scummvm/engines/vcruise/circuitpuzzle.cpp

716 lines
21 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "common/algorithm.h"
#include "vcruise/circuitpuzzle.h"
namespace VCruise {
namespace CircuitPuzzleTables {
// These are hard-coded into the Schizm executable (they're 32-bit in it), figured these out by hand
// from tracing screen captures and feeding through a boundary finder script.
static const int16 g_barriersHorizontal1[100] = {
166, 6, 191, 62,
244, 7, 267, 62,
320, 7, 341, 62,
394, 8, 416, 63,
469, 8, 492, 62,
164, 80, 191, 134,
244, 80, 265, 130,
320, 80, 336, 131,
394, 80, 415, 130,
468, 80, 492, 130,
163, 152, 191, 199,
245, 152, 263, 199,
320, 152, 340, 199,
395, 152, 415, 199,
469, 152, 493, 199,
166, 221, 187, 270,
245, 221, 266, 270,
320, 220, 341, 271,
394, 221, 414, 271,
469, 221, 492, 271,
166, 290, 187, 343,
244, 290, 263, 343,
320, 290, 341, 343,
395, 289, 415, 343,
469, 291, 494, 346,
};
static const int16 g_barriersVertical1[64] = {
187, 64, 240, 84,
266, 63, 316, 84,
340, 64, 392, 83,
416, 64, 470, 84,
186, 135, 240, 151,
266, 135, 315, 152,
341, 134, 393, 151,
416, 135, 479, 152,
187, 204, 239, 221,
266, 203, 314, 221,
341, 204, 391, 220,
416, 204, 470, 220,
187, 273, 239, 293,
266, 271, 314, 292,
342, 271, 391, 292,
416, 272, 471, 292,
};
static const int16 g_barriersHorizontal2[100] = {
160, 8, 185, 62,
239, 7, 260, 63,
309, 8, 332, 63,
388, 8, 407, 63,
455, 8, 485, 63,
162, 79, 184, 130,
241, 80, 260, 131,
313, 80, 332, 131,
387, 82, 408, 131,
460, 82, 484, 131,
162, 153, 184, 200,
238, 153, 258, 200,
312, 153, 333, 201,
386, 153, 408, 201,
459, 153, 485, 200,
161, 220, 183, 270,
237, 220, 259, 270,
313, 221, 332, 270,
384, 220, 408, 269,
459, 219, 485, 267,
161, 289, 183, 343,
238, 288, 259, 350,
312, 289, 332, 341,
383, 291, 408, 342,
460, 290, 484, 341,
};
static const int16 g_barriersVertical2[64] = {
186, 63, 239, 84,
263, 64, 313, 84,
337, 64, 389, 84,
411, 64, 464, 85,
184, 135, 238, 151,
259, 136, 311, 151,
336, 135, 388, 152,
410, 136, 465, 152,
184, 203, 238, 220,
263, 204, 311, 220,
338, 203, 388, 219,
408, 203, 464, 219,
185, 272, 237, 291,
260, 272, 313, 291,
337, 271, 388, 290,
411, 271, 463, 289,
};
static const int16 g_linksHorizontal1[100] = {
136, 24, 206, 38,
216, 24, 284, 38,
294, 24, 363, 38,
374, 24, 442, 38,
452, 24, 520, 38,
136, 97, 205, 110,
215, 97, 284, 110,
294, 98, 363, 110,
373, 98, 442, 110,
451, 98, 520, 110,
137, 170, 206, 182,
216, 170, 284, 182,
294, 170, 363, 182,
373, 170, 442, 182,
452, 170, 520, 182,
137, 242, 204, 255,
216, 242, 284, 255,
295, 242, 363, 254,
374, 242, 441, 254,
452, 242, 520, 254,
137, 315, 204, 328,
216, 315, 284, 328,
295, 315, 362, 327,
374, 315, 441, 327,
452, 315, 520, 327,
};
static const int16 g_linksVertical1[64] = {
205, 36, 217, 98,
284, 36, 295, 99,
362, 36, 374, 99,
441, 37, 452, 99,
205, 109, 217, 171,
284, 109, 295, 171,
363, 109, 374, 171,
441, 109, 452, 170,
205, 181, 217, 244,
284, 181, 295, 243,
362, 181, 374, 243,
441, 181, 452, 243,
205, 254, 217, 316,
284, 254, 295, 316,
362, 254, 374, 316,
441, 254, 453, 316,
};
static const int16 g_linksHorizontal2[100] = {
135, 26, 206, 39,
214, 27, 284, 39,
292, 27, 362, 40,
370, 28, 439, 41,
447, 29, 515, 40,
135, 98, 206, 111,
214, 99, 284, 111,
292, 99, 362, 111,
370, 99, 439, 112,
447, 100, 515, 112,
135, 170, 206, 182,
214, 170, 284, 182,
293, 170, 362, 182,
370, 170, 438, 182,
447, 170, 514, 182,
135, 241, 206, 255,
214, 241, 285, 254,
293, 241, 362, 254,
370, 241, 438, 253,
447, 241, 515, 253,
135, 314, 206, 327,
214, 314, 284, 326,
292, 313, 362, 325,
370, 313, 438, 325,
447, 312, 515, 324,
};
static const int16 g_linksVertical2[64] = {
204, 37, 216, 100,
283, 38, 294, 100,
360, 39, 372, 100,
437, 39, 449, 102,
204, 109, 216, 171,
283, 110, 294, 171,
360, 110, 371, 171,
437, 111, 448, 171,
204, 181, 216, 242,
283, 181, 294, 242,
360, 181, 371, 242,
436, 181, 448, 242,
204, 253, 216, 315,
283, 252, 294, 315,
360, 252, 372, 314,
436, 251, 448, 314,
};
} // End of namespace CircuitPuzzleTables
struct CircuitPuzzleAIEvaluator {
CircuitPuzzleAIEvaluator();
static const uint kMaxMovesToReach = CircuitPuzzle::kBoardWidth * CircuitPuzzle::kBoardHeight * 2;
uint stepsToReach[CircuitPuzzle::kBoardWidth][CircuitPuzzle::kBoardHeight];
};
class CircuitPuzzleVisitedSet {
public:
CircuitPuzzleVisitedSet();
void set(const Common::Point &coord);
bool get(const Common::Point &coord) const;
void clear();
private:
uint32 _bits;
};
CircuitPuzzleVisitedSet::CircuitPuzzleVisitedSet() : _bits(0) {
}
void CircuitPuzzleVisitedSet::set(const Common::Point &coord) {
int bit = coord.y * static_cast<int>(CircuitPuzzle::kBoardWidth) + coord.x;
_bits |= (1u << bit);
}
bool CircuitPuzzleVisitedSet::get(const Common::Point &coord) const {
int bit = coord.y * static_cast<int>(CircuitPuzzle::kBoardWidth) + coord.x;
return (_bits & (1u << bit)) != 0;
}
void CircuitPuzzleVisitedSet::clear() {
_bits = 0;
}
CircuitPuzzleAIEvaluator::CircuitPuzzleAIEvaluator() {
for (uint x = 0; x < CircuitPuzzle::kBoardWidth; x++)
for (uint y = 0; y < CircuitPuzzle::kBoardHeight; y++)
stepsToReach[x][y] = kMaxMovesToReach;
}
CircuitPuzzle::Action::Action() : _direction(kCellDirectionDown) {
}
CircuitPuzzle::CircuitPuzzle(int layout) : _havePreviousAction(false) {
_startPoint = Common::Point(0, 0);
_goalPoint = Common::Point(kBoardWidth - 1, 0);
const int16 *linksHoriz = nullptr;
const int16 *linksVert = nullptr;
const int16 *barriersHoriz = nullptr;
const int16 *barriersVert = nullptr;
if (layout == 1) {
linksHoriz = CircuitPuzzleTables::g_linksHorizontal1;
linksVert = CircuitPuzzleTables::g_linksVertical1;
barriersHoriz = CircuitPuzzleTables::g_barriersHorizontal1;
barriersVert = CircuitPuzzleTables::g_barriersVertical1;
} else if (layout == 2) {
linksHoriz = CircuitPuzzleTables::g_linksHorizontal2;
linksVert = CircuitPuzzleTables::g_linksVertical2;
barriersHoriz = CircuitPuzzleTables::g_barriersHorizontal2;
barriersVert = CircuitPuzzleTables::g_barriersVertical2;
} else
error("Unknown circuit screen layout");
// Pre-connect the side rails
for (uint i = 0; i < (kBoardHeight - 1u); i++) {
*getConnectionState(Common::Point(0, i), KDirectionDown) = kLinkStateConnected;
*getConnectionState(Common::Point(kBoardWidth - 1, i), KDirectionDown) = kLinkStateConnected;
}
// Block edge points
for (uint i = 0; i < kBoardWidth; i++)
_cells[i][kBoardHeight - 1]._downLink = kLinkStateBlocked;
for (uint i = 0; i < kBoardHeight; i++)
_cells[kBoardWidth - 1][i]._rightLink = kLinkStateBlocked;
// Barriers are traced from pixel matches, but links are traced from the highlight boxes.
// Since the highlight boxes are (1,1) larger than the clipping box of the animation, and because
// the coordinates are inclusive, we need to add (1,1) to barrier sizes, but not link sizes, since the
// inclusive (+1,+1) cancels out from the oversize (-1,-1) adjustment.
// Resolve horizontal links and barriers
for (uint y = 0; y < kBoardHeight; y++) {
for (uint x = 0; x < (kBoardWidth - 1u); x++) {
uint rectDataOffset = (x + y * (kBoardWidth - 1u)) * 4u;
CellRectSpec &rectSpec = _cellRectSpecs[x][y];
rectSpec._rightBarrierRect = Common::Rect(barriersHoriz[rectDataOffset + 0], barriersHoriz[rectDataOffset + 1], barriersHoriz[rectDataOffset + 2] + 1, barriersHoriz[rectDataOffset + 3] + 1);
rectSpec._rightLinkRect = Common::Rect(linksHoriz[rectDataOffset + 0], linksHoriz[rectDataOffset + 1], linksHoriz[rectDataOffset + 2], linksHoriz[rectDataOffset + 3]);
}
}
// Resolve vertical links and barriers. Skip the first and last column.
for (uint y = 0; y < (kBoardHeight - 1u); y++) {
for (uint x = 1; x < (kBoardWidth - 1u); x++) {
uint rectDataOffset = ((x - 1) + y * (kBoardWidth - 2u)) * 4u;
CellRectSpec &rectSpec = _cellRectSpecs[x][y];
rectSpec._downBarrierRect = Common::Rect(barriersVert[rectDataOffset + 0], barriersVert[rectDataOffset + 1], barriersVert[rectDataOffset + 2] + 1, barriersVert[rectDataOffset + 3] + 1);
rectSpec._downLinkRect = Common::Rect(linksVert[rectDataOffset + 0], linksVert[rectDataOffset + 1], linksVert[rectDataOffset + 2], linksVert[rectDataOffset + 3]);
}
}
}
bool CircuitPuzzle::executeAIAction(Common::RandomSource &randomSource, Common::Point &outCoord, CellDirection &outBlockDirection) {
// Don't know exactly what algorithm Schizm uses, we use something that approximates the original
// pretty well most of the time:
// - Identify all connection paths that are tied for the fewest number of new connections required to win.
// - Enumerate all open connections on those paths.
// - If the previous move blocked a horizontal connection (i.e. with a vertical barrier), prioritize
// connections on the same X coordinate as that block.
// - Block a random connection from the candidates.
//
// There seem to be times that Schizm doesn't do this. In particular, Schizm will (rarely) fail to block
// a connection even if it's the only connection that will immediately win the puzzle for the player.
//
// It also doesn't prioritize making moves that will immediately win for the AI.
CircuitPuzzleAIEvaluator evaluator;
computeStepsToReach(evaluator);
uint stepsToReachGoal = evaluator.stepsToReach[_goalPoint.x][_goalPoint.y];
if (stepsToReachGoal == 0 || stepsToReachGoal == CircuitPuzzleAIEvaluator::kMaxMovesToReach)
return false;
const uint kMaxLinks = kBoardWidth * kBoardHeight * 2;
Action potentialBlocks[kMaxLinks];
uint numPotentialBlocks = 0;
Common::Point pointsList1[kMaxLinks];
Common::Point pointsList2[kMaxLinks];
Common::Point *pointsToFloodFill = pointsList1;
Common::Point *pointsToProspect = pointsList2;
uint numPointsToFloodFill = 1;
uint numPointsToProspect = 0;
pointsToFloodFill[0] = _goalPoint;
CircuitPuzzleVisitedSet visitedSet;
uint prospectLevel = stepsToReachGoal;
while (prospectLevel > 0) {
floodFillLinks(pointsToFloodFill, numPointsToFloodFill, visitedSet);
for (uint i = 0; i < numPointsToFloodFill; i++) {
const Common::Point &pt = pointsToFloodFill[i];
for (uint dir = 0; dir < kDirectionCount; dir++) {
const LinkState *linkState = getConnectionState(pt, static_cast<Direction>(dir));
if (linkState && (*linkState) == kLinkStateOpen) {
Common::Point connectedPoint = getConnectedPoint(pt, static_cast<Direction>(dir));
if (!visitedSet.get(connectedPoint)) {
visitedSet.set(connectedPoint);
if (evaluator.stepsToReach[connectedPoint.x][connectedPoint.y] + 1u == prospectLevel) {
// This point is on the shortest path
Action action;
switch (dir) {
case kDirectionUp:
action._point = connectedPoint;
action._direction = kCellDirectionDown;
break;
case KDirectionDown:
action._point = pt;
action._direction = kCellDirectionDown;
break;
case kDirectionLeft:
action._point = connectedPoint;
action._direction = kCellDirectionRight;
break;
case kDirectionRight:
action._point = pt;
action._direction = kCellDirectionRight;
break;
default:
error("Internal error: Bad direction");
return false;
}
potentialBlocks[numPotentialBlocks] = action;
numPotentialBlocks++;
pointsToProspect[numPointsToProspect] = connectedPoint;
numPointsToProspect++;
}
}
}
}
}
Common::Point *tempList = pointsToFloodFill;
pointsToFloodFill = pointsToProspect;
pointsToProspect = tempList;
numPointsToFloodFill = numPointsToProspect;
numPointsToProspect = 0;
prospectLevel--;
}
if (numPotentialBlocks == 0)
return false;
// All potential blocks are now on the shortest path.
// Try to mimic some of the AI behavior of Schizm to form wall advances.
// The highest-priority move is one that runs parallel to the previous move.
uint selectedBlock = 0;
if (numPotentialBlocks > 1) {
uint blockQualities[kMaxLinks];
for (uint i = 0; i < numPotentialBlocks; i++)
blockQualities[i] = 0;
uint highestQuality = 0;
if (_havePreviousAction) {
for (uint i = 0; i < numPotentialBlocks; i++) {
uint quality = 0;
const Action &pblock = potentialBlocks[i];
// We don't want to favor horizontal walls because otherwise that triggers are degenerate behavior where the player can run a wall
// directly across and the AI will keeps inserting horizontal walls parallel to the player action.
bool isWallBlock = false;
if (_previousAction._direction == kCellDirectionRight && pblock._direction == kCellDirectionRight && _previousAction._point.x == pblock._point.x)
isWallBlock = true;
#if 0
else if (_previousAction._direction == kCellDirectionDown && pblock._direction == kCellDirectionDown && _previousAction._point.y == pblock._point.y)
isWallBlock = true;
#endif
// If this forms a vertical wall, it's quality 2
if (isWallBlock)
quality = 2;
else {
// If this forms a corner, it's quality 1 (disabled, this seems less accurate)
#if 0
if (_previousAction._direction != pblock._direction) {
Common::Point prevAdjacent = _previousAction._point;
if (_previousAction._direction == kCellDirectionRight)
prevAdjacent.x++;
else if (_previousAction._direction == kCellDirectionDown)
prevAdjacent.y++;
Common::Point pblockAdjacent = pblock._point;
if (pblock._direction == kCellDirectionRight)
pblockAdjacent.x++;
else if (pblock._direction == kCellDirectionDown)
pblockAdjacent.y++;
if (prevAdjacent == pblock._point || prevAdjacent == pblockAdjacent || _previousAction._point == pblock._point || _previousAction._point == pblockAdjacent)
quality = 1;
}
#endif
}
blockQualities[i] = quality;
if (quality > highestQuality)
highestQuality = quality;
}
}
uint blocksInHighestQuality[kMaxLinks];
uint numBlocksInHighestQuality = 0;
for (uint i = 0; i < numPotentialBlocks; i++) {
if (blockQualities[i] == highestQuality) {
blocksInHighestQuality[numBlocksInHighestQuality] = i;
numBlocksInHighestQuality++;
}
}
if (numBlocksInHighestQuality == 1)
selectedBlock = blocksInHighestQuality[0];
else {
assert(numBlocksInHighestQuality > 1);
selectedBlock = blocksInHighestQuality[randomSource.getRandomNumber(numBlocksInHighestQuality - 1)];
}
}
const Action &pblock = potentialBlocks[selectedBlock];
outCoord = pblock._point;
outBlockDirection = pblock._direction;
if (pblock._direction == kCellDirectionDown)
_cells[pblock._point.x][pblock._point.y]._downLink = kLinkStateBlocked;
if (pblock._direction == kCellDirectionRight)
_cells[pblock._point.x][pblock._point.y]._rightLink = kLinkStateBlocked;
_havePreviousAction = true;
_previousAction = pblock;
return true;
}
void CircuitPuzzle::addLink(const Common::Point &coord, CellDirection direction) {
validateCoord(coord);
CellState &cell = _cells[coord.x][coord.y];
LinkState *linkState = nullptr;
if (direction == kCellDirectionDown)
linkState = &cell._downLink;
else if (direction == kCellDirectionRight)
linkState = &cell._rightLink;
if (linkState == nullptr || (*linkState) != kLinkStateOpen)
error("Internal error: Circuit link state was invalid");
*linkState = kLinkStateConnected;
}
CircuitPuzzle::Conclusion CircuitPuzzle::checkConclusion() const {
CircuitPuzzleAIEvaluator evaluator;
computeStepsToReach(evaluator);
uint stepsToReachGoal = evaluator.stepsToReach[_goalPoint.x][_goalPoint.y];
if (stepsToReachGoal == 0)
return kConclusionPlayerWon;
if (stepsToReachGoal == CircuitPuzzleAIEvaluator::kMaxMovesToReach)
return kConclusionPlayerLost;
return kConclusionNone;
}
const CircuitPuzzle::CellRectSpec *CircuitPuzzle::getCellRectSpec(const Common::Point &coord) const {
validateCoord(coord);
return &_cellRectSpecs[coord.x][coord.y];
}
bool CircuitPuzzle::isCellDownLinkOpen(const Common::Point &coord) const {
validateCoord(coord);
return _cells[coord.x][coord.y]._downLink == kLinkStateOpen;
}
bool CircuitPuzzle::isCellRightLinkOpen(const Common::Point &coord) const {
validateCoord(coord);
return _cells[coord.x][coord.y]._rightLink == kLinkStateOpen;
}
CircuitPuzzle::CellState::CellState() : _downLink(kLinkStateOpen), _rightLink(kLinkStateOpen) {
}
Common::Point CircuitPuzzle::getConnectedPoint(const Common::Point &coord, Direction direction) {
switch (direction) {
case kDirectionUp:
return Common::Point(coord.x, coord.y - 1);
case KDirectionDown:
return Common::Point(coord.x, coord.y + 1);
case kDirectionLeft:
return Common::Point(coord.x - 1, coord.y);
case kDirectionRight:
return Common::Point(coord.x + 1, coord.y);
default:
return coord;
};
}
CircuitPuzzle::LinkState *CircuitPuzzle::getConnectionState(const Common::Point &coord, Direction direction) {
if (!isPositionValid(coord))
return nullptr;
switch (direction) {
case kDirectionUp:
if (coord.y == 0)
return nullptr;
return &_cells[coord.x][coord.y - 1]._downLink;
case KDirectionDown:
if (coord.y == static_cast<int>(kBoardHeight - 1))
return nullptr;
return &_cells[coord.x][coord.y]._downLink;
case kDirectionLeft:
if (coord.x <= 0)
return nullptr;
return &_cells[coord.x - 1][coord.y]._rightLink;
case kDirectionRight:
if (coord.x == static_cast<int>(kBoardWidth - 1))
return nullptr;
return &_cells[coord.x][coord.y]._rightLink;
default:
return nullptr;
};
}
const CircuitPuzzle::LinkState *CircuitPuzzle::getConnectionState(const Common::Point &coord, Direction direction) const {
return const_cast<CircuitPuzzle *>(this)->getConnectionState(coord, direction);
}
bool CircuitPuzzle::isPositionValid(const Common::Point &coord) {
if (coord.x < 0 || coord.y < 0 || coord.x >= static_cast<int>(kBoardWidth) || coord.y >= static_cast<int>(kBoardHeight))
return false;
return true;
}
void CircuitPuzzle::computeStepsToReach(CircuitPuzzleAIEvaluator &evaluator) const {
const uint kMaxLinks = kBoardWidth * kBoardHeight * 2;
Common::Point pointsList1[kMaxLinks];
Common::Point pointsList2[kMaxLinks];
Common::Point *pointsToFloodFill = pointsList1;
Common::Point *pointsToProspect = pointsList2;
uint numPointsToFloodFill = 1;
uint numPointsToProspect = 0;
uint floodFillValue = 0;
pointsToFloodFill[0] = _startPoint;
for (uint x = 0; x < kBoardWidth; x++)
for (uint y = 0; y < kBoardHeight; y++)
evaluator.stepsToReach[x][y] = CircuitPuzzleAIEvaluator::kMaxMovesToReach;
CircuitPuzzleVisitedSet visitedSet;
while (numPointsToFloodFill > 0) {
floodFillLinks(pointsToFloodFill, numPointsToFloodFill, visitedSet);
for (uint i = 0; i < numPointsToFloodFill; i++) {
const Common::Point &pt = pointsToFloodFill[i];
evaluator.stepsToReach[pt.x][pt.y] = floodFillValue;
for (uint dir = 0; dir < kDirectionCount; dir++) {
const LinkState *linkState = getConnectionState(pt, static_cast<Direction>(dir));
if (linkState && (*linkState) == kLinkStateOpen) {
Common::Point connectedPoint = getConnectedPoint(pt, static_cast<Direction>(dir));
if (!visitedSet.get(connectedPoint)) {
visitedSet.set(connectedPoint);
pointsToProspect[numPointsToProspect] = connectedPoint;
numPointsToProspect++;
}
}
}
}
Common::Point *tempList = pointsToFloodFill;
pointsToFloodFill = pointsToProspect;
pointsToProspect = tempList;
numPointsToFloodFill = numPointsToProspect;
numPointsToProspect = 0;
floodFillValue++;
}
}
void CircuitPuzzle::floodFillLinks(Common::Point *pointsList, uint &listSize, CircuitPuzzleVisitedSet &visitedSet) const {
for (uint i = 0; i < listSize; i++) {
const Common::Point &pt = pointsList[i];
visitedSet.set(pt);
for (uint dir = 0; dir < kDirectionCount; dir++) {
const LinkState *linkState = getConnectionState(pt, static_cast<Direction>(dir));
if (linkState && (*linkState) == kLinkStateConnected) {
Common::Point connectedPoint = getConnectedPoint(pt, static_cast<Direction>(dir));
if (!visitedSet.get(connectedPoint)) {
pointsList[listSize] = connectedPoint;
listSize++;
}
}
}
}
}
void CircuitPuzzle::validateCoord(const Common::Point &coord) {
assert(coord.x >= 0 && coord.y >= 0 && coord.x < static_cast<int>(kBoardWidth) && coord.y < static_cast<int>(kBoardHeight));
}
} // End of namespace VCruise