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							- #include "stdafx.h"
 
- #include "StupidAI.h"
 
- #include "../../lib/BattleState.h"
 
- #include "../../CCallback.h"
 
- #include <boost/foreach.hpp>
 
- #include <boost/bind.hpp>
 
- #include "../../lib/CCreatureHandler.h"
 
- #include <algorithm>
 
- //#include <boost/thread.hpp>
 
- CBattleCallback * cbc;
 
- CStupidAI::CStupidAI(void)
 
- 	: side(-1), cb(NULL)
 
- {
 
- 	print("created");
 
- }
 
- CStupidAI::~CStupidAI(void)
 
- {
 
- 	print("destroyed");
 
- }
 
- void CStupidAI::init( 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<THex> attackFrom; //for melee fight
 
- 	EnemyInfo(const CStack * _s) : s(_s)
 
- 	{}
 
- 	void calcDmg(const CStack * ourStack)
 
- 	{
 
- 		TDmgRange retal, dmg = cbc->battleEstimateDamage(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);
 
- }
 
- int distToNearestNeighbour(THex hex, const std::vector<int> & dists, THex *chosenHex = NULL)
 
- {
 
- 	int ret = 1000000;
 
- 	BOOST_FOREACH(THex 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 std::vector<int> & dists)
 
- {
 
- 	return distToNearestNeighbour(ei1.s->position, dists) < distToNearestNeighbour(ei2.s->position, dists);
 
- }
 
- static bool willSecondHexBlockMoreEnemyShooters(const THex &h1, const THex &h2)
 
- {
 
- 	int shooters[2] = {0}; //count of shooters on hexes
 
- 	for(int i = 0; i < 2; i++)
 
- 		BOOST_FOREACH(THex 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");
 
- 	std::vector<THex> avHexes = cb->battleGetAvailableHexes(stack, false);
 
- 	std::vector<int> dists = cb->battleGetDistances(stack);
 
- 	std::vector<EnemyInfo> enemiesShootable, enemiesReachable, enemiesUnreachable;
 
- 	BOOST_FOREACH(const CStack *s, cb->battleGetStacks(CBattleCallback::ONLY_ENEMY))
 
- 	{
 
- 		if(cb->battleCanShoot(stack, s->position))
 
- 		{
 
- 			enemiesShootable.push_back(s);
 
- 		}
 
- 		else
 
- 		{
 
- 			BOOST_FOREACH(THex 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))
 
- 				enemiesUnreachable.push_back(s);
 
- 		}
 
- 	}
 
- 	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
 
- 	{
 
- 		const EnemyInfo &ei= *std::min_element(enemiesUnreachable.begin(), enemiesUnreachable.end(), boost::bind(isCloser, _1, _2, boost::ref(dists)));
 
- 		if(distToNearestNeighbour(ei.s->position, dists) < 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, THex dest, int distance, bool end) 
 
- {
 
- 	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, 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
 
- {
 
- 	tlog0 << "CStupidAI [" << this <<"]: " << text << std::endl;
 
- }
 
- BattleAction CStupidAI::goTowards(const CStack * stack, THex hex)
 
- {
 
- 	THex realDest = hex;
 
- 	THex predecessors[BFIELD_SIZE];
 
- 	std::vector<int> dists = cb->battleGetDistances(stack, hex);
 
- 	if(distToNearestNeighbour(hex, dists, &realDest) > BFIELD_SIZE)
 
- 	{
 
- 		print("goTowards: Cannot reach");
 
- 		return BattleAction::makeDefend(stack);
 
- 	}
 
- 	dists = cb->battleGetDistances(stack, realDest, predecessors);
 
- 	std::vector<THex> avHexes = cb->battleGetAvailableHexes(stack, false);
 
- 	while(1)
 
- 	{
 
- 		assert(realDest.isValid());
 
- 		if(vstd::contains(avHexes, hex))
 
- 			return BattleAction::makeMove(stack, hex);
 
- 		hex = predecessors[hex];
 
- 	}
 
- }
 
 
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