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319 lines
8.0 KiB
C++
319 lines
8.0 KiB
C++
#include "CGeniusAI.h"
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#include <iostream>
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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)
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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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CGeniusAI::CGeniusAI()
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: m_generalAI(),turn(0)
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{
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}
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CGeniusAI::~CGeniusAI()
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{
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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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m_generalAI.init(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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unsigned long randomFromInt(unsigned long in)
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{
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return (in*214013+2531011);
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}
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void CGeniusAI::doHero(const CGHeroInstance * h)
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{
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if(!h==NULL)
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{
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int3 destination, pos;
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pos=h->convertPosition(h->pos,false);
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vector<int3> buildingPath;
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int movement = h->movement;
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int usedMovement = 0;
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int attempts = 0;
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CPath path;
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do{
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do{
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destination=pos;
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attempts++;
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destination.x+=randomFromInt((attempts*1243)+turn)%9-4;
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destination.y+=randomFromInt((attempts*1243)+turn+1234)%9-4;
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}while((!m_cb->getPath(pos,destination,h,path)||(path.nodes[0].dist>=(movement-usedMovement))) && attempts<100);
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if(attempts<100)
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{
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pos = destination;
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usedMovement += path.nodes[0].dist;
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path.convert(0);
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for(int i = path.nodes.size()-2;i>=0;i--)
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buildingPath.push_back(path.nodes[i].coord);
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}
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else break;
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}while(movement-usedMovement>=50);
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for(int i = 0; i < buildingPath.size();i++)
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{
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m_cb->moveHero(h,buildingPath[i]);
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//std::cout << "(" << buildingPath[i].x << ", " << buildingPath[i].y << ")" << std::endl;
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}
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}
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}
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void CGeniusAI::doTown(const CGTownInstance * t)
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{
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if(m_cb->howManyHeroes(true)<3) //recrute up to 3 heroes
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{
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if(t->visitingHero==NULL)
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{
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std::vector<const CGHeroInstance *> toBuy = m_cb->getAvailableHeroes(t);
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if(toBuy[0]->army.slots.size()>1)//only buy heros with units
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{
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m_cb->recruitHero(t,toBuy[0]);
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}
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}
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}
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// m_cb->recruitCreatures(t, ui32 ID, ui32 amount)
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}
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void CGeniusAI::yourTurn()
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{
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//static boost::mutex mutex;
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//boost::mutex::scoped_lock scoped_lock(mutex);
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turn++;
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std::cout << "AI Player " <<m_cb->getMySerial()<< " with " << m_cb->howManyHeroes(true) << " heroes. " << std::endl;
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std::cout << m_cb->getResourceAmount(0) << " wood. ";
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std::cout << m_cb->getResourceAmount(1) << " mercury. ";
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std::cout << m_cb->getResourceAmount(2) << " ore. ";
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std::cout << m_cb->getResourceAmount(3) << " sulfer. ";
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std::cout << m_cb->getResourceAmount(4) << " cristal. ";
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std::cout << m_cb->getResourceAmount(5) << " gems. ";
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std::cout << m_cb->getResourceAmount(6) << " gold.";
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std::cout << std::endl;
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std::vector < const CGHeroInstance *> heroes = m_cb->getHeroesInfo();
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for(std::vector < const CGHeroInstance *>::iterator i = heroes.begin(); i < heroes.end(); i++)
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doHero(*i);
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// std::vector < const CGTownInstance *> towns = m_cb->getTownsInfo();
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// for(std::vector < const CGTownInstance *>::iterator i = towns.begin(); i < towns.end(); i++)
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// doTown(*i);
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m_cb->endTurn();
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}
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void CGeniusAI::heroKilled(const CGHeroInstance * hero)
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{
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}
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void CGeniusAI::heroCreated(const CGHeroInstance *hero)
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{
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}
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void CGeniusAI::heroMoved(const TryMoveHero &TMH)
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{
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MsgBox("** CGeniusAI::heroMoved **");
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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, const 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); //************** assert fails when AI starts two battles at same time? ***************
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m_battleLogic = new BattleAI::CBattleLogic(m_cb, army1, army2, tile, hero1, hero2, side);
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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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/*switch(br->winner)
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{
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case 0: std::cout << "The winner is the attacker." << std::endl;break;
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case 1: std::cout << "The winner is the defender." << std::endl;break;
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case 2: std::cout << "It's a draw." << std::endl;break;
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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::battleSpellCast(SpellCast *sc)
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{
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MsgBox("\t\t\tCGeniusAI::battleSpellCast");
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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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