#include "global.h" #include "PlayerAI.h" #include "RageUtil.h" #include "IniFile.h" #include "GameState.h" #include "PlayerState.h" #define AI_PATH "Data/AI.ini" struct TapScoreDistribution { float fPercent[NUM_TapNoteScore]; TapNoteScore GetTapNoteScore() { float fRand = randomf(0,1); float fCumulativePercent = 0; for( int i=0; i<=TNS_W1; i++ ) { fCumulativePercent += fPercent[i]; if( fRand <= fCumulativePercent+1e-4 ) /* rounding error */ return (TapNoteScore)i; } ASSERT_M( 0, ssprintf("%f,%f",fRand,fCumulativePercent) ); // the fCumulativePercents must sum to 1.0, so we should never get here! return TNS_W1; } }; static TapScoreDistribution g_Distributions[NUM_SKILL_LEVELS]; void PlayerAI::InitFromDisk() { bool bSuccess; IniFile ini; bSuccess = ini.ReadFile( AI_PATH ); ASSERT( bSuccess ); for( int i=0; iGetAttrValue( "WeightMiss", dist.fPercent[TNS_Miss] ); ASSERT( bSuccess ); bSuccess = pNode->GetAttrValue( "WeightW5", dist.fPercent[TNS_W5] ); ASSERT( bSuccess ); bSuccess = pNode->GetAttrValue( "WeightW4", dist.fPercent[TNS_W4] ); ASSERT( bSuccess ); bSuccess = pNode->GetAttrValue( "WeightW3", dist.fPercent[TNS_W3] ); ASSERT( bSuccess ); bSuccess = pNode->GetAttrValue( "WeightW2", dist.fPercent[TNS_W2] ); ASSERT( bSuccess ); bSuccess = pNode->GetAttrValue( "WeightW1", dist.fPercent[TNS_W1] ); ASSERT( bSuccess ); float fSum = 0; for( int j=0; jm_PlayerController == PC_AUTOPLAY ) return TNS_W1; /* // handle replay data playback -aj if( pPlayerState->m_PlayerController == PC_REPLAY ) { // ghost house } */ int iCpuSkill = pPlayerState->m_iCpuSkill; /* If we're in battle mode, reduce the skill based on the number of modifier attacks * against us. If we're in demonstration or jukebox mode with modifiers attached, * don't make demonstration miss a lot. */ // xxx: weight certain modifiers (boomerang, tornado) more? (to simulate // readability problems) -aj if( !GAMESTATE->m_bDemonstrationOrJukebox ) { int iSumOfAttackLevels = pPlayerState->m_fSecondsUntilAttacksPhasedOut > 0 ? pPlayerState->m_iLastPositiveSumOfAttackLevels : 0; ASSERT_M( iCpuSkill>=0 && iCpuSkillm_PlayerController == PC_CPU, ssprintf("%i", pPlayerState->m_PlayerController) ); iCpuSkill -= iSumOfAttackLevels*3; CLAMP( iCpuSkill, 0, NUM_SKILL_LEVELS-1 ); } TapScoreDistribution& distribution = g_Distributions[iCpuSkill]; return distribution.GetTapNoteScore(); } /* * (c) 2003-2004 Chris Danford * All rights reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, and/or sell copies of the Software, and to permit persons to * whom the Software is furnished to do so, provided that the above * copyright notice(s) and this permission notice appear in all copies of * the Software and that both the above copyright notice(s) and this * permission notice appear in supporting documentation. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF * THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS * INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT * OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS * OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR * OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR * PERFORMANCE OF THIS SOFTWARE. */