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>
This commit is contained in:
Richard ZinkandClaude Opus 5.5 committed 2026-11-06 08:18:09 +01:00
1 parent b940a959f1
commit a00ae6a06b
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+4 -2
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@@ -67,8 +67,10 @@ per turn. Fog of war, particles and the camera are local and not part of the sha
- **Menu**: *Multiplayer* in the title menu with the match list, create (versus or co-op mission), join by code,
seat choice, AI seat toggles for the host, ready/start, chat; the match keeps running in the background while
menus are open.
- **AI seats** (`Game::sync_ai_sides`): empty seats marked by the host and seats of players who left are played
by the simplified rival AI on every client, so they stay deterministic.
- **AI seats** (`Game::sync_ai_sides`): empty seats marked by the host and seats of players who left keep their
master (dungeon, gold, creatures) and are played by the AI brain (`src/ai.rs`) on every client - the same
orders a player gives (dig, rooms, imps, towers, the attack flag, shields), from the shared state and the
shared random numbers, so they stay deterministic. Free-play and campaign rivals are such AI masters too.
- **Co-op** (`Game::coop`): the master sides are allies against the heroes; allied creatures never target each
other, allied ground does not block claims. Co-op campaign matches use `campaign::start_coop_mission`.
- **Editor campaigns in co-op**: on the Match page the host can switch from the built-in campaign to the
+1 -1
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@@ -121,7 +121,7 @@ painted mission whose triggers switch each other on. **Block 4 is done.**
Done: the pixel look (the world 360 rows on every device, 270/480 selectable; the interface on the same
grid), guard and attack markers (shields and swords), savegames with the game state only.
1. **Real AI masters** - rivals, AI seats and the co-op partner play by the player's rules: imps dig,
1. **Real AI masters** (done, v202611-00052) - rivals, AI seats and the co-op partner play by the player's rules: imps dig,
claim, mine and set torches; rooms by plan, traps, towers, research; the attack flag, shields and swords;
strength by the difficulty.
2. **Mouse cursor** - clearer hands for the hand tool (open, holding, slap, punch).
+313
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@@ -0,0 +1,313 @@
// 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
}
})
}
}
+2
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@@ -663,6 +663,8 @@ fn remove_rivals(g: &mut Game) {
return;
}
g.rivals.clear();
// their masters go too (the seats belong to the players)
g.masters.retain(|m| !sides.contains(&m.side));
g.ents.retain(|e| e.hero || !sides.contains(&e.side));
let owners: Vec<Owner> = sides.iter().map(|&s| Owner::of_side(s)).collect();
for t in g.map.t.iter_mut() {
+9 -9
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@@ -480,7 +480,8 @@ fn player_owner() -> Owner {
// The state of a dungeon master that is not being processed right now. The Game's own fields
// (gold, mana, hand, ...) always belong to the master whose side is `me_side`; switching swaps
// them with the stored ones. A single player game has no stored masters at all.
#[derive(Clone, Debug, Default)]
#[derive(Clone, Debug, Default, Serialize, Deserialize)]
#[serde(default)]
pub struct MasterState {
pub side: u8,
pub owner: Option<Owner>,
@@ -656,8 +657,8 @@ pub struct Game {
pub me_side: u8, // that master's side (0 = the first player)
#[serde(skip)]
pub local_side: u8, // the master who plays at this computer
#[serde(skip)]
pub masters: Vec<MasterState>, // the other masters (multiplayer)
#[serde(default)]
pub masters: Vec<MasterState>, // the other masters (multiplayer, AI masters), saved with the game
#[serde(skip)]
pub pending: Vec<Command>, // orders of this master, applied at the next step boundary
#[serde(skip)]
@@ -1291,7 +1292,7 @@ impl Game {
}
pub fn portals_owned(&self) -> usize {
(0..self.map.portals.len()).filter(|&k| self.map.portal_owned(k)).count()
(0..self.map.portals.len()).filter(|&k| self.map.portal_owner(k) == self.me).count()
}
// gate defenders alive (not the treasure guards)
@@ -1610,8 +1611,7 @@ impl Game {
}
// the starting area of a master: a 9x9 room of his own floor and his 3x3 soul core
#[allow(dead_code)] // called by start_masters only
fn carve_master_area(&mut self, side: u8, core: (i32, i32)) {
pub(crate) fn carve_master_area(&mut self, side: u8, core: (i32, i32)) {
let owner = Owner::of_side(side);
for y in core.1 - 3..core.1 + 6 {
for x in core.0 - 3..core.0 + 6 {
@@ -2007,7 +2007,7 @@ impl Game {
}
r -= w;
}
let owned: Vec<usize> = (0..self.map.portals.len()).filter(|&k| self.map.portal_owned(k)).collect();
let owned: Vec<usize> = (0..self.map.portals.len()).filter(|&k| self.map.portal_owner(k) == self.me).collect();
let pk = owned[(self.rng.next() as usize) % owned.len()];
let (px, py) = self.map.portals[pk];
let id = self.spawn(kind, false, px as f32 + 1.5, py as f32 + 1.5, 1);
@@ -2436,7 +2436,7 @@ impl Game {
self.demo_ai(e, dt);
} else if e.hero && e.captive != 0 {
self.captive_update(e, dt);
} else if self.is_rival_side(e.side) || (e.rival() && !self.is_master(e.side)) {
} else if !self.is_master(e.side) && (self.is_rival_side(e.side) || e.rival()) {
self.rival_ai(e, dt);
} else if e.kind == EK::Trader {
self.trader_ai(e, dt);
@@ -2499,7 +2499,7 @@ impl Game {
}
}
if !tile.walkable() && !(flies(e.kind) && tile.liquid()) {
if (e.hero || self.is_rival_side(e.side) || (e.rival() && !self.is_master(e.side))) && tile.diggable() {
if (e.hero || (!self.is_master(e.side) && (self.is_rival_side(e.side) || e.rival()))) && tile.diggable() {
// heroes dig their way through
e.working = true;
let (tx, ty) = xy(next);
+1
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@@ -1,6 +1,7 @@
// DungeonCraft – dungeon building & defence in the browser (Rust + macroquad, WASM).
mod achievements;
mod ai;
mod armory;
mod audio;
mod campaign;
+3 -2
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@@ -403,9 +403,10 @@ impl Map {
self.portals.iter().position(|&(px, py)| x >= px && x < px + 3 && y >= py && y < py + 3)
}
pub fn portal_owned(&self, k: usize) -> bool {
// whose portal k is (any master can claim one)
pub fn portal_owner(&self, k: usize) -> Owner {
let (px, py) = self.portals[k];
self.t[idx(px, py)].owner == Owner::Player
self.t[idx(px, py)].owner
}
pub fn generate(seed: u32, w: usize, h: usize) -> Map {
+8 -15
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@@ -356,23 +356,16 @@ impl Game {
.filter(|side| *side != self.local_side)
.collect();
for side in self.ai_sides.clone() {
if self.is_out(side) {
continue; // a fallen master who left has nothing left for an AI to play
if self.is_out(side) || self.rivals.iter().any(|r| r.side == side) {
continue; // a fallen master has nothing left to play; a brain is there already
}
let core = if side == self.me_side {
if !self.is_master(side) {
continue;
} else if let Some(m) = self.masters.iter().find(|m| m.side == side) {
Some(m.core)
} else {
None
};
let Some(core) = core else { continue };
if let Some(k) = self.masters.iter().position(|m| m.side == side) {
self.masters.remove(k);
}
if !self.is_rival_side(side) {
self.add_rival(side, core.0 + 1, core.1 + 1, self.ai_difficulty);
}
// the seat keeps its master (dungeon, gold, creatures): the brain (ai.rs) plays it
let core = self.core_of_side(side);
let difficulty = self.ai_difficulty;
self.rivals.push(crate::rival::Rival { side, core, hp: crate::rival::RIVAL_CORE_HP, alive: true, radius: 6, grow_t: 0.0, spawn_t: 0.0, attack_t: 0.0, difficulty, power: 0.0, gift_t: crate::rival::PARTNER_GIFT_EVERY, think_t: 1.0, attacking: false, army0: 0.0 });
}
}
@@ -629,7 +622,7 @@ mod tests {
b.sync_ai_sides(&[3], 1);
assert_eq!(a.checksum(), b.checksum(), "both clients convert side 3 the same way");
assert!(a.is_rival_side(3) && b.is_rival_side(3));
assert!(!a.is_master(3) && !b.is_master(3));
assert!(a.is_master(3) && b.is_master(3), "the seat keeps its master; a brain plays it");
a.receive_turn(&[]);
b.receive_turn(&[]);
assert_eq!(a.checksum(), b.checksum(), "and keep playing it identically");
+3 -3
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@@ -1297,7 +1297,7 @@ impl R3d {
let hp = (g.core_hp / CORE_HP).clamp(0.0, 1.0);
push(vec3(cx as f32 + 1.5, 1.6, cy as f32 + 1.5), 7.0, vec3(1.0, 0.25, 0.2), 1.1 + 0.2 * (t * 3.0).sin() * (1.5 - hp), 100.0);
for (k, &(px, py)) in g.map.portals.iter().enumerate() {
let owned = g.map.portal_owned(k);
let owned = g.map.portal_owner(k) == g.me;
push(vec3(px as f32 + 1.5, 0.8, py as f32 + 1.5), 6.0, vec3(0.7, 0.3, 1.0), if owned { 1.0 } else { 0.35 }, 20.0);
}
if g.gate_hp > 0.0 {
@@ -2338,7 +2338,7 @@ fn draw_landmarks_solid(g: &Game, t: f32) {
if !g.map.shown(idx(px + 1, py + 1)) {
continue;
}
let owned = g.map.portal_owned(pk);
let owned = g.map.portal_owner(pk) == g.me;
let pc = vec3(px as f32 + 1.5, 0.0, py as f32 + 1.5);
let stone = |k: u8| if owned { Color::from_rgba(46 + k, 30 + k / 2, 58 + k, 255) } else { Color::from_rgba(56 + k, 54 + k, 60 + k, 255) };
let bone = if owned { Color::from_rgba(212, 200, 176, 255) } else { Color::from_rgba(150, 146, 140, 255) };
@@ -2498,7 +2498,7 @@ fn draw_landmarks_glow(g: &Game, t: f32, cam_r: Vec3) {
if !g.map.shown(idx(px + 1, py + 1)) {
continue;
}
let owned = g.map.portal_owned(pk);
let owned = g.map.portal_owner(pk) == g.me;
let pc = vec3(px as f32 + 1.5, 0.0, py as f32 + 1.5);
let arm = if owned { Color::new(0.8, 0.35, 1.0, 1.0) } else { Color::new(0.45, 0.42, 0.5, 1.0) };
let mid = pc + vec3(0.0, 1.3, 0.0);
+111 -190
View File
@@ -1,6 +1,7 @@
// Rival dungeon masters (simplified): a dungeon around their own soul core that grows over
// time, creatures that appear there, guard it and attack in groups - the player, the other
// master or the humans. A master whose core falls is out; its ground becomes free.
// Rival dungeon masters: each is a real master (gold, imps, rooms, research - see add_rival)
// played by the brain in ai.rs; this keeps their record (side, heart, difficulty, alive) for the
// interface, the goals and the victory. A master whose heart falls is out; his ground becomes
// free. Units of a rival without a master (old savegames) still use rival_ai until he gets one.
use crate::game::*;
use crate::map::*;
@@ -26,23 +27,12 @@ pub struct Rival {
pub power: f32, // grows with the time: level of the new creatures
#[serde(default)]
pub gift_t: f32, // co-op AI partner: seconds until it looks whether its allies need gold
}
struct Pace {
spawn: f32, // seconds between new creatures
grow: f32, // seconds between growth steps
attack: f32, // seconds between attacks
cap: usize, // most creatures at a time
max_radius: i32, // largest dungeon
power: f32, // levels per minute
}
fn pace(d: u8) -> Pace {
match d {
0 => Pace { spawn: 55.0, grow: 45.0, attack: 330.0, cap: 6, max_radius: 8, power: 0.25 },
2 => Pace { spawn: 26.0, grow: 22.0, attack: 170.0, cap: 13, max_radius: 13, power: 0.6 },
_ => Pace { spawn: 38.0, grow: 30.0, attack: 240.0, cap: 9, max_radius: 11, power: 0.4 },
}
#[serde(default)]
pub think_t: f32, // the brain (ai.rs): seconds until the next thought
#[serde(default)]
pub attacking: bool, // the attack flag is set on an enemy heart
#[serde(default)]
pub army0: f32, // army strength when the attack began
}
impl Rival {
@@ -102,77 +92,81 @@ impl Game {
self.rivals.iter().any(|r| r.side == side && r.alive)
}
// sets up a rival dungeon around (cx, cy)
// sets up a rival master around (cx, cy): a real master (ai.rs) with his heart, a little
// ground, a portal of his own, four imps and gold by the difficulty
pub fn add_rival(&mut self, side: u8, cx: i32, cy: i32, difficulty: u8) {
let owner = Owner::of_side(side);
let core = (cx - 1, cy - 1);
let r = 4;
for y in cy - r..=cy + r {
for x in cx - r..=cx + r {
if !inb(x, y) || x < 2 || y < 2 || x >= mw() as i32 - 2 || y >= mh() as i32 - 2 {
continue;
self.carve_master_area(side, core);
// his own portal beside the dungeon (if there is room)
let owner = Owner::of_side(side);
let (px, py) = (core.0 + 6, core.1);
if px + 3 < mw() as i32 - 2 && py >= 2 && py + 3 < mh() as i32 - 2 {
for y in py..py + 3 {
for x in px..px + 3 {
let t = &mut self.map.t[idx(x, y)];
if !matches!(t.kind, Kind::Core | Kind::Gate) {
t.kind = Kind::Portal;
t.owner = owner;
t.gold = 0;
t.reinforced = false;
}
}
let t = &mut self.map.t[idx(x, y)];
if matches!(t.kind, Kind::Portal | Kind::Gate | Kind::Core) {
continue; // portals and other cores stay
}
t.kind = Kind::Floor;
t.owner = owner;
t.gold = 0;
t.marked = false;
t.reinforced = false;
}
if !self.map.portals.contains(&(px, py)) {
self.map.portals.push((px, py));
}
}
for y in 0..3 {
for x in 0..3 {
let t = &mut self.map.t[idx(core.0 + x, core.1 + y)];
t.kind = Kind::Core;
t.owner = owner;
}
}
// a lair and a treasury (the player can take it)
for y in cy - 3..=cy + 3 {
let t = &mut self.map.t[idx(cx - 3, y)];
t.kind = Kind::Lair;
}
for y in cy - 1..=cy + 1 {
let t = &mut self.map.t[idx(cx + 3, y)];
t.kind = Kind::Treasury;
t.gold = 300;
t.res = 0;
}
self.rivals.push(Rival { side, core, hp: RIVAL_CORE_HP, alive: true, radius: r, grow_t: 20.0, spawn_t: 5.0, attack_t: pace(difficulty).attack, difficulty, power: 0.0, gift_t: PARTNER_GIFT_EVERY });
for k in 0..3 {
self.spawn_rival_unit(side, EK::Kobold, 1, k as f32);
}
self.rivals.push(Rival { side, core, hp: RIVAL_CORE_HP, alive: true, radius: 5, grow_t: 20.0, spawn_t: 5.0, attack_t: 0.0, difficulty, power: 0.0, gift_t: PARTNER_GIFT_EVERY, think_t: 2.0, attacking: false, army0: 0.0 });
self.adopt_master(side, core, difficulty, true);
}
fn spawn_rival_unit(&mut self, side: u8, kind: EK, level: u32, k: f32) {
let Some(rv) = self.rivals.iter().find(|r| r.side == side) else { return };
let (cx, cy) = rv.centre();
let a = k * 1.7 + self.rng.f() * 2.0;
let (x, y) = (cx + a.cos() * 2.4, cy + a.sin() * 2.4);
let id = self.spawn(kind, false, x, y, level);
if let Some(e) = self.ents.iter_mut().find(|e| e.id == id) {
e.side = side;
e.home = Some((cx, cy));
// the rival on `side` gets (or has) a master of his own. `fresh`: a new one with imps and gold
pub(crate) fn adopt_master(&mut self, side: u8, core: (i32, i32), difficulty: u8, fresh: bool) {
if self.is_master(side) {
return;
}
let me = self.me_side;
self.add_master(side, core);
self.switch_to(side);
self.gold = crate::ai::start_gold(difficulty);
self.mana = 150.0;
self.recount();
if fresh {
let (cx, cy) = core;
for j in 0..4 {
self.spawn(EK::Worker, false, cx as f32 - 0.5, cy as f32 + j as f32 * 0.7 + 0.3, 1);
}
}
// the creatures of that side are his
for e in self.ents.iter_mut().filter(|e| e.alive && !e.hero && e.side == side) {
e.home = None;
e.target = None;
}
self.switch_to(me);
}
pub fn update_rivals(&mut self, dt: f32) {
let back = self.me_side;
for k in 0..self.rivals.len() {
if !self.rivals[k].alive {
continue;
}
let p = pace(self.rivals[k].difficulty);
let side = self.rivals[k].side;
{
let r = &mut self.rivals[k];
r.power += dt / 60.0 * p.power;
r.grow_t -= dt;
r.spawn_t -= dt;
r.attack_t -= dt;
// a rival from an older savegame or a painted map: he gets his master now
if !self.is_master(side) {
let (core, diff) = (self.rivals[k].core, self.rivals[k].difficulty);
self.adopt_master(side, core, diff, false);
}
// his heart fell: he is out
if self.core_hp_of(side) <= 0.0 {
if !self.out_sides.contains(&side) {
self.out_sides.push(side);
}
self.eliminate_rival(k);
continue;
}
self.rivals[k].hp = self.core_hp_of(side) / CORE_HP * RIVAL_CORE_HP;
// a co-op partner sends gold to allied masters who run short
if self.is_partner(side) {
self.rivals[k].gift_t -= dt;
@@ -181,112 +175,12 @@ impl Game {
self.partner_gift(side);
}
}
// growth: one more ring of ground (no imps needed)
if self.rivals[k].grow_t <= 0.0 {
self.rivals[k].grow_t = p.grow * (0.8 + self.rng.f() * 0.4);
if self.rivals[k].radius < p.max_radius {
self.rivals[k].radius += 1;
self.rival_grow(k);
}
}
// new creatures
let units = self.ents.iter().filter(|e| e.alive && e.side == side && !e.hero).count();
if self.rivals[k].spawn_t <= 0.0 {
self.rivals[k].spawn_t = p.spawn * (0.8 + self.rng.f() * 0.4);
if units < p.cap {
let power = self.rivals[k].power;
let mut pool = vec![EK::Kobold, EK::Spider];
if power >= 1.5 {
pool.extend([EK::Mage, EK::Ogre]);
}
if power >= 3.0 {
pool.push(EK::Gargoyle);
}
let kind = pool[(self.rng.next() as usize) % pool.len()];
let level = (1.0 + power) as u32;
self.spawn_rival_unit(side, kind, level.clamp(1, 10), units as f32);
}
}
// attack: about two thirds of the creatures march on an enemy
if self.rivals[k].attack_t <= 0.0 {
self.rivals[k].attack_t = p.attack * (0.8 + self.rng.f() * 0.4);
let mut targets: Vec<(u8, u32)> = Vec::new();
if self.coop {
if self.gate_on || self.ents.iter().any(|e| e.alive && e.hero) {
targets.push((1, 3));
}
} else {
// the masters (the player, or the human masters of a match) that are not allies
for s in self.master_sides() {
if !self.is_out(s) && !self.allied(side, s) {
targets.push((s, 3));
}
}
for o in &self.rivals {
if o.alive && o.side != side && !self.allied(side, o.side) {
targets.push((o.side, 1));
}
}
if self.has_gate() && self.gate_hp > 0.0 {
targets.push((1, 1));
}
}
let total: u32 = targets.iter().map(|t| t.1).sum();
if total == 0 {
continue;
}
let mut r = self.rng.next() % total;
let mut target = 0;
for (s, w) in targets {
if r < w {
target = s;
break;
}
r -= w;
}
let mut n = 0;
for e in self.ents.iter_mut() {
if e.alive && !e.hero && e.side == side && e.target.is_none() && n * 3 < units * 2 {
e.target = Some(target);
e.path.clear();
n += 1;
}
}
if n > 0 && target == 0 {
self.msg(if side == 2 { "msg.rival1_attack" } else { "msg.rival2_attack" }, vec![n.to_string()]);
self.sfx_ui(Sfx::WaveAlarm);
}
}
self.switch_to(side);
self.ai_think(k, dt);
self.switch_to(back);
}
}
// a ring of earth around the rival dungeon becomes its ground
fn rival_grow(&mut self, k: usize) {
let rv = self.rivals[k].clone();
let owner = Owner::of_side(rv.side);
let (cx, cy) = (rv.core.0 + 1, rv.core.1 + 1);
let r = rv.radius;
for y in cy - r..=cy + r {
for x in cx - r..=cx + r {
if (x - cx).abs() != r && (y - cy).abs() != r {
continue;
}
if !inb(x, y) || x < 2 || y < 2 || x >= mw() as i32 - 2 || y >= mh() as i32 - 2 {
continue;
}
let t = self.map.t[idx(x, y)];
let free = matches!(t.kind, Kind::Earth | Kind::Floor) && !t.reinforced && t.owner == Owner::None;
let touches = DIR4.iter().any(|&(dx, dy)| self.map.get(x + dx, y + dy).map_or(false, |n| n.owner == owner && n.walkable()));
if free && touches {
let tl = &mut self.map.t[idx(x, y)];
tl.kind = Kind::Floor;
tl.owner = owner;
tl.gold = 0;
tl.marked = false;
}
}
}
}
// damage to the core of a rival master
pub fn rival_core_hit(&mut self, side: u8, dmg: f32) {
@@ -533,21 +427,24 @@ mod tests {
}
#[test]
fn rival_grows_spawns_and_attacks() {
fn an_ai_master_builds_its_dungeon() {
let mut g = rival_game(2);
let r0 = g.rivals[0].radius;
let core0 = g.core_hp;
let mut attacked = false;
for _ in 0..(12 * 60 * 20) {
let side = g.rivals[0].side;
let owner = Owner::of_side(side);
assert!(g.is_master(side), "a real master");
let ground0 = g.map.t.iter().filter(|t| t.owner == owner).count();
for _ in 0..(8 * 60 * 20) {
g.update(0.05);
attacked |= g.ents.iter().any(|e| e.rival() && e.target == Some(0));
if g.core_hp < core0 - 50.0 {
break;
}
}
assert!(g.rivals[0].radius > r0, "the rival dungeon grows");
assert!(attacked, "the rival sends creatures");
assert!(g.core_hp < core0, "they reach the player's core");
let ground = g.map.t.iter().filter(|t| t.owner == owner).count();
assert!(ground > ground0 + 30, "its imps dig and claim: {} -> {}", ground0, ground);
g.switch_to(side);
let rooms: usize = g.counts.iter().sum();
let imps = g.worker_count();
g.switch_to(0);
assert!(rooms >= 9, "it builds rooms ({} tiles)", rooms);
assert!(imps >= 4, "and keeps its imps");
assert!(g.torches.iter().any(|t| g.map.t[t.wall].owner == owner || g.map.t[t.wall].solid()), "torches");
}
#[test]
@@ -633,7 +530,7 @@ mod tests {
#[test]
fn an_offline_coop_partner_is_an_allied_ai_master() {
let mut g = offline_league_game();
assert!(g.netplay.is_none() && g.masters.is_empty());
assert!(g.netplay.is_none() && g.is_master(2), "the partner is a real master without the server");
assert!(g.rival_alive(2) && g.is_partner(2));
assert!(g.allied(0, 2) && g.allied(2, 0));
// short of gold: the partner helps out within a minute
@@ -674,4 +571,28 @@ mod tests {
}
assert!(near, "partner creatures gather at the flag");
}
#[test]
#[ignore]
fn ai_master_report() {
for d in 0..3u8 {
let mut g = (1..200u32).map(|s| Game::new_free(s, 96, 96, d)).find(|g| g.rivals.len() == 1 && !g.gate_on).unwrap();
let side = g.rivals[0].side;
for m in 1..=15 {
for _ in 0..(60 * 20) {
g.update(0.05);
}
g.switch_to(side);
let (rooms, imps, cr, gold) = (g.counts.iter().sum::<usize>(), g.worker_count(), g.creature_count(), g.gold);
let flag = g.flag.is_some();
let earned = g.stats.get(crate::stats::GOLD);
let me = g.me;
let veins = (0..g.map.t.len()).filter(|&i| g.map.t[i].marked && g.map.t[i].vein().is_some()).count();
let marked = g.map.t.iter().filter(|t| t.marked).count();
let near = (0..g.map.t.len()).filter(|&i| { let (x, y) = xy(i); g.map.t[i].marked && DIR4.iter().any(|&(dx, dy)| g.map.get(x + dx, y + dy).map_or(false, |n| n.owner == me && n.walkable())) }).count();
g.switch_to(0);
println!("diff {} min {:2}: rooms {:3} imps {:2} creatures {:2} gold {:5.0} attacking {} | marked {} veins {} reachable {} earned {:.0} | player core {:.0}", d, m, rooms, imps, cr, gold, flag, marked, veins, near, earned, g.core_hp);
}
}
}
}
+1 -1
View File
@@ -44,7 +44,7 @@ impl Game {
}
self.trading.t = TRADER_GAP + self.rng.f() * 180.0;
// he comes through an own portal
let portals: Vec<(i32, i32)> = (0..self.map.portals.len()).filter(|&k| self.map.portal_owned(k)).map(|k| self.map.portals[k]).collect();
let portals: Vec<(i32, i32)> = (0..self.map.portals.len()).filter(|&k| self.map.portal_owner(k) == self.me).map(|k| self.map.portals[k]).collect();
let Some(&(px, py)) = portals.get((self.rng.next() as usize) % portals.len().max(1)) else { return };
let spot = DIR8.iter().map(|&(dx, dy)| (px + 1 + dx * 2, py + 1 + dy * 2)).find(|&(x, y)| self.map.walk(x, y));
let Some((x, y)) = spot else { return };