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vcmi/AI/GeniusAI/BattleLogic.cpp
mateuszb 3c50890d16 * msvc compilation fix
* fixed problem with maximal spell level checking reported by ubuntux
2009-05-10 13:00:15 +00:00

768 lines
22 KiB
C++

#include "BattleLogic.h"
#include <math.h>
#include <boost/lexical_cast.hpp>
#include <boost/lambda/lambda.hpp>
#include <boost/lambda/bind.hpp>
#include <boost/lambda/if.hpp>
#ifdef _WIN32
#include <windows.h>
HANDLE handleIn;
HANDLE handleOut;
#endif
using namespace GeniusAI::BattleAI;
using namespace boost::lambda;
using namespace std;
/*
ui8 side; //who made this action: false - left, true - right player
ui32 stackNumber;//stack ID, -1 left hero, -2 right hero,
ui8 actionType; //
0 = Cancel BattleAction
1 = Hero cast a spell
2 = Walk
3 = Defend
4 = Retreat from the battle
5 = Surrender
6 = Walk and Attack
7 = Shoot
8 = Wait
9 = Catapult
10 = Monster casts a spell (i.e. Faerie Dragons)
ui16 destinationTile;
si32 additionalInfo; // e.g. spell number if type is 1 || 10; tile to attack if type is 6
*/
/**
* Implementation of CBattleLogic class.
*/
CBattleLogic::CBattleLogic(ICallback *cb, CCreatureSet *army1, CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side) :
m_iCurrentTurn(-2),
m_bIsAttacker(false),
m_cb(cb),
m_army1(army1),
m_army2(army2),
m_tile(tile),
m_hero1(hero1),
m_hero2(hero2),
m_side(side)
{
const int max_enemy_creatures = 12;
m_statMaxDamage.reserve(max_enemy_creatures);
m_statMinDamage.reserve(max_enemy_creatures);
m_statMaxSpeed.reserve(max_enemy_creatures);
m_statDistance.reserve(max_enemy_creatures);
m_statDistanceFromShooters.reserve(max_enemy_creatures);
m_statHitPoints.reserve(max_enemy_creatures);
}
CBattleLogic::~CBattleLogic()
{}
void CBattleLogic::SetCurrentTurn(int turn)
{
m_iCurrentTurn = turn;
}
void CBattleLogic::MakeStatistics(int currentCreatureId)
{
typedef std::map<int, CStack> map_stacks;
map_stacks allStacks = m_cb->battleGetStacks();
const CStack *currentStack = m_cb->battleGetStackByID(currentCreatureId);
/*
// find all creatures belong to the enemy
std::for_each(allStacks.begin(), allStacks.end(),
if_(bind<ui8>(&CStack::attackerOwned, bind<CStack>(&map_stacks::value_type::second, _1)) == m_bIsAttacker)
[
var(enemy)[ret<int>(bind<int>(&map_stacks::value_type::first, _1))] =
ret<CStack>(bind<CStack>(&map_stacks::value_type::second, _1))
]
);
// fill other containers
// max damage
std::for_each(enemy.begin(), enemy.end(),
var(m_statMaxDamage)[ret<int>(bind<int>(&map_stacks::value_type::first, _1))] =
ret<int>(bind<int>(&CCreature::damageMax, bind<CCreature*>(&CStack::creature,
bind<CStack>(&map_stacks::value_type::second, _1))))
);
// min damage
std::for_each(enemy.begin(), enemy.end(),
var(m_statMinDamage)[ret<int>(bind<int>(&map_stacks::value_type::first, _1))] =
ret<int>(bind<int>(&CCreature::damageMax, bind<CCreature*>(&CStack::creature,
bind<CStack>(&map_stacks::value_type::second, _1))))
);
*/
m_statMaxDamage.clear();
m_statMinDamage.clear();
m_statHitPoints.clear();
m_statMaxSpeed.clear();
m_statDistanceFromShooters.clear();
m_statDistance.clear();
m_statDistance.clear();
m_statCasualties.clear();
int totalEnemyDamage = 0;
int totalEnemyHitPoints = 0;
int totalDamage = 0;
int totalHitPoints = 0;
for (map_stacks::const_iterator it = allStacks.begin(); it != allStacks.end(); ++it)
{
const CStack *st = &it->second;
if ((it->second.attackerOwned != 0) != m_bIsAttacker)
{
int id = it->first;
if (st->amount < 1)
{
continue;
}
// make stats
int hitPoints = st->amount * st->creature->hitPoints - (st->creature->hitPoints - st->firstHPleft);
m_statMaxDamage.push_back(std::pair<int, int>(id, st->creature->damageMax * st->amount));
m_statMinDamage.push_back(std::pair<int, int>(id, st->creature->damageMin * st->amount));
m_statHitPoints.push_back(std::pair<int, int>(id, hitPoints));
m_statMaxSpeed.push_back(std::pair<int, int>(id, st->creature->speed));
totalEnemyDamage += (st->creature->damageMax + st->creature->damageMin) * st->amount / 2;
totalEnemyHitPoints += hitPoints;
// calculate casualties
SCreatureCasualties cs;
// hp * amount - damage * ( (att - def)>=0 )
// hit poionts
assert(hitPoints >= 0 && "CGeniusAI - creature cannot have hit points less than zero");
//CGHeroInstance *attackerHero = (m_side)? m_hero1 : m_hero2;
//CGHeroInstance *defendingHero = (m_side)? m_hero2 : m_hero1;
int attackDefenseBonus = currentStack->Attack() - st->Defense();
float damageFactor = 1.0f;
if(attackDefenseBonus < 0) //decreasing dmg
{
if(0.02f * (-attackDefenseBonus) > 0.3f)
{
damageFactor += -0.3f;
}
else
{
damageFactor += 0.02f * attackDefenseBonus;
}
}
else //increasing dmg
{
if(0.05f * attackDefenseBonus > 4.0f)
{
damageFactor += 4.0f;
}
else
{
damageFactor += 0.05f * attackDefenseBonus;
}
}
cs.damage_max = (int)(currentStack->creature->damageMax * currentStack->amount * damageFactor);
if (cs.damage_max > hitPoints)
{
cs.damage_max = hitPoints;
}
cs.damage_min = (int)(currentStack->creature->damageMin * currentStack->amount * damageFactor);
if (cs.damage_min > hitPoints)
{
cs.damage_min = hitPoints;
}
cs.amount_max = cs.damage_max / st->creature->hitPoints;
cs.amount_min = cs.damage_min / st->creature->hitPoints;
cs.leftHitPoints_for_max = (hitPoints - cs.damage_max) % st->creature->hitPoints;
cs.leftHitPoint_for_min = (hitPoints - cs.damage_min) % st->creature->hitPoints;
m_statCasualties.push_back(std::pair<int, SCreatureCasualties>(id, cs));
if (st->creature->isShooting() && st->shots > 0)
{
m_statDistanceFromShooters.push_back(std::pair<int, int>(id, m_battleHelper.GetShortestDistance(currentStack->position, st->position)));
}
if (currentStack->creature->isFlying() || (currentStack->creature->isShooting() && currentStack->shots > 0))
{
m_statDistance.push_back(std::pair<int, int>(id, m_battleHelper.GetShortestDistance(currentStack->position, st->position)));
}
else
{
m_statDistance.push_back(std::pair<int, int>(id, m_battleHelper.GetDistanceWithObstacles(currentStack->position, st->position)));
}
}
else
{
if (st->amount < 1)
{
continue;
}
int hitPoints = st->amount * st->creature->hitPoints - (st->creature->hitPoints - st->firstHPleft);
totalDamage += (st->creature->damageMax + st->creature->damageMin) * st->amount / 2;
totalHitPoints += hitPoints;
}
}
if ((float)totalDamage / (float)totalEnemyDamage < 0.5f &&
(float)totalHitPoints / (float)totalEnemyHitPoints < 0.5f)
{
m_bEnemyDominates = true;
MsgBox("** EnemyDominates!");
}
else
{
m_bEnemyDominates = false;
}
// sort max damage
std::sort(m_statMaxDamage.begin(), m_statMaxDamage.end(),
bind(&creature_stat::value_type::second, _1) > bind(&creature_stat::value_type::second, _2));
// sort min damage
std::sort(m_statMinDamage.begin(), m_statMinDamage.end(),
bind(&creature_stat::value_type::second, _1) > bind(&creature_stat::value_type::second, _2));
// sort max speed
std::sort(m_statMaxSpeed.begin(), m_statMaxSpeed.end(),
bind(&creature_stat::value_type::second, _1) > bind(&creature_stat::value_type::second, _2));
// sort distance
std::sort(m_statDistance.begin(), m_statDistance.end(),
bind(&creature_stat::value_type::second, _1) < bind(&creature_stat::value_type::second, _2));
// sort distance from shooters
std::sort(m_statDistanceFromShooters.begin(), m_statDistanceFromShooters.end(),
bind(&creature_stat::value_type::second, _1) < bind(&creature_stat::value_type::second, _2));
// sort hit points
std::sort(m_statHitPoints.begin(), m_statHitPoints.end(),
bind(&creature_stat::value_type::second, _1) > bind(&creature_stat::value_type::second, _2));
// sort casualties
std::sort(m_statCasualties.begin(), m_statCasualties.end(),
bind(&creature_stat_casualties::value_type::second_type::damage_max, bind(&creature_stat_casualties::value_type::second, _1))
>
bind(&creature_stat_casualties::value_type::second_type::damage_max, bind(&creature_stat_casualties::value_type::second, _2)));
}
BattleAction CBattleLogic::MakeDecision(int stackID)
{
MakeStatistics(stackID);
list<int> creatures;
int additionalInfo;
if (m_bEnemyDominates)
{
creatures = PerformBerserkAttack(stackID, additionalInfo);
}
else
{
creatures = PerformDefaultAction(stackID, additionalInfo);
}
/*
std::string message("Creature will be attacked - ");
message += boost::lexical_cast<std::string>(creature_to_attack);
MsgBox(message.c_str());
*/
if (additionalInfo == -1 || creatures.empty())
{
// defend
return MakeDefend(stackID);
}
else if (additionalInfo == -2)
{
return MakeWait(stackID);
}
list<int>::iterator it, eit;
eit = creatures.end();
for (it = creatures.begin(); it != eit; ++it)
{
BattleAction ba = MakeAttack(stackID, *it);
if (ba.actionType != action_walk_and_attack)
{
continue;
}
else
{
PrintBattleAction(ba);
return ba;
}
}
BattleAction ba = MakeAttack(stackID, *creatures.begin());
return ba;
}
std::vector<int> CBattleLogic::GetAvailableHexesForAttacker(CStack *defender, CStack *attacker)
{
int x = m_battleHelper.DecodeXPosition(defender->position);
int y = m_battleHelper.DecodeYPosition(defender->position);
bool defenderIsDW = defender->creature->isDoubleWide();
bool attackerIsDW = attacker->creature->isDoubleWide();
// TOTO: should be std::vector<int> but for debug purpose std::pair is used
typedef std::pair<int, int> hexPoint;
std::list<hexPoint> candidates;
std::vector<int> fields;
if (defenderIsDW)
{
if (defender->attackerOwned)
{
// from left side
if (!(y % 2))
{
// up
candidates.push_back(hexPoint(x - 2, y - 1));
candidates.push_back(hexPoint(x - 1, y - 1));
candidates.push_back(hexPoint(x, y - 1));
// down
candidates.push_back(hexPoint(x - 2, y + 1));
candidates.push_back(hexPoint(x - 1, y + 1));
candidates.push_back(hexPoint(x, y + 1));
}
else
{
// up
candidates.push_back(hexPoint(x - 1, y - 1));
candidates.push_back(hexPoint(x, y - 1));
candidates.push_back(hexPoint(x + 1, y - 1));
// down
candidates.push_back(hexPoint(x - 1, y + 1));
candidates.push_back(hexPoint(x, y + 1));
candidates.push_back(hexPoint(x + 1, y + 1));
}
candidates.push_back(hexPoint(x - 2, y));
candidates.push_back(hexPoint(x + 1, y));
}
else
{
// from right
if (!(y % 2))
{
// up
candidates.push_back(hexPoint(x - 1, y - 1));
candidates.push_back(hexPoint(x, y - 1));
candidates.push_back(hexPoint(x + 1, y - 1));
// down
candidates.push_back(hexPoint(x - 1, y + 1));
candidates.push_back(hexPoint(x, y + 1));
candidates.push_back(hexPoint(x + 1, y + 1));
}
else
{
// up
candidates.push_back(hexPoint(x, y - 1));
candidates.push_back(hexPoint(x + 1, y - 1));
candidates.push_back(hexPoint(x + 2, y - 1));
// down
candidates.push_back(hexPoint(x, y + 1));
candidates.push_back(hexPoint(x + 1, y + 1));
candidates.push_back(hexPoint(x + 2, y + 1));
}
candidates.push_back(hexPoint(x - 1, y));
candidates.push_back(hexPoint(x + 2, y));
}
}
else
{
if (!(y % 2)) // even line
{
// up
candidates.push_back(hexPoint(x - 1, y - 1));
candidates.push_back(hexPoint(x, y - 1));
// down
candidates.push_back(hexPoint(x - 1, y + 1));
candidates.push_back(hexPoint(x, y + 1));
}
else // odd line
{
// up
candidates.push_back(hexPoint(x, y - 1));
candidates.push_back(hexPoint(x + 1, y - 1));
// down
candidates.push_back(hexPoint(x, y + 1));
candidates.push_back(hexPoint(x + 1, y + 1));
}
candidates.push_back(hexPoint(x + 1, y));
candidates.push_back(hexPoint(x - 1, y));
}
// remove fields which are out of bounds or obstacles
for (std::list<hexPoint>::iterator it = candidates.begin(); it != candidates.end(); ++it)
{
if (it->first < 1 || it->first > m_battleHelper.BattlefieldWidth ||
it->second < 1 || it->second > m_battleHelper.BattlefieldHeight)
{
// field is out of bounds
//it = candidates.erase(it);
continue;
}
int new_pos = m_battleHelper.GetBattleFieldPosition(it->first, it->second);
CStack *st = m_cb->battleGetStackByPos(new_pos);
if (st == NULL || st->amount < 1)
{
if (attackerIsDW)
{
int tail_pos = -1;
if (attacker->attackerOwned) // left side
{
int tail_pos_x = it->first - 1;
if (tail_pos_x < 1)
{
continue;
}
tail_pos = m_battleHelper.GetBattleFieldPosition(it->first, it->second);
}
else // right side
{
int tail_pos_x = it->first + 1;
if (tail_pos_x > m_battleHelper.BattlefieldWidth)
{
continue;
}
tail_pos = m_battleHelper.GetBattleFieldPosition(it->first, it->second);
}
assert(tail_pos >= 0 && "Error during calculation position of double wide creature");
//CStack *tailStack = m_cb->battleGetStackByPos(tail_pos);
if (st != NULL && st->amount >= 1)
{
continue;
}
}
fields.push_back(new_pos);
}
else if (attacker)
{
if (attacker->ID == st->ID)
{
fields.push_back(new_pos);
}
}
//
//++it;
}
return fields;
}
BattleAction CBattleLogic::MakeDefend(int stackID)
{
BattleAction ba;
ba.side = 1;
ba.actionType = action_defend;
ba.stackNumber = stackID;
ba.additionalInfo = -1;
return ba;
}
BattleAction CBattleLogic::MakeWait(int stackID)
{
BattleAction ba;
ba.side = 1;
ba.actionType = action_wait;
ba.stackNumber = stackID;
ba.additionalInfo = -1;
return ba;
}
BattleAction CBattleLogic::MakeAttack(int attackerID, int destinationID)
{
if (m_cb->battleCanShoot(attackerID, m_cb->battleGetPos(destinationID)))
{
// shoot
BattleAction ba;
ba.side = 1;
ba.additionalInfo = -1;
ba.actionType = action_shoot; // shoot
ba.stackNumber = attackerID;
ba.destinationTile = (ui16)m_cb->battleGetPos(destinationID);
return ba;
}
else
{
// go or go&attack
int dest_tile = -1;
std::vector<int> av_tiles = GetAvailableHexesForAttacker(m_cb->battleGetStackByID(destinationID), m_cb->battleGetStackByID(attackerID));
if (av_tiles.size() < 1)
{
return MakeDefend(attackerID);
}
// get the best tile - now the nearest
int prev_distance = m_battleHelper.InfiniteDistance;
int currentPos = m_cb->battleGetPos(attackerID);
for (std::vector<int>::iterator it = av_tiles.begin(); it != av_tiles.end(); ++it)
{
int dist = m_battleHelper.GetDistanceWithObstacles(*it, m_cb->battleGetPos(attackerID));
if (dist < prev_distance)
{
prev_distance = dist;
dest_tile = *it;
}
if (*it == currentPos)
{
dest_tile = currentPos;
break;
}
}
std::vector<int> fields = m_cb->battleGetAvailableHexes(attackerID, false);
if(fields.size() == 0)
{
return MakeDefend(attackerID);
}
BattleAction ba;
ba.side = 1;
//ba.actionType = 6; // go and attack
ba.stackNumber = attackerID;
ba.destinationTile = (ui16)dest_tile;
//simplified checking for possibility of attack (previous was too simplified)
int destStackPos = m_cb->battleGetPos(destinationID);
if(BattleInfo::mutualPosition(dest_tile, destStackPos) != -1)
ba.additionalInfo = destStackPos;
else if(BattleInfo::mutualPosition(dest_tile, destStackPos+1) != -1)
ba.additionalInfo = destStackPos+1;
else if(BattleInfo::mutualPosition(dest_tile, destStackPos-1) != -1)
ba.additionalInfo = destStackPos-1;
else
MakeDefend(attackerID);
int nearest_dist = m_battleHelper.InfiniteDistance;
int nearest_pos = -1;
// if double wide calculate tail
CStack *attackerStack = m_cb->battleGetStackByID(attackerID);
assert(attackerStack != NULL);
int tail_pos = -1;
if (attackerStack->creature->isDoubleWide())
{
int x_pos = m_battleHelper.DecodeXPosition(attackerStack->position);
int y_pos = m_battleHelper.DecodeYPosition(attackerStack->position);
if (attackerStack->attackerOwned)
{
x_pos -= 1;
}
else
{
x_pos += 1;
}
// if creature can perform attack without movement - do it!
tail_pos = m_battleHelper.GetBattleFieldPosition(x_pos, y_pos);
if (dest_tile == tail_pos)
{
ba.additionalInfo = dest_tile;
ba.actionType = action_walk_and_attack;
PrintBattleAction(ba);
return ba;
}
}
for (std::vector<int>::const_iterator it = fields.begin(); it != fields.end(); ++it)
{
if (*it == dest_tile)
{
// attack!
ba.actionType = action_walk_and_attack;
#if defined _DEBUG
PrintBattleAction(ba);
#endif
return ba;
}
int d = m_battleHelper.GetDistanceWithObstacles(dest_tile, *it);
if (d < nearest_dist)
{
nearest_dist = d;
nearest_pos = *it;
}
}
string message;
message = "Attacker position X=";
message += boost::lexical_cast<std::string>(m_battleHelper.DecodeXPosition(nearest_pos)) + ", Y=";
message += boost::lexical_cast<std::string>(m_battleHelper.DecodeYPosition(nearest_pos));
MsgBox(message.c_str());
ba.actionType = action_walk;
ba.destinationTile = (ui16)nearest_pos;
ba.additionalInfo = -1;
#if defined _DEBUG
PrintBattleAction(ba);
#endif
return ba;
}
}
/**
* The main idea is to perform maximum casualties.
*/
list<int> CBattleLogic::PerformBerserkAttack(int stackID, int &additionalInfo)
{
CCreature c = m_cb->battleGetCreature(stackID);
// attack to make biggest damage
list<int> creatures;
if (!m_statCasualties.empty())
{
//creature_to_attack = m_statCasualties.begin()->first;
creature_stat_casualties::iterator it = m_statCasualties.begin();
for (; it != m_statCasualties.end(); ++it)
{
if (it->second.amount_min <= 0)
{
creatures.push_back(it->first);
continue;
}
for (creature_stat::const_iterator it2 = m_statDistance.begin(); it2 != m_statDistance.end(); ++it2)
{
if (it2->first == it->first && it2->second - 1 <= c.speed)
{
creatures.push_front(it->first);
}
}
}
creatures.push_back(m_statCasualties.begin()->first);
}
return creatures;
}
list<int> CBattleLogic::PerformDefaultAction(int stackID, int &additionalInfo)
{
// first approach based on the statistics and weights
// if this solution was fine we would develop this idea
//
std::map<int, int> votes;
for (creature_stat::iterator it = m_statMaxDamage.begin(); it != m_statMaxDamage.end(); ++it)
{
votes[it->first] = 0;
}
votes[m_statMaxDamage.begin()->first] += m_battleHelper.GetVoteForMaxDamage();
votes[m_statMinDamage.begin()->first] += m_battleHelper.GetVoteForMinDamage();
if (m_statDistanceFromShooters.size())
{
votes[m_statDistanceFromShooters.begin()->first] += m_battleHelper.GetVoteForDistanceFromShooters();
}
votes[m_statDistance.begin()->first] += m_battleHelper.GetVoteForDistance();
votes[m_statHitPoints.begin()->first] += m_battleHelper.GetVoteForHitPoints();
votes[m_statMaxSpeed.begin()->first] += m_battleHelper.GetVoteForMaxSpeed();
// get creature to attack
int max_vote = 0;
list<int> creatures;
for (std::map<int, int>::iterator it = votes.begin(); it != votes.end(); ++it)
{
if (it->second > max_vote)
{
max_vote = it->second;
creatures.push_front(it->first);
}
}
additionalInfo = 0; // list contains creatures which shoud be attacked
return creatures;
}
void CBattleLogic::PrintBattleAction(const BattleAction &action) // for debug purpose
{
std::string message("Battle action \n");
message += "\taction type - ";
switch (action.actionType)
{
case 0:
message += "Cancel BattleAction\n";
break;
case 1:
message += "Hero cast a spell\n";
break;
case 2:
message += "Walk\n";
break;
case 3:
message += "Defend\n";
break;
case 4:
message += "Retreat from the battle\n";
break;
case 5:
message += "Surrender\n";
break;
case 6:
message += "Walk and Attack\n";
break;
case 7:
message += "Shoot\n";
break;
case 8:
message += "Wait\n";
break;
case 9:
message += "Catapult\n";
break;
case 10:
message += "Monster casts a spell\n";
break;
}
message += "\tDestination tile: X = ";
message += boost::lexical_cast<std::string>(m_battleHelper.DecodeXPosition(action.destinationTile));
message += ", Y = " + boost::lexical_cast<std::string>(m_battleHelper.DecodeYPosition(action.destinationTile));
message += "\nAdditional info: ";
if (action.actionType == 6)// || action.actionType == 7)
{
message += "stack - " + boost::lexical_cast<std::string>(m_battleHelper.DecodeXPosition(action.additionalInfo));
message += ", " + boost::lexical_cast<std::string>(m_battleHelper.DecodeYPosition(action.additionalInfo));
message += ", creature - ";
CStack *c = m_cb->battleGetStackByPos(action.additionalInfo);
if (c && c->creature)
{
message += c->creature->nameRef;
}
else
{
message += "NULL";
}
}
else
{
message += boost::lexical_cast<std::string>(action.additionalInfo);
}
#ifdef _WIN32
HANDLE hConsole = GetStdHandle(STD_OUTPUT_HANDLE);
CONSOLE_SCREEN_BUFFER_INFO csbi;
GetConsoleScreenBufferInfo(hConsole, &csbi);
SetConsoleTextAttribute(hConsole, FOREGROUND_GREEN | FOREGROUND_INTENSITY);
#else
std::string color;
color = "\x1b[1;40;32m";
std::cout << color;
#endif
std::cout << message.c_str() << std::endl;
#ifdef _WIN32
SetConsoleTextAttribute(hConsole, csbi.wAttributes);
#else
color = "\x1b[0m";
std::cout << color;
#endif
}