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vcmi/AI/BattleAI/BattleAI.h
AlexVinS 0b70baa95e Spells configuration version 2 (effect-based)
* Indirect spell effects loading
* Json serializer improvements
* spell->canBeCastAt do not allow useless cast for any spell
* Added proxy caster class for spell-created obstacles
* Handle damage from spell-created obstacles inside mechanics
* Experimental GameState integration/regression tests
* Ignore mod settings and load only "vcmi" mod when running tests
* fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests)
* Huge improvements of BattleAI regarding spell casts
* AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells.
* Possible fix for https://bugs.vcmi.eu/view.php?id=1811
* CStack factored out to several classes
* [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional
* [Battle] Allowed BattleAction have multiple destinations
* [Spells] Converted limit|immunity to target condition
* [Spells] Use partial configuration reload for backward compatibility handling
* [Tests] Started tests for CUnitState
* Partial fixes of fire shield effect
* [Battle] Do HP calculations in 64 bits
* [BattleAI] Use threading for spell cast evaluation
* [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state)
* Implemented https://bugs.vcmi.eu/view.php?id=2811
* plug rare freeze when hypnotized unit shots vertically
* Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense
* [BattleAI] Try to not waste a cast if battle is actually won already
* Extended JsonSerializeFormat API
* fixed https://bugs.vcmi.eu/view.php?id=2847
* Any unit effect can be now chained (not only damage like Chain Lightning)
** only damage effect for now actually uses "chainFactor"
* Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2018-02-08 11:37:21 +03:00

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/*
* BattleAI.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
#include "../../lib/AI_Base.h"
#include "PotentialTargets.h"
class CSpell;
class EnemyInfo;
/*
struct CurrentOffensivePotential
{
std::map<const CStack *, PotentialTargets> ourAttacks;
std::map<const CStack *, PotentialTargets> enemyAttacks;
CurrentOffensivePotential(ui8 side)
{
for(auto stack : cbc->battleGetStacks())
{
if(stack->side == side)
ourAttacks[stack] = PotentialTargets(stack);
else
enemyAttacks[stack] = PotentialTargets(stack);
}
}
int potentialValue()
{
int ourPotential = 0, enemyPotential = 0;
for(auto &p : ourAttacks)
ourPotential += p.second.bestAction().attackValue();
for(auto &p : enemyAttacks)
enemyPotential += p.second.bestAction().attackValue();
return ourPotential - enemyPotential;
}
};
*/ // These lines may be usefull but they are't used in the code.
class CBattleAI : public CBattleGameInterface
{
int side;
std::shared_ptr<CBattleCallback> cb;
//Previous setting of cb
bool wasWaitingForRealize, wasUnlockingGs;
public:
CBattleAI();
~CBattleAI();
void init(std::shared_ptr<CBattleCallback> CB) override;
void attemptCastingSpell();
BattleAction activeStack(const CStack * stack) override; //called when it's turn of that stack
BattleAction goTowards(const CStack * stack, BattleHex hex );
boost::optional<BattleAction> considerFleeingOrSurrendering();
static int distToNearestNeighbour(BattleHex hex, const ReachabilityInfo::TDistances& dists, BattleHex *chosenHex = nullptr);
static bool isCloser(const EnemyInfo & ei1, const EnemyInfo & ei2, const ReachabilityInfo::TDistances & dists);
void print(const std::string &text) const;
BattleAction useCatapult(const CStack *stack);
void battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool Side) override;
//void actionFinished(const BattleAction &action) override;//occurs AFTER every action taken by any stack or by the hero
//void actionStarted(const BattleAction &action) override;//occurs BEFORE every action taken by any stack or by the hero
//void battleAttack(const BattleAttack *ba) override; //called when stack is performing attack
//void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, const std::vector<MetaString> & battleLog) override; //called when stack receives damage (after battleAttack())
//void battleEnd(const BattleResult *br) override;
//void battleResultsApplied() override; //called when all effects of last battle are applied
//void battleNewRoundFirst(int round) override; //called at the beginning of each turn before changes are applied;
//void battleNewRound(int round) override; //called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
//void battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance) override;
//void battleSpellCast(const BattleSpellCast *sc) override;
//void battleStacksEffectsSet(const SetStackEffect & sse) override;//called when a specific effect is set to stacks
//void battleTriggerEffect(const BattleTriggerEffect & bte) override;
//void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side) override; //called by engine when battle starts; side=0 - left, side=1 - right
//void battleCatapultAttacked(const CatapultAttack & ca) override; //called when catapult makes an attack
};