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AI now attacks randomly.

This commit is contained in:
Trevor Standley 2009-08-04 08:56:38 +00:00
parent f7ce452e5e
commit 45d311a9f5
2 changed files with 186 additions and 128 deletions

View File

@ -1,6 +1,6 @@
#include "CGeniusAI.h"
#include <iostream>
#include "../../hch/CBuildingHandler.h"
using namespace std;
using namespace GeniusAI;
@ -74,10 +74,11 @@ void CGeniusAI::addHeroObjectives(CGeniusAI::HypotheticalGameState::HeroModel &h
int movement = h.remainingMovement;
for(std::set<AIObjectContainer>::const_iterator i = hgs.knownVisitableObjects.begin(); i != hgs.knownVisitableObjects.end();i++)
{
if(i->o->ID==54||i->o->ID==34) //creatures, another hero
continue;
// if(i->o->ID==54||i->o->ID==34) //creatures, another hero
// continue;
if(i->o->getOwner()==m_cb->getMyColor())
if(i->o->ID==53) //mine
if(i->o->getOwner()==m_cb->getMyColor())//don't visit if you own, there's almost no point(maybe to leave guards or because the hero's trapped).
continue;
destination = i->o->getSightCenter();
@ -105,8 +106,7 @@ void CGeniusAI::addTownObjectives(HypotheticalGameState::TownModel &t, Hypotheti
//recruitCreatures
//upgradeCreatures
//buildBuilding
if(hgs.heroModels.size()<3) //recruitHero
if(hgs.heroModels.size()<3&&hgs.resourceAmounts[6]>=2500) //recruitHero
{
if(!t.visitingHero)
{
@ -120,43 +120,43 @@ void CGeniusAI::addTownObjectives(HypotheticalGameState::TownModel &t, Hypotheti
}
}
/* for(int i = 0; i < t.t->creatures.size() ;i++)
{
if(t.t->creatures[i].second.empty()) continue;
// for(int i = 0; i < t.t->creatures.size() ;i++)
// {
// int ID = t.t->creatures[i].second.back();
// CCreature
// cout << "town has " << t.t->creatures[i].first << " level " << i+1 << " " << creature->namePl << endl;
// }
int ID = t.t->creatures[i].second.back();
const CCreature *creature = m_cb->getCCreatureByID(ID);
cout << "town has " << t.t->creatures[i].first << " "<< creature->namePl << " (AI Strength " << creature->AIValue << ")." << endl;
}
//buildBuilding
std::map<int, CBuilding *> thisTownsBuildings = m_cb->getCBuildingsByID(t.t);
for(std::map<int, CBuilding *>::iterator i = thisTownsBuildings.begin(); i != thisTownsBuildings.end();i++)
cout << "structure "<< i->first << ", " << i->second->Name() << ", build?= " << m_cb->canBuildStructure(t.t,i->first) << endl;
*/
}
void CGeniusAI::TownObjective::fulfill(CGeniusAI & cg, HypotheticalGameState & hgs)
void CGeniusAI::TownObjective::fulfill(CGeniusAI & cg,HypotheticalGameState &hgs)
{
cg.m_cb->waitTillRealize = true;
switch(type)
{
case recruitHero:
cg.m_cb->recruitHero(whichTown->t,hgs.AvailableHeroesToBuy[which]);
hgs.heroModels.push_back(hgs.AvailableHeroesToBuy[which]);
whichTown->visitingHero = true;
//TODO: sub 2500 gold from hgs here
}
}
void CGeniusAI::getObjectives(CGeniusAI::HypotheticalGameState & hgs)
{
currentHeroObjectives.clear();
currentTownObjectives.clear();
for(std::vector <CGeniusAI::HypotheticalGameState::HeroModel>::iterator i = hgs.heroModels.begin(); i != hgs.heroModels.end(); i++)
addHeroObjectives(*i,hgs);
for(std::vector <CGeniusAI::HypotheticalGameState::TownModel>::iterator i = hgs.townModels.begin(); i != hgs.townModels.end(); i++)
addTownObjectives(*i,hgs);
cg.m_cb->waitTillRealize = false;
}
void CGeniusAI::HeroObjective::fulfill(CGeniusAI & cg, HypotheticalGameState & hgs)
void CGeniusAI::HeroObjective::fulfill(CGeniusAI & cg,HypotheticalGameState & hgs)
{
cg.m_cb->waitTillRealize = true;
switch(type)
{
case visit:
@ -170,8 +170,16 @@ void CGeniusAI::HeroObjective::fulfill(CGeniusAI & cg, HypotheticalGameState & h
if(cg.m_cb->getPath(hpos,destination,h->h,path))
{
path.convert(0);
for(int i = path.nodes.size()-2;i>=0;i--)
//wait over, battle over too. hero might be killed. check.
for(int i = path.nodes.size()-2;i>=0&&(cg.m_cb->getHeroSerial(h->h) >= 0);i--)
{
cg.m_cb->moveHero(h->h,path.nodes[i].coord);
if(cg.m_state.get() != NO_BATTLE)
cg.m_state.waitUntil(NO_BATTLE);//wait for battle end
}
h->remainingMovement-=path.nodes[0].dist;
if(object->blockVisit)
h->pos = path.nodes[1].coord;
@ -184,49 +192,64 @@ void CGeniusAI::HeroObjective::fulfill(CGeniusAI & cg, HypotheticalGameState & h
}
cg.m_cb->waitTillRealize = false;
}
void CGeniusAI::fillObjectiveQueue(HypotheticalGameState & hgs)
{
objectiveQueue.clear();
currentHeroObjectives.clear();
currentTownObjectives.clear();
for(std::vector <CGeniusAI::HypotheticalGameState::HeroModel>::iterator i = hgs.heroModels.begin(); i != hgs.heroModels.end(); i++)
addHeroObjectives(*i,hgs);
for(std::vector <CGeniusAI::HypotheticalGameState::TownModel>::iterator i = hgs.townModels.begin(); i != hgs.townModels.end(); i++)
addTownObjectives(*i,hgs);
for(std::set<CGeniusAI::HeroObjective>::iterator i = currentHeroObjectives.begin(); i != currentHeroObjectives.end(); i++)
objectiveQueue.push_back(AIObjectivePtrCont(&(*i)));
for(std::set<CGeniusAI::TownObjective>::iterator i = currentTownObjectives.begin(); i != currentTownObjectives.end(); i++)
objectiveQueue.push_back(AIObjectivePtrCont(&(*i)));
}
CGeniusAI::AIObjective * CGeniusAI::getBestObjective()
{
trueGameState = HypotheticalGameState(*this);
fillObjectiveQueue(trueGameState);
if(!objectiveQueue.empty())
return max_element(objectiveQueue.begin(),objectiveQueue.end())->obj;
return NULL;
}
void CGeniusAI::yourTurn()
{
static int seed = rand();
srand(seed);
if(firstTurn)
{
//m_cb->sendMessage("vcmieagles");
//m_cb->sendMessage("vcmiformenos");
//m_cb->sendMessage("vcmiformenos");
firstTurn = false;
}
//////////////TODO: replace with updates. Also add suspected objects list./////////
knownVisitableObjects.clear();
int3 pos = m_cb->getMapSize();
for(int x = 0;x<pos.x;x++)
for(int y = 0;y<pos.y;y++)
for(int z = 0;z<pos.z;z++)
tileRevealed(int3(x,y,z));
///////////////////////////////////////////////////////////////////////////////////
reportResources();
// reportResources();
turn++;
HypotheticalGameState hgs(*this);
getObjectives(hgs);
vector<AIObjectivePtrCont> AIObjectiveQueue;
do{
//std::cout << "I have " << currentHeroObjectives.size() << " things I could do with my heroes!" << std::endl;
//std::cout << "I have " << currentTownObjectives.size() << " things I could do with my towns!" << std::endl;
AIObjectiveQueue.clear();
for(std::set<CGeniusAI::HeroObjective>::iterator i = currentHeroObjectives.begin(); i != currentHeroObjectives.end(); i++)
AIObjectiveQueue.push_back(AIObjectivePtrCont(&(*i)));
for(std::set<CGeniusAI::TownObjective>::iterator i = currentTownObjectives.begin(); i != currentTownObjectives.end(); i++)
AIObjectiveQueue.push_back(AIObjectivePtrCont(&(*i)));
if(!AIObjectiveQueue.empty())
max_element(AIObjectiveQueue.begin(),AIObjectiveQueue.end())->obj->fulfill(*this, hgs);
getObjectives(hgs);
}while(!currentHeroObjectives.empty());
AIObjective * objective;
while((objective = getBestObjective())!=NULL)
objective->fulfill(*this,trueGameState);
seed = rand();
m_cb->endTurn();
@ -252,14 +275,28 @@ void CGeniusAI::tileRevealed(int3 pos)
knownVisitableObjects.insert(*o);
}
void CGeniusAI::newObject(const CGObjectInstance * obj) //eg. ship built in shipyard
{
knownVisitableObjects.insert(obj);
}
void CGeniusAI::objectRemoved(const CGObjectInstance *obj) //eg. collected resource, picked artifact, beaten hero
{
std::set <AIObjectContainer>::iterator o = knownVisitableObjects.find(obj);
if(o!=knownVisitableObjects.end())
knownVisitableObjects.erase(o);
}
void CGeniusAI::tileHidden(int3 pos)
{
}
void CGeniusAI::heroMoved(const TryMoveHero &TMH)
{
DbgBox("** CGeniusAI::heroMoved **");
//DbgBox("** CGeniusAI::heroMoved **");
}
void CGeniusAI::heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback)

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@ -1,30 +1,38 @@
#ifndef __CGENIUSAI_H__
#define __CGENIUSAI_H__
#include "Common.h"
#include "BattleLogic.h"
#include "GeneralAI.h"
#include "..\..\lib\CondSh.h"
#include "../../lib/VCMI_Lib.h"
#ifndef __CGENIUSAI_H__
#define __CGENIUSAI_H__
#include "Common.h"
#include "BattleLogic.h"
#include "GeneralAI.h"
#include "..\..\lib\CondSh.h"
//#include "../../lib/VCMI_Lib.h"
//#include "../../global.h"
//#include "../../client/CGameInfo.h"
#include <set>
#include <list>
#include <queue>
namespace GeniusAI {
enum BattleState
{
NO_BATTLE,
UPCOMING_BATTLE,
ONGOING_BATTLE,
ENDING_BATTLE
};
class CGeniusAI : public CGlobalAI
{
private:
ICallback* m_cb;
GeniusAI::BattleAI::CBattleLogic* m_battleLogic;
GeniusAI::GeneralAI::CGeneralAI m_generalAI;
class CBuilding;
namespace GeniusAI {
enum BattleState
{
NO_BATTLE,
UPCOMING_BATTLE,
ONGOING_BATTLE,
ENDING_BATTLE
};
class CGeniusAI : public CGlobalAI
{
private:
ICallback* m_cb;
GeniusAI::BattleAI::CBattleLogic* m_battleLogic;
GeniusAI::GeneralAI::CGeneralAI m_generalAI;
CondSh<BattleState> m_state; //are we engaged into battle?
class AIObjectContainer
{
public:
@ -37,11 +45,11 @@ private:
return o->id<b.o->id;
}
};
std::set< AIObjectContainer > knownVisitableObjects;
class HypotheticalGameState
{
public:
HypotheticalGameState(){}
HypotheticalGameState(CGeniusAI & AI)
:knownVisitableObjects(AI.knownVisitableObjects)
{
@ -55,6 +63,8 @@ private:
if(AI.m_cb->howManyTowns()!=0)
AvailableHeroesToBuy = AI.m_cb->getAvailableHeroes(AI.m_cb->getTownInfo(0,0));
for(int i = 0; i < 7;i++)resourceAmounts.push_back(AI.m_cb->getResourceAmount(i));
}
class TownModel
@ -75,19 +85,12 @@ private:
const CGHeroInstance * h;
};
std::vector<const CGHeroInstance *> AvailableHeroesToBuy;
std::vector<int> resourceAmounts;
std::vector<HeroModel> heroModels;
std::vector<TownModel> townModels;
std::set< AIObjectContainer > knownVisitableObjects;
};
void addHeroObjectives(HypotheticalGameState::HeroModel &h, HypotheticalGameState & hgs);
void addTownObjectives(HypotheticalGameState::TownModel &h, HypotheticalGameState & hgs);
void getObjectives(HypotheticalGameState & hgs);
void reportResources();
int turn;
CondSh<BattleState> m_state; //are we engaged into battle?
bool firstTurn;
class AIObjective
{
public:
@ -112,6 +115,7 @@ private:
//virtual bool operator < (const AIObjective &)const=0;
//virtual bool stillPossible(const HypotheticalGameState &)const = 0;
virtual void fulfill(CGeniusAI &,HypotheticalGameState & hgs)=0;
virtual HypotheticalGameState pretend(const HypotheticalGameState &) =0;
virtual float getValue() const=0; //how much is it worth to the AI to achieve
};
@ -141,18 +145,18 @@ private:
return object->id < other.object->id;
return false;
}
//bool stillPossible(const HypotheticalGameState &) const;
void fulfill(CGeniusAI &,HypotheticalGameState & hgs);
HypotheticalGameState pretend(const HypotheticalGameState &hgs){return hgs;};
float getValue() const{return _value;}
private:
float _value;
};
//town objectives
//recruitHero,
//recruitCreatures,
//upgradeCreatures,
//buildBuilding
//town objectives
//recruitHero,
//recruitCreatures,
//upgradeCreatures,
//buildBuilding
class TownObjective: public AIObjective
{
@ -171,6 +175,7 @@ private:
return false;
}
void fulfill(CGeniusAI &,HypotheticalGameState & hgs);
HypotheticalGameState pretend(const HypotheticalGameState &hgs){return hgs;};
float getValue() const {return _value;}
private:
float _value;
@ -186,44 +191,60 @@ private:
{return obj->getValue()<other.obj->getValue();}
};
HypotheticalGameState trueGameState;
AIObjective * getBestObjective();
void addHeroObjectives(HypotheticalGameState::HeroModel &h, HypotheticalGameState & hgs);
void addTownObjectives(HypotheticalGameState::TownModel &h, HypotheticalGameState & hgs);
void fillObjectiveQueue(HypotheticalGameState & hgs);
void reportResources();
int turn;
bool firstTurn;
std::set< AIObjectContainer > knownVisitableObjects;
std::set<HeroObjective> currentHeroObjectives; //can be fulfilled right now
std::set<TownObjective> currentTownObjectives;
std::vector<AIObjectivePtrCont> objectiveQueue;
public:
CGeniusAI();
virtual ~CGeniusAI();
virtual void init(ICallback * CB);
virtual void yourTurn();
virtual void heroKilled(const CGHeroInstance *);
virtual void heroCreated(const CGHeroInstance *);
virtual void heroMoved(const TryMoveHero &);
virtual void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, int val) {};
virtual void showSelDialog(std::string text, std::vector<CSelectableComponent*> & components, int askID){};
virtual void showBlockingDialog(const std::string &text, const std::vector<Component> &components, ui32 askID, const int soundID, bool selection, bool cancel); //Show a dialog, player must take decision. If selection then he has to choose between one of given components, if cancel he is allowed to not choose. After making choice, CCallback::selectionMade should be called with number of selected component (1 - n) or 0 for cancel (if allowed) and askID.
public:
CGeniusAI();
virtual ~CGeniusAI();
virtual void init(ICallback * CB);
virtual void yourTurn();
virtual void heroKilled(const CGHeroInstance *);
virtual void heroCreated(const CGHeroInstance *);
virtual void heroMoved(const TryMoveHero &);
virtual void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, int val) {};
virtual void showSelDialog(std::string text, std::vector<CSelectableComponent*> & components, int askID){};
virtual void showBlockingDialog(const std::string &text, const std::vector<Component> &components, ui32 askID, const int soundID, bool selection, bool cancel); //Show a dialog, player must take decision. If selection then he has to choose between one of given components, if cancel he is allowed to not choose. After making choice, CCallback::selectionMade should be called with number of selected component (1 - n) or 0 for cancel (if allowed) and askID.
virtual void tileRevealed(int3 pos);
virtual void tileHidden(int3 pos);
virtual void heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback);
virtual void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, boost::function<void()> &onEnd);
virtual void playerBlocked(int reason);
// battle
virtual void actionFinished(const BattleAction *action);//occurs AFTER every action taken by any stack or by the hero
virtual void actionStarted(const BattleAction *action);//occurs BEFORE every action taken by any stack or by the hero
virtual void battleAttack(BattleAttack *ba); //called when stack is performing attack
virtual void battleStacksAttacked(std::set<BattleStackAttacked> & bsa); //called when stack receives damage (after battleAttack())
virtual void battleEnd(BattleResult *br);
virtual void battleNewRound(int round); //called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
virtual void battleStackMoved(int ID, int dest, int distance, bool end);
virtual void battleSpellCast(SpellCast *sc);
virtual void battleStart(CCreatureSet *army1, CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side); //called by engine when battle starts; side=0 - left, side=1 - right
virtual void battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles); //called when battlefield is prepared, prior the battle beginning
//
virtual void battleStackMoved(int ID, int dest, bool startMoving, bool endMoving);
virtual void battleStackAttacking(int ID, int dest);
virtual void battleStackIsAttacked(int ID, int dmg, int killed, int IDby, bool byShooting);
virtual BattleAction activeStack(int stackID);
void battleResultsApplied();
};
}
#endif // __CGENIUSAI_H__
virtual void heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback);
virtual void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, boost::function<void()> &onEnd);
virtual void playerBlocked(int reason);
virtual void objectRemoved(const CGObjectInstance *obj); //eg. collected resource, picked artifact, beaten hero
virtual void newObject(const CGObjectInstance * obj); //eg. ship built in shipyard
// battle
virtual void actionFinished(const BattleAction *action);//occurs AFTER every action taken by any stack or by the hero
virtual void actionStarted(const BattleAction *action);//occurs BEFORE every action taken by any stack or by the hero
virtual void battleAttack(BattleAttack *ba); //called when stack is performing attack
virtual void battleStacksAttacked(std::set<BattleStackAttacked> & bsa); //called when stack receives damage (after battleAttack())
virtual void battleEnd(BattleResult *br);
virtual void battleNewRound(int round); //called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
virtual void battleStackMoved(int ID, int dest, int distance, bool end);
virtual void battleSpellCast(SpellCast *sc);
virtual void battleStart(CCreatureSet *army1, CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side); //called by engine when battle starts; side=0 - left, side=1 - right
virtual void battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles); //called when battlefield is prepared, prior the battle beginning
//
virtual void battleStackMoved(int ID, int dest, bool startMoving, bool endMoving);
virtual void battleStackAttacking(int ID, int dest);
virtual void battleStackIsAttacked(int ID, int dmg, int killed, int IDby, bool byShooting);
virtual BattleAction activeStack(int stackID);
void battleResultsApplied();
};
}
#endif // __CGENIUSAI_H__