?? aiplayer.c
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/* aiplayer.c**** code for positioning artifitial intelligence player** Copyright (C) 2001 Florian Berger** Email: harpin_floh@yahoo.de, florian.berger@jk.uni-linz.ac.at**** This program is free software; you can redistribute it and/or modify** it under the terms of the GNU General Public License Version 2 as** published by the Free Software Foundation;**** 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., 675 Mass Ave, Cambridge, MA 02139, USA.***/#define AIPLAYER_C#include "aiplayer.h"#include "vmath.h"#include <stdlib.h>#include <stdio.h>#include <math.h>VMvect (*ai_get_stroke_dir)( BallsType * balls, BordersType * walls, struct Player *pplayer ) = ai_get_stroke_dir_8ball;static double ai_skill=1.0; /* not used ...yet */static double ai_err=0.0;void ai_set_skill( double skill ) /* not used ...yet */{ ai_skill=skill;}void ai_set_err( double err ){ ai_err=err;}static int my_rand(int nr){ return rand()%nr;}static double my_rand01(){ return (double)rand()/(double)RAND_MAX;}VMfloat stroke_angle( BallType * bcue, BallType * bhit, HoleType * hole ){ VMvect r_hit; r_hit = vec_scale(vec_unit(vec_diff(bhit->r,hole->aim)),(bcue->d+bhit->d)/2.0); r_hit = vec_add(bhit->r,r_hit); return( vec_angle( vec_diff(r_hit,bcue->r), vec_diff(hole->aim,r_hit) ) );}int ball_in_way( int ballnr, VMvect aim, BallsType * balls ){ VMvect way, iball; VMfloat par, norm, lway; int inway=0; int i; for(i=0;i<balls->nr;i++) if( balls->ball[i].in_game && i!=ballnr ){ way = vec_diff(aim,balls->ball[ballnr].r); lway = vec_abs(way); iball = vec_diff(balls->ball[i].r,balls->ball[ballnr].r); par = vec_mul(vec_unit(way),iball); norm = vec_abs(vec_cross(vec_unit(way),iball)); if( par>0.0 && par<lway && norm<(balls->ball[i].d+balls->ball[ballnr].d)/2.0 ){ DPRINTF("ball_in_way:%d (ballnr=%d)\n",i,ballnr); inway=1; break; } } return( inway );}int ind_ball_nr( int nr, BallsType * balls ){ int i; for( i=0 ; i<balls->nr ; i++ ){ if( balls->ball[i].nr == nr ) break; } return i;}int nth_in_game( int n, BallsType * balls, int full_half ){ int i; for( i=0 ; i<balls->nr && n>=0 ; i++ ){ if( full_half == BALL_FULL && balls->ball[i].nr<8 && balls->ball[i].nr>0 ){ n--; } if( full_half == BALL_HALF && balls->ball[i].nr>8 ){ n--; } if( full_half == BALL_ANY && ( balls->ball[i].nr>8 || (balls->ball[i].nr<8 && balls->ball[i].nr>0) )){ n--; } } return i;}VMvect ai_get_stroke_dir_8ball( BallsType * balls, BordersType * walls, struct Player * pplayer ){#define full_half (pplayer->half_full) VMvect r_hit; VMfloat angle, minangle; BallType *bhit, *bcue; HoleType *hole; int minball; int minhole; int i,j; minball=0; minhole=-1; minangle=M_PI; bcue = &balls->ball[0]; for( i=1; i<balls->nr; i++ ) if ( balls->ball[i].in_game ){ if( ( full_half==BALL_HALF && balls->ball[i].nr>8 ) || ( full_half==BALL_FULL && balls->ball[i].nr<8 ) || ( full_half==BALL_ANY && balls->ball[i].nr!=8 ) || ( balls->ball[i].nr==8 && balls_in_game(balls,full_half)==0 ) ){ bhit = &balls->ball[i]; for( j=0; j<walls->holenr; j++ ){ hole = &walls->hole[j]; r_hit = vec_scale(vec_unit(vec_diff(bhit->r,hole->aim)),(bcue->d+bhit->d)/2.0); r_hit = vec_add(bhit->r,r_hit); if( !ball_in_way(0,r_hit,balls) && !ball_in_way(i,hole->aim,balls) ){ angle = fabs( vec_angle( vec_diff(r_hit,bcue->r), vec_diff(hole->aim,r_hit) ) ); if( angle<minangle ){ minball = i; minhole = j; minangle = angle; DPRINTF("aiplayer: ball:%d hole:%d\n",balls->ball[i].nr,minhole); } } } } } DPRINTF("aiplayer: 1\n"); if( minball==0 ){ /* no proper ball found */ minball=0; if (full_half==BALL_FULL){ if( BM_get_balls_out_full()!=7 ){ minball=1+my_rand(7-BM_get_balls_out_full()); } } else if (full_half==BALL_HALF){ if( BM_get_balls_out_half()!=7 ){ minball=1+my_rand(7-BM_get_balls_out_half()); } } else if (full_half==BALL_ANY){ if( BM_get_balls_out_total()!=15 ){ minball=1+my_rand(15-BM_get_balls_out_total()); } } if( minball==0 ){ minball = ind_ball_nr(8,balls); } else { minball = nth_in_game(minball,balls,full_half); } } DPRINTF("aiplayer: 2\n"); bhit = &balls->ball[minball]; if(minhole!=-1){ hole = &walls->hole[minhole]; r_hit = vec_scale(vec_unit(vec_diff(bhit->r,hole->aim)),(bcue->d+bhit->d)/2.0); r_hit = vec_diff(vec_add(bhit->r,r_hit),bcue->r); } else { /* no proper ball found */ DPRINTF("aiplayer: no proper ball found\n"); r_hit = vec_diff(bhit->r,bcue->r); } r_hit=vec_add(r_hit,vec_scale(vec_xyz(my_rand01()-0.5,my_rand01()-0.5,my_rand01()-0.5),0.02*ai_err/vec_abs(r_hit))); return vec_unit(r_hit);#undef full_half}VMvect ai_get_stroke_dir_9ball( BallsType * balls, BordersType * walls, struct Player * pplayer ){ VMvect r_hit; VMfloat angle, minangle; BallType *bhit, *bcue; HoleType *hole; int minind,minnr; int minhole; int i,j; minnr=15; minind=0; minhole=-1; minangle=M_PI; bcue = &balls->ball[0]; for( i=1; i<balls->nr; i++ ){ if ( balls->ball[i].in_game && balls->ball[i].nr<minnr ){ minnr = balls->ball[i].nr; minind = i; } } bhit = &balls->ball[minind]; for( j=0; j<walls->holenr; j++ ){ hole = &walls->hole[j]; r_hit = vec_scale(vec_unit(vec_diff(bhit->r,hole->aim)),(bcue->d+bhit->d)/2.0); r_hit = vec_add(bhit->r,r_hit); if( !ball_in_way(0,r_hit,balls) &&
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