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. static std::shared_ptr<CBattleCallback> cbc;
  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. cbc = 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, adr;
  63. std::vector<BattleHex> attackFrom; //for melee fight
  64. EnemyInfo(const CStack * _s) : s(_s), adi(0), adr(0)
  65. {}
  66. void calcDmg(const BattleID & battleID, const CStack * ourStack)
  67. {
  68. // FIXME: provide distance info for Jousting bonus
  69. DamageEstimation retal;
  70. DamageEstimation dmg = cbc->getBattle(battleID)->battleEstimateDamage(ourStack, s, 0, &retal);
  71. adi = static_cast<int>((dmg.damage.min + dmg.damage.max) / 2);
  72. adr = static_cast<int>((retal.damage.min + retal.damage.max) / 2);
  73. }
  74. bool operator==(const EnemyInfo& ei) const
  75. {
  76. return s == ei.s;
  77. }
  78. };
  79. bool isMoreProfitable(const EnemyInfo &ei1, const EnemyInfo& ei2)
  80. {
  81. return (ei1.adi-ei1.adr) < (ei2.adi - ei2.adr);
  82. }
  83. static bool willSecondHexBlockMoreEnemyShooters(const BattleID & battleID, const BattleHex &h1, const BattleHex &h2)
  84. {
  85. int shooters[2] = {0}; //count of shooters on hexes
  86. for(int i = 0; i < 2; i++)
  87. {
  88. for (auto & neighbour : (i ? h2 : h1).neighbouringTiles())
  89. if(const auto * s = cbc->getBattle(battleID)->battleGetUnitByPos(neighbour))
  90. if(s->isShooter())
  91. shooters[i]++;
  92. }
  93. return shooters[0] < shooters[1];
  94. }
  95. void CStupidAI::yourTacticPhase(const BattleID & battleID, int distance)
  96. {
  97. cb->battleMakeTacticAction(battleID, BattleAction::makeEndOFTacticPhase(cb->getBattle(battleID)->battleGetTacticsSide()));
  98. }
  99. void CStupidAI::activeStack(const BattleID & battleID, const CStack * stack)
  100. {
  101. //boost::this_thread::sleep_for(boost::chrono::seconds(2));
  102. print("activeStack called for " + stack->nodeName());
  103. ReachabilityInfo dists = cb->getBattle(battleID)->getReachability(stack);
  104. std::vector<EnemyInfo> enemiesShootable, enemiesReachable, enemiesUnreachable;
  105. if(stack->creatureId() == CreatureID::CATAPULT)
  106. {
  107. BattleAction attack;
  108. static const std::vector<int> wallHexes = {50, 183, 182, 130, 78, 29, 12, 95};
  109. auto seletectedHex = *RandomGeneratorUtil::nextItem(wallHexes, CRandomGenerator::getDefault());
  110. attack.aimToHex(seletectedHex);
  111. attack.actionType = EActionType::CATAPULT;
  112. attack.side = side;
  113. attack.stackNumber = stack->unitId();
  114. cb->battleMakeUnitAction(battleID, attack);
  115. return;
  116. }
  117. else if(stack->hasBonusOfType(BonusType::SIEGE_WEAPON))
  118. {
  119. cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
  120. return;
  121. }
  122. for (const CStack *s : cb->getBattle(battleID)->battleGetStacks(CBattleInfoEssentials::ONLY_ENEMY))
  123. {
  124. if(cb->getBattle(battleID)->battleCanShoot(stack, s->getPosition()))
  125. {
  126. enemiesShootable.push_back(s);
  127. }
  128. else
  129. {
  130. std::vector<BattleHex> avHexes = cb->getBattle(battleID)->battleGetAvailableHexes(stack, false);
  131. for (BattleHex hex : avHexes)
  132. {
  133. if(CStack::isMeleeAttackPossible(stack, s, hex))
  134. {
  135. std::vector<EnemyInfo>::iterator i = std::find(enemiesReachable.begin(), enemiesReachable.end(), s);
  136. if(i == enemiesReachable.end())
  137. {
  138. enemiesReachable.push_back(s);
  139. i = enemiesReachable.begin() + (enemiesReachable.size() - 1);
  140. }
  141. i->attackFrom.push_back(hex);
  142. }
  143. }
  144. if(!vstd::contains(enemiesReachable, s) && s->getPosition().isValid())
  145. enemiesUnreachable.push_back(s);
  146. }
  147. }
  148. for ( auto & enemy : enemiesReachable )
  149. enemy.calcDmg(battleID, stack);
  150. for ( auto & enemy : enemiesShootable )
  151. enemy.calcDmg(battleID, stack);
  152. if(enemiesShootable.size())
  153. {
  154. const EnemyInfo &ei= *std::max_element(enemiesShootable.begin(), enemiesShootable.end(), isMoreProfitable);
  155. cb->battleMakeUnitAction(battleID, BattleAction::makeShotAttack(stack, ei.s));
  156. return;
  157. }
  158. else if(enemiesReachable.size())
  159. {
  160. const EnemyInfo &ei= *std::max_element(enemiesReachable.begin(), enemiesReachable.end(), &isMoreProfitable);
  161. BattleHex targetHex = *std::max_element(ei.attackFrom.begin(), ei.attackFrom.end(), [&](auto a, auto b) { return willSecondHexBlockMoreEnemyShooters(battleID, a, b);});
  162. cb->battleMakeUnitAction(battleID, BattleAction::makeMeleeAttack(stack, ei.s->getPosition(), targetHex));
  163. return;
  164. }
  165. else if(enemiesUnreachable.size()) //due to #955 - a buggy battle may occur when there are no enemies
  166. {
  167. auto closestEnemy = vstd::minElementByFun(enemiesUnreachable, [&](const EnemyInfo & ei) -> int
  168. {
  169. return dists.distToNearestNeighbour(stack, ei.s);
  170. });
  171. if(dists.distToNearestNeighbour(stack, closestEnemy->s) < GameConstants::BFIELD_SIZE)
  172. {
  173. cb->battleMakeUnitAction(battleID, goTowards(battleID, stack, closestEnemy->s->getAttackableHexes(stack)));
  174. return;
  175. }
  176. }
  177. cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
  178. return;
  179. }
  180. void CStupidAI::battleAttack(const BattleID & battleID, const BattleAttack *ba)
  181. {
  182. print("battleAttack called");
  183. }
  184. void CStupidAI::battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged)
  185. {
  186. print("battleStacksAttacked called");
  187. }
  188. void CStupidAI::battleEnd(const BattleID & battleID, const BattleResult *br, QueryID queryID)
  189. {
  190. print("battleEnd called");
  191. }
  192. // void CStupidAI::battleResultsApplied()
  193. // {
  194. // print("battleResultsApplied called");
  195. // }
  196. void CStupidAI::battleNewRoundFirst(const BattleID & battleID)
  197. {
  198. print("battleNewRoundFirst called");
  199. }
  200. void CStupidAI::battleNewRound(const BattleID & battleID)
  201. {
  202. print("battleNewRound called");
  203. }
  204. void CStupidAI::battleStackMoved(const BattleID & battleID, const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
  205. {
  206. print("battleStackMoved called");
  207. }
  208. void CStupidAI::battleSpellCast(const BattleID & battleID, const BattleSpellCast *sc)
  209. {
  210. print("battleSpellCast called");
  211. }
  212. void CStupidAI::battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse)
  213. {
  214. print("battleStacksEffectsSet called");
  215. }
  216. void CStupidAI::battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool Side, bool replayAllowed)
  217. {
  218. print("battleStart called");
  219. side = Side;
  220. }
  221. void CStupidAI::battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca)
  222. {
  223. print("battleCatapultAttacked called");
  224. }
  225. void CStupidAI::print(const std::string &text) const
  226. {
  227. logAi->trace("CStupidAI [%p]: %s", this, text);
  228. }
  229. BattleAction CStupidAI::goTowards(const BattleID & battleID, const CStack * stack, std::vector<BattleHex> hexes) const
  230. {
  231. auto reachability = cb->getBattle(battleID)->getReachability(stack);
  232. auto avHexes = cb->getBattle(battleID)->battleGetAvailableHexes(reachability, stack, false);
  233. if(!avHexes.size() || !hexes.size()) //we are blocked or dest is blocked
  234. {
  235. return BattleAction::makeDefend(stack);
  236. }
  237. std::sort(hexes.begin(), hexes.end(), [&](BattleHex h1, BattleHex h2) -> bool
  238. {
  239. return reachability.distances[h1] < reachability.distances[h2];
  240. });
  241. for(auto hex : hexes)
  242. {
  243. if(vstd::contains(avHexes, hex))
  244. return BattleAction::makeMove(stack, hex);
  245. if(stack->coversPos(hex))
  246. {
  247. logAi->warn("Warning: already standing on neighbouring tile!");
  248. //We shouldn't even be here...
  249. return BattleAction::makeDefend(stack);
  250. }
  251. }
  252. BattleHex bestNeighbor = hexes.front();
  253. if(reachability.distances[bestNeighbor] > GameConstants::BFIELD_SIZE)
  254. {
  255. return BattleAction::makeDefend(stack);
  256. }
  257. if(stack->hasBonusOfType(BonusType::FLYING))
  258. {
  259. // Flying stack doesn't go hex by hex, so we can't backtrack using predecessors.
  260. // We just check all available hexes and pick the one closest to the target.
  261. auto nearestAvailableHex = vstd::minElementByFun(avHexes, [&](BattleHex hex) -> int
  262. {
  263. return BattleHex::getDistance(bestNeighbor, hex);
  264. });
  265. return BattleAction::makeMove(stack, *nearestAvailableHex);
  266. }
  267. else
  268. {
  269. BattleHex currentDest = bestNeighbor;
  270. while(1)
  271. {
  272. if(!currentDest.isValid())
  273. {
  274. logAi->error("CBattleAI::goTowards: internal error");
  275. return BattleAction::makeDefend(stack);
  276. }
  277. if(vstd::contains(avHexes, currentDest))
  278. return BattleAction::makeMove(stack, currentDest);
  279. currentDest = reachability.predecessors[currentDest];
  280. }
  281. }
  282. }