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- #ifndef __CGENIUSAI_H__
- #define __CGENIUSAI_H__
- #define VCMI_DLL
- #pragma warning (disable: 4100 4251 4245 4018 4081)
- #include "../../global.h"
- #include "../../AI_Base.h"
- #include "../../CCallback.h"
- #include "../../hch/CCreatureHandler.h"
- #include "../../hch/CObjectHandler.h"
- #pragma warning (default: 4100 4251 4245 4018 4081)
- #pragma warning (disable: 4100)
- #ifdef __GNUC__
- #define strcpy_s(a, b, c) strncpy(a, c, b)
- #endif
- using namespace std;
- namespace GeniusAI {
- class CBattleHelper
- {
- public:
- CBattleHelper();
- ~CBattleHelper();
- int GetBattleFieldPosition(int x, int y);
- int DecodeXPosition(int battleFieldPosition);
- int DecodeYPosition(int battleFieldPosition);
- int GetShortestDistance(int pointA, int pointB);
- int GetDistanceWithObstacles(int pointA, int pointB);
- int GetVoteForMaxDamage() const { return m_voteForMaxDamage; }
- int GetVoteForMinDamage() const { return m_voteForMinDamage; }
- int GetVoteForMaxSpeed() const { return m_voteForMaxSpeed; }
- int GetVoteForDistance() const { return m_voteForDistance; }
- int GetVoteForDistanceFromShooters() const { return m_voteForDistanceFromShooters; }
- int GetVoteForHitPoints() const { return m_voteForHitPoints; }
- const int InfiniteDistance;
- const int BattlefieldWidth;
- const int BattlefieldHeight;
- private:
- int m_voteForMaxDamage;
- int m_voteForMinDamage;
- int m_voteForMaxSpeed;
- int m_voteForDistance;
- int m_voteForDistanceFromShooters;
- int m_voteForHitPoints;
- CBattleHelper(const CBattleHelper &);
- CBattleHelper &operator=(const CBattleHelper &);
- };
- /**
- * Maybe it is a additional proxy, but i've separated the game IA for transparent.
- */
- class CBattleLogic
- {
- private:
- enum EMainStrategyType
- {
- strategy_super_aggresive,
- strategy_aggresive,
- strategy_neutral,
- strategy_defensive,
- strategy_super_defensive,
- strategy_berserk_attack /** cause max damage, usually when creatures fight against overwhelming army*/
- };
- enum ECreatureRoleInBattle
- {
- creature_role_shooter,
- creature_role_defenser,
- creature_role_fast_attacker,
- creature_role_attacker
- };
- enum EActionType
- {
- action_cancel = 0, // Cancel BattleAction
- action_cast_spell = 1, // Hero cast a spell
- action_walk = 2, // Walk
- action_defend = 3, // Defend
- action_retreat = 4, // Retreat from the battle
- action_surrender = 5, // Surrender
- action_walk_and_attack = 6, // Walk and Attack
- action_shoot = 7, // Shoot
- action_wait = 8, // Wait
- action_catapult = 9, // Catapult
- action_monster_casts_spell = 10 // Monster casts a spell (i.e. Faerie Dragons)
- };
- struct SCreatureCasualties
- {
- int amount_max; // amount of creatures that will be dead
- int amount_min;
- int damage_max; // number of hit points that creature will lost
- int damage_min;
- int leftHitPoints_for_max; // number of hit points that will remain (for last unity)
- int leftHitPoint_for_min; // scenario
- };
- public:
- CBattleLogic(ICallback *cb, CCreatureSet *army1, CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side);
- ~CBattleLogic();
- void SetCurrentTurn(int turn);
- /**
- * Get the final decision.
- */
- BattleAction MakeDecision(int stackID);
- private:
- CBattleHelper m_battleHelper;
- //BattleInfo m_battleInfo;
- int m_iCurrentTurn;
- bool m_bIsAttacker;
- ICallback *m_cb;
- CCreatureSet *m_army1;
- CCreatureSet *m_army2;
- int3 m_tile;
- CGHeroInstance *m_hero1;
- CGHeroInstance *m_hero2;
- bool m_side;
- // statistics
- typedef std::vector<std::pair<int, int> > creature_stat; // first - creature id, second - value
- creature_stat m_statMaxDamage;
- creature_stat m_statMinDamage;
- //
- creature_stat m_statMaxSpeed;
- creature_stat m_statDistance;
- creature_stat m_statDistanceFromShooters;
- creature_stat m_statHitPoints;
- typedef std::vector<std::pair<int, SCreatureCasualties> > creature_stat_casualties;
- creature_stat_casualties m_statCasualties;
- bool m_bEnemyDominates;
- /**
- * Before decision we have to make some calculation and simulation.
- */
- void MakeStatistics(int currentCreatureId);
- /**
- * Helper function. It's used for performing an attack action.
- */
- std::vector<int> GetAvailableHexesForAttacker(CStack *defender, CStack *attacker = NULL);
- /**
- * Just make defend action.
- */
- BattleAction MakeDefend(int stackID);
- /**
- * Just make wait action.
- */
- BattleAction MakeWait(int stackID);
- /**
- * Make an attack action if it's possible.
- * If it's not possible then function returns defend action.
- */
- BattleAction MakeAttack(int attackerID, int destinationID);
- /**
- * Berserk mode - do maximum casualties.
- * Return vector wiht IDs of creatures to attack,
- * additional info: -2 means wait, -1 - defend, 0 - make attack
- */
- list<int> PerformBerserkAttack(int stackID, int &additionalInfo);
- /**
- * Normal mode - equilibrium between casualties and yields.
- * Return vector wiht IDs of creatures to attack,
- * additional info: -2 means wait, -1 - defend, 0 - make attack
- */
- list<int> PerformDefaultAction(int stackID, int &additionalInfo);
- /**
- * Only for debug purpose.
- */
- void PrintBattleAction(const BattleAction &action);
- };
- class CGeniusAI : public CGlobalAI
- {
- private:
- ICallback *m_cb;
- CBattleLogic *m_battleLogic;
- public:
- virtual void init(ICallback * CB);
- virtual void yourTurn();
- virtual void heroKilled(const CGHeroInstance *);
- virtual void heroCreated(const CGHeroInstance *);
- virtual void heroMoved(const HeroMoveDetails &);
- virtual void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, int val) {};
- virtual void showSelDialog(std::string text, std::vector<CSelectableComponent*> & components, int askID){};
- virtual void tileRevealed(int3 pos){};
- virtual void tileHidden(int3 pos){};
- virtual void heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback);
- // battle
- virtual void actionFinished(const BattleAction *action);//occurs AFTER every action taken by any stack or by the hero
- virtual void actionStarted(const BattleAction *action);//occurs BEFORE every action taken by any stack or by the hero
- virtual void battleAttack(BattleAttack *ba); //called when stack is performing attack
- virtual void battleStacksAttacked(std::set<BattleStackAttacked> & bsa); //called when stack receives damage (after battleAttack())
- virtual void battleEnd(BattleResult *br);
- virtual void battleNewRound(int round); //called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
- virtual void battleStackMoved(int ID, int dest);
- virtual void battleSpellCasted(SpellCasted *sc);
- virtual void battleStart(CCreatureSet *army1, CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side); //called by engine when battle starts; side=0 - left, side=1 - right
- virtual void battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles); //called when battlefield is prepared, prior the battle beginning
- //
- virtual void battleStackMoved(int ID, int dest, bool startMoving, bool endMoving);
- virtual void battleStackAttacking(int ID, int dest);
- virtual void battleStackIsAttacked(int ID, int dmg, int killed, int IDby, bool byShooting);
- virtual BattleAction activeStack(int stackID);
- };
- }
- #endif // __CGENIUSAI_H__
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