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vcmi/AI/GeniusAI/CGeniusAI.cpp
Trevor Standley a3b6bb4892 AI loads .brain file which contains a list of objects to visit and what features are necessary to determine how valuable that objective is.
AI creates random neural networks and assumes that their outputs are trained values.
2009-08-18 07:37:45 +00:00

1115 lines
36 KiB
C++

#include "CGeniusAI.h"
#include "AIPriorities.h"
#include <iostream>
#include "../../hch/CBuildingHandler.h"
#include "../../hch/CHeroHandler.h"
#include "../../lib/VCMI_Lib.h"
#include "../../lib/NetPacks.h"
using namespace std;
using namespace GeniusAI;
#if defined (_MSC_VER) && (_MSC_VER >= 1020) || (__MINGW32__)
#define WIN32_LEAN_AND_MEAN //excludes rarely used stuff from windows headers - delete this line if something is missing
#include <windows.h>
#endif
void DbgBox(const char *msg, bool messageBox)
{
#if defined PRINT_DEBUG
#if defined _DEBUG
//#if 0
# 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
#endif
}
bool CGeniusAI::AIObjectContainer::operator<(const AIObjectContainer& b)const
{
if (o->pos!=b.o->pos)
return o->pos<b.o->pos;
return o->id<b.o->id;
}
CGeniusAI::HypotheticalGameState::HeroModel::HeroModel(const CGHeroInstance * h)
:h(h),finished(false)
{
pos = h->getPosition(false);remainingMovement = h->movement;
}
CGeniusAI::HypotheticalGameState::TownModel::TownModel(const CGTownInstance *t):t(t)
{
hasBuilt = t->builded;
creaturesToRecruit = t->creatures;
creaturesInGarrison = t->army;
}
CGeniusAI::HypotheticalGameState::HypotheticalGameState(CGeniusAI & ai)
:knownVisitableObjects(ai.knownVisitableObjects)
{
AI = &ai;
std::vector < const CGHeroInstance *> heroes = ai.m_cb->getHeroesInfo();
for(std::vector < const CGHeroInstance *>::iterator i = heroes.begin(); i != heroes.end(); i++)
heroModels.push_back(HeroModel(*i));
std::vector < const CGTownInstance *> towns = ai.m_cb->getTownsInfo();
for(std::vector < const CGTownInstance *>::iterator i = towns.begin(); i != towns.end(); i++)
if((*i)->tempOwner==ai.m_cb->getMyColor())
townModels.push_back(TownModel(*i));
if(ai.m_cb->howManyTowns()!=0)
AvailableHeroesToBuy = ai.m_cb->getAvailableHeroes(ai.m_cb->getTownInfo(0,0));
for(int i = 0; i < 8;i++)resourceAmounts.push_back(ai.m_cb->getResourceAmount(i));
}
void CGeniusAI::HypotheticalGameState::update(CGeniusAI & ai)
{
AI = &ai;
// knownVisitableObjects = ai.knownVisitableObjects;
std::vector<HeroModel> oldModels = heroModels;
heroModels.clear();
std::vector < const CGHeroInstance *> heroes = ai.m_cb->getHeroesInfo();
for(std::vector < const CGHeroInstance *>::iterator i = heroes.begin(); i != heroes.end(); i++)
heroModels.push_back(HeroModel(*i));
for(int i = 0; i < oldModels.size();i++)
for(int ii = 0; ii < heroModels.size();ii++)
if(oldModels[i].finished&&oldModels[i].h->id==heroModels[ii].h->id)
heroModels[ii].finished = true;
townModels.clear();
std::vector < const CGTownInstance *> towns = ai.m_cb->getTownsInfo();
for(std::vector < const CGTownInstance *>::iterator i = towns.begin(); i != towns.end(); i++)
if((*i)->tempOwner==ai.m_cb->getMyColor())
townModels.push_back(TownModel(*i));
if(ai.m_cb->howManyTowns()!=0)
AvailableHeroesToBuy = ai.m_cb->getAvailableHeroes(ai.m_cb->getTownInfo(0,0));
resourceAmounts.clear();
for(int i = 0; i < 8;i++)resourceAmounts.push_back(ai.m_cb->getResourceAmount(i));
}
CGeniusAI::HeroObjective::HeroObjective(const HypotheticalGameState &hgs,Type t,const CGObjectInstance * object,HypotheticalGameState::HeroModel *h,CGeniusAI * ai):object(object),hgs(hgs)
{
AI = ai;
pos = object->pos;
type = t;
whoCanAchieve.push_back(h);
_value = -1;
}
float CGeniusAI::HeroObjective::getValue() const
{
if(_value>=0)
return _value-_cost;
vector<int> resourceCosts; //TODO: each object should have an associated cost to visit IE (tree of knowledge 1000 gold/10 gems)
for(int i = 0; i < 8;i++)
resourceCosts.push_back(0);
if(object->ID==47) //school of magic
resourceCosts[6]+=1000;
float bestCost = 9e9;
if(type !=AIObjective::finishTurn)
{
for(int i = 0; i < whoCanAchieve.size();i++)
{
int distOutOfTheWay = 0;
CPath path;
//from hero to object
if(AI->m_cb->getPath(whoCanAchieve[i]->pos,pos,whoCanAchieve[i]->h,path))
distOutOfTheWay+=path.nodes[0].dist;
//from object to goal
if(AI->m_cb->getPath(pos,whoCanAchieve[i]->interestingPos,whoCanAchieve[i]->h,path))
{
distOutOfTheWay+=path.nodes[0].dist;
//from hero directly to goal
if(AI->m_cb->getPath(whoCanAchieve[i]->pos,whoCanAchieve[i]->interestingPos,whoCanAchieve[i]->h,path))
distOutOfTheWay-=path.nodes[0].dist;
}
float cost = AI->m_priorities->getCost(resourceCosts,whoCanAchieve[i]->h,distOutOfTheWay);
if(cost < bestCost)
bestCost = cost;
}
}
else bestCost = 0;
//if(bestCost < 10000) cout << "best cost = " << bestCost << endl;
_value = AI->m_priorities->getValue(*this);
_cost=bestCost;
return _value-_cost;
}
bool CGeniusAI::HeroObjective::operator < (const HeroObjective &other)const
{
if(type != other.type)
return type<other.type;
if(pos!=other.pos)
return pos < other.pos;
if(object->id!=other.object->id)
return object->id < other.object->id;
if(dynamic_cast<const CGVisitableOPH *> (object))
if(whoCanAchieve.front()->h->id!=other.whoCanAchieve.front()->h->id)
return whoCanAchieve.front()->h->id<other.whoCanAchieve.front()->h->id;
return false;
}
void CGeniusAI::HeroObjective::print() const
{
switch(type)
{
case visit:
cout << "visit " << object->hoverName << " at (" <<object->pos.x << ","<<object->pos.y << ")" ;
break;
case attack:
cout << "attack " << object->hoverName;
case finishTurn:
cout << "finish turn";
}
if(whoCanAchieve.size()==1)
cout << " with " << whoCanAchieve.front()->h->hoverName;
}
CGeniusAI::TownObjective::TownObjective(const HypotheticalGameState &hgs,Type t,HypotheticalGameState::TownModel * tn,int Which,CGeniusAI * ai)
:whichTown(tn),which(Which),hgs(hgs)
{
AI=ai;
type = t;
_value = -1;
}
float CGeniusAI::TownObjective::getValue() const
{
if(_value>=0)
return _value-_cost;
float cost;
vector<int> resourceCosts(8,0);
CBuilding * b;
CCreature * creature;
int ID,newID, howMany;
switch(type)
{
case recruitHero:
resourceCosts[6]=2500;
break;
case buildBuilding:
b = VLC->buildh->buildings[whichTown->t->subID][which];
for(int i = 0; b && i < b->resources.size();i++)
resourceCosts[i]=b->resources[i];
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);
for(int i = 0; creature && i < creature->cost.size();i++)
resourceCosts[i]=creature->cost[i]*howMany;
break;
case upgradeCreatures:
UpgradeInfo ui = AI->m_cb->getUpgradeInfo(whichTown->t,which);
ID = whichTown->creaturesInGarrison.slots[which].first;
howMany = whichTown->creaturesInGarrison.slots[which].second;
newID = ui.newID.back();
for(std::set<std::pair<int,int> >::iterator i = ui.cost[which].begin();i!=ui.cost[which].end();i++)
resourceCosts[i->first] = i->second*howMany;
break;
}
_cost = AI->m_priorities->getCost(resourceCosts,NULL,0);
_value = AI->m_priorities->getValue(*this);
return _value-_cost;
}
bool CGeniusAI::TownObjective::operator < (const TownObjective &other)const
{
if(type != other.type)
return type<other.type;
if(which!=other.which)
return which<other.which;
if(whichTown->t->id!=other.whichTown->t->id)
return whichTown->t->id < other.whichTown->t->id;
return false;
}
void CGeniusAI::TownObjective::print() const
{
CBuilding * b;
const CCreature *creature;
HypotheticalGameState::HeroModel hm;
int ID, howMany, newID, hSlot;
switch(type)
{
case recruitHero:
cout << "recruit hero.";break;
case buildBuilding:
b = VLC->buildh->buildings[whichTown->t->subID][which];
cout << "build " << b->Name() << " cost = ";
if(b->resources.size()!=0)
{
if(b->resources[0]!=0)cout << b->resources[0] << " wood. ";
if(b->resources[1]!=0)cout << b->resources[1] << " mercury. ";
if(b->resources[2]!=0)cout << b->resources[2] << " ore. ";
if(b->resources[3]!=0)cout << b->resources[3] << " sulfer. ";
if(b->resources[4]!=0)cout << b->resources[4] << " cristal. ";
if(b->resources[5]!=0)cout << b->resources[5] << " gems. ";
if(b->resources[6]!=0)cout << b->resources[6] << " gold. ";
}
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]?AI->m_cb->getResourceAmount(i)/creature->cost[i]:INT_MAX);
cout << "recruit " << howMany << " "<< creature->namePl << " (Total AI Strength " << creature->AIValue*howMany << "). cost = ";
if(creature->cost.size()!=0)
{
if(creature->cost[0]!=0)cout << creature->cost[0]*howMany << " wood. ";
if(creature->cost[1]!=0)cout << creature->cost[1]*howMany << " mercury. ";
if(creature->cost[2]!=0)cout << creature->cost[2]*howMany << " ore. ";
if(creature->cost[3]!=0)cout << creature->cost[3]*howMany << " sulfer. ";
if(creature->cost[4]!=0)cout << creature->cost[4]*howMany << " cristal. ";
if(creature->cost[5]!=0)cout << creature->cost[5]*howMany << " gems. ";
if(creature->cost[6]!=0)cout << creature->cost[6]*howMany << " gold. ";
}
break;
case upgradeCreatures:
UpgradeInfo ui = AI->m_cb->getUpgradeInfo(whichTown->t,which);
ID = whichTown->creaturesInGarrison.slots[which].first;
cout << "upgrade " << VLC->creh->creatures[ID].namePl;
//ui.cost
break;
}
}
CGeniusAI::CGeniusAI()
: m_generalAI(), m_state(NO_BATTLE)
{
m_priorities = new Priorities("AI/GeniusAI.brain");
}
CGeniusAI::~CGeniusAI()
{
delete m_priorities;
}
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;
DbgBox(info.c_str());
}
void CGeniusAI::reportResources()
{
cout << "Day " << m_cb->getDate() << ": ";
cout << "AI Player " <<m_cb->getMySerial()<< " with " << m_cb->howManyHeroes(true) << " heroes. " << endl;
cout << m_cb->getResourceAmount(0) << " wood. ";
cout << m_cb->getResourceAmount(1) << " mercury. ";
cout << m_cb->getResourceAmount(2) << " ore. ";
cout << m_cb->getResourceAmount(3) << " sulfer. ";
cout << m_cb->getResourceAmount(4) << " cristal. ";
cout << m_cb->getResourceAmount(5) << " gems. ";
cout << m_cb->getResourceAmount(6) << " gold.";
cout << endl;
}
void CGeniusAI::addHeroObjectives(CGeniusAI::HypotheticalGameState::HeroModel &h, CGeniusAI::HypotheticalGameState &hgs)
{
int3 hpos, destination;
CPath path;
hpos = h.pos;
int movement = h.remainingMovement;
int3 interestingPos;
int maxInteresting=0;
AIObjective::Type tp = AIObjective::visit;
if(h.finished) return;
for(std::set<AIObjectContainer>::const_iterator i = hgs.knownVisitableObjects.begin(); i != hgs.knownVisitableObjects.end();i++)
{
//TODO: what would the hero actually visit if he went to that spot
// IE maybe the hero wants to visit a seemingly unguarded enemy town, but there is a hero on top of it.
//if(i->o->)
if(i->o->ID!=HEROI_TYPE) //unless you are trying to visit a hero
{
bool heroThere = false;
for(int ii = 0; ii < hgs.heroModels.size();ii++)
if(hgs.heroModels[ii].pos==i->o->getSightCenter())
heroThere = true;
if(heroThere) //it won't work if there is already someone visiting that spot.
continue;
}
if(i->o->getOwner()!=m_cb->getMyColor())
{
int enemyStrength = 0; //TODO: I feel like the AI shouldn't have access to this information.
// We must get an approximation based on few, many, ... zounds etc.
if(dynamic_cast<const CArmedInstance *> (i->o))
enemyStrength = (dynamic_cast<const CArmedInstance *> (i->o))->getArmyStrength();//TODO: should be virtual maybe, Army strength should be comparable across objects
if(dynamic_cast<const CGHeroInstance *> (i->o))
enemyStrength = (dynamic_cast<const CGHeroInstance *> (i->o))->getHeroStrength();
if(dynamic_cast<const CGTownInstance *> (i->o))
enemyStrength = (dynamic_cast<const CGTownInstance *> (i->o))->getArmyStrength()*1.2;
if(enemyStrength*1.2 > h.h->getHeroStrength()) //TODO: ballence these numbers using objective cost formula.
continue;
if(enemyStrength!=0)tp = AIObjective::attack;
}
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).
continue;
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.
continue;
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
continue;
if(i->o->id==h.h->id) //don't visit yourself
continue;
if(i->o->ID==88||i->o->ID==89||i->o->ID==90)
{
//TODO: if no spell book continue
//TODO: if the shrine's spell is identified, and the hero already has it, continue
}
destination = i->o->getSightCenter();
if(hpos.z==destination.z) //don't try to take a path from the underworld to the top or vice versa
{
if(m_cb->getPath(hpos,destination,h.h,path))
{
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;}
// path.convert(0);
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;
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
break;
case visit:case attack:
float bestCost = 9e9;
int bestHero = 0;
vector<int> resourceCosts;
for(int i = 0; i < 8;i++)
resourceCosts.push_back(0);
for(int i = 0; i < whoCanAchieve.size();i++)
{
int distOutOfTheWay = 0;
CPath path;
//from hero to object
if(AI->m_cb->getPath(whoCanAchieve[i]->pos,pos,whoCanAchieve[i]->h,path)) distOutOfTheWay+=path.nodes[0].dist;
//from object to goal
if(AI->m_cb->getPath(pos,whoCanAchieve[i]->interestingPos,whoCanAchieve[i]->h,path))
{
distOutOfTheWay+=path.nodes[0].dist;
//from hero directly to goal
if(AI->m_cb->getPath(whoCanAchieve[i]->pos,whoCanAchieve[i]->interestingPos,whoCanAchieve[i]->h,path)) distOutOfTheWay-=path.nodes[0].dist;
}
float cost = AI->m_priorities->getCost(resourceCosts,whoCanAchieve[i]->h,distOutOfTheWay);
if(cost < bestCost)
{
bestCost = cost;
bestHero = i;
}
}
h = whoCanAchieve[bestHero]; //lowest cost hero
//if(dynamic_cast<const CGVisitableOPH *> (object))
// std::cout << h->h->name << " is visiting " << object->hoverName << std::endl;
hpos = h->pos;
destination = object->getSightCenter();
break;
}
if(type == visit||type == finishTurn)
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);
//cout <<"can build " << i->first << " "<< i->second->Name() << endl;
}
}
}
//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;
for(int ii=0;ii<ui.cost.size();ii++)
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)
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() << " ";
objectiveQueue.front().obj->print();
cout << endl;
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);
// 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;
};
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());
return m_battleLogic->MakeDecision(stackID);
};