package elm_playground_gamekits
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Genre kits for Playground games: platformers, racing, shoot 'em ups, fighting and more
Install
dune-project
Dependency
Authors
Maintainers
Sources
0.3.6.tar.gz
md5=7c636383d146d30ac6f2fa234a6253c8
sha512=c79f3823c5f8f57e5038eb640d487c61168b84aa07c61999d6622ef9fd0c890e2b03b4c6a7cdbbe9352a49e25dda00ac7bb14693cee8e3d7beeed251351a2af0
doc/src/elm_playground_gamekits.kit_lightcycles/Lightcycles.ml.html
Source file Lightcycles.ml
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(* pixels *) type layout = string * string list let layouts : layout list = [ ("THE GRID", List.init 10 (fun _ -> "..........")); (* four pillars round the middle, four in the corners *) ( "PILLARS", [ ".........."; ".#......#."; ".........."; "...#..#..."; ".........."; ".........."; "...#..#..."; ".........."; ".#......#."; ".........." ] ); (* a block in the middle, corners closing round it *) ( "RINGS", [ ".........."; ".##....##."; ".#......#."; ".........."; "....##...."; "....##...."; ".........."; ".#......#."; ".##....##."; ".........." ] ) ] (* a cell is a wall if it is on the border, or in a block of the layout * (the layout's character for its square of 9 x 9 cells) *) let arena_of ((_, rows) : layout) : Tilemap.t = let block r c = (List.nth rows (r / 9)).[c / 9] = '#' in Tilemap.of_strings cell (List.init size (fun r -> String.init size (fun c -> if r = 0 || r = size - 1 || c = 0 || c = size - 1 || block r c then '#' else ' '))) type dir = Up | Down | Left | Right let delta (d : dir) : int * int = match d with Up -> (0, -1) | Down -> (0, 1) | Left -> (-1, 0) | Right -> (1, 0) let opposite (d : dir) : dir = match d with Up -> Down | Down -> Up | Left -> Right | Right -> Left type cycle = { col : int; row : int; dir : dir; wanted : dir; (* the last arrow pressed: a turn happens at the next step *) mark : char; (* its trail's character, '1' to '4' *) corners : (int * int) list; (* where it turned, the last first, and where it started *) alive : bool; energy : int; boosting : bool; } (*****************************************************************************) (* The model *) (*****************************************************************************) type round = { arena : Tilemap.t; cycles : cycle list; over : int list option; (* the round's points, and... *) pause : int; (* ...the frames to wait before the next round *) frames : int; } type brain = Room of int | Search of int type settings = { riders : int; humans : int; brain : brain; arenas : layout list } type game = { round : round; scores : int list; settings : settings; round_no : int } type scene = Title | Playing of game | Winner of game type model = scene Scene2d.t (* a cycle moves one cell every [step] frames *) let step = 2 let rounds_to_win = 3 let boost_max = 240 (* where the riders start: the first two facing each other across the * middle, the other two above and below it *) let starts = [ (size / 4, size / 2, Right); (3 * size / 4, size / 2, Left); (size / 2, size / 4, Down); (size / 2, 3 * size / 4, Up) ] let new_round (settings : settings) (round_no : int) : round = let cycles = List.mapi (fun i (col, row, dir) -> { col; row; dir; wanted = dir; mark = Char.chr (Char.code '1' + i); corners = [ (col, row) ]; alive = true; energy = boost_max; boosting = false }) (List.filteri (fun i _ -> i < settings.riders) starts) in let layout = List.nth settings.arenas ((round_no - 1) mod List.length settings.arenas) in let arena = List.fold_left (fun a c -> Tilemap.set a c.col c.row c.mark) (arena_of layout) cycles in { arena; cycles; over = None; pause = 0; frames = 0 } let new_game (settings : settings) : game = { round = new_round settings 1; scores = List.init settings.riders (fun _ -> 0); settings; round_no = 1 } let classic (humans : int) : settings = { riders = 2; humans; brain = Room 600; arenas = [ List.hd layouts ] } let initial_model : model = Scene2d.start Title (*****************************************************************************) (* The computer: the flood fill *) (*****************************************************************************) let free (arena : Tilemap.t) ((c, r) : int * int) : bool = Tilemap.get arena c r = Some ' ' (* How much room from (c, r): the free cells reachable from it, counted * by a flood fill (a breadth-first search), up to [limit] (enough to * tell a dead end from open space, and cheaper) *) let room (arena : Tilemap.t) (start : int * int) (limit : int) : int = let seen = Hashtbl.create 256 in let queue = Queue.create () in if free arena start then begin Hashtbl.replace seen start (); Queue.push start queue end; while (not (Queue.is_empty queue)) && Hashtbl.length seen < limit do let c, r = Queue.pop queue in List.iter (fun d -> let dc, dr = delta d in let n = (c + dc, r + dr) in if free arena n && not (Hashtbl.mem seen n) then begin Hashtbl.replace seen n (); Queue.push n queue end) [ Up; Down; Left; Right ] done; Hashtbl.length seen (* the three ways a cycle can go, straight on first *) let ways (d : dir) : dir list = d :: List.filter (fun d' -> d' <> d && d' <> opposite d) [ Up; Down; Left; Right ] (* the way with the most room, straight on when it's as good; room * counted up to [limit] cells: the less, the later a trap is noticed *) let computer_turn ?(limit = 600) (arena : Tilemap.t) (me : cycle) : dir = let score d = let dc, dr = delta d in room arena (me.col + dc, me.row + dr) limit in List.fold_left (fun best d -> if score d > score best then d else best) me.dir (ways me.dir) (*****************************************************************************) (* The computer: a search *) (*****************************************************************************) (* claude: The search sees the arena as bytes, a cell per byte (1: taken), * copied from the Tilemap once per decision: a search visits thousands * of positions, and each asks about hundreds of cells. The cells taken * during the search are marked in it while a position is scored, then * unmarked. The breadth-first searches below share their arrays, * allocated once: [seen] holds, per cell, the number of the search that * last reached it, so nothing needs clearing between two. *) let cells = size * size let index ((c, r) : int * int) : int = (r * size) + c let seen = Array.make cells 0 let whose = Array.make cells 0 let dist = Array.make cells 0 let queue = Array.make cells 0 let search_no = ref 0 let neighbors (k : int) : int list = [ k - size; k + size; k - 1; k + 1 ] (* the free cells reachable from [start] (its own cell taken), up to * [limit] *) let room_in (grid : Bytes.t) (start : int) (limit : int) : int = incr search_no; let n = !search_no in seen.(start) <- n; queue.(0) <- start; let head = ref 0 and tail = ref 1 and count = ref 0 in while !head < !tail && !count < limit do let k = queue.(!head) in incr head; List.iter (fun k' -> if Bytes.get grid k' = '\000' && seen.(k') <> n then begin seen.(k') <- n; queue.(!tail) <- k'; incr tail; incr count end) (neighbors k) done; !count (* The Voronoi partition of the arena between two heads: the cells each * reaches strictly first, grown from both at once (a cell both reach * at the same step is nobody's). It is what the best bots of the 2010 * Google AI Challenge scored a position by: room is not how much space * there is around you but how much of it is yours -- the cells you'd * get to before him. Looking [radius] cells away is enough to see who * is cutting whom off. *) let voronoi_in (grid : Bytes.t) (me : int) (foe : int) (radius : int) : int = incr search_no; let n = !search_no in let score = ref 0 in let visit k owner d = seen.(k) <- n; whose.(k) <- owner; dist.(k) <- d in visit me 1 0; visit foe 2 0; queue.(0) <- me; queue.(1) <- foe; let head = ref 0 and tail = ref 2 in while !head < !tail do let k = queue.(!head) in incr head; let owner = whose.(k) and d = dist.(k) + 1 in if owner <> 3 && d <= radius then List.iter (fun k' -> if Bytes.get grid k' = '\000' then if seen.(k') <> n then begin visit k' owner d; queue.(!tail) <- k'; incr tail; score := !score + (if owner = 1 then 1 else -1) end else if dist.(k') = d && whose.(k') <> owner && whose.(k') <> 3 then begin (* reached by both at the same step: nobody's *) score := !score - (if whose.(k') = 1 then 1 else -1); whose.(k') <- 3 end) (neighbors k) done; !score let voronoi (free : int * int -> bool) (me : int * int) (foe : int * int) : int = let grid = Bytes.init cells (fun k -> if free (k mod size, k / size) then '\000' else '\001') in Bytes.set grid (index me) '\001'; Bytes.set grid (index foe) '\001'; voronoi_in grid (index me) (index foe) 24 (* a position's worth to the searching rider: its territory (the * Voronoi partition, 30 cells around), and its room -- the free cells * it can still reach, up to 150, minus the other's. The territory alone * is short-sighted where the two are walled off from each other and * neither has territory the other could take: then what counts is the * room each has left, which is all the flood fill of [computer_turn] * looks at. Measured, before the room was counted: the search lost to * the flood fill. *) let worth (grid : Bytes.t) (me : int) (foe : int) : float = float_of_int (voronoi_in grid me foe 30 + room_in grid me 150 - room_in grid foe 150) (* a position of the search: the two heads and their ways, the cells * taken since it began, and whose move it is. The moves are * simultaneous in the game; here the searching rider moves first and * its move is only [pending] until the other's is known, when both are * made and a crash of either -- or both into the same cell -- ends it *) type ending = Riding | Me_out | Foe_out | Both_out type position = { me : int * int; mdir : dir; foe : int * int; fdir : dir; taken : (int * int) list; pending : (int * int) option; ending : ending; } let search_turn ~(depth : int) (arena : Tilemap.t) (cycles : cycle list) (i : int) : dir = let me = List.nth cycles i in let others = List.filter (fun c -> c.alive && c.mark <> me.mark) cycles in match List.sort (fun a b -> compare (abs (a.col - me.col) + abs (a.row - me.row)) (abs (b.col - me.col) + abs (b.row - me.row))) others with | [] -> computer_turn arena me | foe :: _ -> let grid = Bytes.init cells (fun k -> if free arena (k mod size, k / size) then '\000' else '\001') in let free_in (p : position) (cr : int * int) = Bytes.get grid (index cr) = '\000' && not (List.mem cr p.taken) in (* scored with the cells taken since the search began marked *) let scored (taken : (int * int) list) (m : int * int) (f : int * int) = List.iter (fun cr -> Bytes.set grid (index cr) '\001') taken; let v = worth grid (index m) (index f) in List.iter (fun cr -> Bytes.set grid (index cr) '\000') taken; v in let go (c, r) d = let dc, dr = delta d in (c + dc, r + dr) in let game : (position, dir) Minimax.game = { moves = (fun p -> if p.ending <> Riding then [] else ways (if p.pending = None then p.mdir else p.fdir)); play = (fun p d -> match p.pending with | None -> { p with pending = Some (go p.me d); mdir = d } | Some m -> let f = go p.foe d in let me_out = (not (free_in p m)) || m = f and foe_out = (not (free_in p f)) || m = f in let ending = match (me_out, foe_out) with true, true -> Both_out | true, false -> Me_out | false, true -> Foe_out | _ -> Riding in { me = m; mdir = p.mdir; foe = f; fdir = d; taken = m :: f :: p.taken; pending = None; ending }); score = (fun p -> match p.ending with | Both_out -> -1000. | Me_out -> -100000. | Foe_out -> 100000. | Riding -> ( match p.pending with | Some m when not (free_in p m) -> -100000. | Some m -> scored (m :: p.taken) m p.foe | None -> scored p.taken p.me p.foe)); max_to_play = (fun p -> p.pending = None) } in let start = { me = (me.col, me.row); mdir = me.dir; foe = (foe.col, foe.row); fdir = foe.dir; taken = []; pending = None; ending = Riding } in (match (Minimax.alphabeta game ~depth start).best with Some d -> d | None -> me.dir) (*****************************************************************************) (* Update *) (*****************************************************************************) let player1_wants (k : keyboard) (current : dir) : dir = if k.kup then Up else if k.kdown then Down else if k.kleft then Left else if k.kright then Right else current let player2_wants (k : keyboard) (current : dir) : dir = if k.kw then Up else if k.ks then Down else if k.ka then Left else if k.kd then Right else current (* the boost's key: space for the arrows' rider, e for w/a/s/d's *) let boost_key (i : int) (k : keyboard) : bool = if i = 0 then k.kspace else Set_.mem "e" k.keys (* a turn, unless it's straight back into its own trail; a turn is a * corner of the trail *) let turn (c : cycle) : cycle = if c.wanted = opposite c.dir || c.wanted = c.dir then c else { c with dir = c.wanted; corners = (c.col, c.row) :: c.corners } let advance (c : cycle) : cycle = let dc, dr = delta c.dir in { c with col = c.col + dc; row = c.row + dr } (* One step of the cycles that move this frame: they move at once; one * entering a cell that isn't free crashes, and two entering the same * cell both crash, head-on. A crashed cycle stops where it was, its * trail left on the arena. When one is left riding (or none), the * round is over, the arena as it was at the crash. *) let step_round (r : round) (moving : cycle -> bool) : round = let moved = List.map (fun c -> if c.alive && moving c then Some (advance (turn c)) else None) r.cycles in let cells = List.filter_map (Option.map (fun c -> (c.col, c.row))) moved in let crashed (m : cycle option) = match m with | Some c -> (not (free r.arena (c.col, c.row))) || List.length (List.filter (( = ) (c.col, c.row)) cells) > 1 | None -> false in let crashes = List.map crashed moved in if not (List.mem true crashes) then let cycles = List.map2 (fun c m -> Option.value m ~default:c) r.cycles moved in let arena = List.fold_left (fun a m -> match m with Some c -> Tilemap.set a c.col c.row c.mark | None -> a) r.arena moved in { r with arena; cycles } else let alive = List.map2 (fun c crash -> c.alive && not crash) r.cycles crashes in let riding = List.length (List.filter Fun.id alive) in if riding <= 1 then { r with cycles = List.map2 (fun c a -> { c with alive = a }) r.cycles alive; over = Some (List.map (fun a -> if a then 1 else 0) alive); pause = 90 } else let cycles = List.map2 (fun c (m, crash) -> if crash then { c with alive = false } else Option.value m ~default:c) r.cycles (List.combine moved crashes) in let arena = List.fold_left2 (fun a m crash -> match m with Some c when not crash -> Tilemap.set a c.col c.row c.mark | _ -> a) r.arena moved crashes in { r with arena; cycles } let update_game (k : keyboard) (g : game) : game = let r = g.round in let r = { r with frames = r.frames + 1 } in match r.over with | Some _ when r.pause > 0 -> { g with round = { r with pause = r.pause - 1 } } | Some _ -> { g with round = new_round g.settings (g.round_no + 1); round_no = g.round_no + 1 } | None -> let cycles = List.mapi (fun i c -> if not c.alive then c else if i < g.settings.humans then let wanted = if i = 0 then player1_wants k c.wanted else player2_wants k c.wanted in let boosting = boost_key i k && c.energy >= 4 in { c with wanted; boosting; energy = (if boosting then c.energy - 4 else min boost_max (c.energy + 1)) } else let wanted = if r.frames mod step <> 0 then c.wanted else match g.settings.brain with Room limit -> computer_turn ~limit r.arena c | Search depth -> search_turn ~depth r.arena r.cycles i in { c with wanted }) r.cycles in let r = { r with cycles } in let r = if r.frames mod step = 0 || List.exists (fun c -> c.boosting) cycles then step_round r (fun c -> c.boosting || r.frames mod step = 0) else r in (match r.over with | Some points -> { g with round = r; scores = List.map2 ( + ) g.scores points } | None -> { g with round = r }) let winner (g : game) : int option = if g.round.pause <> 0 then None else let best = List.fold_left max 0 g.scores in if best < rounds_to_win then None else List.find_map (fun (i, s) -> if s = best then Some i else None) (List.mapi (fun i s -> (i, s)) g.scores) let update (computer : computer) (s : model) : model = let s = Scene2d.update computer s in let key name = Scene2d.pressed (fun k -> Set_.mem name k.keys) s in match s.scene with | Title -> if key "1" then Scene2d.go (Playing (new_game (classic 1))) s else if key "2" then Scene2d.go (Playing (new_game (classic 2))) s else s | Playing g -> let g = update_game computer.keyboard g in if winner g <> None then Scene2d.go (Winner g) s else { s with scene = Playing g } | Winner _ -> if Scene2d.pressed (fun k -> k.kspace) s then Scene2d.go Title s else s
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