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);
    }
示例#2
0
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;
}
示例#3
0
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;
}
示例#4
0
void AI::HeroesPreBattle(HeroBase & hero)
{
    Castle* castle = world.GetCastle(hero.GetCenter());
    if(castle && hero.GetType() != HeroBase::CAPTAIN)
	hero.GetArmy().JoinTroops(castle->GetArmy());
}
示例#5
0
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());
}
示例#6
0
void AI::CastlePreBattle(Castle & castle)
{
    Heroes* hero = castle.GetHeroes().GuardFirst();
    if(hero && castle.GetArmy().isValid())
	hero->GetArmy().JoinStrongestFromArmy(castle.GetArmy());
}
示例#7
0
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();
}
示例#9
0
void AI::HeroesPreBattle(HeroBase & hero)
{
    Castle* castle = world.GetCastle(hero.GetIndex());
    if(castle && hero.GetType() != Skill::Primary::CAPTAIN)
	hero.GetArmy().JoinTroops(castle->GetArmy());
}