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- /*
- * BattleAI.h, part of VCMI engine
- *
- * Authors: listed in file AUTHORS in main folder
- *
- * License: GNU General Public License v2.0 or later
- * Full text of license available in license.txt file, in main folder
- *
- */
- #pragma once
- #include "../../lib/AI_Base.h"
- #include "PotentialTargets.h"
- class CSpell;
- class EnemyInfo;
- /*
- struct CurrentOffensivePotential
- {
- std::map<const CStack *, PotentialTargets> ourAttacks;
- std::map<const CStack *, PotentialTargets> enemyAttacks;
- CurrentOffensivePotential(ui8 side)
- {
- for(auto stack : cbc->battleGetStacks())
- {
- if(stack->attackerOwned == !side)
- ourAttacks[stack] = PotentialTargets(stack);
- else
- enemyAttacks[stack] = PotentialTargets(stack);
- }
- }
- int potentialValue()
- {
- int ourPotential = 0, enemyPotential = 0;
- for(auto &p : ourAttacks)
- ourPotential += p.second.bestAction().attackValue();
- for(auto &p : enemyAttacks)
- enemyPotential += p.second.bestAction().attackValue();
- return ourPotential - enemyPotential;
- }
- };
- */ // These lines may be usefull but they are't used in the code.
- struct PossibleSpellcast
- {
- const CSpell *spell;
- BattleHex dest;
- si32 value;
- };
- class CBattleAI : public CBattleGameInterface
- {
- int side;
- std::shared_ptr<CBattleCallback> cb;
- //Previous setting of cb
- bool wasWaitingForRealize, wasUnlockingGs;
- public:
- CBattleAI(void);
- ~CBattleAI(void);
- void init(std::shared_ptr<CBattleCallback> CB) override;
- void attemptCastingSpell();
- BattleAction activeStack(const CStack * stack) override; //called when it's turn of that stack
- BattleAction goTowards(const CStack * stack, BattleHex hex );
- boost::optional<BattleAction> considerFleeingOrSurrendering();
- std::vector<BattleHex> getTargetsToConsider(const CSpell *spell, const ISpellCaster * caster) const;
- static int distToNearestNeighbour(BattleHex hex, const ReachabilityInfo::TDistances& dists, BattleHex *chosenHex = nullptr);
- static bool isCloser(const EnemyInfo & ei1, const EnemyInfo & ei2, const ReachabilityInfo::TDistances & dists);
- void print(const std::string &text) const;
- BattleAction useCatapult(const CStack *stack);
- void battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool Side);
- //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
- //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 beginning 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
- };
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