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2b45e13c5c
- use std versions of function, bind and ref - OVERRIDE -> override - NULL -> nullptr - use std versions of random distributions NOTE: this may be last revision that supports gcc-4.5
154 lines
5.8 KiB
C++
154 lines
5.8 KiB
C++
#pragma once
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#include "../../lib/BattleHex.h"
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#include "../../lib/HeroBonus.h"
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#include "../../lib/CBattleCallback.h"
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class CSpell;
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class StackWithBonuses : public IBonusBearer
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{
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public:
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const CStack *stack;
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mutable std::vector<Bonus> bonusesToAdd;
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virtual const TBonusListPtr getAllBonuses(const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root = nullptr, const std::string &cachingStr = "") const override;
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};
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struct EnemyInfo
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{
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const CStack * s;
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int adi, adr;
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std::vector<BattleHex> attackFrom; //for melee fight
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EnemyInfo(const CStack * _s) : s(_s)
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{}
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void calcDmg(const CStack * ourStack);
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bool operator==(const EnemyInfo& ei) const
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{
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return s == ei.s;
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}
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};
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//FIXME: unused function
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/*
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static bool willSecondHexBlockMoreEnemyShooters(const BattleHex &h1, const BattleHex &h2)
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{
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int shooters[2] = {0}; //count of shooters on hexes
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for(int i = 0; i < 2; i++)
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BOOST_FOREACH(BattleHex neighbour, (i ? h2 : h1).neighbouringTiles())
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if(const CStack *s = cbc->battleGetStackByPos(neighbour))
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if(s->getCreature()->isShooting())
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shooters[i]++;
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return shooters[0] < shooters[1];
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}
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*/
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struct ThreatMap
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{
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std::array<std::vector<BattleAttackInfo>, GameConstants::BFIELD_SIZE> threatMap; // [hexNr] -> enemies able to strike
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const CStack *endangered;
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std::array<int, GameConstants::BFIELD_SIZE> sufferedDamage;
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ThreatMap(const CStack *Endangered);
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};
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struct HypotheticChangesToBattleState
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{
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std::map<const CStack *, const IBonusBearer *> bonusesOfStacks;
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std::map<const CStack *, int> counterAttacksLeft;
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};
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struct AttackPossibility
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{
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const CStack *enemy; //redundant (to attack.defender) but looks nice
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BattleHex tile; //tile from which we attack
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BattleAttackInfo attack;
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int damageDealt;
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int damageReceived; //usually by counter-attack
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int tacticImpact;
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int damageDiff() const;
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int attackValue() const;
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static AttackPossibility evaluate(const BattleAttackInfo &AttackInfo, const HypotheticChangesToBattleState &state, BattleHex hex);
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};
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template<typename Key, typename Val, typename Val2>
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const Val getValOr(const std::map<Key, Val> &Map, const Key &key, const Val2 defaultValue)
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{
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//returning references here won't work: defaultValue must be converted into Val, creating temporary
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auto i = Map.find(key);
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if(i != Map.end())
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return i->second;
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else
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return defaultValue;
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}
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struct PotentialTargets
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{
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std::vector<AttackPossibility> possibleAttacks;
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std::vector<const CStack *> unreachableEnemies;
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//std::function<AttackPossibility(bool,BattleHex)> GenerateAttackInfo; //args: shooting, destHex
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PotentialTargets(){};
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PotentialTargets(const CStack *attacker, const HypotheticChangesToBattleState &state = HypotheticChangesToBattleState());
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AttackPossibility bestAction() const;
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int bestActionValue() const;
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};
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class CBattleAI : public CBattleGameInterface
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{
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int side;
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shared_ptr<CBattleCallback> cb;
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//Previous setting of cb
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bool wasWaitingForRealize, wasUnlockingGs;
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void print(const std::string &text) const;
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public:
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CBattleAI(void);
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~CBattleAI(void);
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void init(shared_ptr<CBattleCallback> CB) override;
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void actionFinished(const BattleAction &action) override;//occurs AFTER every action taken by any stack or by the hero
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void actionStarted(const BattleAction &action) override;//occurs BEFORE every action taken by any stack or by the hero
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BattleAction activeStack(const CStack * stack) override; //called when it's turn of that stack
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void battleAttack(const BattleAttack *ba) override; //called when stack is performing attack
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void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa) override; //called when stack receives damage (after battleAttack())
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void battleEnd(const BattleResult *br) override;
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//void battleResultsApplied() override; //called when all effects of last battle are applied
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void battleNewRoundFirst(int round) override; //called at the beginning of each turn before changes are applied;
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void battleNewRound(int round) override; //called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
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void battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance) override;
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void battleSpellCast(const BattleSpellCast *sc) override;
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void battleStacksEffectsSet(const SetStackEffect & sse) override;//called when a specific effect is set to stacks
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//void battleTriggerEffect(const BattleTriggerEffect & bte) override;
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void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side) override; //called by engine when battle starts; side=0 - left, side=1 - right
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void battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, bool tentHeal, si32 lifeDrainFrom) override; //called when stacks are healed / resurrected first element of pair - stack id, second - healed hp
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void battleNewStackAppeared(const CStack * stack) override; //not called at the beginning of a battle or by resurrection; called eg. when elemental is summoned
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void battleObstaclesRemoved(const std::set<si32> & removedObstacles) override; //called when a certain set of obstacles is removed from batlefield; IDs of them are given
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void battleCatapultAttacked(const CatapultAttack & ca) override; //called when catapult makes an attack
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void battleStacksRemoved(const BattleStacksRemoved & bsr) override; //called when certain stack is completely removed from battlefield
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BattleAction goTowards(const CStack * stack, BattleHex hex );
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BattleAction useCatapult(const CStack * stack);
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boost::optional<BattleAction> considerFleeingOrSurrendering();
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void attemptCastingSpell();
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std::vector<BattleHex> getTargetsToConsider(const CSpell *spell) const;
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};
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