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142 lines
4.1 KiB
C++
142 lines
4.1 KiB
C++
#ifndef __BATTLE_LOGIC_H__
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#define __BATTLE_LOGIC_H__
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#include "Common.h"
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#include "BattleHelper.h"
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#pragma warning (disable: 4100 4251 4245 4018 4081)
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#include "../../global.h"
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#include "../../CCallback.h"
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#include "../../hch/CCreatureHandler.h"
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#include "../../hch/CObjectHandler.h"
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#pragma warning (default: 4100 4251 4245 4018 4081)
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#pragma warning (disable: 4100)
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using namespace std;
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namespace geniusai { namespace BattleAI {
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/**
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* Class is responsible for making decision during the battle.
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*/
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class CBattleLogic
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{
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private:
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enum EMainStrategyType
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{
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strategy_super_aggresive,
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strategy_aggresive,
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strategy_neutral,
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strategy_defensive,
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strategy_super_defensive,
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strategy_berserk_attack /** cause max damage, usually when creatures fight against overwhelming army*/
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};
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enum ECreatureRoleInBattle
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{
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creature_role_shooter,
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creature_role_defenser,
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creature_role_fast_attacker,
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creature_role_attacker
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};
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enum EActionType
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{
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action_cancel = 0, // Cancel BattleAction
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action_cast_spell = 1, // Hero cast a spell
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action_walk = 2, // Walk
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action_defend = 3, // Defend
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action_retreat = 4, // Retreat from the battle
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action_surrender = 5, // Surrender
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action_walk_and_attack = 6, // Walk and Attack
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action_shoot = 7, // Shoot
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action_wait = 8, // Wait
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action_catapult = 9, // Catapult
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action_monster_casts_spell = 10 // Monster casts a spell (i.e. Faerie Dragons)
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};
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struct SCreatureCasualties
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{
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int amount_max; // amount of creatures that will be dead
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int amount_min;
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int damage_max; // number of hit points that creature will lost
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int damage_min;
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int leftHitPoints_for_max; // number of hit points that will remain (for last unity)
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int leftHitPoint_for_min; // scenario
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};
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public:
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CBattleLogic(ICallback *cb, CCreatureSet *army1, CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side);
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~CBattleLogic();
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void SetCurrentTurn(int turn);
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/**
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* Get the final decision.
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*/
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BattleAction MakeDecision(int stackID);
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private:
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CBattleHelper m_battleHelper;
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//BattleInfo m_battleInfo;
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int m_iCurrentTurn;
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bool m_bIsAttacker;
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ICallback *m_cb;
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CCreatureSet *m_army1;
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CCreatureSet *m_army2;
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int3 m_tile;
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CGHeroInstance *m_hero1;
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CGHeroInstance *m_hero2;
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bool m_side;
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// statistics
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typedef std::vector<std::pair<int, int> > creature_stat; // first - creature id, second - value
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creature_stat m_statMaxDamage;
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creature_stat m_statMinDamage;
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//
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creature_stat m_statMaxSpeed;
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creature_stat m_statDistance;
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creature_stat m_statDistanceFromShooters;
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creature_stat m_statHitPoints;
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typedef std::vector<std::pair<int, SCreatureCasualties> > creature_stat_casualties;
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creature_stat_casualties m_statCasualties;
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bool m_bEnemyDominates;
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/**
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* Before decision we have to make some calculation and simulation.
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*/
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void MakeStatistics(int currentCreatureId);
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/**
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* Helper function. It's used for performing an attack action.
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*/
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std::vector<int> GetAvailableHexesForAttacker(const CStack *defender, const CStack *attacker = NULL);
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/**
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* Just make defend action.
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*/
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BattleAction MakeDefend(int stackID);
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/**
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* Just make wait action.
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*/
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BattleAction MakeWait(int stackID);
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/**
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* Make an attack action if it's possible.
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* If it's not possible then function returns defend action.
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*/
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BattleAction MakeAttack(int attackerID, int destinationID);
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/**
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* Berserk mode - do maximum casualties.
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* Return vector wiht IDs of creatures to attack,
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* additional info: -2 means wait, -1 - defend, 0 - make attack
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*/
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list<int> PerformBerserkAttack(int stackID, int &additionalInfo);
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/**
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* Normal mode - equilibrium between casualties and yields.
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* Return vector wiht IDs of creatures to attack,
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* additional info: -2 means wait, -1 - defend, 0 - make attack
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*/
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list<int> PerformDefaultAction(int stackID, int &additionalInfo);
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/**
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* Only for debug purpose.
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*/
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void PrintBattleAction(const BattleAction &action);
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};
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}}
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#endif/*__BATTLE_LOGIC_H__*/ |