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263 lines
6.6 KiB
C++
263 lines
6.6 KiB
C++
#include "stdafx.h"
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#include "StupidAI.h"
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#include "../../lib/BattleState.h"
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#include "../../CCallback.h"
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#include <boost/foreach.hpp>
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#include <boost/bind.hpp>
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#include "../../lib/CCreatureHandler.h"
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#include <algorithm>
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#include <boost/thread.hpp>
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IBattleCallback * cbc;
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CStupidAI::CStupidAI(void)
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: side(-1), cb(NULL)
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{
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print("created");
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}
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CStupidAI::~CStupidAI(void)
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{
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print("destroyed");
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}
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void CStupidAI::init( IBattleCallback * CB )
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{
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print("init called, saving ptr to IBattleCallback");
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cbc = cb = CB;
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}
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void CStupidAI::actionFinished( const BattleAction *action )
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{
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print("actionFinished called");
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}
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void CStupidAI::actionStarted( const BattleAction *action )
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{
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print("actionStarted called");
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}
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struct EnemyInfo
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{
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const CStack * s;
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int adi, adr;
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std::vector<THex> attackFrom; //for melee fight
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EnemyInfo(const CStack * _s) : s(_s)
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{}
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void calcDmg(const CStack * ourStack)
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{
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TDmgRange retal, dmg = cbc->battleEstimateDamage(ourStack, s, &retal);
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adi = (dmg.first + dmg.second) / 2;
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adr = (retal.first + retal.second) / 2;
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}
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bool operator==(const EnemyInfo& ei) const
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{
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return s == ei.s;
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}
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};
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bool isMoreProfitable(const EnemyInfo &ei1, const EnemyInfo& ei2)
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{
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return (ei1.adi-ei1.adr) < (ei2.adi - ei2.adr);
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}
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int distToNearestNeighbour(THex hex, const std::vector<int> & dists, THex *chosenHex = NULL)
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{
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int ret = 1000000;
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BOOST_FOREACH(THex n, hex.neighbouringTiles())
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{
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if(dists[n] >= 0 && dists[n] < ret)
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{
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ret = dists[n];
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if(chosenHex)
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*chosenHex = n;
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}
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}
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return ret;
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}
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bool isCloser(const EnemyInfo & ei1, const EnemyInfo & ei2, const std::vector<int> & dists)
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{
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return distToNearestNeighbour(ei1.s->position, dists) < distToNearestNeighbour(ei2.s->position, dists);
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}
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static bool willSecondHexBlockMoreEnemyShooters(const THex &h1, const THex &h2)
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{
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int shooters[2] = {0}; //count of shooters on hexes
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for(int i = 0; i < 2; i++)
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BOOST_FOREACH(THex neighbour, (i ? h2 : h1).neighbouringTiles())
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if(const CStack *s = cbc->battleGetStackByPos(neighbour))
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if(s->getCreature()->isShooting())
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shooters[i]++;
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return shooters[0] < shooters[1];
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}
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BattleAction CStupidAI::activeStack( const CStack * stack )
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{
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//boost::this_thread::sleep(boost::posix_time::seconds(2));
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print("activeStack called");
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std::vector<THex> avHexes = cb->battleGetAvailableHexes(stack, false);
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std::vector<int> dists = cb->battleGetDistances(stack);
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std::vector<EnemyInfo> enemiesShootable, enemiesReachable, enemiesUnreachable;
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BOOST_FOREACH(const CStack *s, cb->battleGetStacks(IBattleCallback::ONLY_ENEMY))
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{
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if(cb->battleCanShoot(stack, s->position))
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{
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enemiesShootable.push_back(s);
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}
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else
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{
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BOOST_FOREACH(THex hex, avHexes)
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{
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if(CStack::isMeleeAttackPossible(stack, s, hex))
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{
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std::vector<EnemyInfo>::iterator i = std::find(enemiesReachable.begin(), enemiesReachable.end(), s);
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if(i == enemiesReachable.end())
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{
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enemiesReachable.push_back(s);
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i = enemiesReachable.begin() + (enemiesReachable.size() - 1);
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}
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i->attackFrom.push_back(hex);
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}
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}
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if(!vstd::contains(enemiesReachable, s))
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enemiesUnreachable.push_back(s);
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}
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}
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if(enemiesShootable.size())
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{
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const EnemyInfo &ei= *std::max_element(enemiesShootable.begin(), enemiesShootable.end(), isMoreProfitable);
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return BattleAction::makeShotAttack(stack, ei.s);
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}
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else if(enemiesReachable.size())
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{
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const EnemyInfo &ei= *std::max_element(enemiesReachable.begin(), enemiesReachable.end(), &isMoreProfitable);
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return BattleAction::makeMeleeAttack(stack, ei.s, *std::max_element(ei.attackFrom.begin(), ei.attackFrom.end(), &willSecondHexBlockMoreEnemyShooters));
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}
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else
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{
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const EnemyInfo &ei= *std::min_element(enemiesUnreachable.begin(), enemiesUnreachable.end(), boost::bind(isCloser, _1, _2, boost::ref(dists)));
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if(distToNearestNeighbour(ei.s->position, dists) < BFIELD_SIZE)
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{
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return goTowards(stack, ei.s->position);
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}
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}
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return BattleAction::makeDefend(stack);
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}
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void CStupidAI::battleAttack(const BattleAttack *ba)
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{
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print("battleAttack called");
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}
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void CStupidAI::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa)
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{
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print("battleStacksAttacked called");
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}
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void CStupidAI::battleEnd(const BattleResult *br)
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{
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print("battleEnd called");
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}
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void CStupidAI::battleResultsApplied()
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{
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print("battleResultsApplied called");
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}
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void CStupidAI::battleNewRoundFirst(int round)
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{
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print("battleNewRoundFirst called");
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}
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void CStupidAI::battleNewRound(int round)
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{
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print("battleNewRound called");
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}
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void CStupidAI::battleStackMoved(const CStack * stack, THex dest, int distance, bool end)
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{
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print("battleStackMoved called");;
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}
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void CStupidAI::battleSpellCast(const BattleSpellCast *sc)
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{
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print("battleSpellCast called");
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}
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void CStupidAI::battleStacksEffectsSet(const SetStackEffect & sse)
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{
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print("battleStacksEffectsSet called");
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}
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void CStupidAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool Side)
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{
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print("battleStart called");
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side = Side;
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}
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void CStupidAI::battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, si32 lifeDrainFrom)
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{
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print("battleStacksHealedRes called");
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}
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void CStupidAI::battleNewStackAppeared(const CStack * stack)
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{
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print("battleNewStackAppeared called");
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}
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void CStupidAI::battleObstaclesRemoved(const std::set<si32> & removedObstacles)
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{
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print("battleObstaclesRemoved called");
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}
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void CStupidAI::battleCatapultAttacked(const CatapultAttack & ca)
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{
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print("battleCatapultAttacked called");
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}
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void CStupidAI::battleStacksRemoved(const BattleStacksRemoved & bsr)
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{
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print("battleStacksRemoved called");
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}
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void CStupidAI::print(const std::string &text) const
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{
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tlog0 << "CStupidAI [" << this <<"]: " << text << std::endl;
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}
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BattleAction CStupidAI::goTowards(const CStack * stack, THex hex)
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{
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THex realDest = hex;
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THex predecessors[BFIELD_SIZE];
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std::vector<int> dists = cb->battleGetDistances(stack, hex);
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if(distToNearestNeighbour(hex, dists, &realDest) > BFIELD_SIZE)
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{
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print("goTowards: Cannot reach");
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return BattleAction::makeDefend(stack);
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}
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dists = cb->battleGetDistances(stack, realDest, predecessors);
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std::vector<THex> avHexes = cb->battleGetAvailableHexes(stack, false);
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while(1)
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{
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assert(realDest.isValid());
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if(vstd::contains(avHexes, hex))
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return BattleAction::makeMove(stack, hex);
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hex = predecessors[hex];
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}
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}
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