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- #include "StdInc.h"
- #include "../../lib/AI_Base.h"
- #include "StupidAI.h"
- #include "../../lib/BattleState.h"
- #include "../../CCallback.h"
- #include "../../lib/CCreatureHandler.h"
- static std::shared_ptr<CBattleCallback> cbc;
- CStupidAI::CStupidAI(void)
- : side(-1)
- {
- print("created");
- }
- CStupidAI::~CStupidAI(void)
- {
- print("destroyed");
- }
- void CStupidAI::init(std::shared_ptr<CBattleCallback> CB)
- {
- print("init called, saving ptr to IBattleCallback");
- cbc = cb = CB;
- }
- void CStupidAI::actionFinished(const BattleAction &action)
- {
- print("actionFinished called");
- }
- void CStupidAI::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(CRandomGenerator::getDefault(), 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);
- }
- namespace {
- int distToNearestNeighbour(BattleHex hex, const ReachabilityInfo::TDistances& dists, BattleHex *chosenHex = nullptr)
- {
- int ret = 1000000;
- for(auto & 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);
- }
- }
- 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++)
- for (auto & neighbour : (i ? h2 : h1).neighbouringTiles())
- if(const CStack *s = cbc->battleGetStackByPos(neighbour))
- if(s->getCreature()->isShooting())
- shooters[i]++;
- return shooters[0] < shooters[1];
- }
- BattleAction CStupidAI::activeStack( const CStack * stack )
- {
- //boost::this_thread::sleep(boost::posix_time::seconds(2));
- print("activeStack called for " + stack->nodeName());
- auto dists = cb->battleGetDistances(stack);
- std::vector<EnemyInfo> enemiesShootable, enemiesReachable, enemiesUnreachable;
- if(stack->type->idNumber == CreatureID::CATAPULT)
- {
- BattleAction attack;
- static const std::vector<int> wallHexes = {50, 183, 182, 130, 78, 29, 12, 95};
- attack.destinationTile = *RandomGeneratorUtil::nextItem(wallHexes, CRandomGenerator::getDefault());
- attack.actionType = Battle::CATAPULT;
- attack.additionalInfo = 0;
- attack.side = side;
- attack.stackNumber = stack->ID;
- return attack;
- }
- else if(stack->hasBonusOfType(Bonus::SIEGE_WEAPON))
- {
- return BattleAction::makeDefend(stack);
- }
- for (const CStack *s : cb->battleGetStacks(CBattleCallback::ONLY_ENEMY))
- {
- if(cb->battleCanShoot(stack, s->position))
- {
- enemiesShootable.push_back(s);
- }
- else
- {
- std::vector<BattleHex> avHexes = cb->battleGetAvailableHexes(stack, false);
- for (BattleHex hex : avHexes)
- {
- if(CStack::isMeleeAttackPossible(stack, s, hex))
- {
- std::vector<EnemyInfo>::iterator i = std::find(enemiesReachable.begin(), enemiesReachable.end(), s);
- if(i == enemiesReachable.end())
- {
- enemiesReachable.push_back(s);
- i = enemiesReachable.begin() + (enemiesReachable.size() - 1);
- }
- i->attackFrom.push_back(hex);
- }
- }
- if(!vstd::contains(enemiesReachable, s) && s->position.isValid())
- enemiesUnreachable.push_back(s);
- }
- }
- for ( auto & enemy : enemiesReachable )
- enemy.calcDmg( stack );
- for ( auto & enemy : enemiesShootable )
- enemy.calcDmg( stack );
- if(enemiesShootable.size())
- {
- const EnemyInfo &ei= *std::max_element(enemiesShootable.begin(), enemiesShootable.end(), isMoreProfitable);
- return BattleAction::makeShotAttack(stack, ei.s);
- }
- else if(enemiesReachable.size())
- {
- const EnemyInfo &ei= *std::max_element(enemiesReachable.begin(), enemiesReachable.end(), &isMoreProfitable);
- return BattleAction::makeMeleeAttack(stack, ei.s, *std::max_element(ei.attackFrom.begin(), ei.attackFrom.end(), &willSecondHexBlockMoreEnemyShooters));
- }
- else if(enemiesUnreachable.size()) //due to #955 - a buggy battle may occur when there are no enemies
- {
- assert(enemiesUnreachable.size());
- const EnemyInfo &ei= *std::min_element(enemiesUnreachable.begin(), enemiesUnreachable.end(), std::bind(isCloser, _1, _2, std::ref(dists)));
- assert(ei.s);
- if(distToNearestNeighbour(ei.s->position, dists) < GameConstants::BFIELD_SIZE)
- {
- return goTowards(stack, ei.s->position);
- }
- }
- return BattleAction::makeDefend(stack);
- }
- void CStupidAI::battleAttack(const BattleAttack *ba)
- {
- print("battleAttack called");
- }
- void CStupidAI::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa)
- {
- print("battleStacksAttacked called");
- }
- void CStupidAI::battleEnd(const BattleResult *br)
- {
- print("battleEnd called");
- }
- // void CStupidAI::battleResultsApplied()
- // {
- // print("battleResultsApplied called");
- // }
- void CStupidAI::battleNewRoundFirst(int round)
- {
- print("battleNewRoundFirst called");
- }
- void CStupidAI::battleNewRound(int round)
- {
- print("battleNewRound called");
- }
- void CStupidAI::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance)
- {
- print("battleStackMoved called");;
- }
- void CStupidAI::battleSpellCast(const BattleSpellCast *sc)
- {
- print("battleSpellCast called");
- }
- void CStupidAI::battleStacksEffectsSet(const SetStackEffect & sse)
- {
- print("battleStacksEffectsSet called");
- }
- void CStupidAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool Side)
- {
- print("battleStart called");
- side = Side;
- }
- void CStupidAI::battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, bool tentHeal, si32 lifeDrainFrom)
- {
- print("battleStacksHealedRes called");
- }
- void CStupidAI::battleNewStackAppeared(const CStack * stack)
- {
- print("battleNewStackAppeared called");
- }
- void CStupidAI::battleObstaclesRemoved(const std::set<si32> & removedObstacles)
- {
- print("battleObstaclesRemoved called");
- }
- void CStupidAI::battleCatapultAttacked(const CatapultAttack & ca)
- {
- print("battleCatapultAttacked called");
- }
- void CStupidAI::battleStacksRemoved(const BattleStacksRemoved & bsr)
- {
- print("battleStacksRemoved called");
- }
- void CStupidAI::print(const std::string &text) const
- {
- logAi->trace("CStupidAI [%p]: %s", this, text);
- }
- BattleAction CStupidAI::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->warn("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];
- }
- }
- }
- void CStupidAI::saveGame(COSer & h, const int version)
- {
- //TODO to be implemented with saving/loading during the battles
- assert(0);
- }
- void CStupidAI::loadGame(CISer & h, const int version)
- {
- //TODO to be implemented with saving/loading during the battles
- assert(0);
- }
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