AIUtility.cpp 14 KB

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  1. #include "StdInc.h"
  2. #include "AIUtility.h"
  3. #include "VCAI.h"
  4. #include "Fuzzy.h"
  5. #include "../../lib/UnlockGuard.h"
  6. #include "../../lib/CConfigHandler.h"
  7. #include "../../lib/CHeroHandler.h"
  8. #include "../../lib/mapObjects/CBank.h"
  9. #include "../../lib/mapObjects/CGTownInstance.h"
  10. #include "../../lib/mapObjects/CQuest.h"
  11. #include "../../lib/CPathfinder.h"
  12. #include "../../lib/mapping/CMapDefines.h"
  13. /*
  14. * AIUtility.cpp, part of VCMI engine
  15. *
  16. * Authors: listed in file AUTHORS in main folder
  17. *
  18. * License: GNU General Public License v2.0 or later
  19. * Full text of license available in license.txt file, in main folder
  20. *
  21. */
  22. extern boost::thread_specific_ptr<CCallback> cb;
  23. extern boost::thread_specific_ptr<VCAI> ai;
  24. extern FuzzyHelper *fh;
  25. //extern static const int3 dirs[8];
  26. const CGObjectInstance * ObjectIdRef::operator->() const
  27. {
  28. return cb->getObj(id, false);
  29. }
  30. ObjectIdRef::operator const CGObjectInstance*() const
  31. {
  32. return cb->getObj(id, false);
  33. }
  34. ObjectIdRef::ObjectIdRef(ObjectInstanceID _id) : id(_id)
  35. {
  36. }
  37. ObjectIdRef::ObjectIdRef(const CGObjectInstance *obj) : id(obj->id)
  38. {
  39. }
  40. bool ObjectIdRef::operator<(const ObjectIdRef &rhs) const
  41. {
  42. return id < rhs.id;
  43. }
  44. HeroPtr::HeroPtr(const CGHeroInstance *H)
  45. {
  46. if(!H)
  47. {
  48. //init from nullptr should equal to default init
  49. *this = HeroPtr();
  50. return;
  51. }
  52. h = H;
  53. name = h->name;
  54. hid = H->id;
  55. // infosCount[ai->playerID][hid]++;
  56. }
  57. HeroPtr::HeroPtr()
  58. {
  59. h = nullptr;
  60. hid = ObjectInstanceID();
  61. }
  62. HeroPtr::~HeroPtr()
  63. {
  64. // if(hid >= 0)
  65. // infosCount[ai->playerID][hid]--;
  66. }
  67. bool HeroPtr::operator<(const HeroPtr &rhs) const
  68. {
  69. return hid < rhs.hid;
  70. }
  71. const CGHeroInstance * HeroPtr::get(bool doWeExpectNull /*= false*/) const
  72. {
  73. //TODO? check if these all assertions every time we get info about hero affect efficiency
  74. //
  75. //behave terribly when attempting unauthorized access to hero that is not ours (or was lost)
  76. assert(doWeExpectNull || h);
  77. if(h)
  78. {
  79. auto obj = cb->getObj(hid);
  80. const bool owned = obj && obj->tempOwner == ai->playerID;
  81. if(doWeExpectNull && !owned)
  82. {
  83. return nullptr;
  84. }
  85. else
  86. {
  87. assert(obj);
  88. assert(owned);
  89. }
  90. }
  91. return h;
  92. }
  93. const CGHeroInstance * HeroPtr::operator->() const
  94. {
  95. return get();
  96. }
  97. bool HeroPtr::validAndSet() const
  98. {
  99. return get(true);
  100. }
  101. const CGHeroInstance * HeroPtr::operator*() const
  102. {
  103. return get();
  104. }
  105. void foreach_tile_pos(std::function<void(const int3& pos)> foo)
  106. {
  107. // some micro-optimizations since this function gets called a LOT
  108. // callback pointer is thread-specific and slow to retrieve -> read map size only once
  109. int3 mapSize = cb->getMapSize();
  110. for(int i = 0; i < mapSize.x; i++)
  111. for(int j = 0; j < mapSize.y; j++)
  112. for(int k = 0; k < mapSize.z; k++)
  113. foo(int3(i,j,k));
  114. }
  115. void foreach_tile_pos(CCallback * cbp, std::function<void(CCallback * cbp, const int3& pos)> foo)
  116. {
  117. int3 mapSize = cbp->getMapSize();
  118. for(int i = 0; i < mapSize.x; i++)
  119. for(int j = 0; j < mapSize.y; j++)
  120. for(int k = 0; k < mapSize.z; k++)
  121. foo(cbp, int3(i,j,k));
  122. }
  123. void foreach_neighbour(const int3 &pos, std::function<void(const int3& pos)> foo)
  124. {
  125. CCallback * cbp = cb.get(); // avoid costly retrieval of thread-specific pointer
  126. for(const int3 &dir : int3::getDirs())
  127. {
  128. const int3 n = pos + dir;
  129. if(cbp->isInTheMap(n))
  130. foo(pos+dir);
  131. }
  132. }
  133. void foreach_neighbour(CCallback * cbp, const int3 &pos, std::function<void(CCallback * cbp, const int3& pos)> foo)
  134. {
  135. for(const int3 &dir : int3::getDirs())
  136. {
  137. const int3 n = pos + dir;
  138. if(cbp->isInTheMap(n))
  139. foo(cbp, pos+dir);
  140. }
  141. }
  142. std::string strFromInt3(int3 pos)
  143. {
  144. std::ostringstream oss;
  145. oss << pos;
  146. return oss.str();
  147. }
  148. bool CDistanceSorter::operator ()(const CGObjectInstance *lhs, const CGObjectInstance *rhs)
  149. {
  150. const CGPathNode *ln = ai->myCb->getPathsInfo(hero)->getPathInfo(lhs->visitablePos()),
  151. *rn = ai->myCb->getPathsInfo(hero)->getPathInfo(rhs->visitablePos());
  152. if(ln->turns != rn->turns)
  153. return ln->turns < rn->turns;
  154. return (ln->moveRemains > rn->moveRemains);
  155. }
  156. bool compareMovement(HeroPtr lhs, HeroPtr rhs)
  157. {
  158. return lhs->movement > rhs->movement;
  159. }
  160. ui64 evaluateDanger(crint3 tile)
  161. {
  162. const TerrainTile *t = cb->getTile(tile, false);
  163. if(!t) //we can know about guard but can't check its tile (the edge of fow)
  164. return 190000000; //MUCH
  165. ui64 objectDanger = 0, guardDanger = 0;
  166. auto visObjs = cb->getVisitableObjs(tile);
  167. if(visObjs.size())
  168. objectDanger = evaluateDanger(visObjs.back());
  169. int3 guardPos = cb->getGuardingCreaturePosition(tile);
  170. if(guardPos.x >= 0 && guardPos != tile)
  171. guardDanger = evaluateDanger(guardPos);
  172. //TODO mozna odwiedzic blockvis nie ruszajac straznika
  173. return std::max(objectDanger, guardDanger);
  174. }
  175. ui64 evaluateDanger(crint3 tile, const CGHeroInstance *visitor)
  176. {
  177. const TerrainTile *t = cb->getTile(tile, false);
  178. if(!t) //we can know about guard but can't check its tile (the edge of fow)
  179. return 190000000; //MUCH
  180. ui64 objectDanger = 0, guardDanger = 0;
  181. auto visitableObjects = cb->getVisitableObjs(tile);
  182. // in some scenarios hero happens to be "under" the object (eg town). Then we consider ONLY the hero.
  183. if(vstd::contains_if(visitableObjects, objWithID<Obj::HERO>))
  184. vstd::erase_if(visitableObjects, [](const CGObjectInstance * obj)
  185. {
  186. return !objWithID<Obj::HERO>(obj);
  187. });
  188. if(const CGObjectInstance * dangerousObject = vstd::backOrNull(visitableObjects))
  189. {
  190. objectDanger = evaluateDanger(dangerousObject); //unguarded objects can also be dangerous or unhandled
  191. if (objectDanger)
  192. {
  193. //TODO: don't downcast objects AI shouldn't know about!
  194. auto armedObj = dynamic_cast<const CArmedInstance*>(dangerousObject);
  195. if (armedObj)
  196. {
  197. float tacticalAdvantage = fh->getTacticalAdvantage(visitor, armedObj);
  198. objectDanger *= tacticalAdvantage; //this line tends to go infinite for allied towns (?)
  199. }
  200. }
  201. if (dangerousObject->ID == Obj::SUBTERRANEAN_GATE)
  202. { //check guard on the other side of the gate
  203. auto it = ai->knownSubterraneanGates.find(dangerousObject);
  204. if (it != ai->knownSubterraneanGates.end())
  205. {
  206. auto guards = cb->getGuardingCreatures(it->second->visitablePos());
  207. for (auto cre : guards)
  208. {
  209. vstd::amax (guardDanger, evaluateDanger(cre) *
  210. fh->getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance*>(cre)));
  211. }
  212. }
  213. }
  214. }
  215. auto guards = cb->getGuardingCreatures(tile);
  216. for (auto cre : guards)
  217. {
  218. vstd::amax (guardDanger, evaluateDanger(cre) * fh->getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance*>(cre))); //we are interested in strongest monster around
  219. }
  220. //TODO mozna odwiedzic blockvis nie ruszajac straznika
  221. return std::max(objectDanger, guardDanger);
  222. }
  223. ui64 evaluateDanger(const CGObjectInstance *obj)
  224. {
  225. if(obj->tempOwner < PlayerColor::PLAYER_LIMIT && cb->getPlayerRelations(obj->tempOwner, ai->playerID) != PlayerRelations::ENEMIES) //owned or allied objects don't pose any threat
  226. return 0;
  227. switch(obj->ID)
  228. {
  229. case Obj::HERO:
  230. {
  231. InfoAboutHero iah;
  232. cb->getHeroInfo(obj, iah);
  233. return iah.army.getStrength();
  234. }
  235. case Obj::TOWN:
  236. case Obj::GARRISON: case Obj::GARRISON2: //garrison
  237. {
  238. InfoAboutTown iat;
  239. cb->getTownInfo(obj, iat);
  240. return iat.army.getStrength();
  241. }
  242. case Obj::MONSTER:
  243. {
  244. //TODO!!!!!!!!
  245. const CGCreature *cre = dynamic_cast<const CGCreature*>(obj);
  246. return cre->getArmyStrength();
  247. }
  248. case Obj::CREATURE_GENERATOR1:
  249. {
  250. const CGDwelling *d = dynamic_cast<const CGDwelling*>(obj);
  251. return d->getArmyStrength();
  252. }
  253. case Obj::MINE:
  254. case Obj::ABANDONED_MINE:
  255. {
  256. const CArmedInstance * a = dynamic_cast<const CArmedInstance*>(obj);
  257. return a->getArmyStrength();
  258. }
  259. case Obj::CRYPT: //crypt
  260. case Obj::CREATURE_BANK: //crebank
  261. case Obj::DRAGON_UTOPIA:
  262. case Obj::SHIPWRECK: //shipwreck
  263. case Obj::DERELICT_SHIP: //derelict ship
  264. // case Obj::PYRAMID:
  265. return fh->estimateBankDanger (dynamic_cast<const CBank *>(obj));
  266. case Obj::PYRAMID:
  267. {
  268. if(obj->subID == 0)
  269. return fh->estimateBankDanger (dynamic_cast<const CBank *>(obj));
  270. else
  271. return 0;
  272. }
  273. default:
  274. return 0;
  275. }
  276. }
  277. bool compareDanger(const CGObjectInstance *lhs, const CGObjectInstance *rhs)
  278. {
  279. return evaluateDanger(lhs) < evaluateDanger(rhs);
  280. }
  281. bool isSafeToVisit(HeroPtr h, crint3 tile)
  282. {
  283. const ui64 heroStrength = h->getTotalStrength(),
  284. dangerStrength = evaluateDanger(tile, *h);
  285. if(dangerStrength)
  286. {
  287. if(heroStrength / SAFE_ATTACK_CONSTANT > dangerStrength)
  288. {
  289. logAi->traceStream() << boost::format("It's safe for %s to visit tile %s") % h->name % tile;
  290. return true;
  291. }
  292. else
  293. return false;
  294. }
  295. return true; //there's no danger
  296. }
  297. bool canBeEmbarkmentPoint(const TerrainTile *t, bool fromWater)
  298. {
  299. //tile must be free of with unoccupied boat
  300. return !t->blocked
  301. || (!fromWater && t->visitableObjects.size() == 1 && t->topVisitableId() == Obj::BOAT);
  302. //do not try to board when in water sector
  303. }
  304. int3 whereToExplore(HeroPtr h)
  305. {
  306. TimeCheck tc ("where to explore");
  307. int radius = h->getSightRadius();
  308. int3 hpos = h->visitablePos();
  309. auto sm = ai->getCachedSectorMap(h);
  310. //look for nearby objs -> visit them if they're close enouh
  311. const int DIST_LIMIT = 3;
  312. std::vector<const CGObjectInstance *> nearbyVisitableObjs;
  313. for (int x = hpos.x - DIST_LIMIT; x <= hpos.x + DIST_LIMIT; ++x) //get only local objects instead of all possible objects on the map
  314. {
  315. for (int y = hpos.y - DIST_LIMIT; y <= hpos.y + DIST_LIMIT; ++y)
  316. {
  317. for (auto obj : cb->getVisitableObjs (int3(x,y,hpos.z), false))
  318. {
  319. int3 op = obj->visitablePos();
  320. CGPath p;
  321. ai->myCb->getPathsInfo(h.get())->getPath(p, op);
  322. if (p.nodes.size() && p.endPos() == op && p.nodes.size() <= DIST_LIMIT)
  323. if (ai->isGoodForVisit(obj, h, *sm))
  324. nearbyVisitableObjs.push_back(obj);
  325. }
  326. }
  327. }
  328. vstd::removeDuplicates (nearbyVisitableObjs); //one object may occupy multiple tiles
  329. boost::sort(nearbyVisitableObjs, CDistanceSorter(h.get()));
  330. if(nearbyVisitableObjs.size())
  331. return nearbyVisitableObjs.back()->visitablePos();
  332. try //check if nearby tiles allow us to reveal anything - this is quick
  333. {
  334. return ai->explorationBestNeighbour(hpos, radius, h);
  335. }
  336. catch(cannotFulfillGoalException &e)
  337. {
  338. //perform exhaustive search
  339. return ai->explorationNewPoint(h);
  340. }
  341. }
  342. bool isBlockedBorderGate(int3 tileToHit)
  343. {
  344. return cb->getTile(tileToHit)->topVisitableId() == Obj::BORDER_GATE &&
  345. (dynamic_cast <const CGKeys *>(cb->getTile(tileToHit)->visitableObjects.back()))->wasMyColorVisited (ai->playerID);
  346. }
  347. int howManyTilesWillBeDiscovered(const int3 &pos, int radious, CCallback * cbp)
  348. { //TODO: do not explore dead-end boundaries
  349. int ret = 0;
  350. for(int x = pos.x - radious; x <= pos.x + radious; x++)
  351. {
  352. for(int y = pos.y - radious; y <= pos.y + radious; y++)
  353. {
  354. int3 npos = int3(x,y,pos.z);
  355. if(cbp->isInTheMap(npos) && pos.dist2d(npos) - 0.5 < radious && !cbp->isVisible(npos))
  356. {
  357. if (!boundaryBetweenTwoPoints (pos, npos, cbp))
  358. ret++;
  359. }
  360. }
  361. }
  362. return ret;
  363. }
  364. bool boundaryBetweenTwoPoints (int3 pos1, int3 pos2, CCallback * cbp) //determines if two points are separated by known barrier
  365. {
  366. int xMin = std::min (pos1.x, pos2.x);
  367. int xMax = std::max (pos1.x, pos2.x);
  368. int yMin = std::min (pos1.y, pos2.y);
  369. int yMax = std::max (pos1.y, pos2.y);
  370. for (int x = xMin; x <= xMax; ++x)
  371. {
  372. for (int y = yMin; y <= yMax; ++y)
  373. {
  374. int3 tile = int3(x, y, pos1.z); //use only on same level, ofc
  375. if (std::abs(pos1.dist2d(tile) - pos2.dist2d(tile)) < 1.5)
  376. {
  377. if (!(cbp->isVisible(tile) && cbp->getTile(tile)->blocked)) //if there's invisible or unblocked tile between, it's good
  378. return false;
  379. }
  380. }
  381. }
  382. return true; //if all are visible and blocked, we're at dead end
  383. }
  384. int howManyTilesWillBeDiscovered(int radious, int3 pos, crint3 dir)
  385. {
  386. return howManyTilesWillBeDiscovered(pos + dir, radious, cb.get());
  387. }
  388. void getVisibleNeighbours(const std::vector<int3> &tiles, std::vector<int3> &out)
  389. {
  390. for(const int3 &tile : tiles)
  391. {
  392. foreach_neighbour(tile, [&](int3 neighbour)
  393. {
  394. if(cb->isVisible(neighbour))
  395. out.push_back(neighbour);
  396. });
  397. }
  398. }
  399. ui64 howManyReinforcementsCanGet(HeroPtr h, const CGTownInstance *t)
  400. {
  401. ui64 ret = 0;
  402. int freeHeroSlots = GameConstants::ARMY_SIZE - h->stacksCount();
  403. std::vector<const CStackInstance *> toMove;
  404. for(auto const slot : t->Slots())
  405. {
  406. //can be merged woth another stack?
  407. SlotID dst = h->getSlotFor(slot.second->getCreatureID());
  408. if(h->hasStackAtSlot(dst))
  409. ret += t->getPower(slot.first);
  410. else
  411. toMove.push_back(slot.second);
  412. }
  413. boost::sort(toMove, [](const CStackInstance *lhs, const CStackInstance *rhs)
  414. {
  415. return lhs->getPower() < rhs->getPower();
  416. });
  417. for (auto & stack : boost::adaptors::reverse(toMove))
  418. {
  419. if(freeHeroSlots)
  420. {
  421. ret += stack->getPower();
  422. freeHeroSlots--;
  423. }
  424. else
  425. break;
  426. }
  427. return ret;
  428. }
  429. bool compareHeroStrength(HeroPtr h1, HeroPtr h2)
  430. {
  431. return h1->getTotalStrength() < h2->getTotalStrength();
  432. }
  433. bool compareArmyStrength(const CArmedInstance *a1, const CArmedInstance *a2)
  434. {
  435. return a1->getArmyStrength() < a2->getArmyStrength();
  436. }
  437. bool compareArtifacts(const CArtifactInstance *a1, const CArtifactInstance *a2)
  438. {
  439. auto art1 = a1->artType;
  440. auto art2 = a2->artType;
  441. if (art1->valOfBonuses(Bonus::PRIMARY_SKILL) > art2->valOfBonuses(Bonus::PRIMARY_SKILL))
  442. return true;
  443. else
  444. return art1->price > art2->price;
  445. }