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GameLogic.cs
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using System.Collections.Generic;
using System.Diagnostics;
namespace game;
public class GameLogic
{
public const int TotalTurn = 294;
public const int TurnPeriod = 500;
private const int N = 5;
private static readonly int[] Dj = { +1, 0, -1, 0 };
private static readonly int[] Dk = { 0, +1, 0, -1 };
private readonly Cell[] _field;
private readonly Agent[] _agents;
private readonly int _turn;
private readonly int[] _move;
private readonly int[] _score;
private readonly int[] _area;
public static int[] ConvertMove(int memberId, int[] a)
{
var res = new int[6];
for (var idx = 0; idx < 6; idx++)
{
res[idx] = a[Func1(memberId, idx)];
}
return res;
}
public static string[] ConvertUserIds(int memberId, string[] a)
{
if (a.Length < 6) return a;
var res = new string[6];
for (var idx = 0; idx < 6; idx++)
{
res[idx] = a[Func1(memberId, idx)];
}
return res;
}
public int[] GetScoreToSave(int memberId)
{
var res = new int[6];
for (var idx = 0; idx < 6; idx++)
{
res[Func1(memberId, idx)] = _score[idx];
}
return res;
}
public Dictionary<string, object> GetResponseData(long now)
{
var field = new int[6][][][];
var agent = new int[6][];
for (var i = 0; i < 6; i++)
{
agent[i] = new[]{ _agents[i].I, _agents[i].J, _agents[i].K, _agents[i].D };
field[i] = new int[N][][];
for (var j = 0; j < N; j++)
{
field[i][j] = new int[N][];
for (var k = 0; k < N; k++)
{
var c = _field[FieldIdx(i,j,k)];
field[i][j][k] = new[]{ c.Owner, c.Val };
}
}
}
return new Dictionary<string, object>
{
["status"] = "ok",
["now"] = now,
["turn"] = _turn,
["move"] = _move,
["score"] = _score,
["field"] = field,
["agent"] = agent,
};
}
public GameLogic(int memberId, IReadOnlyList<int> moveList)
{
Debug.Assert(moveList.Count % 6 == 0);
_field = new Cell[6*N*N];
_agents = new Agent[6];
_turn = moveList.Count / 6;
_move = new int[6];
_score = new int[6];
_area = new int[6];
for (var i = 0; i < _field.Length; i++)
{
_field[i] = new Cell { Owner = -1, Val = 0 };
}
for (var i = 0; i < 6; i++)
{
_agents[i] = new Agent { I = i, J = N / 2, K = N / 2, D = 0 };
var fi = FieldIdx(i, N / 2, N / 2);
_field[fi].Owner = i;
_field[fi].Val = 2;
_area[i] = 1;
}
var counter = new byte[6*N*N];
var fis = new int[6];
for (int i = 0, turn = 0; i < moveList.Count; i += 6, turn++)
{
for (var idx = 0; idx < 6; idx++)
{
_move[idx] = moveList[i + Func1(memberId, idx)];
if (_move[idx] == -1) continue;
RotateAgent(idx, _move[idx]);
MoveForward(idx);
var ii = _agents[idx].I;
var jj = _agents[idx].J;
var kk = _agents[idx].K;
fis[idx] = FieldIdx(ii, jj, kk);
++counter[fis[idx]];
}
for (var idx = 0; idx < 6; idx++)
{
if (_move[idx] == -1) continue;
if (counter[fis[idx]] == 1 || _field[fis[idx]].Owner == idx)
{
Paint(idx, fis[idx]);
}
}
for (var idx = 0; idx < 6; idx++)
{
if (_move[idx] == -1) continue;
--counter[fis[idx]];
}
if (turn >= TotalTurn / 2)
{
AddScore();
}
}
}
private void AddScore()
{
for (var i = 0; i < 6; i++)
{
_score[i] += _area[i];
}
}
private static int Func1(int memberId, int pos)
{
var i0 = memberId / 3;
var i1 = memberId % 3;
var j0 = pos / 3;
var j1 = pos % 3;
return ((j0 + 1) * i1 + j1) % 3 + (i0 + j0) % 2 * 3;
// 012345
// 120534
// 201453
// 345012
// 453201
// 534120
/*
if (i0 == 0)
{
// return j0 == 0 ? (i1 + j1) % 3 : (2 * i1 + j1) % 3 + 3;
return ((j0 + 1) * i1 + j1) % 3 + 3 * j0;
}
else
{
// return j0 == 0 ? (i1 + j1) % 3 + 3 : (2 * i1 + j1) % 3;
return ((j0 + 1) * i1 + j1) % 3 + 3 * (1 - j0);
}
*/
}
private void Paint(int idx, int fi)
{
if (_field[fi].Owner == -1)
{
++ _area[idx];
_field[fi].Owner = idx;
_field[fi].Val = 2;
}
else if (_field[fi].Owner == idx)
{
_field[fi].Val = 2;
}
else if (_field[fi].Val == 1)
{
-- _area[_field[fi].Owner];
_field[fi].Owner = -1;
_field[fi].Val = 0;
}
else
{
_field[fi].Val -= 1;
}
}
private void RotateAgent(int idx, int v)
{
_agents[idx].D += v;
_agents[idx].D %= 4;
}
private void MoveForward(int idx)
{
var i = _agents[idx].I;
var j = _agents[idx].J;
var k = _agents[idx].K;
var d = _agents[idx].D;
var jj = j + Dj[d];
var kk = k + Dk[d];
if (jj >= N)
{
_agents[idx].I = i / 3 * 3 + (i % 3 + 1) % 3; // [1, 2, 0, 4, 5, 3][i];
_agents[idx].J = k;
_agents[idx].K = N - 1;
_agents[idx].D = 3;
}
else if (jj < 0)
{
_agents[idx].I = (1 - i / 3) * 3 + (4 - i % 3) % 3; // [4, 3, 5, 1, 0, 2][i];
_agents[idx].J = 0;
_agents[idx].K = N - 1 - k;
_agents[idx].D = 0;
}
else if (kk >= N)
{
_agents[idx].I = i / 3 * 3 + (i % 3 + 2) % 3; // [2, 0, 1, 5, 3, 4][i];
_agents[idx].J = N - 1;
_agents[idx].K = j;
_agents[idx].D = 2;
}
else if (kk < 0)
{
_agents[idx].I = (1 - i / 3) * 3 + (3 - i % 3) % 3; // [3, 5, 4, 0, 2, 1][i];
_agents[idx].J = N - 1 - j;
_agents[idx].K = 0;
_agents[idx].D = 1;
}
else
{
_agents[idx].J = jj;
_agents[idx].K = kk;
}
}
private static int FieldIdx(int i, int j, int k)
{
return (i * N + j) * N + k;
}
private struct Agent
{
public int I;
public int J;
public int K;
public int D;
}
private struct Cell
{
public int Owner;
public int Val;
}
}