''' @author: olivier.massot, 2019 ''' import heapq import sys # TODO: # * add an esquive manoeuvre / try to avoid cannonballs # * separate the main loop in two: planning, then acting # * 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 debug = True def log(*msg): if debug: print(*msg, file=sys.stderr) current_turn = 0 class DidNotAct(Exception): pass class Base(): def __repr__(self): return f"<{self.__class__.__name__}: {self.__dict__}>" class Position(Base): def __init__(self, x, y): self.pos = (x, y) class ShootingSpot(Position): def __init__(self, *args): super().__init__(*args) self.interest = 0 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) 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 pre_evaluate_barrels_interest(self): 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)) def evaluate_barrels_interest(self, ship): for b in self.barrels: b.distance = Grid.manhattan(ship.next_pos, b.pos) b.alignement = abs(Grid.diff_directions(Grid.direction_to(*ship.prow, *b.pos), ship.orientation)) b.about_to_be_picked = any(b.pos in s.next_area for s in self.ennemy_ships) def evaluate_ennemies_interest(self, ship): for s in self.ennemy_ships: s.distance = Grid.manhattan(ship.next_pos, s.next_pos) s.alignement = abs(self.diff_directions(self.direction_to(*ship.prow, *s.next_pos), ship.orientation)) def pre_update_moving_costs(self): self.moving_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): self.moving_costs[(x, y)] = 15 # borders are a little more expensive elif x in (-1, self.w + 1) or y in (-1, self.h + 1): self.moving_costs[(x, y)] = 1000 # out of the map else: self.moving_costs[(x, y)] = 10 # base moving cost for m in self.mines: for n in self.neighbors(*m.pos): self.moving_costs[n] += 30 for m in self.mines: self.moving_costs[m.pos] += 1000 for c in self.cannonballs: self.moving_costs[c.pos] += (100 + (5 - c.countdown) * 200) def update_moving_costs(self, ship): for s in self.ships: if s is ship: continue dist = self.manhattan(ship.pos, s.pos) if dist > 8: continue for c in self.neighbors(*s.pos): self.moving_costs[c] += 100 * abs(3 - s.speed) for c in self.zone(s.next_pos, 4): self.moving_costs[c] += 20 def shooting_spot(self, ship, targetted_ship): self.shooting_spots = [] for x, y in self.zone(targetted_ship.next_pos, 10): if self.moving_costs[(x, y)] > 10: continue if self.manhattan((x, y), targetted_ship.next_pos) < 2: continue spot = ShootingSpot(x, y) spot.interest -= self.moving_costs[(x, y)] # avoid cells too close from borders if not (3 <= x <= (self.w - 3) and 3 <= y < (self.h - 3)): spot.interest -= 10 # priorize spots at distance 5 from active ship spot.interest += 10 * abs(5 - self.manhattan((x, y), ship.pos)) self.shooting_spots.append(spot) return max(self.shooting_spots, key= lambda x: x.interest) # 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, orient0, target, incl_start=False, limit=10000): nodes = [] break_on, iteration = limit, 0 origin = PathNode(*origin) origin.orientation = orient0 heapq.heappush(nodes, (0, origin)) neighbors = [] while nodes: current = heapq.heappop(nodes)[1] 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 = self.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(self.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 heapq.heappush(nodes, (priority, node)) 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) 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.target = None self.distance = 0 self.alignment = 0 def __repr__(self): return f"" 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.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"" 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"" 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()