- attempt at reducing loading times on the PSP: I merged a few graphics files together, removed some unused calls from the initialization functions, and moved some other ones to have a more lazy approach. The PSP version remains fairly slow in some parts (especially loading, but also entering the shop, or starting a new game), so I will try to reduce file access as much as possible in the days to come. Not a release blocker IMO though, but I4d sure love if it were faster. - uppercased "Track1.mp3" to be in line with the actual filename. Most likely this had been broken forever on case-sensitive OSes - I removed costly calls from the textscroller. I believe it wasn't very useful in its previous state. Now it's only "advertising" for unlockable stuff, which I think is ok (and allows to refresh it every time the menu is loaded) - As a counterpart, added a "% complete" progress bar in the menu, something I wanted to add a while ago.
121 lines
3.8 KiB
C++
121 lines
3.8 KiB
C++
/*
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* Wagic, The Homebrew ?! is licensed under the BSD license
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* See LICENSE in the Folder's root
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* http://wololo.net/wagic/
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AIPlayer is the interface to represent a CPU Player.
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At its core, AIPlayer inherits from Player, and its children need to implement the function "Act" which
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pretty much handles all the logic.
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A sample implementation can be found in AIPlayerBaka.
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Ideally, mid-term, AIPlayer will handle all the mechanical tasks (clicking on cards, etc...) while its children are just in charge of the logic
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*/
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#ifndef _IAPLAYER_H
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#define _IAPLAYER_H
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#include "Player.h"
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#include "config.h"
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#include <queue>
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using std::queue;
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class AIStats;
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class AIPlayer;
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class AIAction
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{
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public:
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AIPlayer * owner;
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MTGAbility * ability;
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NestedAbility * nability;
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Player * player;
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int id;
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MTGCardInstance * click;
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MTGCardInstance * target; // TODO Improve
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vector<Targetable*>mAbilityTargets;
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Targetable * playerAbilityTarget;
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//player targeting through abilities is handled completely seperate from spell targeting.
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AIAction(AIPlayer * owner, MTGAbility * a, MTGCardInstance * c, MTGCardInstance * t = NULL)
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: owner(owner), ability(a), player(NULL), click(c), target(t),playerAbilityTarget(NULL)
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{
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};
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AIAction(AIPlayer * owner, MTGCardInstance * c, MTGCardInstance * t = NULL);
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AIAction(AIPlayer * owner, Player * p)//player targeting through spells
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: owner(owner), ability(NULL), player(p), click(NULL), target(NULL),playerAbilityTarget(NULL)
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{
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};
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AIAction(AIPlayer * owner, MTGAbility * a, MTGCardInstance * c, vector<Targetable*>targetCards)
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: owner(owner), ability(a), player(NULL), click(c), mAbilityTargets(targetCards),playerAbilityTarget(NULL)
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{
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};
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AIAction(AIPlayer * owner, MTGAbility * a, Player * p, MTGCardInstance * c)//player targeting through abilities.
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: owner(owner), ability(a), click(c),target(NULL), playerAbilityTarget(p)
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{
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};
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int Act();
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int clickMultiAct(vector<Targetable*>&actionTargets);
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};
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class AIPlayer: public Player{
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private:
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static int totalAIDecks; //a cache that counts the number of AI deck files in the AI folder. see getTotalAIDecks() below.
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static int countTotalDecks(int lower, int higher, int current);
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protected:
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bool mFastTimerMode;
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queue<AIAction *> clickstream;
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int clickMultiTarget(TargetChooser * tc,vector<Targetable*>&potentialTargets);
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int clickSingleTarget(TargetChooser * tc,vector<Targetable*>&potentialTargets, MTGCardInstance * Choosencard = NULL);
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RandomGenerator randomGenerator;
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public:
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//These variables are used by TestSuite and Rules.cpp... TODO change that?
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int agressivity;
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bool forceBestAbilityUse;
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void End(){};
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virtual int displayStack() {return 0;};
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virtual int receiveEvent(WEvent * event);
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virtual void Render();
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AIPlayer(GameObserver *observer, string deckFile, string deckFileSmall, MTGDeck * deck = NULL);
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virtual ~AIPlayer();
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virtual int chooseTarget(TargetChooser * tc = NULL, Player * forceTarget = NULL, MTGCardInstance * Chosencard = NULL, bool checkonly = false) = 0;
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virtual int affectCombatDamages(CombatStep) = 0;
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virtual int Act(float dt) = 0;
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int isAI(){return 1;};
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void setFastTimerMode(bool mode = true) { mFastTimerMode = mode; };
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RandomGenerator* getRandomGenerator(){return &randomGenerator;};
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bool parseLine(const string& s);
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static int getTotalAIDecks();
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static void invalidateTotalAIDecks();
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};
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class AIPlayerFactory{
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public:
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AIPlayer * createAIPlayer(GameObserver *observer, MTGAllCards * collection, Player * opponent, int deckid = 0);
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#ifdef AI_CHANGE_TESTING
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AIPlayer * createAIPlayerTest(GameObserver *observer, MTGAllCards * collection, Player * opponent, string folder);
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#endif
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};
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#endif
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