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vcmi/AI/GeniusAI/CGeniusAI.cpp

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#include "CGeniusAI.h"
#include <iostream>
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#include "../../hch/CBuildingHandler.h"
#include "../../lib/VCMI_Lib.h"
using namespace std;
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using namespace GeniusAI;
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#if defined (_MSC_VER) && (_MSC_VER >= 1020) || (__MINGW32__)
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#include <windows.h>
#endif
void DbgBox(const char *msg, bool messageBox)
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{
#if defined PRINT_DEBUG
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#if defined _DEBUG
//#if 0
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# 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
#endif
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}
CGeniusAI::CGeniusAI()
: m_generalAI(), turn(0), m_state(NO_BATTLE), firstTurn(true)
{
}
CGeniusAI::~CGeniusAI()
{
}
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void CGeniusAI::init(ICallback *CB)
{
m_cb = CB;
m_generalAI.init(CB);
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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;
DbgBox(info.c_str());
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}
unsigned long randomFromInt(unsigned long in)
{
return (in*214013+2531011);
}
void CGeniusAI::reportResources()
{
std::cout << "AI Player " <<m_cb->getMySerial()<< " with " << m_cb->howManyHeroes(true) << " heroes. " << std::endl;
std::cout << m_cb->getResourceAmount(0) << " wood. ";
std::cout << m_cb->getResourceAmount(1) << " mercury. ";
std::cout << m_cb->getResourceAmount(2) << " ore. ";
std::cout << m_cb->getResourceAmount(3) << " sulfer. ";
std::cout << m_cb->getResourceAmount(4) << " cristal. ";
std::cout << m_cb->getResourceAmount(5) << " gems. ";
std::cout << m_cb->getResourceAmount(6) << " gold.";
std::cout << std::endl;
}
void CGeniusAI::addHeroObjectives(CGeniusAI::HypotheticalGameState::HeroModel &h, CGeniusAI::HypotheticalGameState &hgs)
{
int3 hpos, destination;
CPath path;
hpos = h.pos;
int movement = h.remainingMovement;
int3 interestingPos;
int maxInteresting=0;
for(std::set<AIObjectContainer>::const_iterator i = hgs.knownVisitableObjects.begin(); i != hgs.knownVisitableObjects.end();i++)
{
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// if(i->o->ID==54||i->o->ID==34) //creatures, another hero
// continue;
if(i->o->ID==53&&i->o->getOwner()==m_cb->getMyColor())//don't visit a mine if you own, there's almost no point(maybe to leave guards or because the hero's trapped).
continue;
destination = i->o->getSightCenter();
if(hpos.z==destination.z) //don't try to take a path from the underworld to the top or vice versa
{
if(m_cb->getPath(hpos,destination,h.h,path))
{
path.convert(0);
if(path.nodes[0].dist<movement)
{
AIObjective::Type tp = AIObjective::visit;
HeroObjective ho(tp,i->o,&h);
std::set<HeroObjective>::iterator found = currentHeroObjectives.find(ho);
if(found==currentHeroObjectives.end())
currentHeroObjectives.insert(ho);
else
found->whoCanAchieve.push_back(&h);
}
// find the most interesting object that is eventually reachable, and set a similar (out of the way) position to the ultimate goal position
int hi = rand(); //TODO: replace random numbers with some sort of ranking system
if(hi>maxInteresting)
{
maxInteresting = hi;
interestingPos = destination;
}
}
}
}
//find close pos with the most neighboring empty squares
if(h.remainingMovement>0&&m_cb->getPath(hpos,interestingPos,h.h,path))
{
int3 bestPos = interestingPos,currentPos,destPos;
int howGood=0;
for(int x = -2;x <= 2;x++)
for(int y = -2;y <= 2;y++)
{
currentPos=interestingPos+int3(x,y,0);
if(m_cb->getVisitableObjs(destPos).size()!=0) //there better not be anything there
continue;
if(!m_cb->getPath(hpos,destPos,h.h,path)) //it had better be reachable from the hero
continue;
int count = 0;
for(int xx = -1;xx <= 1;xx++)
for(int yy = -2;yy <= 1;yy++)
{
destPos = currentPos+int3(xx,yy,0);
if(m_cb->getPath(currentPos,destPos,h.h,path))
count++;
}
if(count > howGood)
{
howGood = count;
bestPos = currentPos;
}
}
h.interestingPos = bestPos;
currentHeroObjectives.insert(HeroObjective(HeroObjective::finishTurn,h.h,&h));
}
}
void CGeniusAI::HeroObjective::fulfill(CGeniusAI & cg,HypotheticalGameState & hgs)
{
HypotheticalGameState::HeroModel * h;
int3 hpos, destination;
CPath path;
CPath path2;
switch(type)
{
case finishTurn:
h = whoCanAchieve.front();
hpos = h->pos;
destination = h->interestingPos;
if(!cg.m_cb->getPath(hpos,destination,h->h,path)) {cout << "AI error: invalid destination" << endl; return;}
// path.convert(0);
destination = h->pos;
for(int i = path.nodes.size()-2;i>=0;i--) //find closest coord that we can get to
if(cg.m_cb->getPath(hpos,path.nodes[i].coord,h->h,path2)&&path2.nodes[0].dist<=h->remainingMovement)
destination = path.nodes[i].coord;
break;
case visit:
//std::cout << "trying to visit " << object->hoverName << std::endl;
h = whoCanAchieve[rand()%whoCanAchieve.size()];//TODO:replace with best hero for the job
hpos = h->pos;
destination = object->getSightCenter();
break;
}
if(type == visit||type == finishTurn)
if(cg.m_cb->getPath(hpos,destination,h->h,path))
{
path.convert(0);
if(cg.m_state.get() != NO_BATTLE)
cg.m_state.waitUntil(NO_BATTLE);//wait for battle end
//wait over, battle over too. hero might be killed. check.
for(int i = path.nodes.size()-2;i>=0&&(cg.m_cb->getHeroSerial(h->h) >= 0);i--)
{
cg.m_cb->moveHero(h->h,path.nodes[i].coord);
if(cg.m_state.get() != NO_BATTLE)
cg.m_state.waitUntil(NO_BATTLE);//wait for battle end
}
h->remainingMovement-=path.nodes[0].dist;
if(object->blockVisit)
h->pos = path.nodes[1].coord;
else
h->pos=destination;
std::set<AIObjectContainer>::iterator i = hgs.knownVisitableObjects.find(AIObjectContainer(object));
if(i!=hgs.knownVisitableObjects.end())
hgs.knownVisitableObjects.erase(i);
}
}
void CGeniusAI::addTownObjectives(HypotheticalGameState::TownModel &t, HypotheticalGameState & hgs)
{
//recruitHero
//buildBuilding
//recruitCreatures
//upgradeCreatures
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if(hgs.heroModels.size()<3&&hgs.resourceAmounts[6]>=2500) //recruitHero
{
bool heroAtTown = false;
for(int i = 0; i < hgs.heroModels.size();i++)
if(hgs.heroModels[i].pos==t.t->getSightCenter())
heroAtTown = true;
if(!heroAtTown && vstd::contains(t.t->builtBuildings, 5)) //no visiting hero and built tavern
{
for(int i =0; i < hgs.AvailableHeroesToBuy.size();i++)
if(hgs.AvailableHeroesToBuy[i]!=NULL&&hgs.AvailableHeroesToBuy[i]->getArmyStrength()>4000)//only buy heros with units
{//TODO: recruit heros of own race.
TownObjective to(AIObjective::recruitHero,&t,0);
currentTownObjectives.insert(to);
}
}
}
//buildBuilding
if(!t.hasBuilt)
{
std::map<int, CBuilding *> thisTownsBuildings = VLC->buildh->buildings[t.t->subID];// m_cb->getCBuildingsByID(t.t);
for(std::map<int, CBuilding *>::iterator i = thisTownsBuildings.begin(); i != thisTownsBuildings.end();i++)
{
if(m_cb->canBuildStructure(t.t,i->first)==7)
{
TownObjective to(AIObjective::buildBuilding,&t,i->first);
currentTownObjectives.insert(to);
//cout <<"can build " << i->first << " "<< i->second->Name() << endl;
}
}
}
//recruitCreatures
for(int i = 0; i < t.creaturesToRecruit.size() ;i++)
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{
if(t.creaturesToRecruit[i].first==0) continue;
int ID = t.creaturesToRecruit[i].second.back();
const CCreature *creature = &VLC->creh->creatures[ID];//m_cb->getCCreatureByID(ID);
bool canAfford = true;
for(int ii = 0;ii<creature->cost.size();ii++)
if(creature->cost[ii]>hgs.resourceAmounts[ii])
canAfford = false;
if(!canAfford) continue;
//cout << "town has " << t.t->creatures[i].first << " "<< creature->namePl << " (AI Strength " << creature->AIValue << ")." << endl;
TownObjective to(AIObjective::recruitCreatures,&t,i);
currentTownObjectives.insert(to);
}
//upgradeCreatures
/* for(int i = 0; i < t.creaturesToRecruit.size() ;i++)
{
if(t.creaturesToRecruit[i].first==0) continue;
int ID = t.creaturesToRecruit[i].second.back();
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const CCreature *creature = m_cb->getCCreatureByID(ID);
bool canAfford = true;
for(int ii = 0;ii<creature->cost.size();ii++)
if(creature->cost[ii]>hgs.resourceAmounts[ii])
canAfford = false;
if(!canAfford) continue;
//cout << "town has " << t.t->creatures[i].first << " "<< creature->namePl << " (AI Strength " << creature->AIValue << ")." << endl;
TownObjective to(AIObjective::recruitCreatures,&t,i);
currentTownObjectives.insert(to);
}*/
}
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void CGeniusAI::TownObjective::fulfill(CGeniusAI & cg,HypotheticalGameState &hgs)
{
CBuilding * b;
const CCreature *creature;
HypotheticalGameState::HeroModel hm;
switch(type)
{
case recruitHero:
cg.m_cb->recruitHero(whichTown->t,hgs.AvailableHeroesToBuy[which]);
hm = HypotheticalGameState::HeroModel(hgs.AvailableHeroesToBuy[which]);
hm.pos = whichTown->t->getSightCenter();
hm.remainingMovement = hm.h->maxMovePoints(true);
hgs.heroModels.push_back(hm);
hgs.resourceAmounts[6]-=2500;
break;
case buildBuilding:
b = VLC->buildh->buildings[whichTown->t->subID][which];//cg.m_cb->getCBuildingsByID(whichTown->t)[which];
if(cg.m_cb->canBuildStructure(whichTown->t,which)==7)
{
cout << "built " << b->Name() << "." << endl;
cg.m_cb->buildBuilding(whichTown->t,which);
for(int i = 0; b && i < b->resources.size();i++)
hgs.resourceAmounts[i]-=b->resources[i];
whichTown->hasBuilt=true;
}
break;
case recruitCreatures:
int ID = whichTown->creaturesToRecruit[which].second.back(); //buy upgraded if possible
creature = &VLC->creh->creatures[ID];//cg.m_cb->getCCreatureByID(ID);
int howMany = whichTown->creaturesToRecruit[which].first;
for(int i = 0; i < creature->cost.size();i++)
howMany = min(howMany,creature->cost[i]?hgs.resourceAmounts[i]/creature->cost[i]:INT_MAX);
if(howMany == 0) cout << "tried to recruit without enough money.";
cout << "recruiting " << howMany << " "<< creature->namePl << " (Total AI Strength " << creature->AIValue*howMany << ")." << endl;
cg.m_cb->recruitCreatures(whichTown->t,ID,howMany);
break;
}
}
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void CGeniusAI::fillObjectiveQueue(HypotheticalGameState & hgs)
{
objectiveQueue.clear();
currentHeroObjectives.clear();
currentTownObjectives.clear();
for(std::vector <CGeniusAI::HypotheticalGameState::HeroModel>::iterator i = hgs.heroModels.begin(); i != hgs.heroModels.end(); i++)
addHeroObjectives(*i,hgs);
for(std::vector <CGeniusAI::HypotheticalGameState::TownModel>::iterator i = hgs.townModels.begin(); i != hgs.townModels.end(); i++)
addTownObjectives(*i,hgs);
for(std::set<CGeniusAI::HeroObjective>::iterator i = currentHeroObjectives.begin(); i != currentHeroObjectives.end(); i++)
objectiveQueue.push_back(AIObjectivePtrCont(&(*i)));
for(std::set<CGeniusAI::TownObjective>::iterator i = currentTownObjectives.begin(); i != currentTownObjectives.end(); i++)
objectiveQueue.push_back(AIObjectivePtrCont(&(*i)));
}
CGeniusAI::AIObjective * CGeniusAI::getBestObjective()
{
trueGameState = HypotheticalGameState(*this);
fillObjectiveQueue(trueGameState);
if(!objectiveQueue.empty())
return max_element(objectiveQueue.begin(),objectiveQueue.end())->obj;
return NULL;
}
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void CGeniusAI::yourTurn()
{
m_cb->waitTillRealize = true;
static int seed = rand();
srand(seed);
if(firstTurn)
{
//m_cb->sendMessage("vcmieagles");
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//m_cb->sendMessage("vcmiformenos");
//m_cb->sendMessage("vcmiformenos");
firstTurn = false;
}
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//////////////TODO: replace with updates. Also add suspected objects list./////////
knownVisitableObjects.clear();
int3 pos = m_cb->getMapSize();
for(int x = 0;x<pos.x;x++)
for(int y = 0;y<pos.y;y++)
for(int z = 0;z<pos.z;z++)
tileRevealed(int3(x,y,z));
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///////////////////////////////////////////////////////////////////////////////////
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reportResources();
turn++;
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AIObjective * objective;
while((objective = getBestObjective())!=NULL)
objective->fulfill(*this,trueGameState);
seed = rand();
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m_cb->endTurn();
m_cb->waitTillRealize = false;
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}
void CGeniusAI::heroKilled(const CGHeroInstance * hero)
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{
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}
void CGeniusAI::heroCreated(const CGHeroInstance *hero)
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{
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}
void CGeniusAI::tileRevealed(int3 pos)
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{
std::vector < const CGObjectInstance * > objects = m_cb->getVisitableObjs(pos);
for(std::vector < const CGObjectInstance * >::iterator o = objects.begin();o!=objects.end();o++)
knownVisitableObjects.insert(*o);
objects = m_cb->getFlaggableObjects(pos);
for(std::vector < const CGObjectInstance * >::iterator o = objects.begin();o!=objects.end();o++)
knownVisitableObjects.insert(*o);
}
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void CGeniusAI::newObject(const CGObjectInstance * obj) //eg. ship built in shipyard
{
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knownVisitableObjects.insert(obj);
}
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void CGeniusAI::objectRemoved(const CGObjectInstance *obj) //eg. collected resource, picked artifact, beaten hero
{
std::set <AIObjectContainer>::iterator o = knownVisitableObjects.find(obj);
if(o!=knownVisitableObjects.end())
knownVisitableObjects.erase(o);
}
void CGeniusAI::tileHidden(int3 pos)
{
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}
void CGeniusAI::heroMoved(const TryMoveHero &TMH)
{
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//DbgBox("** CGeniusAI::heroMoved **");
}
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void CGeniusAI::heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback)
{
callback(rand() % skills.size());
}
void GeniusAI::CGeniusAI::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, boost::function<void()> &onEnd )
{
onEnd();
}
void GeniusAI::CGeniusAI::playerBlocked( int reason )
{
if(reason == 0) //battle is coming...
{
m_state.setn(UPCOMING_BATTLE);
}
}
void GeniusAI::CGeniusAI::battleResultsApplied()
{
assert(m_state.get() == ENDING_BATTLE);
m_state.setn(NO_BATTLE);
}
void CGeniusAI::showBlockingDialog(const std::string &text, const std::vector<Component> &components, ui32 askID, const int soundID, bool selection, bool cancel)
{
m_cb->selectionMade(cancel ? 0 : 1, askID);
}
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/**
* 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 += ")";
DbgBox(message.c_str());
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}
/**
* 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 += ")";
DbgBox(message.c_str());
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}
/**
* called when stack is performing attack
*/
void CGeniusAI::battleAttack(BattleAttack *ba)
{
DbgBox("\t\t\tCGeniusAI::battleAttack");
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}
/**
* called when stack receives damage (after battleAttack())
*/
void CGeniusAI::battleStacksAttacked(std::set<BattleStackAttacked> & bsa)
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{
DbgBox("\t\t\tCGeniusAI::battleStacksAttacked");
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}
/**
* called by engine when battle starts; side=0 - left, side=1 - right
*/
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void CGeniusAI::battleStart(CCreatureSet *army1, CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side)
{
assert(!m_battleLogic);
assert(playerID > PLAYER_LIMIT || m_state.get() == UPCOMING_BATTLE); //we have been informed that battle will start (or we are neutral AI)
m_state.setn(ONGOING_BATTLE);
m_battleLogic = new BattleAI::CBattleLogic(m_cb, army1, army2, tile, hero1, hero2, side);
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DbgBox("** CGeniusAI::battleStart **");
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}
/**
*
*/
void CGeniusAI::battleEnd(BattleResult *br)
{
/*switch(br->winner)
{
case 0: std::cout << "The winner is the attacker." << std::endl;break;
case 1: std::cout << "The winner is the defender." << std::endl;break;
case 2: std::cout << "It's a draw." << std::endl;break;
};*/
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delete m_battleLogic;
m_battleLogic = NULL;
assert(m_state.get() == ONGOING_BATTLE);
m_state.setn(ENDING_BATTLE);
DbgBox("** CGeniusAI::battleEnd **");
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}
/**
* 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);
DbgBox(message.c_str());
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m_battleLogic->SetCurrentTurn(round);
}
/**
*
*/
void CGeniusAI::battleStackMoved(int ID, int dest, int distance, bool end)
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{
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 += ")";
DbgBox(message.c_str());
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}
/**
*
*/
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void CGeniusAI::battleSpellCast(SpellCast *sc)
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{
DbgBox("\t\t\tCGeniusAI::battleSpellCast");
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}
/**
* called when battlefield is prepared, prior the battle beginning
*/
void CGeniusAI::battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles)
{
DbgBox("CGeniusAI::battlefieldPrepared");
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}
/**
*
*/
void CGeniusAI::battleStackMoved(int ID, int dest, bool startMoving, bool endMoving)
{
DbgBox("\t\t\tCGeniusAI::battleStackMoved");
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}
/**
*
*/
void CGeniusAI::battleStackAttacking(int ID, int dest)
{
DbgBox("\t\t\tCGeniusAI::battleStackAttacking");
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}
/**
*
*/
void CGeniusAI::battleStackIsAttacked(int ID, int dmg, int killed, int IDby, bool byShooting)
{
DbgBox("\t\t\tCGeniusAI::battleStackIsAttacked");
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}
/**
* called when it's turn of that stack
*/
BattleAction CGeniusAI::activeStack(int stackID)
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{
std::string message("\t\t\tCGeniusAI::activeStack stackID(");
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message += boost::lexical_cast<std::string>(stackID);
message += ")";
DbgBox(message.c_str());
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return m_battleLogic->MakeDecision(stackID);
};