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deck.cpp
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deck.cpp
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#include "deck.h"
#include <boost/range/algorithm_ext/insert.hpp>
#include <boost/tokenizer.hpp>
#include <iostream>
#include <iomanip>
#include <fstream>
#include <sstream>
#include <stdexcept>
#include "card.h"
#include "cards.h"
#include "read.h"
#include "sim.h"
template<class RandomAccessIterator, class UniformRandomNumberGenerator>
void partial_shuffle(RandomAccessIterator first, RandomAccessIterator middle,
RandomAccessIterator last,
UniformRandomNumberGenerator&& g)
{
typedef typename std::iterator_traits<RandomAccessIterator>::difference_type diff_t;
typedef typename std::make_unsigned<diff_t>::type udiff_t;
typedef typename std::uniform_int_distribution<udiff_t> distr_t;
typedef typename distr_t::param_type param_t;
distr_t D;
diff_t m = middle - first;
diff_t n = last - first;
for (diff_t i = 0; i < m; ++i)
{
std::swap(first[i], first[D(g, param_t(i, n-1))]);
}
}
//------------------------------------------------------------------------------
const char* base64_chars =
"ABCDEFGHIJKLMNOPQRSTUVWXYZ"
"abcdefghijklmnopqrstuvwxyz"
"0123456789+/";
const char* wmt_b64_magic_chars = "-.~!*_@#$%^&()[]|\\";
// Converts cards in `hash' to a deck.
// Stores resulting card IDs in `ids'.
void hash_to_ids_wmt_b64(const char* hash, std::vector<unsigned>& ids)
{
unsigned int last_id = 0;
const char* pc = hash;
while (*pc)
{
unsigned id_plus = 0;
const char* pmagic = strchr(wmt_b64_magic_chars, *pc);
if (pmagic)
{
++ pc;
id_plus = 4000 * (pmagic - wmt_b64_magic_chars + 1);
}
if (!*pc || !*(pc + 1))
{
throw std::runtime_error("Invalid hash length");
}
const char* p0 = strchr(base64_chars, *pc);
const char* p1 = strchr(base64_chars, *(pc + 1));
if (!p0 || !p1)
{
throw std::runtime_error("Invalid hash character");
}
pc += 2;
size_t index0 = p0 - base64_chars;
size_t index1 = p1 - base64_chars;
unsigned int id = (index0 << 6) + index1;
if (id < 4001)
{
id += id_plus;
ids.push_back(id);
last_id = id;
}
else for (unsigned int j = 0; j < id - 4001; ++j)
{
ids.push_back(last_id);
}
}
}
void encode_id_wmt_b64(std::stringstream &ios, unsigned card_id)
{
if (card_id > 4000)
{
ios << wmt_b64_magic_chars[(card_id - 1) / 4000 - 1];
card_id = (card_id - 1) % 4000 + 1;
}
ios << base64_chars[card_id / 64];
ios << base64_chars[card_id % 64];
}
void encode_deck_wmt_b64(std::stringstream &ios, std::vector<const Card*> cards)
{
unsigned last_id = 0;
unsigned num_repeat = 0;
for (const Card* card: cards)
{
auto card_id = card->m_id;
if (card_id == last_id)
{
++ num_repeat;
}
else
{
if (num_repeat > 1)
{
ios << base64_chars[(num_repeat + 4000) / 64];
ios << base64_chars[(num_repeat + 4000) % 64];
}
last_id = card_id;
num_repeat = 1;
encode_id_wmt_b64(ios, card_id);
}
}
if (num_repeat > 1)
{
ios << base64_chars[(num_repeat + 4000) / 64];
ios << base64_chars[(num_repeat + 4000) % 64];
}
}
void hash_to_ids_ext_b64(const char* hash, std::vector<unsigned>& ids)
{
const char* pc = hash;
while (*pc)
{
unsigned id = 0;
unsigned factor = 1;
const char* p = strchr(base64_chars, *pc);
if (!p)
{ throw std::runtime_error("Invalid hash character"); }
size_t d = p - base64_chars;
while (d < 32)
{
id += factor * d;
factor *= 32;
++ pc;
p = strchr(base64_chars, *pc);
if (!p)
{ throw std::runtime_error("Invalid hash character"); }
d = p - base64_chars;
}
id += factor * (d - 32);
++ pc;
ids.push_back(id);
}
}
void encode_id_ext_b64(std::stringstream &ios, unsigned card_id)
{
while (card_id >= 32)
{
ios << base64_chars[card_id % 32];
card_id /= 32;
}
ios << base64_chars[card_id + 32];
}
void encode_deck_ext_b64(std::stringstream &ios, std::vector<const Card*> cards)
{
for (const Card* card: cards)
{
encode_id_ext_b64(ios, card->m_id);
}
}
void hash_to_ids_ddd_b64(const char* hash, std::vector<unsigned>& ids)
{
const char* pc = hash;
while (*pc)
{
if (!*pc || !*(pc + 1) || !*(pc + 2))
{
throw std::runtime_error("Invalid hash length");
}
const char* p0 = strchr(base64_chars, *pc);
const char* p1 = strchr(base64_chars, *(pc + 1));
const char* p2 = strchr(base64_chars, *(pc + 2));
if (!p0 || !p1 || !p2)
{
throw std::runtime_error("Invalid hash character");
}
pc += 3;
size_t index0 = p0 - base64_chars;
size_t index1 = p1 - base64_chars;
size_t index2 = p2 - base64_chars;
unsigned int id = (index0 << 12) + (index1 << 6) + index2;
ids.push_back(id);
}
}
void encode_id_ddd_b64(std::stringstream &ios, unsigned card_id)
{
ios << base64_chars[card_id / 4096];
ios << base64_chars[card_id % 4096 / 64];
ios << base64_chars[card_id % 64];
}
void encode_deck_ddd_b64(std::stringstream &ios, std::vector<const Card*> cards)
{
for (const Card* card: cards)
{
encode_id_ddd_b64(ios, card->m_id);
}
}
DeckDecoder hash_to_ids = hash_to_ids_ext_b64;
DeckEncoder encode_deck = encode_deck_ext_b64;
namespace range = boost::range;
Decks::~Decks()
{
decks.clear();
}
void Deck::set(const std::vector<unsigned>& ids, const std::map<signed, char> &marks)
{
commander = nullptr;
strategy = DeckStrategy::random;
int non_deck_cards_seen = 0;
for (auto id: ids)
{
const Card* card{all_cards.by_id(id)};
if (card->m_type == CardType::commander)
{
if (commander == nullptr)
{
commander = card;
if (marks.find(-1) != marks.end())
card_marks[-1] = marks.at(-1);
}
else
{
non_deck_cards_seen++;
std::cerr << "WARNING: Ignoring additional commander " << card->m_name << " (" << commander->m_name << " already in deck)\n";
}
}
else if (card->m_category == CardCategory::dominion_alpha)
{
add_dominion(card, false);
non_deck_cards_seen++;
}
else if (card->m_category == CardCategory::fortress_defense || card->m_category == CardCategory::fortress_siege || card->m_category == CardCategory::fortress_conquest)
{
fortress_cards.emplace_back(card);
non_deck_cards_seen++;
}
else
{
cards.emplace_back(card);
int mark_dst = cards.size() - 1;
int mark_src = mark_dst + non_deck_cards_seen;
if (marks.find(mark_src) != marks.end())
card_marks[mark_dst] = marks.at(mark_src);
}
}
if (commander == nullptr)
{
throw std::runtime_error("While constructing a deck: no commander found");
}
commander_max_level = commander->m_top_level_card->m_level;
deck_size = cards.size();
}
void Deck::set(const std::string& deck_string_)
{
deck_string = deck_string_;
}
void Deck::resolve()
{
if (commander != nullptr)
{
return;
}
auto && id_marks = string_to_ids(all_cards, deck_string, short_description());
set(id_marks.first, id_marks.second);
deck_string.clear();
}
void Deck::shrink(const unsigned deck_len)
{
if (cards.size() > deck_len)
{
cards.resize(deck_len);
}
}
void Deck::set_vip_cards(const std::string& deck_string)
{
auto && id_marks = string_to_ids(all_cards, deck_string, "vip");
for (const auto & cid : id_marks.first)
{
vip_cards.insert(cid);
}
}
void Deck::set_given_hand(const std::string& deck_string)
{
auto && id_marks = string_to_ids(all_cards, deck_string, "hand");
given_hand = id_marks.first;
}
void Deck::add_forts(const std::string& deck_string)
{
auto && id_marks = string_to_ids(all_cards, deck_string, "fortress_cards");
for (auto id: id_marks.first)
{
fortress_cards.push_back(all_cards.by_id(id));
}
}
void Deck::add_pool_forts(const std::string& deck_string, unsigned amount)
{
auto && id_marks = string_to_ids(all_cards, deck_string, "fortress_cards");
unsigned replicates{1};
std::vector<const Card*> cards;
if(id_marks.first.size() < amount) {
std::cerr << "WARNING: fortress pool bigger than fortress cards";
}
for (auto id: id_marks.first)
{
cards.push_back(all_cards.by_id(id));
}
variable_forts.push_back(std::make_tuple(amount,replicates,cards));
}
void Deck::add_dominions(const std::string& deck_string, bool override_dom)
{
auto && id_marks = string_to_ids(all_cards, deck_string, "dominion_cards");
for (auto id: id_marks.first)
{
add_dominion(all_cards.by_id(id), override_dom);
}
}
void Deck::add_dominion(const Card* dom_card, bool override_dom)
{
if (dom_card->m_category == CardCategory::dominion_alpha)
{
if (alpha_dominion && !override_dom)
{
std::cerr << "WARNING: ";
if (!name.empty()) { std::cerr << "deck " << name << ": "; }
std::cerr << "Ignoring additional alpha dominion " << dom_card->m_name
<< " (" << alpha_dominion->m_name << " already in deck)\n";
}
else
{
if (alpha_dominion)
{
std::cerr << "WARNING: ";
if (!name.empty()) { std::cerr << "deck " << name << ": "; }
std::cerr << "Overriding alpha dominion " << alpha_dominion->m_name
<< " by " << dom_card->m_name << std::endl;
}
alpha_dominion = dom_card;
}
}
else
{
std::cerr << "WARNING: ";
if (!name.empty()) { std::cerr << "deck " << name << ": "; }
std::cerr << "Ignoring non-dominion card " << dom_card->m_name << std::endl;
}
}
std::vector<const Card*> Deck::sorted_ids() const
{
std::vector<const Card*> deck_all_cards;
deck_all_cards.emplace_back(commander);
if (alpha_dominion) { deck_all_cards.emplace_back(alpha_dominion); }
deck_all_cards.insert(deck_all_cards.end(), cards.begin(), cards.end());
if (strategy == DeckStrategy::random || strategy == DeckStrategy::flexible || strategy == DeckStrategy::evaluate || strategy == DeckStrategy::evaluate_twice)
{
std::sort(deck_all_cards.end() - cards.size(), deck_all_cards.end(), [](const Card* a, const Card* b) { return a->m_id < b->m_id; });
}
return deck_all_cards;
}
std::string Deck::hash() const
{
std::stringstream ios;
encode_deck(ios, sorted_ids());
return ios.str();
}
std::string Deck::short_description() const
{
std::stringstream ios;
ios << decktype_names[decktype];
if (id > 0) { ios << " #" << id; }
if (!name.empty()) { ios << " \"" << name << "\""; }
if (deck_string.empty())
{
if (variable_cards.empty()) { ios << ": " << hash(); }
}
else
{
ios << ": " << deck_string;
}
return ios.str();
}
std::string Deck::medium_description() const
{
std::stringstream ios;
ios << short_description() << std::endl;
if (commander)
{
ios << commander->m_name;
}
else
{
ios << "No commander";
}
// dominions
if (alpha_dominion)
{ ios << ", " << alpha_dominion->m_name; }
// fortresses (fixed)
for (const Card * card: fortress_cards)
{ ios << ", " << card->m_name; }
// normal cards (fixed)
for (const Card * card: cards)
{ ios << ", " << card->m_name; }
// fortress (variable)
unsigned num_pool_cards = 0;
for (auto& pool: variable_forts)
{
num_pool_cards += std::get<0>(pool) * std::get<1>(pool);
}
if (num_pool_cards > 0)
{
ios << ", and " << num_pool_cards << " fortresses from pool";
}
// normal cards (variable)
num_pool_cards = 0;
for (auto& pool: variable_cards)
{
num_pool_cards += std::get<0>(pool) * std::get<1>(pool);
}
if (num_pool_cards > 0)
{
ios << ", and " << num_pool_cards << " cards from pool";
}
// upgrade points/opports info
if (upgrade_points > 0)
{
ios << " +" << upgrade_points << "/" << upgrade_opportunities;
}
return ios.str();
}
extern std::string card_description(const Cards& all_cards, const Card* c);
std::string Deck::long_description() const
{
std::stringstream ios;
ios << medium_description() << "\n";
if (commander)
{
show_upgrades(ios, commander, commander_max_level, "");
}
else
{
ios << "No commander\n";
}
// fixed fortresses
for (const Card * card: fortress_cards)
{
show_upgrades(ios, card, card->m_top_level_card->m_level, "");
}
// fixed cards
for (const Card* card: cards)
{
show_upgrades(ios, card, card->m_top_level_card->m_level, " ");
}
// variable fortresses
for (auto& pool: variable_forts)
{
if (std::get<1>(pool) > 1)
{
ios << std::get<1>(pool) << " copies of each of ";
}
ios << std::get<0>(pool) << " in:\n";
for (auto& card: std::get<2>(pool))
{
show_upgrades(ios, card, card->m_top_level_card->m_level, " ");
}
}
// variable cards
for (auto& pool: variable_cards)
{
if (std::get<1>(pool) > 1)
{
ios << std::get<1>(pool) << " copies of each of ";
}
ios << std::get<0>(pool) << " in:\n";
for (auto& card: std::get<2>(pool))
{
show_upgrades(ios, card, card->m_top_level_card->m_level, " ");
}
}
// return formed string
return ios.str();
}
void Deck::show_upgrades(std::stringstream &ios, const Card* card, unsigned card_max_level, const char * leading_chars) const
{
ios << leading_chars << card_description(all_cards, card) << "\n";
if (upgrade_points == 0 || card->m_level == card_max_level)
{
return;
}
if (debug_print < 2 && decktype != DeckType::raid)
{
while (card->m_level != card_max_level)
{ card = card->upgraded(); }
ios << leading_chars << "-> " << card_description(all_cards, card) << "\n";
return;
}
// nCm * p^m / q^(n-m)
double p = 1.0 * upgrade_points / upgrade_opportunities;
double q = 1.0 - p;
unsigned n = card_max_level - card->m_level;
unsigned m = 0;
double prob = 100.0 * pow(q, n);
ios << leading_chars << std::fixed << std::setprecision(2) << std::setw(5) << prob << "% no up\n";
while (card->m_level != card_max_level)
{
card = card->upgraded();
++m;
prob = prob * (n + 1 - m) / m * p / q;
ios << leading_chars << std::setw(5) << prob << "% -> " << card_description(all_cards, card) << "\n";
}
}
Deck* Deck::clone() const
{
return(new Deck(*this));
}
const Card* Deck::next(Field* f)
{
if (shuffled_cards.empty())
{
return(nullptr);
}
else if (strategy == DeckStrategy::random || strategy == DeckStrategy::exact_ordered)
{
const Card* card = shuffled_cards.front();
shuffled_cards.pop_front();
return(card);
}
else if (strategy == DeckStrategy::ordered)
{
auto cardIter = std::min_element(
shuffled_cards.begin(),
shuffled_cards.begin() + std::min<unsigned>(3u, shuffled_cards.size()),
[this](const Card* card1, const Card* card2) -> bool {
auto card1_order = order.find(card1->m_id);
if (card1_order->second.empty())
return false;
auto card2_order = order.find(card2->m_id);
if (card2_order->second.empty())
return true;
return (*card1_order->second.begin() < *card2_order->second.begin());
}
);
auto card = *cardIter;
shuffled_cards.erase(cardIter);
auto card_order = order.find(card->m_id);
if (!card_order->second.empty())
{
card_order->second.erase(card_order->second.begin());
}
return(card);
}
else if (strategy == DeckStrategy::flexible)
{
_DEBUG_MSG(1,">>>>FLEX SIMS>>>>\n");
std::vector<uint64_t> res(std::min<unsigned>(3u,shuffled_cards.size()));
unsigned iter = f->flexible_iter;
bool all_same{true};
for(unsigned j =1; j < res.size();j++)
{
if(shuffled_cards.begin()[0]->m_id!=shuffled_cards.begin()[j]->m_id)
{
all_same=false;
break;
}
}
if(all_same || f->flexible_turn*2<f->turn) //no need for flex here, three same or only one card or flexible_turn reached
{
const Card* card = shuffled_cards.front();
shuffled_cards.pop_front();
return(card);
}
for(unsigned j =0; j < res.size();j++)
{
bool repeat{false};
for(unsigned k=0;k<j;++k) //check previous flex sims
{
if(shuffled_cards.begin()[j]->m_id==shuffled_cards.begin()[k]->m_id)
{
res[j]=res[k]; //copy prev result
repeat=true;
break;
}
}
if(repeat)continue; //skip resim
for(unsigned i =0; i < iter;i++)
{
//copy hand
Hand hand1(*f->players[0]);
//hand1.deck=hand1.deck->clone();
Hand hand2(*f->players[1]);
//hand2.deck = hand2.deck->clone();
Deck deck1(*hand1.deck);
Deck deck2(*hand2.deck);
hand1.deck = &deck1;
hand2.deck = &deck2;
hand1.deck->strategy = DeckStrategy::random;
hand2.deck->strategy = DeckStrategy::random;
//copy Field
Field fd(*f);
fd.players = {{&hand1,&hand2}};
fd.tap = fd.players[fd.tapi];
fd.tip = fd.players[fd.tipi];
fd.selection_array.clear();
fd.skill_queue.clear();
fd.killed_units.clear();
fd.damaged_units_to_times.clear();
std::swap(fd.tap->deck->shuffled_cards.begin()[0],fd.tap->deck->shuffled_cards.begin()[j]);
// randomize all following cards
std::shuffle(++fd.tap->deck->shuffled_cards.begin(),fd.tap->deck->shuffled_cards.end(),f->re);
//// randomize 2 remaining + 1 random card // worse results
//unsigned resplusone = std::min<unsigned>(4u,shuffled_cards.size());
//std::shuffle(++fd.tap->deck->shuffled_cards.begin(),fd.tap->deck->shuffled_cards.begin()+resplusone,f->re);
std::shuffle(fd.tip->deck->shuffled_cards.begin(),fd.tip->deck->shuffled_cards.end(),f->re);
Results<uint64_t> result(play(&fd,true,true));
res[j]+=result.points;
}
}
_DEBUG_MSG(1,"<<<<FLEX SIMS<<<<\n");
_DEBUG_MSG(1, "Flexible Order: (%s %llu, %s %llu, %s %llu)\n",shuffled_cards[0]->m_name.c_str(),static_cast<unsigned long long>(res[0]/iter),res.size()>1?shuffled_cards[1]->m_name.c_str():"", static_cast<unsigned long long>(res.size()>1?res[1]/iter:0),res.size()>2?shuffled_cards[2]->m_name.c_str():"", static_cast<unsigned long long>(res.size()>2?res[2]/iter:0));
unsigned best_j = std::distance(res.begin(), (f->tapi==0)?std::max_element(res.begin(), res.end()):std::min_element(res.begin(), res.end())); //max for own flex. enemy flex should optimize him, so min result is best for him
std::swap(shuffled_cards.begin()[0],shuffled_cards.begin()[best_j]);
const Card* card = shuffled_cards.front();
shuffled_cards.pop_front();
return(card);
}
else if (strategy == DeckStrategy::evaluate || strategy == DeckStrategy::evaluate_twice)
{
_DEBUG_MSG(1,">>>>EVAL%i SIMS>>>>\n",strategy);
std::vector<int> res(std::min<unsigned>(3u,shuffled_cards.size()));
unsigned iter = f->eval_iter;
bool all_same{true};
for(unsigned j =1; j < res.size();j++)
{
if(shuffled_cards.begin()[0]->m_id!=shuffled_cards.begin()[j]->m_id)
{
all_same=false;
break;
}
}
if(all_same || f->eval_turn*2<f->turn) //no need for flex here, three same or only one card or eval_turn reached
{
const Card* card = shuffled_cards.front();
shuffled_cards.pop_front();
return(card);
}
_DEBUG_MSG(1, ">>EVAL%i List: (%s , %s , %s )\n",strategy,shuffled_cards[0]->m_name.c_str(),res.size()>1?shuffled_cards[1]->m_name.c_str():"", res.size()>2?shuffled_cards[2]->m_name.c_str():"");
for(unsigned j =0; j < res.size();j++)
{
bool repeat{false};
for(unsigned k=0;k<j;++k) //check previous flex sims
{
if(shuffled_cards.begin()[j]->m_id==shuffled_cards.begin()[k]->m_id)
{
res[j]=res[k]; //copy prev result
repeat=true;
break;
}
}
if(repeat)continue; //skip resim
for(unsigned i =0; i < iter;i++)
{
//copy hand
Hand hand1(*f->players[0]);
//hand1.deck=hand1.deck->clone();
Hand hand2(*f->players[1]);
//hand2.deck = hand2.deck->clone();
Deck deck1(*hand1.deck);
Deck deck2(*hand2.deck);
hand1.deck = &deck1;
hand2.deck = &deck2;
hand1.deck->strategy = DeckStrategy::random;
hand2.deck->strategy = DeckStrategy::random;
//copy Field
Field fd(*f);
fd.players = {{&hand1,&hand2}};
fd.tap = fd.players[fd.tapi];
fd.tip = fd.players[fd.tipi];
fd.selection_array.clear();
fd.skill_queue.clear();
fd.killed_units.clear();
fd.damaged_units_to_times.clear();
fd.eval_iter =1;
std::swap(fd.tap->deck->shuffled_cards.begin()[0],fd.tap->deck->shuffled_cards.begin()[j]);
// randomize all following cards
//std::shuffle(++fd.tap->deck->shuffled_cards.begin(),fd.tap->deck->shuffled_cards.end(),f->re);
// randomize 2 remaining + 1 random card // worse results
unsigned resplusone = std::min<unsigned>(4u,shuffled_cards.size());
std::shuffle(++fd.tap->deck->shuffled_cards.begin(),fd.tap->deck->shuffled_cards.begin()+resplusone,f->re);
std::shuffle(fd.tip->deck->shuffled_cards.begin(),fd.tip->deck->shuffled_cards.end(),f->re);
Results<uint64_t> result(play(&fd,true,true,1));
if (result.wins == 0 && result.losses ==0 && strategy == DeckStrategy::evaluate_twice) {
_DEBUG_MSG(1,">>>>>>EVAL%i SIMS>>>>>>\n",strategy);
if(f->players[0]->deck->strategy==DeckStrategy::evaluate_twice)hand1.deck->strategy = DeckStrategy::evaluate;
else hand1.deck->strategy = DeckStrategy::random;
if(f->players[1]->deck->strategy==DeckStrategy::evaluate_twice)hand2.deck->strategy = DeckStrategy::evaluate;
else hand2.deck->strategy = DeckStrategy::random;
result=(play(&fd,true,false,1));
_DEBUG_MSG(1,"<<<<<<EVAL%i SIMS<<<<<<\n",strategy);
}
res[j]+=(1-2*result.draws)*result.points;
}
}
_DEBUG_MSG(1,"<<<<EVAL%i SIMS<<<<\n",strategy);
_DEBUG_MSG(1, "<<EVAL%i Order: (%s %i, %s %i, %s %i)\n",strategy,shuffled_cards[0]->m_name.c_str(),static_cast<int>(res[0]/iter),res.size()>1?shuffled_cards[1]->m_name.c_str():"", static_cast<int>(res.size()>1?res[1]/iter:0),res.size()>2?shuffled_cards[2]->m_name.c_str():"", static_cast<int>(res.size()>2?res[2]/iter:0));
unsigned best_j = std::distance(res.begin(), (f->tapi==0)?std::max_element(res.begin(), res.end()):std::min_element(res.begin(), res.end())); //max for own flex. enemy flex should optimize him, so min result is best for him
std::swap(shuffled_cards.begin()[0],shuffled_cards.begin()[best_j]);
const Card* card = shuffled_cards.front();
shuffled_cards.pop_front();
return(card);
}
throw std::runtime_error("Unknown strategy for deck.");
}
const Card* Deck::upgrade_card(const Card* card, unsigned card_max_level, std::mt19937& re, unsigned &remaining_upgrade_points, unsigned &remaining_upgrade_opportunities)
{
unsigned oppos = card_max_level - card->m_level;
if (remaining_upgrade_points > 0)
{
for (; oppos > 0; -- oppos)
{
std::mt19937::result_type rnd = re();
if (rnd % remaining_upgrade_opportunities < remaining_upgrade_points)
{
card = card->upgraded();
-- remaining_upgrade_points;
}
-- remaining_upgrade_opportunities;
}
}
return card;
}
void Deck::shuffle(std::mt19937& re)
{
shuffled_commander = commander;
shuffled_forts.clear();
boost::insert(shuffled_forts, shuffled_forts.end(), fortress_cards);
shuffled_cards.clear();
boost::insert(shuffled_cards, shuffled_cards.end(), cards);
if (!variable_forts.empty())
{
if (decktype == DeckType::raid && strategy != DeckStrategy::random)
{
throw std::runtime_error("Support only random strategy for raid/quest deck.");
}
for (auto& card_pool: variable_forts)
{
auto & amount = std::get<0>(card_pool);
auto & replicates = std::get<1>(card_pool);
auto & card_list = std::get<2>(card_pool);
assert(amount <= card_list.size());
partial_shuffle(card_list.begin(), card_list.begin() + amount, card_list.end(), re);
for (unsigned rep = 0; rep < replicates; ++ rep)
{
shuffled_forts.insert(shuffled_forts.end(), card_list.begin(), card_list.begin() + amount);
}
}
}
if (!variable_cards.empty())
{
if (decktype == DeckType::raid && strategy != DeckStrategy::random)
{
throw std::runtime_error("Support only random strategy for raid/quest deck.");
}
for (auto& card_pool: variable_cards)
{
auto & amount = std::get<0>(card_pool);
auto & replicates = std::get<1>(card_pool);
auto & card_list = std::get<2>(card_pool);
assert(amount <= card_list.size());
partial_shuffle(card_list.begin(), card_list.begin() + amount, card_list.end(), re);
for (unsigned rep = 0; rep < replicates; ++ rep)
{
shuffled_cards.insert(shuffled_cards.end(), card_list.begin(), card_list.begin() + amount);
}
}
}
if (upgrade_points > 0)
{
unsigned remaining_upgrade_points = upgrade_points;
std::vector<std::pair<std::deque<const Card*>*, unsigned>> up_cards;
std::deque<const Card*> commander_storage;
commander_storage.emplace_back(shuffled_commander);
up_cards.emplace_back(&commander_storage, 0);
for (unsigned index(0); index < shuffled_forts.size(); ++ index)
{ up_cards.emplace_back(&shuffled_forts, index); }
for (unsigned index(0); index < shuffled_cards.size(); ++ index)
{ up_cards.emplace_back(&shuffled_cards, index); }
// distribute upgrade points randomly (no gaussian/poisson distribution)
while (remaining_upgrade_points && up_cards.size())
{
unsigned idx = re() % up_cards.size();
std::pair<std::deque<const Card*>*, unsigned> x_pair = up_cards.at(idx);
std::deque<const Card*>* storage_ptr = x_pair.first;
unsigned storage_idx = x_pair.second;
const Card* card = storage_ptr->at(storage_idx);
if (card->is_top_level_card())
{
up_cards.erase(up_cards.begin() + idx);
continue;
}
(*storage_ptr)[storage_idx] = card->upgraded();
-- remaining_upgrade_points;
}
shuffled_commander = commander_storage[0];
}
if (strategy == DeckStrategy::ordered)
{
unsigned i = 0;
order.clear();
for (auto card: cards)
{
order[card->m_id].push_back(i);
++i;
}
}
if (strategy != DeckStrategy::exact_ordered)
{
std::deque<const Card*>* pools[] = { &shuffled_forts, &shuffled_cards };
for (std::deque<const Card*>* pool : pools)
{
auto shufflable_iter = pool->begin();
for (auto hand_card_id: given_hand)
{
auto it = std::find_if (shufflable_iter, pool->end(),
[hand_card_id](const Card* card) -> bool { return card->m_id == hand_card_id; });
if (it != pool->end())
{
std::swap(*shufflable_iter, *it);
++ shufflable_iter;
}
}
std::shuffle(shufflable_iter, pool->end(), re);
}
#if 0
if (!given_hand.empty())
{
for (auto card: cards) std::cout << ", " << card->m_name;
std::cout << std::endl;
std::cout << strategy;
for (auto card: shuffled_cards) std::cout << ", " << card->m_name;
std::cout << std::endl;
}
#endif
}
#ifndef NDEBUG
if (upgrade_points > 0)
{
_DEBUG_MSG(2, " ** upgraded cards:\n");
_DEBUG_MSG(2, " >> Commander: %s\n", shuffled_commander->m_name.c_str());
for (auto * card: shuffled_forts)
{
_DEBUG_MSG(2, " >> Fortress: %s\n", card->m_name.c_str());
}
for (auto * card: shuffled_cards)
{
_DEBUG_MSG(2, " >> Card from pool: %s\n", card->m_name.c_str());
}
}
#endif
}
void Deck::place_at_bottom(const Card* card)
{
shuffled_cards.push_back(card);
}
void Decks::add_deck(Deck* deck, const std::string& deck_name)
{
by_name[deck_name] = deck;
by_name[simplify_name(deck_name)] = deck;
}
Deck* Decks::find_deck_by_name(const std::string& deck_name)
{
auto it = by_name.find(simplify_name(deck_name));
return it == by_name.end() ? nullptr : it->second;
}