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- #include "CGeniusAI.h"
- #include <iostream>
- #include <boost/lexical_cast.hpp>
- #include "../../lib/BattleState.h"
- #include "../../lib/CBuildingHandler.h"
- #include "../../lib/CHeroHandler.h"
- #include "../../lib/VCMI_Lib.h"
- #include "../../lib/NetPacks.h"
- #include "AIPriorities.h"
- using std::endl;
- using geniusai::CGeniusAI;
- class LibClasses;
- #if defined (_MSC_VER) && (_MSC_VER >= 1020) || (__MINGW32__)
- // Excludes rarely used stuff from windows headers - delete this line if
- // something is missing.
- #define WIN32_LEAN_AND_MEAN
- #include <windows.h>
- #endif
- void DbgBox(const char* msg, bool messageBox)
- {
- #if defined PRINT_DEBUG
- #if defined _DEBUG
- //# if 0
- # if defined (_MSC_VER) && (_MSC_VER >= 1020)
- if (messageBox)
- {
- MessageBoxA(NULL, msg, "Debug message", MB_OK | MB_ICONASTERISK);
- }
- # endif
- tlog6 << msg << std::endl;
- #endif
- #endif
- }
- // TODO: Rewrite those i-s, o-s to something meaningful.
- bool CGeniusAI::AIObjectContainer::operator<(const AIObjectContainer& b) const
- {
- if (o->pos != b.o->pos)
- return o->pos < b.o->pos;
- else
- return o->id < b.o->id;
- }
- CGeniusAI::HypotheticalGameState::HeroModel::HeroModel(
- const CGHeroInstance* h)
- : h(h), finished(false)
- {
- pos = h->getPosition(false);
- remainingMovement = h->movement;
- }
- CGeniusAI::HypotheticalGameState::TownModel::TownModel(
- const CGTownInstance* t)
- : t(t)
- {
- hasBuilt = static_cast<bool>(t->builded);
- creaturesToRecruit = t->creatures;
- //creaturesInGarrison = t->getArmy();
- }
- CGeniusAI::HypotheticalGameState::HypotheticalGameState(CGeniusAI& ai)
- : knownVisitableObjects(ai.knownVisitableObjects)
- {
- AI = &ai;
- std::vector<const CGHeroInstance*> heroes = ai.m_cb->getHeroesInfo();
- for (std::vector<const CGHeroInstance*>::iterator i = heroes.begin();
- i != heroes.end();
- i++)
- heroModels.push_back(HeroModel(*i));
-
- std::vector<const CGTownInstance*> towns = ai.m_cb->getTownsInfo();
- for (std::vector <const CGTownInstance*>::iterator i = towns.begin();
- i != towns.end();
- i++) {
- if ( (*i)->tempOwner == ai.m_cb->getMyColor() )
- townModels.push_back(TownModel(*i));
- }
- if (ai.m_cb->howManyTowns() != 0) {
- AvailableHeroesToBuy =
- ai.m_cb->getAvailableHeroes(ai.m_cb->getTownInfo(0,0));
- }
- for (int i = 0; i < 8; i++)
- resourceAmounts.push_back(ai.m_cb->getResourceAmount(i));
- }
- void CGeniusAI::HypotheticalGameState::update(CGeniusAI& ai)
- {
- AI = &ai;
- knownVisitableObjects = ai.knownVisitableObjects;
- std::vector<HeroModel> oldModels = heroModels;
- heroModels.clear();
- std::vector<const CGHeroInstance*> heroes = ai.m_cb->getHeroesInfo();
- for (std::vector<const CGHeroInstance*>::iterator i = heroes.begin(); i != heroes.end(); i++)
- heroModels.push_back(HeroModel(*i));
- int j;
- for (int i = 0; i < oldModels.size(); ++i)
- {
- for (j = 0; j < heroModels.size(); ++j)
- {
- if (oldModels[i].h->subID == heroModels[j].h->subID)
- {
- heroModels[j].finished = oldModels[i].finished;
- heroModels[j].previouslyVisited_pos = oldModels[i].previouslyVisited_pos;
- }
- }
- }
-
- townModels.clear();
- std::vector<const CGTownInstance*> towns = ai.m_cb->getTownsInfo();
- for (std::vector<const CGTownInstance*>::iterator i = towns.begin(); i != towns.end(); i++)
- {
- if ( (*i)->tempOwner == ai.m_cb->getMyColor() )
- townModels.push_back(TownModel(*i));
- }
- if (ai.m_cb->howManyTowns())
- {
- AvailableHeroesToBuy = ai.m_cb->getAvailableHeroes(ai.m_cb->getTownInfo(0,0));
- }
- resourceAmounts.clear();
- for (int i = 0; i < 8; i++)
- resourceAmounts.push_back(ai.m_cb->getResourceAmount(i));
- }
- CGeniusAI::HeroObjective::HeroObjective(const HypotheticalGameState &hgs,
- Type t,
- const CGObjectInstance* object,
- HypotheticalGameState::HeroModel* h,
- CGeniusAI* ai)
- : object(object), hgs(hgs)
- {
- AI = ai;
- pos = object->pos;
- type = t;
- whoCanAchieve.push_back(h);
- _value = -1;
- }
- float CGeniusAI::HeroObjective::getValue() const
- {
- if (_value >= 0)
- return _value - _cost;
- // TODO: each object should have an associated cost to visit IE
- // (tree of knowledge 1000 gold/10 gems)
- vector<int> resourceCosts;
- for (int i = 0; i < 8; i++)
- resourceCosts.push_back(0);
- if (object->ID == 47) // School of magic
- resourceCosts[6] += 1000;
- // TODO: Add some meaningful (and not exploitable) number here.
- float bestCost = 9e9f;
- HypotheticalGameState::HeroModel* bestHero = NULL;
- if (type != AIObjective::finishTurn)
- {
- for (int i = 0; i < whoCanAchieve.size(); i++)
- {
- int distOutOfTheWay = 0;
- CPath path3;
- //from hero to object
- if (AI->m_cb->getPath(whoCanAchieve[i]->pos,
- pos,
- whoCanAchieve[i]->h,
- path3)) {
- distOutOfTheWay+=path3.nodes[0].dist;
- }
- // from object to goal
- if (AI->m_cb->getPath(pos,
- whoCanAchieve[i]->interestingPos,
- whoCanAchieve[i]->h,
- path3)) {
- distOutOfTheWay += path3.nodes[0].dist;
- // from hero directly to goal
- if (AI->m_cb->getPath(whoCanAchieve[i]->pos,
- whoCanAchieve[i]->interestingPos,
- whoCanAchieve[i]->h,
- path3))
- distOutOfTheWay-=path3.nodes[0].dist;
- }
-
- float cost = AI->m_priorities->getCost(resourceCosts,
- whoCanAchieve[i]->h,
- distOutOfTheWay);
- if (cost < bestCost)
- {
- bestCost = cost;
- bestHero = whoCanAchieve[i];
- }
- } // for (int i = 0; i < whoCanAchieve.size(); i++)
- }
- else // if (type != AIObjective::finishTurn)
- bestCost = 0;
- if (bestHero)
- {
- whoCanAchieve.clear();
- whoCanAchieve.push_back(bestHero);
- }
- _value = AI->m_priorities->getValue(*this);
- _cost = bestCost;
- return _value - _cost;
- }
- bool CGeniusAI::HeroObjective::operator<(const HeroObjective& other) const
- {
- if (type != other.type)
- return type < other.type;
- else if (pos != other.pos)
- return pos < other.pos;
- else if (object->id != other.object->id)
- return object->id < other.object->id;
- else if ((dynamic_cast<const CGVisitableOPH*>(object) != NULL) &&
- (whoCanAchieve.front()->h->id != other.whoCanAchieve.front()->h->id))
- return whoCanAchieve.front()->h->id < other.whoCanAchieve.front()->h->id;
- else
- return false;
- }
- void CGeniusAI::HeroObjective::print() const
- {
- switch (type)
- {
- case visit:
- tlog6 << "visit " << object->hoverName
- << " at (" <<object->pos.x << ","<< object->pos.y << ")" ;
- break;
- case attack:
- tlog6 << "attack " << object->hoverName;
- break;
- case finishTurn:
- tlog6 << "finish turn";
- // TODO: Add a default, just in case.
- }
- if (whoCanAchieve.size() == 1)
- tlog6 << " with " << whoCanAchieve.front()->h->hoverName;
- }
- CGeniusAI::TownObjective::TownObjective(
- const HypotheticalGameState& hgs,
- Type t,
- HypotheticalGameState::TownModel* tn,
- int Which,
- CGeniusAI * ai)
- : whichTown(tn), which(Which), hgs(hgs)
- {
- AI = ai;
- type = t;
- _value = -1;
- }
- float CGeniusAI::TownObjective::getValue() const
- {
- if (_value >= 0)
- return _value - _cost;
- // TODO: Include a constant stating the meaning of 8 (number of resources).
- vector<int> resourceCosts(8,0);
- CBuilding* b = NULL;
- CCreature* creature = NULL;
- float cost = 0; // TODO: Needed?
- int ID = 0;
- int newID = 0;
- int howMany = 0;
- ui32 creatures_max = 0;
- switch (type)
- {
- case recruitHero:
- resourceCosts[6] = 2500; // TODO: Define somehow the meaning of gold etc.
- break;
- case buildBuilding:
- b = VLC->buildh->buildings[whichTown->t->subID][which];
- for (int i = 0; b && ( i < b->resources.size() ); ++i)
- resourceCosts[i] = b->resources[i];
- break;
- case recruitCreatures:
- // Buy upgraded if possible.
- ID = whichTown->creaturesToRecruit[which].second.back();
- creature = VLC->creh->creatures[ID];
- howMany = whichTown->creaturesToRecruit[which].first;
- creatures_max = 0; // Max creatures you can recruit of this type.
-
- for (int i = 0; i < creature->cost.size(); i++)
- {
- if (creature->cost[i] != 0)
- creatures_max = hgs.resourceAmounts[i]/creature->cost[i];
- else
- creatures_max = INT_MAX; // TODO: Will have to rewrite it.
- // TODO: Buy the best units (the least I can buy)?
- amin(howMany, creatures_max);
- }
- // The cost of recruiting the stack of creatures.
- for (int i = 0; creature && (i < creature->cost.size() ); ++i)
- resourceCosts[i] = creature->cost[i]*howMany;
- break;
- case upgradeCreatures:
- UpgradeInfo ui = AI->m_cb->getUpgradeInfo(whichTown->t,which);
- ID = whichTown->t->getCreature(which)->idNumber;
- howMany = whichTown->t->getStackCount(which);
- newID = ui.newID.back();
- int upgrade_serial = ui.newID.size() - 1;
- for (std::set< std::pair<int,int> >::iterator j = ui.cost[upgrade_serial].begin(); j != ui.cost[upgrade_serial].end(); j++)
- resourceCosts[j->first] = j->second*howMany;
- break;
- }
- _cost = AI->m_priorities->getCost(resourceCosts, NULL, 0);
- _value = AI->m_priorities->getValue(*this);
- return _value - _cost;
- }
- bool CGeniusAI::TownObjective::operator<(const TownObjective &other) const
- {
- if (type != other.type)
- return type < other.type;
- else if (which != other.which)
- return which < other.which;
- else if (whichTown->t->id != other.whichTown->t->id)
- return whichTown->t->id < other.whichTown->t->id;
- else
- return false;
- }
- void CGeniusAI::TownObjective::print() const
- {
- HypotheticalGameState::HeroModel hm;
- CBuilding* b = NULL;
- const CCreature* creature = NULL;
- int ID = 0;
- int howMany = 0;
- int newID = 0; // TODO: Needed?
- int hSlot = 0; // TODO: Needed?
- ui32 creatures_max;
- switch (type)
- {
- case recruitHero:
- tlog6 << "recruit hero.";
- break;
- case buildBuilding:
- b = VLC->buildh->buildings[whichTown->t->subID][which];
- tlog6 << "build " << b->Name() << " cost = ";
- if (b->resources.size())
- {
- if (b->resources[0])
- tlog6 << b->resources[0] << " wood. ";
- if (b->resources[1])
- tlog6 << b->resources[1] << " mercury. ";
- if (b->resources[2])
- tlog6 << b->resources[2] << " ore. ";
- if (b->resources[3])
- tlog6 << b->resources[3] << " sulfur. ";
- if (b->resources[4])
- tlog6 << b->resources[4] << " crystal. ";
- if (b->resources[5])
- tlog6 << b->resources[5] << " gems. ";
- if (b->resources[6])
- tlog6 << b->resources[6] << " gold. ";
- }
- break;
- case recruitCreatures:
- // Buy upgraded if possible.
- ID = whichTown->creaturesToRecruit[which].second.back();
- creature = VLC->creh->creatures[ID];
- howMany = whichTown->creaturesToRecruit[which].first;
- creatures_max = 0;
- for (int i = 0; i < creature->cost.size(); i++)
- {
- if (creature->cost[i])
- creatures_max = hgs.resourceAmounts[i]/creature->cost[i];
- else
- creatures_max = INT_MAX;
- amin(howMany, creatures_max);
- }
- tlog6 << "recruit " << howMany << " " << creature->namePl
- << " (Total AI Strength " << creature->AIValue*howMany
- << "). cost = ";
-
- if (creature->cost.size())
- {
- if (creature->cost[0])
- tlog6 << creature->cost[0]*howMany << " wood. ";
- if (creature->cost[1])
- tlog6 << creature->cost[1]*howMany << " mercury. ";
- if (creature->cost[2])
- tlog6 << creature->cost[2]*howMany << " ore. ";
- if (creature->cost[3])
- tlog6 << creature->cost[3]*howMany << " sulfur. ";
- if (creature->cost[4])
- tlog6 << creature->cost[4]*howMany << " cristal. ";
- if (creature->cost[5])
- tlog6 << creature->cost[5]*howMany << " gems. ";
- if (creature->cost[6])
- tlog6 << creature->cost[6]*howMany << " gold. ";
- }
- break; // case recruitCreatures.
- case upgradeCreatures:
- UpgradeInfo ui = AI->m_cb->getUpgradeInfo (whichTown->t, which);
- ID = whichTown->t->getCreature(which)->idNumber;
- tlog6 << "upgrade " << VLC->creh->creatures[ID]->namePl;
- //ui.cost
- break;
- } // switch(type)
- }
- CGeniusAI::CGeniusAI() : m_generalAI(), m_state(NO_BATTLE)
- {
- m_priorities = new Priorities("AI/GeniusAI.brain");
- }
- CGeniusAI::~CGeniusAI()
- {
- delete m_priorities;
- }
- void CGeniusAI::init(ICallback *CB)
- {
- m_cb = CB;
- m_generalAI.init(CB);
- human = false;
- playerID = m_cb->getMyColor();
- std::string info = std::string("GeniusAI initialized for player ")
- + boost::lexical_cast<std::string>(playerID);
- m_battleLogic = NULL;
- DbgBox(info.c_str());
- }
- void CGeniusAI::reportResources()
- {
- tlog6 << "Day " << m_cb->getDate() << ": ";
- tlog6 << "AI Player " <<m_cb->getMyColor()<< " with "
- << m_cb->howManyHeroes(true) << " heroes. " << endl;
- tlog6 << m_cb->getResourceAmount(0) << " wood. ";
- tlog6 << m_cb->getResourceAmount(1) << " mercury. ";
- tlog6 << m_cb->getResourceAmount(2) << " ore. ";
- tlog6 << m_cb->getResourceAmount(3) << " sulfur. ";
- tlog6 << m_cb->getResourceAmount(4) << " crystal. ";
- tlog6 << m_cb->getResourceAmount(5) << " gems. ";
- tlog6 << m_cb->getResourceAmount(6) << " gold.";
- tlog6 << endl;
- }
- void CGeniusAI::addHeroObjectives(CGeniusAI::HypotheticalGameState::HeroModel& h,
- CGeniusAI::HypotheticalGameState& hgs)
- {
- int3 hpos = h.pos;
- int3 destination;
- int3 interestingPos;
- CPath path;
- int movement = h.remainingMovement;
- int maxInteresting = 0;
- AIObjective::Type tp = AIObjective::visit;
- if (h.finished)
- return;
- for (std::set<AIObjectContainer>::const_iterator i = hgs.knownVisitableObjects.begin(); i != hgs.knownVisitableObjects.end(); i++)
- {
- tp = AIObjective::visit;
- if (h.previouslyVisited_pos == i->o->getSightCenter())
- continue;
- //TODO: what would the hero actually visit if he went to that spot
- // maybe the hero wants to visit a seemingly unguarded enemy town,
- // but there is a hero on top of it.
- // if(i->o->)
- if (i->o->ID != HEROI_TYPE)
- {// Unless you are trying to visit a hero.
- bool heroThere = false;
- for(int j = 0; j < hgs.heroModels.size(); j++)
- {
- if (hgs.heroModels[j].pos == i->o->getSightCenter())
- heroThere = true;
- }
- if (heroThere) // It won't work if there is already someone visiting that spot.
- continue;
- }
- if (i->o->ID == HEROI_TYPE && // Visiting friendly heroes not yet supported.
- i->o->getOwner() == m_cb->getMyColor())
- continue;
- if (i->o->id == h.h->id) // Don't visit yourself (should be caught by above).
- continue;
- // Don't visit a mine if you own, there's almost no
- // point(maybe to leave guards or because the hero's trapped).
- if (i->o->ID == 53 && i->o->getOwner() == m_cb->getMyColor())
- continue;
- if (i->o->getOwner() != m_cb->getMyColor())
- {
- // TODO: I feel like the AI shouldn't have access to this information.
- // We must get an approximation based on few, many, ... zounds etc.
- int enemyStrength = 0;
- // TODO: should be virtual maybe, army strength should be
- // comparable across objects.
- // TODO: Rewrite all those damn i->o. For someone reading it the first
- // time it's completely inconprehensible.
- // TODO: NO MAGIC NUMBERS !!!
- if (dynamic_cast<const CArmedInstance*> (i->o))
- enemyStrength = (dynamic_cast<const CArmedInstance*> (i->o))->getArmyStrength();
- if (dynamic_cast<const CGHeroInstance*> (i->o)) enemyStrength = (dynamic_cast<const CGHeroInstance*> (i->o))->getTotalStrength();
- // TODO: Make constants of those 1.2 & 2.5.
- if (dynamic_cast<const CGTownInstance*> (i->o))
- enemyStrength = static_cast<int>((dynamic_cast<const CGTownInstance*> (i->o))->getArmyStrength() * 1.2);
- float heroStrength = h.h->getTotalStrength();
- // TODO: ballence these numbers using objective cost formula.
- // TODO: it would be nice to do a battle simulation.
- if (enemyStrength * 2.5 > heroStrength)
- continue;
- if (enemyStrength > 0)
- tp = AIObjective::attack;
- }
- //don't visit things that have already been visited this week.
- if ((dynamic_cast<const CGVisitableOPW*> (i->o)) &&
- (dynamic_cast<const CGVisitableOPW*> (i->o)->visited))
- continue;
- //don't visit things that you have already visited OPH
- if ((dynamic_cast<const CGVisitableOPH*> (i->o)) &&
- vstd::contains(dynamic_cast<const CGVisitableOPH*> (i->o)->visitors,
- h.h->id))
- continue;
- // TODO: Some descriptions of those included so someone can undestand them.
- if (i->o->ID == 88 || i->o->ID == 89 || i->o->ID == 90)
- {
- //TODO: if no spell book continue
- //TODO: if the shrine's spell is identified, and the hero already has it, continue
- }
- destination = i->o->getSightCenter();
- // Don't try to take a path from the underworld to the top or vice versa.
- // TODO: Will have to make some calculations so that the AI can enter the
- // underground.
- if (hpos.z == destination.z)
- {
- //TODO: fix get path so that it doesn't return a path unless z's are
- // the same, or path goes through sub gate.
- if (m_cb->getPath(hpos, destination, h.h, path))
- {
- path.convert(0);
- if (path.nodes[0].dist < movement)
- {
- // TODO: So easy to understand...
- HeroObjective ho(hgs, tp, i->o, &h, this);
- std::set<HeroObjective>::iterator found = currentHeroObjectives.find(ho);
- if (found == currentHeroObjectives.end())
- currentHeroObjectives.insert(ho);
- else
- {
- // TODO: Try to rewrite if possible...
- // A cast to a pointer, from a reference, to a pointer
- // of an iterator.
- HeroObjective* objective = (HeroObjective*)&(*found);
- objective->whoCanAchieve.push_back(&h);
- }
- }
- // Find the most interesting object that is eventually reachable,
- // and set that position to the ultimate goal position.
- // TODO: replace random numbers with some sort of ranking system.
- int hi = rand();
- if (hi > maxInteresting)
- {
- maxInteresting = hi;
- interestingPos = destination;
- }
- } // if (m_cb->getPath(hpos, destination, h.h, path))
- } // if (hpos.z == destination.z)
- } // for (std::set<AIObjectContainer>::const_iterator
- // i = knownVisitableObjects.begin();
- h.interestingPos = interestingPos;
- // there ought to be a path
- // if(h.remainingMovement>0&&m_cb->getPath(hpos,interestingPos,h.h,path))
- currentHeroObjectives.insert(HeroObjective(hgs,
- HeroObjective::finishTurn,
- h.h,
- &h,
- this));
- }
- void CGeniusAI::HeroObjective::fulfill(CGeniusAI& cg, HypotheticalGameState& hgs)
- {
- cg.m_cb->waitTillRealize = true;
- HypotheticalGameState::HeroModel* h = NULL;
- int3 hpos;
- int3 destination;
- int3 bestPos;
- int3 currentPos;
- int3 checkPos;
- CPath path;
- CPath path2;
- int howGood = 0;
-
- switch (type)
- {
- case finishTurn:
- h = whoCanAchieve.front();
- h->finished=true;
- hpos = h->pos;
- destination = h->interestingPos;
-
- if (!cg.m_cb->getPath(hpos, destination, h->h, path))
- {
- tlog6 << "AI error: invalid destination" << endl;
- return;
- }
- destination = h->pos;
- // Find closest coord that we can get to.
- for (int i = path.nodes.size() - 2; i >= 0; i--)
- {
- // TODO: getPath what??
- if ((cg.m_cb->getPath(hpos, path.nodes[i].coord, h->h, path2)) && (path2.nodes[0].dist <= h->remainingMovement))
- destination = path.nodes[i].coord;
- }
- if (destination == h->interestingPos)
- break;
-
- // ! START ! //
- // Find close pos with the most neighboring empty squares. We don't want to
- // get in the way.
- bestPos = destination;
- howGood = 0;
- // TODO: Add a meaning to 3.
- for (int x = -3; x <= 3; x++)
- {
- for (int y = -3; y <= 3; y++)
- {
- currentPos = destination + int3(x,y,0);
- // There better not be anything there.
- if (cg.m_cb->getVisitableObjs(currentPos).size() != 0)
- continue;
- if ((cg.m_cb->getPath(hpos, currentPos, h->h, path) == false) ||
- // It better be reachable from the hero
- // TODO: remainingMovement > 0...
- (path.nodes[0].dist>h->remainingMovement))
- continue;
-
- int count = 0;
- int yy;
- for (int xx = -1; xx <= 1; ++xx)
- {
- for (yy = -1; yy <= 1; ++yy)
- {
- checkPos = currentPos + int3(xx, yy, 0);
- if (cg.m_cb->getPath(currentPos, checkPos, h->h, path) != false)
- ++count;
- }
- }
- if (count > howGood)
- {
- howGood = count;
- bestPos = currentPos;
- }
- }
- }
- destination = bestPos;
- // ! END ! //
- cg.m_cb->getPath(hpos, destination, h->h, path);
- path.convert(0);
- break;
- case visit:
- case attack:
- h = whoCanAchieve.front(); //lowest cost hero
- h->previouslyVisited_pos = object->getSightCenter();
- hpos = h->pos;
- destination = object->getSightCenter();
- break;
- } // switch(type)
- if ((type == visit || type == finishTurn || type == attack) && (cg.m_cb->getPath (hpos, destination, h->h, path)))
- path.convert(0);
-
- if (cg.m_state.get() != NO_BATTLE)
- cg.m_state.waitUntil (NO_BATTLE); // Wait for battle end
-
- // Wait over, battle over too. hero might be killed. check.
- for (int i = path.nodes.size() - 2; (i >= 0) && (cg.m_cb->getHeroSerial(h->h) >= 0); --i)
- {
- if (!cg.m_cb->moveHero(h->h,path.nodes[i].coord));
- {
- tlog3 << "cannot move hero to " << path.nodes[i].coord << endl;
- break;
- }
- if (cg.m_state.get() != NO_BATTLE)
- cg.m_state.waitUntil(NO_BATTLE); // Wait for battle end
- }
- h->remainingMovement -= path.nodes[0].dist;
- if (object->blockVisit)
- h->pos = path.nodes[1].coord;
- else
- h->pos = destination;
- std::set<AIObjectContainer>::iterator
- i = hgs.knownVisitableObjects.find(AIObjectContainer(object));
- if (i != hgs.knownVisitableObjects.end())
- hgs.knownVisitableObjects.erase(i);
- const CGTownInstance* town = dynamic_cast<const CGTownInstance*> (object);
- if (town && object->getOwner() == cg.m_cb->getMyColor())
- {
- //upgrade hero's units
- tlog6 << "visiting town" << endl;
- for (TSlots::const_iterator i = h->h->Slots().begin(); i != h->h->Slots().end(); i++)
- { // For each hero slot.
- UpgradeInfo ui = cg.m_cb->getUpgradeInfo(h->h,i->first);
- bool canUpgrade = false;
- if (ui.newID.size() != 0)
- { // Does this stack need upgrading?
- canUpgrade = true;
- std::set<std::pair<int,int> >::iterator j;
- for (int ii = 0; ii < ui.cost.size(); ii++) // Can afford the upgrade?
- {
- for (j = ui.cost[ii].begin(); j != ui.cost[ii].end(); j++)
- if (hgs.resourceAmounts[j->first] < j->second * i->second->count)
- canUpgrade = false;
- }
- }
- if (canUpgrade)
- {
- cg.m_cb->upgradeCreature(h->h, i->first, ui.newID.back());
- tlog6 << "upgrading hero's "
- << i->second->type->namePl
- << endl;
- }
- }
- // Give town's units to hero.
- int weakestCreatureStack;
- int weakestCreatureAIValue = 99999; // we will lower it in the process
- for (TSlots::const_iterator i = town->Slots().begin(); i != town->Slots().end(); i++)
- {
- if (i->second->type->AIValue < weakestCreatureAIValue)
- {
- weakestCreatureAIValue = i->second->type->AIValue;
- weakestCreatureStack = i->first;
- }
- }
- for (TSlots::const_iterator i = town->Slots().begin(); i != town->Slots().end(); i++)\
- { // For each town slot.
- int hSlot = h->h->getSlotFor(i->second->type->idNumber);
- if (hSlot == -1)
- continue;
- tlog6 << "giving hero " << i->second->type->namePl << endl;
- if (!h->h->slotEmpty(hSlot))
- {
- // Can't take garrisonHero's last unit.
- if ( (i->first == weakestCreatureStack) && (town->garrisonHero != NULL) )
- cg.m_cb->splitStack(town, h->h, i->first, hSlot, i->second->count - 1);
- else
- // TODO: the comment says that this code is not safe for the AI.
- cg.m_cb->mergeStacks(town, h->h, i->first, hSlot);
- }
- else
- cg.m_cb->swapCreatures(town, h->h, i->first, hSlot);
- } // for (std::map< si32, std::pair<ui32, si32> >::const_iterator ...
- } // if (town && object->getOwner == cg.m_cb->getMyColor())
- }
- void CGeniusAI::addTownObjectives (HypotheticalGameState::TownModel& t, HypotheticalGameState& hgs)
- {
- //recruitHero
- //buildBuilding
- //recruitCreatures
- //upgradeCreatures
- // Recruit hero.
- if ( (hgs.heroModels.size() < 3) && (hgs.resourceAmounts[6] >= 2500) )
- {
- bool heroAtTown = false;
- for (int i = 0; i < hgs.heroModels.size(); i++)
- {
- if (hgs.heroModels[i].pos == t.t->getSightCenter())
- heroAtTown = true;
- }
- // No visiting hero and built tavern.
- if (!heroAtTown && vstd::contains(t.t->builtBuildings, 5))
- {
- for (int i = 0; i < hgs.AvailableHeroesToBuy.size(); i++)
- {
- if ( (hgs.AvailableHeroesToBuy[i] != NULL) && (t.t->subID == hgs.AvailableHeroesToBuy[i]->type->heroType / 2) )
- {
- TownObjective to(hgs,AIObjective::recruitHero, &t, 0, this);
- currentTownObjectives.insert(to);
- }
- }
- }
- }
-
- // Build a building.
- if (!t.hasBuilt)
- {
- // m_cb->getCBuildingsByID(t.t);
- bmap<int, ConstTransitivePtr<CBuilding> > thisTownsBuildings = VLC->buildh->buildings[t.t->subID];
- for (bmap<int, ConstTransitivePtr<CBuilding> >::iterator i = thisTownsBuildings.begin(); i != thisTownsBuildings.end(); i++)
- {
- if (m_cb->canBuildStructure(t.t, i->first) == 7)
- {
- TownObjective to(hgs, AIObjective::buildBuilding, &t, i->first ,this);
- currentTownObjectives.insert(to);
- }
- }
- }
-
- // Recruit creatures.
- for (int i = 0; i < t.creaturesToRecruit.size(); i++)
- {
- if (t.creaturesToRecruit[i].first == 0 || t.creaturesToRecruit[i].second.empty())
- continue;
-
- int ID = t.creaturesToRecruit[i].second.back();
- // m_cb->getCCreatureByID(ID);
- const CCreature *creature = VLC->creh->creatures[ID];
- bool canAfford = true;
- for (int ii = 0; ii < creature->cost.size(); ii++)
- {
- if (creature->cost[ii] > hgs.resourceAmounts[ii])
- canAfford = false; // Can we afford at least one creature?
- }
- if (!canAfford)
- continue;
-
- //tlog6 << "town has " << t.t->creatures[i]->first << " "<< creature->namePl << " (AI Strength " << creature->AIValue << ")." << endl;
- TownObjective to(hgs, AIObjective::recruitCreatures, &t, i, this);
- currentTownObjectives.insert(to);
- }
- // Upgrade creatures.
- for (TSlots::const_iterator i = t.t->Slots().begin(); i != t.t->Slots().end(); i++)
- {
- UpgradeInfo ui = m_cb->getUpgradeInfo(t.t, i->first);
- if (ui.newID.size())
- {
- bool canAfford = true;
-
- int upgrade_serial = ui.newID.size() - 1;
- for (std::set< std::pair<int, int> >::iterator j = ui.cost[upgrade_serial].begin(); j != ui.cost[upgrade_serial].end(); j++)
- {
- if (hgs.resourceAmounts[j->first] < j->second * i->second->count)
- canAfford = false;
- }
- if (canAfford)
- {
- TownObjective to(hgs,AIObjective::upgradeCreatures,&t,i->first,this);
- currentTownObjectives.insert(to);
- }
- } // if (ui.netID.size() != 0)
- } // for (std::map< si32, std::pair ...
- }
- void CGeniusAI::TownObjective::fulfill(CGeniusAI& cg,
- HypotheticalGameState& hgs)
- {
- cg.m_cb->waitTillRealize = true;
- CBuilding * b;
- const CCreature *creature;
- HypotheticalGameState::HeroModel hm;
- int ID, howMany, newID, hSlot;
- switch (type)
- {
- case recruitHero:
- cg.m_cb->recruitHero(whichTown->t, hgs.AvailableHeroesToBuy[which]);
- hm = HypotheticalGameState::HeroModel(hgs.AvailableHeroesToBuy[which]);
- hm.pos = whichTown->t->getSightCenter();
- hm.remainingMovement = hm.h->maxMovePoints(true);
- hgs.heroModels.push_back(hm);
- hgs.resourceAmounts[6] -= 2500;
- break;
- case buildBuilding:
- b = VLC->buildh->buildings[whichTown->t->subID][which];
- if (cg.m_cb->canBuildStructure(whichTown->t,which) == 7)
- {
- tlog6 << "built " << b->Name() << "." << endl;
- if (!cg.m_cb->buildBuilding(whichTown->t, which))
- tlog6 << "really tried to build unbuildable building" << endl;
- for (int i = 0; b && i < b->resources.size(); i++) // use only when certain building was found
- hgs.resourceAmounts[i] -= b->resources[i];
- } else
- tlog6 << "trying to build a structure we cannot build" << endl;
- whichTown->hasBuilt=true;
- break;
- case recruitCreatures:
- // Buy upgraded if possible.
- ID = whichTown->creaturesToRecruit[which].second.back();
- creature = VLC->creh->creatures[ID];
- howMany = whichTown->creaturesToRecruit[which].first;
- for (int i = 0; i < creature->cost.size(); i++)
- amin(howMany, creature->cost[i] ? hgs.resourceAmounts[i]/creature->cost[i] : INT_MAX);
- if (howMany == 0)
- {
- tlog6 << "tried to recruit without enough money.";
- tlog6 << "recruiting " << howMany << " "
- << creature->namePl << " (Total AI Strength "
- << creature->AIValue*howMany << ")." << endl;
- cg.m_cb->recruitCreatures(whichTown->t, ID, howMany);
- }
- break;
- case upgradeCreatures:
- UpgradeInfo ui = cg.m_cb->getUpgradeInfo(whichTown->t, which);
- ID = whichTown->t->getCreature(which)->idNumber;
- newID = ui.newID.back();
- // TODO: reduce resources in hgs
- cg.m_cb->upgradeCreature(whichTown->t, which, newID);
- tlog6 << "upgrading " << VLC->creh->creatures[ID]->namePl << endl;
- break;
- }
- }
- void CGeniusAI::fillObjectiveQueue(HypotheticalGameState & hgs)
- {
- objectiveQueue.clear();
- currentHeroObjectives.clear();
- currentTownObjectives.clear();
-
- for (std::vector <CGeniusAI::HypotheticalGameState::HeroModel>::iterator i = hgs.heroModels.begin(); i != hgs.heroModels.end(); i++)
- addHeroObjectives(*i, hgs);
- for (std::vector <CGeniusAI::HypotheticalGameState::TownModel>::iterator i = hgs.townModels.begin(); i != hgs.townModels.end(); i++)
- addTownObjectives(*i, hgs);
-
- for (std::set<CGeniusAI::HeroObjective>::iterator i = currentHeroObjectives.begin(); i != currentHeroObjectives.end(); i++)
- // TODO: Recheck and try to write simpler expression.
- objectiveQueue.push_back(AIObjectivePtrCont((CGeniusAI::HeroObjective*)&(*i)));
- for (std::set<CGeniusAI::TownObjective>::iterator i = currentTownObjectives.begin(); i != currentTownObjectives.end(); i++)
- objectiveQueue.push_back(AIObjectivePtrCont((CGeniusAI::TownObjective*)&(*i)));
- }
- CGeniusAI::AIObjective * CGeniusAI::getBestObjective()
- {
- trueGameState.update(*this);
- fillObjectiveQueue(trueGameState);
- // TODO: Write this part.
- // if(objectiveQueue.size())
- // return max_element(objectiveQueue.begin(),objectiveQueue.end())->obj;
- m_priorities->fillFeatures(trueGameState);
- if (objectiveQueue.empty())
- return NULL;
- // sort(objectiveQueue.begin(),objectiveQueue.end());
- // reverse(objectiveQueue.begin(),objectiveQueue.end());
- int num = 1;
- // for(std::vector<AIObjectivePtrCont> ::iterator i = objectiveQueue.begin(); i < objectiveQueue.end();i++)
- // {
- // if(!dynamic_cast<HeroObjective*>(i->obj))
- // continue;
- // tlog6 << num++ << ": ";
- // i->obj->print();
- // tlog6 << " value: " << i->obj->getValue();
- // tlog6 << endl;
- // }
- // int choice = 0;
- // tlog6 << "which would you do? (enter 0 for none): ";
- // cin >> choice;
- tlog6 << "doing best of " << objectiveQueue.size() << ": ";
- CGeniusAI::AIObjective* best = max_element(objectiveQueue.begin(), objectiveQueue.end())->obj;
- best->print();
- tlog6 << " value = " << best->getValue() << endl;
- if (objectiveQueue.size())
- return best;
- return objectiveQueue.front().obj;
- }
- void CGeniusAI::yourTurn()
- {
- static boost::mutex mutex;
- boost::mutex::scoped_lock lock(mutex);
- m_cb->waitTillRealize = false;
- static int seed = rand();
- srand(seed);
- if (VLC->IS_AI_ENABLED)
- {
- m_cb->waitTillRealize = true;
- // if (m_cb->getDate() == 1)
- //{
- // startFirstTurn();
- //
- // m_cb->endTurn();
- // return;
- // }
- //////////////TODO: replace with updates. Also add suspected objects list./////////
- knownVisitableObjects.clear();
- int3 pos = m_cb->getMapSize();
- int y, z; //don't reallocate them unnecessarily
- for (int x = 0; x < pos.x; ++x)
- {
- for (y = 0; y < pos.y; ++y)
- {
- for (z = 0; z < pos.z; ++z)
- tileRevealed(int3(x,y,z));
- }
- }
- ///////////////////////////////////////////////////////////////////////////////////
-
- reportResources();
-
- trueGameState = HypotheticalGameState(*this);
- AIObjective * objective = getBestObjective();
- if (objective) //single so far, TODO: restore while
- objective->fulfill(*this,trueGameState);
- seed = rand();
- }
- m_cb->endTurn();
- m_cb->waitTillRealize = false;
- }
- void CGeniusAI::startFirstTurn()
- {
- HypotheticalGameState hgs(*this);
-
- const CGTownInstance * town = m_cb->getTownInfo(0,0);
- const CGHeroInstance * heroInst = m_cb->getHeroInfo(0,0);
-
- TownObjective(hgs, AIObjective::recruitHero, &hgs.townModels.front(), 0, this).fulfill(*this, hgs);
-
- m_cb->swapGarrisonHero(town);
- hgs.update(*this);
- for (ui32 i = 0; i < hgs.townModels.front().creaturesToRecruit.size(); ++i)
- {
- if (hgs.townModels.front().creaturesToRecruit[i].first == 0)
- continue;
- int ID = hgs.townModels.front().creaturesToRecruit[i].second.back();
- const CCreature *creature = VLC->creh->creatures[ID];
- bool canAfford = true;
- for (ui32 ii = 0; ii < creature->cost.size(); ii++)
- {
- if (creature->cost[ii] > hgs.resourceAmounts[ii])
- canAfford = false; // Can we afford at least one creature?
- }
- if (!canAfford)
- continue;
- TownObjective(hgs,AIObjective::recruitCreatures,&hgs.townModels.front(),i,this).fulfill(*this,hgs);
- }
- hgs.update(*this);
- HypotheticalGameState::HeroModel* hero;
- for (int i = 0; i < hgs.heroModels.size(); i++)
- {
- if (hgs.heroModels[i].h->id == heroInst->id)
- HeroObjective(hgs, AIObjective::visit, town, hero = &hgs.heroModels[i], this).fulfill(*this,hgs);
- }
- hgs.update(*this);
- // m_cb->swapGarrisonHero(town);
- //TODO: choose the strongest hero.
- }
- void CGeniusAI::heroKilled(const CGHeroInstance* hero)
- {
- }
- void CGeniusAI::heroCreated(const CGHeroInstance* hero)
- {
- }
- void CGeniusAI::tileRevealed(int3 pos)
- {
- std::vector<const CGObjectInstance*> objects = m_cb->getVisitableObjs(pos);
- for (std::vector <const CGObjectInstance*>::iterator o = objects.begin(); o != objects.end(); o++)
- {
- if ((*o)->id != -1)
- knownVisitableObjects.insert(*o);
- }
- objects = m_cb->getFlaggableObjects(pos);
- for (std::vector<const CGObjectInstance*>::iterator o = objects.begin(); o != objects.end(); o++)
- if ((*o)->id != -1)
- knownVisitableObjects.insert(*o);
- }
- // eg. ship built in shipyard
- void CGeniusAI::newObject(const CGObjectInstance* obj)
- {
- knownVisitableObjects.insert(obj);
- }
- void CGeniusAI::objectRemoved(const CGObjectInstance *obj) //eg. collected resource, picked artifact, beaten hero
- {
- std::set<AIObjectContainer>::iterator o = knownVisitableObjects.find(obj);
- if (o != knownVisitableObjects.end())
- knownVisitableObjects.erase(o);
- }
- void CGeniusAI::tileHidden(int3 pos)
- {
- }
- void CGeniusAI::heroMoved(const TryMoveHero& TMH)
- {
- // DbgBox("** CGeniusAI::heroMoved **");
- }
- void CGeniusAI::heroGotLevel(const CGHeroInstance *hero,
- int pskill,
- std::vector<ui16>& skills,
- boost::function<void(ui32)>& callback)
- {
- callback(rand() % skills.size());
- }
- void geniusai::CGeniusAI::showGarrisonDialog(const CArmedInstance* up,
- const CGHeroInstance* down,
- bool removableUnits,
- boost::function<void()>& onEnd)
- {
- onEnd();
- }
- void geniusai::CGeniusAI::playerBlocked(int reason)
- {
- if (reason == 0) // Battle is coming...
- m_state.setn(UPCOMING_BATTLE);
- }
- void geniusai::CGeniusAI::battleResultsApplied()
- {
- assert(m_state.get() == ENDING_BATTLE);
- m_state.setn(NO_BATTLE);
- }
- // TODO: Shouldn't the parameters be made const (apart from cancel)?
- void CGeniusAI::showBlockingDialog(const std::string& text,
- const std::vector<Component> &components,
- ui32 askID,
- const int soundID,
- bool selection,
- bool cancel)
- {
- m_cb->selectionMade(cancel ? false : true, askID);
- }
- /**
- * 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 += ")";
- DbgBox(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 += ")";
- DbgBox(message.c_str());
- }
- /**
- * called when stack is performing attack
- */
- void CGeniusAI::battleAttack(const BattleAttack* ba)
- {
- DbgBox("\t\t\tCGeniusAI::battleAttack");
- }
- /**
- * called when stack receives damage (after battleAttack())
- */
- void CGeniusAI::battleStacksAttacked(const std::set<BattleStackAttacked>& bsa)
- {
- DbgBox("\t\t\tCGeniusAI::battleStacksAttacked");
- }
- /**
- * called by engine when battle starts; side=0 - left, side=1 - right
- */
- void CGeniusAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
- {
- // TODO: Battle logic what...
- assert(!m_battleLogic);
- // We have been informed that battle will start (or we are neutral AI)
- assert( (playerID > PLAYER_LIMIT) || (m_state.get() == UPCOMING_BATTLE) );
- m_state.setn(ONGOING_BATTLE);
- m_battleLogic = new BattleAI::CBattleLogic(m_cb, army1, army2, tile, hero1,
- hero2, side);
- DbgBox("** CGeniusAI::battleStart **");
- }
- /**
- *
- */
- void CGeniusAI::battleEnd(const BattleResult* br)
- {
- switch (br->winner)
- {
- case 0: tlog6 << "The winner is the attacker." << std::endl; break;
- case 1: tlog6 << "The winner is the defender." << std::endl; break;
- case 2: tlog6 << "It's a draw." << std::endl; break;
- };
- tlog6 << "lost ";
- for (std::map<ui32,si32>::const_iterator i = br->casualties[0].begin(); i != br->casualties[0].end(); i++)
- tlog6 << i->second << " " << VLC->creh->creatures[i->first]->namePl << endl;
-
- delete m_battleLogic;
- m_battleLogic = NULL;
- assert(m_state.get() == ONGOING_BATTLE);
- m_state.setn(ENDING_BATTLE);
- DbgBox("** 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);
- DbgBox(message.c_str());
- m_battleLogic->SetCurrentTurn(round);
- }
- /**
- *
- */
- void CGeniusAI::battleStackMoved(int ID, THex dest, int distance, bool end)
- {
- 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 += ")";
- DbgBox(message.c_str());
- }
- /**
- *
- */
- void CGeniusAI::battleSpellCast(const BattleSpellCast *sc)
- {
- DbgBox("\t\t\tCGeniusAI::battleSpellCast");
- }
- /**
- * called when battlefield is prepared, prior the battle beginning
- */
- // void CGeniusAI::battlefieldPrepared(int battlefieldType,
- // std::vector<CObstacle*> obstacles)
- // {
- // DbgBox("CGeniusAI::battlefieldPrepared");
- // }
- /**
- *
- */
- // void CGeniusAI::battleStackMoved(int ID,
- // THex dest,
- // bool startMoving,
- // bool endMoving)
- // {
- // DbgBox("\t\t\tCGeniusAI::battleStackMoved");
- // }
- /**
- *
- */
- void CGeniusAI::battleStackAttacking(int ID, int dest)
- {
- DbgBox("\t\t\tCGeniusAI::battleStackAttacking");
- }
- /**
- *
- */
- void CGeniusAI::battleStackIsAttacked(int ID,
- int dmg,
- int killed,
- int IDby,
- bool byShooting)
- {
- DbgBox("\t\t\tCGeniusAI::battleStackIsAttacked");
- }
- /**
- * called when it's turn of that stack
- */
- BattleAction CGeniusAI::activeStack(const CStack * stack)
- {
- std::string message("\t\t\tCGeniusAI::activeStack stackID(");
- message += boost::lexical_cast<std::string>(stack->ID);
- message += ")";
- DbgBox(message.c_str());
- BattleAction bact = m_battleLogic->MakeDecision(stack->ID);
- assert(m_cb->battleGetStackByID(bact.stackNumber));
- return bact;
- }
- //WTF?!? why is this needed?!?!?!
- BattleAction CGlobalAI::activeStack( const CStack * stack )
- {
- BattleAction ba; ba.actionType = BattleAction::DEFEND;
- ba.stackNumber = stack->ID;
- return ba;
- }
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