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bmai.cpp
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bmai.cpp
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// TODO:
// - reenable have_turbo check
// - 092103 BUG: the game had a small chance of ending in a tie but
// BMAI reported 100% win
///////////////////////////////////////////////////////////////////////////////////////////
// bmai.cpp
// Copyright (c) 2001-2023 Denis Papp. All rights reserved.
// denis@accessdenied.net
// https://github.com/pappde/bmai
//
// DESC: BMAI main code and main game rules
//
// REVISION HISTORY:
// drp040101 - handle TRIP
// drp040101 - handle OPTION (basic decision only)
// drp040301 - added BERSERK, fixed SPEED, fixed parsing MOOD/TURBO SWING dice with a defined value
// drp040701 - handle TIME_AND_SPACE
// ability to set target wins and to set number of simulations,
// store who won initiative
// 'playfair' code
// BMC_Logger
// drp040801 - added MIGHTY and WEAK
// drp040901 - fixed so correctly allows changing # wins
// fixed PlayFair stats
// fixed memory leak in BMC_MoveList::Clear
// added mode 3 to PlayFair (2-ply mode 1)
// drp041001 - correctly fixed memory leak (~BMC_MoveList)
// don't consider TRIP when doing initiative
// play games with a copy of g_game (otherwise things like berserk maintain state change)
// sizeof die to 20, sizeof game to 432
// use g_ai_mode1 as the QAI for mode3
// changed movelist to start at 16 entries in the vector
// changed movelist to use vector of moves instead of move pointers
// drp041201 - added 'ply #' command
// drp041501 - fixed incorrect calculation of m_sides_max on some parsed option dice
// drp051001 - implemented GetSetSwingAction() - uses simulations
// drp051201 - implemented support for RESERVE (AI and simulation)
// drp051401 - implemented support for ORNERY
// - recognize that m_swing_set for opponent if only has (defined) option dice
// drp060201 - implemented support for TURBO OPTION (not TURBO SWING, and only one die)
// drp060301 - implemented support for TURBO SWING (slow!)
// drp060501 - implemented 'maxbranch' param for BMAI, to cap sims in "moves * sims"
// - implemented g_turbo_accuracy
// drp070701 - implemented support for CHANCE
// fixed initiative rules, which gave advantage to player with fewer dice (incorrect)
// drp072101 - added "debug" command,
// - added "seed" command
// - changed mode 3 for "playfair" to be standard QAI
// - in PlayGame() don't call GetReserveAction() unless the loser has reserve dice
// - more ROUND debugging
// drp080501 - implemented support for MORPHING dice, adds set The Metamorphers
// drp081201 - fixed NULL (count as 0 in addition to capture effect - i.e. they are 0 when captured or held)
// drp102801 - release 1.0
// drp111001 - support for FOCUS
// drp111401 - support for WARRIOR (Sailor Moon)
// drp032502 - support for SLOW (Brom - Giant)
// drp033002 - support for UNIQUE (2000 Rare Promo)
// drp033102 - moved to BMAI2 (with culling, ply 3)
// - TRIP illegal if can't capture (i.e. one die tripping two)
// drp040102 - website now live (www.buttonmen.com)
// - more BMAI2 improvements
// drp062702 - BMAI2: improvements with TRIP and bad situations
// drp062902 - better RNG
// - fixed dealing with TWIN that are MIGHTY/WEAK
// - BMAI2: surrenders if no move seems to result in a win
// - BMAI2: fixed movelist leak in CullMoves()
// - BMAI2: culling for preround (swing/option)
// drp063002 - Added performance stats
// - BMAI: fixed major bug where ply3+ BMAI/BMAI2 was not working
// - BMAI3: replaces BMAI2, major change (for attack actions) to use next ply for more accurate move scoring.
// Instead of playing out the sim and assigning a score of -1/0/+1 it uses the estimated P(win) of the next ply action.
// drp070202 - m_min_sims/m_max_sims. Previously the min was 20 now the default is 5.
// - apply decay to min/max sims [currently hard-coded]
// - BMAI: apply max_branch to UseChance() and Reserve()
// drp070502 - GenerateValidChance()
// - BMAI3: apply move culling to GetUseChance(), GetUseFocus()
// - BMAI3: use accurate move scoring on preround moves
// drp070602 - Stats: BMAI3 average moves/sims per ply
// drp072102 - support for UNSKILLED (The Flying Squirrel)
// drp082802 - support for STINGER (set Diceland)
// drp092302 - ignore setswing action if have no swing dice (useless ply)
// - AI::GetSetSwingAction() did not work with more than one swing type (but only used with ply 1 AIs)
// drp022203 - MoveList: reserve space for 32 instead of 16 moves. Also use store Move objects instead of pointers
// so that we cut out the extra allocs (if using pool, we would want to use pointers)
// - BMC_Move: cut from 32b to 24b by replacing m_option_die with a BitArray<>
// - BMAI3 SetSwing: catch case where the number of moves is too huge [Gordo] by randomly cutting out moves
// drp071005 - changed unskilled from "k" to "~" (for Konstant)
// - added basic support for Konstant
// drp071305 - konstant: don't reroll (not done yet)
// - fixed memory trasher with turbo swing
// drp071505 - fixed UNIQUE check (mattered), fixed OPTION check (didn't matter)
// drp091905 - BMAI3 Focus/Chance: "pass" moves were being mis-evaluated (scoring from POV of opponent) so
// the AI would almost always pick "pass". Now pass "pov_player" to EvaluateMove() functions.
// This was a big problem and explains the 42.4% with "Legend of the Five Rings" or
// 46.7% with Yoyodyne,
// dbl051823 - added P-Swing, Q-Swing support
// dbl053123 - moved TestRNG and SetupTestGame to a `./test/` dir and testing framework
// dbl053123 - added ability to disallow surrenders
///////////////////////////////////////////////////////////////////////////////////////////
// TOP TODO
// - allow 1 die skill attacks (important for FIRE)
// - decay param
// - Performance: cap ply on preround moves, est time after 1 ply 1 sim and readjust ply, tweak plies/sims/decay
// - Performance: VTune
// - Hope vs Hope
// - BMAI3: move culling and use scored moves on reserve
// - move ordering
// TODO:
// - test ^hHc
// - Washu: swing must be submitted with reserve
// - QAI fuzziness should be based on range of scores found
// - comprehensive search
// - optimize game state
// - pre-allocate moves, use move pool
// - in N->1 and 1->N, can optimize by cutting out based on !CanDoAttack, and !CanBeAttacked
// so it doesn't pursue lines that include that die
// - stats (i.e. nodes evaluated, etc)
// - ScoreAttack() based on capture, trip, mood/bers/mighty/weak
// - optimize: if player maintains which properties are present in dice, GetValidAttacks() can optimize check for TURBO
// - TURBO support for multiple dice
// - TURBO at end of game think of value for next game (Alice)
// - does not properly play consecutive games (e.g. not carrying over RESERVE action or clearing SwingDiceSet())
// - TRIP: looks like rerolling effects are only being applied for attacking dice and not tripped dice
// AI TODO:
// * apply same culling logic to other moves. Modularize code?
// * transposition table/stratification - seeing a lot of dup cases in later plies
// * stratify
// - stratify: attack rerolls, chance rolls, initiative roll, GetSetSwingAction(), TURBO SWING
// - don't recursively do BMAI (ply>1) if top-level action is reserve, or standalone swing
// - optimize QAI by not completely applying attack in eval?
// - optimize simulations by breaking up ApplyAttack into ApplyAttackPre, SimAttackRoll, ApplyAttackPost
// - QAI: bonus for rerolling a vulnerable die
// - sim: recognize endgame conditions
// - sim: recognize moves that we have already seen, slowly build up chance of winning as previously seen that move (?)
// - FOCUS: if only takes the minimal focus step, only goes 2 ply so 3rd "focus action" will be a PASS
//--------------------------------------------------------------------------------------------------------
// DICE HANDLED: (,Xpzsdqt?n/B^Hhrocmf`wug)
// - twin, swing, poison, speed, shadow, stealth, queer, trip, mood, null, option, berserk,
// time and space, mighty, weak, reserve, ornery, chance, morphing, focus,
// warrior, slow, unique, stinger
//
// PROPRIETARY DICE HANDLED: (~)
// - unskilled
// DICE REMAINING: (most worthwhile +FvGk) (+DC%GF@vk)
// k KONSTANT: (partial support)
// done: cannot power attack, cannot perform 1 die skill attack, does not reroll
// todo: can add or subtract in a skill attack
// + AUX: if both players have one and agree, they use them. If one player doesn't and both
// players agree, then you get the same die as the opponent.
// D DOPPLEGANGER: if doing a power attack, att_die becomes exact copy of tgt_die (still rerolls)
// C WILDCARD:
// % RADIOACTIVE: if attacks, decays into two dice (not radioactive, half sides - ROUND?)
// if attacked, all that attack it decay (lose RADIOACTIVE, TURBO, MOOD)
// G RAGE: when captured, owner of the RAGE adds equal die minus RAGE ability. Not counted for initiative
// F FIRE: cannot power, can increase value of other dice in skill or
// power attack by decreasing value of powre die.
// @ CHAOTIC: ? (fanatics)
// v VALUE: scored as if sides was number it was showing. Store this value when captured
// SPECIAL: cannot SKILL against Japanese Beetle
//--------------------------------------------------------------------------------------------------------
// SETS CAN PLAY:
// - 1999 Rare-Promo, 2000 Rare-Promo, *
// - 2002 Rare-Promo, 2003 Rare-Promo, *
// - Brawl, Brom, Bruno!, *
// - Chicago Crew, Club Foglio, Diceland, Dork Victory, Fairies, *
// - Fantasy, Four Horsemen, Freaks, *
// - Geekz, *
// - Howling Wolf, Iron Chef, *
// - Legend of the Five Rings, Lunch Money, Majesty, *
// - Presidential Button Men, Renaissance, Sailor Moon, Sailor Moon 2, Samurai, Sanctum, Save the Ogres,
// Sluggy Freelance, Soldiers, *
// - Tenchi Muyo, The Metamorphers, Vampyres, *
// - Wonderland, Yoyodyne
// CHECK:
// SETS CANT PLAY: (* = TL, ? = haven't verified dice)
// - * 2001 Rare-Promo (G)
// - 7 Deadly Sins (D)
// - Amber (D)
// - Avatars (...)
// - * Button Brains (k)
// - * Button Lords (+)
// - Fanatics (...)
// - Free Radicals (D)
// - Hodge Podge (v@DGF, 0-sided)
// - It Came From the 80's (G+%)
// - * Japanese Beetle (special rules - Beetle)
// - Las Vegas (C)
// - Moody Mutants (%J)
// - * Polycon (F)
// - Radioactive (%)
// - Space Girlz (plasma)
// - Victorian Horror (vk)
// RIP SETS WAS ABLE TO PLAY:
// - BladeMasters, Dr. Oche
// Game Stages and Valid Actions: [outdated]
// BME_PHASE_PREROUND: p0/p1 must both do (depending on state)
// BME_ACTION_SET_SWING_AND_OPTION,
// BME_PHASE_INITIATIVE: first CHANCE then FOCUS
// BME_PHASE_INITIATIVE_CHANCE: alternately give the non-initiative player the opporutnity to reroll one CHANCE die
// BME_ACTION_USE_CHANCE
// BME_ACTION_PASS
// BME_PHASE_INITIATIVE_FOCUS: alternates give the non-initiative player the opportunity to use FOCUS dice
// BME_ACTION_USE_FOCUS,
// BME_ACTION_PASS
// BME_PHASE_FIGHT: alternates p0/p1 until game over
// BME_ACTION_ATTACK,
// BME_ACTION_PASS
// BME_ACTION_SURRENDER
//--------------------------------------------------------------------------------------------------------
// LOW PRIORITY
// QUESTIONS (can test?)
// - reset SWING/OPTION in a TIE? RESERVE in a TIE? [normally no - site allows changing swing after 3 ties]
// - allowing skill only with 2 dice, but speed/berserk with 1. [skill is allowed with 1]
// - for TIME AND SPACE, works if *either* dice in a twin is odd?
// - rules for MOOD SWING on 'U'? or is MOOD SWING on X/V also uniform dist?
// - INITIATIVE: handle ties? [currently gives to player 0]
// - ORNERY causes MIGHTY(y)/WEAK(y)/MOOD(y)/TURBO(y)?
// - CHANCE causes ?Hh!? (assuming no)
// - MORPHING SPEED/BERSERK or TURBO works? (not allowing)
// - MORPHING MIGHTY/WEAK order? (applying morphing after)
// - WARRIOR: worth 0 when has skill, still worth 0 once loses? (assuming no)
// - KONSTANT: reroll on trip?
// LOW PRIORITY TODO:
// - clean up logging system
// - don't know "last_action". Needs to be communicated from bmai.pl to know if a pass ends game
// - BMAI3: try to increase sims after culling. I.e., right now it determines sims immediately
// for 'x' moves based on 'branch'. But we are culling moves so can reevaluate sims to
// target original 'branch'.
// SPECIAL RULES (official)
// - INITIATIVE: if run out of dice, initiative goes to player with extra dice
//--------------------------------------------------------------------------------------------------------
// includes
#include "bmai.h"
#include "bmai_ai.h"
#include "dieindexstack.h"
#include "game.h"
#include "player.h"
#include "parser.h"
#include "stats.h"
#include "logger.h"
#include <ctime> // for time()
#include <cmath> // for fabs()
#include <cstdarg> // for va_start() va_end()
// some compilers want to be very explicit
#include <cstring> // string functions on std namespace
// definitions
BME_ATTACK_TYPE g_attack_type[BME_ATTACK_MAX] =
{
BME_ATTACK_TYPE_1_1, // FIRST & POWER 1:1
BME_ATTACK_TYPE_N_1, // SKILL N:1
BME_ATTACK_TYPE_1_N, // BERSERK
BME_ATTACK_TYPE_1_N, // SPEED
BME_ATTACK_TYPE_1_1, // TRIP
BME_ATTACK_TYPE_1_1, // SHADOW
BME_ATTACK_TYPE_0_0, // INVALID
};
// MOOD dice - from BM page:
//X?: Roll a d6. 1: d4; 2: d6; 3: d8; 4: d10; 5: d12; 6: d20.
//V?: Roll a d4. 1: d6; 2: d8; 3: d10; 4: d12.
INT g_mood_sides_X[BMD_MOOD_SIDES_RANGE_X] = { 4, 6, 8, 10, 12, 20 };
INT g_mood_sides_V[BMD_MOOD_SIDES_RANGE_V] = { 6, 8, 10, 12 };
// MIGHTY dice - index by old number of sides
INT g_mighty_sides[20] = { 1, 2, 4, 4, 6, 6, 8, 8, 10, 10, 12, 12, 16, 16, 16, 16, 20, 20, 20, 20 };
// WEAK dice - index by old number of sides
INT g_weak_sides[20] = { 1, 1, 1, 2, 2, 4, 4, 6, 6, 8, 8, 10, 10, 12, 12, 12, 12, 16, 16, 16 };
// SWING dice - from spindisc's page
INT g_swing_sides_range[BME_SWING_MAX][2] =
{
{ 0, 0 },
{ 1, 30 }, // P
{ 2, 20 }, // Q
{ 2, 16 },
{ 6, 20 },
{ 2, 12 },
{ 8, 30 }, // U
{ 6, 12 },
{ 4, 12 },
{ 4, 20 }, // X
{ 1, 20 },
{ 4, 30 }, // Z
};
const char * g_swing_name[BME_SWING_MAX] =
{
"None",
"P",
"Q",
"R",
"S",
"T",
"U",
"V",
"W",
"X",
"Y",
"Z",
};
// PHASE names
const char *g_phase_name[BME_PHASE_MAX] =
{
"preround",
"reserve",
"initiative",
"chance",
"focus",
"fight",
"gameover"
};
// ATTACK names
const char *g_attack_name[BME_ATTACK_MAX] =
{
"power",
"skill",
"berserk",
"speed",
"trip",
"shadow",
"invalid",
};
// ACTION names
const char *g_action_name[BME_ACTION_MAX] =
{
"aux",
"chance",
"focus",
"swing/option",
"reserve",
"attack",
"pass",
"surrender",
};
// BME_DEBUG setting names
const char *g_debug_name[BME_DEBUG_MAX] =
{
"ALWAYS",
"WARNING",
"PARSER",
"SIMULATION",
"ROUND",
"GAME",
"QAI",
"BMAI",
};
// globals
BMC_RNG g_rng;
BMC_BMAI3 g_ai; // the main AI used
BMC_Game g_game(false);
BMC_Parser g_parser;
BMC_Logger g_logger;
float g_turbo_accuracy = 1; // 0 is worst, 1 is best
BMC_Stats g_stats;
// AI types - for setting up compare games
#define BMD_AI_TYPES 3
BMC_QAI g_qai2;
BMC_BMAI g_bmai;
BMC_BMAI3 g_bmai3;
BMC_AI * g_ai_type[BMD_AI_TYPES] = { &g_bmai, &g_qai2, &g_bmai3 };
///////////////////////////////////////////////////////////////////////////////////////////
// logging methods
///////////////////////////////////////////////////////////////////////////////////////////
void BMF_Error( const char *_fmt, ... )
{
va_list ap;
va_start(ap, _fmt),
vprintf( _fmt, ap );
va_end(ap);
exit(1);
}
void BMF_Log(BME_DEBUG _cat, const char *_fmt, ... )
{
if (!g_logger.IsLogging(_cat))
return;
va_list ap;
va_start(ap, _fmt),
vprintf( _fmt, ap );
va_end(ap);
}
///////////////////////////////////////////////////////////////////////////////////////////
// BMC_Logger
///////////////////////////////////////////////////////////////////////////////////////////
BMC_Logger::BMC_Logger()
{
INT i;
for (i=0; i<BME_DEBUG_MAX; i++)
m_logging[i] = true;
}
void BMC_Logger::Log(BME_DEBUG _cat, const char *_fmt, ... )
{
if (!m_logging[_cat])
return;
va_list ap;
va_start(ap, _fmt),
vprintf( _fmt, ap );
va_end(ap);
}
bool BMC_Logger::SetLogging(const char *_catname, bool _log)
{
// case-insensitive compares are not easy to come by in a cross-platform way
// so lets uppercase the input and do a normal std::strcmp below
std::string _cn(_catname);
std::transform(_cn.begin(), _cn.end(), _cn.begin(), ::toupper);
INT i;
for (i=0; i<BME_DEBUG_MAX; i++)
{
if (!std::strcmp(_catname, g_debug_name[i]))
{
SetLogging((BME_DEBUG)i, _log);
Log(BME_DEBUG_ALWAYS, "Debug %s set to %d\n", _catname, _log);
return true;
}
}
BMF_Error("Could not find debug category: %s\n", _catname);
return false;
}
///////////////////////////////////////////////////////////////////////////////////////////
// BMC_RNG
//
// DESC: a good RNG, was better and faster than the old standard library random(), but
// have not evaluated it against MSVC 6's standard library random. This is taken
// from my thesis Poker AI, which in turn took it from somewhere else.
//
// TEST: with 1M samples of FRand and 10 distribution sets, the stddev was 3.7, with
// a maximum "error" of 0.29%. For the runtime library "rand()" the stddev was 4 with a maximum
// "error" of 0.52%.
///////////////////////////////////////////////////////////////////////////////////////////
BMC_RNG::BMC_RNG() :
m_seed(78904497)
{
}
// PARAM: 0 means completely random
void BMC_RNG::SRand(UINT _seed)
{
if (_seed==0)
_seed = (UINT)time(NULL);
// bad arbitrary way of tweaking bad seed values
if (!_seed)
m_seed=-1;
else if((_seed>>16)==0)
m_seed = _seed | (_seed<<16);
else
m_seed = _seed;
}
UINT BMC_RNG::GetRand()
{
// drp060323 - removed "register" keyword, which is no longer supported in C++ versions after 14. Optimizer should be making it irrelevant.
long LO, HI;
LO = ( (m_seed) & 0177777 ) * 16807;
HI = ( (m_seed) >> 16 ) * 16807 + ( LO >> 16 );
LO = ( LO & 0177777 ) + ( HI >> 15 );
HI = ( HI & 0077777 ) + ( LO >> 16 );
LO = ( LO & 0177777 ) + ( HI >> 15 );
HI = (( HI & 077777 ) << 16 ) + LO;
return( (m_seed) = HI );
}
///////////////////////////////////////////////////////////////////////////////////////////
// BMC_DieIndexStack methods
///////////////////////////////////////////////////////////////////////////////////////////
BMC_DieIndexStack::BMC_DieIndexStack(BMC_Player *_owner)
{
owner = _owner;
die_stack_size = 0;
value_total = 0;
}
void BMC_DieIndexStack::Debug(BME_DEBUG _cat)
{
printf("STACK: ");
INT i;
for (i=0; i<die_stack_size; i++)
printf("%d ", die_stack[i]);
printf("\n");
}
void BMC_DieIndexStack::SetBits(BMC_BitArray<BMD_MAX_DICE> & _bits)
{
_bits.Clear();
INT i;
for (i=0; i<die_stack_size; i++)
_bits.Set(die_stack[i]);
}
// DESC: add the next die to the stack. If we can't, then remove the top die in the stack
// and replace it with the next available die
// PARAM: _add_die: if specified, then force cycling the top die
// RETURNS: if finished (couldn't cycle)
bool BMC_DieIndexStack::Cycle(bool _add_die)
{
// if at end... (stack top == last die)
if (ContainsLastDie())
{
Pop(); // always pop since cant cycle last die
// if empty - give up
if (Empty())
return true;
_add_die = false; // cycle the previous die
}
if (_add_die)
{
Push(GetTopDieIndex() + 1);
}
else
{
// cycle top die
BM_ASSERT(!ContainsLastDie());
value_total -= GetTopDie()->GetValueTotal();
die_stack[die_stack_size-1]++;
value_total += GetTopDie()->GetValueTotal();
}
return false; // not finished
}
void BMC_DieIndexStack::Push(INT _index)
{
die_stack[die_stack_size++] = _index;
value_total += GetTopDie()->GetValueTotal();
}
INT BMC_DieIndexStack::CountDiceWithProperty(BME_PROPERTY _property)
{
INT count = 0;
INT i;
for (i=0; i<die_stack_size; i++)
if (owner->GetDie(die_stack[i])->HasProperty(_property))
count++;
return count;
}
///////////////////////////////////////////////////////////////////////////////////////////
// BMC_DieData methods
///////////////////////////////////////////////////////////////////////////////////////////
BMC_DieData::BMC_DieData()
{
Reset();
}
void BMC_DieData::Reset()
{
m_properties = 0; // note, VALID bit not on!
INT i;
for (i=0; i<BMD_MAX_TWINS; i++)
{
m_sides[i] = 0;
m_swing_type[i] = BME_SWING_NOT;
}
}
void BMC_DieData::Debug(BME_DEBUG _cat)
{
BMF_Log(_cat,"(%x)", m_properties & (~BME_PROPERTY_VALID));
}
///////////////////////////////////////////////////////////////////////////////////////////
// BMC_Die methods
///////////////////////////////////////////////////////////////////////////////////////////
void BMC_Die::Reset()
{
BMC_DieData::Reset();
m_state = BME_STATE_NOTUSED;
m_value_total = 0;
m_sides_max = 0;
}
void BMC_Die::RecomputeAttacks()
{
BM_ASSERT(m_state!=BME_STATE_NOTSET);
// by default vulnerable to all
m_vulnerabilities.SetAll();
m_attacks.Clear();
// POWER and SKILL - by default for all dice
m_attacks.Set(BME_ATTACK_POWER);
m_attacks.Set(BME_ATTACK_SKILL);
// Handle specific dice types
// UNSKILLED [The Flying Squirrel]
// TODO: does WARRIOR override this? (currently)
if (HasProperty(BME_PROPERTY_UNSKILLED))
m_attacks.Clear(BME_ATTACK_SKILL);
// SPEED
if (HasProperty(BME_PROPERTY_SPEED))
m_attacks.Set(BME_ATTACK_SPEED);
// TRIP
if (HasProperty(BME_PROPERTY_TRIP))
m_attacks.Set(BME_ATTACK_TRIP);
// SHADOW
if (HasProperty(BME_PROPERTY_SHADOW))
{
m_attacks.Set(BME_ATTACK_SHADOW);
m_attacks.Clear(BME_ATTACK_POWER);
}
// KONSTANT
if (HasProperty(BME_PROPERTY_KONSTANT))
m_attacks.Clear(BME_ATTACK_POWER);
// BERSERK
if (HasProperty(BME_PROPERTY_BERSERK))
{
m_attacks.Set(BME_ATTACK_BERSERK);
m_attacks.Clear(BME_ATTACK_SKILL);
}
// stealth dice
if (HasProperty(BME_PROPERTY_STEALTH))
{
m_attacks.Clear(BME_ATTACK_POWER);
m_vulnerabilities.Clear();
m_vulnerabilities.Set(BME_ATTACK_SKILL);
}
// WARRIOR
// - cannot be attacked
// - can only skill attack (with non-warrior)
if (HasProperty(BME_PROPERTY_WARRIOR))
{
m_vulnerabilities.Clear();
m_attacks.Clear();
m_attacks.Set(BME_ATTACK_SKILL);
}
// queer dice
if (HasProperty(BME_PROPERTY_QUEER))
{
if (m_value_total % 2 == 1) // odd means acts as a shadow die
{
m_attacks.Set(BME_ATTACK_SHADOW);
m_attacks.Clear(BME_ATTACK_POWER);
}
}
// FOCUS: if dizzy no attacks
if (m_state == BME_STATE_DIZZY)
m_attacks.Clear();
// verification
// MORPHING shouldn't be allowed to SPEED
BM_ERROR( !HasProperty(BME_PROPERTY_MORPHING) || !m_attacks.IsSet(BME_ATTACK_SPEED) );
// MORPHING shouldn't be paired with TURBO
BM_ERROR( (m_properties & (BME_PROPERTY_MORPHING|BME_PROPERTY_TURBO)) != (BME_PROPERTY_MORPHING|BME_PROPERTY_TURBO) );
// MORPHING shouldn't be paired with TWIN
BM_ERROR( (m_properties & (BME_PROPERTY_MORPHING|BME_PROPERTY_TWIN)) != (BME_PROPERTY_MORPHING|BME_PROPERTY_TWIN) );
}
// POST: all data related to current value have not been set up
void BMC_Die::SetDie(BMC_DieData *_data)
{
// dead?
if (!_data || !_data->Valid())
{
m_state = BME_STATE_NOTUSED;
return;
}
// first do default copy constructor to set up base class
*(BMC_DieData*)this = *_data;
// now set up state
m_state = BME_STATE_NOTSET;
// set up actual die
INT i;
m_value_total = 0;
m_sides_max = 0;
for (i=0; i<Dice(); i++)
{
if (GetSwingType(i) != BME_SWING_NOT)
m_sides[i] = 0;
else
m_sides_max += m_sides[i];
//m_value[i] = 0;
}
// set up attacks/vulnerabilities
//RecomputeAttacks();
}
void BMC_Die::OnUseReserve()
{
BM_ASSERT(HasProperty(BME_PROPERTY_RESERVE));
BM_ASSERT(m_state==BME_STATE_RESERVE);
m_properties &= ~BME_PROPERTY_RESERVE;
m_state = BME_STATE_NOTSET;
}
void BMC_Die::OnDizzyRecovered()
{
m_state = BME_STATE_READY;
RecomputeAttacks();
}
void BMC_Die::OnSwingSet(INT _swing, U8 _value)
{
if (!IsUsed())
return;
BM_ASSERT(m_state=BME_STATE_NOTSET);
INT i;
m_sides_max = 0;
for (i=0; i<Dice(); i++)
{
if (GetSwingType(i) == _swing)
m_sides[i] = _value;
m_sides_max += m_sides[i];
}
}
// POST: m_sides[0] is swapped with the desired die
void BMC_Die::SetOption(INT _d)
{
if (_d != 0)
{
INT temp = m_sides[0];
m_sides[0] = m_sides[_d];
m_sides[_d] = temp;
}
m_sides_max = m_sides[0];
}
void BMC_Die::SetFocus(INT _v)
{
BM_ASSERT(Dice()==1);
BM_ASSERT(_v<=m_sides[0]);
m_value_total = _v;
m_state = BME_STATE_DIZZY;
RecomputeAttacks();
}
void BMC_Die::Roll()
{
if (!IsUsed())
return;
BM_ASSERT(m_state=BME_STATE_NOTSET);
INT i;
m_value_total = 0;
for (i=0; i<Dice(); i++)
{
BM_ASSERT(i>0 || m_sides[i]>0); // swing die hasn't been set
if (m_sides[i]==0)
break;
// WARRIOR: always rolls highest number
if (HasProperty(BME_PROPERTY_WARRIOR))
m_value_total += m_sides[i];
else
m_value_total += g_rng.GetRand(m_sides[i])+1;
}
m_state = BME_STATE_READY;
RecomputeAttacks();
}
float BMC_Die::GetScore(bool _own)
{
// WARRIOR and NULL: worth 0
if (HasProperty(BME_PROPERTY_NULL|BME_PROPERTY_WARRIOR))
{
return 0;
}
else if (HasProperty(BME_PROPERTY_POISON))
{
if (_own)
return -m_sides_max * 1.0f;
else
return -m_sides_max * 0.5f; // this is not an optional rule
}
else
{
if (_own)
return m_sides_max * BMD_VALUE_OWN_DICE; // scoring owned dice is optional
else
return m_sides_max;
}
}
// DESC: deal with all deterministic effects of attacking, including TURBO
// PARAM: _actually_attacking is normally true, but may be false for forced attack rerolls like ORNERY
void BMC_Die::OnApplyAttackPlayer(BMC_Move &_move, BMC_Player *_owner, bool _actually_attacking)
{
// TODO determine how this may conflict with the design of `bool _actually_attacking`
BM_ASSERT(g_attack_type[_move.m_attack]!=BME_ATTACK_TYPE_0_0);
// clear value
// KONSTANT: don't reroll
if (!HasProperty(BME_PROPERTY_KONSTANT))
SetState(BME_STATE_NOTSET);
// BERSERK attack - half size and round fractions up
if (_actually_attacking && _move.m_attack == BME_ATTACK_BERSERK)
{
BM_ASSERT(g_attack_type[_move.m_attack]==BME_ATTACK_TYPE_1_N);
BM_ASSERT(Dice()==1);
_owner->OnDieSidesChanging(this);
m_sides[0] = (m_sides[0]+1) / 2;
m_sides_max = m_sides[0];
m_properties &= ~BME_PROPERTY_BERSERK;
_owner->OnDieSidesChanged(this);
}
if (GetState()==BME_STATE_NOTSET)
OnBeforeRollInGame(_owner);
// MORPHING - assume same size as target
// drp022521 - this rule only applies if actually going to capture a die
if (HasProperty(BME_PROPERTY_MORPHING) && _move.m_attack != BME_ATTACK_INVALID)
{
BM_ASSERT(g_attack_type[_move.m_attack]==BME_ATTACK_TYPE_1_1 || g_attack_type[_move.m_attack]==BME_ATTACK_TYPE_N_1);
BMC_Player *target = _move.m_game->GetPlayer(_move.m_target_player);
BM_ASSERT(Dice()==1);
_owner->OnDieSidesChanging(this);
m_sides_max = m_sides[0] = target->GetDie(_move.m_target)->GetSidesMax();
_owner->OnDieSidesChanged(this);
}
// TURBO dice
if (HasProperty(BME_PROPERTY_TURBO))
{
// TURBO OPTION - no change if sticking with '0'
if (HasProperty(BME_PROPERTY_OPTION) && _move.m_turbo_option==1)
{
_owner->OnDieSidesChanging(this);
SetOption(_move.m_turbo_option);
_owner->OnDieSidesChanged(this);
}
// TURBO SWING
else if (_move.m_turbo_option>0)
{
BM_ASSERT(GetSwingType(0)!=BME_SWING_NOT);
_owner->OnDieSidesChanging(this);
_owner->SetSwingDice(GetSwingType(0), _move.m_turbo_option, true);
_owner->OnDieSidesChanged(this);
}
}
// WARRIOR: loses property
// TODO: KONSTANT will be forced to reroll but shouldn't (OnDieSidesChanging misinterpreting situation)
if (HasProperty(BME_PROPERTY_WARRIOR))
{
_owner->OnDieSidesChanging(this);
m_properties &= ~BME_PROPERTY_WARRIOR;
_owner->OnDieSidesChanged(this);
}
}
// DESC: effects that happen whenever rerolling die (for whatever reason)
void BMC_Die::OnBeforeRollInGame(BMC_Player *_owner)
{
// MIGHTY
if (HasProperty(BME_PROPERTY_MIGHTY))
{
_owner->OnDieSidesChanging(this);
m_sides_max = 0;
for (int d=0; d<Dice(); d++)
{
if (m_sides[d]>=20)
m_sides_max += (m_sides[d] = 30);
else
m_sides_max += (m_sides[d] = g_mighty_sides[m_sides[d]]);
}
_owner->OnDieSidesChanged(this);
}
// WEAK
if (HasProperty(BME_PROPERTY_WEAK))
{
_owner->OnDieSidesChanging(this);
m_sides_max = 0;
for (int d=0; d<Dice(); d++)
{
if (m_sides[d]>30)
m_sides_max += (m_sides[d] = 30);
else if (m_sides[d]>20)
m_sides_max += (m_sides[d] = 20);
else if (m_sides[d]==20)
m_sides_max += (m_sides[d] = 16);
else
m_sides_max += (m_sides[d] = g_weak_sides[m_sides[d]]);
}
_owner->OnDieSidesChanged(this);
}
}
void BMC_Die::OnApplyAttackNatureRollAttacker(BMC_Move &_move, BMC_Player *_owner)
{
INT i;
// MOOD dice
if (HasProperty(BME_PROPERTY_MOOD))
{
_owner->OnDieSidesChanging(this);
m_sides_max = 0;
INT delta;
INT swing;
for (i=0; i<Dice(); i++)
{
swing = GetSwingType(i);
switch (swing)
{
case BME_SWING_X:
m_sides[i] = g_mood_sides_X[g_rng.GetRand(BMD_MOOD_SIDES_RANGE_X)];
break;
case BME_SWING_V:
m_sides[i] = g_mood_sides_V[g_rng.GetRand(BMD_MOOD_SIDES_RANGE_V)];
break;
default:
// some BM use MOOD SWING on other than X and V
delta = g_swing_sides_range[swing][1] - g_swing_sides_range[swing][0];
m_sides[i] = g_rng.GetRand(delta+1)+ g_swing_sides_range[swing][0];
break;
}
m_sides_max += m_sides[i];
}
_owner->OnDieSidesChanged(this);
}
// reroll
Roll();