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184676d7c4
-builds buildings -recruits creatures/heroes -upgrades creatures -moves heroes to random destinations. -passes units to heroes/upgrades heroes' units -attacks weaker parties -and more.
857 lines
27 KiB
C++
857 lines
27 KiB
C++
#include "CGeniusAI.h"
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#include <iostream>
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#include "../../hch/CBuildingHandler.h"
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#include "../../hch/CHeroHandler.h"
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#include "../../lib/VCMI_Lib.h"
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#include "../../lib/NetPacks.h"
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using namespace std;
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using namespace GeniusAI;
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#if defined (_MSC_VER) && (_MSC_VER >= 1020) || (__MINGW32__)
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#include <windows.h>
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#endif
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void DbgBox(const char *msg, bool messageBox)
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{
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#if defined PRINT_DEBUG
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#if defined _DEBUG
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//#if 0
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# if defined (_MSC_VER) && (_MSC_VER >= 1020)
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if (messageBox)
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{
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MessageBoxA(NULL, msg, "Debug message", MB_OK | MB_ICONASTERISK);
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}
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# endif
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std::cout << msg << std::endl;
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#endif
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#endif
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}
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bool CGeniusAI::AIObjectContainer::operator<(const AIObjectContainer& b)const
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{
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if (o->pos!=b.o->pos)
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return o->pos<b.o->pos;
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return o->id<b.o->id;
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}
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CGeniusAI::HypotheticalGameState::HeroModel::HeroModel(const CGHeroInstance * h)
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:h(h),finished(false)
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{
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pos = h->getPosition(false);remainingMovement = h->movement;
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}
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CGeniusAI::HypotheticalGameState::TownModel::TownModel(const CGTownInstance *t):t(t)
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{
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hasBuilt = t->builded;
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creaturesToRecruit = t->creatures;
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creaturesInGarrison = t->army;
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}
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CGeniusAI::HypotheticalGameState::HypotheticalGameState(CGeniusAI & AI)
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:knownVisitableObjects(AI.knownVisitableObjects)
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{
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std::vector < const CGHeroInstance *> heroes = AI.m_cb->getHeroesInfo();
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for(std::vector < const CGHeroInstance *>::iterator i = heroes.begin(); i != heroes.end(); i++)
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heroModels.push_back(HeroModel(*i));
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std::vector < const CGTownInstance *> towns = AI.m_cb->getTownsInfo();
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for(std::vector < const CGTownInstance *>::iterator i = towns.begin(); i != towns.end(); i++)
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if((*i)->tempOwner==AI.m_cb->getMyColor())
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townModels.push_back(TownModel(*i));
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if(AI.m_cb->howManyTowns()!=0)
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AvailableHeroesToBuy = AI.m_cb->getAvailableHeroes(AI.m_cb->getTownInfo(0,0));
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for(int i = 0; i < 8;i++)resourceAmounts.push_back(AI.m_cb->getResourceAmount(i));
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}
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void CGeniusAI::HypotheticalGameState::update(CGeniusAI & AI)
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{
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knownVisitableObjects = AI.knownVisitableObjects;
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std::vector<HeroModel> oldModels = heroModels;
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heroModels.clear();
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std::vector < const CGHeroInstance *> heroes = AI.m_cb->getHeroesInfo();
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for(std::vector < const CGHeroInstance *>::iterator i = heroes.begin(); i != heroes.end(); i++)
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heroModels.push_back(HeroModel(*i));
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for(int i = 0; i < oldModels.size();i++)
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for(int ii = 0; ii < heroModels.size();ii++)
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if(oldModels[i].finished&&oldModels[i].h->id==heroModels[ii].h->id)
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heroModels[ii].finished = true;
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townModels.clear();
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std::vector < const CGTownInstance *> towns = AI.m_cb->getTownsInfo();
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for(std::vector < const CGTownInstance *>::iterator i = towns.begin(); i != towns.end(); i++)
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if((*i)->tempOwner==AI.m_cb->getMyColor())
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townModels.push_back(TownModel(*i));
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if(AI.m_cb->howManyTowns()!=0)
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AvailableHeroesToBuy = AI.m_cb->getAvailableHeroes(AI.m_cb->getTownInfo(0,0));
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resourceAmounts.clear();
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for(int i = 0; i < 8;i++)resourceAmounts.push_back(AI.m_cb->getResourceAmount(i));
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}
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CGeniusAI::HeroObjective::HeroObjective(Type t,const CGObjectInstance * object,HypotheticalGameState::HeroModel *h):object(object)
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{
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pos = object->pos;
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type = t;
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whoCanAchieve.push_back(h);
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_value = 100 + rand()%30;
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}
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bool CGeniusAI::HeroObjective::operator < (const HeroObjective &other)const
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{
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if(type != other.type)
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return type<other.type;
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if(pos!=other.pos)
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return pos < other.pos;
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if(object->id!=other.object->id)
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return object->id < other.object->id;
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return false;
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}
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CGeniusAI::TownObjective::TownObjective(Type t,HypotheticalGameState::TownModel * tn,int Which)
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:whichTown(tn),which(Which)
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{
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type = t;
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_value = 100 + rand()%30 + (t==upgradeCreatures)*200;
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}
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bool CGeniusAI::TownObjective::operator < (const TownObjective &other)const
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{
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if(type != other.type)
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return type<other.type;
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if(which!=other.which)
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return which<other.which;
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if(whichTown->t->id!=other.whichTown->t->id)
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return whichTown->t->id < other.whichTown->t->id;
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return false;
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}
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CGeniusAI::CGeniusAI()
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: m_generalAI(), m_state(NO_BATTLE)
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{
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}
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CGeniusAI::~CGeniusAI()
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{
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}
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void CGeniusAI::init(ICallback *CB)
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{
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m_cb = CB;
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m_generalAI.init(CB);
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human = false;
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playerID = m_cb->getMyColor();
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serialID = m_cb->getMySerial();
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std::string info = std::string("GeniusAI initialized for player ") + boost::lexical_cast<std::string>(playerID);
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m_battleLogic = NULL;
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DbgBox(info.c_str());
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}
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void CGeniusAI::reportResources()
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{
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cout << "Day " << m_cb->getDate() << ": ";
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cout << "AI Player " <<m_cb->getMySerial()<< " with " << m_cb->howManyHeroes(true) << " heroes. " << endl;
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cout << m_cb->getResourceAmount(0) << " wood. ";
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cout << m_cb->getResourceAmount(1) << " mercury. ";
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cout << m_cb->getResourceAmount(2) << " ore. ";
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cout << m_cb->getResourceAmount(3) << " sulfer. ";
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cout << m_cb->getResourceAmount(4) << " cristal. ";
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cout << m_cb->getResourceAmount(5) << " gems. ";
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cout << m_cb->getResourceAmount(6) << " gold.";
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cout << endl;
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}
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void CGeniusAI::addHeroObjectives(CGeniusAI::HypotheticalGameState::HeroModel &h, CGeniusAI::HypotheticalGameState &hgs)
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{
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int3 hpos, destination;
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CPath path;
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hpos = h.pos;
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int movement = h.remainingMovement;
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int3 interestingPos;
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int maxInteresting=0;
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AIObjective::Type tp = AIObjective::visit;
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if(h.finished) return;
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for(std::set<AIObjectContainer>::const_iterator i = hgs.knownVisitableObjects.begin(); i != hgs.knownVisitableObjects.end();i++)
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{
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//TODO: what would the hero actually visit if he went to that spot
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// IE maybe the hero wants to visit a seemingly unguarded enemy town, but there is a hero on top of it.
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if(i->o->ID!=34) //unless you are trying to visit a hero
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{
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bool heroThere = false;
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for(int ii = 0; ii < hgs.heroModels.size();ii++)
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if(hgs.heroModels[ii].pos==i->o->getSightCenter())
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heroThere = true;
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if(heroThere) //it won't work if there is already someone visiting that spot.
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continue;
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}
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if(i->o->getOwner()!=m_cb->getMyColor())
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{
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int enemyStrength = 0; //TODO: I feel like the AI shouldn't have access to this information.
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// We must get an approximation based on few, many, ... zounds etc.
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if(dynamic_cast<const CArmedInstance *> (i->o))
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enemyStrength = (dynamic_cast<const CArmedInstance *> (i->o))->getArmyStrength();//TODO: should be virtual maybe, Army strength should be comparable across objects
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if(dynamic_cast<const CGHeroInstance *> (i->o))
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enemyStrength = (dynamic_cast<const CGHeroInstance *> (i->o))->getHeroStrength();
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if(dynamic_cast<const CGTownInstance *> (i->o))
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enemyStrength = (dynamic_cast<const CGTownInstance *> (i->o))->getArmyStrength()*1.5;
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if(enemyStrength*1.5 > h.h->getHeroStrength()) //TODO: ballence these numbers using objective cost formula.
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continue;
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if(enemyStrength!=0)tp = AIObjective::attack;
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}
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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).
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continue;
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destination = i->o->getSightCenter();
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if(hpos.z==destination.z) //don't try to take a path from the underworld to the top or vice versa
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{
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if(m_cb->getPath(hpos,destination,h.h,path))
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{
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path.convert(0);
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if(path.nodes[0].dist<movement)
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{
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HeroObjective ho(tp,i->o,&h);
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std::set<HeroObjective>::iterator found = currentHeroObjectives.find(ho);
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if(found==currentHeroObjectives.end())
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currentHeroObjectives.insert(ho);
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else
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found->whoCanAchieve.push_back(&h);
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}
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// find the most interesting object that is eventually reachable, and set that position to the ultimate goal position
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int hi = rand(); //TODO: replace random numbers with some sort of ranking system
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if(hi>maxInteresting)
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{
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maxInteresting = hi;
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interestingPos = destination;
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}
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}
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}
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}
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h.interestingPos = interestingPos;
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if(h.remainingMovement>0&&m_cb->getPath(hpos,interestingPos,h.h,path)) // there ought to be a path
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currentHeroObjectives.insert(HeroObjective(HeroObjective::finishTurn,h.h,&h));
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}
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void CGeniusAI::HeroObjective::fulfill(CGeniusAI & cg,HypotheticalGameState & hgs)
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{
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cg.m_cb->waitTillRealize = true;
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HypotheticalGameState::HeroModel * h;
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int3 hpos, destination;
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CPath path;
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CPath path2;
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int3 bestPos,currentPos,checkPos;
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int howGood;
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switch(type)
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{
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case finishTurn:
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h = whoCanAchieve.front();
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hpos = h->pos;
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destination = h->interestingPos;
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if(!cg.m_cb->getPath(hpos,destination,h->h,path)) {cout << "AI error: invalid destination" << endl; return;}
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// path.convert(0);
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destination = h->pos;
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for(int i = path.nodes.size()-2;i>=0;i--) //find closest coord that we can get to
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if(cg.m_cb->getPath(hpos,path.nodes[i].coord,h->h,path2)&&path2.nodes[0].dist<=h->remainingMovement)
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destination = path.nodes[i].coord;
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if(destination == h->interestingPos) break;
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///////// Find close pos with the most neighboring empty squares. We don't want to get in the way. ///////////////////
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bestPos = destination;
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howGood=0;
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for(int x = -3;x <= 3;x++)
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for(int y = -3;y <= 3;y++)
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{
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currentPos=destination+int3(x,y,0);
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if(cg.m_cb->getVisitableObjs(currentPos).size()!=0) //there better not be anything there
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continue;
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if(!cg.m_cb->getPath(hpos,currentPos,h->h,path)||path.nodes[0].dist>h->remainingMovement) //it better be reachable from the hero
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continue;
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int count = 0;
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for(int xx = -1;xx <= 1;xx++)
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for(int yy = -1;yy <= 1;yy++)
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{
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checkPos = currentPos+int3(xx,yy,0);
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if(cg.m_cb->getPath(currentPos,checkPos,h->h,path))
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count++;
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}
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if(count > howGood)
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{
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howGood = count;
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bestPos = currentPos;
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}
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}
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destination = bestPos;
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h->finished=true;
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//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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break;
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case visit:case attack:
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//std::cout << "trying to visit " << object->hoverName << std::endl;
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h = whoCanAchieve[rand()%whoCanAchieve.size()];//TODO:replace with best hero for the job
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hpos = h->pos;
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destination = object->getSightCenter();
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break;
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}
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if(type == visit||type == finishTurn)
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if(cg.m_cb->getPath(hpos,destination,h->h,path))
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{
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path.convert(0);
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if(cg.m_state.get() != NO_BATTLE)
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cg.m_state.waitUntil(NO_BATTLE);//wait for battle end
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//wait over, battle over too. hero might be killed. check.
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for(int i = path.nodes.size()-2;i>=0&&(cg.m_cb->getHeroSerial(h->h) >= 0);i--)
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{
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cg.m_cb->moveHero(h->h,path.nodes[i].coord);
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if(cg.m_state.get() != NO_BATTLE)
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cg.m_state.waitUntil(NO_BATTLE);//wait for battle end
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}
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h->remainingMovement-=path.nodes[0].dist;
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if(object->blockVisit)
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h->pos = path.nodes[1].coord;
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else
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h->pos=destination;
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std::set<AIObjectContainer>::iterator i = hgs.knownVisitableObjects.find(AIObjectContainer(object));
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if(i!=hgs.knownVisitableObjects.end())
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hgs.knownVisitableObjects.erase(i);
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}
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const CGTownInstance * town = dynamic_cast<const CGTownInstance *> (object);
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if(town&&object->getOwner()==cg.m_cb->getMyColor())
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{
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//upgrade hero's units
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cout << "visiting town" << endl;
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CCreatureSet hcreatures = h->h->army;
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for(std::map<si32,std::pair<ui32,si32> >::const_iterator i = hcreatures.slots.begin();i!=hcreatures.slots.end();i++) // for each hero slot
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{
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UpgradeInfo ui = cg.m_cb->getUpgradeInfo(h->h,i->first);
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bool canUpgrade = false;
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if(ui.newID.size()!=0) //does this stack need upgrading?
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{
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canUpgrade = true;
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for(int ii=0;ii<ui.cost.size();ii++)//can afford the upgrade?
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for (std::set<std::pair<int,int> >::iterator j=ui.cost[ii].begin(); j!=ui.cost[ii].end(); j++)
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if(hgs.resourceAmounts[j->first] < j->second*i->second.second)
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canUpgrade = false;
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}
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if(canUpgrade)
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{
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cg.m_cb->upgradeCreature(h->h,i->first,ui.newID.back());
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cout << "upgrading hero's " << VLC->creh->creatures[i->second.first].namePl << endl;
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}
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}
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//give town's units to hero
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CCreatureSet tcreatures = town->army;
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for(std::map<si32,std::pair<ui32,si32> >::const_iterator i = tcreatures.slots.begin();i!=tcreatures.slots.end();i++) // for each town slot
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{
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hcreatures = h->h->army;
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int hSlot = hcreatures.getSlotFor(i->second.first);
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if(hSlot == -1) continue;
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cout << "giving hero " << VLC->creh->creatures[i->second.first].namePl << endl;
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if(hcreatures.slots.find(hSlot)!=hcreatures.slots.end())
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{
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cg.m_cb->mergeStacks(town,h->h,i->first,hSlot); //TODO: the comment says that this code is not safe for the AI.
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}
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else
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{
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cg.m_cb->swapCreatures(town,h->h,i->first,hSlot);
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}
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}
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}
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}
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void CGeniusAI::addTownObjectives(HypotheticalGameState::TownModel &t, HypotheticalGameState & hgs)
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{
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//recruitHero
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//buildBuilding
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//recruitCreatures
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//upgradeCreatures
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if(hgs.heroModels.size()<3&&hgs.resourceAmounts[6]>=2500) //recruitHero
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{
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bool heroAtTown = false;
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for(int i = 0; i < hgs.heroModels.size();i++)
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if(hgs.heroModels[i].pos==t.t->getSightCenter())
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heroAtTown = true;
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if(!heroAtTown && vstd::contains(t.t->builtBuildings, 5)) //no visiting hero and built tavern
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{
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for(int i =0; i < hgs.AvailableHeroesToBuy.size();i++)
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if(hgs.AvailableHeroesToBuy[i]!=NULL&&(t.t->subID==(hgs.AvailableHeroesToBuy[i]->type->heroType/2)))
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{
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TownObjective to(AIObjective::recruitHero,&t,0);
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currentTownObjectives.insert(to);
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}
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}
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}
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//buildBuilding
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if(!t.hasBuilt)
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{
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std::map<int, CBuilding *> thisTownsBuildings = VLC->buildh->buildings[t.t->subID];// m_cb->getCBuildingsByID(t.t);
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for(std::map<int, CBuilding *>::iterator i = thisTownsBuildings.begin(); i != thisTownsBuildings.end();i++)
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{
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if(m_cb->canBuildStructure(t.t,i->first)==7)
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{
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TownObjective to(AIObjective::buildBuilding,&t,i->first);
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currentTownObjectives.insert(to);
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//cout <<"can build " << i->first << " "<< i->second->Name() << endl;
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}
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}
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}
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//recruitCreatures
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for(int i = 0; i < t.creaturesToRecruit.size() ;i++)
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{
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if(t.creaturesToRecruit[i].first==0) continue;
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int ID = t.creaturesToRecruit[i].second.back();
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const CCreature *creature = &VLC->creh->creatures[ID];//m_cb->getCCreatureByID(ID);
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bool canAfford = true;
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for(int ii = 0;ii<creature->cost.size();ii++)
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if(creature->cost[ii]>hgs.resourceAmounts[ii])
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canAfford = false; // can we afford at least one creature?
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if(!canAfford) continue;
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|
//cout << "town has " << t.t->creatures[i].first << " "<< creature->namePl << " (AI Strength " << creature->AIValue << ")." << endl;
|
|
TownObjective to(AIObjective::recruitCreatures,&t,i);
|
|
currentTownObjectives.insert(to);
|
|
|
|
}
|
|
//upgradeCreatures
|
|
|
|
|
|
for(std::map<si32,std::pair<ui32,si32> >::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)
|
|
{
|
|
//int newID = ui.newID.back();
|
|
//we have some. Can we afford to upgrade them?
|
|
// const CCreature *creature = &VLC->creh->creatures[ID];//m_cb->getCCreatureByID(ID);
|
|
// const CCreature *upgrade = &VLC->creh->creatures[newID];//m_cb->getCCreatureByID(ID);
|
|
bool canAfford = true;
|
|
for(int ii=0;ii<ui.cost.size();ii++)
|
|
for (std::set<std::pair<int,int> >::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(AIObjective::upgradeCreatures,&t,i->first);
|
|
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" <<endl;
|
|
for(int i = 0; b && i < b->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++)
|
|
howMany = min(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 <CGeniusAI::HypotheticalGameState::HeroModel>::iterator i = hgs.heroModels.begin(); i != hgs.heroModels.end(); i++)
|
|
addHeroObjectives(*i,hgs);
|
|
|
|
for(std::vector <CGeniusAI::HypotheticalGameState::TownModel>::iterator i = hgs.townModels.begin(); i != hgs.townModels.end(); i++)
|
|
addTownObjectives(*i,hgs);
|
|
for(std::set<CGeniusAI::HeroObjective>::iterator i = currentHeroObjectives.begin(); i != currentHeroObjectives.end(); i++)
|
|
objectiveQueue.push_back(AIObjectivePtrCont(&(*i)));
|
|
for(std::set<CGeniusAI::TownObjective>::iterator i = currentTownObjectives.begin(); i != currentTownObjectives.end(); i++)
|
|
objectiveQueue.push_back(AIObjectivePtrCont(&(*i)));
|
|
}
|
|
CGeniusAI::AIObjective * CGeniusAI::getBestObjective()
|
|
{
|
|
trueGameState.update(*this);
|
|
|
|
fillObjectiveQueue(trueGameState);
|
|
|
|
if(!objectiveQueue.empty())
|
|
return max_element(objectiveQueue.begin(),objectiveQueue.end())->obj;
|
|
return NULL;
|
|
|
|
}
|
|
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();
|
|
|
|
}
|
|
//////////////TODO: replace with updates. Also add suspected objects list./////////
|
|
knownVisitableObjects.clear();
|
|
int3 pos = m_cb->getMapSize();
|
|
for(int x = 0;x<pos.x;x++)
|
|
for(int y = 0;y<pos.y;y++)
|
|
for(int z = 0;z<pos.z;z++)
|
|
tileRevealed(int3(x,y,z));
|
|
///////////////////////////////////////////////////////////////////////////////////
|
|
|
|
reportResources();
|
|
|
|
trueGameState = HypotheticalGameState(*this);
|
|
|
|
AIObjective * objective;
|
|
while((objective = getBestObjective())!=NULL)
|
|
objective->fulfill(*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(AIObjective::recruitHero,&hgs.townModels.front(),0).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;ii<creature->cost.size();ii++)
|
|
if(creature->cost[ii]>hgs.resourceAmounts[ii])
|
|
canAfford = false; // can we afford at least one creature?
|
|
if(!canAfford) continue;
|
|
TownObjective(AIObjective::recruitCreatures,&hgs.townModels.front(),i).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(AIObjective::visit,town,hero=&hgs.heroModels[i]).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++)
|
|
knownVisitableObjects.insert(*o);
|
|
objects = m_cb->getFlaggableObjects(pos);
|
|
for(std::vector < const CGObjectInstance * >::iterator o = objects.begin();o!=objects.end();o++)
|
|
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 <AIObjectContainer>::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<ui16> &skills, boost::function<void(ui32)> &callback)
|
|
{
|
|
callback(rand() % skills.size());
|
|
}
|
|
|
|
void GeniusAI::CGeniusAI::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, boost::function<void()> &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<Component> &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<std::string>((unsigned)action->actionType);
|
|
message += "), side(";
|
|
message += boost::lexical_cast<std::string>((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<std::string>((unsigned)action->actionType);
|
|
message += "), side(";
|
|
message += boost::lexical_cast<std::string>((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<BattleStackAttacked> & 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<std::string>(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<std::string>(ID);
|
|
message += "), dest(";
|
|
message += boost::lexical_cast<std::string>(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<CObstacle*> 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<std::string>(stackID);
|
|
message += ")";
|
|
DbgBox(message.c_str());
|
|
|
|
return m_battleLogic->MakeDecision(stackID);
|
|
};
|
|
|