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/*
* BattleAI . h , part of VCMI engine
*
* Authors : listed in file AUTHORS in main folder
*
* License : GNU General Public License v2 .0 or later
* Full text of license available in license . txt file , in main folder
*
*/
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# pragma once
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# include "../../lib/AI_Base.h"
# include "PotentialTargets.h"
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class CSpell ;
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class EnemyInfo ;
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/*
struct CurrentOffensivePotential
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{
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std : : map < const CStack * , PotentialTargets > ourAttacks ;
std : : map < const CStack * , PotentialTargets > enemyAttacks ;
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CurrentOffensivePotential ( ui8 side )
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{
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for ( auto stack : cbc - > battleGetStacks ( ) )
{
if ( stack - > attackerOwned = = ! side )
ourAttacks [ stack ] = PotentialTargets ( stack ) ;
else
enemyAttacks [ stack ] = PotentialTargets ( stack ) ;
}
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}
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int potentialValue ( )
{
int ourPotential = 0 , enemyPotential = 0 ;
for ( auto & p : ourAttacks )
ourPotential + = p . second . bestAction ( ) . attackValue ( ) ;
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for ( auto & p : enemyAttacks )
enemyPotential + = p . second . bestAction ( ) . attackValue ( ) ;
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return ourPotential - enemyPotential ;
}
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} ;
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*/ // These lines may be usefull but they are't used in the code.
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struct PossibleSpellcast
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{
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const CSpell * spell ;
BattleHex dest ;
si32 value ;
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} ;
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class CBattleAI : public CBattleGameInterface
{
int side ;
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std : : shared_ptr < CBattleCallback > cb ;
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//Previous setting of cb
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bool wasWaitingForRealize , wasUnlockingGs ;
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public :
CBattleAI ( void ) ;
~ CBattleAI ( void ) ;
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void init ( std : : shared_ptr < CBattleCallback > CB ) override ;
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void attemptCastingSpell ( ) ;
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BattleAction activeStack ( const CStack * stack ) override ; //called when it's turn of that stack
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BattleAction goTowards ( const CStack * stack , BattleHex hex ) ;
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boost : : optional < BattleAction > considerFleeingOrSurrendering ( ) ;
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std : : vector < BattleHex > getTargetsToConsider ( const CSpell * spell , const ISpellCaster * caster ) const ;
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static int distToNearestNeighbour ( BattleHex hex , const ReachabilityInfo : : TDistances & dists , BattleHex * chosenHex = nullptr ) ;
static bool isCloser ( const EnemyInfo & ei1 , const EnemyInfo & ei2 , const ReachabilityInfo : : TDistances & dists ) ;
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void print ( const std : : string & text ) const ;
BattleAction useCatapult ( const CStack * stack ) ;
void battleStart ( const CCreatureSet * army1 , const CCreatureSet * army2 , int3 tile , const CGHeroInstance * hero1 , const CGHeroInstance * hero2 , bool Side ) ;
//void actionFinished(const BattleAction &action) override;//occurs AFTER every action taken by any stack or by the hero
//void actionStarted(const BattleAction &action) override;//occurs BEFORE every action taken by any stack or by the hero
//void battleAttack(const BattleAttack *ba) override; //called when stack is performing attack
//void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa) override; //called when stack receives damage (after battleAttack())
//void battleEnd(const BattleResult *br) override;
//void battleResultsApplied() override; //called when all effects of last battle are applied
//void battleNewRoundFirst(int round) override; //called at the beginning of each turn before changes are applied;
//void battleNewRound(int round) override; //called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
//void battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance) override;
//void battleSpellCast(const BattleSpellCast *sc) override;
//void battleStacksEffectsSet(const SetStackEffect & sse) override;//called when a specific effect is set to stacks
//void battleTriggerEffect(const BattleTriggerEffect & bte) override;
//void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side) override; //called by engine when battle starts; side=0 - left, side=1 - right
//void battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, bool tentHeal, si32 lifeDrainFrom) override; //called when stacks are healed / resurrected first element of pair - stack id, second - healed hp
//void battleNewStackAppeared(const CStack * stack) override; //not called at the beginning of a battle or by resurrection; called eg. when elemental is summoned
//void battleObstaclesRemoved(const std::set<si32> & removedObstacles) override; //called when a certain set of obstacles is removed from batlefield; IDs of them are given
//void battleCatapultAttacked(const CatapultAttack & ca) override; //called when catapult makes an attack
//void battleStacksRemoved(const BattleStacksRemoved & bsr) override; //called when certain stack is completely removed from battlefield
} ;