This commit is contained in:
Glenn Y. Rolland 2016-07-28 02:44:57 +02:00
parent 3a4782b32e
commit 23b6693ef3
4 changed files with 368 additions and 0 deletions

2
.gitignore vendored
View file

@ -1 +1,3 @@
_build _build
*.native

View file

@ -0,0 +1,65 @@
(* Auto-generated code below aims at helping you parse *)
(* the standard input according to the problem statement. *)
let open Printf in
let debug = fprintf stderr in
(* game loop *)
while true do
(* nextcheckpointx: x position of the next check point *)
(* nextcheckpointy: y position of the next check point *)
(* nextcheckpointdist: distance to the next checkpoint *)
(* nextcheckpointangle: angle between your pod orientation and the direction of the next checkpoint *)
let line = input_line stdin in
let x, y, nextcheckpointx, nextcheckpointy, nextcheckpointdist, nextcheckpointangle =
Scanf.sscanf line "%d %d %d %d %d %d" (fun x y nextcheckpointx nextcheckpointy nextcheckpointdist nextcheckpointangle -> (x, y, nextcheckpointx, nextcheckpointy, nextcheckpointdist, nextcheckpointangle))
in
let line = input_line stdin in
let opponentx, opponenty = Scanf.sscanf line "%d %d" (fun opponentx opponenty -> (opponentx, opponenty)) in
(* Write an action using print_endline *)
(* To debug: prerr_endline "Debug message"; *)
(* You have to output the target position *)
(* followed by the power (0 <= thrust <= 100) *)
(* i.e.: "x y thrust" *)
let is_far = nextcheckpointdist > 2000 in
let is_near = nextcheckpointdist < 200 in
let is_very_near = nextcheckpointdist < 100 in
let is_aligned = nextcheckpointangle > -5 && nextcheckpointangle < 5 in
let is_near_aligned = nextcheckpointangle > -15 && nextcheckpointangle < 15 in
let is_wide_aligned = nextcheckpointangle > -30 && nextcheckpointangle < 30 in
let is_aside = nextcheckpointangle > 90 || nextcheckpointangle < -90 in
let use_boost = is_aligned && is_far in
debug "angle = %d\n%!" nextcheckpointangle ;
let thrust =
if is_aligned && (nextcheckpointdist > 100) then 100
else if is_aligned && (nextcheckpointdist <= 100) then 50
else if is_near_aligned && (nextcheckpointdist > 150) then 80
else if is_near_aligned && (nextcheckpointdist <= 150) then 40
else if is_wide_aligned && (nextcheckpointdist > 200) then 60
else if is_wide_aligned && (nextcheckpointdist <= 200) then 30
else if is_aside && (nextcheckpointdist > 250) then 5
else if is_aside && (nextcheckpointdist <= 250) then 2
else 100
in
let power_str = match use_boost with
| false -> string_of_int thrust
| true -> "BOOST"
in
printf "%d %d %s\n%!" nextcheckpointx nextcheckpointy power_str ;
();
done;

120
coders-strike-back/code3.ml Normal file
View file

@ -0,0 +1,120 @@
let open Printf in
let debug = fprintf stderr in
let checkpoint_ray = 600 in
let module Vector = struct
type t = {
x : int;
y : int
}
let create x y =
{ x ; y }
let diff dst src =
{ x = (dst.x - src.x) ;
y = (dst.y - src.y)
}
let mult src a =
{ x = src.x * a ;
y = src.y * a
}
let add dst src =
{ x = (src.x + dst.x) ;
y = (src.y + dst.y)
}
let distance (dst:t) (src:t) =
(src.x - dst.x) * (src.x - dst.x) + (src.y - dst.y) * (src.y - dst.y)
|> float_of_int
|> sqrt
|> int_of_float
let is_near dst src =
(distance dst src) < (checkpoint_ray * 2)
let is_far dst src =
((distance dst src) >= checkpoint_ray * 6)
end
in
let module Pod = struct
type t = {
pos : Vector.t ;
dir : Vector.t ;
}
end
in
let parse_line1 () =
let line = input_line stdin in
let build_results_fn = (
fun x y checkpointx checkpointy checkpointdist checkpointangle ->
(Vector.create x y),
(Vector.create checkpointx checkpointy),
checkpointdist,
checkpointangle
) in
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
let tick = ref 0 in
(* game loop *)
while true do
(* 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 ;
(* output "x y thrust" : the target position + the power *)
let is_aligned = checkpoint_angle > -5 && checkpoint_angle < 5 in
let is_near_aligned = checkpoint_angle > -15 && checkpoint_angle < 15 in
let is_wide_aligned = checkpoint_angle > -30 && checkpoint_angle < 30 in
let is_aside = checkpoint_angle > -60 || checkpoint_angle < 60 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 then 6
else 100
in
let power_str = match use_boost with
| false -> string_of_int thrust
| true -> "BOOST"
in
printf "%d %d %s\n%!" checkpoint.x checkpoint.y power_str ;
tick := !tick + 1 ;
old_pod := pod ;
done;

181
coders-strike-back/code4.ml Normal file
View file

@ -0,0 +1,181 @@
let open Printf in
let debug = fprintf stderr in
let checkpoint_ray = 600 in
let module Vector = struct
type t = {
x : int;
y : int
}
let to_string dst : string =
(Printf.sprintf "{ x = %d ; y = %d }" dst.x dst.y)
let create x y =
{ x ; y }
let equal dst src =
(dst.x = src.x) && (dst.y = src.y)
let diff dst src =
{ x = (dst.x - src.x) ;
y = (dst.y - src.y)
}
let mult src a =
{ x = src.x * a ;
y = src.y * a
}
let add dst src =
{ x = (src.x + dst.x) ;
y = (src.y + dst.y)
}
let distance (dst:t) (src:t) =
(src.x - dst.x) * (src.x - dst.x) + (src.y - dst.y) * (src.y - dst.y)
|> float_of_int
|> sqrt
|> int_of_float
let is_touching dst src =
(distance dst src) < (checkpoint_ray / 2)
let is_near dst src =
(distance dst src) < (checkpoint_ray * 2)
let is_far dst src =
((distance dst src) >= checkpoint_ray * 6)
end in
let module Pod = struct
type t = {
pos : Vector.t ;
dir : Vector.t ;
}
end in
let module CheckpointList = struct
type t = {
mem: Vector.t list ;
cur: Vector.t option
}
let add ck_li elem =
match ck_li.cur with
| None ->
{
mem = [] ;
cur = Some elem
}
| Some cur_elem ->
if (Vector.equal cur_elem elem) then
ck_li
else
{
mem = cur_elem :: ck_li.mem ;
cur = Some elem
}
let create () =
{ mem = [] ;
cur = None
}
let inc (ck_li:t) elem =
(ck_li.mem)
|> List.map (fun cur -> (Vector.equal elem cur))
|> List.fold_left (fun acc elem -> acc || elem) false
end in
let parse_line1 () =
let line = input_line stdin in
let build_results_fn = (
fun x y checkpointx checkpointy checkpointdist checkpointangle ->
(Vector.create x y),
(Vector.create checkpointx checkpointy),
checkpointdist,
checkpointangle
) in
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
let tick = ref 0 in
let checkpoint_list = ref (CheckpointList.create ()) in
(* game loop *)
while true do
(* 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 ;
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
printf "%d %d %s\n%!" checkpoint.x checkpoint.y power_str ;
tick := !tick + 1 ;
old_pod := pod ;
done;