//----------------------------------------------------------------------------------------------------------------------------------------------------- // calculations private void calcKamikazes(PirateContainer[] ps, ref Treasure[] ts, ref int[] ds, IPirateGame game) { // find the enemies pirate the closest to their base List <Pirate> es = new List <Pirate>(); int[] eds = new int[game.EnemyPiratesWithTreasures().Count]; foreach (Pirate e in game.EnemyPiratesWithTreasures()) { eds[es.Count] = game.Distance(e, e.InitialLocation) / e.TreasureValue; es.Add(e); } List <int> edss = sortInto(eds); // map the kamikazes to the ps[] List <PirateContainer> unusedKamikazes = new List <PirateContainer>(PirateContainer.kamikazes); for (int i = unusedKamikazes.Count; i > 0;) { if (unusedKamikazes[--i].P.HasTreasure) { unusedKamikazes.RemoveAt(i); // if a kamikaze has treasure, deactivate it } } for (int i = 0; i < es.Count && unusedKamikazes.Count > 0; i++) { // find closest kamikaze to the closest enemy to its initial position List <int> kds = new List <int>(); foreach (PirateContainer p in unusedKamikazes) { kds.Add(game.Distance(p.P, es[edss[i]])); } int min = -1; for (int j = 0; j < kds.Count; j++) { if (min == -1 || kds[j] <= kds[min]) { min = j; } } // set the target int index = unusedKamikazes[min].P.Id; //kamikazeDefinitions[min]; ts[index] = new Treasure(100 + i, es[i].InitialLocation, 0); ds[index] = (int)Math.Ceiling(game.Distance(unusedKamikazes[min].P, es[i].InitialLocation) / 2f); if (ds[index] == 0) { ds[index] = int.MaxValue; // speed up some things if the Pirate shouldn't move } unusedKamikazes.RemoveAt(min); } }
} // 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
} //chooses map private bool inPanicMode(IPirateGame game) { int tv = 0; foreach (Pirate p in game.EnemyPiratesWithTreasures()) { tv += p.TreasureValue; } return(game.GetEnemyScore() + tv >= game.GetMaxPoints() || (tv > 0 && game.Treasures().Count == 0)); } // checks wether to activate panic mode
public int DoTurn(IPirateGame game) { int movesConsumed = 0; var pirates = game.MyPirates().Where(pirate => pirate.Id % 2 == 0).ToArray(); 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); movesConsumed++; } } } 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; int distance = Math.Min(4, game.Distance(movingPirate, enemyHomeBase) - 2); var sailOptions = game.GetSailOptions(movingPirate, enemyHomeBase, distance); game.SetSail(movingPirate, sailOptions[random.Next(sailOptions.Count)]); movesConsumed += distance; } } return movesConsumed; }
// 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"); }
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); } }
// 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); } }
public void DoTurn(IPirateGame game) { 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.MinValue; 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); } List <Pirate> ltp = game.MyPiratesWithTreasures(); remaining -= ltp.Count; foreach (Pirate p in ltp) { game.SetSail(p, game.GetSailOptions(p, p.InitialLocation, 1)[0]); } for (int j = 0; j < 4; j++) { int i = dss[j]; if (!ps[i].HasTreasure) { bool attacked = false; if (ps[i].ReloadTurns == 0) { foreach (Pirate e in game.EnemySoberPirates()) { if (game.InRange(ps[i], e)) { game.Attack(ps[i], e); attacked = true; break; } } } if (!attacked && ps[i].TurnsToSober == 0 && ps[i].TurnsToRevive == 0) { if (game.Treasures().Count > 0) { game.SetSail(ps[i], game.GetSailOptions(ps[i], ts[i], remaining)[0]); } else { game.SetSail(ps[i], game.GetSailOptions(ps[i], game.EnemyPiratesWithTreasures()[0].Location, remaining)[0]); // TODO: move the nearest one } remaining = 0; } } } }