Exemplo n.º 1
0
string AI01::useRockfall_E(const Status& enemy) {
	string str;

	const auto ninjas = enemy.getNinjas();
	const Stage stage(enemy.getStageDogStatus());

	for (const auto ninja : ninjas)
	{
		int count = 0;

		for (const auto dir : directionPoint)
		{
			const Point p1 = ninja.point + dir;
			const Point p2 = ninja.point + dir + dir;
			if (stage.getState(p1) == Stage::State::Rock)
			{
				if (stage.getState(p2) != Stage::State::None)
				{
					count++;
				}
			}
		}
		if (count < 2) continue;

		for (const auto dir : directionPoint)
		{
			const Point p1 = ninja.point + dir;
			const Point p2 = ninja.point + dir + dir;
			if (stage.getState(p1) == Stage::State::None)
			{
				if (stage.getState(p2) != Stage::State::None)
				{
					str = "2 " + to_string(p1.y) + " " + to_string(p1.x);
					return str;
				}
			}
			else if (stage.getState(p1) == Stage::State::Rock)
			{
				if (stage.getState(p2) == Stage::State::None)
				{
					str = "2 " + to_string(p1.y) + " " + to_string(p1.x);
					return str;
				}
			}
		}
	}

	return str;
}
Exemplo n.º 2
0
string AI01::useAvatar_E(const Status& enemy) {
	string str;

	const auto ninjas = enemy.getNinjas();
	const Stage stage(enemy.getStageDogStatus());

	for (const auto ninja : ninjas)
	{
		int count = 0;
		int dogCount = 0, wallCount = 0, noneCount = 0;
		for (const auto& dir : directionPoint)
		{
			switch (stage.getState(ninja.point + dir))
			{
			case Stage::State::Dog: dogCount++; break;
			case Stage::State::None: noneCount++; break;
			case Stage::State::Rock:
			case Stage::State::Wall:
				wallCount++; break;
			}
		}

		if (dogCount >= noneCount)
		{
			str = "6 " + to_string(ninja.point.y) + " " + to_string(ninja.point.x);
		}
		return "";

		for (int i = -3; i < 4; i++)
		{
			for (int j = -3; j < 4; j++)
			{
				const Point p = ninja.point + Point(i, j);
				if (0 <= p.x && p.x < StageX)
				{
					if (0 <= p.y && p.y < StageY)
					{
						if (stage.getState(p) == Stage::State::Dog)
							count++;
					}
				}
			}
		}
		if (enemy.getNinjutsuNumber()[5] > 2)
		{
			if (count >= 2)
			{
				str = "6 " + to_string(ninja.point.y) + " " + to_string(ninja.point.x);
				return str;
			}
		}
		else
		{
			if (count >= 10)
			{
				str = "6 " + to_string(ninja.point.y) + " " + to_string(ninja.point.x);
				return str;
			}
		}
	}

	return str;
}
Exemplo n.º 3
0
void AI01::think(const Status& my, const Status& enemy) {

	setCost(my.getNinjutsuCost());
	ninjutsuPoint = Point(-1, -1);

	array<vector<MoveCommand>, 2> move;

	Status status(my);

	for (int i = 0; i < 2; i++)
	{
		try
		{
			move[i] = dogEscape.getCommand2(i, status);

			int ninryoku = my.getNinryoku() - defenceSort[3].first;
			if (ninryoku > 0)
			{
				if (ninryoku >= Status::getNinjutsuCost(NinjutsuCommand::RotatinCut))
				{
					const auto ninjas = my.getNinjas();
					const Stage stage(my.getStageDogStatus());
					int dogCount[2] = { 0 };
					for (int j = 0; j < 2; j++)
					{
						for (int y = -1; y < 2; y++)
						{
							for (int x = -1; x < 2; x++)
							{
								if (stage.getState(ninjas[j].point + Point(x, y)) == Stage::State::Dog)
								{
									dogCount[j]++;
								}
							}
						}
					}
					if (dogCount[i] >= dogCount[1 - i])
					{
						if (dogCount[i] >= 3)
						{
							cerr << "回転斬!" << endl;
							ninjutsuFlag = true;
							ninjutsuString = "7 " + to_string(i);
						}
					}

				}
				else
				{
					useNinjutsuA(enemy, ninryoku);
				}
			}
		}
		catch (logic_error e)
		{
			if (!ninjutsuFlag)
			{
				try
				{
					move[i] = useNinjutsuD(my, status, e.what(), i);
				}
				catch (invalid_argument)
				{
					return;
				}
			}
		}
		if (move[i].empty())
		{
			move[i] = soulFind.getCommand2(i, status);
			if (move[i].size() == 1)
			{
				Status nextStatus(status);
				auto soul = status.getSoulPoints();
				auto stage = status.getStage();
				const auto p = Stage::moveSimulation(status.getNinjas()[i].point, move[i][0], stage);
				for (auto it = soul.begin(); it != soul.end();)
				{
					if (p == *it) it = soul.erase(it);
					else ++it;
				}
				nextStatus.setSoulPoints(soul);
				auto m = soulFind.getCommand2(i, status);
				move[i].push_back(m[0]);
			}
		}

		Point p = status.getNinjas()[i].point;
		Stage stage = status.getStage();
		auto soulPoints = status.getSoulPoints();
		for (const auto& c : move[i]) {
			p = Stage::moveSimulation(p, status.getNinjas()[(i + 1) % 2].point, c, stage, status.getDogs());
			for (auto it = soulPoints.begin(); it != soulPoints.end();)
			{
				if (p == *it) it = soulPoints.erase(it);
				else ++it;
			}
		}
		array<Character, 2> nextNinjas = status.getNinjas();
		nextNinjas[i] = Character{ i, p };
		if (ninjutsuFlag)
		{
			if (ninjutsuString[0] == '1')//落石
			{
				auto arr = stage.getStage();
				arr[ninjutsuPoint.x][ninjutsuPoint.y] = Stage::State::Rock;
				stage = Stage(arr);
			}
			else if (ninjutsuString[0] == '3')//雷撃
			{
				auto arr = stage.getStage();
				arr[ninjutsuPoint.x][ninjutsuPoint.y] = Stage::State::None;
				stage = Stage(arr);
			}
			else if (ninjutsuString[0] == '5')//自分身
			{

			}
			else if (ninjutsuString[0] == '7')//回転斬
				status.eraseDogs(status.getNinjas()[i].point);
		}
		status.setSoulPoints(soulPoints);
		status.setStage(stage);
		status.setNinjas(nextNinjas);
	}

	characterMove = move;
}