]> ruin.nu Git - icfp05.git/blobdiff - robber/robber.cpp
fixed priority queue and started to implement the robber algorithm, it needs tuning...
[icfp05.git] / robber / robber.cpp
index c888362d8768c231638aa52208b70b6bea697e22..efe40ded9ece7b52f43049d1529699e1c9c999d6 100644 (file)
@@ -1,24 +1,80 @@
 #include "robber.h"
 #include <iostream>
+#include <iterator>
+#include <cmath>
 
 using namespace std;
 using namespace __gnu_cxx;
 
 string Robber::turn(){
-
+       hash_map<string,double> streets;
        Intersection& inter = _intersections[_location];
-       
-       cerr << "Number of connecting streets: " << inter.connections.size() << endl;
-
        for (hash_map<string,StreetType>::const_iterator street = inter.connections.begin();
-               street != inter.connections.end(); ++street){
-               cerr << "Checking: " << street->first << endl;
-               if (street->second != car){
-                       cerr << "Moving to: " << street->first << endl;
-                       return street->first;
+               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;
+
+                       int px = _intersections[player->second.location].x;
+                       int py = _intersections[player->second.location].y;
+
+                       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;
+
+
+                       if (dist2 > dist1)
+                               goodness *= 4;
+                       else
+                               goodness /= 4;
+
+                       if (player->second.type == "cop-foot" && dist2 <= 3)
+                               goodness /= 10;
+                       else if (player->second.type == "cop-car" && dist2 <= 2)
+                               goodness /= 10;
+
+
+               }
+               streets[street->first] = goodness;
+       }
+
+       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)
+                               continue;
+                       streets[v[1]] *= bank->second/v.size();
+                       
+               }
+       }
+       /*cerr << "Using route: ";
+       copy(v.begin(), v.end(), ostream_iterator<string>(cerr, " : "));
+       cerr << endl;
+       */
+
+       string destination;
+       double goodness = 0;
+       for (hash_map<string,double>::const_iterator dest = streets.begin();
+                       dest != streets.end(); ++dest){
+               cerr << "Goodness: " << dest->second << endl;
+               if (dest->second > goodness){
+               cerr << "New Goodness: " << dest->second << endl;
+                       goodness = dest->second;
+                       destination = dest->first;
                }
        }
-       return _location;
+               
+       return destination;
        
 }