script.py 30 KB

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  1. '''
  2. @author: olivier.massot, 2019
  3. '''
  4. import heapq
  5. import sys
  6. # TODO:
  7. # * add an esquive manoeuvre / try to avoid cannonballs
  8. # * compute first and second target instead of only one to anticipate the next move
  9. # * if an enemy is near a mine, shoot the mine instead of the ship
  10. # * compute the probabilities of presence of an ennemy on different coords at next turn
  11. # * find a way to change direction without slowing down if possible
  12. # * avoid getting blocked by a side-by-side with an ennemy
  13. # * priorize targetting blocked ennemies
  14. # * Fix shooting_spot() method
  15. debug = True
  16. def log(*msg):
  17. if debug:
  18. print(*msg, file=sys.stderr)
  19. current_turn = 0
  20. class DidNotAct(Exception):
  21. pass
  22. class Queue():
  23. def __init__(self):
  24. self.items = []
  25. def __bool__(self):
  26. return bool(self.items)
  27. def put(self, item, priority):
  28. heapq.heappush(self.items, (priority, item))
  29. def get(self):
  30. return heapq.heappop(self.items)[1]
  31. @classmethod
  32. def merge(cls, *args, reverse=False):
  33. q = cls()
  34. q.items = list(heapq.merge(*[a.items for a in args], key=lambda x: x[1], reverse=reverse))
  35. return q
  36. class InterestQueue(Queue):
  37. def __add__(self, other):
  38. self.items += other.items
  39. return self
  40. def put(self, item):
  41. heapq.heappush(self.items, item)
  42. def get(self):
  43. return heapq.heappop(self.items)
  44. @classmethod
  45. def merge(cls, *args, reverse=False):
  46. q = cls()
  47. q.items = list(heapq.merge(*[a.items for a in args], reverse=reverse))
  48. return q
  49. class ObjectivesQueue(InterestQueue):
  50. pass
  51. class Base():
  52. def __repr__(self):
  53. return f"<{self.__class__.__name__}: {self.__dict__}>"
  54. class BaseObjective(Base):
  55. def __init__(self, target):
  56. self.target = target
  57. self.interest = 0
  58. def __lt__(self, other):
  59. return self.interest < other.interest
  60. def __repr__(self):
  61. return f"<{self.__class__.__name__}({self.target.id})>"
  62. def eval(self, pos = None, d = None):
  63. self.distance = Grid.manhattan(pos, self.target.pos) if pos is not None else 0
  64. self.alignment = abs(Grid.diff_directions(Grid.direction_to(*pos, *self.target.pos), d)) if d is not None else 0
  65. self._compute_interest()
  66. def _compute_interest(self):
  67. self.interest = 7 * self.distance + 3 * self.alignment
  68. class GetBarrel(BaseObjective):
  69. def _compute_interest(self):
  70. self.interest = 6 * self.distance + 9 * self.alignment + 3 * self.target.dispersal + self.target.mine_threat ** 2 - 36 * self.target.ennemy_near
  71. class Attack(BaseObjective):
  72. def _compute_interest(self):
  73. self.interest = 7 * self.distance + 3 * self.alignment + self.target.stock // 4 - 20 * self.target.blocked_since
  74. class PathNode(tuple):
  75. def __new__(self, x, y, parent=None):
  76. n = tuple.__new__(self, (x, y))
  77. n.parent = parent
  78. n.cost = 0
  79. n.orientation = 0
  80. return n
  81. def __repr__(self):
  82. return f"<{self[0]}, {self[1]}, c:{self.cost}, o:{self.orientation}>"
  83. class Grid(Base):
  84. def __init__(self):
  85. self.w = 23
  86. self.h = 21
  87. self._neighbors = {}
  88. for x in range(-1, self.w + 1):
  89. for y in range(-1, self.h + 1):
  90. self.cache_neighbors(x, y)
  91. self.load_entities({})
  92. def __contains__(self, key):
  93. return 0 <= key[0] < self.w and 0 <= key[1] < self.h
  94. def __iter__(self):
  95. for item in ((x, y) for x in range(self.w) for y in range(self.h)):
  96. yield item
  97. # data
  98. def load_entities(self, entities):
  99. # special: mines too far from ships are not recorded but still exist
  100. ghost_mines = []
  101. if hasattr(self, "mines"):
  102. for m in self.mines:
  103. if not m.pos in [e.pos for e in entities.values() if type(e) is Mine]:
  104. if all((self.manhattan(m.pos, ship.pos) > 5) for ship in self.owned_ships):
  105. m.ghost = True
  106. ghost_mines.append(m)
  107. self.entities = entities
  108. self.index = {}
  109. self.ships = []
  110. self.owned_ships = []
  111. self.ennemy_ships = []
  112. self.ships = []
  113. self.barrels = []
  114. self.mines = []
  115. self.cannonballs = []
  116. for e in list(entities.values()) + ghost_mines:
  117. self.index[e.pos] = e
  118. type_ = type(e)
  119. if type_ is Ship:
  120. self.ships.append(e)
  121. if e.owned:
  122. self.owned_ships.append(e)
  123. else:
  124. self.ennemy_ships.append(e)
  125. elif type_ is Barrel:
  126. self.barrels.append(e)
  127. elif type_ is Mine:
  128. self.mines.append(e)
  129. elif type_ is Cannonball:
  130. self.cannonballs.append(e)
  131. for s in self.owned_ships:
  132. s.allies = [other for other in self.owned_ships if other is not s]
  133. grav_center = self.barrels_gravity_center()
  134. for b in self.barrels:
  135. b.dispersal = Grid.manhattan(grav_center, b.pos) if grav_center != None else 0
  136. b.mine_threat = any(type(self.at(*c)) is Mine for c in self.neighbors(*b.pos))
  137. b.ennemy_near = any(b.pos in e.next_area for e in self.ennemy_ships)
  138. for s in self.owned_ships:
  139. for b in self.barrels:
  140. obj = GetBarrel(b)
  141. obj.eval(s.next_pos if s.speed else s.prow, s.orientation)
  142. s.objectives.put(obj)
  143. for e in self.ennemy_ships:
  144. obj = Attack(e)
  145. obj.eval(s.next_pos, s.orientation)
  146. s.ennemies.put(obj)
  147. self.update_moving_costs()
  148. def at(self, x, y):
  149. try:
  150. return self.index[(x, y)]
  151. except KeyError:
  152. return None
  153. def collision_at(self, x, y):
  154. e = self.at(x, y)
  155. return type(e) in [Mine, Ship, Cannonball] or not (x, y) in self.__iter__()
  156. def barrels_gravity_center(self):
  157. wx, wy, wtotal = 0,0,0
  158. for b in self.barrels:
  159. wx += (b.x * b.amount)
  160. wy += (b.y * b.amount)
  161. wtotal += b.amount
  162. return (wx // wtotal, wy // wtotal) if wtotal else None
  163. def update_moving_costs(self):
  164. base_costs = {}
  165. for x in range(-1, self.w + 1):
  166. for y in range(-1, self.h + 1):
  167. base_costs[(x, y)] = 10 # base moving cost
  168. for x, y in base_costs:
  169. if x in (-1, self.w + 1) or y in (-1, self.h):
  170. base_costs[(x, y)] = 1000 # out of the map
  171. elif x in (0, self.w - 1) or y in (0, self.h - 1):
  172. base_costs[(x, y)] = 15 # borders are a little more expensive
  173. for m in self.mines:
  174. for n in self.neighbors(*m.pos):
  175. base_costs[n] += 30
  176. for m in self.mines:
  177. base_costs[m.pos] += 1000
  178. for c in self.cannonballs:
  179. base_costs[c.pos] += (100 + (5 - c.countdown) * 200)
  180. for ship in self.ships:
  181. ship._moving_costs = {}
  182. ship._moving_costs.update(base_costs)
  183. for other in self.ships:
  184. if other is ship:
  185. continue
  186. dist = self.manhattan(ship.pos, other.pos)
  187. if dist > 8:
  188. continue
  189. for c in self.neighbors(*other.pos):
  190. ship._moving_costs[c] += 100 * abs(3 - other.speed)
  191. for c in self.zone(other.next_pos, 4):
  192. ship._moving_costs[c] += 20
  193. def shooting_spot(self, ship, target):
  194. shooting_spots = Queue()
  195. target_pos = target.next_pos if type(target) is Ship else target.pos
  196. for x, y in self.zone(target_pos, 10):
  197. if ship.moving_cost(x, y) > 100:
  198. continue
  199. if self.manhattan((x, y), target_pos) <= 1:
  200. continue
  201. interest = 0 # the lower the better
  202. interest += ship.moving_cost(x, y)
  203. # avoid cells too close from borders
  204. if not (3 <= x <= (self.w - 3) and 3 <= y < (self.h - 3)):
  205. interest += 10
  206. # priorize spots at distance 5 from active ship
  207. interest -= 20 * abs(5 - self.manhattan((x, y), ship.pos))
  208. shooting_spots.put((x, y), interest)
  209. return shooting_spots.get()
  210. # geometrical algorithms
  211. @staticmethod
  212. def from_cubic(xu, yu, zu):
  213. return (zu, int(xu + (zu - (zu & 1)) / 2))
  214. @staticmethod
  215. def to_cubic(x, y):
  216. zu = x
  217. xu = int(y - (x - (x & 1)) / 2)
  218. yu = int(-xu - zu)
  219. return (xu, yu, zu)
  220. @staticmethod
  221. def manhattan(from_, to_):
  222. xa, ya = from_
  223. xb, yb = to_
  224. return abs(xa - xb) + abs(ya - yb)
  225. def zone(self, center, radius):
  226. buffer = frozenset([center])
  227. for _ in range(0, radius):
  228. current = buffer
  229. for x, y in current:
  230. buffer |= frozenset(self.abs_neighbors(x, y))
  231. return [c for c in buffer if 0 <= c[0] < self.w and 0 <= c[1] < self.h]
  232. @staticmethod
  233. def closest(from_, in_):
  234. return min(in_, key=lambda x: Grid.manhattan(from_, x.pos))
  235. @staticmethod
  236. def directions(y):
  237. if y % 2 == 0:
  238. return [(1, 0), (0, -1), (-1, -1), (-1, 0), (-1, 1), (0, 1)]
  239. else:
  240. return [(1, 0), (1,-1), (0,-1), (-1, 0), (0, 1), (1, 1)]
  241. @staticmethod
  242. def direction_to(x0, y0, x, y):
  243. dx, dy = (x - x0), (y - y0)
  244. if dx > 0:
  245. if dy == 0:
  246. return 0
  247. elif dy > 0:
  248. return 5
  249. else:
  250. return 1
  251. elif dx < 0:
  252. if dy == 0:
  253. return 3
  254. elif dy > 0:
  255. return 4
  256. else:
  257. return 2
  258. else:
  259. if dy > 0:
  260. return 5 if y0 % 2 == 0 else 4
  261. else:
  262. return 1 if y0 % 2 == 0 else 2
  263. @staticmethod
  264. def add_directions(d1, d2):
  265. d = d2 + d1
  266. if d <= -3:
  267. d += 6
  268. elif d > 3:
  269. d -= 6
  270. return d
  271. @staticmethod
  272. def diff_directions(d1, d2):
  273. d = d2 - d1
  274. if d <= -3:
  275. d += 6
  276. elif d > 3:
  277. d -= 6
  278. return d
  279. @staticmethod
  280. def next_cell(x, y, d, repeat=1):
  281. for _ in range(repeat):
  282. dx, dy = Grid.directions(y)[d]
  283. x, y = x + dx, y + dy
  284. return x, y
  285. @staticmethod
  286. def symetry(d):
  287. return d + 3 if d < 3 else d - 3
  288. @staticmethod
  289. def abs_neighbors(x, y):
  290. return ((x + dx, y + dy) for dx, dy in Grid.directions(y))
  291. def cache_neighbors(self, xc, yc):
  292. 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]
  293. def neighbors(self, x, y):
  294. try:
  295. return self._neighbors[(x, y)]
  296. except KeyError:
  297. self.cache_neighbors(x, y)
  298. return self._neighbors[(x, y)]
  299. def rotate(self, center, coordinates, rotations):
  300. if coordinates == [center] or rotations % 6 == 0:
  301. return coordinates
  302. x0, y0 = center
  303. xu0, yu0, zu0 = self.to_cubic(x0, y0)
  304. result = []
  305. for x, y in coordinates:
  306. xu, yu, zu = self.to_cubic(x, y)
  307. dxu, dyu, dzu = xu - xu0, yu - yu0, zu - zu0
  308. for _ in range(rotations):
  309. dxu, dyu, dzu = -dzu, -dxu, -dyu
  310. xru, yru, zru = dxu + xu0, dyu + yu0, dzu + zu0
  311. xr, yr = self.from_cubic(xru, yru, zru)
  312. result.append((xr, yr))
  313. return result
  314. # pathfinding
  315. def path(self, origin, orientat0, target, moving_costs={}, incl_start=False, limit=10000):
  316. nodes = Queue()
  317. break_on, iteration = limit, 0
  318. origin = PathNode(*origin)
  319. origin.orientation = orientat0
  320. nodes.put(origin, 0)
  321. neighbors = []
  322. while nodes:
  323. current = nodes.get()
  324. if current == target:
  325. path = []
  326. previous = current
  327. while previous:
  328. if previous != origin or incl_start:
  329. path.insert(0, previous)
  330. previous = previous.parent
  331. return path
  332. neighbors = self.neighbors(*current)
  333. for x, y in neighbors:
  334. if (x, y) == current.parent:
  335. continue
  336. iteration += 1
  337. if break_on > 0 and iteration >= break_on:
  338. return None
  339. moving_cost = moving_costs.get((x, y), 1000)
  340. if moving_cost >= 1000:
  341. continue
  342. d = Grid.direction_to(*current, x, y)
  343. diff = abs(Grid.diff_directions(current.orientation, d))
  344. if diff > 1:
  345. # change direction one degree at a time
  346. continue
  347. if any(moving_costs.get(c, 1000) >= 1000 for c in Ship.get_area(x, y, d)):
  348. continue
  349. cost = current.cost + moving_cost + diff * 10
  350. # if diff != 0 and any(moving_costs.get(c, 1000) >= 1000 for c in neighbors):
  351. # # a direction change here is dangerous
  352. # cost += 100
  353. priority = cost + 10 * Grid.manhattan((x, y), target)
  354. node = PathNode(x, y, current)
  355. node.cost = cost
  356. node.orientation = d
  357. nodes.put(node, priority)
  358. else:
  359. return None
  360. class Entity(Base):
  361. def __init__(self, ent_id):
  362. self.id = int(ent_id)
  363. self.x, self.y = 0, 0
  364. self.args = [0,0,0,0]
  365. def update(self, x, y, *args):
  366. self.x, self.y = int(x), int(y)
  367. @property
  368. def pos(self):
  369. return (self.x, self.y)
  370. def __lt__(self, other):
  371. # default comparison, used to avoid errors when used with queues and priorities are equals
  372. return self.id < other.id
  373. class Ship(Entity):
  374. MAX_SPEED = 2
  375. SCOPE = 10
  376. def __init__(self, *args, **kwargs):
  377. super().__init__(*args, **kwargs)
  378. self.x, self.y = 0, 0
  379. self.orientation = 0
  380. self.speed = 0
  381. self.stock = 0
  382. self.owned = 0
  383. self.next_cell = None
  384. self.next_pos = None
  385. self.last_fire = None
  386. self.last_mining = None
  387. self.blocked_since = 0
  388. self.same_traject_since = 0
  389. self.last_action = ""
  390. self.allies = []
  391. self._moving_costs = {}
  392. self.objectives = ObjectivesQueue()
  393. self.ennemies = ObjectivesQueue()
  394. self.objective = None
  395. self.objective_next = None
  396. self.target_ennemy = None
  397. self.path = []
  398. self.distance = 0
  399. self.alignment = 0
  400. def __repr__(self):
  401. 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}>"
  402. def update(self, x, y, *args):
  403. previous_state = self.state()
  404. previous_traject = self.traject()
  405. super().update(x, y)
  406. self.orientation, self.speed, self.stock, self.owned = map(int, args)
  407. self.objectives = ObjectivesQueue()
  408. self.ennemies = ObjectivesQueue()
  409. self.objective = None
  410. self.objective_next = None
  411. self.target_ennemy = None
  412. self.goto = None
  413. self.path = []
  414. self.area = Ship.get_area(self.x, self.y, self.orientation)
  415. self.prow, _, self.stern = self.area
  416. self.next_cell = self.get_next_cell()
  417. self.next_pos = self.get_next_pos()
  418. self.next_area = Ship.get_area(*self.next_pos, self.orientation)
  419. self.mobility_zone = list(set(self.area + self.next_area))
  420. if self.traject() != previous_traject:
  421. self.same_traject_since += 1
  422. else:
  423. self.same_traject_since = 0
  424. if self.state() == previous_state:
  425. self.blocked_since += 1
  426. else:
  427. self.blocked_since = 0
  428. def traject(self):
  429. return (self.orientation, self.speed)
  430. def state(self):
  431. return (self.x, self.y, self.orientation, self.speed)
  432. @classmethod
  433. def get_pos_in(cls, current, speed, orientation, in_=1):
  434. x, y = current
  435. for _ in range(in_):
  436. for _ in range(speed):
  437. dx, dy = Grid.directions(y)[orientation]
  438. x, y = x + dx, y + dy
  439. return x, y
  440. @classmethod
  441. def get_area(cls, x, y, orientation):
  442. dx, dy = Grid.directions(y)[Grid.add_directions(orientation, 3)]
  443. stern = (x + dx, y + dy)
  444. dx, dy = Grid.directions(y)[orientation]
  445. prow = (x + dx, y + dy)
  446. return [prow, (x, y), stern]
  447. def get_next_pos(self, in_=1):
  448. return self.get_pos_in(self.pos, self.speed, self.orientation, in_)
  449. def guess_next_pos(self):
  450. proba = {}
  451. # wait (or fire or mine)
  452. for c in self.next_area:
  453. proba[c] = proba.get(c, 10)
  454. # turn left
  455. area = self.get_area(*self.pos, Grid.add_directions(self.orientation, 1))
  456. for c in area:
  457. proba[c] = proba.get(c, 0) + 10
  458. # turn right
  459. area = self.get_area(*self.pos, Grid.add_directions(self.orientation, -1))
  460. for c in area:
  461. proba[c] = proba.get(c, 0) + 10
  462. # speed up
  463. if self.speed < self.MAX_SPEED:
  464. area = self.get_area(*self.get_pos_in(self.pos, self.speed + 1, self.orientation), self.orientation)
  465. for c in area:
  466. proba[c] = proba.get(c, 0) + 10
  467. # slow down
  468. if self.speed > 0:
  469. area = self.get_area(*self.get_pos_in(self.pos, self.speed - 1, self.orientation), self.orientation)
  470. for c in area:
  471. proba[c] = proba.get(c, 0) + 10
  472. for c in proba:
  473. proba[c] -= self.moving_cost(*c)
  474. for c in self.area:
  475. proba[c] = proba.get(c, 0) + 50 * self.blocked_since
  476. best = max(proba.items(), key=lambda x: x[1])
  477. return best[0]
  478. def get_next_cell(self, in_=1):
  479. return Grid.next_cell(self.x, self.y, self.orientation, repeat=in_)
  480. def in_current_direction(self, x, y):
  481. return self.orientation == Grid.direction_to(*self.pos, x, y)
  482. def moving_cost(self, x, y):
  483. return self._moving_costs.get((x, y), 1000)
  484. def cant_move(self):
  485. front = Grid.next_cell(*self.prow, self.orientation)
  486. front_left = Grid.next_cell(*self.prow, Grid.add_directions(self.orientation, 1))
  487. left = Grid.next_cell(*self.prow, Grid.add_directions(self.orientation, 2))
  488. front_right = Grid.next_cell(*self.prow, Grid.add_directions(self.orientation, -1))
  489. right = Grid.next_cell(*self.prow, Grid.add_directions(self.orientation, -2))
  490. back_left = Grid.next_cell(*self.stern, Grid.add_directions(self.orientation, 2))
  491. back_right = Grid.next_cell(*self.stern, Grid.add_directions(self.orientation, -2))
  492. blocked = {c: (self.moving_cost(*c) >= 1000) for c in [front, front_left, left,
  493. front_right, right,
  494. back_left, back_right]}
  495. if all(blocked[i] for i in [front, front_left, front_right, left, right]):
  496. # surrounded
  497. return True
  498. elif (blocked[front_left] and blocked[left]) or (blocked[front_right] and blocked[right]):
  499. # side by side
  500. return True
  501. elif blocked[front] and ((blocked[front_left] and blocked[back_right]) or (blocked[front_right] and blocked[back_left])):
  502. # cannot go front or turn
  503. return True
  504. return False
  505. def move(self, *args, **kwargs):
  506. try:
  507. self._move(*args, **kwargs)
  508. return True
  509. except DidNotAct:
  510. return False
  511. def _move(self, path, danger=[]):
  512. if path is None:
  513. log(f"(!) broken: automove to {self.goto}")
  514. self.auto_move(*self.goto)
  515. return
  516. elif not path:
  517. raise DidNotAct()
  518. # speed shall be at 1 when arriving on the "flag"
  519. next_flag = next((i for i, n in enumerate(path) if n.orientation != self.orientation), None)
  520. if next_flag is None:
  521. next_flag = len(path)
  522. diff = Grid.diff_directions(self.orientation, path[0].orientation)
  523. if not self.speed:
  524. if diff and next_flag == 0:
  525. # start, with a direction change
  526. if diff > 0:
  527. self.turn_left()
  528. return
  529. elif diff < 0:
  530. self.turn_right()
  531. return
  532. else:
  533. # start, todo recto
  534. self.speed_up()
  535. return
  536. elif self.speed > 1 and next_flag <= (self.speed + 1):
  537. # the end of the path or a direction change is coming
  538. self.slow_down()
  539. return
  540. elif next_flag > self.MAX_SPEED + 1 and self.speed < self.MAX_SPEED:
  541. # long path and no direction change coming: speed up
  542. self.speed_up()
  543. return
  544. elif diff:
  545. if diff > 0:
  546. self.turn_left()
  547. return
  548. elif diff < 0:
  549. self.turn_right()
  550. return
  551. raise DidNotAct()
  552. def fire_at_will(self, *args, **kwargs):
  553. try:
  554. self._fire_at_will(*args, **kwargs)
  555. return True
  556. except DidNotAct:
  557. return False
  558. def _fire_at_will(self, target, allies = []):
  559. if not self.can_fire():
  560. raise DidNotAct()
  561. avoid = []
  562. if not self in allies:
  563. allies.append(self)
  564. for ally in allies:
  565. avoid += ally.mobility_zone
  566. dist = Grid.manhattan(self.prow, target.next_pos)
  567. if dist <= 4:
  568. # precise algo
  569. shoot_at = target.guess_next_pos()
  570. log(f"most probable position: {shoot_at}")
  571. ship.fire(*shoot_at)
  572. elif dist <= self.SCOPE:
  573. # anticipate
  574. next_positions = [target.get_next_pos(i) for i in range(1, 3)]
  575. for i, p in enumerate(next_positions):
  576. turn = i + 1
  577. if p in avoid:
  578. continue
  579. dist_p = Grid.manhattan(self.prow, p)
  580. if dist_p > self.SCOPE:
  581. continue
  582. if (1 + round(dist_p / 3)) == turn:
  583. log(f"Precision: {p}, {dist_p}, {turn}")
  584. ship.fire(*p)
  585. return
  586. # give a try
  587. next_pos = next_positions[0]
  588. dist_p = Grid.manhattan(self.prow, next_pos)
  589. if dist_p <= self.SCOPE:
  590. ship.fire(*p)
  591. else:
  592. raise DidNotAct()
  593. def can_mine(self):
  594. return self.last_mining is None or (current_turn - self.last_mining) >= 4
  595. def can_fire(self):
  596. return self.last_fire is None or (current_turn - self.last_fire) >= 1
  597. # --- Basic commands
  598. def _act(self, cmd, *args):
  599. self.last_action = cmd
  600. output = " ".join([cmd] + [str(a) for a in args])
  601. log(f"ship {self.id}: {output}")
  602. print(output)
  603. def auto_move(self, x, y):
  604. self._act("MOVE", x, y)
  605. def speed_up(self):
  606. self._act("FASTER")
  607. def slow_down(self):
  608. self._act("SLOWER")
  609. def turn_right(self):
  610. self._act("STARBOARD")
  611. def turn_left(self):
  612. self._act("PORT")
  613. def wait(self):
  614. self._act("WAIT")
  615. def mine(self):
  616. self.last_mining = current_turn
  617. self._act("MINE")
  618. def fire(self, x, y):
  619. self.last_fire = current_turn
  620. self._act("FIRE", x, y)
  621. class Barrel(Entity):
  622. def __init__(self, *args, **kwargs):
  623. super().__init__(*args, **kwargs)
  624. self.amount = 0
  625. self.dispersal = 0
  626. self.mine_threat = False
  627. self.ennemy_near = False
  628. def __repr__(self):
  629. return f"<Barrel {self.id}: pos=({self.x}, {self.y}), amount={self.amount}>"
  630. def update(self, x, y, *args):
  631. super().update(x, y)
  632. self.amount = int(args[0])
  633. class Mine(Entity):
  634. def __init__(self, *args, **kwargs):
  635. super().__init__(*args, **kwargs)
  636. self.ghost = False
  637. def __repr__(self):
  638. return f"<Mine {self.id}: pos=({self.x}, {self.y}), ghost={self.ghost}>"
  639. class Cannonball(Entity):
  640. def update(self, x, y, *args):
  641. super().update(x, y)
  642. self.sender, self.countdown = int(args[0]), int(args[1])
  643. entities = {}
  644. map_entity = {"SHIP": Ship,
  645. "BARREL": Barrel,
  646. "MINE": Mine,
  647. "CANNONBALL": Cannonball}
  648. grid = Grid()
  649. ### *** Main Loop ***
  650. while True:
  651. seen = []
  652. current_turn += 1
  653. # <--- get input
  654. my_ship_count, entity_count = int(input()), int(input())
  655. previous_ent, entities = grid.entities, {}
  656. for _ in range(entity_count):
  657. ent_id, ent_type, *data = input().split()
  658. ent_id = int(ent_id)
  659. entities[ent_id] = grid.entities.get(ent_id, map_entity[ent_type](ent_id))
  660. entities[ent_id].update(*data)
  661. # --->
  662. grid.load_entities(entities)
  663. log(f"### TURN {current_turn}")
  664. # log(f"Owned Ships: {grid.owned_ships}")
  665. log(f"Ennemy Ships: {grid.ennemy_ships}")
  666. # log(f"Barrels: {grid.barrels}")
  667. # log(f"Mines: {grid.mines}")
  668. log(f"Cannonballs: {grid.cannonballs}")
  669. ### Acquire
  670. log("# Acquiring")
  671. # main objective
  672. while not all(s.objective for s in grid.owned_ships):
  673. try:
  674. acquired = sorted([(s, s.objectives.get()) for s in grid.owned_ships if not s.objective], key= lambda x: x[1].interest)
  675. for s, o in acquired:
  676. if not s.objective and not any(al.objective.target is o.target for al in s.allies if al.objective):
  677. s.objective = o
  678. except IndexError:
  679. break
  680. # targetted ennemy
  681. for s in grid.owned_ships:
  682. s.target_ennemy = s.ennemies.get()
  683. ### Plan
  684. log("# Planning")
  685. for ship in grid.owned_ships:
  686. if ship.objective:
  687. ship.goto = ship.objective.target.pos
  688. elif ship.target_ennemy:
  689. ship.goto = grid.shooting_spot(ship, ship.target_ennemy.target)
  690. else:
  691. log("ERROR: No target")
  692. continue
  693. ship.path = grid.path(ship.next_pos, ship.orientation, ship.goto, ship._moving_costs, limit=6000 // len(grid.owned_ships))
  694. if ship.objective and ship.path and len(ship.path) <= 5:
  695. # what to do next
  696. after_that = ObjectivesQueue()
  697. for b in [o.target for o in s.objectives.items]:
  698. obj = GetBarrel(b)
  699. obj.eval(ship.path[-1], ship.path[-1].orientation)
  700. after_that.put(obj)
  701. if after_that:
  702. s.objective_next = after_that.get()
  703. ship.path += grid.path(ship.goto,
  704. ship.path[-1].orientation,
  705. ship.objective_next.target.pos,
  706. ship._moving_costs,
  707. limit=6000 // len(grid.owned_ships)) or []
  708. for ship in grid.owned_ships:
  709. log(f"---- ship {ship.id} ---")
  710. log(f"ship: {ship}")
  711. log(f"obj: {ship.objective}; next: {ship.objective_next}; target: {ship.target_ennemy}")
  712. log(f"goto: {ship.goto}")
  713. log(f"path: {ship.path}")
  714. ### special: avoid cannonballs
  715. danger = [c.pos for c in grid.cannonballs if c.countdown <= 1]
  716. ### Process
  717. log("# Processing")
  718. for ship in grid.owned_ships:
  719. if not ship.objective and not ship.target_ennemy:
  720. log("No target: wait")
  721. ship.wait()
  722. if ship.cant_move():
  723. log("blocked... fire!")
  724. if ship.fire_at_will(ship.target_ennemy.target, allies=grid.owned_ships):
  725. continue
  726. if ship.move(ship.path):
  727. continue
  728. # no movement was required, can fire
  729. if ship.fire_at_will(ship.target_ennemy.target, allies=grid.owned_ships):
  730. continue
  731. log("ERROR: Did not act, wait")
  732. ship.wait()