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507597301f
* a lot of minor fixes in battles * resolution & depth in settings.txt reverted to 800x600 and 24bpp
786 lines
23 KiB
C++
786 lines
23 KiB
C++
#include "BattleLogic.h"
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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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#ifdef _WIN32
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#include <windows.h>
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HANDLE handleIn;
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HANDLE handleOut;
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#endif
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using namespace GeniusAI::BattleAI;
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using namespace boost::lambda;
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using namespace std;
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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 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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}
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cs.damage_min = (int)(currentStack->creature->damageMin * currentStack->amount * damageFactor);
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if (cs.damage_min > hitPoints)
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{
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cs.damage_min = hitPoints;
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}
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cs.amount_max = cs.damage_max / st->creature->hitPoints;
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cs.amount_min = cs.damage_min / st->creature->hitPoints;
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cs.leftHitPoints_for_max = (hitPoints - cs.damage_max) % st->creature->hitPoints;
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cs.leftHitPoint_for_min = (hitPoints - cs.damage_min) % st->creature->hitPoints;
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m_statCasualties.push_back(std::pair<int, SCreatureCasualties>(id, cs));
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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->hasFeatureOfType(StackFeature::FLYING) || (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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else
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{
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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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int hitPoints = st->amount * st->creature->hitPoints - (st->creature->hitPoints - st->firstHPleft);
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totalDamage += (st->creature->damageMax + st->creature->damageMin) * st->amount / 2;
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totalHitPoints += hitPoints;
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}
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}
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if ((float)totalDamage / (float)totalEnemyDamage < 0.5f &&
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(float)totalHitPoints / (float)totalEnemyHitPoints < 0.5f)
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{
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m_bEnemyDominates = true;
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DbgBox("** EnemyDominates!");
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}
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else
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{
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m_bEnemyDominates = false;
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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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// sort casualties
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std::sort(m_statCasualties.begin(), m_statCasualties.end(),
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bind(&creature_stat_casualties::value_type::second_type::damage_max, bind(&creature_stat_casualties::value_type::second, _1))
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>
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bind(&creature_stat_casualties::value_type::second_type::damage_max, bind(&creature_stat_casualties::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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list<int> creatures;
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int additionalInfo;
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if (m_bEnemyDominates)
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{
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creatures = PerformBerserkAttack(stackID, additionalInfo);
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}
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else
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{
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creatures = PerformDefaultAction(stackID, additionalInfo);
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}
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/*std::string message("Creature will be attacked - ");
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message += boost::lexical_cast<std::string>(creature_to_attack);
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DbgBox(message.c_str());*/
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if (additionalInfo == -1 || creatures.empty())
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{
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// defend
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return MakeDefend(stackID);
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}
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else if (additionalInfo == -2)
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{
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return MakeWait(stackID);
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}
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list<int>::iterator it, eit;
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eit = creatures.end();
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for (it = creatures.begin(); it != eit; ++it)
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{
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BattleAction ba = MakeAttack(stackID, *it);
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if (ba.actionType != action_walk_and_attack)
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{
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continue;
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}
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else
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{
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#if defined PRINT_DEBUG
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PrintBattleAction(ba);
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#endif
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return ba;
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}
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}
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BattleAction ba = MakeAttack(stackID, *creatures.begin());
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return ba;
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}
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std::vector<int> CBattleLogic::GetAvailableHexesForAttacker(const CStack *defender, const CStack *attacker)
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{
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int x = m_battleHelper.DecodeXPosition(defender->position);
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int y = m_battleHelper.DecodeYPosition(defender->position);
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bool defenderIsDW = defender->hasFeatureOfType(StackFeature::DOUBLE_WIDE);
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bool attackerIsDW = attacker->hasFeatureOfType(StackFeature::DOUBLE_WIDE);
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// TOTO: should be std::vector<int> but for debug purpose std::pair is used
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typedef std::pair<int, int> hexPoint;
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std::list<hexPoint> candidates;
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std::vector<int> fields;
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if (defenderIsDW)
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{
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if (defender->attackerOwned)
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{
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// from left side
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if (!(y % 2))
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{
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// up
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candidates.push_back(hexPoint(x - 2, y - 1));
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candidates.push_back(hexPoint(x - 1, y - 1));
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candidates.push_back(hexPoint(x, y - 1));
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// down
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candidates.push_back(hexPoint(x - 2, y + 1));
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candidates.push_back(hexPoint(x - 1, y + 1));
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candidates.push_back(hexPoint(x, y + 1));
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}
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else
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{
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// up
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candidates.push_back(hexPoint(x - 1, y - 1));
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candidates.push_back(hexPoint(x, y - 1));
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candidates.push_back(hexPoint(x + 1, y - 1));
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// down
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candidates.push_back(hexPoint(x - 1, y + 1));
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candidates.push_back(hexPoint(x, y + 1));
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candidates.push_back(hexPoint(x + 1, y + 1));
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}
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candidates.push_back(hexPoint(x - 2, y));
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candidates.push_back(hexPoint(x + 1, y));
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}
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else
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{
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// from right
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if (!(y % 2))
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{
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// up
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candidates.push_back(hexPoint(x - 1, y - 1));
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candidates.push_back(hexPoint(x, y - 1));
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candidates.push_back(hexPoint(x + 1, y - 1));
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// down
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candidates.push_back(hexPoint(x - 1, y + 1));
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candidates.push_back(hexPoint(x, y + 1));
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candidates.push_back(hexPoint(x + 1, y + 1));
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}
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else
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{
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// up
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candidates.push_back(hexPoint(x, y - 1));
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candidates.push_back(hexPoint(x + 1, y - 1));
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candidates.push_back(hexPoint(x + 2, y - 1));
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// down
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candidates.push_back(hexPoint(x, y + 1));
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candidates.push_back(hexPoint(x + 1, y + 1));
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candidates.push_back(hexPoint(x + 2, y + 1));
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}
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candidates.push_back(hexPoint(x - 1, y));
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candidates.push_back(hexPoint(x + 2, y));
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}
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}
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else
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{
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if (!(y % 2)) // even line
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{
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// up
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candidates.push_back(hexPoint(x - 1, y - 1));
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candidates.push_back(hexPoint(x, y - 1));
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// down
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candidates.push_back(hexPoint(x - 1, y + 1));
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candidates.push_back(hexPoint(x, y + 1));
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}
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else // odd line
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{
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// up
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candidates.push_back(hexPoint(x, y - 1));
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candidates.push_back(hexPoint(x + 1, y - 1));
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// down
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candidates.push_back(hexPoint(x, y + 1));
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candidates.push_back(hexPoint(x + 1, y + 1));
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}
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candidates.push_back(hexPoint(x + 1, y));
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candidates.push_back(hexPoint(x - 1, y));
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}
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// remove fields which are out of bounds or obstacles
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for (std::list<hexPoint>::iterator it = candidates.begin(); it != candidates.end(); ++it)
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{
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if (it->first < 1 || it->first > m_battleHelper.BattlefieldWidth ||
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it->second < 1 || it->second > m_battleHelper.BattlefieldHeight)
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{
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// field is out of bounds
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//it = candidates.erase(it);
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continue;
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}
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int new_pos = m_battleHelper.GetBattleFieldPosition(it->first, it->second);
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const CStack *st = m_cb->battleGetStackByPos(new_pos);
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if (st == NULL || st->amount < 1)
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{
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if (attackerIsDW)
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{
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int tail_pos = -1;
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if (attacker->attackerOwned) // left side
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{
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int tail_pos_x = it->first - 1;
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if (tail_pos_x < 1)
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{
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continue;
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}
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tail_pos = m_battleHelper.GetBattleFieldPosition(it->first, it->second);
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}
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else // right side
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{
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int tail_pos_x = it->first + 1;
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if (tail_pos_x > m_battleHelper.BattlefieldWidth)
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{
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continue;
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}
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tail_pos = m_battleHelper.GetBattleFieldPosition(it->first, it->second);
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}
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assert(tail_pos >= 0 && "Error during calculation position of double wide creature");
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//CStack *tailStack = m_cb->battleGetStackByPos(tail_pos);
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if (st != NULL && st->amount >= 1)
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{
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continue;
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}
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}
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fields.push_back(new_pos);
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}
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else if (attacker)
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{
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if (attacker->ID == st->ID)
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{
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fields.push_back(new_pos);
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}
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}
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//
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//++it;
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}
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return fields;
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}
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BattleAction CBattleLogic::MakeDefend(int stackID)
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{
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BattleAction ba;
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ba.side = m_side;
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ba.actionType = action_defend;
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ba.stackNumber = stackID;
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ba.additionalInfo = -1;
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return ba;
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}
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BattleAction CBattleLogic::MakeWait(int stackID)
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{
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BattleAction ba;
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ba.side = m_side;
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ba.actionType = action_wait;
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ba.stackNumber = stackID;
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ba.additionalInfo = -1;
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return ba;
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}
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|
BattleAction CBattleLogic::MakeAttack(int attackerID, int destinationID)
|
|
{
|
|
const CStack *attackerStack = m_cb->battleGetStackByID(attackerID),
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*destinationStack = m_cb->battleGetStackByID(destinationID);
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|
assert(attackerStack && destinationStack);
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|
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|
//don't attack ourselves
|
|
if(destinationStack->attackerOwned == !m_side)
|
|
{
|
|
return MakeDefend(attackerID);
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|
}
|
|
|
|
if (m_cb->battleCanShoot(attackerID, m_cb->battleGetPos(destinationID)))
|
|
{
|
|
// shoot
|
|
BattleAction ba;
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ba.side = m_side;
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|
ba.additionalInfo = -1;
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ba.actionType = action_shoot; // shoot
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ba.stackNumber = attackerID;
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ba.destinationTile = (ui16)m_cb->battleGetPos(destinationID);
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|
return ba;
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}
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|
else
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|
{
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|
// go or go&attack
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int dest_tile = -1;
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std::vector<int> av_tiles = GetAvailableHexesForAttacker(m_cb->battleGetStackByID(destinationID), m_cb->battleGetStackByID(attackerID));
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if (av_tiles.size() < 1)
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|
{
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|
return MakeDefend(attackerID);
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|
}
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|
|
|
// get the best tile - now the nearest
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|
|
|
int prev_distance = m_battleHelper.InfiniteDistance;
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|
int currentPos = m_cb->battleGetPos(attackerID);
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|
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for (std::vector<int>::iterator it = av_tiles.begin(); it != av_tiles.end(); ++it)
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|
{
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|
int dist = m_battleHelper.GetDistanceWithObstacles(*it, m_cb->battleGetPos(attackerID));
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|
if (dist < prev_distance)
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|
{
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|
prev_distance = dist;
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dest_tile = *it;
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|
}
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|
if (*it == currentPos)
|
|
{
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|
dest_tile = currentPos;
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|
break;
|
|
}
|
|
}
|
|
|
|
std::vector<int> fields = m_cb->battleGetAvailableHexes(attackerID, false);
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|
|
|
if(fields.size() == 0)
|
|
{
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|
return MakeDefend(attackerID);
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|
}
|
|
|
|
BattleAction ba;
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|
ba.side = m_side;
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//ba.actionType = 6; // go and attack
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ba.stackNumber = attackerID;
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ba.destinationTile = static_cast<ui16>(dest_tile);
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//simplified checking for possibility of attack (previous was too simplified)
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int destStackPos = m_cb->battleGetPos(destinationID);
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if(BattleInfo::mutualPosition(dest_tile, destStackPos) != -1)
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ba.additionalInfo = destStackPos;
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else if(BattleInfo::mutualPosition(dest_tile, destStackPos+1) != -1)
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ba.additionalInfo = destStackPos+1;
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else if(BattleInfo::mutualPosition(dest_tile, destStackPos-1) != -1)
|
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ba.additionalInfo = destStackPos-1;
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else
|
|
MakeDefend(attackerID);
|
|
|
|
int nearest_dist = m_battleHelper.InfiniteDistance;
|
|
int nearest_pos = -1;
|
|
|
|
// if double wide calculate tail
|
|
int tail_pos = -1;
|
|
if (attackerStack->hasFeatureOfType(StackFeature::DOUBLE_WIDE))
|
|
{
|
|
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;
|
|
#if defined PRINT_DEBUG
|
|
PrintBattleAction(ba);
|
|
#endif
|
|
assert(m_cb->battleGetStackByPos(ba.additionalInfo)); //if action is action_walk_and_attack additional info must point on enemy stack
|
|
assert(m_cb->battleGetStackByPos(ba.additionalInfo) != attackerStack); //don't attack ourselve
|
|
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 PRINT_DEBUG
|
|
PrintBattleAction(ba);
|
|
#endif
|
|
assert(m_cb->battleGetStackByPos(ba.additionalInfo)); //if action is action_walk_and_attack additional info must point on enemy stack
|
|
assert(m_cb->battleGetStackByPos(ba.additionalInfo) != attackerStack); //don't attack ourselve
|
|
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));
|
|
DbgBox(message.c_str());
|
|
|
|
ba.actionType = action_walk;
|
|
ba.destinationTile = (ui16)nearest_pos;
|
|
ba.additionalInfo = -1;
|
|
#if defined PRINT_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 (m_cb->battleGetStackByID(it->first)->attackerOwned == m_side //it's hostile stack
|
|
&& 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 - ";
|
|
const 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
|
|
}
|