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strategy.py
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from core.base_strategy import BaseStrategy
import math
import json
from typing import List
FIRST_FLOOR = 1
LAST_FLOOR = 9
PASS_CREATION_TIME = 2000
current_tick = 1
FLOOR_TIME = 50
CRITICAL_PASS_COUNT = 10
CRITICAL_PASS_COEFF = 1.1
CLOSE_OPEN_TIME = 100
DELAY_FLOOR_TIME = 40
FLOOR_WALKING_TIME = 500
WAIT_ELEVATOR_TIME = 500
PASSENGER_SPEED = 2
POINTS_PER_PASS = 10
ELEVATOR_WAITING_TIME = 1
START_X = 20
all_passengers = {}
walking_passengers = {}
is_self_passengers = {}
elevator_states = {
1: 3,
2: 3,
3: 3,
4: 3,
5: 3,
6: 3,
7: 3,
8: 3,
}
waiting_elevators = {
1: False,
2: False,
3: False,
4: False,
5: False,
6: False,
7: False,
8: False,
}
closing_elevators_time = {
1: 0,
2: 0,
3: 0,
4: 0,
5: 0,
6: 0,
7: 0,
8: 0,
}
MAX_STEPS = 5
FLOOR_HEIGHT = 1
STAIRWAY_SPEED_UP = 1 / 200
STAIRWAY_SPEED_DOWN = 1 / 100
GAME_TIME = 7200
FIRST_PLAYER = "FIRST_PLAYER"
SECOND_PLAYER = "SECOND_PLAYER"
POINT_PER_WALKING_PASS = 40
path_containers_to_save = []
passengers_targets = {}
passengers_steps = {}
EPS_TIME = 10
def get_elevator_x(elevator):
start_x = 60
step_x = 80
x = {
1: -start_x - step_x * 0,
3: -start_x - step_x * 1,
5: -start_x - step_x * 2,
7: -start_x - step_x * 3,
2: start_x + step_x * 0,
4: start_x + step_x * 1,
6: start_x + step_x * 2,
8: start_x + step_x * 3
}
return x[elevator.id]
def get_pass_elevator_time(passenger_x, elevator):
global PASSENGER_SPEED
length = abs(passenger_x - get_elevator_x(elevator))
return math.ceil(length / PASSENGER_SPEED)
def get_elevator_by_id(my_elevators, enemy_elevators, key):
my_elevator = [e for e in my_elevators if e.id == key]
if len(my_elevator) > 0:
return my_elevators[0]
enemy_elevator = [e for e in enemy_elevators if e.id == key]
if len(enemy_elevator) > 0:
return enemy_elevator[0]
raise NameError("Unknown elevator id")
# Считает время, за которое лифт доедет до этажа и откроет двери
def get_time_to_floor_for_real_elevator(elevator):
global FLOOR_TIME
global CRITICAL_PASS_COEFF
global CRITICAL_PASS_COUNT
global ELEVATOR_WAITING_TIME
global closing_elevators_time
target_floor = get_elevator_target_floor(elevator)
diff = abs(elevator.y - target_floor)
time = diff * FLOOR_TIME
if elevator.y < target_floor:
not_exiting_passengers = [p for p in elevator.passengers if p.dest_floor != elevator.floor]
for p in not_exiting_passengers:
time *= p.weight
if len(not_exiting_passengers) > CRITICAL_PASS_COUNT:
time *= CRITICAL_PASS_COEFF
# DONE: время закрываения лифта
add_delays = {
0: CLOSE_OPEN_TIME,
1: CLOSE_OPEN_TIME,
2: CLOSE_OPEN_TIME - elevator.time_on_floor,
# + 1, т.к. команда подействует со следующего тика
3: 0 if target_floor == elevator.floor else CLOSE_OPEN_TIME + ELEVATOR_WAITING_TIME + CLOSE_OPEN_TIME + 1,
4: closing_elevators_time[elevator.id] + ELEVATOR_WAITING_TIME + CLOSE_OPEN_TIME
}
time += add_delays[elevator.state]
return math.ceil(time)
# Метод рассчитывает время перемещения с этажа source_floor на этаж dest_floor (не должны совпадать)
# с учетом закрытия, откытия дверей
def get_time_to_floor_for_virtual_elevator(source_floor, dest_floor, passengers):
global FLOOR_TIME
global CRITICAL_PASS_COEFF
global CRITICAL_PASS_COUNT
global CLOSE_OPEN_TIME
global DELAY_FLOOR_TIME
if source_floor == dest_floor:
raise NameError("The same source and dest floors in get_time_to_floor_for_virtual_elevator")
diff = abs(source_floor - dest_floor)
time = diff * FLOOR_TIME
if source_floor < dest_floor:
not_exiting_passengers = [p for p in passengers if p.dest_floor != source_floor]
for p in not_exiting_passengers:
time *= p.weight
if len(not_exiting_passengers) > CRITICAL_PASS_COUNT:
time *= CRITICAL_PASS_COEFF
# надо закрыть двери и открыть на нужном этаже (+1, т.к. команда будет действовать на след. ход)
time += CLOSE_OPEN_TIME + ELEVATOR_WAITING_TIME + CLOSE_OPEN_TIME + 1
return math.ceil(time)
def get_time_to_floor_for_stairway(passenger):
global STAIRWAY_SPEED_DOWN
global STAIRWAY_SPEED_UP
dist = abs(passenger.y - passenger.dest_floor)
speed = STAIRWAY_SPEED_UP if passenger.y < passenger.dest_floor else STAIRWAY_SPEED_DOWN
# TODO: почему + 1 - непонятно
return dist / speed + 1
def call_start_ticks_passengers(elevator, ok_my_passengers, ok_enemy_passengers):
is_1_lift = \
elevator.type == "FIRST_PLAYER" and elevator.id == 1 or elevator.type == "SECOND_PLAYER" and elevator.id == 2
is_2_lift = \
elevator.type == "FIRST_PLAYER" and elevator.id == 3 or elevator.type == "SECOND_PLAYER" and elevator.id == 4
is_3_lift = \
elevator.type == "FIRST_PLAYER" and elevator.id == 5 or elevator.type == "SECOND_PLAYER" and elevator.id == 6
if is_1_lift:
for p in [p for p in ok_my_passengers if p.floor == elevator.floor and p.dest_floor >= 8]:
p.set_elevator(elevator)
for p in [p for p in ok_enemy_passengers if p.floor == elevator.floor and p.dest_floor >= 8]:
p.set_elevator(elevator)
elif is_2_lift:
for p in [p for p in ok_my_passengers if p.floor == elevator.floor and 6 <= p.dest_floor <= 7]:
p.set_elevator(elevator)
for p in [p for p in ok_enemy_passengers if p.floor == elevator.floor and 6 <= p.dest_floor <= 7]:
p.set_elevator(elevator)
elif is_3_lift:
for p in [p for p in ok_my_passengers if p.floor == elevator.floor and (p.dest_floor == 5 or p.dest_floor == 9)]:
p.set_elevator(elevator)
for p in [p for p in ok_enemy_passengers if
p.floor == elevator.floor and (p.dest_floor == 5 or p.dest_floor == 9)]:
p.set_elevator(elevator)
else:
for p in [p for p in ok_my_passengers if p.floor == elevator.floor and (p.dest_floor == 4 or p.dest_floor == 8)]:
p.set_elevator(elevator)
for p in [p for p in ok_enemy_passengers if
p.floor == elevator.floor and (p.dest_floor == 4 or p.dest_floor == 8)]:
p.set_elevator(elevator)
def call_passengers(elevator, ok_my_passengers, ok_enemy_passengers, enemy_elevators):
global DELAY_FLOOR_TIME
global CLOSE_OPEN_TIME
this_floor_my_passengers = [p for p in ok_my_passengers if p.floor == elevator.floor]
this_floor_enemy_passengers = [p for p in ok_enemy_passengers if p.floor == elevator.floor]
empty_places = 20 - len([p for p in elevator.passengers if p.dest_floor != elevator.floor])
if len(this_floor_my_passengers) + len(this_floor_enemy_passengers) <= empty_places: # свободных мест достаточно
for p in this_floor_my_passengers:
p.set_elevator(elevator)
for p in this_floor_enemy_passengers:
p.set_elevator(elevator)
else:
elevator_x = get_elevator_x(elevator)
enemy_elevator, enemy_elevator_time = get_enemy_elevator_to_floor(enemy_elevators, elevator.floor)
this_floor_passengers = [p for p in this_floor_my_passengers]
this_floor_passengers += [p for p in this_floor_enemy_passengers]
if enemy_elevator is None: # нет чужого лифта на этаже
ordered_this_floor_passengers = sorted(
this_floor_passengers, key=lambda p: get_pass_points(p, elevator), reverse=True)
for i in range(0, empty_places):
ordered_this_floor_passengers[i].set_elevator(elevator)
else: # есть чужой лифт на этаже
# Зовем всех чужих
enemy_elevator_x = get_elevator_x(enemy_elevator)
my_call_win_passengers = []
my_call_loss_passengers = []
for p in this_floor_passengers:
if is_my_call_win(p.x, elevator_x,
0 if elevator.time_on_floor > CLOSE_OPEN_TIME + DELAY_FLOOR_TIME
else CLOSE_OPEN_TIME + DELAY_FLOOR_TIME - elevator.time_on_floor,
enemy_elevator_x, enemy_elevator_time):
my_call_win_passengers += [p]
else:
my_call_loss_passengers += [p]
ordered_my_call_win_passengers = sorted(
my_call_win_passengers, key=lambda p: get_pass_points(p, elevator), reverse=True)
ordered_my_call_loss_passengers = sorted(
my_call_loss_passengers, key=lambda p: get_pass_points(p, elevator), reverse=True)
for i in range(0, min(empty_places, len(ordered_my_call_win_passengers))):
ordered_my_call_win_passengers[i].set_elevator(elevator)
empty_places = empty_places - len(ordered_my_call_win_passengers)
if empty_places > 0:
for i in range(0, min(empty_places, len(ordered_my_call_loss_passengers))):
ordered_my_call_loss_passengers[i].set_elevator(elevator)
def get_one_pass_points(source_floor, dest_floor):
global POINTS_PER_PASS
return abs(source_floor - dest_floor) * POINTS_PER_PASS
def get_pass_points(passenger, elevator):
global POINTS_PER_PASS
# пассажир который едет туда же, куда имеющиеся пассажиры - очень выгоден
if len([p for p in elevator.passengers if p.dest_floor == passenger.dest_floor]) > 0:
points = 1000
else:
points = abs(passenger.from_floor - passenger.dest_floor) * POINTS_PER_PASS
if passenger.type != elevator.type:
points *= 2
return points
class VirtualPassenger:
def __init__(self, key: int, floor: int):
global POINT_PER_WALKING_PASS
global is_self_passengers
global FIRST_FLOOR
global LAST_FLOOR
global POINTS_PER_PASS
global passengers_targets
global passengers_steps
self.key = key
self.floor = floor
self.floor_probs = {}
self.floor_points = {}
is_self = is_self_passengers[key]
floors = range(FIRST_FLOOR, LAST_FLOOR + 1)
if len(passengers_targets[key]) - passengers_steps[key] >= 2:
target_floor = passengers_targets[key][passengers_steps[key] + 1]
for c_floor in floors:
if c_floor == target_floor:
self.floor_probs[c_floor] = 1
diff = abs(c_floor - floor)
self.floor_points[c_floor] = diff * POINTS_PER_PASS
if not is_self:
self.floor_points[c_floor] *= 2
else:
self.floor_probs[c_floor] = 0
self.floor_points[c_floor] = 0
else:
prob = 1 / (len(floors) - 1)
for c_floor in floors:
self.floor_probs[c_floor] = prob if c_floor != floor else 0
diff = abs(c_floor - floor)
self.floor_points[c_floor] = diff * POINTS_PER_PASS
if not is_self:
self.floor_points[c_floor] *= 2
class StepContainer:
def __init__(self, points: int, floor: int, time: float, leaving_passengers_count: int,
leaving_virtual_passengers_count: int, filling_waiting_count: int, filling_walking_count):
global current_tick
self.points = points
self.floor = floor
self.time = time
self.leaving_passengers_count = leaving_passengers_count
self.leaving_virtual_passengers_count = leaving_virtual_passengers_count
self.filling_waiting_count = filling_waiting_count
self.filling_walking_count = filling_walking_count
self.full_time = time + current_tick
class PathContainer:
def __init__(self, curr_tick, elevator_id, current_floor, step_containers_list):
self.curr_tick = curr_tick
self.elevator_id = elevator_id
self.current_floor = current_floor
self.step_containers_list = step_containers_list
@staticmethod
def get_full_time(step_containers):
return step_containers[-1].time
@staticmethod
def get_full_points(step_containers):
res = 0
for item in step_containers:
res += item.points
return res
def get_points_per_time(self, step_containers):
return self.get_full_points(step_containers) / self.get_full_time(step_containers)
def get_best_step_containers(self):
return max(self.step_containers_list, key=lambda sc: self.get_points_per_time(sc))
def to_json(self):
data = json.dumps(self, default=lambda o: o.__dict__, sort_keys=False, indent=4)
return data
class BestPathContainer:
def __init__(self, curr_tick, elevator_id, current_floor, is_time_finished, best_step_containers):
self.curr_tick = curr_tick
self.elevator_id = elevator_id
self.current_floor = current_floor
self.is_time_finished = is_time_finished
self.best_step_containers = best_step_containers
def to_json(self):
data = json.dumps(self, default=lambda o: o.__dict__, sort_keys=False, indent=4)
return data
def get_pass_start_x(pass_id, self_type):
global is_self_passengers
global START_X
is_self = is_self_passengers[pass_id]
if is_self and self_type == FIRST_PLAYER:
return -START_X
if is_self and self_type == SECOND_PLAYER:
return START_X
if not is_self and self_type == FIRST_PLAYER:
return START_X
if not is_self and self_type == SECOND_PLAYER:
return -START_X
raise NameError("Unknown arguments combination")
def is_my_call_win(pass_x, my_elevator_x, my_elevator_time, enemy_elevator_x, enemy_elevator_time):
if my_elevator_time < enemy_elevator_time:
return True
elif my_elevator_time > enemy_elevator_time:
return False
else:
return abs(my_elevator_x - pass_x) <= abs(enemy_elevator_x - pass_x)
def get_enemy_elevator_to_floor(enemy_elevators, floor):
min_time = 999999
elevator = None
for e in enemy_elevators:
if e.next_floor == -1 and e.floor != floor or e.next_floor != -1 and e.next_floor != floor:
continue
time = get_time_to_floor_for_real_elevator(e)
if time < min_time:
min_time = time
elevator = e
return elevator, min_time
def get_walking_passenger_points(key, current_floor):
# DONE: уточнить с учетом текущего этажа
global POINT_PER_WALKING_PASS
global is_self_passengers
global FIRST_FLOOR
global LAST_FLOOR
global POINTS_PER_PASS
sum_points = 0
floors = range(FIRST_FLOOR, LAST_FLOOR + 1)
prob = 1 / (len(floors) - 1)
for floor in floors:
if floor == current_floor:
continue
diff = abs(floor - current_floor)
sum_points += diff * POINTS_PER_PASS * prob
is_self = is_self_passengers[key]
if not is_self:
sum_points *= 2
return sum_points
def get_exiting_virtual_passengers(virtual_passengers: List[VirtualPassenger], floor: int):
prob = 0
for p in virtual_passengers:
prob += p.floor_probs[floor]
round_prob = int(round(prob))
ordered_virtual_passengers = sorted(virtual_passengers, key=lambda v_p: v_p.floor_probs[floor], reverse=True)
return ordered_virtual_passengers[:round_prob]
def get_elevator_target_floor(elevator):
return elevator.next_floor if elevator.next_floor != -1 else elevator.floor
def get_step_containers(current_passengers, current_floor, current_time,
current_my_waiting_passengers, current_enemy_waiting_passengers, elevator, step,
my_elevators, enemy_elevators, virtual_passengers, current_floor_step):
global FIRST_FLOOR
global LAST_FLOOR
global WAIT_ELEVATOR_TIME
global MAX_STEPS
global is_self_passengers
global GAME_TIME
global current_tick
global DELAY_FLOOR_TIME
global START_X
global all_passengers
global walking_passengers
global is_self_passengers
step_containers = []
is_my_elevator_coming = len(
[e for e in my_elevators if e.id != elevator.id and get_elevator_target_floor(e) == current_floor]) > 0
if current_floor_step < MAX_STEPS and len(current_passengers) < 20 and not is_my_elevator_coming:
this_floor_walking_passengers = {}
for key in [key for key in walking_passengers.keys() if all_passengers[key] == current_floor]:
if walking_passengers[key] in this_floor_walking_passengers.keys():
this_floor_walking_passengers[walking_passengers[key]] += [key]
else:
this_floor_walking_passengers[walking_passengers[key]] = [key]
this_floor_walking_passengers_list = []
for key, value in this_floor_walking_passengers.items():
this_floor_walking_passengers_list += [[key, value]]
ordered_this_floor_walking_passengers_list = sorted(this_floor_walking_passengers_list,
key=lambda x: x[0])
if len(ordered_this_floor_walking_passengers_list) > current_floor_step:
item = ordered_this_floor_walking_passengers_list[current_floor_step]
appear_time = item[0]
appearing_ids = item[1]
# DONE: нормальный расчет времени получения очков вместо appear_time (или appear_time + pass_time)
if appear_time > current_time and appear_time + current_tick < GAME_TIME:
enemy_elevator, enemy_elevator_time = get_enemy_elevator_to_floor(enemy_elevators, current_floor)
new_virtual_passengers = [p for p in virtual_passengers]
max_pass_time = 0
for key in appearing_ids:
start_x = get_pass_start_x(key, elevator.type)
is_self = is_self_passengers[key]
my_call_time = appear_time if is_self else max([appear_time, DELAY_FLOOR_TIME])
if enemy_elevator is not None:
enemy_call_time = enemy_elevator_time if not is_self else enemy_elevator_time + DELAY_FLOOR_TIME
enemy_call_time = max([enemy_call_time, appear_time])
is_my_pass = is_my_call_win(start_x, get_elevator_x(elevator), my_call_time,
get_elevator_x(enemy_elevator),
enemy_call_time)
if not is_my_pass:
continue
pass_time = get_pass_elevator_time(start_x, elevator)
if pass_time > max_pass_time:
max_pass_time = pass_time
if len(current_passengers) + len(new_virtual_passengers) < 20:
new_virtual_passengers += [VirtualPassenger(key, current_floor)]
else:
break
leaving_time = appear_time + max_pass_time # Ждем пассажира, потом валим
filling_waiting_count = 0
filling_walking_count = len(new_virtual_passengers) - len(virtual_passengers)
step_container = StepContainer(0, current_floor, leaving_time, 0, 0,
filling_waiting_count,
filling_walking_count)
if step < MAX_STEPS:
step_containers_tmp = get_step_containers(current_passengers, current_floor, leaving_time,
current_my_waiting_passengers,
current_enemy_waiting_passengers,
elevator, step + 1, my_elevators,
enemy_elevators,
new_virtual_passengers, current_floor_step + 1)
if len(step_containers_tmp) == 0:
step_containers.append([step_container])
else:
for sc in step_containers_tmp:
step_containers.append([step_container] + sc)
else:
step_containers.append([step_container])
floors = range(FIRST_FLOOR, LAST_FLOOR + 1)
for floor in floors:
if floor == current_floor:
continue
time_to_floor = get_time_to_floor_for_virtual_elevator(current_floor, floor, current_passengers)
full_time_to_floor = current_time + time_to_floor
full_time_to_leave = full_time_to_floor + DELAY_FLOOR_TIME
if current_tick + full_time_to_floor > GAME_TIME: # поехав на этот этаж, не успеем до конца игры
continue
exiting_passengers = [p for p in current_passengers if p.dest_floor == floor]
exiting_virtual_passengers = get_exiting_virtual_passengers(virtual_passengers, floor)
points = 0
for p in exiting_passengers:
one_pass_points = get_one_pass_points(p.from_floor, floor)
if p.type != elevator.type:
one_pass_points *= 2
points += one_pass_points
for p in exiting_virtual_passengers:
points += p.floor_points[floor]
got_passengers = False
new_passengers = [p for p in current_passengers if p not in exiting_passengers]
new_virtual_passengers = [p for p in virtual_passengers if p not in exiting_virtual_passengers]
is_my_elevator_coming = len(
[e for e in my_elevators if e.id != elevator.id and get_elevator_target_floor(e) == floor]) > 0
if not is_my_elevator_coming:
enemy_elevator, enemy_elevator_time = get_enemy_elevator_to_floor(enemy_elevators, floor)
new_my_waiting_passengers = []
for p in current_my_waiting_passengers:
if enemy_elevator is not None:
is_my_pass = is_my_call_win(p.x, get_elevator_x(elevator), full_time_to_floor,
get_elevator_x(enemy_elevator),
enemy_elevator_time + DELAY_FLOOR_TIME)
if not is_my_pass:
continue
if p.floor == floor and p.time_to_away > full_time_to_floor + get_pass_elevator_time(
p.x, elevator) and len(new_passengers) + len(new_virtual_passengers) < 20:
new_passengers += [p]
got_passengers = True
else:
new_my_waiting_passengers += [p]
new_enemy_waiting_passengers = []
for p in current_enemy_waiting_passengers:
if enemy_elevator is not None:
is_my_pass = is_my_call_win(p.x, get_elevator_x(elevator), full_time_to_leave,
get_elevator_x(enemy_elevator),
enemy_elevator_time)
if not is_my_pass:
continue
if p.floor == floor and p.time_to_away > full_time_to_leave + get_pass_elevator_time(
p.x, elevator) and len(new_passengers) + len(new_virtual_passengers) < 20:
new_passengers += [p]
got_passengers = True
else:
new_enemy_waiting_passengers += [p]
# DONE: start pass x
# DONE: подумать об увеличении числа new_passengers, чтобы на следующем шаге не набрать лишних
new_passengers_length = len(new_passengers)
for key in walking_passengers.keys():
if all_passengers[key] != floor:
continue
start_x = get_pass_start_x(key, elevator.type)
is_self = is_self_passengers[key]
my_call_time = full_time_to_floor if is_self else full_time_to_leave
if enemy_elevator is not None:
enemy_call_time = enemy_elevator_time if not is_self else enemy_elevator_time + DELAY_FLOOR_TIME
is_my_pass = is_my_call_win(start_x, get_elevator_x(elevator),
my_call_time,
get_elevator_x(enemy_elevator),
enemy_call_time)
if not is_my_pass:
continue
# появятся раньше, чем элеватор будет готов их принять и исчезнут позже, чем они до него доберутся
# DONE: учесть, что своих можно звать на 40 тиков раньше
# если пассажир появится позже, чем walking_passengers[key] < full_time_to_leave, то он будет учтен выше
appears_before_leave = walking_passengers[key] < full_time_to_leave
disappears_after_filling = \
walking_passengers[key] + WAIT_ELEVATOR_TIME > my_call_time + get_pass_elevator_time(start_x, elevator)
has_empty_space = new_passengers_length + len(new_virtual_passengers) < 20
if appears_before_leave and disappears_after_filling and has_empty_space:
got_passengers = True
new_virtual_passengers += [VirtualPassenger(key, floor)]
else:
new_my_waiting_passengers = current_my_waiting_passengers
new_enemy_waiting_passengers = current_enemy_waiting_passengers
if len(exiting_passengers) != 0 or got_passengers:
filling_waiting_count = \
len(new_passengers) - (len(current_passengers) - len(exiting_passengers))
filling_walking_count = len(new_virtual_passengers) - \
(len(virtual_passengers) - len(exiting_virtual_passengers))
step_container = StepContainer(points, floor, full_time_to_leave, len(exiting_passengers),
len(exiting_virtual_passengers),
filling_waiting_count,
filling_walking_count)
if step < MAX_STEPS:
step_containers_tmp = get_step_containers(new_passengers, floor, full_time_to_leave,
new_my_waiting_passengers, new_enemy_waiting_passengers,
elevator, step + 1, my_elevators, enemy_elevators,
new_virtual_passengers, 0)
if len(step_containers_tmp) == 0:
step_containers.append([step_container])
else:
for sc in step_containers_tmp:
step_containers.append([step_container] + sc)
else:
step_containers.append([step_container])
return step_containers
def get_passenger_elevator(passenger, my_elevators, enemy_elevators):
my_elevators_pass = [e for e in my_elevators if e.id == passenger.elevator]
if len(my_elevators_pass) > 0:
return my_elevators_pass[0]
enemy_elevators_pass = [e for e in enemy_elevators if e.id == passenger.elevator]
if len(enemy_elevators_pass) > 0:
return enemy_elevators_pass[0]
return None
def get_optimal_elevator_path(elevator, my_passengers, enemy_passengers, my_elevators, enemy_elevators):
global path_containers_to_save
global current_tick
global GAME_TIME
# DONE: учитывать окончание игры
# DONE: проверять, что на целевой этаж едет другой лифт
# TODO: брать не всех пассажиров с этажа, а определенных
# DONE: приоритет на чужих пассажиров
# DONE: удваивать очки за чужих пассажиров, которые не в моем лифте
# DONE: учитывать чужие лифты, которые едут на этаж
# DONE: проверить вариант с удельными очками на тики
# DONE: если осталось мало веремени, ехать даже на этаж, куда едет кто-то еще
# TODO: не убегать, если пассажир идет к чужому лифту и не влезет туда
# TODO: взятие пассажиров в начале игры
# DONE: ждать, пока пассажир появится, не убегать сразу
# TODO: в начале брать всех пассажиров, если больше не появятся. можно узжать раньше
# DONE: не успеваем закочнить
my_waiting_passengers = [p for p in my_passengers if (p.state == 1 or p.state == 3)]
enemy_waiting_passengers = [p for p in enemy_passengers if (p.state == 1 or p.state == 3)]
# TODO: нормальный критерий вместо "True if current_tick < GAME_TIME - 1500 else False"
step_containers = get_step_containers([p for p in elevator.passengers if p.dest_floor != elevator.floor],
elevator.floor, 0,
my_waiting_passengers, enemy_waiting_passengers, elevator, 0,
my_elevators,
enemy_elevators, [], 0)
if len(step_containers) == 0:
return -1, 0
path_container = PathContainer(current_tick, elevator.id, elevator.floor, step_containers)
best_step_containers = path_container.get_best_step_containers()
max_points = path_container.get_full_points(best_step_containers)
target_floor = best_step_containers[0].floor
#best_path_container = BestPathContainer(current_tick, elevator.id, elevator.floor, False, best_step_containers)
#json_file = path_container.to_json()
#path_containers_to_save += [json_file]
return target_floor, max_points
class Strategy(BaseStrategy):
@staticmethod
def update_elevators(my_elevators, enemy_elevators):
global CLOSE_OPEN_TIME
global closing_elevators_time
for e in my_elevators:
if e.state == 4:
if closing_elevators_time[e.id] == 0:
closing_elevators_time[e.id] = CLOSE_OPEN_TIME
else:
closing_elevators_time[e.id] -= 1
else:
closing_elevators_time[e.id] = 0
for e in enemy_elevators:
if e.state == 4:
if closing_elevators_time[e.id] == 0:
closing_elevators_time[e.id] = CLOSE_OPEN_TIME
else:
closing_elevators_time[e.id] -= 1
else:
closing_elevators_time[e.id] = 0
@staticmethod
def update_passengers_owner(my_passengers, enemy_passengers, my_elevators):
global is_self_passengers
for p in my_passengers:
if p.state == 5: # если пассажир едет на лифте, проверяем, на каком
is_self_passengers[p.id] = len([e for e in my_elevators if e.id == p.elevator]) > 0
else:
is_self_passengers[p.id] = True
for p in enemy_passengers:
if p.state == 5: # если пассажир едет на лифте, проверяем, на каком
is_self_passengers[p.id] = len([e for e in my_elevators if e.id == p.elevator]) > 0
else:
is_self_passengers[p.id] = False
@staticmethod
def update_passengers(my_passengers, enemy_passengers, my_elevators, enemy_elevators):
global all_passengers
global walking_passengers
global FLOOR_WALKING_TIME
global STAIRWAY_SPEED_DOWN
global STAIRWAY_SPEED_UP
global is_self_passengers
global DELAY_FLOOR_TIME
# добавляем или обновляем пассажира с этажом
for p in my_passengers:
all_passengers[p.id] = p.dest_floor
for p in enemy_passengers:
all_passengers[p.id] = p.dest_floor
# удаляем из словаря гуляющих тех, кто появился на этаже и ждет лифт (или идет к нему, или возвращается)
deleting_keys = [key for key in walking_passengers.keys() if
(len([x for x in my_passengers if x.id == key and x.state <= 3]) > 0 or
len([x for x in enemy_passengers if x.id == key and x.state <= 3]) > 0)]
for key in deleting_keys:
del walking_passengers[key]
for key in all_passengers.keys():
my_pass = [x for x in my_passengers if x.id == key]
enemy_pass = [x for x in enemy_passengers if x.id == key]
passenger = None
if len(my_pass) > 0:
passenger = my_pass[0]
elif len(enemy_pass) > 0:
passenger = enemy_pass[0]
# его нет среди пассажиров - гуляет по этажу (или выходит из лифта)
if passenger is None or passenger.state == 6:
# уменьшаем время гуляния на 1
if key in walking_passengers.keys():
walking_passengers[key] -= 1
# TODO: walking_passengers[key] == 0:
elif passenger.dest_floor == 1: # Если целевой этаж =1, то пассажир исччезнет навсегда, приехав на него
continue
elif passenger.state == 5: # едет в лифте
elevator = get_passenger_elevator(passenger, my_elevators, enemy_elevators)
# в состоянии 3 next_floor лифта может меняться
# сойдет на этаже, куда едет лифт
if elevator.state != 3 and passenger.dest_floor == elevator.next_floor:
time = get_time_to_floor_for_real_elevator(elevator)
time += DELAY_FLOOR_TIME # Добавялем время высадки пассажира
# TODO: int округлит вниз - нормально ли это???
walking_passengers[key] = math.ceil(time + FLOOR_WALKING_TIME)
elif passenger.state == 4: # идет пешком
time = get_time_to_floor_for_stairway(passenger)
walking_passengers[key] = math.ceil(time + FLOOR_WALKING_TIME)
@staticmethod
def update_passengers_targets(my_passengers, enemy_passengers):
global passengers_targets
global passengers_steps
for p in my_passengers:
if p.id not in passengers_targets:
passengers_targets[p.id] = [p.dest_floor]
passengers_steps[p.id] = 0
else:
step = passengers_steps[p.id]
if p.dest_floor != passengers_targets[p.id][step]:
passengers_steps[p.id] += 1
if len(passengers_targets[p.id]) <= passengers_steps[p.id]:
passengers_targets[p.id] += [p.dest_floor]
twin_id = p.id + 1 if p.id % 2 == 1 else p.id - 1
passengers_targets[twin_id] += [p.dest_floor]
for p in enemy_passengers:
if p.id not in passengers_targets:
passengers_targets[p.id] = [p.dest_floor]
passengers_steps[p.id] = 0
else:
step = passengers_steps[p.id]
if p.dest_floor != passengers_targets[p.id][step]:
passengers_steps[p.id] += 1
if len(passengers_targets[p.id]) <= passengers_steps[p.id]:
passengers_targets[p.id] += [p.dest_floor]
twin_id = p.id + 1 if p.id % 2 == 1 else p.id - 1
passengers_targets[twin_id] += [p.dest_floor]
def get_elevator_points(self, elevator, passengers, add_time):
global FIRST_FLOOR
global LAST_FLOOR
global current_tick
global GAME_TIME
global EPS_TIME
max_points = 0
# is_critical = False
for floor1 in range(FIRST_FLOOR, LAST_FLOOR + 1):
if floor1 == elevator.floor:
continue
if len([p for p in passengers if p.dest_floor == floor1]) == 0:
continue
time1 = get_time_to_floor_for_virtual_elevator(elevator.floor, floor1, [p for p in passengers if p.state != 6])
points1 = 0
for p in [p for p in passengers if p.state != 6 and p.dest_floor == floor1]:
one_pass_points = get_one_pass_points(p.from_floor, floor1)
if p.type != elevator.type:
one_pass_points *= 2
points1 += one_pass_points
if points1 > max_points:
if current_tick + time1 + add_time < GAME_TIME:
max_points = points1
# if current_tick + time1 + add_time + EPS_TIME > GAME_TIME:
# is_critical = True
# else:
# is_critical = False
if current_tick + time1 < GAME_TIME:
for floor2 in range(FIRST_FLOOR, LAST_FLOOR + 1):
if floor2 == elevator.floor or floor2 == floor1:
continue
if len([p for p in passengers if p.dest_floor == floor2]) == 0:
continue
time2 = time1 + get_time_to_floor_for_virtual_elevator(floor1, floor2,
[p for p in passengers if p.state != 6 and p.dest_floor != floor1])
points2 = points1
for p in [p for p in passengers if p.state != 6 and p.dest_floor == floor2]:
one_pass_points = get_one_pass_points(p.from_floor, floor2)
if p.type != elevator.type:
one_pass_points *= 2
points2 += one_pass_points
if points2 > max_points:
if current_tick + time2 + add_time < GAME_TIME:
max_points = points2
# if current_tick + time2 + add_time + EPS_TIME > GAME_TIME:
# is_critical = True
# else:
# is_critical = False
return max_points
def need_finish_move(self, elevator, my_passengers, enemy_passengers):
move_points = self.get_elevator_points(elevator, elevator.passengers, 0)
passengers_by_time_to_me = {}
for p in [p for p in my_passengers if p.state == 2 and p.elevator == elevator.id]:
time = get_pass_elevator_time(p.x, elevator)
if time not in passengers_by_time_to_me:
passengers_by_time_to_me[time] = []
passengers_by_time_to_me[time] += [p]
for p in [p for p in enemy_passengers if p.state == 2 and p.elevator == elevator.id]:
time = get_pass_elevator_time(p.x, elevator)
if time not in passengers_by_time_to_me:
passengers_by_time_to_me[time] = []
passengers_by_time_to_me[time] += [p]
passengers_by_time_to_me_list = []
for key, value in passengers_by_time_to_me.items():
passengers_by_time_to_me_list += [[key, value]]
if len(passengers_by_time_to_me_list) == 0:
return False
ordered_passengers_by_time_to_me_list = sorted(passengers_by_time_to_me_list, key=lambda x: x[0], reverse=False)
new_passengers = [p for p in elevator.passengers]
for item in ordered_passengers_by_time_to_me_list:
new_passengers += item[1]
no_move_points = self.get_elevator_points(elevator, new_passengers, item[0])
if no_move_points >= move_points:
return False
return True
def need_move(self, elevator, my_passengers, enemy_passengers):
global current_tick
global PASS_CREATION_TIME
global FIRST_FLOOR
global waiting_elevators
global EPS_TIME
global GAME_TIME
not_exiting_passengers = [p for p in elevator.passengers if p.dest_floor != elevator.floor]
if len(not_exiting_passengers) == 20:
return True
if elevator.floor == FIRST_FLOOR and current_tick <= PASS_CREATION_TIME:
return False
is_time_finished = self.need_finish_move(elevator, my_passengers, enemy_passengers)
if is_time_finished:
self.debug("VALIM: " + str(elevator.id))
return True
ok_my_passengers = [p for p in my_passengers if
p.floor == elevator.floor and p.time_to_away >= get_pass_elevator_time(p.x, elevator) and
(p.state == 1 or p.state == 3 or p.state == 2 and p.elevator == elevator.id)]
ok_enemy_passengers = [p for p in enemy_passengers if
p.floor == elevator.floor and p.time_to_away >= get_pass_elevator_time(p.x, elevator) and
(p.state == 1 or p.state == 3 or p.state == 2 and p.elevator == elevator.id)]
# Если пассажиры есть, лифт лифт не ждет их появления и уезжать не надо
no_passengers = len(ok_my_passengers) == 0 and len(ok_enemy_passengers) == 0
if not no_passengers:
waiting_elevators[elevator.id] = False
return False
# Если пассажиров нет, уедем, если лифт не ждет их появления
return not waiting_elevators[elevator.id]
def on_tick(self, my_elevators, my_passengers, enemy_elevators, enemy_passengers):
global current_tick
global FIRST_FLOOR
global waiting_elevators
global CLOSE_OPEN_TIME
global DELAY_FLOOR_TIME