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Analyze.py
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Analyze.py
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from model.World import World
from model.FacilityType import FacilityType
from model.Game import Game
from collections import defaultdict
from Utils import Area, FLYERS, types, typebyname
class TaggedDict(dict):
def __init__(self, data):
dict.__init__(self)
for i in data:
self[i.id] = i
def resolve(self, data: set):
return map(lambda i: self[i], data)
class clusterdict(defaultdict):
def __init__(self, clusterizer: callable):
defaultdict.__init__(self, clusterizer)
self.on_miss = clusterizer
def __missing__(self, v):
return self.on_miss(v)
class Vehicles(TaggedDict):
def __init__(self, world: World):
self.me = world.get_my_player().id
self.opponent = world.get_opponent_player().id
self.selected = set()
self.by_player = defaultdict(set)
self.by_type = defaultdict(set)
self.by_group = defaultdict(set)
self.by_cluster_dict = dict()
self.updated = set()
self.damaged = set()
TaggedDict.__init__(self, world.new_vehicles)
for i in world.new_vehicles:
self.by_player[i.player_id].add(i.id)
self.by_type[i.type].add(i.id)
self.updated.add(i.id)
def by_cluster(self, pid: int):
if not (pid in self.by_cluster_dict):
self.by_cluster_dict[pid] = self.clusterize(self.by_player[pid])
return self.by_cluster_dict[pid]
def clusterize(self, units: set, thresh = 10, griddensity = 12):
## returns set of clusters
## every cluster is a frozen set of vehicle ids
clusters = set()
allclusters = set()
threshhood = thresh*thresh
grid = defaultdict(lambda: defaultdict(set))
# sort units by grid cells
for id in units:
unit = self[id]
gridx = int(unit.x // griddensity)
gridy = int(unit.y // griddensity)
grid[gridx][gridy].add(id)
for id in units:
#assigned = False
# check if unit already in one of the clusters
if id in allclusters:
continue
# for c in clusters:
# if id in c:
# assigned = True
# break
# if not assigned:
# if it is a standalone unit lets make new cluster for it
unit = self[id]
newcluster = set()
newcluster.add(id)
# now lets check all units in neighbour grid cells if
# they are may be attached to our cluster
gridx = int(unit.x // griddensity)
gridy = int(unit.y // griddensity)
for gx in range(gridx-1, gridx+2):
for gy in range(gridy-1, gridy+2): # 9 iterations
for nid in grid[gx][gy]:
# triple for loop eeew!
# now lets check distance to neighbour point
unid = self[nid]
distance = unit.get_squared_distance_to(unid.x, unid.y)
if distance < threshhood:
newcluster.add(nid)
# our new cluster contains both of new points and probably points
# from other clusters. lets merge those clusters with new and remove them
# after the fact
#print("New cluster contains: ", len(newcluster))
to_remove = set()
for c in clusters:
if c & newcluster:
#print("Detected intersection with ", c, ", merging")
newcluster |= c
to_remove.add(c)
#print("Will be removed:", to_remove)
clusters -= to_remove
# after all lets add our new clusters to others
clusters.add(frozenset(newcluster))
allclusters |= newcluster
#print("Final clusters:", clusters)
return clusters
def in_area(self, a: Area):
result = set()
for k, v in self.items():
if a.is_inside(v):
result.add(k)
return result
def update(self, world: World):
self.by_cluster_dict = dict()
for i in world.new_vehicles:
if not (i.id in self):
self[i.id] = i
self.by_player[i.player_id].add(i.id)
self.by_type[i.type].add(i.id)
self.updated = set()
mine = self.by_player[self.me]
for i in world.vehicle_updates:
if i.durability == 0:
self.pop(i.id, None) # remove dead vehicle
for s in self.by_player.values():
s.discard(i.id)
for s in self.by_type.values():
s.discard(i.id)
for s in self.by_group.values():
s.discard(i.id)
self.selected.discard(i.id)
else:
unit = self[i.id]
if unit.x != i.x or unit.y != i.y:
self.updated.add(i.id)
unit.x = i.x
unit.y = i.y
if i.id in mine:
if i.selected:
self.selected.add(i.id)
else:
self.selected.discard(i.id)
if len(i.groups) != len(unit.groups):
newgroups = frozenset(i.groups)
oldgroups = frozenset(unit.groups)
for g in newgroups - oldgroups:
self.by_group[g].add(i.id)
for g in oldgroups - newgroups:
self.by_group[g].discard(i.id)
unit.groups = i.groups
if i.durability != unit.durability:
durpercent = i.durability / unit.max_durability
if durpercent < 0.7:
self.damaged.add(i.id)
elif durpercent > 0.8:
self.damaged.discard(i.id)
unit.durability = i.durability
#unit.update(i)
class Facilities(TaggedDict):
def __init__(self, world: World):
self.by_type = dict()
self.by_player = defaultdict(set)
self.by_type[FacilityType.CONTROL_CENTER] = set()
self.by_type[FacilityType.VEHICLE_FACTORY] = set()
TaggedDict.__init__(self, world.facilities)
self.me = world.get_my_player().id
self.neutral = -1
self.opponent = world.get_opponent_player().id
self.update(world)
for i in world.facilities:
self.by_type[i.type].add(i.id)
def update(self, world: World):
for i in [self.neutral, self.me, self.opponent]:
self.by_player[i].clear()
for i in world.facilities:
self[i.id].vehicle_type = i.vehicle_type
self[i.id].production_progress = i.production_progress
self.by_player[i.owner_player_id].add(i.id)
class WorldState:
def __init__(self, world: World, game: Game):
self.vehicles = Vehicles(world)
self.facilities = Facilities(world)
self.get_opponent_and_me(world)
self.calculate_effectiveness(game)
def calculate_effectiveness(self, game: Game):
self.effectiveness = dict()
def construct(t, ending = "durability", vt = None):
if ending == "durability" or vt is None:
name = typebyname[a] + "_durability"
else:
clas = None
if vt in types[FLYERS]:
clas = "_aerial_"
else:
clas = "_ground_"
name = typebyname[t] + clas + ending
if hasattr(game, name):
return getattr(game, name)
return 0
def positive(a):
if a < 0:
return 0
return a
for a in typebyname.keys():
self.effectiveness[a] = dict()
for d in typebyname.keys():
self.effectiveness[a][d] = (
positive(construct(a, "damage", d)-construct(d, "defence", a))
/construct(d))
def get_opponent_and_me(self, w: World):
if w.players[0].me:
self.me = w.players[0]
self.opponent = w.players[1]
else:
self.me = w.players[1]
self.opponent = w.players[0]
def update(self, world: World):
self.vehicles.update(world)
self.facilities.update(world)
self.get_opponent_and_me(world)