| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991992993994995996997998999100010011002100310041005100610071008100910101011101210131014101510161017101810191020102110221023102410251026102710281029103010311032103310341035103610371038103910401041104210431044104510461047104810491050105110521053105410551056105710581059106010611062106310641065106610671068106910701071107210731074107510761077107810791080108110821083 | #include "CGeniusAI.h"#include <iostream>#include <fstream>#include <math.h>#include <boost/lexical_cast.hpp>#include <boost/lambda/lambda.hpp>#include <boost/lambda/bind.hpp>#include <boost/lambda/if.hpp>#include <boost/algorithm/string/split.hpp>#include <boost/algorithm/string/classification.hpp>#include <boost/algorithm/string.hpp>using namespace boost::lambda;using namespace std;using namespace GeniusAI;#if defined (_MSC_VER) && (_MSC_VER >= 1020) || (__MINGW32__)#include <windows.h>#endifvoid MsgBox(const char *msg, bool messageBox = false){#if defined _DEBUG#	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}void CGeniusAI::init(ICallback *CB){	m_cb = 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;	MsgBox(info.c_str());}void CGeniusAI::yourTurn(){	m_cb->endTurn();}void CGeniusAI::heroKilled(const CGHeroInstance *){}void CGeniusAI::heroCreated(const CGHeroInstance *){}void CGeniusAI::heroMoved(const HeroMoveDetails &){}void CGeniusAI::heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback){	callback(rand() % skills.size());}/** * 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 += ")";	MsgBox(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 += ")";	MsgBox(message.c_str());}/** * called when stack is performing attack */void CGeniusAI::battleAttack(BattleAttack *ba){	MsgBox("\t\t\tCGeniusAI::battleAttack");}/** * called when stack receives damage (after battleAttack()) */void CGeniusAI::battleStackAttacked(BattleStackAttacked * bsa){	MsgBox("\t\t\tCGeniusAI::battleStackAttacked");}/** * 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);	m_battleLogic = new CBattleLogic(m_cb, army1, army2, tile, hero1, hero2, side);	assert(m_battleLogic);	MsgBox("** CGeniusAI::battleStart **");}/** * */void CGeniusAI::battleEnd(BattleResult *br){	delete m_battleLogic;	m_battleLogic = NULL;	MsgBox("** 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);	MsgBox(message.c_str());	m_battleLogic->SetCurrentTurn(round);}/** * */void CGeniusAI::battleStackMoved(int ID, int dest){	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 += ")";	MsgBox(message.c_str());}/** * */void CGeniusAI::battleSpellCasted(SpellCasted *sc){	MsgBox("\t\t\tCGeniusAI::battleSpellCasted");}/** * called when battlefield is prepared, prior the battle beginning */void CGeniusAI::battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles){	MsgBox("CGeniusAI::battlefieldPrepared");}/** * */void CGeniusAI::battleStackMoved(int ID, int dest, bool startMoving, bool endMoving){	MsgBox("\t\t\tCGeniusAI::battleStackMoved");}/** * */void CGeniusAI::battleStackAttacking(int ID, int dest){	MsgBox("\t\t\tCGeniusAI::battleStackAttacking");}/** * */void CGeniusAI::battleStackIsAttacked(int ID, int dmg, int killed, int IDby, bool byShooting){	MsgBox("\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 += ")";	MsgBox(message.c_str());	return m_battleLogic->MakeDecision(stackID);};/*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 CBattleHelper class. */CBattleHelper::CBattleHelper():	InfiniteDistance(0xffff),	BattlefieldHeight(11),	BattlefieldWidth(15),	m_voteForDistance(10),	m_voteForDistanceFromShooters(20),	m_voteForHitPoints(10),	m_voteForMaxDamage(10),	m_voteForMaxSpeed(10),	m_voteForMinDamage(10){	// loads votes	std::fstream f;	f.open("AI\\CBattleHelper.txt", std::ios::in);	if (f)	{		//char c_line[512];		std::string line;		while (std::getline(f, line, '\n'))		{			//f.getline(c_line, sizeof(c_line), '\n');			//std::string line(c_line);			//std::getline(f, line);			std::vector<std::string> parts;			boost::algorithm::split(parts, line, boost::algorithm::is_any_of("="));			if (parts.size() >= 2)			{				boost::algorithm::trim(parts[0]);				boost::algorithm::trim(parts[1]);				if (parts[0].compare("m_voteForDistance") == 0)				{					try					{						m_voteForDistance = boost::lexical_cast<int>(parts[1]);					}					catch (boost::bad_lexical_cast &)					{}				}				else if (parts[0].compare("m_voteForDistanceFromShooters") == 0)				{					try					{						m_voteForDistanceFromShooters = boost::lexical_cast<int>(parts[1]);					}					catch (boost::bad_lexical_cast &)					{}				}				else if (parts[0].compare("m_voteForHitPoints") == 0)				{					try					{						m_voteForHitPoints = boost::lexical_cast<int>(parts[1]);					}					catch (boost::bad_lexical_cast &)					{}				}				else if (parts[0].compare("m_voteForMaxDamage") == 0)				{					try					{						m_voteForMaxDamage = boost::lexical_cast<int>(parts[1]);					}					catch (boost::bad_lexical_cast &)					{}				}				else if (parts[0].compare("m_voteForMaxSpeed") == 0)				{					try					{						m_voteForMaxSpeed = boost::lexical_cast<int>(parts[1]);					}					catch (boost::bad_lexical_cast &)					{}				}				else if (parts[0].compare("m_voteForMinDamage") == 0)				{					try					{						m_voteForMinDamage = boost::lexical_cast<int>(parts[1]);					}					catch (boost::bad_lexical_cast &)					{}				}			}		}		f.close();	}}CBattleHelper::~CBattleHelper(){}int CBattleHelper::GetBattleFieldPosition(int x, int y){	return x + 17 * (y - 1);}int CBattleHelper::DecodeXPosition(int battleFieldPosition){	int pos = battleFieldPosition - (DecodeYPosition(battleFieldPosition) - 1) * 17;	assert(pos > 0 && pos < 16);	return pos;}int CBattleHelper::DecodeYPosition(int battleFieldPosition){	double y = (double)battleFieldPosition / 17.0;	if (y - (int)y > 0.0)	{		return (int)y + 1;	}	assert((int)y > 0 && (int)y <= 11);	return (int)y;}int CBattleHelper::GetShortestDistance(int pointA, int pointB){	/**	 * TODO: function hasn't been checked!	 */	int x1 = DecodeXPosition(pointA);	int y1 = DecodeYPosition(pointA);	//	int x2 = DecodeXPosition(pointB);	//x2 += (x2 % 2)? 0 : 1;	int y2 = DecodeYPosition(pointB);	//	double dx = x1 - x2;	double dy = y1 - y2;	return (int)sqrt(dx * dx + dy * dy);}int CBattleHelper::GetDistanceWithObstacles(int pointA, int pointB){	// TODO - implement this!	return GetShortestDistance(pointA, pointB);}/** *	Implementation of CBattleLogic class. */CBattleLogic::CBattleLogic(ICallback *cb,  CCreatureSet *army1, CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side) :	m_cb(cb),	m_iCurrentTurn(-2),	m_bIsAttacker(false),	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::map<int, CStack> map_stacks;	map_stacks allStacks = m_cb->battleGetStacks();	const CStack *currentStack = m_cb->battleGetStackByID(currentCreatureId);	/*	// 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;	for (map_stacks::const_iterator it = allStacks.begin(); it != allStacks.end(); ++it)	{		const CStack *st = &it->second;		if ((it->second.attackerOwned != 0) != m_bIsAttacker)		{			int id = it->first;			if (st->amount < 1)			{				continue;			}			// make stats			int hitPoints = st->amount * st->creature->hitPoints - (st->creature->hitPoints - st->firstHPleft);			m_statMaxDamage.push_back(std::pair<int, int>(id, st->creature->damageMax * st->amount));			m_statMinDamage.push_back(std::pair<int, int>(id, st->creature->damageMin * st->amount));			m_statHitPoints.push_back(std::pair<int, int>(id, hitPoints));			m_statMaxSpeed.push_back(std::pair<int, int>(id, st->creature->speed));			totalEnemyDamage += (st->creature->damageMax + st->creature->damageMin) * st->amount / 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->creature->attack + (attackerHero ? attackerHero->getPrimSkillLevel(0) : 0) - (st->creature->defence + (defendingHero ? defendingHero->getPrimSkillLevel(1) : 0));			float damageFactor = 1.0f;			if(attackDefenseBonus < 0) //decreasing dmg			{				if(0.02f * (-attackDefenseBonus) > 0.3f)				{					damageFactor += -0.3f;				}				else				{					damageFactor += 0.02f * attackDefenseBonus;				}			}			else //increasing dmg			{				if(0.05f * attackDefenseBonus > 4.0f)				{					damageFactor += 4.0f;				}				else				{					damageFactor += 0.05f * attackDefenseBonus;				}			}			cs.damage_max = (int)(currentStack->creature->damageMax * currentStack->amount * damageFactor);			if (cs.damage_max > hitPoints)			{				cs.damage_max = hitPoints;			}			cs.damage_min = (int)(currentStack->creature->damageMin * currentStack->amount * damageFactor);			if (cs.damage_min > hitPoints)			{				cs.damage_min = hitPoints;			}			cs.amount_max = cs.damage_max / st->creature->hitPoints;			cs.amount_min = cs.damage_min / st->creature->hitPoints;			cs.leftHitPoints_for_max = (hitPoints - cs.damage_max) % st->creature->hitPoints;			cs.leftHitPoint_for_min = (hitPoints - cs.damage_min) % st->creature->hitPoints;			m_statCasualties.push_back(std::pair<int, SCreatureCasualties>(id, cs));			if (st->creature->isShooting() && st->shots > 0)			{				m_statDistanceFromShooters.push_back(std::pair<int, int>(id, m_battleHelper.GetShortestDistance(currentStack->position, st->position)));			}			if (currentStack->creature->isFlying() || (currentStack->creature->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->amount < 1)			{				continue;			}			int hitPoints = st->amount * st->creature->hitPoints - (st->creature->hitPoints - st->firstHPleft);			totalDamage += (st->creature->damageMax + st->creature->damageMin) * st->amount / 2;			totalHitPoints += hitPoints;		}	}	if ((float)totalDamage / (float)totalEnemyDamage < 0.5f &&		(float)totalHitPoints / (float)totalEnemyHitPoints < 0.5f)	{		m_bEnemyDominates = true;		MsgBox("** EnemyDominates!");	}	else	{		m_bEnemyDominates = false;	}	// sort max damage	std::sort(m_statMaxDamage.begin(), m_statMaxDamage.end(),		bind(&creature_stat::value_type::second, _1) > bind(&creature_stat::value_type::second, _2));	// sort min damage	std::sort(m_statMinDamage.begin(), m_statMinDamage.end(),		bind(&creature_stat::value_type::second, _1) > bind(&creature_stat::value_type::second, _2));	// sort max speed	std::sort(m_statMaxSpeed.begin(), m_statMaxSpeed.end(),		bind(&creature_stat::value_type::second, _1) > bind(&creature_stat::value_type::second, _2));	// sort distance	std::sort(m_statDistance.begin(), m_statDistance.end(),		bind(&creature_stat::value_type::second, _1) < bind(&creature_stat::value_type::second, _2));	// sort distance from shooters	std::sort(m_statDistanceFromShooters.begin(), m_statDistanceFromShooters.end(),		bind(&creature_stat::value_type::second, _1) < bind(&creature_stat::value_type::second, _2));	// sort hit points	std::sort(m_statHitPoints.begin(), m_statHitPoints.end(),		bind(&creature_stat::value_type::second, _1) > bind(&creature_stat::value_type::second, _2));	// sort casualties	std::sort(m_statCasualties.begin(), m_statCasualties.end(),		bind(&creature_stat_casualties::value_type::second_type::damage_max, bind(&creature_stat_casualties::value_type::second, _1))		>		bind(&creature_stat_casualties::value_type::second_type::damage_max, bind(&creature_stat_casualties::value_type::second, _2)));}BattleAction CBattleLogic::MakeDecision(int stackID){	MakeStatistics(stackID);	list<int> creatures;	int additionalInfo;	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);	MsgBox(message.c_str());	*/	if (additionalInfo == -1 || creatures.empty())	{		// defend		return MakeDefend(stackID);	}	else if (additionalInfo == -2)	{		return MakeWait(stackID);	}	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		{			PrintBattleAction(ba);			return ba;		}	}	BattleAction ba = MakeAttack(stackID, *creatures.begin());	return ba;}std::vector<int> CBattleLogic::GetAvailableHexesForAttacker(CStack *defender, CStack *attacker){	int x = m_battleHelper.DecodeXPosition(defender->position);	int y = m_battleHelper.DecodeYPosition(defender->position);	bool defenderIsDW = defender->creature->isDoubleWide();	bool attackerIsDW = attacker->creature->isDoubleWide();	// 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);		CStack *st = m_cb->battleGetStackByPos(new_pos);		if (st == NULL || st->amount < 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->amount >= 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::MakeDefend(int stackID){	BattleAction ba;	ba.side = 1;	ba.actionType = action_defend;	ba.stackNumber = stackID;	ba.additionalInfo = -1;	return ba;}BattleAction CBattleLogic::MakeWait(int stackID){	BattleAction ba;	ba.side = 1;	ba.actionType = action_wait;	ba.stackNumber = stackID;	ba.additionalInfo = -1;	return ba;}BattleAction CBattleLogic::MakeAttack(int attackerID, int destinationID){	if (m_cb->battleCanShoot(attackerID, m_cb->battleGetPos(destinationID)))	{		// shoot		BattleAction ba;		ba.side = 1;		ba.additionalInfo = -1;		ba.actionType = action_shoot; // shoot		ba.stackNumber = attackerID;		ba.destinationTile = (ui16)m_cb->battleGetPos(destinationID);		return ba;	}	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 MakeDefend(attackerID);		}		// 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<int> fields = m_cb->battleGetAvailableHexes(attackerID, false);		if(fields.size() == 0)		{			return MakeDefend(attackerID);		}		BattleAction ba;		ba.side = 1;		//ba.actionType = 6; // go and attack		ba.stackNumber = attackerID;		ba.destinationTile = (ui16)dest_tile;		ba.additionalInfo = m_cb->battleGetPos(destinationID);		int nearest_dist = m_battleHelper.InfiniteDistance;		int nearest_pos = -1;		// if double wide calculate tail		CStack *attackerStack = m_cb->battleGetStackByID(attackerID);		assert(attackerStack != NULL);		int tail_pos = -1;		if (attackerStack->creature->isDoubleWide())		{			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;				PrintBattleAction(ba);				return ba;			}		}		for (std::vector<int>::const_iterator it = fields.begin(); it != fields.end(); ++it)		{			if (*it == dest_tile)			{				// attack!				ba.actionType = action_walk_and_attack;#if defined _DEBUG				PrintBattleAction(ba);#endif				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));		MsgBox(message.c_str());		ba.actionType = action_walk;		ba.destinationTile = (ui16)nearest_pos;		ba.additionalInfo  = -1;#if defined _DEBUG		PrintBattleAction(ba);#endif		return ba;	}}/** * The main idea is to perform maximum casualties. */list<int> CBattleLogic::PerformBerserkAttack(int stackID, int &additionalInfo){	CCreature c = m_cb->battleGetCreature(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.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 (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 - ";		CStack *c = m_cb->battleGetStackByPos(action.additionalInfo);		if (c && c->creature)		{			message += c->creature->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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