Actors.cpp 11 KB

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  1. /*
  2. * AINodeStorage.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "Actors.h"
  12. #include "../VCAI.h"
  13. #include "../Engine/Nullkiller.h"
  14. #include "../../../CCallback.h"
  15. #include "../../../lib/mapping/CMap.h"
  16. #include "../../../lib/mapObjects/MapObjects.h"
  17. #include "Actions/BuyArmyAction.h"
  18. CCreatureSet emptyArmy;
  19. bool HeroExchangeArmy::needsLastStack() const
  20. {
  21. return true;
  22. }
  23. std::shared_ptr<SpecialAction> HeroExchangeArmy::getActorAction() const
  24. {
  25. std::shared_ptr<SpecialAction> result;
  26. if(requireBuyArmy)
  27. {
  28. result.reset(new AIPathfinding::BuyArmyAction());
  29. }
  30. return result;
  31. }
  32. ChainActor::ChainActor(const CGHeroInstance * hero, HeroRole heroRole, uint64_t chainMask)
  33. :hero(hero), heroRole(heroRole), isMovable(true), chainMask(chainMask), creatureSet(hero),
  34. baseActor(this), carrierParent(nullptr), otherParent(nullptr), actorExchangeCount(1), armyCost(), actorAction()
  35. {
  36. initialPosition = hero->visitablePos();
  37. layer = hero->boat ? EPathfindingLayer::SAIL : EPathfindingLayer::LAND;
  38. initialMovement = hero->movement;
  39. initialTurn = 0;
  40. armyValue = hero->getArmyStrength();
  41. heroFightingStrength = hero->getFightingStrength();
  42. }
  43. ChainActor::ChainActor(const ChainActor * carrier, const ChainActor * other, const CCreatureSet * heroArmy)
  44. :hero(carrier->hero), heroRole(carrier->heroRole), isMovable(true), creatureSet(heroArmy), chainMask(carrier->chainMask | other->chainMask),
  45. baseActor(this), carrierParent(carrier), otherParent(other), heroFightingStrength(carrier->heroFightingStrength),
  46. actorExchangeCount(carrier->actorExchangeCount + other->actorExchangeCount), armyCost(carrier->armyCost + other->armyCost), actorAction()
  47. {
  48. armyValue = heroArmy->getArmyStrength();
  49. }
  50. ChainActor::ChainActor(const CGObjectInstance * obj, const CCreatureSet * creatureSet, uint64_t chainMask, int initialTurn)
  51. :hero(nullptr), heroRole(HeroRole::MAIN), isMovable(false), creatureSet(creatureSet), chainMask(chainMask),
  52. baseActor(this), carrierParent(nullptr), otherParent(nullptr), initialTurn(initialTurn), initialMovement(0),
  53. heroFightingStrength(0), actorExchangeCount(1), armyCost(), actorAction()
  54. {
  55. initialPosition = obj->visitablePos();
  56. layer = EPathfindingLayer::LAND;
  57. armyValue = creatureSet->getArmyStrength();
  58. }
  59. std::string ChainActor::toString() const
  60. {
  61. return hero->name;
  62. }
  63. ObjectActor::ObjectActor(const CGObjectInstance * obj, const CCreatureSet * army, uint64_t chainMask, int initialTurn)
  64. :ChainActor(obj, army, chainMask, initialTurn), object(obj)
  65. {
  66. }
  67. const CGObjectInstance * ObjectActor::getActorObject() const
  68. {
  69. return object;
  70. }
  71. std::string ObjectActor::toString() const
  72. {
  73. return object->getObjectName() + " at " + object->visitablePos().toString();
  74. }
  75. HeroActor::HeroActor(const CGHeroInstance * hero, HeroRole heroRole, uint64_t chainMask, const Nullkiller * ai)
  76. :ChainActor(hero, heroRole, chainMask)
  77. {
  78. exchangeMap.reset(new HeroExchangeMap(this, ai));
  79. setupSpecialActors();
  80. }
  81. HeroActor::HeroActor(
  82. const ChainActor * carrier,
  83. const ChainActor * other,
  84. const HeroExchangeArmy * army,
  85. const Nullkiller * ai)
  86. :ChainActor(carrier, other, army)
  87. {
  88. exchangeMap.reset(new HeroExchangeMap(this, ai));
  89. armyCost += army->armyCost;
  90. actorAction = army->getActorAction();
  91. setupSpecialActors();
  92. }
  93. void ChainActor::setBaseActor(HeroActor * base)
  94. {
  95. baseActor = base;
  96. hero = base->hero;
  97. heroRole = base->heroRole;
  98. layer = base->layer;
  99. initialMovement = base->initialMovement;
  100. initialTurn = base->initialTurn;
  101. armyValue = base->armyValue;
  102. chainMask = base->chainMask;
  103. creatureSet = base->creatureSet;
  104. isMovable = base->isMovable;
  105. heroFightingStrength = base->heroFightingStrength;
  106. armyCost = base->armyCost;
  107. actorAction = base->actorAction;
  108. }
  109. void HeroActor::setupSpecialActors()
  110. {
  111. auto allActors = std::vector<ChainActor *>{this};
  112. for(ChainActor & specialActor : specialActors)
  113. {
  114. specialActor.setBaseActor(this);
  115. allActors.push_back(&specialActor);
  116. }
  117. for(int i = 0; i <= SPECIAL_ACTORS_COUNT; i++)
  118. {
  119. ChainActor * actor = allActors[i];
  120. actor->allowBattle = (i & 1) > 0;
  121. actor->allowSpellCast = (i & 2) > 0;
  122. actor->allowUseResources = (i & 4) > 0;
  123. actor->battleActor = allActors[i | 1];
  124. actor->castActor = allActors[i | 2];
  125. actor->resourceActor = allActors[i | 4];
  126. }
  127. }
  128. ChainActor * ChainActor::tryExchange(const ChainActor * specialActor, const ChainActor * other) const
  129. {
  130. if(!isMovable) return nullptr;
  131. return baseActor->tryExchange(specialActor, other);
  132. }
  133. namespace vstd
  134. {
  135. template <class M, class Key, class F>
  136. typename M::mapped_type & getOrCompute(M &m, Key const& k, F f)
  137. {
  138. typedef typename M::mapped_type V;
  139. std::pair<typename M::iterator, bool> r = m.insert(typename M::value_type(k, V()));
  140. V &v = r.first->second;
  141. if(r.second)
  142. f(v);
  143. return v;
  144. }
  145. }
  146. ChainActor * HeroActor::tryExchange(const ChainActor * specialActor, const ChainActor * other) const
  147. {
  148. const ChainActor * otherBase = other->baseActor;
  149. HeroActor * result = exchangeMap->tryExchange(otherBase);
  150. if(!result) return nullptr;
  151. if(specialActor == this)
  152. return result;
  153. int index = vstd::find_pos_if(specialActors, [specialActor](const ChainActor & actor) -> bool
  154. {
  155. return &actor == specialActor;
  156. });
  157. return &result->specialActors[index];
  158. }
  159. HeroExchangeMap::HeroExchangeMap(const HeroActor * actor, const Nullkiller * ai)
  160. :actor(actor), ai(ai), sync()
  161. {
  162. }
  163. HeroExchangeMap::~HeroExchangeMap()
  164. {
  165. for(auto & exchange : exchangeMap)
  166. {
  167. if(!exchange.second) continue;
  168. delete exchange.second->creatureSet;
  169. delete exchange.second;
  170. }
  171. exchangeMap.clear();
  172. }
  173. HeroActor * HeroExchangeMap::tryExchange(const ChainActor * other)
  174. {
  175. auto position = exchangeMap.find(other);
  176. if(position != exchangeMap.end())
  177. {
  178. return position->second;
  179. }
  180. auto inserted = exchangeMap.insert(std::pair<const ChainActor *, HeroActor *>(other, nullptr));
  181. if(!inserted.second)
  182. {
  183. return inserted.first->second; // already inserted
  184. }
  185. position = inserted.first;
  186. auto differentMasks = (actor->chainMask & other->chainMask) == 0;
  187. if(!differentMasks) return nullptr;
  188. TResources resources = ai->cb->getResourceAmount();
  189. if(!resources.canAfford(actor->armyCost + other->armyCost))
  190. {
  191. #if PATHFINDER_TRACE_LEVEL >= 2
  192. logAi->trace(
  193. "Can not afford exchange because of total cost %s but we have %s",
  194. (actor->armyCost + other->armyCost).toString(),
  195. resources.toString());
  196. #endif
  197. return nullptr;
  198. }
  199. if(other->isMovable && other->armyValue <= actor->armyValue / 10 && other->armyValue < MIN_ARMY_STRENGTH_FOR_CHAIN)
  200. return nullptr;
  201. TResources availableResources = resources - actor->armyCost - other->armyCost;
  202. HeroExchangeArmy * upgradedInitialArmy = tryUpgrade(actor->creatureSet, other->getActorObject(), availableResources);
  203. HeroExchangeArmy * newArmy;
  204. if(other->creatureSet->Slots().size())
  205. {
  206. if(upgradedInitialArmy)
  207. {
  208. newArmy = pickBestCreatures(upgradedInitialArmy, other->creatureSet);
  209. newArmy->armyCost = upgradedInitialArmy->armyCost;
  210. newArmy->requireBuyArmy = upgradedInitialArmy->requireBuyArmy;
  211. delete upgradedInitialArmy;
  212. }
  213. else
  214. {
  215. newArmy = pickBestCreatures(actor->creatureSet, other->creatureSet);
  216. }
  217. }
  218. else
  219. {
  220. newArmy = upgradedInitialArmy;
  221. }
  222. if(!newArmy) return nullptr;
  223. auto reinforcement = newArmy->getArmyStrength() - actor->creatureSet->getArmyStrength();
  224. #if PATHFINDER_TRACE_LEVEL >= 2
  225. logAi->trace(
  226. "Exchange %s->%s reinforcement: %d, %f%%",
  227. actor->toString(),
  228. other->toString(),
  229. reinforcement,
  230. 100.0f * reinforcement / actor->armyValue);
  231. #endif
  232. if(reinforcement <= actor->armyValue / 10 && reinforcement < MIN_ARMY_STRENGTH_FOR_CHAIN)
  233. {
  234. delete newArmy;
  235. return nullptr;
  236. }
  237. HeroActor * exchanged = new HeroActor(actor, other, newArmy, ai);
  238. exchanged->armyCost += newArmy->armyCost;
  239. position->second = exchanged;
  240. return exchanged;
  241. }
  242. HeroExchangeArmy * HeroExchangeMap::tryUpgrade(
  243. const CCreatureSet * army,
  244. const CGObjectInstance * upgrader,
  245. TResources resources) const
  246. {
  247. HeroExchangeArmy * target = new HeroExchangeArmy();
  248. auto upgradeInfo = ai->armyManager->calculateCreateresUpgrade(army, upgrader, resources);
  249. if(upgradeInfo.upgradeValue)
  250. {
  251. for(auto & slotInfo : upgradeInfo.resultingArmy)
  252. {
  253. auto targetSlot = target->getFreeSlot();
  254. target->addToSlot(targetSlot, slotInfo.creature->idNumber, TQuantity(slotInfo.count));
  255. }
  256. resources -= upgradeInfo.upgradeCost;
  257. target->armyCost += upgradeInfo.upgradeCost;
  258. }
  259. else
  260. {
  261. for(auto slot : army->Slots())
  262. {
  263. auto targetSlot = target->getSlotFor(slot.second->getCreatureID());
  264. target->addToSlot(targetSlot, slot.second->getCreatureID(), slot.second->count);
  265. }
  266. }
  267. if(upgrader->ID == Obj::TOWN)
  268. {
  269. auto buyArmy = ai->armyManager->getArmyAvailableToBuy(target, ai->cb->getTown(upgrader->id), resources);
  270. for(auto creatureToBuy : buyArmy)
  271. {
  272. auto targetSlot = target->getSlotFor(creatureToBuy.cre);
  273. target->addToSlot(targetSlot, creatureToBuy.creID, creatureToBuy.count);
  274. target->armyCost += creatureToBuy.cre->cost * creatureToBuy.count;
  275. target->requireBuyArmy = true;
  276. }
  277. }
  278. if(target->getArmyStrength() <= army->getArmyStrength())
  279. {
  280. delete target;
  281. return nullptr;
  282. }
  283. return target;
  284. }
  285. HeroExchangeArmy * HeroExchangeMap::pickBestCreatures(const CCreatureSet * army1, const CCreatureSet * army2) const
  286. {
  287. HeroExchangeArmy * target = new HeroExchangeArmy();
  288. auto bestArmy = ai->armyManager->getBestArmy(actor->hero, army1, army2);
  289. for(auto & slotInfo : bestArmy)
  290. {
  291. auto targetSlot = target->getFreeSlot();
  292. target->addToSlot(targetSlot, slotInfo.creature->idNumber, TQuantity(slotInfo.count));
  293. }
  294. return target;
  295. }
  296. HillFortActor::HillFortActor(const CGObjectInstance * hillFort, uint64_t chainMask)
  297. :ObjectActor(hillFort, &emptyArmy, chainMask, 0)
  298. {
  299. }
  300. DwellingActor::DwellingActor(const CGDwelling * dwelling, uint64_t chainMask, bool waitForGrowth, int dayOfWeek)
  301. : ObjectActor(
  302. dwelling,
  303. getDwellingCreatures(dwelling, waitForGrowth),
  304. chainMask,
  305. getInitialTurn(waitForGrowth, dayOfWeek)),
  306. dwelling(dwelling)
  307. {
  308. for(auto & slot : creatureSet->Slots())
  309. {
  310. armyCost += slot.second->getCreatureID().toCreature()->cost * slot.second->count;
  311. }
  312. }
  313. DwellingActor::~DwellingActor()
  314. {
  315. delete creatureSet;
  316. }
  317. int DwellingActor::getInitialTurn(bool waitForGrowth, int dayOfWeek)
  318. {
  319. if(!waitForGrowth)
  320. return 0;
  321. return 8 - dayOfWeek;
  322. }
  323. std::string DwellingActor::toString() const
  324. {
  325. return dwelling->typeName + dwelling->visitablePos().toString();
  326. }
  327. CCreatureSet * DwellingActor::getDwellingCreatures(const CGDwelling * dwelling, bool waitForGrowth)
  328. {
  329. CCreatureSet * dwellingCreatures = new CCreatureSet();
  330. for(auto & creatureInfo : dwelling->creatures)
  331. {
  332. if(!creatureInfo.second.size())
  333. continue;
  334. auto creature = creatureInfo.second.back().toCreature();
  335. auto count = creatureInfo.first;
  336. if(waitForGrowth)
  337. {
  338. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(dwelling);
  339. count += town ? town->creatureGrowth(creature->level) : creature->growth;
  340. }
  341. dwellingCreatures->addToSlot(
  342. dwellingCreatures->getSlotFor(creature),
  343. creature->idNumber,
  344. TQuantity(creatureInfo.first));
  345. }
  346. return dwellingCreatures;
  347. }
  348. TownGarrisonActor::TownGarrisonActor(const CGTownInstance * town, uint64_t chainMask)
  349. :ObjectActor(town, town->getUpperArmy(), chainMask, 0), town(town)
  350. {
  351. }
  352. std::string TownGarrisonActor::toString() const
  353. {
  354. return town->name;
  355. }