523 lines
21 KiB
OCaml
523 lines
21 KiB
OCaml
(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
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(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
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let debug = false ;;
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let fatal_time = 1.0 ;;
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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 | Fatal | 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 = function
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| 0 -> Safe
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| 1 -> Danger
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| 2 -> Fatal
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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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(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
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(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
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let current_status = ref BlowUpCrates ;;
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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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(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
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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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(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
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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 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 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 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 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 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 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 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 ;
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| _ -> Danger ;;
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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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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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(* 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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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 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 closest safe tile (or warning tile if there are no reachable safe tile) *)
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let pid = gd.player_id 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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(* 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
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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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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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(* 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;
|
|
|
|
(* you're probably dead if the code reaches here *)
|
|
if debug then Printf.printf "[escape] Attempt F...\n";
|
|
4
|
|
with
|
|
| ReturnInt k -> k ;;
|
|
|
|
(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
|
|
(* ---------------------------------------------------------------------------------------------------------------------------------------------------- *)
|
|
|
|
let move_explore (gd: game_data) (dgs : danger array array) =
|
|
(* destroy crates *)
|
|
let pid = gd.player_id in
|
|
|
|
let lines = Array.length gd.laby
|
|
and cols = Array.length gd.laby.(0) in
|
|
|
|
(* find nearest crate and blow it up *)
|
|
try
|
|
let q = Queue.create () in
|
|
let visited = Hashtbl.create 100 in
|
|
let (cx, cy) = (gd.players.(pid).xy.x, gd.players.(pid).xy.y) in
|
|
|
|
(* O. if there's a crate right next to you, blow it up *)
|
|
if cx <> 0 && gd.laby.(cx-1).(cy) = 2 then (* North *) begin current_status := EscapeDeath; raise (ReturnInt 4) end ;
|
|
if cx <> lines -1 && gd.laby.(cx+1).(cy) = 2 then (* South *) begin current_status := EscapeDeath; raise (ReturnInt 4) end ;
|
|
if cy <> 0 && gd.laby.(cx).(cy-1) = 2 then (* West *) begin current_status := EscapeDeath; raise (ReturnInt 4) end ;
|
|
if cy <> cols -1 && gd.laby.(cx).(cy+1) = 2 then (* East *) begin current_status := EscapeDeath; raise (ReturnInt 4) end ;
|
|
|
|
(* 1. search without walking on dangerous tiles *)
|
|
if debug then Printf.printf "[explore] Attempt 1/2...\n";
|
|
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 gd.laby.(cx).(cy) = 2 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. 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;
|
|
|
|
(* no crates ? Go for kills *)
|
|
if debug then Printf.printf "[explore] 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" ;; |