def test_manhattan_distance_4(self):
        entries = ['1, 1', '1, 1']
        points = convert_points(entries)

        d = manhattan_distance(points[0], points[1])

        self.assertEqual(0, d)
    def test_manhattan_distance_1(self):
        entries = ['1, 2', '3, 4']
        points = convert_points(entries)

        d = manhattan_distance(points[0], points[1])

        self.assertEqual(4, d)
示例#3
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def solve_3(input, target_max=None):
    # Adding 5 to give us some buffer
    side_length = math.ceil(math.sqrt(input)) + 5

    center_index = math.floor(side_length / 2.0)
    origin = Point(x=center_index, y=center_index, id=1)

    target = traverse_grid(origin, side_length, input, target_max)

    return manhattan_distance(origin, target)
示例#4
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async def run():
    positions = {}
    central_port = 0, 0
    intersections = set()

    for wire_id, row in enumerate(values.rows):
        path = row.split(",")
        pos = central_port
        for p in path:
            direction = p[0]
            length = int(p[1:])
            pos_mod = {"U": (0, -1), "R": (1, 0), "D": (0, 1), "L": (-1, 0)}[direction]
            for _ in range(1, length + 1):
                pos = tuple_add(pos, pos_mod)
                if pos == central_port:
                    continue
                if pos in positions and positions[pos] != wire_id:
                    intersections.add((manhattan_distance(pos, central_port), pos))
                else:
                    positions[pos] = wire_id

    return min(intersections)[0]
示例#5
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 def compute_distances(self, points: List[Point]) -> None:
     for point in points:
         self.distances[point.id] = manhattan_distance(self.location, point)
示例#6
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    async def _on_game_tick(self, tick_number, game_state):

        # Base variables

        my_id = str(game_state["connection"]["agent_number"])
        if my_id == "1":
            adversary_id = "0"
        else:
            adversary_id = "1"
        my_location = game_state["agent_state"][my_id]["coordinates"]
        adversary_location = game_state["agent_state"][adversary_id][
            "coordinates"]
        ammo = game_state["agent_state"][my_id]["inventory"]["bombs"]
        adversary_ammo = game_state["agent_state"][adversary_id]["inventory"][
            "bombs"]
        hp = game_state["agent_state"][my_id]["hp"]
        adversary_hp = game_state["agent_state"][adversary_id]["hp"]

        log(f"me: {my_id} HP: {hp} ammo: {ammo} | adv: {adversary_id} HP: {adversary_hp} ammo: {adversary_ammo}"
            )

        # get key items
        bombs = helpers.get_bombs(game_state)
        ammo_cache = helpers.get_ammo(game_state)
        powerups = helpers.get_powerups(game_state)

        min_distance = helpers.MIN_DISTANCE

        # get location state
        surrounding_tiles = helpers.get_surrounding_tiles(my_location)
        extended_surrounding_tiles = helpers.get_extended_surrounding_tiles(
            my_location)
        non_wall_tiles = helpers.get_questionable_tiles(
            surrounding_tiles, game_state)
        safe_tiles = helpers.get_safe_tiles(surrounding_tiles, game_state)
        empty_tiles = helpers.get_empty_tiles(surrounding_tiles, game_state)

        print("My location", game_state["agent_state"][my_id]["coordinates"],
              "non-wall tiles", non_wall_tiles)

        bombs_in_range = helpers.get_bombs_in_range(my_location, bombs)
        ammo_in_range = helpers.get_ammo_in_range(my_location, ammo_cache)
        powerups_in_range = helpers.get_powerups_in_range(
            my_location, powerups)

        # update danger cache
        helpers.update_bomb_list(game_state)
        helpers.update_explosion_list(game_state)

        # order of tasks:
        # 1 escape a bomb at my feet - go anywhere
        # 2 get safe tiles
        nearest_bomb = helpers.get_nearest_bomb(bombs, my_location)
        bomb_ticks = helpers.get_ticks_for_bomb(nearest_bomb)

        action = random.choice(actions)

        # if I'm on a bomb, I should probably move
        if helpers.entity_at(my_location[0], my_location[1],
                             game_state) == 'b':
            log(f"I'm on a bomb!")
            if non_wall_tiles:
                if powerups_in_range:
                    action = move_towards_powerup(non_wall_tiles, powerups,
                                                  my_location)
                elif ammo_in_range:
                    action = move_towards_ammo(non_wall_tiles, ammo_cache,
                                               my_location)
                else:
                    action = run_from_bomb(non_wall_tiles, bombs, my_location)
            else:
                action = no_move()

        # if we're near a bomb, we should also probably move
        # update: only run from the bomb if there are not many ticks left
        elif bombs_in_range and bomb_ticks < 4:
            log("There's a bomb nearby!")
            if non_wall_tiles:
                run_from_bomb(non_wall_tiles, bombs, my_location)
            else:
                action = no_move()

        elif powerups_in_range:
            if non_wall_tiles:
                action = move_towards_powerup(non_wall_tiles, powerups,
                                              my_location)
            else:
                action = no_move()

        # if there's some ammo in range - try to pickup
        elif ammo_in_range:
            if non_wall_tiles:
                action = move_towards_ammo(non_wall_tiles, ammo_cache,
                                           my_location)
            else:
                action = no_move()

        # if there are no bombs in range
        else:

            # but first, let's check if we have any ammo
            distance_to_other_player = helpers.manhattan_distance(
                my_location, adversary_location)
            log(f"Distance to player: {distance_to_other_player} | me: {my_location}, adv: {adversary_location}"
                )

            if distance_to_other_player < MIN_DISTANCE_TO_ADVERSARY:
                if ammo > 0:
                    # we've got ammo + we're near the adversary, let's place a bomb
                    log("Drop a bomb! 💣")
                    action = "bomb"
                else:
                    # run away!
                    log("RUN AWAY!!!! 🏃‍♂️")
                    adversary_move = helpers.get_furthest_tile_from_closest_item(
                        non_wall_tiles, [adversary_location], my_location)
                    action = helpers.move_to_tile(my_location, adversary_move)

            else:
                # no ammo or not close to adversary, chase adversary
                log("chase adversary 🦸‍♂️")
                adversary_move = helpers.get_nearest_tile_to_closest_item(
                    non_wall_tiles, [adversary_location], my_location)
                action = helpers.move_to_tile(my_location, adversary_move)

        log(f"Moving '{action}'")
        # logic to send valid action packet to game server
        if action in ["up", "left", "right", "down"]:
            await self._client.send_move(action)
        elif action == "bomb":
            await self._client.send_bomb()
        elif action == "detonate":
            bomb_coordinates = self._get_bomb_to_detonate(game_state)
            if bomb_coordinates != None:
                x, y = bomb_coordinates
                await self._client.send_detonate(x, y)
        else:
            print(f"Unhandled action: {action}")