| 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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