StupidAI.cpp 10 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. #include "../../lib/battle/BattleAction.h"
  17. #include "../../lib/battle/BattleInfo.h"
  18. #include "../../lib/CRandomGenerator.h"
  19. CStupidAI::CStupidAI()
  20. : side(BattleSide::NONE)
  21. , wasWaitingForRealize(false)
  22. , wasUnlockingGs(false)
  23. {
  24. print("created");
  25. }
  26. CStupidAI::~CStupidAI()
  27. {
  28. print("destroyed");
  29. if(cb)
  30. {
  31. //Restore previous state of CB - it may be shared with the main AI (like VCAI)
  32. cb->waitTillRealize = wasWaitingForRealize;
  33. cb->unlockGsWhenWaiting = wasUnlockingGs;
  34. }
  35. }
  36. void CStupidAI::initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB)
  37. {
  38. print("init called, saving ptr to IBattleCallback");
  39. env = ENV;
  40. cb = CB;
  41. wasWaitingForRealize = CB->waitTillRealize;
  42. wasUnlockingGs = CB->unlockGsWhenWaiting;
  43. CB->waitTillRealize = false;
  44. CB->unlockGsWhenWaiting = false;
  45. }
  46. void CStupidAI::initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB, AutocombatPreferences autocombatPreferences)
  47. {
  48. initBattleInterface(ENV, CB);
  49. }
  50. void CStupidAI::actionFinished(const BattleID & battleID, const BattleAction &action)
  51. {
  52. print("actionFinished called");
  53. }
  54. void CStupidAI::actionStarted(const BattleID & battleID, const BattleAction &action)
  55. {
  56. print("actionStarted called");
  57. }
  58. class EnemyInfo
  59. {
  60. public:
  61. const CStack * s;
  62. int adi;
  63. int adr;
  64. BattleHexArray attackFrom; //for melee fight
  65. EnemyInfo(const CStack * _s) : s(_s), adi(0), adr(0)
  66. {}
  67. void calcDmg(std::shared_ptr<CBattleCallback> cb, const BattleID & battleID, const CStack * ourStack)
  68. {
  69. // FIXME: provide distance info for Jousting bonus
  70. DamageEstimation retal;
  71. DamageEstimation dmg = cb->getBattle(battleID)->battleEstimateDamage(ourStack, s, 0, &retal);
  72. // Clip damage dealt to total stack health
  73. auto totalHealth = s->getTotalHealth();
  74. vstd::amin(dmg.damage.min, totalHealth);
  75. vstd::amin(dmg.damage.max, totalHealth);
  76. auto ourHealth = s->getTotalHealth();
  77. vstd::amin(retal.damage.min, ourHealth);
  78. vstd::amin(retal.damage.max, ourHealth);
  79. adi = static_cast<int>((dmg.damage.min + dmg.damage.max) / 2);
  80. adr = static_cast<int>((retal.damage.min + retal.damage.max) / 2);
  81. }
  82. bool operator==(const EnemyInfo& ei) const
  83. {
  84. return s == ei.s;
  85. }
  86. };
  87. bool isMoreProfitable(const EnemyInfo &ei1, const EnemyInfo& ei2)
  88. {
  89. return (ei1.adi-ei1.adr) < (ei2.adi - ei2.adr);
  90. }
  91. static bool willSecondHexBlockMoreEnemyShooters(std::shared_ptr<CBattleCallback> cb, const BattleID & battleID, const BattleHex &h1, const BattleHex &h2)
  92. {
  93. int shooters[2] = {0}; //count of shooters on hexes
  94. for(int i = 0; i < 2; i++)
  95. {
  96. BattleHex hex = i ? h2 : h1;
  97. for (auto neighbour : hex.getNeighbouringTiles())
  98. if(const auto * s = cb->getBattle(battleID)->battleGetUnitByPos(neighbour))
  99. if(s->isShooter())
  100. shooters[i]++;
  101. }
  102. return shooters[0] < shooters[1];
  103. }
  104. void CStupidAI::yourTacticPhase(const BattleID & battleID, int distance)
  105. {
  106. cb->battleMakeTacticAction(battleID, BattleAction::makeEndOFTacticPhase(cb->getBattle(battleID)->battleGetTacticsSide()));
  107. }
  108. void CStupidAI::activeStack(const BattleID & battleID, const CStack * stack)
  109. {
  110. //boost::this_thread::sleep_for(boost::chrono::seconds(2));
  111. print("activeStack called for " + stack->nodeName());
  112. ReachabilityInfo dists = cb->getBattle(battleID)->getReachability(stack);
  113. std::vector<EnemyInfo> enemiesShootable;
  114. std::vector<EnemyInfo> enemiesReachable;
  115. std::vector<EnemyInfo> enemiesUnreachable;
  116. if(stack->creatureId() == CreatureID::CATAPULT)
  117. {
  118. BattleAction attack;
  119. static const std::vector<int> wallHexes = {50, 183, 182, 130, 78, 29, 12, 95};
  120. auto seletectedHex = *RandomGeneratorUtil::nextItem(wallHexes, CRandomGenerator::getDefault());
  121. attack.aimToHex(seletectedHex);
  122. attack.actionType = EActionType::CATAPULT;
  123. attack.side = side;
  124. attack.stackNumber = stack->unitId();
  125. cb->battleMakeUnitAction(battleID, attack);
  126. return;
  127. }
  128. else if(stack->hasBonusOfType(BonusType::SIEGE_WEAPON))
  129. {
  130. cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
  131. return;
  132. }
  133. for (const CStack *s : cb->getBattle(battleID)->battleGetStacks(CBattleInfoEssentials::ONLY_ENEMY))
  134. {
  135. if(cb->getBattle(battleID)->battleCanShoot(stack, s->getPosition()))
  136. {
  137. enemiesShootable.push_back(s);
  138. }
  139. else
  140. {
  141. BattleHexArray avHexes = cb->getBattle(battleID)->battleGetAvailableHexes(stack, false);
  142. for (const BattleHex & hex : avHexes)
  143. {
  144. if(CStack::isMeleeAttackPossible(stack, s, hex))
  145. {
  146. auto i = std::find(enemiesReachable.begin(), enemiesReachable.end(), s);
  147. if(i == enemiesReachable.end())
  148. {
  149. enemiesReachable.push_back(s);
  150. i = enemiesReachable.begin() + (enemiesReachable.size() - 1);
  151. }
  152. i->attackFrom.insert(hex);
  153. }
  154. }
  155. if(!vstd::contains(enemiesReachable, s) && s->getPosition().isValid())
  156. enemiesUnreachable.push_back(s);
  157. }
  158. }
  159. for ( auto & enemy : enemiesReachable )
  160. enemy.calcDmg(cb, battleID, stack);
  161. for ( auto & enemy : enemiesShootable )
  162. enemy.calcDmg(cb, battleID, stack);
  163. if(enemiesShootable.size())
  164. {
  165. const EnemyInfo &ei= *std::max_element(enemiesShootable.begin(), enemiesShootable.end(), isMoreProfitable);
  166. cb->battleMakeUnitAction(battleID, BattleAction::makeShotAttack(stack, ei.s));
  167. return;
  168. }
  169. else if(enemiesReachable.size())
  170. {
  171. const EnemyInfo &ei= *std::max_element(enemiesReachable.begin(), enemiesReachable.end(), &isMoreProfitable);
  172. BattleHex targetHex = *std::max_element(ei.attackFrom.begin(), ei.attackFrom.end(), [&](auto a, auto b) { return willSecondHexBlockMoreEnemyShooters(cb, battleID, a, b);});
  173. cb->battleMakeUnitAction(battleID, BattleAction::makeMeleeAttack(stack, ei.s->getPosition(), targetHex));
  174. return;
  175. }
  176. else if(enemiesUnreachable.size()) //due to #955 - a buggy battle may occur when there are no enemies
  177. {
  178. auto closestEnemy = vstd::minElementByFun(enemiesUnreachable, [&](const EnemyInfo & ei) -> int
  179. {
  180. return dists.distToNearestNeighbour(stack, ei.s);
  181. });
  182. if(dists.distToNearestNeighbour(stack, closestEnemy->s) < GameConstants::BFIELD_SIZE)
  183. {
  184. cb->battleMakeUnitAction(battleID, goTowards(battleID, stack, closestEnemy->s->getAttackableHexes(stack)));
  185. return;
  186. }
  187. }
  188. cb->battleMakeUnitAction(battleID, BattleAction::makeDefend(stack));
  189. return;
  190. }
  191. void CStupidAI::battleAttack(const BattleID & battleID, const BattleAttack *ba)
  192. {
  193. print("battleAttack called");
  194. }
  195. void CStupidAI::battleStacksAttacked(const BattleID & battleID, const std::vector<BattleStackAttacked> & bsa, bool ranged)
  196. {
  197. print("battleStacksAttacked called");
  198. }
  199. void CStupidAI::battleEnd(const BattleID & battleID, const BattleResult *br, QueryID queryID)
  200. {
  201. print("battleEnd called");
  202. }
  203. // void CStupidAI::battleResultsApplied()
  204. // {
  205. // print("battleResultsApplied called");
  206. // }
  207. void CStupidAI::battleNewRoundFirst(const BattleID & battleID)
  208. {
  209. print("battleNewRoundFirst called");
  210. }
  211. void CStupidAI::battleNewRound(const BattleID & battleID)
  212. {
  213. print("battleNewRound called");
  214. }
  215. void CStupidAI::battleStackMoved(const BattleID & battleID, const CStack * stack, const BattleHexArray & dest, int distance, bool teleport)
  216. {
  217. print("battleStackMoved called");
  218. }
  219. void CStupidAI::battleSpellCast(const BattleID & battleID, const BattleSpellCast *sc)
  220. {
  221. print("battleSpellCast called");
  222. }
  223. void CStupidAI::battleStacksEffectsSet(const BattleID & battleID, const SetStackEffect & sse)
  224. {
  225. print("battleStacksEffectsSet called");
  226. }
  227. void CStupidAI::battleStart(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, BattleSide Side, bool replayAllowed)
  228. {
  229. print("battleStart called");
  230. side = Side;
  231. }
  232. void CStupidAI::battleCatapultAttacked(const BattleID & battleID, const CatapultAttack & ca)
  233. {
  234. print("battleCatapultAttacked called");
  235. }
  236. void CStupidAI::print(const std::string &text) const
  237. {
  238. logAi->trace("CStupidAI [%p]: %s", this, text);
  239. }
  240. BattleAction CStupidAI::goTowards(const BattleID & battleID, const CStack * stack, BattleHexArray hexes) const
  241. {
  242. auto reachability = cb->getBattle(battleID)->getReachability(stack);
  243. auto avHexes = cb->getBattle(battleID)->battleGetAvailableHexes(reachability, stack, false);
  244. if(!avHexes.size() || !hexes.size()) //we are blocked or dest is blocked
  245. {
  246. return BattleAction::makeDefend(stack);
  247. }
  248. hexes.sort([&](const BattleHex & h1, const BattleHex & h2) -> bool
  249. {
  250. return reachability.distances[h1.toInt()] < reachability.distances[h2.toInt()];
  251. });
  252. for(const auto & hex : hexes)
  253. {
  254. if(avHexes.contains(hex))
  255. {
  256. if(stack->position == hex)
  257. return BattleAction::makeDefend(stack);
  258. return BattleAction::makeMove(stack, hex);
  259. }
  260. if(stack->coversPos(hex))
  261. {
  262. logAi->warn("Warning: already standing on neighbouring tile!");
  263. //We shouldn't even be here...
  264. return BattleAction::makeDefend(stack);
  265. }
  266. }
  267. BattleHex bestneighbour = hexes.front();
  268. if(reachability.distances[bestneighbour.toInt()] > GameConstants::BFIELD_SIZE)
  269. {
  270. return BattleAction::makeDefend(stack);
  271. }
  272. if(stack->hasBonusOfType(BonusType::FLYING))
  273. {
  274. // Flying stack doesn't go hex by hex, so we can't backtrack using predecessors.
  275. // We just check all available hexes and pick the one closest to the target.
  276. auto nearestAvailableHex = vstd::minElementByFun(avHexes, [&](const BattleHex & hex) -> int
  277. {
  278. return BattleHex::getDistance(bestneighbour, hex);
  279. });
  280. return BattleAction::makeMove(stack, *nearestAvailableHex);
  281. }
  282. else
  283. {
  284. BattleHex currentDest = bestneighbour;
  285. while(1)
  286. {
  287. if(!currentDest.isValid())
  288. {
  289. logAi->error("CBattleAI::goTowards: internal error");
  290. return BattleAction::makeDefend(stack);
  291. }
  292. if(avHexes.contains(currentDest))
  293. {
  294. if(stack->position == currentDest)
  295. return BattleAction::makeDefend(stack);
  296. return BattleAction::makeMove(stack, currentDest);
  297. }
  298. currentDest = reachability.predecessors[currentDest.toInt()];
  299. }
  300. }
  301. }