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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-28 23:06:24 +02:00

GeniusAI:

* project was reorganized - now there is possibility to work simultaneously on battle AI and general AI
This commit is contained in:
ambtrip 2009-05-10 08:15:30 +00:00
parent b961d22052
commit 1906060bc6
11 changed files with 1216 additions and 1108 deletions

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#include "BattleHelper.h"
#include <vector>
#include <string>
#include <fstream>
#include <boost/algorithm/string/split.hpp>
#include <boost/algorithm/string/classification.hpp>
#include <boost/algorithm/string.hpp>
using namespace GeniusAI::BattleAI;
using namespace std;
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);
}

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#ifndef __BATTLE_HELPER__
#define __BATTLE_HELPER__
#include "Common.h"
namespace GeniusAI { namespace BattleAI {
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 &);
};
}}
#endif/*__BATTLE_HELPER__*/

761
AI/GeniusAI/BattleLogic.cpp Normal file
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#include "BattleLogic.h"
#include <math.h>
#include <boost/lexical_cast.hpp>
#include <boost/lambda/lambda.hpp>
#include <boost/lambda/bind.hpp>
#include <boost/lambda/if.hpp>
using namespace GeniusAI::BattleAI;
using namespace boost::lambda;
using namespace std;
/*
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 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
}

142
AI/GeniusAI/BattleLogic.h Normal file
View 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__*/

View File

@ -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
}

View File

@ -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
View 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__*/

View File

@ -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
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@ -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
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@ -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__*/

View File

@ -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"
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