#pragma once #include "../../lib/BattleHex.h" #include "../../lib/HeroBonus.h" #include "../../lib/CBattleCallback.h" class CSpell; class StackWithBonuses : public IBonusBearer { public: const CStack *stack; mutable std::vector bonusesToAdd; virtual const TBonusListPtr getAllBonuses(const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root = nullptr, const std::string &cachingStr = "") const override; }; struct EnemyInfo { const CStack * s; int adi, adr; std::vector attackFrom; //for melee fight EnemyInfo(const CStack * _s) : s(_s) {} void calcDmg(const CStack * ourStack); bool operator==(const EnemyInfo& ei) const { return s == ei.s; } }; //FIXME: unused function /* 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++) BOOST_FOREACH(BattleHex neighbour, (i ? h2 : h1).neighbouringTiles()) if(const CStack *s = cbc->battleGetStackByPos(neighbour)) if(s->getCreature()->isShooting()) shooters[i]++; return shooters[0] < shooters[1]; } */ struct ThreatMap { std::array, GameConstants::BFIELD_SIZE> threatMap; // [hexNr] -> enemies able to strike const CStack *endangered; std::array sufferedDamage; ThreatMap(const CStack *Endangered); }; struct HypotheticChangesToBattleState { std::map bonusesOfStacks; std::map counterAttacksLeft; }; struct AttackPossibility { const CStack *enemy; //redundant (to attack.defender) but looks nice BattleHex tile; //tile from which we attack BattleAttackInfo attack; int damageDealt; int damageReceived; //usually by counter-attack int tacticImpact; int damageDiff() const; int attackValue() const; static AttackPossibility evaluate(const BattleAttackInfo &AttackInfo, const HypotheticChangesToBattleState &state, BattleHex hex); }; template const Val getValOr(const std::map &Map, const Key &key, const Val2 defaultValue) { //returning references here won't work: defaultValue must be converted into Val, creating temporary auto i = Map.find(key); if(i != Map.end()) return i->second; else return defaultValue; } struct PotentialTargets { std::vector possibleAttacks; std::vector unreachableEnemies; //std::function GenerateAttackInfo; //args: shooting, destHex PotentialTargets(){}; PotentialTargets(const CStack *attacker, const HypotheticChangesToBattleState &state = HypotheticChangesToBattleState()); AttackPossibility bestAction() const; int bestActionValue() const; }; class CBattleAI : public CBattleGameInterface { int side; shared_ptr cb; //Previous setting of cb bool wasWaitingForRealize, wasUnlockingGs; void print(const std::string &text) const; public: CBattleAI(void); ~CBattleAI(void); void init(shared_ptr CB) 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 BattleAction activeStack(const CStack * stack) override; //called when it's turn of that stack void battleAttack(const BattleAttack *ba) override; //called when stack is performing attack void battleStacksAttacked(const std::vector & bsa) override; //called when stack receives damage (after battleAttack()) void battleEnd(const BattleResult *br) 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 battleStacksHealedRes(const std::vector > & healedStacks, bool lifeDrain, bool tentHeal, si32 lifeDrainFrom) override; //called when stacks are healed / resurrected first element of pair - stack id, second - healed hp void battleNewStackAppeared(const CStack * stack) override; //not called at the beginning of a battle or by resurrection; called eg. when elemental is summoned void battleObstaclesRemoved(const std::set & removedObstacles) override; //called when a certain set of obstacles is removed from batlefield; IDs of them are given void battleCatapultAttacked(const CatapultAttack & ca) override; //called when catapult makes an attack void battleStacksRemoved(const BattleStacksRemoved & bsr) override; //called when certain stack is completely removed from battlefield BattleAction goTowards(const CStack * stack, BattleHex hex ); BattleAction useCatapult(const CStack * stack); boost::optional considerFleeingOrSurrendering(); void attemptCastingSpell(); std::vector getTargetsToConsider(const CSpell *spell) const; };