]> ruin.nu Git - icfp05.git/blobdiff - robber/robber.cpp
some restructuring
[icfp05.git] / robber / robber.cpp
index efe40ded9ece7b52f43049d1529699e1c9c999d6..dbb287a4d760b5bb2dd231497778866318fb24a4 100644 (file)
@@ -1,6 +1,7 @@
 #include "robber.h"
 #include <iostream>
 #include <iterator>
+#include <queue>
 #include <cmath>
 
 using namespace std;
@@ -11,58 +12,80 @@ string Robber::turn(){
        Intersection& inter = _intersections[_location];
        for (hash_map<string,StreetType>::const_iterator street = inter.connections.begin();
                street != inter.connections.end(); ++street){
-               double goodness = 100;
-               int curx = _intersections[_location].x;
-               int cury = _intersections[_location].y;
-
-               int newx = _intersections[street->first].x;
-               int newy = _intersections[street->first].y;
-               for (hash_map<string, Player>::const_iterator player = _players.begin();
-                               player != _players.end(); ++player){
-                       if (player->first == _name)
-                               continue;
+               if (street->second == car){
+                       cerr << "Discarding: " << street->first << " since car is needed" << endl;
+                       continue;
+               }
+               double goodness = 0;
+               Intersection& conInter = _intersections[street->first];
 
-                       int px = _intersections[player->second.location].x;
-                       int py = _intersections[player->second.location].y;
+               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);
 
-                       double dist1 = sqrt(pow((curx-px),2.0)+pow((cury-py),2.0));
-                       double dist2 = sqrt(pow((newx-px),2.0)+pow((newy-py),2.0));
-                       cerr << "Original distance: " << dist1 << endl;
-                       cerr << "New distance: " << dist2 << endl;
+               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 (dist2 > dist1)
-                               goodness *= 4;
-                       else
-                               goodness /= 4;
+               if (closestCop > 0 && closestCop < 3){
+                       cerr << "Cop " << closestCop << " intersections away." << endl;
+                       continue;
+               }
 
-                       if (player->second.type == "cop-foot" && dist2 <= 3)
-                               goodness /= 10;
-                       else if (player->second.type == "cop-car" && dist2 <= 2)
-                               goodness /= 10;
+               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;
+                       if (bank->second > 0){
+                               list<string> l = shortestPath(street->first, _type, SimpleSPGoal(bank->first));
+                               if (l.size() < 1)
+                                       continue;
+                               //list<string>::iterator i = l.begin();
+                               //++i;
+                               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);
                }
-               streets[street->first] = goodness;
-       }
+               cerr << "Goodness after cop: " << goodness << endl;
 
-       for(hash_map<string,int>::const_iterator bank = _banks.begin();
-                       bank != _banks.end(); ++bank){
-               //cerr << "Handling bank at: " << bank->first << endl;
-               if (bank->second > 0){
-                       vector<string> v = shortestPath(_location, bank->first,_type);
-                       if (v.size() < 2)
+               if (conInter.type == bank){
+                       cerr << "FOUND A BANK" << endl;
+                       if (closestCop > 0 && closestCop < 4)
                                continue;
-                       streets[v[1]] *= bank->second/v.size();
-                       
+                       else if (_banks[street->first] > 0){
+                               cerr << "No cop close to bank" << endl;
+                               return street->first;
+                       }
                }
+               
+               cerr << "Street: " << street->first << " goodness: " << goodness << endl;
+               streets[street->first] = goodness;
        }
+       streets[_oldLocation] /= 10;
+
+
+
        /*cerr << "Using route: ";
        copy(v.begin(), v.end(), ostream_iterator<string>(cerr, " : "));
        cerr << endl;
        */
 
-       string destination;
+       string destination = _location;
        double goodness = 0;
        for (hash_map<string,double>::const_iterator dest = streets.begin();
                        dest != streets.end(); ++dest){
@@ -73,6 +96,7 @@ string Robber::turn(){
                        destination = dest->first;
                }
        }
+       _oldLocation = _location;
                
        return destination;