|
|
|
@ -1,14 +1,17 @@
|
|
|
|
|
#include "CGeniusAI.h"
|
|
|
|
|
#include "AIPriorities.h"
|
|
|
|
|
|
|
|
|
|
#include <iostream>
|
|
|
|
|
#include <boost/lexical_cast.hpp>
|
|
|
|
|
|
|
|
|
|
#include "../../hch/CBuildingHandler.h"
|
|
|
|
|
#include "../../hch/CHeroHandler.h"
|
|
|
|
|
#include "../../lib/VCMI_Lib.h"
|
|
|
|
|
#include "../../lib/NetPacks.h"
|
|
|
|
|
#include <boost/lexical_cast.hpp>
|
|
|
|
|
#include "AIPriorities.h"
|
|
|
|
|
|
|
|
|
|
using namespace std;
|
|
|
|
|
using namespace GeniusAI;
|
|
|
|
|
using std::cout;
|
|
|
|
|
using std::endl;
|
|
|
|
|
using geniusai::CGeniusAI;
|
|
|
|
|
|
|
|
|
|
#if defined (_MSC_VER) && (_MSC_VER >= 1020) || (__MINGW32__)
|
|
|
|
|
#define WIN32_LEAN_AND_MEAN //excludes rarely used stuff from windows headers - delete this line if something is missing
|
|
|
|
@ -32,77 +35,114 @@ void DbgBox(const char *msg, bool messageBox)
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
bool CGeniusAI::AIObjectContainer::operator<(const AIObjectContainer& b)const
|
|
|
|
|
bool CGeniusAI::AIObjectContainer::operator<(
|
|
|
|
|
const AIObjectContainer& b) const
|
|
|
|
|
{
|
|
|
|
|
if (o->pos!=b.o->pos)
|
|
|
|
|
return o->pos<b.o->pos;
|
|
|
|
|
return o->id<b.o->id;
|
|
|
|
|
if (o->pos != b.o->pos)
|
|
|
|
|
return o->pos < b.o->pos;
|
|
|
|
|
else
|
|
|
|
|
return o->id < b.o->id;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
CGeniusAI::HypotheticalGameState::HeroModel::HeroModel(const CGHeroInstance * h)
|
|
|
|
|
:h(h),finished(false)
|
|
|
|
|
|
|
|
|
|
CGeniusAI::HypotheticalGameState::HeroModel::HeroModel(
|
|
|
|
|
const CGHeroInstance* h)
|
|
|
|
|
: h(h), finished(false)
|
|
|
|
|
{
|
|
|
|
|
pos = h->getPosition(false);remainingMovement = h->movement;
|
|
|
|
|
pos = h->getPosition(false);
|
|
|
|
|
remainingMovement = h->movement;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
CGeniusAI::HypotheticalGameState::TownModel::TownModel(const CGTownInstance *t):t(t)
|
|
|
|
|
|
|
|
|
|
CGeniusAI::HypotheticalGameState::TownModel::TownModel(
|
|
|
|
|
const CGTownInstance *t)
|
|
|
|
|
: t(t)
|
|
|
|
|
{
|
|
|
|
|
hasBuilt = t->builded;
|
|
|
|
|
creaturesToRecruit = t->creatures;
|
|
|
|
|
creaturesInGarrison = t->army;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
CGeniusAI::HypotheticalGameState::HypotheticalGameState(CGeniusAI & ai)
|
|
|
|
|
:knownVisitableObjects(ai.knownVisitableObjects)
|
|
|
|
|
|
|
|
|
|
CGeniusAI::HypotheticalGameState::HypotheticalGameState(
|
|
|
|
|
CGeniusAI& ai)
|
|
|
|
|
: knownVisitableObjects(ai.knownVisitableObjects)
|
|
|
|
|
{
|
|
|
|
|
AI = &ai;
|
|
|
|
|
std::vector < const CGHeroInstance *> heroes = ai.m_cb->getHeroesInfo();
|
|
|
|
|
for(std::vector < const CGHeroInstance *>::iterator i = heroes.begin(); i != heroes.end(); i++)
|
|
|
|
|
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++)
|
|
|
|
|
if((*i)->tempOwner==ai.m_cb->getMyColor())
|
|
|
|
|
townModels.push_back(TownModel(*i));
|
|
|
|
|
std::vector<const CGTownInstance*> towns = ai.m_cb->getTownsInfo();
|
|
|
|
|
for (std::vector < const CGTownInstance *>::iterator i = towns.begin();
|
|
|
|
|
i != towns.end();
|
|
|
|
|
i++) {
|
|
|
|
|
if ( (*i)->tempOwner == ai.m_cb->getMyColor() )
|
|
|
|
|
townModels.push_back(TownModel(*i));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(ai.m_cb->howManyTowns()!=0)
|
|
|
|
|
AvailableHeroesToBuy = ai.m_cb->getAvailableHeroes(ai.m_cb->getTownInfo(0,0));
|
|
|
|
|
if (ai.m_cb->howManyTowns() != 0) {
|
|
|
|
|
AvailableHeroesToBuy =
|
|
|
|
|
ai.m_cb->getAvailableHeroes(ai.m_cb->getTownInfo(0,0));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for(int i = 0; i < 8;i++)resourceAmounts.push_back(ai.m_cb->getResourceAmount(i));
|
|
|
|
|
for (int i = 0; i < 8; i++)
|
|
|
|
|
resourceAmounts.push_back(ai.m_cb->getResourceAmount(i));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void CGeniusAI::HypotheticalGameState::update(CGeniusAI & ai)
|
|
|
|
|
|
|
|
|
|
void CGeniusAI::HypotheticalGameState::update(CGeniusAI& ai)
|
|
|
|
|
{
|
|
|
|
|
AI = &ai;
|
|
|
|
|
knownVisitableObjects = ai.knownVisitableObjects;
|
|
|
|
|
|
|
|
|
|
std::vector<HeroModel> oldModels = heroModels;
|
|
|
|
|
heroModels.clear();
|
|
|
|
|
std::vector < const CGHeroInstance *> heroes = ai.m_cb->getHeroesInfo();
|
|
|
|
|
for(std::vector < const CGHeroInstance *>::iterator i = heroes.begin(); i != heroes.end(); i++)
|
|
|
|
|
|
|
|
|
|
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));
|
|
|
|
|
for(int i = 0; i < oldModels.size();i++)
|
|
|
|
|
for(int ii = 0; ii < heroModels.size();ii++)
|
|
|
|
|
if(oldModels[i].h->subID==heroModels[ii].h->subID)
|
|
|
|
|
{
|
|
|
|
|
heroModels[ii].finished = oldModels[i].finished;
|
|
|
|
|
heroModels[ii].previouslyVisited_pos=oldModels[i].previouslyVisited_pos;
|
|
|
|
|
|
|
|
|
|
for (int i = 0; i < oldModels.size(); i++) {
|
|
|
|
|
for (int j = 0; j < heroModels.size(); j++) {
|
|
|
|
|
if (oldModels[i].h->subID == heroModels[j].h->subID) {
|
|
|
|
|
heroModels[j].finished = oldModels[i].finished;
|
|
|
|
|
heroModels[j].previouslyVisited_pos = oldModels[i].previouslyVisited_pos;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
townModels.clear();
|
|
|
|
|
std::vector < const CGTownInstance *> towns = ai.m_cb->getTownsInfo();
|
|
|
|
|
for(std::vector < const CGTownInstance *>::iterator i = towns.begin(); i != towns.end(); i++)
|
|
|
|
|
if((*i)->tempOwner==ai.m_cb->getMyColor())
|
|
|
|
|
std::vector<const CGTownInstance*> towns = ai.m_cb->getTownsInfo();
|
|
|
|
|
for (std::vector<const CGTownInstance*>::iterator i = towns.begin();
|
|
|
|
|
i != towns.end();
|
|
|
|
|
i++) {
|
|
|
|
|
if ( (*i)->tempOwner == ai.m_cb->getMyColor() )
|
|
|
|
|
townModels.push_back(TownModel(*i));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(ai.m_cb->howManyTowns()!=0)
|
|
|
|
|
AvailableHeroesToBuy = ai.m_cb->getAvailableHeroes(ai.m_cb->getTownInfo(0,0));
|
|
|
|
|
if (ai.m_cb->howManyTowns() != 0) {
|
|
|
|
|
AvailableHeroesToBuy =
|
|
|
|
|
ai.m_cb->getAvailableHeroes(ai.m_cb->getTownInfo(0,0));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
resourceAmounts.clear();
|
|
|
|
|
for(int i = 0; i < 8;i++)resourceAmounts.push_back(ai.m_cb->getResourceAmount(i));
|
|
|
|
|
for (int i = 0; i < 8; i++)
|
|
|
|
|
resourceAmounts.push_back(ai.m_cb->getResourceAmount(i));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
CGeniusAI::HeroObjective::HeroObjective(const HypotheticalGameState &hgs,Type t,const CGObjectInstance * object,HypotheticalGameState::HeroModel *h,CGeniusAI * ai):object(object),hgs(hgs)
|
|
|
|
|
|
|
|
|
|
CGeniusAI::HeroObjective::HeroObjective(
|
|
|
|
|
const HypotheticalGameState &hgs,
|
|
|
|
|
Type t,
|
|
|
|
|
const CGObjectInstance* object,
|
|
|
|
|
HypotheticalGameState::HeroModel* h,
|
|
|
|
|
CGeniusAI* ai)
|
|
|
|
|
: object(object), hgs(hgs)
|
|
|
|
|
{
|
|
|
|
|
AI = ai;
|
|
|
|
|
pos = object->pos;
|
|
|
|
@ -111,228 +151,301 @@ CGeniusAI::HeroObjective::HeroObjective(const HypotheticalGameState &hgs,Type t,
|
|
|
|
|
_value = -1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
float CGeniusAI::HeroObjective::getValue() const
|
|
|
|
|
{
|
|
|
|
|
if(_value>=0)
|
|
|
|
|
return _value-_cost;
|
|
|
|
|
if (_value >= 0)
|
|
|
|
|
return _value - _cost;
|
|
|
|
|
|
|
|
|
|
vector<int> resourceCosts; //TODO: each object should have an associated cost to visit IE (tree of knowledge 1000 gold/10 gems)
|
|
|
|
|
for(int i = 0; i < 8;i++)
|
|
|
|
|
// TODO: each object should have an associated cost to visit IE
|
|
|
|
|
// (tree of knowledge 1000 gold/10 gems)
|
|
|
|
|
vector<int> resourceCosts;
|
|
|
|
|
for (int i = 0; i < 8; i++)
|
|
|
|
|
resourceCosts.push_back(0);
|
|
|
|
|
if(object->ID==47) //school of magic
|
|
|
|
|
resourceCosts[6]+=1000;
|
|
|
|
|
|
|
|
|
|
if (object->ID == 47) // School of magic
|
|
|
|
|
resourceCosts[6] += 1000;
|
|
|
|
|
|
|
|
|
|
float bestCost = 9e9;
|
|
|
|
|
HypotheticalGameState::HeroModel * bestHero = NULL;
|
|
|
|
|
if(type !=AIObjective::finishTurn)
|
|
|
|
|
HypotheticalGameState::HeroModel* bestHero = NULL;
|
|
|
|
|
if (type != AIObjective::finishTurn)
|
|
|
|
|
{
|
|
|
|
|
for(int i = 0; i < whoCanAchieve.size();i++)
|
|
|
|
|
for (int i = 0; i < whoCanAchieve.size(); i++)
|
|
|
|
|
{
|
|
|
|
|
int distOutOfTheWay = 0;
|
|
|
|
|
CPath path3;
|
|
|
|
|
//from hero to object
|
|
|
|
|
if(AI->m_cb->getPath(whoCanAchieve[i]->pos,pos,whoCanAchieve[i]->h,path3))
|
|
|
|
|
if (AI->m_cb->getPath(whoCanAchieve[i]->pos,
|
|
|
|
|
pos,
|
|
|
|
|
whoCanAchieve[i]->h,
|
|
|
|
|
path3)) {
|
|
|
|
|
distOutOfTheWay+=path3.nodes[0].dist;
|
|
|
|
|
//from object to goal
|
|
|
|
|
if(AI->m_cb->getPath(pos,whoCanAchieve[i]->interestingPos,whoCanAchieve[i]->h,path3))
|
|
|
|
|
{
|
|
|
|
|
distOutOfTheWay+=path3.nodes[0].dist;
|
|
|
|
|
//from hero directly to goal
|
|
|
|
|
if(AI->m_cb->getPath(whoCanAchieve[i]->pos,whoCanAchieve[i]->interestingPos,whoCanAchieve[i]->h,path3))
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// from object to goal
|
|
|
|
|
if (AI->m_cb->getPath(pos,
|
|
|
|
|
whoCanAchieve[i]->interestingPos,
|
|
|
|
|
whoCanAchieve[i]->h,
|
|
|
|
|
path3)) {
|
|
|
|
|
distOutOfTheWay += path3.nodes[0].dist;
|
|
|
|
|
// from hero directly to goal
|
|
|
|
|
if (AI->m_cb->getPath(whoCanAchieve[i]->pos,
|
|
|
|
|
whoCanAchieve[i]->interestingPos,
|
|
|
|
|
whoCanAchieve[i]->h,
|
|
|
|
|
path3))
|
|
|
|
|
distOutOfTheWay-=path3.nodes[0].dist;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
float cost = AI->m_priorities->getCost(resourceCosts,whoCanAchieve[i]->h,distOutOfTheWay);
|
|
|
|
|
if(cost < bestCost)
|
|
|
|
|
{
|
|
|
|
|
float cost = AI->m_priorities->getCost(resourceCosts,
|
|
|
|
|
whoCanAchieve[i]->h,
|
|
|
|
|
distOutOfTheWay);
|
|
|
|
|
if (cost < bestCost) {
|
|
|
|
|
bestCost = cost;
|
|
|
|
|
bestHero = whoCanAchieve[i];
|
|
|
|
|
}
|
|
|
|
|
} // for (int i = 0; i < whoCanAchieve.size(); i++)
|
|
|
|
|
} else // if (type != AIObjective::finishTurn)
|
|
|
|
|
bestCost = 0;
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else bestCost = 0;
|
|
|
|
|
if(bestHero)
|
|
|
|
|
{
|
|
|
|
|
if (bestHero) {
|
|
|
|
|
whoCanAchieve.clear();
|
|
|
|
|
whoCanAchieve.push_back(bestHero);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
_value = AI->m_priorities->getValue(*this);
|
|
|
|
|
_cost=bestCost;
|
|
|
|
|
return _value-_cost;
|
|
|
|
|
_cost = bestCost;
|
|
|
|
|
return _value - _cost;
|
|
|
|
|
}
|
|
|
|
|
bool CGeniusAI::HeroObjective::operator < (const HeroObjective &other)const
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
bool CGeniusAI::HeroObjective::operator<(
|
|
|
|
|
const HeroObjective& other) const
|
|
|
|
|
{
|
|
|
|
|
if(type != other.type)
|
|
|
|
|
return type<other.type;
|
|
|
|
|
if(pos!=other.pos)
|
|
|
|
|
if (type != other.type)
|
|
|
|
|
return type < other.type;
|
|
|
|
|
else if (pos != other.pos)
|
|
|
|
|
return pos < other.pos;
|
|
|
|
|
if(object->id!=other.object->id)
|
|
|
|
|
else if (object->id != other.object->id)
|
|
|
|
|
return object->id < other.object->id;
|
|
|
|
|
if(dynamic_cast<const CGVisitableOPH *> (object))
|
|
|
|
|
if(whoCanAchieve.front()->h->id!=other.whoCanAchieve.front()->h->id)
|
|
|
|
|
return whoCanAchieve.front()->h->id<other.whoCanAchieve.front()->h->id;
|
|
|
|
|
return false;
|
|
|
|
|
else if (dynamic_cast<const CGVisitableOPH*> (object)) {
|
|
|
|
|
if (whoCanAchieve.front()->h->id != other.whoCanAchieve.front()->h->id)
|
|
|
|
|
return whoCanAchieve.front()->h->id < other.whoCanAchieve.front()->h->id;
|
|
|
|
|
} else
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void CGeniusAI::HeroObjective::print() const
|
|
|
|
|
{
|
|
|
|
|
switch(type)
|
|
|
|
|
{
|
|
|
|
|
switch (type) {
|
|
|
|
|
case visit:
|
|
|
|
|
cout << "visit " << object->hoverName << " at (" <<object->pos.x << ","<<object->pos.y << ")" ;
|
|
|
|
|
cout << "visit " << object->hoverName
|
|
|
|
|
<< " at (" <<object->pos.x << ","<< object->pos.y << ")" ;
|
|
|
|
|
break;
|
|
|
|
|
case attack:
|
|
|
|
|
cout << "attack " << object->hoverName;
|
|
|
|
|
break;
|
|
|
|
|
case finishTurn:
|
|
|
|
|
cout << "finish turn";
|
|
|
|
|
// TODO: Add a default, just in case.
|
|
|
|
|
}
|
|
|
|
|
if(whoCanAchieve.size()==1)
|
|
|
|
|
if (whoCanAchieve.size() == 1)
|
|
|
|
|
cout << " with " << whoCanAchieve.front()->h->hoverName;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
CGeniusAI::TownObjective::TownObjective(const HypotheticalGameState &hgs,Type t,HypotheticalGameState::TownModel * tn,int Which,CGeniusAI * ai)
|
|
|
|
|
:whichTown(tn),which(Which),hgs(hgs)
|
|
|
|
|
|
|
|
|
|
CGeniusAI::TownObjective::TownObjective(
|
|
|
|
|
const HypotheticalGameState& hgs,
|
|
|
|
|
Type t,
|
|
|
|
|
HypotheticalGameState::TownModel* tn,
|
|
|
|
|
int Which,
|
|
|
|
|
CGeniusAI * ai)
|
|
|
|
|
: whichTown(tn), which(Which), hgs(hgs)
|
|
|
|
|
{
|
|
|
|
|
AI=ai;
|
|
|
|
|
AI = ai;
|
|
|
|
|
type = t;
|
|
|
|
|
_value = -1;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
float CGeniusAI::TownObjective::getValue() const
|
|
|
|
|
{
|
|
|
|
|
if(_value>=0)
|
|
|
|
|
return _value-_cost;
|
|
|
|
|
float cost;
|
|
|
|
|
if (_value >= 0)
|
|
|
|
|
return _value - _cost;
|
|
|
|
|
|
|
|
|
|
float cost; // TODO: Initialize it!
|
|
|
|
|
// TODO: Include a constant stating the meaning of 8 (number of resources).
|
|
|
|
|
vector<int> resourceCosts(8,0);
|
|
|
|
|
CBuilding * b;
|
|
|
|
|
CCreature * creature;
|
|
|
|
|
int ID,newID, howMany;
|
|
|
|
|
switch(type)
|
|
|
|
|
{
|
|
|
|
|
CBuilding* b;
|
|
|
|
|
CCreature* creature;
|
|
|
|
|
int ID;
|
|
|
|
|
int newID;
|
|
|
|
|
int howMany;
|
|
|
|
|
ui32 creatures_max = 0;
|
|
|
|
|
|
|
|
|
|
switch (type) {
|
|
|
|
|
case recruitHero:
|
|
|
|
|
resourceCosts[6]=2500;
|
|
|
|
|
resourceCosts[6] = 2500; // TODO: Define somehow the meaning of gold etc.
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case buildBuilding:
|
|
|
|
|
b = VLC->buildh->buildings[whichTown->t->subID][which];
|
|
|
|
|
for(int i = 0; b && i < b->resources.size();i++)
|
|
|
|
|
resourceCosts[i]=b->resources[i];
|
|
|
|
|
for (int i = 0;
|
|
|
|
|
b && ( i < b->resources.size() ); // TODO: b what??
|
|
|
|
|
i++)
|
|
|
|
|
resourceCosts[i] = b->resources[i];
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case recruitCreatures:
|
|
|
|
|
ID = whichTown->creaturesToRecruit[which].second.back(); //buy upgraded if possible
|
|
|
|
|
creature = &VLC->creh->creatures[ID];
|
|
|
|
|
howMany = whichTown->creaturesToRecruit[which].first;
|
|
|
|
|
for(int i = 0; i < creature->cost.size();i++)
|
|
|
|
|
amin(howMany,creature->cost[i]?hgs.resourceAmounts[i]/creature->cost[i]:INT_MAX);
|
|
|
|
|
for(int i = 0; creature && i < creature->cost.size();i++)
|
|
|
|
|
resourceCosts[i]=creature->cost[i]*howMany;
|
|
|
|
|
|
|
|
|
|
case recruitCreatures:
|
|
|
|
|
// Buy upgraded if possible.
|
|
|
|
|
ID = whichTown->creaturesToRecruit[which].second.back();
|
|
|
|
|
creature = &VLC->creh->creatures[ID];
|
|
|
|
|
howMany = whichTown->creaturesToRecruit[which].first;
|
|
|
|
|
creatures_max = 0; // Max creatures you can recruit of this type.
|
|
|
|
|
|
|
|
|
|
for (int i = 0; i < creature->cost.size(); i++) {
|
|
|
|
|
if (creature->cost[i] != 0)
|
|
|
|
|
creatures_max = hgs.resourceAmounts[i]/creature->cost[i];
|
|
|
|
|
else
|
|
|
|
|
creatures_max = INT_MAX; // TODO: Will have to rewrite it.
|
|
|
|
|
// TODO: Buy the best units (the least I can buy)?
|
|
|
|
|
amin(howMany, creatures_max);
|
|
|
|
|
}
|
|
|
|
|
// The cost of recruiting the stack of creatures.
|
|
|
|
|
for (int i = 0;
|
|
|
|
|
creature && ( i < creature->cost.size() ); // TODO: Creature what??
|
|
|
|
|
i++)
|
|
|
|
|
resourceCosts[i] = creature->cost[i]*howMany;
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
break;
|
|
|
|
|
case upgradeCreatures:
|
|
|
|
|
UpgradeInfo ui = AI->m_cb->getUpgradeInfo(whichTown->t,which);
|
|
|
|
|
ID = whichTown->creaturesInGarrison.slots[which].first;
|
|
|
|
|
howMany = whichTown->creaturesInGarrison.slots[which].second;
|
|
|
|
|
newID = ui.newID.back();
|
|
|
|
|
int upgrade_serial = ui.newID.size()-1;
|
|
|
|
|
for (std::set<std::pair<int,int> >::iterator j=ui.cost[upgrade_serial].begin(); j!=ui.cost[upgrade_serial].end(); j++)
|
|
|
|
|
resourceCosts[j->first] = j->second*howMany;
|
|
|
|
|
|
|
|
|
|
break;
|
|
|
|
|
case upgradeCreatures:
|
|
|
|
|
UpgradeInfo ui = AI->m_cb->getUpgradeInfo(whichTown->t,which);
|
|
|
|
|
ID = whichTown->creaturesInGarrison.slots[which].first;
|
|
|
|
|
howMany = whichTown->creaturesInGarrison.slots[which].second;
|
|
|
|
|
|
|
|
|
|
newID = ui.newID.back();
|
|
|
|
|
int upgrade_serial = ui.newID.size() - 1;
|
|
|
|
|
for (std::set< std::pair<int,int> >::iterator
|
|
|
|
|
j = ui.cost[upgrade_serial].begin();
|
|
|
|
|
j != ui.cost[upgrade_serial].end();
|
|
|
|
|
j++)
|
|
|
|
|
resourceCosts[j->first] = j->second*howMany;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
_cost = AI->m_priorities->getCost(resourceCosts,NULL,0);
|
|
|
|
|
_cost = AI->m_priorities->getCost(resourceCosts, NULL, 0);
|
|
|
|
|
_value = AI->m_priorities->getValue(*this);
|
|
|
|
|
return _value-_cost;
|
|
|
|
|
return _value - _cost;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
bool CGeniusAI::TownObjective::operator < (const TownObjective &other)const
|
|
|
|
|
bool CGeniusAI::TownObjective::operator<(const TownObjective &other) const
|
|
|
|
|
{
|
|
|
|
|
if(type != other.type)
|
|
|
|
|
return type<other.type;
|
|
|
|
|
if(which!=other.which)
|
|
|
|
|
return which<other.which;
|
|
|
|
|
if(whichTown->t->id!=other.whichTown->t->id)
|
|
|
|
|
if (type != other.type)
|
|
|
|
|
return type < other.type;
|
|
|
|
|
else if (which != other.which)
|
|
|
|
|
return which < other.which;
|
|
|
|
|
else if (whichTown->t->id != other.whichTown->t->id)
|
|
|
|
|
return whichTown->t->id < other.whichTown->t->id;
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void CGeniusAI::TownObjective::print() const
|
|
|
|
|
{
|
|
|
|
|
CBuilding * b;
|
|
|
|
|
const CCreature *creature;
|
|
|
|
|
CBuilding* b;
|
|
|
|
|
const CCreature* creature;
|
|
|
|
|
HypotheticalGameState::HeroModel hm;
|
|
|
|
|
int ID, howMany, newID, hSlot;
|
|
|
|
|
switch(type)
|
|
|
|
|
{
|
|
|
|
|
int ID;
|
|
|
|
|
int howMany;
|
|
|
|
|
int newID;
|
|
|
|
|
int hSlot;
|
|
|
|
|
ui32 creatures_max;
|
|
|
|
|
|
|
|
|
|
switch (type) {
|
|
|
|
|
case recruitHero:
|
|
|
|
|
cout << "recruit hero.";break;
|
|
|
|
|
cout << "recruit hero.";
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case buildBuilding:
|
|
|
|
|
b = VLC->buildh->buildings[whichTown->t->subID][which];
|
|
|
|
|
cout << "build " << b->Name() << " cost = ";
|
|
|
|
|
if(b->resources.size()!=0)
|
|
|
|
|
if (b->resources.size() != 0)
|
|
|
|
|
{
|
|
|
|
|
if(b->resources[0]!=0)cout << b->resources[0] << " wood. ";
|
|
|
|
|
if(b->resources[1]!=0)cout << b->resources[1] << " mercury. ";
|
|
|
|
|
if(b->resources[2]!=0)cout << b->resources[2] << " ore. ";
|
|
|
|
|
if(b->resources[3]!=0)cout << b->resources[3] << " sulfur. ";
|
|
|
|
|
if(b->resources[4]!=0)cout << b->resources[4] << " cristal. ";
|
|
|
|
|
if(b->resources[5]!=0)cout << b->resources[5] << " gems. ";
|
|
|
|
|
if(b->resources[6]!=0)cout << b->resources[6] << " gold. ";
|
|
|
|
|
if (b->resources[0] != 0)
|
|
|
|
|
cout << b->resources[0] << " wood. ";
|
|
|
|
|
if (b->resources[1] != 0)
|
|
|
|
|
cout << b->resources[1] << " mercury. ";
|
|
|
|
|
if (b->resources[2] != 0)
|
|
|
|
|
cout << b->resources[2] << " ore. ";
|
|
|
|
|
if (b->resources[3] != 0)
|
|
|
|
|
cout << b->resources[3] << " sulfur. ";
|
|
|
|
|
if (b->resources[4] != 0)
|
|
|
|
|
cout << b->resources[4] << " cristal. ";
|
|
|
|
|
if (b->resources[5] != 0)
|
|
|
|
|
cout << b->resources[5] << " gems. ";
|
|
|
|
|
if (b->resources[6] != 0)
|
|
|
|
|
cout << b->resources[6] << " gold. ";
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case recruitCreatures:
|
|
|
|
|
ID = whichTown->creaturesToRecruit[which].second.back(); //buy upgraded if possible
|
|
|
|
|
// Buy upgraded if possible.
|
|
|
|
|
ID = whichTown->creaturesToRecruit[which].second.back();
|
|
|
|
|
creature = &VLC->creh->creatures[ID];
|
|
|
|
|
howMany = whichTown->creaturesToRecruit[which].first;
|
|
|
|
|
for(int i = 0; i < creature->cost.size();i++)
|
|
|
|
|
amin(howMany,creature->cost[i]?AI->m_cb->getResourceAmount(i)/creature->cost[i]:INT_MAX);
|
|
|
|
|
cout << "recruit " << howMany << " "<< creature->namePl << " (Total AI Strength " << creature->AIValue*howMany << "). cost = ";
|
|
|
|
|
creatures_max = 0;
|
|
|
|
|
|
|
|
|
|
for (int i = 0; i < creature->cost.size(); i++) {
|
|
|
|
|
if (creature->cost[i] != 0)
|
|
|
|
|
creatures_max = hgs.resourceAmounts[i]/creature->cost[i];
|
|
|
|
|
else
|
|
|
|
|
creatures_max = INT_MAX;
|
|
|
|
|
amin(howMany, creatures_max);
|
|
|
|
|
}
|
|
|
|
|
cout << "recruit " << howMany << " " << creature->namePl
|
|
|
|
|
<< " (Total AI Strength " << creature->AIValue*howMany << "). cost = ";
|
|
|
|
|
|
|
|
|
|
if(creature->cost.size()!=0)
|
|
|
|
|
if (creature->cost.size() != 0)
|
|
|
|
|
{
|
|
|
|
|
if(creature->cost[0]!=0)cout << creature->cost[0]*howMany << " wood. ";
|
|
|
|
|
if(creature->cost[1]!=0)cout << creature->cost[1]*howMany << " mercury. ";
|
|
|
|
|
if(creature->cost[2]!=0)cout << creature->cost[2]*howMany << " ore. ";
|
|
|
|
|
if(creature->cost[3]!=0)cout << creature->cost[3]*howMany << " sulfur. ";
|
|
|
|
|
if(creature->cost[4]!=0)cout << creature->cost[4]*howMany << " cristal. ";
|
|
|
|
|
if(creature->cost[5]!=0)cout << creature->cost[5]*howMany << " gems. ";
|
|
|
|
|
if(creature->cost[6]!=0)cout << creature->cost[6]*howMany << " gold. ";
|
|
|
|
|
if (creature->cost[0] != 0)
|
|
|
|
|
cout << creature->cost[0]*howMany << " wood. ";
|
|
|
|
|
if (creature->cost[1] != 0)
|
|
|
|
|
cout << creature->cost[1]*howMany << " mercury. ";
|
|
|
|
|
if (creature->cost[2] != 0)
|
|
|
|
|
cout << creature->cost[2]*howMany << " ore. ";
|
|
|
|
|
if (creature->cost[3] != 0)
|
|
|
|
|
cout << creature->cost[3]*howMany << " sulfur. ";
|
|
|
|
|
if (creature->cost[4] != 0)
|
|
|
|
|
cout << creature->cost[4]*howMany << " cristal. ";
|
|
|
|
|
if (creature->cost[5] != 0)
|
|
|
|
|
cout << creature->cost[5]*howMany << " gems. ";
|
|
|
|
|
if (creature->cost[6] != 0)
|
|
|
|
|
cout << creature->cost[6]*howMany << " gold. ";
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case upgradeCreatures:
|
|
|
|
|
UpgradeInfo ui = AI->m_cb->getUpgradeInfo(whichTown->t,which);
|
|
|
|
|
ID = whichTown->creaturesInGarrison.slots[which].first;
|
|
|
|
|
cout << "upgrade " << VLC->creh->creatures[ID].namePl;
|
|
|
|
|
//ui.cost
|
|
|
|
|
|
|
|
|
|
//ui.cost
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
} // case buildBuilding
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
CGeniusAI::CGeniusAI()
|
|
|
|
|
: m_generalAI(), m_state(NO_BATTLE)
|
|
|
|
|
|
|
|
|
|
CGeniusAI::CGeniusAI() : m_generalAI(), m_state(NO_BATTLE)
|
|
|
|
|
{
|
|
|
|
|
m_priorities = new Priorities("AI/GeniusAI.brain");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
CGeniusAI::~CGeniusAI()
|
|
|
|
|
{
|
|
|
|
|
delete m_priorities;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void CGeniusAI::init(ICallback *CB)
|
|
|
|
|
{
|
|
|
|
|
m_cb = CB;
|
|
|
|
@ -341,7 +454,8 @@ void CGeniusAI::init(ICallback *CB)
|
|
|
|
|
human = false;
|
|
|
|
|
playerID = m_cb->getMyColor();
|
|
|
|
|
serialID = m_cb->getMySerial();
|
|
|
|
|
std::string info = std::string("GeniusAI initialized for player ") + boost::lexical_cast<std::string>(playerID);
|
|
|
|
|
std::string info = std::string("GeniusAI initialized for player ")
|
|
|
|
|
+ boost::lexical_cast<std::string>(playerID);
|
|
|
|
|
m_battleLogic = NULL;
|
|
|
|
|
DbgBox(info.c_str());
|
|
|
|
|
}
|
|
|
|
@ -350,8 +464,8 @@ void CGeniusAI::init(ICallback *CB)
|
|
|
|
|
void CGeniusAI::reportResources()
|
|
|
|
|
{
|
|
|
|
|
cout << "Day " << m_cb->getDate() << ": ";
|
|
|
|
|
cout << "AI Player " <<m_cb->getMySerial()<< " with " << m_cb->howManyHeroes(true) << " heroes. " << endl;
|
|
|
|
|
|
|
|
|
|
cout << "AI Player " <<m_cb->getMySerial()<< " with "
|
|
|
|
|
<< m_cb->howManyHeroes(true) << " heroes. " << endl;
|
|
|
|
|
cout << m_cb->getResourceAmount(0) << " wood. ";
|
|
|
|
|
cout << m_cb->getResourceAmount(1) << " mercury. ";
|
|
|
|
|
cout << m_cb->getResourceAmount(2) << " ore. ";
|
|
|
|
@ -362,112 +476,146 @@ void CGeniusAI::reportResources()
|
|
|
|
|
cout << endl;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void CGeniusAI::addHeroObjectives(CGeniusAI::HypotheticalGameState::HeroModel &h, CGeniusAI::HypotheticalGameState &hgs)
|
|
|
|
|
|
|
|
|
|
void CGeniusAI::addHeroObjectives(
|
|
|
|
|
CGeniusAI::HypotheticalGameState::HeroModel& h,
|
|
|
|
|
CGeniusAI::HypotheticalGameState& hgs)
|
|
|
|
|
{
|
|
|
|
|
int3 hpos, destination;
|
|
|
|
|
CPath path;
|
|
|
|
|
hpos = h.pos;
|
|
|
|
|
int3 hpos = h.pos;
|
|
|
|
|
int3 destination;
|
|
|
|
|
int3 interestingPos;
|
|
|
|
|
CPath path;
|
|
|
|
|
int movement = h.remainingMovement;
|
|
|
|
|
int3 interestingPos;
|
|
|
|
|
int maxInteresting=0;
|
|
|
|
|
int maxInteresting = 0;
|
|
|
|
|
AIObjective::Type tp = AIObjective::visit;
|
|
|
|
|
if(h.finished) return;
|
|
|
|
|
for(std::set<AIObjectContainer>::const_iterator i = hgs.knownVisitableObjects.begin(); i != hgs.knownVisitableObjects.end();i++)
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
if (h.finished)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
for (std::set<AIObjectContainer>::const_iterator i =
|
|
|
|
|
hgs.knownVisitableObjects.begin();
|
|
|
|
|
i != hgs.knownVisitableObjects.end();
|
|
|
|
|
i++) {
|
|
|
|
|
tp = AIObjective::visit;
|
|
|
|
|
if( h.previouslyVisited_pos==i->o->getSightCenter())
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
//TODO: what would the hero actually visit if he went to that spot
|
|
|
|
|
// maybe the hero wants to visit a seemingly unguarded enemy town, but there is a hero on top of it.
|
|
|
|
|
//if(i->o->)
|
|
|
|
|
if(i->o->ID!=HEROI_TYPE) //unless you are trying to visit a hero
|
|
|
|
|
{
|
|
|
|
|
// maybe the hero wants to visit a seemingly unguarded enemy town,
|
|
|
|
|
// but there is a hero on top of it.
|
|
|
|
|
// if(i->o->)
|
|
|
|
|
if (i->o->ID != HEROI_TYPE) {// Unless you are trying to visit a hero.
|
|
|
|
|
bool heroThere = false;
|
|
|
|
|
for(int ii = 0; ii < hgs.heroModels.size();ii++)
|
|
|
|
|
if(hgs.heroModels[ii].pos==i->o->getSightCenter())
|
|
|
|
|
heroThere = true;
|
|
|
|
|
if(heroThere) //it won't work if there is already someone visiting that spot.
|
|
|
|
|
for(int j = 0; j < hgs.heroModels.size(); j++) {
|
|
|
|
|
if (hgs.heroModels[j].pos == i->o->getSightCenter())
|
|
|
|
|
heroThere = true;
|
|
|
|
|
}
|
|
|
|
|
if (heroThere) // It won't work if there is already someone visiting that spot.
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
if(i->o->ID==HEROI_TYPE&&i->o->getOwner()==m_cb->getMyColor())//visiting friendly heroes not yet supported
|
|
|
|
|
if (i->o->ID == HEROI_TYPE && // Visiting friendly heroes not yet supported.
|
|
|
|
|
i->o->getOwner() == m_cb->getMyColor())
|
|
|
|
|
continue;
|
|
|
|
|
if(i->o->id==h.h->id) //don't visit yourself (should be caught by above)
|
|
|
|
|
if (i->o->id == h.h->id) // Don't visit yourself (should be caught by above).
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
if(i->o->ID==53&&i->o->getOwner()==m_cb->getMyColor())//don't visit a mine if you own, there's almost no point(maybe to leave guards or because the hero's trapped).
|
|
|
|
|
// Don't visit a mine if you own, there's almost no
|
|
|
|
|
// point(maybe to leave guards or because the hero's trapped).
|
|
|
|
|
if (i->o->ID == 53
|
|
|
|
|
&& i->o->getOwner() == m_cb->getMyColor())
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
if(i->o->getOwner()!=m_cb->getMyColor())
|
|
|
|
|
{
|
|
|
|
|
int enemyStrength = 0; //TODO: I feel like the AI shouldn't have access to this information.
|
|
|
|
|
// We must get an approximation based on few, many, ... zounds etc.
|
|
|
|
|
if(dynamic_cast<const CArmedInstance *> (i->o))
|
|
|
|
|
enemyStrength = (dynamic_cast<const CArmedInstance *> (i->o))->getArmyStrength();//TODO: should be virtual maybe, Army strength should be comparable across objects
|
|
|
|
|
if(dynamic_cast<const CGHeroInstance *> (i->o))
|
|
|
|
|
enemyStrength = (dynamic_cast<const CGHeroInstance *> (i->o))->getTotalStrength();
|
|
|
|
|
if(dynamic_cast<const CGTownInstance *> (i->o))
|
|
|
|
|
enemyStrength = (dynamic_cast<const CGTownInstance *> (i->o))->getArmyStrength()*1.2;
|
|
|
|
|
if (i->o->getOwner() != m_cb->getMyColor()) {
|
|
|
|
|
// TODO: I feel like the AI shouldn't have access to this information.
|
|
|
|
|
// We must get an approximation based on few, many, ... zounds etc.
|
|
|
|
|
int enemyStrength = 0;
|
|
|
|
|
|
|
|
|
|
// TODO: should be virtual maybe, army strength should be
|
|
|
|
|
// comparable across objects.
|
|
|
|
|
// TODO: Rewrite all those damn i->o. For someone reading it the first
|
|
|
|
|
// time it's completely inconprehensible.
|
|
|
|
|
if (dynamic_cast<const CArmedInstance *> (i->o))
|
|
|
|
|
enemyStrength =
|
|
|
|
|
(dynamic_cast<const CArmedInstance *> (i->o))->getArmyStrength();
|
|
|
|
|
if (dynamic_cast<const CGHeroInstance *> (i->o))
|
|
|
|
|
enemyStrength =
|
|
|
|
|
(dynamic_cast<const CGHeroInstance *> (i->o))->getTotalStrength();
|
|
|
|
|
// TODO: Make constants of those 1.2 & 2.5.
|
|
|
|
|
if (dynamic_cast<const CGTownInstance *> (i->o))
|
|
|
|
|
enemyStrength =
|
|
|
|
|
(dynamic_cast<const CGTownInstance *> (i->o))->getArmyStrength()*1.2;
|
|
|
|
|
float heroStrength = h.h->getTotalStrength();
|
|
|
|
|
if(enemyStrength*2.5 > heroStrength) //TODO: ballence these numbers using objective cost formula.
|
|
|
|
|
continue; // it would be nice to do a battle sim
|
|
|
|
|
if(enemyStrength>0)tp = AIObjective::attack;
|
|
|
|
|
// TODO: ballence these numbers using objective cost formula.
|
|
|
|
|
// TODO: it would be nice to do a battle simulation.
|
|
|
|
|
if (enemyStrength*2.5 > heroStrength)
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
if (enemyStrength > 0)
|
|
|
|
|
tp = AIObjective::attack;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if(dynamic_cast<const CGVisitableOPW *> (i->o)&&dynamic_cast<const CGVisitableOPW *> (i->o)->visited)//don't visit things that have already been visited this week.
|
|
|
|
|
continue;
|
|
|
|
|
if(dynamic_cast<const CGVisitableOPH *> (i->o)&&vstd::contains(dynamic_cast<const CGVisitableOPH *> (i->o)->visitors,h.h->id))//don't visit things that you have already visited OPH
|
|
|
|
|
//don't visit things that have already been visited this week.
|
|
|
|
|
if (dynamic_cast<const CGVisitableOPW*> (i->o)
|
|
|
|
|
&& dynamic_cast<const CGVisitableOPW*> (i->o)->visited)
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
//don't visit things that you have already visited OPH
|
|
|
|
|
if (dynamic_cast<const CGVisitableOPH *> (i->o)
|
|
|
|
|
&& vstd::contains(
|
|
|
|
|
dynamic_cast<const CGVisitableOPH*> (i->o)->visitors,
|
|
|
|
|
h.h->id))
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if(i->o->ID==88||i->o->ID==89||i->o->ID==90)
|
|
|
|
|
{
|
|
|
|
|
// TODO: Some descriptions of those included so someone can undestand them.
|
|
|
|
|
if (i->o->ID == 88 || i->o->ID == 89 || i->o->ID == 90) {
|
|
|
|
|
//TODO: if no spell book continue
|
|
|
|
|
//TODO: if the shrine's spell is identified, and the hero already has it, continue
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
destination = i->o->getSightCenter();
|
|
|
|
|
|
|
|
|
|
if(hpos.z==destination.z) //don't try to take a path from the underworld to the top or vice versa
|
|
|
|
|
{ //TODO: fix get path so that it doesn't return a path unless z's are the same, or path goes through sub gate
|
|
|
|
|
if(m_cb->getPath(hpos,destination,h.h,path))
|
|
|
|
|
{
|
|
|
|
|
// Don't try to take a path from the underworld to the top or vice versa.
|
|
|
|
|
// TODO: Will have to make some calculations so that the AI can enter the
|
|
|
|
|
// underground.
|
|
|
|
|
if (hpos.z == destination.z) {
|
|
|
|
|
//TODO: fix get path so that it doesn't return a path unless z's are \
|
|
|
|
|
// the same, or path goes through sub gate.
|
|
|
|
|
if (m_cb->getPath(hpos, destination, h.h, path)) {
|
|
|
|
|
path.convert(0);
|
|
|
|
|
if(path.nodes[0].dist<movement)
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
HeroObjective ho(hgs,tp,i->o,&h,this);
|
|
|
|
|
if (path.nodes[0].dist < movement) {
|
|
|
|
|
// TODO: So easy to understand...
|
|
|
|
|
HeroObjective ho(hgs, tp, i->o, &h, this);
|
|
|
|
|
std::set<HeroObjective>::iterator found = currentHeroObjectives.find(ho);
|
|
|
|
|
if(found==currentHeroObjectives.end())
|
|
|
|
|
if (found == currentHeroObjectives.end())
|
|
|
|
|
currentHeroObjectives.insert(ho);
|
|
|
|
|
else {
|
|
|
|
|
HeroObjective *objective = (HeroObjective *)&(*found);
|
|
|
|
|
HeroObjective *objective = (HeroObjective*)&(*found);
|
|
|
|
|
objective->whoCanAchieve.push_back(&h);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// find the most interesting object that is eventually reachable, and set that position to the ultimate goal position
|
|
|
|
|
int hi = rand(); //TODO: replace random numbers with some sort of ranking system
|
|
|
|
|
|
|
|
|
|
if(hi>maxInteresting)
|
|
|
|
|
{
|
|
|
|
|
// Find the most interesting object that is eventually reachable,
|
|
|
|
|
// and set that position to the ultimate goal position.
|
|
|
|
|
// TODO: replace random numbers with some sort of ranking system.
|
|
|
|
|
int hi = rand();
|
|
|
|
|
if (hi > maxInteresting) {
|
|
|
|
|
maxInteresting = hi;
|
|
|
|
|
interestingPos = destination;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
} // if (m_cb->getPath(hpos, destination, h.h, path))
|
|
|
|
|
} // if (hpos.z == destination.z)
|
|
|
|
|
} // for (std::set<AIObjectContainer>::const_iterator i = knownVisitableObjects.begin();
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
h.interestingPos = interestingPos;
|
|
|
|
|
// if(h.remainingMovement>0&&m_cb->getPath(hpos,interestingPos,h.h,path)) // there ought to be a path
|
|
|
|
|
currentHeroObjectives.insert(HeroObjective(hgs,HeroObjective::finishTurn,h.h,&h,this));
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// there ought to be a path
|
|
|
|
|
// if(h.remainingMovement>0&&m_cb->getPath(hpos,interestingPos,h.h,path))
|
|
|
|
|
currentHeroObjectives.insert(HeroObjective(hgs,
|
|
|
|
|
HeroObjective::finishTurn,
|
|
|
|
|
h.h,
|
|
|
|
|
&h,
|
|
|
|
|
this));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void CGeniusAI::HeroObjective::fulfill(CGeniusAI & cg,HypotheticalGameState & hgs)
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
@ -623,6 +771,7 @@ void CGeniusAI::HeroObjective::fulfill(CGeniusAI & cg,HypotheticalGameState & hg
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void CGeniusAI::addTownObjectives(HypotheticalGameState::TownModel &t, HypotheticalGameState & hgs)
|
|
|
|
|
{
|
|
|
|
|
//recruitHero
|
|
|
|
@ -940,12 +1089,12 @@ void CGeniusAI::heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector
|
|
|
|
|
callback(rand() % skills.size());
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GeniusAI::CGeniusAI::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, boost::function<void()> &onEnd )
|
|
|
|
|
void geniusai::CGeniusAI::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, boost::function<void()> &onEnd )
|
|
|
|
|
{
|
|
|
|
|
onEnd();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GeniusAI::CGeniusAI::playerBlocked( int reason )
|
|
|
|
|
void geniusai::CGeniusAI::playerBlocked( int reason )
|
|
|
|
|
{
|
|
|
|
|
if(reason == 0) //battle is coming...
|
|
|
|
|
{
|
|
|
|
@ -953,7 +1102,7 @@ void GeniusAI::CGeniusAI::playerBlocked( int reason )
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GeniusAI::CGeniusAI::battleResultsApplied()
|
|
|
|
|
void geniusai::CGeniusAI::battleResultsApplied()
|
|
|
|
|
{
|
|
|
|
|
assert(m_state.get() == ENDING_BATTLE);
|
|
|
|
|
m_state.setn(NO_BATTLE);
|
|
|
|
|