aiplayerfactory.cpp
来自「Source code (C++) of the Amoebax game fo」· C++ 代码 · 共 352 行
CPP
352 行
//// 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 <config.h>#endif // HAVE_CONFIG_H#include <cassert>#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::stringAIPlayerFactory::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::stringAIPlayerFactory::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::stringAIPlayerFactory::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::PlayerSideAIPlayerFactory::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;}
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