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vcmi/AI/GeniusAI/CGeniusAI.cpp

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#include "CGeniusAI.h"
#include <iostream>
#include <fstream>
#include <math.h>
#include <boost/lexical_cast.hpp>
#include <boost/lambda/lambda.hpp>
#include <boost/lambda/bind.hpp>
#include <boost/lambda/if.hpp>
#include <boost/algorithm/string/split.hpp>
#include <boost/algorithm/string/classification.hpp>
#include <boost/algorithm/string.hpp>
using namespace boost::lambda;
using namespace GeniusAI;
#if defined (_MSC_VER) && (_MSC_VER >= 1020)
#include <windows.h>
#endif
void MsgBox(const char *msg, bool messageBox = false)
{
#if defined _DEBUG
# if defined (_MSC_VER) && (_MSC_VER >= 1020)
if (messageBox)
{
MessageBoxA(NULL, msg, "Debug message", MB_OK | MB_ICONASTERISK);
}
# endif
std::cout << msg << std::endl;
#endif
}
void CGeniusAI::init(ICallback *CB)
{
m_cb = CB;
human = false;
playerID = m_cb->getMyColor();
serialID = m_cb->getMySerial();
std::string info = std::string("GeniusAI initialized for player ") + boost::lexical_cast<std::string>(playerID);
m_battleLogic = NULL;
MsgBox(info.c_str());
}
void CGeniusAI::yourTurn()
{
m_cb->endTurn();
}
void CGeniusAI::heroKilled(const CGHeroInstance *)
{
}
void CGeniusAI::heroCreated(const CGHeroInstance *)
{
}
void CGeniusAI::heroMoved(const HeroMoveDetails &)
{
}
void CGeniusAI::heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback)
{
callback(rand() % skills.size());
}
/**
* occurs AFTER every action taken by any stack or by the hero
*/
void CGeniusAI::actionFinished(const BattleAction *action)
{
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 += ")";
MsgBox(message.c_str());
}
/**
* 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 += ")";
MsgBox(message.c_str());
}
/**
* called when stack is performing attack
*/
void CGeniusAI::battleAttack(BattleAttack *ba)
{
MsgBox("\t\t\tCGeniusAI::battleAttack");
}
/**
* called when stack receives damage (after battleAttack())
*/
void CGeniusAI::battleStackAttacked(BattleStackAttacked * bsa)
{
MsgBox("\t\t\tCGeniusAI::battleStackAttacked");
}
/**
* called by engine when battle starts; side=0 - left, side=1 - right
*/
void CGeniusAI::battleStart(CCreatureSet *army1, CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side)
{
assert(!m_battleLogic);
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m_battleLogic = new CBattleLogic(m_cb, army1, army2, tile, hero1, hero2, side);
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assert(m_battleLogic);
MsgBox("** CGeniusAI::battleStart **");
}
/**
*
*/
void CGeniusAI::battleEnd(BattleResult *br)
{
delete m_battleLogic;
m_battleLogic = NULL;
MsgBox("** CGeniusAI::battleEnd **");
}
/**
* called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
*/
void CGeniusAI::battleNewRound(int round)
{
std::string message("\tCGeniusAI::battleNewRound - ");
message += boost::lexical_cast<std::string>(round);
MsgBox(message.c_str());
m_battleLogic->SetCurrentTurn(round);
}
/**
*
*/
void CGeniusAI::battleStackMoved(int ID, int dest)
{
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 += ")";
MsgBox(message.c_str());
}
/**
*
*/
void CGeniusAI::battleSpellCasted(SpellCasted *sc)
{
MsgBox("\t\t\tCGeniusAI::battleSpellCasted");
}
/**
* called when battlefield is prepared, prior the battle beginning
*/
void CGeniusAI::battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles)
{
MsgBox("CGeniusAI::battlefieldPrepared");
}
/**
*
*/
void CGeniusAI::battleStackMoved(int ID, int dest, bool startMoving, bool endMoving)
{
MsgBox("\t\t\tCGeniusAI::battleStackMoved");
}
/**
*
*/
void CGeniusAI::battleStackAttacking(int ID, int dest)
{
MsgBox("\t\t\tCGeniusAI::battleStackAttacking");
}
/**
*
*/
void CGeniusAI::battleStackIsAttacked(int ID, int dmg, int killed, int IDby, bool byShooting)
{
MsgBox("\t\t\tCGeniusAI::battleStackIsAttacked");
}
/**
* called when it's turn of that stack
*/
BattleAction CGeniusAI::activeStack(int stackID)
{
std::string message("\t\t\tCGeniusAI::activeStack stackID(");
message += boost::lexical_cast<std::string>(stackID);
message += ")";
MsgBox(message.c_str());
return m_battleLogic->MakeDecision(stackID);
};
/*
ui8 side; //who made this action: false - left, true - right player
ui32 stackNumber;//stack ID, -1 left hero, -2 right hero,
ui8 actionType; //
0 = Cancel BattleAction
1 = Hero cast a spell
2 = Walk
3 = Defend
4 = Retreat from the battle
5 = Surrender
6 = Walk and Attack
7 = Shoot
8 = Wait
9 = Catapult
10 = Monster casts a spell (i.e. Faerie Dragons)
ui16 destinationTile;
si32 additionalInfo; // e.g. spell number if type is 1 || 10; tile to attack if type is 6
*/
/**
* Implementation of CBattleHelper class.
*/
CBattleHelper::CBattleHelper():
InfiniteDistance(0xffff),
BattlefieldHeight(11),
BattlefieldWidth(15),
m_voteForDistance(10),
m_voteForDistanceFromShooters(20),
m_voteForHitPoints(10),
m_voteForMaxDamage(10),
m_voteForMaxSpeed(10),
m_voteForMinDamage(10)
{
// loads votes
std::fstream f;
f.open("AI\\CBattleHelper.txt", std::ios::in);
if (f)
{
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//char c_line[512];
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std::string line;
while (std::getline(f, line, '\n'))
{
//f.getline(c_line, sizeof(c_line), '\n');
//std::string line(c_line);
//std::getline(f, line);
std::vector<std::string> parts;
boost::algorithm::split(parts, line, boost::algorithm::is_any_of("="));
if (parts.size() >= 2)
{
boost::algorithm::trim(parts[0]);
boost::algorithm::trim(parts[1]);
if (parts[0].compare("m_voteForDistance") == 0)
{
try
{
m_voteForDistance = boost::lexical_cast<int>(parts[1]);
}
catch (boost::bad_lexical_cast &)
{}
}
else if (parts[0].compare("m_voteForDistanceFromShooters") == 0)
{
try
{
m_voteForDistanceFromShooters = boost::lexical_cast<int>(parts[1]);
}
catch (boost::bad_lexical_cast &)
{}
}
else if (parts[0].compare("m_voteForHitPoints") == 0)
{
try
{
m_voteForHitPoints = boost::lexical_cast<int>(parts[1]);
}
catch (boost::bad_lexical_cast &)
{}
}
else if (parts[0].compare("m_voteForMaxDamage") == 0)
{
try
{
m_voteForMaxDamage = boost::lexical_cast<int>(parts[1]);
}
catch (boost::bad_lexical_cast &)
{}
}
else if (parts[0].compare("m_voteForMaxSpeed") == 0)
{
try
{
m_voteForMaxSpeed = boost::lexical_cast<int>(parts[1]);
}
catch (boost::bad_lexical_cast &)
{}
}
else if (parts[0].compare("m_voteForMinDamage") == 0)
{
try
{
m_voteForMinDamage = boost::lexical_cast<int>(parts[1]);
}
catch (boost::bad_lexical_cast &)
{}
}
}
}
f.close();
}
}
CBattleHelper::~CBattleHelper()
{}
int CBattleHelper::GetBattleFieldPosition(int x, int y)
{
return x + 17 * (y - 1);
}
int CBattleHelper::DecodeXPosition(int battleFieldPosition)
{
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int pos = battleFieldPosition - (DecodeYPosition(battleFieldPosition) - 1) * 17;
assert(pos > 0 && pos < 16);
return pos;
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}
int CBattleHelper::DecodeYPosition(int battleFieldPosition)
{
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double y = (double)battleFieldPosition / 17.0;
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if (y - (int)y > 0.0)
{
return (int)y + 1;
}
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assert((int)y > 0 && (int)y <= 11);
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return (int)y;
}
int CBattleHelper::GetShortestDistance(int pointA, int pointB)
{
/**
* TODO: function hasn't been checked!
*/
int x1 = DecodeXPosition(pointA);
int y1 = DecodeYPosition(pointA);
//
int x2 = DecodeXPosition(pointB);
int y2 = DecodeYPosition(pointB);
//
double dx = x1 - x2;
double dy = y1 - y2;
return (int)sqrt(dx * dx + dy * dy);
}
int CBattleHelper::GetDistanceWithObstacles(int pointA, int pointB)
{
// TODO - implement this!
return GetShortestDistance(pointA, pointB);
}
/**
* Implementation of CBattleLogic class.
*/
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CBattleLogic::CBattleLogic(ICallback *cb, CCreatureSet *army1, CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side) :
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m_cb(cb),
m_iCurrentTurn(-2),
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m_bIsAttacker(false),
m_army1(army1),
m_army2(army2),
m_tile(tile),
m_hero1(hero1),
m_hero2(hero2),
m_side(side)
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{
const int max_enemy_creatures = 12;
m_statMaxDamage.reserve(max_enemy_creatures);
m_statMinDamage.reserve(max_enemy_creatures);
m_statMaxSpeed.reserve(max_enemy_creatures);
m_statDistance.reserve(max_enemy_creatures);
m_statDistanceFromShooters.reserve(max_enemy_creatures);
m_statHitPoints.reserve(max_enemy_creatures);
}
CBattleLogic::~CBattleLogic()
{}
void CBattleLogic::SetCurrentTurn(int turn)
{
m_iCurrentTurn = turn;
}
void CBattleLogic::MakeStatistics(int currentCreatureId)
{
typedef std::map<int, CStack> map_stacks;
map_stacks allStacks = m_cb->battleGetStacks();
const CStack *currentStack = m_cb->battleGetStackByID(currentCreatureId);
/*
// find all creatures belong to the enemy
std::for_each(allStacks.begin(), allStacks.end(),
if_(bind<ui8>(&CStack::attackerOwned, bind<CStack>(&map_stacks::value_type::second, _1)) == m_bIsAttacker)
[
var(enemy)[ret<int>(bind<int>(&map_stacks::value_type::first, _1))] =
ret<CStack>(bind<CStack>(&map_stacks::value_type::second, _1))
]
);
// fill other containers
// max damage
std::for_each(enemy.begin(), enemy.end(),
var(m_statMaxDamage)[ret<int>(bind<int>(&map_stacks::value_type::first, _1))] =
ret<int>(bind<int>(&CCreature::damageMax, bind<CCreature*>(&CStack::creature,
bind<CStack>(&map_stacks::value_type::second, _1))))
);
// min damage
std::for_each(enemy.begin(), enemy.end(),
var(m_statMinDamage)[ret<int>(bind<int>(&map_stacks::value_type::first, _1))] =
ret<int>(bind<int>(&CCreature::damageMax, bind<CCreature*>(&CStack::creature,
bind<CStack>(&map_stacks::value_type::second, _1))))
);
*/
m_statMaxDamage.clear();
m_statMinDamage.clear();
m_statHitPoints.clear();
m_statMaxSpeed.clear();
m_statDistanceFromShooters.clear();
m_statDistance.clear();
m_statDistance.clear();
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m_statCasualties.clear();
int totalEnemyDamage = 0;
int totalEnemyHitPoints = 0;
int totalDamage = 0;
int totalHitPoints = 0;
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for (map_stacks::const_iterator it = allStacks.begin(); it != allStacks.end(); ++it)
{
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const CStack *st = &it->second;
if ((it->second.attackerOwned != 0) != m_bIsAttacker)
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{
int id = it->first;
if (st->amount < 1)
{
continue;
}
// make stats
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int hitPoints = st->amount * st->creature->hitPoints - (st->creature->hitPoints - st->firstHPleft);
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m_statMaxDamage.push_back(std::pair<int, int>(id, st->creature->damageMax * st->amount));
m_statMinDamage.push_back(std::pair<int, int>(id, st->creature->damageMin * st->amount));
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m_statHitPoints.push_back(std::pair<int, int>(id, hitPoints));
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m_statMaxSpeed.push_back(std::pair<int, int>(id, st->creature->speed));
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totalEnemyDamage += (st->creature->damageMax + st->creature->damageMin) * st->amount / 2;
totalEnemyHitPoints += hitPoints;
// calculate casualties
SCreatureCasualties cs;
// hp * amount - damage * ( (att - def)>=0 )
// hit poionts
assert(hitPoints >= 0 && "CGeniusAI - creature cannot have hit points less than zero");
CGHeroInstance *attackerHero = (m_side)? m_hero1 : m_hero2;
CGHeroInstance *defendingHero = (m_side)? m_hero2 : m_hero1;
int attackDefenseBonus = currentStack->creature->attack + (attackerHero ? attackerHero->getPrimSkillLevel(0) : 0) - (st->creature->defence + (defendingHero ? defendingHero->getPrimSkillLevel(1) : 0));
float damageFactor = 1.0f;
if(attackDefenseBonus < 0) //decreasing dmg
{
if(0.02f * (-attackDefenseBonus) > 0.3f)
{
damageFactor += -0.3f;
}
else
{
damageFactor += 0.02f * attackDefenseBonus;
}
}
else //increasing dmg
{
if(0.05f * attackDefenseBonus > 4.0f)
{
damageFactor += 4.0f;
}
else
{
damageFactor += 0.05f * attackDefenseBonus;
}
}
cs.damage_max = (int)(currentStack->creature->damageMax * currentStack->amount * damageFactor);
cs.damage_min = (int)(currentStack->creature->damageMin * currentStack->amount * damageFactor);
cs.amount_max = cs.damage_max / st->creature->hitPoints;
cs.amount_min = cs.damage_min / st->creature->hitPoints;
cs.leftHitPoints_for_max = (hitPoints - cs.damage_max) % st->creature->hitPoints;
cs.leftHitPoint_for_min = (hitPoints - cs.damage_min) % st->creature->hitPoints;
m_statCasualties.push_back(std::pair<int, SCreatureCasualties>(id, cs));
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if (st->creature->isShooting() && st->shots > 0)
{
m_statDistanceFromShooters.push_back(std::pair<int, int>(id, m_battleHelper.GetShortestDistance(currentStack->position, st->position)));
}
if (currentStack->creature->isFlying() || (currentStack->creature->isShooting() && currentStack->shots > 0))
{
m_statDistance.push_back(std::pair<int, int>(id, m_battleHelper.GetShortestDistance(currentStack->position, st->position)));
}
else
{
m_statDistance.push_back(std::pair<int, int>(id, m_battleHelper.GetDistanceWithObstacles(currentStack->position, st->position)));
}
}
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else
{
if (st->amount < 1)
{
continue;
}
int hitPoints = st->amount * st->creature->hitPoints - (st->creature->hitPoints - st->firstHPleft);
totalDamage += (st->creature->damageMax + st->creature->damageMin) * st->amount / 2;
totalHitPoints += hitPoints;
}
}
if ((float)totalDamage / (float)totalEnemyDamage < 0.5f &&
(float)totalHitPoints / (float)totalEnemyHitPoints < 0.5f)
{
m_bEnemyDominates = true;
MsgBox("** EnemyDominates!");
}
else
{
m_bEnemyDominates = false;
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}
// sort max damage
std::sort(m_statMaxDamage.begin(), m_statMaxDamage.end(),
bind(&creature_stat::value_type::second, _1) > bind(&creature_stat::value_type::second, _2));
// sort min damage
std::sort(m_statMinDamage.begin(), m_statMinDamage.end(),
bind(&creature_stat::value_type::second, _1) > bind(&creature_stat::value_type::second, _2));
// sort max speed
std::sort(m_statMaxSpeed.begin(), m_statMaxSpeed.end(),
bind(&creature_stat::value_type::second, _1) > bind(&creature_stat::value_type::second, _2));
// sort distance
std::sort(m_statDistance.begin(), m_statDistance.end(),
bind(&creature_stat::value_type::second, _1) < bind(&creature_stat::value_type::second, _2));
// sort distance from shooters
std::sort(m_statDistanceFromShooters.begin(), m_statDistanceFromShooters.end(),
bind(&creature_stat::value_type::second, _1) < bind(&creature_stat::value_type::second, _2));
// sort hit points
std::sort(m_statHitPoints.begin(), m_statHitPoints.end(),
bind(&creature_stat::value_type::second, _1) > bind(&creature_stat::value_type::second, _2));
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// sort casualties
std::sort(m_statCasualties.begin(), m_statCasualties.end(),
bind(&creature_stat_casualties::value_type::second_type::damage_max, bind(&creature_stat_casualties::value_type::second, _1))
>
bind(&creature_stat_casualties::value_type::second_type::damage_max, bind(&creature_stat_casualties::value_type::second, _2)));
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}
BattleAction CBattleLogic::MakeDecision(int stackID)
{
MakeStatistics(stackID);
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int creature_to_attack = -1;
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if (m_bEnemyDominates)
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{
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creature_to_attack = PerformBerserkAttack(stackID);
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}
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else
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{
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creature_to_attack = PerformDefaultAction(stackID);
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}
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std::string message("Creature will be attacked - ");
message += boost::lexical_cast<std::string>(creature_to_attack);
MsgBox(message.c_str());
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if (creature_to_attack == -1)
{
// defend
return MakeDefend(stackID);
}
if (m_cb->battleCanShoot(stackID, m_cb->battleGetPos(creature_to_attack)))
{
// shoot
BattleAction ba;
ba.side = 1;
ba.actionType = action_shoot; // shoot
ba.stackNumber = stackID;
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ba.destinationTile = (ui16)m_cb->battleGetPos(creature_to_attack);
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return ba;
}
else
{
// go or go&attack
int dest_tile = -1; //m_cb->battleGetPos(creature_to_attack) + 1;
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std::vector<int> av_tiles = GetAvailableHexesForAttacker(m_cb->battleGetStackByID(creature_to_attack), m_cb->battleGetStackByID(stackID));
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if (av_tiles.size() < 1)
{
// TODO: shouldn't be like that
return MakeDefend(stackID);
}
// get the best tile - now the nearest
int prev_distance = m_battleHelper.InfiniteDistance;
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int currentPos = m_cb->battleGetPos(stackID);
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for (std::vector<int>::iterator it = av_tiles.begin(); it != av_tiles.end(); ++it)
{
int dist = m_battleHelper.GetDistanceWithObstacles(*it, m_cb->battleGetPos(stackID));
if (dist < prev_distance)
{
prev_distance = dist;
dest_tile = *it;
}
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if (*it == currentPos)
{
dest_tile = currentPos;
break;
}
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}
std::vector<int> fields = m_cb->battleGetAvailableHexes(stackID);
BattleAction ba;
ba.side = 1;
//ba.actionType = 6; // go and attack
ba.stackNumber = stackID;
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ba.destinationTile = (ui16)dest_tile;
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ba.additionalInfo = m_cb->battleGetPos(creature_to_attack);
int nearest_dist = m_battleHelper.InfiniteDistance;
int nearest_pos = -1;
for (std::vector<int>::const_iterator it = fields.begin(); it != fields.end(); ++it)
{
if (*it == dest_tile)
{
// attack!
ba.actionType = action_walk_and_attack;
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#if defined _DEBUG
PrintBattleAction(ba);
#endif
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return ba;
}
int d = m_battleHelper.GetDistanceWithObstacles(dest_tile, *it);
if (d < nearest_dist)
{
nearest_dist = d;
nearest_pos = *it;
}
}
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message = "Attacker position X=";
message += boost::lexical_cast<std::string>(m_battleHelper.DecodeXPosition(nearest_pos)) + ", Y=";
message += boost::lexical_cast<std::string>(m_battleHelper.DecodeYPosition(nearest_pos));
MsgBox(message.c_str());
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ba.actionType = action_walk;
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ba.destinationTile = (ui16)nearest_pos;
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ba.additionalInfo = -1;
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#if defined _DEBUG
PrintBattleAction(ba);
#endif
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return ba;
}
}
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std::vector<int> CBattleLogic::GetAvailableHexesForAttacker(CStack *defender, CStack *attacker)
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{
int x = m_battleHelper.DecodeXPosition(defender->position);
int y = m_battleHelper.DecodeYPosition(defender->position);
// TOTO: should be std::vector<int> but for debug purpose std::pair is used
std::vector<std::pair<int, int> > candidates;
std::vector<int> fields;
// find neighbourhood
bool upLimit = false;
bool downLimit = false;
bool leftLimit = false;
bool rightLimit = false;
if (x == 1)
{
leftLimit = true;
}
else if (x == m_battleHelper.BattlefieldWidth) // x+ 1
{
rightLimit = true;
}
if (y == 1)
{
upLimit = true;
}
else if (y == m_battleHelper.BattlefieldHeight)
{
downLimit = true;
}
if (!downLimit)
{
candidates.push_back(std::pair<int, int>(x, y + 1));
}
if (!downLimit && !leftLimit)
{
candidates.push_back(std::pair<int, int>(x - 1, y + 1));
}
if (!downLimit && !rightLimit)
{
candidates.push_back(std::pair<int, int>(x + 1, y + 1));
}
if (!upLimit)
{
candidates.push_back(std::pair<int, int>(x, y - 1));
}
if (!upLimit && !leftLimit)
{
candidates.push_back(std::pair<int, int>(x - 1, y - 1));
}
if (!upLimit && !rightLimit)
{
candidates.push_back(std::pair<int, int>(x + 1, y - 1));
}
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if (!leftLimit)
{
candidates.push_back(std::pair<int, int>(x - 1, y));
}
if (!rightLimit)
{
candidates.push_back(std::pair<int, int>(x + 1, y));
}
// check if these fields are empty
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for (std::vector<std::pair<int, int> >::iterator it = candidates.begin(); it != candidates.end(); ++it)
{
int new_pos = m_battleHelper.GetBattleFieldPosition(it->first, it->second);
CStack *st = m_cb->battleGetStackByPos(new_pos);
// int obstacle = m_cb->battleGetObstaclesAtTile(new_pos); // TODO: wait for battleGetObstaclesAtTile function
if (st == NULL || st->amount < 1)
{
fields.push_back(new_pos);
}
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else if (attacker)
{
if (attacker->ID == st->ID)
{
fields.push_back(new_pos);
}
}
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}
return fields;
}
BattleAction CBattleLogic::MakeDefend(int stackID)
{
BattleAction ba;
ba.side = 1;
ba.actionType = action_defend;
ba.stackNumber = stackID;
ba.additionalInfo = -1;
return ba;
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}
int CBattleLogic::PerformBerserkAttack(int stackID)
{
CCreature c = m_cb->battleGetCreature(stackID);
// attack to make biggest damage
int creature_to_attack = -1;
//if (m_statDistance.size() >= 2)
//{
// creature_stat::const_iterator it = m_statDistance.begin();
// creature_stat::const_iterator it2 = it + 1;
// if (it->second <
if (!m_statCasualties.empty())
{
creature_to_attack = m_statCasualties.begin()->first;
creature_stat_casualties::iterator it = m_statCasualties.begin();
for (; it != m_statCasualties.end(); ++it)
{
if (it->second.amount_min <= 0) // if nobody die after attack it won't make any sense
{
continue;
}
for (creature_stat::const_iterator it2 = m_statDistance.begin(); it2 != m_statDistance.end(); ++it2)
{
if (it2->first == it->first && it2->second - 1 <= c.speed)
{
return it->first;
}
}
}
return m_statCasualties.begin()->first;
}
return -1;
}
int CBattleLogic::PerformDefaultAction(int stackID)
{
// first approach based on the statistics and weights
// if this solution was fine we would develop this idea
int creature_to_attack = -1;
//
std::map<int, int> votes;
for (creature_stat::iterator it = m_statMaxDamage.begin(); it != m_statMaxDamage.end(); ++it)
{
votes[it->first] = 0;
}
votes[m_statMaxDamage.begin()->first] += m_battleHelper.GetVoteForMaxDamage();
votes[m_statMinDamage.begin()->first] += m_battleHelper.GetVoteForMinDamage();
if (m_statDistanceFromShooters.size())
{
votes[m_statDistanceFromShooters.begin()->first] += m_battleHelper.GetVoteForDistanceFromShooters();
}
votes[m_statDistance.begin()->first] += m_battleHelper.GetVoteForDistance();
votes[m_statHitPoints.begin()->first] += m_battleHelper.GetVoteForHitPoints();
votes[m_statMaxSpeed.begin()->first] += m_battleHelper.GetVoteForMaxSpeed();
// get creature to attack
int max_vote = 0;
for (std::map<int, int>::iterator it = votes.begin(); it != votes.end(); ++it)
{
if (it->second > max_vote)
{
max_vote = it->second;
creature_to_attack = it->first;
}
}
return creature_to_attack;
}
void CBattleLogic::PrintBattleAction(const BattleAction &action) // for debug purpose
{
std::string message("Battle action \n");
message += "\taction type - ";
switch (action.actionType)
{
case 0:
message += "Cancel BattleAction\n";
break;
case 1:
message += "Hero cast a spell\n";
break;
case 2:
message += "Walk\n";
break;
case 3:
message += "Defend\n";
break;
case 4:
message += "Retreat from the battle\n";
break;
case 5:
message += "Surrender\n";
break;
case 6:
message += "Walk and Attack\n";
break;
case 7:
message += "Shoot\n";
break;
case 8:
message += "Wait\n";
break;
case 9:
message += "Catapult\n";
break;
case 10:
message += "Monster casts a spell\n";
break;
}
message += "\tDestination tile: X = ";
message += boost::lexical_cast<std::string>(m_battleHelper.DecodeXPosition(action.destinationTile));
message += ", Y = " + boost::lexical_cast<std::string>(m_battleHelper.DecodeYPosition(action.destinationTile));
message += "\nAdditional info: ";
if (action.actionType == 6 || action.actionType == 7)
{
message += "stack - " + boost::lexical_cast<std::string>(m_battleHelper.DecodeXPosition(action.additionalInfo));
message += ", " + boost::lexical_cast<std::string>(m_battleHelper.DecodeYPosition(action.additionalInfo));
message += ", creature - ";
CStack *c = m_cb->battleGetStackByPos(action.additionalInfo);
if (c && c->creature)
{
message += c->creature->nameRef;
}
else
{
message += "NULL";
}
}
else
{
message += boost::lexical_cast<std::string>(action.additionalInfo);
}
HANDLE hConsole = GetStdHandle(STD_OUTPUT_HANDLE);
CONSOLE_SCREEN_BUFFER_INFO csbi;
GetConsoleScreenBufferInfo(hConsole, &csbi);
SetConsoleTextAttribute(hConsole, FOREGROUND_GREEN | FOREGROUND_INTENSITY);
std::cout << message.c_str() << std::flush;
SetConsoleTextAttribute(hConsole, csbi.wAttributes);
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}