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b0e2d13b4e
- precision - slayer * refactoring
1104 lines
30 KiB
C++
1104 lines
30 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 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 = 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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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, 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 CBattleLogic(m_cb, army1, army2, tile, hero1, hero2, side);
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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, 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::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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BattlefieldWidth(15),
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BattlefieldHeight(11),
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m_voteForMaxDamage(10),
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m_voteForMinDamage(10),
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m_voteForMaxSpeed(10),
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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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{
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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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int pos = battleFieldPosition - (DecodeYPosition(battleFieldPosition) - 1) * 17;
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assert(pos > 0 && pos < 16);
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return pos;
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}
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int CBattleHelper::DecodeYPosition(int battleFieldPosition)
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{
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double y = (double)battleFieldPosition / 17.0;
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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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assert((int)y > 0 && (int)y <= 11);
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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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//x2 += (x2 % 2)? 0 : 1;
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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, CCreatureSet *army1, CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side) :
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m_iCurrentTurn(-2),
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m_bIsAttacker(false),
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m_cb(cb),
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m_army1(army1),
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m_army2(army2),
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m_tile(tile),
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m_hero1(hero1),
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m_hero2(hero2),
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m_side(side)
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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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m_statCasualties.clear();
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int totalEnemyDamage = 0;
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int totalEnemyHitPoints = 0;
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int totalDamage = 0;
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int totalHitPoints = 0;
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for (map_stacks::const_iterator it = allStacks.begin(); it != allStacks.end(); ++it)
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{
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const CStack *st = &it->second;
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if ((it->second.attackerOwned != 0) != m_bIsAttacker)
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{
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int id = it->first;
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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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int hitPoints = st->amount * st->creature->hitPoints - (st->creature->hitPoints - st->firstHPleft);
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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, hitPoints));
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m_statMaxSpeed.push_back(std::pair<int, int>(id, st->creature->speed));
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totalEnemyDamage += (st->creature->damageMax + st->creature->damageMin) * st->amount / 2;
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totalEnemyHitPoints += hitPoints;
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// calculate casualties
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SCreatureCasualties cs;
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// hp * amount - damage * ( (att - def)>=0 )
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// hit poionts
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assert(hitPoints >= 0 && "CGeniusAI - creature cannot have hit points less than zero");
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CGHeroInstance *attackerHero = (m_side)? m_hero1 : m_hero2;
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CGHeroInstance *defendingHero = (m_side)? m_hero2 : m_hero1;
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int attackDefenseBonus = currentStack->Attack() - st->Defense();
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float damageFactor = 1.0f;
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if(attackDefenseBonus < 0) //decreasing dmg
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{
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if(0.02f * (-attackDefenseBonus) > 0.3f)
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{
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damageFactor += -0.3f;
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}
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else
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{
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damageFactor += 0.02f * attackDefenseBonus;
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}
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}
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else //increasing dmg
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{
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if(0.05f * attackDefenseBonus > 4.0f)
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{
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damageFactor += 4.0f;
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}
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else
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{
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damageFactor += 0.05f * attackDefenseBonus;
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}
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}
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cs.damage_max = (int)(currentStack->creature->damageMax * currentStack->amount * damageFactor);
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if (cs.damage_max > hitPoints)
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{
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cs.damage_max = hitPoints;
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}
|
|
|
|
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
|
|
}
|