| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326 | 
							- #include "StdInc.h"
 
- #include "../../lib/AI_Base.h"
 
- #include "StupidAI.h"
 
- #include "../../lib/BattleState.h"
 
- #include "../../CCallback.h"
 
- #include "../../lib/CCreatureHandler.h"
 
- shared_ptr<CBattleCallback> cbc;
 
- CStupidAI::CStupidAI(void)
 
- 	: side(-1), cb(NULL)
 
- {
 
- 	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);
 
- }
 
- int distToNearestNeighbour(BattleHex hex, const ReachabilityInfo::TDistances& dists, BattleHex *chosenHex = NULL)
 
- {
 
- 	int ret = 1000000;
 
- 	BOOST_FOREACH(BattleHex 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++)
 
- 		BOOST_FOREACH(BattleHex 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 int wallHexes[] = {50, 183, 182, 130, 62, 29, 12, 95};
 
- 		attack.destinationTile = wallHexes[ rand()%ARRAY_COUNT(wallHexes) ];
 
- 		attack.actionType = Battle::CATAPULT;
 
- 		attack.additionalInfo = 0;
 
- 		attack.side = side;
 
- 		attack.stackNumber = stack->ID;
 
- 		return attack;
 
- 	}
 
- 	BOOST_FOREACH(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);
 
- 			BOOST_FOREACH(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);
 
- }
 
 
  |