StupidAI.cpp 9.9 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 "StupidAI.h"
  12. #include "../../lib/CStack.h"
  13. #include "../../lib/CCreatureHandler.h"
  14. #include "../../lib/battle/BattleAction.h"
  15. #include "../../lib/battle/BattleInfo.h"
  16. #include "../../lib/battle/CPlayerBattleCallback.h"
  17. #include "../../lib/callback/CBattleCallback.h"
  18. #include "../../lib/CRandomGenerator.h"
  19. CStupidAI::CStupidAI()
  20. : side(BattleSide::NONE)
  21. , wasWaitingForRealize(false)
  22. {
  23. print("created");
  24. }
  25. CStupidAI::~CStupidAI()
  26. {
  27. print("destroyed");
  28. if(cb)
  29. {
  30. //Restore previous state of CB - it may be shared with the main AI (like VCAI)
  31. cb->waitTillRealize = wasWaitingForRealize;
  32. }
  33. }
  34. void CStupidAI::initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB)
  35. {
  36. print("init called, saving ptr to IBattleCallback");
  37. env = ENV;
  38. cb = CB;
  39. wasWaitingForRealize = CB->waitTillRealize;
  40. CB->waitTillRealize = false;
  41. }
  42. void CStupidAI::initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB, AutocombatPreferences autocombatPreferences)
  43. {
  44. initBattleInterface(ENV, CB);
  45. }
  46. void CStupidAI::actionFinished(const BattleID & battleID, const BattleAction &action)
  47. {
  48. print("actionFinished called");
  49. }
  50. void CStupidAI::actionStarted(const BattleID & battleID, const BattleAction &action)
  51. {
  52. print("actionStarted called");
  53. }
  54. class EnemyInfo
  55. {
  56. public:
  57. const CStack * s;
  58. int adi;
  59. int adr;
  60. BattleHexArray attackFrom; //for melee fight
  61. EnemyInfo(const CStack * _s) : s(_s), adi(0), adr(0)
  62. {}
  63. void calcDmg(std::shared_ptr<CBattleCallback> cb, const BattleID & battleID, const CStack * ourStack)
  64. {
  65. // FIXME: provide distance info for Jousting bonus
  66. DamageEstimation retal;
  67. DamageEstimation dmg = cb->getBattle(battleID)->battleEstimateDamage(ourStack, s, 0, &retal);
  68. // Clip damage dealt to total stack health
  69. auto totalHealth = s->getTotalHealth();
  70. vstd::amin(dmg.damage.min, totalHealth);
  71. vstd::amin(dmg.damage.max, totalHealth);
  72. auto ourHealth = s->getTotalHealth();
  73. vstd::amin(retal.damage.min, ourHealth);
  74. vstd::amin(retal.damage.max, ourHealth);
  75. adi = static_cast<int>((dmg.damage.min + dmg.damage.max) / 2);
  76. adr = static_cast<int>((retal.damage.min + retal.damage.max) / 2);
  77. }
  78. bool operator==(const EnemyInfo& ei) const
  79. {
  80. return s == ei.s;
  81. }
  82. };
  83. bool isMoreProfitable(const EnemyInfo &ei1, const EnemyInfo& ei2)
  84. {
  85. return (ei1.adi-ei1.adr) < (ei2.adi - ei2.adr);
  86. }
  87. static bool willSecondHexBlockMoreEnemyShooters(std::shared_ptr<CBattleCallback> cb, const BattleID & battleID, const BattleHex &h1, const BattleHex &h2)
  88. {
  89. int shooters[2] = {0}; //count of shooters on hexes
  90. for(int i = 0; i < 2; i++)
  91. {
  92. BattleHex hex = i ? h2 : h1;
  93. for (auto neighbour : hex.getNeighbouringTiles())
  94. if(const auto * s = cb->getBattle(battleID)->battleGetUnitByPos(neighbour))
  95. if(s->isShooter())
  96. shooters[i]++;
  97. }
  98. return shooters[0] < shooters[1];
  99. }
  100. void CStupidAI::yourTacticPhase(const BattleID & battleID, int distance)
  101. {
  102. cb->battleMakeTacticAction(battleID, BattleAction::makeEndOFTacticPhase(cb->getBattle(battleID)->battleGetTacticsSide()));
  103. }
  104. void CStupidAI::activeStack(const BattleID & battleID, const CStack * stack)
  105. {
  106. print("activeStack called for " + stack->nodeName());
  107. ReachabilityInfo dists = cb->getBattle(battleID)->getReachability(stack);
  108. std::vector<EnemyInfo> enemiesShootable;
  109. std::vector<EnemyInfo> enemiesReachable;
  110. std::vector<EnemyInfo> enemiesUnreachable;
  111. if(stack->creatureId() == CreatureID::CATAPULT)
  112. {
  113. BattleAction attack;
  114. static const std::vector<int> wallHexes = {50, 183, 182, 130, 78, 29, 12, 95};
  115. auto seletectedHex = *RandomGeneratorUtil::nextItem(wallHexes, CRandomGenerator::getDefault());
  116. attack.aimToHex(seletectedHex);
  117. attack.actionType = EActionType::CATAPULT;
  118. attack.side = side;
  119. attack.stackNumber = stack->unitId();
  120. cb->battleMakeUnitAction(battleID, attack);
  121. return;
  122. }
  123. else if(stack->hasBonusOfType(BonusType::SIEGE_WEAPON))
  124. {
  125. cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
  126. return;
  127. }
  128. for (const CStack *s : cb->getBattle(battleID)->battleGetStacks(CBattleInfoEssentials::ONLY_ENEMY))
  129. {
  130. if(cb->getBattle(battleID)->battleCanShoot(stack, s->getPosition()))
  131. {
  132. enemiesShootable.push_back(s);
  133. }
  134. else
  135. {
  136. BattleHexArray avHexes = cb->getBattle(battleID)->battleGetAvailableHexes(stack, false);
  137. for (const BattleHex & hex : avHexes)
  138. {
  139. if(CStack::isMeleeAttackPossible(stack, s, hex))
  140. {
  141. auto i = std::find(enemiesReachable.begin(), enemiesReachable.end(), s);
  142. if(i == enemiesReachable.end())
  143. {
  144. enemiesReachable.push_back(s);
  145. i = enemiesReachable.begin() + (enemiesReachable.size() - 1);
  146. }
  147. i->attackFrom.insert(hex);
  148. }
  149. }
  150. if(!vstd::contains(enemiesReachable, s) && s->getPosition().isValid())
  151. enemiesUnreachable.push_back(s);
  152. }
  153. }
  154. for ( auto & enemy : enemiesReachable )
  155. enemy.calcDmg(cb, battleID, stack);
  156. for ( auto & enemy : enemiesShootable )
  157. enemy.calcDmg(cb, battleID, stack);
  158. if(enemiesShootable.size())
  159. {
  160. const EnemyInfo &ei= *std::max_element(enemiesShootable.begin(), enemiesShootable.end(), isMoreProfitable);
  161. cb->battleMakeUnitAction(battleID, BattleAction::makeShotAttack(stack, ei.s));
  162. return;
  163. }
  164. else if(enemiesReachable.size())
  165. {
  166. const EnemyInfo &ei= *std::max_element(enemiesReachable.begin(), enemiesReachable.end(), &isMoreProfitable);
  167. BattleHex targetHex = *std::max_element(ei.attackFrom.begin(), ei.attackFrom.end(), [&](auto a, auto b) { return willSecondHexBlockMoreEnemyShooters(cb, battleID, a, b);});
  168. cb->battleMakeUnitAction(battleID, BattleAction::makeMeleeAttack(stack, ei.s->getPosition(), targetHex));
  169. return;
  170. }
  171. else if(enemiesUnreachable.size()) //due to #955 - a buggy battle may occur when there are no enemies
  172. {
  173. auto closestEnemy = vstd::minElementByFun(enemiesUnreachable, [&](const EnemyInfo & ei) -> int
  174. {
  175. return dists.distToNearestNeighbour(stack, ei.s);
  176. });
  177. if(dists.distToNearestNeighbour(stack, closestEnemy->s) < GameConstants::BFIELD_SIZE)
  178. {
  179. cb->battleMakeUnitAction(battleID, goTowards(battleID, stack, closestEnemy->s->getAttackableHexes(stack)));
  180. return;
  181. }
  182. }
  183. cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
  184. return;
  185. }
  186. void CStupidAI::battleAttack(const BattleID & battleID, const BattleAttack *ba)
  187. {
  188. print("battleAttack called");
  189. }
  190. void CStupidAI::battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged)
  191. {
  192. print("battleStacksAttacked called");
  193. }
  194. void CStupidAI::battleEnd(const BattleID & battleID, const BattleResult *br, QueryID queryID)
  195. {
  196. print("battleEnd called");
  197. }
  198. // void CStupidAI::battleResultsApplied()
  199. // {
  200. // print("battleResultsApplied called");
  201. // }
  202. void CStupidAI::battleNewRoundFirst(const BattleID & battleID)
  203. {
  204. print("battleNewRoundFirst called");
  205. }
  206. void CStupidAI::battleNewRound(const BattleID & battleID)
  207. {
  208. print("battleNewRound called");
  209. }
  210. void CStupidAI::battleStackMoved(const BattleID & battleID, const CStack * stack, const BattleHexArray & dest, int distance, bool teleport)
  211. {
  212. print("battleStackMoved called");
  213. }
  214. void CStupidAI::battleSpellCast(const BattleID & battleID, const BattleSpellCast *sc)
  215. {
  216. print("battleSpellCast called");
  217. }
  218. void CStupidAI::battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse)
  219. {
  220. print("battleStacksEffectsSet called");
  221. }
  222. void CStupidAI::battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, BattleSide Side, bool replayAllowed)
  223. {
  224. print("battleStart called");
  225. side = Side;
  226. }
  227. void CStupidAI::battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca)
  228. {
  229. print("battleCatapultAttacked called");
  230. }
  231. void CStupidAI::print(const std::string &text) const
  232. {
  233. logAi->trace("CStupidAI [%p]: %s", this, text);
  234. }
  235. BattleAction CStupidAI::goTowards(const BattleID & battleID, const CStack * stack, BattleHexArray hexes) const
  236. {
  237. auto reachability = cb->getBattle(battleID)->getReachability(stack);
  238. auto avHexes = cb->getBattle(battleID)->battleGetAvailableHexes(reachability, stack, false);
  239. if(!avHexes.size() || !hexes.size()) //we are blocked or dest is blocked
  240. {
  241. return BattleAction::makeDefend(stack);
  242. }
  243. hexes.sort([&](const BattleHex & h1, const BattleHex & h2) -> bool
  244. {
  245. return reachability.distances[h1.toInt()] < reachability.distances[h2.toInt()];
  246. });
  247. for(const auto & hex : hexes)
  248. {
  249. if(avHexes.contains(hex))
  250. {
  251. if(stack->position == hex)
  252. return BattleAction::makeDefend(stack);
  253. return BattleAction::makeMove(stack, hex);
  254. }
  255. if(stack->coversPos(hex))
  256. {
  257. logAi->warn("Warning: already standing on neighbouring tile!");
  258. //We shouldn't even be here...
  259. return BattleAction::makeDefend(stack);
  260. }
  261. }
  262. BattleHex bestneighbour = hexes.front();
  263. if(reachability.distances[bestneighbour.toInt()] > GameConstants::BFIELD_SIZE)
  264. {
  265. return BattleAction::makeDefend(stack);
  266. }
  267. if(stack->hasBonusOfType(BonusType::FLYING))
  268. {
  269. // Flying stack doesn't go hex by hex, so we can't backtrack using predecessors.
  270. // We just check all available hexes and pick the one closest to the target.
  271. auto nearestAvailableHex = vstd::minElementByFun(avHexes, [&](const BattleHex & hex) -> int
  272. {
  273. return BattleHex::getDistance(bestneighbour, hex);
  274. });
  275. return BattleAction::makeMove(stack, *nearestAvailableHex);
  276. }
  277. else
  278. {
  279. BattleHex currentDest = bestneighbour;
  280. while(1)
  281. {
  282. if(!currentDest.isValid())
  283. {
  284. logAi->error("CBattleAI::goTowards: internal error");
  285. return BattleAction::makeDefend(stack);
  286. }
  287. if(avHexes.contains(currentDest))
  288. {
  289. if(stack->position == currentDest)
  290. return BattleAction::makeDefend(stack);
  291. return BattleAction::makeMove(stack, currentDest);
  292. }
  293. currentDest = reachability.predecessors[currentDest.toInt()];
  294. }
  295. }
  296. }