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@@ -8,9 +8,11 @@ using namespace GeniusAI;
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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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+void DbgBox(const char *msg, bool messageBox)
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{
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+#if defined PRINT_DEBUG
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#if defined _DEBUG
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+//#if 0
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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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@@ -19,10 +21,11 @@ void MsgBox(const char *msg, bool messageBox)
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# endif
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std::cout << msg << std::endl;
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#endif
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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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+ : m_generalAI(),turn(0),firstTurn(true)
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{
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}
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@@ -40,7 +43,7 @@ void CGeniusAI::init(ICallback *CB)
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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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+ DbgBox(info.c_str());
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}
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unsigned long randomFromInt(unsigned long in)
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@@ -48,99 +51,184 @@ unsigned long randomFromInt(unsigned long in)
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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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+void CGeniusAI::reportResources()
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+{
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+ std::cout << "AI Player " <<m_cb->getMySerial()<< " with " << m_cb->howManyHeroes(true) << " heroes. " << std::endl;
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- if(!h==NULL)
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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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+}
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+
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+void CGeniusAI::addHeroObjectives(CGeniusAI::HypotheticalGameState::HeroModel &h, CGeniusAI::HypotheticalGameState &hgs)
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+{
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+ int3 hpos, destination;
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+ CPath path;
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+ hpos = h.pos;
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+ int movement = h.remainingMovement;
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+ for(std::set<AIObjectContainer>::const_iterator i = hgs.knownVisitableObjects.begin(); i != hgs.knownVisitableObjects.end();i++)
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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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-
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- vector<int3> buildingPath;
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+ if(i->o->ID==54||i->o->ID==34) //creatures, another hero
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+ continue;
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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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-
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- if(attempts<100)
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+ if(i->o->getOwner()==m_cb->getMyColor())
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+ continue;
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+
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+ destination = i->o->getSightCenter();
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+ if(hpos.z==destination.z)
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+ if(m_cb->getPath(hpos,destination,h.h,path))
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+ {
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+ path.convert(0);
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+ if(path.nodes[0].dist<movement)
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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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+ AIObjective::Type tp = AIObjective::visit;
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+
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+ HeroObjective ho(tp,i->o,&h);
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+ std::set<HeroObjective>::iterator found = currentHeroObjectives.find(ho);
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+ if(found==currentHeroObjectives.end())
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+ currentHeroObjectives.insert(ho);
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+ else
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+ found->whoCanAchieve.push_back(&h);
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}
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- else break;
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- }while(movement-usedMovement>=50);
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+ }
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+ }
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+}
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+void CGeniusAI::addTownObjectives(HypotheticalGameState::TownModel &t, HypotheticalGameState & hgs)
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+{
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+ //recruitHero
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+ //recruitCreatures
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+ //upgradeCreatures
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+ //buildBuilding
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- for(int i = 0; i < buildingPath.size();i++)
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+ if(hgs.heroModels.size()<3) //recruitHero
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+ {
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+ if(!t.visitingHero)
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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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+ for(int i =0; i < hgs.AvailableHeroesToBuy.size();i++)
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+ if(hgs.AvailableHeroesToBuy[i]->army.slots.size()>1)//only buy heros with units
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+ {
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+ TownObjective to(AIObjective::recruitHero,&t,0);
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+ currentTownObjectives.insert(to);
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+ }
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+
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}
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+ }
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+
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+// for(int i = 0; i < t.t->creatures.size() ;i++)
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+// {
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+// int ID = t.t->creatures[i].second.back();
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+// CCreature
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+// cout << "town has " << t.t->creatures[i].first << " level " << i+1 << " " << creature->namePl << endl;
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+// }
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+
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+
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+
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+}
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+
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+void CGeniusAI::TownObjective::fulfill(CGeniusAI & cg, HypotheticalGameState & hgs)
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+{
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+ switch(type)
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+ {
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+ case recruitHero:
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+ cg.m_cb->recruitHero(whichTown->t,hgs.AvailableHeroesToBuy[which]);
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+ hgs.heroModels.push_back(hgs.AvailableHeroesToBuy[which]);
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+ whichTown->visitingHero = true;
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+ //TODO: sub 2500 gold from hgs here
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}
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+}
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+void CGeniusAI::getObjectives(CGeniusAI::HypotheticalGameState & hgs)
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+{
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+ currentHeroObjectives.clear();
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+ currentTownObjectives.clear();
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+
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+ for(std::vector <CGeniusAI::HypotheticalGameState::HeroModel>::iterator i = hgs.heroModels.begin(); i != hgs.heroModels.end(); i++)
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+ addHeroObjectives(*i,hgs);
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+ for(std::vector <CGeniusAI::HypotheticalGameState::TownModel>::iterator i = hgs.townModels.begin(); i != hgs.townModels.end(); i++)
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+ addTownObjectives(*i,hgs);
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}
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-void CGeniusAI::doTown(const CGTownInstance * t)
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+void CGeniusAI::HeroObjective::fulfill(CGeniusAI & cg, HypotheticalGameState & hgs)
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{
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- if(m_cb->howManyHeroes(true)<3) //recrute up to 3 heroes
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+ switch(type)
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{
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- if(t->visitingHero==NULL)
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+ case visit:
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+ HypotheticalGameState::HeroModel * h = whoCanAchieve[rand()%whoCanAchieve.size()];
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+ int3 hpos, destination;
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+ CPath path;
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+ hpos = h->pos;
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+ //std::cout << "trying to visit " << object->hoverName << std::endl;
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+
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+ destination = object->getSightCenter();
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+ if(cg.m_cb->getPath(hpos,destination,h->h,path))
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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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+ path.convert(0);
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+ for(int i = path.nodes.size()-2;i>=0;i--)
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+ cg.m_cb->moveHero(h->h,path.nodes[i].coord);
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+ h->remainingMovement-=path.nodes[0].dist;
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+ if(object->blockVisit)
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+ h->pos = path.nodes[1].coord;
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+ else
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+ h->pos=destination;
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+ std::set<AIObjectContainer>::iterator i = hgs.knownVisitableObjects.find(AIObjectContainer(object));
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+ if(i!=hgs.knownVisitableObjects.end())
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+ hgs.knownVisitableObjects.erase(i);
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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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+ }
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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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-
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- std::cout << "AI Player " <<m_cb->getMySerial()<< " with " << m_cb->howManyHeroes(true) << " heroes. " << std::endl;
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-
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-
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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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+ static int seed = rand();
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+ srand(seed);
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+ if(firstTurn)
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+ {
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+ //m_cb->sendMessage("vcmieagles");
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+ firstTurn = false;
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+
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+ }
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+ knownVisitableObjects.clear();
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+ int3 pos = m_cb->getMapSize();
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+ for(int x = 0;x<pos.x;x++)
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+ for(int y = 0;y<pos.y;y++)
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+ for(int z = 0;z<pos.z;z++)
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+ tileRevealed(int3(x,y,z));
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+
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+ reportResources();
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+ turn++;
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+ HypotheticalGameState hgs(*this);
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+ getObjectives(hgs);
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+ vector<AIObjectivePtrCont> AIObjectiveQueue;
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+ do{
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+
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+ //std::cout << "I have " << currentHeroObjectives.size() << " things I could do with my heroes!" << std::endl;
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+ //std::cout << "I have " << currentTownObjectives.size() << " things I could do with my towns!" << std::endl;
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+
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+ AIObjectiveQueue.clear();
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+ for(std::set<CGeniusAI::HeroObjective>::iterator i = currentHeroObjectives.begin(); i != currentHeroObjectives.end(); i++)
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+ AIObjectiveQueue.push_back(AIObjectivePtrCont(&(*i)));
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+ for(std::set<CGeniusAI::TownObjective>::iterator i = currentTownObjectives.begin(); i != currentTownObjectives.end(); i++)
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+ AIObjectiveQueue.push_back(AIObjectivePtrCont(&(*i)));
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+ if(!AIObjectiveQueue.empty())
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+ max_element(AIObjectiveQueue.begin(),AIObjectiveQueue.end())->obj->fulfill(*this, hgs);
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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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+ getObjectives(hgs);
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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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+ }while(!currentHeroObjectives.empty());
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+ seed = rand();
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m_cb->endTurn();
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}
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@@ -154,14 +242,26 @@ void CGeniusAI::heroCreated(const CGHeroInstance *hero)
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}
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-void CGeniusAI::heroMoved(const TryMoveHero &TMH)
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+void CGeniusAI::tileRevealed(int3 pos)
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{
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- MsgBox("** CGeniusAI::heroMoved **");
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+ std::vector < const CGObjectInstance * > objects = m_cb->getVisitableObjs(pos);
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+ for(std::vector < const CGObjectInstance * >::iterator o = objects.begin();o!=objects.end();o++)
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+ knownVisitableObjects.insert(*o);
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+ objects = m_cb->getFlaggableObjects(pos);
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+ for(std::vector < const CGObjectInstance * >::iterator o = objects.begin();o!=objects.end();o++)
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+ knownVisitableObjects.insert(*o);
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+}
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-
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+void CGeniusAI::tileHidden(int3 pos)
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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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+ DbgBox("** CGeniusAI::heroMoved **");
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+}
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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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@@ -187,7 +287,7 @@ void CGeniusAI::actionFinished(const BattleAction *action)
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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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+ DbgBox(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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@@ -199,21 +299,21 @@ void CGeniusAI::actionStarted(const BattleAction *action)
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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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+ DbgBox(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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+ DbgBox("\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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+ DbgBox("\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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@@ -224,7 +324,7 @@ void CGeniusAI::battleStart(CCreatureSet *army1, CCreatureSet *army2, int3 tile,
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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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+ DbgBox("** CGeniusAI::battleStart **");
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}
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/**
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*
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@@ -241,7 +341,7 @@ void CGeniusAI::battleEnd(BattleResult *br)
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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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+ DbgBox("** 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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@@ -250,7 +350,7 @@ 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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+ DbgBox(message.c_str());
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m_battleLogic->SetCurrentTurn(round);
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}
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@@ -264,42 +364,42 @@ void CGeniusAI::battleStackMoved(int ID, int dest, int distance, bool end)
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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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+ DbgBox(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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+ DbgBox("\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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|
- MsgBox("CGeniusAI::battlefieldPrepared");
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|
+ DbgBox("CGeniusAI::battlefieldPrepared");
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}
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|
/**
|
|
|
*
|
|
|
*/
|
|
|
void CGeniusAI::battleStackMoved(int ID, int dest, bool startMoving, bool endMoving)
|
|
|
{
|
|
|
- MsgBox("\t\t\tCGeniusAI::battleStackMoved");
|
|
|
+ DbgBox("\t\t\tCGeniusAI::battleStackMoved");
|
|
|
}
|
|
|
/**
|
|
|
*
|
|
|
*/
|
|
|
void CGeniusAI::battleStackAttacking(int ID, int dest)
|
|
|
{
|
|
|
- MsgBox("\t\t\tCGeniusAI::battleStackAttacking");
|
|
|
+ DbgBox("\t\t\tCGeniusAI::battleStackAttacking");
|
|
|
}
|
|
|
/**
|
|
|
*
|
|
|
*/
|
|
|
void CGeniusAI::battleStackIsAttacked(int ID, int dmg, int killed, int IDby, bool byShooting)
|
|
|
{
|
|
|
- MsgBox("\t\t\tCGeniusAI::battleStackIsAttacked");
|
|
|
+ DbgBox("\t\t\tCGeniusAI::battleStackIsAttacked");
|
|
|
}
|
|
|
|
|
|
/**
|
|
@@ -311,7 +411,7 @@ BattleAction CGeniusAI::activeStack(int stackID)
|
|
|
|
|
|
message += boost::lexical_cast<std::string>(stackID);
|
|
|
message += ")";
|
|
|
- MsgBox(message.c_str());
|
|
|
+ DbgBox(message.c_str());
|
|
|
|
|
|
return m_battleLogic->MakeDecision(stackID);
|
|
|
};
|