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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00

Next part of AI code cleaning/reformatting.

This commit is contained in:
red1939 2009-10-28 16:28:52 +00:00
parent ddd755c0c1
commit 3f3c019784

View File

@ -14,7 +14,9 @@ using std::endl;
using geniusai::CGeniusAI;
#if defined (_MSC_VER) && (_MSC_VER >= 1020) || (__MINGW32__)
#define WIN32_LEAN_AND_MEAN //excludes rarely used stuff from windows headers - delete this line if something is missing
// Excludes rarely used stuff from windows headers - delete this line if
// something is missing.
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#endif
@ -34,7 +36,7 @@ void DbgBox(const char *msg, bool messageBox)
#endif
}
// TODO: Rewrite those i-s, o-s to something meaningful.
bool CGeniusAI::AIObjectContainer::operator<(
const AIObjectContainer& b) const
{
@ -346,19 +348,20 @@ bool CGeniusAI::TownObjective::operator<(const TownObjective &other) const
return which < other.which;
else if (whichTown->t->id != other.whichTown->t->id)
return whichTown->t->id < other.whichTown->t->id;
else
return false;
}
void CGeniusAI::TownObjective::print() const
{
CBuilding* b;
const CCreature* creature;
HypotheticalGameState::HeroModel hm;
int ID;
int howMany;
int newID;
int hSlot;
CBuilding* b = NULL;
const CCreature* creature = NULL;
int ID = 0;
int howMany = 0;
int newID = 0;
int hSlot = 0;
ui32 creatures_max;
switch (type) {
@ -369,8 +372,7 @@ void CGeniusAI::TownObjective::print() const
case buildBuilding:
b = VLC->buildh->buildings[whichTown->t->subID][which];
cout << "build " << b->Name() << " cost = ";
if (b->resources.size() != 0)
{
if (b->resources.size() != 0) {
if (b->resources[0] != 0)
cout << b->resources[0] << " wood. ";
if (b->resources[1] != 0)
@ -380,7 +382,7 @@ void CGeniusAI::TownObjective::print() const
if (b->resources[3] != 0)
cout << b->resources[3] << " sulfur. ";
if (b->resources[4] != 0)
cout << b->resources[4] << " cristal. ";
cout << b->resources[4] << " crystal. ";
if (b->resources[5] != 0)
cout << b->resources[5] << " gems. ";
if (b->resources[6] != 0)
@ -477,8 +479,7 @@ void CGeniusAI::reportResources()
}
void CGeniusAI::addHeroObjectives(
CGeniusAI::HypotheticalGameState::HeroModel& h,
void CGeniusAI::addHeroObjectives(CGeniusAI::HypotheticalGameState::HeroModel& h,
CGeniusAI::HypotheticalGameState& hgs)
{
int3 hpos = h.pos;
@ -603,7 +604,8 @@ void CGeniusAI::addHeroObjectives(
}
} // if (m_cb->getPath(hpos, destination, h.h, path))
} // if (hpos.z == destination.z)
} // for (std::set<AIObjectContainer>::const_iterator i = knownVisitableObjects.begin();
} // for (std::set<AIObjectContainer>::const_iterator
// i = knownVisitableObjects.begin();
h.interestingPos = interestingPos;
// there ought to be a path
@ -616,90 +618,106 @@ void CGeniusAI::addHeroObjectives(
}
void CGeniusAI::HeroObjective::fulfill(CGeniusAI & cg,HypotheticalGameState & hgs)
void CGeniusAI::HeroObjective::fulfill(CGeniusAI& cg,
HypotheticalGameState& hgs)
{
cg.m_cb->waitTillRealize = true;
HypotheticalGameState::HeroModel * h;
int3 hpos, destination;
HypotheticalGameState::HeroModel* h = NULL;
int3 hpos;
int3 destination;
int3 bestPos;
int3 currentPos;
int3 checkPos;
CPath path;
CPath path2;
int3 bestPos,currentPos,checkPos;
int howGood;
switch(type)
{
int howGood = 0;
switch (type) {
case finishTurn:
h = whoCanAchieve.front();
h->finished=true;
hpos = h->pos;
destination = h->interestingPos;
if(!cg.m_cb->getPath(hpos,destination,h->h,path)) {cout << "AI error: invalid destination" << endl; return;}
if ( !cg.m_cb->getPath(hpos, destination, h->h, path) ) {
cout << "AI error: invalid destination" << endl;
return;
}
destination = h->pos;
for(int i = path.nodes.size()-2;i>=0;i--) //find closest coord that we can get to
if(cg.m_cb->getPath(hpos,path.nodes[i].coord,h->h,path2)&&path2.nodes[0].dist<=h->remainingMovement)
// Find closest coord that we can get to.
for (int i = path.nodes.size() - 2; i >= 0; i--) {
// TODO: getPath what??
if ((cg.m_cb->getPath(hpos, path.nodes[i].coord, h->h, path2))
&& (path2.nodes[0].dist <= h->remainingMovement))
destination = path.nodes[i].coord;
}
if(destination == h->interestingPos) break;
if (destination == h->interestingPos)
break;
///////// Find close pos with the most neighboring empty squares. We don't want to get in the way. ///////////////////
// ! START ! //
// Find close pos with the most neighboring empty squares. We don't want to
// get in the way.
bestPos = destination;
howGood = 0;
for(int x = -3;x <= 3;x++)
for(int y = -3;y <= 3;y++)
{
// TODO: Add a meaning to 3.
for (int x = -3; x <= 3; x++) {
for (int y = -3; y <= 3; y++) {
currentPos = destination + int3(x,y,0);
if(cg.m_cb->getVisitableObjs(currentPos).size()!=0) //there better not be anything there
// There better not be anything there.
if (cg.m_cb->getVisitableObjs(currentPos).size() != 0)
continue;
if(!cg.m_cb->getPath(hpos,currentPos,h->h,path)||path.nodes[0].dist>h->remainingMovement) //it better be reachable from the hero
if ((cg.m_cb->getPath(hpos, currentPos, h->h, path) == false)
// It better be reachable from the hero
// TODO: remainingMovement > 0...
|| (path.nodes[0].dist>h->remainingMovement))
continue;
int count = 0;
for(int xx = -1;xx <= 1;xx++)
for(int yy = -1;yy <= 1;yy++)
{
for (int xx = -1; xx <= 1; xx++) {
for (int yy = -1; yy <= 1; yy++) {
checkPos = currentPos + int3(xx, yy, 0);
if(cg.m_cb->getPath(currentPos,checkPos,h->h,path))
if (cg.m_cb->getPath(currentPos, checkPos, h->h, path) != false)
count++;
}
if(count > howGood)
{
}
if (count > howGood) {
howGood = count;
bestPos = currentPos;
}
}
}
destination = bestPos;
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// ! END ! //
cg.m_cb->getPath(hpos, destination, h->h, path);
path.convert(0);
break;
case visit:case attack:
case visit:
case attack:
h = whoCanAchieve.front(); //lowest cost hero
h->previouslyVisited_pos = object->getSightCenter();
hpos = h->pos;
destination = object->getSightCenter();
break;
} // switch(type)
}
if(type == visit||type == finishTurn||type == attack)
if(cg.m_cb->getPath(hpos,destination,h->h,path))
{
if ( (type == visit || type == finishTurn || type == attack)
&& (cg.m_cb->getPath(hpos, destination, h->h, path) != false) )
path.convert(0);
if (cg.m_state.get() != NO_BATTLE)
cg.m_state.waitUntil(NO_BATTLE);//wait for battle end
//wait over, battle over too. hero might be killed. check.
for(int i = path.nodes.size()-2;i>=0&&(cg.m_cb->getHeroSerial(h->h) >= 0);i--)
{
cg.m_state.waitUntil(NO_BATTLE); // Wait for battle end
// Wait over, battle over too. hero might be killed. check.
for (int i = path.nodes.size() - 2;
(i >= 0) && (cg.m_cb->getHeroSerial(h->h) >= 0);
i--) {
cg.m_cb->moveHero(h->h,path.nodes[i].coord);
if (cg.m_state.get() != NO_BATTLE)
cg.m_state.waitUntil(NO_BATTLE);//wait for battle end
cg.m_state.waitUntil(NO_BATTLE); // Wait for battle end
}
h->remainingMovement -= path.nodes[0].dist;
@ -707,161 +725,183 @@ void CGeniusAI::HeroObjective::fulfill(CGeniusAI & cg,HypotheticalGameState & hg
h->pos = path.nodes[1].coord;
else
h->pos=destination;
std::set<AIObjectContainer>::iterator i = hgs.knownVisitableObjects.find(AIObjectContainer(object));
std::set<AIObjectContainer>::iterator i =
hgs.knownVisitableObjects.find(AIObjectContainer(object));
if (i != hgs.knownVisitableObjects.end())
hgs.knownVisitableObjects.erase(i);
}
const CGTownInstance * town = dynamic_cast<const CGTownInstance *> (object);
if(town&&object->getOwner()==cg.m_cb->getMyColor())
{
if (town && object->getOwner() == cg.m_cb->getMyColor()) {
//upgrade hero's units
cout << "visiting town" << endl;
CCreatureSet hcreatures = h->h->army;
for(std::map<si32,std::pair<ui32,si32> >::const_iterator i = hcreatures.slots.begin();i!=hcreatures.slots.end();i++) // for each hero slot
{
for (std::map< si32, std::pair<ui32,si32> >::const_iterator i =
hcreatures.slots.begin();
i != hcreatures.slots.end();
i++) { // For each hero slot.
UpgradeInfo ui = cg.m_cb->getUpgradeInfo(h->h,i->first);
bool canUpgrade = false;
if(ui.newID.size()!=0) //does this stack need upgrading?
{
if (ui.newID.size() != 0) { // Does this stack need upgrading?
canUpgrade = true;
for(int ii=0;ii<ui.cost.size();ii++)//can afford the upgrade?
for (std::set<std::pair<int,int> >::iterator j=ui.cost[ii].begin(); j!=ui.cost[ii].end(); j++)
for (int ii = 0; ii < ui.cost.size(); ii++) // Can afford the upgrade?
for (std::set<std::pair<int,int> >::iterator j = ui.cost[ii].begin();
j != ui.cost[ii].end();
j++)
if (hgs.resourceAmounts[j->first] < j->second * i->second.second)
canUpgrade = false;
}
if (canUpgrade)
{
cg.m_cb->upgradeCreature(h->h, i->first, ui.newID.back());
cout << "upgrading hero's " << VLC->creh->creatures[i->second.first].namePl << endl;
cout << "upgrading hero's "
<< VLC->creh->creatures[i->second.first].namePl
<< endl;
}
}
//give town's units to hero
// Give town's units to hero.
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)
{
int weakestCreatureAIValue = 99999; // TODO: Wtf??
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;
int hSlot = hcreatures.getSlotFor(i->second.first);
if(hSlot == -1) continue;
cout << "giving hero " << VLC->creh->creatures[i->second.first].namePl << endl;
if(hcreatures.slots.find(hSlot)!=hcreatures.slots.end())
{
if(i->first==weakestCreatureStack&&town->garrisonHero!=NULL)//can't take garrisonHero's last unit
if (hSlot == -1)
continue;
cout << "giving hero "
<< VLC->creh->creatures[i->second.first].namePl
<< endl;
if (hcreatures.slots.find(hSlot) != hcreatures.slots.end()) {
// Can't take garrisonHero's last unit.
if ( (i->first == weakestCreatureStack)
&& (town->garrisonHero != NULL) )
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.
}
else
{
// TODO: the comment says that this code is not safe for the AI.
cg.m_cb->mergeStacks(town, h->h, i->first, hSlot);
} else
cg.m_cb->swapCreatures(town, h->h, i->first, hSlot);
}
}
}
} // for (std::map< si32, std::pair<ui32, si32> >::const_iterator ...
} // if (town && object->getOwner == cg.m_cb->getMyColor())
}
void CGeniusAI::addTownObjectives(HypotheticalGameState::TownModel &t, HypotheticalGameState & hgs)
void CGeniusAI::addTownObjectives(HypotheticalGameState::TownModel& t,
HypotheticalGameState& hgs)
{
//recruitHero
//buildBuilding
//recruitCreatures
//upgradeCreatures
if(hgs.heroModels.size()<3&&hgs.resourceAmounts[6]>=2500) //recruitHero
{
// Recruit hero.
if ( (hgs.heroModels.size() < 3) && (hgs.resourceAmounts[6] >= 2500) ) {
bool heroAtTown = false;
for(int i = 0; i < hgs.heroModels.size();i++)
for (int i = 0; i < hgs.heroModels.size(); i++) {
if (hgs.heroModels[i].pos == t.t->getSightCenter())
heroAtTown = true;
if(!heroAtTown && vstd::contains(t.t->builtBuildings, 5)) //no visiting hero and built tavern
{
for(int i =0; i < hgs.AvailableHeroesToBuy.size();i++)
if(hgs.AvailableHeroesToBuy[i]!=NULL&&(t.t->subID==(hgs.AvailableHeroesToBuy[i]->type->heroType/2)))
{
}
// No visiting hero and built tavern.
if (!heroAtTown && vstd::contains(t.t->builtBuildings, 5)) {
for (int i = 0; i < hgs.AvailableHeroesToBuy.size(); i++) {
if ( (hgs.AvailableHeroesToBuy[i] != NULL)
&& (t.t->subID ==
hgs.AvailableHeroesToBuy[i]->type->heroType / 2) ) {
TownObjective to(hgs,AIObjective::recruitHero,&t,0,this);
currentTownObjectives.insert(to);
}
}
}
//buildBuilding
if(!t.hasBuilt)
{
std::map<int, CBuilding *> thisTownsBuildings = VLC->buildh->buildings[t.t->subID];// m_cb->getCBuildingsByID(t.t);
for(std::map<int, CBuilding *>::iterator i = thisTownsBuildings.begin(); i != thisTownsBuildings.end();i++)
{
if(m_cb->canBuildStructure(t.t,i->first)==7)
{
}
// Build a building.
if (!t.hasBuilt) {
// m_cb->getCBuildingsByID(t.t);
std::map<int, CBuilding*> thisTownsBuildings =
VLC->buildh->buildings[t.t->subID];
for (std::map<int, CBuilding*>::iterator i = thisTownsBuildings.begin();
i != thisTownsBuildings.end();
i++) {
if (m_cb->canBuildStructure(t.t, i->first) == 7) {
TownObjective to(hgs, AIObjective::buildBuilding, &t, i->first ,this);
currentTownObjectives.insert(to);
}
}
}
//recruitCreatures
// Recruit creatures.
for (int i = 0; i < t.creaturesToRecruit.size(); i++) {
if (t.creaturesToRecruit[i].first == 0
|| t.creaturesToRecruit[i].second.empty())
continue;
for(int i = 0; i < t.creaturesToRecruit.size() ;i++)
{
if(t.creaturesToRecruit[i].first==0||t.creaturesToRecruit[i].second.empty()) continue;
int ID = t.creaturesToRecruit[i].second.back();
const CCreature *creature = &VLC->creh->creatures[ID];//m_cb->getCCreatureByID(ID);
// m_cb->getCCreatureByID(ID);
const CCreature *creature = &VLC->creh->creatures[ID];
bool canAfford = true;
for (int ii = 0; ii < creature->cost.size(); 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;
//cout << "town has " << t.t->creatures[i].first << " "<< creature->namePl << " (AI Strength " << creature->AIValue << ")." << endl;
TownObjective to(hgs, AIObjective::recruitCreatures, &t, i, this);
currentTownObjectives.insert(to);
}
//upgradeCreatures
for(std::map<si32,std::pair<ui32,si32> >::iterator i = t.creaturesInGarrison.slots.begin();i!=t.creaturesInGarrison.slots.end();i++)
{
// Upgrade creatures.
for (std::map< si32, std::pair<ui32, si32> >::iterator
i = t.creaturesInGarrison.slots.begin();
i != t.creaturesInGarrison.slots.end();
i++) {
UpgradeInfo ui = m_cb->getUpgradeInfo(t.t, i->first);
if(ui.newID.size()!=0)
{
if (ui.newID.size() != 0) {
bool canAfford = true;
int upgrade_serial = ui.newID.size() - 1;
for (std::set<std::pair<int,int> >::iterator j=ui.cost[upgrade_serial].begin(); j!=ui.cost[upgrade_serial].end(); j++)
for (std::set< std::pair<int, int> >::iterator
j = ui.cost[upgrade_serial].begin();
j != ui.cost[upgrade_serial].end();
j++)
if (hgs.resourceAmounts[j->first] < j->second * i->second.second)
canAfford = false;
if(canAfford)
{
if (canAfford) {
TownObjective to(hgs,AIObjective::upgradeCreatures,&t,i->first,this);
currentTownObjectives.insert(to);
}
}
} // if (ui.netID.size() != 0)
} // for (std::map< si32, std::pair ...
}
}
void CGeniusAI::TownObjective::fulfill(CGeniusAI & cg,HypotheticalGameState &hgs)
void CGeniusAI::TownObjective::fulfill(CGeniusAI& cg,
HypotheticalGameState& hgs)
{
cg.m_cb->waitTillRealize = true;
CBuilding * b;
const CCreature *creature;
HypotheticalGameState::HeroModel hm;
int ID, howMany, newID, hSlot;
switch(type)
{
switch (type) {
case recruitHero:
cg.m_cb->recruitHero(whichTown->t, hgs.AvailableHeroesToBuy[which]);
hm = HypotheticalGameState::HeroModel(hgs.AvailableHeroesToBuy[which]);
@ -870,44 +910,47 @@ void CGeniusAI::TownObjective::fulfill(CGeniusAI & cg,HypotheticalGameState &hgs
hgs.heroModels.push_back(hm);
hgs.resourceAmounts[6] -= 2500;
break;
case buildBuilding:
b = VLC->buildh->buildings[whichTown->t->subID][which];
if(cg.m_cb->canBuildStructure(whichTown->t,which)==7)
{
if (cg.m_cb->canBuildStructure(whichTown->t,which) == 7) {
cout << "built " << b->Name() << "." << endl;
if(!cg.m_cb->buildBuilding(whichTown->t,which)) cout << "really tried to build unbuildable building" <<endl;
for(int i = 0; b && i < b->resources.size();i++)
if (!cg.m_cb->buildBuilding(whichTown->t, which))
cout << "really tried to build unbuildable building" << endl;
for (int i = 0; b && i < b->resources.size(); i++) // TODO: b what?
hgs.resourceAmounts[i] -= b->resources[i];
}
else cout << "trying to build a structure we cannot build" << endl;
} else
cout << "trying to build a structure we cannot build" << endl;
whichTown->hasBuilt=true;
break;
case recruitCreatures:
ID = whichTown->creaturesToRecruit[which].second.back(); //buy upgraded if possible
// Buy upgraded if possible.
ID = whichTown->creaturesToRecruit[which].second.back();
creature = &VLC->creh->creatures[ID];
howMany = whichTown->creaturesToRecruit[which].first;
for (int i = 0; i < creature->cost.size(); i++)
// TODO: rewrite.
amin(howMany, creature->cost[i] ? hgs.resourceAmounts[i]/creature->cost[i] : INT_MAX);
if(howMany == 0) cout << "tried to recruit without enough money.";
cout << "recruiting " << howMany << " "<< creature->namePl << " (Total AI Strength " << creature->AIValue*howMany << ")." << endl;
if (howMany == 0)
cout << "tried to recruit without enough money.";
cout << "recruiting " << howMany << " "
<< creature->namePl << " (Total AI Strength "
<< creature->AIValue*howMany << ")." << endl;
cg.m_cb->recruitCreatures(whichTown->t, ID, howMany);
break;
case upgradeCreatures:
UpgradeInfo ui = cg.m_cb->getUpgradeInfo(whichTown->t, which);
ID = whichTown->creaturesInGarrison.slots[which].first;
newID = ui.newID.back();
cg.m_cb->upgradeCreature(whichTown->t,which,newID);//TODO: reduce resources in hgs
// TODO: reduce resources in hgs
cg.m_cb->upgradeCreature(whichTown->t, which, newID);
cout << "upgrading " << VLC->creh->creatures[ID].namePl << endl;
break;
}
}
}
void CGeniusAI::fillObjectiveQueue(HypotheticalGameState & hgs)
{
@ -915,28 +958,44 @@ void CGeniusAI::fillObjectiveQueue(HypotheticalGameState & hgs)
currentHeroObjectives.clear();
currentTownObjectives.clear();
for(std::vector <CGeniusAI::HypotheticalGameState::HeroModel>::iterator i = hgs.heroModels.begin(); i != hgs.heroModels.end(); i++)
for (std::vector <CGeniusAI::HypotheticalGameState::HeroModel>::iterator
i = hgs.heroModels.begin();
i != hgs.heroModels.end();
i++)
addHeroObjectives(*i, hgs);
for(std::vector <CGeniusAI::HypotheticalGameState::TownModel>::iterator i = hgs.townModels.begin(); i != hgs.townModels.end(); i++)
for (std::vector <CGeniusAI::HypotheticalGameState::TownModel>::iterator
i = hgs.townModels.begin();
i != hgs.townModels.end();
i++)
addTownObjectives(*i, hgs);
for(std::set<CGeniusAI::HeroObjective>::iterator i = currentHeroObjectives.begin(); i != currentHeroObjectives.end(); i++)
for (std::set<CGeniusAI::HeroObjective>::iterator
i = currentHeroObjectives.begin();
i != currentHeroObjectives.end();
i++)
// TODO: Recheck and try to write simpler expression.
objectiveQueue.push_back(AIObjectivePtrCont((CGeniusAI::HeroObjective*)&(*i)));
for(std::set<CGeniusAI::TownObjective>::iterator i = currentTownObjectives.begin(); i != currentTownObjectives.end(); i++)
for (std::set<CGeniusAI::TownObjective>::iterator
i = currentTownObjectives.begin();
i != currentTownObjectives.end();
i++)
objectiveQueue.push_back(AIObjectivePtrCont((CGeniusAI::TownObjective*)&(*i)));
}
CGeniusAI::AIObjective * CGeniusAI::getBestObjective()
{
trueGameState.update(*this);
fillObjectiveQueue(trueGameState);
// TODO: Write this part.
// if(!objectiveQueue.empty())
// return max_element(objectiveQueue.begin(),objectiveQueue.end())->obj;
m_priorities->fillFeatures(trueGameState);
if(objectiveQueue.empty()) return NULL;
if (objectiveQueue.empty())
return NULL;
// sort(objectiveQueue.begin(),objectiveQueue.end());
// reverse(objectiveQueue.begin(),objectiveQueue.end());
int num = 1;
@ -952,14 +1011,16 @@ CGeniusAI::AIObjective * CGeniusAI::getBestObjective()
// cout << "which would you do? (enter 0 for none): ";
// cin >> choice;
cout << "doing best of " << objectiveQueue.size() << " ";
CGeniusAI::AIObjective* best = max_element(objectiveQueue.begin(),objectiveQueue.end())->obj;
CGeniusAI::AIObjective* best =
max_element(objectiveQueue.begin(), objectiveQueue.end())->obj;
best->print();
cout << " value = " << best->getValue() << endl;
if (!objectiveQueue.empty())
return best;
return objectiveQueue.front().obj;
}
void CGeniusAI::yourTurn()
{
static boost::mutex mutex;
@ -967,8 +1028,7 @@ void CGeniusAI::yourTurn()
m_cb->waitTillRealize = true;
static int seed = rand();
srand(seed);
if(m_cb->getDate()==1)
{
if (m_cb->getDate() == 1) {
// startFirstTurn();
// m_cb->endTurn();
@ -977,94 +1037,104 @@ void CGeniusAI::yourTurn()
//////////////TODO: replace with updates. Also add suspected objects list./////////
knownVisitableObjects.clear();
int3 pos = m_cb->getMapSize();
for(int x = 0;x<pos.x;x++)
for(int y = 0;y<pos.y;y++)
for (int x = 0; x < pos.x; x++) {
for (int y = 0; y < pos.y; y++) {
for (int z = 0; z < pos.z; z++)
tileRevealed(int3(x,y,z));
}
}
///////////////////////////////////////////////////////////////////////////////////
reportResources();
trueGameState = HypotheticalGameState(*this);
AIObjective * objective;
while ((objective = getBestObjective()) != NULL)
objective->fulfill(*this,trueGameState);
seed = rand();
m_cb->endTurn();
m_cb->waitTillRealize = false;
}
/*
void CGeniusAI::startFirstTurn()
{
HypotheticalGameState hgs(*this);
const CGTownInstance * town = m_cb->getTownInfo(0,0);
const CGHeroInstance * heroInst = m_cb->getHeroInfo(0,0);
TownObjective(hgs,AIObjective::recruitHero,&hgs.townModels.front(),0,this).fulfill(*this,hgs);
TownObjective(hgs,
AIObjective::recruitHero,
&hgs.townModels.front(),
0,
this).fulfill(*this, hgs);
m_cb->swapGarrisonHero(town);
hgs.update(*this);
for(int i = 0; i < hgs.townModels.front().creaturesToRecruit.size() ;i++)
{
if(hgs.townModels.front().creaturesToRecruit[i].first==0) continue;
for (int i = 0; i < hgs.townModels.front().creaturesToRecruit.size(); i++) {
if (hgs.townModels.front().creaturesToRecruit[i].first == 0)
continue;
int ID = hgs.townModels.front().creaturesToRecruit[i].second.back();
const CCreature *creature = &VLC->creh->creatures[ID];
bool canAfford = true;
for (int ii = 0; ii < creature->cost.size(); ii++)
if (creature->cost[ii] > hgs.resourceAmounts[ii])
canAfford = false; // can we afford at least one creature?
if(!canAfford) continue;
if (!canAfford)
continue;
TownObjective(hgs,AIObjective::recruitCreatures,&hgs.townModels.front(),i,this).fulfill(*this,hgs);
}
hgs.update(*this);
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)
HeroObjective(hgs, AIObjective::visit, town, hero = &hgs.heroModels[i], this).fulfill(*this,hgs);
}
hgs.update(*this);
// m_cb->swapGarrisonHero(town);
//TODO: choose the strongest hero.
}
*/
void CGeniusAI::heroKilled(const CGHeroInstance* hero)
{
}
void CGeniusAI::heroCreated(const CGHeroInstance* hero)
{
}
void CGeniusAI::tileRevealed(int3 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);
}
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);
}
void CGeniusAI::newObject(const CGObjectInstance * obj) //eg. ship built in shipyard
// eg. ship built in shipyard
void CGeniusAI::newObject(const CGObjectInstance* obj)
{
knownVisitableObjects.insert(obj);
}
void CGeniusAI::objectRemoved(const CGObjectInstance *obj) //eg. collected resource, picked artifact, beaten hero
{
std::set<AIObjectContainer>::iterator o = knownVisitableObjects.find(obj);
@ -1072,35 +1142,42 @@ void CGeniusAI::objectRemoved(const CGObjectInstance *obj) //eg. collected resou
knownVisitableObjects.erase(o);
}
void CGeniusAI::tileHidden(int3 pos)
{
}
void CGeniusAI::heroMoved(const TryMoveHero &TMH)
{
//DbgBox("** CGeniusAI::heroMoved **");
}
void CGeniusAI::heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback)
void CGeniusAI::heroGotLevel(const CGHeroInstance *hero,
int pskill,
std::vector<ui16>& skills,
boost::function<void(ui32)> &callback)
{
callback(rand() % skills.size());
}
void geniusai::CGeniusAI::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, boost::function<void()> &onEnd )
void geniusai::CGeniusAI::showGarrisonDialog(const CArmedInstance *up,
const CGHeroInstance *down,
bool removableUnits,
boost::function<void()>& onEnd)
{
onEnd();
}
void geniusai::CGeniusAI::playerBlocked( int reason )
{
if(reason == 0) //battle is coming...
{
if (reason == 0) // Battle is coming...
m_state.setn(UPCOMING_BATTLE);
}
}
void geniusai::CGeniusAI::battleResultsApplied()
{
@ -1108,11 +1185,18 @@ void geniusai::CGeniusAI::battleResultsApplied()
m_state.setn(NO_BATTLE);
}
void CGeniusAI::showBlockingDialog(const std::string &text, const std::vector<Component> &components, ui32 askID, const 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);
}
/**
* occurs AFTER every action taken by any stack or by the hero
*/
@ -1125,6 +1209,8 @@ void CGeniusAI::actionFinished(const BattleAction *action)
message += ")";
DbgBox(message.c_str());
}
/**
* occurs BEFORE every action taken by any stack or by the hero
*/
@ -1137,6 +1223,8 @@ void CGeniusAI::actionStarted(const BattleAction *action)
message += ")";
DbgBox(message.c_str());
}
/**
* called when stack is performing attack
*/
@ -1151,26 +1239,31 @@ void CGeniusAI::battleStacksAttacked(std::set<BattleStackAttacked> & bsa)
{
DbgBox("\t\t\tCGeniusAI::battleStacksAttacked");
}
/**
* called by engine when battle starts; side=0 - left, side=1 - right
*/
void CGeniusAI::battleStart(CCreatureSet *army1, CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side)
{
// TODO: Battle logic what...
assert(!m_battleLogic);
assert(playerID > PLAYER_LIMIT || m_state.get() == UPCOMING_BATTLE); //we have been informed that battle will start (or we are neutral AI)
// We have been informed that battle will start (or we are neutral AI)
assert( (playerID > PLAYER_LIMIT) || (m_state.get() == UPCOMING_BATTLE) );
m_state.setn(ONGOING_BATTLE);
m_battleLogic = new BattleAI::CBattleLogic(m_cb, army1, army2, tile, hero1, hero2, side);
m_battleLogic = new BattleAI::CBattleLogic(m_cb, army1, army2, tile, hero1,
hero2, side);
DbgBox("** CGeniusAI::battleStart **");
}
/**
*
*/
void CGeniusAI::battleEnd(BattleResult* br)
{
switch (br->winner)
{
case 0: std::cout << "The winner is the attacker." << std::endl;break;
@ -1189,6 +1282,8 @@ void CGeniusAI::battleEnd(BattleResult *br)
DbgBox("** CGeniusAI::battleEnd **");
}
/**
* called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
*/
@ -1200,6 +1295,8 @@ void CGeniusAI::battleNewRound(int round)
m_battleLogic->SetCurrentTurn(round);
}
/**
*
*/
@ -1212,6 +1309,8 @@ void CGeniusAI::battleStackMoved(int ID, int dest, int distance, bool end)
message += ")";
DbgBox(message.c_str());
}
/**
*
*/
@ -1219,6 +1318,8 @@ void CGeniusAI::battleSpellCast(SpellCast *sc)
{
DbgBox("\t\t\tCGeniusAI::battleSpellCast");
}
/**
* called when battlefield is prepared, prior the battle beginning
*/
@ -1226,6 +1327,8 @@ void CGeniusAI::battlefieldPrepared(int battlefieldType, std::vector<CObstacle*>
{
DbgBox("CGeniusAI::battlefieldPrepared");
}
/**
*
*/
@ -1233,6 +1336,8 @@ void CGeniusAI::battleStackMoved(int ID, int dest, bool startMoving, bool endMov
{
DbgBox("\t\t\tCGeniusAI::battleStackMoved");
}
/**
*
*/
@ -1240,6 +1345,8 @@ void CGeniusAI::battleStackAttacking(int ID, int dest)
{
DbgBox("\t\t\tCGeniusAI::battleStackAttacking");
}
/**
*
*/
@ -1248,6 +1355,7 @@ void CGeniusAI::battleStackIsAttacked(int ID, int dmg, int killed, int IDby, boo
DbgBox("\t\t\tCGeniusAI::battleStackIsAttacked");
}
/**
* called when it's turn of that stack
*/
@ -1263,4 +1371,3 @@ BattleAction CGeniusAI::activeStack(int stackID)
assert(m_cb->battleGetStackByID(bact.stackNumber));
return bact;
};