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vcmi/AI/GeniusAI/CGeniusAI.cpp

319 lines
8.0 KiB
C++

#include "CGeniusAI.h"
#include <iostream>
using namespace std;
using namespace GeniusAI;
#if defined (_MSC_VER) && (_MSC_VER >= 1020) || (__MINGW32__)
#include <windows.h>
#endif
void MsgBox(const char *msg, bool messageBox)
{
#if defined _DEBUG
# if defined (_MSC_VER) && (_MSC_VER >= 1020)
if (messageBox)
{
MessageBoxA(NULL, msg, "Debug message", MB_OK | MB_ICONASTERISK);
}
# endif
std::cout << msg << std::endl;
#endif
}
CGeniusAI::CGeniusAI()
: m_generalAI(),turn(0)
{
}
CGeniusAI::~CGeniusAI()
{
}
void CGeniusAI::init(ICallback *CB)
{
m_cb = CB;
m_generalAI.init(CB);
human = false;
playerID = m_cb->getMyColor();
serialID = m_cb->getMySerial();
std::string info = std::string("GeniusAI initialized for player ") + boost::lexical_cast<std::string>(playerID);
m_battleLogic = NULL;
MsgBox(info.c_str());
}
unsigned long randomFromInt(unsigned long in)
{
return (in*214013+2531011);
}
void CGeniusAI::doHero(const CGHeroInstance * h)
{
if(!h==NULL)
{
int3 destination, pos;
pos=h->convertPosition(h->pos,false);
vector<int3> buildingPath;
int movement = h->movement;
int usedMovement = 0;
int attempts = 0;
CPath path;
do{
do{
destination=pos;
attempts++;
destination.x+=randomFromInt((attempts*1243)+turn)%9-4;
destination.y+=randomFromInt((attempts*1243)+turn+1234)%9-4;
}while((!m_cb->getPath(pos,destination,h,path)||(path.nodes[0].dist>=(movement-usedMovement))) && attempts<100);
if(attempts<100)
{
pos = destination;
usedMovement += path.nodes[0].dist;
path.convert(0);
for(int i = path.nodes.size()-2;i>=0;i--)
buildingPath.push_back(path.nodes[i].coord);
}
else break;
}while(movement-usedMovement>=50);
for(int i = 0; i < buildingPath.size();i++)
{
m_cb->moveHero(h,buildingPath[i]);
//std::cout << "(" << buildingPath[i].x << ", " << buildingPath[i].y << ")" << std::endl;
}
}
}
void CGeniusAI::doTown(const CGTownInstance * t)
{
if(m_cb->howManyHeroes(true)<3) //recrute up to 3 heroes
{
if(t->visitingHero==NULL)
{
std::vector<const CGHeroInstance *> toBuy = m_cb->getAvailableHeroes(t);
if(toBuy[0]->army.slots.size()>1)//only buy heros with units
{
m_cb->recruitHero(t,toBuy[0]);
}
}
}
// m_cb->recruitCreatures(t, ui32 ID, ui32 amount)
}
void CGeniusAI::yourTurn()
{
//static boost::mutex mutex;
//boost::mutex::scoped_lock scoped_lock(mutex);
turn++;
std::cout << "AI Player " <<m_cb->getMySerial()<< " with " << m_cb->howManyHeroes(true) << " heroes. " << std::endl;
std::cout << m_cb->getResourceAmount(0) << " wood. ";
std::cout << m_cb->getResourceAmount(1) << " mercury. ";
std::cout << m_cb->getResourceAmount(2) << " ore. ";
std::cout << m_cb->getResourceAmount(3) << " sulfer. ";
std::cout << m_cb->getResourceAmount(4) << " cristal. ";
std::cout << m_cb->getResourceAmount(5) << " gems. ";
std::cout << m_cb->getResourceAmount(6) << " gold.";
std::cout << std::endl;
std::vector < const CGHeroInstance *> heroes = m_cb->getHeroesInfo();
for(std::vector < const CGHeroInstance *>::iterator i = heroes.begin(); i < heroes.end(); i++)
doHero(*i);
// std::vector < const CGTownInstance *> towns = m_cb->getTownsInfo();
// for(std::vector < const CGTownInstance *>::iterator i = towns.begin(); i < towns.end(); i++)
// doTown(*i);
m_cb->endTurn();
}
void CGeniusAI::heroKilled(const CGHeroInstance * hero)
{
}
void CGeniusAI::heroCreated(const CGHeroInstance *hero)
{
}
void CGeniusAI::heroMoved(const TryMoveHero &TMH)
{
MsgBox("** 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 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 += ")";
MsgBox(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 += ")";
MsgBox(message.c_str());
}
/**
* called when stack is performing attack
*/
void CGeniusAI::battleAttack(BattleAttack *ba)
{
MsgBox("\t\t\tCGeniusAI::battleAttack");
}
/**
* called when stack receives damage (after battleAttack())
*/
void CGeniusAI::battleStacksAttacked(std::set<BattleStackAttacked> & bsa)
{
MsgBox("\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 fails when AI starts two battles at same time? ***************
m_battleLogic = new BattleAI::CBattleLogic(m_cb, army1, army2, tile, hero1, hero2, side);
MsgBox("** 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;
MsgBox("** 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);
MsgBox(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 += ")";
MsgBox(message.c_str());
}
/**
*
*/
void CGeniusAI::battleSpellCast(SpellCast *sc)
{
MsgBox("\t\t\tCGeniusAI::battleSpellCast");
}
/**
* called when battlefield is prepared, prior the battle beginning
*/
void CGeniusAI::battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles)
{
MsgBox("CGeniusAI::battlefieldPrepared");
}
/**
*
*/
void CGeniusAI::battleStackMoved(int ID, int dest, bool startMoving, bool endMoving)
{
MsgBox("\t\t\tCGeniusAI::battleStackMoved");
}
/**
*
*/
void CGeniusAI::battleStackAttacking(int ID, int dest)
{
MsgBox("\t\t\tCGeniusAI::battleStackAttacking");
}
/**
*
*/
void CGeniusAI::battleStackIsAttacked(int ID, int dmg, int killed, int IDby, bool byShooting)
{
MsgBox("\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 += ")";
MsgBox(message.c_str());
return m_battleLogic->MakeDecision(stackID);
};