Actors.cpp 12 KB

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  1. /*
  2. * AINodeStorage.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "Actors.h"
  12. #include "../AIGateway.h"
  13. #include "../Engine/Nullkiller.h"
  14. #include "../../../CCallback.h"
  15. #include "../../../lib/mapObjects/MapObjects.h"
  16. #include "Actions/BuyArmyAction.h"
  17. using namespace NKAI;
  18. CCreatureSet emptyArmy;
  19. bool HeroExchangeArmy::needsLastStack() const
  20. {
  21. return true;
  22. }
  23. std::shared_ptr<SpecialAction> HeroExchangeArmy::getActorAction() const
  24. {
  25. std::shared_ptr<SpecialAction> result;
  26. if(requireBuyArmy)
  27. {
  28. result.reset(new AIPathfinding::BuyArmyAction());
  29. }
  30. return result;
  31. }
  32. ChainActor::ChainActor(const CGHeroInstance * hero, HeroRole heroRole, uint64_t chainMask)
  33. :hero(hero), heroRole(heroRole), isMovable(true), chainMask(chainMask), creatureSet(hero),
  34. baseActor(this), carrierParent(nullptr), otherParent(nullptr), actorExchangeCount(1), armyCost(), actorAction()
  35. {
  36. initialPosition = hero->visitablePos();
  37. layer = hero->boat ? hero->boat->layer : EPathfindingLayer::LAND;
  38. initialMovement = hero->movement;
  39. initialTurn = 0;
  40. armyValue = hero->getArmyStrength();
  41. heroFightingStrength = hero->getFightingStrength();
  42. tiCache.reset(new TurnInfo(hero));
  43. }
  44. ChainActor::ChainActor(const ChainActor * carrier, const ChainActor * other, const CCreatureSet * heroArmy)
  45. :hero(carrier->hero), tiCache(carrier->tiCache), heroRole(carrier->heroRole), isMovable(true), creatureSet(heroArmy), chainMask(carrier->chainMask | other->chainMask),
  46. baseActor(this), carrierParent(carrier), otherParent(other), heroFightingStrength(carrier->heroFightingStrength),
  47. actorExchangeCount(carrier->actorExchangeCount + other->actorExchangeCount), armyCost(carrier->armyCost + other->armyCost), actorAction()
  48. {
  49. armyValue = heroArmy->getArmyStrength();
  50. }
  51. ChainActor::ChainActor(const CGObjectInstance * obj, const CCreatureSet * creatureSet, uint64_t chainMask, int initialTurn)
  52. :hero(nullptr), heroRole(HeroRole::MAIN), isMovable(false), creatureSet(creatureSet), chainMask(chainMask),
  53. baseActor(this), carrierParent(nullptr), otherParent(nullptr), initialTurn(initialTurn), initialMovement(0),
  54. heroFightingStrength(0), actorExchangeCount(1), armyCost(), actorAction()
  55. {
  56. initialPosition = obj->visitablePos();
  57. layer = EPathfindingLayer::LAND;
  58. armyValue = creatureSet->getArmyStrength();
  59. }
  60. int ChainActor::maxMovePoints(CGPathNode::ELayer layer)
  61. {
  62. #if NKAI_TRACE_LEVEL > 0
  63. if(!hero)
  64. throw std::logic_error("Asking movement points for static actor");
  65. #endif
  66. return hero->maxMovePointsCached(layer, tiCache.get());
  67. }
  68. std::string ChainActor::toString() const
  69. {
  70. return hero->getNameTranslated();
  71. }
  72. ObjectActor::ObjectActor(const CGObjectInstance * obj, const CCreatureSet * army, uint64_t chainMask, int initialTurn)
  73. :ChainActor(obj, army, chainMask, initialTurn), object(obj)
  74. {
  75. }
  76. const CGObjectInstance * ObjectActor::getActorObject() const
  77. {
  78. return object;
  79. }
  80. std::string ObjectActor::toString() const
  81. {
  82. return object->getObjectName() + " at " + object->visitablePos().toString();
  83. }
  84. HeroActor::HeroActor(const CGHeroInstance * hero, HeroRole heroRole, uint64_t chainMask, const Nullkiller * ai)
  85. :ChainActor(hero, heroRole, chainMask)
  86. {
  87. exchangeMap.reset(new HeroExchangeMap(this, ai));
  88. setupSpecialActors();
  89. }
  90. HeroActor::HeroActor(
  91. const ChainActor * carrier,
  92. const ChainActor * other,
  93. const HeroExchangeArmy * army,
  94. const Nullkiller * ai)
  95. :ChainActor(carrier, other, army)
  96. {
  97. exchangeMap.reset(new HeroExchangeMap(this, ai));
  98. armyCost += army->armyCost;
  99. actorAction = army->getActorAction();
  100. setupSpecialActors();
  101. }
  102. void ChainActor::setBaseActor(HeroActor * base)
  103. {
  104. baseActor = base;
  105. hero = base->hero;
  106. heroRole = base->heroRole;
  107. layer = base->layer;
  108. initialMovement = base->initialMovement;
  109. initialTurn = base->initialTurn;
  110. armyValue = base->armyValue;
  111. chainMask = base->chainMask;
  112. creatureSet = base->creatureSet;
  113. isMovable = base->isMovable;
  114. heroFightingStrength = base->heroFightingStrength;
  115. armyCost = base->armyCost;
  116. actorAction = base->actorAction;
  117. tiCache = base->tiCache;
  118. }
  119. void HeroActor::setupSpecialActors()
  120. {
  121. auto allActors = std::vector<ChainActor *>{this};
  122. for(ChainActor & specialActor : specialActors)
  123. {
  124. specialActor.setBaseActor(this);
  125. allActors.push_back(&specialActor);
  126. }
  127. for(int i = 0; i <= SPECIAL_ACTORS_COUNT; i++)
  128. {
  129. ChainActor * actor = allActors[i];
  130. actor->allowBattle = (i & 1) > 0;
  131. actor->allowSpellCast = (i & 2) > 0;
  132. actor->allowUseResources = (i & 4) > 0;
  133. actor->battleActor = allActors[i | 1];
  134. actor->castActor = allActors[i | 2];
  135. actor->resourceActor = allActors[i | 4];
  136. }
  137. }
  138. ExchangeResult ChainActor::tryExchangeNoLock(const ChainActor * specialActor, const ChainActor * other) const
  139. {
  140. if(!isMovable) return ExchangeResult();
  141. return baseActor->tryExchangeNoLock(specialActor, other);
  142. }
  143. ExchangeResult HeroActor::tryExchangeNoLock(const ChainActor * specialActor, const ChainActor * other) const
  144. {
  145. const ChainActor * otherBase = other->baseActor;
  146. ExchangeResult result = exchangeMap->tryExchangeNoLock(otherBase);
  147. if(!result.actor || !result.lockAcquired) return result;
  148. if(specialActor == this)
  149. return result;
  150. int index = vstd::find_pos_if(specialActors, [specialActor](const ChainActor & actor) -> bool
  151. {
  152. return &actor == specialActor;
  153. });
  154. result.actor = &(dynamic_cast<HeroActor *>(result.actor)->specialActors[index]);
  155. return result;
  156. }
  157. HeroExchangeMap::HeroExchangeMap(const HeroActor * actor, const Nullkiller * ai)
  158. :actor(actor), ai(ai), sync()
  159. {
  160. }
  161. HeroExchangeMap::~HeroExchangeMap()
  162. {
  163. for(auto & exchange : exchangeMap)
  164. {
  165. if(!exchange.second) continue;
  166. delete exchange.second->creatureSet;
  167. }
  168. for(auto & exchange : exchangeMap)
  169. {
  170. if(!exchange.second) continue;
  171. delete exchange.second;
  172. }
  173. exchangeMap.clear();
  174. }
  175. ExchangeResult HeroExchangeMap::tryExchangeNoLock(const ChainActor * other)
  176. {
  177. ExchangeResult result;
  178. {
  179. boost::shared_lock<boost::shared_mutex> lock(sync, boost::try_to_lock);
  180. if(!lock.owns_lock())
  181. {
  182. result.lockAcquired = false;
  183. return result;
  184. }
  185. auto position = exchangeMap.find(other);
  186. if(position != exchangeMap.end())
  187. {
  188. result.actor = position->second;
  189. return result;
  190. }
  191. }
  192. {
  193. boost::unique_lock<boost::shared_mutex> uniqueLock(sync, boost::try_to_lock);
  194. if(!uniqueLock.owns_lock())
  195. {
  196. result.lockAcquired = false;
  197. return result;
  198. }
  199. auto inserted = exchangeMap.insert(std::pair<const ChainActor *, HeroActor *>(other, nullptr));
  200. if(!inserted.second)
  201. {
  202. result.actor = inserted.first->second;
  203. return result; // already inserted
  204. }
  205. auto differentMasks = (actor->chainMask & other->chainMask) == 0;
  206. if(!differentMasks) return result;
  207. if(actor->allowSpellCast || other->allowSpellCast)
  208. return result;
  209. TResources resources = ai->cb->getResourceAmount();
  210. if(!resources.canAfford(actor->armyCost + other->armyCost))
  211. {
  212. #if NKAI_PATHFINDER_TRACE_LEVEL >= 2
  213. logAi->trace(
  214. "Can not afford exchange because of total cost %s but we have %s",
  215. (actor->armyCost + other->armyCost).toString(),
  216. resources.toString());
  217. #endif
  218. return result;
  219. }
  220. if(other->isMovable && other->armyValue <= actor->armyValue / 10 && other->armyValue < MIN_ARMY_STRENGTH_FOR_CHAIN)
  221. return result;
  222. TResources availableResources = resources - actor->armyCost - other->armyCost;
  223. HeroExchangeArmy * upgradedInitialArmy = tryUpgrade(actor->creatureSet, other->getActorObject(), availableResources);
  224. HeroExchangeArmy * newArmy;
  225. if(other->creatureSet->Slots().size())
  226. {
  227. if(upgradedInitialArmy)
  228. {
  229. newArmy = pickBestCreatures(upgradedInitialArmy, other->creatureSet);
  230. newArmy->armyCost = upgradedInitialArmy->armyCost;
  231. newArmy->requireBuyArmy = upgradedInitialArmy->requireBuyArmy;
  232. delete upgradedInitialArmy;
  233. }
  234. else
  235. {
  236. newArmy = pickBestCreatures(actor->creatureSet, other->creatureSet);
  237. }
  238. }
  239. else
  240. {
  241. newArmy = upgradedInitialArmy;
  242. }
  243. if(!newArmy) return result;
  244. auto newArmyStrength = newArmy->getArmyStrength();
  245. auto oldArmyStrength = actor->creatureSet->getArmyStrength();
  246. if(newArmyStrength <= oldArmyStrength) return result;
  247. auto reinforcement = newArmyStrength - oldArmyStrength;
  248. #if NKAI_PATHFINDER_TRACE_LEVEL >= 2
  249. logAi->trace(
  250. "Exchange %s->%s reinforcement: %d, %f%%",
  251. actor->toString(),
  252. other->toString(),
  253. reinforcement,
  254. 100.0f * reinforcement / actor->armyValue);
  255. #endif
  256. if(reinforcement <= actor->armyValue / 10 && reinforcement < MIN_ARMY_STRENGTH_FOR_CHAIN)
  257. {
  258. delete newArmy;
  259. return result;
  260. }
  261. HeroActor * exchanged = new HeroActor(actor, other, newArmy, ai);
  262. exchanged->armyCost += newArmy->armyCost;
  263. result.actor = exchanged;
  264. exchangeMap[other] = exchanged;
  265. return result;
  266. }
  267. }
  268. HeroExchangeArmy * HeroExchangeMap::tryUpgrade(
  269. const CCreatureSet * army,
  270. const CGObjectInstance * upgrader,
  271. TResources resources) const
  272. {
  273. HeroExchangeArmy * target = new HeroExchangeArmy();
  274. auto upgradeInfo = ai->armyManager->calculateCreaturesUpgrade(army, upgrader, resources);
  275. if(upgradeInfo.upgradeValue)
  276. {
  277. for(auto & slotInfo : upgradeInfo.resultingArmy)
  278. {
  279. auto targetSlot = target->getFreeSlot();
  280. target->addToSlot(targetSlot, slotInfo.creature->getId(), TQuantity(slotInfo.count));
  281. }
  282. resources -= upgradeInfo.upgradeCost;
  283. target->armyCost += upgradeInfo.upgradeCost;
  284. }
  285. else
  286. {
  287. for(auto slot : army->Slots())
  288. {
  289. auto targetSlot = target->getSlotFor(slot.second->getCreatureID());
  290. target->addToSlot(targetSlot, slot.second->getCreatureID(), slot.second->count);
  291. }
  292. }
  293. if(upgrader->ID == Obj::TOWN)
  294. {
  295. auto buyArmy = ai->armyManager->getArmyAvailableToBuy(target, ai->cb->getTown(upgrader->id), resources);
  296. for(auto & creatureToBuy : buyArmy)
  297. {
  298. auto targetSlot = target->getSlotFor(dynamic_cast<const CCreature*>(creatureToBuy.cre));
  299. target->addToSlot(targetSlot, creatureToBuy.creID, creatureToBuy.count);
  300. target->armyCost += creatureToBuy.cre->getFullRecruitCost() * creatureToBuy.count;
  301. target->requireBuyArmy = true;
  302. }
  303. }
  304. if(target->getArmyStrength() <= army->getArmyStrength())
  305. {
  306. delete target;
  307. return nullptr;
  308. }
  309. return target;
  310. }
  311. HeroExchangeArmy * HeroExchangeMap::pickBestCreatures(const CCreatureSet * army1, const CCreatureSet * army2) const
  312. {
  313. HeroExchangeArmy * target = new HeroExchangeArmy();
  314. auto bestArmy = ai->armyManager->getBestArmy(actor->hero, army1, army2);
  315. for(auto & slotInfo : bestArmy)
  316. {
  317. auto targetSlot = target->getFreeSlot();
  318. target->addToSlot(targetSlot, slotInfo.creature->getId(), TQuantity(slotInfo.count));
  319. }
  320. return target;
  321. }
  322. HillFortActor::HillFortActor(const CGObjectInstance * hillFort, uint64_t chainMask)
  323. :ObjectActor(hillFort, &emptyArmy, chainMask, 0)
  324. {
  325. }
  326. DwellingActor::DwellingActor(const CGDwelling * dwelling, uint64_t chainMask, bool waitForGrowth, int dayOfWeek)
  327. : ObjectActor(
  328. dwelling,
  329. getDwellingCreatures(dwelling, waitForGrowth),
  330. chainMask,
  331. getInitialTurn(waitForGrowth, dayOfWeek)),
  332. dwelling(dwelling)
  333. {
  334. for(auto & slot : creatureSet->Slots())
  335. {
  336. armyCost += slot.second->getCreatureID().toCreature()->getFullRecruitCost() * slot.second->count;
  337. }
  338. }
  339. DwellingActor::~DwellingActor()
  340. {
  341. delete creatureSet;
  342. }
  343. int DwellingActor::getInitialTurn(bool waitForGrowth, int dayOfWeek)
  344. {
  345. if(!waitForGrowth)
  346. return 0;
  347. return 8 - dayOfWeek;
  348. }
  349. std::string DwellingActor::toString() const
  350. {
  351. return dwelling->typeName + dwelling->visitablePos().toString();
  352. }
  353. CCreatureSet * DwellingActor::getDwellingCreatures(const CGDwelling * dwelling, bool waitForGrowth)
  354. {
  355. CCreatureSet * dwellingCreatures = new CCreatureSet();
  356. for(auto & creatureInfo : dwelling->creatures)
  357. {
  358. if(!creatureInfo.second.size())
  359. continue;
  360. auto creature = creatureInfo.second.back().toCreature();
  361. dwellingCreatures->addToSlot(
  362. dwellingCreatures->getSlotFor(creature),
  363. creature->getId(),
  364. TQuantity(creatureInfo.first));
  365. }
  366. return dwellingCreatures;
  367. }
  368. TownGarrisonActor::TownGarrisonActor(const CGTownInstance * town, uint64_t chainMask)
  369. :ObjectActor(town, town->getUpperArmy(), chainMask, 0), town(town)
  370. {
  371. }
  372. std::string TownGarrisonActor::toString() const
  373. {
  374. return town->getNameTranslated();
  375. }