StupidAI.cpp 7.8 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. {
  20. print("created");
  21. }
  22. CStupidAI::~CStupidAI()
  23. {
  24. print("destroyed");
  25. }
  26. void CStupidAI::init(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB)
  27. {
  28. print("init called, saving ptr to IBattleCallback");
  29. env = ENV;
  30. cbc = cb = CB;
  31. }
  32. void CStupidAI::actionFinished(const BattleAction &action)
  33. {
  34. print("actionFinished called");
  35. }
  36. void CStupidAI::actionStarted(const BattleAction &action)
  37. {
  38. print("actionStarted called");
  39. }
  40. struct EnemyInfo
  41. {
  42. const CStack * s;
  43. int adi, adr;
  44. std::vector<BattleHex> attackFrom; //for melee fight
  45. EnemyInfo(const CStack * _s) : s(_s), adi(0), adr(0)
  46. {}
  47. void calcDmg(const CStack * ourStack)
  48. {
  49. TDmgRange retal, dmg = cbc->battleEstimateDamage(ourStack, s, &retal);
  50. adi = static_cast<int>((dmg.first + dmg.second) / 2);
  51. adr = static_cast<int>((retal.first + retal.second) / 2);
  52. }
  53. bool operator==(const EnemyInfo& ei) const
  54. {
  55. return s == ei.s;
  56. }
  57. };
  58. bool isMoreProfitable(const EnemyInfo &ei1, const EnemyInfo& ei2)
  59. {
  60. return (ei1.adi-ei1.adr) < (ei2.adi - ei2.adr);
  61. }
  62. static bool willSecondHexBlockMoreEnemyShooters(const BattleHex &h1, const BattleHex &h2)
  63. {
  64. int shooters[2] = {0}; //count of shooters on hexes
  65. for(int i = 0; i < 2; i++)
  66. {
  67. for (auto & neighbour : (i ? h2 : h1).neighbouringTiles())
  68. if(const CStack * s = cbc->battleGetStackByPos(neighbour))
  69. if(s->isShooter())
  70. shooters[i]++;
  71. }
  72. return shooters[0] < shooters[1];
  73. }
  74. BattleAction CStupidAI::activeStack( const CStack * stack )
  75. {
  76. //boost::this_thread::sleep(boost::posix_time::seconds(2));
  77. print("activeStack called for " + stack->nodeName());
  78. ReachabilityInfo dists = cb->getReachability(stack);
  79. std::vector<EnemyInfo> enemiesShootable, enemiesReachable, enemiesUnreachable;
  80. if(stack->type->idNumber == CreatureID::CATAPULT)
  81. {
  82. BattleAction attack;
  83. static const std::vector<int> wallHexes = {50, 183, 182, 130, 78, 29, 12, 95};
  84. auto seletectedHex = *RandomGeneratorUtil::nextItem(wallHexes, CRandomGenerator::getDefault());
  85. attack.aimToHex(seletectedHex);
  86. attack.actionType = EActionType::CATAPULT;
  87. attack.side = side;
  88. attack.stackNumber = stack->ID;
  89. return attack;
  90. }
  91. else if(stack->hasBonusOfType(Bonus::SIEGE_WEAPON))
  92. {
  93. return BattleAction::makeDefend(stack);
  94. }
  95. for (const CStack *s : cb->battleGetStacks(CBattleCallback::ONLY_ENEMY))
  96. {
  97. if(cb->battleCanShoot(stack, s->getPosition()))
  98. {
  99. enemiesShootable.push_back(s);
  100. }
  101. else
  102. {
  103. std::vector<BattleHex> avHexes = cb->battleGetAvailableHexes(stack);
  104. for (BattleHex hex : avHexes)
  105. {
  106. if(CStack::isMeleeAttackPossible(stack, s, hex))
  107. {
  108. std::vector<EnemyInfo>::iterator i = std::find(enemiesReachable.begin(), enemiesReachable.end(), s);
  109. if(i == enemiesReachable.end())
  110. {
  111. enemiesReachable.push_back(s);
  112. i = enemiesReachable.begin() + (enemiesReachable.size() - 1);
  113. }
  114. i->attackFrom.push_back(hex);
  115. }
  116. }
  117. if(!vstd::contains(enemiesReachable, s) && s->getPosition().isValid())
  118. enemiesUnreachable.push_back(s);
  119. }
  120. }
  121. for ( auto & enemy : enemiesReachable )
  122. enemy.calcDmg( stack );
  123. for ( auto & enemy : enemiesShootable )
  124. enemy.calcDmg( stack );
  125. if(enemiesShootable.size())
  126. {
  127. const EnemyInfo &ei= *std::max_element(enemiesShootable.begin(), enemiesShootable.end(), isMoreProfitable);
  128. return BattleAction::makeShotAttack(stack, ei.s);
  129. }
  130. else if(enemiesReachable.size())
  131. {
  132. const EnemyInfo &ei= *std::max_element(enemiesReachable.begin(), enemiesReachable.end(), &isMoreProfitable);
  133. return BattleAction::makeMeleeAttack(stack, ei.s->getPosition(), *std::max_element(ei.attackFrom.begin(), ei.attackFrom.end(), &willSecondHexBlockMoreEnemyShooters));
  134. }
  135. else if(enemiesUnreachable.size()) //due to #955 - a buggy battle may occur when there are no enemies
  136. {
  137. auto closestEnemy = vstd::minElementByFun(enemiesUnreachable, [&](const EnemyInfo & ei) -> int
  138. {
  139. return dists.distToNearestNeighbour(stack, ei.s);
  140. });
  141. if(dists.distToNearestNeighbour(stack, closestEnemy->s) < GameConstants::BFIELD_SIZE)
  142. {
  143. return goTowards(stack, closestEnemy->s->getAttackableHexes(stack));
  144. }
  145. }
  146. return BattleAction::makeDefend(stack);
  147. }
  148. void CStupidAI::battleAttack(const BattleAttack *ba)
  149. {
  150. print("battleAttack called");
  151. }
  152. void CStupidAI::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa)
  153. {
  154. print("battleStacksAttacked called");
  155. }
  156. void CStupidAI::battleEnd(const BattleResult *br)
  157. {
  158. print("battleEnd called");
  159. }
  160. // void CStupidAI::battleResultsApplied()
  161. // {
  162. // print("battleResultsApplied called");
  163. // }
  164. void CStupidAI::battleNewRoundFirst(int round)
  165. {
  166. print("battleNewRoundFirst called");
  167. }
  168. void CStupidAI::battleNewRound(int round)
  169. {
  170. print("battleNewRound called");
  171. }
  172. void CStupidAI::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance)
  173. {
  174. print("battleStackMoved called");
  175. }
  176. void CStupidAI::battleSpellCast(const BattleSpellCast *sc)
  177. {
  178. print("battleSpellCast called");
  179. }
  180. void CStupidAI::battleStacksEffectsSet(const SetStackEffect & sse)
  181. {
  182. print("battleStacksEffectsSet called");
  183. }
  184. void CStupidAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool Side)
  185. {
  186. print("battleStart called");
  187. side = Side;
  188. }
  189. void CStupidAI::battleCatapultAttacked(const CatapultAttack & ca)
  190. {
  191. print("battleCatapultAttacked called");
  192. }
  193. void CStupidAI::print(const std::string &text) const
  194. {
  195. logAi->trace("CStupidAI [%p]: %s", this, text);
  196. }
  197. BattleAction CStupidAI::goTowards(const CStack * stack, std::vector<BattleHex> hexes) const
  198. {
  199. auto reachability = cb->getReachability(stack);
  200. auto avHexes = cb->battleGetAvailableHexes(reachability, stack);
  201. if(!avHexes.size() || !hexes.size()) //we are blocked or dest is blocked
  202. {
  203. return BattleAction::makeDefend(stack);
  204. }
  205. std::sort(hexes.begin(), hexes.end(), [&](BattleHex h1, BattleHex h2) -> bool
  206. {
  207. return reachability.distances[h1] < reachability.distances[h2];
  208. });
  209. for(auto hex : hexes)
  210. {
  211. if(vstd::contains(avHexes, hex))
  212. return BattleAction::makeMove(stack, hex);
  213. if(stack->coversPos(hex))
  214. {
  215. logAi->warn("Warning: already standing on neighbouring tile!");
  216. //We shouldn't even be here...
  217. return BattleAction::makeDefend(stack);
  218. }
  219. }
  220. BattleHex bestNeighbor = hexes.front();
  221. if(reachability.distances[bestNeighbor] > GameConstants::BFIELD_SIZE)
  222. {
  223. return BattleAction::makeDefend(stack);
  224. }
  225. if(stack->hasBonusOfType(Bonus::FLYING))
  226. {
  227. // Flying stack doesn't go hex by hex, so we can't backtrack using predecessors.
  228. // We just check all available hexes and pick the one closest to the target.
  229. auto nearestAvailableHex = vstd::minElementByFun(avHexes, [&](BattleHex hex) -> int
  230. {
  231. return BattleHex::getDistance(bestNeighbor, hex);
  232. });
  233. return BattleAction::makeMove(stack, *nearestAvailableHex);
  234. }
  235. else
  236. {
  237. BattleHex currentDest = bestNeighbor;
  238. while(1)
  239. {
  240. if(!currentDest.isValid())
  241. {
  242. logAi->error("CBattleAI::goTowards: internal error");
  243. return BattleAction::makeDefend(stack);
  244. }
  245. if(vstd::contains(avHexes, currentDest))
  246. return BattleAction::makeMove(stack, currentDest);
  247. currentDest = reachability.predecessors[currentDest];
  248. }
  249. }
  250. }