2017-02-17 11:16:17 +02:00
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/*
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* BattleAI.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include "../../lib/AI_Base.h"
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2020-11-23 08:40:36 +02:00
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#include "../../lib/battle/ReachabilityInfo.h"
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2019-05-04 05:42:55 +02:00
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#include "PossibleSpellcast.h"
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2017-02-17 11:16:17 +02:00
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#include "PotentialTargets.h"
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2022-07-26 15:07:42 +02:00
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VCMI_LIB_NAMESPACE_BEGIN
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2017-02-17 11:16:17 +02:00
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class CSpell;
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2022-07-26 15:07:42 +02:00
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VCMI_LIB_NAMESPACE_END
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2017-02-17 11:16:17 +02:00
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class EnemyInfo;
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/*
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struct CurrentOffensivePotential
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{
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std::map<const CStack *, PotentialTargets> ourAttacks;
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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())
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{
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2017-07-01 10:34:00 +02:00
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if(stack->side == side)
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2017-02-17 11:16:17 +02:00
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ourAttacks[stack] = PotentialTargets(stack);
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else
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enemyAttacks[stack] = PotentialTargets(stack);
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}
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}
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int potentialValue()
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{
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int ourPotential = 0, enemyPotential = 0;
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for(auto &p : ourAttacks)
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ourPotential += p.second.bestAction().attackValue();
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for(auto &p : enemyAttacks)
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enemyPotential += p.second.bestAction().attackValue();
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return ourPotential - enemyPotential;
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}
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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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class CBattleAI : public CBattleGameInterface
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{
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int side;
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std::shared_ptr<CBattleCallback> cb;
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Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
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std::shared_ptr<Environment> env;
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2017-02-17 11:16:17 +02:00
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//Previous setting of cb
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bool wasWaitingForRealize, wasUnlockingGs;
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public:
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2018-01-13 10:43:26 +02:00
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CBattleAI();
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~CBattleAI();
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2017-02-17 11:16:17 +02:00
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2022-12-07 21:50:45 +02:00
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void initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB) override;
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2017-02-17 11:16:17 +02:00
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void attemptCastingSpell();
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2019-05-04 05:42:55 +02:00
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void evaluateCreatureSpellcast(const CStack * stack, PossibleSpellcast & ps); //for offensive damaging spells only
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2017-02-17 11:16:17 +02:00
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BattleAction activeStack(const CStack * stack) override; //called when it's turn of that stack
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boost::optional<BattleAction> considerFleeingOrSurrendering();
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void print(const std::string &text) const;
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BattleAction useCatapult(const CStack *stack);
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void battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool Side) override;
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//void actionFinished(const BattleAction &action) override;//occurs AFTER every action taken by any stack or by the hero
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//void actionStarted(const BattleAction &action) override;//occurs BEFORE every action taken by any stack or by the hero
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//void battleAttack(const BattleAttack *ba) override; //called when stack is performing attack
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2022-12-09 13:10:35 +02:00
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//void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged) override; //called when stack receives damage (after battleAttack())
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2023-04-06 17:34:07 +02:00
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//void battleEnd(const BattleResult *br, QueryID queryID) override;
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2017-02-17 11:16:17 +02:00
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//void battleResultsApplied() override; //called when all effects of last battle are applied
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//void battleNewRoundFirst(int round) override; //called at the beginning of each turn before changes are applied;
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//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
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//void battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance) override;
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//void battleSpellCast(const BattleSpellCast *sc) override;
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//void battleStacksEffectsSet(const SetStackEffect & sse) override;//called when a specific effect is set to stacks
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//void battleTriggerEffect(const BattleTriggerEffect & bte) override;
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//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
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//void battleCatapultAttacked(const CatapultAttack & ca) override; //called when catapult makes an attack
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2020-11-23 08:40:36 +02:00
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private:
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2020-11-28 17:11:33 +02:00
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BattleAction goTowardsNearest(const CStack * stack, std::vector<BattleHex> hexes) const;
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std::vector<BattleHex> getBrokenWallMoatHexes() const;
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2017-02-17 11:16:17 +02:00
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};
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