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- #pragma once
- #include "../../lib/BattleHex.h"
- #include "../../lib/HeroBonus.h"
- #include "../../lib/CBattleCallback.h"
- class CSpell;
- class StackWithBonuses : public IBonusBearer
- {
- public:
- const CStack *stack;
- mutable std::vector<Bonus> bonusesToAdd;
- virtual const TBonusListPtr getAllBonuses(const CSelector &selector, const CSelector &limit, const CBonusSystemNode *root = NULL, const std::string &cachingStr = "") const OVERRIDE;
- };
- 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);
- bool operator==(const EnemyInfo& ei) const
- {
- return s == ei.s;
- }
- };
- //FIXME: unused function
- /*
- 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++)
- BOOST_FOREACH(BattleHex neighbour, (i ? h2 : h1).neighbouringTiles())
- if(const CStack *s = cbc->battleGetStackByPos(neighbour))
- if(s->getCreature()->isShooting())
- shooters[i]++;
- return shooters[0] < shooters[1];
- }
- */
- struct ThreatMap
- {
- std::array<std::vector<BattleAttackInfo>, GameConstants::BFIELD_SIZE> threatMap; // [hexNr] -> enemies able to strike
-
- const CStack *endangered;
- std::array<int, GameConstants::BFIELD_SIZE> sufferedDamage;
- ThreatMap(const CStack *Endangered);
- };
- struct HypotheticChangesToBattleState
- {
- std::map<const CStack *, const IBonusBearer *> bonusesOfStacks;
- std::map<const CStack *, int> counterAttacksLeft;
- std::map<const CStack *, int> stackCount;
- };
- struct AttackPossibility
- {
- const CStack *enemy; //redundant (to attack.defender) but looks nice
- BattleHex tile; //tile from which we attack
- BattleAttackInfo attack;
- int damageDealt;
- int damageReceived; //usually by counter-attack
- //int tacticImpact;
- int damageDiff() const;
- int attackValue() const;
- static AttackPossibility evaluate(const BattleAttackInfo &AttackInfo, const HypotheticChangesToBattleState &state, BattleHex hex);
- };
- template<typename Key, typename Val, typename Val2>
- const Val getValOr(const std::map<Key, Val> &Map, const Key &key, const Val2 defaultValue)
- {
- //returning references here won't work: defaultValue must be converted into Val, creating temporary
- auto i = Map.find(key);
- if(i != Map.end())
- return i->second;
- else
- return defaultValue;
- }
- struct PotentialTargets
- {
- std::vector<AttackPossibility> possibleAttacks;
- std::vector<const CStack *> unreachableEnemies;
- //std::function<AttackPossibility(bool,BattleHex)> GenerateAttackInfo; //args: shooting, destHex
- PotentialTargets(){};
- PotentialTargets(const CStack *attacker, const HypotheticChangesToBattleState &state = HypotheticChangesToBattleState());
- AttackPossibility bestAction() const;
- int bestActionValue() const;
- };
- struct TacticInfo
- {
- double ourPotential;
- double enemyPotential;
- double ourHealth;
- double enemyhealth;
- std::map<const CStack*, PotentialTargets> targets;
- TacticInfo(const HypotheticChangesToBattleState &state = HypotheticChangesToBattleState());
- double totalValue() const;
- int expectedLength() const;
- };
- class CBattleAI : public CBattleGameInterface
- {
- int side;
- shared_ptr<CBattleCallback> cb;
-
- //Previous setting of cb
- bool wasWaitingForRealize, wasUnlockingGs;
- unique_ptr<TacticInfo> tacticInfo;
- void print(const std::string &text) const;
- public:
- Priorities priorities;
- CBattleAI(void);
- ~CBattleAI(void);
- void init(shared_ptr<CBattleCallback> CB) OVERRIDE;
- void actionFinished(const BattleAction &action) OVERRIDE;//occurs AFTER every action taken by any stack or by the hero
- void actionStarted(const BattleAction &action) OVERRIDE;//occurs BEFORE every action taken by any stack or by the hero
- BattleAction activeStack(const CStack * stack) OVERRIDE; //called when it's turn of that stack
- void setPriorities(const Priorities &priorities) OVERRIDE;
- void battleAttack(const BattleAttack *ba) OVERRIDE; //called when stack is performing attack
- void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa) OVERRIDE; //called when stack receives damage (after battleAttack())
- void battleEnd(const BattleResult *br) OVERRIDE;
- //void battleResultsApplied() OVERRIDE; //called when all effects of last battle are applied
- void battleNewRoundFirst(int round) OVERRIDE; //called at the beginning of each turn before changes are applied;
- void battleNewRound(int round) OVERRIDE; //called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
- void battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance) OVERRIDE;
- void battleSpellCast(const BattleSpellCast *sc) OVERRIDE;
- void battleStacksEffectsSet(const SetStackEffect & sse) OVERRIDE;//called when a specific effect is set to stacks
- //void battleTriggerEffect(const BattleTriggerEffect & bte) OVERRIDE;
- void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side) OVERRIDE; //called by engine when battle starts; side=0 - left, side=1 - right
- void battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, bool tentHeal, si32 lifeDrainFrom) OVERRIDE; //called when stacks are healed / resurrected first element of pair - stack id, second - healed hp
- void battleNewStackAppeared(const CStack * stack) OVERRIDE; //not called at the beginning of a battle or by resurrection; called eg. when elemental is summoned
- void battleObstaclesRemoved(const std::set<si32> & removedObstacles) OVERRIDE; //called when a certain set of obstacles is removed from batlefield; IDs of them are given
- void battleCatapultAttacked(const CatapultAttack & ca) OVERRIDE; //called when catapult makes an attack
- void battleStacksRemoved(const BattleStacksRemoved & bsr) OVERRIDE; //called when certain stack is completely removed from battlefield
- BattleAction goTowards(const CStack * stack, BattleHex hex );
- BattleAction useCatapult(const CStack * stack);
- boost::optional<BattleAction> considerFleeingOrSurrendering();
- void attemptCastingSpell();
- std::vector<BattleHex> getTargetsToConsider(const CSpell *spell) const;
- };
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