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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 "StupidAI.h"
- #include "../../lib/CStack.h"
- #include "../../lib/CCreatureHandler.h"
- #include "../../lib/battle/BattleAction.h"
- #include "../../lib/battle/BattleInfo.h"
- #include "../../lib/battle/CPlayerBattleCallback.h"
- #include "../../lib/callback/CBattleCallback.h"
- #include "../../lib/CRandomGenerator.h"
- CStupidAI::CStupidAI()
- : side(BattleSide::NONE)
- , wasWaitingForRealize(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;
- }
- }
- 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;
- CB->waitTillRealize = 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)
- {
- 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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