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package bots;
import java.util.ArrayList;
import java.util.List;
import com.sun.prism.impl.Disposer.Target;
import pirates.game.Location;
import pirates.game.Powerup;
import pirates.game.Treasure;
import pirates.game.Pirate;
import pirates.game.PirateBot;
import pirates.game.PirateGame;
public class MyBot implements PirateBot {
private class Turn {
public double score;
public State state;
public Pirate self;
public boolean defend = false;
public Pirate enemy = null;
public Location target = null;
public Turn(State state) {
this.state = state;
this.score = 0;
}
public Turn(Pirate self, State state, double score) { // defend constructor
this.self = self;
this.state = state;
defend = true;
this.score = score;
}
public Turn(Pirate self, State state, Pirate enemy, double score) { // attack constructor
this.self = self;
this.state = state;
this.enemy = enemy;
this.score = score;
}
public Turn(Pirate self, State state, Location target, double score) { // move constructor
this.self = self;
this.state = state;
this.target = target;
this.score = score;
}
}
private void execTurn(PirateGame game, Turn turn) {
if (turn.defend) {
game.defend(turn.self);
return;
}
if (turn.enemy != null) {
game.attack(turn.self, turn.enemy);
return;
}
if (turn.target != null) {
game.setSail(turn.self, turn.target);
return;
}
}
private class State {
public int movesBank = 0;
public List<Location> occupiedTargets = null;
public List<Pirate> attackedEnemies = null;
public List<Location> targetTreasures = null;
public Pirate attacker = null;
public State() {}
public State(State other) {
this.movesBank = other.movesBank;
this.occupiedTargets = other.occupiedTargets;
this.attackedEnemies = other.attackedEnemies;
this.targetTreasures = other.targetTreasures;
}
public State(State other, List<Pirate> newAttackedEnemies) {
this(other);
this.attackedEnemies = newAttackedEnemies;
}
}
private void addMoveTurn(List<Turn> turns, State state, Pirate pirate, Location target, int moves, double score) {
if (state.movesBank < moves)
return;
if (game.distance(target, pirate.getLocation()) < moves)
return;
List<Location> possibleLocations = game.getSailOptions(pirate, target, moves);
List<Location> untakenLocations = new ArrayList<Location>();
for (Location loc : possibleLocations) {
if (!untakenLocations.contains(loc) && !game.isOccupied(loc) && !state.occupiedTargets.contains(loc)) {
untakenLocations.add(loc);
}
}
if (untakenLocations.size() == 0)
return;
Location loc = untakenLocations.get(0);
boolean isTreasure = false;
for (Treasure t : game.treasures())
if (t.getLocation().equals(target))
isTreasure = true;
// actionsDone++;
State newState = new State(state);
newState.occupiedTargets = new ArrayList<Location>(state.occupiedTargets);
newState.occupiedTargets.add(loc);
if (isTreasure && !state.targetTreasures.contains(target)) {
newState.targetTreasures = new ArrayList<Location>(state.targetTreasures);
newState.targetTreasures.add(target);
}
newState.movesBank -= moves;
turns.add(new Turn(pirate, newState, loc, score * moves / (game.distance(loc, target) + 1)));
}
private List<Turn> allTurns(Pirate pirate, State state) {
List<Turn> turns = new ArrayList<Turn>();
turns.add(new Turn(state));
if (pirate.getTurnsToSober() > 0 || pirate.isLost()) { // drunk or lost
return turns;
}
Pirate enemyToAttack = findEnemyToAttack(pirate, game, state);
if (enemyToAttack != null) { // there is someone to attack
// actionsDone++;
int score = 1000;
List<Pirate> newAttackedEnemies = new ArrayList<Pirate>(state.attackedEnemies);
newAttackedEnemies.add(enemyToAttack);
turns.add(new Turn(pirate, new State(state, newAttackedEnemies), enemyToAttack, score));
}
if (shouldDefend(pirate, game)) {
int score = 1000;
turns.add(new Turn(pirate, state, score));
}
for (int moves = state.movesBank; moves >= 1; --moves) {
// if (pirate.getId() == 0) {
// int score = 1000000;
// List<Pirate> enemies = game.enemyPiratesWithTreasures().size() > 0 ? game.enemyPiratesWithTreasures() : game.enemyPirates();
// Location enemyBase = enemies.get(0).getInitialLocation();
//
//
// if (pirate.getLocation().equals(enemyBase)) {
// List<Pirate> newAttackedEnemies = new ArrayList<Pirate>(state.attackedEnemies);
// newAttackedEnemies.add(enemyToAttack);
//
// turns.add(new Turn(pirate, new State(state, newAttackedEnemies), enemyToAttack, score));
// } else {
// addMoveTurn(turns, state, pirate, enemyBase, moves, score);
// }
// }
if (pirate.hasTreasure() && moves <= pirate.getCarryTreasureSpeed()) {
int score = 1000; // should depend on moves
Location target = pirate.getInitialLocation();
addMoveTurn(turns, state, pirate, target, moves, score);
} else if (!pirate.hasTreasure()) {
Pirate closestEnemy = findClosestShip(game, pirate, game.enemySoberPirates());
if (closestEnemy != null && pirate.getReloadTurns() == 0) {
int score = 15; // should depend on moves and distance something
Location target = closestEnemy.getLocation();
addMoveTurn(turns, state, pirate, target, moves, score);
}
Pirate closestEnemyWithTreasure = findClosestShip(game, pirate, game.enemyPiratesWithTreasures());
if (!alreadyShot.isEmpty() && pirate.getReloadTurns() != 0
&& closestEnemyWithTreasure != null && !pirate.hasTreasure()) {
int score = 30; // should depend on moves and distance something
Location target = enemyNextLocation(game, closestEnemyWithTreasure, closestEnemyWithTreasure.getInitialLocation());
addMoveTurn(turns, state, pirate, target, moves, score);
}
Treasure bestTreasure = findBestTreasure(game, pirate, state);
if (bestTreasure != null) {
int score = 20; // should depend on moves and distance something
Location target = bestTreasure.getLocation();
addMoveTurn(turns, state, pirate, target, moves, score);
}
}
}
return turns;
}
private double totalScore(List<Turn> turns) {
double score = 0;
for (Turn t : turns) {
score += t.score;
}
return score;
}
private List<Turn> bestTurns(List<Pirate> pirates, State state, int level) {
if (pirates.isEmpty()) {
return new ArrayList<Turn>();
}
List<Turn> turns;
List<Turn> optimal = null;
double optimalScore = -1;
List<Turn> possibleTurns = allTurns(pirates.get(0), state);
for (Turn currTurn : possibleTurns) {
List<Pirate> subList = new ArrayList<Pirate>(pirates);
subList.remove(0);
List<Turn> subTurns = bestTurns(subList, currTurn.state, level + 1);
turns = new ArrayList<Turn>(subTurns);
turns.add(currTurn);
double currScore = totalScore(turns);
if (currScore > optimalScore) {
optimal = turns;
optimalScore = currScore;
}
}
return optimal;
}
private PirateGame game;
List<Pirate> alreadyShot;
@Override
public void doTurn(PirateGame game) {
this.game = game;
State state = new State();
state.movesBank = game.getActionsPerTurn();
state.occupiedTargets = new ArrayList<Location>();
state.attackedEnemies = new ArrayList<Pirate>();
state.targetTreasures = new ArrayList<Location>();
alreadyShot = new ArrayList<Pirate>();
List<Pirate> myPiratesWithTreasures = game.myPiratesWithTreasures();
List<Pirate> myPiratesWithoutTreasures = game.myPiratesWithoutTreasures();
for (Pirate p : myPiratesWithoutTreasures)
if (p.getReloadTurns() != 0)
alreadyShot.add(p);
List<Pirate> pirates = new ArrayList<>(myPiratesWithTreasures); // pirates with treasures get to go first
pirates.addAll(myPiratesWithoutTreasures);
List<Turn> gameTurns = bestTurns(pirates, state, 0);
game.debug("final score: " + totalScore(gameTurns));
for (Turn t : gameTurns)
execTurn(game, t);
}
private static Pirate enemyWithPowerup(PirateGame game) {
List<Pirate> enemys = game.enemyPirates();
Pirate p = null;
while (!enemys.isEmpty()) {
p = enemys.remove(0);
if (p.getPowerups().length > 0)
if (p.getPowerups()[0] != null || p.getPowerups()[1] != null)
return p;
}
p = null;
return p;
}
public static Location enemyNextLocation(PirateGame game, Pirate enemy, Location finishLocation) {
List<Location> possibleLocations = game.getSailOptions(enemy, finishLocation, 1);
Location location = possibleLocations.get(0);
return location;
}
public static Pirate recentlyShot(PirateGame game, List<Pirate> pirates) {
Pirate Pirates = null;
int maxReloadTurns = 1;
if (!pirates.isEmpty()) {
Pirates = pirates.remove(0);
maxReloadTurns = Pirates.getReloadTurns();
}
while (!pirates.isEmpty()) {
Pirate tempPirate = pirates.remove(0);
int tempmaxReloadTurns = tempPirate.getReloadTurns();
if (tempmaxReloadTurns > maxReloadTurns) {
maxReloadTurns = tempmaxReloadTurns;
Pirates = tempPirate;
}
}
return Pirates;
}
public static Location findSafestLocation(PirateGame game, List<Location> loc, List<Pirate> pir) {
Location location = null;
int minDistance = 0;
if (!loc.isEmpty()) {
location = loc.remove(0);
minDistance = findFarestLoaction(game, location, pir);
}
while (!loc.isEmpty()) {
Location tempLocation = loc.remove(0);
int tempDistance = findFarestLoaction(game, tempLocation, pir);
if (tempDistance < minDistance) {
minDistance = tempDistance;
location = tempLocation;
}
}
return location;
}
public static int findFarestLoaction(PirateGame game, Location location, List<Pirate> pirates) {
Pirate Pirates = null;
int maxDistance = 0;
if (!pirates.isEmpty()) {
Pirates = pirates.remove(0);
maxDistance = game.distance(location, Pirates.getLocation());
}
while (!pirates.isEmpty()) {
Pirate tempPirate = pirates.remove(0);
int tempDistance = game.distance(location, tempPirate.getLocation());
if (tempDistance > maxDistance) {
maxDistance = tempDistance;
}
}
return maxDistance;
}
public static Pirate findClosestShip(PirateGame game, Pirate pirate, List<Pirate> pirates) {
Location myShipLocation = pirate.getLocation();
Pirate result = null;
Pirate enemyWithTreasure = null;
int minDistance = Integer.MAX_VALUE;
for (Pirate enemy : pirates) {
if (enemy.getLocation().col == enemy.getInitialLocation().col &&
enemy.getLocation().row == enemy.getInitialLocation().row) {
continue;
}
int distance = game.distance(myShipLocation, enemy.getLocation());
if (distance < minDistance) {
minDistance = distance;
result = enemy;
if (result.hasTreasure())
enemyWithTreasure = result;
}
}
if (enemyWithTreasure != null) {
result = enemyWithTreasure;
}
return result;
}
private Treasure findBestTreasure(PirateGame game, Pirate pirate, State state) {
Location myShipLocation = pirate.getLocation();
Treasure result = null;
double maxRatio = 0;
for (Treasure treasure : game.treasures()) {
if (state.targetTreasures.contains(treasure.getLocation()))
continue;
double distance = game.distance(myShipLocation, treasure.getLocation());
double value = treasure.getValue();
double ratio = value / distance;
if (ratio > maxRatio) {
maxRatio = ratio;
result = treasure;
}
}
return result;
}
public static Pirate closestToPowerup(Powerup p, PirateGame game) {
List<Pirate> myPirate = game.mySoberPirates();
Pirate minPirate = null;
int minDistance = 0;
if (!myPirate.isEmpty()) {
minPirate = myPirate.remove(0);
minDistance = game.distance(minPirate.getLocation(), p.getLocation());
}
while (!myPirate.isEmpty()) {
Pirate tempPirate = myPirate.remove(0);
int tempDist = game.distance(tempPirate.getLocation(), p.getLocation());
if (tempDist < minDistance) {
minDistance = tempDist;
minPirate = tempPirate;
}
}
return minPirate;
}
private Pirate findEnemyToAttack(Pirate ship, PirateGame game, State state) {
for (Pirate enemy : game.enemySoberPirates()) {
if (state.attackedEnemies.contains(enemy)) {
continue;
}
if (enemy != null && ship.getReloadTurns() == 0 && game.inRange(ship, enemy) && !ship.hasTreasure() &&
enemy.getDefenseExpirationTurns() == 0) {
return enemy;
}
}
return null;
}
private boolean shouldDefend(Pirate ship, PirateGame game) {
for (Pirate enemy : game.enemySoberPirates()) {
if (enemy != null && enemy.getReloadTurns() == 0 && !enemy.hasTreasure() &&
ship.getDefenseReloadTurns() == 0 && game.inRange(ship, enemy)) {
return true;
}
}
return false;
}
}