vindinum - board entities as enum
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@@ -1,26 +1,25 @@
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{-# LANGUAGE ScopedTypeVariables, LambdaCase, MultiWayIf #-}
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module Player
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( runMain
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, Board
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) where
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import System.IO
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import Control.Monad
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import System.Random
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import Data.Char (digitToInt)
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import Data.List (minimumBy)
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import Data.List as L
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import BotRunner
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import Graph
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import Simulation.Data
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import Simulation.Board (simulate)
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data BoardEntity = BSpawnPoint Int | BWall | BTavern | BMine | BEmpty deriving (Show, Eq)
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type Board = [[BoardEntity]]
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type IndexedBoard = [(Pos, BoardEntity)]
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type Pos = (Int, Int)
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-- Id, Pos, life, gold
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data Entity
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= Hero Int Pos Int Int
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| Mine Int Pos
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= EHero Int Pos Int Int
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| EMine Int Pos
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runMain :: IO ()
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runMain = runBot True bot
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@@ -34,14 +33,14 @@ bot readLine writeLine = do
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let size = read input_line :: Int
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board' <- replicateM size getLine
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let board :: Board = map (\br -> map (\se -> if
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| se == '.' -> BEmpty
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| se == '#' -> BWall
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| se == 'T' -> BTavern
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| se == 'M' -> BMine
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| otherwise -> BSpawnPoint $ digitToInt se) br) board'
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let board :: Board = fmap (\br -> fmap (\se -> if
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| se == '.' -> Air
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| se == '#' -> Wall
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| se == 'T' -> Tavern
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| se == 'M' -> Mine
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| otherwise -> SpawnPoint) br) board' -- TODO: $ digitToInt se) br) board'
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input_line <- getLine
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let iBoard :: IndexedBoard = concatMap (\(i_r, br) -> map (\(i_c, bc) -> ((i_c, i_r), bc)) br) $ zip [0..9] $ map (zip [0..9]) board
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let iBoard :: IndexedBoard = Prelude.concatMap (\(i_r, br) -> fmap (\(i_c, bc) -> ((i_c, i_r), bc)) br) $ zip [0..9] $ map (zip [0..9]) board
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let myId = read input_line :: Int -- ID of your hero
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@@ -60,41 +59,37 @@ bot readLine writeLine = do
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let life = read (input!!4) :: Int -- the life of a hero (-1 for mines)
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let gold = read (input!!5) :: Int -- the gold of a hero (-1 for mines)
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pure $ if entitytype == "HERO"
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then Hero id (x,y) life gold
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else Mine id (x,y)
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then EHero id (x,y) life gold
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else EMine id (x,y)
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let heroes = filter (\e -> case e of
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Hero _ _ _ _ -> True
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EHero _ _ _ _ -> True
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_ -> False) entities
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let hero = head $ filter (\e -> case e of
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Hero id _ _ _ -> id == myId
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EHero id _ _ _ -> id == myId
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_ -> False) heroes
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let mines = filter (\e -> case e of
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Mine oId _ -> oId /= myId
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EMine oId _ -> oId /= myId
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_ -> False) entities
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let minMine = minimumBy (\e1 e2 -> compare (dist (posFromEntity e1) (posFromEntity hero)) (dist (posFromEntity e2) (posFromEntity hero))) mines
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let minTavernPos = minimumBy (\p1 p2 -> compare (dist p1 (posFromEntity hero)) (dist p2 (posFromEntity hero))) $ map (\(p, be) -> p) $ filter (\(p, be) -> isTavern be) iBoard
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-- hPrint stderr minMine
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-- WAIT | NORTH | EAST | SOUTH | WEST
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r <- randomRIO (0,3) :: IO Int
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let dir = if r == 0
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then "NORTH"
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else if r == 1
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then "EAST"
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else if r == 2
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then "SOUTH"
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else
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"WEST"
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let minEMine = L.minimumBy (\e1 e2 -> compare (dist (posFromEntity e1) (posFromEntity hero)) (dist (posFromEntity e2) (posFromEntity hero))) mines
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let minTavernPos = L.minimumBy (\p1 p2 -> compare (dist p1 (posFromEntity hero)) (dist p2 (posFromEntity hero))) $ map (\(p, be) -> p) $ filter (\(p, be) -> isTavern be) iBoard
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putStrLn $ case life hero of
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Just lp -> if lp < 30 then moveToPos minTavernPos else moveToEntity minMine
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Nothing -> moveToEntity minMine
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let myMines = filter (\e -> case e of
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EMine oId _ -> oId == myId
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_ -> False) entities
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let (val, pos) = simulate board (posFromEntity hero) (gameState hero $ length myMines)
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hPrint stderr val
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putStrLn $ moveToPos pos
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-- putStrLn $ case life hero of
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-- Just lp -> if lp < 30 then moveToPos minTavernPos else moveToEntity minEMine
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-- Nothing -> moveToEntity minEMine
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moveToEntity :: Entity -> String
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moveToEntity e = case e of
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Hero _ p _ _ -> cout p
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Mine _ p -> cout p
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EHero _ p _ _ -> cout p
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EMine _ p -> cout p
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where cout (x,y) = "MOVE " <> (show x) <> " " <> (show y)
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moveToPos :: (Int, Int) -> String
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@@ -104,15 +99,19 @@ dist :: Pos -> Pos -> Int
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dist (x1, y1) (x2, y2) = abs (x2 - x1) + abs (y2 - y1)
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life :: Entity -> Maybe Int
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life (Hero _ _ l _) = Just l
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life (EHero _ _ l _) = Just l
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life _ = Nothing
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posFromEntity :: Entity -> (Int, Int)
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posFromEntity (Hero _ p _ _) = p
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posFromEntity (Mine _ p) = p
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posFromEntity (EHero _ p _ _) = p
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posFromEntity (EMine _ p) = p
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gameState :: Entity -> Int -> (Int, Int, Int)
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gameState (EHero _ _ l g) mines = (g, l, mines)
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gameState (EMine _ _) mines = (-1, -1, mines)
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isTavern :: BoardEntity -> Bool
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isTavern BTavern = True
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isTavern Tavern = True
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isTavern _ = False
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addEdge' :: Ord v => Graph v -> [v] -> Graph v
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88
haskell/vindinium/src/Simulation/Board.hs
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88
haskell/vindinium/src/Simulation/Board.hs
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@@ -0,0 +1,88 @@
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module Simulation.Board
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( simulate
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) where
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-- import Prelude
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import qualified Data.Vector as V
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import Control.Monad.State as S
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import Control.Monad.State.Class
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import Data.List as L
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import Simulation.Data
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spawnPoint = fromEnum SpawnPoint
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wall = fromEnum Wall
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tavern = fromEnum Tavern
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mine = fromEnum Mine
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air = fromEnum Air
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size = 10 -- TODO: Allow for variable board sizes
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searchDepth = 6
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fromPlayerBoard :: Board -> BoardInternal
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fromPlayerBoard pBoardInternal = fmap (fmap $ fromEnum) asVector
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where asVector = V.fromList $ fmap V.fromList pBoardInternal
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emptyBoard :: BoardInternal
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emptyBoard = V.generate 9 (\_ -> V.replicate 9 air)
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-- All valid board positions are possible. For example the player could move
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-- back and forth between two fields infinitely
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-- Caution: if the player moved inside a Tavern or Mine he needs to be reset to his initial position afterwards
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-- TODO: Check if tailrec
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simulate :: Board -> Pos -> GameState -> (Int, Pos)
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simulate board pos = evalState sim
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where sim = simulateMove (fromPlayerBoard board) pos searchDepth (-1,-1)
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simulateMove :: BoardInternal -> Pos -> Int -> Pos -> State GameState (Int, Pos)
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simulateMove board pos depth prevPos
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| depth == 0 = do
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evalMove board pos
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gold <- evalGameState
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pure $ (gold, pos)
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| otherwise = do
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evalMove board pos
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let bPos = boardPos board pos
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let pos' = if bPos == tavern || bPos == mine then prevPos else pos -- move back out of tavern/mine
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vals <- S.mapM (\pos'' -> simulateMove board pos'' (depth-1) pos') moves
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-- let valsWithPos = zip (fmap fst vals) moves -- return poss of current move, not of submoves
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-- pure $ L.maximumBy (\(v1, _) (v2, _) -> compare v1 v2) valsWithPos
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pure $ L.maximumBy (\(v1, _) (v2, _) -> compare v1 v2) vals
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where
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moves :: [Pos]
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moves = filter (posValid board) $ possibleMoves pos
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-- update State according to hero position on board
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-- executed every move
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evalMove :: BoardInternal -> Pos -> State GameState ()
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evalMove board pos
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| entity == Air = modify (\(gold, life, mines) -> (gold+mines, life-1, mines))
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| entity == SpawnPoint = modify (\(gold, life, mines) -> (gold+mines, life-1, mines))
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| entity == Tavern = modify ( \(gold, life, mines) -> (gold+mines-2, min 100 (life+50), mines) ) -- TODO: Check if life is +19
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| entity == Mine = modify (\(gold, life, mines) -> (gold+mines, life-1, mines))
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| entity == Wall = pure () -- should never happen
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where
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entity = toEnum $ boardPos board pos
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-- retuns the evalutaion of the current move
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-- executed if maximum depth is reached
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evalGameState :: State GameState Int
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evalGameState = do
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(gold, _, _) <- get
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pure gold
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-- get BoardInternalEntity Enum of Pos on BoardInternal
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boardPos :: BoardInternal -> Pos -> BoardEntityEnum
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boardPos board (x,y) = fromEnum $ (board V.! x) V.! y
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posValid :: BoardInternal -> Pos -> Bool
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posValid board pos@(x,y) = onBoardInternal && boardPos' /= wall
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where
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boardPos' = boardPos board pos
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onBoardInternal = x >= 0 && x < size && y >= 0 && y < size
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possibleMoves :: Pos -> [Pos]
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possibleMoves (x,y) = [ (x+1, y), (x, y+1), (x-1, y), (x, y-1) ]
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data Tree v = Node v (Tree v) | Leaf v
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15
haskell/vindinium/src/Simulation/Data.hs
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15
haskell/vindinium/src/Simulation/Data.hs
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@@ -0,0 +1,15 @@
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module Simulation.Data where
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import qualified Data.Vector as V
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data BoardEntity = SpawnPoint | Wall | Tavern | Mine | Air deriving (Show, Eq, Enum)
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type BoardEntityEnum = Int
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type Board = [[BoardEntity]]
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type IndexedBoard = [(Pos, BoardEntity)]
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type BoardInternal = V.Vector (V.Vector BoardEntityEnum)
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type Pos = (Int, Int)
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-- (gold, life, numMines)
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type GameState = (Int, Int, Int)
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