StupidAI.cpp 8.0 KB

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  1. /*
  2. * StupidAI.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "../../lib/AI_Base.h"
  12. #include "StupidAI.h"
  13. #include "../../lib/CStack.h"
  14. #include "../../CCallback.h"
  15. #include "../../lib/CCreatureHandler.h"
  16. static std::shared_ptr<CBattleCallback> cbc;
  17. CStupidAI::CStupidAI()
  18. : side(-1)
  19. {
  20. print("created");
  21. }
  22. CStupidAI::~CStupidAI()
  23. {
  24. print("destroyed");
  25. }
  26. void CStupidAI::initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB)
  27. {
  28. print("init called, saving ptr to IBattleCallback");
  29. env = ENV;
  30. cbc = cb = CB;
  31. }
  32. void CStupidAI::actionFinished(const BattleAction &action)
  33. {
  34. print("actionFinished called");
  35. }
  36. void CStupidAI::actionStarted(const BattleAction &action)
  37. {
  38. print("actionStarted called");
  39. }
  40. class EnemyInfo
  41. {
  42. public:
  43. const CStack * s;
  44. int adi, adr;
  45. std::vector<BattleHex> attackFrom; //for melee fight
  46. EnemyInfo(const CStack * _s) : s(_s), adi(0), adr(0)
  47. {}
  48. void calcDmg(const CStack * ourStack)
  49. {
  50. // FIXME: provide distance info for Jousting bonus
  51. DamageEstimation retal;
  52. DamageEstimation dmg = cbc->battleEstimateDamage(ourStack, s, 0, &retal);
  53. adi = static_cast<int>((dmg.damage.min + dmg.damage.max) / 2);
  54. adr = static_cast<int>((retal.damage.min + retal.damage.max) / 2);
  55. }
  56. bool operator==(const EnemyInfo& ei) const
  57. {
  58. return s == ei.s;
  59. }
  60. };
  61. bool isMoreProfitable(const EnemyInfo &ei1, const EnemyInfo& ei2)
  62. {
  63. return (ei1.adi-ei1.adr) < (ei2.adi - ei2.adr);
  64. }
  65. static bool willSecondHexBlockMoreEnemyShooters(const BattleHex &h1, const BattleHex &h2)
  66. {
  67. int shooters[2] = {0}; //count of shooters on hexes
  68. for(int i = 0; i < 2; i++)
  69. {
  70. for (auto & neighbour : (i ? h2 : h1).neighbouringTiles())
  71. if(const auto * s = cbc->battleGetUnitByPos(neighbour))
  72. if(s->isShooter())
  73. shooters[i]++;
  74. }
  75. return shooters[0] < shooters[1];
  76. }
  77. BattleAction CStupidAI::activeStack( const CStack * stack )
  78. {
  79. //boost::this_thread::sleep(boost::posix_time::seconds(2));
  80. print("activeStack called for " + stack->nodeName());
  81. ReachabilityInfo dists = cb->getReachability(stack);
  82. std::vector<EnemyInfo> enemiesShootable, enemiesReachable, enemiesUnreachable;
  83. if(stack->type->getId() == CreatureID::CATAPULT)
  84. {
  85. BattleAction attack;
  86. static const std::vector<int> wallHexes = {50, 183, 182, 130, 78, 29, 12, 95};
  87. auto seletectedHex = *RandomGeneratorUtil::nextItem(wallHexes, CRandomGenerator::getDefault());
  88. attack.aimToHex(seletectedHex);
  89. attack.actionType = EActionType::CATAPULT;
  90. attack.side = side;
  91. attack.stackNumber = stack->ID;
  92. return attack;
  93. }
  94. else if(stack->hasBonusOfType(Bonus::SIEGE_WEAPON))
  95. {
  96. return BattleAction::makeDefend(stack);
  97. }
  98. for (const CStack *s : cb->battleGetStacks(CBattleCallback::ONLY_ENEMY))
  99. {
  100. if(cb->battleCanShoot(stack, s->getPosition()))
  101. {
  102. enemiesShootable.push_back(s);
  103. }
  104. else
  105. {
  106. std::vector<BattleHex> avHexes = cb->battleGetAvailableHexes(stack);
  107. for (BattleHex hex : avHexes)
  108. {
  109. if(CStack::isMeleeAttackPossible(stack, s, hex))
  110. {
  111. std::vector<EnemyInfo>::iterator i = std::find(enemiesReachable.begin(), enemiesReachable.end(), s);
  112. if(i == enemiesReachable.end())
  113. {
  114. enemiesReachable.push_back(s);
  115. i = enemiesReachable.begin() + (enemiesReachable.size() - 1);
  116. }
  117. i->attackFrom.push_back(hex);
  118. }
  119. }
  120. if(!vstd::contains(enemiesReachable, s) && s->getPosition().isValid())
  121. enemiesUnreachable.push_back(s);
  122. }
  123. }
  124. for ( auto & enemy : enemiesReachable )
  125. enemy.calcDmg( stack );
  126. for ( auto & enemy : enemiesShootable )
  127. enemy.calcDmg( stack );
  128. if(enemiesShootable.size())
  129. {
  130. const EnemyInfo &ei= *std::max_element(enemiesShootable.begin(), enemiesShootable.end(), isMoreProfitable);
  131. return BattleAction::makeShotAttack(stack, ei.s);
  132. }
  133. else if(enemiesReachable.size())
  134. {
  135. const EnemyInfo &ei= *std::max_element(enemiesReachable.begin(), enemiesReachable.end(), &isMoreProfitable);
  136. return BattleAction::makeMeleeAttack(stack, ei.s->getPosition(), *std::max_element(ei.attackFrom.begin(), ei.attackFrom.end(), &willSecondHexBlockMoreEnemyShooters));
  137. }
  138. else if(enemiesUnreachable.size()) //due to #955 - a buggy battle may occur when there are no enemies
  139. {
  140. auto closestEnemy = vstd::minElementByFun(enemiesUnreachable, [&](const EnemyInfo & ei) -> int
  141. {
  142. return dists.distToNearestNeighbour(stack, ei.s);
  143. });
  144. if(dists.distToNearestNeighbour(stack, closestEnemy->s) < GameConstants::BFIELD_SIZE)
  145. {
  146. return goTowards(stack, closestEnemy->s->getAttackableHexes(stack));
  147. }
  148. }
  149. return BattleAction::makeDefend(stack);
  150. }
  151. void CStupidAI::battleAttack(const BattleAttack *ba)
  152. {
  153. print("battleAttack called");
  154. }
  155. void CStupidAI::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged)
  156. {
  157. print("battleStacksAttacked called");
  158. }
  159. void CStupidAI::battleEnd(const BattleResult *br)
  160. {
  161. print("battleEnd called");
  162. }
  163. // void CStupidAI::battleResultsApplied()
  164. // {
  165. // print("battleResultsApplied called");
  166. // }
  167. void CStupidAI::battleNewRoundFirst(int round)
  168. {
  169. print("battleNewRoundFirst called");
  170. }
  171. void CStupidAI::battleNewRound(int round)
  172. {
  173. print("battleNewRound called");
  174. }
  175. void CStupidAI::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
  176. {
  177. print("battleStackMoved called");
  178. }
  179. void CStupidAI::battleSpellCast(const BattleSpellCast *sc)
  180. {
  181. print("battleSpellCast called");
  182. }
  183. void CStupidAI::battleStacksEffectsSet(const SetStackEffect & sse)
  184. {
  185. print("battleStacksEffectsSet called");
  186. }
  187. void CStupidAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool Side)
  188. {
  189. print("battleStart called");
  190. side = Side;
  191. }
  192. void CStupidAI::battleCatapultAttacked(const CatapultAttack & ca)
  193. {
  194. print("battleCatapultAttacked called");
  195. }
  196. void CStupidAI::print(const std::string &text) const
  197. {
  198. logAi->trace("CStupidAI [%p]: %s", this, text);
  199. }
  200. BattleAction CStupidAI::goTowards(const CStack * stack, std::vector<BattleHex> hexes) const
  201. {
  202. auto reachability = cb->getReachability(stack);
  203. auto avHexes = cb->battleGetAvailableHexes(reachability, stack);
  204. if(!avHexes.size() || !hexes.size()) //we are blocked or dest is blocked
  205. {
  206. return BattleAction::makeDefend(stack);
  207. }
  208. std::sort(hexes.begin(), hexes.end(), [&](BattleHex h1, BattleHex h2) -> bool
  209. {
  210. return reachability.distances[h1] < reachability.distances[h2];
  211. });
  212. for(auto hex : hexes)
  213. {
  214. if(vstd::contains(avHexes, hex))
  215. return BattleAction::makeMove(stack, hex);
  216. if(stack->coversPos(hex))
  217. {
  218. logAi->warn("Warning: already standing on neighbouring tile!");
  219. //We shouldn't even be here...
  220. return BattleAction::makeDefend(stack);
  221. }
  222. }
  223. BattleHex bestNeighbor = hexes.front();
  224. if(reachability.distances[bestNeighbor] > GameConstants::BFIELD_SIZE)
  225. {
  226. return BattleAction::makeDefend(stack);
  227. }
  228. if(stack->hasBonusOfType(Bonus::FLYING))
  229. {
  230. // Flying stack doesn't go hex by hex, so we can't backtrack using predecessors.
  231. // We just check all available hexes and pick the one closest to the target.
  232. auto nearestAvailableHex = vstd::minElementByFun(avHexes, [&](BattleHex hex) -> int
  233. {
  234. return BattleHex::getDistance(bestNeighbor, hex);
  235. });
  236. return BattleAction::makeMove(stack, *nearestAvailableHex);
  237. }
  238. else
  239. {
  240. BattleHex currentDest = bestNeighbor;
  241. while(1)
  242. {
  243. if(!currentDest.isValid())
  244. {
  245. logAi->error("CBattleAI::goTowards: internal error");
  246. return BattleAction::makeDefend(stack);
  247. }
  248. if(vstd::contains(avHexes, currentDest))
  249. return BattleAction::makeMove(stack, currentDest);
  250. currentDest = reachability.predecessors[currentDest];
  251. }
  252. }
  253. }