#ifndef __CGENIUSAI_H__ #define __CGENIUSAI_H__ #define VCMI_DLL #pragma warning (disable: 4100 4251 4245 4018 4081) #include "../../global.h" #include "../../AI_Base.h" #include "../../CCallback.h" #include "../../hch/CCreatureHandler.h" #include "../../hch/CObjectHandler.h" #pragma warning (default: 4100 4251 4245 4018 4081) #pragma warning (disable: 4100) #ifdef __GNUC__ #define strcpy_s(a, b, c) strncpy(a, c, b) #endif using namespace std; namespace GeniusAI { class CBattleHelper { public: CBattleHelper(); ~CBattleHelper(); int GetBattleFieldPosition(int x, int y); int DecodeXPosition(int battleFieldPosition); int DecodeYPosition(int battleFieldPosition); int GetShortestDistance(int pointA, int pointB); int GetDistanceWithObstacles(int pointA, int pointB); int GetVoteForMaxDamage() const { return m_voteForMaxDamage; } int GetVoteForMinDamage() const { return m_voteForMinDamage; } int GetVoteForMaxSpeed() const { return m_voteForMaxSpeed; } int GetVoteForDistance() const { return m_voteForDistance; } int GetVoteForDistanceFromShooters() const { return m_voteForDistanceFromShooters; } int GetVoteForHitPoints() const { return m_voteForHitPoints; } const int InfiniteDistance; const int BattlefieldWidth; const int BattlefieldHeight; private: int m_voteForMaxDamage; int m_voteForMinDamage; int m_voteForMaxSpeed; int m_voteForDistance; int m_voteForDistanceFromShooters; int m_voteForHitPoints; CBattleHelper(const CBattleHelper &); CBattleHelper &operator=(const CBattleHelper &); }; /** * Maybe it is a additional proxy, but i've separated the game IA for transparent. */ 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, CCreatureSet *army1, CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, 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; CCreatureSet *m_army1; CCreatureSet *m_army2; int3 m_tile; CGHeroInstance *m_hero1; 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(CStack *defender, CStack *attacker = NULL); /** * Just make defend action. */ BattleAction MakeDefend(int stackID); /** * Just make wait action. */ BattleAction MakeWait(int stackID); /** * 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); }; class CGeniusAI : public CGlobalAI { private: ICallback *m_cb; CBattleLogic *m_battleLogic; public: virtual void init(ICallback * CB); virtual void yourTurn(); virtual void heroKilled(const CGHeroInstance *); virtual void heroCreated(const CGHeroInstance *); virtual void heroMoved(const HeroMoveDetails &); virtual void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, int val) {}; virtual void showSelDialog(std::string text, std::vector & components, int askID){}; virtual void showBlockingDialog(const std::string &text, const std::vector &components, ui32 askID, bool selection, bool cancel); virtual void tileRevealed(int3 pos){}; virtual void tileHidden(int3 pos){}; virtual void heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector &skills, boost::function &callback); virtual void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, boost::function &onEnd); // battle virtual void actionFinished(const BattleAction *action);//occurs AFTER every action taken by any stack or by the hero virtual void actionStarted(const BattleAction *action);//occurs BEFORE every action taken by any stack or by the hero virtual void battleAttack(BattleAttack *ba); //called when stack is performing attack virtual void battleStacksAttacked(std::set & bsa); //called when stack receives damage (after battleAttack()) virtual void battleEnd(BattleResult *br); virtual void battleNewRound(int round); //called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn virtual void battleStackMoved(int ID, int dest, int distance, bool end); virtual void battleSpellCasted(SpellCasted *sc); virtual void battleStart(CCreatureSet *army1, CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side); //called by engine when battle starts; side=0 - left, side=1 - right virtual void battlefieldPrepared(int battlefieldType, std::vector obstacles); //called when battlefield is prepared, prior the battle beginning // virtual void battleStackMoved(int ID, int dest, bool startMoving, bool endMoving); virtual void battleStackAttacking(int ID, int dest); virtual void battleStackIsAttacked(int ID, int dmg, int killed, int IDby, bool byShooting); virtual BattleAction activeStack(int stackID); }; } #endif // __CGENIUSAI_H__