using System; using System.Collections.Generic; using System.Linq; public class YukicoScore6 { public static void Main(string[] args) { #if DEBUG // 入力ファイルを流し込んで使うときにフォーマット差を吸収する Console.ReadLine(); #endif var solver = new Solver(); for (int turn = 0; turn < 1000; turn++) { var n = int.Parse(Console.ReadLine()); if (n == -1) return; for (int j = 0; j < n; j++) { var nums = Console.ReadLine().Split(' ').Select(int.Parse).ToArray(); var enemy = new Enemy(nums[0], nums[1], turn); solver.AddEnemy( nums[2], enemy); } var cmd = solver.GetCommand(); Console.WriteLine(cmd); Console.Out.Flush(); solver.ExecCommand(cmd); } } } public class Solver { Random Random = new Random(1728); State State = new State(); public string GetCommand() { var bestScore = int.MinValue; var bestX = State.PlayerX; var bestCmd = "S"; for (int x = 0; x < Inputs.Width; x++) { var enemy = State.GetFirstEnemy(x); if (enemy == null) continue; var attackTurn = (int)Math.Ceiling(enemy.HP / (double)(State.PlayerLevel)); // todo 衝突を回避する前提でターンを考える var moveTurn1 = Math.Abs(x - State.PlayerX); // ループしない var moveTurn2 = Math.Abs(0 - State.PlayerX) + Math.Abs(Inputs.Width - x); // 左側へループ var moveTurn3 = Math.Abs(Inputs.Width - State.PlayerX) + Math.Abs(0 - x); // 右側へループ var bestMoveTurn = Math.Min(Math.Min(moveTurn1, moveTurn2), moveTurn3); if (bestMoveTurn > 0) bestMoveTurn--; if (State.Turn + attackTurn + bestMoveTurn >= GetEnemyCollisionTurn(enemy)) continue; // 倒すのが間に合わない(衝突) if (State.Turn + attackTurn + bestMoveTurn > 1000) continue; // 倒すのが間に合わない(時間切れ) var score = (State.PlayerLevel < 180 ? enemy.Power : enemy.InitHP) * 10000 / (attackTurn + bestMoveTurn); if (State.Turn >= 100) score = score * (100 + (State.Turn - enemy.AppearanceTurn)); if (State.PlayerLevel < 5) score += ((State.PlayerPower + enemy.Power) / 100) * 100; if (score > bestScore) { bestScore = score; bestX = x; if (moveTurn1 <= moveTurn2 && moveTurn1 <= moveTurn3) { bestCmd = x == State.PlayerX ? "S" : (x < State.PlayerX ? "L" : "R"); } else if (moveTurn2 <= moveTurn1 && moveTurn2 <= moveTurn3) { bestCmd = "L"; } else { bestCmd = "R"; } } } // 無理矢理に衝突を回避する // 敵→自機で動くので、自分が動いた後と次ターンの敵が動くときに衝突の可能性がある if (bestCmd == "L") { var nextX = (State.PlayerX + Inputs.Width - 1) % Inputs.Width; var enemy = State.GetFirstEnemy(nextX); var colTurn = enemy == null ? -1 : GetEnemyCollisionTurn(enemy); if (enemy != null && (colTurn == State.Turn || colTurn == State.Turn + 1)) bestCmd = "S"; } if (bestCmd == "R") { var nextX = (State.PlayerX + 1) % Inputs.Width; var enemy = State.GetFirstEnemy(nextX); var colTurn = enemy == null ? -1 : GetEnemyCollisionTurn(enemy); if (enemy != null && (colTurn == State.Turn || colTurn == State.Turn + 1)) bestCmd = "S"; } if (bestCmd == "S") { var nextX = State.PlayerX; var enemy = State.GetFirstEnemy(nextX); var colTurn = enemy == null ? -1 : GetEnemyCollisionTurn(enemy); if (enemy != null && (colTurn == State.Turn || colTurn == State.Turn + 1)) { // todo 2体連続している場合はバグる。時間と気力が効果に見合えば直す var leftX = (State.PlayerX + Inputs.Width - 1) % Inputs.Width; var leftEnemy = State.GetFirstEnemy(leftX); var colTurnL = leftEnemy == null ? -1 : GetEnemyCollisionTurn(leftEnemy); if (leftEnemy == null || (colTurnL != State.Turn && colTurnL != State.Turn + 1)) bestCmd = "L"; var rightX = (State.PlayerX + 1) % Inputs.Width; var rightEnemy = State.GetFirstEnemy(rightX); var colTurnR = rightEnemy == null ? -1 : GetEnemyCollisionTurn(rightEnemy); if (rightEnemy == null || (colTurnR != State.Turn && colTurnR != State.Turn + 1)) bestCmd = "R"; } } return bestCmd; } public void ExecCommand(string cmd) { State.Turn++; State.RemoveOldEnemy(); if (cmd == "L") State.PlayerX = (State.PlayerX + Inputs.Width - 1) % Inputs.Width; if (cmd == "R") State.PlayerX = (State.PlayerX + 1) % Inputs.Width; var enemy = State.GetFirstEnemy(State.PlayerX); if (enemy == null) return; enemy.HP -= State.PlayerLevel; if (enemy.HP > 0) return; State.RemoveFirstEnemy(State.PlayerX); State.PlayerPower += enemy.Power; State.PlayerLevel = 1 + State.PlayerPower / 100; } public void AddEnemy(int x, Enemy enemy) { State.AddEnemy(x, enemy); } /// 敵と自機が衝突するターンを取得する private int GetEnemyCollisionTurn(Enemy enemy) { return enemy.AppearanceTurn + Inputs.Height - 1; } } public class State { public int Turn { get; set; } /// 列ごとの敵リスト public List[] Columns = new List[Inputs.Width]; public int PlayerX { get; set; } = 12; public int PlayerPower { get; set; } = 0; public int PlayerLevel { get; set; } = 1; public State() { for (int i = 0; i < Inputs.Width; i++) { Columns[i] = new List(); } } public void AddEnemy(int x, Enemy enemy) { Columns[x].Add(enemy); } public Enemy? GetFirstEnemy(int x) { if (!Columns[x].Any()) return null; return Columns[x][0]; } public void RemoveOldEnemy() { for (int x = 0; x < Inputs.Width; x++) { if (!Columns[x].Any()) continue; var bottomEnemy = Columns[x][0]; if (bottomEnemy.AppearanceTurn + Inputs.Height <= Turn) { Columns[x].RemoveAt(0); } } } public void RemoveFirstEnemy(int x) { Columns[x].RemoveAt(0); } } public class Inputs { public const int Width = 25; public const int Height = 60; } public class Enemy { public int InitHP { get; } public int HP { get; set; } public int Power { get; } /// 出現ターン public int AppearanceTurn { get; } public Enemy(int initHP, int power, int appearanceTurn) { InitHP = initHP; HP = initHP; Power = power; AppearanceTurn = appearanceTurn; } }