-/* src/server/ai.c */
+/* src/server/ai.c
+ *
+ * This file is part of PlomRogue. PlomRogue is licensed under the GPL version 3
+ * or any later version. For details on its copyright, license, and warranties,
+ * see the file NOTICE in the root directory of the PlomRogue source package.
+ */
#include "ai.h"
-#include <stddef.h> /* NULL */
-#include <stdint.h> /* uint8_t, uint16_t, uint32_t, UINT16_MAX */
+#include <stdint.h> /* uint8_t, uint16_t, uint32_t, int16_t, UINT16_MAX */
#include <stdlib.h> /* free() */
#include "../common/try_malloc.h" /* try_malloc() */
-#include "field_of_view.h" /* VISIBLE */
#include "hardcoded_strings.h" /* s */
+#include "rrand.h" /* rrand() */
#include "thing_actions.h" /* get_thing_action_id_by_name() */
-#include "things.h" /* struct Thing */
-#include "world.h" /* global world */
-
-
+#include "things.h" /* Thing, ThingType, ThingInMemory, get_thing_type() */
+#include "world.h" /* world */
#define N_DIRS 6
+/* Return "score_map"["pos"] unless "check_inhabitant" and cell is inhabited. */
+static uint16_t set_neighbor_val(uint16_t * score_map, uint8_t check_inhabitant,
+ uint16_t kill_score, uint16_t pos);
+
/* Write into "neighbors" scores of the N_DIRS immediate neighbors of the
* "score_map" cell at "pos_i" (array index), as found in the directions
- * north-east, east, south-east etc. (clockwise order). Use "max_score" for
- * illegal neighborhoods (i.e. if direction would lead beyond the map's border).
+ * north-east, east, south-east etc. (clockwise order). Use "kill_score" for
+ * illegal neighborhoods (i.e. if direction would lead beyond the map's border,
+ * or, if "check_inhabitants" is non-zero, into animate-inhabited cell).
*/
static void get_neighbor_scores(uint16_t * score_map, uint16_t pos_i,
- uint16_t max_score, uint16_t * neighbors);
+ uint16_t kill_score, uint16_t * neighbors,
+ uint8_t check_inhabitants);
/* Iterate over scored cells in "score_map" of world.map's geometry. Compare
* each cell's score against the score of its immediate neighbors in N_DIRS
- * directions. If it's neighbors are low enough that the result would be lower
- * than the current value, re-set it to 1 point higher than its lowest-scored
+ * directions. If any neighbor's score is at least two points lower than the
+ * current cell's score, re-set it to 1 point higher than its lowest-scored
* neighbor. Repeat this whole process until all cells have settled on their
- * final score. Ignore cells whose position in "score_map" fits cells of
- * unreachable terrain in world.map.cells or whose score is greater than
- * "max_score". Expect "max_score" to be the maximum score for cells, marking
- * them as unreachable.
+ * final score. Ignore cells whose score is greater than "max_score". Expect
+ * "max_score" to be the maximum score for cells, marking them as unreachable.
*/
static void dijkstra_map(uint16_t * score_map, uint16_t max_score);
-/* Return numpad char of direction ("8", "6", "2", "4" etc.) of enemy with the
- * shortest path visible to "t_origin". If no enemy is around, return 0.
+/* Helpers to init_score_map(), realizing individual filters. */
+static uint8_t score_map_filter_attack(uint8_t filter, uint16_t * score_map,
+ struct Thing * t_eye);
+static uint8_t score_map_filter_flee(uint8_t filter, uint16_t * score_map,
+ struct Thing * t_eye);
+static uint8_t score_map_filter_consume(uint8_t filter, uint16_t * score_map,
+ struct Thing * t_eye);
+static uint8_t score_map_filter_search(uint8_t filter, uint16_t * score_map,
+ struct Thing * t_eye);
+
+/* get_dir_to_nearest_target() helper: Prepare "score_map" for dijkstra_map(). */
+static void init_score_map(char filter, uint16_t * score_map, uint32_t map_size,
+ struct Thing * t_eye);
+
+/* From "targets" select random "cmp" match as directory by order in "dirs". */
+static char rand_target_dir(char * dirs, uint16_t cmp, uint16_t * targets);
+
+/* Helper to get_dir_to_nearest_target(). */
+static char get_dir_from_neighbors(char filter, struct Thing * t_eye,
+ uint16_t * score_map);
+
+/* Set (if possible) as "t_eye"'s command a move to the path to the path-wise
+ * nearest target that is not "t_eye" and fits criteria set by "filter". On
+ * success, return !0, else 0. Values for "filter":
+ * "a": thing in FOV is below a certain distance, animate, but of a type that is
+ * not "t_eye"'s, and starts out weaker than it is; build path as avoiding
+ * things of "t_eye"'s type
+ * "f": neighbor cell (not inhabited by any animate thing) further away from
+ * animate thing not further than x steps away and in FOV and of a type
+ * that is not "t_eye"'s, and starts out stronger or as strong as "t_eye"
+ * is currently; or (cornered), if no such flight cell, but thing of above
+ * criteria is too near, a cell closer to it, or, if less near, just wait
+ * "c": thing in memorized map is consumable
+ * "s": memory map cell with greatest-reachable degree of unexploredness
*/
-static char get_dir_to_nearest_enemy(struct Thing * thing_origin);
+static uint8_t get_dir_to_nearest_target(struct Thing * t_eye, char filter);
+
+/* Return 1 if any thing not "t_eye" is known and fulfills some criteria defined
+ * by "filter", else 0. Values for "filter":
+ * "a" or "f": thing in FOV is animate, but of type that not that of "t_eye",
+ * and starts out weaker ("a") / stronger ("f") than "t_eye" is
+ * "c" : thing in memorized map is consumable
+ */
+static uint8_t seeing_thing(struct Thing * t_eye, char filter);
+
+/* Return slot ID of strongest consumable in "t_owner"'s inventory, else -1. */
+static int16_t get_inventory_slot_to_consume(struct Thing * t_owner);
+
+/* Return 1 if "t_standing" is standing on a consumable, else 0. */
+static uint8_t standing_on_consumable(struct Thing * t_standing);
+
+
+
+static uint16_t set_neighbor_val(uint16_t * score_map, uint8_t check_inhabitant,
+ uint16_t kill_score, uint16_t pos)
+{
+ if (check_inhabitant)
+ {
+ struct Thing * t = world.things;
+ for (; t; t = t->next)
+ {
+ if (t->lifepoints && pos == t->pos.y * world.map.length + t->pos.x)
+ {
+ return kill_score;
+ }
+ }
+ }
+ return score_map[pos];
+}
static void get_neighbor_scores(uint16_t * score_map, uint16_t pos_i,
- uint16_t max_score, uint16_t * neighbors)
+ uint16_t kill_score, uint16_t * neighbors,
+ uint8_t check_inhabitants)
{
uint32_t map_size = world.map.length * world.map.length;
- uint8_t i_dir;
- for (i_dir = 0; i_dir < N_DIRS; neighbors[i_dir] = max_score, i_dir++);
uint8_t open_north = pos_i >= world.map.length;
uint8_t open_east = pos_i + 1 % world.map.length;
uint8_t open_south = pos_i + world.map.length < map_size;
uint8_t is_indented = (pos_i / world.map.length) % 2;
uint8_t open_diag_west = is_indented || open_west;
uint8_t open_diag_east = !is_indented || open_east;
- if (open_north && open_diag_east)
- {
- neighbors[0] = score_map[pos_i - world.map.length + is_indented];
- }
- if (open_east)
- {
- neighbors[1] = score_map[pos_i + 1];
- }
- if (open_south && open_diag_east)
- {
- neighbors[2] = score_map[pos_i + world.map.length + is_indented];
- }
- if (open_south && open_diag_west)
- {
- neighbors[3] = score_map[pos_i + world.map.length - !is_indented];
- }
- if (open_west)
- {
- neighbors[4] = score_map[pos_i - 1];
- }
- if (open_north && open_diag_west)
- {
- neighbors[5] = score_map[pos_i - world.map.length - !is_indented];
- }
+ neighbors[0] = !(open_north && open_diag_east) ? kill_score :
+ set_neighbor_val(score_map, check_inhabitants, kill_score,
+ pos_i - world.map.length + is_indented);
+ neighbors[1] = !(open_east) ? kill_score :
+ set_neighbor_val(score_map, check_inhabitants, kill_score,
+ pos_i + 1);
+ neighbors[2] = !(open_south && open_diag_east) ? kill_score :
+ set_neighbor_val(score_map, check_inhabitants, kill_score,
+ pos_i + world.map.length + is_indented);
+ neighbors[3] = !(open_south && open_diag_west) ? kill_score :
+ set_neighbor_val(score_map, check_inhabitants, kill_score,
+ pos_i + world.map.length - !is_indented);
+ neighbors[4] = !(open_west) ? kill_score :
+ set_neighbor_val(score_map, check_inhabitants, kill_score,
+ pos_i - 1);
+ neighbors[5] = !(open_north && open_diag_west) ? kill_score :
+ set_neighbor_val(score_map, check_inhabitants, kill_score,
+ pos_i - world.map.length - !is_indented);
}
scores_still_changing = 0;
for (pos = 0; pos < map_size; pos++)
{
- if ('.' == world.map.cells[pos] && score_map[pos] <= max_score)
+ if (score_map[pos] <= max_score)
{
- get_neighbor_scores(score_map, pos, max_score, neighbors);
+ get_neighbor_scores(score_map, pos, max_score, neighbors, 0);
min_neighbor = max_score;
for (i_dirs = 0; i_dirs < N_DIRS; i_dirs++)
{
-static char get_dir_to_nearest_enemy(struct Thing * t_origin)
+static uint8_t score_map_filter_attack(uint8_t filter, uint16_t * score_map,
+ struct Thing * t_eye)
{
- /* Calculate for each cell distance to visibly nearest enemy, with movement
- * possible in the directions or "dir". (Actor's own cells start with 0
- * distance towards themselves. Cells of actors of own type are invisible.)
- */
- uint32_t map_size = world.map.length * world.map.length;
- uint16_t max_score = UINT16_MAX - 1;
- uint16_t * score_map = try_malloc(map_size * sizeof(uint16_t), __func__);
- uint32_t i;
- for (i = 0; i < map_size; i++)
+ if ('a' != filter)
{
- score_map[i] = t_origin->fov_map[i] & VISIBLE ? max_score : UINT16_MAX;
+ return 0;
}
struct Thing * t = world.things;
- for (; t != NULL; t = t->next)
+ for (; t; t = t->next)
{
- if (!t->lifepoints || t == t_origin)
+ if ( t != t_eye && t->lifepoints && t->type != t_eye->type
+ && 'v' == t_eye->fov_map[t->pos.y*world.map.length + t->pos.x]
+ && get_thing_type(t->type)->lifepoints < t_eye->lifepoints)
{
- continue;
+ score_map[t->pos.y * world.map.length + t->pos.x] = 0;
}
- if (t->lifepoints && t->type == t_origin->type)
+ else if (t->type == t_eye->type)
{
score_map[t->pos.y * world.map.length + t->pos.x] = UINT16_MAX;
- continue;
}
- score_map[t->pos.y * world.map.length + t->pos.x] = 0;
}
- dijkstra_map(score_map, max_score);
+ return 1;
+}
+
+
+
+static uint8_t score_map_filter_flee(uint8_t filter, uint16_t * score_map,
+ struct Thing * t_eye)
+{
+ if ('f' != filter)
+ {
+ return 0;
+ }
+ struct Thing * t = world.things;
+ for (; t; t = t->next)
+ {
+ if ( t->lifepoints && t->type != t_eye->type
+ && 'v' == t_eye->fov_map[t->pos.y*world.map.length + t->pos.x]
+ && get_thing_type(t->type)->lifepoints >= t_eye->lifepoints)
+ {
+ score_map[t->pos.y * world.map.length + t->pos.x] = 0;
+ }
+ }
+ return 1;
+}
+
+
+
+static uint8_t score_map_filter_consume(uint8_t filter, uint16_t * score_map,
+ struct Thing * t_eye)
+{
+ if ('c' != filter)
+ {
+ return 0;
+ }
+ struct ThingInMemory * tm = t_eye->t_mem;
+ for (; tm; tm = tm->next)
+ {
+ if ( ' ' != t_eye->mem_map[tm->pos.y * world.map.length + tm->pos.x]
+ && get_thing_type(tm->type)->consumable)
+ {
+ score_map[tm->pos.y * world.map.length + tm->pos.x] = 0;
+ }
+ }
+ return 1;
+}
- /* Return direction of "t_origin"'s lowest-scored neighbor cell. */
+
+
+static uint8_t score_map_filter_search(uint8_t filter, uint16_t * score_map,
+ struct Thing * t_eye)
+{
+ if (!(('0' < filter && '9' >= filter) || ' ' == filter))
+ {
+ return 0;
+ }
+ uint32_t i;
+ for (i = 0; i < (uint32_t) (world.map.length * world.map.length); i++)
+ {
+ score_map[i] = filter == t_eye->mem_depth_map[i] ? 0 : score_map[i];
+ }
+ return 1;
+}
+
+
+
+static void init_score_map(char filter, uint16_t * score_map, uint32_t map_size,
+ struct Thing * t_eye)
+{
+ uint32_t i;
+ for (i = 0; i < map_size; i++)
+ {
+ score_map[i] = UINT16_MAX;
+ if ('.' == t_eye->mem_map[i])
+ {
+ score_map[i] = UINT16_MAX-1;
+ }
+ }
+ if ( score_map_filter_attack(filter, score_map, t_eye)
+ || score_map_filter_flee(filter, score_map, t_eye)
+ || score_map_filter_consume(filter, score_map, t_eye)
+ || score_map_filter_search(filter, score_map, t_eye))
+ {
+ }
+}
+
+
+static char rand_target_dir(char * dirs, uint16_t cmp, uint16_t * targets)
+{
+ char candidates[N_DIRS];
+ uint8_t n_candidates = 0;
+ uint8_t i;
+ for (i = 0; i < N_DIRS; i++)
+ {
+ if (cmp == targets[i])
+ {
+ candidates[n_candidates] = dirs[i];
+ n_candidates++;
+ }
+ }
+ return n_candidates ? candidates[rrand() % n_candidates] : 0;
+}
+
+
+
+static char get_dir_from_neighbors(char filter, struct Thing * t_eye,
+ uint16_t * score_map)
+{
+ char dir_to_nearest_target = 0;
+ uint16_t pos_i = (t_eye->pos.y * world.map.length) + t_eye->pos.x;
+ char * dirs = "edcxsw"; /* get_neighbor_scores()'s clockwise dir order. */
uint16_t neighbors[N_DIRS];
- uint16_t pos_i = (t_origin->pos.y * world.map.length) + t_origin->pos.x;
- get_neighbor_scores(score_map, pos_i, max_score, neighbors);
- free(score_map);
- char dir_to_nearest_enemy = 0;
- uint16_t min_neighbor = max_score;
- char * dirs = "edcxsw"; /* get_neighbor_scores()'s clockwise dir order.*/
+ get_neighbor_scores(score_map, pos_i, UINT16_MAX, neighbors, 'f'==filter);
+ uint16_t minmax_start = 'f' == filter ? 0 : UINT16_MAX-1;
+ uint16_t minmax_neighbor = minmax_start;
+ uint8_t i;
for (i = 0; i < N_DIRS; i++)
{
- if (min_neighbor > neighbors[i])
+ if ( ( 'f' == filter && score_map[pos_i] < neighbors[i]
+ && minmax_neighbor < neighbors[i] && UINT16_MAX != neighbors[i])
+ || ('f' != filter && minmax_neighbor > neighbors[i]))
{
- min_neighbor = neighbors[i];
- dir_to_nearest_enemy = dirs[i];
+ minmax_neighbor = neighbors[i];
}
}
- return dir_to_nearest_enemy;
+ if (minmax_neighbor != minmax_start)
+ {
+ dir_to_nearest_target = rand_target_dir(dirs,minmax_neighbor,neighbors);
+ }
+ if ('f' == filter)
+ {
+ if (!dir_to_nearest_target)
+ {
+ if (1 == score_map[pos_i]) /* Attack if cornered too closely. */
+ {
+ dir_to_nearest_target = rand_target_dir(dirs, 0, neighbors);
+ }
+ else if (3 >= score_map[pos_i]) /* If less closely, just wait. */
+ {
+ t_eye->command = get_thing_action_id_by_name(s[S_CMD_WAIT]);
+ return 1;
+ }
+ }
+ else if (dir_to_nearest_target && 3 < score_map[pos_i]) /* Don't flee */
+ { /* enemy of */
+ dir_to_nearest_target = 0; /* a certain */
+ } /* distance. */
+ }
+ else if ('a' == filter && 10 <= score_map[pos_i])
+ {
+ dir_to_nearest_target = 0;
+ }
+ return dir_to_nearest_target;
+}
+
+
+
+static uint8_t get_dir_to_nearest_target(struct Thing * t_eye, char filter)
+{
+ char dir_to_nearest_target = 0;
+ uint8_t mem_depth_char = ' ';
+ uint8_t run_i = 's' == filter ? 9 /* max explored mem depth age */ + 1 : 1;
+ while ( run_i && !dir_to_nearest_target
+ && ('s' == filter || seeing_thing(t_eye, filter)))
+ {
+ run_i--;
+ uint32_t map_size = world.map.length * world.map.length;
+ uint16_t * score_map = try_malloc(map_size * sizeof(uint16_t),__func__);
+ init_score_map('s' == filter ? mem_depth_char : filter,
+ score_map, map_size, t_eye);
+ mem_depth_char = ' ' == mem_depth_char ? '9' : mem_depth_char - 1;
+ dijkstra_map(score_map, UINT16_MAX-1);
+ dir_to_nearest_target = get_dir_from_neighbors(filter,t_eye,score_map);
+ free(score_map);
+ if (dir_to_nearest_target)
+ {
+ t_eye->command = get_thing_action_id_by_name(s[S_CMD_MOVE]);
+ t_eye->arg = dir_to_nearest_target;
+ }
+ }
+ return dir_to_nearest_target;
+}
+
+
+
+static uint8_t seeing_thing(struct Thing * t_eye, char filter)
+{
+ if (t_eye->fov_map && ('a' == filter || 'f' == filter))
+ {
+ struct Thing * t = world.things;
+ for (; t; t = t->next)
+ {
+ if ( t != t_eye && t->lifepoints && t->type != t_eye->type
+ && 'v' == t_eye->fov_map[t->pos.y*world.map.length + t->pos.x])
+ {
+ struct ThingType * tt = get_thing_type(t->type);
+ if ( ('f' == filter && tt->lifepoints >= t_eye->lifepoints)
+ || ('a' == filter && tt->lifepoints < t_eye->lifepoints))
+ {
+ return 1;
+ }
+ }
+ }
+ }
+ else if (t_eye->mem_map && 'c' == filter)
+ {
+ struct ThingInMemory * tm = t_eye->t_mem;
+ for (; tm; tm = tm->next)
+ {
+ if ( ' ' != t_eye->mem_map[tm->pos.y*world.map.length+tm->pos.x]
+ && get_thing_type(tm->type)->consumable)
+ {
+ return 1;
+ }
+ }
+ }
+ return 0;
+}
+
+
+
+static int16_t get_inventory_slot_to_consume(struct Thing * t_owner)
+{
+ uint8_t compare_consumability = 0;
+ int16_t selection = -1;
+ struct Thing * t = t_owner->owns;;
+ uint8_t i;
+ for (i = 0; t; t = t->next, i++)
+ {
+ struct ThingType * tt = get_thing_type(t->type);
+ if (tt->consumable > compare_consumability)
+ {
+ compare_consumability = tt->consumable;
+ selection = i;
+ }
+ }
+ return selection;
+}
+
+
+
+static uint8_t standing_on_consumable(struct Thing * t_standing)
+{
+ struct Thing * t = world.things;
+ for (; t; t = t->next)
+ {
+ if ( t != t_standing
+ && t->pos.y == t_standing->pos.y && t->pos.x == t_standing->pos.x
+ && get_thing_type(t->type)->consumable)
+ {
+ return 1;
+ }
+ }
+ return 0;
}
extern void ai(struct Thing * t)
{
t->command = get_thing_action_id_by_name(s[S_CMD_WAIT]);
- char sel = t->fov_map ? get_dir_to_nearest_enemy(t) : 0;/* t->fov_map may */
- if (0 != sel) /* be absent due */
- { /* to god command.*/
- t->command = get_thing_action_id_by_name(s[S_CMD_MOVE]);
- t->arg = sel;
+ if (!get_dir_to_nearest_target(t, 'f'))
+ {
+ int16_t sel = get_inventory_slot_to_consume(t);
+ if (-1 != sel)
+ {
+ t->command = get_thing_action_id_by_name(s[S_CMD_USE]);
+ t->arg = (uint8_t) sel;
+ }
+ else if (standing_on_consumable(t))
+ {
+ t->command = get_thing_action_id_by_name(s[S_CMD_PICKUP]);
+ }
+ else if ( !get_dir_to_nearest_target(t, 'c')
+ && !get_dir_to_nearest_target(t, 'a'))
+ {
+ get_dir_to_nearest_target(t, 's');
+ }
}
}