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@@ -1,21 +1,30 @@
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-#ifndef __CGENIUSAI_H__
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-#define __CGENIUSAI_H__
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-
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-#include "Common.h"
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-#include "BattleLogic.h"
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-#include "GeneralAI.h"
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+#ifndef __CGENIUSAI_H__
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+#define __CGENIUSAI_H__
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+
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+#include "Common.h"
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+#include "BattleLogic.h"
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+#include "GeneralAI.h"
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+#include "..\..\lib\CondSh.h"
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#include "../../lib/VCMI_Lib.h"
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#include <set>
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#include <list>
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#include <queue>
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-namespace GeniusAI {
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-
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-class CGeniusAI : public CGlobalAI
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-{
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-private:
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- ICallback* m_cb;
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- GeniusAI::BattleAI::CBattleLogic* m_battleLogic;
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- GeniusAI::GeneralAI::CGeneralAI m_generalAI;
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+namespace GeniusAI {
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+
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+enum BattleState
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+{
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+ NO_BATTLE,
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+ UPCOMING_BATTLE,
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+ ONGOING_BATTLE,
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+ ENDING_BATTLE
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+};
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+
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+class CGeniusAI : public CGlobalAI
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+{
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+private:
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+ ICallback* m_cb;
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+ GeniusAI::BattleAI::CBattleLogic* m_battleLogic;
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+ GeniusAI::GeneralAI::CGeneralAI m_generalAI;
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class AIObjectContainer
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{
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public:
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@@ -29,7 +38,7 @@ private:
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}
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};
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std::set< AIObjectContainer > knownVisitableObjects;
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-
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+
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class HypotheticalGameState
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{
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public:
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@@ -74,9 +83,10 @@ private:
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void addTownObjectives(HypotheticalGameState::TownModel &h, HypotheticalGameState & hgs);
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void getObjectives(HypotheticalGameState & hgs);
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void reportResources();
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- int turn;
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+ int turn;
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+ CondSh<BattleState> m_state; //are we engaged into battle?
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bool firstTurn;
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-
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+
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class AIObjective
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{
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@@ -179,39 +189,41 @@ private:
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std::set<HeroObjective> currentHeroObjectives; //can be fulfilled right now
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std::set<TownObjective> currentTownObjectives;
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-public:
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- CGeniusAI();
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- virtual ~CGeniusAI();
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-
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- virtual void init(ICallback * CB);
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- virtual void yourTurn();
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- virtual void heroKilled(const CGHeroInstance *);
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- virtual void heroCreated(const CGHeroInstance *);
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- virtual void heroMoved(const TryMoveHero &);
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- virtual void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, int val) {};
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- virtual void showSelDialog(std::string text, std::vector<CSelectableComponent*> & components, int askID){};
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- virtual void showBlockingDialog(const std::string &text, const std::vector<Component> &components, ui32 askID, const int soundID, bool selection, bool cancel); //Show a dialog, player must take decision. If selection then he has to choose between one of given components, if cancel he is allowed to not choose. After making choice, CCallback::selectionMade should be called with number of selected component (1 - n) or 0 for cancel (if allowed) and askID.
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+public:
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+ CGeniusAI();
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+ virtual ~CGeniusAI();
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+
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+ virtual void init(ICallback * CB);
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+ virtual void yourTurn();
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+ virtual void heroKilled(const CGHeroInstance *);
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+ virtual void heroCreated(const CGHeroInstance *);
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+ virtual void heroMoved(const TryMoveHero &);
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+ virtual void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, int val) {};
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+ virtual void showSelDialog(std::string text, std::vector<CSelectableComponent*> & components, int askID){};
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+ virtual void showBlockingDialog(const std::string &text, const std::vector<Component> &components, ui32 askID, const int soundID, bool selection, bool cancel); //Show a dialog, player must take decision. If selection then he has to choose between one of given components, if cancel he is allowed to not choose. After making choice, CCallback::selectionMade should be called with number of selected component (1 - n) or 0 for cancel (if allowed) and askID.
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virtual void tileRevealed(int3 pos);
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virtual void tileHidden(int3 pos);
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- virtual void heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback);
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- virtual void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, boost::function<void()> &onEnd);
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- // battle
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- virtual void actionFinished(const BattleAction *action);//occurs AFTER every action taken by any stack or by the hero
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- virtual void actionStarted(const BattleAction *action);//occurs BEFORE every action taken by any stack or by the hero
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- virtual void battleAttack(BattleAttack *ba); //called when stack is performing attack
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- virtual void battleStacksAttacked(std::set<BattleStackAttacked> & bsa); //called when stack receives damage (after battleAttack())
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- virtual void battleEnd(BattleResult *br);
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- virtual void battleNewRound(int round); //called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
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- virtual void battleStackMoved(int ID, int dest, int distance, bool end);
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- virtual void battleSpellCast(SpellCast *sc);
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- virtual void battleStart(CCreatureSet *army1, CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side); //called by engine when battle starts; side=0 - left, side=1 - right
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- virtual void battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles); //called when battlefield is prepared, prior the battle beginning
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- //
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- virtual void battleStackMoved(int ID, int dest, bool startMoving, bool endMoving);
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- virtual void battleStackAttacking(int ID, int dest);
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- virtual void battleStackIsAttacked(int ID, int dmg, int killed, int IDby, bool byShooting);
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- virtual BattleAction activeStack(int stackID);
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-};
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-}
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-
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-#endif // __CGENIUSAI_H__
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+ virtual void heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback);
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+ virtual void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, boost::function<void()> &onEnd);
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+ virtual void playerBlocked(int reason);
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+ // battle
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+ virtual void actionFinished(const BattleAction *action);//occurs AFTER every action taken by any stack or by the hero
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+ virtual void actionStarted(const BattleAction *action);//occurs BEFORE every action taken by any stack or by the hero
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+ virtual void battleAttack(BattleAttack *ba); //called when stack is performing attack
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+ virtual void battleStacksAttacked(std::set<BattleStackAttacked> & bsa); //called when stack receives damage (after battleAttack())
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+ virtual void battleEnd(BattleResult *br);
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+ virtual void battleNewRound(int round); //called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
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+ virtual void battleStackMoved(int ID, int dest, int distance, bool end);
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+ virtual void battleSpellCast(SpellCast *sc);
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+ virtual void battleStart(CCreatureSet *army1, CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side); //called by engine when battle starts; side=0 - left, side=1 - right
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+ virtual void battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles); //called when battlefield is prepared, prior the battle beginning
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+ //
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+ virtual void battleStackMoved(int ID, int dest, bool startMoving, bool endMoving);
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+ virtual void battleStackAttacking(int ID, int dest);
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+ virtual void battleStackIsAttacked(int ID, int dmg, int killed, int IDby, bool byShooting);
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+ virtual BattleAction activeStack(int stackID);
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+ void battleResultsApplied();
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+};
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+}
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+
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+#endif // __CGENIUSAI_H__
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