VCAI.cpp 103 KB

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  1. /*
  2. * VCAI.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "VCAI.h"
  12. #include "Fuzzy.h"
  13. #include "../../lib/UnlockGuard.h"
  14. #include "../../lib/mapObjects/MapObjects.h"
  15. #include "../../lib/CConfigHandler.h"
  16. #include "../../lib/CHeroHandler.h"
  17. #include "../../lib/CModHandler.h"
  18. #include "../../lib/CGameState.h"
  19. #include "../../lib/NetPacks.h"
  20. #include "../../lib/serializer/CTypeList.h"
  21. #include "../../lib/serializer/BinarySerializer.h"
  22. #include "../../lib/serializer/BinaryDeserializer.h"
  23. extern FuzzyHelper *fh;
  24. class CGVisitableOPW;
  25. const double SAFE_ATTACK_CONSTANT = 1.5;
  26. const int GOLD_RESERVE = 10000; //when buying creatures we want to keep at least this much gold (10000 so at least we'll be able to reach capitol)
  27. //one thread may be turn of AI and another will be handling a side effect for AI2
  28. boost::thread_specific_ptr<CCallback> cb;
  29. boost::thread_specific_ptr<VCAI> ai;
  30. //std::map<int, std::map<int, int> > HeroView::infosCount;
  31. //helper RAII to manage global ai/cb ptrs
  32. struct SetGlobalState
  33. {
  34. SetGlobalState(VCAI * AI)
  35. {
  36. assert(!ai.get());
  37. assert(!cb.get());
  38. ai.reset(AI);
  39. cb.reset(AI->myCb.get());
  40. }
  41. ~SetGlobalState()
  42. {
  43. ai.release();
  44. cb.release();
  45. }
  46. };
  47. #define SET_GLOBAL_STATE(ai) SetGlobalState _hlpSetState(ai);
  48. #define NET_EVENT_HANDLER SET_GLOBAL_STATE(this)
  49. #define MAKING_TURN SET_GLOBAL_STATE(this)
  50. void foreach_tile(std::vector< std::vector< std::vector<unsigned char> > > &vectors, std::function<void(unsigned char &in)> foo)
  51. {
  52. for (auto & vector : vectors)
  53. for (auto j = vector.begin(); j != vector.end(); j++)
  54. for (auto & elem : *j)
  55. foo(elem);
  56. }
  57. struct ObjInfo
  58. {
  59. int3 pos;
  60. std::string name;
  61. ObjInfo(){}
  62. ObjInfo(const CGObjectInstance *obj):
  63. pos(obj->pos),
  64. name(obj->getObjectName())
  65. {
  66. }
  67. };
  68. std::map<const CGObjectInstance *, ObjInfo> helperObjInfo;
  69. VCAI::VCAI()
  70. {
  71. LOG_TRACE(logAi);
  72. makingTurn = nullptr;
  73. destinationTeleport = ObjectInstanceID();
  74. destinationTeleportPos = int3(-1);
  75. }
  76. VCAI::~VCAI()
  77. {
  78. LOG_TRACE(logAi);
  79. finish();
  80. }
  81. void VCAI::availableCreaturesChanged(const CGDwelling *town)
  82. {
  83. LOG_TRACE(logAi);
  84. NET_EVENT_HANDLER;
  85. }
  86. void VCAI::heroMoved(const TryMoveHero & details)
  87. {
  88. LOG_TRACE(logAi);
  89. NET_EVENT_HANDLER;
  90. validateObject(details.id); //enemy hero may have left visible area
  91. auto hero = cb->getHero(details.id);
  92. cachedSectorMaps.clear();
  93. const int3 from = CGHeroInstance::convertPosition(details.start, false),
  94. to = CGHeroInstance::convertPosition(details.end, false);
  95. const CGObjectInstance *o1 = vstd::frontOrNull(cb->getVisitableObjs(from)),
  96. *o2 = vstd::frontOrNull(cb->getVisitableObjs(to));
  97. if(details.result == TryMoveHero::TELEPORTATION)
  98. {
  99. auto t1 = dynamic_cast<const CGTeleport *>(o1);
  100. auto t2 = dynamic_cast<const CGTeleport *>(o2);
  101. if(t1 && t2)
  102. {
  103. if(cb->isTeleportChannelBidirectional(t1->channel))
  104. {
  105. if(o1->ID == Obj::SUBTERRANEAN_GATE && o1->ID == o2->ID) // We need to only add subterranean gates in knownSubterraneanGates. Used for features not yet ported to use teleport channels
  106. {
  107. knownSubterraneanGates[o1] = o2;
  108. knownSubterraneanGates[o2] = o1;
  109. logAi->debug("Found a pair of subterranean gates between %s and %s!", from.toString(), to.toString());
  110. }
  111. }
  112. }
  113. //FIXME: teleports are not correctly visited
  114. unreserveObject(hero, t1);
  115. unreserveObject(hero, t2);
  116. }
  117. else if(details.result == TryMoveHero::EMBARK && hero)
  118. {
  119. //make sure AI not attempt to visit used boat
  120. validateObject(hero->boat);
  121. }
  122. else if(details.result == TryMoveHero::DISEMBARK && o1)
  123. {
  124. auto boat = dynamic_cast<const CGBoat *>(o1);
  125. if(boat)
  126. addVisitableObj(boat);
  127. }
  128. }
  129. void VCAI::stackChagedCount(const StackLocation &location, const TQuantity &change, bool isAbsolute)
  130. {
  131. LOG_TRACE_PARAMS(logAi, "isAbsolute '%i'", isAbsolute);
  132. NET_EVENT_HANDLER;
  133. }
  134. void VCAI::heroInGarrisonChange(const CGTownInstance *town)
  135. {
  136. LOG_TRACE(logAi);
  137. NET_EVENT_HANDLER;
  138. }
  139. void VCAI::centerView(int3 pos, int focusTime)
  140. {
  141. LOG_TRACE_PARAMS(logAi, "focusTime '%i'", focusTime);
  142. NET_EVENT_HANDLER;
  143. }
  144. void VCAI::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  145. {
  146. LOG_TRACE(logAi);
  147. NET_EVENT_HANDLER;
  148. }
  149. void VCAI::artifactAssembled(const ArtifactLocation &al)
  150. {
  151. LOG_TRACE(logAi);
  152. NET_EVENT_HANDLER;
  153. }
  154. void VCAI::showTavernWindow(const CGObjectInstance *townOrTavern)
  155. {
  156. LOG_TRACE(logAi);
  157. NET_EVENT_HANDLER;
  158. }
  159. void VCAI::showThievesGuildWindow (const CGObjectInstance * obj)
  160. {
  161. LOG_TRACE(logAi);
  162. NET_EVENT_HANDLER;
  163. }
  164. void VCAI::playerBlocked(int reason, bool start)
  165. {
  166. LOG_TRACE_PARAMS(logAi, "reason '%i', start '%i'", reason % start);
  167. NET_EVENT_HANDLER;
  168. if (start && reason == PlayerBlocked::UPCOMING_BATTLE)
  169. status.setBattle(UPCOMING_BATTLE);
  170. if(reason == PlayerBlocked::ONGOING_MOVEMENT)
  171. status.setMove(start);
  172. }
  173. void VCAI::showPuzzleMap()
  174. {
  175. LOG_TRACE(logAi);
  176. NET_EVENT_HANDLER;
  177. }
  178. void VCAI::showShipyardDialog(const IShipyard *obj)
  179. {
  180. LOG_TRACE(logAi);
  181. NET_EVENT_HANDLER;
  182. }
  183. void VCAI::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult)
  184. {
  185. LOG_TRACE_PARAMS(logAi, "victoryLossCheckResult '%s'", victoryLossCheckResult.messageToSelf);
  186. NET_EVENT_HANDLER;
  187. logAi->debug("Player %d (%s): I heard that player %d (%s) %s.", playerID, playerID.getStr(), player, player.getStr(),(victoryLossCheckResult.victory() ? "won" : "lost"));
  188. if(player == playerID)
  189. {
  190. if(victoryLossCheckResult.victory())
  191. {
  192. logAi->debug("VCAI: I won! Incredible!");
  193. logAi->debug("Turn nr %d", myCb->getDate());
  194. }
  195. else
  196. {
  197. logAi->debug("VCAI: Player %d (%s) lost. It's me. What a disappointment! :(", player, player.getStr());
  198. }
  199. finish();
  200. }
  201. }
  202. void VCAI::artifactPut(const ArtifactLocation &al)
  203. {
  204. LOG_TRACE(logAi);
  205. NET_EVENT_HANDLER;
  206. }
  207. void VCAI::artifactRemoved(const ArtifactLocation &al)
  208. {
  209. LOG_TRACE(logAi);
  210. NET_EVENT_HANDLER;
  211. }
  212. void VCAI::stacksErased(const StackLocation &location)
  213. {
  214. LOG_TRACE(logAi);
  215. NET_EVENT_HANDLER;
  216. }
  217. void VCAI::artifactDisassembled(const ArtifactLocation &al)
  218. {
  219. LOG_TRACE(logAi);
  220. NET_EVENT_HANDLER;
  221. }
  222. void VCAI::heroVisit(const CGHeroInstance *visitor, const CGObjectInstance *visitedObj, bool start)
  223. {
  224. LOG_TRACE_PARAMS(logAi, "start '%i'; obj '%s'", start % (visitedObj ? visitedObj->getObjectName() : std::string("n/a")));
  225. NET_EVENT_HANDLER;
  226. if(start && visitedObj) //we can end visit with null object, anyway
  227. {
  228. markObjectVisited (visitedObj);
  229. unreserveObject(visitor, visitedObj);
  230. completeGoal (sptr(Goals::GetObj(visitedObj->id.getNum()).sethero(visitor))); //we don't need to visit it anymore
  231. //TODO: what if we visited one-time visitable object that was reserved by another hero (shouldn't, but..)
  232. }
  233. status.heroVisit(visitedObj, start);
  234. }
  235. void VCAI::availableArtifactsChanged(const CGBlackMarket * bm)
  236. {
  237. LOG_TRACE(logAi);
  238. NET_EVENT_HANDLER;
  239. }
  240. void VCAI::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  241. {
  242. LOG_TRACE(logAi);
  243. NET_EVENT_HANDLER;
  244. //buildArmyIn(town);
  245. //moveCreaturesToHero(town);
  246. }
  247. void VCAI::tileHidden(const std::unordered_set<int3, ShashInt3> &pos)
  248. {
  249. LOG_TRACE(logAi);
  250. NET_EVENT_HANDLER;
  251. validateVisitableObjs();
  252. clearPathsInfo();
  253. }
  254. void VCAI::tileRevealed(const std::unordered_set<int3, ShashInt3> &pos)
  255. {
  256. LOG_TRACE(logAi);
  257. NET_EVENT_HANDLER;
  258. for(int3 tile : pos)
  259. for(const CGObjectInstance *obj : myCb->getVisitableObjs(tile))
  260. addVisitableObj(obj);
  261. clearPathsInfo();
  262. }
  263. void VCAI::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  264. {
  265. LOG_TRACE(logAi);
  266. NET_EVENT_HANDLER;
  267. auto firstHero = cb->getHero(hero1);
  268. auto secondHero = cb->getHero(hero2);
  269. status.addQuery(query, boost::str(boost::format("Exchange between heroes %s (%d) and %s (%d)") % firstHero->name % firstHero->tempOwner % secondHero->name % secondHero->tempOwner));
  270. requestActionASAP([=]()
  271. {
  272. float goalpriority1 = 0, goalpriority2 = 0;
  273. auto firstGoal = getGoal(firstHero);
  274. if (firstGoal->goalType == Goals::GATHER_ARMY)
  275. goalpriority1 = firstGoal->priority;
  276. auto secondGoal = getGoal(secondHero);
  277. if (secondGoal->goalType == Goals::GATHER_ARMY)
  278. goalpriority2 = secondGoal->priority;
  279. auto transferFrom2to1 = [this](const CGHeroInstance * h1, const CGHeroInstance *h2) -> void
  280. {
  281. this->pickBestCreatures(h1, h2);
  282. this->pickBestArtifacts(h1, h2);
  283. };
  284. //Do not attempt army or artifacts exchange if we visited ally player
  285. //Visits can still be useful if hero have skills like Scholar
  286. if(firstHero->tempOwner != secondHero->tempOwner)
  287. logAi->debug("Heroes owned by different players. Do not exchange army or artifacts.");
  288. else if(goalpriority1 > goalpriority2)
  289. transferFrom2to1 (firstHero, secondHero);
  290. else if(goalpriority1 < goalpriority2)
  291. transferFrom2to1 (secondHero, firstHero);
  292. else //regular criteria
  293. {
  294. if (firstHero->getFightingStrength() > secondHero->getFightingStrength() && canGetArmy(firstHero, secondHero))
  295. transferFrom2to1 (firstHero, secondHero);
  296. else if (canGetArmy(secondHero, firstHero))
  297. transferFrom2to1 (secondHero, firstHero);
  298. }
  299. completeGoal(sptr(Goals::VisitHero(firstHero->id.getNum()))); //TODO: what if we were visited by other hero in the meantime?
  300. completeGoal(sptr(Goals::VisitHero(secondHero->id.getNum())));
  301. answerQuery(query, 0);
  302. });
  303. }
  304. void VCAI::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
  305. {
  306. LOG_TRACE_PARAMS(logAi, "which '%i', val '%i'", which % val);
  307. NET_EVENT_HANDLER;
  308. }
  309. void VCAI::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
  310. {
  311. LOG_TRACE_PARAMS(logAi, "level '%i'", level);
  312. NET_EVENT_HANDLER;
  313. }
  314. void VCAI::heroMovePointsChanged(const CGHeroInstance * hero)
  315. {
  316. LOG_TRACE(logAi);
  317. NET_EVENT_HANDLER;
  318. }
  319. void VCAI::stackChangedType(const StackLocation &location, const CCreature &newType)
  320. {
  321. LOG_TRACE(logAi);
  322. NET_EVENT_HANDLER;
  323. }
  324. void VCAI::stacksRebalanced(const StackLocation &src, const StackLocation &dst, TQuantity count)
  325. {
  326. LOG_TRACE(logAi);
  327. NET_EVENT_HANDLER;
  328. }
  329. void VCAI::newObject(const CGObjectInstance * obj)
  330. {
  331. LOG_TRACE(logAi);
  332. NET_EVENT_HANDLER;
  333. if(obj->isVisitable())
  334. addVisitableObj(obj);
  335. cachedSectorMaps.clear();
  336. }
  337. void VCAI::objectRemoved(const CGObjectInstance *obj)
  338. {
  339. LOG_TRACE(logAi);
  340. NET_EVENT_HANDLER;
  341. vstd::erase_if_present(visitableObjs, obj);
  342. vstd::erase_if_present(alreadyVisited, obj);
  343. for (auto h : cb->getHeroesInfo())
  344. unreserveObject(h, obj);
  345. //TODO: Find better way to handle hero boat removal
  346. if(auto hero = dynamic_cast<const CGHeroInstance *>(obj))
  347. {
  348. if(hero->boat)
  349. {
  350. vstd::erase_if_present(visitableObjs, hero->boat);
  351. vstd::erase_if_present(alreadyVisited, hero->boat);
  352. for (auto h : cb->getHeroesInfo())
  353. unreserveObject(h, hero->boat);
  354. }
  355. }
  356. cachedSectorMaps.clear(); //invalidate all paths
  357. //TODO
  358. //there are other places where CGObjectinstance ptrs are stored...
  359. //
  360. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  361. {
  362. lostHero(cb->getHero(obj->id)); //we can promote, since objectRemoved is called just before actual deletion
  363. }
  364. }
  365. void VCAI::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  366. {
  367. LOG_TRACE(logAi);
  368. NET_EVENT_HANDLER;
  369. requestActionASAP([=]()
  370. {
  371. makePossibleUpgrades(visitor);
  372. });
  373. }
  374. void VCAI::playerBonusChanged(const Bonus &bonus, bool gain)
  375. {
  376. LOG_TRACE_PARAMS(logAi, "gain '%i'", gain);
  377. NET_EVENT_HANDLER;
  378. }
  379. void VCAI::newStackInserted(const StackLocation &location, const CStackInstance &stack)
  380. {
  381. LOG_TRACE(logAi);
  382. NET_EVENT_HANDLER;
  383. }
  384. void VCAI::heroCreated(const CGHeroInstance* h)
  385. {
  386. LOG_TRACE(logAi);
  387. if (h->visitedTown)
  388. townVisitsThisWeek[HeroPtr(h)].insert(h->visitedTown);
  389. NET_EVENT_HANDLER;
  390. }
  391. void VCAI::advmapSpellCast(const CGHeroInstance * caster, int spellID)
  392. {
  393. LOG_TRACE_PARAMS(logAi, "spellID '%i", spellID);
  394. NET_EVENT_HANDLER;
  395. }
  396. void VCAI::showInfoDialog(const std::string &text, const std::vector<Component*> &components, int soundID)
  397. {
  398. LOG_TRACE_PARAMS(logAi, "soundID '%i'", soundID);
  399. NET_EVENT_HANDLER;
  400. }
  401. void VCAI::requestRealized(PackageApplied *pa)
  402. {
  403. LOG_TRACE(logAi);
  404. NET_EVENT_HANDLER;
  405. if(status.haveTurn())
  406. {
  407. if(pa->packType == typeList.getTypeID<EndTurn>())
  408. if(pa->result)
  409. status.madeTurn();
  410. }
  411. if(pa->packType == typeList.getTypeID<QueryReply>())
  412. {
  413. status.receivedAnswerConfirmation(pa->requestID, pa->result);
  414. }
  415. }
  416. void VCAI::receivedResource()
  417. {
  418. LOG_TRACE(logAi);
  419. NET_EVENT_HANDLER;
  420. }
  421. void VCAI::stacksSwapped(const StackLocation &loc1, const StackLocation &loc2)
  422. {
  423. LOG_TRACE(logAi);
  424. NET_EVENT_HANDLER;
  425. }
  426. void VCAI::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
  427. {
  428. LOG_TRACE(logAi);
  429. NET_EVENT_HANDLER;
  430. }
  431. void VCAI::heroManaPointsChanged(const CGHeroInstance * hero)
  432. {
  433. LOG_TRACE(logAi);
  434. NET_EVENT_HANDLER;
  435. }
  436. void VCAI::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  437. {
  438. LOG_TRACE_PARAMS(logAi, "which '%d', val '%d'", which % val);
  439. NET_EVENT_HANDLER;
  440. }
  441. void VCAI::battleResultsApplied()
  442. {
  443. LOG_TRACE(logAi);
  444. NET_EVENT_HANDLER;
  445. assert(status.getBattle() == ENDING_BATTLE);
  446. status.setBattle(NO_BATTLE);
  447. }
  448. void VCAI::objectPropertyChanged(const SetObjectProperty * sop)
  449. {
  450. LOG_TRACE(logAi);
  451. NET_EVENT_HANDLER;
  452. if(sop->what == ObjProperty::OWNER)
  453. {
  454. if(myCb->getPlayerRelations(playerID, (PlayerColor)sop->val) == PlayerRelations::ENEMIES)
  455. {
  456. //we want to visit objects owned by oppponents
  457. auto obj = myCb->getObj(sop->id, false);
  458. if (obj)
  459. {
  460. addVisitableObj(obj); // TODO: Remove once save compatability broken. In past owned objects were removed from this set
  461. vstd::erase_if_present(alreadyVisited, obj);
  462. }
  463. }
  464. }
  465. }
  466. void VCAI::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what)
  467. {
  468. LOG_TRACE_PARAMS(logAi, "what '%i'", what);
  469. NET_EVENT_HANDLER;
  470. }
  471. void VCAI::heroBonusChanged(const CGHeroInstance *hero, const Bonus &bonus, bool gain)
  472. {
  473. LOG_TRACE_PARAMS(logAi, "gain '%i'", gain);
  474. NET_EVENT_HANDLER;
  475. }
  476. void VCAI::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
  477. {
  478. LOG_TRACE(logAi);
  479. NET_EVENT_HANDLER;
  480. }
  481. void VCAI::showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositions)
  482. {
  483. //TODO: AI support for ViewXXX spell
  484. LOG_TRACE(logAi);
  485. NET_EVENT_HANDLER;
  486. }
  487. void VCAI::init(std::shared_ptr<CCallback> CB)
  488. {
  489. LOG_TRACE(logAi);
  490. myCb = CB;
  491. cbc = CB;
  492. NET_EVENT_HANDLER;
  493. playerID = *myCb->getMyColor();
  494. myCb->waitTillRealize = true;
  495. myCb->unlockGsWhenWaiting = true;
  496. if(!fh)
  497. fh = new FuzzyHelper();
  498. retrieveVisitableObjs();
  499. }
  500. void VCAI::yourTurn()
  501. {
  502. LOG_TRACE(logAi);
  503. NET_EVENT_HANDLER;
  504. status.startedTurn();
  505. makingTurn = make_unique<boost::thread>(&VCAI::makeTurn, this);
  506. }
  507. void VCAI::heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill> &skills, QueryID queryID)
  508. {
  509. LOG_TRACE_PARAMS(logAi, "queryID '%i'", queryID);
  510. NET_EVENT_HANDLER;
  511. status.addQuery(queryID, boost::str(boost::format("Hero %s got level %d") % hero->name % hero->level));
  512. requestActionASAP([=](){ answerQuery(queryID, 0); });
  513. }
  514. void VCAI::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  515. {
  516. LOG_TRACE_PARAMS(logAi, "queryID '%i'", queryID);
  517. NET_EVENT_HANDLER;
  518. status.addQuery(queryID, boost::str(boost::format("Commander %s of %s got level %d") % commander->name % commander->armyObj->nodeName() % (int)commander->level));
  519. requestActionASAP([=](){ answerQuery(queryID, 0); });
  520. }
  521. void VCAI::showBlockingDialog(const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel)
  522. {
  523. LOG_TRACE_PARAMS(logAi, "text '%s', askID '%i', soundID '%i', selection '%i', cancel '%i'", text % askID % soundID % selection % cancel);
  524. NET_EVENT_HANDLER;
  525. int sel = 0;
  526. status.addQuery(askID, boost::str(boost::format("Blocking dialog query with %d components - %s")
  527. % components.size() % text));
  528. if(selection) //select from multiple components -> take the last one (they're indexed [1-size])
  529. sel = components.size();
  530. if(!selection && cancel) //yes&no -> always answer yes, we are a brave AI :)
  531. sel = 1;
  532. requestActionASAP([=]()
  533. {
  534. answerQuery(askID, sel);
  535. });
  536. }
  537. void VCAI::showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
  538. {
  539. // LOG_TRACE_PARAMS(logAi, "askID '%i', exits '%s'", askID % exits);
  540. NET_EVENT_HANDLER;
  541. status.addQuery(askID, boost::str(boost::format("Teleport dialog query with %d exits")
  542. % exits.size()));
  543. int choosenExit = -1;
  544. if(impassable)
  545. knownTeleportChannels[channel]->passability = TeleportChannel::IMPASSABLE;
  546. else if(destinationTeleport != ObjectInstanceID() && destinationTeleportPos.valid())
  547. {
  548. auto neededExit = std::make_pair(destinationTeleport, destinationTeleportPos);
  549. if(destinationTeleport != ObjectInstanceID() && vstd::contains(exits, neededExit))
  550. choosenExit = vstd::find_pos(exits, neededExit);
  551. }
  552. for(auto exit : exits)
  553. {
  554. if(status.channelProbing() && exit.first == destinationTeleport)
  555. {
  556. choosenExit = vstd::find_pos(exits, exit);
  557. break;
  558. }
  559. else
  560. {
  561. // TODO: Implement checking if visiting that teleport will uncovert any FoW
  562. // So far this is the best option to handle decision about probing
  563. auto obj = cb->getObj(exit.first, false);
  564. if(obj == nullptr && !vstd::contains(teleportChannelProbingList, exit.first) &&
  565. exit.first != destinationTeleport)
  566. {
  567. teleportChannelProbingList.push_back(exit.first);
  568. }
  569. }
  570. }
  571. requestActionASAP([=]()
  572. {
  573. answerQuery(askID, choosenExit);
  574. });
  575. }
  576. void VCAI::showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  577. {
  578. LOG_TRACE_PARAMS(logAi, "removableUnits '%i', queryID '%i'", removableUnits % queryID);
  579. NET_EVENT_HANDLER;
  580. std::string s1 = up ? up->nodeName() : "NONE";
  581. std::string s2 = down ? down->nodeName() : "NONE";
  582. status.addQuery(queryID, boost::str(boost::format("Garrison dialog with %s and %s") % s1 % s2));
  583. //you can't request action from action-response thread
  584. requestActionASAP([=]()
  585. {
  586. if(removableUnits)
  587. pickBestCreatures(down, up);
  588. answerQuery(queryID, 0);
  589. });
  590. }
  591. void VCAI::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
  592. {
  593. status.addQuery(askID, "Map object select query");
  594. requestActionASAP([=](){ answerQuery(askID, 0); });
  595. //TODO: Town portal destination selection goes here
  596. }
  597. void VCAI::saveGame(BinarySerializer & h, const int version)
  598. {
  599. LOG_TRACE_PARAMS(logAi, "version '%i'", version);
  600. NET_EVENT_HANDLER;
  601. validateVisitableObjs();
  602. #if 0
  603. //disabled due to issue 2890
  604. registerGoals(h);
  605. #endif // 0
  606. CAdventureAI::saveGame(h, version);
  607. serializeInternal(h, version);
  608. }
  609. void VCAI::loadGame(BinaryDeserializer & h, const int version)
  610. {
  611. LOG_TRACE_PARAMS(logAi, "version '%i'", version);
  612. NET_EVENT_HANDLER;
  613. #if 0
  614. //disabled due to issue 2890
  615. registerGoals(h);
  616. #endif // 0
  617. CAdventureAI::loadGame(h, version);
  618. serializeInternal(h, version);
  619. }
  620. void makePossibleUpgrades(const CArmedInstance *obj)
  621. {
  622. if(!obj)
  623. return;
  624. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  625. {
  626. if(const CStackInstance *s = obj->getStackPtr(SlotID(i)))
  627. {
  628. UpgradeInfo ui;
  629. cb->getUpgradeInfo(obj, SlotID(i), ui);
  630. if(ui.oldID >= 0 && cb->getResourceAmount().canAfford(ui.cost[0] * s->count))
  631. {
  632. cb->upgradeCreature(obj, SlotID(i), ui.newID[0]);
  633. }
  634. }
  635. }
  636. }
  637. void VCAI::makeTurn()
  638. {
  639. logGlobal->info("Player %d (%s) starting turn", playerID, playerID.getStr());
  640. MAKING_TURN;
  641. boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
  642. setThreadName("VCAI::makeTurn");
  643. switch(cb->getDate(Date::DAY_OF_WEEK))
  644. {
  645. case 1:
  646. {
  647. townVisitsThisWeek.clear();
  648. std::vector<const CGObjectInstance *> objs;
  649. retrieveVisitableObjs(objs, true);
  650. for(const CGObjectInstance *obj : objs)
  651. {
  652. if (isWeeklyRevisitable(obj))
  653. {
  654. addVisitableObj(obj);
  655. vstd::erase_if_present(alreadyVisited, obj);
  656. }
  657. }
  658. }
  659. break;
  660. }
  661. markHeroAbleToExplore (primaryHero());
  662. makeTurnInternal();
  663. return;
  664. }
  665. void VCAI::makeTurnInternal()
  666. {
  667. saving = 0;
  668. //it looks messy here, but it's better to have armed heroes before attempting realizing goals
  669. for(const CGTownInstance *t : cb->getTownsInfo())
  670. moveCreaturesToHero(t);
  671. try
  672. {
  673. //Pick objects reserved in previous turn - we expect only nerby objects there
  674. auto reservedHeroesCopy = reservedHeroesMap; //work on copy => the map may be changed while iterating (eg because hero died when attempting a goal)
  675. for (auto hero : reservedHeroesCopy)
  676. {
  677. if(reservedHeroesMap.count(hero.first))
  678. continue; //hero might have been removed while we were in this loop
  679. if(!hero.first.validAndSet())
  680. {
  681. logAi->error("Hero %s present on reserved map. Shouldn't be.", hero.first.name);
  682. continue;
  683. }
  684. std::vector<const CGObjectInstance *> vec(hero.second.begin(), hero.second.end());
  685. boost::sort (vec, CDistanceSorter(hero.first.get()));
  686. for (auto obj : vec)
  687. {
  688. if(!obj || !cb->getObj(obj->id))
  689. {
  690. logAi->error("Error: there is wrong object on list for hero %s", hero.first->name);
  691. continue;
  692. }
  693. striveToGoal (sptr(Goals::VisitTile(obj->visitablePos()).sethero(hero.first)));
  694. }
  695. }
  696. //now try to win
  697. striveToGoal(sptr(Goals::Win()));
  698. //finally, continue our abstract long-term goals
  699. int oldMovement = 0;
  700. int newMovement = 0;
  701. while (true)
  702. {
  703. oldMovement = newMovement; //remember old value
  704. newMovement = 0;
  705. std::vector<std::pair<HeroPtr, Goals::TSubgoal> > safeCopy;
  706. for (auto mission : lockedHeroes)
  707. {
  708. fh->setPriority (mission.second); //re-evaluate
  709. if (canAct(mission.first))
  710. {
  711. newMovement += mission.first->movement;
  712. safeCopy.push_back (mission);
  713. }
  714. }
  715. if (newMovement == oldMovement) //means our heroes didn't move or didn't re-assign their goals
  716. {
  717. logAi->warn("Our heroes don't move anymore, exhaustive decomposition failed");
  718. break;
  719. }
  720. if (safeCopy.empty())
  721. break; //all heroes exhausted their locked goals
  722. else
  723. {
  724. typedef std::pair<HeroPtr, Goals::TSubgoal> TItrType;
  725. auto lockedHeroesSorter = [](TItrType m1, TItrType m2) -> bool
  726. {
  727. return m1.second->priority < m2.second->priority;
  728. };
  729. boost::sort(safeCopy, lockedHeroesSorter);
  730. striveToGoal (safeCopy.back().second);
  731. }
  732. }
  733. auto quests = myCb->getMyQuests();
  734. for (auto quest : quests)
  735. {
  736. striveToQuest (quest);
  737. }
  738. striveToGoal(sptr(Goals::Build())); //TODO: smarter building management
  739. performTypicalActions();
  740. //for debug purpose
  741. for (auto h : cb->getHeroesInfo())
  742. {
  743. if (h->movement)
  744. logAi->warn("Hero %s has %d MP left", h->name, h->movement);
  745. }
  746. }
  747. catch(boost::thread_interrupted &e)
  748. {
  749. logAi->debug("Making turn thread has been interrupted. We'll end without calling endTurn.");
  750. return;
  751. }
  752. catch(std::exception &e)
  753. {
  754. logAi->debug("Making turn thread has caught an exception: %s", e.what());
  755. }
  756. endTurn();
  757. }
  758. bool VCAI::goVisitObj(const CGObjectInstance * obj, HeroPtr h)
  759. {
  760. int3 dst = obj->visitablePos();
  761. auto sm = getCachedSectorMap(h);
  762. logAi->debug("%s will try to visit %s at (%s)",h->name, obj->getObjectName(), dst.toString());
  763. int3 pos = sm->firstTileToGet(h, dst);
  764. if (!pos.valid()) //rare case when we are already standing on one of potential objects
  765. return false;
  766. return moveHeroToTile(pos, h);
  767. }
  768. void VCAI::performObjectInteraction(const CGObjectInstance * obj, HeroPtr h)
  769. {
  770. LOG_TRACE_PARAMS(logAi, "Hero %s and object %s at %s", h->name % obj->getObjectName() % obj->pos.toString());
  771. switch (obj->ID)
  772. {
  773. case Obj::CREATURE_GENERATOR1:
  774. recruitCreatures (dynamic_cast<const CGDwelling *>(obj), h.get());
  775. checkHeroArmy (h);
  776. break;
  777. case Obj::TOWN:
  778. moveCreaturesToHero (dynamic_cast<const CGTownInstance *>(obj));
  779. if (h->visitedTown) //we are inside, not just attacking
  780. {
  781. townVisitsThisWeek[h].insert(h->visitedTown);
  782. if (!h->hasSpellbook() && cb->getResourceAmount(Res::GOLD) >= GameConstants::SPELLBOOK_GOLD_COST + saving[Res::GOLD] &&
  783. h->visitedTown->hasBuilt (BuildingID::MAGES_GUILD_1))
  784. cb->buyArtifact(h.get(), ArtifactID::SPELLBOOK);
  785. }
  786. break;
  787. }
  788. completeGoal (sptr(Goals::GetObj(obj->id.getNum()).sethero(h)));
  789. }
  790. void VCAI::moveCreaturesToHero(const CGTownInstance * t)
  791. {
  792. if(t->visitingHero && t->armedGarrison() && t->visitingHero->tempOwner == t->tempOwner)
  793. {
  794. pickBestCreatures (t->visitingHero, t);
  795. }
  796. }
  797. bool VCAI::canGetArmy (const CGHeroInstance * army, const CGHeroInstance * source)
  798. { //TODO: merge with pickBestCreatures
  799. //if (ai->primaryHero().h == source)
  800. if(army->tempOwner != source->tempOwner)
  801. {
  802. logAi->error("Why are we even considering exchange between heroes from different players?");
  803. return false;
  804. }
  805. const CArmedInstance *armies[] = {army, source};
  806. //we calculate total strength for each creature type available in armies
  807. std::map<const CCreature*, int> creToPower;
  808. for(auto armyPtr : armies)
  809. for(auto &i : armyPtr->Slots())
  810. {
  811. //TODO: allow splitting stacks?
  812. creToPower[i.second->type] += i.second->getPower();
  813. }
  814. //TODO - consider more than just power (ie morale penalty, hero specialty in certain stacks, etc)
  815. int armySize = creToPower.size();
  816. armySize = std::min ((source->needsLastStack() ? armySize - 1 : armySize), GameConstants::ARMY_SIZE); //can't move away last stack
  817. std::vector<const CCreature *> bestArmy; //types that'll be in final dst army
  818. for (int i = 0; i < armySize; i++) //pick the creatures from which we can get most power, as many as dest can fit
  819. {
  820. typedef const std::pair<const CCreature*, int> &CrePowerPair;
  821. auto creIt = boost::max_element(creToPower, [](CrePowerPair lhs, CrePowerPair rhs)
  822. {
  823. return lhs.second < rhs.second;
  824. });
  825. bestArmy.push_back(creIt->first);
  826. creToPower.erase(creIt);
  827. if(creToPower.empty())
  828. break;
  829. }
  830. //foreach best type -> iterate over slots in both armies and if it's the appropriate type, send it to the slot where it belongs
  831. for (int i = 0; i < bestArmy.size(); i++) //i-th strongest creature type will go to i-th slot
  832. {
  833. for(auto armyPtr : armies)
  834. for (int j = 0; j < GameConstants::ARMY_SIZE; j++)
  835. {
  836. if(armyPtr->getCreature(SlotID(j)) == bestArmy[i] && armyPtr != army) //it's a searched creature not in dst ARMY
  837. {
  838. //FIXME: line below is useless when simulating exchange between two non-singular armies
  839. if(!(armyPtr->needsLastStack() && armyPtr->stacksCount() == 1)) //can't take away last creature
  840. return true; //at least one exchange will be performed
  841. else
  842. return false; //no further exchange possible
  843. }
  844. }
  845. }
  846. return false;
  847. }
  848. void VCAI::pickBestCreatures(const CArmedInstance * army, const CArmedInstance * source)
  849. {
  850. //TODO - what if source is a hero (the last stack problem) -> it'd good to create a single stack of weakest cre
  851. const CArmedInstance *armies[] = {army, source};
  852. //we calculate total strength for each creature type available in armies
  853. std::map<const CCreature*, int> creToPower;
  854. for(auto armyPtr : armies)
  855. for(auto &i : armyPtr->Slots())
  856. {//TODO: allow splitting stacks?
  857. creToPower[i.second->type] += i.second->getPower();
  858. }
  859. //TODO - consider more than just power (ie morale penalty, hero specialty in certain stacks, etc)
  860. int armySize = creToPower.size();
  861. armySize = std::min ((source->needsLastStack() ? armySize - 1 : armySize), GameConstants::ARMY_SIZE); //can't move away last stack
  862. std::vector<const CCreature *> bestArmy; //types that'll be in final dst army
  863. for (int i = 0; i < armySize; i++) //pick the creatures from which we can get most power, as many as dest can fit
  864. {
  865. typedef const std::pair<const CCreature*, int> &CrePowerPair;
  866. auto creIt = boost::max_element(creToPower, [](CrePowerPair lhs, CrePowerPair rhs)
  867. {
  868. return lhs.second < rhs.second;
  869. });
  870. bestArmy.push_back(creIt->first);
  871. creToPower.erase(creIt);
  872. if(creToPower.empty())
  873. break;
  874. }
  875. //foreach best type -> iterate over slots in both armies and if it's the appropriate type, send it to the slot where it belongs
  876. for (int i = 0; i < bestArmy.size(); i++) //i-th strongest creature type will go to i-th slot
  877. {
  878. for(auto armyPtr : armies)
  879. for (int j = 0; j < GameConstants::ARMY_SIZE; j++)
  880. {
  881. if(armyPtr->getCreature(SlotID(j)) == bestArmy[i] && (i != j || armyPtr != army)) //it's a searched creature not in dst SLOT
  882. if(!(armyPtr->needsLastStack() && armyPtr->stacksCount() == 1)) //can't take away last creature
  883. cb->mergeOrSwapStacks(armyPtr, army, SlotID(j), SlotID(i));
  884. }
  885. }
  886. //TODO - having now strongest possible army, we may want to think about arranging stacks
  887. auto hero = dynamic_cast<const CGHeroInstance *>(army);
  888. if (hero)
  889. {
  890. checkHeroArmy (hero);
  891. }
  892. }
  893. void VCAI::pickBestArtifacts(const CGHeroInstance * h, const CGHeroInstance * other)
  894. {
  895. auto equipBest = [](const CGHeroInstance * h, const CGHeroInstance * otherh, bool giveStuffToFirstHero) -> void
  896. {
  897. bool changeMade = false;
  898. do
  899. {
  900. changeMade = false;
  901. //we collect gear always in same order
  902. std::vector<ArtifactLocation> allArtifacts;
  903. if (giveStuffToFirstHero)
  904. {
  905. for (auto p : h->artifactsWorn)
  906. {
  907. if (p.second.artifact)
  908. allArtifacts.push_back(ArtifactLocation(h, p.first));
  909. }
  910. }
  911. for (auto slot : h->artifactsInBackpack)
  912. allArtifacts.push_back(ArtifactLocation(h, h->getArtPos(slot.artifact)));
  913. if (otherh)
  914. {
  915. for (auto p : otherh->artifactsWorn)
  916. {
  917. if (p.second.artifact)
  918. allArtifacts.push_back(ArtifactLocation(otherh, p.first));
  919. }
  920. for (auto slot : otherh->artifactsInBackpack)
  921. allArtifacts.push_back(ArtifactLocation(otherh, otherh->getArtPos(slot.artifact)));
  922. }
  923. //we give stuff to one hero or another, depending on giveStuffToFirstHero
  924. const CGHeroInstance * target = nullptr;
  925. if (giveStuffToFirstHero || !otherh)
  926. target = h;
  927. else
  928. target = otherh;
  929. for (auto location : allArtifacts)
  930. {
  931. if (location.relatedObj() == target && location.slot < ArtifactPosition::AFTER_LAST)
  932. continue; //don't reequip artifact we already wear
  933. if(location.slot == ArtifactPosition::MACH4) // don't attempt to move catapult
  934. continue;
  935. auto s = location.getSlot();
  936. if (!s || s->locked) //we can't move locks
  937. continue;
  938. auto artifact = s->artifact;
  939. if (!artifact)
  940. continue;
  941. //FIXME: why are the above possible to be null?
  942. bool emptySlotFound = false;
  943. for (auto slot : artifact->artType->possibleSlots.at(target->bearerType()))
  944. {
  945. ArtifactLocation destLocation(target, slot);
  946. if (target->isPositionFree(slot) && artifact->canBePutAt(destLocation, true)) //combined artifacts are not always allowed to move
  947. {
  948. cb->swapArtifacts(location, destLocation); //just put into empty slot
  949. emptySlotFound = true;
  950. changeMade = true;
  951. break;
  952. }
  953. }
  954. if (!emptySlotFound) //try to put that atifact in already occupied slot
  955. {
  956. for (auto slot : artifact->artType->possibleSlots.at(target->bearerType()))
  957. {
  958. auto otherSlot = target->getSlot(slot);
  959. if (otherSlot && otherSlot->artifact) //we need to exchange artifact for better one
  960. {
  961. ArtifactLocation destLocation(target, slot);
  962. //if that artifact is better than what we have, pick it
  963. if (compareArtifacts(artifact, otherSlot->artifact) && artifact->canBePutAt(destLocation, true)) //combined artifacts are not always allowed to move
  964. {
  965. cb->swapArtifacts(location, ArtifactLocation(target, target->getArtPos(otherSlot->artifact)));
  966. changeMade = true;
  967. break;
  968. }
  969. }
  970. }
  971. }
  972. if (changeMade)
  973. break; //start evaluating artifacts from scratch
  974. }
  975. } while (changeMade);
  976. };
  977. equipBest (h, other, true);
  978. if (other)
  979. {
  980. equipBest(h, other, false);
  981. }
  982. }
  983. void VCAI::recruitCreatures(const CGDwelling * d, const CArmedInstance * recruiter)
  984. {
  985. for(int i = 0; i < d->creatures.size(); i++)
  986. {
  987. if(!d->creatures[i].second.size())
  988. continue;
  989. int count = d->creatures[i].first;
  990. CreatureID creID = d->creatures[i].second.back();
  991. // const CCreature *c = VLC->creh->creatures[creID];
  992. // if(containsSavedRes(c->cost))
  993. // continue;
  994. vstd::amin(count, freeResources() / VLC->creh->creatures[creID]->cost);
  995. if(count > 0)
  996. cb->recruitCreatures(d, recruiter, creID, count, i);
  997. }
  998. }
  999. bool VCAI::tryBuildStructure(const CGTownInstance * t, BuildingID building, unsigned int maxDays)
  1000. {
  1001. if (maxDays == 0)
  1002. {
  1003. logAi->warn("Request to build building %d in 0 days!", building.toEnum());
  1004. return false;
  1005. }
  1006. if (!vstd::contains(t->town->buildings, building))
  1007. return false; // no such building in town
  1008. if (t->hasBuilt(building)) //Already built? Shouldn't happen in general
  1009. return true;
  1010. const CBuilding * buildPtr = t->town->buildings.at(building);
  1011. auto toBuild = buildPtr->requirements.getFulfillmentCandidates([&](const BuildingID & buildID)
  1012. {
  1013. return t->hasBuilt(buildID);
  1014. });
  1015. toBuild.push_back(building);
  1016. for(BuildingID buildID : toBuild)
  1017. {
  1018. EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID);
  1019. if (canBuild == EBuildingState::HAVE_CAPITAL
  1020. || canBuild == EBuildingState::FORBIDDEN
  1021. || canBuild == EBuildingState::NO_WATER)
  1022. return false; //we won't be able to build this
  1023. }
  1024. if (maxDays && toBuild.size() > maxDays)
  1025. return false;
  1026. TResources currentRes = cb->getResourceAmount();
  1027. //TODO: calculate if we have enough resources to build it in maxDays
  1028. for(const auto & buildID : toBuild)
  1029. {
  1030. const CBuilding *b = t->town->buildings.at(buildID);
  1031. EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID);
  1032. if(canBuild == EBuildingState::ALLOWED)
  1033. {
  1034. if(!containsSavedRes(b->resources))
  1035. {
  1036. logAi->debug("Player %d will build %s in town of %s at %s", playerID, b->Name(), t->name, t->pos.toString());
  1037. cb->buildBuilding(t, buildID);
  1038. return true;
  1039. }
  1040. continue;
  1041. }
  1042. else if(canBuild == EBuildingState::NO_RESOURCES)
  1043. {
  1044. //TResources income = estimateIncome();
  1045. TResources cost = t->town->buildings.at(buildID)->resources;
  1046. for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
  1047. {
  1048. //int diff = currentRes[i] - cost[i] + income[i];
  1049. int diff = currentRes[i] - cost[i];
  1050. if(diff < 0)
  1051. saving[i] = 1;
  1052. }
  1053. continue;
  1054. }
  1055. else if (canBuild == EBuildingState::PREREQUIRES)
  1056. {
  1057. // can happen when dependencies have their own missing dependencies
  1058. if (tryBuildStructure(t, buildID, maxDays - 1))
  1059. return true;
  1060. }
  1061. else if (canBuild == EBuildingState::MISSING_BASE)
  1062. {
  1063. if (tryBuildStructure(t, b->upgrade, maxDays - 1))
  1064. return true;
  1065. }
  1066. }
  1067. return false;
  1068. }
  1069. //bool VCAI::canBuildStructure(const CGTownInstance * t, BuildingID building, unsigned int maxDays=7)
  1070. //{
  1071. // if (maxDays == 0)
  1072. // {
  1073. // logAi->warn("Request to build building %d in 0 days!", building.toEnum());
  1074. // return false;
  1075. // }
  1076. //
  1077. // if (!vstd::contains(t->town->buildings, building))
  1078. // return false; // no such building in town
  1079. //
  1080. // if (t->hasBuilt(building)) //Already built? Shouldn't happen in general
  1081. // return true;
  1082. //
  1083. // const CBuilding * buildPtr = t->town->buildings.at(building);
  1084. //
  1085. // auto toBuild = buildPtr->requirements.getFulfillmentCandidates([&](const BuildingID & buildID)
  1086. // {
  1087. // return t->hasBuilt(buildID);
  1088. // });
  1089. // toBuild.push_back(building);
  1090. //
  1091. // for(BuildingID buildID : toBuild)
  1092. // {
  1093. // EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID);
  1094. // if (canBuild == EBuildingState::HAVE_CAPITAL
  1095. // || canBuild == EBuildingState::FORBIDDEN
  1096. // || canBuild == EBuildingState::NO_WATER)
  1097. // return false; //we won't be able to build this
  1098. // }
  1099. //
  1100. // if (maxDays && toBuild.size() > maxDays)
  1101. // return false;
  1102. //
  1103. // TResources currentRes = cb->getResourceAmount();
  1104. // TResources income = estimateIncome();
  1105. // //TODO: calculate if we have enough resources to build it in maxDays
  1106. //
  1107. // for(const auto & buildID : toBuild)
  1108. // {
  1109. // const CBuilding *b = t->town->buildings.at(buildID);
  1110. //
  1111. // EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID);
  1112. // if(canBuild == EBuildingState::ALLOWED)
  1113. // {
  1114. // if(!containsSavedRes(b->resources))
  1115. // {
  1116. // logAi->debug("Player %d will build %s in town of %s at %s", playerID, b->Name(), t->name, t->pos.toString());
  1117. // return true;
  1118. // }
  1119. // continue;
  1120. // }
  1121. // else if(canBuild == EBuildingState::NO_RESOURCES)
  1122. // {
  1123. // TResources cost = t->town->buildings.at(buildID)->resources;
  1124. // for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
  1125. // {
  1126. // int diff = currentRes[i] - cost[i] + income[i];
  1127. // if(diff < 0)
  1128. // saving[i] = 1;
  1129. // }
  1130. // continue;
  1131. // }
  1132. // else if (canBuild == EBuildingState::PREREQUIRES)
  1133. // {
  1134. // // can happen when dependencies have their own missing dependencies
  1135. // if (canBuildStructure(t, buildID, maxDays - 1))
  1136. // return true;
  1137. // }
  1138. // else if (canBuild == EBuildingState::MISSING_BASE)
  1139. // {
  1140. // if (canBuildStructure(t, b->upgrade, maxDays - 1))
  1141. // return true;
  1142. // }
  1143. // }
  1144. // return false;
  1145. //}
  1146. bool VCAI::tryBuildAnyStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays)
  1147. {
  1148. for(const auto & building : buildList)
  1149. {
  1150. if(t->hasBuilt(building))
  1151. continue;
  1152. if (tryBuildStructure(t, building, maxDays))
  1153. return true;
  1154. }
  1155. return false; //Can't build anything
  1156. }
  1157. BuildingID VCAI::canBuildAnyStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays)
  1158. {
  1159. for(const auto & building : buildList)
  1160. {
  1161. if(t->hasBuilt(building))
  1162. continue;
  1163. if (cb->canBuildStructure(t, building))
  1164. return building;
  1165. }
  1166. return BuildingID::NONE; //Can't build anything
  1167. }
  1168. bool VCAI::tryBuildNextStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays)
  1169. {
  1170. for(const auto & building : buildList)
  1171. {
  1172. if(t->hasBuilt(building))
  1173. continue;
  1174. return tryBuildStructure(t, building, maxDays);
  1175. }
  1176. return false;//Nothing to build
  1177. }
  1178. //Set of buildings for different goals. Does not include any prerequisites.
  1179. static const BuildingID essential[] = {BuildingID::TAVERN, BuildingID::TOWN_HALL};
  1180. static const BuildingID goldSource[] = {BuildingID::TOWN_HALL, BuildingID::CITY_HALL, BuildingID::CAPITOL};
  1181. static const BuildingID capitolRequirements[] = { BuildingID::FORT, BuildingID::CITADEL };
  1182. static const BuildingID unitsSource[] = { BuildingID::DWELL_LVL_1, BuildingID::DWELL_LVL_2, BuildingID::DWELL_LVL_3,
  1183. BuildingID::DWELL_LVL_4, BuildingID::DWELL_LVL_5, BuildingID::DWELL_LVL_6, BuildingID::DWELL_LVL_7};
  1184. static const BuildingID unitsUpgrade[] = { BuildingID::DWELL_LVL_1_UP, BuildingID::DWELL_LVL_2_UP, BuildingID::DWELL_LVL_3_UP,
  1185. BuildingID::DWELL_LVL_4_UP, BuildingID::DWELL_LVL_5_UP, BuildingID::DWELL_LVL_6_UP, BuildingID::DWELL_LVL_7_UP};
  1186. static const BuildingID unitGrowth[] = { BuildingID::FORT, BuildingID::CITADEL, BuildingID::CASTLE, BuildingID::HORDE_1,
  1187. BuildingID::HORDE_1_UPGR, BuildingID::HORDE_2, BuildingID::HORDE_2_UPGR};
  1188. static const BuildingID _spells[] = {BuildingID::MAGES_GUILD_1, BuildingID::MAGES_GUILD_2, BuildingID::MAGES_GUILD_3,
  1189. BuildingID::MAGES_GUILD_4, BuildingID::MAGES_GUILD_5};
  1190. static const BuildingID extra[] = {BuildingID::RESOURCE_SILO, BuildingID::SPECIAL_1, BuildingID::SPECIAL_2, BuildingID::SPECIAL_3,
  1191. BuildingID::SPECIAL_4, BuildingID::SHIPYARD}; // all remaining buildings
  1192. void VCAI::buildStructure(const CGTownInstance * t)
  1193. {
  1194. //TODO make *real* town development system
  1195. //TODO: faction-specific development: use special buildings, build dwellings in better order, etc
  1196. //TODO: build resource silo, defences when needed
  1197. //Possible - allow "locking" on specific building (build prerequisites and then building itself)
  1198. //below algorithm focuses on economy growth at start of the game.
  1199. TResources currentRes = cb->getResourceAmount();
  1200. TResources currentIncome = t->dailyIncome();
  1201. int townIncome = currentIncome[Res::GOLD];
  1202. if(tryBuildAnyStructure(t, std::vector<BuildingID>(essential, essential + ARRAY_COUNT(essential))))
  1203. return;
  1204. //the more gold the better and less problems later
  1205. if(tryBuildNextStructure(t, std::vector<BuildingID>(goldSource, goldSource + ARRAY_COUNT(goldSource))))
  1206. return;
  1207. //workaround for mantis #2696 - build fort and citadel - building castle will be handled without bug
  1208. if(vstd::contains(t->builtBuildings, BuildingID::CITY_HALL) && cb->canBuildStructure(t, BuildingID::CAPITOL) != EBuildingState::HAVE_CAPITAL &&
  1209. cb->canBuildStructure(t, BuildingID::CAPITOL) != EBuildingState::FORBIDDEN)
  1210. if(tryBuildNextStructure(t, std::vector<BuildingID>(capitolRequirements, capitolRequirements + ARRAY_COUNT(capitolRequirements))))
  1211. return;
  1212. if((!vstd::contains(t->builtBuildings, BuildingID::CAPITOL) && cb->canBuildStructure(t, BuildingID::CAPITOL) != EBuildingState::HAVE_CAPITAL && cb->canBuildStructure(t, BuildingID::CAPITOL) != EBuildingState::FORBIDDEN)
  1213. || (!vstd::contains(t->builtBuildings, BuildingID::CITY_HALL) && cb->canBuildStructure(t, BuildingID::CAPITOL) == EBuildingState::HAVE_CAPITAL && cb->canBuildStructure(t, BuildingID::CITY_HALL) != EBuildingState::FORBIDDEN)
  1214. || (!vstd::contains(t->builtBuildings, BuildingID::TOWN_HALL) && cb->canBuildStructure(t, BuildingID::TOWN_HALL) != EBuildingState::FORBIDDEN))
  1215. return; //save money for capitol or city hall if capitol unavailable, do not build other things (unless gold source buildings are disabled in map editor)
  1216. if(cb->getDate(Date::DAY_OF_WEEK) > 6)// last 2 days of week - try to focus on growth
  1217. {
  1218. if(tryBuildNextStructure(t, std::vector<BuildingID>(unitGrowth, unitGrowth + ARRAY_COUNT(unitGrowth)), 2))
  1219. return;
  1220. }
  1221. // first in-game week or second half of any week: try build dwellings
  1222. if(cb->getDate(Date::DAY) < 7 || cb->getDate(Date::DAY_OF_WEEK) > 3)
  1223. if(tryBuildAnyStructure(t, std::vector<BuildingID>(unitsSource, unitsSource + ARRAY_COUNT(unitsSource)), 8 - cb->getDate(Date::DAY_OF_WEEK)))
  1224. return;
  1225. //try to upgrade dwelling
  1226. for(int i = 0; i < ARRAY_COUNT(unitsUpgrade); i++)
  1227. {
  1228. if(t->hasBuilt(unitsSource[i]) && !t->hasBuilt(unitsUpgrade[i]))
  1229. {
  1230. if(tryBuildStructure(t, unitsUpgrade[i]))
  1231. return;
  1232. }
  1233. }
  1234. //remaining tasks
  1235. if(tryBuildNextStructure(t, std::vector<BuildingID>(_spells, _spells + ARRAY_COUNT(_spells))))
  1236. return;
  1237. if(tryBuildAnyStructure(t, std::vector<BuildingID>(extra, extra + ARRAY_COUNT(extra))))
  1238. return;
  1239. //at the end, try to get and build any extra buildings with nonstandard slots (for example HotA 3rd level dwelling)
  1240. std::vector<BuildingID> extraBuildings;
  1241. for(auto buildingInfo : t->town->buildings)
  1242. if(buildingInfo.first > 43)
  1243. extraBuildings.push_back(buildingInfo.first);
  1244. if(tryBuildAnyStructure(t, extraBuildings))
  1245. return;
  1246. }
  1247. bool VCAI::isGoodForVisit(const CGObjectInstance *obj, HeroPtr h, SectorMap &sm)
  1248. {
  1249. const int3 pos = obj->visitablePos();
  1250. const int3 targetPos = sm.firstTileToGet(h, pos);
  1251. if (!targetPos.valid())
  1252. return false;
  1253. if (isTileNotReserved(h.get(), targetPos) &&
  1254. !obj->wasVisited(playerID) &&
  1255. (cb->getPlayerRelations(ai->playerID, obj->tempOwner) == PlayerRelations::ENEMIES || isWeeklyRevisitable(obj)) && //flag or get weekly resources / creatures
  1256. isSafeToVisit(h, pos) &&
  1257. shouldVisit(h, obj) &&
  1258. !vstd::contains(alreadyVisited, obj) &&
  1259. !vstd::contains(reservedObjs, obj) &&
  1260. isAccessibleForHero(targetPos, h))
  1261. {
  1262. const CGObjectInstance *topObj = cb->getVisitableObjs(obj->visitablePos()).back(); //it may be hero visiting this obj
  1263. //we don't try visiting object on which allied or owned hero stands
  1264. // -> it will just trigger exchange windows and AI will be confused that obj behind doesn't get visited
  1265. if (topObj->ID == Obj::HERO && cb->getPlayerRelations(h->tempOwner, topObj->tempOwner) != PlayerRelations::ENEMIES)
  1266. return false;
  1267. else
  1268. return true; //all of the following is met
  1269. }
  1270. return false;
  1271. }
  1272. bool VCAI::isTileNotReserved(const CGHeroInstance * h, int3 t)
  1273. {
  1274. if (t.valid())
  1275. {
  1276. auto obj = cb->getTopObj(t);
  1277. if (obj && vstd::contains(ai->reservedObjs, obj) && !vstd::contains(reservedHeroesMap[h], obj))
  1278. return false; //do not capture object reserved by another hero
  1279. else
  1280. return true;
  1281. }
  1282. else
  1283. return false;
  1284. }
  1285. bool VCAI::canRecruitAnyHero (const CGTownInstance * t) const
  1286. {
  1287. //TODO: make gathering gold, building tavern or conquering town (?) possible subgoals
  1288. if (!t)
  1289. t = findTownWithTavern();
  1290. if (t)
  1291. return cb->getResourceAmount(Res::GOLD) >= GameConstants::HERO_GOLD_COST &&
  1292. cb->getHeroesInfo().size() < ALLOWED_ROAMING_HEROES &&
  1293. cb->getAvailableHeroes(t).size();
  1294. else
  1295. return false;
  1296. }
  1297. void VCAI::wander(HeroPtr h)
  1298. {
  1299. //unclaim objects that are now dangerous for us
  1300. auto reservedObjsSetCopy = reservedHeroesMap[h];
  1301. for (auto obj : reservedObjsSetCopy)
  1302. {
  1303. if (!isSafeToVisit(h, obj->visitablePos()))
  1304. unreserveObject(h, obj);
  1305. }
  1306. TimeCheck tc("looking for wander destination");
  1307. while (h->movement)
  1308. {
  1309. validateVisitableObjs();
  1310. std::vector <ObjectIdRef> dests;
  1311. auto sm = getCachedSectorMap(h);
  1312. //also visit our reserved objects - but they are not prioritized to avoid running back and forth
  1313. vstd::copy_if(reservedHeroesMap[h], std::back_inserter(dests), [&](ObjectIdRef obj) -> bool
  1314. {
  1315. int3 pos = sm->firstTileToGet(h, obj->visitablePos());
  1316. if(pos.valid() && isAccessibleForHero(pos, h)) //even nearby objects could be blocked by other heroes :(
  1317. return true;
  1318. return false;
  1319. });
  1320. int pass = 0;
  1321. while(!dests.size() && pass < 3)
  1322. {
  1323. if(pass < 2) // optimization - first check objects in current sector; then in sectors around
  1324. {
  1325. auto objs = sm->getNearbyObjs(h, pass);
  1326. vstd::copy_if(objs, std::back_inserter(dests), [&](ObjectIdRef obj) -> bool
  1327. {
  1328. return isGoodForVisit(obj, h, *sm);
  1329. });
  1330. }
  1331. else // we only check full objects list if for some reason there are no objects in closest sectors
  1332. {
  1333. vstd::copy_if(visitableObjs, std::back_inserter(dests), [&](ObjectIdRef obj) -> bool
  1334. {
  1335. return isGoodForVisit(obj, h, *sm);
  1336. });
  1337. }
  1338. pass++;
  1339. }
  1340. vstd::erase_if(dests, [&](ObjectIdRef obj) -> bool
  1341. {
  1342. return !isSafeToVisit(h, sm->firstTileToGet(h, obj->visitablePos()));
  1343. });
  1344. if(!dests.size())
  1345. {
  1346. if (cb->getVisitableObjs(h->visitablePos()).size() > 1)
  1347. moveHeroToTile(h->visitablePos(), h); //just in case we're standing on blocked subterranean gate
  1348. auto compareReinforcements = [h](const CGTownInstance *lhs, const CGTownInstance *rhs) -> bool
  1349. {
  1350. return howManyReinforcementsCanGet(h, lhs) < howManyReinforcementsCanGet(h, rhs);
  1351. };
  1352. std::vector<const CGTownInstance *> townsReachable;
  1353. std::vector<const CGTownInstance *> townsNotReachable;
  1354. for(const CGTownInstance *t : cb->getTownsInfo())
  1355. {
  1356. if(!t->visitingHero && howManyReinforcementsCanGet(h,t) && !vstd::contains(townVisitsThisWeek[h], t))
  1357. {
  1358. if (isAccessibleForHero (t->visitablePos(), h))
  1359. townsReachable.push_back(t);
  1360. else
  1361. townsNotReachable.push_back(t);
  1362. }
  1363. }
  1364. if(townsReachable.size())
  1365. {
  1366. boost::sort(townsReachable, compareReinforcements);
  1367. dests.push_back(townsReachable.back());
  1368. }
  1369. else if(townsNotReachable.size())
  1370. {
  1371. boost::sort(townsNotReachable, compareReinforcements);
  1372. //TODO pick the truly best
  1373. const CGTownInstance *t = townsNotReachable.back();
  1374. logAi->debug("%s can't reach any town, we'll try to make our way to %s at %s",h->name,t->name, t->visitablePos().toString());
  1375. int3 pos1 = h->pos;
  1376. striveToGoal(sptr(Goals::ClearWayTo(t->visitablePos()).sethero(h)));
  1377. //if out hero is stuck, we may need to request another hero to clear the way we see
  1378. if (pos1 == h->pos && h == primaryHero()) //hero can't move
  1379. {
  1380. if (canRecruitAnyHero(t))
  1381. recruitHero(t);
  1382. }
  1383. break;
  1384. }
  1385. else if(cb->getResourceAmount(Res::GOLD) >= GameConstants::HERO_GOLD_COST)
  1386. {
  1387. std::vector<const CGTownInstance *> towns = cb->getTownsInfo();
  1388. vstd::erase_if(towns, [](const CGTownInstance *t) -> bool
  1389. {
  1390. for(const CGHeroInstance *h : cb->getHeroesInfo())
  1391. if(!t->getArmyStrength() || howManyReinforcementsCanGet(h, t))
  1392. return true;
  1393. return false;
  1394. });
  1395. boost::sort(towns, compareArmyStrength);
  1396. if(towns.size())
  1397. recruitHero(towns.back());
  1398. break;
  1399. }
  1400. else
  1401. {
  1402. logAi->debug("Nowhere more to go...");
  1403. break;
  1404. }
  1405. }
  1406. //end of objs empty
  1407. if (dests.size()) //performance improvement
  1408. {
  1409. boost::sort(dests, CDistanceSorter(h.get())); //find next closest one
  1410. //wander should not cause heroes to be reserved - they are always considered free
  1411. const ObjectIdRef&dest = dests.front();
  1412. logAi->debug("Of all %d destinations, object oid=%d seems nice",dests.size(), dest.id.getNum());
  1413. if(!goVisitObj(dest, h))
  1414. {
  1415. if(!dest)
  1416. {
  1417. logAi->debug("Visit attempt made the object (id=%d) gone...", dest.id.getNum());
  1418. }
  1419. else
  1420. {
  1421. logAi->debug("Hero %s apparently used all MPs (%d left)", h->name, h->movement);
  1422. return;
  1423. }
  1424. }
  1425. }
  1426. if (h->visitedTown)
  1427. {
  1428. townVisitsThisWeek[h].insert(h->visitedTown);
  1429. buildArmyIn(h->visitedTown);
  1430. }
  1431. }
  1432. }
  1433. void VCAI::setGoal(HeroPtr h, Goals::TSubgoal goal)
  1434. {
  1435. if(goal->invalid())
  1436. vstd::erase_if_present(lockedHeroes, h);
  1437. else
  1438. {
  1439. lockedHeroes[h] = goal;
  1440. goal->setisElementar(false); //Force always evaluate goals before realizing
  1441. }
  1442. }
  1443. void VCAI::evaluateGoal(HeroPtr h)
  1444. {
  1445. if (vstd::contains(lockedHeroes, h))
  1446. fh->setPriority(lockedHeroes[h]);
  1447. }
  1448. void VCAI::completeGoal (Goals::TSubgoal goal)
  1449. {
  1450. logAi->trace("Completing goal: %s", goal->name());
  1451. if (const CGHeroInstance * h = goal->hero.get(true))
  1452. {
  1453. auto it = lockedHeroes.find(h);
  1454. if (it != lockedHeroes.end())
  1455. if (it->second == goal)
  1456. {
  1457. logAi->debug(goal->completeMessage());
  1458. lockedHeroes.erase(it); //goal fulfilled, free hero
  1459. }
  1460. }
  1461. else //complete goal for all heroes maybe?
  1462. {
  1463. vstd::erase_if(lockedHeroes, [goal](std::pair<HeroPtr, Goals::TSubgoal> p)
  1464. {
  1465. if (*(p.second) == *goal || p.second->fulfillsMe(goal)) //we could have fulfilled goals of other heroes by chance
  1466. {
  1467. logAi->debug(p.second->completeMessage());
  1468. return true;
  1469. }
  1470. return false;
  1471. });
  1472. }
  1473. }
  1474. void VCAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
  1475. {
  1476. NET_EVENT_HANDLER;
  1477. assert(playerID > PlayerColor::PLAYER_LIMIT || status.getBattle() == UPCOMING_BATTLE);
  1478. status.setBattle(ONGOING_BATTLE);
  1479. const CGObjectInstance *presumedEnemy = vstd::backOrNull(cb->getVisitableObjs(tile)); //may be nullptr in some very are cases -> eg. visited monolith and fighting with an enemy at the FoW covered exit
  1480. battlename = boost::str(boost::format("Starting battle of %s attacking %s at %s") % (hero1 ? hero1->name : "a army") % (presumedEnemy ? presumedEnemy->getObjectName() : "unknown enemy") % tile.toString());
  1481. CAdventureAI::battleStart(army1, army2, tile, hero1, hero2, side);
  1482. }
  1483. void VCAI::battleEnd(const BattleResult *br)
  1484. {
  1485. NET_EVENT_HANDLER;
  1486. assert(status.getBattle() == ONGOING_BATTLE);
  1487. status.setBattle(ENDING_BATTLE);
  1488. bool won = br->winner == myCb->battleGetMySide();
  1489. logAi->debug("Player %d (%s): I %s the %s!", playerID, playerID.getStr(), (won ? "won" : "lost"), battlename);
  1490. battlename.clear();
  1491. CAdventureAI::battleEnd(br);
  1492. }
  1493. void VCAI::waitTillFree()
  1494. {
  1495. auto unlock = vstd::makeUnlockSharedGuard(CGameState::mutex);
  1496. status.waitTillFree();
  1497. }
  1498. void VCAI::markObjectVisited (const CGObjectInstance *obj)
  1499. {
  1500. if(!obj)
  1501. return;
  1502. if(dynamic_cast<const CGVisitableOPH *>(obj) || //we may want to visit it with another hero
  1503. dynamic_cast<const CGBonusingObject *>(obj) || //or another time
  1504. (obj->ID == Obj::MONSTER))
  1505. return;
  1506. alreadyVisited.insert(obj);
  1507. }
  1508. void VCAI::reserveObject(HeroPtr h, const CGObjectInstance *obj)
  1509. {
  1510. reservedObjs.insert(obj);
  1511. reservedHeroesMap[h].insert(obj);
  1512. logAi->debug("reserved object id=%d; address=%p; name=%s", obj->id ,obj, obj->getObjectName());
  1513. }
  1514. void VCAI::unreserveObject(HeroPtr h, const CGObjectInstance *obj)
  1515. {
  1516. vstd::erase_if_present(reservedObjs, obj); //unreserve objects
  1517. vstd::erase_if_present(reservedHeroesMap[h], obj);
  1518. }
  1519. void VCAI::markHeroUnableToExplore (HeroPtr h)
  1520. {
  1521. heroesUnableToExplore.insert(h);
  1522. }
  1523. void VCAI::markHeroAbleToExplore (HeroPtr h)
  1524. {
  1525. vstd::erase_if_present(heroesUnableToExplore, h);
  1526. }
  1527. bool VCAI::isAbleToExplore (HeroPtr h)
  1528. {
  1529. return !vstd::contains (heroesUnableToExplore, h);
  1530. }
  1531. void VCAI::clearPathsInfo()
  1532. {
  1533. heroesUnableToExplore.clear();
  1534. cachedSectorMaps.clear();
  1535. }
  1536. void VCAI::validateVisitableObjs()
  1537. {
  1538. std::string errorMsg;
  1539. auto shouldBeErased = [&](const CGObjectInstance *obj) -> bool
  1540. {
  1541. if (obj)
  1542. return !cb->getObj(obj->id, false); // no verbose output needed as we check object visibility
  1543. else
  1544. return true;
  1545. };
  1546. //errorMsg is captured by ref so lambda will take the new text
  1547. errorMsg = " shouldn't be on the visitable objects list!";
  1548. vstd::erase_if(visitableObjs, shouldBeErased);
  1549. //FIXME: how comes our own heroes become inaccessible?
  1550. vstd::erase_if(reservedHeroesMap, [](std::pair<HeroPtr, std::set<const CGObjectInstance *>> hp) -> bool
  1551. {
  1552. return !hp.first.get(true);
  1553. });
  1554. for(auto &p : reservedHeroesMap)
  1555. {
  1556. errorMsg = " shouldn't be on list for hero " + p.first->name + "!";
  1557. vstd::erase_if(p.second, shouldBeErased);
  1558. }
  1559. errorMsg = " shouldn't be on the reserved objs list!";
  1560. vstd::erase_if(reservedObjs, shouldBeErased);
  1561. //TODO overkill, hidden object should not be removed. However, we can't know if hidden object is erased from game.
  1562. errorMsg = " shouldn't be on the already visited objs list!";
  1563. vstd::erase_if(alreadyVisited, shouldBeErased);
  1564. }
  1565. void VCAI::retrieveVisitableObjs(std::vector<const CGObjectInstance *> &out, bool includeOwned) const
  1566. {
  1567. foreach_tile_pos([&](const int3 &pos)
  1568. {
  1569. for(const CGObjectInstance *obj : myCb->getVisitableObjs(pos, false))
  1570. {
  1571. if(includeOwned || obj->tempOwner != playerID)
  1572. out.push_back(obj);
  1573. }
  1574. });
  1575. }
  1576. void VCAI::retrieveVisitableObjs()
  1577. {
  1578. foreach_tile_pos([&](const int3 &pos)
  1579. {
  1580. for(const CGObjectInstance *obj : myCb->getVisitableObjs(pos, false))
  1581. {
  1582. if(obj->tempOwner != playerID)
  1583. addVisitableObj(obj);
  1584. }
  1585. });
  1586. }
  1587. std::vector<const CGObjectInstance *> VCAI::getFlaggedObjects() const
  1588. {
  1589. std::vector<const CGObjectInstance *> ret;
  1590. for(const CGObjectInstance *obj : visitableObjs)
  1591. {
  1592. if(obj->tempOwner == playerID)
  1593. ret.push_back(obj);
  1594. }
  1595. return ret;
  1596. }
  1597. void VCAI::addVisitableObj(const CGObjectInstance *obj)
  1598. {
  1599. visitableObjs.insert(obj);
  1600. helperObjInfo[obj] = ObjInfo(obj);
  1601. // All teleport objects seen automatically assigned to appropriate channels
  1602. auto teleportObj = dynamic_cast<const CGTeleport *>(obj);
  1603. if(teleportObj)
  1604. CGTeleport::addToChannel(knownTeleportChannels, teleportObj);
  1605. }
  1606. const CGObjectInstance * VCAI::lookForArt(int aid) const
  1607. {
  1608. for(const CGObjectInstance *obj : ai->visitableObjs)
  1609. {
  1610. if(obj->ID == Obj::ARTIFACT && obj->subID == aid)
  1611. return obj;
  1612. }
  1613. return nullptr;
  1614. //TODO what if more than one artifact is available? return them all or some slection criteria
  1615. }
  1616. bool VCAI::isAccessible(const int3 &pos)
  1617. {
  1618. //TODO precalculate for speed
  1619. for(const CGHeroInstance *h : cb->getHeroesInfo())
  1620. {
  1621. if(isAccessibleForHero(pos, h))
  1622. return true;
  1623. }
  1624. return false;
  1625. }
  1626. HeroPtr VCAI::getHeroWithGrail() const
  1627. {
  1628. for(const CGHeroInstance *h : cb->getHeroesInfo())
  1629. if(h->hasArt(2)) //grail
  1630. return h;
  1631. return nullptr;
  1632. }
  1633. const CGObjectInstance * VCAI::getUnvisitedObj(const std::function<bool(const CGObjectInstance *)> &predicate)
  1634. {
  1635. //TODO smarter definition of unvisited
  1636. for(const CGObjectInstance *obj : visitableObjs)
  1637. if(predicate(obj) && !vstd::contains(alreadyVisited, obj))
  1638. return obj;
  1639. return nullptr;
  1640. }
  1641. bool VCAI::isAccessibleForHero(const int3 & pos, HeroPtr h, bool includeAllies) const
  1642. {
  1643. if (!includeAllies)
  1644. { //don't visit tile occupied by allied hero
  1645. for (auto obj : cb->getVisitableObjs(pos))
  1646. {
  1647. if (obj->ID == Obj::HERO &&
  1648. cb->getPlayerRelations(ai->playerID, obj->tempOwner) != PlayerRelations::ENEMIES &&
  1649. obj != h.get())
  1650. return false;
  1651. }
  1652. }
  1653. return cb->getPathsInfo(h.get())->getPathInfo(pos)->reachable();
  1654. }
  1655. bool VCAI::moveHeroToTile(int3 dst, HeroPtr h)
  1656. {
  1657. //TODO: consider if blockVisit objects change something in our checks: AIUtility::isBlockVisitObj()
  1658. auto afterMovementCheck = [&]() -> void
  1659. {
  1660. waitTillFree(); //movement may cause battle or blocking dialog
  1661. if(!h)
  1662. {
  1663. lostHero(h);
  1664. teleportChannelProbingList.clear();
  1665. if (status.channelProbing()) // if hero lost during channel probing we need to switch this mode off
  1666. status.setChannelProbing(false);
  1667. throw cannotFulfillGoalException("Hero was lost!");
  1668. }
  1669. };
  1670. logAi->debug("Moving hero %s to tile %s", h->name, dst.toString());
  1671. int3 startHpos = h->visitablePos();
  1672. bool ret = false;
  1673. if(startHpos == dst)
  1674. {
  1675. //FIXME: this assertion fails also if AI moves onto defeated guarded object
  1676. assert(cb->getVisitableObjs(dst).size() > 1); //there's no point in revisiting tile where there is no visitable object
  1677. cb->moveHero(*h, CGHeroInstance::convertPosition(dst, true));
  1678. afterMovementCheck();// TODO: is it feasible to hero get killed there if game work properly?
  1679. // not sure if AI can currently reconsider to attack bank while staying on it. Check issue 2084 on mantis for more information.
  1680. ret = true;
  1681. }
  1682. else
  1683. {
  1684. CGPath path;
  1685. cb->getPathsInfo(h.get())->getPath(path, dst);
  1686. if(path.nodes.empty())
  1687. {
  1688. logAi->error("Hero %s cannot reach %s.", h->name, dst.toString());
  1689. throw goalFulfilledException (sptr(Goals::VisitTile(dst).sethero(h)));
  1690. }
  1691. int i = path.nodes.size()-1;
  1692. auto getObj = [&](int3 coord, bool ignoreHero)
  1693. {
  1694. auto tile = cb->getTile(coord, false);
  1695. assert(tile);
  1696. return tile->topVisitableObj(ignoreHero);
  1697. //return cb->getTile(coord,false)->topVisitableObj(ignoreHero);
  1698. };
  1699. auto isTeleportAction = [&](CGPathNode::ENodeAction action) -> bool
  1700. {
  1701. if(action != CGPathNode::TELEPORT_NORMAL &&
  1702. action != CGPathNode::TELEPORT_BLOCKING_VISIT &&
  1703. action != CGPathNode::TELEPORT_BATTLE)
  1704. {
  1705. return false;
  1706. }
  1707. return true;
  1708. };
  1709. auto getDestTeleportObj = [&](const CGObjectInstance * currentObject, const CGObjectInstance * nextObjectTop, const CGObjectInstance * nextObject) -> const CGObjectInstance *
  1710. {
  1711. if(CGTeleport::isConnected(currentObject, nextObjectTop))
  1712. return nextObjectTop;
  1713. if(nextObjectTop && nextObjectTop->ID == Obj::HERO &&
  1714. CGTeleport::isConnected(currentObject, nextObject))
  1715. {
  1716. return nextObject;
  1717. }
  1718. return nullptr;
  1719. };
  1720. auto doMovement = [&](int3 dst, bool transit)
  1721. {
  1722. cb->moveHero(*h, CGHeroInstance::convertPosition(dst, true), transit);
  1723. };
  1724. auto doTeleportMovement = [&](ObjectInstanceID exitId, int3 exitPos)
  1725. {
  1726. destinationTeleport = exitId;
  1727. if(exitPos.valid())
  1728. destinationTeleportPos = CGHeroInstance::convertPosition(exitPos, true);
  1729. cb->moveHero(*h, h->pos);
  1730. destinationTeleport = ObjectInstanceID();
  1731. destinationTeleportPos = int3(-1);
  1732. afterMovementCheck();
  1733. };
  1734. auto doChannelProbing = [&]() -> void
  1735. {
  1736. auto currentPos = CGHeroInstance::convertPosition(h->pos,false);
  1737. auto currentExit = getObj(currentPos, true)->id;
  1738. status.setChannelProbing(true);
  1739. for(auto exit : teleportChannelProbingList)
  1740. doTeleportMovement(exit, int3(-1));
  1741. teleportChannelProbingList.clear();
  1742. status.setChannelProbing(false);
  1743. doTeleportMovement(currentExit, currentPos);
  1744. };
  1745. for(; i>0; i--)
  1746. {
  1747. int3 currentCoord = path.nodes[i].coord;
  1748. int3 nextCoord = path.nodes[i-1].coord;
  1749. auto currentObject = getObj(currentCoord, currentCoord == CGHeroInstance::convertPosition(h->pos,false));
  1750. auto nextObjectTop = getObj(nextCoord, false);
  1751. auto nextObject = getObj(nextCoord, true);
  1752. auto destTeleportObj = getDestTeleportObj(currentObject, nextObjectTop, nextObject);
  1753. if(isTeleportAction(path.nodes[i-1].action) && destTeleportObj != nullptr)
  1754. { //we use special login if hero standing on teleporter it's mean we need
  1755. doTeleportMovement(destTeleportObj->id, nextCoord);
  1756. if(teleportChannelProbingList.size())
  1757. doChannelProbing();
  1758. markObjectVisited(destTeleportObj); //FIXME: Monoliths are not correctly visited
  1759. continue;
  1760. }
  1761. //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
  1762. if(path.nodes[i-1].turns)
  1763. {
  1764. //blockedHeroes.insert(h); //to avoid attempts of moving heroes with very little MPs
  1765. break;
  1766. }
  1767. int3 endpos = path.nodes[i-1].coord;
  1768. if(endpos == h->visitablePos())
  1769. continue;
  1770. if((i-2 >= 0) // Check there is node after next one; otherwise transit is pointless
  1771. && (CGTeleport::isConnected(nextObjectTop, getObj(path.nodes[i-2].coord, false))
  1772. || CGTeleport::isTeleport(nextObjectTop)))
  1773. { // Hero should be able to go through object if it's allow transit
  1774. doMovement(endpos, true);
  1775. }
  1776. else if(path.nodes[i-1].layer == EPathfindingLayer::AIR)
  1777. doMovement(endpos, true);
  1778. else
  1779. doMovement(endpos, false);
  1780. afterMovementCheck();
  1781. if(teleportChannelProbingList.size())
  1782. doChannelProbing();
  1783. }
  1784. }
  1785. if (h)
  1786. {
  1787. if(auto visitedObject = vstd::frontOrNull(cb->getVisitableObjs(h->visitablePos()))) //we stand on something interesting
  1788. {
  1789. if (visitedObject != *h)
  1790. performObjectInteraction (visitedObject, h);
  1791. }
  1792. }
  1793. if(h) //we could have lost hero after last move
  1794. {
  1795. completeGoal (sptr(Goals::VisitTile(dst).sethero(h))); //we stepped on some tile, anyway
  1796. completeGoal (sptr(Goals::ClearWayTo(dst).sethero(h)));
  1797. ret = (dst == h->visitablePos());
  1798. if(!ret) //reserve object we are heading towards
  1799. {
  1800. auto obj = vstd::frontOrNull(cb->getVisitableObjs(dst));
  1801. if(obj && obj != *h)
  1802. reserveObject(h, obj);
  1803. }
  1804. if(startHpos == h->visitablePos() && !ret) //we didn't move and didn't reach the target
  1805. {
  1806. vstd::erase_if_present(lockedHeroes, h); //hero seemingly is confused
  1807. throw cannotFulfillGoalException("Invalid path found!"); //FIXME: should never happen
  1808. }
  1809. evaluateGoal(h); //new hero position means new game situation
  1810. logAi->debug("Hero %s moved from %s to %s. Returning %d.", h->name, startHpos.toString(), h->visitablePos().toString(), ret);
  1811. }
  1812. return ret;
  1813. }
  1814. void VCAI::tryRealize(Goals::Explore & g)
  1815. {
  1816. throw cannotFulfillGoalException("EXPLORE is not an elementar goal!");
  1817. }
  1818. void VCAI::tryRealize(Goals::RecruitHero & g)
  1819. {
  1820. if(const CGTownInstance *t = findTownWithTavern())
  1821. {
  1822. recruitHero(t, true);
  1823. //TODO try to free way to blocked town
  1824. //TODO: adventure map tavern or prison?
  1825. }
  1826. }
  1827. void VCAI::tryRealize(Goals::VisitTile & g)
  1828. {
  1829. if(!g.hero->movement)
  1830. throw cannotFulfillGoalException("Cannot visit tile: hero is out of MPs!");
  1831. if(g.tile == g.hero->visitablePos() && cb->getVisitableObjs(g.hero->visitablePos()).size() < 2)
  1832. {
  1833. logAi->warn("Why do I want to move hero %s to tile %s? Already standing on that tile! ", g.hero->name, g.tile.toString());
  1834. throw goalFulfilledException (sptr(g));
  1835. }
  1836. if (ai->moveHeroToTile(g.tile, g.hero.get()))
  1837. {
  1838. throw goalFulfilledException (sptr(g));
  1839. }
  1840. }
  1841. void VCAI::tryRealize(Goals::VisitHero & g)
  1842. {
  1843. if(!g.hero->movement)
  1844. throw cannotFulfillGoalException("Cannot visit target hero: hero is out of MPs!");
  1845. const CGObjectInstance * obj = cb->getObj(ObjectInstanceID(g.objid));
  1846. if (obj)
  1847. {
  1848. if (ai->moveHeroToTile(obj->visitablePos(), g.hero.get()))
  1849. {
  1850. throw goalFulfilledException (sptr(g));
  1851. }
  1852. }
  1853. else
  1854. throw cannotFulfillGoalException("Cannot visit hero: object not found!");
  1855. }
  1856. void VCAI::tryRealize(Goals::BuildThis & g)
  1857. {
  1858. const CGTownInstance *t = g.town;
  1859. if(!t && g.hero)
  1860. t = g.hero->visitedTown;
  1861. if(!t)
  1862. {
  1863. for(const CGTownInstance *t : cb->getTownsInfo())
  1864. {
  1865. switch(cb->canBuildStructure(t, BuildingID(g.bid)))
  1866. {
  1867. case EBuildingState::ALLOWED:
  1868. cb->buildBuilding(t, BuildingID(g.bid));
  1869. return;
  1870. default:
  1871. break;
  1872. }
  1873. }
  1874. }
  1875. else if(cb->canBuildStructure(t, BuildingID(g.bid)) == EBuildingState::ALLOWED)
  1876. {
  1877. cb->buildBuilding(t, BuildingID(g.bid));
  1878. return;
  1879. }
  1880. throw cannotFulfillGoalException("Cannot build a given structure!");
  1881. }
  1882. void VCAI::tryRealize(Goals::DigAtTile & g)
  1883. {
  1884. assert(g.hero->visitablePos() == g.tile); //surely we want to crash here?
  1885. if (g.hero->diggingStatus() == EDiggingStatus::CAN_DIG)
  1886. {
  1887. cb->dig(g.hero.get());
  1888. completeGoal(sptr(g)); // finished digging
  1889. }
  1890. else
  1891. {
  1892. ai->lockedHeroes[g.hero] = sptr(g); //hero who tries to dig shouldn't do anything else
  1893. throw cannotFulfillGoalException("A hero can't dig!\n");
  1894. }
  1895. }
  1896. void VCAI::tryRealize(Goals::CollectRes & g)
  1897. {
  1898. if(cb->getResourceAmount(static_cast<Res::ERes>(g.resID)) >= g.value)
  1899. throw cannotFulfillGoalException("Goal is already fulfilled!");
  1900. if(const CGObjectInstance *obj = cb->getObj(ObjectInstanceID(g.objid), false))
  1901. {
  1902. if(const IMarket *m = IMarket::castFrom(obj, false))
  1903. {
  1904. for (Res::ERes i = Res::WOOD; i <= Res::GOLD; vstd::advance(i, 1))
  1905. {
  1906. if(i == g.resID) continue;
  1907. int toGive, toGet;
  1908. m->getOffer(i, g.resID, toGive, toGet, EMarketMode::RESOURCE_RESOURCE);
  1909. toGive = toGive * (cb->getResourceAmount(i) / toGive);
  1910. //TODO trade only as much as needed
  1911. cb->trade(obj, EMarketMode::RESOURCE_RESOURCE, i, g.resID, toGive);
  1912. if(cb->getResourceAmount(static_cast<Res::ERes>(g.resID)) >= g.value)
  1913. return;
  1914. }
  1915. throw cannotFulfillGoalException("I cannot get needed resources by trade!");
  1916. }
  1917. else
  1918. {
  1919. throw cannotFulfillGoalException("I don't know how to use this object to raise resources!");
  1920. }
  1921. }
  1922. else
  1923. {
  1924. saving[g.resID] = 1;
  1925. throw cannotFulfillGoalException("No object that could be used to raise resources!");
  1926. }
  1927. }
  1928. void VCAI::tryRealize(Goals::Build & g)
  1929. {
  1930. for(const CGTownInstance *t : cb->getTownsInfo())
  1931. {
  1932. logAi->debug("Looking into %s", t->name);
  1933. buildStructure(t);
  1934. if(!ai->primaryHero() ||
  1935. (t->getArmyStrength() > ai->primaryHero()->getArmyStrength() * 2 && !isAccessibleForHero(t->visitablePos(), ai->primaryHero())))
  1936. {
  1937. recruitHero(t);
  1938. buildArmyIn(t);
  1939. }
  1940. }
  1941. throw cannotFulfillGoalException("BUILD has been realized as much as possible.");
  1942. }
  1943. void VCAI::tryRealize(Goals::Invalid & g)
  1944. {
  1945. throw cannotFulfillGoalException("I don't know how to fulfill this!");
  1946. }
  1947. void VCAI::tryRealize(Goals::AbstractGoal & g)
  1948. {
  1949. logAi->debug("Attempting realizing goal with code %s",g.name());
  1950. throw cannotFulfillGoalException("Unknown type of goal !");
  1951. }
  1952. const CGTownInstance * VCAI::findTownWithTavern() const
  1953. {
  1954. for(const CGTownInstance *t : cb->getTownsInfo())
  1955. if(t->hasBuilt(BuildingID::TAVERN) && !t->visitingHero)
  1956. return t;
  1957. return nullptr;
  1958. }
  1959. Goals::TSubgoal VCAI::getGoal (HeroPtr h) const
  1960. {
  1961. auto it = lockedHeroes.find(h);
  1962. if (it != lockedHeroes.end())
  1963. return it->second;
  1964. else
  1965. return sptr(Goals::Invalid());
  1966. }
  1967. std::vector<HeroPtr> VCAI::getUnblockedHeroes() const
  1968. {
  1969. std::vector<HeroPtr> ret;
  1970. for (auto h : cb->getHeroesInfo())
  1971. {
  1972. //&& !vstd::contains(lockedHeroes, h)
  1973. //at this point we assume heroes exhausted their locked goals
  1974. if (canAct(h))
  1975. ret.push_back(h);
  1976. }
  1977. return ret;
  1978. }
  1979. bool VCAI::canAct (HeroPtr h) const
  1980. {
  1981. auto mission = lockedHeroes.find(h);
  1982. if (mission != lockedHeroes.end())
  1983. {
  1984. //FIXME: I'm afraid there can be other conditions when heroes can act but not move :?
  1985. if (mission->second->goalType == Goals::DIG_AT_TILE && !mission->second->isElementar)
  1986. return false;
  1987. }
  1988. return h->movement;
  1989. }
  1990. HeroPtr VCAI::primaryHero() const
  1991. {
  1992. auto hs = cb->getHeroesInfo();
  1993. boost::sort(hs, compareHeroStrength);
  1994. if(hs.empty())
  1995. return nullptr;
  1996. return hs.back();
  1997. }
  1998. void VCAI::endTurn()
  1999. {
  2000. logAi->info("Player %d (%s) ends turn", playerID, playerID.getStr());
  2001. if(!status.haveTurn())
  2002. {
  2003. logAi->error("Not having turn at the end of turn???");
  2004. }
  2005. logAi->debug("Resources at the end of turn: %s", cb->getResourceAmount().toString());
  2006. do
  2007. {
  2008. cb->endTurn();
  2009. } 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
  2010. logGlobal->info("Player %d (%s) ended turn", playerID, playerID.getStr());
  2011. }
  2012. void VCAI::striveToGoal(Goals::TSubgoal ultimateGoal)
  2013. {
  2014. if (ultimateGoal->invalid())
  2015. return;
  2016. //we are looking for abstract goals
  2017. auto abstractGoal = striveToGoalInternal (ultimateGoal, false);
  2018. if (abstractGoal->invalid())
  2019. return;
  2020. //we received abstract goal, need to find concrete goals
  2021. striveToGoalInternal (abstractGoal, true);
  2022. //TODO: save abstract goals not related to hero
  2023. }
  2024. Goals::TSubgoal VCAI::striveToGoalInternal(Goals::TSubgoal ultimateGoal, bool onlyAbstract)
  2025. {
  2026. const int searchDepth = 30;
  2027. const int searchDepth2 = searchDepth-2;
  2028. Goals::TSubgoal abstractGoal = sptr(Goals::Invalid());
  2029. while(1)
  2030. {
  2031. Goals::TSubgoal goal = ultimateGoal;
  2032. logAi->debug("Striving to goal of type %s", ultimateGoal->name());
  2033. int maxGoals = searchDepth; //preventing deadlock for mutually dependent goals
  2034. while(!goal->isElementar && maxGoals && (onlyAbstract || !goal->isAbstract))
  2035. {
  2036. logAi->debug("Considering goal %s", goal->name());
  2037. try
  2038. {
  2039. boost::this_thread::interruption_point();
  2040. goal = goal->whatToDoToAchieve();
  2041. --maxGoals;
  2042. if (*goal == *ultimateGoal) //compare objects by value
  2043. throw cannotFulfillGoalException("Goal dependency loop detected!");
  2044. }
  2045. catch(goalFulfilledException &e)
  2046. {
  2047. //it is impossible to continue some goals (like exploration, for example)
  2048. completeGoal (goal);
  2049. logAi->debug("Goal %s decomposition failed: goal was completed as much as possible", goal->name());
  2050. return sptr(Goals::Invalid());
  2051. }
  2052. catch(std::exception &e)
  2053. {
  2054. logAi->debug("Goal %s decomposition failed: %s", goal->name(), e.what());
  2055. return sptr(Goals::Invalid());
  2056. }
  2057. }
  2058. try
  2059. {
  2060. boost::this_thread::interruption_point();
  2061. if (!maxGoals) //we counted down to 0 and found no solution
  2062. {
  2063. if (ultimateGoal->hero) // we seemingly don't know what to do with hero, free him
  2064. vstd::erase_if_present(lockedHeroes, ultimateGoal->hero);
  2065. std::runtime_error e("Too many subgoals, don't know what to do");
  2066. throw (e);
  2067. }
  2068. else //we can proceed
  2069. {
  2070. if (goal->hero) //lock this hero to fulfill ultimate goal
  2071. {
  2072. setGoal(goal->hero, goal);
  2073. }
  2074. }
  2075. if (goal->isAbstract)
  2076. {
  2077. abstractGoal = goal; //allow only one abstract goal per call
  2078. logAi->debug("Choosing abstract goal %s", goal->name());
  2079. break;
  2080. }
  2081. else
  2082. {
  2083. logAi->debug("Trying to realize %s (value %2.3f)", goal->name(), goal->priority);
  2084. goal->accept(this);
  2085. }
  2086. boost::this_thread::interruption_point();
  2087. }
  2088. catch(boost::thread_interrupted &e)
  2089. {
  2090. logAi->debug("Player %d: Making turn thread received an interruption!", playerID);
  2091. throw; //rethrow, we want to truly end this thread
  2092. }
  2093. catch(goalFulfilledException &e)
  2094. {
  2095. //the goal was completed successfully
  2096. completeGoal (goal);
  2097. //completed goal was main goal //TODO: find better condition
  2098. if (ultimateGoal->fulfillsMe(goal) || maxGoals > searchDepth2)
  2099. return sptr(Goals::Invalid());
  2100. }
  2101. catch(std::exception &e)
  2102. {
  2103. logAi->debug("Failed to realize subgoal of type %s (greater goal type was %s), I will stop.", goal->name(), ultimateGoal->name());
  2104. logAi->debug("The error message was: %s", e.what());
  2105. break;
  2106. }
  2107. }
  2108. return abstractGoal;
  2109. }
  2110. void VCAI::striveToQuest (const QuestInfo &q)
  2111. {
  2112. if (q.quest->missionType && q.quest->progress != CQuest::COMPLETE)
  2113. {
  2114. MetaString ms;
  2115. q.quest->getRolloverText(ms, false);
  2116. logAi->debug("Trying to realize quest: %s", ms.toString());
  2117. auto heroes = cb->getHeroesInfo();
  2118. switch (q.quest->missionType)
  2119. {
  2120. case CQuest::MISSION_ART:
  2121. {
  2122. for (auto hero : heroes) //TODO: remove duplicated code?
  2123. {
  2124. if (q.quest->checkQuest(hero))
  2125. {
  2126. striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero)));
  2127. return;
  2128. }
  2129. }
  2130. for (auto art : q.quest->m5arts)
  2131. {
  2132. striveToGoal (sptr(Goals::GetArtOfType(art))); //TODO: transport?
  2133. }
  2134. break;
  2135. }
  2136. case CQuest::MISSION_HERO:
  2137. {
  2138. //striveToGoal (CGoal(RECRUIT_HERO));
  2139. for (auto hero : heroes)
  2140. {
  2141. if (q.quest->checkQuest(hero))
  2142. {
  2143. striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero)));
  2144. return;
  2145. }
  2146. }
  2147. striveToGoal (sptr(Goals::FindObj(Obj::PRISON))); //rule of a thumb - quest heroes usually are locked in prisons
  2148. //BNLOG ("Don't know how to recruit hero with id %d\n", q.quest->m13489val);
  2149. break;
  2150. }
  2151. case CQuest::MISSION_ARMY:
  2152. {
  2153. for (auto hero : heroes)
  2154. {
  2155. if (q.quest->checkQuest(hero)) //very bad info - stacks can be split between multiple heroes :(
  2156. {
  2157. striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero)));
  2158. return;
  2159. }
  2160. }
  2161. for (auto creature : q.quest->m6creatures)
  2162. {
  2163. striveToGoal (sptr(Goals::GatherTroops(creature.type->idNumber, creature.count)));
  2164. }
  2165. //TODO: exchange armies... oh my
  2166. //BNLOG ("Don't know how to recruit %d of %s\n", (int)(creature.count) % creature.type->namePl);
  2167. break;
  2168. }
  2169. case CQuest::MISSION_RESOURCES:
  2170. {
  2171. if (heroes.size())
  2172. {
  2173. if (q.quest->checkQuest(heroes.front())) //it doesn't matter which hero it is
  2174. {
  2175. striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum())));
  2176. }
  2177. else
  2178. {
  2179. for (int i = 0; i < q.quest->m7resources.size(); ++i)
  2180. {
  2181. if (q.quest->m7resources[i])
  2182. striveToGoal (sptr(Goals::CollectRes(i, q.quest->m7resources[i])));
  2183. }
  2184. }
  2185. }
  2186. else
  2187. striveToGoal (sptr(Goals::RecruitHero())); //FIXME: checkQuest requires any hero belonging to player :(
  2188. break;
  2189. }
  2190. case CQuest::MISSION_KILL_HERO:
  2191. case CQuest::MISSION_KILL_CREATURE:
  2192. {
  2193. auto obj = cb->getObjByQuestIdentifier(q.quest->m13489val);
  2194. if (obj)
  2195. striveToGoal (sptr(Goals::GetObj(obj->id.getNum())));
  2196. else
  2197. striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()))); //visit seer hut
  2198. break;
  2199. }
  2200. case CQuest::MISSION_PRIMARY_STAT:
  2201. {
  2202. auto heroes = cb->getHeroesInfo();
  2203. for (auto hero : heroes)
  2204. {
  2205. if (q.quest->checkQuest(hero))
  2206. {
  2207. striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero)));
  2208. return;
  2209. }
  2210. }
  2211. for (int i = 0; i < q.quest->m2stats.size(); ++i)
  2212. {
  2213. logAi->debug("Don't know how to increase primary stat %d", i);
  2214. }
  2215. break;
  2216. }
  2217. case CQuest::MISSION_LEVEL:
  2218. {
  2219. auto heroes = cb->getHeroesInfo();
  2220. for (auto hero : heroes)
  2221. {
  2222. if (q.quest->checkQuest(hero))
  2223. {
  2224. striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero))); //TODO: causes infinite loop :/
  2225. return;
  2226. }
  2227. }
  2228. logAi->debug("Don't know how to reach hero level %d", q.quest->m13489val);
  2229. break;
  2230. }
  2231. case CQuest::MISSION_PLAYER:
  2232. {
  2233. if (playerID.getNum() != q.quest->m13489val)
  2234. logAi->debug("Can't be player of color %d", q.quest->m13489val);
  2235. break;
  2236. }
  2237. case CQuest::MISSION_KEYMASTER:
  2238. {
  2239. striveToGoal (sptr(Goals::FindObj(Obj::KEYMASTER, q.obj->subID)));
  2240. break;
  2241. }
  2242. }
  2243. }
  2244. }
  2245. void VCAI::performTypicalActions()
  2246. {
  2247. //TODO: build army only on request
  2248. for(auto t : cb->getTownsInfo())
  2249. {
  2250. buildArmyIn(t);
  2251. }
  2252. for(auto h : getUnblockedHeroes())
  2253. {
  2254. if(!h) //hero might be lost. getUnblockedHeroes() called once on start of turn
  2255. continue;
  2256. logAi->debug("Looking into %s, MP=%d", h->name.c_str(), h->movement);
  2257. makePossibleUpgrades(*h);
  2258. pickBestArtifacts(*h);
  2259. try
  2260. {
  2261. wander(h);
  2262. }
  2263. catch(std::exception &e)
  2264. {
  2265. logAi->debug("Cannot use this hero anymore, received exception: %s", e.what());
  2266. continue;
  2267. }
  2268. }
  2269. }
  2270. void VCAI::buildArmyIn(const CGTownInstance * t)
  2271. {
  2272. makePossibleUpgrades(t->visitingHero);
  2273. makePossibleUpgrades(t);
  2274. recruitCreatures(t, t->getUpperArmy());
  2275. moveCreaturesToHero(t);
  2276. }
  2277. int3 VCAI::explorationBestNeighbour(int3 hpos, int radius, HeroPtr h)
  2278. {
  2279. int3 ourPos = h->convertPosition(h->pos, false);
  2280. std::map<int3, int> dstToRevealedTiles;
  2281. for (crint3 dir : int3::getDirs())
  2282. {
  2283. int3 tile = hpos + dir;
  2284. if (cb->isInTheMap(tile))
  2285. if (ourPos != dir) //don't stand in place
  2286. if (isSafeToVisit(h, tile) && isAccessibleForHero(tile, h))
  2287. {
  2288. if (isBlockVisitObj(tile))
  2289. continue;
  2290. else
  2291. dstToRevealedTiles[tile] = howManyTilesWillBeDiscovered(radius, hpos, dir);
  2292. }
  2293. }
  2294. if (dstToRevealedTiles.empty()) //yes, it DID happen!
  2295. throw cannotFulfillGoalException("No neighbour will bring new discoveries!");
  2296. auto best = dstToRevealedTiles.begin();
  2297. for (auto i = dstToRevealedTiles.begin(); i != dstToRevealedTiles.end(); i++)
  2298. {
  2299. const CGPathNode *pn = cb->getPathsInfo(h.get())->getPathInfo(i->first);
  2300. //const TerrainTile *t = cb->getTile(i->first);
  2301. if(best->second < i->second && pn->reachable() && pn->accessible == CGPathNode::ACCESSIBLE)
  2302. best = i;
  2303. }
  2304. if(best->second)
  2305. return best->first;
  2306. throw cannotFulfillGoalException("No neighbour will bring new discoveries!");
  2307. }
  2308. int3 VCAI::explorationNewPoint(HeroPtr h)
  2309. {
  2310. int radius = h->getSightRadius();
  2311. CCallback * cbp = cb.get();
  2312. const CGHeroInstance * hero = h.get();
  2313. std::vector<std::vector<int3> > tiles; //tiles[distance_to_fow]
  2314. tiles.resize(radius);
  2315. foreach_tile_pos([&](const int3 &pos)
  2316. {
  2317. if(!cbp->isVisible(pos))
  2318. tiles[0].push_back(pos);
  2319. });
  2320. float bestValue = 0; //discovered tile to node distance ratio
  2321. int3 bestTile(-1,-1,-1);
  2322. int3 ourPos = h->convertPosition(h->pos, false);
  2323. for (int i = 1; i < radius; i++)
  2324. {
  2325. getVisibleNeighbours(tiles[i-1], tiles[i]);
  2326. vstd::removeDuplicates(tiles[i]);
  2327. for(const int3 &tile : tiles[i])
  2328. {
  2329. if (tile == ourPos) //shouldn't happen, but it does
  2330. continue;
  2331. if (!cb->getPathsInfo(hero)->getPathInfo(tile)->reachable()) //this will remove tiles that are guarded by monsters (or removable objects)
  2332. continue;
  2333. CGPath path;
  2334. cb->getPathsInfo(hero)->getPath(path, tile);
  2335. float ourValue = (float)howManyTilesWillBeDiscovered(tile, radius, cbp) / (path.nodes.size() + 1); //+1 prevents erratic jumps
  2336. if (ourValue > bestValue) //avoid costly checks of tiles that don't reveal much
  2337. {
  2338. if(isSafeToVisit(h, tile))
  2339. {
  2340. if (isBlockVisitObj(tile)) //we can't stand on that object
  2341. continue;
  2342. bestTile = tile;
  2343. bestValue = ourValue;
  2344. }
  2345. }
  2346. }
  2347. }
  2348. return bestTile;
  2349. }
  2350. int3 VCAI::explorationDesperate(HeroPtr h)
  2351. {
  2352. auto sm = getCachedSectorMap(h);
  2353. int radius = h->getSightRadius();
  2354. std::vector<std::vector<int3> > tiles; //tiles[distance_to_fow]
  2355. tiles.resize(radius);
  2356. CCallback * cbp = cb.get();
  2357. foreach_tile_pos([&](const int3 &pos)
  2358. {
  2359. if(!cbp->isVisible(pos))
  2360. tiles[0].push_back(pos);
  2361. });
  2362. ui64 lowestDanger = -1;
  2363. int3 bestTile(-1,-1,-1);
  2364. for(int i = 1; i < radius; i++)
  2365. {
  2366. getVisibleNeighbours(tiles[i-1], tiles[i]);
  2367. vstd::removeDuplicates(tiles[i]);
  2368. for(const int3 &tile : tiles[i])
  2369. {
  2370. if (cbp->getTile(tile)->blocked) //does it shorten the time?
  2371. continue;
  2372. if (!howManyTilesWillBeDiscovered(tile, radius, cbp)) //avoid costly checks of tiles that don't reveal much
  2373. continue;
  2374. auto t = sm->firstTileToGet(h, tile);
  2375. if (t.valid())
  2376. {
  2377. ui64 ourDanger = evaluateDanger(t, h.h);
  2378. if (ourDanger < lowestDanger)
  2379. {
  2380. if(!isBlockVisitObj(t))
  2381. {
  2382. if (!ourDanger) //at least one safe place found
  2383. return t;
  2384. bestTile = t;
  2385. lowestDanger = ourDanger;
  2386. }
  2387. }
  2388. }
  2389. }
  2390. }
  2391. return bestTile;
  2392. }
  2393. TResources VCAI::estimateIncome() const
  2394. {
  2395. TResources ret;
  2396. for(const CGTownInstance *t : cb->getTownsInfo())
  2397. {
  2398. ret += t->dailyIncome();
  2399. }
  2400. for(const CGObjectInstance *obj : getFlaggedObjects())
  2401. {
  2402. if(obj->ID == Obj::MINE)
  2403. {
  2404. switch(obj->subID)
  2405. {
  2406. case Res::WOOD:
  2407. case Res::ORE:
  2408. ret[obj->subID] += WOOD_ORE_MINE_PRODUCTION;
  2409. break;
  2410. case Res::GOLD:
  2411. case 7: //abandoned mine -> also gold
  2412. ret[Res::GOLD] += GOLD_MINE_PRODUCTION;
  2413. break;
  2414. default:
  2415. ret[obj->subID] += RESOURCE_MINE_PRODUCTION;
  2416. break;
  2417. }
  2418. }
  2419. }
  2420. return ret;
  2421. }
  2422. bool VCAI::containsSavedRes(const TResources &cost) const
  2423. {
  2424. for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
  2425. {
  2426. if(saving[i] && cost[i])
  2427. return true;
  2428. }
  2429. return false;
  2430. }
  2431. void VCAI::checkHeroArmy (HeroPtr h)
  2432. {
  2433. auto it = lockedHeroes.find(h);
  2434. if (it != lockedHeroes.end())
  2435. {
  2436. if (it->second->goalType == Goals::GATHER_ARMY && it->second->value <= h->getArmyStrength())
  2437. completeGoal(sptr(Goals::GatherArmy(it->second->value).sethero(h)));
  2438. }
  2439. }
  2440. void VCAI::recruitHero(const CGTownInstance * t, bool throwing)
  2441. {
  2442. logAi->debug("Trying to recruit a hero in %s at %s", t->name, t->visitablePos().toString());
  2443. auto heroes = cb->getAvailableHeroes(t);
  2444. if(heroes.size())
  2445. {
  2446. auto hero = heroes[0];
  2447. if (heroes.size() >= 2) //makes sense to recruit two heroes with starting amries in first week
  2448. {
  2449. if (heroes[1]->getTotalStrength() > hero->getTotalStrength())
  2450. hero = heroes[1];
  2451. }
  2452. cb->recruitHero(t, hero);
  2453. }
  2454. else if(throwing)
  2455. throw cannotFulfillGoalException("No available heroes in tavern in " + t->nodeName());
  2456. }
  2457. void VCAI::finish()
  2458. {
  2459. if(makingTurn)
  2460. {
  2461. makingTurn->interrupt();
  2462. makingTurn->join();
  2463. makingTurn.reset();
  2464. }
  2465. }
  2466. void VCAI::requestActionASAP(std::function<void()> whatToDo)
  2467. {
  2468. boost::thread newThread([this,whatToDo]()
  2469. {
  2470. setThreadName("VCAI::requestActionASAP::whatToDo");
  2471. SET_GLOBAL_STATE(this);
  2472. boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
  2473. whatToDo();
  2474. });
  2475. }
  2476. void VCAI::lostHero(HeroPtr h)
  2477. {
  2478. logAi->debug("I lost my hero %s. It's best to forget and move on.", h.name);
  2479. vstd::erase_if_present(lockedHeroes, h);
  2480. for(auto obj : reservedHeroesMap[h])
  2481. {
  2482. vstd::erase_if_present(reservedObjs, obj); //unreserve all objects for that hero
  2483. }
  2484. vstd::erase_if_present(reservedHeroesMap, h);
  2485. vstd::erase_if_present(cachedSectorMaps, h);
  2486. }
  2487. void VCAI::answerQuery(QueryID queryID, int selection)
  2488. {
  2489. logAi->debug("I'll answer the query %d giving the choice %d", queryID, selection);
  2490. if(queryID != QueryID(-1))
  2491. {
  2492. cb->selectionMade(selection, queryID);
  2493. }
  2494. else
  2495. {
  2496. logAi->debug("Since the query ID is %d, the answer won't be sent. This is not a real query!", queryID);
  2497. //do nothing
  2498. }
  2499. }
  2500. void VCAI::requestSent(const CPackForServer *pack, int requestID)
  2501. {
  2502. //BNLOG("I have sent request of type %s", typeid(*pack).name());
  2503. if(auto reply = dynamic_cast<const QueryReply*>(pack))
  2504. {
  2505. status.attemptedAnsweringQuery(reply->qid, requestID);
  2506. }
  2507. }
  2508. std::string VCAI::getBattleAIName() const
  2509. {
  2510. if(settings["server"]["enemyAI"].getType() == JsonNode::JsonType::DATA_STRING)
  2511. return settings["server"]["enemyAI"].String();
  2512. else
  2513. return "BattleAI";
  2514. }
  2515. void VCAI::validateObject(const CGObjectInstance *obj)
  2516. {
  2517. validateObject(obj->id);
  2518. }
  2519. void VCAI::validateObject(ObjectIdRef obj)
  2520. {
  2521. auto matchesId = [&](const CGObjectInstance *hlpObj) -> bool { return hlpObj->id == obj.id; };
  2522. if(!obj)
  2523. {
  2524. vstd::erase_if(visitableObjs, matchesId);
  2525. for(auto &p : reservedHeroesMap)
  2526. vstd::erase_if(p.second, matchesId);
  2527. vstd::erase_if(reservedObjs, matchesId);
  2528. }
  2529. }
  2530. TResources VCAI::freeResources() const
  2531. {
  2532. TResources myRes = cb->getResourceAmount();
  2533. auto iterator = cb->getTownsInfo();
  2534. if(std::none_of(iterator.begin(), iterator.end(), [](const CGTownInstance * x)->bool
  2535. {
  2536. return x->builtBuildings.find(BuildingID::CAPITOL) != x->builtBuildings.end();
  2537. })
  2538. /*|| std::all_of(iterator.begin(), iterator.end(), [](const CGTownInstance * x) -> bool { return x->forbiddenBuildings.find(BuildingID::CAPITOL) != x->forbiddenBuildings.end(); })*/ )
  2539. myRes[Res::GOLD] -= GOLD_RESERVE; //what if capitol is blocked from building in all possessed towns (set in map editor)? What about reserve for city hall or something similar in that case?
  2540. vstd::amax(myRes[Res::GOLD], 0);
  2541. return myRes;
  2542. }
  2543. std::shared_ptr<SectorMap> VCAI::getCachedSectorMap(HeroPtr h)
  2544. {
  2545. auto it = cachedSectorMaps.find(h);
  2546. if (it != cachedSectorMaps.end())
  2547. return it->second;
  2548. else
  2549. {
  2550. cachedSectorMaps[h] = std::make_shared<SectorMap>(h);
  2551. return cachedSectorMaps[h];
  2552. }
  2553. }
  2554. AIStatus::AIStatus()
  2555. {
  2556. battle = NO_BATTLE;
  2557. havingTurn = false;
  2558. ongoingHeroMovement = false;
  2559. ongoingChannelProbing = false;
  2560. }
  2561. AIStatus::~AIStatus()
  2562. {
  2563. }
  2564. void AIStatus::setBattle(BattleState BS)
  2565. {
  2566. boost::unique_lock<boost::mutex> lock(mx);
  2567. LOG_TRACE_PARAMS(logAi, "battle state=%d", (int)BS);
  2568. battle = BS;
  2569. cv.notify_all();
  2570. }
  2571. BattleState AIStatus::getBattle()
  2572. {
  2573. boost::unique_lock<boost::mutex> lock(mx);
  2574. return battle;
  2575. }
  2576. void AIStatus::addQuery(QueryID ID, std::string description)
  2577. {
  2578. if(ID == QueryID(-1))
  2579. {
  2580. logAi->debug("The \"query\" has an id %d, it'll be ignored as non-query. Description: %s", ID, description);
  2581. return;
  2582. }
  2583. assert(ID.getNum() >= 0);
  2584. boost::unique_lock<boost::mutex> lock(mx);
  2585. assert(!vstd::contains(remainingQueries, ID));
  2586. remainingQueries[ID] = description;
  2587. cv.notify_all();
  2588. logAi->debug("Adding query %d - %s. Total queries count: %d", ID, description, remainingQueries.size());
  2589. }
  2590. void AIStatus::removeQuery(QueryID ID)
  2591. {
  2592. boost::unique_lock<boost::mutex> lock(mx);
  2593. assert(vstd::contains(remainingQueries, ID));
  2594. std::string description = remainingQueries[ID];
  2595. remainingQueries.erase(ID);
  2596. cv.notify_all();
  2597. logAi->debug("Removing query %d - %s. Total queries count: %d", ID,description , remainingQueries.size());
  2598. }
  2599. int AIStatus::getQueriesCount()
  2600. {
  2601. boost::unique_lock<boost::mutex> lock(mx);
  2602. return remainingQueries.size();
  2603. }
  2604. void AIStatus::startedTurn()
  2605. {
  2606. boost::unique_lock<boost::mutex> lock(mx);
  2607. havingTurn = true;
  2608. cv.notify_all();
  2609. }
  2610. void AIStatus::madeTurn()
  2611. {
  2612. boost::unique_lock<boost::mutex> lock(mx);
  2613. havingTurn = false;
  2614. cv.notify_all();
  2615. }
  2616. void AIStatus::waitTillFree()
  2617. {
  2618. boost::unique_lock<boost::mutex> lock(mx);
  2619. while(battle != NO_BATTLE || !remainingQueries.empty() || !objectsBeingVisited.empty() || ongoingHeroMovement)
  2620. cv.timed_wait(lock, boost::posix_time::milliseconds(100));
  2621. }
  2622. bool AIStatus::haveTurn()
  2623. {
  2624. boost::unique_lock<boost::mutex> lock(mx);
  2625. return havingTurn;
  2626. }
  2627. void AIStatus::attemptedAnsweringQuery(QueryID queryID, int answerRequestID)
  2628. {
  2629. boost::unique_lock<boost::mutex> lock(mx);
  2630. assert(vstd::contains(remainingQueries, queryID));
  2631. std::string description = remainingQueries[queryID];
  2632. logAi->debug("Attempted answering query %d - %s. Request id=%d. Waiting for results...", queryID, description, answerRequestID);
  2633. requestToQueryID[answerRequestID] = queryID;
  2634. }
  2635. void AIStatus::receivedAnswerConfirmation(int answerRequestID, int result)
  2636. {
  2637. assert(vstd::contains(requestToQueryID, answerRequestID));
  2638. QueryID query = requestToQueryID[answerRequestID];
  2639. assert(vstd::contains(remainingQueries, query));
  2640. requestToQueryID.erase(answerRequestID);
  2641. if(result)
  2642. {
  2643. removeQuery(query);
  2644. }
  2645. else
  2646. {
  2647. logAi->error("Something went really wrong, failed to answer query %d : %s", query.getNum(), remainingQueries[query]);
  2648. //TODO safely retry
  2649. }
  2650. }
  2651. void AIStatus::heroVisit(const CGObjectInstance *obj, bool started)
  2652. {
  2653. boost::unique_lock<boost::mutex> lock(mx);
  2654. if(started)
  2655. objectsBeingVisited.push_back(obj);
  2656. else
  2657. {
  2658. // There can be more than one object visited at the time (eg. hero visits Subterranean Gate
  2659. // causing visit to hero on the other side.
  2660. // However, we are guaranteed that start/end visit notification maintain stack order.
  2661. assert(!objectsBeingVisited.empty());
  2662. objectsBeingVisited.pop_back();
  2663. }
  2664. cv.notify_all();
  2665. }
  2666. void AIStatus::setMove(bool ongoing)
  2667. {
  2668. boost::unique_lock<boost::mutex> lock(mx);
  2669. ongoingHeroMovement = ongoing;
  2670. cv.notify_all();
  2671. }
  2672. void AIStatus::setChannelProbing(bool ongoing)
  2673. {
  2674. boost::unique_lock<boost::mutex> lock(mx);
  2675. ongoingChannelProbing = ongoing;
  2676. cv.notify_all();
  2677. }
  2678. bool AIStatus::channelProbing()
  2679. {
  2680. return ongoingChannelProbing;
  2681. }
  2682. SectorMap::SectorMap()
  2683. {
  2684. update();
  2685. }
  2686. SectorMap::SectorMap(HeroPtr h)
  2687. {
  2688. update();
  2689. makeParentBFS(h->visitablePos());
  2690. }
  2691. bool SectorMap::markIfBlocked(TSectorID &sec, crint3 pos, const TerrainTile *t)
  2692. {
  2693. if(t->blocked && !t->visitable)
  2694. {
  2695. sec = NOT_AVAILABLE;
  2696. return true;
  2697. }
  2698. return false;
  2699. }
  2700. bool SectorMap::markIfBlocked(TSectorID &sec, crint3 pos)
  2701. {
  2702. return markIfBlocked(sec, pos, getTile(pos));
  2703. }
  2704. void SectorMap::update()
  2705. {
  2706. visibleTiles = cb->getAllVisibleTiles();
  2707. auto shape = visibleTiles->shape();
  2708. sector.resize(boost::extents[shape[0]][shape[1]][shape[2]]);
  2709. clear();
  2710. int curSector = 3; //0 is invisible, 1 is not explored
  2711. CCallback * cbp = cb.get(); //optimization
  2712. foreach_tile_pos([&](crint3 pos)
  2713. {
  2714. if(retrieveTile(pos) == NOT_CHECKED)
  2715. {
  2716. if(!markIfBlocked(retrieveTile(pos), pos))
  2717. exploreNewSector(pos, curSector++, cbp);
  2718. }
  2719. });
  2720. valid = true;
  2721. }
  2722. SectorMap::TSectorID & SectorMap::retrieveTileN(SectorMap::TSectorArray & a, const int3 & pos)
  2723. {
  2724. return a[pos.x][pos.y][pos.z];
  2725. }
  2726. const SectorMap::TSectorID & SectorMap::retrieveTileN(const SectorMap::TSectorArray & a, const int3 & pos)
  2727. {
  2728. return a[pos.x][pos.y][pos.z];
  2729. }
  2730. void SectorMap::clear()
  2731. {
  2732. //TODO: rotate to [z][x][y]
  2733. auto fow = cb->getVisibilityMap();
  2734. //TODO: any magic to automate this? will need array->array conversion
  2735. //std::transform(fow.begin(), fow.end(), sector.begin(), [](const ui8 &f) -> unsigned short
  2736. //{
  2737. // return f; //type conversion
  2738. //});
  2739. auto width = fow.size();
  2740. auto height = fow.front().size();
  2741. auto depth = fow.front().front().size();
  2742. for (size_t x = 0; x < width; x++)
  2743. for (size_t y = 0; y < height; y++ )
  2744. for (size_t z = 0; z < depth; z++)
  2745. sector[x][y][z] = fow[x][y][z];
  2746. valid = false;
  2747. }
  2748. void SectorMap::exploreNewSector(crint3 pos, int num, CCallback * cbp)
  2749. {
  2750. Sector &s = infoOnSectors[num];
  2751. s.id = num;
  2752. s.water = getTile(pos)->isWater();
  2753. std::queue<int3> toVisit;
  2754. toVisit.push(pos);
  2755. while(!toVisit.empty())
  2756. {
  2757. int3 curPos = toVisit.front();
  2758. toVisit.pop();
  2759. TSectorID & sec = retrieveTile(curPos);
  2760. if(sec == NOT_CHECKED)
  2761. {
  2762. const TerrainTile *t = getTile(curPos);
  2763. if(!markIfBlocked(sec, curPos, t))
  2764. {
  2765. if(t->isWater() == s.water) //sector is only-water or only-land
  2766. {
  2767. sec = num;
  2768. s.tiles.push_back(curPos);
  2769. foreach_neighbour(cbp, curPos, [&](CCallback * cbp, crint3 neighPos)
  2770. {
  2771. if(retrieveTile(neighPos) == NOT_CHECKED)
  2772. {
  2773. toVisit.push(neighPos);
  2774. //parent[neighPos] = curPos;
  2775. }
  2776. const TerrainTile *nt = getTile(neighPos);
  2777. if(nt && nt->isWater() != s.water && canBeEmbarkmentPoint(nt, s.water))
  2778. {
  2779. s.embarkmentPoints.push_back(neighPos);
  2780. }
  2781. });
  2782. if(t->visitable)
  2783. {
  2784. auto obj = t->visitableObjects.front();
  2785. if(cb->getObj(obj->id, false)) // FIXME: we have to filter invisible objcts like events, but probably TerrainTile shouldn't be used in SectorMap at all
  2786. s.visitableObjs.push_back(obj);
  2787. }
  2788. }
  2789. }
  2790. }
  2791. }
  2792. vstd::removeDuplicates(s.embarkmentPoints);
  2793. }
  2794. void SectorMap::write(crstring fname)
  2795. {
  2796. std::ofstream out(fname);
  2797. for(int k = 0; k < cb->getMapSize().z; k++)
  2798. {
  2799. for(int j = 0; j < cb->getMapSize().y; j++)
  2800. {
  2801. for(int i = 0; i < cb->getMapSize().x; i++)
  2802. {
  2803. out << (int)sector[i][j][k] << '\t';
  2804. }
  2805. out << std::endl;
  2806. }
  2807. out << std::endl;
  2808. }
  2809. }
  2810. bool isWeeklyRevisitable (const CGObjectInstance * obj)
  2811. { //TODO: allow polling of remaining creatures in dwelling
  2812. if (dynamic_cast<const CGVisitableOPW *>(obj) || //ensures future compatibility, unlike IDs
  2813. dynamic_cast<const CGDwelling *>(obj) ||
  2814. dynamic_cast<const CBank *>(obj)) //banks tend to respawn often in mods
  2815. return true;
  2816. switch (obj->ID)
  2817. {
  2818. case Obj::STABLES:
  2819. case Obj::MAGIC_WELL:
  2820. case Obj::HILL_FORT:
  2821. return true;
  2822. case Obj::BORDER_GATE:
  2823. case Obj::BORDERGUARD:
  2824. return (dynamic_cast <const CGKeys *>(obj))->wasMyColorVisited (ai->playerID); //FIXME: they could be revisited sooner than in a week
  2825. }
  2826. return false;
  2827. }
  2828. bool shouldVisit(HeroPtr h, const CGObjectInstance * obj)
  2829. {
  2830. switch (obj->ID)
  2831. {
  2832. case Obj::TOWN:
  2833. case Obj::HERO: //never visit our heroes at random
  2834. return obj->tempOwner != h->tempOwner; //do not visit our towns at random
  2835. break;
  2836. case Obj::BORDER_GATE:
  2837. {
  2838. for (auto q : ai->myCb->getMyQuests())
  2839. {
  2840. if (q.obj == obj)
  2841. {
  2842. return false; // do not visit guards or gates when wandering
  2843. }
  2844. }
  2845. return true; //we don't have this quest yet
  2846. }
  2847. break;
  2848. case Obj::BORDERGUARD: //open borderguard if possible
  2849. return (dynamic_cast <const CGKeys *>(obj))->wasMyColorVisited(ai->playerID);
  2850. case Obj::SEER_HUT:
  2851. case Obj::QUEST_GUARD:
  2852. {
  2853. for (auto q : ai->myCb->getMyQuests())
  2854. {
  2855. if (q.obj == obj)
  2856. {
  2857. if (q.quest->checkQuest(h.h))
  2858. return true; //we completed the quest
  2859. else
  2860. return false; //we can't complete this quest
  2861. }
  2862. }
  2863. return true; //we don't have this quest yet
  2864. }
  2865. break;
  2866. case Obj::CREATURE_GENERATOR1:
  2867. {
  2868. if (obj->tempOwner != h->tempOwner)
  2869. return true; //flag just in case
  2870. bool canRecruitCreatures = false;
  2871. const CGDwelling * d = dynamic_cast<const CGDwelling *>(obj);
  2872. for(auto level : d->creatures)
  2873. {
  2874. for(auto c : level.second)
  2875. {
  2876. if (h->getSlotFor(CreatureID(c)) != SlotID())
  2877. canRecruitCreatures = true;
  2878. }
  2879. }
  2880. return canRecruitCreatures;
  2881. }
  2882. case Obj::HILL_FORT:
  2883. {
  2884. for (auto slot : h->Slots())
  2885. {
  2886. if (slot.second->type->upgrades.size())
  2887. return true; //TODO: check price?
  2888. }
  2889. return false;
  2890. }
  2891. case Obj::MONOLITH_ONE_WAY_ENTRANCE:
  2892. case Obj::MONOLITH_ONE_WAY_EXIT:
  2893. case Obj::MONOLITH_TWO_WAY:
  2894. case Obj::WHIRLPOOL:
  2895. return false;
  2896. case Obj::SCHOOL_OF_MAGIC:
  2897. case Obj::SCHOOL_OF_WAR:
  2898. {
  2899. TResources myRes = ai->myCb->getResourceAmount();
  2900. if (myRes[Res::GOLD] - GOLD_RESERVE < 1000)
  2901. return false;
  2902. }
  2903. break;
  2904. case Obj::LIBRARY_OF_ENLIGHTENMENT:
  2905. if (h->level < 12)
  2906. return false;
  2907. break;
  2908. case Obj::TREE_OF_KNOWLEDGE:
  2909. {
  2910. TResources myRes = ai->myCb->getResourceAmount();
  2911. if (myRes[Res::GOLD] - GOLD_RESERVE < 2000 || myRes[Res::GEMS] < 10)
  2912. return false;
  2913. }
  2914. break;
  2915. case Obj::MAGIC_WELL:
  2916. return h->mana < h->manaLimit();
  2917. case Obj::PRISON:
  2918. return ai->myCb->getHeroesInfo().size() < VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER;
  2919. case Obj::TAVERN:
  2920. {//TODO: make AI actually recruit heroes
  2921. //TODO: only on request
  2922. if((ai->myCb->getHeroesInfo().size() >= VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER) ||
  2923. (ai->myCb->getResourceAmount()[Res::GOLD] - GOLD_RESERVE < GameConstants::HERO_GOLD_COST))
  2924. return false;
  2925. }
  2926. break;
  2927. case Obj::BOAT:
  2928. return false;
  2929. //Boats are handled by pathfinder
  2930. case Obj::EYE_OF_MAGI:
  2931. return false; //this object is useless to visit, but could be visited indefinitely
  2932. }
  2933. if (obj->wasVisited(*h)) //it must pointer to hero instance, heroPtr calls function wasVisited(ui8 player);
  2934. return false;
  2935. return true;
  2936. }
  2937. int3 SectorMap::firstTileToGet(HeroPtr h, crint3 dst)
  2938. /*
  2939. this functions returns one target tile or invalid tile. We will use it to poll possible destinations
  2940. For ship construction etc, another function (goal?) is needed
  2941. */
  2942. {
  2943. int3 ret(-1,-1,-1);
  2944. int sourceSector = retrieveTile(h->visitablePos()),
  2945. destinationSector = retrieveTile(dst);
  2946. const Sector *src = &infoOnSectors[sourceSector],
  2947. *dest = &infoOnSectors[destinationSector];
  2948. if(sourceSector != destinationSector) //use ships, shipyards etc..
  2949. {
  2950. if (ai->isAccessibleForHero(dst, h)) //pathfinder can find a way using ships and gates if tile is not blocked by objects
  2951. return dst;
  2952. std::map<const Sector*, const Sector*> preds;
  2953. std::queue<const Sector *> sectorQueue;
  2954. sectorQueue.push(src);
  2955. while(!sectorQueue.empty())
  2956. {
  2957. const Sector *s = sectorQueue.front();
  2958. sectorQueue.pop();
  2959. for(int3 ep : s->embarkmentPoints)
  2960. {
  2961. Sector * neigh = &infoOnSectors[retrieveTile(ep)];
  2962. //preds[s].push_back(neigh);
  2963. if(!preds[neigh])
  2964. {
  2965. preds[neigh] = s;
  2966. sectorQueue.push(neigh);
  2967. }
  2968. }
  2969. }
  2970. if(!preds[dest])
  2971. {
  2972. //write("test.txt");
  2973. return ret;
  2974. //throw cannotFulfillGoalException(boost::str(boost::format("Cannot find connection between sectors %d and %d") % src->id % dst->id));
  2975. }
  2976. std::vector<const Sector*> toTraverse;
  2977. toTraverse.push_back(dest);
  2978. while(toTraverse.back() != src)
  2979. {
  2980. toTraverse.push_back(preds[toTraverse.back()]);
  2981. }
  2982. if(preds[dest])
  2983. {
  2984. //TODO: would be nice to find sectors in loop
  2985. const Sector *sectorToReach = toTraverse.at(toTraverse.size() - 2);
  2986. if(!src->water && sectorToReach->water) //embark
  2987. {
  2988. //embark on ship -> look for an EP with a boat
  2989. auto firstEP = boost::find_if(src->embarkmentPoints, [=](crint3 pos) -> bool
  2990. {
  2991. const TerrainTile *t = getTile(pos);
  2992. return t && t->visitableObjects.size() == 1 && t->topVisitableId() == Obj::BOAT
  2993. && retrieveTile(pos) == sectorToReach->id;
  2994. });
  2995. if(firstEP != src->embarkmentPoints.end())
  2996. {
  2997. return *firstEP;
  2998. }
  2999. else
  3000. {
  3001. //we need to find a shipyard with an access to the desired sector's EP
  3002. //TODO what about Summon Boat spell?
  3003. std::vector<const IShipyard *> shipyards;
  3004. for(const CGTownInstance *t : cb->getTownsInfo())
  3005. {
  3006. if(t->hasBuilt(BuildingID::SHIPYARD))
  3007. shipyards.push_back(t);
  3008. }
  3009. for(const CGObjectInstance *obj : ai->getFlaggedObjects())
  3010. {
  3011. if(obj->ID != Obj::TOWN) //towns were handled in the previous loop
  3012. if(const IShipyard *shipyard = IShipyard::castFrom(obj))
  3013. shipyards.push_back(shipyard);
  3014. }
  3015. shipyards.erase(boost::remove_if(shipyards, [=](const IShipyard *shipyard) -> bool
  3016. {
  3017. return shipyard->shipyardStatus() != 0 || retrieveTile(shipyard->bestLocation()) != sectorToReach->id;
  3018. }),shipyards.end());
  3019. if(!shipyards.size())
  3020. {
  3021. //TODO consider possibility of building shipyard in a town
  3022. return ret;
  3023. //throw cannotFulfillGoalException("There is no known shipyard!");
  3024. }
  3025. //we have only shipyards that possibly can build ships onto the appropriate EP
  3026. auto ownedGoodShipyard = boost::find_if(shipyards, [](const IShipyard *s) -> bool
  3027. {
  3028. return s->o->tempOwner == ai->playerID;
  3029. });
  3030. if(ownedGoodShipyard != shipyards.end())
  3031. {
  3032. const IShipyard *s = *ownedGoodShipyard;
  3033. TResources shipCost;
  3034. s->getBoatCost(shipCost);
  3035. if(cb->getResourceAmount().canAfford(shipCost))
  3036. {
  3037. int3 ret = s->bestLocation();
  3038. cb->buildBoat(s); //TODO: move actions elsewhere
  3039. return ret;
  3040. }
  3041. else
  3042. {
  3043. //TODO gather res
  3044. return ret;
  3045. //throw cannotFulfillGoalException("Not enough resources to build a boat");
  3046. }
  3047. }
  3048. else
  3049. {
  3050. //TODO pick best shipyard to take over
  3051. return shipyards.front()->o->visitablePos();
  3052. }
  3053. }
  3054. }
  3055. else if(src->water && !sectorToReach->water)
  3056. {
  3057. //TODO
  3058. //disembark
  3059. return ret;
  3060. }
  3061. else //use subterranean gates - not needed since gates are now handled via Pathfinder
  3062. {
  3063. return ret;
  3064. //throw cannotFulfillGoalException("Land-land and water-water inter-sector transitions are not implemented!");
  3065. }
  3066. }
  3067. else
  3068. {
  3069. return ret;
  3070. //throw cannotFulfillGoalException("Inter-sector route detection failed: not connected sectors?");
  3071. }
  3072. }
  3073. else
  3074. {
  3075. return findFirstVisitableTile(h, dst);
  3076. }
  3077. }
  3078. int3 SectorMap::findFirstVisitableTile (HeroPtr h, crint3 dst)
  3079. {
  3080. int3 ret(-1,-1,-1);
  3081. int3 curtile = dst;
  3082. while(curtile != h->visitablePos())
  3083. {
  3084. auto topObj = cb->getTopObj(curtile);
  3085. if(topObj && topObj->ID == Obj::HERO && topObj != h.h &&
  3086. cb->getPlayerRelations(h->tempOwner, topObj->tempOwner) != PlayerRelations::ENEMIES)
  3087. {
  3088. logAi->warn("Another allied hero stands in our way");
  3089. return ret;
  3090. }
  3091. if(ai->myCb->getPathsInfo(h.get())->getPathInfo(curtile)->reachable())
  3092. {
  3093. return curtile;
  3094. }
  3095. else
  3096. {
  3097. auto i = parent.find(curtile);
  3098. if(i != parent.end())
  3099. {
  3100. assert(curtile != i->second);
  3101. curtile = i->second;
  3102. }
  3103. else
  3104. {
  3105. return ret;
  3106. //throw cannotFulfillGoalException("Unreachable tile in sector? Should not happen!");
  3107. }
  3108. }
  3109. }
  3110. return ret;
  3111. }
  3112. void SectorMap::makeParentBFS(crint3 source)
  3113. {
  3114. parent.clear();
  3115. int mySector = retrieveTile(source);
  3116. std::queue<int3> toVisit;
  3117. toVisit.push(source);
  3118. while(!toVisit.empty())
  3119. {
  3120. int3 curPos = toVisit.front();
  3121. toVisit.pop();
  3122. TSectorID & sec = retrieveTile(curPos);
  3123. assert(sec == mySector); //consider only tiles from the same sector
  3124. UNUSED(sec);
  3125. foreach_neighbour(curPos, [&](crint3 neighPos)
  3126. {
  3127. if(retrieveTile(neighPos) == mySector && !vstd::contains(parent, neighPos))
  3128. {
  3129. if (cb->canMoveBetween(curPos, neighPos))
  3130. {
  3131. toVisit.push(neighPos);
  3132. parent[neighPos] = curPos;
  3133. }
  3134. }
  3135. });
  3136. }
  3137. }
  3138. SectorMap::TSectorID & SectorMap::retrieveTile(crint3 pos)
  3139. {
  3140. return retrieveTileN(sector, pos);
  3141. }
  3142. TerrainTile* SectorMap::getTile(crint3 pos) const
  3143. {
  3144. //out of bounds access should be handled by boost::multi_array
  3145. //still we cached this array to avoid any checks
  3146. return visibleTiles->operator[](pos.x)[pos.y][pos.z];
  3147. }
  3148. std::vector<const CGObjectInstance *> SectorMap::getNearbyObjs(HeroPtr h, bool sectorsAround)
  3149. {
  3150. const Sector * heroSector = &infoOnSectors[retrieveTile(h->visitablePos())];
  3151. if(sectorsAround)
  3152. {
  3153. std::vector<const CGObjectInstance *> ret;
  3154. for(auto embarkPoint : heroSector->embarkmentPoints)
  3155. {
  3156. const Sector * embarkSector = &infoOnSectors[retrieveTile(embarkPoint)];
  3157. range::copy(embarkSector->visitableObjs, std::back_inserter(ret));
  3158. }
  3159. return ret;
  3160. }
  3161. return heroSector->visitableObjs;
  3162. }