Check-in Differences
Not logged in

Difference From:

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

To:

[9b6bfcd92c] Made directory-less tgz. (user: kinaba, tags: trunk, main-submission, date: 2012-07-16 11:05:46)

Modified icfp-96533632.tgz from [943329c30072989f] to [6a347db0f936a762].

cannot compute difference between binary files

Modified make-submission from [bd7a911c141ae544] to [8013a88aa62e420a].

1 #!/bin/sh 1 #!/bin/sh > 2 cd src > 3 make > 4 mv lifter ../submission/lifter > 5 make clean > 6 cd .. 2 rm -rf submission/src 7 rm -rf submission/src 3 cp -r src submission/src 8 cp -r src submission/src > 9 cd submission 4 tar czf icfp-96533632.tgz submission | 10 tar czf ../icfp-96533632.tgz *

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

> 1 ################################################################################ > 2 #L\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ > 3 #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ > 4 #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ > 5 #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ > 6 #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ > 7 #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ > 8 #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ > 9 #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ > 10 #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ > 11 #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ > 12 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#\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ > 959 #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ > 960 #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ > 961 #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ > 962 #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ > 963 #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ > 964 #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ > 965 #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ > 966 #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ > 967 #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ > 968 #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ > 969 #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ > 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/static.map version [256615d4a896c7e1]

> 1 L > 2 \ > 3 \ > 4 \ > 5 \ > 6 \ > 7 \ > 8 \ > 9 \ > 10 R \

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 [c6c27c0064ba89ec].

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 1163? 7 contest7 867? 7 contest7 867? 8 contest8 1245 // tricky | 8 contest8 1291 // むり:岩が降ってきてliftふさぐ系 9 contest9 3042? | 9 contest9 3044? 10 contest10 2076 // * on lambda, must move * first | 10 contest10 2340 // "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 937? 12 flood2 280? | 12 flood2 281! 13 flood3 802 // too slow, drown | 13 flood3 852 // 溺死 14 flood4 970 // incorrect order of digging | 14 flood4 982 // むり 15 flood5 561? 15 flood5 561? 16 trampoline1 291 // * on trampoline. must move * first | 16 trampoline1 291 // 岩が降ってきてliftふさぐ系 17 trampoline2 1728? | 17 trampoline2 1732? 18 trampoline3 698 // * on trampoline target. must move * first. | 18 trampoline3 3255 // "上に岩" ワープゾーン版 19 beard1 856? | 19 beard1 853? 20 beard2 2792 // hutsu-ni muzui | 20 beard2 4487? // 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 809 // むり 22 beard4 677 // deadend trap | 22 beard4 1997 // 髭を解放しないように動く > 23 beard5 665 // むり > 24 horock1 732? > 25 horock2 235 // むり > 26 horock3 1542 // むり

Modified src/Makefile from [01a4f7a0531dae71] to [6a3a85034044348b].

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 -f *.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 [521705f028ec7e74].

1 import util; 1 import util; 2 2 3 //////////////////////////////////////////////////////////////////////////////// 3 //////////////////////////////////////////////////////////////////////////////// 4 4 > 5 bool is_spacy(char c) > 6 { > 7 return c==' ' || c=='.' || c=='R' || c=='!' || c=='\\' || c=='O'; > 8 } > 9 > 10 bool is_rocky(char c) > 11 { > 12 return c=='*' || c=='@'; > 13 } > 14 > 15 bool is_true_space(char c) > 16 { > 17 return c==' '; > 18 } > 19 > 20 bool is_trampoline_source(char c) > 21 { > 22 return 'A'<=c && c<='I'; > 23 } > 24 > 25 bool is_rocklambda(char c) > 26 { > 27 return is_rocky(c) || c=='\\'; > 28 } > 29 > 30 //////////////////////////////////////////////////////////////////////////////// > 31 5 class Pos 32 class Pos 6 { 33 { 7 public immutable int y, x; 34 public immutable int y, x; 8 mixin DeriveCreate; 35 mixin DeriveCreate; 9 mixin DeriveCompare; 36 mixin DeriveCompare; 10 mixin DeriveShow; 37 mixin DeriveShow; 11 Pos clone() const { return cast(Pos) this; } 38 Pos clone() const { return cast(Pos) this; } 12 39 13 @property: | 40 const @property: 14 Pos wait() { return this.clone(); } 41 Pos wait() { return this.clone(); } 15 Pos up() { return new Pos(y+1, x); } 42 Pos up() { return new Pos(y+1, x); } 16 Pos down() { return new Pos(y-1, x); } 43 Pos down() { return new Pos(y-1, x); } 17 Pos left() { return new Pos(y, x-1); } 44 Pos left() { return new Pos(y, x-1); } 18 Pos right() { return new Pos(y, x+1); } 45 Pos right() { return new Pos(y, x+1); } 19 alias wait W,w; 46 alias wait W,w; 20 alias up U,u; 47 alias up U,u; ................................................................................................................................................................................ 37 assert( aa[new Pos(1,2)]==2 ); 64 assert( aa[new Pos(1,2)]==2 ); 38 } 65 } 39 66 40 //////////////////////////////////////////////////////////////////////////////// 67 //////////////////////////////////////////////////////////////////////////////// 41 68 42 class Water 69 class Water 43 { 70 { > 71 mixin DeriveShow; > 72 > 73 private: 44 public immutable int base, pace; | 74 immutable int base, pace; 45 mixin DeriveCreate; 75 mixin DeriveCreate; 46 mixin DeriveCompare; < 47 mixin DeriveShow; < 48 Water clone() const { return cast(Water)this; } | 76 Water clone() const { return cast(Water) this; } 49 77 50 static load(string[string] params) 78 static load(string[string] params) 51 { 79 { 52 return new Water(params.get("Water", "0").to!int(), 80 return new Water(params.get("Water", "0").to!int(), 53 params.get("Flooding", "0").to!int()); 81 params.get("Flooding", "0").to!int()); 54 } 82 } 55 83 56 int level(int number_of_update) const | 84 int level(int turn) const 57 { 85 { 58 return pace ? base+(number_of_update/pace) : base; | 86 return pace ? base+(turn/pace) : base; 59 } 87 } 60 88 61 int until_rise(int number_of_update) const | 89 int until_rise(int turn) const 62 { 90 { 63 return pace ? pace-number_of_update%pace : int.max; | 91 return pace ? pace-turn%pace : int.max; 64 } 92 } 65 } 93 } 66 94 67 unittest 95 unittest 68 { 96 { 69 Water w = new Water(1, 3); 97 Water w = new Water(1, 3); 70 assert( 1 == w.level(0) ); 98 assert( 1 == w.level(0) ); ................................................................................................................................................................................ 84 assert( 1 == w.level(5) ); 112 assert( 1 == w.level(5) ); 85 } 113 } 86 114 87 //////////////////////////////////////////////////////////////////////////////// 115 //////////////////////////////////////////////////////////////////////////////// 88 116 89 class Hige 117 class Hige 90 { 118 { 91 public immutable int pace; < 92 mixin DeriveCreate; < 93 mixin DeriveCompare; < 94 mixin DeriveShow; 119 mixin DeriveShow; > 120 > 121 private: > 122 immutable int pace; > 123 mixin DeriveCreate; 95 Hige clone() const { return cast(Hige)this; } 124 Hige clone() const { return cast(Hige)this; } 96 125 97 static load(string[string] params) 126 static load(string[string] params) 98 { 127 { 99 return new Hige(params.get("Growth", "25").to!int()); 128 return new Hige(params.get("Growth", "25").to!int()); 100 } 129 } 101 130 ................................................................................................................................................................................ 108 { 137 { 109 return pace ? pace-turn%pace : int.max; 138 return pace ? pace-turn%pace : int.max; 110 } 139 } 111 } 140 } 112 141 113 //////////////////////////////////////////////////////////////////////////////// 142 //////////////////////////////////////////////////////////////////////////////// 114 143 > 144 class Trampoline > 145 { > 146 mixin DeriveShow; > 147 > 148 private: > 149 immutable char[] target_of_; > 150 immutable char[][] source_of_; > 151 immutable Pos[] position_of_; > 152 immutable char[] source_list_; > 153 immutable char[] target_list_; > 154 Trampoline clone() const { return cast(Trampoline) this; } > 155 > 156 this(in Map m, char[char] tramparam) > 157 { > 158 auto ta = new char['I'+1]; > 159 auto sr = new char[]['9'+1]; > 160 auto po = new Pos[max('I','9')+1]; > 161 char[] sl, tl; > 162 foreach(fr,to; tramparam) { > 163 ta[fr] = to; > 164 sr[to] ~= fr; > 165 } > 166 for(int y=1; y<=m.H; ++y) > 167 for(int x=1; x<=m.W; ++x) { > 168 char c = m[y,x]; > 169 if('A'<=c && c<='I') { > 170 sl ~= c; > 171 po[c] = new Pos(y,x); > 172 } > 173 if('1'<=c && c<='9') { > 174 tl ~= c; > 175 po[c] = new Pos(y,x); > 176 } > 177 } > 178 target_of_ = cast(immutable) ta; > 179 source_of_ = cast(immutable) sr; > 180 position_of_ = cast(immutable) po; > 181 source_list_ = cast(immutable) sl; > 182 target_list_ = cast(immutable) tl; > 183 } > 184 > 185 public @property const: > 186 const(char[]) source_list() { return source_list_; } > 187 const(char[]) target_list() { return target_list_; } > 188 const(char[]) source_of(char c) { return source_of_[c]; } > 189 char target_of(char c) { return target_of_[c]; } > 190 Pos[] source_pos(char c) { > 191 Pos[] ps; > 192 foreach(s; source_of(c)) > 193 ps ~= position_of_[s].clone(); > 194 return ps; > 195 } > 196 Pos target_pos(char c) { return position_of_[target_of_[c]].clone(); } > 197 } > 198 > 199 //////////////////////////////////////////////////////////////////////////////// > 200 115 class Map 201 class Map 116 { 202 { 117 mixin DeriveShow; 203 mixin DeriveShow; 118 204 119 static Map load(string[] raw_data, string[string] params, char[char] tra < 120 { < 121 // TODO: choose optimal representation. < 122 return new Map(raw_data, params, trampo); < 123 } < 124 < 125 char[][] data; | 205 private char[][] data; 126 Pos robot; 206 Pos robot; 127 Pos lift; 207 Pos lift; 128 int waterproof; | 208 private int waterproof; 129 Pos[char] tr_target; | 209 private int collected_razor; 130 Pos[][char] tr_source; | 210 int collected_lambda; 131 const(Hige) hige; | 211 int total_lambda; 132 int razor; | 212 private bool cleared; > 213 private Pos[] may_update; 133 214 134 Map clone() const { return new Map(this); } | 215 private Map clone() const { return new Map(this); } 135 this(in Map m) { | 216 private this(in Map m) { 136 foreach(s; m.data) 217 foreach(s; m.data) 137 this.data ~= s.dup; 218 this.data ~= s.dup; 138 this.robot = m.robot.clone(); | 219 this.robot = m.robot.clone(); 139 this.lift = m.lift.clone(); | 220 this.lift = m.lift.clone(); 140 this.waterproof = m.waterproof; 221 this.waterproof = m.waterproof; 141 this.tr_target = cast(Pos[char])m.tr_target; | 222 this.collected_razor = m.collected_razor; 142 this.tr_source = cast(Pos[][char])m.tr_source; | 223 this.collected_lambda = m.collected_lambda; 143 this.hige = m.hige.clone(); | 224 this.total_lambda = m.total_lambda; 144 this.razor = m.razor; | 225 this.cleared = m.cleared; > 226 this.may_update = (cast(Map)m).may_update.dup; 145 } 227 } 146 228 > 229 const { > 230 @property { > 231 int H() { return data.length; } > 232 int W() { return data[0].length; } > 233 int num_razor() { return collected_razor; } > 234 > 235 Pos[] razors() { return objects('!'); } > 236 Pos[] lambdas() { return objects('\\'); } > 237 } > 238 > 239 Pos[] objects(char c) { > 240 Pos[] ans; > 241 for(int y=1; y<=H; ++y) > 242 for(int x=1; x<=W; ++x) > 243 if(this[y,x] == c) > 244 ans ~= new Pos(y,x); > 245 return ans; > 246 } > 247 > 248 char opIndex(int y, int x) { > 249 --y, --x; > 250 if(y<0||H<=y||x<0||W<=x) > 251 return '#'; > 252 return data[H-1-y][x]; > 253 } > 254 > 255 char opIndex(in Pos p) { > 256 return this[p.y, p.x]; > 257 } > 258 } > 259 > 260 private: 147 this(string[] raw_data, string[string] params, char[char] trampo) 261 this(string[] raw_data, string[string] params, char[char] trampo) 148 { 262 { 149 int width = 0; 263 int width = 0; 150 foreach(r; raw_data) 264 foreach(r; raw_data) 151 width = max(width, r.length); 265 width = max(width, r.length); 152 foreach(r; raw_data) { 266 foreach(r; raw_data) { 153 this.data ~= r.dup; 267 this.data ~= r.dup; ................................................................................................................................................................................ 157 271 158 for(int y=1; y<=H; ++y) 272 for(int y=1; y<=H; ++y) 159 for(int x=1; x<=W; ++x) { 273 for(int x=1; x<=W; ++x) { 160 if(this[y,x] == 'R') 274 if(this[y,x] == 'R') 161 this.robot = new Pos(y,x); 275 this.robot = new Pos(y,x); 162 if(this[y,x] == 'L' || this[y,x] == 'O') 276 if(this[y,x] == 'L' || this[y,x] == 'O') 163 this.lift = new Pos(y,x); 277 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) { < > 278 if(this[y,x] == '\\' || this[y,x] == '@') > 279 total_lambda++; 169 char c = this[y,x]; | 280 if(is_rocky(this[y,x])) 170 if('1'<=c && c<='9' || 'A'<=c&&c<='I') < 171 tr_pos[c] = new Pos(y,x); | 281 may_update ~= new Pos(y,x); 172 } 282 } 173 283 174 this.waterproof = params.get("Waterproof", "5").to!int(); | 284 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(); | 285 this.collected_razor = params.get("Razors", "0").to!int(); 183 } < 184 < 185 const @property { < 186 int H() { return data.length; } < 187 int W() { return data[0].length; } < 188 } < 189 < 190 const { < 191 char opIndex(int y, int x) < 192 { < 193 // Adjust coordinate to the spec. bottom-left is (1,1). < 194 --y, --x; < 195 if(y<0||H<=y||x<0||W<=x) < 196 return '#'; < 197 return data[H-1-y][x]; < 198 } < 199 < 200 char opIndex(in Pos p) < 201 { < 202 return this[p.y, p.x]; < 203 } < 204 } 286 } 205 287 206 void opIndexAssign(char c, int y, int x) 288 void opIndexAssign(char c, int y, int x) 207 { 289 { 208 // Adjust coordinate to the spec. bottom-left is (1,1). < 209 --y, --x; 290 --y, --x; 210 if(y<0||H<=y||x<0||W<=x) 291 if(y<0||H<=y||x<0||W<=x) 211 return; 292 return; 212 data[H-1-y][x] = c; 293 data[H-1-y][x] = c; 213 } 294 } 214 295 215 void opIndexAssign(char c, in Pos p) 296 void opIndexAssign(char c, in Pos p) 216 { 297 { 217 this[p.y, p.x] = c; 298 this[p.y, p.x] = c; 218 } 299 } 219 300 220 Pos[] objects(char c) const { | 301 bool command(char c, int turn, bool hige_day, in Trampoline tr) 221 Pos[] ans; < 222 for(int y=1; y<=H; ++y) < 223 for(int x=1; x<=W; ++x) < 224 if(this[y,x] == c) < 225 ans ~= new Pos(y,x); < 226 return ans; < 227 } < 228 < 229 Pos[] razors() const { return objects('!'); } < 230 Pos[] lambdas() const { return objects('\\'); } < 231 < 232 bool cleared() const < 233 { 302 { 234 for(int y=1; y<=H; ++y) | 303 switch(c) 235 for(int x=1; x<=W; ++x) < > 304 { 236 if(this[y,x] == 'L' || this[y,x] == 'O') | 305 case 'R': return move( 0, +1, hige_day, tr); 237 return false; | 306 case 'L': return move( 0, -1, hige_day, tr); 238 return true; | 307 case 'U': return move(+1, 0, hige_day, tr); > 308 case 'D': return move(-1, 0, hige_day, tr); > 309 case 'W': return move( 0, 0, hige_day, tr); > 310 case 'S': return use_razor(hige_day); > 311 default: assert(false); > 312 } 239 } 313 } 240 314 241 Tuple!(int,bool) command(char c, int turn) | 315 bool use_razor(bool hige_day) 242 { 316 { 243 assert( this[robot] == 'R' ); | 317 if(collected_razor > 0) 244 if(c=='R') return move( 0, +1, turn); < 245 if(c=='L') return move( 0, -1, turn); < 246 if(c=='U') return move(+1, 0, turn); < 247 if(c=='D') return move(-1, 0, turn); < 248 if(c=='W') return move( 0, 0, turn); < 249 if(c=='S') return use_razor(turn); < 250 assert(false); < 251 } < 252 | 318 { 253 Tuple!(int, bool) use_razor(int turn) < 254 { < 255 if(razor) { < 256 razor--; | 319 collected_razor--; 257 for(int dy=-1; dy<=+1; ++dy) 320 for(int dy=-1; dy<=+1; ++dy) 258 for(int dx=-1; dx<=+1; ++dx) 321 for(int dx=-1; dx<=+1; ++dx) 259 if(this[robot.y+dy,robot.x+dx] == 'W') 322 if(this[robot.y+dy,robot.x+dx] == 'W') 260 this[robot.y+dy,robot.x+dx] = ' '; | 323 emptify(new Pos(robot.y+dy,robot.x+dx)); 261 } 324 } > 325 return update(hige_day); > 326 } 262 327 263 bool dead = update(turn); | 328 // Register a position that may become empty in the last turn. 264 return tuple(0,dead); | 329 void emptify(Pos p) > 330 { > 331 this[p] = ' '; > 332 for(int dy=0; dy<=+1; ++dy) > 333 for(int dx=-1; dx<=+1; ++dx) > 334 may_update ~= new Pos(p.y+dy, p.x+dx); 265 } 335 } 266 336 267 Tuple!(int, bool) move(int dy, int dx, int turn) | 337 bool move(int dy, int dx, bool hige_day, in Trampoline tr) 268 { 338 { 269 int y = robot.y; | 339 Pos next = new Pos(robot.y+dy, robot.x+dx); 270 int x = robot.x; | 340 int y=robot.y, x=robot.x; 271 int lambda = 0; < > 341 272 if( '\\' == this[y+dy,x+dx] ) | 342 if( '\\' == this[next] ) collected_lambda++; 273 lambda++; | 343 if( '!' == this[next] ) collected_razor++; 274 if( '!' == this[y+dy,x+dx] ) | 344 if( 'O' == this[next] ) cleared = true; 275 razor++; < > 345 276 if( " \\!.O".count(this[y+dy,x+dx])==1 ) { | 346 if( is_spacy(this[next]) ) 277 this[y,x]=' '; < > 347 { 278 this[y+dy,x+dx]='R'; | 348 emptify(robot); 279 robot = new Pos(y+dy,x+dx); | 349 robot = next; > 350 this[next] = 'R'; > 351 } 280 } else if(dy==0 && '*'==this[y+dy,x+dx] && ' '==this[y+dy*2,x+dx | 352 else if(dy==0 && is_rocky(this[next]) && ' '==this[y+dy*2,x+dx*2 281 this[y,x]=' '; < 282 this[y+dy,x+dx]='R'; < > 353 { > 354 char rock = this[next]; > 355 emptify(robot); > 356 robot = next; > 357 this[next] = 'R'; 283 this[y+dy*2,x+dx*2]='*'; | 358 this[y+dy*2,x+dx*2] = rock; 284 robot = new Pos(y+dy,x+dx); | 359 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') { < 286 this[y,x]=' '; < 287 Pos tp = tr_target[this[y+dy,x+dx]]; < > 360 } > 361 else if(is_trampoline_source(this[next])) > 362 { > 363 emptify(robot); > 364 Pos tp = tr.target_pos(this[next]); 288 foreach(p; tr_source[this[tp]]) | 365 foreach(p; tr.source_pos(this[tp])) 289 this[p] = ' '; < > 366 emptify(p); 290 this[tp] = 'R'; 367 this[tp] = 'R'; 291 robot = tp; | 368 robot = tp; 292 } 369 } 293 bool dead = update(turn); | 370 return update(hige_day); 294 return tuple(lambda,dead); < 295 } 371 } 296 372 297 bool update(int turn) | 373 bool update(bool hige_day) 298 { 374 { > 375 // Write after all the updates are processed. > 376 Tuple!(int,int,char)[] write_buffer; > 377 void write(int y, int x, char c) { write_buffer ~= tuple(y,x,c); > 378 void writep(Pos p, char c) { write_buffer ~= tuple(0+p.y,0+p.x,c > 379 scope(exit) { > 380 may_update.length = 0; > 381 foreach(wr; write_buffer) { > 382 this[wr[0],wr[1]] = wr[2]; > 383 if(is_rocky(wr[2])) > 384 may_update ~= new Pos(wr[0],wr[1]); > 385 if(wr[2]==' ') > 386 emptify(new Pos(wr[0], wr[1])); > 387 } > 388 } > 389 > 390 if(collected_lambda == total_lambda) > 391 if(this[lift]=='L') > 392 this[lift] = 'O'; > 393 299 bool dead = false; 394 bool dead = false; > 395 if( hige_day ) { > 396 for(int y=1; y<=H; ++y) > 397 for(int x=1; x<=W; ++x) > 398 if(this[y,x]=='W') > 399 may_update ~= new Pos(y,x); > 400 } 300 401 301 char[][] next; | 402 sort(may_update); 302 foreach(y,s; data) | 403 foreach(p; may_update) { 303 next ~= s.dup; | 404 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); < > 405 char rock = this[p]; 315 if(this[p]=='*') { | 406 if(is_rocky(this[p])) { 316 if(this[p.D]==' ') { 407 if(this[p.D]==' ') { 317 access(p) =' '; | 408 writep(p, ' '); 318 access(p.D)='*'; | 409 writep(p.D, (rock=='@'&&this[p.D.D]!=' ' 319 if(robot == p.D.D) 410 if(robot == p.D.D) 320 dead=true; 411 dead=true; 321 } 412 } 322 else if((this[p.D]=='*' || this[p.D]=='\\') && t | 413 else if((is_rocky(this[p.D]) || this[p.D]=='\\') 323 access(p)=' '; | 414 writep(p, ' '); 324 access(p.R.D)='*'; | 415 writep(p.R.D,(rock=='@'&&this[p.R.D.D]!= 325 if(robot == p.R.D.D) 416 if(robot == p.R.D.D) 326 dead=true; 417 dead=true; 327 } 418 } 328 else if(this[p.D]=='*' && this[p.L]==' ' && this | 419 else if(is_rocky(this[p.D]) && this[p.L]==' ' && 329 access(p)=' '; | 420 writep(p, ' '); 330 access(p.L.D)='*'; | 421 writep(p.L.D, (rock=='@'&&this[p.L.D.D]! 331 if(robot == p.L.D.D) 422 if(robot == p.L.D.D) 332 dead=true; 423 dead=true; 333 } 424 } 334 } 425 } 335 else if(this[p]=='L') { < 336 if(!lambda) < 337 access(p) = 'O'; < 338 } < 339 else if(this[p]=='W') { 426 else if(this[p]=='W') { 340 if( hige.is_growing_turn(turn) ) | 427 if(hige_day) { 341 for(int dy=-1; dy<=+1; ++dy) 428 for(int dy=-1; dy<=+1; ++dy) 342 for(int dx=-1; dx<=+1; ++dx) 429 for(int dx=-1; dx<=+1; ++dx) 343 if(this[p.y+dy,p.x+dx] == ' ') | 430 if(this[p.y+dy,p.x+dx] == ' ') { 344 access(new Pos(p.y+dy,p. | 431 write(p.y+dy,p.x+dx,'W') > 432 if(robot.y==p.y+dy-1 && > 433 dead = false; // 345 } | 434 } 346 } | 435 } 347 data = next; < 348 return dead; < 349 } < 350 } < 351 < 352 //////////////////////////////////////////////////////////////////////////////// < 353 < 354 class Game < 355 { < 356 public: < 357 this(File input) < 358 { < 359 // Read map data < 360 string[] map_data_lines; < 361 for(string line; !(line=input.readln().chomp()).empty; ) < 362 map_data_lines ~= line; < 363 < 364 // H*W < 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 } 436 } 420 } 437 } 421 438 422 // Read other parameters | 439 return dead; 423 for(string line; !(line=input.readln()).empty; ) < > 440 } > 441 } 424 { | 442 425 string[] ss = line.split(); < 426 if( ss.length == 2 ) < 427 switch(ss[0]) < > 443 //////////////////////////////////////////////////////////////////////////////// 428 { | 444 429 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 } < 436 if( ss.length == 4 && ss[0]=="Trampoline" && ss[2]=="tar < > 445 class Game 437 { | 446 { 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; < > 447 mixin DeriveShow; 442 } | 448 > 449 private { > 450 Map map_; > 451 Water water_; > 452 Hige hige_; > 453 Trampoline tr_; > 454 int turn = 0; > 455 bool dead_ = false; > 456 int under_water = 0; 443 } | 457 } 444 458 445 air_left_ = max_air_; | 459 Game clone() const { return new Game(this); } > 460 this(in Game g) { > 461 map_ = g.map_.clone(); > 462 water_ = g.water_.clone(); > 463 hige_ = g.hige_.clone(); > 464 tr_ = g.tr_.clone(); > 465 turn = g.turn; > 466 dead_ = g.dead_; > 467 under_water = g.under_water; 446 } 468 } 447 469 448 @property const { | 470 this(File input) 449 int H() { return H_; } < > 471 { 450 int W() { return W_; } | 472 string[] raw_data; 451 char trampoline(char c) { return (c in trampoline_ ? trampoline_ | 473 string[string] params; 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 } | 474 458 return pp; < > 475 // Raw map data; read until empty line. > 476 for(string line; !(line=input.readln().chomp()).empty; ) > 477 raw_data ~= line; 459 } | 478 > 479 // Additional commands; read until EOF. > 480 char[char] trampo; > 481 for(string line; !(line=input.readln()).empty; ) { 460 int water_level() { | 482 string[] ss = line.split(); 461 return water_pace_ ? water_base_ + turn_/water_pace_ : w | 483 if( ss.length == 2 ) 462 } < > 484 params[ss[0]] = ss[1]; 463 int water_until_rise() { | 485 if( ss.length == 4 && ss[0]=="Trampoline" && ss[2]=="tar 464 return water_pace_ ? water_pace_ - turn_%water_pace_ : i | 486 trampo[ss[1][0]] = ss[3][0]; 465 } 487 } 466 int hige_until_rise() { < 467 return hige_pace_ ? hige_pace_ - turn_%hige_pace_ : int. < 468 } | 488 > 489 this.map_ = new Map(raw_data, params, trampo); > 490 this.water_ = Water.load(params); 469 bool is_hige_turn() { | 491 this.hige_ = Hige.load(params); 470 return hige_pace_ ? turn_%hige_pace_ == hige_pace_-1 : f | 492 this.tr_ = new Trampoline(this.map, trampo); 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 } 493 } 503 494 504 public: < 505 void command(char c) 495 void command(char c) 506 { 496 { > 497 assert(c != 'A'); 507 if(dead || cleared) 498 if(dead || cleared) 508 return; 499 return; 509 500 510 if(c == 'U') command_move(+1, 0); | 501 // TODO: clarify the event order 511 if(c == 'D') command_move(-1, 0); | 502 bool dead_now = map_.command(c, turn, hige.is_growing_turn(turn) 512 if(c == 'L') command_move(0, -1); | 503 if( dead_now ) 513 if(c == 'R') command_move(0, +1); | 504 dead_ = true; 514 if(c == 'S') use_razor(); < 515 if(c == 'W') {} < 516 < 517 if(!cleared) | 505 if(!map.cleared) { 518 { < 519 map_update(); < > 506 if( map.robot.y <= water_level ) 520 water_update(); | 507 ++under_water; > 508 else > 509 under_water = 0; > 510 if( under_water > map.waterproof ) > 511 dead_ = true; 521 } 512 } 522 turn_ ++; | 513 turn += 1; 523 } 514 } 524 515 525 void command_move(int dy, int dx) | 516 @property const: 526 { | 517 long score() { return map.collected_lambda*(dead?25L:cleared?7 527 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() ) | 518 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; < > 519 int water_until_rise() { return water.until_rise(turn); } > 520 int hige_until_rise() { return hige.until_rise(turn); } > 521 int hp() { return map.waterproof - under_water; } 782 bool cleared_ = false; | 522 bool cleared() { return map.cleared; } 783 bool dead_ = false; < 784 bool[Pos] may_update_; < > 523 bool dead() { return dead_; } > 524 const(Map) map() { return map_; } > 525 const(Water) water() { return water_; } > 526 const(Hige) hige() { return hige_; } > 527 const(Trampoline) tr() { return tr_; } 785 } 528 }

Modified src/gui.d from [e84cacd6262f93a7] to [91ff36ba7e144853].

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 } > 27 this.startPosition = FormStartPosition.CENTER_SCREEN; 32 Application.run(this); 28 Application.run(this); 33 } 29 } 34 30 35 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) 36 { 32 { 37 draw(g); 33 draw(g); 38 } 34 } 39 35 40 private: 36 private: 41 int cell; < 42 < 43 void setup_size(int W, int H) 37 void setup_size(int W, int H) 44 { 38 { 45 this.formBorderStyle = FormBorderStyle.FIXED_DIALOG; 39 this.formBorderStyle = FormBorderStyle.FIXED_DIALOG; 46 this.maximizeBox = false; 40 this.maximizeBox = false; 47 this.minimizeBox = false; 41 this.minimizeBox = false; 48 this.cell = min(1024/W, 640/H); 42 this.cell = min(1024/W, 640/H); 49 this.clientSize = Size(W*cell, H*cell); 43 this.clientSize = Size(W*cell, H*cell); 50 } 44 } 51 45 > 46 int cell; 52 Font font; 47 Font font; 53 Color[char] colors; 48 Color[char] colors; 54 string[char] render; 49 string[char] render; 55 Graphics graphicContext; 50 Graphics graphicContext; 56 51 57 void setup_resources(in Game g) 52 void setup_resources(in Game g) 58 { 53 { 59 this.graphicContext = new MemoryGraphics(this.clientSize.width, 54 this.graphicContext = new MemoryGraphics(this.clientSize.width, 60 this.setStyle(ControlStyles.OPAQUE, true); 55 this.setStyle(ControlStyles.OPAQUE, true); 61 this.font = new Font("MS Gothic", cell-2, GraphicsUnit.PIXEL); 56 this.font = new Font("MS Gothic", cell-2, GraphicsUnit.PIXEL); 62 this.backColor = Color(255,255,255); 57 this.backColor = Color(255,255,255); 63 this.colors['#'] = 58 this.colors['#'] = 64 this.colors['.'] = Color(255,191,127); 59 this.colors['.'] = Color(255,191,127); 65 this.colors['*'] = Color(255,127,127); | 60 this.colors['*'] = > 61 this.colors['@'] = Color(255,127,127); 66 this.colors['R'] = Color(128,128,0); 62 this.colors['R'] = Color(128,128,0); > 63 this.colors['r'] = Color(100,128,255); 67 this.colors['d'] = Color(255,0,0); 64 this.colors['d'] = Color(255,0,0); 68 this.colors['\\'] = 65 this.colors['\\'] = 69 this.colors['L'] = 66 this.colors['L'] = 70 this.colors['O'] = Color(127,255,127); 67 this.colors['O'] = Color(127,255,127); 71 this.colors['w'] = Color(204,229,255); 68 this.colors['w'] = Color(204,229,255); 72 this.colors['W'] = 69 this.colors['W'] = 73 this.colors['!'] = Color(159,159,159); 70 this.colors['!'] = Color(159,159,159); 74 foreach(char c; 'A'..'J') this.colors[c] = Color(142,142,255); 71 foreach(char c; 'A'..'J') this.colors[c] = Color(142,142,255); 75 foreach(char c; '1'..':') this.colors[c] = Color(255,142,255); 72 foreach(char c; '1'..':') this.colors[c] = Color(255,142,255); 76 this.render['#'] = "■"; 73 this.render['#'] = "■"; 77 this.render['*'] = "✹"; 74 this.render['*'] = "✹"; > 75 this.render['@'] = "❁"; 78 this.render['.'] = "♒"; 76 this.render['.'] = "♒"; 79 this.render['\\'] = "λ"; 77 this.render['\\'] = "λ"; 80 this.render['R'] = "☃"; 78 this.render['R'] = "☃"; > 79 this.render['r'] = "☃"; 81 this.render['d'] = "☠"; 80 this.render['d'] = "☠"; 82 this.render['L'] = "☒"; 81 this.render['L'] = "☒"; 83 this.render['O'] = "☐"; 82 this.render['O'] = "☐"; 84 this.render['W'] = "ꔣ"; 83 this.render['W'] = "ꔣ"; 85 this.render['!'] = "✄"; 84 this.render['!'] = "✄"; > 85 foreach(char c; g.tr.source_list) 86 foreach(char c; 'A'..'J') this.render[c] = [cast(dchar)('☢'+g.tr | 86 this.render[c] = [cast(dchar)('☢'+g.tr.target_of(c)-'1') > 87 foreach(char c; g.tr.target_list) 87 foreach(char c; '1'..':') this.render[c] = [cast(dchar)('☢'+c-'1 | 88 this.render[c] = [cast(dchar)('☢'+c-'1')].to!string(); 88 this.paint ~= (Control c, PaintEventArgs ev) { 89 this.paint ~= (Control c, PaintEventArgs ev) { 89 graphicContext.copyTo(ev.graphics, Rect(0,0,this.clientS 90 graphicContext.copyTo(ev.graphics, Rect(0,0,this.clientS 90 }; 91 }; 91 } 92 } 92 93 93 void draw(in Game g) 94 void draw(in Game g) 94 { 95 { ................................................................................................................................................................................ 99 graphicContext.fillRectangle(this.backColor, Rect(0,0,scrW,scrH) 100 graphicContext.fillRectangle(this.backColor, Rect(0,0,scrW,scrH) 100 101 101 // Fill water. 102 // Fill water. 102 int w = g.water_level(); 103 int w = g.water_level(); 103 graphicContext.fillRectangle(this.colors['w'], Rect(0, scrH-cell 104 graphicContext.fillRectangle(this.colors['w'], Rect(0, scrH-cell 104 105 105 // Paint map. 106 // Paint map. 106 for(int y=1; y<=g.H; ++y) | 107 for(int y=1; y<=g.map.H; ++y) 107 for(int x=1; x<=g.W; ++x) { | 108 for(int x=1; x<=g.map.W; ++x) { 108 Rect r = Rect(cell*(x-1), scrH-cell*y, cell, cell); 109 Rect r = Rect(cell*(x-1), scrH-cell*y, cell, cell); 109 char c = g[y,x]; | 110 char c = g.map[y,x]; 110 if( c != ' ' ) { 111 if( c != ' ' ) { 111 if( c == 'R' && g.dead ) | 112 if( c == 'R' ) 112 c = 'd'; | 113 c = (g.dead ? 'd' : g.cleared ? 'r' : 'R 113 graphicContext.drawText(this.render[c], font, th 114 graphicContext.drawText(this.render[c], font, th 114 } 115 } 115 } 116 } 116 117 117 // Update textual info. 118 // Update textual info. 118 this.text = .text( 119 this.text = .text( 119 "Score: ", g.score, 120 "Score: ", g.score, 120 " Air: ", g.hp, 121 " Air: ", g.hp, 121 " Tide: ", g.water_until_rise, 122 " Tide: ", g.water_until_rise, 122 " Wadler: ", g.hige_until_rise, 123 " Wadler: ", g.hige_until_rise, 123 " Razor: ", g.num_razor); | 124 " Razor: ", g.map.num_razor); 124 invalidate(); 125 invalidate(); 125 } 126 } 126 127 127 private: 128 private: 128 void setup_keyhandling() | 129 void setup_keyhandling(void delegate(char c) command) 129 { 130 { 130 noMessageFilter(); 131 noMessageFilter(); 131 this.keyDown ~= &my_keydown; | 132 this.keyDown ~= (Control c, KeyEventArgs ev) { 132 } < 133 < 134 void do_manual_command(char c) | 133 void do_manual_command(char c) 135 { | 134 { 136 solver.force(c); | 135 solver.force(c); 137 fn(c); | 136 command(c); 138 } | 137 } 139 < 140 void my_keydown(Control c, KeyEventArgs ev) < 141 { < 142 switch(ev.keyCode) | 138 switch(ev.keyCode) 143 { | 139 { 144 case Keys.DOWN: do_manual_command('D'); break; | 140 case Keys.DOWN: do_manual_command('D'); break; 145 case Keys.UP: do_manual_command('U'); break; | 141 case Keys.UP: do_manual_command('U'); break; 146 case Keys.LEFT: do_manual_command('L'); break; | 142 case Keys.LEFT: do_manual_command('L'); break; 147 case Keys.RIGHT: do_manual_command('R'); break; | 143 case Keys.RIGHT: do_manual_command('R'); break; 148 case Keys.W: do_manual_command('W'); break; | 144 case Keys.W: do_manual_command('W'); break; 149 case Keys.S: do_manual_command('S'); break; | 145 case Keys.S: do_manual_command('S'); break; 150 case Keys.A: do_manual_command('A'); break; | 146 case Keys.A: do_manual_command('A'); break; 151 case Keys.G: fn(solver.single_step()); break; | 147 case Keys.G: command(solver.single_step()); break; 152 default: break; | 148 default: break; 153 } | 149 } > 150 }; 154 } 151 } 155 152 156 Solver solver; 153 Solver solver; 157 } 154 }

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 [51a9d789eb377d34]

> 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 class ForSafety : GameObserver > 16 { > 17 this(in Game g) > 18 { > 19 if(g.map.W*g.map.H <= 1000) > 20 { > 21 try { > 22 score_log ~= g.score; > 23 auto fast_solver = new FastSolver(g); > 24 foreach(_; 0..g.map.W*g.map.H) { > 25 char c = fast_solver.single_step(); > 26 if(c=='A') break; > 27 const(Game) gg = fast_solver.current_gam > 28 log ~= c; > 29 score_log ~= gg.score; > 30 if(gg.cleared || gg.dead) break; > 31 } > 32 } catch { > 33 log = null; > 34 score_log = null; > 35 } > 36 } > 37 } > 38 override void on_game_changed(char c, in Game g, bool finished) {} > 39 string log; > 40 long[] score_log; > 41 } > 42 > 43 void main() > 44 { > 45 auto d = new Driver(stdin); > 46 auto o = d.addObserver!(GuardedOutput)(); > 47 auto c = d.addObserver!(CUI!MainSolver)(); > 48 auto f = d.addObserver!(ForSafety)(); > 49 o.safety_data(f.log, f.score_log); > 50 while(!c.fin) > 51 d.command(c.solver.single_step()); > 52 }

Modified src/output.d from [e2d0d7db868c3a44] to [bdd3d4d83c822b4b].

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(); > 42 } > 43 > 44 void safety_data(string s_log, long[] s_score_log) { > 45 this.s_log = s_log; > 46 this.s_score_log = s_score_log; 40 } 47 } 41 48 42 private: 49 private: 43 string log; 50 string log; 44 long[] score_log; 51 long[] score_log; 45 bool flushed; 52 bool flushed; 46 53 > 54 string s_log; > 55 long[] s_score_log; > 56 47 void flush() 57 void flush() 48 { 58 { 49 if(flushed) 59 if(flushed) 50 return; 60 return; 51 61 52 Tuple!(long, int) cand; | 62 Tuple!(long, int, immutable(char)*) cand; 53 cand[0] = long.min; 63 cand[0] = long.min; 54 64 55 for(int i=0; i<score_log.length; ++i) 65 for(int i=0; i<score_log.length; ++i) 56 if(cand[0] < score_log[i]) 66 if(cand[0] < score_log[i]) 57 cand = tuple(score_log[i],i); | 67 cand = tuple(score_log[i],i,log.ptr); > 68 for(int i=0; i<s_score_log.length; ++i) > 69 if(cand[0] < s_score_log[i]) > 70 cand = tuple(s_score_log[i],i,s_log.ptr); 58 71 59 std.c.stdio.printf("%.*sA\n", cand[1], log.ptr); | 72 std.c.stdio.printf("%.*sA\n", cand[1], cand[2]); 60 std.c.stdio.fflush(std.c.stdio.stdout); 73 std.c.stdio.fflush(std.c.stdio.stdout); 61 flushed = true; 74 flushed = true; 62 } 75 } 63 76 64 private: 77 private: 65 static __gshared GuardedOutput g_output; 78 static __gshared GuardedOutput g_output; 66 79

Modified src/solver.d from [22c356ff1975e92f] to [a342d9597f1d9525].

> 1 // > 2 // http://en.wikipedia.org/wiki/F%C5%ABrinkazan > 3 // 1 import util; 4 import util; 2 import game; 5 import game; 3 6 4 class Solver_0 | 7 interface Solver > 8 { > 9 // this(in Game g); > 10 char single_step(); > 11 void force(char c); > 12 } > 13 > 14 Tuple!(string,int) death_move(in Game g) > 15 { > 16 // TODO: S > 17 > 18 string death; > 19 int breath; > 20 int y = g.map.robot.y; > 21 int x = g.map.robot.x; > 22 int[5] dy_=[+1,-1,0,0,0]; > 23 int[5] dx_=[0,0,-1,+1,0]; > 24 char[] ds=['U','D','L','R','W']; > 25 for(int i=0; i<5; ++i) > 26 { > 27 bool after_move_death(int y, int x, char tr_tgt) > 28 { > 29 bool is_spacy_t(char c) { > 30 if(is_true_space(c) || c=='R' || c==tr_tgt) > 31 return true; > 32 return ('A'<=c && c<='I' && g.tr.target_of(c)==t > 33 } > 34 > 35 // check water > 36 if( g.map[y,x]!='O' && g.hp==0 && y<=g.water_level ) > 37 return true; > 38 > 39 // check falling rock. > 40 int yy=y+1, xx=x; > 41 if( is_spacy_t(g.map[yy, xx]) ) > 42 { > 43 if( is_rocky(g.map[yy+1,xx]) ) > 44 return true; > 45 if( is_spacy_t(g.map[yy+1,xx]) && is_rocky(g.map > 46 if( is_spacy_t(g.map[yy+1,xx+2]) && is_s > 47 return false; > 48 return true; > 49 } > 50 if( is_spacy_t(g.map[yy+1,xx]) && is_rocky(g.map > 51 if(g.hige_until_rise == 1 && g.map[yy+1, > 52 return false; > 53 return true; > 54 } > 55 } > 56 return false; > 57 } > 58 > 59 int dy=dy_[i], dx=dx_[i]; > 60 if( is_spacy(g.map[y+dy,x+dx]) || dy==0 && is_rocky(g.map[y,x+dx > 61 { > 62 if( after_move_death(y+dy, x+dx, char.init) ) > 63 death ~= ds[i]; > 64 else if(ds[i] != 'W') > 65 breath ++; > 66 } > 67 else if( is_trampoline_source(g.map[y+dy,x+dx]) ) > 68 { > 69 Pos p = g.tr.target_pos(g.map[y+dy,x+dx]); > 70 if( after_move_death(p.y, p.x, g.tr.target_of(g.map[y+dy > 71 death ~= ds[i]; > 72 else > 73 breath ++; > 74 } > 75 else > 76 { > 77 death ~= ds[i]; > 78 } > 79 } > 80 > 81 return tuple(death, breath); > 82 } > 83 > 84 class Queue(T) > 85 { > 86 alias Tuple!(T,int) t; > 87 > 88 t[] cur, next; > 89 > 90 void push(T v, int p) { (cur.empty ? cur : next) ~= tuple(v,p); } > 91 bool empty() { return cur.empty; } > 92 t pop() { > 93 t v = cur[0]; cur = cur[1..$]; > 94 if(cur.empty) { cur = next; next = null; } > 95 return v; > 96 } > 97 } > 98 > 99 /// > 100 /// Solver "Mountain": be immovable like a mountain. > 101 /// > 102 class 不動如山 : Solver 5 { 103 { 6 this(in Game g) {} 104 this(in Game g) {} 7 char single_step() { return 'W'; } 105 char single_step() { return 'W'; } 8 void force(char c) {} 106 void force(char c) {} 9 } 107 } 10 108 11 class Solver_1 < > 109 /// > 110 /// Solver "Forest": shows contemplation. > 111 /// > 112 class 徐如林 : Solver 12 { 113 { 13 int wait_count = 0; 114 int wait_count = 0; 14 int choke_count = 0; 115 int choke_count = 0; 15 116 16 Game g; 117 Game g; 17 this(in Game g) 118 this(in Game g) 18 { 119 { 19 this.g = g.clone(); 120 this.g = g.clone(); 20 forbidden_cell = new bool[][](g.H+2, g.W+2); | 121 forbidden_cell = new bool[][](g.map.H+2, g.map.W+2); 21 } 122 } 22 123 23 char single_step() 124 char single_step() 24 { 125 { 25 Tuple!(string,int) de = death_move(g); 126 Tuple!(string,int) de = death_move(g); 26 char c = act(g, de[0], de[1]); 127 char c = act(g, de[0], de[1]); 27 force(c); 128 force(c); ................................................................................................................................................................................ 30 131 31 void force(char c) 132 void force(char c) 32 { 133 { 33 if(c != 'A') 134 if(c != 'A') 34 g.command(c); 135 g.command(c); 35 } 136 } 36 137 37 Tuple!(string,int) death_move(const(Game) g) < 38 { < 39 string death; < 40 int choice = 0; < 41 foreach(char c; "UDLRW") { < 42 Game gg = g.clone(); < 43 gg.command(c); < 44 if( !gg.cleared && gg.dead ) < 45 death ~= c; < 46 else if( gg.robot != g.robot ) < 47 choice++; < 48 else if( c != 'W' ) // meaningless move < 49 death ~= c; < 50 } < 51 return tuple(death, choice); < 52 } < 53 < 54 Tuple!(Pos, int)[] log; 138 Tuple!(Pos, int)[] log; 55 bool[][] forbidden_cell; 139 bool[][] forbidden_cell; 56 140 57 char act(const(Game) g, string death, int breath) 141 char act(const(Game) g, string death, int breath) 58 { 142 { > 143 foreach(char c; "UDLR") > 144 if( death.count(c)==0 && is_one_way_load(g,c) ) > 145 return c; > 146 59 const Pos ro = g.robot; | 147 const Pos ro = g.map.robot; 60 const Pos li = g.lift; | 148 const Pos li = g.map.lift; 61 Pos[] la = g.lambdas(); | 149 Pos[] la = g.map.lambdas(); 62 sort!((Pos a,Pos b){ 150 sort!((Pos a,Pos b){ 63 int ad=abs(a.y-li.y)+abs(a.x-li.x); 151 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); 152 int bd=abs(b.y-li.y)+abs(b.x-li.x); 65 return ad>bd;; 153 return ad>bd;; 66 })(la); 154 })(la); 67 Pos[] ra = g.razors(); | 155 Pos[] ra = g.map.razors(); 68 const(Pos)[] hi = g.higes(); | 156 const(Pos)[] hi = g.map.objects('W'); 69 157 70 Tuple!(char,int)[] cand; 158 Tuple!(char,int)[] cand; 71 char c = 'W'; 159 char c = 'W'; 72 if( la.empty ) { | 160 if( g.map.collected_lambda == g.map.total_lambda ) { 73 cand = search(g, ro, [li], death); 161 cand = search(g, ro, [li], death); 74 } else { | 162 } else if( !la.empty ){ 75 cand ~= search(g, ro, la~ra, death); 163 cand ~= search(g, ro, la~ra, death); 76 } 164 } 77 165 78 // 'higesori' mode 166 // 'higesori' mode 79 if( !hi.empty && g.num_razor>0 ) { | 167 if( !hi.empty && g.map.num_razor>0 ) { 80 int his = 0; 168 int his = 0; 81 for(int dy=-1; dy<=+1; ++dy) 169 for(int dy=-1; dy<=+1; ++dy) 82 for(int dx=-1; dx<=+1; ++dx) 170 for(int dx=-1; dx<=+1; ++dx) 83 if(g[ro.y+dy,ro.x+dx] == 'W') | 171 if(g.map[ro.y+dy,ro.x+dx] == 'W') 84 his++; 172 his++; 85 173 86 if(his>=2 || his==hi.length) 174 if(his>=2 || his==hi.length) 87 cand = [tuple('S',int.max)]; 175 cand = [tuple('S',int.max)]; 88 if(cand.empty) { 176 if(cand.empty) { 89 const(Pos)[] tgt; 177 const(Pos)[] tgt; 90 for(int y=1; y<=g.H; ++y) | 178 for(int y=1; y<=g.map.H; ++y) 91 for(int x=1; x<=g.W; ++x) | 179 for(int x=1; x<=g.map.W; ++x) 92 if(g[y,x]=='.'||g[y,x]==' ') { | 180 if(g.map[y,x]=='.'||g.map[y,x]==' ') { 93 his = 0; 181 his = 0; 94 for(int dy=-1; dy<=+1; ++dy) 182 for(int dy=-1; dy<=+1; ++dy) 95 for(int dx=-1; dx<=+1; ++dx) 183 for(int dx=-1; dx<=+1; ++dx) 96 if(g[y+dy,x+dx] == 'W') | 184 if(g.map[y+dy,x+dx] == ' 97 his++; 185 his++; 98 if(his>=2) 186 if(his>=2) 99 tgt ~= new Pos(y,x); 187 tgt ~= new Pos(y,x); 100 } 188 } 101 cand ~= search(g, ro, tgt, death, true); 189 cand ~= search(g, ro, tgt, death, true); 102 } 190 } 103 } 191 } > 192 > 193 // 'horo-push' mode > 194 if(cand.empty) { > 195 Pos[] horo = g.map.objects('@'); > 196 Pos[] tgt; > 197 foreach(p; horo) > 198 if((g.map[p.y,p.x-1]==' '||g.map[p.y,p.x-1]=='R' > 199 (g.map[p.y,p.x+1]==' '||g.map[p.y,p.x+1]=='R' > 200 ||(g.map[p.y-1,p.x]==' '||g.map[p.y-1,p.x]=='R' > 201 tgt ~= p; > 202 > 203 for(int y=1; y<=g.map.H; ++y) > 204 for(int x=1; x<=g.map.W; ++x) > 205 if(g.map[y,x]=='.') > 206 if(is_rocky(g.map[y+1,x])||is_rocky(g.ma > 207 ||is_rocky(g.map[y,x+1])||is_rocky(g.ma > 208 tgt ~= new Pos(y,x); > 209 > 210 if(!tgt.empty) > 211 cand ~= search(g, ro, tgt, death, true); > 212 } 104 213 105 // 'dig' mode 214 // 'dig' mode 106 if(cand.empty) { 215 if(cand.empty) { 107 const(Pos)[] tgt; | 216 Pos[] tgt; 108 for(int y=1; y<=g.H; ++y) | 217 for(int y=1; y<=g.map.H; ++y) 109 for(int x=1; x<=g.W; ++x) | 218 for(int x=1; x<=g.map.W; ++x) 110 if(g[y,x]=='.') | 219 if(g.map[y,x]=='.') 111 if(g[y+1,x]=='*'||g[y+1,x-1]=='*'||g[y+1 | 220 if(is_rocky(g.map[y+1,x])||is_rocky(g.ma 112 ||g[y,x+1]=='*'||g[y,x-1]=='*') | 221 ||is_rocky(g.map[y,x+1])||is_rocky(g.ma 113 tgt ~= new Pos(y,x); 222 tgt ~= new Pos(y,x); 114 cand ~= search(g, ro, tgt, death, true); 223 cand ~= search(g, ro, tgt, death, true); 115 } 224 } 116 225 117 if(cand.empty) { 226 if(cand.empty) { 118 choke_count++; 227 choke_count++; 119 cand ~= tuple('W',int.max); 228 cand ~= tuple('W',int.max); ................................................................................................................................................................................ 133 } 242 } 134 } 243 } 135 244 136 if(c == 'W') 245 if(c == 'W') 137 wait_count++; 246 wait_count++; 138 else 247 else 139 wait_count = 0; 248 wait_count = 0; > 249 if(wait_count==2) > 250 c = 'A'; 140 if(choke_count >= g.H) | 251 if(choke_count >= g.map.H) 141 c = 'A'; 252 c = 'A'; 142 253 143 bool[char] choice; 254 bool[char] choice; 144 foreach(t; cand) 255 foreach(t; cand) 145 choice[t[0]] = true; 256 choice[t[0]] = true; 146 log ~= tuple(ro.clone(), cast(int)choice.length); 257 log ~= tuple(ro.clone(), cast(int)choice.length); 147 if(log.length > 5) 258 if(log.length > 5) ................................................................................................................................................................................ 155 } 266 } 156 267 157 return c; 268 return c; 158 } 269 } 159 270 160 Tuple!(char,int)[] search(in Game g, in Pos s, in Pos[] gs, string death 271 Tuple!(char,int)[] search(in Game g, in Pos s, in Pos[] gs, string death 161 { 272 { > 273 bool very_danger(int y, int x) > 274 { > 275 if(g.map[y,x] == ' ' || g.map[y,x] == 'R') > 276 return false; > 277 if(is_rocky(g.map[y+1,x])) > 278 return true; > 279 return false; > 280 } 162 bool danger(int y, int x) 281 bool danger(int y, int x) 163 { 282 { 164 if(g[y,x] == ' ' || g[y,x] == 'R') | 283 if(g.map[y,x] == ' ' || g.map[y,x] == 'R') 165 return false; 284 return false; 166 if(g[y+1,x] == '*') | 285 if(is_rocky(g.map[y+1,x])) > 286 return true; > 287 if(is_rocky(g.map[y+1,x-1]) && (g.map[y,x-1]=='\\'||is_r > 288 && (g.map[y+1,x]==' '||g.map[y+1,x]=='R')) 167 return true; 289 return true; 168 if(g[y+1,x-1]=='*' && (g[y,x-1]=='\\'||g[y,x-1]=='*') && | 290 if(is_rocky(g.map[y+1,x+1]) && is_rocky(g.map[y,x+1]) && 169 return true; 291 return true; 170 if(g[y+1,x+1]=='*' && (g[y,x+1]=='*') && (g[y+1,x]==' '| | 292 if(is_rocky(g.map[y,x-1]) && (g.map[y-1,x-1]=='\\'||is_r > 293 && (g.map[y-1,x]==' '||g.map[y-1,x]=='R')) 171 return true; 294 return true; 172 if(g[y,x-1]=='*' && (g[y-1,x-1]=='\\'||g[y-1,x-1]=='*') | 295 if(is_rocky(g.map[y,x+1]) && is_rocky(g.map[y-1,x+1]) && 173 return true; < 174 if(g[y,x+1]=='*' && (g[y-1,x+1]=='*') && (g[y-1,x]==' '| < 175 return true; 296 return true; 176 return false; 297 return false; 177 } 298 } 178 299 179 // avoid directly below '*' 300 // avoid directly below '*' 180 Tuple!(char,int)[] tryA() { 301 Tuple!(char,int)[] tryA() { 181 const(Pos)[] q; 302 const(Pos)[] q; 182 foreach(p; gs) 303 foreach(p; gs) 183 if(!danger(p.y,p.x)) | 304 if(!very_danger(p.y,p.x)) 184 q ~= p; 305 q ~= p; 185 bool[][] v = new bool[][](g.H+2, g.W+2); | 306 bool[][] v = new bool[][](g.map.H+2, g.map.W+2); 186 foreach(p; q) v[p.y][p.x]=true; 307 foreach(p; q) v[p.y][p.x]=true; > 308 bool first_step = true; 187 for(int step=1; q.length; ++step) { 309 for(int step=1; q.length; ++step) { 188 Pos[] q2; 310 Pos[] q2; 189 foreach(p; q) { 311 foreach(p; q) { 190 int[] yyy=[p.y-1,p.y+1,p.y,p.y]; | 312 int[] yyy=[p.y-1,p.y,p.y,p.y+1]; 191 int[] xxx=[p.x,p.x,p.x-1,p.x+1]; | 313 int[] xxx=[p.x,p.x-1,p.x+1,p.x]; > 314 string sss="URLD"; 192 for(int i=0; i<yyy.length; ++i) { | 315 for(int i=0; i<yyy.length; ++i) if(!firs 193 int y = yyy[i]; 316 int y = yyy[i]; 194 int x = xxx[i]; 317 int x = xxx[i]; 195 if('1'<=g[y,x]&&g[y,x]<='9') { | 318 if('1'<=g.map[y,x]&&g.map[y,x]<= 196 foreach(ppp; g.trampolin | 319 foreach(ppp; g.tr.source 197 yyy ~= ppp.y; 320 yyy ~= ppp.y; 198 xxx ~= ppp.x; 321 xxx ~= ppp.x; 199 } 322 } 200 continue; 323 continue; 201 } 324 } 202 if(v[y][x]) continue; 325 if(v[y][x]) continue; 203 if(y==s.y && x==s.x && i<4) { 326 if(y==s.y && x==s.x && i<4) { 204 char c = "UDRL"[i]; | 327 char c = sss[i]; 205 if( death.count(c) == 0 328 if( death.count(c) == 0 206 return [tuple(c, 329 return [tuple(c, 207 } else if(forbidden_cell[y][x]){ 330 } else if(forbidden_cell[y][x]){ 208 } else if(g[y,x]==' '||g[y,x]==' | 331 } else if(g.map[y,x]==' '||g.map 209 if(danger(y,x)) 332 if(danger(y,x)) 210 continue; 333 continue; 211 q2 ~= new Pos(y,x); 334 q2 ~= new Pos(y,x); 212 v[y][x]=true; 335 v[y][x]=true; 213 } 336 } 214 } 337 } 215 } 338 } > 339 first_step = false; 216 q = q2; 340 q = q2; 217 } 341 } 218 return []; 342 return []; 219 } 343 } 220 344 221 // any empty space is my ground 345 // any empty space is my ground 222 Tuple!(char,int)[] tryB() { 346 Tuple!(char,int)[] tryB() { 223 const(Pos)[] q; 347 const(Pos)[] q; 224 foreach(p; gs) q ~= p; 348 foreach(p; gs) q ~= p; 225 bool[][] v = new bool[][](g.H+2, g.W+2); | 349 bool[][] v = new bool[][](g.map.H+2, g.map.W+2); 226 foreach(p; q) v[p.y][p.x]=true; 350 foreach(p; q) v[p.y][p.x]=true; > 351 bool first_step = true; 227 for(int step=10; q.length; ++step) { | 352 for(int step=8; q.length; ++step) { 228 Pos[] q2; 353 Pos[] q2; 229 foreach(p; q) { 354 foreach(p; q) { 230 int[] yyy=[p.y-1,p.y+1,p.y,p.y]; | 355 int[] yyy=[p.y-1,p.y,p.y,p.y+1]; 231 int[] xxx=[p.x,p.x,p.x-1,p.x+1]; | 356 int[] xxx=[p.x,p.x-1,p.x+1,p.x]; > 357 string sss="URLD"; 232 for(int i=0; i<yyy.length; ++i) { | 358 for(int i=0; i<yyy.length; ++i) if(!firs 233 int y = yyy[i]; 359 int y = yyy[i]; 234 int x = xxx[i]; 360 int x = xxx[i]; 235 if('1'<=g[y,x]&&g[y,x]<='9') { | 361 if('1'<=g.map[y,x]&&g.map[y,x]<= 236 foreach(ppp; g.trampolin | 362 foreach(ppp; g.tr.source 237 yyy ~= ppp.y; 363 yyy ~= ppp.y; 238 xxx ~= ppp.x; 364 xxx ~= ppp.x; 239 } 365 } 240 continue; 366 continue; 241 } 367 } 242 if(v[y][x]) continue; 368 if(v[y][x]) continue; 243 if(y==s.y && x==s.x && i<4) { 369 if(y==s.y && x==s.x && i<4) { 244 char c = "UDRL"[i]; | 370 char c = sss[i]; 245 if( death.count(c) == 0 371 if( death.count(c) == 0 246 return [tuple(c, 372 return [tuple(c, 247 } else if(forbidden_cell[y][x]){ 373 } else if(forbidden_cell[y][x]){ 248 } else if(g[y,x]==' '||g[y,x]==' | 374 } else if(g.map[y,x]==' '||g.map 249 q2 ~= new Pos(y,x); 375 q2 ~= new Pos(y,x); 250 v[y][x]=true; 376 v[y][x]=true; 251 } 377 } 252 } 378 } 253 } 379 } > 380 first_step = false; 254 q = q2; 381 q = q2; 255 } 382 } 256 return []; 383 return []; 257 } 384 } 258 385 259 // push rocks! 386 // push rocks! 260 Tuple!(char,int)[] tryC() { 387 Tuple!(char,int)[] tryC() { 261 const(Pos)[] q; 388 const(Pos)[] q; 262 foreach(p; gs) q ~= p; 389 foreach(p; gs) q ~= p; 263 bool[][] v = new bool[][](g.H+2, g.W+2); | 390 bool[][] v = new bool[][](g.map.H+2, g.map.W+2); 264 foreach(p; q) v[p.y][p.x]=true; 391 foreach(p; q) v[p.y][p.x]=true; > 392 bool first_step = true; 265 for(int step=20; q.length; ++step) { 393 for(int step=20; q.length; ++step) { 266 Pos[] q2; 394 Pos[] q2; 267 foreach(p; q) { 395 foreach(p; q) { 268 int[] yyy=[p.y-1,p.y+1,p.y,p.y]; | 396 int[] yyy=[p.y-1,p.y,p.y,p.y+1]; 269 int[] xxx=[p.x,p.x,p.x-1,p.x+1]; | 397 int[] xxx=[p.x,p.x-1,p.x+1,p.x]; > 398 string sss="URLD"; 270 for(int i=0; i<yyy.length; ++i) { | 399 for(int i=0; i<yyy.length; ++i) if(!firs 271 int y = yyy[i]; 400 int y = yyy[i]; 272 int x = xxx[i]; 401 int x = xxx[i]; 273 if(g[p] == '*') { | 402 if(is_rocky(g.map[p])) { 274 if(i>=4)continue; 403 if(i>=4)continue; 275 if(y!=p.y)continue; 404 if(y!=p.y)continue; 276 if(g[y,p.x+(p.x-x)]!=' ' | 405 if(g.map[y,p.x+(p.x-x)]! 277 } 406 } 278 if('1'<=g[y,x]&&g[y,x]<='9') { | 407 if('1'<=g.map[y,x]&&g.map[y,x]<= 279 foreach(ppp; g.trampolin | 408 foreach(ppp; g.tr.source 280 yyy ~= ppp.y; 409 yyy ~= ppp.y; 281 xxx ~= ppp.x; 410 xxx ~= ppp.x; 282 } 411 } 283 continue; 412 continue; 284 } 413 } 285 if(v[y][x]) continue; 414 if(v[y][x]) continue; 286 if(y==s.y && x==s.x && i<4) { 415 if(y==s.y && x==s.x && i<4) { 287 char c = "UDRL"[i]; | 416 char c = sss[i]; 288 if( death.count(c) == 0 417 if( death.count(c) == 0 289 return [tuple(c, 418 return [tuple(c, 290 } else if(forbidden_cell[y][x]){ 419 } else if(forbidden_cell[y][x]){ 291 } else if(g[y,x]==' '||g[y,x]==' | 420 } else if(g.map[y,x]==' '||g.map 292 q2 ~= new Pos(y,x); 421 q2 ~= new Pos(y,x); 293 v[y][x]=true; 422 v[y][x]=true; 294 } 423 } 295 } 424 } 296 } 425 } > 426 first_step = false; 297 q = q2; 427 q = q2; 298 } 428 } 299 return []; 429 return []; 300 } 430 } 301 return (danger_ok ? [] : tryA()) ~ tryB() ~ tryC(); 431 return (danger_ok ? [] : tryA()) ~ tryB() ~ tryC(); 302 } 432 } 303 } < 304 433 305 class Solver_2(Solver) < 306 { < 307 string plan; < 308 bool plan_broken = true; < 309 < 310 Game g; < 311 this(in Game g) | 434 bool is_one_way_load(in Game g, char c) 312 { 435 { 313 this.g = g.clone(); | 436 Pos p = g.map.robot.clone(); 314 make_plan(g); < 315 } < > 437 Pos q; > 438 if(c=='U') q=new Pos(p.y+1,p.x); > 439 if(c=='D') q=new Pos(p.y-1,p.x); > 440 if(c=='L') q=new Pos(p.y,p.x-1); > 441 if(c=='R') q=new Pos(p.y,p.x+1); > 442 char d = g.map[q]; > 443 if(!(d==' '||d=='.'||d=='!')) > 444 return false; 316 445 317 Tuple!(Solver,string) run_sub_solver(in Game g) | 446 bool found_lambda = false; > 447 int[4] dy=[-1,+1,0,0]; > 448 int[4] dx=[0,0,+1,-1]; > 449 for(;;) 318 { | 450 { 319 string log; < > 451 Pos r = null; > 452 for(int i=0; i<4; ++i) { > 453 int y=q.y+dy[i]; > 454 int x=q.x+dx[i]; > 455 if(x==p.x && y==p.y) > 456 continue; > 457 char e = g.map[y,x]; > 458 if(e=='#') > 459 continue; > 460 if(e==' '||e=='.'||e=='!'||e=='R'||e=='\\') { > 461 if(r !is null) > 462 return false; 320 auto s = new Solver(g); | 463 r = new Pos(y,x); 321 while(!g.cleared && !g.dead && plan.length<=g.H*g.W) { < 322 char c = s.single_step(); < 323 if( c == 'A' ) < > 464 if(e=='\\') > 465 found_lambda = true; > 466 continue; > 467 } > 468 return false; > 469 } > 470 if(r is null) 324 break; 471 break; 325 log ~= c; | 472 p=q; > 473 q=r; 326 } | 474 } 327 while(log.length>0 && log[$-1]=='W') < 328 log.length--; < 329 return tuple(s, log); | 475 return found_lambda; 330 } | 476 } 331 | 477 } 332 void make_plan(in Game g) { < > 478 > 479 /// 333 plan_broken = false; | 480 /// Solver "Fire": in raiding and plundering other solvers, be like fire. 334 Tuple!(Solver,string) x = run_sub_solver(g); < > 481 /// 335 plan = x[1]; | 482 class 侵掠如火(SubSolver) : Solver 336 if(x[0].g.cleared) < > 483 { 337 return; | 484 // Parameters. 338 modify_plan(g, x[0].g.score); | 485 int PredictFuture = 10; > 486 const string[] RandomChoicePattern; // PF*RCP exhaustive search for RL s > 487 const ReplanLength = 400; // O(PF*RCP*RL*SubSolver.single_step 339 } | 488 > 489 Game current_game; > 490 SubSolver sub_solver; 340 | 491 341 void modify_plan(in Game ini, long unmod) < > 492 enum {Tentative, Tentative_Stuck, Fixed}; > 493 string plan; > 494 int plan_state; > 495 int replan_limit; > 496 bool lambda_getter; > 497 int clear_improvement = 3; > 498 > 499 this(in Game g) 342 { 500 { 343 int bp = max(0, (cast(int)plan.length)-10); < 344 Game g = ini.clone(); | 501 current_game = g.clone(); > 502 plan = ""; 345 for(int i=0; i<bp; ++i) g.command(plan[i]); | 503 plan_state = Tentative; > 504 if(g.map.W*g.map.H <= 400) { > 505 RandomChoicePattern = ["UU","UD","UL","UR", > 506 "DU","DD","DL","DR", > 507 "LU","LD","LL","LR", > 508 "RU","RD","RL","RR","UUU","UUUU", > 509 PredictFuture = 20; > 510 clear_improvement = 1; 346 | 511 } 347 Tuple!(string,long) cand = tuple(plan, unmod); < 348 for(int i=bp; i<plan.length; ++i) { < > 512 else if(g.map.W*g.map.H <= 4096) { 349 foreach(string c; ["U","D","L","R","UD","DU","LR","RL"]) | 513 RandomChoicePattern = ["UUU","U","D","L","R","UD","DU"," 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], < > 514 PredictFuture = 10; > 515 clear_improvement = 0; 354 } | 516 } 355 g.command(plan[i]); < > 517 else { > 518 RandomChoicePattern = ["U","D","L","R"]; > 519 PredictFuture = 10; > 520 clear_improvement = 0; 356 } 521 } 357 plan = cand[0]; < 358 } < 359 522 360 Tuple!(string,long) try_plan(string c, in Game g) | 523 replan_limit = PredictFuture; 361 { < 362 Game gg = g.clone(); < 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 } 524 } 367 525 368 char single_step() { | 526 char single_step() 369 if(plan_broken) < > 527 { > 528 if(current_game.dead || current_game.cleared) > 529 return 'A'; > 530 > 531 // Make enough prediction. > 532 while( plan_state==Tentative && plan.length<replan_limit ) > 533 single_step_predict(); > 534 > 535 // If the future is bad, correct. > 536 if( plan_state==Tentative_Stuck && plan.length<replan_limit && ! 370 make_plan(g); | 537 replan(); > 538 > 539 // Follow the predicted plan. 371 if(plan.empty) | 540 if( plan.empty ) 372 return 'A'; 541 return 'A'; 373 char c = plan[0]; 542 char c = plan[0]; 374 plan = plan[1..$]; 543 plan = plan[1..$]; > 544 int b_lambda = current_game.map.collected_lambda; 375 g.command(c); | 545 current_game.command(c); > 546 int a_lambda = current_game.map.collected_lambda; > 547 if(b_lambda < a_lambda) lambda_getter = false; 376 return c; 548 return c; 377 } 549 } 378 550 379 void force(char c) { | 551 void force(char c) 380 g.command(c); < > 552 { 381 if(plan.length==0 || plan[0]!=c) { | 553 if(plan.length>0 && plan[0]==c) 382 plan = ""; < > 554 { 383 plan_broken = true; | 555 // If matching the plan, just go forward. 384 } < 385 else < 386 plan = plan[1..$]; 556 plan = plan[1..$]; > 557 } > 558 else > 559 { > 560 // Discard the plan, otherwise. > 561 plan_state = Tentative; > 562 plan = ""; > 563 sub_solver = null; > 564 } > 565 current_game.command(c); > 566 } > 567 > 568 void single_step_predict() > 569 { > 570 if(sub_solver is null) { > 571 sub_solver = new SubSolver(current_game); > 572 plan = ""; > 573 } > 574 > 575 char c = sub_solver.single_step(); > 576 if(c == 'A') > 577 plan_state = Tentative_Stuck; > 578 else { > 579 plan ~= c; > 580 if(sub_solver.g.cleared) { > 581 if(clear_improvement-->0) { > 582 plan_state = Tentative_Stuck; > 583 replan_limit = min(plan.length-plan.leng > 584 } else { > 585 plan_state = Fixed; > 586 } > 587 } else { > 588 plan_state = (sub_solver.g.dead ? Tentative_Stuc > 589 } > 590 } > 591 } > 592 > 593 void replan() > 594 { > 595 // Try to replace every step of the plan by another move. > 596 Game g = current_game.clone(); > 597 Tuple!(SubSolver, string, int) cand = tuple(sub_solver, plan, Te > 598 int insertion_point = plan.length; > 599 bool tiebreak_by_turn = false; > 600 int consider_length = min(ReplanLength, g.map.W*g.map.H); > 601 if(cand[0].g.cleared) consider_length = min(consider_length, can > 602 > 603 for(int i=0; i<plan.length; ++i) { > 604 foreach(string prefix; RandomChoicePattern) > 605 if(prefix[0] != plan[i]) { > 606 Tuple!(SubSolver, string, int) r = try_p > 607 r[1] = plan[0..i] ~ prefix ~ r[1]; > 608 bool better = false, tbt=false; > 609 if(!cand[0].g.cleared && r[0].g.cleared) > 610 better = true; > 611 else if(cand[0].g.cleared && r[0].g.clea > 612 better = cand[0].g.score < r[0]. > 613 } > 614 else if(!cand[0].g.cleared && !r[0].g.cl > 615 if(cand[0].g.map.collected_lambd > 616 better = true; > 617 else if(cand[0].g.map.collected_ > 618 if(cand[0].g.dead && !r[ > 619 better = true; > 620 else if(cand[0].g.dead = > 621 better = (cand[1 > 622 tbt = true; > 623 } > 624 } > 625 } > 626 if(better) { > 627 cand = r; > 628 tiebreak_by_turn = true; > 629 insertion_point = i+prefix.lengt > 630 if(r[0].g.cleared) consider_leng > 631 } > 632 } > 633 g.command(plan[i]); > 634 } > 635 > 636 if(cand[2]==Fixed && insertion_point!=plan.length && clear_impro > 637 sub_solver = cand[0]; > 638 plan = cand[1]; > 639 plan_state = Tentative_Stuck; > 640 replan_limit = min(plan.length - insertion_point, Predic > 641 lambda_getter = current_game.map.collected_lambda < cand > 642 } else { > 643 sub_solver = cand[0]; > 644 plan = cand[1]; > 645 plan_state = (plan.length < PredictFuture ? Fixed : ca > 646 replan_limit = tiebreak_by_turn ? min(PredictFuture, (pl > 647 lambda_getter = current_game.map.collected_lambda < cand > 648 } > 649 } > 650 > 651 Tuple!(SubSolver, string, int) try_plan(in Game g, string prefix, int co > 652 { > 653 if(consider_length<=0) consider_length = 2; > 654 > 655 SubSolver s = new SubSolver(g); > 656 foreach(char c; prefix) > 657 s.force(c); > 658 string log; > 659 int state = Tentative; > 660 while(!s.g.cleared && !s.g.dead && log.length<=consider_length) > 661 char c = s.single_step(); > 662 if( c == 'A' ) { > 663 state = Tentative_Stuck; > 664 break; > 665 } > 666 log ~= c; > 667 } > 668 if(s.g.cleared) state = Fixed; > 669 else if(s.g.dead) state = Tentative_Stuck; > 670 return tuple(s, log, state); > 671 } > 672 } > 673 > 674 /// > 675 /// Solver "Wind": let your rapidity be that of the wind. > 676 /// > 677 class 疾如風(bool UP) : Solver > 678 { > 679 Game g; > 680 this(in Game g) > 681 { > 682 this.g = g.clone(); > 683 } > 684 > 685 string plan; > 686 > 687 char single_step() > 688 { > 689 auto dm = death_move(g); > 690 if( plan.empty || dm[0].count(plan[0]) ) { > 691 plan = think(g, dm[0]); > 692 if( plan.empty ) > 693 plan = "W"; > 694 } > 695 > 696 char c = plan[0]; > 697 plan = plan[1..$]; > 698 > 699 if(c == 'W') { > 700 wait_counter++; > 701 if(dm[0].count(c) || wait_counter>=3) { > 702 c = 'A'; > 703 foreach(char cc; "DLRU") > 704 if(dm[0].count(cc) == 0) > 705 c = cc; > 706 } > 707 if(wait_counter > 20) > 708 c = 'A'; > 709 } else { > 710 wait_counter = 0; > 711 } > 712 if(c != 'A') > 713 g.command(c); > 714 return c; > 715 } > 716 > 717 void force(char c) > 718 { > 719 if(c != 'A') > 720 g.command(c); > 721 } > 722 > 723 int wait_counter = 0; > 724 > 725 string think(in Game g, string death) > 726 { > 727 auto Q = new Queue!(Tuple!(Pos,Pos)); > 728 Q.push(tuple(g.map.robot.clone(), g.map.robot.clone()), 0); > 729 Pos[][] V = new Pos[][](g.map.H+2, g.map.W+2); > 730 while(!Q.empty) { > 731 auto tup = Q.pop(); > 732 Pos p = tup[0][0]; > 733 Pos prev = tup[0][1]; > 734 int dist = tup[1]; > 735 if(V[p.y][p.x]) > 736 continue; > 737 V[p.y][p.x] = prev; > 738 if(g.map[p]=='\\' || g.map[p]=='O') > 739 { > 740 char[] trace; > 741 for(;;) { > 742 Pos q = V[p.y][p.x]; > 743 trace ~= (q.y==p.y ? (q.x<p.x ? 'R' : 'L > 744 (q.y<p.y ? 'U' : 'D > 745 if(q == g.map.robot) { > 746 reverse(trace); > 747 return trace.idup; > 748 } > 749 p=q; > 750 } > 751 } > 752 > 753 int[4] dy=UP ? [+1,0,0,-1] : [-1,+1,0,0]; > 754 int[4] dx=UP ? [0,-1,+1,0] : [0,0,-1,+1]; > 755 char[] ds=UP ? ['U','L','R','D'] : ['D','U','L','R']; > 756 for(int i=0; i<4; ++i) { > 757 if(g.map.robot==p && death.count(ds[i])) > 758 continue; > 759 int y=p.y+dy[i], x=p.x+dx[i]; > 760 if((g.map[y,x]==' '||g.map[y,x]=='\\'||g.map[y,x > 761 Q.push(tuple(new Pos(y,x),p), dist+1); > 762 } > 763 } > 764 } > 765 > 766 return ""; > 767 } > 768 } > 769 > 770 class Switcher > 771 { > 772 this(in Game g) > 773 { > 774 if(g.map.W*g.map.H <= 1600) > 775 sub_solver = new 侵掠如火!(徐如林)(g); > 776 else > 777 sub_solver = new 侵掠如火!(疾如風!(true))(g); 387 } 778 } > 779 char single_step() { return sub_solver.single_step(); } > 780 void force(char c) { return sub_solver.force(c); } > 781 > 782 private Solver sub_solver; 388 } 783 } 389 784 > 785 alias 侵掠如火!(疾如風!(false)) FastSolver; > 786 390 alias Solver_2!(Solver_1) MainSolver; | 787 alias Switcher MainSolver; > 788 //alias FastSolver MainSolver; 391 //alias Solver_1 MainSolver; | 789 //alias 徐如林 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 {

Modified submission/README from [9ce063855f41ff05] to [145a0b89a717cc17].

> 1 -------------------------------------------------------------------------------- 1 Team: 2 Team: 2 Dark Integers 3 Dark Integers > 4 3 Member: 5 Member: 4 Kazuhiro Inaba (www.kmonos.net / kiki@kmonos.net) 6 Kazuhiro Inaba (www.kmonos.net / kiki@kmonos.net) > 7 5 Language: | 8 Programming Language: 6 D Programming Language (dlang.org) 9 D Programming Language (dlang.org) > 10 -------------------------------------------------------------------------------- > 11 > 12 Three types of solvers are combined. > 13 > 14 1. Solver "Forest" > 15 It does breadth first search every turn for taking the game's dynamism > 16 into account. Basically it tries to rush to the nearest lambda or open > 17 lift, but if there is no route found, it tries other various options. > 18 Pushing rocks, digging earth around rocks, wait a while... > 19 It is slow, but relatively more clever. > 20 > 21 2. Solver "Wind" > 22 It does breadth first search and memorize the computed path. As far as > 23 possible, it tries to follow the precomputed route. If some obstacle is > 24 found, it redoes the BFS. It is dumb but fast. So it is used for large > 25 maps. > 26 > 27 3. Solver "Fire" > 28 It is a kind of "higher-order" solver, that takes another solver and > 29 creep into it to make it more careful. Precisely speaking, this higher > 30 order solver runs the subsolver as a 10-20 step lookahead. While no > 31 problem is found in the lookahed, it behaves exactly as same as the > 32 sub solver. If there was a problem (i.e., subsolver dead or stuck), > 33 it tries all the possible perturbations to the lookahead window, and > 34 re-runs subsolvers many times and chooses the best one. > 35 > 36 Fire<Forest> is used for W*H<=1600 instances. Fire<Wind> is used for any > 37 instances. For smaller maps, the better result of the two is used as the > 38 final output. In addition, all these outputs are guarded by a sentinel > 39 who aborts by force the output sequence at the best score position (so > 40 that left-over run does not make the score worse). > 41 > 42 7 43 8 This submission for lightning division is not particulary interseting. | 44 For the added features, not quite much effort is paid. So if there came a > 45 map that fully exploits the characteristics of the gadgets, I'll lose :(. 9 46 10 - Robot rushes to the nearest lambda (or the open lift) by breadth first search. | 47 Flood: 11 - Not at all taking into account the dynamics (falling rocks, floods). | 48 Almost nothing is done for it. The "fire" solver locally takes care 12 - To mitigate the staticness, the robot avoids the '.' below '*' as much as | 49 of it, and it is inclided to use "U" during perturbation. Also, "wind" 13 possible, so that it won't fall new rocks. | 50 solver's BFS is made to like "U" direction in larger maps. > 51 Trampoline: > 52 Just treated as one BFS edge. > 53 Beard: > 54 No clue. If there is nothing else to do, goes to the place where many > 55 Wadler's are around, and uses the shaver. > 56 Higher-order Rocks: > 57 Tries to push them somehow randomly. 14 58 15 - Output routine is 'guarded' by a 'sudden death' or 'stray sheep' detector. < 16 That is, if the above search routine was hit by a rock or a water, or it < 17 couldn't find a way to the next target and walked in vain, the output guards < 18 trims the command history and inserts the 'A'bort at the optimal timing. < 19 This is also used for SIGINT handling. < > 59 20 60 21 - gui.d is a windows GUI for the game, using DFL (http://github.com/Rayerd/dfl) | 61 Thanks for organizing the contest! I've enjoyed! 22 it is not compiled into the submitted routine. This is just a helper. < 23 < 24 Stay tuned for the full submission, judges! <

Modified submission/lifter from [5103f55f5323fb3f] to [5c2c7e2c00c91cc8].

cannot compute difference between binary files