1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-04 09:42:40 +02:00
vcmi/AI/StupidAI/StupidAI.cpp
AlexVinS 0b70baa95e Spells configuration version 2 (effect-based)
* 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
2018-02-08 11:37:21 +03:00

329 lines
9.0 KiB
C++

/*
* StupidAI.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "../../lib/AI_Base.h"
#include "StupidAI.h"
#include "../../lib/CStack.h"
#include "../../CCallback.h"
#include "../../lib/CCreatureHandler.h"
static std::shared_ptr<CBattleCallback> cbc;
CStupidAI::CStupidAI()
: side(-1)
{
print("created");
}
CStupidAI::~CStupidAI()
{
print("destroyed");
}
void CStupidAI::init(std::shared_ptr<CBattleCallback> CB)
{
print("init called, saving ptr to IBattleCallback");
cbc = cb = CB;
}
void CStupidAI::actionFinished(const BattleAction &action)
{
print("actionFinished called");
}
void CStupidAI::actionStarted(const BattleAction &action)
{
print("actionStarted called");
}
struct EnemyInfo
{
const CStack * s;
int adi, adr;
std::vector<BattleHex> attackFrom; //for melee fight
EnemyInfo(const CStack * _s) : s(_s), adi(0), adr(0)
{}
void calcDmg(const CStack * ourStack)
{
TDmgRange retal, dmg = cbc->battleEstimateDamage(ourStack, s, &retal);
adi = (dmg.first + dmg.second) / 2;
adr = (retal.first + retal.second) / 2;
}
bool operator==(const EnemyInfo& ei) const
{
return s == ei.s;
}
};
bool isMoreProfitable(const EnemyInfo &ei1, const EnemyInfo& ei2)
{
return (ei1.adi-ei1.adr) < (ei2.adi - ei2.adr);
}
namespace {
int distToNearestNeighbour(BattleHex hex, const ReachabilityInfo::TDistances& dists, BattleHex *chosenHex = nullptr)
{
int ret = 1000000;
for(auto & n: hex.neighbouringTiles())
{
if(dists[n] >= 0 && dists[n] < ret)
{
ret = dists[n];
if(chosenHex)
*chosenHex = n;
}
}
return ret;
}
bool isCloser(const EnemyInfo & ei1, const EnemyInfo & ei2, const ReachabilityInfo::TDistances & dists)
{
return distToNearestNeighbour(ei1.s->getPosition(), dists) < distToNearestNeighbour(ei2.s->getPosition(), dists);
}
}
static bool willSecondHexBlockMoreEnemyShooters(const BattleHex &h1, const BattleHex &h2)
{
int shooters[2] = {0}; //count of shooters on hexes
for(int i = 0; i < 2; i++)
for (auto & neighbour : (i ? h2 : h1).neighbouringTiles())
if(const CStack *s = cbc->battleGetStackByPos(neighbour))
if(s->getCreature()->isShooting())
shooters[i]++;
return shooters[0] < shooters[1];
}
BattleAction CStupidAI::activeStack( const CStack * stack )
{
//boost::this_thread::sleep(boost::posix_time::seconds(2));
print("activeStack called for " + stack->nodeName());
auto dists = cb->battleGetDistances(stack, stack->getPosition());
std::vector<EnemyInfo> enemiesShootable, enemiesReachable, enemiesUnreachable;
if(stack->type->idNumber == CreatureID::CATAPULT)
{
BattleAction attack;
static const std::vector<int> wallHexes = {50, 183, 182, 130, 78, 29, 12, 95};
auto seletectedHex = *RandomGeneratorUtil::nextItem(wallHexes, CRandomGenerator::getDefault());
attack.aimToHex(seletectedHex);
attack.actionType = EActionType::CATAPULT;
attack.side = side;
attack.stackNumber = stack->ID;
return attack;
}
else if(stack->hasBonusOfType(Bonus::SIEGE_WEAPON))
{
return BattleAction::makeDefend(stack);
}
for (const CStack *s : cb->battleGetStacks(CBattleCallback::ONLY_ENEMY))
{
if(cb->battleCanShoot(stack, s->getPosition()))
{
enemiesShootable.push_back(s);
}
else
{
std::vector<BattleHex> avHexes = cb->battleGetAvailableHexes(stack);
for (BattleHex hex : avHexes)
{
if(CStack::isMeleeAttackPossible(stack, s, hex))
{
std::vector<EnemyInfo>::iterator i = std::find(enemiesReachable.begin(), enemiesReachable.end(), s);
if(i == enemiesReachable.end())
{
enemiesReachable.push_back(s);
i = enemiesReachable.begin() + (enemiesReachable.size() - 1);
}
i->attackFrom.push_back(hex);
}
}
if(!vstd::contains(enemiesReachable, s) && s->getPosition().isValid())
enemiesUnreachable.push_back(s);
}
}
for ( auto & enemy : enemiesReachable )
enemy.calcDmg( stack );
for ( auto & enemy : enemiesShootable )
enemy.calcDmg( stack );
if(enemiesShootable.size())
{
const EnemyInfo &ei= *std::max_element(enemiesShootable.begin(), enemiesShootable.end(), isMoreProfitable);
return BattleAction::makeShotAttack(stack, ei.s);
}
else if(enemiesReachable.size())
{
const EnemyInfo &ei= *std::max_element(enemiesReachable.begin(), enemiesReachable.end(), &isMoreProfitable);
return BattleAction::makeMeleeAttack(stack, ei.s->getPosition(), *std::max_element(ei.attackFrom.begin(), ei.attackFrom.end(), &willSecondHexBlockMoreEnemyShooters));
}
else if(enemiesUnreachable.size()) //due to #955 - a buggy battle may occur when there are no enemies
{
assert(enemiesUnreachable.size());
const EnemyInfo &ei= *std::min_element(enemiesUnreachable.begin(), enemiesUnreachable.end(), std::bind(isCloser, _1, _2, std::ref(dists)));
assert(ei.s);
if(distToNearestNeighbour(ei.s->getPosition(), dists) < GameConstants::BFIELD_SIZE)
{
return goTowards(stack, ei.s->getPosition());
}
}
return BattleAction::makeDefend(stack);
}
void CStupidAI::battleAttack(const BattleAttack *ba)
{
print("battleAttack called");
}
void CStupidAI::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, const std::vector<MetaString> & battleLog)
{
print("battleStacksAttacked called");
}
void CStupidAI::battleEnd(const BattleResult *br)
{
print("battleEnd called");
}
// void CStupidAI::battleResultsApplied()
// {
// print("battleResultsApplied called");
// }
void CStupidAI::battleNewRoundFirst(int round)
{
print("battleNewRoundFirst called");
}
void CStupidAI::battleNewRound(int round)
{
print("battleNewRound called");
}
void CStupidAI::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance)
{
print("battleStackMoved called");
}
void CStupidAI::battleSpellCast(const BattleSpellCast *sc)
{
print("battleSpellCast called");
}
void CStupidAI::battleStacksEffectsSet(const SetStackEffect & sse)
{
print("battleStacksEffectsSet called");
}
void CStupidAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool Side)
{
print("battleStart called");
side = Side;
}
void CStupidAI::battleCatapultAttacked(const CatapultAttack & ca)
{
print("battleCatapultAttacked called");
}
void CStupidAI::print(const std::string &text) const
{
logAi->trace("CStupidAI [%p]: %s", this, text);
}
BattleAction CStupidAI::goTowards(const CStack * stack, BattleHex destination)
{
assert(destination.isValid());
auto reachability = cb->getReachability(stack);
auto avHexes = cb->battleGetAvailableHexes(reachability, stack);
if(vstd::contains(avHexes, destination))
return BattleAction::makeMove(stack, destination);
auto destNeighbours = destination.neighbouringTiles();
if(vstd::contains_if(destNeighbours, [&](BattleHex n) { return stack->coversPos(destination); }))
{
logAi->warn("Warning: already standing on neighbouring tile!");
//We shouldn't even be here...
return BattleAction::makeDefend(stack);
}
vstd::erase_if(destNeighbours, [&](BattleHex hex){ return !reachability.accessibility.accessible(hex, stack); });
if(!avHexes.size() || !destNeighbours.size()) //we are blocked or dest is blocked
{
print("goTowards: Stack cannot move! That's " + stack->nodeName());
return BattleAction::makeDefend(stack);
}
if(stack->hasBonusOfType(Bonus::FLYING))
{
// Flying stack doesn't go hex by hex, so we can't backtrack using predecessors.
// We just check all available hexes and pick the one closest to the target.
auto distToDestNeighbour = [&](BattleHex hex) -> int
{
auto nearestNeighbourToHex = vstd::minElementByFun(destNeighbours, [&](BattleHex a)
{
return BattleHex::getDistance(a, hex);
});
return BattleHex::getDistance(*nearestNeighbourToHex, hex);
};
auto nearestAvailableHex = vstd::minElementByFun(avHexes, distToDestNeighbour);
return BattleAction::makeMove(stack, *nearestAvailableHex);
}
else
{
BattleHex bestNeighbor = destination;
if(distToNearestNeighbour(destination, reachability.distances, &bestNeighbor) > GameConstants::BFIELD_SIZE)
{
print("goTowards: Cannot reach");
return BattleAction::makeDefend(stack);
}
BattleHex currentDest = bestNeighbor;
while(1)
{
assert(currentDest.isValid());
if(vstd::contains(avHexes, currentDest))
return BattleAction::makeMove(stack, currentDest);
currentDest = reachability.predecessors[currentDest];
}
}
}
void CStupidAI::saveGame(BinarySerializer & h, const int version)
{
//TODO to be implemented with saving/loading during the battles
assert(0);
}
void CStupidAI::loadGame(BinaryDeserializer & h, const int version)
{
//TODO to be implemented with saving/loading during the battles
assert(0);
}