Real AI masters: rivals, AI seats and the co-op partner play by the player's rules (imps dig, mine and claim, rooms, towers, tunnels and the attack flag); other masters are saved; portals belong to whoever claims them

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Richard ZinkandClaude Opus 5.5 committed 2026-11-06 08:18:09 +01:00
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// AI dungeon masters: a rival (free play, campaign), an AI seat of a match or the co-op partner is
// a real master with gold, mana, imps, rooms and research - the same rules as the player. This
// brain gives him the player's orders every few seconds: summon imps, mark earth and veins to dig
// in growing rings, build rooms in a sensible order, put towers at the border, set the attack
// flag on an enemy heart once the army is strong enough (and take it back after heavy losses),
// guard its own heart with a shield. The difficulty sets how often it thinks and how bold it is.
// Everything runs in the shared step with the shared random numbers (the same on every client).
use crate::game::*;
use crate::map::*;
// per difficulty (easy, medium, hard)
const THINK: [f32; 3] = [4.0, 2.5, 1.5]; // seconds between two thoughts
const MAX_RADIUS: [i32; 3] = [11, 15, 19]; // how far the dungeon grows around the heart
const MAX_IMPS: [usize; 3] = [6, 9, 12];
const FIRST_ATTACK: [f32; 3] = [720.0, 480.0, 330.0]; // no attack before (seconds)
const BOLDNESS: [f32; 3] = [1.5, 1.15, 0.9]; // own army / enemy army needed to attack
const MAX_TOWERS: [usize; 3] = [1, 2, 4];
const START_GOLD: [f32; 3] = [1500.0, 2500.0, 3500.0];
// the rooms a master builds, in this order: (room index, width, height, how many of them)
const BUILD: [(usize, i32, i32, usize); 10] = [
(0, 3, 3, 1), // treasury
(1, 4, 3, 1), // lair
(2, 4, 3, 1), // mushroom garden
(3, 3, 3, 1), // training hall
(4, 3, 3, 1), // library
(1, 4, 3, 2), // a second lair
(2, 4, 3, 2), // a second garden
(8, 3, 3, 1), // forge
(6, 3, 3, 1), // temple
(9, 3, 2, 1), // prison
];
pub fn start_gold(difficulty: u8) -> f32 {
START_GOLD[difficulty.min(2) as usize]
}
impl Game {
// the brain of rival k (its master is the one being processed)
pub(crate) fn ai_think(&mut self, k: usize, dt: f32) {
let d = self.rivals[k].difficulty.min(2) as usize;
self.rivals[k].think_t -= dt;
if self.rivals[k].think_t > 0.0 {
return;
}
self.rivals[k].think_t = THINK[d] * (0.85 + self.rng.f() * 0.3);
let side = self.rivals[k].side;
let (cx, cy) = (self.map.core.0 + 1, self.map.core.1 + 1);
self.ai_imps(d, cx, cy);
self.ai_dig(k, d, cx, cy);
self.ai_gold(cx, cy);
self.ai_rooms(cx, cy);
self.ai_towers(d, cx, cy);
self.ai_fight(k, d, side, cx, cy);
}
// enough imps for the dungeon's size
fn ai_imps(&mut self, d: usize, cx: i32, cy: i32) {
let claimed = self.map.t.iter().filter(|t| t.owner == self.me).count();
let want = (4 + claimed / 30).min(MAX_IMPS[d]);
if self.worker_count() < want && self.mana >= self.summon_cost() + 20.0 {
self.summon(cx as f32 + 0.5, cy as f32 + 2.5);
}
}
// dig: rings of earth around the heart, veins first; the ring grows when it is dug out
fn ai_dig(&mut self, k: usize, d: usize, cx: i32, cy: i32) {
let me = self.me;
let r = self.rivals[k].radius.max(5);
let marked_mine = |g: &Game| {
let mut n = 0;
for y in cy - r - 4..=cy + r + 4 {
for x in cx - r - 4..=cx + r + 4 {
if g.map.get(x, y).map_or(false, |t| t.marked) {
n += 1;
}
}
}
n
};
let open = marked_mine(self);
if open > self.worker_count() * 4 {
return; // the imps have enough to do
}
let mut added = 0;
let diggable = |t: &Tile| t.diggable() && !t.plant() && !t.reinforced && t.kind != Kind::Steel && (t.owner == Owner::None || t.owner == me);
// veins a little beyond the ring, then the ring itself
for pass in 0..2 {
let reach = if pass == 0 { r + 3 } else { r };
for y in cy - reach..=cy + reach {
for x in cx - reach..=cx + reach {
if added >= 16 || !inb(x, y) || x < 2 || y < 2 || x >= mw() as i32 - 2 || y >= mh() as i32 - 2 {
continue;
}
let i = idx(x, y);
let t = self.map.t[i];
if t.marked || !diggable(&t) || (pass == 0 && t.vein().is_none()) {
continue;
}
self.map.t[i].marked = true;
added += 1;
}
}
}
// the ring is done: grow
if added == 0 && open == 0 && r < MAX_RADIUS[d] {
self.rivals[k].radius = r + 2;
}
}
// gold running low: a tunnel to the nearest vein that nobody works on yet
fn ai_gold(&mut self, cx: i32, cy: i32) {
if self.gold > 1500.0 {
return;
}
let me = self.me;
// a marked vein the imps can reach (next to own ground) is being worked already
let busy = (0..self.map.t.len()).any(|i| {
let t = &self.map.t[i];
let (x, y) = xy(i);
t.marked && t.vein().is_some() && DIR4.iter().any(|&(dx, dy)| self.map.get(x + dx, y + dy).map_or(false, |n| n.owner == me && n.walkable()))
});
if busy {
return; // a vein is being worked already
}
self.ai_mark_tunnel(cx, cy, |g: &Game, i: usize| {
let t = &g.map.t[i];
t.vein().is_some() && !t.marked && (t.owner == Owner::None || t.owner == me)
}, 40);
}
// marks the diggable tiles on the cheapest way from the heart to a goal tile (and the goal
// with the veins next to it); false if there is none within `reach` tiles
fn ai_mark_tunnel(&mut self, cx: i32, cy: i32, goal: impl Fn(&Game, usize) -> bool, reach: i32) -> bool {
let start = [(cx, cy + 2), (cx, cy - 2), (cx + 2, cy), (cx - 2, cy)].into_iter().find(|&(x, y)| self.map.walk(x, y));
let Some((sx, sy)) = start else { return false };
let found = {
let cost = self.map.hero_cost_as(false);
let near = |i: usize| {
let (x, y) = xy(i);
(x - cx).abs().max((y - cy).abs()) <= reach
};
self.map.search(idx(sx, sy), |i| if near(i) { cost(i) } else { None }, |i| goal(self, i), false)
};
let Some(path) = found else { return false };
let me = self.me;
let mut cluster = Vec::new();
for &i in &path {
let t = self.map.t[i];
if t.diggable() && !t.plant() && t.kind != Kind::Steel && (t.owner == Owner::None || t.owner == me || t.reinforced) {
self.map.t[i].marked = true;
if t.vein().is_some() {
cluster.push(i);
}
}
}
// the rest of the vein
for i in cluster {
let (x, y) = xy(i);
for &(dx, dy) in DIR8.iter() {
if let Some(t) = self.map.get(x + dx, y + dy) {
if t.vein().is_some() && t.owner == Owner::None {
self.map.t[idx(x + dx, y + dy)].marked = true;
}
}
}
}
true
}
// the next room of the build order, where there is free own floor for it
fn ai_rooms(&mut self, cx: i32, cy: i32) {
for &(room, w, h, n) in BUILD.iter() {
let tiles = self.counts[room];
if tiles >= (w * h) as usize * n {
continue;
}
let cost = ROOM_COST[room] as f32 * (w * h) as f32;
if self.gold < cost + 200.0 {
return; // saving for it
}
if let Some((x0, y0)) = self.ai_free_rect(cx, cy, w, h) {
self.build_rect(room, x0, y0, x0 + w - 1, y0 + h - 1);
}
return;
}
}
// a rectangle of own plain floor, as near the heart as possible (not right next to it)
fn ai_free_rect(&self, cx: i32, cy: i32, w: i32, h: i32) -> Option<(i32, i32)> {
let me = self.me;
let free = |x: i32, y: i32| self.map.get(x, y).map_or(false, |t| t.kind == Kind::Floor && t.owner == me) && !self.ents.iter().any(|e| e.alive && e.tile() == idx(x, y) && e.kind == EK::Worker && false);
let mut best: Option<((i32, i32), i32)> = None;
for y0 in cy - 22..=cy + 22 {
for x0 in cx - 22..=cx + 22 {
let (mx, my) = (x0 + w / 2, y0 + h / 2);
let dist = (mx - cx).abs() + (my - cy).abs();
if dist < 4 || best.map_or(false, |b| b.1 <= dist) {
continue;
}
if (y0..y0 + h).all(|y| (x0..x0 + w).all(|x| free(x, y))) {
best = Some(((x0, y0), dist));
}
}
}
best.map(|b| b.0)
}
// a tower or two at the border of the dungeon (towards the open ground)
fn ai_towers(&mut self, d: usize, cx: i32, cy: i32) {
let me = self.me;
let mine = self.towers.iter().filter(|t| !t.hero && self.map.t[t.tile].owner == me).count();
if mine >= MAX_TOWERS[d] || self.gold < 1800.0 || self.counts[0] == 0 {
return;
}
let spot = (0..self.map.t.len()).filter(|&i| {
let (x, y) = xy(i);
let t = &self.map.t[i];
t.kind == Kind::Floor && t.owner == me && (x - cx).abs().max((y - cy).abs()) >= 4
&& DIR4.iter().any(|&(dx, dy)| self.map.get(x + dx, y + dy).map_or(false, |n| n.owner != me && n.walkable()))
}).min_by_key(|&i| {
let (x, y) = xy(i);
(x - cx).abs() + (y - cy).abs()
});
if let Some(i) = spot {
let (x, y) = xy(i);
self.build_tower(TowerKind::Arrow, x, y);
}
}
// fight: a shield at the heart; the attack flag on the nearest enemy heart once strong enough,
// taken back after heavy losses. A co-op partner follows the attack flag of his allies.
fn ai_fight(&mut self, k: usize, d: usize, side: u8, cx: i32, cy: i32) {
if self.guard_marks.is_empty() && self.creature_count() >= 3 && d >= 1 {
self.place_mark(cx + 1, cy + 3, false);
}
let army = self.side_army(side);
// co-op: go where the allies go
if self.is_partner(side) {
let lead = self.master_sides().into_iter().find(|&s| s != side && !self.is_out(s) && self.allied(side, s));
let flag = lead.and_then(|s| self.masters.iter().find(|m| m.side == s).and_then(|m| m.flag));
if flag != self.flag {
self.flag = flag;
}
return;
}
if self.rivals[k].attacking {
// too many lost, or the target is gone: back home
let target_gone = self.flag.map_or(true, |f| !self.ai_enemy_heart_near(side, f));
if army < self.rivals[k].army0 * 0.45 || target_gone {
self.rivals[k].attacking = false;
self.flag = None;
}
return;
}
if self.time < FIRST_ATTACK[d] || self.creature_count() < 4 {
return;
}
// the nearest enemy heart (players, other AI masters)
let target = self
.master_sides()
.into_iter()
.filter(|&s| s != side && !self.is_out(s) && !self.allied(side, s) && self.core_hp_of(s) > 0.0)
.min_by_key(|&s| {
let (x, y) = self.core_of_side(s);
(x - cx).abs() + (y - cy).abs()
});
let Some(t) = target else { return };
if army < self.side_army(t) * BOLDNESS[d] {
return;
}
let (tx, ty) = self.core_of_side(t);
let spot = DIR8.iter().map(|&(dx, dy)| (tx + 1 + dx * 2, ty + 1 + dy * 2)).find(|&(x, y)| self.map.walk(x, y));
// creatures only walk: first a tunnel to the enemy (the imps dig it)
let from = [(cx, cy + 2), (cx, cy - 2), (cx + 2, cy), (cx - 2, cy)].into_iter().find(|&(x, y)| self.map.walk(x, y));
let open = match (from, spot) {
(Some((fx, fy)), Some((x, y))) => self.map.creature_path(false, idx(fx, fy), idx(x, y)).is_some(),
_ => false,
};
if !open {
let target_owner = Owner::of_side(t);
if !self.map.t.iter().any(|tl| tl.marked && tl.reinforced) {
self.ai_mark_tunnel(cx, cy, |g: &Game, i: usize| {
let (x, y) = xy(i);
g.map.t[i].owner == target_owner && g.map.t[i].walkable() || ((x - tx - 1).abs() <= 2 && (y - ty - 1).abs() <= 2 && g.map.t[i].walkable())
}, 200);
}
return;
}
if let Some((x, y)) = spot {
self.flag = Some(idx(x, y));
self.rivals[k].attacking = true;
self.rivals[k].army0 = army;
if t == self.local_side {
let key = if side == 2 { "msg.rival1_attack" } else { "msg.rival2_attack" };
let n = self.creature_count().to_string();
self.tell_local(key, vec![n], Some(Sfx::WaveAlarm));
}
}
}
// is an enemy heart near tile f?
fn ai_enemy_heart_near(&self, side: u8, f: usize) -> bool {
let (fx, fy) = xy(f);
self.master_sides().into_iter().any(|s| {
s != side && !self.is_out(s) && self.core_hp_of(s) > 0.0 && {
let (x, y) = self.core_of_side(s);
(x + 1 - fx).abs() <= 4 && (y + 1 - fy).abs() <= 4
}
})
}
}