Evolve to mutlipod management.

This commit is contained in:
Glenn Y. Rolland 2016-08-07 01:00:26 +02:00
parent 2be6ac9930
commit 1089f6cd49
2 changed files with 234 additions and 197 deletions

View file

@ -48,14 +48,14 @@ let module Vector = struct
((distance dst src) >= checkpoint_ray * 6)
end in
let module Pod = struct
let module Pod = struct
type t = {
pos : Vector.t ;
dir : Vector.t ;
}
end in
let module CheckpointList = struct
let module CheckpointList = struct
type t = {
mem: Vector.t list ;
cur: Vector.t option
@ -86,10 +86,9 @@ let module CheckpointList = struct
(ck_li.mem)
|> List.map (fun cur -> (Vector.equal elem cur))
|> List.fold_left (fun acc elem -> acc || elem) false
end in
end in
let parse_line1 () =
let parse_line1 () =
let line = input_line stdin in
let build_results_fn = (
fun x y checkpointx checkpointy checkpointdist checkpointangle ->
@ -99,26 +98,26 @@ let parse_line1 () =
checkpointangle
) in
Scanf.sscanf line "%d %d %d %d %d %d" build_results_fn
in
in
let parse_line2 () =
let parse_line2 () =
let line = input_line stdin in
let build_results_fn = (
fun opponentx opponenty ->
(Vector.create opponentx opponenty)
) in
Scanf.sscanf line "%d %d" build_results_fn
in
in
let map_center = Vector.create (16000 / 2) (9000 / 2) in
let first_turn = ref true in
let old_pod = ref (Vector.create 0 0) in
let map_center = Vector.create (16000 / 2) (9000 / 2) in
let first_turn = ref true in
let old_pod = ref (Vector.create 0 0) in
let tick = ref 0 in
let checkpoint_list = ref (CheckpointList.create ()) in
let tick = ref 0 in
let checkpoint_list = ref (CheckpointList.create ()) in
(* game loop *)
while true do
(* game loop *)
while true do
(* nextcheckpointdist: distance to the next checkpoint *)
(* nextcheckpointangle: angle between your pod orientation and the direction of the next checkpoint *)
@ -182,5 +181,5 @@ while true do
tick := !tick + 1 ;
old_pod := pod ;
done;
done;

View file

@ -52,14 +52,39 @@ end in
let module Pod = struct
type t = {
mutable id : int ;
mutable pos : Vector.t ;
mutable dir : Vector.t ;
mutable has_boost : bool ;
mutable checkpoint_pos : Vector.t ;
mutable checkpoint_dist : int ;
mutable checkpoint_angle : int ;
mutable output_str : string
}
let create () =
{ pos = Vector.create 0 0 ;
dir = Vector.create 0 0
{
id = 0 ;
pos = Vector.create 0 0 ;
dir = Vector.create 0 0 ;
has_boost = true ;
checkpoint_pos = Vector.create 0 0 ;
checkpoint_dist = 0 ;
checkpoint_angle = 0 ;
output_str = ""
}
let use_boost pod =
pod.has_boost <- false
let update pod (pos, checkpoint_pos, checkpoint_dist, checkpoint_angle) =
pod.pos <- pos ;
pod.checkpoint_pos <- checkpoint_pos ;
pod.checkpoint_dist <- checkpoint_dist ;
pod.checkpoint_angle <- checkpoint_angle ;
pod
end in
let module CheckpointList = struct
@ -96,7 +121,74 @@ let module CheckpointList = struct
end in
let parse_line1 () =
let module Game = struct
type t = {
pods : Pod.t array ;
opponents : Pod.t array ;
ticks : int ;
}
end in
let module Strategy = struct
let apply game pod =
if !first_turn then begin
old_pod := pod ;
first_turn := false
end ;
let movement = Vector.diff pod !old_pod in
if (CheckpointList.inc !checkpoint_list checkpoint) then begin
prerr_endline "List already includes this checkpoint" ;
end else begin
checkpoint_list := (CheckpointList.add !checkpoint_list checkpoint) ;
fprintf stderr "New checkpoint : %s\n%!" (Vector.to_string checkpoint);
end ;
(* output "x y thrust" : the target position + the power *)
let is_aligned = checkpoint_angle > -2 && checkpoint_angle < 2 in
let is_near_aligned =
(checkpoint_angle > -15 && checkpoint_angle <= -2) ||
(checkpoint_angle >= 2 && checkpoint_angle < 15)
in
let is_wide_aligned =
(checkpoint_angle > -45 && checkpoint_angle <= -15) ||
(checkpoint_angle >= 15 && checkpoint_angle < 45)
in
let is_aside =
(checkpoint_angle > -85 && checkpoint_angle <= -45) ||
(checkpoint_angle >= 45 && checkpoint_angle < 85)
in
let is_behind = checkpoint_angle >= 85 || checkpoint_angle <= -85 in
let use_boost =
(!tick > 100) && is_aligned && (Vector.is_far pod checkpoint)
in
debug "angle = %d\n%!" checkpoint_angle ;
let thrust =
(* droit devant *)
if is_behind && (Vector.is_touching pod opponent) then 20
else if is_aside && (Vector.is_touching pod opponent) then 20
else if is_behind then 6
else if is_aside && (Vector.is_near checkpoint pod) then 10
else if is_wide_aligned && (Vector.is_near checkpoint pod) then 20
else if is_near_aligned && (Vector.is_near checkpoint pod) then 40
else 100
in
let power_str = match use_boost with
| false -> string_of_int thrust
| true -> "BOOST"
in
let target = Vector.add checkpoint (Vector.mult movement (-3)) in
printf "%d %d %s\n%!" target.x target.y power_str ;
end in
let parse_pod_line () =
let line = input_line stdin in
let build_results_fn = (
fun x y checkpointx checkpointy checkpointdist checkpointangle ->
@ -108,15 +200,6 @@ let parse_line1 () =
Scanf.sscanf line "%d %d %d %d %d %d" build_results_fn
in
let parse_line2 () =
let line = input_line stdin in
let build_results_fn = (
fun opponentx opponenty ->
(Vector.create opponentx opponenty)
) in
Scanf.sscanf line "%d %d" build_results_fn
in
let map_center = Vector.create (16000 / 2) (9000 / 2) in
let first_turn = ref true in
let old_pod = ref (Vector.create 0 0) in
@ -147,68 +230,23 @@ let parse_init () =
done
in
let pods = Array.create 2 (Pod.create ()) in
let pods = Array.make 2 (Pod.create ()) in
let game = Game.create () in
(* game loop *)
while true do
(* read pod1 line & update game data *)
parse_pod_line () |> Pod.update game.pods.(0) ;
parse_pod_line () |> Pod.update game.pods.(1) ;
parse_pod_line () |> Pod.update game.opponents.(0) ;
parse_pod_line () |> Pod.update game.opponents.(1) ;
(* nextcheckpointdist: distance to the next checkpoint *)
(* nextcheckpointangle: angle between your pod orientation and the direction of the next checkpoint *)
let pod, checkpoint, checkpoint_dist, checkpoint_angle = parse_line1 () in
let opponent = parse_line2 () in
if !first_turn then begin
old_pod := pod ;
first_turn := false
end ;
let movement = Vector.diff pod !old_pod in
if (CheckpointList.inc !checkpoint_list checkpoint) then begin
prerr_endline "List already includes this checkpoint" ;
end else begin
checkpoint_list := (CheckpointList.add !checkpoint_list checkpoint) ;
fprintf stderr "New checkpoint : %s\n%!" (Vector.to_string checkpoint);
end ;
(* output "x y thrust" : the target position + the power *)
let is_aligned = checkpoint_angle > -2 && checkpoint_angle < 2 in
let is_near_aligned =
(checkpoint_angle > -15 && checkpoint_angle <= -2) ||
(checkpoint_angle >= 2 && checkpoint_angle < 15)
in
let is_wide_aligned =
(checkpoint_angle > -45 && checkpoint_angle <= -15) ||
(checkpoint_angle >= 15 && checkpoint_angle < 45)
in
let is_aside =
(checkpoint_angle > -85 && checkpoint_angle <= -45) ||
(checkpoint_angle >= 45 && checkpoint_angle < 85)
in
let is_behind = checkpoint_angle >= 85 || checkpoint_angle <= -85 in
let use_boost = (!tick > 100) && is_aligned && (Vector.is_far pod checkpoint) in
debug "angle = %d\n%!" checkpoint_angle ;
let thrust =
(* droit devant *)
if is_behind && (Vector.is_touching pod opponent) then 20
else if is_aside && (Vector.is_touching pod opponent) then 20
else if is_behind then 6
else if is_aside && (Vector.is_near checkpoint pod) then 10
else if is_wide_aligned && (Vector.is_near checkpoint pod) then 20
else if is_near_aligned && (Vector.is_near checkpoint pod) then 40
else 100
in
let power_str = match use_boost with
| false -> string_of_int thrust
| true -> "BOOST"
in
let target = Vector.add checkpoint (Vector.mult movement (-3)) in
printf "%d %d %s\n%!" target.x target.y power_str ;
for i = 0 to 1 do
game.pods.(i)
|> Pod.update pod1_data
|> Strategy.apply
|> fun pod -> print_endline pod.output_str ;
done
tick := !tick + 1 ;
old_pod := pod ;