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- #include "CGeniusAI.h"
- #include "AIPriorities.h"
- #include <iostream>
- #include "../../hch/CBuildingHandler.h"
- #include "../../hch/CHeroHandler.h"
- #include "../../lib/VCMI_Lib.h"
- #include "../../lib/NetPacks.h"
- #include <boost/lexical_cast.hpp>
- using namespace std;
- using namespace GeniusAI;
- #if defined (_MSC_VER) && (_MSC_VER >= 1020) || (__MINGW32__)
- #define WIN32_LEAN_AND_MEAN //excludes rarely used stuff from windows headers - delete this line if something is missing
- #include <windows.h>
- #endif
- void DbgBox(const char *msg, bool messageBox)
- {
- #if defined PRINT_DEBUG
- #if defined _DEBUG
- //#if 0
- # if defined (_MSC_VER) && (_MSC_VER >= 1020)
- if (messageBox)
- {
- MessageBoxA(NULL, msg, "Debug message", MB_OK | MB_ICONASTERISK);
- }
- # endif
- std::cout << msg << std::endl;
- #endif
- #endif
- }
- bool CGeniusAI::AIObjectContainer::operator<(const AIObjectContainer& b)const
- {
- if (o->pos!=b.o->pos)
- return o->pos<b.o->pos;
- return o->id<b.o->id;
- }
- CGeniusAI::HypotheticalGameState::HeroModel::HeroModel(const CGHeroInstance * h)
- :h(h),finished(false)
- {
- pos = h->getPosition(false);remainingMovement = h->movement;
- }
- CGeniusAI::HypotheticalGameState::TownModel::TownModel(const CGTownInstance *t):t(t)
- {
- hasBuilt = t->builded;
- creaturesToRecruit = t->creatures;
- creaturesInGarrison = t->army;
- }
- CGeniusAI::HypotheticalGameState::HypotheticalGameState(CGeniusAI & ai)
- :knownVisitableObjects(ai.knownVisitableObjects)
- {
- AI = &ai;
- std::vector < const CGHeroInstance *> heroes = ai.m_cb->getHeroesInfo();
- for(std::vector < const CGHeroInstance *>::iterator i = heroes.begin(); i != heroes.end(); i++)
- heroModels.push_back(HeroModel(*i));
-
- std::vector < const CGTownInstance *> towns = ai.m_cb->getTownsInfo();
- for(std::vector < const CGTownInstance *>::iterator i = towns.begin(); i != towns.end(); i++)
- if((*i)->tempOwner==ai.m_cb->getMyColor())
- townModels.push_back(TownModel(*i));
- if(ai.m_cb->howManyTowns()!=0)
- AvailableHeroesToBuy = ai.m_cb->getAvailableHeroes(ai.m_cb->getTownInfo(0,0));
- for(int i = 0; i < 8;i++)resourceAmounts.push_back(ai.m_cb->getResourceAmount(i));
- }
- void CGeniusAI::HypotheticalGameState::update(CGeniusAI & ai)
- {
- AI = &ai;
- knownVisitableObjects = ai.knownVisitableObjects;
- std::vector<HeroModel> oldModels = heroModels;
- heroModels.clear();
- std::vector < const CGHeroInstance *> heroes = ai.m_cb->getHeroesInfo();
- for(std::vector < const CGHeroInstance *>::iterator i = heroes.begin(); i != heroes.end(); i++)
- heroModels.push_back(HeroModel(*i));
- for(int i = 0; i < oldModels.size();i++)
- for(int ii = 0; ii < heroModels.size();ii++)
- if(oldModels[i].h->subID==heroModels[ii].h->subID)
- {
- heroModels[ii].finished = oldModels[i].finished;
- heroModels[ii].previouslyVisited_pos=oldModels[i].previouslyVisited_pos;
- }
-
- townModels.clear();
- std::vector < const CGTownInstance *> towns = ai.m_cb->getTownsInfo();
- for(std::vector < const CGTownInstance *>::iterator i = towns.begin(); i != towns.end(); i++)
- if((*i)->tempOwner==ai.m_cb->getMyColor())
- townModels.push_back(TownModel(*i));
- if(ai.m_cb->howManyTowns()!=0)
- AvailableHeroesToBuy = ai.m_cb->getAvailableHeroes(ai.m_cb->getTownInfo(0,0));
- resourceAmounts.clear();
- for(int i = 0; i < 8;i++)resourceAmounts.push_back(ai.m_cb->getResourceAmount(i));
- }
- CGeniusAI::HeroObjective::HeroObjective(const HypotheticalGameState &hgs,Type t,const CGObjectInstance * object,HypotheticalGameState::HeroModel *h,CGeniusAI * ai):object(object),hgs(hgs)
- {
- AI = ai;
- pos = object->pos;
- type = t;
- whoCanAchieve.push_back(h);
- _value = -1;
- }
- float CGeniusAI::HeroObjective::getValue() const
- {
- if(_value>=0)
- return _value-_cost;
- vector<int> resourceCosts; //TODO: each object should have an associated cost to visit IE (tree of knowledge 1000 gold/10 gems)
- for(int i = 0; i < 8;i++)
- resourceCosts.push_back(0);
- if(object->ID==47) //school of magic
- resourceCosts[6]+=1000;
- float bestCost = 9e9;
- HypotheticalGameState::HeroModel * bestHero = NULL;
- if(type !=AIObjective::finishTurn)
- {
- for(int i = 0; i < whoCanAchieve.size();i++)
- {
- int distOutOfTheWay = 0;
- CPath path3;
- //from hero to object
- if(AI->m_cb->getPath(whoCanAchieve[i]->pos,pos,whoCanAchieve[i]->h,path3))
- distOutOfTheWay+=path3.nodes[0].dist;
- //from object to goal
- if(AI->m_cb->getPath(pos,whoCanAchieve[i]->interestingPos,whoCanAchieve[i]->h,path3))
- {
- distOutOfTheWay+=path3.nodes[0].dist;
- //from hero directly to goal
- if(AI->m_cb->getPath(whoCanAchieve[i]->pos,whoCanAchieve[i]->interestingPos,whoCanAchieve[i]->h,path3))
- distOutOfTheWay-=path3.nodes[0].dist;
- }
-
-
- float cost = AI->m_priorities->getCost(resourceCosts,whoCanAchieve[i]->h,distOutOfTheWay);
- if(cost < bestCost)
- {
- bestCost = cost;
- bestHero = whoCanAchieve[i];
- }
- }
- }
- else bestCost = 0;
- if(bestHero)
- {
- whoCanAchieve.clear();
- whoCanAchieve.push_back(bestHero);
- }
- _value = AI->m_priorities->getValue(*this);
- _cost=bestCost;
- return _value-_cost;
- }
- bool CGeniusAI::HeroObjective::operator < (const HeroObjective &other)const
- {
- if(type != other.type)
- return type<other.type;
- if(pos!=other.pos)
- return pos < other.pos;
- if(object->id!=other.object->id)
- return object->id < other.object->id;
- if(dynamic_cast<const CGVisitableOPH *> (object))
- if(whoCanAchieve.front()->h->id!=other.whoCanAchieve.front()->h->id)
- return whoCanAchieve.front()->h->id<other.whoCanAchieve.front()->h->id;
- return false;
- }
- void CGeniusAI::HeroObjective::print() const
- {
- switch(type)
- {
- case visit:
- cout << "visit " << object->hoverName << " at (" <<object->pos.x << ","<<object->pos.y << ")" ;
- break;
- case attack:
- cout << "attack " << object->hoverName;
- break;
- case finishTurn:
- cout << "finish turn";
- }
- if(whoCanAchieve.size()==1)
- cout << " with " << whoCanAchieve.front()->h->hoverName;
- }
- CGeniusAI::TownObjective::TownObjective(const HypotheticalGameState &hgs,Type t,HypotheticalGameState::TownModel * tn,int Which,CGeniusAI * ai)
- :whichTown(tn),which(Which),hgs(hgs)
- {
- AI=ai;
- type = t;
- _value = -1;
- }
- float CGeniusAI::TownObjective::getValue() const
- {
- if(_value>=0)
- return _value-_cost;
- float cost;
- vector<int> resourceCosts(8,0);
- CBuilding * b;
- CCreature * creature;
- int ID,newID, howMany;
- switch(type)
- {
- case recruitHero:
- resourceCosts[6]=2500;
- break;
- case buildBuilding:
- b = VLC->buildh->buildings[whichTown->t->subID][which];
- for(int i = 0; b && i < b->resources.size();i++)
- resourceCosts[i]=b->resources[i];
- break;
- case recruitCreatures:
- ID = whichTown->creaturesToRecruit[which].second.back(); //buy upgraded if possible
- creature = &VLC->creh->creatures[ID];
- howMany = whichTown->creaturesToRecruit[which].first;
- for(int i = 0; i < creature->cost.size();i++)
- amin(howMany,creature->cost[i]?hgs.resourceAmounts[i]/creature->cost[i]:INT_MAX);
- for(int i = 0; creature && i < creature->cost.size();i++)
- resourceCosts[i]=creature->cost[i]*howMany;
-
- break;
- case upgradeCreatures:
- UpgradeInfo ui = AI->m_cb->getUpgradeInfo(whichTown->t,which);
- ID = whichTown->creaturesInGarrison.slots[which].first;
- howMany = whichTown->creaturesInGarrison.slots[which].second;
- newID = ui.newID.back();
- int upgrade_serial = ui.newID.size()-1;
- for (std::set<std::pair<int,int> >::iterator j=ui.cost[upgrade_serial].begin(); j!=ui.cost[upgrade_serial].end(); j++)
- resourceCosts[j->first] = j->second*howMany;
-
- break;
- }
- _cost = AI->m_priorities->getCost(resourceCosts,NULL,0);
- _value = AI->m_priorities->getValue(*this);
- return _value-_cost;
- }
- bool CGeniusAI::TownObjective::operator < (const TownObjective &other)const
- {
- if(type != other.type)
- return type<other.type;
- if(which!=other.which)
- return which<other.which;
- if(whichTown->t->id!=other.whichTown->t->id)
- return whichTown->t->id < other.whichTown->t->id;
- return false;
- }
- void CGeniusAI::TownObjective::print() const
- {
- CBuilding * b;
- const CCreature *creature;
- HypotheticalGameState::HeroModel hm;
- int ID, howMany, newID, hSlot;
- switch(type)
- {
- case recruitHero:
- cout << "recruit hero.";break;
- case buildBuilding:
- b = VLC->buildh->buildings[whichTown->t->subID][which];
- cout << "build " << b->Name() << " cost = ";
- if(b->resources.size()!=0)
- {
- if(b->resources[0]!=0)cout << b->resources[0] << " wood. ";
- if(b->resources[1]!=0)cout << b->resources[1] << " mercury. ";
- if(b->resources[2]!=0)cout << b->resources[2] << " ore. ";
- if(b->resources[3]!=0)cout << b->resources[3] << " sulfur. ";
- if(b->resources[4]!=0)cout << b->resources[4] << " cristal. ";
- if(b->resources[5]!=0)cout << b->resources[5] << " gems. ";
- if(b->resources[6]!=0)cout << b->resources[6] << " gold. ";
- }
- break;
- case recruitCreatures:
- ID = whichTown->creaturesToRecruit[which].second.back(); //buy upgraded if possible
- creature = &VLC->creh->creatures[ID];
- howMany = whichTown->creaturesToRecruit[which].first;
- for(int i = 0; i < creature->cost.size();i++)
- amin(howMany,creature->cost[i]?AI->m_cb->getResourceAmount(i)/creature->cost[i]:INT_MAX);
- cout << "recruit " << howMany << " "<< creature->namePl << " (Total AI Strength " << creature->AIValue*howMany << "). cost = ";
-
- if(creature->cost.size()!=0)
- {
- if(creature->cost[0]!=0)cout << creature->cost[0]*howMany << " wood. ";
- if(creature->cost[1]!=0)cout << creature->cost[1]*howMany << " mercury. ";
- if(creature->cost[2]!=0)cout << creature->cost[2]*howMany << " ore. ";
- if(creature->cost[3]!=0)cout << creature->cost[3]*howMany << " sulfur. ";
- if(creature->cost[4]!=0)cout << creature->cost[4]*howMany << " cristal. ";
- if(creature->cost[5]!=0)cout << creature->cost[5]*howMany << " gems. ";
- if(creature->cost[6]!=0)cout << creature->cost[6]*howMany << " gold. ";
- }
- break;
- case upgradeCreatures:
- UpgradeInfo ui = AI->m_cb->getUpgradeInfo(whichTown->t,which);
- ID = whichTown->creaturesInGarrison.slots[which].first;
- cout << "upgrade " << VLC->creh->creatures[ID].namePl;
- //ui.cost
-
- break;
- }
- }
- CGeniusAI::CGeniusAI()
- : m_generalAI(), m_state(NO_BATTLE)
- {
- m_priorities = new Priorities("AI/GeniusAI.brain");
- }
- CGeniusAI::~CGeniusAI()
- {
- delete m_priorities;
- }
- void CGeniusAI::init(ICallback *CB)
- {
- m_cb = CB;
- m_generalAI.init(CB);
- human = false;
- playerID = m_cb->getMyColor();
- serialID = m_cb->getMySerial();
- std::string info = std::string("GeniusAI initialized for player ") + boost::lexical_cast<std::string>(playerID);
- m_battleLogic = NULL;
- DbgBox(info.c_str());
- }
- void CGeniusAI::reportResources()
- {
- cout << "Day " << m_cb->getDate() << ": ";
- cout << "AI Player " <<m_cb->getMySerial()<< " with " << m_cb->howManyHeroes(true) << " heroes. " << endl;
-
- cout << m_cb->getResourceAmount(0) << " wood. ";
- cout << m_cb->getResourceAmount(1) << " mercury. ";
- cout << m_cb->getResourceAmount(2) << " ore. ";
- cout << m_cb->getResourceAmount(3) << " sulfur. ";
- cout << m_cb->getResourceAmount(4) << " cristal. ";
- cout << m_cb->getResourceAmount(5) << " gems. ";
- cout << m_cb->getResourceAmount(6) << " gold.";
- cout << endl;
- }
- void CGeniusAI::addHeroObjectives(CGeniusAI::HypotheticalGameState::HeroModel &h, CGeniusAI::HypotheticalGameState &hgs)
- {
- int3 hpos, destination;
- CPath path;
- hpos = h.pos;
- int movement = h.remainingMovement;
- int3 interestingPos;
- int maxInteresting=0;
- AIObjective::Type tp = AIObjective::visit;
- if(h.finished) return;
- for(std::set<AIObjectContainer>::const_iterator i = hgs.knownVisitableObjects.begin(); i != hgs.knownVisitableObjects.end();i++)
- {
- tp = AIObjective::visit;
- if( h.previouslyVisited_pos==i->o->getSightCenter())
- continue;
- //TODO: what would the hero actually visit if he went to that spot
- // maybe the hero wants to visit a seemingly unguarded enemy town, but there is a hero on top of it.
- //if(i->o->)
- if(i->o->ID!=HEROI_TYPE) //unless you are trying to visit a hero
- {
- bool heroThere = false;
- for(int ii = 0; ii < hgs.heroModels.size();ii++)
- if(hgs.heroModels[ii].pos==i->o->getSightCenter())
- heroThere = true;
- if(heroThere) //it won't work if there is already someone visiting that spot.
- continue;
- }
- if(i->o->ID==HEROI_TYPE&&i->o->getOwner()==m_cb->getMyColor())//visiting friendly heroes not yet supported
- continue;
- if(i->o->id==h.h->id) //don't visit yourself (should be caught by above)
- continue;
-
- if(i->o->ID==53&&i->o->getOwner()==m_cb->getMyColor())//don't visit a mine if you own, there's almost no point(maybe to leave guards or because the hero's trapped).
- continue;
- if(i->o->getOwner()!=m_cb->getMyColor())
- {
- int enemyStrength = 0; //TODO: I feel like the AI shouldn't have access to this information.
- // We must get an approximation based on few, many, ... zounds etc.
- if(dynamic_cast<const CArmedInstance *> (i->o))
- enemyStrength = (dynamic_cast<const CArmedInstance *> (i->o))->getArmyStrength();//TODO: should be virtual maybe, Army strength should be comparable across objects
- if(dynamic_cast<const CGHeroInstance *> (i->o))
- enemyStrength = (dynamic_cast<const CGHeroInstance *> (i->o))->getTotalStrength();
- if(dynamic_cast<const CGTownInstance *> (i->o))
- enemyStrength = (dynamic_cast<const CGTownInstance *> (i->o))->getArmyStrength()*1.2;
- float heroStrength = h.h->getTotalStrength();
- if(enemyStrength*2.5 > heroStrength) //TODO: ballence these numbers using objective cost formula.
- continue; // it would be nice to do a battle sim
- if(enemyStrength>0)tp = AIObjective::attack;
- }
-
- if(dynamic_cast<const CGVisitableOPW *> (i->o)&&dynamic_cast<const CGVisitableOPW *> (i->o)->visited)//don't visit things that have already been visited this week.
- continue;
- if(dynamic_cast<const CGVisitableOPH *> (i->o)&&vstd::contains(dynamic_cast<const CGVisitableOPH *> (i->o)->visitors,h.h->id))//don't visit things that you have already visited OPH
- continue;
-
- if(i->o->ID==88||i->o->ID==89||i->o->ID==90)
- {
- //TODO: if no spell book continue
- //TODO: if the shrine's spell is identified, and the hero already has it, continue
- }
- destination = i->o->getSightCenter();
- if(hpos.z==destination.z) //don't try to take a path from the underworld to the top or vice versa
- { //TODO: fix get path so that it doesn't return a path unless z's are the same, or path goes through sub gate
- if(m_cb->getPath(hpos,destination,h.h,path))
- {
- path.convert(0);
- if(path.nodes[0].dist<movement)
- {
-
- HeroObjective ho(hgs,tp,i->o,&h,this);
- std::set<HeroObjective>::iterator found = currentHeroObjectives.find(ho);
- if(found==currentHeroObjectives.end())
- currentHeroObjectives.insert(ho);
- else {
- HeroObjective *objective = (HeroObjective *)&(*found);
- objective->whoCanAchieve.push_back(&h);
- }
- }
- // find the most interesting object that is eventually reachable, and set that position to the ultimate goal position
- int hi = rand(); //TODO: replace random numbers with some sort of ranking system
- if(hi>maxInteresting)
- {
- maxInteresting = hi;
- interestingPos = destination;
- }
- }
- }
- }
-
- h.interestingPos = interestingPos;
- // if(h.remainingMovement>0&&m_cb->getPath(hpos,interestingPos,h.h,path)) // there ought to be a path
- currentHeroObjectives.insert(HeroObjective(hgs,HeroObjective::finishTurn,h.h,&h,this));
-
- }
- void CGeniusAI::HeroObjective::fulfill(CGeniusAI & cg,HypotheticalGameState & hgs)
- {
-
- cg.m_cb->waitTillRealize = true;
- HypotheticalGameState::HeroModel * h;
- int3 hpos, destination;
- CPath path;
- CPath path2;
- int3 bestPos,currentPos,checkPos;
- int howGood;
- switch(type)
- {
- case finishTurn:
- h = whoCanAchieve.front();
- h->finished=true;
- hpos = h->pos;
- destination = h->interestingPos;
- if(!cg.m_cb->getPath(hpos,destination,h->h,path)) {cout << "AI error: invalid destination" << endl; return;}
- destination = h->pos;
- for(int i = path.nodes.size()-2;i>=0;i--) //find closest coord that we can get to
- if(cg.m_cb->getPath(hpos,path.nodes[i].coord,h->h,path2)&&path2.nodes[0].dist<=h->remainingMovement)
- destination = path.nodes[i].coord;
- if(destination == h->interestingPos) break;
-
- ///////// Find close pos with the most neighboring empty squares. We don't want to get in the way. ///////////////////
- bestPos = destination;
- howGood=0;
- for(int x = -3;x <= 3;x++)
- for(int y = -3;y <= 3;y++)
- {
- currentPos=destination+int3(x,y,0);
- if(cg.m_cb->getVisitableObjs(currentPos).size()!=0) //there better not be anything there
- continue;
- if(!cg.m_cb->getPath(hpos,currentPos,h->h,path)||path.nodes[0].dist>h->remainingMovement) //it better be reachable from the hero
- continue;
-
- int count = 0;
- for(int xx = -1;xx <= 1;xx++)
- for(int yy = -1;yy <= 1;yy++)
- {
- checkPos = currentPos+int3(xx,yy,0);
- if(cg.m_cb->getPath(currentPos,checkPos,h->h,path))
- count++;
- }
- if(count > howGood)
- {
- howGood = count;
- bestPos = currentPos;
- }
- }
-
- destination = bestPos;
- //////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- cg.m_cb->getPath(hpos,destination,h->h,path);
- path.convert(0);
- break;
- case visit:case attack:
- h = whoCanAchieve.front(); //lowest cost hero
- h->previouslyVisited_pos=object->getSightCenter();
- hpos = h->pos;
- destination = object->getSightCenter();
- break;
-
- }
- if(type == visit||type == finishTurn||type == attack)
- if(cg.m_cb->getPath(hpos,destination,h->h,path))
- {
- path.convert(0);
-
- if(cg.m_state.get() != NO_BATTLE)
- cg.m_state.waitUntil(NO_BATTLE);//wait for battle end
- //wait over, battle over too. hero might be killed. check.
- for(int i = path.nodes.size()-2;i>=0&&(cg.m_cb->getHeroSerial(h->h) >= 0);i--)
- {
- cg.m_cb->moveHero(h->h,path.nodes[i].coord);
- if(cg.m_state.get() != NO_BATTLE)
- cg.m_state.waitUntil(NO_BATTLE);//wait for battle end
- }
- h->remainingMovement-=path.nodes[0].dist;
- if(object->blockVisit)
- h->pos = path.nodes[1].coord;
- else
- h->pos=destination;
- std::set<AIObjectContainer>::iterator i = hgs.knownVisitableObjects.find(AIObjectContainer(object));
- if(i!=hgs.knownVisitableObjects.end())
- hgs.knownVisitableObjects.erase(i);
- }
- const CGTownInstance * town = dynamic_cast<const CGTownInstance *> (object);
- if(town&&object->getOwner()==cg.m_cb->getMyColor())
- {
- //upgrade hero's units
- cout << "visiting town" << endl;
- CCreatureSet hcreatures = h->h->army;
- for(std::map<si32,std::pair<ui32,si32> >::const_iterator i = hcreatures.slots.begin();i!=hcreatures.slots.end();i++) // for each hero slot
- {
- UpgradeInfo ui = cg.m_cb->getUpgradeInfo(h->h,i->first);
- bool canUpgrade = false;
- if(ui.newID.size()!=0) //does this stack need upgrading?
- {
- canUpgrade = true;
- for(int ii=0;ii<ui.cost.size();ii++)//can afford the upgrade?
- for (std::set<std::pair<int,int> >::iterator j=ui.cost[ii].begin(); j!=ui.cost[ii].end(); j++)
- if(hgs.resourceAmounts[j->first] < j->second*i->second.second)
- canUpgrade = false;
- }
- if(canUpgrade)
- {
- cg.m_cb->upgradeCreature(h->h,i->first,ui.newID.back());
- cout << "upgrading hero's " << VLC->creh->creatures[i->second.first].namePl << endl;
- }
- }
- //give town's units to hero
- CCreatureSet tcreatures = town->army;
- int weakestCreatureStack;
- int weakestCreatureAIValue=99999;
- for(std::map<si32,std::pair<ui32,si32> >::const_iterator i = tcreatures.slots.begin();i!=tcreatures.slots.end();i++)
- if(VLC->creh->creatures[i->second.first].AIValue<weakestCreatureAIValue)
- {
- weakestCreatureAIValue = VLC->creh->creatures[i->second.first].AIValue;
- weakestCreatureStack = i->first;
- }
- for(std::map<si32,std::pair<ui32,si32> >::const_iterator i = tcreatures.slots.begin();i!=tcreatures.slots.end();i++) // for each town slot
- {
- hcreatures = h->h->army;
- int hSlot = hcreatures.getSlotFor(i->second.first);
- if(hSlot == -1) continue;
- cout << "giving hero " << VLC->creh->creatures[i->second.first].namePl << endl;
- if(hcreatures.slots.find(hSlot)!=hcreatures.slots.end())
- {
- if(i->first==weakestCreatureStack&&town->garrisonHero!=NULL)//can't take garrisonHero's last unit
- cg.m_cb->splitStack(town,h->h,i->first,hSlot,i->second.second-1);
- else
- cg.m_cb->mergeStacks(town,h->h,i->first,hSlot); //TODO: the comment says that this code is not safe for the AI.
- }
- else
- {
- cg.m_cb->swapCreatures(town,h->h,i->first,hSlot);
- }
- }
- }
-
- }
- void CGeniusAI::addTownObjectives(HypotheticalGameState::TownModel &t, HypotheticalGameState & hgs)
- {
- //recruitHero
- //buildBuilding
- //recruitCreatures
- //upgradeCreatures
- if(hgs.heroModels.size()<3&&hgs.resourceAmounts[6]>=2500) //recruitHero
- {
- bool heroAtTown = false;
- for(int i = 0; i < hgs.heroModels.size();i++)
- if(hgs.heroModels[i].pos==t.t->getSightCenter())
- heroAtTown = true;
- if(!heroAtTown && vstd::contains(t.t->builtBuildings, 5)) //no visiting hero and built tavern
- {
- for(int i =0; i < hgs.AvailableHeroesToBuy.size();i++)
- if(hgs.AvailableHeroesToBuy[i]!=NULL&&(t.t->subID==(hgs.AvailableHeroesToBuy[i]->type->heroType/2)))
- {
- TownObjective to(hgs,AIObjective::recruitHero,&t,0,this);
- currentTownObjectives.insert(to);
- }
- }
- }
- //buildBuilding
- if(!t.hasBuilt)
- {
- std::map<int, CBuilding *> thisTownsBuildings = VLC->buildh->buildings[t.t->subID];// m_cb->getCBuildingsByID(t.t);
- for(std::map<int, CBuilding *>::iterator i = thisTownsBuildings.begin(); i != thisTownsBuildings.end();i++)
- {
- if(m_cb->canBuildStructure(t.t,i->first)==7)
- {
- TownObjective to(hgs,AIObjective::buildBuilding,&t,i->first,this);
- currentTownObjectives.insert(to);
- }
- }
- }
-
- //recruitCreatures
- for(int i = 0; i < t.creaturesToRecruit.size() ;i++)
- {
- if(t.creaturesToRecruit[i].first==0||t.creaturesToRecruit[i].second.empty()) continue;
- int ID = t.creaturesToRecruit[i].second.back();
-
- const CCreature *creature = &VLC->creh->creatures[ID];//m_cb->getCCreatureByID(ID);
- bool canAfford = true;
- for(int ii = 0;ii<creature->cost.size();ii++)
- if(creature->cost[ii]>hgs.resourceAmounts[ii])
- canAfford = false; // can we afford at least one creature?
- if(!canAfford) continue;
-
- //cout << "town has " << t.t->creatures[i].first << " "<< creature->namePl << " (AI Strength " << creature->AIValue << ")." << endl;
- TownObjective to(hgs,AIObjective::recruitCreatures,&t,i,this);
- currentTownObjectives.insert(to);
- }
- //upgradeCreatures
- for(std::map<si32,std::pair<ui32,si32> >::iterator i = t.creaturesInGarrison.slots.begin();i!=t.creaturesInGarrison.slots.end();i++)
- {
- UpgradeInfo ui = m_cb->getUpgradeInfo(t.t,i->first);
- if(ui.newID.size()!=0)
- {
- bool canAfford = true;
-
- int upgrade_serial = ui.newID.size()-1;
- for (std::set<std::pair<int,int> >::iterator j=ui.cost[upgrade_serial].begin(); j!=ui.cost[upgrade_serial].end(); j++)
- if(hgs.resourceAmounts[j->first] < j->second*i->second.second)
- canAfford = false;
- if(canAfford)
- {
- TownObjective to(hgs,AIObjective::upgradeCreatures,&t,i->first,this);
- currentTownObjectives.insert(to);
- }
- }
- }
- }
- void CGeniusAI::TownObjective::fulfill(CGeniusAI & cg,HypotheticalGameState &hgs)
- {
-
- cg.m_cb->waitTillRealize = true;
- CBuilding * b;
- const CCreature *creature;
- HypotheticalGameState::HeroModel hm;
- int ID, howMany, newID, hSlot;
- switch(type)
- {
- case recruitHero:
- cg.m_cb->recruitHero(whichTown->t,hgs.AvailableHeroesToBuy[which]);
- hm = HypotheticalGameState::HeroModel(hgs.AvailableHeroesToBuy[which]);
- hm.pos = whichTown->t->getSightCenter();
- hm.remainingMovement = hm.h->maxMovePoints(true);
- hgs.heroModels.push_back(hm);
- hgs.resourceAmounts[6]-=2500;
- break;
- case buildBuilding:
- b = VLC->buildh->buildings[whichTown->t->subID][which];
- if(cg.m_cb->canBuildStructure(whichTown->t,which)==7)
- {
- cout << "built " << b->Name() << "." << endl;
- if(!cg.m_cb->buildBuilding(whichTown->t,which)) cout << "really tried to build unbuildable building" <<endl;
- for(int i = 0; b && i < b->resources.size();i++)
- hgs.resourceAmounts[i]-=b->resources[i];
- }
- else cout << "trying to build a structure we cannot build" << endl;
-
- whichTown->hasBuilt=true;
- break;
- case recruitCreatures:
- ID = whichTown->creaturesToRecruit[which].second.back(); //buy upgraded if possible
- creature = &VLC->creh->creatures[ID];
- howMany = whichTown->creaturesToRecruit[which].first;
- for(int i = 0; i < creature->cost.size();i++)
- amin(howMany,creature->cost[i]?hgs.resourceAmounts[i]/creature->cost[i]:INT_MAX);
- if(howMany == 0) cout << "tried to recruit without enough money.";
- cout << "recruiting " << howMany << " "<< creature->namePl << " (Total AI Strength " << creature->AIValue*howMany << ")." << endl;
- cg.m_cb->recruitCreatures(whichTown->t,ID,howMany);
- break;
- case upgradeCreatures:
- UpgradeInfo ui = cg.m_cb->getUpgradeInfo(whichTown->t,which);
- ID = whichTown->creaturesInGarrison.slots[which].first;
- newID = ui.newID.back();
- cg.m_cb->upgradeCreature(whichTown->t,which,newID);//TODO: reduce resources in hgs
- cout << "upgrading " << VLC->creh->creatures[ID].namePl << endl;
-
- break;
-
- }
-
- }
- void CGeniusAI::fillObjectiveQueue(HypotheticalGameState & hgs)
- {
- objectiveQueue.clear();
- currentHeroObjectives.clear();
- currentTownObjectives.clear();
-
- for(std::vector <CGeniusAI::HypotheticalGameState::HeroModel>::iterator i = hgs.heroModels.begin(); i != hgs.heroModels.end(); i++)
- addHeroObjectives(*i,hgs);
- for(std::vector <CGeniusAI::HypotheticalGameState::TownModel>::iterator i = hgs.townModels.begin(); i != hgs.townModels.end(); i++)
- addTownObjectives(*i,hgs);
-
- for(std::set<CGeniusAI::HeroObjective>::iterator i = currentHeroObjectives.begin(); i != currentHeroObjectives.end(); i++)
- objectiveQueue.push_back(AIObjectivePtrCont((CGeniusAI::HeroObjective *)&(*i)));
- for(std::set<CGeniusAI::TownObjective>::iterator i = currentTownObjectives.begin(); i != currentTownObjectives.end(); i++)
- objectiveQueue.push_back(AIObjectivePtrCont((CGeniusAI::TownObjective *)&(*i)));
- }
- CGeniusAI::AIObjective * CGeniusAI::getBestObjective()
- {
- trueGameState.update(*this);
-
- fillObjectiveQueue(trueGameState);
-
- // if(!objectiveQueue.empty())
- // return max_element(objectiveQueue.begin(),objectiveQueue.end())->obj;
- m_priorities->fillFeatures(trueGameState);
- if(objectiveQueue.empty()) return NULL;
- // sort(objectiveQueue.begin(),objectiveQueue.end());
- // reverse(objectiveQueue.begin(),objectiveQueue.end());
- int num= 1;
- // for(std::vector<AIObjectivePtrCont> ::iterator i = objectiveQueue.begin(); i < objectiveQueue.end();i++)
- // {
- // if(!dynamic_cast<HeroObjective*>(i->obj))continue;
- // cout << num++ << ": ";
- // i->obj->print();
- // cout << " value: " << i->obj->getValue();
- // cout << endl;
- // }
- // int choice = 0;
- // cout << "which would you do? (enter 0 for none): ";
- // cin >> choice;
- cout << "doing best of " << objectiveQueue.size() << " ";
- CGeniusAI::AIObjective* best = max_element(objectiveQueue.begin(),objectiveQueue.end())->obj;
- best->print();
- cout << " value = " << best->getValue() << endl;
- if(!objectiveQueue.empty())
- return best;
- return objectiveQueue.front().obj;
- }
- void CGeniusAI::yourTurn()
- {
- static boost::mutex mutex;
- boost::mutex::scoped_lock lock(mutex);
- m_cb->waitTillRealize = true;
- m_cb->endTurn();
- return;
- static int seed = rand();
- srand(seed);
- if(m_cb->getDate()==1)
- {
- // startFirstTurn();
-
- // m_cb->endTurn();
- // return;
- }
- //////////////TODO: replace with updates. Also add suspected objects list./////////
- knownVisitableObjects.clear();
- int3 pos = m_cb->getMapSize();
- for(int x = 0;x<pos.x;x++)
- for(int y = 0;y<pos.y;y++)
- for(int z = 0;z<pos.z;z++)
- tileRevealed(int3(x,y,z));
- ///////////////////////////////////////////////////////////////////////////////////
- reportResources();
- trueGameState = HypotheticalGameState(*this);
- AIObjective * objective;
- while((objective = getBestObjective())!=NULL)
- objective->fulfill(*this,trueGameState);
- seed = rand();
- m_cb->endTurn();
-
- m_cb->waitTillRealize = false;
- }
- /*
- void CGeniusAI::startFirstTurn()
- {
-
- HypotheticalGameState hgs(*this);
-
- const CGTownInstance * town = m_cb->getTownInfo(0,0);
- const CGHeroInstance * heroInst = m_cb->getHeroInfo(0,0);
-
- TownObjective(hgs,AIObjective::recruitHero,&hgs.townModels.front(),0,this).fulfill(*this,hgs);
-
- m_cb->swapGarrisonHero(town);
- hgs.update(*this);
- for(int i = 0; i < hgs.townModels.front().creaturesToRecruit.size() ;i++)
- {
- if(hgs.townModels.front().creaturesToRecruit[i].first==0) continue;
- int ID = hgs.townModels.front().creaturesToRecruit[i].second.back();
- const CCreature *creature = &VLC->creh->creatures[ID];
- bool canAfford = true;
- for(int ii = 0;ii<creature->cost.size();ii++)
- if(creature->cost[ii]>hgs.resourceAmounts[ii])
- canAfford = false; // can we afford at least one creature?
- if(!canAfford) continue;
- TownObjective(hgs,AIObjective::recruitCreatures,&hgs.townModels.front(),i,this).fulfill(*this,hgs);
- }
- hgs.update(*this);
- HypotheticalGameState::HeroModel *hero;
- for(int i = 0; i < hgs.heroModels.size();i++)
- if(hgs.heroModels[i].h->id==heroInst->id)
- HeroObjective(hgs,AIObjective::visit,town,hero=&hgs.heroModels[i],this).fulfill(*this,hgs);
-
- hgs.update(*this);
-
- // m_cb->swapGarrisonHero(town);
- //TODO: choose the strongest hero.
- }
- */
- void CGeniusAI::heroKilled(const CGHeroInstance * hero)
- {
- }
- void CGeniusAI::heroCreated(const CGHeroInstance *hero)
- {
- }
- void CGeniusAI::tileRevealed(int3 pos)
- {
- std::vector < const CGObjectInstance * > objects = m_cb->getVisitableObjs(pos);
- for(std::vector < const CGObjectInstance * >::iterator o = objects.begin();o!=objects.end();o++)
- if((*o)->id!=-1)
- knownVisitableObjects.insert(*o);
- objects = m_cb->getFlaggableObjects(pos);
- for(std::vector < const CGObjectInstance * >::iterator o = objects.begin();o!=objects.end();o++)
- if((*o)->id!=-1)
- knownVisitableObjects.insert(*o);
- }
- void CGeniusAI::newObject(const CGObjectInstance * obj) //eg. ship built in shipyard
- {
- knownVisitableObjects.insert(obj);
- }
- void CGeniusAI::objectRemoved(const CGObjectInstance *obj) //eg. collected resource, picked artifact, beaten hero
- {
- std::set <AIObjectContainer>::iterator o = knownVisitableObjects.find(obj);
- if(o!=knownVisitableObjects.end())
- knownVisitableObjects.erase(o);
- }
- void CGeniusAI::tileHidden(int3 pos)
- {
-
- }
- void CGeniusAI::heroMoved(const TryMoveHero &TMH)
- {
- //DbgBox("** CGeniusAI::heroMoved **");
- }
- void CGeniusAI::heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback)
- {
- callback(rand() % skills.size());
- }
- void GeniusAI::CGeniusAI::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, boost::function<void()> &onEnd )
- {
- onEnd();
- }
- void GeniusAI::CGeniusAI::playerBlocked( int reason )
- {
- if(reason == 0) //battle is coming...
- {
- m_state.setn(UPCOMING_BATTLE);
- }
- }
- void GeniusAI::CGeniusAI::battleResultsApplied()
- {
- assert(m_state.get() == ENDING_BATTLE);
- m_state.setn(NO_BATTLE);
- }
- void CGeniusAI::showBlockingDialog(const std::string &text, const std::vector<Component> &components, ui32 askID, const int soundID, bool selection, bool cancel)
- {
- m_cb->selectionMade(cancel ? 0 : 1, askID);
- }
- /**
- * occurs AFTER every action taken by any stack or by the hero
- */
- void CGeniusAI::actionFinished(const BattleAction *action)
- {
- std::string message("\t\tCGeniusAI::actionFinished - type(");
- message += boost::lexical_cast<std::string>((unsigned)action->actionType);
- message += "), side(";
- message += boost::lexical_cast<std::string>((unsigned)action->side);
- message += ")";
- DbgBox(message.c_str());
- }
- /**
- * occurs BEFORE every action taken by any stack or by the hero
- */
- void CGeniusAI::actionStarted(const BattleAction *action)
- {
- std::string message("\t\tCGeniusAI::actionStarted - type(");
- message += boost::lexical_cast<std::string>((unsigned)action->actionType);
- message += "), side(";
- message += boost::lexical_cast<std::string>((unsigned)action->side);
- message += ")";
- DbgBox(message.c_str());
- }
- /**
- * called when stack is performing attack
- */
- void CGeniusAI::battleAttack(BattleAttack *ba)
- {
- DbgBox("\t\t\tCGeniusAI::battleAttack");
- }
- /**
- * called when stack receives damage (after battleAttack())
- */
- void CGeniusAI::battleStacksAttacked(std::set<BattleStackAttacked> & bsa)
- {
- DbgBox("\t\t\tCGeniusAI::battleStacksAttacked");
- }
- /**
- * called by engine when battle starts; side=0 - left, side=1 - right
- */
- void CGeniusAI::battleStart(CCreatureSet *army1, CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side)
- {
- assert(!m_battleLogic);
- assert(playerID > PLAYER_LIMIT || m_state.get() == UPCOMING_BATTLE); //we have been informed that battle will start (or we are neutral AI)
- m_state.setn(ONGOING_BATTLE);
- m_battleLogic = new BattleAI::CBattleLogic(m_cb, army1, army2, tile, hero1, hero2, side);
- DbgBox("** CGeniusAI::battleStart **");
- }
- /**
- *
- */
- void CGeniusAI::battleEnd(BattleResult *br)
- {
- switch(br->winner)
- {
- case 0: std::cout << "The winner is the attacker." << std::endl;break;
- case 1: std::cout << "The winner is the defender." << std::endl;break;
- case 2: std::cout << "It's a draw." << std::endl;break;
- };
- cout << "lost ";
- for(std::map<ui32,si32>::iterator i = br->casualties[0].begin(); i !=br->casualties[0].end();i++)
- cout << i->second << " " << VLC->creh->creatures[i->first].namePl << endl;
-
- delete m_battleLogic;
- m_battleLogic = NULL;
- assert(m_state.get() == ONGOING_BATTLE);
- m_state.setn(ENDING_BATTLE);
- DbgBox("** CGeniusAI::battleEnd **");
- }
- /**
- * called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
- */
- void CGeniusAI::battleNewRound(int round)
- {
- std::string message("\tCGeniusAI::battleNewRound - ");
- message += boost::lexical_cast<std::string>(round);
- DbgBox(message.c_str());
- m_battleLogic->SetCurrentTurn(round);
- }
- /**
- *
- */
- void CGeniusAI::battleStackMoved(int ID, int dest, int distance, bool end)
- {
- std::string message("\t\t\tCGeniusAI::battleStackMoved ID(");
- message += boost::lexical_cast<std::string>(ID);
- message += "), dest(";
- message += boost::lexical_cast<std::string>(dest);
- message += ")";
- DbgBox(message.c_str());
- }
- /**
- *
- */
- void CGeniusAI::battleSpellCast(SpellCast *sc)
- {
- DbgBox("\t\t\tCGeniusAI::battleSpellCast");
- }
- /**
- * called when battlefield is prepared, prior the battle beginning
- */
- void CGeniusAI::battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles)
- {
- DbgBox("CGeniusAI::battlefieldPrepared");
- }
- /**
- *
- */
- void CGeniusAI::battleStackMoved(int ID, int dest, bool startMoving, bool endMoving)
- {
- DbgBox("\t\t\tCGeniusAI::battleStackMoved");
- }
- /**
- *
- */
- void CGeniusAI::battleStackAttacking(int ID, int dest)
- {
- DbgBox("\t\t\tCGeniusAI::battleStackAttacking");
- }
- /**
- *
- */
- void CGeniusAI::battleStackIsAttacked(int ID, int dmg, int killed, int IDby, bool byShooting)
- {
- DbgBox("\t\t\tCGeniusAI::battleStackIsAttacked");
- }
- /**
- * called when it's turn of that stack
- */
- BattleAction CGeniusAI::activeStack(int stackID)
- {
- std::string message("\t\t\tCGeniusAI::activeStack stackID(");
- message += boost::lexical_cast<std::string>(stackID);
- message += ")";
- DbgBox(message.c_str());
- BattleAction bact = m_battleLogic->MakeDecision(stackID);
- assert(m_cb->battleGetStackByID(bact.stackNumber));
- return bact;
- };
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