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