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[WIP] Superdom: AI can now use nukes

Change-Id: Iff5093b0edb4c065096d41c36d33bb2126063cf6
Reviewed-on: http://gerrit.rockbox.org/942
Reviewed-by: Michael Giacomelli <giac2000@hotmail.com>
This commit is contained in:
Franklin Wei 2014-08-30 10:21:25 -04:00 committed by Michael Giacomelli
parent bc00d38987
commit ad79a90e39

View file

@ -19,9 +19,7 @@
*
****************************************************************************/
/* TODO list:
- don't hardcode board size
- improve AI (move, use nukes, etc.)
- allow for configurable AI
*/
@ -1294,7 +1292,11 @@ static int launch_nuke(int colour, int nukex, int nukey, int targetx, int target
board[targetx][targety].nuke = false;
board[targetx][targety].farm = false;
/* TODO: Fallout carried by wind */
draw_board();
if(human)
rb->sleep(HZ*2);
else
rb->sleep(HZ);
return RET_VAL_OK;
}
@ -2098,7 +2100,78 @@ static int find_adj_target(int x, int y, struct cursor* adj)
static void computer_movement(void)
{
/* use nukes */
if(superdom_settings.compdiff>=3)
{
struct cursor nukes[10]; /* 10 for now, change as needed */
int nukes_back=0;
rb->splashf(HZ, "computer has %d nukes", compres.nukes);
if(compres.nukes>0)
{
for(int i=1;i<=BOARD_SIZE && nukes_back<compres.nukes && nukes_back<10;i++)
{
for(int j=1;j<BOARD_SIZE && nukes_back<compres.nukes && nukes_back<10 ;j++)
{
if(board[i][j].nuke)
{
nukes[nukes_back].x=i;
nukes[nukes_back].y=j;
nukes_back++;
}
rb->yield();
}
}
bool found_target=true;
struct cursor adj;
int next_nuke=0;
/* first, use nukes for defence */
while(found_target && next_nuke<nukes_back)
{
found_target = false;
for(int i=1;i<=BOARD_SIZE && nukes_back<compres.nukes && nukes_back<10;i++)
{
for(int j=1;j<=BOARD_SIZE && nukes_back<compres.nukes && nukes_back<10;j++)
{
if((board[i][j].colour == COLOUR_DARK) &&
(board[i][j].farm || board[i][j].ind || board[i][j].nuke) &&
find_adj_target(i, j, &adj))
{
found_target = true;
rb->splashf(2*HZ, "Launching nuke for defence, from (%d, %d) to (%d, %d)", nukes[next_nuke].x, nukes[next_nuke].y, adj.x, adj.y);
launch_nuke(COLOUR_DARK, nukes[next_nuke].x, nukes[next_nuke].y, adj.x, adj.y);
next_nuke++;
}
rb->yield();
}
}
}
/* if we still have any left over, use those for offence */
found_target = true;
while(found_target && next_nuke<nukes_back)
{
found_target = false;
for(int i=1;i<=BOARD_SIZE;i++)
{
for(int j=1;j<=BOARD_SIZE;j++)
{
if(board[i][j].colour == COLOUR_LIGHT &&
(board[i][j].ind || board[i][j].farm || board[i][j].nuke) &&
(calc_strength(COLOUR_DARK, i, j) >= calc_strength(COLOUR_LIGHT, i, j)))
{
found_target = true;
rb->splashf(2*HZ, "Launching nuke for offence, nuke index %d", next_nuke);
launch_nuke(COLOUR_DARK, nukes[next_nuke].x, nukes[next_nuke].y, i, j);
next_nuke++;
}
rb->yield();
}
}
}
}
}
/* TODO: move other units */
}
static void computer_war(void)