| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334 | #include "StdInc.h"#include "../../lib/AI_Base.h"#include "StupidAI.h"#include "../../lib/BattleState.h"#include "../../CCallback.h"#include "../../lib/CCreatureHandler.h"static shared_ptr<CBattleCallback> cbc;CStupidAI::CStupidAI(void)	: side(-1){	print("created");}CStupidAI::~CStupidAI(void){	print("destroyed");}void CStupidAI::init(shared_ptr<CBattleCallback> CB){	print("init called, saving ptr to IBattleCallback");	cbc = cb = CB;}void CStupidAI::actionFinished(const BattleAction &action){	print("actionFinished called");}void CStupidAI::actionStarted(const BattleAction &action){	print("actionStarted called");}struct EnemyInfo{	const CStack * s;	int adi, adr;	std::vector<BattleHex> attackFrom; //for melee fight	EnemyInfo(const CStack * _s) : s(_s)	{}	void calcDmg(const CStack * ourStack)	{		TDmgRange retal, dmg = cbc->battleEstimateDamage(ourStack, s, &retal);		adi = (dmg.first + dmg.second) / 2;		adr = (retal.first + retal.second) / 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);}namespace {int distToNearestNeighbour(BattleHex hex, const ReachabilityInfo::TDistances& dists, BattleHex *chosenHex = nullptr){	int ret = 1000000;	for(auto & n: hex.neighbouringTiles())	{		if(dists[n] >= 0 && dists[n] < ret)		{			ret = dists[n];			if(chosenHex)				*chosenHex = n;		}	}	return ret;}bool isCloser(const EnemyInfo & ei1, const EnemyInfo & ei2, const ReachabilityInfo::TDistances & dists){	return distToNearestNeighbour(ei1.s->position, dists) < distToNearestNeighbour(ei2.s->position, dists);}}static bool willSecondHexBlockMoreEnemyShooters(const BattleHex &h1, const BattleHex &h2){	int shooters[2] = {0}; //count of shooters on hexes	for(int i = 0; i < 2; i++)		for (auto & neighbour : (i ? h2 : h1).neighbouringTiles())			if(const CStack *s = cbc->battleGetStackByPos(neighbour))				if(s->getCreature()->isShooting())						shooters[i]++;	return shooters[0] < shooters[1];}BattleAction CStupidAI::activeStack( const CStack * stack ){	//boost::this_thread::sleep(boost::posix_time::seconds(2));	print("activeStack called for " + stack->nodeName());	auto dists = cb->battleGetDistances(stack);	std::vector<EnemyInfo> enemiesShootable, enemiesReachable, enemiesUnreachable;	if(stack->type->idNumber == CreatureID::CATAPULT)	{		BattleAction attack;		static const std::vector<int> wallHexes = boost::assign::list_of(50)(183)(182)(130)(62)(29)(12)(95);		attack.destinationTile = *RandomGeneratorUtil::nextItem(wallHexes, CRandomGenerator::getDefault());		attack.actionType = Battle::CATAPULT;		attack.additionalInfo = 0;		attack.side = side;		attack.stackNumber = stack->ID;		return attack;	}	else if(stack->hasBonusOfType(Bonus::SIEGE_WEAPON))	{		return BattleAction::makeDefend(stack);	}	for (const CStack *s : cb->battleGetStacks(CBattleCallback::ONLY_ENEMY))	{		if(cb->battleCanShoot(stack, s->position))		{			enemiesShootable.push_back(s);		}		else		{			std::vector<BattleHex> avHexes = cb->battleGetAvailableHexes(stack, false);			for (BattleHex hex : avHexes)			{				if(CStack::isMeleeAttackPossible(stack, s, hex))				{					std::vector<EnemyInfo>::iterator i = std::find(enemiesReachable.begin(), enemiesReachable.end(), s);					if(i == enemiesReachable.end())					{						enemiesReachable.push_back(s);						i = enemiesReachable.begin() + (enemiesReachable.size() - 1);					}					i->attackFrom.push_back(hex);				}			}			if(!vstd::contains(enemiesReachable, s) && s->position.isValid())				enemiesUnreachable.push_back(s);		}	}	if(enemiesShootable.size())	{		const EnemyInfo &ei= *std::max_element(enemiesShootable.begin(), enemiesShootable.end(), isMoreProfitable);		return BattleAction::makeShotAttack(stack, ei.s);	}	else if(enemiesReachable.size())	{		const EnemyInfo &ei= *std::max_element(enemiesReachable.begin(), enemiesReachable.end(), &isMoreProfitable);		return BattleAction::makeMeleeAttack(stack, ei.s, *std::max_element(ei.attackFrom.begin(), ei.attackFrom.end(), &willSecondHexBlockMoreEnemyShooters));	}	else if(enemiesUnreachable.size()) //due to #955 - a buggy battle may occur when there are no enemies	{		assert(enemiesUnreachable.size());		const EnemyInfo &ei= *std::min_element(enemiesUnreachable.begin(), enemiesUnreachable.end(), boost::bind(isCloser, _1, _2, boost::ref(dists)));		assert(ei.s);		if(distToNearestNeighbour(ei.s->position, dists) < GameConstants::BFIELD_SIZE)		{			return goTowards(stack, ei.s->position);		}	}	return BattleAction::makeDefend(stack);}void CStupidAI::battleAttack(const BattleAttack *ba){	print("battleAttack called");}void CStupidAI::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa){	print("battleStacksAttacked called");}void CStupidAI::battleEnd(const BattleResult *br){	print("battleEnd called");}// void CStupidAI::battleResultsApplied()// {// 	print("battleResultsApplied called");// }void CStupidAI::battleNewRoundFirst(int round){	print("battleNewRoundFirst called");}void CStupidAI::battleNewRound(int round){	print("battleNewRound called");}void CStupidAI::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance){	print("battleStackMoved called");;}void CStupidAI::battleSpellCast(const BattleSpellCast *sc){	print("battleSpellCast called");}void CStupidAI::battleStacksEffectsSet(const SetStackEffect & sse){	print("battleStacksEffectsSet called");}void CStupidAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool Side){	print("battleStart called");	side = Side;}void CStupidAI::battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, bool tentHeal, si32 lifeDrainFrom){	print("battleStacksHealedRes called");}void CStupidAI::battleNewStackAppeared(const CStack * stack){	print("battleNewStackAppeared called");}void CStupidAI::battleObstaclesRemoved(const std::set<si32> & removedObstacles){	print("battleObstaclesRemoved called");}void CStupidAI::battleCatapultAttacked(const CatapultAttack & ca){	print("battleCatapultAttacked called");}void CStupidAI::battleStacksRemoved(const BattleStacksRemoved & bsr){	print("battleStacksRemoved called");}void CStupidAI::print(const std::string &text) const{    logAi->traceStream() << "CStupidAI [" << this <<"]: " << text;}BattleAction CStupidAI::goTowards(const CStack * stack, BattleHex destination){	assert(destination.isValid());	auto avHexes = cb->battleGetAvailableHexes(stack, false);	auto reachability = cb->getReachability(stack);	if(vstd::contains(avHexes, destination))		return BattleAction::makeMove(stack, destination);	auto destNeighbours = destination.neighbouringTiles();	if(vstd::contains_if(destNeighbours, [&](BattleHex n) { return stack->coversPos(destination); }))	{        logAi->warnStream() << "Warning: already standing on neighbouring tile!";		//We shouldn't even be here...		return BattleAction::makeDefend(stack);	}	vstd::erase_if(destNeighbours, [&](BattleHex hex){ return !reachability.accessibility.accessible(hex, stack); });	if(!avHexes.size() || !destNeighbours.size()) //we are blocked or dest is blocked	{		print("goTowards: Stack cannot move! That's " + stack->nodeName());		return BattleAction::makeDefend(stack);	}	if(stack->hasBonusOfType(Bonus::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 distToDestNeighbour = [&](BattleHex hex) -> int		{			auto nearestNeighbourToHex = vstd::minElementByFun(destNeighbours, [&](BattleHex a)			{				return BattleHex::getDistance(a, hex);			});			return BattleHex::getDistance(*nearestNeighbourToHex, hex);		};		auto nearestAvailableHex = vstd::minElementByFun(avHexes, distToDestNeighbour);		return BattleAction::makeMove(stack, *nearestAvailableHex);	}	else	{		BattleHex bestNeighbor = destination;		if(distToNearestNeighbour(destination, reachability.distances, &bestNeighbor) > GameConstants::BFIELD_SIZE)		{			print("goTowards: Cannot reach");			return BattleAction::makeDefend(stack);		}		BattleHex currentDest = bestNeighbor;		while(1)		{			assert(currentDest.isValid());			if(vstd::contains(avHexes, currentDest))				return BattleAction::makeMove(stack, currentDest);			currentDest = reachability.predecessors[currentDest];		}	}}void CStupidAI::saveGame(COSer<CSaveFile> &h, const int version){	//TODO to be implemented with saving/loading during the battles	assert(0);}void CStupidAI::loadGame(CISer<CLoadFile> &h, const int version){	//TODO to be implemented with saving/loading during the battles	assert(0);}
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