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Crystal Rush - C++ Starter
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#include <array> | |
#include <cassert> | |
#include <iostream> | |
#include <vector> | |
using namespace std; | |
//********************************* UTILS ********************************************** | |
//----------------------------------Point---------------------------------------------------------- | |
struct Point { | |
int x{-1}, y{-1}; | |
int distance(const Point& oth) { return abs(x - oth.x) + abs(y - oth.y); } | |
ostream& dump(ostream& ioOut) const { | |
ioOut << x << " " << y; | |
return ioOut; | |
} | |
}; | |
ostream& operator<<(ostream& ioOut, const Point& obj) { return obj.dump(ioOut); } | |
//********************************* GAME STATE ********************************************** | |
//----------------------------------Constants---------------------------------------------------------- | |
enum class Type : int { NONE = 0, ROBOT, RADAR, TRAP, ORE, HOLE }; | |
enum class ActionType : int { WAIT = 0, MOVE, DIG, REQUEST }; | |
static constexpr int MAX_PLAYERS = 2; | |
static constexpr int MAX_WIDTH = 30; | |
static constexpr int MAX_HEIGHT = 15; | |
static constexpr int MAX_ROBOTS = 5; | |
//----------------------------------Cell---------------------------------------------------------- | |
struct Cell : Point { | |
bool hole{false}; | |
bool oreVisible{false}; | |
int ore{0}; | |
void update(Point p, int _ore, bool _oreVisible, int _hole) { | |
hole = _hole; | |
ore = _ore; | |
oreVisible = _oreVisible; | |
x = p.x; | |
y = p.y; | |
} | |
}; | |
//----------------------------------Entity---------------------------------------------------------- | |
struct Entity : Point { | |
int id{0}; | |
Type type{Type::NONE}; | |
Type item{Type::NONE}; | |
int owner{0}; | |
Entity() = default; | |
Entity(int _id, Type _type, Point p, Type _item, int _owner) : Point{p}, id{_id}, type{_type}, item{_item}, owner{_owner} {} | |
void update(int _id, Type _type, Point p, Type _item, int _owner) { | |
x = p.x; | |
y = p.y; | |
id = _id; | |
type = _type; | |
owner = _owner; | |
item = _item; | |
} | |
}; | |
//----------------------------------Robot---------------------------------------------------------- | |
struct Robot : Entity { | |
bool isDead() const { return x == -1 && y == -1; } | |
}; | |
//----------------------------------Player---------------------------------------------------------- | |
struct Player { | |
array<Robot, MAX_ROBOTS> robots; | |
int ore{0}; | |
int cooldownRadar{0}, cooldownTrap{0}; | |
int owner{0}; | |
void updateRobot(int id, Point p, Type item, int owner) { | |
int idxOffset{0}; | |
if (id >= MAX_ROBOTS) { idxOffset = MAX_ROBOTS; } | |
robots.at(id - idxOffset).update(id - idxOffset, Type::ROBOT, p, item, owner); | |
this->owner = owner; | |
} | |
void updateOre(int _owner, int _ore) { | |
ore = _ore; | |
owner = _owner; | |
} | |
void updateCooldown(int radar, int trap) { | |
cooldownRadar = radar; | |
cooldownTrap = trap; | |
} | |
}; | |
//----------------------------------Game---------------------------------------------------------- | |
struct Game { | |
array<array<Cell, MAX_HEIGHT>, MAX_WIDTH> grid; | |
array<Player, MAX_PLAYERS> players; | |
vector<Entity> radars; | |
vector<Entity> traps; | |
Game() { reset(); } | |
Cell& get(int x, int y) { return grid.at(x).at(y); } | |
Cell& get(Point p) { return grid.at(p.x).at(p.y); } | |
void reset() { | |
radars.reserve(20); | |
radars.clear(); | |
traps.reserve(30); | |
traps.clear(); | |
} | |
void updateOre(int owner, int ore) { players.at(owner).updateOre(owner, ore); } | |
void updateCooldown(int owner, int radar, int trap) { players.at(owner).updateCooldown(radar, trap); } | |
void updateCell(int x, int y, const string& ore, int hole) { | |
int oreAmount{0}; | |
bool oreVisible{false}; | |
Point p{x, y}; | |
if (ore != "?") { | |
oreAmount = stoi(ore); | |
oreVisible = true; | |
} | |
get(p).update(p, oreAmount, oreVisible, hole); | |
} | |
void updateEntity(int id, int type, int x, int y, int _item) { | |
// item | |
Type item{Type::NONE}; | |
switch (_item) { //-1 for NONE, 2 for RADAR, 3 for TRAP, 4 ORE | |
case -1: item = Type::NONE; break; | |
case 2: item = Type::RADAR; break; | |
case 3: item = Type::TRAP; break; | |
case 4: item = Type::ORE; break; | |
default: assert(false); | |
} | |
Point p{x, y}; | |
switch (type) { // 0 for your robot, 1 for other robot, 2 for radar, 3 for trap | |
case 0: | |
case 1: players.at(type).updateRobot(id, p, item, type); break; | |
case 2: radars.emplace_back(id, Type::RADAR, p, item, 0); break; | |
case 3: traps.emplace_back(id, Type::TRAP, p, item, 0); break; | |
default: assert(false); | |
} | |
} | |
}; | |
//********************************* GAME SIMULATION ************************************************** | |
//----------------------------------Action---------------------------------------------------------- | |
struct Action { | |
static const array<string, 4> LABELS_ACTIONS; | |
Point dest; | |
ActionType type{ActionType::WAIT}; | |
Type item{Type::NONE}; | |
string message; | |
void wait(string _message = "") { | |
dest = Point{0, 0}; | |
type = ActionType::WAIT; | |
item = Type::NONE; | |
message = _message; | |
} | |
void move(Point _dest, string _message = "") { | |
dest = _dest; | |
type = ActionType::MOVE; | |
item = Type::NONE; | |
message = _message; | |
} | |
void dig(Point _dest, string _message = "") { | |
dest = _dest; | |
type = ActionType::DIG; | |
item = Type::NONE; | |
message = _message; | |
} | |
void request(Type _item, string _message = "") { | |
dest = Point{0, 0}; | |
type = ActionType::REQUEST; | |
item = _item; | |
message = _message; | |
} | |
ostream& dump(ostream& ioOut) const { | |
ioOut << LABELS_ACTIONS.at((int)(type)); | |
if (type == ActionType::MOVE || type == ActionType::DIG) { ioOut << " " << dest; } | |
if (type == ActionType::REQUEST && item == Type::RADAR) { ioOut << " RADAR"; } | |
if (type == ActionType::REQUEST && item == Type::TRAP) { ioOut << " TRAP"; } | |
if (message != "") { ioOut << " " << message; } | |
return ioOut; | |
} | |
}; | |
const array<string, 4> Action::LABELS_ACTIONS{"WAIT", "MOVE", "DIG", "REQUEST"}; | |
ostream& operator<<(ostream& ioOut, const Action& obj) { return obj.dump(ioOut); } | |
//********************************* AI ***************************************************************** | |
array<Action, MAX_ROBOTS> getActions(Game& game) { | |
array<Action, MAX_ROBOTS> actions; | |
// smart code here | |
if (game.players.at(0).ore <= 0) { | |
cerr << "time to collect stuf!\n"; | |
} | |
actions.at(0).wait(); | |
actions.at(1).wait("I'm Robot1"); | |
Player& me{game.players.at(0)}; | |
Robot& robot1{me.robots.at(1)}; | |
Robot& robot2{me.robots.at(2)}; | |
if (robot2.distance(robot1) > 3) { actions.at(2).wait("Where is Robot1?"); } | |
else { actions.at(2).wait("I'm robot2"); } | |
actions.at(3).wait("No beer here!"); | |
actions.at(4).wait(); | |
// end smart code | |
return actions; | |
} | |
//********************************* MAIN ***************************************************************** | |
int main() { | |
Game game; | |
// global inputs | |
int width; | |
int height; // size of the map | |
cin >> width >> height; | |
cin.ignore(); | |
// game loop | |
while (1) { | |
game.reset(); | |
// first loop local inputs | |
int myOre; | |
int enemyOre; | |
cin >> myOre >> enemyOre; | |
cin.ignore(); | |
game.updateOre(0, myOre); | |
game.updateOre(1, enemyOre); | |
// other loop local inputs | |
for (int i = 0; i < height; i++) { | |
for (int j = 0; j < width; j++) { | |
string ore; // amount of ore or "?" if unknown | |
int hole; // 1 if cell has a hole | |
cin >> ore >> hole; | |
cin.ignore(); | |
game.updateCell(j, i, ore, hole); | |
} | |
} | |
int entityCount; // number of visible entities | |
int radarCooldown; // turns left until a new radar can be requested | |
int trapCooldown; // turns left until a new trap can be requested | |
cin >> entityCount >> radarCooldown >> trapCooldown; | |
cin.ignore(); | |
game.updateCooldown(0, radarCooldown, trapCooldown); | |
for (int i = 0; i < entityCount; i++) { | |
int id; // unique id of the entity | |
int type; // 0 for your robot, 1 for other robot, 2 for radar, 3 for trap | |
int x; | |
int y; // position of the entity | |
int item; // if this entity is a robot, the item it is carrying (-1 for NONE, 2 for RADAR, 3 for TRAP, 4 for ORE) | |
cin >> id >> type >> x >> y >> item; | |
cin.ignore(); | |
game.updateEntity(id, type, x, y, item); | |
} | |
// AI ------------------------------------------------------------------ | |
auto actions{getActions(game)}; | |
// AI ------------------------------------------------------------------ | |
for (const Action& action : actions) { | |
// Write an action using cout. DON'T FORGET THE "<< endl" | |
// To debug: cerr << "Debug messages..." << endl; | |
cout << action << "\n"; // WAIT|MOVE x y|REQUEST item | |
} | |
} | |
} |
Also, the next line (we're in
Player::updateRobot
) should bethis->owner = owner
Updated, thanks
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Updated, thanks