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3 changed files with 643 additions and 0 deletions
143
code-busters/code2.ml
Normal file
143
code-busters/code2.ml
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@ -0,0 +1,143 @@
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|||
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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_capturable dst src = (distance dst src) < 220
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(*
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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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*)
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end in
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let module EntityCtx = struct
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type buster_state_t =
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| Idle
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| Carrying of int
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type entity_t = {
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id : int ;
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pos : Vector.t ;
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pos_old : Vector.t ;
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}
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type ghost_t = {
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entity : entity_t ;
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hunters : int
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}
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type buster_t = {
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entity : entity_t ;
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state : buster_state_t ;
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team : int
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}
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type t =
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| Buster of buster_t
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| Ghost of ghost_t
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let create entitytype entityid x y state value =
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let create_entity entityid x y = {
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id = entityid ;
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pos = Vector.create x y ;
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pos_old = Vector.create x y
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} in
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let create_ghost entity value = { entity ; hunters = value } in
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let create_buster entity state value =
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let state = match state with
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| 0 -> Idle
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| _ -> Carrying value
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in
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{
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entity ;
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state ;
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team = entitytype
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}
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in
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(* common properties *)
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let entity = create_entity entityid x y in
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match entitytype with
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| -1 -> Ghost (create_ghost entity value)
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| _ -> Buster (create_buster entity state value)
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end in
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(* entityid: buster id or ghost id *)
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(* y: position of this buster / ghost *)
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(* entitytype: the team id if it is a buster, -1 if it is a ghost. *)
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(* state: For busters: 0=idle, 1=carrying a ghost. *)
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(* value: For busters: Ghost id being carried. For ghosts: number of busters attempting to trap this ghost. *)
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let parse_entity () =
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let line = input_line stdin in
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let parse_fn = (fun entityid x y entitytype state value ->
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EntityCtx.create entitytype entityid x y state value)
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in
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Scanf.sscanf line "%d %d %d %d %d %d" parse_fn
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in
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(* Send your busters out into the fog to trap ghosts and bring them home! *)
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let bustersperplayer = int_of_string (input_line stdin) in (* the amount of busters you control *)
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let ghostcount = int_of_string (input_line stdin) in (* the amount of ghosts on the map *)
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let myteamid = int_of_string (input_line stdin) in (* if this is 0, your base is on the top left of the map, if it is one, on the bottom right *)
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(* initialize buster ctx array *)
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(* game loop *)
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while true do
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let entities = int_of_string (input_line stdin) in (* the number of busters and ghosts visible to you *)
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for i = 0 to entities - 1 do
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let entity = parse_entity () in
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ignore entity ;
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done;
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(* in buster id asc order *)
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for i = 0 to bustersperplayer - 1 do
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Printf.printf "MOVE 8000 4500\n%!" ; (* MOVE x y | BUST id | RELEASE *)
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done;
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();
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done;
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185
coders-strike-back/code5.ml
Normal file
185
coders-strike-back/code5.ml
Normal file
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@ -0,0 +1,185 @@
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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 = { x ; y }
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let equal dst src = (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 t = {
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pos : Vector.t ;
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dir : Vector.t ;
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}
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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 parse_line1 () =
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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 parse_line2 () =
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let line = input_line stdin in
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let build_results_fn = (
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fun opponentx opponenty ->
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(Vector.create opponentx opponenty)
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) in
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Scanf.sscanf line "%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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(* game loop *)
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while true do
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(* nextcheckpointdist: distance to the next checkpoint *)
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(* nextcheckpointangle: angle between your pod orientation and the direction of the next checkpoint *)
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let pod, checkpoint, checkpoint_dist, checkpoint_angle = parse_line1 () in
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let opponent = parse_line2 () in
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if !first_turn then begin
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old_pod := pod ;
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first_turn := false
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end ;
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let movement = Vector.diff pod !old_pod in
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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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(* output "x y thrust" : the target position + the power *)
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let is_aligned = checkpoint_angle > -2 && checkpoint_angle < 2 in
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let is_near_aligned =
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(checkpoint_angle > -15 && checkpoint_angle <= -2) ||
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(checkpoint_angle >= 2 && checkpoint_angle < 15)
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in
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let is_wide_aligned =
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(checkpoint_angle > -45 && checkpoint_angle <= -15) ||
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(checkpoint_angle >= 15 && checkpoint_angle < 45)
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in
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let is_aside =
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(checkpoint_angle > -85 && checkpoint_angle <= -45) ||
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(checkpoint_angle >= 45 && checkpoint_angle < 85)
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in
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let is_behind = checkpoint_angle >= 85 || checkpoint_angle <= -85 in
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let use_boost = (!tick > 100) && is_aligned && (Vector.is_far pod checkpoint) in
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debug "angle = %d\n%!" checkpoint_angle ;
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let thrust =
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(* droit devant *)
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if is_behind && (Vector.is_touching pod opponent) then 20
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else if is_aside && (Vector.is_touching pod opponent) then 20
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else if is_behind then 6
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else if is_aside && (Vector.is_near checkpoint pod) then 10
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else if is_wide_aligned && (Vector.is_near checkpoint pod) then 20
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else if is_near_aligned && (Vector.is_near checkpoint pod) then 40
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else 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 movement (-3)
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|> Vector.add checkpoint
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in
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printf "%d %d %s\n%!" target.x target.y power_str ;
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tick := !tick + 1 ;
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old_pod := pod ;
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done;
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|
315
coders-strike-back/code6.ml
Normal file
315
coders-strike-back/code6.ml
Normal file
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@ -0,0 +1,315 @@
|
|||
|
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let open Printf in
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let debug = fprintf stderr in
|
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|
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let checkpoint_ray = 600 in
|
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|
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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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|
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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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|
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let create x y =
|
||||
{ x ; y }
|
||||
|
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let equal dst src =
|
||||
(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) ;
|
||||
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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|
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let add dst src =
|
||||
{ x = (src.x + dst.x) ;
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y = (src.y + dst.y)
|
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}
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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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|
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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 =
|
||||
(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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|
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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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|
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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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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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let use_boost pod =
|
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pod.has_boost <- false
|
||||
|
||||
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 ;
|
||||
pod.checkpoint_dist <- checkpoint_dist ;
|
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pod.checkpoint_angle <- checkpoint_angle ;
|
||||
pod
|
||||
|
||||
let movement pod =
|
||||
Vector.diff pod.pos pod.old_pos
|
||||
|
||||
let is_aligned pod =
|
||||
pod.checkpoint_angle > -2 &&
|
||||
pod.checkpoint_angle < 2
|
||||
|
||||
let is_near_aligned pod =
|
||||
(pod.checkpoint_angle > -15 && pod.checkpoint_angle <= -2) ||
|
||||
(pod.checkpoint_angle >= 2 && pod.checkpoint_angle < 15)
|
||||
|
||||
let is_wide_aligned pod =
|
||||
(pod.checkpoint_angle > -45 && pod.checkpoint_angle <= -15) ||
|
||||
(pod.checkpoint_angle >= 15 && pod.checkpoint_angle < 45)
|
||||
|
||||
let is_aside pod =
|
||||
(pod.checkpoint_angle > -85 && pod.checkpoint_angle <= -45) ||
|
||||
(pod.checkpoint_angle >= 45 && pod.checkpoint_angle < 85)
|
||||
|
||||
let is_behind pod =
|
||||
pod.checkpoint_angle >= 85 || pod.checkpoint_angle <= -85
|
||||
|
||||
let is_checkpoint_far pod =
|
||||
Vector.is_far pod.pos pod.checkpoint_pos
|
||||
|
||||
let target_orientation pod =
|
||||
if is_aligned pod then Aligned
|
||||
else if is_near_aligned pod then NearAligned
|
||||
else if is_wide_aligned pod then WideAligned
|
||||
else if is_aside pod then Aside
|
||||
else Behind
|
||||
|
||||
let target_distance pod =
|
||||
let dist = Vector.distance pod.pos pod.checkpoint_pos in
|
||||
if dist <= (checkpoint_ray) then Touching
|
||||
else if dist <= (checkpoint_ray * 3) then Near
|
||||
else if dist > (checkpoint_ray * 2 * 3) then Far
|
||||
else Anywhere
|
||||
|
||||
|
||||
end in
|
||||
|
||||
let module CheckpointList = struct
|
||||
type t = {
|
||||
mem: Vector.t list ;
|
||||
cur: Vector.t option
|
||||
}
|
||||
|
||||
let add ck_li elem =
|
||||
match ck_li.cur with
|
||||
| None ->
|
||||
{
|
||||
mem = [] ;
|
||||
cur = Some elem
|
||||
}
|
||||
| Some cur_elem ->
|
||||
if (Vector.equal cur_elem elem) then
|
||||
ck_li
|
||||
else
|
||||
{
|
||||
mem = cur_elem :: ck_li.mem ;
|
||||
cur = Some elem
|
||||
}
|
||||
|
||||
let create () =
|
||||
{ mem = [] ;
|
||||
cur = None
|
||||
}
|
||||
|
||||
let inc (ck_li:t) elem =
|
||||
(ck_li.mem)
|
||||
|> List.map (fun cur -> (Vector.equal elem cur))
|
||||
|> List.fold_left (fun acc elem -> acc || elem) false
|
||||
|
||||
end in
|
||||
|
||||
let module Game = struct
|
||||
type t = {
|
||||
pods : Pod.t array ;
|
||||
opponents : Pod.t array ;
|
||||
mutable turn : int ;
|
||||
}
|
||||
|
||||
let create () =
|
||||
{
|
||||
pods = Array.make 2 (Pod.create ()) ;
|
||||
opponents = Array.make 2 (Pod.create ()) ;
|
||||
turn = 0
|
||||
}
|
||||
|
||||
let is_first_turn game = game.turn < 2
|
||||
|
||||
let save_pods game =
|
||||
(* old_pod := pod ; *)
|
||||
ignore game
|
||||
|
||||
let tick game =
|
||||
game.turn <- game.turn + 1
|
||||
|
||||
end in
|
||||
|
||||
let module Strategy = struct
|
||||
let apply game pod =
|
||||
if Game.is_first_turn game then begin
|
||||
Game.save_pods game ;
|
||||
end ;
|
||||
let movement = Pod.movement in
|
||||
|
||||
(*
|
||||
if (CheckpointList.inc !checkpoint_list checkpoint) then begin
|
||||
prerr_endline "List already includes this checkpoint" ;
|
||||
end else begin
|
||||
checkpoint_list := (CheckpointList.add !checkpoint_list checkpoint) ;
|
||||
fprintf stderr "New checkpoint : %s\n%!" (Vector.to_string checkpoint);
|
||||
end ;
|
||||
*)
|
||||
|
||||
let use_boost =
|
||||
(game.turn > 100) &&
|
||||
(Pod.is_aligned pod) &&
|
||||
(Pod.is_checkpoint_far pod)
|
||||
in
|
||||
|
||||
let thrust =
|
||||
(* droit devant *)
|
||||
match (Pod.target_orientation pod, Pod.target_distance pod) with
|
||||
(* | (Behind, TouchingOpponent) -> 20
|
||||
| (Aside, TouchingOpponent) -> 20 *)
|
||||
| (Behind, _) -> 6
|
||||
| (Aside, Near) -> 10
|
||||
| (WideAligned, Near) -> 20
|
||||
| (NearAligned, Near) -> 40
|
||||
| (_, _) -> 100
|
||||
in
|
||||
|
||||
let power_str = match use_boost with
|
||||
| false -> string_of_int thrust
|
||||
| true -> "BOOST"
|
||||
in
|
||||
|
||||
let target =
|
||||
Vector.mult (Pod.movement pod) (-3)
|
||||
|> Vector.add pod.checkpoint_pos
|
||||
in
|
||||
|
||||
printf "%d %d %s\n%!" target.x target.y power_str ;
|
||||
|
||||
|
||||
end in
|
||||
|
||||
let parse_pod_line () =
|
||||
let line = input_line stdin in
|
||||
let build_results_fn = (
|
||||
fun x y checkpointx checkpointy checkpointdist checkpointangle ->
|
||||
(Vector.create x y),
|
||||
(Vector.create checkpointx checkpointy),
|
||||
checkpointdist,
|
||||
checkpointangle
|
||||
) in
|
||||
Scanf.sscanf line "%d %d %d %d %d %d" build_results_fn
|
||||
in
|
||||
|
||||
let map_center = Vector.create (16000 / 2) (9000 / 2) in
|
||||
let first_turn = ref true in
|
||||
let old_pod = ref (Vector.create 0 0) in
|
||||
|
||||
let tick = ref 0 in
|
||||
let checkpoint_list = ref (CheckpointList.create ()) in
|
||||
|
||||
(* laps : le nombre de tours à effectuer pour finir la course. *)
|
||||
let parse_init () =
|
||||
let laps =
|
||||
let line = input_line stdin in
|
||||
Scanf.sscanf line "%d" (fun x -> x)
|
||||
in
|
||||
let checkpoint_count =
|
||||
let line = input_line stdin in
|
||||
Scanf.sscanf line "%d" (fun x -> x)
|
||||
in
|
||||
let parse_checkpoint () =
|
||||
let line = input_line stdin in
|
||||
Scanf.sscanf line "%d %d" (fun x y ->
|
||||
Vector.create x y
|
||||
)
|
||||
in
|
||||
for i = 1 to checkpoint_count do
|
||||
let checkpoint = parse_checkpoint () in
|
||||
checkpoint_list := CheckpointList.add !checkpoint_list checkpoint ;
|
||||
()
|
||||
done
|
||||
in
|
||||
|
||||
let game = Game.create () in
|
||||
|
||||
(* game loop *)
|
||||
while true do
|
||||
(* read pod1 line & update game data *)
|
||||
parse_pod_line () |> Pod.update game.pods.(0) |> ignore ;
|
||||
parse_pod_line () |> Pod.update game.pods.(1) |> ignore ;
|
||||
parse_pod_line () |> Pod.update game.opponents.(0) |> ignore ;
|
||||
parse_pod_line () |> Pod.update game.opponents.(1) |> ignore ;
|
||||
|
||||
for i = 0 to 1 do
|
||||
game.pods.(i)
|
||||
(* |> Strategy.apply *)
|
||||
|> (fun (pod : Pod.t) -> pod.output_str)
|
||||
|> print_endline
|
||||
;
|
||||
done ;
|
||||
|
||||
Game.tick game ;
|
||||
done;
|
||||
|
||||
|
Loading…
Add table
Reference in a new issue