mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-24 22:14:36 +02:00
[experiments2] Moar. And that'll be it.
This commit is contained in:
parent
0b494a7bb0
commit
0242f0d580
@ -557,17 +557,44 @@ std::vector<BattleHex> CBattleAI::getTargetsToConsider( const CSpell *spell ) co
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boost::optional<BattleAction> CBattleAI::considerFleeingOrSurrendering()
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{
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if(tacticInfo->expectedLength() >= 2 || tacticInfo->totalValue() > 0)
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return boost::none;
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BattleAction ba;
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ba.side = cb->battleGetMySide();
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ba.stackNumber = cb->battleActiveStack()->ID;
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if(cb->battleCanSurrender(playerID))
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{
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double armyValue = 0;
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BOOST_FOREACH(auto stack, cb->battleGetStacks(CBattleInfoEssentials::ONLY_MINE))
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{
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armyValue += stack->count*stack->MaxHealth()*priorities.stackEvaluator(stack);
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}
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double cost = cb->battleGetSurrenderCost() * priorities.generalResourceValueModifier * priorities.resourceTypeBaseValues[Res::GOLD];
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if(armyValue + priorities.heroValue > cost + tacticInfo->ourPotential)
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{
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ba.actionType = Battle::SURRENDER;
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return ba;
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}
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}
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if(cb->battleCanFlee())
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{
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if(priorities.heroValue > tacticInfo->ourPotential)
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{
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ba.actionType = Battle::RETREAT;
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return ba;
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}
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}
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return boost::none;
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}
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void CBattleAI::setPriorities(const Priorities &priorities)
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{
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this->priorities = priorities;
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}
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ThreatMap::ThreatMap(const CStack *Endangered) : endangered(Endangered)
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{
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sufferedDamage.fill(0);
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@ -634,8 +661,8 @@ const TBonusListPtr StackWithBonuses::getAllBonuses(const CSelector &selector, c
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int AttackPossibility::damageDiff() const
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{
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const auto dealtDmgValue = priorities.stackEvaluator(enemy) * damageDealt;
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const auto receivedDmgValue = priorities.stackEvaluator(attack.attacker) * damageReceived;
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const auto dealtDmgValue = ai->priorities.stackEvaluator(enemy) * damageDealt;
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const auto receivedDmgValue = ai->priorities.stackEvaluator(attack.attacker) * damageReceived;
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return dealtDmgValue - receivedDmgValue;
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}
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@ -675,7 +702,9 @@ AttackPossibility AttackPossibility::evaluate(const BattleAttackInfo &AttackInfo
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//TODO what about defender? should we break? but in pessimistic scenario defender might be alive
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}
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//TODO LUCK!!!!!!!!!!!!
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double luck = curBai.attackerBonuses->LuckVal();
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if(luck > 0)
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ap.damageDealt *= (1 + luck/12.0);
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//TODO other damage related to attack (eg. fire shield and other abilities)
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@ -770,6 +799,17 @@ TacticInfo::TacticInfo(const HypotheticChangesToBattleState &state /*= Hypotheti
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enemyPotential += targets[enemyStack].bestActionValue();
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enemyhealth += (enemyStack->count-1) * enemyStack->MaxHealth() + enemyStack->firstHPleft;
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}
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if(ourPotential < 0)
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{
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enemyPotential -= ourPotential;
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ourPotential = 0;
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}
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if(enemyPotential < 0)
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{
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ourPotential -= enemyPotential;
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enemyPotential = 0;
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}
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}
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double TacticInfo::totalValue() const
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@ -132,11 +132,13 @@ class CBattleAI : public CBattleGameInterface
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//Previous setting of cb
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bool wasWaitingForRealize, wasUnlockingGs;
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unique_ptr<TacticInfo> tacticInfo;
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void print(const std::string &text) const;
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public:
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Priorities priorities;
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CBattleAI(void);
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~CBattleAI(void);
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@ -145,6 +147,8 @@ public:
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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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BattleAction activeStack(const CStack * stack) OVERRIDE; //called when it's turn of that stack
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void setPriorities(const Priorities &priorities) OVERRIDE;
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void battleAttack(const BattleAttack *ba) OVERRIDE; //called when stack is performing attack
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void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa) OVERRIDE; //called when stack receives damage (after battleAttack())
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void battleEnd(const BattleResult *br) OVERRIDE;
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@ -144,9 +144,6 @@
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<ClInclude Include="BattleAI.h" />
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<ClInclude Include="..\..\Global.h" />
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</ItemGroup>
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<ItemGroup>
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<None Include="ClassDiagram.cd" />
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</ItemGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<ImportGroup Label="ExtensionTargets">
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</ImportGroup>
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@ -9,11 +9,6 @@
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const char *g_cszAiName = "Battle AI";
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extern "C" DLL_EXPORT int GetGlobalAiVersion()
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{
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return AI_INTERFACE_VER;
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}
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extern "C" DLL_EXPORT void GetAiName(char* name)
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{
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strcpy_s(name, strlen(g_cszAiName) + 1, g_cszAiName);
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40
Runner/ReadMe.txt
Normal file
40
Runner/ReadMe.txt
Normal file
@ -0,0 +1,40 @@
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========================================================================
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CONSOLE APPLICATION : Runner Project Overview
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========================================================================
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AppWizard has created this Runner application for you.
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This file contains a summary of what you will find in each of the files that
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make up your Runner application.
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Runner.vcxproj
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This is the main project file for VC++ projects generated using an Application Wizard.
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It contains information about the version of Visual C++ that generated the file, and
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information about the platforms, configurations, and project features selected with the
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Application Wizard.
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Runner.vcxproj.filters
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This is the filters file for VC++ projects generated using an Application Wizard.
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It contains information about the association between the files in your project
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and the filters. This association is used in the IDE to show grouping of files with
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similar extensions under a specific node (for e.g. ".cpp" files are associated with the
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"Source Files" filter).
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Runner.cpp
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This is the main application source file.
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/////////////////////////////////////////////////////////////////////////////
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Other standard files:
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StdAfx.h, StdAfx.cpp
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These files are used to build a precompiled header (PCH) file
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named Runner.pch and a precompiled types file named StdAfx.obj.
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/////////////////////////////////////////////////////////////////////////////
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Other notes:
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AppWizard uses "TODO:" comments to indicate parts of the source code you
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should add to or customize.
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/////////////////////////////////////////////////////////////////////////////
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47
Runner/Runner.cpp
Normal file
47
Runner/Runner.cpp
Normal file
@ -0,0 +1,47 @@
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// Runner.cpp : Defines the entry point for the console application.
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//
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#include "stdafx.h"
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using namespace std;
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void runBattle(string battle, string left, string right)
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{
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string command = "VCMI_client -b" + battle + " --ai=" + left + " --ai=" + right + " --noGUI";
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system(command.c_str());
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}
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int _tmain(int argc, _TCHAR* argv[])
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{
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const int N = 5;
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std::vector<std::string> ais;
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ais.push_back("StupidAI");
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ais.push_back("BattleAI");
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std::vector<std::string> battles;
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battles.push_back("bitwa1.json");
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battles.push_back("bitwa2.json");
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battles.push_back("bitwa3.json");
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battles.push_back("bitwa4.json");
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battles.push_back("bitwa5.json");
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battles.push_back("bitwa6.json");
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for(auto &battle : battles)
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{
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auto runN = [&](string left, string right)
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{
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for(int i =0; i < N; i++)
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runBattle(battle, left, right);
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};
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runN(ais[0], ais[0]);
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runN(ais[0], ais[1]);
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runN(ais[1], ais[0]);
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runN(ais[1], ais[1]);
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}
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return 0;
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}
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100
Runner/Runner.vcxproj
Normal file
100
Runner/Runner.vcxproj
Normal file
@ -0,0 +1,100 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<ItemGroup Label="ProjectConfigurations">
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<ProjectConfiguration Include="Debug|Win32">
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<Configuration>Debug</Configuration>
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<Platform>Win32</Platform>
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</ProjectConfiguration>
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<ProjectConfiguration Include="Release|Win32">
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<Configuration>Release</Configuration>
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<Platform>Win32</Platform>
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</ProjectConfiguration>
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</ItemGroup>
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<PropertyGroup Label="Globals">
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<ProjectGuid>{D80625BB-FD36-4089-8CD2-E0489B19EED5}</ProjectGuid>
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<Keyword>Win32Proj</Keyword>
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<RootNamespace>Runner</RootNamespace>
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</PropertyGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
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<ConfigurationType>Application</ConfigurationType>
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<UseDebugLibraries>true</UseDebugLibraries>
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<PlatformToolset>v110</PlatformToolset>
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<CharacterSet>Unicode</CharacterSet>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
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<ConfigurationType>Application</ConfigurationType>
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<UseDebugLibraries>false</UseDebugLibraries>
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<PlatformToolset>v110</PlatformToolset>
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<WholeProgramOptimization>true</WholeProgramOptimization>
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<CharacterSet>Unicode</CharacterSet>
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</PropertyGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
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<ImportGroup Label="ExtensionSettings">
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</ImportGroup>
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<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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<Import Project="..\VCMI_global_debug.props" />
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<Import Project="..\VCMI_global.props" />
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</ImportGroup>
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<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
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<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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<Import Project="..\VCMI_global_release.props" />
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<Import Project="..\VCMI_global.props" />
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</ImportGroup>
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<PropertyGroup Label="UserMacros" />
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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<LinkIncremental>true</LinkIncremental>
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<OutDir>$(VCMI_Out)</OutDir>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
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<LinkIncremental>false</LinkIncremental>
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<OutDir>$(VCMI_Out)</OutDir>
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</PropertyGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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<ClCompile>
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<PrecompiledHeader>Use</PrecompiledHeader>
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<WarningLevel>Level3</WarningLevel>
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<Optimization>Disabled</Optimization>
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<PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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<AdditionalOptions>/Zm130 %(AdditionalOptions)</AdditionalOptions>
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</ClCompile>
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<Link>
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<SubSystem>Console</SubSystem>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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</Link>
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</ItemDefinitionGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
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<ClCompile>
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<WarningLevel>Level3</WarningLevel>
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<PrecompiledHeader>Use</PrecompiledHeader>
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<Optimization>MaxSpeed</Optimization>
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<FunctionLevelLinking>true</FunctionLevelLinking>
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<IntrinsicFunctions>true</IntrinsicFunctions>
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<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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</ClCompile>
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<Link>
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<SubSystem>Console</SubSystem>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<EnableCOMDATFolding>true</EnableCOMDATFolding>
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<OptimizeReferences>true</OptimizeReferences>
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</Link>
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</ItemDefinitionGroup>
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<ItemGroup>
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<Text Include="ReadMe.txt" />
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</ItemGroup>
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<ItemGroup>
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||||
<ClInclude Include="stdafx.h" />
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<ClInclude Include="targetver.h" />
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="Runner.cpp" />
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<ClCompile Include="stdafx.cpp">
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<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Create</PrecompiledHeader>
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<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Create</PrecompiledHeader>
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</ClCompile>
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||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
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||||
</ImportGroup>
|
||||
</Project>
|
36
Runner/Runner.vcxproj.filters
Normal file
36
Runner/Runner.vcxproj.filters
Normal file
@ -0,0 +1,36 @@
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||||
<?xml version="1.0" encoding="utf-8"?>
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||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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||||
<ItemGroup>
|
||||
<Filter Include="Source Files">
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||||
<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
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||||
<Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
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||||
</Filter>
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||||
<Filter Include="Header Files">
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||||
<UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
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||||
<Extensions>h;hpp;hxx;hm;inl;inc;xsd</Extensions>
|
||||
</Filter>
|
||||
<Filter Include="Resource Files">
|
||||
<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
|
||||
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
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||||
</Filter>
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||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Text Include="ReadMe.txt" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="stdafx.h">
|
||||
<Filter>Header Files</Filter>
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||||
</ClInclude>
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||||
<ClInclude Include="targetver.h">
|
||||
<Filter>Header Files</Filter>
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||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="stdafx.cpp">
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||||
<Filter>Source Files</Filter>
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||||
</ClCompile>
|
||||
<ClCompile Include="Runner.cpp">
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||||
<Filter>Source Files</Filter>
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||||
</ClCompile>
|
||||
</ItemGroup>
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||||
</Project>
|
8
Runner/stdafx.cpp
Normal file
8
Runner/stdafx.cpp
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// stdafx.cpp : source file that includes just the standard includes
|
||||
// Runner.pch will be the pre-compiled header
|
||||
// stdafx.obj will contain the pre-compiled type information
|
||||
|
||||
#include "stdafx.h"
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||||
|
||||
// TODO: reference any additional headers you need in STDAFX.H
|
||||
// and not in this file
|
15
Runner/stdafx.h
Normal file
15
Runner/stdafx.h
Normal file
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|
||||
// stdafx.h : include file for standard system include files,
|
||||
// or project specific include files that are used frequently, but
|
||||
// are changed infrequently
|
||||
//
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||||
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||||
#pragma once
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||||
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||||
#include "targetver.h"
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||||
#include "../Global.h"
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||||
#include <stdio.h>
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||||
#include <tchar.h>
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||||
|
||||
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||||
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||||
// TODO: reference additional headers your program requires here
|
8
Runner/targetver.h
Normal file
8
Runner/targetver.h
Normal file
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|
||||
#pragma once
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||||
|
||||
// Including SDKDDKVer.h defines the highest available Windows platform.
|
||||
|
||||
// If you wish to build your application for a previous Windows platform, include WinSDKVer.h and
|
||||
// set the _WIN32_WINNT macro to the platform you wish to support before including SDKDDKVer.h.
|
||||
|
||||
#include <SDKDDKVer.h>
|
@ -45,6 +45,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "VisitObjects", "AI\VisitObj
|
||||
{B952FFC5-3039-4DE1-9F08-90ACDA483D8F} = {B952FFC5-3039-4DE1-9F08-90ACDA483D8F}
|
||||
EndProjectSection
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Runner", "Runner\Runner.vcxproj", "{D80625BB-FD36-4089-8CD2-E0489B19EED5}"
|
||||
EndProject
|
||||
Global
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||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
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||||
Debug|Win32 = Debug|Win32
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||||
@ -180,6 +182,15 @@ Global
|
||||
{D3126B35-650E-46C8-A336-1D6640FBFFD0}.Release|Win32.Build.0 = RD|Win32
|
||||
{D3126B35-650E-46C8-A336-1D6640FBFFD0}.Release|x64.ActiveCfg = RD|x64
|
||||
{D3126B35-650E-46C8-A336-1D6640FBFFD0}.Release|x64.Build.0 = RD|x64
|
||||
{D80625BB-FD36-4089-8CD2-E0489B19EED5}.Debug|Win32.ActiveCfg = Debug|Win32
|
||||
{D80625BB-FD36-4089-8CD2-E0489B19EED5}.Debug|Win32.Build.0 = Debug|Win32
|
||||
{D80625BB-FD36-4089-8CD2-E0489B19EED5}.Debug|x64.ActiveCfg = Debug|Win32
|
||||
{D80625BB-FD36-4089-8CD2-E0489B19EED5}.RD|Win32.ActiveCfg = Release|Win32
|
||||
{D80625BB-FD36-4089-8CD2-E0489B19EED5}.RD|Win32.Build.0 = Release|Win32
|
||||
{D80625BB-FD36-4089-8CD2-E0489B19EED5}.RD|x64.ActiveCfg = Release|Win32
|
||||
{D80625BB-FD36-4089-8CD2-E0489B19EED5}.Release|Win32.ActiveCfg = Release|Win32
|
||||
{D80625BB-FD36-4089-8CD2-E0489B19EED5}.Release|Win32.Build.0 = Release|Win32
|
||||
{D80625BB-FD36-4089-8CD2-E0489B19EED5}.Release|x64.ActiveCfg = Release|Win32
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
|
37
bitwy/bitwa1.json
Normal file
37
bitwy/bitwa1.json
Normal file
@ -0,0 +1,37 @@
|
||||
{
|
||||
"terType" : 1,
|
||||
"bfieldType" : 0,
|
||||
"obstacles" : [155], //vector of positions or vectored pairs [type, pos]
|
||||
|
||||
"sides" :
|
||||
[
|
||||
{
|
||||
"side" : 0,
|
||||
"army" : [[0, 1], [1, 1]],
|
||||
"heroid" : 0,
|
||||
},
|
||||
{
|
||||
"side" : 1,
|
||||
"army" : [[6, 1], [6, 1]],
|
||||
}
|
||||
],
|
||||
|
||||
"creatures" :
|
||||
[
|
||||
{
|
||||
"id" : 0,
|
||||
"dmg" : 500,
|
||||
"speed" : 7
|
||||
},
|
||||
{
|
||||
"id" : 1,
|
||||
"dmg" : 500,
|
||||
"speed" : 5
|
||||
},
|
||||
{
|
||||
"id" : 6,
|
||||
"dmg" : 500,
|
||||
"speed" : 6
|
||||
},
|
||||
]
|
||||
}
|
34
bitwy/bitwa2.json
Normal file
34
bitwy/bitwa2.json
Normal file
@ -0,0 +1,34 @@
|
||||
{
|
||||
"terType" : 1,
|
||||
"bfieldType" : 0,
|
||||
"obstacles" : [111, [28, 7], 88, 122, 139, 156, 173], //vector of positions or vectored pairs [type, pos]
|
||||
|
||||
"sides" :
|
||||
[
|
||||
{
|
||||
"side" : 0,
|
||||
"army" : [[95, 1]],
|
||||
"heroid" : 0,
|
||||
"heroPrimSkills" : [4, 4, 5, 10],
|
||||
"spells" : [28,61,15, 27, 54, 53, 44, 41, 42]
|
||||
},
|
||||
{
|
||||
"side" : 1,
|
||||
"army" : [[111, 1]]
|
||||
}
|
||||
],
|
||||
|
||||
"creatures" :
|
||||
[
|
||||
{
|
||||
"id" : 95,
|
||||
"shoots" : 1000,
|
||||
"HP" : 1
|
||||
},
|
||||
|
||||
{
|
||||
"id" : 111,
|
||||
"speed" : 2
|
||||
}
|
||||
]
|
||||
}
|
23
bitwy/bitwa3.json
Normal file
23
bitwy/bitwa3.json
Normal file
@ -0,0 +1,23 @@
|
||||
{
|
||||
"terType" : 1,
|
||||
"bfieldType" : 1,
|
||||
|
||||
"sides" :
|
||||
[
|
||||
{
|
||||
"side" : 0,
|
||||
"army" : [[90, 1],[90, 50],[1, 200],[17, 100], [60, 75], [19, 1],[19, 100]],
|
||||
"heroid" : 0,
|
||||
"heroPrimSkills" : [4, 4, 10, 10],
|
||||
"spells" : [28,61,15, 27, 41, 42, 15]
|
||||
},
|
||||
{
|
||||
"side" : 1,
|
||||
"army" : [[90, 1],[90, 50],[1, 200],[17, 100], [60, 75], [19, 1],[19, 100]],
|
||||
"heroid" : 1,
|
||||
"heroPrimSkills" : [4, 4, 10, 10],
|
||||
"heroSecSkills" : [[15,2]],
|
||||
"spells" : [28,61,15, 27, 41, 42, 15, 20]
|
||||
},
|
||||
],
|
||||
}
|
20
bitwy/bitwa4.json
Normal file
20
bitwy/bitwa4.json
Normal file
@ -0,0 +1,20 @@
|
||||
{
|
||||
"terType" : 1,
|
||||
"bfieldType" : 1,
|
||||
|
||||
"sides" :
|
||||
[
|
||||
{
|
||||
"side" : 0,
|
||||
"army" : [[90, 1],[90, 50],[1, 200],[17, 100], [60, 75], [19, 1],[19, 100]],
|
||||
"heroid" : 0,
|
||||
"heroPrimSkills" : [4, 4, 10, 10],
|
||||
},
|
||||
{
|
||||
"side" : 1,
|
||||
"army" : [[90, 1],[90, 50],[1, 200],[17, 100], [60, 75], [19, 1],[19, 100]],
|
||||
"heroid" : 1,
|
||||
"heroPrimSkills" : [4, 4, 10, 10],
|
||||
},
|
||||
],
|
||||
}
|
23
bitwy/bitwa5.json
Normal file
23
bitwy/bitwa5.json
Normal file
@ -0,0 +1,23 @@
|
||||
{
|
||||
"terType" : 1,
|
||||
"bfieldType" : 1,
|
||||
|
||||
"sides" :
|
||||
[
|
||||
{
|
||||
"side" : 0,
|
||||
"army" : [[1, 128],[3, 64],[5, 32],[7, 16], [9, 8], [11, 4],[13, 2]],
|
||||
"heroid" : 0,
|
||||
"heroPrimSkills" : [4, 4, 10, 10],
|
||||
"spells" : [28,61,15, 27, 41, 42, 15, 23, 46]
|
||||
|
||||
},
|
||||
{
|
||||
"side" : 1,
|
||||
"army" : [[1, 128],[3, 64],[5, 32],[7, 16], [9, 8], [11, 4],[13, 2]],
|
||||
"heroid" : 1,
|
||||
"heroPrimSkills" : [4, 4, 10, 10],
|
||||
"spells" : [28,61,15, 27, 41, 42, 15, 23, 46]
|
||||
},
|
||||
],
|
||||
}
|
21
bitwy/bitwa6.json
Normal file
21
bitwy/bitwa6.json
Normal file
@ -0,0 +1,21 @@
|
||||
{
|
||||
"terType" : 1,
|
||||
"bfieldType" : 1,
|
||||
|
||||
"sides" :
|
||||
[
|
||||
{
|
||||
"side" : 0,
|
||||
"army" : [[1, 128],[3, 64],[5, 32],[7, 16], [9, 8], [11, 4],[13, 2]],
|
||||
"heroid" : 0,
|
||||
"heroPrimSkills" : [4, 4, 10, 10],
|
||||
|
||||
},
|
||||
{
|
||||
"side" : 1,
|
||||
"army" : [[1, 128],[3, 64],[5, 32],[7, 16], [9, 8], [11, 4],[13, 2]],
|
||||
"heroid" : 1,
|
||||
"heroPrimSkills" : [4, 4, 10, 10],
|
||||
},
|
||||
],
|
||||
}
|
@ -596,6 +596,9 @@ void CClickableHex::clickRight(tribool down, bool previousState)
|
||||
void CStackQueue::update()
|
||||
{
|
||||
stacksSorted.clear();
|
||||
if(!owner->curInt)
|
||||
return;
|
||||
|
||||
owner->curInt->cb->battleGetStackQueue(stacksSorted, stackBoxes.size());
|
||||
if(stacksSorted.size())
|
||||
{
|
||||
|
@ -11,6 +11,7 @@
|
||||
#include <dlfcn.h>
|
||||
#endif
|
||||
#include "Connection.h"
|
||||
#include "VCMI_Lib.h"
|
||||
|
||||
/*
|
||||
* CGameInterface.cpp, part of VCMI engine
|
||||
@ -303,4 +304,5 @@ Priorities::Priorities()
|
||||
generalResourceValueModifier = 1.;
|
||||
range::copy(VLC->objh->resVals, std::back_inserter(resourceTypeBaseValues));
|
||||
stackEvaluator = [](const CStack*){ return 1.0; };
|
||||
heroValue = 50;
|
||||
}
|
||||
|
@ -82,7 +82,7 @@ struct DLL_LINKAGE Priorities
|
||||
double generalResourceValueModifier;
|
||||
std::vector<double> resourceTypeBaseValues;
|
||||
std::function<double(const CStack *)> stackEvaluator;
|
||||
|
||||
double heroValue;
|
||||
|
||||
Priorities();
|
||||
};
|
||||
|
@ -291,9 +291,6 @@
|
||||
<ClInclude Include="VCMI_Lib.h" />
|
||||
<ClInclude Include="VCMIDirs.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="ClassDiagram1.cd" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
|
@ -6193,6 +6193,16 @@ void CGameHandler::duelFinished()
|
||||
logGlobal->debugStream() << boost::format("Winner side %d\nWinner casualties:")
|
||||
% (int)battleResult.data->winner;
|
||||
|
||||
|
||||
double initialHP = 0;
|
||||
BOOST_FOREACH(auto &stack, gs->curB->belligerents[battleResult.data->winner]->stacks)
|
||||
{
|
||||
initialHP += stack.second->count * stack.second->type->AIValue;
|
||||
}
|
||||
|
||||
|
||||
logGlobal->debugStream() << boost::format("Total army value points: %lf") % initialHP;
|
||||
|
||||
for(auto i = battleResult.data->casualties[battleResult.data->winner].begin(); i != battleResult.data->casualties[battleResult.data->winner].end(); i++)
|
||||
{
|
||||
const CCreature *c = VLC->creh->creatures[i->first];
|
||||
@ -6205,12 +6215,20 @@ void CGameHandler::duelFinished()
|
||||
time_t timeNow;
|
||||
time(&timeNow);
|
||||
|
||||
double casualtiesRatio = (1 - casualtiesPoints/initialHP);
|
||||
|
||||
if(battleResult.data->winner)
|
||||
{
|
||||
casualtiesPoints = -casualtiesPoints;
|
||||
casualtiesRatio = -casualtiesRatio;
|
||||
}
|
||||
|
||||
std::ofstream out(cmdLineOptions["resultsFile"].as<std::string>(), std::ios::app);
|
||||
if(out)
|
||||
{
|
||||
out << boost::format("%s\t%s\t%s\t%d\t%d\t%d\t%s\n") % si->mapname % getName(0) % getName(1)
|
||||
% battleResult.data->winner % battleResult.data->result % casualtiesPoints
|
||||
% asctime(localtime(&timeNow));
|
||||
out << boost::format("%s\t%s\t%s\t%d\t%d\t%d\t%lf\t%s") % si->mapname % getName(0) % getName(1)
|
||||
% (int)battleResult.data->winner % (int)battleResult.data->result % casualtiesPoints
|
||||
% casualtiesRatio % asctime(localtime(&timeNow));
|
||||
}
|
||||
else
|
||||
{
|
||||
|
Loading…
Reference in New Issue
Block a user