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[programming challenge] Improved tactics handling.
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@ -113,9 +113,10 @@ BattleAction CStupidAI::activeStack( const CStack * stack )
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// const CStack *firstEnemy = cb->battleGetStacks(CBattleCallback::ONLY_ENEMY).front();
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// if(cb->battleCanCastThisSpell(VLC->spellh->spells[Spells::FORGETFULNESS]) == SpellCasting::OK)
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// castSpell(Spells::FORGETFULNESS, firstEnemy->position);
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const CStack *firstEnemy = cb->battleGetStacks(CBattleCallback::ONLY_MINE).front();
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if(cb->battleCanCastThisSpell(VLC->spellh->spells[Spells::AIR_SHIELD]) == SpellCasting::OK)
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castSpell(Spells::AIR_SHIELD, firstEnemy->position);
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//
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// const CStack *firstEnemy = cb->battleGetStacks(CBattleCallback::ONLY_MINE).front();
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// if(cb->battleCanCastThisSpell(VLC->spellh->spells[Spells::AIR_SHIELD]) == SpellCasting::OK)
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// castSpell(Spells::AIR_SHIELD, firstEnemy->position);
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BOOST_FOREACH(const CStack *s, cb->battleGetStacks(CBattleCallback::ONLY_ENEMY))
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@ -332,4 +333,28 @@ void CStupidAI::castSpell(int spellID, int destinationTile, bool safe/* = true*/
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ba.stackNumber = -(side+1); //-1 dla lewego bohatera, -2 dla prawego
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ba.additionalInfo = spellID;
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cb->battleMakeAction(&ba);
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}
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void CStupidAI::yourTacticPhase(int distance)
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{
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print("yourTacticPhase called");
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const CStack *someEnemy = cb->battleGetStacks(CBattleInfoCallback::ONLY_ENEMY).front();
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BOOST_FOREACH(const CStack *someStack, cb->battleGetStacks(CBattleCallback::ONLY_MINE))
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{
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BattleAction move;
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if(cb->battleCanShoot(someStack, someEnemy->position))
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move = BattleAction::makeMove(someStack, someStack->position + THex::RIGHT);
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else
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move = BattleAction::makeMove(someStack, someStack->position + THex::TOP_RIGHT);
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tlog0 << "Moving " << someStack->nodeName() << " to " << move.destinationTile << std::endl;
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cb->battleMakeTacticAction(&move);
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}
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BattleAction endTactics = BattleAction::makeEndOFTacticPhase(side);
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cb->battleMakeTacticAction(&endTactics); //wazne - trzeba zakonczyc faze taktyczna!
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}
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@ -34,5 +34,7 @@ public:
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BattleAction goTowards(const CStack * stack, THex hex );
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void castSpell(int spellID, int destinationTile, bool safe = true);
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void yourTacticPhase(int distance); //called when interface has opportunity to use Tactics skill -> use cb->battleMakeTacticAction from this function
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};
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@ -63,9 +63,10 @@ const int MEASURE_MARGIN = 3;
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const int HANGUP_TIME = 250;
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const int CONSTRUCT_TIME = 50;
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const int STARTUP_TIME = 100;
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const int TACTICS_TIME = 1000;
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void postInfoCall(int timeUsed);
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void postDecisionCall(int timeUsed, const std::string &text = "AI was thinking over an action");
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void postDecisionCall(int timeUsed, const std::string &text = "AI was thinking over an action", int timeLimit = MAKE_DECIDION_TIME);
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struct Bomb
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{
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@ -158,4 +158,25 @@ CClient::CClient()
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applier = new CApplier<CBaseForCLApply>;
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registerTypes2(*applier);
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}
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void CClient::commenceTacticPhaseForInt(CBattleGameInterface *battleInt)
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{
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setThreadName(-1, "CClient::commenceTacticPhaseForInt");
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try
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{
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boost::shared_lock<boost::shared_mutex> shl(*gs->mx);
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Bomb *b = new Bomb(TACTICS_TIME + HANGUP_TIME, "yourTacticPhase timer");
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CheckTime timer;
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battleInt->yourTacticPhase(gs->curB->tacticDistance);
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postDecisionCall(timer.timeSinceStart(), "AI was using tactics ordering", TACTICS_TIME);
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b->disarm();
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if(gs && !!gs->curB && gs->curB->tacticDistance) //while awaiting for end of tactics phase, many things can happen (end of battle... or game)
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{
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MakeAction ma(BattleAction::makeEndOFTacticPhase(battleInt->playerID));
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serv->sendPack(ma);
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}
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} HANDLE_EXCEPTION
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}
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@ -23,4 +23,6 @@ public:
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void handlePack( CPack * pack ); //applies the given pack and deletes it
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void requestMoveFromAI(const CStack *s);
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void requestMoveFromAIWorker(const CStack *s);
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void commenceTacticPhaseForInt(CBattleGameInterface *battleInt);
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};
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@ -22,10 +22,10 @@ void postInfoCall(int timeUsed, int limit)
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}
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}
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void postDecisionCall(int timeUsed, const std::string &text/* = "AI was thinking over an action"*/)
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void postDecisionCall(int timeUsed, const std::string &text/* = "AI was thinking over an action"*/, int timeLimit /*= MAKE_DECIDION_TIME*/)
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{
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tlog0 << text << " for " << timeUsed << " ms.\n";
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if(timeUsed > MAKE_DECIDION_TIME + MEASURE_MARGIN)
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if(timeUsed > timeLimit + MEASURE_MARGIN)
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{
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tlog1 << "That's too long! AI is disqualified!\n";
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exit(1);
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@ -283,6 +283,10 @@ void GarrisonDialog::applyCl(CClient *cl)
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void BattleStart::applyCl( CClient *cl )
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{
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BATTLE_INTERFACE_CALL_IF_PRESENT_WITH_TIME_LIMIT(STARTUP_TIME, "battleStart timer", battleStart, info->belligerents[0], info->belligerents[1], info->tile, info->heroes[0], info->heroes[1], cl->color);
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if(info->tacticDistance && cl->color == info->tacticsSide)
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{
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boost::thread(&CClient::commenceTacticPhaseForInt, cl, cl->ai);
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}
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}
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void BattleNextRound::applyFirstCl(CClient *cl)
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