#include "CGeniusAI.h" #include using namespace std; using namespace GeniusAI; #if defined (_MSC_VER) && (_MSC_VER >= 1020) || (__MINGW32__) #include #endif void MsgBox(const char *msg, bool messageBox) { #if defined _DEBUG # if defined (_MSC_VER) && (_MSC_VER >= 1020) if (messageBox) { MessageBoxA(NULL, msg, "Debug message", MB_OK | MB_ICONASTERISK); } # endif std::cout << msg << std::endl; #endif } CGeniusAI::CGeniusAI() : m_generalAI(),turn(0) { } CGeniusAI::~CGeniusAI() { } void CGeniusAI::init(ICallback *CB) { m_cb = CB; m_generalAI.init(CB); human = false; playerID = m_cb->getMyColor(); serialID = m_cb->getMySerial(); std::string info = std::string("GeniusAI initialized for player ") + boost::lexical_cast(playerID); m_battleLogic = NULL; MsgBox(info.c_str()); } unsigned long randomFromInt(unsigned long in) { return (in*214013+2531011); } void CGeniusAI::doHero(const CGHeroInstance * h) { if(!h==NULL) { int3 destination, pos; pos=h->convertPosition(h->pos,false); vector buildingPath; int movement = h->movement; int usedMovement = 0; int attempts = 0; CPath path; do{ do{ destination=pos; attempts++; destination.x+=randomFromInt((attempts*1243)+turn)%9-4; destination.y+=randomFromInt((attempts*1243)+turn+1234)%9-4; }while((!m_cb->getPath(pos,destination,h,path)||(path.nodes[0].dist>=(movement-usedMovement))) && attempts<100); if(attempts<100) { pos = destination; usedMovement += path.nodes[0].dist; path.convert(0); for(int i = path.nodes.size()-2;i>=0;i--) buildingPath.push_back(path.nodes[i].coord); } else break; }while(movement-usedMovement>=50); for(int i = 0; i < buildingPath.size();i++) { m_cb->moveHero(h,buildingPath[i]); //std::cout << "(" << buildingPath[i].x << ", " << buildingPath[i].y << ")" << std::endl; } } } void CGeniusAI::doTown(const CGTownInstance * t) { if(m_cb->howManyHeroes(true)<3) //recrute up to 3 heroes { if(t->visitingHero==NULL) { std::vector toBuy = m_cb->getAvailableHeroes(t); if(toBuy[0]->army.slots.size()>1)//only buy heros with units { m_cb->recruitHero(t,toBuy[0]); } } } // m_cb->recruitCreatures(t, ui32 ID, ui32 amount) } void CGeniusAI::yourTurn() { //static boost::mutex mutex; //boost::mutex::scoped_lock scoped_lock(mutex); turn++; std::cout << "AI Player " <getMySerial()<< " with " << m_cb->howManyHeroes(true) << " heroes. " << std::endl; std::cout << m_cb->getResourceAmount(0) << " wood. "; std::cout << m_cb->getResourceAmount(1) << " mercury. "; std::cout << m_cb->getResourceAmount(2) << " ore. "; std::cout << m_cb->getResourceAmount(3) << " sulfer. "; std::cout << m_cb->getResourceAmount(4) << " cristal. "; std::cout << m_cb->getResourceAmount(5) << " gems. "; std::cout << m_cb->getResourceAmount(6) << " gold."; std::cout << std::endl; std::vector < const CGHeroInstance *> heroes = m_cb->getHeroesInfo(); for(std::vector < const CGHeroInstance *>::iterator i = heroes.begin(); i < heroes.end(); i++) doHero(*i); // std::vector < const CGTownInstance *> towns = m_cb->getTownsInfo(); // for(std::vector < const CGTownInstance *>::iterator i = towns.begin(); i < towns.end(); i++) // doTown(*i); m_cb->endTurn(); } void CGeniusAI::heroKilled(const CGHeroInstance * hero) { } void CGeniusAI::heroCreated(const CGHeroInstance *hero) { } void CGeniusAI::heroMoved(const TryMoveHero &TMH) { MsgBox("** CGeniusAI::heroMoved **"); } void CGeniusAI::heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector &skills, boost::function &callback) { callback(rand() % skills.size()); } void GeniusAI::CGeniusAI::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, boost::function &onEnd ) { onEnd(); } void CGeniusAI::showBlockingDialog(const std::string &text, const std::vector &components, ui32 askID, const int soundID, bool selection, bool cancel) { m_cb->selectionMade(cancel ? 0 : 1, askID); } /** * occurs AFTER every action taken by any stack or by the hero */ void CGeniusAI::actionFinished(const BattleAction *action) { std::string message("\t\tCGeniusAI::actionFinished - type("); message += boost::lexical_cast((unsigned)action->actionType); message += "), side("; message += boost::lexical_cast((unsigned)action->side); message += ")"; MsgBox(message.c_str()); } /** * occurs BEFORE every action taken by any stack or by the hero */ void CGeniusAI::actionStarted(const BattleAction *action) { std::string message("\t\tCGeniusAI::actionStarted - type("); message += boost::lexical_cast((unsigned)action->actionType); message += "), side("; message += boost::lexical_cast((unsigned)action->side); message += ")"; MsgBox(message.c_str()); } /** * called when stack is performing attack */ void CGeniusAI::battleAttack(BattleAttack *ba) { MsgBox("\t\t\tCGeniusAI::battleAttack"); } /** * called when stack receives damage (after battleAttack()) */ void CGeniusAI::battleStacksAttacked(std::set & bsa) { MsgBox("\t\t\tCGeniusAI::battleStacksAttacked"); } /** * called by engine when battle starts; side=0 - left, side=1 - right */ void CGeniusAI::battleStart(CCreatureSet *army1, CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side) { assert(!m_battleLogic); //************** assert fails when AI starts two battles at same time? *************** m_battleLogic = new BattleAI::CBattleLogic(m_cb, army1, army2, tile, hero1, hero2, side); MsgBox("** CGeniusAI::battleStart **"); } /** * */ void CGeniusAI::battleEnd(BattleResult *br) { /*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; };*/ delete m_battleLogic; m_battleLogic = NULL; MsgBox("** CGeniusAI::battleEnd **"); } /** * 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) { std::string message("\tCGeniusAI::battleNewRound - "); message += boost::lexical_cast(round); MsgBox(message.c_str()); m_battleLogic->SetCurrentTurn(round); } /** * */ void CGeniusAI::battleStackMoved(int ID, int dest, int distance, bool end) { std::string message("\t\t\tCGeniusAI::battleStackMoved ID("); message += boost::lexical_cast(ID); message += "), dest("; message += boost::lexical_cast(dest); message += ")"; MsgBox(message.c_str()); } /** * */ void CGeniusAI::battleSpellCast(SpellCast *sc) { MsgBox("\t\t\tCGeniusAI::battleSpellCast"); } /** * called when battlefield is prepared, prior the battle beginning */ void CGeniusAI::battlefieldPrepared(int battlefieldType, std::vector obstacles) { MsgBox("CGeniusAI::battlefieldPrepared"); } /** * */ void CGeniusAI::battleStackMoved(int ID, int dest, bool startMoving, bool endMoving) { MsgBox("\t\t\tCGeniusAI::battleStackMoved"); } /** * */ void CGeniusAI::battleStackAttacking(int ID, int dest) { MsgBox("\t\t\tCGeniusAI::battleStackAttacking"); } /** * */ void CGeniusAI::battleStackIsAttacked(int ID, int dmg, int killed, int IDby, bool byShooting) { MsgBox("\t\t\tCGeniusAI::battleStackIsAttacked"); } /** * called when it's turn of that stack */ BattleAction CGeniusAI::activeStack(int stackID) { std::string message("\t\t\tCGeniusAI::activeStack stackID("); message += boost::lexical_cast(stackID); message += ")"; MsgBox(message.c_str()); return m_battleLogic->MakeDecision(stackID); };