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vcmi/AI/StupidAI/StupidAI.cpp

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#include "stdafx.h"
#include "StupidAI.h"
#include "../../lib/BattleState.h"
#include "../../CCallback.h"
#include <boost/foreach.hpp>
#include <boost/bind.hpp>
#include "../../lib/CCreatureHandler.h"
#include <algorithm>
#include <boost/thread.hpp>
IBattleCallback * cbc;
CStupidAI::CStupidAI(void)
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: side(-1), cb(NULL)
{
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print("created");
}
CStupidAI::~CStupidAI(void)
{
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print("destroyed");
}
void CStupidAI::init( IBattleCallback * CB )
{
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print("init called, saving ptr to IBattleCallback");
cbc = cb = CB;
}
void CStupidAI::actionFinished( const BattleAction *action )
{
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print("actionFinished called");
}
void CStupidAI::actionStarted( const BattleAction *action )
{
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print("actionStarted called");
}
struct EnemyInfo
{
const CStack * s;
int adi, adr;
std::vector<THex> attackFrom; //for melee fight
EnemyInfo(const CStack * _s) : s(_s)
{}
void calcDmg(const CStack * ourStack)
{
TDmgRange retal, dmg = cbc->battleEstimateDamage(ourStack, s, &retal);
adi = (dmg.first + dmg.second) / 2;
adr = (retal.first + retal.second) / 2;
}
bool operator==(const EnemyInfo& ei) const
{
return s == ei.s;
}
};
bool isMoreProfitable(const EnemyInfo &ei1, const EnemyInfo& ei2)
{
return (ei1.adi-ei1.adr) < (ei2.adi - ei2.adr);
}
int distToNearestNeighbour(THex hex, const std::vector<int> & dists, THex *chosenHex = NULL)
{
int ret = 1000000;
BOOST_FOREACH(THex n, hex.neighbouringTiles())
{
if(dists[n] >= 0 && dists[n] < ret)
{
ret = dists[n];
if(chosenHex)
*chosenHex = n;
}
}
return ret;
}
bool isCloser(const EnemyInfo & ei1, const EnemyInfo & ei2, const std::vector<int> & dists)
{
return distToNearestNeighbour(ei1.s->position, dists) < distToNearestNeighbour(ei2.s->position, dists);
}
static bool willSecondHexBlockMoreEnemyShooters(const THex &h1, const THex &h2)
{
int shooters[2] = {0}; //count of shooters on hexes
for(int i = 0; i < 2; i++)
BOOST_FOREACH(THex neighbour, (i ? h2 : h1).neighbouringTiles())
if(const CStack *s = cbc->battleGetStackByPos(neighbour))
if(s->getCreature()->isShooting())
shooters[i]++;
return shooters[0] < shooters[1];
}
BattleAction CStupidAI::activeStack( const CStack * stack )
{
//boost::this_thread::sleep(boost::posix_time::seconds(2));
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print("activeStack called");
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std::vector<THex> avHexes = cb->battleGetAvailableHexes(stack, false);
std::vector<int> dists = cb->battleGetDistances(stack);
std::vector<EnemyInfo> enemiesShootable, enemiesReachable, enemiesUnreachable;
BOOST_FOREACH(const CStack *s, cb->battleGetStacks(IBattleCallback::ONLY_ENEMY))
{
if(cb->battleCanShoot(stack, s->position))
{
enemiesShootable.push_back(s);
}
else
{
BOOST_FOREACH(THex hex, avHexes)
{
if(CStack::isMeleeAttackPossible(stack, s, hex))
{
std::vector<EnemyInfo>::iterator i = std::find(enemiesReachable.begin(), enemiesReachable.end(), s);
if(i == enemiesReachable.end())
{
enemiesReachable.push_back(s);
i = enemiesReachable.begin() + (enemiesReachable.size() - 1);
}
i->attackFrom.push_back(hex);
}
}
if(!vstd::contains(enemiesReachable, s))
enemiesUnreachable.push_back(s);
}
}
if(enemiesShootable.size())
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{
const EnemyInfo &ei= *std::max_element(enemiesShootable.begin(), enemiesShootable.end(), isMoreProfitable);
return BattleAction::makeShotAttack(stack, ei.s);
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}
else if(enemiesReachable.size())
{
const EnemyInfo &ei= *std::max_element(enemiesReachable.begin(), enemiesReachable.end(), &isMoreProfitable);
return BattleAction::makeMeleeAttack(stack, ei.s, *std::max_element(ei.attackFrom.begin(), ei.attackFrom.end(), &willSecondHexBlockMoreEnemyShooters));
}
else
{
const EnemyInfo &ei= *std::min_element(enemiesUnreachable.begin(), enemiesUnreachable.end(), boost::bind(isCloser, _1, _2, boost::ref(dists)));
if(distToNearestNeighbour(ei.s->position, dists) < BFIELD_SIZE)
{
return goTowards(stack, ei.s->position);
}
}
return BattleAction::makeDefend(stack);
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}
void CStupidAI::battleAttack(const BattleAttack *ba)
{
print("battleAttack called");
}
void CStupidAI::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa)
{
print("battleStacksAttacked called");
}
void CStupidAI::battleEnd(const BattleResult *br)
{
print("battleEnd called");
}
void CStupidAI::battleResultsApplied()
{
print("battleResultsApplied called");
}
void CStupidAI::battleNewRoundFirst(int round)
{
print("battleNewRoundFirst called");
}
void CStupidAI::battleNewRound(int round)
{
print("battleNewRound called");
}
void CStupidAI::battleStackMoved(const CStack * stack, THex dest, int distance, bool end)
{
print("battleStackMoved called");;
}
void CStupidAI::battleSpellCast(const BattleSpellCast *sc)
{
print("battleSpellCast called");
}
void CStupidAI::battleStacksEffectsSet(const SetStackEffect & sse)
{
print("battleStacksEffectsSet called");
}
void CStupidAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool Side)
{
print("battleStart called");
side = Side;
}
void CStupidAI::battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, si32 lifeDrainFrom)
{
print("battleStacksHealedRes called");
}
void CStupidAI::battleNewStackAppeared(const CStack * stack)
{
print("battleNewStackAppeared called");
}
void CStupidAI::battleObstaclesRemoved(const std::set<si32> & removedObstacles)
{
print("battleObstaclesRemoved called");
}
void CStupidAI::battleCatapultAttacked(const CatapultAttack & ca)
{
print("battleCatapultAttacked called");
}
void CStupidAI::battleStacksRemoved(const BattleStacksRemoved & bsr)
{
print("battleStacksRemoved called");
}
void CStupidAI::print(const std::string &text) const
{
tlog0 << "CStupidAI [" << this <<"]: " << text << std::endl;
}
BattleAction CStupidAI::goTowards(const CStack * stack, THex hex)
{
THex realDest = hex;
THex predecessors[BFIELD_SIZE];
std::vector<int> dists = cb->battleGetDistances(stack, hex);
if(distToNearestNeighbour(hex, dists, &realDest) > BFIELD_SIZE)
{
print("goTowards: Cannot reach");
return BattleAction::makeDefend(stack);
}
dists = cb->battleGetDistances(stack, realDest, predecessors);
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std::vector<THex> avHexes = cb->battleGetAvailableHexes(stack, false);
while(1)
{
assert(realDest.isValid());
if(vstd::contains(avHexes, hex))
return BattleAction::makeMove(stack, hex);
hex = predecessors[hex];
}
}