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https://github.com/vcmi/vcmi.git
synced 2024-12-24 22:14:36 +02:00
Several improvements.
This commit is contained in:
parent
7387d2905e
commit
584eced759
@ -107,7 +107,7 @@ void CGeniusAI::battleStackAttacked(BattleStackAttacked * bsa)
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void CGeniusAI::battleStart(CCreatureSet *army1, CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side)
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{
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assert(!m_battleLogic);
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m_battleLogic = new CBattleLogic(m_cb);
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m_battleLogic = new CBattleLogic(m_cb, army1, army2, tile, hero1, hero2, side);
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assert(m_battleLogic);
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MsgBox("** CGeniusAI::battleStart **");
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@ -234,7 +234,7 @@ CBattleHelper::CBattleHelper():
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f.open("AI\\CBattleHelper.txt", std::ios::in);
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if (f)
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{
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char c_line[512];
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//char c_line[512];
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std::string line;
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while (std::getline(f, line, '\n'))
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{
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@ -317,16 +317,19 @@ int CBattleHelper::GetBattleFieldPosition(int x, int y)
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int CBattleHelper::DecodeXPosition(int battleFieldPosition)
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{
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return battleFieldPosition - (DecodeYPosition(battleFieldPosition) - 1) * 17;
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int pos = battleFieldPosition - (DecodeYPosition(battleFieldPosition) - 1) * 17;
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assert(pos > 0 && pos < 16);
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return pos;
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}
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int CBattleHelper::DecodeYPosition(int battleFieldPosition)
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{
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double y = battleFieldPosition / 17;
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double y = (double)battleFieldPosition / 17.0;
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if (y - (int)y > 0.0)
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{
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return (int)y + 1;
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}
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assert((int)y > 0 && (int)y <= 11);
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return (int)y;
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}
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@ -358,10 +361,16 @@ int CBattleHelper::GetDistanceWithObstacles(int pointA, int pointB)
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* Implementation of CBattleLogic class.
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*/
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CBattleLogic::CBattleLogic(ICallback *cb) :
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CBattleLogic::CBattleLogic(ICallback *cb, CCreatureSet *army1, CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side) :
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m_cb(cb),
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m_iCurrentTurn(-2),
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m_bIsAttacker(false)
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m_bIsAttacker(false),
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m_army1(army1),
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m_army2(army2),
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m_tile(tile),
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m_hero1(hero1),
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m_hero2(hero2),
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m_side(side)
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{
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const int max_enemy_creatures = 12;
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m_statMaxDamage.reserve(max_enemy_creatures);
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@ -417,22 +426,81 @@ void CBattleLogic::MakeStatistics(int currentCreatureId)
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m_statDistance.clear();
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m_statDistance.clear();
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m_statCasualties.clear();
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int totalEnemyDamage = 0;
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int totalEnemyHitPoints = 0;
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int totalDamage = 0;
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int totalHitPoints = 0;
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for (map_stacks::const_iterator it = allStacks.begin(); it != allStacks.end(); ++it)
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{
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if (it->second.attackerOwned != m_bIsAttacker)
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const CStack *st = &it->second;
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if ((it->second.attackerOwned != 0) != m_bIsAttacker)
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{
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int id = it->first;
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const CStack *st = &it->second;
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if (st->amount < 1)
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{
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continue;
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}
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// make stats
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int hitPoints = st->amount * st->creature->hitPoints - (st->creature->hitPoints - st->firstHPleft);
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m_statMaxDamage.push_back(std::pair<int, int>(id, st->creature->damageMax * st->amount));
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m_statMinDamage.push_back(std::pair<int, int>(id, st->creature->damageMin * st->amount));
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m_statHitPoints.push_back(std::pair<int, int>(id, st->creature->hitPoints * st->amount));
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m_statHitPoints.push_back(std::pair<int, int>(id, hitPoints));
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m_statMaxSpeed.push_back(std::pair<int, int>(id, st->creature->speed));
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totalEnemyDamage += (st->creature->damageMax + st->creature->damageMin) * st->amount / 2;
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totalEnemyHitPoints += hitPoints;
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// calculate casualties
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SCreatureCasualties cs;
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// hp * amount - damage * ( (att - def)>=0 )
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// hit poionts
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assert(hitPoints >= 0 && "CGeniusAI - creature cannot have hit points less than zero");
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CGHeroInstance *attackerHero = (m_side)? m_hero1 : m_hero2;
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CGHeroInstance *defendingHero = (m_side)? m_hero2 : m_hero1;
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int attackDefenseBonus = currentStack->creature->attack + (attackerHero ? attackerHero->getPrimSkillLevel(0) : 0) - (st->creature->defence + (defendingHero ? defendingHero->getPrimSkillLevel(1) : 0));
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float damageFactor = 1.0f;
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if(attackDefenseBonus < 0) //decreasing dmg
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{
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if(0.02f * (-attackDefenseBonus) > 0.3f)
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{
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damageFactor += -0.3f;
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}
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else
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{
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damageFactor += 0.02f * attackDefenseBonus;
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}
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}
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else //increasing dmg
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{
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if(0.05f * attackDefenseBonus > 4.0f)
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{
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damageFactor += 4.0f;
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}
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else
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{
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damageFactor += 0.05f * attackDefenseBonus;
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}
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}
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cs.damage_max = (int)(currentStack->creature->damageMax * currentStack->amount * damageFactor);
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cs.damage_min = (int)(currentStack->creature->damageMin * currentStack->amount * damageFactor);
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cs.amount_max = cs.damage_max / st->creature->hitPoints;
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cs.amount_min = cs.damage_min / st->creature->hitPoints;
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cs.leftHitPoints_for_max = (hitPoints - cs.damage_max) % st->creature->hitPoints;
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cs.leftHitPoint_for_min = (hitPoints - cs.damage_min) % st->creature->hitPoints;
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m_statCasualties.push_back(std::pair<int, SCreatureCasualties>(id, cs));
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if (st->creature->isShooting() && st->shots > 0)
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{
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m_statDistanceFromShooters.push_back(std::pair<int, int>(id, m_battleHelper.GetShortestDistance(currentStack->position, st->position)));
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@ -447,6 +515,27 @@ void CBattleLogic::MakeStatistics(int currentCreatureId)
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m_statDistance.push_back(std::pair<int, int>(id, m_battleHelper.GetDistanceWithObstacles(currentStack->position, st->position)));
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}
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}
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else
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{
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if (st->amount < 1)
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{
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continue;
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}
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int hitPoints = st->amount * st->creature->hitPoints - (st->creature->hitPoints - st->firstHPleft);
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totalDamage += (st->creature->damageMax + st->creature->damageMin) * st->amount / 2;
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totalHitPoints += hitPoints;
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}
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}
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if ((float)totalDamage / (float)totalEnemyDamage < 0.5f &&
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(float)totalHitPoints / (float)totalEnemyHitPoints < 0.5f)
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{
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m_bEnemyDominates = true;
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MsgBox("** EnemyDominates!");
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}
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else
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{
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m_bEnemyDominates = false;
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}
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// sort max damage
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std::sort(m_statMaxDamage.begin(), m_statMaxDamage.end(),
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@ -466,45 +555,30 @@ void CBattleLogic::MakeStatistics(int currentCreatureId)
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// sort hit points
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std::sort(m_statHitPoints.begin(), m_statHitPoints.end(),
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bind(&creature_stat::value_type::second, _1) > bind(&creature_stat::value_type::second, _2));
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// sort casualties
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std::sort(m_statCasualties.begin(), m_statCasualties.end(),
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bind(&creature_stat_casualties::value_type::second_type::damage_max, bind(&creature_stat_casualties::value_type::second, _1))
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>
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bind(&creature_stat_casualties::value_type::second_type::damage_max, bind(&creature_stat_casualties::value_type::second, _2)));
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}
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BattleAction CBattleLogic::MakeDecision(int stackID)
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{
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MakeStatistics(stackID);
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// first approach based on the statistics and weights
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// if this solution was fine we would develop this idea
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int creature_to_attack = -1;
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//
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std::map<int, int> votes;
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for (creature_stat::iterator it = m_statMaxDamage.begin(); it != m_statMaxDamage.end(); ++it)
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if (m_bEnemyDominates)
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{
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votes[it->first] = 0;
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creature_to_attack = PerformBerserkAttack(stackID);
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}
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votes[m_statMaxDamage.begin()->first] += m_battleHelper.GetVoteForMaxDamage();
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votes[m_statMinDamage.begin()->first] += m_battleHelper.GetVoteForMinDamage();
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if (m_statDistanceFromShooters.size())
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else
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{
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votes[m_statDistanceFromShooters.begin()->first] += m_battleHelper.GetVoteForDistanceFromShooters();
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}
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votes[m_statDistance.begin()->first] += m_battleHelper.GetVoteForDistance();
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votes[m_statHitPoints.begin()->first] += m_battleHelper.GetVoteForHitPoints();
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votes[m_statMaxSpeed.begin()->first] += m_battleHelper.GetVoteForMaxSpeed();
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// get creature to attack
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int max_vote = 0;
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for (std::map<int, int>::iterator it = votes.begin(); it != votes.end(); ++it)
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{
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if (it->second > max_vote)
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{
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max_vote = it->second;
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creature_to_attack = it->first;
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}
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creature_to_attack = PerformDefaultAction(stackID);
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}
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std::string message("Creature will be attacked - ");
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message += boost::lexical_cast<std::string>(creature_to_attack);
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MsgBox(message.c_str());
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if (creature_to_attack == -1)
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{
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@ -518,14 +592,14 @@ BattleAction CBattleLogic::MakeDecision(int stackID)
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ba.side = 1;
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ba.actionType = action_shoot; // shoot
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ba.stackNumber = stackID;
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ba.destinationTile = m_cb->battleGetPos(creature_to_attack);
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ba.destinationTile = (ui16)m_cb->battleGetPos(creature_to_attack);
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return ba;
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}
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else
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{
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// go or go&attack
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int dest_tile = -1; //m_cb->battleGetPos(creature_to_attack) + 1;
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std::vector<int> av_tiles = GetAvailableHexesForAttacker(m_cb->battleGetStackByID(creature_to_attack));
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std::vector<int> av_tiles = GetAvailableHexesForAttacker(m_cb->battleGetStackByID(creature_to_attack), m_cb->battleGetStackByID(stackID));
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if (av_tiles.size() < 1)
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{
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// TODO: shouldn't be like that
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@ -535,6 +609,7 @@ BattleAction CBattleLogic::MakeDecision(int stackID)
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// get the best tile - now the nearest
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int prev_distance = m_battleHelper.InfiniteDistance;
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int currentPos = m_cb->battleGetPos(stackID);
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for (std::vector<int>::iterator it = av_tiles.begin(); it != av_tiles.end(); ++it)
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{
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@ -544,15 +619,19 @@ BattleAction CBattleLogic::MakeDecision(int stackID)
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prev_distance = dist;
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dest_tile = *it;
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}
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if (*it == currentPos)
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{
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dest_tile = currentPos;
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break;
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}
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}
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std::vector<int> fields = m_cb->battleGetAvailableHexes(stackID);
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BattleAction ba;
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ba.side = 1;
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//ba.actionType = 6; // go and attack
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ba.stackNumber = stackID;
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ba.destinationTile = dest_tile;
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ba.destinationTile = (ui16)dest_tile;
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ba.additionalInfo = m_cb->battleGetPos(creature_to_attack);
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int nearest_dist = m_battleHelper.InfiniteDistance;
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@ -564,6 +643,9 @@ BattleAction CBattleLogic::MakeDecision(int stackID)
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{
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// attack!
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ba.actionType = action_walk_and_attack;
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#if defined _DEBUG
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PrintBattleAction(ba);
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#endif
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return ba;
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}
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int d = m_battleHelper.GetDistanceWithObstacles(dest_tile, *it);
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@ -573,14 +655,22 @@ BattleAction CBattleLogic::MakeDecision(int stackID)
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nearest_pos = *it;
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}
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}
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message = "Attacker position X=";
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message += boost::lexical_cast<std::string>(m_battleHelper.DecodeXPosition(nearest_pos)) + ", Y=";
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message += boost::lexical_cast<std::string>(m_battleHelper.DecodeYPosition(nearest_pos));
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MsgBox(message.c_str());
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ba.actionType = action_walk;
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ba.destinationTile = nearest_pos;
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ba.destinationTile = (ui16)nearest_pos;
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ba.additionalInfo = -1;
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#if defined _DEBUG
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PrintBattleAction(ba);
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#endif
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return ba;
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}
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}
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std::vector<int> CBattleLogic::GetAvailableHexesForAttacker(CStack *defender)
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std::vector<int> CBattleLogic::GetAvailableHexesForAttacker(CStack *defender, CStack *attacker)
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{
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int x = m_battleHelper.DecodeXPosition(defender->position);
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int y = m_battleHelper.DecodeYPosition(defender->position);
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@ -635,7 +725,15 @@ std::vector<int> CBattleLogic::GetAvailableHexesForAttacker(CStack *defender)
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{
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candidates.push_back(std::pair<int, int>(x + 1, y - 1));
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}
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// check if these field are empty
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if (!leftLimit)
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{
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candidates.push_back(std::pair<int, int>(x - 1, y));
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}
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if (!rightLimit)
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{
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candidates.push_back(std::pair<int, int>(x + 1, y));
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}
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// check if these fields are empty
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for (std::vector<std::pair<int, int> >::iterator it = candidates.begin(); it != candidates.end(); ++it)
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{
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int new_pos = m_battleHelper.GetBattleFieldPosition(it->first, it->second);
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@ -645,6 +743,13 @@ std::vector<int> CBattleLogic::GetAvailableHexesForAttacker(CStack *defender)
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{
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fields.push_back(new_pos);
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}
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else if (attacker)
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{
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if (attacker->ID == st->ID)
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{
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fields.push_back(new_pos);
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}
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}
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}
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return fields;
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}
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@ -657,4 +762,152 @@ BattleAction CBattleLogic::MakeDefend(int stackID)
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ba.stackNumber = stackID;
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ba.additionalInfo = -1;
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return ba;
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}
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int CBattleLogic::PerformBerserkAttack(int stackID)
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{
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CCreature c = m_cb->battleGetCreature(stackID);
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// attack to make biggest damage
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int creature_to_attack = -1;
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//if (m_statDistance.size() >= 2)
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//{
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// creature_stat::const_iterator it = m_statDistance.begin();
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// creature_stat::const_iterator it2 = it + 1;
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// if (it->second <
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if (!m_statCasualties.empty())
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{
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creature_to_attack = m_statCasualties.begin()->first;
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creature_stat_casualties::iterator it = m_statCasualties.begin();
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for (; it != m_statCasualties.end(); ++it)
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{
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if (it->second.amount_min <= 0) // if nobody die after attack it won't make any sense
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{
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continue;
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}
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for (creature_stat::const_iterator it2 = m_statDistance.begin(); it2 != m_statDistance.end(); ++it2)
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{
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if (it2->first == it->first && it2->second - 1 <= c.speed)
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{
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return it->first;
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}
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}
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}
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return m_statCasualties.begin()->first;
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}
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return -1;
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}
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int CBattleLogic::PerformDefaultAction(int stackID)
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{
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// first approach based on the statistics and weights
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// if this solution was fine we would develop this idea
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int creature_to_attack = -1;
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//
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std::map<int, int> votes;
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for (creature_stat::iterator it = m_statMaxDamage.begin(); it != m_statMaxDamage.end(); ++it)
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{
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votes[it->first] = 0;
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}
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votes[m_statMaxDamage.begin()->first] += m_battleHelper.GetVoteForMaxDamage();
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votes[m_statMinDamage.begin()->first] += m_battleHelper.GetVoteForMinDamage();
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if (m_statDistanceFromShooters.size())
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{
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votes[m_statDistanceFromShooters.begin()->first] += m_battleHelper.GetVoteForDistanceFromShooters();
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}
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votes[m_statDistance.begin()->first] += m_battleHelper.GetVoteForDistance();
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votes[m_statHitPoints.begin()->first] += m_battleHelper.GetVoteForHitPoints();
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votes[m_statMaxSpeed.begin()->first] += m_battleHelper.GetVoteForMaxSpeed();
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// get creature to attack
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int max_vote = 0;
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for (std::map<int, int>::iterator it = votes.begin(); it != votes.end(); ++it)
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{
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if (it->second > max_vote)
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{
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max_vote = it->second;
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creature_to_attack = it->first;
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}
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}
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return creature_to_attack;
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}
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void CBattleLogic::PrintBattleAction(const BattleAction &action) // for debug purpose
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{
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||||
std::string message("Battle action \n");
|
||||
message += "\taction type - ";
|
||||
switch (action.actionType)
|
||||
{
|
||||
case 0:
|
||||
message += "Cancel BattleAction\n";
|
||||
break;
|
||||
case 1:
|
||||
message += "Hero cast a spell\n";
|
||||
break;
|
||||
case 2:
|
||||
message += "Walk\n";
|
||||
break;
|
||||
case 3:
|
||||
message += "Defend\n";
|
||||
break;
|
||||
case 4:
|
||||
message += "Retreat from the battle\n";
|
||||
break;
|
||||
case 5:
|
||||
message += "Surrender\n";
|
||||
break;
|
||||
case 6:
|
||||
message += "Walk and Attack\n";
|
||||
break;
|
||||
case 7:
|
||||
message += "Shoot\n";
|
||||
break;
|
||||
case 8:
|
||||
message += "Wait\n";
|
||||
break;
|
||||
case 9:
|
||||
message += "Catapult\n";
|
||||
break;
|
||||
case 10:
|
||||
message += "Monster casts a spell\n";
|
||||
break;
|
||||
}
|
||||
message += "\tDestination tile: X = ";
|
||||
message += boost::lexical_cast<std::string>(m_battleHelper.DecodeXPosition(action.destinationTile));
|
||||
message += ", Y = " + boost::lexical_cast<std::string>(m_battleHelper.DecodeYPosition(action.destinationTile));
|
||||
message += "\nAdditional info: ";
|
||||
if (action.actionType == 6 || action.actionType == 7)
|
||||
{
|
||||
message += "stack - " + boost::lexical_cast<std::string>(m_battleHelper.DecodeXPosition(action.additionalInfo));
|
||||
message += ", " + boost::lexical_cast<std::string>(m_battleHelper.DecodeYPosition(action.additionalInfo));
|
||||
message += ", creature - ";
|
||||
CStack *c = m_cb->battleGetStackByPos(action.additionalInfo);
|
||||
if (c && c->creature)
|
||||
{
|
||||
message += c->creature->nameRef;
|
||||
}
|
||||
else
|
||||
{
|
||||
message += "NULL";
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
message += boost::lexical_cast<std::string>(action.additionalInfo);
|
||||
}
|
||||
|
||||
HANDLE hConsole = GetStdHandle(STD_OUTPUT_HANDLE);
|
||||
|
||||
CONSOLE_SCREEN_BUFFER_INFO csbi;
|
||||
GetConsoleScreenBufferInfo(hConsole, &csbi);
|
||||
|
||||
SetConsoleTextAttribute(hConsole, FOREGROUND_GREEN | FOREGROUND_INTENSITY);
|
||||
|
||||
std::cout << message.c_str() << std::flush;
|
||||
|
||||
SetConsoleTextAttribute(hConsole, csbi.wAttributes);
|
||||
}
|
@ -4,12 +4,16 @@
|
||||
#define VCMI_DLL
|
||||
|
||||
#pragma warning (disable: 4100 4251 4245 4018 4081)
|
||||
#include "../../global.h"
|
||||
#include "../../AI_Base.h"
|
||||
#include "../../CCallback.h"
|
||||
#include "../../hch/CCreatureHandler.h"
|
||||
#include "../../hch/CObjectHandler.h"
|
||||
|
||||
#pragma warning (default: 4100 4251 4245 4018 4081)
|
||||
|
||||
#pragma warning (disable: 4100)
|
||||
|
||||
namespace GeniusAI {
|
||||
|
||||
class CBattleHelper
|
||||
@ -42,6 +46,9 @@ private:
|
||||
int m_voteForDistance;
|
||||
int m_voteForDistanceFromShooters;
|
||||
int m_voteForHitPoints;
|
||||
|
||||
CBattleHelper(const CBattleHelper &);
|
||||
CBattleHelper &operator=(const CBattleHelper &);
|
||||
};
|
||||
|
||||
/**
|
||||
@ -57,7 +64,7 @@ private:
|
||||
strategy_neutral,
|
||||
strategy_defensive,
|
||||
strategy_super_defensive,
|
||||
strategy_stupid_attack /** only for debug and test purpose */
|
||||
strategy_berserk_attack /** cause max damage, usually when creatures fight against overwhelming army*/
|
||||
};
|
||||
enum ECreatureRoleInBattle
|
||||
{
|
||||
@ -80,8 +87,17 @@ private:
|
||||
action_catapult = 9, // Catapult
|
||||
action_monster_casts_spell = 10 // Monster casts a spell (i.e. Faerie Dragons)
|
||||
};
|
||||
struct SCreatureCasualties
|
||||
{
|
||||
int amount_max; // amount of creatures that will be dead
|
||||
int amount_min;
|
||||
int damage_max; // number of hit points that creature will lost
|
||||
int damage_min;
|
||||
int leftHitPoints_for_max; // number of hit points that will remain (for last unity)
|
||||
int leftHitPoint_for_min; // scenario
|
||||
};
|
||||
public:
|
||||
CBattleLogic(ICallback *cb);
|
||||
CBattleLogic(ICallback *cb, CCreatureSet *army1, CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side);
|
||||
~CBattleLogic();
|
||||
|
||||
void SetCurrentTurn(int turn);
|
||||
@ -89,9 +105,16 @@ public:
|
||||
BattleAction MakeDecision(int stackID);
|
||||
private:
|
||||
CBattleHelper m_battleHelper;
|
||||
//BattleInfo m_battleInfo;
|
||||
int m_iCurrentTurn;
|
||||
bool m_bIsAttacker;
|
||||
ICallback *m_cb;
|
||||
CCreatureSet *m_army1;
|
||||
CCreatureSet *m_army2;
|
||||
int3 m_tile;
|
||||
CGHeroInstance *m_hero1;
|
||||
CGHeroInstance *m_hero2;
|
||||
bool m_side;
|
||||
|
||||
void MakeStatistics(int currentCreatureId); // before decision we have to make some calculation and simulation
|
||||
// statistics
|
||||
@ -104,9 +127,19 @@ private:
|
||||
creature_stat m_statDistanceFromShooters;
|
||||
creature_stat m_statHitPoints;
|
||||
|
||||
std::vector<int> GetAvailableHexesForAttacker(CStack *defender);
|
||||
typedef std::vector<std::pair<int, SCreatureCasualties> > creature_stat_casualties;
|
||||
creature_stat_casualties m_statCasualties;
|
||||
|
||||
bool m_bEnemyDominates;
|
||||
|
||||
std::vector<int> GetAvailableHexesForAttacker(CStack *defender, CStack *attacker = NULL);
|
||||
|
||||
BattleAction MakeDefend(int stackID);
|
||||
|
||||
int PerformBerserkAttack(int stackID); // return ID of creature to attack, -2 means wait, -1 - defend
|
||||
int PerformDefaultAction(int stackID);
|
||||
|
||||
void CBattleLogic::PrintBattleAction(const BattleAction &action);
|
||||
};
|
||||
|
||||
class CGeniusAI : public CGlobalAI
|
||||
|
Loading…
Reference in New Issue
Block a user