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vcmi/AI/GeniusAI/BattleLogic.h

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#ifndef __BATTLE_LOGIC_H__
#define __BATTLE_LOGIC_H__
#include "Common.h"
#include "BattleHelper.h"
#pragma warning (disable: 4100 4251 4245 4018 4081)
#include "../../global.h"
#include "../../CCallback.h"
#include "../../hch/CCreatureHandler.h"
#include "../../hch/CObjectHandler.h"
#pragma warning (default: 4100 4251 4245 4018 4081)
#pragma warning (disable: 4100)
using namespace std;
namespace GeniusAI { namespace BattleAI {
/**
* Class is responsible for making decision during the battle.
*/
class CBattleLogic
{
private:
enum EMainStrategyType
{
strategy_super_aggresive,
strategy_aggresive,
strategy_neutral,
strategy_defensive,
strategy_super_defensive,
strategy_berserk_attack /** cause max damage, usually when creatures fight against overwhelming army*/
};
enum ECreatureRoleInBattle
{
creature_role_shooter,
creature_role_defenser,
creature_role_fast_attacker,
creature_role_attacker
};
enum EActionType
{
action_cancel = 0, // Cancel BattleAction
action_cast_spell = 1, // Hero cast a spell
action_walk = 2, // Walk
action_defend = 3, // Defend
action_retreat = 4, // Retreat from the battle
action_surrender = 5, // Surrender
action_walk_and_attack = 6, // Walk and Attack
action_shoot = 7, // Shoot
action_wait = 8, // Wait
action_catapult = 9, // Catapult
action_monster_casts_spell = 10 // Monster casts a spell (i.e. Faerie Dragons)
};
struct SCreatureCasualties
{
int amount_max; // amount of creatures that will be dead
int amount_min;
int damage_max; // number of hit points that creature will lost
int damage_min;
int leftHitPoints_for_max; // number of hit points that will remain (for last unity)
int leftHitPoint_for_min; // scenario
};
public:
CBattleLogic(ICallback *cb, CCreatureSet *army1, CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side);
~CBattleLogic();
void SetCurrentTurn(int turn);
/**
* Get the final decision.
*/
BattleAction MakeDecision(int stackID);
private:
CBattleHelper m_battleHelper;
//BattleInfo m_battleInfo;
int m_iCurrentTurn;
bool m_bIsAttacker;
ICallback *m_cb;
CCreatureSet *m_army1;
CCreatureSet *m_army2;
int3 m_tile;
CGHeroInstance *m_hero1;
CGHeroInstance *m_hero2;
bool m_side;
// statistics
typedef std::vector<std::pair<int, int> > creature_stat; // first - creature id, second - value
creature_stat m_statMaxDamage;
creature_stat m_statMinDamage;
//
creature_stat m_statMaxSpeed;
creature_stat m_statDistance;
creature_stat m_statDistanceFromShooters;
creature_stat m_statHitPoints;
typedef std::vector<std::pair<int, SCreatureCasualties> > creature_stat_casualties;
creature_stat_casualties m_statCasualties;
bool m_bEnemyDominates;
/**
* Before decision we have to make some calculation and simulation.
*/
void MakeStatistics(int currentCreatureId);
/**
* Helper function. It's used for performing an attack action.
*/
2009-08-04 20:05:49 +03:00
std::vector<int> GetAvailableHexesForAttacker(const CStack *defender, const CStack *attacker = NULL);
/**
* Just make defend action.
*/
BattleAction MakeDefend(int stackID);
/**
* Just make wait action.
*/
BattleAction MakeWait(int stackID);
/**
* Make an attack action if it's possible.
* If it's not possible then function returns defend action.
*/
BattleAction MakeAttack(int attackerID, int destinationID);
/**
* Berserk mode - do maximum casualties.
* Return vector wiht IDs of creatures to attack,
* additional info: -2 means wait, -1 - defend, 0 - make attack
*/
list<int> PerformBerserkAttack(int stackID, int &additionalInfo);
/**
* Normal mode - equilibrium between casualties and yields.
* Return vector wiht IDs of creatures to attack,
* additional info: -2 means wait, -1 - defend, 0 - make attack
*/
list<int> PerformDefaultAction(int stackID, int &additionalInfo);
/**
* Only for debug purpose.
*/
void PrintBattleAction(const BattleAction &action);
};
}}
#endif/*__BATTLE_LOGIC_H__*/