// // Cross-platform free Puyo-Puyo clone. // Copyright (C) 2006, 2007 Emma's Software // // This program is free software; you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation; either version 2 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software // Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. // #if defined (HAVE_CONFIG_H) #include #endif // HAVE_CONFIG_H #include #include "AdvancedAIPlayer.h" #include "AIPlayerFactory.h" #include "AnticipatoryAIPlayer.h" #include "DumbAIPlayer.h" #include "SimpleAIPlayer.h" using namespace Amoebax; /// /// \brief Creates a pointer to an AI player given a level. /// /// Based on the player's level, this function creates the most /// suitable AIPlayer class and returns it. /// /// \param level The level to use to create the AI player. /// \param side The side the player will play at. /// \return The pointer to the newly created AI player. /// AIPlayer * AIPlayerFactory::create (uint8_t level, IPlayer::PlayerSide side) { AIPlayer *player = 0; switch (level) { case 0: player = new DumbAIPlayer (side); break; case 1: player = new SimpleAIPlayer (side, SimpleAIPlayer::AggressivityNone); break; case 2: player = new SimpleAIPlayer (side, SimpleAIPlayer::AggressivityFull); break; case 3: player = new AnticipatoryAIPlayer (side, AnticipatoryAIPlayer::AnticipateNextTwo); break; case 4: player = new AnticipatoryAIPlayer (side, AnticipatoryAIPlayer::AnticipateNextOne); break; case 5: player = new AdvancedAIPlayer (side); break; default: assert (false && "AI player level not valid!"); break; } return player; } /// /// \brief Gets the player's name based on the opponent's level. /// /// \param level The opponent's level. /// \return The player's name. /// std::string AIPlayerFactory::getPlayerName (uint8_t level) { std::string name (""); switch (level) { case 0: name = "K.Quita"; break; case 1: name = "Angus"; break; case 2: name = "Kerberos"; break; case 3: name = "Spike"; break; case 4: name = "Mr.Bones"; break; case 5: name = "Pen"; break; default: assert (false && "Tried to use an invalid oppoent's level."); break; } return name; } /// /// \brief Gets the background file name to use depending on the opponent's level. /// /// \param level The opponent's level. /// \return The file name to use to open the background as an imatge. /// std::string AIPlayerFactory::getBackgroundFileName (uint8_t level) { return AIPlayerFactory::getPlayerName (level) + "Background.png"; } /// /// \brief Gets the background file name to use at random. /// /// \return The file name to use to open the background as an imatge. /// std::string AIPlayerFactory::getRandomBackgroundFileName (void) { return getBackgroundFileName (rand () % k_MaxPlayerLevel); } /// /// \brief Gets the winner of an hypotetical match between to AI players. /// /// \param leftLevel The level of the left AI player. /// \param rightLevel The level of the right AI player. /// \return The winner side in case these two players fought in a match. /// IPlayer::PlayerSide AIPlayerFactory::getWinner (uint8_t leftLevel, uint8_t rightLevel) { uint8_t probabilityLeftPlayerWins = 0; // If both players have the same level, then both have the same // probability to win. if ( leftLevel == rightLevel ) { probabilityLeftPlayerWins = 50; } else { switch (leftLevel) { case 0: switch (rightLevel) { case 1: probabilityLeftPlayerWins = 15; break; case 2: probabilityLeftPlayerWins = 12; break; case 3: probabilityLeftPlayerWins = 9; break; case 4: probabilityLeftPlayerWins = 6; break; case 5: probabilityLeftPlayerWins = 3; break; default: probabilityLeftPlayerWins = 50; break; } break; case 1: switch (rightLevel) { case 0: probabilityLeftPlayerWins = 85; break; case 2: probabilityLeftPlayerWins = 32; break; case 3: probabilityLeftPlayerWins = 29; break; case 4: probabilityLeftPlayerWins = 25; break; case 5: probabilityLeftPlayerWins = 20; break; default: probabilityLeftPlayerWins = 14; break; } break; case 2: switch (rightLevel) { case 0: probabilityLeftPlayerWins = 88; break; case 1: probabilityLeftPlayerWins = 68; break; case 3: probabilityLeftPlayerWins = 34; break; case 4: probabilityLeftPlayerWins = 29; break; case 5: probabilityLeftPlayerWins = 23; break; default: probabilityLeftPlayerWins = 50; break; } break; case 3: switch (rightLevel) { case 0: probabilityLeftPlayerWins = 91; break; case 1: probabilityLeftPlayerWins = 71; break; case 2: probabilityLeftPlayerWins = 66; break; case 4: probabilityLeftPlayerWins = 31; break; case 5: probabilityLeftPlayerWins = 26; break; default: probabilityLeftPlayerWins = 50; break; } break; case 4: switch (rightLevel) { case 0: probabilityLeftPlayerWins = 94; break; case 1: probabilityLeftPlayerWins = 75; break; case 2: probabilityLeftPlayerWins = 71; break; case 3: probabilityLeftPlayerWins = 69; break; case 5: probabilityLeftPlayerWins = 35; break; default: probabilityLeftPlayerWins = 50; break; } break; case 5: switch (rightLevel) { case 0: probabilityLeftPlayerWins = 97; break; case 1: probabilityLeftPlayerWins = 80; break; case 2: probabilityLeftPlayerWins = 77; break; case 3: probabilityLeftPlayerWins = 74; break; case 4: probabilityLeftPlayerWins = 65; break; default: probabilityLeftPlayerWins = 50; break; } break; default: probabilityLeftPlayerWins = 50; break; } } return ((rand () % 100) < probabilityLeftPlayerWins) ? IPlayer::LeftSide : IPlayer::RightSide; }