123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474 |
- /*
- * AIUtility.cpp, 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
- *
- */
- #include "StdInc.h"
- #include "AIUtility.h"
- #include "AIGateway.h"
- #include "Goals/Goals.h"
- #include "../../lib/UnlockGuard.h"
- #include "../../lib/CConfigHandler.h"
- #include "../../lib/CHeroHandler.h"
- #include "../../lib/mapObjects/MapObjects.h"
- #include "../../lib/mapping/CMapDefines.h"
- #include "../../lib/GameSettings.h"
- #include <vcmi/CreatureService.h>
- namespace NKAI
- {
- extern boost::thread_specific_ptr<AIGateway> ai;
- //extern static const int3 dirs[8];
- const CGObjectInstance * ObjectIdRef::operator->() const
- {
- return cb->getObj(id, false);
- }
- ObjectIdRef::operator const CGObjectInstance *() const
- {
- return cb->getObj(id, false);
- }
- ObjectIdRef::operator bool() 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->getNameTranslated();
- 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) 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 && !obj)
- {
- return nullptr;
- }
- else
- {
- if (!obj)
- logAi->error("Accessing no longer accessible hero %s!", h->getNameTranslated());
- //assert(obj);
- //assert(owned);
- }
- }
- return h;
- }
- const CGHeroInstance * HeroPtr::get(CCallback * cb, bool doWeExpectNull) 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 && !obj)
- {
- 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();
- }
- bool HeroPtr::operator==(const HeroPtr & rhs) const
- {
- return h == rhs.get(true);
- }
- bool CDistanceSorter::operator()(const CGObjectInstance * lhs, const CGObjectInstance * rhs) const
- {
- const CGPathNode * ln = ai->myCb->getPathsInfo(hero)->getPathInfo(lhs->visitablePos());
- const CGPathNode * rn = ai->myCb->getPathsInfo(hero)->getPathInfo(rhs->visitablePos());
- return ln->getCost() < rn->getCost();
- }
- bool isSafeToVisit(HeroPtr h, const CCreatureSet * heroArmy, uint64_t dangerStrength)
- {
- const ui64 heroStrength = h->getFightingStrength() * heroArmy->getArmyStrength();
- if(dangerStrength)
- {
- return heroStrength / SAFE_ATTACK_CONSTANT > dangerStrength;
- }
- return true; //there's no danger
- }
- bool isSafeToVisit(HeroPtr h, uint64_t dangerStrength)
- {
- return isSafeToVisit(h, h.get(), dangerStrength);
- }
- bool isObjectRemovable(const CGObjectInstance * obj)
- {
- //FIXME: move logic to object property!
- switch (obj->ID)
- {
- case Obj::MONSTER:
- case Obj::RESOURCE:
- case Obj::CAMPFIRE:
- case Obj::TREASURE_CHEST:
- case Obj::ARTIFACT:
- case Obj::BORDERGUARD:
- case Obj::FLOTSAM:
- case Obj::PANDORAS_BOX:
- case Obj::OCEAN_BOTTLE:
- case Obj::SEA_CHEST:
- case Obj::SHIPWRECK_SURVIVOR:
- case Obj::SPELL_SCROLL:
- return true;
- break;
- default:
- return false;
- break;
- }
- }
- bool canBeEmbarkmentPoint(const TerrainTile * t, bool fromWater)
- {
- // TODO: Such information should be provided by pathfinder
- // Tile must be free or with unoccupied boat
- if(!t->blocked)
- {
- return true;
- }
- else if(!fromWater) // do not try to board when in water sector
- {
- if(t->visitableObjects.size() == 1 && t->topVisitableId() == Obj::BOAT)
- return true;
- }
- return false;
- }
- bool isObjectPassable(const Nullkiller * ai, const CGObjectInstance * obj)
- {
- return isObjectPassable(obj, ai->playerID, ai->cb->getPlayerRelations(obj->tempOwner, ai->playerID));
- }
- bool isObjectPassable(const CGObjectInstance * obj)
- {
- return isObjectPassable(obj, ai->playerID, ai->myCb->getPlayerRelations(obj->tempOwner, ai->playerID));
- }
- // Pathfinder internal helper
- bool isObjectPassable(const CGObjectInstance * obj, PlayerColor playerColor, PlayerRelations::PlayerRelations objectRelations)
- {
- if((obj->ID == Obj::GARRISON || obj->ID == Obj::GARRISON2)
- && objectRelations != PlayerRelations::ENEMIES)
- return true;
- if(obj->ID == Obj::BORDER_GATE)
- {
- auto quest = dynamic_cast<const CGKeys *>(obj);
- if(quest->passableFor(playerColor))
- return true;
- }
- return false;
- }
- bool isBlockVisitObj(const int3 & pos)
- {
- if(auto obj = cb->getTopObj(pos))
- {
- if(obj->blockVisit) //we can't stand on that object
- return true;
- }
- return false;
- }
- creInfo infoFromDC(const dwellingContent & dc)
- {
- creInfo ci;
- ci.count = dc.first;
- ci.creID = dc.second.size() ? dc.second.back() : CreatureID(-1); //should never be accessed
- if (ci.creID != -1)
- {
- ci.cre = VLC->creatures()->getById(ci.creID);
- ci.level = ci.cre->getLevel(); //this is creature tier, while tryRealize expects dwelling level. Ignore.
- }
- else
- {
- ci.cre = nullptr;
- ci.level = 0;
- }
- return ci;
- }
- bool compareHeroStrength(HeroPtr h1, HeroPtr h2)
- {
- return h1->getTotalStrength() < h2->getTotalStrength();
- }
- bool compareArmyStrength(const CArmedInstance * a1, const CArmedInstance * a2)
- {
- return a1->getArmyStrength() < a2->getArmyStrength();
- }
- bool compareArtifacts(const CArtifactInstance * a1, const CArtifactInstance * a2)
- {
- auto art1 = a1->artType;
- auto art2 = a2->artType;
- if(art1->price == art2->price)
- return art1->valOfBonuses(Bonus::PRIMARY_SKILL) > art2->valOfBonuses(Bonus::PRIMARY_SKILL);
- else
- return art1->price > art2->price;
- }
- bool isWeeklyRevisitable(const CGObjectInstance * obj)
- {
- if(!obj)
- return false;
- //TODO: allow polling of remaining creatures in dwelling
- if(const auto * rewardable = dynamic_cast<const CRewardableObject *>(obj))
- return rewardable->getResetDuration() == 7;
- if(dynamic_cast<const CGDwelling *>(obj))
- return true;
- if(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;
- 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
- }
- return false;
- }
- uint64_t timeElapsed(std::chrono::time_point<std::chrono::high_resolution_clock> start)
- {
- auto end = std::chrono::high_resolution_clock::now();
- return std::chrono::duration_cast<std::chrono::milliseconds>(end - start).count();
- }
- // todo: move to obj manager
- bool shouldVisit(const Nullkiller * ai, const CGHeroInstance * h, const CGObjectInstance * obj)
- {
- auto relations = ai->cb->getPlayerRelations(obj->tempOwner, h->tempOwner);
- switch(obj->ID)
- {
- case Obj::TOWN:
- case Obj::HERO: //never visit our heroes at random
- return relations == PlayerRelations::ENEMIES; //do not visit our towns at random
- case Obj::BORDER_GATE:
- {
- for(auto q : ai->cb->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::BORDERGUARD: //open borderguard if possible
- return (dynamic_cast<const CGKeys *>(obj))->wasMyColorVisited(ai->playerID);
- case Obj::SEER_HUT:
- {
- for(auto q : ai->cb->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(relations == PlayerRelations::ENEMIES)
- return true; //flag just in case
- if(relations == PlayerRelations::ALLIES)
- return false;
- const CGDwelling * d = dynamic_cast<const CGDwelling *>(obj);
- for(auto level : d->creatures)
- {
- for(auto c : level.second)
- {
- if(level.first
- && h->getSlotFor(CreatureID(c)) != SlotID()
- && ai->cb->getResourceAmount().canAfford(c.toCreature()->getFullRecruitCost()))
- {
- return true;
- }
- }
- }
- return false;
- }
- case Obj::HILL_FORT:
- {
- for(auto slot : h->Slots())
- {
- if(slot.second->type->hasUpgrades())
- return true; //TODO: check price?
- }
- return false;
- }
- case Obj::MONOLITH_ONE_WAY_ENTRANCE:
- case Obj::MONOLITH_ONE_WAY_EXIT:
- case Obj::MONOLITH_TWO_WAY:
- case Obj::WHIRLPOOL:
- return false;
- case Obj::SCHOOL_OF_MAGIC:
- case Obj::SCHOOL_OF_WAR:
- {
- if(ai->getFreeGold() < 1000)
- return false;
- break;
- }
- case Obj::LIBRARY_OF_ENLIGHTENMENT:
- if(h->level < 10)
- return false;
- break;
- case Obj::TREE_OF_KNOWLEDGE:
- {
- if(ai->heroManager->getHeroRole(h) == HeroRole::SCOUT)
- return false;
- TResources myRes = ai->getFreeResources();
- if(myRes[EGameResID::GOLD] < 2000 || myRes[EGameResID::GEMS] < 10)
- return false;
- break;
- }
- case Obj::MAGIC_WELL:
- return h->mana < h->manaLimit();
- case Obj::PRISON:
- return ai->cb->getHeroesInfo().size() < VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP);
- case Obj::TAVERN:
- case Obj::EYE_OF_MAGI:
- case Obj::BOAT:
- case Obj::SIGN:
- return false;
- }
- if(obj->wasVisited(h)) //it must pointer to hero instance, heroPtr calls function wasVisited(ui8 player);
- return false;
- return true;
- }
- bool townHasFreeTavern(const CGTownInstance * town)
- {
- if(!town->hasBuilt(BuildingID::TAVERN)) return false;
- if(!town->visitingHero) return true;
- bool canMoveVisitingHeroToGarnison = !town->getUpperArmy()->stacksCount();
- return canMoveVisitingHeroToGarnison;
- }
- }
|