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random_core.rb
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# 定数
# タワーとマスの種類はシンボルで扱う
TOWER_TYPE = {0=>:rapid, 1=>:attack, 2=>:freeze} # 入力用
TOWER_TYPE_NUM = TOWER_TYPE.invert # 出力用
COST_OF_SETTING = {:rapid=>10, :attack=>15, :freeze=>20} # 設置費用
MASS_TYPE = {'0'=>:path, '1'=>:block, 's'=>:source, 'g'=>:goal, 't'=>:tower}
MASS_TYPE_CHAR = MASS_TYPE.invert
SETTABLE_MASSES = [:path]
UNPASSABLE_MASSES = [:block, :tower]
PASSABLE_MASSES = [:path, :source, :goal]
# クラス
class Map
attr_reader :width, :height, :info, :num_levels, :idx # 何面か
attr_reader :info_settable, :info_settable_ptn # タワー設置可能情報
def initialize(width, height, info, num_levels, idx)
@width, @height, @idx, @num_levels = width, height, idx+1, num_levels
@info = Array.new(@height){ Array.new(@width){nil} }
info.each_with_index do |row, y| # マップ情報を Mass オブジェクトで記録する
row.each_with_index do |mass_type_char, x|
@info[y][x] = Mass.new(x, y, mass_type_char, self)
end
end
@info_settable = [] # タワー配置可能マスを1、それ以外を0で埋めた二次元配列
reset_info_settable()
@info_settable_ptn = [] # ふさぎパターンは設置不可とする
reset_info_settable_ptn()
end
def reset_info_settable()
@info_settable = @info.map do |row|
row.map do |mass|
{true=>1, false=>0}[SETTABLE_MASSES.include?(mass.type)]
# さらに敵→ゴール通過判定が必要。これは随時おこなう
end
end
end
def reset_info_settable_ptn()
@info_settable_ptn = @info.map do |row|
row.map do |mass|
{true=>1, false=>0}[SETTABLE_MASSES.include?(mass.type)]
end
end
end
def settable_masses_maybe() # 通過判定をおこなわない
settable_masses_maybe = []
@info.each do |row|
row.each do |mass|
settable_masses_maybe << mass if mass.settable_maybe?
end
end
return settable_masses_maybe
end
def settable_masses_ptn() # 通過判定をおこなう必要がない
settable_masses_ptn = []
@info.each_with_index do |row, y|
row.each_with_index do |mass, x|
if @info_settable_ptn[y][x] == 1 && mass.settable_ptn?
settable_masses_ptn << mass
else
@info_settable_ptn[y][x] = 0
end
end
end
return settable_masses_ptn
end
def settable_masses() # タワーを配置可能なマス
settable_masses = []
@info.each do |row|
row.each do |mass|
settable_masses << mass if mass.settable?
end
end
return settable_masses
end
def settable_mass_rand()
while settable_masses_maybe().size > 0
sample_mass = settable_masses_maybe().sample
if sample_mass.settable?
return sample_mass
else
x, y = sample_mass.x, sample_mass.y
@info_settable[y][x] = 0
end
end
return nil
end
def settable_mass_rand_quick() # 通過判定パターンで判断する
# todo: settable_ptn? 要らない。短くする
while settable_masses_ptn().size > 0
sample_mass = settable_masses_ptn().sample
if sample_mass.settable_ptn?
return sample_mass
else
x, y = sample_mass.x, sample_mass.y
@info_settable_ptn[y][x] = 0
end
end
return nil
end
# デバッグ用
def show_info()
@info.each do |row|
row.each do |mass|
print mass.type_char
end
puts ""
end
end
def show_info_settable()
@info_settable.each do |row|
row.each do |mass|
print mass
end
puts ""
end
end
def show_info_settable_ptn()
@info_settable_ptn.each do |row|
row.each do |mass|
print mass
end
puts ""
end
end
# マスを返す
def mass(x, y)
@info[y][x] # 座標の順番に注意!
end
def paths(); search(:path); end # 通路マス一覧
def towers(); search(:tower); end # タワー設置マス一覧
def sources(); search(:source); end # 敵出現マス一覧
def goals(); search(:goal); end # 防衛マス一覧
def has_route?(mass1, mass2) # 二点が通行可能か
# 上下左右いずれかの通過可能マスを通って mass2 に到達できること
return move_foward(mass1, mass2)
end
def distance_euclid(mass1, mass2) # 二点間のユークリッド距離
Math.sqrt( (mass1.x - mass2.x)**2 + (mass1.y - mass2.y)**2 )
end
def distance_step(mass1, mass2) # 二点間の敵の通行距離
end
def direction(mass1, mass2)
x_diff = mass2.x - mass1.x # 正なら右
y_diff = mass2.y - mass1.y # 正なら上
if (x_diff.abs - y_diff.abs) >= 0 # 左右を優先
return :right if x_diff >= 0
return :left
else # 上下を優先
return :up if y_diff >= 0
return :down
end
end
def directions(mass1, mass2) # mass1 から mass2 への方向(近い順)
x_diff = mass2.x - mass1.x # 正なら右
y_diff = mass2.y - mass1.y # 正なら上
if (x_diff.abs - y_diff.abs) >= 0 # 左右を優先
if x_diff >= 0
return [:right, :up, :down, :left] if y_diff >= 0
return [:right, :down, :up, :left]
else
return [:left, :up, :down, :right] if y_diff >= 0
return [:left, :down, :up, :right]
end
else # 上下を優先
if y_diff >= 0
return [:up, :right, :left, :down] if x_diff >= 0
return [:up, :left, :right, :down]
else
return [:down, :right, :left, :up] if x_diff >= 0
return [:down, :left, :right, :up]
end
end
end
private
def find_all_if() # 条件式を指定してマスを探す
end
def search(type) # タイプを指定してマスを探す
result = []
@info.each do |row| # find_all とかうまく使えないか?
row.each do |mass|
result << mass if mass.type == type
end
end
return result
end
def move_foward(mass1, mass2, passed_path=nil, depth=0) # mass1 から mass2 への移動を試みる。再帰で探索しまくる
passed_path ||= define_passed_path(mass1) # 通行マップ:通ってはいけないマスを1、通れるマスを0とする
return false if passed_path[mass1.y][mass1.x] == 1 # 壁に埋まってるとき
passed_path[mass1.y][mass1.x] = 1 # 同じ場所には戻れない
movable = false
if mass1 == mass2
return true
else
directions(mass1, mass2).each do |direction|
next_mass = mass1.send(direction)
if passed_path[next_mass.y][next_mass.x] == 0
movable = true if move_foward(next_mass, mass2, passed_path, depth+=1)
end
return movable if movable
end
return movable
end
end
def define_passed_path(current_mass) # 通行マップを定義する
passed_path = Array.new(@height){ Array.new(@width){0} }
# Array#newには注意 cf. http://doc.okkez.net/static/192/class/Array.html
passed_path.each_with_index do |row, y|
row.each_with_index do |mass, x|
passed_path[y][x] = 1 if mass(x, y).unpassable?
end
end
end
end
class Mass
attr_reader :type_char, :tower, :x, :y
attr_accessor :type
attr :map # 所属マップ
def initialize(x, y, mass_type_char, map)
@x, @y = x, y
@type_char = mass_type_char # 自分でタワー配置を出力したいとき用(ないか
@type = MASS_TYPE[@type_char]
@tower = nil
@map = map
end
def up; @map.mass(@x, @y-1); end
def down; @map.mass(@x, @y+1); end
def right; @map.mass(@x+1, @y); end
def left; @map.mass(@x-1, @y); end
def to_s; "#{@type}(#{x}, #{y})"; end
def set_ignore(tower_type) # 通過チェックせずにタワーを設置する
end
def set(tower_type)
if settable?
@tower = Tower.new(tower_type)
@type = :tower
@type_char = MASS_TYPE_CHAR[@type]
@map.info_settable[y][x] = 0
@map.info_settable_ptn[y][x] = 0
return "#{@x} #{@y} 0 #{@tower.type_num}"
else
return nil
end
end
def passable?()
PASSABLE_MASSES.include?(@type)
end
def unpassable?()
UNPASSABLE_MASSES.include?(@type)
end
def settable_maybe?() # 通過判定をおこなわない
{1=>true, 0=>false}[@map.info_settable[@y][@x]]
end
def settable_ptn?() # 通過判定に影響しない(確実にセットできる)か
return false unless settable_maybe?
masses_around = [up, up.right, right, right.down, down, down.left, left, left.up]
masses_neighbor = [up, down, right, left]
# 絶対に道をふさがない簡単なパターン
around_zero_or_one_blocked_ptn =
(masses_around.count {|mass| mass.unpassable? } <= 1)
neighbor_three_or_four_blocked_ptn =
(masses_neighbor.count {|mass| mass.unpassable? } >= 3)
return true if around_zero_or_one_blocked_ptn || neighbor_three_or_four_blocked_ptn
masses_top = [up.left, up, up.right]
masses_right = [right.up, right, right.down]
masses_bottom = [down.right, down, down.left]
masses_left = [left.down, left, left.up]
edges = [masses_top, masses_right, masses_bottom, masses_left]
keima_lines = [ # << すると書き換わるからあかんよ!
masses_top + [right], masses_top.reverse + [left],
masses_right + [down], masses_right.reverse + [up],
masses_bottom + [left], masses_bottom.reverse + [right],
masses_left + [up], masses_left.reverse + [down]
] # 桂馬の飛び越えマスを埋めるパターンを判定するのに必要な4マス
# 道をふさぐ2個パターン
on_line_ptn = (up.unpassable? && down.unpassable?) ||
(right.unpassable? && left.unpassable?) # 直線を埋める
on_diagonal_line_ptn = (up.right.unpassable? && down.left.unpassable?) ||
(up.left.unpassable? && down.right.unpassable?) # 斜め直線を埋める
edge_closing_ptn = edges.any? do |edge|
edge[0].unpassable? && edge[1].passable? && edge[2].unpassable?
end # 辺の切れ目を埋めるパターン
keima_closing_ptn = keima_lines.any? do |line|
line[0].unpassable? && line[1].passable? && line[3].unpassable?
end # 桂馬の飛び越えマスを埋めるパターン
return false if on_line_ptn || on_diagonal_line_ptn || edge_closing_ptn || keima_closing_ptn
return true
end
def settable?() # タワーを設置可能か
return false unless settable_maybe? # 通路ではない
return true if settable_ptn? # 通過判定を必要としない
# todo: 金の判定→mainでやるか? Level じゃなくて Map に @money もたせるか。
type_default = @type
@type = :tower # 仮にタワーを設置する
is_settable = @map.sources.all? do |source| # すべての敵マスについて、ゴールへのルートがあること
@map.goals.sort do |g1, g2| # この敵マスに近いゴールから順番に調べる
@map.distance_euclid(source, g1) <=> @map.distance_euclid(source, g2)
end.any? do |goal| # ゴールへのルートが少なくともひとつあること
@map.has_route?(source, goal)
end
end
@map.info_settable[@y][@x] = 0 unless is_settable
@type = type_default # 元に戻す todo: set & remove にする?
return is_settable
end
def remove()
end
def levelup()
@tower.levelup()
end
end
class Tower
attr_reader :type, :type_num, :level
attr_reader :cost_of_levelup # 強化費用
def initialize(type)
@type = type
@type_num = TOWER_TYPE_NUM[@type]
@level = 1
@cost_of_levelup = COST_OF_SETTING[@type] * (@level+1)
end
def levelup()
@level += 1
end
end
class Level
attr_reader :life, :num_towers, :num_enemies, :idx # レベル何か
attr_accessor :enemies, :decisions, :money
def initialize(input, idx)
@life, @money, @num_towers, @num_enemies = input.split(/ /).map{|i| i.to_i}
@idx = idx+1
@enemies = []
@decisions = []
end
def output()
@decisions.compact!
puts @decisions.size
@decisions.each {|d| puts d }
end
end
class Enemy
attr_reader :x, :y, :time, :life, :speed
def initialize(input)
@x, @y, @time, @life, @speed = input.split(/ /).map{|i| i.to_i}
end
end