重构ai模块,等待使用新wrapper接入cc,bot数据结构未定

This commit is contained in:
MrZ626
2021-08-23 23:02:35 +08:00
parent 2432d57d70
commit 491c4d25d7
10 changed files with 298 additions and 449 deletions

View File

@@ -82,7 +82,7 @@ SKIN= require'parts.skin'
USERS= require'parts.users' USERS= require'parts.users'
NET= require'parts.net' NET= require'parts.net'
VK= require'parts.virtualKey' VK= require'parts.virtualKey'
AIFUNC= require'parts.ai' BOT= require'parts.bot'
AIBUILDER= require'parts.AITemplate' AIBUILDER= require'parts.AITemplate'
RSlist= require'parts.RSlist'DSCP=RSlist.TRS.centerPos RSlist= require'parts.RSlist'DSCP=RSlist.TRS.centerPos
PLY= require'parts.player' PLY= require'parts.player'

View File

@@ -6,13 +6,13 @@ return function(type,speedLV,next,hold,node)
type='CC', type='CC',
next=next, next=next,
hold=hold, hold=hold,
delta=AISpeed[speedLV], delay=AISpeed[speedLV],
node=node, node=node,
} }
elseif type=='9S'then elseif type=='9S'then
return{ return{
type='9S', type='9S',
delta=math.floor(AISpeed[speedLV]), delay=math.floor(AISpeed[speedLV]),
hold=hold, hold=hold,
} }
end end

View File

@@ -1,339 +0,0 @@
local int,ceil,min,abs,rnd,modf=math.floor,math.ceil,math.min,math.abs,math.random,math.modf
local ins,rem=table.insert,table.remove
local yield=coroutine.yield
-- controlname:
-- 1~5:mL,mR,rR,rL,rF,
-- 6~10:hD,sD,H,A,R,
-- 11~13:LL,RR,DD
local blockPos={4,4,4,4,4,5,4}
-------------------------------------------------Cold clear
local _CC=LOADLIB('CC',{
Windows="CCloader",
Linux="CCloader",
Android="libCCloader.so",
["OS X"]="CCloader.dylib",
libFunc="luaopen_CCloader",
})cc=nil
if type(_CC)=='table'then
local CCblockID={6,5,4,3,2,1,0}
CC={
getConf= _CC.get_default_config ,--()options,weights
fastWeights=_CC.fast_weights ,--(weights)
--setConf= _CC.set_options ,--(options,hold,20g,bag7)
new= _CC.launch_async ,--(options,weights)bot
addNext= function(bot,id)_CC.add_next_piece_async(bot,CCblockID[id])end ,--(bot,piece)
update= _CC.reset_async ,--(bot,field,b2b,combo)
think= _CC.request_next_move ,--(bot)
getMove= _CC.poll_next_move ,--(bot)success,result,dest,hold,move
destroy= _CC.destroy_async ,--(bot)
setHold= _CC.set_hold ,--(opt,bool)
set20G= _CC.set_20g ,--(opt,bool)
-- setPCLoop= _CC.set_pcloop ,--(opt,bool)
setBag= _CC.set_bag7 ,--(opt,bool)
setNode= _CC.set_max_nodes ,--(opt,bool)
free= _CC.free ,--(opt/wei)
}
local CC=CC
function CC.updateField(P)
if not P.AI_thread then return end
local F,n={},1
local field=P.field
for y=1,min(#field,40)do
local sum=0
for x=1,10 do
if field[y][x]>0 then
F[n]=true
sum=sum+1
else
F[n]=false
end
n=n+1
end
if sum==10 then
--[[
--Print field and crash the game
for i=24,0,-1 do
local l=""for j=1,10 do l=l..(F[10*i+j]and"X"or"_")end print(l)
end
error("Row "..y.." full")
]]
P:destroyBot()
return
end
end
while n<=400 do
F[n]=false
n=n+1
end
if not pcall(CC.update,P.AI_bot,F,P.b2b>=100,P.combo)then
P:destroyBot()
end
end
function CC.switch20G(P)
P:destroyBot()
P.AIdata._20G=true
P.AI_keys={}
local opt,wei=CC.getConf()
CC.fastWeights(wei)
CC.setHold(opt,P.AIdata.hold)
CC.set20G(opt,P.AIdata._20G)
CC.setBag(opt,P.AIdata.bag=='bag')
CC.setNode(opt,P.AIdata.node)
P.AI_bot=CC.new(opt,wei)
CC.free(opt)CC.free(wei)
for i=1,P.AIdata.next do
CC.addNext(P.AI_bot,CCblockID[P.nextQueue[i].id])
end
CC.updateField(P)
TABLE.cut(P.holdQueue)
P.holdTime=P.gameEnv.holdCount
local C=rem(P.nextQueue,1)
P.cur=C
P.curX,P.curY=blockPos[C.id],int(P.gameEnv.fieldH+1-modf(C.centerPos[C.id][C.dir][1]))+ceil(P.fieldBeneath/30)
P.newNext()
local id=CCblockID[P.nextQueue[P.AIdata.next].id]
if id then
CC.addNext(P.AI_bot,id)
end
end
end
-------------------------------------------------9 Stack setup
--[[Future:
HighestBlock
BlockedCells
Wells
FilledLines
4deepShape
BlockedWells
]]
local dirCount={1,1,3,3,3,0,1}
local FCL={
[1]={
{{11},{11,2},{1},{},{2},{2,2},{12,1},{12}},
{{11,4},{11,3},{1,4},{4},{3},{2,3},{2,2,3},{12,4},{12,3}},
},
[3]={
{{11},{11,2},{1},{},{2},{2,2},{12,1},{12}},
{{3,11},{11,3},{11,2,3},{1,3},{3},{2,3},{2,2,3},{12,1,3},{12,3}},
{{11,5},{11,2,5},{1,5},{5},{2,5},{2,2,5},{12,1,5},{12,5}},
{{11,4},{11,2,4},{1,4},{4},{2,4},{2,2,4},{12,1,4},{12,4},{4,12}},
},
[6]={
{{11},{11,2},{1,1},{1},{},{2},{2,2},{12,1},{12}},
},
[7]={
{{11},{11,2},{1},{},{2},{12,1},{12}},
{{4,11},{11,4},{11,3},{1,4},{4},{3},{2,3},{12,4},{12,3},{3,12}},
},
}FCL[2],FCL[4],FCL[5]=FCL[1],FCL[3],FCL[3]
local LclearScore={[0]=0,-200,-120,-80,200}
local HclearScore={[0]=0,100,140,200,500}
local function ifoverlapAI(f,bk,x,y)
for i=1,#bk do for j=1,#bk[1]do
if f[y+i-1]and bk[i][j]and f[y+i-1][x+j-1]>0 then return true end
end end
end
local discardRow=FREEROW.discard
local getRow=FREEROW.get
local function resetField(f0,f,start)
for _=#f,start,-1 do
discardRow(f[_])
f[_]=nil
end
for i=start,#f0 do
f[i]=getRow(0)
for j=1,10 do
f[i][j]=f0[i][j]
end
end
end
local function getScore(field,cb,cy)
local score=0
local highest=0
local height=getRow(0)
local clear=0
local hole=0
for i=cy+#cb-1,cy,-1 do
for j=1,10 do
if field[i][j]==0 then goto CONTINUE_notFull end
end
discardRow(rem(field,i))
clear=clear+1
::CONTINUE_notFull::
end
if #field==0 then return 1e99 end--PC
for x=1,10 do
local h=#field
while field[h][x]==0 and h>1 do
h=h-1
end
height[x]=h
if x>3 and x<8 and h>highest then highest=h end
if h>1 then
for h1=h-1,1,-1 do
if field[h1][x]==0 then
hole=hole+1
if hole==5 then break end
end
end
end
end
local sdh=0
local h1,mh1=0,0
for x=1,9 do
local dh=abs(height[x]-height[x+1])
if dh==1 then
h1=h1+1
if h1>mh1 then mh1=h1 end
else
h1=0
end
sdh=sdh+min(dh^1.6,20)
end
discardRow(height)
score=
-#field*30
-#cb*15
+(#field>10 and
HclearScore[clear]--Clearing
-hole*70--Hole
-cy*50--Height
-sdh--Sum of DeltaH
or
LclearScore[clear]
-hole*100
-cy*40
-sdh*3
)
if #field>6 then score=score-highest*5+20 end
if mh1>3 then score=score-20-mh1*30 end
return score
end
-------------------------------------------------
local BLOCKS=BLOCKS
local CC=CC
return{
['9S']=function(P,keys)
while true do
--Thinking
yield()
local Tfield={}--Test field
local best={x=1,dir=0,hold=false,score=-1e99}--Best method
local field_org=P.field
for i=1,#field_org do
Tfield[i]=getRow(0)
for j=1,10 do
Tfield[i][j]=field_org[i][j]
end
end
for ifhold=0,P.gameEnv.holdCount>0 and 1 or 0 do
--Get block id
local bn
if ifhold==0 then
bn=P.cur and P.cur.id
else
bn=P.holdQueue[1]and P.holdQueue[1].id or P.nextQueue[1]and P.nextQueue[1].id
end
if bn then
for dir=0,dirCount[bn]do--Each dir
local cb=BLOCKS[bn][dir]
for cx=1,11-#cb[1]do--Each pos
local cy=#Tfield+1
--Move to bottom
while cy>1 and not ifoverlapAI(Tfield,cb,cx,cy-1)do
cy=cy-1
end
--Simulate lock
for i=1,#cb do
local y=cy+i-1
if not Tfield[y]then Tfield[y]=getRow(0)end
local L=Tfield[y]
for j=1,#cb[1]do
if cb[i][j]then
L[cx+j-1]=1
end
end
end
local score=getScore(Tfield,cb,cy)
if score>best.score then
best={bn=bn,x=cx,dir=dir,hold=ifhold==1,score=score}
end
resetField(field_org,Tfield,cy)
end
end
end
end
if not best.bn then return 1 end
--Release cache
while #Tfield>0 do
discardRow(rem(Tfield,1))
end
if best.hold then
ins(keys,8)
end
local l=FCL[best.bn][best.dir+1][best.x]
for i=1,#l do
ins(keys,l[i])
end
ins(keys,6)
--Check if time to change target
yield()
if P.aiRND:random()<.00126 then
P:changeAtkMode(rnd()<.85 and 1 or #P.atker>3 and 4 or rnd()<.3 and 2 or 3)
end
end
end,
['CC']=CC and function(P,keys)
while true do
--Start thinking
yield()
if not P.AI_bot then break end
if not pcall(CC.think,P.AI_bot)then break end
--Poll keys
local success,result,dest,hold,move
repeat
yield()
if not P.AI_bot then break end
success,result,dest,hold,move=pcall(CC.getMove,P.AI_bot)
until not success or result==0 or result==2
if not success then break end
if result==2 then
break
elseif result==0 then
dest[5],dest[6]=dest[1][1],dest[1][2]
dest[7],dest[8]=dest[2][1],dest[2][2]
dest[1],dest[2]=dest[3][1],dest[3][2]
dest[3],dest[4]=dest[4][1],dest[4][2]
P.AI_dest=dest
if hold then keys[1]=8 end--Hold
while move[1]do
local m=rem(move,1)
if m<4 then
ins(keys,m+1)
elseif not P.AIdata._20G then
ins(keys,13)
end
end
ins(keys,6)
end
--Check if time to change target
yield()
if P.aiRND:random()<.00126 then
P:changeAtkMode(rnd()<.85 and 1 or #P.atker>3 and 4 or rnd()<.3 and 2 or 3)
end
end
end,
}--AI brains

199
parts/bot/bot_9s.lua Normal file
View File

@@ -0,0 +1,199 @@
--[[ControlID:
1~5:mL,mR,rR,rL,rF,
6~10:hD,sD,H,A,R,
11~13:LL,RR,DD
]]
--[[Future:
HighestBlock
BlockedCells
Wells
FilledLines
4deepShape
BlockedWells
]]
local min,abs,rnd=math.min,math.abs,math.random
local ins,rem=table.insert,table.remove
local yield=coroutine.yield
local dirCount={1,1,3,3,3,0,1}
local FCL={
[1]={
{{11},{11,2},{1},{},{2},{2,2},{12,1},{12}},
{{11,4},{11,3},{1,4},{4},{3},{2,3},{2,2,3},{12,4},{12,3}},
},
[3]={
{{11},{11,2},{1},{},{2},{2,2},{12,1},{12}},
{{3,11},{11,3},{11,2,3},{1,3},{3},{2,3},{2,2,3},{12,1,3},{12,3}},
{{11,5},{11,2,5},{1,5},{5},{2,5},{2,2,5},{12,1,5},{12,5}},
{{11,4},{11,2,4},{1,4},{4},{2,4},{2,2,4},{12,1,4},{12,4},{4,12}},
},
[6]={
{{11},{11,2},{1,1},{1},{},{2},{2,2},{12,1},{12}},
},
[7]={
{{11},{11,2},{1},{},{2},{12,1},{12}},
{{4,11},{11,4},{11,3},{1,4},{4},{3},{2,3},{12,4},{12,3},{3,12}},
},
}FCL[2],FCL[4],FCL[5]=FCL[1],FCL[3],FCL[3]
local LclearScore={[0]=0,-200,-150,-100,200}
local HclearScore={[0]=0,100,140,200,500}
local function ifoverlapAI(f,bk,x,y)
for i=1,#bk do for j=1,#bk[1]do
if f[y+i-1]and bk[i][j]and f[y+i-1][x+j-1]>0 then return true end
end end
end
local discardRow=FREEROW.discard
local getRow=FREEROW.get
local function resetField(f0,f,start)
for _=#f,start,-1 do
discardRow(f[_])
f[_]=nil
end
for i=start,#f0 do
f[i]=getRow(0)
for j=1,10 do
f[i][j]=f0[i][j]
end
end
end
local function getScore(field,cb,cy)
local score=0
local highest=0
local height=getRow(0)
local clear=0
local hole=0
for i=cy+#cb-1,cy,-1 do
for j=1,10 do
if field[i][j]==0 then goto CONTINUE_notFull end
end
discardRow(rem(field,i))
clear=clear+1
::CONTINUE_notFull::
end
if #field==0 then return 1e99 end--PC
for x=1,10 do
local h=#field
while field[h][x]==0 and h>1 do
h=h-1
end
height[x]=h
if x>3 and x<8 and h>highest then highest=h end
if h>1 then
for h1=h-1,1,-1 do
if field[h1][x]==0 then
hole=hole+1
if hole==5 then break end
end
end
end
end
local sdh=0
local h1,mh1=0,0
for x=1,9 do
local dh=abs(height[x]-height[x+1])
if dh==1 then
h1=h1+1
if h1>mh1 then mh1=h1 end
else
h1=0
end
sdh=sdh+min(dh^1.6,20)
end
discardRow(height)
score=
-#field*30
-#cb*15
+(#field>10 and
HclearScore[clear]--Clearing
-hole*70--Hole
-cy*50--Height
-sdh--Sum of DeltaH
or
LclearScore[clear]
-hole*100
-cy*40
-sdh*3
)
if #field>6 then score=score-highest*5+20 end
if mh1>3 then score=score-20-mh1*30 end
return score
end
local bot_9s={}
function bot_9s.thread(P,keys)
while true do
--Thinking
yield()
local Tfield={}--Test field
local best={x=1,dir=0,hold=false,score=-1e99}--Best method
local field_org=P.field
for i=1,#field_org do
Tfield[i]=getRow(0)
for j=1,10 do
Tfield[i][j]=field_org[i][j]
end
end
for ifhold=0,P.gameEnv.holdCount>0 and 1 or 0 do
--Get block id
local bn
if ifhold==0 then
bn=P.cur and P.cur.id
else
bn=P.holdQueue[1]and P.holdQueue[1].id or P.nextQueue[1]and P.nextQueue[1].id
end
if bn then
for dir=0,dirCount[bn]do--Each dir
local cb=BLOCKS[bn][dir]
for cx=1,11-#cb[1]do--Each pos
local cy=#Tfield+1
--Move to bottom
while cy>1 and not ifoverlapAI(Tfield,cb,cx,cy-1)do
cy=cy-1
end
--Simulate lock
for i=1,#cb do
local y=cy+i-1
if not Tfield[y]then Tfield[y]=getRow(0)end
local L=Tfield[y]
for j=1,#cb[1]do
if cb[i][j]then
L[cx+j-1]=1
end
end
end
local score=getScore(Tfield,cb,cy)
if score>best.score then
best={bn=bn,x=cx,dir=dir,hold=ifhold==1,score=score}
end
resetField(field_org,Tfield,cy)
end
end
end
end
if not best.bn then return 1 end
--Release cache
while #Tfield>0 do
discardRow(rem(Tfield,1))
end
if best.hold then
ins(keys,8)
end
local l=FCL[best.bn][best.dir+1][best.x]
for i=1,#l do
ins(keys,l[i])
end
ins(keys,6)
--Check if time to change target
yield()
if P.aiRND:random()<.00126 then
P:changeAtkMode(rnd()<.85 and 1 or #P.atker>3 and 4 or rnd()<.3 and 2 or 3)
end
end
end
return bot_9s

56
parts/bot/init.lua Normal file
View File

@@ -0,0 +1,56 @@
local rem=table.remove
local baseBot={
pushNewNext=NULL,
updateField=NULL,
lockWrongPlace=NULL,
switch20G=NULL,
revive=NULL,
}
function baseBot.update(bot)
local P=bot.P
if P.control and P.waiting==-1 then
local keyQueue=bot.keys
bot.delay=bot.delay-1
if not keyQueue[1]then
if bot.runningThread then
pcall(bot.runningThread)
if not pcall(bot.runningThread)then
P:destroyBot()
end
else
P:act_hardDrop()
end
elseif bot.delay<=0 then
bot.delay=bot.delay0*.5
P:pressKey(keyQueue[1])P:releaseKey(keyQueue[1])
rem(keyQueue,1)
end
end
end
local botMeta={__index=function(self,k)
MES.new('warn',"Undefined method: "..k)
self[k]=NULL
return NULL
end}
return{
new=function(P,data)
local bot={P=P}
if data.type=="/"then
--
else
TABLE.cover(baseBot,bot)
TABLE.cover(require"parts.bot.bot_9s",bot)
bot.P:setRS('TRS')
bot.runningThread=coroutine.wrap(bot.thread)
bot.keys={}
bot.delay=data.delay
bot.delay0=data.delay
bot.runningThread(P,bot.keys)
setmetatable(bot,botMeta)
end
return bot
end
}

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@@ -207,7 +207,6 @@ function destroyPlayers()--Destroy all player objects, restore freerows and free
FREEROW.discard(rem(P.field)) FREEROW.discard(rem(P.field))
FREEROW.discard(rem(P.visTime)) FREEROW.discard(rem(P.visTime))
end end
P:destroyBot()
end end
TABLE.cut(PLAYERS) TABLE.cut(PLAYERS)
TABLE.cut(PLY_ALIVE) TABLE.cut(PLY_ALIVE)

View File

@@ -801,8 +801,8 @@ function draw.norm(P,repMode)
--Draw AI's drop destination --Draw AI's drop destination
if P.AI_dest then if P.AI_dest then
local texture=TEXTURE.puzzleMark[21]
local L=P.AI_dest local L=P.AI_dest
local texture=TEXTURE.puzzleMark[21]
for i=1,#L,2 do for i=1,#L,2 do
gc_draw(texture,30*L[i],-30*L[i+1]-30) gc_draw(texture,30*L[i],-30*L[i+1]-30)
end end

View File

@@ -379,8 +379,7 @@ function PLY.newDemoPlayer(id)
type='CC', type='CC',
next=5, next=5,
hold=true, hold=true,
delay=30, delay=6,
delta=6,
bag='bag', bag='bag',
node=100000, node=100000,
} }

View File

@@ -199,7 +199,7 @@ function Player:set20G(if20g)
self:switchKey(14,not if20g) self:switchKey(14,not if20g)
self:switchKey(15,not if20g) self:switchKey(15,not if20g)
self:switchKey(16,not if20g) self:switchKey(16,not if20g)
if if20g and self.AI_mode=='CC'then CC.switch20G(self)end if if20g and self.bot then self.bot:switch20G()end
end end
function Player:setHold(count)--Set hold count (false/true as 0/1) function Player:setHold(count)--Set hold count (false/true as 0/1)
if not count then if not count then
@@ -240,15 +240,6 @@ function Player:setRS(RSname)
for i=1,#self.holdQueue do self.holdQueue[i].rs=rs end for i=1,#self.holdQueue do self.holdQueue[i].rs=rs end
if self.cur then self.cur.rs=rs end if self.cur then self.cur.rs=rs end
end end
function Player:destroyBot()
if self.AI_mode=='CC'then
if self.AI_bot then
CC.destroy(self.AI_bot)
self.AI_bot=nil
end
end
self.AI_thread=nil
end
function Player:getHolePos()--Get a good garbage-line hole position function Player:getHolePos()--Get a good garbage-line hole position
if self.garbageBeneath==0 then if self.garbageBeneath==0 then
@@ -276,7 +267,7 @@ function Player:garbageRelease()--Check garbage buffer and try to release them
break break
end end
end end
if flag and self.AI_mode=='CC'then CC.updateField(self)end if flag and self.bot then self.bot:updateField()end
end end
function Player:garbageRise(color,amount,line)--Release n-lines garbage to field function Player:garbageRise(color,amount,line)--Release n-lines garbage to field
local _ local _
@@ -540,15 +531,15 @@ function Player:freshBlock(mode)--string mode: push/move/fresh/newBlock
end end
end end
end end
function Player:checkAIdest() function Player:checkDest()
if not self.AI_dest then return end if not self.AI_dest then return end
local dest=self.AI_dest local dest=self.AI_dest
local CB=self.cur.bk local CB=self.cur.bk
for k=1,#dest,2 do for k=1,#dest,2 do
local r=CB[dest[k+1]-self.curY+2] local r=CB[dest[k+1]-self.curY+2]
if not r or not r[dest[k]-self.curX+2]then if not r or not r[dest[k]-self.curX+2]then
if self.AI_mode=='CC'then if self.bot then
CC.updateField(self) self.bot:lockWrongPlace()
end end
self.AI_dest=nil self.AI_dest=nil
return return
@@ -837,10 +828,10 @@ function Player:hold(ifpre)
SFX.play(ifpre and'prehold'or'hold') SFX.play(ifpre and'prehold'or'hold')
end end
if self.AI_mode=='CC'then if self.bot then
local next=self.nextQueue[self.AIdata.nextCount] local next=self.nextQueue[ENV.nextCount]
if next then if next then
CC.addNext(self.AI_bot,next.id) self.bot:pushNewNext(next.id)
end end
end end
@@ -849,23 +840,24 @@ function Player:hold(ifpre)
end end
function Player:getBlock(id,name,color)--Get a block object function Player:getBlock(id,name,color)--Get a block object
local E=self.gameEnv local ENV=self.gameEnv
local dir=E.face[id] local dir=ENV.face[id]
return{ return{
id=id, id=id,
dir=dir, dir=dir,
bk=BLOCKS[id][dir], bk=BLOCKS[id][dir],
rs=self.RS, rs=self.RS,
name=name or id, name=name or id,
color=E.bone and 17 or color or E.skin[id], color=ENV.bone and 17 or color or ENV.skin[id],
} }
end end
function Player:getNext(id)--Push a block to nextQueue function Player:getNext(id)--Push a block to nextQueue
ins(self.nextQueue,self:getBlock(id)) ins(self.nextQueue,self:getBlock(id))
end end
function Player:popNext(ifhold)--Pop nextQueue to hand function Player:popNext(ifhold)--Pop nextQueue to hand
local ENV=self.gameEnv
if not ifhold then if not ifhold then
self.holdTime=min(self.holdTime+1,self.gameEnv.holdCount) self.holdTime=min(self.holdTime+1,ENV.holdCount)
end end
self.spinLast=false self.spinLast=false
self.spinSeq=0 self.spinSeq=0
@@ -873,28 +865,28 @@ function Player:popNext(ifhold)--Pop nextQueue to hand
self.cur=rem(self.nextQueue,1) self.cur=rem(self.nextQueue,1)
self.newNext() self.newNext()
if self.bot then
local next=self.nextQueue[ENV.nextCount]
if next then
self.bot:pushNewNext(next.id)
end
end
if self.cur then if self.cur then
self.pieceCount=self.pieceCount+1 self.pieceCount=self.pieceCount+1
if self.AI_mode=='CC'then
local next=self.nextQueue[self.AIdata.next]
if next then
CC.addNext(self.AI_bot,next.id)
end
end
local pressing=self.keyPressing local pressing=self.keyPressing
--IHS --IHS
if not ifhold and pressing[8]and self.gameEnv.ihs and self.holdTime>0 then if not ifhold and pressing[8]and ENV.ihs and self.holdTime>0 then
self:hold(true) self:hold(true)
pressing[8]=false pressing[8]=false
else else
self:resetBlock() self:resetBlock()
end end
self.dropDelay=self.gameEnv.drop self.dropDelay=ENV.drop
self.lockDelay=self.gameEnv.lock self.lockDelay=ENV.lock
self.freshTime=self.gameEnv.freshLimit self.freshTime=ENV.freshLimit
if self.cur then if self.cur then
if self:ifoverlap(self.cur.bk,self.curX,self.curY)then if self:ifoverlap(self.cur.bk,self.curX,self.curY)then
@@ -1102,7 +1094,9 @@ do--Player.drop(self)--Place piece
dospin=dospin+2 dospin=dospin+2
end end
self:checkAIdest() if self.bot then
self:checkDest()
end
self:lock() self:lock()
--Clear list of cleared-rows --Clear list of cleared-rows
@@ -1522,46 +1516,12 @@ do--Player.drop(self)--Place piece
end end
end end
function Player:loadAI(data)--Load AI params function Player:loadAI(data)--Load AI params
if not CC then self.bot=BOT.new(self,data)
data.type='9S' self.bot.data=data
data.delta=int(data.delta*.3) end
end function Player:reloadAI()--Load AI params
self.AI_mode=data.type assert(self.bot,"Cannot reload AI before loading one!")
self.AI_keys={} self.bot=BOT.load(self.bot.data)
self.AI_delay=min(int(self.gameEnv.drop*.8),data.delta*rnd()*4)
self.AI_delay0=data.delta
self.AIdata={
type=data.type,
delay=data.delay,
delta=data.delta,
next=data.next,
hold=data.hold,
_20G=self._20G,
bag=data.bag,
node=data.node,
}
if self.AI_mode=='CC'then
self:setRS('SRS')
local opt,wei=CC.getConf()
CC.fastWeights(wei)
CC.setHold(opt,self.AIdata.hold)
CC.set20G(opt,self.AIdata._20G)
CC.setBag(opt,self.AIdata.bag=='bag')
CC.setNode(opt,self.AIdata.node)
self.AI_bot=CC.new(opt,wei)
CC.free(opt)CC.free(wei)
for i=1,self.AIdata.next do
CC.addNext(self.AI_bot,self.nextQueue[i].id)
end
if self.gameEnv.holdCount and self.gameEnv.holdCount>1 then
self:setHold(1)
end
else
self:setRS('TRS')
end
self.AI_thread=coroutine.wrap(AIFUNC[data.type])
self:AI_thread(self.AI_keys)
end end
--------------------------</Methods>-------------------------- --------------------------</Methods>--------------------------
@@ -1690,10 +1650,8 @@ function Player:revive()
self.field[_],self.visTime[_]=nil self.field[_],self.visTime[_]=nil
end end
self.garbageBeneath=0 self.garbageBeneath=0
if self.AI_mode=='CC'then if self.bot then
self:destroyBot() self.bot:revive()
TABLE.cut(self.holdQueue)
self:loadAI(self.AIdata)
end end
self:clearAttackBuffer() self:clearAttackBuffer()

View File

@@ -183,26 +183,8 @@ function update.alive(P,dt)
end end
end end
if P.type=='computer'and P.control and P.waiting==-1 then if P.type=='computer'then
local C=P.AI_keys P.bot:update(dt)
P.AI_delay=P.AI_delay-1
if not C[1]then
if P.AI_thread then
if not pcall(P.AI_thread)then
P:destroyBot()
end
else
P:act_hardDrop()
end
elseif P.AI_delay<=0 then
if P.AI_mode~='CC'or C[1]>3 then
P.AI_delay=P.AI_delay0*2
else
P.AI_delay=P.AI_delay0*.5
end
P:pressKey(C[1])P:releaseKey(C[1])
rem(C,1)
end
end end
--Fresh visible time --Fresh visible time
@@ -357,11 +339,6 @@ function update.alive(P,dt)
if P.ghoY~=P.curY then if P.ghoY~=P.curY then
P.dropDelay=ENV.drop P.dropDelay=ENV.drop
elseif P.AI_mode=='CC'and P.AI_bot then
CC.updateField(P)
if not P.AIdata._20G and ENV.drop<P.AI_delay0*.5 then
CC.switch20G(P)
end
end end
else else
P.lockDelay=P.lockDelay-1 P.lockDelay=P.lockDelay-1
@@ -369,8 +346,8 @@ function update.alive(P,dt)
goto THROW_stop goto THROW_stop
end end
P:drop(true) P:drop(true)
if P.AI_mode=='CC'and P.AI_bot then if P.bot then
CC.updateField(P) P.bot:unexpectedLock()
end end
end end
end end