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vcmi/AI/BattleAI/BattleAI.h

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#pragma once
#include "../../lib/BattleHex.h"
#include "../../lib/HeroBonus.h"
#include "../../lib/CBattleCallback.h"
class CSpell;
class StackWithBonuses : public IBonusBearer
{
public:
const CStack *stack;
mutable std::vector<Bonus> bonusesToAdd;
virtual const TBonusListPtr getAllBonuses(const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root = nullptr, const std::string &cachingStr = "") const override;
};
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);
bool operator==(const EnemyInfo& ei) const
{
return s == ei.s;
}
};
//FIXME: unused function
/*
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++)
BOOST_FOREACH(BattleHex neighbour, (i ? h2 : h1).neighbouringTiles())
if(const CStack *s = cbc->battleGetStackByPos(neighbour))
if(s->getCreature()->isShooting())
shooters[i]++;
return shooters[0] < shooters[1];
}
*/
struct ThreatMap
{
std::array<std::vector<BattleAttackInfo>, GameConstants::BFIELD_SIZE> threatMap; // [hexNr] -> enemies able to strike
const CStack *endangered;
std::array<int, GameConstants::BFIELD_SIZE> sufferedDamage;
ThreatMap(const CStack *Endangered);
};
struct HypotheticChangesToBattleState
{
std::map<const CStack *, const IBonusBearer *> bonusesOfStacks;
std::map<const CStack *, int> counterAttacksLeft;
};
struct AttackPossibility
{
const CStack *enemy; //redundant (to attack.defender) but looks nice
BattleHex tile; //tile from which we attack
BattleAttackInfo attack;
int damageDealt;
int damageReceived; //usually by counter-attack
int tacticImpact;
int damageDiff() const;
int attackValue() const;
static AttackPossibility evaluate(const BattleAttackInfo &AttackInfo, const HypotheticChangesToBattleState &state, BattleHex hex);
};
template<typename Key, typename Val, typename Val2>
const Val getValOr(const std::map<Key, Val> &Map, const Key &key, const Val2 defaultValue)
{
//returning references here won't work: defaultValue must be converted into Val, creating temporary
auto i = Map.find(key);
if(i != Map.end())
return i->second;
else
return defaultValue;
}
struct PotentialTargets
{
std::vector<AttackPossibility> possibleAttacks;
std::vector<const CStack *> unreachableEnemies;
//std::function<AttackPossibility(bool,BattleHex)> GenerateAttackInfo; //args: shooting, destHex
PotentialTargets(){};
PotentialTargets(const CStack *attacker, const HypotheticChangesToBattleState &state = HypotheticChangesToBattleState());
AttackPossibility bestAction() const;
int bestActionValue() const;
};
class CBattleAI : public CBattleGameInterface
{
int side;
shared_ptr<CBattleCallback> cb;
//Previous setting of cb
bool wasWaitingForRealize, wasUnlockingGs;
void print(const std::string &text) const;
public:
CBattleAI(void);
~CBattleAI(void);
void init(shared_ptr<CBattleCallback> CB) override;
void actionFinished(const BattleAction &action) override;//occurs AFTER every action taken by any stack or by the hero
void actionStarted(const BattleAction &action) override;//occurs BEFORE every action taken by any stack or by the hero
BattleAction activeStack(const CStack * stack) override; //called when it's turn of that stack
void battleAttack(const BattleAttack *ba) override; //called when stack is performing attack
void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa) override; //called when stack receives damage (after battleAttack())
void battleEnd(const BattleResult *br) override;
//void battleResultsApplied() override; //called when all effects of last battle are applied
void battleNewRoundFirst(int round) override; //called at the beginning of each turn before changes are applied;
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
void battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance) override;
void battleSpellCast(const BattleSpellCast *sc) override;
void battleStacksEffectsSet(const SetStackEffect & sse) override;//called when a specific effect is set to stacks
//void battleTriggerEffect(const BattleTriggerEffect & bte) override;
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
void battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, bool tentHeal, si32 lifeDrainFrom) override; //called when stacks are healed / resurrected first element of pair - stack id, second - healed hp
void battleNewStackAppeared(const CStack * stack) override; //not called at the beginning of a battle or by resurrection; called eg. when elemental is summoned
void battleObstaclesRemoved(const std::set<si32> & removedObstacles) override; //called when a certain set of obstacles is removed from batlefield; IDs of them are given
void battleCatapultAttacked(const CatapultAttack & ca) override; //called when catapult makes an attack
void battleStacksRemoved(const BattleStacksRemoved & bsr) override; //called when certain stack is completely removed from battlefield
BattleAction goTowards(const CStack * stack, BattleHex hex );
BattleAction useCatapult(const CStack * stack);
boost::optional<BattleAction> considerFleeingOrSurrendering();
void attemptCastingSpell();
std::vector<BattleHex> getTargetsToConsider(const CSpell *spell) const;
};