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0b70baa95e
* Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
89 lines
3.6 KiB
C++
89 lines
3.6 KiB
C++
/*
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* BattleAI.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include "../../lib/AI_Base.h"
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#include "PotentialTargets.h"
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class CSpell;
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class EnemyInfo;
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/*
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struct CurrentOffensivePotential
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{
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std::map<const CStack *, PotentialTargets> ourAttacks;
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std::map<const CStack *, PotentialTargets> enemyAttacks;
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CurrentOffensivePotential(ui8 side)
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{
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for(auto stack : cbc->battleGetStacks())
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{
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if(stack->side == side)
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ourAttacks[stack] = PotentialTargets(stack);
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else
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enemyAttacks[stack] = PotentialTargets(stack);
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}
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}
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int potentialValue()
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{
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int ourPotential = 0, enemyPotential = 0;
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for(auto &p : ourAttacks)
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ourPotential += p.second.bestAction().attackValue();
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for(auto &p : enemyAttacks)
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enemyPotential += p.second.bestAction().attackValue();
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return ourPotential - enemyPotential;
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}
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};
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*/ // These lines may be usefull but they are't used in the code.
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class CBattleAI : public CBattleGameInterface
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{
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int side;
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std::shared_ptr<CBattleCallback> cb;
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//Previous setting of cb
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bool wasWaitingForRealize, wasUnlockingGs;
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public:
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CBattleAI();
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~CBattleAI();
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void init(std::shared_ptr<CBattleCallback> CB) override;
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void attemptCastingSpell();
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BattleAction activeStack(const CStack * stack) override; //called when it's turn of that stack
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BattleAction goTowards(const CStack * stack, BattleHex hex );
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boost::optional<BattleAction> considerFleeingOrSurrendering();
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static int distToNearestNeighbour(BattleHex hex, const ReachabilityInfo::TDistances& dists, BattleHex *chosenHex = nullptr);
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static bool isCloser(const EnemyInfo & ei1, const EnemyInfo & ei2, const ReachabilityInfo::TDistances & dists);
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void print(const std::string &text) const;
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BattleAction useCatapult(const CStack *stack);
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void battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool Side) override;
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//void actionFinished(const BattleAction &action) override;//occurs AFTER every action taken by any stack or by the hero
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//void actionStarted(const BattleAction &action) override;//occurs BEFORE every action taken by any stack or by the hero
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//void battleAttack(const BattleAttack *ba) override; //called when stack is performing attack
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//void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, const std::vector<MetaString> & battleLog) override; //called when stack receives damage (after battleAttack())
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//void battleEnd(const BattleResult *br) override;
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//void battleResultsApplied() override; //called when all effects of last battle are applied
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//void battleNewRoundFirst(int round) override; //called at the beginning of each turn before changes are applied;
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//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
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//void battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance) override;
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//void battleSpellCast(const BattleSpellCast *sc) override;
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//void battleStacksEffectsSet(const SetStackEffect & sse) override;//called when a specific effect is set to stacks
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//void battleTriggerEffect(const BattleTriggerEffect & bte) override;
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//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
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//void battleCatapultAttacked(const CatapultAttack & ca) override; //called when catapult makes an attack
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};
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