Files
cheesy-arena-lite/elimination_schedule.go
2014-09-05 23:40:02 -07:00

232 lines
7.5 KiB
Go

// Copyright 2014 Team 254. All Rights Reserved.
// Author: pat@patfairbank.com (Patrick Fairbank)
//
// Functions for creating and updating the elimination match schedule.
package main
import (
"fmt"
"math/rand"
"strconv"
"time"
)
const elimMatchSpacingSec = 600
// Incrementally creates any elimination matches that can be created, based on the results of alliance
// selection or prior elimination rounds. Returns the winning alliance once it has been determined.
func (database *Database) UpdateEliminationSchedule(startTime time.Time) ([]AllianceTeam, error) {
alliances, err := database.GetAllAlliances()
if err != nil {
return []AllianceTeam{}, err
}
winner, err := database.buildEliminationMatchSet(1, 1, len(alliances))
if err != nil {
return []AllianceTeam{}, err
}
// Update the scheduled time for all matches that have yet to be run.
matches, err := database.GetMatchesByType("elimination")
if err != nil {
return []AllianceTeam{}, err
}
matchIndex := 0
for _, match := range matches {
if match.Status == "complete" {
continue
}
match.Time = startTime.Add(time.Duration(matchIndex*elimMatchSpacingSec) * time.Second)
database.SaveMatch(&match)
matchIndex++
}
return winner, err
}
// Recursively traverses the elimination bracket downwards, creating matches as necessary. Returns the winner
// of the given round if known.
func (database *Database) buildEliminationMatchSet(round int, group int, numAlliances int) ([]AllianceTeam, error) {
if numAlliances < 2 {
return []AllianceTeam{}, fmt.Errorf("Must have at least 2 alliances")
}
roundName, ok := map[int]string{1: "F", 2: "SF", 4: "QF", 8: "EF"}[round]
if !ok {
return []AllianceTeam{}, fmt.Errorf("Round of depth %d is not supported", round*2)
}
if round != 1 {
roundName += strconv.Itoa(group)
}
// Recurse to figure out who the involved alliances are.
var redAlliance, blueAlliance []AllianceTeam
var err error
if numAlliances < 4*round {
// This is the first round for some or all alliances and will be at least partially populated from the
// alliance selection results.
matchups := []int{1, 16, 8, 9, 4, 13, 5, 12, 2, 15, 7, 10, 3, 14, 6, 11}
factor := len(matchups) / round
redAllianceNumber := matchups[(group-1)*factor]
blueAllianceNumber := matchups[(group-1)*factor+factor/2]
numDirectAlliances := 4*round - numAlliances
if redAllianceNumber <= numDirectAlliances {
// The red alliance has a bye or the number of alliances is a power of 2; get from alliance selection.
redAlliance, err = database.GetTeamsByAlliance(redAllianceNumber)
if err != nil {
return []AllianceTeam{}, err
}
}
if blueAllianceNumber <= numDirectAlliances {
// The blue alliance has a bye or the number of alliances is a power of 2; get from alliance selection.
blueAlliance, err = database.GetTeamsByAlliance(blueAllianceNumber)
if err != nil {
return []AllianceTeam{}, err
}
}
}
// If the alliances aren't known yet, get them from one round down in the bracket.
if len(redAlliance) == 0 {
redAlliance, err = database.buildEliminationMatchSet(round*2, group*2-1, numAlliances)
if err != nil {
return []AllianceTeam{}, err
}
}
if len(blueAlliance) == 0 {
blueAlliance, err = database.buildEliminationMatchSet(round*2, group*2, numAlliances)
if err != nil {
return []AllianceTeam{}, err
}
}
// Bail if the rounds below are not yet complete and we don't know either alliance competing this round.
if len(redAlliance) == 0 && len(blueAlliance) == 0 {
return []AllianceTeam{}, nil
}
// Check if the match set exists already and if it has been won.
var redWins, blueWins, numIncomplete int
var ties []*Match
matches, err := database.GetMatchesByElimRoundGroup(round, group)
if err != nil {
return []AllianceTeam{}, err
}
var unplayedMatches []*Match
for _, match := range matches {
// Update the teams in the match if they are not yet set.
if match.Red1 == 0 && len(redAlliance) != 0 {
shuffleRedTeams(&match, redAlliance)
database.SaveMatch(&match)
} else if match.Blue1 == 0 && len(blueAlliance) != 0 {
shuffleBlueTeams(&match, blueAlliance)
database.SaveMatch(&match)
}
if match.Status != "complete" {
unplayedMatches = append(unplayedMatches, &match)
numIncomplete += 1
continue
}
// Check who won.
switch match.Winner {
case "R":
redWins += 1
case "B":
blueWins += 1
case "T":
ties = append(ties, &match)
default:
return []AllianceTeam{}, fmt.Errorf("Completed match %d has invalid winner '%s'", match.Id, match.Winner)
}
}
// Delete any superfluous matches if the round is won.
if redWins == 2 || blueWins == 2 {
for _, match := range unplayedMatches {
err = database.DeleteMatch(match)
if err != nil {
return []AllianceTeam{}, err
}
}
// Bail out and announce the winner of this round.
if redWins == 2 {
return redAlliance, nil
} else {
return blueAlliance, nil
}
}
// Create initial set of matches or recreate any superfluous matches that were deleted but now are needed
// due to a revision in who won.
if len(matches) == 0 || len(ties) == 0 && numIncomplete == 0 {
// Fill in zeroes if only one alliance is known.
if len(redAlliance) == 0 {
redAlliance = []AllianceTeam{AllianceTeam{}, AllianceTeam{}, AllianceTeam{}}
} else if len(blueAlliance) == 0 {
blueAlliance = []AllianceTeam{AllianceTeam{}, AllianceTeam{}, AllianceTeam{}}
}
if len(redAlliance) < 3 || len(blueAlliance) < 3 {
// Raise an error if the alliance selection process gave us less than 3 teams per alliance.
return []AllianceTeam{}, fmt.Errorf("Alliances must consist of at least 3 teams")
}
if len(matches) < 1 {
err = database.CreateMatch(createMatch(roundName, round, group, 1, redAlliance, blueAlliance))
if err != nil {
return []AllianceTeam{}, err
}
}
if len(matches) < 2 {
err = database.CreateMatch(createMatch(roundName, round, group, 2, redAlliance, blueAlliance))
if err != nil {
return []AllianceTeam{}, err
}
}
if len(matches) < 3 {
err = database.CreateMatch(createMatch(roundName, round, group, 3, redAlliance, blueAlliance))
if err != nil {
return []AllianceTeam{}, err
}
}
}
// Duplicate any ties if we have run out of matches. Don't reshuffle the team positions, so queueing
// personnel can reuse any tied matches without having to print new schedules.
if numIncomplete == 0 {
for index, tie := range ties {
match := createMatch(roundName, round, group, len(matches)+index+1, redAlliance, blueAlliance)
match.Red1, match.Red2, match.Red3 = tie.Red1, tie.Red2, tie.Red3
match.Blue1, match.Blue2, match.Blue3 = tie.Blue1, tie.Blue2, tie.Blue3
err = database.CreateMatch(match)
if err != nil {
return []AllianceTeam{}, err
}
}
}
return []AllianceTeam{}, nil
}
func createMatch(roundName string, round int, group int, instance int, redAlliance []AllianceTeam, blueAlliance []AllianceTeam) *Match {
match := Match{Type: "elimination", DisplayName: fmt.Sprintf("%s-%d", roundName, instance),
ElimRound: round, ElimGroup: group, ElimInstance: instance}
shuffleRedTeams(&match, redAlliance)
shuffleBlueTeams(&match, blueAlliance)
return &match
}
func shuffleRedTeams(match *Match, alliance []AllianceTeam) {
shuffle := rand.Perm(3)
match.Red1 = alliance[shuffle[0]].TeamId
match.Red2 = alliance[shuffle[1]].TeamId
match.Red3 = alliance[shuffle[2]].TeamId
}
func shuffleBlueTeams(match *Match, alliance []AllianceTeam) {
shuffle := rand.Perm(3)
match.Blue1 = alliance[shuffle[0]].TeamId
match.Blue2 = alliance[shuffle[1]].TeamId
match.Blue3 = alliance[shuffle[2]].TeamId
}