315 lines
7.2 KiB
OCaml
315 lines
7.2 KiB
OCaml
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let open Printf in
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let debug = fprintf stderr in
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let checkpoint_ray = 600 in
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let module Vector = struct
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type t = {
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x : int;
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y : int
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}
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let to_string dst : string =
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(Printf.sprintf "{ x = %d ; y = %d }" dst.x dst.y)
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let create x y =
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{ x ; y }
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let equal dst src =
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(dst.x = src.x) && (dst.y = src.y)
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let diff dst src =
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{ x = (dst.x - src.x) ;
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y = (dst.y - src.y)
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}
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let mult src a =
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{ x = src.x * a ;
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y = src.y * a
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}
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let add dst src =
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{ x = (src.x + dst.x) ;
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y = (src.y + dst.y)
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}
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let distance (dst:t) (src:t) =
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(src.x - dst.x) * (src.x - dst.x) + (src.y - dst.y) * (src.y - dst.y)
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|> float_of_int
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|> sqrt
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|> int_of_float
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let is_touching dst src =
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(distance dst src) < (checkpoint_ray / 2)
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let is_near dst src =
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(distance dst src) < (checkpoint_ray * 2)
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let is_far dst src =
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((distance dst src) >= checkpoint_ray * 6)
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end in
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let module Pod = struct
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type orientation_t =
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| Behind
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| Aside
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| WideAligned
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| NearAligned
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| Aligned
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type distance_t =
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| Touching
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| Near
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| Anywhere
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| Far
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type t = {
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mutable id : int ;
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mutable pos : Vector.t ;
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mutable old_pos : Vector.t ;
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mutable dir : Vector.t ;
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mutable has_boost : bool ;
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mutable checkpoint_pos : Vector.t ;
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mutable checkpoint_dist : int ;
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mutable checkpoint_angle : int ;
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mutable output_str : string
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}
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let create () =
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{
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id = 0 ;
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pos = Vector.create 0 0 ;
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old_pos = Vector.create 0 0 ;
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dir = Vector.create 0 0 ;
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has_boost = true ;
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checkpoint_pos = Vector.create 0 0 ;
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checkpoint_dist = 0 ;
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checkpoint_angle = 0 ;
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output_str = ""
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}
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let use_boost pod =
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pod.has_boost <- false
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let update pod (pos, checkpoint_pos, checkpoint_dist, checkpoint_angle) =
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pod.pos <- pos ;
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pod.checkpoint_pos <- checkpoint_pos ;
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pod.checkpoint_dist <- checkpoint_dist ;
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pod.checkpoint_angle <- checkpoint_angle ;
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pod
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let movement pod =
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Vector.diff pod.pos pod.old_pos
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let is_aligned pod =
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pod.checkpoint_angle > -2 &&
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pod.checkpoint_angle < 2
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let is_near_aligned pod =
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(pod.checkpoint_angle > -15 && pod.checkpoint_angle <= -2) ||
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(pod.checkpoint_angle >= 2 && pod.checkpoint_angle < 15)
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let is_wide_aligned pod =
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(pod.checkpoint_angle > -45 && pod.checkpoint_angle <= -15) ||
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(pod.checkpoint_angle >= 15 && pod.checkpoint_angle < 45)
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let is_aside pod =
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(pod.checkpoint_angle > -85 && pod.checkpoint_angle <= -45) ||
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(pod.checkpoint_angle >= 45 && pod.checkpoint_angle < 85)
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let is_behind pod =
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pod.checkpoint_angle >= 85 || pod.checkpoint_angle <= -85
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let is_checkpoint_far pod =
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Vector.is_far pod.pos pod.checkpoint_pos
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let target_orientation pod =
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if is_aligned pod then Aligned
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else if is_near_aligned pod then NearAligned
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else if is_wide_aligned pod then WideAligned
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else if is_aside pod then Aside
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else Behind
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let target_distance pod =
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let dist = Vector.distance pod.pos pod.checkpoint_pos in
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if dist <= (checkpoint_ray) then Touching
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else if dist <= (checkpoint_ray * 3) then Near
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else if dist > (checkpoint_ray * 2 * 3) then Far
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else Anywhere
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end in
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let module CheckpointList = struct
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type t = {
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mem: Vector.t list ;
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cur: Vector.t option
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}
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let add ck_li elem =
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match ck_li.cur with
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| None ->
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{
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mem = [] ;
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cur = Some elem
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}
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| Some cur_elem ->
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if (Vector.equal cur_elem elem) then
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ck_li
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else
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{
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mem = cur_elem :: ck_li.mem ;
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cur = Some elem
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}
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let create () =
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{ mem = [] ;
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cur = None
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}
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let inc (ck_li:t) elem =
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(ck_li.mem)
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|> List.map (fun cur -> (Vector.equal elem cur))
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|> List.fold_left (fun acc elem -> acc || elem) false
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end in
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let module Game = struct
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type t = {
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pods : Pod.t array ;
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opponents : Pod.t array ;
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mutable turn : int ;
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}
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let create () =
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{
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pods = Array.make 2 (Pod.create ()) ;
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opponents = Array.make 2 (Pod.create ()) ;
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turn = 0
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}
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let is_first_turn game = game.turn < 2
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let save_pods game =
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(* old_pod := pod ; *)
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ignore game
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let tick game =
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game.turn <- game.turn + 1
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end in
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let module Strategy = struct
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let apply game pod =
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if Game.is_first_turn game then begin
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Game.save_pods game ;
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end ;
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let movement = Pod.movement in
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(*
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if (CheckpointList.inc !checkpoint_list checkpoint) then begin
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prerr_endline "List already includes this checkpoint" ;
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end else begin
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checkpoint_list := (CheckpointList.add !checkpoint_list checkpoint) ;
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fprintf stderr "New checkpoint : %s\n%!" (Vector.to_string checkpoint);
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end ;
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*)
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let use_boost =
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(game.turn > 100) &&
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(Pod.is_aligned pod) &&
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(Pod.is_checkpoint_far pod)
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in
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let thrust =
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(* droit devant *)
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match (Pod.target_orientation pod, Pod.target_distance pod) with
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(* | (Behind, TouchingOpponent) -> 20
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| (Aside, TouchingOpponent) -> 20 *)
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| (Behind, _) -> 6
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| (Aside, Near) -> 10
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| (WideAligned, Near) -> 20
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| (NearAligned, Near) -> 40
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| (_, _) -> 100
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in
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let power_str = match use_boost with
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| false -> string_of_int thrust
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| true -> "BOOST"
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in
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let target =
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Vector.mult (Pod.movement pod) (-3)
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|> Vector.add pod.checkpoint_pos
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in
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printf "%d %d %s\n%!" target.x target.y power_str ;
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end in
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let parse_pod_line () =
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let line = input_line stdin in
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let build_results_fn = (
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fun x y checkpointx checkpointy checkpointdist checkpointangle ->
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(Vector.create x y),
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(Vector.create checkpointx checkpointy),
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checkpointdist,
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checkpointangle
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) in
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Scanf.sscanf line "%d %d %d %d %d %d" build_results_fn
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in
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let map_center = Vector.create (16000 / 2) (9000 / 2) in
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let first_turn = ref true in
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let old_pod = ref (Vector.create 0 0) in
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let tick = ref 0 in
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let checkpoint_list = ref (CheckpointList.create ()) in
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(* laps : le nombre de tours à effectuer pour finir la course. *)
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let parse_init () =
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let laps =
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let line = input_line stdin in
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Scanf.sscanf line "%d" (fun x -> x)
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in
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let checkpoint_count =
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let line = input_line stdin in
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Scanf.sscanf line "%d" (fun x -> x)
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in
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let parse_checkpoint () =
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let line = input_line stdin in
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Scanf.sscanf line "%d %d" (fun x y ->
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Vector.create x y
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)
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in
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for i = 1 to checkpoint_count do
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let checkpoint = parse_checkpoint () in
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checkpoint_list := CheckpointList.add !checkpoint_list checkpoint ;
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()
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done
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in
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let game = Game.create () in
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(* game loop *)
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while true do
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(* read pod1 line & update game data *)
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parse_pod_line () |> Pod.update game.pods.(0) |> ignore ;
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parse_pod_line () |> Pod.update game.pods.(1) |> ignore ;
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parse_pod_line () |> Pod.update game.opponents.(0) |> ignore ;
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parse_pod_line () |> Pod.update game.opponents.(1) |> ignore ;
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for i = 0 to 1 do
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game.pods.(i)
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(* |> Strategy.apply *)
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|> (fun (pod : Pod.t) -> pod.output_str)
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|> print_endline
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;
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done ;
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Game.tick game ;
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done;
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