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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
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setCbc(CB);
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env = ENV;
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cb = CB;
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playerID = *CB->getPlayerID(); //TODO should be sth in callback
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assert(0);// FIXME:
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// playerID = *CB->getPlayerID(); //TODO should be sth in callback
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wasWaitingForRealize = CB->waitTillRealize;
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wasUnlockingGs = CB->unlockGsWhenWaiting;
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CB->waitTillRealize = false;
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@ -66,9 +67,9 @@ void CBattleAI::initBattleInterface(std::shared_ptr<Environment> ENV, std::share
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autobattlePreferences = autocombatPreferences;
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}
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BattleAction CBattleAI::useHealingTent(const CStack *stack)
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BattleAction CBattleAI::useHealingTent(const BattleID & battleID, const CStack *stack)
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{
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auto healingTargets = cb->battleGetStacks(CBattleInfoEssentials::ONLY_MINE);
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auto healingTargets = cb->getBattle(battleID)->battleGetStacks(CBattleInfoEssentials::ONLY_MINE);
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std::map<int, const CStack*> woundHpToStack;
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for(const auto * stack : healingTargets)
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{
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@ -82,12 +83,12 @@ BattleAction CBattleAI::useHealingTent(const CStack *stack)
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return BattleAction::makeHeal(stack, woundHpToStack.rbegin()->second); //last element of the woundHpToStack is the most wounded stack
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}
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void CBattleAI::yourTacticPhase(int distance)
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void CBattleAI::yourTacticPhase(const BattleID & battleID, int distance)
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{
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cb->battleMakeTacticAction(BattleAction::makeEndOFTacticPhase(cb->battleGetTacticsSide()));
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cb->battleMakeTacticAction(battleID, BattleAction::makeEndOFTacticPhase(cb->getBattle(battleID)->battleGetTacticsSide()));
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}
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float getStrengthRatio(std::shared_ptr<CBattleCallback> cb, int side)
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static float getStrengthRatio(std::shared_ptr<CBattleInfoCallback> cb, int side)
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{
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auto stacks = cb->battleGetAllStacks();
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auto our = 0, enemy = 0;
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@ -108,7 +109,7 @@ float getStrengthRatio(std::shared_ptr<CBattleCallback> cb, int side)
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return enemy == 0 ? 1.0f : static_cast<float>(our) / enemy;
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}
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void CBattleAI::activeStack(const CStack * stack )
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void CBattleAI::activeStack(const BattleID & battleID, const CStack * stack )
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{
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LOG_TRACE_PARAMS(logAi, "stack: %s", stack->nodeName());
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@ -128,12 +129,12 @@ void CBattleAI::activeStack(const CStack * stack )
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{
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if(stack->creatureId() == CreatureID::CATAPULT)
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{
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cb->battleMakeUnitAction(useCatapult(stack));
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cb->battleMakeUnitAction(battleID, useCatapult(battleID, stack));
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return;
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}
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if(stack->hasBonusOfType(BonusType::SIEGE_WEAPON) && stack->hasBonusOfType(BonusType::HEALER))
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{
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cb->battleMakeUnitAction(useHealingTent(stack));
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cb->battleMakeUnitAction(battleID, useHealingTent(battleID, stack));
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return;
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}
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@ -141,7 +142,7 @@ void CBattleAI::activeStack(const CStack * stack )
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logAi->trace("Build evaluator and targets");
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#endif
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BattleEvaluator evaluator(env, cb, stack, playerID, side, getStrengthRatio(cb, side));
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BattleEvaluator evaluator(env, cb, stack, playerID, battleID, side, getStrengthRatio(cb->getBattle(battleID), side));
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result = evaluator.selectStackAction(stack);
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@ -157,9 +158,9 @@ void CBattleAI::activeStack(const CStack * stack )
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logAi->trace("Spellcast attempt completed in %lld", timeElapsed(start));
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if(auto action = considerFleeingOrSurrendering())
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if(auto action = considerFleeingOrSurrendering(battleID))
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{
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cb->battleMakeUnitAction(*action);
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cb->battleMakeUnitAction(battleID, *action);
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return;
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}
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}
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@ -183,17 +184,17 @@ void CBattleAI::activeStack(const CStack * stack )
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logAi->trace("BattleAI decission made in %lld", timeElapsed(start));
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cb->battleMakeUnitAction(result);
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cb->battleMakeUnitAction(battleID, result);
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}
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BattleAction CBattleAI::useCatapult(const CStack * stack)
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BattleAction CBattleAI::useCatapult(const BattleID & battleID, const CStack * stack)
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{
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BattleAction attack;
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BattleHex targetHex = BattleHex::INVALID;
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if(cb->battleGetGateState() == EGateState::CLOSED)
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if(cb->getBattle(battleID)->battleGetGateState() == EGateState::CLOSED)
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{
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targetHex = cb->wallPartToBattleHex(EWallPart::GATE);
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targetHex = cb->getBattle(battleID)->wallPartToBattleHex(EWallPart::GATE);
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}
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else
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{
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@ -209,11 +210,11 @@ BattleAction CBattleAI::useCatapult(const CStack * stack)
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for(auto wallPart : wallParts)
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{
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auto wallState = cb->battleGetWallState(wallPart);
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auto wallState = cb->getBattle(battleID)->battleGetWallState(wallPart);
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if(wallState == EWallState::REINFORCED || wallState == EWallState::INTACT || wallState == EWallState::DAMAGED)
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{
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targetHex = cb->wallPartToBattleHex(wallPart);
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targetHex = cb->getBattle(battleID)->wallPartToBattleHex(wallPart);
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break;
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}
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}
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@ -234,7 +235,7 @@ BattleAction CBattleAI::useCatapult(const CStack * stack)
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return attack;
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}
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void CBattleAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool Side, bool replayAllowed)
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void CBattleAI::battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool Side, bool replayAllowed)
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{
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LOG_TRACE(logAi);
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side = Side;
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@ -247,17 +248,17 @@ void CBattleAI::print(const std::string &text) const
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logAi->trace("%s Battle AI[%p]: %s", playerID.toString(), this, text);
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}
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std::optional<BattleAction> CBattleAI::considerFleeingOrSurrendering()
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std::optional<BattleAction> CBattleAI::considerFleeingOrSurrendering(const BattleID & battleID)
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{
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BattleStateInfoForRetreat bs;
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bs.canFlee = cb->battleCanFlee();
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bs.canSurrender = cb->battleCanSurrender(playerID);
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bs.ourSide = cb->battleGetMySide();
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bs.ourHero = cb->battleGetMyHero();
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bs.canFlee = cb->getBattle(battleID)->battleCanFlee();
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bs.canSurrender = cb->getBattle(battleID)->battleCanSurrender(playerID);
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bs.ourSide = cb->getBattle(battleID)->battleGetMySide();
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bs.ourHero = cb->getBattle(battleID)->battleGetMyHero();
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bs.enemyHero = nullptr;
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for(auto stack : cb->battleGetAllStacks(false))
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for(auto stack : cb->getBattle(battleID)->battleGetAllStacks(false))
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{
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if(stack->alive())
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{
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@ -266,7 +267,7 @@ std::optional<BattleAction> CBattleAI::considerFleeingOrSurrendering()
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else
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{
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bs.enemyStacks.push_back(stack);
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bs.enemyHero = cb->battleGetOwnerHero(stack);
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bs.enemyHero = cb->getBattle(battleID)->battleGetOwnerHero(stack);
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}
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}
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}
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@ -278,7 +279,7 @@ std::optional<BattleAction> CBattleAI::considerFleeingOrSurrendering()
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return std::nullopt;
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}
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auto result = cb->makeSurrenderRetreatDecision(bs);
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auto result = cb->makeSurrenderRetreatDecision(battleID, bs);
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if(!result && bs.canFlee && bs.turnsSkippedByDefense > 30)
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{
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@ -71,16 +71,16 @@ public:
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void initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB) override;
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void initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB, AutocombatPreferences autocombatPreferences) override;
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void activeStack(const CStack * stack) override; //called when it's turn of that stack
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void yourTacticPhase(int distance) override;
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void activeStack(const BattleID & battleID, const CStack * stack) override; //called when it's turn of that stack
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void yourTacticPhase(const BattleID & battleID, int distance) override;
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std::optional<BattleAction> considerFleeingOrSurrendering();
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std::optional<BattleAction> considerFleeingOrSurrendering(const BattleID & battleID);
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void print(const std::string &text) const;
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BattleAction useCatapult(const CStack *stack);
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BattleAction useHealingTent(const CStack *stack);
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BattleAction useCatapult(const BattleID & battleID, const CStack *stack);
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BattleAction useHealingTent(const BattleID & battleID, const CStack *stack);
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void battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool Side, bool replayAllowed) override;
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void battleStart(const BattleID & battleID, const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool Side, bool replayAllowed) override;
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//void actionFinished(const BattleAction &action) override;//occurs AFTER every action taken by any stack or by the hero
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//void actionStarted(const BattleAction &action) override;//occurs BEFORE every action taken by any stack or by the hero
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//void battleAttack(const BattleAttack *ba) override; //called when stack is performing attack
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@ -53,12 +53,12 @@ std::vector<BattleHex> BattleEvaluator::getBrokenWallMoatHexes() const
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for(EWallPart wallPart : { EWallPart::BOTTOM_WALL, EWallPart::BELOW_GATE, EWallPart::OVER_GATE, EWallPart::UPPER_WALL })
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{
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auto state = cb->battleGetWallState(wallPart);
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auto state = cb->getBattle(battleID)->battleGetWallState(wallPart);
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if(state != EWallState::DESTROYED)
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continue;
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auto wallHex = cb->wallPartToBattleHex((EWallPart)wallPart);
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auto wallHex = cb->getBattle(battleID)->wallPartToBattleHex((EWallPart)wallPart);
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auto moatHex = wallHex.cloneInDirection(BattleHex::LEFT);
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result.push_back(moatHex);
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@ -70,15 +70,15 @@ std::vector<BattleHex> BattleEvaluator::getBrokenWallMoatHexes() const
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std::optional<PossibleSpellcast> BattleEvaluator::findBestCreatureSpell(const CStack *stack)
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{
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//TODO: faerie dragon type spell should be selected by server
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SpellID creatureSpellToCast = cb->battleGetRandomStackSpell(CRandomGenerator::getDefault(), stack, CBattleInfoCallback::RANDOM_AIMED);
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SpellID creatureSpellToCast = cb->getBattle(battleID)->battleGetRandomStackSpell(CRandomGenerator::getDefault(), stack, CBattleInfoCallback::RANDOM_AIMED);
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if(stack->hasBonusOfType(BonusType::SPELLCASTER) && stack->canCast() && creatureSpellToCast != SpellID::NONE)
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{
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const CSpell * spell = creatureSpellToCast.toSpell();
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if(spell->canBeCast(getCbc().get(), spells::Mode::CREATURE_ACTIVE, stack))
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if(spell->canBeCast(cb->getBattle(battleID).get(), spells::Mode::CREATURE_ACTIVE, stack))
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{
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std::vector<PossibleSpellcast> possibleCasts;
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spells::BattleCast temp(getCbc().get(), stack, spells::Mode::CREATURE_ACTIVE, spell);
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spells::BattleCast temp(cb->getBattle(battleID).get(), stack, spells::Mode::CREATURE_ACTIVE, spell);
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for(auto & target : temp.findPotentialTargets())
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{
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PossibleSpellcast ps;
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@ -201,7 +201,7 @@ BattleAction BattleEvaluator::selectStackAction(const CStack * stack)
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if(score <= EvaluationResult::INEFFECTIVE_SCORE
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&& !stack->hasBonusOfType(BonusType::FLYING)
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&& stack->unitSide() == BattleSide::ATTACKER
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&& cb->battleGetSiegeLevel() >= CGTownInstance::CITADEL)
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&& cb->getBattle(battleID)->battleGetSiegeLevel() >= CGTownInstance::CITADEL)
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{
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auto brokenWallMoat = getBrokenWallMoatHexes();
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@ -228,8 +228,8 @@ uint64_t timeElapsed(std::chrono::time_point<std::chrono::high_resolution_clock>
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BattleAction BattleEvaluator::goTowardsNearest(const CStack * stack, std::vector<BattleHex> hexes)
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{
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auto reachability = cb->getReachability(stack);
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auto avHexes = cb->battleGetAvailableHexes(reachability, stack, false);
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auto reachability = cb->getBattle(battleID)->getReachability(stack);
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auto avHexes = cb->getBattle(battleID)->battleGetAvailableHexes(reachability, stack, false);
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if(!avHexes.size() || !hexes.size()) //we are blocked or dest is blocked
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{
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@ -325,16 +325,16 @@ BattleAction BattleEvaluator::goTowardsNearest(const CStack * stack, std::vector
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bool BattleEvaluator::canCastSpell()
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{
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auto hero = cb->battleGetMyHero();
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auto hero = cb->getBattle(battleID)->battleGetMyHero();
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if(!hero)
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return false;
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return cb->battleCanCastSpell(hero, spells::Mode::HERO) == ESpellCastProblem::OK;
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return cb->getBattle(battleID)->battleCanCastSpell(hero, spells::Mode::HERO) == ESpellCastProblem::OK;
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}
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bool BattleEvaluator::attemptCastingSpell(const CStack * activeStack)
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{
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auto hero = cb->battleGetMyHero();
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auto hero = cb->getBattle(battleID)->battleGetMyHero();
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if(!hero)
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return false;
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@ -343,7 +343,7 @@ bool BattleEvaluator::attemptCastingSpell(const CStack * activeStack)
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std::vector<const CSpell*> possibleSpells;
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vstd::copy_if(VLC->spellh->objects, std::back_inserter(possibleSpells), [hero, this](const CSpell *s) -> bool
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{
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return s->canBeCast(cb.get(), spells::Mode::HERO, hero);
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return s->canBeCast(cb->getBattle(battleID).get(), spells::Mode::HERO, hero);
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});
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LOGFL("I can cast %d spells.", possibleSpells.size());
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@ -358,7 +358,7 @@ bool BattleEvaluator::attemptCastingSpell(const CStack * activeStack)
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std::vector<PossibleSpellcast> possibleCasts;
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for(auto spell : possibleSpells)
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{
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spells::BattleCast temp(cb.get(), hero, spells::Mode::HERO, spell);
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spells::BattleCast temp(cb->getBattle(battleID).get(), hero, spells::Mode::HERO, spell);
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if(spell->getTargetType() == spells::AimType::LOCATION)
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continue;
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@ -468,7 +468,7 @@ bool BattleEvaluator::attemptCastingSpell(const CStack * activeStack)
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ValueMap valueOfStack;
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ValueMap healthOfStack;
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TStacks all = cb->battleGetAllStacks(false);
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TStacks all = cb->getBattle(battleID)->battleGetAllStacks(false);
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size_t ourRemainingTurns = 0;
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@ -477,7 +477,7 @@ bool BattleEvaluator::attemptCastingSpell(const CStack * activeStack)
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healthOfStack[unit->unitId()] = unit->getAvailableHealth();
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valueOfStack[unit->unitId()] = 0;
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if(cb->battleGetOwner(unit) == playerID && unit->canMove() && !unit->moved())
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if(cb->getBattle(battleID)->battleGetOwner(unit) == playerID && unit->canMove() && !unit->moved())
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ourRemainingTurns++;
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}
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@ -494,12 +494,12 @@ bool BattleEvaluator::attemptCastingSpell(const CStack * activeStack)
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std::vector<battle::Units> turnOrder;
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cb->battleGetTurnOrder(turnOrder, amount, 2); //no more than 1 turn after current, each unit at least once
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cb->getBattle(battleID)->battleGetTurnOrder(turnOrder, amount, 2); //no more than 1 turn after current, each unit at least once
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{
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bool enemyHadTurn = false;
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auto state = std::make_shared<HypotheticBattle>(env.get(), cb);
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auto state = std::make_shared<HypotheticBattle>(env.get(), cb->getBattle(battleID));
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evaluateQueue(valueOfStack, turnOrder, state, 0, &enemyHadTurn);
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@ -531,7 +531,7 @@ bool BattleEvaluator::attemptCastingSpell(const CStack * activeStack)
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logAi->trace("Evaluating %s", ps.spell->getNameTranslated());
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#endif
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auto state = std::make_shared<HypotheticBattle>(env.get(), cb);
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auto state = std::make_shared<HypotheticBattle>(env.get(), cb->getBattle(battleID));
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spells::BattleCast cast(state.get(), hero, spells::Mode::HERO, ps.spell);
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cast.castEval(state->getServerCallback(), ps.dest);
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@ -540,7 +540,7 @@ bool BattleEvaluator::attemptCastingSpell(const CStack * activeStack)
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auto needFullEval = vstd::contains_if(allUnits, [&](const battle::Unit * u) -> bool
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{
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auto original = cb->battleGetUnitByID(u->unitId());
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auto original = cb->getBattle(battleID)->battleGetUnitByID(u->unitId());
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return !original || u->speed() != original->speed();
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});
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@ -583,7 +583,7 @@ bool BattleEvaluator::attemptCastingSpell(const CStack * activeStack)
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if(oldHealth != newHealth)
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{
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auto damage = std::abs(oldHealth - newHealth);
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auto originalDefender = cb->battleGetUnitByID(unit->unitId());
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auto originalDefender = cb->getBattle(battleID)->battleGetUnitByID(unit->unitId());
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auto dpsReduce = AttackPossibility::calculateDamageReduce(
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nullptr,
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@ -639,7 +639,7 @@ bool BattleEvaluator::attemptCastingSpell(const CStack * activeStack)
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spellcast.setTarget(castToPerform.dest);
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spellcast.side = side;
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spellcast.stackNumber = (!side) ? -1 : -2;
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cb->battleMakeSpellAction(spellcast);
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cb->battleMakeSpellAction(battleID, spellcast);
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activeActionMade = true;
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return true;
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@ -656,8 +656,8 @@ void BattleEvaluator::evaluateCreatureSpellcast(const CStack * stack, PossibleSp
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using ValueMap = PossibleSpellcast::ValueMap;
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RNGStub rngStub;
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HypotheticBattle state(env.get(), cb);
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TStacks all = cb->battleGetAllStacks(false);
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HypotheticBattle state(env.get(), cb->getBattle(battleID));
|
||||
TStacks all = cb->getBattle(battleID)->battleGetAllStacks(false);
|
||||
|
||||
ValueMap healthOfStack;
|
||||
ValueMap newHealthOfStack;
|
||||
@ -686,7 +686,7 @@ void BattleEvaluator::evaluateCreatureSpellcast(const CStack * stack, PossibleSp
|
||||
|
||||
auto healthDiff = newHealthOfStack[unitId] - healthOfStack[unitId];
|
||||
|
||||
if(localUnit->unitOwner() != getCbc()->getPlayerID())
|
||||
if(localUnit->unitOwner() != cb->getBattle(battleID)->getPlayerID())
|
||||
healthDiff = -healthDiff;
|
||||
|
||||
if(healthDiff < 0)
|
||||
|
@ -32,6 +32,7 @@ class BattleEvaluator
|
||||
bool activeActionMade = false;
|
||||
std::optional<AttackPossibility> cachedAttack;
|
||||
PlayerColor playerID;
|
||||
BattleID battleID;
|
||||
int side;
|
||||
float cachedScore;
|
||||
DamageCache damageCache;
|
||||
@ -52,11 +53,12 @@ public:
|
||||
std::shared_ptr<CBattleCallback> cb,
|
||||
const battle::Unit * activeStack,
|
||||
PlayerColor playerID,
|
||||
BattleID battleID,
|
||||
int side,
|
||||
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);
|
||||
|
||||
targets = std::make_unique<PotentialTargets>(activeStack, damageCache, hb);
|
||||
@ -70,9 +72,10 @@ public:
|
||||
DamageCache & damageCache,
|
||||
const battle::Unit * activeStack,
|
||||
PlayerColor playerID,
|
||||
BattleID battleID,
|
||||
int side,
|
||||
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);
|
||||
cachedScore = EvaluationResult::INEFFECTIVE_SCORE;
|
||||
|
@ -36,14 +36,14 @@ void CEmptyAI::yourTurn(QueryID queryID)
|
||||
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)
|
||||
@ -76,7 +76,7 @@ void CEmptyAI::showMapObjectSelectDialog(QueryID askID, const Component & icon,
|
||||
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;
|
||||
}
|
||||
|
@ -24,15 +24,15 @@ public:
|
||||
|
||||
void initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB) override;
|
||||
void yourTurn(QueryID queryID) override;
|
||||
void yourTacticPhase(int distance) override;
|
||||
void activeStack(const CStack * stack) override;
|
||||
void yourTacticPhase(const BattleID & battleID, int distance) 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 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 showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID) 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;
|
||||
std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleStateInfoForRetreat & battleState) override;
|
||||
std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState) override;
|
||||
};
|
||||
|
||||
#define NAME "EmptyAI 0.1"
|
||||
|
@ -21,6 +21,7 @@
|
||||
#include "../../lib/serializer/BinarySerializer.h"
|
||||
#include "../../lib/serializer/BinaryDeserializer.h"
|
||||
#include "../../lib/battle/BattleStateInfoForRetreat.h"
|
||||
#include "../../lib/battle/BattleInfo.h"
|
||||
|
||||
#include "AIGateway.h"
|
||||
#include "Goals/Goals.h"
|
||||
@ -510,7 +511,7 @@ void AIGateway::showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositio
|
||||
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);
|
||||
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;
|
||||
assert(!playerID.isValidPlayer() || status.getBattle() == UPCOMING_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
|
||||
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;
|
||||
assert(status.getBattle() == ONGOING_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);
|
||||
battlename.clear();
|
||||
|
||||
@ -1108,7 +1109,7 @@ void AIGateway::battleEnd(const BattleResult * br, QueryID queryID)
|
||||
answerQuery(queryID, confirmAction);
|
||||
});
|
||||
}
|
||||
CAdventureAI::battleEnd(br, queryID);
|
||||
CAdventureAI::battleEnd(battleID, br, queryID);
|
||||
}
|
||||
|
||||
void AIGateway::waitTillFree()
|
||||
|
@ -167,10 +167,10 @@ public:
|
||||
void heroBonusChanged(const CGHeroInstance * hero, const Bonus & bonus, bool gain) override;
|
||||
void showMarketWindow(const IMarket * market, const CGHeroInstance * visitor) 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 battleEnd(const BattleResult * br, QueryID queryID) 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 BattleID & battleID, const BattleResult * br, QueryID queryID) override;
|
||||
|
||||
void makeTurn();
|
||||
|
||||
|
@ -14,6 +14,7 @@
|
||||
#include "../../CCallback.h"
|
||||
#include "../../lib/CCreatureHandler.h"
|
||||
#include "../../lib/battle/BattleAction.h"
|
||||
#include "../../lib/battle/BattleInfo.h"
|
||||
|
||||
static std::shared_ptr<CBattleCallback> cbc;
|
||||
|
||||
@ -53,12 +54,12 @@ void CStupidAI::initBattleInterface(std::shared_ptr<Environment> ENV, std::share
|
||||
initBattleInterface(ENV, CB);
|
||||
}
|
||||
|
||||
void CStupidAI::actionFinished(const BattleAction &action)
|
||||
void CStupidAI::actionFinished(const BattleID & battleID, const BattleAction &action)
|
||||
{
|
||||
print("actionFinished called");
|
||||
}
|
||||
|
||||
void CStupidAI::actionStarted(const BattleAction &action)
|
||||
void CStupidAI::actionStarted(const BattleID & battleID, const BattleAction &action)
|
||||
{
|
||||
print("actionStarted called");
|
||||
}
|
||||
@ -71,11 +72,11 @@ public:
|
||||
std::vector<BattleHex> attackFrom; //for melee fight
|
||||
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
|
||||
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);
|
||||
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);
|
||||
}
|
||||
|
||||
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
|
||||
|
||||
for(int i = 0; i < 2; i++)
|
||||
{
|
||||
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())
|
||||
shooters[i]++;
|
||||
}
|
||||
@ -106,16 +107,16 @@ static bool willSecondHexBlockMoreEnemyShooters(const BattleHex &h1, const Battl
|
||||
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));
|
||||
print("activeStack called for " + stack->nodeName());
|
||||
ReachabilityInfo dists = cb->getReachability(stack);
|
||||
ReachabilityInfo dists = cb->getBattle(battleID)->getReachability(stack);
|
||||
std::vector<EnemyInfo> enemiesShootable, enemiesReachable, enemiesUnreachable;
|
||||
|
||||
if(stack->creatureId() == CreatureID::CATAPULT)
|
||||
@ -128,24 +129,24 @@ void CStupidAI::activeStack( const CStack * stack )
|
||||
attack.side = side;
|
||||
attack.stackNumber = stack->unitId();
|
||||
|
||||
cb->battleMakeUnitAction(attack);
|
||||
cb->battleMakeUnitAction(battleID, attack);
|
||||
return;
|
||||
}
|
||||
else if(stack->hasBonusOfType(BonusType::SIEGE_WEAPON))
|
||||
{
|
||||
cb->battleMakeUnitAction(BattleAction::makeDefend(stack));
|
||||
cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
|
||||
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);
|
||||
}
|
||||
else
|
||||
{
|
||||
std::vector<BattleHex> avHexes = cb->battleGetAvailableHexes(stack, false);
|
||||
std::vector<BattleHex> avHexes = cb->getBattle(battleID)->battleGetAvailableHexes(stack, false);
|
||||
|
||||
for (BattleHex hex : avHexes)
|
||||
{
|
||||
@ -168,21 +169,23 @@ void CStupidAI::activeStack( const CStack * stack )
|
||||
}
|
||||
|
||||
for ( auto & enemy : enemiesReachable )
|
||||
enemy.calcDmg( stack );
|
||||
enemy.calcDmg(battleID, stack);
|
||||
|
||||
for ( auto & enemy : enemiesShootable )
|
||||
enemy.calcDmg( stack );
|
||||
enemy.calcDmg(battleID, stack);
|
||||
|
||||
if(enemiesShootable.size())
|
||||
{
|
||||
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;
|
||||
}
|
||||
else if(enemiesReachable.size())
|
||||
{
|
||||
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;
|
||||
}
|
||||
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)
|
||||
{
|
||||
cb->battleMakeUnitAction(goTowards(stack, closestEnemy->s->getAttackableHexes(stack)));
|
||||
cb->battleMakeUnitAction(battleID, goTowards(battleID, stack, closestEnemy->s->getAttackableHexes(stack)));
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
cb->battleMakeUnitAction(BattleAction::makeDefend(stack));
|
||||
cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
|
||||
return;
|
||||
}
|
||||
|
||||
void CStupidAI::battleAttack(const BattleAttack *ba)
|
||||
void CStupidAI::battleAttack(const BattleID & battleID, const BattleAttack *ba)
|
||||
{
|
||||
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");
|
||||
}
|
||||
|
||||
void CStupidAI::battleEnd(const BattleResult *br, QueryID queryID)
|
||||
void CStupidAI::battleEnd(const BattleID & battleID, const BattleResult *br, QueryID queryID)
|
||||
{
|
||||
print("battleEnd called");
|
||||
}
|
||||
@ -223,38 +226,38 @@ void CStupidAI::battleEnd(const BattleResult *br, QueryID queryID)
|
||||
// print("battleResultsApplied called");
|
||||
// }
|
||||
|
||||
void CStupidAI::battleNewRoundFirst(int round)
|
||||
void CStupidAI::battleNewRoundFirst(const BattleID & battleID, int round)
|
||||
{
|
||||
print("battleNewRoundFirst called");
|
||||
}
|
||||
|
||||
void CStupidAI::battleNewRound(int round)
|
||||
void CStupidAI::battleNewRound(const BattleID & battleID, int round)
|
||||
{
|
||||
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");
|
||||
}
|
||||
|
||||
void CStupidAI::battleSpellCast(const BattleSpellCast *sc)
|
||||
void CStupidAI::battleSpellCast(const BattleID & battleID, const BattleSpellCast *sc)
|
||||
{
|
||||
print("battleSpellCast called");
|
||||
}
|
||||
|
||||
void CStupidAI::battleStacksEffectsSet(const SetStackEffect & sse)
|
||||
void CStupidAI::battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse)
|
||||
{
|
||||
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");
|
||||
side = Side;
|
||||
}
|
||||
|
||||
void CStupidAI::battleCatapultAttacked(const CatapultAttack & ca)
|
||||
void CStupidAI::battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca)
|
||||
{
|
||||
print("battleCatapultAttacked called");
|
||||
}
|
||||
@ -264,10 +267,10 @@ void CStupidAI::print(const std::string &text) const
|
||||
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 avHexes = cb->battleGetAvailableHexes(reachability, stack, false);
|
||||
auto reachability = cb->getBattle(battleID)->getReachability(stack);
|
||||
auto avHexes = cb->getBattle(battleID)->battleGetAvailableHexes(reachability, stack, false);
|
||||
|
||||
if(!avHexes.size() || !hexes.size()) //we are blocked or dest is blocked
|
||||
{
|
||||
|
@ -11,6 +11,7 @@
|
||||
|
||||
#include "../../lib/battle/BattleHex.h"
|
||||
#include "../../lib/battle/ReachabilityInfo.h"
|
||||
#include "../../lib/CGameInterface.h"
|
||||
|
||||
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, 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 battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged) override; //called when stack receives damage (after battleAttack())
|
||||
void battleEnd(const BattleResult *br, QueryID queryID) override;
|
||||
void actionFinished(const BattleID & battleID, const BattleAction &action) override;//occurs AFTER every action taken by any stack or by the hero
|
||||
void actionStarted(const BattleID & battleID, const BattleAction &action) override;//occurs BEFORE every action taken by any stack or by the hero
|
||||
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 battleNewRoundFirst(int round) override; //called at the beginning of each turn before changes are applied;
|
||||
void battleNewRound(int round) override; //called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
|
||||
void battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport) override;
|
||||
void battleSpellCast(const BattleSpellCast *sc) override;
|
||||
void battleStacksEffectsSet(const SetStackEffect & sse) override;//called when a specific effect is set to stacks
|
||||
void battleNewRoundFirst(const BattleID & battleID, int round) override; //called at the beginning of each turn before changes are applied;
|
||||
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 BattleID & battleID, const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport) override;
|
||||
void battleSpellCast(const BattleID & battleID, const BattleSpellCast *sc) override;
|
||||
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 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 battleCatapultAttacked(const CatapultAttack & ca) override; //called when catapult makes an attack
|
||||
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 BattleID & battleID, const CatapultAttack & ca) override; //called when catapult makes an attack
|
||||
|
||||
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;
|
||||
assert(!playerID.isValidPlayer() || status.getBattle() == UPCOMING_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
|
||||
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;
|
||||
assert(status.getBattle() == ONGOING_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);
|
||||
battlename.clear();
|
||||
|
||||
@ -1605,7 +1605,7 @@ void VCAI::battleEnd(const BattleResult * br, QueryID queryID)
|
||||
answerQuery(queryID, confirmAction);
|
||||
});
|
||||
}
|
||||
CAdventureAI::battleEnd(br, queryID);
|
||||
CAdventureAI::battleEnd(battleID, br, queryID);
|
||||
}
|
||||
|
||||
void VCAI::waitTillFree()
|
||||
@ -2894,7 +2894,7 @@ bool shouldVisit(HeroPtr h, const CGObjectInstance * obj)
|
||||
return true;
|
||||
}
|
||||
|
||||
std::optional<BattleAction> VCAI::makeSurrenderRetreatDecision(const BattleStateInfoForRetreat & battleState)
|
||||
std::optional<BattleAction> VCAI::makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState)
|
||||
{
|
||||
return std::nullopt;
|
||||
}
|
||||
|
@ -201,9 +201,9 @@ public:
|
||||
void showMarketWindow(const IMarket * market, const CGHeroInstance * visitor) 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 battleEnd(const BattleResult * br, QueryID queryID) override;
|
||||
std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleStateInfoForRetreat & battleState) 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 BattleID & battleID, const BattleResult * br, QueryID queryID) override;
|
||||
std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState) override;
|
||||
|
||||
void makeTurn();
|
||||
void mainLoop();
|
||||
|
@ -393,7 +393,7 @@ void CBattleCallback::battleMakeTacticAction( const BattleAction & action )
|
||||
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 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
|
||||
virtual void battleMakeSpellAction(const BattleAction & action) = 0;
|
||||
virtual void battleMakeUnitAction(const BattleAction & action) = 0;
|
||||
virtual void battleMakeTacticAction(const BattleAction & action) = 0;
|
||||
virtual std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleStateInfoForRetreat & battleState) = 0;
|
||||
virtual void battleMakeSpellAction(const BattleID & battleID, const BattleAction & action) = 0;
|
||||
virtual void battleMakeUnitAction(const BattleID & battleID, const BattleAction & action) = 0;
|
||||
virtual void battleMakeTacticAction(const BattleID & battleID, const BattleAction & action) = 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
|
||||
@ -108,18 +110,25 @@ public:
|
||||
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:
|
||||
int sendRequest(const CPackForServer * request); //returns requestID (that'll be matched to requestID in PackageApplied)
|
||||
CClient *cl;
|
||||
|
||||
public:
|
||||
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 battleMakeUnitAction(const BattleAction & action) override;
|
||||
void battleMakeTacticAction(const BattleAction & action) override; // performs tactic phase actions
|
||||
std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleStateInfoForRetreat & battleState) override;
|
||||
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 BattleID & battleID, const BattleAction & action) override;
|
||||
void battleMakeTacticAction(const BattleID & battleID, const BattleAction & action) override; // performs tactic phase actions
|
||||
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
|
||||
scripting::Pool * getContextPool() const override;
|
||||
@ -129,9 +138,7 @@ public:
|
||||
friend class CClient;
|
||||
};
|
||||
|
||||
class CCallback : public CPlayerSpecificInfoCallback,
|
||||
public IGameActionCallback,
|
||||
public CBattleCallback
|
||||
class CCallback : public CPlayerSpecificInfoCallback, public CBattleCallback, public IGameActionCallback
|
||||
{
|
||||
public:
|
||||
CCallback(CGameState * GS, std::optional<PlayerColor> Player, CClient * C);
|
||||
|
@ -1000,7 +1000,7 @@ void CPlayerInterface::battleGateStateChanged(const EGateState state)
|
||||
battleInt->gateStateChanged(state);
|
||||
}
|
||||
|
||||
void CPlayerInterface::yourTacticPhase(int distance)
|
||||
void CPlayerInterface::yourTacticPhase(const BattleID & battleID, int distance)
|
||||
{
|
||||
EVENT_HANDLER_CALLED_BY_CLIENT;
|
||||
}
|
||||
@ -2126,7 +2126,7 @@ void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectP
|
||||
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;
|
||||
}
|
||||
|
@ -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 battleCatapultAttacked(const CatapultAttack & ca) override; //called when catapult makes an attack
|
||||
void battleGateStateChanged(const EGateState state) override;
|
||||
void yourTacticPhase(int distance) override;
|
||||
std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleStateInfoForRetreat & battleState) override;
|
||||
void yourTacticPhase(const BattleID & battleID, int distance) override;
|
||||
std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState) override;
|
||||
|
||||
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;
|
||||
|
||||
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 "../lib/IGameCallback.h"
|
||||
#include "../lib/battle/CBattleInfoCallback.h"
|
||||
|
||||
VCMI_LIB_NAMESPACE_BEGIN
|
||||
|
||||
@ -105,12 +104,12 @@ public:
|
||||
const Services * services() const override;
|
||||
vstd::CLoggerBase * logger() 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;
|
||||
};
|
||||
|
||||
/// Class which handles client - server logic
|
||||
class CClient : public IGameCallback, public CBattleInfoCallback, public Environment
|
||||
class CClient : public IGameCallback, public Environment
|
||||
{
|
||||
public:
|
||||
std::map<PlayerColor, std::shared_ptr<CGameInterface>> playerint;
|
||||
@ -124,7 +123,7 @@ public:
|
||||
~CClient();
|
||||
|
||||
const Services * services() const override;
|
||||
const BattleCb * battle() const override;
|
||||
const BattleCb * battle(const BattleID & battle) const override;
|
||||
const GameCb * game() const override;
|
||||
vstd::CLoggerBase * logger() const override;
|
||||
events::EventBus * eventBus() const override;
|
||||
|
@ -157,90 +157,90 @@ CGlobalAI::CGlobalAI()
|
||||
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)
|
||||
{
|
||||
assert(!battleAI);
|
||||
assert(cbc);
|
||||
battleAI = CDynLibHandler::getNewBattleAI(getBattleAIName());
|
||||
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();
|
||||
}
|
||||
|
||||
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 */
|
||||
|
@ -80,8 +80,8 @@ public:
|
||||
virtual void initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB, AutocombatPreferences autocombatPreferences){};
|
||||
|
||||
//battle call-ins
|
||||
virtual void activeStack(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 activeStack(const BattleID & battleID, const CStack * stack)=0; //called when it's turn of that stack
|
||||
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
|
||||
@ -109,7 +109,7 @@ public:
|
||||
|
||||
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 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
|
||||
|
||||
//battle interface
|
||||
virtual void activeStack(const CStack * stack) override;
|
||||
virtual void yourTacticPhase(int distance) override;
|
||||
virtual void battleNewRound(int round) override;
|
||||
virtual void battleCatapultAttacked(const CatapultAttack & ca) 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 battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged) override;
|
||||
virtual void actionStarted(const BattleAction &action) override;
|
||||
virtual void battleNewRoundFirst(int round) override;
|
||||
virtual void actionFinished(const BattleAction &action) override;
|
||||
virtual void battleStacksEffectsSet(const SetStackEffect & sse) override;
|
||||
virtual void battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles) override;
|
||||
virtual void battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport) override;
|
||||
virtual void battleAttack(const BattleAttack *ba) override;
|
||||
virtual void battleSpellCast(const BattleSpellCast *sc) override;
|
||||
virtual void battleEnd(const BattleResult *br, QueryID queryID) override;
|
||||
virtual void battleUnitsChanged(const std::vector<UnitChanges> & units) override;
|
||||
virtual void activeStack(const BattleID & battleID, const CStack * stack) override;
|
||||
virtual void yourTacticPhase(const BattleID & battleID, int distance) override;
|
||||
|
||||
virtual void battleNewRound(const BattleID & battleID, int round) override;
|
||||
virtual void battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca) 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 battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged) override;
|
||||
virtual void actionStarted(const BattleID & battleID, const BattleAction &action) override;
|
||||
virtual void battleNewRoundFirst(const BattleID & battleID, int round) override;
|
||||
virtual void actionFinished(const BattleID & battleID, const BattleAction &action) override;
|
||||
virtual void battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse) override;
|
||||
virtual void battleObstaclesChanged(const BattleID & battleID, const std::vector<ObstacleChanges> & obstacles) override;
|
||||
virtual void battleStackMoved(const BattleID & battleID, const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport) override;
|
||||
virtual void battleAttack(const BattleID & battleID, const BattleAttack *ba) override;
|
||||
virtual void battleSpellCast(const BattleID & battleID, const BattleSpellCast *sc) 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 loadGame(BinaryDeserializer & h, const int version) override;
|
||||
|
@ -56,24 +56,24 @@ class UnitChanges;
|
||||
class DLL_LINKAGE IBattleEventsReceiver
|
||||
{
|
||||
public:
|
||||
virtual void actionFinished(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 battleAttack(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 battleEnd(const BattleResult *br, QueryID queryID){};
|
||||
virtual void battleNewRoundFirst(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 battleLogMessage(const std::vector<MetaString> & lines){};
|
||||
virtual void battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport){};
|
||||
virtual void battleSpellCast(const BattleSpellCast *sc){};
|
||||
virtual void battleStacksEffectsSet(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 battleStartBefore(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 battleUnitsChanged(const std::vector<UnitChanges> & units){};
|
||||
virtual void battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles){};
|
||||
virtual void battleCatapultAttacked(const CatapultAttack & ca){}; //called when catapult makes an attack
|
||||
virtual void battleGateStateChanged(const EGateState state){};
|
||||
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 BattleID & battleID, const BattleAction &action){};//occurs BEFORE every action taken by any stack or by the hero
|
||||
virtual void battleAttack(const BattleID & battleID, const BattleAttack *ba){}; //called when stack is performing attack
|
||||
virtual void battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged){}; //called when stack receives damage (after battleAttack())
|
||||
virtual void battleEnd(const BattleID & battleID, const BattleResult *br, QueryID queryID){};
|
||||
virtual void battleNewRoundFirst(const BattleID & battleID, int round){}; //called at the beginning of each turn before changes are applied;
|
||||
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 BattleID & battleID, const std::vector<MetaString> & lines){};
|
||||
virtual void battleStackMoved(const BattleID & battleID, const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport){};
|
||||
virtual void battleSpellCast(const BattleID & battleID, const BattleSpellCast *sc){};
|
||||
virtual void battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse){};//called when a specific effect is set to stacks
|
||||
virtual void battleTriggerEffect(const BattleID & battleID, const BattleTriggerEffect & bte){}; //called for various one-shot effects
|
||||
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 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 BattleID & battleID, const std::vector<UnitChanges> & units){};
|
||||
virtual void battleObstaclesChanged(const BattleID & battleID, const std::vector<ObstacleChanges> & obstacles){};
|
||||
virtual void battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca){}; //called when catapult makes an attack
|
||||
virtual void battleGateStateChanged(const BattleID & battleID, const EGateState state){};
|
||||
};
|
||||
|
||||
class DLL_LINKAGE IGameEventsReceiver
|
||||
|
Loading…
Reference in New Issue
Block a user