BomberMan/main.ml

413 lines
15 KiB
OCaml

(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
let debug = false ;;
let fatal_time = 1.0 ;;
(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
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 | Fatal | Blocked ;;
let int_of_danger = function
| Safe -> 0
| Danger -> 1
| Fatal -> 2
| Blocked -> 3 ;;
let danger_of_int = function
| 0 -> Safe
| 1 -> Danger
| 2 -> Fatal
| _ -> Blocked ;;
type moveType = EscapeDeath | BlowUpCrates | KillPlayers | ClaimLand ;;
exception ReturnInt of int ;;
(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
let equal_pt (p1 : pt) (p2 : pt) =
p1.x = p2.x && p1.y = p2.y ;;
let swap arr i j =
let temp = arr.(i) in
arr.(i) <- arr.(j) ;
arr.(j) <- temp ;;
let is_valid i j len hei =
i >= 0 && j >= 0 && i < len && j < hei ;;
let print_direction = function
| 0 -> Printf.printf "NORTH "
| 1 -> Printf.printf "EAST "
| 2 -> Printf.printf "SOUTH "
| 3 -> Printf.printf "WEST "
| 4 -> Printf.printf "STILL "
| _-> failwith "ERROR : invalid direction" ;;
(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
let print_game_data (gd : game_data) =
Printf.printf "--------------------------------| Board data |--------------------------------\n" ;
Printf.printf "Time : %f\n" gd.dt ;
Printf.printf "ID : %d\n" gd.player_id ;
Printf.printf "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.printf " " ;
for c = 0 to Array.length gd.laby.(l) -1 do
Printf.printf "%d " gd.laby.(l).(c) ;
done;
Printf.printf "\n"
done ;
Printf.printf "Bombs (%d) : \n" gd.nbombs ;
for b = 0 to gd.nbombs -1 do
Printf.printf " [Bomb] (at %d %d) (of size %d) (blowing up at %f)\n" gd.bombs.(b).xy.x gd.bombs.(b).xy.y gd.bombs.(b).size gd.bombs.(b).det_time ;
done;
Printf.printf "Players (%d) : \n" gd.nplayers ;
for b = 0 to gd.nplayers -1 do
Printf.printf " [Player %d] (at %d %d) (holding %d %d %d %d %d)\n" gd.players.(b).id gd.players.(b).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.printf "Boosts (%d) : \n" gd.nboosts ;
for b = 0 to gd.nboosts -1 do
Printf.printf " [Boost] (at %d %d) (of type %d)\n" gd.boosts.(b).xy.x gd.boosts.(b).xy.y gd.boosts.(b).spec ;
done;;
let print_danger_levels (map : danger array array) =
Printf.printf "--------------------------------| 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.printf "@ "
| Safe -> Printf.printf ". "
| Danger -> Printf.printf "! "
| Fatal -> Printf.printf "X "
done;
Printf.printf "\n"
done ;;
(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
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 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 then Printf.printf "Time\n" ;
res.dt <- Float.of_string (input_line ptr) ;
(* player_id *)
if debug then Printf.printf "PID\n" ;
res.player_id <- int_of_string (input_line ptr) ;
(* maze *)
if debug then Printf.printf "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 then Printf.printf "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 then Printf.printf "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 then Printf.printf "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 then Printf.printf "Done!\n" ;
close_in ptr ;
res
with
| End_of_file ->
close_in ptr ;
failwith "cannot happen unless something is wrong" ;;
(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
let warn_level (b : bomb) (ct : float) = match (b.det_time -. ct) with
| k when k < fatal_time -> Fatal ;
| _ -> Danger ;;
let danger_priority (p1 : danger) (p2 : danger) =
danger_of_int (max (int_of_danger p1) (int_of_danger p2)) ;;
let order = [|(1, 0); (-1, 0); (0, 1); (0, -1)|] ;;
let evaluate_dangers (gd : game_data) =
let 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 ;
(* 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 *)
let exploded = Hashtbl.create 12 in
for b = 0 to gd.nbombs -1 do
let dgr = warn_level gd.bombs.(b) gd.dt in
let halt = ref false in
let bx = gd.bombs.(b).xy.x
and by = gd.bombs.(b).xy.y in
for dir = 0 to 3 do
for w = 0 to gd.bombs.(b).size do
let cx = bx + w*(fst order.(dir))
and cy = by + w*(snd order.(dir)) in
if not !halt && is_valid (cx) (cy) lines cols then begin
if gd.laby.(cx).(cy) = 1 then (* bedrock *)
halt := true ;
if gd.laby.(cx).(cy) = 2 && Hashtbl.find_opt exploded (cx, cy) = None then begin (* unexploded crate *)
halt := true ;
res.(cx).(cy) <- danger_priority res.(cx).(cy) dgr ;
Hashtbl.add exploded (cx, cy) 1
end
else begin
res.(cx).(cy) <- danger_priority res.(cx).(cy) dgr ;
end
end
done;
halt := false ;
done
done;
res ;;
(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
let is_safe = function
| Safe | Danger -> true
| Fatal | Blocked -> false ;;
let move_safe (gd : game_data) (dgs : danger array array) =
(* use this whenever you are standing on a non-safe tile *)
let pid = gd.player_id in
let lines = Array.length gd.laby
and cols = Array.length gd.laby.(0) in
(* BFS to find the nearest safe spot (if it exists) *)
try
let q = Queue.create () in
let visited = Hashtbl.create 100 in
(* 1. try not to walk on fatal tiles *)
if debug then Printf.printf "Attempt 1/3...\n";
let (cx, cy) = (gd.players.(pid).xy.x, gd.players.(pid).xy.y) in
if cx <> 0 && is_safe dgs.(cx-1).(cy) then (* North *) Queue.add (cx-1, cy, 0) q ;
if cx <> lines -1 && is_safe dgs.(cx+1).(cy) then (* South *) Queue.add (cx+1, cy, 2) q ;
if cy <> 0 && is_safe dgs.(cx).(cy-1) then (* West *) Queue.add (cx, cy-1, 3) q ;
if cy <> cols -1 && is_safe dgs.(cx).(cy+1) then (* East *) Queue.add (cx, cy+1, 1) q ;
while not (Queue.is_empty q) do
let (cx, cy, dir) = Queue.pop q in
Hashtbl.add visited (cx, cy, 1) 1 ;
if dgs.(cx).(cy) = Safe then
raise (ReturnInt dir)
else begin
(* add neighbors *)
if cx <> 0 && Hashtbl.find_opt visited (cx-1, cy, 1) = None && is_safe dgs.(cx-1).(cy) then (* North *) Queue.add (cx-1, cy, dir) q ;
if cx <> lines -1 && Hashtbl.find_opt visited (cx+1, cy, 1) = None && is_safe dgs.(cx+1).(cy) then (* South *) Queue.add (cx+1, cy, dir) q ;
if cy <> 0 && Hashtbl.find_opt visited (cx, cy-1, 1) = None && is_safe dgs.(cx).(cy-1) then (* West *) Queue.add (cx, cy-1, dir) q ;
if cy <> cols -1 && Hashtbl.find_opt visited (cx, cy+1, 1) = None && is_safe dgs.(cx).(cy+1) then (* East *) Queue.add (cx, cy+1, dir) q ;
end
done;
(* 2. find the path that get you off fatal tiles ASAP *)
if debug then Printf.printf "Attempt 2/3...\n";
if cx <> 0 && dgs.(cx-1).(cy) <> Blocked then (* North *) Queue.add (cx-1, cy, 0) q ;
if cx <> lines -1 && dgs.(cx+1).(cy) <> Blocked then (* South *) Queue.add (cx+1, cy, 2) q ;
if cy <> 0 && dgs.(cx).(cy-1) <> Blocked then (* West *) Queue.add (cx, cy-1, 3) q ;
if cy <> cols -1 && dgs.(cx).(cy+1) <> Blocked then (* East *) Queue.add (cx, cy+1, 1) q ;
while not (Queue.is_empty q) do
let (cx, cy, dir) = Queue.pop q in
Hashtbl.add visited (cx, cy, 2) 1 ;
if dgs.(cx).(cy) = Safe then
raise (ReturnInt dir)
else begin
(* add neighbors *)
if cx <> 0 && Hashtbl.find_opt visited (cx-1, cy, 2) = None && dgs.(cx-1).(cy) <> Blocked then (* North *) Queue.add (cx-1, cy, dir) q ;
if cx <> lines -1 && Hashtbl.find_opt visited (cx+1, cy, 2) = None && dgs.(cx+1).(cy) <> Blocked then (* South *) Queue.add (cx+1, cy, dir) q ;
if cy <> 0 && Hashtbl.find_opt visited (cx, cy-1, 2) = None && dgs.(cx-1).(cy) <> Blocked then (* West *) Queue.add (cx, cy-1, dir) q ;
if cy <> cols -1 && Hashtbl.find_opt visited (cx, cy+1, 2) = None && dgs.(cx).(cy+1) <> Blocked then (* East *) Queue.add (cx, cy+1, dir) q ;
end
done;
(* 3. no safe tile within reach (very rare), look out for warning *)
if debug then Printf.printf "Attempt 3/3...\n";
if cx <> 0 && dgs.(cx-1).(cy) <> Blocked then (* North *) Queue.add (cx-1, cy, 0) q ;
if cx <> lines -1 && dgs.(cx+1).(cy) <> Blocked then (* South *) Queue.add (cx+1, cy, 2) q ;
if cy <> 0 && dgs.(cx).(cy-1) <> Blocked then (* West *) Queue.add (cx, cy-1, 3) q ;
if cy <> cols -1 && dgs.(cx).(cy+1) <> Blocked then (* East *) Queue.add (cx, cy+1, 1) q ;
while not (Queue.is_empty q) do
let (cx, cy, dir) = Queue.pop q in
Hashtbl.add visited (cx, cy, 3) 1 ;
if dgs.(cx).(cy) = Danger then
raise (ReturnInt dir)
else begin
(* add neighbors *)
if cx <> 0 && Hashtbl.find_opt visited (cx-1, cy, 3) = None && dgs.(cx-1).(cy) <> Blocked then (* North *) Queue.add (cx-1, cy, dir) q ;
if cx <> lines -1 && Hashtbl.find_opt visited (cx+1, cy, 3) = None && dgs.(cx+1).(cy) <> Blocked then (* South *) Queue.add (cx+1, cy, dir) q ;
if cy <> 0 && Hashtbl.find_opt visited (cx, cy-1, 3) = None && dgs.(cx-1).(cy) <> Blocked then (* West *) Queue.add (cx, cy-1, dir) q ;
if cy <> cols -1 && Hashtbl.find_opt visited (cx, cy+1, 3) = None && dgs.(cx).(cy+1) <> Blocked then (* East *) Queue.add (cx, cy+1, dir) q ;
end
done;
(* you're probably dead if the code reaches here *)
if debug then Printf.printf "Attempt F...\n";
4
with
| ReturnInt k -> k ;;
let game_d = parse_input "input_test.txt" ;;
let dangers = evaluate_dangers game_d ;;
print_game_data game_d ;;
print_danger_levels dangers ;;
Printf.printf "move at ";;
print_direction (move_safe game_d dangers) ;;
Printf.printf "\n" ;;