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/* |
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* This file is part of Araknemu. |
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* |
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* Araknemu is free software: you can redistribute it and/or modify |
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* it under the terms of the GNU Lesser General Public License as published by |
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* the Free Software Foundation, either version 3 of the License, or |
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* (at your option) any later version. |
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* |
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* Araknemu is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU Lesser General Public License for more details. |
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* |
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* You should have received a copy of the GNU Lesser General Public License |
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* along with Araknemu. If not, see <https://www.gnu.org/licenses/>. |
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* |
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* Copyright (c) 2017-2020 Vincent Quatrevieux |
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*/ |
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package fr.quatrevieux.araknemu.game.fight.ai.action; |
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import fr.arakne.utils.maps.CoordinateCell; |
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import fr.quatrevieux.araknemu.game.fight.ai.AI; |
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import fr.quatrevieux.araknemu.game.fight.ai.simulation.CastSimulation; |
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import fr.quatrevieux.araknemu.game.fight.ai.simulation.Simulator; |
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import fr.quatrevieux.araknemu.game.fight.ai.util.AIHelper; |
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import fr.quatrevieux.araknemu.game.fight.fighter.ActiveFighter; |
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import fr.quatrevieux.araknemu.game.fight.map.FightCell; |
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import fr.quatrevieux.araknemu.game.fight.turn.action.Action; |
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import java.util.Collection; |
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import java.util.HashMap; |
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import java.util.Map; |
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import java.util.Optional; |
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import java.util.stream.Collectors; |
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/** |
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* Try to move for perform an attack |
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* |
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* The nearest cell for perform an attack is selected. |
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* If the current cell permit attacking, the fighter will not perform any move. |
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* |
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* For select the cell, the generator will iterate over all reachable cells |
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* with the current amount of MPs, sort them by distance, |
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* and check all spells on all available cells. |
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* The first matching cell is selected. |
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*/ |
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public final class MoveToAttack implements ActionGenerator { |
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private final Movement movement; |
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private final Simulator simulator; |
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private final Attack attack; |
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private final TargetSelectionStrategy strategy; |
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private final Map<FightCell, Collection<CastSimulation>> possibleActionsCache = new HashMap<>(); |
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private ActiveFighter fighter; |
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private AIHelper helper; |
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private MoveToAttack(Simulator simulator, TargetSelectionStrategy strategy) { |
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this.simulator = simulator; |
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this.attack = new Attack(simulator); |
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this.strategy = strategy; |
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this.movement = new Movement(this::score, this::isValidCell); |
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} |
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@Override |
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public void initialize(AI ai) { |
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movement.initialize(ai); |
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attack.initialize(ai); |
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this.fighter = ai.fighter(); |
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} |
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@Override |
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public Optional<Action> generate(AI ai) { |
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helper = ai.helper(); |
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// Cannot move or attack |
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if (!helper.canCast() || !helper.canMove()) { |
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return Optional.empty(); |
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} |
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try { |
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// Can attack, but there is at least 1 enemy : do not perform move because of potential tackle |
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if (canAttackFromCell(fighter.cell()) && helper.enemies().adjacent().findFirst().isPresent()) { |
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return Optional.empty(); |
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} |
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return movement.generate(ai); |
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} finally { |
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possibleActionsCache.clear(); |
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} |
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} |
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/** |
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* Simulate possible attacks from the given cell |
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* |
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* - List available spells |
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* - Combine with all accessible cells |
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* - Check if the action is valid |
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* - Simulate the action |
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* - Keep only simulation results with an effective attack |
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* |
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* Note: Because the fighter should be move to the tested cell, values cannot be computed lazily, like with a stream |
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* |
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* @param cell The cell from which spells will be casted |
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* |
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* @see Attack#valid(CastSimulation) To check if the attack is effective |
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*/ |
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public Collection<CastSimulation> computePossibleCasts(FightCell cell) { |
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Collection<CastSimulation> possibleCasts = possibleActionsCache.get(cell); |
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if (possibleCasts != null) { |
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return possibleCasts; |
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} |
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possibleCasts = helper.simulateMove(cell, fighter -> helper.spells() |
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.simulate(simulator) |
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.filter(attack::valid) // Keep only effective attacks |
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.collect(Collectors.toList()) |
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); |
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possibleActionsCache.put(cell, possibleCasts); |
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return possibleCasts; |
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} |
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/** |
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* Check if there is at least one attack possible from the given cell |
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*/ |
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private boolean canAttackFromCell(FightCell cell) { |
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return !computePossibleCasts(cell).isEmpty(); |
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} |
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/** |
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* Compute the score of a cell |
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* The lowest value will be selected |
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*/ |
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private double score(CoordinateCell<FightCell> coordinate) { |
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return strategy.score(this, coordinate); |
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} |
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/** |
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* Check if the cell is a valid movement |
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* |
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* It must have at least one possible attack |
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*/ |
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private boolean isValidCell(Movement.ScoredCell scoredCell) { |
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return canAttackFromCell(scoredCell.coordinates().cell()); |
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} |
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/** |
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* Select the nearest cell where a cast is possible |
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* |
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* Note: This selected cell is not the best cell for perform an attack, but the nearest cell. |
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* So, it do not perform the best move for maximize damage. |
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*/ |
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public static MoveToAttack nearest(Simulator simulator) { |
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return new MoveToAttack(simulator, new NearestStrategy()); |
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} |
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/** |
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* Select the best target cell for cast a spell, and maximizing damage |
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*/ |
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public static MoveToAttack bestTarget(Simulator simulator) { |
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return new MoveToAttack(simulator, new BestTargetStrategy()); |
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} |
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public interface TargetSelectionStrategy { |
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/** |
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* Compute the score of a given target cell |
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* |
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* @param generator The action generator |
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* @param target The cell to check |
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* |
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* @return The score as double. The highest value will be selected |
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*/ |
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public double score(MoveToAttack generator, CoordinateCell<FightCell> target); |
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} |
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public static final class BestTargetStrategy implements TargetSelectionStrategy { |
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@Override |
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public double score(MoveToAttack generator, CoordinateCell<FightCell> target) { |
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return maxScore(generator, target.cell()) - target.distance(generator.fighter.cell()); |
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} |
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/** |
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* Compute the max spell score from the given cell |
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*/ |
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private static double maxScore(MoveToAttack generator, FightCell cell) { |
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return generator.computePossibleCasts(cell).stream() |
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.mapToDouble(generator.attack::score) |
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.max().orElse(0) |
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; |
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} |
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} |
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private static final class NearestStrategy implements TargetSelectionStrategy { |
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@Override |
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public double score(MoveToAttack generator, CoordinateCell<FightCell> target) { |
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return -target.distance(generator.fighter.cell()) + sigmoid(BestTargetStrategy.maxScore(generator, target.cell())); |
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} |
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/** |
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* Transform score value in interval [-inf; +inf] to bounded value [0; 1] |
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* |
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* @param value Score to transform |
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*/ |
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private double sigmoid(double value) { |
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return 0.5 + value / (2 * (1 + Math.abs(value))); |
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} |
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} |
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} |
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