wesnoth/ai.cpp
Dave White 5fd5346808 Allow resolution to be configurable in preferences file...
...using xresolution and yresolution options
2003-09-18 12:47:17 +00:00

505 lines
15 KiB
C++

/* $Id$ */
/*
Copyright (C) 2003 by David White <davidnwhite@optusnet.com.au>
Part of the Battle for Wesnoth Project http://wesnoth.whitevine.net
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY.
See the COPYING file for more details.
*/
#include "actions.hpp"
#include "ai.hpp"
#include "ai_attack.hpp"
#include "ai_move.hpp"
#include "dialogs.hpp"
#include "game_config.hpp"
#include "log.hpp"
#include "menu.hpp"
#include "pathfind.hpp"
#include "playlevel.hpp"
#include "playturn.hpp"
#include "replay.hpp"
#include <iostream>
namespace {
bool recruit(const gamemap& map, const gamemap::location& leader,
const std::string& usage, const game_data& gameinfo,
int team_num, team& tm, int min_gold,
std::map<gamemap::location,unit>& units, display& disp)
{
log_scope("recruiting troops");
std::cerr << "recruiting " << usage << "\n";
std::vector<std::map<std::string,unit_type>::const_iterator> options;
//record the number of the recruit for replay recording
std::vector<int> option_numbers;
//find an available unit that can be recruited, matches the desired
//usage type, and comes in under budget
const std::set<std::string>& recruits = tm.recruits();
for(std::map<std::string,unit_type>::const_iterator i =
gameinfo.unit_types.begin(); i != gameinfo.unit_types.end(); ++i) {
if(i->second.usage() == usage && recruits.count(i->second.name())
&& tm.gold() - i->second.cost() > min_gold) {
options.push_back(i);
option_numbers.push_back(std::distance(recruits.begin(),
recruits.find(i->first)));
}
}
//from the available options, choose one at random
if(options.empty() == false) {
const int option = rand()%options.size();
recorder.add_recruit(option_numbers[option],gamemap::location());
const unit_type& u = options[option]->second;
tm.spend_gold(u.cost());
unit new_unit(&u,team_num,true);
std::cerr << "recruiting a " << u.name() << " for " << u.cost() << " have " << tm.gold() << " left\n";
const gamemap::location loc;
return recruit_unit(map,team_num,units,new_unit,loc,&disp).empty();
}
return false;
}
}
namespace ai {
void move_unit(const game_data& gameinfo, display& disp,
const gamemap& map,
std::map<gamemap::location,unit>& units,
const location& from, const location& to,
std::map<location,paths>& possible_moves,
std::vector<team>& teams, int team_num)
{
assert(units.find(to) == units.end() || from == to);
disp.select_hex(from);
disp.update_display();
log_scope("move_unit");
std::map<location,unit>::iterator u_it = units.find(from);
if(u_it == units.end()) {
std::cout << "Could not find unit at " << from.x << ", "
<< from.y << "\n";
assert(false);
return;
}
recorder.add_movement(from,to);
const bool ignore_zocs = u_it->second.type().is_skirmisher();
const bool teleport = u_it->second.type().teleports();
paths current_paths = paths(map,gameinfo,units,from,teams,
ignore_zocs,teleport);
paths_wiper wiper(disp);
disp.set_paths(&current_paths);
disp.scroll_to_tiles(from.x,from.y,to.x,to.y);
unit current_unit = u_it->second;
units.erase(u_it);
const std::map<location,paths>::iterator p_it = possible_moves.find(from);
if(p_it != possible_moves.end()) {
paths& p = p_it->second;
std::map<location,paths::route>::iterator rt = p.routes.begin();
for(; rt != p.routes.end(); ++rt) {
if(rt->first == to) {
break;
}
}
if(rt != p.routes.end()) {
std::vector<location> steps = rt->second.steps;
steps.push_back(to); //add the destination to the steps
disp.move_unit(steps,current_unit);
}
}
current_unit.set_movement(0);
units.insert(std::pair<location,unit>(to,current_unit));
if(map[to.x][to.y] == gamemap::TOWER)
get_tower(to,teams,team_num-1);
disp.draw_tile(to.x,to.y);
disp.draw();
game_events::fire("moveto",to);
}
void do_move(display& disp, const gamemap& map, const game_data& gameinfo,
std::map<gamemap::location,unit>& units,
std::vector<team>& teams, int team_num, const gamestatus& state,
bool consider_combat, std::vector<target>* additional_targets)
{
std::vector<target> tgts;
if(additional_targets == NULL)
additional_targets = &tgts;
log_scope("doing ai move");
team& current_team = teams[team_num-1];
typedef paths::route route;
std::multimap<location,location> srcdst;
std::multimap<location,location> dstsrc;
std::vector<gamemap::location> leader_locations;
typedef std::map<location,paths> moves_map;
moves_map possible_moves;
for(std::map<gamemap::location,unit>::const_iterator un_it = units.begin();
un_it != units.end(); ++un_it) {
if(un_it->second.side() != team_num) {
continue;
}
//insert the trivial moves of staying on the same location
if(un_it->second.movement_left() == un_it->second.total_movement()) {
std::pair<location,location> trivial_mv(un_it->first,un_it->first);
srcdst.insert(trivial_mv);
dstsrc.insert(trivial_mv);
}
if(un_it->second.can_recruit()) {
//save so we can remove from possible moves later
leader_locations.push_back(un_it->first);
continue;
}
const bool ignore_zocs = un_it->second.type().is_skirmisher();
const bool teleports = un_it->second.type().teleports();
possible_moves.insert(std::pair<gamemap::location,paths>(
un_it->first,paths(map,gameinfo,units,
un_it->first,teams,ignore_zocs,teleports)));
}
for(moves_map::iterator m = possible_moves.begin();
m != possible_moves.end(); ++m) {
for(std::map<location,route>::iterator rtit =
m->second.routes.begin(); rtit != m->second.routes.end();
++rtit) {
const location& src = m->first;
const location& dst = rtit->first;
if(src != dst && units.find(dst) == units.end()) {
srcdst.insert(std::pair<location,location>(src,dst));
dstsrc.insert(std::pair<location,location>(dst,src));
}
}
}
//no moves left, recruitment phase
//take stock of our current set of units
if(srcdst.empty()) {
std::cout << "recruitment......\n";
location leader;
int num_units = 0;
std::map<std::string,int> unit_types;
for(std::map<location,unit>::const_iterator i = units.begin();
i != units.end(); ++i) {
if(i->second.side() != team_num)
continue;
if(i->second.can_recruit()) {
leader = i->first;
continue;
}
unit_types[i->second.type().usage()]++;
++num_units;
}
const int cash_flow = current_team.towers()*game_config::tower_income +
game_config::base_income - num_units;
const int min_gold = 10 + (cash_flow < 0 ? -cash_flow*10 : 0);
//count the number of scouts we have currently
const int towers = map.towers().size();
int taken_towers = 0;
for(int j = 0; j != teams.size(); ++j) {
taken_towers += teams[j].towers();
}
const int neutral_towers = towers - taken_towers;
//we want at least one scout for every eight neutral towers
int scouts_wanted = neutral_towers/8;
if(scouts_wanted < 1)
scouts_wanted = 1;
while(unit_types["scout"] < scouts_wanted) {
if(recruit(map,leader,"scout",gameinfo,team_num,current_team,
min_gold,units,disp) == false)
break;
++unit_types["scout"];
}
const std::vector<std::string>& options =
current_team.recruitment_pattern();
if(options.empty()) {
assert(false);
return;
}
//buy fighters as long as we have room and can afford it
while(recruit(map,leader,options[rand()%options.size()].c_str(),
gameinfo,team_num,current_team,min_gold,units,disp)) {
}
recorder.end_turn();
return;
}
int ticks = SDL_GetTicks();
//look for targets of opportunity that we are hoping to kill this turn
std::vector<attack_analysis> analysis;
if(consider_combat)
analysis = analyze_targets(map,srcdst,dstsrc,units,
current_team,team_num,state,gameinfo);
int time_taken = SDL_GetTicks() - ticks;
std::cout << "took " << time_taken << " ticks for " << analysis.size() << " positions. Analyzing...\n";
ticks = SDL_GetTicks();
const int max_sims = 30000;
int num_sims = analysis.empty() ? 0 : max_sims/analysis.size();
if(num_sims < 8)
num_sims = 8;
if(num_sims > 20)
num_sims = 20;
std::cout << "simulations: " << num_sims << "\n";
const int max_positions = 20000;
const int skip_num = analysis.size()/max_positions;
std::vector<attack_analysis>::iterator choice_it = analysis.end();
double choice_rating = -1000.0;
for(std::vector<attack_analysis>::iterator it = analysis.begin();
it != analysis.end(); ++it) {
if(skip_num > 0 && ((it - analysis.begin())%skip_num) &&
it->movements.size() > 1)
continue;
const double rating = it->rating(current_team.aggression());
std::cout << "attack option rated at " << rating << " (" << current_team.aggression() << ")\n";
if(rating > choice_rating) {
choice_it = it;
choice_rating = rating;
}
}
time_taken = SDL_GetTicks() - ticks;
std::cout << "analysis took " << time_taken << " ticks\n";
if(choice_rating > 0.0) {
const location& from = choice_it->movements[0].first;
const location& to = choice_it->movements[0].second;
const location& target_loc = choice_it->target;
const int weapon = choice_it->weapons[0];
const std::map<gamemap::location,unit>::const_iterator tgt =
units.find(target_loc);
const bool defender_human = (tgt != units.end()) ?
teams[tgt->second.side()-1].is_human() : false;
move_unit(gameinfo,disp,map,units,from,to,
possible_moves,teams,team_num);
std::cerr << "attacking...\n";
recorder.add_attack(to,target_loc,weapon);
game_events::fire("attack",to,target_loc);
if(units.count(to) && units.count(target_loc)) {
attack(disp,map,to,target_loc,weapon,units,state,gameinfo,false);
const int res = check_victory(units);
if(res == 1)
throw end_level_exception(VICTORY);
else if(res > 1)
throw end_level_exception(DEFEAT);
}
std::cerr << "done attacking...\n";
//if this is the only unit in the planned attack, and the target
//is still alive, then also summon reinforcements
if(choice_it->movements.size() == 1 && units.count(target_loc)) {
additional_targets->push_back(target(target_loc,3.0));
}
dialogs::advance_unit(gameinfo,units,to,disp,true);
dialogs::advance_unit(gameinfo,units,target_loc,disp,!defender_human);
do_move(disp,map,gameinfo,units,teams,team_num,state,consider_combat,
additional_targets);
return;
} else {
log_scope("summoning reinforcements...\n");
consider_combat = false;
std::set<gamemap::location> already_done;
for(std::vector<attack_analysis>::iterator it = analysis.begin();
it != analysis.end(); ++it) {
assert(it->movements.empty() == false);
const gamemap::location& loc = it->movements.front().first;
if(already_done.count(loc) > 0)
continue;
additional_targets->push_back(target(loc,3.0));
already_done.insert(loc);
}
}
//mark the leader as having moved and attacked by now
for(std::vector<location>::const_iterator lead = leader_locations.begin();
lead != leader_locations.end(); ++lead) {
const std::map<location,unit>::iterator leader = units.find(*lead);
if(leader != units.end()) {
leader->second.set_movement(0);
leader->second.set_attacked();
}
//remove leader from further consideration
srcdst.erase(*lead);
dstsrc.erase(*lead);
}
//try to acquire towers
for(std::multimap<location,location>::const_iterator i = dstsrc.begin();
i != dstsrc.end(); ++i) {
if(map[i->first.x][i->first.y] != gamemap::TOWER)
continue;
bool want_tower = true;
for(int j = 0; j != teams.size(); ++j) {
if(!current_team.is_enemy(j+1) && teams[j].owns_tower(i->first)) {
want_tower = false;
break;
}
}
if(want_tower) {
const std::map<location,unit>::iterator un = units.find(i->second);
if(un == units.end()) {
assert(false);
return;
}
if(un->second.is_guardian())
continue;
move_unit(gameinfo,disp,map,units,i->second,i->first,
possible_moves,teams,team_num);
do_move(disp,map,gameinfo,units,teams,team_num,
state,consider_combat,additional_targets);
return;
}
}
std::cout << "b\n";
//find units in need of healing
std::map<location,unit>::iterator u_it = units.begin();
for(; u_it != units.end(); ++u_it) {
unit& u = u_it->second;
//if the unit is on our side, has lost as many or more than 1/2 round
//worth of healing, and doesn't regenerate itself, then try to
//find a vacant village for it to rest in
if(u.side() == team_num &&
u.type().hitpoints() - u.hitpoints() >= game_config::heal_amount/2 &&
!u.type().regenerates()) {
typedef std::multimap<location,location>::iterator Itor;
std::pair<Itor,Itor> it = srcdst.equal_range(u_it->first);
while(it.first != it.second) {
const location& dst = it.first->second;
if(map[dst.x][dst.y] == gamemap::TOWER &&
units.find(dst) == units.end()) {
const location& src = it.first->first;
move_unit(gameinfo,disp,map,units,src,dst,
possible_moves,teams,team_num);
do_move(disp,map,gameinfo,units,teams,team_num,state,
consider_combat,additional_targets);
return;
}
++it.first;
}
}
}
if(dstsrc.empty()) {
do_move(disp,map,gameinfo,units,teams,team_num,state,
consider_combat,additional_targets);
return;
}
std::cout << "finding targets...\n";
std::vector<target> targets = find_targets(map,units,teams,team_num);
targets.insert(targets.end(),additional_targets->begin(),
additional_targets->end());
for(;;) {
if(targets.empty()) {
recorder.end_turn();
return;
}
std::cout << "choosing move...\n";
std::pair<location,location> move = choose_move(targets,dstsrc,units,
map,teams,team_num,
gameinfo);
for(std::vector<target>::const_iterator ittg = targets.begin();
ittg != targets.end(); ++ittg) {
assert(map.on_board(ittg->loc));
}
if(move.first.valid() == false)
break;
std::cout << "move: " << move.first.x << ", " << move.first.y << " - " << move.second.x << ", " << move.second.y << "\n";
std::cout << "calling move_unit\n";
move_unit(gameinfo,disp,map,units,move.first,move.second,
possible_moves,teams,team_num);
std::cout << "end move_unit\n";
//don't allow any other units to move onto the tile our unit
//just moved onto
typedef std::multimap<location,location>::iterator Itor;
std::pair<Itor,Itor> del = dstsrc.equal_range(move.second);
dstsrc.erase(del.first,del.second);
}
do_move(disp,map,gameinfo,units,teams,team_num,state,
consider_combat,additional_targets);
return;
}
}