Updated to include tests for Gentoo installation
[crack-attack.git] / src / ComputerPlayerAI.cxx
blob73430a1c5e120b4c24790491ce365a7bc366960b
1 /*
2 * ComputerPlayerAI.cxx
3 * Andrew Sayman - 3/27/05
5 * Copyright (C) 2005 Andrew Sayman
6 * Copyright (C) 2005 Kevin Webb
7 *
8 * This program is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU General Public License
10 * as published by the Free Software Foundation; either version 2
11 * of the License, or (at your option) any later version.
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
22 #include "ComputerPlayerAI.h"
23 #include "Score.h"
24 #include "Garbage.h"
25 #include "GarbageGenerator.h"
26 #include "Game.h"
28 #include <cassert>
30 #define loop(v,m) for(int v = 0; v<(m); v++)
31 #define loopi(m) loop(i,m)
33 /* Begin ComputerPlayerAI */
34 ComputerPlayerAI::ComputerPlayerAI ()
36 resetAlarm();
37 last_shatter_height = 0;
38 state = AI_WAITING;
39 queue = new GarbageQueue();
42 int ComputerPlayerAI::baseSteps()
44 return GC_STEPS_PER_SECOND;
47 int ComputerPlayerAI::stateSteps()
49 if (state == AI_WAITING) {
50 return (GC_CREEP_ADVANCE_VELOCITY * 5) // increase five lines
51 + (GC_DYING_DELAY * 5); // five combos
53 if (state == AI_SHATTERING) {
54 return garbageShatterDelay();
56 return GC_DYING_DELAY * 5;
59 int ComputerPlayerAI::lossHeight()
61 return 4;
64 void ComputerPlayerAI::resetAlarm()
66 last_time = Game::time_step;
69 int ComputerPlayerAI::alarm()
71 return last_time + baseSteps() + stateSteps();
74 int ComputerPlayerAI::garbageShatterDelay()
76 int delay = GC_INITIAL_POP_DELAY + (last_shatter_height * GC_PLAY_WIDTH * GC_INTERNAL_POP_DELAY) + GC_FINAL_POP_DELAY;
77 return delay;
80 GarbageQueue *ComputerPlayerAI::garbageQueue ()
82 return queue;
85 GarbageQueue *ComputerPlayerAI::garbageAmount( )
87 GarbageQueue *q = new GarbageQueue();
88 int working_height = GC_SAFE_HEIGHT - 1 - garbageQueue()->height();
89 int num_grays, num_normals;
91 MESSAGE("Hard garbageAmount");
93 if (working_height > 0) {
94 num_grays = working_height % 3;
95 } else {
96 num_grays = 0;
99 num_normals = garbageQueue()->height() + working_height;
101 LOG("garbageQueue height " << garbageQueue()->height());
102 LOG("grays: " << num_grays << " normals: " << num_normals);
103 loopi(num_grays)
104 q->add(1, 6, GF_GRAY);
106 int norm_div = num_normals / 3;
107 int norm_mod = num_normals % 3;
108 int more_gray = norm_mod / 2;
109 LOG("div: " << norm_div << " mod: " << norm_mod << " gray: " << more_gray);
110 if (norm_div > 0) q->add(norm_div, 6, GF_NORMAL);
111 loopi(norm_mod) q->add(1, 6, GF_NORMAL);
112 //loopi(more_gray) q->add(1, 6, GF_GRAY);
114 shatter();
115 return q;
118 void ComputerPlayerAI::shatter()
120 MESSAGE("Resetting garbageQueue " << garbageQueue()->height());
121 if (garbageQueue()->height() > 0) {
122 state = AI_SHATTERING;
123 int gray_height = garbageQueue()->specialHeight();
124 last_shatter_height = garbageQueue()->removeWithSpecials();
125 MESSAGE(last_shatter_height << " shattered and " << garbageQueue()->height() << " remaining grays:" << gray_height);
126 loopi(last_shatter_height) {
127 if (Random::chanceIn(GC_GARBAGE_TO_GARBAGE_SHATTER)) {
128 garbageQueue()->add(1, 6, GF_NORMAL);
129 MESSAGE("Adding garbage on AI shatter " << garbageQueue()->height());
132 } else {
133 state = AI_WAITING;
134 last_shatter_height = 0;
138 bool ComputerPlayerAI::determineLoss()
140 GarbageQueue *queue = garbageQueue();
141 static int height = queue->height();
142 int h = queue->height();
143 if (h != height) {
144 MESSAGE("Height change in determine loss old: " << height << " new: " << h);
145 height = h;
147 return queue->height() > lossHeight();
150 /* End ComputerPlayerAI */
152 int EasyAI::baseSteps()
154 //cout << "easy baseSteps" << endl;
155 int a = ComputerPlayerAI::baseSteps() * 15;
156 return a;
159 int EasyAI::lossHeight()
161 return 4;
164 int MediumAI::baseSteps()
166 return ComputerPlayerAI::baseSteps() * 10;
169 int MediumAI::lossHeight()
171 return 10;
174 /* Begin HardAI */
175 int HardAI::baseSteps()
177 return ComputerPlayerAI::baseSteps() * 5;
180 int HardAI::lossHeight()
182 return 20;
185 /* End HardAI */