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GeniusAI:
* project was reorganized - now there is possibility to work simultaneously on battle AI and general AI
This commit is contained in:
parent
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151
AI/GeniusAI/BattleHelper.cpp
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151
AI/GeniusAI/BattleHelper.cpp
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#include "BattleHelper.h"
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#include <vector>
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#include <string>
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#include <fstream>
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#include <boost/algorithm/string/split.hpp>
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#include <boost/algorithm/string/classification.hpp>
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#include <boost/algorithm/string.hpp>
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using namespace GeniusAI::BattleAI;
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using namespace std;
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CBattleHelper::CBattleHelper():
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InfiniteDistance(0xffff),
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BattlefieldWidth(15),
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BattlefieldHeight(11),
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m_voteForMaxDamage(10),
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m_voteForMinDamage(10),
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m_voteForMaxSpeed(10),
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m_voteForDistance(10),
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m_voteForDistanceFromShooters(20),
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m_voteForHitPoints(10)
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{
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// loads votes
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std::fstream f;
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f.open("AI\\CBattleHelper.txt", std::ios::in);
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if (f)
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{
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//char c_line[512];
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std::string line;
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while (std::getline(f, line, '\n'))
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{
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//f.getline(c_line, sizeof(c_line), '\n');
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//std::string line(c_line);
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//std::getline(f, line);
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std::vector<std::string> parts;
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boost::algorithm::split(parts, line, boost::algorithm::is_any_of("="));
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if (parts.size() >= 2)
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{
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boost::algorithm::trim(parts[0]);
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boost::algorithm::trim(parts[1]);
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if (parts[0].compare("m_voteForDistance") == 0)
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{
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try
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{
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m_voteForDistance = boost::lexical_cast<int>(parts[1]);
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}
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catch (boost::bad_lexical_cast &)
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{}
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}
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else if (parts[0].compare("m_voteForDistanceFromShooters") == 0)
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{
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try
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{
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m_voteForDistanceFromShooters = boost::lexical_cast<int>(parts[1]);
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}
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catch (boost::bad_lexical_cast &)
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{}
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}
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else if (parts[0].compare("m_voteForHitPoints") == 0)
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{
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try
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{
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m_voteForHitPoints = boost::lexical_cast<int>(parts[1]);
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}
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catch (boost::bad_lexical_cast &)
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{}
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}
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else if (parts[0].compare("m_voteForMaxDamage") == 0)
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{
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try
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{
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m_voteForMaxDamage = boost::lexical_cast<int>(parts[1]);
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}
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catch (boost::bad_lexical_cast &)
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{}
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}
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else if (parts[0].compare("m_voteForMaxSpeed") == 0)
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{
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try
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{
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m_voteForMaxSpeed = boost::lexical_cast<int>(parts[1]);
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}
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catch (boost::bad_lexical_cast &)
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{}
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}
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else if (parts[0].compare("m_voteForMinDamage") == 0)
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{
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try
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{
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m_voteForMinDamage = boost::lexical_cast<int>(parts[1]);
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}
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catch (boost::bad_lexical_cast &)
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{}
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}
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}
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}
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f.close();
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}
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}
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CBattleHelper::~CBattleHelper()
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{}
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int CBattleHelper::GetBattleFieldPosition(int x, int y)
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{
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return x + 17 * (y - 1);
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}
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int CBattleHelper::DecodeXPosition(int battleFieldPosition)
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{
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int pos = battleFieldPosition - (DecodeYPosition(battleFieldPosition) - 1) * 17;
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assert(pos > 0 && pos < 16);
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return pos;
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}
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int CBattleHelper::DecodeYPosition(int battleFieldPosition)
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{
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double y = (double)battleFieldPosition / 17.0;
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if (y - (int)y > 0.0)
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{
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return (int)y + 1;
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}
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assert((int)y > 0 && (int)y <= 11);
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return (int)y;
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}
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int CBattleHelper::GetShortestDistance(int pointA, int pointB)
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{
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/**
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* TODO: function hasn't been checked!
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*/
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int x1 = DecodeXPosition(pointA);
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int y1 = DecodeYPosition(pointA);
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//
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int x2 = DecodeXPosition(pointB);
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//x2 += (x2 % 2)? 0 : 1;
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int y2 = DecodeYPosition(pointB);
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//
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double dx = x1 - x2;
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double dy = y1 - y2;
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return (int)sqrt(dx * dx + dy * dy);
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}
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int CBattleHelper::GetDistanceWithObstacles(int pointA, int pointB)
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{
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// TODO - implement this!
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return GetShortestDistance(pointA, pointB);
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}
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45
AI/GeniusAI/BattleHelper.h
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45
AI/GeniusAI/BattleHelper.h
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#ifndef __BATTLE_HELPER__
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#define __BATTLE_HELPER__
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#include "Common.h"
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namespace GeniusAI { namespace BattleAI {
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class CBattleHelper
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{
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public:
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CBattleHelper();
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~CBattleHelper();
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int GetBattleFieldPosition(int x, int y);
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int DecodeXPosition(int battleFieldPosition);
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int DecodeYPosition(int battleFieldPosition);
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int GetShortestDistance(int pointA, int pointB);
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int GetDistanceWithObstacles(int pointA, int pointB);
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int GetVoteForMaxDamage() const { return m_voteForMaxDamage; }
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int GetVoteForMinDamage() const { return m_voteForMinDamage; }
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int GetVoteForMaxSpeed() const { return m_voteForMaxSpeed; }
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int GetVoteForDistance() const { return m_voteForDistance; }
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int GetVoteForDistanceFromShooters() const { return m_voteForDistanceFromShooters; }
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int GetVoteForHitPoints() const { return m_voteForHitPoints; }
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const int InfiniteDistance;
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const int BattlefieldWidth;
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const int BattlefieldHeight;
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private:
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int m_voteForMaxDamage;
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int m_voteForMinDamage;
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int m_voteForMaxSpeed;
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int m_voteForDistance;
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int m_voteForDistanceFromShooters;
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int m_voteForHitPoints;
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CBattleHelper(const CBattleHelper &);
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CBattleHelper &operator=(const CBattleHelper &);
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};
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}}
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#endif/*__BATTLE_HELPER__*/
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761
AI/GeniusAI/BattleLogic.cpp
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761
AI/GeniusAI/BattleLogic.cpp
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#include "BattleLogic.h"
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#include <math.h>
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#include <boost/lexical_cast.hpp>
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#include <boost/lambda/lambda.hpp>
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#include <boost/lambda/bind.hpp>
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#include <boost/lambda/if.hpp>
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using namespace GeniusAI::BattleAI;
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using namespace boost::lambda;
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using namespace std;
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/*
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ui8 side; //who made this action: false - left, true - right player
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ui32 stackNumber;//stack ID, -1 left hero, -2 right hero,
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ui8 actionType; //
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0 = Cancel BattleAction
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1 = Hero cast a spell
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2 = Walk
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3 = Defend
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4 = Retreat from the battle
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5 = Surrender
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6 = Walk and Attack
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7 = Shoot
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8 = Wait
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9 = Catapult
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10 = Monster casts a spell (i.e. Faerie Dragons)
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ui16 destinationTile;
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si32 additionalInfo; // e.g. spell number if type is 1 || 10; tile to attack if type is 6
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*/
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/**
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* Implementation of CBattleLogic class.
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*/
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CBattleLogic::CBattleLogic(ICallback *cb, CCreatureSet *army1, CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side) :
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m_iCurrentTurn(-2),
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m_bIsAttacker(false),
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m_cb(cb),
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m_army1(army1),
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m_army2(army2),
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m_tile(tile),
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m_hero1(hero1),
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m_hero2(hero2),
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m_side(side)
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{
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const int max_enemy_creatures = 12;
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m_statMaxDamage.reserve(max_enemy_creatures);
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m_statMinDamage.reserve(max_enemy_creatures);
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m_statMaxSpeed.reserve(max_enemy_creatures);
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m_statDistance.reserve(max_enemy_creatures);
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m_statDistanceFromShooters.reserve(max_enemy_creatures);
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m_statHitPoints.reserve(max_enemy_creatures);
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}
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CBattleLogic::~CBattleLogic()
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{}
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void CBattleLogic::SetCurrentTurn(int turn)
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{
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m_iCurrentTurn = turn;
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}
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void CBattleLogic::MakeStatistics(int currentCreatureId)
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{
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typedef std::map<int, CStack> map_stacks;
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map_stacks allStacks = m_cb->battleGetStacks();
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const CStack *currentStack = m_cb->battleGetStackByID(currentCreatureId);
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/*
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// find all creatures belong to the enemy
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std::for_each(allStacks.begin(), allStacks.end(),
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if_(bind<ui8>(&CStack::attackerOwned, bind<CStack>(&map_stacks::value_type::second, _1)) == m_bIsAttacker)
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[
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var(enemy)[ret<int>(bind<int>(&map_stacks::value_type::first, _1))] =
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ret<CStack>(bind<CStack>(&map_stacks::value_type::second, _1))
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]
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);
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// fill other containers
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// max damage
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std::for_each(enemy.begin(), enemy.end(),
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var(m_statMaxDamage)[ret<int>(bind<int>(&map_stacks::value_type::first, _1))] =
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ret<int>(bind<int>(&CCreature::damageMax, bind<CCreature*>(&CStack::creature,
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bind<CStack>(&map_stacks::value_type::second, _1))))
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);
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// min damage
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std::for_each(enemy.begin(), enemy.end(),
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var(m_statMinDamage)[ret<int>(bind<int>(&map_stacks::value_type::first, _1))] =
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ret<int>(bind<int>(&CCreature::damageMax, bind<CCreature*>(&CStack::creature,
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bind<CStack>(&map_stacks::value_type::second, _1))))
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);
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*/
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m_statMaxDamage.clear();
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m_statMinDamage.clear();
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m_statHitPoints.clear();
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m_statMaxSpeed.clear();
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m_statDistanceFromShooters.clear();
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m_statDistance.clear();
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m_statDistance.clear();
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m_statCasualties.clear();
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int totalEnemyDamage = 0;
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int totalEnemyHitPoints = 0;
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int totalDamage = 0;
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int totalHitPoints = 0;
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for (map_stacks::const_iterator it = allStacks.begin(); it != allStacks.end(); ++it)
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{
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const CStack *st = &it->second;
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if ((it->second.attackerOwned != 0) != m_bIsAttacker)
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{
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int id = it->first;
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if (st->amount < 1)
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{
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continue;
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}
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// make stats
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int hitPoints = st->amount * st->creature->hitPoints - (st->creature->hitPoints - st->firstHPleft);
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m_statMaxDamage.push_back(std::pair<int, int>(id, st->creature->damageMax * st->amount));
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m_statMinDamage.push_back(std::pair<int, int>(id, st->creature->damageMin * st->amount));
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m_statHitPoints.push_back(std::pair<int, int>(id, hitPoints));
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m_statMaxSpeed.push_back(std::pair<int, int>(id, st->creature->speed));
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totalEnemyDamage += (st->creature->damageMax + st->creature->damageMin) * st->amount / 2;
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totalEnemyHitPoints += hitPoints;
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// calculate casualties
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SCreatureCasualties cs;
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// hp * amount - damage * ( (att - def)>=0 )
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// hit poionts
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assert(hitPoints >= 0 && "CGeniusAI - creature cannot have hit points less than zero");
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//CGHeroInstance *attackerHero = (m_side)? m_hero1 : m_hero2;
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//CGHeroInstance *defendingHero = (m_side)? m_hero2 : m_hero1;
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int attackDefenseBonus = currentStack->Attack() - st->Defense();
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float damageFactor = 1.0f;
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if(attackDefenseBonus < 0) //decreasing dmg
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{
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if(0.02f * (-attackDefenseBonus) > 0.3f)
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{
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damageFactor += -0.3f;
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}
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else
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{
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damageFactor += 0.02f * attackDefenseBonus;
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}
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}
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else //increasing dmg
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{
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if(0.05f * attackDefenseBonus > 4.0f)
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{
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damageFactor += 4.0f;
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}
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else
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{
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damageFactor += 0.05f * attackDefenseBonus;
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}
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}
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cs.damage_max = (int)(currentStack->creature->damageMax * currentStack->amount * damageFactor);
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if (cs.damage_max > hitPoints)
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{
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cs.damage_max = hitPoints;
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}
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cs.damage_min = (int)(currentStack->creature->damageMin * currentStack->amount * damageFactor);
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if (cs.damage_min > hitPoints)
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{
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cs.damage_min = hitPoints;
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}
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cs.amount_max = cs.damage_max / st->creature->hitPoints;
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cs.amount_min = cs.damage_min / st->creature->hitPoints;
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cs.leftHitPoints_for_max = (hitPoints - cs.damage_max) % st->creature->hitPoints;
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cs.leftHitPoint_for_min = (hitPoints - cs.damage_min) % st->creature->hitPoints;
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m_statCasualties.push_back(std::pair<int, SCreatureCasualties>(id, cs));
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if (st->creature->isShooting() && st->shots > 0)
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{
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m_statDistanceFromShooters.push_back(std::pair<int, int>(id, m_battleHelper.GetShortestDistance(currentStack->position, st->position)));
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}
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if (currentStack->creature->isFlying() || (currentStack->creature->isShooting() && currentStack->shots > 0))
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{
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m_statDistance.push_back(std::pair<int, int>(id, m_battleHelper.GetShortestDistance(currentStack->position, st->position)));
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}
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else
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{
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m_statDistance.push_back(std::pair<int, int>(id, m_battleHelper.GetDistanceWithObstacles(currentStack->position, st->position)));
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}
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}
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else
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{
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if (st->amount < 1)
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{
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continue;
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}
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int hitPoints = st->amount * st->creature->hitPoints - (st->creature->hitPoints - st->firstHPleft);
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totalDamage += (st->creature->damageMax + st->creature->damageMin) * st->amount / 2;
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totalHitPoints += hitPoints;
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}
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}
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if ((float)totalDamage / (float)totalEnemyDamage < 0.5f &&
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(float)totalHitPoints / (float)totalEnemyHitPoints < 0.5f)
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{
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m_bEnemyDominates = true;
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MsgBox("** EnemyDominates!");
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}
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else
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{
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m_bEnemyDominates = false;
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}
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// sort max damage
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std::sort(m_statMaxDamage.begin(), m_statMaxDamage.end(),
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bind(&creature_stat::value_type::second, _1) > bind(&creature_stat::value_type::second, _2));
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// sort min damage
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std::sort(m_statMinDamage.begin(), m_statMinDamage.end(),
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bind(&creature_stat::value_type::second, _1) > bind(&creature_stat::value_type::second, _2));
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// sort max speed
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std::sort(m_statMaxSpeed.begin(), m_statMaxSpeed.end(),
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bind(&creature_stat::value_type::second, _1) > bind(&creature_stat::value_type::second, _2));
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// sort distance
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std::sort(m_statDistance.begin(), m_statDistance.end(),
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bind(&creature_stat::value_type::second, _1) < bind(&creature_stat::value_type::second, _2));
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// sort distance from shooters
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std::sort(m_statDistanceFromShooters.begin(), m_statDistanceFromShooters.end(),
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bind(&creature_stat::value_type::second, _1) < bind(&creature_stat::value_type::second, _2));
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// sort hit points
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std::sort(m_statHitPoints.begin(), m_statHitPoints.end(),
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bind(&creature_stat::value_type::second, _1) > bind(&creature_stat::value_type::second, _2));
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// sort casualties
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std::sort(m_statCasualties.begin(), m_statCasualties.end(),
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bind(&creature_stat_casualties::value_type::second_type::damage_max, bind(&creature_stat_casualties::value_type::second, _1))
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>
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bind(&creature_stat_casualties::value_type::second_type::damage_max, bind(&creature_stat_casualties::value_type::second, _2)));
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}
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BattleAction CBattleLogic::MakeDecision(int stackID)
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{
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MakeStatistics(stackID);
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list<int> creatures;
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int additionalInfo;
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||||
if (m_bEnemyDominates)
|
||||
{
|
||||
creatures = PerformBerserkAttack(stackID, additionalInfo);
|
||||
}
|
||||
else
|
||||
{
|
||||
creatures = PerformDefaultAction(stackID, additionalInfo);
|
||||
}
|
||||
/*
|
||||
std::string message("Creature will be attacked - ");
|
||||
message += boost::lexical_cast<std::string>(creature_to_attack);
|
||||
MsgBox(message.c_str());
|
||||
*/
|
||||
|
||||
if (additionalInfo == -1 || creatures.empty())
|
||||
{
|
||||
// defend
|
||||
return MakeDefend(stackID);
|
||||
}
|
||||
else if (additionalInfo == -2)
|
||||
{
|
||||
return MakeWait(stackID);
|
||||
}
|
||||
|
||||
list<int>::iterator it, eit;
|
||||
eit = creatures.end();
|
||||
for (it = creatures.begin(); it != eit; ++it)
|
||||
{
|
||||
BattleAction ba = MakeAttack(stackID, *it);
|
||||
if (ba.actionType != action_walk_and_attack)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
else
|
||||
{
|
||||
PrintBattleAction(ba);
|
||||
return ba;
|
||||
}
|
||||
}
|
||||
BattleAction ba = MakeAttack(stackID, *creatures.begin());
|
||||
return ba;
|
||||
}
|
||||
|
||||
|
||||
|
||||
std::vector<int> CBattleLogic::GetAvailableHexesForAttacker(CStack *defender, CStack *attacker)
|
||||
{
|
||||
int x = m_battleHelper.DecodeXPosition(defender->position);
|
||||
int y = m_battleHelper.DecodeYPosition(defender->position);
|
||||
bool defenderIsDW = defender->creature->isDoubleWide();
|
||||
bool attackerIsDW = attacker->creature->isDoubleWide();
|
||||
// TOTO: should be std::vector<int> but for debug purpose std::pair is used
|
||||
typedef std::pair<int, int> hexPoint;
|
||||
std::list<hexPoint> candidates;
|
||||
std::vector<int> fields;
|
||||
if (defenderIsDW)
|
||||
{
|
||||
if (defender->attackerOwned)
|
||||
{
|
||||
// from left side
|
||||
if (!(y % 2))
|
||||
{
|
||||
// up
|
||||
candidates.push_back(hexPoint(x - 2, y - 1));
|
||||
candidates.push_back(hexPoint(x - 1, y - 1));
|
||||
candidates.push_back(hexPoint(x, y - 1));
|
||||
// down
|
||||
candidates.push_back(hexPoint(x - 2, y + 1));
|
||||
candidates.push_back(hexPoint(x - 1, y + 1));
|
||||
candidates.push_back(hexPoint(x, y + 1));
|
||||
}
|
||||
else
|
||||
{
|
||||
// up
|
||||
candidates.push_back(hexPoint(x - 1, y - 1));
|
||||
candidates.push_back(hexPoint(x, y - 1));
|
||||
candidates.push_back(hexPoint(x + 1, y - 1));
|
||||
// down
|
||||
candidates.push_back(hexPoint(x - 1, y + 1));
|
||||
candidates.push_back(hexPoint(x, y + 1));
|
||||
candidates.push_back(hexPoint(x + 1, y + 1));
|
||||
|
||||
}
|
||||
candidates.push_back(hexPoint(x - 2, y));
|
||||
candidates.push_back(hexPoint(x + 1, y));
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
// from right
|
||||
if (!(y % 2))
|
||||
{
|
||||
// up
|
||||
candidates.push_back(hexPoint(x - 1, y - 1));
|
||||
candidates.push_back(hexPoint(x, y - 1));
|
||||
candidates.push_back(hexPoint(x + 1, y - 1));
|
||||
// down
|
||||
candidates.push_back(hexPoint(x - 1, y + 1));
|
||||
candidates.push_back(hexPoint(x, y + 1));
|
||||
candidates.push_back(hexPoint(x + 1, y + 1));
|
||||
}
|
||||
else
|
||||
{
|
||||
// up
|
||||
candidates.push_back(hexPoint(x, y - 1));
|
||||
candidates.push_back(hexPoint(x + 1, y - 1));
|
||||
candidates.push_back(hexPoint(x + 2, y - 1));
|
||||
// down
|
||||
candidates.push_back(hexPoint(x, y + 1));
|
||||
candidates.push_back(hexPoint(x + 1, y + 1));
|
||||
candidates.push_back(hexPoint(x + 2, y + 1));
|
||||
}
|
||||
candidates.push_back(hexPoint(x - 1, y));
|
||||
candidates.push_back(hexPoint(x + 2, y));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!(y % 2)) // even line
|
||||
{
|
||||
// up
|
||||
candidates.push_back(hexPoint(x - 1, y - 1));
|
||||
candidates.push_back(hexPoint(x, y - 1));
|
||||
// down
|
||||
candidates.push_back(hexPoint(x - 1, y + 1));
|
||||
candidates.push_back(hexPoint(x, y + 1));
|
||||
}
|
||||
else // odd line
|
||||
{
|
||||
// up
|
||||
candidates.push_back(hexPoint(x, y - 1));
|
||||
candidates.push_back(hexPoint(x + 1, y - 1));
|
||||
// down
|
||||
candidates.push_back(hexPoint(x, y + 1));
|
||||
candidates.push_back(hexPoint(x + 1, y + 1));
|
||||
}
|
||||
|
||||
candidates.push_back(hexPoint(x + 1, y));
|
||||
candidates.push_back(hexPoint(x - 1, y));
|
||||
}
|
||||
|
||||
// remove fields which are out of bounds or obstacles
|
||||
for (std::list<hexPoint>::iterator it = candidates.begin(); it != candidates.end(); ++it)
|
||||
{
|
||||
if (it->first < 1 || it->first > m_battleHelper.BattlefieldWidth ||
|
||||
it->second < 1 || it->second > m_battleHelper.BattlefieldHeight)
|
||||
{
|
||||
// field is out of bounds
|
||||
//it = candidates.erase(it);
|
||||
continue;
|
||||
}
|
||||
|
||||
int new_pos = m_battleHelper.GetBattleFieldPosition(it->first, it->second);
|
||||
CStack *st = m_cb->battleGetStackByPos(new_pos);
|
||||
|
||||
if (st == NULL || st->amount < 1)
|
||||
{
|
||||
if (attackerIsDW)
|
||||
{
|
||||
int tail_pos = -1;
|
||||
if (attacker->attackerOwned) // left side
|
||||
{
|
||||
int tail_pos_x = it->first - 1;
|
||||
if (tail_pos_x < 1)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
tail_pos = m_battleHelper.GetBattleFieldPosition(it->first, it->second);
|
||||
}
|
||||
else // right side
|
||||
{
|
||||
int tail_pos_x = it->first + 1;
|
||||
if (tail_pos_x > m_battleHelper.BattlefieldWidth)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
tail_pos = m_battleHelper.GetBattleFieldPosition(it->first, it->second);
|
||||
}
|
||||
assert(tail_pos >= 0 && "Error during calculation position of double wide creature");
|
||||
//CStack *tailStack = m_cb->battleGetStackByPos(tail_pos);
|
||||
if (st != NULL && st->amount >= 1)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
fields.push_back(new_pos);
|
||||
|
||||
}
|
||||
else if (attacker)
|
||||
{
|
||||
if (attacker->ID == st->ID)
|
||||
{
|
||||
fields.push_back(new_pos);
|
||||
}
|
||||
}
|
||||
//
|
||||
//++it;
|
||||
}
|
||||
return fields;
|
||||
}
|
||||
|
||||
BattleAction CBattleLogic::MakeDefend(int stackID)
|
||||
{
|
||||
BattleAction ba;
|
||||
ba.side = 1;
|
||||
ba.actionType = action_defend;
|
||||
ba.stackNumber = stackID;
|
||||
ba.additionalInfo = -1;
|
||||
return ba;
|
||||
}
|
||||
|
||||
BattleAction CBattleLogic::MakeWait(int stackID)
|
||||
{
|
||||
BattleAction ba;
|
||||
ba.side = 1;
|
||||
ba.actionType = action_wait;
|
||||
ba.stackNumber = stackID;
|
||||
ba.additionalInfo = -1;
|
||||
return ba;
|
||||
}
|
||||
|
||||
BattleAction CBattleLogic::MakeAttack(int attackerID, int destinationID)
|
||||
{
|
||||
if (m_cb->battleCanShoot(attackerID, m_cb->battleGetPos(destinationID)))
|
||||
{
|
||||
// shoot
|
||||
BattleAction ba;
|
||||
ba.side = 1;
|
||||
ba.additionalInfo = -1;
|
||||
ba.actionType = action_shoot; // shoot
|
||||
ba.stackNumber = attackerID;
|
||||
ba.destinationTile = (ui16)m_cb->battleGetPos(destinationID);
|
||||
return ba;
|
||||
}
|
||||
else
|
||||
{
|
||||
// go or go&attack
|
||||
int dest_tile = -1;
|
||||
std::vector<int> av_tiles = GetAvailableHexesForAttacker(m_cb->battleGetStackByID(destinationID), m_cb->battleGetStackByID(attackerID));
|
||||
if (av_tiles.size() < 1)
|
||||
{
|
||||
return MakeDefend(attackerID);
|
||||
}
|
||||
|
||||
// get the best tile - now the nearest
|
||||
|
||||
int prev_distance = m_battleHelper.InfiniteDistance;
|
||||
int currentPos = m_cb->battleGetPos(attackerID);
|
||||
|
||||
for (std::vector<int>::iterator it = av_tiles.begin(); it != av_tiles.end(); ++it)
|
||||
{
|
||||
int dist = m_battleHelper.GetDistanceWithObstacles(*it, m_cb->battleGetPos(attackerID));
|
||||
if (dist < prev_distance)
|
||||
{
|
||||
prev_distance = dist;
|
||||
dest_tile = *it;
|
||||
}
|
||||
if (*it == currentPos)
|
||||
{
|
||||
dest_tile = currentPos;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
std::vector<int> fields = m_cb->battleGetAvailableHexes(attackerID, false);
|
||||
|
||||
if(fields.size() == 0)
|
||||
{
|
||||
return MakeDefend(attackerID);
|
||||
}
|
||||
|
||||
BattleAction ba;
|
||||
ba.side = 1;
|
||||
//ba.actionType = 6; // go and attack
|
||||
ba.stackNumber = attackerID;
|
||||
ba.destinationTile = (ui16)dest_tile;
|
||||
//simplified checking for possibility of attack (previous was too simplified)
|
||||
int destStackPos = m_cb->battleGetPos(destinationID);
|
||||
if(BattleInfo::mutualPosition(dest_tile, destStackPos) != -1)
|
||||
ba.additionalInfo = destStackPos;
|
||||
else if(BattleInfo::mutualPosition(dest_tile, destStackPos+1) != -1)
|
||||
ba.additionalInfo = destStackPos+1;
|
||||
else if(BattleInfo::mutualPosition(dest_tile, destStackPos-1) != -1)
|
||||
ba.additionalInfo = destStackPos-1;
|
||||
else
|
||||
MakeDefend(attackerID);
|
||||
|
||||
int nearest_dist = m_battleHelper.InfiniteDistance;
|
||||
int nearest_pos = -1;
|
||||
|
||||
// if double wide calculate tail
|
||||
CStack *attackerStack = m_cb->battleGetStackByID(attackerID);
|
||||
assert(attackerStack != NULL);
|
||||
|
||||
int tail_pos = -1;
|
||||
if (attackerStack->creature->isDoubleWide())
|
||||
{
|
||||
int x_pos = m_battleHelper.DecodeXPosition(attackerStack->position);
|
||||
int y_pos = m_battleHelper.DecodeYPosition(attackerStack->position);
|
||||
if (attackerStack->attackerOwned)
|
||||
{
|
||||
x_pos -= 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
x_pos += 1;
|
||||
}
|
||||
// if creature can perform attack without movement - do it!
|
||||
tail_pos = m_battleHelper.GetBattleFieldPosition(x_pos, y_pos);
|
||||
if (dest_tile == tail_pos)
|
||||
{
|
||||
ba.additionalInfo = dest_tile;
|
||||
ba.actionType = action_walk_and_attack;
|
||||
PrintBattleAction(ba);
|
||||
return ba;
|
||||
}
|
||||
}
|
||||
|
||||
for (std::vector<int>::const_iterator it = fields.begin(); it != fields.end(); ++it)
|
||||
{
|
||||
if (*it == dest_tile)
|
||||
{
|
||||
// attack!
|
||||
ba.actionType = action_walk_and_attack;
|
||||
#if defined _DEBUG
|
||||
PrintBattleAction(ba);
|
||||
#endif
|
||||
return ba;
|
||||
}
|
||||
int d = m_battleHelper.GetDistanceWithObstacles(dest_tile, *it);
|
||||
if (d < nearest_dist)
|
||||
{
|
||||
nearest_dist = d;
|
||||
nearest_pos = *it;
|
||||
}
|
||||
}
|
||||
string message;
|
||||
message = "Attacker position X=";
|
||||
message += boost::lexical_cast<std::string>(m_battleHelper.DecodeXPosition(nearest_pos)) + ", Y=";
|
||||
message += boost::lexical_cast<std::string>(m_battleHelper.DecodeYPosition(nearest_pos));
|
||||
MsgBox(message.c_str());
|
||||
|
||||
ba.actionType = action_walk;
|
||||
ba.destinationTile = (ui16)nearest_pos;
|
||||
ba.additionalInfo = -1;
|
||||
#if defined _DEBUG
|
||||
PrintBattleAction(ba);
|
||||
#endif
|
||||
return ba;
|
||||
}
|
||||
}
|
||||
/**
|
||||
* The main idea is to perform maximum casualties.
|
||||
*/
|
||||
list<int> CBattleLogic::PerformBerserkAttack(int stackID, int &additionalInfo)
|
||||
{
|
||||
CCreature c = m_cb->battleGetCreature(stackID);
|
||||
// attack to make biggest damage
|
||||
list<int> creatures;
|
||||
|
||||
if (!m_statCasualties.empty())
|
||||
{
|
||||
//creature_to_attack = m_statCasualties.begin()->first;
|
||||
creature_stat_casualties::iterator it = m_statCasualties.begin();
|
||||
for (; it != m_statCasualties.end(); ++it)
|
||||
{
|
||||
if (it->second.amount_min <= 0)
|
||||
{
|
||||
creatures.push_back(it->first);
|
||||
continue;
|
||||
}
|
||||
for (creature_stat::const_iterator it2 = m_statDistance.begin(); it2 != m_statDistance.end(); ++it2)
|
||||
{
|
||||
if (it2->first == it->first && it2->second - 1 <= c.speed)
|
||||
{
|
||||
creatures.push_front(it->first);
|
||||
}
|
||||
}
|
||||
}
|
||||
creatures.push_back(m_statCasualties.begin()->first);
|
||||
}
|
||||
return creatures;
|
||||
}
|
||||
|
||||
list<int> CBattleLogic::PerformDefaultAction(int stackID, int &additionalInfo)
|
||||
{
|
||||
// first approach based on the statistics and weights
|
||||
// if this solution was fine we would develop this idea
|
||||
//
|
||||
std::map<int, int> votes;
|
||||
|
||||
for (creature_stat::iterator it = m_statMaxDamage.begin(); it != m_statMaxDamage.end(); ++it)
|
||||
{
|
||||
votes[it->first] = 0;
|
||||
}
|
||||
|
||||
votes[m_statMaxDamage.begin()->first] += m_battleHelper.GetVoteForMaxDamage();
|
||||
votes[m_statMinDamage.begin()->first] += m_battleHelper.GetVoteForMinDamage();
|
||||
if (m_statDistanceFromShooters.size())
|
||||
{
|
||||
votes[m_statDistanceFromShooters.begin()->first] += m_battleHelper.GetVoteForDistanceFromShooters();
|
||||
}
|
||||
votes[m_statDistance.begin()->first] += m_battleHelper.GetVoteForDistance();
|
||||
votes[m_statHitPoints.begin()->first] += m_battleHelper.GetVoteForHitPoints();
|
||||
votes[m_statMaxSpeed.begin()->first] += m_battleHelper.GetVoteForMaxSpeed();
|
||||
|
||||
|
||||
// get creature to attack
|
||||
|
||||
int max_vote = 0;
|
||||
|
||||
list<int> creatures;
|
||||
|
||||
for (std::map<int, int>::iterator it = votes.begin(); it != votes.end(); ++it)
|
||||
{
|
||||
if (it->second > max_vote)
|
||||
{
|
||||
max_vote = it->second;
|
||||
creatures.push_front(it->first);
|
||||
}
|
||||
}
|
||||
additionalInfo = 0; // list contains creatures which shoud be attacked
|
||||
return creatures;
|
||||
}
|
||||
|
||||
void CBattleLogic::PrintBattleAction(const BattleAction &action) // for debug purpose
|
||||
{
|
||||
std::string message("Battle action \n");
|
||||
message += "\taction type - ";
|
||||
switch (action.actionType)
|
||||
{
|
||||
case 0:
|
||||
message += "Cancel BattleAction\n";
|
||||
break;
|
||||
case 1:
|
||||
message += "Hero cast a spell\n";
|
||||
break;
|
||||
case 2:
|
||||
message += "Walk\n";
|
||||
break;
|
||||
case 3:
|
||||
message += "Defend\n";
|
||||
break;
|
||||
case 4:
|
||||
message += "Retreat from the battle\n";
|
||||
break;
|
||||
case 5:
|
||||
message += "Surrender\n";
|
||||
break;
|
||||
case 6:
|
||||
message += "Walk and Attack\n";
|
||||
break;
|
||||
case 7:
|
||||
message += "Shoot\n";
|
||||
break;
|
||||
case 8:
|
||||
message += "Wait\n";
|
||||
break;
|
||||
case 9:
|
||||
message += "Catapult\n";
|
||||
break;
|
||||
case 10:
|
||||
message += "Monster casts a spell\n";
|
||||
break;
|
||||
}
|
||||
message += "\tDestination tile: X = ";
|
||||
message += boost::lexical_cast<std::string>(m_battleHelper.DecodeXPosition(action.destinationTile));
|
||||
message += ", Y = " + boost::lexical_cast<std::string>(m_battleHelper.DecodeYPosition(action.destinationTile));
|
||||
message += "\nAdditional info: ";
|
||||
if (action.actionType == 6)// || action.actionType == 7)
|
||||
{
|
||||
message += "stack - " + boost::lexical_cast<std::string>(m_battleHelper.DecodeXPosition(action.additionalInfo));
|
||||
message += ", " + boost::lexical_cast<std::string>(m_battleHelper.DecodeYPosition(action.additionalInfo));
|
||||
message += ", creature - ";
|
||||
CStack *c = m_cb->battleGetStackByPos(action.additionalInfo);
|
||||
if (c && c->creature)
|
||||
{
|
||||
message += c->creature->nameRef;
|
||||
}
|
||||
else
|
||||
{
|
||||
message += "NULL";
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
message += boost::lexical_cast<std::string>(action.additionalInfo);
|
||||
}
|
||||
|
||||
#ifdef _WIN32
|
||||
HANDLE hConsole = GetStdHandle(STD_OUTPUT_HANDLE);
|
||||
|
||||
CONSOLE_SCREEN_BUFFER_INFO csbi;
|
||||
GetConsoleScreenBufferInfo(hConsole, &csbi);
|
||||
SetConsoleTextAttribute(hConsole, FOREGROUND_GREEN | FOREGROUND_INTENSITY);
|
||||
|
||||
#else
|
||||
std::string color;
|
||||
color = "\x1b[1;40;32m";
|
||||
std::cout << color;
|
||||
#endif
|
||||
|
||||
std::cout << message.c_str() << std::endl;
|
||||
|
||||
#ifdef _WIN32
|
||||
SetConsoleTextAttribute(hConsole, csbi.wAttributes);
|
||||
#else
|
||||
color = "\x1b[0m";
|
||||
std::cout << color;
|
||||
#endif
|
||||
}
|
142
AI/GeniusAI/BattleLogic.h
Normal file
142
AI/GeniusAI/BattleLogic.h
Normal file
@ -0,0 +1,142 @@
|
||||
#ifndef __BATTLE_LOGIC_H__
|
||||
#define __BATTLE_LOGIC_H__
|
||||
|
||||
#include "Common.h"
|
||||
#include "BattleHelper.h"
|
||||
|
||||
#pragma warning (disable: 4100 4251 4245 4018 4081)
|
||||
#include "../../global.h"
|
||||
#include "../../CCallback.h"
|
||||
#include "../../hch/CCreatureHandler.h"
|
||||
#include "../../hch/CObjectHandler.h"
|
||||
#pragma warning (default: 4100 4251 4245 4018 4081)
|
||||
|
||||
#pragma warning (disable: 4100)
|
||||
|
||||
using namespace std;
|
||||
|
||||
namespace GeniusAI { namespace BattleAI {
|
||||
|
||||
/**
|
||||
* Class is responsible for making decision during the battle.
|
||||
*/
|
||||
class CBattleLogic
|
||||
{
|
||||
private:
|
||||
enum EMainStrategyType
|
||||
{
|
||||
strategy_super_aggresive,
|
||||
strategy_aggresive,
|
||||
strategy_neutral,
|
||||
strategy_defensive,
|
||||
strategy_super_defensive,
|
||||
strategy_berserk_attack /** cause max damage, usually when creatures fight against overwhelming army*/
|
||||
};
|
||||
enum ECreatureRoleInBattle
|
||||
{
|
||||
creature_role_shooter,
|
||||
creature_role_defenser,
|
||||
creature_role_fast_attacker,
|
||||
creature_role_attacker
|
||||
};
|
||||
enum EActionType
|
||||
{
|
||||
action_cancel = 0, // Cancel BattleAction
|
||||
action_cast_spell = 1, // Hero cast a spell
|
||||
action_walk = 2, // Walk
|
||||
action_defend = 3, // Defend
|
||||
action_retreat = 4, // Retreat from the battle
|
||||
action_surrender = 5, // Surrender
|
||||
action_walk_and_attack = 6, // Walk and Attack
|
||||
action_shoot = 7, // Shoot
|
||||
action_wait = 8, // Wait
|
||||
action_catapult = 9, // Catapult
|
||||
action_monster_casts_spell = 10 // Monster casts a spell (i.e. Faerie Dragons)
|
||||
};
|
||||
struct SCreatureCasualties
|
||||
{
|
||||
int amount_max; // amount of creatures that will be dead
|
||||
int amount_min;
|
||||
int damage_max; // number of hit points that creature will lost
|
||||
int damage_min;
|
||||
int leftHitPoints_for_max; // number of hit points that will remain (for last unity)
|
||||
int leftHitPoint_for_min; // scenario
|
||||
};
|
||||
public:
|
||||
CBattleLogic(ICallback *cb, CCreatureSet *army1, CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side);
|
||||
~CBattleLogic();
|
||||
|
||||
void SetCurrentTurn(int turn);
|
||||
/**
|
||||
* Get the final decision.
|
||||
*/
|
||||
BattleAction MakeDecision(int stackID);
|
||||
private:
|
||||
CBattleHelper m_battleHelper;
|
||||
//BattleInfo m_battleInfo;
|
||||
int m_iCurrentTurn;
|
||||
bool m_bIsAttacker;
|
||||
ICallback *m_cb;
|
||||
CCreatureSet *m_army1;
|
||||
CCreatureSet *m_army2;
|
||||
int3 m_tile;
|
||||
CGHeroInstance *m_hero1;
|
||||
CGHeroInstance *m_hero2;
|
||||
bool m_side;
|
||||
|
||||
// statistics
|
||||
typedef std::vector<std::pair<int, int> > creature_stat; // first - creature id, second - value
|
||||
creature_stat m_statMaxDamage;
|
||||
creature_stat m_statMinDamage;
|
||||
//
|
||||
creature_stat m_statMaxSpeed;
|
||||
creature_stat m_statDistance;
|
||||
creature_stat m_statDistanceFromShooters;
|
||||
creature_stat m_statHitPoints;
|
||||
|
||||
typedef std::vector<std::pair<int, SCreatureCasualties> > creature_stat_casualties;
|
||||
creature_stat_casualties m_statCasualties;
|
||||
|
||||
bool m_bEnemyDominates;
|
||||
/**
|
||||
* Before decision we have to make some calculation and simulation.
|
||||
*/
|
||||
void MakeStatistics(int currentCreatureId);
|
||||
/**
|
||||
* Helper function. It's used for performing an attack action.
|
||||
*/
|
||||
std::vector<int> GetAvailableHexesForAttacker(CStack *defender, CStack *attacker = NULL);
|
||||
/**
|
||||
* Just make defend action.
|
||||
*/
|
||||
BattleAction MakeDefend(int stackID);
|
||||
/**
|
||||
* Just make wait action.
|
||||
*/
|
||||
BattleAction MakeWait(int stackID);
|
||||
/**
|
||||
* Make an attack action if it's possible.
|
||||
* If it's not possible then function returns defend action.
|
||||
*/
|
||||
BattleAction MakeAttack(int attackerID, int destinationID);
|
||||
/**
|
||||
* Berserk mode - do maximum casualties.
|
||||
* Return vector wiht IDs of creatures to attack,
|
||||
* additional info: -2 means wait, -1 - defend, 0 - make attack
|
||||
*/
|
||||
list<int> PerformBerserkAttack(int stackID, int &additionalInfo);
|
||||
/**
|
||||
* Normal mode - equilibrium between casualties and yields.
|
||||
* Return vector wiht IDs of creatures to attack,
|
||||
* additional info: -2 means wait, -1 - defend, 0 - make attack
|
||||
*/
|
||||
list<int> PerformDefaultAction(int stackID, int &additionalInfo);
|
||||
/**
|
||||
* Only for debug purpose.
|
||||
*/
|
||||
void PrintBattleAction(const BattleAction &action);
|
||||
};
|
||||
|
||||
}}
|
||||
|
||||
#endif/*__BATTLE_LOGIC_H__*/
|
@ -1,16 +1,6 @@
|
||||
#include "CGeniusAI.h"
|
||||
#include <iostream>
|
||||
#include <fstream>
|
||||
#include <math.h>
|
||||
#include <boost/lexical_cast.hpp>
|
||||
#include <boost/lambda/lambda.hpp>
|
||||
#include <boost/lambda/bind.hpp>
|
||||
#include <boost/lambda/if.hpp>
|
||||
#include <boost/algorithm/string/split.hpp>
|
||||
#include <boost/algorithm/string/classification.hpp>
|
||||
#include <boost/algorithm/string.hpp>
|
||||
|
||||
using namespace boost::lambda;
|
||||
using namespace std;
|
||||
using namespace GeniusAI;
|
||||
|
||||
@ -18,7 +8,7 @@ using namespace GeniusAI;
|
||||
#include <windows.h>
|
||||
#endif
|
||||
|
||||
void MsgBox(const char *msg, bool messageBox = false)
|
||||
void MsgBox(const char *msg, bool messageBox)
|
||||
{
|
||||
#if defined _DEBUG
|
||||
# if defined (_MSC_VER) && (_MSC_VER >= 1020)
|
||||
@ -31,9 +21,20 @@ void MsgBox(const char *msg, bool messageBox = false)
|
||||
#endif
|
||||
}
|
||||
|
||||
CGeniusAI::CGeniusAI()
|
||||
: m_generalAI()
|
||||
{
|
||||
}
|
||||
|
||||
CGeniusAI::~CGeniusAI()
|
||||
{
|
||||
}
|
||||
|
||||
void CGeniusAI::init(ICallback *CB)
|
||||
{
|
||||
m_cb = CB;
|
||||
m_generalAI.init(CB);
|
||||
|
||||
human = false;
|
||||
playerID = m_cb->getMyColor();
|
||||
serialID = m_cb->getMySerial();
|
||||
@ -69,7 +70,7 @@ void GeniusAI::CGeniusAI::showGarrisonDialog( const CArmedInstance *up, const CG
|
||||
onEnd();
|
||||
}
|
||||
|
||||
void CGeniusAI::showBlockingDialog( const std::string &text, const std::vector<Component> &components, ui32 askID, int soundID, bool selection, bool cancel )
|
||||
void CGeniusAI::showBlockingDialog(const std::string &text, const std::vector<Component> &components, ui32 askID, const int soundID, bool selection, bool cancel)
|
||||
{
|
||||
m_cb->selectionMade(cancel ? 0 : 1, askID);
|
||||
}
|
||||
@ -118,8 +119,7 @@ void CGeniusAI::battleStacksAttacked(std::set<BattleStackAttacked> & bsa)
|
||||
void CGeniusAI::battleStart(CCreatureSet *army1, CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side)
|
||||
{
|
||||
assert(!m_battleLogic);
|
||||
m_battleLogic = new CBattleLogic(m_cb, army1, army2, tile, hero1, hero2, side);
|
||||
assert(m_battleLogic);
|
||||
m_battleLogic = new BattleAI::CBattleLogic(m_cb, army1, army2, tile, hero1, hero2, side);
|
||||
|
||||
MsgBox("** CGeniusAI::battleStart **");
|
||||
}
|
||||
@ -206,898 +206,3 @@ BattleAction CGeniusAI::activeStack(int stackID)
|
||||
return m_battleLogic->MakeDecision(stackID);
|
||||
};
|
||||
|
||||
/*
|
||||
ui8 side; //who made this action: false - left, true - right player
|
||||
ui32 stackNumber;//stack ID, -1 left hero, -2 right hero,
|
||||
ui8 actionType; //
|
||||
0 = Cancel BattleAction
|
||||
1 = Hero cast a spell
|
||||
2 = Walk
|
||||
3 = Defend
|
||||
4 = Retreat from the battle
|
||||
5 = Surrender
|
||||
6 = Walk and Attack
|
||||
7 = Shoot
|
||||
8 = Wait
|
||||
9 = Catapult
|
||||
10 = Monster casts a spell (i.e. Faerie Dragons)
|
||||
ui16 destinationTile;
|
||||
si32 additionalInfo; // e.g. spell number if type is 1 || 10; tile to attack if type is 6
|
||||
*/
|
||||
|
||||
/**
|
||||
* Implementation of CBattleHelper class.
|
||||
*/
|
||||
|
||||
CBattleHelper::CBattleHelper():
|
||||
InfiniteDistance(0xffff),
|
||||
BattlefieldWidth(15),
|
||||
BattlefieldHeight(11),
|
||||
m_voteForMaxDamage(10),
|
||||
m_voteForMinDamage(10),
|
||||
m_voteForMaxSpeed(10),
|
||||
m_voteForDistance(10),
|
||||
m_voteForDistanceFromShooters(20),
|
||||
m_voteForHitPoints(10)
|
||||
{
|
||||
// loads votes
|
||||
std::fstream f;
|
||||
f.open("AI\\CBattleHelper.txt", std::ios::in);
|
||||
if (f)
|
||||
{
|
||||
//char c_line[512];
|
||||
std::string line;
|
||||
while (std::getline(f, line, '\n'))
|
||||
{
|
||||
//f.getline(c_line, sizeof(c_line), '\n');
|
||||
//std::string line(c_line);
|
||||
//std::getline(f, line);
|
||||
std::vector<std::string> parts;
|
||||
boost::algorithm::split(parts, line, boost::algorithm::is_any_of("="));
|
||||
if (parts.size() >= 2)
|
||||
{
|
||||
boost::algorithm::trim(parts[0]);
|
||||
boost::algorithm::trim(parts[1]);
|
||||
if (parts[0].compare("m_voteForDistance") == 0)
|
||||
{
|
||||
try
|
||||
{
|
||||
m_voteForDistance = boost::lexical_cast<int>(parts[1]);
|
||||
}
|
||||
catch (boost::bad_lexical_cast &)
|
||||
{}
|
||||
}
|
||||
else if (parts[0].compare("m_voteForDistanceFromShooters") == 0)
|
||||
{
|
||||
try
|
||||
{
|
||||
m_voteForDistanceFromShooters = boost::lexical_cast<int>(parts[1]);
|
||||
}
|
||||
catch (boost::bad_lexical_cast &)
|
||||
{}
|
||||
}
|
||||
else if (parts[0].compare("m_voteForHitPoints") == 0)
|
||||
{
|
||||
try
|
||||
{
|
||||
m_voteForHitPoints = boost::lexical_cast<int>(parts[1]);
|
||||
}
|
||||
catch (boost::bad_lexical_cast &)
|
||||
{}
|
||||
}
|
||||
else if (parts[0].compare("m_voteForMaxDamage") == 0)
|
||||
{
|
||||
try
|
||||
{
|
||||
m_voteForMaxDamage = boost::lexical_cast<int>(parts[1]);
|
||||
}
|
||||
catch (boost::bad_lexical_cast &)
|
||||
{}
|
||||
}
|
||||
else if (parts[0].compare("m_voteForMaxSpeed") == 0)
|
||||
{
|
||||
try
|
||||
{
|
||||
m_voteForMaxSpeed = boost::lexical_cast<int>(parts[1]);
|
||||
}
|
||||
catch (boost::bad_lexical_cast &)
|
||||
{}
|
||||
}
|
||||
else if (parts[0].compare("m_voteForMinDamage") == 0)
|
||||
{
|
||||
try
|
||||
{
|
||||
m_voteForMinDamage = boost::lexical_cast<int>(parts[1]);
|
||||
}
|
||||
catch (boost::bad_lexical_cast &)
|
||||
{}
|
||||
}
|
||||
}
|
||||
}
|
||||
f.close();
|
||||
}
|
||||
}
|
||||
|
||||
CBattleHelper::~CBattleHelper()
|
||||
{}
|
||||
|
||||
int CBattleHelper::GetBattleFieldPosition(int x, int y)
|
||||
{
|
||||
return x + 17 * (y - 1);
|
||||
}
|
||||
|
||||
int CBattleHelper::DecodeXPosition(int battleFieldPosition)
|
||||
{
|
||||
int pos = battleFieldPosition - (DecodeYPosition(battleFieldPosition) - 1) * 17;
|
||||
assert(pos > 0 && pos < 16);
|
||||
return pos;
|
||||
}
|
||||
|
||||
int CBattleHelper::DecodeYPosition(int battleFieldPosition)
|
||||
{
|
||||
double y = (double)battleFieldPosition / 17.0;
|
||||
if (y - (int)y > 0.0)
|
||||
{
|
||||
return (int)y + 1;
|
||||
}
|
||||
assert((int)y > 0 && (int)y <= 11);
|
||||
return (int)y;
|
||||
}
|
||||
|
||||
|
||||
int CBattleHelper::GetShortestDistance(int pointA, int pointB)
|
||||
{
|
||||
/**
|
||||
* TODO: function hasn't been checked!
|
||||
*/
|
||||
int x1 = DecodeXPosition(pointA);
|
||||
int y1 = DecodeYPosition(pointA);
|
||||
//
|
||||
int x2 = DecodeXPosition(pointB);
|
||||
//x2 += (x2 % 2)? 0 : 1;
|
||||
int y2 = DecodeYPosition(pointB);
|
||||
//
|
||||
double dx = x1 - x2;
|
||||
double dy = y1 - y2;
|
||||
|
||||
return (int)sqrt(dx * dx + dy * dy);
|
||||
}
|
||||
|
||||
int CBattleHelper::GetDistanceWithObstacles(int pointA, int pointB)
|
||||
{
|
||||
// TODO - implement this!
|
||||
return GetShortestDistance(pointA, pointB);
|
||||
}
|
||||
|
||||
/**
|
||||
* Implementation of CBattleLogic class.
|
||||
*/
|
||||
CBattleLogic::CBattleLogic(ICallback *cb, CCreatureSet *army1, CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side) :
|
||||
m_iCurrentTurn(-2),
|
||||
m_bIsAttacker(false),
|
||||
m_cb(cb),
|
||||
m_army1(army1),
|
||||
m_army2(army2),
|
||||
m_tile(tile),
|
||||
m_hero1(hero1),
|
||||
m_hero2(hero2),
|
||||
m_side(side)
|
||||
{
|
||||
const int max_enemy_creatures = 12;
|
||||
m_statMaxDamage.reserve(max_enemy_creatures);
|
||||
m_statMinDamage.reserve(max_enemy_creatures);
|
||||
|
||||
m_statMaxSpeed.reserve(max_enemy_creatures);
|
||||
m_statDistance.reserve(max_enemy_creatures);
|
||||
m_statDistanceFromShooters.reserve(max_enemy_creatures);
|
||||
m_statHitPoints.reserve(max_enemy_creatures);
|
||||
}
|
||||
|
||||
CBattleLogic::~CBattleLogic()
|
||||
{}
|
||||
|
||||
void CBattleLogic::SetCurrentTurn(int turn)
|
||||
{
|
||||
m_iCurrentTurn = turn;
|
||||
}
|
||||
|
||||
void CBattleLogic::MakeStatistics(int currentCreatureId)
|
||||
{
|
||||
typedef std::map<int, CStack> map_stacks;
|
||||
map_stacks allStacks = m_cb->battleGetStacks();
|
||||
const CStack *currentStack = m_cb->battleGetStackByID(currentCreatureId);
|
||||
/*
|
||||
// find all creatures belong to the enemy
|
||||
std::for_each(allStacks.begin(), allStacks.end(),
|
||||
if_(bind<ui8>(&CStack::attackerOwned, bind<CStack>(&map_stacks::value_type::second, _1)) == m_bIsAttacker)
|
||||
[
|
||||
var(enemy)[ret<int>(bind<int>(&map_stacks::value_type::first, _1))] =
|
||||
ret<CStack>(bind<CStack>(&map_stacks::value_type::second, _1))
|
||||
]
|
||||
);
|
||||
// fill other containers
|
||||
// max damage
|
||||
std::for_each(enemy.begin(), enemy.end(),
|
||||
var(m_statMaxDamage)[ret<int>(bind<int>(&map_stacks::value_type::first, _1))] =
|
||||
ret<int>(bind<int>(&CCreature::damageMax, bind<CCreature*>(&CStack::creature,
|
||||
bind<CStack>(&map_stacks::value_type::second, _1))))
|
||||
);
|
||||
// min damage
|
||||
std::for_each(enemy.begin(), enemy.end(),
|
||||
var(m_statMinDamage)[ret<int>(bind<int>(&map_stacks::value_type::first, _1))] =
|
||||
ret<int>(bind<int>(&CCreature::damageMax, bind<CCreature*>(&CStack::creature,
|
||||
bind<CStack>(&map_stacks::value_type::second, _1))))
|
||||
);
|
||||
*/
|
||||
m_statMaxDamage.clear();
|
||||
m_statMinDamage.clear();
|
||||
m_statHitPoints.clear();
|
||||
m_statMaxSpeed.clear();
|
||||
m_statDistanceFromShooters.clear();
|
||||
m_statDistance.clear();
|
||||
m_statDistance.clear();
|
||||
|
||||
m_statCasualties.clear();
|
||||
|
||||
int totalEnemyDamage = 0;
|
||||
int totalEnemyHitPoints = 0;
|
||||
|
||||
int totalDamage = 0;
|
||||
int totalHitPoints = 0;
|
||||
|
||||
for (map_stacks::const_iterator it = allStacks.begin(); it != allStacks.end(); ++it)
|
||||
{
|
||||
const CStack *st = &it->second;
|
||||
|
||||
if ((it->second.attackerOwned != 0) != m_bIsAttacker)
|
||||
{
|
||||
int id = it->first;
|
||||
if (st->amount < 1)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
// make stats
|
||||
int hitPoints = st->amount * st->creature->hitPoints - (st->creature->hitPoints - st->firstHPleft);
|
||||
|
||||
m_statMaxDamage.push_back(std::pair<int, int>(id, st->creature->damageMax * st->amount));
|
||||
m_statMinDamage.push_back(std::pair<int, int>(id, st->creature->damageMin * st->amount));
|
||||
m_statHitPoints.push_back(std::pair<int, int>(id, hitPoints));
|
||||
m_statMaxSpeed.push_back(std::pair<int, int>(id, st->creature->speed));
|
||||
|
||||
totalEnemyDamage += (st->creature->damageMax + st->creature->damageMin) * st->amount / 2;
|
||||
totalEnemyHitPoints += hitPoints;
|
||||
|
||||
// calculate casualties
|
||||
SCreatureCasualties cs;
|
||||
// hp * amount - damage * ( (att - def)>=0 )
|
||||
// hit poionts
|
||||
assert(hitPoints >= 0 && "CGeniusAI - creature cannot have hit points less than zero");
|
||||
|
||||
CGHeroInstance *attackerHero = (m_side)? m_hero1 : m_hero2;
|
||||
CGHeroInstance *defendingHero = (m_side)? m_hero2 : m_hero1;
|
||||
|
||||
int attackDefenseBonus = currentStack->Attack() - st->Defense();
|
||||
float damageFactor = 1.0f;
|
||||
if(attackDefenseBonus < 0) //decreasing dmg
|
||||
{
|
||||
if(0.02f * (-attackDefenseBonus) > 0.3f)
|
||||
{
|
||||
damageFactor += -0.3f;
|
||||
}
|
||||
else
|
||||
{
|
||||
damageFactor += 0.02f * attackDefenseBonus;
|
||||
}
|
||||
}
|
||||
else //increasing dmg
|
||||
{
|
||||
if(0.05f * attackDefenseBonus > 4.0f)
|
||||
{
|
||||
damageFactor += 4.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
damageFactor += 0.05f * attackDefenseBonus;
|
||||
}
|
||||
}
|
||||
|
||||
cs.damage_max = (int)(currentStack->creature->damageMax * currentStack->amount * damageFactor);
|
||||
if (cs.damage_max > hitPoints)
|
||||
{
|
||||
cs.damage_max = hitPoints;
|
||||
}
|
||||
|
||||
cs.damage_min = (int)(currentStack->creature->damageMin * currentStack->amount * damageFactor);
|
||||
if (cs.damage_min > hitPoints)
|
||||
{
|
||||
cs.damage_min = hitPoints;
|
||||
}
|
||||
|
||||
cs.amount_max = cs.damage_max / st->creature->hitPoints;
|
||||
cs.amount_min = cs.damage_min / st->creature->hitPoints;
|
||||
|
||||
cs.leftHitPoints_for_max = (hitPoints - cs.damage_max) % st->creature->hitPoints;
|
||||
cs.leftHitPoint_for_min = (hitPoints - cs.damage_min) % st->creature->hitPoints;
|
||||
|
||||
m_statCasualties.push_back(std::pair<int, SCreatureCasualties>(id, cs));
|
||||
|
||||
if (st->creature->isShooting() && st->shots > 0)
|
||||
{
|
||||
m_statDistanceFromShooters.push_back(std::pair<int, int>(id, m_battleHelper.GetShortestDistance(currentStack->position, st->position)));
|
||||
}
|
||||
|
||||
if (currentStack->creature->isFlying() || (currentStack->creature->isShooting() && currentStack->shots > 0))
|
||||
{
|
||||
m_statDistance.push_back(std::pair<int, int>(id, m_battleHelper.GetShortestDistance(currentStack->position, st->position)));
|
||||
}
|
||||
else
|
||||
{
|
||||
m_statDistance.push_back(std::pair<int, int>(id, m_battleHelper.GetDistanceWithObstacles(currentStack->position, st->position)));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (st->amount < 1)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
int hitPoints = st->amount * st->creature->hitPoints - (st->creature->hitPoints - st->firstHPleft);
|
||||
|
||||
totalDamage += (st->creature->damageMax + st->creature->damageMin) * st->amount / 2;
|
||||
totalHitPoints += hitPoints;
|
||||
}
|
||||
}
|
||||
if ((float)totalDamage / (float)totalEnemyDamage < 0.5f &&
|
||||
(float)totalHitPoints / (float)totalEnemyHitPoints < 0.5f)
|
||||
{
|
||||
m_bEnemyDominates = true;
|
||||
MsgBox("** EnemyDominates!");
|
||||
}
|
||||
else
|
||||
{
|
||||
m_bEnemyDominates = false;
|
||||
}
|
||||
// sort max damage
|
||||
std::sort(m_statMaxDamage.begin(), m_statMaxDamage.end(),
|
||||
bind(&creature_stat::value_type::second, _1) > bind(&creature_stat::value_type::second, _2));
|
||||
// sort min damage
|
||||
std::sort(m_statMinDamage.begin(), m_statMinDamage.end(),
|
||||
bind(&creature_stat::value_type::second, _1) > bind(&creature_stat::value_type::second, _2));
|
||||
// sort max speed
|
||||
std::sort(m_statMaxSpeed.begin(), m_statMaxSpeed.end(),
|
||||
bind(&creature_stat::value_type::second, _1) > bind(&creature_stat::value_type::second, _2));
|
||||
// sort distance
|
||||
std::sort(m_statDistance.begin(), m_statDistance.end(),
|
||||
bind(&creature_stat::value_type::second, _1) < bind(&creature_stat::value_type::second, _2));
|
||||
// sort distance from shooters
|
||||
std::sort(m_statDistanceFromShooters.begin(), m_statDistanceFromShooters.end(),
|
||||
bind(&creature_stat::value_type::second, _1) < bind(&creature_stat::value_type::second, _2));
|
||||
// sort hit points
|
||||
std::sort(m_statHitPoints.begin(), m_statHitPoints.end(),
|
||||
bind(&creature_stat::value_type::second, _1) > bind(&creature_stat::value_type::second, _2));
|
||||
// sort casualties
|
||||
std::sort(m_statCasualties.begin(), m_statCasualties.end(),
|
||||
bind(&creature_stat_casualties::value_type::second_type::damage_max, bind(&creature_stat_casualties::value_type::second, _1))
|
||||
>
|
||||
bind(&creature_stat_casualties::value_type::second_type::damage_max, bind(&creature_stat_casualties::value_type::second, _2)));
|
||||
}
|
||||
|
||||
BattleAction CBattleLogic::MakeDecision(int stackID)
|
||||
{
|
||||
MakeStatistics(stackID);
|
||||
|
||||
list<int> creatures;
|
||||
int additionalInfo;
|
||||
|
||||
if (m_bEnemyDominates)
|
||||
{
|
||||
creatures = PerformBerserkAttack(stackID, additionalInfo);
|
||||
}
|
||||
else
|
||||
{
|
||||
creatures = PerformDefaultAction(stackID, additionalInfo);
|
||||
}
|
||||
/*
|
||||
std::string message("Creature will be attacked - ");
|
||||
message += boost::lexical_cast<std::string>(creature_to_attack);
|
||||
MsgBox(message.c_str());
|
||||
*/
|
||||
|
||||
if (additionalInfo == -1 || creatures.empty())
|
||||
{
|
||||
// defend
|
||||
return MakeDefend(stackID);
|
||||
}
|
||||
else if (additionalInfo == -2)
|
||||
{
|
||||
return MakeWait(stackID);
|
||||
}
|
||||
|
||||
list<int>::iterator it, eit;
|
||||
eit = creatures.end();
|
||||
for (it = creatures.begin(); it != eit; ++it)
|
||||
{
|
||||
BattleAction ba = MakeAttack(stackID, *it);
|
||||
if (ba.actionType != action_walk_and_attack)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
else
|
||||
{
|
||||
PrintBattleAction(ba);
|
||||
return ba;
|
||||
}
|
||||
}
|
||||
BattleAction ba = MakeAttack(stackID, *creatures.begin());
|
||||
return ba;
|
||||
}
|
||||
|
||||
|
||||
|
||||
std::vector<int> CBattleLogic::GetAvailableHexesForAttacker(CStack *defender, CStack *attacker)
|
||||
{
|
||||
int x = m_battleHelper.DecodeXPosition(defender->position);
|
||||
int y = m_battleHelper.DecodeYPosition(defender->position);
|
||||
bool defenderIsDW = defender->creature->isDoubleWide();
|
||||
bool attackerIsDW = attacker->creature->isDoubleWide();
|
||||
// TOTO: should be std::vector<int> but for debug purpose std::pair is used
|
||||
typedef std::pair<int, int> hexPoint;
|
||||
std::list<hexPoint> candidates;
|
||||
std::vector<int> fields;
|
||||
if (defenderIsDW)
|
||||
{
|
||||
if (defender->attackerOwned)
|
||||
{
|
||||
// from left side
|
||||
if (!(y % 2))
|
||||
{
|
||||
// up
|
||||
candidates.push_back(hexPoint(x - 2, y - 1));
|
||||
candidates.push_back(hexPoint(x - 1, y - 1));
|
||||
candidates.push_back(hexPoint(x, y - 1));
|
||||
// down
|
||||
candidates.push_back(hexPoint(x - 2, y + 1));
|
||||
candidates.push_back(hexPoint(x - 1, y + 1));
|
||||
candidates.push_back(hexPoint(x, y + 1));
|
||||
}
|
||||
else
|
||||
{
|
||||
// up
|
||||
candidates.push_back(hexPoint(x - 1, y - 1));
|
||||
candidates.push_back(hexPoint(x, y - 1));
|
||||
candidates.push_back(hexPoint(x + 1, y - 1));
|
||||
// down
|
||||
candidates.push_back(hexPoint(x - 1, y + 1));
|
||||
candidates.push_back(hexPoint(x, y + 1));
|
||||
candidates.push_back(hexPoint(x + 1, y + 1));
|
||||
|
||||
}
|
||||
candidates.push_back(hexPoint(x - 2, y));
|
||||
candidates.push_back(hexPoint(x + 1, y));
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
// from right
|
||||
if (!(y % 2))
|
||||
{
|
||||
// up
|
||||
candidates.push_back(hexPoint(x - 1, y - 1));
|
||||
candidates.push_back(hexPoint(x, y - 1));
|
||||
candidates.push_back(hexPoint(x + 1, y - 1));
|
||||
// down
|
||||
candidates.push_back(hexPoint(x - 1, y + 1));
|
||||
candidates.push_back(hexPoint(x, y + 1));
|
||||
candidates.push_back(hexPoint(x + 1, y + 1));
|
||||
}
|
||||
else
|
||||
{
|
||||
// up
|
||||
candidates.push_back(hexPoint(x, y - 1));
|
||||
candidates.push_back(hexPoint(x + 1, y - 1));
|
||||
candidates.push_back(hexPoint(x + 2, y - 1));
|
||||
// down
|
||||
candidates.push_back(hexPoint(x, y + 1));
|
||||
candidates.push_back(hexPoint(x + 1, y + 1));
|
||||
candidates.push_back(hexPoint(x + 2, y + 1));
|
||||
}
|
||||
candidates.push_back(hexPoint(x - 1, y));
|
||||
candidates.push_back(hexPoint(x + 2, y));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!(y % 2)) // even line
|
||||
{
|
||||
// up
|
||||
candidates.push_back(hexPoint(x - 1, y - 1));
|
||||
candidates.push_back(hexPoint(x, y - 1));
|
||||
// down
|
||||
candidates.push_back(hexPoint(x - 1, y + 1));
|
||||
candidates.push_back(hexPoint(x, y + 1));
|
||||
}
|
||||
else // odd line
|
||||
{
|
||||
// up
|
||||
candidates.push_back(hexPoint(x, y - 1));
|
||||
candidates.push_back(hexPoint(x + 1, y - 1));
|
||||
// down
|
||||
candidates.push_back(hexPoint(x, y + 1));
|
||||
candidates.push_back(hexPoint(x + 1, y + 1));
|
||||
}
|
||||
|
||||
candidates.push_back(hexPoint(x + 1, y));
|
||||
candidates.push_back(hexPoint(x - 1, y));
|
||||
}
|
||||
|
||||
// remove fields which are out of bounds or obstacles
|
||||
for (std::list<hexPoint>::iterator it = candidates.begin(); it != candidates.end(); ++it)
|
||||
{
|
||||
if (it->first < 1 || it->first > m_battleHelper.BattlefieldWidth ||
|
||||
it->second < 1 || it->second > m_battleHelper.BattlefieldHeight)
|
||||
{
|
||||
// field is out of bounds
|
||||
//it = candidates.erase(it);
|
||||
continue;
|
||||
}
|
||||
|
||||
int new_pos = m_battleHelper.GetBattleFieldPosition(it->first, it->second);
|
||||
CStack *st = m_cb->battleGetStackByPos(new_pos);
|
||||
|
||||
if (st == NULL || st->amount < 1)
|
||||
{
|
||||
if (attackerIsDW)
|
||||
{
|
||||
int tail_pos = -1;
|
||||
if (attacker->attackerOwned) // left side
|
||||
{
|
||||
int tail_pos_x = it->first - 1;
|
||||
if (tail_pos_x < 1)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
tail_pos = m_battleHelper.GetBattleFieldPosition(it->first, it->second);
|
||||
}
|
||||
else // right side
|
||||
{
|
||||
int tail_pos_x = it->first + 1;
|
||||
if (tail_pos_x > m_battleHelper.BattlefieldWidth)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
tail_pos = m_battleHelper.GetBattleFieldPosition(it->first, it->second);
|
||||
}
|
||||
assert(tail_pos >= 0 && "Error during calculation position of double wide creature");
|
||||
CStack *tailStack = m_cb->battleGetStackByPos(tail_pos);
|
||||
if (st != NULL && st->amount >= 1)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
fields.push_back(new_pos);
|
||||
|
||||
}
|
||||
else if (attacker)
|
||||
{
|
||||
if (attacker->ID == st->ID)
|
||||
{
|
||||
fields.push_back(new_pos);
|
||||
}
|
||||
}
|
||||
//
|
||||
//++it;
|
||||
}
|
||||
return fields;
|
||||
}
|
||||
|
||||
BattleAction CBattleLogic::MakeDefend(int stackID)
|
||||
{
|
||||
BattleAction ba;
|
||||
ba.side = 1;
|
||||
ba.actionType = action_defend;
|
||||
ba.stackNumber = stackID;
|
||||
ba.additionalInfo = -1;
|
||||
return ba;
|
||||
}
|
||||
|
||||
BattleAction CBattleLogic::MakeWait(int stackID)
|
||||
{
|
||||
BattleAction ba;
|
||||
ba.side = 1;
|
||||
ba.actionType = action_wait;
|
||||
ba.stackNumber = stackID;
|
||||
ba.additionalInfo = -1;
|
||||
return ba;
|
||||
}
|
||||
|
||||
BattleAction CBattleLogic::MakeAttack(int attackerID, int destinationID)
|
||||
{
|
||||
if (m_cb->battleCanShoot(attackerID, m_cb->battleGetPos(destinationID)))
|
||||
{
|
||||
// shoot
|
||||
BattleAction ba;
|
||||
ba.side = 1;
|
||||
ba.additionalInfo = -1;
|
||||
ba.actionType = action_shoot; // shoot
|
||||
ba.stackNumber = attackerID;
|
||||
ba.destinationTile = (ui16)m_cb->battleGetPos(destinationID);
|
||||
return ba;
|
||||
}
|
||||
else
|
||||
{
|
||||
// go or go&attack
|
||||
int dest_tile = -1;
|
||||
std::vector<int> av_tiles = GetAvailableHexesForAttacker(m_cb->battleGetStackByID(destinationID), m_cb->battleGetStackByID(attackerID));
|
||||
if (av_tiles.size() < 1)
|
||||
{
|
||||
return MakeDefend(attackerID);
|
||||
}
|
||||
|
||||
// get the best tile - now the nearest
|
||||
|
||||
int prev_distance = m_battleHelper.InfiniteDistance;
|
||||
int currentPos = m_cb->battleGetPos(attackerID);
|
||||
|
||||
for (std::vector<int>::iterator it = av_tiles.begin(); it != av_tiles.end(); ++it)
|
||||
{
|
||||
int dist = m_battleHelper.GetDistanceWithObstacles(*it, m_cb->battleGetPos(attackerID));
|
||||
if (dist < prev_distance)
|
||||
{
|
||||
prev_distance = dist;
|
||||
dest_tile = *it;
|
||||
}
|
||||
if (*it == currentPos)
|
||||
{
|
||||
dest_tile = currentPos;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
std::vector<int> fields = m_cb->battleGetAvailableHexes(attackerID, false);
|
||||
|
||||
if(fields.size() == 0)
|
||||
{
|
||||
return MakeDefend(attackerID);
|
||||
}
|
||||
|
||||
BattleAction ba;
|
||||
ba.side = 1;
|
||||
//ba.actionType = 6; // go and attack
|
||||
ba.stackNumber = attackerID;
|
||||
ba.destinationTile = (ui16)dest_tile;
|
||||
//simplified checking for possibility of attack (previous was too simplified)
|
||||
int destStackPos = m_cb->battleGetPos(destinationID);
|
||||
if(BattleInfo::mutualPosition(dest_tile, destStackPos) != -1)
|
||||
ba.additionalInfo = destStackPos;
|
||||
else if(BattleInfo::mutualPosition(dest_tile, destStackPos+1) != -1)
|
||||
ba.additionalInfo = destStackPos+1;
|
||||
else if(BattleInfo::mutualPosition(dest_tile, destStackPos-1) != -1)
|
||||
ba.additionalInfo = destStackPos-1;
|
||||
else
|
||||
MakeDefend(attackerID);
|
||||
|
||||
int nearest_dist = m_battleHelper.InfiniteDistance;
|
||||
int nearest_pos = -1;
|
||||
|
||||
// if double wide calculate tail
|
||||
CStack *attackerStack = m_cb->battleGetStackByID(attackerID);
|
||||
assert(attackerStack != NULL);
|
||||
|
||||
int tail_pos = -1;
|
||||
if (attackerStack->creature->isDoubleWide())
|
||||
{
|
||||
int x_pos = m_battleHelper.DecodeXPosition(attackerStack->position);
|
||||
int y_pos = m_battleHelper.DecodeYPosition(attackerStack->position);
|
||||
if (attackerStack->attackerOwned)
|
||||
{
|
||||
x_pos -= 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
x_pos += 1;
|
||||
}
|
||||
// if creature can perform attack without movement - do it!
|
||||
tail_pos = m_battleHelper.GetBattleFieldPosition(x_pos, y_pos);
|
||||
if (dest_tile == tail_pos)
|
||||
{
|
||||
ba.additionalInfo = dest_tile;
|
||||
ba.actionType = action_walk_and_attack;
|
||||
PrintBattleAction(ba);
|
||||
return ba;
|
||||
}
|
||||
}
|
||||
|
||||
for (std::vector<int>::const_iterator it = fields.begin(); it != fields.end(); ++it)
|
||||
{
|
||||
if (*it == dest_tile)
|
||||
{
|
||||
// attack!
|
||||
ba.actionType = action_walk_and_attack;
|
||||
#if defined _DEBUG
|
||||
PrintBattleAction(ba);
|
||||
#endif
|
||||
return ba;
|
||||
}
|
||||
int d = m_battleHelper.GetDistanceWithObstacles(dest_tile, *it);
|
||||
if (d < nearest_dist)
|
||||
{
|
||||
nearest_dist = d;
|
||||
nearest_pos = *it;
|
||||
}
|
||||
}
|
||||
string message;
|
||||
message = "Attacker position X=";
|
||||
message += boost::lexical_cast<std::string>(m_battleHelper.DecodeXPosition(nearest_pos)) + ", Y=";
|
||||
message += boost::lexical_cast<std::string>(m_battleHelper.DecodeYPosition(nearest_pos));
|
||||
MsgBox(message.c_str());
|
||||
|
||||
ba.actionType = action_walk;
|
||||
ba.destinationTile = (ui16)nearest_pos;
|
||||
ba.additionalInfo = -1;
|
||||
#if defined _DEBUG
|
||||
PrintBattleAction(ba);
|
||||
#endif
|
||||
return ba;
|
||||
}
|
||||
}
|
||||
/**
|
||||
* The main idea is to perform maximum casualties.
|
||||
*/
|
||||
list<int> CBattleLogic::PerformBerserkAttack(int stackID, int &additionalInfo)
|
||||
{
|
||||
CCreature c = m_cb->battleGetCreature(stackID);
|
||||
// attack to make biggest damage
|
||||
list<int> creatures;
|
||||
|
||||
if (!m_statCasualties.empty())
|
||||
{
|
||||
//creature_to_attack = m_statCasualties.begin()->first;
|
||||
creature_stat_casualties::iterator it = m_statCasualties.begin();
|
||||
for (; it != m_statCasualties.end(); ++it)
|
||||
{
|
||||
if (it->second.amount_min <= 0)
|
||||
{
|
||||
creatures.push_back(it->first);
|
||||
continue;
|
||||
}
|
||||
for (creature_stat::const_iterator it2 = m_statDistance.begin(); it2 != m_statDistance.end(); ++it2)
|
||||
{
|
||||
if (it2->first == it->first && it2->second - 1 <= c.speed)
|
||||
{
|
||||
creatures.push_front(it->first);
|
||||
}
|
||||
}
|
||||
}
|
||||
creatures.push_back(m_statCasualties.begin()->first);
|
||||
}
|
||||
return creatures;
|
||||
}
|
||||
|
||||
list<int> CBattleLogic::PerformDefaultAction(int stackID, int &additionalInfo)
|
||||
{
|
||||
// first approach based on the statistics and weights
|
||||
// if this solution was fine we would develop this idea
|
||||
//
|
||||
std::map<int, int> votes;
|
||||
|
||||
for (creature_stat::iterator it = m_statMaxDamage.begin(); it != m_statMaxDamage.end(); ++it)
|
||||
{
|
||||
votes[it->first] = 0;
|
||||
}
|
||||
|
||||
votes[m_statMaxDamage.begin()->first] += m_battleHelper.GetVoteForMaxDamage();
|
||||
votes[m_statMinDamage.begin()->first] += m_battleHelper.GetVoteForMinDamage();
|
||||
if (m_statDistanceFromShooters.size())
|
||||
{
|
||||
votes[m_statDistanceFromShooters.begin()->first] += m_battleHelper.GetVoteForDistanceFromShooters();
|
||||
}
|
||||
votes[m_statDistance.begin()->first] += m_battleHelper.GetVoteForDistance();
|
||||
votes[m_statHitPoints.begin()->first] += m_battleHelper.GetVoteForHitPoints();
|
||||
votes[m_statMaxSpeed.begin()->first] += m_battleHelper.GetVoteForMaxSpeed();
|
||||
|
||||
|
||||
// get creature to attack
|
||||
|
||||
int max_vote = 0;
|
||||
|
||||
list<int> creatures;
|
||||
|
||||
for (std::map<int, int>::iterator it = votes.begin(); it != votes.end(); ++it)
|
||||
{
|
||||
if (it->second > max_vote)
|
||||
{
|
||||
max_vote = it->second;
|
||||
creatures.push_front(it->first);
|
||||
}
|
||||
}
|
||||
additionalInfo = 0; // list contains creatures which shoud be attacked
|
||||
return creatures;
|
||||
}
|
||||
|
||||
void CBattleLogic::PrintBattleAction(const BattleAction &action) // for debug purpose
|
||||
{
|
||||
std::string message("Battle action \n");
|
||||
message += "\taction type - ";
|
||||
switch (action.actionType)
|
||||
{
|
||||
case 0:
|
||||
message += "Cancel BattleAction\n";
|
||||
break;
|
||||
case 1:
|
||||
message += "Hero cast a spell\n";
|
||||
break;
|
||||
case 2:
|
||||
message += "Walk\n";
|
||||
break;
|
||||
case 3:
|
||||
message += "Defend\n";
|
||||
break;
|
||||
case 4:
|
||||
message += "Retreat from the battle\n";
|
||||
break;
|
||||
case 5:
|
||||
message += "Surrender\n";
|
||||
break;
|
||||
case 6:
|
||||
message += "Walk and Attack\n";
|
||||
break;
|
||||
case 7:
|
||||
message += "Shoot\n";
|
||||
break;
|
||||
case 8:
|
||||
message += "Wait\n";
|
||||
break;
|
||||
case 9:
|
||||
message += "Catapult\n";
|
||||
break;
|
||||
case 10:
|
||||
message += "Monster casts a spell\n";
|
||||
break;
|
||||
}
|
||||
message += "\tDestination tile: X = ";
|
||||
message += boost::lexical_cast<std::string>(m_battleHelper.DecodeXPosition(action.destinationTile));
|
||||
message += ", Y = " + boost::lexical_cast<std::string>(m_battleHelper.DecodeYPosition(action.destinationTile));
|
||||
message += "\nAdditional info: ";
|
||||
if (action.actionType == 6)// || action.actionType == 7)
|
||||
{
|
||||
message += "stack - " + boost::lexical_cast<std::string>(m_battleHelper.DecodeXPosition(action.additionalInfo));
|
||||
message += ", " + boost::lexical_cast<std::string>(m_battleHelper.DecodeYPosition(action.additionalInfo));
|
||||
message += ", creature - ";
|
||||
CStack *c = m_cb->battleGetStackByPos(action.additionalInfo);
|
||||
if (c && c->creature)
|
||||
{
|
||||
message += c->creature->nameRef;
|
||||
}
|
||||
else
|
||||
{
|
||||
message += "NULL";
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
message += boost::lexical_cast<std::string>(action.additionalInfo);
|
||||
}
|
||||
|
||||
#ifdef _WIN32
|
||||
HANDLE hConsole = GetStdHandle(STD_OUTPUT_HANDLE);
|
||||
|
||||
CONSOLE_SCREEN_BUFFER_INFO csbi;
|
||||
GetConsoleScreenBufferInfo(hConsole, &csbi);
|
||||
SetConsoleTextAttribute(hConsole, FOREGROUND_GREEN | FOREGROUND_INTENSITY);
|
||||
|
||||
#else
|
||||
std::string color;
|
||||
color = "\x1b[1;40;32m";
|
||||
std::cout << color;
|
||||
#endif
|
||||
|
||||
std::cout << message.c_str() << std::endl;
|
||||
|
||||
#ifdef _WIN32
|
||||
SetConsoleTextAttribute(hConsole, csbi.wAttributes);
|
||||
#else
|
||||
color = "\x1b[0m";
|
||||
std::cout << color;
|
||||
#endif
|
||||
}
|
||||
|
@ -1,188 +1,22 @@
|
||||
#ifndef __CGENIUSAI_H__
|
||||
#define __CGENIUSAI_H__
|
||||
|
||||
#define VCMI_DLL
|
||||
|
||||
#pragma warning (disable: 4100 4251 4245 4018 4081)
|
||||
#include "../../global.h"
|
||||
#include "../../AI_Base.h"
|
||||
#include "../../CCallback.h"
|
||||
#include "../../hch/CCreatureHandler.h"
|
||||
#include "../../hch/CObjectHandler.h"
|
||||
|
||||
#pragma warning (default: 4100 4251 4245 4018 4081)
|
||||
|
||||
#pragma warning (disable: 4100)
|
||||
|
||||
#ifdef __GNUC__
|
||||
#define strcpy_s(a, b, c) strncpy(a, c, b)
|
||||
#endif
|
||||
|
||||
using namespace std;
|
||||
#include "Common.h"
|
||||
#include "BattleLogic.h"
|
||||
#include "GeneralAI.h"
|
||||
|
||||
namespace GeniusAI {
|
||||
|
||||
class CBattleHelper
|
||||
{
|
||||
public:
|
||||
CBattleHelper();
|
||||
~CBattleHelper();
|
||||
|
||||
int GetBattleFieldPosition(int x, int y);
|
||||
int DecodeXPosition(int battleFieldPosition);
|
||||
int DecodeYPosition(int battleFieldPosition);
|
||||
|
||||
int GetShortestDistance(int pointA, int pointB);
|
||||
int GetDistanceWithObstacles(int pointA, int pointB);
|
||||
|
||||
int GetVoteForMaxDamage() const { return m_voteForMaxDamage; }
|
||||
int GetVoteForMinDamage() const { return m_voteForMinDamage; }
|
||||
int GetVoteForMaxSpeed() const { return m_voteForMaxSpeed; }
|
||||
int GetVoteForDistance() const { return m_voteForDistance; }
|
||||
int GetVoteForDistanceFromShooters() const { return m_voteForDistanceFromShooters; }
|
||||
int GetVoteForHitPoints() const { return m_voteForHitPoints; }
|
||||
|
||||
const int InfiniteDistance;
|
||||
const int BattlefieldWidth;
|
||||
const int BattlefieldHeight;
|
||||
private:
|
||||
int m_voteForMaxDamage;
|
||||
int m_voteForMinDamage;
|
||||
int m_voteForMaxSpeed;
|
||||
int m_voteForDistance;
|
||||
int m_voteForDistanceFromShooters;
|
||||
int m_voteForHitPoints;
|
||||
|
||||
CBattleHelper(const CBattleHelper &);
|
||||
CBattleHelper &operator=(const CBattleHelper &);
|
||||
};
|
||||
|
||||
/**
|
||||
* Maybe it is a additional proxy, but i've separated the game IA for transparent.
|
||||
*/
|
||||
class CBattleLogic
|
||||
{
|
||||
private:
|
||||
enum EMainStrategyType
|
||||
{
|
||||
strategy_super_aggresive,
|
||||
strategy_aggresive,
|
||||
strategy_neutral,
|
||||
strategy_defensive,
|
||||
strategy_super_defensive,
|
||||
strategy_berserk_attack /** cause max damage, usually when creatures fight against overwhelming army*/
|
||||
};
|
||||
enum ECreatureRoleInBattle
|
||||
{
|
||||
creature_role_shooter,
|
||||
creature_role_defenser,
|
||||
creature_role_fast_attacker,
|
||||
creature_role_attacker
|
||||
};
|
||||
enum EActionType
|
||||
{
|
||||
action_cancel = 0, // Cancel BattleAction
|
||||
action_cast_spell = 1, // Hero cast a spell
|
||||
action_walk = 2, // Walk
|
||||
action_defend = 3, // Defend
|
||||
action_retreat = 4, // Retreat from the battle
|
||||
action_surrender = 5, // Surrender
|
||||
action_walk_and_attack = 6, // Walk and Attack
|
||||
action_shoot = 7, // Shoot
|
||||
action_wait = 8, // Wait
|
||||
action_catapult = 9, // Catapult
|
||||
action_monster_casts_spell = 10 // Monster casts a spell (i.e. Faerie Dragons)
|
||||
};
|
||||
struct SCreatureCasualties
|
||||
{
|
||||
int amount_max; // amount of creatures that will be dead
|
||||
int amount_min;
|
||||
int damage_max; // number of hit points that creature will lost
|
||||
int damage_min;
|
||||
int leftHitPoints_for_max; // number of hit points that will remain (for last unity)
|
||||
int leftHitPoint_for_min; // scenario
|
||||
};
|
||||
public:
|
||||
CBattleLogic(ICallback *cb, CCreatureSet *army1, CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side);
|
||||
~CBattleLogic();
|
||||
|
||||
void SetCurrentTurn(int turn);
|
||||
/**
|
||||
* Get the final decision.
|
||||
*/
|
||||
BattleAction MakeDecision(int stackID);
|
||||
private:
|
||||
CBattleHelper m_battleHelper;
|
||||
//BattleInfo m_battleInfo;
|
||||
int m_iCurrentTurn;
|
||||
bool m_bIsAttacker;
|
||||
ICallback *m_cb;
|
||||
CCreatureSet *m_army1;
|
||||
CCreatureSet *m_army2;
|
||||
int3 m_tile;
|
||||
CGHeroInstance *m_hero1;
|
||||
CGHeroInstance *m_hero2;
|
||||
bool m_side;
|
||||
|
||||
// statistics
|
||||
typedef std::vector<std::pair<int, int> > creature_stat; // first - creature id, second - value
|
||||
creature_stat m_statMaxDamage;
|
||||
creature_stat m_statMinDamage;
|
||||
//
|
||||
creature_stat m_statMaxSpeed;
|
||||
creature_stat m_statDistance;
|
||||
creature_stat m_statDistanceFromShooters;
|
||||
creature_stat m_statHitPoints;
|
||||
|
||||
typedef std::vector<std::pair<int, SCreatureCasualties> > creature_stat_casualties;
|
||||
creature_stat_casualties m_statCasualties;
|
||||
|
||||
bool m_bEnemyDominates;
|
||||
/**
|
||||
* Before decision we have to make some calculation and simulation.
|
||||
*/
|
||||
void MakeStatistics(int currentCreatureId);
|
||||
/**
|
||||
* Helper function. It's used for performing an attack action.
|
||||
*/
|
||||
std::vector<int> GetAvailableHexesForAttacker(CStack *defender, CStack *attacker = NULL);
|
||||
/**
|
||||
* Just make defend action.
|
||||
*/
|
||||
BattleAction MakeDefend(int stackID);
|
||||
/**
|
||||
* Just make wait action.
|
||||
*/
|
||||
BattleAction MakeWait(int stackID);
|
||||
/**
|
||||
* Make an attack action if it's possible.
|
||||
* If it's not possible then function returns defend action.
|
||||
*/
|
||||
BattleAction MakeAttack(int attackerID, int destinationID);
|
||||
/**
|
||||
* Berserk mode - do maximum casualties.
|
||||
* Return vector wiht IDs of creatures to attack,
|
||||
* additional info: -2 means wait, -1 - defend, 0 - make attack
|
||||
*/
|
||||
list<int> PerformBerserkAttack(int stackID, int &additionalInfo);
|
||||
/**
|
||||
* Normal mode - equilibrium between casualties and yields.
|
||||
* Return vector wiht IDs of creatures to attack,
|
||||
* additional info: -2 means wait, -1 - defend, 0 - make attack
|
||||
*/
|
||||
list<int> PerformDefaultAction(int stackID, int &additionalInfo);
|
||||
/**
|
||||
* Only for debug purpose.
|
||||
*/
|
||||
void PrintBattleAction(const BattleAction &action);
|
||||
};
|
||||
|
||||
class CGeniusAI : public CGlobalAI
|
||||
{
|
||||
private:
|
||||
ICallback *m_cb;
|
||||
CBattleLogic *m_battleLogic;
|
||||
ICallback* m_cb;
|
||||
GeniusAI::BattleAI::CBattleLogic* m_battleLogic;
|
||||
GeniusAI::GeneralAI::CGeneralAI m_generalAI;
|
||||
public:
|
||||
CGeniusAI();
|
||||
virtual ~CGeniusAI();
|
||||
|
||||
virtual void init(ICallback * CB);
|
||||
virtual void yourTurn();
|
||||
virtual void heroKilled(const CGHeroInstance *);
|
||||
@ -190,7 +24,7 @@ public:
|
||||
virtual void heroMoved(const HeroMoveDetails &);
|
||||
virtual void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, int val) {};
|
||||
virtual void showSelDialog(std::string text, std::vector<CSelectableComponent*> & components, int askID){};
|
||||
virtual void showBlockingDialog(const std::string &text, const std::vector<Component> &components, ui32 askID, int soundID, bool selection, bool cancel);
|
||||
virtual void showBlockingDialog(const std::string &text, const std::vector<Component> &components, ui32 askID, const int soundID, bool selection, bool cancel); //Show a dialog, player must take decision. If selection then he has to choose between one of given components, if cancel he is allowed to not choose. After making choice, CCallback::selectionMade should be called with number of selected component (1 - n) or 0 for cancel (if allowed) and askID.
|
||||
virtual void tileRevealed(int3 pos){};
|
||||
virtual void tileHidden(int3 pos){};
|
||||
virtual void heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback);
|
||||
@ -215,4 +49,4 @@ public:
|
||||
|
||||
}
|
||||
|
||||
#endif // __CGENIUSAI_H__
|
||||
#endif // __CGENIUSAI_H__
|
16
AI/GeniusAI/Common.h
Normal file
16
AI/GeniusAI/Common.h
Normal file
@ -0,0 +1,16 @@
|
||||
#ifndef __GENIUS_COMMON__
|
||||
#define __GENIUS_COMMON__
|
||||
|
||||
#define VCMI_DLL
|
||||
|
||||
#ifdef __GNUC__
|
||||
#define strcpy_s(a, b, c) strncpy(a, c, b)
|
||||
#endif
|
||||
|
||||
#pragma warning (disable: 4100 4244)
|
||||
#include "../../AI_Base.h"
|
||||
#pragma warning (default: 4100 4244)
|
||||
|
||||
void MsgBox(const char *msg, bool messageBox = false);
|
||||
|
||||
#endif/*__GENIUS_COMMON__*/
|
@ -4,8 +4,6 @@
|
||||
#pragma warning (default: 4100 4251 4245 4018 4081)
|
||||
|
||||
#include "CGeniusAI.h"
|
||||
#include <cstring>
|
||||
#include <set>
|
||||
|
||||
using namespace GeniusAI;
|
||||
|
||||
@ -21,19 +19,18 @@ extern "C" DLL_EXPORT void GetAiName(char* name)
|
||||
strcpy_s(name, strlen(g_cszAiName) + 1, g_cszAiName);
|
||||
}
|
||||
|
||||
extern "C" DLL_EXPORT char * GetAiNameS()
|
||||
extern "C" DLL_EXPORT char* GetAiNameS()
|
||||
{
|
||||
char *ret = new char[strlen(g_cszAiName) + 1];
|
||||
strcpy_s(ret, strlen(g_cszAiName), g_cszAiName);
|
||||
return ret;
|
||||
// need to be defined
|
||||
return NULL;
|
||||
}
|
||||
|
||||
extern "C" DLL_EXPORT CGlobalAI * GetNewAI()
|
||||
extern "C" DLL_EXPORT CGlobalAI* GetNewAI()
|
||||
{
|
||||
return new CGeniusAI();
|
||||
}
|
||||
|
||||
extern "C" DLL_EXPORT void ReleaseAI(CGlobalAI * i)
|
||||
extern "C" DLL_EXPORT void ReleaseAI(CGlobalAI* i)
|
||||
{
|
||||
delete (CGeniusAI*)i;
|
||||
}
|
18
AI/GeniusAI/GeneralAI.cpp
Normal file
18
AI/GeniusAI/GeneralAI.cpp
Normal file
@ -0,0 +1,18 @@
|
||||
#include "GeneralAI.h"
|
||||
|
||||
using namespace GeniusAI::GeneralAI;
|
||||
|
||||
CGeneralAI::CGeneralAI()
|
||||
: m_cb(NULL)
|
||||
{
|
||||
}
|
||||
|
||||
CGeneralAI::~CGeneralAI()
|
||||
{
|
||||
}
|
||||
|
||||
void CGeneralAI::init(ICallback *CB)
|
||||
{
|
||||
assert(CB != NULL);
|
||||
m_cb = CB;
|
||||
}
|
21
AI/GeniusAI/GeneralAI.h
Normal file
21
AI/GeniusAI/GeneralAI.h
Normal file
@ -0,0 +1,21 @@
|
||||
#ifndef __GENERAL_AI_H__
|
||||
#define __GENERAL_AI_H__
|
||||
|
||||
#include "Common.h"
|
||||
|
||||
namespace GeniusAI { namespace GeneralAI {
|
||||
|
||||
class CGeneralAI
|
||||
{
|
||||
public:
|
||||
CGeneralAI();
|
||||
~CGeneralAI();
|
||||
|
||||
void init(ICallback* CB);
|
||||
private:
|
||||
ICallback *m_cb;
|
||||
};
|
||||
|
||||
}}
|
||||
|
||||
#endif/*__GENERAL_AI_H__*/
|
@ -264,35 +264,53 @@
|
||||
</References>
|
||||
<Files>
|
||||
<Filter
|
||||
Name="Source Files"
|
||||
Filter="cpp;c;cc;cxx;def;odl;idl;hpj;bat;asm;asmx"
|
||||
UniqueIdentifier="{4FC737F1-C7A5-4376-A066-2A32D752A2FF}"
|
||||
Name="BattleAI"
|
||||
>
|
||||
<File
|
||||
RelativePath=".\CGeniusAI.cpp"
|
||||
RelativePath=".\BattleHelper.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\DLLMain.cpp"
|
||||
RelativePath=".\BattleHelper.h"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\BattleLogic.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\BattleLogic.h"
|
||||
>
|
||||
</File>
|
||||
</Filter>
|
||||
<Filter
|
||||
Name="Header Files"
|
||||
Filter="h;hpp;hxx;hm;inl;inc;xsd"
|
||||
UniqueIdentifier="{93995380-89BD-4b04-88EB-625FBE52EBFB}"
|
||||
Name="GeneralAI"
|
||||
>
|
||||
<File
|
||||
RelativePath=".\CGeniusAI.h"
|
||||
RelativePath=".\GeneralAI.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\GeneralAI.h"
|
||||
>
|
||||
</File>
|
||||
</Filter>
|
||||
<Filter
|
||||
Name="Resource Files"
|
||||
Filter="rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav"
|
||||
UniqueIdentifier="{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}"
|
||||
<File
|
||||
RelativePath=".\CGeniusAI.cpp"
|
||||
>
|
||||
</Filter>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\CGeniusAI.h"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\Common.h"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\DLLMain.cpp"
|
||||
>
|
||||
</File>
|
||||
</Files>
|
||||
<Globals>
|
||||
</Globals>
|
||||
|
Loading…
Reference in New Issue
Block a user