mirror of
https://github.com/vcmi/vcmi.git
synced 2025-01-02 00:10:22 +02:00
Support multiple battles in AI
This commit is contained in:
parent
3a88180494
commit
036df2e0ad
@ -52,7 +52,8 @@ void CBattleAI::initBattleInterface(std::shared_ptr<Environment> ENV, std::share
|
|||||||
setCbc(CB);
|
setCbc(CB);
|
||||||
env = ENV;
|
env = ENV;
|
||||||
cb = CB;
|
cb = CB;
|
||||||
playerID = *CB->getPlayerID(); //TODO should be sth in callback
|
assert(0);// FIXME:
|
||||||
|
// playerID = *CB->getPlayerID(); //TODO should be sth in callback
|
||||||
wasWaitingForRealize = CB->waitTillRealize;
|
wasWaitingForRealize = CB->waitTillRealize;
|
||||||
wasUnlockingGs = CB->unlockGsWhenWaiting;
|
wasUnlockingGs = CB->unlockGsWhenWaiting;
|
||||||
CB->waitTillRealize = false;
|
CB->waitTillRealize = false;
|
||||||
@ -66,9 +67,9 @@ void CBattleAI::initBattleInterface(std::shared_ptr<Environment> ENV, std::share
|
|||||||
autobattlePreferences = autocombatPreferences;
|
autobattlePreferences = autocombatPreferences;
|
||||||
}
|
}
|
||||||
|
|
||||||
BattleAction CBattleAI::useHealingTent(const CStack *stack)
|
BattleAction CBattleAI::useHealingTent(const BattleID & battleID, const CStack *stack)
|
||||||
{
|
{
|
||||||
auto healingTargets = cb->battleGetStacks(CBattleInfoEssentials::ONLY_MINE);
|
auto healingTargets = cb->getBattle(battleID)->battleGetStacks(CBattleInfoEssentials::ONLY_MINE);
|
||||||
std::map<int, const CStack*> woundHpToStack;
|
std::map<int, const CStack*> woundHpToStack;
|
||||||
for(const auto * stack : healingTargets)
|
for(const auto * stack : healingTargets)
|
||||||
{
|
{
|
||||||
@ -82,12 +83,12 @@ BattleAction CBattleAI::useHealingTent(const CStack *stack)
|
|||||||
return BattleAction::makeHeal(stack, woundHpToStack.rbegin()->second); //last element of the woundHpToStack is the most wounded stack
|
return BattleAction::makeHeal(stack, woundHpToStack.rbegin()->second); //last element of the woundHpToStack is the most wounded stack
|
||||||
}
|
}
|
||||||
|
|
||||||
void CBattleAI::yourTacticPhase(int distance)
|
void CBattleAI::yourTacticPhase(const BattleID & battleID, int distance)
|
||||||
{
|
{
|
||||||
cb->battleMakeTacticAction(BattleAction::makeEndOFTacticPhase(cb->battleGetTacticsSide()));
|
cb->battleMakeTacticAction(battleID, BattleAction::makeEndOFTacticPhase(cb->getBattle(battleID)->battleGetTacticsSide()));
|
||||||
}
|
}
|
||||||
|
|
||||||
float getStrengthRatio(std::shared_ptr<CBattleCallback> cb, int side)
|
static float getStrengthRatio(std::shared_ptr<CBattleInfoCallback> cb, int side)
|
||||||
{
|
{
|
||||||
auto stacks = cb->battleGetAllStacks();
|
auto stacks = cb->battleGetAllStacks();
|
||||||
auto our = 0, enemy = 0;
|
auto our = 0, enemy = 0;
|
||||||
@ -108,7 +109,7 @@ float getStrengthRatio(std::shared_ptr<CBattleCallback> cb, int side)
|
|||||||
return enemy == 0 ? 1.0f : static_cast<float>(our) / enemy;
|
return enemy == 0 ? 1.0f : static_cast<float>(our) / enemy;
|
||||||
}
|
}
|
||||||
|
|
||||||
void CBattleAI::activeStack(const CStack * stack )
|
void CBattleAI::activeStack(const BattleID & battleID, const CStack * stack )
|
||||||
{
|
{
|
||||||
LOG_TRACE_PARAMS(logAi, "stack: %s", stack->nodeName());
|
LOG_TRACE_PARAMS(logAi, "stack: %s", stack->nodeName());
|
||||||
|
|
||||||
@ -128,12 +129,12 @@ void CBattleAI::activeStack(const CStack * stack )
|
|||||||
{
|
{
|
||||||
if(stack->creatureId() == CreatureID::CATAPULT)
|
if(stack->creatureId() == CreatureID::CATAPULT)
|
||||||
{
|
{
|
||||||
cb->battleMakeUnitAction(useCatapult(stack));
|
cb->battleMakeUnitAction(battleID, useCatapult(battleID, stack));
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
if(stack->hasBonusOfType(BonusType::SIEGE_WEAPON) && stack->hasBonusOfType(BonusType::HEALER))
|
if(stack->hasBonusOfType(BonusType::SIEGE_WEAPON) && stack->hasBonusOfType(BonusType::HEALER))
|
||||||
{
|
{
|
||||||
cb->battleMakeUnitAction(useHealingTent(stack));
|
cb->battleMakeUnitAction(battleID, useHealingTent(battleID, stack));
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -141,7 +142,7 @@ void CBattleAI::activeStack(const CStack * stack )
|
|||||||
logAi->trace("Build evaluator and targets");
|
logAi->trace("Build evaluator and targets");
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
BattleEvaluator evaluator(env, cb, stack, playerID, side, getStrengthRatio(cb, side));
|
BattleEvaluator evaluator(env, cb, stack, playerID, battleID, side, getStrengthRatio(cb->getBattle(battleID), side));
|
||||||
|
|
||||||
result = evaluator.selectStackAction(stack);
|
result = evaluator.selectStackAction(stack);
|
||||||
|
|
||||||
@ -157,9 +158,9 @@ void CBattleAI::activeStack(const CStack * stack )
|
|||||||
|
|
||||||
logAi->trace("Spellcast attempt completed in %lld", timeElapsed(start));
|
logAi->trace("Spellcast attempt completed in %lld", timeElapsed(start));
|
||||||
|
|
||||||
if(auto action = considerFleeingOrSurrendering())
|
if(auto action = considerFleeingOrSurrendering(battleID))
|
||||||
{
|
{
|
||||||
cb->battleMakeUnitAction(*action);
|
cb->battleMakeUnitAction(battleID, *action);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -183,17 +184,17 @@ void CBattleAI::activeStack(const CStack * stack )
|
|||||||
|
|
||||||
logAi->trace("BattleAI decission made in %lld", timeElapsed(start));
|
logAi->trace("BattleAI decission made in %lld", timeElapsed(start));
|
||||||
|
|
||||||
cb->battleMakeUnitAction(result);
|
cb->battleMakeUnitAction(battleID, result);
|
||||||
}
|
}
|
||||||
|
|
||||||
BattleAction CBattleAI::useCatapult(const CStack * stack)
|
BattleAction CBattleAI::useCatapult(const BattleID & battleID, const CStack * stack)
|
||||||
{
|
{
|
||||||
BattleAction attack;
|
BattleAction attack;
|
||||||
BattleHex targetHex = BattleHex::INVALID;
|
BattleHex targetHex = BattleHex::INVALID;
|
||||||
|
|
||||||
if(cb->battleGetGateState() == EGateState::CLOSED)
|
if(cb->getBattle(battleID)->battleGetGateState() == EGateState::CLOSED)
|
||||||
{
|
{
|
||||||
targetHex = cb->wallPartToBattleHex(EWallPart::GATE);
|
targetHex = cb->getBattle(battleID)->wallPartToBattleHex(EWallPart::GATE);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
@ -209,11 +210,11 @@ BattleAction CBattleAI::useCatapult(const CStack * stack)
|
|||||||
|
|
||||||
for(auto wallPart : wallParts)
|
for(auto wallPart : wallParts)
|
||||||
{
|
{
|
||||||
auto wallState = cb->battleGetWallState(wallPart);
|
auto wallState = cb->getBattle(battleID)->battleGetWallState(wallPart);
|
||||||
|
|
||||||
if(wallState == EWallState::REINFORCED || wallState == EWallState::INTACT || wallState == EWallState::DAMAGED)
|
if(wallState == EWallState::REINFORCED || wallState == EWallState::INTACT || wallState == EWallState::DAMAGED)
|
||||||
{
|
{
|
||||||
targetHex = cb->wallPartToBattleHex(wallPart);
|
targetHex = cb->getBattle(battleID)->wallPartToBattleHex(wallPart);
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -234,7 +235,7 @@ BattleAction CBattleAI::useCatapult(const CStack * stack)
|
|||||||
return attack;
|
return attack;
|
||||||
}
|
}
|
||||||
|
|
||||||
void CBattleAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool Side, bool replayAllowed)
|
void CBattleAI::battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool Side, bool replayAllowed)
|
||||||
{
|
{
|
||||||
LOG_TRACE(logAi);
|
LOG_TRACE(logAi);
|
||||||
side = Side;
|
side = Side;
|
||||||
@ -247,17 +248,17 @@ void CBattleAI::print(const std::string &text) const
|
|||||||
logAi->trace("%s Battle AI[%p]: %s", playerID.toString(), this, text);
|
logAi->trace("%s Battle AI[%p]: %s", playerID.toString(), this, text);
|
||||||
}
|
}
|
||||||
|
|
||||||
std::optional<BattleAction> CBattleAI::considerFleeingOrSurrendering()
|
std::optional<BattleAction> CBattleAI::considerFleeingOrSurrendering(const BattleID & battleID)
|
||||||
{
|
{
|
||||||
BattleStateInfoForRetreat bs;
|
BattleStateInfoForRetreat bs;
|
||||||
|
|
||||||
bs.canFlee = cb->battleCanFlee();
|
bs.canFlee = cb->getBattle(battleID)->battleCanFlee();
|
||||||
bs.canSurrender = cb->battleCanSurrender(playerID);
|
bs.canSurrender = cb->getBattle(battleID)->battleCanSurrender(playerID);
|
||||||
bs.ourSide = cb->battleGetMySide();
|
bs.ourSide = cb->getBattle(battleID)->battleGetMySide();
|
||||||
bs.ourHero = cb->battleGetMyHero();
|
bs.ourHero = cb->getBattle(battleID)->battleGetMyHero();
|
||||||
bs.enemyHero = nullptr;
|
bs.enemyHero = nullptr;
|
||||||
|
|
||||||
for(auto stack : cb->battleGetAllStacks(false))
|
for(auto stack : cb->getBattle(battleID)->battleGetAllStacks(false))
|
||||||
{
|
{
|
||||||
if(stack->alive())
|
if(stack->alive())
|
||||||
{
|
{
|
||||||
@ -266,7 +267,7 @@ std::optional<BattleAction> CBattleAI::considerFleeingOrSurrendering()
|
|||||||
else
|
else
|
||||||
{
|
{
|
||||||
bs.enemyStacks.push_back(stack);
|
bs.enemyStacks.push_back(stack);
|
||||||
bs.enemyHero = cb->battleGetOwnerHero(stack);
|
bs.enemyHero = cb->getBattle(battleID)->battleGetOwnerHero(stack);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -278,7 +279,7 @@ std::optional<BattleAction> CBattleAI::considerFleeingOrSurrendering()
|
|||||||
return std::nullopt;
|
return std::nullopt;
|
||||||
}
|
}
|
||||||
|
|
||||||
auto result = cb->makeSurrenderRetreatDecision(bs);
|
auto result = cb->makeSurrenderRetreatDecision(battleID, bs);
|
||||||
|
|
||||||
if(!result && bs.canFlee && bs.turnsSkippedByDefense > 30)
|
if(!result && bs.canFlee && bs.turnsSkippedByDefense > 30)
|
||||||
{
|
{
|
||||||
|
@ -71,16 +71,16 @@ public:
|
|||||||
void initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB) override;
|
void initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB) override;
|
||||||
void initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB, AutocombatPreferences autocombatPreferences) override;
|
void initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB, AutocombatPreferences autocombatPreferences) override;
|
||||||
|
|
||||||
void activeStack(const CStack * stack) override; //called when it's turn of that stack
|
void activeStack(const BattleID & battleID, const CStack * stack) override; //called when it's turn of that stack
|
||||||
void yourTacticPhase(int distance) override;
|
void yourTacticPhase(const BattleID & battleID, int distance) override;
|
||||||
|
|
||||||
std::optional<BattleAction> considerFleeingOrSurrendering();
|
std::optional<BattleAction> considerFleeingOrSurrendering(const BattleID & battleID);
|
||||||
|
|
||||||
void print(const std::string &text) const;
|
void print(const std::string &text) const;
|
||||||
BattleAction useCatapult(const CStack *stack);
|
BattleAction useCatapult(const BattleID & battleID, const CStack *stack);
|
||||||
BattleAction useHealingTent(const CStack *stack);
|
BattleAction useHealingTent(const BattleID & battleID, const CStack *stack);
|
||||||
|
|
||||||
void battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool Side, bool replayAllowed) override;
|
void battleStart(const BattleID & battleID, const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool Side, bool replayAllowed) override;
|
||||||
//void actionFinished(const BattleAction &action) override;//occurs AFTER every action taken by any stack or by the hero
|
//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
|
//void actionStarted(const BattleAction &action) override;//occurs BEFORE every action taken by any stack or by the hero
|
||||||
//void battleAttack(const BattleAttack *ba) override; //called when stack is performing attack
|
//void battleAttack(const BattleAttack *ba) override; //called when stack is performing attack
|
||||||
|
@ -53,12 +53,12 @@ std::vector<BattleHex> BattleEvaluator::getBrokenWallMoatHexes() const
|
|||||||
|
|
||||||
for(EWallPart wallPart : { EWallPart::BOTTOM_WALL, EWallPart::BELOW_GATE, EWallPart::OVER_GATE, EWallPart::UPPER_WALL })
|
for(EWallPart wallPart : { EWallPart::BOTTOM_WALL, EWallPart::BELOW_GATE, EWallPart::OVER_GATE, EWallPart::UPPER_WALL })
|
||||||
{
|
{
|
||||||
auto state = cb->battleGetWallState(wallPart);
|
auto state = cb->getBattle(battleID)->battleGetWallState(wallPart);
|
||||||
|
|
||||||
if(state != EWallState::DESTROYED)
|
if(state != EWallState::DESTROYED)
|
||||||
continue;
|
continue;
|
||||||
|
|
||||||
auto wallHex = cb->wallPartToBattleHex((EWallPart)wallPart);
|
auto wallHex = cb->getBattle(battleID)->wallPartToBattleHex((EWallPart)wallPart);
|
||||||
auto moatHex = wallHex.cloneInDirection(BattleHex::LEFT);
|
auto moatHex = wallHex.cloneInDirection(BattleHex::LEFT);
|
||||||
|
|
||||||
result.push_back(moatHex);
|
result.push_back(moatHex);
|
||||||
@ -70,15 +70,15 @@ std::vector<BattleHex> BattleEvaluator::getBrokenWallMoatHexes() const
|
|||||||
std::optional<PossibleSpellcast> BattleEvaluator::findBestCreatureSpell(const CStack *stack)
|
std::optional<PossibleSpellcast> BattleEvaluator::findBestCreatureSpell(const CStack *stack)
|
||||||
{
|
{
|
||||||
//TODO: faerie dragon type spell should be selected by server
|
//TODO: faerie dragon type spell should be selected by server
|
||||||
SpellID creatureSpellToCast = cb->battleGetRandomStackSpell(CRandomGenerator::getDefault(), stack, CBattleInfoCallback::RANDOM_AIMED);
|
SpellID creatureSpellToCast = cb->getBattle(battleID)->battleGetRandomStackSpell(CRandomGenerator::getDefault(), stack, CBattleInfoCallback::RANDOM_AIMED);
|
||||||
if(stack->hasBonusOfType(BonusType::SPELLCASTER) && stack->canCast() && creatureSpellToCast != SpellID::NONE)
|
if(stack->hasBonusOfType(BonusType::SPELLCASTER) && stack->canCast() && creatureSpellToCast != SpellID::NONE)
|
||||||
{
|
{
|
||||||
const CSpell * spell = creatureSpellToCast.toSpell();
|
const CSpell * spell = creatureSpellToCast.toSpell();
|
||||||
|
|
||||||
if(spell->canBeCast(getCbc().get(), spells::Mode::CREATURE_ACTIVE, stack))
|
if(spell->canBeCast(cb->getBattle(battleID).get(), spells::Mode::CREATURE_ACTIVE, stack))
|
||||||
{
|
{
|
||||||
std::vector<PossibleSpellcast> possibleCasts;
|
std::vector<PossibleSpellcast> possibleCasts;
|
||||||
spells::BattleCast temp(getCbc().get(), stack, spells::Mode::CREATURE_ACTIVE, spell);
|
spells::BattleCast temp(cb->getBattle(battleID).get(), stack, spells::Mode::CREATURE_ACTIVE, spell);
|
||||||
for(auto & target : temp.findPotentialTargets())
|
for(auto & target : temp.findPotentialTargets())
|
||||||
{
|
{
|
||||||
PossibleSpellcast ps;
|
PossibleSpellcast ps;
|
||||||
@ -201,7 +201,7 @@ BattleAction BattleEvaluator::selectStackAction(const CStack * stack)
|
|||||||
if(score <= EvaluationResult::INEFFECTIVE_SCORE
|
if(score <= EvaluationResult::INEFFECTIVE_SCORE
|
||||||
&& !stack->hasBonusOfType(BonusType::FLYING)
|
&& !stack->hasBonusOfType(BonusType::FLYING)
|
||||||
&& stack->unitSide() == BattleSide::ATTACKER
|
&& stack->unitSide() == BattleSide::ATTACKER
|
||||||
&& cb->battleGetSiegeLevel() >= CGTownInstance::CITADEL)
|
&& cb->getBattle(battleID)->battleGetSiegeLevel() >= CGTownInstance::CITADEL)
|
||||||
{
|
{
|
||||||
auto brokenWallMoat = getBrokenWallMoatHexes();
|
auto brokenWallMoat = getBrokenWallMoatHexes();
|
||||||
|
|
||||||
@ -228,8 +228,8 @@ uint64_t timeElapsed(std::chrono::time_point<std::chrono::high_resolution_clock>
|
|||||||
|
|
||||||
BattleAction BattleEvaluator::goTowardsNearest(const CStack * stack, std::vector<BattleHex> hexes)
|
BattleAction BattleEvaluator::goTowardsNearest(const CStack * stack, std::vector<BattleHex> hexes)
|
||||||
{
|
{
|
||||||
auto reachability = cb->getReachability(stack);
|
auto reachability = cb->getBattle(battleID)->getReachability(stack);
|
||||||
auto avHexes = cb->battleGetAvailableHexes(reachability, stack, false);
|
auto avHexes = cb->getBattle(battleID)->battleGetAvailableHexes(reachability, stack, false);
|
||||||
|
|
||||||
if(!avHexes.size() || !hexes.size()) //we are blocked or dest is blocked
|
if(!avHexes.size() || !hexes.size()) //we are blocked or dest is blocked
|
||||||
{
|
{
|
||||||
@ -325,16 +325,16 @@ BattleAction BattleEvaluator::goTowardsNearest(const CStack * stack, std::vector
|
|||||||
|
|
||||||
bool BattleEvaluator::canCastSpell()
|
bool BattleEvaluator::canCastSpell()
|
||||||
{
|
{
|
||||||
auto hero = cb->battleGetMyHero();
|
auto hero = cb->getBattle(battleID)->battleGetMyHero();
|
||||||
if(!hero)
|
if(!hero)
|
||||||
return false;
|
return false;
|
||||||
|
|
||||||
return cb->battleCanCastSpell(hero, spells::Mode::HERO) == ESpellCastProblem::OK;
|
return cb->getBattle(battleID)->battleCanCastSpell(hero, spells::Mode::HERO) == ESpellCastProblem::OK;
|
||||||
}
|
}
|
||||||
|
|
||||||
bool BattleEvaluator::attemptCastingSpell(const CStack * activeStack)
|
bool BattleEvaluator::attemptCastingSpell(const CStack * activeStack)
|
||||||
{
|
{
|
||||||
auto hero = cb->battleGetMyHero();
|
auto hero = cb->getBattle(battleID)->battleGetMyHero();
|
||||||
if(!hero)
|
if(!hero)
|
||||||
return false;
|
return false;
|
||||||
|
|
||||||
@ -343,7 +343,7 @@ bool BattleEvaluator::attemptCastingSpell(const CStack * activeStack)
|
|||||||
std::vector<const CSpell*> possibleSpells;
|
std::vector<const CSpell*> possibleSpells;
|
||||||
vstd::copy_if(VLC->spellh->objects, std::back_inserter(possibleSpells), [hero, this](const CSpell *s) -> bool
|
vstd::copy_if(VLC->spellh->objects, std::back_inserter(possibleSpells), [hero, this](const CSpell *s) -> bool
|
||||||
{
|
{
|
||||||
return s->canBeCast(cb.get(), spells::Mode::HERO, hero);
|
return s->canBeCast(cb->getBattle(battleID).get(), spells::Mode::HERO, hero);
|
||||||
});
|
});
|
||||||
LOGFL("I can cast %d spells.", possibleSpells.size());
|
LOGFL("I can cast %d spells.", possibleSpells.size());
|
||||||
|
|
||||||
@ -358,7 +358,7 @@ bool BattleEvaluator::attemptCastingSpell(const CStack * activeStack)
|
|||||||
std::vector<PossibleSpellcast> possibleCasts;
|
std::vector<PossibleSpellcast> possibleCasts;
|
||||||
for(auto spell : possibleSpells)
|
for(auto spell : possibleSpells)
|
||||||
{
|
{
|
||||||
spells::BattleCast temp(cb.get(), hero, spells::Mode::HERO, spell);
|
spells::BattleCast temp(cb->getBattle(battleID).get(), hero, spells::Mode::HERO, spell);
|
||||||
|
|
||||||
if(spell->getTargetType() == spells::AimType::LOCATION)
|
if(spell->getTargetType() == spells::AimType::LOCATION)
|
||||||
continue;
|
continue;
|
||||||
@ -468,7 +468,7 @@ bool BattleEvaluator::attemptCastingSpell(const CStack * activeStack)
|
|||||||
ValueMap valueOfStack;
|
ValueMap valueOfStack;
|
||||||
ValueMap healthOfStack;
|
ValueMap healthOfStack;
|
||||||
|
|
||||||
TStacks all = cb->battleGetAllStacks(false);
|
TStacks all = cb->getBattle(battleID)->battleGetAllStacks(false);
|
||||||
|
|
||||||
size_t ourRemainingTurns = 0;
|
size_t ourRemainingTurns = 0;
|
||||||
|
|
||||||
@ -477,7 +477,7 @@ bool BattleEvaluator::attemptCastingSpell(const CStack * activeStack)
|
|||||||
healthOfStack[unit->unitId()] = unit->getAvailableHealth();
|
healthOfStack[unit->unitId()] = unit->getAvailableHealth();
|
||||||
valueOfStack[unit->unitId()] = 0;
|
valueOfStack[unit->unitId()] = 0;
|
||||||
|
|
||||||
if(cb->battleGetOwner(unit) == playerID && unit->canMove() && !unit->moved())
|
if(cb->getBattle(battleID)->battleGetOwner(unit) == playerID && unit->canMove() && !unit->moved())
|
||||||
ourRemainingTurns++;
|
ourRemainingTurns++;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -494,12 +494,12 @@ bool BattleEvaluator::attemptCastingSpell(const CStack * activeStack)
|
|||||||
|
|
||||||
std::vector<battle::Units> turnOrder;
|
std::vector<battle::Units> turnOrder;
|
||||||
|
|
||||||
cb->battleGetTurnOrder(turnOrder, amount, 2); //no more than 1 turn after current, each unit at least once
|
cb->getBattle(battleID)->battleGetTurnOrder(turnOrder, amount, 2); //no more than 1 turn after current, each unit at least once
|
||||||
|
|
||||||
{
|
{
|
||||||
bool enemyHadTurn = false;
|
bool enemyHadTurn = false;
|
||||||
|
|
||||||
auto state = std::make_shared<HypotheticBattle>(env.get(), cb);
|
auto state = std::make_shared<HypotheticBattle>(env.get(), cb->getBattle(battleID));
|
||||||
|
|
||||||
evaluateQueue(valueOfStack, turnOrder, state, 0, &enemyHadTurn);
|
evaluateQueue(valueOfStack, turnOrder, state, 0, &enemyHadTurn);
|
||||||
|
|
||||||
@ -531,7 +531,7 @@ bool BattleEvaluator::attemptCastingSpell(const CStack * activeStack)
|
|||||||
logAi->trace("Evaluating %s", ps.spell->getNameTranslated());
|
logAi->trace("Evaluating %s", ps.spell->getNameTranslated());
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
auto state = std::make_shared<HypotheticBattle>(env.get(), cb);
|
auto state = std::make_shared<HypotheticBattle>(env.get(), cb->getBattle(battleID));
|
||||||
|
|
||||||
spells::BattleCast cast(state.get(), hero, spells::Mode::HERO, ps.spell);
|
spells::BattleCast cast(state.get(), hero, spells::Mode::HERO, ps.spell);
|
||||||
cast.castEval(state->getServerCallback(), ps.dest);
|
cast.castEval(state->getServerCallback(), ps.dest);
|
||||||
@ -540,7 +540,7 @@ bool BattleEvaluator::attemptCastingSpell(const CStack * activeStack)
|
|||||||
|
|
||||||
auto needFullEval = vstd::contains_if(allUnits, [&](const battle::Unit * u) -> bool
|
auto needFullEval = vstd::contains_if(allUnits, [&](const battle::Unit * u) -> bool
|
||||||
{
|
{
|
||||||
auto original = cb->battleGetUnitByID(u->unitId());
|
auto original = cb->getBattle(battleID)->battleGetUnitByID(u->unitId());
|
||||||
return !original || u->speed() != original->speed();
|
return !original || u->speed() != original->speed();
|
||||||
});
|
});
|
||||||
|
|
||||||
@ -583,7 +583,7 @@ bool BattleEvaluator::attemptCastingSpell(const CStack * activeStack)
|
|||||||
if(oldHealth != newHealth)
|
if(oldHealth != newHealth)
|
||||||
{
|
{
|
||||||
auto damage = std::abs(oldHealth - newHealth);
|
auto damage = std::abs(oldHealth - newHealth);
|
||||||
auto originalDefender = cb->battleGetUnitByID(unit->unitId());
|
auto originalDefender = cb->getBattle(battleID)->battleGetUnitByID(unit->unitId());
|
||||||
|
|
||||||
auto dpsReduce = AttackPossibility::calculateDamageReduce(
|
auto dpsReduce = AttackPossibility::calculateDamageReduce(
|
||||||
nullptr,
|
nullptr,
|
||||||
@ -639,7 +639,7 @@ bool BattleEvaluator::attemptCastingSpell(const CStack * activeStack)
|
|||||||
spellcast.setTarget(castToPerform.dest);
|
spellcast.setTarget(castToPerform.dest);
|
||||||
spellcast.side = side;
|
spellcast.side = side;
|
||||||
spellcast.stackNumber = (!side) ? -1 : -2;
|
spellcast.stackNumber = (!side) ? -1 : -2;
|
||||||
cb->battleMakeSpellAction(spellcast);
|
cb->battleMakeSpellAction(battleID, spellcast);
|
||||||
activeActionMade = true;
|
activeActionMade = true;
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
@ -656,8 +656,8 @@ void BattleEvaluator::evaluateCreatureSpellcast(const CStack * stack, PossibleSp
|
|||||||
using ValueMap = PossibleSpellcast::ValueMap;
|
using ValueMap = PossibleSpellcast::ValueMap;
|
||||||
|
|
||||||
RNGStub rngStub;
|
RNGStub rngStub;
|
||||||
HypotheticBattle state(env.get(), cb);
|
HypotheticBattle state(env.get(), cb->getBattle(battleID));
|
||||||
TStacks all = cb->battleGetAllStacks(false);
|
TStacks all = cb->getBattle(battleID)->battleGetAllStacks(false);
|
||||||
|
|
||||||
ValueMap healthOfStack;
|
ValueMap healthOfStack;
|
||||||
ValueMap newHealthOfStack;
|
ValueMap newHealthOfStack;
|
||||||
@ -686,7 +686,7 @@ void BattleEvaluator::evaluateCreatureSpellcast(const CStack * stack, PossibleSp
|
|||||||
|
|
||||||
auto healthDiff = newHealthOfStack[unitId] - healthOfStack[unitId];
|
auto healthDiff = newHealthOfStack[unitId] - healthOfStack[unitId];
|
||||||
|
|
||||||
if(localUnit->unitOwner() != getCbc()->getPlayerID())
|
if(localUnit->unitOwner() != cb->getBattle(battleID)->getPlayerID())
|
||||||
healthDiff = -healthDiff;
|
healthDiff = -healthDiff;
|
||||||
|
|
||||||
if(healthDiff < 0)
|
if(healthDiff < 0)
|
||||||
|
@ -32,6 +32,7 @@ class BattleEvaluator
|
|||||||
bool activeActionMade = false;
|
bool activeActionMade = false;
|
||||||
std::optional<AttackPossibility> cachedAttack;
|
std::optional<AttackPossibility> cachedAttack;
|
||||||
PlayerColor playerID;
|
PlayerColor playerID;
|
||||||
|
BattleID battleID;
|
||||||
int side;
|
int side;
|
||||||
float cachedScore;
|
float cachedScore;
|
||||||
DamageCache damageCache;
|
DamageCache damageCache;
|
||||||
@ -52,11 +53,12 @@ public:
|
|||||||
std::shared_ptr<CBattleCallback> cb,
|
std::shared_ptr<CBattleCallback> cb,
|
||||||
const battle::Unit * activeStack,
|
const battle::Unit * activeStack,
|
||||||
PlayerColor playerID,
|
PlayerColor playerID,
|
||||||
|
BattleID battleID,
|
||||||
int side,
|
int side,
|
||||||
float strengthRatio)
|
float strengthRatio)
|
||||||
:scoreEvaluator(cb, env, strengthRatio), cachedAttack(), playerID(playerID), side(side), env(env), cb(cb), strengthRatio(strengthRatio)
|
:scoreEvaluator(cb->getBattle(battleID), env, strengthRatio), cachedAttack(), playerID(playerID), side(side), env(env), cb(cb), strengthRatio(strengthRatio), battleID(battleID)
|
||||||
{
|
{
|
||||||
hb = std::make_shared<HypotheticBattle>(env.get(), cb);
|
hb = std::make_shared<HypotheticBattle>(env.get(), cb->getBattle(battleID));
|
||||||
damageCache.buildDamageCache(hb, side);
|
damageCache.buildDamageCache(hb, side);
|
||||||
|
|
||||||
targets = std::make_unique<PotentialTargets>(activeStack, damageCache, hb);
|
targets = std::make_unique<PotentialTargets>(activeStack, damageCache, hb);
|
||||||
@ -70,9 +72,10 @@ public:
|
|||||||
DamageCache & damageCache,
|
DamageCache & damageCache,
|
||||||
const battle::Unit * activeStack,
|
const battle::Unit * activeStack,
|
||||||
PlayerColor playerID,
|
PlayerColor playerID,
|
||||||
|
BattleID battleID,
|
||||||
int side,
|
int side,
|
||||||
float strengthRatio)
|
float strengthRatio)
|
||||||
:scoreEvaluator(cb, env, strengthRatio), cachedAttack(), playerID(playerID), side(side), env(env), cb(cb), hb(hb), damageCache(damageCache), strengthRatio(strengthRatio)
|
:scoreEvaluator(cb->getBattle(battleID), env, strengthRatio), cachedAttack(), playerID(playerID), side(side), env(env), cb(cb), hb(hb), damageCache(damageCache), strengthRatio(strengthRatio), battleID(battleID)
|
||||||
{
|
{
|
||||||
targets = std::make_unique<PotentialTargets>(activeStack, damageCache, hb);
|
targets = std::make_unique<PotentialTargets>(activeStack, damageCache, hb);
|
||||||
cachedScore = EvaluationResult::INEFFECTIVE_SCORE;
|
cachedScore = EvaluationResult::INEFFECTIVE_SCORE;
|
||||||
|
@ -133,4 +133,4 @@ public:
|
|||||||
|
|
||||||
float getPositiveEffectMultiplier() { return 1; }
|
float getPositiveEffectMultiplier() { return 1; }
|
||||||
float getNegativeEffectMultiplier() { return negativeEffectMultiplier; }
|
float getNegativeEffectMultiplier() { return negativeEffectMultiplier; }
|
||||||
};
|
};
|
||||||
|
@ -36,14 +36,14 @@ void CEmptyAI::yourTurn(QueryID queryID)
|
|||||||
cb->endTurn();
|
cb->endTurn();
|
||||||
}
|
}
|
||||||
|
|
||||||
void CEmptyAI::activeStack(const CStack * stack)
|
void CEmptyAI::activeStack(const BattleID & battleID, const CStack * stack)
|
||||||
{
|
{
|
||||||
cb->battleMakeUnitAction(BattleAction::makeDefend(stack));
|
cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
|
||||||
}
|
}
|
||||||
|
|
||||||
void CEmptyAI::yourTacticPhase(int distance)
|
void CEmptyAI::yourTacticPhase(const BattleID & battleID, int distance)
|
||||||
{
|
{
|
||||||
cb->battleMakeTacticAction(BattleAction::makeEndOFTacticPhase(cb->battleGetTacticsSide()));
|
cb->battleMakeTacticAction(battleID, BattleAction::makeEndOFTacticPhase(cb->getBattle(battleID)->battleGetTacticsSide()));
|
||||||
}
|
}
|
||||||
|
|
||||||
void CEmptyAI::heroGotLevel(const CGHeroInstance *hero, PrimarySkill pskill, std::vector<SecondarySkill> &skills, QueryID queryID)
|
void CEmptyAI::heroGotLevel(const CGHeroInstance *hero, PrimarySkill pskill, std::vector<SecondarySkill> &skills, QueryID queryID)
|
||||||
@ -76,7 +76,7 @@ void CEmptyAI::showMapObjectSelectDialog(QueryID askID, const Component & icon,
|
|||||||
cb->selectionMade(0, askID);
|
cb->selectionMade(0, askID);
|
||||||
}
|
}
|
||||||
|
|
||||||
std::optional<BattleAction> CEmptyAI::makeSurrenderRetreatDecision(const BattleStateInfoForRetreat & battleState)
|
std::optional<BattleAction> CEmptyAI::makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState)
|
||||||
{
|
{
|
||||||
return std::nullopt;
|
return std::nullopt;
|
||||||
}
|
}
|
||||||
|
@ -24,15 +24,15 @@ public:
|
|||||||
|
|
||||||
void initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB) override;
|
void initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB) override;
|
||||||
void yourTurn(QueryID queryID) override;
|
void yourTurn(QueryID queryID) override;
|
||||||
void yourTacticPhase(int distance) override;
|
void yourTacticPhase(const BattleID & battleID, int distance) override;
|
||||||
void activeStack(const CStack * stack) override;
|
void activeStack(const BattleID & battleID, const CStack * stack) override;
|
||||||
void heroGotLevel(const CGHeroInstance *hero, PrimarySkill pskill, std::vector<SecondarySkill> &skills, QueryID queryID) override;
|
void heroGotLevel(const CGHeroInstance *hero, PrimarySkill pskill, std::vector<SecondarySkill> &skills, QueryID queryID) override;
|
||||||
void commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID) override;
|
void commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID) override;
|
||||||
void showBlockingDialog(const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel) override;
|
void showBlockingDialog(const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel) override;
|
||||||
void showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID) override;
|
void showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID) override;
|
||||||
void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID) override;
|
void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID) override;
|
||||||
void showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects) override;
|
void showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects) override;
|
||||||
std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleStateInfoForRetreat & battleState) override;
|
std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState) override;
|
||||||
};
|
};
|
||||||
|
|
||||||
#define NAME "EmptyAI 0.1"
|
#define NAME "EmptyAI 0.1"
|
||||||
|
@ -21,6 +21,7 @@
|
|||||||
#include "../../lib/serializer/BinarySerializer.h"
|
#include "../../lib/serializer/BinarySerializer.h"
|
||||||
#include "../../lib/serializer/BinaryDeserializer.h"
|
#include "../../lib/serializer/BinaryDeserializer.h"
|
||||||
#include "../../lib/battle/BattleStateInfoForRetreat.h"
|
#include "../../lib/battle/BattleStateInfoForRetreat.h"
|
||||||
|
#include "../../lib/battle/BattleInfo.h"
|
||||||
|
|
||||||
#include "AIGateway.h"
|
#include "AIGateway.h"
|
||||||
#include "Goals/Goals.h"
|
#include "Goals/Goals.h"
|
||||||
@ -510,7 +511,7 @@ void AIGateway::showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositio
|
|||||||
NET_EVENT_HANDLER;
|
NET_EVENT_HANDLER;
|
||||||
}
|
}
|
||||||
|
|
||||||
std::optional<BattleAction> AIGateway::makeSurrenderRetreatDecision(const BattleStateInfoForRetreat & battleState)
|
std::optional<BattleAction> AIGateway::makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState)
|
||||||
{
|
{
|
||||||
LOG_TRACE(logAi);
|
LOG_TRACE(logAi);
|
||||||
NET_EVENT_HANDLER;
|
NET_EVENT_HANDLER;
|
||||||
@ -1080,22 +1081,22 @@ void AIGateway::recruitCreatures(const CGDwelling * d, const CArmedInstance * re
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void AIGateway::battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side, bool replayAllowed)
|
void AIGateway::battleStart(const BattleID & battleID, const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side, bool replayAllowed)
|
||||||
{
|
{
|
||||||
NET_EVENT_HANDLER;
|
NET_EVENT_HANDLER;
|
||||||
assert(!playerID.isValidPlayer() || status.getBattle() == UPCOMING_BATTLE);
|
assert(!playerID.isValidPlayer() || status.getBattle() == UPCOMING_BATTLE);
|
||||||
status.setBattle(ONGOING_BATTLE);
|
status.setBattle(ONGOING_BATTLE);
|
||||||
const CGObjectInstance * presumedEnemy = vstd::backOrNull(cb->getVisitableObjs(tile)); //may be nullptr in some very are cases -> eg. visited monolith and fighting with an enemy at the FoW covered exit
|
const CGObjectInstance * presumedEnemy = vstd::backOrNull(cb->getVisitableObjs(tile)); //may be nullptr in some very are cases -> eg. visited monolith and fighting with an enemy at the FoW covered exit
|
||||||
battlename = boost::str(boost::format("Starting battle of %s attacking %s at %s") % (hero1 ? hero1->getNameTranslated() : "a army") % (presumedEnemy ? presumedEnemy->getObjectName() : "unknown enemy") % tile.toString());
|
battlename = boost::str(boost::format("Starting battle of %s attacking %s at %s") % (hero1 ? hero1->getNameTranslated() : "a army") % (presumedEnemy ? presumedEnemy->getObjectName() : "unknown enemy") % tile.toString());
|
||||||
CAdventureAI::battleStart(army1, army2, tile, hero1, hero2, side, replayAllowed);
|
CAdventureAI::battleStart(battleID, army1, army2, tile, hero1, hero2, side, replayAllowed);
|
||||||
}
|
}
|
||||||
|
|
||||||
void AIGateway::battleEnd(const BattleResult * br, QueryID queryID)
|
void AIGateway::battleEnd(const BattleID & battleID, const BattleResult * br, QueryID queryID)
|
||||||
{
|
{
|
||||||
NET_EVENT_HANDLER;
|
NET_EVENT_HANDLER;
|
||||||
assert(status.getBattle() == ONGOING_BATTLE);
|
assert(status.getBattle() == ONGOING_BATTLE);
|
||||||
status.setBattle(ENDING_BATTLE);
|
status.setBattle(ENDING_BATTLE);
|
||||||
bool won = br->winner == myCb->battleGetMySide();
|
bool won = br->winner == myCb->getBattle(battleID)->battleGetMySide();
|
||||||
logAi->debug("Player %d (%s): I %s the %s!", playerID, playerID.toString(), (won ? "won" : "lost"), battlename);
|
logAi->debug("Player %d (%s): I %s the %s!", playerID, playerID.toString(), (won ? "won" : "lost"), battlename);
|
||||||
battlename.clear();
|
battlename.clear();
|
||||||
|
|
||||||
@ -1108,7 +1109,7 @@ void AIGateway::battleEnd(const BattleResult * br, QueryID queryID)
|
|||||||
answerQuery(queryID, confirmAction);
|
answerQuery(queryID, confirmAction);
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
CAdventureAI::battleEnd(br, queryID);
|
CAdventureAI::battleEnd(battleID, br, queryID);
|
||||||
}
|
}
|
||||||
|
|
||||||
void AIGateway::waitTillFree()
|
void AIGateway::waitTillFree()
|
||||||
|
@ -167,10 +167,10 @@ public:
|
|||||||
void heroBonusChanged(const CGHeroInstance * hero, const Bonus & bonus, bool gain) override;
|
void heroBonusChanged(const CGHeroInstance * hero, const Bonus & bonus, bool gain) override;
|
||||||
void showMarketWindow(const IMarket * market, const CGHeroInstance * visitor) override;
|
void showMarketWindow(const IMarket * market, const CGHeroInstance * visitor) override;
|
||||||
void showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositions, bool showTerrain) override;
|
void showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositions, bool showTerrain) override;
|
||||||
std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleStateInfoForRetreat & battleState) override;
|
std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState) override;
|
||||||
|
|
||||||
void battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side, bool replayAllowed) override;
|
void battleStart(const BattleID & battleID, const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side, bool replayAllowed) override;
|
||||||
void battleEnd(const BattleResult * br, QueryID queryID) override;
|
void battleEnd(const BattleID & battleID, const BattleResult * br, QueryID queryID) override;
|
||||||
|
|
||||||
void makeTurn();
|
void makeTurn();
|
||||||
|
|
||||||
|
@ -14,6 +14,7 @@
|
|||||||
#include "../../CCallback.h"
|
#include "../../CCallback.h"
|
||||||
#include "../../lib/CCreatureHandler.h"
|
#include "../../lib/CCreatureHandler.h"
|
||||||
#include "../../lib/battle/BattleAction.h"
|
#include "../../lib/battle/BattleAction.h"
|
||||||
|
#include "../../lib/battle/BattleInfo.h"
|
||||||
|
|
||||||
static std::shared_ptr<CBattleCallback> cbc;
|
static std::shared_ptr<CBattleCallback> cbc;
|
||||||
|
|
||||||
@ -53,12 +54,12 @@ void CStupidAI::initBattleInterface(std::shared_ptr<Environment> ENV, std::share
|
|||||||
initBattleInterface(ENV, CB);
|
initBattleInterface(ENV, CB);
|
||||||
}
|
}
|
||||||
|
|
||||||
void CStupidAI::actionFinished(const BattleAction &action)
|
void CStupidAI::actionFinished(const BattleID & battleID, const BattleAction &action)
|
||||||
{
|
{
|
||||||
print("actionFinished called");
|
print("actionFinished called");
|
||||||
}
|
}
|
||||||
|
|
||||||
void CStupidAI::actionStarted(const BattleAction &action)
|
void CStupidAI::actionStarted(const BattleID & battleID, const BattleAction &action)
|
||||||
{
|
{
|
||||||
print("actionStarted called");
|
print("actionStarted called");
|
||||||
}
|
}
|
||||||
@ -71,11 +72,11 @@ public:
|
|||||||
std::vector<BattleHex> attackFrom; //for melee fight
|
std::vector<BattleHex> attackFrom; //for melee fight
|
||||||
EnemyInfo(const CStack * _s) : s(_s), adi(0), adr(0)
|
EnemyInfo(const CStack * _s) : s(_s), adi(0), adr(0)
|
||||||
{}
|
{}
|
||||||
void calcDmg(const CStack * ourStack)
|
void calcDmg(const BattleID & battleID, const CStack * ourStack)
|
||||||
{
|
{
|
||||||
// FIXME: provide distance info for Jousting bonus
|
// FIXME: provide distance info for Jousting bonus
|
||||||
DamageEstimation retal;
|
DamageEstimation retal;
|
||||||
DamageEstimation dmg = cbc->battleEstimateDamage(ourStack, s, 0, &retal);
|
DamageEstimation dmg = cbc->getBattle(battleID)->battleEstimateDamage(ourStack, s, 0, &retal);
|
||||||
adi = static_cast<int>((dmg.damage.min + dmg.damage.max) / 2);
|
adi = static_cast<int>((dmg.damage.min + dmg.damage.max) / 2);
|
||||||
adr = static_cast<int>((retal.damage.min + retal.damage.max) / 2);
|
adr = static_cast<int>((retal.damage.min + retal.damage.max) / 2);
|
||||||
}
|
}
|
||||||
@ -91,14 +92,14 @@ bool isMoreProfitable(const EnemyInfo &ei1, const EnemyInfo& ei2)
|
|||||||
return (ei1.adi-ei1.adr) < (ei2.adi - ei2.adr);
|
return (ei1.adi-ei1.adr) < (ei2.adi - ei2.adr);
|
||||||
}
|
}
|
||||||
|
|
||||||
static bool willSecondHexBlockMoreEnemyShooters(const BattleHex &h1, const BattleHex &h2)
|
static bool willSecondHexBlockMoreEnemyShooters(const BattleID & battleID, const BattleHex &h1, const BattleHex &h2)
|
||||||
{
|
{
|
||||||
int shooters[2] = {0}; //count of shooters on hexes
|
int shooters[2] = {0}; //count of shooters on hexes
|
||||||
|
|
||||||
for(int i = 0; i < 2; i++)
|
for(int i = 0; i < 2; i++)
|
||||||
{
|
{
|
||||||
for (auto & neighbour : (i ? h2 : h1).neighbouringTiles())
|
for (auto & neighbour : (i ? h2 : h1).neighbouringTiles())
|
||||||
if(const auto * s = cbc->battleGetUnitByPos(neighbour))
|
if(const auto * s = cbc->getBattle(battleID)->battleGetUnitByPos(neighbour))
|
||||||
if(s->isShooter())
|
if(s->isShooter())
|
||||||
shooters[i]++;
|
shooters[i]++;
|
||||||
}
|
}
|
||||||
@ -106,16 +107,16 @@ static bool willSecondHexBlockMoreEnemyShooters(const BattleHex &h1, const Battl
|
|||||||
return shooters[0] < shooters[1];
|
return shooters[0] < shooters[1];
|
||||||
}
|
}
|
||||||
|
|
||||||
void CStupidAI::yourTacticPhase(int distance)
|
void CStupidAI::yourTacticPhase(const BattleID & battleID, int distance)
|
||||||
{
|
{
|
||||||
cb->battleMakeTacticAction(BattleAction::makeEndOFTacticPhase(cb->battleGetTacticsSide()));
|
cb->battleMakeTacticAction(battleID, BattleAction::makeEndOFTacticPhase(cb->getBattle(battleID)->battleGetTacticsSide()));
|
||||||
}
|
}
|
||||||
|
|
||||||
void CStupidAI::activeStack( const CStack * stack )
|
void CStupidAI::activeStack(const BattleID & battleID, const CStack * stack)
|
||||||
{
|
{
|
||||||
//boost::this_thread::sleep_for(boost::chrono::seconds(2));
|
//boost::this_thread::sleep_for(boost::chrono::seconds(2));
|
||||||
print("activeStack called for " + stack->nodeName());
|
print("activeStack called for " + stack->nodeName());
|
||||||
ReachabilityInfo dists = cb->getReachability(stack);
|
ReachabilityInfo dists = cb->getBattle(battleID)->getReachability(stack);
|
||||||
std::vector<EnemyInfo> enemiesShootable, enemiesReachable, enemiesUnreachable;
|
std::vector<EnemyInfo> enemiesShootable, enemiesReachable, enemiesUnreachable;
|
||||||
|
|
||||||
if(stack->creatureId() == CreatureID::CATAPULT)
|
if(stack->creatureId() == CreatureID::CATAPULT)
|
||||||
@ -128,24 +129,24 @@ void CStupidAI::activeStack( const CStack * stack )
|
|||||||
attack.side = side;
|
attack.side = side;
|
||||||
attack.stackNumber = stack->unitId();
|
attack.stackNumber = stack->unitId();
|
||||||
|
|
||||||
cb->battleMakeUnitAction(attack);
|
cb->battleMakeUnitAction(battleID, attack);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
else if(stack->hasBonusOfType(BonusType::SIEGE_WEAPON))
|
else if(stack->hasBonusOfType(BonusType::SIEGE_WEAPON))
|
||||||
{
|
{
|
||||||
cb->battleMakeUnitAction(BattleAction::makeDefend(stack));
|
cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
for (const CStack *s : cb->battleGetStacks(CBattleCallback::ONLY_ENEMY))
|
for (const CStack *s : cb->getBattle(battleID)->battleGetStacks(CBattleInfoEssentials::ONLY_ENEMY))
|
||||||
{
|
{
|
||||||
if(cb->battleCanShoot(stack, s->getPosition()))
|
if(cb->getBattle(battleID)->battleCanShoot(stack, s->getPosition()))
|
||||||
{
|
{
|
||||||
enemiesShootable.push_back(s);
|
enemiesShootable.push_back(s);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
std::vector<BattleHex> avHexes = cb->battleGetAvailableHexes(stack, false);
|
std::vector<BattleHex> avHexes = cb->getBattle(battleID)->battleGetAvailableHexes(stack, false);
|
||||||
|
|
||||||
for (BattleHex hex : avHexes)
|
for (BattleHex hex : avHexes)
|
||||||
{
|
{
|
||||||
@ -168,21 +169,23 @@ void CStupidAI::activeStack( const CStack * stack )
|
|||||||
}
|
}
|
||||||
|
|
||||||
for ( auto & enemy : enemiesReachable )
|
for ( auto & enemy : enemiesReachable )
|
||||||
enemy.calcDmg( stack );
|
enemy.calcDmg(battleID, stack);
|
||||||
|
|
||||||
for ( auto & enemy : enemiesShootable )
|
for ( auto & enemy : enemiesShootable )
|
||||||
enemy.calcDmg( stack );
|
enemy.calcDmg(battleID, stack);
|
||||||
|
|
||||||
if(enemiesShootable.size())
|
if(enemiesShootable.size())
|
||||||
{
|
{
|
||||||
const EnemyInfo &ei= *std::max_element(enemiesShootable.begin(), enemiesShootable.end(), isMoreProfitable);
|
const EnemyInfo &ei= *std::max_element(enemiesShootable.begin(), enemiesShootable.end(), isMoreProfitable);
|
||||||
cb->battleMakeUnitAction(BattleAction::makeShotAttack(stack, ei.s));
|
cb->battleMakeUnitAction(battleID, BattleAction::makeShotAttack(stack, ei.s));
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
else if(enemiesReachable.size())
|
else if(enemiesReachable.size())
|
||||||
{
|
{
|
||||||
const EnemyInfo &ei= *std::max_element(enemiesReachable.begin(), enemiesReachable.end(), &isMoreProfitable);
|
const EnemyInfo &ei= *std::max_element(enemiesReachable.begin(), enemiesReachable.end(), &isMoreProfitable);
|
||||||
cb->battleMakeUnitAction(BattleAction::makeMeleeAttack(stack, ei.s->getPosition(), *std::max_element(ei.attackFrom.begin(), ei.attackFrom.end(), &willSecondHexBlockMoreEnemyShooters)));
|
BattleHex targetHex = *std::max_element(ei.attackFrom.begin(), ei.attackFrom.end(), [&](auto a, auto b) { return willSecondHexBlockMoreEnemyShooters(battleID, a, b);});
|
||||||
|
|
||||||
|
cb->battleMakeUnitAction(battleID, BattleAction::makeMeleeAttack(stack, ei.s->getPosition(), targetHex));
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
else if(enemiesUnreachable.size()) //due to #955 - a buggy battle may occur when there are no enemies
|
else if(enemiesUnreachable.size()) //due to #955 - a buggy battle may occur when there are no enemies
|
||||||
@ -194,26 +197,26 @@ void CStupidAI::activeStack( const CStack * stack )
|
|||||||
|
|
||||||
if(dists.distToNearestNeighbour(stack, closestEnemy->s) < GameConstants::BFIELD_SIZE)
|
if(dists.distToNearestNeighbour(stack, closestEnemy->s) < GameConstants::BFIELD_SIZE)
|
||||||
{
|
{
|
||||||
cb->battleMakeUnitAction(goTowards(stack, closestEnemy->s->getAttackableHexes(stack)));
|
cb->battleMakeUnitAction(battleID, goTowards(battleID, stack, closestEnemy->s->getAttackableHexes(stack)));
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
cb->battleMakeUnitAction(BattleAction::makeDefend(stack));
|
cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
void CStupidAI::battleAttack(const BattleAttack *ba)
|
void CStupidAI::battleAttack(const BattleID & battleID, const BattleAttack *ba)
|
||||||
{
|
{
|
||||||
print("battleAttack called");
|
print("battleAttack called");
|
||||||
}
|
}
|
||||||
|
|
||||||
void CStupidAI::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged)
|
void CStupidAI::battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged)
|
||||||
{
|
{
|
||||||
print("battleStacksAttacked called");
|
print("battleStacksAttacked called");
|
||||||
}
|
}
|
||||||
|
|
||||||
void CStupidAI::battleEnd(const BattleResult *br, QueryID queryID)
|
void CStupidAI::battleEnd(const BattleID & battleID, const BattleResult *br, QueryID queryID)
|
||||||
{
|
{
|
||||||
print("battleEnd called");
|
print("battleEnd called");
|
||||||
}
|
}
|
||||||
@ -223,38 +226,38 @@ void CStupidAI::battleEnd(const BattleResult *br, QueryID queryID)
|
|||||||
// print("battleResultsApplied called");
|
// print("battleResultsApplied called");
|
||||||
// }
|
// }
|
||||||
|
|
||||||
void CStupidAI::battleNewRoundFirst(int round)
|
void CStupidAI::battleNewRoundFirst(const BattleID & battleID, int round)
|
||||||
{
|
{
|
||||||
print("battleNewRoundFirst called");
|
print("battleNewRoundFirst called");
|
||||||
}
|
}
|
||||||
|
|
||||||
void CStupidAI::battleNewRound(int round)
|
void CStupidAI::battleNewRound(const BattleID & battleID, int round)
|
||||||
{
|
{
|
||||||
print("battleNewRound called");
|
print("battleNewRound called");
|
||||||
}
|
}
|
||||||
|
|
||||||
void CStupidAI::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
|
void CStupidAI::battleStackMoved(const BattleID & battleID, const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
|
||||||
{
|
{
|
||||||
print("battleStackMoved called");
|
print("battleStackMoved called");
|
||||||
}
|
}
|
||||||
|
|
||||||
void CStupidAI::battleSpellCast(const BattleSpellCast *sc)
|
void CStupidAI::battleSpellCast(const BattleID & battleID, const BattleSpellCast *sc)
|
||||||
{
|
{
|
||||||
print("battleSpellCast called");
|
print("battleSpellCast called");
|
||||||
}
|
}
|
||||||
|
|
||||||
void CStupidAI::battleStacksEffectsSet(const SetStackEffect & sse)
|
void CStupidAI::battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse)
|
||||||
{
|
{
|
||||||
print("battleStacksEffectsSet called");
|
print("battleStacksEffectsSet called");
|
||||||
}
|
}
|
||||||
|
|
||||||
void CStupidAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool Side, bool replayAllowed)
|
void CStupidAI::battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool Side, bool replayAllowed)
|
||||||
{
|
{
|
||||||
print("battleStart called");
|
print("battleStart called");
|
||||||
side = Side;
|
side = Side;
|
||||||
}
|
}
|
||||||
|
|
||||||
void CStupidAI::battleCatapultAttacked(const CatapultAttack & ca)
|
void CStupidAI::battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca)
|
||||||
{
|
{
|
||||||
print("battleCatapultAttacked called");
|
print("battleCatapultAttacked called");
|
||||||
}
|
}
|
||||||
@ -264,10 +267,10 @@ void CStupidAI::print(const std::string &text) const
|
|||||||
logAi->trace("CStupidAI [%p]: %s", this, text);
|
logAi->trace("CStupidAI [%p]: %s", this, text);
|
||||||
}
|
}
|
||||||
|
|
||||||
BattleAction CStupidAI::goTowards(const CStack * stack, std::vector<BattleHex> hexes) const
|
BattleAction CStupidAI::goTowards(const BattleID & battleID, const CStack * stack, std::vector<BattleHex> hexes) const
|
||||||
{
|
{
|
||||||
auto reachability = cb->getReachability(stack);
|
auto reachability = cb->getBattle(battleID)->getReachability(stack);
|
||||||
auto avHexes = cb->battleGetAvailableHexes(reachability, stack, false);
|
auto avHexes = cb->getBattle(battleID)->battleGetAvailableHexes(reachability, stack, false);
|
||||||
|
|
||||||
if(!avHexes.size() || !hexes.size()) //we are blocked or dest is blocked
|
if(!avHexes.size() || !hexes.size()) //we are blocked or dest is blocked
|
||||||
{
|
{
|
||||||
|
@ -11,6 +11,7 @@
|
|||||||
|
|
||||||
#include "../../lib/battle/BattleHex.h"
|
#include "../../lib/battle/BattleHex.h"
|
||||||
#include "../../lib/battle/ReachabilityInfo.h"
|
#include "../../lib/battle/ReachabilityInfo.h"
|
||||||
|
#include "../../lib/CGameInterface.h"
|
||||||
|
|
||||||
class EnemyInfo;
|
class EnemyInfo;
|
||||||
|
|
||||||
@ -30,25 +31,26 @@ public:
|
|||||||
|
|
||||||
void initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB) override;
|
void initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB) override;
|
||||||
void initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB, AutocombatPreferences autocombatPreferences) override;
|
void initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB, AutocombatPreferences autocombatPreferences) 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
|
|
||||||
void activeStack(const CStack * stack) override; //called when it's turn of that stack
|
|
||||||
void yourTacticPhase(int distance) override;
|
|
||||||
|
|
||||||
void battleAttack(const BattleAttack *ba) override; //called when stack is performing attack
|
void actionFinished(const BattleID & battleID, const BattleAction &action) override;//occurs AFTER every action taken by any stack or by the hero
|
||||||
void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged) override; //called when stack receives damage (after battleAttack())
|
void actionStarted(const BattleID & battleID, const BattleAction &action) override;//occurs BEFORE every action taken by any stack or by the hero
|
||||||
void battleEnd(const BattleResult *br, QueryID queryID) override;
|
void activeStack(const BattleID & battleID, const CStack * stack) override; //called when it's turn of that stack
|
||||||
|
void yourTacticPhase(const BattleID & battleID, int distance) override;
|
||||||
|
|
||||||
|
void battleAttack(const BattleID & battleID, const BattleAttack *ba) override; //called when stack is performing attack
|
||||||
|
void battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged) override; //called when stack receives damage (after battleAttack())
|
||||||
|
void battleEnd(const BattleID & battleID, const BattleResult *br, QueryID queryID) override;
|
||||||
//void battleResultsApplied() override; //called when all effects of last battle are applied
|
//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 battleNewRoundFirst(const BattleID & battleID, 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 battleNewRound(const BattleID & battleID, 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, bool teleport) override;
|
void battleStackMoved(const BattleID & battleID, const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport) override;
|
||||||
void battleSpellCast(const BattleSpellCast *sc) override;
|
void battleSpellCast(const BattleID & battleID, const BattleSpellCast *sc) override;
|
||||||
void battleStacksEffectsSet(const SetStackEffect & sse) override;//called when a specific effect is set to stacks
|
void battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse) override;//called when a specific effect is set to stacks
|
||||||
//void battleTriggerEffect(const BattleTriggerEffect & bte) override;
|
//void battleTriggerEffect(const BattleTriggerEffect & bte) override;
|
||||||
void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed) override; //called by engine when battle starts; side=0 - left, side=1 - right
|
void battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed) override; //called by engine when battle starts; side=0 - left, side=1 - right
|
||||||
void battleCatapultAttacked(const CatapultAttack & ca) override; //called when catapult makes an attack
|
void battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca) override; //called when catapult makes an attack
|
||||||
|
|
||||||
private:
|
private:
|
||||||
BattleAction goTowards(const CStack * stack, std::vector<BattleHex> hexes) const;
|
BattleAction goTowards(const BattleID & battleID, const CStack * stack, std::vector<BattleHex> hexes) const;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
@ -1577,22 +1577,22 @@ void VCAI::completeGoal(Goals::TSubgoal goal)
|
|||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void VCAI::battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side, bool replayAllowed)
|
void VCAI::battleStart(const BattleID & battleID, const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side, bool replayAllowed)
|
||||||
{
|
{
|
||||||
NET_EVENT_HANDLER;
|
NET_EVENT_HANDLER;
|
||||||
assert(!playerID.isValidPlayer() || status.getBattle() == UPCOMING_BATTLE);
|
assert(!playerID.isValidPlayer() || status.getBattle() == UPCOMING_BATTLE);
|
||||||
status.setBattle(ONGOING_BATTLE);
|
status.setBattle(ONGOING_BATTLE);
|
||||||
const CGObjectInstance * presumedEnemy = vstd::backOrNull(cb->getVisitableObjs(tile)); //may be nullptr in some very are cases -> eg. visited monolith and fighting with an enemy at the FoW covered exit
|
const CGObjectInstance * presumedEnemy = vstd::backOrNull(cb->getVisitableObjs(tile)); //may be nullptr in some very are cases -> eg. visited monolith and fighting with an enemy at the FoW covered exit
|
||||||
battlename = boost::str(boost::format("Starting battle of %s attacking %s at %s") % (hero1 ? hero1->getNameTranslated() : "a army") % (presumedEnemy ? presumedEnemy->getObjectName() : "unknown enemy") % tile.toString());
|
battlename = boost::str(boost::format("Starting battle of %s attacking %s at %s") % (hero1 ? hero1->getNameTranslated() : "a army") % (presumedEnemy ? presumedEnemy->getObjectName() : "unknown enemy") % tile.toString());
|
||||||
CAdventureAI::battleStart(army1, army2, tile, hero1, hero2, side, replayAllowed);
|
CAdventureAI::battleStart(battleID, army1, army2, tile, hero1, hero2, side, replayAllowed);
|
||||||
}
|
}
|
||||||
|
|
||||||
void VCAI::battleEnd(const BattleResult * br, QueryID queryID)
|
void VCAI::battleEnd(const BattleID & battleID, const BattleResult * br, QueryID queryID)
|
||||||
{
|
{
|
||||||
NET_EVENT_HANDLER;
|
NET_EVENT_HANDLER;
|
||||||
assert(status.getBattle() == ONGOING_BATTLE);
|
assert(status.getBattle() == ONGOING_BATTLE);
|
||||||
status.setBattle(ENDING_BATTLE);
|
status.setBattle(ENDING_BATTLE);
|
||||||
bool won = br->winner == myCb->battleGetMySide();
|
bool won = br->winner == myCb->getBattle(battleID)->battleGetMySide();
|
||||||
logAi->debug("Player %d (%s): I %s the %s!", playerID, playerID.toString(), (won ? "won" : "lost"), battlename);
|
logAi->debug("Player %d (%s): I %s the %s!", playerID, playerID.toString(), (won ? "won" : "lost"), battlename);
|
||||||
battlename.clear();
|
battlename.clear();
|
||||||
|
|
||||||
@ -1605,7 +1605,7 @@ void VCAI::battleEnd(const BattleResult * br, QueryID queryID)
|
|||||||
answerQuery(queryID, confirmAction);
|
answerQuery(queryID, confirmAction);
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
CAdventureAI::battleEnd(br, queryID);
|
CAdventureAI::battleEnd(battleID, br, queryID);
|
||||||
}
|
}
|
||||||
|
|
||||||
void VCAI::waitTillFree()
|
void VCAI::waitTillFree()
|
||||||
@ -2894,7 +2894,7 @@ bool shouldVisit(HeroPtr h, const CGObjectInstance * obj)
|
|||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
std::optional<BattleAction> VCAI::makeSurrenderRetreatDecision(const BattleStateInfoForRetreat & battleState)
|
std::optional<BattleAction> VCAI::makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState)
|
||||||
{
|
{
|
||||||
return std::nullopt;
|
return std::nullopt;
|
||||||
}
|
}
|
||||||
|
@ -201,9 +201,9 @@ public:
|
|||||||
void showMarketWindow(const IMarket * market, const CGHeroInstance * visitor) override;
|
void showMarketWindow(const IMarket * market, const CGHeroInstance * visitor) override;
|
||||||
void showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositions, bool showTerrain) override;
|
void showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositions, bool showTerrain) override;
|
||||||
|
|
||||||
void battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side, bool replayAllowed) override;
|
void battleStart(const BattleID & battleID, const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side, bool replayAllowed) override;
|
||||||
void battleEnd(const BattleResult * br, QueryID queryID) override;
|
void battleEnd(const BattleID & battleID, const BattleResult * br, QueryID queryID) override;
|
||||||
std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleStateInfoForRetreat & battleState) override;
|
std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState) override;
|
||||||
|
|
||||||
void makeTurn();
|
void makeTurn();
|
||||||
void mainLoop();
|
void mainLoop();
|
||||||
|
@ -393,7 +393,7 @@ void CBattleCallback::battleMakeTacticAction( const BattleAction & action )
|
|||||||
sendRequest(&ma);
|
sendRequest(&ma);
|
||||||
}
|
}
|
||||||
|
|
||||||
std::optional<BattleAction> CBattleCallback::makeSurrenderRetreatDecision(const BattleStateInfoForRetreat & battleState)
|
std::optional<BattleAction> CBattleCallback::makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState)
|
||||||
{
|
{
|
||||||
return cl->playerint[getPlayerID().value()]->makeSurrenderRetreatDecision(battleState);
|
return cl->playerint[getPlayerID().value()]->makeSurrenderRetreatDecision(battleID< battleState);
|
||||||
}
|
}
|
||||||
|
31
CCallback.h
31
CCallback.h
@ -53,10 +53,12 @@ public:
|
|||||||
bool waitTillRealize = false; //if true, request functions will return after they are realized by server
|
bool waitTillRealize = false; //if true, request functions will return after they are realized by server
|
||||||
bool unlockGsWhenWaiting = false;//if true after sending each request, gs mutex will be unlocked so the changes can be applied; NOTICE caller must have gs mx locked prior to any call to actiob callback!
|
bool unlockGsWhenWaiting = false;//if true after sending each request, gs mutex will be unlocked so the changes can be applied; NOTICE caller must have gs mx locked prior to any call to actiob callback!
|
||||||
//battle
|
//battle
|
||||||
virtual void battleMakeSpellAction(const BattleAction & action) = 0;
|
virtual void battleMakeSpellAction(const BattleID & battleID, const BattleAction & action) = 0;
|
||||||
virtual void battleMakeUnitAction(const BattleAction & action) = 0;
|
virtual void battleMakeUnitAction(const BattleID & battleID, const BattleAction & action) = 0;
|
||||||
virtual void battleMakeTacticAction(const BattleAction & action) = 0;
|
virtual void battleMakeTacticAction(const BattleID & battleID, const BattleAction & action) = 0;
|
||||||
virtual std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleStateInfoForRetreat & battleState) = 0;
|
virtual std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState) = 0;
|
||||||
|
|
||||||
|
virtual std::shared_ptr<CPlayerBattleCallback> getBattle(const BattleID & battleID) = 0;
|
||||||
};
|
};
|
||||||
|
|
||||||
class IGameActionCallback
|
class IGameActionCallback
|
||||||
@ -108,18 +110,25 @@ public:
|
|||||||
virtual void bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap) = 0;
|
virtual void bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap) = 0;
|
||||||
};
|
};
|
||||||
|
|
||||||
class CBattleCallback : public IBattleCallback, public CPlayerBattleCallback
|
class CBattleCallback : public IBattleCallback
|
||||||
{
|
{
|
||||||
|
std::map<BattleID, std::shared_ptr<CPlayerBattleCallback>> activeBattles;
|
||||||
|
|
||||||
protected:
|
protected:
|
||||||
int sendRequest(const CPackForServer * request); //returns requestID (that'll be matched to requestID in PackageApplied)
|
int sendRequest(const CPackForServer * request); //returns requestID (that'll be matched to requestID in PackageApplied)
|
||||||
CClient *cl;
|
CClient *cl;
|
||||||
|
|
||||||
public:
|
public:
|
||||||
CBattleCallback(std::optional<PlayerColor> Player, CClient * C);
|
CBattleCallback(std::optional<PlayerColor> Player, CClient * C);
|
||||||
void battleMakeSpellAction(const BattleAction & action) override;//for casting spells by hero - DO NOT use it for moving active stack
|
void battleMakeSpellAction(const BattleID & battleID, const BattleAction & action) override;//for casting spells by hero - DO NOT use it for moving active stack
|
||||||
void battleMakeUnitAction(const BattleAction & action) override;
|
void battleMakeUnitAction(const BattleID & battleID, const BattleAction & action) override;
|
||||||
void battleMakeTacticAction(const BattleAction & action) override; // performs tactic phase actions
|
void battleMakeTacticAction(const BattleID & battleID, const BattleAction & action) override; // performs tactic phase actions
|
||||||
std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleStateInfoForRetreat & battleState) override;
|
std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState) override;
|
||||||
|
|
||||||
|
std::shared_ptr<CPlayerBattleCallback> getBattle(const BattleID & battleID) override;
|
||||||
|
|
||||||
|
void onBattleStarted(const BattleID & battleID);
|
||||||
|
void onBattleEnded(const BattleID & battleID);
|
||||||
|
|
||||||
#if SCRIPTING_ENABLED
|
#if SCRIPTING_ENABLED
|
||||||
scripting::Pool * getContextPool() const override;
|
scripting::Pool * getContextPool() const override;
|
||||||
@ -129,9 +138,7 @@ public:
|
|||||||
friend class CClient;
|
friend class CClient;
|
||||||
};
|
};
|
||||||
|
|
||||||
class CCallback : public CPlayerSpecificInfoCallback,
|
class CCallback : public CPlayerSpecificInfoCallback, public CBattleCallback, public IGameActionCallback
|
||||||
public IGameActionCallback,
|
|
||||||
public CBattleCallback
|
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
CCallback(CGameState * GS, std::optional<PlayerColor> Player, CClient * C);
|
CCallback(CGameState * GS, std::optional<PlayerColor> Player, CClient * C);
|
||||||
|
@ -1000,7 +1000,7 @@ void CPlayerInterface::battleGateStateChanged(const EGateState state)
|
|||||||
battleInt->gateStateChanged(state);
|
battleInt->gateStateChanged(state);
|
||||||
}
|
}
|
||||||
|
|
||||||
void CPlayerInterface::yourTacticPhase(int distance)
|
void CPlayerInterface::yourTacticPhase(const BattleID & battleID, int distance)
|
||||||
{
|
{
|
||||||
EVENT_HANDLER_CALLED_BY_CLIENT;
|
EVENT_HANDLER_CALLED_BY_CLIENT;
|
||||||
}
|
}
|
||||||
@ -2126,7 +2126,7 @@ void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectP
|
|||||||
adventureInt->openWorldView(objectPositions, showTerrain );
|
adventureInt->openWorldView(objectPositions, showTerrain );
|
||||||
}
|
}
|
||||||
|
|
||||||
std::optional<BattleAction> CPlayerInterface::makeSurrenderRetreatDecision(const BattleStateInfoForRetreat & battleState)
|
std::optional<BattleAction> CPlayerInterface::makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState)
|
||||||
{
|
{
|
||||||
return std::nullopt;
|
return std::nullopt;
|
||||||
}
|
}
|
||||||
|
@ -171,8 +171,8 @@ protected: // Call-ins from server, should not be called directly, but only via
|
|||||||
void battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles) override;
|
void battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles) override;
|
||||||
void battleCatapultAttacked(const CatapultAttack & ca) override; //called when catapult makes an attack
|
void battleCatapultAttacked(const CatapultAttack & ca) override; //called when catapult makes an attack
|
||||||
void battleGateStateChanged(const EGateState state) override;
|
void battleGateStateChanged(const EGateState state) override;
|
||||||
void yourTacticPhase(int distance) override;
|
void yourTacticPhase(const BattleID & battleID, int distance) override;
|
||||||
std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleStateInfoForRetreat & battleState) override;
|
std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState) override;
|
||||||
|
|
||||||
public: // public interface for use by client via LOCPLINT access
|
public: // public interface for use by client via LOCPLINT access
|
||||||
|
|
||||||
|
@ -634,7 +634,7 @@ void CClient::battleStarted(const BattleInfo * info)
|
|||||||
auto tacticianColor = info->sides[info->tacticsSide].color;
|
auto tacticianColor = info->sides[info->tacticsSide].color;
|
||||||
|
|
||||||
if (vstd::contains(battleints, tacticianColor))
|
if (vstd::contains(battleints, tacticianColor))
|
||||||
battleints[tacticianColor]->yourTacticPhase(info->tacticDistance);
|
battleints[tacticianColor]->yourTacticPhase(info->battleID, info->tacticDistance);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -13,7 +13,6 @@
|
|||||||
#include <vcmi/Environment.h>
|
#include <vcmi/Environment.h>
|
||||||
|
|
||||||
#include "../lib/IGameCallback.h"
|
#include "../lib/IGameCallback.h"
|
||||||
#include "../lib/battle/CBattleInfoCallback.h"
|
|
||||||
|
|
||||||
VCMI_LIB_NAMESPACE_BEGIN
|
VCMI_LIB_NAMESPACE_BEGIN
|
||||||
|
|
||||||
@ -105,12 +104,12 @@ public:
|
|||||||
const Services * services() const override;
|
const Services * services() const override;
|
||||||
vstd::CLoggerBase * logger() const override;
|
vstd::CLoggerBase * logger() const override;
|
||||||
events::EventBus * eventBus() const override;
|
events::EventBus * eventBus() const override;
|
||||||
const BattleCb * battle() const override;
|
const BattleCb * battle(const BattleID & battle) const override;
|
||||||
const GameCb * game() const override;
|
const GameCb * game() const override;
|
||||||
};
|
};
|
||||||
|
|
||||||
/// Class which handles client - server logic
|
/// Class which handles client - server logic
|
||||||
class CClient : public IGameCallback, public CBattleInfoCallback, public Environment
|
class CClient : public IGameCallback, public Environment
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
std::map<PlayerColor, std::shared_ptr<CGameInterface>> playerint;
|
std::map<PlayerColor, std::shared_ptr<CGameInterface>> playerint;
|
||||||
@ -124,7 +123,7 @@ public:
|
|||||||
~CClient();
|
~CClient();
|
||||||
|
|
||||||
const Services * services() const override;
|
const Services * services() const override;
|
||||||
const BattleCb * battle() const override;
|
const BattleCb * battle(const BattleID & battle) const override;
|
||||||
const GameCb * game() const override;
|
const GameCb * game() const override;
|
||||||
vstd::CLoggerBase * logger() const override;
|
vstd::CLoggerBase * logger() const override;
|
||||||
events::EventBus * eventBus() const override;
|
events::EventBus * eventBus() const override;
|
||||||
|
@ -157,90 +157,90 @@ CGlobalAI::CGlobalAI()
|
|||||||
human = false;
|
human = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
void CAdventureAI::battleNewRound(int round)
|
void CAdventureAI::battleNewRound(const BattleID & battleID, int round)
|
||||||
{
|
{
|
||||||
battleAI->battleNewRound(round);
|
battleAI->battleNewRound(battleID, round);
|
||||||
}
|
}
|
||||||
|
|
||||||
void CAdventureAI::battleCatapultAttacked(const CatapultAttack & ca)
|
void CAdventureAI::battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca)
|
||||||
{
|
{
|
||||||
battleAI->battleCatapultAttacked(ca);
|
battleAI->battleCatapultAttacked(battleID, ca);
|
||||||
}
|
}
|
||||||
|
|
||||||
void CAdventureAI::battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile,
|
void CAdventureAI::battleStart(const BattleID & battleID, const CCreatureSet * army1, const CCreatureSet * army2, int3 tile,
|
||||||
const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side, bool replayAllowed)
|
const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side, bool replayAllowed)
|
||||||
{
|
{
|
||||||
assert(!battleAI);
|
assert(!battleAI);
|
||||||
assert(cbc);
|
assert(cbc);
|
||||||
battleAI = CDynLibHandler::getNewBattleAI(getBattleAIName());
|
battleAI = CDynLibHandler::getNewBattleAI(getBattleAIName());
|
||||||
battleAI->initBattleInterface(env, cbc);
|
battleAI->initBattleInterface(env, cbc);
|
||||||
battleAI->battleStart(army1, army2, tile, hero1, hero2, side, replayAllowed);
|
battleAI->battleStart(battleID, army1, army2, tile, hero1, hero2, side, replayAllowed);
|
||||||
}
|
}
|
||||||
|
|
||||||
void CAdventureAI::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged)
|
void CAdventureAI::battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged)
|
||||||
{
|
{
|
||||||
battleAI->battleStacksAttacked(bsa, ranged);
|
battleAI->battleStacksAttacked(battleID, bsa, ranged);
|
||||||
}
|
}
|
||||||
|
|
||||||
void CAdventureAI::actionStarted(const BattleAction & action)
|
void CAdventureAI::actionStarted(const BattleID & battleID, const BattleAction & action)
|
||||||
{
|
{
|
||||||
battleAI->actionStarted(action);
|
battleAI->actionStarted(battleID, action);
|
||||||
}
|
}
|
||||||
|
|
||||||
void CAdventureAI::battleNewRoundFirst(int round)
|
void CAdventureAI::battleNewRoundFirst(const BattleID & battleID, int round)
|
||||||
{
|
{
|
||||||
battleAI->battleNewRoundFirst(round);
|
battleAI->battleNewRoundFirst(battleID, round);
|
||||||
}
|
}
|
||||||
|
|
||||||
void CAdventureAI::actionFinished(const BattleAction & action)
|
void CAdventureAI::actionFinished(const BattleID & battleID, const BattleAction & action)
|
||||||
{
|
{
|
||||||
battleAI->actionFinished(action);
|
battleAI->actionFinished(battleID, action);
|
||||||
}
|
}
|
||||||
|
|
||||||
void CAdventureAI::battleStacksEffectsSet(const SetStackEffect & sse)
|
void CAdventureAI::battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse)
|
||||||
{
|
{
|
||||||
battleAI->battleStacksEffectsSet(sse);
|
battleAI->battleStacksEffectsSet(battleID, sse);
|
||||||
}
|
}
|
||||||
|
|
||||||
void CAdventureAI::battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles)
|
void CAdventureAI::battleObstaclesChanged(const BattleID & battleID, const std::vector<ObstacleChanges> & obstacles)
|
||||||
{
|
{
|
||||||
battleAI->battleObstaclesChanged(obstacles);
|
battleAI->battleObstaclesChanged(battleID, obstacles);
|
||||||
}
|
}
|
||||||
|
|
||||||
void CAdventureAI::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
|
void CAdventureAI::battleStackMoved(const BattleID & battleID, const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
|
||||||
{
|
{
|
||||||
battleAI->battleStackMoved(stack, dest, distance, teleport);
|
battleAI->battleStackMoved(battleID, stack, dest, distance, teleport);
|
||||||
}
|
}
|
||||||
|
|
||||||
void CAdventureAI::battleAttack(const BattleAttack * ba)
|
void CAdventureAI::battleAttack(const BattleID & battleID, const BattleAttack * ba)
|
||||||
{
|
{
|
||||||
battleAI->battleAttack(ba);
|
battleAI->battleAttack(battleID, ba);
|
||||||
}
|
}
|
||||||
|
|
||||||
void CAdventureAI::battleSpellCast(const BattleSpellCast * sc)
|
void CAdventureAI::battleSpellCast(const BattleID & battleID, const BattleSpellCast * sc)
|
||||||
{
|
{
|
||||||
battleAI->battleSpellCast(sc);
|
battleAI->battleSpellCast(battleID, sc);
|
||||||
}
|
}
|
||||||
|
|
||||||
void CAdventureAI::battleEnd(const BattleResult * br, QueryID queryID)
|
void CAdventureAI::battleEnd(const BattleID & battleID, const BattleResult * br, QueryID queryID)
|
||||||
{
|
{
|
||||||
battleAI->battleEnd(br, queryID);
|
battleAI->battleEnd(battleID, br, queryID);
|
||||||
battleAI.reset();
|
battleAI.reset();
|
||||||
}
|
}
|
||||||
|
|
||||||
void CAdventureAI::battleUnitsChanged(const std::vector<UnitChanges> & units)
|
void CAdventureAI::battleUnitsChanged(const BattleID & battleID, const std::vector<UnitChanges> & units)
|
||||||
{
|
{
|
||||||
battleAI->battleUnitsChanged(units);
|
battleAI->battleUnitsChanged(battleID, units);
|
||||||
}
|
}
|
||||||
|
|
||||||
void CAdventureAI::activeStack(const CStack * stack)
|
void CAdventureAI::activeStack(const BattleID & battleID, const CStack * stack)
|
||||||
{
|
{
|
||||||
battleAI->activeStack(stack);
|
battleAI->activeStack(battleID, stack);
|
||||||
}
|
}
|
||||||
|
|
||||||
void CAdventureAI::yourTacticPhase(int distance)
|
void CAdventureAI::yourTacticPhase(const BattleID & battleID, int distance)
|
||||||
{
|
{
|
||||||
battleAI->yourTacticPhase(distance);
|
battleAI->yourTacticPhase(battleID, distance);
|
||||||
}
|
}
|
||||||
|
|
||||||
void CAdventureAI::saveGame(BinarySerializer & h, const int version) /*saving */
|
void CAdventureAI::saveGame(BinarySerializer & h, const int version) /*saving */
|
||||||
|
@ -80,8 +80,8 @@ public:
|
|||||||
virtual void initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB, AutocombatPreferences autocombatPreferences){};
|
virtual void initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB, AutocombatPreferences autocombatPreferences){};
|
||||||
|
|
||||||
//battle call-ins
|
//battle call-ins
|
||||||
virtual void activeStack(const CStack * stack)=0; //called when it's turn of that stack
|
virtual void activeStack(const BattleID & battleID, const CStack * stack)=0; //called when it's turn of that stack
|
||||||
virtual void yourTacticPhase(int distance)=0; //called when interface has opportunity to use Tactics skill -> use cb->battleMakeTacticAction from this function
|
virtual void yourTacticPhase(const BattleID & battleID, int distance)=0; //called when interface has opportunity to use Tactics skill -> use cb->battleMakeTacticAction from this function
|
||||||
};
|
};
|
||||||
|
|
||||||
/// Central class for managing human player / AI interface logic
|
/// Central class for managing human player / AI interface logic
|
||||||
@ -109,7 +109,7 @@ public:
|
|||||||
|
|
||||||
virtual void showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositions, bool showTerrain){};
|
virtual void showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositions, bool showTerrain){};
|
||||||
|
|
||||||
virtual std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleStateInfoForRetreat & battleState) = 0;
|
virtual std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState) = 0;
|
||||||
|
|
||||||
virtual void saveGame(BinarySerializer & h, const int version) = 0;
|
virtual void saveGame(BinarySerializer & h, const int version) = 0;
|
||||||
virtual void loadGame(BinaryDeserializer & h, const int version) = 0;
|
virtual void loadGame(BinaryDeserializer & h, const int version) = 0;
|
||||||
@ -144,22 +144,23 @@ public:
|
|||||||
virtual std::string getBattleAIName() const = 0; //has to return name of the battle AI to be used
|
virtual std::string getBattleAIName() const = 0; //has to return name of the battle AI to be used
|
||||||
|
|
||||||
//battle interface
|
//battle interface
|
||||||
virtual void activeStack(const CStack * stack) override;
|
virtual void activeStack(const BattleID & battleID, const CStack * stack) override;
|
||||||
virtual void yourTacticPhase(int distance) override;
|
virtual void yourTacticPhase(const BattleID & battleID, int distance) override;
|
||||||
virtual void battleNewRound(int round) override;
|
|
||||||
virtual void battleCatapultAttacked(const CatapultAttack & ca) override;
|
virtual void battleNewRound(const BattleID & battleID, int round) override;
|
||||||
virtual void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed) override;
|
virtual void battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca) override;
|
||||||
virtual void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged) override;
|
virtual void battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed) override;
|
||||||
virtual void actionStarted(const BattleAction &action) override;
|
virtual void battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged) override;
|
||||||
virtual void battleNewRoundFirst(int round) override;
|
virtual void actionStarted(const BattleID & battleID, const BattleAction &action) override;
|
||||||
virtual void actionFinished(const BattleAction &action) override;
|
virtual void battleNewRoundFirst(const BattleID & battleID, int round) override;
|
||||||
virtual void battleStacksEffectsSet(const SetStackEffect & sse) override;
|
virtual void actionFinished(const BattleID & battleID, const BattleAction &action) override;
|
||||||
virtual void battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles) override;
|
virtual void battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse) override;
|
||||||
virtual void battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport) override;
|
virtual void battleObstaclesChanged(const BattleID & battleID, const std::vector<ObstacleChanges> & obstacles) override;
|
||||||
virtual void battleAttack(const BattleAttack *ba) override;
|
virtual void battleStackMoved(const BattleID & battleID, const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport) override;
|
||||||
virtual void battleSpellCast(const BattleSpellCast *sc) override;
|
virtual void battleAttack(const BattleID & battleID, const BattleAttack *ba) override;
|
||||||
virtual void battleEnd(const BattleResult *br, QueryID queryID) override;
|
virtual void battleSpellCast(const BattleID & battleID, const BattleSpellCast *sc) override;
|
||||||
virtual void battleUnitsChanged(const std::vector<UnitChanges> & units) override;
|
virtual void battleEnd(const BattleID & battleID, const BattleResult *br, QueryID queryID) override;
|
||||||
|
virtual void battleUnitsChanged(const BattleID & battleID, const std::vector<UnitChanges> & units) override;
|
||||||
|
|
||||||
virtual void saveGame(BinarySerializer & h, const int version) override;
|
virtual void saveGame(BinarySerializer & h, const int version) override;
|
||||||
virtual void loadGame(BinaryDeserializer & h, const int version) override;
|
virtual void loadGame(BinaryDeserializer & h, const int version) override;
|
||||||
|
@ -56,24 +56,24 @@ class UnitChanges;
|
|||||||
class DLL_LINKAGE IBattleEventsReceiver
|
class DLL_LINKAGE IBattleEventsReceiver
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
virtual void actionFinished(const BattleAction &action){};//occurs AFTER every action taken by any stack or by the hero
|
virtual void actionFinished(const BattleID & battleID, const BattleAction &action){};//occurs AFTER every action taken by any stack or by the hero
|
||||||
virtual void actionStarted(const BattleAction &action){};//occurs BEFORE every action taken by any stack or by the hero
|
virtual void actionStarted(const BattleID & battleID, const BattleAction &action){};//occurs BEFORE every action taken by any stack or by the hero
|
||||||
virtual void battleAttack(const BattleAttack *ba){}; //called when stack is performing attack
|
virtual void battleAttack(const BattleID & battleID, const BattleAttack *ba){}; //called when stack is performing attack
|
||||||
virtual void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged){}; //called when stack receives damage (after battleAttack())
|
virtual void battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged){}; //called when stack receives damage (after battleAttack())
|
||||||
virtual void battleEnd(const BattleResult *br, QueryID queryID){};
|
virtual void battleEnd(const BattleID & battleID, const BattleResult *br, QueryID queryID){};
|
||||||
virtual void battleNewRoundFirst(int round){}; //called at the beginning of each turn before changes are applied;
|
virtual void battleNewRoundFirst(const BattleID & battleID, int round){}; //called at the beginning of each turn before changes are applied;
|
||||||
virtual void battleNewRound(int round){}; //called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
|
virtual void battleNewRound(const BattleID & battleID, int round){}; //called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
|
||||||
virtual void battleLogMessage(const std::vector<MetaString> & lines){};
|
virtual void battleLogMessage(const BattleID & battleID, const std::vector<MetaString> & lines){};
|
||||||
virtual void battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport){};
|
virtual void battleStackMoved(const BattleID & battleID, const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport){};
|
||||||
virtual void battleSpellCast(const BattleSpellCast *sc){};
|
virtual void battleSpellCast(const BattleID & battleID, const BattleSpellCast *sc){};
|
||||||
virtual void battleStacksEffectsSet(const SetStackEffect & sse){};//called when a specific effect is set to stacks
|
virtual void battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse){};//called when a specific effect is set to stacks
|
||||||
virtual void battleTriggerEffect(const BattleTriggerEffect & bte){}; //called for various one-shot effects
|
virtual void battleTriggerEffect(const BattleID & battleID, const BattleTriggerEffect & bte){}; //called for various one-shot effects
|
||||||
virtual void battleStartBefore(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2) {}; //called just before battle start
|
virtual void battleStartBefore(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2) {}; //called just before battle start
|
||||||
virtual void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed){}; //called by engine when battle starts; side=0 - left, side=1 - right
|
virtual void battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side, bool replayAllowed){}; //called by engine when battle starts; side=0 - left, side=1 - right
|
||||||
virtual void battleUnitsChanged(const std::vector<UnitChanges> & units){};
|
virtual void battleUnitsChanged(const BattleID & battleID, const std::vector<UnitChanges> & units){};
|
||||||
virtual void battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles){};
|
virtual void battleObstaclesChanged(const BattleID & battleID, const std::vector<ObstacleChanges> & obstacles){};
|
||||||
virtual void battleCatapultAttacked(const CatapultAttack & ca){}; //called when catapult makes an attack
|
virtual void battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca){}; //called when catapult makes an attack
|
||||||
virtual void battleGateStateChanged(const EGateState state){};
|
virtual void battleGateStateChanged(const BattleID & battleID, const EGateState state){};
|
||||||
};
|
};
|
||||||
|
|
||||||
class DLL_LINKAGE IGameEventsReceiver
|
class DLL_LINKAGE IGameEventsReceiver
|
||||||
|
Loading…
Reference in New Issue
Block a user