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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62 | this->center_ = 0; |
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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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76 | this->copyBoard(); |
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77 | std::list<Vector4> possibleMoves = this->getPossibleMoves(); |
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78 | |
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79 | //TODO: alphabeta ueber possibleMoves |
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80 | |
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81 | //when timeout |
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82 | Vector4 move = possibleMoves.front(); |
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83 | return move; |
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84 | } |
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85 | |
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86 | void Mini4DgameAI::copyBoard() |
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87 | { |
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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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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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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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106 | if (this->board_[i][j][k][l]==mini4DgamePlayerColor::none) |
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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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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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