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AI heroes move to random safe objects.
AI recruits heroes.
This commit is contained in:
parent
cb8ddd74da
commit
b987f02cb0
@ -215,7 +215,7 @@ void CBattleLogic::MakeStatistics(int currentCreatureId)
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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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DbgBox("** EnemyDominates!");
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}
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else
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{
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@ -261,11 +261,11 @@ BattleAction CBattleLogic::MakeDecision(int stackID)
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{
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creatures = PerformDefaultAction(stackID, additionalInfo);
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}
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/*
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std::string message("Creature will be attacked - ");
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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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*/
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DbgBox(message.c_str());*/
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if (additionalInfo == -1 || creatures.empty())
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{
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@ -288,7 +288,9 @@ BattleAction CBattleLogic::MakeDecision(int stackID)
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}
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else
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{
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#if defined PRINT_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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@ -567,7 +569,9 @@ BattleAction CBattleLogic::MakeAttack(int attackerID, int destinationID)
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{
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ba.additionalInfo = dest_tile;
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ba.actionType = action_walk_and_attack;
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#if defined PRINT_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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@ -578,7 +582,7 @@ BattleAction CBattleLogic::MakeAttack(int attackerID, int destinationID)
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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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#if defined PRINT_DEBUG
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PrintBattleAction(ba);
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#endif
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return ba;
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@ -594,12 +598,12 @@ BattleAction CBattleLogic::MakeAttack(int attackerID, int destinationID)
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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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DbgBox(message.c_str());
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ba.actionType = action_walk;
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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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#if defined PRINT_DEBUG
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PrintBattleAction(ba);
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#endif
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return ba;
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@ -8,9 +8,11 @@ using namespace GeniusAI;
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#include <windows.h>
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#endif
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void MsgBox(const char *msg, bool messageBox)
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void DbgBox(const char *msg, bool messageBox)
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{
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#if defined PRINT_DEBUG
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#if defined _DEBUG
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//#if 0
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# if defined (_MSC_VER) && (_MSC_VER >= 1020)
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if (messageBox)
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{
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@ -19,10 +21,11 @@ void MsgBox(const char *msg, bool messageBox)
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# endif
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std::cout << msg << std::endl;
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#endif
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#endif
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}
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CGeniusAI::CGeniusAI()
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: m_generalAI(),turn(0)
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: m_generalAI(),turn(0),firstTurn(true)
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{
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}
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@ -40,7 +43,7 @@ void CGeniusAI::init(ICallback *CB)
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serialID = m_cb->getMySerial();
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std::string info = std::string("GeniusAI initialized for player ") + boost::lexical_cast<std::string>(playerID);
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m_battleLogic = NULL;
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MsgBox(info.c_str());
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DbgBox(info.c_str());
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}
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unsigned long randomFromInt(unsigned long in)
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@ -48,80 +51,11 @@ unsigned long randomFromInt(unsigned long in)
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return (in*214013+2531011);
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}
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void CGeniusAI::doHero(const CGHeroInstance * h)
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void CGeniusAI::reportResources()
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{
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if(!h==NULL)
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{
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int3 destination, pos;
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pos=h->convertPosition(h->pos,false);
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vector<int3> buildingPath;
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int movement = h->movement;
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int usedMovement = 0;
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int attempts = 0;
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CPath path;
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do{
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do{
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destination=pos;
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attempts++;
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destination.x+=randomFromInt((attempts*1243)+turn)%9-4;
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destination.y+=randomFromInt((attempts*1243)+turn+1234)%9-4;
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}while((!m_cb->getPath(pos,destination,h,path)||(path.nodes[0].dist>=(movement-usedMovement))) && attempts<100);
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if(attempts<100)
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{
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pos = destination;
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usedMovement += path.nodes[0].dist;
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path.convert(0);
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for(int i = path.nodes.size()-2;i>=0;i--)
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buildingPath.push_back(path.nodes[i].coord);
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}
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else break;
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}while(movement-usedMovement>=50);
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for(int i = 0; i < buildingPath.size();i++)
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{
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m_cb->moveHero(h,buildingPath[i]);
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//std::cout << "(" << buildingPath[i].x << ", " << buildingPath[i].y << ")" << std::endl;
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}
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}
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}
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void CGeniusAI::doTown(const CGTownInstance * t)
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{
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if(m_cb->howManyHeroes(true)<3) //recrute up to 3 heroes
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{
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if(t->visitingHero==NULL)
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{
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std::vector<const CGHeroInstance *> toBuy = m_cb->getAvailableHeroes(t);
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if(toBuy[0]->army.slots.size()>1)//only buy heros with units
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{
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m_cb->recruitHero(t,toBuy[0]);
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}
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}
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}
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// m_cb->recruitCreatures(t, ui32 ID, ui32 amount)
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}
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void CGeniusAI::yourTurn()
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{
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//static boost::mutex mutex;
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//boost::mutex::scoped_lock scoped_lock(mutex);
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turn++;
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std::cout << "AI Player " <<m_cb->getMySerial()<< " with " << m_cb->howManyHeroes(true) << " heroes. " << std::endl;
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std::cout << m_cb->getResourceAmount(0) << " wood. ";
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std::cout << m_cb->getResourceAmount(1) << " mercury. ";
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std::cout << m_cb->getResourceAmount(2) << " ore. ";
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@ -130,17 +64,171 @@ void CGeniusAI::yourTurn()
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std::cout << m_cb->getResourceAmount(5) << " gems. ";
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std::cout << m_cb->getResourceAmount(6) << " gold.";
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std::cout << std::endl;
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}
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void CGeniusAI::addHeroObjectives(CGeniusAI::HypotheticalGameState::HeroModel &h, CGeniusAI::HypotheticalGameState &hgs)
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{
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int3 hpos, destination;
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CPath path;
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hpos = h.pos;
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int movement = h.remainingMovement;
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for(std::set<AIObjectContainer>::const_iterator i = hgs.knownVisitableObjects.begin(); i != hgs.knownVisitableObjects.end();i++)
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{
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if(i->o->ID==54||i->o->ID==34) //creatures, another hero
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continue;
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if(i->o->getOwner()==m_cb->getMyColor())
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continue;
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destination = i->o->getSightCenter();
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if(hpos.z==destination.z)
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if(m_cb->getPath(hpos,destination,h.h,path))
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{
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path.convert(0);
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if(path.nodes[0].dist<movement)
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{
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AIObjective::Type tp = AIObjective::visit;
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HeroObjective ho(tp,i->o,&h);
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std::set<HeroObjective>::iterator found = currentHeroObjectives.find(ho);
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if(found==currentHeroObjectives.end())
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currentHeroObjectives.insert(ho);
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else
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found->whoCanAchieve.push_back(&h);
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}
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}
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}
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}
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void CGeniusAI::addTownObjectives(HypotheticalGameState::TownModel &t, HypotheticalGameState & hgs)
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{
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//recruitHero
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//recruitCreatures
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//upgradeCreatures
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//buildBuilding
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if(hgs.heroModels.size()<3) //recruitHero
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{
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if(!t.visitingHero)
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{
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for(int i =0; i < hgs.AvailableHeroesToBuy.size();i++)
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if(hgs.AvailableHeroesToBuy[i]->army.slots.size()>1)//only buy heros with units
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{
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TownObjective to(AIObjective::recruitHero,&t,0);
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currentTownObjectives.insert(to);
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}
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}
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}
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std::vector < const CGHeroInstance *> heroes = m_cb->getHeroesInfo();
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for(std::vector < const CGHeroInstance *>::iterator i = heroes.begin(); i < heroes.end(); i++)
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doHero(*i);
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// std::vector < const CGTownInstance *> towns = m_cb->getTownsInfo();
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// for(std::vector < const CGTownInstance *>::iterator i = towns.begin(); i < towns.end(); i++)
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// doTown(*i);
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// for(int i = 0; i < t.t->creatures.size() ;i++)
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// {
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// int ID = t.t->creatures[i].second.back();
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// CCreature
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// cout << "town has " << t.t->creatures[i].first << " level " << i+1 << " " << creature->namePl << endl;
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// }
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}
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void CGeniusAI::TownObjective::fulfill(CGeniusAI & cg, HypotheticalGameState & hgs)
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{
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switch(type)
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{
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case recruitHero:
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cg.m_cb->recruitHero(whichTown->t,hgs.AvailableHeroesToBuy[which]);
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hgs.heroModels.push_back(hgs.AvailableHeroesToBuy[which]);
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whichTown->visitingHero = true;
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//TODO: sub 2500 gold from hgs here
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}
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}
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void CGeniusAI::getObjectives(CGeniusAI::HypotheticalGameState & hgs)
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{
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currentHeroObjectives.clear();
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currentTownObjectives.clear();
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for(std::vector <CGeniusAI::HypotheticalGameState::HeroModel>::iterator i = hgs.heroModels.begin(); i != hgs.heroModels.end(); i++)
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addHeroObjectives(*i,hgs);
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for(std::vector <CGeniusAI::HypotheticalGameState::TownModel>::iterator i = hgs.townModels.begin(); i != hgs.townModels.end(); i++)
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addTownObjectives(*i,hgs);
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}
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void CGeniusAI::HeroObjective::fulfill(CGeniusAI & cg, HypotheticalGameState & hgs)
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{
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switch(type)
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{
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case visit:
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HypotheticalGameState::HeroModel * h = whoCanAchieve[rand()%whoCanAchieve.size()];
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int3 hpos, destination;
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CPath path;
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hpos = h->pos;
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//std::cout << "trying to visit " << object->hoverName << std::endl;
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destination = object->getSightCenter();
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if(cg.m_cb->getPath(hpos,destination,h->h,path))
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{
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path.convert(0);
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for(int i = path.nodes.size()-2;i>=0;i--)
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cg.m_cb->moveHero(h->h,path.nodes[i].coord);
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h->remainingMovement-=path.nodes[0].dist;
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if(object->blockVisit)
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h->pos = path.nodes[1].coord;
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else
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h->pos=destination;
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std::set<AIObjectContainer>::iterator i = hgs.knownVisitableObjects.find(AIObjectContainer(object));
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if(i!=hgs.knownVisitableObjects.end())
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hgs.knownVisitableObjects.erase(i);
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}
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}
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}
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void CGeniusAI::yourTurn()
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{
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static int seed = rand();
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srand(seed);
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if(firstTurn)
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{
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//m_cb->sendMessage("vcmieagles");
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firstTurn = false;
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}
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knownVisitableObjects.clear();
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int3 pos = m_cb->getMapSize();
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for(int x = 0;x<pos.x;x++)
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for(int y = 0;y<pos.y;y++)
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for(int z = 0;z<pos.z;z++)
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tileRevealed(int3(x,y,z));
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reportResources();
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turn++;
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HypotheticalGameState hgs(*this);
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getObjectives(hgs);
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vector<AIObjectivePtrCont> AIObjectiveQueue;
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do{
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//std::cout << "I have " << currentHeroObjectives.size() << " things I could do with my heroes!" << std::endl;
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//std::cout << "I have " << currentTownObjectives.size() << " things I could do with my towns!" << std::endl;
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AIObjectiveQueue.clear();
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for(std::set<CGeniusAI::HeroObjective>::iterator i = currentHeroObjectives.begin(); i != currentHeroObjectives.end(); i++)
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AIObjectiveQueue.push_back(AIObjectivePtrCont(&(*i)));
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for(std::set<CGeniusAI::TownObjective>::iterator i = currentTownObjectives.begin(); i != currentTownObjectives.end(); i++)
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AIObjectiveQueue.push_back(AIObjectivePtrCont(&(*i)));
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if(!AIObjectiveQueue.empty())
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max_element(AIObjectiveQueue.begin(),AIObjectiveQueue.end())->obj->fulfill(*this, hgs);
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getObjectives(hgs);
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}while(!currentHeroObjectives.empty());
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seed = rand();
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m_cb->endTurn();
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}
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@ -154,12 +242,24 @@ void CGeniusAI::heroCreated(const CGHeroInstance *hero)
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}
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void CGeniusAI::tileRevealed(int3 pos)
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{
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std::vector < const CGObjectInstance * > objects = m_cb->getVisitableObjs(pos);
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for(std::vector < const CGObjectInstance * >::iterator o = objects.begin();o!=objects.end();o++)
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knownVisitableObjects.insert(*o);
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objects = m_cb->getFlaggableObjects(pos);
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for(std::vector < const CGObjectInstance * >::iterator o = objects.begin();o!=objects.end();o++)
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knownVisitableObjects.insert(*o);
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}
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void CGeniusAI::tileHidden(int3 pos)
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{
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}
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void CGeniusAI::heroMoved(const TryMoveHero &TMH)
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{
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MsgBox("** CGeniusAI::heroMoved **");
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DbgBox("** CGeniusAI::heroMoved **");
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}
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void CGeniusAI::heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback)
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@ -187,7 +287,7 @@ void CGeniusAI::actionFinished(const BattleAction *action)
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message += "), side(";
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message += boost::lexical_cast<std::string>((unsigned)action->side);
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message += ")";
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MsgBox(message.c_str());
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DbgBox(message.c_str());
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}
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/**
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* occurs BEFORE every action taken by any stack or by the hero
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@ -199,21 +299,21 @@ void CGeniusAI::actionStarted(const BattleAction *action)
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message += "), side(";
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message += boost::lexical_cast<std::string>((unsigned)action->side);
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message += ")";
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MsgBox(message.c_str());
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DbgBox(message.c_str());
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}
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/**
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* called when stack is performing attack
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*/
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void CGeniusAI::battleAttack(BattleAttack *ba)
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{
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MsgBox("\t\t\tCGeniusAI::battleAttack");
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DbgBox("\t\t\tCGeniusAI::battleAttack");
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}
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/**
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* called when stack receives damage (after battleAttack())
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*/
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void CGeniusAI::battleStacksAttacked(std::set<BattleStackAttacked> & bsa)
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{
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MsgBox("\t\t\tCGeniusAI::battleStacksAttacked");
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DbgBox("\t\t\tCGeniusAI::battleStacksAttacked");
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}
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/**
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* called by engine when battle starts; side=0 - left, side=1 - right
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@ -224,7 +324,7 @@ void CGeniusAI::battleStart(CCreatureSet *army1, CCreatureSet *army2, int3 tile,
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assert(!m_battleLogic); //************** assert fails when AI starts two battles at same time? ***************
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m_battleLogic = new BattleAI::CBattleLogic(m_cb, army1, army2, tile, hero1, hero2, side);
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MsgBox("** CGeniusAI::battleStart **");
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DbgBox("** CGeniusAI::battleStart **");
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}
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/**
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*
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@ -241,7 +341,7 @@ void CGeniusAI::battleEnd(BattleResult *br)
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delete m_battleLogic;
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m_battleLogic = NULL;
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MsgBox("** CGeniusAI::battleEnd **");
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DbgBox("** CGeniusAI::battleEnd **");
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}
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/**
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* called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
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@ -250,7 +350,7 @@ void CGeniusAI::battleNewRound(int round)
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{
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std::string message("\tCGeniusAI::battleNewRound - ");
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message += boost::lexical_cast<std::string>(round);
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MsgBox(message.c_str());
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DbgBox(message.c_str());
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m_battleLogic->SetCurrentTurn(round);
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}
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@ -264,42 +364,42 @@ void CGeniusAI::battleStackMoved(int ID, int dest, int distance, bool end)
|
||||
message += "), dest(";
|
||||
message += boost::lexical_cast<std::string>(dest);
|
||||
message += ")";
|
||||
MsgBox(message.c_str());
|
||||
DbgBox(message.c_str());
|
||||
}
|
||||
/**
|
||||
*
|
||||
*/
|
||||
void CGeniusAI::battleSpellCast(SpellCast *sc)
|
||||
{
|
||||
MsgBox("\t\t\tCGeniusAI::battleSpellCast");
|
||||
DbgBox("\t\t\tCGeniusAI::battleSpellCast");
|
||||
}
|
||||
/**
|
||||
* called when battlefield is prepared, prior the battle beginning
|
||||
*/
|
||||
void CGeniusAI::battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles)
|
||||
{
|
||||
MsgBox("CGeniusAI::battlefieldPrepared");
|
||||
DbgBox("CGeniusAI::battlefieldPrepared");
|
||||
}
|
||||
/**
|
||||
*
|
||||
*/
|
||||
void CGeniusAI::battleStackMoved(int ID, int dest, bool startMoving, bool endMoving)
|
||||
{
|
||||
MsgBox("\t\t\tCGeniusAI::battleStackMoved");
|
||||
DbgBox("\t\t\tCGeniusAI::battleStackMoved");
|
||||
}
|
||||
/**
|
||||
*
|
||||
*/
|
||||
void CGeniusAI::battleStackAttacking(int ID, int dest)
|
||||
{
|
||||
MsgBox("\t\t\tCGeniusAI::battleStackAttacking");
|
||||
DbgBox("\t\t\tCGeniusAI::battleStackAttacking");
|
||||
}
|
||||
/**
|
||||
*
|
||||
*/
|
||||
void CGeniusAI::battleStackIsAttacked(int ID, int dmg, int killed, int IDby, bool byShooting)
|
||||
{
|
||||
MsgBox("\t\t\tCGeniusAI::battleStackIsAttacked");
|
||||
DbgBox("\t\t\tCGeniusAI::battleStackIsAttacked");
|
||||
}
|
||||
|
||||
/**
|
||||
@ -311,7 +411,7 @@ BattleAction CGeniusAI::activeStack(int stackID)
|
||||
|
||||
message += boost::lexical_cast<std::string>(stackID);
|
||||
message += ")";
|
||||
MsgBox(message.c_str());
|
||||
DbgBox(message.c_str());
|
||||
|
||||
return m_battleLogic->MakeDecision(stackID);
|
||||
};
|
||||
|
@ -4,6 +4,10 @@
|
||||
#include "Common.h"
|
||||
#include "BattleLogic.h"
|
||||
#include "GeneralAI.h"
|
||||
#include "../../lib/VCMI_Lib.h"
|
||||
#include <set>
|
||||
#include <list>
|
||||
#include <queue>
|
||||
namespace GeniusAI {
|
||||
|
||||
class CGeniusAI : public CGlobalAI
|
||||
@ -12,10 +16,168 @@ private:
|
||||
ICallback* m_cb;
|
||||
GeniusAI::BattleAI::CBattleLogic* m_battleLogic;
|
||||
GeniusAI::GeneralAI::CGeneralAI m_generalAI;
|
||||
class AIObjectContainer
|
||||
{
|
||||
public:
|
||||
AIObjectContainer(const CGObjectInstance * o):o(o){}
|
||||
const CGObjectInstance * o;
|
||||
bool operator<(const AIObjectContainer& b)const
|
||||
{
|
||||
if (o->pos!=b.o->pos)
|
||||
return o->pos<b.o->pos;
|
||||
return o->id<b.o->id;
|
||||
}
|
||||
};
|
||||
std::set< AIObjectContainer > knownVisitableObjects;
|
||||
|
||||
void doHero(const CGHeroInstance * h);
|
||||
void doTown(const CGTownInstance * t);
|
||||
class HypotheticalGameState
|
||||
{
|
||||
public:
|
||||
HypotheticalGameState(CGeniusAI & AI)
|
||||
:knownVisitableObjects(AI.knownVisitableObjects)
|
||||
{
|
||||
std::vector < const CGHeroInstance *> heroes = AI.m_cb->getHeroesInfo();
|
||||
for(std::vector < const CGHeroInstance *>::iterator i = heroes.begin(); i != heroes.end(); i++)
|
||||
heroModels.push_back(HeroModel(*i));
|
||||
|
||||
std::vector < const CGTownInstance *> towns = AI.m_cb->getTownsInfo();
|
||||
for(std::vector < const CGTownInstance *>::iterator i = towns.begin(); i != towns.end(); i++)
|
||||
townModels.push_back(TownModel(*i));
|
||||
|
||||
if(AI.m_cb->howManyTowns()!=0)
|
||||
AvailableHeroesToBuy = AI.m_cb->getAvailableHeroes(AI.m_cb->getTownInfo(0,0));
|
||||
}
|
||||
|
||||
class TownModel
|
||||
{
|
||||
public:
|
||||
TownModel(const CGTownInstance *t):t(t){visitingHero=(t->visitingHero!=NULL);}
|
||||
const CGTownInstance *t;
|
||||
bool visitingHero;
|
||||
};
|
||||
class HeroModel
|
||||
{
|
||||
public:
|
||||
HeroModel(const CGHeroInstance * h):h(h){
|
||||
pos = h->getPosition(false);remainingMovement = h->movement;
|
||||
}
|
||||
int3 pos;
|
||||
int remainingMovement;
|
||||
const CGHeroInstance * h;
|
||||
};
|
||||
std::vector<const CGHeroInstance *> AvailableHeroesToBuy;
|
||||
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;
|
||||
bool firstTurn;
|
||||
|
||||
|
||||
class AIObjective
|
||||
{
|
||||
public:
|
||||
enum Type
|
||||
{
|
||||
//hero objectives
|
||||
visit,
|
||||
attack,
|
||||
flee,
|
||||
dismissUnits,
|
||||
dismissYourself,
|
||||
finishTurn, //uses up remaining motion to get somewhere nice.
|
||||
|
||||
//town objectives
|
||||
recruitHero,
|
||||
recruitCreatures,
|
||||
upgradeCreatures,
|
||||
buildBuilding
|
||||
};
|
||||
|
||||
Type type;
|
||||
//virtual bool operator < (const AIObjective &)const=0;
|
||||
//virtual bool stillPossible(const HypotheticalGameState &)const = 0;
|
||||
virtual void fulfill(CGeniusAI &,HypotheticalGameState & hgs)=0;
|
||||
virtual float getValue() const=0; //how much is it worth to the AI to achieve
|
||||
};
|
||||
|
||||
class HeroObjective: public AIObjective
|
||||
{
|
||||
public:
|
||||
int3 pos;
|
||||
const CGObjectInstance * object;
|
||||
std::vector<HypotheticalGameState::HeroModel *> whoCanAchieve;
|
||||
|
||||
HeroObjective(){}
|
||||
HeroObjective(Type t):object(NULL){type = t;}
|
||||
HeroObjective(Type t,const CGObjectInstance * object,HypotheticalGameState::HeroModel *h):object(object)
|
||||
{
|
||||
pos = object->pos;
|
||||
type = t;
|
||||
whoCanAchieve.push_back(h);
|
||||
_value = rand();
|
||||
}
|
||||
bool operator < (const HeroObjective &other)const
|
||||
{
|
||||
if(type != other.type)
|
||||
return type<other.type;
|
||||
if(pos!=other.pos)
|
||||
return pos < other.pos;
|
||||
if(object->id!=other.object->id)
|
||||
return object->id < other.object->id;
|
||||
return false;
|
||||
}
|
||||
//bool stillPossible(const HypotheticalGameState &) const;
|
||||
void fulfill(CGeniusAI &,HypotheticalGameState & hgs);
|
||||
float getValue() const{return _value;}
|
||||
private:
|
||||
float _value;
|
||||
};
|
||||
|
||||
//town objectives
|
||||
//recruitHero,
|
||||
//recruitCreatures,
|
||||
//upgradeCreatures,
|
||||
//buildBuilding
|
||||
|
||||
class TownObjective: public AIObjective
|
||||
{
|
||||
public:
|
||||
HypotheticalGameState::TownModel * whichTown;
|
||||
int which; //which hero, which building, which creature,
|
||||
|
||||
TownObjective(Type t,HypotheticalGameState::TownModel * tn,int which):whichTown(tn),which(which){type = t;_value = rand();}
|
||||
|
||||
bool operator < (const TownObjective &other)const
|
||||
{
|
||||
if(type != other.type)
|
||||
return type<other.type;
|
||||
if(whichTown->t->id!=other.whichTown->t->id)
|
||||
return whichTown->t->id < other.whichTown->t->id;
|
||||
return false;
|
||||
}
|
||||
void fulfill(CGeniusAI &,HypotheticalGameState & hgs);
|
||||
float getValue() const {return _value;}
|
||||
private:
|
||||
float _value;
|
||||
};
|
||||
|
||||
class AIObjectivePtrCont
|
||||
{
|
||||
public:
|
||||
AIObjectivePtrCont():obj(NULL){}
|
||||
AIObjectivePtrCont(AIObjective * obj):obj(obj){};
|
||||
AIObjective * obj;
|
||||
bool operator < (const AIObjectivePtrCont & other) const
|
||||
{return obj->getValue()<other.obj->getValue();}
|
||||
|
||||
};
|
||||
std::set<HeroObjective> currentHeroObjectives; //can be fulfilled right now
|
||||
std::set<TownObjective> currentTownObjectives;
|
||||
|
||||
public:
|
||||
CGeniusAI();
|
||||
@ -29,8 +191,8 @@ public:
|
||||
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 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);
|
||||
// battle
|
||||
|
@ -11,6 +11,6 @@
|
||||
#include "../../AI_Base.h"
|
||||
#pragma warning (default: 4100 4244)
|
||||
|
||||
void MsgBox(const char *msg, bool messageBox = false);
|
||||
void DbgBox(const char *msg, bool messageBox = false);
|
||||
|
||||
#endif/*__GENIUS_COMMON__*/
|
Loading…
Reference in New Issue
Block a user