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- #include "StdInc.h"
- #include "BattleLogic.h"
- #include "../../lib/BattleState.h"
- #include <boost/lambda/lambda.hpp>
- #include <boost/lambda/bind.hpp>
- #include <boost/lambda/if.hpp>
- #ifdef _WIN32
- #define WIN32_LEAN_AND_MEAN //excludes rarely used stuff from windows headers - delete this line if something is missing
- #include <windows.h>
- HANDLE handleIn;
- HANDLE handleOut;
- #endif
- using namespace geniusai::BattleAI;
- using namespace boost::lambda;
- using namespace std;
- #if _MSC_VER >= 1600
- #define bind boost::lambda::bind
- #endif
- /*
- ui8 side; //who made this action: false - left, true - right player
- ui32 stackNumber;//stack ID, -1 left hero, -2 right hero,
- ui8 actionType; //
- 0 = Cancel BattleAction
- 1 = Hero cast a spell
- 2 = Walk
- 3 = Defend
- 4 = Retreat from the battle
- 5 = Surrender
- 6 = Walk and Attack
- 7 = Shoot
- 8 = Wait
- 9 = Catapult
- 10 = Monster casts a spell (i.e. Faerie Dragons)
- ui16 destinationTile;
- si32 additionalInfo; // e.g. spell number if type is 1 || 10; tile to attack if type is 6
- */
- /**
- * Implementation of CBattleLogic class.
- */
- CBattleLogic::CBattleLogic(CCallback *cb, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side) :
- m_iCurrentTurn(-2),
- m_bIsAttacker(!side),
- m_cb(cb),
- m_army1(army1),
- m_army2(army2),
- m_tile(tile),
- m_hero1(hero1),
- m_hero2(hero2),
- m_side(side)
- {
- const int max_enemy_creatures = 12;
- m_statMaxDamage.reserve(max_enemy_creatures);
- m_statMinDamage.reserve(max_enemy_creatures);
- m_statMaxSpeed.reserve(max_enemy_creatures);
- m_statDistance.reserve(max_enemy_creatures);
- m_statDistanceFromShooters.reserve(max_enemy_creatures);
- m_statHitPoints.reserve(max_enemy_creatures);
- }
- CBattleLogic::~CBattleLogic()
- {}
- void CBattleLogic::SetCurrentTurn(int turn)
- {
- m_iCurrentTurn = turn;
- }
- void CBattleLogic::MakeStatistics(int currentCreatureId)
- {
- typedef std::vector<const CStack*> vector_stacks;
- vector_stacks allStacks = m_cb->battleGetStacks();
- const CStack *currentStack = m_cb->battleGetStackByID(currentCreatureId);
- if(currentStack->position < 0) //turret
- {
- return;
- }
- /*
- // find all creatures belong to the enemy
- std::for_each(allStacks.begin(), allStacks.end(),
- if_(bind<ui8>(&CStack::attackerOwned, bind<CStack>(&map_stacks::value_type::second, _1)) == m_bIsAttacker)
- [
- var(enemy)[ret<int>(bind<int>(&map_stacks::value_type::first, _1))] =
- ret<CStack>(bind<CStack>(&map_stacks::value_type::second, _1))
- ]
- );
- // fill other containers
- // max damage
- std::for_each(enemy.begin(), enemy.end(),
- var(m_statMaxDamage)[ret<int>(bind<int>(&map_stacks::value_type::first, _1))] =
- ret<int>(bind<int>(&CCreature::damageMax, bind<CCreature*>(&CStack::creature,
- bind<CStack>(&map_stacks::value_type::second, _1))))
- );
- // min damage
- std::for_each(enemy.begin(), enemy.end(),
- var(m_statMinDamage)[ret<int>(bind<int>(&map_stacks::value_type::first, _1))] =
- ret<int>(bind<int>(&CCreature::damageMax, bind<CCreature*>(&CStack::creature,
- bind<CStack>(&map_stacks::value_type::second, _1))))
- );
- */
- m_statMaxDamage.clear();
- m_statMinDamage.clear();
- m_statHitPoints.clear();
- m_statMaxSpeed.clear();
- m_statDistanceFromShooters.clear();
- m_statDistance.clear();
- m_statDistance.clear();
- m_statCasualties.clear();
- int totalEnemyDamage = 0;
- int totalEnemyHitPoints = 0;
- int totalDamage = 0;
- int totalHitPoints = 0;
- BOOST_FOREACH(const CStack *st, allStacks)
- {
- const int stackHP = st->valOfBonuses(Bonus::STACK_HEALTH);
- if ((st->attackerOwned != 0) != m_bIsAttacker)
- {
- int id = st->ID;
- if (st->count < 1)
- {
- continue;
- }
- // make stats
- int hitPoints = st->count * stackHP - (stackHP - st->firstHPleft);
- m_statMaxDamage.push_back(std::pair<int, int>(id, st->getMaxDamage() * st->count));
- m_statMinDamage.push_back(std::pair<int, int>(id, st->getMinDamage() * st->count));
- m_statHitPoints.push_back(std::pair<int, int>(id, hitPoints));
- m_statMaxSpeed.push_back(std::pair<int, int>(id, stackHP));
- totalEnemyDamage += (st->getCreature()->damageMax + st->getCreature()->damageMin) * st->count / 2;
- totalEnemyHitPoints += hitPoints;
- // calculate casualties
- SCreatureCasualties cs;
- // hp * amount - damage * ( (att - def)>=0 )
- // hit poionts
- assert(hitPoints >= 0 && "CGeniusAI - creature cannot have hit points less than zero");
- //CGHeroInstance *attackerHero = (m_side)? m_hero1 : m_hero2;
- //CGHeroInstance *defendingHero = (m_side)? m_hero2 : m_hero1;
- int attackDefenseBonus = currentStack->Attack() - st->Defense();
- double damageFactor = 1.0;
- if(attackDefenseBonus < 0) //decreasing dmg
- {
- if(0.02 * (-attackDefenseBonus) > 0.3)
- {
- damageFactor += -0.3;
- }
- else
- {
- damageFactor += 0.02 * attackDefenseBonus;
- }
- }
- else //increasing dmg
- {
- if(0.05 * attackDefenseBonus > 4.0)
- {
- damageFactor += 4.0;
- }
- else
- {
- damageFactor += 0.05 * attackDefenseBonus;
- }
- }
- cs.damage_max = (int)(currentStack->getMaxDamage() * currentStack->count * damageFactor);
- if (cs.damage_max > hitPoints)
- {
- cs.damage_max = hitPoints;
- }
- cs.damage_min = (int)(currentStack->getMinDamage() * currentStack->count * damageFactor);
- if (cs.damage_min > hitPoints)
- {
- cs.damage_min = hitPoints;
- }
- cs.amount_max = cs.damage_max / stackHP;
- cs.amount_min = cs.damage_min / stackHP;
- cs.leftHitPoints_for_max = (hitPoints - cs.damage_max) % stackHP;
- cs.leftHitPoint_for_min = (hitPoints - cs.damage_min) % stackHP;
- m_statCasualties.push_back(std::pair<int, SCreatureCasualties>(id, cs));
- if (st->getCreature()->isShooting() && st->shots > 0)
- {
- m_statDistanceFromShooters.push_back(std::pair<int, int>(id, m_battleHelper.GetShortestDistance(currentStack->position, st->position)));
- }
- if (currentStack->hasBonusOfType(Bonus::FLYING) || (currentStack->getCreature()->isShooting() && currentStack->shots > 0))
- {
- m_statDistance.push_back(std::pair<int, int>(id, m_battleHelper.GetShortestDistance(currentStack->position, st->position)));
- }
- else
- {
- m_statDistance.push_back(std::pair<int, int>(id, m_battleHelper.GetDistanceWithObstacles(currentStack->position, st->position)));
- }
- }
- else
- {
- if (st->count < 1)
- {
- continue;
- }
- int hitPoints = st->count * stackHP - (stackHP - st->firstHPleft);
- totalDamage += (st->getMaxDamage() + st->getMinDamage()) * st->count / 2;
- totalHitPoints += hitPoints;
- }
- }
- if (totalDamage / static_cast<double>(totalEnemyDamage) < 0.5 &&
- totalHitPoints / static_cast<double>(totalEnemyHitPoints) < 0.5)
- {
- m_bEnemyDominates = true;
- DbgBox("** EnemyDominates!");
- }
- else
- {
- m_bEnemyDominates = false;
- }
-
- //boost compile hack
- typedef int const std::pair<int, int>::* IntPtr;
- typedef int const SCreatureCasualties::* CreaPtr;
- typedef SCreatureCasualties const std::pair<int, SCreatureCasualties>::* CreaPairPtr;
-
- // sort max damage
- std::sort(m_statMaxDamage.begin(), m_statMaxDamage.end(),
- bind((IntPtr)&creature_stat::value_type::second, boost::lambda::_1) > bind((IntPtr)&creature_stat::value_type::second, boost::lambda::_2));
- // sort min damage
- std::sort(m_statMinDamage.begin(), m_statMinDamage.end(),
- bind((IntPtr)&creature_stat::value_type::second, boost::lambda::_1) > bind((IntPtr)&creature_stat::value_type::second, boost::lambda::_2));
- // sort max speed
- std::sort(m_statMaxSpeed.begin(), m_statMaxSpeed.end(),
- bind((IntPtr)&creature_stat::value_type::second, boost::lambda::_1) > bind((IntPtr)&creature_stat::value_type::second, boost::lambda::_2));
- // sort distance
- std::sort(m_statDistance.begin(), m_statDistance.end(),
- bind((IntPtr)&creature_stat::value_type::second, boost::lambda::_1) < bind((IntPtr)&creature_stat::value_type::second, boost::lambda::_2));
- // sort distance from shooters
- std::sort(m_statDistanceFromShooters.begin(), m_statDistanceFromShooters.end(),
- bind((IntPtr)&creature_stat::value_type::second, boost::lambda::_1) < bind((IntPtr)&creature_stat::value_type::second, boost::lambda::_2));
- // sort hit points
- std::sort(m_statHitPoints.begin(), m_statHitPoints.end(),
- bind((IntPtr)&creature_stat::value_type::second, boost::lambda::_1) > bind((IntPtr)&creature_stat::value_type::second, boost::lambda::_2));
- // sort casualties
- std::sort(m_statCasualties.begin(), m_statCasualties.end(),
- bind((CreaPtr)&creature_stat_casualties::value_type::second_type::damage_max,
- bind((CreaPairPtr)&creature_stat_casualties::value_type::second, boost::lambda::_1))
- >
- bind((CreaPtr)&creature_stat_casualties::value_type::second_type::damage_max,
- bind((CreaPairPtr)&creature_stat_casualties::value_type::second, boost::lambda::_2)));
- }
- BattleAction CBattleLogic::MakeDecision(int stackID)
- {
- const CStack *currentStack = m_cb->battleGetStackByID(stackID);
- if(currentStack->position < 0 || currentStack->getCreature()->idNumber == 147) //turret or first aid kit
- {
- return BattleAction::makeDefend(currentStack);
- }
- MakeStatistics(stackID);
- list<int> creatures;
- int additionalInfo = 0; //?
- if (m_bEnemyDominates)
- {
- creatures = PerformBerserkAttack(stackID, additionalInfo);
- }
- else
- {
- creatures = PerformDefaultAction(stackID, additionalInfo);
- }
-
- /*std::string message("Creature will be attacked - ");
- message += boost::lexical_cast<std::string>(creature_to_attack);
- DbgBox(message.c_str());*/
-
- if (additionalInfo == -1 || creatures.empty())
- {
- // defend
- return BattleAction::makeDefend(currentStack);
- }
- else if (additionalInfo == -2)
- {
- return BattleAction::makeWait(currentStack);
- }
- list<int>::iterator it, eit;
- eit = creatures.end();
- for (it = creatures.begin(); it != eit; ++it)
- {
- BattleAction ba = MakeAttack(stackID, *it);
- if (ba.actionType != action_walk_and_attack)
- {
- continue;
- }
- else
- {
- #if defined PRINT_DEBUG
- PrintBattleAction(ba);
- #endif
- return ba;
- }
- }
- BattleAction ba = MakeAttack(stackID, *creatures.begin());
- return ba;
- }
- std::vector<int> CBattleLogic::GetAvailableHexesForAttacker(const CStack *defender, const CStack *attacker)
- {
- int x = m_battleHelper.DecodeXPosition(defender->position);
- int y = m_battleHelper.DecodeYPosition(defender->position);
- bool defenderIsDW = defender->doubleWide();
- bool attackerIsDW = attacker->doubleWide();
- // TOTO: should be std::vector<int> but for debug purpose std::pair is used
- typedef std::pair<int, int> hexPoint;
- std::list<hexPoint> candidates;
- std::vector<int> fields;
- if (defenderIsDW)
- {
- if (defender->attackerOwned)
- {
- // from left side
- if (!(y % 2))
- {
- // up
- candidates.push_back(hexPoint(x - 2, y - 1));
- candidates.push_back(hexPoint(x - 1, y - 1));
- candidates.push_back(hexPoint(x, y - 1));
- // down
- candidates.push_back(hexPoint(x - 2, y + 1));
- candidates.push_back(hexPoint(x - 1, y + 1));
- candidates.push_back(hexPoint(x, y + 1));
- }
- else
- {
- // up
- candidates.push_back(hexPoint(x - 1, y - 1));
- candidates.push_back(hexPoint(x, y - 1));
- candidates.push_back(hexPoint(x + 1, y - 1));
- // down
- candidates.push_back(hexPoint(x - 1, y + 1));
- candidates.push_back(hexPoint(x, y + 1));
- candidates.push_back(hexPoint(x + 1, y + 1));
- }
- candidates.push_back(hexPoint(x - 2, y));
- candidates.push_back(hexPoint(x + 1, y));
- }
- else
- {
- // from right
- if (!(y % 2))
- {
- // up
- candidates.push_back(hexPoint(x - 1, y - 1));
- candidates.push_back(hexPoint(x, y - 1));
- candidates.push_back(hexPoint(x + 1, y - 1));
- // down
- candidates.push_back(hexPoint(x - 1, y + 1));
- candidates.push_back(hexPoint(x, y + 1));
- candidates.push_back(hexPoint(x + 1, y + 1));
- }
- else
- {
- // up
- candidates.push_back(hexPoint(x, y - 1));
- candidates.push_back(hexPoint(x + 1, y - 1));
- candidates.push_back(hexPoint(x + 2, y - 1));
- // down
- candidates.push_back(hexPoint(x, y + 1));
- candidates.push_back(hexPoint(x + 1, y + 1));
- candidates.push_back(hexPoint(x + 2, y + 1));
- }
- candidates.push_back(hexPoint(x - 1, y));
- candidates.push_back(hexPoint(x + 2, y));
- }
- }
- else
- {
- if (!(y % 2)) // even line
- {
- // up
- candidates.push_back(hexPoint(x - 1, y - 1));
- candidates.push_back(hexPoint(x, y - 1));
- // down
- candidates.push_back(hexPoint(x - 1, y + 1));
- candidates.push_back(hexPoint(x, y + 1));
- }
- else // odd line
- {
- // up
- candidates.push_back(hexPoint(x, y - 1));
- candidates.push_back(hexPoint(x + 1, y - 1));
- // down
- candidates.push_back(hexPoint(x, y + 1));
- candidates.push_back(hexPoint(x + 1, y + 1));
- }
- candidates.push_back(hexPoint(x + 1, y));
- candidates.push_back(hexPoint(x - 1, y));
- }
- // remove fields which are out of bounds or obstacles
- for (std::list<hexPoint>::iterator it = candidates.begin(); it != candidates.end(); ++it)
- {
- if (it->first < 1 || it->first > m_battleHelper.BattlefieldWidth ||
- it->second < 1 || it->second > m_battleHelper.BattlefieldHeight)
- {
- // field is out of bounds
- //it = candidates.erase(it);
- continue;
- }
- int new_pos = m_battleHelper.GetBattleFieldPosition(it->first, it->second);
- const CStack *st = m_cb->battleGetStackByPos(new_pos);
- if (st == NULL || st->count < 1)
- {
- if (attackerIsDW)
- {
- int tail_pos = -1;
- if (attacker->attackerOwned) // left side
- {
- int tail_pos_x = it->first - 1;
- if (tail_pos_x < 1)
- {
- continue;
- }
- tail_pos = m_battleHelper.GetBattleFieldPosition(it->first, it->second);
- }
- else // right side
- {
- int tail_pos_x = it->first + 1;
- if (tail_pos_x > m_battleHelper.BattlefieldWidth)
- {
- continue;
- }
- tail_pos = m_battleHelper.GetBattleFieldPosition(it->first, it->second);
- }
- assert(tail_pos >= 0 && "Error during calculation position of double wide creature");
- //CStack *tailStack = m_cb->battleGetStackByPos(tail_pos);
- if (st != NULL && st->count >= 1)
- {
- continue;
- }
- }
- fields.push_back(new_pos);
- }
- else if (attacker)
- {
- if (attacker->ID == st->ID)
- {
- fields.push_back(new_pos);
- }
- }
- //
- //++it;
- }
- return fields;
- }
- BattleAction CBattleLogic::MakeAttack(int attackerID, int destinationID)
- {
- const CStack *attackerStack = m_cb->battleGetStackByID(attackerID),
- *destinationStack = m_cb->battleGetStackByID(destinationID);
- assert(attackerStack && destinationStack);
- //don't attack ourselves
- if(destinationStack->attackerOwned == !m_side)
- {
- return BattleAction::makeDefend(attackerStack);
- }
- if (m_cb->battleCanShoot(attackerStack, destinationStack->position)) // shoot
- {
- return BattleAction::makeShotAttack(attackerStack, destinationStack);
- }
- else
- {
- // go or go&attack
- int dest_tile = -1;
- std::vector<int> av_tiles = GetAvailableHexesForAttacker(m_cb->battleGetStackByID(destinationID), m_cb->battleGetStackByID(attackerID));
- if (av_tiles.size() < 1)
- {
- return BattleAction::makeDefend(attackerStack);
- }
- // get the best tile - now the nearest
- int prev_distance = m_battleHelper.InfiniteDistance;
- int currentPos = m_cb->battleGetPos(attackerID);
- for (std::vector<int>::iterator it = av_tiles.begin(); it != av_tiles.end(); ++it)
- {
- int dist = m_battleHelper.GetDistanceWithObstacles(*it, m_cb->battleGetPos(attackerID));
- if (dist < prev_distance)
- {
- prev_distance = dist;
- dest_tile = *it;
- }
- if (*it == currentPos)
- {
- dest_tile = currentPos;
- break;
- }
- }
- std::vector<SBattleHex> fields = m_cb->battleGetAvailableHexes(m_cb->battleGetStackByID(attackerID), false);
- if(fields.size() == 0)
- {
- return BattleAction::makeDefend(attackerStack);
- }
- BattleAction ba;
- ba.side = m_side;
- //ba.actionType = 6; // go and attack
- ba.stackNumber = attackerID;
- ba.destinationTile = static_cast<ui16>(dest_tile);
- //simplified checking for possibility of attack (previous was too simplified)
- int destStackPos = m_cb->battleGetPos(destinationID);
- if(SBattleHex::mutualPosition(dest_tile, destStackPos) != -1)
- ba.additionalInfo = destStackPos;
- else if(SBattleHex::mutualPosition(dest_tile, destStackPos+1) != -1)
- ba.additionalInfo = destStackPos+1;
- else if(SBattleHex::mutualPosition(dest_tile, destStackPos-1) != -1)
- ba.additionalInfo = destStackPos-1;
- else
- return BattleAction::makeDefend(attackerStack);
- int nearest_dist = m_battleHelper.InfiniteDistance;
- int nearest_pos = -1;
- // if double wide calculate tail
- int tail_pos = -1;
- if (attackerStack->doubleWide())
- {
- int x_pos = m_battleHelper.DecodeXPosition(attackerStack->position);
- int y_pos = m_battleHelper.DecodeYPosition(attackerStack->position);
- if (attackerStack->attackerOwned)
- {
- x_pos -= 1;
- }
- else
- {
- x_pos += 1;
- }
- // if creature can perform attack without movement - do it!
- tail_pos = m_battleHelper.GetBattleFieldPosition(x_pos, y_pos);
- if (dest_tile == tail_pos)
- {
- ba.additionalInfo = dest_tile;
- ba.actionType = action_walk_and_attack;
- #if defined PRINT_DEBUG
- PrintBattleAction(ba);
- #endif
- assert(m_cb->battleGetStackByPos(ba.additionalInfo, false)); //if action is action_walk_and_attack additional info must point on enemy stack
- assert(m_cb->battleGetStackByPos(ba.additionalInfo, false) != attackerStack); //don't attack ourselve
- return ba;
- }
- }
- for (std::vector<SBattleHex>::const_iterator it = fields.begin(); it != fields.end(); ++it)
- {
- if (*it == dest_tile)
- {
- // attack!
- ba.actionType = action_walk_and_attack;
- #if defined PRINT_DEBUG
- PrintBattleAction(ba);
- #endif
- assert(m_cb->battleGetStackByPos(ba.additionalInfo)); //if action is action_walk_and_attack additional info must point on enemy stack
- assert(m_cb->battleGetStackByPos(ba.additionalInfo) != attackerStack); //don't attack ourselve
- return ba;
- }
- int d = m_battleHelper.GetDistanceWithObstacles(dest_tile, *it);
- if (d < nearest_dist)
- {
- nearest_dist = d;
- nearest_pos = *it;
- }
- }
- string message;
- message = "Attacker position X=";
- message += boost::lexical_cast<std::string>(m_battleHelper.DecodeXPosition(nearest_pos)) + ", Y=";
- message += boost::lexical_cast<std::string>(m_battleHelper.DecodeYPosition(nearest_pos));
- DbgBox(message.c_str());
- ba.actionType = action_walk;
- ba.destinationTile = (ui16)nearest_pos;
- ba.additionalInfo = -1;
- #if defined PRINT_DEBUG
- PrintBattleAction(ba);
- #endif
- return ba;
- }
- }
- /**
- * The main idea is to perform maximum casualties.
- */
- list<int> CBattleLogic::PerformBerserkAttack(int stackID, int &additionalInfo)
- {
- const CStack * c = m_cb->battleGetStackByID(stackID);
- // attack to make biggest damage
- list<int> creatures;
- if (!m_statCasualties.empty())
- {
- //creature_to_attack = m_statCasualties.begin()->first;
- creature_stat_casualties::iterator it = m_statCasualties.begin();
- for (; it != m_statCasualties.end(); ++it)
- {
- if (it->second.amount_min <= 0)
- {
- creatures.push_back(it->first);
- continue;
- }
- for (creature_stat::const_iterator it2 = m_statDistance.begin(); it2 != m_statDistance.end(); ++it2)
- {
- if (it2->first == it->first && it2->second - 1 <= c->getCreature()->valOfBonuses(Bonus::STACKS_SPEED))
- {
- creatures.push_front(it->first);
- }
- }
- }
- creatures.push_back(m_statCasualties.begin()->first);
- }
- return creatures;
- }
- list<int> CBattleLogic::PerformDefaultAction(int stackID, int &additionalInfo)
- {
- // first approach based on the statistics and weights
- // if this solution was fine we would develop this idea
- //
- std::map<int, int> votes;
- for (creature_stat::iterator it = m_statMaxDamage.begin(); it != m_statMaxDamage.end(); ++it)
- {
- votes[it->first] = 0;
- }
- votes[m_statMaxDamage.begin()->first] += m_battleHelper.GetVoteForMaxDamage();
- votes[m_statMinDamage.begin()->first] += m_battleHelper.GetVoteForMinDamage();
- if (m_statDistanceFromShooters.size())
- {
- votes[m_statDistanceFromShooters.begin()->first] += m_battleHelper.GetVoteForDistanceFromShooters();
- }
- votes[m_statDistance.begin()->first] += m_battleHelper.GetVoteForDistance();
- votes[m_statHitPoints.begin()->first] += m_battleHelper.GetVoteForHitPoints();
- votes[m_statMaxSpeed.begin()->first] += m_battleHelper.GetVoteForMaxSpeed();
- // get creature to attack
- int max_vote = 0;
- list<int> creatures;
- for (std::map<int, int>::iterator it = votes.begin(); it != votes.end(); ++it)
- {
- if (bool(m_cb->battleGetStackByID(it->first)->attackerOwned) == m_side //it's hostile stack
- && it->second > max_vote)
- {
- max_vote = it->second;
- creatures.push_front(it->first);
- }
- }
- additionalInfo = 0; // list contains creatures which shoud be attacked
- return creatures;
- }
- void CBattleLogic::PrintBattleAction(const BattleAction &action) // for debug purpose
- {
- std::string message("Battle action \n");
- message += "\taction type - ";
- switch (action.actionType)
- {
- case 0:
- message += "Cancel BattleAction\n";
- break;
- case 1:
- message += "Hero cast a spell\n";
- break;
- case 2:
- message += "Walk\n";
- break;
- case 3:
- message += "Defend\n";
- break;
- case 4:
- message += "Retreat from the battle\n";
- break;
- case 5:
- message += "Surrender\n";
- break;
- case 6:
- message += "Walk and Attack\n";
- break;
- case 7:
- message += "Shoot\n";
- break;
- case 8:
- message += "Wait\n";
- break;
- case 9:
- message += "Catapult\n";
- break;
- case 10:
- message += "Monster casts a spell\n";
- break;
- }
- message += "\tDestination tile: X = ";
- message += boost::lexical_cast<std::string>(m_battleHelper.DecodeXPosition(action.destinationTile));
- message += ", Y = " + boost::lexical_cast<std::string>(m_battleHelper.DecodeYPosition(action.destinationTile));
- message += "\nAdditional info: ";
- if (action.actionType == 6)// || action.actionType == 7)
- {
- message += "stack - " + boost::lexical_cast<std::string>(m_battleHelper.DecodeXPosition(action.additionalInfo));
- message += ", " + boost::lexical_cast<std::string>(m_battleHelper.DecodeYPosition(action.additionalInfo));
- message += ", creature - ";
- const CStack *c = m_cb->battleGetStackByPos(action.additionalInfo);
- if (c && c->getCreature())
- {
- message += c->getCreature()->nameRef;
- }
- else
- {
- message += "NULL";
- }
- }
- else
- {
- message += boost::lexical_cast<std::string>(action.additionalInfo);
- }
- #ifdef _WIN32
- HANDLE hConsole = GetStdHandle(STD_OUTPUT_HANDLE);
- CONSOLE_SCREEN_BUFFER_INFO csbi;
- GetConsoleScreenBufferInfo(hConsole, &csbi);
- SetConsoleTextAttribute(hConsole, FOREGROUND_GREEN | FOREGROUND_INTENSITY);
- #else
- std::string color;
- color = "\x1b[1;40;32m";
- std::cout << color;
- #endif
- std::cout << message.c_str() << std::endl;
- #ifdef _WIN32
- SetConsoleTextAttribute(hConsole, csbi.wAttributes);
- #else
- color = "\x1b[0m";
- std::cout << color;
- #endif
- }
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