code of kutulu init

This commit is contained in:
weiss
2020-04-28 05:53:26 +02:00
parent d8b857749c
commit 947b25d41a
25 changed files with 801 additions and 35 deletions

View File

@@ -76,22 +76,22 @@ bot readLine writeLine = do
let enemies = V.filter (\e -> case e of
EHero id _ _ _ -> id /= myId
_ -> False) heroes
let mines = V.filter (\e -> case e of
let eMines = V.filter (\e -> case e of
EMine oId _ -> oId /= myId
_ -> False) entities
let minEMine = L.minimumBy (\e1 e2 -> compare (dist (posFromEntity e1) (posFromEntity hero)) (dist (posFromEntity e2) (posFromEntity hero))) mines
let minEMine = L.minimumBy (\e1 e2 -> compare (dist (posFromEntity e1) (posFromEntity hero)) (dist (posFromEntity e2) (posFromEntity hero))) eMines
let minTavernPos = L.minimumBy (\p1 p2 -> compare (dist p1 (posFromEntity hero)) (dist p2 (posFromEntity hero))) $ fmap (\(p, be) -> p) $ V.filter (\(p, be) -> isTavern be) iBoard
let myMines = V.filter (\e -> case e of
EMine oId _ -> oId == myId
_ -> False) entities
let gs = gameState hero (fmap posFromEntity myMines) (fmap posFromEntity enemies)
let oldMines = length $ getMines gs
let gs = gameState hero (fmap posFromEntity myMines) (fmap posFromEntity eMines) (fmap posFromEntity enemies)
let oldMines = length $ getOwnMines gs
let sim = simulate board gs
let newMines = length $ getMines $ snd sim
let newMines = length $ getOwnMines $ snd sim
let cmd = (\(_,(_,_,pos,_,_)) -> moveToPos pos) sim
let cmd = (\(_,(_,_,pos,_,_,_)) -> moveToPos pos) sim
-- let cmd = if newMines - oldMines > 0
-- then (\(_,(_,_,pos,_,_)) -> moveToPos pos) sim
@@ -100,12 +100,13 @@ bot readLine writeLine = do
-- Nothing -> moveToEntity minEMine
t2 <- getPOSIXTime
hPrint stderr $ newMines - oldMines
hPrint stderr $ round $ 1000 * (t2 - t1)
-- hPrint stderr $ newMines - oldMines
-- hPrint stderr $ round $ 1000 * (t2 - t1)
hPrint stderr $ minimum $ fmap (dist $ posFromEntity hero) (fmap posFromEntity eMines)
putStrLn cmd
getMines :: GameState -> V.Vector Pos
getMines (_,_,_,m,_) = m
getOwnMines :: GameState -> V.Vector Pos
getOwnMines (_,_,_,m,_,_) = m
moveToEntity :: Entity -> String
moveToEntity e = case e of
@@ -124,9 +125,9 @@ posFromEntity :: Entity -> (Int, Int)
posFromEntity (EHero _ p _ _) = p
posFromEntity (EMine _ p) = p
gameState :: Entity -> V.Vector Pos -> V.Vector Pos -> GameState
gameState (EHero _ pos l g) mines enemies = (g, l, pos, mines, enemies)
gameState (EMine _ pos) mines enemies = (-1, -1, pos, mines, enemies)
gameState :: Entity -> V.Vector Pos -> V.Vector Pos -> V.Vector Pos -> GameState
gameState (EHero _ pos l g) oMines eMines enemies = (g, l, pos, oMines, eMines, enemies)
gameState (EMine _ pos) oMines eMines enemies = (-1, -1, pos, oMines, eMines, enemies)
isTavern :: BoardEntity -> Bool
isTavern Tavern = True

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@@ -25,7 +25,7 @@ simulate :: Board -> GameState -> (Int, GameState)
simulate board = simulateMove board (-1,-1) searchDepth
simulateMove :: Board -> Pos -> Int -> GameState -> (Int, GameState)
simulateMove board prevPos depth state@(_,_,pos,_,_)
simulateMove board prevPos depth state@(_,_,pos,_,_,_)
| depth == 0 =
let state' = evalMove board state
in (evalGameState state', state')
@@ -43,39 +43,42 @@ simulateMove board prevPos depth state@(_,_,pos,_,_)
in L.maximumBy (\(v1, _) (v2, _) -> compare v1 v2) valsWithOldPos
updatePos :: Pos -> GameState -> GameState
updatePos pos (gold, life, _, mines, enemies) = (gold, life, pos, mines, enemies)
updatePos pos (gold, life, _, oMines, eMines, enemies) = (gold, life, pos, oMines, eMines, enemies)
-- update State according to hero position on board
-- executed every move
evalMove :: Board -> GameState -> GameState
evalMove board state@(gold, life, pos, mines, enemies) = evalDeath $ evalEnemies evalBuildings
evalMove board state@(gold, life, pos, oMines, eMines, enemies) = evalDeath $ evalEnemies evalBuildings
where
evalBuildings
| entity == Air = (gold + length mines, thirst life, pos, mines, enemies)
| entity == SpawnPoint = (gold + length mines, thirst life, pos, mines, enemies)
| entity == Air = (gold + length oMines, thirst life, pos, oMines, eMines, enemies)
| entity == SpawnPoint = (gold + length oMines, thirst life, pos, oMines, eMines, enemies)
| entity == Tavern =
if gold >= 2 then
( gold + length mines - 2
( gold + length oMines - 2
, min 100 (life + 50) -- TODO: Check if life is +19
, pos
, mines
, oMines
, eMines
, enemies
)
else
( gold + length mines
( gold + length oMines
, thirst life
, pos
, mines
, oMines
, eMines
, enemies
)
| entity == Mine =
let addMine = pos `V.notElem` mines
mines' = if addMine then V.cons pos mines else mines
let addMine = pos `V.notElem` oMines
oMines' = if addMine then V.cons pos oMines else oMines
in
( gold + length mines'
( gold + length oMines'
, if addMine then thirst life - 20 else thirst life
, pos
, mines'
, oMines'
, eMines
, enemies
)
| entity == Wall = state -- should never happen
@@ -83,11 +86,11 @@ evalMove board state@(gold, life, pos, mines, enemies) = evalDeath $ evalEnemies
entity = boardPos board pos
-- TODO: Gegner verliert auch Leben
evalEnemies :: GameState -> GameState
evalEnemies state'@(gold', life', pos', mines', enemies')
| any (<2) $ fmap (dist pos') enemies' = (gold', life' - 20, pos', mines', enemies')
evalEnemies state'@(gold', life', pos', oMines', eMines', enemies')
| any (<3) $ fmap (dist pos') enemies' = (gold', life' - 20, pos', oMines', eMines', enemies')
| otherwise = state'
evalDeath state'@(gold', life', pos', mines', enemies')
| life' < 5 = (gold', 100, (0,0), V.empty, enemies') -- TODO: starting position is not 0,0 but spawnpoint
evalDeath state'@(gold', life', pos', oMines', eMines', enemies')
| life' < 5 = (gold', 100, (0,0), V.empty, eMines', enemies') -- TODO: starting position is not 0,0 but spawnpoint, enemy gets own mines
| otherwise = state'
thirst life = max 1 (life - 1)
@@ -95,14 +98,20 @@ thirst life = max 1 (life - 1)
-- retuns the evalutaion of the current move
-- executed if maximum depth is reached
evalGameState :: GameState -> Int
evalGameState (gold, life, _, mines, _) = gold + (life `div` 10) + length mines * 2 -- TODO: Warum macht nur mines quatsch?
evalGameState (gold, life, hero, oMines, eMines, _) = -- TODO: Warum macht nur mines quatsch?
gold
+ (life `div` 10)
+ length oMines
- minMineDist
where
minMineDist = minimum $ fmap (dist hero) eMines
-- get BoardInternalEntity Enum of Pos on BoardInternal
boardPos :: Board -> Pos -> BoardEntity
boardPos board (x,y) = (board V.! y) V.! x
posValid :: Board -> GameState -> Pos -> Bool
posValid board (_, _, _, mines, _) pos@(x,y) = onBoardInternal && boardPos' /= Wall && pos `notElem` mines
posValid board (_,_,_,mines,_,_) pos@(x,y) = onBoardInternal && boardPos' /= Wall && pos `notElem` mines
where
size = length board
boardPos' = boardPos board pos

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@@ -10,5 +10,5 @@ type IndexedBoard = V.Vector (Pos, BoardEntity)
type Pos = (Int, Int)
-- (gold, life, hero pos, own mines, enemies)
type GameState = (Int, Int, Pos, V.Vector Pos, V.Vector Pos)
-- (gold, life, hero pos, own mines, other mines, enemies)
type GameState = (Int, Int, Pos, V.Vector Pos, V.Vector Pos, V.Vector Pos)