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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),
"stay": (0, 0),
"left": (0, -1),
"right": (0, 1),
"up": (-1, 0),
"down": (1, 0)
}
# Jaké území okolo domečku je chráněné
PROTECTED_AREA = [
[-1, -1], [-1, 0], [-1, 1],
[0, -1], [0, 0], [0, 1],
[1, -1], [1, 0], [1, 1]
]
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.world_width = self.teams_width * configuration["width_per_team"]
self.world_height = self.teams_height * configuration["height_per_team"]
# Parametry k počtu nových vojáků
self.rounds_total = configuration["initial_remaining_rounds"]
self.spawn_price = configuration["spawn_price"]
self.last_spawn = configuration["last_spawn"]
def generate_soldier(self, team_id, soldier_id):
return {
"type": "soldier",
"team": team_id,
"id": soldier_id,
"remaining_rounds": 1
}
# zero_state spawnuje jednoho vojáka, poslední (použitelný, takže
# předposlední) spawn umožňuje budget na `last_spawn` nových vojáků
def budget_for_round(self, round_id):
return self.spawn_price + ((round_id * self.spawn_price * self.last_spawn) // self.rounds_total)
# Počáteční stav
def zero_state(self) -> Any:
world = [
[
{
"home_for_team": None,
"occupied_by_team": None,
"protected_for_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.world_width)
]
for j in range(self.world_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):
world[home_y][home_x]["home_for_team"] = team_id
world[home_y][home_x]["occupied_by_team"] = team_id
for x, y in self.PROTECTED_AREA:
world[(home_y+y) % self.world_height][(home_x+x) % self.world_width]["protected_for_team"] = team_id
# Initial stav vojáků:
for soldier_id in range(max(1, self.budget_for_round(0) // self.spawn_price)):
world[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 {"world": world}
# Zatím očekávám, že moves má takovéto prvky:
# {
# team_id: <int>
# members: [
# id: <int>
# action: <Optional[str]>
# # 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.world_width for _ in range(self.world_height)]
# 2D array s ID týmu, který zde má chráněné území (okolo domečku)
# (-1 tam, kde nikdo nemá domeček)
protected_for = [[-1] * self.world_width for _ in range(self.world_height)]
y = 0
for row in state["world"]:
x = 0
for field in row:
hills[y][x] = field["hill"]
hft = field["home_for_team"]
if hft is not None:
for p in self.PROTECTED_AREA:
protected_for[(y + p[0]) % self.world_height][(x + p[1]) % self.world_width] = hft
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.world_width)]
for _ in range(self.world_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.world_height
new_x = (orig_x + move_vect[1]) % self.world_width
# Chráněné území nebo skála
if (protected_for[new_y][new_x] > -1 and protected_for[new_y][new_x] != team_id) \
or hills[new_y][new_x]:
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]
soldier_count = len(all_ids[team_id])
spawn_count = max(1, (self.budget_for_round(round_id) - soldier_count) // self.spawn_price)
for i in range(spawn_count):
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.world_height):
for x in range(self.world_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_count = len(soldier_lists[y][x][tid])
if soldier_count <= team_strengths[-2]:
soldier_lists[y][x][tid] = []
else:
remaining_count = soldier_count - (team_strengths[-2]**2 // soldier_count)
soldier_lists[y][x][tid] = soldier_lists[y][x][tid][0:remaining_count]
# Vygenerujeme výsledek:
score = [0] * self.teams_count
new_world = [[] for _ in range(self.world_height)]
y = 0
for row in state["world"]:
x = 0
for field in row:
new_field = {
"home_for_team": field["home_for_team"],
"protected_for_team": field["protected_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_world[y].append(new_field)
x += 1
y += 1
return ({"world": new_world}, 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.world_width for _ in range(self.world_height)]
# 2D array `True` na chráněných územích ostatních týmů
protected = [[False] * self.world_width for _ in range(self.world_height)]
# ID soldierů, se kterými tým už hnul
ids_moved = {}
y = 0
for row in state["world"]:
x = 0
for field in row:
hills[y][x] = field["hill"]
if field["home_for_team"] is not None and field["home_for_team"] != team_id:
for p in self.PROTECTED_AREA:
protected[(y + p[0]) % self.world_height][(x + p[1]) % self.world_width] = True
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]) % self.world_height
new_position_x = (id_positions[member["id"]][1] + move_vect[1]) % self.world_width
if protected[new_position_y][new_position_x]:
warns.append(self.generate_warn(member["id"], "Voják se snaží dostat do domečku cizího týmu. To není povoleno."))
elif 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["world"]:
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.world_height // 2) - home_yx[0]
x_diff = (self.world_width // 2) - home_yx[1]
# Vycentruj:
world_personalized = [
[
state["world"][(y - y_diff) % self.world_height][(x - x_diff) % self.world_width]
for x in range(self.world_width)
]
for y in range(self.world_height)
]
return {"world": world_personalized}