use actions::*; use ships::*; use state::*; use math::*; use std::collections::HashMap; use std::cmp::Ordering; #[derive(Serialize, Deserialize, Clone, Debug)] pub struct Knowledge { pub last_action: Action, pub opponent_map: OpponentMapKnowledge, pub map_size: u16, pub available_weapons: Vec, pub shootable_weapons: Vec, pub charging_weapons: HashMap } impl Knowledge { pub fn new(map_size: u16, action: Action) -> Knowledge { Knowledge { last_action: action, opponent_map: OpponentMapKnowledge::new(map_size), map_size: map_size, available_weapons: Vec::new(), shootable_weapons: Vec::new(), charging_weapons: HashMap::new() } } pub fn with_action(&self, action: Action) -> Knowledge { Knowledge { last_action: action, ..self.clone() } } pub fn resolve_last_action(&self, state: &State) -> Knowledge { let mut new_knowledge = self.clone(); let energy = state.player_map.energy; let mut available_weapons: Vec<_> = state.player_map.ships.iter() .filter(|&(_, ship_data)| !ship_data.destroyed) .flat_map(|(ship, _)| ship.weapons()) .collect(); available_weapons.sort_by_key(|weapon| format!("{}",weapon)); available_weapons.dedup(); new_knowledge.available_weapons = available_weapons; new_knowledge.shootable_weapons = new_knowledge.available_weapons.iter() .filter(|weapon| weapon.energy_cost(state.map_size) <= energy) .cloned() .collect(); new_knowledge.charging_weapons = new_knowledge.available_weapons.iter() .filter(|weapon| weapon.energy_cost(state.map_size) > energy) .map(|weapon| (weapon.clone(), weapon.single_shot_rounds_to_ready(energy, state.map_size))) .collect(); let (hits, misses, _) = match self.last_action { Action::PlaceShips(_) => { (vec!(), vec!(), vec!()) }, Action::Shoot(Weapon::SeekerMissle, p) => { Knowledge::seeker_hits_and_misses(p, &state) } Action::Shoot(w, p) => { Knowledge::to_hits_and_misses(w.affected_cells(p, state.map_size), &state) } }; let sunk_ships = new_knowledge.opponent_map.update_sunk_ships(&state); new_knowledge.opponent_map.update_from_shot(hits, misses, sunk_ships); new_knowledge } fn to_hits_and_misses(points: Vec, state: &State) -> (Vec, Vec, Vec) { let hits = points.iter().filter(|p| state.opponent_map.cells[p.x as usize][p.y as usize].damaged).cloned().collect(); let misses = points.iter().filter(|p| state.opponent_map.cells[p.x as usize][p.y as usize].missed).cloned().collect(); let unknown = points.iter().filter(|p| !state.opponent_map.cells[p.x as usize][p.y as usize].missed && !state.opponent_map.cells[p.x as usize][p.y as usize].damaged).cloned().collect(); (hits, misses, unknown) } fn seeker_hits_and_misses(p: Point, state: &State) -> (Vec, Vec, Vec) { let mut misses: Vec = Vec::new(); let mut hits: Vec = Vec::new(); let rings = vec!( vec!( //0 Some(p) ), vec!( //1 p.move_point(Direction::North, 1, state.map_size), p.move_point(Direction::East, 1, state.map_size), p.move_point(Direction::South, 1, state.map_size), p.move_point(Direction::West, 1, state.map_size), ), vec!( //1.44 p.move_point(Direction::NorthEast, 1, state.map_size), p.move_point(Direction::SouthEast, 1, state.map_size), p.move_point(Direction::NorthWest, 1, state.map_size), p.move_point(Direction::SouthWest, 1, state.map_size) ), vec!( //2 p.move_point(Direction::North, 2, state.map_size), p.move_point(Direction::East, 2, state.map_size), p.move_point(Direction::South, 2, state.map_size), p.move_point(Direction::West, 2, state.map_size), ) ); //start in the center. Add rings, until I find a hit //don't add more after a hit is found for ring in rings { if hits.is_empty() { let (mut new_hits, mut new_misses, mut unknown) = Knowledge::to_hits_and_misses(ring.iter().filter_map(|&p| p).collect::>(), &state); misses.append(&mut new_misses); if !new_hits.is_empty() { hits.append(&mut new_hits); } else { misses.append(&mut unknown); } } } (hits, misses, vec!()) } pub fn has_unknown_hits(&self) -> bool { self.opponent_map.cells.iter().fold(false, |acc, x| { x.iter().fold(acc, |acc, y| acc || y.unknown_hit()) }) } pub fn get_best_adjacent_shots(&self) -> Vec { let unknown_hits = self.opponent_map.cells_with_unknown_hits(); let adjacent_cells = self.opponent_map.adjacent_unshot_cells(&unknown_hits); let possible_placements = self.opponent_map.possible_placements(); let mut max_score = 1; let mut best_cells = Vec::new(); for placement in possible_placements { for &cell in &adjacent_cells { let score = placement.count_hit_cells(cell, &unknown_hits); if score > max_score { max_score = score; best_cells = vec!(cell); } else if score == max_score { best_cells.push(cell); } } } best_cells } pub fn get_best_seek_shots(&self) -> (Weapon, Vec) { let possible_placements = self.opponent_map.possible_placements(); // let lattice = self.lattice_size(); //TODO use the lattice still? let guaranteed_hits = self.get_points_that_touch_all_possibilities_on_unsunk_ship(); if !guaranteed_hits.is_empty() { return (Weapon::SingleShot, guaranteed_hits); } let mut best_shots: HashMap, usize)> = HashMap::new(); for &weapon in self.available_weapons.iter() { let mut current_best_score = 1; let mut best_cells = Vec::new(); for target in self.opponent_map.flat_cell_position_list() { let cells = if weapon == Weapon::SeekerMissle { let full_range = weapon.affected_cells(target, self.map_size); let has_hits = full_range.iter().any(|p| self.opponent_map.cells[p.x as usize][p.y as usize].hit); if has_hits { vec!() } else { full_range } } else { weapon.affected_cells(target, self.map_size) .iter() .filter(|p| !self.opponent_map.cells[p.x as usize][p.y as usize].hit) .cloned() .collect() }; let possibilities = possible_placements.iter() .filter(|placement| placement.touches_any_point(&cells)) .count(); if possibilities > current_best_score { current_best_score = possibilities; best_cells = vec!(target); } else if possibilities == current_best_score { best_cells.push(target); } } best_shots.insert(weapon, (best_cells, current_best_score)); } let best_single: Option<(Weapon, (Vec, usize))> = best_shots.get(&Weapon::SingleShot).map(|x| (Weapon::SingleShot, x.clone())); let best: (Weapon, (Vec, usize)) = best_shots.iter() .max_by(|&(weapon_a, &(_, score_a)), &(weapon_b, &(_, score_b))| { let score = score_a.cmp(&score_b); let cost = weapon_a.energy_cost(self.map_size).cmp(&weapon_b.energy_cost(self.map_size)); if score == Ordering::Equal { cost } else { score } }) .and_then(|(&weapon, x)| { if self.shootable_weapons.contains(&weapon) { Some((weapon, x.clone())) } else { best_single } }) .unwrap_or((Weapon::SingleShot, (vec!(), 0))); (best.0.clone(), (best.1).0) } fn get_points_that_touch_all_possibilities_on_unsunk_ship(&self) -> Vec { self.opponent_map.flat_cell_position_list().iter().cloned().filter(|&point| { self.opponent_map.ships.values() .any(|ref ship| !ship.destroyed && ship.possible_placements.iter().all(|placement| { placement.touches_point(point) })) }).collect() } fn lattice_size(&self) -> u16 { let any_long_ships = self.opponent_map.ships.iter() .any(|(ship, knowledge)| ship.length() >= 4 && !knowledge.destroyed); if any_long_ships { 4 } else { 2 } } } #[derive(Serialize, Deserialize, Clone, Debug)] pub struct OpponentMapKnowledge { pub ships: HashMap, pub cells: Vec> } impl OpponentMapKnowledge { fn new(map_size: u16) -> OpponentMapKnowledge { let mut cells = Vec::with_capacity(map_size as usize); for x in 0..map_size { cells.push(Vec::with_capacity(map_size as usize)); for y in 0..map_size { cells[x as usize].push(KnowledgeCell::new(x, y)); } } let ships = Ship::all_types().iter() .map(|s| (s.clone(), OpponentShipKnowledge::new(s.clone(), map_size))) .collect::>(); OpponentMapKnowledge { ships: ships, cells: cells } } fn update_sunk_ships(&mut self, state: &State) -> Vec { let sunk_ships = self.ships.iter() .filter(|&(_, x)| !x.destroyed) .filter(|&(s, _)| state.opponent_map.ships.get(s).map(|x| x.destroyed) == Some(true)) .map(|(s, _)| s.clone()) .collect(); for &ship in &sunk_ships { self.ships.get_mut(&ship).map(|ref mut ship_knowledge| ship_knowledge.destroyed = true); } sunk_ships } fn update_from_shot(&mut self, hit_cells: Vec, missed_cells: Vec, sunk_ships: Vec) { for &missed in &missed_cells { self.cells[missed.x as usize][missed.y as usize].missed = true; } for &hit in &hit_cells { self.cells[hit.x as usize][hit.y as usize].hit = true; } self.clear_sunk_ship_impossible_placements(&sunk_ships, &hit_cells); let mut more_changes = true; while more_changes { more_changes = self.derive_ship_positions() || self.clear_impossible_placements(); } } fn derive_ship_positions(&mut self) -> bool { let mut any_changes = false; for knowledge in self.ships.values() { if knowledge.possible_placements.len() == 1 { let ref true_placement = knowledge.possible_placements[0]; for p in true_placement.points_on_ship() { if self.cells[p.x as usize][p.y as usize].known_ship == None { self.cells[p.x as usize][p.y as usize].known_ship = Some(true_placement.ship); any_changes = true; } } } } any_changes } fn clear_impossible_placements(&mut self) -> bool { let mut any_changes = false; let ref cells = self.cells; for knowledge in self.ships.values_mut() { let before = knowledge.possible_placements.len(); knowledge.possible_placements.retain(|x| x.all_could_be_hits(&cells)); let after = knowledge.possible_placements.len(); if before != after { any_changes = true; } } any_changes } fn clear_sunk_ship_impossible_placements(&mut self, sunk_ships: &Vec, must_touch_any: &Vec) { let cells_copy = self.cells.clone(); for knowledge in self.ships.values_mut() { knowledge.possible_placements.retain(|x| !sunk_ships.contains(&x.ship) || (x.touches_any_point(&must_touch_any) && x.all_are_hits(&cells_copy))); } } fn cells_with_unknown_hits(&self) -> Vec { self.cells.iter().flat_map(|x| { x.iter().filter(|y| y.unknown_hit()).map(|y| y.position) }).collect() } fn adjacent_unshot_cells(&self, cells: &Vec) -> Vec { self.cells.iter().flat_map(|x| { x.iter() .filter(|y| !y.shot_attempted()) .map(|y| y.position) .filter(|&y| cells.iter().any(|z| z.is_adjacent(y))) }).collect() } fn flat_cell_position_list(&self) -> Vec { self.cells.iter().flat_map(|x| { x.iter().map(|y| y.position) }).collect() } fn cells_on_lattice(&self, lattice_size: u16) -> Vec { self.cells.iter().flat_map(|x| { x.iter() .filter(|y| !y.shot_attempted() && y.position.is_on_lattice(lattice_size)) .map(|y| y.position) }).collect() } fn possible_placements(&self) -> Vec { self.ships .values() .flat_map(|knowledge| knowledge.possible_placements.clone()) .collect() } } #[derive(Serialize, Deserialize, Clone, Debug)] pub struct OpponentShipKnowledge { pub ship: Ship, pub destroyed: bool, pub possible_placements: Vec } impl OpponentShipKnowledge { fn new(ship: Ship, map_size: u16) -> OpponentShipKnowledge { OpponentShipKnowledge { ship: ship, destroyed: false, possible_placements: PossibleShipPlacement::enumerate(ship, map_size) } } } #[derive(Serialize, Deserialize, Clone, Debug)] pub struct PossibleShipPlacement { pub ship: Ship, pub direction: Direction, pub position: Point } impl PossibleShipPlacement { fn enumerate(ship: Ship, map_size: u16) -> Vec { (0..(map_size-ship.length()+1)).flat_map(move |par| { (0..map_size).flat_map(move |per| { vec!( PossibleShipPlacement { ship: ship, direction: Direction::East, position: Point::new(par, per) }, PossibleShipPlacement { ship: ship, direction: Direction::North, position: Point::new(per, par) } ) }) }).collect() } pub fn touches_point(&self, p: Point) -> bool { p.check_for_ship_collision(self.position, self.direction, self.ship.length()) } pub fn touches_any_point(&self, ps: &Vec) -> bool { ps.iter().any(|&p| self.touches_point(p)) } pub fn points_on_ship(&self) -> Vec { (0..self.ship.length() as i32).map(|i| { self.position.move_point_no_bounds_check(self.direction, i) }).collect() } fn all_are_hits(&self, cells: &Vec>) -> bool { self.points_on_ship() .iter() .fold(true, |acc, p| acc && cells[p.x as usize][p.y as usize].hit) } fn all_could_be_hits(&self, cells: &Vec>) -> bool { self.points_on_ship() .iter() .all(|p| { let ref cell = cells[p.x as usize][p.y as usize]; !cell.missed && cell.known_ship.map(|ship| ship == self.ship).unwrap_or(true) }) } fn count_hit_cells(&self, required: Point, wanted: &Vec) -> u16 { if !self.touches_point(required) { return 0; } wanted.iter().filter(|&&x| self.touches_point(x)).count() as u16 } } #[derive(Serialize, Deserialize, Clone, Debug)] pub struct KnowledgeCell { pub missed: bool, pub hit: bool, pub known_ship: Option, pub position: Point } impl KnowledgeCell { fn new(x: u16, y: u16) -> KnowledgeCell { KnowledgeCell { missed: false, hit: false, position: Point::new(x, y), known_ship: None } } pub fn shot_attempted(&self) -> bool { self.missed || self.hit } pub fn unknown_hit(&self) -> bool { self.hit && self.known_ship.is_none() } }