Files
wagic/projects/mtg/src/AIStats.cpp
wrenczes d5f3e4cfea Enabled precompiled headers for the build. This cuts the win compile time in debug by at least half on my laptop; on the psp compile, it shaves it down by ~ 45 seconds. I only did a cursory inspection of what to add to PrecompiledHeader.h, there's probably more that we can throw in there for more incremental speed improvements.
Also fixed the project includes so that we don't need to always use the indirect include path, ie:
#include "../include/foo.h" -> #include "foo.h"

I'm don't know much about make files - if I busted the linux build, mea culpa, but I think we're okay on that front too.  For future reference, here's the most straightforward link on the topic of adding pch support to make files:

http://www.mercs-eng.com/~hulud/index.php?2008/06/13/6-writing-a-good-makefile-for-a-c-project
2010-10-24 05:55:24 +00:00

173 lines
5.0 KiB
C++

#include "PrecompiledHeader.h"
#include "AIStats.h"
#include "GameObserver.h"
#include "Player.h"
#include "MTGCardInstance.h"
#include "WEvent.h"
#include "AllAbilities.h"
//TODO:better comments this is too cryptic to work on by anyone but original coder.
bool compare_aistats(AIStat * first, AIStat * second){
float damage1 = first->value / first->occurences;
float damage2 = second->value/ second->occurences;
return (damage1 > damage2);
}
AIStats::AIStats(Player * _player, char * _filename){
filename = _filename;
load(_filename);
player = _player;
}
AIStats::~AIStats(){
list<AIStat *>::iterator it;
for ( it=stats.begin() ; it != stats.end(); it++ ){
AIStat * stat = *it;
delete stat;
}
}
void AIStats::updateStatsCard(MTGCardInstance * cardInstance, Damage * damage, float multiplier){
MTGCard * card = cardInstance->model;
AIStat * stat = find(card);
if (!stat){
stat = NEW AIStat(card->getMTGId(),0,1,0);
stats.push_back(stat);
}
if (damage->target == player){
stat->value+= multiplier * STATS_PLAYER_MULTIPLIER * damage->damage;
}else if (damage->target->type_as_damageable == DAMAGEABLE_MTGCARDINSTANCE){
MTGCardInstance * target = (MTGCardInstance *)damage->target;
if (target->controller() == player && !target->isInPlay()){
//One of my creatures got lethal damage...
stat->value+= multiplier * STATS_CREATURE_MULTIPLIER * damage->damage;
}
}
}
int AIStats::receiveEvent(WEvent * event){
WEventDamage * e = dynamic_cast<WEventDamage *>(event);
if (!e) return 0; //we take only Damage events into accountright now
Damage * damage = e->damage;
MTGGameZone * opponentZone = player->opponent()->game->inPlay;
MTGCardInstance * card = damage->source;
updateStatsCard(card,damage);
//Auras on damage source can be the cause
for (int i = 0; i < opponentZone->nb_cards; ++i){
MTGCardInstance * aura = opponentZone->cards[i];
if (aura->target == card){
updateStatsCard(aura,damage, STATS_AURA_MULTIPLIER);
}
}
GameObserver * g = GameObserver::GetInstance();
//Lords
map<MTGCardInstance *, int> lords;
for (int i = 1; i < g->mLayers->actionLayer()->mCount; i++){ //0 is not a mtgability...hackish
MTGAbility * a = ((MTGAbility *)g->mLayers->actionLayer()->mObjects[i]);
if (ALord * al = dynamic_cast<ALord*>(a)) {
if (al->cards.find(card)!= al->cards.end() && opponentZone->hasCard(al->source)){
lords[al->source] = 1;
}
}
}
if (size_t nb = lords.size()){
for (map<MTGCardInstance *, int>::iterator it = lords.begin();it !=lords.end();++it){
updateStatsCard(it->first,damage, STATS_LORD_MULTIPLIER/nb);
}
}
stats.sort(compare_aistats); //this could be slow, if it is, let's run it only at the end of the turn
return 1; //is this meant to return 0 or 1?
}
//TODO:what does this do?
bool AIStats::isInTop(MTGCardInstance * card, unsigned int max, bool tooSmallCountsForTrue ){
if (stats.size()<max) return tooSmallCountsForTrue;
unsigned int n = 0;
MTGCard * source = card->model;
int id = source->getMTGId();
list<AIStat *>::iterator it;
for ( it=stats.begin() ; it != stats.end(); it++ ){
if (n >= max) return false;
AIStat * stat = *it;
if (stat->source == id){
if (stat->value>=0) return true;
return false;
}
n++;
}
return false;
}
AIStat * AIStats::find(MTGCard * source){
int id = source->getMTGId();
list<AIStat *>::iterator it;
for ( it=stats.begin() ; it != stats.end(); it++ ){
AIStat * stat = *it;
if (stat->source == id) return stat;
}
return NULL;
}
void AIStats::load(char * filename){
std::ifstream file(filename);
std::string s;
if(file){
while(std::getline(file,s)){
int cardid = atoi(s.c_str());
std::getline(file,s);
int value = atoi(s.c_str());
std::getline(file,s);
int direct = atoi(s.c_str());
AIStat * stat = NEW AIStat(cardid,value,1,direct);
stats.push_back(stat);
}
file.close();
}else{
//TODO Error management
}
}
void AIStats::save(){
std::ofstream file(filename.c_str());
char writer[128];
if (file){
list<AIStat *>::iterator it;
for ( it=stats.begin() ; it != stats.end(); it++ ){
AIStat * stat = *it;
if (stat->value > 0){
sprintf(writer,"%i\n%i\n%i\n", stat->source,stat->value/2,stat->direct);
file<<writer;
}
}
file.close();
}
}
void AIStats::Render(){
GameObserver * g = GameObserver::GetInstance();
float x0 = 10;
if (player == g->players[1]) x0 = 280;
JRenderer::GetInstance()->FillRoundRect(x0,10,200,180,5,ARGB(50,0,0,0));
WFont * f = resources.GetWFont(Fonts::MAIN_FONT);
int i = 0;
char buffer[512];
list<AIStat *>::iterator it;
for (it = stats.begin(); it !=stats.end(); ++it){
if (i>10) break;
AIStat * stat = *it;
if (stat->value > 0){
MTGCard * card = GameApp::collection->getCardById(stat->source);
if (card) {
sprintf(buffer, "%s %i", card->data->getName().c_str(), stat->value);
f->DrawString(buffer,x0+5,10 + 16 *(float)i);
i++;
}
}
}
}