#include "StdInc.h" #include "../../lib/AI_Base.h" #include "StupidAI.h" #include "../../lib/BattleState.h" #include "../../CCallback.h" #include "../../lib/CCreatureHandler.h" CPlayerBattleCallback * cbc; CStupidAI::CStupidAI(void) : side(-1), cb(NULL) { print("created"); } CStupidAI::~CStupidAI(void) { print("destroyed"); } void CStupidAI::init( CBattleCallback * CB ) { print("init called, saving ptr to IBattleCallback"); cbc = cb = CB; } void CStupidAI::actionFinished( const BattleAction *action ) { print("actionFinished called"); } void CStupidAI::actionStarted( const BattleAction *action ) { print("actionStarted called"); } 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) { TDmgRange retal, dmg = cbc->battleEstimateDamage(ourStack, s, &retal); adi = (dmg.first + dmg.second) / 2; adr = (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); } int distToNearestNeighbour(BattleHex hex, const ReachabilityInfo::TDistances& dists, BattleHex *chosenHex = NULL) { int ret = 1000000; BOOST_FOREACH(BattleHex n, hex.neighbouringTiles()) { if(dists[n] >= 0 && dists[n] < ret) { ret = dists[n]; if(chosenHex) *chosenHex = n; } } return ret; } bool isCloser(const EnemyInfo & ei1, const EnemyInfo & ei2, const ReachabilityInfo::TDistances & dists) { return distToNearestNeighbour(ei1.s->position, dists) < distToNearestNeighbour(ei2.s->position, dists); } 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]; } BattleAction CStupidAI::activeStack( const CStack * stack ) { //boost::this_thread::sleep(boost::posix_time::seconds(2)); print("activeStack called for " + stack->nodeName()); auto dists = cb->battleGetDistances(stack); std::vector enemiesShootable, enemiesReachable, enemiesUnreachable; if(stack->type->idNumber == 145) //catapult { BattleAction attack; static const int wallHexes[] = {50, 183, 182, 130, 62, 29, 12, 95}; attack.destinationTile = wallHexes[ rand()%ARRAY_COUNT(wallHexes) ]; attack.actionType = BattleAction::CATAPULT; attack.additionalInfo = 0; attack.side = side; attack.stackNumber = stack->ID; return attack; } BOOST_FOREACH(const CStack *s, cb->battleGetStacks(CBattleCallback::ONLY_ENEMY)) { if(cb->battleCanShoot(stack, s->position)) { enemiesShootable.push_back(s); } else { std::vector avHexes = cb->battleGetAvailableHexes(stack, false); BOOST_FOREACH(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->position.isValid()) enemiesUnreachable.push_back(s); } } 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, *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 { assert(enemiesUnreachable.size()); const EnemyInfo &ei= *std::min_element(enemiesUnreachable.begin(), enemiesUnreachable.end(), boost::bind(isCloser, _1, _2, boost::ref(dists))); assert(ei.s); if(distToNearestNeighbour(ei.s->position, dists) < GameConstants::BFIELD_SIZE) { return goTowards(stack, ei.s->position); } } 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::battleStacksHealedRes(const std::vector > & healedStacks, bool lifeDrain, bool tentHeal, si32 lifeDrainFrom) { print("battleStacksHealedRes called"); } void CStupidAI::battleNewStackAppeared(const CStack * stack) { print("battleNewStackAppeared called"); } void CStupidAI::battleObstaclesRemoved(const std::set & removedObstacles) { print("battleObstaclesRemoved called"); } void CStupidAI::battleCatapultAttacked(const CatapultAttack & ca) { print("battleCatapultAttacked called"); } void CStupidAI::battleStacksRemoved(const BattleStacksRemoved & bsr) { print("battleStacksRemoved called"); } void CStupidAI::print(const std::string &text) const { tlog6 << "CStupidAI [" << this <<"]: " << text << std::endl; } BattleAction CStupidAI::goTowards(const CStack * stack, BattleHex destination) { assert(destination.isValid()); auto avHexes = cb->battleGetAvailableHexes(stack, false); auto reachability = cb->getReachability(stack); if(vstd::contains(avHexes, destination)) return BattleAction::makeMove(stack, destination); auto destNeighbours = destination.neighbouringTiles(); if(vstd::contains_if(destNeighbours, [&](BattleHex n) { return stack->coversPos(destination); })) { tlog3 << "Warning: already standing on neighbouring tile!" << std::endl; //We shouldn't even be here... return BattleAction::makeDefend(stack); } vstd::erase_if(destNeighbours, [&](BattleHex hex){ return !reachability.accessibility.accessible(hex, stack); }); if(!avHexes.size() || !destNeighbours.size()) //we are blocked or dest is blocked { print("goTowards: Stack cannot move! That's " + stack->nodeName()); 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 distToDestNeighbour = [&](BattleHex hex) -> int { auto nearestNeighbourToHex = vstd::minElementByFun(destNeighbours, [&](BattleHex a) { return BattleHex::getDistance(a, hex); }); return BattleHex::getDistance(*nearestNeighbourToHex, hex); }; auto nearestAvailableHex = vstd::minElementByFun(avHexes, distToDestNeighbour); return BattleAction::makeMove(stack, *nearestAvailableHex); } else { BattleHex bestNeighbor = destination; if(distToNearestNeighbour(destination, reachability.distances, &bestNeighbor) > GameConstants::BFIELD_SIZE) { print("goTowards: Cannot reach"); return BattleAction::makeDefend(stack); } BattleHex currentDest = bestNeighbor; while(1) { assert(currentDest.isValid()); if(vstd::contains(avHexes, currentDest)) return BattleAction::makeMove(stack, currentDest); currentDest = reachability.predecessors[currentDest]; } } }