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Autoplay: split into several functions

This commit is contained in:
Jesse Ruderman 2021-07-25 23:13:24 -07:00
parent 4dfb77d727
commit ab7d6c407e

View File

@ -20,6 +20,111 @@ bool sameland(eLand ll, eLand ln) {
return false; return false;
} }
void randomCheat() {
int croll = hrand(50);
if (croll < 25) {
eItem b = (eItem) hrand(ittypes);
printf("Gain item: %s\n", iinf[b].name);
items[b] = (1 << hrand(11)) - 1;
items[itOrbYendor] &= 15;
reduceOrbPowers(); // in particlar, cancel out slaying+weakness, since the combination may confuse shadow
} else if (croll == 25) {
printf("Gain kills\n");
kills[hrand(motypes)] = (1 << hrand(11)) - 1;
} else if (croll == 26) {
printf("Princess soon\n");
princess::saved = true;
princess::everSaved = true;
items[itSavedPrincess]++;
items[itOrbLove] = 1;
items[itOrbTime] = 0;
} else if (croll == 27) {
printf("Gain allies\n");
forCellEx(cz, cwt.at)
if (!cz->monst)
cz->monst = pick(moMouse, moFriendlyGhost, moGolem, moTameBomberbird, moKnight);
} else if (croll == 28) {
printf("Place orbs with pickup effects\n");
forCellEx(cz, cwt.at)
if (!cz->item)
cz->item = pick(itOrbLife, itOrbFriend, itOrbSpeed, itOrbShield, itOrbChaos, itOrbPurity);
} else if (croll == 29) {
printf("Place fun walls\n");
forCellEx(cz, cwt.at)
if (!cz->wall && !cz->monst)
cz->wall = pick(waExplosiveBarrel, waBigStatue, waThumperOff, waBonfireOff, waCloud, waMirror);
} else if (croll == 30) {
cell *ct = dcal[hrand(isize(dcal))];
if (!isPlayerOn(ct) && !ct->monst && !ct->wall) {
eWall hazard = pick(waRose, waFireTrap, waMineMine, waTrapdoor, waChasm, waCavewall);
printf("Spam a hazard: %s\n", winf[hazard].name);
ct->wall = hazard;
}
} else if (croll == 31 && !memory_saving_mode) {
//printf("Saving memory\n");
//memory_saving_mode = true;
//save_memory();
//memory_saving_mode = false;
} else if (croll == 33) {
cell *ct = dcal[hrand(isize(dcal))];
if (!isPlayerOn(ct) && !ct->monst && !ct->wall) {
printf("Spam some slime\n");
ct->item = itNone;
ct->wall = hrand(2) ? waFloorA : waFloorB;
switch(hrand(4)) {
case 0: ct->monst = moSlime; break;
case 1: ct->item = itGreenStone; break;
default: ;
}
}
} else if (croll == 37) {
cell *ct = dcal[hrand(isize(dcal))];
if (!isPlayerOn(ct) && !ct->monst && !ct->wall) {
ct->monst = pick(moRagingBull, moTroll, moAcidBird, moMiner, moReptile, moVineBeast, moBug0, moBug1);
printf("Spam a monster: %s\n", minf[ct->monst].name);
}
// todo: dice
} else if (croll == 38) {
forCellEx(cz, cwt.at) {
if (cz->monst == moPrincessArmed) {
printf("Disarming a princess\n");
cz->monst = moPrincess;
}
}
} else if (croll == 39) {
//forCellEx(cz, cwt.at) {
// if (!cz->monst) {
// printf("Summoning an unarmed princess incorrectly\n");
// cz->monst = moPrincess;
// break;
// }
//}
} else if (croll == 40) {
//forCellEx(cz, cwt.at) {
// if (!cz->monst) {
// printf("Summoning an armed princess incorrectly\n");
// cz->monst = moPrincessArmed;
// break;
// }
//}
} else if (croll == 41) {
cell *ct = dcal[hrand(isize(dcal))];
if (among(ct->wall, waNone, waVinePlant, waFloorA, waFloorB, waTrapdoor, waChasm, waBigStatue)) {
// Set wparam on a cell where it shouldn't matter, so that if this wall is later converted
// to a walltype that does care by some code that assumes wparam was 0,
// we can find out if that causes bugs.
printf("Randomizing wparam on %s at %p\n", winf[ct->wall].name, (void *)ct);
ct->wparam = (unsigned char) hrand(256);
}
} else if (croll == 42) {
vid.wallmode = hrand(7);
printf("Set vid.wallmode to %d: %s\n", vid.wallmode, wdmodes[vid.wallmode]);
} else if (croll == 43) {
vid.monmode = hrand(4);
printf("Set vid.monmode to %d: %s\n", vid.monmode, mdmodes[vid.monmode]);
}
}
cell *cellToTarget() { cell *cellToTarget() {
if (isCrossroads(cwt.at->land)) { if (isCrossroads(cwt.at->land)) {
for (cell *c: dcal) { for (cell *c: dcal) {
@ -50,6 +155,175 @@ cell *cellToTarget() {
return dcal[hrand(isize(dcal))]; return dcal[hrand(isize(dcal))];
} }
void randomMove()
{
// don't show warning dialogs
items[itWarning] = 1;
int roll = hrand(50);
if (roll == 0) {
// drop dead orb
bool res = movepcto(MD_DROP, 1);
printf("DROP: %d\n", res);
} else if (roll < 5) {
// skip turn
bool res = movepcto(MD_WAIT, 1);
printf("WAIT: %d\n", res);
} else if (roll < 42) {
// move to or attack a neighbor cell
int i = hrand(cwt.at->type);
cell *c2 = cwt.at->move(i);
cwt.spin = 0;
int d = neighborId(cwt.at, c2);
if (d >= 0) {
int subdir = (roll%2==0)?1:-1;
string c2info = dnameof(c2->wall) + "; " + dnameof(c2->monst) + "; " + dnameof(c2->item);
bool res = movepcto(d, subdir, false);
printf("MOVE %d [%s] sub %d: %d\n", d, c2info.c_str(), subdir, res);
if (!res && c2->monst) {
printf("clearing the monster (%s)\n", minf[c2->monst].name);
killMonster(c2, moNone);
}
} else {
printf("MOVE CONFUSED %d\n", d);
}
} else {
// try to use a ranged orb
cell *ct = cellToTarget();
eItem ti = targetRangedOrb(ct, roMouseForce);
const char *tm = (ti == eItem(-1)) ? "orb cannot be used (see message log)" : iinf[ti].name;
printf("TARGET %p: %s\n", (void*)ct, tm);
}
}
void noteUnusualSituations()
{
if(cwt.at->monst && !isMultitile(cwt.at->monst)) {
// This is possible in multiple ways
printf("on a non-multitile monster: %s\n", minf[cwt.at->monst].name);
}
else if(isDie(cwt.at->wall)) {
// This is possible with aether + teleport
printf("on a wall-type die: %s\n", winf[cwt.at->wall].name);
}
}
bool isAnythingWrong()
{
long long ienter = (long long) prairie::enter;
if(ienter && ienter < 100000) {
printf("ERROR: prairie::enter has incorrect value\n");
return true;
}
if(buggyGeneration || isize(buggycells)) {
println(hlog, "ERROR: buggy generation");
return true;
}
if(isIcyLand(cwt.at)) {
float heat = HEAT(cwt.at);
// Checking for extreme values as well as NaNs and infinities
if (!(-1e10 < heat && heat < 1e10)) {
printf("ERROR: Heat is out of expected range\n");
return true;
}
}
if (cwt.at->land == laCamelot) {
for(int i=0; i<isize(dcal); i++) {
cell *c = dcal[i];
if(c->land == laCamelot && celldistAltRelative(c) == 0 && c->wall != waRoundTable) {
printf("ERROR: The round table of camelot is interrupted by a cell of %s\n", winf[c->wall].name);
return true;
}
}
}
for(int i=0; i<isize(dcal); i++) {
cell *c = dcal[i];
(void)isChild(c, NULL);
if(childbug) return true;
if(c->land == laNone) {
printf("ERROR: no-land found\n");
return true;
}
if(c->item == itBuggy || c->item == itBuggy2) {
printf("ERROR: buggy item found\n");
return true;
}
if(isPrincess(c->monst) && princess::getPrincessInfo(c) == nullptr) {
printf("ERROR: missing princess info\n");
return true;
}
if(dice::on(c)) {
if(dice::data.count(c) == 0) {
c->item = itBuggy;
printf("ERROR: missing dice::data[%p]\n", (void *)c);
return true;
}
else if(!dice::data[c].which) {
// we might get here instead if someone already tried to do data[c], which creates a new element out of nothing
c->item = itBuggy;
printf("ERROR: missing dice::data[%p].which\n", (void *)c);
return true;
}
}
}
return false;
}
void stopIfBug()
{
if(isAnythingWrong()) {
if(noGUI) {
exit(1);
}
else {
kills[moPlayer] = 0;
canmove = true;
doAutoplay = false;
}
}
}
void showAutoplayStats()
{
printf("cells travelled: %d\n", celldist(cwt.at));
printf("\n");
for(int i=0; i<ittypes; i++) if(items[i])
printf("%4dx %s\n", items[i], iinf[i].name);
printf("\n");
for(int i=1; i<motypes; i++) if(kills[i])
printf("%4dx %s <%d>\n", kills[i], minf[i].name, i);
printf("\n\n\n");
}
void resetIfNeeded(int *gcount)
{
if(hrand(5000) == 0 || (isGravityLand(cwt.at->land) && coastvalEdge(cwt.at) >= 100) || *gcount > 2000 || cellcount >= 20000000) {
printf("RESET\n");
*gcount = 0;
cellcount = 0;
activateSafety(autoplayLand ? autoplayLand : landlist[hrand(isize(landlist))]);
if (cellcount < 0) {
//printf("How did cellcount become negative?\n");
cellcount = 1;
}
}
if(cwt.at->land == laWestWall && cwt.at->landparam >= 30) {
printf("Safety generated\n");
forCellEx(c2, cwt.at) c2->item = itOrbSafety;
}
}
/* auto a3 = addHook(hooks_nextland, 100, [] (eLand l) { /* auto a3 = addHook(hooks_nextland, 100, [] (eLand l) {
eLand l2; eLand l2;
do { l2 = pick(laRuins, laTerracotta, laPrairie); } while(l2 == l); do { l2 = pick(laRuins, laTerracotta, laPrairie); } while(l2 == l);
@ -77,13 +351,7 @@ void autoplay(int num_moves = 1000000000) {
int lastdraw = 0; int lastdraw = 0;
#endif #endif
while(doAutoplay) { while(doAutoplay) {
long long ienter = (long long) prairie::enter;
if(ienter && ienter < 100000) {
printf("ERROR: enter has incorrect value\n");
exit(1);
}
if(gold() > lastgold) { if(gold() > lastgold) {
lastgold = gold(); lastgold = gold();
gcount = 0; gcount = 0;
@ -114,261 +382,12 @@ void autoplay(int num_moves = 1000000000) {
else if(lcount < 50 && c2->item && c2->item != itOrbSafety) break; else if(lcount < 50 && c2->item && c2->item != itOrbSafety) break;
} */ } */
// Use a random cheat randomCheat();
int croll = hrand(50); randomMove();
if (croll < 25) { if(false) if(turncount % 5000 == 0) showAutoplayStats();
eItem b = (eItem) hrand(ittypes); resetIfNeeded(&gcount);
printf("Gain item: %s\n", iinf[b].name); noteUnusualSituations();
items[b] = (1 << hrand(11)) - 1; stopIfBug();
items[itOrbYendor] &= 15;
reduceOrbPowers(); // in particlar, cancel out slaying+weakness, since the combination may confuse shadow
} else if (croll == 25) {
printf("Gain kills\n");
kills[hrand(motypes)] = (1 << hrand(11)) - 1;
} else if (croll == 26) {
printf("Princess soon\n");
princess::saved = true;
princess::everSaved = true;
items[itSavedPrincess]++;
items[itOrbLove] = 1;
items[itOrbTime] = 0;
} else if (croll == 27) {
printf("Gain allies\n");
forCellEx(cz, cwt.at)
if (!cz->monst)
cz->monst = pick(moMouse, moFriendlyGhost, moGolem, moTameBomberbird, moKnight);
} else if (croll == 28) {
printf("Place orbs with pickup effects\n");
forCellEx(cz, cwt.at)
if (!cz->item)
cz->item = pick(itOrbLife, itOrbFriend, itOrbSpeed, itOrbShield, itOrbChaos, itOrbPurity);
} else if (croll == 29) {
printf("Place fun walls\n");
forCellEx(cz, cwt.at)
if (!cz->wall && !cz->monst)
cz->wall = pick(waExplosiveBarrel, waBigStatue, waThumperOff, waBonfireOff, waCloud, waMirror);
} else if (croll == 30) {
cell *ct = dcal[hrand(isize(dcal))];
if (!isPlayerOn(ct) && !ct->monst && !ct->wall) {
eWall hazard = pick(waRose, waFireTrap, waMineMine, waTrapdoor, waChasm, waCavewall);
printf("Spam a hazard: %s\n", winf[hazard].name);
ct->wall = hazard;
}
} else if (croll == 31 && !memory_saving_mode) {
//printf("Saving memory\n");
//memory_saving_mode = true;
//save_memory();
//memory_saving_mode = false;
} else if (croll == 33) {
cell *ct = dcal[hrand(isize(dcal))];
if (!isPlayerOn(ct) && !ct->monst && !ct->wall) {
printf("Spam some slime\n");
ct->item = itNone;
ct->wall = hrand(2) ? waFloorA : waFloorB;
switch(hrand(4)) {
case 0: ct->monst = moSlime; break;
case 1: ct->item = itGreenStone; break;
default: ;
}
}
} else if (croll == 37) {
cell *ct = dcal[hrand(isize(dcal))];
if (!isPlayerOn(ct) && !ct->monst && !ct->wall) {
ct->monst = pick(moRagingBull, moTroll, moAcidBird, moMiner, moReptile, moVineBeast, moBug0, moBug1);
printf("Spam a monster: %s\n", minf[ct->monst].name);
}
// todo: dice
} else if (croll == 38) {
forCellEx(cz, cwt.at) {
if (cz->monst == moPrincessArmed) {
printf("Disarming a princess\n");
cz->monst = moPrincess;
}
}
} else if (croll == 39) {
//forCellEx(cz, cwt.at) {
// if (!cz->monst) {
// printf("Summoning an unarmed princess incorrectly\n");
// cz->monst = moPrincess;
// break;
// }
//}
} else if (croll == 40) {
//forCellEx(cz, cwt.at) {
// if (!cz->monst) {
// printf("Summoning an armed princess incorrectly\n");
// cz->monst = moPrincessArmed;
// break;
// }
//}
} else if (croll == 41) {
cell *ct = dcal[hrand(isize(dcal))];
if (among(ct->wall, waNone, waVinePlant, waFloorA, waFloorB, waTrapdoor, waChasm, waBigStatue)) {
// Set wparam on a cell where it shouldn't matter, so that if this wall is later converted
// to a walltype that does care by some code that assumes wparam was 0,
// we can find out if that causes bugs.
printf("Randomizing wparam on %s at %p\n", winf[ct->wall].name, (void *)ct);
ct->wparam = (unsigned char) hrand(256);
}
} else if (croll == 42) {
vid.wallmode = hrand(7);
printf("Set vid.wallmode to %d: %s\n", vid.wallmode, wdmodes[vid.wallmode]);
} else if (croll == 43) {
vid.monmode = hrand(4);
printf("Set vid.monmode to %d: %s\n", vid.monmode, mdmodes[vid.monmode]);
}
// don't show warning dialogs
items[itWarning] = 1;
// Make a random move
int roll = hrand(50);
if (roll == 0) {
// drop dead orb
bool res = movepcto(MD_DROP, 1);
printf("DROP: %d\n", res);
} else if (roll < 5) {
// skip turn
bool res = movepcto(MD_WAIT, 1);
printf("WAIT: %d\n", res);
} else if (roll < 42) {
// move to or attack a neighbor cell
int i = hrand(cwt.at->type);
cell *c2 = cwt.at->move(i);
cwt.spin = 0;
int d = neighborId(cwt.at, c2);
if (d >= 0) {
int subdir = (roll%2==0)?1:-1;
string c2info = dnameof(c2->wall) + "; " + dnameof(c2->monst) + "; " + dnameof(c2->item);
bool res = movepcto(d, subdir, false);
printf("MOVE %d [%s] sub %d: %d\n", d, c2info.c_str(), subdir, res);
if (!res && c2->monst) {
printf("clearing the monster (%s)\n", minf[c2->monst].name);
killMonster(c2, moNone);
}
} else {
printf("MOVE CONFUSED %d\n", d);
return;
}
} else {
// try to use a ranged orb
cell *ct = cellToTarget();
eItem ti = targetRangedOrb(ct, roMouseForce);
const char *tm = (ti == eItem(-1)) ? "orb cannot be used (see message log)" : iinf[ti].name;
printf("TARGET %p: %s\n", (void*)ct, tm);
}
if(false) if(turncount % 5000 == 0) {
printf("cells travelled: %d\n", celldist(cwt.at));
printf("\n");
for(int i=0; i<ittypes; i++) if(items[i])
printf("%4dx %s\n", items[i], iinf[i].name);
printf("\n");
for(int i=1; i<motypes; i++) if(kills[i])
printf("%4dx %s <%d>\n", kills[i], minf[i].name, i);
printf("\n\n\n");
}
if(hrand(5000) == 0 || (isGravityLand(cwt.at->land) && coastvalEdge(cwt.at) >= 100) || gcount > 2000 || cellcount >= 20000000) {
printf("RESET\n");
gcount = 0;
cellcount = 0;
activateSafety(autoplayLand ? autoplayLand : landlist[hrand(isize(landlist))]);
if (cellcount < 0) {
//printf("How did cellcount become negative?\n");
cellcount = 1;
}
}
if(cwt.at->land == laWestWall && cwt.at->landparam >= 30) {
printf("Safety generated\n");
forCellEx(c2, cwt.at) c2->item = itOrbSafety;
}
if(isIcyLand(cwt.at)) {
float heat = HEAT(cwt.at);
// Checking for extreme values as well as NaNs and infinities
if (!(-1e10 < heat && heat < 1e10)) {
printf("Heat is out of expected range\n");
canmove = true;
doAutoplay = false;
}
}
if (cwt.at->land == laCamelot) {
for(int i=0; i<isize(dcal); i++) {
cell *c = dcal[i];
if(c->land == laCamelot && celldistAltRelative(c) == 0 && c->wall != waRoundTable) {
printf("The round table of camelot is interrupted by a cell of %s\n", winf[c->wall].name);
kills[moPlayer] = 0;
canmove = true;
doAutoplay = false;
}
}
}
if(cwt.at->monst && !isMultitile(cwt.at->monst)) {
printf("on a non-multitile monster: %s\n", minf[cwt.at->monst].name);
}
else if(isDie(cwt.at->wall)) {
printf("on a wall-type die: %s\n", winf[cwt.at->wall].name);
}
for(int i=0; i<isize(dcal); i++) {
cell *c = dcal[i];
if(isChild(c, NULL)) {
}
if(childbug) doAutoplay = false;
if(c->land == laNone) {
printf("no-land found\n");
kills[moPlayer] = 0;
canmove = true;
doAutoplay = false;
}
if(c->item == itBuggy || c->item == itBuggy2) {
printf("buggy item found\n");
kills[moPlayer] = 0;
canmove = true;
doAutoplay = false;
}
if(isPrincess(c->monst) && princess::getPrincessInfo(c) == nullptr) {
printf("missing princess info\n");
kills[moPlayer] = 0;
canmove = true;
doAutoplay = false;
}
if(dice::on(c)) {
if(dice::data.count(c) == 0) {
c->item = itBuggy;
printf("missing dice::data[%p]\n", (void *)c);
kills[moPlayer] = 0;
canmove = true;
doAutoplay = false;
}
else if(!dice::data[c].which) {
// we might get here instead if someone already tried to do data[c], which creates a new element out of nothing
c->item = itBuggy;
printf("missing dice::data[%p].which\n", (void *)c);
kills[moPlayer] = 0;
canmove = true;
doAutoplay = false;
}
}
}
if(buggyGeneration || isize(buggycells)) {
if(noGUI) {
printf("Fatal: buggy generation\n");
exit(1);
}
println(hlog, "buggy generation");
return;
}
if(turncount >= num_moves) return; if(turncount >= num_moves) return;
} }