File indexing completed on 2024-04-21 07:51:17

0001 // kate: space-indent on; indent-width 2; replace-tabs on;
0002 /** This file is part of KsirK.
0003    Copyright (C) 2006-2007 Gael de Chalendar <kleag@free.fr>
0004 
0005    This file was initialy part of XFrisk
0006    Copyright (C) 1995 and later Jean-Claude Colson and Others <who@nowhere.org>
0007 
0008    KsirK is free software; you can redistribute it and/or
0009    modify it under the terms of the GNU General Public
0010    License as published by the Free Software Foundation, either version 2
0011    of the License, or (at your option) any later version.
0012 
0013    This program is distributed in the hope that it will be useful,
0014    but WITHOUT ANY WARRANTY; without even the implied warranty of
0015    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
0016    General Public License for more details.
0017 
0018    You should have received a copy of the GNU General Public License
0019    along with this program; if not, write to the Free Software
0020    Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA
0021    02110-1301, USA
0022 */
0023 
0024 #ifndef KSIRK_GAMELOGIC_AICOLSONPLAYER_H
0025 #define KSIRK_GAMELOGIC_AICOLSONPLAYER_H
0026 
0027 #include "aiplayer.h"
0028 
0029 #include <map>
0030 
0031 #define MAX_CARDS       10
0032 
0033 namespace Ksirk
0034 {
0035 
0036 namespace GameLogic
0037 {
0038 class Player;
0039 class Continent;
0040 class GameAutomaton;
0041 
0042 /**
0043   * The AIColsonPlayer class is an AI player ported from the risk clone XFrisk, 
0044   * this program being programed in C. I have just made it work, adapting some
0045   * data structures, but it remains a lot of work to port it to a plain object
0046   * oriented class and also to make it work with the goals (at least).
0047   * @author Jean-Claude Colson (original C version)
0048   * @author Gaƫl de Chalendar (aka Kleag) (C++ version for KsirK)
0049   */
0050 class AIColsonPlayer : public AIPlayer
0051 {
0052 public:
0053   /** 
0054     * Constructor with simple initializations
0055     */
0056   explicit AIColsonPlayer(
0057           const QString & nomPlayer, unsigned int nbArmies,
0058           Nationality * myNation,  PlayersArray& players, ONU* world,
0059           GameAutomaton* game );
0060 
0061   /** Default destructor. */
0062   ~AIColsonPlayer() override;
0063 
0064 
0065   QString author() override {return "Jean-Claude COLSON";}
0066 
0067   /** 
0068     * Returns a pair of countries where the attacker have enough armies to 
0069     * attack and the defender is a ennemy neighbour of the attacker.
0070     */
0071   QPair< const Country*, const Country* > chooseBelligerant() override;
0072 
0073   /**
0074     * Chooses the next action. In the current basic setting, chooses at random
0075     * between the three possibilities. For each, chooses randomly the
0076     * parameters.If the randomly chosen parameters end by an impossible
0077     * action, continue with next player.
0078     */
0079   void chooseAttackMoveArmiesOrNextPlayer() override;
0080 
0081   /**
0082     * Chooses a country to receive a new army in dotation
0083     */
0084   Country* chooseReceivingCountry() override;
0085   
0086   /**
0087     * makes all what is necessary to prepare and start the moving of armies
0088     */
0089   bool moveArmiesAction() override;
0090   
0091   /**
0092     * computes the next continent to try to conquer or defend
0093     */
0094   const Continent* computeChoiceOfContinent(void);
0095   
0096   /** 
0097     * Called once when all players are created/loaded/joined and when the
0098     * game can start. Allows to initialize AIs with public data about other
0099     * players.
0100     */
0101   void finalize() override;
0102 
0103   /**
0104     * chooses to continue invasion with a certain amount of armies or to stop it
0105     */
0106   void chooseInvasionAction() override;
0107   
0108 private:
0109 
0110   struct PlaceData
0111   {
0112     Country* dest;
0113     uint nb;
0114   };
0115 
0116 
0117 
0118   Player* RISK_GetOwnerOfCountry(int i);
0119   Continent* RISK_GetContinentOfCountry(int i);
0120   int RISK_GetNumArmiesOfCountry(int i);
0121   int RISK_GetNumArmiesOfPlayer(Player* player);
0122   /** 
0123     * Returns the position in the countries list of the ith adjacent country of
0124     * country iCountry 
0125     */
0126   int RISK_GetAdjCountryOfCountry(int iCountry, int i);
0127   int RISK_GetNumCountriesOfPlayer(const Player* player);
0128   bool GAME_IsEnemyAdjacent(int i);
0129   int FindEnemyAdjacent(int iCountry, int distance);
0130   int GAME_FindEnemyAdjacent(int country);
0131 
0132 
0133 
0134 //   void COLSON_Play(void *pData, int iCommand, void *pArgs);
0135   
0136   /* The species */
0137   // DefineSpecies(
0138   //          COLSON_Play,
0139   //               "Ordinateur",
0140   //          AUTHOR,
0141   //          "0.01",
0142   //               "Machine violente."
0143   //          )
0144   
0145   int getTotalArmiesOfPlayer(const Player* player);
0146   
0147   bool isContinentOfMission(const Player* player, const Continent* continent);
0148   
0149   bool isEnemyPlayer(const Player* player);
0150   
0151   bool isFriendPlayer(const Player* player);
0152   
0153   int getNumEnemy();
0154   
0155   bool isStrongerPlayer(const Player* player);
0156   
0157   bool isSmallerPlayer(const Player* player);
0158   
0159   bool isContinentOfPlayer(const Continent* continent, const Player* player);
0160   
0161   const Continent* GetContinentToFortify(int *attack);
0162   
0163   const Continent* getContinentToConquier(int *attack);
0164   
0165   int NbEnemyAdjacent(Country* iCountry);
0166   
0167   int NbToEqualEnemyAdjacent(Country* iCountry);
0168 
0169   int NbToAverageEnemyAdjacent(Country* iCountry);
0170 
0171   bool ComputerAttack(int destCountry, bool die, int dif);
0172   
0173   bool Fortify();
0174   
0175   bool Place();
0176   
0177   bool AttackEnemy();
0178   
0179   bool Attack();
0180   
0181   void HowManyArmiesToMove(int *nb);
0182   
0183   bool Move();
0184   
0185   int AI_Place(int iCountry, int iNumArmies);
0186   int AI_Move(int iSrcCountry, int iDstCountry, int iNumArmies);
0187 
0188 //   void ExchangeCards(const Player* player);
0189 
0190   std::map<const Player*, int> m_numTurn;
0191   std::map<const Player*, int> m_isEnemyPlayer;
0192   int m_levelEnemy;
0193   
0194   /** false while finalize has not been called */
0195   bool m_initialized;
0196 
0197   int Attack_SrcCountry;
0198   int Attack_DestCountry;
0199 
0200   PlaceData* m_placeData;
0201 
0202   /**
0203     * (country,dist)->country : used to find a nearest enemy and to avoid 
0204     * useless recursions
0205     */
0206   std::map<pair<int,int>,int> m_enemyAdjacent;
0207 };
0208 
0209 } // closing namespace GameLogic
0210 
0211 } // closing namespace Ksirk
0212 
0213 #endif