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				|  |  | -/*
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				|  |  | - * BattleAI.h, part of VCMI engine
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				|  |  | - *
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				|  |  | - * Authors: listed in file AUTHORS in main folder
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				|  |  | - *
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				|  |  | - * License: GNU General Public License v2.0 or later
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				|  |  | - * Full text of license available in license.txt file, in main folder
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				|  |  | - *
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				|  |  | - */
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				|  |  | -#pragma once
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				|  |  | -#include "../../lib/AI_Base.h"
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				|  |  | -#include "PotentialTargets.h"
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				|  |  | -
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				|  |  | -class CSpell;
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				|  |  | -class EnemyInfo;
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				|  |  | -
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				|  |  | -/*
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				|  |  | -struct CurrentOffensivePotential
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				|  |  | -{
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				|  |  | -	std::map<const CStack *, PotentialTargets> ourAttacks;
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				|  |  | -	std::map<const CStack *, PotentialTargets> enemyAttacks;
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				|  |  | -
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				|  |  | -	CurrentOffensivePotential(ui8 side)
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				|  |  | -	{
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				|  |  | -		for(auto stack : cbc->battleGetStacks())
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				|  |  | -		{
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				|  |  | -			if(stack->attackerOwned == !side)
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				|  |  | -				ourAttacks[stack] = PotentialTargets(stack);
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				|  |  | -			else
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				|  |  | -				enemyAttacks[stack] = PotentialTargets(stack);
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				|  |  | -		}
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				|  |  | -	}
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				|  |  | -
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				|  |  | -	int potentialValue()
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				|  |  | -	{
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				|  |  | -		int ourPotential = 0, enemyPotential = 0;
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				|  |  | -		for(auto &p : ourAttacks)
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				|  |  | -			ourPotential += p.second.bestAction().attackValue();
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				|  |  | -
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				|  |  | -		for(auto &p : enemyAttacks)
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				|  |  | -			enemyPotential += p.second.bestAction().attackValue();
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				|  |  | -
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				|  |  | -		return ourPotential - enemyPotential;
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				|  |  | -	}
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				|  |  | -};
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				|  |  | -*/ // These lines may be usefull but they are't used in the code.
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				|  |  | -
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				|  |  | -struct PossibleSpellcast
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				|  |  | -{
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				|  |  | -	const CSpell *spell;
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				|  |  | -	BattleHex dest;
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				|  |  | -	si32 value;
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				|  |  | -};
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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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				|  |  | -	std::shared_ptr<CBattleCallback> cb;
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				|  |  | -
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				|  |  | -	//Previous setting of cb
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				|  |  | -	bool wasWaitingForRealize, wasUnlockingGs;
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				|  |  | -
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				|  |  | -public:
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				|  |  | -	CBattleAI(void);
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				|  |  | -	~CBattleAI(void);
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				|  |  | -
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				|  |  | -	void init(std::shared_ptr<CBattleCallback> CB) override;
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				|  |  | -	void attemptCastingSpell();
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				|  |  | -
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				|  |  | -	BattleAction activeStack(const CStack * stack) override; //called when it's turn of that stack
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				|  |  | -	BattleAction goTowards(const CStack * stack, BattleHex hex );
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				|  |  | -
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				|  |  | -	boost::optional<BattleAction> considerFleeingOrSurrendering();
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				|  |  | -
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				|  |  | -	std::vector<BattleHex> getTargetsToConsider(const CSpell *spell, const ISpellCaster * caster) const;
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				|  |  | -	static int distToNearestNeighbour(BattleHex hex, const ReachabilityInfo::TDistances& dists, BattleHex *chosenHex = nullptr);
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				|  |  | -	static bool isCloser(const EnemyInfo & ei1, const EnemyInfo & ei2, const ReachabilityInfo::TDistances & dists);
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				|  |  | -
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				|  |  | -	void print(const std::string &text) const;
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				|  |  | -	BattleAction useCatapult(const CStack *stack);
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				|  |  | -	void battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool Side);
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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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				|  |  | -	//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 beginning 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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				|  |  | -};
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				|  |  | +/*
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				|  |  | + * BattleAI.h, part of VCMI engine
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				|  |  | + *
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				|  |  | + * Authors: listed in file AUTHORS in main folder
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				|  |  | + *
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				|  |  | + * License: GNU General Public License v2.0 or later
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				|  |  | + * Full text of license available in license.txt file, in main folder
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				|  |  | + *
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				|  |  | + */
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				|  |  | +#pragma once
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				|  |  | +#include "../../lib/AI_Base.h"
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				|  |  | +#include "PotentialTargets.h"
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				|  |  | +
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				|  |  | +class CSpell;
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				|  |  | +class EnemyInfo;
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				|  |  | +
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				|  |  | +/*
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				|  |  | +struct CurrentOffensivePotential
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				|  |  | +{
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				|  |  | +	std::map<const CStack *, PotentialTargets> ourAttacks;
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				|  |  | +	std::map<const CStack *, PotentialTargets> enemyAttacks;
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				|  |  | +
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				|  |  | +	CurrentOffensivePotential(ui8 side)
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				|  |  | +	{
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				|  |  | +		for(auto stack : cbc->battleGetStacks())
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				|  |  | +		{
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				|  |  | +			if(stack->attackerOwned == !side)
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				|  |  | +				ourAttacks[stack] = PotentialTargets(stack);
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				|  |  | +			else
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				|  |  | +				enemyAttacks[stack] = PotentialTargets(stack);
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				|  |  | +		}
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				|  |  | +	}
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				|  |  | +
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				|  |  | +	int potentialValue()
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				|  |  | +	{
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				|  |  | +		int ourPotential = 0, enemyPotential = 0;
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				|  |  | +		for(auto &p : ourAttacks)
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				|  |  | +			ourPotential += p.second.bestAction().attackValue();
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				|  |  | +
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				|  |  | +		for(auto &p : enemyAttacks)
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				|  |  | +			enemyPotential += p.second.bestAction().attackValue();
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				|  |  | +
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				|  |  | +		return ourPotential - enemyPotential;
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				|  |  | +	}
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				|  |  | +};
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				|  |  | +*/ // These lines may be usefull but they are't used in the code.
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				|  |  | +
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				|  |  | +struct PossibleSpellcast
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				|  |  | +{
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				|  |  | +	const CSpell *spell;
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				|  |  | +	BattleHex dest;
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				|  |  | +	si32 value;
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				|  |  | +};
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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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				|  |  | +	std::shared_ptr<CBattleCallback> cb;
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				|  |  | +
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				|  |  | +	//Previous setting of cb
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				|  |  | +	bool wasWaitingForRealize, wasUnlockingGs;
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				|  |  | +
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				|  |  | +public:
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				|  |  | +	CBattleAI(void);
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				|  |  | +	~CBattleAI(void);
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				|  |  | +
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				|  |  | +	void init(std::shared_ptr<CBattleCallback> CB) override;
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				|  |  | +	void attemptCastingSpell();
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				|  |  | +
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				|  |  | +	BattleAction activeStack(const CStack * stack) override; //called when it's turn of that stack
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				|  |  | +	BattleAction goTowards(const CStack * stack, BattleHex hex );
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				|  |  | +
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				|  |  | +	boost::optional<BattleAction> considerFleeingOrSurrendering();
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				|  |  | +
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				|  |  | +	std::vector<BattleHex> getTargetsToConsider(const CSpell *spell, const ISpellCaster * caster) const;
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				|  |  | +	static int distToNearestNeighbour(BattleHex hex, const ReachabilityInfo::TDistances& dists, BattleHex *chosenHex = nullptr);
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				|  |  | +	static bool isCloser(const EnemyInfo & ei1, const EnemyInfo & ei2, const ReachabilityInfo::TDistances & dists);
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				|  |  | +
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				|  |  | +	void print(const std::string &text) const;
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				|  |  | +	BattleAction useCatapult(const CStack *stack);
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				|  |  | +	void battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool Side) 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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				|  |  | +	//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 beginning 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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				|  |  | +};
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