Beispiel #1
0
        // 2nd pass collision avoidance
        public bool ResolveConflict(Location loc, Location caller, Location origin, IGameState state)
        {
            if (LocationToKey(loc) == "32,72")
            {
                LogShit("aaaaaaaa.txt", "Derp @ 32,72 in step " + currentStep);
            }
            if (!currentTasks.ContainsKey(LocationToKey(loc)))
            {
                LogShit("aaaaaaaa.txt", "loc = " + LocationToKey(loc) + "caller = " + LocationToKey(caller) + "origin = " + LocationToKey(origin));
            }
            CurrentTask task = currentTasks[LocationToKey(loc)];

            task.resolving++;
            if (loc.Equals(task.to))
            {
                LogShit("Shitjeweet.txt", "A");
                PerformMove(task, task.to, state);
                task.resolving = 0;
                return(false);
            }
            else if (nextTasks.ContainsKey(LocationToKey(task.to))) // Destination taken
            {
                LogShit("Shitjeweet.txt", "B");
                PerformMove(task, task.from, state);
                task.resolving = 0;
                return(false);
            }
            else if (!currentTasks.ContainsKey(LocationToKey(task.to))) // Destination free
            {
                LogShit("Shitjeweet.txt", "C");
                PerformMove(task, task.to, state);
                task.resolving = 0;
                return(true);
            }
            else if (currentTasks[LocationToKey(loc)].to.Equals(caller)) // Ant at loc wants to loc of caller and vice versa
            {
                LogShit("Shitjeweet.txt", "D");
                task.warp = true;
                PerformMove(task, caller, state);
                currentTasks[LocationToKey(caller)].warp = true;
                task.resolving = 0;
                return(true);
            }
            else if (task.to.Equals(origin) && caller != null) // Loop detected to original caller (possible)
            {
                LogShit("Shitjeweet.txt", "E");
                PerformMove(task, task.to, state);
                task.resolving = 0;
                return(true);
            }
            else if (task.resolving > 1) // Loop detected (futurally possible)
            {
                LogShit("Shitjeweet.txt", "F");
                // Resolve directly?
                task.resolving = 0;
                return(false);
            }
            else if (ResolveConflict(task.to, loc, origin, state)) // Check if destination will be free
            {
                LogShit("Shitjeweet.txt", "G");
                bool notWarp = !task.warp;
                PerformMove(task, task.to, state);
                task.resolving = 0;
                return(notWarp);
            }
            else
            {
                LogShit("Shitjeweet.txt", "H");
                if (caller == null)
                {
                    PerformMove(task, task.from, state);
                }
                task.resolving = 0;
                return(false);
            }
        }
Beispiel #2
0
        // Local planning (for individual ant)
        public void WalkThatWay(Ant a, IGameState state)
        {
            if (heatMap.GetCell(a) > 0.1f)
            {
                heatMap.UpdateCell(a, -0.1f);
            }

            string key = LocationToKey(a);

            if (!currentTasks.ContainsKey(key))
            {
                if (state.MyAnts.Count / 8 > martinSheen.Count && timRobbins.Count > 0)
                {
                    Location martin = timRobbins[timRobbins.Count - 1];
                    timRobbins.RemoveAt(timRobbins.Count - 1);
                    martinSheen.Add(martin);
                    currentTasks.Add(key, new CurrentTask(Task.Guaaard, martin));
                }
                else if (state.MyAnts.Count >= armySize)
                {
                    return;
                }
                else
                {
                    LogShit("Shitjeweet.txt", currentStep + " added or something youknowyourself");
                    currentTasks.Add(key, new CurrentTask(Task.Roaming, a));
                }
            }

            CurrentTask task = currentTasks[key];

            task.from     = a;
            task.resolved = false;

            if (task.task != Task.Terminating && task.task != Task.Guaaard)
            {
                foreach (Location e in theirHills)
                {
                    if (state.GetDistance(a, e) <= raidRadius)
                    {
                        task.hill = e;
                        task.task = Task.Terminating;
                        break;
                    }
                }
            }

            if (task.task == Task.Terminating)
            {
                if (task.hill.Equals(a))
                {
                    theirHills.Remove(task.hill);
                    heatMap.ResetCell(task.hill);
                }
                if (!theirHills.Contains(task.hill))
                {
                    task.task = Task.Roaming;
                    task.roam = a;
                }
            }

            if (task.task == Task.Dinner)
            {
                if (task.food.Equals(a) || (state[task.food.Row, task.food.Col] != Tile.Food && state.GetIsVisible(task.food)))
                {
                    task.task = Task.Roaming;
                    yummies.Remove(task.food);
                }
            }

            if (task.task == Task.Roaming)
            {
                Location f = SearchFood(a, state);
                if (f != null)
                {
                    task.food = f;
                    task.task = Task.Dinner;
                    yummies.Add(f);
                }

                if (task.roam.Equals(a) || !state.GetIsPassable(task.roam) || state.GetDistance(a, task.roam) <= arrivalRadius)
                {
                    heatMap.UpdateCell(task.roam, -5f);
                    task.roam = GetNewDestination(a, state);
                    if (task.roam == null)
                    {
                        task.to = task.from;
                        return;
                    }
                }
            }

            List <Location> avoid = new List <Location>();

            avoid.AddRange(state.MyHills);
            avoid.AddRange(martinSheen);
            if (task.task == Task.Guaaard)
            {
                avoid.Remove(task.roam);
            }

            Location tgt = null;

            switch (task.task)
            {
            case Task.Roaming: tgt = task.roam; break;

            case Task.Dinner: tgt = task.food; break;

            case Task.Terminating: tgt = task.hill; break;

            case Task.Guaaard: tgt = task.roam; break;
            }

            bool recalc = false;

            if (task.route == null)
            {
                recalc = true;
            }
            else
            {
                foreach (Location l in task.route)
                {
                    if (!state.GetIsPassable(l))
                    {
                        recalc = true;
                        break;
                    }
                }
            }

            Location next = null;

            if (recalc || true)
            {
                task.route = Pathfinding.FindPath(a, tgt, state, avoid, influenceMaps);
                if (task.route != null)
                {
                    next = task.route[0];
                }
            }

            //Location next = Pathfinding.FindNextLocation(a, tgt, state, avoid);

            if (next == null)
            {
                task.to = task.from;
                return;
            }
            else
            {
                task.to = next;
            }
        }
Beispiel #3
0
        // DoTurn is run once per turn
        public override void DoTurn(IGameState state)
        {
            if (currentStep++ == 0)
            {
                Init(state);
            }

            currentTasks = nextTasks;
            nextTasks    = new Dictionary <string, CurrentTask>();

            foreach (Location kill in state.DeadTiles)
            {
                if (currentTasks.ContainsKey(LocationToKey(kill)))
                {
                    CurrentTask guard = currentTasks[LocationToKey(kill)];
                    if (guard.task == Task.Guaaard)
                    {
                        martinSheen.Remove(guard.roam);
                        timRobbins.Add(guard.roam);
                    }
                }
            }

            Scheming(state);
            AdjustThermostat(state);

            foreach (Ant a in state.MyAnts)
            {
                if (state.TimeRemaining < 10)
                {
                    LogShit("timeout.txt", "stop A - " + state.TimeRemaining);
                    break;
                }
                WalkThatWay(a, state);
            }

            foreach (Ant tnA in state.MyAnts)
            {
                CurrentTask task;
                if (!currentTasks.TryGetValue(LocationToKey(tnA), out task))
                {
                    continue;
                }

                if (task.resolved)
                {
                    continue;
                }

                if (!task.from.Equals(tnA))
                {
                    LogShit("aaaaaaaa.txt", "from!=from @ " + LocationToKey(tnA) + " >> from= " + LocationToKey(task.from));
                }

                ResolveConflict(task.from, null, task.from, state);
                //ResolveConflict(tnA, null, tnA, state);
            }

            /*
             * foreach (KeyValuePair<string, CurrentTask> kvp in new Dictionary<string, CurrentTask>(currentTasks))
             * {
             *  CurrentTask task = kvp.Value;
             *
             *  //if(!currentTasks
             *
             *  if (!state.MyAnts.Contains(new Ant(task.from.Row, task.from.Col, state.MyAnts[0].Team)) || task.resolved)
             *  {
             *      continue;
             *  }
             *
             *  ResolveConflict(task.from, null, task.from, state);
             * }
             */
        }
Beispiel #4
0
 // Move ant
 public void PerformMove(CurrentTask task, Location to, IGameState state)
 {
     if (!to.Equals(task.from) && !task.warp)
         IssueOrder(task.from, ((List<Direction>)state.GetDirections(task.from, task.to))[0]);
     task.warp = false;
     task.resolved = true;
     nextTasks.Add(LocationToKey(to), task);
     currentTasks.Remove(LocationToKey(task.from));
 }