Ejemplo n.º 1
0
        private static void Main(string[] args)
        {
            //Debugger.Launch();
            while (true)
            {
                try
                {
                    var input = Console.ReadLine();
                    if (string.IsNullOrEmpty(input))
                    {
                        continue;
                    }

                    var jObject = JObject.Parse(input);
                    var model   = JsonConvert.DeserializeObject <InputModel>(jObject.ToString());

                    if (model.Type == ModelType.StartGame)
                    {
                        World.XCount = model.Params.XCount;
                        World.YCount = model.Params.YCount;
                        World.Speed  = model.Params.Speed;
                        World.Width  = model.Params.Width;
                        continue;
                    }

                    if (model.Type == ModelType.EndGame)
                    {
                        break;
                    }

                    _captureNodes = new List <TreeNode>();
                    _otherNodes   = new List <TreeNode>();
                    _currentTick  = model.Params.TickNum;

                    var myPlayerModel     = model.Params.Players.First(p => p.Key == "i").Value;
                    var enemyPlayersModel = model.Params.Players.Where(p => p.Key != "i").Select(p => p.Value).ToList();

                    Global.MapBonuses  = model.Params.Bonuses.Select(b => new MapBonus(b)).ToList();
                    Global.Enemies     = enemyPlayersModel.Select(p => new EnemyPlayer(p)).ToList();
                    Global.MyTerritory = new HashSet <Point>(myPlayerModel.Territory.Select(t => new Point(t)));
                    foreach (var enemy in enemyPlayersModel)
                    {
                        Global.EnemyTerritory.UnionWith(enemy.Territory.Select(t => new Point(t)));
                    }

                    var firstNode = new TreeNode {
                        My = new Player(myPlayerModel), Parent = null, Depth = 0
                    };
                    MacroLevel.SetDirectionsScore(firstNode.My.Position);
                    BuildTree(firstNode);

                    var nodes        = _captureNodes.Count > 0 ? _captureNodes : _otherNodes;
                    var maxScoreNode = nodes.OrderByDescending(n => n.My.Score).ThenBy(n => n.Depth).First();
                    while (maxScoreNode.Depth != 1)
                    {
                        maxScoreNode = maxScoreNode.Parent;
                    }

                    Console.WriteLine("{{\"command\": \"{0}\"}}", maxScoreNode.My.Direction);
                }
                catch (Exception e)
                {
                    Console.WriteLine(e);
                    throw;
                }
            }
        }
Ejemplo n.º 2
0
        public static Player GetNext(Player my, string direction, int depth)
        {
            var myNext = (Player)my.Clone();

            myNext.Direction = direction;

            if (myNext.Direction == Direction.Left)
            {
                myNext.Position.X -= World.Width;
                if (myNext.Position.X < World.MinX)
                {
                    return(null);
                }
            }
            else if (myNext.Direction == Direction.Right)
            {
                myNext.Position.X += World.Width;
                if (myNext.Position.X > World.MaxX)
                {
                    return(null);
                }
            }
            else if (myNext.Direction == Direction.Up)
            {
                myNext.Position.Y += World.Width;
                if (myNext.Position.Y > World.MaxY)
                {
                    return(null);
                }
            }
            else if (myNext.Direction == Direction.Down)
            {
                myNext.Position.Y -= World.Width;
                if (myNext.Position.Y < World.MinY)
                {
                    return(null);
                }
            }

            if (myNext.Lines.Contains(myNext.Position))
            {
                // пересекает свой шлейф
                return(null);
            }

            myNext.Score += MacroLevel.GetDirectionScore(myNext.Position, myNext.Direction);

            var prevOnMyTerritory = Global.MyTerritory.Contains(my.Position);

            if (!prevOnMyTerritory)
            {
                // вне своей территорий - увеличиваем шлейф
                myNext.Lines.Add(my.Position);
            }

            var    onMyTerritory  = Global.MyTerritory.Contains(myNext.Position);
            double myAverageSpeed = GetAverageSpeed(myNext.Bonus, depth);

            foreach (var e in Global.Enemies)
            {
                double enemyAverageSpeed = GetAverageSpeed(e.Bonus, depth);

                foreach (var l in myNext.Lines)
                {
                    int enemyPath = PointExtension.GetPath(e.Position, e.Direction, l);
                    int myPath    = depth * World.Width + World.Width;

                    if (enemyPath / enemyAverageSpeed - myPath / myAverageSpeed < 1)
                    {
                        // страх пересечения шлейфа
                        myNext.Score -= 500;
                    }
                }

                if (e.Lines.Count <= myNext.Lines.Count)
                {
                    int enemyPath = PointExtension.GetPath(e.Position, e.Direction, myNext.Position);
                    int myPath    = depth * World.Width + World.Width;

                    if (enemyPath / enemyAverageSpeed - myPath / myAverageSpeed < 1)
                    {
                        // страх столкновения с головой
                        myNext.Score -= 500;
                    }
                }

                if (e.Lines.Contains(myNext.Position))
                {
                    // пересекает шлейф противника
                    myNext.Score += 50;
                }
            }

            foreach (var bonus in Global.MapBonuses)
            {
                if (bonus.Position.Equals(myNext.Position))
                {
                    myNext.Score += GetBonusScore(bonus, myNext.Direction, false, myNext.Position);
                }
            }

            if (onMyTerritory && myNext.Lines.Count > 0)
            {
                // завершает шлейф на своей территории
                var polygon       = new List <Point>(myNext.Lines);
                var firstPosition = myNext.Lines.First();
                var position      = myNext.Position;
                for (int i = 0; i < 30; i++)
                {
                    polygon.Add(position);

                    var myBorder = new List <Point>();
                    foreach (var n in PointExtension.GetNeighboring(position))
                    {
                        if (n.Equals(firstPosition))
                        {
                            i = 30;
                            break;
                        }

                        if (Global.MyTerritory.Contains(n))
                        {
                            myBorder.Add(n);
                        }
                    }

                    if (myBorder.Count > 0)
                    {
                        position = myBorder.OrderBy(b => PointExtension.Distance(b, firstPosition)).First();
                    }
                    else
                    {
                        break;
                    }
                }

                var maxX = polygon.Max(l => l.X);
                var maxY = polygon.Max(l => l.Y);
                var minX = polygon.Min(l => l.X);
                var minY = polygon.Min(l => l.Y);

                var captured = new HashSet <Point>();
                for (var i = maxX; i >= minX; i -= World.Width)
                {
                    for (var j = maxY; j >= minY; j -= World.Width)
                    {
                        var point = new Point(i, j);
                        if (!Global.MyTerritory.Contains(point) &&
                            PointExtension.InPolygon(polygon, point))
                        {
                            captured.Add(point);
                        }
                    }
                }
                captured.ExceptWith(myNext.Lines);

                foreach (var p in captured)
                {
                    int captureScore = 1;
                    if (Global.EnemyTerritory.Contains(p))
                    {
                        captureScore = 5;
                    }

                    myNext.Score += captureScore;

                    foreach (var bonus in Global.MapBonuses)
                    {
                        if (bonus.Position.Equals(p))
                        {
                            myNext.Score += GetBonusScore(bonus, myNext.Direction, true, myNext.Position);
                        }
                    }
                }

                myNext.HasCapture = true;
            }

            return(myNext);
        }