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@@ -11,7 +11,7 @@
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#include <boost/algorithm/string.hpp>
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using namespace boost::lambda;
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-
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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)
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@@ -573,138 +573,57 @@ void CBattleLogic::MakeStatistics(int currentCreatureId)
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BattleAction CBattleLogic::MakeDecision(int stackID)
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{
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- CStack *attackerStack = m_cb->battleGetStackByID(stackID);
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- assert(attackerStack != NULL);
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-
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MakeStatistics(stackID);
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-
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- int creature_to_attack = -1;
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+
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+ list<int> creatures;
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+ int additionalInfo;
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if (m_bEnemyDominates)
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{
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- creature_to_attack = PerformBerserkAttack(stackID);
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+ creatures = PerformBerserkAttack(stackID, additionalInfo);
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}
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else
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{
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- creature_to_attack = PerformDefaultAction(stackID);
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+ creatures = PerformDefaultAction(stackID, additionalInfo);
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}
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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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+ */
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- if (creature_to_attack == -1)
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+ if (additionalInfo == -1 || creatures.empty())
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{
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// defend
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return MakeDefend(stackID);
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}
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- if (m_cb->battleCanShoot(stackID, m_cb->battleGetPos(creature_to_attack)))
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+ else if (additionalInfo == -2)
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{
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- // shoot
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- BattleAction ba;
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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 = (ui16)m_cb->battleGetPos(creature_to_attack);
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- return ba;
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+ return MakeWait(stackID);
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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), 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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- return MakeDefend(stackID);
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- }
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-
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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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-
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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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- int dist = m_battleHelper.GetDistanceWithObstacles(*it, m_cb->battleGetPos(stackID));
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- if (dist < prev_distance)
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- {
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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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-
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- std::vector<int> fields = m_cb->battleGetAvailableHexes(stackID, false);
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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 = (ui16)dest_tile;
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- ba.additionalInfo = m_cb->battleGetPos(creature_to_attack);
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-
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- int nearest_dist = m_battleHelper.InfiniteDistance;
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- int nearest_pos = -1;
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-
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- // if double wide calculate tail
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- int tail_pos = -1;
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- if (attackerStack->creature->isDoubleWide())
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+ list<int>::iterator it, eit;
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+ eit = creatures.end();
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+ for (it = creatures.begin(); it != eit; ++it)
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+ {
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+ BattleAction ba = MakeAttack(stackID, *it);
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+ if (ba.actionType != action_walk_and_attack)
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{
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- int x_pos = m_battleHelper.DecodeXPosition(attackerStack->position);
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- int y_pos = m_battleHelper.DecodeYPosition(attackerStack->position);
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- if (attackerStack->attackerOwned)
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- {
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- x_pos -= 1;
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- }
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- else
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- {
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- x_pos += 1;
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- }
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- tail_pos = m_battleHelper.GetBattleFieldPosition(x_pos, y_pos);
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- if (dest_tile == tail_pos)
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- {
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- ba.actionType = action_walk_and_attack;
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- PrintBattleAction(ba);
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- return ba;
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- }
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+ continue;
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}
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-
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- for (std::vector<int>::const_iterator it = fields.begin(); it != fields.end(); ++it)
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+ else
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{
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- if (*it == dest_tile)
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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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- if (d < nearest_dist)
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- {
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- nearest_dist = d;
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- nearest_pos = *it;
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- }
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+ PrintBattleAction(ba);
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+ return ba;
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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 = (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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+ BattleAction ba = MakeAttack(stackID, *creatures.begin());
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+ PrintBattleAction(ba);
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+ return ba;
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}
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+
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+
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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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@@ -872,43 +791,168 @@ BattleAction CBattleLogic::MakeDefend(int stackID)
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return ba;
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}
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+BattleAction CBattleLogic::MakeWait(int stackID)
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+{
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+ BattleAction ba;
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+ ba.side = 1;
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+ ba.actionType = action_wait;
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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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+BattleAction CBattleLogic::MakeAttack(int attackerID, int destinationID)
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+{
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+ if (m_cb->battleCanShoot(attackerID, m_cb->battleGetPos(destinationID)))
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+ {
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+ // shoot
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+ BattleAction ba;
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+ ba.side = 1;
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+ ba.additionalInfo = -1;
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+ ba.actionType = action_shoot; // shoot
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+ ba.stackNumber = attackerID;
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+ ba.destinationTile = (ui16)m_cb->battleGetPos(destinationID);
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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;
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+ std::vector<int> av_tiles = GetAvailableHexesForAttacker(m_cb->battleGetStackByID(destinationID), m_cb->battleGetStackByID(attackerID));
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+ if (av_tiles.size() < 1)
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+ {
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+ return MakeDefend(attackerID);
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+ }
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+
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+ // get the best tile - now the nearest
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+
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+ int prev_distance = m_battleHelper.InfiniteDistance;
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+ int currentPos = m_cb->battleGetPos(attackerID);
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+
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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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+ int dist = m_battleHelper.GetDistanceWithObstacles(*it, m_cb->battleGetPos(attackerID));
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+ if (dist < prev_distance)
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+ {
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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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+
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+ std::vector<int> fields = m_cb->battleGetAvailableHexes(attackerID, false);
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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 = attackerID;
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+ ba.destinationTile = (ui16)dest_tile;
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+ ba.additionalInfo = m_cb->battleGetPos(destinationID);
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+
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+ int nearest_dist = m_battleHelper.InfiniteDistance;
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+ int nearest_pos = -1;
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+
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+ // if double wide calculate tail
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+ CStack *attackerStack = m_cb->battleGetStackByID(attackerID);
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+ assert(attackerStack != NULL);
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+
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+ int tail_pos = -1;
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+ if (attackerStack->creature->isDoubleWide())
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+ {
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+ int x_pos = m_battleHelper.DecodeXPosition(attackerStack->position);
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+ int y_pos = m_battleHelper.DecodeYPosition(attackerStack->position);
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+ if (attackerStack->attackerOwned)
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+ {
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+ x_pos -= 1;
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+ }
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+ else
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+ {
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+ x_pos += 1;
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+ }
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+ // if creature can perform attack without movement - do it!
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+ tail_pos = m_battleHelper.GetBattleFieldPosition(x_pos, y_pos);
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+ if (dest_tile == tail_pos)
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+ {
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+ ba.additionalInfo = dest_tile;
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+ ba.actionType = action_walk_and_attack;
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+ PrintBattleAction(ba);
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+ return ba;
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+ }
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+ }
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+
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+ for (std::vector<int>::const_iterator it = fields.begin(); it != fields.end(); ++it)
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+ {
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+ if (*it == dest_tile)
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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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+ if (d < nearest_dist)
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+ {
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+ nearest_dist = d;
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+ nearest_pos = *it;
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+ }
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+ }
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+ string message;
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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 = (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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/**
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* The main idea is to perform maximum casualties.
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*/
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-int CBattleLogic::PerformBerserkAttack(int stackID)
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+list<int> CBattleLogic::PerformBerserkAttack(int stackID, int &additionalInfo)
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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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+ list<int> creatures;
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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_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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+ if (it->second.amount_min <= 0)
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{
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+ creatures.push_back(it->first);
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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)
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{
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- return it->first;
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+ creatures.push_front(it->first);
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}
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}
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}
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- return m_statCasualties.begin()->first;
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+ creatures.push_back(m_statCasualties.begin()->first);
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}
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- return -1;
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+ return creatures;
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}
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-int CBattleLogic::PerformDefaultAction(int stackID)
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+list<int> CBattleLogic::PerformDefaultAction(int stackID, int &additionalInfo)
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{
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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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- int creature_to_attack = -1;
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//
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std::map<int, int> votes;
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@@ -932,15 +976,18 @@ int CBattleLogic::PerformDefaultAction(int stackID)
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int max_vote = 0;
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+ list<int> creatures;
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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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{
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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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+ creatures.push_front(it->first);
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}
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}
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- return creature_to_attack;
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+ additionalInfo = 0; // list contains creatures which shoud be attacked
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+ return creatures;
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}
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void CBattleLogic::PrintBattleAction(const BattleAction &action) // for debug purpose
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@@ -987,7 +1034,7 @@ void CBattleLogic::PrintBattleAction(const BattleAction &action) // for debug pu
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message += boost::lexical_cast<std::string>(m_battleHelper.DecodeXPosition(action.destinationTile));
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message += ", Y = " + boost::lexical_cast<std::string>(m_battleHelper.DecodeYPosition(action.destinationTile));
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message += "\nAdditional info: ";
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- if (action.actionType == 6 || action.actionType == 7)
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+ if (action.actionType == 6)// || action.actionType == 7)
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{
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message += "stack - " + boost::lexical_cast<std::string>(m_battleHelper.DecodeXPosition(action.additionalInfo));
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message += ", " + boost::lexical_cast<std::string>(m_battleHelper.DecodeYPosition(action.additionalInfo));
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