private static FireTarget TryGetPreferredFireTarget(Ship ship, int?preferredFireTargetCoord) { if (!preferredFireTargetCoord.HasValue) { return(null); } var distanceTo = FastCoord.Distance(ship.fbow, preferredFireTargetCoord.Value); if (distanceTo > 10) { return(null); } var travelTime = (int)(1 + Math.Round(distanceTo / 3.0)); return(new FireTarget(preferredFireTargetCoord.Value, travelTime, 0, FireTargetType.Explicit)); }
public CollectableBarrel FindNearestBarrelToCollect(TurnState turnState, int fcoord, HashSet <int> used = null) { var barrelsHitTurns = new Dictionary <int, int>(); foreach (var barrel in turnState.barrels) { foreach (var cannonball in turnState.cannonballs) { if (cannonball.fcoord == barrel.fcoord) { int prevTurns; if (!barrelsHitTurns.TryGetValue(barrel.id, out prevTurns) || prevTurns > cannonball.turns) { barrelsHitTurns[barrel.id] = cannonball.turns; } } } } var bestDist = int.MaxValue; Barrel bestBarrel = null; foreach (var barrel in turnState.barrels) { if (used == null || !used.Contains(barrel.id)) { var dist = FastCoord.Distance(fcoord, barrel.fcoord); if (dist < bestDist) { int hitTurns; if (barrelsHitTurns.TryGetValue(barrel.id, out hitTurns)) { continue; } bestBarrel = barrel; bestDist = dist; } } } return(bestBarrel == null ? null : new CollectableBarrel { barrel = bestBarrel, dist = bestDist }); }
private List <FireTarget> GetFireTargets(Ship ship, Ship enemyShip) { var result = new List <FireTarget>(); var enemyIndex = enemyShip.index; var cannonCoord = FastShipPosition.Bow(ship.fposition); for (var turn = 0; turn < Settings.CANNONS_TRAVEL_TIME_LIMIT + 1; turn++) { var forecast = gameState.forecaster.GetTurnForecast(turn); var enemyPosition = forecast.enemyShipsFinalPositions[enemyIndex]; var coords = new[] { FastShipPosition.Coord(enemyPosition), FastShipPosition.Bow(enemyPosition), FastShipPosition.Stern(enemyPosition) }; var targetTypes = new[] { FireTargetType.ShipCenter, FireTargetType.ShipBow, FireTargetType.ShipStern }; for (var i = 0; i < coords.Length; i++) { var target = coords[i]; if (FastCoord.IsInsideMap(target)) { if (forecast.myShipsPositions.Any(m => FastShipPosition.Collides(m, target))) { continue; } var distanceTo = FastCoord.Distance(cannonCoord, target); if (distanceTo <= 10) { var travelTime = (int)(1 + Math.Round(distanceTo / 3.0)); if (travelTime == turn) { result.Add(new FireTarget(target, turn, i == 0 ? Constants.HIGH_DAMAGE : Constants.LOW_DAMAGE, targetTypes[i])); } } } } } return(result); }
public static int CalcCost(int startCoord, int endCoord, int enemyCoord) { if (FastCoord.Distance(startCoord, endCoord) < FastCoord.Distance(enemyCoord, endCoord)) { return(0); } var startX = FastCoord.GetX(startCoord); var startY = FastCoord.GetY(startCoord); var endX = FastCoord.GetX(endCoord); var endY = FastCoord.GetY(endCoord); var deltaX = endX - startX; var deltaY = endY - startY; var enemyDist = int.MaxValue; for (int i = 1; i < 10; i++) { var x = startX + deltaX * i / 10; var y = startY + deltaY * i / 10; var dist = FastCoord.Distance(enemyCoord, FastCoord.Create(x, y)); if (dist < enemyDist) { enemyDist = dist; } } if (enemyDist >= costs.Length) { return(0); } return(costs[enemyDist]); }
private void RunOrSuicide(TurnState turnState) { if (turnState.myShips.Max(s => s.rum) > turnState.enemyShips.Max(s => s.rum) || turnState.myShips.Min(s => s.rum) > 50) { foreach (var ship in turnState.myShips) { StrategicDecision prevDecision; strateg.decisions.TryGetValue(ship.id, out prevDecision); strateg.decisions[ship.id] = strateg.RunAway(turnState, ship, prevDecision); } return; } if (turnState.myShips.Count == 1) { var ship = turnState.myShips[0]; StrategicDecision prevDecision; strateg.decisions.TryGetValue(ship.id, out prevDecision); strateg.decisions[ship.id] = strateg.RunAway(turnState, ship, prevDecision); return; } var ship1 = turnState.myShips[0]; var ship2 = turnState.myShips[1]; if (ship1.rum > ship2.rum) { var tmp = ship1; ship1 = ship2; ship2 = tmp; } if (FastCoord.Distance(ship1.fbow, ship2.fbow) <= 4) { StrategicDecision prevDecision; strateg.decisions.TryGetValue(ship1.id, out prevDecision); if (prevDecision?.role == StrategicRole.Fire || prevDecision?.role == StrategicRole.Explicit) { strateg.decisions[ship1.id] = new StrategicDecision { role = StrategicRole.Explicit, explicitCommand = ShipMoveCommand.Slower }; strateg.decisions[ship2.id] = new StrategicDecision { role = StrategicRole.Approach, targetCoord = prevDecision.fireToCoord }; } else { var nextShip1Position = FastShipPosition.GetFinalPosition(FastShipPosition.Move(ship1.fposition, ShipMoveCommand.Wait)); nextShip1Position = FastShipPosition.GetFinalPosition(FastShipPosition.Move(nextShip1Position, ShipMoveCommand.Slower)); strateg.decisions[ship1.id] = new StrategicDecision { role = StrategicRole.Fire, fireToCoord = FastShipPosition.Coord(nextShip1Position) }; strateg.decisions[ship2.id] = new StrategicDecision { role = StrategicRole.Approach, targetCoord = FastShipPosition.Coord(nextShip1Position) }; } } else { var x = (FastCoord.GetX(ship1.fcoord) + FastCoord.GetX(ship2.fcoord)) / 2; var y = (FastCoord.GetY(ship1.fcoord) + FastCoord.GetY(ship2.fcoord)) / 2; if (x < 5) { x = 5; } if (x > Constants.MAP_WIDTH - 6) { x = Constants.MAP_WIDTH - 6; } if (y < 5) { y = 5; } if (y > Constants.MAP_HEIGHT - 6) { x = Constants.MAP_HEIGHT - 6; } strateg.decisions[ship1.id] = new StrategicDecision { role = StrategicRole.Approach, targetCoord = FastCoord.Create(x, y) }; strateg.decisions[ship2.id] = new StrategicDecision { role = StrategicRole.Approach, targetCoord = FastCoord.Create(x, y) }; } }
public void MakeStrategicDecisions(TurnState turnState) { if (turnState.barrels.Any()) { strateg.MakeStandardStrategicDecisions(turnState); return; } if (turnState.myShips.Max(s => s.rum) > turnState.enemyShips.Max(s => s.rum) || turnState.myShips.Min(s => s.rum) > 50) { foreach (var ship in turnState.myShips) { StrategicDecision prevDecision; strateg.decisions.TryGetValue(ship.id, out prevDecision); strateg.decisions[ship.id] = strateg.RunAway(turnState, ship, prevDecision); } return; } if (turnState.myShips.Count == 1) { var ship = turnState.myShips[0]; StrategicDecision prevDecision; strateg.decisions.TryGetValue(ship.id, out prevDecision); strateg.decisions[ship.id] = strateg.RunAway(turnState, ship, prevDecision); return; } var maxRum = turnState.myShips.Max(s => s.rum); var minRum = turnState.myShips.Min(s => s.rum); var ship1 = turnState.myShips.First(s => s.rum == minRum); var ship2 = turnState.myShips.Last(s => s.rum == maxRum); var last = turnState.myShips.FirstOrDefault(s => s != ship1 && s != ship2); if (last != null) { StrategicDecision prevDecision; strateg.decisions.TryGetValue(last.id, out prevDecision); strateg.decisions[last.id] = strateg.RunAway(turnState, last, prevDecision); } if (FastCoord.Distance(ship1.fbow, ship2.fbow) <= 4) { StrategicDecision prevDecision; strateg.decisions.TryGetValue(ship1.id, out prevDecision); if (prevDecision?.role == StrategicRole.Fire || prevDecision?.role == StrategicRole.Explicit) { strateg.decisions[ship1.id] = new StrategicDecision { role = StrategicRole.Explicit, explicitCommand = ShipMoveCommand.Slower }; strateg.decisions[ship2.id] = new StrategicDecision { role = StrategicRole.Approach, targetCoord = prevDecision.fireToCoord }; } else { var nextShip1Position = FastShipPosition.GetFinalPosition(FastShipPosition.Move(ship1.fposition, ShipMoveCommand.Wait)); nextShip1Position = FastShipPosition.GetFinalPosition(FastShipPosition.Move(nextShip1Position, ShipMoveCommand.Slower)); strateg.decisions[ship1.id] = new StrategicDecision { role = StrategicRole.Fire, fireToCoord = FastShipPosition.Coord(nextShip1Position) }; strateg.decisions[ship2.id] = new StrategicDecision { role = StrategicRole.Approach, targetCoord = FastShipPosition.Coord(nextShip1Position) }; } } else { var x = (FastCoord.GetX(ship1.fcoord) + FastCoord.GetX(ship2.fcoord)) / 2; var y = (FastCoord.GetY(ship1.fcoord) + FastCoord.GetY(ship2.fcoord)) / 2; if (x < 5) { x = 5; } if (x > Constants.MAP_WIDTH - 6) { x = Constants.MAP_WIDTH - 6; } if (y < 5) { y = 5; } if (y > Constants.MAP_HEIGHT - 6) { x = Constants.MAP_HEIGHT - 6; } strateg.decisions[ship1.id] = new StrategicDecision { role = StrategicRole.Approach, targetCoord = FastCoord.Create(x, y) }; strateg.decisions[ship2.id] = new StrategicDecision { role = StrategicRole.Approach, targetCoord = FastCoord.Create(x, y) }; } }
private static void Main22(string[] args) { FastCoord.Init(); var coordsX = new List <Coord>(); for (int x = -1; x < Constants.MAP_WIDTH + 1; x++) { for (int y = -1; y < Constants.MAP_HEIGHT + 1; y++) { var coord = new Coord(x, y); coordsX.Add(coord); } } var indexes = Enumerable.Range(0, coordsX.Count).ToArray(); var seed = new Random().Next(); Console.Out.WriteLine($"Seed: {seed}"); var random = new Random(seed); for (int i = 0; i < indexes.Length; i++) { var r = random.Next(i, indexes.Length); var tmp = indexes[r]; indexes[r] = indexes[i]; indexes[i] = tmp; } var coords = indexes.Select(i => coordsX[i]).ToArray(); var fastCoords = indexes.Select(i => FastCoord.Create(coords[i])).ToArray(); var ships = coords.Select(c => new ShipPosition(c, random.Next(6), random.Next(3))).ToArray(); var fastShips = ships.Select(FastShipPosition.Create).ToArray(); var stopwatch = Stopwatch.StartNew(); Console.Out.WriteLine("IsInsideMap"); stopwatch.Restart(); int ind = 0; for (int i = 0; i < 10000000; i++) { coords[ind++].IsInsideMap(); if (ind >= indexes.Length) { ind = 0; } } stopwatch.Stop(); Console.Out.WriteLine(stopwatch.ElapsedMilliseconds); stopwatch.Restart(); ind = 0; for (int i = 0; i < 10000000; i++) { FastCoord.IsInsideMap(fastCoords[ind++]); if (ind >= indexes.Length) { ind = 0; } } stopwatch.Stop(); Console.Out.WriteLine(stopwatch.ElapsedMilliseconds); Console.Out.WriteLine("DistanceTo"); stopwatch.Restart(); ind = 0; for (int i = 0; i < 10000000; i++) { coords[ind++].DistanceTo(coords[0]); if (ind >= indexes.Length) { ind = 0; } } stopwatch.Stop(); Console.Out.WriteLine(stopwatch.ElapsedMilliseconds); stopwatch.Restart(); ind = 0; for (int i = 0; i < 10000000; i++) { FastCoord.Distance(fastCoords[ind++], fastCoords[0]); if (ind >= indexes.Length) { ind = 0; } } stopwatch.Stop(); Console.Out.WriteLine(stopwatch.ElapsedMilliseconds); Console.Out.WriteLine("Neighbor"); stopwatch.Restart(); ind = 0; for (int i = 0; i < 10000000; i++) { coords[ind].Neighbor(0); coords[ind].Neighbor(1); coords[ind].Neighbor(2); coords[ind].Neighbor(3); coords[ind].Neighbor(4); coords[ind].Neighbor(5); if (++ind >= indexes.Length) { ind = 0; } } stopwatch.Stop(); Console.Out.WriteLine(stopwatch.ElapsedMilliseconds); stopwatch.Restart(); ind = 0; for (int i = 0; i < 10000000; i++) { FastCoord.Neighbor(fastCoords[ind], 0); FastCoord.Neighbor(fastCoords[ind], 1); FastCoord.Neighbor(fastCoords[ind], 2); FastCoord.Neighbor(fastCoords[ind], 3); FastCoord.Neighbor(fastCoords[ind], 4); FastCoord.Neighbor(fastCoords[ind], 5); if (++ind >= indexes.Length) { ind = 0; } } stopwatch.Stop(); Console.Out.WriteLine(stopwatch.ElapsedMilliseconds); Console.Out.WriteLine("ShipDistanceTo"); var shipPosition = new ShipPosition(coords[0], 0, 0); stopwatch.Restart(); ind = 0; for (int i = 0; i < 10000000; i++) { shipPosition.DistanceTo(coords[ind]); if (++ind >= indexes.Length) { ind = 0; } } stopwatch.Stop(); Console.Out.WriteLine(stopwatch.ElapsedMilliseconds); var fastShipPosition = FastShipPosition.Create(shipPosition); stopwatch.Restart(); ind = 0; for (int i = 0; i < 10000000; i++) { FastShipPosition.DistanceTo(fastShipPosition, fastCoords[ind++]); if (ind >= indexes.Length) { ind = 0; } } stopwatch.Stop(); Console.Out.WriteLine(stopwatch.ElapsedMilliseconds); Console.Out.WriteLine("Collides"); stopwatch.Restart(); ind = 0; for (int i = 0; i < 10000000; i++) { shipPosition.Collides(coords[ind++]); if (ind >= indexes.Length) { ind = 0; } } stopwatch.Stop(); Console.Out.WriteLine(stopwatch.ElapsedMilliseconds); stopwatch.Restart(); ind = 0; for (int i = 0; i < 10000000; i++) { FastShipPosition.Collides(fastShipPosition, fastCoords[ind++]); if (ind >= indexes.Length) { ind = 0; } } stopwatch.Stop(); Console.Out.WriteLine(stopwatch.ElapsedMilliseconds); Console.Out.WriteLine("CollidesShip"); stopwatch.Restart(); ind = 0; for (int i = 0; i < 10000000; i++) { shipPosition.CollidesShip(ships[ind++]); if (ind >= indexes.Length) { ind = 0; } } stopwatch.Stop(); Console.Out.WriteLine(stopwatch.ElapsedMilliseconds); stopwatch.Restart(); ind = 0; for (int i = 0; i < 10000000; i++) { FastShipPosition.CollidesShip(fastShipPosition, fastShips[ind++]); if (ind >= indexes.Length) { ind = 0; } } stopwatch.Stop(); Console.Out.WriteLine(stopwatch.ElapsedMilliseconds); Console.Out.WriteLine("Move"); stopwatch.Restart(); ind = 0; for (int i = 0; i < 1_000_000; i++) { foreach (var moveCommand in ShipMoveCommands.all) { ships[ind].Apply(moveCommand); } if (++ind >= indexes.Length) { ind = 0; } } stopwatch.Stop(); Console.Out.WriteLine(stopwatch.ElapsedMilliseconds); stopwatch.Restart(); ind = 0; for (int i = 0; i < 1_000_000; i++) { foreach (var moveCommand in ShipMoveCommands.all) { var moved = FastShipPosition.Move(fastShips[ind], moveCommand); FastShipPosition.GetMovedPosition(moved); FastShipPosition.GetFinalPosition(moved); } if (++ind >= indexes.Length) { ind = 0; } } stopwatch.Stop(); Console.Out.WriteLine(stopwatch.ElapsedMilliseconds); stopwatch.Restart(); ind = 0; for (int i = 0; i < 1_000_000; i++) { foreach (var moveCommand in ShipMoveCommands.all) { uint myMovement; uint otherMovement; CollisionChecker.Move(fastShips[ind], moveCommand, fastShips[(ind + 1) % indexes.Length], moveCommand, out myMovement, out otherMovement); FastShipPosition.GetMovedPosition(myMovement); FastShipPosition.GetFinalPosition(myMovement); } if (++ind >= indexes.Length) { ind = 0; } } stopwatch.Stop(); Console.Out.WriteLine(stopwatch.ElapsedMilliseconds); }
public StrategicDecision RunAway_FreeWay(TurnState turnState, Ship ship, StrategicDecision prevDecision) { var finalCoords = new List <int>(); foreach (var enemyShip in turnState.enemyShips) { var move = FastShipPosition.Move(enemyShip.fposition, ShipMoveCommand.Faster); move = FastShipPosition.Move(FastShipPosition.GetFinalPosition(move), ShipMoveCommand.Faster); move = FastShipPosition.Move(FastShipPosition.GetFinalPosition(move), ShipMoveCommand.Faster); var finalCoord = FastShipPosition.Coord(FastShipPosition.GetFinalPosition(move)); finalCoords.Add(finalCoord); } var candidates = runTargets.OrderByDescending(t => (int)finalCoords.Average(fc => FastCoord.Distance(t, fc) * FastCoord.Distance(t, fc))).Take(3).ToArray(); var runTarget = candidates.OrderBy( t => { var cost = 0; foreach (var enemyShip in turnState.enemyShips) { cost += WayEvaluator.CalcCost(ship.fcoord, t, enemyShip.fcoord); } return(cost); }).First(); return(new StrategicDecision { role = StrategicRole.RunAway, targetCoord = runTarget }); }