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@@ -107,7 +107,7 @@ void CGeniusAI::battleStackAttacked(BattleStackAttacked * bsa)
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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);
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- m_battleLogic = new CBattleLogic(m_cb);
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+ m_battleLogic = new CBattleLogic(m_cb, army1, army2, tile, hero1, hero2, side);
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assert(m_battleLogic);
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MsgBox("** CGeniusAI::battleStart **");
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@@ -234,7 +234,7 @@ CBattleHelper::CBattleHelper():
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f.open("AI\\CBattleHelper.txt", std::ios::in);
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if (f)
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{
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- char c_line[512];
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+ //char c_line[512];
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std::string line;
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while (std::getline(f, line, '\n'))
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{
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@@ -317,16 +317,19 @@ int CBattleHelper::GetBattleFieldPosition(int x, int y)
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int CBattleHelper::DecodeXPosition(int battleFieldPosition)
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{
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- return battleFieldPosition - (DecodeYPosition(battleFieldPosition) - 1) * 17;
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+ int pos = battleFieldPosition - (DecodeYPosition(battleFieldPosition) - 1) * 17;
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+ assert(pos > 0 && pos < 16);
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+ return pos;
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}
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int CBattleHelper::DecodeYPosition(int battleFieldPosition)
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{
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- double y = battleFieldPosition / 17;
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+ double y = (double)battleFieldPosition / 17.0;
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if (y - (int)y > 0.0)
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{
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return (int)y + 1;
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}
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+ assert((int)y > 0 && (int)y <= 11);
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return (int)y;
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}
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@@ -358,10 +361,16 @@ int CBattleHelper::GetDistanceWithObstacles(int pointA, int pointB)
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* Implementation of CBattleLogic class.
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*/
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-CBattleLogic::CBattleLogic(ICallback *cb) :
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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_cb(cb),
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m_iCurrentTurn(-2),
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- m_bIsAttacker(false)
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+ m_bIsAttacker(false),
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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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@@ -417,22 +426,81 @@ void CBattleLogic::MakeStatistics(int currentCreatureId)
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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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+
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+ int totalEnemyDamage = 0;
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+ int totalEnemyHitPoints = 0;
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+
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+ int totalDamage = 0;
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+ int totalHitPoints = 0;
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+
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for (map_stacks::const_iterator it = allStacks.begin(); it != allStacks.end(); ++it)
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{
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- if (it->second.attackerOwned != m_bIsAttacker)
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+ const CStack *st = &it->second;
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+
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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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- const CStack *st = &it->second;
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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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+
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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, st->creature->hitPoints * 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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+
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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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+
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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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+
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+ int attackDefenseBonus = currentStack->creature->attack + (attackerHero ? attackerHero->getPrimSkillLevel(0) : 0) - (st->creature->defence + (defendingHero ? defendingHero->getPrimSkillLevel(1) : 0));
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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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+
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+ cs.damage_max = (int)(currentStack->creature->damageMax * currentStack->amount * damageFactor);
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+ cs.damage_min = (int)(currentStack->creature->damageMin * currentStack->amount * damageFactor);
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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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+
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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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+
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+ m_statCasualties.push_back(std::pair<int, SCreatureCasualties>(id, cs));
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+
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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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@@ -447,6 +515,27 @@ void CBattleLogic::MakeStatistics(int currentCreatureId)
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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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+
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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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+ MsgBox("** 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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@@ -466,45 +555,30 @@ void CBattleLogic::MakeStatistics(int currentCreatureId)
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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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- // first approach based on the statistics and weights
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- // if this solution was fine we would develop this idea
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+
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int creature_to_attack = -1;
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- //
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- std::map<int, int> votes;
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-
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- for (creature_stat::iterator it = m_statMaxDamage.begin(); it != m_statMaxDamage.end(); ++it)
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- {
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- votes[it->first] = 0;
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- }
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-
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- votes[m_statMaxDamage.begin()->first] += m_battleHelper.GetVoteForMaxDamage();
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- votes[m_statMinDamage.begin()->first] += m_battleHelper.GetVoteForMinDamage();
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- if (m_statDistanceFromShooters.size())
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+
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+ if (m_bEnemyDominates)
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{
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- votes[m_statDistanceFromShooters.begin()->first] += m_battleHelper.GetVoteForDistanceFromShooters();
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+ creature_to_attack = PerformBerserkAttack(stackID);
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}
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- votes[m_statDistance.begin()->first] += m_battleHelper.GetVoteForDistance();
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- votes[m_statHitPoints.begin()->first] += m_battleHelper.GetVoteForHitPoints();
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- votes[m_statMaxSpeed.begin()->first] += m_battleHelper.GetVoteForMaxSpeed();
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-
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-
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- // get creature to attack
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-
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- int max_vote = 0;
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-
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- for (std::map<int, int>::iterator it = votes.begin(); it != votes.end(); ++it)
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+ else
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{
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- if (it->second > max_vote)
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- {
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- max_vote = it->second;
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- creature_to_attack = it->first;
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- }
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+ creature_to_attack = PerformDefaultAction(stackID);
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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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+ MsgBox(message.c_str());
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if (creature_to_attack == -1)
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{
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@@ -518,14 +592,14 @@ BattleAction CBattleLogic::MakeDecision(int stackID)
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ba.side = 1;
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ba.actionType = action_shoot; // shoot
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ba.stackNumber = stackID;
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- ba.destinationTile = m_cb->battleGetPos(creature_to_attack);
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+ ba.destinationTile = (ui16)m_cb->battleGetPos(creature_to_attack);
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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; //m_cb->battleGetPos(creature_to_attack) + 1;
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- std::vector<int> av_tiles = GetAvailableHexesForAttacker(m_cb->battleGetStackByID(creature_to_attack));
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+ std::vector<int> av_tiles = GetAvailableHexesForAttacker(m_cb->battleGetStackByID(creature_to_attack), m_cb->battleGetStackByID(stackID));
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if (av_tiles.size() < 1)
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{
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// TODO: shouldn't be like that
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@@ -535,6 +609,7 @@ BattleAction CBattleLogic::MakeDecision(int stackID)
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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(stackID);
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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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@@ -544,15 +619,19 @@ BattleAction CBattleLogic::MakeDecision(int stackID)
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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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+ {
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+ dest_tile = currentPos;
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+ break;
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+ }
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}
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std::vector<int> fields = m_cb->battleGetAvailableHexes(stackID);
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-
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BattleAction ba;
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ba.side = 1;
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//ba.actionType = 6; // go and attack
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ba.stackNumber = stackID;
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- ba.destinationTile = dest_tile;
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+ ba.destinationTile = (ui16)dest_tile;
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ba.additionalInfo = m_cb->battleGetPos(creature_to_attack);
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int nearest_dist = m_battleHelper.InfiniteDistance;
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@@ -564,6 +643,9 @@ BattleAction CBattleLogic::MakeDecision(int stackID)
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{
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// attack!
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ba.actionType = action_walk_and_attack;
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+#if defined _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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int d = m_battleHelper.GetDistanceWithObstacles(dest_tile, *it);
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@@ -573,14 +655,22 @@ BattleAction CBattleLogic::MakeDecision(int stackID)
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nearest_pos = *it;
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}
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}
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+ message = "Attacker position X=";
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+ message += boost::lexical_cast<std::string>(m_battleHelper.DecodeXPosition(nearest_pos)) + ", Y=";
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+ message += boost::lexical_cast<std::string>(m_battleHelper.DecodeYPosition(nearest_pos));
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+ MsgBox(message.c_str());
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+
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ba.actionType = action_walk;
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- ba.destinationTile = nearest_pos;
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+ ba.destinationTile = (ui16)nearest_pos;
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ba.additionalInfo = -1;
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+#if defined _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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-std::vector<int> CBattleLogic::GetAvailableHexesForAttacker(CStack *defender)
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+std::vector<int> CBattleLogic::GetAvailableHexesForAttacker(CStack *defender, 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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@@ -635,7 +725,15 @@ std::vector<int> CBattleLogic::GetAvailableHexesForAttacker(CStack *defender)
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{
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candidates.push_back(std::pair<int, int>(x + 1, y - 1));
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}
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- // check if these field are empty
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+ if (!leftLimit)
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+ {
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+ candidates.push_back(std::pair<int, int>(x - 1, y));
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+ }
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+ if (!rightLimit)
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+ {
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+ candidates.push_back(std::pair<int, int>(x + 1, y));
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+ }
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+ // check if these fields are empty
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for (std::vector<std::pair<int, int> >::iterator it = candidates.begin(); it != candidates.end(); ++it)
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{
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int new_pos = m_battleHelper.GetBattleFieldPosition(it->first, it->second);
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@@ -645,6 +743,13 @@ std::vector<int> CBattleLogic::GetAvailableHexesForAttacker(CStack *defender)
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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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return fields;
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}
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@@ -657,4 +762,152 @@ BattleAction CBattleLogic::MakeDefend(int stackID)
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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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+
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+int CBattleLogic::PerformBerserkAttack(int stackID)
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+{
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+ CCreature c = m_cb->battleGetCreature(stackID);
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+ // attack to make biggest damage
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+ int creature_to_attack = -1;
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+ //if (m_statDistance.size() >= 2)
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+ //{
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+ // creature_stat::const_iterator it = m_statDistance.begin();
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+ // creature_stat::const_iterator it2 = it + 1;
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+ // if (it->second <
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+ if (!m_statCasualties.empty())
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+ {
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+ creature_to_attack = m_statCasualties.begin()->first;
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+ creature_stat_casualties::iterator it = m_statCasualties.begin();
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+ for (; it != m_statCasualties.end(); ++it)
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+ {
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+ if (it->second.amount_min <= 0) // if nobody die after attack it won't make any sense
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+ {
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+ continue;
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+ }
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+ for (creature_stat::const_iterator it2 = m_statDistance.begin(); it2 != m_statDistance.end(); ++it2)
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+ {
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+ if (it2->first == it->first && it2->second - 1 <= c.speed)
|
|
|
+ {
|
|
|
+ return it->first;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ return m_statCasualties.begin()->first;
|
|
|
+ }
|
|
|
+ return -1;
|
|
|
+}
|
|
|
+
|
|
|
+int CBattleLogic::PerformDefaultAction(int stackID)
|
|
|
+{
|
|
|
+ // first approach based on the statistics and weights
|
|
|
+ // if this solution was fine we would develop this idea
|
|
|
+ int creature_to_attack = -1;
|
|
|
+ //
|
|
|
+ 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;
|
|
|
+
|
|
|
+ for (std::map<int, int>::iterator it = votes.begin(); it != votes.end(); ++it)
|
|
|
+ {
|
|
|
+ if (it->second > max_vote)
|
|
|
+ {
|
|
|
+ max_vote = it->second;
|
|
|
+ creature_to_attack = it->first;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ return creature_to_attack;
|
|
|
+}
|
|
|
+
|
|
|
+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 - ";
|
|
|
+ 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);
|
|
|
+ }
|
|
|
+
|
|
|
+ HANDLE hConsole = GetStdHandle(STD_OUTPUT_HANDLE);
|
|
|
+
|
|
|
+ CONSOLE_SCREEN_BUFFER_INFO csbi;
|
|
|
+ GetConsoleScreenBufferInfo(hConsole, &csbi);
|
|
|
+
|
|
|
+ SetConsoleTextAttribute(hConsole, FOREGROUND_GREEN | FOREGROUND_INTENSITY);
|
|
|
+
|
|
|
+ std::cout << message.c_str() << std::flush;
|
|
|
+
|
|
|
+ SetConsoleTextAttribute(hConsole, csbi.wAttributes);
|
|
|
}
|