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Next batch of code clearing.
This commit is contained in:
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@ -1,19 +1,24 @@
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#ifndef AI_PRIORITIES
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#define AI_PRIORITIES
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#include "AIPriorities.h"
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#include <sstream>
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// TODO: No using namespace!!
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using namespace geniusai;
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Network::Network()
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{}
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Network::Network(vector<unsigned int> whichFeatures)// random network
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:net(whichFeatures.size(), whichFeatures.size()*.601+2, whichFeatures.size()*.251+2, 1),whichFeatures(whichFeatures)
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: net(whichFeatures.size(),
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whichFeatures.size() * 0.601 + 2,
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whichFeatures.size() * 0.251 + 2,
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1),
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whichFeatures(whichFeatures)
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{
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}
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Network::Network(istream & input)
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{
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//vector<int> whichFeatures;
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// vector<int> whichFeatures;
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int feature;
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string line;
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getline(input,line);
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@ -21,17 +26,21 @@ Network::Network(istream & input)
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while(lineIn>>feature)
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whichFeatures.push_back(feature);
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getline(input,line);//get R
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net = neuralNetwork(whichFeatures.size(), whichFeatures.size()*.601+2, whichFeatures.size()*.251+2, 1);
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getline(input, line);//get R
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net = neuralNetwork(whichFeatures.size(),
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whichFeatures.size() * 0.601 + 2,
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whichFeatures.size() * 0.251 + 2,
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1);
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}
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float Network::feedForward(const vector<float> & stateFeatures)
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{
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return (rand()%1000)/800.0;
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// TODO: Should comment/rewrite it...
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return (rand() % 1000) / 800.0f;
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double * input = new double[whichFeatures.size()];
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for(int i = 0; i < whichFeatures.size();i++)
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input[i]=stateFeatures[whichFeatures[i]];
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for (int i = 0; i < whichFeatures.size(); i++)
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input[i] = stateFeatures[whichFeatures[i]];
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float ans = net.feedForwardPattern(input)[0];
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@ -74,7 +83,7 @@ void Priorities::fillFeatures(const CGeniusAI::HypotheticalGameState & hgs)
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{
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stateFeatures.clear();
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stateFeatures.resize(50);
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for(int i = 0; i < stateFeatures.size();i++)
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for(int i = 0; i < stateFeatures.size(); i++)
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stateFeatures[i]=0;
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for(int i = 0; i < hgs.resourceAmounts.size();i++) //features 0-7 are resources
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stateFeatures[i]=hgs.resourceAmounts[i];
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@ -36,6 +36,7 @@ void DbgBox(const char* msg, bool messageBox)
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#endif
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}
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// TODO: Rewrite those i-s, o-s to something meaningful.
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bool CGeniusAI::AIObjectContainer::operator<(
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const AIObjectContainer& b) const
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@ -46,7 +47,6 @@ bool CGeniusAI::AIObjectContainer::operator<(
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return o->id < b.o->id;
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}
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CGeniusAI::HypotheticalGameState::HeroModel::HeroModel(
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const CGHeroInstance* h)
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: h(h), finished(false)
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@ -55,20 +55,17 @@ CGeniusAI::HypotheticalGameState::HeroModel::HeroModel(
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remainingMovement = h->movement;
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}
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CGeniusAI::HypotheticalGameState::TownModel::TownModel(
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const CGTownInstance *t)
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const CGTownInstance* t)
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: t(t)
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{
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hasBuilt = t->builded;
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hasBuilt = static_cast<bool>(t->builded);
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creaturesToRecruit = t->creatures;
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creaturesInGarrison = t->army;
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}
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CGeniusAI::HypotheticalGameState::HypotheticalGameState(
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CGeniusAI& ai)
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: knownVisitableObjects(ai.knownVisitableObjects)
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CGeniusAI::HypotheticalGameState::HypotheticalGameState(CGeniusAI& ai)
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: knownVisitableObjects(ai.knownVisitableObjects)
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{
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AI = &ai;
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std::vector<const CGHeroInstance*> heroes = ai.m_cb->getHeroesInfo();
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@ -99,7 +96,6 @@ void CGeniusAI::HypotheticalGameState::update(CGeniusAI& ai)
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{
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AI = &ai;
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knownVisitableObjects = ai.knownVisitableObjects;
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std::vector<HeroModel> oldModels = heroModels;
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heroModels.clear();
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@ -137,14 +133,12 @@ void CGeniusAI::HypotheticalGameState::update(CGeniusAI& ai)
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resourceAmounts.push_back(ai.m_cb->getResourceAmount(i));
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}
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CGeniusAI::HeroObjective::HeroObjective(
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const HypotheticalGameState &hgs,
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Type t,
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const CGObjectInstance* object,
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HypotheticalGameState::HeroModel* h,
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CGeniusAI* ai)
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: object(object), hgs(hgs)
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CGeniusAI::HeroObjective::HeroObjective(const HypotheticalGameState &hgs,
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Type t,
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const CGObjectInstance* object,
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HypotheticalGameState::HeroModel* h,
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CGeniusAI* ai)
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: object(object), hgs(hgs)
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{
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AI = ai;
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pos = object->pos;
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@ -168,7 +162,8 @@ float CGeniusAI::HeroObjective::getValue() const
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if (object->ID == 47) // School of magic
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resourceCosts[6] += 1000;
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float bestCost = 9e9;
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// TODO: Add some meaningful (and not exploitable) number here.
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float bestCost = 9e9f;
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HypotheticalGameState::HeroModel* bestHero = NULL;
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if (type != AIObjective::finishTurn)
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{
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@ -229,10 +224,10 @@ bool CGeniusAI::HeroObjective::operator<(
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return pos < other.pos;
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else if (object->id != other.object->id)
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return object->id < other.object->id;
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else if (dynamic_cast<const CGVisitableOPH*> (object)) {
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if (whoCanAchieve.front()->h->id != other.whoCanAchieve.front()->h->id)
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return whoCanAchieve.front()->h->id < other.whoCanAchieve.front()->h->id;
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} else
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else if ((dynamic_cast<const CGVisitableOPH*>(object) != NULL) &&
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(whoCanAchieve.front()->h->id != other.whoCanAchieve.front()->h->id))
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return whoCanAchieve.front()->h->id < other.whoCanAchieve.front()->h->id;
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else
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return false;
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}
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@ -274,15 +269,15 @@ float CGeniusAI::TownObjective::getValue() const
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if (_value >= 0)
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return _value - _cost;
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float cost; // TODO: Initialize it!
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// TODO: Include a constant stating the meaning of 8 (number of resources).
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vector<int> resourceCosts(8,0);
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CBuilding* b;
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CCreature* creature;
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int ID;
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int newID;
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int howMany;
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ui32 creatures_max = 0;
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CBuilding* b = NULL;
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CCreature* creature = NULL;
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float cost = 0; // TODO: Needed?
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int ID = 0;
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int newID = 0;
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int howMany = 0;
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ui32 creatures_max = 0;
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switch (type) {
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case recruitHero:
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@ -360,79 +355,80 @@ void CGeniusAI::TownObjective::print() const
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const CCreature* creature = NULL;
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int ID = 0;
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int howMany = 0;
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int newID = 0;
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int hSlot = 0;
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int newID = 0; // TODO: Needed?
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int hSlot = 0; // TODO: Needed?
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ui32 creatures_max;
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switch (type) {
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case recruitHero:
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cout << "recruit hero.";
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break;
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case recruitHero:
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cout << "recruit hero.";
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break;
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case buildBuilding:
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b = VLC->buildh->buildings[whichTown->t->subID][which];
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cout << "build " << b->Name() << " cost = ";
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if (b->resources.size() != 0) {
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if (b->resources[0] != 0)
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cout << b->resources[0] << " wood. ";
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if (b->resources[1] != 0)
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cout << b->resources[1] << " mercury. ";
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if (b->resources[2] != 0)
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cout << b->resources[2] << " ore. ";
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if (b->resources[3] != 0)
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cout << b->resources[3] << " sulfur. ";
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if (b->resources[4] != 0)
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cout << b->resources[4] << " crystal. ";
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if (b->resources[5] != 0)
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cout << b->resources[5] << " gems. ";
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if (b->resources[6] != 0)
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cout << b->resources[6] << " gold. ";
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}
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break;
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case buildBuilding:
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b = VLC->buildh->buildings[whichTown->t->subID][which];
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cout << "build " << b->Name() << " cost = ";
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if (b->resources.size() != 0) {
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if (b->resources[0] != 0)
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cout << b->resources[0] << " wood. ";
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if (b->resources[1] != 0)
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cout << b->resources[1] << " mercury. ";
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if (b->resources[2] != 0)
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cout << b->resources[2] << " ore. ";
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if (b->resources[3] != 0)
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cout << b->resources[3] << " sulfur. ";
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if (b->resources[4] != 0)
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cout << b->resources[4] << " crystal. ";
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if (b->resources[5] != 0)
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cout << b->resources[5] << " gems. ";
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if (b->resources[6] != 0)
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cout << b->resources[6] << " gold. ";
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}
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break;
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case recruitCreatures:
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// Buy upgraded if possible.
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ID = whichTown->creaturesToRecruit[which].second.back();
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creature = &VLC->creh->creatures[ID];
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howMany = whichTown->creaturesToRecruit[which].first;
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creatures_max = 0;
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case recruitCreatures:
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// Buy upgraded if possible.
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ID = whichTown->creaturesToRecruit[which].second.back();
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creature = &VLC->creh->creatures[ID];
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howMany = whichTown->creaturesToRecruit[which].first;
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creatures_max = 0;
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for (int i = 0; i < creature->cost.size(); i++) {
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if (creature->cost[i] != 0)
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creatures_max = hgs.resourceAmounts[i]/creature->cost[i];
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else
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creatures_max = INT_MAX;
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amin(howMany, creatures_max);
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}
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cout << "recruit " << howMany << " " << creature->namePl
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<< " (Total AI Strength " << creature->AIValue*howMany << "). cost = ";
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for (int i = 0; i < creature->cost.size(); i++) {
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if (creature->cost[i] != 0)
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creatures_max = hgs.resourceAmounts[i]/creature->cost[i];
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else
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creatures_max = INT_MAX;
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amin(howMany, creatures_max);
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}
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cout << "recruit " << howMany << " " << creature->namePl
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<< " (Total AI Strength " << creature->AIValue*howMany
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<< "). cost = ";
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if (creature->cost.size() != 0)
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{
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if (creature->cost[0] != 0)
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cout << creature->cost[0]*howMany << " wood. ";
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if (creature->cost[1] != 0)
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cout << creature->cost[1]*howMany << " mercury. ";
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if (creature->cost[2] != 0)
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cout << creature->cost[2]*howMany << " ore. ";
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if (creature->cost[3] != 0)
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cout << creature->cost[3]*howMany << " sulfur. ";
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if (creature->cost[4] != 0)
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cout << creature->cost[4]*howMany << " cristal. ";
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if (creature->cost[5] != 0)
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cout << creature->cost[5]*howMany << " gems. ";
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if (creature->cost[6] != 0)
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cout << creature->cost[6]*howMany << " gold. ";
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}
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break;
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if (creature->cost.size() != 0)
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{
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if (creature->cost[0] != 0)
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cout << creature->cost[0]*howMany << " wood. ";
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if (creature->cost[1] != 0)
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cout << creature->cost[1]*howMany << " mercury. ";
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if (creature->cost[2] != 0)
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cout << creature->cost[2]*howMany << " ore. ";
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if (creature->cost[3] != 0)
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cout << creature->cost[3]*howMany << " sulfur. ";
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if (creature->cost[4] != 0)
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cout << creature->cost[4]*howMany << " cristal. ";
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if (creature->cost[5] != 0)
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cout << creature->cost[5]*howMany << " gems. ";
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if (creature->cost[6] != 0)
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cout << creature->cost[6]*howMany << " gold. ";
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}
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break; // case recruitCreatures.
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case upgradeCreatures:
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UpgradeInfo ui = AI->m_cb->getUpgradeInfo(whichTown->t,which);
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ID = whichTown->creaturesInGarrison.slots[which].first;
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cout << "upgrade " << VLC->creh->creatures[ID].namePl;
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//ui.cost
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break;
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} // case buildBuilding
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case upgradeCreatures:
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UpgradeInfo ui = AI->m_cb->getUpgradeInfo(whichTown->t,which);
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ID = whichTown->creaturesInGarrison.slots[which].first;
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cout << "upgrade " << VLC->creh->creatures[ID].namePl;
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//ui.cost
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break;
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} // switch(type)
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}
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@ -493,8 +489,8 @@ void CGeniusAI::addHeroObjectives(CGeniusAI::HypotheticalGameState::HeroModel& h
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if (h.finished)
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return;
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for (std::set<AIObjectContainer>::const_iterator i =
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hgs.knownVisitableObjects.begin();
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for (std::set<AIObjectContainer>::const_iterator
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i = hgs.knownVisitableObjects.begin();
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i != hgs.knownVisitableObjects.end();
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i++) {
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tp = AIObjective::visit;
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@ -534,20 +530,21 @@ void CGeniusAI::addHeroObjectives(CGeniusAI::HypotheticalGameState::HeroModel& h
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// comparable across objects.
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// TODO: Rewrite all those damn i->o. For someone reading it the first
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// time it's completely inconprehensible.
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if (dynamic_cast<const CArmedInstance *> (i->o))
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// TODO: NO MAGIC NUMBERS !!!
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if (dynamic_cast<const CArmedInstance*> (i->o))
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enemyStrength =
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(dynamic_cast<const CArmedInstance *> (i->o))->getArmyStrength();
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if (dynamic_cast<const CGHeroInstance *> (i->o))
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(dynamic_cast<const CArmedInstance*> (i->o))->getArmyStrength();
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if (dynamic_cast<const CGHeroInstance*> (i->o))
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enemyStrength =
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(dynamic_cast<const CGHeroInstance *> (i->o))->getTotalStrength();
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(dynamic_cast<const CGHeroInstance*> (i->o))->getTotalStrength();
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// TODO: Make constants of those 1.2 & 2.5.
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if (dynamic_cast<const CGTownInstance *> (i->o))
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enemyStrength =
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(dynamic_cast<const CGTownInstance *> (i->o))->getArmyStrength()*1.2;
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if (dynamic_cast<const CGTownInstance*> (i->o))
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enemyStrength = static_cast<int>(
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(dynamic_cast<const CGTownInstance*> (i->o))->getArmyStrength() * 1.2);
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float heroStrength = h.h->getTotalStrength();
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// TODO: ballence these numbers using objective cost formula.
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// TODO: it would be nice to do a battle simulation.
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if (enemyStrength*2.5 > heroStrength)
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if (enemyStrength * 2.5 > heroStrength)
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continue;
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if (enemyStrength > 0)
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@ -555,15 +552,14 @@ void CGeniusAI::addHeroObjectives(CGeniusAI::HypotheticalGameState::HeroModel& h
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}
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//don't visit things that have already been visited this week.
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if (dynamic_cast<const CGVisitableOPW*> (i->o)
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&& dynamic_cast<const CGVisitableOPW*> (i->o)->visited)
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if ((dynamic_cast<const CGVisitableOPW*> (i->o) != NULL) &&
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(dynamic_cast<const CGVisitableOPW*> (i->o)->visited))
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continue;
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//don't visit things that you have already visited OPH
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if (dynamic_cast<const CGVisitableOPH *> (i->o)
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&& vstd::contains(
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dynamic_cast<const CGVisitableOPH*> (i->o)->visitors,
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h.h->id))
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if ((dynamic_cast<const CGVisitableOPH*> (i->o) != NULL) &&
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vstd::contains(dynamic_cast<const CGVisitableOPH*> (i->o)->visitors,
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h.h->id))
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continue;
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// TODO: Some descriptions of those included so someone can undestand them.
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@ -589,7 +585,10 @@ void CGeniusAI::addHeroObjectives(CGeniusAI::HypotheticalGameState::HeroModel& h
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if (found == currentHeroObjectives.end())
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currentHeroObjectives.insert(ho);
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else {
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HeroObjective *objective = (HeroObjective*)&(*found);
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// TODO: Try to rewrite if possible...
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// A cast to a pointer, from a reference, to a pointer
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// of an iterator.
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HeroObjective* objective = (HeroObjective*)&(*found);
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objective->whoCanAchieve.push_back(&h);
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}
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}
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@ -639,7 +638,7 @@ void CGeniusAI::HeroObjective::fulfill(CGeniusAI& cg,
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hpos = h->pos;
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destination = h->interestingPos;
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if ( !cg.m_cb->getPath(hpos, destination, h->h, path) ) {
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if (!cg.m_cb->getPath(hpos, destination, h->h, path)) {
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cout << "AI error: invalid destination" << endl;
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return;
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}
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@ -647,8 +646,8 @@ void CGeniusAI::HeroObjective::fulfill(CGeniusAI& cg,
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// Find closest coord that we can get to.
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for (int i = path.nodes.size() - 2; i >= 0; i--) {
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// TODO: getPath what??
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if ((cg.m_cb->getPath(hpos, path.nodes[i].coord, h->h, path2))
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&& (path2.nodes[0].dist <= h->remainingMovement))
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if ((cg.m_cb->getPath(hpos, path.nodes[i].coord, h->h, path2)) &&
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(path2.nodes[0].dist <= h->remainingMovement))
|
||||
destination = path.nodes[i].coord;
|
||||
}
|
||||
|
||||
@ -667,10 +666,10 @@ void CGeniusAI::HeroObjective::fulfill(CGeniusAI& cg,
|
||||
// There better not be anything there.
|
||||
if (cg.m_cb->getVisitableObjs(currentPos).size() != 0)
|
||||
continue;
|
||||
if ((cg.m_cb->getPath(hpos, currentPos, h->h, path) == false)
|
||||
if ((cg.m_cb->getPath(hpos, currentPos, h->h, path) == false) ||
|
||||
// It better be reachable from the hero
|
||||
// TODO: remainingMovement > 0...
|
||||
|| (path.nodes[0].dist>h->remainingMovement))
|
||||
(path.nodes[0].dist>h->remainingMovement))
|
||||
continue;
|
||||
|
||||
int count = 0;
|
||||
@ -703,9 +702,9 @@ void CGeniusAI::HeroObjective::fulfill(CGeniusAI& cg,
|
||||
break;
|
||||
} // switch(type)
|
||||
|
||||
if ( (type == visit || type == finishTurn || type == attack)
|
||||
&& (cg.m_cb->getPath(hpos, destination, h->h, path) != false) )
|
||||
path.convert(0);
|
||||
if ((type == visit || type == finishTurn || type == attack) &&
|
||||
(cg.m_cb->getPath(hpos, destination, h->h, path) != false))
|
||||
path.convert(0);
|
||||
|
||||
if (cg.m_state.get() != NO_BATTLE)
|
||||
cg.m_state.waitUntil(NO_BATTLE); // Wait for battle end
|
||||
@ -718,37 +717,38 @@ void CGeniusAI::HeroObjective::fulfill(CGeniusAI& cg,
|
||||
|
||||
if (cg.m_state.get() != NO_BATTLE)
|
||||
cg.m_state.waitUntil(NO_BATTLE); // Wait for battle end
|
||||
}
|
||||
}
|
||||
|
||||
h->remainingMovement -= path.nodes[0].dist;
|
||||
if (object->blockVisit)
|
||||
h->pos = path.nodes[1].coord;
|
||||
else
|
||||
h->pos=destination;
|
||||
h->pos = destination;
|
||||
|
||||
std::set<AIObjectContainer>::iterator i =
|
||||
hgs.knownVisitableObjects.find(AIObjectContainer(object));
|
||||
std::set<AIObjectContainer>::iterator
|
||||
i = hgs.knownVisitableObjects.find(AIObjectContainer(object));
|
||||
if (i != hgs.knownVisitableObjects.end())
|
||||
hgs.knownVisitableObjects.erase(i);
|
||||
|
||||
const CGTownInstance * town = dynamic_cast<const CGTownInstance *> (object);
|
||||
const CGTownInstance* town = dynamic_cast<const CGTownInstance*> (object);
|
||||
if (town && object->getOwner() == cg.m_cb->getMyColor()) {
|
||||
//upgrade hero's units
|
||||
cout << "visiting town" << endl;
|
||||
CCreatureSet hcreatures = h->h->army;
|
||||
for (std::map< si32, std::pair<ui32,si32> >::const_iterator i =
|
||||
hcreatures.slots.begin();
|
||||
i != hcreatures.slots.end();
|
||||
i++) { // For each hero slot.
|
||||
for (std::map< si32, std::pair<ui32,si32> >::const_iterator
|
||||
i = hcreatures.slots.begin();
|
||||
i != hcreatures.slots.end();
|
||||
i++) { // For each hero slot.
|
||||
UpgradeInfo ui = cg.m_cb->getUpgradeInfo(h->h,i->first);
|
||||
|
||||
bool canUpgrade = false;
|
||||
if (ui.newID.size() != 0) { // Does this stack need upgrading?
|
||||
canUpgrade = true;
|
||||
for (int ii = 0; ii < ui.cost.size(); ii++) // Can afford the upgrade?
|
||||
for (std::set<std::pair<int,int> >::iterator j = ui.cost[ii].begin();
|
||||
j != ui.cost[ii].end();
|
||||
j++)
|
||||
for (std::set<std::pair<int,int> >::iterator
|
||||
j = ui.cost[ii].begin();
|
||||
j != ui.cost[ii].end();
|
||||
j++)
|
||||
if (hgs.resourceAmounts[j->first] < j->second * i->second.second)
|
||||
canUpgrade = false;
|
||||
}
|
||||
@ -768,13 +768,13 @@ void CGeniusAI::HeroObjective::fulfill(CGeniusAI& cg,
|
||||
int weakestCreatureAIValue = 99999; // TODO: Wtf??
|
||||
|
||||
for (std::map< si32, std::pair<ui32,si32> >::const_iterator
|
||||
i = tcreatures.slots.begin();
|
||||
i != tcreatures.slots.end();
|
||||
i++) {
|
||||
i = tcreatures.slots.begin();
|
||||
i != tcreatures.slots.end();
|
||||
i++) {
|
||||
if (VLC->creh->creatures[i->second.first].AIValue <
|
||||
weakestCreatureAIValue) {
|
||||
weakestCreatureAIValue = VLC->creh->creatures[i->second.first].AIValue;
|
||||
weakestCreatureStack = i->first;
|
||||
weakestCreatureAIValue = VLC->creh->creatures[i->second.first].AIValue;
|
||||
weakestCreatureStack = i->first;
|
||||
}
|
||||
}
|
||||
for (std::map< si32, std::pair<ui32, si32> >::const_iterator
|
||||
@ -1079,9 +1079,10 @@ void CGeniusAI::startFirstTurn()
|
||||
int ID = hgs.townModels.front().creaturesToRecruit[i].second.back();
|
||||
const CCreature *creature = &VLC->creh->creatures[ID];
|
||||
bool canAfford = true;
|
||||
for (int ii = 0; ii < creature->cost.size(); ii++)
|
||||
for (int ii = 0; ii < creature->cost.size(); ii++) {
|
||||
if (creature->cost[ii] > hgs.resourceAmounts[ii])
|
||||
canAfford = false; // can we afford at least one creature?
|
||||
canAfford = false; // Can we afford at least one creature?
|
||||
}
|
||||
if (!canAfford)
|
||||
continue;
|
||||
TownObjective(hgs,AIObjective::recruitCreatures,&hgs.townModels.front(),i,this).fulfill(*this,hgs);
|
||||
@ -1094,8 +1095,7 @@ void CGeniusAI::startFirstTurn()
|
||||
HeroObjective(hgs, AIObjective::visit, town, hero = &hgs.heroModels[i], this).fulfill(*this,hgs);
|
||||
}
|
||||
hgs.update(*this);
|
||||
// m_cb->swapGarrisonHero(town);
|
||||
|
||||
// m_cb->swapGarrisonHero(town);
|
||||
//TODO: choose the strongest hero.
|
||||
}
|
||||
|
||||
@ -1148,23 +1148,23 @@ void CGeniusAI::tileHidden(int3 pos)
|
||||
}
|
||||
|
||||
|
||||
void CGeniusAI::heroMoved(const TryMoveHero &TMH)
|
||||
void CGeniusAI::heroMoved(const TryMoveHero& TMH)
|
||||
{
|
||||
//DbgBox("** CGeniusAI::heroMoved **");
|
||||
// DbgBox("** CGeniusAI::heroMoved **");
|
||||
}
|
||||
|
||||
|
||||
void CGeniusAI::heroGotLevel(const CGHeroInstance *hero,
|
||||
int pskill,
|
||||
std::vector<ui16>& skills,
|
||||
boost::function<void(ui32)> &callback)
|
||||
boost::function<void(ui32)>& callback)
|
||||
{
|
||||
callback(rand() % skills.size());
|
||||
}
|
||||
|
||||
|
||||
void geniusai::CGeniusAI::showGarrisonDialog(const CArmedInstance *up,
|
||||
const CGHeroInstance *down,
|
||||
void geniusai::CGeniusAI::showGarrisonDialog(const CArmedInstance* up,
|
||||
const CGHeroInstance* down,
|
||||
bool removableUnits,
|
||||
boost::function<void()>& onEnd)
|
||||
{
|
||||
@ -1172,7 +1172,7 @@ void geniusai::CGeniusAI::showGarrisonDialog(const CArmedInstance *up,
|
||||
}
|
||||
|
||||
|
||||
void geniusai::CGeniusAI::playerBlocked( int reason )
|
||||
void geniusai::CGeniusAI::playerBlocked(int reason)
|
||||
{
|
||||
if (reason == 0) // Battle is coming...
|
||||
m_state.setn(UPCOMING_BATTLE);
|
||||
@ -1185,7 +1185,7 @@ void geniusai::CGeniusAI::battleResultsApplied()
|
||||
m_state.setn(NO_BATTLE);
|
||||
}
|
||||
|
||||
|
||||
// TODO: Shouldn't the parameters be made const (apart from cancel)?
|
||||
void CGeniusAI::showBlockingDialog(const std::string& text,
|
||||
const std::vector<Component> &components,
|
||||
ui32 askID,
|
||||
@ -1193,7 +1193,7 @@ void CGeniusAI::showBlockingDialog(const std::string& text,
|
||||
bool selection,
|
||||
bool cancel)
|
||||
{
|
||||
m_cb->selectionMade(cancel ? 0 : 1, askID);
|
||||
m_cb->selectionMade(cancel ? false : true, askID);
|
||||
}
|
||||
|
||||
|
||||
@ -1232,6 +1232,8 @@ void CGeniusAI::battleAttack(BattleAttack* ba)
|
||||
{
|
||||
DbgBox("\t\t\tCGeniusAI::battleAttack");
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* called when stack receives damage (after battleAttack())
|
||||
*/
|
||||
@ -1264,14 +1266,15 @@ void CGeniusAI::battleStart(CCreatureSet *army1, CCreatureSet *army2, int3 tile,
|
||||
*/
|
||||
void CGeniusAI::battleEnd(BattleResult* br)
|
||||
{
|
||||
switch (br->winner)
|
||||
{
|
||||
switch (br->winner) {
|
||||
case 0: std::cout << "The winner is the attacker." << std::endl;break;
|
||||
case 1: std::cout << "The winner is the defender." << std::endl;break;
|
||||
case 2: std::cout << "It's a draw." << std::endl;break;
|
||||
};
|
||||
cout << "lost ";
|
||||
for(std::map<ui32,si32>::iterator i = br->casualties[0].begin(); i !=br->casualties[0].end();i++)
|
||||
for (std::map<ui32,si32>::iterator i = br->casualties[0].begin();\
|
||||
i != br->casualties[0].end();
|
||||
i++)
|
||||
cout << i->second << " " << VLC->creh->creatures[i->first].namePl << endl;
|
||||
|
||||
delete m_battleLogic;
|
||||
@ -1283,9 +1286,9 @@ void CGeniusAI::battleEnd(BattleResult* br)
|
||||
DbgBox("** CGeniusAI::battleEnd **");
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
|
||||
/*
|
||||
* Called at the beggining of each turn, round = -1 is the tactic phase,
|
||||
* round = 0 is the first "normal" turn.
|
||||
*/
|
||||
void CGeniusAI::battleNewRound(int round)
|
||||
{
|
||||
@ -1296,7 +1299,6 @@ void CGeniusAI::battleNewRound(int round)
|
||||
m_battleLogic->SetCurrentTurn(round);
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
*
|
||||
*/
|
||||
@ -1323,7 +1325,8 @@ void CGeniusAI::battleSpellCast(SpellCast *sc)
|
||||
/**
|
||||
* called when battlefield is prepared, prior the battle beginning
|
||||
*/
|
||||
void CGeniusAI::battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles)
|
||||
void CGeniusAI::battlefieldPrepared(int battlefieldType,
|
||||
std::vector<CObstacle*> obstacles)
|
||||
{
|
||||
DbgBox("CGeniusAI::battlefieldPrepared");
|
||||
}
|
||||
@ -1332,7 +1335,10 @@ void CGeniusAI::battlefieldPrepared(int battlefieldType, std::vector<CObstacle*>
|
||||
/**
|
||||
*
|
||||
*/
|
||||
void CGeniusAI::battleStackMoved(int ID, int dest, bool startMoving, bool endMoving)
|
||||
void CGeniusAI::battleStackMoved(int ID,
|
||||
int dest,
|
||||
bool startMoving,
|
||||
bool endMoving)
|
||||
{
|
||||
DbgBox("\t\t\tCGeniusAI::battleStackMoved");
|
||||
}
|
||||
@ -1350,7 +1356,11 @@ void CGeniusAI::battleStackAttacking(int ID, int dest)
|
||||
/**
|
||||
*
|
||||
*/
|
||||
void CGeniusAI::battleStackIsAttacked(int ID, int dmg, int killed, int IDby, bool byShooting)
|
||||
void CGeniusAI::battleStackIsAttacked(int ID,
|
||||
int dmg,
|
||||
int killed,
|
||||
int IDby,
|
||||
bool byShooting)
|
||||
{
|
||||
DbgBox("\t\t\tCGeniusAI::battleStackIsAttacked");
|
||||
}
|
||||
|
@ -27,10 +27,11 @@ class Priorities;
|
||||
class CGeniusAI : public CGlobalAI
|
||||
{
|
||||
private:
|
||||
ICallback* m_cb;
|
||||
// TODO: cb... come back, croach busters!?
|
||||
ICallback* m_cb;
|
||||
geniusai::BattleAI::CBattleLogic* m_battleLogic;
|
||||
geniusai::GeneralAI::CGeneralAI m_generalAI;
|
||||
geniusai::Priorities * m_priorities;
|
||||
geniusai::Priorities* m_priorities;
|
||||
|
||||
|
||||
CondSh<BattleState> m_state; //are we engaged into battle?
|
||||
@ -99,7 +100,7 @@ private:
|
||||
CGeniusAI * AI;
|
||||
Type type;
|
||||
virtual void fulfill(CGeniusAI &,HypotheticalGameState & hgs)=0;
|
||||
virtual HypotheticalGameState pretend(const HypotheticalGameState &) =0;
|
||||
virtual HypotheticalGameState pretend(const HypotheticalGameState&) =0;
|
||||
virtual void print() const=0;
|
||||
virtual float getValue() const=0; //how much is it worth to the AI to achieve
|
||||
};
|
||||
@ -110,12 +111,16 @@ private:
|
||||
HypotheticalGameState hgs;
|
||||
int3 pos;
|
||||
const CGObjectInstance * object;
|
||||
mutable std::vector<HypotheticalGameState::HeroModel *> whoCanAchieve;
|
||||
mutable std::vector<HypotheticalGameState::HeroModel*> whoCanAchieve;
|
||||
|
||||
//HeroObjective(){}
|
||||
//HeroObjective(Type t):object(NULL){type = t;}
|
||||
HeroObjective(const HypotheticalGameState &hgs,Type t,const CGObjectInstance * object,HypotheticalGameState::HeroModel *h,CGeniusAI * AI);
|
||||
bool operator < (const HeroObjective &other)const;
|
||||
HeroObjective(const HypotheticalGameState &hgs,
|
||||
Type t,
|
||||
const CGObjectInstance* object,
|
||||
HypotheticalGameState::HeroModel* h,
|
||||
CGeniusAI* AI);
|
||||
bool operator< (const HeroObjective &other) const;
|
||||
void fulfill(CGeniusAI &,HypotheticalGameState & hgs);
|
||||
HypotheticalGameState pretend(const HypotheticalGameState &hgs){return hgs;};
|
||||
float getValue() const;
|
||||
|
Loading…
Reference in New Issue
Block a user