diff options
author | jacopograndi <jacopo.grandi@outlook.it> | 2022-01-04 13:35:02 +0100 |
---|---|---|
committer | jacopograndi <jacopo.grandi@outlook.it> | 2022-01-04 13:35:02 +0100 |
commit | bb16c32bde58cba70e4877aa2d3ebd04332eb575 (patch) | |
tree | de3d82cca043c26cbaa64837a3b2c18efc6ddb64 /game/ai | |
parent | 411d2f6d6a6e5370d33f0f54b2f2de7147a9d977 (diff) |
linux compile and imgs
Diffstat (limited to 'game/ai')
-rw-r--r-- | game/ai/action.cpp | 150 | ||||
-rw-r--r-- | game/ai/action.h | 102 | ||||
-rw-r--r-- | game/ai/engine.h | 130 | ||||
-rw-r--r-- | game/ai/evaluator.h | 58 | ||||
-rw-r--r-- | game/ai/generator.h | 202 | ||||
-rw-r--r-- | game/ai/performer.h | 96 | ||||
-rw-r--r-- | game/ai/tactic.h | 62 |
7 files changed, 400 insertions, 400 deletions
diff --git a/game/ai/action.cpp b/game/ai/action.cpp index 63218ba..d85eb4d 100644 --- a/game/ai/action.cpp +++ b/game/ai/action.cpp @@ -1,76 +1,76 @@ -#include "action.h" - -bool ai::compare_action(ai::action a, ai::action b) { - return (a.heuristic < b.heuristic); -} - -std::string ai::action::to_string () { - if (type == actype::attack) { - if (abs(x-mx)+abs(y-my) != 0) { - return "[" + std::to_string(x) + ", " + std::to_string(y) + "]" - + " move " + - "[" + std::to_string(mx) + ", " + std::to_string(my) + "]" - + " attack " + - "[" + std::to_string(tx) + ", " + std::to_string(ty) + "]"; - } else { - return "[" + std::to_string(x) + ", " + std::to_string(y) + "]" - + " attack " + - "[" + std::to_string(tx) + ", " + std::to_string(ty) + "]"; - } - } - if (type == actype::heal) { - if (abs(x-mx)+abs(y-my) != 0) { - return "[" + std::to_string(x) + ", " + std::to_string(y) + "]" - + " move " + - "[" + std::to_string(mx) + ", " + std::to_string(my) + "]" - + " heal " + - "[" + std::to_string(tx) + ", " + std::to_string(ty) + "]"; - } else { - return "[" + std::to_string(x) + ", " + std::to_string(y) + "]" - + " heal " + - "[" + std::to_string(tx) + ", " + std::to_string(ty) + "]"; - } - } - if (type == actype::convert) { - if (abs(x-mx)+abs(y-my) != 0) { - return "[" + std::to_string(x) + ", " + std::to_string(y) + "]" - + " move " + - "[" + std::to_string(mx) + ", " + std::to_string(my) + "]" - + " convert " + - "[" + std::to_string(tx) + ", " + std::to_string(ty) + "]"; - } else { - return "[" + std::to_string(x) + ", " + std::to_string(y) + "]" - + " convert " + - "[" + std::to_string(tx) + ", " + std::to_string(ty) + "]"; - } - } - if (type == actype::move) { - return "[" + std::to_string(x) + ", " + std::to_string(y) + "]" - + " move " + - "[" + std::to_string(mx) + ", " + std::to_string(my) + "]"; - } - if (type == actype::build) { - if (abs(x-mx)+abs(y-my) != 0) { - return "[" + std::to_string(x) + ", " + std::to_string(y) - + "]" + " move " + - "[" + std::to_string(mx) + ", " + std::to_string(my) - + "]" + " build " + - std::to_string(v); - } else { - return "[" + std::to_string(mx) + ", " + std::to_string(my) - + "]" + " build " + - std::to_string(v); - } - } - if (type == actype::train) { - return "[" + std::to_string(x) + ", " + std::to_string(y) + "]" + - " train " + std::to_string(v); - } - if (type == actype::trade) { - return "[" + std::to_string(x) + ", " + std::to_string(y) + "]" + - " trade " + std::to_string(v); - } - if (type == actype::tech) { - return "tech " + std::to_string(v); - } +#include "action.h"
+
+bool ai::compare_action(ai::action a, ai::action b) {
+ return (a.heuristic < b.heuristic);
+}
+
+std::string ai::action::to_string () {
+ if (type == actype::attack) {
+ if (abs(x-mx)+abs(y-my) != 0) {
+ return "[" + std::to_string(x) + ", " + std::to_string(y) + "]"
+ + " move " +
+ "[" + std::to_string(mx) + ", " + std::to_string(my) + "]"
+ + " attack " +
+ "[" + std::to_string(tx) + ", " + std::to_string(ty) + "]";
+ } else {
+ return "[" + std::to_string(x) + ", " + std::to_string(y) + "]"
+ + " attack " +
+ "[" + std::to_string(tx) + ", " + std::to_string(ty) + "]";
+ }
+ }
+ if (type == actype::heal) {
+ if (abs(x-mx)+abs(y-my) != 0) {
+ return "[" + std::to_string(x) + ", " + std::to_string(y) + "]"
+ + " move " +
+ "[" + std::to_string(mx) + ", " + std::to_string(my) + "]"
+ + " heal " +
+ "[" + std::to_string(tx) + ", " + std::to_string(ty) + "]";
+ } else {
+ return "[" + std::to_string(x) + ", " + std::to_string(y) + "]"
+ + " heal " +
+ "[" + std::to_string(tx) + ", " + std::to_string(ty) + "]";
+ }
+ }
+ if (type == actype::convert) {
+ if (abs(x-mx)+abs(y-my) != 0) {
+ return "[" + std::to_string(x) + ", " + std::to_string(y) + "]"
+ + " move " +
+ "[" + std::to_string(mx) + ", " + std::to_string(my) + "]"
+ + " convert " +
+ "[" + std::to_string(tx) + ", " + std::to_string(ty) + "]";
+ } else {
+ return "[" + std::to_string(x) + ", " + std::to_string(y) + "]"
+ + " convert " +
+ "[" + std::to_string(tx) + ", " + std::to_string(ty) + "]";
+ }
+ }
+ if (type == actype::move) {
+ return "[" + std::to_string(x) + ", " + std::to_string(y) + "]"
+ + " move " +
+ "[" + std::to_string(mx) + ", " + std::to_string(my) + "]";
+ }
+ if (type == actype::build) {
+ if (abs(x-mx)+abs(y-my) != 0) {
+ return "[" + std::to_string(x) + ", " + std::to_string(y)
+ + "]" + " move " +
+ "[" + std::to_string(mx) + ", " + std::to_string(my)
+ + "]" + " build " +
+ std::to_string(v);
+ } else {
+ return "[" + std::to_string(mx) + ", " + std::to_string(my)
+ + "]" + " build " +
+ std::to_string(v);
+ }
+ }
+ if (type == actype::train) {
+ return "[" + std::to_string(x) + ", " + std::to_string(y) + "]" +
+ " train " + std::to_string(v);
+ }
+ if (type == actype::trade) {
+ return "[" + std::to_string(x) + ", " + std::to_string(y) + "]" +
+ " trade " + std::to_string(v);
+ }
+ if (type == actype::tech) {
+ return "tech " + std::to_string(v);
+ }
}
\ No newline at end of file diff --git a/game/ai/action.h b/game/ai/action.h index 12da451..6b631ca 100644 --- a/game/ai/action.h +++ b/game/ai/action.h @@ -1,52 +1,52 @@ -#ifndef ACTION_H -#define ACTION_H - -#include <string> -#include <vector> - -namespace ai { - -enum actype { - attack, heal, convert, build, train, trade, move, tech -}; - -class action { - public: - action (actype type, int v) : - type(type), v(v) {} - action (actype type, int x, int y, int v) : - type(type), x(x), y(y), v(v) {} - action (actype type, int x, int y, int mx, int my) : - type(type), x(x), y(y), mx(mx), my(my) {} - action (actype type, int x, int y, int mx, int my, int v) : - type(type), x(x), y(y), mx(mx), my(my), v(v) {} - action (actype type, int x, int y, int mx, int my, int tx, int ty) : - type(type), x(x), y(y), mx(mx), my(my), tx(tx), ty(ty) {} - action (actype type, int x, int y, int mx, int my, int tx, int ty, int v) : - type(type), x(x), y(y), mx(mx), my(my), tx(tx), ty(ty), v(v) {} - - action (const action& rhs) { - type = rhs.type; x = rhs.x; y = rhs.y; mx = rhs.mx; my = rhs.my; - tx = rhs.tx; ty = rhs.ty; v = rhs.v; - } - action& operator=(const action& rhs) { - type = rhs.type; x = rhs.x; y = rhs.y; mx = rhs.mx; my = rhs.my; - tx = rhs.tx; ty = rhs.ty; v = rhs.v; - } - - actype type; - int x, y; // start - int mx, my; // moved - int tx, ty; // target - int v; // value (id of trainee, building or f/g trade, or tech id) - - float heuristic { 0 }; - - std::string to_string (); -}; - -bool compare_action(action a, action b); - -} - +#ifndef ACTION_H
+#define ACTION_H
+
+#include <string>
+#include <vector>
+
+namespace ai {
+
+enum actype {
+ attack, heal, convert, build, train, trade, move, tech
+};
+
+class action {
+ public:
+ action (actype type, int v) :
+ type(type), v(v) {}
+ action (actype type, int x, int y, int v) :
+ type(type), x(x), y(y), v(v) {}
+ action (actype type, int x, int y, int mx, int my) :
+ type(type), x(x), y(y), mx(mx), my(my) {}
+ action (actype type, int x, int y, int mx, int my, int v) :
+ type(type), x(x), y(y), mx(mx), my(my), v(v) {}
+ action (actype type, int x, int y, int mx, int my, int tx, int ty) :
+ type(type), x(x), y(y), mx(mx), my(my), tx(tx), ty(ty) {}
+ action (actype type, int x, int y, int mx, int my, int tx, int ty, int v) :
+ type(type), x(x), y(y), mx(mx), my(my), tx(tx), ty(ty), v(v) {}
+
+ action (const action& rhs) {
+ type = rhs.type; x = rhs.x; y = rhs.y; mx = rhs.mx; my = rhs.my;
+ tx = rhs.tx; ty = rhs.ty; v = rhs.v;
+ }
+ action& operator=(const action& rhs) {
+ type = rhs.type; x = rhs.x; y = rhs.y; mx = rhs.mx; my = rhs.my;
+ tx = rhs.tx; ty = rhs.ty; v = rhs.v;
+ }
+
+ actype type;
+ int x, y; // start
+ int mx, my; // moved
+ int tx, ty; // target
+ int v; // value (id of trainee, building or f/g trade, or tech id)
+
+ float heuristic { 0 };
+
+ std::string to_string ();
+};
+
+bool compare_action(action a, action b);
+
+}
+
#endif
\ No newline at end of file diff --git a/game/ai/engine.h b/game/ai/engine.h index d3755e1..584cb11 100644 --- a/game/ai/engine.h +++ b/game/ai/engine.h @@ -1,66 +1,66 @@ -#ifndef ENGINE_H -#define ENGINE_H - -#include <iostream> - -#include <string> -#include <vector> -#include <limits> -#include <cmath> - -#include "../ground.h" -#include "../gst.h" - -#include "action.h" -#include "tactic.h" -#include "generator.h" -#include "evaluator.h" -#include "performer.h" - -namespace ai { - -class engine { - public: - engine (Gst &gst) : init(gst) {} - Gst &init; - - tactic get_best () { - tactic t { search(init, 4) }; - std::cout << t.to_string(); - return t; - } - - tactic search (Gst &gst, int depth) { - generator gen { gst }; - std::vector<tactic> tactics = gen.tactics(); - tactic best; best.eval = std::numeric_limits<float>::lowest(); - for (tactic t : tactics) { - performer perf { gst }; - Gst next { perf.apply(t) }; - t.eval = negamax(next, depth, gst.turn); - std::cout << "depth " << depth << " eval " << t.eval << "\n"; - if (t.eval > best.eval) best = t; - } - return best; - } - - float negamax (Gst gst, int depth, int player) { - //for (int i=0; i<3-depth; i++) std::cout << " "; std::cout << depth << "\n"; - if (depth == 0) { - evaluator eval { gst }; - return eval.eval(player); - } - float value = std::numeric_limits<float>::lowest(); - generator gen { gst }; - auto tactics = gen.tactics(); - for (tactic t : tactics) { - performer perf { gst }; - Gst next { perf.apply(t) }; - value = fmax(value, negamax(next, depth-1, -player)); - } - return -value; - } -}; - -} +#ifndef ENGINE_H
+#define ENGINE_H
+
+#include <iostream>
+
+#include <string>
+#include <vector>
+#include <limits>
+#include <cmath>
+
+#include "../ground.h"
+#include "../gst.h"
+
+#include "action.h"
+#include "tactic.h"
+#include "generator.h"
+#include "evaluator.h"
+#include "performer.h"
+
+namespace ai {
+
+class engine {
+ public:
+ engine (Gst &gst) : init(gst) {}
+ Gst &init;
+
+ tactic get_best () {
+ tactic t { search(init, 4) };
+ std::cout << t.to_string();
+ return t;
+ }
+
+ tactic search (Gst &gst, int depth) {
+ generator gen { gst };
+ std::vector<tactic> tactics = gen.tactics();
+ tactic best; best.eval = std::numeric_limits<float>::lowest();
+ for (tactic t : tactics) {
+ performer perf { gst };
+ Gst next { perf.apply(t) };
+ t.eval = negamax(next, depth, gst.turn);
+ std::cout << "depth " << depth << " eval " << t.eval << "\n";
+ if (t.eval > best.eval) best = t;
+ }
+ return best;
+ }
+
+ float negamax (Gst gst, int depth, int player) {
+ //for (int i=0; i<3-depth; i++) std::cout << " "; std::cout << depth << "\n";
+ if (depth == 0) {
+ evaluator eval { gst };
+ return eval.eval(player);
+ }
+ float value = std::numeric_limits<float>::lowest();
+ generator gen { gst };
+ auto tactics = gen.tactics();
+ for (tactic t : tactics) {
+ performer perf { gst };
+ Gst next { perf.apply(t) };
+ value = fmax(value, negamax(next, depth-1, -player));
+ }
+ return -value;
+ }
+};
+
+}
#endif
\ No newline at end of file diff --git a/game/ai/evaluator.h b/game/ai/evaluator.h index 75684de..b288076 100644 --- a/game/ai/evaluator.h +++ b/game/ai/evaluator.h @@ -1,30 +1,30 @@ -#ifndef EVALUATOR_H -#define EVALUATOR_H - -#include <iostream> - -#include <string> -#include <vector> - -#include "../ground.h" -#include "../gst.h" - -namespace ai { - -class evaluator { - public: - evaluator (Gst gst) : gst(gst) {} - Gst gst; - - float eval (int player) { - float val = 0; - for (Entity &ent : gst.entities) { - int own = (int)(ent.owner != player)*2-1; - val += own*(ent.info->cost[0] + ent.info->cost[1])*(ent.hp/100.0f); - } - return val; - } -}; - -} +#ifndef EVALUATOR_H
+#define EVALUATOR_H
+
+#include <iostream>
+
+#include <string>
+#include <vector>
+
+#include "../ground.h"
+#include "../gst.h"
+
+namespace ai {
+
+class evaluator {
+ public:
+ evaluator (Gst gst) : gst(gst) {}
+ Gst gst;
+
+ float eval (int player) {
+ float val = 0;
+ for (Entity &ent : gst.entities) {
+ int own = (int)(ent.owner != player)*2-1;
+ val += own*(ent.info->cost[0] + ent.info->cost[1])*(ent.hp/100.0f);
+ }
+ return val;
+ }
+};
+
+}
#endif
\ No newline at end of file diff --git a/game/ai/generator.h b/game/ai/generator.h index c6cb288..39bde4f 100644 --- a/game/ai/generator.h +++ b/game/ai/generator.h @@ -1,102 +1,102 @@ -#ifndef GENERATOR_H -#define GENERATOR_H - -#include <iostream> - -#include <string> -#include <vector> - -#include "../ground.h" -#include "../gst.h" -#include "action.h" -#include "tactic.h" -#include "performer.h" - -namespace ai { - -const int maxiter = 100000; - - -class generator { - public: - generator (Gst &gst) : init(gst) {} - Gst &init; - - std::vector<action> valid_actions (Gst &gst) { - Ground &gr = gst.inv->ground; - std::vector<action> acts; - for (Entity &ent : gst.entities) { - if (ent.done) continue; - if (ent.owner != gst.turn) continue; - - std::vector<action> ent_acts; - - std::vector<int> moves = gr.move_area(gst, ent); - for (auto move : moves) { - int mx = move%gr.sizex, my = move/gr.sizex; - action act { actype::move, ent.x, ent.y, mx, my }; - - performer perf { gst }; - Gst next { gst }; - next = perf.act(next, act); - Entity &matk = next.get_at(mx, my); - std::vector<int> atks = gr.attack_targets(next, matk); - for (auto atk : atks) { - int tx = atk%gr.sizex, ty = atk/gr.sizex; - action act_atk { actype::attack, ent.x, ent.y, - mx, my, tx, ty }; - Entity &mdef = next.get_at(tx, ty); - - BattleResult res = gst.battle_res(matk, mdef); - float heur = (mdef.hp-res.def_hp); - heur *= (mdef.info->cost[0] + mdef.info->cost[1]); - act_atk.heuristic = heur; - ent_acts.push_back(act_atk); - } - - int dist = 999999; - int pos = gst.get_nearest_enemy(ent, dist); - float heur = 1.0f/dist; - act.heuristic = heur; - ent_acts.push_back(act); - } - std::sort(ent_acts.begin(), ent_acts.end(), compare_action); - for (int i=0; i<3 && i<ent_acts.size(); i++) { - acts.push_back(ent_acts[i]); - } - } - std::sort(acts.begin(), acts.end(), compare_action); - return acts; - } - - tactic valid_tactic (int &n) { - tactic t; - Gst gst { init }; - for (int i=0; i<ai::maxiter; i++) { - std::vector<action> acts { valid_actions(gst) }; - if (acts.size() == 0) break; - performer perf { gst }; - int j = n % (acts.size()); - n /= acts.size(); - action &act = acts[j]; - gst = perf.act(gst, act); - t.acts.push_back(act); - //std::cout << act.to_string() << std::endl; - } - return t; - } - - std::vector<tactic> tactics () { - std::vector<tactic> ts; - for (int i=0; i<3; i++) { - int n = i; - tactic t = valid_tactic(n); - if (n > 0) break; - ts.push_back(t); - } - return ts; - } -}; - -} +#ifndef GENERATOR_H
+#define GENERATOR_H
+
+#include <iostream>
+
+#include <string>
+#include <vector>
+
+#include "../ground.h"
+#include "../gst.h"
+#include "action.h"
+#include "tactic.h"
+#include "performer.h"
+
+namespace ai {
+
+const int maxiter = 100000;
+
+
+class generator {
+ public:
+ generator (Gst &gst) : init(gst) {}
+ Gst &init;
+
+ std::vector<action> valid_actions (Gst &gst) {
+ Ground &gr = gst.inv->ground;
+ std::vector<action> acts;
+ for (Entity &ent : gst.entities) {
+ if (ent.done) continue;
+ if (ent.owner != gst.turn) continue;
+
+ std::vector<action> ent_acts;
+
+ std::vector<int> moves = gr.move_area(gst, ent);
+ for (auto move : moves) {
+ int mx = move%gr.sizex, my = move/gr.sizex;
+ action act { actype::move, ent.x, ent.y, mx, my };
+
+ performer perf { gst };
+ Gst next { gst };
+ next = perf.act(next, act);
+ Entity &matk = next.get_at(mx, my);
+ std::vector<int> atks = gr.attack_targets(next, matk);
+ for (auto atk : atks) {
+ int tx = atk%gr.sizex, ty = atk/gr.sizex;
+ action act_atk { actype::attack, ent.x, ent.y,
+ mx, my, tx, ty };
+ Entity &mdef = next.get_at(tx, ty);
+
+ BattleResult res = gst.battle_res(matk, mdef);
+ float heur = (mdef.hp-res.def_hp);
+ heur *= (mdef.info->cost[0] + mdef.info->cost[1]);
+ act_atk.heuristic = heur;
+ ent_acts.push_back(act_atk);
+ }
+
+ int dist = 999999;
+ int pos = gst.get_nearest_enemy(ent, dist);
+ float heur = 1.0f/dist;
+ act.heuristic = heur;
+ ent_acts.push_back(act);
+ }
+ std::sort(ent_acts.begin(), ent_acts.end(), compare_action);
+ for (int i=0; i<3 && i<ent_acts.size(); i++) {
+ acts.push_back(ent_acts[i]);
+ }
+ }
+ std::sort(acts.begin(), acts.end(), compare_action);
+ return acts;
+ }
+
+ tactic valid_tactic (int &n) {
+ tactic t;
+ Gst gst { init };
+ for (int i=0; i<ai::maxiter; i++) {
+ std::vector<action> acts { valid_actions(gst) };
+ if (acts.size() == 0) break;
+ performer perf { gst };
+ int j = n % (acts.size());
+ n /= acts.size();
+ action &act = acts[j];
+ gst = perf.act(gst, act);
+ t.acts.push_back(act);
+ //std::cout << act.to_string() << std::endl;
+ }
+ return t;
+ }
+
+ std::vector<tactic> tactics () {
+ std::vector<tactic> ts;
+ for (int i=0; i<3; i++) {
+ int n = i;
+ tactic t = valid_tactic(n);
+ if (n > 0) break;
+ ts.push_back(t);
+ }
+ return ts;
+ }
+};
+
+}
#endif
\ No newline at end of file diff --git a/game/ai/performer.h b/game/ai/performer.h index 472773b..17be028 100644 --- a/game/ai/performer.h +++ b/game/ai/performer.h @@ -1,49 +1,49 @@ -#ifndef PERFORMER_H -#define PERFORMER_H - -#include <iostream> - -#include <string> -#include <vector> - -#include "../ground.h" -#include "../gst.h" -#include "action.h" -#include "tactic.h" - -namespace ai { - -class performer { - public: - performer (Gst &gst) : init(gst) {} - Gst &init; - - Gst apply (tactic t) { - Gst next { init }; - for (action a : t.acts) { - next = act(next, a); - } - next.end_day(); - return next; - } - - Gst& act (Gst &gst, action a) { - if (a.type == actype::move) { - Entity &ent = gst.get_at(a.x, a.y); - ent.x = a.mx; ent.y = a.my; - ent.moved = 1; ent.done = true; - } - if (a.type == actype::attack) { - Entity &ent = gst.get_at(a.x, a.y); - ent.x = a.mx; ent.y = a.my; - ent.moved = 1; - Entity &def = gst.get_at(a.tx, a.ty); - gst.battle(ent, def); - ent.done = true; - } - return gst; - } -}; - -} +#ifndef PERFORMER_H
+#define PERFORMER_H
+
+#include <iostream>
+
+#include <string>
+#include <vector>
+
+#include "../ground.h"
+#include "../gst.h"
+#include "action.h"
+#include "tactic.h"
+
+namespace ai {
+
+class performer {
+ public:
+ performer (Gst &gst) : init(gst) {}
+ Gst &init;
+
+ Gst apply (tactic t) {
+ Gst next { init };
+ for (action a : t.acts) {
+ next = act(next, a);
+ }
+ next.end_day();
+ return next;
+ }
+
+ Gst& act (Gst &gst, action a) {
+ if (a.type == actype::move) {
+ Entity &ent = gst.get_at(a.x, a.y);
+ ent.x = a.mx; ent.y = a.my;
+ ent.moved = 1; ent.done = true;
+ }
+ if (a.type == actype::attack) {
+ Entity &ent = gst.get_at(a.x, a.y);
+ ent.x = a.mx; ent.y = a.my;
+ ent.moved = 1;
+ Entity &def = gst.get_at(a.tx, a.ty);
+ gst.battle(ent, def);
+ ent.done = true;
+ }
+ return gst;
+ }
+};
+
+}
#endif
\ No newline at end of file diff --git a/game/ai/tactic.h b/game/ai/tactic.h index 7eefef9..ec2e382 100644 --- a/game/ai/tactic.h +++ b/game/ai/tactic.h @@ -1,32 +1,32 @@ -#ifndef TACTIC_H -#define TACTIC_H - -#include <string> -#include <vector> - -#include "action.h" - -namespace ai { - -class tactic { - public: - tactic () { } - - std::vector<action> acts; - float eval = 0; - - // copy constructor - tactic (const tactic& rhs) { acts = rhs.acts; eval = rhs.eval; } - tactic& operator=(const tactic& rhs) { acts = rhs.acts; eval = rhs.eval; } - - std::string to_string () { - std::string str = "tactic eval= " + std::to_string(eval) + "\n"; - for (action act : acts) { - str += act.to_string() + "\n"; - } - return str; - } -}; - -} +#ifndef TACTIC_H
+#define TACTIC_H
+
+#include <string>
+#include <vector>
+
+#include "action.h"
+
+namespace ai {
+
+class tactic {
+ public:
+ tactic () { }
+
+ std::vector<action> acts;
+ float eval = 0;
+
+ // copy constructor
+ tactic (const tactic& rhs) { acts = rhs.acts; eval = rhs.eval; }
+ tactic& operator=(const tactic& rhs) { acts = rhs.acts; eval = rhs.eval; }
+
+ std::string to_string () {
+ std::string str = "tactic eval= " + std::to_string(eval) + "\n";
+ for (action act : acts) {
+ str += act.to_string() + "\n";
+ }
+ return str;
+ }
+};
+
+}
#endif
\ No newline at end of file |