/*
* MegaMek -
* Copyright (C) 2000,2001,2002,2003,2004,2005 Ben Mazur (bmazur@sev.org)
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the Free
* Software Foundation; either version 2 of the License, or (at your option)
* any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
* more details.
*/
package megamek.client.bot;
import java.util.Enumeration;
import megamek.common.*;
import megamek.common.Compute;
import megamek.common.Coords;
import megamek.common.Entity;
import megamek.common.Infantry;
import megamek.common.Mounted;
import megamek.common.MovePath;
import megamek.common.ToHitData;
import megamek.common.WeaponType;
import megamek.common.actions.ChargeAttackAction;
import megamek.common.actions.DfaAttackAction;
import megamek.common.actions.TorsoTwistAction;
import megamek.common.actions.WeaponAttackAction;
import megamek.common.event.GamePlayerChatEvent;
import com.sun.java.util.collections.ArrayList;
import com.sun.java.util.collections.Arrays;
import com.sun.java.util.collections.Iterator;
import com.sun.java.util.collections.LinkedList;
import com.sun.java.util.collections.List;
import com.sun.java.util.collections.TreeMap;
import com.sun.java.util.collections.Vector;
public class TestBot extends BotClient {
public LinkedList unit_values = new LinkedList();
public LinkedList enemy_values = new LinkedList();
public CEntity.Table centities = new CEntity.Table(this);
protected PhysicalCalculator pcalc = new PhysicalCalculator();
protected ChatProcessor chatp = new ChatProcessor();
public int ignore = 10;
int enemies_moved = 0;
GALance old_moves = null;
int my_mechs_moved = 0;
public TestBot(String name, String host, int port) {
super(name, host, port);
ignore = config.getIgnoreLevel();
}
public void initialize() {
//removed
}
public PhysicalOption calculatePhysicalTurn() {
return pcalc.calculatePhysicalTurn(this);
}
public MovePath calculateMoveTurn() {
long enter = System.currentTimeMillis();
int initiative = 0;
MoveOption min = null;
System.out.println("beginning movement calculations...");
//first check and that someone else has moved so we don't replan
Object[] enemy_array = this.getEnemyEntities().toArray();
for (int j = 0; j < enemy_array.length; j++) {
if (!((Entity) enemy_array[j]).isSelectableThisTurn()) {
initiative++;
}
}
// if nobody's moved and we have a valid move waiting, use that
if (initiative == enemies_moved && old_moves != null) {
min = this.old_moves.getResult();
if (min == null
|| !min.isMoveLegal()
|| (min.isPhysical && centities.get(min.getPhysicalTargetId()).isPhysicalTarget)) {
this.old_moves = null;
System.out.println("recalculating moves since the old move was invalid");
return calculateMoveTurn();
}
} else {
enemies_moved = initiative;
Vector possible = new Vector();
Enumeration e = game.getEntities();
while (e.hasMoreElements()) {
Entity entity = (Entity) e.nextElement();
// ignore loaded units
if (entity.getPosition() == null) {
continue;
}
CEntity cen = centities.get(entity);
cen.refresh();
firstPass(cen);
}
Iterator i = this.getEntitiesOwned().iterator();
boolean short_circuit = false;
while (i.hasNext() && !short_circuit) {
Entity entity = (Entity) i.next();
// ignore loaded units
// (not really necessary unless bot manages to load units)
if (entity.getPosition() == null) {
continue;
}
// if we can't move this entity right now, ignore it
if (!game.getTurn().isValidEntity(entity, game)) {
continue;
}
CEntity cen = centities.get(entity);
System.out.println("Contemplating movement of " + entity.getShortName() + " " + entity.getId());
MoveOption[] result = calculateMove(entity);
if (game.getOptions().booleanOption("skip_ineligable_movement") && cen.getEntity().isImmobile()) {
cen.moved = true;
} else if (!cen.moved) {
if (result.length < 6) {
min = result.length > 0 ? (MoveOption) result[0] : null;
short_circuit = true;
}
possible.add(result);
}
}
//should ignore mechs that are not engaged
//and only do the below when there are 2 or mechs left to move
if (!short_circuit) {
if (this.getEntitiesOwned().size() > 1) {
GALance lance = new GALance(this, possible, 50, 80);
lance.evolve();
min = lance.getResult();
this.old_moves = lance;
} else if (
((MoveOption[]) possible.elementAt(0)) != null
&& ((MoveOption[]) possible.elementAt(0)).length > 0) {
min = ((MoveOption[]) possible.elementAt(0))[0];
}
}
}
if (min == null) {
min = new MoveOption(game, centities.get(getFirstEntityNum()));
}
for (int d = 0; d < enemy_array.length; d++) {
Entity en = (Entity) enemy_array[d];
// ignore loaded units
if (en.getPosition() == null) {
continue;
}
CEntity enemy = centities.get(en);
int enemy_hit_arc =
CEntity.getThreatHitArc(
enemy.current.getFinalCoords(),
enemy.current.getFinalFacing(),
min.getFinalCoords());
MoveOption.DamageInfo di = (MoveOption.DamageInfo) min.damageInfos.get(enemy);
if (di != null) {
enemy.expected_damage[enemy_hit_arc] += di.min_damage;
}
if (enemy.expected_damage[enemy_hit_arc] > 0) {
enemy.hasTakenDamage = true;
}
}
if (min.isPhysical) {
centities.get(min.getPhysicalTargetId()).isPhysicalTarget = true;
}
System.out.println(min);
min.getCEntity().current = min;
min.getCEntity().last = min;
this.my_mechs_moved++;
min.getCEntity().moved = true;
long exit = System.currentTimeMillis();
System.out.println("move turn took " + (exit - enter) + " ms");
return min;
}
/***************************************************************************
* first pass, filter moves based upon present case
**************************************************************************/
public void firstPass(CEntity self) {
ArrayList enemies = getEnemyEntities();
Object[] move_array;
if (self.getEntity().isSelectableThisTurn() && !self.moved) {
move_array = self.getAllMoves().values().toArray();
} else {
move_array = new Object[] { self.current };
}
for (int i = 0; i < move_array.length; i++) {
MoveOption option = (MoveOption) move_array[i];
option.setState();
for (int e = 0; e < enemies.size(); e++) { // for each enemy
Entity en = (Entity) enemies.get(e);
// ignore loaded units
if (en.getPosition() == null) {
continue;
}
CEntity enemy = centities.get(en);
int[] modifiers = option.getModifiers(enemy.getEntity());
if (modifiers[MoveOption.DEFENCE_MOD] == ToHitData.IMPOSSIBLE
&& modifiers[MoveOption.ATTACK_MOD] == ToHitData.IMPOSSIBLE) {
continue;
}
int enemy_hit_arc =
CEntity.getThreatHitArc(
enemy.current.getFinalCoords(),
enemy.current.getFinalFacing(),
option.getFinalCoords());
int self_hit_arc =
CEntity.getThreatHitArc(
option.getFinalCoords(),
option.getFinalFacing(),
enemy.current.getFinalCoords());
if (!enemy.getEntity().isImmobile() && modifiers[MoveOption.DEFENCE_MOD] != ToHitData.IMPOSSIBLE) {
self.engaged = true;
int mod = modifiers[MoveOption.DEFENCE_MOD];
double max = option.getMaxModifiedDamage(enemy.current, mod, modifiers[MoveOption.DEFENCE_PC]);
if (en.isSelectableThisTurn()) {
enemy.current.addStep(MovePath.STEP_TURN_RIGHT);
max =
Math.max(
option.getMaxModifiedDamage(enemy.current, mod + 1, modifiers[MoveOption.DEFENCE_PC]),
max);
enemy.current.removeLastStep();
enemy.current.addStep(MovePath.STEP_TURN_LEFT);
max =
Math.max(
option.getMaxModifiedDamage(enemy.current, mod + 1, modifiers[MoveOption.DEFENCE_PC]),
max);
//return to original facing
enemy.current.removeLastStep();
}
max = self.getThreatUtility(max, self_hit_arc);
if (enemy.getEntity().isProne())
max *= enemy.base_psr_odds;
MoveOption.DamageInfo di = option.getDamageInfo(enemy, true);
di.threat = max;
di.max_threat = max;
option.threat += max;
option.tv.add(max + " Threat " + e + "\n");
}
/*
* As a first approximation, take the maximum to a single
* target
*/
if (!option.isPhysical) {
if (modifiers[MoveOption.ATTACK_MOD] != ToHitData.IMPOSSIBLE) {
self.engaged = true;
double max =
enemy.current.getMaxModifiedDamage(option, modifiers[0], modifiers[MoveOption.ATTACK_PC]);
max = enemy.getThreatUtility(max, enemy_hit_arc);
MoveOption.DamageInfo di = option.getDamageInfo(enemy, true);
di.damage = max;
di.min_damage = max;
option.tv.add(max + " Damage " + e + "\n");
option.damage = Math.max(max, option.damage);
}
} else {
CEntity target = centities.get(option.getPhysicalTargetId());
try {
if (target.getEntity().getId() == enemy.getEntity().getId()) {
if (!target.isPhysicalTarget) {
ToHitData toHit = null;
double self_threat = 0;
double damage = 0;
if (option.isJumping()) {
self.current.setState();
toHit =
DfaAttackAction.toHit(game, option.getEntity().getId(), target.getEntity(), option);
damage = 2 * DfaAttackAction.getDamageFor(option.getEntity());
self_threat =
option.getCEntity().getThreatUtility(
DfaAttackAction.getDamageTakenBy(option.getEntity()),
ToHitData.SIDE_REAR)
* Compute.oddsAbove(toHit.getValue())
/ 100;
self_threat
+= option.getCEntity().getThreatUtility(
.1 * self.getEntity().getWeight(),
ToHitData.SIDE_REAR);
self_threat *= 100 / option.getCEntity().getEntity().getWeight();
} else {
self.current.setState();
toHit =
new ChargeAttackAction(option.getEntity(), target.getEntity()).toHit(
game,
option);
damage =
ChargeAttackAction.getDamageFor(
option.getEntity(),
option.getHexesMoved());
self_threat =
option.getCEntity().getThreatUtility(
ChargeAttackAction.getDamageTakenBy(
option.getEntity(),
target.getEntity()),
ToHitData.SIDE_FRONT)
* (Compute.oddsAbove(toHit.getValue()) / 100);
option.setState();
}
damage =
target.getThreatUtility(damage, toHit.getSideTable())
* Compute.oddsAbove(toHit.getValue())
/ 100;
//charging is a good tactic against larger
// mechs
if (!option.isJumping())
damage *= Math.sqrt((double) enemy.bv / (double) self.bv);
//these are always risky, just don't on 11 or
// 12
if (toHit.getValue() > 10)
damage = 0;
//7 or less is good
if (toHit.getValue() < 8)
damage *= 1.5;
//this is all you are good for
if (self.range_damages[CEntity.RANGE_SHORT] < 5)
damage *= 2;
MoveOption.DamageInfo di = option.getDamageInfo(enemy, true);
di.damage = damage;
di.min_damage = damage;
option.damage = damage;
option.movement_threat += self_threat;
} else {
option.threat += Integer.MAX_VALUE;
}
}
} catch (Exception e1) {
e1.printStackTrace();
option.threat += Integer.MAX_VALUE;
}
}
} //-- end while of each enemy
self.current.setState();
} //-- end while of first pass
//top balanced
filterMoves(move_array, self.pass, new MoveOption.WeightedComparator(1, 1), 100);
//top damage
filterMoves(move_array, self.pass, new MoveOption.WeightedComparator(.5, 1), 100);
}
public MoveOption[] calculateMove(Entity entity) {
java.util.Vector enemy_array = game.getValidTargets(entity);
java.util.Vector entities = game.getEntitiesVector();
CEntity self = centities.get(entity);
Object[] move_array;
int friends = entities.size() - enemy_array.size();
/***********************************************************************
* Second pass, combination moves/firing based only on the present
* case, since only one mech moves at a time
**********************************************************************/
move_array = self.pass.values().toArray();
self.pass.clear();
for (int j = 0; j < move_array.length && friends > 2; j++) {
MoveOption option = (MoveOption) move_array[j];
for (int e = 0; e < enemy_array.size(); e++) {
Entity en = (Entity) enemy_array.elementAt(e);
CEntity enemy = centities.get(en);
for (Enumeration f = entities.elements(); f.hasMoreElements();) {
Entity other = (Entity) f.nextElement();
if (other.isEnemyOf(self.entity)) {
continue;
}
MoveOption foption = centities.get(other).current;
double threat_divisor = 1;
MoveOption.DamageInfo di = option.getDamageInfo(enemy, true);
if (foption.getDamageInfo(enemy, false) != null) {
option.damage += (enemy.canMove() ? .1 : .2) * di.damage;
threat_divisor += foption.getCEntity().canMove() ? .4 : .6;
}
option.threat -= di.threat;
di.threat /= threat_divisor;
option.threat += di.threat;
}
}
}
//top balanced
filterMoves(move_array, self.pass, new MoveOption.WeightedComparator(1, 1), 50);
//top damage
filterMoves(move_array, self.pass, new MoveOption.WeightedComparator(.5, 1), 50);
/***********************************************************************
* third pass, (not so bad) oppurtunistic planner gives preference to
* good ranges/defensive positions based upon the mech characterization
**********************************************************************/
move_array = self.pass.values().toArray();
self.pass.clear();
for (int j = 0; j < move_array.length; j++) {
MoveOption option = (MoveOption) move_array[j];
option.setState();
double adjustment = 0;
double temp_adjustment = 0;
for (int e = 0; e < enemy_array.size(); e++) { // for each enemy
Entity en = (Entity) enemy_array.elementAt(e);
CEntity enemy = centities.get(en);
int current_range = self.current.getFinalCoords().distance(enemy.current.getFinalCoords());
int range = option.getFinalCoords().distance(enemy.current.getFinalCoords());
if (range > self.long_range) {
temp_adjustment += (!(range < enemy.long_range) ? .5 : 1)
* (1 + self.range_damages[self.range])
* (Math.max(range - self.long_range - .5 * Math.max(self.jumpMP, .8 * self.runMP), 0));
}
if ((self.range == CEntity.RANGE_SHORT && (current_range > 5 || range > 9))
|| (self.range_damages[CEntity.RANGE_SHORT] < 4 && current_range > 10)) {
temp_adjustment += ((enemy.range > CEntity.RANGE_SHORT) ? .5 : 1)
* (Math.max(1 + self.range_damages[CEntity.RANGE_SHORT], 5))
* Math.max(range - .5 * Math.max(self.jumpMP, .8 * self.runMP), 0);
} else if (self.range == CEntity.RANGE_MEDIUM) {
temp_adjustment += ((current_range < 6 || current_range > 12) ? 1 : .25)
* ((enemy.range > CEntity.RANGE_SHORT) ? .5 : 1)
* (1 + self.range_damages[CEntity.RANGE_MEDIUM])
* Math.abs(range - .5 * Math.max(self.jumpMP, .8 * self.runMP));
} else if (option.damage < .25 * self.range_damages[CEntity.RANGE_LONG]) {
temp_adjustment += ((range < 10) ? .25 : 1)
* (Math.max(1 + self.range_damages[CEntity.RANGE_LONG], 3))
* (1 / (1 + option.threat));
}
adjustment += Math.sqrt(temp_adjustment * enemy.bv / self.bv);
//I would always like to face the opponent
if (!(enemy.getEntity().isProne() || enemy.getEntity().isImmobile())
&& CEntity.getThreatHitArc(
option.getFinalCoords(),
option.getFinalFacing(),
enemy.getEntity().getPosition())
!= ToHitData.SIDE_FRONT) {
int fa =
CEntity.getFiringAngle(
option.getFinalCoords(),
option.getFinalFacing(),
enemy.getEntity().getPosition());
if (fa > 90 && fa < 270) {
int distance = option.getFinalCoords().distance(enemy.current.getFinalCoords());
double mod = 1;
if (fa > 130 && fa < 240)
mod = 2;
//big formula that says don't do it
mod *= ((Math.max(self.jumpMP, .8 * self.runMP) < 5) ? 2 : 1)
* ((double) self.bv / (double) 50)
* Math.sqrt(((double) self.bv) / enemy.bv)
/ ((double) distance / 6 + 1);
option.self_threat += mod;
option.tv.add(mod + " " + fa + " Back to enemy\n");
}
}
}
adjustment *= self.overall_armor_percent * self.strategy.attack / enemy_array.size();
//fix for hiding in level 2 water
//To a greedy bot, it always seems nice to stay in here...
IHex h = game.getBoard().getHex(option.getFinalCoords());
if (h.containsTerrain(Terrains.WATER)
&& h.surface() > (self.getEntity().getElevation() + ((option.getFinalProne()) ? 0 : 1))) {
double mod = (self.getEntity().heat + option.getMovementheatBuildup() <= 7) ? 100 : 30;
adjustment += self.bv / mod;
}
//add them in now, then re-add them later
if (self.range > CEntity.RANGE_SHORT) {
int ele_dif =
game.getBoard().getHex(option.getFinalCoords()).getElevation()
- game.getBoard().getHex(self.current.getFinalCoords()).getElevation();
adjustment -= (Math.max(ele_dif, 0) + 1)
* ((double) Compute.getTargetTerrainModifier(game, option.getEntity()).getValue() + 1);
}
//close the range if nothing else and healthy
if (option.damage < .25 * self.range_damages[self.range] && adjustment < self.range_damages[self.range]) {
for (int e = 0; e < enemy_array.size(); e++) {
Entity en = (Entity) enemy_array.elementAt(e);
CEntity enemy = centities.get(en);
int range = option.getFinalCoords().distance(enemy.current.getFinalCoords());
if (range > 5)
adjustment += Math.pow(self.overall_armor_percent, 2)
* Math.sqrt((double) (range - 4) * enemy.bv / (double) self.bv)
/ enemy_array.size();
}
}
if (option.damage < .25 * (1 + self.range_damages[self.range])) {
option.self_threat += 2 * adjustment;
} else if (option.damage < .5 * (1 + self.range_damages[self.range])) {
option.self_threat += adjustment;
}
option.tv.add(option.self_threat + " Initial Damage Adjustment " + "\n");
}
//top balanced
filterMoves(move_array, self.pass, new MoveOption.WeightedComparator(1, 1), 30);
//top damage
filterMoves(move_array, self.pass, new MoveOption.WeightedComparator(.5, 1), 30);
//reduce self threat, and add bonus for terrain
for (Iterator i = self.pass.values().iterator(); i.hasNext();) {
MoveOption option = (MoveOption) i.next();
option.setState();
option.self_damage *= .5;
option.self_threat *= .5;
//TODO: should scale to the unit bv
double terrain = 2 * ((double) Compute.getTargetTerrainModifier(game, option.getEntity()).getValue());
option.tv.add(terrain + " Terrain Adjusment " + "\n");
option.self_threat -= terrain;
}
move_array = self.pass.values().toArray();
self.pass.clear();
//pass should contains 30 ~ 60
/***********************************************************************
* fourth pass, speculation on top moves use averaging to filter
**********************************************************************/
for (int e = 0; e < enemy_array.size(); e++) { // for each enemy
Entity en = (Entity) enemy_array.elementAt(e);
CEntity enemy = centities.get(en);
//engage in speculation on "best choices" when you loose iniative
if (enemy.canMove()) {
Object[] enemy_move_array = enemy.pass.values().toArray();
Vector to_check = new Vector();
//check some enemy moves
for (int j = 0; j < move_array.length; j++) {
MoveOption option = null;
to_check.clear();
option = (MoveOption) move_array[j];
option.setState();
//check for damning hexes specifically
//could also look at intervening defensive
Vector coord = new Vector();
Coords back = option.getFinalCoords().translated((option.getFinalFacing() + 3) % 6);
coord.add(back);
coord.add(back.translated((option.getFinalFacing() + 2) % 6));
coord.add(back.translated((option.getFinalFacing() + 4) % 6));
coord.add(option.getFinalCoords().translated((option.getFinalFacing())));
coord.add(option.getFinalCoords().translated((option.getFinalFacing() + 1) % 6));
coord.add(option.getFinalCoords().translated((option.getFinalFacing() + 2) % 6));
coord.add(option.getFinalCoords().translated((option.getFinalFacing() + 4) % 6));
coord.add(option.getFinalCoords().translated((option.getFinalFacing() + 5) % 6));
Iterator ci = coord.iterator();
while (ci.hasNext()) {
Coords test = (Coords) ci.next();
List c = enemy.findMoves(test);
if (c.size() != 0)
to_check.addAll(c);
}
int range = option.getFinalCoords().distance(enemy.current.getFinalCoords());
int compare = 0;
if ((enemy.long_range) > range - Math.max(enemy.jumpMP, enemy.runMP)) {
compare = 30;
} else if (enemy.long_range > range) {
compare = 10;
}
double mod = this.enemies_moved / this.getEnemyEntities().size();
compare *= (1 + mod);
for (int k = 0; k <= compare && k < enemy_move_array.length; k++) {
if (enemy_move_array.length < compare) {
to_check.add(enemy_move_array[k]);
} else {
int value = Compute.randomInt(enemy_move_array.length);
if (value % 2 == 1) {
to_check.add(enemy_move_array[value]);
} else {
to_check.add(enemy_move_array[k]);
}
}
}
Iterator eo = to_check.iterator();
while (eo.hasNext()) {
MoveOption enemy_option = (MoveOption) eo.next();
double max_threat = 0;
double max_damage = 0;
enemy_option.setState();
int enemy_hit_arc =
CEntity.getThreatHitArc(
enemy_option.getFinalCoords(),
enemy_option.getFinalFacing(),
option.getFinalCoords());
int self_hit_arc =
CEntity.getThreatHitArc(
enemy_option.getFinalCoords(),
enemy_option.getFinalFacing(),
option.getFinalCoords());
if (enemy_option.isJumping()) {
enemy_hit_arc = Compute.ARC_FORWARD;
}
int[] modifiers = option.getModifiers(enemy_option.getEntity());
if (modifiers[1] != ToHitData.IMPOSSIBLE) {
self.engaged = true;
if (!enemy_option.isJumping()) {
max_threat =
option.getMaxModifiedDamage(
enemy_option,
modifiers[1],
modifiers[MoveOption.DEFENCE_PC]);
} else {
max_threat =
.8
* enemy.getModifiedDamage(
(modifiers[MoveOption.DEFENCE_PC] == 1) ? CEntity.TT : ToHitData.SIDE_FRONT,
enemy_option.getFinalCoords().distance(option.getFinalCoords()),
modifiers[1]);
}
max_threat = self.getThreatUtility(max_threat, self_hit_arc);
}
if (modifiers[0] != ToHitData.IMPOSSIBLE) {
self.engaged = true;
max_damage =
enemy_option.getMaxModifiedDamage(
option,
modifiers[0],
modifiers[MoveOption.ATTACK_PC]);
max_damage = enemy.getThreatUtility(max_damage, enemy_hit_arc);
if (option.isPhysical) {
if (centities.get(option.getPhysicalTargetId()).getEntity().getId()
== enemy.getEntity().getId()) {
max_damage = option.getDamage(enemy);
} else {
max_damage = 0;
}
}
}
MoveOption.DamageInfo di = option.getDamageInfo(enemy, true);
di.max_threat = Math.max(max_threat, di.max_threat);
di.min_damage = Math.min(di.min_damage, max_damage);
if (max_threat - max_damage > di.threat - di.damage) {
di.threat = max_threat;
di.damage = max_damage;
option.tv.add(max_threat + " Spec Threat " + e + "\n");
option.tv.add(max_damage + " Spec Damage " + e + "\n");
}
}
//update estimates
option.damage = 0;
option.threat = 0;
for (Iterator i = option.damageInfos.keySet().iterator(); i.hasNext();) {
//my damage is the average of expected and min
CEntity cen = (CEntity) i.next();
//rescale
MoveOption.DamageInfo di = option.getDamageInfo(cen, true);
di.min_damage /= cen.strategy.target;
di.damage /= cen.strategy.target;
option.damage += (di.min_damage + di.damage) / 2;
//my threat is average of absolute worst, and expected
option.threat = Math.max(option.threat, di.max_threat + di.threat) / 2;
di.threat = (di.max_threat + 2 * di.threat) / 3;
}
}
//restore enemy
enemy.current.setState();
}
self.current.setState();
} //--end move speculation
//top balanced
filterMoves(move_array, self.pass, new MoveOption.WeightedComparator(1, 1), 20);
//top damage
filterMoves(move_array, self.pass, new MoveOption.WeightedComparator(.5, 1), 20);
//reduce transient damage estimates
for (Iterator i = self.pass.values().iterator(); i.hasNext();) {
MoveOption option = (MoveOption) i.next();
option.self_threat *= .5;
option.self_damage *= .5;
}
move_array = self.pass.values().toArray();
self.pass.clear();
//pass should now be 20 ~ 40
/***********************************************************************
* fourth pass, final damage and threat approximation --prevents moves
* that from the previous pass would cause the mech to die
**********************************************************************/
if (self.engaged) {
for (int j = 0; j < move_array.length; j++) {
MoveOption option = (MoveOption) move_array[j];
option.setState();
GAAttack temp = this.bestAttack(option);
if (temp != null) {
option.damage = (option.damage + temp.getFittestChromosomesFitness()) / 2;
} else {
option.damage /= 2;
}
for (int e = 0; e < enemy_array.size(); e++) { // for each
// enemy
Entity en = (Entity) enemy_array.elementAt(e);
CEntity enemy = centities.get(en);
if (!enemy.canMove()) {
option.setThreat(
enemy,
(option.getThreat(enemy) + this.attackUtility(enemy.current, self)) / 2);
option.tv.add(option.getThreat(enemy) + " Revised Threat " + e + " \n");
if (!option.isPhysical) {
if (temp != null) {
option.setDamage(enemy, (option.getDamage(enemy) + temp.getDamageUtility(enemy)) / 2);
} else {
//probably zero, but just in case
option.setDamage(enemy, option.getMinDamage(enemy));
}
option.tv.add(option.getDamage(enemy) + " Revised Damage " + e + " \n");
//this needs to be reworked
if (option.getFinalCoords().distance(enemy.current.getFinalCoords()) == 1) {
PhysicalOption p =
pcalc.getBestPhysicalAttack(option.getEntity(), enemy.getEntity(), game);
if (p != null) {
option.setDamage(enemy, option.getDamage(enemy) + p.expectedDmg);
option.tv.add(p.expectedDmg + " Physical Damage " + e + " \n");
}
p = pcalc.getBestPhysicalAttack(enemy.getEntity(), option.getEntity(), game);
if (p != null) {
option.setThreat(enemy, option.getThreat(enemy) + .5 * p.expectedDmg);
option.tv.add(.5 * p.expectedDmg + " Physical Threat " + e + " \n");
}
}
}
} else if (!option.isPhysical) { //enemy can move (not
if (temp != null) {
option.setDamage(enemy, (2 * option.getDamage(enemy) + temp.getDamageUtility(enemy)) / 3);
} else {
option.setDamage(enemy, option.getMinDamage(enemy));
}
} else {
//get a more accurate estimate
option.setDamage(
enemy,
option.getDamage(enemy) / Math.sqrt((double) enemy.bv / (double) self.bv));
option.damage = option.getDamage(enemy);
}
}
option.threat = 0;
for (Iterator i = option.damageInfos.values().iterator(); i.hasNext();) {
option.threat += ((MoveOption.DamageInfo) i.next()).threat;
}
option.tv.add(option.threat + " Revised Threat Utility\n");
option.tv.add(option.damage + " Revised Damage Utility\n");
}
}
Arrays.sort(move_array, new MoveOption.WeightedComparator(1, 1));
self.current.setState();
/***********************************************************************
* Return top twenty moves to the lance algorithm
**********************************************************************/
MoveOption[] result = new MoveOption[Math.min(move_array.length, 20)];
int offset = 0;
for (int i = 0; i < Math.min(move_array.length, 20); i++) {
MoveOption next = (MoveOption) move_array[i];
if (next.isPhysical && self.range_damages[CEntity.RANGE_SHORT] > 5 && next.doomed) {
if (offset + 20 < move_array.length) {
next = (MoveOption) move_array[offset + 20];
offset++;
}
}
result[i] = next;
}
return result;
}
private void filterMoves(
Object[] move_array,
MoveOption.Table pass,
MoveOption.WeightedComparator comp,
int filter) {
Arrays.sort(move_array, comp);
//top 100 utility, mostly conservative
for (int i = 0; i < filter && i < move_array.length; i++) {
pass.put((MoveOption) move_array[i]);
}
}
protected void initFiring() {
java.util.Vector entities = game.getEntitiesVector();
for (int i = 0; i < entities.size(); i++) {
Entity entity = (Entity) entities.elementAt(i);
CEntity centity = centities.get(entity);
centity.reset();
centity.enemy_num = i;
}
for (Iterator i = this.getEnemyEntities().iterator(); i.hasNext();) {
Entity entity = (Entity) i.next();
CEntity centity = centities.get(entity);
if (entity.isMakingDfa() || entity.isCharging()) {
//try to prevent a physical attack from happening
//but should take into account the toHit of the attack
centity.strategy.target = 2.5;
}
}
}
protected Vector calculateWeaponAttacks(Entity en, Mounted mw, boolean best_only) {
int from = en.getId();
int weaponID = en.getEquipmentNum(mw);
Vector result = new Vector();
Enumeration ents = game.getValidTargets(en).elements();
AttackOption a = null;
AttackOption max = new AttackOption(null, null, 0, null);
while (ents.hasMoreElements()) {
Entity e = (Entity) ents.nextElement();
CEntity enemy = centities.get(e);
ToHitData th = WeaponAttackAction.toHit(game, from, e, weaponID);
if (th.getValue() != ToHitData.IMPOSSIBLE && !(th.getValue() >= 13)) {
double expectedDmg;
// Are we an Infantry platoon?
if (en instanceof Infantry) {
// Get the expected damage, given our current
// manpower level.
Infantry inf = (Infantry) en;
expectedDmg = inf.getDamage(inf.getShootingStrength());
} else {
// Get the expected damage of the weapon.
expectedDmg = CEntity.getExpectedDamage((WeaponType) mw.getType());
}
// Infantry in the open suffer double damage.
if (e instanceof Infantry) {
IHex e_hex = game.getBoard().getHex(e.getPosition());
if (!e_hex.containsTerrain(Terrains.WOODS) && !e_hex.containsTerrain(Terrains.BUILDING)) {
expectedDmg *= 2;
}
}
a = new AttackOption(enemy, mw, expectedDmg, th);
if (a.value > max.value) {
if (best_only) {
max = a;
} else {
result.add(0, a);
}
} else {
result.add(a);
}
}
}
if (best_only && max.target != null) {
result.add(max);
}
if (result.size() > 0) {
result.add(new AttackOption(null, mw, 0, null));
}
return result;
}
public GAAttack bestAttack(MoveOption es) {
return bestAttack(es, null, 2);
}
public GAAttack bestAttack(MoveOption es, CEntity target, int search_level) {
Entity en = es.getEntity();
int attacks[] = new int[3];
Vector front = new Vector();
Vector left = new Vector();
Vector right = new Vector();
GAAttack result = null;
int o_facing = en.getFacing();
for (Enumeration i = en.getWeapons(); i.hasMoreElements();) {
Mounted mw = (Mounted) i.nextElement();
Vector c = this.calculateWeaponAttacks(en, mw, true);
if (c.size() > 0) {
front.add(c);
attacks[0] = Math.max(attacks[0], c.size());
}
if (!es.getFinalProne() && en.canChangeSecondaryFacing()) {
en.setSecondaryFacing((o_facing + 5) % 6);
c = this.calculateWeaponAttacks(en, mw, true);
if (c.size() > 0) {
left.add(c);
attacks[1] = Math.max(attacks[1], c.size());
}
en.setSecondaryFacing((o_facing + 1) % 6);
c = this.calculateWeaponAttacks(en, mw, true);
if (c.size() > 0) {
right.add(c);
attacks[2] = Math.max(attacks[2], c.size());
}
} else {
attacks[1] = 0;
attacks[2] = 0;
}
en.setSecondaryFacing(o_facing);
}
Vector arcs = new Vector();
arcs.add(front);
if (!es.getFinalProne() && en.canChangeSecondaryFacing()) {
arcs.add(left);
arcs.add(right);
}
for (int i = 0; i < arcs.size(); i++) {
Vector v = (Vector) arcs.elementAt(i);
if (v.size() > 0) {
GAAttack test =
new GAAttack(
this,
centities.get(en),
v,
Math.max((v.size() + attacks[i]) * search_level, 20 * search_level),
30 * search_level,
en.isEnemyOf((Entity) getEntitiesOwned().get(0)));
test.setFiringArc(i);
test.evolve();
if (target != null) {
if (result == null || test.getDamageUtility(target) > result.getDamageUtility(target)) {
result = test;
}
} else if (
result == null || test.getFittestChromosomesFitness() > result.getFittestChromosomesFitness()) {
result = test;
}
}
}
return result;
}
/* could use best of best strategy instead of expensive ga */
public double attackUtility(MoveOption es, CEntity target) {
GAAttack result = bestAttack(es, target, 1);
if (result == null) {
return 0;
}
return result.getFittestChromosomesFitness();
}
public void calculateFiringTurn() {
int first_entity = game.getFirstEntityNum();
int entity_num = first_entity;
int best_entity = first_entity;
double max = java.lang.Double.MIN_VALUE;
int[] results = null;
Vector winner = null;
int arc = 0;
if (entity_num == -1) {
return;
}
do {
Entity en = game.getEntity(entity_num);
CEntity cen = centities.get(en);
GAAttack test = bestAttack(cen.current, null, 3);
if (test != null && test.getFittestChromosomesFitness() > max) {
max = test.getFittestChromosomesFitness();
results = test.getResultChromosome();
arc = test.getFiringArc();
best_entity = entity_num;
winner = test.getAttack();
}
entity_num = game.getNextEntityNum(entity_num);
} while (entity_num != first_entity && entity_num != -1);
java.util.Vector av = new java.util.Vector();
//maximum already selected (or default)
Entity en = game.getEntity(best_entity);
if (results != null) {
Entity primary_target = (Entity) game.getEntitiesVector().elementAt(results[results.length - 1]);
TreeMap tm = new TreeMap(new AttackOption.Sorter(centities.get(primary_target)));
for (int i = 0; i < results.length - 1; i++) {
AttackOption a = (AttackOption) ((Vector) winner.elementAt(i)).elementAt(results[i]);
if (a.target != null) {
a.target.expected_damage[a.toHit.getSideTable()] += a.value;
a.target.hasTakenDamage = true;
tm.put(a, a);
}
}
Iterator i = tm.values().iterator();
while (i.hasNext()) {
AttackOption a = (AttackOption) i.next();
av.addElement(
new WeaponAttackAction(en.getId(), a.target.getEntity().getId(), en.getEquipmentNum(a.weapon)));
}
}
switch (arc) {
case 1 :
av.insertElementAt(new TorsoTwistAction(en.getId(), (en.getFacing() + 5) % 6), 0);
break;
case 2 :
av.insertElementAt(new TorsoTwistAction(en.getId(), (en.getFacing() + 1) % 6), 0);
break;
}
sendAttackData(best_entity, av);
}
/**
* consider how to put more pre-turn logic here
*/
protected void initMovement() {
this.my_mechs_moved = 0;
this.old_moves = null;
this.enemies_moved = 0;
double max_modifier = 1.4;
java.util.Vector entities = game.getEntitiesVector();
double num_entities = Math.sqrt(entities.size()) / 100;
Vector friends = new Vector();
Vector foes = new Vector();
double friend_sum = 0;
double foe_sum = 0;
double max_foe_bv = 0;
CEntity max_foe = null;
for (int i = 0; i < entities.size(); i++) {
Entity entity = (Entity) entities.elementAt(i);
CEntity centity = centities.get(entity);
centity.enemy_num = i;
double old_value = centity.bv * (centity.overall_armor_percent + 1);
centity.reset(); //should get fresh values
double new_value = centity.bv * (centity.overall_armor_percent + 1);
double percent = 1 + (new_value - old_value) / old_value;
if (entity.getOwner().equals(getLocalPlayer())) {
friends.add(centity);
friend_sum += new_value;
if (percent < .85) {
//small retreat
centity.strategy.attack = .85;
} else if (percent < .95) {
centity.strategy.attack = 1;
} else if (percent <= 1 && centity.strategy.attack < max_modifier) {
if (percent == 1) {
if (centity.strategy.attack < 1) {
centity.strategy.attack = Math.min(1.4 * centity.strategy.attack, 1);
} else {
centity.strategy.attack *= (1.0 + num_entities);
}
} else {
centity.strategy.attack *= (1.0 + 2 * num_entities);
}
}
} else if (!entity.getOwner().isEnemyOf(getLocalPlayer())) {
friend_sum += new_value;
} else {
foes.add(centity);
foe_sum += new_value;
if (new_value > max_foe_bv) {
max_foe_bv = new_value;
max_foe = centity;
}
if (this.getEntitiesOwned().size() > 2) {
if (centity.strategy.target > 2) {
centity.strategy.target = 1 + .5 * (centity.strategy.target - 2);
}
if (percent < .85 && centity.strategy.target < max_modifier) {
centity.strategy.target *= (1.0 + 6 * num_entities);
} else if (percent < .95 && centity.strategy.target < max_modifier) {
centity.strategy.target *= (1.0 + 4 * num_entities);
} else if (percent <= 1) {
if (percent == 1) {
centity.strategy.target /= (1.0 + 2 * num_entities);
} else {
centity.strategy.target /= (1.0 + num_entities);
}
}
//don't go below one
if (centity.strategy.target < 1)
centity.strategy.target = 1;
}
}
}
System.out.println("Us " + friend_sum + " Them " + foe_sum);
//do some more reasoning...
if (this.unit_values.size() == 0) {
this.unit_values.add(new Double(friend_sum));
this.enemy_values.add(new Double(foe_sum));
return;
}
Iterator i = foes.iterator();
if (friends.size() > 1) {
if ( Strategy.MainTarget == null
|| null == game.getEntity
(Strategy.MainTarget.getEntity().getId()) ) {
Strategy.MainTarget = max_foe;
}
// TODO : Handle this better.
if (null == Strategy.MainTarget)
System.err.println
( "TestBot#initMovement() - no main target for bot" );
else if (null == Strategy.MainTarget.strategy)
System.err.println
( "TestBot#initMovement() - no strategy for main target" );
else {
Strategy.MainTarget.strategy.target += .2;
while (i.hasNext()) {
CEntity centity = (CEntity) i.next();
// good turn, keep up the work, but randomize to reduce
// predictability
if (friend_sum - foe_sum
>= .9
* (((Double) this.unit_values.getLast()).doubleValue()
- ((Double) this.enemy_values.getLast()).doubleValue())) {
if (Compute.randomInt(2) == 1) {
centity.strategy.target += .3;
}
//lost that turn, but still in the fight, just get a
// little more aggressive
} else if (friend_sum > .9 * foe_sum) {
centity.strategy.target += .15;
//lost that turn and loosing
} else if (centity.strategy.target < 2) { //go for the gusto
centity.strategy.target += .3;
}
System.out.println(centity.getEntity().getShortName() + " " + centity.strategy.target);
}
}
}
double ratio = friend_sum / foe_sum;
double mod = 1;
if (ratio < .9) {
mod = .95;
} else if (ratio < 1) {
//no change
} else { //attack
mod = (1.0 + num_entities);
}
i = friends.iterator();
while (i.hasNext()) {
CEntity centity = (CEntity) i.next();
if (!(mod < 1 && centity.strategy.attack < .6) && !(mod > 1 && centity.strategy.attack >= max_modifier))
centity.strategy.attack *= mod;
}
System.gc(); //just to make sure
}
protected void processChat(GamePlayerChatEvent ge) {
chatp.processChat(ge, this);
}
protected void calculateDeployment() {
// Use the old clumping algorithm until someone puts AI in here
int entNum = game.getFirstDeployableEntityNum();
Coords cStart = getStartingCoords();
Coords cDeploy = getCoordsAround(cStart);
Coords cCenter = new Coords(game.getBoard().getWidth() / 2, game.getBoard().getHeight() / 2);
int nDir;
if (getLocalPlayer().getStartingPos() != 0) {
// face towards center if you aren't already there
nDir = cDeploy.direction(cCenter);
} else {
// otherwise, face away
nDir = cCenter.direction(cDeploy);
}
Entity ce = game.getEntity(entNum);
megamek.debug.Assert.assertTrue(!ce.isHexProhibited(game.getBoard().getHex(cDeploy)));
deploy(entNum, cDeploy, nDir);
}
protected MovePath continueMovementFor(Entity entity) {
return new MovePath(game, entity);
}
protected java.util.Vector calculateMinefieldDeployment() {
java.util.Vector deployedMinefields = new java.util.Vector();
deployedMinefields = deployMinefields(deployedMinefields, getLocalPlayer().getNbrMFConventional(), 0);
deployedMinefields = deployMinefields(deployedMinefields, getLocalPlayer().getNbrMFCommand(), 1);
deployedMinefields = deployMinefields(deployedMinefields, getLocalPlayer().getNbrMFVibra(), 2);
return deployedMinefields;
}
protected java.util.Vector deployMinefields(java.util.Vector deployedMinefields, int number, int type) {
for (int i = 0; i < number; i++) {
Coords coords = new Coords(Compute.randomInt(game.getBoard().getWidth()),
Compute.randomInt(game.getBoard().getHeight()));
if (game.containsMinefield(coords)) {
Minefield mf = (Minefield) game.getMinefields(coords).elementAt(0);
if (mf.getPlayerId() == getLocalPlayer().getId()) {
i--;
continue;
}
} else {
Minefield mf = null;
if (type == 0) {
mf = Minefield.createConventionalMF(coords, getLocalPlayer().getId());
} else if (type == 1) {
mf = Minefield.createCommandDetonatedMF(coords, getLocalPlayer().getId());
} else if (type == 2) {
mf = Minefield.createVibrabombMF(coords, getLocalPlayer().getId(), 20);
}
deployedMinefields.addElement(mf);
}
}
return deployedMinefields;
}
}