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[8acc8e6c78] Prioritize distant lambda. (user: kinaba, tags: trunk, date: 2012-07-15 07:02:32)

To:

[fc9286dad1] uum (user: kinaba, tags: redesign, date: 2012-07-15 12:11:33)

Modified score_memo.txt from [d46da9814cb8619d] to [95f0626c958d6d31].

1 contest1 212! 1 contest1 212! 2 contest2 280? 2 contest2 280? 3 contest3 275! 3 contest3 275! 4 contest4 561? 4 contest4 561? 5 contest5 1281? 5 contest5 1281? 6 contest6 737 | 6 contest6 737 // deadend trap 7 contest7 867? 7 contest7 867? 8 contest8 1245 | 8 contest8 1245 // tricky 9 contest9 3042? 9 contest9 3042? 10 contest10 2076 | 10 contest10 2076 // * on lambda, must move * first 11 flood1 569 | 11 flood1 569 // too slow, because of 1-left danger lambda 12 flood2 280? 12 flood2 280? 13 flood3 802 | 13 flood3 802 // too slow, drown 14 flood4 970 | 14 flood4 970 // incorrect order of digging 15 flood5 561? 15 flood5 561? 16 trampoline1 291 | 16 trampoline1 291 // * on trampoline. must move * first 17 trampoline2 1728? 17 trampoline2 1728? 18 trampoline3 698 | 18 trampoline3 698 // * on trampoline target. must move * first. 19 beard1 856? 19 beard1 856? 20 beard2 2792 | 20 beard2 2792 // hutsu-ni muzui 21 beard3 811 | 21 beard3 811 // tricky. must hurry to cut hige. 22 beard4 677 | 22 beard4 677 // deadend trap

Added src/driver.d version [3d15ff20e76164b8]

> 1 import game; > 2 import util; > 3 > 4 interface GameObserver > 5 { > 6 // this(in Game g); > 7 void on_game_changed(char c, in Game g, bool finished); > 8 } > 9 > 10 class Driver > 11 { > 12 this(Game g) { this.game = g; } > 13 this(File game_data) { this(new Game(game_data)); } > 14 > 15 void command(char c) > 16 { > 17 if( finished ) > 18 return; > 19 if( c == 'A' ) > 20 aborted = true; > 21 else > 22 game.command(c); > 23 foreach(ob; observers) > 24 ob.on_game_changed(c, game, finished); > 25 } > 26 > 27 T addObserver(T)() > 28 { > 29 T t = new T(game); > 30 observers ~= t; > 31 return t; > 32 } > 33 > 34 @property bool finished() > 35 { > 36 return game.cleared || game.dead || aborted; > 37 } > 38 > 39 private: > 40 Game game; > 41 GameObserver[] observers; > 42 bool aborted = false; > 43 } > 44 > 45 unittest > 46 { > 47 static class MockGame : Game { > 48 this() { super(null,null,null); } > 49 string log; > 50 void command(char c) { log ~= c; } > 51 } > 52 static class MockObserver : GameObserver { > 53 string log; > 54 this(in Game g) {} > 55 void on_game_changed(char c, in Game g, bool fin) { log~=c; if(f > 56 } > 57 > 58 auto g = new MockGame; > 59 auto d = new Driver(g); > 60 auto o = d.addObserver!MockObserver(); > 61 foreach(char c; "UDLRSAUDLRSA") > 62 d.command(c); > 63 assert(g.log == "UDLRS"); > 64 assert(o.log == "UDLRSA$"); > 65 }

Modified src/game.d from [e25c75ea96d80507] to [fc05481901940844].

349 } 349 } 350 } 350 } 351 351 352 //////////////////////////////////////////////////////////////////////////////// 352 //////////////////////////////////////////////////////////////////////////////// 353 353 354 class Game 354 class Game 355 { 355 { 356 mixin DeriveShow; | 356 public: 357 < 358 static Game load(File input) | 357 this(File input) 359 { 358 { 360 string[] raw_data; | 359 // Read map data 361 string[string] params; | 360 string[] map_data_lines; 362 < 363 // Raw map data; read until empty line. < 364 for(string line; !(line=input.readln().chomp()).empty; ) 361 for(string line; !(line=input.readln().chomp()).empty; ) 365 raw_data ~= line; | 362 map_data_lines ~= line; 366 363 367 // Additional commands; read until EOF. | 364 // H*W 368 char[char] trampo; | 365 H_ = map_data_lines.length; > 366 W_ = 0; > 367 foreach(mdl; map_data_lines) > 368 W_ = max(W_, mdl.length); > 369 > 370 // Copy to modifiable buffer and adjust coordinates. > 371 raw_data_ = new char[][H_+1]; > 372 foreach(i,mdl; map_data_lines) { > 373 char[] buf = new char[mdl.length+1]; > 374 buf[0] = '#'; > 375 buf[1..$] = mdl[]; > 376 raw_data_[H_-i] = buf; > 377 } > 378 > 379 // Detect objects > 380 for(int y=1; y<=H_; ++y) > 381 for(int x=1; x<raw_data_[y].length; ++x) > 382 { > 383 char c = raw_data_[y][x]; > 384 switch(c) > 385 { > 386 case '#': > 387 case '.': > 388 case ' ': > 389 break; > 390 case 'L': > 391 case 'O': > 392 lift_pos_ = new Pos(y,x); > 393 break; > 394 case 'A': .. case 'I': > 395 case '1': .. case '9': > 396 trampoline_pos_[c] = new Pos(y,x); > 397 break; > 398 case '!': > 399 razor_pos_ ~= new Pos(y,x); > 400 break; > 401 case '\\': > 402 lambda_pos_ ~= new Pos(y,x); > 403 break; > 404 > 405 // Moving objects are erased from raw_data_ > 406 case 'R': > 407 robot_pos_ = new Pos(y,x); > 408 raw_data_[y][x] = ' '; > 409 break; > 410 case '*': > 411 case 'W': > 412 dynamic_objects_[new Pos(y,x)] = c; > 413 raw_data_[y][x] = ' '; > 414 if(c=='*') > 415 may_update_[new Pos(y,x)] = true; > 416 break; > 417 default: > 418 assert(false); > 419 } > 420 } > 421 > 422 // Read other parameters 369 for(string line; !(line=input.readln()).empty; ) { | 423 for(string line; !(line=input.readln()).empty; ) > 424 { 370 string[] ss = line.split(); 425 string[] ss = line.split(); 371 if( ss.length == 2 ) 426 if( ss.length == 2 ) 372 params[ss[0]] = ss[1]; | 427 switch(ss[0]) > 428 { > 429 case "Water": water_base_ = ss[1].to!int(); > 430 case "Flooding": water_pace_ = ss[1].to!int(); > 431 case "Waterproof": max_air_ = ss[1].to!int(); > 432 case "Growth": hige_pace_ = ss[1].to!int(); > 433 case "Razors": num_razor_ = ss[1].to!int(); > 434 default: assert(false); > 435 } 373 if( ss.length == 4 && ss[0]=="Trampoline" && ss[2]=="tar 436 if( ss.length == 4 && ss[0]=="Trampoline" && ss[2]=="tar 374 trampo[ss[1][0]] = ss[3][0]; < 375 } < 376 | 437 { > 438 char fr=ss[1][0], to=ss[3][0]; > 439 trampoline_[fr] = to; 377 return load(raw_data, params, trampo); | 440 if(to !in trampoline_rev_) trampoline_rev_[to] = > 441 trampoline_rev_[to] ~= fr; 378 } | 442 } 379 | 443 } 380 static Game load(string[] raw_data, string[string] params, char[char] tr < 381 { | 444 382 return new Game(raw_data, params, trampo); | 445 air_left_ = max_air_; 383 } | 446 } 384 < 385 this(string[] raw_data, string[string] params, char[char] trampo) < 386 { < 387 this.map = Map.load(raw_data, params, trampo); < 388 this.water = Water.load(params); < 389 } < 390 < 391 Game clone() const { return new Game(this); } < 392 this(in Game g) { < 393 map = g.map.clone(); < 394 water = g.water.clone(); < 395 turn = g.turn; < 396 dead = g.dead; < 397 lambda = g.lambda; < 398 cleared = g.cleared; < 399 under_water = g.under_water; < 400 } < 401 < 402 void command(char c) < 403 { < 404 assert(c != 'A'); < 405 if(dead || cleared) < 406 return; < 407 < 408 // TODO: clarify the event order < 409 Tuple!(int,bool) ld = map.command(c, turn); < 410 if( map.cleared() ) { < 411 cleared = true; < 412 } < 413 else { < 414 lambda += ld[0]; < 415 if( ld[1] ) < 416 dead = true; < 417 } < 418 if(!cleared) { < 419 if( map.robot.y <= water_level ) < 420 ++under_water; < 421 else < 422 under_water = 0; < 423 if( under_water > map.waterproof ) < 424 dead = true; < 425 } < 426 turn += 1; < 427 } < 428 < 429 Map map; < 430 Water water; < 431 int turn = 0; < 432 bool dead = false; < 433 int lambda = 0; < 434 int under_water = 0; < 435 bool cleared = false; < 436 // TODO: when adding members, take care of clone(). < 437 // TODO: fix this poor design. < 438 447 439 @property const { 448 @property const { 440 long score() { return lambda*(dead ? 25L : cleared ? 75L : 50L) | 449 int H() { return H_; } > 450 int W() { return W_; } > 451 char trampoline(char c) { return (c in trampoline_ ? trampoline_ > 452 const(Pos)[] trampoline_rev(char c) { > 453 const(Pos)[] pp; > 454 if(c in trampoline_rev_) { > 455 foreach(ch; trampoline_rev_[c]) > 456 pp ~= trampoline_pos_[ch]; > 457 } > 458 return pp; > 459 } 441 int water_level() { return water.level(turn); } | 460 int water_level() { > 461 return water_pace_ ? water_base_ + turn_/water_pace_ : w > 462 } 442 int water_until_rise() { return water.until_rise(turn); } | 463 int water_until_rise() { > 464 return water_pace_ ? water_pace_ - turn_%water_pace_ : i > 465 } 443 int hige_until_rise() { return map.hige.until_rise(turn); } | 466 int hige_until_rise() { > 467 return hige_pace_ ? hige_pace_ - turn_%hige_pace_ : int. > 468 } > 469 bool is_hige_turn() { > 470 return hige_pace_ ? turn_%hige_pace_ == hige_pace_-1 : f > 471 } 444 int hp() { return map.waterproof - under_water; } | 472 int hp() { return air_left_; } > 473 int num_razor() { return num_razor_; } > 474 bool cleared() { return cleared_; } > 475 bool dead() { return dead_; } > 476 long score() { return num_lambda_*(dead_ ? 25L : cleared_ ? 75L > 477 const(Pos) robot() { return robot_pos_; } > 478 const(Pos) lift() { return lift_pos_; } > 479 Pos[] lambdas() { > 480 Pos[] pp; > 481 foreach(p; lambda_pos_) > 482 pp ~= p.clone(); > 483 return pp; > 484 } > 485 Pos[] razors() { > 486 Pos[] pp; > 487 foreach(p; razor_pos_) > 488 pp ~= p.clone(); > 489 return pp; > 490 } > 491 const(Pos)[] higes() { > 492 const(Pos)[] pp; > 493 foreach(p,c; dynamic_objects_) > 494 if(c=='W') > 495 pp ~= p; > 496 return pp; > 497 } > 498 } > 499 const { > 500 char opIndex(in Pos p) { return opIndex(p.y, p.x); } > 501 char opIndex(int y, int x) { return map_get(y, x); } > 502 } > 503 > 504 public: > 505 void command(char c) > 506 { > 507 if(dead || cleared) > 508 return; > 509 > 510 if(c == 'U') command_move(+1, 0); > 511 if(c == 'D') command_move(-1, 0); > 512 if(c == 'L') command_move(0, -1); > 513 if(c == 'R') command_move(0, +1); > 514 if(c == 'S') use_razor(); > 515 if(c == 'W') {} > 516 > 517 if(!cleared) > 518 { > 519 map_update(); > 520 water_update(); > 521 } > 522 turn_ ++; > 523 } > 524 > 525 void command_move(int dy, int dx) > 526 { > 527 int y = robot_pos_.y, x = robot_pos_.x; > 528 char c = this[y+dy, x+dx]; > 529 Pos p = new Pos(y+dy, x+dx); > 530 > 531 switch(c){ > 532 case 'O': > 533 cleared_ = true; > 534 move_robot_to(p); > 535 break; > 536 case '\\': > 537 take_lambda_at(p); > 538 move_robot_to(p); > 539 break; > 540 case '!': > 541 take_razor_at(p); > 542 move_robot_to(p); > 543 break; > 544 case 'A': .. case 'I': > 545 enter_trampoline_at(p, c); > 546 break; > 547 case ' ': > 548 case '.': > 549 move_robot_to(p); > 550 break; > 551 case '*': > 552 if(dy!=0 || this[y,x+dx*2]!=' ') > 553 break; > 554 move_robot_to(p); > 555 push_rock(p, new Pos(y,x+dx*2)); > 556 break; > 557 default: > 558 break; > 559 } > 560 } > 561 > 562 void use_razor() > 563 { > 564 if(num_razor_ == 0) > 565 return; > 566 num_razor_ --; > 567 > 568 for(int dy=-1; dy<=+1; ++dy) > 569 for(int dx=-1; dx<=+1; ++dx) if(dy||dx) > 570 { > 571 Pos p = new Pos(robot_pos_.y+dy, robot_pos_.x+dx); > 572 if(auto it = p in dynamic_objects_) > 573 if(*it == 'W') { > 574 something_gone(p); > 575 dynamic_objects_.remove(p); > 576 } > 577 } > 578 } > 579 > 580 void take_lambda_at(Pos p) > 581 { > 582 map_set_empty(p); > 583 num_lambda_ ++; > 584 lambda_pos_ = lambda_pos_.erase(p); > 585 } > 586 > 587 void take_razor_at(Pos p) > 588 { > 589 map_set_empty(p); > 590 num_razor_ ++; > 591 razor_pos_ = razor_pos_.erase(p); > 592 } > 593 > 594 void enter_trampoline_at(Pos p, char c) > 595 { > 596 char d = trampoline(c); > 597 foreach(cc; trampoline_rev_[d]) { > 598 Pos pp = trampoline_pos_[cc]; > 599 something_gone(pp); > 600 map_set_empty(pp); > 601 } > 602 move_robot_to(trampoline_pos_[d]); > 603 } > 604 > 605 void move_robot_to(Pos p) > 606 { > 607 something_gone(robot_pos_); > 608 map_set_empty(p.y, p.x); > 609 robot_pos_ = p; > 610 } > 611 > 612 void push_rock(Pos fr, Pos to) > 613 { > 614 dynamic_objects_.remove(fr); > 615 dynamic_objects_[to] = '*'; > 616 may_update_[to] = true; > 617 } > 618 > 619 void something_gone(Pos p) > 620 { > 621 for(int dy=0; dy<=+1; ++dy) > 622 for(int dx=-1; dx<=+1; ++dx) if(dy||dx) > 623 may_update_[new Pos(p.y+dy,p.x+dx)] = true; > 624 } > 625 > 626 void map_update() > 627 { > 628 Pos[] may_update_list; > 629 foreach(p,_; may_update_) > 630 if(this[p] == '*') > 631 may_update_list ~= p; > 632 may_update_ = null; > 633 > 634 if( is_hige_turn() ) > 635 foreach(p,c; dynamic_objects_) > 636 if(c == 'W') > 637 may_update_list ~= p; > 638 > 639 sort(may_update_list); > 640 char[Pos] to_be_written; > 641 foreach(p; may_update_list) > 642 if(is_hige_turn() && this[p]=='W') > 643 { > 644 for(int dy=-1; dy<=+1; ++dy) > 645 for(int dx=-1; dx<=+1; ++dx) { > 646 Pos q = new Pos(p.y+dy,p.x+dx); > 647 if( this[q] == ' ' ) > 648 to_be_written[q] = 'W'; > 649 } > 650 } > 651 else > 652 { > 653 int y = p.y; > 654 int x = p.x; > 655 char below = this[y-1,x]; > 656 // * > 657 // _ > 658 if(below==' ') { > 659 Pos q = new Pos(y-1,x); > 660 to_be_written[p] = ' '; > 661 to_be_written[q] = '*'; > 662 may_update_[q] = true; > 663 } > 664 // *_ *_ > 665 // *_ or \_ > 666 else if((below=='*'||below=='\\')&&this[y-1,x+1] > 667 Pos q = new Pos(y-1,x+1); > 668 to_be_written[p] = ' '; > 669 to_be_written[q] = '*'; > 670 may_update_[q] = true; > 671 } > 672 // _* > 673 // _* > 674 else if(below=='*'&&this[y-1,x-1]==' '&&this[y,x > 675 Pos q = new Pos(y-1,x-1); > 676 to_be_written[p] = ' '; > 677 to_be_written[q] = '*'; > 678 may_update_[q] = true; > 679 } > 680 } > 681 > 682 foreach(p,c; to_be_written) { > 683 dynamic_objects_[p] = c; > 684 if(c=='*' && p.y==robot_pos_.y+1 && p.x==robot_pos_.x) > 685 dead_ = true; > 686 } > 687 > 688 if(lambda_pos_.empty) > 689 raw_data_[lift_pos_.y][lift_pos_.x] = 'O'; > 690 } > 691 > 692 void water_update() > 693 { > 694 if( robot_pos_.y <= water_level() ) > 695 air_left_ --; > 696 else > 697 air_left_ = max_air_; > 698 if( air_left_ < 0 ) > 699 dead_ = true; > 700 } > 701 > 702 private: > 703 char map_get(int y, int x) const > 704 { > 705 if( y<1 || H<y || x<1 || W<x ) return '#'; > 706 Pos p = new Pos(y,x); > 707 if(p == robot_pos_) > 708 return 'R'; > 709 if(auto it = (p in dynamic_objects_)) > 710 return *it; > 711 if( x<0 || raw_data_[y].length<=x ) return ' '; > 712 return raw_data_[y][x]; > 713 } > 714 > 715 void map_set_empty(in Pos p) > 716 { > 717 return map_set_empty(p.y, p.x); > 718 } > 719 > 720 void map_set_empty(int y, int x) > 721 { > 722 if( y<1 || H<y || x<1 || W<x ) return; > 723 if( x<0 || raw_data_[y].length<=x ) return; > 724 raw_data_[y][x] = ' '; > 725 } > 726 > 727 public: > 728 Game clone() const { return new Game(this); } > 729 this(in Game g) { > 730 H_ = g.H_; > 731 W_ = g.W_; > 732 raw_data_ = new char[][g.raw_data_.length]; > 733 foreach(i,d; g.raw_data_) raw_data_[i] = d.dup; > 734 trampoline_pos_ = cast(Pos[char]) g.trampoline_pos_; > 735 razor_pos_ = (cast(Game)g).razor_pos_.dup; > 736 lambda_pos_ = (cast(Game)g).lambda_pos_.dup; > 737 lift_pos_ = g.lift_pos_.clone(); > 738 robot_pos_ = g.robot_pos_.clone(); > 739 dynamic_objects_ = dup(g.dynamic_objects_); > 740 trampoline_ = (cast(Game)g).trampoline_; > 741 trampoline_rev_ = (cast(Game)g).trampoline_rev_; > 742 water_base_ = g.water_base_; > 743 water_pace_ = g.water_pace_; > 744 max_air_ = g.max_air_; > 745 hige_pace_ = g.hige_pace_; > 746 num_razor_ = g.num_razor_; > 747 num_lambda_ = g.num_lambda_; > 748 turn_ = g.turn_; > 749 air_left_ = g.air_left_; > 750 cleared_ = g.cleared_; > 751 dead_ = g.dead_; > 752 may_update_ = dup(g.may_update_); > 753 } > 754 > 755 V[K] dup(V,K)(in V[K] aa) { > 756 V[K] aa2; > 757 foreach(k,v; aa) aa2[k] = v; > 758 return aa2; 445 } 759 } > 760 > 761 private: > 762 int H_; > 763 int W_; > 764 char[][] raw_data_; > 765 Pos[char] trampoline_pos_; > 766 Pos[] razor_pos_; > 767 Pos[] lambda_pos_; > 768 Pos lift_pos_; > 769 Pos robot_pos_; > 770 char[Pos] dynamic_objects_; > 771 char[char] trampoline_; > 772 char[][char] trampoline_rev_; > 773 int water_base_ = 0; > 774 int water_pace_ = 0; > 775 int max_air_ = 10; > 776 int hige_pace_ = 25; > 777 int num_razor_ = 0; > 778 int num_lambda_ = 0; > 779 > 780 int turn_ = 0; > 781 int air_left_ = 0; > 782 bool cleared_ = false; > 783 bool dead_ = false; > 784 bool[Pos] may_update_; 446 } 785 }

Modified src/gui.d from [d4577900b4db97c1] to [e84cacd6262f93a7].

4 import driver; 4 import driver; 5 5 6 class GUI(Solver) : Form, GameObserver 6 class GUI(Solver) : Form, GameObserver 7 { 7 { 8 this(in Game g) 8 this(in Game g) 9 { 9 { 10 this.solver = new Solver(g); 10 this.solver = new Solver(g); 11 setup_size(g.map.W, g.map.H); | 11 setup_size(g.W, g.H); 12 setup_resources(g); 12 setup_resources(g); 13 draw(g); 13 draw(g); 14 } 14 } 15 15 16 private void delegate(char c) fn; 16 private void delegate(char c) fn; 17 void set_fn(F)(F f) { this.fn = f; } 17 void set_fn(F)(F f) { this.fn = f; } 18 18 ................................................................................................................................................................................ 79 this.render['\\'] = "λ"; 79 this.render['\\'] = "λ"; 80 this.render['R'] = "☃"; 80 this.render['R'] = "☃"; 81 this.render['d'] = "☠"; 81 this.render['d'] = "☠"; 82 this.render['L'] = "☒"; 82 this.render['L'] = "☒"; 83 this.render['O'] = "☐"; 83 this.render['O'] = "☐"; 84 this.render['W'] = "ꔣ"; 84 this.render['W'] = "ꔣ"; 85 this.render['!'] = "✄"; 85 this.render['!'] = "✄"; 86 foreach(c,tp; g.map.tr_target) { < 87 char d = g.map[tp]; < 88 this.render[c] = [cast(dchar)('☢'+d-'1')].to!string(); | 86 foreach(char c; 'A'..'J') this.render[c] = [cast(dchar)('☢'+g.tr 89 } < 90 foreach(char c; '1'..':') this.render[c] = [cast(dchar)('☢'+c-'1 87 foreach(char c; '1'..':') this.render[c] = [cast(dchar)('☢'+c-'1 91 this.paint ~= (Control c, PaintEventArgs ev) { 88 this.paint ~= (Control c, PaintEventArgs ev) { 92 graphicContext.copyTo(ev.graphics, Rect(0,0,this.clientS 89 graphicContext.copyTo(ev.graphics, Rect(0,0,this.clientS 93 }; 90 }; 94 } 91 } 95 92 96 void draw(in Game g) 93 void draw(in Game g) ................................................................................................................................................................................ 102 graphicContext.fillRectangle(this.backColor, Rect(0,0,scrW,scrH) 99 graphicContext.fillRectangle(this.backColor, Rect(0,0,scrW,scrH) 103 100 104 // Fill water. 101 // Fill water. 105 int w = g.water_level(); 102 int w = g.water_level(); 106 graphicContext.fillRectangle(this.colors['w'], Rect(0, scrH-cell 103 graphicContext.fillRectangle(this.colors['w'], Rect(0, scrH-cell 107 104 108 // Paint map. 105 // Paint map. 109 for(int y=1; y<=g.map.H; ++y) | 106 for(int y=1; y<=g.H; ++y) 110 for(int x=1; x<=g.map.W; ++x) { | 107 for(int x=1; x<=g.W; ++x) { 111 Rect r = Rect(cell*(x-1), scrH-cell*y, cell, cell); 108 Rect r = Rect(cell*(x-1), scrH-cell*y, cell, cell); 112 char c = g.map[y,x]; | 109 char c = g[y,x]; 113 if( c != ' ' ) { 110 if( c != ' ' ) { 114 if( c == 'R' && g.dead ) 111 if( c == 'R' && g.dead ) 115 c = 'd'; 112 c = 'd'; 116 graphicContext.drawText(this.render[c], font, th 113 graphicContext.drawText(this.render[c], font, th 117 } 114 } 118 } 115 } 119 116 120 // Update textual info. 117 // Update textual info. 121 this.text = .text( 118 this.text = .text( 122 "Score: ", g.score, 119 "Score: ", g.score, 123 " Air: ", g.hp, 120 " Air: ", g.hp, 124 " Tide: ", g.water_until_rise, 121 " Tide: ", g.water_until_rise, 125 " Wadler: ", g.hige_until_rise, 122 " Wadler: ", g.hige_until_rise, 126 " Razor: ", g.map.razor); | 123 " Razor: ", g.num_razor); 127 invalidate(); 124 invalidate(); 128 } 125 } 129 126 130 private: 127 private: 131 void setup_keyhandling() 128 void setup_keyhandling() 132 { 129 { 133 noMessageFilter(); 130 noMessageFilter();

Modified src/output.d from [045b845268918546] to [e2d0d7db868c3a44].

31 override void on_game_changed(char c, in Game g, bool finished) 31 override void on_game_changed(char c, in Game g, bool finished) 32 { 32 { 33 if(flushed) 33 if(flushed) 34 return; 34 return; 35 35 36 log ~= c; 36 log ~= c; 37 score_log ~= g.score; 37 score_log ~= g.score; 38 if(finished || log.length+1==g.map.W*g.map.H) | 38 if(finished || log.length+1==g.W*g.H) 39 flush(); 39 flush(); 40 } 40 } 41 41 42 private: 42 private: 43 string log; 43 string log; 44 long[] score_log; 44 long[] score_log; 45 bool flushed; 45 bool flushed;

Modified src/solver.d from [57f6f73657cc3655] to [22c356ff1975e92f].

13 int wait_count = 0; 13 int wait_count = 0; 14 int choke_count = 0; 14 int choke_count = 0; 15 15 16 Game g; 16 Game g; 17 this(in Game g) 17 this(in Game g) 18 { 18 { 19 this.g = g.clone(); 19 this.g = g.clone(); 20 forbidden_cell = new bool[][](g.map.H+2, g.map.W+2); | 20 forbidden_cell = new bool[][](g.H+2, g.W+2); 21 } 21 } 22 22 23 char single_step() 23 char single_step() 24 { 24 { 25 Tuple!(string,int) de = death_move(g); 25 Tuple!(string,int) de = death_move(g); 26 char c = act(g, de[0], de[1]); 26 char c = act(g, de[0], de[1]); 27 force(c); 27 force(c); ................................................................................................................................................................................ 39 string death; 39 string death; 40 int choice = 0; 40 int choice = 0; 41 foreach(char c; "UDLRW") { 41 foreach(char c; "UDLRW") { 42 Game gg = g.clone(); 42 Game gg = g.clone(); 43 gg.command(c); 43 gg.command(c); 44 if( !gg.cleared && gg.dead ) 44 if( !gg.cleared && gg.dead ) 45 death ~= c; 45 death ~= c; 46 else if( gg.map.robot != g.map.robot ) | 46 else if( gg.robot != g.robot ) 47 choice++; 47 choice++; 48 else if( c != 'W' ) // meaningless move 48 else if( c != 'W' ) // meaningless move 49 death ~= c; 49 death ~= c; 50 } 50 } 51 return tuple(death, choice); 51 return tuple(death, choice); 52 } 52 } 53 53 54 Tuple!(Pos, int)[] log; 54 Tuple!(Pos, int)[] log; 55 bool[][] forbidden_cell; 55 bool[][] forbidden_cell; 56 56 57 char act(const(Game) g, string death, int breath) 57 char act(const(Game) g, string death, int breath) 58 { 58 { 59 const Pos ro = g.map.robot; | 59 const Pos ro = g.robot; 60 const Pos li = g.map.lift; | 60 const Pos li = g.lift; 61 Pos[] la = g.map.lambdas(); | 61 Pos[] la = g.lambdas(); 62 sort!((Pos a,Pos b){ 62 sort!((Pos a,Pos b){ 63 int ad=abs(a.y-li.y)+abs(a.x-li.x); 63 int ad=abs(a.y-li.y)+abs(a.x-li.x); 64 int bd=abs(b.y-li.y)+abs(b.x-li.x); 64 int bd=abs(b.y-li.y)+abs(b.x-li.x); 65 return ad>bd;; 65 return ad>bd;; 66 })(la); 66 })(la); 67 Pos[] ra = g.map.razors(); | 67 Pos[] ra = g.razors(); 68 const(Pos)[] hi = g.map.objects('W'); | 68 const(Pos)[] hi = g.higes(); 69 69 70 Tuple!(char,int)[] cand; 70 Tuple!(char,int)[] cand; 71 char c = 'W'; 71 char c = 'W'; 72 if( la.empty ) { 72 if( la.empty ) { 73 cand = search(g, ro, [li], death); 73 cand = search(g, ro, [li], death); 74 } else { 74 } else { 75 cand ~= search(g, ro, la~ra, death); 75 cand ~= search(g, ro, la~ra, death); 76 } 76 } 77 77 78 // 'higesori' mode 78 // 'higesori' mode 79 if( !hi.empty && g.map.razor>0 ) { | 79 if( !hi.empty && g.num_razor>0 ) { 80 int his = 0; 80 int his = 0; 81 for(int dy=-1; dy<=+1; ++dy) 81 for(int dy=-1; dy<=+1; ++dy) 82 for(int dx=-1; dx<=+1; ++dx) 82 for(int dx=-1; dx<=+1; ++dx) 83 if(g.map[ro.y+dy,ro.x+dx] == 'W') | 83 if(g[ro.y+dy,ro.x+dx] == 'W') 84 his++; 84 his++; 85 85 86 if(his>=2 || his==hi.length) 86 if(his>=2 || his==hi.length) 87 cand = [tuple('S',int.max)]; 87 cand = [tuple('S',int.max)]; 88 if(cand.empty) { 88 if(cand.empty) { 89 const(Pos)[] tgt; 89 const(Pos)[] tgt; 90 for(int y=1; y<=g.map.H; ++y) | 90 for(int y=1; y<=g.H; ++y) 91 for(int x=1; x<=g.map.W; ++x) | 91 for(int x=1; x<=g.W; ++x) 92 if(g.map[y,x]=='.'||g.map[y,x]==' ') { | 92 if(g[y,x]=='.'||g[y,x]==' ') { 93 his = 0; 93 his = 0; 94 for(int dy=-1; dy<=+1; ++dy) 94 for(int dy=-1; dy<=+1; ++dy) 95 for(int dx=-1; dx<=+1; ++dx) 95 for(int dx=-1; dx<=+1; ++dx) 96 if(g.map[y+dy,x+dx] == ' | 96 if(g[y+dy,x+dx] == 'W') 97 his++; 97 his++; 98 if(his>=2) 98 if(his>=2) 99 tgt ~= new Pos(y,x); 99 tgt ~= new Pos(y,x); 100 } 100 } 101 cand ~= search(g, ro, tgt, death, true); 101 cand ~= search(g, ro, tgt, death, true); 102 } 102 } 103 } 103 } 104 104 105 // 'dig' mode 105 // 'dig' mode 106 if(cand.empty) { 106 if(cand.empty) { 107 const(Pos)[] tgt; 107 const(Pos)[] tgt; 108 for(int y=1; y<=g.map.H; ++y) | 108 for(int y=1; y<=g.H; ++y) 109 for(int x=1; x<=g.map.W; ++x) | 109 for(int x=1; x<=g.W; ++x) 110 if(g.map[y,x]=='.') | 110 if(g[y,x]=='.') 111 if(g.map[y+1,x]=='*'||g.map[y+1,x-1]=='* | 111 if(g[y+1,x]=='*'||g[y+1,x-1]=='*'||g[y+1 112 ||g.map[y,x+1]=='*'||g.map[y,x-1]=='*') | 112 ||g[y,x+1]=='*'||g[y,x-1]=='*') 113 tgt ~= new Pos(y,x); 113 tgt ~= new Pos(y,x); 114 cand ~= search(g, ro, tgt, death, true); 114 cand ~= search(g, ro, tgt, death, true); 115 } 115 } 116 116 117 if(cand.empty) { 117 if(cand.empty) { 118 choke_count++; 118 choke_count++; 119 cand ~= tuple('W',int.max); 119 cand ~= tuple('W',int.max); ................................................................................................................................................................................ 133 } 133 } 134 } 134 } 135 135 136 if(c == 'W') 136 if(c == 'W') 137 wait_count++; 137 wait_count++; 138 else 138 else 139 wait_count = 0; 139 wait_count = 0; 140 if(choke_count >= g.map.H) | 140 if(choke_count >= g.H) 141 c = 'A'; 141 c = 'A'; 142 142 143 bool[char] choice; 143 bool[char] choice; 144 foreach(t; cand) 144 foreach(t; cand) 145 choice[t[0]] = true; 145 choice[t[0]] = true; 146 log ~= tuple(ro.clone(), cast(int)choice.length); 146 log ~= tuple(ro.clone(), cast(int)choice.length); 147 if(log.length > 5) 147 if(log.length > 5) ................................................................................................................................................................................ 157 return c; 157 return c; 158 } 158 } 159 159 160 Tuple!(char,int)[] search(in Game g, in Pos s, in Pos[] gs, string death 160 Tuple!(char,int)[] search(in Game g, in Pos s, in Pos[] gs, string death 161 { 161 { 162 bool danger(int y, int x) 162 bool danger(int y, int x) 163 { 163 { 164 if(g.map[y,x] == ' ' || g.map[y,x] == 'R') | 164 if(g[y,x] == ' ' || g[y,x] == 'R') 165 return false; 165 return false; 166 if(g.map[y+1,x] == '*') | 166 if(g[y+1,x] == '*') > 167 return true; > 168 if(g[y+1,x-1]=='*' && (g[y,x-1]=='\\'||g[y,x-1]=='*') && 167 return true; 169 return true; 168 if(g.map[y+1,x-1]=='*' && (g.map[y,x-1]=='\\'||g.map[y,x | 170 if(g[y+1,x+1]=='*' && (g[y,x+1]=='*') && (g[y+1,x]==' '| 169 return true; 171 return true; 170 if(g.map[y+1,x+1]=='*' && (g.map[y,x+1]=='*') && (g.map[ | 172 if(g[y,x-1]=='*' && (g[y-1,x-1]=='\\'||g[y-1,x-1]=='*') 171 return true; 173 return true; 172 if(g.map[y,x-1]=='*' && (g.map[y-1,x-1]=='\\'||g.map[y-1 | 174 if(g[y,x+1]=='*' && (g[y-1,x+1]=='*') && (g[y-1,x]==' '| 173 return true; < 174 if(g.map[y,x+1]=='*' && (g.map[y-1,x+1]=='*') && (g.map[ < 175 return true; 175 return true; 176 return false; 176 return false; 177 } 177 } 178 178 179 // avoid directly below '*' 179 // avoid directly below '*' 180 Tuple!(char,int)[] tryA() { 180 Tuple!(char,int)[] tryA() { 181 const(Pos)[] q; 181 const(Pos)[] q; 182 foreach(p; gs) 182 foreach(p; gs) 183 if(!danger(p.y,p.x)) 183 if(!danger(p.y,p.x)) 184 q ~= p; 184 q ~= p; 185 bool[][] v = new bool[][](g.map.H+2, g.map.W+2); | 185 bool[][] v = new bool[][](g.H+2, g.W+2); 186 foreach(p; q) v[p.y][p.x]=true; 186 foreach(p; q) v[p.y][p.x]=true; 187 for(int step=1; q.length; ++step) { 187 for(int step=1; q.length; ++step) { 188 Pos[] q2; 188 Pos[] q2; 189 foreach(p; q) { 189 foreach(p; q) { 190 int[] yyy=[p.y-1,p.y+1,p.y,p.y]; 190 int[] yyy=[p.y-1,p.y+1,p.y,p.y]; 191 int[] xxx=[p.x,p.x,p.x-1,p.x+1]; 191 int[] xxx=[p.x,p.x,p.x-1,p.x+1]; 192 for(int i=0; i<yyy.length; ++i) { 192 for(int i=0; i<yyy.length; ++i) { 193 int y = yyy[i]; 193 int y = yyy[i]; 194 int x = xxx[i]; 194 int x = xxx[i]; 195 if('1'<=g.map[y,x]&&g.map[y,x]<= | 195 if('1'<=g[y,x]&&g[y,x]<='9') { 196 foreach(ppp; g.map.tr_so | 196 foreach(ppp; g.trampolin 197 yyy ~= ppp.y; 197 yyy ~= ppp.y; 198 xxx ~= ppp.x; 198 xxx ~= ppp.x; 199 } 199 } 200 continue; 200 continue; 201 } 201 } 202 if(v[y][x]) continue; 202 if(v[y][x]) continue; 203 if(y==s.y && x==s.x && i<4) { 203 if(y==s.y && x==s.x && i<4) { 204 char c = "UDRL"[i]; 204 char c = "UDRL"[i]; 205 if( death.count(c) == 0 205 if( death.count(c) == 0 206 return [tuple(c, 206 return [tuple(c, 207 } else if(forbidden_cell[y][x]){ 207 } else if(forbidden_cell[y][x]){ 208 } else if(g.map[y,x]==' '||g.map | 208 } else if(g[y,x]==' '||g[y,x]==' 209 if(danger(y,x)) 209 if(danger(y,x)) 210 continue; 210 continue; 211 q2 ~= new Pos(y,x); 211 q2 ~= new Pos(y,x); 212 v[y][x]=true; 212 v[y][x]=true; 213 } 213 } 214 } 214 } 215 } 215 } ................................................................................................................................................................................ 218 return []; 218 return []; 219 } 219 } 220 220 221 // any empty space is my ground 221 // any empty space is my ground 222 Tuple!(char,int)[] tryB() { 222 Tuple!(char,int)[] tryB() { 223 const(Pos)[] q; 223 const(Pos)[] q; 224 foreach(p; gs) q ~= p; 224 foreach(p; gs) q ~= p; 225 bool[][] v = new bool[][](g.map.H+2, g.map.W+2); | 225 bool[][] v = new bool[][](g.H+2, g.W+2); 226 foreach(p; q) v[p.y][p.x]=true; 226 foreach(p; q) v[p.y][p.x]=true; 227 for(int step=10; q.length; ++step) { 227 for(int step=10; q.length; ++step) { 228 Pos[] q2; 228 Pos[] q2; 229 foreach(p; q) { 229 foreach(p; q) { 230 int[] yyy=[p.y-1,p.y+1,p.y,p.y]; 230 int[] yyy=[p.y-1,p.y+1,p.y,p.y]; 231 int[] xxx=[p.x,p.x,p.x-1,p.x+1]; 231 int[] xxx=[p.x,p.x,p.x-1,p.x+1]; 232 for(int i=0; i<yyy.length; ++i) { 232 for(int i=0; i<yyy.length; ++i) { 233 int y = yyy[i]; 233 int y = yyy[i]; 234 int x = xxx[i]; 234 int x = xxx[i]; 235 if('1'<=g.map[y,x]&&g.map[y,x]<= | 235 if('1'<=g[y,x]&&g[y,x]<='9') { 236 foreach(ppp; g.map.tr_so | 236 foreach(ppp; g.trampolin 237 yyy ~= ppp.y; 237 yyy ~= ppp.y; 238 xxx ~= ppp.x; 238 xxx ~= ppp.x; 239 } 239 } 240 continue; 240 continue; 241 } 241 } 242 if(v[y][x]) continue; 242 if(v[y][x]) continue; 243 if(y==s.y && x==s.x && i<4) { 243 if(y==s.y && x==s.x && i<4) { 244 char c = "UDRL"[i]; 244 char c = "UDRL"[i]; 245 if( death.count(c) == 0 245 if( death.count(c) == 0 246 return [tuple(c, 246 return [tuple(c, 247 } else if(forbidden_cell[y][x]){ 247 } else if(forbidden_cell[y][x]){ 248 } else if(g.map[y,x]==' '||g.map | 248 } else if(g[y,x]==' '||g[y,x]==' 249 q2 ~= new Pos(y,x); 249 q2 ~= new Pos(y,x); 250 v[y][x]=true; 250 v[y][x]=true; 251 } 251 } 252 } 252 } 253 } 253 } 254 q = q2; 254 q = q2; 255 } 255 } ................................................................................................................................................................................ 256 return []; 256 return []; 257 } 257 } 258 258 259 // push rocks! 259 // push rocks! 260 Tuple!(char,int)[] tryC() { 260 Tuple!(char,int)[] tryC() { 261 const(Pos)[] q; 261 const(Pos)[] q; 262 foreach(p; gs) q ~= p; 262 foreach(p; gs) q ~= p; 263 bool[][] v = new bool[][](g.map.H+2, g.map.W+2); | 263 bool[][] v = new bool[][](g.H+2, g.W+2); 264 foreach(p; q) v[p.y][p.x]=true; 264 foreach(p; q) v[p.y][p.x]=true; 265 for(int step=20; q.length; ++step) { 265 for(int step=20; q.length; ++step) { 266 Pos[] q2; 266 Pos[] q2; 267 foreach(p; q) { 267 foreach(p; q) { 268 int[] yyy=[p.y-1,p.y+1,p.y,p.y]; 268 int[] yyy=[p.y-1,p.y+1,p.y,p.y]; 269 int[] xxx=[p.x,p.x,p.x-1,p.x+1]; 269 int[] xxx=[p.x,p.x,p.x-1,p.x+1]; 270 for(int i=0; i<yyy.length; ++i) { 270 for(int i=0; i<yyy.length; ++i) { 271 int y = yyy[i]; 271 int y = yyy[i]; 272 int x = xxx[i]; 272 int x = xxx[i]; 273 if(g.map[p] == '*') { | 273 if(g[p] == '*') { 274 if(i>=4)continue; 274 if(i>=4)continue; 275 if(y!=p.y)continue; 275 if(y!=p.y)continue; 276 if(g.map[y,p.x+(p.x-x)]! | 276 if(g[y,p.x+(p.x-x)]!=' ' 277 } 277 } 278 if('1'<=g.map[y,x]&&g.map[y,x]<= | 278 if('1'<=g[y,x]&&g[y,x]<='9') { 279 foreach(ppp; g.map.tr_so | 279 foreach(ppp; g.trampolin 280 yyy ~= ppp.y; 280 yyy ~= ppp.y; 281 xxx ~= ppp.x; 281 xxx ~= ppp.x; 282 } 282 } 283 continue; 283 continue; 284 } 284 } 285 if(v[y][x]) continue; 285 if(v[y][x]) continue; 286 if(y==s.y && x==s.x && i<4) { 286 if(y==s.y && x==s.x && i<4) { 287 char c = "UDRL"[i]; 287 char c = "UDRL"[i]; 288 if( death.count(c) == 0 288 if( death.count(c) == 0 289 return [tuple(c, 289 return [tuple(c, 290 } else if(forbidden_cell[y][x]){ 290 } else if(forbidden_cell[y][x]){ 291 } else if(g.map[y,x]==' '||g.map | 291 } else if(g[y,x]==' '||g[y,x]==' 292 q2 ~= new Pos(y,x); 292 q2 ~= new Pos(y,x); 293 v[y][x]=true; 293 v[y][x]=true; 294 } 294 } 295 } 295 } 296 } 296 } 297 q = q2; 297 q = q2; 298 } 298 } ................................................................................................................................................................................ 301 return (danger_ok ? [] : tryA()) ~ tryB() ~ tryC(); 301 return (danger_ok ? [] : tryA()) ~ tryB() ~ tryC(); 302 } 302 } 303 } 303 } 304 304 305 class Solver_2(Solver) 305 class Solver_2(Solver) 306 { 306 { 307 string plan; 307 string plan; > 308 bool plan_broken = true; 308 309 309 Game g; 310 Game g; 310 this(in Game g) 311 this(in Game g) 311 { 312 { 312 this.g = g.clone(); 313 this.g = g.clone(); 313 make_plan(g); 314 make_plan(g); 314 } 315 } 315 316 316 Tuple!(Solver,string) run_sub_solver(in Game g) 317 Tuple!(Solver,string) run_sub_solver(in Game g) 317 { 318 { 318 string log; 319 string log; 319 auto s = new Solver(g); 320 auto s = new Solver(g); 320 while(!g.cleared && !g.dead && plan.length<=g.map.H*g.map.W) { | 321 while(!g.cleared && !g.dead && plan.length<=g.H*g.W) { 321 char c = s.single_step(); 322 char c = s.single_step(); 322 if( c == 'A' ) 323 if( c == 'A' ) 323 break; 324 break; 324 log ~= c; 325 log ~= c; 325 } 326 } 326 while(log.length>0 && log[$-1]=='W') 327 while(log.length>0 && log[$-1]=='W') 327 log.length--; 328 log.length--; 328 return tuple(s, log); 329 return tuple(s, log); 329 } 330 } 330 331 331 void make_plan(in Game g) { 332 void make_plan(in Game g) { > 333 plan_broken = false; 332 Tuple!(Solver,string) x = run_sub_solver(g); 334 Tuple!(Solver,string) x = run_sub_solver(g); 333 plan = x[1]; 335 plan = x[1]; 334 if(x[0].g.cleared) 336 if(x[0].g.cleared) 335 return; 337 return; 336 modify_plan(g, x[0].g.score); 338 modify_plan(g, x[0].g.score); 337 } 339 } 338 340 ................................................................................................................................................................................ 360 Game gg = g.clone(); 362 Game gg = g.clone(); 361 foreach(cc;c)gg.command(cc); 363 foreach(cc;c)gg.command(cc); 362 Tuple!(Solver, string) x = run_sub_solver(gg); 364 Tuple!(Solver, string) x = run_sub_solver(gg); 363 return tuple(x[1], x[0].g.score); 365 return tuple(x[1], x[0].g.score); 364 } 366 } 365 367 366 char single_step() { 368 char single_step() { > 369 if(plan_broken) > 370 make_plan(g); 367 if(plan.empty) 371 if(plan.empty) 368 return 'A'; 372 return 'A'; 369 char c = plan[0]; 373 char c = plan[0]; 370 plan = plan[1..$]; 374 plan = plan[1..$]; 371 g.command(c); 375 g.command(c); 372 return c; 376 return c; 373 } 377 } 374 378 375 void force(char c) { 379 void force(char c) { 376 g.command(c); 380 g.command(c); > 381 if(plan.length==0 || plan[0]!=c) { 377 make_plan(g); | 382 plan = ""; > 383 plan_broken = true; > 384 } > 385 else > 386 plan = plan[1..$]; 378 } 387 } 379 } 388 } 380 389 381 alias Solver_2!(Solver_1) MainSolver; 390 alias Solver_2!(Solver_1) MainSolver; 382 //alias Solver_1 MainSolver; 391 //alias Solver_1 MainSolver;

Modified src/util.d from [41ba420d0c49ce8d] to [b76be1f6ad977d56].

3 public import std.conv; 3 public import std.conv; 4 public import std.range; 4 public import std.range; 5 public import std.stdio; 5 public import std.stdio; 6 public import std.string; 6 public import std.string; 7 public import std.typecons; 7 public import std.typecons; 8 public import std.math; 8 public import std.math; 9 import std.c.stdlib; 9 import std.c.stdlib; > 10 > 11 T[] erase(T,V)(T[] xs, V y) > 12 { > 13 foreach(i,x; xs) > 14 if(x == y) > 15 return xs[0..i]~xs[i+1..$]; > 16 return xs; > 17 } 10 18 11 // To avoide the following ICE: 19 // To avoide the following ICE: 12 // src\phobos\std\algorithm.d(4552): 20 // src\phobos\std\algorithm.d(4552): 13 // Error: function std.algorithm.count!("a == b",string,char).count 21 // Error: function std.algorithm.count!("a == b",string,char).count 14 // compiler error, parameter 'value', bugzilla 2962? 22 // compiler error, parameter 'value', bugzilla 2962? 15 // Assertion failure: '0' on line 717 in file 'glue.c' 23 // Assertion failure: '0' on line 717 in file 'glue.c' 16 int count(T,V)(T[] a, V v) 24 int count(T,V)(T[] a, V v)