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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
******************************************************************************
* It's boring if an AI useses always the same weapon.
* This class makes it possible to rate strategies based on what weapon gets used.
* The RandomizeFactors gets called every turn so that the AI preferes different weapons each turn.
*****************************************************************************/
#include <WARMUX_random.h>
#include "ai/ai_weapons_weighting.h"
WeaponsWeighting::WeaponsWeighting()
{
for (int index = Weapon::FIRST; index < Weapon::LAST; index++) {
Weapon::Weapon_type type = (Weapon::Weapon_type) index;
SetMinFactor(type, 1);
SetMaxFactor(type, 1);
factor[type] = 1;
}
// AI is much to good with bazooka...
SetMinFactor(Weapon::WEAPON_BAZOOKA, 0.2f);
SetMaxFactor(Weapon::WEAPON_BAZOOKA, 0.8f);
}
void WeaponsWeighting::RandomizeFactors()
{
for (int index = Weapon::FIRST; index < Weapon::LAST; index++) {
Weapon::Weapon_type type = (Weapon::Weapon_type) index;
factor[type] = RandomLocal().GetDouble(min_factor[type], max_factor[type]).tofloat();
}
}
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