Beispiel #1
0
        // doTurn is run once per turn
        public override void doTurn(GameState state)
        {
            destinations.Clear();

            // loop through all my ants and try to give them orders
            foreach (AntLoc ant in state.MyAnts)
            {
                Location closestFood = null;
                int      closestDist = int.MaxValue;
                foreach (Location food in state.FoodTiles)
                {
                    int dist = state.distance(ant, food);
                    if (dist < closestDist)
                    {
                        closestDist = dist;
                        closestFood = food;
                    }
                }

                IEnumerable <char> directions;
                if (closestFood != null)
                {
                    directions = state.direction(ant, closestFood);
                }
                else
                {
                    directions = Ants.Aim.Keys.Shuffle(rng);
                }

                // try all the directions
                foreach (char direction in directions)
                {
                    // destination will wrap around the map properly
                    // and give us a new location
                    Location newLoc = state.destination(ant, direction);

                    // passable returns true if the location is land
                    if (state.unoccupied(newLoc) && !destinations.Contains(newLoc))
                    {
                        issueOrder(ant, direction);
                        destinations.Add(newLoc);
                        // stop now, don't give 1 and multiple orders
                        break;
                    }
                }

                // check if we have time left to calculate more orders
                if (state.TimeRemaining < 10)
                {
                    break;
                }
            }
        }
Beispiel #2
0
        // doTurn is run once per turn
        public override void doTurn(GameState state)
        {
            #if DEBUG
            sw.WriteLine ("!Turn " + number++);
            #endif
            destinations.Clear ();
            currentTurn.Clear ();

            #region Setup Discovery Aims
            List<Location > Discovery = new List<Location> ();
            for (int row = 0; row < state.Height / (state.ViewRadius2 / 2); row++) {
                for (int col = 0; col < state.Width / (state.ViewRadius2 / 2); col++) {
                    Discovery.Add (new Location (row, col));
                }
            }

            foreach (var ant in state.MyAnts) {
                Location tmp = new Location (ant.row / (state.ViewRadius2 / 2), ant.col / (state.ViewRadius2 / 2));
                if (Discovery.Contains (tmp))
                    Discovery.Remove (tmp);
            }
            #endregion

            Location[] hod = new Location[] {new Location (0, -state.ViewRadius2 - 1), new Location (0, state.ViewRadius2 + 1),
                new Location (-state.ViewRadius2 - 1, 0), new Location (state.ViewRadius2 + 1, 0) ,
                new Location (-state.ViewRadius2 / 2 - 1, -state.ViewRadius2 / 2 + 1),
                new Location (state.ViewRadius2 / 2 + 1, state.ViewRadius2 / 2 + 1),
                new Location (state.ViewRadius2 / 2 + 1, -state.ViewRadius2 / 2 - 1),
                new Location (-state.ViewRadius2 / 2 - 1, state.ViewRadius2 / 2 + 1)};
            Location[] smeshnie = new Location[] {new Location (0, -state.ViewRadius2 - rng.Next (state.ViewRadius2)),
                new Location (0, state.ViewRadius2 + rng.Next (state.ViewRadius2)),
                new Location (-state.ViewRadius2 - rng.Next (state.ViewRadius2), 0),
                new Location (state.ViewRadius2 + rng.Next (state.ViewRadius2), 0)};

            #region Find Guard for my Hills
            IDictionary<AntLoc, Location > Guard = new Dictionary<AntLoc, Location> ();
            foreach (var hill in state.MyHills) {
                foreach (var dest in Ants.Aim.Keys) {
                    Location loc = state.destination (hill, dest);
                    if (state.passable (loc)) {
                        Guard.Add (hill, loc);
                        break;
                    }
                }
            }
            #endregion

            #region aim ants to food + Enemy hills

            //Add Enemy Hill to AIM food :)
            foreach (var hill in state.EnemyHills) {
                state.FoodTiles.Add (new Location (hill.row, hill.col));
            }

            foreach (var food in state.FoodTiles) {
                int dist = int.MaxValue;
                AntLoc antFood = null;

                foreach (var ant in state.MyAnts) {
                    if (!currentTurn.ContainsKey (ant))
                    if (state.distance (ant, food) < dist) {
                        dist = state.distance (ant, food);
                        antFood = ant;
                    }

                }
                if (antFood != null) {
                    currentTurn.Add (antFood, food);
                    #if DEBUG
                    sw.WriteLine (" ant " + antFood + " food " + food);
                    #endif

                } else
                    break;
            }
            #endregion

            #region Enemy aim
            foreach (var ant in state.MyAnts) {
                int distEnemy = state.ViewRadius2 * 3;
                Location aimEnemy = null;
                int dist;
                int attakEnemy = 0;

                foreach (var enemy in state.EnemyAnts) {
                    dist = state.distance (ant, enemy);
                    if (dist < distEnemy) {
                        distEnemy = dist;
                        aimEnemy = enemy;
                    }
                    if (dist < state.AttackRadius2 + 1)
                        attakEnemy++;
                }

                if (aimEnemy != null) {

                    //find frinds in  state.AttackRadius2
                    int attakFrinds = 0;
                    int saveDist = state.AttackRadius2 + 1;
                    foreach (var friends in state.MyAnts) {
                        dist = state.distance (aimEnemy, friends);
                        if (dist < saveDist) {
                            attakFrinds++;
                        }
                    }
                    #if DEBUG
                    sw.WriteLine (" ant " + ant + " friends " + attakFrinds + " they " + attakEnemy + " aim " + aimEnemy);
                    #endif

                    //I am alone
                    if ((attakFrinds <= attakEnemy) && (distEnemy < state.AttackRadius2 + 3)) {
                        int runDist = distEnemy;

                        Location runLoc = null;
                        foreach (Location loc in hod) {
                            Location newLoc = state.destination (ant, loc);
                            if (state.unoccupied (newLoc)) {
                                if (runDist < state.distance (newLoc, aimEnemy)) {
                                    runDist = state.distance (newLoc, aimEnemy);
                                    runLoc = newLoc;
                                }
                            }
                        }
                        if (runLoc != null) {
                            aimEnemy = runLoc;
                            distEnemy = runDist;
                        }
                        #if DEBUG
                        sw.WriteLine (" ant " + ant + " run  from enemy to " + aimEnemy);
                        #endif
                    }
                    /**/
                    if (currentTurn.ContainsKey (ant)) {
                        int tmp = state.distance (ant, currentTurn [ant]);
                        if (tmp > distEnemy) {
                            Location food = currentTurn [ant];
                            currentTurn [ant] = aimEnemy;
                            aimEnemy = null;
                            tmp = int.MaxValue;

                            foreach (var ants in state.MyAnts) {
                                if (!currentTurn.ContainsKey (ants) && (state.distance (ant, food) < tmp)) {
                                    tmp = state.distance (ant, food);
                                    aimEnemy = ants;
                                }
                            }
                            if (aimEnemy != null)
                                currentTurn.Add (new AntLoc (aimEnemy, 0), food);
                        }
                    } else
                        currentTurn.Add (ant, aimEnemy);
                }
            }
            #endregion

            #region Move other ants
            foreach (var ant in state.MyAnts) {
                if (!currentTurn.ContainsKey (ant)) {

                    Location aim = smeshnie [rng.Next (4)];
                    if (Discovery.Count > 0) {
                        int dist = int.MaxValue;
                        foreach (var loc in Discovery) {
                            Location aimTmp = new Location (loc.row * (state.ViewRadius2 / 2), loc.col * (state.ViewRadius2 / 2));
                            int tmp = state.distance (aimTmp, ant);
                            if (tmp < dist) {
                                dist = tmp;
                                aim = aimTmp;
                            }
                        }
                    }
                    if (oldTurn.ContainsKey (ant)) {
                        if (state.distance (ant, oldTurn [ant]) > (state.ViewRadius2 / 2)) {
                            aim = oldTurn [ant];
                        }
                    }

                    currentTurn.Add (ant, aim);
                    #if DEBUG
                    sw.WriteLine (" ant " + ant + " move " + aim);
                    #endif
                }
            }
            #endregion

            #region Setup guard
            if (state.MyAnts.Count > 5 * state.MyHills.Count) {
                foreach (var hill in Guard.Keys) {
                    AntLoc tmp = new AntLoc (Guard [hill], 0);
                    if (currentTurn.ContainsKey (tmp)) {
                        currentTurn [tmp] = Guard [hill];
                    } else {

                        int dist = int.MaxValue;
                        AntLoc antGuard = null;
                        foreach (var ant in state.MyAnts) {
                            if (state.distance (hill, ant) < dist) {
                                dist = state.distance (hill, ant);
                                antGuard = ant;
                            }
                        }
                        if (antGuard != null)
                        if (currentTurn.ContainsKey (antGuard))
                            currentTurn [antGuard] = Guard [hill];
                        else
                            currentTurn.Add (antGuard, Guard [hill]);
                    }
                }
            }
            #endregion
            /**/
            #if DEBUG
            sw.WriteLine("runs ANTS");
            #endif

            #region runs Ants
            oldTurn = new Dictionary<AntLoc, Location> ();

            foreach (AntLoc ant in currentTurn.Keys) {
                List<char > directions = state.direction_algor_A (ant, currentTurn [ant]);

                if (directions.Count == 0) {
                    //добавление препядствия
                    state.addAnt (ant.row, ant.col, 0);
                    #if DEBUG
                    sw.WriteLine (" ant " + ant + " stop ");
                    #endif
                } else {
                    AntLoc NewAnt = new AntLoc (state.destination (ant, directions [0]), 0);
                    //странно пытаемся переститься на своего муровья
                    if (!oldTurn.ContainsKey (NewAnt)) {
                        issueOrder (ant, directions [0]);
                        //добавление препядствия
                        state.addAnt (NewAnt.row, NewAnt.col, 0);
                        oldTurn.Add (NewAnt, currentTurn [ant]);
                        #if DEBUG
                        sw.WriteLine (" ant " + ant + " move " + NewAnt);
                        #endif
                    } else {
                        state.addAnt (ant.row, ant.col, 0);
                    }
                }/**/

                if (state.TimeRemaining < 50) {
                    return;
                }
            }
            #endregion
        }

        #endregion Methods
    }
}