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@@ -1,877 +1,866 @@
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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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-
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-# TODO:
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-# * add an esquive manoeuvre / try to avoid cannonballs
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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 Queue():
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- def __init__(self):
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- self.items = []
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-
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- def put(self, item, priority):
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- heapq.heappush(self.items, (priority, item))
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-
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- def get(self):
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- return heapq.heappop(self.items)[1]
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-
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- @classmethod
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- def merge(cls, *args, reverse=False):
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- q = cls()
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- q.items = list(heapq.merge(*[a.items for a in args], key=lambda x: x[1], reverse=reverse))
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- return q
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-
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-class InterestQueue(Queue):
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- def __add__(self, other):
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- self.items += other.items
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- return self
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-
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- def __bool__(self):
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- return bool(self.items)
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-
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- def put(self, item):
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- heapq.heappush(self.items, item)
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-
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- def get(self):
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- return heapq.heappop(self.items)
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-
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- @classmethod
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- def merge(cls, *args, reverse=False):
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- q = cls()
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- q.items = list(heapq.merge(*[a.items for a in args], reverse=reverse))
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- return q
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-
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-class ObjectivesQueue(InterestQueue):
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- pass
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-
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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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-class Objective(Base):
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- def __init__(self, ship, target):
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- self.ship = ship
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- self.target = target
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- self.interest = 0
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-
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- def __lt__(self, other):
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- return self.interest < other.interest
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-
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- def __repr__(self):
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- return f"<{self.__class__.__name__}({self.target.id})>"
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-
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- def update_interest(self, from_= None):
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- # the lower the better
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- if from_ is None:
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- from_ = self.ship.next_pos
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- self.interest = Grid.manhattan(from_, self.target.pos)
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-
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-class GetBarrel(Objective):
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- def __init__(self, *args, **kwargs):
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- super().__init__(*args, **kwargs)
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- self.distance = 0
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- self.alignment = 0
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-
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- def update_interest(self, from_= None, orientation=None):
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- if from_ is None:
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- from_ = self.ship.next_pos
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- if orientation is None:
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- orientation = self.ship.orientation
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- distance = Grid.manhattan(from_, self.target.pos)
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- alignment = abs(Grid.diff_directions(Grid.direction_to(*from_, *self.target.pos), orientation))
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-
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- self.interest = 6 * distance + 9 * alignment + 3 * self.target.dispersal + self.target.mine_threat ** 2 - 36 * self.target.ennemy_near
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-
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-class Attack(Objective):
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- def __init__(self, *args, **kwargs):
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- super().__init__(*args, **kwargs)
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- self.distance = 0
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- self.alignment = 0
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-
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- def update_interest(self, from_= None, orientation=None):
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- if from_ is None:
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- from_ = self.ship.next_pos
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- if orientation is None:
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- orientation = self.ship.orientation
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- distance = Grid.manhattan(from_, self.target.next_pos)
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- alignment = abs(Grid.diff_directions(Grid.direction_to(*from_, *self.target.next_pos), orientation))
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-
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- self.interest = 7 * distance + 3 * alignment - 20 * self.target.blocked_since - 10 * self.target.same_traject_since
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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_eval_barrels(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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- b.ennemy_near = any(b.pos in e.next_area for e in self.ennemy_ships)
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-
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- def eval_objectives(self):
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- objectives = {GetBarrel: {}, Attack: {}}
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-
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- for b in self.barrels:
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- for s in self.owned_ships:
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- obj = GetBarrel(s, b)
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- obj.update_interest()
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- if not s in objectives[GetBarrel]:
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- objectives[GetBarrel][s] = ObjectivesQueue()
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- objectives[GetBarrel][s].put(obj)
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-
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- for s in self.owned_ships:
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- objectives[Attack][s] = ObjectivesQueue()
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- for e in self.ennemy_ships:
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- obj = Attack(s, e)
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- obj.update_interest()
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- objectives[Attack][s].put(obj)
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-
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- return objectives
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-
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- def update_moving_costs(self):
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- base_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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- base_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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- base_costs[(x, y)] = 1000 # out of the map
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- else:
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- base_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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- base_costs[n] += 30
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- for m in self.mines:
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- base_costs[m.pos] += 1000
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- for c in self.cannonballs:
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- base_costs[c.pos] += (100 + (5 - c.countdown) * 200)
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-
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- for ship in self.ships:
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- ship._moving_costs = base_costs
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- for other in self.ships:
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- if other is ship:
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- continue
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- dist = self.manhattan(ship.pos, other.pos)
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- if dist > 8:
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- continue
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- for c in self.neighbors(*other.pos):
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- ship._moving_costs[c] += 100 * abs(3 - other.speed)
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- for c in self.zone(other.next_pos, 4):
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- ship._moving_costs[c] += 20
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-
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- def shooting_spot(self, ship, target):
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- shooting_spots = Queue()
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- target_pos = target.next_pos if type(target) is Ship else target.pos
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-
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- for x, y in self.zone(target_pos, 10):
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- if ship.moving_cost(x, y) > 10:
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- continue
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- if self.manhattan((x, y), target_pos) < 2:
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- continue
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-
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- interest = 0 # the lower the better
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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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- interest += 10
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-
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- # priorize spots at distance 5 from active ship
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- interest -= 10 * abs(5 - self.manhattan((x, y), ship.pos))
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-
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- shooting_spots.put((x, y), interest)
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-
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- return shooting_spots.get()
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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, orientat0, target, moving_costs={}, incl_start=False, limit=10000):
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- nodes = Queue()
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- break_on, iteration = limit, 0
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-
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-
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- origin = PathNode(*origin)
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- origin.orientation = orientat0
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-
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- nodes.put(origin, 0)
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- neighbors = []
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-
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- while nodes:
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- current = nodes.get()
|
|
|
-
|
|
|
- if current == target:
|
|
|
- path = []
|
|
|
- previous = current
|
|
|
- while previous:
|
|
|
- if previous != origin or incl_start:
|
|
|
- path.insert(0, previous)
|
|
|
- previous = previous.parent
|
|
|
- return path
|
|
|
-
|
|
|
- neighbors = self.neighbors(*current)
|
|
|
-
|
|
|
- for x, y in neighbors:
|
|
|
-
|
|
|
- if (x, y) == current.parent:
|
|
|
- continue
|
|
|
-
|
|
|
- iteration += 1
|
|
|
- if break_on > 0 and iteration >= break_on:
|
|
|
- return None
|
|
|
-
|
|
|
- moving_cost = moving_costs[(x, y)]
|
|
|
- if moving_cost >= 1000:
|
|
|
- continue
|
|
|
-
|
|
|
- d = Grid.direction_to(*current, x, y)
|
|
|
- diff = abs(Grid.diff_directions(current.orientation, d))
|
|
|
- if diff > 1:
|
|
|
- # change direction one degree at a time
|
|
|
- continue
|
|
|
-
|
|
|
- cost = current.cost + moving_cost + diff * 10
|
|
|
- if diff != 0 and any(moving_costs[c] >= 1000 for c in neighbors):
|
|
|
- # a direction change here is dangerous
|
|
|
- cost += 50
|
|
|
-
|
|
|
- priority = cost + 10 * Grid.manhattan((x, y), target)
|
|
|
-
|
|
|
- node = PathNode(x, y, current)
|
|
|
- node.cost = cost
|
|
|
- node.orientation = d
|
|
|
- nodes.put(node, priority)
|
|
|
- else:
|
|
|
- return None
|
|
|
-
|
|
|
-class Entity(Base):
|
|
|
- def __init__(self, ent_id):
|
|
|
- self.id = int(ent_id)
|
|
|
- self.x, self.y = 0, 0
|
|
|
- self.args = [0,0,0,0]
|
|
|
-
|
|
|
- def update(self, x, y, *args):
|
|
|
- self.x, self.y = int(x), int(y)
|
|
|
-
|
|
|
- @property
|
|
|
- def pos(self):
|
|
|
- return (self.x, self.y)
|
|
|
-
|
|
|
- def __lt__(self, other):
|
|
|
- # default comparison, used to avoid errors when used with queues and priorities are equals
|
|
|
- return self.id < other.id
|
|
|
-
|
|
|
-
|
|
|
-class Ship(Entity):
|
|
|
- MAX_SPEED = 2
|
|
|
- SCOPE = 10
|
|
|
-
|
|
|
- def __init__(self, *args, **kwargs):
|
|
|
- super().__init__(*args, **kwargs)
|
|
|
- self.x, self.y = 0, 0
|
|
|
- self.orientation = 0
|
|
|
- self.speed = 0
|
|
|
- self.stock = 0
|
|
|
- self.owned = 0
|
|
|
-
|
|
|
- self.next_cell = None
|
|
|
- self.next_pos = None
|
|
|
- self.last_fire = None
|
|
|
- self.last_mining = None
|
|
|
- self.blocked_since = 0
|
|
|
- self.same_traject_since = 0
|
|
|
- self.last_action = ""
|
|
|
- self._moving_costs = {}
|
|
|
-
|
|
|
- self.target = None
|
|
|
- self.second_target = None
|
|
|
- self.path = []
|
|
|
-
|
|
|
- self.distance = 0
|
|
|
- self.alignment = 0
|
|
|
-
|
|
|
- def __repr__(self):
|
|
|
- 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}>"
|
|
|
-
|
|
|
- def update(self, x, y, *args):
|
|
|
- previous_state = self.state()
|
|
|
- previous_traject = self.traject()
|
|
|
-
|
|
|
- super().update(x, y)
|
|
|
- self.orientation, self.speed, self.stock, self.owned = map(int, args)
|
|
|
-
|
|
|
- self.objective = None
|
|
|
- self.objective_next = None
|
|
|
- self.objective_fallback = None
|
|
|
- self.path = []
|
|
|
-
|
|
|
- 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)
|
|
|
-
|
|
|
- def moving_cost(self, x, y):
|
|
|
- return self._moving_costs[(x, y)]
|
|
|
-
|
|
|
- def move(self, *args, **kwargs):
|
|
|
- try:
|
|
|
- self._move(*args, **kwargs)
|
|
|
- return True
|
|
|
- except DidNotAct:
|
|
|
- return False
|
|
|
-
|
|
|
- def _move(self, path):
|
|
|
-
|
|
|
- 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 self.moving_cost(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.dispersal = 0
|
|
|
- self.mine_threat = False
|
|
|
- self.ennemy_near = 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])
|
|
|
-
|
|
|
-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])
|
|
|
-
|
|
|
-
|
|
|
-entities = {}
|
|
|
-map_entity = {"SHIP": Ship,
|
|
|
- "BARREL": Barrel,
|
|
|
- "MINE": Mine,
|
|
|
- "CANNONBALL": Cannonball}
|
|
|
-
|
|
|
-grid = Grid()
|
|
|
-
|
|
|
-
|
|
|
-while True:
|
|
|
- seen = []
|
|
|
- current_turn += 1
|
|
|
-
|
|
|
- # <--- get input
|
|
|
- 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}
|
|
|
- # --->
|
|
|
-
|
|
|
- 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}")
|
|
|
-
|
|
|
-
|
|
|
- ### Evaluate
|
|
|
- grid.pre_eval_barrels()
|
|
|
-
|
|
|
- objectives = grid.eval_objectives()
|
|
|
-
|
|
|
- grid.update_moving_costs()
|
|
|
-
|
|
|
- ### Acquire
|
|
|
- log("# Acquiring")
|
|
|
-
|
|
|
- if objectives[GetBarrel]:
|
|
|
- # objectives are shared between allies by priority
|
|
|
- merged_objs = ObjectivesQueue.merge(*[obj_lst for ship, obj_lst in objectives[GetBarrel].items() if ship.owned])
|
|
|
- aimed = []
|
|
|
-
|
|
|
- # first objective
|
|
|
- obj = merged_objs.get()
|
|
|
- while not all(s.objective for s in grid.owned_ships):
|
|
|
- if not obj.ship.objective and not obj.target in aimed:
|
|
|
- obj.ship.objective = obj
|
|
|
- aimed.append(obj.target)
|
|
|
- if not merged_objs:
|
|
|
- break
|
|
|
- obj = merged_objs.get()
|
|
|
-
|
|
|
- del merged_objs, aimed
|
|
|
-
|
|
|
- if objectives[Attack]:
|
|
|
- for ship in grid.owned_ships:
|
|
|
- ship.objective_fallback = objectives[Attack][ship].get()
|
|
|
- else:
|
|
|
- log("ERROR: no objectives")
|
|
|
-
|
|
|
- for ship in grid.owned_ships:
|
|
|
- log(f"Ship {ship.id}: obj: {ship.objective}; next: {ship.objective_next}; fallback: {ship.objective_fallback}")
|
|
|
-
|
|
|
- ### Plan
|
|
|
- log("# Planning")
|
|
|
-
|
|
|
- for ship in grid.owned_ships:
|
|
|
-
|
|
|
- log(f"---- ship {ship.id} ---")
|
|
|
- log(f"ship: {ship}")
|
|
|
-
|
|
|
- if ship.objective:
|
|
|
- goto = ship.objective.target.pos
|
|
|
- elif ship.objective_fallback:
|
|
|
- goto = grid.shooting_spot(ship, ship.objective_fallback.target)
|
|
|
- else:
|
|
|
- log("ERROR: No target")
|
|
|
- continue
|
|
|
-
|
|
|
- log(f"goto: {goto}")
|
|
|
-
|
|
|
- ship.path = grid.path(ship.next_pos, ship.orientation, goto, ship._moving_costs, limit=6000 // len(grid.owned_ships))
|
|
|
-
|
|
|
- if ship.objective_next and ship.path:
|
|
|
- ship.path += grid.path(goto,
|
|
|
- ship.path[-1].orientation,
|
|
|
- ship.objective_next.target.pos,
|
|
|
- ship._moving_costs,
|
|
|
- limit=6000 // len(grid.owned_ships)) or []
|
|
|
-
|
|
|
- log(f"path: {ship.path}")
|
|
|
-
|
|
|
- ### Process
|
|
|
- log("# Processing")
|
|
|
-
|
|
|
- for ship in grid.owned_ships:
|
|
|
- if not ship.objective and not ship.objective_fallback:
|
|
|
- log("No target: wait")
|
|
|
- ship.wait()
|
|
|
-
|
|
|
- if ship.move(ship.path):
|
|
|
- continue
|
|
|
-
|
|
|
- # no movement was required, can fire
|
|
|
- if ship.fire_at_will(ship.objective_fallback.target, allies=grid.owned_ships):
|
|
|
- continue
|
|
|
-
|
|
|
- log("ERROR: Did not act, wait")
|
|
|
- ship.wait()
|
|
|
+'''
|
|
|
+
|
|
|
+@author: olivier.massot, 2019
|
|
|
+'''
|
|
|
+import heapq
|
|
|
+import sys
|
|
|
+
|
|
|
+
|
|
|
+# TODO:
|
|
|
+# * add an esquive manoeuvre / try to avoid cannonballs
|
|
|
+# * consider targeting rum barrels if an ennemy is nearer
|
|
|
+# * compute first and second target instead of only one to anticipate the next move
|
|
|
+# * if an enemy is near a mine, shoot the mine instead of the ship
|
|
|
+# * compute the probabilities of presence of an ennemy on dirrefent coords at next turn
|
|
|
+
|
|
|
+debug = True
|
|
|
+
|
|
|
+def log(*msg):
|
|
|
+ if debug:
|
|
|
+ print(*msg, file=sys.stderr)
|
|
|
+
|
|
|
+current_turn = 0
|
|
|
+
|
|
|
+class DidNotAct(Exception):
|
|
|
+ pass
|
|
|
+
|
|
|
+class Queue():
|
|
|
+ def __init__(self):
|
|
|
+ self.items = []
|
|
|
+
|
|
|
+ def put(self, item, priority):
|
|
|
+ heapq.heappush(self.items, (priority, item))
|
|
|
+
|
|
|
+ def get(self):
|
|
|
+ return heapq.heappop(self.items)[1]
|
|
|
+
|
|
|
+ @classmethod
|
|
|
+ def merge(cls, *args, reverse=False):
|
|
|
+ q = cls()
|
|
|
+ q.items = list(heapq.merge(*[a.items for a in args], key=lambda x: x[1], reverse=reverse))
|
|
|
+ return q
|
|
|
+
|
|
|
+class InterestQueue(Queue):
|
|
|
+ def __add__(self, other):
|
|
|
+ self.items += other.items
|
|
|
+ return self
|
|
|
+
|
|
|
+ def __bool__(self):
|
|
|
+ return bool(self.items)
|
|
|
+
|
|
|
+ def put(self, item):
|
|
|
+ heapq.heappush(self.items, item)
|
|
|
+
|
|
|
+ def get(self):
|
|
|
+ return heapq.heappop(self.items)
|
|
|
+
|
|
|
+ @classmethod
|
|
|
+ def merge(cls, *args, reverse=False):
|
|
|
+ q = cls()
|
|
|
+ q.items = list(heapq.merge(*[a.items for a in args], reverse=reverse))
|
|
|
+ return q
|
|
|
+
|
|
|
+class ObjectivesQueue(InterestQueue):
|
|
|
+ pass
|
|
|
+
|
|
|
+
|
|
|
+class Base():
|
|
|
+ def __repr__(self):
|
|
|
+ return f"<{self.__class__.__name__}: {self.__dict__}>"
|
|
|
+
|
|
|
+
|
|
|
+
|
|
|
+class BaseObjective(Base):
|
|
|
+ def __init__(self, target):
|
|
|
+ self.target = target
|
|
|
+ self.interest = 0
|
|
|
+
|
|
|
+ def __lt__(self, other):
|
|
|
+ return self.interest < other.interest
|
|
|
+
|
|
|
+ def __repr__(self):
|
|
|
+ return f"<{self.__class__.__name__}({self.target.id})>"
|
|
|
+
|
|
|
+ def eval(self, pos = None, d = None):
|
|
|
+ self.distance = Grid.manhattan(pos, self.target.pos) if pos is not None else 0
|
|
|
+ self.alignment = abs(Grid.diff_directions(Grid.direction_to(*pos, *self.target.pos), d)) if d is not None else 0
|
|
|
+ self._compute_interest()
|
|
|
+
|
|
|
+ def _compute_interest(self):
|
|
|
+ self.interest = 7 * self.distance + 3 * self.alignment
|
|
|
+
|
|
|
+class GetBarrel(BaseObjective):
|
|
|
+ def _compute_interest(self):
|
|
|
+ self.interest = 6 * self.distance + 9 * self.alignment + 3 * self.target.dispersal + self.target.mine_threat ** 2 - 36 * self.target.ennemy_near
|
|
|
+
|
|
|
+class Attack(BaseObjective):
|
|
|
+ def _compute_interest(self):
|
|
|
+ self.interest = 7 * self.distance + 3 * self.alignment - 20 * self.target.blocked_since - 10 * self.target.same_traject_since
|
|
|
+
|
|
|
+
|
|
|
+
|
|
|
+class PathNode(tuple):
|
|
|
+ def __new__(self, x, y, parent=None):
|
|
|
+ n = tuple.__new__(self, (x, y))
|
|
|
+ n.parent = parent
|
|
|
+ n.cost = 0
|
|
|
+ n.orientation = 0
|
|
|
+ return n
|
|
|
+
|
|
|
+ def __repr__(self):
|
|
|
+ return f"<{self[0]}, {self[1]}, c:{self.cost}, o:{self.orientation}>"
|
|
|
+
|
|
|
+class Grid(Base):
|
|
|
+ def __init__(self):
|
|
|
+ self.w = 23
|
|
|
+ self.h = 21
|
|
|
+
|
|
|
+ self._neighbors = {}
|
|
|
+ for x in range(-1, self.w + 1):
|
|
|
+ for y in range(-1, self.h + 1):
|
|
|
+ self.cache_neighbors(x, y)
|
|
|
+
|
|
|
+ self.load_entities({})
|
|
|
+
|
|
|
+ def __contains__(self, key):
|
|
|
+ return 0 <= key[0] < self.w and 0 <= key[1] < self.h
|
|
|
+
|
|
|
+ def __iter__(self):
|
|
|
+ for item in ((x, y) for x in range(self.w) for y in range(self.h)):
|
|
|
+ yield item
|
|
|
+
|
|
|
+ # data
|
|
|
+
|
|
|
+ def load_entities(self, entities):
|
|
|
+
|
|
|
+ # special: mines too far from ships are not recorded but still exist
|
|
|
+ ghost_mines = []
|
|
|
+ if hasattr(self, "mines"):
|
|
|
+ for m in self.mines:
|
|
|
+ if not m.pos in [e.pos for e in entities.values() if type(e) is Mine]:
|
|
|
+ if all((self.manhattan(m.pos, ship.pos) > 5) for ship in self.owned_ships):
|
|
|
+ m.ghost = True
|
|
|
+ ghost_mines.append(m)
|
|
|
+
|
|
|
+ self.entities = entities
|
|
|
+ self.index = {}
|
|
|
+ self.ships = []
|
|
|
+ self.owned_ships = []
|
|
|
+ self.ennemy_ships = []
|
|
|
+ self.ships = []
|
|
|
+ self.barrels = []
|
|
|
+ self.mines = []
|
|
|
+ self.cannonballs = []
|
|
|
+
|
|
|
+ for e in list(entities.values()) + ghost_mines:
|
|
|
+ self.index[e.pos] = e
|
|
|
+ type_ = type(e)
|
|
|
+
|
|
|
+ if type_ is Ship:
|
|
|
+ self.ships.append(e)
|
|
|
+ if e.owned:
|
|
|
+ self.owned_ships.append(e)
|
|
|
+ else:
|
|
|
+ self.ennemy_ships.append(e)
|
|
|
+
|
|
|
+ elif type_ is Barrel:
|
|
|
+ self.barrels.append(e)
|
|
|
+
|
|
|
+ elif type_ is Mine:
|
|
|
+ self.mines.append(e)
|
|
|
+
|
|
|
+ elif type_ is Cannonball:
|
|
|
+ self.cannonballs.append(e)
|
|
|
+
|
|
|
+ for s in self.owned_ships:
|
|
|
+ s.allies = [other for other in self.owned_ships if other is not s]
|
|
|
+
|
|
|
+ grav_center = self.barrels_gravity_center()
|
|
|
+ for b in self.barrels:
|
|
|
+ b.dispersal = Grid.manhattan(grav_center, b.pos) if grav_center != None else 0
|
|
|
+ b.mine_threat = any(type(self.at(*c)) is Mine for c in self.neighbors(*b.pos))
|
|
|
+ b.ennemy_near = any(b.pos in e.next_area for e in self.ennemy_ships)
|
|
|
+
|
|
|
+ for s in self.owned_ships:
|
|
|
+
|
|
|
+ for b in self.barrels:
|
|
|
+ obj = GetBarrel(b)
|
|
|
+ obj.eval(s.next_pos, s.orientation)
|
|
|
+ s.objectives.put(obj)
|
|
|
+
|
|
|
+ for e in self.ennemy_ships:
|
|
|
+ obj = Attack(e)
|
|
|
+ obj.eval(s.next_pos, s.orientation)
|
|
|
+ s.ennemies.put(obj)
|
|
|
+
|
|
|
+
|
|
|
+ def at(self, x, y):
|
|
|
+ try:
|
|
|
+ return self.index[(x, y)]
|
|
|
+ except KeyError:
|
|
|
+ return None
|
|
|
+
|
|
|
+ def collision_at(self, x, y):
|
|
|
+ e = self.at(x, y)
|
|
|
+ return type(e) in [Mine, Ship, Cannonball] or not (x, y) in self.__iter__()
|
|
|
+
|
|
|
+ def barrels_gravity_center(self):
|
|
|
+ wx, wy, wtotal = 0,0,0
|
|
|
+ for b in self.barrels:
|
|
|
+ wx += (b.x * b.amount)
|
|
|
+ wy += (b.y * b.amount)
|
|
|
+ wtotal += b.amount
|
|
|
+ return (wx // wtotal, wy // wtotal) if wtotal else None
|
|
|
+
|
|
|
+ def update_moving_costs(self):
|
|
|
+ base_costs = {}
|
|
|
+
|
|
|
+ for x in range(-1, self.w + 1):
|
|
|
+ for y in range(-1, self.h + 1):
|
|
|
+ if x in (0, self.w) or y in (0, self.h):
|
|
|
+ base_costs[(x, y)] = 15 # borders are a little more expensive
|
|
|
+ elif x in (-1, self.w + 1) or y in (-1, self.h + 1):
|
|
|
+ base_costs[(x, y)] = 1000 # out of the map
|
|
|
+ else:
|
|
|
+ base_costs[(x, y)] = 10 # base moving cost
|
|
|
+
|
|
|
+ for m in self.mines:
|
|
|
+ for n in self.neighbors(*m.pos):
|
|
|
+ base_costs[n] += 30
|
|
|
+ for m in self.mines:
|
|
|
+ base_costs[m.pos] += 1000
|
|
|
+ for c in self.cannonballs:
|
|
|
+ base_costs[c.pos] += (100 + (5 - c.countdown) * 200)
|
|
|
+
|
|
|
+ for ship in self.ships:
|
|
|
+ ship._moving_costs = base_costs
|
|
|
+ for other in self.ships:
|
|
|
+ if other is ship:
|
|
|
+ continue
|
|
|
+ dist = self.manhattan(ship.pos, other.pos)
|
|
|
+ if dist > 8:
|
|
|
+ continue
|
|
|
+ for c in self.neighbors(*other.pos):
|
|
|
+ ship._moving_costs[c] += 100 * abs(3 - other.speed)
|
|
|
+ for c in self.zone(other.next_pos, 4):
|
|
|
+ ship._moving_costs[c] += 20
|
|
|
+
|
|
|
+ def shooting_spot(self, ship, target):
|
|
|
+ shooting_spots = Queue()
|
|
|
+ target_pos = target.next_pos if type(target) is Ship else target.pos
|
|
|
+
|
|
|
+ for x, y in self.zone(target_pos, 10):
|
|
|
+ if ship.moving_cost(x, y) > 10:
|
|
|
+ continue
|
|
|
+ if self.manhattan((x, y), target_pos) < 2:
|
|
|
+ continue
|
|
|
+
|
|
|
+ interest = 0 # the lower the better
|
|
|
+
|
|
|
+ # avoid cells too close from borders
|
|
|
+ if not (3 <= x <= (self.w - 3) and 3 <= y < (self.h - 3)):
|
|
|
+ interest += 10
|
|
|
+
|
|
|
+ # priorize spots at distance 5 from active ship
|
|
|
+ interest -= 10 * abs(5 - self.manhattan((x, y), ship.pos))
|
|
|
+
|
|
|
+ shooting_spots.put((x, y), interest)
|
|
|
+
|
|
|
+ return shooting_spots.get()
|
|
|
+
|
|
|
+ # geometrical algorithms
|
|
|
+ @staticmethod
|
|
|
+ def from_cubic(xu, yu, zu):
|
|
|
+ return (zu, int(xu + (zu - (zu & 1)) / 2))
|
|
|
+
|
|
|
+ @staticmethod
|
|
|
+ def to_cubic(x, y):
|
|
|
+ zu = x
|
|
|
+ xu = int(y - (x - (x & 1)) / 2)
|
|
|
+ yu = int(-xu - zu)
|
|
|
+ return (xu, yu, zu)
|
|
|
+
|
|
|
+ @staticmethod
|
|
|
+ def manhattan(from_, to_):
|
|
|
+ xa, ya = from_
|
|
|
+ xb, yb = to_
|
|
|
+ return abs(xa - xb) + abs(ya - yb)
|
|
|
+
|
|
|
+ def zone(self, center, radius):
|
|
|
+ buffer = frozenset([center])
|
|
|
+ for _ in range(0, radius):
|
|
|
+ current = buffer
|
|
|
+ for x, y in current:
|
|
|
+ buffer |= frozenset(self.neighbors(x, y))
|
|
|
+ return [c for c in buffer if 0 <= c[0] < self.w and 0 <= c[1] < self.h]
|
|
|
+
|
|
|
+ @staticmethod
|
|
|
+ def closest(from_, in_):
|
|
|
+ return min(in_, key=lambda x: Grid.manhattan(from_, x.pos))
|
|
|
+
|
|
|
+ @staticmethod
|
|
|
+ def directions(y):
|
|
|
+ if y % 2 == 0:
|
|
|
+ return [(1, 0), (0, -1), (-1, -1), (-1, 0), (-1, 1), (0, 1)]
|
|
|
+ else:
|
|
|
+ return [(1, 0), (1,-1), (0,-1), (-1, 0), (0, 1), (1, 1)]
|
|
|
+
|
|
|
+ @staticmethod
|
|
|
+ def direction_to(x0, y0, x, y):
|
|
|
+ dx, dy = (x - x0), (y - y0)
|
|
|
+ if dx > 0:
|
|
|
+ if dy == 0:
|
|
|
+ return 0
|
|
|
+ elif dy > 0:
|
|
|
+ return 5
|
|
|
+ else:
|
|
|
+ return 1
|
|
|
+ elif dx < 0:
|
|
|
+ if dy == 0:
|
|
|
+ return 3
|
|
|
+ elif dy > 0:
|
|
|
+ return 4
|
|
|
+ else:
|
|
|
+ return 2
|
|
|
+ else:
|
|
|
+ if dy > 0:
|
|
|
+ return 5 if y0 % 2 == 0 else 4
|
|
|
+ else:
|
|
|
+ return 1 if y0 % 2 == 0 else 2
|
|
|
+
|
|
|
+ @staticmethod
|
|
|
+ def diff_directions(d1, d2):
|
|
|
+ d = d2 - d1
|
|
|
+ if d <= -3:
|
|
|
+ d += 6
|
|
|
+ elif d > 3:
|
|
|
+ d -= 6
|
|
|
+ return d
|
|
|
+
|
|
|
+ @staticmethod
|
|
|
+ def symetry(d):
|
|
|
+ return d + 3 if d < 3 else d - 3
|
|
|
+
|
|
|
+ @staticmethod
|
|
|
+ def abs_neighbors(x, y):
|
|
|
+ return ((x + dx, y + dy) for dx, dy in Grid.directions(y))
|
|
|
+
|
|
|
+ def cache_neighbors(self, xc, yc):
|
|
|
+ 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]
|
|
|
+
|
|
|
+ def neighbors(self, x, y):
|
|
|
+ try:
|
|
|
+ return self._neighbors[(x, y)]
|
|
|
+ except KeyError:
|
|
|
+ self.cache_neighbors(x, y)
|
|
|
+ return self._neighbors[(x, y)]
|
|
|
+
|
|
|
+ def rotate(self, center, coordinates, rotations):
|
|
|
+ if coordinates == [center] or rotations % 6 == 0:
|
|
|
+ return coordinates
|
|
|
+ x0, y0 = center
|
|
|
+ xu0, yu0, zu0 = self.to_cubic(x0, y0)
|
|
|
+ result = []
|
|
|
+
|
|
|
+ for x, y in coordinates:
|
|
|
+ xu, yu, zu = self.to_cubic(x, y)
|
|
|
+ dxu, dyu, dzu = xu - xu0, yu - yu0, zu - zu0
|
|
|
+ for _ in range(rotations):
|
|
|
+ dxu, dyu, dzu = -dzu, -dxu, -dyu
|
|
|
+ xru, yru, zru = dxu + xu0, dyu + yu0, dzu + zu0
|
|
|
+ xr, yr = self.from_cubic(xru, yru, zru)
|
|
|
+ result.append((xr, yr))
|
|
|
+ return result
|
|
|
+
|
|
|
+ # pathfinding
|
|
|
+ def path(self, origin, orientat0, target, moving_costs={}, incl_start=False, limit=10000):
|
|
|
+ nodes = Queue()
|
|
|
+ break_on, iteration = limit, 0
|
|
|
+
|
|
|
+
|
|
|
+ origin = PathNode(*origin)
|
|
|
+ origin.orientation = orientat0
|
|
|
+
|
|
|
+ nodes.put(origin, 0)
|
|
|
+ neighbors = []
|
|
|
+
|
|
|
+ while nodes:
|
|
|
+ current = nodes.get()
|
|
|
+
|
|
|
+ if current == target:
|
|
|
+ path = []
|
|
|
+ previous = current
|
|
|
+ while previous:
|
|
|
+ if previous != origin or incl_start:
|
|
|
+ path.insert(0, previous)
|
|
|
+ previous = previous.parent
|
|
|
+ return path
|
|
|
+
|
|
|
+ neighbors = self.neighbors(*current)
|
|
|
+
|
|
|
+ for x, y in neighbors:
|
|
|
+
|
|
|
+ if (x, y) == current.parent:
|
|
|
+ continue
|
|
|
+
|
|
|
+ iteration += 1
|
|
|
+ if break_on > 0 and iteration >= break_on:
|
|
|
+ return None
|
|
|
+
|
|
|
+ moving_cost = moving_costs[(x, y)]
|
|
|
+ if moving_cost >= 1000:
|
|
|
+ continue
|
|
|
+
|
|
|
+ d = Grid.direction_to(*current, x, y)
|
|
|
+ diff = abs(Grid.diff_directions(current.orientation, d))
|
|
|
+ if diff > 1:
|
|
|
+ # change direction one degree at a time
|
|
|
+ continue
|
|
|
+
|
|
|
+ cost = current.cost + moving_cost + diff * 10
|
|
|
+ if diff != 0 and any(moving_costs[c] >= 1000 for c in neighbors):
|
|
|
+ # a direction change here is dangerous
|
|
|
+ cost += 50
|
|
|
+
|
|
|
+ priority = cost + 10 * Grid.manhattan((x, y), target)
|
|
|
+
|
|
|
+ node = PathNode(x, y, current)
|
|
|
+ node.cost = cost
|
|
|
+ node.orientation = d
|
|
|
+ nodes.put(node, priority)
|
|
|
+ else:
|
|
|
+ return None
|
|
|
+
|
|
|
+class Entity(Base):
|
|
|
+ def __init__(self, ent_id):
|
|
|
+ self.id = int(ent_id)
|
|
|
+ self.x, self.y = 0, 0
|
|
|
+ self.args = [0,0,0,0]
|
|
|
+
|
|
|
+ def update(self, x, y, *args):
|
|
|
+ self.x, self.y = int(x), int(y)
|
|
|
+
|
|
|
+ @property
|
|
|
+ def pos(self):
|
|
|
+ return (self.x, self.y)
|
|
|
+
|
|
|
+ def __lt__(self, other):
|
|
|
+ # default comparison, used to avoid errors when used with queues and priorities are equals
|
|
|
+ return self.id < other.id
|
|
|
+
|
|
|
+
|
|
|
+class Ship(Entity):
|
|
|
+ MAX_SPEED = 2
|
|
|
+ SCOPE = 10
|
|
|
+
|
|
|
+ def __init__(self, *args, **kwargs):
|
|
|
+ super().__init__(*args, **kwargs)
|
|
|
+ self.x, self.y = 0, 0
|
|
|
+ self.orientation = 0
|
|
|
+ self.speed = 0
|
|
|
+ self.stock = 0
|
|
|
+ self.owned = 0
|
|
|
+
|
|
|
+ self.next_cell = None
|
|
|
+ self.next_pos = None
|
|
|
+ self.last_fire = None
|
|
|
+ self.last_mining = None
|
|
|
+ self.blocked_since = 0
|
|
|
+ self.same_traject_since = 0
|
|
|
+ self.last_action = ""
|
|
|
+ self.allies = []
|
|
|
+ self._moving_costs = {}
|
|
|
+
|
|
|
+ self.objectives = ObjectivesQueue()
|
|
|
+ self.ennemies = ObjectivesQueue()
|
|
|
+
|
|
|
+ self.objective = None
|
|
|
+ self.objective_next = None
|
|
|
+ self.target_ennemy = None
|
|
|
+
|
|
|
+ self.path = []
|
|
|
+
|
|
|
+ self.distance = 0
|
|
|
+ self.alignment = 0
|
|
|
+
|
|
|
+ def __repr__(self):
|
|
|
+ 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}>"
|
|
|
+
|
|
|
+ def update(self, x, y, *args):
|
|
|
+ previous_state = self.state()
|
|
|
+ previous_traject = self.traject()
|
|
|
+
|
|
|
+ super().update(x, y)
|
|
|
+ self.orientation, self.speed, self.stock, self.owned = map(int, args)
|
|
|
+
|
|
|
+ self.objectives = ObjectivesQueue()
|
|
|
+ self.ennemies = ObjectivesQueue()
|
|
|
+
|
|
|
+ self.objective = None
|
|
|
+ self.objective_next = None
|
|
|
+ self.target_ennemy = None
|
|
|
+ self.path = []
|
|
|
+
|
|
|
+ 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)
|
|
|
+
|
|
|
+ def moving_cost(self, x, y):
|
|
|
+ return self._moving_costs[(x, y)]
|
|
|
+
|
|
|
+ def move(self, *args, **kwargs):
|
|
|
+ try:
|
|
|
+ self._move(*args, **kwargs)
|
|
|
+ return True
|
|
|
+ except DidNotAct:
|
|
|
+ return False
|
|
|
+
|
|
|
+ def _move(self, path):
|
|
|
+
|
|
|
+ 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 self.moving_cost(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.dispersal = 0
|
|
|
+ self.mine_threat = False
|
|
|
+ self.ennemy_near = 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])
|
|
|
+
|
|
|
+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])
|
|
|
+
|
|
|
+
|
|
|
+entities = {}
|
|
|
+map_entity = {"SHIP": Ship,
|
|
|
+ "BARREL": Barrel,
|
|
|
+ "MINE": Mine,
|
|
|
+ "CANNONBALL": Cannonball}
|
|
|
+
|
|
|
+grid = Grid()
|
|
|
+
|
|
|
+
|
|
|
+
|
|
|
+### *** Main Loop ***
|
|
|
+
|
|
|
+while True:
|
|
|
+ seen = []
|
|
|
+ current_turn += 1
|
|
|
+
|
|
|
+ # <--- get input
|
|
|
+ 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}
|
|
|
+ # --->
|
|
|
+
|
|
|
+ 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}")
|
|
|
+
|
|
|
+
|
|
|
+ ### Evaluate
|
|
|
+ grid.update_moving_costs()
|
|
|
+
|
|
|
+ ### Acquire
|
|
|
+ log("# Acquiring")
|
|
|
+
|
|
|
+ # main objective
|
|
|
+ while not all(s.objective for s in grid.owned_ships):
|
|
|
+ try:
|
|
|
+ acquired = sorted([(s, s.objectives.get()) for s in grid.owned_ships if not s.objective], key= lambda x: x[1].interest)
|
|
|
+
|
|
|
+ for s, o in acquired:
|
|
|
+ if not s.objective and not any(al.objective.target is o.target for al in s.allies):
|
|
|
+ s.objective = o
|
|
|
+
|
|
|
+ except IndexError:
|
|
|
+ break
|
|
|
+
|
|
|
+ # after_that objective
|
|
|
+ for s in grid.owned_ships:
|
|
|
+ if not s.objective:
|
|
|
+ continue
|
|
|
+ after_that = ObjectivesQueue()
|
|
|
+ for b in grid.barrels:
|
|
|
+ obj = GetBarrel(b)
|
|
|
+ obj.eval(s.objective.target.pos)
|
|
|
+ after_that.put(obj)
|
|
|
+ if after_that:
|
|
|
+ s.objective_next = after_that.get()
|
|
|
+
|
|
|
+ # targetted ennemy
|
|
|
+ for s in grid.owned_ships:
|
|
|
+ s.target_ennemy = s.ennemies.get()
|
|
|
+
|
|
|
+ for ship in grid.owned_ships:
|
|
|
+ log(f"Ship {ship.id}: obj: {ship.objective}; next: {ship.objective_next}; target: {ship.target_ennemy}")
|
|
|
+
|
|
|
+ ### Plan
|
|
|
+ log("# Planning")
|
|
|
+
|
|
|
+ for ship in grid.owned_ships:
|
|
|
+
|
|
|
+ log(f"---- ship {ship.id} ---")
|
|
|
+ log(f"ship: {ship}")
|
|
|
+
|
|
|
+ if ship.objective:
|
|
|
+ goto = ship.objective.target.pos
|
|
|
+ elif ship.target_ennemy:
|
|
|
+ goto = grid.shooting_spot(ship, ship.target_ennemy.target)
|
|
|
+ else:
|
|
|
+ log("ERROR: No target")
|
|
|
+ continue
|
|
|
+
|
|
|
+ log(f"goto: {goto}")
|
|
|
+
|
|
|
+ ship.path = grid.path(ship.next_pos, ship.orientation, goto, ship._moving_costs, limit=6000 // len(grid.owned_ships))
|
|
|
+
|
|
|
+ if ship.objective_next and ship.path:
|
|
|
+ ship.path += grid.path(goto,
|
|
|
+ ship.path[-1].orientation,
|
|
|
+ ship.objective_next.target.pos,
|
|
|
+ ship._moving_costs,
|
|
|
+ limit=6000 // len(grid.owned_ships)) or []
|
|
|
+
|
|
|
+ log(f"path: {ship.path}")
|
|
|
+
|
|
|
+ ### Process
|
|
|
+ log("# Processing")
|
|
|
+
|
|
|
+ for ship in grid.owned_ships:
|
|
|
+ if not ship.objective and not ship.target_ennemy:
|
|
|
+ log("No target: wait")
|
|
|
+ ship.wait()
|
|
|
+
|
|
|
+ if ship.move(ship.path):
|
|
|
+ continue
|
|
|
+
|
|
|
+ # no movement was required, can fire
|
|
|
+ if ship.fire_at_will(ship.target_ennemy.target, allies=grid.owned_ships):
|
|
|
+ continue
|
|
|
+
|
|
|
+ log("ERROR: Did not act, wait")
|
|
|
+ ship.wait()
|