using Bobo.System.Maze.Bot.Interface; using HightechICT.Amazeing.Client.Rest; using Microsoft.Extensions.Logging; namespace Bobo.System.Maze.Bot { public class SimpleBot : BaseBot { private Stack Directions { get; set; } = new Stack(); private List> ExitDirections { get; set; } = new List>(); private List> CollectionPointDirections { get; set; } = new List>(); public SimpleBot(AmazeingClient mazeClient, ILogger logger) : base(mazeClient, logger) { } public override async Task Run(MazeInfo maze) { if (MazeClient == null) throw new ArgumentException(nameof(MazeClient)); if (string.IsNullOrWhiteSpace(maze.Name)) throw new ArgumentException(nameof(maze.Name)); Random random = new Random(); Logger.Log(LogLevel.Information, "Entering maze '{MazeName}'", maze.Name); PossibleActionsAndCurrentScore result = await MazeClient.EnterMaze(maze.Name); int collected = 0; do { if (result.PossibleMoveActions.All(m => m.HasBeenVisited)) { Logger.Log(LogLevel.Debug, "All adjacent tiles have been visited! Going back."); result = await MoveBackOne(); } else { MoveAction[] notVisited = result.PossibleMoveActions.Where(m => !m.HasBeenVisited).ToArray(); Logger.Log(LogLevel.Debug, $"{string.Join(", ", notVisited.Select(m => m.Direction.ToString()))} have not been visited, selecting next move."); int selected = random.Next(notVisited.Length - 1); MoveAction moveAction = notVisited[selected]; Logger.Log(LogLevel.Debug, $"Moving {moveAction.Direction}, I have {(!moveAction.HasBeenVisited ? "not" : string.Empty)} been here."); result = await MazeClient.Move(moveAction.Direction); Directions.Push(moveAction.Direction); } // if this is an exit, copy the path so we know how to get there if (result.CanExitMazeHere) { ExitDirections.Add(new List(Directions)); } // if this is a collection point, copy the path so we know how to get there if (result.CanCollectScoreHere) { CollectionPointDirections.Add(new List(Directions)); List list = new List(Directions); } Logger.Log(LogLevel.Debug, $"New tile has {(!result.CanExitMazeHere ? "no" : string.Empty)} exit."); } while (maze.PotentialReward != result.CurrentScoreInHand && CollectionPointDirections.Any() && ExitDirections.Any()); do { // create a list of the directions to the current point List fromStart = new List(Directions); // see what collection point is closest (if multiple) List collectionPointDirections = CollectionPointDirections.First(); int collectionCommonPointFromStart = int.MaxValue; foreach(List cdp in CollectionPointDirections) { int lowest = fromStart.Count() < cdp.Count() ? fromStart.Count() : cdp.Count(); int lastCommonIndex = 0; // start from index 0 and work up to the lowest size for (lastCommonIndex = 0; lastCommonIndex < lowest; lastCommonIndex++) { if (fromStart[lastCommonIndex] != cdp[lastCommonIndex]) { // not common, break loop break; } } if (lastCommonIndex < collectionCommonPointFromStart) { collectionPointDirections = cdp; collectionCommonPointFromStart = lastCommonIndex; } } // first go back to the common index for (int returnMoves = 0; returnMoves < fromStart.Count - collectionCommonPointFromStart; returnMoves ++) { await MoveBackOne(); } for (int toCollectionIndex = collectionCommonPointFromStart + 1; toCollectionIndex < collectionPointDirections.Count(); toCollectionIndex++) { result = await MazeClient.Move(collectionPointDirections[toCollectionIndex]); } // go to collection if (result.CanCollectScoreHere) { collected += result.CurrentScoreInHand; await MazeClient.CollectScore(); } // go to exit } while (!result.CanExitMazeHere); await MazeClient.ExitMaze(); Logger.Log(LogLevel.Information, "Collected {Collected}!", collected); Logger.Log(LogLevel.Information, "Exited maze {MazeName}!", maze.Name); return collected; } private Task MoveBackOne() { Direction direction = Directions.Pop(); switch (direction) { case Direction.Left: direction = Direction.Right; break; case Direction.Right: direction = Direction.Left; break; case Direction.Up: direction = Direction.Down; break; case Direction.Down: direction = Direction.Up; break; } Logger.Log(LogLevel.Debug, "Moving {Direction}, I have been here.", direction); return MazeClient.Move(direction); } } }