#include "robber.h"
#include <iostream>
#include <iterator>
+#include <queue>
#include <cmath>
using namespace std;
using namespace __gnu_cxx;
-struct FindCop : SPGoal{
- int _limit;
- const hash_map<string, Player>& _players;
- FindCop(const hash_map<string, Player>& players, int limit = 0) : _players(players), _limit(limit){}
- int operator()(const SPInfo* node) const{
- if (_limit > 0 && node->cost >= _limit)
- return -1;
- for(hash_map<string, Player>::const_iterator player = _players.begin();
- player != _players.end(); ++player){
- if (player->second.type != robber && player->second.location == node->name){
- return 1;
- }
- }
- return 0;
- }
-};
-
string Robber::turn(){
hash_map<string,double> streets;
Intersection& inter = _intersections[_location];
cerr << "Discarding: " << street->first << " since car is needed" << endl;
continue;
}
- double goodness = 10;
+ double goodness = 0;
Intersection& conInter = _intersections[street->first];
- list<string> l = shortestPath(street->first, _type, FindCop(_players, 5));
- if (l.size() > 0){
- cerr << "Cop " << l.size() << " intersections away." << endl;
- if (l.size() < 3)
- continue;
- goodness *= 1 - 1/l.size();
- }
+ list<string> closestFootCop = shortestPath(street->first, cop_foot, FindPlayer(_players, cop_foot, 6), true);
+ list<string> closestCarCop = shortestPath(street->first, cop_car, FindPlayer(_players, cop_car, 5), true);
- if (conInter.type == bank){
- cerr << "FOUND A BANK" << endl;
- if (l.size() > 0 && l.size() < 4)
- continue;
- else if (_banks[street->first] > 0){
- cerr << "No cop close to bank" << endl;
- return street->first;
- }
- }
- if (goodness == 0)
+ unsigned int closestCop = 0;
+ bool copInCar = false;
+
+ if (closestCarCop.size() < closestFootCop.size() && closestCarCop.size() > 0){
+ closestCop = closestCarCop.size();
+ copInCar = true;
+ }else
+ closestCop = closestFootCop.size();
+
+ if (closestCop > 0 && closestCop < 3){
+ cerr << "Cop " << closestCop << " intersections away." << endl;
continue;
- vector<double> banks;
+ }
+
+ priority_queue<double> banks;
for(hash_map<string,int>::const_iterator bank = _banks.begin();
bank != _banks.end(); ++bank){
//cerr << "Handling bank at: " << bank->first << endl;
list<string> l = shortestPath(street->first, _type, SimpleSPGoal(bank->first));
if (l.size() < 1)
continue;
- list<string>::iterator i = l.begin();
+ //list<string>::iterator i = l.begin();
//++i;
- banks.push_back(bank->second/(pow(l.size(),2.0)));
+ banks.push(bank->second/(pow(l.size(),4.0)));
+ }
+ }
+ //sort(banks.begin(),banks.end(),greater<double>());
+
+ for (unsigned int i = 0; i < 2 && banks.size() > 0;++i){
+ goodness += banks.top();
+ banks.pop();
+ }
+
+ cerr << "Goodness before cop: " << goodness << endl;
+ if (closestCop > 2){
+ cerr << "Cop " << closestCop << " intersections away." << endl;
+ goodness *= 1 - 1/(copInCar ? closestCop : closestCop - 1);
+ }
+ cerr << "Goodness after cop: " << goodness << endl;
+
+ if (conInter.type == bank){
+ cerr << "FOUND A BANK" << endl;
+ if (closestCop > 0 && closestCop < 4)
+ continue;
+ else if (_banks[street->first] > 0){
+ cerr << "No cop close to bank" << endl;
+ return street->first;
}
}
- sort(banks.begin(),banks.end());
- for (unsigned int i = 0; i < 2 && i < banks.size();++i)
- goodness += banks[i];
+
cerr << "Street: " << street->first << " goodness: " << goodness << endl;
streets[street->first] = goodness;
}
cerr << endl;
*/
- string destination;
+ string destination = _location;
double goodness = 0;
for (hash_map<string,double>::const_iterator dest = streets.begin();
dest != streets.end(); ++dest){