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@@ -0,0 +1,801 @@
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+'''
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+
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+@author: olivier.massot, 2019
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+'''
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+import heapq
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+import sys
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+
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+# TODO:
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+# * add an esquive manoeuvre / try to avoid cannonballs
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+# * separate the main loop in two: planning, then acting
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+# * consider targeting rum barrels if an ennemy is nearer
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+# * compute first and second target instead of only one to anticipate the next move
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+# * if an enemy is near a mine, shoot the mine instead of the ship
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+
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+debug = True
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+
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+def log(*msg):
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+ if debug:
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+ print(*msg, file=sys.stderr)
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+
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+current_turn = 0
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+
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+class DidNotAct(Exception):
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+ pass
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+
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+class Base():
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+ def __repr__(self):
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+ return f"<{self.__class__.__name__}: {self.__dict__}>"
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+
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+
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+class Position(Base):
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+ def __init__(self, x, y):
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+ self.pos = (x, y)
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+
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+class ShootingSpot(Position):
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+ def __init__(self, *args):
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+ super().__init__(*args)
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+ self.interest = 0
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+
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+class PathNode(tuple):
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+ def __new__(self, x, y, parent=None):
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+ n = tuple.__new__(self, (x, y))
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+ n.parent = parent
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+ n.cost = 0
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+ n.orientation = 0
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+ return n
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+
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+ def __repr__(self):
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+ return f"<{self[0]}, {self[1]}, c:{self.cost}, o:{self.orientation}>"
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+
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+class Grid(Base):
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+ def __init__(self):
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+ self.w = 23
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+ self.h = 21
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+
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+ self._neighbors = {}
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+ for x in range(-1, self.w + 1):
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+ for y in range(-1, self.h + 1):
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+ self.cache_neighbors(x, y)
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+
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+ self.load_entities({})
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+
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+ def __contains__(self, key):
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+ return 0 <= key[0] < self.w and 0 <= key[1] < self.h
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+
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+ def __iter__(self):
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+ for item in ((x, y) for x in range(self.w) for y in range(self.h)):
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+ yield item
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+
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+ # data
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+
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+ def load_entities(self, entities):
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+
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+ # special: mines too far from ships are not recorded but still exist
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+ ghost_mines = []
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+ if hasattr(self, "mines"):
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+ for m in self.mines:
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+ if not m.pos in [e.pos for e in entities.values() if type(e) is Mine]:
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+ if all((self.manhattan(m.pos, ship.pos) > 5) for ship in self.owned_ships):
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+ m.ghost = True
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+ ghost_mines.append(m)
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+
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+ self.entities = entities
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+ self.index = {}
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+ self.ships = []
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+ self.owned_ships = []
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+ self.ennemy_ships = []
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+ self.ships = []
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+ self.barrels = []
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+ self.mines = []
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+ self.cannonballs = []
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+
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+ for e in list(entities.values()) + ghost_mines:
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+ self.index[e.pos] = e
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+ type_ = type(e)
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+
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+ if type_ is Ship:
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+ self.ships.append(e)
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+ if e.owned:
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+ self.owned_ships.append(e)
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+ else:
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+ self.ennemy_ships.append(e)
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+
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+ elif type_ is Barrel:
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+ self.barrels.append(e)
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+
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+ elif type_ is Mine:
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+ self.mines.append(e)
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+
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+ elif type_ is Cannonball:
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+ self.cannonballs.append(e)
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+
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+
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+ def at(self, x, y):
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+ try:
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+ return self.index[(x, y)]
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+ except KeyError:
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+ return None
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+
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+ def collision_at(self, x, y):
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+ e = self.at(x, y)
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+ return type(e) in [Mine, Ship, Cannonball] or not (x, y) in self.__iter__()
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+
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+ def barrels_gravity_center(self):
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+ wx, wy, wtotal = 0,0,0
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+ for b in self.barrels:
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+ wx += (b.x * b.amount)
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+ wy += (b.y * b.amount)
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+ wtotal += b.amount
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+ return (wx // wtotal, wy // wtotal) if wtotal else None
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+
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+ def pre_evaluate_barrels_interest(self):
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+ grav_center = self.barrels_gravity_center()
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+ for b in self.barrels:
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+ b.dispersal = Grid.manhattan(grav_center, b.pos) if grav_center != None else 0
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+ b.mine_threat = any(type(self.at(*c)) is Mine for c in self.neighbors(*b.pos))
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+
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+ def evaluate_barrels_interest(self, ship):
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+ for b in self.barrels:
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+ b.distance = Grid.manhattan(ship.next_pos, b.pos)
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+ b.alignement = abs(Grid.diff_directions(Grid.direction_to(*ship.prow, *b.pos), ship.orientation))
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+ b.about_to_be_picked = any(b.pos in s.next_area for s in self.ennemy_ships)
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+
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+ def evaluate_ennemies_interest(self, ship):
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+ for s in self.ennemy_ships:
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+ s.distance = Grid.manhattan(ship.next_pos, s.next_pos)
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+ s.alignement = abs(self.diff_directions(self.direction_to(*ship.prow, *s.next_pos), ship.orientation))
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+
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+ def pre_update_moving_costs(self):
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+ self.moving_costs = {}
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+
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+ for x in range(-1, self.w + 1):
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+ for y in range(-1, self.h + 1):
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+ if x in (0, self.w) or y in (0, self.h):
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+ self.moving_costs[(x, y)] = 15 # borders are a little more expensive
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+ elif x in (-1, self.w + 1) or y in (-1, self.h + 1):
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+ self.moving_costs[(x, y)] = 1000 # out of the map
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+ else:
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+ self.moving_costs[(x, y)] = 10 # base moving cost
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+
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+ for m in self.mines:
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+ for n in self.neighbors(*m.pos):
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+ self.moving_costs[n] += 30
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+ for m in self.mines:
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+ self.moving_costs[m.pos] += 1000
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+ for c in self.cannonballs:
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+ self.moving_costs[c.pos] += (100 + (5 - c.countdown) * 200)
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+
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+ def update_moving_costs(self, ship):
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+ for s in self.ships:
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+ if s is ship:
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+ continue
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+ dist = self.manhattan(ship.pos, s.pos)
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+ if dist > 8:
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+ continue
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+ for c in self.neighbors(*s.pos):
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+ self.moving_costs[c] += 100 * abs(3 - s.speed)
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+ for c in self.zone(s.next_pos, 4):
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+ self.moving_costs[c] += 20
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+
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+ def shooting_spot(self, ship, targetted_ship):
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+ self.shooting_spots = []
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+ for x, y in self.zone(targetted_ship.next_pos, 10):
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+ if self.moving_costs[(x, y)] > 10:
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+ continue
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+ if self.manhattan((x, y), targetted_ship.next_pos) < 2:
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+ continue
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+
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+ spot = ShootingSpot(x, y)
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+
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+ spot.interest -= self.moving_costs[(x, y)]
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+
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+ # avoid cells too close from borders
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+ if not (3 <= x <= (self.w - 3) and 3 <= y < (self.h - 3)):
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+ spot.interest -= 10
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+
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+ # priorize spots at distance 5 from active ship
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+ spot.interest += 10 * abs(5 - self.manhattan((x, y), ship.pos))
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+
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+ self.shooting_spots.append(spot)
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+
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+ return max(self.shooting_spots, key= lambda x: x.interest)
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+
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+ # geometrical algorithms
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+ @staticmethod
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+ def from_cubic(xu, yu, zu):
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+ return (zu, int(xu + (zu - (zu & 1)) / 2))
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+
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+ @staticmethod
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+ def to_cubic(x, y):
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+ zu = x
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+ xu = int(y - (x - (x & 1)) / 2)
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+ yu = int(-xu - zu)
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+ return (xu, yu, zu)
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+
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+ @staticmethod
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+ def manhattan(from_, to_):
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+ xa, ya = from_
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+ xb, yb = to_
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+ return abs(xa - xb) + abs(ya - yb)
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+
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+ def zone(self, center, radius):
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+ buffer = frozenset([center])
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+ for _ in range(0, radius):
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+ current = buffer
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+ for x, y in current:
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+ buffer |= frozenset(self.neighbors(x, y))
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+ return [c for c in buffer if 0 <= c[0] < self.w and 0 <= c[1] < self.h]
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+
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+ @staticmethod
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+ def closest(from_, in_):
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+ return min(in_, key=lambda x: Grid.manhattan(from_, x.pos))
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+
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+ @staticmethod
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+ def directions(y):
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+ if y % 2 == 0:
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+ return [(1, 0), (0, -1), (-1, -1), (-1, 0), (-1, 1), (0, 1)]
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+ else:
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+ return [(1, 0), (1,-1), (0,-1), (-1, 0), (0, 1), (1, 1)]
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+
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+ @staticmethod
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+ def direction_to(x0, y0, x, y):
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+ dx, dy = (x - x0), (y - y0)
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+ if dx > 0:
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+ if dy == 0:
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+ return 0
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+ elif dy > 0:
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+ return 5
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+ else:
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+ return 1
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+ elif dx < 0:
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+ if dy == 0:
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+ return 3
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+ elif dy > 0:
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+ return 4
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+ else:
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+ return 2
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+ else:
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+ if dy > 0:
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+ return 5 if y0 % 2 == 0 else 4
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+ else:
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+ return 1 if y0 % 2 == 0 else 2
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+
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+ @staticmethod
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+ def diff_directions(d1, d2):
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+ d = d2 - d1
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+ if d <= -3:
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+ d += 6
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+ elif d > 3:
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+ d -= 6
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+ return d
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+
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+ @staticmethod
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+ def symetry(d):
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+ return d + 3 if d < 3 else d - 3
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+
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+ @staticmethod
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+ def abs_neighbors(x, y):
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+ return ((x + dx, y + dy) for dx, dy in Grid.directions(y))
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+
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+ def cache_neighbors(self, xc, yc):
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+ self._neighbors[(xc, yc)] = [(x, y) for x, y in Grid.abs_neighbors(xc, yc) if 0 <= x < self.w and 0 <= y < self.h]
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+
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+ def neighbors(self, x, y):
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+ try:
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+ return self._neighbors[(x, y)]
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+ except KeyError:
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+ self.cache_neighbors(x, y)
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+ return self._neighbors[(x, y)]
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+
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+ def rotate(self, center, coordinates, rotations):
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+ if coordinates == [center] or rotations % 6 == 0:
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+ return coordinates
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+ x0, y0 = center
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+ xu0, yu0, zu0 = self.to_cubic(x0, y0)
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+ result = []
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+
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+ for x, y in coordinates:
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+ xu, yu, zu = self.to_cubic(x, y)
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+ dxu, dyu, dzu = xu - xu0, yu - yu0, zu - zu0
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+ for _ in range(rotations):
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+ dxu, dyu, dzu = -dzu, -dxu, -dyu
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+ xru, yru, zru = dxu + xu0, dyu + yu0, dzu + zu0
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+ xr, yr = self.from_cubic(xru, yru, zru)
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+ result.append((xr, yr))
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+ return result
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+
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+ # pathfinding
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+ def path(self, origin, orient0, target, incl_start=False, limit=10000):
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+ nodes = []
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+ break_on, iteration = limit, 0
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+
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+ origin = PathNode(*origin)
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+ origin.orientation = orient0
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+ heapq.heappush(nodes, (0, origin))
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+ neighbors = []
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+
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+ while nodes:
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+ current = heapq.heappop(nodes)[1]
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+
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+ if current == target:
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+ path = []
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+ previous = current
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+ while previous:
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+ if previous != origin or incl_start:
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+ path.insert(0, previous)
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+ previous = previous.parent
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+ return path
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+
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+ neighbors = self.neighbors(*current)
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+
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+ for x, y in neighbors:
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+
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+ if (x, y) == current.parent:
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+ continue
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+
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+ iteration += 1
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+ if break_on > 0 and iteration >= break_on:
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+ return None
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+
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+ moving_cost = self.moving_costs[x, y]
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+ if moving_cost >= 1000:
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+ continue
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+
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+ d = Grid.direction_to(*current, x, y)
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+ diff = abs(Grid.diff_directions(current.orientation, d))
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+ if diff > 1:
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+ # change direction one degree at a time
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+ continue
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+
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+ cost = current.cost + moving_cost + diff * 10
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+ if diff != 0 and any(self.moving_costs[c] >= 1000 for c in neighbors):
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+ # a direction change here is dangerous
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+ cost += 50
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+
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+ priority = cost + 10 * Grid.manhattan((x, y), target)
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+
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+ node = PathNode(x, y, current)
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+ node.cost = cost
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+ node.orientation = d
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+ heapq.heappush(nodes, (priority, node))
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+ else:
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+ return None
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+
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+class Entity(Base):
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+ def __init__(self, ent_id):
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+ self.id = int(ent_id)
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+ self.x, self.y = 0, 0
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+ self.args = [0,0,0,0]
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+
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+ def update(self, x, y, *args):
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+ self.x, self.y = int(x), int(y)
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+
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+ @property
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+ def pos(self):
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+ return (self.x, self.y)
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+
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+class Ship(Entity):
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+ MAX_SPEED = 2
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+ SCOPE = 10
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+
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+ def __init__(self, *args, **kwargs):
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+ super().__init__(*args, **kwargs)
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+ self.x, self.y = 0, 0
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+ self.orientation = 0
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+ self.speed = 0
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+ self.stock = 0
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+ self.owned = 0
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+
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+ self.next_cell = None
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+ self.next_pos = None
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+ self.last_fire = None
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+ self.last_mining = None
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+ self.blocked_since = 0
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+ self.same_traject_since = 0
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+ self.last_action = ""
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+ self.target = None
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+
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+ self.distance = 0
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+ self.alignment = 0
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+
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+ def __repr__(self):
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+ return f"<Ship {self.id}: pos=({self.x}, {self.y}), orientation={self.orientation}, speed={self.speed}, blocked={self.blocked_since}, last_fire={self.last_fire}, next_pos={self.next_pos}, area={self.area}>"
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+
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+ def update(self, x, y, *args):
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+ previous_state = self.state()
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+ previous_traject = self.traject()
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+
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+ super().update(x, y)
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|
|
+ self.orientation, self.speed, self.stock, self.owned = map(int, args)
|
|
|
+
|
|
|
+ self.target = None
|
|
|
+
|
|
|
+ self.area = Ship.get_area(self.x, self.y, self.orientation)
|
|
|
+ self.prow, _, self.stern = self.area
|
|
|
+
|
|
|
+ self.next_cell = self.get_next_cell()
|
|
|
+ self.next_pos = self.get_next_pos()
|
|
|
+ self.next_area = Ship.get_area(*self.next_pos, self.orientation)
|
|
|
+
|
|
|
+ self.mobility_zone = list(set(self.area + self.next_area))
|
|
|
+
|
|
|
+ if self.traject() != previous_traject:
|
|
|
+ self.same_traject_since += 1
|
|
|
+ else:
|
|
|
+ self.same_traject_since = 0
|
|
|
+
|
|
|
+ if self.state() == previous_state:
|
|
|
+ self.blocked_since += 1
|
|
|
+ else:
|
|
|
+ self.blocked_since = 0
|
|
|
+
|
|
|
+ def traject(self):
|
|
|
+ return (self.orientation, self.speed)
|
|
|
+
|
|
|
+ def state(self):
|
|
|
+ return (self.x, self.y, self.orientation, self.speed)
|
|
|
+
|
|
|
+ @classmethod
|
|
|
+ def get_area(cls, x, y, orientation):
|
|
|
+ dx, dy = Grid.directions(y)[((orientation + 3) % 6)]
|
|
|
+ stern = (x + dx, y + dy)
|
|
|
+
|
|
|
+ dx, dy = Grid.directions(y)[orientation]
|
|
|
+ prow = (x + dx, y + dy)
|
|
|
+
|
|
|
+ return [prow, (x, y), stern]
|
|
|
+
|
|
|
+ def get_next_pos(self, in_=1):
|
|
|
+ x, y = self.x, self.y
|
|
|
+ for _ in range(in_):
|
|
|
+ for _ in range(self.speed):
|
|
|
+ dx, dy = Grid.directions(y)[self.orientation]
|
|
|
+ x, y = x + dx, y + dy
|
|
|
+ return x, y
|
|
|
+
|
|
|
+ def get_next_cell(self, in_=1):
|
|
|
+ x, y = self.x, self.y
|
|
|
+ for _ in range(in_):
|
|
|
+ dx, dy = Grid.directions(y)[self.orientation]
|
|
|
+ x, y = x + dx, y + dy
|
|
|
+ return x, y
|
|
|
+
|
|
|
+ def in_current_direction(self, x, y):
|
|
|
+ return self.orientation == Grid.direction_to(*self.pos, x, y)
|
|
|
+
|
|
|
+ @property
|
|
|
+ def interest(self):
|
|
|
+ return 7 * self.distance + 3 * self.alignment - 20 * self.blocked_since - 10 * self.same_traject_since
|
|
|
+
|
|
|
+ def acquire(self, target):
|
|
|
+ self.target = target
|
|
|
+ if type(target) is Barrel:
|
|
|
+ target.aimed = True
|
|
|
+
|
|
|
+ def move(self, *args, **kwargs):
|
|
|
+ try:
|
|
|
+ self._move(*args, **kwargs)
|
|
|
+ return True
|
|
|
+ except DidNotAct:
|
|
|
+ return False
|
|
|
+
|
|
|
+ def _move(self, path, avoid=[]):
|
|
|
+
|
|
|
+ if path is None:
|
|
|
+ log(f"(!) broken: automove to {goto}")
|
|
|
+ ship.auto_move(*goto)
|
|
|
+ return
|
|
|
+ elif not path:
|
|
|
+ raise DidNotAct()
|
|
|
+
|
|
|
+ # <--- special: avoid blocking situations
|
|
|
+ if current_turn > 1 and self.blocked_since >= 1:
|
|
|
+ dx, dy = Grid.directions(self.y)[((self.orientation + 1) % 6)]
|
|
|
+ if grid.moving_costs[self.x + dx, self.y + dy] <= 50:
|
|
|
+ self.turn_left()
|
|
|
+ else:
|
|
|
+ self.turn_right()
|
|
|
+ return
|
|
|
+ # --->
|
|
|
+
|
|
|
+ # speed shall be at 1 when arriving on the "flag"
|
|
|
+ next_flag = next((i for i, n in enumerate(path) if n.orientation != self.orientation), None)
|
|
|
+ if next_flag is None:
|
|
|
+ next_flag = len(path)
|
|
|
+
|
|
|
+ if next_flag < (2 * self.speed):
|
|
|
+ # the end of the path or a direction change is coming
|
|
|
+ diff = Grid.diff_directions(self.orientation, path[0].orientation)
|
|
|
+
|
|
|
+ # <--- special: avoid the left/right hesitation when stopped
|
|
|
+ if diff and not self.speed and self.last_action in ["STARBOARD", "PORT"]:
|
|
|
+ self.speed_up()
|
|
|
+ return
|
|
|
+ # --->
|
|
|
+
|
|
|
+ if diff > 0:
|
|
|
+ self.turn_left()
|
|
|
+ return
|
|
|
+
|
|
|
+ elif diff < 0:
|
|
|
+ self.turn_right()
|
|
|
+ return
|
|
|
+
|
|
|
+ elif self.speed > 1:
|
|
|
+ self.slow_down()
|
|
|
+ return
|
|
|
+
|
|
|
+ else:
|
|
|
+ if not self.speed or (next_flag > (2 * self.speed + 1) and self.speed < self.MAX_SPEED):
|
|
|
+ # long path and no direction change coming: speed up
|
|
|
+ self.speed_up()
|
|
|
+ return
|
|
|
+
|
|
|
+ raise DidNotAct()
|
|
|
+
|
|
|
+ def fire_at_will(self, *args, **kwargs):
|
|
|
+ try:
|
|
|
+ self._fire_at_will(*args, **kwargs)
|
|
|
+ return True
|
|
|
+ except DidNotAct:
|
|
|
+ return False
|
|
|
+
|
|
|
+ def _fire_at_will(self, target, allies = []):
|
|
|
+ if not self.can_fire():
|
|
|
+ raise DidNotAct()
|
|
|
+
|
|
|
+ log("** fire at will")
|
|
|
+
|
|
|
+ next_positions = [target.get_next_pos(i) for i in range(1, 3)]
|
|
|
+ log(f"ennemy next pos: {next_positions}")
|
|
|
+
|
|
|
+ avoid = []
|
|
|
+ if not self in allies:
|
|
|
+ allies.append(self)
|
|
|
+ for ally in allies:
|
|
|
+ avoid += ally.mobility_zone
|
|
|
+
|
|
|
+ log(f"avoid: {avoid}")
|
|
|
+
|
|
|
+ for i, p in enumerate(next_positions):
|
|
|
+ turn = i + 1
|
|
|
+
|
|
|
+ if p in avoid:
|
|
|
+ continue
|
|
|
+
|
|
|
+ dist_p = Grid.manhattan(self.prow, p)
|
|
|
+
|
|
|
+ if dist_p > self.SCOPE:
|
|
|
+ continue
|
|
|
+
|
|
|
+ if (1 + round(dist_p / 3)) == turn:
|
|
|
+ log(f"Precision: {p}, {dist_p}, {turn}")
|
|
|
+ ship.fire(*p)
|
|
|
+ return
|
|
|
+
|
|
|
+ next_pos = next_positions[0]
|
|
|
+ dist_p = Grid.manhattan(self.prow, next_pos)
|
|
|
+ if dist_p <= self.SCOPE:
|
|
|
+ ship.fire(*p)
|
|
|
+ return
|
|
|
+
|
|
|
+ raise DidNotAct()
|
|
|
+
|
|
|
+ def can_mine(self):
|
|
|
+ return self.last_mining is None or (current_turn - self.last_mining) >= 4
|
|
|
+
|
|
|
+ def can_fire(self):
|
|
|
+ return self.last_fire is None or (current_turn - self.last_fire) >= 1
|
|
|
+
|
|
|
+ # --- Basic commands
|
|
|
+ def auto_move(self, x, y):
|
|
|
+ self.last_action = "MOVE"
|
|
|
+ print(f"MOVE {x} {y}")
|
|
|
+
|
|
|
+ def speed_up(self):
|
|
|
+ self.last_action = "FASTER"
|
|
|
+ print("FASTER")
|
|
|
+
|
|
|
+ def slow_down(self):
|
|
|
+ self.last_action = "SLOWER"
|
|
|
+ print("SLOWER")
|
|
|
+
|
|
|
+ def turn_right(self):
|
|
|
+ self.last_action = "STARBOARD"
|
|
|
+ print("STARBOARD")
|
|
|
+
|
|
|
+ def turn_left(self):
|
|
|
+ self.last_action = "PORT"
|
|
|
+ print("PORT")
|
|
|
+
|
|
|
+ def wait(self):
|
|
|
+ self.last_action = "WAIT"
|
|
|
+ print("WAIT")
|
|
|
+
|
|
|
+ def mine(self):
|
|
|
+ self.last_mining = current_turn
|
|
|
+ self.last_action = "MINE"
|
|
|
+ print("MINE")
|
|
|
+
|
|
|
+ def fire(self, x, y):
|
|
|
+ self.last_fire = current_turn
|
|
|
+ self.last_action = "FIRE"
|
|
|
+ print(f"FIRE {x} {y}")
|
|
|
+
|
|
|
+class Barrel(Entity):
|
|
|
+ def __init__(self, *args, **kwargs):
|
|
|
+ super().__init__(*args, **kwargs)
|
|
|
+ self.amount = 0
|
|
|
+ self.distance = 0
|
|
|
+ self.dispersal = 0
|
|
|
+ self.alignement = False
|
|
|
+ self.mine_threat = 0
|
|
|
+ self.about_to_be_picked = False
|
|
|
+ self.aimed = False
|
|
|
+
|
|
|
+ def __repr__(self):
|
|
|
+ return f"<Barrel {self.id}: pos=({self.x}, {self.y}), amount={self.amount}>"
|
|
|
+
|
|
|
+ def update(self, x, y, *args):
|
|
|
+ super().update(x, y)
|
|
|
+ self.amount = int(args[0])
|
|
|
+# self.aimed = False
|
|
|
+
|
|
|
+ @property
|
|
|
+ def interest(self):
|
|
|
+ # the lower the better
|
|
|
+ return 7 * self.distance \
|
|
|
+ + 3 * self.dispersal \
|
|
|
+ + self.mine_threat ** 2 \
|
|
|
+ + 7 * self.alignement \
|
|
|
+ - 100 * self.about_to_be_picked
|
|
|
+
|
|
|
+class Mine(Entity):
|
|
|
+ def __init__(self, *args, **kwargs):
|
|
|
+ super().__init__(*args, **kwargs)
|
|
|
+ self.ghost = False
|
|
|
+
|
|
|
+ def __repr__(self):
|
|
|
+ return f"<Mine {self.id}: pos=({self.x}, {self.y}), ghost={self.ghost}>"
|
|
|
+
|
|
|
+class Cannonball(Entity):
|
|
|
+
|
|
|
+ def update(self, x, y, *args):
|
|
|
+ super().update(x, y)
|
|
|
+ self.sender, self.countdown = int(args[0]), int(args[1])
|
|
|
+
|
|
|
+
|
|
|
+
|
|
|
+class Action(Base):
|
|
|
+ def __init__(self, *args):
|
|
|
+ self.args = args
|
|
|
+
|
|
|
+ def resolve(self):
|
|
|
+ raise NotImplementedError
|
|
|
+
|
|
|
+class Move(Action):
|
|
|
+ pass
|
|
|
+
|
|
|
+class Fire(Action):
|
|
|
+ pass
|
|
|
+
|
|
|
+class TurnLeft(Action):
|
|
|
+ pass
|
|
|
+
|
|
|
+class TurnRight(Action):
|
|
|
+ pass
|
|
|
+
|
|
|
+class SpeedUp(Action):
|
|
|
+ pass
|
|
|
+
|
|
|
+class SlowDown(Action):
|
|
|
+ pass
|
|
|
+
|
|
|
+
|
|
|
+entities = {}
|
|
|
+map_entity = {"SHIP": Ship,
|
|
|
+ "BARREL": Barrel,
|
|
|
+ "MINE": Mine,
|
|
|
+ "CANNONBALL": Cannonball}
|
|
|
+
|
|
|
+grid = Grid()
|
|
|
+
|
|
|
+
|
|
|
+while True:
|
|
|
+ seen = []
|
|
|
+ current_turn += 1
|
|
|
+
|
|
|
+ # <--- get input
|
|
|
+ if 1:
|
|
|
+ my_ship_count, entity_count = int(input()), int(input())
|
|
|
+ for _ in range(entity_count):
|
|
|
+ ent_id, ent_type, *data = input().split()
|
|
|
+ ent_id = int(ent_id)
|
|
|
+ seen.append(ent_id)
|
|
|
+
|
|
|
+ if not ent_id in entities:
|
|
|
+ entities[ent_id] = map_entity[ent_type](ent_id)
|
|
|
+
|
|
|
+ ent = entities[ent_id]
|
|
|
+ ent.update(*data)
|
|
|
+
|
|
|
+ entities = {k: v for k, v in entities.items() if k in seen}
|
|
|
+ # --->
|
|
|
+ # <--- test input
|
|
|
+ else:
|
|
|
+ ship = Ship(0)
|
|
|
+ ship.update(3,3,0,1,0,1)
|
|
|
+ ennemy = Ship(1)
|
|
|
+ ennemy.update(1,1,0,1,0,0)
|
|
|
+ barrel1 = Barrel(10)
|
|
|
+ barrel1.update(8,2,40,0,0,0)
|
|
|
+ barrel2 = Barrel(11)
|
|
|
+ barrel2.update(4,2,50,0,0,0)
|
|
|
+ mine = Mine(20)
|
|
|
+ mine.update(10, 2)
|
|
|
+ entities = {0: ship, 1: ennemy, 20: mine}
|
|
|
+# entities = {0: ship, 1: ennemy, 10: barrel1, 11: barrel2, 20: mine}
|
|
|
+ seen = [0, 1]
|
|
|
+ # --->
|
|
|
+
|
|
|
+ # log(entities)
|
|
|
+ grid.load_entities(entities)
|
|
|
+
|
|
|
+ log(f"### turn {current_turn}")
|
|
|
+# log(f"Owned Ships: {grid.owned_ships}")
|
|
|
+ log(f"Ennemy Ships: {grid.ennemy_ships}")
|
|
|
+ log(f"Barrels: {grid.barrels}")
|
|
|
+# log(f"Mines: {grid.mines}")
|
|
|
+ log(f"Cannonballs: {grid.cannonballs}")
|
|
|
+
|
|
|
+ grid.pre_update_moving_costs()
|
|
|
+ grid.pre_evaluate_barrels_interest()
|
|
|
+
|
|
|
+ for ship in grid.owned_ships:
|
|
|
+ log(f"---- ship {ship.id} ---")
|
|
|
+ log(f"ship: {ship}")
|
|
|
+ grid.update_moving_costs(ship)
|
|
|
+ allies = [s for s in grid.owned_ships if s is not ship]
|
|
|
+
|
|
|
+ target = None
|
|
|
+
|
|
|
+ if grid.barrels:
|
|
|
+ grid.evaluate_barrels_interest(ship)
|
|
|
+ log("barrels interest: {}".format({b.pos: f"{b.interest} ({b.distance}/{b.dispersal}/{b.mine_threat}/{b.alignement})" for b in grid.barrels}))
|
|
|
+ if grid.ennemy_ships:
|
|
|
+ grid.evaluate_ennemies_interest(ship)
|
|
|
+ log("ennemies interest: {}".format({s.pos: f"{s.interest} ({s.distance}/{s.alignement}/{s.blocked_since}/{s.same_traject_since})" for s in grid.ennemy_ships}))
|
|
|
+
|
|
|
+ allies_targets = [a.target for a in allies]
|
|
|
+
|
|
|
+ targetted_barrel = next((b for b in sorted(grid.barrels, key=lambda x: x.interest) if not b in allies_targets and not b.pos in ship.next_area), None)
|
|
|
+ targetted_ennemy = next((s for s in sorted(grid.ennemy_ships, key=lambda x: x.interest)), None)
|
|
|
+
|
|
|
+ if not targetted_barrel and not targetted_ennemy:
|
|
|
+ log("(!) No target, wait")
|
|
|
+ ship.wait()
|
|
|
+ continue
|
|
|
+
|
|
|
+ target = targetted_barrel or targetted_ennemy
|
|
|
+
|
|
|
+ log(f"target ({target.__class__.__name__}): {target}")
|
|
|
+ ship.acquire(target)
|
|
|
+
|
|
|
+ if type(target) is Ship:
|
|
|
+ goto = grid.shooting_spot(ship, target).pos
|
|
|
+ else:
|
|
|
+ goto = target.pos
|
|
|
+ log(f"goto: {goto}")
|
|
|
+
|
|
|
+ path = grid.path(ship.next_pos, ship.orientation, goto, limit=6000 // len(grid.owned_ships))
|
|
|
+ log(f"path: {path}")
|
|
|
+
|
|
|
+ if ship.move(path):
|
|
|
+ continue
|
|
|
+
|
|
|
+ if ship.fire_at_will(targetted_ennemy, allies=grid.owned_ships):
|
|
|
+ continue
|
|
|
+
|
|
|
+ log("ERROR: Did not act, wait")
|
|
|
+ ship.wait()
|