612 lines
23 KiB
OCaml
612 lines
23 KiB
OCaml
(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
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(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
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let debug_all = true ;;
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let fatal_time = 1.0 ;;
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let explosion_time = 0.5 ;;
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(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
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(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
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type pt = {
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x : int ;
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y : int ;
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}
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type bomb = {
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xy : pt ;
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size : int ;
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det_time : float ;
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}
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type player = {
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id : int ;
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xy : pt ;
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nspeed : int ;
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nbomb_atonce : int ;
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bomb_radius : int ;
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ndash : int ;
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ntraps : int ;
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}
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type boost = {
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xy : pt ;
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spec : int ;
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}
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let default_point = {
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x = 0 ;
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y = 0 ;
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}
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let default_bomb = {
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xy = default_point ;
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size = 0 ;
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det_time = 0. ;
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}
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and default_player = {
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id = 0 ;
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xy = default_point ;
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nspeed = 0 ;
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nbomb_atonce = 0 ;
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bomb_radius = 0 ;
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ndash = 0 ;
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ntraps = 0 ;
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}
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and default_boost = {
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xy = default_point ;
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spec = 0 ;
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}
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and useless = ref 0 ;;
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type game_data = {
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mutable dt : float ;
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mutable player_id : int ;
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mutable laby : int array array ;
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mutable nbombs : int ;
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mutable bombs : bomb array ;
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mutable nplayers : int ;
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mutable players : player array ;
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mutable nboosts : int ;
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mutable boosts : boost array ;
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}
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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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| Blocked -> 3 ;;
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let danger_of_int t = function
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| 0 -> Safe
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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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let swap arr i j =
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let temp = arr.(i) in
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arr.(i) <- arr.(j) ;
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arr.(j) <- temp ;;
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let is_valid i j len hei =
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i >= 0 && j >= 0 && i < len && j < hei ;;
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let print_direction = function
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| 0 -> Printf.printf "NORTH "
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| 1 -> Printf.printf "EAST "
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| 2 -> Printf.printf "SOUTH "
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| 3 -> Printf.printf "WEST "
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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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let delta i j =
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if i = j then 1 else 0 ;;
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(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
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(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
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let print_game_data (gd : game_data) =
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Printf.printf "--------------------------------| Board data |--------------------------------\n" ;
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Printf.printf "Time : %f\n" gd.dt ;
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Printf.printf "ID : %d\n" gd.player_id ;
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Printf.printf "Laby [of size %d %d]:\n" (Array.length gd.laby) (Array.length gd.laby.(0));
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for l = 0 to Array.length gd.laby -1 do
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Printf.printf " " ;
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for c = 0 to Array.length gd.laby.(l) -1 do
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Printf.printf "%d " gd.laby.(l).(c) ;
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done;
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Printf.printf "\n"
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done ;
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Printf.printf "Bombs (%d) : \n" gd.nbombs ;
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for b = 0 to gd.nbombs -1 do
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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 ;
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done;
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Printf.printf "Players (%d) : \n" gd.nplayers ;
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for b = 0 to gd.nplayers -1 do
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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 ;
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done;
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Printf.printf "Boosts (%d) : \n" gd.nboosts ;
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for b = 0 to gd.nboosts -1 do
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Printf.printf " [Boost] (at %d %d) (of type %d)\n" gd.boosts.(b).xy.x gd.boosts.(b).xy.y gd.boosts.(b).spec ;
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done;;
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let print_danger_levels (map : danger array array) =
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Printf.printf "--------------------------------| Danger levels |--------------------------------\n" ;
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for l = 0 to (Array.length map -1) do
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for c = 0 to (Array.length map.(l) -1) do
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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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done;
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Printf.printf "\n"
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done ;;
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let print_gain_map (map : int array array) =
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Printf.printf "--------------------------------| Gain levels |--------------------------------\n" ;
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for l = 0 to (Array.length map -1) do
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for c = 0 to (Array.length map.(l) -1) do
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Printf.printf "%d " map.(l).(c) ;
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done;
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Printf.printf "\n"
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done ;;
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(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
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(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
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let int_of_string (str : string) =
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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 ;;
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let int_n_of_string (str : string) (n : int) (nlast : int ref) =
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let res = Array.make n 0 in
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let rec aux idres idstr = match idstr with
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| k when k = String.length str || idres >= n ->
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nlast := k
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| k ->
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if str.[k] = ' ' then
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aux (idres+1) (k+1)
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else begin
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let cd = Char.code str.[k] in
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if cd >= 48 && cd <= 57 then begin
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res.(idres) <- 10 * res.(idres) + cd - 48 ;
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aux (idres) (k+1)
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end
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else
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failwith "not an integer (n/n)\n"
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end
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in
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aux 0 0 ;
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res ;;
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let parse_input (str : string) =
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let ptr = open_in str in
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let (res : game_data) = {dt = 0. ; player_id = 0 ; laby = [||] ; nbombs = 0 ; bombs = [||] ; nplayers = 0 ; players = [||] ; nboosts = 0 ; boosts = [||] ;} in
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try
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(* time *)
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if debug_all then Printf.printf "Time\n" ;
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res.dt <- Float.of_string (input_line ptr) ;
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(* player_id *)
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if debug_all then Printf.printf "PID\n" ;
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res.player_id <- int_of_string (input_line ptr) ;
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(* maze *)
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if debug_all then Printf.printf "Maze\n" ;
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let msize = int_n_of_string (input_line ptr) 2 useless in
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res.laby <- Array.make msize.(0) [||] ;
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for lane = 0 to msize.(0) -1 do
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let psd = input_line ptr in
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res.laby.(lane) <- int_n_of_string psd msize.(1) useless ;
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done;
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(* bombs *)
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if debug_all then Printf.printf "Boom\n" ;
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res.nbombs <- int_of_string (input_line ptr) ;
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res.bombs <- Array.make res.nbombs default_bomb ;
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for b = 0 to res.nbombs -1 do
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let psd = input_line ptr
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and last = ref 0 in
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let dat = int_n_of_string psd 3 last in
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let dtime = Float.of_string (String.init (String.length psd - !last) (fun i -> psd.[i + !last])) in
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res.bombs.(b) <- {xy = {x = dat.(0) ; y = dat.(1) ;} ; size = dat.(2) ; det_time = dtime ;
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}
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done;
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(* players *)
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if debug_all then Printf.printf "Players\n" ;
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res.nplayers <- int_of_string (input_line ptr) ;
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res.players <- Array.make res.nplayers default_player ;
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for p = 0 to res.nplayers -1 do
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let dat = int_n_of_string (input_line ptr) 8 useless in
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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) ;}
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done;
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(* boosts *)
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if debug_all then Printf.printf "Boosts\n" ;
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res.nboosts <- int_of_string (input_line ptr) ;
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res.boosts <- Array.make res.nboosts default_boost ;
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for p = 0 to res.nboosts -1 do
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let dat = int_n_of_string (input_line ptr) 3 useless in
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res.boosts.(p) <- {xy = {x = dat.(0) ; y = dat.(1) ;} ; spec = dat.(2)}
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done;
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if debug_all then Printf.printf "Done!\n" ;
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close_in ptr ;
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res
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with
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| End_of_file ->
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close_in ptr ;
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failwith "cannot happen unless something is wrong" ;;
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(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
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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 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 (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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let lines = Array.length gd.laby
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and cols = Array.length gd.laby.(0) in
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let res = Array.make_matrix lines cols Safe in
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(* add solid blocks *)
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for l = 0 to lines -1 do
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for c = 0 to cols -1 do
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if gd.laby.(l).(c) = 1 || gd.laby.(l).(c) = 2 then
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res.(l).(c) <- Blocked ;
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done
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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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and im = ref b in
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for j = b+1 to gd.nbombs -1 do
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if gd.bombs.(j).det_time < !m then begin
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m := gd.bombs.(j).det_time ;
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im := j ;
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end
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done;
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swap gd.bombs b (!im) ;
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done;
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(* add bomb tiles *)
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let exploded = Hashtbl.create 12 in
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for b = 0 to gd.nbombs -1 do
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let dgr = warn_level gd.bombs.(b) gd.dt in
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let halt = ref false in
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let bx = gd.bombs.(b).xy.x
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and by = gd.bombs.(b).xy.y in
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for dir = 0 to 3 do
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for w = 0 to gd.bombs.(b).size 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 && Hashtbl.find_opt exploded (cx, cy) = None then begin (* unexploded crate *)
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halt := true ;
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res.(cx).(cy) <- danger_priority res.(cx).(cy) dgr ;
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Hashtbl.add exploded (cx, cy) 1
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end
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else begin
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res.(cx).(cy) <- danger_priority res.(cx).(cy) dgr ;
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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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done;
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res ;;
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(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
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(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
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let cell_values (gd : game_data) =
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(* computes the net gain upon blowing up each cell *)
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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 res = Array.make_matrix lines cols 0 in
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let psize = gd.players.(gd.player_id).bomb_radius in
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for ln = 0 to lines -1 do
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for cl = 0 to cols -1 do
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if gd.laby.(ln).(cl) >= 3 && gd.laby.(ln).(cl) <> 3 + gd.player_id then begin
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(* use a similar method than danger for bombs *)
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let halt = ref false in
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for dir = 0 to 3 do
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for w = 1 - delta dir 0 to psize do
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let cx = ln + w*(fst order.(dir))
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and cy = cl + 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 && gd.laby.(cx).(cy) <> 2 then (* non-wall *)
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res.(cx).(cy) <- res.(cx).(cy) + 1
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else
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halt := true ;
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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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done ;
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res ;;
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(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
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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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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 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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if debug_all then Printf.printf "I = %f\n" interval ;
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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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(* BFS to find the nearest safe spot (if it exists) *)
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try
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(* 0. if you're standing on a safe tile, stay there *)
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let (cx, cy) = (gd.players.(pid).xy.x, gd.players.(pid).xy.y) in
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if dgs.(cx).(cy) = Safe then begin
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current_status := BlowUpCrates ;
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raise (ReturnInt 4) ;
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end;
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let visited = Hashtbl.create 100 in
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let has_a_safe_path (cx0 : int) (cy0 : int) (simt : float) =
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let q = Queue.create () in
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Hashtbl.add visited (cx0, cy0) 1 ;
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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 *)
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if debug_all then Printf.printf "[escape] +South\n" ;
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Queue.add (cx0+1, cy0, simt +. interval, 2) q ;
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end;
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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 *)
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if debug_all then Printf.printf "[escape] +North\n" ;
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Queue.add (cx0-1, cy0, simt +. interval, 0) q ;
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end;
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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 *)
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if debug_all then Printf.printf "[escape] +East\n" ;
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Queue.add (cx0, cy0+1, simt +. interval, 1) q ;
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end;
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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 *)
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if debug_all then Printf.printf "[escape] +West\n" ;
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Queue.add (cx0, cy0-1, simt +. interval, 3) q ;
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end;
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if debug_all then Printf.printf "[escape] Attempt 1/1...\n" ;
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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, direct) = Queue.pop q in
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if Hashtbl.find_opt visited (cx, cy) <> None then () else begin
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Hashtbl.add visited (cx, cy) 1 ;
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(*if debug_all then Printf.printf "dealing at (%d, %d) with dir %d\n" cx cy direct ;*)
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if dgs.(cx).(cy) = Safe then
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raise (ReturnInt direct)
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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, direct) 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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4
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with
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| ReturnInt b -> b
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in
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let result = has_a_safe_path (cx) (cy) gd.dt in
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if result <> 4 then result else begin
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(* you're probably dead if the code reaches here... *)
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if debug_all then Printf.printf "[escape] Attempt F...\n";
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4
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end
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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 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 (cxi, cyi) = (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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|
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let has_a_safe_path (cx0 : int) (cy0 : int) (simt : float) =
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let q = Queue.create () in
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Hashtbl.add visited (cx0, cy0) 1 ;
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|
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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 *)
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if debug_all then Printf.printf "[escape] +South\n" ;
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Queue.add (cx0+1, cy0, simt +. interval, 2) q ;
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end;
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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 *)
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if debug_all then Printf.printf "[escape] +North\n" ;
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Queue.add (cx0-1, cy0, simt +. interval, 0) q ;
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end;
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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 *)
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if debug_all then Printf.printf "[escape] +East\n" ;
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Queue.add (cx0, cy0+1, simt +. interval, 1) q ;
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end;
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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 *)
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if debug_all then Printf.printf "[escape] +West\n" ;
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Queue.add (cx0, cy0-1, simt +. interval, 3) q ;
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end;
|
|
|
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if debug_all then Printf.printf "[crates] Attempt 1/1...\n" ;
|
|
try
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|
while not (Queue.is_empty q) do
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|
let (cx, cy, cur_t, direct) = Queue.pop q in
|
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if Hashtbl.find_opt visited (cx, cy) <> None then () else begin
|
|
Hashtbl.add visited (cx, cy) 1 ;
|
|
(*if debug_all then Printf.printf "[crates] exploring (%d, %d) at time %f for dir %d\n" cx cy cur_t direct ;*)
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|
if gd.laby.(cx).(cy) = 2 then (* crate *)
|
|
raise (ReturnInt direct)
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|
else if dgs.(cx).(cy) = Blocked 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;
|
|
(-1)
|
|
with
|
|
| ReturnInt k -> k
|
|
in
|
|
|
|
let move_with_caution (exit : bool) =
|
|
let res = has_a_safe_path cxi cyi gd.dt in
|
|
if res <> -1 then begin
|
|
if debug_all then Printf.printf "[crates] success!\n" ;
|
|
res
|
|
end
|
|
else begin
|
|
if exit then
|
|
current_status := ClaimLand ;
|
|
4
|
|
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
|
|
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))) (Danger 5.5) ;
|
|
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 = move_with_caution false 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 block the player *)
|
|
if is_valid (cxi+1) (cyi) lines cols && gd.laby.(cxi+1).(cyi) = 2 && (safe_path_with_bomb cxi cyi gd.players.(pid).bomb_radius <> 4) then begin (* Crate at South *)
|
|
current_status := EscapeDeath ;
|
|
action := 1;
|
|
if debug_all then Printf.printf "Fire in the hole!\n" ;
|
|
raise (ReturnInt 4) ;
|
|
end;
|
|
|
|
if is_valid (cxi-1) (cyi) lines cols && gd.laby.(cxi-1).(cyi) = 2 && (safe_path_with_bomb cxi cyi gd.players.(pid).bomb_radius <> 4) then begin (* Crate at North *)
|
|
current_status := EscapeDeath ;
|
|
action := 1;
|
|
if debug_all then Printf.printf "Fire in the hole!\n" ;
|
|
raise (ReturnInt 4) ;
|
|
end;
|
|
|
|
if is_valid (cxi) (cyi+1) lines cols && gd.laby.(cxi).(cyi+1) = 2 && (safe_path_with_bomb cxi cyi gd.players.(pid).bomb_radius <> 4) then begin (* Crate at East *)
|
|
current_status := EscapeDeath ;
|
|
action := 1;
|
|
if debug_all then Printf.printf "Fire in the hole!\n" ;
|
|
raise (ReturnInt 4) ;
|
|
end;
|
|
|
|
if is_valid (cxi) (cyi-1) lines cols && gd.laby.(cxi).(cyi-1) = 2 && (safe_path_with_bomb cxi cyi gd.players.(pid).bomb_radius <> 4) then begin (* Crate at West *)
|
|
current_status := EscapeDeath ;
|
|
action := 1;
|
|
if debug_all then Printf.printf "Fire in the hole!\n" ;
|
|
raise (ReturnInt 4) ;
|
|
end;
|
|
|
|
if debug_all then Printf.printf "[crates] Cannot bomb now, searching for a crate...\n";
|
|
|
|
(* go to one without stepping into a dangerous tile *)
|
|
raise (ReturnInt (move_with_caution true)) ;
|
|
with
|
|
| ReturnInt k -> k ;;
|
|
|
|
(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
|
|
(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
|
|
|
|
let game_d = parse_input "input_test.txt" ;;
|
|
let dangers = evaluate_dangers game_d ;;
|
|
let gains = cell_values game_d ;;
|
|
|
|
print_game_data game_d ;;
|
|
print_danger_levels dangers ;;
|
|
print_gain_map gains ;;
|
|
|
|
Printf.printf "move at\n";;
|
|
print_direction (move_explore game_d dangers) ;;
|
|
Printf.printf "\n" ;; |