StupidAI.cpp 7.9 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. TDmgRange retal, dmg = cbc->battleEstimateDamage(ourStack, s, &retal);
  51. adi = static_cast<int>((dmg.first + dmg.second) / 2);
  52. adr = static_cast<int>((retal.first + retal.second) / 2);
  53. }
  54. bool operator==(const EnemyInfo& ei) const
  55. {
  56. return s == ei.s;
  57. }
  58. };
  59. bool isMoreProfitable(const EnemyInfo &ei1, const EnemyInfo& ei2)
  60. {
  61. return (ei1.adi-ei1.adr) < (ei2.adi - ei2.adr);
  62. }
  63. static bool willSecondHexBlockMoreEnemyShooters(const BattleHex &h1, const BattleHex &h2)
  64. {
  65. int shooters[2] = {0}; //count of shooters on hexes
  66. for(int i = 0; i < 2; i++)
  67. {
  68. for (auto & neighbour : (i ? h2 : h1).neighbouringTiles())
  69. if(const CStack * s = cbc->battleGetStackByPos(neighbour))
  70. if(s->isShooter())
  71. shooters[i]++;
  72. }
  73. return shooters[0] < shooters[1];
  74. }
  75. BattleAction CStupidAI::activeStack( const CStack * stack )
  76. {
  77. //boost::this_thread::sleep(boost::posix_time::seconds(2));
  78. print("activeStack called for " + stack->nodeName());
  79. ReachabilityInfo dists = cb->getReachability(stack);
  80. std::vector<EnemyInfo> enemiesShootable, enemiesReachable, enemiesUnreachable;
  81. if(stack->type->idNumber == CreatureID::CATAPULT)
  82. {
  83. BattleAction attack;
  84. static const std::vector<int> wallHexes = {50, 183, 182, 130, 78, 29, 12, 95};
  85. auto seletectedHex = *RandomGeneratorUtil::nextItem(wallHexes, CRandomGenerator::getDefault());
  86. attack.aimToHex(seletectedHex);
  87. attack.actionType = EActionType::CATAPULT;
  88. attack.side = side;
  89. attack.stackNumber = stack->ID;
  90. return attack;
  91. }
  92. else if(stack->hasBonusOfType(Bonus::SIEGE_WEAPON))
  93. {
  94. return BattleAction::makeDefend(stack);
  95. }
  96. for (const CStack *s : cb->battleGetStacks(CBattleCallback::ONLY_ENEMY))
  97. {
  98. if(cb->battleCanShoot(stack, s->getPosition()))
  99. {
  100. enemiesShootable.push_back(s);
  101. }
  102. else
  103. {
  104. std::vector<BattleHex> avHexes = cb->battleGetAvailableHexes(stack);
  105. for (BattleHex hex : avHexes)
  106. {
  107. if(CStack::isMeleeAttackPossible(stack, s, hex))
  108. {
  109. std::vector<EnemyInfo>::iterator i = std::find(enemiesReachable.begin(), enemiesReachable.end(), s);
  110. if(i == enemiesReachable.end())
  111. {
  112. enemiesReachable.push_back(s);
  113. i = enemiesReachable.begin() + (enemiesReachable.size() - 1);
  114. }
  115. i->attackFrom.push_back(hex);
  116. }
  117. }
  118. if(!vstd::contains(enemiesReachable, s) && s->getPosition().isValid())
  119. enemiesUnreachable.push_back(s);
  120. }
  121. }
  122. for ( auto & enemy : enemiesReachable )
  123. enemy.calcDmg( stack );
  124. for ( auto & enemy : enemiesShootable )
  125. enemy.calcDmg( stack );
  126. if(enemiesShootable.size())
  127. {
  128. const EnemyInfo &ei= *std::max_element(enemiesShootable.begin(), enemiesShootable.end(), isMoreProfitable);
  129. return BattleAction::makeShotAttack(stack, ei.s);
  130. }
  131. else if(enemiesReachable.size())
  132. {
  133. const EnemyInfo &ei= *std::max_element(enemiesReachable.begin(), enemiesReachable.end(), &isMoreProfitable);
  134. return BattleAction::makeMeleeAttack(stack, ei.s->getPosition(), *std::max_element(ei.attackFrom.begin(), ei.attackFrom.end(), &willSecondHexBlockMoreEnemyShooters));
  135. }
  136. else if(enemiesUnreachable.size()) //due to #955 - a buggy battle may occur when there are no enemies
  137. {
  138. auto closestEnemy = vstd::minElementByFun(enemiesUnreachable, [&](const EnemyInfo & ei) -> int
  139. {
  140. return dists.distToNearestNeighbour(stack, ei.s);
  141. });
  142. if(dists.distToNearestNeighbour(stack, closestEnemy->s) < GameConstants::BFIELD_SIZE)
  143. {
  144. return goTowards(stack, closestEnemy->s->getAttackableHexes(stack));
  145. }
  146. }
  147. return BattleAction::makeDefend(stack);
  148. }
  149. void CStupidAI::battleAttack(const BattleAttack *ba)
  150. {
  151. print("battleAttack called");
  152. }
  153. void CStupidAI::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa)
  154. {
  155. print("battleStacksAttacked called");
  156. }
  157. void CStupidAI::battleEnd(const BattleResult *br)
  158. {
  159. print("battleEnd called");
  160. }
  161. // void CStupidAI::battleResultsApplied()
  162. // {
  163. // print("battleResultsApplied called");
  164. // }
  165. void CStupidAI::battleNewRoundFirst(int round)
  166. {
  167. print("battleNewRoundFirst called");
  168. }
  169. void CStupidAI::battleNewRound(int round)
  170. {
  171. print("battleNewRound called");
  172. }
  173. void CStupidAI::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance)
  174. {
  175. print("battleStackMoved called");
  176. }
  177. void CStupidAI::battleSpellCast(const BattleSpellCast *sc)
  178. {
  179. print("battleSpellCast called");
  180. }
  181. void CStupidAI::battleStacksEffectsSet(const SetStackEffect & sse)
  182. {
  183. print("battleStacksEffectsSet called");
  184. }
  185. void CStupidAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool Side)
  186. {
  187. print("battleStart called");
  188. side = Side;
  189. }
  190. void CStupidAI::battleCatapultAttacked(const CatapultAttack & ca)
  191. {
  192. print("battleCatapultAttacked called");
  193. }
  194. void CStupidAI::print(const std::string &text) const
  195. {
  196. logAi->trace("CStupidAI [%p]: %s", this, text);
  197. }
  198. BattleAction CStupidAI::goTowards(const CStack * stack, std::vector<BattleHex> hexes) const
  199. {
  200. auto reachability = cb->getReachability(stack);
  201. auto avHexes = cb->battleGetAvailableHexes(reachability, stack);
  202. if(!avHexes.size() || !hexes.size()) //we are blocked or dest is blocked
  203. {
  204. return BattleAction::makeDefend(stack);
  205. }
  206. std::sort(hexes.begin(), hexes.end(), [&](BattleHex h1, BattleHex h2) -> bool
  207. {
  208. return reachability.distances[h1] < reachability.distances[h2];
  209. });
  210. for(auto hex : hexes)
  211. {
  212. if(vstd::contains(avHexes, hex))
  213. return BattleAction::makeMove(stack, hex);
  214. if(stack->coversPos(hex))
  215. {
  216. logAi->warn("Warning: already standing on neighbouring tile!");
  217. //We shouldn't even be here...
  218. return BattleAction::makeDefend(stack);
  219. }
  220. }
  221. BattleHex bestNeighbor = hexes.front();
  222. if(reachability.distances[bestNeighbor] > GameConstants::BFIELD_SIZE)
  223. {
  224. return BattleAction::makeDefend(stack);
  225. }
  226. if(stack->hasBonusOfType(Bonus::FLYING))
  227. {
  228. // Flying stack doesn't go hex by hex, so we can't backtrack using predecessors.
  229. // We just check all available hexes and pick the one closest to the target.
  230. auto nearestAvailableHex = vstd::minElementByFun(avHexes, [&](BattleHex hex) -> int
  231. {
  232. return BattleHex::getDistance(bestNeighbor, hex);
  233. });
  234. return BattleAction::makeMove(stack, *nearestAvailableHex);
  235. }
  236. else
  237. {
  238. BattleHex currentDest = bestNeighbor;
  239. while(1)
  240. {
  241. if(!currentDest.isValid())
  242. {
  243. logAi->error("CBattleAI::goTowards: internal error");
  244. return BattleAction::makeDefend(stack);
  245. }
  246. if(vstd::contains(avHexes, currentDest))
  247. return BattleAction::makeMove(stack, currentDest);
  248. currentDest = reachability.predecessors[currentDest];
  249. }
  250. }
  251. }