// doTurn is run once per turn public override void doTurn(GameState state) { // loop through all my ants and try to give them orders foreach (AntLoc ant in state.MyAnts) { // try all the directions foreach (char direction in Ants.Aim.Keys) { // destination will wrap around the map properly // and give us a new location Location newLoc = state.destination(ant, direction); // passable returns true if the location is land if (state.passable(newLoc)) { issueOrder(ant, direction); // stop now, don't give 1 and multiple orders break; } } // check if we have time left to calculate more orders if (state.TimeRemaining < 10) { break; } } }
// doTurn is run once per turn public override void doTurn(GameState state) { destinations.Clear(); // loop through all my ants and try to give them orders foreach (AntLoc ant in state.MyAnts) { Location closestFood = null; int closestDist = int.MaxValue; foreach (Location food in state.FoodTiles) { int dist = state.distance(ant, food); if (dist < closestDist) { closestDist = dist; closestFood = food; } } IEnumerable <char> directions; if (closestFood != null) { directions = state.direction(ant, closestFood); } else { directions = Ants.Aim.Keys.Shuffle(rng); } // try all the directions foreach (char direction in directions) { // destination will wrap around the map properly // and give us a new location Location newLoc = state.destination(ant, direction); // passable returns true if the location is land if (state.unoccupied(newLoc) && !destinations.Contains(newLoc)) { issueOrder(ant, direction); destinations.Add(newLoc); // stop now, don't give 1 and multiple orders break; } } // check if we have time left to calculate more orders if (state.TimeRemaining < 10) { break; } } }
// doTurn is run once per turn public override void doTurn(GameState state) { #if DEBUG sw.WriteLine ("!Turn " + number++); #endif destinations.Clear (); currentTurn.Clear (); #region Setup Discovery Aims List<Location > Discovery = new List<Location> (); for (int row = 0; row < state.Height / (state.ViewRadius2 / 2); row++) { for (int col = 0; col < state.Width / (state.ViewRadius2 / 2); col++) { Discovery.Add (new Location (row, col)); } } foreach (var ant in state.MyAnts) { Location tmp = new Location (ant.row / (state.ViewRadius2 / 2), ant.col / (state.ViewRadius2 / 2)); if (Discovery.Contains (tmp)) Discovery.Remove (tmp); } #endregion Location[] hod = new Location[] {new Location (0, -state.ViewRadius2 - 1), new Location (0, state.ViewRadius2 + 1), new Location (-state.ViewRadius2 - 1, 0), new Location (state.ViewRadius2 + 1, 0) , new Location (-state.ViewRadius2 / 2 - 1, -state.ViewRadius2 / 2 + 1), new Location (state.ViewRadius2 / 2 + 1, state.ViewRadius2 / 2 + 1), new Location (state.ViewRadius2 / 2 + 1, -state.ViewRadius2 / 2 - 1), new Location (-state.ViewRadius2 / 2 - 1, state.ViewRadius2 / 2 + 1)}; Location[] smeshnie = new Location[] {new Location (0, -state.ViewRadius2 - rng.Next (state.ViewRadius2)), new Location (0, state.ViewRadius2 + rng.Next (state.ViewRadius2)), new Location (-state.ViewRadius2 - rng.Next (state.ViewRadius2), 0), new Location (state.ViewRadius2 + rng.Next (state.ViewRadius2), 0)}; #region Find Guard for my Hills IDictionary<AntLoc, Location > Guard = new Dictionary<AntLoc, Location> (); foreach (var hill in state.MyHills) { foreach (var dest in Ants.Aim.Keys) { Location loc = state.destination (hill, dest); if (state.passable (loc)) { Guard.Add (hill, loc); break; } } } #endregion #region aim ants to food + Enemy hills //Add Enemy Hill to AIM food :) foreach (var hill in state.EnemyHills) { state.FoodTiles.Add (new Location (hill.row, hill.col)); } foreach (var food in state.FoodTiles) { int dist = int.MaxValue; AntLoc antFood = null; foreach (var ant in state.MyAnts) { if (!currentTurn.ContainsKey (ant)) if (state.distance (ant, food) < dist) { dist = state.distance (ant, food); antFood = ant; } } if (antFood != null) { currentTurn.Add (antFood, food); #if DEBUG sw.WriteLine (" ant " + antFood + " food " + food); #endif } else break; } #endregion #region Enemy aim foreach (var ant in state.MyAnts) { int distEnemy = state.ViewRadius2 * 3; Location aimEnemy = null; int dist; int attakEnemy = 0; foreach (var enemy in state.EnemyAnts) { dist = state.distance (ant, enemy); if (dist < distEnemy) { distEnemy = dist; aimEnemy = enemy; } if (dist < state.AttackRadius2 + 1) attakEnemy++; } if (aimEnemy != null) { //find frinds in state.AttackRadius2 int attakFrinds = 0; int saveDist = state.AttackRadius2 + 1; foreach (var friends in state.MyAnts) { dist = state.distance (aimEnemy, friends); if (dist < saveDist) { attakFrinds++; } } #if DEBUG sw.WriteLine (" ant " + ant + " friends " + attakFrinds + " they " + attakEnemy + " aim " + aimEnemy); #endif //I am alone if ((attakFrinds <= attakEnemy) && (distEnemy < state.AttackRadius2 + 3)) { int runDist = distEnemy; Location runLoc = null; foreach (Location loc in hod) { Location newLoc = state.destination (ant, loc); if (state.unoccupied (newLoc)) { if (runDist < state.distance (newLoc, aimEnemy)) { runDist = state.distance (newLoc, aimEnemy); runLoc = newLoc; } } } if (runLoc != null) { aimEnemy = runLoc; distEnemy = runDist; } #if DEBUG sw.WriteLine (" ant " + ant + " run from enemy to " + aimEnemy); #endif } /**/ if (currentTurn.ContainsKey (ant)) { int tmp = state.distance (ant, currentTurn [ant]); if (tmp > distEnemy) { Location food = currentTurn [ant]; currentTurn [ant] = aimEnemy; aimEnemy = null; tmp = int.MaxValue; foreach (var ants in state.MyAnts) { if (!currentTurn.ContainsKey (ants) && (state.distance (ant, food) < tmp)) { tmp = state.distance (ant, food); aimEnemy = ants; } } if (aimEnemy != null) currentTurn.Add (new AntLoc (aimEnemy, 0), food); } } else currentTurn.Add (ant, aimEnemy); } } #endregion #region Move other ants foreach (var ant in state.MyAnts) { if (!currentTurn.ContainsKey (ant)) { Location aim = smeshnie [rng.Next (4)]; if (Discovery.Count > 0) { int dist = int.MaxValue; foreach (var loc in Discovery) { Location aimTmp = new Location (loc.row * (state.ViewRadius2 / 2), loc.col * (state.ViewRadius2 / 2)); int tmp = state.distance (aimTmp, ant); if (tmp < dist) { dist = tmp; aim = aimTmp; } } } if (oldTurn.ContainsKey (ant)) { if (state.distance (ant, oldTurn [ant]) > (state.ViewRadius2 / 2)) { aim = oldTurn [ant]; } } currentTurn.Add (ant, aim); #if DEBUG sw.WriteLine (" ant " + ant + " move " + aim); #endif } } #endregion #region Setup guard if (state.MyAnts.Count > 5 * state.MyHills.Count) { foreach (var hill in Guard.Keys) { AntLoc tmp = new AntLoc (Guard [hill], 0); if (currentTurn.ContainsKey (tmp)) { currentTurn [tmp] = Guard [hill]; } else { int dist = int.MaxValue; AntLoc antGuard = null; foreach (var ant in state.MyAnts) { if (state.distance (hill, ant) < dist) { dist = state.distance (hill, ant); antGuard = ant; } } if (antGuard != null) if (currentTurn.ContainsKey (antGuard)) currentTurn [antGuard] = Guard [hill]; else currentTurn.Add (antGuard, Guard [hill]); } } } #endregion /**/ #if DEBUG sw.WriteLine("runs ANTS"); #endif #region runs Ants oldTurn = new Dictionary<AntLoc, Location> (); foreach (AntLoc ant in currentTurn.Keys) { List<char > directions = state.direction_algor_A (ant, currentTurn [ant]); if (directions.Count == 0) { //добавление препядствия state.addAnt (ant.row, ant.col, 0); #if DEBUG sw.WriteLine (" ant " + ant + " stop "); #endif } else { AntLoc NewAnt = new AntLoc (state.destination (ant, directions [0]), 0); //странно пытаемся переститься на своего муровья if (!oldTurn.ContainsKey (NewAnt)) { issueOrder (ant, directions [0]); //добавление препядствия state.addAnt (NewAnt.row, NewAnt.col, 0); oldTurn.Add (NewAnt, currentTurn [ant]); #if DEBUG sw.WriteLine (" ant " + ant + " move " + NewAnt); #endif } else { state.addAnt (ant.row, ant.col, 0); } }/**/ if (state.TimeRemaining < 50) { return; } } #endregion } #endregion Methods } }