VCAI.cpp 102 KB

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  1. /*
  2. * VCAI.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "VCAI.h"
  12. #include "Fuzzy.h"
  13. #include "../../lib/UnlockGuard.h"
  14. #include "../../lib/mapObjects/MapObjects.h"
  15. #include "../../lib/CConfigHandler.h"
  16. #include "../../lib/CHeroHandler.h"
  17. #include "../../lib/CModHandler.h"
  18. #include "../../lib/CGameState.h"
  19. #include "../../lib/NetPacks.h"
  20. #include "../../lib/serializer/CTypeList.h"
  21. #include "../../lib/serializer/BinarySerializer.h"
  22. #include "../../lib/serializer/BinaryDeserializer.h"
  23. extern FuzzyHelper *fh;
  24. class CGVisitableOPW;
  25. const double SAFE_ATTACK_CONSTANT = 1.5;
  26. 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)
  27. //one thread may be turn of AI and another will be handling a side effect for AI2
  28. boost::thread_specific_ptr<CCallback> cb;
  29. boost::thread_specific_ptr<VCAI> ai;
  30. //std::map<int, std::map<int, int> > HeroView::infosCount;
  31. //helper RAII to manage global ai/cb ptrs
  32. struct SetGlobalState
  33. {
  34. SetGlobalState(VCAI * AI)
  35. {
  36. assert(!ai.get());
  37. assert(!cb.get());
  38. ai.reset(AI);
  39. cb.reset(AI->myCb.get());
  40. }
  41. ~SetGlobalState()
  42. {
  43. ai.release();
  44. cb.release();
  45. }
  46. };
  47. #define SET_GLOBAL_STATE(ai) SetGlobalState _hlpSetState(ai);
  48. #define NET_EVENT_HANDLER SET_GLOBAL_STATE(this)
  49. #define MAKING_TURN SET_GLOBAL_STATE(this)
  50. void foreach_tile(std::vector< std::vector< std::vector<unsigned char> > > &vectors, std::function<void(unsigned char &in)> foo)
  51. {
  52. for (auto & vector : vectors)
  53. for (auto j = vector.begin(); j != vector.end(); j++)
  54. for (auto & elem : *j)
  55. foo(elem);
  56. }
  57. struct ObjInfo
  58. {
  59. int3 pos;
  60. std::string name;
  61. ObjInfo(){}
  62. ObjInfo(const CGObjectInstance *obj):
  63. pos(obj->pos),
  64. name(obj->getObjectName())
  65. {
  66. }
  67. };
  68. std::map<const CGObjectInstance *, ObjInfo> helperObjInfo;
  69. VCAI::VCAI()
  70. {
  71. LOG_TRACE(logAi);
  72. makingTurn = nullptr;
  73. destinationTeleport = ObjectInstanceID();
  74. destinationTeleportPos = int3(-1);
  75. }
  76. VCAI::~VCAI()
  77. {
  78. LOG_TRACE(logAi);
  79. finish();
  80. }
  81. void VCAI::availableCreaturesChanged(const CGDwelling *town)
  82. {
  83. LOG_TRACE(logAi);
  84. NET_EVENT_HANDLER;
  85. }
  86. void VCAI::heroMoved(const TryMoveHero & details)
  87. {
  88. LOG_TRACE(logAi);
  89. NET_EVENT_HANDLER;
  90. validateObject(details.id); //enemy hero may have left visible area
  91. auto hero = cb->getHero(details.id);
  92. cachedSectorMaps.clear();
  93. const int3 from = CGHeroInstance::convertPosition(details.start, false),
  94. to = CGHeroInstance::convertPosition(details.end, false);
  95. const CGObjectInstance *o1 = vstd::frontOrNull(cb->getVisitableObjs(from)),
  96. *o2 = vstd::frontOrNull(cb->getVisitableObjs(to));
  97. if(details.result == TryMoveHero::TELEPORTATION)
  98. {
  99. auto t1 = dynamic_cast<const CGTeleport *>(o1);
  100. auto t2 = dynamic_cast<const CGTeleport *>(o2);
  101. if(t1 && t2)
  102. {
  103. if(cb->isTeleportChannelBidirectional(t1->channel))
  104. {
  105. 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
  106. {
  107. knownSubterraneanGates[o1] = o2;
  108. knownSubterraneanGates[o2] = o1;
  109. logAi->debug("Found a pair of subterranean gates between %s and %s!", from.toString(), to.toString());
  110. }
  111. }
  112. }
  113. //FIXME: teleports are not correctly visited
  114. unreserveObject(hero, t1);
  115. unreserveObject(hero, t2);
  116. }
  117. else if(details.result == TryMoveHero::EMBARK && hero)
  118. {
  119. //make sure AI not attempt to visit used boat
  120. validateObject(hero->boat);
  121. }
  122. else if(details.result == TryMoveHero::DISEMBARK && o1)
  123. {
  124. auto boat = dynamic_cast<const CGBoat *>(o1);
  125. if(boat)
  126. addVisitableObj(boat);
  127. }
  128. }
  129. void VCAI::heroInGarrisonChange(const CGTownInstance *town)
  130. {
  131. LOG_TRACE(logAi);
  132. NET_EVENT_HANDLER;
  133. }
  134. void VCAI::centerView(int3 pos, int focusTime)
  135. {
  136. LOG_TRACE_PARAMS(logAi, "focusTime '%i'", focusTime);
  137. NET_EVENT_HANDLER;
  138. }
  139. void VCAI::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  140. {
  141. LOG_TRACE(logAi);
  142. NET_EVENT_HANDLER;
  143. }
  144. void VCAI::artifactAssembled(const ArtifactLocation &al)
  145. {
  146. LOG_TRACE(logAi);
  147. NET_EVENT_HANDLER;
  148. }
  149. void VCAI::showTavernWindow(const CGObjectInstance *townOrTavern)
  150. {
  151. LOG_TRACE(logAi);
  152. NET_EVENT_HANDLER;
  153. }
  154. void VCAI::showThievesGuildWindow (const CGObjectInstance * obj)
  155. {
  156. LOG_TRACE(logAi);
  157. NET_EVENT_HANDLER;
  158. }
  159. void VCAI::playerBlocked(int reason, bool start)
  160. {
  161. LOG_TRACE_PARAMS(logAi, "reason '%i', start '%i'", reason % start);
  162. NET_EVENT_HANDLER;
  163. if (start && reason == PlayerBlocked::UPCOMING_BATTLE)
  164. status.setBattle(UPCOMING_BATTLE);
  165. if(reason == PlayerBlocked::ONGOING_MOVEMENT)
  166. status.setMove(start);
  167. }
  168. void VCAI::showPuzzleMap()
  169. {
  170. LOG_TRACE(logAi);
  171. NET_EVENT_HANDLER;
  172. }
  173. void VCAI::showShipyardDialog(const IShipyard *obj)
  174. {
  175. LOG_TRACE(logAi);
  176. NET_EVENT_HANDLER;
  177. }
  178. void VCAI::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult)
  179. {
  180. LOG_TRACE_PARAMS(logAi, "victoryLossCheckResult '%s'", victoryLossCheckResult.messageToSelf);
  181. NET_EVENT_HANDLER;
  182. logAi->debug("Player %d (%s): I heard that player %d (%s) %s.", playerID, playerID.getStr(), player, player.getStr(),(victoryLossCheckResult.victory() ? "won" : "lost"));
  183. if(player == playerID)
  184. {
  185. if(victoryLossCheckResult.victory())
  186. {
  187. logAi->debug("VCAI: I won! Incredible!");
  188. logAi->debug("Turn nr %d", myCb->getDate());
  189. }
  190. else
  191. {
  192. logAi->debug("VCAI: Player %d (%s) lost. It's me. What a disappointment! :(", player, player.getStr());
  193. }
  194. finish();
  195. }
  196. }
  197. void VCAI::artifactPut(const ArtifactLocation &al)
  198. {
  199. LOG_TRACE(logAi);
  200. NET_EVENT_HANDLER;
  201. }
  202. void VCAI::artifactRemoved(const ArtifactLocation &al)
  203. {
  204. LOG_TRACE(logAi);
  205. NET_EVENT_HANDLER;
  206. }
  207. void VCAI::artifactDisassembled(const ArtifactLocation &al)
  208. {
  209. LOG_TRACE(logAi);
  210. NET_EVENT_HANDLER;
  211. }
  212. void VCAI::heroVisit(const CGHeroInstance *visitor, const CGObjectInstance *visitedObj, bool start)
  213. {
  214. LOG_TRACE_PARAMS(logAi, "start '%i'; obj '%s'", start % (visitedObj ? visitedObj->getObjectName() : std::string("n/a")));
  215. NET_EVENT_HANDLER;
  216. if(start && visitedObj) //we can end visit with null object, anyway
  217. {
  218. markObjectVisited (visitedObj);
  219. unreserveObject(visitor, visitedObj);
  220. completeGoal (sptr(Goals::GetObj(visitedObj->id.getNum()).sethero(visitor))); //we don't need to visit it anymore
  221. //TODO: what if we visited one-time visitable object that was reserved by another hero (shouldn't, but..)
  222. }
  223. status.heroVisit(visitedObj, start);
  224. }
  225. void VCAI::availableArtifactsChanged(const CGBlackMarket * bm)
  226. {
  227. LOG_TRACE(logAi);
  228. NET_EVENT_HANDLER;
  229. }
  230. void VCAI::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  231. {
  232. LOG_TRACE(logAi);
  233. NET_EVENT_HANDLER;
  234. //buildArmyIn(town);
  235. //moveCreaturesToHero(town);
  236. }
  237. void VCAI::tileHidden(const std::unordered_set<int3, ShashInt3> &pos)
  238. {
  239. LOG_TRACE(logAi);
  240. NET_EVENT_HANDLER;
  241. validateVisitableObjs();
  242. clearPathsInfo();
  243. }
  244. void VCAI::tileRevealed(const std::unordered_set<int3, ShashInt3> &pos)
  245. {
  246. LOG_TRACE(logAi);
  247. NET_EVENT_HANDLER;
  248. for(int3 tile : pos)
  249. for(const CGObjectInstance *obj : myCb->getVisitableObjs(tile))
  250. addVisitableObj(obj);
  251. clearPathsInfo();
  252. }
  253. void VCAI::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  254. {
  255. LOG_TRACE(logAi);
  256. NET_EVENT_HANDLER;
  257. auto firstHero = cb->getHero(hero1);
  258. auto secondHero = cb->getHero(hero2);
  259. status.addQuery(query, boost::str(boost::format("Exchange between heroes %s (%d) and %s (%d)") % firstHero->name % firstHero->tempOwner % secondHero->name % secondHero->tempOwner));
  260. requestActionASAP([=]()
  261. {
  262. float goalpriority1 = 0, goalpriority2 = 0;
  263. auto firstGoal = getGoal(firstHero);
  264. if (firstGoal->goalType == Goals::GATHER_ARMY)
  265. goalpriority1 = firstGoal->priority;
  266. auto secondGoal = getGoal(secondHero);
  267. if (secondGoal->goalType == Goals::GATHER_ARMY)
  268. goalpriority2 = secondGoal->priority;
  269. auto transferFrom2to1 = [this](const CGHeroInstance * h1, const CGHeroInstance *h2) -> void
  270. {
  271. this->pickBestCreatures(h1, h2);
  272. this->pickBestArtifacts(h1, h2);
  273. };
  274. //Do not attempt army or artifacts exchange if we visited ally player
  275. //Visits can still be useful if hero have skills like Scholar
  276. if(firstHero->tempOwner != secondHero->tempOwner)
  277. logAi->debug("Heroes owned by different players. Do not exchange army or artifacts.");
  278. else if(goalpriority1 > goalpriority2)
  279. transferFrom2to1 (firstHero, secondHero);
  280. else if(goalpriority1 < goalpriority2)
  281. transferFrom2to1 (secondHero, firstHero);
  282. else //regular criteria
  283. {
  284. if (firstHero->getFightingStrength() > secondHero->getFightingStrength() && canGetArmy(firstHero, secondHero))
  285. transferFrom2to1 (firstHero, secondHero);
  286. else if (canGetArmy(secondHero, firstHero))
  287. transferFrom2to1 (secondHero, firstHero);
  288. }
  289. completeGoal(sptr(Goals::VisitHero(firstHero->id.getNum()))); //TODO: what if we were visited by other hero in the meantime?
  290. completeGoal(sptr(Goals::VisitHero(secondHero->id.getNum())));
  291. answerQuery(query, 0);
  292. });
  293. }
  294. void VCAI::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
  295. {
  296. LOG_TRACE_PARAMS(logAi, "which '%i', val '%i'", which % val);
  297. NET_EVENT_HANDLER;
  298. }
  299. void VCAI::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
  300. {
  301. LOG_TRACE_PARAMS(logAi, "level '%i'", level);
  302. NET_EVENT_HANDLER;
  303. }
  304. void VCAI::heroMovePointsChanged(const CGHeroInstance * hero)
  305. {
  306. LOG_TRACE(logAi);
  307. NET_EVENT_HANDLER;
  308. }
  309. void VCAI::garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2)
  310. {
  311. LOG_TRACE(logAi);
  312. NET_EVENT_HANDLER;
  313. }
  314. void VCAI::newObject(const CGObjectInstance * obj)
  315. {
  316. LOG_TRACE(logAi);
  317. NET_EVENT_HANDLER;
  318. if(obj->isVisitable())
  319. addVisitableObj(obj);
  320. cachedSectorMaps.clear();
  321. }
  322. void VCAI::objectRemoved(const CGObjectInstance *obj)
  323. {
  324. LOG_TRACE(logAi);
  325. NET_EVENT_HANDLER;
  326. vstd::erase_if_present(visitableObjs, obj);
  327. vstd::erase_if_present(alreadyVisited, obj);
  328. for (auto h : cb->getHeroesInfo())
  329. unreserveObject(h, obj);
  330. //TODO: Find better way to handle hero boat removal
  331. if(auto hero = dynamic_cast<const CGHeroInstance *>(obj))
  332. {
  333. if(hero->boat)
  334. {
  335. vstd::erase_if_present(visitableObjs, hero->boat);
  336. vstd::erase_if_present(alreadyVisited, hero->boat);
  337. for (auto h : cb->getHeroesInfo())
  338. unreserveObject(h, hero->boat);
  339. }
  340. }
  341. cachedSectorMaps.clear(); //invalidate all paths
  342. //TODO
  343. //there are other places where CGObjectinstance ptrs are stored...
  344. //
  345. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  346. {
  347. lostHero(cb->getHero(obj->id)); //we can promote, since objectRemoved is called just before actual deletion
  348. }
  349. }
  350. void VCAI::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  351. {
  352. LOG_TRACE(logAi);
  353. NET_EVENT_HANDLER;
  354. requestActionASAP([=]()
  355. {
  356. makePossibleUpgrades(visitor);
  357. });
  358. }
  359. void VCAI::playerBonusChanged(const Bonus &bonus, bool gain)
  360. {
  361. LOG_TRACE_PARAMS(logAi, "gain '%i'", gain);
  362. NET_EVENT_HANDLER;
  363. }
  364. void VCAI::heroCreated(const CGHeroInstance* h)
  365. {
  366. LOG_TRACE(logAi);
  367. if (h->visitedTown)
  368. townVisitsThisWeek[HeroPtr(h)].insert(h->visitedTown);
  369. NET_EVENT_HANDLER;
  370. }
  371. void VCAI::advmapSpellCast(const CGHeroInstance * caster, int spellID)
  372. {
  373. LOG_TRACE_PARAMS(logAi, "spellID '%i", spellID);
  374. NET_EVENT_HANDLER;
  375. }
  376. void VCAI::showInfoDialog(const std::string &text, const std::vector<Component*> &components, int soundID)
  377. {
  378. LOG_TRACE_PARAMS(logAi, "soundID '%i'", soundID);
  379. NET_EVENT_HANDLER;
  380. }
  381. void VCAI::requestRealized(PackageApplied *pa)
  382. {
  383. LOG_TRACE(logAi);
  384. NET_EVENT_HANDLER;
  385. if(status.haveTurn())
  386. {
  387. if(pa->packType == typeList.getTypeID<EndTurn>())
  388. if(pa->result)
  389. status.madeTurn();
  390. }
  391. if(pa->packType == typeList.getTypeID<QueryReply>())
  392. {
  393. status.receivedAnswerConfirmation(pa->requestID, pa->result);
  394. }
  395. }
  396. void VCAI::receivedResource()
  397. {
  398. LOG_TRACE(logAi);
  399. NET_EVENT_HANDLER;
  400. }
  401. void VCAI::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
  402. {
  403. LOG_TRACE(logAi);
  404. NET_EVENT_HANDLER;
  405. }
  406. void VCAI::heroManaPointsChanged(const CGHeroInstance * hero)
  407. {
  408. LOG_TRACE(logAi);
  409. NET_EVENT_HANDLER;
  410. }
  411. void VCAI::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  412. {
  413. LOG_TRACE_PARAMS(logAi, "which '%d', val '%d'", which % val);
  414. NET_EVENT_HANDLER;
  415. }
  416. void VCAI::battleResultsApplied()
  417. {
  418. LOG_TRACE(logAi);
  419. NET_EVENT_HANDLER;
  420. assert(status.getBattle() == ENDING_BATTLE);
  421. status.setBattle(NO_BATTLE);
  422. }
  423. void VCAI::objectPropertyChanged(const SetObjectProperty * sop)
  424. {
  425. LOG_TRACE(logAi);
  426. NET_EVENT_HANDLER;
  427. if(sop->what == ObjProperty::OWNER)
  428. {
  429. if(myCb->getPlayerRelations(playerID, (PlayerColor)sop->val) == PlayerRelations::ENEMIES)
  430. {
  431. //we want to visit objects owned by oppponents
  432. auto obj = myCb->getObj(sop->id, false);
  433. if (obj)
  434. {
  435. addVisitableObj(obj); // TODO: Remove once save compatability broken. In past owned objects were removed from this set
  436. vstd::erase_if_present(alreadyVisited, obj);
  437. }
  438. }
  439. }
  440. }
  441. void VCAI::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what)
  442. {
  443. LOG_TRACE_PARAMS(logAi, "what '%i'", what);
  444. NET_EVENT_HANDLER;
  445. }
  446. void VCAI::heroBonusChanged(const CGHeroInstance *hero, const Bonus &bonus, bool gain)
  447. {
  448. LOG_TRACE_PARAMS(logAi, "gain '%i'", gain);
  449. NET_EVENT_HANDLER;
  450. }
  451. void VCAI::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
  452. {
  453. LOG_TRACE(logAi);
  454. NET_EVENT_HANDLER;
  455. }
  456. void VCAI::showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositions)
  457. {
  458. //TODO: AI support for ViewXXX spell
  459. LOG_TRACE(logAi);
  460. NET_EVENT_HANDLER;
  461. }
  462. void VCAI::init(std::shared_ptr<CCallback> CB)
  463. {
  464. LOG_TRACE(logAi);
  465. myCb = CB;
  466. cbc = CB;
  467. NET_EVENT_HANDLER;
  468. playerID = *myCb->getMyColor();
  469. myCb->waitTillRealize = true;
  470. myCb->unlockGsWhenWaiting = true;
  471. if(!fh)
  472. fh = new FuzzyHelper();
  473. retrieveVisitableObjs();
  474. }
  475. void VCAI::yourTurn()
  476. {
  477. LOG_TRACE(logAi);
  478. NET_EVENT_HANDLER;
  479. status.startedTurn();
  480. makingTurn = make_unique<boost::thread>(&VCAI::makeTurn, this);
  481. }
  482. void VCAI::heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill> &skills, QueryID queryID)
  483. {
  484. LOG_TRACE_PARAMS(logAi, "queryID '%i'", queryID);
  485. NET_EVENT_HANDLER;
  486. status.addQuery(queryID, boost::str(boost::format("Hero %s got level %d") % hero->name % hero->level));
  487. requestActionASAP([=](){ answerQuery(queryID, 0); });
  488. }
  489. void VCAI::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  490. {
  491. LOG_TRACE_PARAMS(logAi, "queryID '%i'", queryID);
  492. NET_EVENT_HANDLER;
  493. status.addQuery(queryID, boost::str(boost::format("Commander %s of %s got level %d") % commander->name % commander->armyObj->nodeName() % (int)commander->level));
  494. requestActionASAP([=](){ answerQuery(queryID, 0); });
  495. }
  496. void VCAI::showBlockingDialog(const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel)
  497. {
  498. LOG_TRACE_PARAMS(logAi, "text '%s', askID '%i', soundID '%i', selection '%i', cancel '%i'", text % askID % soundID % selection % cancel);
  499. NET_EVENT_HANDLER;
  500. int sel = 0;
  501. status.addQuery(askID, boost::str(boost::format("Blocking dialog query with %d components - %s")
  502. % components.size() % text));
  503. if(selection) //select from multiple components -> take the last one (they're indexed [1-size])
  504. sel = components.size();
  505. if(!selection && cancel) //yes&no -> always answer yes, we are a brave AI :)
  506. sel = 1;
  507. requestActionASAP([=]()
  508. {
  509. answerQuery(askID, sel);
  510. });
  511. }
  512. void VCAI::showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
  513. {
  514. // LOG_TRACE_PARAMS(logAi, "askID '%i', exits '%s'", askID % exits);
  515. NET_EVENT_HANDLER;
  516. status.addQuery(askID, boost::str(boost::format("Teleport dialog query with %d exits")
  517. % exits.size()));
  518. int choosenExit = -1;
  519. if(impassable)
  520. knownTeleportChannels[channel]->passability = TeleportChannel::IMPASSABLE;
  521. else if(destinationTeleport != ObjectInstanceID() && destinationTeleportPos.valid())
  522. {
  523. auto neededExit = std::make_pair(destinationTeleport, destinationTeleportPos);
  524. if(destinationTeleport != ObjectInstanceID() && vstd::contains(exits, neededExit))
  525. choosenExit = vstd::find_pos(exits, neededExit);
  526. }
  527. for(auto exit : exits)
  528. {
  529. if(status.channelProbing() && exit.first == destinationTeleport)
  530. {
  531. choosenExit = vstd::find_pos(exits, exit);
  532. break;
  533. }
  534. else
  535. {
  536. // TODO: Implement checking if visiting that teleport will uncovert any FoW
  537. // So far this is the best option to handle decision about probing
  538. auto obj = cb->getObj(exit.first, false);
  539. if(obj == nullptr && !vstd::contains(teleportChannelProbingList, exit.first) &&
  540. exit.first != destinationTeleport)
  541. {
  542. teleportChannelProbingList.push_back(exit.first);
  543. }
  544. }
  545. }
  546. requestActionASAP([=]()
  547. {
  548. answerQuery(askID, choosenExit);
  549. });
  550. }
  551. void VCAI::showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  552. {
  553. LOG_TRACE_PARAMS(logAi, "removableUnits '%i', queryID '%i'", removableUnits % queryID);
  554. NET_EVENT_HANDLER;
  555. std::string s1 = up ? up->nodeName() : "NONE";
  556. std::string s2 = down ? down->nodeName() : "NONE";
  557. status.addQuery(queryID, boost::str(boost::format("Garrison dialog with %s and %s") % s1 % s2));
  558. //you can't request action from action-response thread
  559. requestActionASAP([=]()
  560. {
  561. if(removableUnits)
  562. pickBestCreatures(down, up);
  563. answerQuery(queryID, 0);
  564. });
  565. }
  566. void VCAI::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
  567. {
  568. status.addQuery(askID, "Map object select query");
  569. requestActionASAP([=](){ answerQuery(askID, 0); });
  570. //TODO: Town portal destination selection goes here
  571. }
  572. void VCAI::saveGame(BinarySerializer & h, const int version)
  573. {
  574. LOG_TRACE_PARAMS(logAi, "version '%i'", version);
  575. NET_EVENT_HANDLER;
  576. validateVisitableObjs();
  577. #if 0
  578. //disabled due to issue 2890
  579. registerGoals(h);
  580. #endif // 0
  581. CAdventureAI::saveGame(h, version);
  582. serializeInternal(h, version);
  583. }
  584. void VCAI::loadGame(BinaryDeserializer & h, const int version)
  585. {
  586. LOG_TRACE_PARAMS(logAi, "version '%i'", version);
  587. NET_EVENT_HANDLER;
  588. #if 0
  589. //disabled due to issue 2890
  590. registerGoals(h);
  591. #endif // 0
  592. CAdventureAI::loadGame(h, version);
  593. serializeInternal(h, version);
  594. }
  595. void makePossibleUpgrades(const CArmedInstance *obj)
  596. {
  597. if(!obj)
  598. return;
  599. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  600. {
  601. if(const CStackInstance *s = obj->getStackPtr(SlotID(i)))
  602. {
  603. UpgradeInfo ui;
  604. cb->getUpgradeInfo(obj, SlotID(i), ui);
  605. if(ui.oldID >= 0 && cb->getResourceAmount().canAfford(ui.cost[0] * s->count))
  606. {
  607. cb->upgradeCreature(obj, SlotID(i), ui.newID[0]);
  608. }
  609. }
  610. }
  611. }
  612. void VCAI::makeTurn()
  613. {
  614. logGlobal->info("Player %d (%s) starting turn", playerID, playerID.getStr());
  615. MAKING_TURN;
  616. boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
  617. setThreadName("VCAI::makeTurn");
  618. switch(cb->getDate(Date::DAY_OF_WEEK))
  619. {
  620. case 1:
  621. {
  622. townVisitsThisWeek.clear();
  623. std::vector<const CGObjectInstance *> objs;
  624. retrieveVisitableObjs(objs, true);
  625. for(const CGObjectInstance *obj : objs)
  626. {
  627. if (isWeeklyRevisitable(obj))
  628. {
  629. addVisitableObj(obj);
  630. vstd::erase_if_present(alreadyVisited, obj);
  631. }
  632. }
  633. }
  634. break;
  635. }
  636. markHeroAbleToExplore (primaryHero());
  637. makeTurnInternal();
  638. return;
  639. }
  640. void VCAI::makeTurnInternal()
  641. {
  642. saving = 0;
  643. //it looks messy here, but it's better to have armed heroes before attempting realizing goals
  644. for(const CGTownInstance *t : cb->getTownsInfo())
  645. moveCreaturesToHero(t);
  646. try
  647. {
  648. //Pick objects reserved in previous turn - we expect only nerby objects there
  649. auto reservedHeroesCopy = reservedHeroesMap; //work on copy => the map may be changed while iterating (eg because hero died when attempting a goal)
  650. for (auto hero : reservedHeroesCopy)
  651. {
  652. if(reservedHeroesMap.count(hero.first))
  653. continue; //hero might have been removed while we were in this loop
  654. if(!hero.first.validAndSet())
  655. {
  656. logAi->error("Hero %s present on reserved map. Shouldn't be.", hero.first.name);
  657. continue;
  658. }
  659. std::vector<const CGObjectInstance *> vec(hero.second.begin(), hero.second.end());
  660. boost::sort (vec, CDistanceSorter(hero.first.get()));
  661. for (auto obj : vec)
  662. {
  663. if(!obj || !cb->getObj(obj->id))
  664. {
  665. logAi->error("Error: there is wrong object on list for hero %s", hero.first->name);
  666. continue;
  667. }
  668. striveToGoal (sptr(Goals::VisitTile(obj->visitablePos()).sethero(hero.first)));
  669. }
  670. }
  671. //now try to win
  672. striveToGoal(sptr(Goals::Win()));
  673. //finally, continue our abstract long-term goals
  674. int oldMovement = 0;
  675. int newMovement = 0;
  676. while (true)
  677. {
  678. oldMovement = newMovement; //remember old value
  679. newMovement = 0;
  680. std::vector<std::pair<HeroPtr, Goals::TSubgoal> > safeCopy;
  681. for (auto mission : lockedHeroes)
  682. {
  683. fh->setPriority (mission.second); //re-evaluate
  684. if (canAct(mission.first))
  685. {
  686. newMovement += mission.first->movement;
  687. safeCopy.push_back (mission);
  688. }
  689. }
  690. if (newMovement == oldMovement) //means our heroes didn't move or didn't re-assign their goals
  691. {
  692. logAi->warn("Our heroes don't move anymore, exhaustive decomposition failed");
  693. break;
  694. }
  695. if (safeCopy.empty())
  696. break; //all heroes exhausted their locked goals
  697. else
  698. {
  699. typedef std::pair<HeroPtr, Goals::TSubgoal> TItrType;
  700. auto lockedHeroesSorter = [](TItrType m1, TItrType m2) -> bool
  701. {
  702. return m1.second->priority < m2.second->priority;
  703. };
  704. boost::sort(safeCopy, lockedHeroesSorter);
  705. striveToGoal (safeCopy.back().second);
  706. }
  707. }
  708. auto quests = myCb->getMyQuests();
  709. for (auto quest : quests)
  710. {
  711. striveToQuest (quest);
  712. }
  713. striveToGoal(sptr(Goals::Build())); //TODO: smarter building management
  714. performTypicalActions();
  715. //for debug purpose
  716. for (auto h : cb->getHeroesInfo())
  717. {
  718. if (h->movement)
  719. logAi->warn("Hero %s has %d MP left", h->name, h->movement);
  720. }
  721. }
  722. catch(boost::thread_interrupted &e)
  723. {
  724. logAi->debug("Making turn thread has been interrupted. We'll end without calling endTurn.");
  725. return;
  726. }
  727. catch(std::exception &e)
  728. {
  729. logAi->debug("Making turn thread has caught an exception: %s", e.what());
  730. }
  731. endTurn();
  732. }
  733. bool VCAI::goVisitObj(const CGObjectInstance * obj, HeroPtr h)
  734. {
  735. int3 dst = obj->visitablePos();
  736. auto sm = getCachedSectorMap(h);
  737. logAi->debug("%s will try to visit %s at (%s)",h->name, obj->getObjectName(), dst.toString());
  738. int3 pos = sm->firstTileToGet(h, dst);
  739. if (!pos.valid()) //rare case when we are already standing on one of potential objects
  740. return false;
  741. return moveHeroToTile(pos, h);
  742. }
  743. void VCAI::performObjectInteraction(const CGObjectInstance * obj, HeroPtr h)
  744. {
  745. LOG_TRACE_PARAMS(logAi, "Hero %s and object %s at %s", h->name % obj->getObjectName() % obj->pos.toString());
  746. switch (obj->ID)
  747. {
  748. case Obj::CREATURE_GENERATOR1:
  749. recruitCreatures (dynamic_cast<const CGDwelling *>(obj), h.get());
  750. checkHeroArmy (h);
  751. break;
  752. case Obj::TOWN:
  753. moveCreaturesToHero (dynamic_cast<const CGTownInstance *>(obj));
  754. if (h->visitedTown) //we are inside, not just attacking
  755. {
  756. townVisitsThisWeek[h].insert(h->visitedTown);
  757. if (!h->hasSpellbook() && cb->getResourceAmount(Res::GOLD) >= GameConstants::SPELLBOOK_GOLD_COST + saving[Res::GOLD] &&
  758. h->visitedTown->hasBuilt (BuildingID::MAGES_GUILD_1))
  759. cb->buyArtifact(h.get(), ArtifactID::SPELLBOOK);
  760. }
  761. break;
  762. }
  763. completeGoal (sptr(Goals::GetObj(obj->id.getNum()).sethero(h)));
  764. }
  765. void VCAI::moveCreaturesToHero(const CGTownInstance * t)
  766. {
  767. if(t->visitingHero && t->armedGarrison() && t->visitingHero->tempOwner == t->tempOwner)
  768. {
  769. pickBestCreatures (t->visitingHero, t);
  770. }
  771. }
  772. bool VCAI::canGetArmy (const CGHeroInstance * army, const CGHeroInstance * source)
  773. { //TODO: merge with pickBestCreatures
  774. //if (ai->primaryHero().h == source)
  775. if(army->tempOwner != source->tempOwner)
  776. {
  777. logAi->error("Why are we even considering exchange between heroes from different players?");
  778. return false;
  779. }
  780. const CArmedInstance *armies[] = {army, source};
  781. //we calculate total strength for each creature type available in armies
  782. std::map<const CCreature*, int> creToPower;
  783. for(auto armyPtr : armies)
  784. for(auto &i : armyPtr->Slots())
  785. {
  786. //TODO: allow splitting stacks?
  787. creToPower[i.second->type] += i.second->getPower();
  788. }
  789. //TODO - consider more than just power (ie morale penalty, hero specialty in certain stacks, etc)
  790. int armySize = creToPower.size();
  791. armySize = std::min ((source->needsLastStack() ? armySize - 1 : armySize), GameConstants::ARMY_SIZE); //can't move away last stack
  792. std::vector<const CCreature *> bestArmy; //types that'll be in final dst army
  793. for (int i = 0; i < armySize; i++) //pick the creatures from which we can get most power, as many as dest can fit
  794. {
  795. typedef const std::pair<const CCreature*, int> &CrePowerPair;
  796. auto creIt = boost::max_element(creToPower, [](CrePowerPair lhs, CrePowerPair rhs)
  797. {
  798. return lhs.second < rhs.second;
  799. });
  800. bestArmy.push_back(creIt->first);
  801. creToPower.erase(creIt);
  802. if(creToPower.empty())
  803. break;
  804. }
  805. //foreach best type -> iterate over slots in both armies and if it's the appropriate type, send it to the slot where it belongs
  806. for (int i = 0; i < bestArmy.size(); i++) //i-th strongest creature type will go to i-th slot
  807. {
  808. for(auto armyPtr : armies)
  809. for (int j = 0; j < GameConstants::ARMY_SIZE; j++)
  810. {
  811. if(armyPtr->getCreature(SlotID(j)) == bestArmy[i] && armyPtr != army) //it's a searched creature not in dst ARMY
  812. {
  813. //FIXME: line below is useless when simulating exchange between two non-singular armies
  814. if(!(armyPtr->needsLastStack() && armyPtr->stacksCount() == 1)) //can't take away last creature
  815. return true; //at least one exchange will be performed
  816. else
  817. return false; //no further exchange possible
  818. }
  819. }
  820. }
  821. return false;
  822. }
  823. void VCAI::pickBestCreatures(const CArmedInstance * army, const CArmedInstance * source)
  824. {
  825. //TODO - what if source is a hero (the last stack problem) -> it'd good to create a single stack of weakest cre
  826. const CArmedInstance *armies[] = {army, source};
  827. //we calculate total strength for each creature type available in armies
  828. std::map<const CCreature*, int> creToPower;
  829. for(auto armyPtr : armies)
  830. for(auto &i : armyPtr->Slots())
  831. {//TODO: allow splitting stacks?
  832. creToPower[i.second->type] += i.second->getPower();
  833. }
  834. //TODO - consider more than just power (ie morale penalty, hero specialty in certain stacks, etc)
  835. int armySize = creToPower.size();
  836. armySize = std::min ((source->needsLastStack() ? armySize - 1 : armySize), GameConstants::ARMY_SIZE); //can't move away last stack
  837. std::vector<const CCreature *> bestArmy; //types that'll be in final dst army
  838. for (int i = 0; i < armySize; i++) //pick the creatures from which we can get most power, as many as dest can fit
  839. {
  840. typedef const std::pair<const CCreature*, int> &CrePowerPair;
  841. auto creIt = boost::max_element(creToPower, [](CrePowerPair lhs, CrePowerPair rhs)
  842. {
  843. return lhs.second < rhs.second;
  844. });
  845. bestArmy.push_back(creIt->first);
  846. creToPower.erase(creIt);
  847. if(creToPower.empty())
  848. break;
  849. }
  850. //foreach best type -> iterate over slots in both armies and if it's the appropriate type, send it to the slot where it belongs
  851. for (int i = 0; i < bestArmy.size(); i++) //i-th strongest creature type will go to i-th slot
  852. {
  853. for(auto armyPtr : armies)
  854. for (int j = 0; j < GameConstants::ARMY_SIZE; j++)
  855. {
  856. if(armyPtr->getCreature(SlotID(j)) == bestArmy[i] && (i != j || armyPtr != army)) //it's a searched creature not in dst SLOT
  857. if(!(armyPtr->needsLastStack() && armyPtr->stacksCount() == 1)) //can't take away last creature
  858. cb->mergeOrSwapStacks(armyPtr, army, SlotID(j), SlotID(i));
  859. }
  860. }
  861. //TODO - having now strongest possible army, we may want to think about arranging stacks
  862. auto hero = dynamic_cast<const CGHeroInstance *>(army);
  863. if (hero)
  864. {
  865. checkHeroArmy (hero);
  866. }
  867. }
  868. void VCAI::pickBestArtifacts(const CGHeroInstance * h, const CGHeroInstance * other)
  869. {
  870. auto equipBest = [](const CGHeroInstance * h, const CGHeroInstance * otherh, bool giveStuffToFirstHero) -> void
  871. {
  872. bool changeMade = false;
  873. do
  874. {
  875. changeMade = false;
  876. //we collect gear always in same order
  877. std::vector<ArtifactLocation> allArtifacts;
  878. if (giveStuffToFirstHero)
  879. {
  880. for (auto p : h->artifactsWorn)
  881. {
  882. if (p.second.artifact)
  883. allArtifacts.push_back(ArtifactLocation(h, p.first));
  884. }
  885. }
  886. for (auto slot : h->artifactsInBackpack)
  887. allArtifacts.push_back(ArtifactLocation(h, h->getArtPos(slot.artifact)));
  888. if (otherh)
  889. {
  890. for (auto p : otherh->artifactsWorn)
  891. {
  892. if (p.second.artifact)
  893. allArtifacts.push_back(ArtifactLocation(otherh, p.first));
  894. }
  895. for (auto slot : otherh->artifactsInBackpack)
  896. allArtifacts.push_back(ArtifactLocation(otherh, otherh->getArtPos(slot.artifact)));
  897. }
  898. //we give stuff to one hero or another, depending on giveStuffToFirstHero
  899. const CGHeroInstance * target = nullptr;
  900. if (giveStuffToFirstHero || !otherh)
  901. target = h;
  902. else
  903. target = otherh;
  904. for (auto location : allArtifacts)
  905. {
  906. if (location.relatedObj() == target && location.slot < ArtifactPosition::AFTER_LAST)
  907. continue; //don't reequip artifact we already wear
  908. if(location.slot == ArtifactPosition::MACH4) // don't attempt to move catapult
  909. continue;
  910. auto s = location.getSlot();
  911. if (!s || s->locked) //we can't move locks
  912. continue;
  913. auto artifact = s->artifact;
  914. if (!artifact)
  915. continue;
  916. //FIXME: why are the above possible to be null?
  917. bool emptySlotFound = false;
  918. for (auto slot : artifact->artType->possibleSlots.at(target->bearerType()))
  919. {
  920. ArtifactLocation destLocation(target, slot);
  921. if (target->isPositionFree(slot) && artifact->canBePutAt(destLocation, true)) //combined artifacts are not always allowed to move
  922. {
  923. cb->swapArtifacts(location, destLocation); //just put into empty slot
  924. emptySlotFound = true;
  925. changeMade = true;
  926. break;
  927. }
  928. }
  929. if (!emptySlotFound) //try to put that atifact in already occupied slot
  930. {
  931. for (auto slot : artifact->artType->possibleSlots.at(target->bearerType()))
  932. {
  933. auto otherSlot = target->getSlot(slot);
  934. if (otherSlot && otherSlot->artifact) //we need to exchange artifact for better one
  935. {
  936. ArtifactLocation destLocation(target, slot);
  937. //if that artifact is better than what we have, pick it
  938. if (compareArtifacts(artifact, otherSlot->artifact) && artifact->canBePutAt(destLocation, true)) //combined artifacts are not always allowed to move
  939. {
  940. cb->swapArtifacts(location, ArtifactLocation(target, target->getArtPos(otherSlot->artifact)));
  941. changeMade = true;
  942. break;
  943. }
  944. }
  945. }
  946. }
  947. if (changeMade)
  948. break; //start evaluating artifacts from scratch
  949. }
  950. } while (changeMade);
  951. };
  952. equipBest (h, other, true);
  953. if (other)
  954. {
  955. equipBest(h, other, false);
  956. }
  957. }
  958. void VCAI::recruitCreatures(const CGDwelling * d, const CArmedInstance * recruiter)
  959. {
  960. for(int i = 0; i < d->creatures.size(); i++)
  961. {
  962. if(!d->creatures[i].second.size())
  963. continue;
  964. int count = d->creatures[i].first;
  965. CreatureID creID = d->creatures[i].second.back();
  966. // const CCreature *c = VLC->creh->creatures[creID];
  967. // if(containsSavedRes(c->cost))
  968. // continue;
  969. vstd::amin(count, freeResources() / VLC->creh->creatures[creID]->cost);
  970. if(count > 0)
  971. cb->recruitCreatures(d, recruiter, creID, count, i);
  972. }
  973. }
  974. bool VCAI::tryBuildStructure(const CGTownInstance * t, BuildingID building, unsigned int maxDays)
  975. {
  976. if (maxDays == 0)
  977. {
  978. logAi->warn("Request to build building %d in 0 days!", building.toEnum());
  979. return false;
  980. }
  981. if (!vstd::contains(t->town->buildings, building))
  982. return false; // no such building in town
  983. if (t->hasBuilt(building)) //Already built? Shouldn't happen in general
  984. return true;
  985. const CBuilding * buildPtr = t->town->buildings.at(building);
  986. auto toBuild = buildPtr->requirements.getFulfillmentCandidates([&](const BuildingID & buildID)
  987. {
  988. return t->hasBuilt(buildID);
  989. });
  990. toBuild.push_back(building);
  991. for(BuildingID buildID : toBuild)
  992. {
  993. EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID);
  994. if (canBuild == EBuildingState::HAVE_CAPITAL
  995. || canBuild == EBuildingState::FORBIDDEN
  996. || canBuild == EBuildingState::NO_WATER)
  997. return false; //we won't be able to build this
  998. }
  999. if (maxDays && toBuild.size() > maxDays)
  1000. return false;
  1001. TResources currentRes = cb->getResourceAmount();
  1002. //TODO: calculate if we have enough resources to build it in maxDays
  1003. for(const auto & buildID : toBuild)
  1004. {
  1005. const CBuilding *b = t->town->buildings.at(buildID);
  1006. EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID);
  1007. if(canBuild == EBuildingState::ALLOWED)
  1008. {
  1009. if(!containsSavedRes(b->resources))
  1010. {
  1011. logAi->debug("Player %d will build %s in town of %s at %s", playerID, b->Name(), t->name, t->pos.toString());
  1012. cb->buildBuilding(t, buildID);
  1013. return true;
  1014. }
  1015. continue;
  1016. }
  1017. else if(canBuild == EBuildingState::NO_RESOURCES)
  1018. {
  1019. //TResources income = estimateIncome();
  1020. TResources cost = t->town->buildings.at(buildID)->resources;
  1021. for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
  1022. {
  1023. //int diff = currentRes[i] - cost[i] + income[i];
  1024. int diff = currentRes[i] - cost[i];
  1025. if(diff < 0)
  1026. saving[i] = 1;
  1027. }
  1028. continue;
  1029. }
  1030. else if (canBuild == EBuildingState::PREREQUIRES)
  1031. {
  1032. // can happen when dependencies have their own missing dependencies
  1033. if (tryBuildStructure(t, buildID, maxDays - 1))
  1034. return true;
  1035. }
  1036. else if (canBuild == EBuildingState::MISSING_BASE)
  1037. {
  1038. if (tryBuildStructure(t, b->upgrade, maxDays - 1))
  1039. return true;
  1040. }
  1041. }
  1042. return false;
  1043. }
  1044. //bool VCAI::canBuildStructure(const CGTownInstance * t, BuildingID building, unsigned int maxDays=7)
  1045. //{
  1046. // if (maxDays == 0)
  1047. // {
  1048. // logAi->warn("Request to build building %d in 0 days!", building.toEnum());
  1049. // return false;
  1050. // }
  1051. //
  1052. // if (!vstd::contains(t->town->buildings, building))
  1053. // return false; // no such building in town
  1054. //
  1055. // if (t->hasBuilt(building)) //Already built? Shouldn't happen in general
  1056. // return true;
  1057. //
  1058. // const CBuilding * buildPtr = t->town->buildings.at(building);
  1059. //
  1060. // auto toBuild = buildPtr->requirements.getFulfillmentCandidates([&](const BuildingID & buildID)
  1061. // {
  1062. // return t->hasBuilt(buildID);
  1063. // });
  1064. // toBuild.push_back(building);
  1065. //
  1066. // for(BuildingID buildID : toBuild)
  1067. // {
  1068. // EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID);
  1069. // if (canBuild == EBuildingState::HAVE_CAPITAL
  1070. // || canBuild == EBuildingState::FORBIDDEN
  1071. // || canBuild == EBuildingState::NO_WATER)
  1072. // return false; //we won't be able to build this
  1073. // }
  1074. //
  1075. // if (maxDays && toBuild.size() > maxDays)
  1076. // return false;
  1077. //
  1078. // TResources currentRes = cb->getResourceAmount();
  1079. // TResources income = estimateIncome();
  1080. // //TODO: calculate if we have enough resources to build it in maxDays
  1081. //
  1082. // for(const auto & buildID : toBuild)
  1083. // {
  1084. // const CBuilding *b = t->town->buildings.at(buildID);
  1085. //
  1086. // EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID);
  1087. // if(canBuild == EBuildingState::ALLOWED)
  1088. // {
  1089. // if(!containsSavedRes(b->resources))
  1090. // {
  1091. // logAi->debug("Player %d will build %s in town of %s at %s", playerID, b->Name(), t->name, t->pos.toString());
  1092. // return true;
  1093. // }
  1094. // continue;
  1095. // }
  1096. // else if(canBuild == EBuildingState::NO_RESOURCES)
  1097. // {
  1098. // TResources cost = t->town->buildings.at(buildID)->resources;
  1099. // for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
  1100. // {
  1101. // int diff = currentRes[i] - cost[i] + income[i];
  1102. // if(diff < 0)
  1103. // saving[i] = 1;
  1104. // }
  1105. // continue;
  1106. // }
  1107. // else if (canBuild == EBuildingState::PREREQUIRES)
  1108. // {
  1109. // // can happen when dependencies have their own missing dependencies
  1110. // if (canBuildStructure(t, buildID, maxDays - 1))
  1111. // return true;
  1112. // }
  1113. // else if (canBuild == EBuildingState::MISSING_BASE)
  1114. // {
  1115. // if (canBuildStructure(t, b->upgrade, maxDays - 1))
  1116. // return true;
  1117. // }
  1118. // }
  1119. // return false;
  1120. //}
  1121. bool VCAI::tryBuildAnyStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays)
  1122. {
  1123. for(const auto & building : buildList)
  1124. {
  1125. if(t->hasBuilt(building))
  1126. continue;
  1127. if (tryBuildStructure(t, building, maxDays))
  1128. return true;
  1129. }
  1130. return false; //Can't build anything
  1131. }
  1132. BuildingID VCAI::canBuildAnyStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays)
  1133. {
  1134. for(const auto & building : buildList)
  1135. {
  1136. if(t->hasBuilt(building))
  1137. continue;
  1138. if (cb->canBuildStructure(t, building))
  1139. return building;
  1140. }
  1141. return BuildingID::NONE; //Can't build anything
  1142. }
  1143. bool VCAI::tryBuildNextStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays)
  1144. {
  1145. for(const auto & building : buildList)
  1146. {
  1147. if(t->hasBuilt(building))
  1148. continue;
  1149. return tryBuildStructure(t, building, maxDays);
  1150. }
  1151. return false;//Nothing to build
  1152. }
  1153. //Set of buildings for different goals. Does not include any prerequisites.
  1154. static const BuildingID essential[] = {BuildingID::TAVERN, BuildingID::TOWN_HALL};
  1155. static const BuildingID goldSource[] = {BuildingID::TOWN_HALL, BuildingID::CITY_HALL, BuildingID::CAPITOL};
  1156. static const BuildingID capitolRequirements[] = { BuildingID::FORT, BuildingID::CITADEL };
  1157. static const BuildingID unitsSource[] = { BuildingID::DWELL_LVL_1, BuildingID::DWELL_LVL_2, BuildingID::DWELL_LVL_3,
  1158. BuildingID::DWELL_LVL_4, BuildingID::DWELL_LVL_5, BuildingID::DWELL_LVL_6, BuildingID::DWELL_LVL_7};
  1159. static const BuildingID unitsUpgrade[] = { BuildingID::DWELL_LVL_1_UP, BuildingID::DWELL_LVL_2_UP, BuildingID::DWELL_LVL_3_UP,
  1160. BuildingID::DWELL_LVL_4_UP, BuildingID::DWELL_LVL_5_UP, BuildingID::DWELL_LVL_6_UP, BuildingID::DWELL_LVL_7_UP};
  1161. static const BuildingID unitGrowth[] = { BuildingID::FORT, BuildingID::CITADEL, BuildingID::CASTLE, BuildingID::HORDE_1,
  1162. BuildingID::HORDE_1_UPGR, BuildingID::HORDE_2, BuildingID::HORDE_2_UPGR};
  1163. static const BuildingID _spells[] = {BuildingID::MAGES_GUILD_1, BuildingID::MAGES_GUILD_2, BuildingID::MAGES_GUILD_3,
  1164. BuildingID::MAGES_GUILD_4, BuildingID::MAGES_GUILD_5};
  1165. static const BuildingID extra[] = {BuildingID::RESOURCE_SILO, BuildingID::SPECIAL_1, BuildingID::SPECIAL_2, BuildingID::SPECIAL_3,
  1166. BuildingID::SPECIAL_4, BuildingID::SHIPYARD}; // all remaining buildings
  1167. void VCAI::buildStructure(const CGTownInstance * t)
  1168. {
  1169. //TODO make *real* town development system
  1170. //TODO: faction-specific development: use special buildings, build dwellings in better order, etc
  1171. //TODO: build resource silo, defences when needed
  1172. //Possible - allow "locking" on specific building (build prerequisites and then building itself)
  1173. //below algorithm focuses on economy growth at start of the game.
  1174. TResources currentRes = cb->getResourceAmount();
  1175. TResources currentIncome = t->dailyIncome();
  1176. int townIncome = currentIncome[Res::GOLD];
  1177. if(tryBuildAnyStructure(t, std::vector<BuildingID>(essential, essential + ARRAY_COUNT(essential))))
  1178. return;
  1179. //the more gold the better and less problems later
  1180. if(tryBuildNextStructure(t, std::vector<BuildingID>(goldSource, goldSource + ARRAY_COUNT(goldSource))))
  1181. return;
  1182. //workaround for mantis #2696 - build fort and citadel - building castle will be handled without bug
  1183. if(vstd::contains(t->builtBuildings, BuildingID::CITY_HALL) && cb->canBuildStructure(t, BuildingID::CAPITOL) != EBuildingState::HAVE_CAPITAL &&
  1184. cb->canBuildStructure(t, BuildingID::CAPITOL) != EBuildingState::FORBIDDEN)
  1185. if(tryBuildNextStructure(t, std::vector<BuildingID>(capitolRequirements, capitolRequirements + ARRAY_COUNT(capitolRequirements))))
  1186. return;
  1187. if((!vstd::contains(t->builtBuildings, BuildingID::CAPITOL) && cb->canBuildStructure(t, BuildingID::CAPITOL) != EBuildingState::HAVE_CAPITAL && cb->canBuildStructure(t, BuildingID::CAPITOL) != EBuildingState::FORBIDDEN)
  1188. || (!vstd::contains(t->builtBuildings, BuildingID::CITY_HALL) && cb->canBuildStructure(t, BuildingID::CAPITOL) == EBuildingState::HAVE_CAPITAL && cb->canBuildStructure(t, BuildingID::CITY_HALL) != EBuildingState::FORBIDDEN)
  1189. || (!vstd::contains(t->builtBuildings, BuildingID::TOWN_HALL) && cb->canBuildStructure(t, BuildingID::TOWN_HALL) != EBuildingState::FORBIDDEN))
  1190. return; //save money for capitol or city hall if capitol unavailable, do not build other things (unless gold source buildings are disabled in map editor)
  1191. if(cb->getDate(Date::DAY_OF_WEEK) > 6)// last 2 days of week - try to focus on growth
  1192. {
  1193. if(tryBuildNextStructure(t, std::vector<BuildingID>(unitGrowth, unitGrowth + ARRAY_COUNT(unitGrowth)), 2))
  1194. return;
  1195. }
  1196. // first in-game week or second half of any week: try build dwellings
  1197. if(cb->getDate(Date::DAY) < 7 || cb->getDate(Date::DAY_OF_WEEK) > 3)
  1198. if(tryBuildAnyStructure(t, std::vector<BuildingID>(unitsSource, unitsSource + ARRAY_COUNT(unitsSource)), 8 - cb->getDate(Date::DAY_OF_WEEK)))
  1199. return;
  1200. //try to upgrade dwelling
  1201. for(int i = 0; i < ARRAY_COUNT(unitsUpgrade); i++)
  1202. {
  1203. if(t->hasBuilt(unitsSource[i]) && !t->hasBuilt(unitsUpgrade[i]))
  1204. {
  1205. if(tryBuildStructure(t, unitsUpgrade[i]))
  1206. return;
  1207. }
  1208. }
  1209. //remaining tasks
  1210. if(tryBuildNextStructure(t, std::vector<BuildingID>(_spells, _spells + ARRAY_COUNT(_spells))))
  1211. return;
  1212. if(tryBuildAnyStructure(t, std::vector<BuildingID>(extra, extra + ARRAY_COUNT(extra))))
  1213. return;
  1214. //at the end, try to get and build any extra buildings with nonstandard slots (for example HotA 3rd level dwelling)
  1215. std::vector<BuildingID> extraBuildings;
  1216. for(auto buildingInfo : t->town->buildings)
  1217. if(buildingInfo.first > 43)
  1218. extraBuildings.push_back(buildingInfo.first);
  1219. if(tryBuildAnyStructure(t, extraBuildings))
  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().toString());
  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. {
  1410. if(goal->invalid())
  1411. vstd::erase_if_present(lockedHeroes, h);
  1412. else
  1413. {
  1414. lockedHeroes[h] = goal;
  1415. goal->setisElementar(false); //Force always evaluate goals before realizing
  1416. }
  1417. }
  1418. void VCAI::evaluateGoal(HeroPtr h)
  1419. {
  1420. if (vstd::contains(lockedHeroes, h))
  1421. fh->setPriority(lockedHeroes[h]);
  1422. }
  1423. void VCAI::completeGoal (Goals::TSubgoal goal)
  1424. {
  1425. logAi->trace("Completing goal: %s", goal->name());
  1426. if (const CGHeroInstance * h = goal->hero.get(true))
  1427. {
  1428. auto it = lockedHeroes.find(h);
  1429. if (it != lockedHeroes.end())
  1430. if (it->second == goal)
  1431. {
  1432. logAi->debug(goal->completeMessage());
  1433. lockedHeroes.erase(it); //goal fulfilled, free hero
  1434. }
  1435. }
  1436. else //complete goal for all heroes maybe?
  1437. {
  1438. vstd::erase_if(lockedHeroes, [goal](std::pair<HeroPtr, Goals::TSubgoal> p)
  1439. {
  1440. if (*(p.second) == *goal || p.second->fulfillsMe(goal)) //we could have fulfilled goals of other heroes by chance
  1441. {
  1442. logAi->debug(p.second->completeMessage());
  1443. return true;
  1444. }
  1445. return false;
  1446. });
  1447. }
  1448. }
  1449. void VCAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
  1450. {
  1451. NET_EVENT_HANDLER;
  1452. assert(playerID > PlayerColor::PLAYER_LIMIT || status.getBattle() == UPCOMING_BATTLE);
  1453. status.setBattle(ONGOING_BATTLE);
  1454. 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
  1455. battlename = boost::str(boost::format("Starting battle of %s attacking %s at %s") % (hero1 ? hero1->name : "a army") % (presumedEnemy ? presumedEnemy->getObjectName() : "unknown enemy") % tile.toString());
  1456. CAdventureAI::battleStart(army1, army2, tile, hero1, hero2, side);
  1457. }
  1458. void VCAI::battleEnd(const BattleResult *br)
  1459. {
  1460. NET_EVENT_HANDLER;
  1461. assert(status.getBattle() == ONGOING_BATTLE);
  1462. status.setBattle(ENDING_BATTLE);
  1463. bool won = br->winner == myCb->battleGetMySide();
  1464. logAi->debug("Player %d (%s): I %s the %s!", playerID, playerID.getStr(), (won ? "won" : "lost"), battlename);
  1465. battlename.clear();
  1466. CAdventureAI::battleEnd(br);
  1467. }
  1468. void VCAI::waitTillFree()
  1469. {
  1470. auto unlock = vstd::makeUnlockSharedGuard(CGameState::mutex);
  1471. status.waitTillFree();
  1472. }
  1473. void VCAI::markObjectVisited (const CGObjectInstance *obj)
  1474. {
  1475. if(!obj)
  1476. return;
  1477. if(dynamic_cast<const CGVisitableOPH *>(obj) || //we may want to visit it with another hero
  1478. dynamic_cast<const CGBonusingObject *>(obj) || //or another time
  1479. (obj->ID == Obj::MONSTER))
  1480. return;
  1481. alreadyVisited.insert(obj);
  1482. }
  1483. void VCAI::reserveObject(HeroPtr h, const CGObjectInstance *obj)
  1484. {
  1485. reservedObjs.insert(obj);
  1486. reservedHeroesMap[h].insert(obj);
  1487. logAi->debug("reserved object id=%d; address=%p; name=%s", obj->id ,obj, obj->getObjectName());
  1488. }
  1489. void VCAI::unreserveObject(HeroPtr h, const CGObjectInstance *obj)
  1490. {
  1491. vstd::erase_if_present(reservedObjs, obj); //unreserve objects
  1492. vstd::erase_if_present(reservedHeroesMap[h], obj);
  1493. }
  1494. void VCAI::markHeroUnableToExplore (HeroPtr h)
  1495. {
  1496. heroesUnableToExplore.insert(h);
  1497. }
  1498. void VCAI::markHeroAbleToExplore (HeroPtr h)
  1499. {
  1500. vstd::erase_if_present(heroesUnableToExplore, h);
  1501. }
  1502. bool VCAI::isAbleToExplore (HeroPtr h)
  1503. {
  1504. return !vstd::contains (heroesUnableToExplore, h);
  1505. }
  1506. void VCAI::clearPathsInfo()
  1507. {
  1508. heroesUnableToExplore.clear();
  1509. cachedSectorMaps.clear();
  1510. }
  1511. void VCAI::validateVisitableObjs()
  1512. {
  1513. std::string errorMsg;
  1514. auto shouldBeErased = [&](const CGObjectInstance *obj) -> bool
  1515. {
  1516. if (obj)
  1517. return !cb->getObj(obj->id, false); // no verbose output needed as we check object visibility
  1518. else
  1519. return true;
  1520. };
  1521. //errorMsg is captured by ref so lambda will take the new text
  1522. errorMsg = " shouldn't be on the visitable objects list!";
  1523. vstd::erase_if(visitableObjs, shouldBeErased);
  1524. //FIXME: how comes our own heroes become inaccessible?
  1525. vstd::erase_if(reservedHeroesMap, [](std::pair<HeroPtr, std::set<const CGObjectInstance *>> hp) -> bool
  1526. {
  1527. return !hp.first.get(true);
  1528. });
  1529. for(auto &p : reservedHeroesMap)
  1530. {
  1531. errorMsg = " shouldn't be on list for hero " + p.first->name + "!";
  1532. vstd::erase_if(p.second, shouldBeErased);
  1533. }
  1534. errorMsg = " shouldn't be on the reserved objs list!";
  1535. vstd::erase_if(reservedObjs, shouldBeErased);
  1536. //TODO overkill, hidden object should not be removed. However, we can't know if hidden object is erased from game.
  1537. errorMsg = " shouldn't be on the already visited objs list!";
  1538. vstd::erase_if(alreadyVisited, shouldBeErased);
  1539. }
  1540. void VCAI::retrieveVisitableObjs(std::vector<const CGObjectInstance *> &out, bool includeOwned) const
  1541. {
  1542. foreach_tile_pos([&](const int3 &pos)
  1543. {
  1544. for(const CGObjectInstance *obj : myCb->getVisitableObjs(pos, false))
  1545. {
  1546. if(includeOwned || obj->tempOwner != playerID)
  1547. out.push_back(obj);
  1548. }
  1549. });
  1550. }
  1551. void VCAI::retrieveVisitableObjs()
  1552. {
  1553. foreach_tile_pos([&](const int3 &pos)
  1554. {
  1555. for(const CGObjectInstance *obj : myCb->getVisitableObjs(pos, false))
  1556. {
  1557. if(obj->tempOwner != playerID)
  1558. addVisitableObj(obj);
  1559. }
  1560. });
  1561. }
  1562. std::vector<const CGObjectInstance *> VCAI::getFlaggedObjects() const
  1563. {
  1564. std::vector<const CGObjectInstance *> ret;
  1565. for(const CGObjectInstance *obj : visitableObjs)
  1566. {
  1567. if(obj->tempOwner == playerID)
  1568. ret.push_back(obj);
  1569. }
  1570. return ret;
  1571. }
  1572. void VCAI::addVisitableObj(const CGObjectInstance *obj)
  1573. {
  1574. visitableObjs.insert(obj);
  1575. helperObjInfo[obj] = ObjInfo(obj);
  1576. // All teleport objects seen automatically assigned to appropriate channels
  1577. auto teleportObj = dynamic_cast<const CGTeleport *>(obj);
  1578. if(teleportObj)
  1579. CGTeleport::addToChannel(knownTeleportChannels, teleportObj);
  1580. }
  1581. const CGObjectInstance * VCAI::lookForArt(int aid) const
  1582. {
  1583. for(const CGObjectInstance *obj : ai->visitableObjs)
  1584. {
  1585. if(obj->ID == Obj::ARTIFACT && obj->subID == aid)
  1586. return obj;
  1587. }
  1588. return nullptr;
  1589. //TODO what if more than one artifact is available? return them all or some slection criteria
  1590. }
  1591. bool VCAI::isAccessible(const int3 &pos)
  1592. {
  1593. //TODO precalculate for speed
  1594. for(const CGHeroInstance *h : cb->getHeroesInfo())
  1595. {
  1596. if(isAccessibleForHero(pos, h))
  1597. return true;
  1598. }
  1599. return false;
  1600. }
  1601. HeroPtr VCAI::getHeroWithGrail() const
  1602. {
  1603. for(const CGHeroInstance *h : cb->getHeroesInfo())
  1604. if(h->hasArt(2)) //grail
  1605. return h;
  1606. return nullptr;
  1607. }
  1608. const CGObjectInstance * VCAI::getUnvisitedObj(const std::function<bool(const CGObjectInstance *)> &predicate)
  1609. {
  1610. //TODO smarter definition of unvisited
  1611. for(const CGObjectInstance *obj : visitableObjs)
  1612. if(predicate(obj) && !vstd::contains(alreadyVisited, obj))
  1613. return obj;
  1614. return nullptr;
  1615. }
  1616. bool VCAI::isAccessibleForHero(const int3 & pos, HeroPtr h, bool includeAllies) const
  1617. {
  1618. if (!includeAllies)
  1619. { //don't visit tile occupied by allied hero
  1620. for (auto obj : cb->getVisitableObjs(pos))
  1621. {
  1622. if (obj->ID == Obj::HERO &&
  1623. cb->getPlayerRelations(ai->playerID, obj->tempOwner) != PlayerRelations::ENEMIES &&
  1624. obj != h.get())
  1625. return false;
  1626. }
  1627. }
  1628. return cb->getPathsInfo(h.get())->getPathInfo(pos)->reachable();
  1629. }
  1630. bool VCAI::moveHeroToTile(int3 dst, HeroPtr h)
  1631. {
  1632. //TODO: consider if blockVisit objects change something in our checks: AIUtility::isBlockVisitObj()
  1633. auto afterMovementCheck = [&]() -> void
  1634. {
  1635. waitTillFree(); //movement may cause battle or blocking dialog
  1636. if(!h)
  1637. {
  1638. lostHero(h);
  1639. teleportChannelProbingList.clear();
  1640. if (status.channelProbing()) // if hero lost during channel probing we need to switch this mode off
  1641. status.setChannelProbing(false);
  1642. throw cannotFulfillGoalException("Hero was lost!");
  1643. }
  1644. };
  1645. logAi->debug("Moving hero %s to tile %s", h->name, dst.toString());
  1646. int3 startHpos = h->visitablePos();
  1647. bool ret = false;
  1648. if(startHpos == dst)
  1649. {
  1650. //FIXME: this assertion fails also if AI moves onto defeated guarded object
  1651. assert(cb->getVisitableObjs(dst).size() > 1); //there's no point in revisiting tile where there is no visitable object
  1652. cb->moveHero(*h, CGHeroInstance::convertPosition(dst, true));
  1653. afterMovementCheck();// TODO: is it feasible to hero get killed there if game work properly?
  1654. // not sure if AI can currently reconsider to attack bank while staying on it. Check issue 2084 on mantis for more information.
  1655. ret = true;
  1656. }
  1657. else
  1658. {
  1659. CGPath path;
  1660. cb->getPathsInfo(h.get())->getPath(path, dst);
  1661. if(path.nodes.empty())
  1662. {
  1663. logAi->error("Hero %s cannot reach %s.", h->name, dst.toString());
  1664. throw goalFulfilledException (sptr(Goals::VisitTile(dst).sethero(h)));
  1665. }
  1666. int i = path.nodes.size()-1;
  1667. auto getObj = [&](int3 coord, bool ignoreHero)
  1668. {
  1669. auto tile = cb->getTile(coord, false);
  1670. assert(tile);
  1671. return tile->topVisitableObj(ignoreHero);
  1672. //return cb->getTile(coord,false)->topVisitableObj(ignoreHero);
  1673. };
  1674. auto isTeleportAction = [&](CGPathNode::ENodeAction action) -> bool
  1675. {
  1676. if(action != CGPathNode::TELEPORT_NORMAL &&
  1677. action != CGPathNode::TELEPORT_BLOCKING_VISIT &&
  1678. action != CGPathNode::TELEPORT_BATTLE)
  1679. {
  1680. return false;
  1681. }
  1682. return true;
  1683. };
  1684. auto getDestTeleportObj = [&](const CGObjectInstance * currentObject, const CGObjectInstance * nextObjectTop, const CGObjectInstance * nextObject) -> const CGObjectInstance *
  1685. {
  1686. if(CGTeleport::isConnected(currentObject, nextObjectTop))
  1687. return nextObjectTop;
  1688. if(nextObjectTop && nextObjectTop->ID == Obj::HERO &&
  1689. CGTeleport::isConnected(currentObject, nextObject))
  1690. {
  1691. return nextObject;
  1692. }
  1693. return nullptr;
  1694. };
  1695. auto doMovement = [&](int3 dst, bool transit)
  1696. {
  1697. cb->moveHero(*h, CGHeroInstance::convertPosition(dst, true), transit);
  1698. };
  1699. auto doTeleportMovement = [&](ObjectInstanceID exitId, int3 exitPos)
  1700. {
  1701. destinationTeleport = exitId;
  1702. if(exitPos.valid())
  1703. destinationTeleportPos = CGHeroInstance::convertPosition(exitPos, true);
  1704. cb->moveHero(*h, h->pos);
  1705. destinationTeleport = ObjectInstanceID();
  1706. destinationTeleportPos = int3(-1);
  1707. afterMovementCheck();
  1708. };
  1709. auto doChannelProbing = [&]() -> void
  1710. {
  1711. auto currentPos = CGHeroInstance::convertPosition(h->pos,false);
  1712. auto currentExit = getObj(currentPos, true)->id;
  1713. status.setChannelProbing(true);
  1714. for(auto exit : teleportChannelProbingList)
  1715. doTeleportMovement(exit, int3(-1));
  1716. teleportChannelProbingList.clear();
  1717. status.setChannelProbing(false);
  1718. doTeleportMovement(currentExit, currentPos);
  1719. };
  1720. for(; i>0; i--)
  1721. {
  1722. int3 currentCoord = path.nodes[i].coord;
  1723. int3 nextCoord = path.nodes[i-1].coord;
  1724. auto currentObject = getObj(currentCoord, currentCoord == CGHeroInstance::convertPosition(h->pos,false));
  1725. auto nextObjectTop = getObj(nextCoord, false);
  1726. auto nextObject = getObj(nextCoord, true);
  1727. auto destTeleportObj = getDestTeleportObj(currentObject, nextObjectTop, nextObject);
  1728. if(isTeleportAction(path.nodes[i-1].action) && destTeleportObj != nullptr)
  1729. { //we use special login if hero standing on teleporter it's mean we need
  1730. doTeleportMovement(destTeleportObj->id, nextCoord);
  1731. if(teleportChannelProbingList.size())
  1732. doChannelProbing();
  1733. markObjectVisited(destTeleportObj); //FIXME: Monoliths are not correctly visited
  1734. continue;
  1735. }
  1736. //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
  1737. if(path.nodes[i-1].turns)
  1738. {
  1739. //blockedHeroes.insert(h); //to avoid attempts of moving heroes with very little MPs
  1740. break;
  1741. }
  1742. int3 endpos = path.nodes[i-1].coord;
  1743. if(endpos == h->visitablePos())
  1744. continue;
  1745. if((i-2 >= 0) // Check there is node after next one; otherwise transit is pointless
  1746. && (CGTeleport::isConnected(nextObjectTop, getObj(path.nodes[i-2].coord, false))
  1747. || CGTeleport::isTeleport(nextObjectTop)))
  1748. { // Hero should be able to go through object if it's allow transit
  1749. doMovement(endpos, true);
  1750. }
  1751. else if(path.nodes[i-1].layer == EPathfindingLayer::AIR)
  1752. doMovement(endpos, true);
  1753. else
  1754. doMovement(endpos, false);
  1755. afterMovementCheck();
  1756. if(teleportChannelProbingList.size())
  1757. doChannelProbing();
  1758. }
  1759. }
  1760. if (h)
  1761. {
  1762. if(auto visitedObject = vstd::frontOrNull(cb->getVisitableObjs(h->visitablePos()))) //we stand on something interesting
  1763. {
  1764. if (visitedObject != *h)
  1765. performObjectInteraction (visitedObject, h);
  1766. }
  1767. }
  1768. if(h) //we could have lost hero after last move
  1769. {
  1770. completeGoal (sptr(Goals::VisitTile(dst).sethero(h))); //we stepped on some tile, anyway
  1771. completeGoal (sptr(Goals::ClearWayTo(dst).sethero(h)));
  1772. ret = (dst == h->visitablePos());
  1773. if(!ret) //reserve object we are heading towards
  1774. {
  1775. auto obj = vstd::frontOrNull(cb->getVisitableObjs(dst));
  1776. if(obj && obj != *h)
  1777. reserveObject(h, obj);
  1778. }
  1779. if(startHpos == h->visitablePos() && !ret) //we didn't move and didn't reach the target
  1780. {
  1781. vstd::erase_if_present(lockedHeroes, h); //hero seemingly is confused
  1782. throw cannotFulfillGoalException("Invalid path found!"); //FIXME: should never happen
  1783. }
  1784. evaluateGoal(h); //new hero position means new game situation
  1785. logAi->debug("Hero %s moved from %s to %s. Returning %d.", h->name, startHpos.toString(), h->visitablePos().toString(), ret);
  1786. }
  1787. return ret;
  1788. }
  1789. void VCAI::tryRealize(Goals::Explore & g)
  1790. {
  1791. throw cannotFulfillGoalException("EXPLORE is not an elementar goal!");
  1792. }
  1793. void VCAI::tryRealize(Goals::RecruitHero & g)
  1794. {
  1795. if(const CGTownInstance *t = findTownWithTavern())
  1796. {
  1797. recruitHero(t, true);
  1798. //TODO try to free way to blocked town
  1799. //TODO: adventure map tavern or prison?
  1800. }
  1801. }
  1802. void VCAI::tryRealize(Goals::VisitTile & g)
  1803. {
  1804. if(!g.hero->movement)
  1805. throw cannotFulfillGoalException("Cannot visit tile: hero is out of MPs!");
  1806. if(g.tile == g.hero->visitablePos() && cb->getVisitableObjs(g.hero->visitablePos()).size() < 2)
  1807. {
  1808. logAi->warn("Why do I want to move hero %s to tile %s? Already standing on that tile! ", g.hero->name, g.tile.toString());
  1809. throw goalFulfilledException (sptr(g));
  1810. }
  1811. if (ai->moveHeroToTile(g.tile, g.hero.get()))
  1812. {
  1813. throw goalFulfilledException (sptr(g));
  1814. }
  1815. }
  1816. void VCAI::tryRealize(Goals::VisitHero & g)
  1817. {
  1818. if(!g.hero->movement)
  1819. throw cannotFulfillGoalException("Cannot visit target hero: hero is out of MPs!");
  1820. const CGObjectInstance * obj = cb->getObj(ObjectInstanceID(g.objid));
  1821. if (obj)
  1822. {
  1823. if (ai->moveHeroToTile(obj->visitablePos(), g.hero.get()))
  1824. {
  1825. throw goalFulfilledException (sptr(g));
  1826. }
  1827. }
  1828. else
  1829. throw cannotFulfillGoalException("Cannot visit hero: object not found!");
  1830. }
  1831. void VCAI::tryRealize(Goals::BuildThis & g)
  1832. {
  1833. const CGTownInstance *t = g.town;
  1834. if(!t && g.hero)
  1835. t = g.hero->visitedTown;
  1836. if(!t)
  1837. {
  1838. for(const CGTownInstance *t : cb->getTownsInfo())
  1839. {
  1840. switch(cb->canBuildStructure(t, BuildingID(g.bid)))
  1841. {
  1842. case EBuildingState::ALLOWED:
  1843. cb->buildBuilding(t, BuildingID(g.bid));
  1844. return;
  1845. default:
  1846. break;
  1847. }
  1848. }
  1849. }
  1850. else if(cb->canBuildStructure(t, BuildingID(g.bid)) == EBuildingState::ALLOWED)
  1851. {
  1852. cb->buildBuilding(t, BuildingID(g.bid));
  1853. return;
  1854. }
  1855. throw cannotFulfillGoalException("Cannot build a given structure!");
  1856. }
  1857. void VCAI::tryRealize(Goals::DigAtTile & g)
  1858. {
  1859. assert(g.hero->visitablePos() == g.tile); //surely we want to crash here?
  1860. if (g.hero->diggingStatus() == EDiggingStatus::CAN_DIG)
  1861. {
  1862. cb->dig(g.hero.get());
  1863. completeGoal(sptr(g)); // finished digging
  1864. }
  1865. else
  1866. {
  1867. ai->lockedHeroes[g.hero] = sptr(g); //hero who tries to dig shouldn't do anything else
  1868. throw cannotFulfillGoalException("A hero can't dig!\n");
  1869. }
  1870. }
  1871. void VCAI::tryRealize(Goals::CollectRes & g)
  1872. {
  1873. if(cb->getResourceAmount(static_cast<Res::ERes>(g.resID)) >= g.value)
  1874. throw cannotFulfillGoalException("Goal is already fulfilled!");
  1875. if(const CGObjectInstance *obj = cb->getObj(ObjectInstanceID(g.objid), false))
  1876. {
  1877. if(const IMarket *m = IMarket::castFrom(obj, false))
  1878. {
  1879. for (Res::ERes i = Res::WOOD; i <= Res::GOLD; vstd::advance(i, 1))
  1880. {
  1881. if(i == g.resID) continue;
  1882. int toGive, toGet;
  1883. m->getOffer(i, g.resID, toGive, toGet, EMarketMode::RESOURCE_RESOURCE);
  1884. toGive = toGive * (cb->getResourceAmount(i) / toGive);
  1885. //TODO trade only as much as needed
  1886. cb->trade(obj, EMarketMode::RESOURCE_RESOURCE, i, g.resID, toGive);
  1887. if(cb->getResourceAmount(static_cast<Res::ERes>(g.resID)) >= g.value)
  1888. return;
  1889. }
  1890. throw cannotFulfillGoalException("I cannot get needed resources by trade!");
  1891. }
  1892. else
  1893. {
  1894. throw cannotFulfillGoalException("I don't know how to use this object to raise resources!");
  1895. }
  1896. }
  1897. else
  1898. {
  1899. saving[g.resID] = 1;
  1900. throw cannotFulfillGoalException("No object that could be used to raise resources!");
  1901. }
  1902. }
  1903. void VCAI::tryRealize(Goals::Build & g)
  1904. {
  1905. for(const CGTownInstance *t : cb->getTownsInfo())
  1906. {
  1907. logAi->debug("Looking into %s", t->name);
  1908. buildStructure(t);
  1909. if(!ai->primaryHero() ||
  1910. (t->getArmyStrength() > ai->primaryHero()->getArmyStrength() * 2 && !isAccessibleForHero(t->visitablePos(), ai->primaryHero())))
  1911. {
  1912. recruitHero(t);
  1913. buildArmyIn(t);
  1914. }
  1915. }
  1916. throw cannotFulfillGoalException("BUILD has been realized as much as possible.");
  1917. }
  1918. void VCAI::tryRealize(Goals::Invalid & g)
  1919. {
  1920. throw cannotFulfillGoalException("I don't know how to fulfill this!");
  1921. }
  1922. void VCAI::tryRealize(Goals::AbstractGoal & g)
  1923. {
  1924. logAi->debug("Attempting realizing goal with code %s",g.name());
  1925. throw cannotFulfillGoalException("Unknown type of goal !");
  1926. }
  1927. const CGTownInstance * VCAI::findTownWithTavern() const
  1928. {
  1929. for(const CGTownInstance *t : cb->getTownsInfo())
  1930. if(t->hasBuilt(BuildingID::TAVERN) && !t->visitingHero)
  1931. return t;
  1932. return nullptr;
  1933. }
  1934. Goals::TSubgoal VCAI::getGoal (HeroPtr h) const
  1935. {
  1936. auto it = lockedHeroes.find(h);
  1937. if (it != lockedHeroes.end())
  1938. return it->second;
  1939. else
  1940. return sptr(Goals::Invalid());
  1941. }
  1942. std::vector<HeroPtr> VCAI::getUnblockedHeroes() const
  1943. {
  1944. std::vector<HeroPtr> ret;
  1945. for (auto h : cb->getHeroesInfo())
  1946. {
  1947. //&& !vstd::contains(lockedHeroes, h)
  1948. //at this point we assume heroes exhausted their locked goals
  1949. if (canAct(h))
  1950. ret.push_back(h);
  1951. }
  1952. return ret;
  1953. }
  1954. bool VCAI::canAct (HeroPtr h) const
  1955. {
  1956. auto mission = lockedHeroes.find(h);
  1957. if (mission != lockedHeroes.end())
  1958. {
  1959. //FIXME: I'm afraid there can be other conditions when heroes can act but not move :?
  1960. if (mission->second->goalType == Goals::DIG_AT_TILE && !mission->second->isElementar)
  1961. return false;
  1962. }
  1963. return h->movement;
  1964. }
  1965. HeroPtr VCAI::primaryHero() const
  1966. {
  1967. auto hs = cb->getHeroesInfo();
  1968. boost::sort(hs, compareHeroStrength);
  1969. if(hs.empty())
  1970. return nullptr;
  1971. return hs.back();
  1972. }
  1973. void VCAI::endTurn()
  1974. {
  1975. logAi->info("Player %d (%s) ends turn", playerID, playerID.getStr());
  1976. if(!status.haveTurn())
  1977. {
  1978. logAi->error("Not having turn at the end of turn???");
  1979. }
  1980. logAi->debug("Resources at the end of turn: %s", cb->getResourceAmount().toString());
  1981. do
  1982. {
  1983. cb->endTurn();
  1984. } 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
  1985. logGlobal->info("Player %d (%s) ended turn", playerID, playerID.getStr());
  1986. }
  1987. void VCAI::striveToGoal(Goals::TSubgoal ultimateGoal)
  1988. {
  1989. if (ultimateGoal->invalid())
  1990. return;
  1991. //we are looking for abstract goals
  1992. auto abstractGoal = striveToGoalInternal (ultimateGoal, false);
  1993. if (abstractGoal->invalid())
  1994. return;
  1995. //we received abstract goal, need to find concrete goals
  1996. striveToGoalInternal (abstractGoal, true);
  1997. //TODO: save abstract goals not related to hero
  1998. }
  1999. Goals::TSubgoal VCAI::striveToGoalInternal(Goals::TSubgoal ultimateGoal, bool onlyAbstract)
  2000. {
  2001. const int searchDepth = 30;
  2002. const int searchDepth2 = searchDepth-2;
  2003. Goals::TSubgoal abstractGoal = sptr(Goals::Invalid());
  2004. while(1)
  2005. {
  2006. Goals::TSubgoal goal = ultimateGoal;
  2007. logAi->debug("Striving to goal of type %s", ultimateGoal->name());
  2008. int maxGoals = searchDepth; //preventing deadlock for mutually dependent goals
  2009. while(!goal->isElementar && maxGoals && (onlyAbstract || !goal->isAbstract))
  2010. {
  2011. logAi->debug("Considering goal %s", goal->name());
  2012. try
  2013. {
  2014. boost::this_thread::interruption_point();
  2015. goal = goal->whatToDoToAchieve();
  2016. --maxGoals;
  2017. if (*goal == *ultimateGoal) //compare objects by value
  2018. throw cannotFulfillGoalException("Goal dependency loop detected!");
  2019. }
  2020. catch(goalFulfilledException &e)
  2021. {
  2022. //it is impossible to continue some goals (like exploration, for example)
  2023. completeGoal (goal);
  2024. logAi->debug("Goal %s decomposition failed: goal was completed as much as possible", goal->name());
  2025. return sptr(Goals::Invalid());
  2026. }
  2027. catch(std::exception &e)
  2028. {
  2029. logAi->debug("Goal %s decomposition failed: %s", goal->name(), e.what());
  2030. return sptr(Goals::Invalid());
  2031. }
  2032. }
  2033. try
  2034. {
  2035. boost::this_thread::interruption_point();
  2036. if (!maxGoals) //we counted down to 0 and found no solution
  2037. {
  2038. if (ultimateGoal->hero) // we seemingly don't know what to do with hero, free him
  2039. vstd::erase_if_present(lockedHeroes, ultimateGoal->hero);
  2040. std::runtime_error e("Too many subgoals, don't know what to do");
  2041. throw (e);
  2042. }
  2043. else //we can proceed
  2044. {
  2045. if (goal->hero) //lock this hero to fulfill ultimate goal
  2046. {
  2047. setGoal(goal->hero, goal);
  2048. }
  2049. }
  2050. if (goal->isAbstract)
  2051. {
  2052. abstractGoal = goal; //allow only one abstract goal per call
  2053. logAi->debug("Choosing abstract goal %s", goal->name());
  2054. break;
  2055. }
  2056. else
  2057. {
  2058. logAi->debug("Trying to realize %s (value %2.3f)", goal->name(), goal->priority);
  2059. goal->accept(this);
  2060. }
  2061. boost::this_thread::interruption_point();
  2062. }
  2063. catch(boost::thread_interrupted &e)
  2064. {
  2065. logAi->debug("Player %d: Making turn thread received an interruption!", playerID);
  2066. throw; //rethrow, we want to truly end this thread
  2067. }
  2068. catch(goalFulfilledException &e)
  2069. {
  2070. //the goal was completed successfully
  2071. completeGoal (goal);
  2072. //completed goal was main goal //TODO: find better condition
  2073. if (ultimateGoal->fulfillsMe(goal) || maxGoals > searchDepth2)
  2074. return sptr(Goals::Invalid());
  2075. }
  2076. catch(std::exception &e)
  2077. {
  2078. logAi->debug("Failed to realize subgoal of type %s (greater goal type was %s), I will stop.", goal->name(), ultimateGoal->name());
  2079. logAi->debug("The error message was: %s", e.what());
  2080. break;
  2081. }
  2082. }
  2083. return abstractGoal;
  2084. }
  2085. void VCAI::striveToQuest (const QuestInfo &q)
  2086. {
  2087. if (q.quest->missionType && q.quest->progress != CQuest::COMPLETE)
  2088. {
  2089. MetaString ms;
  2090. q.quest->getRolloverText(ms, false);
  2091. logAi->debug("Trying to realize quest: %s", ms.toString());
  2092. auto heroes = cb->getHeroesInfo();
  2093. switch (q.quest->missionType)
  2094. {
  2095. case CQuest::MISSION_ART:
  2096. {
  2097. for (auto hero : heroes) //TODO: remove duplicated code?
  2098. {
  2099. if (q.quest->checkQuest(hero))
  2100. {
  2101. striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero)));
  2102. return;
  2103. }
  2104. }
  2105. for (auto art : q.quest->m5arts)
  2106. {
  2107. striveToGoal (sptr(Goals::GetArtOfType(art))); //TODO: transport?
  2108. }
  2109. break;
  2110. }
  2111. case CQuest::MISSION_HERO:
  2112. {
  2113. //striveToGoal (CGoal(RECRUIT_HERO));
  2114. for (auto hero : heroes)
  2115. {
  2116. if (q.quest->checkQuest(hero))
  2117. {
  2118. striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero)));
  2119. return;
  2120. }
  2121. }
  2122. striveToGoal (sptr(Goals::FindObj(Obj::PRISON))); //rule of a thumb - quest heroes usually are locked in prisons
  2123. //BNLOG ("Don't know how to recruit hero with id %d\n", q.quest->m13489val);
  2124. break;
  2125. }
  2126. case CQuest::MISSION_ARMY:
  2127. {
  2128. for (auto hero : heroes)
  2129. {
  2130. if (q.quest->checkQuest(hero)) //very bad info - stacks can be split between multiple heroes :(
  2131. {
  2132. striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero)));
  2133. return;
  2134. }
  2135. }
  2136. for (auto creature : q.quest->m6creatures)
  2137. {
  2138. striveToGoal (sptr(Goals::GatherTroops(creature.type->idNumber, creature.count)));
  2139. }
  2140. //TODO: exchange armies... oh my
  2141. //BNLOG ("Don't know how to recruit %d of %s\n", (int)(creature.count) % creature.type->namePl);
  2142. break;
  2143. }
  2144. case CQuest::MISSION_RESOURCES:
  2145. {
  2146. if (heroes.size())
  2147. {
  2148. if (q.quest->checkQuest(heroes.front())) //it doesn't matter which hero it is
  2149. {
  2150. striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum())));
  2151. }
  2152. else
  2153. {
  2154. for (int i = 0; i < q.quest->m7resources.size(); ++i)
  2155. {
  2156. if (q.quest->m7resources[i])
  2157. striveToGoal (sptr(Goals::CollectRes(i, q.quest->m7resources[i])));
  2158. }
  2159. }
  2160. }
  2161. else
  2162. striveToGoal (sptr(Goals::RecruitHero())); //FIXME: checkQuest requires any hero belonging to player :(
  2163. break;
  2164. }
  2165. case CQuest::MISSION_KILL_HERO:
  2166. case CQuest::MISSION_KILL_CREATURE:
  2167. {
  2168. auto obj = cb->getObjByQuestIdentifier(q.quest->m13489val);
  2169. if (obj)
  2170. striveToGoal (sptr(Goals::GetObj(obj->id.getNum())));
  2171. else
  2172. striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()))); //visit seer hut
  2173. break;
  2174. }
  2175. case CQuest::MISSION_PRIMARY_STAT:
  2176. {
  2177. auto heroes = cb->getHeroesInfo();
  2178. for (auto hero : heroes)
  2179. {
  2180. if (q.quest->checkQuest(hero))
  2181. {
  2182. striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero)));
  2183. return;
  2184. }
  2185. }
  2186. for (int i = 0; i < q.quest->m2stats.size(); ++i)
  2187. {
  2188. logAi->debug("Don't know how to increase primary stat %d", i);
  2189. }
  2190. break;
  2191. }
  2192. case CQuest::MISSION_LEVEL:
  2193. {
  2194. auto heroes = cb->getHeroesInfo();
  2195. for (auto hero : heroes)
  2196. {
  2197. if (q.quest->checkQuest(hero))
  2198. {
  2199. striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero))); //TODO: causes infinite loop :/
  2200. return;
  2201. }
  2202. }
  2203. logAi->debug("Don't know how to reach hero level %d", q.quest->m13489val);
  2204. break;
  2205. }
  2206. case CQuest::MISSION_PLAYER:
  2207. {
  2208. if (playerID.getNum() != q.quest->m13489val)
  2209. logAi->debug("Can't be player of color %d", q.quest->m13489val);
  2210. break;
  2211. }
  2212. case CQuest::MISSION_KEYMASTER:
  2213. {
  2214. striveToGoal (sptr(Goals::FindObj(Obj::KEYMASTER, q.obj->subID)));
  2215. break;
  2216. }
  2217. }
  2218. }
  2219. }
  2220. void VCAI::performTypicalActions()
  2221. {
  2222. //TODO: build army only on request
  2223. for(auto t : cb->getTownsInfo())
  2224. {
  2225. buildArmyIn(t);
  2226. }
  2227. for(auto h : getUnblockedHeroes())
  2228. {
  2229. if(!h) //hero might be lost. getUnblockedHeroes() called once on start of turn
  2230. continue;
  2231. logAi->debug("Looking into %s, MP=%d", h->name.c_str(), h->movement);
  2232. makePossibleUpgrades(*h);
  2233. pickBestArtifacts(*h);
  2234. try
  2235. {
  2236. wander(h);
  2237. }
  2238. catch(std::exception &e)
  2239. {
  2240. logAi->debug("Cannot use this hero anymore, received exception: %s", e.what());
  2241. continue;
  2242. }
  2243. }
  2244. }
  2245. void VCAI::buildArmyIn(const CGTownInstance * t)
  2246. {
  2247. makePossibleUpgrades(t->visitingHero);
  2248. makePossibleUpgrades(t);
  2249. recruitCreatures(t, t->getUpperArmy());
  2250. moveCreaturesToHero(t);
  2251. }
  2252. int3 VCAI::explorationBestNeighbour(int3 hpos, int radius, HeroPtr h)
  2253. {
  2254. int3 ourPos = h->convertPosition(h->pos, false);
  2255. std::map<int3, int> dstToRevealedTiles;
  2256. for (crint3 dir : int3::getDirs())
  2257. {
  2258. int3 tile = hpos + dir;
  2259. if (cb->isInTheMap(tile))
  2260. if (ourPos != dir) //don't stand in place
  2261. if (isSafeToVisit(h, tile) && isAccessibleForHero(tile, h))
  2262. {
  2263. if (isBlockVisitObj(tile))
  2264. continue;
  2265. else
  2266. dstToRevealedTiles[tile] = howManyTilesWillBeDiscovered(radius, hpos, dir);
  2267. }
  2268. }
  2269. if (dstToRevealedTiles.empty()) //yes, it DID happen!
  2270. throw cannotFulfillGoalException("No neighbour will bring new discoveries!");
  2271. auto best = dstToRevealedTiles.begin();
  2272. for (auto i = dstToRevealedTiles.begin(); i != dstToRevealedTiles.end(); i++)
  2273. {
  2274. const CGPathNode *pn = cb->getPathsInfo(h.get())->getPathInfo(i->first);
  2275. //const TerrainTile *t = cb->getTile(i->first);
  2276. if(best->second < i->second && pn->reachable() && pn->accessible == CGPathNode::ACCESSIBLE)
  2277. best = i;
  2278. }
  2279. if(best->second)
  2280. return best->first;
  2281. throw cannotFulfillGoalException("No neighbour will bring new discoveries!");
  2282. }
  2283. int3 VCAI::explorationNewPoint(HeroPtr h)
  2284. {
  2285. int radius = h->getSightRadius();
  2286. CCallback * cbp = cb.get();
  2287. const CGHeroInstance * hero = h.get();
  2288. std::vector<std::vector<int3> > tiles; //tiles[distance_to_fow]
  2289. tiles.resize(radius);
  2290. foreach_tile_pos([&](const int3 &pos)
  2291. {
  2292. if(!cbp->isVisible(pos))
  2293. tiles[0].push_back(pos);
  2294. });
  2295. float bestValue = 0; //discovered tile to node distance ratio
  2296. int3 bestTile(-1,-1,-1);
  2297. int3 ourPos = h->convertPosition(h->pos, false);
  2298. for (int i = 1; i < radius; i++)
  2299. {
  2300. getVisibleNeighbours(tiles[i-1], tiles[i]);
  2301. vstd::removeDuplicates(tiles[i]);
  2302. for(const int3 &tile : tiles[i])
  2303. {
  2304. if (tile == ourPos) //shouldn't happen, but it does
  2305. continue;
  2306. if (!cb->getPathsInfo(hero)->getPathInfo(tile)->reachable()) //this will remove tiles that are guarded by monsters (or removable objects)
  2307. continue;
  2308. CGPath path;
  2309. cb->getPathsInfo(hero)->getPath(path, tile);
  2310. float ourValue = (float)howManyTilesWillBeDiscovered(tile, radius, cbp) / (path.nodes.size() + 1); //+1 prevents erratic jumps
  2311. if (ourValue > bestValue) //avoid costly checks of tiles that don't reveal much
  2312. {
  2313. if(isSafeToVisit(h, tile))
  2314. {
  2315. if (isBlockVisitObj(tile)) //we can't stand on that object
  2316. continue;
  2317. bestTile = tile;
  2318. bestValue = ourValue;
  2319. }
  2320. }
  2321. }
  2322. }
  2323. return bestTile;
  2324. }
  2325. int3 VCAI::explorationDesperate(HeroPtr h)
  2326. {
  2327. auto sm = getCachedSectorMap(h);
  2328. int radius = h->getSightRadius();
  2329. std::vector<std::vector<int3> > tiles; //tiles[distance_to_fow]
  2330. tiles.resize(radius);
  2331. CCallback * cbp = cb.get();
  2332. foreach_tile_pos([&](const int3 &pos)
  2333. {
  2334. if(!cbp->isVisible(pos))
  2335. tiles[0].push_back(pos);
  2336. });
  2337. ui64 lowestDanger = -1;
  2338. int3 bestTile(-1,-1,-1);
  2339. for(int i = 1; i < radius; i++)
  2340. {
  2341. getVisibleNeighbours(tiles[i-1], tiles[i]);
  2342. vstd::removeDuplicates(tiles[i]);
  2343. for(const int3 &tile : tiles[i])
  2344. {
  2345. if (cbp->getTile(tile)->blocked) //does it shorten the time?
  2346. continue;
  2347. if (!howManyTilesWillBeDiscovered(tile, radius, cbp)) //avoid costly checks of tiles that don't reveal much
  2348. continue;
  2349. auto t = sm->firstTileToGet(h, tile);
  2350. if (t.valid())
  2351. {
  2352. ui64 ourDanger = evaluateDanger(t, h.h);
  2353. if (ourDanger < lowestDanger)
  2354. {
  2355. if(!isBlockVisitObj(t))
  2356. {
  2357. if (!ourDanger) //at least one safe place found
  2358. return t;
  2359. bestTile = t;
  2360. lowestDanger = ourDanger;
  2361. }
  2362. }
  2363. }
  2364. }
  2365. }
  2366. return bestTile;
  2367. }
  2368. TResources VCAI::estimateIncome() const
  2369. {
  2370. TResources ret;
  2371. for(const CGTownInstance *t : cb->getTownsInfo())
  2372. {
  2373. ret += t->dailyIncome();
  2374. }
  2375. for(const CGObjectInstance *obj : getFlaggedObjects())
  2376. {
  2377. if(obj->ID == Obj::MINE)
  2378. {
  2379. switch(obj->subID)
  2380. {
  2381. case Res::WOOD:
  2382. case Res::ORE:
  2383. ret[obj->subID] += WOOD_ORE_MINE_PRODUCTION;
  2384. break;
  2385. case Res::GOLD:
  2386. case 7: //abandoned mine -> also gold
  2387. ret[Res::GOLD] += GOLD_MINE_PRODUCTION;
  2388. break;
  2389. default:
  2390. ret[obj->subID] += RESOURCE_MINE_PRODUCTION;
  2391. break;
  2392. }
  2393. }
  2394. }
  2395. return ret;
  2396. }
  2397. bool VCAI::containsSavedRes(const TResources &cost) const
  2398. {
  2399. for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
  2400. {
  2401. if(saving[i] && cost[i])
  2402. return true;
  2403. }
  2404. return false;
  2405. }
  2406. void VCAI::checkHeroArmy (HeroPtr h)
  2407. {
  2408. auto it = lockedHeroes.find(h);
  2409. if (it != lockedHeroes.end())
  2410. {
  2411. if (it->second->goalType == Goals::GATHER_ARMY && it->second->value <= h->getArmyStrength())
  2412. completeGoal(sptr(Goals::GatherArmy(it->second->value).sethero(h)));
  2413. }
  2414. }
  2415. void VCAI::recruitHero(const CGTownInstance * t, bool throwing)
  2416. {
  2417. logAi->debug("Trying to recruit a hero in %s at %s", t->name, t->visitablePos().toString());
  2418. auto heroes = cb->getAvailableHeroes(t);
  2419. if(heroes.size())
  2420. {
  2421. auto hero = heroes[0];
  2422. if (heroes.size() >= 2) //makes sense to recruit two heroes with starting amries in first week
  2423. {
  2424. if (heroes[1]->getTotalStrength() > hero->getTotalStrength())
  2425. hero = heroes[1];
  2426. }
  2427. cb->recruitHero(t, hero);
  2428. }
  2429. else if(throwing)
  2430. throw cannotFulfillGoalException("No available heroes in tavern in " + t->nodeName());
  2431. }
  2432. void VCAI::finish()
  2433. {
  2434. if(makingTurn)
  2435. {
  2436. makingTurn->interrupt();
  2437. makingTurn->join();
  2438. makingTurn.reset();
  2439. }
  2440. }
  2441. void VCAI::requestActionASAP(std::function<void()> whatToDo)
  2442. {
  2443. boost::thread newThread([this,whatToDo]()
  2444. {
  2445. setThreadName("VCAI::requestActionASAP::whatToDo");
  2446. SET_GLOBAL_STATE(this);
  2447. boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
  2448. whatToDo();
  2449. });
  2450. }
  2451. void VCAI::lostHero(HeroPtr h)
  2452. {
  2453. logAi->debug("I lost my hero %s. It's best to forget and move on.", h.name);
  2454. vstd::erase_if_present(lockedHeroes, h);
  2455. for(auto obj : reservedHeroesMap[h])
  2456. {
  2457. vstd::erase_if_present(reservedObjs, obj); //unreserve all objects for that hero
  2458. }
  2459. vstd::erase_if_present(reservedHeroesMap, h);
  2460. vstd::erase_if_present(cachedSectorMaps, h);
  2461. }
  2462. void VCAI::answerQuery(QueryID queryID, int selection)
  2463. {
  2464. logAi->debug("I'll answer the query %d giving the choice %d", queryID, selection);
  2465. if(queryID != QueryID(-1))
  2466. {
  2467. cb->selectionMade(selection, queryID);
  2468. }
  2469. else
  2470. {
  2471. logAi->debug("Since the query ID is %d, the answer won't be sent. This is not a real query!", queryID);
  2472. //do nothing
  2473. }
  2474. }
  2475. void VCAI::requestSent(const CPackForServer *pack, int requestID)
  2476. {
  2477. //BNLOG("I have sent request of type %s", typeid(*pack).name());
  2478. if(auto reply = dynamic_cast<const QueryReply*>(pack))
  2479. {
  2480. status.attemptedAnsweringQuery(reply->qid, requestID);
  2481. }
  2482. }
  2483. std::string VCAI::getBattleAIName() const
  2484. {
  2485. if(settings["server"]["enemyAI"].getType() == JsonNode::JsonType::DATA_STRING)
  2486. return settings["server"]["enemyAI"].String();
  2487. else
  2488. return "BattleAI";
  2489. }
  2490. void VCAI::validateObject(const CGObjectInstance *obj)
  2491. {
  2492. validateObject(obj->id);
  2493. }
  2494. void VCAI::validateObject(ObjectIdRef obj)
  2495. {
  2496. auto matchesId = [&](const CGObjectInstance *hlpObj) -> bool { return hlpObj->id == obj.id; };
  2497. if(!obj)
  2498. {
  2499. vstd::erase_if(visitableObjs, matchesId);
  2500. for(auto &p : reservedHeroesMap)
  2501. vstd::erase_if(p.second, matchesId);
  2502. vstd::erase_if(reservedObjs, matchesId);
  2503. }
  2504. }
  2505. TResources VCAI::freeResources() const
  2506. {
  2507. TResources myRes = cb->getResourceAmount();
  2508. auto iterator = cb->getTownsInfo();
  2509. if(std::none_of(iterator.begin(), iterator.end(), [](const CGTownInstance * x)->bool
  2510. {
  2511. return x->builtBuildings.find(BuildingID::CAPITOL) != x->builtBuildings.end();
  2512. })
  2513. /*|| std::all_of(iterator.begin(), iterator.end(), [](const CGTownInstance * x) -> bool { return x->forbiddenBuildings.find(BuildingID::CAPITOL) != x->forbiddenBuildings.end(); })*/ )
  2514. myRes[Res::GOLD] -= GOLD_RESERVE; //what if capitol is blocked from building in all possessed towns (set in map editor)? What about reserve for city hall or something similar in that case?
  2515. vstd::amax(myRes[Res::GOLD], 0);
  2516. return myRes;
  2517. }
  2518. std::shared_ptr<SectorMap> VCAI::getCachedSectorMap(HeroPtr h)
  2519. {
  2520. auto it = cachedSectorMaps.find(h);
  2521. if (it != cachedSectorMaps.end())
  2522. return it->second;
  2523. else
  2524. {
  2525. cachedSectorMaps[h] = std::make_shared<SectorMap>(h);
  2526. return cachedSectorMaps[h];
  2527. }
  2528. }
  2529. AIStatus::AIStatus()
  2530. {
  2531. battle = NO_BATTLE;
  2532. havingTurn = false;
  2533. ongoingHeroMovement = false;
  2534. ongoingChannelProbing = false;
  2535. }
  2536. AIStatus::~AIStatus()
  2537. {
  2538. }
  2539. void AIStatus::setBattle(BattleState BS)
  2540. {
  2541. boost::unique_lock<boost::mutex> lock(mx);
  2542. LOG_TRACE_PARAMS(logAi, "battle state=%d", (int)BS);
  2543. battle = BS;
  2544. cv.notify_all();
  2545. }
  2546. BattleState AIStatus::getBattle()
  2547. {
  2548. boost::unique_lock<boost::mutex> lock(mx);
  2549. return battle;
  2550. }
  2551. void AIStatus::addQuery(QueryID ID, std::string description)
  2552. {
  2553. if(ID == QueryID(-1))
  2554. {
  2555. logAi->debug("The \"query\" has an id %d, it'll be ignored as non-query. Description: %s", ID, description);
  2556. return;
  2557. }
  2558. assert(ID.getNum() >= 0);
  2559. boost::unique_lock<boost::mutex> lock(mx);
  2560. assert(!vstd::contains(remainingQueries, ID));
  2561. remainingQueries[ID] = description;
  2562. cv.notify_all();
  2563. logAi->debug("Adding query %d - %s. Total queries count: %d", ID, description, remainingQueries.size());
  2564. }
  2565. void AIStatus::removeQuery(QueryID ID)
  2566. {
  2567. boost::unique_lock<boost::mutex> lock(mx);
  2568. assert(vstd::contains(remainingQueries, ID));
  2569. std::string description = remainingQueries[ID];
  2570. remainingQueries.erase(ID);
  2571. cv.notify_all();
  2572. logAi->debug("Removing query %d - %s. Total queries count: %d", ID,description , remainingQueries.size());
  2573. }
  2574. int AIStatus::getQueriesCount()
  2575. {
  2576. boost::unique_lock<boost::mutex> lock(mx);
  2577. return remainingQueries.size();
  2578. }
  2579. void AIStatus::startedTurn()
  2580. {
  2581. boost::unique_lock<boost::mutex> lock(mx);
  2582. havingTurn = true;
  2583. cv.notify_all();
  2584. }
  2585. void AIStatus::madeTurn()
  2586. {
  2587. boost::unique_lock<boost::mutex> lock(mx);
  2588. havingTurn = false;
  2589. cv.notify_all();
  2590. }
  2591. void AIStatus::waitTillFree()
  2592. {
  2593. boost::unique_lock<boost::mutex> lock(mx);
  2594. while(battle != NO_BATTLE || !remainingQueries.empty() || !objectsBeingVisited.empty() || ongoingHeroMovement)
  2595. cv.timed_wait(lock, boost::posix_time::milliseconds(100));
  2596. }
  2597. bool AIStatus::haveTurn()
  2598. {
  2599. boost::unique_lock<boost::mutex> lock(mx);
  2600. return havingTurn;
  2601. }
  2602. void AIStatus::attemptedAnsweringQuery(QueryID queryID, int answerRequestID)
  2603. {
  2604. boost::unique_lock<boost::mutex> lock(mx);
  2605. assert(vstd::contains(remainingQueries, queryID));
  2606. std::string description = remainingQueries[queryID];
  2607. logAi->debug("Attempted answering query %d - %s. Request id=%d. Waiting for results...", queryID, description, answerRequestID);
  2608. requestToQueryID[answerRequestID] = queryID;
  2609. }
  2610. void AIStatus::receivedAnswerConfirmation(int answerRequestID, int result)
  2611. {
  2612. assert(vstd::contains(requestToQueryID, answerRequestID));
  2613. QueryID query = requestToQueryID[answerRequestID];
  2614. assert(vstd::contains(remainingQueries, query));
  2615. requestToQueryID.erase(answerRequestID);
  2616. if(result)
  2617. {
  2618. removeQuery(query);
  2619. }
  2620. else
  2621. {
  2622. logAi->error("Something went really wrong, failed to answer query %d : %s", query.getNum(), remainingQueries[query]);
  2623. //TODO safely retry
  2624. }
  2625. }
  2626. void AIStatus::heroVisit(const CGObjectInstance *obj, bool started)
  2627. {
  2628. boost::unique_lock<boost::mutex> lock(mx);
  2629. if(started)
  2630. objectsBeingVisited.push_back(obj);
  2631. else
  2632. {
  2633. // There can be more than one object visited at the time (eg. hero visits Subterranean Gate
  2634. // causing visit to hero on the other side.
  2635. // However, we are guaranteed that start/end visit notification maintain stack order.
  2636. assert(!objectsBeingVisited.empty());
  2637. objectsBeingVisited.pop_back();
  2638. }
  2639. cv.notify_all();
  2640. }
  2641. void AIStatus::setMove(bool ongoing)
  2642. {
  2643. boost::unique_lock<boost::mutex> lock(mx);
  2644. ongoingHeroMovement = ongoing;
  2645. cv.notify_all();
  2646. }
  2647. void AIStatus::setChannelProbing(bool ongoing)
  2648. {
  2649. boost::unique_lock<boost::mutex> lock(mx);
  2650. ongoingChannelProbing = ongoing;
  2651. cv.notify_all();
  2652. }
  2653. bool AIStatus::channelProbing()
  2654. {
  2655. return ongoingChannelProbing;
  2656. }
  2657. SectorMap::SectorMap()
  2658. {
  2659. update();
  2660. }
  2661. SectorMap::SectorMap(HeroPtr h)
  2662. {
  2663. update();
  2664. makeParentBFS(h->visitablePos());
  2665. }
  2666. bool SectorMap::markIfBlocked(TSectorID &sec, crint3 pos, const TerrainTile *t)
  2667. {
  2668. if(t->blocked && !t->visitable)
  2669. {
  2670. sec = NOT_AVAILABLE;
  2671. return true;
  2672. }
  2673. return false;
  2674. }
  2675. bool SectorMap::markIfBlocked(TSectorID &sec, crint3 pos)
  2676. {
  2677. return markIfBlocked(sec, pos, getTile(pos));
  2678. }
  2679. void SectorMap::update()
  2680. {
  2681. visibleTiles = cb->getAllVisibleTiles();
  2682. auto shape = visibleTiles->shape();
  2683. sector.resize(boost::extents[shape[0]][shape[1]][shape[2]]);
  2684. clear();
  2685. int curSector = 3; //0 is invisible, 1 is not explored
  2686. CCallback * cbp = cb.get(); //optimization
  2687. foreach_tile_pos([&](crint3 pos)
  2688. {
  2689. if(retrieveTile(pos) == NOT_CHECKED)
  2690. {
  2691. if(!markIfBlocked(retrieveTile(pos), pos))
  2692. exploreNewSector(pos, curSector++, cbp);
  2693. }
  2694. });
  2695. valid = true;
  2696. }
  2697. SectorMap::TSectorID & SectorMap::retrieveTileN(SectorMap::TSectorArray & a, const int3 & pos)
  2698. {
  2699. return a[pos.x][pos.y][pos.z];
  2700. }
  2701. const SectorMap::TSectorID & SectorMap::retrieveTileN(const SectorMap::TSectorArray & a, const int3 & pos)
  2702. {
  2703. return a[pos.x][pos.y][pos.z];
  2704. }
  2705. void SectorMap::clear()
  2706. {
  2707. //TODO: rotate to [z][x][y]
  2708. auto fow = cb->getVisibilityMap();
  2709. //TODO: any magic to automate this? will need array->array conversion
  2710. //std::transform(fow.begin(), fow.end(), sector.begin(), [](const ui8 &f) -> unsigned short
  2711. //{
  2712. // return f; //type conversion
  2713. //});
  2714. auto width = fow.size();
  2715. auto height = fow.front().size();
  2716. auto depth = fow.front().front().size();
  2717. for (size_t x = 0; x < width; x++)
  2718. for (size_t y = 0; y < height; y++ )
  2719. for (size_t z = 0; z < depth; z++)
  2720. sector[x][y][z] = fow[x][y][z];
  2721. valid = false;
  2722. }
  2723. void SectorMap::exploreNewSector(crint3 pos, int num, CCallback * cbp)
  2724. {
  2725. Sector &s = infoOnSectors[num];
  2726. s.id = num;
  2727. s.water = getTile(pos)->isWater();
  2728. std::queue<int3> toVisit;
  2729. toVisit.push(pos);
  2730. while(!toVisit.empty())
  2731. {
  2732. int3 curPos = toVisit.front();
  2733. toVisit.pop();
  2734. TSectorID & sec = retrieveTile(curPos);
  2735. if(sec == NOT_CHECKED)
  2736. {
  2737. const TerrainTile *t = getTile(curPos);
  2738. if(!markIfBlocked(sec, curPos, t))
  2739. {
  2740. if(t->isWater() == s.water) //sector is only-water or only-land
  2741. {
  2742. sec = num;
  2743. s.tiles.push_back(curPos);
  2744. foreach_neighbour(cbp, curPos, [&](CCallback * cbp, crint3 neighPos)
  2745. {
  2746. if(retrieveTile(neighPos) == NOT_CHECKED)
  2747. {
  2748. toVisit.push(neighPos);
  2749. //parent[neighPos] = curPos;
  2750. }
  2751. const TerrainTile *nt = getTile(neighPos);
  2752. if(nt && nt->isWater() != s.water && canBeEmbarkmentPoint(nt, s.water))
  2753. {
  2754. s.embarkmentPoints.push_back(neighPos);
  2755. }
  2756. });
  2757. if(t->visitable)
  2758. {
  2759. auto obj = t->visitableObjects.front();
  2760. 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
  2761. s.visitableObjs.push_back(obj);
  2762. }
  2763. }
  2764. }
  2765. }
  2766. }
  2767. vstd::removeDuplicates(s.embarkmentPoints);
  2768. }
  2769. void SectorMap::write(crstring fname)
  2770. {
  2771. std::ofstream out(fname);
  2772. for(int k = 0; k < cb->getMapSize().z; k++)
  2773. {
  2774. for(int j = 0; j < cb->getMapSize().y; j++)
  2775. {
  2776. for(int i = 0; i < cb->getMapSize().x; i++)
  2777. {
  2778. out << (int)sector[i][j][k] << '\t';
  2779. }
  2780. out << std::endl;
  2781. }
  2782. out << std::endl;
  2783. }
  2784. }
  2785. bool isWeeklyRevisitable (const CGObjectInstance * obj)
  2786. { //TODO: allow polling of remaining creatures in dwelling
  2787. if (dynamic_cast<const CGVisitableOPW *>(obj) || //ensures future compatibility, unlike IDs
  2788. dynamic_cast<const CGDwelling *>(obj) ||
  2789. dynamic_cast<const CBank *>(obj)) //banks tend to respawn often in mods
  2790. return true;
  2791. switch (obj->ID)
  2792. {
  2793. case Obj::STABLES:
  2794. case Obj::MAGIC_WELL:
  2795. case Obj::HILL_FORT:
  2796. return true;
  2797. case Obj::BORDER_GATE:
  2798. case Obj::BORDERGUARD:
  2799. return (dynamic_cast <const CGKeys *>(obj))->wasMyColorVisited (ai->playerID); //FIXME: they could be revisited sooner than in a week
  2800. }
  2801. return false;
  2802. }
  2803. bool shouldVisit(HeroPtr h, const CGObjectInstance * obj)
  2804. {
  2805. switch (obj->ID)
  2806. {
  2807. case Obj::TOWN:
  2808. case Obj::HERO: //never visit our heroes at random
  2809. return obj->tempOwner != h->tempOwner; //do not visit our towns at random
  2810. break;
  2811. case Obj::BORDER_GATE:
  2812. {
  2813. for (auto q : ai->myCb->getMyQuests())
  2814. {
  2815. if (q.obj == obj)
  2816. {
  2817. return false; // do not visit guards or gates when wandering
  2818. }
  2819. }
  2820. return true; //we don't have this quest yet
  2821. }
  2822. break;
  2823. case Obj::BORDERGUARD: //open borderguard if possible
  2824. return (dynamic_cast <const CGKeys *>(obj))->wasMyColorVisited(ai->playerID);
  2825. case Obj::SEER_HUT:
  2826. case Obj::QUEST_GUARD:
  2827. {
  2828. for (auto q : ai->myCb->getMyQuests())
  2829. {
  2830. if (q.obj == obj)
  2831. {
  2832. if (q.quest->checkQuest(h.h))
  2833. return true; //we completed the quest
  2834. else
  2835. return false; //we can't complete this quest
  2836. }
  2837. }
  2838. return true; //we don't have this quest yet
  2839. }
  2840. break;
  2841. case Obj::CREATURE_GENERATOR1:
  2842. {
  2843. if (obj->tempOwner != h->tempOwner)
  2844. return true; //flag just in case
  2845. bool canRecruitCreatures = false;
  2846. const CGDwelling * d = dynamic_cast<const CGDwelling *>(obj);
  2847. for(auto level : d->creatures)
  2848. {
  2849. for(auto c : level.second)
  2850. {
  2851. if (h->getSlotFor(CreatureID(c)) != SlotID())
  2852. canRecruitCreatures = true;
  2853. }
  2854. }
  2855. return canRecruitCreatures;
  2856. }
  2857. case Obj::HILL_FORT:
  2858. {
  2859. for (auto slot : h->Slots())
  2860. {
  2861. if (slot.second->type->upgrades.size())
  2862. return true; //TODO: check price?
  2863. }
  2864. return false;
  2865. }
  2866. case Obj::MONOLITH_ONE_WAY_ENTRANCE:
  2867. case Obj::MONOLITH_ONE_WAY_EXIT:
  2868. case Obj::MONOLITH_TWO_WAY:
  2869. case Obj::WHIRLPOOL:
  2870. return false;
  2871. case Obj::SCHOOL_OF_MAGIC:
  2872. case Obj::SCHOOL_OF_WAR:
  2873. {
  2874. TResources myRes = ai->myCb->getResourceAmount();
  2875. if (myRes[Res::GOLD] - GOLD_RESERVE < 1000)
  2876. return false;
  2877. }
  2878. break;
  2879. case Obj::LIBRARY_OF_ENLIGHTENMENT:
  2880. if (h->level < 12)
  2881. return false;
  2882. break;
  2883. case Obj::TREE_OF_KNOWLEDGE:
  2884. {
  2885. TResources myRes = ai->myCb->getResourceAmount();
  2886. if (myRes[Res::GOLD] - GOLD_RESERVE < 2000 || myRes[Res::GEMS] < 10)
  2887. return false;
  2888. }
  2889. break;
  2890. case Obj::MAGIC_WELL:
  2891. return h->mana < h->manaLimit();
  2892. case Obj::PRISON:
  2893. return ai->myCb->getHeroesInfo().size() < VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER;
  2894. case Obj::TAVERN:
  2895. {//TODO: make AI actually recruit heroes
  2896. //TODO: only on request
  2897. if((ai->myCb->getHeroesInfo().size() >= VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER) ||
  2898. (ai->myCb->getResourceAmount()[Res::GOLD] - GOLD_RESERVE < GameConstants::HERO_GOLD_COST))
  2899. return false;
  2900. }
  2901. break;
  2902. case Obj::BOAT:
  2903. return false;
  2904. //Boats are handled by pathfinder
  2905. case Obj::EYE_OF_MAGI:
  2906. return false; //this object is useless to visit, but could be visited indefinitely
  2907. }
  2908. if (obj->wasVisited(*h)) //it must pointer to hero instance, heroPtr calls function wasVisited(ui8 player);
  2909. return false;
  2910. return true;
  2911. }
  2912. int3 SectorMap::firstTileToGet(HeroPtr h, crint3 dst)
  2913. /*
  2914. this functions returns one target tile or invalid tile. We will use it to poll possible destinations
  2915. For ship construction etc, another function (goal?) is needed
  2916. */
  2917. {
  2918. int3 ret(-1,-1,-1);
  2919. int sourceSector = retrieveTile(h->visitablePos()),
  2920. destinationSector = retrieveTile(dst);
  2921. const Sector *src = &infoOnSectors[sourceSector],
  2922. *dest = &infoOnSectors[destinationSector];
  2923. if(sourceSector != destinationSector) //use ships, shipyards etc..
  2924. {
  2925. if (ai->isAccessibleForHero(dst, h)) //pathfinder can find a way using ships and gates if tile is not blocked by objects
  2926. return dst;
  2927. std::map<const Sector*, const Sector*> preds;
  2928. std::queue<const Sector *> sectorQueue;
  2929. sectorQueue.push(src);
  2930. while(!sectorQueue.empty())
  2931. {
  2932. const Sector *s = sectorQueue.front();
  2933. sectorQueue.pop();
  2934. for(int3 ep : s->embarkmentPoints)
  2935. {
  2936. Sector * neigh = &infoOnSectors[retrieveTile(ep)];
  2937. //preds[s].push_back(neigh);
  2938. if(!preds[neigh])
  2939. {
  2940. preds[neigh] = s;
  2941. sectorQueue.push(neigh);
  2942. }
  2943. }
  2944. }
  2945. if(!preds[dest])
  2946. {
  2947. //write("test.txt");
  2948. return ret;
  2949. //throw cannotFulfillGoalException(boost::str(boost::format("Cannot find connection between sectors %d and %d") % src->id % dst->id));
  2950. }
  2951. std::vector<const Sector*> toTraverse;
  2952. toTraverse.push_back(dest);
  2953. while(toTraverse.back() != src)
  2954. {
  2955. toTraverse.push_back(preds[toTraverse.back()]);
  2956. }
  2957. if(preds[dest])
  2958. {
  2959. //TODO: would be nice to find sectors in loop
  2960. const Sector *sectorToReach = toTraverse.at(toTraverse.size() - 2);
  2961. if(!src->water && sectorToReach->water) //embark
  2962. {
  2963. //embark on ship -> look for an EP with a boat
  2964. auto firstEP = boost::find_if(src->embarkmentPoints, [=](crint3 pos) -> bool
  2965. {
  2966. const TerrainTile *t = getTile(pos);
  2967. return t && t->visitableObjects.size() == 1 && t->topVisitableId() == Obj::BOAT
  2968. && retrieveTile(pos) == sectorToReach->id;
  2969. });
  2970. if(firstEP != src->embarkmentPoints.end())
  2971. {
  2972. return *firstEP;
  2973. }
  2974. else
  2975. {
  2976. //we need to find a shipyard with an access to the desired sector's EP
  2977. //TODO what about Summon Boat spell?
  2978. std::vector<const IShipyard *> shipyards;
  2979. for(const CGTownInstance *t : cb->getTownsInfo())
  2980. {
  2981. if(t->hasBuilt(BuildingID::SHIPYARD))
  2982. shipyards.push_back(t);
  2983. }
  2984. for(const CGObjectInstance *obj : ai->getFlaggedObjects())
  2985. {
  2986. if(obj->ID != Obj::TOWN) //towns were handled in the previous loop
  2987. if(const IShipyard *shipyard = IShipyard::castFrom(obj))
  2988. shipyards.push_back(shipyard);
  2989. }
  2990. shipyards.erase(boost::remove_if(shipyards, [=](const IShipyard *shipyard) -> bool
  2991. {
  2992. return shipyard->shipyardStatus() != 0 || retrieveTile(shipyard->bestLocation()) != sectorToReach->id;
  2993. }),shipyards.end());
  2994. if(!shipyards.size())
  2995. {
  2996. //TODO consider possibility of building shipyard in a town
  2997. return ret;
  2998. //throw cannotFulfillGoalException("There is no known shipyard!");
  2999. }
  3000. //we have only shipyards that possibly can build ships onto the appropriate EP
  3001. auto ownedGoodShipyard = boost::find_if(shipyards, [](const IShipyard *s) -> bool
  3002. {
  3003. return s->o->tempOwner == ai->playerID;
  3004. });
  3005. if(ownedGoodShipyard != shipyards.end())
  3006. {
  3007. const IShipyard *s = *ownedGoodShipyard;
  3008. TResources shipCost;
  3009. s->getBoatCost(shipCost);
  3010. if(cb->getResourceAmount().canAfford(shipCost))
  3011. {
  3012. int3 ret = s->bestLocation();
  3013. cb->buildBoat(s); //TODO: move actions elsewhere
  3014. return ret;
  3015. }
  3016. else
  3017. {
  3018. //TODO gather res
  3019. return ret;
  3020. //throw cannotFulfillGoalException("Not enough resources to build a boat");
  3021. }
  3022. }
  3023. else
  3024. {
  3025. //TODO pick best shipyard to take over
  3026. return shipyards.front()->o->visitablePos();
  3027. }
  3028. }
  3029. }
  3030. else if(src->water && !sectorToReach->water)
  3031. {
  3032. //TODO
  3033. //disembark
  3034. return ret;
  3035. }
  3036. else //use subterranean gates - not needed since gates are now handled via Pathfinder
  3037. {
  3038. return ret;
  3039. //throw cannotFulfillGoalException("Land-land and water-water inter-sector transitions are not implemented!");
  3040. }
  3041. }
  3042. else
  3043. {
  3044. return ret;
  3045. //throw cannotFulfillGoalException("Inter-sector route detection failed: not connected sectors?");
  3046. }
  3047. }
  3048. else
  3049. {
  3050. return findFirstVisitableTile(h, dst);
  3051. }
  3052. }
  3053. int3 SectorMap::findFirstVisitableTile (HeroPtr h, crint3 dst)
  3054. {
  3055. int3 ret(-1,-1,-1);
  3056. int3 curtile = dst;
  3057. while(curtile != h->visitablePos())
  3058. {
  3059. auto topObj = cb->getTopObj(curtile);
  3060. if(topObj && topObj->ID == Obj::HERO && topObj != h.h &&
  3061. cb->getPlayerRelations(h->tempOwner, topObj->tempOwner) != PlayerRelations::ENEMIES)
  3062. {
  3063. logAi->warn("Another allied hero stands in our way");
  3064. return ret;
  3065. }
  3066. if(ai->myCb->getPathsInfo(h.get())->getPathInfo(curtile)->reachable())
  3067. {
  3068. return curtile;
  3069. }
  3070. else
  3071. {
  3072. auto i = parent.find(curtile);
  3073. if(i != parent.end())
  3074. {
  3075. assert(curtile != i->second);
  3076. curtile = i->second;
  3077. }
  3078. else
  3079. {
  3080. return ret;
  3081. //throw cannotFulfillGoalException("Unreachable tile in sector? Should not happen!");
  3082. }
  3083. }
  3084. }
  3085. return ret;
  3086. }
  3087. void SectorMap::makeParentBFS(crint3 source)
  3088. {
  3089. parent.clear();
  3090. int mySector = retrieveTile(source);
  3091. std::queue<int3> toVisit;
  3092. toVisit.push(source);
  3093. while(!toVisit.empty())
  3094. {
  3095. int3 curPos = toVisit.front();
  3096. toVisit.pop();
  3097. TSectorID & sec = retrieveTile(curPos);
  3098. assert(sec == mySector); //consider only tiles from the same sector
  3099. UNUSED(sec);
  3100. foreach_neighbour(curPos, [&](crint3 neighPos)
  3101. {
  3102. if(retrieveTile(neighPos) == mySector && !vstd::contains(parent, neighPos))
  3103. {
  3104. if (cb->canMoveBetween(curPos, neighPos))
  3105. {
  3106. toVisit.push(neighPos);
  3107. parent[neighPos] = curPos;
  3108. }
  3109. }
  3110. });
  3111. }
  3112. }
  3113. SectorMap::TSectorID & SectorMap::retrieveTile(crint3 pos)
  3114. {
  3115. return retrieveTileN(sector, pos);
  3116. }
  3117. TerrainTile* SectorMap::getTile(crint3 pos) const
  3118. {
  3119. //out of bounds access should be handled by boost::multi_array
  3120. //still we cached this array to avoid any checks
  3121. return visibleTiles->operator[](pos.x)[pos.y][pos.z];
  3122. }
  3123. std::vector<const CGObjectInstance *> SectorMap::getNearbyObjs(HeroPtr h, bool sectorsAround)
  3124. {
  3125. const Sector * heroSector = &infoOnSectors[retrieveTile(h->visitablePos())];
  3126. if(sectorsAround)
  3127. {
  3128. std::vector<const CGObjectInstance *> ret;
  3129. for(auto embarkPoint : heroSector->embarkmentPoints)
  3130. {
  3131. const Sector * embarkSector = &infoOnSectors[retrieveTile(embarkPoint)];
  3132. range::copy(embarkSector->visitableObjs, std::back_inserter(ret));
  3133. }
  3134. return ret;
  3135. }
  3136. return heroSector->visitableObjs;
  3137. }