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PuyoIA.cpp
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#include <cstdio>
#include <cstdlib>
#include "PuyoIA.h"
#define UP 2
#define LEFT 1
#define DOWN 0
#define RIGHT 3
struct PosEvaluator {
int c_direction;
int f_x;
int score;
bool keep;
int update(PuyoGame *game, PuyoState f_color, PuyoState c_color,
int IAPuyoValue,
int IASecondLevelPuyoValue,
int IAConstructorLevel,
int IAHeightAgressivity,
int IAHeightFactor, int myRand)
{
int f_y = 0;
int c_x = 0;
int c_y = 0;
if (f_color == PUYO_EMPTY) return 0;
if (c_color == PUYO_EMPTY) return 0;
/* Calcul de la posisition finale des deux puyos */
switch (c_direction) {
case UP:
f_y = game->getColumnHeigth(f_x);
c_x = f_x;
c_y = f_y + 1;
break;
case DOWN:
c_y = game->getColumnHeigth(f_x);
c_x = f_x;
f_y = c_y + 1;
break;
case RIGHT:
f_y = game->getColumnHeigth(f_x);
c_x = f_x + 1;
c_y = game->getColumnHeigth(f_x + 1);
break;
case LEFT:
f_y = game->getColumnHeigth(f_x);
c_x = f_x - 1;
c_y = game->getColumnHeigth(f_x - 1);
break;
}
f_y = PUYODIMY - f_y - 1;
c_y = PUYODIMY - c_y - 1;
/* Si l'un des deux puyos est tout en haut => pire cas ! */
if ((f_y < 0) || (c_y < 0))
{
score = -10000;
return score;
}
/* On favorise les cas ou on regroupe les couleurs ! */
score = (game->getSamePuyoAround(f_x, f_y, f_color) + game->getSamePuyoAround(c_x, c_y, c_color) )*IAPuyoValue;
/* On favorise les cas ou on ne separe pas deux puyos de couleurs identiques qui tombent ! */
if ( (f_color == c_color) && ( (c_x==f_x) || (c_y==f_y) ) ) score += IAPuyoValue;
/* Si l'un des deux puyos est vraiment tres haut => vraiment pas bien ! */
if ((f_y < 2) || (c_y < 2)) score -= 1000;
/* Si les deux puyos sont suffisament bas => mode attaque ! */
if ((f_y >= IAHeightAgressivity) && (c_y >= IAHeightAgressivity))
{
/* On va defavoriser les cas ou on fait des trops petites constructions : */
PuyoState aboveStateF, aboveStateC;
bool F,C;
/* Main puyo may only make a block of 4 */
aboveStateF = (c_direction == UP) ? c_color : PUYO_EMPTY;
F = ((game->getSamePuyoAround(f_x, f_y, f_color) + ((aboveStateF == f_color)?1:0)) == 4);
/* Companion puyo may only make a block of 4 */
aboveStateC = (c_direction == DOWN) ? f_color : PUYO_EMPTY;
C = ((game->getSamePuyoAround(c_x, c_y, c_color) + ((aboveStateC == c_color)?1:0)) == 4);
if ((F || C) && !(F && C))
{
score -= IAConstructorLevel*IAPuyoValue;
/* fprintf(stderr,"--o--"); */
}
}
/* On favorise les cas ou les puyos sont envoyes le plus bas possible */
score += (f_y+c_y)*IAHeightFactor;
/* On favorise les regroupements verticaux apres demolition : */
/* xx2 */
/* xx3 Favoriser le cas ou on pose un '3' au milieu pour que les '2' se groupent apres destruction du '3' */
/* 152 */
/* xx2 */
/* x43 Favoriser aussi un peu le cas ou on pose un '5' sur le '4' */
/* 152 */
/* Puyo companion */
if (c_y < PUYODIMY-1) /* Si on est pas completement en bas */
{
if ((c_x<(PUYODIMX - 1)) && (c_color == (game->getPuyoCellAt(c_x+1,c_y)))) /* Test du pattern a droite */
{
PuyoState cColorA = (game->getPuyoCellAt(c_x+1,c_y+1));
if ((c_color!=cColorA) && (cColorA>5) && (cColorA<11) && (cColorA == (game->getPuyoCellAt(c_x+1,c_y-1))))
{
score += game->getSamePuyoAround(c_x+1, c_y, cColorA)*IASecondLevelPuyoValue;
}
}
if ((c_x>0) && (c_color == (game->getPuyoCellAt(c_x-1,c_y)))) /* Test du pattern a gauche */
{
PuyoState cColorB = (game->getPuyoCellAt(c_x-1,c_y+1));
if ((c_color!=cColorB) && (cColorB>5) && (cColorB<11) && (cColorB == (game->getPuyoCellAt(c_x-1,c_y-1))))
{
score += game->getSamePuyoAround(c_x-1, c_y, cColorB)*IASecondLevelPuyoValue;
}
}
}
if (c_y < PUYODIMY-2) /* Si on est pas trop en bas */
{
if (c_color == (game->getPuyoCellAt(c_x,c_y+2)))
{
score += game->getSamePuyoAround(c_x, c_y+2, c_color)*IASecondLevelPuyoValue;
}
}
/* Puyo principal */
if (f_y < PUYODIMY-1) /* Si on est pas completement en bas */
{
if ((f_x<(PUYODIMX - 1)) && (f_color == (game->getPuyoCellAt(f_x+1,f_y)))) /* Test du pattern a droite */
{
PuyoState fColorA = (game->getPuyoAt(f_x+1,f_y+1))->getPuyoState();
if ((f_color!=fColorA) && (fColorA>5) && (fColorA<11) && (fColorA == (game->getPuyoCellAt(f_x+1,f_y-1))))
{
score += game->getSamePuyoAround(f_x+1, f_y, fColorA)*IASecondLevelPuyoValue;
}
}
if ((f_x>0) && (f_color == (game->getPuyoCellAt(f_x-1,f_y)))) /* Test du pattern a gauche */
{
PuyoState fColorB = (game->getPuyoCellAt(f_x-1,f_y+1));
if ((f_color!=fColorB) && (fColorB>5) && (fColorB<11) && (fColorB == (game->getPuyoCellAt(f_x-1,f_y-1))))
{
score += game->getSamePuyoAround(f_x-1, f_y, fColorB)*IASecondLevelPuyoValue;
}
}
}
if (f_y < PUYODIMY-2) /* Si on est pas trop en bas */
{
if (f_color == (game->getPuyoCellAt(f_x,f_y+2)))
{
score += game->getSamePuyoAround(f_x, f_y+2, f_color)*IASecondLevelPuyoValue;
}
}
score += myRand;
return score;
}
void init(int col, int dir)
{
f_x = col;
c_direction = dir;
}
PosEvaluator() { f_x = c_direction = 0; }
};
PuyoIA::PuyoIA(IA_Type type, int level, PuyoView *targetView)
: PuyoPlayer(targetView), type(type), level(level)
{
attachedGame = targetView->getAttachedGame();
evaluator = new PosEvaluator[PUYODIMX * 4 - 2];
int iEval = 0;
for (int col=0; col<PUYODIMX; ++col) {
if (col != 0)
evaluator[iEval++].init(col, LEFT);
if (col != PUYODIMX - 1)
evaluator[iEval++].init(col, RIGHT);
evaluator[iEval++].init(col, UP);
evaluator[iEval++].init(col, DOWN);
}
choosenMove = -1;
firstLine = false;
}
PuyoState PuyoIA::extractColor(PuyoState A) const
{
switch (A) {
case PUYO_FALLINGBLUE:
return PUYO_BLUE;
case PUYO_FALLINGRED:
return PUYO_RED;
case PUYO_FALLINGGREEN:
return PUYO_GREEN;
case PUYO_FALLINGVIOLET:
return PUYO_VIOLET;
case PUYO_FALLINGYELLOW:
return PUYO_YELLOW;
default:
return A;
}
}
void PuyoIA::cycle()
{
int IAPuyoValue = 100;
int IASecondLevelPuyoValue = 30;
int IAConstructorLevel = 3;
int IAHeightAgressivity = 6;
int IAHeightFactor = 2;
switch (type) {
case GYOM:
break;
case TANIA:
IAConstructorLevel = 1;
IAHeightAgressivity = 9;
break;
case JEKO:
IAConstructorLevel = 1;
IAHeightAgressivity = 3;
IAHeightFactor = 1;
break;
case FLOBO:
IAConstructorLevel = 0;
IAHeightAgressivity = 0xffff; // Inhibits agressivity.
IAHeightFactor = 0;
IAPuyoValue = 50;
IASecondLevelPuyoValue = 0;
break;
default:
break;
}
switch (type) {
case RANDOM:
switch (random() % 50) {
case 0:
attachedView->rotateLeft();
break;
case 1:
attachedView->moveLeft();
break;
case 2:
attachedView->moveRight();
break;
default:
break;
}
break;
default:
{
if (!firstLine && (attachedGame->getFallingY() == 1) && (choosenMove != -1))
choosenMove = -1;
firstLine = (attachedGame->getFallingY() == 1);
if ((choosenMove >= 0) && (random() % level < 10))
{
if (attachedGame->getFallingCompanionDir() != evaluator[choosenMove].c_direction)
attachedView->rotateLeft();
else if (attachedGame->getFallingX() < evaluator[choosenMove].f_x)
attachedView->moveRight();
else if (attachedGame->getFallingX() > evaluator[choosenMove].f_x)
attachedView->moveLeft();
else
attachedView->cycleGame();
}
else if (choosenMove == -1)
{
PuyoState f_color = extractColor(attachedGame->getFallingState());
PuyoState c_color = extractColor(attachedGame->getCompanionState());
int max = -100000;
for (int i=PUYODIMX*4-3; i>=0; --i)
{
if ((f_color == PUYO_EMPTY)||(c_color==PUYO_EMPTY)) return;
int myRand = 0;
if (type == FLOBO) {
myRand = (int) ((double)IAPuyoValue*2*(double)random()/(RAND_MAX+1.0));
}
else if (type == JEKO) {
myRand = (int) ((double)IAPuyoValue*(double)random()/(RAND_MAX+1.0)/2.0);
}
/* IAPuyoValue / IASecondLevelPuyoValue / IAConstructorLevel / IAHeightAgressivity / IAHeightFactor */
int val = evaluator[i].update(attachedGame, f_color, c_color,
IAPuyoValue, IASecondLevelPuyoValue, IAConstructorLevel, IAHeightAgressivity, IAHeightFactor,
myRand);
if (val >= max) max = val;
}
int nbKeep = 0;
for (int i=PUYODIMX*4-3; i>=0; --i)
{
if (evaluator[i].score == max) {
nbKeep ++;
evaluator[i].keep = true;
}
else evaluator[i].keep = false;
}
if (nbKeep > 0) {
int tmp = 1 + ((random() / 7) % nbKeep);
for (int i=PUYODIMX*4-3; i>=0; --i)
{
if (evaluator[i].keep)
{
if (tmp == 1)
{
/*fprintf(stderr,"\nchoice : %d/%d (%d)\n",i,nbKeep,evaluator[i].score);*/
choosenMove = i;
break;
}
tmp--;
}
}
}
}
}
}
}