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- '''
- @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"<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.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()
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