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Merge pull request #267 from jruderman/a3

Autoplay improvements 3
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Zeno Rogue 2021-07-31 20:34:47 +02:00 committed by GitHub
commit d0c231b057
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@ -9,7 +9,7 @@ namespace hr {
bool doAutoplay; bool doAutoplay;
eLand autoplayLand; eLand autoplayLand;
namespace prairie { extern long long enter; } namespace prairie { extern cell *enter; }
bool sameland(eLand ll, eLand ln) { bool sameland(eLand ll, eLand ln) {
if(ln == laBarrier || ln == laOceanWall) if(ln == laBarrier || ln == laOceanWall)
@ -20,101 +20,7 @@ bool sameland(eLand ll, eLand ln) {
return false; return false;
} }
cell *cellToTarget() { void randomCheat() {
if (isCrossroads(cwt.at->land)) {
for (cell *c: dcal) {
if (c->land == laCamelot && c->wall == waNone) {
printf("Trying to teleport into Camelot\n");
items[itOrbTeleport] += 1;
return c;
}
}
}
if(cwt.at->land == laCamelot) {
int oldDist = celldistAltRelative(cwt.at);
if (oldDist > 3) {
for (cell *c: dcal) {
if (c->land == laCamelot) {
int dist = celldistAltRelative(c);
if (-1 <= dist && dist <= 1 && hrand(10) == 0) {
printf("Trying to teleport near the round table (%d to %d)\n", oldDist, dist);
items[itOrbTeleport] += 1;
return c;
}
}
}
}
}
return dcal[hrand(isize(dcal))];
}
/* auto a3 = addHook(hooks_nextland, 100, [] (eLand l) {
eLand l2;
do { l2 = pick(laRuins, laTerracotta, laPrairie); } while(l2 == l);
return l2;
}); */
void autoplay(int num_moves = 1000000000) {
// drawMesh();
// exit(0);
doAutoplay = true;
cheater = 1;
eLand lland = laIce;
eLand lland2 = laIce;
int lcount = 0;
int gcount = 0;
int lastgold = 0;
// landlist = { laRuins, laTerracotta, laPrairie };
generateLandList(isLandIngame);
#ifndef NOSDL
int lastdraw = 0;
#endif
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) {
lastgold = gold();
gcount = 0;
}
else gcount++;
if(false && sameland(lland, cwt.at->land)) lcount++;
else {
lcount = 0; lland2 = lland; lland = cwt.at->land;
printf("%10dcc %5dt %5de %5d$ %5dK %5dgc %-30s H%d\n", cellcount, turncount, celldist(cwt.at), gold(), tkills(), gcount, dnameof(cwt.at->land).c_str(), hrand(1000000));
fflush(stdout);
#ifndef NOSDL
if(int(SDL_GetTicks()) > lastdraw + 3000) {
lastdraw = SDL_GetTicks();
fullcenter();
msgs.clear();
popScreenAll();
drawscreen();
clearAnimations();
}
#endif
//mainloop();
}
/* if(gcount < 500) for(int i=1; i<isize(dcal); i++) {
c2 = dcal[i];
if(lcount >= 50 && !sameland(lland, c2->land) && !sameland(lland2, c2->land)) break;
else if(lcount < 50 && c2->item && c2->item != itOrbSafety) break;
} */
// Use a random cheat
int croll = hrand(50); int croll = hrand(50);
if (croll < 25) { if (croll < 25) {
eItem b = (eItem) hrand(ittypes); eItem b = (eItem) hrand(ittypes);
@ -217,11 +123,43 @@ void autoplay(int num_moves = 1000000000) {
vid.monmode = hrand(4); vid.monmode = hrand(4);
printf("Set vid.monmode to %d: %s\n", vid.monmode, mdmodes[vid.monmode]); printf("Set vid.monmode to %d: %s\n", vid.monmode, mdmodes[vid.monmode]);
} }
}
cell *cellToTarget() {
if (isCrossroads(cwt.at->land)) {
for (cell *c: dcal) {
if (c->land == laCamelot && c->wall == waNone) {
printf("Trying to teleport into Camelot\n");
items[itOrbTeleport] += 1;
return c;
}
}
}
if(cwt.at->land == laCamelot) {
int oldDist = celldistAltRelative(cwt.at);
if (oldDist > 3) {
for (cell *c: dcal) {
if (c->land == laCamelot) {
int dist = celldistAltRelative(c);
if (-1 <= dist && dist <= 1 && hrand(10) == 0) {
printf("Trying to teleport near the round table (%d to %d)\n", oldDist, dist);
items[itOrbTeleport] += 1;
return c;
}
}
}
}
}
return dcal[hrand(isize(dcal))];
}
void randomMove()
{
// don't show warning dialogs // don't show warning dialogs
items[itWarning] = 1; items[itWarning] = 1;
// Make a random move
int roll = hrand(50); int roll = hrand(50);
if (roll == 0) { if (roll == 0) {
// drop dead orb // drop dead orb
@ -248,7 +186,6 @@ void autoplay(int num_moves = 1000000000) {
} }
} else { } else {
printf("MOVE CONFUSED %d\n", d); printf("MOVE CONFUSED %d\n", d);
return;
} }
} else { } else {
// try to use a ranged orb // try to use a ranged orb
@ -257,8 +194,102 @@ void autoplay(int num_moves = 1000000000) {
const char *tm = (ti == eItem(-1)) ? "orb cannot be used (see message log)" : iinf[ti].name; const char *tm = (ti == eItem(-1)) ? "orb cannot be used (see message log)" : iinf[ti].name;
printf("TARGET %p: %s\n", (void*)ct, tm); printf("TARGET %p: %s\n", (void*)ct, tm);
} }
}
if(false) if(turncount % 5000 == 0) { 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()
{
uintptr_t ienter = (uintptr_t) 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(!euclid && 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("cells travelled: %d\n", celldist(cwt.at));
printf("\n"); printf("\n");
@ -274,9 +305,11 @@ void autoplay(int num_moves = 1000000000) {
printf("\n\n\n"); printf("\n\n\n");
} }
if(hrand(5000) == 0 || (isGravityLand(cwt.at->land) && coastvalEdge(cwt.at) >= 100) || gcount > 2000 || cellcount >= 20000000) { void resetIfNeeded(int *gcount)
{
if(hrand(5000) == 0 || (isGravityLand(cwt.at->land) && coastvalEdge(cwt.at) >= 100) || *gcount > 2000 || cellcount >= 20000000) {
printf("RESET\n"); printf("RESET\n");
gcount = 0; *gcount = 0;
cellcount = 0; cellcount = 0;
activateSafety(autoplayLand ? autoplayLand : landlist[hrand(isize(landlist))]); activateSafety(autoplayLand ? autoplayLand : landlist[hrand(isize(landlist))]);
if (cellcount < 0) { if (cellcount < 0) {
@ -289,86 +322,72 @@ void autoplay(int num_moves = 1000000000) {
printf("Safety generated\n"); printf("Safety generated\n");
forCellEx(c2, cwt.at) c2->item = itOrbSafety; 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) { /* auto a3 = addHook(hooks_nextland, 100, [] (eLand l) {
for(int i=0; i<isize(dcal); i++) { eLand l2;
cell *c = dcal[i]; do { l2 = pick(laRuins, laTerracotta, laPrairie); } while(l2 == l);
if(c->land == laCamelot && celldistAltRelative(c) == 0 && c->wall != waRoundTable) { return l2;
printf("The round table of camelot is interrupted by a cell of %s\n", winf[c->wall].name); }); */
kills[moPlayer] = 0;
canmove = true; void autoplay(int num_moves = 1000000000) {
doAutoplay = false; // drawMesh();
// exit(0);
doAutoplay = true;
cheater = 1;
eLand lland = laIce;
eLand lland2 = laIce;
int lcount = 0;
int gcount = 0;
int lastgold = 0;
// landlist = { laRuins, laTerracotta, laPrairie };
generateLandList(isLandIngame);
#ifndef NOSDL
int lastdraw = 0;
#endif
while(doAutoplay) {
if(gold() > lastgold) {
lastgold = gold();
gcount = 0;
} }
else gcount++;
if(false && sameland(lland, cwt.at->land)) lcount++;
else {
lcount = 0; lland2 = lland; lland = cwt.at->land;
printf("%10dcc %5dt %5de %5d$ %5dK %5dgc %-30s H%d\n", cellcount, turncount, celldist(cwt.at), gold(), tkills(), gcount, dnameof(cwt.at->land).c_str(), hrand(1000000));
fflush(stdout);
#ifndef NOSDL
if(int(SDL_GetTicks()) > lastdraw + 3000) {
lastdraw = SDL_GetTicks();
fullcenter();
msgs.clear();
popScreenAll();
drawscreen();
clearAnimations();
} }
#endif
//mainloop();
} }
if(cwt.at->monst && !isMultitile(cwt.at->monst)) { /* if(gcount < 500) for(int i=1; i<isize(dcal); i++) {
printf("on a non-multitile monster: %s\n", minf[cwt.at->monst].name); c2 = dcal[i];
} if(lcount >= 50 && !sameland(lland, c2->land) && !sameland(lland2, c2->land)) break;
else if(isDie(cwt.at->wall)) { else if(lcount < 50 && c2->item && c2->item != itOrbSafety) break;
printf("on a wall-type die: %s\n", winf[cwt.at->wall].name); } */
}
for(int i=0; i<isize(dcal); i++) { randomCheat();
cell *c = dcal[i]; randomMove();
if(isChild(c, NULL)) { if(false) if(turncount % 5000 == 0) showAutoplayStats();
} resetIfNeeded(&gcount);
if(childbug) doAutoplay = false; noteUnusualSituations();
if(c->land == laNone) { stopIfBug();
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;
} }