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

To:

[971863e35a] No-cloning death-move(). With several fixes to the simulator. (user: kinaba, tags: trunk, date: 2012-07-16 03:53:00)

Added maps/1000x1000.map version [40335f17dbed961f]

> 1 ################################################################################ > 2 #L\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ > 3 #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ > 4 #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ > 5 #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ > 6 #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ > 7 #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ > 8 #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ > 9 #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ > 10 #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ > 11 #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ > 12 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#\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ > 970 #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ > 971 #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ > 972 #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ > 973 #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ > 974 #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ > 975 #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ > 976 #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ > 977 #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ > 978 #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ > 979 #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ > 980 #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ > 981 #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ > 982 #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ > 983 #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ > 984 #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ > 985 #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ > 986 #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ > 987 #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ > 988 #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ > 989 #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ > 990 #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ > 991 #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ > 992 #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ > 993 #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ > 994 #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ > 995 #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ > 996 #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ > 997 #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ > 998 #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ > 999 #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ > 1000 ################################################################################

Added maps/80x60.map version [b22e0d0f5c688ed4]

> 1 ############################################################ > 2 #L\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.*.*.*.*.*.*.*.*.*.*# > 3 #\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.*W*.*.*.*.*.*.*.*.*.# > 4 #.*.*.*.*.*.*.*.*.*.*.*.*.*.*.*.*.*.*.*.*.*.*.*.*.*.*.*.*.*# > 5 #\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.*W*.*.*.*.*.*.*.*.*.# > 6 #.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.*.*.*.*.*.*.*.*.*.*# > 7 #\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\..*.*.*.*.*.*.*.*.*.*# > 8 #.\.\.\.\.\.\.\.\.@.\.\.@.\.\.\.\.\.\.\.*.*.*.*.*.*.*.*.*.*# > 9 #\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\..*.*.*.*.*.*.*.*.*.*# > 10 #.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.*.*.*.*.*.*.*.*.*.*# > 11 #.*.*.*.*.*.*.*.*.*.*.*.*.*.*.*.*.*.*.*.*.*.*.*.*.*.*.*.*.*# > 12 #.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.*.*.*.*.*.*.*.*.*.*# > 13 #\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\..*.*.*.*.*.*.*.*.*.*# > 14 #.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\*W*.*.*.*.*.*.*.*.*.# > 15 #\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.*W*.*.*.*.*.*.*.*.*.# > 16 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#.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.W*!*.*.*.*.*.*.*.*.*.# > 62 #.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.W*!*.*.*.*.*.*.*.*.*.# > 63 #.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.W*!*.*.*.*.*.*.*.*.*.# > 64 #.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.W*!*.*.*.*.*.*.*.*.*.# > 65 #.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.W*!*.*.*.*.*.*.*.*.*.# > 66 #.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.W*!*.*.*.*.*.*.*.*.*.# > 67 #.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.W*!*.*.*.*.*.*.*.*.*.# > 68 #.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.W*!*.*.*.*.*.*.*.*.*.# > 69 #.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.W*!*.*.*.*.*.*.*.*.*.# > 70 #.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.W*!*.*.*.*.*.*.*.*.*.# > 71 #.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.W*!*.*.*.*.*.*.*.*.*.# > 72 #.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.W*!*.*.*.*.*.*.*.*.*.# > 73 #.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.W*!*.*.*.*.*.*.*.*.*.# > 74 #.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.W*!*.*.*.*.*.*.*.*.*.# > 75 #.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.W*!*.*.*.*.*.*.*.*.*.# > 76 #.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.W*!*.*.*.*.*.*.*.*.*.# > 77 #.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.W*!*.*.*.*.*.*.*.*.*.# > 78 #.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.W*!*.*.*.*.*.*.*.*.*.# > 79 #.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.\.1*!*.*.*.*.*.*.*.*.*.# > 80 ############################################################ > 81 > 82 Flooding 80 > 83 Trampoline A targets 1 > 84 Trampoline B targets 1 > 85 Trampoline C targets 1 > 86 Trampoline D targets 1 > 87 Trampoline E targets 1 > 88 Trampoline F targets 1 > 89 Trampoline G targets 1 > 90 Trampoline H targets 1 > 91 Trampoline I targets 1

Added maps/beard5.map version [7639fcdcf36705e1]

> 1 ########## > 2 ####..******#### > 3 ###.. 3ABCDEF...### > 4 ## ## > 5 ### ## > 6 ###.....\\\...\\\.....### > 7 #.. \\\ * \\\ ## > 8 ## * ## > 9 ### *** ## > 10 #*****************## > 11 ###..............## > 12 ###...........## > 13 ####WR..W#### > 14 ##L#### > 15 ..... > 16 ###### ###### > 17 ##1\! G##2 !\H## > 18 ###### ###### > 19 > 20 Trampoline A targets 1 > 21 Trampoline B targets 1 > 22 Trampoline C targets 1 > 23 Trampoline D targets 1 > 24 Trampoline E targets 1 > 25 Trampoline F targets 1 > 26 Trampoline G targets 2 > 27 Trampoline H targets 3 > 28 Growth 5 > 29 Razors 0

Added maps/horock1.map version [7e25f07bad607ab0]

> 1 #####L###### > 2 #....R....A# > 3 #..........# > 4 #\. #@\ ..# > 5 #\...#* ### > 6 #\.........# > 7 #\..*.@....# > 8 ####@@. ..# > 9 #....#.. ### > 10 #....#..**.# > 11 #.1..# .\\# > 12 ############ > 13 > 14 Trampoline A targets 1

Added maps/horock2.map version [2fb25272ef9314ea]

> 1 ################# > 2 #A .@@@@@@# > 3 # .. #*...*1# > 4 # .##########*## > 5 # ..@ \\\\#* # > 6 # ..# #####*.# > 7 # .##### * # > 8 #LR ....... . # > 9 ################# > 10 > 11 Trampoline A targets 1 > 12 Flooding 10 > 13 Water 0

Added maps/horock3.map version [d80af0f6153d8208]

> 1 ################# > 2 # \\\\# * * # > 3 # ## !!#..@. #### > 4 #* @...####.....# > 5 #\\ \@...........# > 6 #\ # .\@ # #.######## > 7 #\ # ..\@ # .. # > 8 #\ # .. \@ # .. # > 9 #\ # *.. \@ ####### # > 10 #\ # ### \@ # #W # > 11 ### # \@ # ##L# > 12 #...#@@**@@**\@ # > 13 #R ..........!\## > 14 ################# > 15 > 16 Growth 25

Added maps/test2.map version [60334061c33d6104]

> 1 * L > 2 W > 3 * > 4 #R# > 5 > 6 Growth 2

Added maps/test3.map version [1e96116428423b73]

> 1 L * CD > 2 * \B 2 > 3 R A1 > 4 > 5 Trampoline A targets 1 > 6 Trampoline B targets 1 > 7 Trampoline C targets 1 > 8 Trampoline D targets 2

Modified score_memo.txt from [95f0626c958d6d31] to [80c37c10a3b0a423].

1 contest1 212! 1 contest1 212! 2 contest2 280? | 2 contest2 281! 3 contest3 275! 3 contest3 275! 4 contest4 561? 4 contest4 561? 5 contest5 1281? 5 contest5 1281? 6 contest6 737 // deadend trap | 6 contest6 737 // 一度通り過ぎるとふさがってしまう曲がり道 7 contest7 867? 7 contest7 867? 8 contest8 1245 // tricky | 8 contest8 1245 // 無理ゲー 9 contest9 3042? 9 contest9 3042? 10 contest10 2076 // * on lambda, must move * first | 10 contest10 2076 // "λの上に岩" トラップが複数 11 flood1 569 // too slow, because of 1-left danger lambda | 11 flood1 569 // 崩すの怖がりすぎ & 一直線に並んでるのに真ん中から取るのはどうなの 12 flood2 280? | 12 flood2 281! 13 flood3 802 // too slow, drown | 13 flood3 802 // 溺死 14 flood4 970 // incorrect order of digging | 14 flood4 970 // むずかしい岩崩し 15 flood5 561? 15 flood5 561? 16 trampoline1 291 // * on trampoline. must move * first | 16 trampoline1 291 // むずかしい岩崩し 17 trampoline2 1728? | 17 trampoline2 1732? 18 trampoline3 698 // * on trampoline target. must move * first. | 18 trampoline3 698 // "上に岩" ワープゾーン版 19 beard1 856? 19 beard1 856? 20 beard2 2792 // hutsu-ni muzui | 20 beard2 2792 // 崩すの怖がりすぎて間に合わなくなって溺死 21 beard3 811 // tricky. must hurry to cut hige. | 21 beard3 811 // 無理ゲー:速攻で髭刈らないといけない 22 beard4 677 // deadend trap | 22 beard4 1950 // 髭を解放しないように動くゲー > 23 beard5 665 // これクリアできるの > 24 horock1 333 > 25 horock2 235 > 26 horock3 1542

Modified src/Makefile from [01a4f7a0531dae71] to [de085b8055253640].

1 # To build, the following packages are needed. 1 # To build, the following packages are needed. 2 # wget http://ftp.digitalmars.com/dmd_2.059-0_i386.deb | 2 # $ wget http://ftp.digitalmars.com/dmd_2.059-0_i386.deb 3 # sudo apt-get install gcc gcc-multilib | 3 # $ sudo apt-get install gcc gcc-multilib 4 # sudo pkg -i dmd_2.059-0_i386.deb | 4 # $ sudo pkg -i dmd_2.059-0_i386.deb > 5 # > 6 # Optional GUI is Windows only. Need to install DFL (http://github.com/Rayerd/df > 7 > 8 cui: > 9 dmd -O -release -inline -oflifter main.d driver.d game.d output.d solver > 10 > 11 gui: > 12 dmd -O -release -inline -ofgui gui_main.d gui.d driver.d game.d output.d 5 13 6 all: | 14 clean: 7 dmd -O -release -inline -oflifter cui_auto_main.d driver.d game.d output | 15 rm *.obj *.o *.exe *.deps

Deleted src/cui_auto_main.d version [b38d60ea39d11e6e]

1 import util; < 2 import game; < 3 import output; < 4 import driver; < 5 import solver; < 6 < 7 class CUI(Solver) : GameObserver < 8 { < 9 this(in Game g) { solver = new Solver(g); } < 10 Solver solver; < 11 bool fin; < 12 override void on_game_changed(char c, in Game g, bool finished) < 13 { < 14 fin = finished; < 15 } < 16 } < 17 < 18 void main(string[] args) < 19 { < 20 Driver d = new Driver(stdin); < 21 d.addObserver!(GuardedOutput)(); < 22 auto c = d.addObserver!(CUI!MainSolver)(); < 23 while(!c.fin) < 24 d.command(c.solver.single_step()); < 25 } <

Modified src/game.d from [fc05481901940844] to [d9bf3ea129c7cbc5].

6 { 6 { 7 public immutable int y, x; 7 public immutable int y, x; 8 mixin DeriveCreate; 8 mixin DeriveCreate; 9 mixin DeriveCompare; 9 mixin DeriveCompare; 10 mixin DeriveShow; 10 mixin DeriveShow; 11 Pos clone() const { return cast(Pos) this; } 11 Pos clone() const { return cast(Pos) this; } 12 12 13 @property: | 13 const @property: 14 Pos wait() { return this.clone(); } 14 Pos wait() { return this.clone(); } 15 Pos up() { return new Pos(y+1, x); } 15 Pos up() { return new Pos(y+1, x); } 16 Pos down() { return new Pos(y-1, x); } 16 Pos down() { return new Pos(y-1, x); } 17 Pos left() { return new Pos(y, x-1); } 17 Pos left() { return new Pos(y, x-1); } 18 Pos right() { return new Pos(y, x+1); } 18 Pos right() { return new Pos(y, x+1); } 19 alias wait W,w; 19 alias wait W,w; 20 alias up U,u; 20 alias up U,u; ................................................................................................................................................................................ 39 39 40 //////////////////////////////////////////////////////////////////////////////// 40 //////////////////////////////////////////////////////////////////////////////// 41 41 42 class Water 42 class Water 43 { 43 { 44 public immutable int base, pace; 44 public immutable int base, pace; 45 mixin DeriveCreate; 45 mixin DeriveCreate; 46 mixin DeriveCompare; < 47 mixin DeriveShow; 46 mixin DeriveShow; 48 Water clone() const { return cast(Water)this; } | 47 Water clone() const { return cast(Water) this; } 49 48 50 static load(string[string] params) 49 static load(string[string] params) 51 { 50 { 52 return new Water(params.get("Water", "0").to!int(), 51 return new Water(params.get("Water", "0").to!int(), 53 params.get("Flooding", "0").to!int()); 52 params.get("Flooding", "0").to!int()); 54 } 53 } 55 54 56 int level(int number_of_update) const | 55 int level(int turn) const 57 { 56 { 58 return pace ? base+(number_of_update/pace) : base; | 57 return pace ? base+(turn/pace) : base; 59 } 58 } 60 59 61 int until_rise(int number_of_update) const | 60 int until_rise(int turn) const 62 { 61 { 63 return pace ? pace-number_of_update%pace : int.max; | 62 return pace ? pace-turn%pace : int.max; 64 } 63 } 65 } 64 } 66 65 67 unittest 66 unittest 68 { 67 { 69 Water w = new Water(1, 3); 68 Water w = new Water(1, 3); 70 assert( 1 == w.level(0) ); 69 assert( 1 == w.level(0) ); ................................................................................................................................................................................ 86 85 87 //////////////////////////////////////////////////////////////////////////////// 86 //////////////////////////////////////////////////////////////////////////////// 88 87 89 class Hige 88 class Hige 90 { 89 { 91 public immutable int pace; 90 public immutable int pace; 92 mixin DeriveCreate; 91 mixin DeriveCreate; 93 mixin DeriveCompare; < 94 mixin DeriveShow; 92 mixin DeriveShow; 95 Hige clone() const { return cast(Hige)this; } 93 Hige clone() const { return cast(Hige)this; } 96 94 97 static load(string[string] params) 95 static load(string[string] params) 98 { 96 { 99 return new Hige(params.get("Growth", "25").to!int()); 97 return new Hige(params.get("Growth", "25").to!int()); 100 } 98 } ................................................................................................................................................................................ 108 { 106 { 109 return pace ? pace-turn%pace : int.max; 107 return pace ? pace-turn%pace : int.max; 110 } 108 } 111 } 109 } 112 110 113 //////////////////////////////////////////////////////////////////////////////// 111 //////////////////////////////////////////////////////////////////////////////// 114 112 115 class Map | 113 class Trampoline 116 { 114 { > 115 private immutable char[] target_of_; > 116 private immutable char[][] source_of_; > 117 private immutable Pos[] position_of_; > 118 private immutable char[] source_list_; > 119 private immutable char[] target_list_; 117 mixin DeriveShow; 120 mixin DeriveShow; 118 < > 121 Trampoline clone() const { return cast(Trampoline) this; } 119 static Map load(string[] raw_data, string[string] params, char[char] tra | 122 this(Map m, char[char] tramparam) 120 { 123 { 121 // TODO: choose optimal representation. | 124 auto ta = new char['I'+1]; 122 return new Map(raw_data, params, trampo); | 125 auto sr = new char[]['9'+1]; > 126 auto po = new Pos[max('I','9')+1]; > 127 char[] sl, tl; > 128 foreach(fr,to; tramparam) { > 129 ta[fr] = to; > 130 sr[to] ~= fr; > 131 } > 132 for(int y=1; y<=m.H; ++y) > 133 for(int x=1; x<=m.W; ++x) { > 134 char c = m[y,x]; > 135 if('A'<=c && c<='I') { > 136 sl ~= c; > 137 po[c] = new Pos(y,x); > 138 } > 139 if('1'<=c && c<='9') { > 140 tl ~= c; > 141 po[c] = new Pos(y,x); > 142 } > 143 } > 144 target_of_ = cast(immutable) ta; > 145 source_of_ = cast(immutable) sr; > 146 position_of_ = cast(immutable) po; > 147 source_list_ = cast(immutable) sl; > 148 target_list_ = cast(immutable) tl; 123 } 149 } 124 150 > 151 @property const: > 152 const(char[]) source_list() { return source_list_; } > 153 const(char[]) target_list() { return target_list_; } > 154 const(char[]) source_of(char c) { return source_of_[c]; } > 155 char target_of(char c) { return target_of_[c]; } > 156 Pos[] source_pos(char c) { > 157 Pos[] ps; > 158 foreach(s; source_of(c)) > 159 ps ~= position_of_[s].clone(); > 160 return ps; > 161 } > 162 Pos target_pos(char c) { return position_of_[target_of_[c]].clone(); } > 163 } > 164 > 165 //////////////////////////////////////////////////////////////////////////////// > 166 > 167 class Map > 168 { > 169 mixin DeriveShow; > 170 125 char[][] data; 171 char[][] data; 126 Pos robot; 172 Pos robot; 127 Pos lift; 173 Pos lift; 128 int waterproof; 174 int waterproof; 129 Pos[char] tr_target; < 130 Pos[][char] tr_source; < 131 const(Hige) hige; < 132 int razor; 175 int razor; > 176 int collected_lambda; > 177 int total_lambda; > 178 bool cleared; > 179 Pos[] may_update; 133 180 134 Map clone() const { return new Map(this); } 181 Map clone() const { return new Map(this); } 135 this(in Map m) { 182 this(in Map m) { 136 foreach(s; m.data) 183 foreach(s; m.data) 137 this.data ~= s.dup; 184 this.data ~= s.dup; 138 this.robot = m.robot.clone(); 185 this.robot = m.robot.clone(); 139 this.lift = m.lift.clone(); 186 this.lift = m.lift.clone(); 140 this.waterproof = m.waterproof; 187 this.waterproof = m.waterproof; 141 this.tr_target = cast(Pos[char])m.tr_target; < 142 this.tr_source = cast(Pos[][char])m.tr_source; < 143 this.hige = m.hige.clone(); < 144 this.razor = m.razor; 188 this.razor = m.razor; > 189 this.collected_lambda = m.collected_lambda; > 190 this.total_lambda = m.total_lambda; > 191 this.may_update = (cast(Map)m).may_update.dup; > 192 this.cleared = m.cleared; 145 } 193 } 146 194 147 this(string[] raw_data, string[string] params, char[char] trampo) 195 this(string[] raw_data, string[string] params, char[char] trampo) 148 { 196 { 149 int width = 0; 197 int width = 0; 150 foreach(r; raw_data) 198 foreach(r; raw_data) 151 width = max(width, r.length); 199 width = max(width, r.length); ................................................................................................................................................................................ 157 205 158 for(int y=1; y<=H; ++y) 206 for(int y=1; y<=H; ++y) 159 for(int x=1; x<=W; ++x) { 207 for(int x=1; x<=W; ++x) { 160 if(this[y,x] == 'R') 208 if(this[y,x] == 'R') 161 this.robot = new Pos(y,x); 209 this.robot = new Pos(y,x); 162 if(this[y,x] == 'L' || this[y,x] == 'O') 210 if(this[y,x] == 'L' || this[y,x] == 'O') 163 this.lift = new Pos(y,x); 211 this.lift = new Pos(y,x); 164 } < 165 < 166 Pos[char] tr_pos; < 167 for(int y=1; y<=H; ++y) < 168 for(int x=1; x<=W; ++x) { < > 212 if(this[y,x] == '\\' || this[y,x] == '@') > 213 total_lambda++; 169 char c = this[y,x]; | 214 if(this[y,x] == '*' || this[y,x] == '@') 170 if('1'<=c && c<='9' || 'A'<=c&&c<='I') < 171 tr_pos[c] = new Pos(y,x); | 215 may_update ~= new Pos(y,x); 172 } 216 } 173 217 174 this.waterproof = params.get("Waterproof", "5").to!int(); 218 this.waterproof = params.get("Waterproof", "5").to!int(); 175 foreach(fr,to; trampo) { < 176 tr_target[fr] = tr_pos[to]; < 177 if(to !in tr_source) tr_source[to] = []; < 178 tr_source[to] ~= tr_pos[fr]; < 179 } < 180 < 181 this.hige = Hige.load(params); < 182 this.razor = params.get("Razors", "0").to!int(); 219 this.razor = params.get("Razors", "0").to!int(); 183 } 220 } 184 221 185 const @property { 222 const @property { 186 int H() { return data.length; } 223 int H() { return data.length; } 187 int W() { return data[0].length; } 224 int W() { return data[0].length; } 188 } 225 } ................................................................................................................................................................................ 225 ans ~= new Pos(y,x); 262 ans ~= new Pos(y,x); 226 return ans; 263 return ans; 227 } 264 } 228 265 229 Pos[] razors() const { return objects('!'); } 266 Pos[] razors() const { return objects('!'); } 230 Pos[] lambdas() const { return objects('\\'); } 267 Pos[] lambdas() const { return objects('\\'); } 231 268 232 bool cleared() const < 233 { < 234 for(int y=1; y<=H; ++y) < 235 for(int x=1; x<=W; ++x) < 236 if(this[y,x] == 'L' || this[y,x] == 'O') < 237 return false; < 238 return true; < 239 } < 240 < 241 Tuple!(int,bool) command(char c, int turn) | 269 bool command(char c, int turn, bool hige_day, in Trampoline tr) 242 { 270 { 243 assert( this[robot] == 'R' ); 271 assert( this[robot] == 'R' ); 244 if(c=='R') return move( 0, +1, turn); | 272 if(c=='R') return move( 0, +1, hige_day, tr); 245 if(c=='L') return move( 0, -1, turn); | 273 if(c=='L') return move( 0, -1, hige_day, tr); 246 if(c=='U') return move(+1, 0, turn); | 274 if(c=='U') return move(+1, 0, hige_day, tr); 247 if(c=='D') return move(-1, 0, turn); | 275 if(c=='D') return move(-1, 0, hige_day, tr); 248 if(c=='W') return move( 0, 0, turn); | 276 if(c=='W') return move( 0, 0, hige_day, tr); 249 if(c=='S') return use_razor(turn); | 277 if(c=='S') return use_razor(hige_day); 250 assert(false); 278 assert(false); 251 } 279 } 252 280 253 Tuple!(int, bool) use_razor(int turn) | 281 bool use_razor(bool hige_day) 254 { 282 { 255 if(razor) { 283 if(razor) { 256 razor--; 284 razor--; 257 for(int dy=-1; dy<=+1; ++dy) 285 for(int dy=-1; dy<=+1; ++dy) 258 for(int dx=-1; dx<=+1; ++dx) 286 for(int dx=-1; dx<=+1; ++dx) 259 if(this[robot.y+dy,robot.x+dx] == 'W') | 287 if(this[robot.y+dy,robot.x+dx] == 'W') { > 288 emptified(new Pos(robot.y+dy,robot.x+dx) 260 this[robot.y+dy,robot.x+dx] = ' '; 289 this[robot.y+dy,robot.x+dx] = ' '; > 290 } 261 } 291 } 262 292 263 bool dead = update(turn); | 293 return update(hige_day); 264 return tuple(0,dead); < 265 } 294 } 266 295 > 296 bool rocky(char c) { return c=='*' || c=='@'; } > 297 > 298 void emptified(Pos p) { > 299 for(int dy=0; dy<=+1; ++dy) > 300 for(int dx=-1; dx<=+1; ++dx) > 301 may_update ~= new Pos(p.y+dy, p.x+dx); > 302 } > 303 267 Tuple!(int, bool) move(int dy, int dx, int turn) | 304 bool move(int dy, int dx, bool hige_day, in Trampoline tr) 268 { 305 { > 306 emptified(robot); > 307 269 int y = robot.y; 308 int y = robot.y; 270 int x = robot.x; 309 int x = robot.x; 271 int lambda = 0; < 272 if( '\\' == this[y+dy,x+dx] ) 310 if( '\\' == this[y+dy,x+dx] ) 273 lambda++; | 311 collected_lambda++; 274 if( '!' == this[y+dy,x+dx] ) 312 if( '!' == this[y+dy,x+dx] ) 275 razor++; 313 razor++; > 314 if( 'O' == this[y+dy,x+dx] ) > 315 cleared = true; 276 if( " \\!.O".count(this[y+dy,x+dx])==1 ) { 316 if( " \\!.O".count(this[y+dy,x+dx])==1 ) { 277 this[y,x]=' '; 317 this[y,x]=' '; 278 this[y+dy,x+dx]='R'; 318 this[y+dy,x+dx]='R'; 279 robot = new Pos(y+dy,x+dx); 319 robot = new Pos(y+dy,x+dx); 280 } else if(dy==0 && '*'==this[y+dy,x+dx] && ' '==this[y+dy*2,x+dx | 320 } else if(dy==0 && rocky(this[y+dy,x+dx]) && ' '==this[y+dy*2,x+ > 321 char rock = this[y+dy,x+dx]; 281 this[y,x]=' '; 322 this[y,x]=' '; 282 this[y+dy,x+dx]='R'; 323 this[y+dy,x+dx]='R'; 283 this[y+dy*2,x+dx*2]='*'; | 324 this[y+dy*2,x+dx*2]=rock; 284 robot = new Pos(y+dy,x+dx); 325 robot = new Pos(y+dy,x+dx); > 326 may_update ~= new Pos(y+dy*2,x+dx*2); 285 } else if('A'<=this[y+dy,x+dx] && this[y+dy,x+dx]<='I') { 327 } else if('A'<=this[y+dy,x+dx] && this[y+dy,x+dx]<='I') { 286 this[y,x]=' '; 328 this[y,x]=' '; 287 Pos tp = tr_target[this[y+dy,x+dx]]; | 329 Pos tp = tr.target_pos(this[y+dy,x+dx]); 288 foreach(p; tr_source[this[tp]]) | 330 foreach(p; tr.source_pos(this[tp])) { > 331 emptified(p); 289 this[p] = ' '; 332 this[p] = ' '; > 333 } 290 this[tp] = 'R'; 334 this[tp] = 'R'; 291 robot = tp; 335 robot = tp; 292 } 336 } 293 bool dead = update(turn); | 337 return update(hige_day); 294 return tuple(lambda,dead); < 295 } 338 } 296 339 297 bool update(int turn) | 340 bool update(bool hige_day) 298 { 341 { > 342 // Write after all the updates are processed. > 343 Tuple!(int,int,char)[] write_buffer; > 344 void write(int y, int x, char c) { write_buffer ~= tuple(y,x,c); > 345 void writep(Pos p, char c) { write_buffer ~= tuple(0+p.y,0+p.x,c > 346 scope(exit) { > 347 may_update.length = 0; > 348 foreach(wr; write_buffer) { > 349 this[wr[0],wr[1]] = wr[2]; > 350 if(rocky(wr[2])) > 351 may_update ~= new Pos(wr[0],wr[1]); > 352 if(wr[2]==' ') > 353 emptified(new Pos(wr[0], wr[1])); > 354 } > 355 } > 356 > 357 if(collected_lambda == total_lambda) > 358 if(this[lift]=='L') > 359 this[lift] = 'O'; > 360 299 bool dead = false; 361 bool dead = false; > 362 if( hige_day ) { > 363 for(int y=1; y<=H; ++y) > 364 for(int x=1; x<=W; ++x) > 365 if(this[y,x]=='W') > 366 may_update ~= new Pos(y,x); > 367 } 300 368 301 char[][] next; | 369 sort(may_update); 302 foreach(y,s; data) | 370 foreach(p; may_update) { 303 next ~= s.dup; | 371 int y = p.y, x = p.x; 304 < 305 ref char access(Pos p) { return next[H-p.y][p.x-1]; } < 306 < 307 bool lambda = false; < 308 for(int y=1; y<=H; ++y) < 309 for(int x=1; x<=W; ++x) < 310 lambda |= (this[y,x] == '\\'); < 311 < 312 for(int y=1; y<=H; ++y) < 313 for(int x=1; x<=W; ++x) { < 314 Pos p = new Pos(y,x); < > 372 char rock = this[p]; 315 if(this[p]=='*') { | 373 if(rocky(this[p])) { 316 if(this[p.D]==' ') { 374 if(this[p.D]==' ') { 317 access(p) =' '; | 375 writep(p, ' '); 318 access(p.D)='*'; | 376 writep(p.D, (rock=='@'&&this[p.D.D]!=' ' 319 if(robot == p.D.D) 377 if(robot == p.D.D) 320 dead=true; 378 dead=true; 321 } 379 } 322 else if((this[p.D]=='*' || this[p.D]=='\\') && t | 380 else if((rocky(this[p.D]) || this[p.D]=='\\') && 323 access(p)=' '; | 381 writep(p, ' '); 324 access(p.R.D)='*'; | 382 writep(p.R.D,(rock=='@'&&this[p.R.D.D]!= 325 if(robot == p.R.D.D) 383 if(robot == p.R.D.D) 326 dead=true; 384 dead=true; 327 } 385 } 328 else if(this[p.D]=='*' && this[p.L]==' ' && this | 386 else if(rocky(this[p.D]) && this[p.L]==' ' && th 329 access(p)=' '; | 387 writep(p, ' '); 330 access(p.L.D)='*'; | 388 writep(p.L.D, (rock=='@'&&this[p.L.D.D]! 331 if(robot == p.L.D.D) 389 if(robot == p.L.D.D) 332 dead=true; 390 dead=true; 333 } 391 } 334 } 392 } 335 else if(this[p]=='L') { < 336 if(!lambda) < 337 access(p) = 'O'; < 338 } < 339 else if(this[p]=='W') { 393 else if(this[p]=='W') { 340 if( hige.is_growing_turn(turn) ) | 394 if(hige_day) { 341 for(int dy=-1; dy<=+1; ++dy) 395 for(int dy=-1; dy<=+1; ++dy) 342 for(int dx=-1; dx<=+1; ++dx) 396 for(int dx=-1; dx<=+1; ++dx) 343 if(this[p.y+dy,p.x+dx] == ' ') | 397 if(this[p.y+dy,p.x+dx] == ' ') { 344 access(new Pos(p.y+dy,p. | 398 write(p.y+dy,p.x+dx,'W') > 399 if(robot.y==p.y+dy-1 && > 400 dead = false; // > 401 } > 402 } 345 } 403 } 346 } 404 } 347 data = next; < > 405 348 return dead; 406 return dead; 349 } 407 } 350 } 408 } 351 409 352 //////////////////////////////////////////////////////////////////////////////// 410 //////////////////////////////////////////////////////////////////////////////// 353 411 354 class Game 412 class Game 355 { 413 { 356 public: | 414 mixin DeriveShow; > 415 357 this(File input) 416 this(File input) 358 { 417 { 359 // Read map data | 418 string[] raw_data; 360 string[] map_data_lines; | 419 string[string] params; 361 for(string line; !(line=input.readln().chomp()).empty; ) < 362 map_data_lines ~= line; < 363 420 364 // H*W | 421 // Raw map data; read until empty line. 365 H_ = map_data_lines.length; | 422 for(string line; !(line=input.readln().chomp()).empty; ) 366 W_ = 0; | 423 raw_data ~= line; 367 foreach(mdl; map_data_lines) < 368 W_ = max(W_, mdl.length); < 369 424 370 // Copy to modifiable buffer and adjust coordinates. | 425 // Additional commands; read until EOF. 371 raw_data_ = new char[][H_+1]; | 426 char[char] trampo; 372 foreach(i,mdl; map_data_lines) { | 427 for(string line; !(line=input.readln()).empty; ) { 373 char[] buf = new char[mdl.length+1]; | 428 string[] ss = line.split(); 374 buf[0] = '#'; | 429 if( ss.length == 2 ) 375 buf[1..$] = mdl[]; | 430 params[ss[0]] = ss[1]; 376 raw_data_[H_-i] = buf; | 431 if( ss.length == 4 && ss[0]=="Trampoline" && ss[2]=="tar 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 } < > 432 trampo[ss[1][0]] = ss[3][0]; 420 } 433 } 421 434 422 // Read other parameters | 435 this.map = new Map(raw_data, params, trampo); 423 for(string line; !(line=input.readln()).empty; ) | 436 this.water = Water.load(params); 424 { < > 437 this.hige = Hige.load(params); 425 string[] ss = line.split(); | 438 this.tr = new Trampoline(this.map, trampo); 426 if( ss.length == 2 ) < 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 } | 439 } 436 if( ss.length == 4 && ss[0]=="Trampoline" && ss[2]=="tar < 437 { < 438 char fr=ss[1][0], to=ss[3][0]; < 439 trampoline_[fr] = to; < 440 if(to !in trampoline_rev_) trampoline_rev_[to] = < 441 trampoline_rev_[to] ~= fr; < 442 } < 443 } < 444 440 445 air_left_ = max_air_; | 441 Game clone() const { return new Game(this); } > 442 this(in Game g) { > 443 map = g.map.clone(); > 444 water = g.water.clone(); > 445 hige = g.hige.clone(); > 446 tr = g.tr.clone(); > 447 turn = g.turn; > 448 dead = g.dead; > 449 under_water = g.under_water; 446 } 450 } 447 451 448 @property const { < 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 } < 460 int water_level() { < 461 return water_pace_ ? water_base_ + turn_/water_pace_ : w < 462 } < 463 int water_until_rise() { < 464 return water_pace_ ? water_pace_ - turn_%water_pace_ : i < 465 } < 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 } < 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) 452 void command(char c) 506 { 453 { > 454 assert(c != 'A'); 507 if(dead || cleared) 455 if(dead || cleared) 508 return; 456 return; 509 457 510 if(c == 'U') command_move(+1, 0); | 458 // TODO: clarify the event order 511 if(c == 'D') command_move(-1, 0); | 459 bool dead_now = map.command(c, turn, hige.is_growing_turn(turn), 512 if(c == 'L') command_move(0, -1); | 460 if( dead_now ) 513 if(c == 'R') command_move(0, +1); | 461 dead = true; 514 if(c == 'S') use_razor(); < 515 if(c == 'W') {} < 516 < 517 if(!cleared) | 462 if(!map.cleared) { 518 { < 519 map_update(); < > 463 if( map.robot.y <= water_level ) 520 water_update(); | 464 ++under_water; > 465 else > 466 under_water = 0; > 467 if( under_water > map.waterproof ) > 468 dead = true; 521 } 469 } 522 turn_ ++; | 470 turn += 1; 523 } 471 } 524 472 525 void command_move(int dy, int dx) | 473 Map map; 526 { < > 474 Water water; 527 int y = robot_pos_.y, x = robot_pos_.x; | 475 Hige hige; 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); | 476 Trampoline tr; 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; | 477 int turn = 0; 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 } < > 478 bool dead = false; > 479 int under_water = 0; > 480 // TODO: when adding members, take care of clone(). > 481 // TODO: fix this poor design. 625 482 626 void map_update() | 483 @property const: 627 { | 484 long score() { return map.collected_lambda*(dead?25L:cleared?7 628 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() ) | 485 int water_level() { return water.level(turn); } 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; < 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; < > 486 int water_until_rise() { return water.until_rise(turn); } > 487 int hige_until_rise() { return hige.until_rise(turn); } > 488 int hp() { return map.waterproof - under_water; } 782 bool cleared_ = false; | 489 bool cleared() { return map.cleared; } 783 bool dead_ = false; < 784 bool[Pos] may_update_; < 785 } 490 }

Modified src/gui.d from [e84cacd6262f93a7] to [93d9f5f261f71d2c].

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.W, g.H); | 11 setup_size(g.map.W, g.map.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 void run(void delegate(char c) command, bool automate = true) 17 void set_fn(F)(F f) { this.fn = f; } < 18 < 19 void run(bool automate = false) < 20 { 17 { 21 if(automate) { 18 if(automate) { 22 Timer t = new Timer; 19 Timer t = new Timer; 23 t.interval = 50; 20 t.interval = 50; 24 t.tick ~= (Timer sender, EventArgs ea){ < 25 fn(solver.single_step()); | 21 t.tick ~= (Timer s, EventArgs e){command(solver.single_s 26 }; < 27 t.start(); 22 t.start(); 28 this.closing ~= (Form f,CancelEventArgs c){t.stop();}; 23 this.closing ~= (Form f,CancelEventArgs c){t.stop();}; 29 } else { 24 } else { 30 setup_keyhandling(); | 25 setup_keyhandling(command); 31 } 26 } 32 Application.run(this); 27 Application.run(this); 33 } 28 } 34 29 35 override void on_game_changed(char c, in Game g, bool finished) 30 override void on_game_changed(char c, in Game g, bool finished) 36 { 31 { 37 draw(g); 32 draw(g); 38 } 33 } 39 34 40 private: 35 private: 41 int cell; < 42 < 43 void setup_size(int W, int H) 36 void setup_size(int W, int H) 44 { 37 { 45 this.formBorderStyle = FormBorderStyle.FIXED_DIALOG; 38 this.formBorderStyle = FormBorderStyle.FIXED_DIALOG; 46 this.maximizeBox = false; 39 this.maximizeBox = false; 47 this.minimizeBox = false; 40 this.minimizeBox = false; 48 this.cell = min(1024/W, 640/H); 41 this.cell = min(1024/W, 640/H); 49 this.clientSize = Size(W*cell, H*cell); 42 this.clientSize = Size(W*cell, H*cell); 50 } 43 } 51 44 > 45 int cell; 52 Font font; 46 Font font; 53 Color[char] colors; 47 Color[char] colors; 54 string[char] render; 48 string[char] render; 55 Graphics graphicContext; 49 Graphics graphicContext; 56 50 57 void setup_resources(in Game g) 51 void setup_resources(in Game g) 58 { 52 { 59 this.graphicContext = new MemoryGraphics(this.clientSize.width, 53 this.graphicContext = new MemoryGraphics(this.clientSize.width, 60 this.setStyle(ControlStyles.OPAQUE, true); 54 this.setStyle(ControlStyles.OPAQUE, true); 61 this.font = new Font("MS Gothic", cell-2, GraphicsUnit.PIXEL); 55 this.font = new Font("MS Gothic", cell-2, GraphicsUnit.PIXEL); 62 this.backColor = Color(255,255,255); 56 this.backColor = Color(255,255,255); 63 this.colors['#'] = 57 this.colors['#'] = 64 this.colors['.'] = Color(255,191,127); 58 this.colors['.'] = Color(255,191,127); 65 this.colors['*'] = Color(255,127,127); | 59 this.colors['*'] = > 60 this.colors['@'] = Color(255,127,127); 66 this.colors['R'] = Color(128,128,0); 61 this.colors['R'] = Color(128,128,0); > 62 this.colors['r'] = Color(100,128,255); 67 this.colors['d'] = Color(255,0,0); 63 this.colors['d'] = Color(255,0,0); 68 this.colors['\\'] = 64 this.colors['\\'] = 69 this.colors['L'] = 65 this.colors['L'] = 70 this.colors['O'] = Color(127,255,127); 66 this.colors['O'] = Color(127,255,127); 71 this.colors['w'] = Color(204,229,255); 67 this.colors['w'] = Color(204,229,255); 72 this.colors['W'] = 68 this.colors['W'] = 73 this.colors['!'] = Color(159,159,159); 69 this.colors['!'] = Color(159,159,159); 74 foreach(char c; 'A'..'J') this.colors[c] = Color(142,142,255); 70 foreach(char c; 'A'..'J') this.colors[c] = Color(142,142,255); 75 foreach(char c; '1'..':') this.colors[c] = Color(255,142,255); 71 foreach(char c; '1'..':') this.colors[c] = Color(255,142,255); 76 this.render['#'] = "■"; 72 this.render['#'] = "■"; 77 this.render['*'] = "✹"; 73 this.render['*'] = "✹"; > 74 this.render['@'] = "❁"; 78 this.render['.'] = "♒"; 75 this.render['.'] = "♒"; 79 this.render['\\'] = "λ"; 76 this.render['\\'] = "λ"; 80 this.render['R'] = "☃"; 77 this.render['R'] = "☃"; > 78 this.render['r'] = "☃"; 81 this.render['d'] = "☠"; 79 this.render['d'] = "☠"; 82 this.render['L'] = "☒"; 80 this.render['L'] = "☒"; 83 this.render['O'] = "☐"; 81 this.render['O'] = "☐"; 84 this.render['W'] = "ꔣ"; 82 this.render['W'] = "ꔣ"; 85 this.render['!'] = "✄"; 83 this.render['!'] = "✄"; > 84 foreach(char c; g.tr.source_list) 86 foreach(char c; 'A'..'J') this.render[c] = [cast(dchar)('☢'+g.tr | 85 this.render[c] = [cast(dchar)('☢'+g.tr.target_of(c)-'1') > 86 foreach(char c; g.tr.target_list) 87 foreach(char c; '1'..':') this.render[c] = [cast(dchar)('☢'+c-'1 | 87 this.render[c] = [cast(dchar)('☢'+c-'1')].to!string(); 88 this.paint ~= (Control c, PaintEventArgs ev) { 88 this.paint ~= (Control c, PaintEventArgs ev) { 89 graphicContext.copyTo(ev.graphics, Rect(0,0,this.clientS 89 graphicContext.copyTo(ev.graphics, Rect(0,0,this.clientS 90 }; 90 }; 91 } 91 } 92 92 93 void draw(in Game g) 93 void draw(in Game g) 94 { 94 { ................................................................................................................................................................................ 99 graphicContext.fillRectangle(this.backColor, Rect(0,0,scrW,scrH) 99 graphicContext.fillRectangle(this.backColor, Rect(0,0,scrW,scrH) 100 100 101 // Fill water. 101 // Fill water. 102 int w = g.water_level(); 102 int w = g.water_level(); 103 graphicContext.fillRectangle(this.colors['w'], Rect(0, scrH-cell 103 graphicContext.fillRectangle(this.colors['w'], Rect(0, scrH-cell 104 104 105 // Paint map. 105 // Paint map. 106 for(int y=1; y<=g.H; ++y) | 106 for(int y=1; y<=g.map.H; ++y) 107 for(int x=1; x<=g.W; ++x) { | 107 for(int x=1; x<=g.map.W; ++x) { 108 Rect r = Rect(cell*(x-1), scrH-cell*y, cell, cell); 108 Rect r = Rect(cell*(x-1), scrH-cell*y, cell, cell); 109 char c = g[y,x]; | 109 char c = g.map[y,x]; 110 if( c != ' ' ) { 110 if( c != ' ' ) { 111 if( c == 'R' && g.dead ) | 111 if( c == 'R' ) 112 c = 'd'; | 112 c = (g.dead ? 'd' : g.cleared ? 'r' : 'R 113 graphicContext.drawText(this.render[c], font, th 113 graphicContext.drawText(this.render[c], font, th 114 } 114 } 115 } 115 } 116 116 117 // Update textual info. 117 // Update textual info. 118 this.text = .text( 118 this.text = .text( 119 "Score: ", g.score, 119 "Score: ", g.score, 120 " Air: ", g.hp, 120 " Air: ", g.hp, 121 " Tide: ", g.water_until_rise, 121 " Tide: ", g.water_until_rise, 122 " Wadler: ", g.hige_until_rise, 122 " Wadler: ", g.hige_until_rise, 123 " Razor: ", g.num_razor); | 123 " Razor: ", g.map.razor); 124 invalidate(); 124 invalidate(); 125 } 125 } 126 126 127 private: 127 private: 128 void setup_keyhandling() | 128 void setup_keyhandling(void delegate(char c) command) 129 { 129 { 130 noMessageFilter(); 130 noMessageFilter(); 131 this.keyDown ~= &my_keydown; | 131 this.keyDown ~= (Control c, KeyEventArgs ev) { 132 } < 133 < 134 void do_manual_command(char c) | 132 void do_manual_command(char c) 135 { | 133 { 136 solver.force(c); | 134 solver.force(c); 137 fn(c); | 135 command(c); 138 } | 136 } 139 < 140 void my_keydown(Control c, KeyEventArgs ev) < 141 { < 142 switch(ev.keyCode) | 137 switch(ev.keyCode) 143 { | 138 { 144 case Keys.DOWN: do_manual_command('D'); break; | 139 case Keys.DOWN: do_manual_command('D'); break; 145 case Keys.UP: do_manual_command('U'); break; | 140 case Keys.UP: do_manual_command('U'); break; 146 case Keys.LEFT: do_manual_command('L'); break; | 141 case Keys.LEFT: do_manual_command('L'); break; 147 case Keys.RIGHT: do_manual_command('R'); break; | 142 case Keys.RIGHT: do_manual_command('R'); break; 148 case Keys.W: do_manual_command('W'); break; | 143 case Keys.W: do_manual_command('W'); break; 149 case Keys.S: do_manual_command('S'); break; | 144 case Keys.S: do_manual_command('S'); break; 150 case Keys.A: do_manual_command('A'); break; | 145 case Keys.A: do_manual_command('A'); break; 151 case Keys.G: fn(solver.single_step()); break; | 146 case Keys.G: command(solver.single_step()); break; 152 default: break; | 147 default: break; 153 } | 148 } > 149 }; 154 } 150 } 155 151 156 Solver solver; 152 Solver solver; 157 } 153 }

Modified src/gui_main.d from [05082d0f328d756c] to [4124e840a1a49af9].

> 1 import util; 1 import gui; 2 import gui; 2 import output; 3 import output; 3 import driver; 4 import driver; 4 import solver; 5 import solver; 5 import std.stdio; < 6 pragma(lib, "dfl.lib"); 6 pragma(lib, "dfl.lib"); 7 7 8 void main(string[] args) | 8 void main(string[] argv) 9 { 9 { > 10 bool automate = (argv.length>=2 && std.string.indexOf(argv[1],"auto")>=0 > 11 10 Driver d = new Driver(stdin); | 12 auto d = new Driver(stdin); 11 d.addObserver!(GuardedOutput)(); 13 d.addObserver!(GuardedOutput)(); 12 auto g = d.addObserver!(GUI!MainSolver)(); | 14 d.addObserver!(GUI!MainSolver)().run(&d.command, automate); 13 g.set_fn(&d.command); < 14 g.run(); < 15 } 15 }

Added src/main.d version [f6cab5c23c5cba1e]

> 1 import util; > 2 import game; > 3 import output; > 4 import driver; > 5 import solver; > 6 > 7 class CUI(Solver) : GameObserver > 8 { > 9 this(in Game g) { solver = new Solver(g); } > 10 Solver solver; > 11 bool fin; > 12 override void on_game_changed(char c, in Game g, bool finished) { fin = > 13 } > 14 > 15 void main() > 16 { > 17 auto d = new Driver(stdin); > 18 d.addObserver!(GuardedOutput)(); > 19 auto c = d.addObserver!(CUI!MainSolver)(); > 20 while(!c.fin) > 21 d.command(c.solver.single_step()); > 22 }

Modified src/output.d from [e2d0d7db868c3a44] to [95ed42a2d89e1fef].

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.W*g.H) | 38 if(finished || log.length+1==g.map.W*g.map.H) 39 flush(); 39 flush(); > 40 if(log.length+1==g.map.W*g.map.H) > 41 application_exit(); 40 } 42 } 41 43 42 private: 44 private: 43 string log; 45 string log; 44 long[] score_log; 46 long[] score_log; 45 bool flushed; 47 bool flushed; 46 48

Modified src/solver.d from [22c356ff1975e92f] to [3413d0e80fd69f87].

1 import util; 1 import util; 2 import game; 2 import game; 3 3 > 4 bool rocky(char c){ return c=='*'||c=='@'; } > 5 > 6 interface Solver > 7 { > 8 // this(in Game g); > 9 char single_step(); > 10 void force(char c); > 11 } > 12 4 class Solver_0 | 13 class Solver_0 : Solver 5 { 14 { 6 this(in Game g) {} 15 this(in Game g) {} 7 char single_step() { return 'W'; } 16 char single_step() { return 'W'; } 8 void force(char c) {} 17 void force(char c) {} 9 } 18 } 10 19 11 class Solver_1 | 20 class Solver_1 : Solver 12 { 21 { 13 int wait_count = 0; 22 int wait_count = 0; 14 int choke_count = 0; 23 int choke_count = 0; 15 24 16 Game g; 25 Game g; 17 this(in Game g) 26 this(in Game g) 18 { 27 { 19 this.g = g.clone(); 28 this.g = g.clone(); 20 forbidden_cell = new bool[][](g.H+2, g.W+2); | 29 forbidden_cell = new bool[][](g.map.H+2, g.map.W+2); 21 } 30 } 22 31 23 char single_step() 32 char single_step() 24 { 33 { 25 Tuple!(string,int) de = death_move(g); 34 Tuple!(string,int) de = death_move(g); 26 char c = act(g, de[0], de[1]); 35 char c = act(g, de[0], de[1]); 27 force(c); 36 force(c); ................................................................................................................................................................................ 39 string death; 48 string death; 40 int choice = 0; 49 int choice = 0; 41 foreach(char c; "UDLRW") { 50 foreach(char c; "UDLRW") { 42 Game gg = g.clone(); 51 Game gg = g.clone(); 43 gg.command(c); 52 gg.command(c); 44 if( !gg.cleared && gg.dead ) 53 if( !gg.cleared && gg.dead ) 45 death ~= c; 54 death ~= c; 46 else if( gg.robot != g.robot ) | 55 else if( gg.map.robot != g.map.robot ) 47 choice++; 56 choice++; 48 else if( c != 'W' ) // meaningless move 57 else if( c != 'W' ) // meaningless move 49 death ~= c; 58 death ~= c; 50 } 59 } 51 return tuple(death, choice); 60 return tuple(death, choice); 52 } 61 } 53 62 54 Tuple!(Pos, int)[] log; 63 Tuple!(Pos, int)[] log; 55 bool[][] forbidden_cell; 64 bool[][] forbidden_cell; 56 65 57 char act(const(Game) g, string death, int breath) 66 char act(const(Game) g, string death, int breath) 58 { 67 { 59 const Pos ro = g.robot; | 68 const Pos ro = g.map.robot; 60 const Pos li = g.lift; | 69 const Pos li = g.map.lift; 61 Pos[] la = g.lambdas(); | 70 Pos[] la = g.map.lambdas(); 62 sort!((Pos a,Pos b){ 71 sort!((Pos a,Pos b){ 63 int ad=abs(a.y-li.y)+abs(a.x-li.x); 72 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); 73 int bd=abs(b.y-li.y)+abs(b.x-li.x); 65 return ad>bd;; 74 return ad>bd;; 66 })(la); 75 })(la); 67 Pos[] ra = g.razors(); | 76 Pos[] ra = g.map.razors(); 68 const(Pos)[] hi = g.higes(); | 77 const(Pos)[] hi = g.map.objects('W'); 69 78 70 Tuple!(char,int)[] cand; 79 Tuple!(char,int)[] cand; 71 char c = 'W'; 80 char c = 'W'; 72 if( la.empty ) { | 81 if( g.map.collected_lambda == g.map.total_lambda ) { 73 cand = search(g, ro, [li], death); 82 cand = search(g, ro, [li], death); 74 } else { | 83 } else if( !la.empty ){ 75 cand ~= search(g, ro, la~ra, death); 84 cand ~= search(g, ro, la~ra, death); 76 } 85 } 77 86 78 // 'higesori' mode 87 // 'higesori' mode 79 if( !hi.empty && g.num_razor>0 ) { | 88 if( !hi.empty && g.map.razor>0 ) { 80 int his = 0; 89 int his = 0; 81 for(int dy=-1; dy<=+1; ++dy) 90 for(int dy=-1; dy<=+1; ++dy) 82 for(int dx=-1; dx<=+1; ++dx) 91 for(int dx=-1; dx<=+1; ++dx) 83 if(g[ro.y+dy,ro.x+dx] == 'W') | 92 if(g.map[ro.y+dy,ro.x+dx] == 'W') 84 his++; 93 his++; 85 94 86 if(his>=2 || his==hi.length) 95 if(his>=2 || his==hi.length) 87 cand = [tuple('S',int.max)]; 96 cand = [tuple('S',int.max)]; 88 if(cand.empty) { 97 if(cand.empty) { 89 const(Pos)[] tgt; 98 const(Pos)[] tgt; 90 for(int y=1; y<=g.H; ++y) | 99 for(int y=1; y<=g.map.H; ++y) 91 for(int x=1; x<=g.W; ++x) | 100 for(int x=1; x<=g.map.W; ++x) 92 if(g[y,x]=='.'||g[y,x]==' ') { | 101 if(g.map[y,x]=='.'||g.map[y,x]==' ') { 93 his = 0; 102 his = 0; 94 for(int dy=-1; dy<=+1; ++dy) 103 for(int dy=-1; dy<=+1; ++dy) 95 for(int dx=-1; dx<=+1; ++dx) 104 for(int dx=-1; dx<=+1; ++dx) 96 if(g[y+dy,x+dx] == 'W') | 105 if(g.map[y+dy,x+dx] == ' 97 his++; 106 his++; 98 if(his>=2) 107 if(his>=2) 99 tgt ~= new Pos(y,x); 108 tgt ~= new Pos(y,x); 100 } 109 } 101 cand ~= search(g, ro, tgt, death, true); 110 cand ~= search(g, ro, tgt, death, true); 102 } 111 } 103 } 112 } 104 113 105 // 'dig' mode 114 // 'dig' mode 106 if(cand.empty) { 115 if(cand.empty) { 107 const(Pos)[] tgt; 116 const(Pos)[] tgt; 108 for(int y=1; y<=g.H; ++y) | 117 for(int y=1; y<=g.map.H; ++y) 109 for(int x=1; x<=g.W; ++x) | 118 for(int x=1; x<=g.map.W; ++x) 110 if(g[y,x]=='.') | 119 if(g.map[y,x]=='.') 111 if(g[y+1,x]=='*'||g[y+1,x-1]=='*'||g[y+1 | 120 if(rocky(g.map[y+1,x])||rocky(g.map[y+1, 112 ||g[y,x+1]=='*'||g[y,x-1]=='*') | 121 ||rocky(g.map[y,x+1])||rocky(g.map[y,x- 113 tgt ~= new Pos(y,x); 122 tgt ~= new Pos(y,x); 114 cand ~= search(g, ro, tgt, death, true); 123 cand ~= search(g, ro, tgt, death, true); 115 } 124 } 116 125 117 if(cand.empty) { 126 if(cand.empty) { 118 choke_count++; 127 choke_count++; 119 cand ~= tuple('W',int.max); 128 cand ~= tuple('W',int.max); ................................................................................................................................................................................ 133 } 142 } 134 } 143 } 135 144 136 if(c == 'W') 145 if(c == 'W') 137 wait_count++; 146 wait_count++; 138 else 147 else 139 wait_count = 0; 148 wait_count = 0; > 149 if(wait_count==2) > 150 c = 'A'; 140 if(choke_count >= g.H) | 151 if(choke_count >= g.map.H) 141 c = 'A'; 152 c = 'A'; 142 153 143 bool[char] choice; 154 bool[char] choice; 144 foreach(t; cand) 155 foreach(t; cand) 145 choice[t[0]] = true; 156 choice[t[0]] = true; 146 log ~= tuple(ro.clone(), cast(int)choice.length); 157 log ~= tuple(ro.clone(), cast(int)choice.length); 147 if(log.length > 5) 158 if(log.length > 5) ................................................................................................................................................................................ 157 return c; 168 return c; 158 } 169 } 159 170 160 Tuple!(char,int)[] search(in Game g, in Pos s, in Pos[] gs, string death 171 Tuple!(char,int)[] search(in Game g, in Pos s, in Pos[] gs, string death 161 { 172 { 162 bool danger(int y, int x) 173 bool danger(int y, int x) 163 { 174 { 164 if(g[y,x] == ' ' || g[y,x] == 'R') | 175 if(g.map[y,x] == ' ' || g.map[y,x] == 'R') 165 return false; 176 return false; 166 if(g[y+1,x] == '*') | 177 if(rocky(g.map[y+1,x])) > 178 return true; > 179 if(rocky(g.map[y+1,x-1]) && (g.map[y,x-1]=='\\'||rocky(g > 180 && (g.map[y+1,x]==' '||g.map[y+1,x]=='R')) 167 return true; 181 return true; 168 if(g[y+1,x-1]=='*' && (g[y,x-1]=='\\'||g[y,x-1]=='*') && | 182 if(rocky(g.map[y+1,x+1]) && rocky(g.map[y,x+1]) && (g.ma 169 return true; 183 return true; 170 if(g[y+1,x+1]=='*' && (g[y,x+1]=='*') && (g[y+1,x]==' '| | 184 if(rocky(g.map[y,x-1]) && (g.map[y-1,x-1]=='\\'||rocky(g > 185 && (g.map[y-1,x]==' '||g.map[y-1,x]=='R')) 171 return true; 186 return true; 172 if(g[y,x-1]=='*' && (g[y-1,x-1]=='\\'||g[y-1,x-1]=='*') | 187 if(rocky(g.map[y,x+1]) && rocky(g.map[y-1,x+1]) && (g.ma 173 return true; < 174 if(g[y,x+1]=='*' && (g[y-1,x+1]=='*') && (g[y-1,x]==' '| < 175 return true; 188 return true; 176 return false; 189 return false; 177 } 190 } 178 191 179 // avoid directly below '*' 192 // avoid directly below '*' 180 Tuple!(char,int)[] tryA() { 193 Tuple!(char,int)[] tryA() { 181 const(Pos)[] q; 194 const(Pos)[] q; 182 foreach(p; gs) 195 foreach(p; gs) 183 if(!danger(p.y,p.x)) 196 if(!danger(p.y,p.x)) 184 q ~= p; 197 q ~= p; 185 bool[][] v = new bool[][](g.H+2, g.W+2); | 198 bool[][] v = new bool[][](g.map.H+2, g.map.W+2); 186 foreach(p; q) v[p.y][p.x]=true; 199 foreach(p; q) v[p.y][p.x]=true; 187 for(int step=1; q.length; ++step) { 200 for(int step=1; q.length; ++step) { 188 Pos[] q2; 201 Pos[] q2; 189 foreach(p; q) { 202 foreach(p; q) { 190 int[] yyy=[p.y-1,p.y+1,p.y,p.y]; 203 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]; 204 int[] xxx=[p.x,p.x,p.x-1,p.x+1]; 192 for(int i=0; i<yyy.length; ++i) { 205 for(int i=0; i<yyy.length; ++i) { 193 int y = yyy[i]; 206 int y = yyy[i]; 194 int x = xxx[i]; 207 int x = xxx[i]; 195 if('1'<=g[y,x]&&g[y,x]<='9') { | 208 if('1'<=g.map[y,x]&&g.map[y,x]<= 196 foreach(ppp; g.trampolin | 209 foreach(ppp; g.tr.source 197 yyy ~= ppp.y; 210 yyy ~= ppp.y; 198 xxx ~= ppp.x; 211 xxx ~= ppp.x; 199 } 212 } 200 continue; 213 continue; 201 } 214 } 202 if(v[y][x]) continue; 215 if(v[y][x]) continue; 203 if(y==s.y && x==s.x && i<4) { 216 if(y==s.y && x==s.x && i<4) { 204 char c = "UDRL"[i]; 217 char c = "UDRL"[i]; 205 if( death.count(c) == 0 218 if( death.count(c) == 0 206 return [tuple(c, 219 return [tuple(c, 207 } else if(forbidden_cell[y][x]){ 220 } else if(forbidden_cell[y][x]){ 208 } else if(g[y,x]==' '||g[y,x]==' | 221 } else if(g.map[y,x]==' '||g.map 209 if(danger(y,x)) 222 if(danger(y,x)) 210 continue; 223 continue; 211 q2 ~= new Pos(y,x); 224 q2 ~= new Pos(y,x); 212 v[y][x]=true; 225 v[y][x]=true; 213 } 226 } 214 } 227 } 215 } 228 } ................................................................................................................................................................................ 218 return []; 231 return []; 219 } 232 } 220 233 221 // any empty space is my ground 234 // any empty space is my ground 222 Tuple!(char,int)[] tryB() { 235 Tuple!(char,int)[] tryB() { 223 const(Pos)[] q; 236 const(Pos)[] q; 224 foreach(p; gs) q ~= p; 237 foreach(p; gs) q ~= p; 225 bool[][] v = new bool[][](g.H+2, g.W+2); | 238 bool[][] v = new bool[][](g.map.H+2, g.map.W+2); 226 foreach(p; q) v[p.y][p.x]=true; 239 foreach(p; q) v[p.y][p.x]=true; 227 for(int step=10; q.length; ++step) { 240 for(int step=10; q.length; ++step) { 228 Pos[] q2; 241 Pos[] q2; 229 foreach(p; q) { 242 foreach(p; q) { 230 int[] yyy=[p.y-1,p.y+1,p.y,p.y]; 243 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]; 244 int[] xxx=[p.x,p.x,p.x-1,p.x+1]; 232 for(int i=0; i<yyy.length; ++i) { 245 for(int i=0; i<yyy.length; ++i) { 233 int y = yyy[i]; 246 int y = yyy[i]; 234 int x = xxx[i]; 247 int x = xxx[i]; 235 if('1'<=g[y,x]&&g[y,x]<='9') { | 248 if('1'<=g.map[y,x]&&g.map[y,x]<= 236 foreach(ppp; g.trampolin | 249 foreach(ppp; g.tr.source 237 yyy ~= ppp.y; 250 yyy ~= ppp.y; 238 xxx ~= ppp.x; 251 xxx ~= ppp.x; 239 } 252 } 240 continue; 253 continue; 241 } 254 } 242 if(v[y][x]) continue; 255 if(v[y][x]) continue; 243 if(y==s.y && x==s.x && i<4) { 256 if(y==s.y && x==s.x && i<4) { 244 char c = "UDRL"[i]; 257 char c = "UDRL"[i]; 245 if( death.count(c) == 0 258 if( death.count(c) == 0 246 return [tuple(c, 259 return [tuple(c, 247 } else if(forbidden_cell[y][x]){ 260 } else if(forbidden_cell[y][x]){ 248 } else if(g[y,x]==' '||g[y,x]==' | 261 } else if(g.map[y,x]==' '||g.map 249 q2 ~= new Pos(y,x); 262 q2 ~= new Pos(y,x); 250 v[y][x]=true; 263 v[y][x]=true; 251 } 264 } 252 } 265 } 253 } 266 } 254 q = q2; 267 q = q2; 255 } 268 } ................................................................................................................................................................................ 256 return []; 269 return []; 257 } 270 } 258 271 259 // push rocks! 272 // push rocks! 260 Tuple!(char,int)[] tryC() { 273 Tuple!(char,int)[] tryC() { 261 const(Pos)[] q; 274 const(Pos)[] q; 262 foreach(p; gs) q ~= p; 275 foreach(p; gs) q ~= p; 263 bool[][] v = new bool[][](g.H+2, g.W+2); | 276 bool[][] v = new bool[][](g.map.H+2, g.map.W+2); 264 foreach(p; q) v[p.y][p.x]=true; 277 foreach(p; q) v[p.y][p.x]=true; 265 for(int step=20; q.length; ++step) { 278 for(int step=20; q.length; ++step) { 266 Pos[] q2; 279 Pos[] q2; 267 foreach(p; q) { 280 foreach(p; q) { 268 int[] yyy=[p.y-1,p.y+1,p.y,p.y]; 281 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]; 282 int[] xxx=[p.x,p.x,p.x-1,p.x+1]; 270 for(int i=0; i<yyy.length; ++i) { 283 for(int i=0; i<yyy.length; ++i) { 271 int y = yyy[i]; 284 int y = yyy[i]; 272 int x = xxx[i]; 285 int x = xxx[i]; 273 if(g[p] == '*') { | 286 if(rocky(g.map[p])) { 274 if(i>=4)continue; 287 if(i>=4)continue; 275 if(y!=p.y)continue; 288 if(y!=p.y)continue; 276 if(g[y,p.x+(p.x-x)]!=' ' | 289 if(g.map[y,p.x+(p.x-x)]! 277 } 290 } 278 if('1'<=g[y,x]&&g[y,x]<='9') { | 291 if('1'<=g.map[y,x]&&g.map[y,x]<= 279 foreach(ppp; g.trampolin | 292 foreach(ppp; g.tr.source 280 yyy ~= ppp.y; 293 yyy ~= ppp.y; 281 xxx ~= ppp.x; 294 xxx ~= ppp.x; 282 } 295 } 283 continue; 296 continue; 284 } 297 } 285 if(v[y][x]) continue; 298 if(v[y][x]) continue; 286 if(y==s.y && x==s.x && i<4) { 299 if(y==s.y && x==s.x && i<4) { 287 char c = "UDRL"[i]; 300 char c = "UDRL"[i]; 288 if( death.count(c) == 0 301 if( death.count(c) == 0 289 return [tuple(c, 302 return [tuple(c, 290 } else if(forbidden_cell[y][x]){ 303 } else if(forbidden_cell[y][x]){ 291 } else if(g[y,x]==' '||g[y,x]==' | 304 } else if(g.map[y,x]==' '||g.map 292 q2 ~= new Pos(y,x); 305 q2 ~= new Pos(y,x); 293 v[y][x]=true; 306 v[y][x]=true; 294 } 307 } 295 } 308 } 296 } 309 } 297 q = q2; 310 q = q2; 298 } 311 } 299 return []; 312 return []; 300 } 313 } 301 return (danger_ok ? [] : tryA()) ~ tryB() ~ tryC(); 314 return (danger_ok ? [] : tryA()) ~ tryB() ~ tryC(); 302 } 315 } 303 } 316 } 304 317 305 class Solver_2(Solver) | 318 class Solver_2(SubSolver) : Solver 306 { 319 { > 320 // Parameters. > 321 int PredictFuture = 10; > 322 const string[] RandomChoicePattern; // PF*RCP exhaustive search for RL s > 323 const ReplanLength = 400; // O(PF*RCP*RL*SubSolver.single_step > 324 > 325 Game current_game; > 326 SubSolver sub_solver; > 327 > 328 enum {Tentative, Tentative_Stuck, Fixed}; 307 string plan; 329 string plan; 308 bool plan_broken = true; | 330 int plan_state; > 331 int replan_limit; > 332 bool lambda_getter; > 333 int clear_improvement = 3; 309 334 310 Game g; < 311 this(in Game g) 335 this(in Game g) 312 { 336 { 313 this.g = g.clone(); | 337 current_game = g.clone(); 314 make_plan(g); | 338 plan = ""; > 339 plan_state = Tentative; > 340 if(g.map.W*g.map.H <= 400) { > 341 RandomChoicePattern = ["UU","UD","UL","UR", > 342 "DU","DD","DL","DR", > 343 "LU","LD","LL","LR", > 344 "RU","RD","RL","RR","UUU","UUUU", > 345 PredictFuture = 20; > 346 clear_improvement = 1; 315 } | 347 } > 348 else if(g.map.W*g.map.H <= 4096) { > 349 RandomChoicePattern = ["UUU","U","D","L","R","UD","DU"," > 350 PredictFuture = 10; > 351 clear_improvement = 0; 316 | 352 } 317 Tuple!(Solver,string) run_sub_solver(in Game g) < 318 { < 319 string log; < 320 auto s = new Solver(g); < 321 while(!g.cleared && !g.dead && plan.length<=g.H*g.W) { < 322 char c = s.single_step(); < 323 if( c == 'A' ) < 324 break; < 325 log ~= c; < > 353 else { > 354 RandomChoicePattern = ["U","D","L","R"]; > 355 PredictFuture = 10; > 356 clear_improvement = 0; 326 } 357 } 327 while(log.length>0 && log[$-1]=='W') < > 358 328 log.length--; | 359 replan_limit = PredictFuture; 329 return tuple(s, log); < 330 } 360 } 331 361 332 void make_plan(in Game g) { | 362 char single_step() 333 plan_broken = false; < 334 Tuple!(Solver,string) x = run_sub_solver(g); < 335 plan = x[1]; < 336 if(x[0].g.cleared) < 337 return; < 338 modify_plan(g, x[0].g.score); < 339 } < 340 < 341 void modify_plan(in Game ini, long unmod) < 342 { 363 { 343 int bp = max(0, (cast(int)plan.length)-10); | 364 if(current_game.dead || current_game.cleared) 344 Game g = ini.clone(); | 365 return 'A'; 345 for(int i=0; i<bp; ++i) g.command(plan[i]); < 346 366 347 Tuple!(string,long) cand = tuple(plan, unmod); | 367 // Make enough prediction. 348 for(int i=bp; i<plan.length; ++i) { | 368 while( plan_state==Tentative && plan.length<replan_limit ) 349 foreach(string c; ["U","D","L","R","UD","DU","LR","RL"]) | 369 single_step_predict(); 350 if(c[0] != plan[i]) { < 351 Tuple!(string,long) zz = try_plan(c, g); < 352 if(cand[1]<zz[1]) < 353 cand = tuple(plan[0..i]~c~zz[0], < 354 } < 355 g.command(plan[i]); < 356 } < 357 plan = cand[0]; < 358 } < 359 370 360 Tuple!(string,long) try_plan(string c, in Game g) | 371 // If the future is bad, correct. 361 { < > 372 if( plan_state==Tentative_Stuck && plan.length<replan_limit && ! 362 Game gg = g.clone(); | 373 replan(); 363 foreach(cc;c)gg.command(cc); < 364 Tuple!(Solver, string) x = run_sub_solver(gg); < 365 return tuple(x[1], x[0].g.score); < 366 } < 367 374 368 char single_step() { | 375 // Follow the predicted plan. 369 if(plan_broken) < 370 make_plan(g); < 371 if(plan.empty) | 376 if( plan.empty ) 372 return 'A'; 377 return 'A'; 373 char c = plan[0]; 378 char c = plan[0]; 374 plan = plan[1..$]; 379 plan = plan[1..$]; > 380 int b_lambda = current_game.map.collected_lambda; 375 g.command(c); | 381 current_game.command(c); > 382 int a_lambda = current_game.map.collected_lambda; > 383 if(b_lambda < a_lambda) lambda_getter = false; 376 return c; 384 return c; 377 } 385 } 378 386 379 void force(char c) { | 387 void force(char c) 380 g.command(c); < > 388 { 381 if(plan.length==0 || plan[0]!=c) { | 389 if(plan.length>0 && plan[0]==c) 382 plan = ""; < > 390 { 383 plan_broken = true; | 391 // If matching the plan, just go forward. 384 } < 385 else < 386 plan = plan[1..$]; 392 plan = plan[1..$]; > 393 } > 394 else > 395 { > 396 // Discard the plan, otherwise. > 397 plan_state = Tentative; > 398 plan = ""; > 399 sub_solver = null; > 400 } > 401 current_game.command(c); > 402 } > 403 > 404 void single_step_predict() > 405 { > 406 if(sub_solver is null) { > 407 sub_solver = new SubSolver(current_game); > 408 plan = ""; > 409 } > 410 > 411 char c = sub_solver.single_step(); > 412 if(c == 'A') > 413 plan_state = Tentative_Stuck; > 414 else { > 415 plan ~= c; > 416 if(sub_solver.g.cleared) { > 417 if(clear_improvement-->0) { > 418 plan_state = Tentative_Stuck; > 419 replan_limit = min(plan.length-plan.leng > 420 } else { > 421 plan_state = Fixed; > 422 } > 423 } else { > 424 plan_state = (sub_solver.g.dead ? Tentative_Stuc > 425 } > 426 } > 427 } > 428 > 429 void replan() > 430 { > 431 // Try to replace every step of the plan by another move. > 432 Game g = current_game.clone(); > 433 Tuple!(SubSolver, string, int) cand = tuple(sub_solver, plan, Te > 434 int insertion_point = plan.length; > 435 bool tiebreak_by_turn = false; > 436 int consider_length = min(ReplanLength, g.map.W*g.map.H); > 437 if(cand[0].g.cleared) consider_length = min(consider_length, can > 438 > 439 for(int i=0; i<plan.length; ++i) { > 440 foreach(string prefix; RandomChoicePattern) > 441 if(prefix[0] != plan[i]) { > 442 Tuple!(SubSolver, string, int) r = try_p > 443 r[1] = plan[0..i] ~ prefix ~ r[1]; > 444 bool better = false, tbt=false; > 445 if(!cand[0].g.cleared && r[0].g.cleared) > 446 better = true; > 447 else if(cand[0].g.cleared && r[0].g.clea > 448 better = cand[0].g.score < r[0]. > 449 } > 450 else if(!cand[0].g.cleared && !r[0].g.cl > 451 if(cand[0].g.map.collected_lambd > 452 better = true; > 453 else if(cand[0].g.map.collected_ > 454 if(cand[0].g.dead && !r[ > 455 better = true; > 456 else if(cand[0].g.dead = > 457 better = (cand[1 > 458 tbt = true; > 459 } > 460 } > 461 } > 462 if(better) { > 463 cand = r; > 464 tiebreak_by_turn = true; > 465 insertion_point = i+prefix.lengt > 466 if(r[0].g.cleared) consider_leng > 467 } > 468 } > 469 g.command(plan[i]); > 470 } > 471 > 472 if(cand[2]==Fixed && insertion_point!=plan.length && clear_impro > 473 sub_solver = cand[0]; > 474 plan = cand[1]; > 475 plan_state = Tentative_Stuck; > 476 replan_limit = min(plan.length - insertion_point, Predic > 477 lambda_getter = current_game.map.collected_lambda < cand > 478 } else { > 479 sub_solver = cand[0]; > 480 plan = cand[1]; > 481 plan_state = (plan.length < PredictFuture ? Fixed : ca > 482 replan_limit = tiebreak_by_turn ? min(PredictFuture, (pl > 483 lambda_getter = current_game.map.collected_lambda < cand > 484 } > 485 } > 486 > 487 Tuple!(SubSolver, string, int) try_plan(in Game g, string prefix, int co > 488 { > 489 if(consider_length<=0) consider_length = 2; > 490 > 491 SubSolver s = new SubSolver(g); > 492 foreach(char c; prefix) > 493 s.force(c); > 494 string log; > 495 int state = Tentative; > 496 while(!s.g.cleared && !s.g.dead && log.length<=consider_length) > 497 char c = s.single_step(); > 498 if( c == 'A' ) { > 499 state = Tentative_Stuck; > 500 break; > 501 } > 502 log ~= c; > 503 } > 504 if(s.g.cleared) state = Fixed; > 505 else if(s.g.dead) state = Tentative_Stuck; > 506 return tuple(s, log, state); > 507 } > 508 } > 509 > 510 class Queue(T) > 511 { > 512 alias Tuple!(T,int) t; > 513 > 514 t[] cur, next; > 515 > 516 void push(T v, int p) { (cur.empty ? cur : next) ~= tuple(v,p); } > 517 bool empty() { return cur.empty; } > 518 t pop() { > 519 t v = cur[0]; cur = cur[1..$]; > 520 if(cur.empty) { cur = next; next = null; } > 521 return v; > 522 } > 523 } > 524 > 525 class Solver_3 : Solver > 526 { > 527 Game g; > 528 this(in Game g) > 529 { > 530 this.g = g.clone(); > 531 } > 532 > 533 char single_step() > 534 { > 535 char c = think(g); > 536 if(c != 'A') > 537 g.command(c); > 538 return c; > 539 } > 540 > 541 void force(char c) > 542 { > 543 stderr.writeln(death_move(g)); > 544 if(c != 'A') > 545 g.command(c); > 546 } > 547 > 548 bool is_spacy(char c) { > 549 return c==' ' || c=='.' || c=='R' || c=='!' || c=='\\' || c=='O' > 550 } > 551 bool is_rocky(char c) { > 552 return c=='*' || c=='@'; > 553 } > 554 bool is_true_space(char c) { > 555 return c==' '; > 556 } > 557 bool is_trampoline_source(char c) { > 558 return 'A'<=c && c<='I'; > 559 } > 560 bool is_rocklambda(char c) { > 561 return is_rocky(c) || c=='\\'; > 562 } > 563 > 564 string death_move(in Game g) > 565 { > 566 // TODO: S > 567 string death; > 568 int y = g.map.robot.y; > 569 int x = g.map.robot.x; > 570 int[5] dy_=[-1,+1,0,0,0]; > 571 int[5] dx_=[0,0,-1,+1,0]; > 572 char[] ds=['D','U','L','R','W']; > 573 for(int i=0; i<5; ++i) > 574 { > 575 bool after_move_death(int y, int x, char tr_tgt) > 576 { > 577 bool is_spacy_t(char c) { > 578 if(is_spacy(c) || c==tr_tgt) > 579 return true; > 580 return ('A'<=c && c<='I' && g.tr.target_ > 581 } > 582 > 583 // check water > 584 if( g.hp==0 && y<=g.water_level ) > 585 return true; > 586 > 587 // check falling rock. > 588 int yy=y+1, xx=x; > 589 if( is_spacy_t(g.map[yy, xx]) ) > 590 { > 591 if( is_rocky(g.map[yy+1,xx]) ) > 592 return true; > 593 if( is_spacy_t(g.map[yy+1,xx]) && is_roc > 594 if( is_spacy_t(g.map[yy+1,xx+2]) > 595 return false; > 596 return true; > 597 } > 598 if( is_spacy_t(g.map[yy+1,xx]) && is_roc > 599 if(g.hige_until_rise == 1 && g.m > 600 return false; > 601 return true; > 602 } > 603 } > 604 return false; > 605 } > 606 > 607 int dy=dy_[i], dx=dx_[i]; > 608 if( is_spacy(g.map[y+dy,x+dx]) > 609 || dy==0 && is_rocky(g.map[y,x+dx]) && is_true_space(g. > 610 { > 611 if( after_move_death(y+dy, x+dx, char.init) ) > 612 death ~= ds[i]; > 613 } > 614 else if( is_trampoline_source(g.map[y+dy,x+dx]) ) > 615 { > 616 Pos p = g.tr.target_pos(g.map[y+dy,x+dx]); > 617 if( after_move_death(p.y, p.x, g.tr.target_of(g. > 618 death ~= ds[i]; > 619 } > 620 else > 621 { > 622 death ~= ds[i]; > 623 } > 624 } > 625 return death; > 626 } > 627 > 628 char think(in Game g) > 629 { > 630 string s = death_move(g); > 631 stderr.writeln(s); > 632 > 633 auto Q = new Queue!(Tuple!(Pos,Pos)); > 634 Q.push(tuple(g.map.robot.clone(), g.map.robot.clone()), 0); > 635 Pos[][] V = new Pos[][](g.map.H+2, g.map.W+2); > 636 while(!Q.empty) { > 637 auto tup = Q.pop(); > 638 Pos p = tup[0][0]; > 639 Pos prev = tup[0][1]; > 640 int dist = tup[1]; > 641 if(V[p.y][p.x]) > 642 continue; > 643 V[p.y][p.x] = prev; > 644 if(g.map[p]=='\\' || g.map[p]=='O') > 645 { > 646 Pos goback(Pos p) { > 647 return V[p.y][p.x]; > 648 } > 649 for(;;) { > 650 Pos q = goback(p); > 651 if(q == g.map.robot) > 652 if(q.y==p.y) > 653 return q.x<p.x ? 'R' : ' > 654 else > 655 return q.y<p.y ? 'U' : ' > 656 p=q; > 657 } > 658 } > 659 > 660 int[4] dy=[-1,+1,0,0]; > 661 int[4] dx=[0,0,-1,+1]; > 662 char[] ds=['D','U','L','R']; > 663 for(int i=0; i<4; ++i) > 664 { > 665 int y=p.y+dy[i], x=p.x+dx[i]; > 666 if((g.map[y,x]==' '||g.map[y,x]=='\\'||g.map[y,x > 667 Q.push(tuple(new Pos(y,x),p), dist+1); > 668 } > 669 } > 670 } > 671 return 'A'; 387 } 672 } 388 } 673 } 389 674 > 675 alias Solver_3 MainSolver; 390 alias Solver_2!(Solver_1) MainSolver; | 676 //alias Solver_2!(Solver_1) MainSolver; 391 //alias Solver_1 MainSolver; 677 //alias Solver_1 MainSolver; > 678 //alias Solver_0 MainSolver;

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

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 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 } < 18 < 19 // To avoide the following ICE: 11 // To avoide the following ICE: 20 // src\phobos\std\algorithm.d(4552): 12 // src\phobos\std\algorithm.d(4552): 21 // Error: function std.algorithm.count!("a == b",string,char).count 13 // Error: function std.algorithm.count!("a == b",string,char).count 22 // compiler error, parameter 'value', bugzilla 2962? 14 // compiler error, parameter 'value', bugzilla 2962? 23 // Assertion failure: '0' on line 717 in file 'glue.c' 15 // Assertion failure: '0' on line 717 in file 'glue.c' 24 int count(T,V)(T[] a, V v) 16 int count(T,V)(T[] a, V v) 25 { 17 {