Latest min-max branch

This commit is contained in:
xawotihs
2015-08-25 23:29:58 +02:00
parent 5061f7c37f
commit 504160a740
6 changed files with 101 additions and 5 deletions

View File

@@ -248,7 +248,7 @@ void JFileSystem::clearZipCache()
bool JFileSystem::AttachZipFile(const string &zipfile, char *password /* = NULL */)
{
if (mZipAvailable && mZipFile != NULL)
if (mZipAvailable && mZipFile.is_open())
{
if (mZipFileName != zipfile)
DetachZipFile(); // close the previous zip file

View File

@@ -43,7 +43,7 @@ public:
};
friend ostream& operator<<(ostream&, const Action&);
friend istream& operator>>(istream&, Action&);
friend istream& operator>>(istream&, Action&);
};
class AIAction
@@ -84,6 +84,10 @@ public:
{
};
int Act();
ostream& logSimpleAct(ostream& out, MTGCardInstance* click);
ostream& logMultiAct(ostream& out, vector<Targetable*>& actionTargets);
friend ostream& operator<<(ostream& out, AIAction& a);
};

View File

@@ -52,7 +52,6 @@ class GameObserver{
string startupGameSerialized;
bool parseLine(const string& s);
virtual void logAction(const string& s);
bool processAction(const string& s);
bool processActions(bool undo
#ifdef TESTSUITE
, TestSuiteGame* testgame
@@ -69,6 +68,7 @@ class GameObserver{
);
public:
bool processAction(const string& s);
int currentPlayerId;
CombatStep combatStep;
int turn;

View File

@@ -105,7 +105,7 @@ public:
std::string GetCurrentDeckStatsFile();
virtual bool parseLine(const string& s);
friend ostream& operator<<(ostream&, const Player&);
friend istream& operator>>(istream&, Player&);
friend istream& operator>>(istream&, Player&);
bool operator<(Player& aPlayer);
bool isDead();
};

View File

@@ -67,6 +67,52 @@ AIAction::AIAction(AIPlayer * owner, MTGCardInstance * c, MTGCardInstance * t)
}
}
// should be "const AIAction& " instead, but compiler is annoying to enable that.
ostream& operator<<(ostream& out, AIAction& a)
{
do {
if (a.player && !a.playerAbilityTarget)
{
out << "p" + (a.owner->getObserver()->getPlayerId(a.player) + 1) << endl;
break;
}
if (a.ability)
{
a.logSimpleAct(out, a.click);
// we're ignoring ability and we shouldn't
if (a.target && !a.mAbilityTargets.size())
{
a.logSimpleAct(out, a.target);
// sounds broken if target is a player ... or not, it's the following case
break;
}
else if(a.playerAbilityTarget && !a.mAbilityTargets.size())
{
out << "p" + (a.owner->getObserver()->getPlayerId((Player*)a.playerAbilityTarget) + 1) << endl;
// with this log we're losing what player clicked on who ... which is bad.
break;
}
if(a.mAbilityTargets.size())
{
a.logMultiAct(out, a.mAbilityTargets);
break;
}
}
else if(a.mAbilityTargets.size())
{
a.logMultiAct(out, a.mAbilityTargets);
break;
}
else if (a.click)
{ //Shouldn't be used, really...
assert(0);
}
} while(0);
return out;
}
int AIAction::Act()
{
GameObserver * g = owner->getObserver();
@@ -107,6 +153,49 @@ int AIAction::Act()
return 0;
}
ostream& AIAction::logSimpleAct(ostream& out, MTGCardInstance* click)
{
string currentPlayer = "p" + (owner->getObserver()->getPlayerId(owner) + 1);
out << currentPlayer << click->currentZone->getName() << "[" << click->currentZone->getIndex(click) << "]" << endl;
return out;
}
ostream& AIAction::logMultiAct(ostream& out, vector<Targetable*>& actionTargets)
{
GameObserver * g = owner->getObserver();
TargetChooser * tc = g->getCurrentTargetChooser();
do {
if(!tc) break;
vector<Targetable*>::iterator ite = actionTargets.begin();
while(ite != actionTargets.end())
{
MTGCardInstance * card = ((MTGCardInstance *) (*ite));
if(card == (MTGCardInstance*)tc->source)//click source first.
{
g->cardClick(card);
ite = actionTargets.erase(ite);
continue;
}
++ite;
}
//shuffle to make it less predictable, otherwise ai will always seem to target from right to left. making it very obvious.
owner->getRandomGenerator()->random_shuffle(actionTargets.begin(), actionTargets.end());
for(int k = 0 ;k < int(actionTargets.size()) && k < tc->maxtargets; k++)
{
if (MTGCardInstance * card = dynamic_cast<MTGCardInstance *>(actionTargets[k]))
{
if(k+1 == int(actionTargets.size()))
tc->done = true;
g->cardClick(card);
}
}
tc->attemptsToFill++;
} while (0);
return out;
}
int AIAction::clickMultiAct(vector<Targetable*>& actionTargets)
{
GameObserver * g = owner->getObserver();

View File

@@ -66,9 +66,12 @@ void AIPlayerMinMax::LookAround()
vector<AIAction>::iterator it;
for(it = potentialActions.begin(); it != potentialActions.end(); it++)
{
stringstream theCommand;
theCommand << (*it);
GameObserver g;
g.load(stream.str());
// g.processAction((*it));
g.processAction(theCommand.str());
}
}