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 6 4 4 4 1
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1 3 3 3 3 3 3 4 3 3 3 3 3 3 3 4 3 3 5 5 1
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1 3 1 3 1 3 1 4 1 0 1 3 1 3 1 4 1 5 1 5 1
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1 3 3 3 4 6 4 4 4 5 5 4 3 4 4 4 4 4 4 4 1
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1 3 1 3 1 6 1 4 1 5 1 4 1 4 1 4 1 4 1 4 1
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1 3 3 6 6 6 4 6 4 5 5 5 5 5 5 5 5 4 5 4 1
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1 3 1 3 1 6 1 6 1 5 1 4 1 4 1 4 1 4 1 4 1
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1 3 3 6 6 5 5 5 5 5 5 5 5 5 3 4 4 4 4 4 1
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1 6 1 3 1 3 1 6 1 5 1 4 1 4 1 4 1 4 1 4 1
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1 6 3 3 3 6 6 6 4 5 4 6 4 6 4 6 4 4 4 4 1
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1 6 1 3 1 3 1 6 1 5 1 6 1 6 1 6 1 4 1 4 1
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1 6 6 3 3 6 6 6 6 5 6 6 6 6 6 4 4 4 4 4 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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3
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3 10 0 4 3 2 3 1
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5 10 2 0 2 3 1 4
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7 10 3 3 4 6 2 1
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4
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7 16 3 192.41370000000083
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6 15 3 193.72590000000085
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5 14 3 195.03810000000087
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10 7 4 195.5400000000004
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2
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7 12 1 4 1 3 2 3
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11 5 2 2 0 4 1 3
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0
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@ -454,6 +454,7 @@ def execute_evenement(evenements, evenement, plateau, plateauCouleur, bombes, jo
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ip, jp = prochain(i,j,direction)
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ajoute_evenement(evenements, [evenement[0]+TEMPS_PROPAGATION, EVENEMENT_PROPAGATION, ip, jp, direction, longueurFlammes-1, indJoueur])
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NB_TROUS = 20
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TAILLE_TUILE = 40
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HAUTEUR_JOUEUR = TAILLE_TUILE
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@ -528,7 +529,7 @@ def simulation(strategies):
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dimensions = 13,21
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positionsInitiales=[(1, 1), (dimensions[0]-2, dimensions[1]-2), (1, dimensions[1]-2), (dimensions[0]-2, 1)]
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plateau = cree_plateau_initial(dimensions[0]-2, dimensions[1]-2, 20)
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plateau = cree_plateau_initial(dimensions[0]-2, dimensions[1]-2, NB_TROUS)
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plateauCouleur = [[-1 for j in range(dimensions[1])] for i in range(dimensions[0])]
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evenements = []
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@ -1 +1 @@
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4 0
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3 1
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