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