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vcmi/AI/GeniusAI/CGeniusAI.cpp

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#include "CGeniusAI.h"
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#include <iostream>
#include <boost/lexical_cast.hpp>
#include "../../lib/BattleState.h"
#include "../../lib/CBuildingHandler.h"
#include "../../lib/CHeroHandler.h"
#include "../../lib/VCMI_Lib.h"
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#include "../../lib/NetPacks.h"
#include "AIPriorities.h"
using std::endl;
using geniusai::CGeniusAI;
class LibClasses;
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#if defined (_MSC_VER) && (_MSC_VER >= 1020) || (__MINGW32__)
// Excludes rarely used stuff from windows headers - delete this line if
// something is missing.
#define WIN32_LEAN_AND_MEAN
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#include <windows.h>
#endif
void DbgBox(const char* msg, bool messageBox)
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{
#if defined PRINT_DEBUG
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#if defined _DEBUG
//# if 0
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# if defined (_MSC_VER) && (_MSC_VER >= 1020)
if (messageBox)
{
MessageBoxA(NULL, msg, "Debug message", MB_OK | MB_ICONASTERISK);
}
# endif
tlog6 << msg << std::endl;
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#endif
#endif
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}
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// TODO: Rewrite those i-s, o-s to something meaningful.
bool CGeniusAI::AIObjectContainer::operator<(const AIObjectContainer& b) const
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{
if (o->pos != b.o->pos)
return o->pos < b.o->pos;
else
return o->id < b.o->id;
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}
CGeniusAI::HypotheticalGameState::HeroModel::HeroModel(
const CGHeroInstance* h)
: h(h), finished(false)
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{
pos = h->getPosition(false);
remainingMovement = h->movement;
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}
CGeniusAI::HypotheticalGameState::TownModel::TownModel(
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const CGTownInstance* t)
: t(t)
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{
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hasBuilt = static_cast<bool>(t->builded);
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creaturesToRecruit = t->creatures;
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//creaturesInGarrison = t->getArmy();
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}
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CGeniusAI::HypotheticalGameState::HypotheticalGameState(CGeniusAI& ai)
: knownVisitableObjects(ai.knownVisitableObjects)
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{
AI = &ai;
std::vector<const CGHeroInstance*> heroes = ai.m_cb->getHeroesInfo();
for (std::vector<const CGHeroInstance*>::iterator i = heroes.begin();
i != heroes.end();
i++)
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heroModels.push_back(HeroModel(*i));
std::vector<const CGTownInstance*> towns = ai.m_cb->getTownsInfo();
for (std::vector <const CGTownInstance*>::iterator i = towns.begin();
i != towns.end();
i++) {
if ( (*i)->tempOwner == ai.m_cb->getMyColor() )
townModels.push_back(TownModel(*i));
}
if (ai.m_cb->howManyTowns() != 0) {
AvailableHeroesToBuy =
ai.m_cb->getAvailableHeroes(ai.m_cb->getTownInfo(0,0));
}
for (int i = 0; i < 8; i++)
resourceAmounts.push_back(ai.m_cb->getResourceAmount(i));
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}
void CGeniusAI::HypotheticalGameState::update(CGeniusAI& ai)
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{
AI = &ai;
knownVisitableObjects = ai.knownVisitableObjects;
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std::vector<HeroModel> oldModels = heroModels;
heroModels.clear();
std::vector<const CGHeroInstance*> heroes = ai.m_cb->getHeroesInfo();
for (std::vector<const CGHeroInstance*>::iterator i = heroes.begin(); i != heroes.end(); i++)
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heroModels.push_back(HeroModel(*i));
int j;
for (int i = 0; i < oldModels.size(); ++i)
{
for (j = 0; j < heroModels.size(); ++j)
{
if (oldModels[i].h->subID == heroModels[j].h->subID)
{
heroModels[j].finished = oldModels[i].finished;
heroModels[j].previouslyVisited_pos = oldModels[i].previouslyVisited_pos;
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}
}
}
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townModels.clear();
std::vector<const CGTownInstance*> towns = ai.m_cb->getTownsInfo();
for (std::vector<const CGTownInstance*>::iterator i = towns.begin(); i != towns.end(); i++)
{
if ( (*i)->tempOwner == ai.m_cb->getMyColor() )
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townModels.push_back(TownModel(*i));
}
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if (ai.m_cb->howManyTowns())
{
AvailableHeroesToBuy = ai.m_cb->getAvailableHeroes(ai.m_cb->getTownInfo(0,0));
}
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resourceAmounts.clear();
for (int i = 0; i < 8; i++)
resourceAmounts.push_back(ai.m_cb->getResourceAmount(i));
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}
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CGeniusAI::HeroObjective::HeroObjective(const HypotheticalGameState &hgs,
Type t,
const CGObjectInstance* object,
HypotheticalGameState::HeroModel* h,
CGeniusAI* ai)
: object(object), hgs(hgs)
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{
AI = ai;
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pos = object->pos;
type = t;
whoCanAchieve.push_back(h);
_value = -1;
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}
float CGeniusAI::HeroObjective::getValue() const
{
if (_value >= 0)
return _value - _cost;
// TODO: each object should have an associated cost to visit IE
// (tree of knowledge 1000 gold/10 gems)
vector<int> resourceCosts;
for (int i = 0; i < 8; i++)
resourceCosts.push_back(0);
if (object->ID == 47) // School of magic
resourceCosts[6] += 1000;
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// TODO: Add some meaningful (and not exploitable) number here.
float bestCost = 9e9f;
HypotheticalGameState::HeroModel* bestHero = NULL;
if (type != AIObjective::finishTurn)
{
for (int i = 0; i < whoCanAchieve.size(); i++)
{
int distOutOfTheWay = 0;
CPath path3;
//from hero to object
if (AI->m_cb->getPath(whoCanAchieve[i]->pos,
pos,
whoCanAchieve[i]->h,
path3)) {
distOutOfTheWay+=path3.nodes[0].dist;
}
// from object to goal
if (AI->m_cb->getPath(pos,
whoCanAchieve[i]->interestingPos,
whoCanAchieve[i]->h,
path3)) {
distOutOfTheWay += path3.nodes[0].dist;
// from hero directly to goal
if (AI->m_cb->getPath(whoCanAchieve[i]->pos,
whoCanAchieve[i]->interestingPos,
whoCanAchieve[i]->h,
path3))
distOutOfTheWay-=path3.nodes[0].dist;
}
float cost = AI->m_priorities->getCost(resourceCosts,
whoCanAchieve[i]->h,
distOutOfTheWay);
if (cost < bestCost)
{
bestCost = cost;
bestHero = whoCanAchieve[i];
}
} // for (int i = 0; i < whoCanAchieve.size(); i++)
}
else // if (type != AIObjective::finishTurn)
bestCost = 0;
if (bestHero)
{
whoCanAchieve.clear();
whoCanAchieve.push_back(bestHero);
}
_value = AI->m_priorities->getValue(*this);
_cost = bestCost;
return _value - _cost;
}
bool CGeniusAI::HeroObjective::operator<(const HeroObjective& other) const
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{
if (type != other.type)
return type < other.type;
else if (pos != other.pos)
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return pos < other.pos;
else if (object->id != other.object->id)
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return object->id < other.object->id;
else if ((dynamic_cast<const CGVisitableOPH*>(object) != NULL) &&
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(whoCanAchieve.front()->h->id != other.whoCanAchieve.front()->h->id))
return whoCanAchieve.front()->h->id < other.whoCanAchieve.front()->h->id;
else
return false;
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}
void CGeniusAI::HeroObjective::print() const
{
switch (type)
{
case visit:
tlog6 << "visit " << object->hoverName
<< " at (" <<object->pos.x << ","<< object->pos.y << ")" ;
break;
case attack:
tlog6 << "attack " << object->hoverName;
break;
case finishTurn:
tlog6 << "finish turn";
// TODO: Add a default, just in case.
}
if (whoCanAchieve.size() == 1)
tlog6 << " with " << whoCanAchieve.front()->h->hoverName;
}
CGeniusAI::TownObjective::TownObjective(
const HypotheticalGameState& hgs,
Type t,
HypotheticalGameState::TownModel* tn,
int Which,
CGeniusAI * ai)
: whichTown(tn), which(Which), hgs(hgs)
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{
AI = ai;
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type = t;
_value = -1;
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}
float CGeniusAI::TownObjective::getValue() const
{
if (_value >= 0)
return _value - _cost;
// TODO: Include a constant stating the meaning of 8 (number of resources).
vector<int> resourceCosts(8,0);
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CBuilding* b = NULL;
CCreature* creature = NULL;
float cost = 0; // TODO: Needed?
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int ID = 0;
int newID = 0;
int howMany = 0;
ui32 creatures_max = 0;
switch (type)
{
case recruitHero:
resourceCosts[6] = 2500; // TODO: Define somehow the meaning of gold etc.
break;
case buildBuilding:
b = VLC->buildh->buildings[whichTown->t->subID][which];
for (int i = 0; b && ( i < b->resources.size() ); ++i)
resourceCosts[i] = b->resources[i];
break;
case recruitCreatures:
// Buy upgraded if possible.
ID = whichTown->creaturesToRecruit[which].second.back();
creature = VLC->creh->creatures[ID];
howMany = whichTown->creaturesToRecruit[which].first;
creatures_max = 0; // Max creatures you can recruit of this type.
for (int i = 0; i < creature->cost.size(); i++)
{
if (creature->cost[i] != 0)
creatures_max = hgs.resourceAmounts[i]/creature->cost[i];
else
creatures_max = INT_MAX; // TODO: Will have to rewrite it.
// TODO: Buy the best units (the least I can buy)?
amin(howMany, creatures_max);
}
// The cost of recruiting the stack of creatures.
for (int i = 0; creature && (i < creature->cost.size() ); ++i)
resourceCosts[i] = creature->cost[i]*howMany;
break;
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case upgradeCreatures:
UpgradeInfo ui = AI->m_cb->getUpgradeInfo(whichTown->t,which);
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ID = whichTown->t->getCreature(which)->idNumber;
howMany = whichTown->t->getStackCount(which);
newID = ui.newID.back();
int upgrade_serial = ui.newID.size() - 1;
for (std::set< std::pair<int,int> >::iterator j = ui.cost[upgrade_serial].begin(); j != ui.cost[upgrade_serial].end(); j++)
resourceCosts[j->first] = j->second*howMany;
break;
}
_cost = AI->m_priorities->getCost(resourceCosts, NULL, 0);
_value = AI->m_priorities->getValue(*this);
return _value - _cost;
}
bool CGeniusAI::TownObjective::operator<(const TownObjective &other) const
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{
if (type != other.type)
return type < other.type;
else if (which != other.which)
return which < other.which;
else if (whichTown->t->id != other.whichTown->t->id)
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return whichTown->t->id < other.whichTown->t->id;
else
return false;
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}
void CGeniusAI::TownObjective::print() const
{
HypotheticalGameState::HeroModel hm;
CBuilding* b = NULL;
const CCreature* creature = NULL;
int ID = 0;
int howMany = 0;
int newID = 0; // TODO: Needed?
int hSlot = 0; // TODO: Needed?
ui32 creatures_max;
switch (type)
{
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case recruitHero:
tlog6 << "recruit hero.";
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break;
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case buildBuilding:
b = VLC->buildh->buildings[whichTown->t->subID][which];
tlog6 << "build " << b->Name() << " cost = ";
if (b->resources.size())
{
if (b->resources[0])
tlog6 << b->resources[0] << " wood. ";
if (b->resources[1])
tlog6 << b->resources[1] << " mercury. ";
if (b->resources[2])
tlog6 << b->resources[2] << " ore. ";
if (b->resources[3])
tlog6 << b->resources[3] << " sulfur. ";
if (b->resources[4])
tlog6 << b->resources[4] << " crystal. ";
if (b->resources[5])
tlog6 << b->resources[5] << " gems. ";
if (b->resources[6])
tlog6 << b->resources[6] << " gold. ";
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}
break;
case recruitCreatures:
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// Buy upgraded if possible.
ID = whichTown->creaturesToRecruit[which].second.back();
creature = VLC->creh->creatures[ID];
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howMany = whichTown->creaturesToRecruit[which].first;
creatures_max = 0;
for (int i = 0; i < creature->cost.size(); i++)
{
if (creature->cost[i])
creatures_max = hgs.resourceAmounts[i]/creature->cost[i];
else
creatures_max = INT_MAX;
amin(howMany, creatures_max);
}
tlog6 << "recruit " << howMany << " " << creature->namePl
<< " (Total AI Strength " << creature->AIValue*howMany
<< "). cost = ";
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if (creature->cost.size())
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{
if (creature->cost[0])
tlog6 << creature->cost[0]*howMany << " wood. ";
if (creature->cost[1])
tlog6 << creature->cost[1]*howMany << " mercury. ";
if (creature->cost[2])
tlog6 << creature->cost[2]*howMany << " ore. ";
if (creature->cost[3])
tlog6 << creature->cost[3]*howMany << " sulfur. ";
if (creature->cost[4])
tlog6 << creature->cost[4]*howMany << " cristal. ";
if (creature->cost[5])
tlog6 << creature->cost[5]*howMany << " gems. ";
if (creature->cost[6])
tlog6 << creature->cost[6]*howMany << " gold. ";
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}
break; // case recruitCreatures.
case upgradeCreatures:
UpgradeInfo ui = AI->m_cb->getUpgradeInfo (whichTown->t, which);
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ID = whichTown->t->getCreature(which)->idNumber;
tlog6 << "upgrade " << VLC->creh->creatures[ID]->namePl;
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//ui.cost
break;
} // switch(type)
}
CGeniusAI::CGeniusAI() : m_generalAI(), m_state(NO_BATTLE)
{
m_priorities = new Priorities("AI/GeniusAI.brain");
}
CGeniusAI::~CGeniusAI()
{
delete m_priorities;
}
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void CGeniusAI::init(ICallback *CB)
{
m_cb = CB;
m_generalAI.init(CB);
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human = false;
playerID = m_cb->getMyColor();
std::string info = std::string("GeniusAI initialized for player ")
+ boost::lexical_cast<std::string>(playerID);
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m_battleLogic = NULL;
DbgBox(info.c_str());
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}
void CGeniusAI::reportResources()
{
tlog6 << "Day " << m_cb->getDate() << ": ";
tlog6 << "AI Player " <<m_cb->getMyColor()<< " with "
<< m_cb->howManyHeroes(true) << " heroes. " << endl;
tlog6 << m_cb->getResourceAmount(0) << " wood. ";
tlog6 << m_cb->getResourceAmount(1) << " mercury. ";
tlog6 << m_cb->getResourceAmount(2) << " ore. ";
tlog6 << m_cb->getResourceAmount(3) << " sulfur. ";
tlog6 << m_cb->getResourceAmount(4) << " crystal. ";
tlog6 << m_cb->getResourceAmount(5) << " gems. ";
tlog6 << m_cb->getResourceAmount(6) << " gold.";
tlog6 << endl;
}
void CGeniusAI::addHeroObjectives(CGeniusAI::HypotheticalGameState::HeroModel& h,
CGeniusAI::HypotheticalGameState& hgs)
{
int3 hpos = h.pos;
int3 destination;
int3 interestingPos;
CPath path;
int movement = h.remainingMovement;
int maxInteresting = 0;
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AIObjective::Type tp = AIObjective::visit;
if (h.finished)
return;
for (std::set<AIObjectContainer>::const_iterator i = hgs.knownVisitableObjects.begin(); i != hgs.knownVisitableObjects.end(); i++)
{
tp = AIObjective::visit;
if (h.previouslyVisited_pos == i->o->getSightCenter())
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continue;
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//TODO: what would the hero actually visit if he went to that spot
// maybe the hero wants to visit a seemingly unguarded enemy town,
// but there is a hero on top of it.
// if(i->o->)
if (i->o->ID != HEROI_TYPE)
{// Unless you are trying to visit a hero.
bool heroThere = false;
for(int j = 0; j < hgs.heroModels.size(); j++)
{
if (hgs.heroModels[j].pos == i->o->getSightCenter())
heroThere = true;
}
if (heroThere) // It won't work if there is already someone visiting that spot.
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continue;
}
if (i->o->ID == HEROI_TYPE && // Visiting friendly heroes not yet supported.
i->o->getOwner() == m_cb->getMyColor())
continue;
if (i->o->id == h.h->id) // Don't visit yourself (should be caught by above).
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continue;
// Don't visit a mine if you own, there's almost no
// point(maybe to leave guards or because the hero's trapped).
if (i->o->ID == 53 && i->o->getOwner() == m_cb->getMyColor())
continue;
if (i->o->getOwner() != m_cb->getMyColor())
{
// TODO: I feel like the AI shouldn't have access to this information.
// We must get an approximation based on few, many, ... zounds etc.
int enemyStrength = 0;
// TODO: should be virtual maybe, army strength should be
// comparable across objects.
// TODO: Rewrite all those damn i->o. For someone reading it the first
// time it's completely inconprehensible.
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// TODO: NO MAGIC NUMBERS !!!
if (dynamic_cast<const CArmedInstance*> (i->o))
enemyStrength = (dynamic_cast<const CArmedInstance*> (i->o))->getArmyStrength();
if (dynamic_cast<const CGHeroInstance*> (i->o)) enemyStrength = (dynamic_cast<const CGHeroInstance*> (i->o))->getTotalStrength();
// TODO: Make constants of those 1.2 & 2.5.
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if (dynamic_cast<const CGTownInstance*> (i->o))
enemyStrength = static_cast<int>((dynamic_cast<const CGTownInstance*> (i->o))->getArmyStrength() * 1.2);
float heroStrength = h.h->getTotalStrength();
// TODO: ballence these numbers using objective cost formula.
// TODO: it would be nice to do a battle simulation.
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if (enemyStrength * 2.5 > heroStrength)
continue;
if (enemyStrength > 0)
tp = AIObjective::attack;
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}
//don't visit things that have already been visited this week.
if ((dynamic_cast<const CGVisitableOPW*> (i->o)) &&
(dynamic_cast<const CGVisitableOPW*> (i->o)->visited))
continue;
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//don't visit things that you have already visited OPH
if ((dynamic_cast<const CGVisitableOPH*> (i->o)) &&
vstd::contains(dynamic_cast<const CGVisitableOPH*> (i->o)->visitors,
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h.h->id))
continue;
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// TODO: Some descriptions of those included so someone can undestand them.
if (i->o->ID == 88 || i->o->ID == 89 || i->o->ID == 90)
{
//TODO: if no spell book continue
//TODO: if the shrine's spell is identified, and the hero already has it, continue
}
destination = i->o->getSightCenter();
// Don't try to take a path from the underworld to the top or vice versa.
// TODO: Will have to make some calculations so that the AI can enter the
// underground.
if (hpos.z == destination.z)
{
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//TODO: fix get path so that it doesn't return a path unless z's are
// the same, or path goes through sub gate.
if (m_cb->getPath(hpos, destination, h.h, path))
{
path.convert(0);
if (path.nodes[0].dist < movement)
{
// TODO: So easy to understand...
HeroObjective ho(hgs, tp, i->o, &h, this);
std::set<HeroObjective>::iterator found = currentHeroObjectives.find(ho);
if (found == currentHeroObjectives.end())
currentHeroObjectives.insert(ho);
else
{
// TODO: Try to rewrite if possible...
// A cast to a pointer, from a reference, to a pointer
// of an iterator.
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HeroObjective* objective = (HeroObjective*)&(*found);
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objective->whoCanAchieve.push_back(&h);
}
}
// Find the most interesting object that is eventually reachable,
// and set that position to the ultimate goal position.
// TODO: replace random numbers with some sort of ranking system.
int hi = rand();
if (hi > maxInteresting)
{
maxInteresting = hi;
interestingPos = destination;
}
} // if (m_cb->getPath(hpos, destination, h.h, path))
} // if (hpos.z == destination.z)
} // for (std::set<AIObjectContainer>::const_iterator
// i = knownVisitableObjects.begin();
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h.interestingPos = interestingPos;
// there ought to be a path
// if(h.remainingMovement>0&&m_cb->getPath(hpos,interestingPos,h.h,path))
currentHeroObjectives.insert(HeroObjective(hgs,
HeroObjective::finishTurn,
h.h,
&h,
this));
}
void CGeniusAI::HeroObjective::fulfill(CGeniusAI& cg, HypotheticalGameState& hgs)
{
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cg.m_cb->waitTillRealize = true;
HypotheticalGameState::HeroModel* h = NULL;
int3 hpos;
int3 destination;
int3 bestPos;
int3 currentPos;
int3 checkPos;
CPath path;
CPath path2;
int howGood = 0;
switch (type)
{
case finishTurn:
h = whoCanAchieve.front();
h->finished=true;
hpos = h->pos;
destination = h->interestingPos;
if (!cg.m_cb->getPath(hpos, destination, h->h, path))
{
tlog6 << "AI error: invalid destination" << endl;
return;
}
destination = h->pos;
// Find closest coord that we can get to.
for (int i = path.nodes.size() - 2; i >= 0; i--)
{
// TODO: getPath what??
if ((cg.m_cb->getPath(hpos, path.nodes[i].coord, h->h, path2)) && (path2.nodes[0].dist <= h->remainingMovement))
destination = path.nodes[i].coord;
}
if (destination == h->interestingPos)
break;
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// ! START ! //
// Find close pos with the most neighboring empty squares. We don't want to
// get in the way.
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bestPos = destination;
howGood = 0;
// TODO: Add a meaning to 3.
for (int x = -3; x <= 3; x++)
{
for (int y = -3; y <= 3; y++)
{
currentPos = destination + int3(x,y,0);
// There better not be anything there.
if (cg.m_cb->getVisitableObjs(currentPos).size() != 0)
continue;
if ((cg.m_cb->getPath(hpos, currentPos, h->h, path) == false) ||
// It better be reachable from the hero
// TODO: remainingMovement > 0...
(path.nodes[0].dist>h->remainingMovement))
continue;
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int count = 0;
int yy;
for (int xx = -1; xx <= 1; ++xx)
{
for (yy = -1; yy <= 1; ++yy)
{
checkPos = currentPos + int3(xx, yy, 0);
if (cg.m_cb->getPath(currentPos, checkPos, h->h, path) != false)
++count;
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}
}
if (count > howGood)
{
howGood = count;
bestPos = currentPos;
}
}
}
destination = bestPos;
// ! END ! //
cg.m_cb->getPath(hpos, destination, h->h, path);
path.convert(0);
break;
case visit:
case attack:
h = whoCanAchieve.front(); //lowest cost hero
h->previouslyVisited_pos = object->getSightCenter();
hpos = h->pos;
destination = object->getSightCenter();
break;
} // switch(type)
if ((type == visit || type == finishTurn || type == attack) && (cg.m_cb->getPath (hpos, destination, h->h, path)))
path.convert(0);
if (cg.m_state.get() != NO_BATTLE)
cg.m_state.waitUntil (NO_BATTLE); // Wait for battle end
// Wait over, battle over too. hero might be killed. check.
for (int i = path.nodes.size() - 2; (i >= 0) && (cg.m_cb->getHeroSerial(h->h) >= 0); --i)
{
if (!cg.m_cb->moveHero(h->h,path.nodes[i].coord));
{
tlog3 << "cannot move hero to " << path.nodes[i].coord << endl;
break;
}
if (cg.m_state.get() != NO_BATTLE)
cg.m_state.waitUntil(NO_BATTLE); // Wait for battle end
}
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h->remainingMovement -= path.nodes[0].dist;
if (object->blockVisit)
h->pos = path.nodes[1].coord;
else
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h->pos = destination;
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std::set<AIObjectContainer>::iterator
i = hgs.knownVisitableObjects.find(AIObjectContainer(object));
if (i != hgs.knownVisitableObjects.end())
hgs.knownVisitableObjects.erase(i);
const CGTownInstance* town = dynamic_cast<const CGTownInstance*> (object);
if (town && object->getOwner() == cg.m_cb->getMyColor())
{
//upgrade hero's units
tlog6 << "visiting town" << endl;
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for (TSlots::const_iterator i = h->h->Slots().begin(); i != h->h->Slots().end(); i++)
{ // For each hero slot.
UpgradeInfo ui = cg.m_cb->getUpgradeInfo(h->h,i->first);
bool canUpgrade = false;
if (ui.newID.size() != 0)
{ // Does this stack need upgrading?
canUpgrade = true;
std::set<std::pair<int,int> >::iterator j;
for (int ii = 0; ii < ui.cost.size(); ii++) // Can afford the upgrade?
{
for (j = ui.cost[ii].begin(); j != ui.cost[ii].end(); j++)
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if (hgs.resourceAmounts[j->first] < j->second * i->second->count)
canUpgrade = false;
}
}
if (canUpgrade)
{
cg.m_cb->upgradeCreature(h->h, i->first, ui.newID.back());
tlog6 << "upgrading hero's "
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<< i->second->type->namePl
<< endl;
}
}
// Give town's units to hero.
int weakestCreatureStack;
int weakestCreatureAIValue = 99999; // we will lower it in the process
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for (TSlots::const_iterator i = town->Slots().begin(); i != town->Slots().end(); i++)
{
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if (i->second->type->AIValue < weakestCreatureAIValue)
{
weakestCreatureAIValue = i->second->type->AIValue;
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weakestCreatureStack = i->first;
}
}
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for (TSlots::const_iterator i = town->Slots().begin(); i != town->Slots().end(); i++)\
{ // For each town slot.
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int hSlot = h->h->getSlotFor(i->second->type->idNumber);
if (hSlot == -1)
continue;
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tlog6 << "giving hero " << i->second->type->namePl << endl;
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if (!h->h->slotEmpty(hSlot))
{
// Can't take garrisonHero's last unit.
if ( (i->first == weakestCreatureStack) && (town->garrisonHero != NULL) )
cg.m_cb->splitStack(town, h->h, i->first, hSlot, i->second->count - 1);
else
// TODO: the comment says that this code is not safe for the AI.
cg.m_cb->mergeStacks(town, h->h, i->first, hSlot);
}
else
cg.m_cb->swapCreatures(town, h->h, i->first, hSlot);
} // for (std::map< si32, std::pair<ui32, si32> >::const_iterator ...
} // if (town && object->getOwner == cg.m_cb->getMyColor())
}
void CGeniusAI::addTownObjectives (HypotheticalGameState::TownModel& t, HypotheticalGameState& hgs)
{
//recruitHero
//buildBuilding
//recruitCreatures
//upgradeCreatures
// Recruit hero.
if ( (hgs.heroModels.size() < 3) && (hgs.resourceAmounts[6] >= 2500) )
{
bool heroAtTown = false;
for (int i = 0; i < hgs.heroModels.size(); i++)
{
if (hgs.heroModels[i].pos == t.t->getSightCenter())
heroAtTown = true;
}
// No visiting hero and built tavern.
if (!heroAtTown && vstd::contains(t.t->builtBuildings, 5))
{
for (int i = 0; i < hgs.AvailableHeroesToBuy.size(); i++)
{
if ( (hgs.AvailableHeroesToBuy[i] != NULL) && (t.t->subID == hgs.AvailableHeroesToBuy[i]->type->heroType / 2) )
{
TownObjective to(hgs,AIObjective::recruitHero, &t, 0, this);
currentTownObjectives.insert(to);
}
}
}
}
// Build a building.
if (!t.hasBuilt)
{
// m_cb->getCBuildingsByID(t.t);
bmap<int, ConstTransitivePtr<CBuilding> > thisTownsBuildings = VLC->buildh->buildings[t.t->subID];
for (bmap<int, ConstTransitivePtr<CBuilding> >::iterator i = thisTownsBuildings.begin(); i != thisTownsBuildings.end(); i++)
{
if (m_cb->canBuildStructure(t.t, i->first) == 7)
{
TownObjective to(hgs, AIObjective::buildBuilding, &t, i->first ,this);
currentTownObjectives.insert(to);
}
}
}
// Recruit creatures.
for (int i = 0; i < t.creaturesToRecruit.size(); i++)
{
if (t.creaturesToRecruit[i].first == 0 || t.creaturesToRecruit[i].second.empty())
continue;
int ID = t.creaturesToRecruit[i].second.back();
// m_cb->getCCreatureByID(ID);
const CCreature *creature = VLC->creh->creatures[ID];
bool canAfford = true;
for (int ii = 0; ii < creature->cost.size(); ii++)
{
if (creature->cost[ii] > hgs.resourceAmounts[ii])
canAfford = false; // Can we afford at least one creature?
}
if (!canAfford)
continue;
//tlog6 << "town has " << t.t->creatures[i]->first << " "<< creature->namePl << " (AI Strength " << creature->AIValue << ")." << endl;
TownObjective to(hgs, AIObjective::recruitCreatures, &t, i, this);
currentTownObjectives.insert(to);
}
// Upgrade creatures.
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for (TSlots::const_iterator i = t.t->Slots().begin(); i != t.t->Slots().end(); i++)
{
UpgradeInfo ui = m_cb->getUpgradeInfo(t.t, i->first);
if (ui.newID.size())
{
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bool canAfford = true;
int upgrade_serial = ui.newID.size() - 1;
for (std::set< std::pair<int, int> >::iterator j = ui.cost[upgrade_serial].begin(); j != ui.cost[upgrade_serial].end(); j++)
{
if (hgs.resourceAmounts[j->first] < j->second * i->second->count)
canAfford = false;
}
if (canAfford)
{
TownObjective to(hgs,AIObjective::upgradeCreatures,&t,i->first,this);
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currentTownObjectives.insert(to);
}
} // if (ui.netID.size() != 0)
} // for (std::map< si32, std::pair ...
}
void CGeniusAI::TownObjective::fulfill(CGeniusAI& cg,
HypotheticalGameState& hgs)
{
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cg.m_cb->waitTillRealize = true;
CBuilding * b;
const CCreature *creature;
HypotheticalGameState::HeroModel hm;
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int ID, howMany, newID, hSlot;
switch (type)
{
case recruitHero:
cg.m_cb->recruitHero(whichTown->t, hgs.AvailableHeroesToBuy[which]);
hm = HypotheticalGameState::HeroModel(hgs.AvailableHeroesToBuy[which]);
hm.pos = whichTown->t->getSightCenter();
hm.remainingMovement = hm.h->maxMovePoints(true);
hgs.heroModels.push_back(hm);
hgs.resourceAmounts[6] -= 2500;
break;
case buildBuilding:
b = VLC->buildh->buildings[whichTown->t->subID][which];
if (cg.m_cb->canBuildStructure(whichTown->t,which) == 7)
{
tlog6 << "built " << b->Name() << "." << endl;
if (!cg.m_cb->buildBuilding(whichTown->t, which))
tlog6 << "really tried to build unbuildable building" << endl;
for (int i = 0; b && i < b->resources.size(); i++) // use only when certain building was found
hgs.resourceAmounts[i] -= b->resources[i];
} else
tlog6 << "trying to build a structure we cannot build" << endl;
whichTown->hasBuilt=true;
break;
case recruitCreatures:
// Buy upgraded if possible.
ID = whichTown->creaturesToRecruit[which].second.back();
creature = VLC->creh->creatures[ID];
howMany = whichTown->creaturesToRecruit[which].first;
for (int i = 0; i < creature->cost.size(); i++)
amin(howMany, creature->cost[i] ? hgs.resourceAmounts[i]/creature->cost[i] : INT_MAX);
if (howMany == 0)
{
tlog6 << "tried to recruit without enough money.";
tlog6 << "recruiting " << howMany << " "
<< creature->namePl << " (Total AI Strength "
<< creature->AIValue*howMany << ")." << endl;
cg.m_cb->recruitCreatures(whichTown->t, ID, howMany);
}
break;
case upgradeCreatures:
UpgradeInfo ui = cg.m_cb->getUpgradeInfo(whichTown->t, which);
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ID = whichTown->t->getCreature(which)->idNumber;
newID = ui.newID.back();
// TODO: reduce resources in hgs
cg.m_cb->upgradeCreature(whichTown->t, which, newID);
tlog6 << "upgrading " << VLC->creh->creatures[ID]->namePl << endl;
break;
}
}
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void CGeniusAI::fillObjectiveQueue(HypotheticalGameState & hgs)
{
objectiveQueue.clear();
currentHeroObjectives.clear();
currentTownObjectives.clear();
for (std::vector <CGeniusAI::HypotheticalGameState::HeroModel>::iterator i = hgs.heroModels.begin(); i != hgs.heroModels.end(); i++)
addHeroObjectives(*i, hgs);
for (std::vector <CGeniusAI::HypotheticalGameState::TownModel>::iterator i = hgs.townModels.begin(); i != hgs.townModels.end(); i++)
addTownObjectives(*i, hgs);
for (std::set<CGeniusAI::HeroObjective>::iterator i = currentHeroObjectives.begin(); i != currentHeroObjectives.end(); i++)
// TODO: Recheck and try to write simpler expression.
objectiveQueue.push_back(AIObjectivePtrCont((CGeniusAI::HeroObjective*)&(*i)));
for (std::set<CGeniusAI::TownObjective>::iterator i = currentTownObjectives.begin(); i != currentTownObjectives.end(); i++)
objectiveQueue.push_back(AIObjectivePtrCont((CGeniusAI::TownObjective*)&(*i)));
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}
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CGeniusAI::AIObjective * CGeniusAI::getBestObjective()
{
trueGameState.update(*this);
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fillObjectiveQueue(trueGameState);
// TODO: Write this part.
// if(objectiveQueue.size())
// return max_element(objectiveQueue.begin(),objectiveQueue.end())->obj;
m_priorities->fillFeatures(trueGameState);
if (objectiveQueue.empty())
return NULL;
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// sort(objectiveQueue.begin(),objectiveQueue.end());
// reverse(objectiveQueue.begin(),objectiveQueue.end());
int num = 1;
// for(std::vector<AIObjectivePtrCont> ::iterator i = objectiveQueue.begin(); i < objectiveQueue.end();i++)
// {
// if(!dynamic_cast<HeroObjective*>(i->obj))
// continue;
// tlog6 << num++ << ": ";
// i->obj->print();
// tlog6 << " value: " << i->obj->getValue();
// tlog6 << endl;
// }
// int choice = 0;
// tlog6 << "which would you do? (enter 0 for none): ";
// cin >> choice;
tlog6 << "doing best of " << objectiveQueue.size() << ": ";
CGeniusAI::AIObjective* best = max_element(objectiveQueue.begin(), objectiveQueue.end())->obj;
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best->print();
tlog6 << " value = " << best->getValue() << endl;
if (objectiveQueue.size())
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return best;
return objectiveQueue.front().obj;
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}
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void CGeniusAI::yourTurn()
{
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static boost::mutex mutex;
boost::mutex::scoped_lock lock(mutex);
m_cb->waitTillRealize = false;
static int seed = rand();
srand(seed);
if (VLC->IS_AI_ENABLED)
{
m_cb->waitTillRealize = true;
// if (m_cb->getDate() == 1)
//{
// startFirstTurn();
//
// m_cb->endTurn();
// return;
// }
//////////////TODO: replace with updates. Also add suspected objects list./////////
knownVisitableObjects.clear();
int3 pos = m_cb->getMapSize();
int y, z; //don't reallocate them unnecessarily
for (int x = 0; x < pos.x; ++x)
{
for (y = 0; y < pos.y; ++y)
{
for (z = 0; z < pos.z; ++z)
tileRevealed(int3(x,y,z));
}
}
///////////////////////////////////////////////////////////////////////////////////
reportResources();
trueGameState = HypotheticalGameState(*this);
AIObjective * objective = getBestObjective();
if (objective) //single so far, TODO: restore while
objective->fulfill(*this,trueGameState);
seed = rand();
}
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m_cb->endTurn();
m_cb->waitTillRealize = false;
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}
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void CGeniusAI::startFirstTurn()
{
HypotheticalGameState hgs(*this);
const CGTownInstance * town = m_cb->getTownInfo(0,0);
const CGHeroInstance * heroInst = m_cb->getHeroInfo(0,0);
TownObjective(hgs, AIObjective::recruitHero, &hgs.townModels.front(), 0, this).fulfill(*this, hgs);
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m_cb->swapGarrisonHero(town);
hgs.update(*this);
for (ui32 i = 0; i < hgs.townModels.front().creaturesToRecruit.size(); ++i)
{
if (hgs.townModels.front().creaturesToRecruit[i].first == 0)
continue;
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int ID = hgs.townModels.front().creaturesToRecruit[i].second.back();
const CCreature *creature = VLC->creh->creatures[ID];
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bool canAfford = true;
for (ui32 ii = 0; ii < creature->cost.size(); ii++)
{
if (creature->cost[ii] > hgs.resourceAmounts[ii])
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canAfford = false; // Can we afford at least one creature?
}
if (!canAfford)
continue;
TownObjective(hgs,AIObjective::recruitCreatures,&hgs.townModels.front(),i,this).fulfill(*this,hgs);
}
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hgs.update(*this);
HypotheticalGameState::HeroModel* hero;
for (int i = 0; i < hgs.heroModels.size(); i++)
{
if (hgs.heroModels[i].h->id == heroInst->id)
HeroObjective(hgs, AIObjective::visit, town, hero = &hgs.heroModels[i], this).fulfill(*this,hgs);
}
hgs.update(*this);
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// m_cb->swapGarrisonHero(town);
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//TODO: choose the strongest hero.
}
void CGeniusAI::heroKilled(const CGHeroInstance* hero)
{
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}
void CGeniusAI::heroCreated(const CGHeroInstance* hero)
{
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}
void CGeniusAI::tileRevealed(int3 pos)
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{
std::vector<const CGObjectInstance*> objects = m_cb->getVisitableObjs(pos);
for (std::vector <const CGObjectInstance*>::iterator o = objects.begin(); o != objects.end(); o++)
{
if ((*o)->id != -1)
knownVisitableObjects.insert(*o);
}
objects = m_cb->getFlaggableObjects(pos);
for (std::vector<const CGObjectInstance*>::iterator o = objects.begin(); o != objects.end(); o++)
if ((*o)->id != -1)
knownVisitableObjects.insert(*o);
}
// eg. ship built in shipyard
void CGeniusAI::newObject(const CGObjectInstance* obj)
{
knownVisitableObjects.insert(obj);
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}
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void CGeniusAI::objectRemoved(const CGObjectInstance *obj) //eg. collected resource, picked artifact, beaten hero
{
std::set<AIObjectContainer>::iterator o = knownVisitableObjects.find(obj);
if (o != knownVisitableObjects.end())
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knownVisitableObjects.erase(o);
}
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void CGeniusAI::tileHidden(int3 pos)
{
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}
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void CGeniusAI::heroMoved(const TryMoveHero& TMH)
{
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// DbgBox("** CGeniusAI::heroMoved **");
}
void CGeniusAI::heroGotLevel(const CGHeroInstance *hero,
int pskill,
std::vector<ui16>& skills,
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boost::function<void(ui32)>& callback)
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{
callback(rand() % skills.size());
}
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void geniusai::CGeniusAI::showGarrisonDialog(const CArmedInstance* up,
const CGHeroInstance* down,
bool removableUnits,
boost::function<void()>& onEnd)
{
onEnd();
}
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void geniusai::CGeniusAI::playerBlocked(int reason)
{
if (reason == 0) // Battle is coming...
m_state.setn(UPCOMING_BATTLE);
}
void geniusai::CGeniusAI::battleResultsApplied()
{
assert(m_state.get() == ENDING_BATTLE);
m_state.setn(NO_BATTLE);
}
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// TODO: Shouldn't the parameters be made const (apart from cancel)?
void CGeniusAI::showBlockingDialog(const std::string& text,
const std::vector<Component> &components,
ui32 askID,
const int soundID,
bool selection,
bool cancel)
{
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m_cb->selectionMade(cancel ? false : true, askID);
}
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/**
* occurs AFTER every action taken by any stack or by the hero
*/
void CGeniusAI::actionFinished(const BattleAction* action)
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{
std::string message("\t\tCGeniusAI::actionFinished - type(");
message += boost::lexical_cast<std::string>((unsigned)action->actionType);
message += "), side(";
message += boost::lexical_cast<std::string>((unsigned)action->side);
message += ")";
DbgBox(message.c_str());
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}
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/**
* occurs BEFORE every action taken by any stack or by the hero
*/
void CGeniusAI::actionStarted(const BattleAction *action)
{
std::string message("\t\tCGeniusAI::actionStarted - type(");
message += boost::lexical_cast<std::string>((unsigned)action->actionType);
message += "), side(";
message += boost::lexical_cast<std::string>((unsigned)action->side);
message += ")";
DbgBox(message.c_str());
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}
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/**
* called when stack is performing attack
*/
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void CGeniusAI::battleAttack(const BattleAttack* ba)
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{
DbgBox("\t\t\tCGeniusAI::battleAttack");
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}
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/**
* called when stack receives damage (after battleAttack())
*/
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void CGeniusAI::battleStacksAttacked(const std::set<BattleStackAttacked>& bsa)
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{
DbgBox("\t\t\tCGeniusAI::battleStacksAttacked");
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}
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/**
* called by engine when battle starts; side=0 - left, side=1 - right
*/
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void CGeniusAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
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{
// TODO: Battle logic what...
assert(!m_battleLogic);
// We have been informed that battle will start (or we are neutral AI)
assert( (playerID > PLAYER_LIMIT) || (m_state.get() == UPCOMING_BATTLE) );
m_state.setn(ONGOING_BATTLE);
m_battleLogic = new BattleAI::CBattleLogic(m_cb, army1, army2, tile, hero1,
hero2, side);
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DbgBox("** CGeniusAI::battleStart **");
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}
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/**
*
*/
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void CGeniusAI::battleEnd(const BattleResult* br)
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{
switch (br->winner)
{
case 0: tlog6 << "The winner is the attacker." << std::endl; break;
case 1: tlog6 << "The winner is the defender." << std::endl; break;
case 2: tlog6 << "It's a draw." << std::endl; break;
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};
tlog6 << "lost ";
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for (std::map<ui32,si32>::const_iterator i = br->casualties[0].begin(); i != br->casualties[0].end(); i++)
tlog6 << i->second << " " << VLC->creh->creatures[i->first]->namePl << endl;
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delete m_battleLogic;
m_battleLogic = NULL;
assert(m_state.get() == ONGOING_BATTLE);
m_state.setn(ENDING_BATTLE);
DbgBox("** CGeniusAI::battleEnd **");
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}
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/*
* Called at the beggining of each turn, round = -1 is the tactic phase,
* round = 0 is the first "normal" turn.
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*/
void CGeniusAI::battleNewRound(int round)
{
std::string message("\tCGeniusAI::battleNewRound - ");
message += boost::lexical_cast<std::string>(round);
DbgBox(message.c_str());
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m_battleLogic->SetCurrentTurn(round);
}
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/**
*
*/
void CGeniusAI::battleStackMoved(int ID, THex dest, int distance, bool end)
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{
std::string message("\t\t\tCGeniusAI::battleStackMoved ID(");
message += boost::lexical_cast<std::string>(ID);
message += "), dest(";
message += boost::lexical_cast<std::string>(dest);
message += ")";
DbgBox(message.c_str());
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}
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/**
*
*/
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void CGeniusAI::battleSpellCast(const BattleSpellCast *sc)
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{
DbgBox("\t\t\tCGeniusAI::battleSpellCast");
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}
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/**
* called when battlefield is prepared, prior the battle beginning
*/
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// void CGeniusAI::battlefieldPrepared(int battlefieldType,
// std::vector<CObstacle*> obstacles)
// {
// DbgBox("CGeniusAI::battlefieldPrepared");
// }
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/**
*
*/
// void CGeniusAI::battleStackMoved(int ID,
// THex dest,
// bool startMoving,
// bool endMoving)
// {
// DbgBox("\t\t\tCGeniusAI::battleStackMoved");
// }
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/**
*
*/
void CGeniusAI::battleStackAttacking(int ID, int dest)
{
DbgBox("\t\t\tCGeniusAI::battleStackAttacking");
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}
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/**
*
*/
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void CGeniusAI::battleStackIsAttacked(int ID,
int dmg,
int killed,
int IDby,
bool byShooting)
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{
DbgBox("\t\t\tCGeniusAI::battleStackIsAttacked");
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}
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/**
* called when it's turn of that stack
*/
BattleAction CGeniusAI::activeStack(const CStack * stack)
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{
std::string message("\t\t\tCGeniusAI::activeStack stackID(");
message += boost::lexical_cast<std::string>(stack->ID);
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message += ")";
DbgBox(message.c_str());
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BattleAction bact = m_battleLogic->MakeDecision(stack->ID);
assert(m_cb->battleGetStackByID(bact.stackNumber));
return bact;
}
//WTF?!? why is this needed?!?!?!
BattleAction CGlobalAI::activeStack( const CStack * stack )
{
BattleAction ba; ba.actionType = BattleAction::DEFEND;
ba.stackNumber = stack->ID;
return ba;
}