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- #include "StdInc.h"
- #include "VCAI.h"
- #include "../../lib/UnlockGuard.h"
- #include "../../lib/CObjectHandler.h"
- #include "../../lib/CConfigHandler.h"
- #include "../../lib/CHeroHandler.h"
- /*
- * CCreatureHandler.h, part of VCMI engine
- *
- * Authors: listed in file AUTHORS in main folder
- *
- * License: GNU General Public License v2.0 or later
- * Full text of license available in license.txt file, in main folder
- *
- */
- extern FuzzyHelper *fh;
- class CGVisitableOPW;
- const double SAFE_ATTACK_CONSTANT = 1.5;
- 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)
- using namespace vstd;
- //one thread may be turn of AI and another will be handling a side effect for AI2
- boost::thread_specific_ptr<CCallback> cb;
- boost::thread_specific_ptr<VCAI> ai;
- //std::map<int, std::map<int, int> > HeroView::infosCount;
- //helper RAII to manage global ai/cb ptrs
- struct SetGlobalState
- {
- SetGlobalState(VCAI * AI)
- {
- assert(!ai.get());
- assert(!cb.get());
- ai.reset(AI);
- cb.reset(AI->myCb.get());
- }
- ~SetGlobalState()
- {
- ai.release();
- cb.release();
- }
- };
- #define SET_GLOBAL_STATE(ai) SetGlobalState _hlpSetState(ai);
- #define NET_EVENT_HANDLER SET_GLOBAL_STATE(this)
- #define MAKING_TURN SET_GLOBAL_STATE(this)
- unsigned char &retreiveTileN(std::vector< std::vector< std::vector<unsigned char> > > &vectors, const int3 &pos)
- {
- return vectors[pos.x][pos.y][pos.z];
- }
- const unsigned char &retreiveTileN(const std::vector< std::vector< std::vector<unsigned char> > > &vectors, const int3 &pos)
- {
- return vectors[pos.x][pos.y][pos.z];
- }
- void foreach_tile(std::vector< std::vector< std::vector<unsigned char> > > &vectors, std::function<void(unsigned char &in)> foo)
- {
- for(auto & vector : vectors)
- for(auto j = vector.begin(); j != vector.end(); j++)
- for(auto & elem : *j)
- foo(elem);
- }
- struct ObjInfo
- {
- int3 pos;
- std::string name;
- ObjInfo(){}
- ObjInfo(const CGObjectInstance *obj)
- {
- pos = obj->pos;
- name = obj->getHoverText();
- }
- };
- std::map<const CGObjectInstance *, ObjInfo> helperObjInfo;
- VCAI::VCAI(void)
- {
- LOG_TRACE(logAi);
- makingTurn = nullptr;
- }
- VCAI::~VCAI(void)
- {
- LOG_TRACE(logAi);
- }
- void VCAI::availableCreaturesChanged(const CGDwelling *town)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- }
- void VCAI::heroMoved(const TryMoveHero & details)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- validateObject(details.id); //enemy hero may have left visible area
- if(details.result == TryMoveHero::TELEPORTATION)
- {
- const int3 from = CGHeroInstance::convertPosition(details.start, false),
- to = CGHeroInstance::convertPosition(details.end, false);
- const CGObjectInstance *o1 = frontOrNull(cb->getVisitableObjs(from)),
- *o2 = frontOrNull(cb->getVisitableObjs(to));
- if(o1 && o2 && o1->ID == Obj::SUBTERRANEAN_GATE && o2->ID == Obj::SUBTERRANEAN_GATE)
- {
- knownSubterraneanGates[o1] = o2;
- knownSubterraneanGates[o2] = o1;
- logAi->debugStream() << boost::format("Found a pair of subterranean gates between %s and %s!") % from % to;
- }
- }
- }
- void VCAI::stackChagedCount(const StackLocation &location, const TQuantity &change, bool isAbsolute)
- {
- LOG_TRACE_PARAMS(logAi, "isAbsolute '%i'", isAbsolute);
- NET_EVENT_HANDLER;
- }
- void VCAI::heroInGarrisonChange(const CGTownInstance *town)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- }
- void VCAI::centerView(int3 pos, int focusTime)
- {
- LOG_TRACE_PARAMS(logAi, "focusTime '%i'", focusTime);
- NET_EVENT_HANDLER;
- }
- void VCAI::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- }
- void VCAI::artifactAssembled(const ArtifactLocation &al)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- }
- void VCAI::showTavernWindow(const CGObjectInstance *townOrTavern)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- }
- void VCAI::showThievesGuildWindow (const CGObjectInstance * obj)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- }
- void VCAI::playerBlocked(int reason, bool start)
- {
- LOG_TRACE_PARAMS(logAi, "reason '%i', start '%i'", reason % start);
- NET_EVENT_HANDLER;
- if (start && reason == PlayerBlocked::UPCOMING_BATTLE)
- status.setBattle(UPCOMING_BATTLE);
- if(reason == PlayerBlocked::ONGOING_MOVEMENT)
- status.setMove(start);
- }
- void VCAI::showPuzzleMap()
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- }
- void VCAI::showShipyardDialog(const IShipyard *obj)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- }
- void VCAI::gameOver(PlayerColor player, bool victory)
- {
- LOG_TRACE_PARAMS(logAi, "victory '%i'", victory);
- NET_EVENT_HANDLER;
- logAi->debugStream() << boost::format("Player %d: I heard that player %d %s.") % playerID % player.getNum() % (victory ? "won" : "lost");
- if(player == playerID)
- {
- if(victory)
- {
- logAi->debugStream() << "VCAI: I won! Incredible!";
- logAi->debugStream() << "Turn nr " << myCb->getDate();
- }
- else
- {
- logAi->debugStream() << "VCAI: Player " << player << " lost. It's me. What a disappointment! :(";
- }
- // //let's make Impossible difficulty finally standing to its name :>
- // if(myCb->getStartInfo()->difficulty == 4 && !victory)
- // {
- // //play dirty: crash the whole engine to avoid lose
- // //that way AI is unbeatable!
- // *(int*)nullptr = 666;
- // }
- // TODO - at least write some insults on stdout
- finish();
- }
- }
- void VCAI::artifactPut(const ArtifactLocation &al)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- }
- void VCAI::artifactRemoved(const ArtifactLocation &al)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- }
- void VCAI::stacksErased(const StackLocation &location)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- }
- void VCAI::artifactDisassembled(const ArtifactLocation &al)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- }
- void VCAI::heroVisit(const CGHeroInstance *visitor, const CGObjectInstance *visitedObj, bool start)
- {
- LOG_TRACE_PARAMS(logAi, "start '%i'; obj '%s'", start % (visitedObj ? visitedObj->hoverName : std::string("n/a")));
- NET_EVENT_HANDLER;
- if(start)
- {
- markObjectVisited (visitedObj);
- erase_if_present(reservedObjs, visitedObj); //unreserve objects
- erase_if_present(reservedHeroesMap[visitor], visitedObj);
- completeGoal (Goals::CGoal(Goals::GET_OBJ).sethero(visitor)); //we don't need to visit in anymore
- }
- status.heroVisit(visitedObj, start);
- }
- void VCAI::availableArtifactsChanged(const CGBlackMarket *bm /*= nullptr*/)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- }
- void VCAI::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- //buildArmyIn(town);
- //moveCreaturesToHero(town);
- }
- void VCAI::tileHidden(const std::unordered_set<int3, ShashInt3> &pos)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- validateVisitableObjs();
- }
- void VCAI::tileRevealed(const std::unordered_set<int3, ShashInt3> &pos)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- for(int3 tile : pos)
- for(const CGObjectInstance *obj : myCb->getVisitableObjs(tile))
- addVisitableObj(obj);
- }
- void VCAI::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- auto firstHero = cb->getHero(hero1);
- auto secondHero = cb->getHero(hero2);
- status.addQuery(query, boost::str(boost::format("Exchange between heroes %s and %s") % firstHero->name % secondHero->name));
- requestActionASAP([=]()
- {
- if (firstHero->getHeroStrength() > secondHero->getHeroStrength() && canGetArmy (firstHero, secondHero))
- pickBestCreatures (firstHero, secondHero);
- else if (canGetArmy (secondHero, firstHero))
- pickBestCreatures (secondHero, firstHero);
- completeGoal(Goals::VisitHero().sethero(firstHero)); //TODO: what if we were visited by other hero in the meantime?
- completeGoal(Goals::VisitHero().sethero(secondHero));
- //TODO: exchange artifacts
- answerQuery(query, 0);
- });
- }
- void VCAI::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
- {
- LOG_TRACE_PARAMS(logAi, "which '%i', val '%i'", which % val);
- NET_EVENT_HANDLER;
- }
- void VCAI::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
- {
- LOG_TRACE_PARAMS(logAi, "level '%i'", level);
- NET_EVENT_HANDLER;
- }
- void VCAI::heroMovePointsChanged(const CGHeroInstance * hero)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- }
- void VCAI::stackChangedType(const StackLocation &location, const CCreature &newType)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- }
- void VCAI::stacksRebalanced(const StackLocation &src, const StackLocation &dst, TQuantity count)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- }
- void VCAI::newObject(const CGObjectInstance * obj)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- if(obj->isVisitable())
- addVisitableObj(obj);
- }
- void VCAI::objectRemoved(const CGObjectInstance *obj)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- erase_if_present(visitableObjs, obj);
- erase_if_present(alreadyVisited, obj);
- erase_if_present(reservedObjs, obj);
- for(auto &p : reservedHeroesMap)
- erase_if_present(p.second, obj);
- //TODO
- //there are other places where CGObjectinstance ptrs are stored...
- //
- if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
- {
- lostHero(cb->getHero(obj->id)); //we can promote, since objectRemoved is called just before actual deletion
- }
- }
- void VCAI::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- requestActionASAP([=]()
- {
- makePossibleUpgrades(visitor);
- });
- }
- void VCAI::playerBonusChanged(const Bonus &bonus, bool gain)
- {
- LOG_TRACE_PARAMS(logAi, "gain '%i'", gain);
- NET_EVENT_HANDLER;
- }
- void VCAI::newStackInserted(const StackLocation &location, const CStackInstance &stack)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- }
- void VCAI::heroCreated(const CGHeroInstance*)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- }
- void VCAI::advmapSpellCast(const CGHeroInstance * caster, int spellID)
- {
- LOG_TRACE_PARAMS(logAi, "spellID '%i", spellID);
- NET_EVENT_HANDLER;
- }
- void VCAI::showInfoDialog(const std::string &text, const std::vector<Component*> &components, int soundID)
- {
- LOG_TRACE_PARAMS(logAi, "soundID '%i'", soundID);
- NET_EVENT_HANDLER;
- }
- void VCAI::requestRealized(PackageApplied *pa)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- if(status.haveTurn())
- {
- if(pa->packType == typeList.getTypeID<EndTurn>())
- if(pa->result)
- status.madeTurn();
- }
- if(pa->packType == typeList.getTypeID<QueryReply>())
- {
- status.receivedAnswerConfirmation(pa->requestID, pa->result);
- }
- }
- void VCAI::receivedResource(int type, int val)
- {
- LOG_TRACE_PARAMS(logAi, "type '%i', val '%i'", type % val);
- NET_EVENT_HANDLER;
- }
- void VCAI::stacksSwapped(const StackLocation &loc1, const StackLocation &loc2)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- }
- void VCAI::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- }
- void VCAI::heroManaPointsChanged(const CGHeroInstance * hero)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- }
- void VCAI::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
- {
- LOG_TRACE_PARAMS(logAi, "which '%d', val '%d'", which % val);
- NET_EVENT_HANDLER;
- }
- void VCAI::battleResultsApplied()
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- assert(status.getBattle() == ENDING_BATTLE);
- status.setBattle(NO_BATTLE);
- }
- void VCAI::objectPropertyChanged(const SetObjectProperty * sop)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- if(sop->what == ObjProperty::OWNER)
- {
- if(sop->val == playerID.getNum())
- erase_if_present(visitableObjs, myCb->getObj(sop->id));
- //TODO restore lost obj
- }
- }
- void VCAI::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what)
- {
- LOG_TRACE_PARAMS(logAi, "what '%i'", what);
- NET_EVENT_HANDLER;
- }
- void VCAI::heroBonusChanged(const CGHeroInstance *hero, const Bonus &bonus, bool gain)
- {
- LOG_TRACE_PARAMS(logAi, "gain '%i'", gain);
- NET_EVENT_HANDLER;
- }
- void VCAI::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- }
- void VCAI::init(shared_ptr<CCallback> CB)
- {
- LOG_TRACE(logAi);
- myCb = CB;
- cbc = CB;
- NET_EVENT_HANDLER;
- playerID = *myCb->getMyColor();
- myCb->waitTillRealize = true;
- myCb->unlockGsWhenWaiting = true;
- if(!fh)
- fh = new FuzzyHelper();
- retreiveVisitableObjs(visitableObjs);
- }
- void VCAI::yourTurn()
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- status.startedTurn();
- makingTurn = make_unique<boost::thread>(&VCAI::makeTurn, this);
- }
- void VCAI::heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill> &skills, QueryID queryID)
- {
- LOG_TRACE_PARAMS(logAi, "queryID '%i'", queryID);
- NET_EVENT_HANDLER;
- status.addQuery(queryID, boost::str(boost::format("Hero %s got level %d") % hero->name % hero->level));
- requestActionASAP([=]{ answerQuery(queryID, 0); });
- }
- void VCAI::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
- {
- LOG_TRACE_PARAMS(logAi, "queryID '%i'", queryID);
- NET_EVENT_HANDLER;
- status.addQuery(queryID, boost::str(boost::format("Commander %s of %s got level %d") % commander->name % commander->armyObj->nodeName() % (int)commander->level));
- requestActionASAP([=]{ answerQuery(queryID, 0); });
- }
- void VCAI::showBlockingDialog(const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel)
- {
- LOG_TRACE_PARAMS(logAi, "text '%s', askID '%i', soundID '%i', selection '%i', cancel '%i'", text % askID % soundID % selection % cancel);
- NET_EVENT_HANDLER;
- int sel = 0;
- status.addQuery(askID, boost::str(boost::format("Blocking dialog query with %d components - %s")
- % components.size() % text));
- if(selection) //select from multiple components -> take the last one (they're indexed [1-size])
- sel = components.size();
- if(!selection && cancel) //yes&no -> always answer yes, we are a brave AI :)
- sel = 1;
- requestActionASAP([=]()
- {
- answerQuery(askID, sel);
- });
- }
- void VCAI::showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
- {
- LOG_TRACE_PARAMS(logAi, "removableUnits '%i', queryID '%i'", removableUnits % queryID);
- NET_EVENT_HANDLER;
- std::string s1 = up ? up->nodeName() : "NONE";
- std::string s2 = down ? down->nodeName() : "NONE";
- status.addQuery(queryID, boost::str(boost::format("Garrison dialog with %s and %s") % s1 % s2));
- //you can't request action from action-response thread
- requestActionASAP([=]()
- {
- pickBestCreatures (down, up);
- answerQuery(queryID, 0);
- });
- }
- void VCAI::saveGame(COSer<CSaveFile> &h, const int version)
- {
- LOG_TRACE_PARAMS(logAi, "version '%i'", version);
- NET_EVENT_HANDLER;
- validateVisitableObjs();
- CAdventureAI::saveGame(h, version);
- serializeInternal(h, version);
- }
- void VCAI::loadGame(CISer<CLoadFile> &h, const int version)
- {
- LOG_TRACE_PARAMS(logAi, "version '%i'", version);
- NET_EVENT_HANDLER;
- CAdventureAI::loadGame(h, version);
- serializeInternal(h, version);
- }
- void makePossibleUpgrades(const CArmedInstance *obj)
- {
- if(!obj)
- return;
- for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
- {
- if(const CStackInstance *s = obj->getStackPtr(SlotID(i)))
- {
- UpgradeInfo ui;
- cb->getUpgradeInfo(obj, SlotID(i), ui);
- if(ui.oldID >= 0 && cb->getResourceAmount().canAfford(ui.cost[0] * s->count))
- {
- cb->upgradeCreature(obj, SlotID(i), ui.newID[0]);
- }
- }
- }
- }
- void VCAI::makeTurn()
- {
- MAKING_TURN;
- boost::shared_lock<boost::shared_mutex> gsLock(cb->getGsMutex());
- setThreadName("VCAI::makeTurn");
- logAi->debugStream() << boost::format("Player %d starting turn") % static_cast<int>(playerID.getNum());
- switch(cb->getDate(Date::DAY_OF_WEEK))
- {
- case 1:
- {
- townVisitsThisWeek.clear();
- std::vector<const CGObjectInstance *> objs;
- retreiveVisitableObjs(objs, true);
- for(const CGObjectInstance *obj : objs)
- {
- if (isWeeklyRevisitable(obj))
- {
- if (!vstd::contains(visitableObjs, obj))
- visitableObjs.push_back(obj);
- auto o = std::find (alreadyVisited.begin(), alreadyVisited.end(), obj);
- if (o != alreadyVisited.end())
- alreadyVisited.erase(o);
- }
- }
- }
- break;
- case 7: //reconsider strategy
- {
- if(auto h = primaryHero()) //check if our primary hero can handle danger
- {
- ui64 totalDanger = 0;
- int dangerousObjects = 0;
- std::vector<const CGObjectInstance *> objs;
- retreiveVisitableObjs(objs, false);
- for (auto obj : objs)
- {
- if (evaluateDanger(obj)) //potentilaly dnagerous
- {
- totalDanger += evaluateDanger(obj->visitablePos(), *h);
- ++dangerousObjects;
- }
- }
- ui64 averageDanger = totalDanger / std::max(dangerousObjects, 1);
- if (dangerousObjects && averageDanger > h->getHeroStrength())
- {
- setGoal (h, Goals::GatherArmy().sethero(h).setvalue(averageDanger * SAFE_ATTACK_CONSTANT).setisAbstract(true));
- }
- }
- }
- break;
- }
- if(cb->getSelectedHero())
- cb->recalculatePaths();
- makeTurnInternal();
- makingTurn.reset();
- return;
- }
- void VCAI::makeTurnInternal()
- {
- saving = 0;
- //it looks messy here, but it's better to have armed heroes before attempting realizing goals
- for(const CGTownInstance *t : cb->getTownsInfo())
- moveCreaturesToHero(t);
- try
- {
- //Pick objects reserved in previous turn - we expect only nerby objects there
- auto reservedHeroesCopy = reservedHeroesMap; //work on copy => the map may be changed while iterating (eg because hero died when attempting a goal)
- for (auto hero : reservedHeroesCopy)
- {
- if(reservedHeroesMap.count(hero.first))
- continue; //hero might have been removed while we were in this loop
- if(!hero.first.validAndSet())
- {
- logAi->errorStream() << "Hero " << hero.first.name << " present on reserved map. Shouldn't be. ";
- continue;
- }
- cb->setSelection(hero.first.get());
- boost::sort (hero.second, isCloser);
- for (auto obj : hero.second)
- {
- if(!obj || !obj->defInfo || !cb->getObj(obj->id))
- {
- logAi->errorStream() << "Error: there is wrong object on list for hero " << hero.first->name;
- continue;
- }
- striveToGoal (Goals::VisitTile(obj->visitablePos()).sethero(hero.first));
- }
- }
- //now try to win
- striveToGoal(Goals::Win());
- //finally, continue our abstract long-term goals
- //heroes tend to die in the process and loose their goals, unsafe to iterate it
- std::vector<std::pair<HeroPtr, Goals::CGoal> > safeCopy;
- boost::copy(lockedHeroes, std::back_inserter(safeCopy));
- typedef std::pair<HeroPtr, Goals::CGoal> TItrType;
- auto lockedHeroesSorter = [](TItrType h1, TItrType h2) -> bool
- {
- return compareMovement (h1.first, h2.first);
- };
- boost::sort(safeCopy, lockedHeroesSorter);
- while (safeCopy.size()) //continue our goals
- {
- auto it = safeCopy.begin();
- if (it->first && it->first->tempOwner == playerID && vstd::contains(lockedHeroes, it->first)) //make sure hero still has his goal
- {
- cb->setSelection(*it->first);
- striveToGoal (it->second);
- }
- safeCopy.erase(it);
- }
- auto quests = myCb->getMyQuests();
- for (auto quest : quests)
- {
- striveToQuest (quest);
- }
- striveToGoal(Goals::Build()); //TODO: smarter building management
- }
- catch(boost::thread_interrupted &e)
- {
- logAi->debugStream() << "Making turn thread has been interrupted. We'll end without calling endTurn.";
- return;
- }
- catch(std::exception &e)
- {
- logAi->debugStream() << "Making turn thread has caught an exception: " << e.what();
- }
- endTurn();
- }
- bool VCAI::goVisitObj(const CGObjectInstance * obj, HeroPtr h)
- {
- int3 dst = obj->visitablePos();
- logAi->debugStream() << boost::format("%s will try to visit %s at (%s)") % h->name % obj->getHoverText() % strFromInt3(dst);
- return moveHeroToTile(dst, h);
- }
- void VCAI::performObjectInteraction(const CGObjectInstance * obj, HeroPtr h)
- {
- LOG_TRACE_PARAMS(logAi, "Hero %s and object %s at %s", h->name % obj->getHoverText() % obj->pos);
- switch (obj->ID)
- {
- case Obj::CREATURE_GENERATOR1:
- recruitCreatures (dynamic_cast<const CGDwelling *>(obj));
- checkHeroArmy (h);
- break;
- case Obj::TOWN:
- moveCreaturesToHero (dynamic_cast<const CGTownInstance *>(obj));
- if (h->visitedTown) //we are inside, not just attacking
- {
- townVisitsThisWeek[h].push_back(h->visitedTown);
- if (!h->hasSpellbook() && cb->getResourceAmount(Res::GOLD) >= GameConstants::SPELLBOOK_GOLD_COST + saving[Res::GOLD] &&
- h->visitedTown->hasBuilt (BuildingID::MAGES_GUILD_1))
- cb->buyArtifact(h.get(), ArtifactID::SPELLBOOK);
- }
- break;
- }
- }
- void VCAI::moveCreaturesToHero(const CGTownInstance * t)
- {
- if(t->visitingHero && t->armedGarrison() && t->visitingHero->tempOwner == t->tempOwner)
- {
- pickBestCreatures (t->visitingHero, t);
- }
- }
- bool VCAI::canGetArmy (const CGHeroInstance * army, const CGHeroInstance * source)
- { //TODO: merge with pickBestCreatures
- if(army->tempOwner != source->tempOwner)
- {
- logAi->errorStream() << "Why are we even considering exchange between heroes from different players?";
- return false;
- }
- const CArmedInstance *armies[] = {army, source};
- int armySize = 0;
- //we calculate total strength for each creature type available in armies
- std::map<const CCreature*, int> creToPower;
- for(auto armyPtr : armies)
- for(auto &i : armyPtr->Slots())
- {
- ++armySize;//TODO: allow splitting stacks?
- creToPower[i.second->type] += i.second->getPower();
- }
- //TODO - consider more than just power (ie morale penalty, hero specialty in certain stacks, etc)
- armySize = std::min ((source->needsLastStack() ? armySize - 1 : armySize), GameConstants::ARMY_SIZE); //can't move away last stack
- std::vector<const CCreature *> bestArmy; //types that'll be in final dst army
- for (int i = 0; i < armySize; i++) //pick the creatures from which we can get most power, as many as dest can fit
- {
- typedef const std::pair<const CCreature*, int> &CrePowerPair;
- auto creIt = boost::max_element(creToPower, [](CrePowerPair lhs, CrePowerPair rhs)
- {
- return lhs.second < rhs.second;
- });
- bestArmy.push_back(creIt->first);
- creToPower.erase(creIt);
- if(creToPower.empty())
- break;
- }
- //foreach best type -> iterate over slots in both armies and if it's the appropriate type, send it to the slot where it belongs
- for (int i = 0; i < bestArmy.size(); i++) //i-th strongest creature type will go to i-th slot
- {
- for(auto armyPtr : armies)
- for (int j = 0; j < GameConstants::ARMY_SIZE; j++)
- {
- if(armyPtr->getCreature(SlotID(j)) == bestArmy[i] && (i != j || armyPtr != army)) //it's a searched creature not in dst slot
- if (!(armyPtr->needsLastStack() && armyPtr->Slots().size() == 1 && armyPtr != army)) //can't take away last creature
- return true; //at least one exchange will be performed
- }
- }
- return false;
- }
- void VCAI::pickBestCreatures(const CArmedInstance * army, const CArmedInstance * source)
- {
- //TODO - what if source is a hero (the last stack problem) -> it'd good to create a single stack of weakest cre
- const CArmedInstance *armies[] = {army, source};
- int armySize = 0;
- //we calculate total strength for each creature type available in armies
- std::map<const CCreature*, int> creToPower;
- for(auto armyPtr : armies)
- for(auto &i : armyPtr->Slots())
- {
- ++armySize;//TODO: allow splitting stacks?
- creToPower[i.second->type] += i.second->getPower();
- }
- //TODO - consider more than just power (ie morale penalty, hero specialty in certain stacks, etc)
- armySize = std::min ((source->needsLastStack() ? armySize - 1 : armySize), GameConstants::ARMY_SIZE); //can't move away last stack
- std::vector<const CCreature *> bestArmy; //types that'll be in final dst army
- for (int i = 0; i < armySize; i++) //pick the creatures from which we can get most power, as many as dest can fit
- {
- typedef const std::pair<const CCreature*, int> &CrePowerPair;
- auto creIt = boost::max_element(creToPower, [](CrePowerPair lhs, CrePowerPair rhs)
- {
- return lhs.second < rhs.second;
- });
- bestArmy.push_back(creIt->first);
- creToPower.erase(creIt);
- if(creToPower.empty())
- break;
- }
- //foreach best type -> iterate over slots in both armies and if it's the appropriate type, send it to the slot where it belongs
- for (int i = 0; i < bestArmy.size(); i++) //i-th strongest creature type will go to i-th slot
- {
- for(auto armyPtr : armies)
- for (int j = 0; j < GameConstants::ARMY_SIZE; j++)
- {
- if(armyPtr->getCreature(SlotID(j)) == bestArmy[i] && (i != j || armyPtr != army)) //it's a searched creature not in dst slot
- if (!(armyPtr->needsLastStack() && armyPtr->Slots().size() == 1 && armyPtr != army))
- cb->mergeOrSwapStacks(armyPtr, army, SlotID(j), SlotID(i));
- }
- }
- //TODO - having now strongest possible army, we may want to think about arranging stacks
- auto hero = dynamic_cast<const CGHeroInstance *>(army);
- if (hero)
- {
- checkHeroArmy (hero);
- }
- }
- void VCAI::recruitCreatures(const CGDwelling * d)
- {
- for(int i = 0; i < d->creatures.size(); i++)
- {
- if(!d->creatures[i].second.size())
- continue;
- int count = d->creatures[i].first;
- CreatureID creID = d->creatures[i].second.back();
- // const CCreature *c = VLC->creh->creatures[creID];
- // if(containsSavedRes(c->cost))
- // continue;
- amin(count, freeResources() / VLC->creh->creatures[creID]->cost);
- if(count > 0)
- cb->recruitCreatures(d, creID, count, i);
- }
- }
- bool VCAI::tryBuildStructure(const CGTownInstance * t, BuildingID building, unsigned int maxDays)
- {
- if (!vstd::contains(t->town->buildings, building))
- return false; // no such building in town
- if (t->hasBuilt(building)) //Already built? Shouldn't happen in general
- return true;
- std::set<BuildingID> toBuild = cb->getBuildingRequiments(t, building);
- //erase all already built buildings
- for (auto buildIter = toBuild.begin(); buildIter != toBuild.end();)
- {
- if (t->hasBuilt(*buildIter))
- toBuild.erase(buildIter++);
- else
- buildIter++;
- }
- toBuild.insert(building);
- for(BuildingID buildID : toBuild)
- {
- EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID);
- if (canBuild == EBuildingState::HAVE_CAPITAL
- || canBuild == EBuildingState::FORBIDDEN
- || canBuild == EBuildingState::NO_WATER)
- return false; //we won't be able to build this
- }
- if (maxDays && toBuild.size() > maxDays)
- return false;
- TResources currentRes = cb->getResourceAmount();
- TResources income = estimateIncome();
- //TODO: calculate if we have enough resources to build it in maxDays
- for(const auto & buildID : toBuild)
- {
- const CBuilding *b = t->town->buildings[buildID];
- EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID);
- if(canBuild == EBuildingState::ALLOWED)
- {
- if(!containsSavedRes(b->resources))
- {
- logAi->debugStream() << boost::format("Player %d will build %s in town of %s at %s") % playerID % b->Name() % t->name % t->pos;
- cb->buildBuilding(t, buildID);
- return true;
- }
- continue;
- }
- else if(canBuild == EBuildingState::NO_RESOURCES)
- {
- TResources cost = t->town->buildings[buildID]->resources;
- for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
- {
- int diff = currentRes[i] - cost[i] + income[i];
- if(diff < 0)
- saving[i] = 1;
- }
- continue;
- }
- }
- return false;
- }
- bool VCAI::tryBuildAnyStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays)
- {
- for(const auto & building : buildList)
- {
- if(t->hasBuilt(building))
- continue;
- if (tryBuildStructure(t, building, maxDays))
- return true;
- }
- return false; //Can't build anything
- }
- bool VCAI::tryBuildNextStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays)
- {
- for(const auto & building : buildList)
- {
- if(t->hasBuilt(building))
- continue;
- return tryBuildStructure(t, building, maxDays);
- }
- return false;//Nothing to build
- }
- void VCAI::buildStructure(const CGTownInstance * t)
- {
- //TODO make *real* town development system
- //TODO: faction-specific development: use special buildings, build dwellings in better order, etc
- //TODO: build resource silo, defences when needed
- //Possible - allow "locking" on specific building (build prerequisites and then building itself)
- //Set of buildings for different goals. Does not include any prerequisites.
- const BuildingID essential[] = {BuildingID::TAVERN, BuildingID::TOWN_HALL};
- const BuildingID goldSource[] = {BuildingID::TOWN_HALL, BuildingID::CITY_HALL, BuildingID::CAPITOL};
- const BuildingID unitsSource[] = { BuildingID::DWELL_LVL_1, BuildingID::DWELL_LVL_2, BuildingID::DWELL_LVL_3,
- BuildingID::DWELL_LVL_4, BuildingID::DWELL_LVL_5, BuildingID::DWELL_LVL_6, BuildingID::DWELL_LVL_7};
- const BuildingID unitsUpgrade[] = { BuildingID::DWELL_LVL_1_UP, BuildingID::DWELL_LVL_2_UP, BuildingID::DWELL_LVL_3_UP,
- BuildingID::DWELL_LVL_4_UP, BuildingID::DWELL_LVL_5_UP, BuildingID::DWELL_LVL_6_UP, BuildingID::DWELL_LVL_7_UP};
- const BuildingID unitGrowth[] = { BuildingID::FORT, BuildingID::CITADEL, BuildingID::CASTLE, BuildingID::HORDE_1,
- BuildingID::HORDE_1_UPGR, BuildingID::HORDE_2, BuildingID::HORDE_2_UPGR};
- const BuildingID spells[] = {BuildingID::MAGES_GUILD_1, BuildingID::MAGES_GUILD_2, BuildingID::MAGES_GUILD_3,
- BuildingID::MAGES_GUILD_4, BuildingID::MAGES_GUILD_5};
- const BuildingID extra[] = {BuildingID::RESOURCE_SILO, BuildingID::SPECIAL_1, BuildingID::SPECIAL_2, BuildingID::SPECIAL_3,
- BuildingID::SPECIAL_4, BuildingID::SHIPYARD}; // all remaining buildings
- TResources currentRes = cb->getResourceAmount();
- TResources income = estimateIncome();
- if (tryBuildAnyStructure(t, std::vector<BuildingID>(essential, essential + ARRAY_COUNT(essential))))
- return;
- //we're running out of gold - try to build something gold-producing. Multiplier can be tweaked, 6 is minimum due to buildings costs
- if (currentRes[Res::GOLD] < income[Res::GOLD] * 6)
- if (tryBuildNextStructure(t, std::vector<BuildingID>(goldSource, goldSource + ARRAY_COUNT(goldSource))))
- return;
- if (cb->getDate(Date::DAY_OF_WEEK) > 6)// last 2 days of week - try to focus on growth
- {
- if (tryBuildNextStructure(t, std::vector<BuildingID>(unitGrowth, unitGrowth + ARRAY_COUNT(unitGrowth)), 2))
- return;
- }
- // first in-game week or second half of any week: try build dwellings
- if (cb->getDate(Date::DAY) < 7 || cb->getDate(Date::DAY_OF_WEEK) > 3)
- if (tryBuildAnyStructure(t, std::vector<BuildingID>(unitsSource, unitsSource + ARRAY_COUNT(unitsSource)), 8 - cb->getDate(Date::DAY_OF_WEEK)))
- return;
- //try to upgrade dwelling
- for(int i = 0; i < ARRAY_COUNT(unitsUpgrade); i++)
- {
- if (t->hasBuilt(unitsSource[i]) && !t->hasBuilt(unitsUpgrade[i]))
- {
- if (tryBuildStructure(t, unitsUpgrade[i]))
- return;
- }
- }
- //remaining tasks
- if (tryBuildNextStructure(t, std::vector<BuildingID>(goldSource, goldSource + ARRAY_COUNT(goldSource))))
- return;
- if (tryBuildNextStructure(t, std::vector<BuildingID>(spells, spells + ARRAY_COUNT(spells))))
- return;
- if (tryBuildAnyStructure(t, std::vector<BuildingID>(extra, extra + ARRAY_COUNT(extra))))
- return;
- }
- std::vector<const CGObjectInstance *> VCAI::getPossibleDestinations(HeroPtr h)
- {
- validateVisitableObjs();
- std::vector<const CGObjectInstance *> possibleDestinations;
- for(const CGObjectInstance *obj : visitableObjs)
- {
- if(cb->getPathInfo(obj->visitablePos())->reachable() && !obj->wasVisited(playerID) &&
- (obj->tempOwner != playerID || isWeeklyRevisitable(obj))) //flag or get weekly resources / creatures
- possibleDestinations.push_back(obj);
- }
- boost::sort(possibleDestinations, isCloser);
- possibleDestinations.erase(boost::remove_if(possibleDestinations, [&](const CGObjectInstance *obj) -> bool
- {
- const int3 pos = obj->visitablePos();
- if(vstd::contains(alreadyVisited, obj))
- return true;
- if(!isSafeToVisit(h, pos))
- return true;
- if (!shouldVisit(h, obj))
- return true;
- if (vstd::contains(reservedObjs, obj)) //does checking for our own reserved objects make sense? here?
- return true;
- const CGObjectInstance *topObj = cb->getVisitableObjs(pos).back(); //it may be hero visiting this obj
- //we don't try visiting object on which allied or owned hero stands
- // -> it will just trigger exchange windows and AI will be confused that obj behind doesn't get visited
- if(topObj->ID == Obj::HERO && cb->getPlayerRelations(h->tempOwner, topObj->tempOwner) != PlayerRelations::ENEMIES)
- return true;
- return false;
- }),possibleDestinations.end());
- return possibleDestinations;
- }
- void VCAI::wander(HeroPtr h)
- {
- while(1)
- {
- validateVisitableObjs();
- std::vector <ObjectIdRef> dests;
- range::copy(reservedHeroesMap[h], std::back_inserter(dests));
- if (!dests.size())
- range::copy(getPossibleDestinations(h), std::back_inserter(dests));
- if(!dests.size())
- {
- auto compareReinforcements = [h](const CGTownInstance *lhs, const CGTownInstance *rhs) -> bool
- {
- return howManyReinforcementsCanGet(h, lhs) < howManyReinforcementsCanGet(h, rhs);
- };
- std::vector<const CGTownInstance *> townsReachable;
- std::vector<const CGTownInstance *> townsNotReachable;
- for(const CGTownInstance *t : cb->getTownsInfo())
- {
- if(!t->visitingHero && howManyReinforcementsCanGet(h,t) && !vstd::contains(townVisitsThisWeek[h], t))
- {
- if(isReachable(t))
- townsReachable.push_back(t);
- else
- townsNotReachable.push_back(t);
- }
- }
- if(townsReachable.size())
- {
- boost::sort(townsReachable, compareReinforcements);
- dests.emplace_back(townsReachable.back());
- }
- else if(townsNotReachable.size())
- {
- boost::sort(townsNotReachable, compareReinforcements);
- //TODO pick the truly best
- const CGTownInstance *t = townsNotReachable.back();
- logAi->debugStream() << boost::format("%s can't reach any town, we'll try to make our way to %s at %s") % h->name % t->name % t->visitablePos();
- int3 pos1 = h->pos;
- striveToGoal(Goals::VisitTile(t->visitablePos()).sethero(h));
- if (pos1 == h->pos && h == primaryHero()) //hero can't move
- {
- if(cb->getResourceAmount(Res::GOLD) >= HERO_GOLD_COST && cb->getHeroesInfo().size() < ALLOWED_ROAMING_HEROES && cb->getAvailableHeroes(t).size())
- recruitHero(t);
- }
- break;
- }
- else if(cb->getResourceAmount(Res::GOLD) >= HERO_GOLD_COST)
- {
- std::vector<const CGTownInstance *> towns = cb->getTownsInfo();
- erase_if(towns, [](const CGTownInstance *t) -> bool
- {
- for(const CGHeroInstance *h : cb->getHeroesInfo())
- if(!t->getArmyStrength() || howManyReinforcementsCanGet(h, t))
- return true;
- return false;
- });
- boost::sort(towns, compareArmyStrength);
- if(towns.size())
- recruitHero(towns.back());
- break;
- }
- else
- {
- logAi->debugStream() << "Nowhere more to go...";
- break;
- }
- }
- const ObjectIdRef&dest = dests.front();
- logAi->debugStream() << boost::format("Of all %d destinations, object oid=%d seems nice") % dests.size() % dest.id.getNum();
- if(!goVisitObj(dest, h))
- {
- if(!dest)
- {
- logAi->debugStream() << boost::format("Visit attempt made the object (id=%d) gone...") % dest.id.getNum();
- }
- else
- {
- logAi->debugStream() << boost::format("Hero %s apparently used all MPs (%d left)") % h->name % h->movement;
- reserveObject(h, dest); //reserve that object - we predict it will be reached soon
- //removed - do not forget abstract goal so easily
- //setGoal(h, CGoal(VISIT_TILE).sethero(h).settile(dest->visitablePos()));
- }
- break;
- }
- if(h->visitedTown)
- {
- townVisitsThisWeek[h].push_back(h->visitedTown);
- buildArmyIn(h->visitedTown);
- break;
- }
- }
- }
- void VCAI::setGoal(HeroPtr h, const Goals::CGoal goal)
- { //TODO: check for presence?
- if (goal.goalType == Goals::INVALID)
- erase_if_present(lockedHeroes, h);
- else
- lockedHeroes[h] = Goals::CGoal(goal).setisElementar(false); //always evaluate goals before realizing
- }
- void VCAI::setGoal(HeroPtr h, Goals::EGoals goalType)
- {
- if (goalType == Goals::INVALID)
- erase_if_present(lockedHeroes, h);
- else
- lockedHeroes[h] = Goals::CGoal(goalType).setisElementar(false); //always evaluate goals before realizing;
- }
- void VCAI::completeGoal (const Goals::CGoal goal)
- {
- if (const CGHeroInstance * h = goal.hero.get(true))
- {
- auto it = lockedHeroes.find(h);
- if (it != lockedHeroes.end())
- if (it->second.goalType == goal.goalType)
- lockedHeroes.erase(it); //goal fulfilled, free hero
- }
- }
- void VCAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
- {
- NET_EVENT_HANDLER;
- assert(playerID > PlayerColor::PLAYER_LIMIT || status.getBattle() == UPCOMING_BATTLE);
- status.setBattle(ONGOING_BATTLE);
- const CGObjectInstance *presumedEnemy = 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
- battlename = boost::str(boost::format("Starting battle of %s attacking %s at %s") % (hero1 ? hero1->name : "a army") % (presumedEnemy ? presumedEnemy->hoverName : "unknown enemy") % tile);
- CAdventureAI::battleStart(army1, army2, tile, hero1, hero2, side);
- }
- void VCAI::battleEnd(const BattleResult *br)
- {
- NET_EVENT_HANDLER;
- assert(status.getBattle() == ONGOING_BATTLE);
- status.setBattle(ENDING_BATTLE);
- bool won = br->winner == myCb->battleGetMySide();
- logAi->debugStream() << boost::format("Player %d: I %s the %s!") % playerID % (won ? "won" : "lost") % battlename;
- battlename.clear();
- CAdventureAI::battleEnd(br);
- }
- void VCAI::waitTillFree()
- {
- auto unlock = vstd::makeUnlockSharedGuard(cb->getGsMutex());
- status.waitTillFree();
- }
- void VCAI::markObjectVisited (const CGObjectInstance *obj)
- {
- if(dynamic_cast<const CGVisitableOPH *>(obj) || //we may want to wisit it with another hero
- dynamic_cast<const CGBonusingObject *>(obj) || //or another time
- (obj->ID == Obj::MONSTER))
- return;
- alreadyVisited.push_back(obj);
- }
- void VCAI::reserveObject(HeroPtr h, const CGObjectInstance *obj)
- {
- reservedObjs.push_back(obj);
- reservedHeroesMap[h].push_back(obj);
- logAi->debugStream() << "reserved object id=" << obj->id << "; address=" << (intptr_t)obj << "; name=" << obj->getHoverText();
- }
- void VCAI::validateVisitableObjs()
- {
- std::vector<const CGObjectInstance *> hlp;
- retreiveVisitableObjs(hlp, true);
- std::string errorMsg;
- auto shouldBeErased = [&](const CGObjectInstance *obj) -> bool
- {
- if(!vstd::contains(hlp, obj))
- {
- logAi->errorStream() << helperObjInfo[obj].name << " at " << helperObjInfo[obj].pos << errorMsg;
- return true;
- }
- return false;
- };
- //errorMsg is captured by ref so lambda will take the new text
- errorMsg = " shouldn't be on the visitable objects list!";
- erase_if(visitableObjs, shouldBeErased);
- for(auto &p : reservedHeroesMap)
- {
- errorMsg = " shouldn't be on list for hero " + p.first->name + "!";
- erase_if(p.second, shouldBeErased);
- }
- errorMsg = " shouldn't be on the reserved objs list!";
- erase_if(reservedObjs, shouldBeErased);
- //TODO overkill, hidden object should not be removed. However, we can't know if hidden object is erased from game.
- errorMsg = " shouldn't be on the already visited objs list!";
- erase_if(alreadyVisited, shouldBeErased);
- }
- void VCAI::retreiveVisitableObjs(std::vector<const CGObjectInstance *> &out, bool includeOwned /*= false*/) const
- {
- foreach_tile_pos([&](const int3 &pos)
- {
- for(const CGObjectInstance *obj : myCb->getVisitableObjs(pos, false))
- {
- if(includeOwned || obj->tempOwner != playerID)
- out.push_back(obj);
- }
- });
- }
- std::vector<const CGObjectInstance *> VCAI::getFlaggedObjects() const
- {
- std::vector<const CGObjectInstance *> ret;
- retreiveVisitableObjs(ret, true);
- erase_if(ret, [](const CGObjectInstance *obj)
- {
- return obj->tempOwner != ai->playerID;
- });
- return ret;
- }
- void VCAI::addVisitableObj(const CGObjectInstance *obj)
- {
- visitableObjs.push_back(obj);
- helperObjInfo[obj] = ObjInfo(obj);
- }
- const CGObjectInstance * VCAI::lookForArt(int aid) const
- {
- for(const CGObjectInstance *obj : ai->visitableObjs)
- {
- if(obj->ID == 5 && obj->subID == aid)
- return obj;
- }
- return nullptr;
- //TODO what if more than one artifact is available? return them all or some slection criteria
- }
- bool VCAI::isAccessible(const int3 &pos)
- {
- //TODO precalculate for speed
- for(const CGHeroInstance *h : cb->getHeroesInfo())
- {
- if(isAccessibleForHero(pos, h))
- return true;
- }
- return false;
- }
- HeroPtr VCAI::getHeroWithGrail() const
- {
- for(const CGHeroInstance *h : cb->getHeroesInfo())
- if(h->hasArt(2)) //grail
- return h;
- return nullptr;
- }
- const CGObjectInstance * VCAI::getUnvisitedObj(const std::function<bool(const CGObjectInstance *)> &predicate)
- {
- //TODO smarter definition of unvisited
- for(const CGObjectInstance *obj : visitableObjs)
- if(predicate(obj) && !vstd::contains(alreadyVisited, obj))
- return obj;
- return nullptr;
- }
- bool VCAI::isAccessibleForHero(const int3 & pos, HeroPtr h, bool includeAllies /*= false*/) const
- {
- cb->setSelection(*h);
- if (!includeAllies)
- { //don't visit tile occupied by allied hero
- for (auto obj : cb->getVisitableObjs(pos))
- {
- if (obj->ID == Obj::HERO && obj->tempOwner == h->tempOwner && obj != h)
- return false;
- }
- }
- return cb->getPathInfo(pos)->reachable();
- }
- bool VCAI::moveHeroToTile(int3 dst, HeroPtr h)
- {
- logAi->debugStream() << boost::format("Moving hero %s to tile %s") % h->name % dst;
- int3 startHpos = h->visitablePos();
- bool ret = false;
- if(startHpos == dst)
- {
- assert(cb->getVisitableObjs(dst).size() > 1); //there's no point in revisiting tile where there is no visitable object
- cb->moveHero(*h, CGHeroInstance::convertPosition(dst, true));
- waitTillFree(); //movement may cause battle or blocking dialog
- ret = true;
- }
- else
- {
- CGPath path;
- cb->getPath2(dst, path);
- if(path.nodes.empty())
- {
- logAi->errorStream() << "Hero " << h->name << " cannot reach " << dst;
- //setGoal(h, INVALID);
- completeGoal (Goals::CGoal(Goals::VISIT_TILE).sethero(h));
- cb->recalculatePaths();
- throw std::runtime_error("Wrong move order!");
- }
- int i=path.nodes.size()-1;
- for(; i>0; i--)
- {
- //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
- if(path.nodes[i-1].turns)
- {
- //blockedHeroes.insert(h); //to avoid attempts of moving heroes with very little MPs
- break;
- }
- int3 endpos = path.nodes[i-1].coord;
- if(endpos == h->visitablePos())
- //if (endpos == h->pos)
- continue;
- // if(i > 1)
- // {
- // int3 afterEndPos = path.nodes[i-2].coord;
- // if(afterEndPos.z != endpos.z)
- //
- // }
- //logAi->debugStream() << "Moving " << h->name << " from " << h->getPosition() << " to " << endpos;
- cb->moveHero(*h, CGHeroInstance::convertPosition(endpos, true));
- waitTillFree(); //movement may cause battle or blocking dialog
- boost::this_thread::interruption_point();
- if(!h) //we lost hero - remove all tasks assigned to him/her
- {
- lostHero(h);
- //we need to throw, otherwise hero will be assigned to sth again
- throw std::runtime_error("Hero was lost!");
- }
- }
- ret = !i;
- }
- if (auto visitedObject = frontOrNull(cb->getVisitableObjs(h->visitablePos()))) //we stand on something interesting
- {
- performObjectInteraction (visitedObject, h);
- //BNLOG("Hero %s moved from %s to %s at %s", h->name % startHpos % visitedObject->hoverName % h->visitablePos());
- //throw goalFulfilledException (CGoal(GET_OBJ).setobjid(visitedObject->id));
- }
- if(h) //we could have lost hero after last move
- {
- cb->recalculatePaths();
- if (startHpos == h->visitablePos() && !ret) //we didn't move and didn't reach the target
- {
- throw cannotFulfillGoalException("Invalid path found!");
- }
- }
- logAi->debugStream() << boost::format("Hero %s moved from %s to %s. Returning %d.") % h->name % startHpos % h->visitablePos() % ret;
- return ret;
- }
- void VCAI::tryRealize(Goals::Explore g)
- {
- throw cannotFulfillGoalException("EXPLORE is not a elementar goal!");
- }
- void VCAI::tryRealize(Goals::RecruitHero g)
- {
- if(const CGTownInstance *t = findTownWithTavern())
- {
- recruitHero(t, true);
- //TODO try to free way to blocked town
- //TODO: adventure map tavern or prison?
- }
- }
- void VCAI::tryRealize(Goals::VisitTile g)
- {
- //cb->recalculatePaths();
- if(!g.hero->movement)
- throw cannotFulfillGoalException("Cannot visit tile: hero is out of MPs!");
- if(g.tile == g.hero->visitablePos() && cb->getVisitableObjs(g.hero->visitablePos()).size() < 2)
- {
- logAi->warnStream() << boost::format("Why do I want to move hero %s to tile %s? Already standing on that tile! ") % g.hero->name % g.tile;
- throw goalFulfilledException (g);
- }
- //if(!g.isBlockedBorderGate(g.tile))
- //{
- if (ai->moveHeroToTile(g.tile, g.hero.get()))
- {
- throw goalFulfilledException (g);
- }
- //}
- //else
- // throw cannotFulfillGoalException("There's a blocked gate!, we should never be here"); //CLEAR_WAY_TO should get keymaster tent
- }
- void VCAI::tryRealize(Goals::VisitHero g)
- {
- if(!g.hero->movement)
- throw cannotFulfillGoalException("Cannot visit tile: hero is out of MPs!");
- if (ai->moveHeroToTile(g.tile, g.hero.get()))
- {
- throw goalFulfilledException (g);
- }
- }
- void VCAI::tryRealize(Goals::BuildThis g)
- {
- const CGTownInstance *t = g.town;
- if(!t && g.hero)
- t = g.hero->visitedTown;
- if(!t)
- {
- for(const CGTownInstance *t : cb->getTownsInfo())
- {
- switch(cb->canBuildStructure(t, BuildingID(g.bid)))
- {
- case EBuildingState::ALLOWED:
- cb->buildBuilding(t, BuildingID(g.bid));
- return;
- default:
- break;
- }
- }
- }
- else if(cb->canBuildStructure(t, BuildingID(g.bid)) == EBuildingState::ALLOWED)
- {
- cb->buildBuilding(t, BuildingID(g.bid));
- return;
- }
- throw cannotFulfillGoalException("Cannot build a given structure!");
- }
- void VCAI::tryRealize(Goals::DigAtTile g)
- {
- assert(g.hero->visitablePos() == g.tile); //surely we want to crash here?
- if (g.hero->diggingStatus() == CGHeroInstance::CAN_DIG)
- {
- cb->dig(g.hero.get());
- setGoal(g.hero, Goals::INVALID); // finished digging
- }
- else
- {
- ai->lockedHeroes[g.hero] = g; //hero who tries to dig shouldn't do anything else
- throw cannotFulfillGoalException("A hero can't dig!\n");
- }
- }
- void VCAI::tryRealize(Goals::CollectRes g)
- {
- if(cb->getResourceAmount(static_cast<Res::ERes>(g.resID)) >= g.value)
- throw cannotFulfillGoalException("Goal is already fulfilled!");
- if(const CGObjectInstance *obj = cb->getObj(ObjectInstanceID(g.objid), false))
- {
- if(const IMarket *m = IMarket::castFrom(obj, false))
- {
- for (Res::ERes i = Res::WOOD; i <= Res::GOLD; vstd::advance(i, 1))
- {
- if(i == g.resID) continue;
- int toGive, toGet;
- m->getOffer(i, g.resID, toGive, toGet, EMarketMode::RESOURCE_RESOURCE);
- toGive = toGive * (cb->getResourceAmount(i) / toGive);
- //TODO trade only as much as needed
- cb->trade(obj, EMarketMode::RESOURCE_RESOURCE, i, g.resID, toGive);
- if(cb->getResourceAmount(static_cast<Res::ERes>(g.resID)) >= g.value)
- return;
- }
- throw cannotFulfillGoalException("I cannot get needed resources by trade!");
- }
- else
- {
- throw cannotFulfillGoalException("I don't know how to use this object to raise resources!");
- }
- }
- else
- {
- saving[g.resID] = 1;
- throw cannotFulfillGoalException("No object that could be used to raise resources!");
- }
- }
- void VCAI::tryRealize(Goals::Build g)
- {
- performTypicalActions(); //TODO: separate build and wander
- throw cannotFulfillGoalException("BUILD has been realized as much as possible.");
- }
- void VCAI::tryRealize(Goals::Invalid g)
- {
- throw cannotFulfillGoalException("I don't know how to fulfill this!");
- }
- void VCAI::tryRealize(Goals::CGoal g)
- {
- logAi->debugStream() << boost::format("Attempting realizing goal with code %s") % g.name();
- throw cannotFulfillGoalException("Unknown type of goal !");
- }
- const CGTownInstance * VCAI::findTownWithTavern() const
- {
- for(const CGTownInstance *t : cb->getTownsInfo())
- if(t->hasBuilt(BuildingID::TAVERN) && !t->visitingHero)
- return t;
- return nullptr;
- }
- std::vector<HeroPtr> VCAI::getUnblockedHeroes() const
- {
- std::vector<HeroPtr> ret;
- boost::copy(cb->getHeroesInfo(), std::back_inserter(ret));
- for(auto h : lockedHeroes)
- {
- //if (!h.second.invalid()) //we can use heroes without valid goal
- if (h.second.goalType == Goals::DIG_AT_TILE || !h.first->movement) //experiment: use all heroes that have movement left, TODO: unlock heroes that couldn't realize their goals
- erase_if_present(ret, h.first);
- }
- return ret;
- }
- HeroPtr VCAI::primaryHero() const
- {
- auto hs = cb->getHeroesInfo();
- boost::sort(hs, compareHeroStrength);
- if(hs.empty())
- return nullptr;
- return hs.back();
- }
- void VCAI::endTurn()
- {
- logAi->debugStream() << "Player " << static_cast<int>(playerID.getNum()) << " ends turn";
- if(!status.haveTurn())
- {
- logAi->errorStream() << "Not having turn at the end of turn???";
- }
- do
- {
- cb->endTurn();
- } while(status.haveTurn()); //for some reasons, our request may fail -> stop requesting end of turn only after we've received a confirmation that it's over
- logAi->debugStream() << "Player " << static_cast<int>(playerID.getNum()) << " ended turn";
- }
- bool VCAI::fulfillsGoal (Goals::CGoal &goal, Goals::CGoal &mainGoal)
- {
- if (mainGoal.goalType == Goals::GET_OBJ && goal.goalType == Goals::VISIT_TILE) //deduce that GET_OBJ was completed by visiting object's tile
- { //TODO: more universal mechanism
- if (cb->getObj(ObjectInstanceID(mainGoal.objid))->visitablePos() == goal.tile)
- return true;
- }
- return false;
- }
- bool VCAI::fulfillsGoal (Goals::CGoal &goal, const Goals::CGoal &mainGoal)
- {
- if (mainGoal.goalType == Goals::GET_OBJ && goal.goalType == Goals::VISIT_TILE) //deduce that GET_OBJ was completed by visiting object's tile
- { //TODO: more universal mechanism
- if (cb->getObj(ObjectInstanceID(mainGoal.objid))->visitablePos() == goal.tile)
- return true;
- }
- return false;
- }
- void VCAI::striveToGoal(const Goals::CGoal &ultimateGoal)
- {
- if (ultimateGoal.invalid())
- return;
- Goals::CGoal abstractGoal; //can't create reference from temporary
- while(1)
- {
- Goals::CGoal &goal = const_cast<Goals::CGoal&>(ultimateGoal);
- logAi->debugStream() << boost::format("Striving to goal of type %s") % ultimateGoal.name();
- int maxGoals = 100; //preventing deadlock for mutually dependent goals, FIXME: do not try to realize goal when loop didn't suceed
- while(!goal.isElementar && !goal.isAbstract && maxGoals)
- {
- logAi->debugStream() << boost::format("Considering goal %s") % goal.name();
- try
- {
- boost::this_thread::interruption_point();
- goal = goal.whatToDoToAchieve(); //FIXME: must keep information about goal class
- --maxGoals;
- }
- catch(std::exception &e)
- {
- logAi->debugStream() << boost::format("Goal %s decomposition failed: %s") % goal.name() % e.what();
- //setGoal (goal.hero, INVALID); //test: if we don't know how to realize goal, we should abandon it for now
- return;
- }
- }
- try
- {
- boost::this_thread::interruption_point();
- if (!maxGoals)
- {
- std::runtime_error e("Too many subgoals, don't know what to do");
- throw (e);
- }
- if (goal.hero) //lock this hero to fulfill ultimate goal
- {
- if (maxGoals)
- {
- setGoal(goal.hero, goal);
- }
- else
- {
- setGoal(goal.hero, Goals::INVALID); // we seemingly don't know what to do with hero
- }
- }
- if (goal.isAbstract)
- {
- abstractGoal = goal; //allow only one abstract goal per call
- logAi->debugStream() << boost::format("Choosing abstract goal %s") % goal.name();
- break;
- }
- else
- tryRealize(goal);
- boost::this_thread::interruption_point();
- }
- catch(boost::thread_interrupted &e)
- {
- logAi->debugStream() << boost::format("Player %d: Making turn thread received an interruption!") % playerID;
- throw; //rethrow, we want to truly end this thread
- }
- catch(goalFulfilledException &e)
- {
- completeGoal (goal);
- if (fulfillsGoal (goal, ultimateGoal) || maxGoals > 98) //completed goal was main goal //TODO: find better condition
- return;
- }
- catch(std::exception &e)
- {
- logAi->debugStream() << boost::format("Failed to realize subgoal of type %s (greater goal type was %s), I will stop.") % goal.name() % ultimateGoal.name();
- logAi->debugStream() << boost::format("The error message was: %s") % e.what();
- break;
- }
- }
- //TODO: save abstract goals not related to hero
- if (!abstractGoal.invalid()) //try to realize our one goal
- {
- while (1)
- {
- Goals::CGoal goal = Goals::CGoal(abstractGoal).setisAbstract(false);
- int maxGoals = 50;
- while (!goal.isElementar && maxGoals) //find elementar goal and fulfill it
- {
- try
- {
- boost::this_thread::interruption_point();
- goal = goal.whatToDoToAchieve();
- --maxGoals;
- }
- catch(std::exception &e)
- {
- logAi->debugStream() << boost::format("Goal %s decomposition failed: %s") % goal.name() % e.what();
- //setGoal (goal.hero, INVALID);
- return;
- }
- }
- try
- {
- boost::this_thread::interruption_point();
- if (!maxGoals)
- {
- std::runtime_error e("Too many subgoals, don't know what to do");
- throw (e);
- }
- tryRealize(goal);
- boost::this_thread::interruption_point();
- }
- catch(boost::thread_interrupted &e)
- {
- logAi->debugStream() << boost::format("Player %d: Making turn thread received an interruption!") % playerID;
- throw; //rethrow, we want to truly end this thread
- }
- catch(goalFulfilledException &e)
- {
- completeGoal (goal); //FIXME: deduce that we have realized GET_OBJ goal
- if (fulfillsGoal (goal, abstractGoal) || maxGoals > 98) //completed goal was main goal
- return;
- }
- catch(std::exception &e)
- {
- logAi->debugStream() << boost::format("Failed to realize subgoal of type %s (greater goal type was %s), I will stop.") % goal.name() % ultimateGoal.name();
- logAi->debugStream() << boost::format("The error message was: %s") % e.what();
- break;
- }
- }
- }
- }
- void VCAI::striveToQuest (const QuestInfo &q)
- {
- if (q.quest->missionType && q.quest->progress != CQuest::COMPLETE) //FIXME: quests are never synchronized. Pointer handling needed
- {
- MetaString ms;
- q.quest->getRolloverText(ms, false);
- logAi->debugStream() << boost::format("Trying to realize quest: %s") % ms.toString();
- auto heroes = cb->getHeroesInfo();
- switch (q.quest->missionType)
- {
- case CQuest::MISSION_ART:
- {
- for (auto hero : heroes) //TODO: remove duplicated code?
- {
- if (q.quest->checkQuest(hero))
- {
- striveToGoal (Goals::GetObj(q.obj->id.getNum()).sethero(hero));
- return;
- }
- }
- for (auto art : q.quest->m5arts)
- {
- striveToGoal (Goals::GetArtOfType().setaid(art)); //TODO: transport?
- }
- break;
- }
- case CQuest::MISSION_HERO:
- {
- //striveToGoal (CGoal(RECRUIT_HERO));
- for (auto hero : heroes)
- {
- if (q.quest->checkQuest(hero))
- {
- striveToGoal (Goals::GetObj(q.obj->id.getNum()).sethero(hero));
- return;
- }
- }
- striveToGoal (Goals::FindObj(Obj::PRISON)); //rule of a thumb - quest heroes usually are locked in prisons
- //BNLOG ("Don't know how to recruit hero with id %d\n", q.quest->m13489val);
- break;
- }
- case CQuest::MISSION_ARMY:
- {
- for (auto hero : heroes)
- {
- if (q.quest->checkQuest(hero)) //veyr bad info - stacks can be split between multiple heroes :(
- {
- striveToGoal (Goals::GetObj(q.obj->id.getNum()).sethero(hero));
- return;
- }
- }
- for (auto creature : q.quest->m6creatures)
- {
- striveToGoal (Goals::GatherTroops().setobjid(creature.type->idNumber).setvalue(creature.count));
- }
- //TODO: exchange armies... oh my
- //BNLOG ("Don't know how to recruit %d of %s\n", (int)(creature.count) % creature.type->namePl);
- break;
- }
- case CQuest::MISSION_RESOURCES:
- {
- if (heroes.size())
- {
- if (q.quest->checkQuest(heroes.front())) //it doesn't matter which hero it is
- {
- striveToGoal (Goals::VisitTile(q.tile));
- }
- else
- {
- for (int i = 0; i < q.quest->m7resources.size(); ++i)
- {
- if (q.quest->m7resources[i])
- striveToGoal (Goals::CollectRes().setresID(i).setvalue(q.quest->m7resources[i]));
- }
- }
- }
- else
- striveToGoal (Goals::RecruitHero()); //FIXME: checkQuest requires any hero belonging to player :(
- break;
- }
- case CQuest::MISSION_KILL_HERO:
- case CQuest::MISSION_KILL_CREATURE:
- {
- auto obj = cb->getObjByQuestIdentifier(q.quest->m13489val);
- if (obj)
- striveToGoal (Goals::GetObj(obj->id.getNum()));
- else
- striveToGoal (Goals::VisitTile(q.tile)); //visit seer hut
- break;
- }
- case CQuest::MISSION_PRIMARY_STAT:
- {
- auto heroes = cb->getHeroesInfo();
- for (auto hero : heroes)
- {
- if (q.quest->checkQuest(hero))
- {
- striveToGoal (Goals::GetObj(q.obj->id.getNum()).sethero(hero));
- return;
- }
- }
- for (int i = 0; i < q.quest->m2stats.size(); ++i)
- {
- logAi->debugStream() << boost::format("Don't know how to increase primary stat %d") % i;
- }
- break;
- }
- case CQuest::MISSION_LEVEL:
- {
- auto heroes = cb->getHeroesInfo();
- for (auto hero : heroes)
- {
- if (q.quest->checkQuest(hero))
- {
- striveToGoal (Goals::VisitTile(q.tile).sethero(hero)); //TODO: causes infinite loop :/
- return;
- }
- }
- logAi->debugStream() << boost::format("Don't know how to reach hero level %d") % q.quest->m13489val;
- break;
- }
- case CQuest::MISSION_PLAYER:
- {
- if (playerID.getNum() != q.quest->m13489val)
- logAi->debugStream() << boost::format("Can't be player of color %d") % q.quest->m13489val;
- break;
- }
- case CQuest::MISSION_KEYMASTER:
- {
- striveToGoal (Goals::FindObj(Obj::KEYMASTER, q.obj->subID));
- break;
- }
- }
- }
- }
- void VCAI::performTypicalActions()
- {
- for(const CGTownInstance *t : cb->getTownsInfo())
- {
- logAi->debugStream() << boost::format("Looking into %s") % t->name;
- buildStructure(t);
- buildArmyIn(t);
- if(!ai->primaryHero() ||
- (t->getArmyStrength() > ai->primaryHero()->getArmyStrength() * 2 && !isAccessibleForHero(t->visitablePos(), ai->primaryHero())))
- {
- recruitHero(t);
- buildArmyIn(t);
- }
- }
- for(auto h : getUnblockedHeroes())
- {
- logAi->debugStream() << boost::format("Looking into %s, MP=%d") % h->name.c_str() % h->movement;
- makePossibleUpgrades(*h);
- cb->setSelection(*h);
- try
- {
- wander(h);
- }
- catch(std::exception &e)
- {
- logAi->debugStream() << boost::format("Cannot use this hero anymore, received exception: %s") % e.what();
- continue;
- }
- }
- }
- void VCAI::buildArmyIn(const CGTownInstance * t)
- {
- makePossibleUpgrades(t->visitingHero);
- makePossibleUpgrades(t);
- recruitCreatures(t);
- moveCreaturesToHero(t);
- }
- int3 VCAI::explorationBestNeighbour(int3 hpos, int radius, HeroPtr h)
- {
- TimeCheck tc("looking for best exploration neighbour");
- std::map<int3, int> dstToRevealedTiles;
- for(crint3 dir : dirs)
- if(cb->isInTheMap(hpos+dir))
- dstToRevealedTiles[hpos + dir] = howManyTilesWillBeDiscovered(radius, hpos, dir) * isSafeToVisit(h, hpos + dir);
- auto best = dstToRevealedTiles.begin();
- best->second *= cb->getPathInfo(best->first)->reachable();
- best->second *= cb->getPathInfo(best->first)->accessible == CGPathNode::ACCESSIBLE;
- for(auto i = dstToRevealedTiles.begin(); i != dstToRevealedTiles.end(); i++)
- {
- const CGPathNode *pn = cb->getPathInfo(i->first);
- //const TerrainTile *t = cb->getTile(i->first);
- if(best->second < i->second && i->second && pn->reachable() && pn->accessible == CGPathNode::ACCESSIBLE)
- best = i;
- }
- if(best->second)
- return best->first;
- throw cannotFulfillGoalException("No neighbour will bring new discoveries!");
- }
- int3 VCAI::explorationNewPoint(int radius, HeroPtr h, std::vector<std::vector<int3> > &tiles)
- {
- TimeCheck tc("looking for new exploration point");
- logAi->debugStream() << "Looking for an another place for exploration...";
- tiles.resize(radius);
- foreach_tile_pos([&](const int3 &pos)
- {
- if(!cb->isVisible(pos))
- tiles[0].push_back(pos);
- });
- for (int i = 1; i < radius; i++)
- {
- getVisibleNeighbours(tiles[i-1], tiles[i]);
- removeDuplicates(tiles[i]);
- for(const int3 &tile : tiles[i])
- {
- if(cb->getPathInfo(tile)->reachable() && isSafeToVisit(h, tile) && howManyTilesWillBeDiscovered(tile, radius) && !isBlockedBorderGate(tile))
- {
- return tile;
- }
- }
- }
- throw cannotFulfillGoalException("No accessible tile will bring discoveries!");
- }
- TResources VCAI::estimateIncome() const
- {
- TResources ret;
- for(const CGTownInstance *t : cb->getTownsInfo())
- {
- ret[Res::GOLD] += t->dailyIncome();
- //TODO duplikuje newturn
- if(t->hasBuilt(BuildingID::RESOURCE_SILO)) //there is resource silo
- {
- if(t->town->primaryRes == Res::WOOD_AND_ORE) //we'll give wood and ore
- {
- ret[Res::WOOD] ++;
- ret[Res::ORE] ++;
- }
- else
- {
- ret[t->town->primaryRes] ++;
- }
- }
- }
- for(const CGObjectInstance *obj : getFlaggedObjects())
- {
- if(obj->ID == Obj::MINE)
- {
- switch(obj->subID)
- {
- case Res::WOOD:
- case Res::ORE:
- ret[obj->subID] += WOOD_ORE_MINE_PRODUCTION;
- break;
- case Res::GOLD:
- case 7: //abandoned mine -> also gold
- ret[Res::GOLD] += GOLD_MINE_PRODUCTION;
- break;
- default:
- ret[obj->subID] += RESOURCE_MINE_PRODUCTION;
- break;
- }
- }
- }
- return ret;
- }
- bool VCAI::containsSavedRes(const TResources &cost) const
- {
- for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
- {
- if(saving[i] && cost[i])
- return true;
- }
- return false;
- }
- void VCAI::checkHeroArmy (HeroPtr h)
- {
- auto it = lockedHeroes.find(h);
- if (it != lockedHeroes.end())
- {
- if (it->second.goalType == Goals::GATHER_ARMY && it->second.value <= h->getArmyStrength())
- completeGoal(Goals::GatherArmy().sethero(h));
- }
- }
- void VCAI::recruitHero(const CGTownInstance * t, bool throwing)
- {
- logAi->debugStream() << boost::format("Trying to recruit a hero in %s at %s") % t->name % t->visitablePos();
- if(auto availableHero = frontOrNull(cb->getAvailableHeroes(t)))
- cb->recruitHero(t, availableHero);
- else if(throwing)
- throw cannotFulfillGoalException("No available heroes in tavern in " + t->nodeName());
- }
- void VCAI::finish()
- {
- if(makingTurn)
- makingTurn->interrupt();
- }
- void VCAI::requestActionASAP(std::function<void()> whatToDo)
- {
- // static boost::mutex m;
- // boost::unique_lock<boost::mutex> mylock(m);
- boost::barrier b(2);
- boost::thread newThread([&b,this,whatToDo]()
- {
- setThreadName("VCAI::requestActionASAP::helper");
- SET_GLOBAL_STATE(this);
- boost::shared_lock<boost::shared_mutex> gsLock(cb->getGsMutex());
- b.wait();
- whatToDo();
- });
- b.wait();
- }
- void VCAI::lostHero(HeroPtr h)
- {
- logAi->debugStream() << boost::format("I lost my hero %s. It's best to forget and move on.") % h.name;
- erase_if_present(lockedHeroes, h);
- for(auto obj : reservedHeroesMap[h])
- {
- erase_if_present(reservedObjs, obj); //unreserve all objects for that hero
- }
- erase_if_present(reservedHeroesMap, h);
- }
- void VCAI::answerQuery(QueryID queryID, int selection)
- {
- logAi->debugStream() << boost::format("I'll answer the query %d giving the choice %d") % queryID % selection;
- if(queryID != QueryID(-1))
- {
- cb->selectionMade(selection, queryID);
- }
- else
- {
- logAi->debugStream() << boost::format("Since the query ID is %d, the answer won't be sent. This is not a real query!") % queryID;
- //do nothing
- }
- }
- void VCAI::requestSent(const CPackForServer *pack, int requestID)
- {
- //BNLOG("I have sent request of type %s", typeid(*pack).name());
- if(auto reply = dynamic_cast<const QueryReply*>(pack))
- {
- status.attemptedAnsweringQuery(reply->qid, requestID);
- }
- }
- std::string VCAI::getBattleAIName() const
- {
- if(settings["server"]["neutralAI"].getType() == JsonNode::DATA_STRING)
- return settings["server"]["neutralAI"].String();
- else
- return "StupidAI";
- }
- void VCAI::validateObject(const CGObjectInstance *obj)
- {
- validateObject(obj->id);
- }
- void VCAI::validateObject(ObjectIdRef obj)
- {
- auto matchesId = [&] (const CGObjectInstance *hlpObj) -> bool { return hlpObj->id == obj.id; };
- if(!obj)
- {
- erase_if(visitableObjs, matchesId);
- for(auto &p : reservedHeroesMap)
- erase_if(p.second, matchesId);
- erase_if(reservedObjs, matchesId);
- }
- }
- TResources VCAI::freeResources() const
- {
- TResources myRes = cb->getResourceAmount();
- myRes[Res::GOLD] -= GOLD_RESERVE;
- vstd::amax(myRes[Res::GOLD], 0);
- return myRes;
- }
- AIStatus::AIStatus()
- {
- battle = NO_BATTLE;
- havingTurn = false;
- ongoingHeroMovement = false;
- }
- AIStatus::~AIStatus()
- {
- }
- void AIStatus::setBattle(BattleState BS)
- {
- boost::unique_lock<boost::mutex> lock(mx);
- LOG_TRACE_PARAMS(logAi, "battle state=%d", (int)BS);
- battle = BS;
- cv.notify_all();
- }
- BattleState AIStatus::getBattle()
- {
- boost::unique_lock<boost::mutex> lock(mx);
- return battle;
- }
- void AIStatus::addQuery(QueryID ID, std::string description)
- {
- boost::unique_lock<boost::mutex> lock(mx);
- if(ID == QueryID(-1))
- {
- logAi->debugStream() << boost::format("The \"query\" has an id %d, it'll be ignored as non-query. Description: %s") % ID % description;
- return;
- }
- assert(!vstd::contains(remainingQueries, ID));
- assert(ID.getNum() >= 0);
- remainingQueries[ID] = description;
- cv.notify_all();
- logAi->debugStream() << boost::format("Adding query %d - %s. Total queries count: %d") % ID % description % remainingQueries.size();
- }
- void AIStatus::removeQuery(QueryID ID)
- {
- boost::unique_lock<boost::mutex> lock(mx);
- assert(vstd::contains(remainingQueries, ID));
- std::string description = remainingQueries[ID];
- remainingQueries.erase(ID);
- cv.notify_all();
- logAi->debugStream() << boost::format("Removing query %d - %s. Total queries count: %d") % ID % description % remainingQueries.size();
- }
- int AIStatus::getQueriesCount()
- {
- boost::unique_lock<boost::mutex> lock(mx);
- return remainingQueries.size();
- }
- void AIStatus::startedTurn()
- {
- boost::unique_lock<boost::mutex> lock(mx);
- havingTurn = true;
- cv.notify_all();
- }
- void AIStatus::madeTurn()
- {
- boost::unique_lock<boost::mutex> lock(mx);
- havingTurn = false;
- cv.notify_all();
- }
- void AIStatus::waitTillFree()
- {
- boost::unique_lock<boost::mutex> lock(mx);
- while(battle != NO_BATTLE || !remainingQueries.empty() || !objectsBeingVisited.empty() || ongoingHeroMovement)
- cv.timed_wait(lock, boost::posix_time::milliseconds(100));
- }
- bool AIStatus::haveTurn()
- {
- boost::unique_lock<boost::mutex> lock(mx);
- return havingTurn;
- }
- void AIStatus::attemptedAnsweringQuery(QueryID queryID, int answerRequestID)
- {
- boost::unique_lock<boost::mutex> lock(mx);
- assert(vstd::contains(remainingQueries, queryID));
- std::string description = remainingQueries[queryID];
- logAi->debugStream() << boost::format("Attempted answering query %d - %s. Request id=%d. Waiting for results...") % queryID % description % answerRequestID;
- requestToQueryID[answerRequestID] = queryID;
- }
- void AIStatus::receivedAnswerConfirmation(int answerRequestID, int result)
- {
- assert(vstd::contains(requestToQueryID, answerRequestID));
- QueryID query = requestToQueryID[answerRequestID];
- assert(vstd::contains(remainingQueries, query));
- requestToQueryID.erase(answerRequestID);
- if(result)
- {
- removeQuery(query);
- }
- else
- {
- logAi->errorStream() << "Something went really wrong, failed to answer query " << query << ": " << remainingQueries[query];
- //TODO safely retry
- }
- }
- void AIStatus::heroVisit(const CGObjectInstance *obj, bool started)
- {
- boost::unique_lock<boost::mutex> lock(mx);
- if(started)
- objectsBeingVisited.push_back(obj);
- else
- {
- // There can be more than one object visited at the time (eg. hero visits Subterranean Gate
- // causing visit to hero on the other side.
- // However, we are guaranteed that start/end visit notification maintain stack order.
- assert(!objectsBeingVisited.empty());
- objectsBeingVisited.pop_back();
- }
- cv.notify_all();
- }
- void AIStatus::setMove(bool ongoing)
- {
- boost::unique_lock<boost::mutex> lock(mx);
- ongoingHeroMovement = ongoing;
- cv.notify_all();
- }
- SectorMap::SectorMap()
- {
- // int3 sizes = cb->getMapSize();
- // sector.resize(sizes.x);
- // for(auto &i : sector)
- // i.resize(sizes.y);
- //
- // for(auto &i : sector)
- // for(auto &j : i)
- // j.resize(sizes.z, 0);
- update();
- }
- bool markIfBlocked(ui8 &sec, crint3 pos, const TerrainTile *t)
- {
- if(t->blocked && !t->visitable)
- {
- sec = NOT_AVAILABLE;
- return true;
- }
- return false;
- }
- bool markIfBlocked(ui8 &sec, crint3 pos)
- {
- return markIfBlocked(sec, pos, cb->getTile(pos));
- }
- void SectorMap::update()
- {
- clear();
- int curSector = 3; //0 is invisible, 1 is not explored
- foreach_tile_pos([&](crint3 pos)
- {
- if(retreiveTile(pos) == NOT_CHECKED)
- {
- if(!markIfBlocked(retreiveTile(pos), pos))
- exploreNewSector(pos, curSector++);
- }
- });
- valid = true;
- }
- void SectorMap::clear()
- {
- sector = cb->getVisibilityMap();
- valid = false;
- }
- void SectorMap::exploreNewSector(crint3 pos, int num)
- {
- Sector &s = infoOnSectors[num];
- s.id = num;
- s.water = cb->getTile(pos)->isWater();
- std::queue<int3> toVisit;
- toVisit.push(pos);
- while(!toVisit.empty())
- {
- int3 curPos = toVisit.front();
- toVisit.pop();
- ui8 &sec = retreiveTile(curPos);
- if(sec == NOT_CHECKED)
- {
- const TerrainTile *t = cb->getTile(curPos);
- if(!markIfBlocked(sec, curPos, t))
- {
- if(t->isWater() == s.water) //sector is only-water or only-land
- {
- sec = num;
- s.tiles.push_back(curPos);
- foreach_neighbour(curPos, [&](crint3 neighPos)
- {
- if(retreiveTile(neighPos) == NOT_CHECKED)
- {
- toVisit.push(neighPos);
- //parent[neighPos] = curPos;
- }
- const TerrainTile *nt = cb->getTile(neighPos, false);
- if(nt && nt->isWater() != s.water && canBeEmbarkmentPoint(nt))
- {
- s.embarkmentPoints.push_back(neighPos);
- }
- });
- if(t->visitable && vstd::contains(ai->knownSubterraneanGates, t->visitableObjects.front()))
- toVisit.push(ai->knownSubterraneanGates[t->visitableObjects.front()]->visitablePos());
- }
- }
- }
- }
- removeDuplicates(s.embarkmentPoints);
- }
- void SectorMap::write(crstring fname)
- {
- std::ofstream out(fname);
- for(int k = 0; k < cb->getMapSize().z; k++)
- {
- for(int j = 0; j < cb->getMapSize().y; j++)
- {
- for(int i = 0; i < cb->getMapSize().x; i++)
- {
- out << (int)sector[i][j][k] << '\t';
- }
- out << std::endl;
- }
- out << std::endl;
- }
- }
- bool isWeeklyRevisitable (const CGObjectInstance * obj)
- { //TODO: allow polling of remaining creatures in dwelling
- if (dynamic_cast<const CGVisitableOPW *>(obj) || //ensures future compatibility, unlike IDs
- dynamic_cast<const CGDwelling *>(obj) ||
- dynamic_cast<const CBank *>(obj)) //banks tend to respawn often in mods
- return true;
- switch (obj->ID)
- {
- case Obj::STABLES:
- case Obj::MAGIC_WELL:
- case Obj::HILL_FORT:
- return true;
- break;
- case Obj::BORDER_GATE:
- case Obj::BORDERGUARD:
- return (dynamic_cast <const CGKeys *>(obj))->wasMyColorVisited (ai->playerID); //FIXME: they could be revisited sooner than in a week
- break;
- }
- return false;
- }
- bool shouldVisit(HeroPtr h, const CGObjectInstance * obj)
- {
- switch (obj->ID)
- {
- case Obj::BORDERGUARD:
- case Obj::BORDER_GATE:
- {
- for (auto q : ai->myCb->getMyQuests())
- {
- if (q.obj == obj)
- {
- return false; // do not visit guards or gates when wandering
- }
- }
- return true; //we don't have this quest yet
- }
- case Obj::SEER_HUT:
- case Obj::QUEST_GUARD:
- {
- for (auto q : ai->myCb->getMyQuests())
- {
- if (q.obj == obj)
- {
- if (q.quest->checkQuest(*h))
- return true; //we completed the quest
- else
- return false; //we can't complete this quest
- }
- }
- return true; //we don't have this quest yet
- }
- case Obj::CREATURE_GENERATOR1:
- {
- if (obj->tempOwner != h->tempOwner)
- return true; //flag just in case
- bool canRecruitCreatures = false;
- const CGDwelling * d = dynamic_cast<const CGDwelling *>(obj);
- for(auto level : d->creatures)
- {
- for(auto c : level.second)
- {
- if (h->getSlotFor(CreatureID(c)) != SlotID())
- canRecruitCreatures = true;
- }
- }
- return canRecruitCreatures;
- }
- case Obj::HILL_FORT:
- {
- for (auto slot : h->Slots())
- {
- if (slot.second->type->upgrades.size())
- return true; //TODO: check price?
- }
- return false;
- }
- case Obj::MONOLITH1:
- case Obj::MONOLITH2:
- case Obj::MONOLITH3:
- case Obj::WHIRLPOOL:
- //TODO: mechanism for handling monoliths
- return false;
- case Obj::SCHOOL_OF_MAGIC:
- case Obj::SCHOOL_OF_WAR:
- {
- TResources myRes = ai->myCb->getResourceAmount();
- if (myRes[Res::GOLD] - GOLD_RESERVE < 1000)
- return false;
- }
- break;
- case Obj::LIBRARY_OF_ENLIGHTENMENT:
- if (h->level < 12)
- return false;
- break;
- case Obj::TREE_OF_KNOWLEDGE:
- {
- TResources myRes = ai->myCb->getResourceAmount();
- if (myRes[Res::GOLD] - GOLD_RESERVE < 2000 || myRes[Res::GEMS] < 10)
- return false;
- }
- break;
- case Obj::MAGIC_WELL:
- return h->mana < h->manaLimit();
- break;
- case Obj::PRISON:
- return ai->myCb->getHeroesInfo().size() < GameConstants::MAX_HEROES_PER_PLAYER;
- break;
- case Obj::BOAT:
- return false;
- //Boats are handled by pathfinder
- }
- if (obj->wasVisited(*h)) //it must pointer to hero instance, heroPtr calls function wasVisited(ui8 player);
- return false;
- return true;
- }
- int3 SectorMap::firstTileToGet(HeroPtr h, crint3 dst)
- {
- int sourceSector = retreiveTile(h->visitablePos()),
- destinationSector = retreiveTile(dst);
- if(sourceSector != destinationSector)
- {
- const Sector *src = &infoOnSectors[sourceSector],
- *dst = &infoOnSectors[destinationSector];
- std::map<const Sector*, const Sector*> preds;
- std::queue<const Sector *> sq;
- sq.push(src);
- while(!sq.empty())
- {
- const Sector *s = sq.front();
- sq.pop();
- for(int3 ep : s->embarkmentPoints)
- {
- Sector *neigh = &infoOnSectors[retreiveTile(ep)];
- //preds[s].push_back(neigh);
- if(!preds[neigh])
- {
- preds[neigh] = s;
- sq.push(neigh);
- }
- }
- //TODO consider other types of connections between sectors?
- }
- if(!preds[dst])
- {
- write("test.txt");
- ai->completeGoal (Goals::Explore().sethero(h)); //if we can't find the way, seemingly all tiles were explored
- //TODO: more organized way?
- throw cannotFulfillGoalException(boost::str(boost::format("Cannot find connection between sectors %d and %d") % src->id % dst->id));
- }
- std::vector<const Sector*> toTraverse;
- toTraverse.push_back(dst);
- while(toTraverse.back() != src)
- {
- toTraverse.push_back(preds[toTraverse.back()]);
- }
- if(preds[dst])
- {
- const Sector *sectorToReach = toTraverse.at(toTraverse.size() - 2);
- if(!src->water && sectorToReach->water) //embark
- {
- //embark on ship -> look for an EP with a boat
- auto firstEP = boost::find_if(src->embarkmentPoints, [=](crint3 pos) -> bool
- {
- const TerrainTile *t = cb->getTile(pos);
- return t && t->visitableObjects.size() == 1 && t->topVisitableId() == Obj::BOAT
- && retreiveTile(pos) == sectorToReach->id;
- });
- if(firstEP != src->embarkmentPoints.end())
- {
- return *firstEP;
- }
- else
- {
- //we need to find a shipyard with an access to the desired sector's EP
- //TODO what about Summon Boat spell?
- std::vector<const IShipyard *> shipyards;
- for(const CGTownInstance *t : cb->getTownsInfo())
- {
- if(t->hasBuilt(BuildingID::SHIPYARD))
- shipyards.push_back(t);
- }
- std::vector<const CGObjectInstance*> visObjs;
- ai->retreiveVisitableObjs(visObjs, true);
- for(const CGObjectInstance *obj : visObjs)
- {
- if(obj->ID != Obj::TOWN) //towns were handled in the previous loop
- if(const IShipyard *shipyard = IShipyard::castFrom(obj))
- shipyards.push_back(shipyard);
- }
- shipyards.erase(boost::remove_if(shipyards, [=](const IShipyard *shipyard) -> bool
- {
- return shipyard->shipyardStatus() != 0 || retreiveTile(shipyard->bestLocation()) != sectorToReach->id;
- }),shipyards.end());
- if(!shipyards.size())
- {
- //TODO consider possibility of building shipyard in a town
- throw cannotFulfillGoalException("There is no known shipyard!");
- }
- //we have only shipyards that possibly can build ships onto the appropriate EP
- auto ownedGoodShipyard = boost::find_if(shipyards, [](const IShipyard *s) -> bool
- {
- return s->o->tempOwner == ai->playerID;
- });
- if(ownedGoodShipyard != shipyards.end())
- {
- const IShipyard *s = *ownedGoodShipyard;
- TResources shipCost;
- s->getBoatCost(shipCost);
- if(cb->getResourceAmount().canAfford(shipCost))
- {
- int3 ret = s->bestLocation();
- cb->buildBoat(s);
- return ret;
- }
- else
- {
- //TODO gather res
- throw cannotFulfillGoalException("Not enough resources to build a boat");
- }
- }
- else
- {
- //TODO pick best shipyard to take over
- return shipyards.front()->o->visitablePos();
- }
- }
- }
- else if(src->water && !sectorToReach->water)
- {
- //TODO
- //disembark
- }
- else
- {
- //TODO
- //transition between two land/water sectors. Monolith? Whirlpool? ...
- throw cannotFulfillGoalException("Land-land and water-water inter-sector transitions are not implemented!");
- }
- }
- else
- {
- throw cannotFulfillGoalException("Inter-sector route detection failed: not connected sectors?");
- }
- }
- else
- {
- makeParentBFS(h->visitablePos());
- int3 curtile = dst;
- while(curtile != h->visitablePos())
- {
- if(cb->getPathInfo(curtile)->reachable())
- {
- return curtile;
- }
- else
- {
- auto i = parent.find(curtile);
- if(i != parent.end())
- {
- assert(curtile != i->second);
- curtile = i->second;
- }
- else
- throw cannotFulfillGoalException("Unreachable tile in sector? Should not happen!");
- }
- }
- }
- throw cannotFulfillGoalException("Impossible happened.");
- }
- void SectorMap::makeParentBFS(crint3 source)
- {
- parent.clear();
- int mySector = retreiveTile(source);
- std::queue<int3> toVisit;
- toVisit.push(source);
- while(!toVisit.empty())
- {
- int3 curPos = toVisit.front();
- toVisit.pop();
- ui8 &sec = retreiveTile(curPos);
- assert(sec == mySector); //consider only tiles from the same sector
- //const TerrainTile *t = cb->getTile(curPos);
- foreach_neighbour(curPos, [&](crint3 neighPos)
- {
- if(retreiveTile(neighPos) == mySector && !vstd::contains(parent, neighPos))
- {
- toVisit.push(neighPos);
- parent[neighPos] = curPos;
- }
- });
- }
- }
- unsigned char & SectorMap::retreiveTile(crint3 pos)
- {
- return retreiveTileN(sector, pos);
- }
- const CGObjectInstance * ObjectIdRef::operator->() const
- {
- return cb->getObj(id, false);
- }
- ObjectIdRef::operator const CGObjectInstance*() const
- {
- return cb->getObj(id, false);
- }
- ObjectIdRef::ObjectIdRef(ObjectInstanceID _id) : id(_id)
- {
- }
- ObjectIdRef::ObjectIdRef(const CGObjectInstance *obj) : id(obj->id)
- {
- }
- bool ObjectIdRef::operator<(const ObjectIdRef &rhs) const
- {
- return id < rhs.id;
- }
- HeroPtr::HeroPtr(const CGHeroInstance *H)
- {
- if(!H)
- {
- //init from nullptr should equal to default init
- *this = HeroPtr();
- return;
- }
- h = H;
- name = h->name;
- hid = H->id;
- // infosCount[ai->playerID][hid]++;
- }
- HeroPtr::HeroPtr()
- {
- h = nullptr;
- hid = ObjectInstanceID();
- }
- HeroPtr::~HeroPtr()
- {
- // if(hid >= 0)
- // infosCount[ai->playerID][hid]--;
- }
- bool HeroPtr::operator<(const HeroPtr &rhs) const
- {
- return hid < rhs.hid;
- }
- const CGHeroInstance * HeroPtr::get(bool doWeExpectNull /*= false*/) const
- {
- //TODO? check if these all assertions every time we get info about hero affect efficiency
- //
- //behave terribly when attempting unauthorized access to hero that is not ours (or was lost)
- assert(doWeExpectNull || h);
- if(h)
- {
- auto obj = cb->getObj(hid);
- const bool owned = obj && obj->tempOwner == ai->playerID;
- if(doWeExpectNull && !owned)
- {
- return nullptr;
- }
- else
- {
- assert(obj);
- assert(owned);
- }
- }
- return h;
- }
- const CGHeroInstance * HeroPtr::operator->() const
- {
- return get();
- }
- bool HeroPtr::validAndSet() const
- {
- return get(true);
- }
- const CGHeroInstance * HeroPtr::operator*() const
- {
- return get();
- }
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