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