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

Several improvements.

This commit is contained in:
ambtrip 2008-12-15 21:37:22 +00:00
parent 7387d2905e
commit 584eced759
2 changed files with 334 additions and 48 deletions

View File

@ -107,7 +107,7 @@ void CGeniusAI::battleStackAttacked(BattleStackAttacked * bsa)
void CGeniusAI::battleStart(CCreatureSet *army1, CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side)
{
assert(!m_battleLogic);
m_battleLogic = new CBattleLogic(m_cb);
m_battleLogic = new CBattleLogic(m_cb, army1, army2, tile, hero1, hero2, side);
assert(m_battleLogic);
MsgBox("** CGeniusAI::battleStart **");
@ -234,7 +234,7 @@ CBattleHelper::CBattleHelper():
f.open("AI\\CBattleHelper.txt", std::ios::in);
if (f)
{
char c_line[512];
//char c_line[512];
std::string line;
while (std::getline(f, line, '\n'))
{
@ -317,16 +317,19 @@ int CBattleHelper::GetBattleFieldPosition(int x, int y)
int CBattleHelper::DecodeXPosition(int battleFieldPosition)
{
return battleFieldPosition - (DecodeYPosition(battleFieldPosition) - 1) * 17;
int pos = battleFieldPosition - (DecodeYPosition(battleFieldPosition) - 1) * 17;
assert(pos > 0 && pos < 16);
return pos;
}
int CBattleHelper::DecodeYPosition(int battleFieldPosition)
{
double y = battleFieldPosition / 17;
double y = (double)battleFieldPosition / 17.0;
if (y - (int)y > 0.0)
{
return (int)y + 1;
}
assert((int)y > 0 && (int)y <= 11);
return (int)y;
}
@ -358,10 +361,16 @@ int CBattleHelper::GetDistanceWithObstacles(int pointA, int pointB)
* Implementation of CBattleLogic class.
*/
CBattleLogic::CBattleLogic(ICallback *cb) :
CBattleLogic::CBattleLogic(ICallback *cb, CCreatureSet *army1, CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side) :
m_cb(cb),
m_iCurrentTurn(-2),
m_bIsAttacker(false)
m_bIsAttacker(false),
m_army1(army1),
m_army2(army2),
m_tile(tile),
m_hero1(hero1),
m_hero2(hero2),
m_side(side)
{
const int max_enemy_creatures = 12;
m_statMaxDamage.reserve(max_enemy_creatures);
@ -417,22 +426,81 @@ void CBattleLogic::MakeStatistics(int currentCreatureId)
m_statDistance.clear();
m_statDistance.clear();
m_statCasualties.clear();
int totalEnemyDamage = 0;
int totalEnemyHitPoints = 0;
int totalDamage = 0;
int totalHitPoints = 0;
for (map_stacks::const_iterator it = allStacks.begin(); it != allStacks.end(); ++it)
{
if (it->second.attackerOwned != m_bIsAttacker)
const CStack *st = &it->second;
if ((it->second.attackerOwned != 0) != m_bIsAttacker)
{
int id = it->first;
const CStack *st = &it->second;
if (st->amount < 1)
{
continue;
}
// make stats
int hitPoints = st->amount * st->creature->hitPoints - (st->creature->hitPoints - st->firstHPleft);
m_statMaxDamage.push_back(std::pair<int, int>(id, st->creature->damageMax * st->amount));
m_statMinDamage.push_back(std::pair<int, int>(id, st->creature->damageMin * st->amount));
m_statHitPoints.push_back(std::pair<int, int>(id, st->creature->hitPoints * st->amount));
m_statHitPoints.push_back(std::pair<int, int>(id, hitPoints));
m_statMaxSpeed.push_back(std::pair<int, int>(id, st->creature->speed));
totalEnemyDamage += (st->creature->damageMax + st->creature->damageMin) * st->amount / 2;
totalEnemyHitPoints += hitPoints;
// calculate casualties
SCreatureCasualties cs;
// hp * amount - damage * ( (att - def)>=0 )
// hit poionts
assert(hitPoints >= 0 && "CGeniusAI - creature cannot have hit points less than zero");
CGHeroInstance *attackerHero = (m_side)? m_hero1 : m_hero2;
CGHeroInstance *defendingHero = (m_side)? m_hero2 : m_hero1;
int attackDefenseBonus = currentStack->creature->attack + (attackerHero ? attackerHero->getPrimSkillLevel(0) : 0) - (st->creature->defence + (defendingHero ? defendingHero->getPrimSkillLevel(1) : 0));
float damageFactor = 1.0f;
if(attackDefenseBonus < 0) //decreasing dmg
{
if(0.02f * (-attackDefenseBonus) > 0.3f)
{
damageFactor += -0.3f;
}
else
{
damageFactor += 0.02f * attackDefenseBonus;
}
}
else //increasing dmg
{
if(0.05f * attackDefenseBonus > 4.0f)
{
damageFactor += 4.0f;
}
else
{
damageFactor += 0.05f * attackDefenseBonus;
}
}
cs.damage_max = (int)(currentStack->creature->damageMax * currentStack->amount * damageFactor);
cs.damage_min = (int)(currentStack->creature->damageMin * currentStack->amount * damageFactor);
cs.amount_max = cs.damage_max / st->creature->hitPoints;
cs.amount_min = cs.damage_min / st->creature->hitPoints;
cs.leftHitPoints_for_max = (hitPoints - cs.damage_max) % st->creature->hitPoints;
cs.leftHitPoint_for_min = (hitPoints - cs.damage_min) % st->creature->hitPoints;
m_statCasualties.push_back(std::pair<int, SCreatureCasualties>(id, cs));
if (st->creature->isShooting() && st->shots > 0)
{
m_statDistanceFromShooters.push_back(std::pair<int, int>(id, m_battleHelper.GetShortestDistance(currentStack->position, st->position)));
@ -447,6 +515,27 @@ void CBattleLogic::MakeStatistics(int currentCreatureId)
m_statDistance.push_back(std::pair<int, int>(id, m_battleHelper.GetDistanceWithObstacles(currentStack->position, st->position)));
}
}
else
{
if (st->amount < 1)
{
continue;
}
int hitPoints = st->amount * st->creature->hitPoints - (st->creature->hitPoints - st->firstHPleft);
totalDamage += (st->creature->damageMax + st->creature->damageMin) * st->amount / 2;
totalHitPoints += hitPoints;
}
}
if ((float)totalDamage / (float)totalEnemyDamage < 0.5f &&
(float)totalHitPoints / (float)totalEnemyHitPoints < 0.5f)
{
m_bEnemyDominates = true;
MsgBox("** EnemyDominates!");
}
else
{
m_bEnemyDominates = false;
}
// sort max damage
std::sort(m_statMaxDamage.begin(), m_statMaxDamage.end(),
@ -466,45 +555,30 @@ void CBattleLogic::MakeStatistics(int currentCreatureId)
// sort hit points
std::sort(m_statHitPoints.begin(), m_statHitPoints.end(),
bind(&creature_stat::value_type::second, _1) > bind(&creature_stat::value_type::second, _2));
// sort casualties
std::sort(m_statCasualties.begin(), m_statCasualties.end(),
bind(&creature_stat_casualties::value_type::second_type::damage_max, bind(&creature_stat_casualties::value_type::second, _1))
>
bind(&creature_stat_casualties::value_type::second_type::damage_max, bind(&creature_stat_casualties::value_type::second, _2)));
}
BattleAction CBattleLogic::MakeDecision(int stackID)
{
MakeStatistics(stackID);
// first approach based on the statistics and weights
// if this solution was fine we would develop this idea
int creature_to_attack = -1;
//
std::map<int, int> votes;
for (creature_stat::iterator it = m_statMaxDamage.begin(); it != m_statMaxDamage.end(); ++it)
if (m_bEnemyDominates)
{
votes[it->first] = 0;
creature_to_attack = PerformBerserkAttack(stackID);
}
votes[m_statMaxDamage.begin()->first] += m_battleHelper.GetVoteForMaxDamage();
votes[m_statMinDamage.begin()->first] += m_battleHelper.GetVoteForMinDamage();
if (m_statDistanceFromShooters.size())
else
{
votes[m_statDistanceFromShooters.begin()->first] += m_battleHelper.GetVoteForDistanceFromShooters();
}
votes[m_statDistance.begin()->first] += m_battleHelper.GetVoteForDistance();
votes[m_statHitPoints.begin()->first] += m_battleHelper.GetVoteForHitPoints();
votes[m_statMaxSpeed.begin()->first] += m_battleHelper.GetVoteForMaxSpeed();
// get creature to attack
int max_vote = 0;
for (std::map<int, int>::iterator it = votes.begin(); it != votes.end(); ++it)
{
if (it->second > max_vote)
{
max_vote = it->second;
creature_to_attack = it->first;
}
creature_to_attack = PerformDefaultAction(stackID);
}
std::string message("Creature will be attacked - ");
message += boost::lexical_cast<std::string>(creature_to_attack);
MsgBox(message.c_str());
if (creature_to_attack == -1)
{
@ -518,14 +592,14 @@ BattleAction CBattleLogic::MakeDecision(int stackID)
ba.side = 1;
ba.actionType = action_shoot; // shoot
ba.stackNumber = stackID;
ba.destinationTile = m_cb->battleGetPos(creature_to_attack);
ba.destinationTile = (ui16)m_cb->battleGetPos(creature_to_attack);
return ba;
}
else
{
// go or go&attack
int dest_tile = -1; //m_cb->battleGetPos(creature_to_attack) + 1;
std::vector<int> av_tiles = GetAvailableHexesForAttacker(m_cb->battleGetStackByID(creature_to_attack));
std::vector<int> av_tiles = GetAvailableHexesForAttacker(m_cb->battleGetStackByID(creature_to_attack), m_cb->battleGetStackByID(stackID));
if (av_tiles.size() < 1)
{
// TODO: shouldn't be like that
@ -535,6 +609,7 @@ BattleAction CBattleLogic::MakeDecision(int stackID)
// get the best tile - now the nearest
int prev_distance = m_battleHelper.InfiniteDistance;
int currentPos = m_cb->battleGetPos(stackID);
for (std::vector<int>::iterator it = av_tiles.begin(); it != av_tiles.end(); ++it)
{
@ -544,15 +619,19 @@ BattleAction CBattleLogic::MakeDecision(int stackID)
prev_distance = dist;
dest_tile = *it;
}
if (*it == currentPos)
{
dest_tile = currentPos;
break;
}
}
std::vector<int> fields = m_cb->battleGetAvailableHexes(stackID);
BattleAction ba;
ba.side = 1;
//ba.actionType = 6; // go and attack
ba.stackNumber = stackID;
ba.destinationTile = dest_tile;
ba.destinationTile = (ui16)dest_tile;
ba.additionalInfo = m_cb->battleGetPos(creature_to_attack);
int nearest_dist = m_battleHelper.InfiniteDistance;
@ -564,6 +643,9 @@ BattleAction CBattleLogic::MakeDecision(int stackID)
{
// attack!
ba.actionType = action_walk_and_attack;
#if defined _DEBUG
PrintBattleAction(ba);
#endif
return ba;
}
int d = m_battleHelper.GetDistanceWithObstacles(dest_tile, *it);
@ -573,14 +655,22 @@ BattleAction CBattleLogic::MakeDecision(int stackID)
nearest_pos = *it;
}
}
message = "Attacker position X=";
message += boost::lexical_cast<std::string>(m_battleHelper.DecodeXPosition(nearest_pos)) + ", Y=";
message += boost::lexical_cast<std::string>(m_battleHelper.DecodeYPosition(nearest_pos));
MsgBox(message.c_str());
ba.actionType = action_walk;
ba.destinationTile = nearest_pos;
ba.destinationTile = (ui16)nearest_pos;
ba.additionalInfo = -1;
#if defined _DEBUG
PrintBattleAction(ba);
#endif
return ba;
}
}
std::vector<int> CBattleLogic::GetAvailableHexesForAttacker(CStack *defender)
std::vector<int> CBattleLogic::GetAvailableHexesForAttacker(CStack *defender, CStack *attacker)
{
int x = m_battleHelper.DecodeXPosition(defender->position);
int y = m_battleHelper.DecodeYPosition(defender->position);
@ -635,7 +725,15 @@ std::vector<int> CBattleLogic::GetAvailableHexesForAttacker(CStack *defender)
{
candidates.push_back(std::pair<int, int>(x + 1, y - 1));
}
// check if these field are empty
if (!leftLimit)
{
candidates.push_back(std::pair<int, int>(x - 1, y));
}
if (!rightLimit)
{
candidates.push_back(std::pair<int, int>(x + 1, y));
}
// check if these fields are empty
for (std::vector<std::pair<int, int> >::iterator it = candidates.begin(); it != candidates.end(); ++it)
{
int new_pos = m_battleHelper.GetBattleFieldPosition(it->first, it->second);
@ -645,6 +743,13 @@ std::vector<int> CBattleLogic::GetAvailableHexesForAttacker(CStack *defender)
{
fields.push_back(new_pos);
}
else if (attacker)
{
if (attacker->ID == st->ID)
{
fields.push_back(new_pos);
}
}
}
return fields;
}
@ -657,4 +762,152 @@ BattleAction CBattleLogic::MakeDefend(int stackID)
ba.stackNumber = stackID;
ba.additionalInfo = -1;
return ba;
}
int CBattleLogic::PerformBerserkAttack(int stackID)
{
CCreature c = m_cb->battleGetCreature(stackID);
// attack to make biggest damage
int creature_to_attack = -1;
//if (m_statDistance.size() >= 2)
//{
// creature_stat::const_iterator it = m_statDistance.begin();
// creature_stat::const_iterator it2 = it + 1;
// if (it->second <
if (!m_statCasualties.empty())
{
creature_to_attack = m_statCasualties.begin()->first;
creature_stat_casualties::iterator it = m_statCasualties.begin();
for (; it != m_statCasualties.end(); ++it)
{
if (it->second.amount_min <= 0) // if nobody die after attack it won't make any sense
{
continue;
}
for (creature_stat::const_iterator it2 = m_statDistance.begin(); it2 != m_statDistance.end(); ++it2)
{
if (it2->first == it->first && it2->second - 1 <= c.speed)
{
return it->first;
}
}
}
return m_statCasualties.begin()->first;
}
return -1;
}
int CBattleLogic::PerformDefaultAction(int stackID)
{
// first approach based on the statistics and weights
// if this solution was fine we would develop this idea
int creature_to_attack = -1;
//
std::map<int, int> votes;
for (creature_stat::iterator it = m_statMaxDamage.begin(); it != m_statMaxDamage.end(); ++it)
{
votes[it->first] = 0;
}
votes[m_statMaxDamage.begin()->first] += m_battleHelper.GetVoteForMaxDamage();
votes[m_statMinDamage.begin()->first] += m_battleHelper.GetVoteForMinDamage();
if (m_statDistanceFromShooters.size())
{
votes[m_statDistanceFromShooters.begin()->first] += m_battleHelper.GetVoteForDistanceFromShooters();
}
votes[m_statDistance.begin()->first] += m_battleHelper.GetVoteForDistance();
votes[m_statHitPoints.begin()->first] += m_battleHelper.GetVoteForHitPoints();
votes[m_statMaxSpeed.begin()->first] += m_battleHelper.GetVoteForMaxSpeed();
// get creature to attack
int max_vote = 0;
for (std::map<int, int>::iterator it = votes.begin(); it != votes.end(); ++it)
{
if (it->second > max_vote)
{
max_vote = it->second;
creature_to_attack = it->first;
}
}
return creature_to_attack;
}
void CBattleLogic::PrintBattleAction(const BattleAction &action) // for debug purpose
{
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);
}

View File

@ -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