StupidAI.cpp 9.5 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. #include "../../lib/battle/BattleAction.h"
  17. #include "../../lib/battle/BattleInfo.h"
  18. CStupidAI::CStupidAI()
  19. : side(-1)
  20. , wasWaitingForRealize(false)
  21. , wasUnlockingGs(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. cb->unlockGsWhenWaiting = wasUnlockingGs;
  33. }
  34. }
  35. void CStupidAI::initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB)
  36. {
  37. print("init called, saving ptr to IBattleCallback");
  38. env = ENV;
  39. cb = CB;
  40. wasWaitingForRealize = CB->waitTillRealize;
  41. wasUnlockingGs = CB->unlockGsWhenWaiting;
  42. CB->waitTillRealize = false;
  43. CB->unlockGsWhenWaiting = false;
  44. }
  45. void CStupidAI::initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB, AutocombatPreferences autocombatPreferences)
  46. {
  47. initBattleInterface(ENV, CB);
  48. }
  49. void CStupidAI::actionFinished(const BattleID & battleID, const BattleAction &action)
  50. {
  51. print("actionFinished called");
  52. }
  53. void CStupidAI::actionStarted(const BattleID & battleID, const BattleAction &action)
  54. {
  55. print("actionStarted called");
  56. }
  57. class EnemyInfo
  58. {
  59. public:
  60. const CStack * s;
  61. int adi, adr;
  62. std::vector<BattleHex> attackFrom; //for melee fight
  63. EnemyInfo(const CStack * _s) : s(_s), adi(0), adr(0)
  64. {}
  65. void calcDmg(std::shared_ptr<CBattleCallback> cb, const BattleID & battleID, const CStack * ourStack)
  66. {
  67. // FIXME: provide distance info for Jousting bonus
  68. DamageEstimation retal;
  69. DamageEstimation dmg = cb->getBattle(battleID)->battleEstimateDamage(ourStack, s, 0, &retal);
  70. adi = static_cast<int>((dmg.damage.min + dmg.damage.max) / 2);
  71. adr = static_cast<int>((retal.damage.min + retal.damage.max) / 2);
  72. }
  73. bool operator==(const EnemyInfo& ei) const
  74. {
  75. return s == ei.s;
  76. }
  77. };
  78. bool isMoreProfitable(const EnemyInfo &ei1, const EnemyInfo& ei2)
  79. {
  80. return (ei1.adi-ei1.adr) < (ei2.adi - ei2.adr);
  81. }
  82. static bool willSecondHexBlockMoreEnemyShooters(std::shared_ptr<CBattleCallback> cb, const BattleID & battleID, const BattleHex &h1, const BattleHex &h2)
  83. {
  84. int shooters[2] = {0}; //count of shooters on hexes
  85. for(int i = 0; i < 2; i++)
  86. {
  87. for (auto & neighbour : (i ? h2 : h1).neighbouringTiles())
  88. if(const auto * s = cb->getBattle(battleID)->battleGetUnitByPos(neighbour))
  89. if(s->isShooter())
  90. shooters[i]++;
  91. }
  92. return shooters[0] < shooters[1];
  93. }
  94. void CStupidAI::yourTacticPhase(const BattleID & battleID, int distance)
  95. {
  96. cb->battleMakeTacticAction(battleID, BattleAction::makeEndOFTacticPhase(cb->getBattle(battleID)->battleGetTacticsSide()));
  97. }
  98. void CStupidAI::activeStack(const BattleID & battleID, const CStack * stack)
  99. {
  100. //boost::this_thread::sleep_for(boost::chrono::seconds(2));
  101. print("activeStack called for " + stack->nodeName());
  102. ReachabilityInfo dists = cb->getBattle(battleID)->getReachability(stack);
  103. std::vector<EnemyInfo> enemiesShootable, enemiesReachable, enemiesUnreachable;
  104. if(stack->creatureId() == CreatureID::CATAPULT)
  105. {
  106. BattleAction attack;
  107. static const std::vector<int> wallHexes = {50, 183, 182, 130, 78, 29, 12, 95};
  108. auto seletectedHex = *RandomGeneratorUtil::nextItem(wallHexes, CRandomGenerator::getDefault());
  109. attack.aimToHex(seletectedHex);
  110. attack.actionType = EActionType::CATAPULT;
  111. attack.side = side;
  112. attack.stackNumber = stack->unitId();
  113. cb->battleMakeUnitAction(battleID, attack);
  114. return;
  115. }
  116. else if(stack->hasBonusOfType(BonusType::SIEGE_WEAPON))
  117. {
  118. cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
  119. return;
  120. }
  121. for (const CStack *s : cb->getBattle(battleID)->battleGetStacks(CBattleInfoEssentials::ONLY_ENEMY))
  122. {
  123. if(cb->getBattle(battleID)->battleCanShoot(stack, s->getPosition()))
  124. {
  125. enemiesShootable.push_back(s);
  126. }
  127. else
  128. {
  129. std::vector<BattleHex> avHexes = cb->getBattle(battleID)->battleGetAvailableHexes(stack, false);
  130. for (BattleHex hex : avHexes)
  131. {
  132. if(CStack::isMeleeAttackPossible(stack, s, hex))
  133. {
  134. std::vector<EnemyInfo>::iterator i = std::find(enemiesReachable.begin(), enemiesReachable.end(), s);
  135. if(i == enemiesReachable.end())
  136. {
  137. enemiesReachable.push_back(s);
  138. i = enemiesReachable.begin() + (enemiesReachable.size() - 1);
  139. }
  140. i->attackFrom.push_back(hex);
  141. }
  142. }
  143. if(!vstd::contains(enemiesReachable, s) && s->getPosition().isValid())
  144. enemiesUnreachable.push_back(s);
  145. }
  146. }
  147. for ( auto & enemy : enemiesReachable )
  148. enemy.calcDmg(cb, battleID, stack);
  149. for ( auto & enemy : enemiesShootable )
  150. enemy.calcDmg(cb, battleID, stack);
  151. if(enemiesShootable.size())
  152. {
  153. const EnemyInfo &ei= *std::max_element(enemiesShootable.begin(), enemiesShootable.end(), isMoreProfitable);
  154. cb->battleMakeUnitAction(battleID, BattleAction::makeShotAttack(stack, ei.s));
  155. return;
  156. }
  157. else if(enemiesReachable.size())
  158. {
  159. const EnemyInfo &ei= *std::max_element(enemiesReachable.begin(), enemiesReachable.end(), &isMoreProfitable);
  160. BattleHex targetHex = *std::max_element(ei.attackFrom.begin(), ei.attackFrom.end(), [&](auto a, auto b) { return willSecondHexBlockMoreEnemyShooters(cb, battleID, a, b);});
  161. cb->battleMakeUnitAction(battleID, BattleAction::makeMeleeAttack(stack, ei.s->getPosition(), targetHex));
  162. return;
  163. }
  164. else if(enemiesUnreachable.size()) //due to #955 - a buggy battle may occur when there are no enemies
  165. {
  166. auto closestEnemy = vstd::minElementByFun(enemiesUnreachable, [&](const EnemyInfo & ei) -> int
  167. {
  168. return dists.distToNearestNeighbour(stack, ei.s);
  169. });
  170. if(dists.distToNearestNeighbour(stack, closestEnemy->s) < GameConstants::BFIELD_SIZE)
  171. {
  172. cb->battleMakeUnitAction(battleID, goTowards(battleID, stack, closestEnemy->s->getAttackableHexes(stack)));
  173. return;
  174. }
  175. }
  176. cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
  177. return;
  178. }
  179. void CStupidAI::battleAttack(const BattleID & battleID, const BattleAttack *ba)
  180. {
  181. print("battleAttack called");
  182. }
  183. void CStupidAI::battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged)
  184. {
  185. print("battleStacksAttacked called");
  186. }
  187. void CStupidAI::battleEnd(const BattleID & battleID, const BattleResult *br, QueryID queryID)
  188. {
  189. print("battleEnd called");
  190. }
  191. // void CStupidAI::battleResultsApplied()
  192. // {
  193. // print("battleResultsApplied called");
  194. // }
  195. void CStupidAI::battleNewRoundFirst(const BattleID & battleID)
  196. {
  197. print("battleNewRoundFirst called");
  198. }
  199. void CStupidAI::battleNewRound(const BattleID & battleID)
  200. {
  201. print("battleNewRound called");
  202. }
  203. void CStupidAI::battleStackMoved(const BattleID & battleID, const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
  204. {
  205. print("battleStackMoved called");
  206. }
  207. void CStupidAI::battleSpellCast(const BattleID & battleID, const BattleSpellCast *sc)
  208. {
  209. print("battleSpellCast called");
  210. }
  211. void CStupidAI::battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse)
  212. {
  213. print("battleStacksEffectsSet called");
  214. }
  215. void CStupidAI::battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool Side, bool replayAllowed)
  216. {
  217. print("battleStart called");
  218. side = Side;
  219. }
  220. void CStupidAI::battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca)
  221. {
  222. print("battleCatapultAttacked called");
  223. }
  224. void CStupidAI::print(const std::string &text) const
  225. {
  226. logAi->trace("CStupidAI [%p]: %s", this, text);
  227. }
  228. BattleAction CStupidAI::goTowards(const BattleID & battleID, const CStack * stack, std::vector<BattleHex> hexes) const
  229. {
  230. auto reachability = cb->getBattle(battleID)->getReachability(stack);
  231. auto avHexes = cb->getBattle(battleID)->battleGetAvailableHexes(reachability, stack, false);
  232. if(!avHexes.size() || !hexes.size()) //we are blocked or dest is blocked
  233. {
  234. return BattleAction::makeDefend(stack);
  235. }
  236. std::sort(hexes.begin(), hexes.end(), [&](BattleHex h1, BattleHex h2) -> bool
  237. {
  238. return reachability.distances[h1] < reachability.distances[h2];
  239. });
  240. for(auto hex : hexes)
  241. {
  242. if(vstd::contains(avHexes, hex))
  243. return BattleAction::makeMove(stack, hex);
  244. if(stack->coversPos(hex))
  245. {
  246. logAi->warn("Warning: already standing on neighbouring tile!");
  247. //We shouldn't even be here...
  248. return BattleAction::makeDefend(stack);
  249. }
  250. }
  251. BattleHex bestNeighbor = hexes.front();
  252. if(reachability.distances[bestNeighbor] > GameConstants::BFIELD_SIZE)
  253. {
  254. return BattleAction::makeDefend(stack);
  255. }
  256. if(stack->hasBonusOfType(BonusType::FLYING))
  257. {
  258. // Flying stack doesn't go hex by hex, so we can't backtrack using predecessors.
  259. // We just check all available hexes and pick the one closest to the target.
  260. auto nearestAvailableHex = vstd::minElementByFun(avHexes, [&](BattleHex hex) -> int
  261. {
  262. return BattleHex::getDistance(bestNeighbor, hex);
  263. });
  264. return BattleAction::makeMove(stack, *nearestAvailableHex);
  265. }
  266. else
  267. {
  268. BattleHex currentDest = bestNeighbor;
  269. while(1)
  270. {
  271. if(!currentDest.isValid())
  272. {
  273. logAi->error("CBattleAI::goTowards: internal error");
  274. return BattleAction::makeDefend(stack);
  275. }
  276. if(vstd::contains(avHexes, currentDest))
  277. return BattleAction::makeMove(stack, currentDest);
  278. currentDest = reachability.predecessors[currentDest];
  279. }
  280. }
  281. }