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. static std::shared_ptr<CBattleCallback> cbc;
  17. CStupidAI::CStupidAI()
  18. : side(-1)
  19. , wasWaitingForRealize(false)
  20. , wasUnlockingGs(false)
  21. {
  22. print("created");
  23. }
  24. CStupidAI::~CStupidAI()
  25. {
  26. print("destroyed");
  27. if(cb)
  28. {
  29. //Restore previous state of CB - it may be shared with the main AI (like VCAI)
  30. cb->waitTillRealize = wasWaitingForRealize;
  31. cb->unlockGsWhenWaiting = wasUnlockingGs;
  32. }
  33. }
  34. void CStupidAI::initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB)
  35. {
  36. print("init called, saving ptr to IBattleCallback");
  37. env = ENV;
  38. cbc = cb = CB;
  39. wasWaitingForRealize = CB->waitTillRealize;
  40. wasUnlockingGs = CB->unlockGsWhenWaiting;
  41. CB->waitTillRealize = false;
  42. CB->unlockGsWhenWaiting = false;
  43. }
  44. void CStupidAI::actionFinished(const BattleAction &action)
  45. {
  46. print("actionFinished called");
  47. }
  48. void CStupidAI::actionStarted(const BattleAction &action)
  49. {
  50. print("actionStarted called");
  51. }
  52. class EnemyInfo
  53. {
  54. public:
  55. const CStack * s;
  56. int adi, adr;
  57. std::vector<BattleHex> attackFrom; //for melee fight
  58. EnemyInfo(const CStack * _s) : s(_s), adi(0), adr(0)
  59. {}
  60. void calcDmg(const CStack * ourStack)
  61. {
  62. // FIXME: provide distance info for Jousting bonus
  63. DamageEstimation retal;
  64. DamageEstimation dmg = cbc->battleEstimateDamage(ourStack, s, 0, &retal);
  65. adi = static_cast<int>((dmg.damage.min + dmg.damage.max) / 2);
  66. adr = static_cast<int>((retal.damage.min + retal.damage.max) / 2);
  67. }
  68. bool operator==(const EnemyInfo& ei) const
  69. {
  70. return s == ei.s;
  71. }
  72. };
  73. bool isMoreProfitable(const EnemyInfo &ei1, const EnemyInfo& ei2)
  74. {
  75. return (ei1.adi-ei1.adr) < (ei2.adi - ei2.adr);
  76. }
  77. static bool willSecondHexBlockMoreEnemyShooters(const BattleHex &h1, const BattleHex &h2)
  78. {
  79. int shooters[2] = {0}; //count of shooters on hexes
  80. for(int i = 0; i < 2; i++)
  81. {
  82. for (auto & neighbour : (i ? h2 : h1).neighbouringTiles())
  83. if(const auto * s = cbc->battleGetUnitByPos(neighbour))
  84. if(s->isShooter())
  85. shooters[i]++;
  86. }
  87. return shooters[0] < shooters[1];
  88. }
  89. void CStupidAI::yourTacticPhase(int distance)
  90. {
  91. cb->battleMakeTacticAction(BattleAction::makeEndOFTacticPhase(cb->battleGetTacticsSide()));
  92. }
  93. void CStupidAI::activeStack( const CStack * stack )
  94. {
  95. //boost::this_thread::sleep(boost::posix_time::seconds(2));
  96. print("activeStack called for " + stack->nodeName());
  97. ReachabilityInfo dists = cb->getReachability(stack);
  98. std::vector<EnemyInfo> enemiesShootable, enemiesReachable, enemiesUnreachable;
  99. if(stack->creatureId() == CreatureID::CATAPULT)
  100. {
  101. BattleAction attack;
  102. static const std::vector<int> wallHexes = {50, 183, 182, 130, 78, 29, 12, 95};
  103. auto seletectedHex = *RandomGeneratorUtil::nextItem(wallHexes, CRandomGenerator::getDefault());
  104. attack.aimToHex(seletectedHex);
  105. attack.actionType = EActionType::CATAPULT;
  106. attack.side = side;
  107. attack.stackNumber = stack->unitId();
  108. cb->battleMakeUnitAction(attack);
  109. return;
  110. }
  111. else if(stack->hasBonusOfType(BonusType::SIEGE_WEAPON))
  112. {
  113. cb->battleMakeUnitAction(BattleAction::makeDefend(stack));
  114. return;
  115. }
  116. for (const CStack *s : cb->battleGetStacks(CBattleCallback::ONLY_ENEMY))
  117. {
  118. if(cb->battleCanShoot(stack, s->getPosition()))
  119. {
  120. enemiesShootable.push_back(s);
  121. }
  122. else
  123. {
  124. std::vector<BattleHex> avHexes = cb->battleGetAvailableHexes(stack, false);
  125. for (BattleHex hex : avHexes)
  126. {
  127. if(CStack::isMeleeAttackPossible(stack, s, hex))
  128. {
  129. std::vector<EnemyInfo>::iterator i = std::find(enemiesReachable.begin(), enemiesReachable.end(), s);
  130. if(i == enemiesReachable.end())
  131. {
  132. enemiesReachable.push_back(s);
  133. i = enemiesReachable.begin() + (enemiesReachable.size() - 1);
  134. }
  135. i->attackFrom.push_back(hex);
  136. }
  137. }
  138. if(!vstd::contains(enemiesReachable, s) && s->getPosition().isValid())
  139. enemiesUnreachable.push_back(s);
  140. }
  141. }
  142. for ( auto & enemy : enemiesReachable )
  143. enemy.calcDmg( stack );
  144. for ( auto & enemy : enemiesShootable )
  145. enemy.calcDmg( stack );
  146. if(enemiesShootable.size())
  147. {
  148. const EnemyInfo &ei= *std::max_element(enemiesShootable.begin(), enemiesShootable.end(), isMoreProfitable);
  149. cb->battleMakeUnitAction(BattleAction::makeShotAttack(stack, ei.s));
  150. return;
  151. }
  152. else if(enemiesReachable.size())
  153. {
  154. const EnemyInfo &ei= *std::max_element(enemiesReachable.begin(), enemiesReachable.end(), &isMoreProfitable);
  155. cb->battleMakeUnitAction(BattleAction::makeMeleeAttack(stack, ei.s->getPosition(), *std::max_element(ei.attackFrom.begin(), ei.attackFrom.end(), &willSecondHexBlockMoreEnemyShooters)));
  156. return;
  157. }
  158. else if(enemiesUnreachable.size()) //due to #955 - a buggy battle may occur when there are no enemies
  159. {
  160. auto closestEnemy = vstd::minElementByFun(enemiesUnreachable, [&](const EnemyInfo & ei) -> int
  161. {
  162. return dists.distToNearestNeighbour(stack, ei.s);
  163. });
  164. if(dists.distToNearestNeighbour(stack, closestEnemy->s) < GameConstants::BFIELD_SIZE)
  165. {
  166. cb->battleMakeUnitAction(goTowards(stack, closestEnemy->s->getAttackableHexes(stack)));
  167. return;
  168. }
  169. }
  170. cb->battleMakeUnitAction(BattleAction::makeDefend(stack));
  171. return;
  172. }
  173. void CStupidAI::battleAttack(const BattleAttack *ba)
  174. {
  175. print("battleAttack called");
  176. }
  177. void CStupidAI::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged)
  178. {
  179. print("battleStacksAttacked called");
  180. }
  181. void CStupidAI::battleEnd(const BattleResult *br, QueryID queryID)
  182. {
  183. print("battleEnd called");
  184. }
  185. // void CStupidAI::battleResultsApplied()
  186. // {
  187. // print("battleResultsApplied called");
  188. // }
  189. void CStupidAI::battleNewRoundFirst(int round)
  190. {
  191. print("battleNewRoundFirst called");
  192. }
  193. void CStupidAI::battleNewRound(int round)
  194. {
  195. print("battleNewRound called");
  196. }
  197. void CStupidAI::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
  198. {
  199. print("battleStackMoved called");
  200. }
  201. void CStupidAI::battleSpellCast(const BattleSpellCast *sc)
  202. {
  203. print("battleSpellCast called");
  204. }
  205. void CStupidAI::battleStacksEffectsSet(const SetStackEffect & sse)
  206. {
  207. print("battleStacksEffectsSet called");
  208. }
  209. void CStupidAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool Side, bool replayAllowed)
  210. {
  211. print("battleStart called");
  212. side = Side;
  213. }
  214. void CStupidAI::battleCatapultAttacked(const CatapultAttack & ca)
  215. {
  216. print("battleCatapultAttacked called");
  217. }
  218. void CStupidAI::print(const std::string &text) const
  219. {
  220. logAi->trace("CStupidAI [%p]: %s", this, text);
  221. }
  222. BattleAction CStupidAI::goTowards(const CStack * stack, std::vector<BattleHex> hexes) const
  223. {
  224. auto reachability = cb->getReachability(stack);
  225. auto avHexes = cb->battleGetAvailableHexes(reachability, stack, false);
  226. if(!avHexes.size() || !hexes.size()) //we are blocked or dest is blocked
  227. {
  228. return BattleAction::makeDefend(stack);
  229. }
  230. std::sort(hexes.begin(), hexes.end(), [&](BattleHex h1, BattleHex h2) -> bool
  231. {
  232. return reachability.distances[h1] < reachability.distances[h2];
  233. });
  234. for(auto hex : hexes)
  235. {
  236. if(vstd::contains(avHexes, hex))
  237. return BattleAction::makeMove(stack, hex);
  238. if(stack->coversPos(hex))
  239. {
  240. logAi->warn("Warning: already standing on neighbouring tile!");
  241. //We shouldn't even be here...
  242. return BattleAction::makeDefend(stack);
  243. }
  244. }
  245. BattleHex bestNeighbor = hexes.front();
  246. if(reachability.distances[bestNeighbor] > GameConstants::BFIELD_SIZE)
  247. {
  248. return BattleAction::makeDefend(stack);
  249. }
  250. if(stack->hasBonusOfType(BonusType::FLYING))
  251. {
  252. // Flying stack doesn't go hex by hex, so we can't backtrack using predecessors.
  253. // We just check all available hexes and pick the one closest to the target.
  254. auto nearestAvailableHex = vstd::minElementByFun(avHexes, [&](BattleHex hex) -> int
  255. {
  256. return BattleHex::getDistance(bestNeighbor, hex);
  257. });
  258. return BattleAction::makeMove(stack, *nearestAvailableHex);
  259. }
  260. else
  261. {
  262. BattleHex currentDest = bestNeighbor;
  263. while(1)
  264. {
  265. if(!currentDest.isValid())
  266. {
  267. logAi->error("CBattleAI::goTowards: internal error");
  268. return BattleAction::makeDefend(stack);
  269. }
  270. if(vstd::contains(avHexes, currentDest))
  271. return BattleAction::makeMove(stack, currentDest);
  272. currentDest = reachability.predecessors[currentDest];
  273. }
  274. }
  275. }