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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) 2017-2021 Vincent Quatrevieux |
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*/ |
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package fr.quatrevieux.araknemu.game.fight.ai.action; |
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import fr.quatrevieux.araknemu.game.fight.ai.AI; |
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import fr.quatrevieux.araknemu.game.fight.ai.action.util.CastSpell; |
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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.fighter.ActiveFighter; |
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import fr.quatrevieux.araknemu.game.fight.turn.action.Action; |
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import fr.quatrevieux.araknemu.game.fight.turn.action.factory.ActionsFactory; |
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import java.util.Optional; |
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/** |
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* Try to attack enemies |
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* |
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* Select spells causing damage on enemies |
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* All cells are tested for select the most effective target for each spells |
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*/ |
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public final class Attack<F extends ActiveFighter> implements ActionGenerator<F>, CastSpell.SimulationSelector { |
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private final CastSpell<F> generator; |
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private final SuicideStrategy suicideStrategy; |
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private double averageEnemyLifePoints = 0; |
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private int enemiesCount = 0; |
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public Attack(Simulator simulator) { |
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this(simulator, SuicideStrategy.IF_KILL_ENEMY); |
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} |
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@SuppressWarnings({"assignment", "argument"}) |
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public Attack(Simulator simulator, SuicideStrategy suicideStrategy) { |
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this.generator = new CastSpell<>(simulator, this); |
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this.suicideStrategy = suicideStrategy; |
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} |
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@Override |
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public void initialize(AI<F> ai) { |
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generator.initialize(ai); |
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averageEnemyLifePoints = ai.helper().enemies().stream().mapToInt(fighter -> fighter.life().max()).average().orElse(0); |
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enemiesCount = ai.helper().enemies().count(); |
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} |
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@Override |
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public Optional<Action> generate(AI<F> ai, ActionsFactory<F> actions) { |
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return generator.generate(ai, actions); |
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} |
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@Override |
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public boolean valid(CastSimulation simulation) { |
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if (simulation.enemiesLife() >= 0) { |
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return false; |
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} |
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// Kill all enemies |
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if (simulation.killedEnemies() >= enemiesCount) { |
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return true; |
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} |
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if (!suicideStrategy.allow(simulation)) { |
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return false; |
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} |
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// Kill more allies than enemies |
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if (simulation.killedAllies() > simulation.killedEnemies()) { |
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return false; |
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} |
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// At least one enemy will be killed |
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if (simulation.killedEnemies() >= 0.99) { |
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return true; |
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} |
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// Cause more damage on enemies than allies |
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return simulation.enemiesLife() < simulation.alliesLife() + simulation.selfLife(); |
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} |
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@Override |
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public boolean compare(CastSimulation a, CastSimulation b) { |
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return score(a) > score(b); |
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} |
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/** |
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* Compute the score for the given simulation |
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* |
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* @param simulation The simulation result |
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* |
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* @return The score of the simulation. 0 is null |
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*/ |
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public double score(CastSimulation simulation) { |
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final double score = damageScore(simulation) + killScore(simulation) + boostScore(simulation); |
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return score / simulation.spell().apCost(); |
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} |
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private double damageScore(CastSimulation simulation) { |
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return - simulation.enemiesLife() + simulation.alliesLife() + simulation.selfLife() * 2; |
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} |
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private double killScore(CastSimulation simulation) { |
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final double killRatio = simulation.killedEnemies() |
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- 1.5 * simulation.killedAllies() |
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- 2 * simulation.suicideProbability() |
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; |
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return averageEnemyLifePoints * killRatio; |
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} |
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private double boostScore(CastSimulation simulation) { |
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return (simulation.alliesBoost() + simulation.selfBoost() - simulation.enemiesBoost()) / 10; |
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} |
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/** |
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* Filter the cast by the suicide probability |
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* |
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* @see CastSimulation#suicideProbability() |
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*/ |
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enum SuicideStrategy { |
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/** |
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* Always allow suicide |
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* Should be used on The Sacrificial Doll AI |
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*/ |
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ALLOW { |
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@Override |
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public boolean allow(CastSimulation simulation) { |
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return true; |
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} |
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}, |
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/** |
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* Suicide is never accepted |
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*/ |
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DENY { |
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@Override |
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public boolean allow(CastSimulation simulation) { |
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return simulation.suicideProbability() <= 0; |
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} |
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}, |
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/** |
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* Suicide is accepted only if there is more chance (or number) to kill an enemy |
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*/ |
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IF_KILL_ENEMY { |
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@Override |
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public boolean allow(CastSimulation simulation) { |
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return simulation.suicideProbability() <= simulation.killedEnemies(); |
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} |
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}, |
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; |
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/** |
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* Does the simulation is allowed about the suicide probability ? |
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* |
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* @param simulation The cast simulation to check |
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* |
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* @return false if the cast must not be performed |
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*/ |
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public abstract boolean allow(CastSimulation simulation); |
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} |
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} |
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