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660 lines
18 KiB
C++
660 lines
18 KiB
C++
#include "CGeniusAI.h"
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#include <iostream>
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#include <fstream>
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#include <math.h>
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#include <boost/lexical_cast.hpp>
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#include <boost/lambda/lambda.hpp>
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#include <boost/lambda/bind.hpp>
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#include <boost/lambda/if.hpp>
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#include <boost/algorithm/string/split.hpp>
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#include <boost/algorithm/string/classification.hpp>
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#include <boost/algorithm/string.hpp>
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using namespace boost::lambda;
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using namespace GeniusAI;
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#if defined (_MSC_VER) && (_MSC_VER >= 1020)
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#include <windows.h>
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#endif
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void MsgBox(const char *msg, bool messageBox = false)
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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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void CGeniusAI::init(ICallback *CB)
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{
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m_cb = 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 HeroMoveDetails &)
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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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/**
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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::battleStackAttacked(BattleStackAttacked * bsa)
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{
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MsgBox("\t\t\tCGeniusAI::battleStackAttacked");
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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 CBattleLogic(m_cb);
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assert(m_battleLogic);
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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)
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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::battleSpellCasted(SpellCasted *sc)
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{
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MsgBox("\t\t\tCGeniusAI::battleSpellCasted");
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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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/*
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ui8 side; //who made this action: false - left, true - right player
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ui32 stackNumber;//stack ID, -1 left hero, -2 right hero,
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ui8 actionType; //
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0 = Cancel BattleAction
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1 = Hero cast a spell
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2 = Walk
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3 = Defend
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4 = Retreat from the battle
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5 = Surrender
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6 = Walk and Attack
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7 = Shoot
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8 = Wait
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9 = Catapult
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10 = Monster casts a spell (i.e. Faerie Dragons)
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ui16 destinationTile;
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si32 additionalInfo; // e.g. spell number if type is 1 || 10; tile to attack if type is 6
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*/
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/**
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* Implementation of CBattleHelper class.
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*/
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CBattleHelper::CBattleHelper():
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InfiniteDistance(0xffff),
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BattlefieldHeight(11),
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BattlefieldWidth(15),
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m_voteForDistance(10),
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m_voteForDistanceFromShooters(20),
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m_voteForHitPoints(10),
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m_voteForMaxDamage(10),
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m_voteForMaxSpeed(10),
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m_voteForMinDamage(10)
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{
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// loads votes
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std::fstream f;
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f.open("AI\\CBattleHelper.txt", std::ios::in);
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if (f)
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{
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char c_line[512];
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std::string line;
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while (std::getline(f, line, '\n'))
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{
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//f.getline(c_line, sizeof(c_line), '\n');
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//std::string line(c_line);
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//std::getline(f, line);
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std::vector<std::string> parts;
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boost::algorithm::split(parts, line, boost::algorithm::is_any_of("="));
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if (parts.size() >= 2)
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{
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boost::algorithm::trim(parts[0]);
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boost::algorithm::trim(parts[1]);
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if (parts[0].compare("m_voteForDistance") == 0)
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{
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try
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{
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m_voteForDistance = boost::lexical_cast<int>(parts[1]);
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}
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catch (boost::bad_lexical_cast &)
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{}
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}
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else if (parts[0].compare("m_voteForDistanceFromShooters") == 0)
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{
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try
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{
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m_voteForDistanceFromShooters = boost::lexical_cast<int>(parts[1]);
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}
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catch (boost::bad_lexical_cast &)
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{}
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}
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else if (parts[0].compare("m_voteForHitPoints") == 0)
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{
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try
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{
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m_voteForHitPoints = boost::lexical_cast<int>(parts[1]);
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}
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catch (boost::bad_lexical_cast &)
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{}
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}
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else if (parts[0].compare("m_voteForMaxDamage") == 0)
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{
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try
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{
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m_voteForMaxDamage = boost::lexical_cast<int>(parts[1]);
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}
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catch (boost::bad_lexical_cast &)
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{}
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}
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else if (parts[0].compare("m_voteForMaxSpeed") == 0)
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{
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try
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{
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m_voteForMaxSpeed = boost::lexical_cast<int>(parts[1]);
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}
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catch (boost::bad_lexical_cast &)
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{}
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}
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else if (parts[0].compare("m_voteForMinDamage") == 0)
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{
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try
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{
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m_voteForMinDamage = boost::lexical_cast<int>(parts[1]);
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}
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catch (boost::bad_lexical_cast &)
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{}
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}
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}
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}
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f.close();
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}
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}
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CBattleHelper::~CBattleHelper()
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{}
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int CBattleHelper::GetBattleFieldPosition(int x, int y)
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{
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return x + 17 * (y - 1);
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}
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int CBattleHelper::DecodeXPosition(int battleFieldPosition)
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{
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return battleFieldPosition - (DecodeYPosition(battleFieldPosition) - 1) * 17;
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}
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int CBattleHelper::DecodeYPosition(int battleFieldPosition)
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{
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double y = battleFieldPosition / 17;
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if (y - (int)y > 0.0)
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{
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return (int)y + 1;
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}
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return (int)y;
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}
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int CBattleHelper::GetShortestDistance(int pointA, int pointB)
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{
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/**
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* TODO: function hasn't been checked!
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*/
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int x1 = DecodeXPosition(pointA);
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int y1 = DecodeYPosition(pointA);
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//
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int x2 = DecodeXPosition(pointB);
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int y2 = DecodeYPosition(pointB);
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//
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double dx = x1 - x2;
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double dy = y1 - y2;
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return (int)sqrt(dx * dx + dy * dy);
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}
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int CBattleHelper::GetDistanceWithObstacles(int pointA, int pointB)
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{
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// TODO - implement this!
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return GetShortestDistance(pointA, pointB);
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}
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/**
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* Implementation of CBattleLogic class.
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*/
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CBattleLogic::CBattleLogic(ICallback *cb) :
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m_cb(cb),
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m_iCurrentTurn(-2),
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m_bIsAttacker(false)
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{
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const int max_enemy_creatures = 12;
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m_statMaxDamage.reserve(max_enemy_creatures);
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m_statMinDamage.reserve(max_enemy_creatures);
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m_statMaxSpeed.reserve(max_enemy_creatures);
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m_statDistance.reserve(max_enemy_creatures);
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m_statDistanceFromShooters.reserve(max_enemy_creatures);
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m_statHitPoints.reserve(max_enemy_creatures);
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}
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CBattleLogic::~CBattleLogic()
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{}
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void CBattleLogic::SetCurrentTurn(int turn)
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{
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m_iCurrentTurn = turn;
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}
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void CBattleLogic::MakeStatistics(int currentCreatureId)
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{
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typedef std::map<int, CStack> map_stacks;
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map_stacks allStacks = m_cb->battleGetStacks();
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const CStack *currentStack = m_cb->battleGetStackByID(currentCreatureId);
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/*
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// find all creatures belong to the enemy
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std::for_each(allStacks.begin(), allStacks.end(),
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if_(bind<ui8>(&CStack::attackerOwned, bind<CStack>(&map_stacks::value_type::second, _1)) == m_bIsAttacker)
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[
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var(enemy)[ret<int>(bind<int>(&map_stacks::value_type::first, _1))] =
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ret<CStack>(bind<CStack>(&map_stacks::value_type::second, _1))
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]
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);
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// fill other containers
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// max damage
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std::for_each(enemy.begin(), enemy.end(),
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var(m_statMaxDamage)[ret<int>(bind<int>(&map_stacks::value_type::first, _1))] =
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ret<int>(bind<int>(&CCreature::damageMax, bind<CCreature*>(&CStack::creature,
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bind<CStack>(&map_stacks::value_type::second, _1))))
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);
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// min damage
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std::for_each(enemy.begin(), enemy.end(),
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var(m_statMinDamage)[ret<int>(bind<int>(&map_stacks::value_type::first, _1))] =
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ret<int>(bind<int>(&CCreature::damageMax, bind<CCreature*>(&CStack::creature,
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bind<CStack>(&map_stacks::value_type::second, _1))))
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);
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*/
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m_statMaxDamage.clear();
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m_statMinDamage.clear();
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m_statHitPoints.clear();
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m_statMaxSpeed.clear();
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m_statDistanceFromShooters.clear();
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m_statDistance.clear();
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m_statDistance.clear();
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for (map_stacks::const_iterator it = allStacks.begin(); it != allStacks.end(); ++it)
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{
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if (it->second.attackerOwned != m_bIsAttacker)
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{
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int id = it->first;
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const CStack *st = &it->second;
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if (st->amount < 1)
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{
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continue;
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}
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// make stats
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m_statMaxDamage.push_back(std::pair<int, int>(id, st->creature->damageMax * st->amount));
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m_statMinDamage.push_back(std::pair<int, int>(id, st->creature->damageMin * st->amount));
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m_statHitPoints.push_back(std::pair<int, int>(id, st->creature->hitPoints * st->amount));
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m_statMaxSpeed.push_back(std::pair<int, int>(id, st->creature->speed));
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if (st->creature->isShooting() && st->shots > 0)
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{
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m_statDistanceFromShooters.push_back(std::pair<int, int>(id, m_battleHelper.GetShortestDistance(currentStack->position, st->position)));
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}
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if (currentStack->creature->isFlying() || (currentStack->creature->isShooting() && currentStack->shots > 0))
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{
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m_statDistance.push_back(std::pair<int, int>(id, m_battleHelper.GetShortestDistance(currentStack->position, st->position)));
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}
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else
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{
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m_statDistance.push_back(std::pair<int, int>(id, m_battleHelper.GetDistanceWithObstacles(currentStack->position, st->position)));
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}
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}
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}
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// sort max damage
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std::sort(m_statMaxDamage.begin(), m_statMaxDamage.end(),
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bind(&creature_stat::value_type::second, _1) > bind(&creature_stat::value_type::second, _2));
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// sort min damage
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std::sort(m_statMinDamage.begin(), m_statMinDamage.end(),
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bind(&creature_stat::value_type::second, _1) > bind(&creature_stat::value_type::second, _2));
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// sort max speed
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std::sort(m_statMaxSpeed.begin(), m_statMaxSpeed.end(),
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bind(&creature_stat::value_type::second, _1) > bind(&creature_stat::value_type::second, _2));
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// sort distance
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std::sort(m_statDistance.begin(), m_statDistance.end(),
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bind(&creature_stat::value_type::second, _1) < bind(&creature_stat::value_type::second, _2));
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// sort distance from shooters
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std::sort(m_statDistanceFromShooters.begin(), m_statDistanceFromShooters.end(),
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bind(&creature_stat::value_type::second, _1) < bind(&creature_stat::value_type::second, _2));
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// sort hit points
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std::sort(m_statHitPoints.begin(), m_statHitPoints.end(),
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bind(&creature_stat::value_type::second, _1) > bind(&creature_stat::value_type::second, _2));
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}
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BattleAction CBattleLogic::MakeDecision(int stackID)
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{
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MakeStatistics(stackID);
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// first approach based on the statistics and weights
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// if this solution was fine we would develop this idea
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int creature_to_attack = -1;
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//
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std::map<int, int> votes;
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for (creature_stat::iterator it = m_statMaxDamage.begin(); it != m_statMaxDamage.end(); ++it)
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{
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votes[it->first] = 0;
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}
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votes[m_statMaxDamage.begin()->first] += m_battleHelper.GetVoteForMaxDamage();
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votes[m_statMinDamage.begin()->first] += m_battleHelper.GetVoteForMinDamage();
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if (m_statDistanceFromShooters.size())
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{
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votes[m_statDistanceFromShooters.begin()->first] += m_battleHelper.GetVoteForDistanceFromShooters();
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}
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votes[m_statDistance.begin()->first] += m_battleHelper.GetVoteForDistance();
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votes[m_statHitPoints.begin()->first] += m_battleHelper.GetVoteForHitPoints();
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votes[m_statMaxSpeed.begin()->first] += m_battleHelper.GetVoteForMaxSpeed();
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|
|
|
|
// get creature to attack
|
|
|
|
int max_vote = 0;
|
|
|
|
for (std::map<int, int>::iterator it = votes.begin(); it != votes.end(); ++it)
|
|
{
|
|
if (it->second > max_vote)
|
|
{
|
|
max_vote = it->second;
|
|
creature_to_attack = it->first;
|
|
}
|
|
}
|
|
|
|
if (creature_to_attack == -1)
|
|
{
|
|
// defend
|
|
return MakeDefend(stackID);
|
|
}
|
|
if (m_cb->battleCanShoot(stackID, m_cb->battleGetPos(creature_to_attack)))
|
|
{
|
|
// shoot
|
|
BattleAction ba;
|
|
ba.side = 1;
|
|
ba.actionType = action_shoot; // shoot
|
|
ba.stackNumber = stackID;
|
|
ba.destinationTile = m_cb->battleGetPos(creature_to_attack);
|
|
return ba;
|
|
}
|
|
else
|
|
{
|
|
// go or go&attack
|
|
int dest_tile = -1; //m_cb->battleGetPos(creature_to_attack) + 1;
|
|
std::vector<int> av_tiles = GetAvailableHexesForAttacker(m_cb->battleGetStackByID(creature_to_attack));
|
|
if (av_tiles.size() < 1)
|
|
{
|
|
// TODO: shouldn't be like that
|
|
return MakeDefend(stackID);
|
|
}
|
|
|
|
// get the best tile - now the nearest
|
|
|
|
int prev_distance = m_battleHelper.InfiniteDistance;
|
|
|
|
for (std::vector<int>::iterator it = av_tiles.begin(); it != av_tiles.end(); ++it)
|
|
{
|
|
int dist = m_battleHelper.GetDistanceWithObstacles(*it, m_cb->battleGetPos(stackID));
|
|
if (dist < prev_distance)
|
|
{
|
|
prev_distance = dist;
|
|
dest_tile = *it;
|
|
}
|
|
}
|
|
|
|
std::vector<int> fields = m_cb->battleGetAvailableHexes(stackID);
|
|
|
|
BattleAction ba;
|
|
ba.side = 1;
|
|
//ba.actionType = 6; // go and attack
|
|
ba.stackNumber = stackID;
|
|
ba.destinationTile = dest_tile;
|
|
ba.additionalInfo = m_cb->battleGetPos(creature_to_attack);
|
|
|
|
int nearest_dist = m_battleHelper.InfiniteDistance;
|
|
int nearest_pos = -1;
|
|
|
|
for (std::vector<int>::const_iterator it = fields.begin(); it != fields.end(); ++it)
|
|
{
|
|
if (*it == dest_tile)
|
|
{
|
|
// attack!
|
|
ba.actionType = action_walk_and_attack;
|
|
return ba;
|
|
}
|
|
int d = m_battleHelper.GetDistanceWithObstacles(dest_tile, *it);
|
|
if (d < nearest_dist)
|
|
{
|
|
nearest_dist = d;
|
|
nearest_pos = *it;
|
|
}
|
|
}
|
|
ba.actionType = action_walk;
|
|
ba.destinationTile = nearest_pos;
|
|
ba.additionalInfo = -1;
|
|
return ba;
|
|
}
|
|
}
|
|
|
|
std::vector<int> CBattleLogic::GetAvailableHexesForAttacker(CStack *defender)
|
|
{
|
|
int x = m_battleHelper.DecodeXPosition(defender->position);
|
|
int y = m_battleHelper.DecodeYPosition(defender->position);
|
|
// TOTO: should be std::vector<int> but for debug purpose std::pair is used
|
|
std::vector<std::pair<int, int> > candidates;
|
|
std::vector<int> fields;
|
|
// find neighbourhood
|
|
bool upLimit = false;
|
|
bool downLimit = false;
|
|
bool leftLimit = false;
|
|
bool rightLimit = false;
|
|
|
|
if (x == 1)
|
|
{
|
|
leftLimit = true;
|
|
}
|
|
else if (x == m_battleHelper.BattlefieldWidth) // x+ 1
|
|
{
|
|
rightLimit = true;
|
|
}
|
|
|
|
if (y == 1)
|
|
{
|
|
upLimit = true;
|
|
}
|
|
else if (y == m_battleHelper.BattlefieldHeight)
|
|
{
|
|
downLimit = true;
|
|
}
|
|
|
|
if (!downLimit)
|
|
{
|
|
candidates.push_back(std::pair<int, int>(x, y + 1));
|
|
}
|
|
if (!downLimit && !leftLimit)
|
|
{
|
|
candidates.push_back(std::pair<int, int>(x - 1, y + 1));
|
|
}
|
|
if (!downLimit && !rightLimit)
|
|
{
|
|
candidates.push_back(std::pair<int, int>(x + 1, y + 1));
|
|
}
|
|
if (!upLimit)
|
|
{
|
|
candidates.push_back(std::pair<int, int>(x, y - 1));
|
|
}
|
|
if (!upLimit && !leftLimit)
|
|
{
|
|
candidates.push_back(std::pair<int, int>(x - 1, y - 1));
|
|
}
|
|
if (!upLimit && !rightLimit)
|
|
{
|
|
candidates.push_back(std::pair<int, int>(x + 1, y - 1));
|
|
}
|
|
// check if these field are empty
|
|
for (std::vector<std::pair<int, int> >::iterator it = candidates.begin(); it != candidates.end(); ++it)
|
|
{
|
|
int new_pos = m_battleHelper.GetBattleFieldPosition(it->first, it->second);
|
|
CStack *st = m_cb->battleGetStackByPos(new_pos);
|
|
// int obstacle = m_cb->battleGetObstaclesAtTile(new_pos); // TODO: wait for battleGetObstaclesAtTile function
|
|
if (st == NULL || st->amount < 1)
|
|
{
|
|
fields.push_back(new_pos);
|
|
}
|
|
}
|
|
return fields;
|
|
}
|
|
|
|
BattleAction CBattleLogic::MakeDefend(int stackID)
|
|
{
|
|
BattleAction ba;
|
|
ba.side = 1;
|
|
ba.actionType = action_defend;
|
|
ba.stackNumber = stackID;
|
|
ba.additionalInfo = -1;
|
|
return ba;
|
|
} |