VCAI.cpp 99 KB

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  1. #include "StdInc.h"
  2. #include "VCAI.h"
  3. #include "Fuzzy.h"
  4. #include "../../lib/UnlockGuard.h"
  5. #include "../../lib/mapObjects/MapObjects.h"
  6. #include "../../lib/CConfigHandler.h"
  7. #include "../../lib/CHeroHandler.h"
  8. #include "../../lib/CModHandler.h"
  9. #include "../../lib/CGameState.h"
  10. #include "../../lib/NetPacks.h"
  11. /*
  12. * VCAI.cpp, part of VCMI engine
  13. *
  14. * Authors: listed in file AUTHORS in main folder
  15. *
  16. * License: GNU General Public License v2.0 or later
  17. * Full text of license available in license.txt file, in main folder
  18. *
  19. */
  20. extern FuzzyHelper *fh;
  21. class CGVisitableOPW;
  22. const double SAFE_ATTACK_CONSTANT = 1.5;
  23. 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)
  24. //one thread may be turn of AI and another will be handling a side effect for AI2
  25. boost::thread_specific_ptr<CCallback> cb;
  26. boost::thread_specific_ptr<VCAI> ai;
  27. //std::map<int, std::map<int, int> > HeroView::infosCount;
  28. //helper RAII to manage global ai/cb ptrs
  29. struct SetGlobalState
  30. {
  31. SetGlobalState(VCAI * AI)
  32. {
  33. assert(!ai.get());
  34. assert(!cb.get());
  35. ai.reset(AI);
  36. cb.reset(AI->myCb.get());
  37. }
  38. ~SetGlobalState()
  39. {
  40. ai.release();
  41. cb.release();
  42. }
  43. };
  44. #define SET_GLOBAL_STATE(ai) SetGlobalState _hlpSetState(ai);
  45. #define NET_EVENT_HANDLER SET_GLOBAL_STATE(this)
  46. #define MAKING_TURN SET_GLOBAL_STATE(this)
  47. unsigned char &retreiveTileN(std::vector< std::vector< std::vector<unsigned char> > > &vectors, const int3 &pos)
  48. {
  49. return vectors[pos.x][pos.y][pos.z];
  50. }
  51. const unsigned char &retreiveTileN(const std::vector< std::vector< std::vector<unsigned char> > > &vectors, const int3 &pos)
  52. {
  53. return vectors[pos.x][pos.y][pos.z];
  54. }
  55. void foreach_tile(std::vector< std::vector< std::vector<unsigned char> > > &vectors, std::function<void(unsigned char &in)> foo)
  56. {
  57. for(auto & vector : vectors)
  58. for(auto j = vector.begin(); j != vector.end(); j++)
  59. for(auto & elem : *j)
  60. foo(elem);
  61. }
  62. struct ObjInfo
  63. {
  64. int3 pos;
  65. std::string name;
  66. ObjInfo(){}
  67. ObjInfo(const CGObjectInstance *obj):
  68. pos(obj->pos),
  69. name(obj->getObjectName())
  70. {
  71. }
  72. };
  73. std::map<const CGObjectInstance *, ObjInfo> helperObjInfo;
  74. VCAI::VCAI(void)
  75. {
  76. LOG_TRACE(logAi);
  77. makingTurn = nullptr;
  78. destinationTeleport = ObjectInstanceID();
  79. destinationTeleportPos = int3(-1);
  80. }
  81. VCAI::~VCAI(void)
  82. {
  83. LOG_TRACE(logAi);
  84. }
  85. void VCAI::availableCreaturesChanged(const CGDwelling *town)
  86. {
  87. LOG_TRACE(logAi);
  88. NET_EVENT_HANDLER;
  89. }
  90. void VCAI::heroMoved(const TryMoveHero & details)
  91. {
  92. LOG_TRACE(logAi);
  93. NET_EVENT_HANDLER;
  94. validateObject(details.id); //enemy hero may have left visible area
  95. auto hero = cb->getHero(details.id);
  96. cachedSectorMaps.clear();
  97. const int3 from = CGHeroInstance::convertPosition(details.start, false),
  98. to = CGHeroInstance::convertPosition(details.end, false);
  99. const CGObjectInstance *o1 = vstd::frontOrNull(cb->getVisitableObjs(from)),
  100. *o2 = vstd::frontOrNull(cb->getVisitableObjs(to));
  101. if(details.result == TryMoveHero::TELEPORTATION)
  102. {
  103. auto t1 = dynamic_cast<const CGTeleport *>(o1);
  104. auto t2 = dynamic_cast<const CGTeleport *>(o2);
  105. if(t1 && t2)
  106. {
  107. if(cb->isTeleportChannelBidirectional(t1->channel))
  108. {
  109. if(o1->ID == Obj::SUBTERRANEAN_GATE && o1->ID == o2->ID) // We need to only add subterranean gates in knownSubterraneanGates. Used for features not yet ported to use teleport channels
  110. {
  111. knownSubterraneanGates[o1] = o2;
  112. knownSubterraneanGates[o2] = o1;
  113. logAi->debug("Found a pair of subterranean gates between %s and %s!", from(), to());
  114. }
  115. }
  116. }
  117. }
  118. else if(details.result == TryMoveHero::EMBARK && hero)
  119. {
  120. //make sure AI not attempt to visit used boat
  121. validateObject(hero->boat);
  122. }
  123. else if(details.result == TryMoveHero::DISEMBARK && o1)
  124. {
  125. auto boat = dynamic_cast<const CGBoat *>(o1);
  126. if(boat)
  127. addVisitableObj(boat);
  128. }
  129. }
  130. void VCAI::stackChagedCount(const StackLocation &location, const TQuantity &change, bool isAbsolute)
  131. {
  132. LOG_TRACE_PARAMS(logAi, "isAbsolute '%i'", isAbsolute);
  133. NET_EVENT_HANDLER;
  134. }
  135. void VCAI::heroInGarrisonChange(const CGTownInstance *town)
  136. {
  137. LOG_TRACE(logAi);
  138. NET_EVENT_HANDLER;
  139. }
  140. void VCAI::centerView(int3 pos, int focusTime)
  141. {
  142. LOG_TRACE_PARAMS(logAi, "focusTime '%i'", focusTime);
  143. NET_EVENT_HANDLER;
  144. }
  145. void VCAI::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  146. {
  147. LOG_TRACE(logAi);
  148. NET_EVENT_HANDLER;
  149. }
  150. void VCAI::artifactAssembled(const ArtifactLocation &al)
  151. {
  152. LOG_TRACE(logAi);
  153. NET_EVENT_HANDLER;
  154. }
  155. void VCAI::showTavernWindow(const CGObjectInstance *townOrTavern)
  156. {
  157. LOG_TRACE(logAi);
  158. NET_EVENT_HANDLER;
  159. }
  160. void VCAI::showThievesGuildWindow (const CGObjectInstance * obj)
  161. {
  162. LOG_TRACE(logAi);
  163. NET_EVENT_HANDLER;
  164. }
  165. void VCAI::playerBlocked(int reason, bool start)
  166. {
  167. LOG_TRACE_PARAMS(logAi, "reason '%i', start '%i'", reason % start);
  168. NET_EVENT_HANDLER;
  169. if (start && reason == PlayerBlocked::UPCOMING_BATTLE)
  170. status.setBattle(UPCOMING_BATTLE);
  171. if(reason == PlayerBlocked::ONGOING_MOVEMENT)
  172. status.setMove(start);
  173. }
  174. void VCAI::showPuzzleMap()
  175. {
  176. LOG_TRACE(logAi);
  177. NET_EVENT_HANDLER;
  178. }
  179. void VCAI::showShipyardDialog(const IShipyard *obj)
  180. {
  181. LOG_TRACE(logAi);
  182. NET_EVENT_HANDLER;
  183. }
  184. void VCAI::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult)
  185. {
  186. LOG_TRACE_PARAMS(logAi, "victoryLossCheckResult '%s'", victoryLossCheckResult.messageToSelf);
  187. NET_EVENT_HANDLER;
  188. logAi->debug("Player %d (%s): I heard that player %d (%s) %s.", playerID, playerID.getStr(), player, player.getStr(),(victoryLossCheckResult.victory() ? "won" : "lost"));
  189. if(player == playerID)
  190. {
  191. if(victoryLossCheckResult.victory())
  192. {
  193. logAi->debug("VCAI: I won! Incredible!");
  194. logAi->debug("Turn nr %d", myCb->getDate());
  195. }
  196. else
  197. {
  198. logAi->debug("VCAI: Player %d (%s) lost. It's me. What a disappointment! :(", player, player.getStr());
  199. }
  200. finish();
  201. }
  202. }
  203. void VCAI::artifactPut(const ArtifactLocation &al)
  204. {
  205. LOG_TRACE(logAi);
  206. NET_EVENT_HANDLER;
  207. }
  208. void VCAI::artifactRemoved(const ArtifactLocation &al)
  209. {
  210. LOG_TRACE(logAi);
  211. NET_EVENT_HANDLER;
  212. }
  213. void VCAI::stacksErased(const StackLocation &location)
  214. {
  215. LOG_TRACE(logAi);
  216. NET_EVENT_HANDLER;
  217. }
  218. void VCAI::artifactDisassembled(const ArtifactLocation &al)
  219. {
  220. LOG_TRACE(logAi);
  221. NET_EVENT_HANDLER;
  222. }
  223. void VCAI::heroVisit(const CGHeroInstance *visitor, const CGObjectInstance *visitedObj, bool start)
  224. {
  225. LOG_TRACE_PARAMS(logAi, "start '%i'; obj '%s'", start % (visitedObj ? visitedObj->getObjectName() : std::string("n/a")));
  226. NET_EVENT_HANDLER;
  227. if(start)
  228. {
  229. markObjectVisited (visitedObj);
  230. unreserveObject(visitor, visitedObj);
  231. completeGoal (sptr(Goals::GetObj(visitedObj->id.getNum()).sethero(visitor))); //we don't need to visit it anymore
  232. //TODO: what if we visited one-time visitable object that was reserved by another hero (shouldn't, but..)
  233. }
  234. status.heroVisit(visitedObj, start);
  235. }
  236. void VCAI::availableArtifactsChanged(const CGBlackMarket *bm /*= nullptr*/)
  237. {
  238. LOG_TRACE(logAi);
  239. NET_EVENT_HANDLER;
  240. }
  241. void VCAI::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  242. {
  243. LOG_TRACE(logAi);
  244. NET_EVENT_HANDLER;
  245. //buildArmyIn(town);
  246. //moveCreaturesToHero(town);
  247. }
  248. void VCAI::tileHidden(const std::unordered_set<int3, ShashInt3> &pos)
  249. {
  250. LOG_TRACE(logAi);
  251. NET_EVENT_HANDLER;
  252. validateVisitableObjs();
  253. clearPathsInfo();
  254. }
  255. void VCAI::tileRevealed(const std::unordered_set<int3, ShashInt3> &pos)
  256. {
  257. LOG_TRACE(logAi);
  258. NET_EVENT_HANDLER;
  259. for(int3 tile : pos)
  260. for(const CGObjectInstance *obj : myCb->getVisitableObjs(tile))
  261. addVisitableObj(obj);
  262. clearPathsInfo();
  263. }
  264. void VCAI::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  265. {
  266. LOG_TRACE(logAi);
  267. NET_EVENT_HANDLER;
  268. auto firstHero = cb->getHero(hero1);
  269. auto secondHero = cb->getHero(hero2);
  270. status.addQuery(query, boost::str(boost::format("Exchange between heroes %s (%d) and %s (%d)") % firstHero->name % firstHero->tempOwner % secondHero->name % secondHero->tempOwner));
  271. requestActionASAP([=]()
  272. {
  273. float goalpriority1 = 0, goalpriority2 = 0;
  274. auto firstGoal = getGoal(firstHero);
  275. if (firstGoal->goalType == Goals::GATHER_ARMY)
  276. goalpriority1 = firstGoal->priority;
  277. auto secondGoal = getGoal(secondHero);
  278. if (secondGoal->goalType == Goals::GATHER_ARMY)
  279. goalpriority2 = secondGoal->priority;
  280. auto transferFrom2to1 = [this](const CGHeroInstance * h1, const CGHeroInstance *h2) -> void
  281. {
  282. this->pickBestCreatures(h1, h2);
  283. this->pickBestArtifacts(h1, h2);
  284. };
  285. //Do not attempt army or artifacts exchange if we visited ally player
  286. //Visits can still be useful if hero have skills like Scholar
  287. if(firstHero->tempOwner != secondHero->tempOwner)
  288. logAi->debug("Heroes owned by different players. Do not exchange army or artifacts.");
  289. else if(goalpriority1 > goalpriority2)
  290. transferFrom2to1 (firstHero, secondHero);
  291. else if(goalpriority1 < goalpriority2)
  292. transferFrom2to1 (secondHero, firstHero);
  293. else //regular criteria
  294. {
  295. if (firstHero->getFightingStrength() > secondHero->getFightingStrength() && canGetArmy(firstHero, secondHero))
  296. transferFrom2to1 (firstHero, secondHero);
  297. else if (canGetArmy(secondHero, firstHero))
  298. transferFrom2to1 (secondHero, firstHero);
  299. }
  300. completeGoal(sptr(Goals::VisitHero(firstHero->id.getNum()))); //TODO: what if we were visited by other hero in the meantime?
  301. completeGoal(sptr(Goals::VisitHero(secondHero->id.getNum())));
  302. answerQuery(query, 0);
  303. });
  304. }
  305. void VCAI::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
  306. {
  307. LOG_TRACE_PARAMS(logAi, "which '%i', val '%i'", which % val);
  308. NET_EVENT_HANDLER;
  309. }
  310. void VCAI::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
  311. {
  312. LOG_TRACE_PARAMS(logAi, "level '%i'", level);
  313. NET_EVENT_HANDLER;
  314. }
  315. void VCAI::heroMovePointsChanged(const CGHeroInstance * hero)
  316. {
  317. LOG_TRACE(logAi);
  318. NET_EVENT_HANDLER;
  319. }
  320. void VCAI::stackChangedType(const StackLocation &location, const CCreature &newType)
  321. {
  322. LOG_TRACE(logAi);
  323. NET_EVENT_HANDLER;
  324. }
  325. void VCAI::stacksRebalanced(const StackLocation &src, const StackLocation &dst, TQuantity count)
  326. {
  327. LOG_TRACE(logAi);
  328. NET_EVENT_HANDLER;
  329. }
  330. void VCAI::newObject(const CGObjectInstance * obj)
  331. {
  332. LOG_TRACE(logAi);
  333. NET_EVENT_HANDLER;
  334. if(obj->isVisitable())
  335. addVisitableObj(obj);
  336. cachedSectorMaps.clear();
  337. }
  338. void VCAI::objectRemoved(const CGObjectInstance *obj)
  339. {
  340. LOG_TRACE(logAi);
  341. NET_EVENT_HANDLER;
  342. vstd::erase_if_present(visitableObjs, obj);
  343. vstd::erase_if_present(alreadyVisited, obj);
  344. for (auto h : cb->getHeroesInfo())
  345. unreserveObject(h, obj);
  346. //TODO: Find better way to handle hero boat removal
  347. if(auto hero = dynamic_cast<const CGHeroInstance *>(obj))
  348. {
  349. if(hero->boat)
  350. {
  351. vstd::erase_if_present(visitableObjs, hero->boat);
  352. vstd::erase_if_present(alreadyVisited, hero->boat);
  353. for (auto h : cb->getHeroesInfo())
  354. unreserveObject(h, hero->boat);
  355. }
  356. }
  357. cachedSectorMaps.clear(); //invalidate all paths
  358. //TODO
  359. //there are other places where CGObjectinstance ptrs are stored...
  360. //
  361. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  362. {
  363. lostHero(cb->getHero(obj->id)); //we can promote, since objectRemoved is called just before actual deletion
  364. }
  365. }
  366. void VCAI::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  367. {
  368. LOG_TRACE(logAi);
  369. NET_EVENT_HANDLER;
  370. requestActionASAP([=]()
  371. {
  372. makePossibleUpgrades(visitor);
  373. });
  374. }
  375. void VCAI::playerBonusChanged(const Bonus &bonus, bool gain)
  376. {
  377. LOG_TRACE_PARAMS(logAi, "gain '%i'", gain);
  378. NET_EVENT_HANDLER;
  379. }
  380. void VCAI::newStackInserted(const StackLocation &location, const CStackInstance &stack)
  381. {
  382. LOG_TRACE(logAi);
  383. NET_EVENT_HANDLER;
  384. }
  385. void VCAI::heroCreated(const CGHeroInstance* h)
  386. {
  387. LOG_TRACE(logAi);
  388. if (h->visitedTown)
  389. townVisitsThisWeek[HeroPtr(h)].insert(h->visitedTown);
  390. NET_EVENT_HANDLER;
  391. }
  392. void VCAI::advmapSpellCast(const CGHeroInstance * caster, int spellID)
  393. {
  394. LOG_TRACE_PARAMS(logAi, "spellID '%i", spellID);
  395. NET_EVENT_HANDLER;
  396. }
  397. void VCAI::showInfoDialog(const std::string &text, const std::vector<Component*> &components, int soundID)
  398. {
  399. LOG_TRACE_PARAMS(logAi, "soundID '%i'", soundID);
  400. NET_EVENT_HANDLER;
  401. }
  402. void VCAI::requestRealized(PackageApplied *pa)
  403. {
  404. LOG_TRACE(logAi);
  405. NET_EVENT_HANDLER;
  406. if(status.haveTurn())
  407. {
  408. if(pa->packType == typeList.getTypeID<EndTurn>())
  409. if(pa->result)
  410. status.madeTurn();
  411. }
  412. if(pa->packType == typeList.getTypeID<QueryReply>())
  413. {
  414. status.receivedAnswerConfirmation(pa->requestID, pa->result);
  415. }
  416. }
  417. void VCAI::receivedResource(int type, int val)
  418. {
  419. LOG_TRACE_PARAMS(logAi, "type '%i', val '%i'", type % val);
  420. NET_EVENT_HANDLER;
  421. }
  422. void VCAI::stacksSwapped(const StackLocation &loc1, const StackLocation &loc2)
  423. {
  424. LOG_TRACE(logAi);
  425. NET_EVENT_HANDLER;
  426. }
  427. void VCAI::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
  428. {
  429. LOG_TRACE(logAi);
  430. NET_EVENT_HANDLER;
  431. }
  432. void VCAI::heroManaPointsChanged(const CGHeroInstance * hero)
  433. {
  434. LOG_TRACE(logAi);
  435. NET_EVENT_HANDLER;
  436. }
  437. void VCAI::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  438. {
  439. LOG_TRACE_PARAMS(logAi, "which '%d', val '%d'", which % val);
  440. NET_EVENT_HANDLER;
  441. }
  442. void VCAI::battleResultsApplied()
  443. {
  444. LOG_TRACE(logAi);
  445. NET_EVENT_HANDLER;
  446. assert(status.getBattle() == ENDING_BATTLE);
  447. status.setBattle(NO_BATTLE);
  448. }
  449. void VCAI::objectPropertyChanged(const SetObjectProperty * sop)
  450. {
  451. LOG_TRACE(logAi);
  452. NET_EVENT_HANDLER;
  453. if(sop->what == ObjProperty::OWNER)
  454. {
  455. if(myCb->getPlayerRelations(playerID, (PlayerColor)sop->val) == PlayerRelations::ENEMIES)
  456. {
  457. //we want to visit objects owned by oppponents
  458. auto obj = myCb->getObj(sop->id, false);
  459. if (obj)
  460. {
  461. addVisitableObj(obj); // TODO: Remove once save compatability broken. In past owned objects were removed from this set
  462. vstd::erase_if_present(alreadyVisited, obj);
  463. }
  464. }
  465. }
  466. }
  467. void VCAI::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what)
  468. {
  469. LOG_TRACE_PARAMS(logAi, "what '%i'", what);
  470. NET_EVENT_HANDLER;
  471. }
  472. void VCAI::heroBonusChanged(const CGHeroInstance *hero, const Bonus &bonus, bool gain)
  473. {
  474. LOG_TRACE_PARAMS(logAi, "gain '%i'", gain);
  475. NET_EVENT_HANDLER;
  476. }
  477. void VCAI::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
  478. {
  479. LOG_TRACE(logAi);
  480. NET_EVENT_HANDLER;
  481. }
  482. void VCAI::showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositions)
  483. {
  484. //TODO: AI support for ViewXXX spell
  485. LOG_TRACE(logAi);
  486. NET_EVENT_HANDLER;
  487. }
  488. void VCAI::init(std::shared_ptr<CCallback> CB)
  489. {
  490. LOG_TRACE(logAi);
  491. myCb = CB;
  492. cbc = CB;
  493. NET_EVENT_HANDLER;
  494. playerID = *myCb->getMyColor();
  495. myCb->waitTillRealize = true;
  496. myCb->unlockGsWhenWaiting = true;
  497. if(!fh)
  498. fh = new FuzzyHelper();
  499. retreiveVisitableObjs();
  500. }
  501. void VCAI::yourTurn()
  502. {
  503. LOG_TRACE(logAi);
  504. NET_EVENT_HANDLER;
  505. status.startedTurn();
  506. makingTurn = make_unique<boost::thread>(&VCAI::makeTurn, this);
  507. }
  508. void VCAI::heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill> &skills, QueryID queryID)
  509. {
  510. LOG_TRACE_PARAMS(logAi, "queryID '%i'", queryID);
  511. NET_EVENT_HANDLER;
  512. status.addQuery(queryID, boost::str(boost::format("Hero %s got level %d") % hero->name % hero->level));
  513. requestActionASAP([=]{ answerQuery(queryID, 0); });
  514. }
  515. void VCAI::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  516. {
  517. LOG_TRACE_PARAMS(logAi, "queryID '%i'", queryID);
  518. NET_EVENT_HANDLER;
  519. status.addQuery(queryID, boost::str(boost::format("Commander %s of %s got level %d") % commander->name % commander->armyObj->nodeName() % (int)commander->level));
  520. requestActionASAP([=]{ answerQuery(queryID, 0); });
  521. }
  522. void VCAI::showBlockingDialog(const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel)
  523. {
  524. LOG_TRACE_PARAMS(logAi, "text '%s', askID '%i', soundID '%i', selection '%i', cancel '%i'", text % askID % soundID % selection % cancel);
  525. NET_EVENT_HANDLER;
  526. int sel = 0;
  527. status.addQuery(askID, boost::str(boost::format("Blocking dialog query with %d components - %s")
  528. % components.size() % text));
  529. if(selection) //select from multiple components -> take the last one (they're indexed [1-size])
  530. sel = components.size();
  531. if(!selection && cancel) //yes&no -> always answer yes, we are a brave AI :)
  532. sel = 1;
  533. requestActionASAP([=]()
  534. {
  535. answerQuery(askID, sel);
  536. });
  537. }
  538. void VCAI::showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
  539. {
  540. // LOG_TRACE_PARAMS(logAi, "askID '%i', exits '%s'", askID % exits);
  541. NET_EVENT_HANDLER;
  542. status.addQuery(askID, boost::str(boost::format("Teleport dialog query with %d exits")
  543. % exits.size()));
  544. int choosenExit = -1;
  545. if(impassable)
  546. knownTeleportChannels[channel]->passability = TeleportChannel::IMPASSABLE;
  547. else if(destinationTeleport != ObjectInstanceID() && destinationTeleportPos.valid())
  548. {
  549. auto neededExit = std::make_pair(destinationTeleport, destinationTeleportPos);
  550. if(destinationTeleport != ObjectInstanceID() && vstd::contains(exits, neededExit))
  551. choosenExit = vstd::find_pos(exits, neededExit);
  552. }
  553. for(auto exit : exits)
  554. {
  555. if(status.channelProbing() && exit.first == destinationTeleport)
  556. {
  557. choosenExit = vstd::find_pos(exits, exit);
  558. break;
  559. }
  560. else
  561. {
  562. // TODO: Implement checking if visiting that teleport will uncovert any FoW
  563. // So far this is the best option to handle decision about probing
  564. auto obj = cb->getObj(exit.first, false);
  565. if(obj == nullptr && !vstd::contains(teleportChannelProbingList, exit.first) &&
  566. exit.first != destinationTeleport)
  567. {
  568. teleportChannelProbingList.push_back(exit.first);
  569. }
  570. }
  571. }
  572. requestActionASAP([=]()
  573. {
  574. answerQuery(askID, choosenExit);
  575. });
  576. }
  577. void VCAI::showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  578. {
  579. LOG_TRACE_PARAMS(logAi, "removableUnits '%i', queryID '%i'", removableUnits % queryID);
  580. NET_EVENT_HANDLER;
  581. std::string s1 = up ? up->nodeName() : "NONE";
  582. std::string s2 = down ? down->nodeName() : "NONE";
  583. status.addQuery(queryID, boost::str(boost::format("Garrison dialog with %s and %s") % s1 % s2));
  584. //you can't request action from action-response thread
  585. requestActionASAP([=]()
  586. {
  587. if(removableUnits)
  588. pickBestCreatures(down, up);
  589. answerQuery(queryID, 0);
  590. });
  591. }
  592. void VCAI::saveGame(COSer & h, const int version)
  593. {
  594. LOG_TRACE_PARAMS(logAi, "version '%i'", version);
  595. NET_EVENT_HANDLER;
  596. validateVisitableObjs();
  597. registerGoals(h);
  598. CAdventureAI::saveGame(h, version);
  599. serializeInternal(h, version);
  600. }
  601. void VCAI::loadGame(CISer & h, const int version)
  602. {
  603. LOG_TRACE_PARAMS(logAi, "version '%i'", version);
  604. NET_EVENT_HANDLER;
  605. registerGoals(h);
  606. CAdventureAI::loadGame(h, version);
  607. serializeInternal(h, version);
  608. }
  609. void makePossibleUpgrades(const CArmedInstance *obj)
  610. {
  611. if(!obj)
  612. return;
  613. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  614. {
  615. if(const CStackInstance *s = obj->getStackPtr(SlotID(i)))
  616. {
  617. UpgradeInfo ui;
  618. cb->getUpgradeInfo(obj, SlotID(i), ui);
  619. if(ui.oldID >= 0 && cb->getResourceAmount().canAfford(ui.cost[0] * s->count))
  620. {
  621. cb->upgradeCreature(obj, SlotID(i), ui.newID[0]);
  622. }
  623. }
  624. }
  625. }
  626. void VCAI::makeTurn()
  627. {
  628. logGlobal->info("Player %d (%s) starting turn", playerID, playerID.getStr());
  629. MAKING_TURN;
  630. boost::shared_lock<boost::shared_mutex> gsLock(cb->getGsMutex());
  631. setThreadName("VCAI::makeTurn");
  632. switch(cb->getDate(Date::DAY_OF_WEEK))
  633. {
  634. case 1:
  635. {
  636. townVisitsThisWeek.clear();
  637. std::vector<const CGObjectInstance *> objs;
  638. retreiveVisitableObjs(objs, true);
  639. for(const CGObjectInstance *obj : objs)
  640. {
  641. if (isWeeklyRevisitable(obj))
  642. {
  643. addVisitableObj(obj);
  644. vstd::erase_if_present(alreadyVisited, obj);
  645. }
  646. }
  647. }
  648. break;
  649. }
  650. markHeroAbleToExplore (primaryHero());
  651. makeTurnInternal();
  652. makingTurn.reset();
  653. return;
  654. }
  655. void VCAI::makeTurnInternal()
  656. {
  657. saving = 0;
  658. //it looks messy here, but it's better to have armed heroes before attempting realizing goals
  659. for(const CGTownInstance *t : cb->getTownsInfo())
  660. moveCreaturesToHero(t);
  661. try
  662. {
  663. //Pick objects reserved in previous turn - we expect only nerby objects there
  664. auto reservedHeroesCopy = reservedHeroesMap; //work on copy => the map may be changed while iterating (eg because hero died when attempting a goal)
  665. for (auto hero : reservedHeroesCopy)
  666. {
  667. if(reservedHeroesMap.count(hero.first))
  668. continue; //hero might have been removed while we were in this loop
  669. if(!hero.first.validAndSet())
  670. {
  671. logAi->error("Hero %s present on reserved map. Shouldn't be.", hero.first.name);
  672. continue;
  673. }
  674. std::vector<const CGObjectInstance *> vec(hero.second.begin(), hero.second.end());
  675. boost::sort (vec, CDistanceSorter(hero.first.get()));
  676. for (auto obj : vec)
  677. {
  678. if(!obj || !cb->getObj(obj->id))
  679. {
  680. logAi->error("Error: there is wrong object on list for hero %s", hero.first->name);
  681. continue;
  682. }
  683. striveToGoal (sptr(Goals::VisitTile(obj->visitablePos()).sethero(hero.first)));
  684. }
  685. }
  686. //now try to win
  687. striveToGoal(sptr(Goals::Win()));
  688. //finally, continue our abstract long-term goals
  689. int oldMovement = 0;
  690. int newMovement = 0;
  691. while (true)
  692. {
  693. oldMovement = newMovement; //remember old value
  694. newMovement = 0;
  695. std::vector<std::pair<HeroPtr, Goals::TSubgoal> > safeCopy;
  696. for (auto mission : lockedHeroes)
  697. {
  698. fh->setPriority (mission.second); //re-evaluate
  699. if (canAct(mission.first))
  700. {
  701. newMovement += mission.first->movement;
  702. safeCopy.push_back (mission);
  703. }
  704. }
  705. if (newMovement == oldMovement) //means our heroes didn't move or didn't re-assign their goals
  706. {
  707. logAi->warn("Our heroes don't move anymore, exhaustive decomposition failed");
  708. break;
  709. }
  710. if (safeCopy.empty())
  711. break; //all heroes exhausted their locked goals
  712. else
  713. {
  714. typedef std::pair<HeroPtr, Goals::TSubgoal> TItrType;
  715. auto lockedHeroesSorter = [](TItrType m1, TItrType m2) -> bool
  716. {
  717. return m1.second->priority < m2.second->priority;
  718. };
  719. boost::sort(safeCopy, lockedHeroesSorter);
  720. striveToGoal (safeCopy.back().second);
  721. }
  722. }
  723. auto quests = myCb->getMyQuests();
  724. for (auto quest : quests)
  725. {
  726. striveToQuest (quest);
  727. }
  728. striveToGoal(sptr(Goals::Build())); //TODO: smarter building management
  729. performTypicalActions();
  730. //for debug purpose
  731. for (auto h : cb->getHeroesInfo())
  732. {
  733. if (h->movement)
  734. logAi->warn("Hero %s has %d MP left", h->name, h->movement);
  735. }
  736. }
  737. catch(boost::thread_interrupted &e)
  738. {
  739. logAi->debug("Making turn thread has been interrupted. We'll end without calling endTurn.");
  740. return;
  741. }
  742. catch(std::exception &e)
  743. {
  744. logAi->debug("Making turn thread has caught an exception: %s", e.what());
  745. }
  746. endTurn();
  747. }
  748. bool VCAI::goVisitObj(const CGObjectInstance * obj, HeroPtr h)
  749. {
  750. int3 dst = obj->visitablePos();
  751. auto sm = getCachedSectorMap(h);
  752. logAi->debug("%s will try to visit %s at (%s)",h->name, obj->getObjectName(), dst());
  753. int3 pos = sm->firstTileToGet(h, dst);
  754. if (!pos.valid()) //rare case when we are already standing on one of potential objects
  755. return false;
  756. return moveHeroToTile(pos, h);
  757. }
  758. void VCAI::performObjectInteraction(const CGObjectInstance * obj, HeroPtr h)
  759. {
  760. LOG_TRACE_PARAMS(logAi, "Hero %s and object %s at %s", h->name % obj->getObjectName() % obj->pos);
  761. switch (obj->ID)
  762. {
  763. case Obj::CREATURE_GENERATOR1:
  764. recruitCreatures (dynamic_cast<const CGDwelling *>(obj), h.get());
  765. checkHeroArmy (h);
  766. break;
  767. case Obj::TOWN:
  768. moveCreaturesToHero (dynamic_cast<const CGTownInstance *>(obj));
  769. if (h->visitedTown) //we are inside, not just attacking
  770. {
  771. townVisitsThisWeek[h].insert(h->visitedTown);
  772. if (!h->hasSpellbook() && cb->getResourceAmount(Res::GOLD) >= GameConstants::SPELLBOOK_GOLD_COST + saving[Res::GOLD] &&
  773. h->visitedTown->hasBuilt (BuildingID::MAGES_GUILD_1))
  774. cb->buyArtifact(h.get(), ArtifactID::SPELLBOOK);
  775. }
  776. break;
  777. }
  778. completeGoal (sptr(Goals::GetObj(obj->id.getNum()).sethero(h)));
  779. }
  780. void VCAI::moveCreaturesToHero(const CGTownInstance * t)
  781. {
  782. if(t->visitingHero && t->armedGarrison() && t->visitingHero->tempOwner == t->tempOwner)
  783. {
  784. pickBestCreatures (t->visitingHero, t);
  785. }
  786. }
  787. bool VCAI::canGetArmy (const CGHeroInstance * army, const CGHeroInstance * source)
  788. { //TODO: merge with pickBestCreatures
  789. //if (ai->primaryHero().h == source)
  790. if(army->tempOwner != source->tempOwner)
  791. {
  792. logAi->error("Why are we even considering exchange between heroes from different players?");
  793. return false;
  794. }
  795. const CArmedInstance *armies[] = {army, source};
  796. //we calculate total strength for each creature type available in armies
  797. std::map<const CCreature*, int> creToPower;
  798. for(auto armyPtr : armies)
  799. for(auto &i : armyPtr->Slots())
  800. {
  801. //TODO: allow splitting stacks?
  802. creToPower[i.second->type] += i.second->getPower();
  803. }
  804. //TODO - consider more than just power (ie morale penalty, hero specialty in certain stacks, etc)
  805. int armySize = creToPower.size();
  806. armySize = std::min ((source->needsLastStack() ? armySize - 1 : armySize), GameConstants::ARMY_SIZE); //can't move away last stack
  807. std::vector<const CCreature *> bestArmy; //types that'll be in final dst army
  808. for (int i = 0; i < armySize; i++) //pick the creatures from which we can get most power, as many as dest can fit
  809. {
  810. typedef const std::pair<const CCreature*, int> &CrePowerPair;
  811. auto creIt = boost::max_element(creToPower, [](CrePowerPair lhs, CrePowerPair rhs)
  812. {
  813. return lhs.second < rhs.second;
  814. });
  815. bestArmy.push_back(creIt->first);
  816. creToPower.erase(creIt);
  817. if(creToPower.empty())
  818. break;
  819. }
  820. //foreach best type -> iterate over slots in both armies and if it's the appropriate type, send it to the slot where it belongs
  821. for (int i = 0; i < bestArmy.size(); i++) //i-th strongest creature type will go to i-th slot
  822. {
  823. for(auto armyPtr : armies)
  824. for (int j = 0; j < GameConstants::ARMY_SIZE; j++)
  825. {
  826. if(armyPtr->getCreature(SlotID(j)) == bestArmy[i] && armyPtr != army) //it's a searched creature not in dst ARMY
  827. {
  828. //FIXME: line below is useless when simulating exchange between two non-singular armies
  829. if(!(armyPtr->needsLastStack() && armyPtr->stacksCount() == 1)) //can't take away last creature
  830. return true; //at least one exchange will be performed
  831. else
  832. return false; //no further exchange possible
  833. }
  834. }
  835. }
  836. return false;
  837. }
  838. void VCAI::pickBestCreatures(const CArmedInstance * army, const CArmedInstance * source)
  839. {
  840. //TODO - what if source is a hero (the last stack problem) -> it'd good to create a single stack of weakest cre
  841. const CArmedInstance *armies[] = {army, source};
  842. //we calculate total strength for each creature type available in armies
  843. std::map<const CCreature*, int> creToPower;
  844. for(auto armyPtr : armies)
  845. for(auto &i : armyPtr->Slots())
  846. {//TODO: allow splitting stacks?
  847. creToPower[i.second->type] += i.second->getPower();
  848. }
  849. //TODO - consider more than just power (ie morale penalty, hero specialty in certain stacks, etc)
  850. int armySize = creToPower.size();
  851. armySize = std::min ((source->needsLastStack() ? armySize - 1 : armySize), GameConstants::ARMY_SIZE); //can't move away last stack
  852. std::vector<const CCreature *> bestArmy; //types that'll be in final dst army
  853. for (int i = 0; i < armySize; i++) //pick the creatures from which we can get most power, as many as dest can fit
  854. {
  855. typedef const std::pair<const CCreature*, int> &CrePowerPair;
  856. auto creIt = boost::max_element(creToPower, [](CrePowerPair lhs, CrePowerPair rhs)
  857. {
  858. return lhs.second < rhs.second;
  859. });
  860. bestArmy.push_back(creIt->first);
  861. creToPower.erase(creIt);
  862. if(creToPower.empty())
  863. break;
  864. }
  865. //foreach best type -> iterate over slots in both armies and if it's the appropriate type, send it to the slot where it belongs
  866. for (int i = 0; i < bestArmy.size(); i++) //i-th strongest creature type will go to i-th slot
  867. {
  868. for(auto armyPtr : armies)
  869. for (int j = 0; j < GameConstants::ARMY_SIZE; j++)
  870. {
  871. if(armyPtr->getCreature(SlotID(j)) == bestArmy[i] && (i != j || armyPtr != army)) //it's a searched creature not in dst SLOT
  872. if(!(armyPtr->needsLastStack() && armyPtr->stacksCount() == 1)) //can't take away last creature
  873. cb->mergeOrSwapStacks(armyPtr, army, SlotID(j), SlotID(i));
  874. }
  875. }
  876. //TODO - having now strongest possible army, we may want to think about arranging stacks
  877. auto hero = dynamic_cast<const CGHeroInstance *>(army);
  878. if (hero)
  879. {
  880. checkHeroArmy (hero);
  881. }
  882. }
  883. void VCAI::pickBestArtifacts(const CGHeroInstance * h, const CGHeroInstance * other)
  884. {
  885. auto equipBest = [](const CGHeroInstance * h, const CGHeroInstance * otherh, bool giveStuffToFirstHero) -> void
  886. {
  887. bool changeMade = false;
  888. do
  889. {
  890. changeMade = false;
  891. //we collect gear always in same order
  892. std::vector<ArtifactLocation> allArtifacts;
  893. if (giveStuffToFirstHero)
  894. {
  895. for (auto p : h->artifactsWorn)
  896. {
  897. if (p.second.artifact)
  898. allArtifacts.push_back(ArtifactLocation(h, p.first));
  899. }
  900. }
  901. for (auto slot : h->artifactsInBackpack)
  902. allArtifacts.push_back(ArtifactLocation(h, h->getArtPos(slot.artifact)));
  903. if (otherh)
  904. {
  905. for (auto p : otherh->artifactsWorn)
  906. {
  907. if (p.second.artifact)
  908. allArtifacts.push_back(ArtifactLocation(otherh, p.first));
  909. }
  910. for (auto slot : otherh->artifactsInBackpack)
  911. allArtifacts.push_back(ArtifactLocation(otherh, otherh->getArtPos(slot.artifact)));
  912. }
  913. //we give stuff to one hero or another, depending on giveStuffToFirstHero
  914. const CGHeroInstance * target = nullptr;
  915. if (giveStuffToFirstHero)
  916. target = h;
  917. else
  918. target = otherh;
  919. for (auto location : allArtifacts)
  920. {
  921. if (location.relatedObj() == target && location.slot < ArtifactPosition::AFTER_LAST)
  922. continue; //don't reequip artifact we already wear
  923. if(location.slot == ArtifactPosition::MACH4) // don't attempt to move catapult
  924. continue;
  925. auto s = location.getSlot();
  926. if (!s || s->locked) //we can't move locks
  927. continue;
  928. auto artifact = s->artifact;
  929. if (!artifact)
  930. continue;
  931. //FIXME: why are the above possible to be null?
  932. bool emptySlotFound = false;
  933. for (auto slot : artifact->artType->possibleSlots.at(target->bearerType()))
  934. {
  935. ArtifactLocation destLocation(target, slot);
  936. if (target->isPositionFree(slot) && artifact->canBePutAt(destLocation, true)) //combined artifacts are not always allowed to move
  937. {
  938. cb->swapArtifacts(location, destLocation); //just put into empty slot
  939. emptySlotFound = true;
  940. changeMade = true;
  941. break;
  942. }
  943. }
  944. if (!emptySlotFound) //try to put that atifact in already occupied slot
  945. {
  946. for (auto slot : artifact->artType->possibleSlots.at(target->bearerType()))
  947. {
  948. auto otherSlot = target->getSlot(slot);
  949. if (otherSlot && otherSlot->artifact) //we need to exchange artifact for better one
  950. {
  951. ArtifactLocation destLocation(target, slot);
  952. //if that artifact is better than what we have, pick it
  953. if (compareArtifacts(artifact, otherSlot->artifact) && artifact->canBePutAt(destLocation, true)) //combined artifacts are not always allowed to move
  954. {
  955. cb->swapArtifacts(location, ArtifactLocation(target, target->getArtPos(otherSlot->artifact)));
  956. changeMade = true;
  957. break;
  958. }
  959. }
  960. }
  961. }
  962. if (changeMade)
  963. break; //start evaluating artifacts from scratch
  964. }
  965. } while (changeMade);
  966. };
  967. equipBest (h, other, true);
  968. if (other)
  969. {
  970. equipBest(h, other, false);
  971. }
  972. }
  973. void VCAI::recruitCreatures(const CGDwelling * d, const CArmedInstance * recruiter)
  974. {
  975. for(int i = 0; i < d->creatures.size(); i++)
  976. {
  977. if(!d->creatures[i].second.size())
  978. continue;
  979. int count = d->creatures[i].first;
  980. CreatureID creID = d->creatures[i].second.back();
  981. // const CCreature *c = VLC->creh->creatures[creID];
  982. // if(containsSavedRes(c->cost))
  983. // continue;
  984. vstd::amin(count, freeResources() / VLC->creh->creatures[creID]->cost);
  985. if(count > 0)
  986. cb->recruitCreatures(d, recruiter, creID, count, i);
  987. }
  988. }
  989. bool VCAI::tryBuildStructure(const CGTownInstance * t, BuildingID building, unsigned int maxDays)
  990. {
  991. if (maxDays == 0)
  992. {
  993. logAi->warn("Request to build building %d in 0 days!", building.toEnum());
  994. return false;
  995. }
  996. if (!vstd::contains(t->town->buildings, building))
  997. return false; // no such building in town
  998. if (t->hasBuilt(building)) //Already built? Shouldn't happen in general
  999. return true;
  1000. const CBuilding * buildPtr = t->town->buildings.at(building);
  1001. auto toBuild = buildPtr->requirements.getFulfillmentCandidates([&](const BuildingID & buildID)
  1002. {
  1003. return t->hasBuilt(buildID);
  1004. });
  1005. toBuild.push_back(building);
  1006. for(BuildingID buildID : toBuild)
  1007. {
  1008. EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID);
  1009. if (canBuild == EBuildingState::HAVE_CAPITAL
  1010. || canBuild == EBuildingState::FORBIDDEN
  1011. || canBuild == EBuildingState::NO_WATER)
  1012. return false; //we won't be able to build this
  1013. }
  1014. if (maxDays && toBuild.size() > maxDays)
  1015. return false;
  1016. TResources currentRes = cb->getResourceAmount();
  1017. //TODO: calculate if we have enough resources to build it in maxDays
  1018. for(const auto & buildID : toBuild)
  1019. {
  1020. const CBuilding *b = t->town->buildings.at(buildID);
  1021. EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID);
  1022. if(canBuild == EBuildingState::ALLOWED)
  1023. {
  1024. if(!containsSavedRes(b->resources))
  1025. {
  1026. logAi->debug("Player %d will build %s in town of %s at %s", playerID, b->Name(), t->name, t->pos());
  1027. cb->buildBuilding(t, buildID);
  1028. return true;
  1029. }
  1030. continue;
  1031. }
  1032. else if(canBuild == EBuildingState::NO_RESOURCES)
  1033. {
  1034. //TResources income = estimateIncome();
  1035. TResources cost = t->town->buildings.at(buildID)->resources;
  1036. for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
  1037. {
  1038. //int diff = currentRes[i] - cost[i] + income[i];
  1039. int diff = currentRes[i] - cost[i];
  1040. if(diff < 0)
  1041. saving[i] = 1;
  1042. }
  1043. continue;
  1044. }
  1045. else if (canBuild == EBuildingState::PREREQUIRES)
  1046. {
  1047. // can happen when dependencies have their own missing dependencies
  1048. if (tryBuildStructure(t, buildID, maxDays - 1))
  1049. return true;
  1050. }
  1051. else if (canBuild == EBuildingState::MISSING_BASE)
  1052. {
  1053. if (tryBuildStructure(t, b->upgrade, maxDays - 1))
  1054. return true;
  1055. }
  1056. }
  1057. return false;
  1058. }
  1059. //bool VCAI::canBuildStructure(const CGTownInstance * t, BuildingID building, unsigned int maxDays=7)
  1060. //{
  1061. // if (maxDays == 0)
  1062. // {
  1063. // logAi->warn("Request to build building %d in 0 days!", building.toEnum());
  1064. // return false;
  1065. // }
  1066. //
  1067. // if (!vstd::contains(t->town->buildings, building))
  1068. // return false; // no such building in town
  1069. //
  1070. // if (t->hasBuilt(building)) //Already built? Shouldn't happen in general
  1071. // return true;
  1072. //
  1073. // const CBuilding * buildPtr = t->town->buildings.at(building);
  1074. //
  1075. // auto toBuild = buildPtr->requirements.getFulfillmentCandidates([&](const BuildingID & buildID)
  1076. // {
  1077. // return t->hasBuilt(buildID);
  1078. // });
  1079. // toBuild.push_back(building);
  1080. //
  1081. // for(BuildingID buildID : toBuild)
  1082. // {
  1083. // EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID);
  1084. // if (canBuild == EBuildingState::HAVE_CAPITAL
  1085. // || canBuild == EBuildingState::FORBIDDEN
  1086. // || canBuild == EBuildingState::NO_WATER)
  1087. // return false; //we won't be able to build this
  1088. // }
  1089. //
  1090. // if (maxDays && toBuild.size() > maxDays)
  1091. // return false;
  1092. //
  1093. // TResources currentRes = cb->getResourceAmount();
  1094. // TResources income = estimateIncome();
  1095. // //TODO: calculate if we have enough resources to build it in maxDays
  1096. //
  1097. // for(const auto & buildID : toBuild)
  1098. // {
  1099. // const CBuilding *b = t->town->buildings.at(buildID);
  1100. //
  1101. // EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID);
  1102. // if(canBuild == EBuildingState::ALLOWED)
  1103. // {
  1104. // if(!containsSavedRes(b->resources))
  1105. // {
  1106. // logAi->debug("Player %d will build %s in town of %s at %s", playerID, b->Name(), t->name, t->pos());
  1107. // return true;
  1108. // }
  1109. // continue;
  1110. // }
  1111. // else if(canBuild == EBuildingState::NO_RESOURCES)
  1112. // {
  1113. // TResources cost = t->town->buildings.at(buildID)->resources;
  1114. // for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
  1115. // {
  1116. // int diff = currentRes[i] - cost[i] + income[i];
  1117. // if(diff < 0)
  1118. // saving[i] = 1;
  1119. // }
  1120. // continue;
  1121. // }
  1122. // else if (canBuild == EBuildingState::PREREQUIRES)
  1123. // {
  1124. // // can happen when dependencies have their own missing dependencies
  1125. // if (canBuildStructure(t, buildID, maxDays - 1))
  1126. // return true;
  1127. // }
  1128. // else if (canBuild == EBuildingState::MISSING_BASE)
  1129. // {
  1130. // if (canBuildStructure(t, b->upgrade, maxDays - 1))
  1131. // return true;
  1132. // }
  1133. // }
  1134. // return false;
  1135. //}
  1136. bool VCAI::tryBuildAnyStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays)
  1137. {
  1138. for(const auto & building : buildList)
  1139. {
  1140. if(t->hasBuilt(building))
  1141. continue;
  1142. if (tryBuildStructure(t, building, maxDays))
  1143. return true;
  1144. }
  1145. return false; //Can't build anything
  1146. }
  1147. BuildingID VCAI::canBuildAnyStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays)
  1148. {
  1149. for(const auto & building : buildList)
  1150. {
  1151. if(t->hasBuilt(building))
  1152. continue;
  1153. if (cb->canBuildStructure(t, building))
  1154. return building;
  1155. }
  1156. return BuildingID::NONE; //Can't build anything
  1157. }
  1158. bool VCAI::tryBuildNextStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays)
  1159. {
  1160. for(const auto & building : buildList)
  1161. {
  1162. if(t->hasBuilt(building))
  1163. continue;
  1164. return tryBuildStructure(t, building, maxDays);
  1165. }
  1166. return false;//Nothing to build
  1167. }
  1168. //Set of buildings for different goals. Does not include any prerequisites.
  1169. static const BuildingID essential[] = {BuildingID::TAVERN, BuildingID::TOWN_HALL};
  1170. static const BuildingID goldSource[] = {BuildingID::TOWN_HALL, BuildingID::CITY_HALL, BuildingID::CAPITOL};
  1171. static const BuildingID unitsSource[] = { BuildingID::DWELL_LVL_1, BuildingID::DWELL_LVL_2, BuildingID::DWELL_LVL_3,
  1172. BuildingID::DWELL_LVL_4, BuildingID::DWELL_LVL_5, BuildingID::DWELL_LVL_6, BuildingID::DWELL_LVL_7};
  1173. static const BuildingID unitsUpgrade[] = { BuildingID::DWELL_LVL_1_UP, BuildingID::DWELL_LVL_2_UP, BuildingID::DWELL_LVL_3_UP,
  1174. BuildingID::DWELL_LVL_4_UP, BuildingID::DWELL_LVL_5_UP, BuildingID::DWELL_LVL_6_UP, BuildingID::DWELL_LVL_7_UP};
  1175. static const BuildingID unitGrowth[] = { BuildingID::FORT, BuildingID::CITADEL, BuildingID::CASTLE, BuildingID::HORDE_1,
  1176. BuildingID::HORDE_1_UPGR, BuildingID::HORDE_2, BuildingID::HORDE_2_UPGR};
  1177. static const BuildingID spells[] = {BuildingID::MAGES_GUILD_1, BuildingID::MAGES_GUILD_2, BuildingID::MAGES_GUILD_3,
  1178. BuildingID::MAGES_GUILD_4, BuildingID::MAGES_GUILD_5};
  1179. static const BuildingID extra[] = {BuildingID::RESOURCE_SILO, BuildingID::SPECIAL_1, BuildingID::SPECIAL_2, BuildingID::SPECIAL_3,
  1180. BuildingID::SPECIAL_4, BuildingID::SHIPYARD}; // all remaining buildings
  1181. void VCAI::buildStructure(const CGTownInstance * t)
  1182. {
  1183. //TODO make *real* town development system
  1184. //TODO: faction-specific development: use special buildings, build dwellings in better order, etc
  1185. //TODO: build resource silo, defences when needed
  1186. //Possible - allow "locking" on specific building (build prerequisites and then building itself)
  1187. TResources currentRes = cb->getResourceAmount();
  1188. TResources currentIncome = t->dailyIncome();
  1189. int townIncome = currentIncome[Res::GOLD];
  1190. if (tryBuildAnyStructure(t, std::vector<BuildingID>(essential, essential + ARRAY_COUNT(essential))))
  1191. return;
  1192. //we're running out of gold - try to build something gold-producing. Multiplier can be tweaked, 6 is minimum due to buildings costs
  1193. if (currentRes[Res::GOLD] < townIncome * 6)
  1194. if (tryBuildNextStructure(t, std::vector<BuildingID>(goldSource, goldSource + ARRAY_COUNT(goldSource))))
  1195. return;
  1196. if (cb->getDate(Date::DAY_OF_WEEK) > 6)// last 2 days of week - try to focus on growth
  1197. {
  1198. if (tryBuildNextStructure(t, std::vector<BuildingID>(unitGrowth, unitGrowth + ARRAY_COUNT(unitGrowth)), 2))
  1199. return;
  1200. }
  1201. // first in-game week or second half of any week: try build dwellings
  1202. if (cb->getDate(Date::DAY) < 7 || cb->getDate(Date::DAY_OF_WEEK) > 3)
  1203. if (tryBuildAnyStructure(t, std::vector<BuildingID>(unitsSource, unitsSource + ARRAY_COUNT(unitsSource)), 8 - cb->getDate(Date::DAY_OF_WEEK)))
  1204. return;
  1205. //try to upgrade dwelling
  1206. for(int i = 0; i < ARRAY_COUNT(unitsUpgrade); i++)
  1207. {
  1208. if (t->hasBuilt(unitsSource[i]) && !t->hasBuilt(unitsUpgrade[i]))
  1209. {
  1210. if (tryBuildStructure(t, unitsUpgrade[i]))
  1211. return;
  1212. }
  1213. }
  1214. //remaining tasks
  1215. if (tryBuildNextStructure(t, std::vector<BuildingID>(goldSource, goldSource + ARRAY_COUNT(goldSource))))
  1216. return;
  1217. if (tryBuildNextStructure(t, std::vector<BuildingID>(spells, spells + ARRAY_COUNT(spells))))
  1218. return;
  1219. if (tryBuildAnyStructure(t, std::vector<BuildingID>(extra, extra + ARRAY_COUNT(extra))))
  1220. return;
  1221. }
  1222. bool VCAI::isGoodForVisit(const CGObjectInstance *obj, HeroPtr h, SectorMap &sm)
  1223. {
  1224. const int3 pos = obj->visitablePos();
  1225. const int3 targetPos = sm.firstTileToGet(h, pos);
  1226. if (!targetPos.valid())
  1227. return false;
  1228. if (isTileNotReserved(h.get(), targetPos) &&
  1229. !obj->wasVisited(playerID) &&
  1230. (cb->getPlayerRelations(ai->playerID, obj->tempOwner) == PlayerRelations::ENEMIES || isWeeklyRevisitable(obj)) && //flag or get weekly resources / creatures
  1231. isSafeToVisit(h, pos) &&
  1232. shouldVisit(h, obj) &&
  1233. !vstd::contains(alreadyVisited, obj) &&
  1234. !vstd::contains(reservedObjs, obj) &&
  1235. isAccessibleForHero(targetPos, h))
  1236. {
  1237. const CGObjectInstance *topObj = cb->getVisitableObjs(obj->visitablePos()).back(); //it may be hero visiting this obj
  1238. //we don't try visiting object on which allied or owned hero stands
  1239. // -> it will just trigger exchange windows and AI will be confused that obj behind doesn't get visited
  1240. if (topObj->ID == Obj::HERO && cb->getPlayerRelations(h->tempOwner, topObj->tempOwner) != PlayerRelations::ENEMIES)
  1241. return false;
  1242. else
  1243. return true; //all of the following is met
  1244. }
  1245. return false;
  1246. }
  1247. bool VCAI::isTileNotReserved(const CGHeroInstance * h, int3 t)
  1248. {
  1249. if (t.valid())
  1250. {
  1251. auto obj = cb->getTopObj(t);
  1252. if (obj && vstd::contains(ai->reservedObjs, obj) && !vstd::contains(reservedHeroesMap[h], obj))
  1253. return false; //do not capture object reserved by another hero
  1254. else
  1255. return true;
  1256. }
  1257. else
  1258. return false;
  1259. }
  1260. bool VCAI::canRecruitAnyHero (const CGTownInstance * t) const
  1261. {
  1262. //TODO: make gathering gold, building tavern or conquering town (?) possible subgoals
  1263. if (!t)
  1264. t = findTownWithTavern();
  1265. if (t)
  1266. return cb->getResourceAmount(Res::GOLD) >= GameConstants::HERO_GOLD_COST &&
  1267. cb->getHeroesInfo().size() < ALLOWED_ROAMING_HEROES &&
  1268. cb->getAvailableHeroes(t).size();
  1269. else
  1270. return false;
  1271. }
  1272. void VCAI::wander(HeroPtr h)
  1273. {
  1274. //unclaim objects that are now dangerous for us
  1275. auto reservedObjsSetCopy = reservedHeroesMap[h];
  1276. for (auto obj : reservedObjsSetCopy)
  1277. {
  1278. if (!isSafeToVisit(h, obj->visitablePos()))
  1279. unreserveObject(h, obj);
  1280. }
  1281. TimeCheck tc("looking for wander destination");
  1282. while (h->movement)
  1283. {
  1284. validateVisitableObjs();
  1285. std::vector <ObjectIdRef> dests;
  1286. auto sm = getCachedSectorMap(h);
  1287. //also visit our reserved objects - but they are not prioritized to avoid running back and forth
  1288. vstd::copy_if(reservedHeroesMap[h], std::back_inserter(dests), [&](ObjectIdRef obj) -> bool
  1289. {
  1290. int3 pos = sm->firstTileToGet(h, obj->visitablePos());
  1291. if(pos.valid() && isAccessibleForHero(pos, h)) //even nearby objects could be blocked by other heroes :(
  1292. return true;
  1293. return false;
  1294. });
  1295. int pass = 0;
  1296. while(!dests.size() && pass < 3)
  1297. {
  1298. if(pass < 2) // optimization - first check objects in current sector; then in sectors around
  1299. {
  1300. auto objs = sm->getNearbyObjs(h, pass);
  1301. vstd::copy_if(objs, std::back_inserter(dests), [&](ObjectIdRef obj) -> bool
  1302. {
  1303. return isGoodForVisit(obj, h, *sm);
  1304. });
  1305. }
  1306. else // we only check full objects list if for some reason there are no objects in closest sectors
  1307. {
  1308. vstd::copy_if(visitableObjs, std::back_inserter(dests), [&](ObjectIdRef obj) -> bool
  1309. {
  1310. return isGoodForVisit(obj, h, *sm);
  1311. });
  1312. }
  1313. pass++;
  1314. }
  1315. vstd::erase_if(dests, [&](ObjectIdRef obj) -> bool
  1316. {
  1317. return !isSafeToVisit(h, sm->firstTileToGet(h, obj->visitablePos()));
  1318. });
  1319. if(!dests.size())
  1320. {
  1321. if (cb->getVisitableObjs(h->visitablePos()).size() > 1)
  1322. moveHeroToTile(h->visitablePos(), h); //just in case we're standing on blocked subterranean gate
  1323. auto compareReinforcements = [h](const CGTownInstance *lhs, const CGTownInstance *rhs) -> bool
  1324. {
  1325. return howManyReinforcementsCanGet(h, lhs) < howManyReinforcementsCanGet(h, rhs);
  1326. };
  1327. std::vector<const CGTownInstance *> townsReachable;
  1328. std::vector<const CGTownInstance *> townsNotReachable;
  1329. for(const CGTownInstance *t : cb->getTownsInfo())
  1330. {
  1331. if(!t->visitingHero && howManyReinforcementsCanGet(h,t) && !vstd::contains(townVisitsThisWeek[h], t))
  1332. {
  1333. if (isAccessibleForHero (t->visitablePos(), h))
  1334. townsReachable.push_back(t);
  1335. else
  1336. townsNotReachable.push_back(t);
  1337. }
  1338. }
  1339. if(townsReachable.size())
  1340. {
  1341. boost::sort(townsReachable, compareReinforcements);
  1342. dests.push_back(townsReachable.back());
  1343. }
  1344. else if(townsNotReachable.size())
  1345. {
  1346. boost::sort(townsNotReachable, compareReinforcements);
  1347. //TODO pick the truly best
  1348. const CGTownInstance *t = townsNotReachable.back();
  1349. logAi->debug("%s can't reach any town, we'll try to make our way to %s at %s",h->name,t->name, t->visitablePos()());
  1350. int3 pos1 = h->pos;
  1351. striveToGoal(sptr(Goals::ClearWayTo(t->visitablePos()).sethero(h)));
  1352. //if out hero is stuck, we may need to request another hero to clear the way we see
  1353. if (pos1 == h->pos && h == primaryHero()) //hero can't move
  1354. {
  1355. if (canRecruitAnyHero(t))
  1356. recruitHero(t);
  1357. }
  1358. break;
  1359. }
  1360. else if(cb->getResourceAmount(Res::GOLD) >= GameConstants::HERO_GOLD_COST)
  1361. {
  1362. std::vector<const CGTownInstance *> towns = cb->getTownsInfo();
  1363. vstd::erase_if(towns, [](const CGTownInstance *t) -> bool
  1364. {
  1365. for(const CGHeroInstance *h : cb->getHeroesInfo())
  1366. if(!t->getArmyStrength() || howManyReinforcementsCanGet(h, t))
  1367. return true;
  1368. return false;
  1369. });
  1370. boost::sort(towns, compareArmyStrength);
  1371. if(towns.size())
  1372. recruitHero(towns.back());
  1373. break;
  1374. }
  1375. else
  1376. {
  1377. logAi->debug("Nowhere more to go...");
  1378. break;
  1379. }
  1380. }
  1381. //end of objs empty
  1382. if (dests.size()) //performance improvement
  1383. {
  1384. boost::sort(dests, CDistanceSorter(h.get())); //find next closest one
  1385. //wander should not cause heroes to be reserved - they are always considered free
  1386. const ObjectIdRef&dest = dests.front();
  1387. logAi->debug("Of all %d destinations, object oid=%d seems nice",dests.size(), dest.id.getNum());
  1388. if(!goVisitObj(dest, h))
  1389. {
  1390. if(!dest)
  1391. {
  1392. logAi->debug("Visit attempt made the object (id=%d) gone...", dest.id.getNum());
  1393. }
  1394. else
  1395. {
  1396. logAi->debug("Hero %s apparently used all MPs (%d left)", h->name, h->movement);
  1397. return;
  1398. }
  1399. }
  1400. }
  1401. if (h->visitedTown)
  1402. {
  1403. townVisitsThisWeek[h].insert(h->visitedTown);
  1404. buildArmyIn(h->visitedTown);
  1405. }
  1406. }
  1407. }
  1408. void VCAI::setGoal(HeroPtr h, Goals::TSubgoal goal)
  1409. { //TODO: check for presence?
  1410. if(goal->invalid())
  1411. vstd::erase_if_present(lockedHeroes, h);
  1412. else
  1413. {
  1414. lockedHeroes[h] = goal;
  1415. goal->setisElementar(false); //always evaluate goals before realizing
  1416. }
  1417. }
  1418. void VCAI::completeGoal (Goals::TSubgoal goal)
  1419. {
  1420. logAi->trace("Completing goal: %s", goal->name());
  1421. if (const CGHeroInstance * h = goal->hero.get(true))
  1422. {
  1423. auto it = lockedHeroes.find(h);
  1424. if (it != lockedHeroes.end())
  1425. if (it->second == goal)
  1426. {
  1427. logAi->debug(goal->completeMessage());
  1428. lockedHeroes.erase(it); //goal fulfilled, free hero
  1429. }
  1430. }
  1431. else //complete goal for all heroes maybe?
  1432. {
  1433. vstd::erase_if(lockedHeroes, [goal](std::pair<HeroPtr, Goals::TSubgoal> p)
  1434. {
  1435. if (*(p.second) == *goal || p.second->fulfillsMe(goal)) //we could have fulfilled goals of other heroes by chance
  1436. {
  1437. logAi->debug(p.second->completeMessage());
  1438. return true;
  1439. }
  1440. return false;
  1441. });
  1442. }
  1443. }
  1444. void VCAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
  1445. {
  1446. NET_EVENT_HANDLER;
  1447. assert(playerID > PlayerColor::PLAYER_LIMIT || status.getBattle() == UPCOMING_BATTLE);
  1448. status.setBattle(ONGOING_BATTLE);
  1449. const CGObjectInstance *presumedEnemy = vstd::backOrNull(cb->getVisitableObjs(tile)); //may be nullptr in some very are cases -> eg. visited monolith and fighting with an enemy at the FoW covered exit
  1450. battlename = boost::str(boost::format("Starting battle of %s attacking %s at %s") % (hero1 ? hero1->name : "a army") % (presumedEnemy ? presumedEnemy->getObjectName() : "unknown enemy") % tile);
  1451. CAdventureAI::battleStart(army1, army2, tile, hero1, hero2, side);
  1452. }
  1453. void VCAI::battleEnd(const BattleResult *br)
  1454. {
  1455. NET_EVENT_HANDLER;
  1456. assert(status.getBattle() == ONGOING_BATTLE);
  1457. status.setBattle(ENDING_BATTLE);
  1458. bool won = br->winner == myCb->battleGetMySide();
  1459. logAi->debug("Player %d (%s): I %s the %s!", playerID, playerID.getStr(), (won ? "won" : "lost"), battlename);
  1460. battlename.clear();
  1461. CAdventureAI::battleEnd(br);
  1462. }
  1463. void VCAI::waitTillFree()
  1464. {
  1465. auto unlock = vstd::makeUnlockSharedGuard(cb->getGsMutex());
  1466. status.waitTillFree();
  1467. }
  1468. void VCAI::markObjectVisited (const CGObjectInstance *obj)
  1469. {
  1470. if(dynamic_cast<const CGVisitableOPH *>(obj) || //we may want to wisit it with another hero
  1471. dynamic_cast<const CGBonusingObject *>(obj) || //or another time
  1472. (obj->ID == Obj::MONSTER))
  1473. return;
  1474. alreadyVisited.insert(obj);
  1475. }
  1476. void VCAI::reserveObject(HeroPtr h, const CGObjectInstance *obj)
  1477. {
  1478. reservedObjs.insert(obj);
  1479. reservedHeroesMap[h].insert(obj);
  1480. logAi->debug("reserved object id=%d; address=%p; name=%s", obj->id ,obj, obj->getObjectName());
  1481. }
  1482. void VCAI::unreserveObject(HeroPtr h, const CGObjectInstance *obj)
  1483. {
  1484. vstd::erase_if_present(reservedObjs, obj); //unreserve objects
  1485. vstd::erase_if_present(reservedHeroesMap[h], obj);
  1486. }
  1487. void VCAI::markHeroUnableToExplore (HeroPtr h)
  1488. {
  1489. heroesUnableToExplore.insert(h);
  1490. }
  1491. void VCAI::markHeroAbleToExplore (HeroPtr h)
  1492. {
  1493. vstd::erase_if_present(heroesUnableToExplore, h);
  1494. }
  1495. bool VCAI::isAbleToExplore (HeroPtr h)
  1496. {
  1497. return !vstd::contains (heroesUnableToExplore, h);
  1498. }
  1499. void VCAI::clearPathsInfo()
  1500. {
  1501. heroesUnableToExplore.clear();
  1502. cachedSectorMaps.clear();
  1503. }
  1504. void VCAI::validateVisitableObjs()
  1505. {
  1506. std::string errorMsg;
  1507. auto shouldBeErased = [&](const CGObjectInstance *obj) -> bool
  1508. {
  1509. if (obj)
  1510. return !cb->getObj(obj->id, false); // no verbose output needed as we check object visibility
  1511. else
  1512. return true;
  1513. };
  1514. //errorMsg is captured by ref so lambda will take the new text
  1515. errorMsg = " shouldn't be on the visitable objects list!";
  1516. vstd::erase_if(visitableObjs, shouldBeErased);
  1517. //FIXME: how comes our own heroes become inaccessible?
  1518. vstd::erase_if(reservedHeroesMap, [](std::pair<HeroPtr, std::set<const CGObjectInstance *>> hp) -> bool
  1519. {
  1520. return !hp.first.get(true);
  1521. });
  1522. for(auto &p : reservedHeroesMap)
  1523. {
  1524. errorMsg = " shouldn't be on list for hero " + p.first->name + "!";
  1525. vstd::erase_if(p.second, shouldBeErased);
  1526. }
  1527. errorMsg = " shouldn't be on the reserved objs list!";
  1528. vstd::erase_if(reservedObjs, shouldBeErased);
  1529. //TODO overkill, hidden object should not be removed. However, we can't know if hidden object is erased from game.
  1530. errorMsg = " shouldn't be on the already visited objs list!";
  1531. vstd::erase_if(alreadyVisited, shouldBeErased);
  1532. }
  1533. void VCAI::retreiveVisitableObjs(std::vector<const CGObjectInstance *> &out, bool includeOwned /*= false*/) const
  1534. {
  1535. foreach_tile_pos([&](const int3 &pos)
  1536. {
  1537. for(const CGObjectInstance *obj : myCb->getVisitableObjs(pos, false))
  1538. {
  1539. if(includeOwned || obj->tempOwner != playerID)
  1540. out.push_back(obj);
  1541. }
  1542. });
  1543. }
  1544. void VCAI::retreiveVisitableObjs()
  1545. {
  1546. foreach_tile_pos([&](const int3 &pos)
  1547. {
  1548. for(const CGObjectInstance *obj : myCb->getVisitableObjs(pos, false))
  1549. {
  1550. if(obj->tempOwner != playerID)
  1551. addVisitableObj(obj);
  1552. }
  1553. });
  1554. }
  1555. std::vector<const CGObjectInstance *> VCAI::getFlaggedObjects() const
  1556. {
  1557. std::vector<const CGObjectInstance *> ret;
  1558. for(const CGObjectInstance *obj : visitableObjs)
  1559. {
  1560. if(obj->tempOwner == playerID)
  1561. ret.push_back(obj);
  1562. }
  1563. return ret;
  1564. }
  1565. void VCAI::addVisitableObj(const CGObjectInstance *obj)
  1566. {
  1567. visitableObjs.insert(obj);
  1568. helperObjInfo[obj] = ObjInfo(obj);
  1569. // All teleport objects seen automatically assigned to appropriate channels
  1570. auto teleportObj = dynamic_cast<const CGTeleport *>(obj);
  1571. if(teleportObj)
  1572. CGTeleport::addToChannel(knownTeleportChannels, teleportObj);
  1573. }
  1574. const CGObjectInstance * VCAI::lookForArt(int aid) const
  1575. {
  1576. for(const CGObjectInstance *obj : ai->visitableObjs)
  1577. {
  1578. if(obj->ID == Obj::ARTIFACT && obj->subID == aid)
  1579. return obj;
  1580. }
  1581. return nullptr;
  1582. //TODO what if more than one artifact is available? return them all or some slection criteria
  1583. }
  1584. bool VCAI::isAccessible(const int3 &pos)
  1585. {
  1586. //TODO precalculate for speed
  1587. for(const CGHeroInstance *h : cb->getHeroesInfo())
  1588. {
  1589. if(isAccessibleForHero(pos, h))
  1590. return true;
  1591. }
  1592. return false;
  1593. }
  1594. HeroPtr VCAI::getHeroWithGrail() const
  1595. {
  1596. for(const CGHeroInstance *h : cb->getHeroesInfo())
  1597. if(h->hasArt(2)) //grail
  1598. return h;
  1599. return nullptr;
  1600. }
  1601. const CGObjectInstance * VCAI::getUnvisitedObj(const std::function<bool(const CGObjectInstance *)> &predicate)
  1602. {
  1603. //TODO smarter definition of unvisited
  1604. for(const CGObjectInstance *obj : visitableObjs)
  1605. if(predicate(obj) && !vstd::contains(alreadyVisited, obj))
  1606. return obj;
  1607. return nullptr;
  1608. }
  1609. bool VCAI::isAccessibleForHero(const int3 & pos, HeroPtr h, bool includeAllies /*= false*/) const
  1610. {
  1611. if (!includeAllies)
  1612. { //don't visit tile occupied by allied hero
  1613. for (auto obj : cb->getVisitableObjs(pos))
  1614. {
  1615. if (obj->ID == Obj::HERO &&
  1616. cb->getPlayerRelations(ai->playerID, obj->tempOwner) != PlayerRelations::ENEMIES &&
  1617. obj != h.get())
  1618. return false;
  1619. }
  1620. }
  1621. return cb->getPathsInfo(h.get())->getPathInfo(pos)->reachable();
  1622. }
  1623. bool VCAI::moveHeroToTile(int3 dst, HeroPtr h)
  1624. {
  1625. auto afterMovementCheck = [&]() -> void
  1626. {
  1627. waitTillFree(); //movement may cause battle or blocking dialog
  1628. if(!h)
  1629. {
  1630. lostHero(h);
  1631. teleportChannelProbingList.clear();
  1632. if (status.channelProbing()) // if hero lost during channel probing we need to switch this mode off
  1633. status.setChannelProbing(false);
  1634. throw cannotFulfillGoalException("Hero was lost!");
  1635. }
  1636. };
  1637. logAi->debug("Moving hero %s to tile %s", h->name, dst());
  1638. int3 startHpos = h->visitablePos();
  1639. bool ret = false;
  1640. if(startHpos == dst)
  1641. {
  1642. //FIXME: this assertion fails also if AI moves onto defeated guarded object
  1643. assert(cb->getVisitableObjs(dst).size() > 1); //there's no point in revisiting tile where there is no visitable object
  1644. cb->moveHero(*h, CGHeroInstance::convertPosition(dst, true));
  1645. afterMovementCheck();// TODO: is it feasible to hero get killed there if game work properly?
  1646. // not sure if AI can currently reconsider to attack bank while staying on it. Check issue 2084 on mantis for more information.
  1647. ret = true;
  1648. }
  1649. else
  1650. {
  1651. CGPath path;
  1652. cb->getPathsInfo(h.get())->getPath(path, dst);
  1653. if(path.nodes.empty())
  1654. {
  1655. logAi->error("Hero %s cannot reach %s.", h->name, dst());
  1656. throw goalFulfilledException (sptr(Goals::VisitTile(dst).sethero(h)));
  1657. }
  1658. int i = path.nodes.size()-1;
  1659. auto getObj = [&](int3 coord, bool ignoreHero)
  1660. {
  1661. auto tile = cb->getTile(coord, false);
  1662. assert(tile);
  1663. return tile->topVisitableObj(ignoreHero);
  1664. //return cb->getTile(coord,false)->topVisitableObj(ignoreHero);
  1665. };
  1666. auto isTeleportAction = [&](CGPathNode::ENodeAction action) -> bool
  1667. {
  1668. if(action != CGPathNode::TELEPORT_NORMAL &&
  1669. action != CGPathNode::TELEPORT_BLOCKING_VISIT &&
  1670. action != CGPathNode::TELEPORT_BATTLE)
  1671. {
  1672. return false;
  1673. }
  1674. return true;
  1675. };
  1676. auto getDestTeleportObj = [&](const CGObjectInstance * currentObject, const CGObjectInstance * nextObjectTop, const CGObjectInstance * nextObject) -> const CGObjectInstance *
  1677. {
  1678. if(CGTeleport::isConnected(currentObject, nextObjectTop))
  1679. return nextObjectTop;
  1680. if(nextObjectTop && nextObjectTop->ID == Obj::HERO &&
  1681. CGTeleport::isConnected(currentObject, nextObject))
  1682. {
  1683. return nextObject;
  1684. }
  1685. return nullptr;
  1686. };
  1687. auto doMovement = [&](int3 dst, bool transit)
  1688. {
  1689. cb->moveHero(*h, CGHeroInstance::convertPosition(dst, true), transit);
  1690. };
  1691. auto doTeleportMovement = [&](ObjectInstanceID exitId, int3 exitPos)
  1692. {
  1693. destinationTeleport = exitId;
  1694. if(exitPos.valid())
  1695. destinationTeleportPos = CGHeroInstance::convertPosition(exitPos, true);
  1696. cb->moveHero(*h, h->pos);
  1697. destinationTeleport = ObjectInstanceID();
  1698. destinationTeleportPos = int3(-1);
  1699. afterMovementCheck();
  1700. };
  1701. auto doChannelProbing = [&]() -> void
  1702. {
  1703. auto currentPos = CGHeroInstance::convertPosition(h->pos,false);
  1704. auto currentExit = getObj(currentPos, true)->id;
  1705. status.setChannelProbing(true);
  1706. for(auto exit : teleportChannelProbingList)
  1707. doTeleportMovement(exit, int3(-1));
  1708. teleportChannelProbingList.clear();
  1709. status.setChannelProbing(false);
  1710. doTeleportMovement(currentExit, currentPos);
  1711. };
  1712. for(; i>0; i--)
  1713. {
  1714. int3 currentCoord = path.nodes[i].coord;
  1715. int3 nextCoord = path.nodes[i-1].coord;
  1716. auto currentObject = getObj(currentCoord, currentCoord == CGHeroInstance::convertPosition(h->pos,false));
  1717. auto nextObjectTop = getObj(nextCoord, false);
  1718. auto nextObject = getObj(nextCoord, true);
  1719. auto destTeleportObj = getDestTeleportObj(currentObject, nextObjectTop, nextObject);
  1720. if(isTeleportAction(path.nodes[i-1].action) && destTeleportObj != nullptr)
  1721. { //we use special login if hero standing on teleporter it's mean we need
  1722. doTeleportMovement(destTeleportObj->id, nextCoord);
  1723. if(teleportChannelProbingList.size())
  1724. doChannelProbing();
  1725. continue;
  1726. }
  1727. //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
  1728. if(path.nodes[i-1].turns)
  1729. {
  1730. //blockedHeroes.insert(h); //to avoid attempts of moving heroes with very little MPs
  1731. break;
  1732. }
  1733. int3 endpos = path.nodes[i-1].coord;
  1734. if(endpos == h->visitablePos())
  1735. continue;
  1736. if((i-2 >= 0) // Check there is node after next one; otherwise transit is pointless
  1737. && (CGTeleport::isConnected(nextObjectTop, getObj(path.nodes[i-2].coord, false))
  1738. || CGTeleport::isTeleport(nextObjectTop)))
  1739. { // Hero should be able to go through object if it's allow transit
  1740. doMovement(endpos, true);
  1741. }
  1742. else if(path.nodes[i-1].layer == EPathfindingLayer::AIR)
  1743. doMovement(endpos, true);
  1744. else
  1745. doMovement(endpos, false);
  1746. afterMovementCheck();
  1747. if(teleportChannelProbingList.size())
  1748. doChannelProbing();
  1749. }
  1750. }
  1751. if (h)
  1752. {
  1753. if(auto visitedObject = vstd::frontOrNull(cb->getVisitableObjs(h->visitablePos()))) //we stand on something interesting
  1754. {
  1755. if (visitedObject != *h)
  1756. performObjectInteraction (visitedObject, h);
  1757. }
  1758. }
  1759. if(h) //we could have lost hero after last move
  1760. {
  1761. completeGoal (sptr(Goals::VisitTile(dst).sethero(h))); //we stepped on some tile, anyway
  1762. completeGoal (sptr(Goals::ClearWayTo(dst).sethero(h)));
  1763. ret = (dst == h->visitablePos());
  1764. if(!ret) //reserve object we are heading towards
  1765. {
  1766. auto obj = vstd::frontOrNull(cb->getVisitableObjs(dst));
  1767. if(obj && obj != *h)
  1768. reserveObject(h, obj);
  1769. }
  1770. if(startHpos == h->visitablePos() && !ret) //we didn't move and didn't reach the target
  1771. {
  1772. vstd::erase_if_present(lockedHeroes, h); //hero seemingly is confused
  1773. throw cannotFulfillGoalException("Invalid path found!"); //FIXME: should never happen
  1774. }
  1775. logAi->debug("Hero %s moved from %s to %s. Returning %d.", h->name, startHpos(), h->visitablePos()(), ret);
  1776. }
  1777. return ret;
  1778. }
  1779. void VCAI::tryRealize(Goals::Explore & g)
  1780. {
  1781. throw cannotFulfillGoalException("EXPLORE is not an elementar goal!");
  1782. }
  1783. void VCAI::tryRealize(Goals::RecruitHero & g)
  1784. {
  1785. if(const CGTownInstance *t = findTownWithTavern())
  1786. {
  1787. recruitHero(t, true);
  1788. //TODO try to free way to blocked town
  1789. //TODO: adventure map tavern or prison?
  1790. }
  1791. }
  1792. void VCAI::tryRealize(Goals::VisitTile & g)
  1793. {
  1794. if(!g.hero->movement)
  1795. throw cannotFulfillGoalException("Cannot visit tile: hero is out of MPs!");
  1796. if(g.tile == g.hero->visitablePos() && cb->getVisitableObjs(g.hero->visitablePos()).size() < 2)
  1797. {
  1798. logAi->warn("Why do I want to move hero %s to tile %s? Already standing on that tile! ", g.hero->name, g.tile());
  1799. throw goalFulfilledException (sptr(g));
  1800. }
  1801. if (ai->moveHeroToTile(g.tile, g.hero.get()))
  1802. {
  1803. throw goalFulfilledException (sptr(g));
  1804. }
  1805. }
  1806. void VCAI::tryRealize(Goals::VisitHero & g)
  1807. {
  1808. if(!g.hero->movement)
  1809. throw cannotFulfillGoalException("Cannot visit target hero: hero is out of MPs!");
  1810. const CGObjectInstance * obj = cb->getObj(ObjectInstanceID(g.objid));
  1811. if (obj)
  1812. {
  1813. if (ai->moveHeroToTile(obj->visitablePos(), g.hero.get()))
  1814. {
  1815. throw goalFulfilledException (sptr(g));
  1816. }
  1817. }
  1818. else
  1819. throw cannotFulfillGoalException("Cannot visit hero: object not found!");
  1820. }
  1821. void VCAI::tryRealize(Goals::BuildThis & g)
  1822. {
  1823. const CGTownInstance *t = g.town;
  1824. if(!t && g.hero)
  1825. t = g.hero->visitedTown;
  1826. if(!t)
  1827. {
  1828. for(const CGTownInstance *t : cb->getTownsInfo())
  1829. {
  1830. switch(cb->canBuildStructure(t, BuildingID(g.bid)))
  1831. {
  1832. case EBuildingState::ALLOWED:
  1833. cb->buildBuilding(t, BuildingID(g.bid));
  1834. return;
  1835. default:
  1836. break;
  1837. }
  1838. }
  1839. }
  1840. else if(cb->canBuildStructure(t, BuildingID(g.bid)) == EBuildingState::ALLOWED)
  1841. {
  1842. cb->buildBuilding(t, BuildingID(g.bid));
  1843. return;
  1844. }
  1845. throw cannotFulfillGoalException("Cannot build a given structure!");
  1846. }
  1847. void VCAI::tryRealize(Goals::DigAtTile & g)
  1848. {
  1849. assert(g.hero->visitablePos() == g.tile); //surely we want to crash here?
  1850. if (g.hero->diggingStatus() == EDiggingStatus::CAN_DIG)
  1851. {
  1852. cb->dig(g.hero.get());
  1853. completeGoal(sptr(g)); // finished digging
  1854. }
  1855. else
  1856. {
  1857. ai->lockedHeroes[g.hero] = sptr(g); //hero who tries to dig shouldn't do anything else
  1858. throw cannotFulfillGoalException("A hero can't dig!\n");
  1859. }
  1860. }
  1861. void VCAI::tryRealize(Goals::CollectRes & g)
  1862. {
  1863. if(cb->getResourceAmount(static_cast<Res::ERes>(g.resID)) >= g.value)
  1864. throw cannotFulfillGoalException("Goal is already fulfilled!");
  1865. if(const CGObjectInstance *obj = cb->getObj(ObjectInstanceID(g.objid), false))
  1866. {
  1867. if(const IMarket *m = IMarket::castFrom(obj, false))
  1868. {
  1869. for (Res::ERes i = Res::WOOD; i <= Res::GOLD; vstd::advance(i, 1))
  1870. {
  1871. if(i == g.resID) continue;
  1872. int toGive, toGet;
  1873. m->getOffer(i, g.resID, toGive, toGet, EMarketMode::RESOURCE_RESOURCE);
  1874. toGive = toGive * (cb->getResourceAmount(i) / toGive);
  1875. //TODO trade only as much as needed
  1876. cb->trade(obj, EMarketMode::RESOURCE_RESOURCE, i, g.resID, toGive);
  1877. if(cb->getResourceAmount(static_cast<Res::ERes>(g.resID)) >= g.value)
  1878. return;
  1879. }
  1880. throw cannotFulfillGoalException("I cannot get needed resources by trade!");
  1881. }
  1882. else
  1883. {
  1884. throw cannotFulfillGoalException("I don't know how to use this object to raise resources!");
  1885. }
  1886. }
  1887. else
  1888. {
  1889. saving[g.resID] = 1;
  1890. throw cannotFulfillGoalException("No object that could be used to raise resources!");
  1891. }
  1892. }
  1893. void VCAI::tryRealize(Goals::Build & g)
  1894. {
  1895. for(const CGTownInstance *t : cb->getTownsInfo())
  1896. {
  1897. logAi->debug("Looking into %s", t->name);
  1898. buildStructure(t);
  1899. buildArmyIn(t);
  1900. if(!ai->primaryHero() ||
  1901. (t->getArmyStrength() > ai->primaryHero()->getArmyStrength() * 2 && !isAccessibleForHero(t->visitablePos(), ai->primaryHero())))
  1902. {
  1903. recruitHero(t);
  1904. buildArmyIn(t);
  1905. }
  1906. }
  1907. throw cannotFulfillGoalException("BUILD has been realized as much as possible.");
  1908. }
  1909. void VCAI::tryRealize(Goals::Invalid & g)
  1910. {
  1911. throw cannotFulfillGoalException("I don't know how to fulfill this!");
  1912. }
  1913. void VCAI::tryRealize(Goals::AbstractGoal & g)
  1914. {
  1915. logAi->debug("Attempting realizing goal with code %s",g.name());
  1916. throw cannotFulfillGoalException("Unknown type of goal !");
  1917. }
  1918. const CGTownInstance * VCAI::findTownWithTavern() const
  1919. {
  1920. for(const CGTownInstance *t : cb->getTownsInfo())
  1921. if(t->hasBuilt(BuildingID::TAVERN) && !t->visitingHero)
  1922. return t;
  1923. return nullptr;
  1924. }
  1925. Goals::TSubgoal VCAI::getGoal (HeroPtr h) const
  1926. {
  1927. auto it = lockedHeroes.find(h);
  1928. if (it != lockedHeroes.end())
  1929. return it->second;
  1930. else
  1931. return sptr(Goals::Invalid());
  1932. }
  1933. std::vector<HeroPtr> VCAI::getUnblockedHeroes() const
  1934. {
  1935. std::vector<HeroPtr> ret;
  1936. for (auto h : cb->getHeroesInfo())
  1937. {
  1938. //&& !vstd::contains(lockedHeroes, h)
  1939. //at this point we assume heroes exhausted their locked goals
  1940. if (canAct(h))
  1941. ret.push_back(h);
  1942. }
  1943. return ret;
  1944. }
  1945. bool VCAI::canAct (HeroPtr h) const
  1946. {
  1947. auto mission = lockedHeroes.find(h);
  1948. if (mission != lockedHeroes.end())
  1949. {
  1950. //FIXME: I'm afraid there can be other conditions when heroes can act but not move :?
  1951. if (mission->second->goalType == Goals::DIG_AT_TILE && !mission->second->isElementar)
  1952. return false;
  1953. }
  1954. return h->movement;
  1955. }
  1956. HeroPtr VCAI::primaryHero() const
  1957. {
  1958. auto hs = cb->getHeroesInfo();
  1959. boost::sort(hs, compareHeroStrength);
  1960. if(hs.empty())
  1961. return nullptr;
  1962. return hs.back();
  1963. }
  1964. void VCAI::endTurn()
  1965. {
  1966. logAi->info("Player %d (%s) ends turn", playerID, playerID.getStr());
  1967. if(!status.haveTurn())
  1968. {
  1969. logAi->error("Not having turn at the end of turn???");
  1970. }
  1971. logAi->debugStream() << "Resources at the end of turn: " << cb->getResourceAmount();
  1972. do
  1973. {
  1974. cb->endTurn();
  1975. } 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
  1976. logGlobal->info("Player %d (%s) ended turn", playerID, playerID.getStr());
  1977. }
  1978. void VCAI::striveToGoal(Goals::TSubgoal ultimateGoal)
  1979. {
  1980. if (ultimateGoal->invalid())
  1981. return;
  1982. //we are looking for abstract goals
  1983. auto abstractGoal = striveToGoalInternal (ultimateGoal, false);
  1984. if (abstractGoal->invalid())
  1985. return;
  1986. //we received abstract goal, need to find concrete goals
  1987. striveToGoalInternal (abstractGoal, true);
  1988. //TODO: save abstract goals not related to hero
  1989. }
  1990. Goals::TSubgoal VCAI::striveToGoalInternal(Goals::TSubgoal ultimateGoal, bool onlyAbstract)
  1991. {
  1992. const int searchDepth = 30;
  1993. const int searchDepth2 = searchDepth-2;
  1994. Goals::TSubgoal abstractGoal = sptr(Goals::Invalid());
  1995. while(1)
  1996. {
  1997. Goals::TSubgoal goal = ultimateGoal;
  1998. logAi->debugStream() << boost::format("Striving to goal of type %s") % ultimateGoal->name();
  1999. int maxGoals = searchDepth; //preventing deadlock for mutually dependent goals
  2000. while(!goal->isElementar && maxGoals && (onlyAbstract || !goal->isAbstract))
  2001. {
  2002. logAi->debugStream() << boost::format("Considering goal %s") % goal->name();
  2003. try
  2004. {
  2005. boost::this_thread::interruption_point();
  2006. goal = goal->whatToDoToAchieve();
  2007. --maxGoals;
  2008. if (*goal == *ultimateGoal) //compare objects by value
  2009. throw cannotFulfillGoalException("Goal dependency loop detected!");
  2010. }
  2011. catch(goalFulfilledException &e)
  2012. {
  2013. //it is impossible to continue some goals (like exploration, for example)
  2014. completeGoal (goal);
  2015. logAi->debugStream() << boost::format("Goal %s decomposition failed: goal was completed as much as possible") % goal->name();
  2016. return sptr(Goals::Invalid());
  2017. }
  2018. catch(std::exception &e)
  2019. {
  2020. logAi->debugStream() << boost::format("Goal %s decomposition failed: %s") % goal->name() % e.what();
  2021. return sptr(Goals::Invalid());
  2022. }
  2023. }
  2024. try
  2025. {
  2026. boost::this_thread::interruption_point();
  2027. if (!maxGoals)
  2028. {
  2029. std::runtime_error e("Too many subgoals, don't know what to do");
  2030. throw (e);
  2031. }
  2032. if (goal->hero) //lock this hero to fulfill ultimate goal
  2033. {
  2034. if (maxGoals)
  2035. {
  2036. setGoal(goal->hero, goal);
  2037. }
  2038. else
  2039. {
  2040. vstd::erase_if_present (lockedHeroes, goal->hero); // we seemingly don't know what to do with hero
  2041. }
  2042. }
  2043. if (goal->isAbstract)
  2044. {
  2045. abstractGoal = goal; //allow only one abstract goal per call
  2046. logAi->debugStream() << boost::format("Choosing abstract goal %s") % goal->name();
  2047. break;
  2048. }
  2049. else
  2050. {
  2051. logAi->debugStream() << boost::format("Trying to realize %s (value %2.3f)") % goal->name() % goal->priority;
  2052. goal->accept(this);
  2053. }
  2054. boost::this_thread::interruption_point();
  2055. }
  2056. catch(boost::thread_interrupted &e)
  2057. {
  2058. logAi->debugStream() << boost::format("Player %d: Making turn thread received an interruption!") % playerID;
  2059. throw; //rethrow, we want to truly end this thread
  2060. }
  2061. catch(goalFulfilledException &e)
  2062. {
  2063. //the goal was completed successfully
  2064. completeGoal (goal);
  2065. //completed goal was main goal //TODO: find better condition
  2066. if (ultimateGoal->fulfillsMe(goal) || maxGoals > searchDepth2)
  2067. return sptr(Goals::Invalid());
  2068. }
  2069. catch(std::exception &e)
  2070. {
  2071. logAi->debugStream() << boost::format("Failed to realize subgoal of type %s (greater goal type was %s), I will stop.") % goal->name() % ultimateGoal->name();
  2072. logAi->debugStream() << boost::format("The error message was: %s") % e.what();
  2073. break;
  2074. }
  2075. }
  2076. return abstractGoal;
  2077. }
  2078. void VCAI::striveToQuest (const QuestInfo &q)
  2079. {
  2080. if (q.quest->missionType && q.quest->progress != CQuest::COMPLETE)
  2081. {
  2082. MetaString ms;
  2083. q.quest->getRolloverText(ms, false);
  2084. logAi->debugStream() << boost::format("Trying to realize quest: %s") % ms.toString();
  2085. auto heroes = cb->getHeroesInfo();
  2086. switch (q.quest->missionType)
  2087. {
  2088. case CQuest::MISSION_ART:
  2089. {
  2090. for (auto hero : heroes) //TODO: remove duplicated code?
  2091. {
  2092. if (q.quest->checkQuest(hero))
  2093. {
  2094. striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero)));
  2095. return;
  2096. }
  2097. }
  2098. for (auto art : q.quest->m5arts)
  2099. {
  2100. striveToGoal (sptr(Goals::GetArtOfType(art))); //TODO: transport?
  2101. }
  2102. break;
  2103. }
  2104. case CQuest::MISSION_HERO:
  2105. {
  2106. //striveToGoal (CGoal(RECRUIT_HERO));
  2107. for (auto hero : heroes)
  2108. {
  2109. if (q.quest->checkQuest(hero))
  2110. {
  2111. striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero)));
  2112. return;
  2113. }
  2114. }
  2115. striveToGoal (sptr(Goals::FindObj(Obj::PRISON))); //rule of a thumb - quest heroes usually are locked in prisons
  2116. //BNLOG ("Don't know how to recruit hero with id %d\n", q.quest->m13489val);
  2117. break;
  2118. }
  2119. case CQuest::MISSION_ARMY:
  2120. {
  2121. for (auto hero : heroes)
  2122. {
  2123. if (q.quest->checkQuest(hero)) //very bad info - stacks can be split between multiple heroes :(
  2124. {
  2125. striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero)));
  2126. return;
  2127. }
  2128. }
  2129. for (auto creature : q.quest->m6creatures)
  2130. {
  2131. striveToGoal (sptr(Goals::GatherTroops(creature.type->idNumber, creature.count)));
  2132. }
  2133. //TODO: exchange armies... oh my
  2134. //BNLOG ("Don't know how to recruit %d of %s\n", (int)(creature.count) % creature.type->namePl);
  2135. break;
  2136. }
  2137. case CQuest::MISSION_RESOURCES:
  2138. {
  2139. if (heroes.size())
  2140. {
  2141. if (q.quest->checkQuest(heroes.front())) //it doesn't matter which hero it is
  2142. {
  2143. striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum())));
  2144. }
  2145. else
  2146. {
  2147. for (int i = 0; i < q.quest->m7resources.size(); ++i)
  2148. {
  2149. if (q.quest->m7resources[i])
  2150. striveToGoal (sptr(Goals::CollectRes(i, q.quest->m7resources[i])));
  2151. }
  2152. }
  2153. }
  2154. else
  2155. striveToGoal (sptr(Goals::RecruitHero())); //FIXME: checkQuest requires any hero belonging to player :(
  2156. break;
  2157. }
  2158. case CQuest::MISSION_KILL_HERO:
  2159. case CQuest::MISSION_KILL_CREATURE:
  2160. {
  2161. auto obj = cb->getObjByQuestIdentifier(q.quest->m13489val);
  2162. if (obj)
  2163. striveToGoal (sptr(Goals::GetObj(obj->id.getNum())));
  2164. else
  2165. striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()))); //visit seer hut
  2166. break;
  2167. }
  2168. case CQuest::MISSION_PRIMARY_STAT:
  2169. {
  2170. auto heroes = cb->getHeroesInfo();
  2171. for (auto hero : heroes)
  2172. {
  2173. if (q.quest->checkQuest(hero))
  2174. {
  2175. striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero)));
  2176. return;
  2177. }
  2178. }
  2179. for (int i = 0; i < q.quest->m2stats.size(); ++i)
  2180. {
  2181. logAi->debugStream() << boost::format("Don't know how to increase primary stat %d") % i;
  2182. }
  2183. break;
  2184. }
  2185. case CQuest::MISSION_LEVEL:
  2186. {
  2187. auto heroes = cb->getHeroesInfo();
  2188. for (auto hero : heroes)
  2189. {
  2190. if (q.quest->checkQuest(hero))
  2191. {
  2192. striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero))); //TODO: causes infinite loop :/
  2193. return;
  2194. }
  2195. }
  2196. logAi->debugStream() << boost::format("Don't know how to reach hero level %d") % q.quest->m13489val;
  2197. break;
  2198. }
  2199. case CQuest::MISSION_PLAYER:
  2200. {
  2201. if (playerID.getNum() != q.quest->m13489val)
  2202. logAi->debugStream() << boost::format("Can't be player of color %d") % q.quest->m13489val;
  2203. break;
  2204. }
  2205. case CQuest::MISSION_KEYMASTER:
  2206. {
  2207. striveToGoal (sptr(Goals::FindObj(Obj::KEYMASTER, q.obj->subID)));
  2208. break;
  2209. }
  2210. }
  2211. }
  2212. }
  2213. void VCAI::performTypicalActions()
  2214. {
  2215. for(auto h : getUnblockedHeroes())
  2216. {
  2217. if(!h) //hero might be lost. getUnblockedHeroes() called once on start of turn
  2218. continue;
  2219. logAi->debugStream() << boost::format("Looking into %s, MP=%d") % h->name.c_str() % h->movement;
  2220. makePossibleUpgrades(*h);
  2221. pickBestArtifacts(*h);
  2222. try
  2223. {
  2224. wander(h);
  2225. }
  2226. catch(std::exception &e)
  2227. {
  2228. logAi->debugStream() << boost::format("Cannot use this hero anymore, received exception: %s") % e.what();
  2229. continue;
  2230. }
  2231. }
  2232. }
  2233. void VCAI::buildArmyIn(const CGTownInstance * t)
  2234. {
  2235. makePossibleUpgrades(t->visitingHero);
  2236. makePossibleUpgrades(t);
  2237. recruitCreatures(t, t->getUpperArmy());
  2238. moveCreaturesToHero(t);
  2239. }
  2240. int3 VCAI::explorationBestNeighbour(int3 hpos, int radius, HeroPtr h)
  2241. {
  2242. int3 ourPos = h->convertPosition(h->pos, false);
  2243. std::map<int3, int> dstToRevealedTiles;
  2244. for(crint3 dir : int3::getDirs())
  2245. if(cb->isInTheMap(hpos+dir))
  2246. if (ourPos != dir) //don't stand in place
  2247. if (isSafeToVisit(h, hpos + dir) && isAccessibleForHero (hpos + dir, h))
  2248. dstToRevealedTiles[hpos + dir] = howManyTilesWillBeDiscovered(radius, hpos, dir);
  2249. if (dstToRevealedTiles.empty()) //yes, it DID happen!
  2250. throw cannotFulfillGoalException("No neighbour will bring new discoveries!");
  2251. auto best = dstToRevealedTiles.begin();
  2252. for (auto i = dstToRevealedTiles.begin(); i != dstToRevealedTiles.end(); i++)
  2253. {
  2254. const CGPathNode *pn = cb->getPathsInfo(h.get())->getPathInfo(i->first);
  2255. //const TerrainTile *t = cb->getTile(i->first);
  2256. if(best->second < i->second && pn->reachable() && pn->accessible == CGPathNode::ACCESSIBLE)
  2257. best = i;
  2258. }
  2259. if(best->second)
  2260. return best->first;
  2261. throw cannotFulfillGoalException("No neighbour will bring new discoveries!");
  2262. }
  2263. int3 VCAI::explorationNewPoint(HeroPtr h)
  2264. {
  2265. int radius = h->getSightRadius();
  2266. CCallback * cbp = cb.get();
  2267. const CGHeroInstance * hero = h.get();
  2268. std::vector<std::vector<int3> > tiles; //tiles[distance_to_fow]
  2269. tiles.resize(radius);
  2270. foreach_tile_pos([&](const int3 &pos)
  2271. {
  2272. if(!cbp->isVisible(pos))
  2273. tiles[0].push_back(pos);
  2274. });
  2275. float bestValue = 0; //discovered tile to node distance ratio
  2276. int3 bestTile(-1,-1,-1);
  2277. int3 ourPos = h->convertPosition(h->pos, false);
  2278. for (int i = 1; i < radius; i++)
  2279. {
  2280. getVisibleNeighbours(tiles[i-1], tiles[i]);
  2281. vstd::removeDuplicates(tiles[i]);
  2282. for(const int3 &tile : tiles[i])
  2283. {
  2284. if (tile == ourPos) //shouldn't happen, but it does
  2285. continue;
  2286. if (!cb->getPathsInfo(hero)->getPathInfo(tile)->reachable()) //this will remove tiles that are guarded by monsters (or removable objects)
  2287. continue;
  2288. CGPath path;
  2289. cb->getPathsInfo(hero)->getPath(path, tile);
  2290. float ourValue = (float)howManyTilesWillBeDiscovered(tile, radius, cbp) / (path.nodes.size() + 1); //+1 prevents erratic jumps
  2291. if (ourValue > bestValue) //avoid costly checks of tiles that don't reveal much
  2292. {
  2293. if(isSafeToVisit(h, tile) && !isBlockedBorderGate(tile))
  2294. {
  2295. bestTile = tile;
  2296. bestValue = ourValue;
  2297. }
  2298. }
  2299. }
  2300. }
  2301. return bestTile;
  2302. }
  2303. int3 VCAI::explorationDesperate(HeroPtr h)
  2304. {
  2305. auto sm = getCachedSectorMap(h);
  2306. int radius = h->getSightRadius();
  2307. std::vector<std::vector<int3> > tiles; //tiles[distance_to_fow]
  2308. tiles.resize(radius);
  2309. CCallback * cbp = cb.get();
  2310. foreach_tile_pos([&](const int3 &pos)
  2311. {
  2312. if(!cbp->isVisible(pos))
  2313. tiles[0].push_back(pos);
  2314. });
  2315. ui64 lowestDanger = -1;
  2316. int3 bestTile(-1,-1,-1);
  2317. for(int i = 1; i < radius; i++)
  2318. {
  2319. getVisibleNeighbours(tiles[i-1], tiles[i]);
  2320. vstd::removeDuplicates(tiles[i]);
  2321. for(const int3 &tile : tiles[i])
  2322. {
  2323. if (cbp->getTile(tile)->blocked) //does it shorten the time?
  2324. continue;
  2325. if (!howManyTilesWillBeDiscovered(tile, radius, cbp)) //avoid costly checks of tiles that don't reveal much
  2326. continue;
  2327. auto t = sm->firstTileToGet(h, tile);
  2328. if (t.valid())
  2329. {
  2330. ui64 ourDanger = evaluateDanger(t, h.h);
  2331. if (ourDanger < lowestDanger)
  2332. {
  2333. if(!isBlockedBorderGate(t))
  2334. {
  2335. if (!ourDanger) //at least one safe place found
  2336. return t;
  2337. bestTile = t;
  2338. lowestDanger = ourDanger;
  2339. }
  2340. }
  2341. }
  2342. }
  2343. }
  2344. return bestTile;
  2345. }
  2346. TResources VCAI::estimateIncome() const
  2347. {
  2348. TResources ret;
  2349. for(const CGTownInstance *t : cb->getTownsInfo())
  2350. {
  2351. ret += t->dailyIncome();
  2352. }
  2353. for(const CGObjectInstance *obj : getFlaggedObjects())
  2354. {
  2355. if(obj->ID == Obj::MINE)
  2356. {
  2357. switch(obj->subID)
  2358. {
  2359. case Res::WOOD:
  2360. case Res::ORE:
  2361. ret[obj->subID] += WOOD_ORE_MINE_PRODUCTION;
  2362. break;
  2363. case Res::GOLD:
  2364. case 7: //abandoned mine -> also gold
  2365. ret[Res::GOLD] += GOLD_MINE_PRODUCTION;
  2366. break;
  2367. default:
  2368. ret[obj->subID] += RESOURCE_MINE_PRODUCTION;
  2369. break;
  2370. }
  2371. }
  2372. }
  2373. return ret;
  2374. }
  2375. bool VCAI::containsSavedRes(const TResources &cost) const
  2376. {
  2377. for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
  2378. {
  2379. if(saving[i] && cost[i])
  2380. return true;
  2381. }
  2382. return false;
  2383. }
  2384. void VCAI::checkHeroArmy (HeroPtr h)
  2385. {
  2386. auto it = lockedHeroes.find(h);
  2387. if (it != lockedHeroes.end())
  2388. {
  2389. if (it->second->goalType == Goals::GATHER_ARMY && it->second->value <= h->getArmyStrength())
  2390. completeGoal(sptr(Goals::GatherArmy(it->second->value).sethero(h)));
  2391. }
  2392. }
  2393. void VCAI::recruitHero(const CGTownInstance * t, bool throwing)
  2394. {
  2395. logAi->debugStream() << boost::format("Trying to recruit a hero in %s at %s") % t->name % t->visitablePos();
  2396. auto heroes = cb->getAvailableHeroes(t);
  2397. if(heroes.size())
  2398. {
  2399. auto hero = heroes[0];
  2400. if (heroes.size() >= 2) //makes sense to recruit two heroes with starting amries in first week
  2401. {
  2402. if (heroes[1]->getTotalStrength() > hero->getTotalStrength())
  2403. hero = heroes[1];
  2404. }
  2405. cb->recruitHero(t, hero);
  2406. }
  2407. else if(throwing)
  2408. throw cannotFulfillGoalException("No available heroes in tavern in " + t->nodeName());
  2409. }
  2410. void VCAI::finish()
  2411. {
  2412. if(makingTurn)
  2413. makingTurn->interrupt();
  2414. }
  2415. void VCAI::requestActionASAP(std::function<void()> whatToDo)
  2416. {
  2417. boost::thread newThread([this,whatToDo]()
  2418. {
  2419. setThreadName("VCAI::requestActionASAP::whatToDo");
  2420. SET_GLOBAL_STATE(this);
  2421. boost::shared_lock<boost::shared_mutex> gsLock(cb->getGsMutex());
  2422. whatToDo();
  2423. });
  2424. }
  2425. void VCAI::lostHero(HeroPtr h)
  2426. {
  2427. logAi->debugStream() << boost::format("I lost my hero %s. It's best to forget and move on.") % h.name;
  2428. vstd::erase_if_present(lockedHeroes, h);
  2429. for(auto obj : reservedHeroesMap[h])
  2430. {
  2431. vstd::erase_if_present(reservedObjs, obj); //unreserve all objects for that hero
  2432. }
  2433. vstd::erase_if_present(reservedHeroesMap, h);
  2434. vstd::erase_if_present(cachedSectorMaps, h);
  2435. }
  2436. void VCAI::answerQuery(QueryID queryID, int selection)
  2437. {
  2438. logAi->debugStream() << boost::format("I'll answer the query %d giving the choice %d") % queryID % selection;
  2439. if(queryID != QueryID(-1))
  2440. {
  2441. cb->selectionMade(selection, queryID);
  2442. }
  2443. else
  2444. {
  2445. logAi->debugStream() << boost::format("Since the query ID is %d, the answer won't be sent. This is not a real query!") % queryID;
  2446. //do nothing
  2447. }
  2448. }
  2449. void VCAI::requestSent(const CPackForServer *pack, int requestID)
  2450. {
  2451. //BNLOG("I have sent request of type %s", typeid(*pack).name());
  2452. if(auto reply = dynamic_cast<const QueryReply*>(pack))
  2453. {
  2454. status.attemptedAnsweringQuery(reply->qid, requestID);
  2455. }
  2456. }
  2457. std::string VCAI::getBattleAIName() const
  2458. {
  2459. if(settings["server"]["neutralAI"].getType() == JsonNode::DATA_STRING)
  2460. return settings["server"]["neutralAI"].String();
  2461. else
  2462. return "StupidAI";
  2463. }
  2464. void VCAI::validateObject(const CGObjectInstance *obj)
  2465. {
  2466. validateObject(obj->id);
  2467. }
  2468. void VCAI::validateObject(ObjectIdRef obj)
  2469. {
  2470. auto matchesId = [&](const CGObjectInstance *hlpObj) -> bool { return hlpObj->id == obj.id; };
  2471. if(!obj)
  2472. {
  2473. vstd::erase_if(visitableObjs, matchesId);
  2474. for(auto &p : reservedHeroesMap)
  2475. vstd::erase_if(p.second, matchesId);
  2476. vstd::erase_if(reservedObjs, matchesId);
  2477. }
  2478. }
  2479. TResources VCAI::freeResources() const
  2480. {
  2481. TResources myRes = cb->getResourceAmount();
  2482. myRes[Res::GOLD] -= GOLD_RESERVE;
  2483. vstd::amax(myRes[Res::GOLD], 0);
  2484. return myRes;
  2485. }
  2486. std::shared_ptr<SectorMap> VCAI::getCachedSectorMap(HeroPtr h)
  2487. {
  2488. auto it = cachedSectorMaps.find(h);
  2489. if (it != cachedSectorMaps.end())
  2490. return it->second;
  2491. else
  2492. {
  2493. cachedSectorMaps[h] = std::make_shared<SectorMap>(h);
  2494. return cachedSectorMaps[h];
  2495. }
  2496. }
  2497. AIStatus::AIStatus()
  2498. {
  2499. battle = NO_BATTLE;
  2500. havingTurn = false;
  2501. ongoingHeroMovement = false;
  2502. ongoingChannelProbing = false;
  2503. }
  2504. AIStatus::~AIStatus()
  2505. {
  2506. }
  2507. void AIStatus::setBattle(BattleState BS)
  2508. {
  2509. boost::unique_lock<boost::mutex> lock(mx);
  2510. LOG_TRACE_PARAMS(logAi, "battle state=%d", (int)BS);
  2511. battle = BS;
  2512. cv.notify_all();
  2513. }
  2514. BattleState AIStatus::getBattle()
  2515. {
  2516. boost::unique_lock<boost::mutex> lock(mx);
  2517. return battle;
  2518. }
  2519. void AIStatus::addQuery(QueryID ID, std::string description)
  2520. {
  2521. if(ID == QueryID(-1))
  2522. {
  2523. logAi->debugStream() << boost::format("The \"query\" has an id %d, it'll be ignored as non-query. Description: %s") % ID % description;
  2524. return;
  2525. }
  2526. assert(ID.getNum() >= 0);
  2527. boost::unique_lock<boost::mutex> lock(mx);
  2528. assert(!vstd::contains(remainingQueries, ID));
  2529. remainingQueries[ID] = description;
  2530. cv.notify_all();
  2531. logAi->debugStream() << boost::format("Adding query %d - %s. Total queries count: %d") % ID % description % remainingQueries.size();
  2532. }
  2533. void AIStatus::removeQuery(QueryID ID)
  2534. {
  2535. boost::unique_lock<boost::mutex> lock(mx);
  2536. assert(vstd::contains(remainingQueries, ID));
  2537. std::string description = remainingQueries[ID];
  2538. remainingQueries.erase(ID);
  2539. cv.notify_all();
  2540. logAi->debugStream() << boost::format("Removing query %d - %s. Total queries count: %d") % ID % description % remainingQueries.size();
  2541. }
  2542. int AIStatus::getQueriesCount()
  2543. {
  2544. boost::unique_lock<boost::mutex> lock(mx);
  2545. return remainingQueries.size();
  2546. }
  2547. void AIStatus::startedTurn()
  2548. {
  2549. boost::unique_lock<boost::mutex> lock(mx);
  2550. havingTurn = true;
  2551. cv.notify_all();
  2552. }
  2553. void AIStatus::madeTurn()
  2554. {
  2555. boost::unique_lock<boost::mutex> lock(mx);
  2556. havingTurn = false;
  2557. cv.notify_all();
  2558. }
  2559. void AIStatus::waitTillFree()
  2560. {
  2561. boost::unique_lock<boost::mutex> lock(mx);
  2562. while(battle != NO_BATTLE || !remainingQueries.empty() || !objectsBeingVisited.empty() || ongoingHeroMovement)
  2563. cv.timed_wait(lock, boost::posix_time::milliseconds(100));
  2564. }
  2565. bool AIStatus::haveTurn()
  2566. {
  2567. boost::unique_lock<boost::mutex> lock(mx);
  2568. return havingTurn;
  2569. }
  2570. void AIStatus::attemptedAnsweringQuery(QueryID queryID, int answerRequestID)
  2571. {
  2572. boost::unique_lock<boost::mutex> lock(mx);
  2573. assert(vstd::contains(remainingQueries, queryID));
  2574. std::string description = remainingQueries[queryID];
  2575. logAi->debugStream() << boost::format("Attempted answering query %d - %s. Request id=%d. Waiting for results...") % queryID % description % answerRequestID;
  2576. requestToQueryID[answerRequestID] = queryID;
  2577. }
  2578. void AIStatus::receivedAnswerConfirmation(int answerRequestID, int result)
  2579. {
  2580. assert(vstd::contains(requestToQueryID, answerRequestID));
  2581. QueryID query = requestToQueryID[answerRequestID];
  2582. assert(vstd::contains(remainingQueries, query));
  2583. requestToQueryID.erase(answerRequestID);
  2584. if(result)
  2585. {
  2586. removeQuery(query);
  2587. }
  2588. else
  2589. {
  2590. logAi->errorStream() << "Something went really wrong, failed to answer query " << query << ": " << remainingQueries[query];
  2591. //TODO safely retry
  2592. }
  2593. }
  2594. void AIStatus::heroVisit(const CGObjectInstance *obj, bool started)
  2595. {
  2596. boost::unique_lock<boost::mutex> lock(mx);
  2597. if(started)
  2598. objectsBeingVisited.push_back(obj);
  2599. else
  2600. {
  2601. // There can be more than one object visited at the time (eg. hero visits Subterranean Gate
  2602. // causing visit to hero on the other side.
  2603. // However, we are guaranteed that start/end visit notification maintain stack order.
  2604. assert(!objectsBeingVisited.empty());
  2605. objectsBeingVisited.pop_back();
  2606. }
  2607. cv.notify_all();
  2608. }
  2609. void AIStatus::setMove(bool ongoing)
  2610. {
  2611. boost::unique_lock<boost::mutex> lock(mx);
  2612. ongoingHeroMovement = ongoing;
  2613. cv.notify_all();
  2614. }
  2615. void AIStatus::setChannelProbing(bool ongoing)
  2616. {
  2617. boost::unique_lock<boost::mutex> lock(mx);
  2618. ongoingChannelProbing = ongoing;
  2619. cv.notify_all();
  2620. }
  2621. bool AIStatus::channelProbing()
  2622. {
  2623. return ongoingChannelProbing;
  2624. }
  2625. SectorMap::SectorMap()
  2626. {
  2627. update();
  2628. }
  2629. SectorMap::SectorMap(HeroPtr h)
  2630. {
  2631. update();
  2632. makeParentBFS(h->visitablePos());
  2633. }
  2634. bool SectorMap::markIfBlocked(ui8 &sec, crint3 pos, const TerrainTile *t)
  2635. {
  2636. if(t->blocked && !t->visitable)
  2637. {
  2638. sec = NOT_AVAILABLE;
  2639. return true;
  2640. }
  2641. return false;
  2642. }
  2643. bool SectorMap::markIfBlocked(ui8 &sec, crint3 pos)
  2644. {
  2645. return markIfBlocked(sec, pos, getTile(pos));
  2646. }
  2647. void SectorMap::update()
  2648. {
  2649. visibleTiles = cb->getAllVisibleTiles();
  2650. clear();
  2651. int curSector = 3; //0 is invisible, 1 is not explored
  2652. CCallback * cbp = cb.get(); //optimization
  2653. foreach_tile_pos([&](crint3 pos)
  2654. {
  2655. if(retreiveTile(pos) == NOT_CHECKED)
  2656. {
  2657. if(!markIfBlocked(retreiveTile(pos), pos))
  2658. exploreNewSector(pos, curSector++, cbp);
  2659. }
  2660. });
  2661. valid = true;
  2662. }
  2663. void SectorMap::clear()
  2664. {
  2665. sector = cb->getVisibilityMap();
  2666. valid = false;
  2667. }
  2668. void SectorMap::exploreNewSector(crint3 pos, int num, CCallback * cbp)
  2669. {
  2670. Sector &s = infoOnSectors[num];
  2671. s.id = num;
  2672. s.water = getTile(pos)->isWater();
  2673. std::queue<int3> toVisit;
  2674. toVisit.push(pos);
  2675. while(!toVisit.empty())
  2676. {
  2677. int3 curPos = toVisit.front();
  2678. toVisit.pop();
  2679. ui8 &sec = retreiveTile(curPos);
  2680. if(sec == NOT_CHECKED)
  2681. {
  2682. const TerrainTile *t = getTile(curPos);
  2683. if(!markIfBlocked(sec, curPos, t))
  2684. {
  2685. if(t->isWater() == s.water) //sector is only-water or only-land
  2686. {
  2687. sec = num;
  2688. s.tiles.push_back(curPos);
  2689. foreach_neighbour(cbp, curPos, [&](CCallback * cbp, crint3 neighPos)
  2690. {
  2691. if(retreiveTile(neighPos) == NOT_CHECKED)
  2692. {
  2693. toVisit.push(neighPos);
  2694. //parent[neighPos] = curPos;
  2695. }
  2696. const TerrainTile *nt = getTile(neighPos);
  2697. if(nt && nt->isWater() != s.water && canBeEmbarkmentPoint(nt, s.water))
  2698. {
  2699. s.embarkmentPoints.push_back(neighPos);
  2700. }
  2701. });
  2702. if(t->visitable)
  2703. {
  2704. auto obj = t->visitableObjects.front();
  2705. if(cb->getObj(obj->id, false)) // FIXME: we have to filter invisible objcts like events, but probably TerrainTile shouldn't be used in SectorMap at all
  2706. s.visitableObjs.push_back(obj);
  2707. }
  2708. }
  2709. }
  2710. }
  2711. }
  2712. vstd::removeDuplicates(s.embarkmentPoints);
  2713. }
  2714. void SectorMap::write(crstring fname)
  2715. {
  2716. std::ofstream out(fname);
  2717. for(int k = 0; k < cb->getMapSize().z; k++)
  2718. {
  2719. for(int j = 0; j < cb->getMapSize().y; j++)
  2720. {
  2721. for(int i = 0; i < cb->getMapSize().x; i++)
  2722. {
  2723. out << (int)sector[i][j][k] << '\t';
  2724. }
  2725. out << std::endl;
  2726. }
  2727. out << std::endl;
  2728. }
  2729. }
  2730. bool isWeeklyRevisitable (const CGObjectInstance * obj)
  2731. { //TODO: allow polling of remaining creatures in dwelling
  2732. if (dynamic_cast<const CGVisitableOPW *>(obj) || //ensures future compatibility, unlike IDs
  2733. dynamic_cast<const CGDwelling *>(obj) ||
  2734. dynamic_cast<const CBank *>(obj)) //banks tend to respawn often in mods
  2735. return true;
  2736. switch (obj->ID)
  2737. {
  2738. case Obj::STABLES:
  2739. case Obj::MAGIC_WELL:
  2740. case Obj::HILL_FORT:
  2741. return true;
  2742. case Obj::BORDER_GATE:
  2743. case Obj::BORDERGUARD:
  2744. return (dynamic_cast <const CGKeys *>(obj))->wasMyColorVisited (ai->playerID); //FIXME: they could be revisited sooner than in a week
  2745. }
  2746. return false;
  2747. }
  2748. bool shouldVisit(HeroPtr h, const CGObjectInstance * obj)
  2749. {
  2750. switch (obj->ID)
  2751. {
  2752. case Obj::TOWN:
  2753. case Obj::HERO: //never visit our heroes at random
  2754. return obj->tempOwner != h->tempOwner; //do not visit our towns at random
  2755. break;
  2756. case Obj::BORDER_GATE:
  2757. {
  2758. for (auto q : ai->myCb->getMyQuests())
  2759. {
  2760. if (q.obj == obj)
  2761. {
  2762. return false; // do not visit guards or gates when wandering
  2763. }
  2764. }
  2765. return true; //we don't have this quest yet
  2766. }
  2767. break;
  2768. case Obj::BORDERGUARD: //open borderguard if possible
  2769. return (dynamic_cast <const CGKeys *>(obj))->wasMyColorVisited(ai->playerID);
  2770. case Obj::SEER_HUT:
  2771. case Obj::QUEST_GUARD:
  2772. {
  2773. for (auto q : ai->myCb->getMyQuests())
  2774. {
  2775. if (q.obj == obj)
  2776. {
  2777. if (q.quest->checkQuest(h.h))
  2778. return true; //we completed the quest
  2779. else
  2780. return false; //we can't complete this quest
  2781. }
  2782. }
  2783. return true; //we don't have this quest yet
  2784. }
  2785. break;
  2786. case Obj::CREATURE_GENERATOR1:
  2787. {
  2788. if (obj->tempOwner != h->tempOwner)
  2789. return true; //flag just in case
  2790. bool canRecruitCreatures = false;
  2791. const CGDwelling * d = dynamic_cast<const CGDwelling *>(obj);
  2792. for(auto level : d->creatures)
  2793. {
  2794. for(auto c : level.second)
  2795. {
  2796. if (h->getSlotFor(CreatureID(c)) != SlotID())
  2797. canRecruitCreatures = true;
  2798. }
  2799. }
  2800. return canRecruitCreatures;
  2801. }
  2802. case Obj::HILL_FORT:
  2803. {
  2804. for (auto slot : h->Slots())
  2805. {
  2806. if (slot.second->type->upgrades.size())
  2807. return true; //TODO: check price?
  2808. }
  2809. return false;
  2810. }
  2811. case Obj::MONOLITH_ONE_WAY_ENTRANCE:
  2812. case Obj::MONOLITH_ONE_WAY_EXIT:
  2813. case Obj::MONOLITH_TWO_WAY:
  2814. case Obj::WHIRLPOOL:
  2815. //TODO: mechanism for handling monoliths
  2816. return false;
  2817. case Obj::SCHOOL_OF_MAGIC:
  2818. case Obj::SCHOOL_OF_WAR:
  2819. {
  2820. TResources myRes = ai->myCb->getResourceAmount();
  2821. if (myRes[Res::GOLD] - GOLD_RESERVE < 1000)
  2822. return false;
  2823. }
  2824. break;
  2825. case Obj::LIBRARY_OF_ENLIGHTENMENT:
  2826. if (h->level < 12)
  2827. return false;
  2828. break;
  2829. case Obj::TREE_OF_KNOWLEDGE:
  2830. {
  2831. TResources myRes = ai->myCb->getResourceAmount();
  2832. if (myRes[Res::GOLD] - GOLD_RESERVE < 2000 || myRes[Res::GEMS] < 10)
  2833. return false;
  2834. }
  2835. break;
  2836. case Obj::MAGIC_WELL:
  2837. return h->mana < h->manaLimit();
  2838. case Obj::PRISON:
  2839. return ai->myCb->getHeroesInfo().size() < VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER;// GameConstants::MAX_HEROES_PER_PLAYER;
  2840. case Obj::BOAT:
  2841. return false;
  2842. //Boats are handled by pathfinder
  2843. }
  2844. if (obj->wasVisited(*h)) //it must pointer to hero instance, heroPtr calls function wasVisited(ui8 player);
  2845. return false;
  2846. return true;
  2847. }
  2848. int3 SectorMap::firstTileToGet(HeroPtr h, crint3 dst)
  2849. /*
  2850. this functions returns one target tile or invalid tile. We will use it to poll possible destinations
  2851. For ship construction etc, another function (goal?) is needed
  2852. */
  2853. {
  2854. int3 ret(-1,-1,-1);
  2855. int sourceSector = retreiveTile(h->visitablePos()),
  2856. destinationSector = retreiveTile(dst);
  2857. const Sector *src = &infoOnSectors[sourceSector],
  2858. *dest = &infoOnSectors[destinationSector];
  2859. if(sourceSector != destinationSector) //use ships, shipyards etc..
  2860. {
  2861. if (ai->isAccessibleForHero(dst, h)) //pathfinder can find a way using ships and gates if tile is not blocked by objects
  2862. return dst;
  2863. std::map<const Sector*, const Sector*> preds;
  2864. std::queue<const Sector *> sectorQueue;
  2865. sectorQueue.push(src);
  2866. while(!sectorQueue.empty())
  2867. {
  2868. const Sector *s = sectorQueue.front();
  2869. sectorQueue.pop();
  2870. for(int3 ep : s->embarkmentPoints)
  2871. {
  2872. Sector *neigh = &infoOnSectors[retreiveTile(ep)];
  2873. //preds[s].push_back(neigh);
  2874. if(!preds[neigh])
  2875. {
  2876. preds[neigh] = s;
  2877. sectorQueue.push(neigh);
  2878. }
  2879. }
  2880. }
  2881. if(!preds[dest])
  2882. {
  2883. //write("test.txt");
  2884. return ret;
  2885. //throw cannotFulfillGoalException(boost::str(boost::format("Cannot find connection between sectors %d and %d") % src->id % dst->id));
  2886. }
  2887. std::vector<const Sector*> toTraverse;
  2888. toTraverse.push_back(dest);
  2889. while(toTraverse.back() != src)
  2890. {
  2891. toTraverse.push_back(preds[toTraverse.back()]);
  2892. }
  2893. if(preds[dest])
  2894. {
  2895. //TODO: would be nice to find sectors in loop
  2896. const Sector *sectorToReach = toTraverse.at(toTraverse.size() - 2);
  2897. if(!src->water && sectorToReach->water) //embark
  2898. {
  2899. //embark on ship -> look for an EP with a boat
  2900. auto firstEP = boost::find_if(src->embarkmentPoints, [=](crint3 pos) -> bool
  2901. {
  2902. const TerrainTile *t = getTile(pos);
  2903. return t && t->visitableObjects.size() == 1 && t->topVisitableId() == Obj::BOAT
  2904. && retreiveTile(pos) == sectorToReach->id;
  2905. });
  2906. if(firstEP != src->embarkmentPoints.end())
  2907. {
  2908. return *firstEP;
  2909. }
  2910. else
  2911. {
  2912. //we need to find a shipyard with an access to the desired sector's EP
  2913. //TODO what about Summon Boat spell?
  2914. std::vector<const IShipyard *> shipyards;
  2915. for(const CGTownInstance *t : cb->getTownsInfo())
  2916. {
  2917. if(t->hasBuilt(BuildingID::SHIPYARD))
  2918. shipyards.push_back(t);
  2919. }
  2920. for(const CGObjectInstance *obj : ai->getFlaggedObjects())
  2921. {
  2922. if(obj->ID != Obj::TOWN) //towns were handled in the previous loop
  2923. if(const IShipyard *shipyard = IShipyard::castFrom(obj))
  2924. shipyards.push_back(shipyard);
  2925. }
  2926. shipyards.erase(boost::remove_if(shipyards, [=](const IShipyard *shipyard) -> bool
  2927. {
  2928. return shipyard->shipyardStatus() != 0 || retreiveTile(shipyard->bestLocation()) != sectorToReach->id;
  2929. }),shipyards.end());
  2930. if(!shipyards.size())
  2931. {
  2932. //TODO consider possibility of building shipyard in a town
  2933. return ret;
  2934. //throw cannotFulfillGoalException("There is no known shipyard!");
  2935. }
  2936. //we have only shipyards that possibly can build ships onto the appropriate EP
  2937. auto ownedGoodShipyard = boost::find_if(shipyards, [](const IShipyard *s) -> bool
  2938. {
  2939. return s->o->tempOwner == ai->playerID;
  2940. });
  2941. if(ownedGoodShipyard != shipyards.end())
  2942. {
  2943. const IShipyard *s = *ownedGoodShipyard;
  2944. TResources shipCost;
  2945. s->getBoatCost(shipCost);
  2946. if(cb->getResourceAmount().canAfford(shipCost))
  2947. {
  2948. int3 ret = s->bestLocation();
  2949. cb->buildBoat(s); //TODO: move actions elsewhere
  2950. return ret;
  2951. }
  2952. else
  2953. {
  2954. //TODO gather res
  2955. return ret;
  2956. //throw cannotFulfillGoalException("Not enough resources to build a boat");
  2957. }
  2958. }
  2959. else
  2960. {
  2961. //TODO pick best shipyard to take over
  2962. return shipyards.front()->o->visitablePos();
  2963. }
  2964. }
  2965. }
  2966. else if(src->water && !sectorToReach->water)
  2967. {
  2968. //TODO
  2969. //disembark
  2970. return ret;
  2971. }
  2972. else //use subterranean gates - not needed since gates are now handled via Pathfinder
  2973. {
  2974. return ret;
  2975. //throw cannotFulfillGoalException("Land-land and water-water inter-sector transitions are not implemented!");
  2976. }
  2977. }
  2978. else
  2979. {
  2980. return ret;
  2981. //throw cannotFulfillGoalException("Inter-sector route detection failed: not connected sectors?");
  2982. }
  2983. }
  2984. else
  2985. {
  2986. return findFirstVisitableTile(h, dst);
  2987. }
  2988. //FIXME: find out why this line is reached
  2989. logAi->errorStream() << ("Impossible happened at SectorMap::firstTileToGet");
  2990. return ret;
  2991. }
  2992. int3 SectorMap::findFirstVisitableTile (HeroPtr h, crint3 dst)
  2993. {
  2994. int3 ret(-1,-1,-1);
  2995. int3 curtile = dst;
  2996. while(curtile != h->visitablePos())
  2997. {
  2998. auto topObj = cb->getTopObj(curtile);
  2999. if(topObj && topObj->ID == Obj::HERO && topObj != h.h &&
  3000. cb->getPlayerRelations(h->tempOwner, topObj->tempOwner) != PlayerRelations::ENEMIES)
  3001. {
  3002. logAi->warnStream() << ("Another allied hero stands in our way");
  3003. return ret;
  3004. }
  3005. if(ai->myCb->getPathsInfo(h.get())->getPathInfo(curtile)->reachable())
  3006. {
  3007. return curtile;
  3008. }
  3009. else
  3010. {
  3011. auto i = parent.find(curtile);
  3012. if(i != parent.end())
  3013. {
  3014. assert(curtile != i->second);
  3015. curtile = i->second;
  3016. }
  3017. else
  3018. {
  3019. return ret;
  3020. //throw cannotFulfillGoalException("Unreachable tile in sector? Should not happen!");
  3021. }
  3022. }
  3023. }
  3024. return ret;
  3025. }
  3026. void SectorMap::makeParentBFS(crint3 source)
  3027. {
  3028. parent.clear();
  3029. int mySector = retreiveTile(source);
  3030. std::queue<int3> toVisit;
  3031. toVisit.push(source);
  3032. while(!toVisit.empty())
  3033. {
  3034. int3 curPos = toVisit.front();
  3035. toVisit.pop();
  3036. ui8 &sec = retreiveTile(curPos);
  3037. assert(sec == mySector); //consider only tiles from the same sector
  3038. UNUSED(sec);
  3039. foreach_neighbour(curPos, [&](crint3 neighPos)
  3040. {
  3041. if(retreiveTile(neighPos) == mySector && !vstd::contains(parent, neighPos))
  3042. {
  3043. if (cb->canMoveBetween(curPos, neighPos))
  3044. {
  3045. toVisit.push(neighPos);
  3046. parent[neighPos] = curPos;
  3047. }
  3048. }
  3049. });
  3050. }
  3051. }
  3052. unsigned char & SectorMap::retreiveTile(crint3 pos)
  3053. {
  3054. return retreiveTileN(sector, pos);
  3055. }
  3056. TerrainTile* SectorMap::getTile(crint3 pos) const
  3057. {
  3058. //out of bounds access should be handled by boost::multi_array
  3059. //still we cached this array to avoid any checks
  3060. return visibleTiles->operator[](pos.x)[pos.y][pos.z];
  3061. }
  3062. std::vector<const CGObjectInstance *> SectorMap::getNearbyObjs(HeroPtr h, bool sectorsAround)
  3063. {
  3064. const Sector *heroSector = &infoOnSectors[retreiveTile(h->visitablePos())];
  3065. if(sectorsAround)
  3066. {
  3067. std::vector<const CGObjectInstance *> ret;
  3068. for(auto embarkPoint : heroSector->embarkmentPoints)
  3069. {
  3070. const Sector *embarkSector = &infoOnSectors[retreiveTile(embarkPoint)];
  3071. range::copy(embarkSector->visitableObjs, std::back_inserter(ret));
  3072. }
  3073. return ret;
  3074. }
  3075. return heroSector->visitableObjs;
  3076. }