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- /*****************************************************************
- * TROLL IMPLEMENTATION
- ****************************************************************/
-
- #include "Troll.h"
- #include "Chromosome.h"
- #include <iostream.h>
- #include <stdlib.h>
-
-
- /*****************************************************************
- * THE MESSAGES
- ****************************************************************/
-
- // Take some damage, either from a fight or from incoming fire
- // from a Tower. HitPoints stores the current health of the
- // troll; StatsDamageTaken stores the cumulative damage taken
- // since the beginning of the simulation
- void Troll::SendDamageMessage( int ouch )
- {
- HitPoints -= ouch;
- StatsDamageTaken += ouch;
-
- if ( HitPoints <= 0 )
- IsDead = true;
- }
-
- // Capture message sent by traps
- void Troll::SendCaptureMessage()
- {
- IsCaptured = true;
- }
-
- // Fight message, sent by knights. Returns true if the
- // troll wins the duel
- bool Troll::SendFightMessage()
- {
- // Not a very elaborate fight system: we just roll the damage
- // caused by the knight in the whole fight at once, randomly
-
- // Fighting while captive ain't a smart idea
- if( IsCaptured )
- {
- SendDamageMessage( rand() % 15 + 5 );
- }
- else
- {
- SendDamageMessage( rand() % 10 );
- }
-
- if( IsDead )
- {
- // Troll is killed
- return false;
- }
- else
- {
- // Knight is killed
- StatsKnightsKilled++;
- return true;
- }
- }
-
-
- /*****************************************************************
- * TURN UPDATE
- ****************************************************************/
-
- bool Troll::Update()
- {
- // We should never get here with a dead troll, but just in case...
- if( IsDead )
- return true;
-
- // If the troll hasn't eaten in a while, it sustains damage
- if( StatsTimeSinceLastMeal++ > 25 )
- SendDamageMessage( 1 );
-
- StatsTimeAlive++;
-
- // A captured troll will attempt to escape. If he fails, he
- // can't do a thing.
- if( IsCaptured && ( rand() % 10 < 7 ) )
- {
- StatsTimeCaptive++;
- return true;
- }
-
- IsCaptured = false;
-
- // Which goal do we follow?
- switch( PickStrategy() )
- {
- case EATING_PRIORITY: ImplementEatingStrategy(); break;
- case KILLING_PRIORITY: ImplementKillingStrategy(); break;
- case EXPLORING_PRIORITY: ImplementExploringStrategy(); break;
- case FLEEING_PRIORITY: ImplementFleeingStrategy(); break;
- case HEALING_PRIORITY: ImplementHealingStrategy(); break;
- default: break;
- }
-
- return true;
- }
-
-
- /****************************************************************
- * STRATEGY SELECTION
- ***************************************************************/
-
- int Troll::PickStrategy()
- {
- // Look at the state of the world around the troll and pick a
- // strategy that makes sense. The biases encoded in the troll's
- // DNA play a crucial role here
-
- double bestSoFar = DNA->Priorities[ EATING_PRIORITY ] * EatingStrategy();
- int choice = EATING_PRIORITY;
-
- double newCandidate = DNA->Priorities[ KILLING_PRIORITY ] * KillingStrategy();
-
- if ( newCandidate > bestSoFar )
- {
- bestSoFar = newCandidate;
- choice = KILLING_PRIORITY;
- }
-
- newCandidate = DNA->Priorities[ HEALING_PRIORITY ] * HealingStrategy();
- if ( newCandidate > bestSoFar )
- {
- bestSoFar = newCandidate;
- choice = HEALING_PRIORITY;
- }
-
- newCandidate = DNA->Priorities[ FLEEING_PRIORITY ] * FleeingStrategy();
- if ( newCandidate > bestSoFar )
- {
- bestSoFar = newCandidate;
- choice = FLEEING_PRIORITY;
- }
-
- newCandidate = DNA->Priorities[ EXPLORING_PRIORITY ] * ExploringStrategy();
- if ( newCandidate > bestSoFar )
- {
- bestSoFar = newCandidate; // Unnecessary, but kept there in case I add other goals later
- choice = EXPLORING_PRIORITY;
- }
-
- return choice;
- }
-
-
- // Trolls like to kill isolated adventurers, but stay away from
- // packs of them. Plus, a fight sounds a lot better when healthy!
- double Troll::KillingStrategy()
- {
- double score;
- int knights = ptrGrid->HowManyCloseToTroll( ENTITY_KNIGHT, 6 );
- if ( knights == 0 )
- score = 0.0;
- else if ( knights <= 2 )
- score = 0.8;
- else if ( knights <= 4 )
- score = 0.4;
- else
- score = 0.25;
-
- score -= 0.02 * ( FULL_HEALTH - HitPoints );
- return score;
- }
-
-
- // Eating is more interesting if there are sheep nearby and if
- // the troll is hungry
- double Troll::EatingStrategy()
- {
- double score = 0.02 * StatsTimeSinceLastMeal;
- score += 0.1 * ptrGrid->HowManyCloseToTroll( ENTITY_SHEEP, 5 );
- return score;
- }
-
-
- // Exploring is always a decent option, except when heavily wounded
- double Troll::ExploringStrategy()
- {
- return 0.5 - 0.01 * ( FULL_HEALTH - HitPoints );
- }
-
-
- // If there are too many enemies around, and/or the troll is
- // wounded, he should get away if he can. Especially if there is
- // a safe haven nearby!
- double Troll::FleeingStrategy()
- {
- double score;
-
- if ( HitPoints > REASONABLY_HEALTHY )
- score = 0.0;
- else if ( HitPoints > HEAVILY_DAMAGED )
- score = 0.3;
- else if ( HitPoints > CRITICALLY_DAMAGED )
- score = 0.6;
-
- score += 0.1 * ptrGrid->HowManyCloseToTroll( ENTITY_KNIGHT, 4 );
- score += 0.05 * ptrGrid->HowManyCloseToTroll( ENTITY_TOWER, 3 );
- if( ptrGrid->HowManyCloseToTroll( ENTITY_HAVEN, 3 ) > 0 )
- score += 0.2;
-
- return 0.2;
- }
-
-
- // Is it time to just do nothing and heal? Well, if we are within
- // range of a firing tower, we're wasting our time because the
- // damage will just keep piling on. And if we're very close to a
- // haven without actually being in it, we probably should go there
- // first because we'll heal faster.
- double Troll::HealingStrategy()
- {
- double score = 0.02 * ( FULL_HEALTH - HitPoints );
- if( ptrGrid->HowManyCloseToTroll( ENTITY_TOWER, 3 ) > 0 )
- score -= 0.2;
- if( ptrGrid->HowManyCloseToTroll( ENTITY_KNIGHT, 3 ) > 0 )
- score -= 0.1;
- if( ptrGrid->HowManyCloseToTroll( ENTITY_HAVEN, 2 ) > 0 )
- score -= 0.1;
- if( ptrGrid->HowManyCloseToTroll( ENTITY_HAVEN, 0 ) > 0 )
- score += 0.5;
-
- return score;
- }
-
-
- /*****************************************************************
- * STRATEGY IMPLEMENTATIONS
- * These methods are pretty dumb, but we're talking about a troll
- * here, not the Dalai Lama. Plus, this sample code is cluttered
- * enough as it is; no need to make it even worse! ;-)
- ****************************************************************/
-
- void Troll::ImplementEatingStrategy()
- {
- // Look for a sheep nearby
- int target = ptrGrid->FindClosestFromTroll( ENTITY_SHEEP );
- if ( target == -1 )
- {
- // No more sheep on the grid; wander instead
- ImplementExploringStrategy();
- }
-
- // Can we reach it at once? If so, let's do it
- if ( ptrGrid->DistanceFromTroll( target ) <= 4 )
- {
- MoveEntity( ptrGrid->GetEntityX( target ) - GetX(), ptrGrid->GetEntityY( target ) - GetY() );
- StatsSheepEaten += ptrGrid->HowManyCloseToTroll( ENTITY_SHEEP, 0 );
- }
-
- // Otherwise, march towards the sheep in question
- else
- {
- int dx, dy;
- if( ptrGrid->GetEntityX( target ) > GetX() )
- dx = 2;
- else if ( ptrGrid->GetEntityX( target ) == GetX() )
- dx = 0;
- else
- dx = -2;
- if( ptrGrid->GetEntityY( target ) > GetY() )
- dy = 2;
- else if ( ptrGrid->GetEntityY( target ) == GetY() )
- dy = 0;
- else
- dy = -2;
- MoveEntity( dx, dy );
- }
- }
-
-
- void Troll::ImplementKillingStrategy()
- {
- // Look for a suitable target
- int target = ptrGrid->FindClosestFromTroll( ENTITY_KNIGHT );
- if ( target == -1 )
- {
- ImplementExploringStrategy();
- }
-
- // Can we attack it immediately? If so, let's move into its square
- if ( ptrGrid->DistanceFromTroll( target ) <= 4 )
- {
- // the knight will initiate combat next turn, so we don't have to.
- MoveEntity( ptrGrid->GetEntityX( target ) - GetX(), ptrGrid->GetEntityY( target ) - GetY() );
- }
-
- // Otherwise, march towards the target
- else
- {
- int dx, dy;
- if( ptrGrid->GetEntityX( target ) > GetX() )
- dx = 2;
- else if ( ptrGrid->GetEntityX( target ) == GetX() )
- dx = 0;
- else
- dx = -2;
- if( ptrGrid->GetEntityY( target ) > GetY() )
- dy = 2;
- else if ( ptrGrid->GetEntityY( target ) == GetY() )
- dy = 0;
- else
- dy = -2;
- MoveEntity( dx, dy );
- }
- }
-
-
- void Troll::ImplementHealingStrategy()
- {
- // Doing nothing restores some health
- HitPoints += ( rand() % 3 );
-
- // Safe havens are filled with decaying flesh, carnivorous
- // plants, venomous mushrooms and other delicacies that speed
- // up troll healing.
- if( ptrGrid->HowManyCloseToTroll( ENTITY_HAVEN, 0 ) > 0 )
- {
- HitPoints += 2;
- }
-
- // Can't get healthier than perfect health
- if( HitPoints > FULL_HEALTH )
- HitPoints = FULL_HEALTH;
- }
-
-
- void Troll::ImplementFleeingStrategy()
- {
- // Can we retreat to a safe haven? If so, do it
- int haven = ptrGrid->FindClosestFromTroll( ENTITY_HAVEN );
- if( ptrGrid->DistanceFromTroll( haven ) <= 4 )
- {
- MoveEntity( ptrGrid->GetEntityX( haven ) - GetX(), ptrGrid->GetEntityY( haven ) - GetY() );
- }
-
- // Otherwise, run away from the closest knight
- else
- {
- int target = ptrGrid->FindClosestFromTroll( ENTITY_KNIGHT );
- int dx, dy;
-
- if( ptrGrid->GetEntityX( target ) > GetX() )
- dx = -2;
- else
- dx = 2;
- if( ptrGrid->GetEntityY( target ) > GetY() )
- dy = -2;
- else
- dy = 2;
-
- MoveEntity( dx, dy );
- }
- }
-
-
- // The troll's exploring "strategy" consists of
- // wandering about aimlessly.
- void Troll::ImplementExploringStrategy()
- {
- MoveEntity( rand() % 5 - 2, rand() % 5 - 2 );
- }
-
-
- /*****************************************************************
- * SIMULATION
- *****************************************************************/
-
- void Troll::Reset()
- {
- HitPoints = FULL_HEALTH;
- IsCaptured = false;
- IsDead = false;
- StatsTimeSinceLastMeal = 0;
- StatsKnightsKilled = 0;
- StatsSheepEaten = 0;
- StatsDamageTaken = 0;
- StatsTimeAlive = 0;
- StatsTimeCaptive = 0;
- }
-
-
- double Troll::GetEvaluation()
- {
- double score = 8.0 * StatsKnightsKilled + 10.0 * StatsSheepEaten + 1.5 * StatsTimeAlive -
- 1.0 * StatsTimeCaptive - 2.50 * StatsDamageTaken;
- return score;
- }
-
-
-
-
- void Troll::Dump()
- {
- cout << "TROLL DUMPED at x,y = " << GetX() << "," << GetY() << endl;
- }