diff options
Diffstat (limited to 'game/ai/generator.h')
-rw-r--r-- | game/ai/generator.h | 202 |
1 files changed, 101 insertions, 101 deletions
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
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