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

AI heroes move to random safe objects.

AI recruits heroes.
This commit is contained in:
Trevor Standley 2009-08-03 22:15:13 +00:00
parent cb8ddd74da
commit b987f02cb0
4 changed files with 428 additions and 162 deletions

View File

@ -215,7 +215,7 @@ void CBattleLogic::MakeStatistics(int currentCreatureId)
(float)totalHitPoints / (float)totalEnemyHitPoints < 0.5f)
{
m_bEnemyDominates = true;
MsgBox("** EnemyDominates!");
DbgBox("** EnemyDominates!");
}
else
{
@ -261,11 +261,11 @@ BattleAction CBattleLogic::MakeDecision(int stackID)
{
creatures = PerformDefaultAction(stackID, additionalInfo);
}
/*
std::string message("Creature will be attacked - ");
/*std::string message("Creature will be attacked - ");
message += boost::lexical_cast<std::string>(creature_to_attack);
MsgBox(message.c_str());
*/
DbgBox(message.c_str());*/
if (additionalInfo == -1 || creatures.empty())
{
@ -288,7 +288,9 @@ BattleAction CBattleLogic::MakeDecision(int stackID)
}
else
{
#if defined PRINT_DEBUG
PrintBattleAction(ba);
#endif
return ba;
}
}
@ -567,7 +569,9 @@ BattleAction CBattleLogic::MakeAttack(int attackerID, int destinationID)
{
ba.additionalInfo = dest_tile;
ba.actionType = action_walk_and_attack;
#if defined PRINT_DEBUG
PrintBattleAction(ba);
#endif
return ba;
}
}
@ -578,7 +582,7 @@ BattleAction CBattleLogic::MakeAttack(int attackerID, int destinationID)
{
// attack!
ba.actionType = action_walk_and_attack;
#if defined _DEBUG
#if defined PRINT_DEBUG
PrintBattleAction(ba);
#endif
return ba;
@ -594,12 +598,12 @@ BattleAction CBattleLogic::MakeAttack(int attackerID, int destinationID)
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());
DbgBox(message.c_str());
ba.actionType = action_walk;
ba.destinationTile = (ui16)nearest_pos;
ba.additionalInfo = -1;
#if defined _DEBUG
#if defined PRINT_DEBUG
PrintBattleAction(ba);
#endif
return ba;

View File

@ -8,9 +8,11 @@ using namespace GeniusAI;
#include <windows.h>
#endif
void MsgBox(const char *msg, bool messageBox)
void DbgBox(const char *msg, bool messageBox)
{
#if defined PRINT_DEBUG
#if defined _DEBUG
//#if 0
# if defined (_MSC_VER) && (_MSC_VER >= 1020)
if (messageBox)
{
@ -19,10 +21,11 @@ void MsgBox(const char *msg, bool messageBox)
# endif
std::cout << msg << std::endl;
#endif
#endif
}
CGeniusAI::CGeniusAI()
: m_generalAI(),turn(0)
: m_generalAI(),turn(0),firstTurn(true)
{
}
@ -40,7 +43,7 @@ void CGeniusAI::init(ICallback *CB)
serialID = m_cb->getMySerial();
std::string info = std::string("GeniusAI initialized for player ") + boost::lexical_cast<std::string>(playerID);
m_battleLogic = NULL;
MsgBox(info.c_str());
DbgBox(info.c_str());
}
unsigned long randomFromInt(unsigned long in)
@ -48,79 +51,10 @@ unsigned long randomFromInt(unsigned long in)
return (in*214013+2531011);
}
void CGeniusAI::doHero(const CGHeroInstance * h)
void CGeniusAI::reportResources()
{
if(!h==NULL)
{
int3 destination, pos;
pos=h->convertPosition(h->pos,false);
vector<int3> buildingPath;
int movement = h->movement;
int usedMovement = 0;
int attempts = 0;
CPath path;
do{
do{
destination=pos;
attempts++;
destination.x+=randomFromInt((attempts*1243)+turn)%9-4;
destination.y+=randomFromInt((attempts*1243)+turn+1234)%9-4;
}while((!m_cb->getPath(pos,destination,h,path)||(path.nodes[0].dist>=(movement-usedMovement))) && attempts<100);
if(attempts<100)
{
pos = destination;
usedMovement += path.nodes[0].dist;
path.convert(0);
for(int i = path.nodes.size()-2;i>=0;i--)
buildingPath.push_back(path.nodes[i].coord);
}
else break;
}while(movement-usedMovement>=50);
for(int i = 0; i < buildingPath.size();i++)
{
m_cb->moveHero(h,buildingPath[i]);
//std::cout << "(" << buildingPath[i].x << ", " << buildingPath[i].y << ")" << std::endl;
}
}
}
void CGeniusAI::doTown(const CGTownInstance * t)
{
if(m_cb->howManyHeroes(true)<3) //recrute up to 3 heroes
{
if(t->visitingHero==NULL)
{
std::vector<const CGHeroInstance *> toBuy = m_cb->getAvailableHeroes(t);
if(toBuy[0]->army.slots.size()>1)//only buy heros with units
{
m_cb->recruitHero(t,toBuy[0]);
}
}
}
// m_cb->recruitCreatures(t, ui32 ID, ui32 amount)
}
void CGeniusAI::yourTurn()
{
//static boost::mutex mutex;
//boost::mutex::scoped_lock scoped_lock(mutex);
turn++;
std::cout << "AI Player " <<m_cb->getMySerial()<< " with " << m_cb->howManyHeroes(true) << " heroes. " << std::endl;
std::cout << m_cb->getResourceAmount(0) << " wood. ";
std::cout << m_cb->getResourceAmount(1) << " mercury. ";
@ -130,17 +64,171 @@ void CGeniusAI::yourTurn()
std::cout << m_cb->getResourceAmount(5) << " gems. ";
std::cout << m_cb->getResourceAmount(6) << " gold.";
std::cout << std::endl;
}
void CGeniusAI::addHeroObjectives(CGeniusAI::HypotheticalGameState::HeroModel &h, CGeniusAI::HypotheticalGameState &hgs)
{
int3 hpos, destination;
CPath path;
hpos = h.pos;
int movement = h.remainingMovement;
for(std::set<AIObjectContainer>::const_iterator i = hgs.knownVisitableObjects.begin(); i != hgs.knownVisitableObjects.end();i++)
{
if(i->o->ID==54||i->o->ID==34) //creatures, another hero
continue;
if(i->o->getOwner()==m_cb->getMyColor())
continue;
destination = i->o->getSightCenter();
if(hpos.z==destination.z)
if(m_cb->getPath(hpos,destination,h.h,path))
{
path.convert(0);
if(path.nodes[0].dist<movement)
{
AIObjective::Type tp = AIObjective::visit;
HeroObjective ho(tp,i->o,&h);
std::set<HeroObjective>::iterator found = currentHeroObjectives.find(ho);
if(found==currentHeroObjectives.end())
currentHeroObjectives.insert(ho);
else
found->whoCanAchieve.push_back(&h);
}
}
}
}
void CGeniusAI::addTownObjectives(HypotheticalGameState::TownModel &t, HypotheticalGameState & hgs)
{
//recruitHero
//recruitCreatures
//upgradeCreatures
//buildBuilding
if(hgs.heroModels.size()<3) //recruitHero
{
if(!t.visitingHero)
{
for(int i =0; i < hgs.AvailableHeroesToBuy.size();i++)
if(hgs.AvailableHeroesToBuy[i]->army.slots.size()>1)//only buy heros with units
{
TownObjective to(AIObjective::recruitHero,&t,0);
currentTownObjectives.insert(to);
}
}
}
// for(int i = 0; i < t.t->creatures.size() ;i++)
// {
// int ID = t.t->creatures[i].second.back();
// CCreature
// cout << "town has " << t.t->creatures[i].first << " level " << i+1 << " " << creature->namePl << endl;
// }
std::vector < const CGHeroInstance *> heroes = m_cb->getHeroesInfo();
for(std::vector < const CGHeroInstance *>::iterator i = heroes.begin(); i < heroes.end(); i++)
doHero(*i);
}
// std::vector < const CGTownInstance *> towns = m_cb->getTownsInfo();
// for(std::vector < const CGTownInstance *>::iterator i = towns.begin(); i < towns.end(); i++)
// doTown(*i);
void CGeniusAI::TownObjective::fulfill(CGeniusAI & cg, HypotheticalGameState & hgs)
{
switch(type)
{
case recruitHero:
cg.m_cb->recruitHero(whichTown->t,hgs.AvailableHeroesToBuy[which]);
hgs.heroModels.push_back(hgs.AvailableHeroesToBuy[which]);
whichTown->visitingHero = true;
//TODO: sub 2500 gold from hgs here
}
}
void CGeniusAI::getObjectives(CGeniusAI::HypotheticalGameState & hgs)
{
currentHeroObjectives.clear();
currentTownObjectives.clear();
for(std::vector <CGeniusAI::HypotheticalGameState::HeroModel>::iterator i = hgs.heroModels.begin(); i != hgs.heroModels.end(); i++)
addHeroObjectives(*i,hgs);
for(std::vector <CGeniusAI::HypotheticalGameState::TownModel>::iterator i = hgs.townModels.begin(); i != hgs.townModels.end(); i++)
addTownObjectives(*i,hgs);
}
void CGeniusAI::HeroObjective::fulfill(CGeniusAI & cg, HypotheticalGameState & hgs)
{
switch(type)
{
case visit:
HypotheticalGameState::HeroModel * h = whoCanAchieve[rand()%whoCanAchieve.size()];
int3 hpos, destination;
CPath path;
hpos = h->pos;
//std::cout << "trying to visit " << object->hoverName << std::endl;
destination = object->getSightCenter();
if(cg.m_cb->getPath(hpos,destination,h->h,path))
{
path.convert(0);
for(int i = path.nodes.size()-2;i>=0;i--)
cg.m_cb->moveHero(h->h,path.nodes[i].coord);
h->remainingMovement-=path.nodes[0].dist;
if(object->blockVisit)
h->pos = path.nodes[1].coord;
else
h->pos=destination;
std::set<AIObjectContainer>::iterator i = hgs.knownVisitableObjects.find(AIObjectContainer(object));
if(i!=hgs.knownVisitableObjects.end())
hgs.knownVisitableObjects.erase(i);
}
}
}
void CGeniusAI::yourTurn()
{
static int seed = rand();
srand(seed);
if(firstTurn)
{
//m_cb->sendMessage("vcmieagles");
firstTurn = false;
}
knownVisitableObjects.clear();
int3 pos = m_cb->getMapSize();
for(int x = 0;x<pos.x;x++)
for(int y = 0;y<pos.y;y++)
for(int z = 0;z<pos.z;z++)
tileRevealed(int3(x,y,z));
reportResources();
turn++;
HypotheticalGameState hgs(*this);
getObjectives(hgs);
vector<AIObjectivePtrCont> AIObjectiveQueue;
do{
//std::cout << "I have " << currentHeroObjectives.size() << " things I could do with my heroes!" << std::endl;
//std::cout << "I have " << currentTownObjectives.size() << " things I could do with my towns!" << std::endl;
AIObjectiveQueue.clear();
for(std::set<CGeniusAI::HeroObjective>::iterator i = currentHeroObjectives.begin(); i != currentHeroObjectives.end(); i++)
AIObjectiveQueue.push_back(AIObjectivePtrCont(&(*i)));
for(std::set<CGeniusAI::TownObjective>::iterator i = currentTownObjectives.begin(); i != currentTownObjectives.end(); i++)
AIObjectiveQueue.push_back(AIObjectivePtrCont(&(*i)));
if(!AIObjectiveQueue.empty())
max_element(AIObjectiveQueue.begin(),AIObjectiveQueue.end())->obj->fulfill(*this, hgs);
getObjectives(hgs);
}while(!currentHeroObjectives.empty());
seed = rand();
m_cb->endTurn();
}
@ -154,12 +242,24 @@ void CGeniusAI::heroCreated(const CGHeroInstance *hero)
}
void CGeniusAI::tileRevealed(int3 pos)
{
std::vector < const CGObjectInstance * > objects = m_cb->getVisitableObjs(pos);
for(std::vector < const CGObjectInstance * >::iterator o = objects.begin();o!=objects.end();o++)
knownVisitableObjects.insert(*o);
objects = m_cb->getFlaggableObjects(pos);
for(std::vector < const CGObjectInstance * >::iterator o = objects.begin();o!=objects.end();o++)
knownVisitableObjects.insert(*o);
}
void CGeniusAI::tileHidden(int3 pos)
{
}
void CGeniusAI::heroMoved(const TryMoveHero &TMH)
{
MsgBox("** CGeniusAI::heroMoved **");
DbgBox("** CGeniusAI::heroMoved **");
}
void CGeniusAI::heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback)
@ -187,7 +287,7 @@ void CGeniusAI::actionFinished(const BattleAction *action)
message += "), side(";
message += boost::lexical_cast<std::string>((unsigned)action->side);
message += ")";
MsgBox(message.c_str());
DbgBox(message.c_str());
}
/**
* occurs BEFORE every action taken by any stack or by the hero
@ -199,21 +299,21 @@ void CGeniusAI::actionStarted(const BattleAction *action)
message += "), side(";
message += boost::lexical_cast<std::string>((unsigned)action->side);
message += ")";
MsgBox(message.c_str());
DbgBox(message.c_str());
}
/**
* called when stack is performing attack
*/
void CGeniusAI::battleAttack(BattleAttack *ba)
{
MsgBox("\t\t\tCGeniusAI::battleAttack");
DbgBox("\t\t\tCGeniusAI::battleAttack");
}
/**
* called when stack receives damage (after battleAttack())
*/
void CGeniusAI::battleStacksAttacked(std::set<BattleStackAttacked> & bsa)
{
MsgBox("\t\t\tCGeniusAI::battleStacksAttacked");
DbgBox("\t\t\tCGeniusAI::battleStacksAttacked");
}
/**
* called by engine when battle starts; side=0 - left, side=1 - right
@ -224,7 +324,7 @@ void CGeniusAI::battleStart(CCreatureSet *army1, CCreatureSet *army2, int3 tile,
assert(!m_battleLogic); //************** assert fails when AI starts two battles at same time? ***************
m_battleLogic = new BattleAI::CBattleLogic(m_cb, army1, army2, tile, hero1, hero2, side);
MsgBox("** CGeniusAI::battleStart **");
DbgBox("** CGeniusAI::battleStart **");
}
/**
*
@ -241,7 +341,7 @@ void CGeniusAI::battleEnd(BattleResult *br)
delete m_battleLogic;
m_battleLogic = NULL;
MsgBox("** CGeniusAI::battleEnd **");
DbgBox("** CGeniusAI::battleEnd **");
}
/**
* called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
@ -250,7 +350,7 @@ void CGeniusAI::battleNewRound(int round)
{
std::string message("\tCGeniusAI::battleNewRound - ");
message += boost::lexical_cast<std::string>(round);
MsgBox(message.c_str());
DbgBox(message.c_str());
m_battleLogic->SetCurrentTurn(round);
}
@ -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);
};

View File

@ -1,55 +1,217 @@
#ifndef __CGENIUSAI_H__
#define __CGENIUSAI_H__
#include "Common.h"
#include "BattleLogic.h"
#include "GeneralAI.h"
namespace GeniusAI {
class CGeniusAI : public CGlobalAI
{
private:
ICallback* m_cb;
GeniusAI::BattleAI::CBattleLogic* m_battleLogic;
GeniusAI::GeneralAI::CGeneralAI m_generalAI;
void doHero(const CGHeroInstance * h);
void doTown(const CGTownInstance * t);
int turn;
public:
CGeniusAI();
virtual ~CGeniusAI();
virtual void init(ICallback * CB);
virtual void yourTurn();
virtual void heroKilled(const CGHeroInstance *);
virtual void heroCreated(const CGHeroInstance *);
virtual void heroMoved(const TryMoveHero &);
virtual void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, int val) {};
virtual void showSelDialog(std::string text, std::vector<CSelectableComponent*> & components, int askID){};
virtual void showBlockingDialog(const std::string &text, const std::vector<Component> &components, ui32 askID, const int soundID, bool selection, bool cancel); //Show a dialog, player must take decision. If selection then he has to choose between one of given components, if cancel he is allowed to not choose. After making choice, CCallback::selectionMade should be called with number of selected component (1 - n) or 0 for cancel (if allowed) and askID.
virtual void tileRevealed(int3 pos){};
virtual void tileHidden(int3 pos){};
virtual void heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback);
virtual void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, boost::function<void()> &onEnd);
// battle
virtual void actionFinished(const BattleAction *action);//occurs AFTER every action taken by any stack or by the hero
virtual void actionStarted(const BattleAction *action);//occurs BEFORE every action taken by any stack or by the hero
virtual void battleAttack(BattleAttack *ba); //called when stack is performing attack
virtual void battleStacksAttacked(std::set<BattleStackAttacked> & bsa); //called when stack receives damage (after battleAttack())
virtual void battleEnd(BattleResult *br);
virtual void battleNewRound(int round); //called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
virtual void battleStackMoved(int ID, int dest, int distance, bool end);
virtual void battleSpellCast(SpellCast *sc);
virtual void battleStart(CCreatureSet *army1, CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side); //called by engine when battle starts; side=0 - left, side=1 - right
virtual void battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles); //called when battlefield is prepared, prior the battle beginning
//
virtual void battleStackMoved(int ID, int dest, bool startMoving, bool endMoving);
virtual void battleStackAttacking(int ID, int dest);
virtual void battleStackIsAttacked(int ID, int dmg, int killed, int IDby, bool byShooting);
virtual BattleAction activeStack(int stackID);
};
}
#endif // __CGENIUSAI_H__
#ifndef __CGENIUSAI_H__
#define __CGENIUSAI_H__
#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
{
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;
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();
virtual ~CGeniusAI();
virtual void init(ICallback * CB);
virtual void yourTurn();
virtual void heroKilled(const CGHeroInstance *);
virtual void heroCreated(const CGHeroInstance *);
virtual void heroMoved(const TryMoveHero &);
virtual void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, int val) {};
virtual void showSelDialog(std::string text, std::vector<CSelectableComponent*> & components, int askID){};
virtual void showBlockingDialog(const std::string &text, const std::vector<Component> &components, ui32 askID, const int soundID, bool selection, bool cancel); //Show a dialog, player must take decision. If selection then he has to choose between one of given components, if cancel he is allowed to not choose. After making choice, CCallback::selectionMade should be called with number of selected component (1 - n) or 0 for cancel (if allowed) and askID.
virtual void tileRevealed(int3 pos);
virtual void tileHidden(int3 pos);
virtual void heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback);
virtual void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, boost::function<void()> &onEnd);
// battle
virtual void actionFinished(const BattleAction *action);//occurs AFTER every action taken by any stack or by the hero
virtual void actionStarted(const BattleAction *action);//occurs BEFORE every action taken by any stack or by the hero
virtual void battleAttack(BattleAttack *ba); //called when stack is performing attack
virtual void battleStacksAttacked(std::set<BattleStackAttacked> & bsa); //called when stack receives damage (after battleAttack())
virtual void battleEnd(BattleResult *br);
virtual void battleNewRound(int round); //called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
virtual void battleStackMoved(int ID, int dest, int distance, bool end);
virtual void battleSpellCast(SpellCast *sc);
virtual void battleStart(CCreatureSet *army1, CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side); //called by engine when battle starts; side=0 - left, side=1 - right
virtual void battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles); //called when battlefield is prepared, prior the battle beginning
//
virtual void battleStackMoved(int ID, int dest, bool startMoving, bool endMoving);
virtual void battleStackAttacking(int ID, int dest);
virtual void battleStackIsAttacked(int ID, int dmg, int killed, int IDby, bool byShooting);
virtual BattleAction activeStack(int stackID);
};
}
#endif // __CGENIUSAI_H__

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@ -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__*/