コード例 #1
0
        public static List <FactoryState> CalculateFactoryState(Factory factory, SortedSet <Troop> troops, bool mockState = true)
        {
            List <FactoryState> states = new List <FactoryState>();

            FactoryState lastState
                = new FactoryState(factory, Game.gameTime);

            states.Add(lastState); //add atleast 1 state to the list

            foreach (var troop in troops)
            {
                FactoryState newState = new FactoryState(lastState, troop);
                states.Add(newState);

                if (mockState == false)
                {
                    if (newState.isAlly)
                    {
                        factory.armyAvailable = Math.Min(factory.armyAvailable, newState.count);
                    }
                    else
                    {
                        factory.armyAvailable = Math.Min(factory.armyAvailable, -newState.count);
                    }
                }

                lastState = newState;
            }

            return(states);
        }
コード例 #2
0
        public void Solve()
        {
            Factory ally = mission.factory;

            SortedSet <Troop> mockTroops = new SortedSet <Troop>(ally.incoming);
            Troop             testTroop  = new Troop
            {
                start   = ally,
                end     = ally,
                count   = 10,
                team    = Team.Enemy,
                isAlly  = false,
                isEnemy = true,
                turns   = 1,
                endTime = Game.gameTime + 1,
            };

            mockTroops.Add(testTroop);

            var mockStates = FactoryState.CalculateFactoryState(ally, mockTroops);

            //FactoryState lastState = mockStates.Last();

            if (FactoryState.IsFactoryCaptured(mockStates) == false)
            {
                mission.successRating = MissionSuccessRating.Guaranteed;
                mission.acceptedMission.Add(testTroop);
                mission.missionEndTime = Game.gameTime + 1;
            }
        }
コード例 #3
0
        public static bool WillFactoryBeAlly(List <FactoryState> states)
        {
            FactoryState firstState = states.First();
            bool         allyLock   = firstState.isAlly;

            for (int i = 0; i < states.Count; i++)
            {
                FactoryState state = states[i];

                if (i + 1 < states.Count && state.gameTime == states[i + 1].gameTime) //if states occur at same time
                {
                    continue;
                }

                if (allyLock && state.isEnemy)
                {
                    return(false);
                }

                if (allyLock == false && state.isAlly)
                {
                    allyLock = true;
                }
            }

            return(allyLock);
        }
コード例 #4
0
ファイル: Action.cs プロジェクト: SleepyJune/Codingames
        public static void AddAction(Action action, Troop troop = null)
        {
            if (action.move == MoveType.Move)
            {
                action.start.count         -= action.numRobots;
                action.start.armyAvailable -= action.numRobots;

                if (troop != null && troop.inTransit == false)
                {
                    action.end.incoming.Add(troop);
                    action.end.states = FactoryState.CalculateFactoryState(action.end, action.end.incoming);
                }

                //Console.Error.WriteLine("Move " + action.start.id + "-" + action.end.id + ": " + troop.count);
            }
            else if (action.move == MoveType.Inc)
            {
                action.start.count         -= 10;
                action.start.armyAvailable -= 10;
            }
            else if (action.move == MoveType.Bomb)
            {
                action.end.incoming.Add(troop);
                Game.bomb--;
            }

            Action.actions.Add(action);
        }
コード例 #5
0
 public static void ProcessFactoryStates()
 {
     foreach (var factory in factories)
     {
         factory.states = FactoryState.CalculateFactoryState(factory, factory.incoming, false);
     }
 }
コード例 #6
0
        public void Solve()
        {
            Factory factory = mission.factory;

            mission.finalEnlistedTroops = new List <Troop>();

            if (Game.bomb <= 0)
            {
                mission.successRating = MissionSuccessRating.Impossible;
                return;
            }

            foreach (var pair in factory.links.OrderBy(p => p.Value))
            {
                Factory neighbour = pair.Key;
                int     distance  = pair.Value;

                int missionEndTime = Game.gameTime + distance + 1;

                FactoryState lastState = FactoryState.GetFactoryState(factory, missionEndTime);

                if (lastState.team == Team.Enemy && neighbour.isAlly &&
                    !Bomb.bombs.Values.Any(b => b.isAlly && b.end == mission.factory))    //no bombs going there
                {
                    int finalArmyCount = lastState.count + (distance + 1) * lastState.production;


                    Bomb bomb = new Bomb
                    {
                        isAlly  = true,
                        isEnemy = false,
                        team    = Team.Ally,
                        start   = neighbour,
                        end     = mission.factory,
                        turns   = distance + 1,
                        endTime = missionEndTime,
                    };

                    /*int inTransitEnemyCount = 0;
                     * foreach (var troop in Troop.enemy.Where(t=>t.end == mission.factory).OrderBy(t=>t.endTime))
                     * {
                     *  if (distance == troop.turns)
                     *  {
                     *      inTransitEnemyCount += troop.count;
                     *  }
                     * }*/

                    if (lastState.production >= 2)//Factory.globalStats.enemyTotalProduction / 2
                    //|| lastState.count >= Factory.globalStats.totalEnemyCount / 2)
                    {
                        bomb.count = lastState.count;
                        mission.finalEnlistedTroops.Add(bomb);
                        mission.successRating = MissionSuccessRating.Guaranteed;
                        break;
                    }
                }
            }
        }
コード例 #7
0
        public static List <FactoryState> CalculateFactoryState(Factory factory, SortedSet <Troop> troops, bool mockState = true)
        {
            List <FactoryState> states = new List <FactoryState>();

            FactoryState lastState
                = new FactoryState(factory, Game.gameTime);

            states.Add(lastState); //add atleast 1 state to the list

            List <Troop> troopList = troops.ToList();

            for (int i = 0; i < troopList.Count; i++)
            {
                Troop troop    = troopList[i];
                bool  sameTime = false;

                if (i + 1 < troopList.Count && troop.endTime == troopList[i + 1].endTime) //if troop came at same time
                {
                    sameTime = true;
                    Troop nextTroop     = troopList[i + 1];
                    Troop combinedTroop = new Troop
                    {
                        start   = troop.start,
                        end     = troop.end,
                        count   = Math.Abs(troop.count + (troop.team == nextTroop.team?1:-1) * nextTroop.count),
                        team    = troop.count >= nextTroop.count?troop.team:nextTroop.team,
                        isAlly  = troop.count >= nextTroop.count?troop.isAlly:nextTroop.isAlly,
                        isEnemy = troop.count >= nextTroop.count?troop.isEnemy:nextTroop.isEnemy,
                        turns   = troop.turns - Game.gameTime,
                        endTime = troop.endTime,
                    };

                    troop = combinedTroop;
                    i++;
                }

                FactoryState newState = new FactoryState(lastState, troop, false);
                states.Add(newState);

                if (mockState == false)
                {
                    if (newState.isAlly)
                    {
                        factory.armyAvailable = Math.Min(factory.armyAvailable, newState.count);
                    }
                    else
                    {
                        factory.armyAvailable = Math.Min(factory.armyAvailable, -newState.count);
                    }
                }

                lastState = newState;
            }

            return(states);
        }
コード例 #8
0
        public static void AddMissions()
        {
            var orderedFactories = Factory.factories
                                   .OrderByDescending(factory =>
                                                      factory.stats.allyScore * factory.oldProduction);

            foreach (var factory in orderedFactories)
            {
                //if the factory will always be ally's
                if (FactoryState.WillFactoryBeAlly(factory.states))
                {
                    if (factory.oldProduction < 3 && factory.armyAvailable >= 10)
                    {
                        Mission newMission = new Mission(MissionType.Inc, factory);
                        missions.Add(newMission);
                    }
                    else if (factory.oldProduction < 3)
                    {
                        Mission newMission = new Mission(MissionType.IncSupport, factory);
                        missions.Add(newMission);
                    }
                }
                else
                {
                    if (Game.bomb > 0 && Game.gameTime > 1)
                    {
                        Mission bombMission = new Mission(MissionType.Bomb, factory);
                        missions.Add(bombMission);
                    }

                    if (factory.isAlly)
                    {
                        Mission newMission = new Mission(MissionType.Defend, factory);
                        missions.Add(newMission);
                    }
                    else
                    {
                        Mission newMission = new Mission(MissionType.Capture, factory);
                        missions.Add(newMission);
                    }


                    //double missionScore = factory.stats.allyScore * factory.oldProduction;
                    //Console.Error.WriteLine(factory.id + ": " + missionScore);
                    //return;
                }
            }
        }
コード例 #9
0
        public static FactoryState GetFactoryState(Factory factory, Troop testTroop)
        {
            SortedSet <Troop> mockTroops = new SortedSet <Troop>(factory.incoming);

            mockTroops.Add(testTroop);

            var states = FactoryState.CalculateFactoryState(factory, mockTroops);

            foreach (var state in states)
            {
                if (state.troop != null && state.troop.id == testTroop.id)
                {
                    return(state);
                }
            }

            return(null);
        }
コード例 #10
0
        public void Solve()
        {
            Factory factory = mission.factory;

            foreach (var pair in factory.links.OrderBy(p => p.Value))
            {
                Factory neighbour = pair.Key;
                int     distance  = pair.Value;

                int missionEndTime = Game.gameTime + distance + 1;

                FactoryState lastState = FactoryState.GetFactoryState(factory, missionEndTime);

                if (lastState.team == Team.Enemy && neighbour.isAlly &&
                    factory.production == 3 &&
                    !Bomb.bombs.Values.Any(b => b.isAlly && b.end == mission.factory))    //no bombs going there
                {
                    int finalArmyCount = lastState.count + (distance + 1) * lastState.production;

                    //Console.Error.WriteLine("Bomb" + lastState.id + (closestTroop.end == factory));

                    if (finalArmyCount >= Factory.globalStats.totalEnemyCount / 2 ||
                        lastState.production >= Factory.globalStats.enemyTotalProduction / 2)
                    {
                        Bomb bomb = new Bomb
                        {
                            isAlly  = true,
                            isEnemy = false,
                            team    = Team.Ally,
                            start   = neighbour,
                            end     = mission.factory,
                            turns   = distance + 1,
                            endTime = missionEndTime,
                        };

                        mission.finalEnlistedTroops = new List <Troop>();
                        mission.finalEnlistedTroops.Add(bomb);

                        mission.successRating = MissionSuccessRating.Guaranteed;
                        break;
                    }
                }
            }
        }
コード例 #11
0
        public static bool IsFactoryCaptured(List <FactoryState> states)
        {
            Team originalTeam = states.First().team;

            for (int i = 0; i < states.Count; i++)
            {
                FactoryState state = states[i];

                if (i + 1 < states.Count && state.gameTime == states[i + 1].gameTime) //if states occur at same time
                {
                    continue;
                }

                if (originalTeam != state.team)
                {
                    return(true);
                }
            }

            return(false);
        }
コード例 #12
0
        public FactoryState(FactoryState factory, Troop troop)
        {
            id            = factory.id;
            count         = factory.count;
            production    = factory.disabledTime > 0 ? 0 : factory.oldProduction;
            oldProduction = factory.oldProduction;
            gameTime      = troop.endTime;
            this.troop    = troop;
            disabledTime  = Math.Max(0, factory.disabledTime--);
            SetTeam(factory.team); //team stays the same (default = neutral)

            if (factory.team != Team.Neutral)
            {
                int timeDiff = troop.endTime - factory.gameTime;
                this.count += timeDiff * production;
            }

            if (troop is Bomb)
            {
                int bombCount = Math.Max(this.count / 2, 10);
                this.count -= bombCount;
                this.count  = Math.Max(0, this.count);

                this.oldProduction = Math.Max(oldProduction, production);
                this.production    = 0;
                this.disabledTime  = troop.endTime + 3;

                //Console.Error.WriteLine("Bomb " + troop.id + ": " + this.count);
            }
            else
            {
                this.count += (troop.team == factory.team) ? troop.count : -troop.count;

                if (this.count < 0) //if the troop captured the factory
                {
                    this.count *= -1;
                    SetTeam(troop.team); //team become the troops team
                }
            }
        }
コード例 #13
0
        public void AddPrereq(Troop troop)
        {
            Mission         newMission = new Mission(MissionType.Capture, troop.end);
            HashSet <Troop> reqTroops;

            if (Strategy.curExecuted.Contains(newMission) ||
                FactoryState.WillFactoryBeAlly(troop.end.states))
            {
                return; //already cleared prereq
            }

            if (mission.prereqs.TryGetValue(newMission, out reqTroops))
            {
                reqTroops.Add(troop);
            }
            else
            {
                mission.prereqs.Add(newMission, new HashSet <Troop> {
                    troop
                });
            }
        }
コード例 #14
0
        public static void CalculateAllArmyScore()
        {
            foreach (var factory in factories)
            {
                FactoryState lastState = factory.states.Last(); //assume the lastState for now

                double allyCount  = 0;
                double enemyCount = 0;

                if (lastState.isAlly)
                {
                    allyCount += lastState.count;
                }
                else if (lastState.team == Team.Enemy)
                {
                    enemyCount += lastState.count;
                }

                factory.CalculateArmyScore(allyCount, enemyCount);
                factory.GetNearestEnemy();
            }
        }
コード例 #15
0
        public void Solve()
        {
            mission.EnlistTroops();

            if (mission.acceptedMission.Count == 0)
            {
                mission.successRating = MissionSuccessRating.Impossible;
                return;
            }

            SortedSet <Troop> mockTroops    = new SortedSet <Troop>(mission.factory.incoming);
            List <Troop>      finalEnlisted = new List <Troop>();
            Factory           factory       = mission.factory;

            foreach (var mockTestTroop in mission.acceptedMission)
            {
                mockTroops.Add(mockTestTroop);
                finalEnlisted.Add(mockTestTroop);
                mission.troopsUsed    += mockTestTroop.count;
                mission.missionEndTime = mockTestTroop.endTime;

                FactoryState lastState
                    = new FactoryState(factory, Game.gameTime);

                bool allyLock      = factory.isAlly;
                int  armyAvailable = allyLock ? factory.count : 0;

                var ordered = mockTroops.ToList();

                //iterate through the mock states
                for (int i = 0; i < ordered.Count; i++)
                {
                    Troop        troop    = ordered[i];
                    FactoryState newState = new FactoryState(lastState, troop);

                    //if two troops arrives at the same time
                    if (i + 1 < ordered.Count && troop.endTime == ordered[i + 1].endTime)
                    {
                        lastState = newState;
                        continue;
                    }

                    if (allyLock && newState.isEnemy)
                    {
                        allyLock = false;
                        break;
                    }

                    if (allyLock == false && newState.isAlly)
                    {
                        allyLock      = true;
                        armyAvailable = newState.count;
                    }

                    if (factory.isAlly && troop == mockTestTroop)
                    {
                        armyAvailable = newState.count;
                    }

                    armyAvailable = Math.Min(armyAvailable, newState.count);
                    lastState     = newState;
                }

                if (allyLock)//mission is possible
                {
                    int finalStateCount = mockTestTroop.count - armyAvailable + 1;

                    if (finalStateCount <= 0)
                    {
                        return; //we didn't need to send anything
                    }

                    if (mission.type == MissionType.Capture)//mission.factory.team == Team.Enemy)
                    {
                        if (MissionReward.GetCaptureProbability(mission, 1, mission.missionEndTime - Game.gameTime))
                        {
                            mockTestTroop.count = mockTestTroop.count - armyAvailable + 1; //don't oversend
                            finalStateCount     = 1;
                            lastState.count     = 1;
                        }
                        else
                        {
                            if (!MissionReward.GetCaptureProbability(mission, finalStateCount, mission.missionEndTime - Game.gameTime))
                            {
                                mission.successRating = MissionSuccessRating.Unlikely;
                                continue;
                            }
                        }
                    }
                    else
                    {
                        mockTestTroop.count = mockTestTroop.count - armyAvailable + 1; //don't oversend
                    }

                    mission.troopsUsed += -armyAvailable + 1;
                    mission.finalState  = lastState;

                    mission.successRating = mission.prereqs.Count > 0 ?
                                            MissionSuccessRating.HasPrereq :
                                            MissionSuccessRating.Possible;

                    mission.finalEnlistedTroops = finalEnlisted;

                    return; //job's done
                }
                else
                {
                    mission.successRating = MissionSuccessRating.NotEnoughTroops;
                }
            }
        }
コード例 #16
0
        public static void AddMissions()
        {
            var orderedFactories = Factory.factories
                                   .OrderByDescending(factory =>
                                                      factory.stats.allyScore * factory.oldProduction);

            foreach (var factory in orderedFactories)
            {
                //if the factory will always be ally's
                if (factory.isAlly && FactoryState.WillFactoryBeAlly(factory.states))
                {
                    int nearbyEnemyThreatCount = factory.GetNearbyEnemyThreats();
                    if (nearbyEnemyThreatCount == 0)
                    //&& Factory.globalStats.totalAllyCount - 10 >= (2*Factory.globalStats.totalEnemyCount/3.0))
                    {
                        if (factory.oldProduction < 3 && factory.armyAvailable >= 10)
                        {
                            Mission newMission = new Mission(MissionType.Inc, factory);
                            missions.Add(newMission);
                        }
                        else if (factory.oldProduction < 3) //send inc support before becoming ally's?
                        {
                            Mission newMission = new Mission(MissionType.IncSupport, factory);
                            missions.Add(newMission);
                        }
                    }
                    else
                    {
                        if (nearbyEnemyThreatCount > 0)
                        {
                            Mission newMission = new Mission(MissionType.Reinforce, factory);
                            newMission.troopsNeeded = nearbyEnemyThreatCount;
                            missions.Add(newMission);
                        }
                    }
                }
                else
                {
                    if (Game.bomb > 0 && Game.gameTime > 0)
                    {
                        Mission bombMission = new Mission(MissionType.Bomb, factory);
                        missions.Add(bombMission);
                    }

                    if (factory.isAlly)
                    {
                        Mission newMission = new Mission(MissionType.Defend, factory);
                        missions.Add(newMission);
                    }
                    else
                    {
                        if (!FactoryState.WillFactoryBeAlly(factory.states))
                        {
                            Mission newMission = new Mission(MissionType.Capture, factory);
                            missions.Add(newMission);
                        }
                    }


                    //double missionScore = factory.stats.allyScore * factory.oldProduction;
                    //Console.Error.WriteLine(factory.id + ": " + missionScore);
                    //return;
                }
            }
        }