#ifndef __BATTLE_LOGIC_H__ #define __BATTLE_LOGIC_H__ #include "Common.h" #include "BattleHelper.h" #pragma warning (disable: 4100 4251 4245 4018 4081) #include "../../global.h" #include "../../CCallback.h" #include "../../lib/CCreatureHandler.h" #include "../../lib/CObjectHandler.h" #pragma warning (default: 4100 4251 4245 4018 4081) #pragma warning (disable: 4100) using namespace std; namespace geniusai { namespace BattleAI { /** * Class is responsible for making decision during the battle. */ class CBattleLogic { private: enum EMainStrategyType { strategy_super_aggresive, strategy_aggresive, strategy_neutral, strategy_defensive, strategy_super_defensive, strategy_berserk_attack /** cause max damage, usually when creatures fight against overwhelming army*/ }; enum ECreatureRoleInBattle { creature_role_shooter, creature_role_defenser, creature_role_fast_attacker, creature_role_attacker }; enum EActionType { action_cancel = 0, // Cancel BattleAction action_cast_spell = 1, // Hero cast a spell action_walk = 2, // Walk action_defend = 3, // Defend action_retreat = 4, // Retreat from the battle action_surrender = 5, // Surrender action_walk_and_attack = 6, // Walk and Attack action_shoot = 7, // Shoot action_wait = 8, // Wait action_catapult = 9, // Catapult action_monster_casts_spell = 10 // Monster casts a spell (i.e. Faerie Dragons) }; struct SCreatureCasualties { int amount_max; // amount of creatures that will be dead int amount_min; int damage_max; // number of hit points that creature will lost int damage_min; int leftHitPoints_for_max; // number of hit points that will remain (for last unity) int leftHitPoint_for_min; // scenario }; public: CBattleLogic(ICallback *cb, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side); ~CBattleLogic(); void SetCurrentTurn(int turn); /** * Get the final decision. */ BattleAction MakeDecision(int stackID); private: CBattleHelper m_battleHelper; //BattleInfo m_battleInfo; int m_iCurrentTurn; bool m_bIsAttacker; ICallback *m_cb; const CCreatureSet *m_army1; const CCreatureSet *m_army2; int3 m_tile; const CGHeroInstance *m_hero1; const CGHeroInstance *m_hero2; bool m_side; // statistics typedef std::vector > creature_stat; // first - creature id, second - value creature_stat m_statMaxDamage; creature_stat m_statMinDamage; // creature_stat m_statMaxSpeed; creature_stat m_statDistance; creature_stat m_statDistanceFromShooters; creature_stat m_statHitPoints; typedef std::vector > creature_stat_casualties; creature_stat_casualties m_statCasualties; bool m_bEnemyDominates; /** * Before decision we have to make some calculation and simulation. */ void MakeStatistics(int currentCreatureId); /** * Helper function. It's used for performing an attack action. */ std::vector GetAvailableHexesForAttacker(const CStack *defender, const CStack *attacker = NULL); /** * Make an attack action if it's possible. * If it's not possible then function returns defend action. */ BattleAction MakeAttack(int attackerID, int destinationID); /** * Berserk mode - do maximum casualties. * Return vector wiht IDs of creatures to attack, * additional info: -2 means wait, -1 - defend, 0 - make attack */ list PerformBerserkAttack(int stackID, int &additionalInfo); /** * Normal mode - equilibrium between casualties and yields. * Return vector wiht IDs of creatures to attack, * additional info: -2 means wait, -1 - defend, 0 - make attack */ list PerformDefaultAction(int stackID, int &additionalInfo); /** * Only for debug purpose. */ void PrintBattleAction(const BattleAction &action); }; }} #endif/*__BATTLE_LOGIC_H__*/