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add initial Battle AI proxy project for neural networks
This commit is contained in:
188
AI/BattleML/AttackPossibility.cpp
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188
AI/BattleML/AttackPossibility.cpp
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/*
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* AttackPossibility.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "AttackPossibility.h"
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#include "../../lib/CStack.h" // TODO: remove
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// Eventually only IBattleInfoCallback and battle::Unit should be used,
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// CUnitState should be private and CStack should be removed completely
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AttackPossibility::AttackPossibility(BattleHex from, BattleHex dest, const BattleAttackInfo & attack)
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: from(from), dest(dest), attack(attack)
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{
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}
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int64_t AttackPossibility::damageDiff() const
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{
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return damageDealt - damageReceived - collateralDamage + shootersBlockedDmg;
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}
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int64_t AttackPossibility::attackValue() const
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{
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return damageDiff();
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}
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int64_t AttackPossibility::evaluateBlockedShootersDmg(const BattleAttackInfo & attackInfo, BattleHex hex, const HypotheticBattle * state)
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{
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int64_t res = 0;
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if(attackInfo.shooting)
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return 0;
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auto attacker = attackInfo.attacker;
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auto hexes = attacker->getSurroundingHexes(hex);
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for(BattleHex tile : hexes)
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{
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auto st = state->battleGetUnitByPos(tile, true);
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if(!st || !state->battleMatchOwner(st, attacker))
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continue;
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if(!state->battleCanShoot(st))
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continue;
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BattleAttackInfo rangeAttackInfo(st, attacker, true);
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rangeAttackInfo.defenderPos = hex;
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BattleAttackInfo meleeAttackInfo(st, attacker, false);
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meleeAttackInfo.defenderPos = hex;
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auto rangeDmg = getCbc()->battleEstimateDamage(rangeAttackInfo);
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auto meleeDmg = getCbc()->battleEstimateDamage(meleeAttackInfo);
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int64_t gain = (rangeDmg.first + rangeDmg.second - meleeDmg.first - meleeDmg.second) / 2 + 1;
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res += gain;
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}
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return res;
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}
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AttackPossibility AttackPossibility::evaluate(const BattleAttackInfo & attackInfo, BattleHex hex, const HypotheticBattle * state)
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{
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auto attacker = attackInfo.attacker;
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auto defender = attackInfo.defender;
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const std::string cachingStringBlocksRetaliation = "type_BLOCKS_RETALIATION";
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static const auto selectorBlocksRetaliation = Selector::type()(Bonus::BLOCKS_RETALIATION);
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const auto attackerSide = getCbc()->playerToSide(getCbc()->battleGetOwner(attacker));
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const bool counterAttacksBlocked = attacker->hasBonus(selectorBlocksRetaliation, cachingStringBlocksRetaliation);
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AttackPossibility bestAp(hex, BattleHex::INVALID, attackInfo);
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std::vector<BattleHex> defenderHex;
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if(attackInfo.shooting)
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defenderHex = defender->getHexes();
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else
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defenderHex = CStack::meleeAttackHexes(attacker, defender, hex);
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for(BattleHex defHex : defenderHex)
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{
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if(defHex == hex) // should be impossible but check anyway
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continue;
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AttackPossibility ap(hex, defHex, attackInfo);
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ap.attackerState = attacker->acquireState();
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ap.shootersBlockedDmg = bestAp.shootersBlockedDmg;
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const int totalAttacks = ap.attackerState->getTotalAttacks(attackInfo.shooting);
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if (!attackInfo.shooting)
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ap.attackerState->setPosition(hex);
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std::vector<const battle::Unit*> units;
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if (attackInfo.shooting)
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units = state->getAttackedBattleUnits(attacker, defHex, true, BattleHex::INVALID);
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else
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units = state->getAttackedBattleUnits(attacker, defHex, false, hex);
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// ensure the defender is also affected
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bool addDefender = true;
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for(auto unit : units)
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{
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if (unit->unitId() == defender->unitId())
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{
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addDefender = false;
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break;
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}
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}
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if(addDefender)
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units.push_back(defender);
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for(auto u : units)
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{
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if(!ap.attackerState->alive())
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break;
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auto defenderState = u->acquireState();
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ap.affectedUnits.push_back(defenderState);
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for(int i = 0; i < totalAttacks; i++)
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{
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si64 damageDealt, damageReceived;
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TDmgRange retaliation(0, 0);
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auto attackDmg = getCbc()->battleEstimateDamage(ap.attack, &retaliation);
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vstd::amin(attackDmg.first, defenderState->getAvailableHealth());
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vstd::amin(attackDmg.second, defenderState->getAvailableHealth());
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vstd::amin(retaliation.first, ap.attackerState->getAvailableHealth());
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vstd::amin(retaliation.second, ap.attackerState->getAvailableHealth());
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damageDealt = (attackDmg.first + attackDmg.second) / 2;
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ap.attackerState->afterAttack(attackInfo.shooting, false);
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//FIXME: use ranged retaliation
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damageReceived = 0;
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if (!attackInfo.shooting && defenderState->ableToRetaliate() && !counterAttacksBlocked)
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{
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damageReceived = (retaliation.first + retaliation.second) / 2;
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defenderState->afterAttack(attackInfo.shooting, true);
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}
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bool isEnemy = state->battleMatchOwner(attacker, u);
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// this includes enemy units as well as attacker units under enemy's mind control
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if(isEnemy)
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ap.damageDealt += damageDealt;
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// damaging attacker's units (even those under enemy's mind control) is considered friendly fire
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if(attackerSide == u->unitSide())
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ap.collateralDamage += damageDealt;
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if(u->unitId() == defender->unitId() ||
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(!attackInfo.shooting && CStack::isMeleeAttackPossible(u, attacker, hex)))
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{
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//FIXME: handle RANGED_RETALIATION ?
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ap.damageReceived += damageReceived;
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}
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ap.attackerState->damage(damageReceived);
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defenderState->damage(damageDealt);
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if (!ap.attackerState->alive() || !defenderState->alive())
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break;
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}
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}
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if(!bestAp.dest.isValid() || ap.attackValue() > bestAp.attackValue())
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bestAp = ap;
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}
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// check how much damage we gain from blocking enemy shooters on this hex
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bestAp.shootersBlockedDmg = evaluateBlockedShootersDmg(attackInfo, hex, state);
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logAi->debug("BattleAI best AP: %s -> %s at %d from %d, affects %d units: %lld %lld %lld %lld",
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attackInfo.attacker->unitType()->identifier,
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attackInfo.defender->unitType()->identifier,
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(int)bestAp.dest, (int)bestAp.from, (int)bestAp.affectedUnits.size(),
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bestAp.damageDealt, bestAp.damageReceived, bestAp.collateralDamage, bestAp.shootersBlockedDmg);
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//TODO other damage related to attack (eg. fire shield and other abilities)
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return bestAp;
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}
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41
AI/BattleML/AttackPossibility.h
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41
AI/BattleML/AttackPossibility.h
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@@ -0,0 +1,41 @@
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/*
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* AttackPossibility.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include "../../lib/battle/CUnitState.h"
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#include "../../CCallback.h"
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#include "common.h"
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#include "StackWithBonuses.h"
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class AttackPossibility
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{
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public:
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BattleHex from; //tile from which we attack
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BattleHex dest; //tile which we attack
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BattleAttackInfo attack;
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std::shared_ptr<battle::CUnitState> attackerState;
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std::vector<std::shared_ptr<battle::CUnitState>> affectedUnits;
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int64_t damageDealt = 0;
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int64_t damageReceived = 0; //usually by counter-attack
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int64_t collateralDamage = 0; // friendly fire (usually by two-hex attacks)
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int64_t shootersBlockedDmg = 0;
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AttackPossibility(BattleHex from, BattleHex dest, const BattleAttackInfo & attack_);
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int64_t damageDiff() const;
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int64_t attackValue() const;
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static AttackPossibility evaluate(const BattleAttackInfo & attackInfo, BattleHex hex, const HypotheticBattle * state);
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private:
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static int64_t evaluateBlockedShootersDmg(const BattleAttackInfo & attackInfo, BattleHex hex, const HypotheticBattle * state);
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};
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837
AI/BattleML/BattleAI.cpp
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837
AI/BattleML/BattleAI.cpp
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@@ -0,0 +1,837 @@
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/*
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* BattleAI.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "BattleAI.h"
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#include "StackWithBonuses.h"
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#include "EnemyInfo.h"
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#include "../../lib/CStopWatch.h"
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#include "../../lib/CThreadHelper.h"
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#include "../../lib/mapObjects/CGTownInstance.h"
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#include "../../lib/spells/CSpellHandler.h"
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#include "../../lib/spells/ISpellMechanics.h"
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#include "../../lib/CStack.h" // TODO: remove
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// Eventually only IBattleInfoCallback and battle::Unit should be used,
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// CUnitState should be private and CStack should be removed completely
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#define LOGL(text) print(text)
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#define LOGFL(text, formattingEl) print(boost::str(boost::format(text) % formattingEl))
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enum class SpellTypes
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{
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ADVENTURE, BATTLE, OTHER
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};
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SpellTypes spellType(const CSpell * spell)
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{
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if(!spell->isCombat() || spell->isCreatureAbility())
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return SpellTypes::OTHER;
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if(spell->isOffensive() || spell->hasEffects() || spell->hasBattleEffects())
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return SpellTypes::BATTLE;
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return SpellTypes::OTHER;
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}
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std::vector<BattleHex> CBattleAI::getBrokenWallMoatHexes() const
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{
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std::vector<BattleHex> result;
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for(int wallPart = EWallPart::BOTTOM_WALL; wallPart < EWallPart::UPPER_WALL; wallPart++)
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{
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auto state = cb->battleGetWallState(wallPart);
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if(state != EWallState::DESTROYED)
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continue;
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auto wallHex = cb->wallPartToBattleHex((EWallPart::EWallPart)wallPart);
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auto moatHex = wallHex.cloneInDirection(BattleHex::LEFT);
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result.push_back(moatHex);
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}
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return result;
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}
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CBattleAI::CBattleAI()
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: side(-1),
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wasWaitingForRealize(false),
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wasUnlockingGs(false)
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{
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}
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CBattleAI::~CBattleAI()
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{
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if(cb)
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{
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//Restore previous state of CB - it may be shared with the main AI (like VCAI)
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cb->waitTillRealize = wasWaitingForRealize;
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cb->unlockGsWhenWaiting = wasUnlockingGs;
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}
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}
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void CBattleAI::init(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB)
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{
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setCbc(CB);
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env = ENV;
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cb = CB;
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playerID = *CB->getPlayerID(); //TODO should be sth in callback
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wasWaitingForRealize = CB->waitTillRealize;
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wasUnlockingGs = CB->unlockGsWhenWaiting;
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CB->waitTillRealize = true;
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CB->unlockGsWhenWaiting = false;
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}
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BattleAction CBattleAI::activeStack( const CStack * stack )
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{
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LOG_TRACE_PARAMS(logAi, "stack: %s", stack->nodeName()) ;
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setCbc(cb); //TODO: make solid sure that AIs always use their callbacks (need to take care of event handlers too)
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try
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{
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if(stack->type->idNumber == CreatureID::CATAPULT)
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return useCatapult(stack);
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if(stack->hasBonusOfType(Bonus::SIEGE_WEAPON) && stack->hasBonusOfType(Bonus::HEALER))
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{
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auto healingTargets = cb->battleGetStacks(CBattleInfoEssentials::ONLY_MINE);
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std::map<int, const CStack*> woundHpToStack;
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for(auto stack : healingTargets)
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if(auto woundHp = stack->MaxHealth() - stack->getFirstHPleft())
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woundHpToStack[woundHp] = stack;
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if(woundHpToStack.empty())
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return BattleAction::makeDefend(stack);
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else
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return BattleAction::makeHeal(stack, woundHpToStack.rbegin()->second); //last element of the woundHpToStack is the most wounded stack
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}
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attemptCastingSpell();
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if(auto ret = cb->battleIsFinished())
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{
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//spellcast may finish battle
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//send special preudo-action
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BattleAction cancel;
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cancel.actionType = EActionType::CANCEL;
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return cancel;
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}
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if(auto action = considerFleeingOrSurrendering())
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return *action;
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//best action is from effective owner point if view, we are effective owner as we received "activeStack"
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//evaluate casting spell for spellcasting stack
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boost::optional<PossibleSpellcast> bestSpellcast(boost::none);
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//TODO: faerie dragon type spell should be selected by server
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SpellID creatureSpellToCast = cb->battleGetRandomStackSpell(CRandomGenerator::getDefault(), stack, CBattleInfoCallback::RANDOM_AIMED);
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if(stack->hasBonusOfType(Bonus::SPELLCASTER) && stack->canCast() && creatureSpellToCast != SpellID::NONE)
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{
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const CSpell * spell = creatureSpellToCast.toSpell();
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if(spell->canBeCast(getCbc().get(), spells::Mode::CREATURE_ACTIVE, stack))
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{
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std::vector<PossibleSpellcast> possibleCasts;
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spells::BattleCast temp(getCbc().get(), stack, spells::Mode::CREATURE_ACTIVE, spell);
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for(auto & target : temp.findPotentialTargets())
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{
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PossibleSpellcast ps;
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ps.dest = target;
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ps.spell = spell;
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evaluateCreatureSpellcast(stack, ps);
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possibleCasts.push_back(ps);
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}
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std::sort(possibleCasts.begin(), possibleCasts.end(), [&](const PossibleSpellcast & lhs, const PossibleSpellcast & rhs) { return lhs.value > rhs.value; });
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if(!possibleCasts.empty() && possibleCasts.front().value > 0)
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{
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bestSpellcast = boost::optional<PossibleSpellcast>(possibleCasts.front());
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}
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}
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}
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HypotheticBattle hb(env.get(), cb);
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PotentialTargets targets(stack, &hb);
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std::vector<battle::Units> turnOrder;
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cb->battleGetTurnOrder(turnOrder, 1000, 3);
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cb->battleGetAllObstacles(cb->battleGetMySide());
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cb->battleGetMyHero();
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cb->battleGetEnemyHero();
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auto stacks = cb->battleGetAllStacks();
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//AccessibilityInfo access = cb->getReachability();
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JsonNode root;
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root["currentSide"].Integer() = cb->battleGetMySide();
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root["activeStackId"].Integer() = stack->unitId();
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root["terrain"].Integer() = cb->battleTerrainType();
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root["battlefield"].Integer() = cb->battleGetBattlefieldType();
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for(auto unit : stacks)
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{
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JsonNode unitNode;
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// state
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unitNode["hex"].Integer() = unit->getPosition().hex;
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unitNode["id"].Integer() = unit->unitId();
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unitNode["canShoot"].Bool() = unit->canShoot();
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unitNode["canCast"].Bool() = unit->canCast();
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unitNode["shots"].Integer() = unit->shots.total();
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unitNode["side"].Integer() = unit->unitSide();
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// creature
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unitNode["doubleWide"].Bool() = unit->doubleWide();
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// stats
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unitNode["attack"].Integer() = unit->getAttack(false);
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unitNode["defence"].Integer() = unit->getDefense(false);
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unitNode["minDamage"].Integer() = unit->getMinDamage(false);
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unitNode["maxDamage"].Integer() = unit->getMinDamage(false);
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auto & ranged = unitNode["ranged"];
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ranged["attack"].Integer() = unit->getAttack(true);
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ranged["defence"].Integer() = unit->getDefense(true);
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ranged["minDamage"].Integer() = unit->getMinDamage(true);
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ranged["maxDamage"].Integer() = unit->getMinDamage(true);
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unitNode["morale"].Integer() = unit->MoraleVal();
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unitNode["luck"].Integer() = unit->LuckVal();
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unitNode["speed"].Integer() = unit->Speed();
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unitNode["isClone"].Bool() = unit->isClone();
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unitNode["summoned"].Bool() = unit->summoned;
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unitNode["isGhost"].Bool() = unit->isGhost();
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unitNode["NO_DISTANCE_PENALTY"].Bool() = unit->hasBonusOfType(Bonus::NO_DISTANCE_PENALTY);
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unitNode["NO_MELEE_PENALTY"].Bool() = unit->hasBonusOfType(Bonus::NO_MELEE_PENALTY);
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unitNode["ADDITIONAL_RETALIATION"].Bool() = unit->hasBonusOfType(Bonus::ADDITIONAL_RETALIATION);
|
||||
unitNode["NO_RETALIATION"].Bool() = unit->hasBonusOfType(Bonus::NO_RETALIATION);
|
||||
unitNode["ADDITIONAL_ATTACK"].Bool() = unit->hasBonusOfType(Bonus::ADDITIONAL_ATTACK);
|
||||
unitNode["TWO_HEX_ATTACK_BREATH"].Bool() = unit->hasBonusOfType(Bonus::TWO_HEX_ATTACK_BREATH);
|
||||
unitNode["LIFE_DRAIN"].Bool() = unit->hasBonusOfType(Bonus::LIFE_DRAIN);
|
||||
unitNode["ATTACKS_NEAREST_CREATURE"].Bool() = unit->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE);
|
||||
unitNode["THREE_HEADED_ATTACK"].Bool() = unit->hasBonusOfType(Bonus::THREE_HEADED_ATTACK);
|
||||
|
||||
root["stacks"].Vector().push_back(unitNode);
|
||||
}
|
||||
|
||||
JsonNode & orderNode = root["order"];
|
||||
int index = 0;
|
||||
|
||||
for(auto & turn : turnOrder)
|
||||
{
|
||||
JsonNode turnNode;
|
||||
|
||||
for(const battle::Unit * unit : turn)
|
||||
{
|
||||
JsonNode unitNode;
|
||||
|
||||
// state
|
||||
unitNode["queuePhase"].Integer() = unit->battleQueuePhase(index);
|
||||
unitNode["canRetalitate"].Bool() = index == 0 ? unit->ableToRetaliate() : true;
|
||||
unitNode["canMove"].Bool() = unit->canMove(index);
|
||||
unitNode["defended"].Bool() = unit->defended(index);
|
||||
unitNode["speed"].Integer() = unit->Speed(index);
|
||||
unitNode["initiative"].Integer() = unit->getInitiative(index);
|
||||
unitNode["id"].Integer() = unit->unitId();
|
||||
|
||||
turnNode.Vector().push_back(unitNode);
|
||||
}
|
||||
|
||||
orderNode.Vector().push_back(turnNode);
|
||||
}
|
||||
|
||||
std::ofstream file;
|
||||
file.open("data.json");
|
||||
file << root.toJson();
|
||||
file.close();
|
||||
|
||||
if(!targets.possibleAttacks.empty())
|
||||
{
|
||||
AttackPossibility bestAttack = targets.bestAction();
|
||||
|
||||
//TODO: consider more complex spellcast evaluation, f.e. because "re-retaliation" during enemy move in same turn for melee attack etc.
|
||||
if(bestSpellcast.is_initialized() && bestSpellcast->value > bestAttack.damageDiff())
|
||||
return BattleAction::makeCreatureSpellcast(stack, bestSpellcast->dest, bestSpellcast->spell->id);
|
||||
else if(bestAttack.attack.shooting)
|
||||
{
|
||||
auto &target = bestAttack;
|
||||
logAi->debug("BattleAI: %s -> %s x %d, shot, from %d curpos %d dist %d speed %d: %lld %lld %lld",
|
||||
target.attackerState->unitType()->identifier,
|
||||
target.affectedUnits[0]->unitType()->identifier,
|
||||
(int)target.affectedUnits.size(), (int)target.from, (int)bestAttack.attack.attacker->getPosition().hex,
|
||||
bestAttack.attack.chargedFields, bestAttack.attack.attacker->Speed(0, true),
|
||||
target.damageDealt, target.damageReceived, target.attackValue()
|
||||
);
|
||||
|
||||
return BattleAction::makeShotAttack(stack, bestAttack.attack.defender);
|
||||
}
|
||||
else
|
||||
{
|
||||
auto &target = bestAttack;
|
||||
logAi->debug("BattleAI: %s -> %s x %d, mellee, from %d curpos %d dist %d speed %d: %lld %lld %lld",
|
||||
target.attackerState->unitType()->identifier,
|
||||
target.affectedUnits[0]->unitType()->identifier,
|
||||
(int)target.affectedUnits.size(), (int)target.from, (int)bestAttack.attack.attacker->getPosition().hex,
|
||||
bestAttack.attack.chargedFields, bestAttack.attack.attacker->Speed(0, true),
|
||||
target.damageDealt, target.damageReceived, target.attackValue()
|
||||
);
|
||||
|
||||
return BattleAction::makeMeleeAttack(stack, bestAttack.attack.defender->getPosition(), bestAttack.from);
|
||||
}
|
||||
}
|
||||
else if(bestSpellcast.is_initialized())
|
||||
{
|
||||
return BattleAction::makeCreatureSpellcast(stack, bestSpellcast->dest, bestSpellcast->spell->id);
|
||||
}
|
||||
else
|
||||
{
|
||||
if(stack->waited())
|
||||
{
|
||||
//ThreatMap threatsToUs(stack); // These lines may be usefull but they are't used in the code.
|
||||
auto dists = cb->getReachability(stack);
|
||||
if(!targets.unreachableEnemies.empty())
|
||||
{
|
||||
auto closestEnemy = vstd::minElementByFun(targets.unreachableEnemies, [&](const battle::Unit * enemy) -> int
|
||||
{
|
||||
return dists.distToNearestNeighbour(stack, enemy);
|
||||
});
|
||||
|
||||
if(dists.distToNearestNeighbour(stack, *closestEnemy) < GameConstants::BFIELD_SIZE)
|
||||
{
|
||||
return goTowardsNearest(stack, (*closestEnemy)->getAttackableHexes(stack));
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
return BattleAction::makeWait(stack);
|
||||
}
|
||||
}
|
||||
|
||||
if(!stack->hasBonusOfType(Bonus::FLYING)
|
||||
&& stack->unitSide() == BattleSide::ATTACKER
|
||||
&& cb->battleGetSiegeLevel() >= CGTownInstance::CITADEL)
|
||||
{
|
||||
auto brokenWallMoat = getBrokenWallMoatHexes();
|
||||
|
||||
if(brokenWallMoat.size())
|
||||
{
|
||||
if(stack->doubleWide() && vstd::contains(brokenWallMoat, stack->getPosition()))
|
||||
return BattleAction::makeMove(stack, stack->getPosition().cloneInDirection(BattleHex::RIGHT));
|
||||
else
|
||||
return goTowardsNearest(stack, brokenWallMoat);
|
||||
}
|
||||
}
|
||||
}
|
||||
catch(boost::thread_interrupted &)
|
||||
{
|
||||
throw;
|
||||
}
|
||||
catch(std::exception &e)
|
||||
{
|
||||
logAi->error("Exception occurred in %s %s",__FUNCTION__, e.what());
|
||||
}
|
||||
|
||||
return BattleAction::makeDefend(stack);
|
||||
}
|
||||
|
||||
BattleAction CBattleAI::goTowardsNearest(const CStack * stack, std::vector<BattleHex> hexes) const
|
||||
{
|
||||
auto reachability = cb->getReachability(stack);
|
||||
auto avHexes = cb->battleGetAvailableHexes(reachability, stack);
|
||||
|
||||
if(!avHexes.size() || !hexes.size()) //we are blocked or dest is blocked
|
||||
{
|
||||
return BattleAction::makeDefend(stack);
|
||||
}
|
||||
|
||||
std::sort(hexes.begin(), hexes.end(), [&](BattleHex h1, BattleHex h2) -> bool
|
||||
{
|
||||
return reachability.distances[h1] < reachability.distances[h2];
|
||||
});
|
||||
|
||||
for(auto hex : hexes)
|
||||
{
|
||||
if(vstd::contains(avHexes, hex))
|
||||
return BattleAction::makeMove(stack, hex);
|
||||
|
||||
if(stack->coversPos(hex))
|
||||
{
|
||||
logAi->warn("Warning: already standing on neighbouring tile!");
|
||||
//We shouldn't even be here...
|
||||
return BattleAction::makeDefend(stack);
|
||||
}
|
||||
}
|
||||
|
||||
BattleHex bestNeighbor = hexes.front();
|
||||
|
||||
if(reachability.distances[bestNeighbor] > GameConstants::BFIELD_SIZE)
|
||||
{
|
||||
return BattleAction::makeDefend(stack);
|
||||
}
|
||||
|
||||
if(stack->hasBonusOfType(Bonus::FLYING))
|
||||
{
|
||||
// Flying stack doesn't go hex by hex, so we can't backtrack using predecessors.
|
||||
// We just check all available hexes and pick the one closest to the target.
|
||||
auto nearestAvailableHex = vstd::minElementByFun(avHexes, [&](BattleHex hex) -> int
|
||||
{
|
||||
return BattleHex::getDistance(bestNeighbor, hex);
|
||||
});
|
||||
|
||||
return BattleAction::makeMove(stack, *nearestAvailableHex);
|
||||
}
|
||||
else
|
||||
{
|
||||
BattleHex currentDest = bestNeighbor;
|
||||
while(1)
|
||||
{
|
||||
if(!currentDest.isValid())
|
||||
{
|
||||
logAi->error("CBattleAI::goTowards: internal error");
|
||||
return BattleAction::makeDefend(stack);
|
||||
}
|
||||
|
||||
if(vstd::contains(avHexes, currentDest))
|
||||
return BattleAction::makeMove(stack, currentDest);
|
||||
|
||||
currentDest = reachability.predecessors[currentDest];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
BattleAction CBattleAI::useCatapult(const CStack * stack)
|
||||
{
|
||||
BattleAction attack;
|
||||
BattleHex targetHex = BattleHex::INVALID;
|
||||
|
||||
if(cb->battleGetGateState() == EGateState::CLOSED)
|
||||
{
|
||||
targetHex = cb->wallPartToBattleHex(EWallPart::GATE);
|
||||
}
|
||||
else
|
||||
{
|
||||
EWallPart::EWallPart wallParts[] = {
|
||||
EWallPart::KEEP,
|
||||
EWallPart::BOTTOM_TOWER,
|
||||
EWallPart::UPPER_TOWER,
|
||||
EWallPart::BELOW_GATE,
|
||||
EWallPart::OVER_GATE,
|
||||
EWallPart::BOTTOM_WALL,
|
||||
EWallPart::UPPER_WALL
|
||||
};
|
||||
|
||||
for(auto wallPart : wallParts)
|
||||
{
|
||||
auto wallState = cb->battleGetWallState(wallPart);
|
||||
|
||||
if(wallState == EWallState::INTACT || wallState == EWallState::DAMAGED)
|
||||
{
|
||||
targetHex = cb->wallPartToBattleHex(wallPart);
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if(!targetHex.isValid())
|
||||
{
|
||||
return BattleAction::makeDefend(stack);
|
||||
}
|
||||
|
||||
attack.aimToHex(targetHex);
|
||||
attack.actionType = EActionType::CATAPULT;
|
||||
attack.side = side;
|
||||
attack.stackNumber = stack->ID;
|
||||
|
||||
return attack;
|
||||
}
|
||||
|
||||
void CBattleAI::attemptCastingSpell()
|
||||
{
|
||||
auto hero = cb->battleGetMyHero();
|
||||
if(!hero)
|
||||
return;
|
||||
|
||||
if(cb->battleCanCastSpell(hero, spells::Mode::HERO) != ESpellCastProblem::OK)
|
||||
return;
|
||||
|
||||
LOGL("Casting spells sounds like fun. Let's see...");
|
||||
//Get all spells we can cast
|
||||
std::vector<const CSpell*> possibleSpells;
|
||||
vstd::copy_if(VLC->spellh->objects, std::back_inserter(possibleSpells), [hero, this](const CSpell *s) -> bool
|
||||
{
|
||||
return s->canBeCast(cb.get(), spells::Mode::HERO, hero);
|
||||
});
|
||||
LOGFL("I can cast %d spells.", possibleSpells.size());
|
||||
|
||||
vstd::erase_if(possibleSpells, [](const CSpell *s)
|
||||
{
|
||||
return spellType(s) != SpellTypes::BATTLE;
|
||||
});
|
||||
|
||||
LOGFL("I know how %d of them works.", possibleSpells.size());
|
||||
|
||||
//Get possible spell-target pairs
|
||||
std::vector<PossibleSpellcast> possibleCasts;
|
||||
for(auto spell : possibleSpells)
|
||||
{
|
||||
spells::BattleCast temp(cb.get(), hero, spells::Mode::HERO, spell);
|
||||
|
||||
for(auto & target : temp.findPotentialTargets())
|
||||
{
|
||||
PossibleSpellcast ps;
|
||||
ps.dest = target;
|
||||
ps.spell = spell;
|
||||
possibleCasts.push_back(ps);
|
||||
}
|
||||
}
|
||||
LOGFL("Found %d spell-target combinations.", possibleCasts.size());
|
||||
if(possibleCasts.empty())
|
||||
return;
|
||||
|
||||
using ValueMap = PossibleSpellcast::ValueMap;
|
||||
|
||||
auto evaluateQueue = [&](ValueMap & values, const std::vector<battle::Units> & queue, HypotheticBattle * state, size_t minTurnSpan, bool * enemyHadTurnOut) -> bool
|
||||
{
|
||||
bool firstRound = true;
|
||||
bool enemyHadTurn = false;
|
||||
size_t ourTurnSpan = 0;
|
||||
|
||||
bool stop = false;
|
||||
|
||||
for(auto & round : queue)
|
||||
{
|
||||
if(!firstRound)
|
||||
state->nextRound(0);//todo: set actual value?
|
||||
for(auto unit : round)
|
||||
{
|
||||
if(!vstd::contains(values, unit->unitId()))
|
||||
values[unit->unitId()] = 0;
|
||||
|
||||
if(!unit->alive())
|
||||
continue;
|
||||
|
||||
if(state->battleGetOwner(unit) != playerID)
|
||||
{
|
||||
enemyHadTurn = true;
|
||||
|
||||
if(!firstRound || state->battleCastSpells(unit->unitSide()) == 0)
|
||||
{
|
||||
//enemy could counter our spell at this point
|
||||
//anyway, we do not know what enemy will do
|
||||
//just stop evaluation
|
||||
stop = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
else if(!enemyHadTurn)
|
||||
{
|
||||
ourTurnSpan++;
|
||||
}
|
||||
|
||||
state->nextTurn(unit->unitId());
|
||||
|
||||
PotentialTargets pt(unit, state);
|
||||
|
||||
if(!pt.possibleAttacks.empty())
|
||||
{
|
||||
AttackPossibility ap = pt.bestAction();
|
||||
|
||||
auto swb = state->getForUpdate(unit->unitId());
|
||||
*swb = *ap.attackerState;
|
||||
|
||||
if(ap.damageDealt > 0)
|
||||
swb->removeUnitBonus(Bonus::UntilAttack);
|
||||
if(ap.damageReceived > 0)
|
||||
swb->removeUnitBonus(Bonus::UntilBeingAttacked);
|
||||
|
||||
for(auto affected : ap.affectedUnits)
|
||||
{
|
||||
swb = state->getForUpdate(affected->unitId());
|
||||
*swb = *affected;
|
||||
|
||||
if(ap.damageDealt > 0)
|
||||
swb->removeUnitBonus(Bonus::UntilBeingAttacked);
|
||||
if(ap.damageReceived > 0 && ap.attack.defender->unitId() == affected->unitId())
|
||||
swb->removeUnitBonus(Bonus::UntilAttack);
|
||||
}
|
||||
}
|
||||
|
||||
auto bav = pt.bestActionValue();
|
||||
|
||||
//best action is from effective owner`s point if view, we need to convert to our point if view
|
||||
if(state->battleGetOwner(unit) != playerID)
|
||||
bav = -bav;
|
||||
values[unit->unitId()] += bav;
|
||||
}
|
||||
|
||||
firstRound = false;
|
||||
|
||||
if(stop)
|
||||
break;
|
||||
}
|
||||
|
||||
if(enemyHadTurnOut)
|
||||
*enemyHadTurnOut = enemyHadTurn;
|
||||
|
||||
return ourTurnSpan >= minTurnSpan;
|
||||
};
|
||||
|
||||
ValueMap valueOfStack;
|
||||
ValueMap healthOfStack;
|
||||
|
||||
TStacks all = cb->battleGetAllStacks(false);
|
||||
|
||||
size_t ourRemainingTurns = 0;
|
||||
|
||||
for(auto unit : all)
|
||||
{
|
||||
healthOfStack[unit->unitId()] = unit->getAvailableHealth();
|
||||
valueOfStack[unit->unitId()] = 0;
|
||||
|
||||
if(cb->battleGetOwner(unit) == playerID && unit->canMove() && !unit->moved())
|
||||
ourRemainingTurns++;
|
||||
}
|
||||
|
||||
LOGFL("I have %d turns left in this round", ourRemainingTurns);
|
||||
|
||||
const bool castNow = ourRemainingTurns <= 1;
|
||||
|
||||
if(castNow)
|
||||
print("I should try to cast a spell now");
|
||||
else
|
||||
print("I could wait better moment to cast a spell");
|
||||
|
||||
auto amount = all.size();
|
||||
|
||||
std::vector<battle::Units> turnOrder;
|
||||
|
||||
cb->battleGetTurnOrder(turnOrder, amount, 2); //no more than 1 turn after current, each unit at least once
|
||||
|
||||
{
|
||||
bool enemyHadTurn = false;
|
||||
|
||||
HypotheticBattle state(env.get(), cb);
|
||||
|
||||
evaluateQueue(valueOfStack, turnOrder, &state, 0, &enemyHadTurn);
|
||||
|
||||
if(!enemyHadTurn)
|
||||
{
|
||||
auto battleIsFinishedOpt = state.battleIsFinished();
|
||||
|
||||
if(battleIsFinishedOpt)
|
||||
{
|
||||
print("No need to cast a spell. Battle will finish soon.");
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
struct ScriptsCache
|
||||
{
|
||||
//todo: re-implement scripts context cache
|
||||
};
|
||||
|
||||
auto evaluateSpellcast = [&] (PossibleSpellcast * ps, std::shared_ptr<ScriptsCache>)
|
||||
{
|
||||
HypotheticBattle state(env.get(), cb);
|
||||
|
||||
spells::BattleCast cast(&state, hero, spells::Mode::HERO, ps->spell);
|
||||
cast.castEval(state.getServerCallback(), ps->dest);
|
||||
ValueMap newHealthOfStack;
|
||||
ValueMap newValueOfStack;
|
||||
|
||||
size_t ourUnits = 0;
|
||||
|
||||
for(auto unit : all)
|
||||
{
|
||||
auto unitId = unit->unitId();
|
||||
auto localUnit = state.battleGetUnitByID(unitId);
|
||||
|
||||
newHealthOfStack[unitId] = localUnit->getAvailableHealth();
|
||||
newValueOfStack[unitId] = 0;
|
||||
|
||||
if(state.battleGetOwner(localUnit) == playerID && localUnit->alive() && localUnit->willMove())
|
||||
ourUnits++;
|
||||
}
|
||||
|
||||
size_t minTurnSpan = ourUnits/3; //todo: tweak this
|
||||
|
||||
std::vector<battle::Units> newTurnOrder;
|
||||
|
||||
state.battleGetTurnOrder(newTurnOrder, amount, 2);
|
||||
|
||||
const bool turnSpanOK = evaluateQueue(newValueOfStack, newTurnOrder, &state, minTurnSpan, nullptr);
|
||||
|
||||
if(turnSpanOK || castNow)
|
||||
{
|
||||
int64_t totalGain = 0;
|
||||
|
||||
for(auto unit : all)
|
||||
{
|
||||
auto unitId = unit->unitId();
|
||||
auto localUnit = state.battleGetUnitByID(unitId);
|
||||
|
||||
auto newValue = getValOr(newValueOfStack, unitId, 0);
|
||||
auto oldValue = getValOr(valueOfStack, unitId, 0);
|
||||
|
||||
auto healthDiff = newHealthOfStack[unitId] - healthOfStack[unitId];
|
||||
|
||||
if(localUnit->unitOwner() != playerID)
|
||||
healthDiff = -healthDiff;
|
||||
|
||||
if(healthDiff < 0)
|
||||
{
|
||||
ps->value = -1;
|
||||
return; //do not damage own units at all
|
||||
}
|
||||
|
||||
totalGain += (newValue - oldValue + healthDiff);
|
||||
}
|
||||
|
||||
ps->value = totalGain;
|
||||
}
|
||||
else
|
||||
{
|
||||
ps->value = -1;
|
||||
}
|
||||
};
|
||||
|
||||
using EvalRunner = ThreadPool<ScriptsCache>;
|
||||
|
||||
EvalRunner::Tasks tasks;
|
||||
|
||||
for(PossibleSpellcast & psc : possibleCasts)
|
||||
tasks.push_back(std::bind(evaluateSpellcast, &psc, _1));
|
||||
|
||||
uint32_t threadCount = boost::thread::hardware_concurrency();
|
||||
|
||||
if(threadCount == 0)
|
||||
{
|
||||
logGlobal->warn("No information of CPU cores available");
|
||||
threadCount = 1;
|
||||
}
|
||||
|
||||
CStopWatch timer;
|
||||
|
||||
std::vector<std::shared_ptr<ScriptsCache>> scriptsPool;
|
||||
|
||||
for(uint32_t idx = 0; idx < threadCount; idx++)
|
||||
{
|
||||
scriptsPool.emplace_back();
|
||||
}
|
||||
|
||||
EvalRunner runner(&tasks, scriptsPool);
|
||||
runner.run();
|
||||
|
||||
LOGFL("Evaluation took %d ms", timer.getDiff());
|
||||
|
||||
auto pscValue = [](const PossibleSpellcast &ps) -> int64_t
|
||||
{
|
||||
return ps.value;
|
||||
};
|
||||
auto castToPerform = *vstd::maxElementByFun(possibleCasts, pscValue);
|
||||
|
||||
if(castToPerform.value > 0)
|
||||
{
|
||||
LOGFL("Best spell is %s (value %d). Will cast.", castToPerform.spell->name % castToPerform.value);
|
||||
BattleAction spellcast;
|
||||
spellcast.actionType = EActionType::HERO_SPELL;
|
||||
spellcast.actionSubtype = castToPerform.spell->id;
|
||||
spellcast.setTarget(castToPerform.dest);
|
||||
spellcast.side = side;
|
||||
spellcast.stackNumber = (!side) ? -1 : -2;
|
||||
cb->battleMakeAction(&spellcast);
|
||||
}
|
||||
else
|
||||
{
|
||||
LOGFL("Best spell is %s. But it is actually useless (value %d).", castToPerform.spell->name % castToPerform.value);
|
||||
}
|
||||
}
|
||||
|
||||
//Below method works only for offensive spells
|
||||
void CBattleAI::evaluateCreatureSpellcast(const CStack * stack, PossibleSpellcast & ps)
|
||||
{
|
||||
using ValueMap = PossibleSpellcast::ValueMap;
|
||||
|
||||
RNGStub rngStub;
|
||||
HypotheticBattle state(env.get(), cb);
|
||||
TStacks all = cb->battleGetAllStacks(false);
|
||||
|
||||
ValueMap healthOfStack;
|
||||
ValueMap newHealthOfStack;
|
||||
|
||||
for(auto unit : all)
|
||||
{
|
||||
healthOfStack[unit->unitId()] = unit->getAvailableHealth();
|
||||
}
|
||||
|
||||
spells::BattleCast cast(&state, stack, spells::Mode::CREATURE_ACTIVE, ps.spell);
|
||||
cast.castEval(state.getServerCallback(), ps.dest);
|
||||
|
||||
for(auto unit : all)
|
||||
{
|
||||
auto unitId = unit->unitId();
|
||||
auto localUnit = state.battleGetUnitByID(unitId);
|
||||
newHealthOfStack[unitId] = localUnit->getAvailableHealth();
|
||||
}
|
||||
|
||||
int64_t totalGain = 0;
|
||||
|
||||
for(auto unit : all)
|
||||
{
|
||||
auto unitId = unit->unitId();
|
||||
auto localUnit = state.battleGetUnitByID(unitId);
|
||||
|
||||
auto healthDiff = newHealthOfStack[unitId] - healthOfStack[unitId];
|
||||
|
||||
if(localUnit->unitOwner() != getCbc()->getPlayerID())
|
||||
healthDiff = -healthDiff;
|
||||
|
||||
if(healthDiff < 0)
|
||||
{
|
||||
ps.value = -1;
|
||||
return; //do not damage own units at all
|
||||
}
|
||||
|
||||
totalGain += healthDiff;
|
||||
}
|
||||
|
||||
ps.value = totalGain;
|
||||
}
|
||||
|
||||
void CBattleAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool Side)
|
||||
{
|
||||
LOG_TRACE(logAi);
|
||||
side = Side;
|
||||
}
|
||||
|
||||
void CBattleAI::print(const std::string &text) const
|
||||
{
|
||||
logAi->trace("%s Battle AI[%p]: %s", playerID.getStr(), this, text);
|
||||
}
|
||||
|
||||
boost::optional<BattleAction> CBattleAI::considerFleeingOrSurrendering()
|
||||
{
|
||||
if(cb->battleCanSurrender(playerID))
|
||||
{
|
||||
}
|
||||
if(cb->battleCanFlee())
|
||||
{
|
||||
}
|
||||
return boost::none;
|
||||
}
|
||||
|
||||
|
||||
|
93
AI/BattleML/BattleAI.h
Normal file
93
AI/BattleML/BattleAI.h
Normal file
@@ -0,0 +1,93 @@
|
||||
/*
|
||||
* BattleAI.h, part of VCMI engine
|
||||
*
|
||||
* Authors: listed in file AUTHORS in main folder
|
||||
*
|
||||
* License: GNU General Public License v2.0 or later
|
||||
* Full text of license available in license.txt file, in main folder
|
||||
*
|
||||
*/
|
||||
#pragma once
|
||||
#include "../../lib/AI_Base.h"
|
||||
#include "../../lib/battle/ReachabilityInfo.h"
|
||||
#include "PossibleSpellcast.h"
|
||||
#include "PotentialTargets.h"
|
||||
|
||||
class CSpell;
|
||||
class EnemyInfo;
|
||||
|
||||
/*
|
||||
struct CurrentOffensivePotential
|
||||
{
|
||||
std::map<const CStack *, PotentialTargets> ourAttacks;
|
||||
std::map<const CStack *, PotentialTargets> enemyAttacks;
|
||||
|
||||
CurrentOffensivePotential(ui8 side)
|
||||
{
|
||||
for(auto stack : cbc->battleGetStacks())
|
||||
{
|
||||
if(stack->side == side)
|
||||
ourAttacks[stack] = PotentialTargets(stack);
|
||||
else
|
||||
enemyAttacks[stack] = PotentialTargets(stack);
|
||||
}
|
||||
}
|
||||
|
||||
int potentialValue()
|
||||
{
|
||||
int ourPotential = 0, enemyPotential = 0;
|
||||
for(auto &p : ourAttacks)
|
||||
ourPotential += p.second.bestAction().attackValue();
|
||||
|
||||
for(auto &p : enemyAttacks)
|
||||
enemyPotential += p.second.bestAction().attackValue();
|
||||
|
||||
return ourPotential - enemyPotential;
|
||||
}
|
||||
};
|
||||
*/ // These lines may be usefull but they are't used in the code.
|
||||
|
||||
class CBattleAI : public CBattleGameInterface
|
||||
{
|
||||
int side;
|
||||
std::shared_ptr<CBattleCallback> cb;
|
||||
std::shared_ptr<Environment> env;
|
||||
|
||||
//Previous setting of cb
|
||||
bool wasWaitingForRealize, wasUnlockingGs;
|
||||
|
||||
public:
|
||||
CBattleAI();
|
||||
~CBattleAI();
|
||||
|
||||
void init(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB) override;
|
||||
void attemptCastingSpell();
|
||||
|
||||
void evaluateCreatureSpellcast(const CStack * stack, PossibleSpellcast & ps); //for offensive damaging spells only
|
||||
|
||||
BattleAction activeStack(const CStack * stack) override; //called when it's turn of that stack
|
||||
|
||||
boost::optional<BattleAction> considerFleeingOrSurrendering();
|
||||
|
||||
void print(const std::string &text) const;
|
||||
BattleAction useCatapult(const CStack *stack);
|
||||
void battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool Side) override;
|
||||
//void actionFinished(const BattleAction &action) override;//occurs AFTER every action taken by any stack or by the hero
|
||||
//void actionStarted(const BattleAction &action) override;//occurs BEFORE every action taken by any stack or by the hero
|
||||
//void battleAttack(const BattleAttack *ba) override; //called when stack is performing attack
|
||||
//void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa) override; //called when stack receives damage (after battleAttack())
|
||||
//void battleEnd(const BattleResult *br) override;
|
||||
//void battleResultsApplied() override; //called when all effects of last battle are applied
|
||||
//void battleNewRoundFirst(int round) override; //called at the beginning of each turn before changes are applied;
|
||||
//void battleNewRound(int round) override; //called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
|
||||
//void battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance) override;
|
||||
//void battleSpellCast(const BattleSpellCast *sc) override;
|
||||
//void battleStacksEffectsSet(const SetStackEffect & sse) override;//called when a specific effect is set to stacks
|
||||
//void battleTriggerEffect(const BattleTriggerEffect & bte) override;
|
||||
//void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side) override; //called by engine when battle starts; side=0 - left, side=1 - right
|
||||
//void battleCatapultAttacked(const CatapultAttack & ca) override; //called when catapult makes an attack
|
||||
|
||||
private:
|
||||
BattleAction goTowardsNearest(const CStack * stack, std::vector<BattleHex> hexes) const;
|
||||
std::vector<BattleHex> getBrokenWallMoatHexes() const;
|
||||
};
|
43
AI/BattleML/CMakeLists.txt
Normal file
43
AI/BattleML/CMakeLists.txt
Normal file
@@ -0,0 +1,43 @@
|
||||
set(battleML_SRCS
|
||||
StdInc.cpp
|
||||
|
||||
AttackPossibility.cpp
|
||||
BattleAI.cpp
|
||||
common.cpp
|
||||
EnemyInfo.cpp
|
||||
main.cpp
|
||||
PossibleSpellcast.cpp
|
||||
PotentialTargets.cpp
|
||||
StackWithBonuses.cpp
|
||||
ThreatMap.cpp
|
||||
)
|
||||
|
||||
set(battleML_HEADERS
|
||||
StdInc.h
|
||||
|
||||
AttackPossibility.h
|
||||
BattleAI.h
|
||||
common.h
|
||||
EnemyInfo.h
|
||||
PotentialTargets.h
|
||||
PossibleSpellcast.h
|
||||
StackWithBonuses.h
|
||||
ThreatMap.h
|
||||
)
|
||||
|
||||
assign_source_group(${battleML_SRCS} ${battleML_HEADERS})
|
||||
|
||||
if(ANDROID) # android compiles ai libs into main lib directly, so we skip this library and just reuse sources list
|
||||
return()
|
||||
endif()
|
||||
|
||||
add_library(BattleML SHARED ${battleML_SRCS} ${battleML_HEADERS})
|
||||
target_include_directories(BattleML PUBLIC ${CMAKE_CURRENT_SOURCE_DIR})
|
||||
target_link_libraries(BattleML PRIVATE vcmi)
|
||||
|
||||
vcmi_set_output_dir(BattleML "AI")
|
||||
|
||||
set_target_properties(BattleML PROPERTIES ${PCH_PROPERTIES})
|
||||
cotire(BattleML)
|
||||
|
||||
install(TARGETS BattleML RUNTIME DESTINATION ${AI_LIB_DIR} LIBRARY DESTINATION ${AI_LIB_DIR})
|
19
AI/BattleML/EnemyInfo.cpp
Normal file
19
AI/BattleML/EnemyInfo.cpp
Normal file
@@ -0,0 +1,19 @@
|
||||
/*
|
||||
* EnemyInfo.cpp, part of VCMI engine
|
||||
*
|
||||
* Authors: listed in file AUTHORS in main folder
|
||||
*
|
||||
* License: GNU General Public License v2.0 or later
|
||||
* Full text of license available in license.txt file, in main folder
|
||||
*
|
||||
*/
|
||||
#include "StdInc.h"
|
||||
#include "EnemyInfo.h"
|
||||
|
||||
#include "../../lib/battle/Unit.h"
|
||||
|
||||
bool EnemyInfo::operator==(const EnemyInfo & ei) const
|
||||
{
|
||||
return s->unitId() == ei.s->unitId();
|
||||
}
|
||||
|
24
AI/BattleML/EnemyInfo.h
Normal file
24
AI/BattleML/EnemyInfo.h
Normal file
@@ -0,0 +1,24 @@
|
||||
/*
|
||||
* EnemyInfo.h, part of VCMI engine
|
||||
*
|
||||
* Authors: listed in file AUTHORS in main folder
|
||||
*
|
||||
* License: GNU General Public License v2.0 or later
|
||||
* Full text of license available in license.txt file, in main folder
|
||||
*
|
||||
*/
|
||||
#pragma once
|
||||
|
||||
namespace battle
|
||||
{
|
||||
class Unit;
|
||||
}
|
||||
|
||||
class EnemyInfo
|
||||
{
|
||||
public:
|
||||
const battle::Unit * s;
|
||||
EnemyInfo(const battle::Unit * _s) : s(_s)
|
||||
{}
|
||||
bool operator==(const EnemyInfo & ei) const;
|
||||
};
|
21
AI/BattleML/PossibleSpellcast.cpp
Normal file
21
AI/BattleML/PossibleSpellcast.cpp
Normal file
@@ -0,0 +1,21 @@
|
||||
/*
|
||||
* PossibleSpellcast.cpp, part of VCMI engine
|
||||
*
|
||||
* Authors: listed in file AUTHORS in main folder
|
||||
*
|
||||
* License: GNU General Public License v2.0 or later
|
||||
* Full text of license available in license.txt file, in main folder
|
||||
*
|
||||
*/
|
||||
#include "StdInc.h"
|
||||
|
||||
#include "PossibleSpellcast.h"
|
||||
|
||||
PossibleSpellcast::PossibleSpellcast()
|
||||
: spell(nullptr),
|
||||
dest(),
|
||||
value(0)
|
||||
{
|
||||
}
|
||||
|
||||
PossibleSpellcast::~PossibleSpellcast() = default;
|
30
AI/BattleML/PossibleSpellcast.h
Normal file
30
AI/BattleML/PossibleSpellcast.h
Normal file
@@ -0,0 +1,30 @@
|
||||
/*
|
||||
* PossibleSpellcast.h, part of VCMI engine
|
||||
*
|
||||
* Authors: listed in file AUTHORS in main folder
|
||||
*
|
||||
* License: GNU General Public License v2.0 or later
|
||||
* Full text of license available in license.txt file, in main folder
|
||||
*
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <vcmi/spells/Magic.h>
|
||||
|
||||
#include "../../lib/battle/Destination.h"
|
||||
|
||||
class CSpell;
|
||||
|
||||
class PossibleSpellcast
|
||||
{
|
||||
public:
|
||||
using ValueMap = std::map<uint32_t, int64_t>;
|
||||
|
||||
const CSpell * spell;
|
||||
spells::Target dest;
|
||||
int64_t value;
|
||||
|
||||
PossibleSpellcast();
|
||||
virtual ~PossibleSpellcast();
|
||||
};
|
121
AI/BattleML/PotentialTargets.cpp
Normal file
121
AI/BattleML/PotentialTargets.cpp
Normal file
@@ -0,0 +1,121 @@
|
||||
/*
|
||||
* PotentialTargets.cpp, part of VCMI engine
|
||||
*
|
||||
* Authors: listed in file AUTHORS in main folder
|
||||
*
|
||||
* License: GNU General Public License v2.0 or later
|
||||
* Full text of license available in license.txt file, in main folder
|
||||
*
|
||||
*/
|
||||
#include "StdInc.h"
|
||||
#include "PotentialTargets.h"
|
||||
#include "../../lib/CStack.h"//todo: remove
|
||||
|
||||
PotentialTargets::PotentialTargets(const battle::Unit * attacker, const HypotheticBattle * state)
|
||||
{
|
||||
auto attIter = state->stackStates.find(attacker->unitId());
|
||||
const battle::Unit * attackerInfo = (attIter == state->stackStates.end()) ? attacker : attIter->second.get();
|
||||
|
||||
auto reachability = state->getReachability(attackerInfo);
|
||||
auto avHexes = state->battleGetAvailableHexes(reachability, attackerInfo);
|
||||
|
||||
//FIXME: this should part of battleGetAvailableHexes
|
||||
bool forceTarget = false;
|
||||
const battle::Unit * forcedTarget = nullptr;
|
||||
BattleHex forcedHex;
|
||||
|
||||
if(attackerInfo->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE))
|
||||
{
|
||||
forceTarget = true;
|
||||
auto nearest = state->getNearestStack(attackerInfo);
|
||||
|
||||
if(nearest.first != nullptr)
|
||||
{
|
||||
forcedTarget = nearest.first;
|
||||
forcedHex = nearest.second;
|
||||
}
|
||||
}
|
||||
|
||||
auto aliveUnits = state->battleGetUnitsIf([=](const battle::Unit * unit)
|
||||
{
|
||||
return unit->isValidTarget() && unit->unitId() != attackerInfo->unitId();
|
||||
});
|
||||
|
||||
for(auto defender : aliveUnits)
|
||||
{
|
||||
if(!forceTarget && !state->battleMatchOwner(attackerInfo, defender))
|
||||
continue;
|
||||
|
||||
auto GenerateAttackInfo = [&](bool shooting, BattleHex hex) -> AttackPossibility
|
||||
{
|
||||
auto bai = BattleAttackInfo(attackerInfo, defender, shooting);
|
||||
|
||||
if(hex.isValid() && !shooting)
|
||||
bai.chargedFields = reachability.distances[hex];
|
||||
|
||||
return AttackPossibility::evaluate(bai, hex, state);
|
||||
};
|
||||
|
||||
if(forceTarget)
|
||||
{
|
||||
if(forcedTarget && defender->unitId() == forcedTarget->unitId())
|
||||
possibleAttacks.push_back(GenerateAttackInfo(false, forcedHex));
|
||||
else
|
||||
unreachableEnemies.push_back(defender);
|
||||
}
|
||||
else if(state->battleCanShoot(attackerInfo, defender->getPosition()))
|
||||
{
|
||||
possibleAttacks.push_back(GenerateAttackInfo(true, BattleHex::INVALID));
|
||||
}
|
||||
else
|
||||
{
|
||||
for(BattleHex hex : avHexes)
|
||||
{
|
||||
if(!CStack::isMeleeAttackPossible(attackerInfo, defender, hex))
|
||||
continue;
|
||||
|
||||
auto bai = GenerateAttackInfo(false, hex);
|
||||
if(!bai.affectedUnits.empty())
|
||||
possibleAttacks.push_back(bai);
|
||||
}
|
||||
|
||||
if(!vstd::contains_if(possibleAttacks, [=](const AttackPossibility & pa) { return pa.attack.defender->unitId() == defender->unitId(); }))
|
||||
unreachableEnemies.push_back(defender);
|
||||
}
|
||||
}
|
||||
|
||||
boost::sort(possibleAttacks, [](const AttackPossibility & lhs, const AttackPossibility & rhs) -> bool
|
||||
{
|
||||
if(lhs.collateralDamage > rhs.collateralDamage)
|
||||
return false;
|
||||
if(lhs.collateralDamage < rhs.collateralDamage)
|
||||
return true;
|
||||
return (lhs.damageDealt + lhs.shootersBlockedDmg - lhs.damageReceived > rhs.damageDealt + rhs.shootersBlockedDmg - rhs.damageReceived);
|
||||
});
|
||||
|
||||
if (!possibleAttacks.empty())
|
||||
{
|
||||
auto &bestAp = possibleAttacks[0];
|
||||
|
||||
logGlobal->info("Battle AI best: %s -> %s at %d from %d, affects %d units: %lld %lld %lld %lld",
|
||||
bestAp.attack.attacker->unitType()->identifier,
|
||||
state->battleGetUnitByPos(bestAp.dest)->unitType()->identifier,
|
||||
(int)bestAp.dest, (int)bestAp.from, (int)bestAp.affectedUnits.size(),
|
||||
bestAp.damageDealt, bestAp.damageReceived, bestAp.collateralDamage, bestAp.shootersBlockedDmg);
|
||||
}
|
||||
}
|
||||
|
||||
int64_t PotentialTargets::bestActionValue() const
|
||||
{
|
||||
if(possibleAttacks.empty())
|
||||
return 0;
|
||||
return bestAction().attackValue();
|
||||
}
|
||||
|
||||
AttackPossibility PotentialTargets::bestAction() const
|
||||
{
|
||||
if(possibleAttacks.empty())
|
||||
throw std::runtime_error("No best action, since we don't have any actions");
|
||||
return possibleAttacks[0];
|
||||
//return *vstd::maxElementByFun(possibleAttacks, [](const AttackPossibility &ap) { return ap.attackValue(); } );
|
||||
}
|
24
AI/BattleML/PotentialTargets.h
Normal file
24
AI/BattleML/PotentialTargets.h
Normal file
@@ -0,0 +1,24 @@
|
||||
/*
|
||||
* PotentialTargets.h, part of VCMI engine
|
||||
*
|
||||
* Authors: listed in file AUTHORS in main folder
|
||||
*
|
||||
* License: GNU General Public License v2.0 or later
|
||||
* Full text of license available in license.txt file, in main folder
|
||||
*
|
||||
*/
|
||||
#pragma once
|
||||
#include "AttackPossibility.h"
|
||||
|
||||
class PotentialTargets
|
||||
{
|
||||
public:
|
||||
std::vector<AttackPossibility> possibleAttacks;
|
||||
std::vector<const battle::Unit *> unreachableEnemies;
|
||||
|
||||
PotentialTargets(){};
|
||||
PotentialTargets(const battle::Unit * attacker, const HypotheticBattle * state);
|
||||
|
||||
AttackPossibility bestAction() const;
|
||||
int64_t bestActionValue() const;
|
||||
};
|
525
AI/BattleML/StackWithBonuses.cpp
Normal file
525
AI/BattleML/StackWithBonuses.cpp
Normal file
@@ -0,0 +1,525 @@
|
||||
/*
|
||||
* StackWithBonuses.cpp, part of VCMI engine
|
||||
*
|
||||
* Authors: listed in file AUTHORS in main folder
|
||||
*
|
||||
* License: GNU General Public License v2.0 or later
|
||||
* Full text of license available in license.txt file, in main folder
|
||||
*
|
||||
*/
|
||||
#include "StdInc.h"
|
||||
#include "StackWithBonuses.h"
|
||||
|
||||
#include <vcmi/events/EventBus.h>
|
||||
|
||||
#include "../../lib/NetPacks.h"
|
||||
#include "../../lib/CStack.h"
|
||||
#include "../../lib/ScriptHandler.h"
|
||||
|
||||
using scripting::Pool;
|
||||
|
||||
void actualizeEffect(TBonusListPtr target, const Bonus & ef)
|
||||
{
|
||||
for(auto & bonus : *target) //TODO: optimize
|
||||
{
|
||||
if(bonus->source == Bonus::SPELL_EFFECT && bonus->type == ef.type && bonus->subtype == ef.subtype)
|
||||
{
|
||||
if(bonus->turnsRemain < ef.turnsRemain)
|
||||
{
|
||||
bonus.reset(new Bonus(*bonus));
|
||||
|
||||
bonus->turnsRemain = ef.turnsRemain;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
StackWithBonuses::StackWithBonuses(const HypotheticBattle * Owner, const CStack * Stack)
|
||||
: battle::CUnitState(),
|
||||
origBearer(Stack),
|
||||
owner(Owner),
|
||||
type(Stack->unitType()),
|
||||
baseAmount(Stack->unitBaseAmount()),
|
||||
id(Stack->unitId()),
|
||||
side(Stack->unitSide()),
|
||||
player(Stack->unitOwner()),
|
||||
slot(Stack->unitSlot())
|
||||
{
|
||||
localInit(Owner);
|
||||
|
||||
battle::CUnitState::operator=(*Stack);
|
||||
}
|
||||
|
||||
StackWithBonuses::StackWithBonuses(const HypotheticBattle * Owner, const battle::UnitInfo & info)
|
||||
: battle::CUnitState(),
|
||||
origBearer(nullptr),
|
||||
owner(Owner),
|
||||
baseAmount(info.count),
|
||||
id(info.id),
|
||||
side(info.side),
|
||||
slot(SlotID::SUMMONED_SLOT_PLACEHOLDER)
|
||||
{
|
||||
type = info.type.toCreature();
|
||||
origBearer = type;
|
||||
|
||||
player = Owner->getSidePlayer(side);
|
||||
|
||||
localInit(Owner);
|
||||
|
||||
position = info.position;
|
||||
summoned = info.summoned;
|
||||
}
|
||||
|
||||
StackWithBonuses::~StackWithBonuses() = default;
|
||||
|
||||
StackWithBonuses & StackWithBonuses::operator=(const battle::CUnitState & other)
|
||||
{
|
||||
battle::CUnitState::operator=(other);
|
||||
return *this;
|
||||
}
|
||||
|
||||
const CCreature * StackWithBonuses::unitType() const
|
||||
{
|
||||
return type;
|
||||
}
|
||||
|
||||
int32_t StackWithBonuses::unitBaseAmount() const
|
||||
{
|
||||
return baseAmount;
|
||||
}
|
||||
|
||||
uint32_t StackWithBonuses::unitId() const
|
||||
{
|
||||
return id;
|
||||
}
|
||||
|
||||
ui8 StackWithBonuses::unitSide() const
|
||||
{
|
||||
return side;
|
||||
}
|
||||
|
||||
PlayerColor StackWithBonuses::unitOwner() const
|
||||
{
|
||||
return player;
|
||||
}
|
||||
|
||||
SlotID StackWithBonuses::unitSlot() const
|
||||
{
|
||||
return slot;
|
||||
}
|
||||
|
||||
TConstBonusListPtr StackWithBonuses::getAllBonuses(const CSelector & selector, const CSelector & limit,
|
||||
const CBonusSystemNode * root, const std::string & cachingStr) const
|
||||
{
|
||||
TBonusListPtr ret = std::make_shared<BonusList>();
|
||||
TConstBonusListPtr originalList = origBearer->getAllBonuses(selector, limit, root, cachingStr);
|
||||
|
||||
vstd::copy_if(*originalList, std::back_inserter(*ret), [this](const std::shared_ptr<Bonus> & b)
|
||||
{
|
||||
return !vstd::contains(bonusesToRemove, b);
|
||||
});
|
||||
|
||||
|
||||
for(const Bonus & bonus : bonusesToUpdate)
|
||||
{
|
||||
if(selector(&bonus) && (!limit || !limit(&bonus)))
|
||||
{
|
||||
if(ret->getFirst(Selector::source(Bonus::SPELL_EFFECT, bonus.sid).And(Selector::typeSubtype(bonus.type, bonus.subtype))))
|
||||
{
|
||||
actualizeEffect(ret, bonus);
|
||||
}
|
||||
else
|
||||
{
|
||||
auto b = std::make_shared<Bonus>(bonus);
|
||||
ret->push_back(b);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for(auto & bonus : bonusesToAdd)
|
||||
{
|
||||
auto b = std::make_shared<Bonus>(bonus);
|
||||
if(selector(b.get()) && (!limit || !limit(b.get())))
|
||||
ret->push_back(b);
|
||||
}
|
||||
//TODO limiters?
|
||||
return ret;
|
||||
}
|
||||
|
||||
int64_t StackWithBonuses::getTreeVersion() const
|
||||
{
|
||||
return owner->getTreeVersion();
|
||||
}
|
||||
|
||||
void StackWithBonuses::addUnitBonus(const std::vector<Bonus> & bonus)
|
||||
{
|
||||
vstd::concatenate(bonusesToAdd, bonus);
|
||||
}
|
||||
|
||||
void StackWithBonuses::updateUnitBonus(const std::vector<Bonus> & bonus)
|
||||
{
|
||||
//TODO: optimize, actualize to last value
|
||||
|
||||
vstd::concatenate(bonusesToUpdate, bonus);
|
||||
}
|
||||
|
||||
void StackWithBonuses::removeUnitBonus(const std::vector<Bonus> & bonus)
|
||||
{
|
||||
for(auto & one : bonus)
|
||||
{
|
||||
CSelector selector([&one](const Bonus * b) -> bool
|
||||
{
|
||||
//compare everything but turnsRemain, limiter and propagator
|
||||
return one.duration == b->duration
|
||||
&& one.type == b->type
|
||||
&& one.subtype == b->subtype
|
||||
&& one.source == b->source
|
||||
&& one.val == b->val
|
||||
&& one.sid == b->sid
|
||||
&& one.valType == b->valType
|
||||
&& one.additionalInfo == b->additionalInfo
|
||||
&& one.effectRange == b->effectRange
|
||||
&& one.description == b->description;
|
||||
});
|
||||
|
||||
removeUnitBonus(selector);
|
||||
}
|
||||
}
|
||||
|
||||
void StackWithBonuses::removeUnitBonus(const CSelector & selector)
|
||||
{
|
||||
TConstBonusListPtr toRemove = origBearer->getBonuses(selector);
|
||||
|
||||
for(auto b : *toRemove)
|
||||
bonusesToRemove.insert(b);
|
||||
|
||||
vstd::erase_if(bonusesToAdd, [&](const Bonus & b){return selector(&b);});
|
||||
vstd::erase_if(bonusesToUpdate, [&](const Bonus & b){return selector(&b);});
|
||||
}
|
||||
|
||||
void StackWithBonuses::spendMana(ServerCallback * server, const int spellCost) const
|
||||
{
|
||||
//TODO: evaluate cast use
|
||||
}
|
||||
|
||||
HypotheticBattle::HypotheticBattle(const Environment * ENV, Subject realBattle)
|
||||
: BattleProxy(realBattle),
|
||||
env(ENV),
|
||||
bonusTreeVersion(1)
|
||||
{
|
||||
auto activeUnit = realBattle->battleActiveUnit();
|
||||
activeUnitId = activeUnit ? activeUnit->unitId() : -1;
|
||||
|
||||
nextId = 0x00F00000;
|
||||
|
||||
eventBus.reset(new events::EventBus());
|
||||
|
||||
localEnvironment.reset(new HypotheticEnvironment(this, env));
|
||||
serverCallback.reset(new HypotheticServerCallback(this));
|
||||
|
||||
pool.reset(new scripting::PoolImpl(localEnvironment.get(), serverCallback.get()));
|
||||
}
|
||||
|
||||
bool HypotheticBattle::unitHasAmmoCart(const battle::Unit * unit) const
|
||||
{
|
||||
//FIXME: check ammocart alive state here
|
||||
return false;
|
||||
}
|
||||
|
||||
PlayerColor HypotheticBattle::unitEffectiveOwner(const battle::Unit * unit) const
|
||||
{
|
||||
return battleGetOwner(unit);
|
||||
}
|
||||
|
||||
std::shared_ptr<StackWithBonuses> HypotheticBattle::getForUpdate(uint32_t id)
|
||||
{
|
||||
auto iter = stackStates.find(id);
|
||||
|
||||
if(iter == stackStates.end())
|
||||
{
|
||||
const CStack * s = subject->battleGetStackByID(id, false);
|
||||
|
||||
auto ret = std::make_shared<StackWithBonuses>(this, s);
|
||||
stackStates[id] = ret;
|
||||
return ret;
|
||||
}
|
||||
else
|
||||
{
|
||||
return iter->second;
|
||||
}
|
||||
}
|
||||
|
||||
battle::Units HypotheticBattle::getUnitsIf(battle::UnitFilter predicate) const
|
||||
{
|
||||
battle::Units proxyed = BattleProxy::getUnitsIf(predicate);
|
||||
|
||||
battle::Units ret;
|
||||
ret.reserve(proxyed.size());
|
||||
|
||||
for(auto unit : proxyed)
|
||||
{
|
||||
//unit was not changed, trust proxyed data
|
||||
if(stackStates.find(unit->unitId()) == stackStates.end())
|
||||
ret.push_back(unit);
|
||||
}
|
||||
|
||||
for(auto id_unit : stackStates)
|
||||
{
|
||||
if(predicate(id_unit.second.get()))
|
||||
ret.push_back(id_unit.second.get());
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
int32_t HypotheticBattle::getActiveStackID() const
|
||||
{
|
||||
return activeUnitId;
|
||||
}
|
||||
|
||||
void HypotheticBattle::nextRound(int32_t roundNr)
|
||||
{
|
||||
//TODO:HypotheticBattle::nextRound
|
||||
|
||||
for(auto unit : battleAliveUnits())
|
||||
{
|
||||
auto forUpdate = getForUpdate(unit->unitId());
|
||||
//TODO: update Bonus::NTurns effects
|
||||
forUpdate->afterNewRound();
|
||||
}
|
||||
}
|
||||
|
||||
void HypotheticBattle::nextTurn(uint32_t unitId)
|
||||
{
|
||||
activeUnitId = unitId;
|
||||
auto unit = getForUpdate(unitId);
|
||||
|
||||
unit->removeUnitBonus(Bonus::UntilGetsTurn);
|
||||
|
||||
unit->afterGetsTurn();
|
||||
}
|
||||
|
||||
void HypotheticBattle::addUnit(uint32_t id, const JsonNode & data)
|
||||
{
|
||||
battle::UnitInfo info;
|
||||
info.load(id, data);
|
||||
std::shared_ptr<StackWithBonuses> newUnit = std::make_shared<StackWithBonuses>(this, info);
|
||||
stackStates[newUnit->unitId()] = newUnit;
|
||||
}
|
||||
|
||||
void HypotheticBattle::moveUnit(uint32_t id, BattleHex destination)
|
||||
{
|
||||
std::shared_ptr<StackWithBonuses> changed = getForUpdate(id);
|
||||
changed->position = destination;
|
||||
}
|
||||
|
||||
void HypotheticBattle::setUnitState(uint32_t id, const JsonNode & data, int64_t healthDelta)
|
||||
{
|
||||
std::shared_ptr<StackWithBonuses> changed = getForUpdate(id);
|
||||
|
||||
changed->load(data);
|
||||
|
||||
if(healthDelta < 0)
|
||||
{
|
||||
changed->removeUnitBonus(Bonus::UntilBeingAttacked);
|
||||
}
|
||||
}
|
||||
|
||||
void HypotheticBattle::removeUnit(uint32_t id)
|
||||
{
|
||||
std::set<uint32_t> ids;
|
||||
ids.insert(id);
|
||||
|
||||
while(!ids.empty())
|
||||
{
|
||||
auto toRemoveId = *ids.begin();
|
||||
|
||||
auto toRemove = getForUpdate(toRemoveId);
|
||||
|
||||
if(!toRemove->ghost)
|
||||
{
|
||||
toRemove->onRemoved();
|
||||
|
||||
//TODO: emulate detachFromAll() somehow
|
||||
|
||||
//stack may be removed instantly (not being killed first)
|
||||
//handle clone remove also here
|
||||
if(toRemove->cloneID >= 0)
|
||||
{
|
||||
ids.insert(toRemove->cloneID);
|
||||
toRemove->cloneID = -1;
|
||||
}
|
||||
|
||||
//TODO: cleanup remaining clone links if any
|
||||
// for(auto s : stacks)
|
||||
// {
|
||||
// if(s->cloneID == toRemoveId)
|
||||
// s->cloneID = -1;
|
||||
// }
|
||||
}
|
||||
|
||||
ids.erase(toRemoveId);
|
||||
}
|
||||
}
|
||||
|
||||
void HypotheticBattle::updateUnit(uint32_t id, const JsonNode & data)
|
||||
{
|
||||
//TODO:
|
||||
}
|
||||
|
||||
void HypotheticBattle::addUnitBonus(uint32_t id, const std::vector<Bonus> & bonus)
|
||||
{
|
||||
getForUpdate(id)->addUnitBonus(bonus);
|
||||
bonusTreeVersion++;
|
||||
}
|
||||
|
||||
void HypotheticBattle::updateUnitBonus(uint32_t id, const std::vector<Bonus> & bonus)
|
||||
{
|
||||
getForUpdate(id)->updateUnitBonus(bonus);
|
||||
bonusTreeVersion++;
|
||||
}
|
||||
|
||||
void HypotheticBattle::removeUnitBonus(uint32_t id, const std::vector<Bonus> & bonus)
|
||||
{
|
||||
getForUpdate(id)->removeUnitBonus(bonus);
|
||||
bonusTreeVersion++;
|
||||
}
|
||||
|
||||
void HypotheticBattle::setWallState(int partOfWall, si8 state)
|
||||
{
|
||||
//TODO:HypotheticBattle::setWallState
|
||||
}
|
||||
|
||||
void HypotheticBattle::addObstacle(const ObstacleChanges & changes)
|
||||
{
|
||||
//TODO:HypotheticBattle::addObstacle
|
||||
}
|
||||
|
||||
void HypotheticBattle::updateObstacle(const ObstacleChanges& changes)
|
||||
{
|
||||
//TODO:HypotheticBattle::updateObstacle
|
||||
}
|
||||
|
||||
void HypotheticBattle::removeObstacle(uint32_t id)
|
||||
{
|
||||
//TODO:HypotheticBattle::removeObstacle
|
||||
}
|
||||
|
||||
uint32_t HypotheticBattle::nextUnitId() const
|
||||
{
|
||||
return nextId++;
|
||||
}
|
||||
|
||||
int64_t HypotheticBattle::getActualDamage(const TDmgRange & damage, int32_t attackerCount, vstd::RNG & rng) const
|
||||
{
|
||||
return (damage.first + damage.second) / 2;
|
||||
}
|
||||
|
||||
int64_t HypotheticBattle::getTreeVersion() const
|
||||
{
|
||||
return getBattleNode()->getTreeVersion() + bonusTreeVersion;
|
||||
}
|
||||
|
||||
Pool * HypotheticBattle::getContextPool() const
|
||||
{
|
||||
return pool.get();
|
||||
}
|
||||
|
||||
ServerCallback * HypotheticBattle::getServerCallback()
|
||||
{
|
||||
return serverCallback.get();
|
||||
}
|
||||
|
||||
HypotheticBattle::HypotheticServerCallback::HypotheticServerCallback(HypotheticBattle * owner_)
|
||||
:owner(owner_)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void HypotheticBattle::HypotheticServerCallback::complain(const std::string & problem)
|
||||
{
|
||||
logAi->error(problem);
|
||||
}
|
||||
|
||||
bool HypotheticBattle::HypotheticServerCallback::describeChanges() const
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
vstd::RNG * HypotheticBattle::HypotheticServerCallback::getRNG()
|
||||
{
|
||||
return &rngStub;
|
||||
}
|
||||
|
||||
void HypotheticBattle::HypotheticServerCallback::apply(CPackForClient * pack)
|
||||
{
|
||||
logAi->error("Package of type %s is not allowed in battle evaluation", typeid(pack).name());
|
||||
}
|
||||
|
||||
void HypotheticBattle::HypotheticServerCallback::apply(BattleLogMessage * pack)
|
||||
{
|
||||
pack->applyBattle(owner);
|
||||
}
|
||||
|
||||
void HypotheticBattle::HypotheticServerCallback::apply(BattleStackMoved * pack)
|
||||
{
|
||||
pack->applyBattle(owner);
|
||||
}
|
||||
|
||||
void HypotheticBattle::HypotheticServerCallback::apply(BattleUnitsChanged * pack)
|
||||
{
|
||||
pack->applyBattle(owner);
|
||||
}
|
||||
|
||||
void HypotheticBattle::HypotheticServerCallback::apply(SetStackEffect * pack)
|
||||
{
|
||||
pack->applyBattle(owner);
|
||||
}
|
||||
|
||||
void HypotheticBattle::HypotheticServerCallback::apply(StacksInjured * pack)
|
||||
{
|
||||
pack->applyBattle(owner);
|
||||
}
|
||||
|
||||
void HypotheticBattle::HypotheticServerCallback::apply(BattleObstaclesChanged * pack)
|
||||
{
|
||||
pack->applyBattle(owner);
|
||||
}
|
||||
|
||||
void HypotheticBattle::HypotheticServerCallback::apply(CatapultAttack * pack)
|
||||
{
|
||||
pack->applyBattle(owner);
|
||||
}
|
||||
|
||||
HypotheticBattle::HypotheticEnvironment::HypotheticEnvironment(HypotheticBattle * owner_, const Environment * upperEnvironment)
|
||||
: owner(owner_),
|
||||
env(upperEnvironment)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
const Services * HypotheticBattle::HypotheticEnvironment::services() const
|
||||
{
|
||||
return env->services();
|
||||
}
|
||||
|
||||
const Environment::BattleCb * HypotheticBattle::HypotheticEnvironment::battle() const
|
||||
{
|
||||
return owner;
|
||||
}
|
||||
|
||||
const Environment::GameCb * HypotheticBattle::HypotheticEnvironment::game() const
|
||||
{
|
||||
return env->game();
|
||||
}
|
||||
|
||||
vstd::CLoggerBase * HypotheticBattle::HypotheticEnvironment::logger() const
|
||||
{
|
||||
return env->logger();
|
||||
}
|
||||
|
||||
events::EventBus * HypotheticBattle::HypotheticEnvironment::eventBus() const
|
||||
{
|
||||
return owner->eventBus.get();
|
||||
}
|
||||
|
194
AI/BattleML/StackWithBonuses.h
Normal file
194
AI/BattleML/StackWithBonuses.h
Normal file
@@ -0,0 +1,194 @@
|
||||
/*
|
||||
* StackWithBonuses.h, part of VCMI engine
|
||||
*
|
||||
* Authors: listed in file AUTHORS in main folder
|
||||
*
|
||||
* License: GNU General Public License v2.0 or later
|
||||
* Full text of license available in license.txt file, in main folder
|
||||
*
|
||||
*/
|
||||
#pragma once
|
||||
|
||||
#include <vstd/RNG.h>
|
||||
|
||||
#include <vcmi/Environment.h>
|
||||
#include <vcmi/ServerCallback.h>
|
||||
|
||||
#include "../../lib/HeroBonus.h"
|
||||
#include "../../lib/battle/BattleProxy.h"
|
||||
#include "../../lib/battle/CUnitState.h"
|
||||
|
||||
class HypotheticBattle;
|
||||
class CStack;
|
||||
|
||||
///Fake random generator, used by AI to evaluate random server behavior
|
||||
class RNGStub : public vstd::RNG
|
||||
{
|
||||
public:
|
||||
vstd::TRandI64 getInt64Range(int64_t lower, int64_t upper) override
|
||||
{
|
||||
return [=]()->int64_t
|
||||
{
|
||||
return (lower + upper)/2;
|
||||
};
|
||||
}
|
||||
|
||||
vstd::TRand getDoubleRange(double lower, double upper) override
|
||||
{
|
||||
return [=]()->double
|
||||
{
|
||||
return (lower + upper)/2;
|
||||
};
|
||||
}
|
||||
};
|
||||
|
||||
class StackWithBonuses : public battle::CUnitState, public virtual IBonusBearer
|
||||
{
|
||||
public:
|
||||
std::vector<Bonus> bonusesToAdd;
|
||||
std::vector<Bonus> bonusesToUpdate;
|
||||
std::set<std::shared_ptr<Bonus>> bonusesToRemove;
|
||||
|
||||
StackWithBonuses(const HypotheticBattle * Owner, const CStack * Stack);
|
||||
|
||||
StackWithBonuses(const HypotheticBattle * Owner, const battle::UnitInfo & info);
|
||||
|
||||
virtual ~StackWithBonuses();
|
||||
|
||||
StackWithBonuses & operator= (const battle::CUnitState & other);
|
||||
|
||||
///IUnitInfo
|
||||
const CCreature * unitType() const override;
|
||||
|
||||
int32_t unitBaseAmount() const override;
|
||||
|
||||
uint32_t unitId() const override;
|
||||
ui8 unitSide() const override;
|
||||
PlayerColor unitOwner() const override;
|
||||
SlotID unitSlot() const override;
|
||||
|
||||
///IBonusBearer
|
||||
TConstBonusListPtr getAllBonuses(const CSelector & selector, const CSelector & limit,
|
||||
const CBonusSystemNode * root = nullptr, const std::string & cachingStr = "") const override;
|
||||
|
||||
int64_t getTreeVersion() const override;
|
||||
|
||||
void addUnitBonus(const std::vector<Bonus> & bonus);
|
||||
void updateUnitBonus(const std::vector<Bonus> & bonus);
|
||||
void removeUnitBonus(const std::vector<Bonus> & bonus);
|
||||
|
||||
void removeUnitBonus(const CSelector & selector);
|
||||
|
||||
void spendMana(ServerCallback * server, const int spellCost) const override;
|
||||
|
||||
private:
|
||||
const IBonusBearer * origBearer;
|
||||
const HypotheticBattle * owner;
|
||||
|
||||
const CCreature * type;
|
||||
ui32 baseAmount;
|
||||
uint32_t id;
|
||||
ui8 side;
|
||||
PlayerColor player;
|
||||
SlotID slot;
|
||||
};
|
||||
|
||||
class HypotheticBattle : public BattleProxy, public battle::IUnitEnvironment
|
||||
{
|
||||
public:
|
||||
std::map<uint32_t, std::shared_ptr<StackWithBonuses>> stackStates;
|
||||
|
||||
const Environment * env;
|
||||
|
||||
HypotheticBattle(const Environment * ENV, Subject realBattle);
|
||||
|
||||
bool unitHasAmmoCart(const battle::Unit * unit) const override;
|
||||
PlayerColor unitEffectiveOwner(const battle::Unit * unit) const override;
|
||||
|
||||
std::shared_ptr<StackWithBonuses> getForUpdate(uint32_t id);
|
||||
|
||||
int32_t getActiveStackID() const override;
|
||||
|
||||
battle::Units getUnitsIf(battle::UnitFilter predicate) const override;
|
||||
|
||||
void nextRound(int32_t roundNr) override;
|
||||
void nextTurn(uint32_t unitId) override;
|
||||
|
||||
void addUnit(uint32_t id, const JsonNode & data) override;
|
||||
void setUnitState(uint32_t id, const JsonNode & data, int64_t healthDelta) override;
|
||||
void moveUnit(uint32_t id, BattleHex destination) override;
|
||||
void removeUnit(uint32_t id) override;
|
||||
void updateUnit(uint32_t id, const JsonNode & data) override;
|
||||
|
||||
void addUnitBonus(uint32_t id, const std::vector<Bonus> & bonus) override;
|
||||
void updateUnitBonus(uint32_t id, const std::vector<Bonus> & bonus) override;
|
||||
void removeUnitBonus(uint32_t id, const std::vector<Bonus> & bonus) override;
|
||||
|
||||
void setWallState(int partOfWall, si8 state) override;
|
||||
|
||||
void addObstacle(const ObstacleChanges & changes) override;
|
||||
void updateObstacle(const ObstacleChanges& changes) override;
|
||||
void removeObstacle(uint32_t id) override;
|
||||
|
||||
uint32_t nextUnitId() const override;
|
||||
|
||||
int64_t getActualDamage(const TDmgRange & damage, int32_t attackerCount, vstd::RNG & rng) const override;
|
||||
|
||||
int64_t getTreeVersion() const;
|
||||
|
||||
scripting::Pool * getContextPool() const override;
|
||||
|
||||
ServerCallback * getServerCallback();
|
||||
|
||||
private:
|
||||
|
||||
class HypotheticServerCallback : public ServerCallback
|
||||
{
|
||||
public:
|
||||
HypotheticServerCallback(HypotheticBattle * owner_);
|
||||
|
||||
void complain(const std::string & problem) override;
|
||||
bool describeChanges() const override;
|
||||
|
||||
vstd::RNG * getRNG() override;
|
||||
|
||||
void apply(CPackForClient * pack) override;
|
||||
|
||||
void apply(BattleLogMessage * pack) override;
|
||||
void apply(BattleStackMoved * pack) override;
|
||||
void apply(BattleUnitsChanged * pack) override;
|
||||
void apply(SetStackEffect * pack) override;
|
||||
void apply(StacksInjured * pack) override;
|
||||
void apply(BattleObstaclesChanged * pack) override;
|
||||
void apply(CatapultAttack * pack) override;
|
||||
private:
|
||||
HypotheticBattle * owner;
|
||||
RNGStub rngStub;
|
||||
};
|
||||
|
||||
class HypotheticEnvironment : public Environment
|
||||
{
|
||||
public:
|
||||
HypotheticEnvironment(HypotheticBattle * owner_, const Environment * upperEnvironment);
|
||||
|
||||
const Services * services() const override;
|
||||
const BattleCb * battle() const override;
|
||||
const GameCb * game() const override;
|
||||
vstd::CLoggerBase * logger() const override;
|
||||
events::EventBus * eventBus() const override;
|
||||
|
||||
private:
|
||||
HypotheticBattle * owner;
|
||||
const Environment * env;
|
||||
};
|
||||
|
||||
int32_t bonusTreeVersion;
|
||||
int32_t activeUnitId;
|
||||
mutable uint32_t nextId;
|
||||
|
||||
std::unique_ptr<HypotheticServerCallback> serverCallback;
|
||||
std::unique_ptr<HypotheticEnvironment> localEnvironment;
|
||||
|
||||
mutable std::shared_ptr<scripting::Pool> pool;
|
||||
mutable std::shared_ptr<events::EventBus> eventBus;
|
||||
};
|
11
AI/BattleML/StdInc.cpp
Normal file
11
AI/BattleML/StdInc.cpp
Normal file
@@ -0,0 +1,11 @@
|
||||
/*
|
||||
* StdInc.cpp, part of VCMI engine
|
||||
*
|
||||
* Authors: listed in file AUTHORS in main folder
|
||||
*
|
||||
* License: GNU General Public License v2.0 or later
|
||||
* Full text of license available in license.txt file, in main folder
|
||||
*
|
||||
*/
|
||||
// Creates the precompiled header
|
||||
#include "StdInc.h"
|
15
AI/BattleML/StdInc.h
Normal file
15
AI/BattleML/StdInc.h
Normal file
@@ -0,0 +1,15 @@
|
||||
/*
|
||||
* StdInc.h, part of VCMI engine
|
||||
*
|
||||
* Authors: listed in file AUTHORS in main folder
|
||||
*
|
||||
* License: GNU General Public License v2.0 or later
|
||||
* Full text of license available in license.txt file, in main folder
|
||||
*
|
||||
*/
|
||||
#pragma once
|
||||
#include "../../Global.h"
|
||||
|
||||
// This header should be treated as a pre compiled header file(PCH) in the compiler building settings.
|
||||
|
||||
// Here you can add specific libraries and macros which are specific to this project.
|
73
AI/BattleML/ThreatMap.cpp
Normal file
73
AI/BattleML/ThreatMap.cpp
Normal file
@@ -0,0 +1,73 @@
|
||||
/*
|
||||
* ThreatMap.cpp, part of VCMI engine
|
||||
*
|
||||
* Authors: listed in file AUTHORS in main folder
|
||||
*
|
||||
* License: GNU General Public License v2.0 or later
|
||||
* Full text of license available in license.txt file, in main folder
|
||||
*
|
||||
*/
|
||||
#include "StdInc.h"
|
||||
/*
|
||||
#include "ThreatMap.h"
|
||||
#include "StdInc.h"
|
||||
|
||||
template <typename Container, typename Pred>
|
||||
auto sum(const Container & c, Pred p) -> decltype(p(*std::begin(c)))
|
||||
{
|
||||
double ret = 0;
|
||||
for(const auto &element : c)
|
||||
{
|
||||
ret += p(element);
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
ThreatMap::ThreatMap(const CStack *Endangered) : endangered(Endangered)
|
||||
{
|
||||
sufferedDamage.fill(0);
|
||||
|
||||
for(const CStack *enemy : getCbc()->battleGetStacks())
|
||||
{
|
||||
//Consider only stacks of different owner
|
||||
if(enemy->side == endangered->side)
|
||||
continue;
|
||||
|
||||
//Look-up which tiles can be melee-attacked
|
||||
std::array<bool, GameConstants::BFIELD_SIZE> meleeAttackable;
|
||||
meleeAttackable.fill(false);
|
||||
auto enemyReachability = getCbc()->getReachability(enemy);
|
||||
for(int i = 0; i < GameConstants::BFIELD_SIZE; i++)
|
||||
{
|
||||
if(enemyReachability.isReachable(i))
|
||||
{
|
||||
meleeAttackable[i] = true;
|
||||
for(auto n : BattleHex(i).neighbouringTiles())
|
||||
meleeAttackable[n] = true;
|
||||
}
|
||||
}
|
||||
|
||||
//Gather possible assaults
|
||||
for(int i = 0; i < GameConstants::BFIELD_SIZE; i++)
|
||||
{
|
||||
if(getCbc()->battleCanShoot(enemy, i))
|
||||
threatMap[i].push_back(BattleAttackInfo(enemy, endangered, true));
|
||||
else if(meleeAttackable[i])
|
||||
{
|
||||
BattleAttackInfo bai(enemy, endangered, false);
|
||||
bai.chargedFields = std::max(BattleHex::getDistance(enemy->position, i) - 1, 0); //TODO check real distance (BFS), not just metric
|
||||
threatMap[i].push_back(BattleAttackInfo(bai));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for(int i = 0; i < GameConstants::BFIELD_SIZE; i++)
|
||||
{
|
||||
sufferedDamage[i] = sum(threatMap[i], [](const BattleAttackInfo &bai) -> int
|
||||
{
|
||||
auto dmg = getCbc()->calculateDmgRange(bai);
|
||||
return (dmg.first + dmg.second)/2;
|
||||
});
|
||||
}
|
||||
}
|
||||
*/ // These lines may be usefull but they are't used in the code.
|
25
AI/BattleML/ThreatMap.h
Normal file
25
AI/BattleML/ThreatMap.h
Normal file
@@ -0,0 +1,25 @@
|
||||
/*
|
||||
* ThreatMap.h, part of VCMI engine
|
||||
*
|
||||
* Authors: listed in file AUTHORS in main folder
|
||||
*
|
||||
* License: GNU General Public License v2.0 or later
|
||||
* Full text of license available in license.txt file, in main folder
|
||||
*
|
||||
*/
|
||||
/*
|
||||
#pragma once
|
||||
|
||||
#include "common.h"
|
||||
#include "CCallback.h"
|
||||
/*
|
||||
class ThreatMap
|
||||
{
|
||||
public:
|
||||
std::array<std::vector<BattleAttackInfo>, GameConstants::BFIELD_SIZE> threatMap; // [hexNr] -> enemies able to strike
|
||||
|
||||
const CStack *endangered;
|
||||
std::array<int, GameConstants::BFIELD_SIZE> sufferedDamage;
|
||||
|
||||
ThreatMap(const CStack *Endangered);
|
||||
};*/ // These lines may be usefull but they are't used in the code.
|
23
AI/BattleML/common.cpp
Normal file
23
AI/BattleML/common.cpp
Normal file
@@ -0,0 +1,23 @@
|
||||
/*
|
||||
* common.cpp, part of VCMI engine
|
||||
*
|
||||
* Authors: listed in file AUTHORS in main folder
|
||||
*
|
||||
* License: GNU General Public License v2.0 or later
|
||||
* Full text of license available in license.txt file, in main folder
|
||||
*
|
||||
*/
|
||||
#include "StdInc.h"
|
||||
#include "common.h"
|
||||
|
||||
std::shared_ptr<CBattleCallback> cbc;
|
||||
|
||||
void setCbc(std::shared_ptr<CBattleCallback> cb)
|
||||
{
|
||||
cbc = cb;
|
||||
}
|
||||
|
||||
std::shared_ptr<CBattleCallback> getCbc()
|
||||
{
|
||||
return cbc;
|
||||
}
|
26
AI/BattleML/common.h
Normal file
26
AI/BattleML/common.h
Normal file
@@ -0,0 +1,26 @@
|
||||
/*
|
||||
* common.h, part of VCMI engine
|
||||
*
|
||||
* Authors: listed in file AUTHORS in main folder
|
||||
*
|
||||
* License: GNU General Public License v2.0 or later
|
||||
* Full text of license available in license.txt file, in main folder
|
||||
*
|
||||
*/
|
||||
#pragma once
|
||||
|
||||
class CBattleCallback;
|
||||
|
||||
template<typename Key, typename Val, typename Val2>
|
||||
const Val getValOr(const std::map<Key, Val> &Map, const Key &key, const Val2 defaultValue)
|
||||
{
|
||||
//returning references here won't work: defaultValue must be converted into Val, creating temporary
|
||||
auto i = Map.find(key);
|
||||
if(i != Map.end())
|
||||
return i->second;
|
||||
else
|
||||
return defaultValue;
|
||||
}
|
||||
|
||||
void setCbc(std::shared_ptr<CBattleCallback> cb);
|
||||
std::shared_ptr<CBattleCallback> getCbc();
|
33
AI/BattleML/main.cpp
Normal file
33
AI/BattleML/main.cpp
Normal file
@@ -0,0 +1,33 @@
|
||||
/*
|
||||
* main.cpp, part of VCMI engine
|
||||
*
|
||||
* Authors: listed in file AUTHORS in main folder
|
||||
*
|
||||
* License: GNU General Public License v2.0 or later
|
||||
* Full text of license available in license.txt file, in main folder
|
||||
*
|
||||
*/
|
||||
#include "StdInc.h"
|
||||
#include "../../lib/AI_Base.h"
|
||||
#include "BattleAI.h"
|
||||
|
||||
#ifdef __GNUC__
|
||||
#define strcpy_s(a, b, c) strncpy(a, c, b)
|
||||
#endif
|
||||
|
||||
static const char *g_cszAiName = "Battle AI";
|
||||
|
||||
extern "C" DLL_EXPORT int GetGlobalAiVersion()
|
||||
{
|
||||
return AI_INTERFACE_VER;
|
||||
}
|
||||
|
||||
extern "C" DLL_EXPORT void GetAiName(char* name)
|
||||
{
|
||||
strcpy_s(name, strlen(g_cszAiName) + 1, g_cszAiName);
|
||||
}
|
||||
|
||||
extern "C" DLL_EXPORT void GetNewBattleAI(std::shared_ptr<CBattleGameInterface> &out)
|
||||
{
|
||||
out = std::make_shared<CBattleAI>();
|
||||
}
|
@@ -37,6 +37,7 @@ endif()
|
||||
#######################################
|
||||
|
||||
add_subdirectory(BattleAI)
|
||||
add_subdirectory(BattleML)
|
||||
add_subdirectory(StupidAI)
|
||||
add_subdirectory(EmptyAI)
|
||||
add_subdirectory(VCAI)
|
||||
|
@@ -163,7 +163,7 @@ if(ENABLE_DEBUG_CONSOLE)
|
||||
else()
|
||||
add_executable(vcmiclient WIN32 ${client_SRCS} ${client_HEADERS} ${client_ICON})
|
||||
endif(ENABLE_DEBUG_CONSOLE)
|
||||
add_dependencies(vcmiclient vcmiserver BattleAI StupidAI VCAI Nullkiller)
|
||||
add_dependencies(vcmiclient vcmiserver BattleAI StupidAI VCAI Nullkiller BattleML)
|
||||
|
||||
if(WIN32)
|
||||
set_target_properties(vcmiclient
|
||||
|
@@ -102,6 +102,11 @@
|
||||
<string>StupidAI</string>
|
||||
</property>
|
||||
</item>
|
||||
<item>
|
||||
<property name="text">
|
||||
<string>BattleML</string>
|
||||
</property>
|
||||
</item>
|
||||
</widget>
|
||||
</item>
|
||||
<item row="2" column="6">
|
||||
@@ -298,6 +303,11 @@
|
||||
<string>StupidAI</string>
|
||||
</property>
|
||||
</item>
|
||||
<item>
|
||||
<property name="text">
|
||||
<string>BattleML</string>
|
||||
</property>
|
||||
</item>
|
||||
</widget>
|
||||
</item>
|
||||
<item row="2" column="1">
|
||||
@@ -540,6 +550,11 @@
|
||||
<string>StupidAI</string>
|
||||
</property>
|
||||
</item>
|
||||
<item>
|
||||
<property name="text">
|
||||
<string>BattleML</string>
|
||||
</property>
|
||||
</item>
|
||||
</widget>
|
||||
</item>
|
||||
<item row="10" column="7" colspan="3">
|
||||
|
Reference in New Issue
Block a user