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							- #include "StdInc.h"
 
- #include "VCAI.h"
 
- #include "Goals.h"
 
- #include "Fuzzy.h"
 
- #include "../../lib/UnlockGuard.h"
 
- #include "../../lib/mapObjects/MapObjects.h"
 
- #include "../../lib/CConfigHandler.h"
 
- #include "../../lib/CHeroHandler.h"
 
- #include "../../lib/CModHandler.h"
 
- /*
 
-  * CCreatureHandler.h, part of VCMI engine
 
-  *
 
-  * Authors: listed in file AUTHORS in main folder
 
-  *
 
-  * License: GNU General Public License v2.0 or later
 
-  * Full text of license available in license.txt file, in main folder
 
-  *
 
-  */
 
- extern FuzzyHelper *fh;
 
- class CGVisitableOPW;
 
- const double SAFE_ATTACK_CONSTANT = 1.5;
 
- const int GOLD_RESERVE = 10000; //when buying creatures we want to keep at least this much gold (10000 so at least we'll be able to reach capitol)
 
- using namespace vstd;
 
- //one thread may be turn of AI and another will be handling a side effect for AI2
 
- boost::thread_specific_ptr<CCallback> cb;
 
- boost::thread_specific_ptr<VCAI> ai;
 
- //std::map<int, std::map<int, int> > HeroView::infosCount;
 
- //helper RAII to manage global ai/cb ptrs
 
- struct SetGlobalState
 
- {
 
- 	SetGlobalState(VCAI * AI)
 
- 	{
 
- 		assert(!ai.get());
 
- 		assert(!cb.get());
 
- 		ai.reset(AI);
 
- 		cb.reset(AI->myCb.get());
 
- 	}
 
- 	~SetGlobalState()
 
- 	{
 
- 		ai.release();
 
- 		cb.release();
 
- 	}
 
- };
 
- #define SET_GLOBAL_STATE(ai) SetGlobalState _hlpSetState(ai);
 
- #define NET_EVENT_HANDLER SET_GLOBAL_STATE(this)
 
- #define MAKING_TURN SET_GLOBAL_STATE(this)
 
- unsigned char &retreiveTileN(std::vector< std::vector< std::vector<unsigned char> > > &vectors, const int3 &pos)
 
- {
 
- 	return vectors[pos.x][pos.y][pos.z];
 
- }
 
- const unsigned char &retreiveTileN(const std::vector< std::vector< std::vector<unsigned char> > > &vectors, const int3 &pos)
 
- {
 
- 	return vectors[pos.x][pos.y][pos.z];
 
- }
 
- void foreach_tile(std::vector< std::vector< std::vector<unsigned char> > > &vectors, std::function<void(unsigned char &in)> foo)
 
- {
 
- 	for(auto & vector : vectors)
 
- 		for(auto j = vector.begin(); j != vector.end(); j++)
 
- 			for(auto & elem : *j)
 
- 				foo(elem);
 
- }
 
- struct ObjInfo
 
- {
 
- 	int3 pos;
 
- 	std::string name;
 
- 	ObjInfo(){}
 
- 	ObjInfo(const CGObjectInstance *obj):
 
- 		pos(obj->pos),
 
- 		name(obj->getObjectName())
 
- 	{
 
- 	}
 
- };
 
- std::map<const CGObjectInstance *, ObjInfo> helperObjInfo;
 
- VCAI::VCAI(void)
 
- {
 
- 	LOG_TRACE(logAi);
 
- 	makingTurn = nullptr;
 
- 	destinationTeleport = ObjectInstanceID();
 
- }
 
- VCAI::~VCAI(void)
 
- {
 
- 	LOG_TRACE(logAi);
 
- }
 
- void VCAI::availableCreaturesChanged(const CGDwelling *town)
 
- {
 
- 	LOG_TRACE(logAi);
 
- 	NET_EVENT_HANDLER;
 
- }
 
- void VCAI::heroMoved(const TryMoveHero & details)
 
- {
 
- 	LOG_TRACE(logAi);
 
- 	NET_EVENT_HANDLER;
 
- 	validateObject(details.id); //enemy hero may have left visible area
 
- 	if(details.result == TryMoveHero::TELEPORTATION)
 
- 	{
 
- 		const int3 from = CGHeroInstance::convertPosition(details.start, false),
 
- 			to = CGHeroInstance::convertPosition(details.end, false);
 
- 		const CGObjectInstance *o1 = frontOrNull(cb->getVisitableObjs(from)),
 
- 			*o2 = frontOrNull(cb->getVisitableObjs(to));
 
- 		auto t1 = dynamic_cast<const CGTeleport *>(o1);
 
- 		auto t2 = dynamic_cast<const CGTeleport *>(o2);
 
- 		if(t1 && t2)
 
- 		{
 
- 			if(cb->isTeleportChannelBidirectional(t1->channel))
 
- 			{
 
- 				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
 
- 				{
 
- 					knownSubterraneanGates[o1] = o2;
 
- 					knownSubterraneanGates[o2] = o1;
 
- 					logAi->debugStream() << boost::format("Found a pair of subterranean gates between %s and %s!") % from % to;
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- void VCAI::stackChagedCount(const StackLocation &location, const TQuantity &change, bool isAbsolute)
 
- {
 
- 	LOG_TRACE_PARAMS(logAi, "isAbsolute '%i'", isAbsolute);
 
- 	NET_EVENT_HANDLER;
 
- }
 
- void VCAI::heroInGarrisonChange(const CGTownInstance *town)
 
- {
 
- 	LOG_TRACE(logAi);
 
- 	NET_EVENT_HANDLER;
 
- }
 
- void VCAI::centerView(int3 pos, int focusTime)
 
- {
 
- 	LOG_TRACE_PARAMS(logAi, "focusTime '%i'", focusTime);
 
- 	NET_EVENT_HANDLER;
 
- }
 
- void VCAI::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
 
- {
 
- 	LOG_TRACE(logAi);
 
- 	NET_EVENT_HANDLER;
 
- }
 
- void VCAI::artifactAssembled(const ArtifactLocation &al)
 
- {
 
- 	LOG_TRACE(logAi);
 
- 	NET_EVENT_HANDLER;
 
- }
 
- void VCAI::showTavernWindow(const CGObjectInstance *townOrTavern)
 
- {
 
- 	LOG_TRACE(logAi);
 
- 	NET_EVENT_HANDLER;
 
- }
 
- void VCAI::showThievesGuildWindow (const CGObjectInstance * obj)
 
- {
 
- 	LOG_TRACE(logAi);
 
- 	NET_EVENT_HANDLER;
 
- }
 
- void VCAI::playerBlocked(int reason, bool start)
 
- {
 
- 	LOG_TRACE_PARAMS(logAi, "reason '%i', start '%i'", reason % start);
 
- 	NET_EVENT_HANDLER;
 
- 	if (start && reason == PlayerBlocked::UPCOMING_BATTLE)
 
- 		status.setBattle(UPCOMING_BATTLE);
 
- 	if(reason == PlayerBlocked::ONGOING_MOVEMENT)
 
- 		status.setMove(start);
 
- }
 
- void VCAI::showPuzzleMap()
 
- {
 
- 	LOG_TRACE(logAi);
 
- 	NET_EVENT_HANDLER;
 
- }
 
- void VCAI::showShipyardDialog(const IShipyard *obj)
 
- {
 
- 	LOG_TRACE(logAi);
 
- 	NET_EVENT_HANDLER;
 
- }
 
- void VCAI::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult)
 
- {
 
- 	LOG_TRACE_PARAMS(logAi, "victoryLossCheckResult '%s'", victoryLossCheckResult.messageToSelf);
 
- 	NET_EVENT_HANDLER;
 
- 	logAi->debugStream() << boost::format("Player %d: I heard that player %d %s.") % playerID % player.getNum() % (victoryLossCheckResult.victory() ? "won" : "lost");
 
- 	if(player == playerID)
 
- 	{
 
- 		if(victoryLossCheckResult.victory())
 
- 		{
 
-             logAi->debugStream() << "VCAI: I won! Incredible!";
 
-             logAi->debugStream() << "Turn nr " << myCb->getDate();
 
- 		}
 
- 		else
 
- 		{
 
-             logAi->debugStream() << "VCAI: Player " << player << " lost. It's me. What a disappointment! :(";
 
- 		}
 
- 		finish();
 
- 	}
 
- }
 
- void VCAI::artifactPut(const ArtifactLocation &al)
 
- {
 
- 	LOG_TRACE(logAi);
 
- 	NET_EVENT_HANDLER;
 
- }
 
- void VCAI::artifactRemoved(const ArtifactLocation &al)
 
- {
 
- 	LOG_TRACE(logAi);
 
- 	NET_EVENT_HANDLER;
 
- }
 
- void VCAI::stacksErased(const StackLocation &location)
 
- {
 
- 	LOG_TRACE(logAi);
 
- 	NET_EVENT_HANDLER;
 
- }
 
- void VCAI::artifactDisassembled(const ArtifactLocation &al)
 
- {
 
- 	LOG_TRACE(logAi);
 
- 	NET_EVENT_HANDLER;
 
- }
 
- void VCAI::heroVisit(const CGHeroInstance *visitor, const CGObjectInstance *visitedObj, bool start)
 
- {
 
- 	LOG_TRACE_PARAMS(logAi, "start '%i'; obj '%s'", start % (visitedObj ? visitedObj->getObjectName() : std::string("n/a")));
 
- 	NET_EVENT_HANDLER;
 
- 	if(start)
 
- 	{
 
- 		markObjectVisited (visitedObj);
 
- 		unreserveObject(visitor, visitedObj);
 
- 		completeGoal (sptr(Goals::GetObj(visitedObj->id.getNum()).sethero(visitor))); //we don't need to visit it anymore
 
- 		//TODO: what if we visited one-time visitable object that was reserved by another hero (shouldn't, but..)
 
- 	}
 
- 	status.heroVisit(visitedObj, start);
 
- }
 
- void VCAI::availableArtifactsChanged(const CGBlackMarket *bm /*= nullptr*/)
 
- {
 
- 	LOG_TRACE(logAi);
 
- 	NET_EVENT_HANDLER;
 
- }
 
- void VCAI::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
 
- {
 
- 	LOG_TRACE(logAi);
 
- 	NET_EVENT_HANDLER;
 
- 	//buildArmyIn(town);
 
- 	//moveCreaturesToHero(town);
 
- }
 
- void VCAI::tileHidden(const std::unordered_set<int3, ShashInt3> &pos)
 
- {
 
- 	LOG_TRACE(logAi);
 
- 	NET_EVENT_HANDLER;
 
- 	validateVisitableObjs();
 
- }
 
- void VCAI::tileRevealed(const std::unordered_set<int3, ShashInt3> &pos)
 
- {
 
- 	LOG_TRACE(logAi);
 
- 	NET_EVENT_HANDLER;
 
- 	for(int3 tile : pos)
 
- 		for(const CGObjectInstance *obj : myCb->getVisitableObjs(tile))
 
- 			addVisitableObj(obj);
 
- 	clearHeroesUnableToExplore();
 
- }
 
- void VCAI::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
 
- {
 
- 	LOG_TRACE(logAi);
 
- 	NET_EVENT_HANDLER;
 
- 	auto firstHero = cb->getHero(hero1);
 
- 	auto secondHero = cb->getHero(hero2);
 
- 	status.addQuery(query, boost::str(boost::format("Exchange between heroes %s and %s") % firstHero->name % secondHero->name));
 
- 	requestActionASAP([=]()
 
- 	{
 
- 		float goalpriority1 = 0, goalpriority2 = 0;
 
- 		auto firstGoal = getGoal(firstHero);
 
- 		if (firstGoal->goalType == Goals::GATHER_ARMY)
 
- 			goalpriority1 = firstGoal->priority;
 
- 		auto secondGoal = getGoal(secondHero);
 
- 		if (secondGoal->goalType == Goals::GATHER_ARMY)
 
- 			goalpriority2 = secondGoal->priority;
 
- 		auto transferFrom2to1 = [this](const CGHeroInstance * h1, const CGHeroInstance *h2) -> void
 
- 		{
 
- 			this->pickBestCreatures(h1, h2);
 
- 			this->pickBestArtifacts(h1, h2);
 
- 		};
 
- 		if (goalpriority1 > goalpriority2)
 
- 			transferFrom2to1 (firstHero, secondHero);
 
- 		else if (goalpriority1 < goalpriority2)
 
- 			transferFrom2to1 (secondHero, firstHero);
 
- 		else //regular criteria
 
- 		{
 
- 			if (firstHero->getFightingStrength() > secondHero->getFightingStrength() && canGetArmy(firstHero, secondHero))
 
- 				transferFrom2to1 (firstHero, secondHero);
 
- 			else if (canGetArmy(secondHero, firstHero))
 
- 				transferFrom2to1 (secondHero, firstHero);
 
- 		}
 
- 		completeGoal(sptr(Goals::VisitHero(firstHero->id.getNum()))); //TODO: what if we were visited by other hero in the meantime?
 
- 		completeGoal(sptr(Goals::VisitHero(secondHero->id.getNum())));
 
- 		answerQuery(query, 0);
 
- 	});
 
- }
 
- void VCAI::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
 
- {
 
- 	LOG_TRACE_PARAMS(logAi, "which '%i', val '%i'", which % val);
 
- 	NET_EVENT_HANDLER;
 
- }
 
- void VCAI::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
 
- {
 
- 	LOG_TRACE_PARAMS(logAi, "level '%i'", level);
 
- 	NET_EVENT_HANDLER;
 
- }
 
- void VCAI::heroMovePointsChanged(const CGHeroInstance * hero)
 
- {
 
- 	LOG_TRACE(logAi);
 
- 	NET_EVENT_HANDLER;
 
- }
 
- void VCAI::stackChangedType(const StackLocation &location, const CCreature &newType)
 
- {
 
- 	LOG_TRACE(logAi);
 
- 	NET_EVENT_HANDLER;
 
- }
 
- void VCAI::stacksRebalanced(const StackLocation &src, const StackLocation &dst, TQuantity count)
 
- {
 
- 	LOG_TRACE(logAi);
 
- 	NET_EVENT_HANDLER;
 
- }
 
- void VCAI::newObject(const CGObjectInstance * obj)
 
- {
 
- 	LOG_TRACE(logAi);
 
- 	NET_EVENT_HANDLER;
 
- 	if(obj->isVisitable())
 
- 		addVisitableObj(obj);
 
- 	clearHeroesUnableToExplore();
 
- }
 
- void VCAI::objectRemoved(const CGObjectInstance *obj)
 
- {
 
- 	LOG_TRACE(logAi);
 
- 	NET_EVENT_HANDLER;
 
- 	erase_if_present(visitableObjs, obj);
 
- 	erase_if_present(alreadyVisited, obj);
 
- 	for (auto h : cb->getHeroesInfo())
 
- 		unreserveObject(h, obj);
 
- 	//TODO
 
- 	//there are other places where CGObjectinstance ptrs are stored...
 
- 	//
 
- 	if(obj->ID == Obj::HERO  &&  obj->tempOwner == playerID)
 
- 	{
 
- 		lostHero(cb->getHero(obj->id)); //we can promote, since objectRemoved is called just before actual deletion
 
- 	}
 
- }
 
- void VCAI::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
 
- {
 
- 	LOG_TRACE(logAi);
 
- 	NET_EVENT_HANDLER;
 
- 	requestActionASAP([=]()
 
- 	{
 
- 		makePossibleUpgrades(visitor);
 
- 	});
 
- }
 
- void VCAI::playerBonusChanged(const Bonus &bonus, bool gain)
 
- {
 
- 	LOG_TRACE_PARAMS(logAi, "gain '%i'", gain);
 
- 	NET_EVENT_HANDLER;
 
- }
 
- void VCAI::newStackInserted(const StackLocation &location, const CStackInstance &stack)
 
- {
 
- 	LOG_TRACE(logAi);
 
- 	NET_EVENT_HANDLER;
 
- }
 
- void VCAI::heroCreated(const CGHeroInstance* h)
 
- {
 
- 	LOG_TRACE(logAi);
 
- 	if (h->visitedTown)
 
- 		townVisitsThisWeek[HeroPtr(h)].insert(h->visitedTown);
 
- 	NET_EVENT_HANDLER;
 
- }
 
- void VCAI::advmapSpellCast(const CGHeroInstance * caster, int spellID)
 
- {
 
- 	LOG_TRACE_PARAMS(logAi, "spellID '%i", spellID);
 
- 	NET_EVENT_HANDLER;
 
- }
 
- void VCAI::showInfoDialog(const std::string &text, const std::vector<Component*> &components, int soundID)
 
- {
 
- 	LOG_TRACE_PARAMS(logAi, "soundID '%i'", soundID);
 
- 	NET_EVENT_HANDLER;
 
- }
 
- void VCAI::requestRealized(PackageApplied *pa)
 
- {
 
- 	LOG_TRACE(logAi);
 
- 	NET_EVENT_HANDLER;
 
- 	if(status.haveTurn())
 
- 	{
 
- 		if(pa->packType == typeList.getTypeID<EndTurn>())
 
- 			if(pa->result)
 
- 				status.madeTurn();
 
- 	}
 
- 	if(pa->packType == typeList.getTypeID<QueryReply>())
 
- 	{
 
- 		status.receivedAnswerConfirmation(pa->requestID, pa->result);
 
- 	}
 
- }
 
- void VCAI::receivedResource(int type, int val)
 
- {
 
- 	LOG_TRACE_PARAMS(logAi, "type '%i', val '%i'", type % val);
 
- 	NET_EVENT_HANDLER;
 
- }
 
- void VCAI::stacksSwapped(const StackLocation &loc1, const StackLocation &loc2)
 
- {
 
- 	LOG_TRACE(logAi);
 
- 	NET_EVENT_HANDLER;
 
- }
 
- void VCAI::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
 
- {
 
- 	LOG_TRACE(logAi);
 
- 	NET_EVENT_HANDLER;
 
- }
 
- void VCAI::heroManaPointsChanged(const CGHeroInstance * hero)
 
- {
 
- 	LOG_TRACE(logAi);
 
- 	NET_EVENT_HANDLER;
 
- }
 
- void VCAI::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
 
- {
 
- 	LOG_TRACE_PARAMS(logAi, "which '%d', val '%d'", which % val);
 
- 	NET_EVENT_HANDLER;
 
- }
 
- void VCAI::battleResultsApplied()
 
- {
 
- 	LOG_TRACE(logAi);
 
- 	NET_EVENT_HANDLER;
 
- 	assert(status.getBattle() == ENDING_BATTLE);
 
- 	status.setBattle(NO_BATTLE);
 
- }
 
- void VCAI::objectPropertyChanged(const SetObjectProperty * sop)
 
- {
 
- 	LOG_TRACE(logAi);
 
- 	NET_EVENT_HANDLER;
 
- 	if(sop->what == ObjProperty::OWNER)
 
- 	{
 
- 		//we don't want to visit know object twice (do we really?)
 
- 		if(sop->val == playerID.getNum())
 
- 			erase_if_present(visitableObjs, myCb->getObj(sop->id));
 
- 		else if (myCb->getPlayerRelations(playerID, (PlayerColor)sop->val) == PlayerRelations::ENEMIES)
 
- 		{
 
- 			//we want to visit objects owned by oppponents
 
- 			auto obj = myCb->getObj(sop->id, false);
 
- 			if (obj)
 
- 			{
 
- 				addVisitableObj(obj);
 
- 				erase_if_present(alreadyVisited, obj);
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- void VCAI::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what)
 
- {
 
- 	LOG_TRACE_PARAMS(logAi, "what '%i'", what);
 
- 	NET_EVENT_HANDLER;
 
- }
 
- void VCAI::heroBonusChanged(const CGHeroInstance *hero, const Bonus &bonus, bool gain)
 
- {
 
- 	LOG_TRACE_PARAMS(logAi, "gain '%i'", gain);
 
- 	NET_EVENT_HANDLER;
 
- }
 
- void VCAI::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
 
- {
 
- 	LOG_TRACE(logAi);
 
- 	NET_EVENT_HANDLER;
 
- }
 
- void VCAI::showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositions)
 
- {
 
- 	//TODO: AI support for ViewXXX spell
 
- 	LOG_TRACE(logAi);
 
- 	NET_EVENT_HANDLER;
 
- }
 
- void VCAI::init(shared_ptr<CCallback> CB)
 
- {
 
- 	LOG_TRACE(logAi);
 
- 	myCb = CB;
 
- 	cbc = CB;
 
- 	NET_EVENT_HANDLER;
 
- 	playerID = *myCb->getMyColor();
 
- 	myCb->waitTillRealize = true;
 
- 	myCb->unlockGsWhenWaiting = true;
 
- 	if(!fh)
 
- 		fh = new FuzzyHelper();
 
- 	retreiveVisitableObjs();
 
- }
 
- void VCAI::yourTurn()
 
- {
 
- 	LOG_TRACE(logAi);
 
- 	NET_EVENT_HANDLER;
 
- 	status.startedTurn();
 
- 	makingTurn = make_unique<boost::thread>(&VCAI::makeTurn, this);
 
- }
 
- void VCAI::heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill> &skills, QueryID queryID)
 
- {
 
- 	LOG_TRACE_PARAMS(logAi, "queryID '%i'", queryID);
 
- 	NET_EVENT_HANDLER;
 
- 	status.addQuery(queryID, boost::str(boost::format("Hero %s got level %d") % hero->name % hero->level));
 
- 	requestActionASAP([=]{ answerQuery(queryID, 0); });
 
- }
 
- void VCAI::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
 
- {
 
- 	LOG_TRACE_PARAMS(logAi, "queryID '%i'", queryID);
 
- 	NET_EVENT_HANDLER;
 
- 	status.addQuery(queryID, boost::str(boost::format("Commander %s of %s got level %d") % commander->name % commander->armyObj->nodeName() % (int)commander->level));
 
- 	requestActionASAP([=]{ answerQuery(queryID, 0); });
 
- }
 
- void VCAI::showBlockingDialog(const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel)
 
- {
 
- 	LOG_TRACE_PARAMS(logAi, "text '%s', askID '%i', soundID '%i', selection '%i', cancel '%i'", text % askID % soundID % selection % cancel);
 
- 	NET_EVENT_HANDLER;
 
- 	int sel = 0;
 
- 	status.addQuery(askID, boost::str(boost::format("Blocking dialog query with %d components - %s")
 
- 									  % components.size() % text));
 
- 	if(selection) //select from multiple components -> take the last one (they're indexed [1-size])
 
- 		sel = components.size();
 
- 	if(!selection && cancel) //yes&no -> always answer yes, we are a brave AI :)
 
- 		sel = 1;
 
- 	requestActionASAP([=]()
 
- 	{
 
- 		answerQuery(askID, sel);
 
- 	});
 
- }
 
- void VCAI::showTeleportDialog(TeleportChannelID channel, std::vector<ObjectInstanceID> exits, bool impassable, QueryID askID)
 
- {
 
- 	LOG_TRACE_PARAMS(logAi, "askID '%i', exits '%s'", askID % exits);
 
- 	NET_EVENT_HANDLER;
 
- 	status.addQuery(askID, boost::str(boost::format("Teleport dialog query with %d exits")
 
- 																			% exits.size()));
 
- 	ObjectInstanceID choosenExit;
 
- 	if(impassable)
 
- 		knownTeleportChannels[channel]->passability = TeleportChannel::IMPASSABLE;
 
- 	else
 
- 	{
 
- 		if(destinationTeleport != ObjectInstanceID() && vstd::contains(exits, destinationTeleport))
 
- 			choosenExit = destinationTeleport;
 
- 		if(!status.channelProbing())
 
- 		{
 
- 			vstd::copy_if(exits, vstd::set_inserter(teleportChannelProbingList), [&](ObjectInstanceID id) -> bool
 
- 			{
 
- 				return !(vstd::contains(visitableObjs, cb->getObj(id)) || id == choosenExit);
 
- 			});
 
- 		}
 
- 	}
 
- 	requestActionASAP([=]()
 
- 	{
 
- 		answerQuery(askID, choosenExit.getNum());
 
- 	});
 
- }
 
- void VCAI::showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
 
- {
 
- 	LOG_TRACE_PARAMS(logAi, "removableUnits '%i', queryID '%i'", removableUnits % queryID);
 
- 	NET_EVENT_HANDLER;
 
- 	std::string s1 = up ? up->nodeName() : "NONE";
 
- 	std::string s2 = down ? down->nodeName() : "NONE";
 
- 	status.addQuery(queryID, boost::str(boost::format("Garrison dialog with %s and %s") % s1 % s2));
 
- 	//you can't request action from action-response thread
 
- 	requestActionASAP([=]()
 
- 	{
 
- 		pickBestCreatures (down, up);
 
- 		answerQuery(queryID, 0);
 
- 	});
 
- }
 
- void VCAI::saveGame(COSer & h, const int version)
 
- {
 
- 	LOG_TRACE_PARAMS(logAi, "version '%i'", version);
 
- 	NET_EVENT_HANDLER;
 
- 	validateVisitableObjs();
 
- 	registerGoals(h);
 
- 	CAdventureAI::saveGame(h, version);
 
- 	serializeInternal(h, version);
 
- }
 
- void VCAI::loadGame(CISer & h, const int version)
 
- {
 
- 	LOG_TRACE_PARAMS(logAi, "version '%i'", version);
 
- 	NET_EVENT_HANDLER;
 
- 	registerGoals(h);
 
- 	CAdventureAI::loadGame(h, version);
 
- 	serializeInternal(h, version);
 
- }
 
- void makePossibleUpgrades(const CArmedInstance *obj)
 
- {
 
- 	if(!obj)
 
- 		return;
 
- 	for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
 
- 	{
 
- 		if(const CStackInstance *s = obj->getStackPtr(SlotID(i)))
 
- 		{
 
- 			UpgradeInfo ui;
 
- 			cb->getUpgradeInfo(obj, SlotID(i), ui);
 
- 			if(ui.oldID >= 0 && cb->getResourceAmount().canAfford(ui.cost[0] * s->count))
 
- 			{
 
- 				cb->upgradeCreature(obj, SlotID(i), ui.newID[0]);
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- void VCAI::makeTurn()
 
- {
 
- 	MAKING_TURN;
 
- 	boost::shared_lock<boost::shared_mutex> gsLock(cb->getGsMutex());
 
- 	setThreadName("VCAI::makeTurn");
 
-     logGlobal->infoStream() << boost::format("Player %d starting turn") % static_cast<int>(playerID.getNum());
 
- 	switch(cb->getDate(Date::DAY_OF_WEEK))
 
- 	{
 
- 		case 1:
 
- 		{
 
- 			townVisitsThisWeek.clear();
 
- 			std::vector<const CGObjectInstance *> objs;
 
- 			retreiveVisitableObjs(objs, true);
 
- 			for(const CGObjectInstance *obj : objs)
 
- 			{
 
- 				if (isWeeklyRevisitable(obj))
 
- 				{
 
- 					addVisitableObj(obj);
 
- 					erase_if_present (alreadyVisited, obj);
 
- 				}
 
- 			}
 
- 		}
 
- 			break;
 
- 	}
 
- 	markHeroAbleToExplore (primaryHero());
 
- 	makeTurnInternal();
 
- 	makingTurn.reset();
 
- 	return;
 
- }
 
- void VCAI::makeTurnInternal()
 
- {
 
- 	saving = 0;
 
- 	//it looks messy here, but it's better to have armed heroes before attempting realizing goals
 
- 	for(const CGTownInstance *t : cb->getTownsInfo())
 
- 		moveCreaturesToHero(t);
 
- 	try
 
- 	{
 
- 		//Pick objects reserved in previous turn - we expect only nerby objects there
 
- 		auto reservedHeroesCopy = reservedHeroesMap; //work on copy => the map may be changed while iterating (eg because hero died when attempting a goal)
 
- 		for (auto hero : reservedHeroesCopy)
 
- 		{
 
- 			if(reservedHeroesMap.count(hero.first))
 
- 				continue; //hero might have been removed while we were in this loop
 
- 			if(!hero.first.validAndSet())
 
- 			{
 
- 				logAi->errorStream() << "Hero " << hero.first.name << " present on reserved map. Shouldn't be. ";
 
- 				continue;
 
- 			}
 
- 			std::vector<const CGObjectInstance *> vec(hero.second.begin(), hero.second.end());
 
- 			boost::sort (vec, CDistanceSorter(hero.first.get()));
 
- 			for (auto obj : vec)
 
- 			{
 
- 				if(!obj || !cb->getObj(obj->id))
 
- 				{
 
- 					logAi->errorStream() << "Error: there is wrong object on list for hero " << hero.first->name;
 
- 					continue;
 
- 				}
 
- 				striveToGoal (sptr(Goals::VisitTile(obj->visitablePos()).sethero(hero.first)));
 
- 			}
 
- 		}
 
- 		//now try to win
 
- 		striveToGoal(sptr(Goals::Win()));
 
- 		//finally, continue our abstract long-term goals
 
- 		int oldMovement = 0;
 
- 		int newMovement = 0;
 
- 		while (true)
 
- 		{
 
- 			oldMovement = newMovement; //remember old value
 
- 			newMovement = 0;
 
- 			std::vector<std::pair<HeroPtr, Goals::TSubgoal> > safeCopy;
 
- 			for (auto mission : lockedHeroes)
 
- 			{
 
- 				fh->setPriority (mission.second); //re-evaluate
 
- 				if (canAct(mission.first))
 
- 				{
 
- 					newMovement += mission.first->movement;
 
- 					safeCopy.push_back (mission);
 
- 				}
 
- 			}
 
- 			if (newMovement == oldMovement) //means our heroes didn't move or didn't re-assign their goals
 
- 			{
 
- 				logAi->warnStream() << "Our heroes don't move anymore, exhaustive decomposition failed";
 
- 				break;
 
- 			}
 
- 			if (safeCopy.empty())
 
- 				break; //all heroes exhausted their locked goals
 
- 			else
 
- 			{
 
- 				typedef std::pair<HeroPtr, Goals::TSubgoal> TItrType;
 
- 				auto lockedHeroesSorter = [](TItrType m1, TItrType m2) -> bool
 
- 				{
 
- 					return m1.second->priority < m2.second->priority;
 
- 				};
 
- 				boost::sort(safeCopy, lockedHeroesSorter);
 
- 				striveToGoal (safeCopy.back().second);
 
- 			}
 
- 		}
 
- 		auto quests = myCb->getMyQuests();
 
- 		for (auto quest : quests)
 
- 		{
 
- 			striveToQuest (quest);
 
- 		}
 
- 		striveToGoal(sptr(Goals::Build())); //TODO: smarter building management
 
- 		performTypicalActions();
 
- 		//for debug purpose
 
- 		for (auto h : cb->getHeroesInfo())
 
- 		{
 
- 			if (h->movement)
 
- 				logAi->warnStream() << boost::format("hero %s has %d MP left") % h->name % h->movement;
 
- 		}	
 
- 	}
 
- 	catch(boost::thread_interrupted &e)
 
- 	{
 
-         logAi->debugStream() << "Making turn thread has been interrupted. We'll end without calling endTurn.";
 
- 		return;
 
- 	}
 
- 	catch(std::exception &e)
 
- 	{
 
-         logAi->debugStream() << "Making turn thread has caught an exception: " << e.what();
 
- 	}
 
- 	endTurn();
 
- }
 
- bool VCAI::goVisitObj(const CGObjectInstance * obj, HeroPtr h)
 
- {
 
- 	int3 dst = obj->visitablePos();
 
- 	SectorMap sm(h);
 
- 	logAi->debugStream() << boost::format("%s will try to visit %s at (%s)") % h->name % obj->getObjectName() % strFromInt3(dst);
 
- 	int3 pos = sm.firstTileToGet(h, dst);
 
- 	if (!pos.valid()) //rare case when we are already standing on one of potential objects
 
- 		return false;
 
- 	return moveHeroToTile(pos, h);
 
- }
 
- void VCAI::performObjectInteraction(const CGObjectInstance * obj, HeroPtr h)
 
- {
 
- 	LOG_TRACE_PARAMS(logAi, "Hero %s and object %s at %s", h->name % obj->getObjectName() % obj->pos);
 
- 	switch (obj->ID)
 
- 	{
 
- 		case Obj::CREATURE_GENERATOR1:
 
- 			recruitCreatures (dynamic_cast<const CGDwelling *>(obj), h.get());
 
- 			checkHeroArmy (h);
 
- 			break;
 
- 		case Obj::TOWN:
 
- 			moveCreaturesToHero (dynamic_cast<const CGTownInstance *>(obj));
 
- 			if (h->visitedTown) //we are inside, not just attacking
 
- 			{
 
- 				townVisitsThisWeek[h].insert(h->visitedTown);
 
- 				if (!h->hasSpellbook() && cb->getResourceAmount(Res::GOLD) >= GameConstants::SPELLBOOK_GOLD_COST + saving[Res::GOLD] &&
 
- 					h->visitedTown->hasBuilt (BuildingID::MAGES_GUILD_1))
 
- 					cb->buyArtifact(h.get(), ArtifactID::SPELLBOOK);
 
- 			}
 
- 			break;
 
- 	}
 
- 	completeGoal (sptr(Goals::GetObj(obj->id.getNum()).sethero(h)));
 
- }
 
- void VCAI::moveCreaturesToHero(const CGTownInstance * t)
 
- {
 
- 	if(t->visitingHero && t->armedGarrison() && t->visitingHero->tempOwner == t->tempOwner)
 
- 	{
 
- 		pickBestCreatures (t->visitingHero, t);
 
- 	}
 
- }
 
- bool VCAI::canGetArmy (const CGHeroInstance * army, const CGHeroInstance * source)
 
- { //TODO: merge with pickBestCreatures
 
- 	//if (ai->primaryHero().h == source)
 
- 	if(army->tempOwner != source->tempOwner)
 
- 	{
 
- 		logAi->errorStream() << "Why are we even considering exchange between heroes from different players?";
 
- 		return false;
 
- 	}
 
- 	const CArmedInstance *armies[] = {army, source};
 
-  
 
- 	//we calculate total strength for each creature type available in armies
 
- 	std::map<const CCreature*, int> creToPower;
 
- 	for(auto armyPtr : armies)
 
- 		for(auto &i : armyPtr->Slots())
 
- 		{
 
- 			//TODO: allow splitting stacks?
 
- 			creToPower[i.second->type] += i.second->getPower();
 
- 		}
 
- 	//TODO - consider more than just power (ie morale penalty, hero specialty in certain stacks, etc)
 
- 	int armySize = creToPower.size();
 
- 	armySize = std::min ((source->needsLastStack() ? armySize - 1 : armySize), GameConstants::ARMY_SIZE); //can't move away last stack
 
- 	std::vector<const CCreature *> bestArmy; //types that'll be in final dst army
 
- 	for (int i = 0; i < armySize; i++) //pick the creatures from which we can get most power, as many as dest can fit
 
- 	{
 
- 		typedef const std::pair<const CCreature*, int> &CrePowerPair;
 
- 		auto creIt = boost::max_element(creToPower, [](CrePowerPair lhs, CrePowerPair rhs)
 
- 			{
 
- 				return lhs.second < rhs.second;
 
- 			});
 
- 		bestArmy.push_back(creIt->first);
 
- 		creToPower.erase(creIt);
 
- 		if(creToPower.empty())
 
- 			break;
 
- 	}
 
- 	//foreach best type -> iterate over slots in both armies and if it's the appropriate type, send it to the slot where it belongs
 
- 	for (int i = 0; i < bestArmy.size(); i++) //i-th strongest creature type will go to i-th slot
 
- 	{
 
- 		for(auto armyPtr : armies)
 
- 			for (int j = 0; j < GameConstants::ARMY_SIZE; j++)
 
- 			{
 
- 				if(armyPtr->getCreature(SlotID(j)) == bestArmy[i]  &&  armyPtr != army) //it's a searched creature not in dst ARMY
 
- 				{
 
- 					//FIXME: line below is useless when simulating exchange between two non-singular armies
 
- 					if (!(armyPtr->needsLastStack() && armyPtr->Slots().size() == 1)) //can't take away last creature
 
- 						return true; //at least one exchange will be performed
 
- 					else
 
- 						return false; //no further exchange possible
 
- 				}
 
- 			}
 
- 	}
 
- 	return false;
 
- }
 
- void VCAI::pickBestCreatures(const CArmedInstance * army, const CArmedInstance * source)
 
- {
 
- 	//TODO - what if source is a hero (the last stack problem) -> it'd good to create a single stack of weakest cre
 
- 	const CArmedInstance *armies[] = {army, source};
 
- 	//we calculate total strength for each creature type available in armies
 
- 	std::map<const CCreature*, int> creToPower;
 
- 	for(auto armyPtr : armies)
 
- 		for(auto &i : armyPtr->Slots())
 
- 		{//TODO: allow splitting stacks?
 
- 			creToPower[i.second->type] += i.second->getPower();
 
- 		}
 
- 	//TODO - consider more than just power (ie morale penalty, hero specialty in certain stacks, etc)
 
- 	int armySize = creToPower.size();
 
- 	armySize = std::min ((source->needsLastStack() ? armySize - 1 : armySize), GameConstants::ARMY_SIZE); //can't move away last stack
 
- 	std::vector<const CCreature *> bestArmy; //types that'll be in final dst army
 
- 	for (int i = 0; i < armySize; i++) //pick the creatures from which we can get most power, as many as dest can fit
 
- 	{
 
- 		typedef const std::pair<const CCreature*, int> &CrePowerPair;
 
- 		auto creIt = boost::max_element(creToPower, [](CrePowerPair lhs, CrePowerPair rhs)
 
- 			{
 
- 				return lhs.second < rhs.second;
 
- 			});
 
- 		bestArmy.push_back(creIt->first);
 
- 		creToPower.erase(creIt);
 
- 		if(creToPower.empty())
 
- 			break;
 
- 	}
 
- 	//foreach best type -> iterate over slots in both armies and if it's the appropriate type, send it to the slot where it belongs
 
- 	for (int i = 0; i < bestArmy.size(); i++) //i-th strongest creature type will go to i-th slot
 
- 	{
 
- 		for(auto armyPtr : armies)
 
- 			for (int j = 0; j < GameConstants::ARMY_SIZE; j++)
 
- 			{
 
- 				if(armyPtr->getCreature(SlotID(j)) == bestArmy[i]  &&  (i != j || armyPtr != army)) //it's a searched creature not in dst SLOT
 
- 					if (!(armyPtr->needsLastStack() && armyPtr->Slots().size() == 1)) //can't take away last creature
 
- 						cb->mergeOrSwapStacks(armyPtr, army, SlotID(j), SlotID(i));
 
- 			}
 
- 	}
 
- 	//TODO - having now strongest possible army, we may want to think about arranging stacks
 
- 	auto hero = dynamic_cast<const CGHeroInstance *>(army);
 
- 	if (hero)
 
- 	{
 
- 		checkHeroArmy (hero);
 
- 	}
 
- }
 
- void VCAI::pickBestArtifacts(const CGHeroInstance * h, const CGHeroInstance * other)
 
- {	
 
- 	auto equipBest = [](const CGHeroInstance * h, const CGHeroInstance * otherh, bool giveStuffToFirstHero) -> void
 
- 	{
 
- 		bool changeMade = false;
 
- 		do
 
- 		{
 
- 			changeMade = false;
 
- 			//we collect gear always in same order
 
- 			std::vector<ArtifactLocation> allArtifacts;
 
- 			if (giveStuffToFirstHero)
 
- 			{
 
- 				for (auto p : h->artifactsWorn)
 
- 				{
 
- 					if (p.second.artifact)
 
- 						allArtifacts.push_back(ArtifactLocation(h, p.first));
 
- 				}
 
- 			}
 
- 			for (auto slot : h->artifactsInBackpack)
 
- 				allArtifacts.push_back(ArtifactLocation(h, h->getArtPos(slot.artifact)));
 
- 			if (otherh)
 
- 			{
 
- 				for (auto p : otherh->artifactsWorn)
 
- 				{
 
- 					if (p.second.artifact)
 
- 						allArtifacts.push_back(ArtifactLocation(otherh, p.first));
 
- 				}
 
- 				for (auto slot : otherh->artifactsInBackpack)
 
- 					allArtifacts.push_back(ArtifactLocation(otherh, otherh->getArtPos(slot.artifact)));
 
- 			}
 
- 			//we give stuff to one hero or another, depending on giveStuffToFirstHero
 
- 			const CGHeroInstance * target = nullptr;
 
- 			if (giveStuffToFirstHero)
 
- 				target = h;
 
- 			else
 
- 				target = otherh;
 
- 			for (auto location : allArtifacts)
 
- 			{
 
- 				if (location.relatedObj() == target && location.slot < ArtifactPosition::AFTER_LAST)
 
- 					continue; //don't reequip artifact we already wear
 
- 				auto s = location.getSlot();
 
- 				if (!s || s->locked) //we can't move locks
 
- 					continue;
 
- 				auto artifact = s->artifact;
 
- 				if (!artifact)
 
- 					continue;
 
- 				//FIXME: why are the above possible to be null?
 
- 				bool emptySlotFound = false;
 
- 				for (auto slot : artifact->artType->possibleSlots.at(target->bearerType()))
 
- 				{
 
- 					ArtifactLocation destLocation(target, slot);
 
- 					if (target->isPositionFree(slot) && artifact->canBePutAt(destLocation, true)) //combined artifacts are not always allowed to move
 
- 					{
 
- 						cb->swapArtifacts(location, destLocation); //just put into empty slot
 
- 						emptySlotFound = true;
 
- 						changeMade = true;
 
- 						break;
 
- 					}
 
- 				}
 
- 				if (!emptySlotFound) //try to put that atifact in already occupied slot
 
- 				{
 
- 					for (auto slot : artifact->artType->possibleSlots.at(target->bearerType()))
 
- 					{
 
- 						auto otherSlot = target->getSlot(slot);
 
- 						if (otherSlot && otherSlot->artifact) //we need to exchange artifact for better one
 
- 						{
 
- 							ArtifactLocation destLocation(target, slot);
 
- 							//if that artifact is better than what we have, pick it
 
- 							if (compareArtifacts(artifact, otherSlot->artifact) && artifact->canBePutAt(destLocation, true)) //combined artifacts are not always allowed to move
 
- 							{
 
- 								cb->swapArtifacts(location, ArtifactLocation(target, target->getArtPos(otherSlot->artifact)));
 
- 								break;
 
- 								changeMade = true;
 
- 							}
 
- 						}
 
- 					}
 
- 				}
 
- 				if (changeMade)
 
- 					break; //start evaluating artifacts from scratch
 
- 			}
 
- 		} while (changeMade);
 
- 	};
 
- 	equipBest (h, other, true);
 
- 	if (other)
 
- 	{
 
- 		equipBest(h, other, false);
 
- 	}
 
- }
 
- void VCAI::recruitCreatures(const CGDwelling * d, const CArmedInstance * recruiter)
 
- {
 
- 	for(int i = 0; i < d->creatures.size(); i++)
 
- 	{
 
- 		if(!d->creatures[i].second.size())
 
- 			continue;
 
- 		int count = d->creatures[i].first;
 
- 		CreatureID creID = d->creatures[i].second.back();
 
- //		const CCreature *c = VLC->creh->creatures[creID];
 
- // 		if(containsSavedRes(c->cost))
 
- // 			continue;
 
- 		amin(count, freeResources() / VLC->creh->creatures[creID]->cost);
 
- 		if(count > 0)
 
- 			cb->recruitCreatures(d, recruiter, creID, count, i);
 
- 	}
 
- }
 
- bool VCAI::tryBuildStructure(const CGTownInstance * t, BuildingID building, unsigned int maxDays)
 
- {
 
- 	if (maxDays == 0)
 
- 	{
 
- 		logAi->warnStream() << "Request to build building " << building <<  " in 0 days!";
 
- 		return false;
 
- 	}
 
- 	if (!vstd::contains(t->town->buildings, building))
 
- 		return false; // no such building in town
 
- 	if (t->hasBuilt(building)) //Already built? Shouldn't happen in general
 
- 		return true;
 
- 	const CBuilding * buildPtr = t->town->buildings.at(building);
 
- 	auto toBuild = buildPtr->requirements.getFulfillmentCandidates([&](const BuildingID & buildID)
 
- 	{
 
- 		return t->hasBuilt(buildID);
 
- 	});
 
- 	toBuild.push_back(building);
 
- 	for(BuildingID buildID : toBuild)
 
- 	{
 
- 		EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID);
 
- 		if (canBuild == EBuildingState::HAVE_CAPITAL
 
- 		 || canBuild == EBuildingState::FORBIDDEN
 
- 		 || canBuild == EBuildingState::NO_WATER)
 
- 			return false; //we won't be able to build this
 
- 	}
 
- 	if (maxDays && toBuild.size() > maxDays)
 
- 		return false;
 
- 	TResources currentRes = cb->getResourceAmount();
 
- 	//TODO: calculate if we have enough resources to build it in maxDays
 
- 	for(const auto & buildID : toBuild)
 
- 	{
 
- 		const CBuilding *b = t->town->buildings.at(buildID);
 
- 		EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID);
 
- 		if(canBuild == EBuildingState::ALLOWED)
 
- 		{
 
- 			if(!containsSavedRes(b->resources))
 
- 			{
 
-                 logAi->debugStream() << boost::format("Player %d will build %s in town of %s at %s") % playerID % b->Name() % t->name % t->pos;
 
- 				cb->buildBuilding(t, buildID);
 
- 				return true;
 
- 			}
 
- 			continue;
 
- 		}
 
- 		else if(canBuild == EBuildingState::NO_RESOURCES)
 
- 		{
 
- 			//TResources income = estimateIncome();
 
- 			TResources cost = t->town->buildings.at(buildID)->resources;
 
- 			for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
 
- 			{
 
- 				//int diff = currentRes[i] - cost[i] + income[i];
 
- 				int diff = currentRes[i] - cost[i];
 
- 				if(diff < 0)
 
- 					saving[i] = 1;
 
- 			}
 
- 			continue;
 
- 		}
 
- 		else if (canBuild == EBuildingState::PREREQUIRES)
 
- 		{
 
- 			// can happen when dependencies have their own missing dependencies
 
- 			if (tryBuildStructure(t, buildID, maxDays - 1))
 
- 				return true;
 
- 		}
 
- 		else if (canBuild == EBuildingState::MISSING_BASE)
 
- 		{
 
- 			if (tryBuildStructure(t, b->upgrade, maxDays - 1))
 
- 				 return true;
 
- 		}
 
- 	}
 
- 	return false;
 
- }
 
- //bool VCAI::canBuildStructure(const CGTownInstance * t, BuildingID building, unsigned int maxDays=7)
 
- //{
 
- //		if (maxDays == 0)
 
- //	{
 
- //		logAi->warnStream() << "Request to build building " << building <<  " in 0 days!";
 
- //		return false;
 
- //	}
 
- //
 
- //	if (!vstd::contains(t->town->buildings, building))
 
- //		return false; // no such building in town
 
- //
 
- //	if (t->hasBuilt(building)) //Already built? Shouldn't happen in general
 
- //		return true;
 
- //
 
- //	const CBuilding * buildPtr = t->town->buildings.at(building);
 
- //
 
- //	auto toBuild = buildPtr->requirements.getFulfillmentCandidates([&](const BuildingID & buildID)
 
- //	{
 
- //		return t->hasBuilt(buildID);
 
- //	});
 
- //	toBuild.push_back(building);
 
- //
 
- //	for(BuildingID buildID : toBuild)
 
- //	{
 
- //		EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID);
 
- //		if (canBuild == EBuildingState::HAVE_CAPITAL
 
- //		 || canBuild == EBuildingState::FORBIDDEN
 
- //		 || canBuild == EBuildingState::NO_WATER)
 
- //			return false; //we won't be able to build this
 
- //	}
 
- //
 
- //	if (maxDays && toBuild.size() > maxDays)
 
- //		return false;
 
- //
 
- //	TResources currentRes = cb->getResourceAmount();
 
- //	TResources income = estimateIncome();
 
- //	//TODO: calculate if we have enough resources to build it in maxDays
 
- //
 
- //	for(const auto & buildID : toBuild)
 
- //	{
 
- //		const CBuilding *b = t->town->buildings.at(buildID);
 
- //
 
- //		EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID);
 
- //		if(canBuild == EBuildingState::ALLOWED)
 
- //		{
 
- //			if(!containsSavedRes(b->resources))
 
- //			{
 
- //                logAi->debugStream() << boost::format("Player %d will build %s in town of %s at %s") % playerID % b->Name() % t->name % t->pos;
 
- //				return true;
 
- //			}
 
- //			continue;
 
- //		}
 
- //		else if(canBuild == EBuildingState::NO_RESOURCES)
 
- //		{
 
- //			TResources cost = t->town->buildings.at(buildID)->resources;
 
- //			for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
 
- //			{
 
- //				int diff = currentRes[i] - cost[i] + income[i];
 
- //				if(diff < 0)
 
- //					saving[i] = 1;
 
- //			}
 
- //			continue;
 
- //		}
 
- //		else if (canBuild == EBuildingState::PREREQUIRES)
 
- //		{
 
- //			// can happen when dependencies have their own missing dependencies
 
- //			if (canBuildStructure(t, buildID, maxDays - 1))
 
- //				return true;
 
- //		}
 
- //		else if (canBuild == EBuildingState::MISSING_BASE)
 
- //		{
 
- //			if (canBuildStructure(t, b->upgrade, maxDays - 1))
 
- //				 return true;
 
- //		}
 
- //	}
 
- //	return false;
 
- //}
 
- bool VCAI::tryBuildAnyStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays)
 
- {
 
- 	for(const auto & building : buildList)
 
- 	{
 
- 		if(t->hasBuilt(building))
 
- 			continue;
 
- 		if (tryBuildStructure(t, building, maxDays))
 
- 			return true;
 
- 	}
 
- 	return false; //Can't build anything
 
- }
 
- BuildingID VCAI::canBuildAnyStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays)
 
- {
 
- 	for(const auto & building : buildList)
 
- 	{
 
- 		if(t->hasBuilt(building))
 
- 			continue;
 
- 		if (cb->canBuildStructure(t, building))
 
- 			return building;
 
- 	}
 
- 	return BuildingID::NONE; //Can't build anything
 
- }
 
- bool VCAI::tryBuildNextStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays)
 
- {
 
- 	for(const auto & building : buildList)
 
- 	{
 
- 		if(t->hasBuilt(building))
 
- 			continue;
 
- 		return tryBuildStructure(t, building, maxDays);
 
- 	}
 
- 	return false;//Nothing to build
 
- }
 
- void VCAI::buildStructure(const CGTownInstance * t)
 
- {
 
- 	//TODO make *real* town development system
 
- 	//TODO: faction-specific development: use special buildings, build dwellings in better order, etc
 
- 	//TODO: build resource silo, defences when needed
 
- 	//Possible - allow "locking" on specific building (build prerequisites and then building itself)
 
- 	TResources currentRes = cb->getResourceAmount();
 
- 	TResources currentIncome = t->dailyIncome();
 
- 	int townIncome = currentIncome[Res::GOLD];
 
- 	if (tryBuildAnyStructure(t, std::vector<BuildingID>(essential, essential + ARRAY_COUNT(essential))))
 
- 		return;
 
- 	//we're running out of gold - try to build something gold-producing. Multiplier can be tweaked, 6 is minimum due to buildings costs
 
- 	if (currentRes[Res::GOLD] < townIncome * 6)
 
- 		if (tryBuildNextStructure(t, std::vector<BuildingID>(goldSource, goldSource + ARRAY_COUNT(goldSource))))
 
- 			return;
 
- 	if (cb->getDate(Date::DAY_OF_WEEK) > 6)// last 2 days of week - try to focus on growth
 
- 	{
 
- 		if (tryBuildNextStructure(t, std::vector<BuildingID>(unitGrowth, unitGrowth + ARRAY_COUNT(unitGrowth)), 2))
 
- 			return;
 
- 	}
 
- 	// first in-game week or second half of any week: try build dwellings
 
- 	if (cb->getDate(Date::DAY) < 7 || cb->getDate(Date::DAY_OF_WEEK) > 3)
 
- 		if (tryBuildAnyStructure(t, std::vector<BuildingID>(unitsSource, unitsSource + ARRAY_COUNT(unitsSource)), 8 - cb->getDate(Date::DAY_OF_WEEK)))
 
- 			return;
 
- 	//try to upgrade dwelling
 
- 	for(int i = 0; i < ARRAY_COUNT(unitsUpgrade); i++)
 
- 	{
 
- 		if (t->hasBuilt(unitsSource[i]) && !t->hasBuilt(unitsUpgrade[i]))
 
- 		{
 
- 			if (tryBuildStructure(t, unitsUpgrade[i]))
 
- 				return;
 
- 		}
 
- 	}
 
- 	//remaining tasks
 
- 	if (tryBuildNextStructure(t, std::vector<BuildingID>(goldSource, goldSource + ARRAY_COUNT(goldSource))))
 
- 		return;
 
- 	if (tryBuildNextStructure(t, std::vector<BuildingID>(spells, spells + ARRAY_COUNT(spells))))
 
- 		return;
 
- 	if (tryBuildAnyStructure(t, std::vector<BuildingID>(extra, extra + ARRAY_COUNT(extra))))
 
- 		return;
 
- }
 
- bool VCAI::isGoodForVisit(const CGObjectInstance *obj, HeroPtr h, SectorMap &sm)
 
- {
 
- 	const int3 pos = obj->visitablePos();
 
- 	const int3 targetPos = sm.firstTileToGet(h, pos);
 
- 	if (!targetPos.valid())
 
- 		return false;
 
- 	if (isTileNotReserved(h.get(), targetPos) &&
 
- 			!obj->wasVisited(playerID) &&
 
- 			(cb->getPlayerRelations(ai->playerID, obj->tempOwner) == PlayerRelations::ENEMIES || isWeeklyRevisitable(obj)) && //flag or get weekly resources / creatures
 
- 			isSafeToVisit(h, pos) &&
 
- 			shouldVisit(h, obj) &&
 
- 			!vstd::contains(alreadyVisited, obj) &&
 
- 			!vstd::contains(reservedObjs, obj) &&
 
- 			isAccessibleForHero(targetPos, h))
 
- 	{
 
- 		const CGObjectInstance *topObj = cb->getVisitableObjs(obj->visitablePos()).back(); //it may be hero visiting this obj
 
- 		//we don't try visiting object on which allied or owned hero stands
 
- 		// -> it will just trigger exchange windows and AI will be confused that obj behind doesn't get visited
 
- 		if (topObj->ID == Obj::HERO  &&  cb->getPlayerRelations(h->tempOwner, topObj->tempOwner) != PlayerRelations::ENEMIES)
 
- 			return false;
 
- 		else
 
- 			return true; //all of the following is met
 
- 	}
 
- 	return false;
 
- }
 
- std::vector<const CGObjectInstance *> VCAI::getPossibleDestinations(HeroPtr h)
 
- {
 
- 	validateVisitableObjs();
 
- 	std::vector<const CGObjectInstance *> possibleDestinations;
 
- 	SectorMap sm(h);
 
- 	for(const CGObjectInstance *obj : visitableObjs)
 
- 	{
 
- 		if (isGoodForVisit(obj, h, sm))
 
- 		{
 
- 			possibleDestinations.push_back(obj);
 
- 		}
 
- 	}
 
- 	boost::sort(possibleDestinations, CDistanceSorter(h.get()));
 
- 	return possibleDestinations;
 
- }
 
- bool VCAI::isTileNotReserved(const CGHeroInstance * h, int3 t)
 
- {
 
- 	if (t.valid())
 
- 	{
 
- 		auto obj = cb->getTopObj(t);
 
- 		if (obj && vstd::contains(ai->reservedObjs, obj) && !vstd::contains(reservedHeroesMap[h], obj))
 
- 			return false; //do not capture object reserved by another hero
 
- 		else
 
- 			return true;
 
- 	}
 
- 	else
 
- 		return false;
 
- }
 
- bool VCAI::canRecruitAnyHero (const CGTownInstance * t) const
 
- {
 
- 	//TODO: make gathering gold, building tavern or conquering town (?) possible subgoals
 
- 	if (!t)
 
- 		t = findTownWithTavern();
 
- 	if (t)
 
- 		return cb->getResourceAmount(Res::GOLD) >= HERO_GOLD_COST &&
 
- 			cb->getHeroesInfo().size() < ALLOWED_ROAMING_HEROES &&
 
- 			cb->getAvailableHeroes(t).size();
 
- 	else
 
- 		return false;
 
- }
 
- void VCAI::wander(HeroPtr h)
 
- {
 
- 	//unclaim objects that are now dangerous for us
 
- 	auto reservedObjsSetCopy = reservedHeroesMap[h];
 
- 	for (auto obj : reservedObjsSetCopy)
 
- 	{
 
- 		if (!isSafeToVisit(h, obj->visitablePos()))
 
- 			unreserveObject(h, obj);
 
- 	}
 
- 	TimeCheck tc("looking for wander destination");
 
- 	while (h->movement)
 
- 	{
 
- 		validateVisitableObjs();
 
- 		std::vector <ObjectIdRef> dests, tmp;
 
- 		SectorMap sm(h);
 
- 		range::copy(reservedHeroesMap[h], std::back_inserter(tmp)); //also visit our reserved objects - but they are not prioritized to avoid running back and forth
 
- 		for (auto obj : tmp)
 
- 		{
 
- 			int3 pos = sm.firstTileToGet(h, obj->visitablePos());
 
- 			if (pos.valid())
 
- 				if (isAccessibleForHero (pos, h)) //even nearby objects could be blocked by other heroes :(
 
- 					dests.push_back(obj); //can't use lambda for member function :(
 
- 		}
 
- 		range::copy(getPossibleDestinations(h), std::back_inserter(dests));
 
- 		erase_if(dests, [&](ObjectIdRef obj) -> bool
 
- 		{
 
- 			return !isSafeToVisit(h, sm.firstTileToGet(h, obj->visitablePos()));
 
- 		});
 
- 		if(!dests.size())
 
- 		{
 
- 			if (cb->getVisitableObjs(h->visitablePos()).size() > 1)
 
- 				moveHeroToTile(h->visitablePos(), h); //just in case we're standing on blocked subterranean gate
 
- 			auto compareReinforcements = [h](const CGTownInstance *lhs, const CGTownInstance *rhs) -> bool
 
- 			{
 
- 				return howManyReinforcementsCanGet(h, lhs) < howManyReinforcementsCanGet(h, rhs);
 
- 			};
 
- 			std::vector<const CGTownInstance *> townsReachable;
 
- 			std::vector<const CGTownInstance *> townsNotReachable;
 
- 			for(const CGTownInstance *t : cb->getTownsInfo())
 
- 			{
 
- 				if(!t->visitingHero && howManyReinforcementsCanGet(h,t) && !vstd::contains(townVisitsThisWeek[h], t))
 
- 				{
 
- 					if (isAccessibleForHero (t->visitablePos(), h))
 
- 						townsReachable.push_back(t);
 
- 					else
 
- 						townsNotReachable.push_back(t);
 
- 				}
 
- 			}
 
- 			if(townsReachable.size())
 
- 			{
 
- 				boost::sort(townsReachable, compareReinforcements);
 
- 				dests.push_back(townsReachable.back());
 
- 			}
 
- 			else if(townsNotReachable.size())
 
- 			{
 
- 				boost::sort(townsNotReachable, compareReinforcements);
 
- 				//TODO pick the truly best
 
- 				const CGTownInstance *t = townsNotReachable.back();
 
- 				logAi->debugStream() << boost::format("%s can't reach any town, we'll try to make our way to %s at %s") % h->name % t->name % t->visitablePos();
 
- 				int3 pos1 = h->pos;
 
- 				striveToGoal(sptr(Goals::ClearWayTo(t->visitablePos()).sethero(h)));
 
- 				//if out hero is stuck, we may need to request another hero to clear the way we see
 
- 				if (pos1 == h->pos && h == primaryHero()) //hero can't move
 
- 				{
 
- 					if (canRecruitAnyHero(t))
 
- 						recruitHero(t);
 
- 				}
 
- 				break;
 
- 			}
 
- 			else if(cb->getResourceAmount(Res::GOLD) >= HERO_GOLD_COST)
 
- 			{
 
- 				std::vector<const CGTownInstance *> towns = cb->getTownsInfo();
 
- 				erase_if(towns, [](const CGTownInstance *t) -> bool
 
- 				{
 
- 					for(const CGHeroInstance *h : cb->getHeroesInfo())
 
- 					if(!t->getArmyStrength() || howManyReinforcementsCanGet(h, t))
 
- 						return true;
 
- 					return false;
 
- 				});
 
- 				boost::sort(towns, compareArmyStrength);
 
- 				if(towns.size())
 
- 					recruitHero(towns.back());
 
- 				break;
 
- 			}
 
- 			else
 
- 			{
 
- 				logAi->debugStream() << "Nowhere more to go...";
 
- 				break;
 
- 			}
 
- 		}
 
- 		//end of objs empty
 
- 		if (dests.size()) //performance improvement
 
- 		{
 
- 			boost::sort(dests, CDistanceSorter(h.get())); //find next closest one
 
- 			//wander should not cause heroes to be reserved - they are always considered free
 
- 			const ObjectIdRef&dest = dests.front();
 
- 			logAi->debugStream() << boost::format("Of all %d destinations, object oid=%d seems nice") % dests.size() % dest.id.getNum();
 
- 			if(!goVisitObj(dest, h))
 
- 			{
 
- 				if(!dest)
 
- 				{
 
- 					logAi->debugStream() << boost::format("Visit attempt made the object (id=%d) gone...") % dest.id.getNum();
 
- 				}
 
- 				else
 
- 				{
 
- 					logAi->debugStream() << boost::format("Hero %s apparently used all MPs (%d left)") % h->name % h->movement;
 
- 					return;
 
- 				}
 
- 			}
 
- 		}
 
- 		if (h->visitedTown)
 
- 		{
 
- 			townVisitsThisWeek[h].insert(h->visitedTown);
 
- 			buildArmyIn(h->visitedTown);
 
- 		}
 
- 	}
 
- }
 
- void VCAI::setGoal(HeroPtr h, Goals::TSubgoal goal)
 
- { //TODO: check for presence?
 
- 	if (goal->invalid())
 
- 		erase_if_present(lockedHeroes, h);
 
- 	else
 
- 	{
 
- 		lockedHeroes[h] = goal;
 
- 		goal->setisElementar(false); //always evaluate goals before realizing
 
- 	}
 
- }
 
- void VCAI::completeGoal (Goals::TSubgoal goal)
 
- {
 
- 	logAi->traceStream() << boost::format("Completing goal: %s") % goal->name();
 
- 	if (const CGHeroInstance * h = goal->hero.get(true))
 
- 	{
 
- 		auto it = lockedHeroes.find(h);
 
- 		if (it != lockedHeroes.end())
 
- 			if (it->second == goal)
 
- 			{
 
- 				logAi->debugStream() << boost::format("%s") % goal->completeMessage();
 
- 				lockedHeroes.erase(it); //goal fulfilled, free hero
 
- 			}
 
- 	}
 
- 	else //complete goal for all heroes maybe?
 
- 	{
 
- 		vstd::erase_if(lockedHeroes, [goal](std::pair<HeroPtr, Goals::TSubgoal> p)
 
- 		{
 
- 			if (*(p.second) == *goal || p.second->fulfillsMe(goal)) //we could have fulfilled goals of other heroes by chance
 
- 			{
 
- 				logAi->debugStream() << boost::format("%s") % p.second->completeMessage();
 
- 				return true;
 
- 			}
 
- 			return false;
 
- 		});
 
- 	}
 
- }
 
- void VCAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
 
- {
 
- 	NET_EVENT_HANDLER;
 
- 	assert(playerID > PlayerColor::PLAYER_LIMIT || status.getBattle() == UPCOMING_BATTLE);
 
- 	status.setBattle(ONGOING_BATTLE);
 
- 	const CGObjectInstance *presumedEnemy = backOrNull(cb->getVisitableObjs(tile)); //may be nullptr in some very are cases -> eg. visited monolith and fighting with an enemy at the FoW covered exit
 
- 	battlename = boost::str(boost::format("Starting battle of %s attacking %s at %s") % (hero1 ? hero1->name : "a army") % (presumedEnemy ? presumedEnemy->getObjectName() : "unknown enemy") % tile);
 
- 	CAdventureAI::battleStart(army1, army2, tile, hero1, hero2, side);
 
- }
 
- void VCAI::battleEnd(const BattleResult *br)
 
- {
 
- 	NET_EVENT_HANDLER;
 
- 	assert(status.getBattle() == ONGOING_BATTLE);
 
- 	status.setBattle(ENDING_BATTLE);
 
- 	bool won = br->winner == myCb->battleGetMySide();
 
-     logAi->debugStream() << boost::format("Player %d: I %s the %s!") % playerID % (won  ? "won" : "lost") % battlename;
 
- 	battlename.clear();
 
- 	CAdventureAI::battleEnd(br);
 
- }
 
- void VCAI::waitTillFree()
 
- {
 
- 	auto unlock = vstd::makeUnlockSharedGuard(cb->getGsMutex());
 
- 	status.waitTillFree();
 
- }
 
- void VCAI::markObjectVisited (const CGObjectInstance *obj)
 
- {
 
- 	if(dynamic_cast<const CGVisitableOPH *>(obj) || //we may want to wisit it with another hero
 
- 		dynamic_cast<const CGBonusingObject *>(obj) || //or another time
 
- 		(obj->ID == Obj::MONSTER))
 
- 		return;
 
- 	alreadyVisited.insert(obj);
 
- }
 
- void VCAI::reserveObject(HeroPtr h, const CGObjectInstance *obj)
 
- {
 
- 	reservedObjs.insert(obj);
 
- 	reservedHeroesMap[h].insert(obj);
 
- 	logAi->debugStream() << "reserved object id=" << obj->id << "; address=" << (intptr_t)obj << "; name=" << obj->getObjectName();
 
- }
 
- void VCAI::unreserveObject(HeroPtr h, const CGObjectInstance *obj)
 
- {
 
- 	erase_if_present(reservedObjs, obj); //unreserve objects
 
- 	erase_if_present(reservedHeroesMap[h], obj);
 
- }
 
- void VCAI::markHeroUnableToExplore (HeroPtr h)
 
- {
 
- 	heroesUnableToExplore.insert(h);
 
- }
 
- void VCAI::markHeroAbleToExplore (HeroPtr h)
 
- {
 
- 	erase_if_present(heroesUnableToExplore, h);
 
- }
 
- bool VCAI::isAbleToExplore (HeroPtr h)
 
- {
 
- 	return !vstd::contains (heroesUnableToExplore, h);
 
- }
 
- void VCAI::clearHeroesUnableToExplore()
 
- {
 
- 	heroesUnableToExplore.clear();
 
- }
 
- void VCAI::validateVisitableObjs()
 
- {
 
- 	std::vector<const CGObjectInstance *> hlp;
 
- 	retreiveVisitableObjs(hlp, true);
 
- 	std::string errorMsg;
 
- 	auto shouldBeErased = [&](const CGObjectInstance *obj) -> bool
 
- 	{
 
- 		if (obj)
 
- 			return !cb->getObj(obj->id);
 
- 		else
 
- 			return true;
 
- 		//why would we have our local logic for object checks? use cb!
 
- 		//if(!vstd::contains(hlp, obj))
 
- 		//{
 
- 		//	logAi->errorStream() << helperObjInfo[obj].name << " at " << helperObjInfo[obj].pos << errorMsg;
 
- 		//	return true;
 
- 		//}
 
- 		//return false;
 
- 	};
 
- 	//errorMsg is captured by ref so lambda will take the new text
 
- 	errorMsg = " shouldn't be on the visitable objects list!";
 
- 	erase_if(visitableObjs, shouldBeErased);
 
- 	//FIXME: how comes our own heroes become inaccessible?
 
- 	erase_if(reservedHeroesMap, [](std::pair<HeroPtr, std::set<const CGObjectInstance *>> hp) -> bool
 
- 	{
 
- 		return !hp.first.get(true);
 
- 	});
 
- 	for(auto &p : reservedHeroesMap)
 
- 	{
 
- 		errorMsg = " shouldn't be on list for hero " + p.first->name + "!";
 
- 		erase_if(p.second, shouldBeErased);
 
- 	}
 
- 	errorMsg = " shouldn't be on the reserved objs list!";
 
- 	erase_if(reservedObjs, shouldBeErased);
 
- 	//TODO overkill, hidden object should not be removed. However, we can't know if hidden object is erased from game.
 
- 	errorMsg = " shouldn't be on the already visited objs list!";
 
- 	erase_if(alreadyVisited, shouldBeErased);
 
- }
 
- void VCAI::retreiveVisitableObjs(std::vector<const CGObjectInstance *> &out, bool includeOwned /*= false*/) const
 
- {
 
- 	foreach_tile_pos([&](const int3 &pos)
 
- 	{
 
- 		for(const CGObjectInstance *obj : myCb->getVisitableObjs(pos, false))
 
- 		{
 
- 			if(includeOwned || obj->tempOwner != playerID)
 
- 				out.push_back(obj);
 
- 		}
 
- 	});
 
- }
 
- void VCAI::retreiveVisitableObjs()
 
- {
 
- 	foreach_tile_pos([&](const int3 &pos)
 
- 	{
 
- 		for(const CGObjectInstance *obj : myCb->getVisitableObjs(pos, false))
 
- 		{
 
- 			if(obj->tempOwner != playerID)
 
- 				addVisitableObj(obj);
 
- 		}
 
- 	});
 
- }
 
- std::vector<const CGObjectInstance *> VCAI::getFlaggedObjects() const
 
- {
 
- 	std::vector<const CGObjectInstance *> ret;
 
- 	retreiveVisitableObjs(ret, true);
 
- 	erase_if(ret, [](const CGObjectInstance *obj)
 
- 	{
 
- 		return obj->tempOwner != ai->playerID;
 
- 	});
 
- 	return ret;
 
- }
 
- void VCAI::addVisitableObj(const CGObjectInstance *obj)
 
- {
 
- 	visitableObjs.insert(obj);
 
- 	helperObjInfo[obj] = ObjInfo(obj);
 
- 	// All teleport objects seen automatically assigned to appropriate channels
 
- 	auto teleportObj = dynamic_cast<const CGTeleport *>(obj);
 
- 	if(teleportObj)
 
- 		CGTeleport::addToChannel(knownTeleportChannels, teleportObj);
 
- }
 
- const CGObjectInstance * VCAI::lookForArt(int aid) const
 
- {
 
- 	for(const CGObjectInstance *obj : ai->visitableObjs)
 
- 	{
 
- 		if(obj->ID == 5 && obj->subID == aid)
 
- 			return obj;
 
- 	}
 
- 	return nullptr;
 
- 	//TODO what if more than one artifact is available? return them all or some slection criteria
 
- }
 
- bool VCAI::isAccessible(const int3 &pos)
 
- {
 
- 	//TODO precalculate for speed
 
- 	for(const CGHeroInstance *h : cb->getHeroesInfo())
 
- 	{
 
- 		if(isAccessibleForHero(pos, h))
 
- 			return true;
 
- 	}
 
- 	return false;
 
- }
 
- HeroPtr VCAI::getHeroWithGrail() const
 
- {
 
- 	for(const CGHeroInstance *h : cb->getHeroesInfo())
 
- 		if(h->hasArt(2)) //grail
 
- 			return h;
 
- 	return nullptr;
 
- }
 
- const CGObjectInstance * VCAI::getUnvisitedObj(const std::function<bool(const CGObjectInstance *)> &predicate)
 
- {
 
- 	//TODO smarter definition of unvisited
 
- 	for(const CGObjectInstance *obj : visitableObjs)
 
- 		if(predicate(obj) && !vstd::contains(alreadyVisited, obj))
 
- 			return obj;
 
- 	return nullptr;
 
- }
 
- bool VCAI::isAccessibleForHero(const int3 & pos, HeroPtr h, bool includeAllies /*= false*/) const
 
- {
 
- 	if (!includeAllies)
 
- 	{ //don't visit tile occupied by allied hero
 
- 		for (auto obj : cb->getVisitableObjs(pos))
 
- 		{
 
- 			if (obj->ID == Obj::HERO &&
 
- 				cb->getPlayerRelations(ai->playerID, obj->tempOwner) != PlayerRelations::ENEMIES &&
 
- 				obj != h.get())
 
- 				return false;
 
- 		}
 
- 	}
 
- 	return cb->getPathsInfo(h.get())->getPathInfo(pos)->reachable();
 
- }
 
- bool VCAI::moveHeroToTile(int3 dst, HeroPtr h)
 
- {
 
- 	auto afterMovementCheck = [&]() -> void
 
- 	{
 
- 		waitTillFree(); //movement may cause battle or blocking dialog
 
- 		if(!h)
 
- 		{
 
- 			lostHero(h);
 
- 			teleportChannelProbingList.clear();
 
- 			if (status.channelProbing()) // if hero lost during channel probing we need to switch this mode off
 
- 				status.setChannelProbing(false);
 
- 			throw cannotFulfillGoalException("Hero was lost!");
 
- 		}
 
- 	};
 
- 	logAi->debugStream() << boost::format("Moving hero %s to tile %s") % h->name % dst;
 
- 	int3 startHpos = h->visitablePos();
 
- 	bool ret = false;
 
- 	if(startHpos == dst)
 
- 	{
 
- 		//FIXME: this assertion fails also if AI moves onto defeated guarded object
 
- 		assert(cb->getVisitableObjs(dst).size() > 1); //there's no point in revisiting tile where there is no visitable object
 
- 		cb->moveHero(*h, CGHeroInstance::convertPosition(dst, true));
 
- 		afterMovementCheck();// TODO: is it feasible to hero get killed there if game work properly?
 
- 							 // not sure if AI can currently reconsider to attack bank while staying on it. Check issue 2084 on mantis for more information.
 
- 		ret = true;
 
- 	}
 
- 	else
 
- 	{
 
- 		CGPath path;
 
- 		cb->getPathsInfo(h.get())->getPath(dst, path);
 
- 		if(path.nodes.empty())
 
- 		{
 
-             logAi->errorStream() << "Hero " << h->name << " cannot reach " << dst;
 
- 			throw goalFulfilledException (sptr(Goals::VisitTile(dst).sethero(h)));
 
- 		}
 
- 		auto getObj = [&](int3 coord, bool ignoreHero)
 
- 		{
 
- 			auto tile = cb->getTile(coord, false);
 
- 			assert(tile);
 
- 			return tile->topVisitableObj(ignoreHero);
 
- 			//return cb->getTile(coord,false)->topVisitableObj(ignoreHero);
 
- 		};
 
- 		auto doMovement = [&](int3 dst, bool transit)
 
- 		{
 
- 			cb->moveHero(*h, CGHeroInstance::convertPosition(dst, true), transit);
 
- 		};
 
- 		auto doTeleportMovement = [&](int3 dst, ObjectInstanceID exitId)
 
- 		{
 
- 			destinationTeleport = exitId;
 
- 			cb->moveHero(*h, CGHeroInstance::convertPosition(dst, true));
 
- 			destinationTeleport = ObjectInstanceID();
 
- 			afterMovementCheck();
 
- 		};
 
- 		auto doChannelProbing = [&]() -> void
 
- 		{
 
- 			auto currentExit = getObj(CGHeroInstance::convertPosition(h->pos,false), false);
 
- 			assert(currentExit);
 
- 			status.setChannelProbing(true);
 
- 			for(auto exit : teleportChannelProbingList)
 
- 				doTeleportMovement(CGHeroInstance::convertPosition(h->pos,false), exit);
 
- 			teleportChannelProbingList.clear();
 
- 			doTeleportMovement(CGHeroInstance::convertPosition(h->pos,false), currentExit->id);
 
- 			status.setChannelProbing(false);
 
- 		};
 
- 		int i=path.nodes.size()-1;
 
- 		for(; i>0; i--)
 
- 		{
 
- 			int3 currentCoord = path.nodes[i].coord;
 
- 			int3 nextCoord = path.nodes[i-1].coord;
 
- 			auto currentObject = getObj(currentCoord, currentCoord == CGHeroInstance::convertPosition(h->pos,false));
 
- 			auto nextObject = getObj(nextCoord, false);
 
- 			if(CGTeleport::isConnected(currentObject, nextObject))
 
- 			{ //we use special login if hero standing on teleporter it's mean we need
 
- 				doTeleportMovement(currentCoord, nextObject->id);
 
- 				if(teleportChannelProbingList.size())
 
- 					doChannelProbing();
 
- 				continue;
 
- 			}
 
- 			//stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
 
- 			if(path.nodes[i-1].turns)
 
- 			{
 
- 				//blockedHeroes.insert(h); //to avoid attempts of moving heroes with very little MPs
 
- 				break;
 
- 			}
 
- 			int3 endpos = path.nodes[i-1].coord;
 
- 			if(endpos == h->visitablePos())
 
- 				continue;
 
- 			if((i-2 >= 0) // Check there is node after next one; otherwise transit is pointless
 
- 				&& (CGTeleport::isConnected(nextObject, getObj(path.nodes[i-2].coord, false))
 
- 					|| CGTeleport::isTeleport(nextObject)))
 
- 			{ // Hero should be able to go through object if it's allow transit
 
- 				doMovement(endpos, true);
 
- 			}
 
- 			else
 
- 				doMovement(endpos, false);
 
- 			afterMovementCheck();
 
- 			if(teleportChannelProbingList.size())
 
- 				doChannelProbing();
 
- 		}
 
- 		ret = !i;
 
- 	}
 
- 	if (h)
 
- 	{
 
- 		if (auto visitedObject = frontOrNull(cb->getVisitableObjs(h->visitablePos()))) //we stand on something interesting
 
- 		{
 
- 			if (visitedObject != *h)
 
- 				performObjectInteraction (visitedObject, h);
 
- 		}
 
- 	}
 
- 	if(h) //we could have lost hero after last move
 
- 	{
 
- 		completeGoal (sptr(Goals::VisitTile(dst).sethero(h))); //we stepped on some tile, anyway
 
- 		if (!ret) //reserve object we are heading towards
 
- 		{
 
- 			auto obj = frontOrNull(cb->getVisitableObjs(dst));
 
- 			if (obj && obj != *h)
 
- 				reserveObject(h, obj);
 
- 		}
 
- 		if (startHpos == h->visitablePos() && !ret) //we didn't move and didn't reach the target
 
- 		{
 
- 			erase_if_present (lockedHeroes, h); //hero seemingly is confused
 
- 			throw cannotFulfillGoalException("Invalid path found!"); //FIXME: should never happen
 
- 		}
 
- 		logAi->debugStream() << boost::format("Hero %s moved from %s to %s. Returning %d.") % h->name % startHpos % h->visitablePos() % ret;
 
- 	}
 
- 	return ret;
 
- }
 
- void VCAI::tryRealize(Goals::Explore & g)
 
- {
 
- 	throw cannotFulfillGoalException("EXPLORE is not a elementar goal!");
 
- }
 
- void VCAI::tryRealize(Goals::RecruitHero & g)
 
- {
 
- 	if(const CGTownInstance *t = findTownWithTavern())
 
- 	{
 
- 		recruitHero(t, true);
 
- 		//TODO try to free way to blocked town
 
- 		//TODO: adventure map tavern or prison?
 
- 	}
 
- }
 
- void VCAI::tryRealize(Goals::VisitTile & g)
 
- {
 
- 	if(!g.hero->movement)
 
- 		throw cannotFulfillGoalException("Cannot visit tile: hero is out of MPs!");
 
- 	if(g.tile == g.hero->visitablePos()  &&  cb->getVisitableObjs(g.hero->visitablePos()).size() < 2)
 
- 	{
 
- 		logAi->warnStream() << boost::format("Why do I want to move hero %s to tile %s? Already standing on that tile! ")
 
- 												% g.hero->name % g.tile;
 
- 		throw goalFulfilledException (sptr(g));
 
- 	}
 
- 	if (ai->moveHeroToTile(g.tile, g.hero.get()))
 
- 	{
 
- 		throw goalFulfilledException (sptr(g));
 
- 	}
 
- }
 
- void VCAI::tryRealize(Goals::VisitHero & g)
 
- {
 
- 	if(!g.hero->movement)
 
- 		throw cannotFulfillGoalException("Cannot visit target hero: hero is out of MPs!");
 
- 	const CGObjectInstance * obj = cb->getObj(ObjectInstanceID(g.objid));
 
- 	if (obj)
 
- 	{
 
- 		if (ai->moveHeroToTile(obj->visitablePos(), g.hero.get()))
 
- 		{
 
- 			throw goalFulfilledException (sptr(g));
 
- 		}
 
- 	}
 
- 	else
 
- 		throw cannotFulfillGoalException("Cannot visit hero: object not found!");
 
- }
 
- void VCAI::tryRealize(Goals::BuildThis & g)
 
- {
 
- 	const CGTownInstance *t = g.town;
 
- 	if(!t && g.hero)
 
- 		t = g.hero->visitedTown;
 
- 	if(!t)
 
- 	{
 
- 		for(const CGTownInstance *t : cb->getTownsInfo())
 
- 		{
 
- 			switch(cb->canBuildStructure(t, BuildingID(g.bid)))
 
- 			{
 
- 			case EBuildingState::ALLOWED:
 
- 				cb->buildBuilding(t, BuildingID(g.bid));
 
- 				return;
 
- 			default:
 
- 				break;
 
- 			}
 
- 		}
 
- 	}
 
- 	else if(cb->canBuildStructure(t, BuildingID(g.bid)) == EBuildingState::ALLOWED)
 
- 	{
 
- 		cb->buildBuilding(t, BuildingID(g.bid));
 
- 		return;
 
- 	}
 
- 	throw cannotFulfillGoalException("Cannot build a given structure!");
 
- }
 
- void VCAI::tryRealize(Goals::DigAtTile & g)
 
- {
 
- 	assert(g.hero->visitablePos() == g.tile); //surely we want to crash here?
 
- 	if (g.hero->diggingStatus() == CGHeroInstance::CAN_DIG)
 
- 	{
 
- 		cb->dig(g.hero.get());
 
- 		completeGoal(sptr(g)); // finished digging
 
- 	}
 
- 	else
 
- 	{
 
- 		ai->lockedHeroes[g.hero] = sptr(g); //hero who tries to dig shouldn't do anything else
 
- 		throw cannotFulfillGoalException("A hero can't dig!\n");
 
- 	}
 
- }
 
- void VCAI::tryRealize(Goals::CollectRes & g)
 
- {
 
- 	if(cb->getResourceAmount(static_cast<Res::ERes>(g.resID)) >= g.value)
 
- 	throw cannotFulfillGoalException("Goal is already fulfilled!");
 
- 	if(const CGObjectInstance *obj = cb->getObj(ObjectInstanceID(g.objid), false))
 
- 	{
 
- 		if(const IMarket *m = IMarket::castFrom(obj, false))
 
- 		{
 
- 			for (Res::ERes i = Res::WOOD; i <= Res::GOLD; vstd::advance(i, 1))
 
- 			{
 
- 				if(i == g.resID) continue;
 
- 				int toGive, toGet;
 
- 				m->getOffer(i, g.resID, toGive, toGet, EMarketMode::RESOURCE_RESOURCE);
 
- 				toGive = toGive * (cb->getResourceAmount(i) / toGive);
 
- 				//TODO trade only as much as needed
 
- 				cb->trade(obj, EMarketMode::RESOURCE_RESOURCE, i, g.resID, toGive);
 
- 				if(cb->getResourceAmount(static_cast<Res::ERes>(g.resID)) >= g.value)
 
- 					return;
 
- 			} 
 
- 			throw cannotFulfillGoalException("I cannot get needed resources by trade!");
 
- 		}
 
- 		else
 
- 		{
 
- 			throw cannotFulfillGoalException("I don't know how to use this object to raise resources!");
 
- 		}
 
- 	}
 
- 	else
 
- 	{
 
- 		saving[g.resID] = 1;
 
- 		throw cannotFulfillGoalException("No object that could be used to raise resources!");
 
- 	}
 
- }
 
- void VCAI::tryRealize(Goals::Build & g)
 
- {
 
- 	for(const CGTownInstance *t : cb->getTownsInfo())
 
- 	{
 
-         logAi->debugStream() << boost::format("Looking into %s") % t->name;
 
- 		buildStructure(t);
 
- 		buildArmyIn(t);
 
- 		if(!ai->primaryHero() ||
 
- 			(t->getArmyStrength() > ai->primaryHero()->getArmyStrength() * 2 && !isAccessibleForHero(t->visitablePos(), ai->primaryHero())))
 
- 		{
 
- 			recruitHero(t);
 
- 			buildArmyIn(t);
 
- 		}
 
- 	}
 
- 	throw cannotFulfillGoalException("BUILD has been realized as much as possible.");
 
- }
 
- void VCAI::tryRealize(Goals::Invalid & g)
 
- {
 
- 	throw cannotFulfillGoalException("I don't know how to fulfill this!");
 
- }
 
- void VCAI::tryRealize(Goals::AbstractGoal & g)
 
- {
 
-     logAi->debugStream() << boost::format("Attempting realizing goal with code %s") % g.name();
 
-         throw cannotFulfillGoalException("Unknown type of goal !");
 
- }
 
- const CGTownInstance * VCAI::findTownWithTavern() const
 
- {
 
- 	for(const CGTownInstance *t : cb->getTownsInfo())
 
- 		if(t->hasBuilt(BuildingID::TAVERN) && !t->visitingHero)
 
- 			return t;
 
- 	return nullptr;
 
- }
 
- Goals::TSubgoal VCAI::getGoal (HeroPtr h) const
 
- {
 
- 	auto it = lockedHeroes.find(h);
 
- 	if (it != lockedHeroes.end())
 
- 		return it->second;
 
- 	else
 
- 		return sptr(Goals::Invalid());
 
- }
 
- std::vector<HeroPtr> VCAI::getUnblockedHeroes() const
 
- {
 
- 	std::vector<HeroPtr> ret;
 
- 	for (auto h : cb->getHeroesInfo())
 
- 	{
 
- 		//&& !vstd::contains(lockedHeroes, h)
 
- 		//at this point we assume heroes exhausted their locked goals
 
- 		if (canAct(h))
 
- 			ret.push_back(h);
 
- 	}
 
- 	return ret;
 
- }
 
- bool VCAI::canAct (HeroPtr h) const
 
- {
 
- 	auto mission = lockedHeroes.find(h);
 
- 	if (mission != lockedHeroes.end())
 
- 	{
 
- 		//FIXME: I'm afraid there can be other conditions when heroes can act but not move :?
 
- 		if (mission->second->goalType == Goals::DIG_AT_TILE && !mission->second->isElementar)
 
- 			return false;
 
- 	}
 
- 	return h->movement;
 
- }
 
- HeroPtr VCAI::primaryHero() const
 
- {
 
- 	auto hs = cb->getHeroesInfo();
 
- 	boost::sort(hs, compareHeroStrength);
 
- 	if(hs.empty())
 
- 		return nullptr;
 
- 	return hs.back();
 
- }
 
- void VCAI::endTurn()
 
- {
 
-     logAi->infoStream() << "Player " << static_cast<int>(playerID.getNum()) << " ends turn";
 
- 	if(!status.haveTurn())
 
- 	{
 
-         logAi->errorStream() << "Not having turn at the end of turn???";
 
- 	}
 
- 	logAi->debugStream() << "Resources at the end of turn: " << cb->getResourceAmount();
 
- 	do
 
- 	{
 
- 		cb->endTurn();
 
- 	} while(status.haveTurn()); //for some reasons, our request may fail -> stop requesting end of turn only after we've received a confirmation that it's over
 
-     logGlobal->infoStream() << "Player " << static_cast<int>(playerID.getNum()) << " ended turn";
 
- }
 
- void VCAI::striveToGoal(Goals::TSubgoal ultimateGoal)
 
- {
 
- 	if (ultimateGoal->invalid())
 
- 		return;
 
- 	//we are looking for abstract goals
 
- 	auto abstractGoal = striveToGoalInternal (ultimateGoal, false);
 
- 	if (abstractGoal->invalid())
 
- 		return;
 
- 	//we received abstract goal, need to find concrete goals
 
- 	striveToGoalInternal (abstractGoal, true);
 
- 	//TODO: save abstract goals not related to hero
 
- }
 
- Goals::TSubgoal VCAI::striveToGoalInternal(Goals::TSubgoal ultimateGoal, bool onlyAbstract)
 
- {
 
- 	const int searchDepth = 30;
 
- 	const int searchDepth2 = searchDepth-2;
 
- 	Goals::TSubgoal abstractGoal = sptr(Goals::Invalid());
 
- 	while(1)
 
- 	{
 
- 		Goals::TSubgoal goal = ultimateGoal;
 
-         logAi->debugStream() << boost::format("Striving to goal of type %s") % ultimateGoal->name();
 
- 		int maxGoals = searchDepth; //preventing deadlock for mutually dependent goals
 
- 		while(!goal->isElementar && maxGoals && (onlyAbstract || !goal->isAbstract))
 
- 		{
 
-             logAi->debugStream() << boost::format("Considering goal %s") % goal->name();
 
- 			try
 
- 			{
 
- 				boost::this_thread::interruption_point();
 
- 				goal = goal->whatToDoToAchieve();
 
- 				--maxGoals;
 
- 				if (*goal == *ultimateGoal) //compare objects by value
 
- 					throw cannotFulfillGoalException("Goal dependency loop detected!");
 
- 			}
 
- 			catch(goalFulfilledException &e)
 
- 			{
 
- 				//it is impossible to continue some goals (like exploration, for example)
 
- 				completeGoal (goal);
 
-                 logAi->debugStream() << boost::format("Goal %s decomposition failed: goal was completed as much as possible") % goal->name();
 
- 				return sptr(Goals::Invalid());
 
- 			}
 
- 			catch(std::exception &e)
 
- 			{
 
-                 logAi->debugStream() << boost::format("Goal %s decomposition failed: %s") % goal->name() % e.what();
 
- 				return sptr(Goals::Invalid());
 
- 			}
 
- 		}
 
- 		try
 
- 		{
 
- 			boost::this_thread::interruption_point();
 
- 			if (!maxGoals)
 
- 			{
 
- 				std::runtime_error e("Too many subgoals, don't know what to do");
 
- 				throw (e);
 
- 			}
 
- 			if (goal->hero) //lock this hero to fulfill ultimate goal
 
- 			{
 
- 				if (maxGoals)
 
- 				{
 
- 					setGoal(goal->hero, goal);
 
- 				}
 
- 				else
 
- 				{
 
- 					erase_if_present (lockedHeroes, goal->hero); // we seemingly don't know what to do with hero
 
- 				}
 
- 			}
 
- 			if (goal->isAbstract)
 
- 			{
 
- 				abstractGoal = goal; //allow only one abstract goal per call
 
-                 logAi->debugStream() << boost::format("Choosing abstract goal %s") % goal->name();
 
- 				break;
 
- 			}
 
- 			else
 
- 			{
 
- 				logAi->debugStream() << boost::format("Trying to realize %s (value %2.3f)") % goal->name() % goal->priority;
 
- 				goal->accept(this);
 
- 			}
 
- 			boost::this_thread::interruption_point();
 
- 		}
 
- 		catch(boost::thread_interrupted &e)
 
- 		{
 
-             logAi->debugStream() << boost::format("Player %d: Making turn thread received an interruption!") % playerID;
 
- 			throw; //rethrow, we want to truly end this thread
 
- 		}
 
- 		catch(goalFulfilledException &e)
 
- 		{
 
- 			//the goal was completed successfully
 
- 			completeGoal (goal);
 
- 			//completed goal was main goal //TODO: find better condition
 
- 			if (ultimateGoal->fulfillsMe(goal) || maxGoals > searchDepth2)
 
- 				return sptr(Goals::Invalid()); 
 
- 		}
 
- 		catch(std::exception &e)
 
- 		{
 
-             logAi->debugStream() << boost::format("Failed to realize subgoal of type %s (greater goal type was %s), I will stop.") % goal->name() % ultimateGoal->name();
 
-             logAi->debugStream() << boost::format("The error message was: %s") % e.what();
 
- 			break;
 
- 		}
 
- 	}
 
- 	return abstractGoal;
 
- }
 
- void VCAI::striveToQuest (const QuestInfo &q)
 
- {
 
- 	if (q.quest->missionType && q.quest->progress != CQuest::COMPLETE)
 
- 	{
 
- 		MetaString ms;
 
- 		q.quest->getRolloverText(ms, false);
 
-         logAi->debugStream() << boost::format("Trying to realize quest: %s") % ms.toString();
 
- 		auto heroes = cb->getHeroesInfo();
 
- 		switch (q.quest->missionType)
 
- 		{
 
- 			case CQuest::MISSION_ART:
 
- 			{
 
- 				for (auto hero : heroes) //TODO: remove duplicated code?
 
- 				{
 
- 					if (q.quest->checkQuest(hero))
 
- 					{
 
- 						striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero)));
 
- 						return;
 
- 					}
 
- 				}
 
- 				for (auto art : q.quest->m5arts)
 
- 				{
 
- 					striveToGoal (sptr(Goals::GetArtOfType(art))); //TODO: transport?
 
- 				}
 
- 				break;
 
- 			}
 
- 			case CQuest::MISSION_HERO:
 
- 			{
 
- 				//striveToGoal (CGoal(RECRUIT_HERO));
 
- 				for (auto hero : heroes)
 
- 				{
 
- 					if (q.quest->checkQuest(hero))
 
- 					{
 
- 						striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero)));
 
- 						return;
 
- 					}
 
- 				}
 
- 				striveToGoal (sptr(Goals::FindObj(Obj::PRISON))); //rule of a thumb - quest heroes usually are locked in prisons
 
- 				//BNLOG ("Don't know how to recruit hero with id %d\n", q.quest->m13489val);
 
- 				break;
 
- 			}
 
- 			case CQuest::MISSION_ARMY:
 
- 			{
 
- 				for (auto hero : heroes)
 
- 				{
 
- 					if (q.quest->checkQuest(hero)) //very bad info - stacks can be split between multiple heroes :(
 
- 					{
 
- 						striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero)));
 
- 						return;
 
- 					}
 
- 				}
 
- 				for (auto creature : q.quest->m6creatures)
 
- 				{
 
- 					striveToGoal (sptr(Goals::GatherTroops(creature.type->idNumber, creature.count)));
 
- 				}
 
- 				//TODO: exchange armies... oh my
 
- 				//BNLOG ("Don't know how to recruit %d of %s\n", (int)(creature.count) % creature.type->namePl);
 
- 				break;
 
- 			}
 
- 			case CQuest::MISSION_RESOURCES:
 
- 			{
 
- 				if (heroes.size())
 
- 				{
 
- 					if (q.quest->checkQuest(heroes.front())) //it doesn't matter which hero it is
 
- 					{
 
- 						 striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum())));
 
- 					}
 
- 					else
 
- 					{
 
- 						for (int i = 0; i < q.quest->m7resources.size(); ++i)
 
- 						{
 
- 							if (q.quest->m7resources[i])
 
- 								striveToGoal (sptr(Goals::CollectRes(i, q.quest->m7resources[i])));
 
- 						}
 
- 					}
 
- 				}
 
- 				else
 
- 					striveToGoal (sptr(Goals::RecruitHero())); //FIXME: checkQuest requires any hero belonging to player :(
 
- 				break;
 
- 			}
 
- 			case CQuest::MISSION_KILL_HERO:
 
- 			case CQuest::MISSION_KILL_CREATURE:
 
- 			{
 
- 				auto obj = cb->getObjByQuestIdentifier(q.quest->m13489val);
 
- 				if (obj)
 
- 					striveToGoal (sptr(Goals::GetObj(obj->id.getNum())));
 
- 				else
 
- 					striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()))); //visit seer hut
 
- 				break;
 
- 			}
 
- 			case CQuest::MISSION_PRIMARY_STAT:
 
- 			{
 
- 				auto heroes = cb->getHeroesInfo();
 
- 				for (auto hero : heroes)
 
- 				{
 
- 					if (q.quest->checkQuest(hero))
 
- 					{
 
- 						striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero)));
 
- 						return;
 
- 					}
 
- 				}
 
- 				for (int i = 0; i < q.quest->m2stats.size(); ++i)
 
- 				{
 
-                     logAi->debugStream() << boost::format("Don't know how to increase primary stat %d") % i;
 
- 				}
 
- 				break;
 
- 			}
 
- 			case CQuest::MISSION_LEVEL:
 
- 			{
 
- 				auto heroes = cb->getHeroesInfo();
 
- 				for (auto hero : heroes)
 
- 				{
 
- 					if (q.quest->checkQuest(hero))
 
- 					{
 
- 						striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero))); //TODO: causes infinite loop :/
 
- 						return;
 
- 					}
 
- 				}
 
-                 logAi->debugStream() << boost::format("Don't know how to reach hero level %d") % q.quest->m13489val;
 
- 				break;
 
- 			}
 
- 			case CQuest::MISSION_PLAYER:
 
- 			{
 
- 				if (playerID.getNum() != q.quest->m13489val)
 
-                     logAi->debugStream() << boost::format("Can't be player of color %d") % q.quest->m13489val;
 
- 				break;
 
- 			}
 
- 			case CQuest::MISSION_KEYMASTER:
 
- 			{
 
- 				striveToGoal (sptr(Goals::FindObj(Obj::KEYMASTER, q.obj->subID)));
 
- 				break;
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- void VCAI::performTypicalActions()
 
- {
 
- 	for(auto h : getUnblockedHeroes())
 
- 	{
 
-         logAi->debugStream() << boost::format("Looking into %s, MP=%d") % h->name.c_str() % h->movement;
 
- 		makePossibleUpgrades(*h);
 
- 		pickBestArtifacts(*h);
 
- 		try
 
- 		{
 
- 			wander(h);
 
- 		}
 
- 		catch(std::exception &e)
 
- 		{
 
-             logAi->debugStream() << boost::format("Cannot use this hero anymore, received exception: %s") % e.what();
 
- 			continue;
 
- 		}
 
- 	}
 
- }
 
- void VCAI::buildArmyIn(const CGTownInstance * t)
 
- {
 
- 	makePossibleUpgrades(t->visitingHero);
 
- 	makePossibleUpgrades(t);
 
- 	recruitCreatures(t, t->getUpperArmy());
 
- 	moveCreaturesToHero(t);
 
- }
 
- int3 VCAI::explorationBestNeighbour(int3 hpos, int radius, HeroPtr h)
 
- {
 
- 	std::map<int3, int> dstToRevealedTiles;
 
- 	for(crint3 dir : dirs)
 
- 		if(cb->isInTheMap(hpos+dir))
 
- 			if (isSafeToVisit(h, hpos + dir) && isAccessibleForHero (hpos + dir, h))
 
- 				dstToRevealedTiles[hpos + dir] = howManyTilesWillBeDiscovered(radius, hpos, dir);
 
- 	if (dstToRevealedTiles.empty()) //yes, it DID happen!
 
- 		throw cannotFulfillGoalException("No neighbour will bring new discoveries!");
 
- 	auto best = dstToRevealedTiles.begin();
 
- 	for (auto i = dstToRevealedTiles.begin(); i != dstToRevealedTiles.end(); i++)
 
- 	{
 
- 		const CGPathNode *pn = cb->getPathsInfo(h.get())->getPathInfo(i->first);
 
- 		//const TerrainTile *t = cb->getTile(i->first);
 
- 		if(best->second < i->second && pn->reachable() && pn->accessible == CGPathNode::ACCESSIBLE)
 
- 			best = i;
 
- 	}
 
- 	if(best->second)
 
- 		return best->first;
 
- 	throw cannotFulfillGoalException("No neighbour will bring new discoveries!");
 
- }
 
- int3 VCAI::explorationNewPoint(HeroPtr h)
 
- {
 
-     //logAi->debugStream() << "Looking for an another place for exploration...";
 
- 	int radius = h->getSightRadious();
 
- 	std::vector<std::vector<int3> > tiles; //tiles[distance_to_fow]
 
- 	tiles.resize(radius);
 
- 	CCallback * cbp = cb.get();
 
- 	foreach_tile_pos([&](const int3 &pos)
 
- 	{
 
- 		if(!cbp->isVisible(pos))
 
- 			tiles[0].push_back(pos);
 
- 	});
 
- 	float bestValue = 0; //discovered tile to node distance ratio
 
- 	int3 bestTile(-1,-1,-1);
 
- 	for (int i = 1; i < radius; i++)
 
- 	{
 
- 		getVisibleNeighbours(tiles[i-1], tiles[i]);
 
- 		removeDuplicates(tiles[i]);
 
- 		for(const int3 &tile : tiles[i])
 
- 		{
 
- 			if (!cb->getPathsInfo(h.get())->getPathInfo(tile)->reachable()) //this will remove tiles that are guarded by monsters (or removable objects)
 
- 				continue;
 
- 			CGPath path;
 
- 			cb->getPathsInfo(h.get())->getPath(tile, path);
 
- 			float ourValue = (float)howManyTilesWillBeDiscovered(tile, radius, cbp) / (path.nodes.size() + 1); //+1 prevents erratic jumps
 
- 			if (ourValue > bestValue) //avoid costly checks of tiles that don't reveal much
 
- 			{
 
- 				if(isSafeToVisit(h, tile) && !isBlockedBorderGate(tile))
 
- 				{
 
- 					bestTile = tile;
 
- 					bestValue = ourValue;
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	return bestTile;
 
- }
 
- int3 VCAI::explorationDesperate(HeroPtr h)
 
- {
 
-     //logAi->debugStream() << "Looking for an another place for exploration...";
 
- 	SectorMap sm(h);
 
- 	int radius = h->getSightRadious();
 
- 	
 
- 	std::vector<std::vector<int3> > tiles; //tiles[distance_to_fow]
 
- 	tiles.resize(radius);
 
- 	CCallback * cbp = cb.get();
 
- 	foreach_tile_pos([&](const int3 &pos)
 
- 	{
 
- 		if(!cbp->isVisible(pos))
 
- 			tiles[0].push_back(pos);
 
- 	});
 
- 	ui64 lowestDanger = -1;
 
- 	int3 bestTile(-1,-1,-1);
 
- 	for (int i = 1; i < radius; i++)
 
- 	{
 
- 		getVisibleNeighbours(tiles[i-1], tiles[i]);
 
- 		removeDuplicates(tiles[i]);
 
- 		for(const int3 &tile : tiles[i])
 
- 		{
 
- 			if (cbp->getTile(tile)->blocked) //does it shorten the time?
 
- 				continue;
 
- 			if (!howManyTilesWillBeDiscovered(tile, radius, cbp)) //avoid costly checks of tiles that don't reveal much
 
- 				continue;
 
- 			auto t = sm.firstTileToGet(h, tile);
 
- 			if (t.valid())
 
- 			{
 
- 				ui64 ourDanger = evaluateDanger(t, h.h);
 
- 				if (ourDanger < lowestDanger)
 
- 				{
 
- 					if(!isBlockedBorderGate(t))
 
- 					{
 
- 						if (!ourDanger) //at least one safe place found
 
- 							return t;
 
- 						bestTile = t;
 
- 						lowestDanger = ourDanger;
 
- 					}
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	return bestTile;
 
- }
 
- TResources VCAI::estimateIncome() const
 
- {
 
- 	TResources ret;
 
- 	for(const CGTownInstance *t : cb->getTownsInfo())
 
- 	{
 
- 		ret += t->dailyIncome();
 
- 	}
 
- 	for(const CGObjectInstance *obj : getFlaggedObjects())
 
- 	{
 
- 		if(obj->ID == Obj::MINE)
 
- 		{
 
- 			switch(obj->subID)
 
- 			{
 
- 			case Res::WOOD:
 
- 			case Res::ORE:
 
- 				ret[obj->subID] += WOOD_ORE_MINE_PRODUCTION;
 
- 				break;
 
- 			case Res::GOLD:
 
- 			case 7: //abandoned mine -> also gold
 
- 				ret[Res::GOLD] += GOLD_MINE_PRODUCTION;
 
- 				break;
 
- 			default:
 
- 				ret[obj->subID] += RESOURCE_MINE_PRODUCTION;
 
- 				break;
 
- 			}
 
- 		}
 
- 	}
 
- 	return ret;
 
- }
 
- bool VCAI::containsSavedRes(const TResources &cost) const
 
- {
 
- 	for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
 
- 	{
 
- 		if(saving[i] && cost[i])
 
- 			return true;
 
- 	}
 
- 	return false;
 
- }
 
- void VCAI::checkHeroArmy (HeroPtr h)
 
- {
 
- 	auto it = lockedHeroes.find(h);
 
- 	if (it != lockedHeroes.end())
 
- 	{
 
- 		if (it->second->goalType == Goals::GATHER_ARMY && it->second->value <= h->getArmyStrength())
 
- 			completeGoal(sptr(Goals::GatherArmy(it->second->value).sethero(h)));
 
- 	}
 
- }
 
- void VCAI::recruitHero(const CGTownInstance * t, bool throwing)
 
- {
 
-     logAi->debugStream() << boost::format("Trying to recruit a hero in %s at %s") % t->name % t->visitablePos();
 
- 	auto heroes = cb->getAvailableHeroes(t);
 
- 	if(heroes.size())
 
- 	{
 
- 		auto hero = heroes[0];
 
- 		if (heroes.size() >= 2) //makes sense to recruit two heroes with starting amries in first week
 
- 		{
 
- 			if (heroes[1]->getTotalStrength() > hero->getTotalStrength())
 
- 				hero = heroes[1];
 
- 		}
 
- 		cb->recruitHero(t, hero);
 
- 	}
 
- 	else if(throwing)
 
- 		throw cannotFulfillGoalException("No available heroes in tavern in " + t->nodeName());
 
- }
 
- void VCAI::finish()
 
- {
 
- 	if(makingTurn)
 
- 		makingTurn->interrupt();
 
- }
 
- void VCAI::requestActionASAP(std::function<void()> whatToDo)
 
- {
 
- // 	static boost::mutex m;
 
- // 	boost::unique_lock<boost::mutex> mylock(m);
 
- 	boost::barrier b(2);
 
- 	boost::thread newThread([&b,this,whatToDo]()
 
- 	{
 
- 		setThreadName("VCAI::requestActionASAP::helper");
 
- 		SET_GLOBAL_STATE(this);
 
- 		boost::shared_lock<boost::shared_mutex> gsLock(cb->getGsMutex());
 
- 		b.wait();
 
- 		whatToDo();
 
- 	});
 
- 	b.wait();
 
- }
 
- void VCAI::lostHero(HeroPtr h)
 
- {
 
-     logAi->debugStream() << boost::format("I lost my hero %s. It's best to forget and move on.") % h.name;
 
- 	erase_if_present(lockedHeroes, h);
 
- 	for(auto obj : reservedHeroesMap[h])
 
- 	{
 
- 		erase_if_present(reservedObjs, obj); //unreserve all objects for that hero
 
- 	}
 
- 	erase_if_present(reservedHeroesMap, h);
 
- }
 
- void VCAI::answerQuery(QueryID queryID, int selection)
 
- {
 
-     logAi->debugStream() << boost::format("I'll answer the query %d giving the choice %d") % queryID % selection;
 
- 	if(queryID != QueryID(-1))
 
- 	{
 
- 		cb->selectionMade(selection, queryID);
 
- 	}
 
- 	else
 
- 	{
 
-         logAi->debugStream() << boost::format("Since the query ID is %d, the answer won't be sent. This is not a real query!") % queryID;
 
- 		//do nothing
 
- 	}
 
- }
 
- void VCAI::requestSent(const CPackForServer *pack, int requestID)
 
- {
 
- 	//BNLOG("I have sent request of type %s", typeid(*pack).name());
 
- 	if(auto reply = dynamic_cast<const QueryReply*>(pack))
 
- 	{
 
- 		status.attemptedAnsweringQuery(reply->qid, requestID);
 
- 	}
 
- }
 
- std::string VCAI::getBattleAIName() const
 
- {
 
- 	if(settings["server"]["neutralAI"].getType() == JsonNode::DATA_STRING)
 
- 		return settings["server"]["neutralAI"].String();
 
- 	else
 
- 		return "StupidAI";
 
- }
 
- void VCAI::validateObject(const CGObjectInstance *obj)
 
- {
 
- 	validateObject(obj->id);
 
- }
 
- void VCAI::validateObject(ObjectIdRef obj)
 
- {
 
- 	auto matchesId = [&] (const CGObjectInstance *hlpObj) -> bool { return hlpObj->id == obj.id; };
 
- 	if(!obj)
 
- 	{
 
- 		erase_if(visitableObjs, matchesId);
 
- 		for(auto &p : reservedHeroesMap)
 
- 			erase_if(p.second, matchesId);
 
- 		erase_if(reservedObjs, matchesId);
 
- 	}
 
- }
 
- TResources VCAI::freeResources() const
 
- {
 
- 	TResources myRes = cb->getResourceAmount();
 
- 	myRes[Res::GOLD] -= GOLD_RESERVE;
 
- 	vstd::amax(myRes[Res::GOLD], 0);
 
- 	return myRes;
 
- }
 
- AIStatus::AIStatus()
 
- {
 
- 	battle = NO_BATTLE;
 
- 	havingTurn = false;
 
- 	ongoingHeroMovement = false;
 
- 	ongoingChannelProbing = false;
 
- }
 
- AIStatus::~AIStatus()
 
- {
 
- }
 
- void AIStatus::setBattle(BattleState BS)
 
- {
 
- 	boost::unique_lock<boost::mutex> lock(mx);
 
- 	LOG_TRACE_PARAMS(logAi, "battle state=%d", (int)BS);
 
- 	battle = BS;
 
- 	cv.notify_all();
 
- }
 
- BattleState AIStatus::getBattle()
 
- {
 
- 	boost::unique_lock<boost::mutex> lock(mx);
 
- 	return battle;
 
- }
 
- void AIStatus::addQuery(QueryID ID, std::string description)
 
- {
 
- 	boost::unique_lock<boost::mutex> lock(mx);
 
- 	if(ID == QueryID(-1))
 
- 	{
 
-         logAi->debugStream() << boost::format("The \"query\" has an id %d, it'll be ignored as non-query. Description: %s") % ID % description;
 
- 		return;
 
- 	}
 
- 	assert(!vstd::contains(remainingQueries, ID));
 
- 	assert(ID.getNum() >= 0);
 
- 	remainingQueries[ID] = description;
 
- 	cv.notify_all();
 
-     logAi->debugStream() << boost::format("Adding query %d - %s. Total queries count: %d") % ID % description % remainingQueries.size();
 
- }
 
- void AIStatus::removeQuery(QueryID ID)
 
- {
 
- 	boost::unique_lock<boost::mutex> lock(mx);
 
- 	assert(vstd::contains(remainingQueries, ID));
 
- 	std::string description = remainingQueries[ID];
 
- 	remainingQueries.erase(ID);
 
- 	cv.notify_all();
 
-     logAi->debugStream() << boost::format("Removing query %d - %s. Total queries count: %d") % ID % description % remainingQueries.size();
 
- }
 
- int AIStatus::getQueriesCount()
 
- {
 
- 	boost::unique_lock<boost::mutex> lock(mx);
 
- 	return remainingQueries.size();
 
- }
 
- void AIStatus::startedTurn()
 
- {
 
- 	boost::unique_lock<boost::mutex> lock(mx);
 
- 	havingTurn = true;
 
- 	cv.notify_all();
 
- }
 
- void AIStatus::madeTurn()
 
- {
 
- 	boost::unique_lock<boost::mutex> lock(mx);
 
- 	havingTurn = false;
 
- 	cv.notify_all();
 
- }
 
- void AIStatus::waitTillFree()
 
- {
 
- 	boost::unique_lock<boost::mutex> lock(mx);
 
- 	while(battle != NO_BATTLE || !remainingQueries.empty() || !objectsBeingVisited.empty() || ongoingHeroMovement)
 
- 		cv.timed_wait(lock, boost::posix_time::milliseconds(100));
 
- }
 
- bool AIStatus::haveTurn()
 
- {
 
- 	boost::unique_lock<boost::mutex> lock(mx);
 
- 	return havingTurn;
 
- }
 
- void AIStatus::attemptedAnsweringQuery(QueryID queryID, int answerRequestID)
 
- {
 
- 	boost::unique_lock<boost::mutex> lock(mx);
 
- 	assert(vstd::contains(remainingQueries, queryID));
 
- 	std::string description = remainingQueries[queryID];
 
-     logAi->debugStream() << boost::format("Attempted answering query %d - %s. Request id=%d. Waiting for results...") % queryID % description % answerRequestID;
 
- 	requestToQueryID[answerRequestID] = queryID;
 
- }
 
- void AIStatus::receivedAnswerConfirmation(int answerRequestID, int result)
 
- {
 
- 	assert(vstd::contains(requestToQueryID, answerRequestID));
 
- 	QueryID query = requestToQueryID[answerRequestID];
 
- 	assert(vstd::contains(remainingQueries, query));
 
- 	requestToQueryID.erase(answerRequestID);
 
- 	if(result)
 
- 	{
 
- 		removeQuery(query);
 
- 	}
 
- 	else
 
- 	{
 
-         logAi->errorStream() << "Something went really wrong, failed to answer query " << query << ": " << remainingQueries[query];
 
- 		//TODO safely retry
 
- 	}
 
- }
 
- void AIStatus::heroVisit(const CGObjectInstance *obj, bool started)
 
- {
 
- 	boost::unique_lock<boost::mutex> lock(mx);
 
- 	if(started)
 
- 		objectsBeingVisited.push_back(obj);
 
- 	else
 
- 	{
 
- 		// There can be more than one object visited at the time (eg. hero visits Subterranean Gate 
 
- 		// causing visit to hero on the other side. 
 
- 		// However, we are guaranteed that start/end visit notification maintain stack order.
 
- 		assert(!objectsBeingVisited.empty());
 
- 		objectsBeingVisited.pop_back();
 
- 	}
 
- 	cv.notify_all();
 
- }
 
- void AIStatus::setMove(bool ongoing)
 
- {
 
- 	boost::unique_lock<boost::mutex> lock(mx);
 
- 	ongoingHeroMovement = ongoing;
 
- 	cv.notify_all();
 
- }
 
- void AIStatus::setChannelProbing(bool ongoing)
 
- {
 
- 	boost::unique_lock<boost::mutex> lock(mx);
 
- 	ongoingHeroMovement = ongoing;
 
- 	cv.notify_all();
 
- }
 
- bool AIStatus::channelProbing()
 
- {
 
- 	return ongoingChannelProbing;
 
- }
 
- SectorMap::SectorMap()
 
- {
 
- 	update();
 
- }
 
- SectorMap::SectorMap(HeroPtr h)
 
- {
 
- 	update();
 
- 	makeParentBFS(h->visitablePos());
 
- }
 
- bool SectorMap::markIfBlocked(ui8 &sec, crint3 pos, const TerrainTile *t)
 
- {
 
- 	if(t->blocked && !t->visitable)
 
- 	{
 
- 		sec = NOT_AVAILABLE;
 
- 		return true;
 
- 	}
 
- 	return false;
 
- }
 
- bool SectorMap::markIfBlocked(ui8 &sec, crint3 pos)
 
- {
 
- 	return markIfBlocked(sec, pos, getTile(pos));
 
- }
 
- void SectorMap::update()
 
- {
 
- 	visibleTiles = cb->getAllVisibleTiles();
 
- 	clear();
 
- 	int curSector = 3; //0 is invisible, 1 is not explored
 
- 	CCallback * cbp = cb.get(); //optimization
 
- 	foreach_tile_pos([&](crint3 pos)
 
- 	{
 
- 		if(retreiveTile(pos) == NOT_CHECKED)
 
- 		{
 
- 			if(!markIfBlocked(retreiveTile(pos), pos))
 
- 				exploreNewSector(pos, curSector++, cbp);
 
- 		}
 
- 	});
 
- 	valid = true;
 
- }
 
- void SectorMap::clear()
 
- {
 
- 	sector = cb->getVisibilityMap();
 
- 	valid = false;
 
- }
 
- void SectorMap::exploreNewSector(crint3 pos, int num, CCallback * cbp)
 
- {
 
- 	Sector &s = infoOnSectors[num];
 
- 	s.id = num;
 
- 	s.water = getTile(pos)->isWater();
 
- 	std::queue<int3> toVisit;
 
- 	toVisit.push(pos);
 
- 	while(!toVisit.empty())
 
- 	{
 
- 		int3 curPos = toVisit.front();
 
- 		toVisit.pop();
 
- 		ui8 &sec = retreiveTile(curPos);
 
- 		if(sec == NOT_CHECKED)
 
- 		{
 
- 			const TerrainTile *t = getTile(curPos);
 
- 			if(!markIfBlocked(sec, curPos, t))
 
- 			{
 
- 				if(t->isWater() == s.water) //sector is only-water or only-land
 
- 				{
 
- 					sec = num;
 
- 					s.tiles.push_back(curPos);
 
- 					foreach_neighbour(cbp, curPos, [&](CCallback * cbp, crint3 neighPos)
 
- 					{
 
- 						if(retreiveTile(neighPos) == NOT_CHECKED)
 
- 						{
 
- 							toVisit.push(neighPos);
 
- 							//parent[neighPos] = curPos;
 
- 						}
 
- 						const TerrainTile *nt = getTile(neighPos);
 
- 						if(nt && nt->isWater() != s.water && canBeEmbarkmentPoint(nt, s.water))
 
- 						{
 
- 							s.embarkmentPoints.push_back(neighPos);
 
- 						}
 
- 					});
 
- 					
 
- 					if(t->visitable)
 
- 					{
 
- 						auto obj = t->visitableObjects.front();
 
- 						if (vstd::contains(ai->knownSubterraneanGates, obj))
 
- 						{
 
- 							s.subterraneanGates.push_back (obj);
 
- 						}
 
- 					}
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	removeDuplicates(s.embarkmentPoints);
 
- }
 
- void SectorMap::write(crstring fname)
 
- {
 
- 	std::ofstream out(fname);
 
- 	for(int k = 0; k < cb->getMapSize().z; k++)
 
- 	{
 
- 		for(int j = 0; j < cb->getMapSize().y; j++)
 
- 		{
 
- 			for(int i = 0; i < cb->getMapSize().x; i++)
 
- 			{
 
- 				out << (int)sector[i][j][k] << '\t';
 
- 			}
 
- 			out << std::endl;
 
- 		}
 
- 		out << std::endl;
 
- 	}
 
- }
 
- bool isWeeklyRevisitable (const CGObjectInstance * obj)
 
- { //TODO: allow polling of remaining creatures in dwelling
 
- 	if (dynamic_cast<const CGVisitableOPW *>(obj) || //ensures future compatibility, unlike IDs
 
- 		dynamic_cast<const CGDwelling *>(obj) ||
 
- 		dynamic_cast<const CBank *>(obj)) //banks tend to respawn often in mods
 
- 		return true;
 
- 	switch (obj->ID)
 
- 	{
 
- 		case Obj::STABLES:
 
- 		case Obj::MAGIC_WELL:
 
- 		case Obj::HILL_FORT:
 
- 			return true;
 
- 		case Obj::BORDER_GATE:
 
- 		case Obj::BORDERGUARD:
 
- 			return (dynamic_cast <const CGKeys *>(obj))->wasMyColorVisited (ai->playerID); //FIXME: they could be revisited sooner than in a week
 
- 	}
 
- 	return false;
 
- }
 
- bool shouldVisit(HeroPtr h, const CGObjectInstance * obj)
 
- {
 
- 	switch (obj->ID)
 
- 	{	
 
- 		case Obj::TOWN:
 
- 		case Obj::HERO: //never visit our heroes at random
 
- 			return obj->tempOwner != h->tempOwner; //do not visit our towns at random
 
- 			break;
 
- 		case Obj::BORDER_GATE:
 
- 		{
 
- 			for (auto q : ai->myCb->getMyQuests())
 
- 			{
 
- 				if (q.obj == obj)
 
- 				{
 
- 					return false; // do not visit guards or gates when wandering
 
- 				}
 
- 			}
 
- 			return true; //we don't have this quest yet
 
- 		}
 
- 			break;
 
- 		case Obj::BORDERGUARD: //open borderguard if possible
 
- 		case Obj::SEER_HUT:
 
- 		case Obj::QUEST_GUARD:
 
- 		{
 
- 			for (auto q : ai->myCb->getMyQuests())
 
- 			{
 
- 				if (q.obj == obj)
 
- 				{
 
- 					if (q.quest->checkQuest(h.h))
 
- 						return true; //we completed the quest
 
- 					else
 
- 						return false; //we can't complete this quest
 
- 				}
 
- 			}
 
- 			return true; //we don't have this quest yet
 
- 		}
 
- 			break;
 
- 		case Obj::CREATURE_GENERATOR1:
 
- 		{
 
- 			if (obj->tempOwner != h->tempOwner)
 
- 				return true; //flag just in case
 
- 			bool canRecruitCreatures = false;
 
- 			const CGDwelling * d = dynamic_cast<const CGDwelling *>(obj);
 
- 			for(auto level : d->creatures)
 
- 			{
 
- 				for(auto c : level.second)
 
- 				{
 
- 					if (h->getSlotFor(CreatureID(c)) != SlotID())
 
- 						canRecruitCreatures = true;
 
- 				}
 
- 			}
 
- 			return canRecruitCreatures;
 
- 		}
 
- 		case Obj::HILL_FORT:
 
- 		{	
 
- 			for (auto slot : h->Slots())
 
- 			{
 
- 				if (slot.second->type->upgrades.size())
 
- 					return true; //TODO: check price?
 
- 			}
 
- 			return false;
 
- 		}
 
- 		case Obj::MONOLITH_ONE_WAY_ENTRANCE:
 
- 		case Obj::MONOLITH_ONE_WAY_EXIT:
 
- 		case Obj::MONOLITH_TWO_WAY:
 
- 		case Obj::WHIRLPOOL:
 
- 			//TODO: mechanism for handling monoliths
 
- 			return false;
 
- 		case Obj::SCHOOL_OF_MAGIC:
 
- 		case Obj::SCHOOL_OF_WAR:
 
- 			{
 
- 				TResources myRes = ai->myCb->getResourceAmount();
 
- 				if (myRes[Res::GOLD] - GOLD_RESERVE < 1000)
 
- 					return false;
 
- 			}
 
- 			break;
 
- 		case Obj::LIBRARY_OF_ENLIGHTENMENT:
 
- 			if (h->level < 12)
 
- 				return false;
 
- 			break;
 
- 		case Obj::TREE_OF_KNOWLEDGE:
 
- 			{
 
- 				TResources myRes = ai->myCb->getResourceAmount();
 
- 				if (myRes[Res::GOLD] - GOLD_RESERVE < 2000 || myRes[Res::GEMS] < 10)
 
- 					return false;
 
- 			}
 
- 			break;
 
- 		case Obj::MAGIC_WELL:
 
- 			return h->mana < h->manaLimit();
 
- 		case Obj::PRISON:
 
- 			return ai->myCb->getHeroesInfo().size() < VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER;// GameConstants::MAX_HEROES_PER_PLAYER;
 
- 		case Obj::BOAT:
 
- 			return false;
 
- 			//Boats are handled by pathfinder
 
- 	}
 
- 	if (obj->wasVisited(*h)) //it must pointer to hero instance, heroPtr calls function wasVisited(ui8 player);
 
- 		return false;
 
- 	return true;
 
- }
 
- int3 SectorMap::firstTileToGet(HeroPtr h, crint3 dst)
 
- /*
 
- this functions returns one target tile or invalid tile. We will use it to poll possible destinations
 
- For ship construction etc, another function (goal?) is needed
 
- */
 
- {
 
- 	int3 ret(-1,-1,-1);
 
- 	int sourceSector = retreiveTile(h->visitablePos()),
 
- 		destinationSector = retreiveTile(dst);
 
- 	const Sector *src = &infoOnSectors[sourceSector],
 
- 		*dest = &infoOnSectors[destinationSector];
 
- 	if(sourceSector != destinationSector) //use ships, shipyards etc..
 
- 	{
 
- 		if (ai->isAccessibleForHero(dst, h)) //pathfinder can find a way using ships and gates if tile is not blocked by objects
 
- 			return dst;
 
- 		std::map<const Sector*, const Sector*> preds;
 
- 		std::queue<const Sector *> sectorQueue;
 
- 		sectorQueue.push(src);
 
- 		while(!sectorQueue.empty())
 
- 		{
 
- 			const Sector *s = sectorQueue.front();
 
- 			sectorQueue.pop();
 
- 			for(int3 ep : s->embarkmentPoints)
 
- 			{
 
- 				Sector *neigh = &infoOnSectors[retreiveTile(ep)];
 
- 				//preds[s].push_back(neigh);
 
- 				if(!preds[neigh])
 
- 				{
 
- 					preds[neigh] = s;
 
- 					sectorQueue.push(neigh);
 
- 				}
 
- 			}
 
- 			for (auto gate : s->subterraneanGates)
 
- 			{
 
- 				auto gatePair = ai->knownSubterraneanGates.find(gate);
 
- 				if (gatePair != ai->knownSubterraneanGates.end())
 
- 				{
 
- 					//check the other side of gate
 
- 					Sector *neigh = &infoOnSectors[retreiveTile(gatePair->second->visitablePos())];
 
- 					if(!preds[neigh]) //if we didn't come into this sector yet
 
- 					{
 
- 						preds[neigh] = s; //it becomes our new target sector
 
- 						sectorQueue.push(neigh);
 
- 					}
 
- 				}
 
- 			}
 
- 		}
 
- 		if(!preds[dest])
 
- 		{
 
- 			//write("test.txt");
 
- 			return ret;
 
-             //throw cannotFulfillGoalException(boost::str(boost::format("Cannot find connection between sectors %d and %d") % src->id % dst->id));
 
- 		}
 
- 		std::vector<const Sector*> toTraverse;
 
- 		toTraverse.push_back(dest);
 
- 		while(toTraverse.back() != src)
 
- 		{
 
- 			toTraverse.push_back(preds[toTraverse.back()]);
 
- 		}
 
- 		if(preds[dest])
 
- 		{
 
- 			//TODO: would be nice to find sectors in loop
 
- 			const Sector *sectorToReach  = toTraverse.at(toTraverse.size() - 2);
 
- 			if(!src->water && sectorToReach->water) //embark
 
- 			{
 
- 				//embark on ship -> look for an EP with a boat
 
- 				auto firstEP = boost::find_if(src->embarkmentPoints, [=](crint3 pos) -> bool
 
- 				{
 
- 					const TerrainTile *t = cb->getTile(pos);
 
-                     return t && t->visitableObjects.size() == 1 && t->topVisitableId() == Obj::BOAT
 
- 						&& retreiveTile(pos) == sectorToReach->id;
 
- 				});
 
- 				if(firstEP != src->embarkmentPoints.end())
 
- 				{
 
- 					return *firstEP;
 
- 				}
 
- 				else
 
- 				{
 
- 					//we need to find a shipyard with an access to the desired sector's EP
 
- 					//TODO what about Summon Boat spell?
 
- 					std::vector<const IShipyard *> shipyards;
 
- 					for(const CGTownInstance *t : cb->getTownsInfo())
 
- 					{
 
- 						if(t->hasBuilt(BuildingID::SHIPYARD))
 
- 							shipyards.push_back(t);
 
- 					}
 
- 					for(const CGObjectInstance *obj : ai->getFlaggedObjects())
 
- 					{
 
- 						if(obj->ID != Obj::TOWN) //towns were handled in the previous loop
 
- 							if(const IShipyard *shipyard = IShipyard::castFrom(obj))
 
- 								shipyards.push_back(shipyard);
 
- 					}
 
- 					shipyards.erase(boost::remove_if(shipyards, [=](const IShipyard *shipyard) -> bool
 
- 					{
 
- 						return shipyard->shipyardStatus() != 0 || retreiveTile(shipyard->bestLocation()) != sectorToReach->id;
 
- 					}),shipyards.end());
 
- 					if(!shipyards.size())
 
- 					{
 
- 						//TODO consider possibility of building shipyard in a town
 
- 						return ret;
 
- 						//throw cannotFulfillGoalException("There is no known shipyard!");
 
- 					}
 
- 					//we have only shipyards that possibly can build ships onto the appropriate EP
 
- 					auto ownedGoodShipyard = boost::find_if(shipyards, [](const IShipyard *s) -> bool
 
- 					{
 
- 						return s->o->tempOwner == ai->playerID;
 
- 					});
 
- 					if(ownedGoodShipyard != shipyards.end())
 
- 					{
 
- 						const IShipyard *s = *ownedGoodShipyard;
 
- 						TResources shipCost;
 
- 						s->getBoatCost(shipCost);
 
- 						if(cb->getResourceAmount().canAfford(shipCost))
 
- 						{
 
- 							int3 ret = s->bestLocation();
 
- 							cb->buildBoat(s); //TODO: move actions elsewhere
 
- 							return ret;
 
- 						}
 
- 						else
 
- 						{
 
- 							//TODO gather res
 
- 							return ret;
 
- 							//throw cannotFulfillGoalException("Not enough resources to build a boat");
 
- 						}
 
- 					}
 
- 					else
 
- 					{
 
- 						//TODO pick best shipyard to take over
 
- 						return shipyards.front()->o->visitablePos();
 
- 					}
 
- 				}
 
- 			}
 
- 			else if(src->water && !sectorToReach->water)
 
- 			{
 
- 				//TODO
 
- 				//disembark
 
- 				return ret;
 
- 			}
 
- 			else //use subterranean gates
 
- 			{
 
- 				//auto t = findFirstVisitableTile (h, dst);
 
- 				//if (t.valid())
 
- 				//	return t;
 
- 				//TODO: pop sectors linked by Subterranean Gate in loop
 
- 				auto firstGate = boost::find_if(src->subterraneanGates, [=](const CGObjectInstance * gate) -> bool
 
- 				{
 
- 					//make sure no hero block the way
 
- 					auto pos = ai->knownSubterraneanGates[gate]->visitablePos();
 
- 					const TerrainTile *t = cb->getTile(pos);
 
- 					return t && t->visitableObjects.size() == 1 && t->topVisitableId() == Obj::SUBTERRANEAN_GATE
 
- 						&& retreiveTile(pos) == sectorToReach->id;
 
- 				});
 
- 				if(firstGate != src->subterraneanGates.end())
 
- 				{
 
- 					//TODO: pahtfinder can find path through subterranean gates, but this function only reaches closest gate
 
- 					return (*firstGate)->visitablePos();
 
- 				}
 
- 				//TODO
 
- 				//Monolith? Whirlpool? ...
 
- 				return ret;
 
- 				//throw cannotFulfillGoalException("Land-land and water-water inter-sector transitions are not implemented!");
 
- 			}
 
- 		}
 
- 		else
 
- 		{
 
- 			return ret;
 
- 			//throw cannotFulfillGoalException("Inter-sector route detection failed: not connected sectors?");
 
- 		}
 
- 	}
 
- 	else
 
- 	{
 
- 		return findFirstVisitableTile(h, dst);
 
- 	}
 
- 	//FIXME: find out why this line is reached
 
- 	logAi->errorStream() << ("Impossible happened at SectorMap::firstTileToGet");
 
- 	return ret;
 
- }
 
- int3 SectorMap::findFirstVisitableTile (HeroPtr h, crint3 dst)
 
- {
 
- 	int3 ret(-1,-1,-1);
 
- 	int3 curtile = dst;
 
- 	while(curtile != h->visitablePos())
 
- 	{
 
- 		auto topObj = cb->getTopObj(curtile);
 
- 		if (topObj && topObj->ID == Obj::HERO && topObj != h.h)
 
- 		{
 
- 			logAi->warnStream() << ("Another allied hero stands in our way");
 
- 			return ret;
 
- 		}
 
- 		if(ai->myCb->getPathsInfo(h.get())->getPathInfo(curtile)->reachable())
 
- 		{
 
- 			return curtile;
 
- 		}
 
- 		else
 
- 		{
 
- 			auto i = parent.find(curtile);
 
- 			if(i != parent.end())
 
- 			{
 
- 				assert(curtile != i->second);
 
- 				curtile = i->second;
 
- 			}
 
- 			else
 
- 			{
 
- 				return ret;
 
- 				//throw cannotFulfillGoalException("Unreachable tile in sector? Should not happen!");
 
- 			}
 
- 		}
 
- 	}
 
- 	return ret;
 
- }
 
- void SectorMap::makeParentBFS(crint3 source)
 
- {
 
- 	parent.clear();
 
- 	int mySector = retreiveTile(source);
 
- 	std::queue<int3> toVisit;
 
- 	toVisit.push(source);
 
- 	while(!toVisit.empty())
 
- 	{
 
- 		int3 curPos = toVisit.front();
 
- 		toVisit.pop();
 
- 		ui8 &sec = retreiveTile(curPos);
 
- 		assert(sec == mySector); //consider only tiles from the same sector
 
- 		UNUSED(sec);
 
- 	
 
- 		foreach_neighbour(curPos, [&](crint3 neighPos)
 
- 		{
 
- 			if(retreiveTile(neighPos) == mySector && !vstd::contains(parent, neighPos))
 
- 			{
 
- 				if (cb->canMoveBetween(curPos, neighPos))
 
- 				{
 
- 					toVisit.push(neighPos);
 
- 					parent[neighPos] = curPos;
 
- 				}
 
- 			}
 
- 		});
 
- 	}
 
- }
 
- unsigned char & SectorMap::retreiveTile(crint3 pos)
 
- {
 
- 	return retreiveTileN(sector, pos);
 
- }
 
- TerrainTile* SectorMap::getTile(crint3 pos) const
 
- {
 
- 	//out of bounds access should be handled by boost::multi_array
 
- 	//still we cached this array to avoid any checks
 
- 	return visibleTiles->operator[](pos.x)[pos.y][pos.z];
 
- }
 
 
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