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- #include "StdInc.h"
- #include "AIUtility.h"
- #include "VCAI.h"
- #include "Fuzzy.h"
- #include "../../lib/UnlockGuard.h"
- #include "../../lib/CConfigHandler.h"
- #include "../../lib/CHeroHandler.h"
- #include "../../lib/mapObjects/CBank.h"
- /*
- * AIUtility.cpp, part of VCMI engine
- *
- * Authors: listed in file AUTHORS in main folder
- *
- * License: GNU General Public License v2.0 or later
- * Full text of license available in license.txt file, in main folder
- *
- */
- extern boost::thread_specific_ptr<CCallback> cb;
- extern boost::thread_specific_ptr<VCAI> ai;
- extern FuzzyHelper *fh;
- //extern static const int3 dirs[8];
- const CGObjectInstance * ObjectIdRef::operator->() const
- {
- return cb->getObj(id, false);
- }
- ObjectIdRef::operator const CGObjectInstance*() const
- {
- return cb->getObj(id, false);
- }
- ObjectIdRef::ObjectIdRef(ObjectInstanceID _id) : id(_id)
- {
- }
- ObjectIdRef::ObjectIdRef(const CGObjectInstance *obj) : id(obj->id)
- {
- }
- bool ObjectIdRef::operator<(const ObjectIdRef &rhs) const
- {
- return id < rhs.id;
- }
- HeroPtr::HeroPtr(const CGHeroInstance *H)
- {
- if(!H)
- {
- //init from nullptr should equal to default init
- *this = HeroPtr();
- return;
- }
- h = H;
- name = h->name;
- hid = H->id;
- // infosCount[ai->playerID][hid]++;
- }
- HeroPtr::HeroPtr()
- {
- h = nullptr;
- hid = ObjectInstanceID();
- }
- HeroPtr::~HeroPtr()
- {
- // if(hid >= 0)
- // infosCount[ai->playerID][hid]--;
- }
- bool HeroPtr::operator<(const HeroPtr &rhs) const
- {
- return hid < rhs.hid;
- }
- const CGHeroInstance * HeroPtr::get(bool doWeExpectNull /*= false*/) const
- {
- //TODO? check if these all assertions every time we get info about hero affect efficiency
- //
- //behave terribly when attempting unauthorized access to hero that is not ours (or was lost)
- assert(doWeExpectNull || h);
- if(h)
- {
- auto obj = cb->getObj(hid);
- const bool owned = obj && obj->tempOwner == ai->playerID;
- if(doWeExpectNull && !owned)
- {
- return nullptr;
- }
- else
- {
- assert(obj);
- assert(owned);
- }
- }
- return h;
- }
- const CGHeroInstance * HeroPtr::operator->() const
- {
- return get();
- }
- bool HeroPtr::validAndSet() const
- {
- return get(true);
- }
- const CGHeroInstance * HeroPtr::operator*() const
- {
- return get();
- }
- void foreach_tile_pos(std::function<void(const int3& pos)> foo)
- {
- // some micro-optimizations since this function gets called a LOT
- // callback pointer is thread-specific and slow to retrieve -> read map size only once
- int3 mapSize = cb->getMapSize();
- for(int i = 0; i < mapSize.x; i++)
- for(int j = 0; j < mapSize.y; j++)
- for(int k = 0; k < mapSize.z; k++)
- foo(int3(i,j,k));
- }
- void foreach_tile_pos(CCallback * cbp, std::function<void(CCallback * cbp, const int3& pos)> foo)
- {
- int3 mapSize = cbp->getMapSize();
- for(int i = 0; i < mapSize.x; i++)
- for(int j = 0; j < mapSize.y; j++)
- for(int k = 0; k < mapSize.z; k++)
- foo(cbp, int3(i,j,k));
- }
- void foreach_neighbour(const int3 &pos, std::function<void(const int3& pos)> foo)
- {
- CCallback * cbp = cb.get(); // avoid costly retrieval of thread-specific pointer
- for(const int3 &dir : dirs)
- {
- const int3 n = pos + dir;
- if(cbp->isInTheMap(n))
- foo(pos+dir);
- }
- }
- void foreach_neighbour(CCallback * cbp, const int3 &pos, std::function<void(CCallback * cbp, const int3& pos)> foo)
- {
- for(const int3 &dir : dirs)
- {
- const int3 n = pos + dir;
- if(cbp->isInTheMap(n))
- foo(cbp, pos+dir);
- }
- }
- std::string strFromInt3(int3 pos)
- {
- std::ostringstream oss;
- oss << pos;
- return oss.str();
- }
- bool CDistanceSorter::operator ()(const CGObjectInstance *lhs, const CGObjectInstance *rhs)
- {
- const CGPathNode *ln = ai->myCb->getPathsInfo(hero)->getPathInfo(lhs->visitablePos()),
- *rn = ai->myCb->getPathsInfo(hero)->getPathInfo(rhs->visitablePos());
- if(ln->turns != rn->turns)
- return ln->turns < rn->turns;
- return (ln->moveRemains > rn->moveRemains);
- }
- bool compareMovement(HeroPtr lhs, HeroPtr rhs)
- {
- return lhs->movement > rhs->movement;
- }
- ui64 evaluateDanger(crint3 tile)
- {
- const TerrainTile *t = cb->getTile(tile, false);
- if(!t) //we can know about guard but can't check its tile (the edge of fow)
- return 190000000; //MUCH
- ui64 objectDanger = 0, guardDanger = 0;
- auto visObjs = cb->getVisitableObjs(tile);
- if(visObjs.size())
- objectDanger = evaluateDanger(visObjs.back());
- int3 guardPos = cb->getGuardingCreaturePosition(tile);
- if(guardPos.x >= 0 && guardPos != tile)
- guardDanger = evaluateDanger(guardPos);
- //TODO mozna odwiedzic blockvis nie ruszajac straznika
- return std::max(objectDanger, guardDanger);
- }
- ui64 evaluateDanger(crint3 tile, const CGHeroInstance *visitor)
- {
- const TerrainTile *t = cb->getTile(tile, false);
- if(!t) //we can know about guard but can't check its tile (the edge of fow)
- return 190000000; //MUCH
- ui64 objectDanger = 0, guardDanger = 0;
- auto visitableObjects = cb->getVisitableObjs(tile);
- // in some scenarios hero happens to be "under" the object (eg town). Then we consider ONLY the hero.
- if(vstd::contains_if(visitableObjects, objWithID<Obj::HERO>))
- vstd::erase_if(visitableObjects, [](const CGObjectInstance * obj)
- {
- return !objWithID<Obj::HERO>(obj);
- });
- if(const CGObjectInstance * dangerousObject = vstd::backOrNull(visitableObjects))
- {
- objectDanger = evaluateDanger(dangerousObject); //unguarded objects can also be dangerous or unhandled
- if (objectDanger)
- {
- //TODO: don't downcast objects AI shouldn't know about!
- auto armedObj = dynamic_cast<const CArmedInstance*>(dangerousObject);
- if (armedObj)
- {
- float tacticalAdvantage = fh->getTacticalAdvantage(visitor, armedObj);
- objectDanger *= tacticalAdvantage; //this line tends to go infinite for allied towns (?)
- }
- }
- if (dangerousObject->ID == Obj::SUBTERRANEAN_GATE)
- { //check guard on the other side of the gate
- auto it = ai->knownSubterraneanGates.find(dangerousObject);
- if (it != ai->knownSubterraneanGates.end())
- {
- auto guards = cb->getGuardingCreatures(it->second->visitablePos());
- for (auto cre : guards)
- {
- vstd::amax (guardDanger, evaluateDanger(cre) *
- fh->getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance*>(cre)));
- }
- }
- }
- }
- auto guards = cb->getGuardingCreatures(tile);
- for (auto cre : guards)
- {
- vstd::amax (guardDanger, evaluateDanger(cre) * fh->getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance*>(cre))); //we are interested in strongest monster around
- }
- //TODO mozna odwiedzic blockvis nie ruszajac straznika
- return std::max(objectDanger, guardDanger);
- }
- ui64 evaluateDanger(const CGObjectInstance *obj)
- {
- if(obj->tempOwner < PlayerColor::PLAYER_LIMIT && cb->getPlayerRelations(obj->tempOwner, ai->playerID) != PlayerRelations::ENEMIES) //owned or allied objects don't pose any threat
- return 0;
- switch(obj->ID)
- {
- case Obj::HERO:
- {
- InfoAboutHero iah;
- cb->getHeroInfo(obj, iah);
- return iah.army.getStrength();
- }
- case Obj::TOWN:
- case Obj::GARRISON: case Obj::GARRISON2: //garrison
- {
- InfoAboutTown iat;
- cb->getTownInfo(obj, iat);
- return iat.army.getStrength();
- }
- case Obj::MONSTER:
- {
- //TODO!!!!!!!!
- const CGCreature *cre = dynamic_cast<const CGCreature*>(obj);
- return cre->getArmyStrength();
- }
- case Obj::CREATURE_GENERATOR1:
- {
- const CGDwelling *d = dynamic_cast<const CGDwelling*>(obj);
- return d->getArmyStrength();
- }
- case Obj::MINE:
- case Obj::ABANDONED_MINE:
- {
- const CArmedInstance * a = dynamic_cast<const CArmedInstance*>(obj);
- return a->getArmyStrength();
- }
- case Obj::CRYPT: //crypt
- case Obj::CREATURE_BANK: //crebank
- case Obj::DRAGON_UTOPIA:
- case Obj::SHIPWRECK: //shipwreck
- case Obj::DERELICT_SHIP: //derelict ship
- // case Obj::PYRAMID:
- return fh->estimateBankDanger (dynamic_cast<const CBank *>(obj));
- case Obj::PYRAMID:
- {
- if(obj->subID == 0)
- return fh->estimateBankDanger (dynamic_cast<const CBank *>(obj));
- else
- return 0;
- }
- default:
- return 0;
- }
- }
- bool compareDanger(const CGObjectInstance *lhs, const CGObjectInstance *rhs)
- {
- return evaluateDanger(lhs) < evaluateDanger(rhs);
- }
- bool isSafeToVisit(HeroPtr h, crint3 tile)
- {
- const ui64 heroStrength = h->getTotalStrength(),
- dangerStrength = evaluateDanger(tile, *h);
- if(dangerStrength)
- {
- if(heroStrength / SAFE_ATTACK_CONSTANT > dangerStrength)
- {
- logAi->traceStream() << boost::format("It's safe for %s to visit tile %s") % h->name % tile;
- return true;
- }
- else
- return false;
- }
- return true; //there's no danger
- }
- bool canBeEmbarkmentPoint(const TerrainTile *t, bool fromWater)
- {
- //tile must be free of with unoccupied boat
- return !t->blocked
- || (!fromWater && t->visitableObjects.size() == 1 && t->topVisitableId() == Obj::BOAT);
- //do not try to board when in water sector
- }
- int3 whereToExplore(HeroPtr h)
- {
- TimeCheck tc ("where to explore");
- int radius = h->getSightRadious();
- int3 hpos = h->visitablePos();
- SectorMap &sm = ai->getCachedSectorMap(h);
- //look for nearby objs -> visit them if they're close enouh
- const int DIST_LIMIT = 3;
- std::vector<const CGObjectInstance *> nearbyVisitableObjs;
- for (int x = hpos.x - DIST_LIMIT; x <= hpos.x + DIST_LIMIT; ++x) //get only local objects instead of all possible objects on the map
- {
- for (int y = hpos.y - DIST_LIMIT; y <= hpos.y + DIST_LIMIT; ++y)
- {
- for (auto obj : cb->getVisitableObjs (int3(x,y,hpos.z), false))
- {
- int3 op = obj->visitablePos();
- CGPath p;
- ai->myCb->getPathsInfo(h.get())->getPath(op, p);
- if (p.nodes.size() && p.endPos() == op && p.nodes.size() <= DIST_LIMIT)
- if (ai->isGoodForVisit(obj, h, sm))
- nearbyVisitableObjs.push_back(obj);
- }
- }
- }
- vstd::removeDuplicates (nearbyVisitableObjs); //one object may occupy multiple tiles
- boost::sort(nearbyVisitableObjs, CDistanceSorter(h.get()));
- if(nearbyVisitableObjs.size())
- return nearbyVisitableObjs.back()->visitablePos();
- try //check if nearby tiles allow us to reveal anything - this is quick
- {
- return ai->explorationBestNeighbour(hpos, radius, h);
- }
- catch(cannotFulfillGoalException &e)
- {
- //perform exhaustive search
- return ai->explorationNewPoint(h);
- }
- }
- bool isBlockedBorderGate(int3 tileToHit)
- {
- return cb->getTile(tileToHit)->topVisitableId() == Obj::BORDER_GATE &&
- (dynamic_cast <const CGKeys *>(cb->getTile(tileToHit)->visitableObjects.back()))->wasMyColorVisited (ai->playerID);
- }
- int howManyTilesWillBeDiscovered(const int3 &pos, int radious, CCallback * cbp)
- { //TODO: do not explore dead-end boundaries
- int ret = 0;
- for(int x = pos.x - radious; x <= pos.x + radious; x++)
- {
- for(int y = pos.y - radious; y <= pos.y + radious; y++)
- {
- int3 npos = int3(x,y,pos.z);
- if(cbp->isInTheMap(npos) && pos.dist2d(npos) - 0.5 < radious && !cbp->isVisible(npos))
- {
- if (!boundaryBetweenTwoPoints (pos, npos, cbp))
- ret++;
- }
- }
- }
- return ret;
- }
- bool boundaryBetweenTwoPoints (int3 pos1, int3 pos2, CCallback * cbp) //determines if two points are separated by known barrier
- {
- int xMin = std::min (pos1.x, pos2.x);
- int xMax = std::max (pos1.x, pos2.x);
- int yMin = std::min (pos1.y, pos2.y);
- int yMax = std::max (pos1.y, pos2.y);
- for (int x = xMin; x <= xMax; ++x)
- {
- for (int y = yMin; y <= yMax; ++y)
- {
- int3 tile = int3(x, y, pos1.z); //use only on same level, ofc
- if (std::abs(pos1.dist2d(tile) - pos2.dist2d(tile)) < 1.5)
- {
- if (!(cbp->isVisible(tile) && cbp->getTile(tile)->blocked)) //if there's invisible or unblocked tile between, it's good
- return false;
- }
- }
- }
- return true; //if all are visible and blocked, we're at dead end
- }
- int howManyTilesWillBeDiscovered(int radious, int3 pos, crint3 dir)
- {
- return howManyTilesWillBeDiscovered(pos + dir, radious, cb.get());
- }
- void getVisibleNeighbours(const std::vector<int3> &tiles, std::vector<int3> &out)
- {
- for(const int3 &tile : tiles)
- {
- foreach_neighbour(tile, [&](int3 neighbour)
- {
- if(cb->isVisible(neighbour))
- out.push_back(neighbour);
- });
- }
- }
- ui64 howManyReinforcementsCanGet(HeroPtr h, const CGTownInstance *t)
- {
- ui64 ret = 0;
- int freeHeroSlots = GameConstants::ARMY_SIZE - h->stacksCount();
- std::vector<const CStackInstance *> toMove;
- for(auto const slot : t->Slots())
- {
- //can be merged woth another stack?
- SlotID dst = h->getSlotFor(slot.second->getCreatureID());
- if(h->hasStackAtSlot(dst))
- ret += t->getPower(slot.first);
- else
- toMove.push_back(slot.second);
- }
- boost::sort(toMove, [](const CStackInstance *lhs, const CStackInstance *rhs)
- {
- return lhs->getPower() < rhs->getPower();
- });
- for (auto & stack : boost::adaptors::reverse(toMove))
- {
- if(freeHeroSlots)
- {
- ret += stack->getPower();
- freeHeroSlots--;
- }
- else
- break;
- }
- return ret;
- }
- bool compareHeroStrength(HeroPtr h1, HeroPtr h2)
- {
- return h1->getTotalStrength() < h2->getTotalStrength();
- }
- bool compareArmyStrength(const CArmedInstance *a1, const CArmedInstance *a2)
- {
- return a1->getArmyStrength() < a2->getArmyStrength();
- }
- bool compareArtifacts(const CArtifactInstance *a1, const CArtifactInstance *a2)
- {
- auto art1 = a1->artType;
- auto art2 = a2->artType;
- if (art1->valOfBonuses(Bonus::PRIMARY_SKILL) > art2->valOfBonuses(Bonus::PRIMARY_SKILL))
- return true;
- else
- return art1->price > art2->price;
- }
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