You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
tdegames/kspaceduel/ai.cpp

681 lines
18 KiB

#include <math.h>
#include "ai.h"
#include "mathroutines.h"
#include "options.h"
int Ai::calcFrameIncrement[Options::EnumAiDifficulty::COUNT] = {15,8,6,2};
int Ai::calcPositionNumber[Options::EnumAiDifficulty::COUNT] = {10,15,20,60};
int Ai::calcShotDirections[Options::EnumAiDifficulty::COUNT] = {4,7,10,12};
int Ai::calcCollisions[Options::EnumAiDifficulty::COUNT] = {30,15,10,10};
int Ai::calcNextShot[Options::EnumAiDifficulty::COUNT] = {300,200,90,60};
Ai::Ai(int pn,ShipSprite* s[2],TQPtrList<BulletSprite>* b[2],
TQPtrList<MineSprite>* m[2],SConfig *c)
{
int i;
playerNumber=pn;
opponentNumber=(pn+1)%2;
cfg=c;
for(i=0;i<2;i++)
{
ship[i]=s[i];
bullets[i]=b[i];
mines[i]=m[i];
shipsNextPositions[i]=new TQMemArray<AiSprite>
((int)(calcPositionNumber[Options::aiDifficulty(playerNumber)]/cfg->gamespeed));
aiMines[i]=new TQMemArray<AiSprite>(cfg->maxMines);
mineNumber[i]=0;
}
myShots.setAutoDelete(true);
objectsHitByShip.setAutoDelete(true);
minesHitByShot.setAutoDelete(true);
}
void Ai::newRound()
{
accelerateFramesNumber=0;
rotateFramesNumber=0;
shoot=false;
score=1e10;
rotation=RNONE;
acc=false;
bullet=false;
mine=false;
borderTime=-1;
sunTime=-1;
calculateCollisions=(int)(calcCollisions[Options::aiDifficulty(playerNumber)]
/cfg->gamespeed);
waitShot=(int) rint( random.getDouble() *
calcNextShot[Options::aiDifficulty(playerNumber)]
/cfg->gamespeed);
myShots.clear();
objectsHitByShip.clear();
minesHitByShot.clear();
}
void Ai::think()
{
setSpriteFieldSize();
myShots.clear();
borderTime=-1;
sunTime=-1;
score--;
if(waitShot>0)
waitShot--;
calculateNextPositions();
if(Options::aiDifficulty(playerNumber)!=Options::EnumAiDifficulty::Trainee)
testForHits();
if(waitShot<=0)
{
tryShots();
shotScores();
}
chooseAction();
if(rotateFramesNumber<=0)
{
rotation=RNONE;
if(accelerateFramesNumber<=0)
{
acc=false;
if(shoot)
{
bullet=true;
shoot=false;
}
else
bullet=false;
score=1e10;
}
else
{
acc=true;
accelerateFramesNumber--;
}
}
else
rotateFramesNumber--;
}
AiSprite Ai::nextPosition(AiSprite sp,double mult)
{
double abs_2,nx,ny,sq,eg;
if(!sp.sun)
{
abs_2=sp.x*sp.x+sp.y*sp.y;
if(abs_2<1)
abs_2=1;
sq=sqrt(abs_2);
nx=sp.x/sq;
ny=sp.y/sq;
eg=cfg->gravity*mult;
sp.dx-=eg*nx/abs_2;
sp.dy-=eg*ny/abs_2;
sp.x+=sp.dx*mult;
sp.y+=sp.dy*mult;
if(sp.x*sp.x+sp.y*sp.y<1600)
sp.sun=true;
else
{
//simple bounds actions
if(sp.x>sfwidth_2)
{
sp.x-=sfwidth;
sp.border=true;
}
else if(sp.x<-sfwidth_2)
{
sp.x+=sfwidth;
sp.border=true;
}
if(sp.y>sfheight_2)
{
sp.y-=sfheight;
sp.border=true;
}
else if(sp.y<-sfheight_2)
{
sp.y+=sfheight;
sp.border=true;
}
}
}
return sp;
}
void Ai::nextPositions(AiSprite sp,TQMemArray<AiSprite> *a,int frames)
{
int i,num;
double fmult=cfg->gamespeed*frames;
(*a)[0]=nextPosition(sp,cfg->gamespeed);
num=a->size();
for(i=1;i<num;i++)
(*a)[i]=nextPosition((*a)[i-1],fmult);
}
void Ai::calculateNextPositions()
{
unsigned int i,j;
MineSprite *ms;
j=(int)(calcPositionNumber[Options::aiDifficulty(playerNumber)]/cfg->gamespeed);
if(shipsNextPositions[0]->size() != j)
for(i=0;i<2;i++)
shipsNextPositions[i]->resize(j);
for(i=0;i<2;i++)
nextPositions(ship[i]->toAiSprite(),shipsNextPositions[i],
calcFrameIncrement[Options::aiDifficulty(playerNumber)]);
if(cfg->maxMines > aiMines[0]->size())
for(i=0;i<2;i++)
aiMines[i]->resize(cfg->maxMines);
for(i=0;i<2;i++)
{
j=0;
ms=mines[i]->first();
while(ms)
{
(*(aiMines[i]))[j]=ms->toAiSprite();
ms=mines[i]->next();
j++;
}
mineNumber[i]=j;
}
}
void Ai::tryShots()
{
AiSprite shot,me;
double rot,nr,nx,ny;
int i,f,frameIncrement,frameNum;
Hit hit;
Shot *goodShot;
me=ship[playerNumber]->toAiSprite();
rot=ship[playerNumber]->getRotation();
//Each 'frameIncrement' frames a shot is tried
frameIncrement=(int)((2*M_PI/calcShotDirections[Options::aiDifficulty(playerNumber)])
/cfg->rotationSpeed);
if(frameIncrement==0)
frameIncrement=1;
//Number of frames needed to rotate 180 degrees
frameNum=(int)(M_PI/(frameIncrement*cfg->rotationSpeed));
//if too much bullets are on the playfield, no shot is tried
if(bullets[playerNumber]->count() <
(cfg->maxBullets+ship[playerNumber]->getBulletPowerups()))
{
for(f=0;f<=frameNum;f++)
{
if(f!=0)
for(i=0;i<frameIncrement;i++)
me=nextPosition(me,cfg->gamespeed);
else
me=nextPosition(me,cfg->gamespeed);
if(!ship[playerNumber]->reloadsBullet(f*frameIncrement*cfg->gamespeed))
{
for(i=0;i<2;i++)
{
if((f==0)&&(i==1))
continue;
if(i==0)
nr=rot+frameIncrement*f*cfg->rotationSpeed;
else
nr=rot-frameIncrement*f*cfg->rotationSpeed;
nx=cos(nr);
ny=sin(nr);
shot.x=me.x+nx*SHOTDIST;
shot.y=me.y+ny*SHOTDIST;
shot.dx=me.dx+nx*cfg->shotSpeed;
shot.dy=me.dy+ny*cfg->shotSpeed;
shot.sun=false;
shot.border=false;
hit=firstObject(shot,f*frameIncrement,
calcFrameIncrement[Options::aiDifficulty(playerNumber)]);
if((hit.object!=HNOTHING) &&
!((hit.object==HSHIP)&&(hit.playerNumber==playerNumber)))
{
goodShot=new Shot;
goodShot->hit=hit;
goodShot->rotation=(i==0?RLEFT:RRIGHT);
goodShot->rotationFrames=f*frameIncrement;
goodShot->score=1e10;
myShots.append(goodShot);
}
}
}
}
}
}
Hit Ai::firstObject(AiSprite shot,int time,int frames)
{
int optime,i,num,rtime,basetime,t,m;
double dist,distx,disty,shiplastdist=0;
bool shipdistgreater=true,hitfound=false;
Hit hit={HNOTHING,0,0,0,1e10};
basetime=time/frames;
if((time%frames)>0)
basetime++;
rtime=basetime*frames-time;
optime=shipsNextPositions[0]->size();
num=optime-basetime;
if(num>0)
{
for(t=0;(t<num)&&(!hitfound)&&(!shot.sun);t++)
{
if(t==0)
shot=nextPosition(shot,cfg->gamespeed*rtime);
else
shot=nextPosition(shot,cfg->gamespeed*frames);
//distance to other objects
for(i=0;i<2;i++)
{
distx=(*(shipsNextPositions[i]))[basetime].x-shot.x;
disty=(*(shipsNextPositions[i]))[basetime].y-shot.y;
dist=distx*distx+disty*disty;
//own ship
if(i==playerNumber)
{
if(dist<shiplastdist)
shipdistgreater=false;
if((!shipdistgreater)&&(dist<hit.distance))
{
hit.object=HSHIP;
hit.objectNumber=0;
hit.playerNumber=i;
hit.hitTime=basetime*frames;
hit.distance=dist;
}
shiplastdist=dist;
}
//other ship
else if(dist<hit.distance)
{
hit.object=HSHIP;
hit.objectNumber=0;
hit.playerNumber=i;
hit.hitTime=basetime*frames;
hit.distance=dist;
}
//mines
for(m=0;m<mineNumber[i];m++)
{
distx=(*(aiMines[i]))[m].x-shot.x;
disty=(*(aiMines[i]))[m].y-shot.y;
dist=distx*distx+disty*disty;
if(dist<hit.distance)
{
hit.object=HMINE;
hit.playerNumber=i;
hit.objectNumber=m;
hit.hitTime=basetime*frames;
hit.distance=dist;
}
}
}
if(hit.distance<100)
hitfound=true;
basetime++;
}
}
return hit;
}
void Ai::testForHits()
{
AiSprite shot;
unsigned int i;
int m,p;
BulletSprite *bullet;
Hit *h;
Hit hit;
bool hitfound=false;
double distance,dx,dy;
if(calculateCollisions>0)
{
calculateCollisions--;
h=objectsHitByShip.first();
while(h)
{
if(h->hitTime>0)
{
h->hitTime--;
h=objectsHitByShip.next();
}
else
{
objectsHitByShip.remove();
h=objectsHitByShip.current();
}
}
h=minesHitByShot.first();
while(h)
{
if(h->hitTime>0)
{
h->hitTime--;
h=minesHitByShot.next();
}
else
{
minesHitByShot.remove();
h=minesHitByShot.current();
}
}
}
else
{
objectsHitByShip.clear();
minesHitByShot.clear();
for(i=0;i<2;i++)
{
for(bullet=bullets[i]->first();bullet;bullet=bullets[i]->next())
{
shot=bullet->toAiSprite();
hit=firstObject(shot,0,calcFrameIncrement[Options::aiDifficulty(playerNumber)]);
if(hit.object==HMINE)
{
h=new Hit(hit);
minesHitByShot.append(h);
}
if((hit.object==HSHIP)&&(hit.playerNumber==playerNumber))
{
h=new Hit(hit);
h->object=HSHOT;
objectsHitByShip.append(h);
}
}
}
hit.object=HNOTHING;
hit.distance=400;
for(i=0;(i<shipsNextPositions[0]->size()) &&
!(*shipsNextPositions[playerNumber])[i].sun;i++)
{
if((borderTime<0) && (*shipsNextPositions[playerNumber])[i].border)
borderTime=i*calcFrameIncrement[Options::aiDifficulty(playerNumber)];
dx=(*shipsNextPositions[playerNumber])[i].x;
dy=(*shipsNextPositions[playerNumber])[i].y;
distance=dx*dx+dy*dy;
if((distance<3025)&&(sunTime<0))
sunTime=i*calcFrameIncrement[Options::aiDifficulty(playerNumber)];
if(!hitfound)
for(p=0;p<2;p++)
for(m=0;m<mineNumber[p];m++)
{
dx=(*shipsNextPositions[playerNumber])[i].x-(*aiMines[p])[m].x;
dy=(*shipsNextPositions[playerNumber])[i].y-(*aiMines[p])[m].y;
distance=dx*dx+dy*dy;
if(hit.distance>distance)
{
hit.object=HMINE;
hit.playerNumber=p;
hit.objectNumber=m;
hit.hitTime=i*calcFrameIncrement[Options::aiDifficulty(playerNumber)];
hit.distance=distance;
if(distance<100)
hitfound=true;
}
}
}
if(hit.object!=HNOTHING)
{
h=new Hit(hit);
objectsHitByShip.append(h);
}
calculateCollisions=(int)(calcCollisions[Options::aiDifficulty(playerNumber)]/cfg->gamespeed);
}
}
void Ai::shotScores()
{
Shot *s;
Hit *h,*mh;
bool found,foundmh;
double dist,dx,dy,fuel;
dx=(*shipsNextPositions[playerNumber])[0].x-(*shipsNextPositions[opponentNumber])[0].x;
dy=(*shipsNextPositions[playerNumber])[0].y-(*shipsNextPositions[opponentNumber])[0].y;
dist=dx*dx+dy*dy;
for(s=myShots.first();s;s=myShots.next())
{
fuel=(100-(ship[playerNumber]->getEnergy()-cfg->shotEnergyNeed));
s->score=fuel*fuel/10 + s->hit.distance+s->hit.hitTime;
if(dist > (75*75))
s->score+=waitShot*8;
else
s->score+=waitShot*4;
if(s->hit.object==HMINE)
{
found=false;
for(h=objectsHitByShip.first();h && !found;h=objectsHitByShip.next())
{
if((h->object==HMINE)&&(h->playerNumber==s->hit.playerNumber)
&&(h->objectNumber==s->hit.objectNumber))
//ship will hit a mine that will be hitten by the shot
{
found=true;
//ship hits earlier then shot
if(h->hitTime<s->hit.hitTime)
s->score+=1000;
else
{
foundmh=false;
for(mh=minesHitByShot.first();mh && !foundmh;mh=minesHitByShot.next())
{
if((mh->playerNumber==s->hit.playerNumber)
&&(mh->objectNumber==s->hit.objectNumber))
//another shot will hit the mine
{
if(mh->hitTime<s->hit.hitTime)
s->score+=500;
else
s->score-=300;
}
}
}
}
}
if(!found)
s->score+=1000;
}
}
}
void Ai::chooseAction()
{
double bestScore=1e10;
Shot *bestShot=NULL,*s;
AiSprite actualpos;
double posangle,movephi,phiright,phileft,torotate=0,velangle;
int framesleft,framesright;
bool rotateAndAccelerate=false;
Hit *nextHit=0;
int shotHitTime;
shotHitTime=1000000;
nextHit=0;
/* for(h=objectsHitByShip.first();h;h=objectsHitByShip.next())
if(h->object==HSHOT)
if(h->hitTime<shotHitTime)
{
nextHit=h;
shotHitTime=h->hitTime;
}*/
if((borderTime>0) || (sunTime>0) || (nextHit))
{
actualpos=ship[playerNumber]->toAiSprite();
posangle=rectToAngle(actualpos.x,actualpos.y);
movephi=rectToAngle((*shipsNextPositions[playerNumber])[0].x,
(*shipsNextPositions[playerNumber])[0].y) - posangle;
phileft=movephi+cfg->rotationSpeed;
phiright=movephi-cfg->rotationSpeed;
if((borderTime>0)&& !((sunTime>0)&&(sunTime<borderTime)))
{
bestScore=borderTime/cfg->gamespeed;
if(score>bestScore)
{
velangle=rectToAngle(actualpos.dx,actualpos.dy);
if(fabs(difference(posangle+3*M_PI/4,velangle))
< fabs(difference(posangle-3*M_PI/4,velangle)))
torotate=posangle-3*M_PI/4-ship[playerNumber]->getRotation();
else
torotate=posangle+3*M_PI/4-ship[playerNumber]->getRotation();
rotateAndAccelerate=true;
score=bestScore;
accelerateFramesNumber=(int)(8/cfg->gamespeed);
}
}
else if(sunTime>0)
{
bestScore=sunTime/(cfg->gamespeed*10)
+(actualpos.x*actualpos.x+actualpos.y*actualpos.y)/5000;
if(score>bestScore)
{
velangle=rectToAngle(actualpos.dx,actualpos.dy);
if(fabs(difference(posangle+2*M_PI/5,velangle))
< fabs(difference(posangle-2*M_PI/5,velangle)))
torotate=posangle+2*M_PI/5-ship[playerNumber]->getRotation();
else
torotate=posangle-2*M_PI/5-ship[playerNumber]->getRotation();
rotateAndAccelerate=true;
score=bestScore;
accelerateFramesNumber=(int)(8/cfg->gamespeed);
}
}
else
{
/* bestScore=abs(nextHit->hitTime-90)*4/cfg->gamespeed + nextHit->distance*2
+ (100-(ship[playerNumber]->getEnergy()-cfg->shotEnergyNeed))*4;
if((score>bestScore)&&(bestScore<400))
{
velangle=rectToAngle(actualpos.dx,actualpos.dy);
if(fabs(difference(posangle+2*M_PI/5,velangle))
< fabs(difference(posangle-2*M_PI/5,velangle)))
torotate=posangle+2*M_PI/5-ship[playerNumber]->getRotation();
else
torotate=posangle-2*M_PI/5-ship[playerNumber]->getRotation();
rotateAndAccelerate=true;
score=bestScore;
accelerateFramesNumber=(int)(4/cfg->gamespeed);
}*/
}
if(rotateAndAccelerate)
{
if(phileft<0)
framesleft=1000;
else
{
while(torotate<0)
torotate+=2*M_PI;
while(torotate>=2*M_PI)
torotate-=2*M_PI;
framesleft=(int)(torotate/phileft+0.5);
}
if(phiright>0)
framesright=1000;
else
{
while(torotate>0)
torotate-=2*M_PI;
while(torotate<=-2*M_PI)
torotate+=2*M_PI;
framesright=(int)(torotate/phiright+0.5);
}
if(framesright<framesleft)
{
rotation=RRIGHT;
rotateFramesNumber=framesright;
}
else
{
rotation=RLEFT;
rotateFramesNumber=framesleft;
}
shoot=false;
}
}
else
{
bestShot=0;
for(s=myShots.first();s;s=myShots.next())
if(s->score<bestScore)
{
bestScore=s->score;
bestShot=s;
}
if(bestShot)
{
if((bestScore<score)&&(bestScore<400))
{
rotation=bestShot->rotation;
rotateFramesNumber=bestShot->rotationFrames;
accelerateFramesNumber=0;
shoot=true;
score=bestScore;
calculateCollisions = 0;
waitShot=(int) rint( random.getDouble() *
calcNextShot[Options::aiDifficulty(playerNumber)]
/cfg->gamespeed);
}
}
}
}
void Ai::setSpriteFieldSize()
{
sfwidth=(double)(ship[playerNumber]->spriteFieldWidth());
sfheight=(double)(ship[playerNumber]->spriteFieldHeight());
sfwidth_2=sfwidth/2.0;
sfheight_2=sfheight/2.0;
}