mirror of
https://github.com/vcmi/vcmi.git
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2f73b6cd1e
* spellbook shows adventure spells when opened on adventure map * removed redundant quotation marks from skills description * erasing path after picking objects with last movement point
209 lines
5.1 KiB
C++
209 lines
5.1 KiB
C++
#include "CGeniusAI.h"
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#include <iostream>
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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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#include <windows.h>
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#endif
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void MsgBox(const char *msg, bool messageBox)
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{
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#if defined _DEBUG
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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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}
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CGeniusAI::CGeniusAI()
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: m_generalAI()
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{
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}
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CGeniusAI::~CGeniusAI()
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{
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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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MsgBox(info.c_str());
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}
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void CGeniusAI::yourTurn()
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{
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m_cb->endTurn();
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}
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void CGeniusAI::heroKilled(const CGHeroInstance *)
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{
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}
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void CGeniusAI::heroCreated(const CGHeroInstance *)
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{
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}
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void CGeniusAI::heroMoved(const TryMoveHero &)
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{
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}
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void CGeniusAI::heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback)
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{
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callback(rand() % skills.size());
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}
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void GeniusAI::CGeniusAI::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, boost::function<void()> &onEnd )
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{
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onEnd();
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}
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void CGeniusAI::showBlockingDialog(const std::string &text, const std::vector<Component> &components, ui32 askID, const int soundID, bool selection, bool cancel)
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{
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m_cb->selectionMade(cancel ? 0 : 1, askID);
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}
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/**
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* occurs AFTER every action taken by any stack or by the hero
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*/
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void CGeniusAI::actionFinished(const BattleAction *action)
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{
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std::string message("\t\tCGeniusAI::actionFinished - type(");
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message += boost::lexical_cast<std::string>((unsigned)action->actionType);
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message += "), side(";
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message += boost::lexical_cast<std::string>((unsigned)action->side);
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message += ")";
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MsgBox(message.c_str());
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}
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/**
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* occurs BEFORE every action taken by any stack or by the hero
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*/
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void CGeniusAI::actionStarted(const BattleAction *action)
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{
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std::string message("\t\tCGeniusAI::actionStarted - type(");
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message += boost::lexical_cast<std::string>((unsigned)action->actionType);
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message += "), side(";
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message += boost::lexical_cast<std::string>((unsigned)action->side);
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message += ")";
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MsgBox(message.c_str());
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}
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/**
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* called when stack is performing attack
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*/
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void CGeniusAI::battleAttack(BattleAttack *ba)
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{
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MsgBox("\t\t\tCGeniusAI::battleAttack");
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}
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/**
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* called when stack receives damage (after battleAttack())
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*/
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void CGeniusAI::battleStacksAttacked(std::set<BattleStackAttacked> & bsa)
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{
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MsgBox("\t\t\tCGeniusAI::battleStacksAttacked");
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}
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/**
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* called by engine when battle starts; side=0 - left, side=1 - right
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*/
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void CGeniusAI::battleStart(CCreatureSet *army1, CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side)
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{
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assert(!m_battleLogic);
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m_battleLogic = new BattleAI::CBattleLogic(m_cb, army1, army2, tile, hero1, hero2, side);
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MsgBox("** CGeniusAI::battleStart **");
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}
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/**
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*
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*/
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void CGeniusAI::battleEnd(BattleResult *br)
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{
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delete m_battleLogic;
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m_battleLogic = NULL;
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MsgBox("** CGeniusAI::battleEnd **");
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}
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/**
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* called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
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*/
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void CGeniusAI::battleNewRound(int round)
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{
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std::string message("\tCGeniusAI::battleNewRound - ");
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message += boost::lexical_cast<std::string>(round);
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MsgBox(message.c_str());
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m_battleLogic->SetCurrentTurn(round);
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}
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/**
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*
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*/
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void CGeniusAI::battleStackMoved(int ID, int dest, int distance, bool end)
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{
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std::string message("\t\t\tCGeniusAI::battleStackMoved ID(");
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message += boost::lexical_cast<std::string>(ID);
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message += "), dest(";
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message += boost::lexical_cast<std::string>(dest);
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message += ")";
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MsgBox(message.c_str());
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}
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/**
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*
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*/
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void CGeniusAI::battleSpellCast(SpellCast *sc)
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{
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MsgBox("\t\t\tCGeniusAI::battleSpellCast");
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}
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/**
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* called when battlefield is prepared, prior the battle beginning
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*/
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void CGeniusAI::battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles)
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{
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MsgBox("CGeniusAI::battlefieldPrepared");
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}
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/**
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*
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*/
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void CGeniusAI::battleStackMoved(int ID, int dest, bool startMoving, bool endMoving)
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{
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MsgBox("\t\t\tCGeniusAI::battleStackMoved");
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}
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/**
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*
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*/
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void CGeniusAI::battleStackAttacking(int ID, int dest)
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{
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MsgBox("\t\t\tCGeniusAI::battleStackAttacking");
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}
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/**
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*
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*/
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void CGeniusAI::battleStackIsAttacked(int ID, int dmg, int killed, int IDby, bool byShooting)
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{
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MsgBox("\t\t\tCGeniusAI::battleStackIsAttacked");
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}
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/**
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* called when it's turn of that stack
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*/
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BattleAction CGeniusAI::activeStack(int stackID)
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{
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std::string message("\t\t\tCGeniusAI::activeStack stackID(");
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message += boost::lexical_cast<std::string>(stackID);
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message += ")";
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MsgBox(message.c_str());
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return m_battleLogic->MakeDecision(stackID);
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};
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