Ejemplo n.º 1
0
        private BoardStatus GetBoardStatus(IPirateGame game)
        {
            Pirate pirate = game.MyPirates()[0];

            game.Debug("pirate: " + pirate.Id);
            Treasure treasure = game.Treasures()[0];

            game.Debug("treasure: " + treasure.Id);
            return(new BoardStatus()
            {
                Pirate = pirate, Treasure = treasure
            });
        }
Ejemplo n.º 2
0
        public void DoTurn(IPirateGame state)
        {
            // Initing stuff
            List <Island> islands     = state.NotMyIslands();
            List <Pirate> myPirates   = state.MyPirates();
            List <Pirate> copyPirates = new List <Pirate>(myPirates);
            Dictionary <Pirate, Island> pirateToIsland = new Dictionary <Pirate, Island>();

            for (int i = 0; i < islands.Count; i++)
            {
                Pirate closestPirate = GetClosestPirate(state, islands[i], myPirates);

                //state.Debug($"closest: {closestPirate.Id.ToString()} to island: {islands[i]}");
                if (closestPirate != null)
                {
                    myPirates.Remove(closestPirate);
                    pirateToIsland.Add(closestPirate, islands[i]);
                }
            }

            copyPirates.ForEach(pirate =>
            {
                if (pirateToIsland.ContainsKey(pirate) && pirateToIsland[pirate] != null)
                {
                    Island island = pirateToIsland[pirate];
                    state.Debug($"Pirate {pirate.Id.ToString()} to island {island.Id.ToString()}");
                    List <Direction> movingDirections = state.GetDirections(pirate, island);

                    if (movingDirections.Count > 0 && !pirate.IsLost)
                    {
                        state.Debug($"Pirate: {pirate.Id.ToString()}");
                        movingDirections.ForEach(direc =>
                        {
                            state.Debug($"{direc}");
                        });
                        state.SetSail(pirate, movingDirections[0]);
                    }
                }
                else // Bot that has no island
                {
                    state.Debug($"Nothing {pirate.Id.ToString()}");
                    Island closestIsland = GetClosestIsland(state, pirate, state.NotMyIslands());
                    if (closestIsland != null)
                    {
                        List <Direction> movingDirections = state.GetDirections(pirate, closestIsland);
                        state.SetSail(pirate, movingDirections[0]);
                    }
                }
            });
        }
        private BoardStatus GetBoardStatus(IPirateGame game)
        {
            Pirate pirate = game.MyPirates()[0];

            game.Debug("pirate: " + pirate.Id);
            Treasure treasure = game.Treasures()[0];

            game.Debug("treasure: " + treasure.Id);
            Script script = GetAvailableScript(game);

            return(new BoardStatus()
            {
                Pirate = pirate, Treasure = treasure, Script = script
            });
        }
Ejemplo n.º 4
0
        public static void doAttacks(IPirateGame game, bool deadMap)
        {
            if (shot != null)
            {
                game.Debug("can only call doAttacks(IPirateGame) once per turn!");
                return;
            }
            shot = new List <Pirate>();

            foreach (Pirate p in targetMap.Keys)
            {
                foreach (PirateContainer c in targetMap[p])
                {
                    game.Debug(p.Id + " --> " + c.P.Id);
                }
            }

            for (int i = 1; i <= game.AllMyPirates().Count&& targetMap.Keys.Count > 0; i++)
            {
                List <Pirate> removed = new List <Pirate>();
                foreach (Pirate p in targetMap.Keys)
                {
                    if (targetMap[p].Count == i && p.DefenseExpirationTurns == 0 && (!deadMap || p.HasTreasure))
                    {
                        PirateContainer pc = targetMap[p][0];
                        pc.attack(p, game);
                        removed.Add(p);
                        foreach (Pirate k in targetMap.Keys)
                        {
                            targetMap[k].Remove(pc);
                        }
                    }
                }
                foreach (Pirate p in removed)
                {
                    targetMap.Remove(p);
                }
            }

            /*for (int i = 0; i < queued.Count; i++)
             * {
             *      if (queued[i].E.Count == 1 && !shot.Contains(queued[i].E[0]))
             *      {
             *              queued[i].P.attack(queued[i].E[0], game);// TODO: if kamikaze, and my target, ignore it
             *              shot.Add(queued[i].E[0]);
             *      }
             * }*/
        }
Ejemplo n.º 5
0
 private void locatePowerups(IPirateGame game, int ships, ref PirateContainer[] ps, ref int[] ds, ref Powerup[] pu)
 {
     for (int i = 0; i < ships; i++)
     {
         //if (game.GetMyPirate(i).HasTreasure)
         //break;
         ps[i] = new PirateContainer(game.GetMyPirate(i), (i % 2) == 1);
         ds[i] = int.MaxValue;
         foreach (Powerup p in pu)
         {
             if (p == null)
             {
                 break;
             }
             //game.Debug("here is the prub: " + i + " - " + p);
             int d = game.Distance(ps[i].P.Location, p.Location);
             if (d < ds[i])
             {
                 ds[i] = d;
                 pu[i] = p;
                 game.Debug("Powerup found in distance " + d + " for ship " + i);
             }
         }
     }
 }         // calculates the closest powerups to ps[i]
Ejemplo n.º 6
0
        }         // calculates the closest powerups to ps[i]

        // can we move the given Pirate to the given Location according to the number of moves?
        // if so --> move it!
        private static int move(PirateContainer p, Location t, int moves, IPirateGame game, bool dontHitEnemies = false)
        {
            if (moves == 0 || (!p.AVALIBLE && p.S != PirateContainer.State.moved) || p.P.Location.Equals(t))
            {
                return(0);
            }

            var X = from l in game.GetSailOptions(p.P, t, moves)
                    where (!QueuedMotion.isOccupied(l, game, dontHitEnemies) && p.move1(l, game, moves))
                    select l;

            if (X.Count() > 0)
            {
                PirateContainer.free.Remove(p);

                Location loc = X.ElementAt(rand.Next(X.Count()));

                game.SetSail(p.P, loc);
                new QueuedMotion(p.P, loc);
                return(game.Distance(p.P, loc));
            }

            game.Debug("Failed to find a move for " + p.P.Id + " to " + t);
            return(0);
        }
Ejemplo n.º 7
0
        public bool move1(Location l, IPirateGame game, int remaining)
        {
            if (s != State.none && s != State.treasure && s != State.moved)
            {
                game.Debug("State on Pirate " + P.Id + " cannot shift from " + s.ToString() + " to moved!");
                return(false);
            }
            int d = game.Distance(P, l);

            if (d > remaining || (P.HasTreasure && d > P.CarryTreasureSpeed))
            {
                game.Debug("Pirate " + P.Id + " cannot move, not enough moves!");
                return(false);
            }

            s = State.moved;
            return(true);
        }
Ejemplo n.º 8
0
        public bool defend(IPirateGame game)
        {
            if (s != State.none)
            {
                game.Debug("State on Pirate " + P.Id + " cannot shift from " + s.ToString() + " to defended!");
                return(false);
            }
            if (P.ReloadTurns > 0)
            {
                game.Debug("Pirate " + P.Id + " cannot defend, no ammo!");
                return(false);
            }

            free.Remove(this);
            s = State.defended;
            game.Defend(P);
            return(true);
        }
Ejemplo n.º 9
0
        public bool attack(Pirate p, IPirateGame game)
        {
            if (s != State.none)
            {
                game.Debug("State on Pirate " + P.Id + " cannot shift from " + s.ToString() + " to attacked!");
                return(false);
            }
            if (P.ReloadTurns > 0)
            {
                game.Debug("Pirate " + P.Id + " cannot attack, no ammo!");
                return(false);
            }

            free.Remove(this);
            s = State.attacked;
            game.Attack(P, p);
            return(true);
        }
Ejemplo n.º 10
0
        public bool move(Location l, IPirateGame game)
        {
            if (s != State.none && s != State.treasure)
            {
                game.Debug("State on Pirate " + P.Id + " cannot shift from " + s.ToString() + " to moved!");
                return(false);
            }
            int d = game.Distance(P, l);

            if (d > remainingMoves || (P.HasTreasure && d > 1))
            {
                game.Debug("Pirate " + P.Id + " cannot move, not enough moves!");
                return(false);
            }

            free.Remove(this);
            s = State.moved;
            game.SetSail(P, l);
            new QueuedMotion(P, l);
            return(true);
        }
Ejemplo n.º 11
0
 private static bool move(Pirate p, Location t, int moves, IPirateGame game)
 {
     foreach (Location l in game.GetSailOptions(p, t, moves))
     {
         if (!game.IsOccupied(l))
         {
             game.SetSail(p, l);
             return(true);
         }
     }
     game.Debug("Failed to find a move for " + p.Id);
     return(false);
 }
Ejemplo n.º 12
0
        private void chooseMap(IPirateGame game)
        {
            string ts = "";

            foreach (Treasure t in game.Treasures())
            {
                ts += t.ToString();
            }
            int map = string.Format("{0}{1}{2}{3}", new object[] { game.Treasures().Count, ts, game.GetRows(), game.GetCols() }).GetHashCode();

            game.Debug("Map: " + map);


            Location l = new Location(1, 1);

            deadMap = (game.Treasures().Count == 1 && game.AllMyPirates().Count == game.AllEnemyPirates().Count);

            if (map == -918018829 || game.Treasures().Count < 2)
            {
                deadMap = true;
            }

            if (!deadMap)
            {
                rand = new Random(101010);                //79409223);//12486534
            }
            else
            {
                rand = new Random(12486534);
            }

            game.Debug((deadMap ? "Loaded deadmap config" : "Not the deadmap"));

            if (map == 1512814401 || deadMap)
            {
                throw new Exception("First turn skipped");
            }
        }         //chooses map
Ejemplo n.º 13
0
        public int DoTurn(IPirateGame game)
        {
            var pirates = game.MyPirates().Where(pirate => pirate.Id % 2 == 0).ToArray();

            if (game.GetTurn() < 10)
                game.Debug(game.GetAttackRadius().ToString());

            var firingPirates = new HashSet<Pirate>();
            var firedUponTargets = new HashSet<Pirate>();
            var shootingTuples =
                from pirate in pirates
                from enemy in game.EnemyPiratesWithTreasures()
                where pirate.ReloadTurns == 0
                where pirate.TurnsToSober == 0
                where enemy.TurnsToSober == 0
                where game.Distance(pirate, enemy) <= 4
                select new { Pirate = pirate, Target = enemy };
            if (shootingTuples.Any())
            {
                foreach (var shootingTuple in shootingTuples)
                {
                    if (!firingPirates.Contains(shootingTuple.Pirate) && !firedUponTargets.Contains(shootingTuple.Target))
                    {
                        firingPirates.Add(shootingTuple.Pirate);
                        firedUponTargets.Add(shootingTuple.Target);
                        game.Attack(shootingTuple.Pirate, shootingTuple.Target);
                    }
                }
            }

            var piratesAndEnemies = pirates.Except(firingPirates).Select(pirate => Tuple.Create(pirate, game.GetEnemyPirate(pirate.Id))).ToList();

            if (piratesAndEnemies.Any())
            {
                // if any pirate needs to move, move only the first pirate
                var movingTuple = piratesAndEnemies.Where(pair => game.Distance(pair.Item1, pair.Item2.InitialLocation) > 2).FirstOrDefault();

                if (movingTuple != null)
                {
                    var movingPirate = movingTuple.Item1;
                    var enemyHomeBase = movingTuple.Item2.InitialLocation;
                    var sailOptions = game.GetSailOptions(movingPirate, enemyHomeBase, Math.Min(4, game.Distance(movingPirate, enemyHomeBase) - 2));
                    game.SetSail(movingPirate, sailOptions[random.Next(sailOptions.Count)]);
                }
            }
        }
Ejemplo n.º 14
0
        // can we move the given Pirate to the given Location according to the number of moves?
        // if so --> move it!
        private static int move(PirateContainer p, Location t, int moves, IPirateGame game, bool dontHitEnemies = false)
        {
            if (moves == 0 || !p.AVALIBLE || p.P.Location.Equals(t))
            {
                return(0);
            }

            // calculate the best route
            foreach (Location l in game.GetSailOptions(p.P, t, moves))
            {
                if (!QueuedMotion.isOccupied(l, game, dontHitEnemies) && p.move(l, game))
                {
                    return(game.Distance(p.P, l));
                }
            }

            game.Debug("Failed to find a move for " + p.P.Id + " to " + t);
            return(0);
        }
Ejemplo n.º 15
0
        // can we move the given Pirate to the given Location according to the number of moves?
        // if so --> move it!
        private static int move(PirateContainer p, Location t, int moves, IPirateGame game, bool dontHitEnemies = false)
        {
            if (moves == 0 || !p.AVALIBLE || p.P.Location.Equals(t))
            {
                return(0);
            }

            // calculate the best route

            /*foreach (Location l in game.GetSailOptions(p.P, t, moves))
             * {
             *      if (!QueuedMotion.isOccupied(l, game, dontHitEnemies) && p.move(l, game))
             *              return game.Distance(p.P, l);
             * }*/
            var X = from l in game.GetSailOptions(p.P, t, moves)
                    where (!QueuedMotion.isOccupied(l, game, dontHitEnemies) && p.move1(l, game))
                    select l;

            if (X.Count() > 0)
            {
                PirateContainer.free.Remove(p);

                Location loc = X.ElementAt(rand.Next(X.Count()));

                game.SetSail(p.P, loc);
                new QueuedMotion(p.P, loc);
                return(game.Distance(p.P, loc));
            }

            else if (X.Count() == 0)
            {
                if (PirateContainer.GetRemainingMoves() > 2)
                {
                    Location loc = p.P.Location;
                    p.move(loc, game);
                }
            }

            game.Debug("Failed to find a move for " + p.P.Id + " to " + t);
            return(0);
        }
Ejemplo n.º 16
0
        private void DotCollectTurn(IPirateGame game)
        {
            var firstPirate = game.MyPirates().First(p => p.Id == 1);
            var secondPirate = game.MyPirates().First(p => p.Id == 3);
            var firstCandidate = GetCandidate(game, firstPirate);
            var secondCadidate = GetCandidate(game, secondPirate);

            game.Debug("First {0} Second {1}", firstPirate.HasTreasure, secondPirate.HasTreasure);
            if (!firstPirate.HasTreasure && !secondPirate.HasTreasure)
            {
                game.Debug("Move Fast");
                var candiate = firstCandidate.Distance <= secondCadidate.Distance ? firstCandidate : secondCadidate;
                MoveToTreasure(game, candiate, 2);
            }
            else
            {
                game.Debug("Move Slow");
                MovePirateSlow(game, firstCandidate);
                MovePirateSlow(game, secondCadidate);
            }
        }
Ejemplo n.º 17
0
 public void DoTurn(IPirateGame game)
 {
     if (game.GetTurn() == 1)
     {
         int s = 891;                //DateTime.Now.Millisecond;
         rand = new Random(s);
         game.Debug("seed: " + s);
     }
     try
     {
         this.game = game;
         turns     = game.GetActionsPerTurn();
         CheckBase();
         StopEnemies();
         ManagePlayZero();
     }
     catch (Exception e)
     {
         game.Debug(e.ToString());
     }
 }
Ejemplo n.º 18
0
        //////////Methods//////////

        /// <summary>
        /// The method that the engine calls whenever our turn arrives
        /// </summary>
        public void DoTurn(IPirateGame game)
        {
            game.Debug("start turn at {0}", game.TimeRemaining());
            // if this is the first turn
            if (game.GetTurn() == 1)
            {
                // create a new game enviroment
                this.game = new Game(game);

                // initialize the event list, and fill it up!
                this.events = new List <Event>();
                this.AddEvents();

                // initialize the states manager, and fill it up!
                this.statesManager = new StatesManager();
                this.AddStates();

                // initialize the actions chooser
                this.actionsChooser = new ActionsChooser(this.game);
            }
            // if this is NOT the first turn
            else
            {
                // update the game enviroment
                this.game.Update(game);

                // update the states manager
                this.statesManager.Update(this.game);
            }

            this.game.Log(LogType.Timing, LogImportance.Important, "finish update at {0}", this.game.GetTimeRemaining());

            // run the best events for us
            this.UpdateChooser();
            this.game.Execute(this.actionsChooser);

            this.game.Log(LogType.Timing, LogImportance.ExtremelyImportant, "finish turn at {0}", this.game.GetTimeRemaining());
            game.Debug("real finish at {0}", game.TimeRemaining());
        }
Ejemplo n.º 19
0
        public void DoTurn(IPirateGame game)
        {
            try
            {
                int remaining = 6;

                Pirate[]   ps  = new Pirate[4];
                int[]      ds  = new int[4];
                List <int> dss = new List <int>();// should always be size 4
                for (int i = 0; i < 4; i++)
                {
                    ps[i] = game.GetMyPirate(i);
                    ds[i] = int.MaxValue;
                    if (game.Treasures().Contains(ts[i]))
                    {
                        continue;
                    }
                    foreach (Treasure t in game.Treasures())
                    {
                        if (game.Distance(ps[i], t) < ds[i])
                        {
                            ds[i] = game.Distance(ps[i], t);
                            //ts[i] = t;
                        }
                    }
                }


                // sort the ds into the dss
                {
                    bool add;
                    do
                    {
                        add = false;
                        int min = -1;
                        for (int i = 0; i < ds.Length; i++)
                        {
                            if (!dss.Contains(i))
                            {
                                if (min == -1 || ds[i] <= ds[min])
                                {
                                    min = i;
                                    add = true;
                                }
                            }
                        }
                        if (add)
                        {
                            dss.Add(min);
                        }
                    } while (add);
                }


                if (kamikaze)
                {
                    if (ps[0].InitialLocation.Equals(new Location(23, 1)))
                    {
                        ts[3] = new Treasure(19, new Location(17, 19));
                        ts[1] = new Treasure(20, new Location(24, 30));
                        ts[2] = new Treasure(20, new Location(25, 29));
                        ts[0] = new Treasure(20, new Location(26, 28));
                    }
                    else
                    {
                        ts[3] = new Treasure(19, new Location(17, 13));
                        ts[1] = new Treasure(20, new Location(24, 2));
                        ts[2] = new Treasure(20, new Location(25, 3));
                        ts[0] = new Treasure(20, new Location(26, 4));
                    }
                    ds[0] = 0;
                    ds[1] = 0;
                    ds[2] = 0;
                    ds[3] = 0;
                }


                List <Pirate> ltp = game.MyPiratesWithTreasures();
                remaining -= ltp.Count;
                foreach (Pirate p in ltp)
                {
                    move(p, p.InitialLocation, 1, game);
                }


                Pirate k = null, tar = null;
                if (game.Treasures().Count == 0 && game.EnemyPiratesWithTreasures().Count > 0)
                {
                    int d = int.MaxValue;
                    tar = game.EnemyPiratesWithTreasures()[0];
                    foreach (Pirate p in game.MyPiratesWithoutTreasures())
                    {
                        if (p.TurnsToSober == 0 && p.ReloadTurns < 6 && d > game.Distance(p, tar))
                        {
                            d = game.Distance(p, tar);
                            k = p;
                        }
                    }
                }


                for (int j = 0; j < 4; j++)
                {
                    int i = dss[j];
                    if (!ps[i].HasTreasure)
                    {
                        bool attacked = false;
                        if (ps[i].ReloadTurns == 0)
                        {
                            Pirate t = null;
                            foreach (Pirate e in game.EnemySoberPirates())
                            {
                                if (game.InRange(ps[i], e))
                                {
                                    if (e.ReloadTurns == 0)
                                    {
                                        t = e;
                                        break;
                                    }
                                    else if (e.HasTreasure)
                                    {
                                        if (t == null || t.HasTreasure || t.ReloadTurns > 0)
                                        {
                                            t = e;
                                        }
                                    }
                                    else if (e.ReloadTurns > 0 && !e.HasTreasure)
                                    {
                                        continue;
                                    }
                                }
                            }
                            if (t != null)
                            {
                                game.Attack(ps[i], t);
                                attacked = true;
                            }
                        }
                        if (!attacked && ps[i].TurnsToSober == 0 && ps[i].TurnsToRevive == 0)
                        {
                            if ((game.Treasures().Count > 0 && move(ps[i], ts[i].Location, remaining, game) || (game.EnemyPiratesWithTreasures().Count > 0 && ps[i] == k && move(ps[i], tar.Location, remaining, game))))
                            {
                                remaining = 0;
                            }
                        }
                    }
                }
            }
            catch (Exception e)
            {
                game.Debug("Crashed!");
                game.Debug(e.Message);
                game.Debug(e.StackTrace);
            }
        }
Ejemplo n.º 20
0
 private void MoveToBase(IPirateGame game, Pirate pirate)
 {
     game.Debug("Move pirate {0} home", pirate.Id);
     List<Location> possibleLocations = game.GetSailOptions(pirate, pirate.InitialLocation, 1);
     game.SetSail(pirate, possibleLocations[0]);
 }
Ejemplo n.º 21
0
        private void MoveToTreasure(IPirateGame game, PirateAndCandidate candiadte, int moves)
        {
            if (candiadte.Treasure == null)
            {
                return;
            }

            List<Location> possibleLocations = game.GetSailOptions(candiadte.Pirate, candiadte.Treasure.Location, moves);
            game.Debug("Move pirate {0} to treasure {1} with {2}", candiadte.Pirate.Id, candiadte.Treasure.Id, moves);
            game.SetSail(candiadte.Pirate, possibleLocations[0]);
        }
Ejemplo n.º 22
0
        // this is the actual turn
        public void DoTurn(IPirateGame game)
        {
            if (game.GetTurn() == 1)
            {
                rand = new Random(42934837);                 //,,79409223
                if (game.AllEnemyPirates().Count > game.AllMyPirates().Count)
                {
                    rand = new Random(31400000);
                }
                Location l = new Location(1, 1);
                if (game.Treasures().Count == 1 && game.AllMyPirates().Count == game.AllEnemyPirates().Count)
                {
                    deadMap = true;
                }

                game.Debug((deadMap ? "DEADMAP!!!" : "NIE!"));
                if (deadMap)
                {
                    return;                    // this stops some fighting over treasures
                }
            }

            nowhere = (game.GetEnemyScore() == game.GetMyScore() && game.GetTurn() == (game.GetMaxTurns() / 3));
            if (nowhere)
            {
                game.Debug("ACTIVATING NOWHERE MODE!!!");
            }

            panic = (((game.Treasures().Count == 0 || game.GetEnemyScore() >= (game.GetMaxPoints() - 2))) && game.EnemyPiratesWithTreasures().Count > 0);
            if (panic)
            {
                game.Debug("ACTIVATING PANIC MODE!!!");
            }

            PirateContainer.init(game);
            QueuedAttack.init();
            QueuedMotion.init();
            int remaining = game.GetActionsPerTurn();
            int ships     = game.AllMyPirates().Count;

            try
            {
                // calculate the closest treasure to ps[i]
                PirateContainer[] ps = new PirateContainer[ships];
                int[]             ds = new int[ships];
                Treasure[]        ts = new Treasure[ships];
                for (int i = 0; i < ships; i++)
                {
                    ps[i] = new PirateContainer(game.GetMyPirate(i), (i % 2) == 1);
                    ds[i] = int.MaxValue;
                    foreach (Treasure t in game.Treasures())
                    {
                        if (game.Distance(ps[i].P, t) < ds[i])
                        {
                            ds[i] = game.Distance(ps[i].P, t);
                            ts[i] = t;
                        }
                    }
                }

                // control the kamikazes
                calcKamikazes(ps, ref ts, ref ds, game);

                // move Pirates that have treasures towards the base
                {
                    List <PirateContainer> ltp = PirateContainer.withTreasure;
                    foreach (PirateContainer p in ltp)
                    {
                        List <Pirate> es = findEnemiesFor(p.P, game);
                        if (es.Count > 0 && p.P.ReloadTurns == 0)
                        {
                            p.defend(game);
                        }
                        else
                        {
                            remaining -= move(p, p.P.InitialLocation, 1, game, true);
                        }
                    }
                }

                // search and destroy, TODO: prioritise this!!!
                Pirate k = null, tar = null;
                if (panic)
                {
                    int mx = (game.GetRows() + game.GetCols() - game.GetAttackRadius()) / game.GetActionsPerTurn(); // turns it takes to get from a corner to its opposing corner
                    int d  = int.MaxValue;
                    tar = game.EnemyPiratesWithTreasures()[0];                                                      // TODO: focus on closest to enemy base
                    // find closest Pirate
                    foreach (PirateContainer p in PirateContainer.free)                                             // notice all pirates with Treasure already moved, see: ltp
                    {
                        game.Debug("panic->k testing for " + p.P.Id + " | " + d);
                        game.Debug(p.AVALIBLE + " && " + (p.P.ReloadTurns < mx) + " && " + (d > game.Distance(p.P, tar)));
                        if (p.AVALIBLE && p.P.ReloadTurns < mx && d > game.Distance(p.P, tar))
                        {
                            d = game.Distance(p.P, tar);
                            k = p.P;
                            game.Debug("panic->k = " + p.P.Id + " | " + d);
                        }
                    }
                    if (k == null)                                                         // no Pirate with ammo, so choose the closest to the InitialLocation then move to there
                    {
                        foreach (PirateContainer p in PirateContainer.free)                // notice all pirates with Treasure already moved, see: ltp
                        {
                            if (p.AVALIBLE && d > game.Distance(p.P, tar.InitialLocation)) // TODO: make the "6" generic to board size
                            {
                                d = game.Distance(p.P, tar.InitialLocation);
                                k = p.P;
                            }
                        }
                    }
                }

                List <int> dss = sortInto(ds);               // sort the ds into the dss

                // AAAAATTTTTTTTTTTTAAAAAAAAAAACCCCCCCCKKKKKKKKKKKKKKK!!!!!!!!!!!!!!!! (or defend...)
                for (int i = PirateContainer.free.Count; i > 0;)
                {
                    PirateContainer p = PirateContainer.free[--i];
                    if (p.P.ReloadTurns == 0 && !p.P.HasTreasure && p.AVALIBLE)
                    {
                        List <Pirate> es = findTargetsFor(p.P, game);
                        if (es.Count > 0)
                        {
                            new QueuedAttack(p, es);
                        }
                    }
                }
                QueuedAttack.doAttacks(game, deadMap);

                // move
                for (int j = 0; j < ships; j++)
                {
                    int i = dss[j];
                    if (ps[i].S == PirateContainer.State.none && ps[i].AVALIBLE && !ps[i].P.HasTreasure)
                    {
                        if (game.Treasures().Count > 0)                        // use typical motion
                        {
                            int mv = move(ps[i], ts[i].Location, remaining, game);
                            if (mv > 0)
                            {
                                remaining -= mv;
                                continue;
                            }
                        }
                        if (game.EnemyPiratesWithTreasures().Count > 0 && ps[i].P == k)                        // activate search and destroy
                        {
                            remaining -= move(ps[i], tar.Location, remaining, game);
                        }
                    }
                }
            }
            catch (Exception e)
            {
                game.Debug("Crashed!");
                game.Debug(e.Message);
                game.Debug(e.StackTrace);
            }
            game.Debug("turn " + game.GetTurn() + ": ran " + (game.GetActionsPerTurn() - remaining) + " motions");
        }
Ejemplo n.º 23
0
        // this is the actual turn
        public void DoTurn(IPirateGame game)
        {
            int remaining = game.GetActionsPerTurn();

            if (game.GetTurn() == 1)
            {
                game.Debug("moves per turn: " + remaining);
            }

            try
            {
                #region init
                if (game.GetTurn() == 1)
                {
                    chooseMap(game);
                }
                nowhere = inNowhereMode(game);
                if (nowhere)
                {
                    game.Debug("ACTIVATING NOWHERE MODE");
                }
                panic = inPanicMode(game);
                if (panic)
                {
                    game.Debug("ACTIVATING PANIC MODE");
                }

                PirateContainer.init(game);
                QueuedAttack.init();
                QueuedMotion.init();
                int ships            = game.AllMyPirates().Count;
                PirateContainer[] ps = new PirateContainer[ships];
                int[]             ds = new int[ships];
                Treasure[]        ts = new Treasure[ships];
                #endregion

                calcBestTreasure(game, ships, ref ps, ref ds, ref ts);  // calculate the closest treasure to ps[i]
                BringBackTreasure(game, ref remaining);                 // move Pirates that have treasures towards the base
                calcKamikazes(ps, ref ts, ref ds, game);                // control the kamikazes

                //BringBackTreasure(game, ref remaining); // move Pirates that have treasures towards the base
                //Powerup pt = new SpeedPowerup(-1, new Location(0, 0), 0, 0, 0);

                #region power up calculations
                Powerup[] pu = (from l in game.Powerups()
                                where l.Type == "Speed"
                                select l).ToArray();

                if (pu.Count() > 0)
                {
                    Powerup[] puu = new Powerup[ships];
                    for (int i = pu.Count() - 1; i >= 0; i--)
                    {
                        puu[i] = pu[i];
                    }
                    game.Debug("A speed powerup was found");
                    int[] dis = new int[ships];



                    locatePowerups(game, ships, ref ps, ref dis, ref puu);

                    int chosen = -1;
                    for (int i = 0, min = int.MaxValue; i < ships; ++i)
                    {
                        if (dis[i] < min && ps[i].AVALIBLE && dis[i] != 0)                        //&& !ps[i].P.HasTreasure
                        {
                            min    = dis[i];
                            chosen = i;
                        }
                    }
                    game.Debug("Moving pirate " + chosen + " towards powerup");

                    if (chosen != -1)
                    {
                        game.Debug("Distance of chosen powerup - " + dis[chosen]);
                        if (puu[chosen] == null)
                        {
                            game.Debug("we found the problem");
                        }

                        remaining -= move(ps[chosen], puu[chosen].Location, remaining, game);
                    }
                }
                #endregion

                #region panic mode
                Pirate k = null, tar = null;
                if (panic)
                {
                    search_n_destroy(game, ref tar, ref k);                     // search and destroy, TODO: prioritise this!!!
                }
                #endregion

                List <int> dss = sortInto(ds);               // sort the ds into the dss


                attack(game);
                QueuedAttack.doAttacks(game, deadMap);

                #region move
                // move
                for (int j = 0; j < ships; j++)
                {
                    int i = dss[j];
                    if (ps[i].S == PirateContainer.State.none && ps[i].AVALIBLE && !ps[i].P.HasTreasure)
                    {
                        if (game.Treasures().Count > 0)                        // use typical motion
                        {
                            Location l = powerup(ps[i].P.Location, ts[i].Location, game);
                            int      mv;
                            if (l != null)
                            {
                                mv = move(ps[i], l, remaining, game);
                            }
                            else
                            {
                                mv = move(ps[i], ts[i].Location, remaining, game);
                            }

                            if (mv > 0)
                            {
                                remaining -= mv;
                                continue;
                            }
                        }
                        if (game.EnemyPiratesWithTreasures().Count > 0 && ps[i].P == k)                        // activate search and destroy
                        {
                            remaining -= move(ps[i], tar.Location, remaining, game);
                        }
                    }
                }
                #endregion
            }
            catch (Exception e)
            {
                game.Debug("Crashed!");
                game.Debug(e.Message);
                game.Debug(e.StackTrace);
            }
            finally
            {
                WastedTurnsCounter += remaining;

                game.Debug("________");
                game.Debug("turn " + game.GetTurn() + " - moves summary");
                game.Debug("turns used: " + (game.GetActionsPerTurn() - remaining));
                game.Debug("turns wasted: " + remaining);
                game.Debug("________");
                game.Debug("game summary");
                game.Debug("turns used: " + (game.GetTurn() * game.GetActionsPerTurn() - WastedTurnsCounter) + "/" + (game.GetTurn() * game.GetActionsPerTurn()) + ", " + Math.Round((100 - (float)WastedTurnsCounter * 100 / (float)(game.GetTurn() * game.GetActionsPerTurn())), 2) + "% efficiency");
                game.Debug("turns wasted: " + WastedTurnsCounter);
            }
        }
Ejemplo n.º 24
0
 public void DoTurn(IPirateGame game)
 {
     if (MyBotUtils.IsTurnMultipleOf100(game)) {
         game.Debug("Turn number divides in 100.");
     }
 }