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from typing import Any, List, Tuple, Union, Optional
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logic_by_mode = {}
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def add_logic(cls):
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logic_by_mode[cls.__name__.lower()] = cls
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class Logic:
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def __init__(self, teams_count: int, configuration: Any):
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self.teams_count = teams_count
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self.configuration = configuration
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def zero_state(self) -> Any:
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return {}
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def step(self, state: Any, moves: List[Optional[Any]], round_id: int) -> Tuple[Any, List[int]]:
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return {}, [0] * self.teams_count # new_state, add_points for each team
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def validate_move(self, state: Any, team_id: int, move: Any, round_id: int) -> Union[None, Any]:
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return None # Bez chyby
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# return {"status": "warning", ... } # Drobná chyba, ale tah provedu
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# throw Exception("Chybí povinná ...") # Zásadní chyba, tah neuznán
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# Když používají našeho klienta, tak by se toto nemělo stát
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def personalize_state(self, state: Any, team_id: int, round_id: int) -> Any:
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return state
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@add_logic
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class Occupy(Logic):
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MOVE_VECTORS = {
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None: (0, 0),
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"left": (0, -1),
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"right": (0, 1),
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"up": (-1, 0),
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"down": (1, 0)
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}
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def __init__(self, teams_count: int, configuration: Any):
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super().__init__(teams_count, configuration)
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self.teams_width = configuration["teams_width"]
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self.teams_height = configuration["teams_height"]
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assert(teams_count == self.teams_width * self.teams_height)
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self.map_width = self.teams_width * configuration["width_per_team"]
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self.map_height = self.teams_height * configuration["height_per_team"]
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# born per round - nultý index je počet vojáků každého týmu v zero-stavu
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self.bpr = self.configuration["born_per_round"]
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def generate_soldier(self, team_id, soldier_id):
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return {
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"type": "soldier",
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"team": team_id,
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"id": soldier_id,
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"remaining_rounds": 1
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}
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# Počáteční stav
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def zero_state(self) -> Any:
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map = [
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[
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{
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"home_for_team": None,
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"occupied_by_team": None,
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"hill": (self.configuration["hills"]
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[j % self.configuration["height_per_team"]]
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[i % self.configuration["width_per_team"]]
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== "x"),
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"members": []
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}
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for i in range(self.map_width)
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]
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for j in range(self.map_height)
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]
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team_id = 0
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home_y = self.configuration["height_per_team"] // 2
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for _ in range(self.teams_height):
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home_x = self.configuration["width_per_team"] // 2
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for _ in range(self.teams_width):
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map[home_y][home_x]["home_for_team"] = team_id
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map[home_y][home_x]["occupied_by_team"] = team_id
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# Initial stav vojáků:
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for soldier_id in range(self.bpr[0]):
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map[home_y][home_x]["members"].append(self.generate_soldier(team_id, soldier_id))
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team_id += 1
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home_x += self.configuration["width_per_team"]
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home_y += self.configuration["height_per_team"]
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return {"map": map}
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# Zatím očekávám, že moves má takovéto prvky:
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# {
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# team_id: <int>
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# members: [
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# id: <int>
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# action: <Optional[str]>
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# # None -> čekej
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# # "left", "right", "up", "down"
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# ]
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# }
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# Předpokládám validitu `state`
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# Metoda funguje velmi primitivně po krocích:
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# * zaznamená se poloha objektů na mapě
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# * vojáky se pohne podle moves
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# * přidají se vojáci v homes
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# * odstraní se vojáci podle "soubojů"
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# * vygeneruje se json se správnými hodnotami "occupied" a spočítá se skóre
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def step(self, state: Any, moves: List[Optional[Any]], round_id: int) -> Tuple[Any, List[int]]:
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# souřadnice IDs pro všechny týmy
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id_positions = [{} for _ in range(self.teams_count)]
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# pohyby IDs pro všechny týmy
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id_moves = [{} for _ in range(self.teams_count)]
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# všechna IDs týmů
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all_ids = [[] for _ in range(self.teams_count)]
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# nejvyšší ID každého týmu
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highest_ids = [0] * self.teams_count
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# homes jednotlivých týmů
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home_positions = [None] * self.teams_count
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# 2D array s `True`s tam, kde je hill
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hills = [[False] * self.map_width for _ in range(self.map_height)]
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y = 0
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for row in state["map"]:
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x = 0
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for field in row:
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hills[y][x] = field["hill"]
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if field["home_for_team"] is not None:
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home_positions[field["home_for_team"]] = [y, x]
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for member in field["members"]:
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highest_ids[member["team"]] = max(highest_ids[member["team"]], member["id"])
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all_ids[member["team"]].append(member["id"])
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id_positions[member["team"]][member["id"]] = [y, x]
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id_moves[member["team"]][member["id"]] = None
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x += 1
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y += 1
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for team_id, move in enumerate(moves):
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if move is not None:
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for member in move["members"]:
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if member["id"] not in id_positions[team_id]:
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# Neplatné ID vojáka
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continue
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id_moves[team_id][member["id"]] = member["action"]
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# Místo mapy tabulka seznamů vojáků pro každý tým
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soldier_lists = [
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[[[] for _ in range(self.teams_count)] for _ in range(self.map_width)]
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for _ in range(self.map_height)
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]
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for team_id in range(self.teams_count):
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for soldier_id in all_ids[team_id]:
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move_vect = self.MOVE_VECTORS[id_moves[team_id][soldier_id]]
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orig_y = id_positions[team_id][soldier_id][0]
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orig_x = id_positions[team_id][soldier_id][1]
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new_y = (orig_y + move_vect[0]) % self.map_height
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new_x = (orig_x + move_vect[1]) % self.map_width
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if hills[new_y][new_x]:
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# Voják se snažil lézt na skálu, zůstane na původním místě
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soldier_lists[orig_y][orig_x][team_id].append(soldier_id)
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else:
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soldier_lists[new_y][new_x][team_id].append(soldier_id)
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# Přidáme vojáky v homes:
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for team_id in range(self.teams_count):
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home_pos = home_positions[team_id]
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for i in range(self.bpr[(round_id + 1) % len(self.bpr)]):
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soldier_lists[home_pos[0]][home_pos[1]][team_id].append(highest_ids[team_id] + i + 1)
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# Vojáci se pomlátí:
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for y in range(self.map_height):
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for x in range(self.map_width):
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team_strengths = [len(soldier_lists[y][x][tid]) for tid in range(self.teams_count)]
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team_strengths.sort()
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for tid in range(self.teams_count):
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soldier_lists[y][x][tid] = soldier_lists[y][x][tid][team_strengths[-2]:]
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# Vygenerujeme výsledek:
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score = [0] * self.teams_count
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new_map = [[] for _ in range(self.map_height)]
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y = 0
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for row in state["map"]:
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x = 0
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for field in row:
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new_field = {
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"home_for_team": field["home_for_team"],
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"occupied_by_team": field["occupied_by_team"],
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"hill": field["hill"],
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"members": []
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}
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for team_id in range(self.teams_count):
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for soldier_id in soldier_lists[y][x][team_id]:
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new_field["members"].append(self.generate_soldier(team_id, soldier_id))
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new_field["occupied_by_team"] = team_id
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if new_field["occupied_by_team"] is not None:
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score[new_field["occupied_by_team"]] += 1
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new_map[y].append(new_field)
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x += 1
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y += 1
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return ({"map": new_map}, score)
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def generate_warn(self, member_id, description):
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return {
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"id": member_id,
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"description": description
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}
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# Předpokládám validní `state`, vadit může
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# * "hill"
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# * nevalidní ID
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# * více tahů jedním soldierem
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def validate_move(self, state: Any, team_id: int, move: Any, round_id: int) -> Union[None, Any]:
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# nakumulované warningy
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warns = []
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# souřadnice IDs daného týmu
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id_positions = {}
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# 2D array s `True`s tam, kde je hill
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hills = [[False] * self.map_width for _ in range(self.map_height)]
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# ID soldierů, se kterými tým už hnul
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ids_moved = {}
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y = 0
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for row in state["map"]:
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x = 0
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for field in row:
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hills[y][x] = field["hill"]
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for member in field["members"]:
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if member["team"] != team_id:
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continue
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id_positions[member["id"]] = [y, x]
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x += 1
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y += 1
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for member in move["members"]:
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if member["id"] not in id_positions:
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warns.append(self.generate_warn(member["id"], "Neplatné ID!"))
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continue
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if member["id"] in ids_moved:
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warns.append(self.generate_warn(member["id"], "Duplicitní pohyb vojákem. Jen jeho poslední pohyb se počítá."))
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continue
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ids_moved[member["id"]] = True
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if member["action"] is None:
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continue
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move_vect = self.MOVE_VECTORS[member["action"]]
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new_position_y = id_positions[member["id"]][0] + move_vect[0]
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new_position_x = id_positions[member["id"]][1] + move_vect[1]
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if hills[new_position_y][new_position_x]:
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warns.append(self.generate_warn(member["id"], "Voják se snaží vylézt na skálu, což nejde."))
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if len(warns) == 0:
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return None
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else:
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return {"status": "warning", "members": warns}
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def home_position(self, state: Any, team_id):
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y = 0
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for row in state["map"]:
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x = 0
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for field in row:
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if field["home_for_team"] == team_id:
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return [y, x]
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x += 1
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y += 1
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# Akorát vycentruju home týmu.
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# TODO: Chceme přečíslovat týmy ("můj tým je vždy 0")?
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def personalize_state(self, state: Any, team_id: int, round_id: int) -> Any:
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# Zjisti pozici domečku tohoto týmu:
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home_yx = self.home_position(state, team_id)
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y_diff = (self.map_height // 2) - home_yx[0]
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x_diff = (self.map_width // 2) - home_yx[1]
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# Vycentruj:
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map_personalized = [
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[
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state["map"][(y - y_diff) % self.map_height][(x - x_diff) % self.map_width]
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for x in range(self.map_width)
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]
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for y in range(self.map_height)
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]
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return {"map": map_personalized}
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