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/******************************************************************************
* Warmux is a convivial mass murder game.
* Copyright (C) 2001-2011 Warmux Team.
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
******************************************************************************
* An AI player for a team.
*****************************************************************************/
#include "ai/ai_strategy.h"
const float RATING_EPSILON = 0.00001f;
const uint WATCH_MISSILE_TIME_IN_MS = 2000;
AIStrategy::AIStrategy(float rating):
rating(rating)
{
// do nothing
}
AIStrategy::CompareResult AIStrategy::CompareRatingWith(AIStrategy * other) const
{
if (this->GetRating() + RATING_EPSILON < other->GetRating())
return AIStrategy::LOWER_RATING;
if (this->GetRating() - LOWER_RATING > other->GetRating())
return AIStrategy::HIGHER_RATING;
return AIStrategy::SIMILAR_RATING;
}
DoNothingStrategy::DoNothingStrategy():
AIStrategy(-1.0f) // It's worse then skipping the turn (rating 0) as the human needs to wait.
{
// do nothing
}
AICommand * DoNothingStrategy::CreateCommand() const
{
return new DoNothingForeverCommand;
}
SkipTurnStrategy::SkipTurnStrategy():
AIStrategy(0.0f)
{
// do nothing
}
AICommand * SkipTurnStrategy::CreateCommand() const
{
CommandList * commands = new CommandList();
commands->Add(new SelectWeaponCommand(Weapon::WEAPON_SKIP_TURN));
commands->Add(new StartShootingCommand());
commands->Add(new StopShootingCommand());
return commands;
}
static CommandList * CreateSelectCommandList(const Character & character, Weapon::Weapon_type weapon,
LRDirection direction, float angle, int timeout = -1)
{
CommandList * commands = new CommandList();
commands->Add(new SelectCharacterCommand(&character));
commands->Add(new DoNothingCommand(1000));
commands->Add(new SelectWeaponCommand(weapon));
commands->Add(new DoNothingCommand(100));
if (timeout > 0) {
commands->Add(new SetTimeoutCommand(timeout));
}
commands->Add(new DoNothingCommand(100));
commands->Add(new SetDirectionCommand(direction));
commands->Add(new SetWeaponAngleCommand(angle));
commands->Add(new DoNothingCommand(200));
return commands;
}
ShootWithGunStrategy::ShootWithGunStrategy(float rating, const Character & shooter,
Weapon::Weapon_type weapon, LRDirection direction,
float angle, int bullets)
: AIStrategy(rating)
, shooter(shooter)
, weapon(weapon)
, direction(direction)
, angle(angle)
, bullets(bullets)
{
// do nothing
}
AICommand * ShootWithGunStrategy::CreateCommand() const
{
CommandList * commands = CreateSelectCommandList(shooter, weapon, direction, angle);
for (int i = 0; i < bullets; i++) {
if (i != 0)
commands->Add(new DoNothingCommand(1000));
commands->Add(new StartShootingCommand());
commands->Add(new StopShootingCommand());
}
commands->Add(new DoNothingCommand(WATCH_MISSILE_TIME_IN_MS));
return commands;
}
LoadAndFireStrategy::LoadAndFireStrategy(float rating, const Character & shooter,
Weapon::Weapon_type weapon, LRDirection direction,
float angle, float strength, int timeout)
: AIStrategy(rating)
, shooter(shooter)
, weapon(weapon)
, direction(direction)
, angle(angle)
, strength(strength)
, timeout(timeout)
{
// do nothing
}
AICommand * LoadAndFireStrategy::CreateCommand() const
{
CommandList * commands = CreateSelectCommandList(shooter, weapon, direction, angle, timeout);
commands->Add(new StartShootingCommand());
commands->Add(new WaitForStrengthCommand(strength));
commands->Add(new StopShootingCommand());
commands->Add(new DoNothingForeverCommand());
return commands;
}
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