#include "CGeniusAI.h" #include "AIPriorities.h" #include #include "../../hch/CBuildingHandler.h" #include "../../hch/CHeroHandler.h" #include "../../lib/VCMI_Lib.h" #include "../../lib/NetPacks.h" using namespace std; using namespace GeniusAI; #if defined (_MSC_VER) && (_MSC_VER >= 1020) || (__MINGW32__) #define WIN32_LEAN_AND_MEAN //excludes rarely used stuff from windows headers - delete this line if something is missing #include #endif void DbgBox(const char *msg, bool messageBox) { #if defined PRINT_DEBUG #if defined _DEBUG //#if 0 # 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 #endif } bool CGeniusAI::AIObjectContainer::operator<(const AIObjectContainer& b)const { if (o->pos!=b.o->pos) return o->pospos; return o->idid; } CGeniusAI::HypotheticalGameState::HeroModel::HeroModel(const CGHeroInstance * h) :h(h),finished(false) { pos = h->getPosition(false);remainingMovement = h->movement; } CGeniusAI::HypotheticalGameState::TownModel::TownModel(const CGTownInstance *t):t(t) { hasBuilt = t->builded; creaturesToRecruit = t->creatures; creaturesInGarrison = t->army; } CGeniusAI::HypotheticalGameState::HypotheticalGameState(CGeniusAI & ai) :knownVisitableObjects(ai.knownVisitableObjects) { AI = &ai; std::vector < const CGHeroInstance *> heroes = ai.m_cb->getHeroesInfo(); for(std::vector < const CGHeroInstance *>::iterator i = heroes.begin(); i != heroes.end(); i++) heroModels.push_back(HeroModel(*i)); std::vector < const CGTownInstance *> towns = ai.m_cb->getTownsInfo(); for(std::vector < const CGTownInstance *>::iterator i = towns.begin(); i != towns.end(); i++) if((*i)->tempOwner==ai.m_cb->getMyColor()) townModels.push_back(TownModel(*i)); if(ai.m_cb->howManyTowns()!=0) AvailableHeroesToBuy = ai.m_cb->getAvailableHeroes(ai.m_cb->getTownInfo(0,0)); for(int i = 0; i < 8;i++)resourceAmounts.push_back(ai.m_cb->getResourceAmount(i)); } void CGeniusAI::HypotheticalGameState::update(CGeniusAI & ai) { AI = &ai; // knownVisitableObjects = ai.knownVisitableObjects; std::vector oldModels = heroModels; heroModels.clear(); std::vector < const CGHeroInstance *> heroes = ai.m_cb->getHeroesInfo(); for(std::vector < const CGHeroInstance *>::iterator i = heroes.begin(); i != heroes.end(); i++) heroModels.push_back(HeroModel(*i)); for(int i = 0; i < oldModels.size();i++) for(int ii = 0; ii < heroModels.size();ii++) if(oldModels[i].finished&&oldModels[i].h->id==heroModels[ii].h->id) heroModels[ii].finished = true; townModels.clear(); std::vector < const CGTownInstance *> towns = ai.m_cb->getTownsInfo(); for(std::vector < const CGTownInstance *>::iterator i = towns.begin(); i != towns.end(); i++) if((*i)->tempOwner==ai.m_cb->getMyColor()) townModels.push_back(TownModel(*i)); if(ai.m_cb->howManyTowns()!=0) AvailableHeroesToBuy = ai.m_cb->getAvailableHeroes(ai.m_cb->getTownInfo(0,0)); resourceAmounts.clear(); for(int i = 0; i < 8;i++)resourceAmounts.push_back(ai.m_cb->getResourceAmount(i)); } CGeniusAI::HeroObjective::HeroObjective(const HypotheticalGameState &hgs,Type t,const CGObjectInstance * object,HypotheticalGameState::HeroModel *h,CGeniusAI * ai):object(object),hgs(hgs) { AI = ai; pos = object->pos; type = t; whoCanAchieve.push_back(h); _value = -1; } float CGeniusAI::HeroObjective::getValue() const { if(_value>=0) return _value-_cost; vector resourceCosts; //TODO: each object should have an associated cost to visit IE (tree of knowledge 1000 gold/10 gems) for(int i = 0; i < 8;i++) resourceCosts.push_back(0); if(object->ID==47) //school of magic resourceCosts[6]+=1000; float bestCost = 9e9; if(type !=AIObjective::finishTurn) { for(int i = 0; i < whoCanAchieve.size();i++) { int distOutOfTheWay = 0; CPath path; //from hero to object if(AI->m_cb->getPath(whoCanAchieve[i]->pos,pos,whoCanAchieve[i]->h,path)) distOutOfTheWay+=path.nodes[0].dist; //from object to goal if(AI->m_cb->getPath(pos,whoCanAchieve[i]->interestingPos,whoCanAchieve[i]->h,path)) { distOutOfTheWay+=path.nodes[0].dist; //from hero directly to goal if(AI->m_cb->getPath(whoCanAchieve[i]->pos,whoCanAchieve[i]->interestingPos,whoCanAchieve[i]->h,path)) distOutOfTheWay-=path.nodes[0].dist; } float cost = AI->m_priorities->getCost(resourceCosts,whoCanAchieve[i]->h,distOutOfTheWay); if(cost < bestCost) bestCost = cost; } } else bestCost = 0; //if(bestCost < 10000) cout << "best cost = " << bestCost << endl; _value = AI->m_priorities->getValue(*this); _cost=bestCost; return _value-_cost; } bool CGeniusAI::HeroObjective::operator < (const HeroObjective &other)const { if(type != other.type) return typeid!=other.object->id) return object->id < other.object->id; if(dynamic_cast (object)) if(whoCanAchieve.front()->h->id!=other.whoCanAchieve.front()->h->id) return whoCanAchieve.front()->h->idh->id; return false; } void CGeniusAI::HeroObjective::print() const { switch(type) { case visit: cout << "visit " << object->hoverName << " at (" <pos.x << ","<pos.y << ")" ; break; case attack: cout << "attack " << object->hoverName; case finishTurn: cout << "finish turn"; } if(whoCanAchieve.size()==1) cout << " with " << whoCanAchieve.front()->h->hoverName; } CGeniusAI::TownObjective::TownObjective(const HypotheticalGameState &hgs,Type t,HypotheticalGameState::TownModel * tn,int Which,CGeniusAI * ai) :whichTown(tn),which(Which),hgs(hgs) { AI=ai; type = t; _value = -1; } float CGeniusAI::TownObjective::getValue() const { if(_value>=0) return _value-_cost; float cost; vector resourceCosts(8,0); CBuilding * b; CCreature * creature; int ID,newID, howMany; switch(type) { case recruitHero: resourceCosts[6]=2500; break; case buildBuilding: b = VLC->buildh->buildings[whichTown->t->subID][which]; for(int i = 0; b && i < b->resources.size();i++) resourceCosts[i]=b->resources[i]; break; case recruitCreatures: ID = whichTown->creaturesToRecruit[which].second.back(); //buy upgraded if possible creature = &VLC->creh->creatures[ID]; howMany = whichTown->creaturesToRecruit[which].first; for(int i = 0; i < creature->cost.size();i++) amin(howMany,creature->cost[i]?hgs.resourceAmounts[i]/creature->cost[i]:INT_MAX); for(int i = 0; creature && i < creature->cost.size();i++) resourceCosts[i]=creature->cost[i]*howMany; break; case upgradeCreatures: UpgradeInfo ui = AI->m_cb->getUpgradeInfo(whichTown->t,which); ID = whichTown->creaturesInGarrison.slots[which].first; howMany = whichTown->creaturesInGarrison.slots[which].second; newID = ui.newID.back(); for(std::set >::iterator i = ui.cost[which].begin();i!=ui.cost[which].end();i++) resourceCosts[i->first] = i->second*howMany; break; } _cost = AI->m_priorities->getCost(resourceCosts,NULL,0); _value = AI->m_priorities->getValue(*this); return _value-_cost; } bool CGeniusAI::TownObjective::operator < (const TownObjective &other)const { if(type != other.type) return typet->id!=other.whichTown->t->id) return whichTown->t->id < other.whichTown->t->id; return false; } void CGeniusAI::TownObjective::print() const { CBuilding * b; const CCreature *creature; HypotheticalGameState::HeroModel hm; int ID, howMany, newID, hSlot; switch(type) { case recruitHero: cout << "recruit hero.";break; case buildBuilding: b = VLC->buildh->buildings[whichTown->t->subID][which]; cout << "build " << b->Name() << " cost = "; if(b->resources.size()!=0) { if(b->resources[0]!=0)cout << b->resources[0] << " wood. "; if(b->resources[1]!=0)cout << b->resources[1] << " mercury. "; if(b->resources[2]!=0)cout << b->resources[2] << " ore. "; if(b->resources[3]!=0)cout << b->resources[3] << " sulfer. "; if(b->resources[4]!=0)cout << b->resources[4] << " cristal. "; if(b->resources[5]!=0)cout << b->resources[5] << " gems. "; if(b->resources[6]!=0)cout << b->resources[6] << " gold. "; } break; case recruitCreatures: ID = whichTown->creaturesToRecruit[which].second.back(); //buy upgraded if possible creature = &VLC->creh->creatures[ID]; howMany = whichTown->creaturesToRecruit[which].first; for(int i = 0; i < creature->cost.size();i++) amin(howMany,creature->cost[i]?AI->m_cb->getResourceAmount(i)/creature->cost[i]:INT_MAX); cout << "recruit " << howMany << " "<< creature->namePl << " (Total AI Strength " << creature->AIValue*howMany << "). cost = "; if(creature->cost.size()!=0) { if(creature->cost[0]!=0)cout << creature->cost[0]*howMany << " wood. "; if(creature->cost[1]!=0)cout << creature->cost[1]*howMany << " mercury. "; if(creature->cost[2]!=0)cout << creature->cost[2]*howMany << " ore. "; if(creature->cost[3]!=0)cout << creature->cost[3]*howMany << " sulfer. "; if(creature->cost[4]!=0)cout << creature->cost[4]*howMany << " cristal. "; if(creature->cost[5]!=0)cout << creature->cost[5]*howMany << " gems. "; if(creature->cost[6]!=0)cout << creature->cost[6]*howMany << " gold. "; } break; case upgradeCreatures: UpgradeInfo ui = AI->m_cb->getUpgradeInfo(whichTown->t,which); ID = whichTown->creaturesInGarrison.slots[which].first; cout << "upgrade " << VLC->creh->creatures[ID].namePl; //ui.cost break; } } CGeniusAI::CGeniusAI() : m_generalAI(), m_state(NO_BATTLE) { m_priorities = new Priorities("AI/GeniusAI.brain"); } CGeniusAI::~CGeniusAI() { delete m_priorities; } 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; DbgBox(info.c_str()); } void CGeniusAI::reportResources() { cout << "Day " << m_cb->getDate() << ": "; cout << "AI Player " <getMySerial()<< " with " << m_cb->howManyHeroes(true) << " heroes. " << endl; cout << m_cb->getResourceAmount(0) << " wood. "; cout << m_cb->getResourceAmount(1) << " mercury. "; cout << m_cb->getResourceAmount(2) << " ore. "; cout << m_cb->getResourceAmount(3) << " sulfer. "; cout << m_cb->getResourceAmount(4) << " cristal. "; cout << m_cb->getResourceAmount(5) << " gems. "; cout << m_cb->getResourceAmount(6) << " gold."; cout << endl; } void CGeniusAI::addHeroObjectives(CGeniusAI::HypotheticalGameState::HeroModel &h, CGeniusAI::HypotheticalGameState &hgs) { int3 hpos, destination; CPath path; hpos = h.pos; int movement = h.remainingMovement; int3 interestingPos; int maxInteresting=0; AIObjective::Type tp = AIObjective::visit; if(h.finished) return; for(std::set::const_iterator i = hgs.knownVisitableObjects.begin(); i != hgs.knownVisitableObjects.end();i++) { //TODO: what would the hero actually visit if he went to that spot // IE maybe the hero wants to visit a seemingly unguarded enemy town, but there is a hero on top of it. //if(i->o->) if(i->o->ID!=HEROI_TYPE) //unless you are trying to visit a hero { bool heroThere = false; for(int ii = 0; ii < hgs.heroModels.size();ii++) if(hgs.heroModels[ii].pos==i->o->getSightCenter()) heroThere = true; if(heroThere) //it won't work if there is already someone visiting that spot. continue; } if(i->o->getOwner()!=m_cb->getMyColor()) { int enemyStrength = 0; //TODO: I feel like the AI shouldn't have access to this information. // We must get an approximation based on few, many, ... zounds etc. if(dynamic_cast (i->o)) enemyStrength = (dynamic_cast (i->o))->getArmyStrength();//TODO: should be virtual maybe, Army strength should be comparable across objects if(dynamic_cast (i->o)) enemyStrength = (dynamic_cast (i->o))->getHeroStrength(); if(dynamic_cast (i->o)) enemyStrength = (dynamic_cast (i->o))->getArmyStrength()*1.2; if(enemyStrength*1.2 > h.h->getHeroStrength()) //TODO: ballence these numbers using objective cost formula. continue; if(enemyStrength!=0)tp = AIObjective::attack; } if(i->o->ID==53&&i->o->getOwner()==m_cb->getMyColor())//don't visit a mine if you own, there's almost no point(maybe to leave guards or because the hero's trapped). continue; if(dynamic_cast (i->o)&&dynamic_cast (i->o)->visited)//don't visit things that have already been visited this week. continue; if(dynamic_cast (i->o)&&vstd::contains(dynamic_cast (i->o)->visitors,h.h->id))//don't visit things that you have already visited OPH continue; if(i->o->id==h.h->id) //don't visit yourself continue; if(i->o->ID==88||i->o->ID==89||i->o->ID==90) { //TODO: if no spell book continue //TODO: if the shrine's spell is identified, and the hero already has it, continue } destination = i->o->getSightCenter(); if(hpos.z==destination.z) //don't try to take a path from the underworld to the top or vice versa { if(m_cb->getPath(hpos,destination,h.h,path)) { path.convert(0); if(path.nodes[0].disto,&h,this); std::set::iterator found = currentHeroObjectives.find(ho); if(found==currentHeroObjectives.end()) currentHeroObjectives.insert(ho); else { HeroObjective *objective = (HeroObjective *)&(*found); objective->whoCanAchieve.push_back(&h); } } // find the most interesting object that is eventually reachable, and set that position to the ultimate goal position int hi = rand(); //TODO: replace random numbers with some sort of ranking system if(hi>maxInteresting) { maxInteresting = hi; interestingPos = destination; } } } } h.interestingPos = interestingPos; if(h.remainingMovement>0&&m_cb->getPath(hpos,interestingPos,h.h,path)) // there ought to be a path currentHeroObjectives.insert(HeroObjective(hgs,HeroObjective::finishTurn,h.h,&h,this)); } void CGeniusAI::HeroObjective::fulfill(CGeniusAI & cg,HypotheticalGameState & hgs) { cg.m_cb->waitTillRealize = true; HypotheticalGameState::HeroModel * h; int3 hpos, destination; CPath path; CPath path2; int3 bestPos,currentPos,checkPos; int howGood; switch(type) { case finishTurn: h = whoCanAchieve.front(); h->finished=true; hpos = h->pos; destination = h->interestingPos; if(!cg.m_cb->getPath(hpos,destination,h->h,path)) {cout << "AI error: invalid destination" << endl; return;} // path.convert(0); destination = h->pos; for(int i = path.nodes.size()-2;i>=0;i--) //find closest coord that we can get to if(cg.m_cb->getPath(hpos,path.nodes[i].coord,h->h,path2)&&path2.nodes[0].dist<=h->remainingMovement) destination = path.nodes[i].coord; if(destination == h->interestingPos) break; ///////// Find close pos with the most neighboring empty squares. We don't want to get in the way. /////////////////// bestPos = destination; howGood=0; for(int x = -3;x <= 3;x++) for(int y = -3;y <= 3;y++) { currentPos=destination+int3(x,y,0); if(cg.m_cb->getVisitableObjs(currentPos).size()!=0) //there better not be anything there continue; if(!cg.m_cb->getPath(hpos,currentPos,h->h,path)||path.nodes[0].dist>h->remainingMovement) //it better be reachable from the hero continue; int count = 0; for(int xx = -1;xx <= 1;xx++) for(int yy = -1;yy <= 1;yy++) { checkPos = currentPos+int3(xx,yy,0); if(cg.m_cb->getPath(currentPos,checkPos,h->h,path)) count++; } if(count > howGood) { howGood = count; bestPos = currentPos; } } destination = bestPos; ////////////////////////////////////////////////////////////////////////////////////////////////////////////////// break; case visit:case attack: float bestCost = 9e9; int bestHero = 0; vector resourceCosts; for(int i = 0; i < 8;i++) resourceCosts.push_back(0); for(int i = 0; i < whoCanAchieve.size();i++) { int distOutOfTheWay = 0; CPath path; //from hero to object if(AI->m_cb->getPath(whoCanAchieve[i]->pos,pos,whoCanAchieve[i]->h,path)) distOutOfTheWay+=path.nodes[0].dist; //from object to goal if(AI->m_cb->getPath(pos,whoCanAchieve[i]->interestingPos,whoCanAchieve[i]->h,path)) { distOutOfTheWay+=path.nodes[0].dist; //from hero directly to goal if(AI->m_cb->getPath(whoCanAchieve[i]->pos,whoCanAchieve[i]->interestingPos,whoCanAchieve[i]->h,path)) distOutOfTheWay-=path.nodes[0].dist; } float cost = AI->m_priorities->getCost(resourceCosts,whoCanAchieve[i]->h,distOutOfTheWay); if(cost < bestCost) { bestCost = cost; bestHero = i; } } h = whoCanAchieve[bestHero]; //lowest cost hero //if(dynamic_cast (object)) // std::cout << h->h->name << " is visiting " << object->hoverName << std::endl; hpos = h->pos; destination = object->getSightCenter(); break; } if(type == visit||type == finishTurn) if(cg.m_cb->getPath(hpos,destination,h->h,path)) { path.convert(0); if(cg.m_state.get() != NO_BATTLE) cg.m_state.waitUntil(NO_BATTLE);//wait for battle end //wait over, battle over too. hero might be killed. check. for(int i = path.nodes.size()-2;i>=0&&(cg.m_cb->getHeroSerial(h->h) >= 0);i--) { cg.m_cb->moveHero(h->h,path.nodes[i].coord); if(cg.m_state.get() != NO_BATTLE) cg.m_state.waitUntil(NO_BATTLE);//wait for battle end } h->remainingMovement-=path.nodes[0].dist; if(object->blockVisit) h->pos = path.nodes[1].coord; else h->pos=destination; std::set::iterator i = hgs.knownVisitableObjects.find(AIObjectContainer(object)); if(i!=hgs.knownVisitableObjects.end()) hgs.knownVisitableObjects.erase(i); } const CGTownInstance * town = dynamic_cast (object); if(town&&object->getOwner()==cg.m_cb->getMyColor()) { //upgrade hero's units cout << "visiting town" << endl; CCreatureSet hcreatures = h->h->army; for(std::map >::const_iterator i = hcreatures.slots.begin();i!=hcreatures.slots.end();i++) // for each hero slot { UpgradeInfo ui = cg.m_cb->getUpgradeInfo(h->h,i->first); bool canUpgrade = false; if(ui.newID.size()!=0) //does this stack need upgrading? { canUpgrade = true; for(int ii=0;ii >::iterator j=ui.cost[ii].begin(); j!=ui.cost[ii].end(); j++) if(hgs.resourceAmounts[j->first] < j->second*i->second.second) canUpgrade = false; } if(canUpgrade) { cg.m_cb->upgradeCreature(h->h,i->first,ui.newID.back()); cout << "upgrading hero's " << VLC->creh->creatures[i->second.first].namePl << endl; } } //give town's units to hero CCreatureSet tcreatures = town->army; int weakestCreatureStack; int weakestCreatureAIValue=99999; for(std::map >::const_iterator i = tcreatures.slots.begin();i!=tcreatures.slots.end();i++) if(VLC->creh->creatures[i->second.first].AIValuecreh->creatures[i->second.first].AIValue; weakestCreatureStack = i->first; } for(std::map >::const_iterator i = tcreatures.slots.begin();i!=tcreatures.slots.end();i++) // for each town slot { hcreatures = h->h->army; int hSlot = hcreatures.getSlotFor(i->second.first); if(hSlot == -1) continue; cout << "giving hero " << VLC->creh->creatures[i->second.first].namePl << endl; if(hcreatures.slots.find(hSlot)!=hcreatures.slots.end()) { if(i->first==weakestCreatureStack&&town->garrisonHero!=NULL)//can't take garrisonHero's last unit cg.m_cb->splitStack(town,h->h,i->first,hSlot,i->second.second-1); else cg.m_cb->mergeStacks(town,h->h,i->first,hSlot); //TODO: the comment says that this code is not safe for the AI. } else { cg.m_cb->swapCreatures(town,h->h,i->first,hSlot); } } } } void CGeniusAI::addTownObjectives(HypotheticalGameState::TownModel &t, HypotheticalGameState & hgs) { //recruitHero //buildBuilding //recruitCreatures //upgradeCreatures if(hgs.heroModels.size()<3&&hgs.resourceAmounts[6]>=2500) //recruitHero { bool heroAtTown = false; for(int i = 0; i < hgs.heroModels.size();i++) if(hgs.heroModels[i].pos==t.t->getSightCenter()) heroAtTown = true; if(!heroAtTown && vstd::contains(t.t->builtBuildings, 5)) //no visiting hero and built tavern { for(int i =0; i < hgs.AvailableHeroesToBuy.size();i++) if(hgs.AvailableHeroesToBuy[i]!=NULL&&(t.t->subID==(hgs.AvailableHeroesToBuy[i]->type->heroType/2))) { TownObjective to(hgs,AIObjective::recruitHero,&t,0,this); currentTownObjectives.insert(to); } } } //buildBuilding if(!t.hasBuilt) { std::map thisTownsBuildings = VLC->buildh->buildings[t.t->subID];// m_cb->getCBuildingsByID(t.t); for(std::map::iterator i = thisTownsBuildings.begin(); i != thisTownsBuildings.end();i++) { if(m_cb->canBuildStructure(t.t,i->first)==7) { TownObjective to(hgs,AIObjective::buildBuilding,&t,i->first,this); currentTownObjectives.insert(to); //cout <<"can build " << i->first << " "<< i->second->Name() << endl; } } } //recruitCreatures for(int i = 0; i < t.creaturesToRecruit.size() ;i++) { if(t.creaturesToRecruit[i].first==0||t.creaturesToRecruit[i].second.empty()) continue; int ID = t.creaturesToRecruit[i].second.back(); const CCreature *creature = &VLC->creh->creatures[ID];//m_cb->getCCreatureByID(ID); bool canAfford = true; for(int ii = 0;iicost.size();ii++) if(creature->cost[ii]>hgs.resourceAmounts[ii]) canAfford = false; // can we afford at least one creature? if(!canAfford) continue; //cout << "town has " << t.t->creatures[i].first << " "<< creature->namePl << " (AI Strength " << creature->AIValue << ")." << endl; TownObjective to(hgs,AIObjective::recruitCreatures,&t,i,this); currentTownObjectives.insert(to); } //upgradeCreatures for(std::map >::iterator i = t.creaturesInGarrison.slots.begin();i!=t.creaturesInGarrison.slots.end();i++) { UpgradeInfo ui = m_cb->getUpgradeInfo(t.t,i->first); if(ui.newID.size()!=0) { bool canAfford = true; for(int ii=0;ii >::iterator j=ui.cost[ii].begin(); j!=ui.cost[ii].end(); j++) if(hgs.resourceAmounts[j->first] < j->second*i->second.second) canAfford = false; if(canAfford) { TownObjective to(hgs,AIObjective::upgradeCreatures,&t,i->first,this); currentTownObjectives.insert(to); } } } } void CGeniusAI::TownObjective::fulfill(CGeniusAI & cg,HypotheticalGameState &hgs) { cg.m_cb->waitTillRealize = true; CBuilding * b; const CCreature *creature; HypotheticalGameState::HeroModel hm; int ID, howMany, newID, hSlot; switch(type) { case recruitHero: cg.m_cb->recruitHero(whichTown->t,hgs.AvailableHeroesToBuy[which]); hm = HypotheticalGameState::HeroModel(hgs.AvailableHeroesToBuy[which]); hm.pos = whichTown->t->getSightCenter(); hm.remainingMovement = hm.h->maxMovePoints(true); hgs.heroModels.push_back(hm); hgs.resourceAmounts[6]-=2500; break; case buildBuilding: b = VLC->buildh->buildings[whichTown->t->subID][which]; if(cg.m_cb->canBuildStructure(whichTown->t,which)==7) { cout << "built " << b->Name() << "." << endl; if(!cg.m_cb->buildBuilding(whichTown->t,which)) cout << "really tried to build unbuildable building" <resources.size();i++) hgs.resourceAmounts[i]-=b->resources[i]; } else cout << "trying to build a structure we cannot build" << endl; whichTown->hasBuilt=true; break; case recruitCreatures: ID = whichTown->creaturesToRecruit[which].second.back(); //buy upgraded if possible creature = &VLC->creh->creatures[ID]; howMany = whichTown->creaturesToRecruit[which].first; for(int i = 0; i < creature->cost.size();i++) amin(howMany,creature->cost[i]?hgs.resourceAmounts[i]/creature->cost[i]:INT_MAX); if(howMany == 0) cout << "tried to recruit without enough money."; cout << "recruiting " << howMany << " "<< creature->namePl << " (Total AI Strength " << creature->AIValue*howMany << ")." << endl; cg.m_cb->recruitCreatures(whichTown->t,ID,howMany); break; case upgradeCreatures: UpgradeInfo ui = cg.m_cb->getUpgradeInfo(whichTown->t,which); ID = whichTown->creaturesInGarrison.slots[which].first; newID = ui.newID.back(); cg.m_cb->upgradeCreature(whichTown->t,which,newID);//TODO: reduce resources in hgs cout << "upgrading " << VLC->creh->creatures[ID].namePl << endl; break; } } void CGeniusAI::fillObjectiveQueue(HypotheticalGameState & hgs) { objectiveQueue.clear(); currentHeroObjectives.clear(); currentTownObjectives.clear(); for(std::vector ::iterator i = hgs.heroModels.begin(); i != hgs.heroModels.end(); i++) addHeroObjectives(*i,hgs); for(std::vector ::iterator i = hgs.townModels.begin(); i != hgs.townModels.end(); i++) addTownObjectives(*i,hgs); for(std::set::iterator i = currentHeroObjectives.begin(); i != currentHeroObjectives.end(); i++) objectiveQueue.push_back(AIObjectivePtrCont((CGeniusAI::HeroObjective *)&(*i))); for(std::set::iterator i = currentTownObjectives.begin(); i != currentTownObjectives.end(); i++) objectiveQueue.push_back(AIObjectivePtrCont((CGeniusAI::TownObjective *)&(*i))); } CGeniusAI::AIObjective * CGeniusAI::getBestObjective() { trueGameState.update(*this); fillObjectiveQueue(trueGameState); // if(!objectiveQueue.empty()) // return max_element(objectiveQueue.begin(),objectiveQueue.end())->obj; m_priorities->fillFeatures(trueGameState); if(objectiveQueue.empty()) return NULL; sort(objectiveQueue.begin(),objectiveQueue.end()); reverse(objectiveQueue.begin(),objectiveQueue.end()); int num= 1; // for(std::vector ::iterator i = objectiveQueue.begin(); i < objectiveQueue.end();i++) // { // if(!dynamic_cast(i->obj))continue; // cout << num++ << ": "; // i->obj->print(); // cout << " value: " << i->obj->getValue(); // cout << endl; // } // int choice = 0; // cout << "which would you do? (enter 0 for none): "; // cin >> choice; cout << "doing best of " << objectiveQueue.size() << " "; objectiveQueue.front().obj->print(); cout << endl; return objectiveQueue.front().obj; } void CGeniusAI::yourTurn() { static boost::mutex mutex; boost::mutex::scoped_lock lock(mutex); m_cb->waitTillRealize = true; static int seed = rand(); srand(seed); if(m_cb->getDate()==1) { // startFirstTurn(); // m_cb->endTurn(); // return; } //////////////TODO: replace with updates. Also add suspected objects list.///////// knownVisitableObjects.clear(); int3 pos = m_cb->getMapSize(); for(int x = 0;xfulfill(*this,trueGameState); seed = rand(); m_cb->endTurn(); m_cb->waitTillRealize = false; } /* void CGeniusAI::startFirstTurn() { HypotheticalGameState hgs(*this); const CGTownInstance * town = m_cb->getTownInfo(0,0); const CGHeroInstance * heroInst = m_cb->getHeroInfo(0,0); TownObjective(hgs,AIObjective::recruitHero,&hgs.townModels.front(),0,this).fulfill(*this,hgs); m_cb->swapGarrisonHero(town); hgs.update(*this); for(int i = 0; i < hgs.townModels.front().creaturesToRecruit.size() ;i++) { if(hgs.townModels.front().creaturesToRecruit[i].first==0) continue; int ID = hgs.townModels.front().creaturesToRecruit[i].second.back(); const CCreature *creature = &VLC->creh->creatures[ID]; bool canAfford = true; for(int ii = 0;iicost.size();ii++) if(creature->cost[ii]>hgs.resourceAmounts[ii]) canAfford = false; // can we afford at least one creature? if(!canAfford) continue; TownObjective(hgs,AIObjective::recruitCreatures,&hgs.townModels.front(),i,this).fulfill(*this,hgs); } hgs.update(*this); HypotheticalGameState::HeroModel *hero; for(int i = 0; i < hgs.heroModels.size();i++) if(hgs.heroModels[i].h->id==heroInst->id) HeroObjective(hgs,AIObjective::visit,town,hero=&hgs.heroModels[i],this).fulfill(*this,hgs); hgs.update(*this); // m_cb->swapGarrisonHero(town); //TODO: choose the strongest hero. } */ void CGeniusAI::heroKilled(const CGHeroInstance * hero) { } void CGeniusAI::heroCreated(const CGHeroInstance *hero) { } void CGeniusAI::tileRevealed(int3 pos) { std::vector < const CGObjectInstance * > objects = m_cb->getVisitableObjs(pos); for(std::vector < const CGObjectInstance * >::iterator o = objects.begin();o!=objects.end();o++) if((*o)->id!=-1) knownVisitableObjects.insert(*o); objects = m_cb->getFlaggableObjects(pos); for(std::vector < const CGObjectInstance * >::iterator o = objects.begin();o!=objects.end();o++) if((*o)->id!=-1) knownVisitableObjects.insert(*o); } void CGeniusAI::newObject(const CGObjectInstance * obj) //eg. ship built in shipyard { knownVisitableObjects.insert(obj); } void CGeniusAI::objectRemoved(const CGObjectInstance *obj) //eg. collected resource, picked artifact, beaten hero { std::set ::iterator o = knownVisitableObjects.find(obj); if(o!=knownVisitableObjects.end()) knownVisitableObjects.erase(o); } void CGeniusAI::tileHidden(int3 pos) { } void CGeniusAI::heroMoved(const TryMoveHero &TMH) { //DbgBox("** 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 GeniusAI::CGeniusAI::playerBlocked( int reason ) { if(reason == 0) //battle is coming... { m_state.setn(UPCOMING_BATTLE); } } void GeniusAI::CGeniusAI::battleResultsApplied() { assert(m_state.get() == ENDING_BATTLE); m_state.setn(NO_BATTLE); } 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 += ")"; DbgBox(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 += ")"; DbgBox(message.c_str()); } /** * called when stack is performing attack */ void CGeniusAI::battleAttack(BattleAttack *ba) { DbgBox("\t\t\tCGeniusAI::battleAttack"); } /** * called when stack receives damage (after battleAttack()) */ void CGeniusAI::battleStacksAttacked(std::set & bsa) { DbgBox("\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(playerID > PLAYER_LIMIT || m_state.get() == UPCOMING_BATTLE); //we have been informed that battle will start (or we are neutral AI) m_state.setn(ONGOING_BATTLE); m_battleLogic = new BattleAI::CBattleLogic(m_cb, army1, army2, tile, hero1, hero2, side); DbgBox("** 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; assert(m_state.get() == ONGOING_BATTLE); m_state.setn(ENDING_BATTLE); DbgBox("** 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); DbgBox(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 += ")"; DbgBox(message.c_str()); } /** * */ void CGeniusAI::battleSpellCast(SpellCast *sc) { DbgBox("\t\t\tCGeniusAI::battleSpellCast"); } /** * called when battlefield is prepared, prior the battle beginning */ void CGeniusAI::battlefieldPrepared(int battlefieldType, std::vector obstacles) { DbgBox("CGeniusAI::battlefieldPrepared"); } /** * */ void CGeniusAI::battleStackMoved(int ID, int dest, bool startMoving, bool endMoving) { DbgBox("\t\t\tCGeniusAI::battleStackMoved"); } /** * */ void CGeniusAI::battleStackAttacking(int ID, int dest) { DbgBox("\t\t\tCGeniusAI::battleStackAttacking"); } /** * */ void CGeniusAI::battleStackIsAttacked(int ID, int dmg, int killed, int IDby, bool byShooting) { DbgBox("\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 += ")"; DbgBox(message.c_str()); return m_battleLogic->MakeDecision(stackID); };