StupidAI.cpp 8.8 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. static std::shared_ptr<CBattleCallback> cbc;
  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. cbc = cb = CB;
  40. wasWaitingForRealize = CB->waitTillRealize;
  41. wasUnlockingGs = CB->unlockGsWhenWaiting;
  42. CB->waitTillRealize = false;
  43. CB->unlockGsWhenWaiting = false;
  44. }
  45. void CStupidAI::actionFinished(const BattleAction &action)
  46. {
  47. print("actionFinished called");
  48. }
  49. void CStupidAI::actionStarted(const BattleAction &action)
  50. {
  51. print("actionStarted called");
  52. }
  53. class EnemyInfo
  54. {
  55. public:
  56. const CStack * s;
  57. int adi, adr;
  58. std::vector<BattleHex> attackFrom; //for melee fight
  59. EnemyInfo(const CStack * _s) : s(_s), adi(0), adr(0)
  60. {}
  61. void calcDmg(const CStack * ourStack)
  62. {
  63. // FIXME: provide distance info for Jousting bonus
  64. DamageEstimation retal;
  65. DamageEstimation dmg = cbc->battleEstimateDamage(ourStack, s, 0, &retal);
  66. adi = static_cast<int>((dmg.damage.min + dmg.damage.max) / 2);
  67. adr = static_cast<int>((retal.damage.min + retal.damage.max) / 2);
  68. }
  69. bool operator==(const EnemyInfo& ei) const
  70. {
  71. return s == ei.s;
  72. }
  73. };
  74. bool isMoreProfitable(const EnemyInfo &ei1, const EnemyInfo& ei2)
  75. {
  76. return (ei1.adi-ei1.adr) < (ei2.adi - ei2.adr);
  77. }
  78. static bool willSecondHexBlockMoreEnemyShooters(const BattleHex &h1, const BattleHex &h2)
  79. {
  80. int shooters[2] = {0}; //count of shooters on hexes
  81. for(int i = 0; i < 2; i++)
  82. {
  83. for (auto & neighbour : (i ? h2 : h1).neighbouringTiles())
  84. if(const auto * s = cbc->battleGetUnitByPos(neighbour))
  85. if(s->isShooter())
  86. shooters[i]++;
  87. }
  88. return shooters[0] < shooters[1];
  89. }
  90. void CStupidAI::yourTacticPhase(int distance)
  91. {
  92. cb->battleMakeTacticAction(BattleAction::makeEndOFTacticPhase(cb->battleGetTacticsSide()));
  93. }
  94. void CStupidAI::activeStack( const CStack * stack )
  95. {
  96. //boost::this_thread::sleep_for(boost::chrono::seconds(2));
  97. print("activeStack called for " + stack->nodeName());
  98. ReachabilityInfo dists = cb->getReachability(stack);
  99. std::vector<EnemyInfo> enemiesShootable, enemiesReachable, enemiesUnreachable;
  100. if(stack->creatureId() == CreatureID::CATAPULT)
  101. {
  102. BattleAction attack;
  103. static const std::vector<int> wallHexes = {50, 183, 182, 130, 78, 29, 12, 95};
  104. auto seletectedHex = *RandomGeneratorUtil::nextItem(wallHexes, CRandomGenerator::getDefault());
  105. attack.aimToHex(seletectedHex);
  106. attack.actionType = EActionType::CATAPULT;
  107. attack.side = side;
  108. attack.stackNumber = stack->unitId();
  109. cb->battleMakeUnitAction(attack);
  110. return;
  111. }
  112. else if(stack->hasBonusOfType(BonusType::SIEGE_WEAPON))
  113. {
  114. cb->battleMakeUnitAction(BattleAction::makeDefend(stack));
  115. return;
  116. }
  117. for (const CStack *s : cb->battleGetStacks(CBattleCallback::ONLY_ENEMY))
  118. {
  119. if(cb->battleCanShoot(stack, s->getPosition()))
  120. {
  121. enemiesShootable.push_back(s);
  122. }
  123. else
  124. {
  125. std::vector<BattleHex> avHexes = cb->battleGetAvailableHexes(stack, false);
  126. for (BattleHex hex : avHexes)
  127. {
  128. if(CStack::isMeleeAttackPossible(stack, s, hex))
  129. {
  130. std::vector<EnemyInfo>::iterator i = std::find(enemiesReachable.begin(), enemiesReachable.end(), s);
  131. if(i == enemiesReachable.end())
  132. {
  133. enemiesReachable.push_back(s);
  134. i = enemiesReachable.begin() + (enemiesReachable.size() - 1);
  135. }
  136. i->attackFrom.push_back(hex);
  137. }
  138. }
  139. if(!vstd::contains(enemiesReachable, s) && s->getPosition().isValid())
  140. enemiesUnreachable.push_back(s);
  141. }
  142. }
  143. for ( auto & enemy : enemiesReachable )
  144. enemy.calcDmg( stack );
  145. for ( auto & enemy : enemiesShootable )
  146. enemy.calcDmg( stack );
  147. if(enemiesShootable.size())
  148. {
  149. const EnemyInfo &ei= *std::max_element(enemiesShootable.begin(), enemiesShootable.end(), isMoreProfitable);
  150. cb->battleMakeUnitAction(BattleAction::makeShotAttack(stack, ei.s));
  151. return;
  152. }
  153. else if(enemiesReachable.size())
  154. {
  155. const EnemyInfo &ei= *std::max_element(enemiesReachable.begin(), enemiesReachable.end(), &isMoreProfitable);
  156. cb->battleMakeUnitAction(BattleAction::makeMeleeAttack(stack, ei.s->getPosition(), *std::max_element(ei.attackFrom.begin(), ei.attackFrom.end(), &willSecondHexBlockMoreEnemyShooters)));
  157. return;
  158. }
  159. else if(enemiesUnreachable.size()) //due to #955 - a buggy battle may occur when there are no enemies
  160. {
  161. auto closestEnemy = vstd::minElementByFun(enemiesUnreachable, [&](const EnemyInfo & ei) -> int
  162. {
  163. return dists.distToNearestNeighbour(stack, ei.s);
  164. });
  165. if(dists.distToNearestNeighbour(stack, closestEnemy->s) < GameConstants::BFIELD_SIZE)
  166. {
  167. cb->battleMakeUnitAction(goTowards(stack, closestEnemy->s->getAttackableHexes(stack)));
  168. return;
  169. }
  170. }
  171. cb->battleMakeUnitAction(BattleAction::makeDefend(stack));
  172. return;
  173. }
  174. void CStupidAI::battleAttack(const BattleAttack *ba)
  175. {
  176. print("battleAttack called");
  177. }
  178. void CStupidAI::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged)
  179. {
  180. print("battleStacksAttacked called");
  181. }
  182. void CStupidAI::battleEnd(const BattleResult *br, QueryID queryID)
  183. {
  184. print("battleEnd called");
  185. }
  186. // void CStupidAI::battleResultsApplied()
  187. // {
  188. // print("battleResultsApplied called");
  189. // }
  190. void CStupidAI::battleNewRoundFirst(int round)
  191. {
  192. print("battleNewRoundFirst called");
  193. }
  194. void CStupidAI::battleNewRound(int round)
  195. {
  196. print("battleNewRound called");
  197. }
  198. void CStupidAI::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
  199. {
  200. print("battleStackMoved called");
  201. }
  202. void CStupidAI::battleSpellCast(const BattleSpellCast *sc)
  203. {
  204. print("battleSpellCast called");
  205. }
  206. void CStupidAI::battleStacksEffectsSet(const SetStackEffect & sse)
  207. {
  208. print("battleStacksEffectsSet called");
  209. }
  210. void CStupidAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool Side, bool replayAllowed)
  211. {
  212. print("battleStart called");
  213. side = Side;
  214. }
  215. void CStupidAI::battleCatapultAttacked(const CatapultAttack & ca)
  216. {
  217. print("battleCatapultAttacked called");
  218. }
  219. void CStupidAI::print(const std::string &text) const
  220. {
  221. logAi->trace("CStupidAI [%p]: %s", this, text);
  222. }
  223. BattleAction CStupidAI::goTowards(const CStack * stack, std::vector<BattleHex> hexes) const
  224. {
  225. auto reachability = cb->getReachability(stack);
  226. auto avHexes = cb->battleGetAvailableHexes(reachability, stack, false);
  227. if(!avHexes.size() || !hexes.size()) //we are blocked or dest is blocked
  228. {
  229. return BattleAction::makeDefend(stack);
  230. }
  231. std::sort(hexes.begin(), hexes.end(), [&](BattleHex h1, BattleHex h2) -> bool
  232. {
  233. return reachability.distances[h1] < reachability.distances[h2];
  234. });
  235. for(auto hex : hexes)
  236. {
  237. if(vstd::contains(avHexes, hex))
  238. return BattleAction::makeMove(stack, hex);
  239. if(stack->coversPos(hex))
  240. {
  241. logAi->warn("Warning: already standing on neighbouring tile!");
  242. //We shouldn't even be here...
  243. return BattleAction::makeDefend(stack);
  244. }
  245. }
  246. BattleHex bestNeighbor = hexes.front();
  247. if(reachability.distances[bestNeighbor] > GameConstants::BFIELD_SIZE)
  248. {
  249. return BattleAction::makeDefend(stack);
  250. }
  251. if(stack->hasBonusOfType(BonusType::FLYING))
  252. {
  253. // Flying stack doesn't go hex by hex, so we can't backtrack using predecessors.
  254. // We just check all available hexes and pick the one closest to the target.
  255. auto nearestAvailableHex = vstd::minElementByFun(avHexes, [&](BattleHex hex) -> int
  256. {
  257. return BattleHex::getDistance(bestNeighbor, hex);
  258. });
  259. return BattleAction::makeMove(stack, *nearestAvailableHex);
  260. }
  261. else
  262. {
  263. BattleHex currentDest = bestNeighbor;
  264. while(1)
  265. {
  266. if(!currentDest.isValid())
  267. {
  268. logAi->error("CBattleAI::goTowards: internal error");
  269. return BattleAction::makeDefend(stack);
  270. }
  271. if(vstd::contains(avHexes, currentDest))
  272. return BattleAction::makeMove(stack, currentDest);
  273. currentDest = reachability.predecessors[currentDest];
  274. }
  275. }
  276. }