mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-20 20:23:03 +02:00
956a87f264
* recalculating paths only after finished movement / switching selection * moving hero uses "new" pathfinder * moving hero by arrow keys / numpad * VCMI window should start centered * fixed pairing Subterranean Gates * fixed issues with creatures sounds after loading * several minor changes and improvements
1118 lines
36 KiB
C++
1118 lines
36 KiB
C++
#include "CGeniusAI.h"
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#include "AIPriorities.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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#include <boost/lexical_cast.hpp>
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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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#define WIN32_LEAN_AND_MEAN //excludes rarely used stuff from windows headers - delete this line if something is missing
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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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AI = &ai;
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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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AI = &ai;
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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].h->subID==heroModels[ii].h->subID)
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{
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heroModels[ii].finished = oldModels[i].finished;
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heroModels[ii].previouslyVisited_pos=oldModels[i].previouslyVisited_pos;
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}
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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(const HypotheticalGameState &hgs,Type t,const CGObjectInstance * object,HypotheticalGameState::HeroModel *h,CGeniusAI * ai):object(object),hgs(hgs)
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{
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AI = ai;
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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 = -1;
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}
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float CGeniusAI::HeroObjective::getValue() const
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{
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if(_value>=0)
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return _value-_cost;
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vector<int> resourceCosts; //TODO: each object should have an associated cost to visit IE (tree of knowledge 1000 gold/10 gems)
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for(int i = 0; i < 8;i++)
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resourceCosts.push_back(0);
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if(object->ID==47) //school of magic
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resourceCosts[6]+=1000;
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float bestCost = 9e9;
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HypotheticalGameState::HeroModel * bestHero = NULL;
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if(type !=AIObjective::finishTurn)
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{
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for(int i = 0; i < whoCanAchieve.size();i++)
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{
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int distOutOfTheWay = 0;
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CPath path3;
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//from hero to object
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if(AI->m_cb->getPath(whoCanAchieve[i]->pos,pos,whoCanAchieve[i]->h,path3))
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distOutOfTheWay+=path3.nodes[0].dist;
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//from object to goal
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if(AI->m_cb->getPath(pos,whoCanAchieve[i]->interestingPos,whoCanAchieve[i]->h,path3))
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{
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distOutOfTheWay+=path3.nodes[0].dist;
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//from hero directly to goal
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if(AI->m_cb->getPath(whoCanAchieve[i]->pos,whoCanAchieve[i]->interestingPos,whoCanAchieve[i]->h,path3))
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distOutOfTheWay-=path3.nodes[0].dist;
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}
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float cost = AI->m_priorities->getCost(resourceCosts,whoCanAchieve[i]->h,distOutOfTheWay);
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if(cost < bestCost)
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{
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bestCost = cost;
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bestHero = whoCanAchieve[i];
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}
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}
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}
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else bestCost = 0;
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if(bestHero)
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{
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whoCanAchieve.clear();
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whoCanAchieve.push_back(bestHero);
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}
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_value = AI->m_priorities->getValue(*this);
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_cost=bestCost;
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return _value-_cost;
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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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if(dynamic_cast<const CGVisitableOPH *> (object))
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if(whoCanAchieve.front()->h->id!=other.whoCanAchieve.front()->h->id)
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return whoCanAchieve.front()->h->id<other.whoCanAchieve.front()->h->id;
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return false;
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}
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void CGeniusAI::HeroObjective::print() const
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{
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switch(type)
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{
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case visit:
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cout << "visit " << object->hoverName << " at (" <<object->pos.x << ","<<object->pos.y << ")" ;
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break;
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case attack:
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cout << "attack " << object->hoverName;
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break;
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case finishTurn:
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cout << "finish turn";
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}
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if(whoCanAchieve.size()==1)
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cout << " with " << whoCanAchieve.front()->h->hoverName;
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}
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CGeniusAI::TownObjective::TownObjective(const HypotheticalGameState &hgs,Type t,HypotheticalGameState::TownModel * tn,int Which,CGeniusAI * ai)
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:whichTown(tn),which(Which),hgs(hgs)
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{
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AI=ai;
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type = t;
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_value = -1;
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}
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float CGeniusAI::TownObjective::getValue() const
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{
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if(_value>=0)
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return _value-_cost;
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float cost;
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vector<int> resourceCosts(8,0);
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CBuilding * b;
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CCreature * creature;
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int ID,newID, howMany;
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switch(type)
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{
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case recruitHero:
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resourceCosts[6]=2500;
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break;
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case buildBuilding:
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b = VLC->buildh->buildings[whichTown->t->subID][which];
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for(int i = 0; b && i < b->resources.size();i++)
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resourceCosts[i]=b->resources[i];
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break;
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case recruitCreatures:
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ID = whichTown->creaturesToRecruit[which].second.back(); //buy upgraded if possible
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creature = &VLC->creh->creatures[ID];
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howMany = whichTown->creaturesToRecruit[which].first;
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for(int i = 0; i < creature->cost.size();i++)
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amin(howMany,creature->cost[i]?hgs.resourceAmounts[i]/creature->cost[i]:INT_MAX);
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for(int i = 0; creature && i < creature->cost.size();i++)
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resourceCosts[i]=creature->cost[i]*howMany;
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break;
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case upgradeCreatures:
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UpgradeInfo ui = AI->m_cb->getUpgradeInfo(whichTown->t,which);
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ID = whichTown->creaturesInGarrison.slots[which].first;
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howMany = whichTown->creaturesInGarrison.slots[which].second;
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newID = ui.newID.back();
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int upgrade_serial = ui.newID.size()-1;
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for (std::set<std::pair<int,int> >::iterator j=ui.cost[upgrade_serial].begin(); j!=ui.cost[upgrade_serial].end(); j++)
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resourceCosts[j->first] = j->second*howMany;
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break;
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}
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_cost = AI->m_priorities->getCost(resourceCosts,NULL,0);
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_value = AI->m_priorities->getValue(*this);
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return _value-_cost;
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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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void CGeniusAI::TownObjective::print() const
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{
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CBuilding * b;
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const CCreature *creature;
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HypotheticalGameState::HeroModel hm;
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int ID, howMany, newID, hSlot;
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switch(type)
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{
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case recruitHero:
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cout << "recruit hero.";break;
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case buildBuilding:
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b = VLC->buildh->buildings[whichTown->t->subID][which];
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cout << "build " << b->Name() << " cost = ";
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if(b->resources.size()!=0)
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{
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if(b->resources[0]!=0)cout << b->resources[0] << " wood. ";
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if(b->resources[1]!=0)cout << b->resources[1] << " mercury. ";
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if(b->resources[2]!=0)cout << b->resources[2] << " ore. ";
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if(b->resources[3]!=0)cout << b->resources[3] << " sulfur. ";
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if(b->resources[4]!=0)cout << b->resources[4] << " cristal. ";
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if(b->resources[5]!=0)cout << b->resources[5] << " gems. ";
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if(b->resources[6]!=0)cout << b->resources[6] << " gold. ";
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}
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break;
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case recruitCreatures:
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ID = whichTown->creaturesToRecruit[which].second.back(); //buy upgraded if possible
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creature = &VLC->creh->creatures[ID];
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howMany = whichTown->creaturesToRecruit[which].first;
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for(int i = 0; i < creature->cost.size();i++)
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amin(howMany,creature->cost[i]?AI->m_cb->getResourceAmount(i)/creature->cost[i]:INT_MAX);
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cout << "recruit " << howMany << " "<< creature->namePl << " (Total AI Strength " << creature->AIValue*howMany << "). cost = ";
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if(creature->cost.size()!=0)
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{
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if(creature->cost[0]!=0)cout << creature->cost[0]*howMany << " wood. ";
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if(creature->cost[1]!=0)cout << creature->cost[1]*howMany << " mercury. ";
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if(creature->cost[2]!=0)cout << creature->cost[2]*howMany << " ore. ";
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if(creature->cost[3]!=0)cout << creature->cost[3]*howMany << " sulfur. ";
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if(creature->cost[4]!=0)cout << creature->cost[4]*howMany << " cristal. ";
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if(creature->cost[5]!=0)cout << creature->cost[5]*howMany << " gems. ";
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if(creature->cost[6]!=0)cout << creature->cost[6]*howMany << " gold. ";
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}
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break;
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case upgradeCreatures:
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UpgradeInfo ui = AI->m_cb->getUpgradeInfo(whichTown->t,which);
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ID = whichTown->creaturesInGarrison.slots[which].first;
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cout << "upgrade " << VLC->creh->creatures[ID].namePl;
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//ui.cost
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break;
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}
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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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m_priorities = new Priorities("AI/GeniusAI.brain");
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}
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CGeniusAI::~CGeniusAI()
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{
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delete m_priorities;
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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) << " sulfur. ";
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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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tp = AIObjective::visit;
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if( h.previouslyVisited_pos==i->o->getSightCenter())
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continue;
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//TODO: what would the hero actually visit if he went to that spot
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// 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->)
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if(i->o->ID!=HEROI_TYPE) //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->ID==HEROI_TYPE&&i->o->getOwner()==m_cb->getMyColor())//visiting friendly heroes not yet supported
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continue;
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if(i->o->id==h.h->id) //don't visit yourself (should be caught by above)
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continue;
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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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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))->getTotalStrength();
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if(dynamic_cast<const CGTownInstance *> (i->o))
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enemyStrength = (dynamic_cast<const CGTownInstance *> (i->o))->getArmyStrength()*1.2;
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float heroStrength = h.h->getTotalStrength();
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if(enemyStrength*2.5 > heroStrength) //TODO: ballence these numbers using objective cost formula.
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continue; // it would be nice to do a battle sim
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if(enemyStrength>0)tp = AIObjective::attack;
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}
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if(dynamic_cast<const CGVisitableOPW *> (i->o)&&dynamic_cast<const CGVisitableOPW *> (i->o)->visited)//don't visit things that have already been visited this week.
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continue;
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if(dynamic_cast<const CGVisitableOPH *> (i->o)&&vstd::contains(dynamic_cast<const CGVisitableOPH *> (i->o)->visitors,h.h->id))//don't visit things that you have already visited OPH
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continue;
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if(i->o->ID==88||i->o->ID==89||i->o->ID==90)
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{
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//TODO: if no spell book continue
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//TODO: if the shrine's spell is identified, and the hero already has it, continue
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}
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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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{ //TODO: fix get path so that it doesn't return a path unless z's are the same, or path goes through sub gate
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if(m_cb->getPath(hpos,destination,h.h,path))
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{
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path.convert(0);
|
|
if(path.nodes[0].dist<movement)
|
|
{
|
|
|
|
HeroObjective ho(hgs,tp,i->o,&h,this);
|
|
std::set<HeroObjective>::iterator found = currentHeroObjectives.find(ho);
|
|
if(found==currentHeroObjectives.end())
|
|
currentHeroObjectives.insert(ho);
|
|
else {
|
|
HeroObjective *objective = (HeroObjective *)&(*found);
|
|
objective->whoCanAchieve.push_back(&h);
|
|
}
|
|
}
|
|
|
|
// find the most interesting object that is eventually reachable, and set that position to the ultimate goal position
|
|
int hi = rand(); //TODO: replace random numbers with some sort of ranking system
|
|
|
|
if(hi>maxInteresting)
|
|
{
|
|
maxInteresting = hi;
|
|
interestingPos = destination;
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
h.interestingPos = interestingPos;
|
|
// if(h.remainingMovement>0&&m_cb->getPath(hpos,interestingPos,h.h,path)) // there ought to be a path
|
|
currentHeroObjectives.insert(HeroObjective(hgs,HeroObjective::finishTurn,h.h,&h,this));
|
|
|
|
|
|
}
|
|
|
|
void CGeniusAI::HeroObjective::fulfill(CGeniusAI & cg,HypotheticalGameState & hgs)
|
|
{
|
|
|
|
cg.m_cb->waitTillRealize = true;
|
|
HypotheticalGameState::HeroModel * h;
|
|
int3 hpos, destination;
|
|
CPath path;
|
|
CPath path2;
|
|
int3 bestPos,currentPos,checkPos;
|
|
int howGood;
|
|
switch(type)
|
|
{
|
|
case finishTurn:
|
|
h = whoCanAchieve.front();
|
|
h->finished=true;
|
|
hpos = h->pos;
|
|
destination = h->interestingPos;
|
|
if(!cg.m_cb->getPath(hpos,destination,h->h,path)) {cout << "AI error: invalid destination" << endl; return;}
|
|
|
|
destination = h->pos;
|
|
for(int i = path.nodes.size()-2;i>=0;i--) //find closest coord that we can get to
|
|
if(cg.m_cb->getPath(hpos,path.nodes[i].coord,h->h,path2)&&path2.nodes[0].dist<=h->remainingMovement)
|
|
destination = path.nodes[i].coord;
|
|
|
|
if(destination == h->interestingPos) break;
|
|
|
|
///////// Find close pos with the most neighboring empty squares. We don't want to get in the way. ///////////////////
|
|
bestPos = destination;
|
|
howGood=0;
|
|
for(int x = -3;x <= 3;x++)
|
|
for(int y = -3;y <= 3;y++)
|
|
{
|
|
currentPos=destination+int3(x,y,0);
|
|
if(cg.m_cb->getVisitableObjs(currentPos).size()!=0) //there better not be anything there
|
|
continue;
|
|
if(!cg.m_cb->getPath(hpos,currentPos,h->h,path)||path.nodes[0].dist>h->remainingMovement) //it better be reachable from the hero
|
|
continue;
|
|
|
|
int count = 0;
|
|
for(int xx = -1;xx <= 1;xx++)
|
|
for(int yy = -1;yy <= 1;yy++)
|
|
{
|
|
checkPos = currentPos+int3(xx,yy,0);
|
|
if(cg.m_cb->getPath(currentPos,checkPos,h->h,path))
|
|
count++;
|
|
}
|
|
if(count > howGood)
|
|
{
|
|
howGood = count;
|
|
bestPos = currentPos;
|
|
}
|
|
}
|
|
|
|
destination = bestPos;
|
|
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
cg.m_cb->getPath(hpos,destination,h->h,path);
|
|
path.convert(0);
|
|
break;
|
|
case visit:case attack:
|
|
|
|
h = whoCanAchieve.front(); //lowest cost hero
|
|
h->previouslyVisited_pos=object->getSightCenter();
|
|
hpos = h->pos;
|
|
destination = object->getSightCenter();
|
|
|
|
break;
|
|
|
|
|
|
|
|
}
|
|
if(type == visit||type == finishTurn||type == attack)
|
|
if(cg.m_cb->getPath(hpos,destination,h->h,path))
|
|
{
|
|
path.convert(0);
|
|
|
|
if(cg.m_state.get() != NO_BATTLE)
|
|
cg.m_state.waitUntil(NO_BATTLE);//wait for battle end
|
|
//wait over, battle over too. hero might be killed. check.
|
|
for(int i = path.nodes.size()-2;i>=0&&(cg.m_cb->getHeroSerial(h->h) >= 0);i--)
|
|
{
|
|
cg.m_cb->moveHero(h->h,path.nodes[i].coord);
|
|
|
|
if(cg.m_state.get() != NO_BATTLE)
|
|
cg.m_state.waitUntil(NO_BATTLE);//wait for battle end
|
|
}
|
|
|
|
h->remainingMovement-=path.nodes[0].dist;
|
|
if(object->blockVisit)
|
|
h->pos = path.nodes[1].coord;
|
|
else
|
|
h->pos=destination;
|
|
std::set<AIObjectContainer>::iterator i = hgs.knownVisitableObjects.find(AIObjectContainer(object));
|
|
if(i!=hgs.knownVisitableObjects.end())
|
|
hgs.knownVisitableObjects.erase(i);
|
|
}
|
|
|
|
const CGTownInstance * town = dynamic_cast<const CGTownInstance *> (object);
|
|
if(town&&object->getOwner()==cg.m_cb->getMyColor())
|
|
{
|
|
//upgrade hero's units
|
|
cout << "visiting town" << endl;
|
|
CCreatureSet hcreatures = h->h->army;
|
|
for(std::map<si32,std::pair<ui32,si32> >::const_iterator i = hcreatures.slots.begin();i!=hcreatures.slots.end();i++) // for each hero slot
|
|
{
|
|
UpgradeInfo ui = cg.m_cb->getUpgradeInfo(h->h,i->first);
|
|
|
|
bool canUpgrade = false;
|
|
if(ui.newID.size()!=0) //does this stack need upgrading?
|
|
{
|
|
canUpgrade = true;
|
|
for(int ii=0;ii<ui.cost.size();ii++)//can afford the upgrade?
|
|
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)
|
|
canUpgrade = false;
|
|
}
|
|
if(canUpgrade)
|
|
{
|
|
cg.m_cb->upgradeCreature(h->h,i->first,ui.newID.back());
|
|
cout << "upgrading hero's " << VLC->creh->creatures[i->second.first].namePl << endl;
|
|
}
|
|
}
|
|
|
|
//give town's units to hero
|
|
CCreatureSet tcreatures = town->army;
|
|
int weakestCreatureStack;
|
|
int weakestCreatureAIValue=99999;
|
|
for(std::map<si32,std::pair<ui32,si32> >::const_iterator i = tcreatures.slots.begin();i!=tcreatures.slots.end();i++)
|
|
if(VLC->creh->creatures[i->second.first].AIValue<weakestCreatureAIValue)
|
|
{
|
|
weakestCreatureAIValue = VLC->creh->creatures[i->second.first].AIValue;
|
|
weakestCreatureStack = i->first;
|
|
}
|
|
for(std::map<si32,std::pair<ui32,si32> >::const_iterator i = tcreatures.slots.begin();i!=tcreatures.slots.end();i++) // for each town slot
|
|
{
|
|
hcreatures = h->h->army;
|
|
int hSlot = hcreatures.getSlotFor(i->second.first);
|
|
if(hSlot == -1) continue;
|
|
cout << "giving hero " << VLC->creh->creatures[i->second.first].namePl << endl;
|
|
if(hcreatures.slots.find(hSlot)!=hcreatures.slots.end())
|
|
{
|
|
if(i->first==weakestCreatureStack&&town->garrisonHero!=NULL)//can't take garrisonHero's last unit
|
|
cg.m_cb->splitStack(town,h->h,i->first,hSlot,i->second.second-1);
|
|
else
|
|
cg.m_cb->mergeStacks(town,h->h,i->first,hSlot); //TODO: the comment says that this code is not safe for the AI.
|
|
}
|
|
else
|
|
{
|
|
cg.m_cb->swapCreatures(town,h->h,i->first,hSlot);
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
void CGeniusAI::addTownObjectives(HypotheticalGameState::TownModel &t, HypotheticalGameState & hgs)
|
|
{
|
|
//recruitHero
|
|
//buildBuilding
|
|
//recruitCreatures
|
|
//upgradeCreatures
|
|
if(hgs.heroModels.size()<3&&hgs.resourceAmounts[6]>=2500) //recruitHero
|
|
{
|
|
bool heroAtTown = false;
|
|
for(int i = 0; i < hgs.heroModels.size();i++)
|
|
if(hgs.heroModels[i].pos==t.t->getSightCenter())
|
|
heroAtTown = true;
|
|
if(!heroAtTown && vstd::contains(t.t->builtBuildings, 5)) //no visiting hero and built tavern
|
|
|
|
{
|
|
for(int i =0; i < hgs.AvailableHeroesToBuy.size();i++)
|
|
if(hgs.AvailableHeroesToBuy[i]!=NULL&&(t.t->subID==(hgs.AvailableHeroesToBuy[i]->type->heroType/2)))
|
|
{
|
|
TownObjective to(hgs,AIObjective::recruitHero,&t,0,this);
|
|
currentTownObjectives.insert(to);
|
|
}
|
|
}
|
|
}
|
|
//buildBuilding
|
|
if(!t.hasBuilt)
|
|
{
|
|
std::map<int, CBuilding *> thisTownsBuildings = VLC->buildh->buildings[t.t->subID];// m_cb->getCBuildingsByID(t.t);
|
|
for(std::map<int, CBuilding *>::iterator i = thisTownsBuildings.begin(); i != thisTownsBuildings.end();i++)
|
|
{
|
|
if(m_cb->canBuildStructure(t.t,i->first)==7)
|
|
{
|
|
TownObjective to(hgs,AIObjective::buildBuilding,&t,i->first,this);
|
|
currentTownObjectives.insert(to);
|
|
}
|
|
}
|
|
}
|
|
|
|
//recruitCreatures
|
|
|
|
for(int i = 0; i < t.creaturesToRecruit.size() ;i++)
|
|
{
|
|
if(t.creaturesToRecruit[i].first==0||t.creaturesToRecruit[i].second.empty()) continue;
|
|
int ID = t.creaturesToRecruit[i].second.back();
|
|
|
|
const CCreature *creature = &VLC->creh->creatures[ID];//m_cb->getCCreatureByID(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;
|
|
|
|
//cout << "town has " << t.t->creatures[i].first << " "<< creature->namePl << " (AI Strength " << creature->AIValue << ")." << endl;
|
|
TownObjective to(hgs,AIObjective::recruitCreatures,&t,i,this);
|
|
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)
|
|
{
|
|
bool canAfford = true;
|
|
|
|
int upgrade_serial = ui.newID.size()-1;
|
|
for (std::set<std::pair<int,int> >::iterator j=ui.cost[upgrade_serial].begin(); j!=ui.cost[upgrade_serial].end(); j++)
|
|
if(hgs.resourceAmounts[j->first] < j->second*i->second.second)
|
|
canAfford = false;
|
|
if(canAfford)
|
|
{
|
|
TownObjective to(hgs,AIObjective::upgradeCreatures,&t,i->first,this);
|
|
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++)
|
|
amin(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((CGeniusAI::HeroObjective *)&(*i)));
|
|
for(std::set<CGeniusAI::TownObjective>::iterator i = currentTownObjectives.begin(); i != currentTownObjectives.end(); i++)
|
|
objectiveQueue.push_back(AIObjectivePtrCont((CGeniusAI::TownObjective *)&(*i)));
|
|
}
|
|
|
|
CGeniusAI::AIObjective * CGeniusAI::getBestObjective()
|
|
{
|
|
trueGameState.update(*this);
|
|
|
|
fillObjectiveQueue(trueGameState);
|
|
|
|
// if(!objectiveQueue.empty())
|
|
// return max_element(objectiveQueue.begin(),objectiveQueue.end())->obj;
|
|
m_priorities->fillFeatures(trueGameState);
|
|
if(objectiveQueue.empty()) return NULL;
|
|
// sort(objectiveQueue.begin(),objectiveQueue.end());
|
|
// reverse(objectiveQueue.begin(),objectiveQueue.end());
|
|
int num= 1;
|
|
// for(std::vector<AIObjectivePtrCont> ::iterator i = objectiveQueue.begin(); i < objectiveQueue.end();i++)
|
|
// {
|
|
// if(!dynamic_cast<HeroObjective*>(i->obj))continue;
|
|
// cout << num++ << ": ";
|
|
// i->obj->print();
|
|
// cout << " value: " << i->obj->getValue();
|
|
// cout << endl;
|
|
// }
|
|
// int choice = 0;
|
|
// cout << "which would you do? (enter 0 for none): ";
|
|
// cin >> choice;
|
|
cout << "doing best of " << objectiveQueue.size() << " ";
|
|
CGeniusAI::AIObjective* best = max_element(objectiveQueue.begin(),objectiveQueue.end())->obj;
|
|
best->print();
|
|
cout << " value = " << best->getValue() << endl;
|
|
if(!objectiveQueue.empty())
|
|
return best;
|
|
return objectiveQueue.front().obj;
|
|
|
|
}
|
|
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();
|
|
// return;
|
|
}
|
|
//////////////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(hgs,AIObjective::recruitHero,&hgs.townModels.front(),0,this).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(hgs,AIObjective::recruitCreatures,&hgs.townModels.front(),i,this).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(hgs,AIObjective::visit,town,hero=&hgs.heroModels[i],this).fulfill(*this,hgs);
|
|
|
|
hgs.update(*this);
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|
|
|
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|
// 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++)
|
|
if((*o)->id!=-1)
|
|
knownVisitableObjects.insert(*o);
|
|
objects = m_cb->getFlaggableObjects(pos);
|
|
for(std::vector < const CGObjectInstance * >::iterator o = objects.begin();o!=objects.end();o++)
|
|
if((*o)->id!=-1)
|
|
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;
|
|
};
|
|
cout << "lost ";
|
|
for(std::set<std::pair<ui32,si32> >::iterator i = br->casualties[0].begin(); i !=br->casualties[0].end();i++)
|
|
cout << i->second << " " << VLC->creh->creatures[i->first].namePl << endl;
|
|
|
|
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());
|
|
|
|
BattleAction bact = m_battleLogic->MakeDecision(stackID);
|
|
assert(m_cb->battleGetStackByID(bact.stackNumber));
|
|
return bact;
|
|
};
|
|
|