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@@ -1,100 +1,100 @@
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-/*
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- * BattleAI.h, part of VCMI engine
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- *
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- * Authors: listed in file AUTHORS in main folder
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- *
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- * License: GNU General Public License v2.0 or later
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- * Full text of license available in license.txt file, in main folder
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- *
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- */
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-#pragma once
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-#include "../../lib/AI_Base.h"
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-#include "PotentialTargets.h"
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-
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-class CSpell;
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-class EnemyInfo;
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-
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-/*
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-struct CurrentOffensivePotential
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-{
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- std::map<const CStack *, PotentialTargets> ourAttacks;
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- std::map<const CStack *, PotentialTargets> enemyAttacks;
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-
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- CurrentOffensivePotential(ui8 side)
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- {
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- for(auto stack : cbc->battleGetStacks())
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- {
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- if(stack->attackerOwned == !side)
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- ourAttacks[stack] = PotentialTargets(stack);
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- else
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- enemyAttacks[stack] = PotentialTargets(stack);
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- }
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- }
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-
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- int potentialValue()
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- {
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- int ourPotential = 0, enemyPotential = 0;
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- for(auto &p : ourAttacks)
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- ourPotential += p.second.bestAction().attackValue();
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-
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- for(auto &p : enemyAttacks)
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- enemyPotential += p.second.bestAction().attackValue();
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-
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- return ourPotential - enemyPotential;
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- }
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-};
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-*/ // These lines may be usefull but they are't used in the code.
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-
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-struct PossibleSpellcast
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-{
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- const CSpell *spell;
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- BattleHex dest;
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- si32 value;
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-};
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-
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-class CBattleAI : public CBattleGameInterface
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-{
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- int side;
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- std::shared_ptr<CBattleCallback> cb;
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-
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- //Previous setting of cb
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- bool wasWaitingForRealize, wasUnlockingGs;
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-
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-public:
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- CBattleAI(void);
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- ~CBattleAI(void);
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-
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- void init(std::shared_ptr<CBattleCallback> CB) override;
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- void attemptCastingSpell();
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-
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- BattleAction activeStack(const CStack * stack) override; //called when it's turn of that stack
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- BattleAction goTowards(const CStack * stack, BattleHex hex );
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-
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- boost::optional<BattleAction> considerFleeingOrSurrendering();
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-
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- std::vector<BattleHex> getTargetsToConsider(const CSpell *spell, const ISpellCaster * caster) const;
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- static int distToNearestNeighbour(BattleHex hex, const ReachabilityInfo::TDistances& dists, BattleHex *chosenHex = nullptr);
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- static bool isCloser(const EnemyInfo & ei1, const EnemyInfo & ei2, const ReachabilityInfo::TDistances & dists);
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-
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- void print(const std::string &text) const;
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- BattleAction useCatapult(const CStack *stack);
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- void battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool Side);
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- //void actionFinished(const BattleAction &action) override;//occurs AFTER every action taken by any stack or by the hero
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- //void actionStarted(const BattleAction &action) override;//occurs BEFORE every action taken by any stack or by the hero
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- //void battleAttack(const BattleAttack *ba) override; //called when stack is performing attack
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- //void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa) override; //called when stack receives damage (after battleAttack())
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- //void battleEnd(const BattleResult *br) override;
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- //void battleResultsApplied() override; //called when all effects of last battle are applied
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- //void battleNewRoundFirst(int round) override; //called at the beginning of each turn before changes are applied;
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- //void battleNewRound(int round) override; //called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
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- //void battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance) override;
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- //void battleSpellCast(const BattleSpellCast *sc) override;
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- //void battleStacksEffectsSet(const SetStackEffect & sse) override;//called when a specific effect is set to stacks
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- //void battleTriggerEffect(const BattleTriggerEffect & bte) override;
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- //void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side) override; //called by engine when battle starts; side=0 - left, side=1 - right
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- //void battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, bool tentHeal, si32 lifeDrainFrom) override; //called when stacks are healed / resurrected first element of pair - stack id, second - healed hp
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- //void battleNewStackAppeared(const CStack * stack) override; //not called at the beginning of a battle or by resurrection; called eg. when elemental is summoned
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- //void battleObstaclesRemoved(const std::set<si32> & removedObstacles) override; //called when a certain set of obstacles is removed from batlefield; IDs of them are given
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- //void battleCatapultAttacked(const CatapultAttack & ca) override; //called when catapult makes an attack
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- //void battleStacksRemoved(const BattleStacksRemoved & bsr) override; //called when certain stack is completely removed from battlefield
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-};
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+/*
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+ * BattleAI.h, part of VCMI engine
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+ *
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+ * Authors: listed in file AUTHORS in main folder
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+ *
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+ * License: GNU General Public License v2.0 or later
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+ * Full text of license available in license.txt file, in main folder
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+ *
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+ */
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+#pragma once
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+#include "../../lib/AI_Base.h"
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+#include "PotentialTargets.h"
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+
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+class CSpell;
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+class EnemyInfo;
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+
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+/*
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+struct CurrentOffensivePotential
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+{
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+ std::map<const CStack *, PotentialTargets> ourAttacks;
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+ std::map<const CStack *, PotentialTargets> enemyAttacks;
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+
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+ CurrentOffensivePotential(ui8 side)
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+ {
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+ for(auto stack : cbc->battleGetStacks())
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+ {
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+ if(stack->attackerOwned == !side)
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+ ourAttacks[stack] = PotentialTargets(stack);
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+ else
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+ enemyAttacks[stack] = PotentialTargets(stack);
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+ }
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+ }
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+
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+ int potentialValue()
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+ {
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+ int ourPotential = 0, enemyPotential = 0;
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+ for(auto &p : ourAttacks)
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+ ourPotential += p.second.bestAction().attackValue();
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+
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+ for(auto &p : enemyAttacks)
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+ enemyPotential += p.second.bestAction().attackValue();
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+
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+ return ourPotential - enemyPotential;
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+ }
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+};
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+*/ // These lines may be usefull but they are't used in the code.
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+
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+struct PossibleSpellcast
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+{
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+ const CSpell *spell;
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+ BattleHex dest;
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+ si32 value;
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+};
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+
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+class CBattleAI : public CBattleGameInterface
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+{
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+ int side;
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+ std::shared_ptr<CBattleCallback> cb;
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+
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+ //Previous setting of cb
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+ bool wasWaitingForRealize, wasUnlockingGs;
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+
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+public:
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+ CBattleAI(void);
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+ ~CBattleAI(void);
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+
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+ void init(std::shared_ptr<CBattleCallback> CB) override;
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+ void attemptCastingSpell();
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+
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+ BattleAction activeStack(const CStack * stack) override; //called when it's turn of that stack
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+ BattleAction goTowards(const CStack * stack, BattleHex hex );
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+
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+ boost::optional<BattleAction> considerFleeingOrSurrendering();
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+
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+ std::vector<BattleHex> getTargetsToConsider(const CSpell *spell, const ISpellCaster * caster) const;
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+ static int distToNearestNeighbour(BattleHex hex, const ReachabilityInfo::TDistances& dists, BattleHex *chosenHex = nullptr);
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+ static bool isCloser(const EnemyInfo & ei1, const EnemyInfo & ei2, const ReachabilityInfo::TDistances & dists);
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+
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+ void print(const std::string &text) const;
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+ BattleAction useCatapult(const CStack *stack);
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+ void battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool Side) override;
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+ //void actionFinished(const BattleAction &action) override;//occurs AFTER every action taken by any stack or by the hero
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+ //void actionStarted(const BattleAction &action) override;//occurs BEFORE every action taken by any stack or by the hero
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+ //void battleAttack(const BattleAttack *ba) override; //called when stack is performing attack
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+ //void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa) override; //called when stack receives damage (after battleAttack())
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+ //void battleEnd(const BattleResult *br) override;
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+ //void battleResultsApplied() override; //called when all effects of last battle are applied
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+ //void battleNewRoundFirst(int round) override; //called at the beginning of each turn before changes are applied;
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+ //void battleNewRound(int round) override; //called at the beginning of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
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+ //void battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance) override;
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+ //void battleSpellCast(const BattleSpellCast *sc) override;
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+ //void battleStacksEffectsSet(const SetStackEffect & sse) override;//called when a specific effect is set to stacks
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+ //void battleTriggerEffect(const BattleTriggerEffect & bte) override;
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+ //void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side) override; //called by engine when battle starts; side=0 - left, side=1 - right
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+ //void battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, bool tentHeal, si32 lifeDrainFrom) override; //called when stacks are healed / resurrected first element of pair - stack id, second - healed hp
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+ //void battleNewStackAppeared(const CStack * stack) override; //not called at the beginning of a battle or by resurrection; called eg. when elemental is summoned
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+ //void battleObstaclesRemoved(const std::set<si32> & removedObstacles) override; //called when a certain set of obstacles is removed from batlefield; IDs of them are given
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+ //void battleCatapultAttacked(const CatapultAttack & ca) override; //called when catapult makes an attack
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+ //void battleStacksRemoved(const BattleStacksRemoved & bsr) override; //called when certain stack is completely removed from battlefield
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+};
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