trollollol/orz_0_6_2.cpp

622 lines
18 KiB
C++

#include<cstdio>
#include<iostream>
#include<cstring>
#include<fstream>
#include<iomanip>
#include<cstdlib>
#include<queue>
#define state_up 0
#define state_down 1
#define state_die -1
#define ID_0 0
#define ID_1 1
#define ID_2 2
#define ID_3 3
#define mode_start 0
#define mode_right 1
#define mode_up 2
#define mode_left 3
#define mode_down 4
#define mode_halt 5
using namespace std;
int map[15][15];
int minimap[4][15][15];
int now[4],tot[4],area[4];
int m,n,j,k;
int x[4],y[4],state[4],trappedleft[4],scoredecline[4];
int now_id;
int edge_color[15][15][15][15];
int timeleft[200];
int mode=mode_start;
unsigned int relative_distance[4][15][15][15][15];
class dot
{
public:
int x;
int y;
};
class player
{
public:
dot* position;
int ID;
int score;
int state;
int trappedleft;
int num;
dot* road[300];
player(int ID,int x,int y)
{
position=new dot;
position->x=x;
position->y=y;
this->ID=ID;
score=4-ID;
state=state_up;
trappedleft=0;
num=0;
}
void insert(int x,int y)
{
num++;
road[num]=new dot;
road[num]->x=x;
road[num]->y=y;
}
void cut()
{
num--;
}
void clear()
{
num=0;
}
void change(int x,int y)
{
position->x=x;
position->y=y;
}
void down()
{
this->state=state_down;
}
void up()
{
this->state=state_up;
}
void die()
{
this->state=state_die;
}
void paint()
{
int i,j,k;
for (i=1;i<=10;i++)
for (j=1;j<=10;j++)
{
bool left=false;
bool right=false;
bool top=false;
bool bottom=false;
for (k=2;k<=num;k++)
{
if (road[k-1]->x==road[k]->x&&road[k-1]->y==road[k]->y) continue;
if (road[k-1]->x==road[k]->x)
{
if (road[k-1]->y<road[k]->y)
{
if (j==road[k]->y&&i>road[k]->x) top=true;
if (j==road[k]->y&&i<=road[k]->x) bottom=true;
}
if (road[k-1]->y>road[k]->y)
{
if (j==road[k-1]->y&&i>road[k]->x) top=true;
if (j==road[k-1]->y&&i<=road[k]->x) bottom=true;
}
continue;
}
if (road[k-1]->y==road[k]->y)
{
if (road[k-1]->x<road[k]->x)
{
if (i==road[k]->x&&j>road[k]->y) left=true;
if (i==road[k]->x&&j<=road[k]->y) right=true;
}
if (road[k-1]->x>road[k]->x)
{
if (i==road[k-1]->x&&j>road[k]->y) left=true;
if (i==road[k-1]->x&&j<=road[k]->y) right=true;
}
}
}
if (top&&bottom&&left&&right)
{
if (-1==map[i][j])
{
minimap[ID][i][j]=1;
}
}
}
num=0;
}
};
class enclosure
{
public:
player* player0;
player* player1;
player* player2;
player* player3;
enclosure(int x0,int y0,int x1,int y1,int x2,int y2,int x3,int y3)
{
player0=new player(ID_0,x0,y0);
player1=new player(ID_1,x1,y1);
player2=new player(ID_2,x2,y2);
player3=new player(ID_3,x3,y3);
}
enclosure(){}
void pass(int ID,int x,int y,int state)
{
if (state_die==state)
{
if (ID_0==ID)
{
player0->die();
if (player0->road[1]->x==x&&player0->road[1]->y==y)
{
player0->insert(x,y);
player0->paint();
player0->clear();
}
}
if (ID_1==ID)
{
player1->die();
if (player1->road[1]->x==x&&player1->road[1]->y==y)
{
player1->insert(x,y);
player1->paint();
player1->clear();
}
}
if (ID_2==ID)
{
player2->die();
if (player2->road[1]->x==x&&player2->road[1]->y==y)
{
player2->insert(x,y);
player2->paint();
player2->clear();
}
}
if (ID_3==ID)
{
player3->die();
if (player3->road[1]->x==x&&player3->road[1]->y==y)
{
player3->insert(x,y);
player3->paint();
player3->clear();
}
}
}
if (state_up==state)
{
if (ID_0==ID)
{
if (state_down==player0->state) player0->insert(x,y);
player0->paint();
player0->up();
player0->clear();
player0->insert(x,y);
}
if (ID_1==ID)
{
if (state_down==player1->state) player1->insert(x,y);
player1->paint();
player1->up();
player1->clear();
player1->insert(x,y);
}
if (ID_2==ID)
{
if (state_down==player2->state) player2->insert(x,y);
player2->paint();
player2->up();
player2->clear();
player2->insert(x,y);
}
if (ID_3==ID)
{
if (state_down==player3->state) player3->insert(x,y);
player3->paint();
player3->up();
player3->clear();
player3->insert(x,y);
}
}
if (state_down==state)
{
if (ID_0==ID)
{
player0->down();
player0->insert(x,y);
}
if (ID_1==ID)
{
player1->down();
player1->insert(x,y);
}
if (ID_2==ID)
{
player2->down();
player2->insert(x,y);
}
if (ID_3==ID)
{
player3->down();
player3->insert(x,y);
}
}
if (ID_0==ID) player0->change(x,y);
if (ID_1==ID) player1->change(x,y);
if (ID_2==ID) player2->change(x,y);
if (ID_3==ID) player3->change(x,y);
}
void make()
{
int i,j,k;
for (i=0;i<=3;i++)
for (j=1;j<=10;j++)
for (k=1;k<=10;k++)
{
if (1==minimap[i][j][k]) tot[i]++;
}
for (j=1;j<=10;j++)
for (k=1;k<=10;k++)
{
int mini=10000000;
int minID=-1;
for (int s=0;s<=3;s++)
if (tot[s]<mini&&1==minimap[s][j][k])
{
mini=tot[s];
minID=s;
}
if (-1==minID) continue;
map[j][k]=now[minID];
area[minID]++;
}
player0->score=player0->score+area[0]*area[0]*10;
player1->score=player1->score+area[1]*area[1]*10;
player2->score=player2->score+area[2]*area[2]*10;
player3->score=player3->score+area[3]*area[3]*10;
for (i=0;i<=3;i++)
if (0!=area[i]) now[i]++;
memset(minimap,0,sizeof(minimap));
memset(area,0,sizeof(area));
memset(tot,0,sizeof(tot));
}
};
dot bind[200];
enclosure* game;
ofstream fout1(".\\output1.txt");
ofstream fout2(".\\output2.txt");
ofstream fout3(".\\output3.txt");
ofstream fout4(".\\output4.txt");
void generate_output(int diff_x,int diff_y,int other_action)
{
cout<<"[ACTION] ";
if (diff_x==0&&diff_y==0) cout<<"s ";
else if (diff_x==0&&diff_y==1) cout<<"d ";
else if (diff_x==0&&diff_y==-1) cout<<"u ";
else if (diff_x==1&&diff_y==0) cout<<"r ";
else if (diff_x==-1&&diff_y==0) cout<<"l ";
cout<<other_action<<endl;
}
void update_edge_status()
{
for (int i=0;i<=10;i++)
{
for (int j=0;j<=10;j++)
{
if (i>0)
{
//Upward Road
if (j==0||j==10||map[i][j]!=map[i][j+1]||map[i][j]==-1||map[i][j+1]==-1) edge_color[i][j][i-1][j]=-1;
else edge_color[i][j][i-1][j]=map[i][j];
}
if (i<10)
{
//Downward Road
if (j==0||j==10||map[i+1][j]!=map[i+1][j+1]||map[i+1][j]==-1||map[i+1][j+1]==-1) edge_color[i][j][i+1][j]=-1;
else edge_color[i][j][i+1][j]=map[i+1][j+1];
}
if (j>0)
{
//Leftward Road
if (i==0||i==10||map[i][j]!=map[i+1][j]||map[i][j]==-1||map[i+1][j]==-1) edge_color[i][j][i][j-1]=-1;
else edge_color[i][j][i][j-1]=map[i+1][j];
}
if (j<10)
{
//Rightward Road
if (i==0||i==10||map[i][j+1]!=map[i+1][j+1]||map[i][j+1]==-1||map[i+1][j+1]==-1) edge_color[i][j][i][j+1]=-1;
else edge_color[i][j][i][j+1]=map[i][j+1];
}
}
}
}
int update_distance(dot* start_point,int ID)
{
//Todo:
//1. Get unpassable lines
//2. Do a bfs
//Note:
//1. An edge label 400 means specially defined unpassable lines
//2. This update process is only valid for a certain ID, i.e. the defined player
unsigned int tmp_distance[15][15];
bool in_queue[15][15];
memset(tmp_distance,0xff,sizeof(tmp_distance));
memset(in_queue,0,sizeof(in_queue));
queue<dot*>* q=new queue<dot*>;
q->push(start_point);
tmp_distance[start_point->x][start_point->y]=0;
while ((!q->empty()))
{
dot* tmp=q->front();
q->pop();
in_queue[tmp->x][tmp->y]=false;
if ((tmp->x>0)&&(edge_color[tmp->x][tmp->y][tmp->x-1][tmp->y]==-1)&&(tmp_distance[tmp->x-1][tmp->y]>tmp_distance[tmp->x][tmp->y]+1))
{
tmp_distance[tmp->x-1][tmp->y]=tmp_distance[tmp->x][tmp->y]+1;
dot* tmp2=new dot;
tmp2->x=tmp->x-1;
tmp2->y=tmp->y;
if (!in_queue[tmp->x-1][tmp->y])
{
q->push(tmp2);
in_queue[tmp->x-1][tmp->y]=true;
}
}
if ((tmp->x<10)&&(edge_color[tmp->x][tmp->y][tmp->x+1][tmp->y]==-1)&&(tmp_distance[tmp->x+1][tmp->y]>tmp_distance[tmp->x][tmp->y]+1))
{
tmp_distance[tmp->x+1][tmp->y]=tmp_distance[tmp->x][tmp->y]+1;
dot* tmp2=new dot;
tmp2->x=tmp->x+1;
tmp2->y=tmp->y;
if (!in_queue[tmp->x+1][tmp->y])
{
q->push(tmp2);
in_queue[tmp->x+1][tmp->y]=true;
}
}
if ((tmp->y>0)&&(edge_color[tmp->x][tmp->y][tmp->x][tmp->y-1]==-1)&&(tmp_distance[tmp->x][tmp->y-1]>tmp_distance[tmp->x][tmp->y]+1))
{
tmp_distance[tmp->x][tmp->y-1]=tmp_distance[tmp->x][tmp->y]+1;
dot* tmp2=new dot;
tmp2->x=tmp->x;
tmp2->y=tmp->y-1;
if (!in_queue[tmp->x][tmp->y-1])
{
q->push(tmp2);
in_queue[tmp->x][tmp->y-1]=true;
}
}
if ((tmp->y<10)&&(edge_color[tmp->x][tmp->y][tmp->x][tmp->y+1]==-1)&&(tmp_distance[tmp->x][tmp->y+1]>tmp_distance[tmp->x][tmp->y]+1))
{
tmp_distance[tmp->x][tmp->y+1]=tmp_distance[tmp->x][tmp->y]+1;
dot* tmp2=new dot;
tmp2->x=tmp->x;
tmp2->y=tmp->y+1;
if (!in_queue[tmp->x][tmp->y+1])
{
q->push(tmp2);
in_queue[tmp->x][tmp->y+1]=true;
}
}
}
for (int i=0;i<=10;i++) for (int j=0;j<=10;j++) relative_distance[ID][start_point->x][start_point->y][i][j]=tmp_distance[i][j];
return -1;
}
int calculate_area(dot** x,int dot_num)
{
int i,j,k;
int ans=0;
for (i=1;i<=10;i++)
for (j=1;j<=10;j++)
{
bool left=false;
bool right=false;
bool top=false;
bool bottom=false;
for (k=2;k<=dot_num;k++)
{
if (x[k-1]->x==x[k]->x&&x[k-1]->y==x[k]->y) continue;
if (x[k-1]->x==x[k]->x)
{
if (x[k-1]->y<x[k]->y)
{
if (j==x[k]->y&&i>x[k]->x) top=true;
if (j==x[k]->y&&i<=x[k]->x) bottom=true;
}
if (x[k-1]->y>x[k]->y)
{
if (j==x[k-1]->y&&i>x[k]->x) top=true;
if (j==x[k-1]->y&&i<=x[k]->x) bottom=true;
}
continue;
}
if (x[k-1]->y==x[k]->y)
{
if (x[k-1]->x<x[k]->x)
{
if (i==x[k]->x&&j>x[k]->y) left=true;
if (i==x[k]->x&&j<=x[k]->y) right=true;
}
if (x[k-1]->x>x[k]->x)
{
if (i==x[k-1]->x&&j>x[k]->y) left=true;
if (i==x[k-1]->x&&j<=x[k]->y) right=true;
}
}
}
if (left&&right&&top&&bottom) ans++;
}
return ans;
}
void brain()
{
update_edge_status();
update_distance(game->player0->position,0);
update_distance(game->player1->position,1);
update_distance(game->player2->position,2);
update_distance(game->player3->position,3);
int now_x,now_y;
switch (now_id)
{
case 0:
now_x=game->player0->position->x;
now_y=game->player0->position->y;
break;
case 1:
now_x=game->player1->position->x;
now_y=game->player1->position->y;
break;
case 2:
now_x=game->player2->position->x;
now_y=game->player2->position->y;
break;
case 3:
now_x=game->player3->position->x;
now_y=game->player3->position->y;
break;
default:
break;
}
//Finite State Machine
if (mode==mode_start)
{
mode=mode_right;
}
else if (mode==mode_right)
{
if (now_x==10&&now_y==10) mode=mode_up;
}
else if (mode==mode_up)
{
if (now_x==0&&now_y==10) mode=mode_left;
}
else if (mode==mode_left)
{
if (now_x==0&&now_y==0) mode=mode_down;
}
else if (mode==mode_down)
{
if (now_x==10&&now_y==0) mode=mode_halt;
}
//Output Area
if (mode==mode_right&&now_y==0)
{
generate_output(0,1,1);
}
else if (mode==mode_right)
{
generate_output(0,1,0);
}
else if (mode==mode_up)
{
generate_output(-1,0,0);
}
else if (mode==mode_left)
{
generate_output(0,-1,0);
}
else if (mode==mode_down)
{
generate_output(1,0,0);
}
else if (mode==mode_halt)
{
generate_output(0,0,0);
}
//Debug Output
fout1<<"---MAP---"<<endl;
for (int i=1;i<=10;i++)
{
//This statement has been fixed to adapt EnclosureJudge
for (int j=1;j<=10;j++) fout1<<setiosflags(ios::fixed)<<setw(4)<<map[j][i]; //map[i][j]
fout1<<endl;
}
fout1<<"---END---"<<endl;
fout1<<endl;
fout2<<"---VERTICAL ROAD---"<<endl;
for (int i=0;i<10;i++)
{
for (int j=0;j<=10;j++) fout2<<setiosflags(ios::fixed)<<setw(4)<<edge_color[j][i][j][i+1];
fout2<<endl;
}
fout2<<"--------END--------"<<endl;
fout2<<endl;
fout3<<"---HORIZONTAL ROAD---"<<endl;
for (int i=0;i<=10;i++)
{
for (int j=0;j<10;j++) fout3<<setiosflags(ios::fixed)<<setw(4)<<edge_color[j][i][j+1][i];
fout3<<endl;
}
fout3<<"---------END---------"<<endl;
fout3<<endl;
fout4<<"---RELATIVE DISTANCE---"<<endl;
for (int i=0;i<=10;i++)
{
for (int j=0;j<=10;j++)
{
int rd=relative_distance[now_id][now_x][now_y][j][i];
fout4<<setiosflags(ios::fixed)<<setw(4)<<rd;
}
fout4<<endl;
}
fout4<<"----------END----------"<<endl;
fout4<<endl;
return;
}
int main()
{
for (int i=0;i<4;i++) now[i]=100*i;
string label;
cin>>label;
cin>>now_id;
cout<<"[POS] 10 0"<<endl;
memset(map,0xff,sizeof(map));
memset(edge_color,0xff,sizeof(edge_color));
memset(relative_distance,0xff,sizeof(relative_distance));
bool started=false; //Update: variable name changed from visited to started
while (true)
{
cin>>label;
for (int i=0;i<=3;i++)
{
cin>>x[i]>>y[i]>>state[i]>>trappedleft[i]>>scoredecline[i];
}
if (!started)
{
started=true;
game=new enclosure(x[0],y[0],x[1],y[1],x[2],y[2],x[3],y[3]);
}
game->pass(ID_0,x[0],y[0],state[0]);
game->pass(ID_1,x[1],y[1],state[1]);
game->pass(ID_2,x[2],y[2],state[2]);
game->pass(ID_3,x[3],y[3],state[3]);
game->make();
int total;
cin>>total;
for (int i=1;i<=total;i++)
{
cin>>bind[i].x>>bind[i].y>>timeleft[i];
}
brain();
}
}