} // calculates the closest treasure to ps[i] private void search_n_destroy(IPirateGame game, ref Pirate tar, ref Pirate k) { 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 { if (p.AVALIBLE && p.P.ReloadTurns < mx && d > game.Distance(p.P, tar)) { d = game.Distance(p.P, tar); k = p.P; } } 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; } } } } //manages panic mode
private static int remainingMoves; // number of remaining allowed moves public static void init(IPirateGame game) { free = new List <PirateContainer>(); kamikazes = new List <PirateContainer>(); withTreasure = new List <PirateContainer>(); remainingMoves = game.GetActionsPerTurn(); }
private PirateTactics AssignTargets(IPirateGame game, BoardStatus status) { PirateTactics tactics = new PirateTactics() { Pirate = status.Pirate }; tactics.Moves = game.GetActionsPerTurn(); if (status.Script != null) { tactics.FinalDestination = status.Script.Location; } else if (!tactics.Pirate.HasTreasure) { tactics.FinalDestination = status.Treasure.Location; } else { tactics.Moves = 1; tactics.FinalDestination = status.Pirate.InitialLocation; } List <Location> possibleLocations = game.GetSailOptions(tactics.Pirate, tactics.FinalDestination, tactics.Moves); List <Location> safeLocations = GetSafeLocations(game, possibleLocations); if (safeLocations.Count > 0) { tactics.TempDestination = safeLocations[0]; } return(tactics); }
public void DoTurn(IPirateGame game) { this.game = game; turns = game.GetActionsPerTurn(); PlayZero(turns); PlayZero(turns, 1); PlayZero(turns, 2); PlayZero(turns, 3); }
public void DoTurn(IPirateGame game) { try { this.game = game; turns = game.GetActionsPerTurn(); CheckBase(); StopEnemies(); ManagePlayZero(); } catch { } }
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()); } }
private PirateTactics AssignTargets(IPirateGame game, BoardStatus status) { PirateTactics tactics = new PirateTactics() { Pirate = status.Pirate }; if (!tactics.Pirate.HasTreasure) { tactics.Moves = game.GetActionsPerTurn(); tactics.FinalDestination = status.Treasure.Location; } else { tactics.Moves = 1; tactics.FinalDestination = status.Pirate.InitialLocation; } List <Location> possibleLocations = game.GetSailOptions(tactics.Pirate, tactics.FinalDestination, tactics.Moves); tactics.TempDestination = possibleLocations[0]; return(tactics); }
// 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"); }
// 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); } }