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[programming challenge] Improved tactics handling.

This commit is contained in:
Michał W. Urbańczyk 2011-12-11 12:16:12 +00:00
parent 2a18d2efcc
commit d4056bb034
6 changed files with 61 additions and 6 deletions

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@ -113,9 +113,10 @@ BattleAction CStupidAI::activeStack( const CStack * stack )
// const CStack *firstEnemy = cb->battleGetStacks(CBattleCallback::ONLY_ENEMY).front();
// if(cb->battleCanCastThisSpell(VLC->spellh->spells[Spells::FORGETFULNESS]) == SpellCasting::OK)
// castSpell(Spells::FORGETFULNESS, firstEnemy->position);
const CStack *firstEnemy = cb->battleGetStacks(CBattleCallback::ONLY_MINE).front();
if(cb->battleCanCastThisSpell(VLC->spellh->spells[Spells::AIR_SHIELD]) == SpellCasting::OK)
castSpell(Spells::AIR_SHIELD, firstEnemy->position);
//
// const CStack *firstEnemy = cb->battleGetStacks(CBattleCallback::ONLY_MINE).front();
// if(cb->battleCanCastThisSpell(VLC->spellh->spells[Spells::AIR_SHIELD]) == SpellCasting::OK)
// castSpell(Spells::AIR_SHIELD, firstEnemy->position);
BOOST_FOREACH(const CStack *s, cb->battleGetStacks(CBattleCallback::ONLY_ENEMY))
@ -333,3 +334,27 @@ void CStupidAI::castSpell(int spellID, int destinationTile, bool safe/* = true*/
ba.additionalInfo = spellID;
cb->battleMakeAction(&ba);
}
void CStupidAI::yourTacticPhase(int distance)
{
print("yourTacticPhase called");
const CStack *someEnemy = cb->battleGetStacks(CBattleInfoCallback::ONLY_ENEMY).front();
BOOST_FOREACH(const CStack *someStack, cb->battleGetStacks(CBattleCallback::ONLY_MINE))
{
BattleAction move;
if(cb->battleCanShoot(someStack, someEnemy->position))
move = BattleAction::makeMove(someStack, someStack->position + THex::RIGHT);
else
move = BattleAction::makeMove(someStack, someStack->position + THex::TOP_RIGHT);
tlog0 << "Moving " << someStack->nodeName() << " to " << move.destinationTile << std::endl;
cb->battleMakeTacticAction(&move);
}
BattleAction endTactics = BattleAction::makeEndOFTacticPhase(side);
cb->battleMakeTacticAction(&endTactics); //wazne - trzeba zakonczyc faze taktyczna!
}

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@ -34,5 +34,7 @@ public:
BattleAction goTowards(const CStack * stack, THex hex );
void castSpell(int spellID, int destinationTile, bool safe = true);
void yourTacticPhase(int distance); //called when interface has opportunity to use Tactics skill -> use cb->battleMakeTacticAction from this function
};

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@ -63,9 +63,10 @@ const int MEASURE_MARGIN = 3;
const int HANGUP_TIME = 250;
const int CONSTRUCT_TIME = 50;
const int STARTUP_TIME = 100;
const int TACTICS_TIME = 1000;
void postInfoCall(int timeUsed);
void postDecisionCall(int timeUsed, const std::string &text = "AI was thinking over an action");
void postDecisionCall(int timeUsed, const std::string &text = "AI was thinking over an action", int timeLimit = MAKE_DECIDION_TIME);
struct Bomb
{

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@ -159,3 +159,24 @@ CClient::CClient()
applier = new CApplier<CBaseForCLApply>;
registerTypes2(*applier);
}
void CClient::commenceTacticPhaseForInt(CBattleGameInterface *battleInt)
{
setThreadName(-1, "CClient::commenceTacticPhaseForInt");
try
{
boost::shared_lock<boost::shared_mutex> shl(*gs->mx);
Bomb *b = new Bomb(TACTICS_TIME + HANGUP_TIME, "yourTacticPhase timer");
CheckTime timer;
battleInt->yourTacticPhase(gs->curB->tacticDistance);
postDecisionCall(timer.timeSinceStart(), "AI was using tactics ordering", TACTICS_TIME);
b->disarm();
if(gs && !!gs->curB && gs->curB->tacticDistance) //while awaiting for end of tactics phase, many things can happen (end of battle... or game)
{
MakeAction ma(BattleAction::makeEndOFTacticPhase(battleInt->playerID));
serv->sendPack(ma);
}
} HANDLE_EXCEPTION
}

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@ -23,4 +23,6 @@ public:
void handlePack( CPack * pack ); //applies the given pack and deletes it
void requestMoveFromAI(const CStack *s);
void requestMoveFromAIWorker(const CStack *s);
void commenceTacticPhaseForInt(CBattleGameInterface *battleInt);
};

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@ -22,10 +22,10 @@ void postInfoCall(int timeUsed, int limit)
}
}
void postDecisionCall(int timeUsed, const std::string &text/* = "AI was thinking over an action"*/)
void postDecisionCall(int timeUsed, const std::string &text/* = "AI was thinking over an action"*/, int timeLimit /*= MAKE_DECIDION_TIME*/)
{
tlog0 << text << " for " << timeUsed << " ms.\n";
if(timeUsed > MAKE_DECIDION_TIME + MEASURE_MARGIN)
if(timeUsed > timeLimit + MEASURE_MARGIN)
{
tlog1 << "That's too long! AI is disqualified!\n";
exit(1);
@ -283,6 +283,10 @@ void GarrisonDialog::applyCl(CClient *cl)
void BattleStart::applyCl( CClient *cl )
{
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);
if(info->tacticDistance && cl->color == info->tacticsSide)
{
boost::thread(&CClient::commenceTacticPhaseForInt, cl, cl->ai);
}
}
void BattleNextRound::applyFirstCl(CClient *cl)