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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-26 22:57:00 +02:00

AI doesn't try to visit itself. AI doesn't try to visit OPW/OPH objects that have been visited. Soon AI will be able to learn priorities.

This commit is contained in:
Trevor Standley 2009-08-07 08:41:40 +00:00
parent a91ab8872b
commit 3d93e0acf0
3 changed files with 251 additions and 43 deletions

View File

@ -93,14 +93,55 @@ void CGeniusAI::HypotheticalGameState::update(CGeniusAI & AI)
for(int i = 0; i < 8;i++)resourceAmounts.push_back(AI.m_cb->getResourceAmount(i)); for(int i = 0; i < 8;i++)resourceAmounts.push_back(AI.m_cb->getResourceAmount(i));
} }
CGeniusAI::HeroObjective::HeroObjective(Type t,const CGObjectInstance * object,HypotheticalGameState::HeroModel *h):object(object) CGeniusAI::HeroObjective::HeroObjective(Type t,const CGObjectInstance * object,HypotheticalGameState::HeroModel *h,CGeniusAI * ai):object(object)
{ {
AI = ai;
pos = object->pos; pos = object->pos;
type = t; type = t;
whoCanAchieve.push_back(h); whoCanAchieve.push_back(h);
_value = 100 + rand()%30; _value = -1;
} }
float CGeniusAI::HeroObjective::getValue() const
{
if(_value>0)
return _value;
vector<int> resourceCosts;
for(int i = 0; i < 8;i++)
resourceCosts.push_back(0);
float bestCost = 9e9;
if(type !=AIObjective::finishTurn)
for(int i = 0; i < whoCanAchieve.size();i++)
{
int distOutOfTheWay = 0;
CPath path;
//from hero to object
if(AI->m_cb->getPath(whoCanAchieve[i]->pos,pos,whoCanAchieve[i]->h,path))
distOutOfTheWay+=path.nodes[0].dist;
//from object to goal
if(AI->m_cb->getPath(pos,whoCanAchieve[i]->interestingPos,whoCanAchieve[i]->h,path))
{
distOutOfTheWay+=path.nodes[0].dist;
//from hero directly to goal
if(AI->m_cb->getPath(whoCanAchieve[i]->pos,whoCanAchieve[i]->interestingPos,whoCanAchieve[i]->h,path))
distOutOfTheWay-=path.nodes[0].dist;
}
float cost = CostModel(resourceCosts,whoCanAchieve[i]->h,distOutOfTheWay).getCost();
if(cost < bestCost)
bestCost = cost;
}
if(bestCost < 10000)
cout << "best cost = " << bestCost << endl;
_value = rand()%1000+100-bestCost;
return _value;
}
bool CGeniusAI::HeroObjective::operator < (const HeroObjective &other)const bool CGeniusAI::HeroObjective::operator < (const HeroObjective &other)const
{ {
if(type != other.type) if(type != other.type)
@ -109,16 +150,55 @@ bool CGeniusAI::HeroObjective::operator < (const HeroObjective &other)const
return pos < other.pos; return pos < other.pos;
if(object->id!=other.object->id) if(object->id!=other.object->id)
return object->id < other.object->id; return object->id < other.object->id;
if(dynamic_cast<const CGVisitableOPH *> (object))
if(whoCanAchieve.front()->h->id!=other.whoCanAchieve.front()->h->id)
return whoCanAchieve.front()->h->id<other.whoCanAchieve.front()->h->id;
return false; return false;
} }
CGeniusAI::TownObjective::TownObjective(Type t,HypotheticalGameState::TownModel * tn,int Which) void CGeniusAI::HeroObjective::print() const
{
switch(type)
{
case visit:
cout << "visit " << object->hoverName;
break;
case attack:
cout << "attack " << object->hoverName;
case finishTurn:
cout << "finish turn";
}
}
CGeniusAI::TownObjective::TownObjective(Type t,HypotheticalGameState::TownModel * tn,int Which,CGeniusAI * ai)
:whichTown(tn),which(Which) :whichTown(tn),which(Which)
{ {
AI=ai;
type = t; type = t;
_value = 100 + rand()%30 + (t==upgradeCreatures)*200; _value = -1;
} }
float CGeniusAI::TownObjective::getValue() const
{
if(_value>0)
return _value;
_value = rand()%1000+100;
return _value;
}
CGeniusAI::CostModel::CostModel(vector<int> &resourceCosts,const CGHeroInstance * moved,int distOutOfTheWay)
:resourceCosts(resourceCosts),moved(moved),distOutOfTheWay(distOutOfTheWay)
{}
float CGeniusAI::CostModel::getCost()
{
if(resourceCosts.size()==0||moved == NULL)return -1;
//TODO: replace with ann
return resourceCosts[0]/4.0+resourceCosts[1]/2.0+resourceCosts[2]/4.0+resourceCosts[3]/2.0+resourceCosts[4]/2.0+resourceCosts[5]/2.0+resourceCosts[6]/3000.0+distOutOfTheWay/10000.0;
}
bool CGeniusAI::TownObjective::operator < (const TownObjective &other)const bool CGeniusAI::TownObjective::operator < (const TownObjective &other)const
{ {
if(type != other.type) if(type != other.type)
@ -130,6 +210,60 @@ bool CGeniusAI::TownObjective::operator < (const TownObjective &other)const
return false; return false;
} }
void CGeniusAI::TownObjective::print() const
{
CBuilding * b;
const CCreature *creature;
HypotheticalGameState::HeroModel hm;
int ID, howMany, newID, hSlot;
switch(type)
{
case recruitHero:
cout << "recruit hero.";break;
case buildBuilding:
b = VLC->buildh->buildings[whichTown->t->subID][which];
cout << "build " << b->Name() << " cost = ";
if(b->resources.size()!=0)
{
if(b->resources[0]!=0)cout << b->resources[0] << " wood. ";
if(b->resources[1]!=0)cout << b->resources[1] << " mercury. ";
if(b->resources[2]!=0)cout << b->resources[2] << " ore. ";
if(b->resources[3]!=0)cout << b->resources[3] << " sulfer. ";
if(b->resources[4]!=0)cout << b->resources[4] << " cristal. ";
if(b->resources[5]!=0)cout << b->resources[5] << " gems. ";
if(b->resources[6]!=0)cout << b->resources[6] << " gold. ";
}
break;
case recruitCreatures:
ID = whichTown->creaturesToRecruit[which].second.back(); //buy upgraded if possible
creature = &VLC->creh->creatures[ID];
howMany = whichTown->creaturesToRecruit[which].first;
for(int i = 0; i < creature->cost.size();i++)
howMany = min(howMany,creature->cost[i]?AI->m_cb->getResourceAmount(i)/creature->cost[i]:INT_MAX);
cout << "recruit " << howMany << " "<< creature->namePl << " (Total AI Strength " << creature->AIValue*howMany << "). cost = ";
if(creature->cost.size()!=0)
{
if(creature->cost[0]!=0)cout << creature->cost[0]*howMany << " wood. ";
if(creature->cost[1]!=0)cout << creature->cost[1]*howMany << " mercury. ";
if(creature->cost[2]!=0)cout << creature->cost[2]*howMany << " ore. ";
if(creature->cost[3]!=0)cout << creature->cost[3]*howMany << " sulfer. ";
if(creature->cost[4]!=0)cout << creature->cost[4]*howMany << " cristal. ";
if(creature->cost[5]!=0)cout << creature->cost[5]*howMany << " gems. ";
if(creature->cost[6]!=0)cout << creature->cost[6]*howMany << " gold. ";
}
break;
case upgradeCreatures:
UpgradeInfo ui = AI->m_cb->getUpgradeInfo(whichTown->t,which);
ID = whichTown->creaturesInGarrison.slots[which].first;
cout << "upgrade " << VLC->creh->creatures[ID].namePl << endl;
//ui.cost
break;
}
}
CGeniusAI::CGeniusAI() CGeniusAI::CGeniusAI()
: m_generalAI(), m_state(NO_BATTLE) : m_generalAI(), m_state(NO_BATTLE)
{ {
@ -182,7 +316,7 @@ void CGeniusAI::addHeroObjectives(CGeniusAI::HypotheticalGameState::HeroModel &h
{ {
//TODO: what would the hero actually visit if he went to that spot //TODO: what would the hero actually visit if he went to that spot
// IE maybe the hero wants to visit a seemingly unguarded enemy town, but there is a hero on top of it. // IE maybe the hero wants to visit a seemingly unguarded enemy town, but there is a hero on top of it.
//if(i->o->)
if(i->o->ID!=34) //unless you are trying to visit a hero if(i->o->ID!=34) //unless you are trying to visit a hero
{ {
bool heroThere = false; bool heroThere = false;
@ -210,6 +344,12 @@ void CGeniusAI::addHeroObjectives(CGeniusAI::HypotheticalGameState::HeroModel &h
if(i->o->ID==53&&i->o->getOwner()==m_cb->getMyColor())//don't visit a mine if you own, there's almost no point(maybe to leave guards or because the hero's trapped). if(i->o->ID==53&&i->o->getOwner()==m_cb->getMyColor())//don't visit a mine if you own, there's almost no point(maybe to leave guards or because the hero's trapped).
continue; continue;
if(dynamic_cast<const CGVisitableOPW *> (i->o)&&dynamic_cast<const CGVisitableOPW *> (i->o)->visited)//don't visit things that have already been visited this week.
continue;
if(dynamic_cast<const CGVisitableOPH *> (i->o)&&vstd::contains(dynamic_cast<const CGVisitableOPH *> (i->o)->visitors,h.h->id))//don't visit things that you have already visited OPH
continue;
if(i->o->id==h.h->id) //don't visit yourself
continue;
destination = i->o->getSightCenter(); destination = i->o->getSightCenter();
@ -221,7 +361,7 @@ void CGeniusAI::addHeroObjectives(CGeniusAI::HypotheticalGameState::HeroModel &h
if(path.nodes[0].dist<movement) if(path.nodes[0].dist<movement)
{ {
HeroObjective ho(tp,i->o,&h); HeroObjective ho(tp,i->o,&h,this);
std::set<HeroObjective>::iterator found = currentHeroObjectives.find(ho); std::set<HeroObjective>::iterator found = currentHeroObjectives.find(ho);
if(found==currentHeroObjectives.end()) if(found==currentHeroObjectives.end())
currentHeroObjectives.insert(ho); currentHeroObjectives.insert(ho);
@ -244,7 +384,7 @@ void CGeniusAI::addHeroObjectives(CGeniusAI::HypotheticalGameState::HeroModel &h
h.interestingPos = interestingPos; h.interestingPos = interestingPos;
if(h.remainingMovement>0&&m_cb->getPath(hpos,interestingPos,h.h,path)) // there ought to be a path if(h.remainingMovement>0&&m_cb->getPath(hpos,interestingPos,h.h,path)) // there ought to be a path
currentHeroObjectives.insert(HeroObjective(HeroObjective::finishTurn,h.h,&h)); currentHeroObjectives.insert(HeroObjective(HeroObjective::finishTurn,h.h,&h,this));
} }
@ -307,8 +447,40 @@ void CGeniusAI::HeroObjective::fulfill(CGeniusAI & cg,HypotheticalGameState & hg
break; break;
case visit:case attack: case visit:case attack:
//std::cout << "trying to visit " << object->hoverName << std::endl;
h = whoCanAchieve[rand()%whoCanAchieve.size()];//TODO:replace with best hero for the job float bestCost = 9e9;
int bestHero = 0;
vector<int> resourceCosts;
for(int i = 0; i < 8;i++)
resourceCosts.push_back(0);
for(int i = 0; i < whoCanAchieve.size();i++)
{
int distOutOfTheWay = 0;
CPath path;
//from hero to object
if(AI->m_cb->getPath(whoCanAchieve[i]->pos,pos,whoCanAchieve[i]->h,path)) distOutOfTheWay+=path.nodes[0].dist;
//from object to goal
if(AI->m_cb->getPath(pos,whoCanAchieve[i]->interestingPos,whoCanAchieve[i]->h,path))
{
distOutOfTheWay+=path.nodes[0].dist;
//from hero directly to goal
if(AI->m_cb->getPath(whoCanAchieve[i]->pos,whoCanAchieve[i]->interestingPos,whoCanAchieve[i]->h,path)) distOutOfTheWay-=path.nodes[0].dist;
}
float cost = CostModel(resourceCosts,whoCanAchieve[i]->h,distOutOfTheWay).getCost();
if(cost < bestCost)
{
bestCost = cost;
bestHero = i;
}
}
h = whoCanAchieve[bestHero];//TODO:replace with best hero for the job
//if(dynamic_cast<const CGVisitableOPH *> (object))
// std::cout << h->h->name << " is visiting " << object->hoverName << std::endl;
hpos = h->pos; hpos = h->pos;
destination = object->getSightCenter(); destination = object->getSightCenter();
@ -371,6 +543,14 @@ void CGeniusAI::HeroObjective::fulfill(CGeniusAI & cg,HypotheticalGameState & hg
//give town's units to hero //give town's units to hero
CCreatureSet tcreatures = town->army; CCreatureSet tcreatures = town->army;
int weakestCreatureStack;
int weakestCreatureAIValue=99999;
for(std::map<si32,std::pair<ui32,si32> >::const_iterator i = tcreatures.slots.begin();i!=tcreatures.slots.end();i++)
if(VLC->creh->creatures[i->second.first].AIValue<weakestCreatureAIValue)
{
weakestCreatureAIValue = VLC->creh->creatures[i->second.first].AIValue;
weakestCreatureStack = i->first;
}
for(std::map<si32,std::pair<ui32,si32> >::const_iterator i = tcreatures.slots.begin();i!=tcreatures.slots.end();i++) // for each town slot for(std::map<si32,std::pair<ui32,si32> >::const_iterator i = tcreatures.slots.begin();i!=tcreatures.slots.end();i++) // for each town slot
{ {
hcreatures = h->h->army; hcreatures = h->h->army;
@ -379,6 +559,9 @@ void CGeniusAI::HeroObjective::fulfill(CGeniusAI & cg,HypotheticalGameState & hg
cout << "giving hero " << VLC->creh->creatures[i->second.first].namePl << endl; cout << "giving hero " << VLC->creh->creatures[i->second.first].namePl << endl;
if(hcreatures.slots.find(hSlot)!=hcreatures.slots.end()) if(hcreatures.slots.find(hSlot)!=hcreatures.slots.end())
{ {
if(i->first==weakestCreatureStack&&town->garrisonHero!=NULL)//can't take garrisonHero's last unit
cg.m_cb->splitStack(town,h->h,i->first,hSlot,i->second.second-1);
else
cg.m_cb->mergeStacks(town,h->h,i->first,hSlot); //TODO: the comment says that this code is not safe for the AI. cg.m_cb->mergeStacks(town,h->h,i->first,hSlot); //TODO: the comment says that this code is not safe for the AI.
} }
else else
@ -409,7 +592,7 @@ void CGeniusAI::addTownObjectives(HypotheticalGameState::TownModel &t, Hypotheti
for(int i =0; i < hgs.AvailableHeroesToBuy.size();i++) for(int i =0; i < hgs.AvailableHeroesToBuy.size();i++)
if(hgs.AvailableHeroesToBuy[i]!=NULL&&(t.t->subID==(hgs.AvailableHeroesToBuy[i]->type->heroType/2))) if(hgs.AvailableHeroesToBuy[i]!=NULL&&(t.t->subID==(hgs.AvailableHeroesToBuy[i]->type->heroType/2)))
{ {
TownObjective to(AIObjective::recruitHero,&t,0); TownObjective to(AIObjective::recruitHero,&t,0,this);
currentTownObjectives.insert(to); currentTownObjectives.insert(to);
} }
} }
@ -422,7 +605,7 @@ void CGeniusAI::addTownObjectives(HypotheticalGameState::TownModel &t, Hypotheti
{ {
if(m_cb->canBuildStructure(t.t,i->first)==7) if(m_cb->canBuildStructure(t.t,i->first)==7)
{ {
TownObjective to(AIObjective::buildBuilding,&t,i->first); TownObjective to(AIObjective::buildBuilding,&t,i->first,this);
currentTownObjectives.insert(to); currentTownObjectives.insert(to);
//cout <<"can build " << i->first << " "<< i->second->Name() << endl; //cout <<"can build " << i->first << " "<< i->second->Name() << endl;
} }
@ -433,7 +616,7 @@ void CGeniusAI::addTownObjectives(HypotheticalGameState::TownModel &t, Hypotheti
for(int i = 0; i < t.creaturesToRecruit.size() ;i++) for(int i = 0; i < t.creaturesToRecruit.size() ;i++)
{ {
if(t.creaturesToRecruit[i].first==0) continue; if(t.creaturesToRecruit[i].first==0||t.creaturesToRecruit[i].second.empty()) continue;
int ID = t.creaturesToRecruit[i].second.back(); int ID = t.creaturesToRecruit[i].second.back();
const CCreature *creature = &VLC->creh->creatures[ID];//m_cb->getCCreatureByID(ID); const CCreature *creature = &VLC->creh->creatures[ID];//m_cb->getCCreatureByID(ID);
@ -444,7 +627,7 @@ void CGeniusAI::addTownObjectives(HypotheticalGameState::TownModel &t, Hypotheti
if(!canAfford) continue; if(!canAfford) continue;
//cout << "town has " << t.t->creatures[i].first << " "<< creature->namePl << " (AI Strength " << creature->AIValue << ")." << endl; //cout << "town has " << t.t->creatures[i].first << " "<< creature->namePl << " (AI Strength " << creature->AIValue << ")." << endl;
TownObjective to(AIObjective::recruitCreatures,&t,i); TownObjective to(AIObjective::recruitCreatures,&t,i,this);
currentTownObjectives.insert(to); currentTownObjectives.insert(to);
} }
@ -456,10 +639,6 @@ void CGeniusAI::addTownObjectives(HypotheticalGameState::TownModel &t, Hypotheti
UpgradeInfo ui = m_cb->getUpgradeInfo(t.t,i->first); UpgradeInfo ui = m_cb->getUpgradeInfo(t.t,i->first);
if(ui.newID.size()!=0) if(ui.newID.size()!=0)
{ {
//int newID = ui.newID.back();
//we have some. Can we afford to upgrade them?
// const CCreature *creature = &VLC->creh->creatures[ID];//m_cb->getCCreatureByID(ID);
// const CCreature *upgrade = &VLC->creh->creatures[newID];//m_cb->getCCreatureByID(ID);
bool canAfford = true; bool canAfford = true;
for(int ii=0;ii<ui.cost.size();ii++) for(int ii=0;ii<ui.cost.size();ii++)
for (std::set<std::pair<int,int> >::iterator j=ui.cost[ii].begin(); j!=ui.cost[ii].end(); j++) for (std::set<std::pair<int,int> >::iterator j=ui.cost[ii].begin(); j!=ui.cost[ii].end(); j++)
@ -467,7 +646,7 @@ void CGeniusAI::addTownObjectives(HypotheticalGameState::TownModel &t, Hypotheti
canAfford = false; canAfford = false;
if(canAfford) if(canAfford)
{ {
TownObjective to(AIObjective::upgradeCreatures,&t,i->first); TownObjective to(AIObjective::upgradeCreatures,&t,i->first,this);
currentTownObjectives.insert(to); currentTownObjectives.insert(to);
} }
} }
@ -554,9 +733,20 @@ CGeniusAI::AIObjective * CGeniusAI::getBestObjective()
fillObjectiveQueue(trueGameState); fillObjectiveQueue(trueGameState);
if(!objectiveQueue.empty()) // if(!objectiveQueue.empty())
return max_element(objectiveQueue.begin(),objectiveQueue.end())->obj; // return max_element(objectiveQueue.begin(),objectiveQueue.end())->obj;
return NULL;
if(objectiveQueue.empty()) return NULL;
sort(objectiveQueue.begin(),objectiveQueue.end());
int num= 1;
for(std::vector<AIObjectivePtrCont> ::iterator i = objectiveQueue.begin(); i < objectiveQueue.end();i++)
{
cout << num++ << ": ";
i->obj->print();
cout << endl;
}
return objectiveQueue.front().obj;
} }
void CGeniusAI::yourTurn() void CGeniusAI::yourTurn()
@ -568,10 +758,10 @@ void CGeniusAI::yourTurn()
srand(seed); srand(seed);
if(m_cb->getDate()==1) if(m_cb->getDate()==1)
{ {
startFirstTurn(); // startFirstTurn();
// m_cb->endTurn(); // m_cb->endTurn();
// return;
} }
//////////////TODO: replace with updates. Also add suspected objects list.///////// //////////////TODO: replace with updates. Also add suspected objects list./////////
knownVisitableObjects.clear(); knownVisitableObjects.clear();
@ -598,13 +788,13 @@ void CGeniusAI::yourTurn()
void CGeniusAI::startFirstTurn() void CGeniusAI::startFirstTurn()
{ {
/*
HypotheticalGameState hgs(*this); HypotheticalGameState hgs(*this);
const CGTownInstance * town = m_cb->getTownInfo(0,0); const CGTownInstance * town = m_cb->getTownInfo(0,0);
const CGHeroInstance * heroInst = m_cb->getHeroInfo(0,0); const CGHeroInstance * heroInst = m_cb->getHeroInfo(0,0);
TownObjective(AIObjective::recruitHero,&hgs.townModels.front(),0).fulfill(*this,hgs); TownObjective(AIObjective::recruitHero,&hgs.townModels.front(),0,this).fulfill(*this,hgs);
m_cb->swapGarrisonHero(town); m_cb->swapGarrisonHero(town);
hgs.update(*this); hgs.update(*this);
@ -618,22 +808,22 @@ void CGeniusAI::startFirstTurn()
if(creature->cost[ii]>hgs.resourceAmounts[ii]) if(creature->cost[ii]>hgs.resourceAmounts[ii])
canAfford = false; // can we afford at least one creature? canAfford = false; // can we afford at least one creature?
if(!canAfford) continue; if(!canAfford) continue;
TownObjective(AIObjective::recruitCreatures,&hgs.townModels.front(),i).fulfill(*this,hgs); TownObjective(AIObjective::recruitCreatures,&hgs.townModels.front(),i,this).fulfill(*this,hgs);
} }
hgs.update(*this); hgs.update(*this);
HypotheticalGameState::HeroModel *hero; HypotheticalGameState::HeroModel *hero;
for(int i = 0; i < hgs.heroModels.size();i++) for(int i = 0; i < hgs.heroModels.size();i++)
if(hgs.heroModels[i].h->id==heroInst->id) if(hgs.heroModels[i].h->id==heroInst->id)
HeroObjective(AIObjective::visit,town,hero=&hgs.heroModels[i]).fulfill(*this,hgs); HeroObjective(AIObjective::visit,town,hero=&hgs.heroModels[i],this).fulfill(*this,hgs);
hgs.update(*this); hgs.update(*this);
m_cb->swapGarrisonHero(town); // m_cb->swapGarrisonHero(town);
//TODO: choose the strongest hero. //TODO: choose the strongest hero.
*/
} }
void CGeniusAI::heroKilled(const CGHeroInstance * hero) void CGeniusAI::heroKilled(const CGHeroInstance * hero)
@ -650,9 +840,11 @@ void CGeniusAI::tileRevealed(int3 pos)
{ {
std::vector < const CGObjectInstance * > objects = m_cb->getVisitableObjs(pos); std::vector < const CGObjectInstance * > objects = m_cb->getVisitableObjs(pos);
for(std::vector < const CGObjectInstance * >::iterator o = objects.begin();o!=objects.end();o++) for(std::vector < const CGObjectInstance * >::iterator o = objects.begin();o!=objects.end();o++)
if((*o)->id!=-1)
knownVisitableObjects.insert(*o); knownVisitableObjects.insert(*o);
objects = m_cb->getFlaggableObjects(pos); objects = m_cb->getFlaggableObjects(pos);
for(std::vector < const CGObjectInstance * >::iterator o = objects.begin();o!=objects.end();o++) for(std::vector < const CGObjectInstance * >::iterator o = objects.begin();o!=objects.end();o++)
if((*o)->id!=-1)
knownVisitableObjects.insert(*o); knownVisitableObjects.insert(*o);
} }

View File

@ -70,6 +70,16 @@ private:
std::set< AIObjectContainer > knownVisitableObjects; std::set< AIObjectContainer > knownVisitableObjects;
}; };
struct CostModel
{
CostModel(vector<int> &resourceCosts,const CGHeroInstance * moved,int distOutOfTheWay);
CostModel():moved(NULL){}
vector<int> resourceCosts;
const CGHeroInstance * moved;
int distOutOfTheWay;
float getCost();
};
class AIObjective class AIObjective
{ {
public: public:
@ -89,10 +99,12 @@ private:
recruitCreatures, //done recruitCreatures, //done
upgradeCreatures //done upgradeCreatures //done
}; };
CostModel cost;
CGeniusAI * AI;
Type type; Type type;
virtual void fulfill(CGeniusAI &,HypotheticalGameState & hgs)=0; virtual void fulfill(CGeniusAI &,HypotheticalGameState & hgs)=0;
virtual HypotheticalGameState pretend(const HypotheticalGameState &) =0; virtual HypotheticalGameState pretend(const HypotheticalGameState &) =0;
virtual void print() const=0;
virtual float getValue() const=0; //how much is it worth to the AI to achieve virtual float getValue() const=0; //how much is it worth to the AI to achieve
}; };
@ -105,13 +117,14 @@ private:
HeroObjective(){} HeroObjective(){}
HeroObjective(Type t):object(NULL){type = t;} HeroObjective(Type t):object(NULL){type = t;}
HeroObjective(Type t,const CGObjectInstance * object,HypotheticalGameState::HeroModel *h); HeroObjective(Type t,const CGObjectInstance * object,HypotheticalGameState::HeroModel *h,CGeniusAI * AI);
bool operator < (const HeroObjective &other)const; bool operator < (const HeroObjective &other)const;
void fulfill(CGeniusAI &,HypotheticalGameState & hgs); void fulfill(CGeniusAI &,HypotheticalGameState & hgs);
HypotheticalGameState pretend(const HypotheticalGameState &hgs){return hgs;}; HypotheticalGameState pretend(const HypotheticalGameState &hgs){return hgs;};
float getValue() const{return _value;} float getValue() const;
void print() const;
private: private:
float _value; mutable float _value;
}; };
//town objectives //town objectives
@ -126,14 +139,15 @@ private:
HypotheticalGameState::TownModel * whichTown; HypotheticalGameState::TownModel * whichTown;
int which; //which hero, which building, which creature, int which; //which hero, which building, which creature,
TownObjective(Type t,HypotheticalGameState::TownModel * tn,int Which); TownObjective(Type t,HypotheticalGameState::TownModel * tn,int Which,CGeniusAI * AI);
bool operator < (const TownObjective &other)const; bool operator < (const TownObjective &other)const;
void fulfill(CGeniusAI &,HypotheticalGameState & hgs); void fulfill(CGeniusAI &,HypotheticalGameState & hgs);
HypotheticalGameState pretend(const HypotheticalGameState &hgs){return hgs;}; HypotheticalGameState pretend(const HypotheticalGameState &hgs){return hgs;};
float getValue() const {return _value;} float getValue() const;
void print() const;
private: private:
float _value; mutable float _value;
}; };
class AIObjectivePtrCont class AIObjectivePtrCont

View File

@ -63,6 +63,8 @@ int IGameCallback::getDate(int mode)
const CGHeroInstance* IGameCallback::getSelectedHero( int player ) const CGHeroInstance* IGameCallback::getSelectedHero( int player )
{ {
if(gs->players.find(player)->second.currentSelection==-1)
return NULL;
return getHero(gs->players.find(player)->second.currentSelection); return getHero(gs->players.find(player)->second.currentSelection);
} }