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Clondle.py
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Clondle.py
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import sys
# import math
import time
import Queue
time_t = time.time()
# Optimizations
# Read this somewhere...python executes some periodic checks to sync across threads
# and that for single-thread programs, a high number setting to not check so often
# may improve performance.
# Since it's only 1 line, and it's already python...might as well :P
sys.setcheckinterval(1000000)
# Behaviors
STOP_SHORT_BARRELS = True
STACK_OVERFLOW = 255
BFS_SEARCH_DEPTH = 3
# Const
MINE = 3
BARREL = 4
CANNONBALL = 2
ENSHIP = -1
MYSHIP = 1
OCCSHIP = 5
SHIP_SEEK_TARGET_COOLDOWN = 2
SHIP_STUCK_COOLDOWN = 5
TMP_IDs = 10000
OFFSET_ADJCELL = 2
DELAY_CANNONBALL = 3
DELAY_FIRE = 2
DELAY_MINE = 4
# Scoring
# Traversals
hexOdd = [(1, 0), (1, -1), (0, -1), (-1, 0), (0, 1), (1, 1)]
hexEven = [(1, 0), (0, -1), (-1, -1), (-1, 0), (-1, 1), (0, 1)]
hexAdj = [hexEven, hexOdd]
precomp_distTo = [[None for i in xrange(21)] for j in xrange(23)]
precomp_adjCell = [[[[None for a in xrange(2)] for o in xrange(6)] for y in xrange(25)] for x in xrange(27)]
# Helper functions
def verifyLoc(loc):
x = loc[0]
y = loc[1]
return (x < 23 and x > -1 and y < 21 and y > -1)
def distTo(x1, y1, x2, y2):
xp1 = x1 - (y1 - (y1 & 1)) / 2
zp1 = y1
yp1 = -(xp1 + zp1)
xp2 = x2 - (y2 - (y2 & 1)) / 2
zp2 = y2
yp2 = -(xp2 + zp2)
return (abs(xp1 - xp2) + abs(yp1 - yp2) + abs(zp1 - zp2)) / 2
def locToKey(loc):
return loc[0]*100+loc[1]
def keyToLoc(key):
return (int(key/100), key%100)
def cellAhead(loc, orien):
tmp_bow = (loc[0]+hexAdj[loc[1]%2][orien][0], loc[1]+hexAdj[loc[1]%2][orien][1])
return tmp_bow
def cellBehind(loc, orien):
tmp_stern = (loc[0]+hexAdj[loc[1]%2][(orien-3)%6][0], loc[1]+hexAdj[loc[1]%2][(orien-3)%6][1])
return tmp_stern
def shipSpace(x, y, orien):
tmp_mid = (x, y)
tmp_bow = precomp_adjCell[x+OFFSET_ADJCELL][y+OFFSET_ADJCELL][orien][0]
tmp_stern = precomp_adjCell[x+OFFSET_ADJCELL][y+OFFSET_ADJCELL][orien][1]
return (tmp_bow, tmp_mid, tmp_stern)
def radiusList(x, y, radius, filter):
lower_x = x-radius
upper_x = x+radius
li = []
if (filter):
for i in xrange(lower_x, upper_x+1):
if (verifyLoc((i, y))):
li.append((i, y))
for i in xrange(1, radius):
cur_lower_x = lower_x
cur_upper_x = upper_x
cur_y = y-i
if (cur_y%2==0):
cur_lower_x += 1
else:
cur_upper_x -= 1
for j in xrange(cur_lower_x, cur_upper_x+1):
if (verifyLoc((j, cur_y))):
li.append((j, cur_y))
if (verifyLoc((j, y+i))):
li.append((j, y+i))
else:
for i in xrange(lower_x, upper_x+1):
li.append((i, y))
for i in xrange(1, radius):
cur_lower_x = lower_x
cur_upper_x = upper_x
cur_y = y-i
if (cur_y%2==0):
cur_lower_x += 1
else:
cur_upper_x -= 1
for j in xrange(cur_lower_x, cur_upper_x+1):
li.append((j, cur_y))
li.append((j, y+i))
return li
def getSurroundingCells(curPosition, end_orien):
global_precompCells = precomp_adjCell
global_offset = OFFSET_ADJCELL
end_bow = curPosition[0]
end_mid = curPosition[1]
end_stern = curPosition[2]
surroundingCells = []
for i in xrange(6): # Excluding already occupied cells
if (i == end_orien or i == (end_orien-3)%6):
continue
curAhead = global_precompCells[end_mid[0]+global_offset][end_mid[1]+global_offset][i][0]
surroundingCells.append(curAhead)
end_ahead_bow = global_precompCells[end_bow[0]+global_offset][end_bow[1]+global_offset][end_orien][0]
surroundingCells.append(end_ahead_bow)
surroundingCells.append(end_ahead_bow)
surroundingCells.append(global_precompCells[end_bow[0]+global_offset][end_bow[1]+global_offset][end_orien][0])
surroundingCells.append(global_precompCells[end_bow[0]+global_offset][end_bow[1]+global_offset][end_orien][0])
cur_port = global_precompCells[end_mid[0]+global_offset][end_mid[1]+global_offset][(end_orien+1)%6][0]
cur_port = global_precompCells[end_mid[0]+global_offset][end_mid[1]+global_offset][(end_orien-1)%6][0]
surroundingCells.append(global_precompCells[cur_port[0]+global_offset][cur_port[1]+global_offset][(end_orien+1)%6][0]) # Port ahead
surroundingCells.append(global_precompCells[cur_port[0]+global_offset][cur_port[1]+global_offset][(end_orien-1)%6][0]) # Starboard ahead
return surroundingCells
def adjacentShipCells(loc, orien):
global_precompCells = precomp_adjCell
global_offset = OFFSET_ADJCELL
bow = global_precompCells[loc[0]+global_offset][loc[1]+global_offset][orien][0]
stern = global_precompCells[loc[0]+global_offset][loc[1]+global_offset][orien][1]
adjCells = []
adjCells.append(global_precompCells[loc[0]+global_offset][loc[1]+global_offset][(orien+1)%6][0])
adjCells.append(global_precompCells[loc[0]+global_offset][loc[1]+global_offset][(orien-1)%6][0])
adjCells.append(global_precompCells[loc[0]+global_offset][loc[1]+global_offset][(orien+1)%6][1])
adjCells.append(global_precompCells[loc[0]+global_offset][loc[1]+global_offset][(orien-1)%6][1])
for cur_orien in [orien, (orien+1)%6, (orien-1)%6]:
adjCells.append(global_precompCells[bow[0]+global_offset][bow[1]+global_offset][cur_orien][0])
adjCells.append(global_precompCells[stern[0]+global_offset][stern[1]+global_offset][cur_orien][0])
adjKeyList = [locToKey(cell) for cell in adjCells]
return (adjCells, adjKeyList)
# Move Simulation function
# Takes in the state of the ship, obstacles on the map and the action we're simulating
# v_list here keeps track of where we've visited, as in my simulation, I do not interact with game objects
# unless it affects the movement (so only edges/other ships).
#RETURNS: (x, y, speed, orien, v_list)
def verifyMove(loc, speed, orien, action, occ_list):
orig_x = loc[0]
orig_y = loc[1]
orig_orien = orien
orig_speed = speed
orig_spaces = shipSpace(orig_x, orig_y, orig_orien)
orig_keys = [locToKey(space) for space in orig_spaces]
cur_x = orig_x
cur_y = orig_y
cur_speed = orig_speed + action.transformation[0]
if (cur_speed > 2 or cur_speed < 0): # Filter out impossible speeds
return None
# Visited List
v_list = []
# Move Ship forward
if (cur_speed > 0):
cur_bow = orig_spaces[0]
cur_ahead_bow = precomp_adjCell[cur_bow[0]+OFFSET_ADJCELL][cur_bow[1]+OFFSET_ADJCELL][orig_orien][0]
for i in xrange(cur_speed):
if (locToKey(cur_ahead_bow) in occ_list):
cur_speed = 0
if (isinstance(action, Faster) and orig_speed == 0):
return None
break
if (not verifyLoc(cur_bow)):
cur_speed = 0
if (isinstance(action, Faster) and orig_speed == 0):
return None
break
cur_key = locToKey(cur_ahead_bow)
cur_x = cur_bow[0]
cur_y = cur_bow[1]
cur_bow = cur_ahead_bow
cur_ahead_bow = precomp_adjCell[cur_bow[0]+OFFSET_ADJCELL][cur_bow[1]+OFFSET_ADJCELL][orig_orien][0]
if (cur_key not in v_list and cur_key not in orig_keys):
v_list.append(cur_key)
# Rotation
cur_orien = (orig_orien + action.transformation[1])%6
cur_spaces = shipSpace(cur_x, cur_y, cur_orien)
for space in cur_spaces:
cur_key = locToKey(space)
if (cur_key not in v_list and cur_key not in orig_keys):
v_list.append(cur_key)
if (cur_orien == orig_orien):
return (cur_x, cur_y, cur_speed, cur_orien, v_list)
# Apply rotation
cur_bow_key = locToKey(cur_spaces[0])
cur_stern_key = locToKey(cur_spaces[2])
if (cur_bow_key in occ_list or cur_stern_key in occ_list):
return None
if (cur_bow_key not in v_list and cur_key not in orig_keys):
v_list.append(cur_bow_key)
if (cur_stern_key not in v_list and cur_key not in orig_keys):
v_list.append(cur_stern_key)
return (cur_x, cur_y, cur_speed, cur_orien, v_list)
#TODO: BFS Actual
# Since the BFS forms the backbone of the algo...I leave it up to you to learn and implement it here :P
# I will however, provide a pseudo code to guide you through...
def bfs():
q = Queue.Queue()
# Push initial states into queue
while (not q.empty()):
#1. Simulate current move
#2. Check for validity
#3. Score move
# Accumulative scoring for certain factors?
# Score position only when sufficient depth has been reached?
#4. Propagate from one state -> the next
# Some pruning can be done here
# E.g. if (end_speed < 2):
# q.put(FASTER)
# Return best-scoring move
return None
# Some standard classes to store data in a more readable fashion
class Command(object):
def __init__(self):
self.transformation = None
class Port(Command):
def __init__(self):
self.transformation = (0, 1)
def printCmd(self):
return "PORT"
class Starboard(Command):
def __init__(self):
self.transformation = (0, -1)
def printCmd(self):
return "STARBOARD"
class Faster(Command):
def __init__(self):
self.transformation = (1, 0)
def printCmd(self):
return "FASTER"
class Slower(Command):
def __init__(self):
self.transformation = (-1, 0)
def printCmd(self):
return "SLOWER"
class Wait(Command):
def __init__(self):
self.transformation = (0, 0)
def printCmd(self):
return "WAIT"
class MineCMD(Wait):
def __init__(self, x, y):
super(MineCMD, self).__init__()
self.x = x
self.y = y
def actionLoc(self):
return (self.x, self.y)
def printCmd(self):
return "MINE"
class Fire(Wait):
def __init__(self, x, y):
super(Fire, self).__init__()
self.x = x
self.y = y
def actionLoc(self):
return (self.x, self.y)
def printCmd(self):
return "FIRE {} {}".format(self.x, self.y)
class Barrel(object):
def __init__(self, ID, rum, x, y):
self.ID = ID
self.rum = rum
self.x = x
self.y = y
self.alive = False
def tick(self):
if (not self.alive):
del barrels[self.ID]
class Mine(object):
def __init__(self, ID, x, y):
self.ID = ID
self.x = x
self.y = y
self.alive = False
def tick(self):
if (not self.alive):
del mines[self.ID]
class Cannonball(object):
def __init__(self, ID, originID, ttt, x, y):
self.ID = ID
self.originID = originID
self.ttt = ttt
self.x = x
self.y = y
self.alive = False
self.refGrid = cannonGrid[self.x][self.y]
def tick(self):
self.ttt -= 1
if (self.ttt < 1 or not self.alive):
del cannonballs[self.ID]
del self.refGrid[self.ID]
class Ship(object):
def __init__(self, ID, orientation, speed, rum, team, x, y):
self.ID = ID
self.orientation = orientation
self.speed = speed
self.rum = rum
self.team = team
self.x = x
self.y = y
self.canFire = 0
self.canMine = 0
self.alive = False
self.tgtCD = 0
self.curTgt = (11, 10)
self.prevX = x
self.prevY = y
self.stuck = False
self.stuckConut = 0
self.curMove = Wait()
self.curTargetedBarrel = None
self.sacrifice = False
self.lamb_target = None
self.projected_vList = []
self.scored_projection = []
self.projected_mineKeys = []
self.closestBarrelKey = -1
def update(self, orientation, speed, rum, x, y):
self.orientation = orientation
self.speed = speed
self.rum = rum
self.x = x
self.y = y
def tick(self):
self.lamb_target = None
self.sacrifice = False
self.closestBarrelKey = -1
if (not self.alive):
del ships[self.ID]
else:
self.canFire -= 1 if self.canFire > 0 else 0
self.canMine -= 1 if self.canMine > 0 else 0
self.tgtCD -= 1 if self.tgtCD > 0 else 0
def project(self, numTurns):
# Runs another implementation of BFS algo
#TODO: BFS
# We want to find out the following (to be used later):
self.scored_projection = [] # List of visited cells, scored for probability of occupying said cell
self.projected_vDict = dict() # Range of ship with its corresponding minimal depth required to visit cell
self.projected_mineKeys = [] # Predicted locations ship can MINE at
self.closestBarrelKey = -1 # Closest barrel to the ship
def predictFires(self):
# What we want to do is to simulate enemy fires upon self
# Really close to enemy ==> Enemy fires directly on ship's center
# Not that good of an idea to simulate beyond time 2 for cannonball to land
# That would restrict your pathing too pessimistically
# Use previously computed projected location information to evaluate where enemy is likely to shoot
# Add such predicted fires into the global arrays for our BFS eval function to access
return None
def offer(self, tgtShip): # Sacrifice self as offering for other ship
self.curMove = Wait()
init_t = time.time()
# We project forward our targeted ship slightly to anticipate reaching and self-destruct in front of it
tgtResult = verifyMove((tgtShip.x, tgtShip.y), tgtShip.speed, tgtShip.orientation, tgtShip.curMove, [])
tgtResult = verifyMove((tgtResult[0], tgtResult[1]), tgtResult[2], tgtResult[3], Wait(), [])
moveLoc = (tgtResult[0], tgtResult[1])
sacrifice_move = None
# Precompute occupancy
mine_key_list = [locToKey((mine.x, mine.y)) for mine in mines.values()]
shipsInfo = []
occ_list = []
en_v_list = []
my_v_list = []
my_ship_end_info = []
for ship in ships.values():
if (ship.ID == self.ID):
continue
updated_info = verifyMove((ship.x, ship.y), ship.speed, ship.orientation, ship.curMove, [])
if (updated_info is None):
updated_info = (ship.x, ship.y, ship.speed, ship.orientation, [])
if (ship.team == 0):
en_v_list.extend(ship.projected_vList)
else:
my_v_list.extend(ship.projected_vList)
cur_info = ((updated_info[0], updated_info[1]), updated_info[2], updated_info[3], ship.rum, ship.canFire, ship.canMine, ship.team)
if (ship.team == 1):
my_ship_end_info.append(((updated_info[0], updated_info[1]), updated_info[3]))
shipsInfo.append(cur_info)
for info in shipsInfo:
spaces = shipSpace(info[0][0], info[0][1], info[2])
for space in spaces:
cur_key = locToKey(space)
if (cur_key not in occ_list):
occ_list.append(cur_key)
available_actions = [Wait(), Slower(), Faster(), Port(), Starboard()]
destroyed = False
init_rum = self.rum
# Project self location
for action in available_actions:
if (destroyed):
continue
projectionResult = verifyMove((self.x, self.y), self.speed, self.orientation, action, occ_list)
if (projectionResult is None):
continue
projected_rum = init_rum - 1
projected_x = projectionResult[0]
projected_y = projectionResult[1]
projected_speed = projectionResult[2]
projected_orien = projectionResult[3]
projected_v_list = projectionResult[4]
projected_mid = (projected_x, projected_y)
projected_bow = precomp_adjCell[projected_mid[0]+OFFSET_ADJCELL][projected_mid[1]+OFFSET_ADJCELL][projected_orien][0]
projected_stern = precomp_adjCell[projected_mid[0]+OFFSET_ADJCELL][projected_mid[1]+OFFSET_ADJCELL][projected_orien][1]
projected_key = locToKey(projected_mid)
# Project self's destruction if any
# MINE
for key in projected_v_list:
if (key in mine_key_list):
projected_rum -= 25
# CANNONBALL
if (verifyLoc(projected_bow)):
curFires = cannonGrid[projected_bow[0]][projected_bow[1]].values()
if (len(curFires) > 0):
for fire in curFires:
if (fire.ttt == 1):
projected_rum -= 25
if (verifyLoc(projected_stern)):
curFires = cannonGrid[projected_stern[0]][projected_stern[1]].values()
if (len(curFires) > 0):
for fire in curFires:
if (fire.ttt == 1):
projected_rum -= 25
if (verifyLoc(projected_mid)):
curFires = cannonGrid[projected_mid[0]][projected_mid[1]].values()
if (len(curFires) > 0):
for fire in curFires:
if (fire.ttt == 1):
projected_rum -= 50
# Account for adjacent exploding mines :O
adjCells = adjacentShipCells(projected_mid, projected_orien)
for cell in adjCells[0]: # Use the loc list
if (verifyLoc(cell) and locToKey(cell) in mine_key_list):
curFires = cannonGrid[cell[0]][cell[1]].values()
if (len(curFires) > 0):
for fire in curFires:
if (fire.ttt == 1):
projected_rum -= 10
# Ship will be destroyed next turn
if (projected_rum <= 0):
# Check if is close enough to sacrifice self
if (self.rum < 32 and tgtShip.rum+min(self.rum-2, 30) <= 104 and (projected_key in my_v_list or precomp_distTo[moveLoc[0]][moveLoc[1]][projected_mid[0]][projected_mid[1]] < 5) and projected_key not in en_v_list):
destroyed = True
sacrifice_move = action
# Hidden else statement:
# sacrifice_move = None
# -> Goes into finding an optimal path to reach targeted destination instead
# Won't be destroyed next turn (self-destruct)
#BUG: There's a bug here that would result in inaccurate firing of cannon, delaying sacrifice
# and potentially wasting rum! :O I'll leave you to fix it...
projectionResult = verifyMove((self.x, self.y), self.speed, self.orientation, Wait(), occ_list)
projected_mid = (projectionResult[0], projectionResult[1])
projected_key = locToKey(projected_mid)
if (self.rum < 32 and tgtShip.rum+min(self.rum-2, 30) <= 104 and (not destroyed) and ((projected_key in my_v_list or precomp_distTo[moveLoc[0]][moveLoc[1]][projected_mid[0]][projected_mid[1]] < 5) and projected_key not in en_v_list)):
sacrifice_move = Fire(projected_mid[0], projected_mid[1])
# Resume pathing if not yet suitable to sacrifice
if (sacrifice_move is None):
# Prepare potential mines
potential_mines = []
for ship in [enShip for enShip in ships.values() if enShip.team == 0]:
potential_mines.extend(ship.projected_mineKeys)
bfs_result = None #TODO: BFS here
if (bfs_result is not None):
self.curMove = bfs_result[0]
return bfs_result[0].printCmd()
else:
self.curMove = Wait()
return "WAIT"
else:
self.curMove = sacrifice_move
return sacrifice_move.printCmd()
return self.curMove.printCmd()
def turn(self):
init_t = time.time()
self.curMove = Wait()
# Currently occupied spaces
orig_spaces = shipSpace(self.x, self.y, self.orientation)
barrels_loc_list = [(barrel.x, barrel.y) for barrel in barrels.values()]
barrels_key_list = [locToKey(loc) for loc in barrels_loc_list]
# Precompute occupancy
shipsInfo = []
occ_list = []
en_v_list = []
my_ship_end_info = []
for ship in ships.values():
if (ship.ID == self.ID):
continue
updated_info = verifyMove((ship.x, ship.y), ship.speed, ship.orientation, ship.curMove, [])
if (updated_info is None):
updated_info = (ship.x, ship.y, ship.speed, ship.orientation, [])
if (ship.team == 0):
en_v_list.extend(updated_info[4])
cur_info = ((updated_info[0], updated_info[1]), updated_info[2], updated_info[3], ship.rum, ship.canFire, ship.canMine, ship.team)
if (ship.team == 1):
my_ship_end_info.append(((updated_info[0], updated_info[1]), updated_info[3]))
shipsInfo.append(cur_info)
for info in shipsInfo:
spaces = shipSpace(info[0][0], info[0][1], info[2])
for space in spaces:
cur_key = locToKey(space)
if (cur_key not in occ_list):
occ_list.append(cur_key)
# BFS-Search to next barrel
bfs_t = time.time()
wait_score = 0
# Prepare ignore barrel list to distribute targets
ignore_barrels = []
if (self.closestBarrelKey not in barrels_key_list):
# No barrels in sight
ignore_barrels = [ship.closestBarrelKey for ship in ships.values() if ship.team == 1 and ship.closestBarrelKey in barrels_key_list]
# Prepare potential mines
potential_mines = []
for ship in [enShip for enShip in ships.values() if enShip.team == 0]:
potential_mines.extend(ship.projected_mineKeys)
bfs_result = findSpace((self.x, self.y, self.speed, self.orientation), self.lamb_target, BFS_SEARCH_DEPTH, occ_list, ignore_barrels, potential_mines)
print >> sys.stderr, bfs_result
action = None
ttt_barrel = None
target_location = None
if (bfs_result is not None):
action = bfs_result[0]
wait_score = bfs_result[1]
ttt_barrel = bfs_result[2]
target_location = bfs_result[3]
print >> sys.stderr, "BFS ACTION: {} | Wait Score: {}".format(action.printCmd(), wait_score)
print >> sys.stderr, "BFS Complete :D {}".format(time.time()-bfs_t)
# Stop just short of barrel to maximize rum expliotation :D
if (ttt_barrel is not None and STOP_SHORT_BARRELS):
print >> sys.stderr, "My Max Rum: {} | En Max Rum: {}".format(MY_MAX_RUM, EN_MAX_RUM)
if (verifyLoc(target_location) and gameGrid[target_location[0]][target_location[1]] == BARREL):
cur_targeted_barrel = barrels[gameGridID[target_location[0]][target_location[1]]]
if (cur_targeted_barrel is not None and numBarrels <= len(ships.values())): # Be more aggressive early-game!
# Ignore waiting if enemy can get to it first :O
enShips = [ship for ship in ships.values() if ship.team == 0]
en_v_list = []
for ship in enShips:
en_v_list.extend(ship.projected_vList)
if (locToKey(target_location) not in en_v_list):
if (ttt_barrel <= 2 and self.rum + cur_targeted_barrel.rum > 100):
print >> sys.stderr, "STOPPING SHORT OF BARREL: {} | rum: {}".format(self.rum, cur_targeted_barrel.rum)
if (self.speed == 2):
slower_result = verifyMove((self.x, self.y), self.speed, self.orientation, Slower(), occ_list)
# Check for cannonballs
underFire = False
occupiedSpaces = shipSpace(slower_result[0], slower_result[1], slower_result[3])
for space in occupiedSpaces:
if (verifyLoc(space)):
curFires = cannonGrid[space[0]][space[1]].values()
if (len(curFires) > 0):
for fire in curFires:
if (fire.ttt <= DELAY_CANNONBALL):
underFire = True
if (not underFire):
action = Slower()
elif (ttt_barrel <= 0):
if (self.speed > 0):
slower_result = verifyMove((self.x, self.y), self.speed, self.orientation, Slower(), occ_list)
# Check for cannonballs
underFire = False
occupiedSpaces = shipSpace(slower_result[0], slower_result[1], slower_result[3])
for space in occupiedSpaces:
if (verifyLoc(space)):
curFires = cannonGrid[space[0]][space[1]].values()
if (len(curFires) > 0):
for fire in curFires:
if (fire.ttt <= DELAY_CANNONBALL):
underFire = True
if (not underFire):
action = Slower()
else:
wait_result = verifyMove((self.x, self.y), self.speed, self.orientation, Wait(), occ_list)
# Check for cannonballs
underFire = False
occupiedSpaces = shipSpace(wait_result[0], wait_result[1], wait_result[3])
for space in occupiedSpaces:
if (verifyLoc(space)):
curFires = cannonGrid[space[0]][space[1]].values()
if (len(curFires) > 0):
for fire in curFires:
if (fire.ttt <= DELAY_CANNONBALL):
underFire = True
if (not underFire):
action = Wait()
print >> sys.stderr, "STOPPING SHORT OF BARREL -> {}".format(action.printCmd())
# Move
if (isinstance(action, Wait)):
# If WAIT, explore using MINE or FIRE
fired = False
mined = False
myShips = [ship for ship in ships.values() if ship.team == 1]
myShips_range = []
for ship in myShips:
myShips_range.extend(ship.projected_vList)
enShips = [ship for ship in ships.values() if ship.team == 0]
enShips_range = []
for ship in enShips:
enShips_range.extend(ship.projected_vList)
end_result = verifyMove((self.x, self.y), self.speed, self.orientation, action, occ_list)
end_spaces = shipSpace(end_result[0], end_result[1], end_result[3])
end_spaces_keyList = (locToKey(end_spaces[0]), locToKey(end_spaces[1]), locToKey(end_spaces[2]))
my_ship_end_info.append((end_spaces[1], end_result[3]))
if (self.canFire == 0):
tgtLoc = None
# Target barrels enemies will get to first
if (not fired):
# Cycle through barrels and find which enemy will get to first ;)
best_dist = 999999999
best_target = None
for barrel_key in barrels_key_list:
if (barrel_key in enShips_range and barrel_key not in myShips_range):
# Valid target Score and keep
cur_dist = 999999999
cur_target = keyToLoc(barrel_key)
if (verifyLoc(orig_spaces[0])):
cur_dist = precomp_distTo[orig_spaces[0][0]][orig_spaces[0][1]][ship.x][ship.y]
else:
cur_dist = distTo(orig_spaces[0][0], orig_spaces[0][1], ship.x, ship.y)
if (cur_dist < best_dist and len(cannonGrid[cur_target[0]][cur_target[1]].values()) < 1):
best_dist = cur_dist
best_target = cur_target
if (best_target is not None and best_dist <= 10):
self.canFire = DELAY_FIRE
fired = True
print >> sys.stderr, "Destroying Barrel! | Target: {} | Dist: {}".format(best_target, best_dist)
return "FIRE {} {}".format(best_target[0], best_target[1])
# Target enemies
if (not fired):
best_dist = 999999999
best_target = None
for ship in enShips:
# Hardcoded cases
cur_dist = precomp_distTo[orig_spaces[1][0]][orig_spaces[1][1]][ship.x][ship.y]
if (cur_dist <= 2):
if (ship.speed == 0):
best_target = (ship.x, ship.y)
best_dist = -999 # Pick me!
fired = True
break
else:
# Look ahead to see if they are going to collide ==> speed is effectively 0
en_bow = cellAhead((ship.x, ship.y), ship.orientation)
en_ahead_bow = cellAhead(en_bow, ship.orientation)
# Check crashed into objects (MINES included :D)
if (verifyLoc(en_ahead_bow) and gameGrid[en_ahead_bow[0]][en_ahead_bow[1]] != 0 and gameGrid[en_ahead_bow[0]][en_ahead_bow[1]] != BARREL):
best_target = (ship.x, ship.y)
best_dist = -999 # Pick me!
fired = True
break
elif (not verifyLoc(en_ahead_bow)): # Crashed into boundaries
best_target = (ship.x, ship.y)
best_dist = -999 # Pick me!
fired = True
break
# General Case
en_positions = ship.scored_projection
if (len(en_positions) < 1):
print >> sys.stderr, "Error: Enemy ships does not occupy any positions o.O?"
continue
cur_target = keyToLoc(en_positions[0][1])
if (en_positions[0][1] in end_spaces_keyList):
continue
cur_dist = 0
if (verifyLoc(orig_spaces[0])):
cur_dist = precomp_distTo[orig_spaces[0][0]][orig_spaces[0][1]][cur_target[0]][cur_target[1]]
else:
cur_dist = distTo(orig_spaces[0][0], orig_spaces[0][1], cur_target[0], cur_target[1])
if (cur_dist < best_dist and len(cannonGrid[cur_target[0]][cur_target[1]].values()) < 1):
best_dist = cur_dist
best_target = cur_target
if (best_target is not None and best_dist <= 7):
self.canFire = DELAY_FIRE
fired = True
print >> sys.stderr, "Firing cannon! {} | Bow: {} | Target: {} | Dist: {}".format(fired, orig_spaces[0], best_target, best_dist)
return "FIRE {} {}".format(best_target[0], best_target[1])
# Target mines
if (not fired):
avoid_firing_keys = []
for info in my_ship_end_info:
cur_adj_cells = adjacentShipCells(info[0], info[1])
avoid_firing_keys.extend(cur_adj_cells[1])
for mine in mines.values():
if (fired):
continue
curDist = 0
if (verifyLoc(orig_spaces[0])):
curDist = precomp_distTo[orig_spaces[0][0]][orig_spaces[0][1]][mine.x][mine.y]
else:
curDist = distTo(orig_spaces[0][0], orig_spaces[0][1], mine.x, mine.y)
if (curDist <= 10):
cur_mine_loc = (mine.x, mine.y)
print >> sys.stderr, "TARGETING MiNE: {}".format(cur_mine_loc)
curKey = locToKey(cur_mine_loc)
adj_keys = [locToKey(loc[0]) for loc in precomp_adjCell[cur_mine_loc[0]+OFFSET_ADJCELL][cur_mine_loc[1]+OFFSET_ADJCELL]]
print >> sys.stderr, adj_keys
nearby_barrels = [key for key in adj_keys if key in barrels_key_list]
print >> sys.stderr, nearby_barrels
if (curKey not in avoid_firing_keys and len(nearby_barrels) < 1 and len(cannonGrid[cur_mine_loc[0]][cur_mine_loc[1]].values()) < 1):
self.canFire = DELAY_FIRE
fired = True
print >> sys.stderr, "Firing cannon!"
return "FIRE {} {}".format(cur_mine_loc[0], cur_mine_loc[1])
if (not fired and self.canMine == 0):
# Mine if enemy will occupy space directly behind stern and self.speed > 0
tmp_mine_loc = cellBehind(orig_spaces[2], self.orientation)
tmp_mine_locKey = locToKey(tmp_mine_loc)
if (tmp_mine_locKey in en_v_list and self.speed > 0):
self.canMine = DELAY_MINE
mined = True
print >> sys.stderr, "Dropping mine"
return "MINE"
if (not fired and not mined): # Revert to default command
self.curMove = action
return action.printCmd()
else:
self.curMove = action
return action.printCmd()
return self.curMove.printCmd()
gameGrid = [[0 for i in xrange(21)] for j in xrange(23)]
gameGridID = [[-1 for i in xrange(21)] for j in xrange(23)]
cannonGrid = [[dict() for i in xrange(21)] for j in xrange(23)]
ships = dict()
cannonballs = dict()
barrels = dict()
mines = dict()
predicted_mines = dict()
predicted_cannonballs = dict()
lamb = None
numBarrels = 0
roundCount = 0
EN_MAX_RUM = 0
EN_SUM_RUM = 0
MY_MAX_RUM = 0
MY_MIN_RUM = 0
MY_SUM_RUM = 0
# Do some precomputation of commonly accessed values
for x in xrange(23):
for y in xrange(21):
cur_dists = [[distTo(x, y, j, i) for i in xrange(21)] for j in xrange(23)]
precomp_distTo[x][y] = cur_dists
for x in xrange(27):
for y in xrange(25):
for o in xrange(6):
precomp_adjCell[x][y][o] = (cellAhead((x-OFFSET_ADJCELL, y-OFFSET_ADJCELL), o), cellBehind((x-OFFSET_ADJCELL, y-OFFSET_ADJCELL), o))
print >> sys.stderr, "INIT DONE: {}".format(time.time()-time_t)
# game loop
while True:
time_t = time.time()
gameGrid = [[0 for i in xrange(21)] for j in xrange(23)]
numBarrels = 0
EN_MAX_RUM = 0
EN_SUM_RUM = 0
MY_SUM_RUM = 0
roundCount += 1
for ship in ships.values():
ship.alive = False
ship.curMove = Wait()
ship.curTargetedBarrel = None
ship.sacrifice = False
for barrel in barrels.values():
barrel.alive = False
for mine in mines.values():
mine.alive = False
for cannonball in cannonballs.values():
cannonball.alive = False
my_ship_count = int(raw_input()) # the number of remaining ships
entity_count = int(raw_input()) # the number of entities (e.g. ships, mines or cannonballs)
for i in xrange(entity_count):
entity_id, entity_type, x, y, arg_1, arg_2, arg_3, arg_4 = raw_input().split()
entity_id = int(entity_id)
x = int(x)
y = int(y)
arg_1 = int(arg_1)
arg_2 = int(arg_2)
arg_3 = int(arg_3)
arg_4 = int(arg_4)
gameGridID[x][y] = entity_id
if (entity_type == "SHIP"):
if (arg_4 == 1):
gameGrid[x][y] = MYSHIP
MY_SUM_RUM += arg_3
else:
gameGrid[x][y] = ENSHIP
EN_SUM_RUM += arg_3
if (entity_id in ships.keys()):
ships[entity_id].update(arg_1, arg_2, arg_3, x, y)
else:
ships[entity_id] = Ship(entity_id, arg_1, arg_2, arg_3, arg_4, x, y)
ships[entity_id].alive = True
# Get enemy's maximum rum
if (arg_4 == 0 and arg_3 > EN_MAX_RUM):
EN_MAX_RUM = arg_3
# Mark ship-occupied space on grid
nx = x+hexAdj[y%2][ships[entity_id].orientation][0]
ny = y+hexAdj[y%2][ships[entity_id].orientation][1]
if (verifyLoc((nx, ny))):
gameGrid[nx][ny] = OCCSHIP
nx = x+hexAdj[y%2][(ships[entity_id].orientation-3)%6][0]
ny = y+hexAdj[y%2][(ships[entity_id].orientation-3)%6][1]
if (verifyLoc((nx, ny))):
gameGrid[nx][ny] = OCCSHIP
elif (entity_type == "BARREL"):
gameGrid[x][y] = BARREL
if (entity_id not in barrels.keys()):
barrels[entity_id] = Barrel(entity_id, arg_1, x, y)
barrels[entity_id].alive = True
numBarrels += 1
elif (entity_type == "CANNONBALL"):
if (arg_2 > 0):
if (entity_id not in cannonballs.keys()):
cannonballs[entity_id] = Cannonball(entity_id, arg_1, arg_2, x, y)
cannonGrid[x][y][entity_id] = cannonballs[entity_id]
ships[arg_1].canFire = DELAY_FIRE
cannonballs[entity_id].alive = True
elif (entity_type == "MINE"):
gameGrid[x][y] = MINE
if (entity_id not in mines.keys()):
mines[entity_id] = Mine(entity_id, x, y)
mines[entity_id].alive = True
time_t = time.time()
for barrel in barrels.values():
barrel.tick()
for mine in mines.values():
mine.tick()
for ship in ships.values():
ship.tick()
MY_MAX_RUM = 0
MY_MIN_RUM = 101
lamb = None
topDog = None
myShips = [ship for ship in ships.values() if ship.team == 1]
enShips = [ship for ship in ships.values() if ship.team == 0]
# Decide when to start sacrificing own ships
for ship in myShips:
if (ship.rum > MY_MAX_RUM):
MY_MAX_RUM = ship.rum
topDog = ship
if (ship.rum < MY_MIN_RUM):
MY_MIN_RUM = ship.rum
lamb = ship
if (len(myShips) > 1 and numBarrels == 0):
if ((MY_MAX_RUM <= EN_MAX_RUM or MY_SUM_RUM <= EN_SUM_RUM) and MY_MIN_RUM <= 50): # Start sacrificing own ships :O
lamb.sacrifice = True
topDog.lamb_target = (lamb.x, lamb.y)
# Precompute possible enemy locations
for ship in ships.values():
ship.project(3)
for ship in myShips:
ship.predictFires()
#TODO: Resolve ship sacrifices to anticipate dropping of barrel => moves into position to grab it immediately
print >> sys.stderr, "STARTING SHIPS: {}".format(time.time()-time_t)
for ship in myShips:
tmp_t = time.time()
outputCmd = "WAIT"
if (not ship.sacrifice):
print >> sys.stderr, "===============SHIP {}===============".format(ship.ID)
outputCmd = ship.turn()
else:
print >> sys.stderr, "===============OFFERING SHIP {}===============".format(ship.ID)
outputCmd = ship.offer(topDog) + " SACRIFICE :O"
print "{} {}".format(outputCmd, int((time.time()-tmp_t)*100000)/100.0)
print >> sys.stderr, "SHIP COMPLETE: {}".format(time.time()-tmp_t)
for ball in cannonballs.values():
ball.tick()
print >> sys.stderr, "TURN COMPLETE: {}".format(time.time()-time_t)