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