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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-24 08:32:34 +02:00

[experiments2] Moar. And that'll be it.

This commit is contained in:
Michał W. Urbańczyk 2013-06-26 05:34:44 +00:00
parent 0b494a7bb0
commit 0242f0d580
23 changed files with 499 additions and 20 deletions

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@ -557,17 +557,44 @@ std::vector<BattleHex> CBattleAI::getTargetsToConsider( const CSpell *spell ) co
boost::optional<BattleAction> CBattleAI::considerFleeingOrSurrendering()
{
if(tacticInfo->expectedLength() >= 2 || tacticInfo->totalValue() > 0)
return boost::none;
BattleAction ba;
ba.side = cb->battleGetMySide();
ba.stackNumber = cb->battleActiveStack()->ID;
if(cb->battleCanSurrender(playerID))
{
double armyValue = 0;
BOOST_FOREACH(auto stack, cb->battleGetStacks(CBattleInfoEssentials::ONLY_MINE))
{
armyValue += stack->count*stack->MaxHealth()*priorities.stackEvaluator(stack);
}
double cost = cb->battleGetSurrenderCost() * priorities.generalResourceValueModifier * priorities.resourceTypeBaseValues[Res::GOLD];
if(armyValue + priorities.heroValue > cost + tacticInfo->ourPotential)
{
ba.actionType = Battle::SURRENDER;
return ba;
}
}
if(cb->battleCanFlee())
{
if(priorities.heroValue > tacticInfo->ourPotential)
{
ba.actionType = Battle::RETREAT;
return ba;
}
}
return boost::none;
}
void CBattleAI::setPriorities(const Priorities &priorities)
{
this->priorities = priorities;
}
ThreatMap::ThreatMap(const CStack *Endangered) : endangered(Endangered)
{
sufferedDamage.fill(0);
@ -634,8 +661,8 @@ const TBonusListPtr StackWithBonuses::getAllBonuses(const CSelector &selector, c
int AttackPossibility::damageDiff() const
{
const auto dealtDmgValue = priorities.stackEvaluator(enemy) * damageDealt;
const auto receivedDmgValue = priorities.stackEvaluator(attack.attacker) * damageReceived;
const auto dealtDmgValue = ai->priorities.stackEvaluator(enemy) * damageDealt;
const auto receivedDmgValue = ai->priorities.stackEvaluator(attack.attacker) * damageReceived;
return dealtDmgValue - receivedDmgValue;
}
@ -675,7 +702,9 @@ AttackPossibility AttackPossibility::evaluate(const BattleAttackInfo &AttackInfo
//TODO what about defender? should we break? but in pessimistic scenario defender might be alive
}
//TODO LUCK!!!!!!!!!!!!
double luck = curBai.attackerBonuses->LuckVal();
if(luck > 0)
ap.damageDealt *= (1 + luck/12.0);
//TODO other damage related to attack (eg. fire shield and other abilities)
@ -770,6 +799,17 @@ TacticInfo::TacticInfo(const HypotheticChangesToBattleState &state /*= Hypotheti
enemyPotential += targets[enemyStack].bestActionValue();
enemyhealth += (enemyStack->count-1) * enemyStack->MaxHealth() + enemyStack->firstHPleft;
}
if(ourPotential < 0)
{
enemyPotential -= ourPotential;
ourPotential = 0;
}
if(enemyPotential < 0)
{
ourPotential -= enemyPotential;
enemyPotential = 0;
}
}
double TacticInfo::totalValue() const

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@ -132,11 +132,13 @@ class CBattleAI : public CBattleGameInterface
//Previous setting of cb
bool wasWaitingForRealize, wasUnlockingGs;
unique_ptr<TacticInfo> tacticInfo;
void print(const std::string &text) const;
public:
Priorities priorities;
CBattleAI(void);
~CBattleAI(void);
@ -145,6 +147,8 @@ public:
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 setPriorities(const Priorities &priorities) OVERRIDE;
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;

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@ -144,9 +144,6 @@
<ClInclude Include="BattleAI.h" />
<ClInclude Include="..\..\Global.h" />
</ItemGroup>
<ItemGroup>
<None Include="ClassDiagram.cd" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>

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@ -9,11 +9,6 @@
const char *g_cszAiName = "Battle AI";
extern "C" DLL_EXPORT int GetGlobalAiVersion()
{
return AI_INTERFACE_VER;
}
extern "C" DLL_EXPORT void GetAiName(char* name)
{
strcpy_s(name, strlen(g_cszAiName) + 1, g_cszAiName);

40
Runner/ReadMe.txt Normal file
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@ -0,0 +1,40 @@
========================================================================
CONSOLE APPLICATION : Runner Project Overview
========================================================================
AppWizard has created this Runner application for you.
This file contains a summary of what you will find in each of the files that
make up your Runner application.
Runner.vcxproj
This is the main project file for VC++ projects generated using an Application Wizard.
It contains information about the version of Visual C++ that generated the file, and
information about the platforms, configurations, and project features selected with the
Application Wizard.
Runner.vcxproj.filters
This is the filters file for VC++ projects generated using an Application Wizard.
It contains information about the association between the files in your project
and the filters. This association is used in the IDE to show grouping of files with
similar extensions under a specific node (for e.g. ".cpp" files are associated with the
"Source Files" filter).
Runner.cpp
This is the main application source file.
/////////////////////////////////////////////////////////////////////////////
Other standard files:
StdAfx.h, StdAfx.cpp
These files are used to build a precompiled header (PCH) file
named Runner.pch and a precompiled types file named StdAfx.obj.
/////////////////////////////////////////////////////////////////////////////
Other notes:
AppWizard uses "TODO:" comments to indicate parts of the source code you
should add to or customize.
/////////////////////////////////////////////////////////////////////////////

47
Runner/Runner.cpp Normal file
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@ -0,0 +1,47 @@
// Runner.cpp : Defines the entry point for the console application.
//
#include "stdafx.h"
using namespace std;
void runBattle(string battle, string left, string right)
{
string command = "VCMI_client -b" + battle + " --ai=" + left + " --ai=" + right + " --noGUI";
system(command.c_str());
}
int _tmain(int argc, _TCHAR* argv[])
{
const int N = 5;
std::vector<std::string> ais;
ais.push_back("StupidAI");
ais.push_back("BattleAI");
std::vector<std::string> battles;
battles.push_back("bitwa1.json");
battles.push_back("bitwa2.json");
battles.push_back("bitwa3.json");
battles.push_back("bitwa4.json");
battles.push_back("bitwa5.json");
battles.push_back("bitwa6.json");
for(auto &battle : battles)
{
auto runN = [&](string left, string right)
{
for(int i =0; i < N; i++)
runBattle(battle, left, right);
};
runN(ais[0], ais[0]);
runN(ais[0], ais[1]);
runN(ais[1], ais[0]);
runN(ais[1], ais[1]);
}
return 0;
}

100
Runner/Runner.vcxproj Normal file
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@ -0,0 +1,100 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{D80625BB-FD36-4089-8CD2-E0489B19EED5}</ProjectGuid>
<Keyword>Win32Proj</Keyword>
<RootNamespace>Runner</RootNamespace>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v110</PlatformToolset>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>v110</PlatformToolset>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="..\VCMI_global_debug.props" />
<Import Project="..\VCMI_global.props" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="..\VCMI_global_release.props" />
<Import Project="..\VCMI_global.props" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<LinkIncremental>true</LinkIncremental>
<OutDir>$(VCMI_Out)</OutDir>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<LinkIncremental>false</LinkIncremental>
<OutDir>$(VCMI_Out)</OutDir>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<PrecompiledHeader>Use</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalOptions>/Zm130 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<PrecompiledHeader>Use</PrecompiledHeader>
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<Text Include="ReadMe.txt" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="stdafx.h" />
<ClInclude Include="targetver.h" />
</ItemGroup>
<ItemGroup>
<ClCompile Include="Runner.cpp" />
<ClCompile Include="stdafx.cpp">
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Create</PrecompiledHeader>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Create</PrecompiledHeader>
</ClCompile>
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

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@ -0,0 +1,36 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup>
<Filter Include="Source Files">
<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
<Extensions>cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
</Filter>
<Filter Include="Header Files">
<UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
<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>
</Filter>
</ItemGroup>
<ItemGroup>
<Text Include="ReadMe.txt" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="stdafx.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="targetver.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<ClCompile Include="stdafx.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Runner.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
</Project>

8
Runner/stdafx.cpp Normal file
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@ -0,0 +1,8 @@
// 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"
// TODO: reference any additional headers you need in STDAFX.H
// and not in this file

15
Runner/stdafx.h Normal file
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@ -0,0 +1,15 @@
// stdafx.h : include file for standard system include files,
// or project specific include files that are used frequently, but
// are changed infrequently
//
#pragma once
#include "targetver.h"
#include "../Global.h"
#include <stdio.h>
#include <tchar.h>
// TODO: reference additional headers your program requires here

8
Runner/targetver.h Normal file
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@ -0,0 +1,8 @@
#pragma once
// 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>

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@ -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
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Win32 = Debug|Win32
@ -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
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@ -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
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@ -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
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@ -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
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@ -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
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@ -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
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@ -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],
},
],
}

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@ -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())
{

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@ -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;
}

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@ -82,7 +82,7 @@ struct DLL_LINKAGE Priorities
double generalResourceValueModifier;
std::vector<double> resourceTypeBaseValues;
std::function<double(const CStack *)> stackEvaluator;
double heroValue;
Priorities();
};

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@ -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>

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@ -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
{