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							- #include "StdInc.h"
 
- #include "../../lib/AI_Base.h"
 
- #include "BattleAI.h"
 
- #include "../../lib/BattleState.h"
 
- #include "../../CCallback.h"
 
- #include "../../lib/CCreatureHandler.h"
 
- #include "../../lib/CSpellHandler.h"
 
- #include "../../lib/VCMI_Lib.h"
 
- using boost::optional;
 
- CBattleCallback * cbc;
 
- #define LOGL(text) print(text)
 
- #define LOGFL(text, formattingEl) print(boost::str(boost::format(text) % formattingEl))
 
- class StackWithBonuses : public IBonusBearer
 
- {
 
- public:
 
- 	const CStack *stack;
 
- 	mutable std::vector<Bonus> bonusesToAdd;
 
- 	virtual const TBonusListPtr getAllBonuses(const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root = NULL, const std::string &cachingStr = "") const OVERRIDE
 
- 	{
 
- 		TBonusListPtr ret = make_shared<BonusList>();
 
- 		const TBonusListPtr originalList = stack->getAllBonuses(selector, limit, root, cachingStr);
 
- 		boost::copy(*originalList, std::back_inserter(*ret));
 
- 		BOOST_FOREACH(auto &bonus, bonusesToAdd)
 
- 		{
 
- 			if(selector(&bonus)  &&  (!limit || !limit(&bonus)))
 
- 				ret->push_back(&bonus);
 
- 		}
 
- 		//TODO limiters?
 
- 		return ret;
 
- 	}
 
- };
 
- struct Skirmish
 
- {
 
- 	const CStack *attacker, *defender;
 
- 	int retaliationDamage, dealtDamage;
 
- 	Skirmish(const CStack *Attacker, const CStack *Defender)
 
- 		:attacker(Attacker), defender(Defender)
 
- 	{
 
- 		TDmgRange retal, dmg = cbc->battleEstimateDamage(attacker, defender, &retal);
 
- 		dealtDamage = (dmg.first + dmg.second) / 2;
 
- 		retaliationDamage = (retal.first + retal.second) / 2;
 
- 		if(attacker->hasBonusOfType(Bonus::ADDITIONAL_ATTACK))
 
- 			dealtDamage *= 2;
 
- 		if(attacker->hasBonusOfType(Bonus::BLOCKS_RETALIATION) || defender->hasBonusOfType(Bonus::NO_RETALIATION))
 
- 			retaliationDamage = 0;
 
- 	}
 
- };
 
- CBattleAI::CBattleAI(void)
 
- 	: side(-1), cb(NULL)
 
- {
 
- 	print("created");
 
- }
 
- CBattleAI::~CBattleAI(void)
 
- {
 
- 	print("destroyed");
 
- 	if(cb)
 
- 	{
 
- 		//Restore previous state of CB - it may be shared with the main AI (like VCAI)
 
- 		cb->waitTillRealize = wasWaitingForRealize;
 
- 		cb->unlockGsWhenWaiting = wasUnlockingGs;
 
- 	}
 
- }
 
- void CBattleAI::init( CBattleCallback * CB )
 
- {
 
- 	print("init called, saving ptr to IBattleCallback");
 
- 	cbc = cb = CB;
 
- 	playerID = *CB->getPlayerID();; //TODO should be sth in callback
 
- 	wasWaitingForRealize = cb->waitTillRealize;
 
- 	wasUnlockingGs = CB->unlockGsWhenWaiting;
 
- 	CB->waitTillRealize = true;
 
- 	CB->unlockGsWhenWaiting = false;
 
- }
 
- void CBattleAI::actionFinished( const BattleAction *action )
 
- {
 
- 	print("actionFinished called");
 
- }
 
- void CBattleAI::actionStarted( const BattleAction *action )
 
- {
 
- 	print("actionStarted called");
 
- }
 
- struct EnemyInfo
 
- {
 
- 	const CStack * s;
 
- 	int adi, adr;
 
- 	std::vector<BattleHex> attackFrom; //for melee fight
 
- 	EnemyInfo(const CStack * _s) : s(_s)
 
- 	{}
 
- 	void calcDmg(const CStack * ourStack)
 
- 	{
 
- 		TDmgRange retal, dmg = cbc->battleEstimateDamage(ourStack, s, &retal);
 
- 		adi = (dmg.first + dmg.second) / 2;
 
- 		adr = (retal.first + retal.second) / 2;
 
- 	}
 
- 	bool operator==(const EnemyInfo& ei) const
 
- 	{
 
- 		return s == ei.s;
 
- 	}
 
- };
 
- bool isMoreProfitable(const EnemyInfo &ei1, const EnemyInfo& ei2)
 
- {
 
- 	return (ei1.adi-ei1.adr) < (ei2.adi - ei2.adr);
 
- }
 
- int distToNearestNeighbour(BattleHex hex, const ReachabilityInfo::TDistances& dists, BattleHex *chosenHex = NULL)
 
- {
 
- 	int ret = 1000000;
 
- 	BOOST_FOREACH(BattleHex n, hex.neighbouringTiles())
 
- 	{
 
- 		if(dists[n] >= 0 && dists[n] < ret)
 
- 		{
 
- 			ret = dists[n];
 
- 			if(chosenHex)
 
- 				*chosenHex = n;
 
- 		}
 
- 	}
 
- 	return ret;
 
- }
 
- bool isCloser(const EnemyInfo & ei1, const EnemyInfo & ei2, const ReachabilityInfo::TDistances & dists)
 
- {
 
- 	return distToNearestNeighbour(ei1.s->position, dists) < distToNearestNeighbour(ei2.s->position, dists);
 
- }
 
- //FIXME: unused function
 
- /*
 
- static bool willSecondHexBlockMoreEnemyShooters(const BattleHex &h1, const BattleHex &h2)
 
- {
 
- 	int shooters[2] = {0}; //count of shooters on hexes
 
- 	for(int i = 0; i < 2; i++)
 
- 		BOOST_FOREACH(BattleHex neighbour, (i ? h2 : h1).neighbouringTiles())
 
- 			if(const CStack *s = cbc->battleGetStackByPos(neighbour))
 
- 				if(s->getCreature()->isShooting())
 
- 						shooters[i]++;
 
- 	return shooters[0] < shooters[1];
 
- }
 
- */
 
- template <typename Container, typename Pred>
 
- auto sum(const Container & c, Pred p) -> decltype(p(*boost::begin(c)))
 
- {
 
- 	double ret = 0;
 
- 	BOOST_FOREACH(const auto &element, c)
 
- 	{
 
- 		ret += p(element);
 
- 	}
 
- 	return ret;
 
- }
 
- struct ThreatMap
 
- {	
 
- 	std::array<std::vector<BattleAttackInfo>, GameConstants::BFIELD_SIZE> threatMap; // [hexNr] -> enemies able to strike
 
- 	
 
- 	const CStack *endangered; 
 
- 	std::array<int, GameConstants::BFIELD_SIZE> sufferedDamage; 
 
- 	ThreatMap(const CStack *Endangered)
 
- 		: endangered(Endangered)
 
- 	{
 
- 		sufferedDamage.fill(0);
 
- 		BOOST_FOREACH(const CStack *enemy, cbc->battleGetStacks())
 
- 		{
 
- 			//Consider only stacks of different owner
 
- 			if(enemy->attackerOwned == endangered->attackerOwned)
 
- 				continue;
 
- 			//Look-up which tiles can be melee-attacked
 
- 			std::array<bool, GameConstants::BFIELD_SIZE> meleeAttackable;
 
- 			meleeAttackable.fill(false);
 
- 			auto enemyReachability = cbc->getReachability(enemy);
 
- 			for(int i = 0; i < GameConstants::BFIELD_SIZE; i++)
 
- 			{
 
- 				if(enemyReachability.isReachable(i))
 
- 				{
 
- 					meleeAttackable[i] = true;
 
- 					BOOST_FOREACH(auto n, BattleHex(i).neighbouringTiles())
 
- 						meleeAttackable[n] = true;
 
- 				}
 
- 			}
 
- 			//Gather possible assaults
 
- 			for(int i = 0; i < GameConstants::BFIELD_SIZE; i++)
 
- 			{
 
- 				if(cbc->battleCanShoot(enemy, i))
 
- 					threatMap[i].push_back(BattleAttackInfo(enemy, endangered, true));
 
- 				else if(meleeAttackable[i])
 
- 				{
 
- 					BattleAttackInfo bai(enemy, endangered, false);
 
- 					bai.chargedFields = std::max(BattleHex::getDistance(enemy->position, i) - 1, 0); //TODO check real distance (BFS), not just metric
 
- 					threatMap[i].push_back(BattleAttackInfo(bai));
 
- 				}
 
- 			}
 
- 		}
 
- 		for(int i = 0; i < GameConstants::BFIELD_SIZE; i++)
 
- 		{
 
- 			sufferedDamage[i] = sum(threatMap[i], [](const BattleAttackInfo &bai) -> int
 
- 			{
 
- 				auto dmg = cbc->calculateDmgRange(bai);
 
- 				return (dmg.first + dmg.second)/2;
 
- 			});
 
- 		}
 
- 	}
 
- };
 
- struct AttackPossibility
 
- {
 
- 	const CStack *enemy; //redundant (to attack.defender) but looks nice
 
- 	BattleHex tile; //tile from which we attack
 
- 	BattleAttackInfo attack;
 
- 	int damageDealt;
 
- 	int damageReceived; //usually by counter-attack
 
- 	int damageDiff() const
 
- 	{
 
- 		return damageDealt - damageReceived;
 
- 	}
 
- 	int attackValue() const
 
- 	{
 
- 		//TODO consider tactical advantage
 
- 		return damageDiff();
 
- 	}
 
- };
 
- template<typename Key, typename Val>
 
- const Val &getValOr(const std::map<Key, Val> &Map, const Key &key, const Val &defaultValue)
 
- {
 
- 	auto i = Map.find(key);
 
- 	if(i != Map.end())
 
- 		return i->second;
 
- 	else 
 
- 		return defaultValue;
 
- }
 
- struct HypotheticChangesToBattleState
 
- {
 
- 	std::map<const CStack *, const IBonusBearer *> bonusesOfStacks;
 
- };
 
- struct PotentialTargets
 
- {
 
- 	std::vector<AttackPossibility> possibleAttacks;
 
- 	std::vector<const CStack *> unreachableEnemies;
 
- 	std::function<AttackPossibility(bool,BattleHex)>  GenerateAttackInfo; //args: shooting, destHex
 
- 	PotentialTargets()
 
- 	{}
 
- 	PotentialTargets(const CStack *attacker, const HypotheticChangesToBattleState &state = HypotheticChangesToBattleState())
 
- 	{
 
- 		auto dists = cbc->battleGetDistances(attacker);
 
- 		std::vector<BattleHex> avHexes = cbc->battleGetAvailableHexes(attacker, false);
 
- 		BOOST_FOREACH(const CStack *enemy, cbc->battleGetStacks())
 
- 		{
 
- 			//Consider only stacks of different owner
 
- 			if(enemy->attackerOwned == attacker->attackerOwned)
 
- 				continue;
 
- 			
 
- 			GenerateAttackInfo = [&](bool shooting, BattleHex hex) -> AttackPossibility
 
- 			{
 
- 				auto bai = BattleAttackInfo(attacker, enemy, shooting);
 
- 				bai.attackerBonuses = getValOr(state.bonusesOfStacks, bai.attacker, static_cast<const IBonusBearer *>(bai.attacker));
 
- 				bai.defenderBonuses = getValOr(state.bonusesOfStacks, bai.defender, static_cast<const IBonusBearer *>(bai.defender));
 
- 				AttackPossibility ap = {enemy, hex, bai, 0, 0};
 
- 				if(hex.isValid())
 
- 				{
 
- 					assert(dists[hex] <= attacker->Speed());
 
- 					ap.attack.chargedFields = dists[hex];
 
- 				}
 
- 				std::pair<ui32, ui32> retaliation;
 
- 				auto attackDmg = cbc->battleEstimateDamage(ap.attack, &retaliation);
 
- 				ap.damageDealt = (attackDmg.first + attackDmg.second) / 2;
 
- 				ap.damageReceived = (retaliation.first + retaliation.second) / 2;
 
- 				//TODO other damage related to attack (eg. fire shield and other abilities)
 
- 				//TODO limit max damage by total stacks health (dealing 100000 dmg to single Pikineer is not that effective)
 
- 				return ap;
 
- 			};
 
- 			if(cbc->battleCanShoot(attacker, enemy->position))
 
- 			{
 
- 				possibleAttacks.push_back(GenerateAttackInfo(true, BattleHex::INVALID));
 
- 			}
 
- 			else
 
- 			{
 
- 				BOOST_FOREACH(BattleHex hex, avHexes)
 
- 					if(CStack::isMeleeAttackPossible(attacker, enemy, hex))
 
- 						possibleAttacks.push_back(GenerateAttackInfo(false, hex));
 
- 				if(!vstd::contains_if(possibleAttacks, [=](const AttackPossibility &pa) { return pa.enemy == enemy; }))
 
- 					unreachableEnemies.push_back(enemy);
 
- 			}
 
- 		}
 
- 	}
 
- 	AttackPossibility bestAction() const
 
- 	{
 
- 		if(possibleAttacks.empty())
 
- 			throw std::runtime_error("No best action, since we don't have any actions");
 
- 		return *vstd::maxElementByFun(possibleAttacks, [](const AttackPossibility &ap) { return ap.damageDiff(); } );
 
- 	}
 
- 	int bestActionValue() const
 
- 	{
 
- 		if(possibleAttacks.empty())
 
- 			return 0;
 
- 		return bestAction().damageDiff();
 
- 	}
 
- };
 
- BattleAction CBattleAI::activeStack( const CStack * stack )
 
- {
 
- 	cbc = cb; //TODO: make solid sure that AIs always use their callbacks (need to take care of event handlers too)
 
- 	try
 
- 	{
 
- 		print("activeStack called for " + stack->nodeName());
 
- 		if(stack->type->idNumber == CreatureID::CATAPULT)
 
- 			return useCatapult(stack);
 
- 		if(cb->battleCanCastSpell())
 
- 			attemptCastingSpell();
 
- 		if(cb->battleGetStacks(CBattleInfoEssentials::ONLY_ENEMY).empty())
 
- 		{
 
- 			//We apparently won battle by casting spell, return defend... (accessing cb may cause trouble)
 
- 			return BattleAction::makeDefend(stack);
 
- 		}
 
- 		ThreatMap threatsToUs(stack);
 
- 		PotentialTargets targets(stack);
 
- 		if(targets.possibleAttacks.size())
 
- 		{
 
- 			auto hlp = targets.bestAction();
 
- 			if(hlp.attack.shooting)
 
- 				return BattleAction::makeShotAttack(stack, hlp.enemy);
 
- 			else
 
- 				return BattleAction::makeMeleeAttack(stack, hlp.enemy, hlp.tile);
 
- 		}
 
- 		else
 
- 		{
 
- 			if(stack->waited())
 
- 			{
 
- 				auto dists = cbc->battleGetDistances(stack);
 
- 				const EnemyInfo &ei= *range::min_element(targets.unreachableEnemies, boost::bind(isCloser, _1, _2, boost::ref(dists)));
 
- 				if(distToNearestNeighbour(ei.s->position, dists) < GameConstants::BFIELD_SIZE)
 
- 				{
 
- 					return goTowards(stack, ei.s->position);
 
- 				}
 
- 			}
 
- 			else
 
- 			{
 
- 				return BattleAction::makeWait(stack);
 
- 			}
 
- 		}
 
- 	}
 
- 	catch(std::exception &e)
 
- 	{
 
-         logAi->errorStream() << "Exception occurred in " << __FUNCTION__ << " " << e.what();
 
- 	}
 
- 	return BattleAction::makeDefend(stack);
 
- }
 
- void CBattleAI::battleAttack(const BattleAttack *ba)
 
- {
 
- 	print("battleAttack called");
 
- }
 
- void CBattleAI::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa)
 
- {
 
- 	print("battleStacksAttacked called");
 
- }
 
- void CBattleAI::battleEnd(const BattleResult *br)
 
- {
 
- 	print("battleEnd called");
 
- }
 
- void CBattleAI::battleNewRoundFirst(int round)
 
- {
 
- 	print("battleNewRoundFirst called");
 
- }
 
- void CBattleAI::battleNewRound(int round)
 
- {
 
- 	print("battleNewRound called");
 
- }
 
- void CBattleAI::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance)
 
- {
 
- 	print("battleStackMoved called");;
 
- }
 
- void CBattleAI::battleSpellCast(const BattleSpellCast *sc)
 
- {
 
- 	print("battleSpellCast called");
 
- }
 
- void CBattleAI::battleStacksEffectsSet(const SetStackEffect & sse)
 
- {
 
- 	print("battleStacksEffectsSet called");
 
- }
 
- void CBattleAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool Side)
 
- {
 
- 	print("battleStart called");
 
- 	side = Side;
 
- }
 
- void CBattleAI::battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, bool tentHeal, si32 lifeDrainFrom)
 
- {
 
- 	print("battleStacksHealedRes called");
 
- }
 
- void CBattleAI::battleNewStackAppeared(const CStack * stack)
 
- {
 
- 	print("battleNewStackAppeared called");
 
- }
 
- void CBattleAI::battleObstaclesRemoved(const std::set<si32> & removedObstacles)
 
- {
 
- 	print("battleObstaclesRemoved called");
 
- }
 
- void CBattleAI::battleCatapultAttacked(const CatapultAttack & ca)
 
- {
 
- 	print("battleCatapultAttacked called");
 
- }
 
- void CBattleAI::battleStacksRemoved(const BattleStacksRemoved & bsr)
 
- {
 
- 	print("battleStacksRemoved called");
 
- }
 
- void CBattleAI::print(const std::string &text) const
 
- {
 
-     logAi->traceStream() << "CBattleAI [" << this <<"]: " << text;
 
- }
 
- BattleAction CBattleAI::goTowards(const CStack * stack, BattleHex destination)
 
- {
 
- 	assert(destination.isValid());
 
- 	auto avHexes = cb->battleGetAvailableHexes(stack, false);
 
- 	auto reachability = cb->getReachability(stack);
 
- 	if(vstd::contains(avHexes, destination))
 
- 		return BattleAction::makeMove(stack, destination);
 
- 	auto destNeighbours = destination.neighbouringTiles();
 
- 	if(vstd::contains_if(destNeighbours, [&](BattleHex n) { return stack->coversPos(destination); }))
 
- 	{
 
-         logAi->warnStream() << "Warning: already standing on neighbouring tile!";
 
- 		//We shouldn't even be here...
 
- 		return BattleAction::makeDefend(stack);
 
- 	}
 
- 	vstd::erase_if(destNeighbours, [&](BattleHex hex){ return !reachability.accessibility.accessible(hex, stack); });
 
- 	if(!avHexes.size() || !destNeighbours.size()) //we are blocked or dest is blocked
 
- 	{
 
- 		print("goTowards: Stack cannot move! That's " + stack->nodeName());
 
- 		return BattleAction::makeDefend(stack);
 
- 	}
 
- 	if(stack->hasBonusOfType(Bonus::FLYING))
 
- 	{
 
- 		// Flying stack doesn't go hex by hex, so we can't backtrack using predecessors.
 
- 		// We just check all available hexes and pick the one closest to the target.
 
- 		auto distToDestNeighbour = [&](BattleHex hex) -> int
 
- 		{
 
- 			auto nearestNeighbourToHex = vstd::minElementByFun(destNeighbours, [&](BattleHex a)
 
- 			{
 
- 				return BattleHex::getDistance(a, hex);
 
- 			});
 
- 			return BattleHex::getDistance(*nearestNeighbourToHex, hex);
 
- 		};
 
- 		auto nearestAvailableHex = vstd::minElementByFun(avHexes, distToDestNeighbour);
 
- 		return BattleAction::makeMove(stack, *nearestAvailableHex);
 
- 	}
 
- 	else
 
- 	{
 
- 		BattleHex bestNeighbor = destination;
 
- 		if(distToNearestNeighbour(destination, reachability.distances, &bestNeighbor) > GameConstants::BFIELD_SIZE)
 
- 		{
 
- 			print("goTowards: Cannot reach");
 
- 			return BattleAction::makeDefend(stack);
 
- 		}
 
- 		BattleHex currentDest = bestNeighbor;
 
- 		while(1)
 
- 		{
 
- 			assert(currentDest.isValid());
 
- 			if(vstd::contains(avHexes, currentDest))
 
- 				return BattleAction::makeMove(stack, currentDest);
 
- 			currentDest = reachability.predecessors[currentDest];
 
- 		}
 
- 	}
 
- }
 
- BattleAction CBattleAI::useCatapult(const CStack * stack)
 
- {
 
- 	throw std::runtime_error("The method or operation is not implemented.");
 
- }
 
- enum SpellTypes
 
- {
 
- 	OFFENSIVE_SPELL, TIMED_EFFECT, OTHER
 
- };
 
- SpellTypes spellType(const CSpell *spell)
 
- {
 
- 	if (spell->isOffensiveSpell())
 
- 		return OFFENSIVE_SPELL;
 
- 	if (spell->hasEffects())
 
- 		return TIMED_EFFECT;	
 
- 	return OTHER;
 
- }
 
- struct PossibleSpellcast
 
- {
 
- 	const CSpell *spell;
 
- 	BattleHex dest;
 
- };
 
- struct CurrentOffensivePotential
 
- {
 
- 	std::map<const CStack *, PotentialTargets> ourAttacks;
 
- 	std::map<const CStack *, PotentialTargets> enemyAttacks;
 
- 	CurrentOffensivePotential(ui8 side)
 
- 	{
 
- 		BOOST_FOREACH(auto stack, cbc->battleGetStacks())
 
- 		{
 
- 			if(stack->attackerOwned == !side)
 
- 				ourAttacks[stack] = PotentialTargets(stack);
 
- 			else
 
- 				enemyAttacks[stack] = PotentialTargets(stack);
 
- 		}
 
- 	}
 
- 	int potentialValue()
 
- 	{
 
- 		int ourPotential = 0, enemyPotential = 0;
 
- 		BOOST_FOREACH(auto &p, ourAttacks)
 
- 			ourPotential += p.second.bestAction().attackValue();
 
- 		BOOST_FOREACH(auto &p, enemyAttacks)
 
- 			enemyPotential += p.second.bestAction().attackValue();
 
- 		return ourPotential - enemyPotential;
 
- 	}
 
- };
 
- // 
 
- // //set has its own order, so remove_if won't work. TODO - reuse for map
 
- // template<typename Elem, typename Predicate>
 
- // void erase_if(std::set<Elem> &setContainer, Predicate pred)
 
- // {
 
- // 	auto itr = setContainer.begin();
 
- // 	auto endItr = setContainer.end(); 
 
- // 	while(itr != endItr)
 
- // 	{
 
- // 		auto tmpItr = itr++;
 
- // 		if(pred(*tmpItr))
 
- // 			setContainer.erase(tmpItr);
 
- // 	}
 
- // }
 
- void CBattleAI::attemptCastingSpell()
 
- {
 
- 	LOGL("Casting spells sounds like fun. Let's see...");
 
- 	auto hero = cb->battleGetMyHero();
 
- 	//auto known = cb->battleGetFightingHero(side);
 
- 	//Get all spells we can cast
 
- 	std::vector<const CSpell*> possibleSpells;
 
- 	vstd::copy_if(VLC->spellh->spells, std::back_inserter(possibleSpells), [this] (const CSpell *s) -> bool
 
- 	{ 
 
- 		auto problem = cbc->battleCanCastThisSpell(s); 
 
- 		return problem == ESpellCastProblem::OK; 
 
- 	});
 
- 	LOGFL("I can cast %d spells.", possibleSpells.size());
 
- 	vstd::erase_if(possibleSpells, [](const CSpell *s) 
 
- 	{return spellType(s) == OTHER; });
 
- 	LOGFL("I know about workings of %d of them.", possibleSpells.size());
 
- 	//Get possible spell-target pairs
 
- 	std::vector<PossibleSpellcast> possibleCasts;
 
- 	BOOST_FOREACH(auto spell, possibleSpells)
 
- 	{
 
- 		BOOST_FOREACH(auto hex, getTargetsToConsider(spell))
 
- 		{
 
- 			PossibleSpellcast ps = {spell, hex};
 
- 			possibleCasts.push_back(ps);
 
- 		}
 
- 	}
 
- 	LOGFL("Found %d spell-target combinations.", possibleCasts.size());
 
- 	if(possibleCasts.empty())
 
- 		return;
 
- 	std::map<const CStack*, int> valueOfStack;
 
- 	BOOST_FOREACH(auto stack, cb->battleGetStacks())
 
- 	{
 
- 		PotentialTargets pt(stack);
 
- 		valueOfStack[stack] = pt.bestActionValue();
 
- 	}
 
- 	auto evaluateSpellcast = [&] (const PossibleSpellcast &ps) -> int
 
- 	{
 
- 		const int skillLevel = hero->getSpellSchoolLevel(ps.spell);
 
- 		const int spellPower = hero->getPrimSkillLevel(PrimarySkill::SPELL_POWER);
 
- 		switch(spellType(ps.spell))
 
- 		{
 
- 		case OFFENSIVE_SPELL:
 
- 			{
 
- 				int damageDealt = 0, damageReceived = 0;
 
- 				auto stacksSuffering = cb->getAffectedCreatures(ps.spell, skillLevel, playerID, ps.dest);
 
- 				vstd::erase_if(stacksSuffering, [&](const CStack *stack) -> bool
 
- 				{
 
- 					return cb->battleIsImmune(hero, ps.spell, ECastingMode::HERO_CASTING, ps.dest);
 
- 				});
 
- 				if(stacksSuffering.empty())
 
- 					return -1;
 
- 				BOOST_FOREACH(auto stack, stacksSuffering)
 
- 				{
 
- 					const int dmg = cb->calculateSpellDmg(ps.spell, hero, stack, skillLevel, spellPower);
 
- 					if(stack->owner == playerID)
 
- 						damageReceived += dmg;
 
- 					else
 
- 						damageDealt += dmg;
 
- 				}
 
- 				const int damageDiff = damageDealt - damageReceived;
 
- 				LOGFL("Casting %s on hex %d would deal %d damage points among %d stacks.",
 
- 					ps.spell->name % ps.dest % damageDiff % stacksSuffering.size());
 
- 				//TODO tactic effect too
 
- 				return damageDiff;
 
- 			}
 
- 		case TIMED_EFFECT:
 
- 			{
 
- 				StackWithBonuses swb;
 
- 				swb.stack = cb->battleGetStackByPos(ps.dest);
 
- 				if(!swb.stack)
 
- 					return -1;
 
- 				Bonus pseudoBonus;
 
- 				pseudoBonus.sid = ps.spell->id;
 
- 				pseudoBonus.val = skillLevel;
 
- 				pseudoBonus.turnsRemain = 1; //TODO
 
- 				CStack::stackEffectToFeature(swb.bonusesToAdd, pseudoBonus);
 
- 				HypotheticChangesToBattleState state;
 
- 				state.bonusesOfStacks[swb.stack] = &swb;
 
- 				PotentialTargets pt(swb.stack, state);
 
- 				auto newValue = pt.bestActionValue();
 
- 				auto oldValue = valueOfStack[swb.stack];
 
- 				auto gain = newValue - oldValue;
 
- 				if(swb.stack->owner != playerID) //enemy
 
- 					gain = -gain;
 
- 				LOGFL("Casting %s on %s would improve the stack by %d points (from %d to %d)",
 
- 					ps.spell->name % swb.stack->nodeName() % gain % (oldValue) % (newValue));
 
- 				return gain;
 
- 			}
 
- 		default:
 
- 			assert(0);
 
- 			return 0;
 
- 		}
 
- 	};
 
- 	auto castToPerform = *vstd::maxElementByFun(possibleCasts, evaluateSpellcast);
 
- 	LOGFL("Best spell is %s. Will cast.", castToPerform.spell->name);
 
- 	BattleAction spellcast;
 
- 	spellcast.actionType = Battle::HERO_SPELL;
 
- 	spellcast.additionalInfo = castToPerform.spell->id;
 
- 	spellcast.destinationTile = castToPerform.dest;
 
- 	spellcast.side = side;
 
- 	spellcast.stackNumber = (!side) ? -1 : -2;
 
- 	cb->battleMakeAction(&spellcast);
 
- }
 
- std::vector<BattleHex> CBattleAI::getTargetsToConsider( const CSpell *spell ) const
 
- {
 
- 	if(spell->getTargetType() == CSpell::NO_TARGET)
 
- 	{
 
- 		//Spell can be casted anywhere, all hexes are potentially considerable.
 
- 		std::vector<BattleHex> ret;
 
- 		for(int i = 0; i < GameConstants::BFIELD_SIZE; i++)
 
- 			if(BattleHex(i).isAvailable())
 
- 				ret.push_back(i);
 
- 		return ret;
 
- 	}
 
- 	else
 
- 	{
 
- 		//TODO when massive effect -> doesnt matter where cast
 
- 		return cbc->battleGetPossibleTargets(playerID, spell);
 
- 	}
 
- }
 
 
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