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ecaa9f5d0b
* Made most Handlers derived from CHandlerBase and moved service API there. * Declared existing Entity APIs. * Added basic script context caching * Started Lua script module * Started Lua spell effect API * Started script state persistence * Started battle info callback binding * CommitPackage removed * Extracted spells::Caster to own header; Expanded Spell API. * implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C * !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented * Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key) * Re-enabled VERM macros. * !?GM0 added * !?TM implemented * Added !!MF:N * Started !?OB, !!BM, !!HE, !!OW, !!UN * Added basic support of w-variables * Added support for ERM indirect variables * Made !?FU regular trigger * !!re (ERA loop receiver) implemented * Fixed ERM receivers with zero args.
299 lines
7.8 KiB
C++
299 lines
7.8 KiB
C++
/*
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* StupidAI.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "../../lib/AI_Base.h"
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#include "StupidAI.h"
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#include "../../lib/CStack.h"
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#include "../../CCallback.h"
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#include "../../lib/CCreatureHandler.h"
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static std::shared_ptr<CBattleCallback> cbc;
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CStupidAI::CStupidAI()
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: side(-1)
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{
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print("created");
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}
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CStupidAI::~CStupidAI()
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{
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print("destroyed");
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}
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void CStupidAI::init(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB)
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{
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print("init called, saving ptr to IBattleCallback");
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env = ENV;
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cbc = cb = CB;
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}
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void CStupidAI::actionFinished(const BattleAction &action)
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{
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print("actionFinished called");
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}
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void CStupidAI::actionStarted(const BattleAction &action)
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{
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print("actionStarted called");
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}
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struct EnemyInfo
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{
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const CStack * s;
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int adi, adr;
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std::vector<BattleHex> attackFrom; //for melee fight
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EnemyInfo(const CStack * _s) : s(_s), adi(0), adr(0)
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{}
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void calcDmg(const CStack * ourStack)
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{
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TDmgRange retal, dmg = cbc->battleEstimateDamage(ourStack, s, &retal);
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adi = static_cast<int>((dmg.first + dmg.second) / 2);
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adr = static_cast<int>((retal.first + retal.second) / 2);
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}
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bool operator==(const EnemyInfo& ei) const
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{
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return s == ei.s;
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}
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};
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bool isMoreProfitable(const EnemyInfo &ei1, const EnemyInfo& ei2)
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{
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return (ei1.adi-ei1.adr) < (ei2.adi - ei2.adr);
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}
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static bool willSecondHexBlockMoreEnemyShooters(const BattleHex &h1, const BattleHex &h2)
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{
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int shooters[2] = {0}; //count of shooters on hexes
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for(int i = 0; i < 2; i++)
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{
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for (auto & neighbour : (i ? h2 : h1).neighbouringTiles())
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if(const CStack * s = cbc->battleGetStackByPos(neighbour))
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if(s->isShooter())
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shooters[i]++;
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}
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return shooters[0] < shooters[1];
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}
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BattleAction CStupidAI::activeStack( const CStack * stack )
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{
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//boost::this_thread::sleep(boost::posix_time::seconds(2));
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print("activeStack called for " + stack->nodeName());
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ReachabilityInfo dists = cb->getReachability(stack);
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std::vector<EnemyInfo> enemiesShootable, enemiesReachable, enemiesUnreachable;
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if(stack->type->idNumber == CreatureID::CATAPULT)
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{
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BattleAction attack;
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static const std::vector<int> wallHexes = {50, 183, 182, 130, 78, 29, 12, 95};
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auto seletectedHex = *RandomGeneratorUtil::nextItem(wallHexes, CRandomGenerator::getDefault());
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attack.aimToHex(seletectedHex);
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attack.actionType = EActionType::CATAPULT;
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attack.side = side;
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attack.stackNumber = stack->ID;
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return attack;
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}
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else if(stack->hasBonusOfType(Bonus::SIEGE_WEAPON))
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{
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return BattleAction::makeDefend(stack);
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}
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for (const CStack *s : cb->battleGetStacks(CBattleCallback::ONLY_ENEMY))
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{
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if(cb->battleCanShoot(stack, s->getPosition()))
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{
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enemiesShootable.push_back(s);
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}
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else
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{
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std::vector<BattleHex> avHexes = cb->battleGetAvailableHexes(stack);
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for (BattleHex hex : avHexes)
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{
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if(CStack::isMeleeAttackPossible(stack, s, hex))
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{
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std::vector<EnemyInfo>::iterator i = std::find(enemiesReachable.begin(), enemiesReachable.end(), s);
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if(i == enemiesReachable.end())
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{
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enemiesReachable.push_back(s);
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i = enemiesReachable.begin() + (enemiesReachable.size() - 1);
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}
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i->attackFrom.push_back(hex);
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}
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}
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if(!vstd::contains(enemiesReachable, s) && s->getPosition().isValid())
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enemiesUnreachable.push_back(s);
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}
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}
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for ( auto & enemy : enemiesReachable )
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enemy.calcDmg( stack );
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for ( auto & enemy : enemiesShootable )
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enemy.calcDmg( stack );
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if(enemiesShootable.size())
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{
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const EnemyInfo &ei= *std::max_element(enemiesShootable.begin(), enemiesShootable.end(), isMoreProfitable);
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return BattleAction::makeShotAttack(stack, ei.s);
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}
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else if(enemiesReachable.size())
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{
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const EnemyInfo &ei= *std::max_element(enemiesReachable.begin(), enemiesReachable.end(), &isMoreProfitable);
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return BattleAction::makeMeleeAttack(stack, ei.s->getPosition(), *std::max_element(ei.attackFrom.begin(), ei.attackFrom.end(), &willSecondHexBlockMoreEnemyShooters));
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}
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else if(enemiesUnreachable.size()) //due to #955 - a buggy battle may occur when there are no enemies
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{
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auto closestEnemy = vstd::minElementByFun(enemiesUnreachable, [&](const EnemyInfo & ei) -> int
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{
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return dists.distToNearestNeighbour(stack, ei.s);
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});
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if(dists.distToNearestNeighbour(stack, closestEnemy->s) < GameConstants::BFIELD_SIZE)
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{
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return goTowards(stack, closestEnemy->s->getAttackableHexes(stack));
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}
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}
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return BattleAction::makeDefend(stack);
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}
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void CStupidAI::battleAttack(const BattleAttack *ba)
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{
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print("battleAttack called");
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}
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void CStupidAI::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa)
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{
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print("battleStacksAttacked called");
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}
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void CStupidAI::battleEnd(const BattleResult *br)
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{
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print("battleEnd called");
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}
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// void CStupidAI::battleResultsApplied()
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// {
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// print("battleResultsApplied called");
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// }
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void CStupidAI::battleNewRoundFirst(int round)
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{
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print("battleNewRoundFirst called");
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}
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void CStupidAI::battleNewRound(int round)
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{
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print("battleNewRound called");
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}
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void CStupidAI::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance)
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{
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print("battleStackMoved called");
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}
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void CStupidAI::battleSpellCast(const BattleSpellCast *sc)
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{
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print("battleSpellCast called");
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}
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void CStupidAI::battleStacksEffectsSet(const SetStackEffect & sse)
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{
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print("battleStacksEffectsSet called");
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}
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void CStupidAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool Side)
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{
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print("battleStart called");
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side = Side;
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}
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void CStupidAI::battleCatapultAttacked(const CatapultAttack & ca)
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{
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print("battleCatapultAttacked called");
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}
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void CStupidAI::print(const std::string &text) const
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{
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logAi->trace("CStupidAI [%p]: %s", this, text);
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}
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BattleAction CStupidAI::goTowards(const CStack * stack, std::vector<BattleHex> hexes) const
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{
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auto reachability = cb->getReachability(stack);
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auto avHexes = cb->battleGetAvailableHexes(reachability, stack);
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if(!avHexes.size() || !hexes.size()) //we are blocked or dest is blocked
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{
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return BattleAction::makeDefend(stack);
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}
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std::sort(hexes.begin(), hexes.end(), [&](BattleHex h1, BattleHex h2) -> bool
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{
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return reachability.distances[h1] < reachability.distances[h2];
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});
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for(auto hex : hexes)
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{
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if(vstd::contains(avHexes, hex))
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return BattleAction::makeMove(stack, hex);
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if(stack->coversPos(hex))
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{
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logAi->warn("Warning: already standing on neighbouring tile!");
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//We shouldn't even be here...
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return BattleAction::makeDefend(stack);
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}
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}
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BattleHex bestNeighbor = hexes.front();
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if(reachability.distances[bestNeighbor] > GameConstants::BFIELD_SIZE)
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{
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return BattleAction::makeDefend(stack);
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}
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if(stack->hasBonusOfType(Bonus::FLYING))
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{
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// Flying stack doesn't go hex by hex, so we can't backtrack using predecessors.
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// We just check all available hexes and pick the one closest to the target.
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auto nearestAvailableHex = vstd::minElementByFun(avHexes, [&](BattleHex hex) -> int
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{
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return BattleHex::getDistance(bestNeighbor, hex);
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});
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return BattleAction::makeMove(stack, *nearestAvailableHex);
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}
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else
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{
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BattleHex currentDest = bestNeighbor;
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while(1)
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{
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if(!currentDest.isValid())
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{
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logAi->error("CBattleAI::goTowards: internal error");
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return BattleAction::makeDefend(stack);
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}
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if(vstd::contains(avHexes, currentDest))
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return BattleAction::makeMove(stack, currentDest);
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currentDest = reachability.predecessors[currentDest];
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}
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}
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}
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