void Init(Castle* ptr) { castle = ptr; Clear(); armyBarGuard = new ArmyBar(& castle->GetArmy(), true, false); armyBarGuard->SetBackground(41, 41, 0x3C); armyBarGuard->SetColRows(5, 1); armyBarGuard->SetHSpace(-1); CastleHeroes heroes = world.GetHeroes(*castle); if(heroes.Guest()) { armyBarGuest = new ArmyBar(& heroes.Guest()->GetArmy(), true, false); armyBarGuest->SetBackground(41, 41, 0x3C); armyBarGuest->SetColRows(5, 1); armyBarGuest->SetHSpace(-1); } dwellingsBar = new DwellingsBar(*castle, 39, 52, 0x3C); dwellingsBar->SetColRows(6, 1); dwellingsBar->SetHSpace(2); }
u16 HowManyRecruitMonster(const Castle & castle, u32 dw, const Funds & add, Funds & res) { const Monster ms(castle.GetRace(), castle.GetActualDwelling(dw)); const Kingdom & kingdom = world.GetKingdom(castle.GetColor()); if(! castle.GetArmy().CanJoinTroop(ms)) return 0; u16 count = castle.GetDwellingLivedCount(dw); payment_t payment; while(count) { payment = ms.GetCost() * count; res = payment; payment += add; if(kingdom.AllowPayment(payment)) break; --count; } return count; }
bool AI::HeroesGetTask(Heroes & hero) { std::vector<s32> results; results.reserve(5); const Settings & conf = Settings::Get(); AIHero & ai_hero = AIHeroes::Get(hero); AIKingdom & ai_kingdom = AIKingdoms::Get(hero.GetColor()); Queue & task = ai_hero.sheduled_visit; IndexObjectMap & ai_objects = ai_kingdom.scans; const u8 objs1[] = { MP2::OBJ_ARTIFACT, MP2::OBJ_RESOURCE, MP2::OBJ_CAMPFIRE, MP2::OBJ_TREASURECHEST, 0 }; const u8 objs2[] = { MP2::OBJ_SAWMILL, MP2::OBJ_MINES, MP2::OBJ_ALCHEMYLAB, 0 }; const u8 objs3[] = { MP2::OBJ_CASTLE, MP2::OBJ_HEROES, MP2::OBJ_MONSTER, 0 }; // rescan path hero.RescanPath(); Castle* castle = hero.inCastle(); // if hero in castle if(castle) { DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << ", in castle"); castle->RecruitAllMonster(); hero.GetArmy().UpgradeTroops(*castle); // recruit army if(hero.Modes(AI::HEROES_HUNTER)) hero.GetArmy().JoinStrongestFromArmy(castle->GetArmy()); else if(hero.Modes(AI::HEROES_SCOUTER)) hero.GetArmy().KeepOnlyWeakestTroops(castle->GetArmy()); DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << ", " << hero.GetArmy().String()); } // patrol task if(hero.Modes(Heroes::PATROL)) { DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << ", is patrol mode"); // goto patrol center if(hero.GetCenterPatrol() != hero.GetCenter() && hero.GetPath().Calculate(Maps::GetIndexFromAbsPoint(hero.GetCenterPatrol()))) return true; // scan enemy hero if(hero.GetSquarePatrol()) { const Maps::Indexes & results = Maps::ScanAroundObject(Maps::GetIndexFromAbsPoint(hero.GetCenterPatrol()), hero.GetSquarePatrol(), MP2::OBJ_HEROES); for(MapsIndexes::const_iterator it = results.begin(); it != results.end(); ++it) { const Heroes* enemy = world.GetTiles(*it).GetHeroes(); if(enemy && ! enemy->isFriends(hero.GetColor())) { if(hero.GetPath().Calculate(enemy->GetIndex())) { DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << ", find enemy"); return true; } } } } // can pickup objects if(conf.ExtHeroPatrolAllowPickup()) { const Maps::Indexes & results = Maps::ScanAroundObjects(hero.GetIndex(), hero.GetSquarePatrol(), objs1); for(MapsIndexes::const_iterator it = results.begin(); it != results.end(); ++it) if(AI::HeroesValidObject(hero, *it) && hero.GetPath().Calculate(*it)) { ai_objects.erase(*it); DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << ": find object: " << MP2::StringObject(world.GetTiles(*it).GetObject()) << "(" << *it << ")"); return true; } } // random move /* // disable move: https://sourceforge.net/tracker/?func=detail&aid=3157397&group_id=96859&atid=616180 { Maps::ScanAroundObject(hero.GetIndex(), hero.GetSquarePatrol(), MP2::OBJ_ZERO); if(results.size()) { std::random_shuffle(results.begin(), results.end()); std::vector<s32>::const_iterator it = results.begin(); for(; it != results.end(); ++it) if(world.GetTiles(*it).isPassable(&hero, Direction::CENTER, true) && hero.GetPath().Calculate(*it)) { DEBUG(DBG_AI, Color::String(hero.GetColor()) << ", Patrol " << hero.GetName() << ": move: " << *it); return; } } } */ hero.SetModes(AI::HEROES_STUPID); return false; } if(ai_hero.fix_loop > 3) { DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << ": loop"); hero.SetModes(hero.Modes(AI::HEROES_WAITING) ? AI::HEROES_STUPID : AI::HEROES_WAITING); return false; } // primary target if(Maps::isValidAbsIndex(ai_hero.primary_target)) { if(hero.GetIndex() == ai_hero.primary_target) { ai_hero.primary_target = -1; hero.GetPath().Reset(); DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << ", reset path"); } else { DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << ", primary target: " << ai_hero.primary_target << ", " << MP2::StringObject(world.GetTiles(ai_hero.primary_target).GetObject())); const Castle* castle = NULL; if(NULL != (castle = world.GetCastle(Maps::GetPoint(ai_hero.primary_target))) && NULL != castle->GetHeroes().Guest() && castle->isFriends(hero.GetColor())) { hero.SetModes(AI::HEROES_WAITING); DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << ", castle busy.."); } // make path if(ai_hero.primary_target != hero.GetPath().GetDestinationIndex() && !hero.GetPath().Calculate(ai_hero.primary_target)) { DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << ", path unknown, primary target reset"); ai_hero.primary_target = -1; } } if(hero.GetPath().isValid()) return true; } // scan heroes and castle const Maps::Indexes & enemies = Maps::ScanAroundObjects(hero.GetIndex(), hero.GetScoute(), objs3); for(MapsIndexes::const_iterator it = enemies.begin(); it != enemies.end(); ++it) if(AIHeroesPriorityObject(hero, *it) && hero.GetPath().Calculate(*it)) { DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << ", set primary target: " << MP2::StringObject(world.GetTiles(*it).GetObject()) << "(" << *it << ")"); ai_hero.primary_target = *it; return true; } // check destination if(hero.GetPath().isValid()) { if(! AI::HeroesValidObject(hero, hero.GetPath().GetDestinationIndex())) hero.GetPath().Reset(); else if(hero.GetPath().size() < 5) { DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << ", continue short"); ai_hero.fix_loop++; return true; } } // scan 2x2 pickup objects Maps::Indexes pickups = Maps::ScanAroundObjects(hero.GetIndex(), 2, objs1); // scan 3x3 capture objects const Maps::Indexes & captures = Maps::ScanAroundObjects(hero.GetIndex(), 3, objs2); if(captures.size()) pickups.insert(pickups.end(), captures.begin(), captures.end()); if(pickups.size()) { hero.GetPath().Reset(); for(MapsIndexes::const_iterator it = pickups.begin(); it != pickups.end(); ++it) if(AI::HeroesValidObject(hero, *it)) { task.push_front(*it); DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << ", find object: " << MP2::StringObject(world.GetTiles(*it).GetObject()) << "(" << *it << ")"); } } if(hero.GetPath().isValid()) { DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << ", continue"); ai_hero.fix_loop++; return true; } if(task.empty()) { // get task from kingdom DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << ", empty task"); AIHeroesAddedTask(hero); } else // remove invalid task task.remove_if(std::not1(std::bind1st(std::ptr_fun(&AIHeroesValidObject2), &hero))); // random shuffle if(1 < task.size() && Rand::Get(1)) { Queue::iterator it1, it2; it2 = it1 = task.begin(); ++it2; std::swap(*it1, *it2); } // find passable index while(task.size()) { const s32 & index = task.front(); DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << ", look for: " << MP2::StringObject(world.GetTiles(index).GetObject()) << "(" << index << ")"); if(hero.GetPath().Calculate(index)) break; DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << " say: unable get object: " << index << ", remove task..."); task.pop_front(); } // success if(task.size()) { const s32 & index = task.front(); DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << " go to: " << index); ai_objects.erase(index); task.pop_front(); DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << ", route: " << hero.GetPath().String()); return true; } else if(hero.Modes(AI::HEROES_WAITING)) { hero.GetPath().Reset(); DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << " say: unknown task., help my please.."); hero.ResetModes(AI::HEROES_WAITING); hero.SetModes(AI::HEROES_STUPID); } else { DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << " say: waiting..."); hero.SetModes(AI::HEROES_WAITING); } return false; }
void AI::HeroesPreBattle(HeroBase & hero) { Castle* castle = world.GetCastle(hero.GetCenter()); if(castle && hero.GetType() != HeroBase::CAPTAIN) hero.GetArmy().JoinTroops(castle->GetArmy()); }
void RunTest3(void) { VERBOSE("Run Test3"); ListFiles maps = GetMapsFiles(".mp2"); if(maps.empty()) return; const std::string & amap = maps.front(); Settings & conf = Settings::Get(); Maps::FileInfo fi; if(!fi.ReadMP2(amap)) return; conf.SetCurrentFileInfo(fi); world.LoadMapMP2(amap); Heroes & hero1 = *world.GetHeroes(Heroes::SANDYSANDY); Heroes & hero2 = *world.GetHeroes(Heroes::BAX); Players & players = conf.GetPlayers(); int mycolor = Color::GetFirst(players.GetColors(CONTROL_HUMAN)); int aicolor = Color::GetFirst(players.GetColors((CONTROL_AI))); players.SetPlayerControl(mycolor, CONTROL_HUMAN); players.SetPlayerControl(aicolor, CONTROL_HUMAN); Kingdom & kingdom1 = world.GetKingdom(mycolor); Kingdom & kingdom2 = world.GetKingdom(aicolor); conf.SetCurrentColor(mycolor); conf.SetGameType(Game::TYPE_BATTLEONLY); players.SetStartGame(); hero1.SetSpellPoints(150); int xx = world.w() / 2; int yy = world.h() / 2; if(kingdom1.GetCastles().size()) hero1.Recruit(kingdom1.GetColor(), Point(xx, yy)); hero2.Recruit(kingdom2.GetColor(), Point(xx, yy + 1)); Army & army1 = hero1.GetArmy(); Castle* castle = kingdom2.GetCastles().at(0); castle->ActionNewDay(); castle->BuyBuilding(BUILD_MAGEGUILD1); castle->ActionNewDay(); castle->BuyBuilding(BUILD_CAPTAIN); castle->ActionNewDay(); castle->BuyBuilding(BUILD_MOAT); //Army army2; //Army & army2 = hero2.GetArmy(); Army & army2 = castle->GetArmy(); if(army2.GetCommander()) { army2.GetCommander()->SpellBookActivate(); army2.GetCommander()->AppendSpellToBook(Spell::SHIELD, true); } army1.Clean(); //army1.JoinTroop(Monster::PHOENIX, 10); //army1.GetTroop(0)->Set(Monster::ARCHER, 30); army1.GetTroop(1)->Set(Monster::BOAR, 20); army1.GetTroop(2)->Set(Monster::OGRE_LORD, 20); //army1.JoinTroop(Monster::Rand(Monster::LEVEL1), 30); //army1.JoinTroop(Monster::Rand(Monster::LEVEL2), 20); //army1.JoinTroop(Monster::Rand(Monster::LEVEL3), 10); army2.Clean(); army2.GetTroop(0)->Set(Monster::BOAR, 20); army2.GetTroop(2)->Set(Monster::OGRE_LORD, 20); // army2.at(0) = Troop(Monster::OGRE, 1); // army2.at(1) = Troop(Monster::DWARF, 2); // army2.at(2) = Troop(Monster::DWARF, 2); // army2.at(3) = Troop(Monster::DWARF, 2); // army2.at(4) = Troop(Monster::DWARF, 2); // army2.JoinTroop(static_cast<Monster::monster_t>(1), 10); // army2.JoinTroop(static_cast<Monster::monster_t>(4), 10); // army2.JoinTroop(static_cast<Monster::monster_t>(6), 10); // army2.JoinTroop(static_cast<Monster::monster_t>(8), 10); Battle::Loader(army1, army2, army1.GetCommander()->GetIndex()); }
void AI::CastlePreBattle(Castle & castle) { Heroes* hero = castle.GetHeroes().GuardFirst(); if(hero && castle.GetArmy().isValid()) hero->GetArmy().JoinStrongestFromArmy(castle.GetArmy()); }
void AI::CastleTurn(Castle & castle) { // skip neutral town if(castle.GetColor() != Color::NONE) { s32 range = Game::GetViewDistance(castle.isCastle() ? Game::VIEW_CASTLE : Game::VIEW_TOWN); const Heroes* enemy = NULL; // find enemy hero for(s32 y = -range; y <= range; ++y) for(s32 x = -range; x <= range; ++x) { if(!y && !x) continue; const Point & center = castle.GetCenter(); if(Maps::isValidAbsPoint(center.x + x, center.y + y)) { const Maps::Tiles & tile = world.GetTiles(Maps::GetIndexFromAbsPoint(center.x + x, center.y + y)); if(MP2::OBJ_HEROES == tile.GetObject()) enemy = tile.GetHeroes(); if(enemy && castle.GetColor() == enemy->GetColor()) enemy = NULL; if(enemy) break; } } enemy ? AICastleDefense(castle) : AICastleDevelopment(castle); Kingdom & kingdom = castle.GetKingdom(); bool can_recruit = castle.isCastle() && kingdom.GetHeroes().size() < Kingdom::GetMaxHeroes(); // part II if(enemy && castle.GetArmy().isValid() && Army::TroopsStrongerEnemyTroops(castle.GetArmy(), enemy->GetArmy())) { if(!castle.GetHeroes().Guest() && can_recruit) { Recruits & rec = kingdom.GetRecruits(); if(rec.GetHero1()) castle.RecruitHero(rec.GetHero1()); else if(rec.GetHero2()) castle.RecruitHero(rec.GetHero2()); } if(castle.GetHeroes().Guest()) castle.GetHeroes().Guest()->SetModes(AI::HEROES_HUNTER); } // part III AIKingdom & ai = AIKingdoms::Get(castle.GetColor()); if(ai.capital != &castle && castle.GetArmy().isValid() && ! castle.GetHeroes().Guest() && 2 < castle.GetArmy().GetCount() && 150 < castle.GetArmy().GetHitPoints() && can_recruit) { Recruits & rec = kingdom.GetRecruits(); if(rec.GetHero1()) castle.RecruitHero(rec.GetHero1()); else if(rec.GetHero2()) castle.RecruitHero(rec.GetHero2()); if(castle.GetHeroes().Guest()) castle.GetHeroes().Guest()->SetModes(AI::HEROES_HUNTER|AI::HEROES_SCOUTER); } } }
void Dialog::QuickInfo(const Castle & castle) { Display & display = Display::Get(); Cursor & cursor = Cursor::Get(); cursor.Hide(); const ICN::icn_t qwiktown = ICN::QWIKTOWN; AGG::PreloadObject(qwiktown); // image box const Sprite &box = AGG::GetICN(qwiktown, 0); const Interface::GameArea & gamearea = Interface::GameArea::Get(); const Rect ar(BORDERWIDTH, BORDERWIDTH, gamearea.GetArea().w, gamearea.GetArea().h); LocalEvent & le = LocalEvent::Get(); const Point & mp = le.GetMouseCursor(); Rect cur_rt; u16 mx = (mp.x - BORDERWIDTH) / TILEWIDTH; mx *= TILEWIDTH; u16 my = (mp.y - BORDERWIDTH) / TILEWIDTH; my *= TILEWIDTH; // top left if(mx <= ar.x + ar.w / 2 && my <= ar.y + ar.h / 2) cur_rt = Rect(mx + TILEWIDTH, my + TILEWIDTH, box.w(), box.h()); else // top right if(mx > ar.x + ar.w / 2 && my <= ar.y + ar.h / 2) cur_rt = Rect(mx - box.w(), my + TILEWIDTH, box.w(), box.h()); else // bottom left if(mx <= ar.x + ar.w / 2 && my > ar.y + ar.h / 2) cur_rt = Rect(mx + TILEWIDTH, my - box.h(), box.w(), box.h()); else // bottom right cur_rt = Rect(mx - box.w(), my - box.h(), box.w(), box.h()); if(Settings::Get().QVGA()) { cur_rt = Rect((display.w() - box.w()) / 2, (display.h() - box.h()) / 2, box.w(), box.h()); } Background back(cur_rt); back.Save(); display.Blit(box, cur_rt.x, cur_rt.y); cur_rt = Rect(back.GetRect().x + 28 , back.GetRect().y + 12, 178, 140); Point dst_pt; Text text; // castle name text.Set(castle.GetName(), Font::SMALL); dst_pt.x = cur_rt.x + (cur_rt.w - text.w()) / 2; dst_pt.y = cur_rt.y + 5; text.Blit(dst_pt); u8 index = 0; switch(castle.GetRace()) { case Race::KNGT: index = (castle.isCastle() ? 9 : 15); break; case Race::BARB: index = (castle.isCastle() ? 10 : 16); break; case Race::SORC: index = (castle.isCastle() ? 11 : 17); break; case Race::WRLK: index = (castle.isCastle() ? 12 : 18); break; case Race::WZRD: index = (castle.isCastle() ? 13 : 19); break; case Race::NECR: index = (castle.isCastle() ? 14 : 20); break; default: DEBUG(DBG_GAME , DBG_WARN, "Dialog::QuickInfo: unknown race."); return; } // castle icon const Sprite & sprite = AGG::GetICN(ICN::LOCATORS, index); dst_pt.x = cur_rt.x + (cur_rt.w - sprite.w()) / 2; dst_pt.y += 18; display.Blit(sprite, dst_pt); // color flags switch(castle.GetColor()) { case Color::BLUE: index = 0; break; case Color::GREEN: index = 2; break; case Color::RED: index = 4; break; case Color::YELLOW: index = 6; break; case Color::ORANGE: index = 8; break; case Color::PURPLE: index = 10; break; case Color::GRAY: index = 12; break; } const Sprite & l_flag = AGG::GetICN(ICN::FLAG32, index); dst_pt.x = cur_rt.x + (cur_rt.w - 60) / 2 - l_flag.w(); display.Blit(l_flag, dst_pt); const Sprite & r_flag = AGG::GetICN(ICN::FLAG32, index + 1); dst_pt.x = cur_rt.x + (cur_rt.w + 60) / 2; display.Blit(r_flag, dst_pt); // info text.Set(_("Defenders:")); dst_pt.x = cur_rt.x + (cur_rt.w - text.w()) / 2; dst_pt.y += sprite.h() + 5; text.Blit(dst_pt); u8 count = castle.GetArmy().GetCount(); if(! count) { text.Set(_("None")); dst_pt.x = cur_rt.x + (cur_rt.w - text.w()) / 2; dst_pt.y += 45; text.Blit(dst_pt); } else castle.GetArmy().DrawMons32Line(cur_rt.x - 5, cur_rt.y + 100, 192, 0, 0, (Settings::Get().MyColor() != castle.GetColor())); cursor.Show(); display.Flip(); // quick info loop while(le.HandleEvents() && le.MousePressRight()); // restore background cursor.Hide(); back.Restore(); cursor.Show(); display.Flip(); }
void AI::HeroesPreBattle(HeroBase & hero) { Castle* castle = world.GetCastle(hero.GetIndex()); if(castle && hero.GetType() != Skill::Primary::CAPTAIN) hero.GetArmy().JoinTroops(castle->GetArmy()); }