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vcmi/AI/StupidAI/StupidAI.cpp

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#include "StdInc.h"
#include "../../lib/AI_Base.h"
#include "StupidAI.h"
#include "../../lib/BattleState.h"
#include "../../CCallback.h"
#include "../../lib/CCreatureHandler.h"
static shared_ptr<CBattleCallback> cbc;
CStupidAI::CStupidAI(void)
: side(-1)
{
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print("created");
}
CStupidAI::~CStupidAI(void)
{
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print("destroyed");
}
void CStupidAI::init(shared_ptr<CBattleCallback> 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<BattleHex> 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);
}
namespace {
int distToNearestNeighbour(BattleHex hex, const ReachabilityInfo::TDistances& dists, BattleHex *chosenHex = nullptr)
{
int ret = 1000000;
for(auto & 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 ReachabilityInfo::TDistances & dists)
{
return distToNearestNeighbour(ei1.s->position, dists) < distToNearestNeighbour(ei2.s->position, dists);
}
}
static bool willSecondHexBlockMoreEnemyShooters(const BattleHex &h1, const BattleHex &h2)
{
int shooters[2] = {0}; //count of shooters on hexes
for(int i = 0; i < 2; i++)
for (auto & 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));
print("activeStack called for " + stack->nodeName());
auto dists = cb->battleGetDistances(stack);
std::vector<EnemyInfo> enemiesShootable, enemiesReachable, enemiesUnreachable;
if(stack->type->idNumber == CreatureID::CATAPULT)
{
BattleAction attack;
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static const std::vector<int> wallHexes = {50, 183, 182, 130, 62, 29, 12, 95};
attack.destinationTile = *RandomGeneratorUtil::nextItem(wallHexes, CRandomGenerator::getDefault());
attack.actionType = Battle::CATAPULT;
attack.additionalInfo = 0;
attack.side = side;
attack.stackNumber = stack->ID;
return attack;
}
else if(stack->hasBonusOfType(Bonus::SIEGE_WEAPON))
{
return BattleAction::makeDefend(stack);
}
for (const CStack *s : cb->battleGetStacks(CBattleCallback::ONLY_ENEMY))
{
if(cb->battleCanShoot(stack, s->position))
{
enemiesShootable.push_back(s);
}
else
{
std::vector<BattleHex> avHexes = cb->battleGetAvailableHexes(stack, false);
for (BattleHex 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) && s->position.isValid())
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));
}
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else if(enemiesUnreachable.size()) //due to #955 - a buggy battle may occur when there are no enemies
{
assert(enemiesUnreachable.size());
const EnemyInfo &ei= *std::min_element(enemiesUnreachable.begin(), enemiesUnreachable.end(), std::bind(isCloser, _1, _2, std::ref(dists)));
assert(ei.s);
if(distToNearestNeighbour(ei.s->position, dists) < GameConstants::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)
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{
print("battleEnd called");
}
// void CStupidAI::battleResultsApplied()
// {
// print("battleResultsApplied called");
// }
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void CStupidAI::battleNewRoundFirst(int round)
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{
print("battleNewRoundFirst called");
}
void CStupidAI::battleNewRound(int round)
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{
print("battleNewRound called");
}
void CStupidAI::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance)
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{
print("battleStackMoved called");;
}
void CStupidAI::battleSpellCast(const BattleSpellCast *sc)
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{
print("battleSpellCast called");
}
void CStupidAI::battleStacksEffectsSet(const SetStackEffect & sse)
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{
print("battleStacksEffectsSet called");
}
void CStupidAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool Side)
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{
print("battleStart called");
side = Side;
}
void CStupidAI::battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, bool tentHeal, si32 lifeDrainFrom)
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{
print("battleStacksHealedRes called");
}
void CStupidAI::battleNewStackAppeared(const CStack * stack)
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{
print("battleNewStackAppeared called");
}
void CStupidAI::battleObstaclesRemoved(const std::set<si32> & removedObstacles)
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{
print("battleObstaclesRemoved called");
}
void CStupidAI::battleCatapultAttacked(const CatapultAttack & ca)
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{
print("battleCatapultAttacked called");
}
void CStupidAI::battleStacksRemoved(const BattleStacksRemoved & bsr)
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{
print("battleStacksRemoved called");
}
void CStupidAI::print(const std::string &text) const
{
logAi->traceStream() << "CStupidAI [" << this <<"]: " << text;
}
BattleAction CStupidAI::goTowards(const CStack * stack, BattleHex destination)
{
assert(destination.isValid());
auto avHexes = cb->battleGetAvailableHexes(stack, false);
auto reachability = cb->getReachability(stack);
if(vstd::contains(avHexes, destination))
return BattleAction::makeMove(stack, destination);
auto destNeighbours = destination.neighbouringTiles();
if(vstd::contains_if(destNeighbours, [&](BattleHex n) { return stack->coversPos(destination); }))
{
logAi->warnStream() << "Warning: already standing on neighbouring tile!";
//We shouldn't even be here...
return BattleAction::makeDefend(stack);
}
vstd::erase_if(destNeighbours, [&](BattleHex hex){ return !reachability.accessibility.accessible(hex, stack); });
if(!avHexes.size() || !destNeighbours.size()) //we are blocked or dest is blocked
{
print("goTowards: Stack cannot move! That's " + stack->nodeName());
return BattleAction::makeDefend(stack);
}
if(stack->hasBonusOfType(Bonus::FLYING))
{
// Flying stack doesn't go hex by hex, so we can't backtrack using predecessors.
// We just check all available hexes and pick the one closest to the target.
auto distToDestNeighbour = [&](BattleHex hex) -> int
{
auto nearestNeighbourToHex = vstd::minElementByFun(destNeighbours, [&](BattleHex a)
{
return BattleHex::getDistance(a, hex);
});
return BattleHex::getDistance(*nearestNeighbourToHex, hex);
};
auto nearestAvailableHex = vstd::minElementByFun(avHexes, distToDestNeighbour);
return BattleAction::makeMove(stack, *nearestAvailableHex);
}
else
{
BattleHex bestNeighbor = destination;
if(distToNearestNeighbour(destination, reachability.distances, &bestNeighbor) > GameConstants::BFIELD_SIZE)
{
print("goTowards: Cannot reach");
return BattleAction::makeDefend(stack);
}
BattleHex currentDest = bestNeighbor;
while(1)
{
assert(currentDest.isValid());
if(vstd::contains(avHexes, currentDest))
return BattleAction::makeMove(stack, currentDest);
currentDest = reachability.predecessors[currentDest];
}
}
}
void CStupidAI::saveGame(COSer & h, const int version)
{
//TODO to be implemented with saving/loading during the battles
assert(0);
}
void CStupidAI::loadGame(CISer & h, const int version)
{
//TODO to be implemented with saving/loading during the battles
assert(0);
}