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- #include "CGeniusAI.h"
- #include <iostream>
- #include <fstream>
- #include <math.h>
- #include <boost/lexical_cast.hpp>
- #include <boost/lambda/lambda.hpp>
- #include <boost/lambda/bind.hpp>
- #include <boost/lambda/if.hpp>
- #include <boost/algorithm/string/split.hpp>
- #include <boost/algorithm/string/classification.hpp>
- #include <boost/algorithm/string.hpp>
- using namespace boost::lambda;
- using namespace std;
- using namespace GeniusAI;
- #if defined (_MSC_VER) && (_MSC_VER >= 1020) && (__MINGW32__)
- #include <windows.h>
- #endif
- void MsgBox(const char *msg, bool messageBox = false)
- {
- #if defined _DEBUG
- # if defined (_MSC_VER) && (_MSC_VER >= 1020)
- if (messageBox)
- {
- MessageBoxA(NULL, msg, "Debug message", MB_OK | MB_ICONASTERISK);
- }
- # endif
- std::cout << msg << std::endl;
- #endif
- }
- void CGeniusAI::init(ICallback *CB)
- {
- m_cb = CB;
- human = false;
- playerID = m_cb->getMyColor();
- serialID = m_cb->getMySerial();
- std::string info = std::string("GeniusAI initialized for player ") + boost::lexical_cast<std::string>(playerID);
- m_battleLogic = NULL;
- MsgBox(info.c_str());
- }
- void CGeniusAI::yourTurn()
- {
- m_cb->endTurn();
- }
- void CGeniusAI::heroKilled(const CGHeroInstance *)
- {
- }
- void CGeniusAI::heroCreated(const CGHeroInstance *)
- {
- }
- void CGeniusAI::heroMoved(const HeroMoveDetails &)
- {
- }
- void CGeniusAI::heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback)
- {
- callback(rand() % skills.size());
- }
- /**
- * 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 += ")";
- MsgBox(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 += ")";
- MsgBox(message.c_str());
- }
- /**
- * called when stack is performing attack
- */
- void CGeniusAI::battleAttack(BattleAttack *ba)
- {
- MsgBox("\t\t\tCGeniusAI::battleAttack");
- }
- /**
- * called when stack receives damage (after battleAttack())
- */
- void CGeniusAI::battleStackAttacked(BattleStackAttacked * bsa)
- {
- MsgBox("\t\t\tCGeniusAI::battleStackAttacked");
- }
- /**
- * called by engine when battle starts; side=0 - left, side=1 - right
- */
- void CGeniusAI::battleStart(CCreatureSet *army1, CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side)
- {
- assert(!m_battleLogic);
- m_battleLogic = new CBattleLogic(m_cb, army1, army2, tile, hero1, hero2, side);
- assert(m_battleLogic);
- MsgBox("** CGeniusAI::battleStart **");
- }
- /**
- *
- */
- void CGeniusAI::battleEnd(BattleResult *br)
- {
- delete m_battleLogic;
- m_battleLogic = NULL;
- MsgBox("** 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);
- MsgBox(message.c_str());
- m_battleLogic->SetCurrentTurn(round);
- }
- /**
- *
- */
- void CGeniusAI::battleStackMoved(int ID, int dest)
- {
- 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 += ")";
- MsgBox(message.c_str());
- }
- /**
- *
- */
- void CGeniusAI::battleSpellCasted(SpellCasted *sc)
- {
- MsgBox("\t\t\tCGeniusAI::battleSpellCasted");
- }
- /**
- * called when battlefield is prepared, prior the battle beginning
- */
- void CGeniusAI::battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles)
- {
- MsgBox("CGeniusAI::battlefieldPrepared");
- }
- /**
- *
- */
- void CGeniusAI::battleStackMoved(int ID, int dest, bool startMoving, bool endMoving)
- {
- MsgBox("\t\t\tCGeniusAI::battleStackMoved");
- }
- /**
- *
- */
- void CGeniusAI::battleStackAttacking(int ID, int dest)
- {
- MsgBox("\t\t\tCGeniusAI::battleStackAttacking");
- }
- /**
- *
- */
- void CGeniusAI::battleStackIsAttacked(int ID, int dmg, int killed, int IDby, bool byShooting)
- {
- MsgBox("\t\t\tCGeniusAI::battleStackIsAttacked");
- }
- /**
- * called when it's turn of that stack
- */
- BattleAction CGeniusAI::activeStack(int stackID)
- {
- std::string message("\t\t\tCGeniusAI::activeStack stackID(");
- message += boost::lexical_cast<std::string>(stackID);
- message += ")";
- MsgBox(message.c_str());
- return m_battleLogic->MakeDecision(stackID);
- };
- /*
- ui8 side; //who made this action: false - left, true - right player
- ui32 stackNumber;//stack ID, -1 left hero, -2 right hero,
- ui8 actionType; //
- 0 = Cancel BattleAction
- 1 = Hero cast a spell
- 2 = Walk
- 3 = Defend
- 4 = Retreat from the battle
- 5 = Surrender
- 6 = Walk and Attack
- 7 = Shoot
- 8 = Wait
- 9 = Catapult
- 10 = Monster casts a spell (i.e. Faerie Dragons)
- ui16 destinationTile;
- si32 additionalInfo; // e.g. spell number if type is 1 || 10; tile to attack if type is 6
- */
- /**
- * Implementation of CBattleHelper class.
- */
- CBattleHelper::CBattleHelper():
- InfiniteDistance(0xffff),
- BattlefieldHeight(11),
- BattlefieldWidth(15),
- m_voteForDistance(10),
- m_voteForDistanceFromShooters(20),
- m_voteForHitPoints(10),
- m_voteForMaxDamage(10),
- m_voteForMaxSpeed(10),
- m_voteForMinDamage(10)
- {
- // loads votes
- std::fstream f;
- f.open("AI\\CBattleHelper.txt", std::ios::in);
- if (f)
- {
- //char c_line[512];
- std::string line;
- while (std::getline(f, line, '\n'))
- {
- //f.getline(c_line, sizeof(c_line), '\n');
- //std::string line(c_line);
- //std::getline(f, line);
- std::vector<std::string> parts;
- boost::algorithm::split(parts, line, boost::algorithm::is_any_of("="));
- if (parts.size() >= 2)
- {
- boost::algorithm::trim(parts[0]);
- boost::algorithm::trim(parts[1]);
- if (parts[0].compare("m_voteForDistance") == 0)
- {
- try
- {
- m_voteForDistance = boost::lexical_cast<int>(parts[1]);
- }
- catch (boost::bad_lexical_cast &)
- {}
- }
- else if (parts[0].compare("m_voteForDistanceFromShooters") == 0)
- {
- try
- {
- m_voteForDistanceFromShooters = boost::lexical_cast<int>(parts[1]);
- }
- catch (boost::bad_lexical_cast &)
- {}
- }
- else if (parts[0].compare("m_voteForHitPoints") == 0)
- {
- try
- {
- m_voteForHitPoints = boost::lexical_cast<int>(parts[1]);
- }
- catch (boost::bad_lexical_cast &)
- {}
- }
- else if (parts[0].compare("m_voteForMaxDamage") == 0)
- {
- try
- {
- m_voteForMaxDamage = boost::lexical_cast<int>(parts[1]);
- }
- catch (boost::bad_lexical_cast &)
- {}
- }
- else if (parts[0].compare("m_voteForMaxSpeed") == 0)
- {
- try
- {
- m_voteForMaxSpeed = boost::lexical_cast<int>(parts[1]);
- }
- catch (boost::bad_lexical_cast &)
- {}
- }
- else if (parts[0].compare("m_voteForMinDamage") == 0)
- {
- try
- {
- m_voteForMinDamage = boost::lexical_cast<int>(parts[1]);
- }
- catch (boost::bad_lexical_cast &)
- {}
- }
- }
- }
- f.close();
- }
- }
- CBattleHelper::~CBattleHelper()
- {}
- int CBattleHelper::GetBattleFieldPosition(int x, int y)
- {
- return x + 17 * (y - 1);
- }
- int CBattleHelper::DecodeXPosition(int battleFieldPosition)
- {
- int pos = battleFieldPosition - (DecodeYPosition(battleFieldPosition) - 1) * 17;
- assert(pos > 0 && pos < 16);
- return pos;
- }
- int CBattleHelper::DecodeYPosition(int battleFieldPosition)
- {
- double y = (double)battleFieldPosition / 17.0;
- if (y - (int)y > 0.0)
- {
- return (int)y + 1;
- }
- assert((int)y > 0 && (int)y <= 11);
- return (int)y;
- }
- int CBattleHelper::GetShortestDistance(int pointA, int pointB)
- {
- /**
- * TODO: function hasn't been checked!
- */
- int x1 = DecodeXPosition(pointA);
- int y1 = DecodeYPosition(pointA);
- //
- int x2 = DecodeXPosition(pointB);
- //x2 += (x2 % 2)? 0 : 1;
- int y2 = DecodeYPosition(pointB);
- //
- double dx = x1 - x2;
- double dy = y1 - y2;
- return (int)sqrt(dx * dx + dy * dy);
- }
- int CBattleHelper::GetDistanceWithObstacles(int pointA, int pointB)
- {
- // TODO - implement this!
- return GetShortestDistance(pointA, pointB);
- }
- /**
- * Implementation of CBattleLogic class.
- */
- CBattleLogic::CBattleLogic(ICallback *cb, CCreatureSet *army1, CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side) :
- m_cb(cb),
- m_iCurrentTurn(-2),
- m_bIsAttacker(false),
- m_army1(army1),
- m_army2(army2),
- m_tile(tile),
- m_hero1(hero1),
- m_hero2(hero2),
- m_side(side)
- {
- const int max_enemy_creatures = 12;
- m_statMaxDamage.reserve(max_enemy_creatures);
- m_statMinDamage.reserve(max_enemy_creatures);
- m_statMaxSpeed.reserve(max_enemy_creatures);
- m_statDistance.reserve(max_enemy_creatures);
- m_statDistanceFromShooters.reserve(max_enemy_creatures);
- m_statHitPoints.reserve(max_enemy_creatures);
- }
- CBattleLogic::~CBattleLogic()
- {}
- void CBattleLogic::SetCurrentTurn(int turn)
- {
- m_iCurrentTurn = turn;
- }
- void CBattleLogic::MakeStatistics(int currentCreatureId)
- {
- typedef std::map<int, CStack> map_stacks;
- map_stacks allStacks = m_cb->battleGetStacks();
- const CStack *currentStack = m_cb->battleGetStackByID(currentCreatureId);
- /*
- // find all creatures belong to the enemy
- std::for_each(allStacks.begin(), allStacks.end(),
- if_(bind<ui8>(&CStack::attackerOwned, bind<CStack>(&map_stacks::value_type::second, _1)) == m_bIsAttacker)
- [
- var(enemy)[ret<int>(bind<int>(&map_stacks::value_type::first, _1))] =
- ret<CStack>(bind<CStack>(&map_stacks::value_type::second, _1))
- ]
- );
- // fill other containers
- // max damage
- std::for_each(enemy.begin(), enemy.end(),
- var(m_statMaxDamage)[ret<int>(bind<int>(&map_stacks::value_type::first, _1))] =
- ret<int>(bind<int>(&CCreature::damageMax, bind<CCreature*>(&CStack::creature,
- bind<CStack>(&map_stacks::value_type::second, _1))))
- );
- // min damage
- std::for_each(enemy.begin(), enemy.end(),
- var(m_statMinDamage)[ret<int>(bind<int>(&map_stacks::value_type::first, _1))] =
- ret<int>(bind<int>(&CCreature::damageMax, bind<CCreature*>(&CStack::creature,
- bind<CStack>(&map_stacks::value_type::second, _1))))
- );
- */
- m_statMaxDamage.clear();
- m_statMinDamage.clear();
- m_statHitPoints.clear();
- m_statMaxSpeed.clear();
- m_statDistanceFromShooters.clear();
- m_statDistance.clear();
- m_statDistance.clear();
- m_statCasualties.clear();
- int totalEnemyDamage = 0;
- int totalEnemyHitPoints = 0;
- int totalDamage = 0;
- int totalHitPoints = 0;
- for (map_stacks::const_iterator it = allStacks.begin(); it != allStacks.end(); ++it)
- {
- const CStack *st = &it->second;
- if ((it->second.attackerOwned != 0) != m_bIsAttacker)
- {
- int id = it->first;
- if (st->amount < 1)
- {
- continue;
- }
- // make stats
- int hitPoints = st->amount * st->creature->hitPoints - (st->creature->hitPoints - st->firstHPleft);
- m_statMaxDamage.push_back(std::pair<int, int>(id, st->creature->damageMax * st->amount));
- m_statMinDamage.push_back(std::pair<int, int>(id, st->creature->damageMin * st->amount));
- m_statHitPoints.push_back(std::pair<int, int>(id, hitPoints));
- m_statMaxSpeed.push_back(std::pair<int, int>(id, st->creature->speed));
- totalEnemyDamage += (st->creature->damageMax + st->creature->damageMin) * st->amount / 2;
- totalEnemyHitPoints += hitPoints;
- // calculate casualties
- SCreatureCasualties cs;
- // hp * amount - damage * ( (att - def)>=0 )
- // hit poionts
- assert(hitPoints >= 0 && "CGeniusAI - creature cannot have hit points less than zero");
- CGHeroInstance *attackerHero = (m_side)? m_hero1 : m_hero2;
- CGHeroInstance *defendingHero = (m_side)? m_hero2 : m_hero1;
- int attackDefenseBonus = currentStack->creature->attack + (attackerHero ? attackerHero->getPrimSkillLevel(0) : 0) - (st->creature->defence + (defendingHero ? defendingHero->getPrimSkillLevel(1) : 0));
- float damageFactor = 1.0f;
- if(attackDefenseBonus < 0) //decreasing dmg
- {
- if(0.02f * (-attackDefenseBonus) > 0.3f)
- {
- damageFactor += -0.3f;
- }
- else
- {
- damageFactor += 0.02f * attackDefenseBonus;
- }
- }
- else //increasing dmg
- {
- if(0.05f * attackDefenseBonus > 4.0f)
- {
- damageFactor += 4.0f;
- }
- else
- {
- damageFactor += 0.05f * attackDefenseBonus;
- }
- }
- cs.damage_max = (int)(currentStack->creature->damageMax * currentStack->amount * damageFactor);
- if (cs.damage_max > hitPoints)
- {
- cs.damage_max = hitPoints;
- }
- cs.damage_min = (int)(currentStack->creature->damageMin * currentStack->amount * damageFactor);
- if (cs.damage_min > hitPoints)
- {
- cs.damage_min = hitPoints;
- }
- cs.amount_max = cs.damage_max / st->creature->hitPoints;
- cs.amount_min = cs.damage_min / st->creature->hitPoints;
- cs.leftHitPoints_for_max = (hitPoints - cs.damage_max) % st->creature->hitPoints;
- cs.leftHitPoint_for_min = (hitPoints - cs.damage_min) % st->creature->hitPoints;
- m_statCasualties.push_back(std::pair<int, SCreatureCasualties>(id, cs));
- if (st->creature->isShooting() && st->shots > 0)
- {
- m_statDistanceFromShooters.push_back(std::pair<int, int>(id, m_battleHelper.GetShortestDistance(currentStack->position, st->position)));
- }
- if (currentStack->creature->isFlying() || (currentStack->creature->isShooting() && currentStack->shots > 0))
- {
- m_statDistance.push_back(std::pair<int, int>(id, m_battleHelper.GetShortestDistance(currentStack->position, st->position)));
- }
- else
- {
- m_statDistance.push_back(std::pair<int, int>(id, m_battleHelper.GetDistanceWithObstacles(currentStack->position, st->position)));
- }
- }
- else
- {
- if (st->amount < 1)
- {
- continue;
- }
- int hitPoints = st->amount * st->creature->hitPoints - (st->creature->hitPoints - st->firstHPleft);
- totalDamage += (st->creature->damageMax + st->creature->damageMin) * st->amount / 2;
- totalHitPoints += hitPoints;
- }
- }
- if ((float)totalDamage / (float)totalEnemyDamage < 0.5f &&
- (float)totalHitPoints / (float)totalEnemyHitPoints < 0.5f)
- {
- m_bEnemyDominates = true;
- MsgBox("** EnemyDominates!");
- }
- else
- {
- m_bEnemyDominates = false;
- }
- // sort max damage
- std::sort(m_statMaxDamage.begin(), m_statMaxDamage.end(),
- bind(&creature_stat::value_type::second, _1) > bind(&creature_stat::value_type::second, _2));
- // sort min damage
- std::sort(m_statMinDamage.begin(), m_statMinDamage.end(),
- bind(&creature_stat::value_type::second, _1) > bind(&creature_stat::value_type::second, _2));
- // sort max speed
- std::sort(m_statMaxSpeed.begin(), m_statMaxSpeed.end(),
- bind(&creature_stat::value_type::second, _1) > bind(&creature_stat::value_type::second, _2));
- // sort distance
- std::sort(m_statDistance.begin(), m_statDistance.end(),
- bind(&creature_stat::value_type::second, _1) < bind(&creature_stat::value_type::second, _2));
- // sort distance from shooters
- std::sort(m_statDistanceFromShooters.begin(), m_statDistanceFromShooters.end(),
- bind(&creature_stat::value_type::second, _1) < bind(&creature_stat::value_type::second, _2));
- // sort hit points
- std::sort(m_statHitPoints.begin(), m_statHitPoints.end(),
- bind(&creature_stat::value_type::second, _1) > bind(&creature_stat::value_type::second, _2));
- // sort casualties
- std::sort(m_statCasualties.begin(), m_statCasualties.end(),
- bind(&creature_stat_casualties::value_type::second_type::damage_max, bind(&creature_stat_casualties::value_type::second, _1))
- >
- bind(&creature_stat_casualties::value_type::second_type::damage_max, bind(&creature_stat_casualties::value_type::second, _2)));
- }
- BattleAction CBattleLogic::MakeDecision(int stackID)
- {
- MakeStatistics(stackID);
- list<int> creatures;
- int additionalInfo;
- if (m_bEnemyDominates)
- {
- creatures = PerformBerserkAttack(stackID, additionalInfo);
- }
- else
- {
- creatures = PerformDefaultAction(stackID, additionalInfo);
- }
- /*
- std::string message("Creature will be attacked - ");
- message += boost::lexical_cast<std::string>(creature_to_attack);
- MsgBox(message.c_str());
- */
- if (additionalInfo == -1 || creatures.empty())
- {
- // defend
- return MakeDefend(stackID);
- }
- else if (additionalInfo == -2)
- {
- return MakeWait(stackID);
- }
- list<int>::iterator it, eit;
- eit = creatures.end();
- for (it = creatures.begin(); it != eit; ++it)
- {
- BattleAction ba = MakeAttack(stackID, *it);
- if (ba.actionType != action_walk_and_attack)
- {
- continue;
- }
- else
- {
- PrintBattleAction(ba);
- return ba;
- }
- }
- BattleAction ba = MakeAttack(stackID, *creatures.begin());
- PrintBattleAction(ba);
- return ba;
- }
- std::vector<int> CBattleLogic::GetAvailableHexesForAttacker(CStack *defender, CStack *attacker)
- {
- int x = m_battleHelper.DecodeXPosition(defender->position);
- int y = m_battleHelper.DecodeYPosition(defender->position);
- bool defenderIsDW = defender->creature->isDoubleWide();
- bool attackerIsDW = attacker->creature->isDoubleWide();
- // TOTO: should be std::vector<int> but for debug purpose std::pair is used
- typedef std::pair<int, int> hexPoint;
- std::list<hexPoint> candidates;
- std::vector<int> fields;
- if (defenderIsDW)
- {
- if (defender->attackerOwned)
- {
- // from left side
- if (!(y % 2))
- {
- // up
- candidates.push_back(hexPoint(x - 2, y - 1));
- candidates.push_back(hexPoint(x - 1, y - 1));
- candidates.push_back(hexPoint(x, y - 1));
- // down
- candidates.push_back(hexPoint(x - 2, y + 1));
- candidates.push_back(hexPoint(x - 1, y + 1));
- candidates.push_back(hexPoint(x, y + 1));
- }
- else
- {
- // up
- candidates.push_back(hexPoint(x - 1, y - 1));
- candidates.push_back(hexPoint(x, y - 1));
- candidates.push_back(hexPoint(x + 1, y - 1));
- // down
- candidates.push_back(hexPoint(x - 1, y + 1));
- candidates.push_back(hexPoint(x, y + 1));
- candidates.push_back(hexPoint(x + 1, y + 1));
- }
- candidates.push_back(hexPoint(x - 2, y));
- candidates.push_back(hexPoint(x + 1, y));
- }
- else
- {
- // from right
- if (!(y % 2))
- {
- // up
- candidates.push_back(hexPoint(x - 1, y - 1));
- candidates.push_back(hexPoint(x, y - 1));
- candidates.push_back(hexPoint(x + 1, y - 1));
- // down
- candidates.push_back(hexPoint(x - 1, y + 1));
- candidates.push_back(hexPoint(x, y + 1));
- candidates.push_back(hexPoint(x + 1, y + 1));
- }
- else
- {
- // up
- candidates.push_back(hexPoint(x, y - 1));
- candidates.push_back(hexPoint(x + 1, y - 1));
- candidates.push_back(hexPoint(x + 2, y - 1));
- // down
- candidates.push_back(hexPoint(x, y + 1));
- candidates.push_back(hexPoint(x + 1, y + 1));
- candidates.push_back(hexPoint(x + 2, y + 1));
- }
- candidates.push_back(hexPoint(x - 1, y));
- candidates.push_back(hexPoint(x + 2, y));
- }
- }
- else
- {
- if (!(y % 2)) // even line
- {
- // up
- candidates.push_back(hexPoint(x - 1, y - 1));
- candidates.push_back(hexPoint(x, y - 1));
- // down
- candidates.push_back(hexPoint(x - 1, y + 1));
- candidates.push_back(hexPoint(x, y + 1));
- }
- else // odd line
- {
- // up
- candidates.push_back(hexPoint(x, y - 1));
- candidates.push_back(hexPoint(x + 1, y - 1));
- // down
- candidates.push_back(hexPoint(x, y + 1));
- candidates.push_back(hexPoint(x + 1, y + 1));
- }
- candidates.push_back(hexPoint(x + 1, y));
- candidates.push_back(hexPoint(x - 1, y));
- }
- // remove fields which are out of bounds or obstacles
- for (std::list<hexPoint>::iterator it = candidates.begin(); it != candidates.end(); ++it)
- {
- if (it->first < 1 || it->first > m_battleHelper.BattlefieldWidth ||
- it->second < 1 || it->second > m_battleHelper.BattlefieldHeight)
- {
- // field is out of bounds
- //it = candidates.erase(it);
- continue;
- }
- int new_pos = m_battleHelper.GetBattleFieldPosition(it->first, it->second);
- CStack *st = m_cb->battleGetStackByPos(new_pos);
- if (st == NULL || st->amount < 1)
- {
- if (attackerIsDW)
- {
- int tail_pos = -1;
- if (attacker->attackerOwned) // left side
- {
- int tail_pos_x = it->first - 1;
- if (tail_pos_x < 1)
- {
- continue;
- }
- tail_pos = m_battleHelper.GetBattleFieldPosition(it->first, it->second);
- }
- else // right side
- {
- int tail_pos_x = it->first + 1;
- if (tail_pos_x > m_battleHelper.BattlefieldWidth)
- {
- continue;
- }
- tail_pos = m_battleHelper.GetBattleFieldPosition(it->first, it->second);
- }
- assert(tail_pos >= 0 && "Error during calculation position of double wide creature");
- CStack *tailStack = m_cb->battleGetStackByPos(tail_pos);
- if (st != NULL && st->amount >= 1)
- {
- continue;
- }
- }
- fields.push_back(new_pos);
- }
- else if (attacker)
- {
- if (attacker->ID == st->ID)
- {
- fields.push_back(new_pos);
- }
- }
- //
- //++it;
- }
- return fields;
- }
- BattleAction CBattleLogic::MakeDefend(int stackID)
- {
- BattleAction ba;
- ba.side = 1;
- ba.actionType = action_defend;
- ba.stackNumber = stackID;
- ba.additionalInfo = -1;
- return ba;
- }
- BattleAction CBattleLogic::MakeWait(int stackID)
- {
- BattleAction ba;
- ba.side = 1;
- ba.actionType = action_wait;
- ba.stackNumber = stackID;
- ba.additionalInfo = -1;
- return ba;
- }
- BattleAction CBattleLogic::MakeAttack(int attackerID, int destinationID)
- {
- if (m_cb->battleCanShoot(attackerID, m_cb->battleGetPos(destinationID)))
- {
- // shoot
- BattleAction ba;
- ba.side = 1;
- ba.additionalInfo = -1;
- ba.actionType = action_shoot; // shoot
- ba.stackNumber = attackerID;
- ba.destinationTile = (ui16)m_cb->battleGetPos(destinationID);
- return ba;
- }
- else
- {
- // go or go&attack
- int dest_tile = -1;
- std::vector<int> av_tiles = GetAvailableHexesForAttacker(m_cb->battleGetStackByID(destinationID), m_cb->battleGetStackByID(attackerID));
- if (av_tiles.size() < 1)
- {
- return MakeDefend(attackerID);
- }
- // get the best tile - now the nearest
- int prev_distance = m_battleHelper.InfiniteDistance;
- int currentPos = m_cb->battleGetPos(attackerID);
- for (std::vector<int>::iterator it = av_tiles.begin(); it != av_tiles.end(); ++it)
- {
- int dist = m_battleHelper.GetDistanceWithObstacles(*it, m_cb->battleGetPos(attackerID));
- if (dist < prev_distance)
- {
- prev_distance = dist;
- dest_tile = *it;
- }
- if (*it == currentPos)
- {
- dest_tile = currentPos;
- break;
- }
- }
- std::vector<int> fields = m_cb->battleGetAvailableHexes(attackerID, false);
- BattleAction ba;
- ba.side = 1;
- //ba.actionType = 6; // go and attack
- ba.stackNumber = attackerID;
- ba.destinationTile = (ui16)dest_tile;
- ba.additionalInfo = m_cb->battleGetPos(destinationID);
- int nearest_dist = m_battleHelper.InfiniteDistance;
- int nearest_pos = -1;
- // if double wide calculate tail
- CStack *attackerStack = m_cb->battleGetStackByID(attackerID);
- assert(attackerStack != NULL);
- int tail_pos = -1;
- if (attackerStack->creature->isDoubleWide())
- {
- int x_pos = m_battleHelper.DecodeXPosition(attackerStack->position);
- int y_pos = m_battleHelper.DecodeYPosition(attackerStack->position);
- if (attackerStack->attackerOwned)
- {
- x_pos -= 1;
- }
- else
- {
- x_pos += 1;
- }
- // if creature can perform attack without movement - do it!
- tail_pos = m_battleHelper.GetBattleFieldPosition(x_pos, y_pos);
- if (dest_tile == tail_pos)
- {
- ba.additionalInfo = dest_tile;
- ba.actionType = action_walk_and_attack;
- PrintBattleAction(ba);
- return ba;
- }
- }
- for (std::vector<int>::const_iterator it = fields.begin(); it != fields.end(); ++it)
- {
- if (*it == dest_tile)
- {
- // attack!
- ba.actionType = action_walk_and_attack;
- #if defined _DEBUG
- PrintBattleAction(ba);
- #endif
- return ba;
- }
- int d = m_battleHelper.GetDistanceWithObstacles(dest_tile, *it);
- if (d < nearest_dist)
- {
- nearest_dist = d;
- nearest_pos = *it;
- }
- }
- string message;
- message = "Attacker position X=";
- message += boost::lexical_cast<std::string>(m_battleHelper.DecodeXPosition(nearest_pos)) + ", Y=";
- message += boost::lexical_cast<std::string>(m_battleHelper.DecodeYPosition(nearest_pos));
- MsgBox(message.c_str());
- ba.actionType = action_walk;
- ba.destinationTile = (ui16)nearest_pos;
- ba.additionalInfo = -1;
- #if defined _DEBUG
- PrintBattleAction(ba);
- #endif
- return ba;
- }
- }
- /**
- * The main idea is to perform maximum casualties.
- */
- list<int> CBattleLogic::PerformBerserkAttack(int stackID, int &additionalInfo)
- {
- CCreature c = m_cb->battleGetCreature(stackID);
- // attack to make biggest damage
- list<int> creatures;
- if (!m_statCasualties.empty())
- {
- //creature_to_attack = m_statCasualties.begin()->first;
- creature_stat_casualties::iterator it = m_statCasualties.begin();
- for (; it != m_statCasualties.end(); ++it)
- {
- if (it->second.amount_min <= 0)
- {
- creatures.push_back(it->first);
- continue;
- }
- for (creature_stat::const_iterator it2 = m_statDistance.begin(); it2 != m_statDistance.end(); ++it2)
- {
- if (it2->first == it->first && it2->second - 1 <= c.speed)
- {
- creatures.push_front(it->first);
- }
- }
- }
- creatures.push_back(m_statCasualties.begin()->first);
- }
- return creatures;
- }
- list<int> CBattleLogic::PerformDefaultAction(int stackID, int &additionalInfo)
- {
- // first approach based on the statistics and weights
- // if this solution was fine we would develop this idea
- //
- std::map<int, int> votes;
- for (creature_stat::iterator it = m_statMaxDamage.begin(); it != m_statMaxDamage.end(); ++it)
- {
- votes[it->first] = 0;
- }
- votes[m_statMaxDamage.begin()->first] += m_battleHelper.GetVoteForMaxDamage();
- votes[m_statMinDamage.begin()->first] += m_battleHelper.GetVoteForMinDamage();
- if (m_statDistanceFromShooters.size())
- {
- votes[m_statDistanceFromShooters.begin()->first] += m_battleHelper.GetVoteForDistanceFromShooters();
- }
- votes[m_statDistance.begin()->first] += m_battleHelper.GetVoteForDistance();
- votes[m_statHitPoints.begin()->first] += m_battleHelper.GetVoteForHitPoints();
- votes[m_statMaxSpeed.begin()->first] += m_battleHelper.GetVoteForMaxSpeed();
- // get creature to attack
- int max_vote = 0;
- list<int> creatures;
- for (std::map<int, int>::iterator it = votes.begin(); it != votes.end(); ++it)
- {
- if (it->second > max_vote)
- {
- max_vote = it->second;
- creatures.push_front(it->first);
- }
- }
- additionalInfo = 0; // list contains creatures which shoud be attacked
- return creatures;
- }
- void CBattleLogic::PrintBattleAction(const BattleAction &action) // for debug purpose
- {
- std::string message("Battle action \n");
- message += "\taction type - ";
- switch (action.actionType)
- {
- case 0:
- message += "Cancel BattleAction\n";
- break;
- case 1:
- message += "Hero cast a spell\n";
- break;
- case 2:
- message += "Walk\n";
- break;
- case 3:
- message += "Defend\n";
- break;
- case 4:
- message += "Retreat from the battle\n";
- break;
- case 5:
- message += "Surrender\n";
- break;
- case 6:
- message += "Walk and Attack\n";
- break;
- case 7:
- message += "Shoot\n";
- break;
- case 8:
- message += "Wait\n";
- break;
- case 9:
- message += "Catapult\n";
- break;
- case 10:
- message += "Monster casts a spell\n";
- break;
- }
- message += "\tDestination tile: X = ";
- message += boost::lexical_cast<std::string>(m_battleHelper.DecodeXPosition(action.destinationTile));
- message += ", Y = " + boost::lexical_cast<std::string>(m_battleHelper.DecodeYPosition(action.destinationTile));
- message += "\nAdditional info: ";
- if (action.actionType == 6)// || action.actionType == 7)
- {
- message += "stack - " + boost::lexical_cast<std::string>(m_battleHelper.DecodeXPosition(action.additionalInfo));
- message += ", " + boost::lexical_cast<std::string>(m_battleHelper.DecodeYPosition(action.additionalInfo));
- message += ", creature - ";
- CStack *c = m_cb->battleGetStackByPos(action.additionalInfo);
- if (c && c->creature)
- {
- message += c->creature->nameRef;
- }
- else
- {
- message += "NULL";
- }
- }
- else
- {
- message += boost::lexical_cast<std::string>(action.additionalInfo);
- }
- #ifdef _WIN32
- HANDLE hConsole = GetStdHandle(STD_OUTPUT_HANDLE);
- CONSOLE_SCREEN_BUFFER_INFO csbi;
- GetConsoleScreenBufferInfo(hConsole, &csbi);
- SetConsoleTextAttribute(hConsole, FOREGROUND_GREEN | FOREGROUND_INTENSITY);
- #else
- std::string color;
- color = "\x1b[1;40;32m";
- std::cout << color;
- #endif
- std::cout << message.c_str() << std::flush;
- #ifdef _WIN32
- SetConsoleTextAttribute(hConsole, csbi.wAttributes);
- #else
- color = "\x1b[0m";
- std::cout << color;
- #endif
- }
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