/* * BattleAI.h, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ #pragma once #include "../../lib/AI_Base.h" #include "PotentialTargets.h" class CSpell; class EnemyInfo; /* struct CurrentOffensivePotential { std::map ourAttacks; std::map enemyAttacks; CurrentOffensivePotential(ui8 side) { for(auto stack : cbc->battleGetStacks()) { if(stack->side == side) ourAttacks[stack] = PotentialTargets(stack); else enemyAttacks[stack] = PotentialTargets(stack); } } int potentialValue() { int ourPotential = 0, enemyPotential = 0; for(auto &p : ourAttacks) ourPotential += p.second.bestAction().attackValue(); for(auto &p : enemyAttacks) enemyPotential += p.second.bestAction().attackValue(); return ourPotential - enemyPotential; } }; */ // These lines may be usefull but they are't used in the code. struct PossibleSpellcast { const CSpell *spell; BattleHex dest; si32 value; }; class CBattleAI : public CBattleGameInterface { int side; std::shared_ptr cb; //Previous setting of cb bool wasWaitingForRealize, wasUnlockingGs; public: CBattleAI(void); ~CBattleAI(void); void init(std::shared_ptr CB) override; void attemptCastingSpell(); BattleAction activeStack(const CStack * stack) override; //called when it's turn of that stack BattleAction goTowards(const CStack * stack, BattleHex hex ); boost::optional considerFleeingOrSurrendering(); std::vector getTargetsToConsider(const CSpell *spell, const ISpellCaster * caster) const; static int distToNearestNeighbour(BattleHex hex, const ReachabilityInfo::TDistances& dists, BattleHex *chosenHex = nullptr); static bool isCloser(const EnemyInfo & ei1, const EnemyInfo & ei2, const ReachabilityInfo::TDistances & dists); void print(const std::string &text) const; BattleAction useCatapult(const CStack *stack); void battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool Side) 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 //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 };