/*
* base.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "callback/CBattleCallback.h"
#include "networkPacks/PacksForClientBattle.h"
#include "networkPacks/SetStackEffect.h"
#include "spells/CSpellHandler.h"
#include "vcmi/Environment.h"
#include "BAI/v13/BAI.h"
#include "base.h"
namespace MMAI::BAI
{
// static
std::shared_ptr
Base::Create(Schema::IModel * model, const std::shared_ptr & env, const std::shared_ptr & cb, bool enableSpellsUsage)
{
std::shared_ptr res;
auto version = model->getVersion();
if(version == 13)
res = std::make_shared(model, version, env, cb);
else
throw std::runtime_error("Unsupported schema version: " + std::to_string(version));
res->init(enableSpellsUsage);
return res;
}
Base::Base(Schema::IModel * model, int version, const std::shared_ptr & env, const std::shared_ptr & cb)
: model(model), version(version), name("BAI-v" + std::to_string(version)), colorname(cb->getPlayerID()->toString()), env(env), cb(cb)
{
std::ostringstream oss;
// Store the memory address and include it in logging
const auto * ptr = static_cast(this);
oss << ptr;
addrstr = oss.str();
const char * envvar = std::getenv("MMAI_VERBOSE");
verbose = envvar != nullptr && strcmp(envvar, "1") == 0;
}
/*
* These methods MUST be overridden by derived BAI (e.g. BAI::V1)
* Their base implementation is is for logging purposes only.
*/
void Base::activeStack(const BattleID & bid, const CStack * astack)
{
debug("*** activeStack ***");
trace("activeStack called for " + astack->nodeName());
};
void Base::yourTacticPhase(const BattleID & bid, int distance)
{
debug("*** yourTacticPhase ***");
};
/*
* These methods MAY be overriden by derived BAI (e.g. BAI::V1)
* Their implementation here is a no-op.
*/
void Base::init(bool enableSpellsUsage_)
{
enableSpellsUsage = enableSpellsUsage_;
debug("*** init ***");
}
void Base::actionFinished(const BattleID & bid, const BattleAction & action)
{
debug("*** actionFinished ***");
}
void Base::actionStarted(const BattleID & bid, const BattleAction & action)
{
debug("*** actionStarted ***");
}
void Base::battleAttack(const BattleID & bid, const BattleAttack * ba)
{
debug("*** battleAttack ***");
}
void Base::battleCatapultAttacked(const BattleID & bid, const CatapultAttack & ca)
{
debug("*** battleCatapultAttacked ***");
}
void Base::battleEnd(const BattleID & bid, const BattleResult * br, QueryID queryID)
{
debug("*** battleEnd ***");
}
void Base::battleGateStateChanged(const BattleID & bid, const EGateState state)
{
debug("*** battleGateStateChanged ***");
trace("New gate state: %d", EI(state));
}
void Base::battleLogMessage(const BattleID & bid, const std::vector & lines)
{
debug("*** battleLogMessage ***");
if(verbose)
{
std::string res = "Messages:";
for(const auto & line : lines)
{
std::string formatted = line.toString();
boost::algorithm::trim(formatted);
res = res + "\n\t* " + formatted;
}
std::cout << "MMAI_VERBOSE: " << res << "\n";
}
}
void Base::battleNewRound(const BattleID & bid)
{
debug("*** battleNewRound ***");
}
void Base::battleNewRoundFirst(const BattleID & bid)
{
debug("*** battleNewRoundFirst ***");
}
void Base::battleObstaclesChanged(const BattleID & bid, const std::vector & obstacles)
{
debug("*** battleObstaclesChanged ***");
}
void Base::battleSpellCast(const BattleID & bid, const BattleSpellCast * sc)
{
debug("*** battleSpellCast ***");
if(verbose)
{
std::string res = "Spellcast info:";
auto battle = cb->getBattle(bid);
const auto * caster = battle->battleGetStackByID(sc->casterStack, false);
res += "\n\t* spell: " + sc->spellID.toSpell()->identifier;
res += "\n\t* castByHero=" + std::to_string(sc->castByHero);
res += "\n\t* casterStack=" + (caster ? caster->getDescription() : "");
res += "\n\t* activeCast=" + std::to_string(sc->activeCast);
res += "\n\t* side=" + std::to_string(EI(sc->side));
res += "\n\t* tile=" + std::to_string(sc->tile.toInt());
res += "\n\t* affected:";
for(const auto & cid : sc->affectedCres)
res += "\n\t > " + battle->battleGetStackByID(cid, false)->getDescription();
res += "\n\t* resisted:";
for(const auto & cid : sc->resistedCres)
res += "\n\t > " + battle->battleGetStackByID(cid, false)->getDescription();
res += "\n\t* reflected:";
for(const auto & cid : sc->reflectedCres)
res += "\n\t > " + battle->battleGetStackByID(cid, false)->getDescription();
std::cout << "MMAI_VERBOSE: " << res << "\n";
}
}
void Base::battleStackMoved(const BattleID & bid, const CStack * stack, const BattleHexArray & dest, int distance, bool teleport)
{
debug("*** battleStackMoved ***");
if(verbose)
{
auto battle = cb->getBattle(bid);
std::string fmt = "Movement info:";
fmt += "\n\t* stack description=%s";
fmt += "\n\t* stack owner=%s";
fmt += "\n\t* dest[0]=%d (Hex#%d, y=%d, x=%d)";
fmt += "\n\t* distance=%d";
fmt += "\n\t* teleport=%d";
auto bh0 = dest.at(dest.size() - 1);
auto hexid0 = bh0.getX() - 1 + (bh0.getY() * 15);
auto x0 = bh0.getX() - 1;
auto y0 = bh0.getY();
auto res = boost::format(fmt) % stack->getDescription() % stack->getOwner().toString() % bh0 % hexid0 % y0 % x0 % distance % teleport;
std::cout << "MMAI_VERBOSE: " << boost::str(res) << "\n";
}
}
void Base::battleStacksAttacked(const BattleID & bid, const std::vector & bsa, bool ranged)
{
debug("*** battleStacksAttacked ***");
}
void Base::battleStacksEffectsSet(const BattleID & bid, const SetStackEffect & sse)
{
debug("*** battleStacksEffectsSet ***");
if(verbose)
{
auto battle = cb->getBattle(bid);
std::string res = "Effects set:";
for(const auto & [unitid, bonuses] : sse.toAdd)
{
const auto & cstack = battle->battleGetStackByID(unitid);
res += "\n\t* stack=" + (cstack ? cstack->getDescription() : "");
for(const auto & bonus : bonuses)
{
res += "\n\t > add bonus=" + bonus.description.toString();
}
}
for(const auto & [unitid, bonuses] : sse.toRemove)
{
const auto & cstack = battle->battleGetStackByID(unitid);
res += "\n\t* stack=" + (cstack ? cstack->getDescription() : "");
for(const auto & bonus : bonuses)
{
res += "\n\t > remove bonus=" + bonus.description.toString();
}
}
for(const auto & [unitid, bonuses] : sse.toUpdate)
{
const auto & cstack = battle->battleGetStackByID(unitid);
res += "\n\t* stack=" + (cstack ? cstack->getDescription() : "");
for(const auto & bonus : bonuses)
{
res += "\n\t > update bonus=" + bonus.description.toString();
}
}
std::cout << "MMAI_VERBOSE: " << res << "\n";
}
}
void Base::battleStart(
const BattleID & bid,
const CCreatureSet * army1,
const CCreatureSet * army2,
int3 tile,
const CGHeroInstance * hero1,
const CGHeroInstance * hero2,
BattleSide side,
bool replayAllowed
)
{
debug("*** battleStart ***");
}
// XXX: positive morale triggers an effect
// negative morale just skips turn
void Base::battleTriggerEffect(const BattleID & bid, const BattleTriggerEffect & bte)
{
debug("*** battleTriggerEffect ***");
if(verbose)
{
auto battle = cb->getBattle(bid);
const auto * cstack = battle->battleGetStackByID(bte.stackID);
std::string res = "Effect triggered:";
res += "\n\t* bonus id=" + std::to_string(EI(bte.effect));
res += "\n\t* bonus value=" + std::to_string(bte.val);
res += "\n\t* stack=" + (cstack ? cstack->getDescription() : "");
std::cout << "MMAI_VERBOSE: " << res << "\n";
}
}
void Base::battleUnitsChanged(const BattleID & bid, const std::vector & changes)
{
debug("*** battleUnitsChanged ***");
if(verbose)
{
std::string res = "Changes:";
for(const auto & change : changes)
{
res += "\n\t* operation=" + std::to_string(EI(change.operation));
res += "\n\t* healthDelta=" + std::to_string(change.healthDelta);
}
std::cout << "MMAI_VERBOSE: " << res << "\n";
}
}
}