1
0
mirror of https://github.com/vcmi/vcmi.git synced 2025-01-26 03:52:01 +02:00

GeniusAI:

* code refactoring
 * some problems were fixed
This commit is contained in:
ambtrip 2009-02-07 18:52:55 +00:00
parent 02309c5bb8
commit d794a83444
2 changed files with 205 additions and 127 deletions

View File

@ -11,7 +11,7 @@
#include <boost/algorithm/string.hpp>
using namespace boost::lambda;
using namespace std;
using namespace GeniusAI;
#if defined (_MSC_VER) && (_MSC_VER >= 1020)
@ -573,138 +573,57 @@ void CBattleLogic::MakeStatistics(int currentCreatureId)
BattleAction CBattleLogic::MakeDecision(int stackID)
{
CStack *attackerStack = m_cb->battleGetStackByID(stackID);
assert(attackerStack != NULL);
MakeStatistics(stackID);
int creature_to_attack = -1;
list<int> creatures;
int additionalInfo;
if (m_bEnemyDominates)
{
creature_to_attack = PerformBerserkAttack(stackID);
creatures = PerformBerserkAttack(stackID, additionalInfo);
}
else
{
creature_to_attack = PerformDefaultAction(stackID);
creatures = PerformDefaultAction(stackID, additionalInfo);
}
/*
std::string message("Creature will be attacked - ");
message += boost::lexical_cast<std::string>(creature_to_attack);
MsgBox(message.c_str());
*/
if (creature_to_attack == -1)
if (additionalInfo == -1 || creatures.empty())
{
// defend
return MakeDefend(stackID);
}
if (m_cb->battleCanShoot(stackID, m_cb->battleGetPos(creature_to_attack)))
else if (additionalInfo == -2)
{
// shoot
BattleAction ba;
ba.side = 1;
ba.actionType = action_shoot; // shoot
ba.stackNumber = stackID;
ba.destinationTile = (ui16)m_cb->battleGetPos(creature_to_attack);
return ba;
return MakeWait(stackID);
}
else
list<int>::iterator it, eit;
eit = creatures.end();
for (it = creatures.begin(); it != eit; ++it)
{
// go or go&attack
int dest_tile = -1; //m_cb->battleGetPos(creature_to_attack) + 1;
std::vector<int> av_tiles = GetAvailableHexesForAttacker(m_cb->battleGetStackByID(creature_to_attack), m_cb->battleGetStackByID(stackID));
if (av_tiles.size() < 1)
BattleAction ba = MakeAttack(stackID, *it);
if (ba.actionType != action_walk_and_attack)
{
// TODO: shouldn't be like that
return MakeDefend(stackID);
continue;
}
// get the best tile - now the nearest
int prev_distance = m_battleHelper.InfiniteDistance;
int currentPos = m_cb->battleGetPos(stackID);
for (std::vector<int>::iterator it = av_tiles.begin(); it != av_tiles.end(); ++it)
else
{
int dist = m_battleHelper.GetDistanceWithObstacles(*it, m_cb->battleGetPos(stackID));
if (dist < prev_distance)
{
prev_distance = dist;
dest_tile = *it;
}
if (*it == currentPos)
{
dest_tile = currentPos;
break;
}
PrintBattleAction(ba);
return ba;
}
std::vector<int> fields = m_cb->battleGetAvailableHexes(stackID, false);
BattleAction ba;
ba.side = 1;
//ba.actionType = 6; // go and attack
ba.stackNumber = stackID;
ba.destinationTile = (ui16)dest_tile;
ba.additionalInfo = m_cb->battleGetPos(creature_to_attack);
int nearest_dist = m_battleHelper.InfiniteDistance;
int nearest_pos = -1;
// if double wide calculate tail
int tail_pos = -1;
if (attackerStack->creature->isDoubleWide())
{
int x_pos = m_battleHelper.DecodeXPosition(attackerStack->position);
int y_pos = m_battleHelper.DecodeYPosition(attackerStack->position);
if (attackerStack->attackerOwned)
{
x_pos -= 1;
}
else
{
x_pos += 1;
}
tail_pos = m_battleHelper.GetBattleFieldPosition(x_pos, y_pos);
if (dest_tile == tail_pos)
{
ba.actionType = action_walk_and_attack;
PrintBattleAction(ba);
return ba;
}
}
for (std::vector<int>::const_iterator it = fields.begin(); it != fields.end(); ++it)
{
if (*it == dest_tile)
{
// attack!
ba.actionType = action_walk_and_attack;
#if defined _DEBUG
PrintBattleAction(ba);
#endif
return ba;
}
int d = m_battleHelper.GetDistanceWithObstacles(dest_tile, *it);
if (d < nearest_dist)
{
nearest_dist = d;
nearest_pos = *it;
}
}
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());
ba.actionType = action_walk;
ba.destinationTile = (ui16)nearest_pos;
ba.additionalInfo = -1;
#if defined _DEBUG
PrintBattleAction(ba);
#endif
return ba;
}
BattleAction ba = MakeAttack(stackID, *creatures.begin());
PrintBattleAction(ba);
return ba;
}
std::vector<int> CBattleLogic::GetAvailableHexesForAttacker(CStack *defender, CStack *attacker)
{
int x = m_battleHelper.DecodeXPosition(defender->position);
@ -872,43 +791,168 @@ BattleAction CBattleLogic::MakeDefend(int stackID)
return ba;
}
BattleAction CBattleLogic::MakeWait(int stackID)
{
BattleAction ba;
ba.side = 1;
ba.actionType = action_wait;
ba.stackNumber = stackID;
ba.additionalInfo = -1;
return ba;
}
BattleAction CBattleLogic::MakeAttack(int attackerID, int destinationID)
{
if (m_cb->battleCanShoot(attackerID, m_cb->battleGetPos(destinationID)))
{
// shoot
BattleAction ba;
ba.side = 1;
ba.additionalInfo = -1;
ba.actionType = action_shoot; // shoot
ba.stackNumber = attackerID;
ba.destinationTile = (ui16)m_cb->battleGetPos(destinationID);
return ba;
}
else
{
// go or go&attack
int dest_tile = -1;
std::vector<int> av_tiles = GetAvailableHexesForAttacker(m_cb->battleGetStackByID(destinationID), m_cb->battleGetStackByID(attackerID));
if (av_tiles.size() < 1)
{
return MakeDefend(attackerID);
}
// get the best tile - now the nearest
int prev_distance = m_battleHelper.InfiniteDistance;
int currentPos = m_cb->battleGetPos(attackerID);
for (std::vector<int>::iterator it = av_tiles.begin(); it != av_tiles.end(); ++it)
{
int dist = m_battleHelper.GetDistanceWithObstacles(*it, m_cb->battleGetPos(attackerID));
if (dist < prev_distance)
{
prev_distance = dist;
dest_tile = *it;
}
if (*it == currentPos)
{
dest_tile = currentPos;
break;
}
}
std::vector<int> fields = m_cb->battleGetAvailableHexes(attackerID, false);
BattleAction ba;
ba.side = 1;
//ba.actionType = 6; // go and attack
ba.stackNumber = attackerID;
ba.destinationTile = (ui16)dest_tile;
ba.additionalInfo = m_cb->battleGetPos(destinationID);
int nearest_dist = m_battleHelper.InfiniteDistance;
int nearest_pos = -1;
// if double wide calculate tail
CStack *attackerStack = m_cb->battleGetStackByID(attackerID);
assert(attackerStack != NULL);
int tail_pos = -1;
if (attackerStack->creature->isDoubleWide())
{
int x_pos = m_battleHelper.DecodeXPosition(attackerStack->position);
int y_pos = m_battleHelper.DecodeYPosition(attackerStack->position);
if (attackerStack->attackerOwned)
{
x_pos -= 1;
}
else
{
x_pos += 1;
}
// if creature can perform attack without movement - do it!
tail_pos = m_battleHelper.GetBattleFieldPosition(x_pos, y_pos);
if (dest_tile == tail_pos)
{
ba.additionalInfo = dest_tile;
ba.actionType = action_walk_and_attack;
PrintBattleAction(ba);
return ba;
}
}
for (std::vector<int>::const_iterator it = fields.begin(); it != fields.end(); ++it)
{
if (*it == dest_tile)
{
// attack!
ba.actionType = action_walk_and_attack;
#if defined _DEBUG
PrintBattleAction(ba);
#endif
return ba;
}
int d = m_battleHelper.GetDistanceWithObstacles(dest_tile, *it);
if (d < nearest_dist)
{
nearest_dist = d;
nearest_pos = *it;
}
}
string message;
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());
ba.actionType = action_walk;
ba.destinationTile = (ui16)nearest_pos;
ba.additionalInfo = -1;
#if defined _DEBUG
PrintBattleAction(ba);
#endif
return ba;
}
}
/**
* The main idea is to perform maximum casualties.
*/
int CBattleLogic::PerformBerserkAttack(int stackID)
list<int> CBattleLogic::PerformBerserkAttack(int stackID, int &additionalInfo)
{
CCreature c = m_cb->battleGetCreature(stackID);
// attack to make biggest damage
int creature_to_attack = -1;
list<int> creatures;
if (!m_statCasualties.empty())
{
creature_to_attack = m_statCasualties.begin()->first;
//creature_to_attack = m_statCasualties.begin()->first;
creature_stat_casualties::iterator it = m_statCasualties.begin();
for (; it != m_statCasualties.end(); ++it)
{
if (it->second.amount_min <= 0) // if nobody die after attack it won't make any sense
if (it->second.amount_min <= 0)
{
creatures.push_back(it->first);
continue;
}
for (creature_stat::const_iterator it2 = m_statDistance.begin(); it2 != m_statDistance.end(); ++it2)
{
if (it2->first == it->first && it2->second - 1 <= c.speed)
{
return it->first;
creatures.push_front(it->first);
}
}
}
return m_statCasualties.begin()->first;
creatures.push_back(m_statCasualties.begin()->first);
}
return -1;
return creatures;
}
int CBattleLogic::PerformDefaultAction(int stackID)
list<int> CBattleLogic::PerformDefaultAction(int stackID, int &additionalInfo)
{
// first approach based on the statistics and weights
// if this solution was fine we would develop this idea
int creature_to_attack = -1;
//
std::map<int, int> votes;
@ -932,15 +976,18 @@ int CBattleLogic::PerformDefaultAction(int stackID)
int max_vote = 0;
list<int> creatures;
for (std::map<int, int>::iterator it = votes.begin(); it != votes.end(); ++it)
{
if (it->second > max_vote)
{
max_vote = it->second;
creature_to_attack = it->first;
creatures.push_front(it->first);
}
}
return creature_to_attack;
additionalInfo = 0; // list contains creatures which shoud be attacked
return creatures;
}
void CBattleLogic::PrintBattleAction(const BattleAction &action) // for debug purpose
@ -987,7 +1034,7 @@ void CBattleLogic::PrintBattleAction(const BattleAction &action) // for debug pu
message += boost::lexical_cast<std::string>(m_battleHelper.DecodeXPosition(action.destinationTile));
message += ", Y = " + boost::lexical_cast<std::string>(m_battleHelper.DecodeYPosition(action.destinationTile));
message += "\nAdditional info: ";
if (action.actionType == 6 || action.actionType == 7)
if (action.actionType == 6)// || action.actionType == 7)
{
message += "stack - " + boost::lexical_cast<std::string>(m_battleHelper.DecodeXPosition(action.additionalInfo));
message += ", " + boost::lexical_cast<std::string>(m_battleHelper.DecodeYPosition(action.additionalInfo));

View File

@ -18,6 +18,8 @@
#define strcpy_s(a, b, c) strncpy(a, c, b)
#endif
using namespace std;
namespace GeniusAI {
class CBattleHelper
@ -105,7 +107,9 @@ public:
~CBattleLogic();
void SetCurrentTurn(int turn);
/**
* Get the final decision.
*/
BattleAction MakeDecision(int stackID);
private:
CBattleHelper m_battleHelper;
@ -120,7 +124,6 @@ private:
CGHeroInstance *m_hero2;
bool m_side;
void MakeStatistics(int currentCreatureId); // before decision we have to make some calculation and simulation
// statistics
typedef std::vector<std::pair<int, int> > creature_stat; // first - creature id, second - value
creature_stat m_statMaxDamage;
@ -135,14 +138,42 @@ private:
creature_stat_casualties m_statCasualties;
bool m_bEnemyDominates;
/**
* Before decision we have to make some calculation and simulation.
*/
void MakeStatistics(int currentCreatureId);
/**
* Helper function. It's used for performing an attack action.
*/
std::vector<int> GetAvailableHexesForAttacker(CStack *defender, CStack *attacker = NULL);
/**
* Just make defend action.
*/
BattleAction MakeDefend(int stackID);
int PerformBerserkAttack(int stackID); // return ID of creature to attack, -2 means wait, -1 - defend
int PerformDefaultAction(int stackID);
/**
* Just make wait action.
*/
BattleAction MakeWait(int stackID);
/**
* Make an attack action if it's possible.
* If it's not possible then function returns defend action.
*/
BattleAction MakeAttack(int attackerID, int destinationID);
/**
* Berserk mode - do maximum casualties.
* Return vector wiht IDs of creatures to attack,
* additional info: -2 means wait, -1 - defend, 0 - make attack
*/
list<int> PerformBerserkAttack(int stackID, int &additionalInfo);
/**
* Normal mode - equilibrium between casualties and yields.
* Return vector wiht IDs of creatures to attack,
* additional info: -2 means wait, -1 - defend, 0 - make attack
*/
list<int> PerformDefaultAction(int stackID, int &additionalInfo);
/**
* Only for debug purpose.
*/
void CBattleLogic::PrintBattleAction(const BattleAction &action);
};