[10121] | 1 | /* |
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| 2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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| 3 | * > www.orxonox.net < |
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| 4 | * |
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| 5 | * |
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| 6 | * License notice: |
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| 7 | * |
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| 8 | * This program is free software; you can redistribute it and/or |
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| 9 | * modify it under the terms of the GNU General Public License |
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| 10 | * as published by the Free Software Foundation; either version 2 |
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| 11 | * of the License, or (at your option) any later version. |
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| 12 | * |
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| 13 | * This program is distributed in the hope that it will be useful, |
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| 14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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| 15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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| 16 | * GNU General Public License for more details. |
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| 17 | * |
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| 18 | * You should have received a copy of the GNU General Public License |
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| 19 | * along with this program; if not, write to the Free Software |
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| 20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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| 21 | * |
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| 22 | * Author: |
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| 23 | * Fabian 'x3n' Landau |
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| 24 | * Co-authors: |
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| 25 | * ... |
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| 26 | * |
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| 27 | */ |
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| 28 | |
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| 29 | /** |
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| 30 | @file Mini4DgameAI.cc |
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| 31 | @brief Implementation of the Mini4DgameAI class. |
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| 32 | */ |
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| 33 | |
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| 34 | #include "Mini4DgameAI.h" |
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| 35 | |
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| 36 | #include "core/CoreIncludes.h" |
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| 37 | #include "core/config/ConfigValueIncludes.h" |
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| 38 | #include "core/command/Executor.h" |
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| 39 | #include "tools/Timer.h" |
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| 40 | |
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| 41 | #include <list> |
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| 42 | |
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| 43 | #include "worldentities/ControllableEntity.h" |
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| 44 | |
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| 45 | #include "Mini4DgameCenterpoint.h" |
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| 46 | |
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| 47 | namespace orxonox |
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| 48 | { |
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| 49 | RegisterUnloadableClass(Mini4DgameAI); |
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| 50 | |
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| 51 | //const static float MAX_REACTION_TIME = 0.4f; |
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| 52 | |
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| 53 | /** |
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| 54 | @brief |
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| 55 | Constructor. Registers and initializes the object. |
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| 56 | */ |
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| 57 | Mini4DgameAI::Mini4DgameAI(Context* context) : Controller(context) |
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| 58 | { |
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| 59 | RegisterObject(Mini4DgameAI); |
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| 60 | |
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| 61 | this->setConfigValues(); |
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[10768] | 62 | this->center_ = nullptr; |
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[10121] | 63 | } |
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| 64 | |
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| 65 | /** |
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| 66 | @brief |
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| 67 | Destructor. Cleans up the list fo reaction timers. |
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| 68 | */ |
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| 69 | Mini4DgameAI::~Mini4DgameAI() |
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| 70 | { |
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| 71 | |
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| 72 | } |
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| 73 | |
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| 74 | Vector4 Mini4DgameAI::makeMove(float timeout) |
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| 75 | { |
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[10230] | 76 | this->copyBoard(); |
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| 77 | std::list<Vector4> possibleMoves = this->getPossibleMoves(); |
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[10121] | 78 | |
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[10230] | 79 | //TODO: alphabeta ueber possibleMoves |
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[10121] | 80 | |
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[10230] | 81 | //when timeout |
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| 82 | Vector4 move = possibleMoves.front(); |
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| 83 | return move; |
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[10121] | 84 | } |
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| 85 | |
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| 86 | void Mini4DgameAI::copyBoard() |
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| 87 | { |
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[10230] | 88 | for(int i=0;i<4;i++){ |
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| 89 | for(int j=0;j<4;j++){ |
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| 90 | for(int k=0;k<4;k++){ |
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| 91 | for(int l=0;l<4;l++){ |
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| 92 | this->board_[i][j][k][l]=this->center_->board[i][j][k][l]; |
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| 93 | } |
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| 94 | } |
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| 95 | } |
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| 96 | } |
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[10121] | 97 | } |
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| 98 | |
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| 99 | std::list<Vector4> Mini4DgameAI::getPossibleMoves() |
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| 100 | { |
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[10230] | 101 | std::list<Vector4> possibleMoves = new std::list<Vector4>; |
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| 102 | for(int i=0;i<4;i++){ |
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| 103 | for(int j=0;j<4;j++){ |
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| 104 | for(int k=0;k<4;k++){ |
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| 105 | for(int l=0;l<4;l++){ |
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[10999] | 106 | if (this->board_[i][j][k][l]==Mini4DgamePlayerColor::none) |
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[10230] | 107 | possibleMoves.push_back(Vector4(i,j,k,l)); |
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| 108 | } |
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| 109 | } |
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| 110 | } |
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| 111 | } |
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| 112 | return possibleMoves; |
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[10121] | 113 | } |
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| 114 | |
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| 115 | /** |
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| 116 | @brief |
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| 117 | Is called each tick. |
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| 118 | Implements the behavior of the PongAI (i.e. its intelligence). |
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| 119 | @param dt |
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| 120 | The time that has elapsed since the last tick. |
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| 121 | */ |
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| 122 | void Mini4DgameAI::tick(float dt) |
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| 123 | { |
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| 124 | |
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| 125 | } |
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| 126 | } |
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