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@@ -0,0 +1,2482 @@
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+#include "StdInc.h"
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+#include "VCAI.h"
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+
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+#define I_AM_ELEMENTAR return CGoal(*this).setisElementar(true)
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+
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+const int ACTUAL_RESOURCE_COUNT = 7;
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+
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+const double SAFE_ATTACK_CONSTANT = 2.5;
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+using namespace vstd;
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+
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+//one thread may be turn of AI and another will be handling a side effect for AI2
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+boost::thread_specific_ptr<CCallback> cb;
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+boost::thread_specific_ptr<VCAI> ai;
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+// CCallback *cb;
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+// VCAI *ai;
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+
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+//helper RAII to manage global ai/cb ptrs
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+struct SetGlobalState
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+{
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+ SetGlobalState(VCAI * AI)
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+ {
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+ assert(!ai.get());
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+ assert(!cb.get());
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+
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+ ai.reset(AI);
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+ cb.reset(AI->myCb);
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+ }
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+ ~SetGlobalState()
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+ {
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+ ai.release();
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+ cb.release();
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+ }
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+};
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+
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+#define SET_GLOBAL_STATE(ai) SetGlobalState _hlpSetState(ai);
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+
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+#define NET_EVENT_HANDLER SET_GLOBAL_STATE(this)
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+#define MAKING_TURN SET_GLOBAL_STATE(this)
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+
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+const int GOLD_RESERVE = 10000; //when buying creatures we want to keep at least this much gold (10000 so at least we'll be able to reach capitol)
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+const int HERO_GOLD_COST = 2500;
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+const int ALLOWED_ROAMING_HEROES = 8;
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+
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+const int GOLD_MINE_PRODUCTION = 1000, WOOD_ORE_MINE_PRODUCTION = 2, RESOURCE_MINE_PRODUCTION = 1;
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+
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+bool compareHeroStrength(const CGHeroInstance *h1, const CGHeroInstance *h2)
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+{
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+ return h1->getTotalStrength() < h2->getTotalStrength();
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+}
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+bool compareArmyStrength(const CArmedInstance *a1, const CArmedInstance *a2)
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+{
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+ return a1->getArmyStrength() < a2->getArmyStrength();
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+}
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+
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+//TODO integrate with that constants file
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+namespace Obj
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+{
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+ enum
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+ {
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+ BOAT = 8,
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+ CREATURE_BANK = 16,
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+ CREATURE_GENERATOR1 = 17,
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+ DERELICT_SHIP = 24,
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+ GARRISON = 33,
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+ MONOLITH1 = 43,
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+ MONOLITH2 = 44,
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+ MONOLITH3 = 45,
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+ MINE = 53,
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+ MONSTER = 54,
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+ OBELISK = 57,
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+ CRYPT = 84,
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+ SHIPWRECK = 85,
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+ TRADING_POST = 99,
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+ SUBTERRANEAN_GATE = 103,
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+ WHIRLPOOL = 111,
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+ BORDER_GATE = 212,
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+ GARRISON2 = 219,
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+ };
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+}
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+static const int3 dirs[] = { int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0),
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+ int3(1,1,0),int3(-1,1,0),int3(1,-1,0),int3(-1,-1,0) };
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+
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+struct AILogger
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+{
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+ AILogger()
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+ {
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+ lvl = 0;
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+ }
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+
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+ int lvl;
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+
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+ struct Tab
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+ {
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+ Tab()
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+ {
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+ logger.lvl++;
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+ }
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+ ~Tab()
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+ {
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+ logger.lvl--;
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+ }
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+ };
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+} logger;
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+
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+
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+struct TimeCheck
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+{
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+ CStopWatch time;
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+ std::string txt;
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+ TimeCheck(crstring TXT) : txt(TXT)
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+ {
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+ }
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+
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+ ~TimeCheck()
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+ {
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+ BNLOG("Time of %s was %d ms.", txt % time.getDiff());
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+ }
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+};
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+
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+template<typename T>
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+void removeDuplicates(std::vector<T> &vec)
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+{
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+ boost::sort(vec);
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+ vec.erase(std::unique(vec.begin(), vec.end()), vec.end());
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+}
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+
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+
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+template<typename Range, typename Predicate>
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+void erase_if(Range &vec, Predicate pred)
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+{
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+ vec.erase(boost::remove_if(vec, pred),vec.end());
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+}
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+
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+struct AtScopeExit
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+{
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+ boost::function<void()> foo;
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+ AtScopeExit(const boost::function<void()> &FOO) : foo(FOO)
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+ {}
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+ ~AtScopeExit()
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+ {
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+ foo();
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+ }
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+};
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+
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+void foreach_tile_pos(boost::function<void(const int3& pos)> foo)
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+{
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+ for(int i = 0; i < cb->getMapSize().x; i++)
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+ for(int j = 0; j < cb->getMapSize().y; j++)
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+ for(int k = 0; k < cb->getMapSize().z; k++)
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+ foo(int3(i,j,k));
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+}
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+
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+void foreach_neighbour(const int3 &pos, boost::function<void(const int3& pos)> foo)
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+{
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+ BOOST_FOREACH(const int3 &dir, dirs)
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+ {
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+ const int3 n = pos + dir;
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+ if(cb->isInTheMap(n))
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+ foo(pos+dir);
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+ }
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+}
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+
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+unsigned char &retreiveTileN(std::vector< std::vector< std::vector<unsigned char> > > &vectors, const int3 &pos)
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+{
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+ return vectors[pos.x][pos.y][pos.z];
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+}
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+
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+const unsigned char &retreiveTileN(const std::vector< std::vector< std::vector<unsigned char> > > &vectors, const int3 &pos)
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+{
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+ return vectors[pos.x][pos.y][pos.z];
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+}
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+
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+void foreach_tile(std::vector< std::vector< std::vector<unsigned char> > > &vectors, boost::function<void(unsigned char &in)> foo)
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+{
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+ for(auto i = vectors.begin(); i != vectors.end(); i++)
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+ for(auto j = i->begin(); j != i->end(); j++)
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+ for(auto z = j->begin(); z != j->end(); z++)
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+ foo(*z);
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+}
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+
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+struct ObjInfo
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+{
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+ int3 pos;
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+ std::string name;
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+ ObjInfo(){}
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+ ObjInfo(const CGObjectInstance *obj)
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+ {
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+ pos = obj->pos;
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+ name = obj->getHoverText();
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+ }
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+};
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+
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+std::map<const CGObjectInstance *, ObjInfo> helperObjInfo;
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+
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+template <typename Container, typename Item>
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+bool remove_if_present(Container &c, const Item &item)
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+{
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+ Container::iterator i = std::find(c.begin(), c.end(), item);
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+ if(i != c.end())
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+ {
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+ c.erase(i);
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+ return true;
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+ }
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+
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+ return false;
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+}
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+
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+template <typename Container, typename Pred>
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+void erase(Container &c, Pred &pred)
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+{
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+ c.erase(boost::remove_if(c, pred), c.end());
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+}
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+
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+bool isReachable(const CGObjectInstance *obj)
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+{
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+ return cb->getPathInfo(obj->visitablePos())->turns < 255;
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+}
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+
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+ui64 howManyReinforcementsCanGet(const CGHeroInstance *h, const CGTownInstance *t)
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+{
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+ ui64 ret = 0;
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+ int freeHeroSlots = GameConstants::ARMY_SIZE - h->stacksCount();
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+ std::vector<const CStackInstance *> toMove;
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+ BOOST_FOREACH(auto const slot, t->Slots())
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+ {
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+ //can be merged woth another stack?
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+ TSlot dst = h->getSlotFor(slot.second->getCreatureID());
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+ if(h->hasStackAtSlot(dst))
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+ ret += t->getPower(slot.first);
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+ else
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+ toMove.push_back(slot.second);
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+ }
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+ boost::sort(toMove, [](const CStackInstance *lhs, const CStackInstance *rhs)
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+ {
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+ return lhs->getPower() < rhs->getPower();
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+ });
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+ BOOST_REVERSE_FOREACH(const CStackInstance *stack, toMove)
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+ {
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+ if(freeHeroSlots)
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+ {
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+ ret += stack->getPower();
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+ freeHeroSlots--;
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+ }
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+ else
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+ break;
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+ }
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+ return ret;
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+}
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+
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+std::string strFromInt3(int3 pos)
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+{
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+ std::ostringstream oss;
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+ oss << pos;
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+ return oss.str();
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+}
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+
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+bool isCloser(const CGObjectInstance *lhs, const CGObjectInstance *rhs)
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+{
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+ const CGPathNode *ln = cb->getPathInfo(lhs->visitablePos()), *rn = cb->getPathInfo(rhs->visitablePos());
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+ if(ln->turns != rn->turns)
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+ return ln->turns < rn->turns;
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+
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+ return (ln->moveRemains > rn->moveRemains);
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+};
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+
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+ui64 evaluateDanger(const CGObjectInstance *obj);
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+
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+ui64 evaluateDanger(crint3 tile)
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+{
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+ const TerrainTile *t = cb->getTile(tile, false);
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+ if(!t) //we can know about guard but can't check its tile (the edge of fow)
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+ return 190000000; //MUCH
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+
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+ ui64 objectDanger = 0, guardDanger = 0;
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+
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+ if(t->visitable)
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+ objectDanger = evaluateDanger(t->visitableObjects.front());
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+
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+ int3 guardPos = cb->guardingCreaturePosition(tile);
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+ if(guardPos.x >= 0 && guardPos != tile)
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+ guardDanger = evaluateDanger(guardPos);
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+
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+ //TODO mozna odwiedzic blockvis nie ruszajac straznika
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+ return std::max(objectDanger, guardDanger);
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+
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+ return 0;
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+}
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+
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+ui64 evaluateDanger(const CGObjectInstance *obj)
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+{
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+ if(obj->tempOwner < GameConstants::PLAYER_LIMIT && cb->getPlayerRelations(obj->tempOwner, ai->playerID)) //owned or allied objects don't pose any threat
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+ return 0;
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+
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+ switch(obj->ID)
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+ {
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+ case GameConstants::HEROI_TYPE:
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+ {
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+ InfoAboutHero iah;
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+ cb->getHeroInfo(obj, iah);
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+ return iah.army.getStrength();
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+ }
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+ case GameConstants::TOWNI_TYPE:
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+ case Obj::GARRISON: case Obj::GARRISON2: //garrison
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+ {
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+ InfoAboutTown iat;
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+ cb->getTownInfo(obj, iat);
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+ return iat.army.getStrength();
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+ }
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+ case GameConstants::CREI_TYPE:
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+ {
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+ //TODO!!!!!!!!
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+ const CGCreature *cre = dynamic_cast<const CGCreature*>(obj);
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+ return cre->getArmyStrength();
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+ }
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+ case Obj::CRYPT: //crypt
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+ {
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+ return VLC->creh->creatures[56]->AIValue * 25
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+ + VLC->creh->creatures[58]->AIValue * 20
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+ + VLC->creh->creatures[60]->AIValue * 9
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+ + VLC->creh->creatures[62]->AIValue * 5;
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+ }
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+ case Obj::CREATURE_BANK: //crebank
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+ case Obj::SHIPWRECK: //shipwreck
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+ case Obj::DERELICT_SHIP: //derelict ship
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+ //TODO estimate danger
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+ return 1000000000;
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+ case Obj::WHIRLPOOL: //whirlpool
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+ case Obj::MONOLITH1:
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+ case Obj::MONOLITH2:
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+ case Obj::MONOLITH3:
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+ //TODO mechinism for handling monoliths
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+ return 1000000000;
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+ default:
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+ return 0;
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+ }
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+}
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+
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+bool compareDanger(const CGObjectInstance *lhs, const CGObjectInstance *rhs)
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+{
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+ return evaluateDanger(lhs) < evaluateDanger(rhs);
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+}
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+
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+VCAI::VCAI(void)
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+{
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+ LOG_ENTRY;
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+ myCb = NULL;
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+ battleAIName = "StupidAI";
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+ makingTurn = NULL;
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+}
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+
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+
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+VCAI::~VCAI(void)
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+{
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+ LOG_ENTRY;
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+}
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+
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+void VCAI::availableCreaturesChanged(const CGDwelling *town)
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+{
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+ NET_EVENT_HANDLER;
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+ LOG_ENTRY;
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+}
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+
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+void VCAI::heroMoved(const TryMoveHero & details)
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+{
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+ NET_EVENT_HANDLER;
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+ LOG_ENTRY;
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+ if(details.result == TryMoveHero::TELEPORTATION)
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+ {
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+ const TerrainTile *t1 = cb->getTile(CGHeroInstance::convertPosition(details.start, false)),
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+ *t2 = cb->getTile(CGHeroInstance::convertPosition(details.end, false));
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+ if(t1->visitable && t2->visitable)
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+ {
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+ const CGObjectInstance *o1 = t1->visitableObjects.front(),
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+ *o2 = t2->visitableObjects.front();
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+
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+ if(o1->ID == Obj::SUBTERRANEAN_GATE && o2->ID == Obj::SUBTERRANEAN_GATE)
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+ {
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+ knownSubterraneanGates[o1] = o2;
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+ knownSubterraneanGates[o2] = o1;
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+ }
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+ }
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+
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+ }
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+}
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+
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+void VCAI::stackChagedCount(const StackLocation &location, const TQuantity &change, bool isAbsolute)
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+{
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+ NET_EVENT_HANDLER;
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+ LOG_ENTRY;
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+}
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+
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+void VCAI::heroInGarrisonChange(const CGTownInstance *town)
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+{
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+ NET_EVENT_HANDLER;
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+ LOG_ENTRY;
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+}
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+
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+void VCAI::centerView(int3 pos, int focusTime)
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+{
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+ NET_EVENT_HANDLER;
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+ LOG_ENTRY;
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+}
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+
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+void VCAI::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
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+{
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+ NET_EVENT_HANDLER;
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+ LOG_ENTRY;
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+}
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+
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+void VCAI::artifactAssembled(const ArtifactLocation &al)
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+{
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+ NET_EVENT_HANDLER;
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+ LOG_ENTRY;
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+}
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+
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+void VCAI::showTavernWindow(const CGObjectInstance *townOrTavern)
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+{
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+ NET_EVENT_HANDLER;
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+ LOG_ENTRY;
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+}
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+
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+void VCAI::playerBlocked(int reason)
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+{
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+ NET_EVENT_HANDLER;
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+ LOG_ENTRY;
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+ if (reason == PlayerBlocked::UPCOMING_BATTLE)
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+ status.setBattle(UPCOMING_BATTLE);
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+}
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+
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|
|
+void VCAI::showPuzzleMap()
|
|
|
+{
|
|
|
+ NET_EVENT_HANDLER;
|
|
|
+ LOG_ENTRY;
|
|
|
+}
|
|
|
+
|
|
|
+void VCAI::showShipyardDialog(const IShipyard *obj)
|
|
|
+{
|
|
|
+ NET_EVENT_HANDLER;
|
|
|
+ LOG_ENTRY;
|
|
|
+}
|
|
|
+
|
|
|
+void VCAI::gameOver(ui8 player, bool victory)
|
|
|
+{
|
|
|
+ NET_EVENT_HANDLER;
|
|
|
+ LOG_ENTRY;
|
|
|
+ BNLOG("Player %d: I heard that player %d %s.", playerID % (int)player % (victory ? "won" : "lost"));
|
|
|
+ if(player == playerID)
|
|
|
+ {
|
|
|
+ if(victory)
|
|
|
+ {
|
|
|
+ tlog0 << "VCAI: I won! Incredible!\n";
|
|
|
+ tlog0 << "Turn nr " << myCb->getDate() << std::endl;
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ tlog0 << "VCAI: Player " << (int)player << " lost. It's me. What a disappointment! :(\n";
|
|
|
+ }
|
|
|
+
|
|
|
+ //let's make Impossible difficulty finally standing to its name :>
|
|
|
+ if(myCb->getStartInfo()->difficulty == 4 && !victory)
|
|
|
+ {
|
|
|
+ //play dirty: crash the whole engine to avoid lose
|
|
|
+ //that way AI is unbeatable!
|
|
|
+ *(int*)NULL = 666;
|
|
|
+ }
|
|
|
+
|
|
|
+ if(makingTurn)
|
|
|
+ makingTurn->interrupt();
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void VCAI::artifactPut(const ArtifactLocation &al)
|
|
|
+{
|
|
|
+ NET_EVENT_HANDLER;
|
|
|
+ LOG_ENTRY;
|
|
|
+}
|
|
|
+
|
|
|
+void VCAI::artifactRemoved(const ArtifactLocation &al)
|
|
|
+{
|
|
|
+ NET_EVENT_HANDLER;
|
|
|
+ LOG_ENTRY;
|
|
|
+}
|
|
|
+
|
|
|
+void VCAI::stacksErased(const StackLocation &location)
|
|
|
+{
|
|
|
+ NET_EVENT_HANDLER;
|
|
|
+ LOG_ENTRY;
|
|
|
+}
|
|
|
+
|
|
|
+void VCAI::artifactDisassembled(const ArtifactLocation &al)
|
|
|
+{
|
|
|
+ NET_EVENT_HANDLER;
|
|
|
+ LOG_ENTRY;
|
|
|
+}
|
|
|
+
|
|
|
+
|
|
|
+void VCAI::heroVisit(const CGHeroInstance *visitor, const CGObjectInstance *visitedObj, bool start)
|
|
|
+{
|
|
|
+ NET_EVENT_HANDLER;
|
|
|
+ LOG_ENTRY;
|
|
|
+ if(start && visitedObj->ID != Obj::MONSTER)
|
|
|
+ alreadyVisited.push_back(visitedObj);
|
|
|
+}
|
|
|
+
|
|
|
+void VCAI::availableArtifactsChanged(const CGBlackMarket *bm /*= NULL*/)
|
|
|
+{
|
|
|
+ NET_EVENT_HANDLER;
|
|
|
+ LOG_ENTRY;
|
|
|
+}
|
|
|
+
|
|
|
+void VCAI::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
|
|
|
+{
|
|
|
+ NET_EVENT_HANDLER;
|
|
|
+ LOG_ENTRY;
|
|
|
+ //buildArmyIn(town);
|
|
|
+ //moveCreaturesToHero(town);
|
|
|
+}
|
|
|
+
|
|
|
+void VCAI::tileHidden(const boost::unordered_set<int3, ShashInt3> &pos)
|
|
|
+{
|
|
|
+ NET_EVENT_HANDLER;
|
|
|
+ LOG_ENTRY;
|
|
|
+// BOOST_FOREACH(int3 tile, pos)
|
|
|
+// BOOST_FOREACH(const CGObjectInstance *obj, cb->getVisitableObjs(tile))
|
|
|
+// remove_if_present(visitableObjs, obj);
|
|
|
+ visitableObjs.erase(boost::remove_if(visitableObjs, [&](const CGObjectInstance *obj){return !myCb->getObj(obj->id);}), visitableObjs.end());
|
|
|
+}
|
|
|
+
|
|
|
+void VCAI::tileRevealed(const boost::unordered_set<int3, ShashInt3> &pos)
|
|
|
+{
|
|
|
+ NET_EVENT_HANDLER;
|
|
|
+ LOG_ENTRY;
|
|
|
+ BOOST_FOREACH(int3 tile, pos)
|
|
|
+ BOOST_FOREACH(const CGObjectInstance *obj, myCb->getVisitableObjs(tile))
|
|
|
+ addVisitableObj(obj);
|
|
|
+}
|
|
|
+
|
|
|
+void VCAI::heroExchangeStarted(si32 hero1, si32 hero2)
|
|
|
+{
|
|
|
+ NET_EVENT_HANDLER;
|
|
|
+ LOG_ENTRY;
|
|
|
+}
|
|
|
+
|
|
|
+void VCAI::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
|
|
|
+{
|
|
|
+ NET_EVENT_HANDLER;
|
|
|
+ LOG_ENTRY;
|
|
|
+}
|
|
|
+
|
|
|
+void VCAI::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
|
|
|
+{
|
|
|
+ NET_EVENT_HANDLER;
|
|
|
+ LOG_ENTRY;
|
|
|
+}
|
|
|
+
|
|
|
+void VCAI::heroMovePointsChanged(const CGHeroInstance * hero)
|
|
|
+{
|
|
|
+ NET_EVENT_HANDLER;
|
|
|
+ LOG_ENTRY;
|
|
|
+}
|
|
|
+
|
|
|
+void VCAI::stackChangedType(const StackLocation &location, const CCreature &newType)
|
|
|
+{
|
|
|
+ NET_EVENT_HANDLER;
|
|
|
+ LOG_ENTRY;
|
|
|
+}
|
|
|
+
|
|
|
+void VCAI::stacksRebalanced(const StackLocation &src, const StackLocation &dst, TQuantity count)
|
|
|
+{
|
|
|
+ NET_EVENT_HANDLER;
|
|
|
+ LOG_ENTRY;
|
|
|
+}
|
|
|
+
|
|
|
+void VCAI::newObject(const CGObjectInstance * obj)
|
|
|
+{
|
|
|
+ NET_EVENT_HANDLER;
|
|
|
+ LOG_ENTRY;
|
|
|
+ if(obj->isVisitable())
|
|
|
+ addVisitableObj(obj);
|
|
|
+}
|
|
|
+
|
|
|
+void VCAI::objectRemoved(const CGObjectInstance *obj)
|
|
|
+{
|
|
|
+ NET_EVENT_HANDLER;
|
|
|
+ LOG_ENTRY;
|
|
|
+ if(remove_if_present(visitableObjs, obj))
|
|
|
+ assert(obj->isVisitable());
|
|
|
+}
|
|
|
+
|
|
|
+void VCAI::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
|
|
|
+{
|
|
|
+ NET_EVENT_HANDLER;
|
|
|
+ LOG_ENTRY;
|
|
|
+}
|
|
|
+
|
|
|
+void VCAI::playerBonusChanged(const Bonus &bonus, bool gain)
|
|
|
+{
|
|
|
+ NET_EVENT_HANDLER;
|
|
|
+ LOG_ENTRY;
|
|
|
+}
|
|
|
+
|
|
|
+void VCAI::newStackInserted(const StackLocation &location, const CStackInstance &stack)
|
|
|
+{
|
|
|
+ NET_EVENT_HANDLER;
|
|
|
+ LOG_ENTRY;
|
|
|
+}
|
|
|
+
|
|
|
+void VCAI::heroCreated(const CGHeroInstance*)
|
|
|
+{
|
|
|
+ NET_EVENT_HANDLER;
|
|
|
+ LOG_ENTRY;
|
|
|
+}
|
|
|
+
|
|
|
+void VCAI::advmapSpellCast(const CGHeroInstance * caster, int spellID)
|
|
|
+{
|
|
|
+ NET_EVENT_HANDLER;
|
|
|
+ LOG_ENTRY;
|
|
|
+}
|
|
|
+
|
|
|
+void VCAI::showInfoDialog(const std::string &text, const std::vector<Component*> &components, int soundID)
|
|
|
+{
|
|
|
+ NET_EVENT_HANDLER;
|
|
|
+ LOG_ENTRY;
|
|
|
+}
|
|
|
+
|
|
|
+void VCAI::requestRealized(PackageApplied *pa)
|
|
|
+{
|
|
|
+ NET_EVENT_HANDLER;
|
|
|
+ LOG_ENTRY;
|
|
|
+ if(status.haveTurn())
|
|
|
+ {
|
|
|
+ if(pa->packType == typeList.getTypeID<EndTurn>())
|
|
|
+ if(pa->result)
|
|
|
+ status.madeTurn();
|
|
|
+ }
|
|
|
+
|
|
|
+ if(pa->packType == typeList.getTypeID<QueryReply>())
|
|
|
+ {
|
|
|
+ status.removeQuery();
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void VCAI::receivedResource(int type, int val)
|
|
|
+{
|
|
|
+ NET_EVENT_HANDLER;
|
|
|
+ LOG_ENTRY;
|
|
|
+}
|
|
|
+
|
|
|
+void VCAI::stacksSwapped(const StackLocation &loc1, const StackLocation &loc2)
|
|
|
+{
|
|
|
+ NET_EVENT_HANDLER;
|
|
|
+ LOG_ENTRY;
|
|
|
+}
|
|
|
+
|
|
|
+void VCAI::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
|
|
|
+{
|
|
|
+ NET_EVENT_HANDLER;
|
|
|
+ LOG_ENTRY;
|
|
|
+}
|
|
|
+
|
|
|
+void VCAI::heroManaPointsChanged(const CGHeroInstance * hero)
|
|
|
+{
|
|
|
+ NET_EVENT_HANDLER;
|
|
|
+ LOG_ENTRY;
|
|
|
+}
|
|
|
+
|
|
|
+void VCAI::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
|
|
|
+{
|
|
|
+ NET_EVENT_HANDLER;
|
|
|
+ LOG_ENTRY;
|
|
|
+}
|
|
|
+
|
|
|
+void VCAI::battleResultsApplied()
|
|
|
+{
|
|
|
+ NET_EVENT_HANDLER;
|
|
|
+ LOG_ENTRY;
|
|
|
+ assert(status.getBattle() == ENDING_BATTLE);
|
|
|
+ status.setBattle(NO_BATTLE);
|
|
|
+}
|
|
|
+
|
|
|
+void VCAI::objectPropertyChanged(const SetObjectProperty * sop)
|
|
|
+{
|
|
|
+ NET_EVENT_HANDLER;
|
|
|
+ LOG_ENTRY;
|
|
|
+ if(sop->what == ObjProperty::OWNER)
|
|
|
+ {
|
|
|
+ if(sop->val == playerID)
|
|
|
+ remove_if_present(visitableObjs, myCb->getObj(sop->id));
|
|
|
+ //TODO restore lost obj
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void VCAI::buildChanged(const CGTownInstance *town, int buildingID, int what)
|
|
|
+{
|
|
|
+ NET_EVENT_HANDLER;
|
|
|
+ LOG_ENTRY;
|
|
|
+}
|
|
|
+
|
|
|
+void VCAI::heroBonusChanged(const CGHeroInstance *hero, const Bonus &bonus, bool gain)
|
|
|
+{
|
|
|
+ NET_EVENT_HANDLER;
|
|
|
+ LOG_ENTRY;
|
|
|
+}
|
|
|
+
|
|
|
+void VCAI::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
|
|
|
+{
|
|
|
+ NET_EVENT_HANDLER;
|
|
|
+ LOG_ENTRY;
|
|
|
+}
|
|
|
+
|
|
|
+void VCAI::init(CCallback * CB)
|
|
|
+{
|
|
|
+ myCb = CB;
|
|
|
+ cbc = CB;
|
|
|
+ NET_EVENT_HANDLER;
|
|
|
+ LOG_ENTRY;
|
|
|
+ playerID = myCb->getMyColor();
|
|
|
+ myCb->waitTillRealize = true;
|
|
|
+
|
|
|
+ retreiveVisitableObjs(visitableObjs);
|
|
|
+}
|
|
|
+
|
|
|
+void VCAI::yourTurn()
|
|
|
+{
|
|
|
+ NET_EVENT_HANDLER;
|
|
|
+ LOG_ENTRY;
|
|
|
+ status.startedTurn();
|
|
|
+ makingTurn = new boost::thread(&VCAI::makeTurn, this);
|
|
|
+}
|
|
|
+
|
|
|
+void VCAI::heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback)
|
|
|
+{
|
|
|
+ NET_EVENT_HANDLER;
|
|
|
+ LOG_ENTRY;
|
|
|
+ status.addQuery();
|
|
|
+ callback(0);
|
|
|
+}
|
|
|
+
|
|
|
+void VCAI::showBlockingDialog(const std::string &text, const std::vector<Component> &components, ui32 askID, const int soundID, bool selection, bool cancel)
|
|
|
+{
|
|
|
+ NET_EVENT_HANDLER;
|
|
|
+ LOG_ENTRY;
|
|
|
+ int sel = 0;
|
|
|
+ status.addQuery();
|
|
|
+
|
|
|
+ if(selection) //select from multiple components -> take the last one (they're indexed [1-size])
|
|
|
+ sel = components.size();
|
|
|
+
|
|
|
+ if(!selection && cancel) //yes&no -> always answer yes, we are a brave AI :)
|
|
|
+ sel = 1;
|
|
|
+
|
|
|
+ cb->selectionMade(sel, askID);
|
|
|
+}
|
|
|
+
|
|
|
+void VCAI::showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, boost::function<void()> &onEnd)
|
|
|
+{
|
|
|
+ NET_EVENT_HANDLER;
|
|
|
+ LOG_ENTRY;
|
|
|
+ status.addQuery();
|
|
|
+ onEnd();
|
|
|
+}
|
|
|
+
|
|
|
+void VCAI::serialize(COSer<CSaveFile> &h, const int version)
|
|
|
+{
|
|
|
+ NET_EVENT_HANDLER;
|
|
|
+ LOG_ENTRY;
|
|
|
+}
|
|
|
+
|
|
|
+void VCAI::serialize(CISer<CLoadFile> &h, const int version)
|
|
|
+{
|
|
|
+ NET_EVENT_HANDLER;
|
|
|
+ LOG_ENTRY;
|
|
|
+}
|
|
|
+
|
|
|
+void makePossibleUpgrades(const CArmedInstance *obj)
|
|
|
+{
|
|
|
+ if(!obj)
|
|
|
+ return;
|
|
|
+
|
|
|
+ for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
|
|
|
+ {
|
|
|
+ if(const CStackInstance *s = obj->getStackPtr(i))
|
|
|
+ {
|
|
|
+ UpgradeInfo ui;
|
|
|
+ cb->getUpgradeInfo(obj, i, ui);
|
|
|
+ if(ui.oldID >= 0 && cb->getResourceAmount().canAfford(ui.cost[0] * s->count))
|
|
|
+ {
|
|
|
+ cb->upgradeCreature(obj, i, ui.newID[0]);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void VCAI::makeTurn()
|
|
|
+{
|
|
|
+ MAKING_TURN;
|
|
|
+ boost::shared_lock<boost::shared_mutex> gsLock(cb->getGsMutex());
|
|
|
+ setThreadName(-1, "VCAI::makeTurn");
|
|
|
+
|
|
|
+ BNLOG("Player %d starting turn", playerID);
|
|
|
+ INDENT;
|
|
|
+
|
|
|
+ if(cb->getDate(1) == 1)
|
|
|
+ {
|
|
|
+ townVisitsThisWeek.clear();
|
|
|
+ std::vector<const CGObjectInstance *> objs;
|
|
|
+ retreiveVisitableObjs(objs, true);
|
|
|
+ BOOST_FOREACH(const CGObjectInstance *obj, objs)
|
|
|
+ {
|
|
|
+ if(obj->ID == Obj::CREATURE_GENERATOR1 && !vstd::contains(visitableObjs, obj))
|
|
|
+ visitableObjs.push_back(obj);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ if(cb->getSelectedHero())
|
|
|
+ cb->recalculatePaths();
|
|
|
+
|
|
|
+ makeTurnInternal();
|
|
|
+ vstd::clear_pointer(makingTurn);
|
|
|
+
|
|
|
+ return;
|
|
|
+}
|
|
|
+
|
|
|
+void VCAI::makeTurnInternal()
|
|
|
+{
|
|
|
+ blockedHeroes.clear();
|
|
|
+ saving = 0;
|
|
|
+
|
|
|
+ try
|
|
|
+ {
|
|
|
+ striveToGoal(CGoal(WIN));
|
|
|
+ striveToGoal(CGoal(BUILD));
|
|
|
+ striveToGoal(CGoal(EXPLORE)); //if we have any MPs left, why not use them?
|
|
|
+ }
|
|
|
+ catch(boost::thread_interrupted &e)
|
|
|
+ {
|
|
|
+ tlog0 << "Making turn thread has been interrupted. We'll end without calling endTurn.\n";
|
|
|
+ return;
|
|
|
+ }
|
|
|
+ catch(std::exception &e)
|
|
|
+ {
|
|
|
+ tlog0 << "Making turn thread has caught an exception: " << e.what() << "\n";
|
|
|
+ }
|
|
|
+
|
|
|
+ endTurn();
|
|
|
+}
|
|
|
+
|
|
|
+bool VCAI::goVisitObj(const CGObjectInstance * obj, const CGHeroInstance * h)
|
|
|
+{
|
|
|
+ int3 dst = obj->visitablePos();
|
|
|
+ BNLOG("%s will try to visit %s at (%s)", h->name % obj->hoverName % strFromInt3(dst));
|
|
|
+ return moveHeroToTile(dst, h);
|
|
|
+}
|
|
|
+
|
|
|
+void VCAI::moveCreaturesToHero(const CGTownInstance * t)
|
|
|
+{
|
|
|
+ if(t->visitingHero)
|
|
|
+ {
|
|
|
+ for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
|
|
|
+ {
|
|
|
+ if(const CStackInstance *s = t->getStackPtr(i))
|
|
|
+ {
|
|
|
+ //find d
|
|
|
+ int dstSlot = t->visitingHero->getSlotFor(s->type);
|
|
|
+ if(dstSlot >= 0)
|
|
|
+ {
|
|
|
+ if(t->visitingHero->hasStackAtSlot(dstSlot))
|
|
|
+ cb->mergeStacks(t, t->visitingHero, i, dstSlot);
|
|
|
+ else
|
|
|
+ cb->swapCreatures(t, t->visitingHero, i, dstSlot);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void VCAI::recruitCreatures(const CGTownInstance * t)
|
|
|
+{
|
|
|
+ for(int i = 0; i < t->creatures.size(); i++)
|
|
|
+ {
|
|
|
+ if(!t->creatures[i].second.size())
|
|
|
+ continue;
|
|
|
+
|
|
|
+ int count = t->creatures[i].first;
|
|
|
+ int creID = t->creatures[i].second.back();
|
|
|
+ const CCreature *c = VLC->creh->creatures[creID];
|
|
|
+// if(containsSavedRes(c->cost))
|
|
|
+// continue;
|
|
|
+
|
|
|
+ TResources myRes = cb->getResourceAmount();
|
|
|
+ myRes[Res::GOLD] -= GOLD_RESERVE;
|
|
|
+ amin(count, myRes / VLC->creh->creatures[creID]->cost);
|
|
|
+ if(count > 0)
|
|
|
+ cb->recruitCreatures(t, creID, count, i);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void VCAI::buildStructure(const CGTownInstance * t)
|
|
|
+{
|
|
|
+ //TODO make *real* town development system
|
|
|
+ const int buildings[] = {5, 11, 14, 16, 0, 12, 7, 8, 9, 13, 30, 31, 32, 33, 34, 35, 36, 37, 38,
|
|
|
+ 39, 40, 41, 42, 43, 1, 2, 3, 4, 17, 18, 19, 21, 22, 23};
|
|
|
+ for(int i = 0; i < ARRAY_COUNT(buildings); i++)
|
|
|
+ {
|
|
|
+ if(t->hasBuilt(buildings[i]))
|
|
|
+ continue;
|
|
|
+
|
|
|
+ const CBuilding *b = VLC->buildh->buildings[t->subID][buildings[i]];
|
|
|
+
|
|
|
+ int canBuild = cb->canBuildStructure(t, buildings[i]);
|
|
|
+ if(canBuild == EBuildingState::ALLOWED)
|
|
|
+ {
|
|
|
+ if(!containsSavedRes(b->resources))
|
|
|
+ {
|
|
|
+ BNLOG("Player %d will build %s in town of %s at %s", playerID % b->Name() % t->name % t->pos);
|
|
|
+ cb->buildBuilding(t, buildings[i]);
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ else if(canBuild == EBuildingState::NO_RESOURCES)
|
|
|
+ {
|
|
|
+ TResources mine = cb->getResourceAmount(), cost = VLC->buildh->buildings[t->subID][buildings[i]]->resources,
|
|
|
+ income = estimateIncome();
|
|
|
+ for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
|
|
|
+ {
|
|
|
+ int diff = mine[i] - cost[i] + income[i];
|
|
|
+ if(diff < 0)
|
|
|
+ saving[i] = 1;
|
|
|
+ }
|
|
|
+
|
|
|
+ continue;
|
|
|
+ }
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+bool isSafeToVisit(const CGHeroInstance *h, crint3 tile)
|
|
|
+{
|
|
|
+ const ui64 heroStrength = h->getTotalStrength(),
|
|
|
+ dangerStrength = evaluateDanger(tile);
|
|
|
+ if(dangerStrength)
|
|
|
+ {
|
|
|
+ if(heroStrength / SAFE_ATTACK_CONSTANT > dangerStrength)
|
|
|
+ {
|
|
|
+ BNLOG("It's, safe for %s to visit tile %s", h->name % tile);
|
|
|
+ return true;
|
|
|
+ }
|
|
|
+ else
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ return true; //there's no danger
|
|
|
+}
|
|
|
+
|
|
|
+std::vector<const CGObjectInstance *> VCAI::getPossibleDestinations(const CGHeroInstance *h)
|
|
|
+{
|
|
|
+ validateVisitableObjs();
|
|
|
+ std::vector<const CGObjectInstance *> possibleDestinations;
|
|
|
+ BOOST_FOREACH(const CGObjectInstance *obj, visitableObjs)
|
|
|
+ if(cb->getPathInfo(obj->visitablePos())->reachable() && obj->tempOwner != playerID)
|
|
|
+ possibleDestinations.push_back(obj);
|
|
|
+
|
|
|
+ boost::sort(possibleDestinations, isCloser);
|
|
|
+
|
|
|
+ possibleDestinations.erase(boost::remove_if(possibleDestinations, [&](const CGObjectInstance *obj) -> bool
|
|
|
+ {
|
|
|
+ if(vstd::contains(alreadyVisited, obj))
|
|
|
+ return true;
|
|
|
+
|
|
|
+ if(!isSafeToVisit(h, obj->visitablePos()))
|
|
|
+ return true;
|
|
|
+
|
|
|
+ return false;
|
|
|
+ }),possibleDestinations.end());
|
|
|
+
|
|
|
+ return possibleDestinations;
|
|
|
+}
|
|
|
+
|
|
|
+void VCAI::wander(const CGHeroInstance * h)
|
|
|
+{
|
|
|
+ while(1)
|
|
|
+ {
|
|
|
+ auto dests = getPossibleDestinations(h);
|
|
|
+ if(!dests.size())
|
|
|
+ {
|
|
|
+ auto compareReinforcements = [h](const CGTownInstance *lhs, const CGTownInstance *rhs) -> bool
|
|
|
+ {
|
|
|
+ return howManyReinforcementsCanGet(h, lhs) < howManyReinforcementsCanGet(h, rhs);
|
|
|
+ };
|
|
|
+
|
|
|
+ std::vector<const CGTownInstance *> townsReachable;
|
|
|
+ std::vector<const CGTownInstance *> townsNotReachable;
|
|
|
+ BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
|
|
|
+ {
|
|
|
+ if(!t->visitingHero && howManyReinforcementsCanGet(h,t) && !vstd::contains(townVisitsThisWeek[h], t))
|
|
|
+ {
|
|
|
+ if(isReachable(t))
|
|
|
+ townsReachable.push_back(t);
|
|
|
+ else
|
|
|
+ townsNotReachable.push_back(t);
|
|
|
+ }
|
|
|
+ }
|
|
|
+// towns.erase(boost::remove_if(towns, [=](const CGTownInstance *t) -> bool
|
|
|
+// {
|
|
|
+// return !!t->visitingHero || !isReachable(t) || !howManyReinforcementsCanGet(h,t) || vstd::contains(townVisitsThisWeek[h], t);
|
|
|
+// }),towns.end());
|
|
|
+
|
|
|
+ if(townsReachable.size())
|
|
|
+ {
|
|
|
+ boost::sort(townsReachable, compareReinforcements);
|
|
|
+ dests.push_back(townsReachable.back());
|
|
|
+ }
|
|
|
+ else if(townsNotReachable.size())
|
|
|
+ {
|
|
|
+ boost::sort(townsNotReachable, compareReinforcements);
|
|
|
+ //TODO pick the truly best
|
|
|
+ const CGTownInstance *t = townsNotReachable.back();
|
|
|
+ BNLOG("%s can't reach any town, we'll try to make our way to %s at %s", h->name % t->name % t->visitablePos());
|
|
|
+ int3 pos1 = h->pos;
|
|
|
+ striveToGoal(CGoal(CLEAR_WAY_TO).settile(t->visitablePos()).sethero(h));
|
|
|
+ if(pos1 == h->pos && h == primaryHero()) //hero can't move
|
|
|
+ {
|
|
|
+ /*boost::sort(unreachableTowns, compareArmyStrength);*/
|
|
|
+ //BOOST_FOREACH(const CGTownInstance *t, unreachableTowns)
|
|
|
+ if(cb->getResourceAmount(Res::GOLD) >= HERO_GOLD_COST && cb->getHeroesInfo().size() < ALLOWED_ROAMING_HEROES && cb->getAvailableHeroes(t).size())
|
|
|
+ recruitHero(t);
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ else if(cb->getResourceAmount(Res::GOLD) >= HERO_GOLD_COST)
|
|
|
+ {
|
|
|
+ std::vector<const CGTownInstance *> towns = cb->getTownsInfo();
|
|
|
+ erase_if(towns, [](const CGTownInstance *t) -> bool
|
|
|
+ {
|
|
|
+ BOOST_FOREACH(const CGHeroInstance *h, cb->getHeroesInfo())
|
|
|
+ if(!t->getArmyStrength() || howManyReinforcementsCanGet(h, t))
|
|
|
+ return true;
|
|
|
+
|
|
|
+ return false;
|
|
|
+ });
|
|
|
+ boost::sort(towns, compareArmyStrength);
|
|
|
+ if(towns.size())
|
|
|
+ recruitHero(towns.back());
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ PNLOG("Nowhere more to go...\n");
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ if(!goVisitObj(dests.front(), h))
|
|
|
+ {
|
|
|
+ BNLOG("Hero %s apparently used all MPs (%d left)\n", h->name % h->movement);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+
|
|
|
+ //TODO real solution for moving army
|
|
|
+ if(h->visitedTown)
|
|
|
+ {
|
|
|
+ townVisitsThisWeek[h].push_back(h->visitedTown);
|
|
|
+ buildArmyIn(h->visitedTown);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void VCAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
|
|
|
+{
|
|
|
+ assert(playerID > GameConstants::PLAYER_LIMIT || status.getBattle() == UPCOMING_BATTLE);
|
|
|
+ status.setBattle(ONGOING_BATTLE);
|
|
|
+ const TerrainTile *t = myCb->getTile(tile); //may be NULL in some very are cases -> eg. visited monolith and fighting with an enemy at the FoW covered exit
|
|
|
+ battlename = boost::str(boost::format("battle of %s attacking %s at %s") % (hero1 ? hero1->name : "a army") % (t ? t->visitableObjects.back()->hoverName : "unknown enemy") % tile);
|
|
|
+ CAdventureAI::battleStart(army1, army2, tile, hero1, hero2, side);
|
|
|
+}
|
|
|
+
|
|
|
+void VCAI::battleEnd(const BattleResult *br)
|
|
|
+{
|
|
|
+ assert(status.getBattle() == ONGOING_BATTLE);
|
|
|
+ status.setBattle(ENDING_BATTLE);
|
|
|
+ bool won = br->winner == myCb->battleGetMySide();
|
|
|
+ BNLOG("Player %d: I %s the %s!", playerID % (won ? "won" : "lost") % battlename);
|
|
|
+ battlename.clear();
|
|
|
+ CAdventureAI::battleEnd(br);
|
|
|
+}
|
|
|
+
|
|
|
+void VCAI::waitTillFree()
|
|
|
+{
|
|
|
+ cb->getGsMutex().unlock_shared();
|
|
|
+ status.waitTillFree();
|
|
|
+ cb->getGsMutex().lock_shared();
|
|
|
+}
|
|
|
+
|
|
|
+void VCAI::validateVisitableObjs()
|
|
|
+{
|
|
|
+ std::vector<const CGObjectInstance *> hlp;
|
|
|
+ retreiveVisitableObjs(hlp, true);
|
|
|
+
|
|
|
+ start:
|
|
|
+ BOOST_FOREACH(const CGObjectInstance *obj, visitableObjs)
|
|
|
+ if(!vstd::contains(hlp, obj))
|
|
|
+ {
|
|
|
+ tlog1 << helperObjInfo[obj].name << " at " << helperObjInfo[obj].pos << " shouldn't be on list!\n";
|
|
|
+ remove_if_present(visitableObjs, obj);
|
|
|
+ goto start;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void VCAI::retreiveVisitableObjs(std::vector<const CGObjectInstance *> &out, bool includeOwned /*= false*/) const
|
|
|
+{
|
|
|
+ for(int i = 0; i < cb->getMapSize().x; i++)
|
|
|
+ for(int j = 0; j < cb->getMapSize().y; j++)
|
|
|
+ for(int k = 0; k < cb->getMapSize().z; k++)
|
|
|
+ if(const TerrainTile *t = cb->getTile(int3(i,j,k), false))
|
|
|
+ BOOST_FOREACH(const CGObjectInstance *obj, t->visitableObjects)
|
|
|
+ if(includeOwned || obj->tempOwner != playerID)
|
|
|
+ out.push_back(obj);
|
|
|
+}
|
|
|
+
|
|
|
+std::vector<const CGObjectInstance *> VCAI::getFlaggedObjects() const
|
|
|
+{
|
|
|
+ std::vector<const CGObjectInstance *> ret;
|
|
|
+ retreiveVisitableObjs(ret, true);
|
|
|
+ erase_if(ret, [](const CGObjectInstance *obj)
|
|
|
+ {
|
|
|
+ return obj->tempOwner != ai->playerID;
|
|
|
+ });
|
|
|
+ return ret;
|
|
|
+}
|
|
|
+
|
|
|
+void VCAI::addVisitableObj(const CGObjectInstance *obj)
|
|
|
+{
|
|
|
+ visitableObjs.push_back(obj);
|
|
|
+ helperObjInfo[obj] = ObjInfo(obj);
|
|
|
+}
|
|
|
+
|
|
|
+const CGObjectInstance * VCAI::lookForArt(int aid) const
|
|
|
+{
|
|
|
+ BOOST_FOREACH(const CGObjectInstance *obj, ai->visitableObjs)
|
|
|
+ {
|
|
|
+ if(obj->ID == 5 && obj->subID == aid)
|
|
|
+ return obj;
|
|
|
+ }
|
|
|
+
|
|
|
+ return NULL;
|
|
|
+
|
|
|
+ //TODO what if more than one artifact is available? return them all or some slection criteria
|
|
|
+}
|
|
|
+
|
|
|
+bool VCAI::isAccessible(const int3 &pos)
|
|
|
+{
|
|
|
+ //TODO precalculate for speed
|
|
|
+
|
|
|
+ BOOST_FOREACH(const CGHeroInstance *h, cb->getHeroesInfo())
|
|
|
+ {
|
|
|
+ if(isAccessibleForHero(pos, h))
|
|
|
+ return true;
|
|
|
+ }
|
|
|
+
|
|
|
+ return false;
|
|
|
+}
|
|
|
+
|
|
|
+const CGHeroInstance * VCAI::getHeroWithGrail() const
|
|
|
+{
|
|
|
+ BOOST_FOREACH(const CGHeroInstance *h, cb->getHeroesInfo())
|
|
|
+ if(h->hasArt(2)) //grail
|
|
|
+ return h;
|
|
|
+
|
|
|
+ return NULL;
|
|
|
+}
|
|
|
+
|
|
|
+const CGObjectInstance * VCAI::getUnvisitedObj(const boost::function<bool(const CGObjectInstance *)> &predicate)
|
|
|
+{
|
|
|
+ //TODO smarter definition of unvisited
|
|
|
+ BOOST_FOREACH(const CGObjectInstance *obj, visitableObjs)
|
|
|
+ if(predicate(obj) && !vstd::contains(alreadyVisited, obj))
|
|
|
+ return obj;
|
|
|
+
|
|
|
+ return NULL;
|
|
|
+}
|
|
|
+
|
|
|
+bool VCAI::isAccessibleForHero(const int3 & pos, const CGHeroInstance * h) const
|
|
|
+{
|
|
|
+ cb->setSelection(h);
|
|
|
+ return cb->getPathInfo(pos)->reachable();
|
|
|
+}
|
|
|
+
|
|
|
+class cannotFulfillGoalException : public std::exception
|
|
|
+{
|
|
|
+ std::string msg;
|
|
|
+public:
|
|
|
+ explicit cannotFulfillGoalException(crstring _Message) : msg(_Message)
|
|
|
+ {
|
|
|
+ }
|
|
|
+
|
|
|
+ const char *what() const OVERRIDE
|
|
|
+ {
|
|
|
+ return msg.c_str();
|
|
|
+ }
|
|
|
+};
|
|
|
+
|
|
|
+bool VCAI::moveHeroToTile(int3 dst, const CGHeroInstance * h)
|
|
|
+{
|
|
|
+ int3 startHpos = h->visitablePos();
|
|
|
+ bool ret = false;
|
|
|
+ if(startHpos == dst)
|
|
|
+ {
|
|
|
+ assert(cb->getTile(dst)->visitableObjects.size() > 1); //there's no point in revisiting tile where there is no visitable object
|
|
|
+ cb->moveHero(h,CGHeroInstance::convertPosition(dst, true));
|
|
|
+ waitTillFree(); //movement may cause battle or blocking dialog
|
|
|
+ ret = true;
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ CGPath path;
|
|
|
+ cb->getPath2(dst, path);
|
|
|
+ if(path.nodes.empty())
|
|
|
+ {
|
|
|
+ tlog1 << "Hero " << h->name << " cannot reach " << dst << std::endl;
|
|
|
+ throw std::runtime_error("Wrong move order!");
|
|
|
+ }
|
|
|
+
|
|
|
+ int i=path.nodes.size()-1;
|
|
|
+ for(; i>0; i--)
|
|
|
+ {
|
|
|
+ //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
|
|
|
+ if(path.nodes[i-1].turns)
|
|
|
+ {
|
|
|
+ blockedHeroes.insert(h); //to avoid attempts of moving heroes with very little MPs
|
|
|
+ break;
|
|
|
+ }
|
|
|
+
|
|
|
+ int3 endpos = path.nodes[i-1].coord;
|
|
|
+ if(endpos == h->visitablePos())
|
|
|
+ continue;
|
|
|
+// if(i > 1)
|
|
|
+// {
|
|
|
+// int3 afterEndPos = path.nodes[i-2].coord;
|
|
|
+// if(afterEndPos.z != endpos.z)
|
|
|
+//
|
|
|
+// }
|
|
|
+ //tlog0 << "Moving " << h->name << " from " << h->getPosition() << " to " << endpos << std::endl;
|
|
|
+ cb->moveHero(h,CGHeroInstance::convertPosition(endpos, true));
|
|
|
+ waitTillFree(); //movement may cause battle or blocking dialog
|
|
|
+ if(h->tempOwner != playerID) //we lost hero
|
|
|
+ break;
|
|
|
+
|
|
|
+ boost::this_thread::interruption_point();
|
|
|
+ }
|
|
|
+ ret = !i;
|
|
|
+ }
|
|
|
+
|
|
|
+ if(h->tempOwner == playerID) //lost hero after last move
|
|
|
+ cb->recalculatePaths();
|
|
|
+ BNLOG("Hero %s moved from %s to %s", h->name % startHpos % h->visitablePos());
|
|
|
+ return ret;
|
|
|
+}
|
|
|
+
|
|
|
+int howManyTilesWillBeDiscovered(const int3 &pos, int radious)
|
|
|
+{
|
|
|
+ int ret = 0;
|
|
|
+ for(int x = pos.x - radious; x <= pos.x + radious; x++)
|
|
|
+ {
|
|
|
+ for(int y = pos.y - radious; y <= pos.y + radious; y++)
|
|
|
+ {
|
|
|
+ int3 npos = int3(x,y,pos.z);
|
|
|
+ if(cb->isInTheMap(npos) && pos.dist2d(npos) - 0.5 < radious && !cb->isVisible(npos))
|
|
|
+ {
|
|
|
+ ret++;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ return ret;
|
|
|
+}
|
|
|
+
|
|
|
+int howManyTilesWillBeDiscovered(int radious, int3 pos, crint3 dir)
|
|
|
+{
|
|
|
+ return howManyTilesWillBeDiscovered(pos + dir, radious);
|
|
|
+}
|
|
|
+
|
|
|
+
|
|
|
+void getVisibleNeighbours(const std::vector<int3> &tiles, std::vector<int3> &out)
|
|
|
+{
|
|
|
+ BOOST_FOREACH(const int3 &tile, tiles)
|
|
|
+ {
|
|
|
+ foreach_neighbour(tile, [&](int3 neighbour)
|
|
|
+ {
|
|
|
+ if(cb->isVisible(neighbour))
|
|
|
+ out.push_back(neighbour);
|
|
|
+ });
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void VCAI::tryRealize(CGoal g)
|
|
|
+{
|
|
|
+ BNLOG("Attempting realizing goal with code %d", g.goalType);
|
|
|
+ switch(g.goalType)
|
|
|
+ {
|
|
|
+ case EXPLORE:
|
|
|
+ {
|
|
|
+ assert(0); //this goal is not elementar!
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ case RECRUIT_HERO:
|
|
|
+ {
|
|
|
+ if(const CGTownInstance *t = findTownWithTavern())
|
|
|
+ {
|
|
|
+ //TODO co jesli nie ma dostepnego bohatera?
|
|
|
+ //TODO jezeli miasto jest zablokowane, sprobowac oczyscic wejscie
|
|
|
+ cb->recruitHero(t, cb->getAvailableHeroes(t)[0]);
|
|
|
+ }
|
|
|
+
|
|
|
+ //TODO karkolomna alternatywa - tawerna na mapie przygod lub wiezienie (nie wiem, czy warto?)
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ case VISIT_TILE:
|
|
|
+ {
|
|
|
+ if(!g.hero->movement)
|
|
|
+ throw cannotFulfillGoalException("Cannot visit tile: hero is out of MPs!");
|
|
|
+ if(!g.isBlockedBorderGate(g.tile))
|
|
|
+ ai->moveHeroToTile(g.tile, g.hero);
|
|
|
+ else
|
|
|
+ throw cannotFulfillGoalException("There's a blocked gate!");
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ case BUILD_STRUCTURE:
|
|
|
+ {
|
|
|
+ const CGTownInstance *t = g.town;
|
|
|
+
|
|
|
+ if(!t && g.hero)
|
|
|
+ t = g.hero->visitedTown;
|
|
|
+
|
|
|
+ if(!t)
|
|
|
+ {
|
|
|
+ BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
|
|
|
+ {
|
|
|
+ switch(cb->canBuildStructure(t, g.bid))
|
|
|
+ {
|
|
|
+ case EBuildingState::ALLOWED:
|
|
|
+ cb->buildBuilding(t, g.bid);
|
|
|
+ return;
|
|
|
+ default:
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ else if(cb->canBuildStructure(t, g.bid) == EBuildingState::ALLOWED)
|
|
|
+ {
|
|
|
+ cb->buildBuilding(t, g.bid);
|
|
|
+ return;
|
|
|
+ }
|
|
|
+ throw cannotFulfillGoalException("Cannot build a given structure!");
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ case DIG_AT_TILE:
|
|
|
+ {
|
|
|
+ assert(g.hero->visitablePos() == g.tile);
|
|
|
+ if(g.hero->diggingStatus() == CGHeroInstance::CAN_DIG)
|
|
|
+ cb->dig(g.hero);
|
|
|
+ else
|
|
|
+ {
|
|
|
+ ai->blockedHeroes.insert(g.hero);
|
|
|
+ throw cannotFulfillGoalException("A hero can't dig!\n");
|
|
|
+ }
|
|
|
+ }
|
|
|
+ break;
|
|
|
+
|
|
|
+ case COLLECT_RES:
|
|
|
+ if(const CGObjectInstance *obj = cb->getObj(g.objid, false))
|
|
|
+ {
|
|
|
+ if(const IMarket *m = IMarket::castFrom(obj, false))
|
|
|
+ {
|
|
|
+ for (int i = 0; i < ACTUAL_RESOURCE_COUNT; i++)
|
|
|
+ {
|
|
|
+ if(i == g.resID) continue;
|
|
|
+ int toGive, toGet;
|
|
|
+ m->getOffer(i, g.resID, toGive, toGet, EMarketMode::RESOURCE_RESOURCE);
|
|
|
+ toGive = toGive * (cb->getResourceAmount(i) / toGive);
|
|
|
+ cb->trade(obj, EMarketMode::RESOURCE_RESOURCE, i, g.resID, toGive);
|
|
|
+ if(cb->getResourceAmount(g.resID) >= g.value)
|
|
|
+ return;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ throw cannotFulfillGoalException("I don't know how to use this object to raise resources!");
|
|
|
+ }
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ saving[g.resID] = 1;
|
|
|
+ throw cannotFulfillGoalException("No object that could be used to raise resources!");
|
|
|
+ }
|
|
|
+
|
|
|
+ case CONQUER:
|
|
|
+ // TODO: conquer??
|
|
|
+ throw cannotFulfillGoalException("I don't know how to fulfill this!");
|
|
|
+
|
|
|
+ case BUILD:
|
|
|
+ performTypicalActions();
|
|
|
+ throw cannotFulfillGoalException("BUILD has been realized as much as possible.");
|
|
|
+
|
|
|
+ case INVALID:
|
|
|
+ throw cannotFulfillGoalException("I don't know how to fulfill this!");
|
|
|
+
|
|
|
+ default:
|
|
|
+ assert(0);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+const CGTownInstance * VCAI::findTownWithTavern() const
|
|
|
+{
|
|
|
+ BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
|
|
|
+ if(vstd::contains(t->builtBuildings, EBuilding::TAVERN))
|
|
|
+ return t;
|
|
|
+
|
|
|
+ return NULL;
|
|
|
+}
|
|
|
+
|
|
|
+std::vector<const CGHeroInstance *> VCAI::getUnblockedHeroes() const
|
|
|
+{
|
|
|
+ std::vector<const CGHeroInstance *> ret = cb->getHeroesInfo();
|
|
|
+ BOOST_FOREACH(const CGHeroInstance *h, blockedHeroes)
|
|
|
+ remove_if_present(ret, h);
|
|
|
+
|
|
|
+ return ret;
|
|
|
+}
|
|
|
+
|
|
|
+const CGHeroInstance * VCAI::primaryHero() const
|
|
|
+{
|
|
|
+ auto hs = cb->getHeroesInfo();
|
|
|
+ boost::sort(hs, compareHeroStrength);
|
|
|
+
|
|
|
+ if(hs.empty())
|
|
|
+ return NULL;
|
|
|
+
|
|
|
+ return hs.back();
|
|
|
+}
|
|
|
+
|
|
|
+void VCAI::endTurn()
|
|
|
+{
|
|
|
+ tlog4 << "Player " << playerID << " ends turn\n";
|
|
|
+ if(!status.haveTurn())
|
|
|
+ {
|
|
|
+ tlog1 << "Not having turn at the end of turn???\n";
|
|
|
+ }
|
|
|
+
|
|
|
+ do
|
|
|
+ {
|
|
|
+ cb->endTurn();
|
|
|
+ } while(status.haveTurn()); //for some reasons, our request may fail -> stop requesting end of turn only after we've received a confirmation that it's over
|
|
|
+
|
|
|
+ tlog4 << "Player " << playerID << " ended turn\n";
|
|
|
+}
|
|
|
+
|
|
|
+void VCAI::striveToGoal(const CGoal &ultimateGoal)
|
|
|
+{
|
|
|
+ while(1)
|
|
|
+ {
|
|
|
+ CGoal goal = ultimateGoal;
|
|
|
+ BNLOG("Striving to goal of type %d", ultimateGoal.goalType);
|
|
|
+ while(!goal.isElementar)
|
|
|
+ {
|
|
|
+ INDENT;
|
|
|
+ BNLOG("Considering goal %d.", goal.goalType);
|
|
|
+ try
|
|
|
+ {
|
|
|
+ boost::this_thread::interruption_point();
|
|
|
+ goal = goal.whatToDoToAchieve();
|
|
|
+ }
|
|
|
+ catch(std::exception &e)
|
|
|
+ {
|
|
|
+ BNLOG("Goal %d decomposition failed: %s", goal.goalType % e.what());
|
|
|
+ return;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ try
|
|
|
+ {
|
|
|
+ boost::this_thread::interruption_point();
|
|
|
+ tryRealize(goal);
|
|
|
+ boost::this_thread::interruption_point();
|
|
|
+ }
|
|
|
+ catch(boost::thread_interrupted &e)
|
|
|
+ {
|
|
|
+ BNLOG("Player %d: Making turn thread received an interruption!", playerID);
|
|
|
+ throw; //rethrow, we want to truly end this thread
|
|
|
+ }
|
|
|
+ catch(std::exception &e)
|
|
|
+ {
|
|
|
+ BNLOG("Failed to realize subgoal of type %d (greater goal type was %d), I will stop.", goal.goalType % ultimateGoal.goalType);
|
|
|
+ BNLOG("The error message was: %s", e.what());
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void VCAI::performTypicalActions()
|
|
|
+{
|
|
|
+ BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
|
|
|
+ {
|
|
|
+ BNLOG("Looking into %s", t->name);
|
|
|
+ buildStructure(t);
|
|
|
+ buildArmyIn(t);
|
|
|
+
|
|
|
+ if(!ai->primaryHero() ||
|
|
|
+ t->getArmyStrength() > ai->primaryHero()->getArmyStrength() * 2 && !isAccessibleForHero(t->visitablePos(), ai->primaryHero()))
|
|
|
+ {
|
|
|
+ recruitHero(t);
|
|
|
+ buildArmyIn(t);
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ BOOST_FOREACH(const CGHeroInstance *h, getUnblockedHeroes())
|
|
|
+ {
|
|
|
+ BNLOG("Looking into %s, MP=%d", h->name.c_str() % h->movement);
|
|
|
+ INDENT;
|
|
|
+ makePossibleUpgrades(h);
|
|
|
+ cb->setSelection(h);
|
|
|
+ wander(h);
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+void VCAI::buildArmyIn(const CGTownInstance * t)
|
|
|
+{
|
|
|
+ makePossibleUpgrades(t->visitingHero);
|
|
|
+ makePossibleUpgrades(t);
|
|
|
+ recruitCreatures(t);
|
|
|
+ moveCreaturesToHero(t);
|
|
|
+}
|
|
|
+
|
|
|
+int3 VCAI::explorationBestNeighbour(int3 hpos, int radius, const CGHeroInstance * h)
|
|
|
+{
|
|
|
+ TimeCheck tc("looking for best exploration neighbour");
|
|
|
+ std::map<int3, int> dstToRevealedTiles;
|
|
|
+ BOOST_FOREACH(crint3 dir, dirs)
|
|
|
+ if(cb->isInTheMap(hpos+dir))
|
|
|
+ dstToRevealedTiles[hpos + dir] = howManyTilesWillBeDiscovered(radius, hpos, dir) * isSafeToVisit(h, hpos + dir);
|
|
|
+
|
|
|
+ auto best = dstToRevealedTiles.begin();
|
|
|
+ best->second *= cb->getPathInfo(best->first)->reachable();
|
|
|
+ best->second *= cb->getPathInfo(best->first)->accessible == CGPathNode::ACCESSIBLE;
|
|
|
+ for(auto i = dstToRevealedTiles.begin(); i != dstToRevealedTiles.end(); i++)
|
|
|
+ {
|
|
|
+ const CGPathNode *pn = cb->getPathInfo(i->first);
|
|
|
+ const TerrainTile *t = cb->getTile(i->first);
|
|
|
+ if(best->second < i->second && i->second && pn->reachable() && pn->accessible == CGPathNode::ACCESSIBLE)
|
|
|
+ best = i;
|
|
|
+ }
|
|
|
+
|
|
|
+ if(best->second)
|
|
|
+ return best->first;
|
|
|
+
|
|
|
+ throw cannotFulfillGoalException("No neighbour will bring new discoveries!");
|
|
|
+}
|
|
|
+
|
|
|
+
|
|
|
+int3 VCAI::explorationNewPoint(int radius, const CGHeroInstance * h, std::vector<std::vector<int3> > &tiles)
|
|
|
+{
|
|
|
+ TimeCheck tc("looking for new exploration point");
|
|
|
+ tlog0 << "Looking for an another place for exploration...\n";
|
|
|
+ tiles.resize(radius);
|
|
|
+
|
|
|
+ foreach_tile_pos([&](const int3 &pos)
|
|
|
+ {
|
|
|
+ if(!cb->isVisible(pos))
|
|
|
+ tiles[0].push_back(pos);
|
|
|
+ });
|
|
|
+
|
|
|
+ for (int i = 1; i < radius; i++)
|
|
|
+ {
|
|
|
+ getVisibleNeighbours(tiles[i-1], tiles[i]);
|
|
|
+ removeDuplicates(tiles[i]);
|
|
|
+
|
|
|
+ BOOST_FOREACH(const int3 &tile, tiles[i])
|
|
|
+ {
|
|
|
+ if(cb->getPathInfo(tile)->reachable() && isSafeToVisit(h, tile) && howManyTilesWillBeDiscovered(tile, radius))
|
|
|
+ {
|
|
|
+ return tile;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ throw cannotFulfillGoalException("No accessible tile will bring discoveries!");
|
|
|
+}
|
|
|
+
|
|
|
+TResources VCAI::estimateIncome() const
|
|
|
+{
|
|
|
+ TResources ret;
|
|
|
+ BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
|
|
|
+ {
|
|
|
+ ret[Res::GOLD] += t->dailyIncome();
|
|
|
+
|
|
|
+ //TODO duplikuje newturn
|
|
|
+ if(t->hasBuilt(EBuilding::RESOURCE_SILO)) //there is resource silo
|
|
|
+ {
|
|
|
+ if(t->town->primaryRes == 127) //we'll give wood and ore
|
|
|
+ {
|
|
|
+ ret[Res::WOOD] ++;
|
|
|
+ ret[Res::ORE] ++;
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ ret[t->town->primaryRes] ++;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ BOOST_FOREACH(const CGObjectInstance *obj, getFlaggedObjects())
|
|
|
+ {
|
|
|
+ if(obj->ID == Obj::MINE)
|
|
|
+ {
|
|
|
+ switch(obj->subID)
|
|
|
+ {
|
|
|
+ case Res::WOOD:
|
|
|
+ case Res::ORE:
|
|
|
+ ret[obj->subID] += WOOD_ORE_MINE_PRODUCTION;
|
|
|
+ break;
|
|
|
+ case Res::GOLD:
|
|
|
+ case 7: //abandoned mine -> also gold
|
|
|
+ ret[Res::GOLD] += GOLD_MINE_PRODUCTION;
|
|
|
+ break;
|
|
|
+ default:
|
|
|
+ ret[obj->subID] += RESOURCE_MINE_PRODUCTION;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ return ret;
|
|
|
+}
|
|
|
+
|
|
|
+bool VCAI::containsSavedRes(const TResources &cost) const
|
|
|
+{
|
|
|
+ for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
|
|
|
+ {
|
|
|
+ if(saving[i] && cost[i])
|
|
|
+ return true;
|
|
|
+ }
|
|
|
+
|
|
|
+ return false;
|
|
|
+}
|
|
|
+
|
|
|
+void VCAI::recruitHero(const CGTownInstance * t)
|
|
|
+{
|
|
|
+ BNLOG("Trying to recruit a hero in %s at %s", t->name % t->visitablePos())
|
|
|
+ cb->recruitHero(t, cb->getAvailableHeroes(t).front());
|
|
|
+}
|
|
|
+
|
|
|
+AIStatus::AIStatus()
|
|
|
+{
|
|
|
+ battle = NO_BATTLE;
|
|
|
+ remainingQueries = 0;
|
|
|
+ havingTurn = false;
|
|
|
+}
|
|
|
+
|
|
|
+AIStatus::~AIStatus()
|
|
|
+{
|
|
|
+
|
|
|
+}
|
|
|
+
|
|
|
+void AIStatus::setBattle(BattleState BS)
|
|
|
+{
|
|
|
+ boost::unique_lock<boost::mutex> lock(mx);
|
|
|
+ battle = BS;
|
|
|
+ cv.notify_all();
|
|
|
+}
|
|
|
+
|
|
|
+BattleState AIStatus::getBattle()
|
|
|
+{
|
|
|
+ boost::unique_lock<boost::mutex> lock(mx);
|
|
|
+ return battle;
|
|
|
+}
|
|
|
+
|
|
|
+void AIStatus::addQueries(int val)
|
|
|
+{
|
|
|
+ boost::unique_lock<boost::mutex> lock(mx);
|
|
|
+ remainingQueries += val;
|
|
|
+ BNLOG("Changing count of queries by %d, to a total of %d", val % remainingQueries);
|
|
|
+ assert(remainingQueries >= 0);
|
|
|
+ cv.notify_all();
|
|
|
+}
|
|
|
+
|
|
|
+void AIStatus::addQuery()
|
|
|
+{
|
|
|
+ addQueries(1);
|
|
|
+}
|
|
|
+
|
|
|
+void AIStatus::removeQuery()
|
|
|
+{
|
|
|
+ addQueries(-1);
|
|
|
+}
|
|
|
+
|
|
|
+int AIStatus::getQueriesCount()
|
|
|
+{
|
|
|
+ boost::unique_lock<boost::mutex> lock(mx);
|
|
|
+ return remainingQueries;
|
|
|
+}
|
|
|
+
|
|
|
+void AIStatus::startedTurn()
|
|
|
+{
|
|
|
+ boost::unique_lock<boost::mutex> lock(mx);
|
|
|
+ havingTurn = true;
|
|
|
+ cv.notify_all();
|
|
|
+}
|
|
|
+
|
|
|
+void AIStatus::madeTurn()
|
|
|
+{
|
|
|
+ boost::unique_lock<boost::mutex> lock(mx);
|
|
|
+ havingTurn = false;
|
|
|
+ cv.notify_all();
|
|
|
+}
|
|
|
+
|
|
|
+void AIStatus::waitTillFree()
|
|
|
+{
|
|
|
+ boost::unique_lock<boost::mutex> lock(mx);
|
|
|
+ while(battle != NO_BATTLE || remainingQueries)
|
|
|
+ cv.wait(lock);
|
|
|
+}
|
|
|
+
|
|
|
+bool AIStatus::haveTurn()
|
|
|
+{
|
|
|
+ boost::unique_lock<boost::mutex> lock(mx);
|
|
|
+ return havingTurn;
|
|
|
+}
|
|
|
+
|
|
|
+int3 whereToExplore(const CGHeroInstance *h)
|
|
|
+{
|
|
|
+ //TODO it's stupid and ineffective, write sth better
|
|
|
+ cb->setSelection(h);
|
|
|
+ int radius = h->getSightRadious();
|
|
|
+ int3 hpos = h->visitablePos();
|
|
|
+
|
|
|
+ //look for nearby objs -> visit them if they're close enouh
|
|
|
+ const int DIST_LIMIT = 3;
|
|
|
+ std::vector<const CGObjectInstance *> nearbyVisitableObjs;
|
|
|
+ BOOST_FOREACH(const CGObjectInstance *obj, ai->getPossibleDestinations(h))
|
|
|
+ {
|
|
|
+ int3 op = obj->visitablePos();
|
|
|
+ CGPath p;
|
|
|
+ cb->getPath2(op, p);
|
|
|
+ if(p.nodes.size() && p.endPos() == op && p.nodes.size() <= DIST_LIMIT)
|
|
|
+ nearbyVisitableObjs.push_back(obj);
|
|
|
+ }
|
|
|
+ boost::sort(nearbyVisitableObjs, isCloser);
|
|
|
+ if(nearbyVisitableObjs.size())
|
|
|
+ return nearbyVisitableObjs.back()->visitablePos();
|
|
|
+
|
|
|
+ try
|
|
|
+ {
|
|
|
+ return ai->explorationBestNeighbour(hpos, radius, h);
|
|
|
+ }
|
|
|
+ catch(cannotFulfillGoalException &e)
|
|
|
+ {
|
|
|
+ std::vector<std::vector<int3> > tiles; //tiles[distance_to_fow], metryka taksówkowa
|
|
|
+ try
|
|
|
+ {
|
|
|
+ return ai->explorationNewPoint(radius, h, tiles);
|
|
|
+ }
|
|
|
+ catch(cannotFulfillGoalException &e)
|
|
|
+ {
|
|
|
+ std::map<int, std::vector<int3> > profits;
|
|
|
+ {
|
|
|
+ TimeCheck tc("Evaluating exploration possibilities");
|
|
|
+ tiles[0].clear(); //we can't reach FoW anyway
|
|
|
+ BOOST_FOREACH(auto &vt, tiles)
|
|
|
+ BOOST_FOREACH(auto &tile, vt)
|
|
|
+ profits[howManyTilesWillBeDiscovered(tile, radius)].push_back(tile);
|
|
|
+ }
|
|
|
+
|
|
|
+ if(profits.empty())
|
|
|
+ throw cannotFulfillGoalException("Cannot explore - no possible ways found!");
|
|
|
+
|
|
|
+ auto bestDest = profits.end();
|
|
|
+ bestDest--;
|
|
|
+ return bestDest->second.front(); //TODO which is the real best tile?
|
|
|
+ }
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+TSubgoal CGoal::whatToDoToAchieve()
|
|
|
+{
|
|
|
+ switch(goalType)
|
|
|
+ {
|
|
|
+ case WIN:
|
|
|
+ {
|
|
|
+ const CVictoryCondition &vc = cb->getMapHeader()->victoryCondition;
|
|
|
+ EVictoryConditionType::EVictoryConditionType cond = vc.condition;
|
|
|
+
|
|
|
+ if(!vc.appliesToAI)
|
|
|
+ {
|
|
|
+ //TODO deduce victory from human loss condition
|
|
|
+ cond = EVictoryConditionType::WINSTANDARD;
|
|
|
+ }
|
|
|
+
|
|
|
+ switch(cond)
|
|
|
+ {
|
|
|
+ case EVictoryConditionType::ARTIFACT:
|
|
|
+ return CGoal(GET_ART_TYPE).setaid(vc.ID);
|
|
|
+ case EVictoryConditionType::BEATHERO:
|
|
|
+ return CGoal(GET_OBJ).setobjid(vc.ID);
|
|
|
+ case EVictoryConditionType::BEATMONSTER:
|
|
|
+ return CGoal(GET_OBJ).setobjid(vc.ID);
|
|
|
+ case EVictoryConditionType::BUILDCITY:
|
|
|
+ //TODO build castle/capitol
|
|
|
+ break;
|
|
|
+ case EVictoryConditionType::BUILDGRAIL:
|
|
|
+ {
|
|
|
+ if(const CGHeroInstance *h = ai->getHeroWithGrail())
|
|
|
+ {
|
|
|
+ //hero is in a town that can host Grail
|
|
|
+ if(h->visitedTown && !vstd::contains(h->visitedTown->forbiddenBuildings, EBuilding::GRAIL))
|
|
|
+ {
|
|
|
+ const CGTownInstance *t = h->visitedTown;
|
|
|
+ return CGoal(BUILD_STRUCTURE).setbid(EBuilding::GRAIL).settown(t);
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ auto towns = cb->getTownsInfo();
|
|
|
+ towns.erase(boost::remove_if(towns,
|
|
|
+ [](const CGTownInstance *t) -> bool
|
|
|
+ {
|
|
|
+ return vstd::contains(t->forbiddenBuildings, EBuilding::GRAIL);
|
|
|
+ }),
|
|
|
+ towns.end());
|
|
|
+ boost::sort(towns, isCloser);
|
|
|
+ if(towns.size())
|
|
|
+ {
|
|
|
+ return CGoal(VISIT_TILE).sethero(h).settile(towns.front()->visitablePos());
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ double ratio = 0;
|
|
|
+ int3 grailPos = cb->getGrailPos(ratio);
|
|
|
+ if(ratio > 0.99)
|
|
|
+ {
|
|
|
+ return CGoal(DIG_AT_TILE).settile(grailPos);
|
|
|
+ }
|
|
|
+ else if(const CGObjectInstance * obj = ai->getUnvisitedObj(objWithID<Obj::OBELISK>)) //there are unvisited Obelisks
|
|
|
+ {
|
|
|
+ return CGoal(GET_OBJ).setobjid(obj->id);
|
|
|
+ }
|
|
|
+ else
|
|
|
+ return CGoal(EXPLORE);
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ case EVictoryConditionType::CAPTURECITY:
|
|
|
+ return CGoal(GET_OBJ).setobjid(vc.ID);
|
|
|
+ case EVictoryConditionType::GATHERRESOURCE:
|
|
|
+ return CGoal(COLLECT_RES).setresID(vc.ID).setvalue(vc.count);
|
|
|
+ //TODO mines? piles? marketplace?
|
|
|
+ //save?
|
|
|
+ break;
|
|
|
+ case EVictoryConditionType::GATHERTROOP:
|
|
|
+ break;
|
|
|
+ case EVictoryConditionType::TAKEDWELLINGS:
|
|
|
+ break;
|
|
|
+ case EVictoryConditionType::TAKEMINES:
|
|
|
+ break;
|
|
|
+ case EVictoryConditionType::TRANSPORTITEM:
|
|
|
+ break;
|
|
|
+ case EVictoryConditionType::WINSTANDARD:
|
|
|
+ return CGoal(CONQUER);
|
|
|
+ default:
|
|
|
+ assert(0);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ case GET_OBJ:
|
|
|
+ {
|
|
|
+ const CGObjectInstance * obj = cb->getObj(objid);
|
|
|
+ if(!obj)
|
|
|
+ return CGoal(EXPLORE);
|
|
|
+ int3 pos = cb->getObj(objid)->visitablePos();
|
|
|
+ return CGoal(VISIT_TILE).settile(pos);
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ case GET_ART_TYPE:
|
|
|
+ {
|
|
|
+ const CGObjectInstance *artInst = ai->lookForArt(aid);
|
|
|
+ if(!artInst)
|
|
|
+ {
|
|
|
+ TSubgoal alternativeWay = CGoal::lookForArtSmart(aid);
|
|
|
+ if(alternativeWay.invalid())
|
|
|
+ return CGoal(EXPLORE);
|
|
|
+ else
|
|
|
+ return alternativeWay;
|
|
|
+ }
|
|
|
+ else
|
|
|
+ return CGoal(GET_OBJ).setobjid(artInst->id);
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ case CLEAR_WAY_TO:
|
|
|
+ {
|
|
|
+ assert(tile.x >= 0); //set tile
|
|
|
+ if(!cb->isVisible(tile))
|
|
|
+ {
|
|
|
+ tlog1 << "Clear way should be used with visible tiles!\n";
|
|
|
+ return CGoal(EXPLORE);
|
|
|
+ }
|
|
|
+
|
|
|
+ const CGHeroInstance *h = hero ? hero : ai->primaryHero();
|
|
|
+ if(!h)
|
|
|
+ return CGoal(RECRUIT_HERO);
|
|
|
+
|
|
|
+ cb->setSelection(h);
|
|
|
+
|
|
|
+ SectorMap sm;
|
|
|
+ bool dropToFile = false;
|
|
|
+ if(dropToFile) //for debug purposes
|
|
|
+ sm.write("test.txt");
|
|
|
+
|
|
|
+ int3 tileToHit = sm.firstTileToGet(h, tile);
|
|
|
+ //if(isSafeToVisit(h, tileToHit))
|
|
|
+ if(isBlockedBorderGate(tileToHit))
|
|
|
+ throw cannotFulfillGoalException("There's blocked border gate!");
|
|
|
+
|
|
|
+ if(tileToHit == tile)
|
|
|
+ {
|
|
|
+ tlog1 << boost::format("Very strange, tile to hit is %s and tile is also %s, while hero %s is at %s\n")
|
|
|
+ % tileToHit % tile % h->name % h->visitablePos();
|
|
|
+ throw cannotFulfillGoalException("Retreiving first tile to hit failed (probably)!");
|
|
|
+ }
|
|
|
+
|
|
|
+ return CGoal(VISIT_TILE).settile(tileToHit).sethero(h);
|
|
|
+
|
|
|
+ //TODO czy istnieje lepsza droga?
|
|
|
+
|
|
|
+ }
|
|
|
+ throw cannotFulfillGoalException("Cannot reach given tile!");
|
|
|
+ //return CGoal(EXPLORE); // TODO improve
|
|
|
+ case EXPLORE:
|
|
|
+ {
|
|
|
+ if(cb->getHeroesInfo().empty())
|
|
|
+ return CGoal(RECRUIT_HERO);
|
|
|
+
|
|
|
+ auto hs = cb->getHeroesInfo();
|
|
|
+ assert(hs.size());
|
|
|
+ erase(hs, [](const CGHeroInstance *h)
|
|
|
+ {
|
|
|
+ return !h->movement || contains(ai->blockedHeroes, h); //only hero with movement are of interest for us
|
|
|
+ });
|
|
|
+ if(hs.empty())
|
|
|
+ {
|
|
|
+ throw cannotFulfillGoalException("No heroes with remaining MPs for exploring!\n");
|
|
|
+ }
|
|
|
+
|
|
|
+ const CGHeroInstance *h = hs.front();
|
|
|
+
|
|
|
+ CGoal ret(VISIT_TILE);
|
|
|
+ ret.sethero(h);
|
|
|
+ return ret.settile(whereToExplore(h));
|
|
|
+ }
|
|
|
+
|
|
|
+ I_AM_ELEMENTAR;
|
|
|
+
|
|
|
+ case RECRUIT_HERO:
|
|
|
+ {
|
|
|
+ const CGTownInstance *t = ai->findTownWithTavern();
|
|
|
+ if(!t)
|
|
|
+ return CGoal(BUILD_STRUCTURE).setbid(EBuilding::TAVERN);
|
|
|
+
|
|
|
+ if(cb->getResourceAmount(Res::GOLD) < HERO_GOLD_COST)
|
|
|
+ return CGoal(COLLECT_RES).setresID(Res::GOLD).setvalue(HERO_GOLD_COST);
|
|
|
+
|
|
|
+ I_AM_ELEMENTAR;
|
|
|
+ }
|
|
|
+ break;
|
|
|
+
|
|
|
+ case VISIT_TILE:
|
|
|
+ {
|
|
|
+ if(!cb->isVisible(tile))
|
|
|
+ return CGoal(EXPLORE);
|
|
|
+
|
|
|
+ if(hero && !ai->isAccessibleForHero(tile, hero))
|
|
|
+ hero = NULL;
|
|
|
+
|
|
|
+ if(!hero)
|
|
|
+ {
|
|
|
+ if(cb->getHeroesInfo().empty())
|
|
|
+ return CGoal(RECRUIT_HERO);
|
|
|
+
|
|
|
+ BOOST_FOREACH(const CGHeroInstance *h, cb->getHeroesInfo())
|
|
|
+ {
|
|
|
+ if(ai->isAccessibleForHero(tile, h))
|
|
|
+ {
|
|
|
+ hero = h;
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ if(hero)
|
|
|
+ {
|
|
|
+ if(isSafeToVisit(hero, tile))
|
|
|
+ return CGoal(*this).setisElementar(true);
|
|
|
+ else
|
|
|
+ return CGoal(INVALID); //todo can gather army?
|
|
|
+ }
|
|
|
+ else //inaccessible for all heroes
|
|
|
+ return CGoal(CLEAR_WAY_TO).settile(tile);
|
|
|
+ }
|
|
|
+ break;
|
|
|
+
|
|
|
+ case DIG_AT_TILE:
|
|
|
+ {
|
|
|
+ auto objs = cb->getTile(tile)->visitableObjects;
|
|
|
+ if(objs.size() && objs.front()->ID == GameConstants::HEROI_TYPE && objs.front()->tempOwner == ai->playerID) //we have hero at dest
|
|
|
+ {
|
|
|
+ const CGHeroInstance *h = dynamic_cast<const CGHeroInstance *>(objs.front());
|
|
|
+ return CGoal(*this).sethero(h).setisElementar(true);
|
|
|
+ }
|
|
|
+
|
|
|
+ return CGoal(VISIT_TILE).settile(tile);
|
|
|
+ }
|
|
|
+ break;
|
|
|
+
|
|
|
+ case BUILD_STRUCTURE:
|
|
|
+ //TODO check res
|
|
|
+ //look for town
|
|
|
+ //prerequisites?
|
|
|
+ I_AM_ELEMENTAR;
|
|
|
+ case COLLECT_RES:
|
|
|
+ {
|
|
|
+
|
|
|
+ std::vector<const IMarket*> markets;
|
|
|
+
|
|
|
+ std::vector<const CGObjectInstance*> visObjs;
|
|
|
+ ai->retreiveVisitableObjs(visObjs, true);
|
|
|
+ BOOST_FOREACH(const CGObjectInstance *obj, visObjs)
|
|
|
+ {
|
|
|
+ if(const IMarket *m = IMarket::castFrom(obj, false))
|
|
|
+ {
|
|
|
+ if(obj->ID == GameConstants::TOWNI_TYPE && obj->tempOwner == ai->playerID && m->allowsTrade(EMarketMode::RESOURCE_RESOURCE))
|
|
|
+ markets.push_back(m);
|
|
|
+ else if(obj->ID == Obj::TRADING_POST) //TODO a moze po prostu test na pozwalanie handlu?
|
|
|
+ markets.push_back(m);
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ boost::sort(markets, [](const IMarket *m1, const IMarket *m2) -> bool
|
|
|
+ {
|
|
|
+ return m1->getMarketEfficiency() < m2->getMarketEfficiency();
|
|
|
+ });
|
|
|
+
|
|
|
+ markets.erase(boost::remove_if(markets, [](const IMarket *market) -> bool
|
|
|
+ {
|
|
|
+ return !(market->o->ID == GameConstants::TOWNI_TYPE && market->o->tempOwner == ai->playerID)
|
|
|
+ && !ai->isAccessible(market->o->visitablePos());
|
|
|
+ }),markets.end());
|
|
|
+
|
|
|
+ if(!markets.size())
|
|
|
+ {
|
|
|
+ BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
|
|
|
+ {
|
|
|
+ if(cb->canBuildStructure(t, EBuilding::MARKETPLACE) == EBuildingState::ALLOWED)
|
|
|
+ return CGoal(BUILD_STRUCTURE).settown(t).setbid(EBuilding::MARKETPLACE);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ const IMarket *m = markets.back();
|
|
|
+ //attempt trade at back (best prices)
|
|
|
+ int howManyCanWeBuy = 0;
|
|
|
+ for(int i = 0; i < ACTUAL_RESOURCE_COUNT; i++)
|
|
|
+ {
|
|
|
+ if(i == resID) continue;
|
|
|
+ int toGive = -1, toReceive = -1;
|
|
|
+ m->getOffer(i, resID, toGive, toReceive, EMarketMode::RESOURCE_RESOURCE);
|
|
|
+ assert(toGive > 0 && toReceive > 0);
|
|
|
+ howManyCanWeBuy += toReceive * (cb->getResourceAmount(i) / toGive);
|
|
|
+ }
|
|
|
+
|
|
|
+ if(howManyCanWeBuy + cb->getResourceAmount(resID) >= value)
|
|
|
+ {
|
|
|
+ if(cb->getTile(m->o->visitablePos())->visitableObjects.back()->tempOwner != ai->playerID)
|
|
|
+ return CGoal(GET_OBJ).setobjid(m->o->id);
|
|
|
+ return setobjid(m->o->id).setisElementar(true);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ return CGoal(INVALID);
|
|
|
+ case CONQUER:
|
|
|
+ {
|
|
|
+ //TODO make use from many heroes
|
|
|
+ std::vector<const CGHeroInstance *> heroes = cb->getHeroesInfo();
|
|
|
+ erase_if(heroes, [](const CGHeroInstance *h)
|
|
|
+ {
|
|
|
+ return vstd::contains(ai->blockedHeroes, h) || !h->movement;
|
|
|
+ });
|
|
|
+ boost::sort(heroes, compareHeroStrength);
|
|
|
+
|
|
|
+ if(heroes.empty())
|
|
|
+ I_AM_ELEMENTAR;
|
|
|
+
|
|
|
+ const CGHeroInstance *h = heroes.back();
|
|
|
+ cb->setSelection(h);
|
|
|
+ std::vector<const CGObjectInstance *> objs; //here we'll gather enemy towns and heroes
|
|
|
+ ai->retreiveVisitableObjs(objs);
|
|
|
+ erase_if(objs, [&](const CGObjectInstance *obj)
|
|
|
+ {
|
|
|
+ return obj->ID != GameConstants::TOWNI_TYPE && obj->ID != GameConstants::HEROI_TYPE //not town/hero
|
|
|
+ || cb->getPlayerRelations(ai->playerID, obj->tempOwner) != 0; //not enemy
|
|
|
+ });
|
|
|
+
|
|
|
+ if(objs.empty())
|
|
|
+ return CGoal(EXPLORE); //we need to find an enemy
|
|
|
+
|
|
|
+ erase_if(objs, [&](const CGObjectInstance *obj)
|
|
|
+ {
|
|
|
+ return !isSafeToVisit(h, obj->visitablePos());
|
|
|
+ });
|
|
|
+
|
|
|
+ if(objs.empty())
|
|
|
+ I_AM_ELEMENTAR;
|
|
|
+
|
|
|
+ boost::sort(objs, isCloser);
|
|
|
+ BOOST_FOREACH(const CGObjectInstance *obj, objs)
|
|
|
+ {
|
|
|
+ if(ai->isAccessibleForHero(obj->visitablePos(), h))
|
|
|
+ return CGoal(VISIT_TILE).sethero(h).settile(obj->visitablePos());
|
|
|
+ }
|
|
|
+
|
|
|
+ return CGoal(EXPLORE); //enemy is inaccessible
|
|
|
+ ;
|
|
|
+ }
|
|
|
+ break;
|
|
|
+ case BUILD:
|
|
|
+ I_AM_ELEMENTAR;
|
|
|
+ case INVALID:
|
|
|
+ I_AM_ELEMENTAR;
|
|
|
+ default:
|
|
|
+ assert(0);
|
|
|
+ }
|
|
|
+
|
|
|
+ return CGoal(EXPLORE);
|
|
|
+}
|
|
|
+
|
|
|
+TSubgoal CGoal::goVisitOrLookFor(const CGObjectInstance *obj)
|
|
|
+{
|
|
|
+ if(obj)
|
|
|
+ return CGoal(GET_OBJ).setobjid(obj->id);
|
|
|
+ else
|
|
|
+ return CGoal(EXPLORE);
|
|
|
+}
|
|
|
+
|
|
|
+TSubgoal CGoal::lookForArtSmart(int aid)
|
|
|
+{
|
|
|
+ return CGoal(INVALID);
|
|
|
+}
|
|
|
+
|
|
|
+bool CGoal::invalid() const
|
|
|
+{
|
|
|
+ return goalType == INVALID;
|
|
|
+}
|
|
|
+
|
|
|
+bool CGoal::isBlockedBorderGate(int3 tileToHit)
|
|
|
+{
|
|
|
+ return cb->getTile(tileToHit)->topVisitableID() == Obj::BORDER_GATE
|
|
|
+ && cb->getPathInfo(tileToHit)->accessible != CGPathNode::ACCESSIBLE;
|
|
|
+}
|
|
|
+
|
|
|
+SectorMap::SectorMap()
|
|
|
+{
|
|
|
+// int3 sizes = cb->getMapSize();
|
|
|
+// sector.resize(sizes.x);
|
|
|
+// BOOST_FOREACH(auto &i, sector)
|
|
|
+// i.resize(sizes.y);
|
|
|
+//
|
|
|
+// BOOST_FOREACH(auto &i, sector)
|
|
|
+// BOOST_FOREACH(auto &j, i)
|
|
|
+// j.resize(sizes.z, 0);
|
|
|
+ update();
|
|
|
+}
|
|
|
+
|
|
|
+bool markIfBlocked(ui8 &sec, crint3 pos, const TerrainTile *t)
|
|
|
+{
|
|
|
+ if(t->blocked && !t->visitable)
|
|
|
+ {
|
|
|
+ sec = NOT_AVAILABLE;
|
|
|
+ return true;
|
|
|
+ }
|
|
|
+
|
|
|
+ return false;
|
|
|
+}
|
|
|
+
|
|
|
+bool markIfBlocked(ui8 &sec, crint3 pos)
|
|
|
+{
|
|
|
+ return markIfBlocked(sec, pos, cb->getTile(pos));
|
|
|
+}
|
|
|
+
|
|
|
+void SectorMap::update()
|
|
|
+{
|
|
|
+ clear();
|
|
|
+ int curSector = 3; //0 is invisible, 1 is not explored
|
|
|
+ foreach_tile_pos([&](crint3 pos)
|
|
|
+ {
|
|
|
+ if(retreiveTile(pos) == NOT_CHECKED)
|
|
|
+ {
|
|
|
+ if(!markIfBlocked(retreiveTile(pos), pos))
|
|
|
+ exploreNewSector(pos, curSector++);
|
|
|
+ }
|
|
|
+ });
|
|
|
+ valid = true;
|
|
|
+}
|
|
|
+
|
|
|
+void SectorMap::clear()
|
|
|
+{
|
|
|
+ sector = cb->getVisibilityMap();
|
|
|
+ valid = false;
|
|
|
+}
|
|
|
+
|
|
|
+bool canBeEmbarkmentPoint(const TerrainTile *t)
|
|
|
+{
|
|
|
+ //tile must be free of with unoccupied boat
|
|
|
+ return !t->blocked
|
|
|
+ || t->visitableObjects.size() == 1 && t->topVisitableID() == Obj::BOAT;
|
|
|
+}
|
|
|
+
|
|
|
+void SectorMap::exploreNewSector(crint3 pos, int num)
|
|
|
+{
|
|
|
+ Sector &s = infoOnSectors[num];
|
|
|
+ s.id = num;
|
|
|
+ s.water = cb->getTile(pos)->isWater();
|
|
|
+
|
|
|
+ std::queue<int3> toVisit;
|
|
|
+ toVisit.push(pos);
|
|
|
+ while(toVisit.size())
|
|
|
+ {
|
|
|
+ int3 curPos = toVisit.front();
|
|
|
+ toVisit.pop();
|
|
|
+ ui8 &sec = retreiveTile(curPos);
|
|
|
+ if(sec == NOT_CHECKED)
|
|
|
+ {
|
|
|
+ const TerrainTile *t = cb->getTile(curPos);
|
|
|
+ if(!markIfBlocked(sec, curPos, t))
|
|
|
+ {
|
|
|
+ if(t->isWater() == s.water) //sector is only-water or only-land
|
|
|
+ {
|
|
|
+ sec = num;
|
|
|
+ s.tiles.push_back(curPos);
|
|
|
+ foreach_neighbour(curPos, [&](crint3 neighPos)
|
|
|
+ {
|
|
|
+ if(retreiveTile(neighPos) == NOT_CHECKED)
|
|
|
+ {
|
|
|
+ toVisit.push(neighPos);
|
|
|
+ //parent[neighPos] = curPos;
|
|
|
+ }
|
|
|
+ const TerrainTile *nt = cb->getTile(neighPos, false);
|
|
|
+ if(nt && nt->isWater() != s.water && canBeEmbarkmentPoint(nt))
|
|
|
+ {
|
|
|
+ s.embarkmentPoints.push_back(neighPos);
|
|
|
+ }
|
|
|
+ });
|
|
|
+ if(t->visitable && vstd::contains(ai->knownSubterraneanGates, t->visitableObjects.front()))
|
|
|
+ toVisit.push(ai->knownSubterraneanGates[t->visitableObjects.front()]->pos);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ removeDuplicates(s.embarkmentPoints);
|
|
|
+}
|
|
|
+
|
|
|
+void SectorMap::write(crstring fname)
|
|
|
+{
|
|
|
+ std::ofstream out(fname);
|
|
|
+ for(int k = 0; k < cb->getMapSize().z; k++)
|
|
|
+ {
|
|
|
+ for(int j = 0; j < cb->getMapSize().y; j++)
|
|
|
+ {
|
|
|
+ for(int i = 0; i < cb->getMapSize().x; i++)
|
|
|
+ {
|
|
|
+ out << (int)sector[i][j][k] << '\t';
|
|
|
+ }
|
|
|
+ out << std::endl;
|
|
|
+ }
|
|
|
+ out << std::endl;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+
|
|
|
+
|
|
|
+int3 SectorMap::firstTileToGet(const CGHeroInstance *h, crint3 dst)
|
|
|
+{
|
|
|
+ int sourceSector = retreiveTile(h->visitablePos()),
|
|
|
+ destinationSector = retreiveTile(dst);
|
|
|
+
|
|
|
+ if(sourceSector != destinationSector)
|
|
|
+ {
|
|
|
+ const Sector *src = &infoOnSectors[sourceSector],
|
|
|
+ *dst = &infoOnSectors[destinationSector];
|
|
|
+
|
|
|
+ std::map<const Sector*, const Sector*> preds;
|
|
|
+ std::queue<const Sector *> sq;
|
|
|
+ sq.push(src);
|
|
|
+ while(!sq.empty())
|
|
|
+ {
|
|
|
+ const Sector *s = sq.front();
|
|
|
+ sq.pop();
|
|
|
+
|
|
|
+ BOOST_FOREACH(int3 ep, s->embarkmentPoints)
|
|
|
+ {
|
|
|
+ Sector *neigh = &infoOnSectors[retreiveTile(ep)];
|
|
|
+ //preds[s].push_back(neigh);
|
|
|
+ if(!preds[neigh])
|
|
|
+ {
|
|
|
+ preds[neigh] = s;
|
|
|
+ sq.push(neigh);
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ //TODO consider other types of connections between sectors?
|
|
|
+ }
|
|
|
+
|
|
|
+ if(!preds[dst])
|
|
|
+ {
|
|
|
+ write("test.txt");
|
|
|
+ throw cannotFulfillGoalException(str(format("Cannot found connection between sectors %d and %d") % src->id % dst->id));
|
|
|
+ }
|
|
|
+
|
|
|
+ std::vector<const Sector*> toTraverse;
|
|
|
+ toTraverse.push_back(dst);
|
|
|
+ while(toTraverse.back() != src)
|
|
|
+ {
|
|
|
+ toTraverse.push_back(preds[toTraverse.back()]);
|
|
|
+ }
|
|
|
+
|
|
|
+ if(preds[dst])
|
|
|
+ {
|
|
|
+ const Sector *sectorToReach = toTraverse.at(toTraverse.size() - 2);
|
|
|
+ if(!src->water && sectorToReach->water) //embark
|
|
|
+ {
|
|
|
+ //embark on ship -> look for an EP with a boat
|
|
|
+ auto firstEP = boost::find_if(src->embarkmentPoints, [=](crint3 pos) -> bool
|
|
|
+ {
|
|
|
+ const TerrainTile *t = cb->getTile(pos);
|
|
|
+ return t && t->visitableObjects.size() == 1 && t->topVisitableID() == Obj::BOAT
|
|
|
+ && retreiveTile(pos) == sectorToReach->id;
|
|
|
+ });
|
|
|
+
|
|
|
+ if(firstEP != src->embarkmentPoints.end())
|
|
|
+ {
|
|
|
+ return *firstEP;
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ //we need to find a shipyard with an access to the desired sector's EP
|
|
|
+ //TODO what about Summon Boat spell?
|
|
|
+ std::vector<const IShipyard *> shipyards;
|
|
|
+ BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
|
|
|
+ {
|
|
|
+ if(t->hasBuilt(EBuilding::SHIPYARD))
|
|
|
+ shipyards.push_back(t);
|
|
|
+ }
|
|
|
+
|
|
|
+ std::vector<const CGObjectInstance*> visObjs;
|
|
|
+ ai->retreiveVisitableObjs(visObjs, true);
|
|
|
+ BOOST_FOREACH(const CGObjectInstance *obj, visObjs)
|
|
|
+ {
|
|
|
+ if(obj->ID != GameConstants::TOWNI_TYPE) //towns were handled in the previous loop
|
|
|
+ if(const IShipyard *shipyard = IShipyard::castFrom(obj))
|
|
|
+ shipyards.push_back(shipyard);
|
|
|
+ }
|
|
|
+
|
|
|
+ shipyards.erase(boost::remove_if(shipyards, [=](const IShipyard *shipyard) -> bool
|
|
|
+ {
|
|
|
+ return shipyard->state() != 0 || retreiveTile(shipyard->bestLocation()) != sectorToReach->id;
|
|
|
+ }),shipyards.end());
|
|
|
+
|
|
|
+ if(!shipyards.size())
|
|
|
+ {
|
|
|
+ //TODO consider possibility of building shipyard in a town
|
|
|
+ throw cannotFulfillGoalException("There is no known shipyard!");
|
|
|
+ }
|
|
|
+
|
|
|
+ //we have only shipyards that possibly can build ships onto the appropriate EP
|
|
|
+ auto ownedGoodShipyard = boost::find_if(shipyards, [](const IShipyard *s) -> bool
|
|
|
+ {
|
|
|
+ return s->o->tempOwner == ai->playerID;
|
|
|
+ });
|
|
|
+
|
|
|
+ if(ownedGoodShipyard != shipyards.end())
|
|
|
+ {
|
|
|
+ const IShipyard *s = *ownedGoodShipyard;
|
|
|
+ TResources shipCost;
|
|
|
+ s->getBoatCost(shipCost);
|
|
|
+ if(cb->getResourceAmount().canAfford(shipCost))
|
|
|
+ {
|
|
|
+ int3 ret = s->bestLocation();
|
|
|
+ cb->buildBoat(s);
|
|
|
+ return ret;
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ //TODO gather res
|
|
|
+ throw cannotFulfillGoalException("Not enough resources to build a boat");
|
|
|
+ }
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ //TODO pick best shipyard to take over
|
|
|
+ return shipyards.front()->o->pos;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ else if(src->water && !sectorToReach->water)
|
|
|
+ {
|
|
|
+ //TODO
|
|
|
+ //disembark
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ //TODO
|
|
|
+ //transition between two land/water sectors. Monolith? Whirlpool? ...
|
|
|
+ throw cannotFulfillGoalException("Land-land and water-water inter-sector transitions are not implemented!");
|
|
|
+ }
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ throw cannotFulfillGoalException("Inter-sector route detection failed: not connected sectors?");
|
|
|
+ }
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ makeParentBFS(h->visitablePos());
|
|
|
+ int3 curtile = dst;
|
|
|
+ while(curtile != h->visitablePos())
|
|
|
+ {
|
|
|
+ if(cb->getPathInfo(curtile)->reachable())
|
|
|
+ {
|
|
|
+ return curtile;
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ auto i = parent.find(curtile);
|
|
|
+ if(i != parent.end())
|
|
|
+ {
|
|
|
+ assert(curtile != i->second);
|
|
|
+ curtile = i->second;
|
|
|
+ }
|
|
|
+ else
|
|
|
+ throw cannotFulfillGoalException("Unreachable tile in sector? Should not happen!");
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ throw cannotFulfillGoalException("Impossible happened.");
|
|
|
+}
|
|
|
+
|
|
|
+void SectorMap::makeParentBFS(crint3 source)
|
|
|
+{
|
|
|
+ parent.clear();
|
|
|
+
|
|
|
+ int mySector = retreiveTile(source);
|
|
|
+ std::queue<int3> toVisit;
|
|
|
+ toVisit.push(source);
|
|
|
+ while(toVisit.size())
|
|
|
+ {
|
|
|
+ int3 curPos = toVisit.front();
|
|
|
+ toVisit.pop();
|
|
|
+ ui8 &sec = retreiveTile(curPos);
|
|
|
+ assert(sec == mySector); //consider only tiles from the same sector
|
|
|
+
|
|
|
+ const TerrainTile *t = cb->getTile(curPos);
|
|
|
+ foreach_neighbour(curPos, [&](crint3 neighPos)
|
|
|
+ {
|
|
|
+ if(retreiveTile(neighPos) == mySector && !vstd::contains(parent, neighPos))
|
|
|
+ {
|
|
|
+ toVisit.push(neighPos);
|
|
|
+ parent[neighPos] = curPos;
|
|
|
+ }
|
|
|
+ });
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+unsigned char & SectorMap::retreiveTile(crint3 pos)
|
|
|
+{
|
|
|
+ return retreiveTileN(sector, pos);
|
|
|
+}
|