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mirror of https://github.com/vcmi/vcmi.git synced 2025-02-15 13:33:36 +02:00

Created a new battle AI project — BattleAI. Now it is merely a copy of StupidAI but it is meant to eventually replace it.

This commit is contained in:
Michał W. Urbańczyk 2012-09-13 23:42:11 +00:00
parent 74f9c19a7c
commit c42f187608
9 changed files with 1221 additions and 0 deletions

312
AI/BattleAI/BattleAI.cpp Normal file
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#include "StdInc.h"
#include "../../lib/AI_Base.h"
#include "BattleAI.h"
#include "../../lib/BattleState.h"
#include "../../CCallback.h"
#include "../../lib/CCreatureHandler.h"
CPlayerBattleCallback * cbc;
CBattleAI::CBattleAI(void)
: side(-1), cb(NULL)
{
print("created");
}
CBattleAI::~CBattleAI(void)
{
print("destroyed");
}
void CBattleAI::init( CPlayerBattleCallback * CB )
{
print("init called, saving ptr to IBattleCallback");
cbc = cb = CB;
}
void CBattleAI::actionFinished( const BattleAction *action )
{
print("actionFinished called");
}
void CBattleAI::actionStarted( const BattleAction *action )
{
print("actionStarted called");
}
struct EnemyInfo
{
const CStack * s;
int adi, adr;
std::vector<BattleHex> attackFrom; //for melee fight
EnemyInfo(const CStack * _s) : s(_s)
{}
void calcDmg(const CStack * ourStack)
{
TDmgRange retal, dmg = cbc->battleEstimateDamage(ourStack, s, &retal);
adi = (dmg.first + dmg.second) / 2;
adr = (retal.first + retal.second) / 2;
}
bool operator==(const EnemyInfo& ei) const
{
return s == ei.s;
}
};
bool isMoreProfitable(const EnemyInfo &ei1, const EnemyInfo& ei2)
{
return (ei1.adi-ei1.adr) < (ei2.adi - ei2.adr);
}
int distToNearestNeighbour(BattleHex hex, const ReachabilityInfo::TDistances& dists, BattleHex *chosenHex = NULL)
{
int ret = 1000000;
BOOST_FOREACH(BattleHex n, hex.neighbouringTiles())
{
if(dists[n] >= 0 && dists[n] < ret)
{
ret = dists[n];
if(chosenHex)
*chosenHex = n;
}
}
return ret;
}
bool isCloser(const EnemyInfo & ei1, const EnemyInfo & ei2, const ReachabilityInfo::TDistances & dists)
{
return distToNearestNeighbour(ei1.s->position, dists) < distToNearestNeighbour(ei2.s->position, dists);
}
static bool willSecondHexBlockMoreEnemyShooters(const BattleHex &h1, const BattleHex &h2)
{
int shooters[2] = {0}; //count of shooters on hexes
for(int i = 0; i < 2; i++)
BOOST_FOREACH(BattleHex neighbour, (i ? h2 : h1).neighbouringTiles())
if(const CStack *s = cbc->battleGetStackByPos(neighbour))
if(s->getCreature()->isShooting())
shooters[i]++;
return shooters[0] < shooters[1];
}
BattleAction CBattleAI::activeStack( const CStack * stack )
{
//boost::this_thread::sleep(boost::posix_time::seconds(2));
print("activeStack called for " + stack->nodeName());
auto dists = cb->battleGetDistances(stack);
std::vector<EnemyInfo> enemiesShootable, enemiesReachable, enemiesUnreachable;
if(stack->type->idNumber == 145) //catapult
{
BattleAction attack;
static const int wallHexes[] = {50, 183, 182, 130, 62, 29, 12, 95};
attack.destinationTile = wallHexes[ rand()%ARRAY_COUNT(wallHexes) ];
attack.actionType = BattleAction::CATAPULT;
attack.additionalInfo = 0;
attack.side = side;
attack.stackNumber = stack->ID;
return attack;
}
BOOST_FOREACH(const CStack *s, cb->battleGetStacks(CBattleCallback::ONLY_ENEMY))
{
if(cb->battleCanShoot(stack, s->position))
{
enemiesShootable.push_back(s);
}
else
{
std::vector<BattleHex> avHexes = cb->battleGetAvailableHexes(stack, false);
BOOST_FOREACH(BattleHex hex, avHexes)
{
if(CStack::isMeleeAttackPossible(stack, s, hex))
{
std::vector<EnemyInfo>::iterator i = std::find(enemiesReachable.begin(), enemiesReachable.end(), s);
if(i == enemiesReachable.end())
{
enemiesReachable.push_back(s);
i = enemiesReachable.begin() + (enemiesReachable.size() - 1);
}
i->attackFrom.push_back(hex);
}
}
if(!vstd::contains(enemiesReachable, s) && s->position.isValid())
enemiesUnreachable.push_back(s);
}
}
if(enemiesShootable.size())
{
const EnemyInfo &ei= *std::max_element(enemiesShootable.begin(), enemiesShootable.end(), isMoreProfitable);
return BattleAction::makeShotAttack(stack, ei.s);
}
else if(enemiesReachable.size())
{
const EnemyInfo &ei= *std::max_element(enemiesReachable.begin(), enemiesReachable.end(), &isMoreProfitable);
return BattleAction::makeMeleeAttack(stack, ei.s, *std::max_element(ei.attackFrom.begin(), ei.attackFrom.end(), &willSecondHexBlockMoreEnemyShooters));
}
else
{
const EnemyInfo &ei= *std::min_element(enemiesUnreachable.begin(), enemiesUnreachable.end(), boost::bind(isCloser, _1, _2, boost::ref(dists)));
if(distToNearestNeighbour(ei.s->position, dists) < GameConstants::BFIELD_SIZE)
{
return goTowards(stack, ei.s->position);
}
}
return BattleAction::makeDefend(stack);
}
void CBattleAI::battleAttack(const BattleAttack *ba)
{
print("battleAttack called");
}
void CBattleAI::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa)
{
print("battleStacksAttacked called");
}
void CBattleAI::battleEnd(const BattleResult *br)
{
print("battleEnd called");
}
// void CStupidAI::battleResultsApplied()
// {
// print("battleResultsApplied called");
// }
void CBattleAI::battleNewRoundFirst(int round)
{
print("battleNewRoundFirst called");
}
void CBattleAI::battleNewRound(int round)
{
print("battleNewRound called");
}
void CBattleAI::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance)
{
print("battleStackMoved called");;
}
void CBattleAI::battleSpellCast(const BattleSpellCast *sc)
{
print("battleSpellCast called");
}
void CBattleAI::battleStacksEffectsSet(const SetStackEffect & sse)
{
print("battleStacksEffectsSet called");
}
void CBattleAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool Side)
{
print("battleStart called");
side = Side;
}
void CBattleAI::battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, bool tentHeal, si32 lifeDrainFrom)
{
print("battleStacksHealedRes called");
}
void CBattleAI::battleNewStackAppeared(const CStack * stack)
{
print("battleNewStackAppeared called");
}
void CBattleAI::battleObstaclesRemoved(const std::set<si32> & removedObstacles)
{
print("battleObstaclesRemoved called");
}
void CBattleAI::battleCatapultAttacked(const CatapultAttack & ca)
{
print("battleCatapultAttacked called");
}
void CBattleAI::battleStacksRemoved(const BattleStacksRemoved & bsr)
{
print("battleStacksRemoved called");
}
void CBattleAI::print(const std::string &text) const
{
tlog6 << "CStupidAI [" << this <<"]: " << text << std::endl;
}
BattleAction CBattleAI::goTowards(const CStack * stack, BattleHex destination)
{
assert(destination.isValid());
auto avHexes = cb->battleGetAvailableHexes(stack, false);
auto reachability = cb->getReachability(stack);
if(vstd::contains(avHexes, destination))
return BattleAction::makeMove(stack, destination);
auto destNeighbours = destination.neighbouringTiles();
if(vstd::contains_if(destNeighbours, [&](BattleHex n) { return stack->coversPos(destination); }))
{
tlog3 << "Warning: already standing on neighbouring tile!" << std::endl;
//We shouldn't even be here...
return BattleAction::makeDefend(stack);
}
vstd::erase_if(destNeighbours, [&](BattleHex hex){ return !reachability.accessibility.accessible(hex, stack); });
if(!avHexes.size() || !destNeighbours.size()) //we are blocked or dest is blocked
{
print("goTowards: Stack cannot move! That's " + stack->nodeName());
return BattleAction::makeDefend(stack);
}
if(stack->hasBonusOfType(Bonus::FLYING))
{
// Flying stack doesn't go hex by hex, so we can't backtrack using predecessors.
// We just check all available hexes and pick the one closest to the target.
auto distToDestNeighbour = [&](BattleHex hex) -> int
{
auto nearestNeighbourToHex = vstd::minElementByFun(destNeighbours, [&](BattleHex a)
{
return BattleHex::getDistance(a, hex);
});
return BattleHex::getDistance(*nearestNeighbourToHex, hex);
};
auto nearestAvailableHex = vstd::minElementByFun(avHexes, distToDestNeighbour);
return BattleAction::makeMove(stack, *nearestAvailableHex);
}
else
{
BattleHex bestNeighbor = destination;
if(distToNearestNeighbour(destination, reachability.distances, &bestNeighbor) > GameConstants::BFIELD_SIZE)
{
print("goTowards: Cannot reach");
return BattleAction::makeDefend(stack);
}
BattleHex currentDest = bestNeighbor;
while(1)
{
assert(currentDest.isValid());
if(vstd::contains(avHexes, currentDest))
return BattleAction::makeMove(stack, currentDest);
currentDest = reachability.predecessors[currentDest];
}
}
}

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AI/BattleAI/BattleAI.h Normal file
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#pragma once
#include "../../lib/BattleHex.h"
class CBattleAI : public CBattleGameInterface
{
int side;
CPlayerBattleCallback *cb;
void print(const std::string &text) const;
public:
CBattleAI(void);
~CBattleAI(void);
void init(CPlayerBattleCallback * CB) OVERRIDE;
void actionFinished(const BattleAction *action) OVERRIDE;//occurs AFTER every action taken by any stack or by the hero
void actionStarted(const BattleAction *action) OVERRIDE;//occurs BEFORE every action taken by any stack or by the hero
BattleAction activeStack(const CStack * stack) OVERRIDE; //called when it's turn of that stack
void battleAttack(const BattleAttack *ba) OVERRIDE; //called when stack is performing attack
void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa) OVERRIDE; //called when stack receives damage (after battleAttack())
void battleEnd(const BattleResult *br) OVERRIDE;
//void battleResultsApplied() OVERRIDE; //called when all effects of last battle are applied
void battleNewRoundFirst(int round) OVERRIDE; //called at the beginning of each turn before changes are applied;
void battleNewRound(int round) OVERRIDE; //called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
void battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance) OVERRIDE;
void battleSpellCast(const BattleSpellCast *sc) OVERRIDE;
void battleStacksEffectsSet(const SetStackEffect & sse) OVERRIDE;//called when a specific effect is set to stacks
//void battleTriggerEffect(const BattleTriggerEffect & bte) OVERRIDE;
void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side) OVERRIDE; //called by engine when battle starts; side=0 - left, side=1 - right
void battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, bool tentHeal, si32 lifeDrainFrom) OVERRIDE; //called when stacks are healed / resurrected first element of pair - stack id, second - healed hp
void battleNewStackAppeared(const CStack * stack) OVERRIDE; //not called at the beginning of a battle or by resurrection; called eg. when elemental is summoned
void battleObstaclesRemoved(const std::set<si32> & removedObstacles) OVERRIDE; //called when a certain set of obstacles is removed from batlefield; IDs of them are given
void battleCatapultAttacked(const CatapultAttack & ca) OVERRIDE; //called when catapult makes an attack
void battleStacksRemoved(const BattleStacksRemoved & bsr) OVERRIDE; //called when certain stack is completely removed from battlefield
BattleAction goTowards(const CStack * stack, BattleHex hex );
};

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project(stupidAI)
cmake_minimum_required(VERSION 2.6)
include_directories(${CMAKE_HOME_DIRECTORY} ${CMAKE_CURRENT_SOURCE_DIR} ${CMAKE_HOME_DIRECTORY}/lib)
set(stupidAI_SRCS
StupidAI.cpp
main.cpp
)
add_library(StupidAI SHARED ${stupidAI_SRCS})
target_link_libraries(StupidAI vcmi)

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AI/BattleAI/Makefile.am Normal file
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vcmiaidir = $(VCMI_AI_LIBS_DIR)
BUILT_SOURCES = StdInc.h.gch
StdInc.h.gch: StdInc.h
$(CXXCOMPILE) -DVCMI_DLL -fPIC -c $<
vcmiai_LTLIBRARIES = libBattleAI.la
libBattleAI_la_LIBADD = $(top_builddir)/lib/libvcmi.la
libBattleAI_la_CXXFLAGS = -DVCMI_DLL
libBattleAI_la_LDFLAGS = -L$(top_builddir)/lib -module -avoid-version
libBattleAI_la_SOURCES = \
main.cpp\
BattleAI.cpp\
BattleAI.h

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distclean-am: clean-am distclean-compile distclean-generic \
distclean-tags
dvi: dvi-am
dvi-am:
html: html-am
html-am:
info: info-am
info-am:
install-data-am: install-vcmiaiLTLIBRARIES
install-dvi: install-dvi-am
install-dvi-am:
install-exec-am:
install-html: install-html-am
install-html-am:
install-info: install-info-am
install-info-am:
install-man:
install-pdf: install-pdf-am
install-pdf-am:
install-ps: install-ps-am
install-ps-am:
installcheck-am:
maintainer-clean: maintainer-clean-am
-rm -rf ./$(DEPDIR)
-rm -f Makefile
maintainer-clean-am: distclean-am maintainer-clean-generic
mostlyclean: mostlyclean-am
mostlyclean-am: mostlyclean-compile mostlyclean-generic \
mostlyclean-libtool
pdf: pdf-am
pdf-am:
ps: ps-am
ps-am:
uninstall-am: uninstall-vcmiaiLTLIBRARIES
.MAKE: all check install install-am install-strip
.PHONY: CTAGS GTAGS all all-am check check-am clean clean-generic \
clean-libtool clean-vcmiaiLTLIBRARIES ctags distclean \
distclean-compile distclean-generic distclean-libtool \
distclean-tags distdir dvi dvi-am html html-am info info-am \
install install-am install-data install-data-am install-dvi \
install-dvi-am install-exec install-exec-am install-html \
install-html-am install-info install-info-am install-man \
install-pdf install-pdf-am install-ps install-ps-am \
install-strip install-vcmiaiLTLIBRARIES installcheck \
installcheck-am installdirs maintainer-clean \
maintainer-clean-generic mostlyclean mostlyclean-compile \
mostlyclean-generic mostlyclean-libtool pdf pdf-am ps ps-am \
tags uninstall uninstall-am uninstall-vcmiaiLTLIBRARIES
StdInc.h.gch: StdInc.h
$(CXXCOMPILE) -DVCMI_DLL -fPIC -c $<
# Tell versions [3.59,3.63) of GNU make to not export all variables.
# Otherwise a system limit (for SysV at least) may be exceeded.
.NOEXPORT:

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AI/BattleAI/StdInc.cpp Normal file
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// Creates the precompiled header
#include "StdInc.h"

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AI/BattleAI/StdInc.h Normal file
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#pragma once
#include "../../Global.h"
// This header should be treated as a pre compiled header file(PCH) in the compiler building settings.
// Here you can add specific libraries and macros which are specific to this project.

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AI/BattleAI/main.cpp Normal file
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#include "StdInc.h"
#include "../../lib/AI_Base.h"
#include "BattleAI.h"
#ifdef __GNUC__
#define strcpy_s(a, b, c) strncpy(a, c, b)
#endif
const char *g_cszAiName = "Stupid AI 0.1";
extern "C" DLL_EXPORT int GetGlobalAiVersion()
{
return AI_INTERFACE_VER;
}
extern "C" DLL_EXPORT void GetAiName(char* name)
{
strcpy_s(name, strlen(g_cszAiName) + 1, g_cszAiName);
}
extern "C" DLL_EXPORT char* GetAiNameS()
{
// need to be defined
return NULL;
}
extern "C" DLL_EXPORT CBattleGameInterface* GetNewBattleAI()
{
return new CBattleAI();
}
extern "C" DLL_EXPORT void ReleaseBattleAI(CBattleGameInterface* i)
{
delete (CBattleAI*)i;
}