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YourCode.c
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YourCode.c
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#include "ants.h"
#include "YourCode.h"
// The following is an example program displaying a basic ai that
// tries all possible directions and then moves in whichever one
// is not blocked by water (% characters).
//
// To see all the information contained in struct game_state and
// struct game_info check ants.h. There is also a distance function
// provided in bot.c
void do_turn(struct game_state *Game, struct game_info *Info) {
//gettimeofday(&Info->currtime, NULL);
int i,j;
for (i = 0; i < Game->my_count; ++i) {
if(timeup(Info->turntime, Info->turnstart) == 1) break;
// the location within the map array where our ant is currently
int offset = Game->my_ants[i].row*Info->cols + Game->my_ants[i].col;
char dir = -1;
dir = makeaturn(Game, Info, i, offset);
if(dir != -1){
fflush(stderr);
move(i, dir, Game, Info);
}
}
fflush(stderr);
}
char makeaturn(struct game_state *Game, struct game_info *Info, int index, int offset){
#define UP -Info->cols
#define DOWN Info->cols
#define LEFT -1
#define RIGHT 1
#define ROW Game->my_ants[index].row
#define COL Game->my_ants[index].col
#define ID Game->my_ants[index].id
char dir = -1;
//char obj_north, obj_east, obj_south, obj_west;
int posnorth, poseast, possouth, poswest;
// Now here is the tricky part. We have to account for
// the fact that the map wraps (when you go off one edge
// you end up on the side of the map opposite that edge).
// This is done by checking to see if we are on the last
// row or column and if the direction we are taking would
// take us off the side of the map.
//
// For example, you can see here the West direction checks
// to see if we are in the first column, in which case "West"
// is a character a full row minus one from our location.
if (COL != 0){
// obj_west = Info->map[offset + LEFT];
poswest = offset + LEFT;
}else{
// obj_west = Info->map[offset + Info->cols - 1];
poswest = offset + Info->cols -1;
}
if (COL != Info->cols - 1){
//obj_east = Info->map[offset + RIGHT];
poseast = offset + RIGHT;
}else{
//obj_east = Info->map[offset - Info->cols - 1];
poseast = offset + Info->cols -1;
}
if (ROW != 0){
//obj_north = Info->map[offset + UP];
posnorth = offset + UP;
}else{
// obj_north = Info->map[offset + (Info->rows - 1)*Info->cols];
posnorth = offset + (Info->rows -1)*Info->cols;
}
if (ROW != Info->rows - 1){
// obj_south = Info->map[offset + DOWN];
possouth = offset + DOWN;
}else{
//obj_south = Info->map[offset - (Info->rows - 1)*Info->cols];
possouth = offset - (Info->rows -1)*Info->cols;
}
int tmpdiroffset;
tmpdiroffset = getbestdirection(Info, posnorth, poseast, possouth, poswest);
//if(Info->scores[index])
Info->scores[offset] -= DIFFUSION_DECREMENT;
fprintf(stderr, "bestoffset %d\n", tmpdiroffset);
fflush(stderr);
//lowerdiffusionscore(Info, tmpdiroffset);
if(tmpdiroffset == posnorth) dir = 'N';
else if(tmpdiroffset == poseast) dir = 'E';
else if(tmpdiroffset == possouth) dir = 'S';
else if(tmpdiroffset == poswest) dir = 'W';
if(tmpdiroffset != -1)
Info->scores[tmpdiroffset] = 0;
else
Info->scores[offset] = 0;
//fflush(stderr);
return dir;
}
void determinediffusionscores(struct game_info *Info){
int i;
int j;
fflush(stderr);
for(i = 0; i < Info->rows; ++i){
if(timeup(Info->turntime, Info->turnstart) == 1) break;
for(j = 0; j < Info->cols; ++j){
int offset = i*Info->cols + j;
char obj = Info->map[j];
if(Info->scores[offset] != DIFFUSION_WATER)
setgetdiffusionscore(Info, i, j);
}
}
return;
}
void setgetdiffusionscore(struct game_info *Info, int r, int c){
if(timeup(Info->turntime, Info->turnstart) == 1) return;
#define UP -Info->cols
#define DOWN Info->cols
#define LEFT -1
#define RIGHT 1
char obj;
int offset = r*Info->cols + c;
obj = Info->map[offset];
fflush(stderr);
if(obj=='%'){ //this is water
Info->scores[offset] = DIFFUSION_WATER;
return;
} else if(obj=='*'){ //nomnoms!
Info->scores[offset] = DIFFUSION_FOOD;
setsurroundingsquares(Info, r, c, DIFFUSION_FOOD, DIFFUSION_MAX_DISTANCE_NOM);
} else if(isdigit(obj)){
if(obj=='0'){
Info->scores[offset] = DIFFUSION_WATER;
} else {
Info->scores[offset] = DIFFUSION_HILL;
setsurroundingsquares(Info, r, c, DIFFUSION_HILL, DIFFUSION_MAX_DISTANCE_HILL);
}
} else if(isalpha(obj)) {
Info->scores[offset] = DIFFUSION_ANT_AVOID;
//if it isn't one of our own ants we should avoid it(until we get some combat logic)
if(obj != 'a' && obj != 'A') setsurroundingsquares(Info, r, c, DIFFUSION_ANT_AVOID, DIFFUSION_MAX_DISTANCE_ANT);
} else if(Info->scores[offset] > -1 || Info->scores[offset] == DIFFUSION_WATER){
} else if (Info->scores[offset] == DIFFUSION_ANT_AVOID) {
Info->scores[offset] = DIFFUSION_EXPLORE - DIFFUSION_DECREMENT;
}else{
Info->scores[offset] = DIFFUSION_EXPLORE;
}
//return Info->scores[offset];
}
void setsurroundingsquares(struct game_info *Info, int r, int c, int squarescore, int radius){
if(timeup(Info->turntime, Info->turnstart) == 1) return;
char obj_north, obj_east, obj_south, obj_west;
int posnorth, poseast, possouth, poswest;
int northrow, northcol, eastrow, eastcol, westrow, westcol, southrow, southcol;
int diffusionvalue = squarescore - DIFFUSION_DECREMENT;
northrow = r != 0 ? r - 1 : Info->rows - 1;
northcol = c;
eastrow = r;
eastcol = c != Info->cols ? c + 1 : 0;
westrow = r;
westcol = c != 0 ? c - 1 : Info->cols - 1;
southrow = r != Info->rows ? r + 1 : 0;
southcol = c;
setanadjacentsquaresscore(Info, r, c, northrow, northcol, squarescore, 'N', radius);
setanadjacentsquaresscore(Info, r, c, eastrow, eastcol, squarescore, 'E', radius);
setanadjacentsquaresscore(Info, r, c, southrow, southcol, squarescore, 'S', radius);
setanadjacentsquaresscore(Info, r, c, westrow, westcol, squarescore, 'W', radius);
}
void setanadjacentsquaresscore(struct game_info *Info, int centerrow, int centercol,
int row, int col, int score, char dir, int radius){
//gettimeofday(&Info->currtime, NULL);
if(timeup(Info->turntime, Info->turnstart) == 1) return;
int rowcoloffset = row*Info->cols + col;
int centeroffset = centerrow*Info->cols + centercol;
if(Info->scores[rowcoloffset] > DIFFUSION_EXPLORE && //square is set for exploring
Info->scores[centeroffset] > -1){
return;
}
if(Info->scores[centeroffset] == DIFFUSION_ANT_AVOID &&
Info->scores[rowcoloffset] != -1 &&
Info->scores[rowcoloffset] < DIFFUSION_EXPLORE){ //square is near an ant
return;
}
// fprintf(stderr, "setanadjacentsquaresscore() center row: %d, center col: %d "
// " row: %d, col:%d, centerscore:%d, dir:%c\n",
// centerrow, centercol, row, col, score, dir);
// fflush(stderr);
int northrow, northcol, eastrow, eastcol, westrow, westcol, southrow, southcol;
int disttocenter = distance(centerrow, centercol, row, col, Info);
//int disttoprev = distance(prevrow, prevcol, row, col, Info);
// fprintf(stderr, "distance between points = %d\n", disttocenter);
// fflush(stderr);
if(disttocenter <= radius && disttocenter > 0){
if(Info->scores[centeroffset] == DIFFUSION_ANT_AVOID)
Info->scores[rowcoloffset] = DIFFUSION_ANT_AVOID + disttocenter * DIFFUSION_DECREMENT;
else Info->scores[rowcoloffset] = score - (disttocenter + 1 ) * DIFFUSION_DECREMENT;
northrow = row != 0 ? row - 1 : Info->rows - 1;
northcol = col;
eastrow = row;
eastcol = col != Info->cols ? col + 1 : 0;
westrow = row;
westcol = col != 0 ? col - 1 : Info->cols - 1;
southrow = row != Info->rows ? row + 1 : 0;
southcol = col;
if(dir != 'S') setanadjacentsquaresscore(Info, centerrow, centercol, northrow, northcol, score, dir, radius);
if(dir != 'W') setanadjacentsquaresscore(Info, centerrow, centercol, eastrow, eastcol, score, dir, radius);
if(dir != 'N') setanadjacentsquaresscore(Info, centerrow, centercol, southrow, southcol, score, dir, radius);
if(dir != 'E') setanadjacentsquaresscore(Info, centerrow, centercol, westrow, westcol, score, dir, radius);
return;
}
//fprintf(stderr, "was too far / close\n");
//fflush(stderr);
}
int getbestdirection(struct game_info *Info, int posnorth, int poseast, int possouth, int poswest, int radius){
//fprintf(stderr, "getbestdirection()\n");
//fflush(stderr);
int northdiff, eastdiff, southdiff, westdiff;
int highest;
northdiff = Info->scores[posnorth];
eastdiff = Info->scores[poseast];
southdiff = Info->scores[possouth];
westdiff = Info->scores[poswest];
highest = northdiff > eastdiff ? northdiff : eastdiff;
highest = highest > southdiff ? highest : southdiff;
highest = highest > westdiff ? highest : westdiff;
// fprintf(stderr, "northdiff %d, eastdiff %d, southdiff %d, westdiff %d"
// " highest %d.", northdiff, eastdiff, southdiff, westdiff,
// highest);
// fflush(stderr);
if(highest == northdiff) return posnorth;
else if (highest == eastdiff) return poseast;
else if (highest == southdiff) return possouth;
else if (highest == westdiff) return poswest;
fprintf(stderr, "no best\n");
fflush(stderr);
return -1;
}
/* int getdiffusionscore(struct game_info *Info, int index){
if(Info->scores[index] >= 0)
return Info->scores[index];
return - 1;
} */
void lowerdiffusionscore(struct game_info *Info, int index){
//fprintf(stderr, "\nlowering diffusion of %d \n", index);
if(Info->scores[index])
Info->scores[index] -= DIFFUSION_DECREMENT;
//fprintf(stderr, "new score is %d\n" , Info->scores[index]);
fflush(stderr);
}
int getoffset(int r, int c, struct game_info *Info){
// fprintf(stderr, "getoffset()\n");
//fflush(stderr);
return r*Info->cols + c;
}
// returns the distance between two items on the grid accounting for map wrapping
int distance(int row1, int col1, int row2, int col2, struct game_info *Info) {
int dr, dc;
int abs1, abs2;
// fprintf(stderr, "distance()\n");
// fflush(stderr);
abs1 = abs(row1 - row2);
abs2 = Info->rows - abs(row1 - row2);
if (abs1 > abs2)
dr = abs2;
else
dr = abs1;
abs1 = abs(col1 - col2);
abs2 = Info->cols - abs(col1 - col2);
if (abs1 > abs2)
dc = abs2;
else
dc = abs1;
// fprintf(stderr, "leaving distance()\n");
// fflush(stderr);
return sqrt(pow(dr, 2) + pow(dc, 2));
}
int timeup(int maxtime, struct timeval start){
struct timeval now;
gettimeofday(&now, NULL);
float runtime = now.tv_usec - start.tv_usec;
if(runtime/1000 > maxtime * .75) {
fprintf(stderr, "time's up\n");
fflush(stderr);
return 1;
}
return 0;
}