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							- /*
 
-  * StupidAI.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 "../../lib/AI_Base.h"
 
- #include "StupidAI.h"
 
- #include "../../lib/CStack.h"
 
- #include "../../CCallback.h"
 
- #include "../../lib/CCreatureHandler.h"
 
- #include "../../lib/battle/BattleAction.h"
 
- #include "../../lib/battle/BattleInfo.h"
 
- #include "../../lib/CRandomGenerator.h"
 
- CStupidAI::CStupidAI()
 
- 	: side(BattleSide::NONE)
 
- 	, wasWaitingForRealize(false)
 
- 	, wasUnlockingGs(false)
 
- {
 
- 	print("created");
 
- }
 
- CStupidAI::~CStupidAI()
 
- {
 
- 	print("destroyed");
 
- 	if(cb)
 
- 	{
 
- 		//Restore previous state of CB - it may be shared with the main AI (like VCAI)
 
- 		cb->waitTillRealize = wasWaitingForRealize;
 
- 		cb->unlockGsWhenWaiting = wasUnlockingGs;
 
- 	}
 
- }
 
- void CStupidAI::initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB)
 
- {
 
- 	print("init called, saving ptr to IBattleCallback");
 
- 	env = ENV;
 
- 	cb = CB;
 
- 	wasWaitingForRealize = CB->waitTillRealize;
 
- 	wasUnlockingGs = CB->unlockGsWhenWaiting;
 
- 	CB->waitTillRealize = false;
 
- 	CB->unlockGsWhenWaiting = false;
 
- }
 
- void CStupidAI::initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB, AutocombatPreferences autocombatPreferences)
 
- {
 
- 	initBattleInterface(ENV, CB);
 
- }
 
- void CStupidAI::actionFinished(const BattleID & battleID, const BattleAction &action)
 
- {
 
- 	print("actionFinished called");
 
- }
 
- void CStupidAI::actionStarted(const BattleID & battleID, const BattleAction &action)
 
- {
 
- 	print("actionStarted called");
 
- }
 
- class EnemyInfo
 
- {
 
- public:
 
- 	const CStack * s;
 
- 	int adi;
 
- 	int adr;
 
- 	BattleHexArray attackFrom; //for melee fight
 
- 	EnemyInfo(const CStack * _s) : s(_s), adi(0), adr(0)
 
- 	{}
 
- 	void calcDmg(std::shared_ptr<CBattleCallback> cb, const BattleID & battleID, const CStack * ourStack)
 
- 	{
 
- 		// FIXME: provide distance info for Jousting bonus
 
- 		DamageEstimation retal;
 
- 		DamageEstimation dmg = cb->getBattle(battleID)->battleEstimateDamage(ourStack, s, 0, &retal);
 
- 		// Clip damage dealt to total stack health
 
- 		auto totalHealth = s->getTotalHealth();
 
- 		vstd::amin(dmg.damage.min, totalHealth);
 
- 		vstd::amin(dmg.damage.max, totalHealth);
 
- 		auto ourHealth = s->getTotalHealth();
 
- 		vstd::amin(retal.damage.min, ourHealth);
 
- 		vstd::amin(retal.damage.max, ourHealth);
 
- 		adi = static_cast<int>((dmg.damage.min + dmg.damage.max) / 2);
 
- 		adr = static_cast<int>((retal.damage.min + retal.damage.max) / 2);
 
- 	}
 
- 	bool operator==(const EnemyInfo& ei) const
 
- 	{
 
- 		return s == ei.s;
 
- 	}
 
- };
 
- bool isMoreProfitable(const EnemyInfo &ei1, const EnemyInfo& ei2)
 
- {
 
- 	return (ei1.adi-ei1.adr) < (ei2.adi - ei2.adr);
 
- }
 
- static bool willSecondHexBlockMoreEnemyShooters(std::shared_ptr<CBattleCallback> cb, const BattleID & battleID, const BattleHex &h1, const BattleHex &h2)
 
- {
 
- 	int shooters[2] = {0}; //count of shooters on hexes
 
- 	for(int i = 0; i < 2; i++)
 
- 	{
 
- 		BattleHex hex = i ? h2 : h1;
 
- 		for (auto neighbour : hex.getNeighbouringTiles())
 
- 			if(const auto * s = cb->getBattle(battleID)->battleGetUnitByPos(neighbour))
 
- 				if(s->isShooter())
 
- 					shooters[i]++;
 
- 	}
 
- 	return shooters[0] < shooters[1];
 
- }
 
- void CStupidAI::yourTacticPhase(const BattleID & battleID, int distance)
 
- {
 
- 	cb->battleMakeTacticAction(battleID, BattleAction::makeEndOFTacticPhase(cb->getBattle(battleID)->battleGetTacticsSide()));
 
- }
 
- void CStupidAI::activeStack(const BattleID & battleID, const CStack * stack)
 
- {
 
- 	//boost::this_thread::sleep_for(boost::chrono::seconds(2));
 
- 	print("activeStack called for " + stack->nodeName());
 
- 	ReachabilityInfo dists = cb->getBattle(battleID)->getReachability(stack);
 
- 	std::vector<EnemyInfo> enemiesShootable;
 
- 	std::vector<EnemyInfo> enemiesReachable;
 
- 	std::vector<EnemyInfo> enemiesUnreachable;
 
- 	if(stack->creatureId() == CreatureID::CATAPULT)
 
- 	{
 
- 		BattleAction attack;
 
- 		static const std::vector<int> wallHexes = {50, 183, 182, 130, 78, 29, 12, 95};
 
- 		auto seletectedHex = *RandomGeneratorUtil::nextItem(wallHexes, CRandomGenerator::getDefault());
 
- 		attack.aimToHex(seletectedHex);
 
- 		attack.actionType = EActionType::CATAPULT;
 
- 		attack.side = side;
 
- 		attack.stackNumber = stack->unitId();
 
- 		cb->battleMakeUnitAction(battleID, attack);
 
- 		return;
 
- 	}
 
- 	else if(stack->hasBonusOfType(BonusType::SIEGE_WEAPON))
 
- 	{
 
- 		cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
 
- 		return;
 
- 	}
 
- 	for (const CStack *s : cb->getBattle(battleID)->battleGetStacks(CBattleInfoEssentials::ONLY_ENEMY))
 
- 	{
 
- 		if(cb->getBattle(battleID)->battleCanShoot(stack, s->getPosition()))
 
- 		{
 
- 			enemiesShootable.push_back(s);
 
- 		}
 
- 		else
 
- 		{
 
- 			BattleHexArray avHexes = cb->getBattle(battleID)->battleGetAvailableHexes(stack, false);
 
- 			for (const BattleHex & hex : avHexes)
 
- 			{
 
- 				if(CStack::isMeleeAttackPossible(stack, s, hex))
 
- 				{
 
- 					auto i = std::find(enemiesReachable.begin(), enemiesReachable.end(), s);
 
- 					if(i == enemiesReachable.end())
 
- 					{
 
- 						enemiesReachable.push_back(s);
 
- 						i = enemiesReachable.begin() + (enemiesReachable.size() - 1);
 
- 					}
 
- 					i->attackFrom.insert(hex);
 
- 				}
 
- 			}
 
- 			if(!vstd::contains(enemiesReachable, s) && s->getPosition().isValid())
 
- 				enemiesUnreachable.push_back(s);
 
- 		}
 
- 	}
 
- 	for ( auto & enemy : enemiesReachable )
 
- 		enemy.calcDmg(cb, battleID, stack);
 
- 	for ( auto & enemy : enemiesShootable )
 
- 		enemy.calcDmg(cb, battleID, stack);
 
- 	if(enemiesShootable.size())
 
- 	{
 
- 		const EnemyInfo &ei= *std::max_element(enemiesShootable.begin(), enemiesShootable.end(), isMoreProfitable);
 
- 		cb->battleMakeUnitAction(battleID, BattleAction::makeShotAttack(stack, ei.s));
 
- 		return;
 
- 	}
 
- 	else if(enemiesReachable.size())
 
- 	{
 
- 		const EnemyInfo &ei= *std::max_element(enemiesReachable.begin(), enemiesReachable.end(), &isMoreProfitable);
 
- 		BattleHex targetHex = *std::max_element(ei.attackFrom.begin(), ei.attackFrom.end(), [&](auto a, auto b) { return willSecondHexBlockMoreEnemyShooters(cb, battleID, a, b);});
 
- 		cb->battleMakeUnitAction(battleID, BattleAction::makeMeleeAttack(stack, ei.s->getPosition(), targetHex));
 
- 		return;
 
- 	}
 
- 	else if(enemiesUnreachable.size()) //due to #955 - a buggy battle may occur when there are no enemies
 
- 	{
 
- 		auto closestEnemy = vstd::minElementByFun(enemiesUnreachable, [&](const EnemyInfo & ei) -> int
 
- 		{
 
- 			return dists.distToNearestNeighbour(stack, ei.s);
 
- 		});
 
- 		if(dists.distToNearestNeighbour(stack, closestEnemy->s) < GameConstants::BFIELD_SIZE)
 
- 		{
 
- 			cb->battleMakeUnitAction(battleID, goTowards(battleID, stack, closestEnemy->s->getAttackableHexes(stack)));
 
- 			return;
 
- 		}
 
- 	}
 
- 	cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
 
- 	return;
 
- }
 
- void CStupidAI::battleAttack(const BattleID & battleID, const BattleAttack *ba)
 
- {
 
- 	print("battleAttack called");
 
- }
 
- void CStupidAI::battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged)
 
- {
 
- 	print("battleStacksAttacked called");
 
- }
 
- void CStupidAI::battleEnd(const BattleID & battleID, const BattleResult *br, QueryID queryID)
 
- {
 
- 	print("battleEnd called");
 
- }
 
- // void CStupidAI::battleResultsApplied()
 
- // {
 
- // 	print("battleResultsApplied called");
 
- // }
 
- void CStupidAI::battleNewRoundFirst(const BattleID & battleID)
 
- {
 
- 	print("battleNewRoundFirst called");
 
- }
 
- void CStupidAI::battleNewRound(const BattleID & battleID)
 
- {
 
- 	print("battleNewRound called");
 
- }
 
- void CStupidAI::battleStackMoved(const BattleID & battleID, const CStack * stack, const BattleHexArray & dest, int distance, bool teleport)
 
- {
 
- 	print("battleStackMoved called");
 
- }
 
- void CStupidAI::battleSpellCast(const BattleID & battleID, const BattleSpellCast *sc)
 
- {
 
- 	print("battleSpellCast called");
 
- }
 
- void CStupidAI::battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse)
 
- {
 
- 	print("battleStacksEffectsSet called");
 
- }
 
- void CStupidAI::battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, BattleSide Side, bool replayAllowed)
 
- {
 
- 	print("battleStart called");
 
- 	side = Side;
 
- }
 
- void CStupidAI::battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca)
 
- {
 
- 	print("battleCatapultAttacked called");
 
- }
 
- void CStupidAI::print(const std::string &text) const
 
- {
 
- 	logAi->trace("CStupidAI  [%p]: %s", this, text);
 
- }
 
- BattleAction CStupidAI::goTowards(const BattleID & battleID, const CStack * stack, BattleHexArray hexes) const
 
- {
 
- 	auto reachability = cb->getBattle(battleID)->getReachability(stack);
 
- 	auto avHexes = cb->getBattle(battleID)->battleGetAvailableHexes(reachability, stack, false);
 
- 	if(!avHexes.size() || !hexes.size()) //we are blocked or dest is blocked
 
- 	{
 
- 		return BattleAction::makeDefend(stack);
 
- 	}
 
- 	hexes.sort([&](const BattleHex & h1, const BattleHex & h2) -> bool
 
- 	{
 
- 		return reachability.distances[h1.toInt()] < reachability.distances[h2.toInt()];
 
- 	});
 
- 	for(const auto & hex : hexes)
 
- 	{
 
- 		if(avHexes.contains(hex))
 
- 		{
 
- 			if(stack->position == hex)
 
- 				return BattleAction::makeDefend(stack);
 
- 			return BattleAction::makeMove(stack, hex);
 
- 		}
 
- 		if(stack->coversPos(hex))
 
- 		{
 
- 			logAi->warn("Warning: already standing on neighbouring tile!");
 
- 			//We shouldn't even be here...
 
- 			return BattleAction::makeDefend(stack);
 
- 		}
 
- 	}
 
- 	BattleHex bestneighbour = hexes.front();
 
- 	if(reachability.distances[bestneighbour.toInt()] > GameConstants::BFIELD_SIZE)
 
- 	{
 
- 		return BattleAction::makeDefend(stack);
 
- 	}
 
- 	if(stack->hasBonusOfType(BonusType::FLYING))
 
- 	{
 
- 		// Flying stack doesn't go hex by hex, so we can't backtrack using predecessors.
 
- 		// We just check all available hexes and pick the one closest to the target.
 
- 		auto nearestAvailableHex = vstd::minElementByFun(avHexes, [&](const BattleHex & hex) -> int
 
- 		{
 
- 			return BattleHex::getDistance(bestneighbour, hex);
 
- 		});
 
- 		return BattleAction::makeMove(stack, *nearestAvailableHex);
 
- 	}
 
- 	else
 
- 	{
 
- 		BattleHex currentDest = bestneighbour;
 
- 		while(1)
 
- 		{
 
- 			if(!currentDest.isValid())
 
- 			{
 
- 				logAi->error("CBattleAI::goTowards: internal error");
 
- 				return BattleAction::makeDefend(stack);
 
- 			}
 
- 			if(avHexes.contains(currentDest))
 
- 			{
 
- 				if(stack->position == currentDest)
 
- 					return BattleAction::makeDefend(stack);
 
- 				return BattleAction::makeMove(stack, currentDest);
 
- 			}
 
- 			currentDest = reachability.predecessors[currentDest.toInt()];
 
- 		}
 
- 	}
 
- }
 
 
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