/* * BattleAI.h, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ #pragma once #include "../../lib/AI_Base.h" #include "../../lib/battle/ReachabilityInfo.h" #include "PossibleSpellcast.h" #include "PotentialTargets.h" VCMI_LIB_NAMESPACE_BEGIN class CSpell; VCMI_LIB_NAMESPACE_END class EnemyInfo; /* struct CurrentOffensivePotential { std::map ourAttacks; std::map enemyAttacks; CurrentOffensivePotential(ui8 side) { for(auto stack : cbc->battleGetStacks()) { if(stack->unitSide() == side) ourAttacks[stack] = PotentialTargets(stack); else enemyAttacks[stack] = PotentialTargets(stack); } } int potentialValue() { int ourPotential = 0, enemyPotential = 0; for(auto &p : ourAttacks) ourPotential += p.second.bestAction().attackValue(); for(auto &p : enemyAttacks) enemyPotential += p.second.bestAction().attackValue(); return ourPotential - enemyPotential; } }; */ // These lines may be useful but they are't used in the code. class CBattleAI : public CBattleGameInterface { int side; std::shared_ptr cb; std::shared_ptr env; //Previous setting of cb bool wasWaitingForRealize; bool wasUnlockingGs; int movesSkippedByDefense; bool skipCastUntilNextBattle; public: CBattleAI(); ~CBattleAI(); void initBattleInterface(std::shared_ptr ENV, std::shared_ptr CB) override; void initBattleInterface(std::shared_ptr ENV, std::shared_ptr CB, AutocombatPreferences autocombatPreferences) override; void activeStack(const BattleID & battleID, const CStack * stack) override; //called when it's turn of that stack void yourTacticPhase(const BattleID & battleID, int distance) override; std::optional considerFleeingOrSurrendering(const BattleID & battleID); void print(const std::string &text) const; BattleAction useCatapult(const BattleID & battleID, const CStack *stack); BattleAction useHealingTent(const BattleID & battleID, const CStack *stack); void battleStart(const BattleID & battleID, const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool Side, bool replayAllowed) override; //void actionFinished(const BattleAction &action) override;//occurs AFTER every action taken by any stack or by the hero //void actionStarted(const BattleAction &action) override;//occurs BEFORE every action taken by any stack or by the hero //void battleAttack(const BattleAttack *ba) override; //called when stack is performing attack //void battleStacksAttacked(const std::vector & bsa, bool ranged) override; //called when stack receives damage (after battleAttack()) //void battleEnd(const BattleResult *br, QueryID queryID) override; //void battleResultsApplied() override; //called when all effects of last battle are applied //void battleNewRoundFirst(int round) override; //called at the beginning of each turn before changes are applied; //void battleNewRound(int round) override; //called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn //void battleStackMoved(const CStack * stack, std::vector dest, int distance) override; //void battleSpellCast(const BattleSpellCast *sc) override; //void battleStacksEffectsSet(const SetStackEffect & sse) override;//called when a specific effect is set to stacks //void battleTriggerEffect(const BattleTriggerEffect & bte) override; //void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side) override; //called by engine when battle starts; side=0 - left, side=1 - right //void battleCatapultAttacked(const CatapultAttack & ca) override; //called when catapult makes an attack AutocombatPreferences autobattlePreferences = AutocombatPreferences(); };