/* * StupidAI.cpp, 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 * */ #include "StdInc.h" #include "../../lib/AI_Base.h" #include "StupidAI.h" #include "../../lib/CStack.h" #include "../../CCallback.h" #include "../../lib/CCreatureHandler.h" static std::shared_ptr cbc; CStupidAI::CStupidAI() : side(-1) { print("created"); } CStupidAI::~CStupidAI() { print("destroyed"); } void CStupidAI::init(std::shared_ptr ENV, std::shared_ptr CB) { print("init called, saving ptr to IBattleCallback"); env = ENV; cbc = cb = CB; } void CStupidAI::actionFinished(const BattleAction &action) { print("actionFinished called"); } void CStupidAI::actionStarted(const BattleAction &action) { print("actionStarted called"); } class EnemyInfo { public: const CStack * s; int adi, adr; std::vector attackFrom; //for melee fight EnemyInfo(const CStack * _s) : s(_s), adi(0), adr(0) {} void calcDmg(const CStack * ourStack) { TDmgRange retal, dmg = cbc->battleEstimateDamage(ourStack, s, &retal); adi = static_cast((dmg.first + dmg.second) / 2); adr = static_cast((retal.first + retal.second) / 2); } bool operator==(const EnemyInfo& ei) const { return s == ei.s; } }; bool isMoreProfitable(const EnemyInfo &ei1, const EnemyInfo& ei2) { return (ei1.adi-ei1.adr) < (ei2.adi - ei2.adr); } static bool willSecondHexBlockMoreEnemyShooters(const BattleHex &h1, const BattleHex &h2) { int shooters[2] = {0}; //count of shooters on hexes for(int i = 0; i < 2; i++) { for (auto & neighbour : (i ? h2 : h1).neighbouringTiles()) if(const CStack * s = cbc->battleGetStackByPos(neighbour)) if(s->isShooter()) shooters[i]++; } return shooters[0] < shooters[1]; } BattleAction CStupidAI::activeStack( const CStack * stack ) { //boost::this_thread::sleep(boost::posix_time::seconds(2)); print("activeStack called for " + stack->nodeName()); ReachabilityInfo dists = cb->getReachability(stack); std::vector enemiesShootable, enemiesReachable, enemiesUnreachable; if(stack->type->idNumber == CreatureID::CATAPULT) { BattleAction attack; static const std::vector wallHexes = {50, 183, 182, 130, 78, 29, 12, 95}; auto seletectedHex = *RandomGeneratorUtil::nextItem(wallHexes, CRandomGenerator::getDefault()); attack.aimToHex(seletectedHex); attack.actionType = EActionType::CATAPULT; attack.side = side; attack.stackNumber = stack->ID; return attack; } else if(stack->hasBonusOfType(Bonus::SIEGE_WEAPON)) { return BattleAction::makeDefend(stack); } for (const CStack *s : cb->battleGetStacks(CBattleCallback::ONLY_ENEMY)) { if(cb->battleCanShoot(stack, s->getPosition())) { enemiesShootable.push_back(s); } else { std::vector avHexes = cb->battleGetAvailableHexes(stack); for (BattleHex hex : avHexes) { if(CStack::isMeleeAttackPossible(stack, s, hex)) { std::vector::iterator i = std::find(enemiesReachable.begin(), enemiesReachable.end(), s); if(i == enemiesReachable.end()) { enemiesReachable.push_back(s); i = enemiesReachable.begin() + (enemiesReachable.size() - 1); } i->attackFrom.push_back(hex); } } if(!vstd::contains(enemiesReachable, s) && s->getPosition().isValid()) enemiesUnreachable.push_back(s); } } for ( auto & enemy : enemiesReachable ) enemy.calcDmg( stack ); for ( auto & enemy : enemiesShootable ) enemy.calcDmg( stack ); if(enemiesShootable.size()) { const EnemyInfo &ei= *std::max_element(enemiesShootable.begin(), enemiesShootable.end(), isMoreProfitable); return BattleAction::makeShotAttack(stack, ei.s); } else if(enemiesReachable.size()) { const EnemyInfo &ei= *std::max_element(enemiesReachable.begin(), enemiesReachable.end(), &isMoreProfitable); return BattleAction::makeMeleeAttack(stack, ei.s->getPosition(), *std::max_element(ei.attackFrom.begin(), ei.attackFrom.end(), &willSecondHexBlockMoreEnemyShooters)); } else if(enemiesUnreachable.size()) //due to #955 - a buggy battle may occur when there are no enemies { auto closestEnemy = vstd::minElementByFun(enemiesUnreachable, [&](const EnemyInfo & ei) -> int { return dists.distToNearestNeighbour(stack, ei.s); }); if(dists.distToNearestNeighbour(stack, closestEnemy->s) < GameConstants::BFIELD_SIZE) { return goTowards(stack, closestEnemy->s->getAttackableHexes(stack)); } } return BattleAction::makeDefend(stack); } void CStupidAI::battleAttack(const BattleAttack *ba) { print("battleAttack called"); } void CStupidAI::battleStacksAttacked(const std::vector & bsa) { print("battleStacksAttacked called"); } void CStupidAI::battleEnd(const BattleResult *br) { print("battleEnd called"); } // void CStupidAI::battleResultsApplied() // { // print("battleResultsApplied called"); // } void CStupidAI::battleNewRoundFirst(int round) { print("battleNewRoundFirst called"); } void CStupidAI::battleNewRound(int round) { print("battleNewRound called"); } void CStupidAI::battleStackMoved(const CStack * stack, std::vector dest, int distance) { print("battleStackMoved called"); } void CStupidAI::battleSpellCast(const BattleSpellCast *sc) { print("battleSpellCast called"); } void CStupidAI::battleStacksEffectsSet(const SetStackEffect & sse) { print("battleStacksEffectsSet called"); } void CStupidAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool Side) { print("battleStart called"); side = Side; } void CStupidAI::battleCatapultAttacked(const CatapultAttack & ca) { print("battleCatapultAttacked called"); } void CStupidAI::print(const std::string &text) const { logAi->trace("CStupidAI [%p]: %s", this, text); } BattleAction CStupidAI::goTowards(const CStack * stack, std::vector hexes) const { auto reachability = cb->getReachability(stack); auto avHexes = cb->battleGetAvailableHexes(reachability, stack); if(!avHexes.size() || !hexes.size()) //we are blocked or dest is blocked { return BattleAction::makeDefend(stack); } std::sort(hexes.begin(), hexes.end(), [&](BattleHex h1, BattleHex h2) -> bool { return reachability.distances[h1] < reachability.distances[h2]; }); for(auto hex : hexes) { if(vstd::contains(avHexes, hex)) return BattleAction::makeMove(stack, hex); if(stack->coversPos(hex)) { logAi->warn("Warning: already standing on neighbouring tile!"); //We shouldn't even be here... return BattleAction::makeDefend(stack); } } BattleHex bestNeighbor = hexes.front(); if(reachability.distances[bestNeighbor] > GameConstants::BFIELD_SIZE) { return BattleAction::makeDefend(stack); } if(stack->hasBonusOfType(Bonus::FLYING)) { // Flying stack doesn't go hex by hex, so we can't backtrack using predecessors. // We just check all available hexes and pick the one closest to the target. auto nearestAvailableHex = vstd::minElementByFun(avHexes, [&](BattleHex hex) -> int { return BattleHex::getDistance(bestNeighbor, hex); }); return BattleAction::makeMove(stack, *nearestAvailableHex); } else { BattleHex currentDest = bestNeighbor; while(1) { if(!currentDest.isValid()) { logAi->error("CBattleAI::goTowards: internal error"); return BattleAction::makeDefend(stack); } if(vstd::contains(avHexes, currentDest)) return BattleAction::makeMove(stack, currentDest); currentDest = reachability.predecessors[currentDest]; } } }