Merge remote-tracking branch 'tech/imple/revise-seq-generator'

This commit is contained in:
MrZ_26
2023-07-20 15:00:40 +08:00
6 changed files with 193 additions and 232 deletions

View File

@@ -43,8 +43,8 @@ function bot_cc:revive()
self.P:loadAI(self.data)
end
function bot_cc:pushNewNext(id)
self.ccBot:addNext(rem(self.bufferedNexts,1))
ins(self.bufferedNexts,id)
self.ccBot:addNext(rem(self.bufferedNexts,1))
end
function bot_cc:thread()
local P,keys=self.P,self.keys

View File

@@ -1,78 +1,77 @@
local ins=table.insert
local yield=coroutine.yield
return {
env={
drop=20,lock=60,
sequence=function(P)
for _=1,3 do P:getNext(7) end
sequence=function(seqRND)
local field,stat
for _=1,3 do field,stat=yield(7) end
while true do
coroutine.yield()
if not P.nextQueue[1] then
local height=TABLE.new(0,10)
local max=#P.field
if max>0 then
-- Get heights
for x=1,10 do
local h=max
while P.field[h][x]==0 and h>1 do
h=h-1
end
height[x]=h
end
else
for x=1,10 do
height[x]=0
local height=TABLE.new(0,10)
local max=#field
if max>0 then
-- Get heights
for x=1,10 do
local h=max
while field[h][x]==0 and h>1 do
h=h-1
end
height[x]=h
end
height[11]=999
local wei={1,1,2,2,3,4}
local d=0
for i=1,10 do
d=d+height[i]
else
for x=1,10 do
height[x]=0
end
if d<40 or P.stat.row>2*42 then-- Low field or almost win, give SZO
for _=1,4 do
ins(wei,1)
ins(wei,2)
ins(wei,6)
end
else
-- Give I when no hole
local tempDeltaHei=-999-- Height difference
for x=2,11 do
local deltaHei=height[x]-height[x-1]
if tempDeltaHei<-2 and deltaHei>2 then
break
elseif x==11 then
for _=1,3 do ins(wei,7) end
else
tempDeltaHei=deltaHei
end
end
-- Give O when no d=0/give T when no d=1
local flatCount=0-- d=0 count
local stairCount=0-- d=1 count
for x=2,10 do
local _=height[x]-height[x-1]
if _==0 then
flatCount=flatCount+1
elseif _==1 or _==-1 then
stairCount=stairCount+1
end
end
if flatCount<3 then
for _=1,3 do ins(wei,6) end
end
if stairCount<3 then
for _=1,4 do ins(wei,5) end
end
end
P:getNext(wei[P.seqRND:random(#wei)])
end
height[11]=999
local wei={1,1,2,2,3,4}
local d=0
for i=1,10 do
d=d+height[i]
end
if d<40 or stat.row>2*42 then-- Low field or almost win, give SZO
for _=1,4 do
ins(wei,1)
ins(wei,2)
ins(wei,6)
end
else
-- Give I when no hole
local tempDeltaHei=-999-- Height difference
for x=2,11 do
local deltaHei=height[x]-height[x-1]
if tempDeltaHei<-2 and deltaHei>2 then
break
elseif x==11 then
for _=1,3 do ins(wei,7) end
else
tempDeltaHei=deltaHei
end
end
-- Give O when no d=0/give T when no d=1
local flatCount=0-- d=0 count
local stairCount=0-- d=1 count
for x=2,10 do
local _=height[x]-height[x-1]
if _==0 then
flatCount=flatCount+1
elseif _==1 or _==-1 then
stairCount=stairCount+1
end
end
if flatCount<3 then
for _=1,3 do ins(wei,6) end
end
if stairCount<3 then
for _=1,4 do ins(wei,5) end
end
end
field,stat=yield(wei[seqRND:random(#wei)])
end
end,
nextCount=1,holdCount=0,
trueNextCount=1,nextCount=1,holdCount=0,
ospin=false,
freshLimit=15,
eventSet='checkLine_100',

View File

@@ -33,7 +33,7 @@ return {
bone=false,
lockout=false,
fieldH=20,heightLimit=1e99,
nextCount=6,nextStartPos=1,
trueNextCount=10,nextCount=6,nextStartPos=1,
holdMode='hold',holdCount=1,
infHold=false,phyHold=false,
ospin=true,deepDrop=false,

View File

@@ -328,17 +328,32 @@ local function _applyGameEnv(P)-- Finish gameEnv processing
ENV.nextPos=false
end
P.newNext=coroutine.wrap(getSeqGen(P))
P:newNext(P.gameEnv.seqData)
if ENV.noInitSZO then
for _=1,5 do
local C=P.nextQueue[1]
if C and (C.id==1 or C.id==2 or C.id==6) then
table.remove(P.nextQueue,1)
else
break
end
local seqGen=coroutine.create(getSeqGen(ENV.sequence))
local seqCalled=false
local initSZOcount=0
function P:newNext()
local status,piece
if seqCalled then
status,piece=coroutine.resume(seqGen,P.field,P.stat)
else
status,piece=coroutine.resume(seqGen,P.seqRND,P.gameEnv.seqData)
seqCalled=true
end
if status and piece then
if ENV.noInitSZO and initSZOcount<5 then
initSZOcount=initSZOcount+1
if piece==1 or piece==2 or piece==6 then
return self:newNext()
else
initSZOcount=5
end
end
P:getNext(piece)
elseif not status then
assert(piece=='cannot resume dead coroutine')
end
end
for _=1,ENV.trueNextCount do
P:newNext()
end

View File

@@ -1436,7 +1436,7 @@ function Player:popNext(ifhold)-- Pop nextQueue to hand
if self.nextQueue[1] then
self.cur=rem(self.nextQueue,1)
self.newNext()
self:newNext()
self.pieceCount=self.pieceCount+1
local pressing=self.keyPressing

View File

@@ -2,25 +2,20 @@ local ins,rem=table.insert,table.remove
local yield=coroutine.yield
local seqGenerators={
none=function() while true do yield() end end,
bag=function(P,seq0)
local rndGen=P.seqRND
none=function() end,
bag=function(rndGen,seq0)
local len=#seq0
local bag={}
while true do
while #P.nextQueue<10 do
if #bag==0 then
for i=1,len do
bag[i]=seq0[len-i+1]
end
if #bag==0 then
for i=1,len do
bag[i]=seq0[len-i+1]
end
P:getNext(rem(bag,rndGen:random(#bag)))
end
yield()
yield(rem(bag,rndGen:random(#bag)))
end
end,
bagES=function(P,seq0)
local rndGen=P.seqRND
bagES=function(rndGen,seq0)
local len=#seq0
local bag=TABLE.shift(seq0)
do-- Get a good first-bag
@@ -40,52 +35,44 @@ local seqGenerators={
end
end
-- Finish
for i=1,len do P:getNext(bag[i]) end
for i=1,len do yield(bag[i]) end
end
bag={}
while true do
while #P.nextQueue<10 do
if #bag==0 then
for i=1,len do
bag[i]=seq0[len-i+1]
end
if #bag==0 then
for i=1,len do
bag[i]=seq0[len-i+1]
end
P:getNext(rem(bag,rndGen:random(#bag)))
end
yield()
yield(rem(bag,rndGen:random(#bag)))
end
end,
his=function(P,seq0)
local rndGen=P.seqRND
his=function(rndGen,seq0)
local len=#seq0
local hisLen=math.ceil(len*.5)
local history=TABLE.new(0,hisLen)
while true do
while #P.nextQueue<10 do
local r
for _=1,hisLen do-- Reroll up to [hisLen] times
r=rndGen:random(len)
local rollAgain
for i=1,hisLen do
if r==history[i] then
rollAgain=true
break-- goto CONTINUE_rollAgain
end
local r
for _=1,hisLen do-- Reroll up to [hisLen] times
r=rndGen:random(len)
local rollAgain
for i=1,hisLen do
if r==history[i] then
rollAgain=true
break-- goto CONTINUE_rollAgain
end
if not rollAgain then break end
-- ::CONTINUE_rollAgain::
end
if history[1]~=0 then
P:getNext(seq0[r])
end
rem(history,1)
ins(history,r)
if not rollAgain then break end
-- ::CONTINUE_rollAgain::
end
yield()
if history[1]~=0 then
yield(seq0[r])
end
rem(history,1)
ins(history,r)
end
end,
hisPool=function(P,seq0)
local rndGen=P.seqRND
hisPool=function(rndGen,seq0)
local len=#seq0
local hisLen=math.ceil(len*.5)
local history=TABLE.new(0,hisLen)-- Indexes of mino-index
@@ -126,151 +113,116 @@ local seqGenerators={
end
while true do
while #P.nextQueue<10 do
-- print"======================"
-- Pick a mino from pool
local tryTime=0
local r
repeat-- ::REPEAT_pickAgain::
local pickAgain
r=_poolPick()-- Random mino-index in pool
for i=1,len do
if r==history[i] then
tryTime=tryTime+1
if tryTime<hisLen then
pickAgain=true
break-- goto REPEAT_pickAgain
end
-- print"======================"
-- Pick a mino from pool
local tryTime=0
local r
repeat-- ::REPEAT_pickAgain::
local pickAgain
r=_poolPick()-- Random mino-index in pool
for i=1,len do
if r==history[i] then
tryTime=tryTime+1
if tryTime<hisLen then
pickAgain=true
break-- goto REPEAT_pickAgain
end
end
if not pickAgain then break end
until true
-- Give mino to player & update history
if history[1]~=0 then
P:getNext(seq0[r])
end
rem(history,1)
ins(history,r)
-- print("Player GET: "..r)
-- print("History: "..table.concat(history,","))
-- local L=TABLE.new("",len)
-- for _,v in next,pool do L[v]=L[v].."+" end
-- for i=1,#L do print(i,droughtTimes[i],L[i]) end
if not pickAgain then break end
until true
-- Give mino to player & update history
if history[1]~=0 then
yield(seq0[r])
end
yield()
rem(history,1)
ins(history,r)
-- print("Player GET: "..r)
-- print("History: "..table.concat(history,","))
-- local L=TABLE.new("",len)
-- for _,v in next,pool do L[v]=L[v].."+" end
-- for i=1,#L do print(i,droughtTimes[i],L[i]) end
end
end,
c2=function(P,seq0)
local rndGen=P.seqRND
c2=function(rndGen,seq0)
local len=#seq0
local weight=TABLE.new(0,len)
while true do
while #P.nextQueue<10 do
local maxK=1
for i=1,len do
weight[i]=weight[i]*.5+rndGen:random()
if weight[i]>weight[maxK] then
maxK=i
end
local maxK=1
for i=1,len do
weight[i]=weight[i]*.5+rndGen:random()
if weight[i]>weight[maxK] then
maxK=i
end
weight[maxK]=weight[maxK]/3.5
P:getNext(seq0[maxK])
end
yield()
weight[maxK]=weight[maxK]/3.5
yield(seq0[maxK])
end
end,
rnd=function(P,seq0)
rnd=function(rndGen,seq0)
if #seq0==1 then
local i=seq0[1]
while true do
while #P.nextQueue<10 do P:getNext(i) end
yield()
yield(i)
end
else
local rndGen=P.seqRND
local len=#seq0
local last=0
while true do
while #P.nextQueue<10 do
local r=rndGen:random(len-1)
if r>=last then
r=r+1
end
P:getNext(seq0[r])
last=r
local r=rndGen:random(len-1)
if r>=last then
r=r+1
end
yield()
yield(seq0[r])
last=r
end
end
end,
mess=function(P,seq0)
local rndGen=P.seqRND
mess=function(rndGen,seq0)
while true do
while #P.nextQueue<10 do
P:getNext(seq0[rndGen:random(#seq0)])
end
yield()
yield(seq0[rndGen:random(#seq0)])
end
end,
reverb=function(P,seq0)
local rndGen=P.seqRND
reverb=function(rndGen,seq0)
local bufferSeq,bag={},{}
while true do
while #P.nextQueue<10 do
if #bag==0 then
for i=1,#seq0 do bufferSeq[i]=seq0[i] end
if #bag==0 then
for i=1,#seq0 do bufferSeq[i]=seq0[i] end
repeat
local r=rem(bufferSeq,rndGen:random(#bag))
local p=1
repeat
local r=rem(bufferSeq,rndGen:random(#bag))
local p=1
repeat
ins(bag,r)
p=p-.15-rndGen:random()
until p<0
until #bufferSeq==0
for i=1,#bag do
bufferSeq[i]=bag[i]
end
ins(bag,r)
p=p-.15-rndGen:random()
until p<0
until #bufferSeq==0
for i=1,#bag do
bufferSeq[i]=bag[i]
end
P:getNext(rem(bag,rndGen:random(#bag)))
end
yield()
yield(rem(bag,rndGen:random(#bag)))
end
end,
loop=function(P,seq0)
loop=function(rndGen,seq0)
local len=#seq0
local bag={}
while true do
while #P.nextQueue<10 do
if #bag==0 then
for i=1,len do
bag[i]=seq0[len-i+1]
end
if #bag==0 then
for i=1,len do
bag[i]=seq0[len-i+1]
end
P:getNext(rem(bag))
end
yield()
yield(rem(bag))
end
end,
fixed=function(P,seq0)
local seq={}
fixed=function(rndGen,seq0)
for i=#seq0,1,-1 do
ins(seq,seq0[i])
end
while true do
while #P.nextQueue<10 do
if seq[1] then
P:getNext(rem(seq))
else
break
end
end
yield()
yield(seq0[i])
end
end,
bagP1inf=function(P,seq0)
local rndGen=P.seqRND
bagP1inf=function(rndGen,seq0)
local len=#seq0
local function new()
local res={}
@@ -331,24 +283,20 @@ local seqGenerators={
end
local dist=new()
while true do
while #P.nextQueue<10 do
local sum,mydist=dist.next_dist()
local r=rndGen:random(sum)
for i=1,len do
r=r-mydist[i]
if r<=0 then
P:getNext(seq0[i])
dist.update(i)
break
end
local sum,mydist=dist.next_dist()
local r=rndGen:random(sum)
for i=1,len do
r=r-mydist[i]
if r<=0 then
yield(seq0[i])
dist.update(i)
break
end
end
yield()
end
end,
}
return function(P)-- Return a piece-generating function for player P
local s=P.gameEnv.sequence
return function(s)-- Return a piece-generating function for player P
if type(s)=='function' then
return s
elseif type(s)=='string' and seqGenerators[s] then
@@ -359,7 +307,6 @@ return function(P)-- Return a piece-generating function for player P
"No sequence mode called "..s or
"Wrong sequence generator"
)
P.gameEnv.sequence='bag'
return seqGenerators.bag
end
end