pos part of GameState now
This commit is contained in:
@@ -79,7 +79,9 @@ bot readLine writeLine = do
|
||||
EMine oId _ -> oId == myId
|
||||
_ -> False) entities
|
||||
|
||||
let (val, pos) = simulate board (posFromEntity hero) (gameState hero $ fmap posFromEntity myMines)
|
||||
let st = (gameState hero $ fmap posFromEntity myMines)
|
||||
hPrint stderr st
|
||||
let (val, pos) = simulate board st
|
||||
-- hPrint stderr (gameState hero $ fmap posFromEntity myMines) -- (val, pos)
|
||||
putStrLn $ moveToPos pos
|
||||
|
||||
@@ -108,8 +110,8 @@ posFromEntity (EHero _ p _ _) = p
|
||||
posFromEntity (EMine _ p) = p
|
||||
|
||||
gameState :: Entity -> V.Vector Pos -> GameState
|
||||
gameState (EHero _ _ l g) mines = (g, l, mines)
|
||||
gameState (EMine _ _) mines = (-1, -1, mines)
|
||||
gameState (EHero _ pos l g) mines = (g, l, pos, mines)
|
||||
gameState (EMine _ pos) mines = (-1, -1, pos, mines)
|
||||
|
||||
isTavern :: BoardEntity -> Bool
|
||||
isTavern Tavern = True
|
||||
|
||||
@@ -9,8 +9,7 @@ import Control.Monad.State.Class
|
||||
import Data.List as L
|
||||
import Simulation.Data
|
||||
|
||||
size = 5 -- TODO: Allow for variable board sizes
|
||||
searchDepth = 9
|
||||
searchDepth = 8
|
||||
|
||||
-- fromPlayerBoard :: Board -> BoardInternal
|
||||
-- fromPlayerBoard pBoardInternal = fmap (fmap $ fromEnum) asVector
|
||||
@@ -20,69 +19,79 @@ searchDepth = 9
|
||||
-- back and forth between two fields infinitely
|
||||
-- Caution: if the player moved inside a Tavern or Mine he needs to be reset to his initial position afterwards
|
||||
-- TODO: Check if tailrec
|
||||
simulate :: Board -> Pos -> GameState -> (Int, Pos)
|
||||
simulate board pos = simulateMove board pos (-1,-1) searchDepth
|
||||
simulate :: Board -> GameState -> (Int, Pos)
|
||||
simulate board = simulateMove board (-1,-1) searchDepth
|
||||
|
||||
simulateMove :: Board -> Pos -> Pos -> Int -> GameState -> (Int, Pos)
|
||||
simulateMove board pos prevPos depth gameState
|
||||
simulateMove :: Board -> Pos -> Int -> GameState -> (Int, Pos)
|
||||
simulateMove board prevPos depth state@(_,_,pos,_)
|
||||
| depth == 0 =
|
||||
let gameState' = evalMove board pos gameState
|
||||
in (evalGameState gameState', pos)
|
||||
let state' = evalMove board state
|
||||
in (evalGameState state', pos)
|
||||
| otherwise =
|
||||
let gameState' = evalMove board pos gameState
|
||||
let state' = evalMove board state
|
||||
bPos = boardPos board pos
|
||||
-- pos' = if bPos == Tavern || bPos == Mine then prevPos else pos -- move back out of tavern/mine
|
||||
vals = fmap (\pos'' -> simulateMove board pos'' pos (depth-1) gameState') moves -- before pos'
|
||||
-- der Trick: in einem Zug muss die Minenposition zurueckgegeben werden, die Position des Helden
|
||||
-- aendert sich aber nicht. Im naechsten Zug will der Held dann nicht mehr die Mine erobern.
|
||||
--pos' = if bPos == Tavern || bPos == Mine then prevPos else pos -- move back out of tavern/mine
|
||||
vals = fmap (\pos' -> simulateMove board pos (depth-1) (updatePos pos' state')) moves -- before pos'
|
||||
valsWithOldPos = if depth == searchDepth
|
||||
then vals -- return position of submove on first level
|
||||
else zip (fmap fst vals) (replicate 4 pos) -- return starting position otherwise -- before pos'
|
||||
in L.maximumBy (\(v1, _) (v2, _) -> compare v1 v2) valsWithOldPos
|
||||
where
|
||||
moves :: [Pos]
|
||||
moves = filter (posValid board) $ possibleMoves pos
|
||||
moves = filter (posValid board state) $ possibleMoves pos
|
||||
|
||||
updatePos :: Pos -> GameState -> GameState
|
||||
updatePos pos (gold, life, _, mines) = (gold, life, pos, mines)
|
||||
|
||||
-- update State according to hero position on board
|
||||
-- executed every move
|
||||
evalMove :: Board -> Pos -> GameState -> GameState
|
||||
evalMove board pos state@(gold, life, mines)
|
||||
| entity == Air = (gold + length mines, life-1, mines)
|
||||
| entity == SpawnPoint = (gold + length mines, life-1, mines)
|
||||
| entity == Tavern =
|
||||
if gold >= 2 then
|
||||
( gold + length mines - 2
|
||||
, min 100 (life + 50) -- TODO: Check if life is +19
|
||||
, mines
|
||||
)
|
||||
else
|
||||
( gold + length mines
|
||||
, life - 1
|
||||
, mines
|
||||
)
|
||||
| entity == Mine =
|
||||
let addMine = pos `V.notElem` mines
|
||||
mines' = if addMine then V.cons pos mines else mines
|
||||
in
|
||||
( gold + length mines'
|
||||
, life - 1
|
||||
, mines'
|
||||
)
|
||||
| entity == Wall = state -- should never happen
|
||||
evalMove :: Board -> GameState -> GameState
|
||||
evalMove board state@(gold, life, pos, mines) = evalBuildings
|
||||
where
|
||||
entity = boardPos board pos
|
||||
evalBuildings
|
||||
| entity == Air = (gold + length mines, life-1, pos, mines)
|
||||
| entity == SpawnPoint = (gold + length mines, life-1, pos, mines)
|
||||
| entity == Tavern =
|
||||
if gold >= 2 then
|
||||
( gold + length mines - 2
|
||||
, min 100 (life + 50) -- TODO: Check if life is +19
|
||||
, pos
|
||||
, mines
|
||||
)
|
||||
else
|
||||
( gold + length mines
|
||||
, life - 1
|
||||
, pos
|
||||
, mines
|
||||
)
|
||||
| entity == Mine =
|
||||
let addMine = pos `V.notElem` mines
|
||||
mines' = if addMine then V.cons pos mines else mines
|
||||
in
|
||||
( gold + length mines'
|
||||
, life - 1
|
||||
, pos
|
||||
, mines'
|
||||
)
|
||||
| entity == Wall = state -- should never happen
|
||||
where
|
||||
entity = boardPos board pos
|
||||
|
||||
-- retuns the evalutaion of the current move
|
||||
-- executed if maximum depth is reached
|
||||
evalGameState :: GameState -> Int
|
||||
evalGameState (gold, _, _) = gold
|
||||
evalGameState (gold, _, _, mines) = gold + length mines * 10
|
||||
|
||||
-- get BoardInternalEntity Enum of Pos on BoardInternal
|
||||
boardPos :: Board -> Pos -> BoardEntity
|
||||
-- boardPos board (x,y) = (board V.! x) V.! y
|
||||
boardPos board (x,y) = (board V.! y) V.! x
|
||||
|
||||
posValid :: Board -> Pos -> Bool
|
||||
posValid board pos@(x,y) = onBoardInternal && boardPos' /= Wall
|
||||
posValid :: Board -> GameState -> Pos -> Bool
|
||||
posValid board (_, _, _, mines) pos@(x,y) = onBoardInternal && boardPos' /= Wall && boardPos' /= Tavern && pos `notElem` mines
|
||||
where
|
||||
size = length board
|
||||
boardPos' = boardPos board pos
|
||||
onBoardInternal = x >= 0 && x < size && y >= 0 && y < size
|
||||
|
||||
@@ -90,5 +99,4 @@ possibleMoves :: Pos -> [Pos]
|
||||
possibleMoves (x,y) = [ (x+1, y), (x, y+1), (x-1, y), (x, y-1) ]
|
||||
|
||||
|
||||
data Tree v = Node v (Tree v) | Leaf v
|
||||
|
||||
data Tree v = Node v (Tree v) | Leaf v
|
||||
@@ -10,5 +10,5 @@ type IndexedBoard = V.Vector (Pos, BoardEntity)
|
||||
|
||||
type Pos = (Int, Int)
|
||||
|
||||
-- (gold, life, own mines)
|
||||
type GameState = (Int, Int, V.Vector Pos)
|
||||
-- (gold, life, hero pos, own mines)
|
||||
type GameState = (Int, Int, Pos, V.Vector Pos)
|
||||
|
||||
Reference in New Issue
Block a user