1 | unit ClientAI;
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2 |
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3 | interface
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4 |
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5 | uses
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6 | Classes, SysUtils, GameClient, Game, Math, Player, Map, Generics.Defaults;
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7 |
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8 | type
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9 | { TComputer }
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10 |
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11 | TComputer = class(TClient)
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12 | protected
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13 | procedure DoTurnStart; override;
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14 | public
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15 | //Targets: TFPGObjectList<TPlayer>;
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16 | CellProcessDirection: Boolean;
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17 | procedure AttackNeutral;
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18 | procedure AttackPlayers;
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19 | procedure InnerMoves;
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20 | procedure IncreaseMoves;
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21 | procedure Process;
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22 | procedure FallBack;
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23 | function AttackersCount(Cell: TPlayerCell): Integer;
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24 | end;
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25 |
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26 |
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27 | implementation
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28 |
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29 | { TComputer }
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30 |
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31 | procedure TComputer.DoTurnStart;
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32 | begin
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33 | Process;
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34 | Protocol.TurnEnd;
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35 | end;
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36 |
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37 | procedure TComputer.AttackNeutral;
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38 | var
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39 | AllCells: TPlayerCells;
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40 | TotalPower: Integer;
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41 | AttackPower: Integer;
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42 | TotalAttackPower: Integer;
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43 | CanAttack: Integer;
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44 | TargetPower: Integer;
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45 | TargetCells: TPlayerCells;
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46 | Cell: TPlayerCell;
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47 | NeighborCell: TPlayerCell;
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48 | const
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49 | AttackDiff = 1;
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50 | begin
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51 | AllCells := ControlPlayer.PlayerMap.Cells;
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52 | TargetCells := TPlayerCells.Create;
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53 | TargetCells.OwnsObjects := False;
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54 |
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55 | // Get list of all attack target cells
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56 | for Cell in AllCells do
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57 | with Cell do begin
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58 | if (MapCell.Terrain <> ttVoid) and (MapCell.Player = nil) then begin
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59 | CanAttack := 0;
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60 | for NeighborCell in Neighbors do
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61 | if NeighborCell.MapCell.Player = ControlPlayer then begin
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62 | Inc(CanAttack);
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63 | end;
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64 | if CanAttack > 0 then TargetCells.Add(Cell);
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65 | end;
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66 | end;
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67 |
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68 | // Sort ascending to attack cells with lower power first
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69 | // Low power cells are better for expanding our territory
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70 | TargetCells.Sort(TComparer<TPlayerCell>.Construct(CellCompare));
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71 |
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72 | for Cell in TargetCells do
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73 | with Cell do begin
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74 | // Attack to not owned cell yet
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75 | // Count own possible power
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76 | TotalPower := 0;
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77 | for NeighborCell in Neighbors do
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78 | if NeighborCell.MapCell.Player = ControlPlayer then
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79 | TotalPower := TotalPower + NeighborCell.GetAvialPowerForMove;
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80 |
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81 | // Attack if target is weaker
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82 | if Assigned(MapCell.OneUnit) then TargetPower := MapCell.OneUnit.Power
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83 | else TargetPower := 0;
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84 | if TotalPower >= (TargetPower + AttackDiff) then begin
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85 | TotalAttackPower := 0;
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86 | for NeighborCell in Neighbors do
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87 | if NeighborCell.MapCell.Player = ControlPlayer then begin
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88 | // Use only necessary power
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89 | AttackPower := TargetPower - TotalAttackPower + AttackDiff;
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90 | if NeighborCell.GetAvialPower < AttackPower then
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91 | AttackPower := NeighborCell.GetAvialPower;
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92 | ControlPlayer.SetMove(NeighborCell, Cell, AttackPower, False);
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93 | TotalAttackPower := TotalAttackPower + AttackPower;
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94 | end;
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95 | end;
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96 | end;
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97 |
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98 | FreeAndNil(TargetCells);
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99 | end;
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100 |
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101 | procedure TComputer.AttackPlayers;
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102 | var
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103 | AllCells: TPlayerCells;
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104 | TotalPower: Integer;
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105 | AttackPower: Integer;
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106 | TotalAttackPower: Integer;
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107 | CanAttack: Integer;
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108 | TargetCells: TPlayerCells;
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109 | TargetCell: TPlayerCell;
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110 | NeighborCell: TPlayerCell;
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111 | DefendCount: Integer;
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112 | begin
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113 | if ControlPlayer.Defensive then Exit;
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114 |
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115 | AllCells := ControlPlayer.PlayerMap.Cells;
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116 | TargetCells := TPlayerCells.Create;
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117 | TargetCells.OwnsObjects := False;
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118 |
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119 | // Get list of all attack target cells
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120 | for TargetCell in AllCells do begin
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121 | if (TargetCell.MapCell.Terrain <> ttVoid) and (TargetCell.MapCell.Player <> ControlPlayer) and
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122 | (TargetCell.MapCell.Player <> nil) then begin
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123 | CanAttack := 0;
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124 | for NeighborCell in TargetCell.Neighbors do
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125 | if NeighborCell.MapCell.Player = ControlPlayer then begin
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126 | Inc(CanAttack);
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127 | end;
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128 | if CanAttack > 0 then TargetCells.Add(TargetCell);
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129 | end;
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130 | end;
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131 |
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132 | // Sort descending to attack cells with higher power first
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133 | // Higher power enemy cells can grow faster and is more dangerous
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134 | TargetCells.Sort(TComparer<TPlayerCell>.Construct(CellCompareDescending));
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135 |
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136 | for TargetCell in TargetCells do begin
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137 | // Attack to not owned cell yet
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138 | // Count own possible power
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139 | TotalPower := 0;
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140 | for NeighborCell in TargetCell.Neighbors do
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141 | if NeighborCell.MapCell.Player = ControlPlayer then begin
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142 | TotalPower := TotalPower + NeighborCell.GetAvialPower;
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143 | end;
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144 | // Attack if target is weaker
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145 | if Assigned(TargetCell.MapCell.OneUnit) then
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146 | DefendCount := TargetCell.MapCell.OneUnit.Power
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147 | else DefendCount := 0;
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148 | if Game.AttackProbability(TotalPower, DefendCount) >=
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149 | ComputerAggroProbability[ControlPlayer.Agressivity] then begin
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150 | // Try to limit total attacking power to necessary minimum
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151 | while Game.AttackProbability(TotalPower - 1, DefendCount) >=
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152 | ComputerAggroProbability[ControlPlayer.Agressivity] do
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153 | Dec(TotalPower);
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154 |
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155 | // Collect required attack units from our cells
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156 | TotalAttackPower := 0;
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157 | for NeighborCell in TargetCell.Neighbors do
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158 | if NeighborCell.MapCell.Player = ControlPlayer then begin
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159 | // Use only necessary power
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160 | AttackPower := TotalPower - TotalAttackPower;
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161 | if NeighborCell.GetAvialPower < AttackPower then
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162 | AttackPower := NeighborCell.GetAvialPower;
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163 | Self.ControlPlayer.SetMove(NeighborCell, TargetCell, AttackPower, False);
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164 | TotalAttackPower := TotalAttackPower + AttackPower;
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165 | if TotalAttackPower >= TotalPower then Break;
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166 | end;
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167 | end;
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168 | end;
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169 |
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170 | FreeAndNil(TargetCells);
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171 | end;
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172 |
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173 | procedure TComputer.InnerMoves;
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174 | var
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175 | AllCells: TPlayerCells;
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176 | I, J: Integer;
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177 | C: Integer;
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178 | CanAttack: Integer;
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179 | TargetCells: TPlayerCells;
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180 | NewTargetCells: TPlayerCells;
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181 | Cells2: TPlayerCells;
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182 | MovedPower: Integer;
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183 | begin
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184 | // We need to move available power to borders to be available for attacks
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185 | // or defense
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186 | AllCells := ControlPlayer.PlayerMap.Cells;
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187 | TargetCells := TPlayerCells.Create;
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188 | TargetCells.OwnsObjects := False;
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189 | NewTargetCells := TPlayerCells.Create;
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190 | NewTargetCells.OwnsObjects := False;
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191 |
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192 | // Get list of all enemy border cells
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193 | for C := 0 to AllCells.Count - 1 do
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194 | with AllCells[C] do begin
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195 | if (MapCell.Player <> ControlPlayer) and (MapCell.Terrain <> ttVoid) then begin
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196 | CanAttack := 0;
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197 | for I := 0 to Neighbors.Count - 1 do
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198 | if ((Neighbors[I].MapCell.Player = ControlPlayer) or
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199 | (Neighbors[I].MapCell.Player = nil)) and (Neighbors[I].MapCell.Terrain <> ttVoid) then begin
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200 | Inc(CanAttack);
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201 | end;
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202 | if CanAttack > 0 then TargetCells.Add(AllCells[C]);
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203 | end;
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204 | end;
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205 |
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206 | if CellProcessDirection then begin
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207 | // Reverse array
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208 | for I := 0 to (TargetCells.Count div 2) - 1 do
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209 | TargetCells.Exchange(I, TargetCells.Count - 1 - I);
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210 | end;
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211 |
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212 | Game.Map.Cells.ClearMark;
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213 |
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214 | while TargetCells.Count > 0 do begin
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215 | // Set mark for selected border cells
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216 | for C := 0 to TargetCells.Count - 1 do
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217 | TargetCells[C].MapCell.Mark := True;
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218 |
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219 | // Move all power from unmarked cells and mark them
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220 | NewTargetCells.Count := 0;
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221 | for C := 0 to TargetCells.Count - 1 do
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222 | with TargetCells[C] do begin
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223 | for I := 0 to Neighbors.Count - 1 do begin
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224 | if (Neighbors[I].MapCell.Terrain <> ttVoid) and (not Neighbors[I].MapCell.Mark) then begin
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225 | if (TargetCells[C].MapCell.Player = ControlPlayer) and
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226 | (Neighbors[I].MapCell.Player = ControlPlayer) then begin
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227 | // Do not take units from front line
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228 | Cells2 := Neighbors[I].Neighbors;
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229 | CanAttack := 0;
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230 | for J := 0 to Cells2.Count - 1 do
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231 | if ((Cells2[J].MapCell.Player <> ControlPlayer) or (Cells2[J].MapCell.Player = nil))
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232 | and (Cells2[J].MapCell.Terrain <> ttVoid) then begin
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233 | Inc(CanAttack);
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234 | end;
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235 | if CanAttack = 0 then begin
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236 | MovedPower := Neighbors[I].GetAvialPower;
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237 | if (TargetCells[C].GetAvialPower + TargetCells[C].GetAttackPower + MovedPower) > Game.Map.MaxPower then
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238 | MovedPower := Game.Map.MaxPower - TargetCells[C].GetAvialPower - TargetCells[C].GetAttackPower;
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239 | TPlayer(MapCell.Player).SetMove(Neighbors[I], TargetCells[C], MovedPower, False);
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240 | end;
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241 | end;
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242 | Neighbors[I].MapCell.Mark := True;
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243 | NewTargetCells.Add(Neighbors[I]);
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244 | end;
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245 | end;
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246 | end;
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247 |
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248 | // Use source cells NewTargetCells as new TargetCells
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249 | FreeAndNil(TargetCells);
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250 | TargetCells := NewTargetCells;
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251 | NewTargetCells := TPlayerCells.Create;
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252 | NewTargetCells.OwnsObjects := False;
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253 | end;
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254 |
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255 | FreeAndNil(TargetCells);
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256 | FreeAndNil(NewTargetCells);
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257 | end;
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258 |
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259 | procedure TComputer.IncreaseMoves;
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260 | var
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261 | Move: TUnitMove;
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262 | AvailPower: Integer;
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263 | begin
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264 | // If available power remains then use all for existed unit moves
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265 | for Move in ControlPlayer.Moves do
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266 | with Move do begin
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267 | if CellFrom.GetAvialPower > 0 then begin
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268 | AvailPower := CellFrom.GetAvialPower;
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269 | CountOnce := CountOnce + Min(AvailPower div CellFrom.MovesFrom.Count, AvailPower);
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270 | end;
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271 | end;
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272 | end;
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273 |
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274 | procedure TComputer.Process;
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275 | begin
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276 | AttackPlayers;
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277 | AttackNeutral;
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278 | InnerMoves;
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279 | IncreaseMoves;
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280 | //FallBack;
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281 | CellProcessDirection := not CellProcessDirection;
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282 | end;
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283 |
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284 | procedure TComputer.FallBack;
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285 | var
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286 | C: Integer;
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287 | I: Integer;
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288 | AllCells: TPlayerCells;
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289 | BorderCells: TPlayerCells;
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290 | EnemyPower: Integer;
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291 | begin
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292 | BorderCells := TPlayerCells.Create;
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293 | BorderCells.OwnsObjects := False;
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294 | AllCells := ControlPlayer.PlayerMap.Cells;
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295 |
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296 | // Get list of border cells
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297 | for C := 0 to AllCells.Count - 1 do
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298 | with AllCells[C] do begin
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299 | if (MapCell.Terrain <> ttVoid) and (MapCell.Player = ControlPlayer) then begin
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300 | if AttackersCount(AllCells[C]) > 0 then
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301 | BorderCells.Add(AllCells[C]);
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302 | end;
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303 | end;
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304 |
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305 | // Move all units back to inner area from weak border cells
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306 | for C := 0 to BorderCells.Count - 1 do
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307 | with TPlayerCell(BorderCells[C]) do begin
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308 | // Calculate enemy power
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309 | // TODO: Do not sum different enemy power to one value
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310 | EnemyPower := 0;
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311 | for I := 0 to Neighbors.Count - 1 do
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312 | if (Neighbors[I].MapCell.Player <> ControlPlayer) and (Neighbors[I].MapCell.Player <> nil) then begin
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313 | Inc(EnemyPower, Neighbors[I].MapCell.OneUnit.Power);
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314 | end;
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315 | if EnemyPower > (GetAvialPower + GetAttackPower) then begin
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316 | // Fallback
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317 | for I := MovesTo.Count - 1 downto 0 do
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318 | TPlayer(MapCell.Player).Moves.Remove(MovesTo[I]);
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319 | for I := 0 to Neighbors.Count - 1 do
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320 | if (Neighbors[I].MapCell.Player = MapCell.Player) and (AttackersCount(Neighbors[I]) = 0) then begin
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321 | TPlayer(MapCell.Player).SetMove(BorderCells[C], Neighbors[I], GetAvialPower, False);
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322 | Break;
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323 | end;
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324 | end;
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325 | end;
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326 |
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327 | FreeAndNil(BorderCells);
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328 | end;
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329 |
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330 | function TComputer.AttackersCount(Cell: TPlayerCell): Integer;
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331 | var
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332 | I: Integer;
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333 | begin
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334 | Result := 0;
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335 | for I := 0 to Cell.Neighbors.Count - 1 do
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336 | if (Cell.Neighbors[I].MapCell.Player <> ControlPlayer) and
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337 | (Cell.Neighbors[I].MapCell.Player <> nil) then begin
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338 | Inc(Result);
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339 | end;
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340 | end;
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341 |
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342 | end.
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343 |
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