VCAI.cpp 86 KB

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  1. #include "StdInc.h"
  2. #include "VCAI.h"
  3. #include "Goals.h"
  4. #include "../../lib/UnlockGuard.h"
  5. #include "../../lib/CObjectHandler.h"
  6. #include "../../lib/CConfigHandler.h"
  7. #include "../../lib/CHeroHandler.h"
  8. /*
  9. * CCreatureHandler.h, part of VCMI engine
  10. *
  11. * Authors: listed in file AUTHORS in main folder
  12. *
  13. * License: GNU General Public License v2.0 or later
  14. * Full text of license available in license.txt file, in main folder
  15. *
  16. */
  17. extern FuzzyHelper *fh;
  18. class CGVisitableOPW;
  19. const double SAFE_ATTACK_CONSTANT = 1.5;
  20. 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)
  21. using namespace vstd;
  22. //extern Goals::TSubgoal sptr(const Goals::AbstractGoal & tmp);
  23. //#define sptr(x) Goals::sptr(x)
  24. //one thread may be turn of AI and another will be handling a side effect for AI2
  25. boost::thread_specific_ptr<CCallback> cb;
  26. boost::thread_specific_ptr<VCAI> ai;
  27. //std::map<int, std::map<int, int> > HeroView::infosCount;
  28. //helper RAII to manage global ai/cb ptrs
  29. struct SetGlobalState
  30. {
  31. SetGlobalState(VCAI * AI)
  32. {
  33. assert(!ai.get());
  34. assert(!cb.get());
  35. ai.reset(AI);
  36. cb.reset(AI->myCb.get());
  37. }
  38. ~SetGlobalState()
  39. {
  40. ai.release();
  41. cb.release();
  42. }
  43. };
  44. #define SET_GLOBAL_STATE(ai) SetGlobalState _hlpSetState(ai);
  45. #define NET_EVENT_HANDLER SET_GLOBAL_STATE(this)
  46. #define MAKING_TURN SET_GLOBAL_STATE(this)
  47. unsigned char &retreiveTileN(std::vector< std::vector< std::vector<unsigned char> > > &vectors, const int3 &pos)
  48. {
  49. return vectors[pos.x][pos.y][pos.z];
  50. }
  51. const unsigned char &retreiveTileN(const std::vector< std::vector< std::vector<unsigned char> > > &vectors, const int3 &pos)
  52. {
  53. return vectors[pos.x][pos.y][pos.z];
  54. }
  55. void foreach_tile(std::vector< std::vector< std::vector<unsigned char> > > &vectors, std::function<void(unsigned char &in)> foo)
  56. {
  57. for(auto & vector : vectors)
  58. for(auto j = vector.begin(); j != vector.end(); j++)
  59. for(auto & elem : *j)
  60. foo(elem);
  61. }
  62. struct ObjInfo
  63. {
  64. int3 pos;
  65. std::string name;
  66. ObjInfo(){}
  67. ObjInfo(const CGObjectInstance *obj):
  68. pos(obj->pos),
  69. name(obj->getHoverText())
  70. {
  71. }
  72. };
  73. std::map<const CGObjectInstance *, ObjInfo> helperObjInfo;
  74. VCAI::VCAI(void)
  75. {
  76. LOG_TRACE(logAi);
  77. makingTurn = nullptr;
  78. }
  79. VCAI::~VCAI(void)
  80. {
  81. LOG_TRACE(logAi);
  82. }
  83. void VCAI::availableCreaturesChanged(const CGDwelling *town)
  84. {
  85. LOG_TRACE(logAi);
  86. NET_EVENT_HANDLER;
  87. }
  88. void VCAI::heroMoved(const TryMoveHero & details)
  89. {
  90. LOG_TRACE(logAi);
  91. NET_EVENT_HANDLER;
  92. validateObject(details.id); //enemy hero may have left visible area
  93. if(details.result == TryMoveHero::TELEPORTATION)
  94. {
  95. const int3 from = CGHeroInstance::convertPosition(details.start, false),
  96. to = CGHeroInstance::convertPosition(details.end, false);
  97. const CGObjectInstance *o1 = frontOrNull(cb->getVisitableObjs(from)),
  98. *o2 = frontOrNull(cb->getVisitableObjs(to));
  99. if(o1 && o2 && o1->ID == Obj::SUBTERRANEAN_GATE && o2->ID == Obj::SUBTERRANEAN_GATE)
  100. {
  101. knownSubterraneanGates[o1] = o2;
  102. knownSubterraneanGates[o2] = o1;
  103. logAi->debugStream() << boost::format("Found a pair of subterranean gates between %s and %s!") % from % to;
  104. }
  105. }
  106. }
  107. void VCAI::stackChagedCount(const StackLocation &location, const TQuantity &change, bool isAbsolute)
  108. {
  109. LOG_TRACE_PARAMS(logAi, "isAbsolute '%i'", isAbsolute);
  110. NET_EVENT_HANDLER;
  111. }
  112. void VCAI::heroInGarrisonChange(const CGTownInstance *town)
  113. {
  114. LOG_TRACE(logAi);
  115. NET_EVENT_HANDLER;
  116. }
  117. void VCAI::centerView(int3 pos, int focusTime)
  118. {
  119. LOG_TRACE_PARAMS(logAi, "focusTime '%i'", focusTime);
  120. NET_EVENT_HANDLER;
  121. }
  122. void VCAI::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  123. {
  124. LOG_TRACE(logAi);
  125. NET_EVENT_HANDLER;
  126. }
  127. void VCAI::artifactAssembled(const ArtifactLocation &al)
  128. {
  129. LOG_TRACE(logAi);
  130. NET_EVENT_HANDLER;
  131. }
  132. void VCAI::showTavernWindow(const CGObjectInstance *townOrTavern)
  133. {
  134. LOG_TRACE(logAi);
  135. NET_EVENT_HANDLER;
  136. }
  137. void VCAI::showThievesGuildWindow (const CGObjectInstance * obj)
  138. {
  139. LOG_TRACE(logAi);
  140. NET_EVENT_HANDLER;
  141. }
  142. void VCAI::playerBlocked(int reason, bool start)
  143. {
  144. LOG_TRACE_PARAMS(logAi, "reason '%i', start '%i'", reason % start);
  145. NET_EVENT_HANDLER;
  146. if (start && reason == PlayerBlocked::UPCOMING_BATTLE)
  147. status.setBattle(UPCOMING_BATTLE);
  148. if(reason == PlayerBlocked::ONGOING_MOVEMENT)
  149. status.setMove(start);
  150. }
  151. void VCAI::showPuzzleMap()
  152. {
  153. LOG_TRACE(logAi);
  154. NET_EVENT_HANDLER;
  155. }
  156. void VCAI::showShipyardDialog(const IShipyard *obj)
  157. {
  158. LOG_TRACE(logAi);
  159. NET_EVENT_HANDLER;
  160. }
  161. void VCAI::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult)
  162. {
  163. LOG_TRACE_PARAMS(logAi, "victoryLossCheckResult '%s'", victoryLossCheckResult);
  164. NET_EVENT_HANDLER;
  165. logAi->debugStream() << boost::format("Player %d: I heard that player %d %s.") % playerID % player.getNum() % (victoryLossCheckResult.victory() ? "won" : "lost");
  166. if(player == playerID)
  167. {
  168. if(victoryLossCheckResult.victory())
  169. {
  170. logAi->debugStream() << "VCAI: I won! Incredible!";
  171. logAi->debugStream() << "Turn nr " << myCb->getDate();
  172. }
  173. else
  174. {
  175. logAi->debugStream() << "VCAI: Player " << player << " lost. It's me. What a disappointment! :(";
  176. }
  177. // //let's make Impossible difficulty finally standing to its name :>
  178. // if(myCb->getStartInfo()->difficulty == 4 && !victory)
  179. // {
  180. // //play dirty: crash the whole engine to avoid lose
  181. // //that way AI is unbeatable!
  182. // *(int*)nullptr = 666;
  183. // }
  184. // TODO - at least write some insults on stdout
  185. finish();
  186. }
  187. }
  188. void VCAI::artifactPut(const ArtifactLocation &al)
  189. {
  190. LOG_TRACE(logAi);
  191. NET_EVENT_HANDLER;
  192. }
  193. void VCAI::artifactRemoved(const ArtifactLocation &al)
  194. {
  195. LOG_TRACE(logAi);
  196. NET_EVENT_HANDLER;
  197. }
  198. void VCAI::stacksErased(const StackLocation &location)
  199. {
  200. LOG_TRACE(logAi);
  201. NET_EVENT_HANDLER;
  202. }
  203. void VCAI::artifactDisassembled(const ArtifactLocation &al)
  204. {
  205. LOG_TRACE(logAi);
  206. NET_EVENT_HANDLER;
  207. }
  208. void VCAI::heroVisit(const CGHeroInstance *visitor, const CGObjectInstance *visitedObj, bool start)
  209. {
  210. LOG_TRACE_PARAMS(logAi, "start '%i'; obj '%s'", start % (visitedObj ? visitedObj->hoverName : std::string("n/a")));
  211. NET_EVENT_HANDLER;
  212. if(start)
  213. {
  214. markObjectVisited (visitedObj);
  215. erase_if_present(reservedObjs, visitedObj); //unreserve objects
  216. erase_if_present(reservedHeroesMap[visitor], visitedObj);
  217. completeGoal (sptr(Goals::GetObj(visitedObj->id.getNum()).sethero(visitor))); //we don't need to visit it anymore
  218. //TODO: what if we visited one-time visitable object that was reserved by another hero (shouldn't, but..)
  219. }
  220. status.heroVisit(visitedObj, start);
  221. }
  222. void VCAI::availableArtifactsChanged(const CGBlackMarket *bm /*= nullptr*/)
  223. {
  224. LOG_TRACE(logAi);
  225. NET_EVENT_HANDLER;
  226. }
  227. void VCAI::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  228. {
  229. LOG_TRACE(logAi);
  230. NET_EVENT_HANDLER;
  231. //buildArmyIn(town);
  232. //moveCreaturesToHero(town);
  233. }
  234. void VCAI::tileHidden(const std::unordered_set<int3, ShashInt3> &pos)
  235. {
  236. LOG_TRACE(logAi);
  237. NET_EVENT_HANDLER;
  238. validateVisitableObjs();
  239. }
  240. void VCAI::tileRevealed(const std::unordered_set<int3, ShashInt3> &pos)
  241. {
  242. LOG_TRACE(logAi);
  243. NET_EVENT_HANDLER;
  244. for(int3 tile : pos)
  245. for(const CGObjectInstance *obj : myCb->getVisitableObjs(tile))
  246. addVisitableObj(obj);
  247. }
  248. void VCAI::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  249. {
  250. LOG_TRACE(logAi);
  251. NET_EVENT_HANDLER;
  252. auto firstHero = cb->getHero(hero1);
  253. auto secondHero = cb->getHero(hero2);
  254. status.addQuery(query, boost::str(boost::format("Exchange between heroes %s and %s") % firstHero->name % secondHero->name));
  255. requestActionASAP([=]()
  256. {
  257. if (firstHero->getFightingStrength() > secondHero->getFightingStrength() && canGetArmy (firstHero, secondHero))
  258. pickBestCreatures (firstHero, secondHero);
  259. else if (canGetArmy (secondHero, firstHero))
  260. pickBestCreatures (secondHero, firstHero);
  261. completeGoal(sptr(Goals::VisitHero(firstHero->id.getNum()))); //TODO: what if we were visited by other hero in the meantime?
  262. completeGoal(sptr(Goals::VisitHero(secondHero->id.getNum())));
  263. //TODO: exchange artifacts
  264. answerQuery(query, 0);
  265. });
  266. }
  267. void VCAI::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
  268. {
  269. LOG_TRACE_PARAMS(logAi, "which '%i', val '%i'", which % val);
  270. NET_EVENT_HANDLER;
  271. }
  272. void VCAI::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
  273. {
  274. LOG_TRACE_PARAMS(logAi, "level '%i'", level);
  275. NET_EVENT_HANDLER;
  276. }
  277. void VCAI::heroMovePointsChanged(const CGHeroInstance * hero)
  278. {
  279. LOG_TRACE(logAi);
  280. NET_EVENT_HANDLER;
  281. }
  282. void VCAI::stackChangedType(const StackLocation &location, const CCreature &newType)
  283. {
  284. LOG_TRACE(logAi);
  285. NET_EVENT_HANDLER;
  286. }
  287. void VCAI::stacksRebalanced(const StackLocation &src, const StackLocation &dst, TQuantity count)
  288. {
  289. LOG_TRACE(logAi);
  290. NET_EVENT_HANDLER;
  291. }
  292. void VCAI::newObject(const CGObjectInstance * obj)
  293. {
  294. LOG_TRACE(logAi);
  295. NET_EVENT_HANDLER;
  296. if(obj->isVisitable())
  297. addVisitableObj(obj);
  298. //AI should reconsider strategy when spawning monsters block the way and free reserved objects
  299. //FIXME: AI tends to freeze forever on a week of double growth if this code is active
  300. //auto safeCopy = reservedHeroesMap;
  301. //for (auto hero : safeCopy)
  302. //{
  303. // auto h = hero.first;
  304. // for (auto reservedObj : hero.second)
  305. // {
  306. // auto pos = reservedObj->visitablePos();
  307. // if (!(isAccessibleForHero(pos, h) && isSafeToVisit(h, pos)))
  308. // {
  309. // erase_if_present (reservedObjs, reservedObj);
  310. // for(auto &p : reservedHeroesMap)
  311. // erase_if_present (p.second, reservedObj);
  312. // }
  313. // }
  314. //}
  315. }
  316. void VCAI::objectRemoved(const CGObjectInstance *obj)
  317. {
  318. LOG_TRACE(logAi);
  319. NET_EVENT_HANDLER;
  320. erase_if_present(visitableObjs, obj);
  321. erase_if_present(alreadyVisited, obj);
  322. erase_if_present(reservedObjs, obj);
  323. for(auto &p : reservedHeroesMap)
  324. erase_if_present(p.second, obj);
  325. //TODO
  326. //there are other places where CGObjectinstance ptrs are stored...
  327. //
  328. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  329. {
  330. lostHero(cb->getHero(obj->id)); //we can promote, since objectRemoved is called just before actual deletion
  331. }
  332. }
  333. void VCAI::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  334. {
  335. LOG_TRACE(logAi);
  336. NET_EVENT_HANDLER;
  337. requestActionASAP([=]()
  338. {
  339. makePossibleUpgrades(visitor);
  340. });
  341. }
  342. void VCAI::playerBonusChanged(const Bonus &bonus, bool gain)
  343. {
  344. LOG_TRACE_PARAMS(logAi, "gain '%i'", gain);
  345. NET_EVENT_HANDLER;
  346. }
  347. void VCAI::newStackInserted(const StackLocation &location, const CStackInstance &stack)
  348. {
  349. LOG_TRACE(logAi);
  350. NET_EVENT_HANDLER;
  351. }
  352. void VCAI::heroCreated(const CGHeroInstance* h)
  353. {
  354. LOG_TRACE(logAi);
  355. if (h->visitedTown)
  356. townVisitsThisWeek[HeroPtr(h)].insert(h->visitedTown);
  357. NET_EVENT_HANDLER;
  358. }
  359. void VCAI::advmapSpellCast(const CGHeroInstance * caster, int spellID)
  360. {
  361. LOG_TRACE_PARAMS(logAi, "spellID '%i", spellID);
  362. NET_EVENT_HANDLER;
  363. }
  364. void VCAI::showInfoDialog(const std::string &text, const std::vector<Component*> &components, int soundID)
  365. {
  366. LOG_TRACE_PARAMS(logAi, "soundID '%i'", soundID);
  367. NET_EVENT_HANDLER;
  368. }
  369. void VCAI::requestRealized(PackageApplied *pa)
  370. {
  371. LOG_TRACE(logAi);
  372. NET_EVENT_HANDLER;
  373. if(status.haveTurn())
  374. {
  375. if(pa->packType == typeList.getTypeID<EndTurn>())
  376. if(pa->result)
  377. status.madeTurn();
  378. }
  379. if(pa->packType == typeList.getTypeID<QueryReply>())
  380. {
  381. status.receivedAnswerConfirmation(pa->requestID, pa->result);
  382. }
  383. }
  384. void VCAI::receivedResource(int type, int val)
  385. {
  386. LOG_TRACE_PARAMS(logAi, "type '%i', val '%i'", type % val);
  387. NET_EVENT_HANDLER;
  388. }
  389. void VCAI::stacksSwapped(const StackLocation &loc1, const StackLocation &loc2)
  390. {
  391. LOG_TRACE(logAi);
  392. NET_EVENT_HANDLER;
  393. }
  394. void VCAI::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
  395. {
  396. LOG_TRACE(logAi);
  397. NET_EVENT_HANDLER;
  398. }
  399. void VCAI::heroManaPointsChanged(const CGHeroInstance * hero)
  400. {
  401. LOG_TRACE(logAi);
  402. NET_EVENT_HANDLER;
  403. }
  404. void VCAI::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  405. {
  406. LOG_TRACE_PARAMS(logAi, "which '%d', val '%d'", which % val);
  407. NET_EVENT_HANDLER;
  408. }
  409. void VCAI::battleResultsApplied()
  410. {
  411. LOG_TRACE(logAi);
  412. NET_EVENT_HANDLER;
  413. assert(status.getBattle() == ENDING_BATTLE);
  414. status.setBattle(NO_BATTLE);
  415. }
  416. void VCAI::objectPropertyChanged(const SetObjectProperty * sop)
  417. {
  418. LOG_TRACE(logAi);
  419. NET_EVENT_HANDLER;
  420. if(sop->what == ObjProperty::OWNER)
  421. {
  422. if(sop->val == playerID.getNum())
  423. erase_if_present(visitableObjs, myCb->getObj(sop->id));
  424. //TODO restore lost obj
  425. }
  426. }
  427. void VCAI::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what)
  428. {
  429. LOG_TRACE_PARAMS(logAi, "what '%i'", what);
  430. NET_EVENT_HANDLER;
  431. }
  432. void VCAI::heroBonusChanged(const CGHeroInstance *hero, const Bonus &bonus, bool gain)
  433. {
  434. LOG_TRACE_PARAMS(logAi, "gain '%i'", gain);
  435. NET_EVENT_HANDLER;
  436. }
  437. void VCAI::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
  438. {
  439. LOG_TRACE(logAi);
  440. NET_EVENT_HANDLER;
  441. }
  442. void VCAI::init(shared_ptr<CCallback> CB)
  443. {
  444. LOG_TRACE(logAi);
  445. myCb = CB;
  446. cbc = CB;
  447. NET_EVENT_HANDLER;
  448. playerID = *myCb->getMyColor();
  449. myCb->waitTillRealize = true;
  450. myCb->unlockGsWhenWaiting = true;
  451. if(!fh)
  452. fh = new FuzzyHelper();
  453. retreiveVisitableObjs(visitableObjs);
  454. }
  455. void VCAI::yourTurn()
  456. {
  457. LOG_TRACE(logAi);
  458. NET_EVENT_HANDLER;
  459. status.startedTurn();
  460. makingTurn = make_unique<boost::thread>(&VCAI::makeTurn, this);
  461. }
  462. void VCAI::heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill> &skills, QueryID queryID)
  463. {
  464. LOG_TRACE_PARAMS(logAi, "queryID '%i'", queryID);
  465. NET_EVENT_HANDLER;
  466. status.addQuery(queryID, boost::str(boost::format("Hero %s got level %d") % hero->name % hero->level));
  467. requestActionASAP([=]{ answerQuery(queryID, 0); });
  468. }
  469. void VCAI::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  470. {
  471. LOG_TRACE_PARAMS(logAi, "queryID '%i'", queryID);
  472. NET_EVENT_HANDLER;
  473. status.addQuery(queryID, boost::str(boost::format("Commander %s of %s got level %d") % commander->name % commander->armyObj->nodeName() % (int)commander->level));
  474. requestActionASAP([=]{ answerQuery(queryID, 0); });
  475. }
  476. void VCAI::showBlockingDialog(const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel)
  477. {
  478. LOG_TRACE_PARAMS(logAi, "text '%s', askID '%i', soundID '%i', selection '%i', cancel '%i'", text % askID % soundID % selection % cancel);
  479. NET_EVENT_HANDLER;
  480. int sel = 0;
  481. status.addQuery(askID, boost::str(boost::format("Blocking dialog query with %d components - %s")
  482. % components.size() % text));
  483. if(selection) //select from multiple components -> take the last one (they're indexed [1-size])
  484. sel = components.size();
  485. if(!selection && cancel) //yes&no -> always answer yes, we are a brave AI :)
  486. sel = 1;
  487. requestActionASAP([=]()
  488. {
  489. answerQuery(askID, sel);
  490. });
  491. }
  492. void VCAI::showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  493. {
  494. LOG_TRACE_PARAMS(logAi, "removableUnits '%i', queryID '%i'", removableUnits % queryID);
  495. NET_EVENT_HANDLER;
  496. std::string s1 = up ? up->nodeName() : "NONE";
  497. std::string s2 = down ? down->nodeName() : "NONE";
  498. status.addQuery(queryID, boost::str(boost::format("Garrison dialog with %s and %s") % s1 % s2));
  499. //you can't request action from action-response thread
  500. requestActionASAP([=]()
  501. {
  502. pickBestCreatures (down, up);
  503. answerQuery(queryID, 0);
  504. });
  505. }
  506. void VCAI::saveGame(COSer<CSaveFile> &h, const int version)
  507. {
  508. LOG_TRACE_PARAMS(logAi, "version '%i'", version);
  509. NET_EVENT_HANDLER;
  510. validateVisitableObjs();
  511. CAdventureAI::saveGame(h, version);
  512. serializeInternal(h, version);
  513. }
  514. void VCAI::loadGame(CISer<CLoadFile> &h, const int version)
  515. {
  516. LOG_TRACE_PARAMS(logAi, "version '%i'", version);
  517. NET_EVENT_HANDLER;
  518. CAdventureAI::loadGame(h, version);
  519. serializeInternal(h, version);
  520. }
  521. void makePossibleUpgrades(const CArmedInstance *obj)
  522. {
  523. if(!obj)
  524. return;
  525. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  526. {
  527. if(const CStackInstance *s = obj->getStackPtr(SlotID(i)))
  528. {
  529. UpgradeInfo ui;
  530. cb->getUpgradeInfo(obj, SlotID(i), ui);
  531. if(ui.oldID >= 0 && cb->getResourceAmount().canAfford(ui.cost[0] * s->count))
  532. {
  533. cb->upgradeCreature(obj, SlotID(i), ui.newID[0]);
  534. }
  535. }
  536. }
  537. }
  538. void VCAI::makeTurn()
  539. {
  540. MAKING_TURN;
  541. boost::shared_lock<boost::shared_mutex> gsLock(cb->getGsMutex());
  542. setThreadName("VCAI::makeTurn");
  543. logGlobal->infoStream() << boost::format("Player %d starting turn") % static_cast<int>(playerID.getNum());
  544. switch(cb->getDate(Date::DAY_OF_WEEK))
  545. {
  546. case 1:
  547. {
  548. townVisitsThisWeek.clear();
  549. std::vector<const CGObjectInstance *> objs;
  550. retreiveVisitableObjs(objs, true);
  551. for(const CGObjectInstance *obj : objs)
  552. {
  553. if (isWeeklyRevisitable(obj))
  554. {
  555. visitableObjs.insert(obj); //set doesn't need duplicate check
  556. erase_if_present (alreadyVisited, obj);
  557. }
  558. }
  559. }
  560. break;
  561. }
  562. if(cb->getSelectedHero())
  563. cb->recalculatePaths();
  564. makeTurnInternal();
  565. makingTurn.reset();
  566. return;
  567. }
  568. void VCAI::makeTurnInternal()
  569. {
  570. saving = 0;
  571. //it looks messy here, but it's better to have armed heroes before attempting realizing goals
  572. for(const CGTownInstance *t : cb->getTownsInfo())
  573. moveCreaturesToHero(t);
  574. try
  575. {
  576. //Pick objects reserved in previous turn - we expect only nerby objects there
  577. auto reservedHeroesCopy = reservedHeroesMap; //work on copy => the map may be changed while iterating (eg because hero died when attempting a goal)
  578. for (auto hero : reservedHeroesCopy)
  579. {
  580. if(reservedHeroesMap.count(hero.first))
  581. continue; //hero might have been removed while we were in this loop
  582. if(!hero.first.validAndSet())
  583. {
  584. logAi->errorStream() << "Hero " << hero.first.name << " present on reserved map. Shouldn't be. ";
  585. continue;
  586. }
  587. cb->setSelection(hero.first.get());
  588. std::vector<const CGObjectInstance *> vec(hero.second.begin(), hero.second.end());
  589. boost::sort (vec, isCloser);
  590. for (auto obj : vec)
  591. {
  592. if(!obj || !cb->getObj(obj->id))
  593. {
  594. logAi->errorStream() << "Error: there is wrong object on list for hero " << hero.first->name;
  595. continue;
  596. }
  597. striveToGoal (sptr(Goals::VisitTile(obj->visitablePos()).sethero(hero.first)));
  598. }
  599. }
  600. //now try to win
  601. striveToGoal(sptr(Goals::Win()));
  602. //finally, continue our abstract long-term goals
  603. int oldMovement = 0;
  604. int newMovement = 0;
  605. while (true)
  606. {
  607. oldMovement = newMovement; //remember old value
  608. newMovement = 0;
  609. std::vector<std::pair<HeroPtr, Goals::TSubgoal> > safeCopy;
  610. for (auto mission : lockedHeroes)
  611. {
  612. //FIXME: for some reason when called here, priority is always the same
  613. fh->setPriority (mission.second); //re-evaluate
  614. if (canAct(mission.first))
  615. {
  616. newMovement += mission.first->movement;
  617. safeCopy.push_back (mission);
  618. }
  619. }
  620. if (newMovement == oldMovement) //means our heroes didn't move or didn't re-assign their goals
  621. {
  622. logAi->warnStream() << "Our heroes don't move anymore, exhaustive decomposition failed";
  623. break;
  624. }
  625. if (safeCopy.empty())
  626. break; //all heroes exhausted their locked goals
  627. else
  628. {
  629. typedef std::pair<HeroPtr, Goals::TSubgoal> TItrType;
  630. auto lockedHeroesSorter = [](TItrType m1, TItrType m2) -> bool
  631. {
  632. return m1.second->priority < m2.second->priority;
  633. };
  634. boost::sort(safeCopy, lockedHeroesSorter);
  635. striveToGoal (safeCopy.back().second);
  636. }
  637. }
  638. auto quests = myCb->getMyQuests();
  639. for (auto quest : quests)
  640. {
  641. striveToQuest (quest);
  642. }
  643. striveToGoal(sptr(Goals::Build())); //TODO: smarter building management
  644. performTypicalActions();
  645. //for debug purpose
  646. for (auto h : cb->getHeroesInfo())
  647. {
  648. if (h->movement)
  649. logAi->warnStream() << boost::format("hero %s has %d MP left") % h->name % h->movement;
  650. }
  651. }
  652. catch(boost::thread_interrupted &e)
  653. {
  654. logAi->debugStream() << "Making turn thread has been interrupted. We'll end without calling endTurn.";
  655. return;
  656. }
  657. catch(std::exception &e)
  658. {
  659. logAi->debugStream() << "Making turn thread has caught an exception: " << e.what();
  660. }
  661. endTurn();
  662. }
  663. bool VCAI::goVisitObj(const CGObjectInstance * obj, HeroPtr h)
  664. {
  665. int3 dst = obj->visitablePos();
  666. logAi->debugStream() << boost::format("%s will try to visit %s at (%s)") % h->name % obj->getHoverText() % strFromInt3(dst);
  667. return moveHeroToTile(dst, h);
  668. }
  669. void VCAI::performObjectInteraction(const CGObjectInstance * obj, HeroPtr h)
  670. {
  671. LOG_TRACE_PARAMS(logAi, "Hero %s and object %s at %s", h->name % obj->getHoverText() % obj->pos);
  672. switch (obj->ID)
  673. {
  674. case Obj::CREATURE_GENERATOR1:
  675. recruitCreatures (dynamic_cast<const CGDwelling *>(obj));
  676. checkHeroArmy (h);
  677. break;
  678. case Obj::TOWN:
  679. moveCreaturesToHero (dynamic_cast<const CGTownInstance *>(obj));
  680. if (h->visitedTown) //we are inside, not just attacking
  681. {
  682. townVisitsThisWeek[h].insert(h->visitedTown);
  683. if (!h->hasSpellbook() && cb->getResourceAmount(Res::GOLD) >= GameConstants::SPELLBOOK_GOLD_COST + saving[Res::GOLD] &&
  684. h->visitedTown->hasBuilt (BuildingID::MAGES_GUILD_1))
  685. cb->buyArtifact(h.get(), ArtifactID::SPELLBOOK);
  686. }
  687. break;
  688. }
  689. completeGoal (sptr(Goals::GetObj(obj->id.getNum()).sethero(h)));
  690. }
  691. void VCAI::moveCreaturesToHero(const CGTownInstance * t)
  692. {
  693. if(t->visitingHero && t->armedGarrison() && t->visitingHero->tempOwner == t->tempOwner)
  694. {
  695. pickBestCreatures (t->visitingHero, t);
  696. }
  697. }
  698. bool VCAI::canGetArmy (const CGHeroInstance * army, const CGHeroInstance * source)
  699. { //TODO: merge with pickBestCreatures
  700. if(army->tempOwner != source->tempOwner)
  701. {
  702. logAi->errorStream() << "Why are we even considering exchange between heroes from different players?";
  703. return false;
  704. }
  705. const CArmedInstance *armies[] = {army, source};
  706. int armySize = 0;
  707. //we calculate total strength for each creature type available in armies
  708. std::map<const CCreature*, int> creToPower;
  709. for(auto armyPtr : armies)
  710. for(auto &i : armyPtr->Slots())
  711. {
  712. ++armySize;//TODO: allow splitting stacks?
  713. creToPower[i.second->type] += i.second->getPower();
  714. }
  715. //TODO - consider more than just power (ie morale penalty, hero specialty in certain stacks, etc)
  716. armySize = std::min ((source->needsLastStack() ? armySize - 1 : armySize), GameConstants::ARMY_SIZE); //can't move away last stack
  717. std::vector<const CCreature *> bestArmy; //types that'll be in final dst army
  718. for (int i = 0; i < armySize; i++) //pick the creatures from which we can get most power, as many as dest can fit
  719. {
  720. typedef const std::pair<const CCreature*, int> &CrePowerPair;
  721. auto creIt = boost::max_element(creToPower, [](CrePowerPair lhs, CrePowerPair rhs)
  722. {
  723. return lhs.second < rhs.second;
  724. });
  725. bestArmy.push_back(creIt->first);
  726. creToPower.erase(creIt);
  727. if(creToPower.empty())
  728. break;
  729. }
  730. //foreach best type -> iterate over slots in both armies and if it's the appropriate type, send it to the slot where it belongs
  731. for (int i = 0; i < bestArmy.size(); i++) //i-th strongest creature type will go to i-th slot
  732. {
  733. for(auto armyPtr : armies)
  734. for (int j = 0; j < GameConstants::ARMY_SIZE; j++)
  735. {
  736. if(armyPtr->getCreature(SlotID(j)) == bestArmy[i] && (i != j || armyPtr != army)) //it's a searched creature not in dst slot
  737. if (!(armyPtr->needsLastStack() && armyPtr->Slots().size() == 1 && armyPtr != army)) //can't take away last creature
  738. return true; //at least one exchange will be performed
  739. }
  740. }
  741. return false;
  742. }
  743. void VCAI::pickBestCreatures(const CArmedInstance * army, const CArmedInstance * source)
  744. {
  745. //TODO - what if source is a hero (the last stack problem) -> it'd good to create a single stack of weakest cre
  746. const CArmedInstance *armies[] = {army, source};
  747. int armySize = 0;
  748. //we calculate total strength for each creature type available in armies
  749. std::map<const CCreature*, int> creToPower;
  750. for(auto armyPtr : armies)
  751. for(auto &i : armyPtr->Slots())
  752. {
  753. ++armySize;//TODO: allow splitting stacks?
  754. creToPower[i.second->type] += i.second->getPower();
  755. }
  756. //TODO - consider more than just power (ie morale penalty, hero specialty in certain stacks, etc)
  757. armySize = std::min ((source->needsLastStack() ? armySize - 1 : armySize), GameConstants::ARMY_SIZE); //can't move away last stack
  758. std::vector<const CCreature *> bestArmy; //types that'll be in final dst army
  759. for (int i = 0; i < armySize; i++) //pick the creatures from which we can get most power, as many as dest can fit
  760. {
  761. typedef const std::pair<const CCreature*, int> &CrePowerPair;
  762. auto creIt = boost::max_element(creToPower, [](CrePowerPair lhs, CrePowerPair rhs)
  763. {
  764. return lhs.second < rhs.second;
  765. });
  766. bestArmy.push_back(creIt->first);
  767. creToPower.erase(creIt);
  768. if(creToPower.empty())
  769. break;
  770. }
  771. //foreach best type -> iterate over slots in both armies and if it's the appropriate type, send it to the slot where it belongs
  772. for (int i = 0; i < bestArmy.size(); i++) //i-th strongest creature type will go to i-th slot
  773. {
  774. for(auto armyPtr : armies)
  775. for (int j = 0; j < GameConstants::ARMY_SIZE; j++)
  776. {
  777. if(armyPtr->getCreature(SlotID(j)) == bestArmy[i] && (i != j || armyPtr != army)) //it's a searched creature not in dst slot
  778. if (!(armyPtr->needsLastStack() && armyPtr->Slots().size() == 1 && armyPtr != army))
  779. cb->mergeOrSwapStacks(armyPtr, army, SlotID(j), SlotID(i));
  780. }
  781. }
  782. //TODO - having now strongest possible army, we may want to think about arranging stacks
  783. auto hero = dynamic_cast<const CGHeroInstance *>(army);
  784. if (hero)
  785. {
  786. checkHeroArmy (hero);
  787. }
  788. }
  789. void VCAI::recruitCreatures(const CGDwelling * d)
  790. {
  791. for(int i = 0; i < d->creatures.size(); i++)
  792. {
  793. if(!d->creatures[i].second.size())
  794. continue;
  795. int count = d->creatures[i].first;
  796. CreatureID creID = d->creatures[i].second.back();
  797. // const CCreature *c = VLC->creh->creatures[creID];
  798. // if(containsSavedRes(c->cost))
  799. // continue;
  800. amin(count, freeResources() / VLC->creh->creatures[creID]->cost);
  801. if(count > 0)
  802. cb->recruitCreatures(d, creID, count, i);
  803. }
  804. }
  805. bool VCAI::tryBuildStructure(const CGTownInstance * t, BuildingID building, unsigned int maxDays)
  806. {
  807. if (maxDays == 0)
  808. {
  809. logAi->warnStream() << "Request to build building " << building << " in 0 days!";
  810. return false;
  811. }
  812. if (!vstd::contains(t->town->buildings, building))
  813. return false; // no such building in town
  814. if (t->hasBuilt(building)) //Already built? Shouldn't happen in general
  815. return true;
  816. const CBuilding * buildPtr = t->town->buildings.at(building);
  817. auto toBuild = buildPtr->requirements.getFulfillmentCandidates([&](const BuildingID & buildID)
  818. {
  819. return t->hasBuilt(buildID);
  820. });
  821. toBuild.push_back(building);
  822. for(BuildingID buildID : toBuild)
  823. {
  824. EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID);
  825. if (canBuild == EBuildingState::HAVE_CAPITAL
  826. || canBuild == EBuildingState::FORBIDDEN
  827. || canBuild == EBuildingState::NO_WATER)
  828. return false; //we won't be able to build this
  829. }
  830. if (maxDays && toBuild.size() > maxDays)
  831. return false;
  832. TResources currentRes = cb->getResourceAmount();
  833. TResources income = estimateIncome();
  834. //TODO: calculate if we have enough resources to build it in maxDays
  835. for(const auto & buildID : toBuild)
  836. {
  837. const CBuilding *b = t->town->buildings.at(buildID);
  838. EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID);
  839. if(canBuild == EBuildingState::ALLOWED)
  840. {
  841. if(!containsSavedRes(b->resources))
  842. {
  843. logAi->debugStream() << boost::format("Player %d will build %s in town of %s at %s") % playerID % b->Name() % t->name % t->pos;
  844. cb->buildBuilding(t, buildID);
  845. return true;
  846. }
  847. continue;
  848. }
  849. else if(canBuild == EBuildingState::NO_RESOURCES)
  850. {
  851. TResources cost = t->town->buildings.at(buildID)->resources;
  852. for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
  853. {
  854. int diff = currentRes[i] - cost[i] + income[i];
  855. if(diff < 0)
  856. saving[i] = 1;
  857. }
  858. continue;
  859. }
  860. else if (canBuild == EBuildingState::PREREQUIRES)
  861. {
  862. // can happen when dependencies have their own missing dependencies
  863. if (tryBuildStructure(t, buildID, maxDays - 1))
  864. return true;
  865. }
  866. else if (canBuild == EBuildingState::MISSING_BASE)
  867. {
  868. if (tryBuildStructure(t, b->upgrade, maxDays - 1))
  869. return true;
  870. }
  871. }
  872. return false;
  873. }
  874. //bool VCAI::canBuildStructure(const CGTownInstance * t, BuildingID building, unsigned int maxDays=7)
  875. //{
  876. // if (maxDays == 0)
  877. // {
  878. // logAi->warnStream() << "Request to build building " << building << " in 0 days!";
  879. // return false;
  880. // }
  881. //
  882. // if (!vstd::contains(t->town->buildings, building))
  883. // return false; // no such building in town
  884. //
  885. // if (t->hasBuilt(building)) //Already built? Shouldn't happen in general
  886. // return true;
  887. //
  888. // const CBuilding * buildPtr = t->town->buildings.at(building);
  889. //
  890. // auto toBuild = buildPtr->requirements.getFulfillmentCandidates([&](const BuildingID & buildID)
  891. // {
  892. // return t->hasBuilt(buildID);
  893. // });
  894. // toBuild.push_back(building);
  895. //
  896. // for(BuildingID buildID : toBuild)
  897. // {
  898. // EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID);
  899. // if (canBuild == EBuildingState::HAVE_CAPITAL
  900. // || canBuild == EBuildingState::FORBIDDEN
  901. // || canBuild == EBuildingState::NO_WATER)
  902. // return false; //we won't be able to build this
  903. // }
  904. //
  905. // if (maxDays && toBuild.size() > maxDays)
  906. // return false;
  907. //
  908. // TResources currentRes = cb->getResourceAmount();
  909. // TResources income = estimateIncome();
  910. // //TODO: calculate if we have enough resources to build it in maxDays
  911. //
  912. // for(const auto & buildID : toBuild)
  913. // {
  914. // const CBuilding *b = t->town->buildings.at(buildID);
  915. //
  916. // EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID);
  917. // if(canBuild == EBuildingState::ALLOWED)
  918. // {
  919. // if(!containsSavedRes(b->resources))
  920. // {
  921. // logAi->debugStream() << boost::format("Player %d will build %s in town of %s at %s") % playerID % b->Name() % t->name % t->pos;
  922. // return true;
  923. // }
  924. // continue;
  925. // }
  926. // else if(canBuild == EBuildingState::NO_RESOURCES)
  927. // {
  928. // TResources cost = t->town->buildings.at(buildID)->resources;
  929. // for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
  930. // {
  931. // int diff = currentRes[i] - cost[i] + income[i];
  932. // if(diff < 0)
  933. // saving[i] = 1;
  934. // }
  935. // continue;
  936. // }
  937. // else if (canBuild == EBuildingState::PREREQUIRES)
  938. // {
  939. // // can happen when dependencies have their own missing dependencies
  940. // if (canBuildStructure(t, buildID, maxDays - 1))
  941. // return true;
  942. // }
  943. // else if (canBuild == EBuildingState::MISSING_BASE)
  944. // {
  945. // if (canBuildStructure(t, b->upgrade, maxDays - 1))
  946. // return true;
  947. // }
  948. // }
  949. // return false;
  950. //}
  951. bool VCAI::tryBuildAnyStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays)
  952. {
  953. for(const auto & building : buildList)
  954. {
  955. if(t->hasBuilt(building))
  956. continue;
  957. if (tryBuildStructure(t, building, maxDays))
  958. return true;
  959. }
  960. return false; //Can't build anything
  961. }
  962. BuildingID VCAI::canBuildAnyStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays)
  963. {
  964. for(const auto & building : buildList)
  965. {
  966. if(t->hasBuilt(building))
  967. continue;
  968. if (cb->canBuildStructure(t, building))
  969. return building;
  970. }
  971. return BuildingID::NONE; //Can't build anything
  972. }
  973. bool VCAI::tryBuildNextStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays)
  974. {
  975. for(const auto & building : buildList)
  976. {
  977. if(t->hasBuilt(building))
  978. continue;
  979. return tryBuildStructure(t, building, maxDays);
  980. }
  981. return false;//Nothing to build
  982. }
  983. void VCAI::buildStructure(const CGTownInstance * t)
  984. {
  985. //TODO make *real* town development system
  986. //TODO: faction-specific development: use special buildings, build dwellings in better order, etc
  987. //TODO: build resource silo, defences when needed
  988. //Possible - allow "locking" on specific building (build prerequisites and then building itself)
  989. TResources currentRes = cb->getResourceAmount();
  990. TResources income = estimateIncome();
  991. if (tryBuildAnyStructure(t, std::vector<BuildingID>(essential, essential + ARRAY_COUNT(essential))))
  992. return;
  993. //we're running out of gold - try to build something gold-producing. Multiplier can be tweaked, 6 is minimum due to buildings costs
  994. if (currentRes[Res::GOLD] < income[Res::GOLD] * 6)
  995. if (tryBuildNextStructure(t, std::vector<BuildingID>(goldSource, goldSource + ARRAY_COUNT(goldSource))))
  996. return;
  997. if (cb->getDate(Date::DAY_OF_WEEK) > 6)// last 2 days of week - try to focus on growth
  998. {
  999. if (tryBuildNextStructure(t, std::vector<BuildingID>(unitGrowth, unitGrowth + ARRAY_COUNT(unitGrowth)), 2))
  1000. return;
  1001. }
  1002. // first in-game week or second half of any week: try build dwellings
  1003. if (cb->getDate(Date::DAY) < 7 || cb->getDate(Date::DAY_OF_WEEK) > 3)
  1004. if (tryBuildAnyStructure(t, std::vector<BuildingID>(unitsSource, unitsSource + ARRAY_COUNT(unitsSource)), 8 - cb->getDate(Date::DAY_OF_WEEK)))
  1005. return;
  1006. //try to upgrade dwelling
  1007. for(int i = 0; i < ARRAY_COUNT(unitsUpgrade); i++)
  1008. {
  1009. if (t->hasBuilt(unitsSource[i]) && !t->hasBuilt(unitsUpgrade[i]))
  1010. {
  1011. if (tryBuildStructure(t, unitsUpgrade[i]))
  1012. return;
  1013. }
  1014. }
  1015. //remaining tasks
  1016. if (tryBuildNextStructure(t, std::vector<BuildingID>(goldSource, goldSource + ARRAY_COUNT(goldSource))))
  1017. return;
  1018. if (tryBuildNextStructure(t, std::vector<BuildingID>(spells, spells + ARRAY_COUNT(spells))))
  1019. return;
  1020. if (tryBuildAnyStructure(t, std::vector<BuildingID>(extra, extra + ARRAY_COUNT(extra))))
  1021. return;
  1022. }
  1023. bool VCAI::isGoodForVisit(const CGObjectInstance *obj, HeroPtr h)
  1024. {
  1025. const int3 pos = obj->visitablePos();
  1026. if (isAccessibleForHero(obj->visitablePos(), h) &&
  1027. !obj->wasVisited(playerID) &&
  1028. (cb->getPlayerRelations(ai->playerID, obj->tempOwner) == PlayerRelations::ENEMIES || isWeeklyRevisitable(obj)) && //flag or get weekly resources / creatures
  1029. isSafeToVisit(h, pos) &&
  1030. shouldVisit(h, obj) &&
  1031. !vstd::contains(alreadyVisited, obj) &&
  1032. !vstd::contains(reservedObjs, obj))
  1033. {
  1034. const CGObjectInstance *topObj = cb->getVisitableObjs(obj->visitablePos()).back(); //it may be hero visiting this obj
  1035. //we don't try visiting object on which allied or owned hero stands
  1036. // -> it will just trigger exchange windows and AI will be confused that obj behind doesn't get visited
  1037. if (topObj->ID == Obj::HERO && cb->getPlayerRelations(h->tempOwner, topObj->tempOwner) != PlayerRelations::ENEMIES)
  1038. return false;
  1039. else
  1040. return true; //all of the following is met
  1041. }
  1042. return false;
  1043. }
  1044. std::vector<const CGObjectInstance *> VCAI::getPossibleDestinations(HeroPtr h)
  1045. {
  1046. validateVisitableObjs();
  1047. std::vector<const CGObjectInstance *> possibleDestinations;
  1048. for(const CGObjectInstance *obj : visitableObjs)
  1049. {
  1050. const int3 pos = obj->visitablePos();
  1051. if (isGoodForVisit(obj, h))
  1052. {
  1053. possibleDestinations.push_back(obj);
  1054. }
  1055. }
  1056. boost::sort(possibleDestinations, isCloser);
  1057. return possibleDestinations;
  1058. }
  1059. bool VCAI::canRecruitAnyHero (const CGTownInstance * t) const
  1060. {
  1061. //TODO: make gathering gold, building tavern or conquering town (?) possible subgoals
  1062. if (!t)
  1063. t = findTownWithTavern();
  1064. if (t)
  1065. return cb->getResourceAmount(Res::GOLD) >= HERO_GOLD_COST &&
  1066. cb->getHeroesInfo().size() < ALLOWED_ROAMING_HEROES &&
  1067. cb->getAvailableHeroes(t).size();
  1068. else
  1069. return false;
  1070. }
  1071. void VCAI::wander(HeroPtr h)
  1072. {
  1073. //unclaim objects that are now dangerous for us
  1074. erase_if(reservedHeroesMap[h], [h](const CGObjectInstance * obj) -> bool
  1075. {
  1076. return !isSafeToVisit(h, obj->visitablePos());
  1077. });
  1078. TimeCheck tc("looking for wander destination");
  1079. while (h->movement)
  1080. {
  1081. validateVisitableObjs();
  1082. std::vector <ObjectIdRef> dests, tmp;
  1083. range::copy(reservedHeroesMap[h], std::back_inserter(tmp)); //visit our reserved objects first
  1084. for (auto obj : tmp)
  1085. {
  1086. if (isAccessibleForHero (obj->visitablePos(), h)) //even nearby objects could be blocked by other heroes :(
  1087. dests.push_back(obj); //can't use lambda for member function :(
  1088. }
  1089. if (!dests.size())
  1090. range::copy(getPossibleDestinations(h), std::back_inserter(dests));
  1091. if(!dests.size())
  1092. {
  1093. if (cb->getVisitableObjs(h->visitablePos()).size() > 1)
  1094. moveHeroToTile(h->visitablePos(), h); //just in case we're standing on blocked subterranean gate
  1095. auto compareReinforcements = [h](const CGTownInstance *lhs, const CGTownInstance *rhs) -> bool
  1096. {
  1097. return howManyReinforcementsCanGet(h, lhs) < howManyReinforcementsCanGet(h, rhs);
  1098. };
  1099. std::vector<const CGTownInstance *> townsReachable;
  1100. std::vector<const CGTownInstance *> townsNotReachable;
  1101. for(const CGTownInstance *t : cb->getTownsInfo())
  1102. {
  1103. if(!t->visitingHero && howManyReinforcementsCanGet(h,t) && !vstd::contains(townVisitsThisWeek[h], t))
  1104. {
  1105. if (isAccessibleForHero (t->visitablePos(), h))
  1106. townsReachable.push_back(t);
  1107. else
  1108. townsNotReachable.push_back(t);
  1109. }
  1110. }
  1111. if(townsReachable.size())
  1112. {
  1113. boost::sort(townsReachable, compareReinforcements);
  1114. dests.emplace_back(townsReachable.back());
  1115. }
  1116. else if(townsNotReachable.size())
  1117. {
  1118. boost::sort(townsNotReachable, compareReinforcements);
  1119. //TODO pick the truly best
  1120. const CGTownInstance *t = townsNotReachable.back();
  1121. 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();
  1122. int3 pos1 = h->pos;
  1123. striveToGoal(sptr(Goals::ClearWayTo(t->visitablePos()).sethero(h)));
  1124. //if out hero is stuck, we may need to request another hero to clear the way we see
  1125. if (pos1 == h->pos && h == primaryHero()) //hero can't move
  1126. {
  1127. if (canRecruitAnyHero(t))
  1128. recruitHero(t);
  1129. }
  1130. break;
  1131. }
  1132. else if(cb->getResourceAmount(Res::GOLD) >= HERO_GOLD_COST)
  1133. {
  1134. std::vector<const CGTownInstance *> towns = cb->getTownsInfo();
  1135. erase_if(towns, [](const CGTownInstance *t) -> bool
  1136. {
  1137. for(const CGHeroInstance *h : cb->getHeroesInfo())
  1138. if(!t->getArmyStrength() || howManyReinforcementsCanGet(h, t))
  1139. return true;
  1140. return false;
  1141. });
  1142. boost::sort(towns, compareArmyStrength);
  1143. if(towns.size())
  1144. recruitHero(towns.back());
  1145. break;
  1146. }
  1147. else
  1148. {
  1149. logAi->debugStream() << "Nowhere more to go...";
  1150. break;
  1151. }
  1152. }
  1153. //end of objs empty
  1154. while (dests.size()) //performance improvement
  1155. {
  1156. //wander should not cause heroes to be reserved - they are always considered free
  1157. const ObjectIdRef&dest = dests.front();
  1158. logAi->debugStream() << boost::format("Of all %d destinations, object oid=%d seems nice") % dests.size() % dest.id.getNum();
  1159. if(!goVisitObj(dest, h))
  1160. {
  1161. if(!dest)
  1162. {
  1163. logAi->debugStream() << boost::format("Visit attempt made the object (id=%d) gone...") % dest.id.getNum();
  1164. }
  1165. else
  1166. {
  1167. logAi->debugStream() << boost::format("Hero %s apparently used all MPs (%d left)") % h->name % h->movement;
  1168. return;
  1169. }
  1170. }
  1171. //TODO: refactor removing deleted objects from the list
  1172. std::vector<const CGObjectInstance *> hlp;
  1173. retreiveVisitableObjs(hlp, true);
  1174. auto shouldBeErased = [&](const CGObjectInstance *obj) -> bool
  1175. {
  1176. if(!vstd::contains(hlp, obj))
  1177. {
  1178. return true;
  1179. }
  1180. return false;
  1181. };
  1182. erase_if(dests, shouldBeErased);
  1183. erase_if_present(dests, dest); //why that fails sometimes when removing monsters?
  1184. boost::sort(dests, isCloser); //find next closest one
  1185. }
  1186. if (h->visitedTown)
  1187. {
  1188. townVisitsThisWeek[h].insert(h->visitedTown);
  1189. buildArmyIn(h->visitedTown);
  1190. }
  1191. }
  1192. }
  1193. void VCAI::setGoal(HeroPtr h, Goals::TSubgoal goal)
  1194. { //TODO: check for presence?
  1195. if (goal->invalid())
  1196. erase_if_present(lockedHeroes, h);
  1197. else
  1198. {
  1199. lockedHeroes[h] = goal;
  1200. goal->setisElementar(false); //always evaluate goals before realizing
  1201. }
  1202. }
  1203. void VCAI::completeGoal (Goals::TSubgoal goal)
  1204. {
  1205. logAi->traceStream() << boost::format("Completing goal: %s") % goal->name();
  1206. if (const CGHeroInstance * h = goal->hero.get(true))
  1207. {
  1208. auto it = lockedHeroes.find(h);
  1209. if (it != lockedHeroes.end())
  1210. if (it->second == goal)
  1211. {
  1212. logAi->debugStream() << boost::format("%s") % goal->completeMessage();
  1213. lockedHeroes.erase(it); //goal fulfilled, free hero
  1214. }
  1215. }
  1216. else //complete goal for all heroes maybe?
  1217. {
  1218. for (auto p : lockedHeroes)
  1219. {
  1220. if (p.second == goal || p.second->fulfillsMe(goal)) //we could have fulfilled goals of other heroes by chance
  1221. {
  1222. logAi->debugStream() << boost::format("%s") % p.second->completeMessage();
  1223. lockedHeroes.erase (lockedHeroes.find(p.first)); //is it safe?
  1224. }
  1225. }
  1226. }
  1227. }
  1228. void VCAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
  1229. {
  1230. NET_EVENT_HANDLER;
  1231. assert(playerID > PlayerColor::PLAYER_LIMIT || status.getBattle() == UPCOMING_BATTLE);
  1232. status.setBattle(ONGOING_BATTLE);
  1233. 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
  1234. battlename = boost::str(boost::format("Starting battle of %s attacking %s at %s") % (hero1 ? hero1->name : "a army") % (presumedEnemy ? presumedEnemy->hoverName : "unknown enemy") % tile);
  1235. CAdventureAI::battleStart(army1, army2, tile, hero1, hero2, side);
  1236. }
  1237. void VCAI::battleEnd(const BattleResult *br)
  1238. {
  1239. NET_EVENT_HANDLER;
  1240. assert(status.getBattle() == ONGOING_BATTLE);
  1241. status.setBattle(ENDING_BATTLE);
  1242. bool won = br->winner == myCb->battleGetMySide();
  1243. logAi->debugStream() << boost::format("Player %d: I %s the %s!") % playerID % (won ? "won" : "lost") % battlename;
  1244. battlename.clear();
  1245. CAdventureAI::battleEnd(br);
  1246. }
  1247. void VCAI::waitTillFree()
  1248. {
  1249. auto unlock = vstd::makeUnlockSharedGuard(cb->getGsMutex());
  1250. status.waitTillFree();
  1251. }
  1252. void VCAI::markObjectVisited (const CGObjectInstance *obj)
  1253. {
  1254. if(dynamic_cast<const CGVisitableOPH *>(obj) || //we may want to wisit it with another hero
  1255. dynamic_cast<const CGBonusingObject *>(obj) || //or another time
  1256. (obj->ID == Obj::MONSTER))
  1257. return;
  1258. alreadyVisited.insert(obj);
  1259. }
  1260. void VCAI::reserveObject(HeroPtr h, const CGObjectInstance *obj)
  1261. {
  1262. reservedObjs.insert(obj);
  1263. reservedHeroesMap[h].insert(obj);
  1264. logAi->debugStream() << "reserved object id=" << obj->id << "; address=" << (intptr_t)obj << "; name=" << obj->getHoverText();
  1265. }
  1266. void VCAI::validateVisitableObjs()
  1267. {
  1268. std::vector<const CGObjectInstance *> hlp;
  1269. retreiveVisitableObjs(hlp, true);
  1270. std::string errorMsg;
  1271. auto shouldBeErased = [&](const CGObjectInstance *obj) -> bool
  1272. {
  1273. if(!vstd::contains(hlp, obj))
  1274. {
  1275. logAi->errorStream() << helperObjInfo[obj].name << " at " << helperObjInfo[obj].pos << errorMsg;
  1276. return true;
  1277. }
  1278. return false;
  1279. };
  1280. //errorMsg is captured by ref so lambda will take the new text
  1281. errorMsg = " shouldn't be on the visitable objects list!";
  1282. erase_if(visitableObjs, shouldBeErased);
  1283. for(auto &p : reservedHeroesMap)
  1284. {
  1285. errorMsg = " shouldn't be on list for hero " + p.first->name + "!";
  1286. erase_if(p.second, shouldBeErased);
  1287. }
  1288. errorMsg = " shouldn't be on the reserved objs list!";
  1289. erase_if(reservedObjs, shouldBeErased);
  1290. //TODO overkill, hidden object should not be removed. However, we can't know if hidden object is erased from game.
  1291. errorMsg = " shouldn't be on the already visited objs list!";
  1292. erase_if(alreadyVisited, shouldBeErased);
  1293. }
  1294. void VCAI::retreiveVisitableObjs(std::vector<const CGObjectInstance *> &out, bool includeOwned /*= false*/) const
  1295. {
  1296. foreach_tile_pos([&](const int3 &pos)
  1297. {
  1298. for(const CGObjectInstance *obj : myCb->getVisitableObjs(pos, false))
  1299. {
  1300. if(includeOwned || obj->tempOwner != playerID)
  1301. out.push_back(obj);
  1302. }
  1303. });
  1304. }
  1305. void VCAI::retreiveVisitableObjs(std::set<const CGObjectInstance *> &out, bool includeOwned /*= false*/) const
  1306. {
  1307. foreach_tile_pos([&](const int3 &pos)
  1308. {
  1309. for(const CGObjectInstance *obj : myCb->getVisitableObjs(pos, false))
  1310. {
  1311. if(includeOwned || obj->tempOwner != playerID)
  1312. out.insert(obj);
  1313. }
  1314. });
  1315. }
  1316. std::vector<const CGObjectInstance *> VCAI::getFlaggedObjects() const
  1317. {
  1318. std::vector<const CGObjectInstance *> ret;
  1319. retreiveVisitableObjs(ret, true);
  1320. erase_if(ret, [](const CGObjectInstance *obj)
  1321. {
  1322. return obj->tempOwner != ai->playerID;
  1323. });
  1324. return ret;
  1325. }
  1326. void VCAI::addVisitableObj(const CGObjectInstance *obj)
  1327. {
  1328. visitableObjs.insert(obj);
  1329. helperObjInfo[obj] = ObjInfo(obj);
  1330. }
  1331. const CGObjectInstance * VCAI::lookForArt(int aid) const
  1332. {
  1333. for(const CGObjectInstance *obj : ai->visitableObjs)
  1334. {
  1335. if(obj->ID == 5 && obj->subID == aid)
  1336. return obj;
  1337. }
  1338. return nullptr;
  1339. //TODO what if more than one artifact is available? return them all or some slection criteria
  1340. }
  1341. bool VCAI::isAccessible(const int3 &pos)
  1342. {
  1343. //TODO precalculate for speed
  1344. for(const CGHeroInstance *h : cb->getHeroesInfo())
  1345. {
  1346. if(isAccessibleForHero(pos, h))
  1347. return true;
  1348. }
  1349. return false;
  1350. }
  1351. HeroPtr VCAI::getHeroWithGrail() const
  1352. {
  1353. for(const CGHeroInstance *h : cb->getHeroesInfo())
  1354. if(h->hasArt(2)) //grail
  1355. return h;
  1356. return nullptr;
  1357. }
  1358. const CGObjectInstance * VCAI::getUnvisitedObj(const std::function<bool(const CGObjectInstance *)> &predicate)
  1359. {
  1360. //TODO smarter definition of unvisited
  1361. for(const CGObjectInstance *obj : visitableObjs)
  1362. if(predicate(obj) && !vstd::contains(alreadyVisited, obj))
  1363. return obj;
  1364. return nullptr;
  1365. }
  1366. bool VCAI::isAccessibleForHero(const int3 & pos, HeroPtr h, bool includeAllies /*= false*/) const
  1367. {
  1368. cb->setSelection(*h);
  1369. if (!includeAllies)
  1370. { //don't visit tile occupied by allied hero
  1371. for (auto obj : cb->getVisitableObjs(pos))
  1372. {
  1373. if (obj->ID == Obj::HERO &&
  1374. cb->getPlayerRelations(ai->playerID, obj->tempOwner) != PlayerRelations::ENEMIES &&
  1375. obj != h.get())
  1376. return false;
  1377. }
  1378. }
  1379. return cb->getPathInfo(pos)->reachable();
  1380. }
  1381. bool VCAI::moveHeroToTile(int3 dst, HeroPtr h)
  1382. {
  1383. cb->setSelection(h.h); //make sure we are using the RIGHT pathfinder
  1384. logAi->debugStream() << boost::format("Moving hero %s to tile %s") % h->name % dst;
  1385. int3 startHpos = h->visitablePos();
  1386. bool ret = false;
  1387. if(startHpos == dst)
  1388. {
  1389. //FIXME: this assertion fails also if AI moves onto defeated guarded object
  1390. assert(cb->getVisitableObjs(dst).size() > 1); //there's no point in revisiting tile where there is no visitable object
  1391. cb->moveHero(*h, CGHeroInstance::convertPosition(dst, true));
  1392. waitTillFree(); //movement may cause battle or blocking dialog
  1393. ret = true;
  1394. }
  1395. else
  1396. {
  1397. CGPath path;
  1398. cb->getPath2(dst, path);
  1399. if(path.nodes.empty())
  1400. {
  1401. logAi->errorStream() << "Hero " << h->name << " cannot reach " << dst;
  1402. cb->recalculatePaths();
  1403. throw goalFulfilledException (sptr(Goals::VisitTile(dst).sethero(h)));
  1404. }
  1405. int i=path.nodes.size()-1;
  1406. for(; i>0; i--)
  1407. {
  1408. //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
  1409. if(path.nodes[i-1].turns)
  1410. {
  1411. //blockedHeroes.insert(h); //to avoid attempts of moving heroes with very little MPs
  1412. break;
  1413. }
  1414. int3 endpos = path.nodes[i-1].coord;
  1415. if(endpos == h->visitablePos())
  1416. continue;
  1417. cb->moveHero(*h, CGHeroInstance::convertPosition(endpos, true));
  1418. waitTillFree(); //movement may cause battle or blocking dialog
  1419. boost::this_thread::interruption_point();
  1420. if(!h) //we lost hero - remove all tasks assigned to him/her
  1421. {
  1422. lostHero(h);
  1423. //we need to throw, otherwise hero will be assigned to sth again
  1424. throw std::runtime_error("Hero was lost!");
  1425. }
  1426. }
  1427. ret = !i;
  1428. }
  1429. if (auto visitedObject = frontOrNull(cb->getVisitableObjs(h->visitablePos()))) //we stand on something interesting
  1430. {
  1431. if (visitedObject != *h)
  1432. performObjectInteraction (visitedObject, h);
  1433. //BNLOG("Hero %s moved from %s to %s at %s", h->name % startHpos % visitedObject->hoverName % h->visitablePos());
  1434. //throw goalFulfilledException (CGoal(GET_OBJ).setobjid(visitedObject->id));
  1435. }
  1436. if(h) //we could have lost hero after last move
  1437. {
  1438. completeGoal (sptr(Goals::VisitTile(dst).sethero(h))); //we stepped on some tile, anyway
  1439. if (!ret) //reserve object we are heading towards
  1440. {
  1441. auto obj = frontOrNull(cb->getVisitableObjs(dst));
  1442. if (obj && obj != *h)
  1443. reserveObject(h, obj);
  1444. }
  1445. cb->recalculatePaths();
  1446. if (startHpos == h->visitablePos() && !ret) //we didn't move and didn't reach the target
  1447. {
  1448. erase_if_present (lockedHeroes, h); //hero seemingly is confused
  1449. throw cannotFulfillGoalException("Invalid path found!"); //FIXME: should never happen
  1450. }
  1451. }
  1452. logAi->debugStream() << boost::format("Hero %s moved from %s to %s. Returning %d.") % h->name % startHpos % h->visitablePos() % ret;
  1453. return ret;
  1454. }
  1455. void VCAI::tryRealize(Goals::Explore & g)
  1456. {
  1457. throw cannotFulfillGoalException("EXPLORE is not a elementar goal!");
  1458. }
  1459. void VCAI::tryRealize(Goals::RecruitHero & g)
  1460. {
  1461. if(const CGTownInstance *t = findTownWithTavern())
  1462. {
  1463. recruitHero(t, true);
  1464. //TODO try to free way to blocked town
  1465. //TODO: adventure map tavern or prison?
  1466. }
  1467. }
  1468. void VCAI::tryRealize(Goals::VisitTile & g)
  1469. {
  1470. if(!g.hero->movement)
  1471. throw cannotFulfillGoalException("Cannot visit tile: hero is out of MPs!");
  1472. if(g.tile == g.hero->visitablePos() && cb->getVisitableObjs(g.hero->visitablePos()).size() < 2)
  1473. {
  1474. logAi->warnStream() << boost::format("Why do I want to move hero %s to tile %s? Already standing on that tile! ")
  1475. % g.hero->name % g.tile;
  1476. throw goalFulfilledException (sptr(g));
  1477. }
  1478. if (ai->moveHeroToTile(g.tile, g.hero.get()))
  1479. {
  1480. throw goalFulfilledException (sptr(g));
  1481. }
  1482. }
  1483. void VCAI::tryRealize(Goals::VisitHero & g)
  1484. {
  1485. if(!g.hero->movement)
  1486. throw cannotFulfillGoalException("Cannot visit target hero: hero is out of MPs!");
  1487. const CGObjectInstance * obj = cb->getObj(ObjectInstanceID(g.objid));
  1488. if (obj)
  1489. {
  1490. if (ai->moveHeroToTile(obj->visitablePos(), g.hero.get()))
  1491. {
  1492. throw goalFulfilledException (sptr(g));
  1493. }
  1494. }
  1495. else
  1496. throw cannotFulfillGoalException("Cannot visit hero: object not found!");
  1497. }
  1498. void VCAI::tryRealize(Goals::BuildThis & g)
  1499. {
  1500. const CGTownInstance *t = g.town;
  1501. if(!t && g.hero)
  1502. t = g.hero->visitedTown;
  1503. if(!t)
  1504. {
  1505. for(const CGTownInstance *t : cb->getTownsInfo())
  1506. {
  1507. switch(cb->canBuildStructure(t, BuildingID(g.bid)))
  1508. {
  1509. case EBuildingState::ALLOWED:
  1510. cb->buildBuilding(t, BuildingID(g.bid));
  1511. return;
  1512. default:
  1513. break;
  1514. }
  1515. }
  1516. }
  1517. else if(cb->canBuildStructure(t, BuildingID(g.bid)) == EBuildingState::ALLOWED)
  1518. {
  1519. cb->buildBuilding(t, BuildingID(g.bid));
  1520. return;
  1521. }
  1522. throw cannotFulfillGoalException("Cannot build a given structure!");
  1523. }
  1524. void VCAI::tryRealize(Goals::DigAtTile & g)
  1525. {
  1526. assert(g.hero->visitablePos() == g.tile); //surely we want to crash here?
  1527. if (g.hero->diggingStatus() == CGHeroInstance::CAN_DIG)
  1528. {
  1529. cb->dig(g.hero.get());
  1530. completeGoal(sptr(g)); // finished digging
  1531. }
  1532. else
  1533. {
  1534. ai->lockedHeroes[g.hero] = sptr(g); //hero who tries to dig shouldn't do anything else
  1535. throw cannotFulfillGoalException("A hero can't dig!\n");
  1536. }
  1537. }
  1538. void VCAI::tryRealize(Goals::CollectRes & g)
  1539. {
  1540. if(cb->getResourceAmount(static_cast<Res::ERes>(g.resID)) >= g.value)
  1541. throw cannotFulfillGoalException("Goal is already fulfilled!");
  1542. if(const CGObjectInstance *obj = cb->getObj(ObjectInstanceID(g.objid), false))
  1543. {
  1544. if(const IMarket *m = IMarket::castFrom(obj, false))
  1545. {
  1546. for (Res::ERes i = Res::WOOD; i <= Res::GOLD; vstd::advance(i, 1))
  1547. {
  1548. if(i == g.resID) continue;
  1549. int toGive, toGet;
  1550. m->getOffer(i, g.resID, toGive, toGet, EMarketMode::RESOURCE_RESOURCE);
  1551. toGive = toGive * (cb->getResourceAmount(i) / toGive);
  1552. //TODO trade only as much as needed
  1553. cb->trade(obj, EMarketMode::RESOURCE_RESOURCE, i, g.resID, toGive);
  1554. if(cb->getResourceAmount(static_cast<Res::ERes>(g.resID)) >= g.value)
  1555. return;
  1556. }
  1557. throw cannotFulfillGoalException("I cannot get needed resources by trade!");
  1558. }
  1559. else
  1560. {
  1561. throw cannotFulfillGoalException("I don't know how to use this object to raise resources!");
  1562. }
  1563. }
  1564. else
  1565. {
  1566. saving[g.resID] = 1;
  1567. throw cannotFulfillGoalException("No object that could be used to raise resources!");
  1568. }
  1569. }
  1570. void VCAI::tryRealize(Goals::Build & g)
  1571. {
  1572. for(const CGTownInstance *t : cb->getTownsInfo())
  1573. {
  1574. logAi->debugStream() << boost::format("Looking into %s") % t->name;
  1575. buildStructure(t);
  1576. buildArmyIn(t);
  1577. if(!ai->primaryHero() ||
  1578. (t->getArmyStrength() > ai->primaryHero()->getArmyStrength() * 2 && !isAccessibleForHero(t->visitablePos(), ai->primaryHero())))
  1579. {
  1580. recruitHero(t);
  1581. buildArmyIn(t);
  1582. }
  1583. }
  1584. throw cannotFulfillGoalException("BUILD has been realized as much as possible.");
  1585. }
  1586. void VCAI::tryRealize(Goals::Invalid & g)
  1587. {
  1588. throw cannotFulfillGoalException("I don't know how to fulfill this!");
  1589. }
  1590. void VCAI::tryRealize(Goals::AbstractGoal & g)
  1591. {
  1592. logAi->debugStream() << boost::format("Attempting realizing goal with code %s") % g.name();
  1593. throw cannotFulfillGoalException("Unknown type of goal !");
  1594. }
  1595. const CGTownInstance * VCAI::findTownWithTavern() const
  1596. {
  1597. for(const CGTownInstance *t : cb->getTownsInfo())
  1598. if(t->hasBuilt(BuildingID::TAVERN) && !t->visitingHero)
  1599. return t;
  1600. return nullptr;
  1601. }
  1602. std::vector<HeroPtr> VCAI::getUnblockedHeroes() const
  1603. {
  1604. std::vector<HeroPtr> ret;
  1605. for (auto h : cb->getHeroesInfo())
  1606. {
  1607. //&& !vstd::contains(lockedHeroes, h)
  1608. //at this point we assume heroes exhausted their locked goals
  1609. if (canAct(h))
  1610. ret.push_back(h);
  1611. }
  1612. return ret;
  1613. }
  1614. bool VCAI::canAct (HeroPtr h) const
  1615. {
  1616. bool digsTile = false;
  1617. auto mission = lockedHeroes.find(h);
  1618. if (mission != lockedHeroes.end())
  1619. {
  1620. //FIXME: I'm afraid there can be other conditions when heroes can act but not move :?
  1621. if (mission->second->goalType == Goals::DIG_AT_TILE && !mission->second->isElementar)
  1622. return false;
  1623. }
  1624. return h->movement;
  1625. }
  1626. HeroPtr VCAI::primaryHero() const
  1627. {
  1628. auto hs = cb->getHeroesInfo();
  1629. boost::sort(hs, compareHeroStrength);
  1630. if(hs.empty())
  1631. return nullptr;
  1632. return hs.back();
  1633. }
  1634. void VCAI::endTurn()
  1635. {
  1636. logAi->infoStream() << "Player " << static_cast<int>(playerID.getNum()) << " ends turn";
  1637. if(!status.haveTurn())
  1638. {
  1639. logAi->errorStream() << "Not having turn at the end of turn???";
  1640. }
  1641. logAi->debugStream() << "Resources at the end of turn: " << cb->getResourceAmount();
  1642. do
  1643. {
  1644. cb->endTurn();
  1645. } 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
  1646. logGlobal->infoStream() << "Player " << static_cast<int>(playerID.getNum()) << " ended turn";
  1647. }
  1648. void VCAI::striveToGoal(Goals::TSubgoal ultimateGoal)
  1649. {
  1650. if (ultimateGoal->invalid())
  1651. return;
  1652. //we are looking for abstract goals
  1653. auto abstractGoal = striveToGoalInternal (ultimateGoal, false);
  1654. if (abstractGoal->invalid())
  1655. return;
  1656. //we received abstratc goal, need to find concrete goals
  1657. striveToGoalInternal (abstractGoal, true);
  1658. //TODO: save abstract goals not related to hero
  1659. }
  1660. Goals::TSubgoal VCAI::striveToGoalInternal(Goals::TSubgoal ultimateGoal, bool onlyAbstract)
  1661. {
  1662. Goals::TSubgoal abstractGoal = sptr(Goals::Invalid());
  1663. while(1)
  1664. {
  1665. Goals::TSubgoal goal = ultimateGoal;
  1666. logAi->debugStream() << boost::format("Striving to goal of type %s") % ultimateGoal->name();
  1667. int maxGoals = 30; //preventing deadlock for mutually dependent goals
  1668. while(!goal->isElementar && maxGoals && (onlyAbstract || !goal->isAbstract))
  1669. {
  1670. logAi->debugStream() << boost::format("Considering goal %s") % goal->name();
  1671. try
  1672. {
  1673. boost::this_thread::interruption_point();
  1674. goal = goal->whatToDoToAchieve();
  1675. --maxGoals;
  1676. }
  1677. catch(std::exception &e)
  1678. {
  1679. logAi->debugStream() << boost::format("Goal %s decomposition failed: %s") % goal->name() % e.what();
  1680. //setGoal (goal.hero, INVALID); //test: if we don't know how to realize goal, we should abandon it for now
  1681. return sptr(Goals::Invalid());
  1682. }
  1683. }
  1684. try
  1685. {
  1686. boost::this_thread::interruption_point();
  1687. if (!maxGoals)
  1688. {
  1689. std::runtime_error e("Too many subgoals, don't know what to do");
  1690. throw (e);
  1691. }
  1692. if (goal->hero) //lock this hero to fulfill ultimate goal
  1693. {
  1694. if (maxGoals)
  1695. {
  1696. setGoal(goal->hero, goal);
  1697. }
  1698. else
  1699. {
  1700. erase_if_present (lockedHeroes, goal->hero); // we seemingly don't know what to do with hero
  1701. }
  1702. }
  1703. if (goal->isAbstract)
  1704. {
  1705. abstractGoal = goal; //allow only one abstract goal per call
  1706. logAi->debugStream() << boost::format("Choosing abstract goal %s") % goal->name();
  1707. break;
  1708. }
  1709. else
  1710. {
  1711. logAi->debugStream() << boost::format("Trying to realize %s (value %2.3f)") % goal->name() % goal->priority;
  1712. goal->accept(this);
  1713. }
  1714. boost::this_thread::interruption_point();
  1715. }
  1716. catch(boost::thread_interrupted &e)
  1717. {
  1718. logAi->debugStream() << boost::format("Player %d: Making turn thread received an interruption!") % playerID;
  1719. throw; //rethrow, we want to truly end this thread
  1720. }
  1721. catch(goalFulfilledException &e)
  1722. {
  1723. completeGoal (goal);
  1724. if (ultimateGoal->fulfillsMe(goal) || maxGoals > 28) //completed goal was main goal //TODO: find better condition
  1725. return sptr(Goals::Invalid());
  1726. }
  1727. catch(std::exception &e)
  1728. {
  1729. logAi->debugStream() << boost::format("Failed to realize subgoal of type %s (greater goal type was %s), I will stop.") % goal->name() % ultimateGoal->name();
  1730. logAi->debugStream() << boost::format("The error message was: %s") % e.what();
  1731. break;
  1732. }
  1733. }
  1734. return abstractGoal;
  1735. }
  1736. void VCAI::striveToQuest (const QuestInfo &q)
  1737. {
  1738. if (q.quest->missionType && q.quest->progress != CQuest::COMPLETE)
  1739. {
  1740. MetaString ms;
  1741. q.quest->getRolloverText(ms, false);
  1742. logAi->debugStream() << boost::format("Trying to realize quest: %s") % ms.toString();
  1743. auto heroes = cb->getHeroesInfo();
  1744. switch (q.quest->missionType)
  1745. {
  1746. case CQuest::MISSION_ART:
  1747. {
  1748. for (auto hero : heroes) //TODO: remove duplicated code?
  1749. {
  1750. if (q.quest->checkQuest(hero))
  1751. {
  1752. striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero)));
  1753. return;
  1754. }
  1755. }
  1756. for (auto art : q.quest->m5arts)
  1757. {
  1758. striveToGoal (sptr(Goals::GetArtOfType(art))); //TODO: transport?
  1759. }
  1760. break;
  1761. }
  1762. case CQuest::MISSION_HERO:
  1763. {
  1764. //striveToGoal (CGoal(RECRUIT_HERO));
  1765. for (auto hero : heroes)
  1766. {
  1767. if (q.quest->checkQuest(hero))
  1768. {
  1769. striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero)));
  1770. return;
  1771. }
  1772. }
  1773. striveToGoal (sptr(Goals::FindObj(Obj::PRISON))); //rule of a thumb - quest heroes usually are locked in prisons
  1774. //BNLOG ("Don't know how to recruit hero with id %d\n", q.quest->m13489val);
  1775. break;
  1776. }
  1777. case CQuest::MISSION_ARMY:
  1778. {
  1779. for (auto hero : heroes)
  1780. {
  1781. if (q.quest->checkQuest(hero)) //veyr bad info - stacks can be split between multiple heroes :(
  1782. {
  1783. striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero)));
  1784. return;
  1785. }
  1786. }
  1787. for (auto creature : q.quest->m6creatures)
  1788. {
  1789. striveToGoal (sptr(Goals::GatherTroops(creature.type->idNumber, creature.count)));
  1790. }
  1791. //TODO: exchange armies... oh my
  1792. //BNLOG ("Don't know how to recruit %d of %s\n", (int)(creature.count) % creature.type->namePl);
  1793. break;
  1794. }
  1795. case CQuest::MISSION_RESOURCES:
  1796. {
  1797. if (heroes.size())
  1798. {
  1799. if (q.quest->checkQuest(heroes.front())) //it doesn't matter which hero it is
  1800. {
  1801. striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum())));
  1802. }
  1803. else
  1804. {
  1805. for (int i = 0; i < q.quest->m7resources.size(); ++i)
  1806. {
  1807. if (q.quest->m7resources[i])
  1808. striveToGoal (sptr(Goals::CollectRes(i, q.quest->m7resources[i])));
  1809. }
  1810. }
  1811. }
  1812. else
  1813. striveToGoal (sptr(Goals::RecruitHero())); //FIXME: checkQuest requires any hero belonging to player :(
  1814. break;
  1815. }
  1816. case CQuest::MISSION_KILL_HERO:
  1817. case CQuest::MISSION_KILL_CREATURE:
  1818. {
  1819. auto obj = cb->getObjByQuestIdentifier(q.quest->m13489val);
  1820. if (obj)
  1821. striveToGoal (sptr(Goals::GetObj(obj->id.getNum())));
  1822. else
  1823. striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()))); //visit seer hut
  1824. break;
  1825. }
  1826. case CQuest::MISSION_PRIMARY_STAT:
  1827. {
  1828. auto heroes = cb->getHeroesInfo();
  1829. for (auto hero : heroes)
  1830. {
  1831. if (q.quest->checkQuest(hero))
  1832. {
  1833. striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero)));
  1834. return;
  1835. }
  1836. }
  1837. for (int i = 0; i < q.quest->m2stats.size(); ++i)
  1838. {
  1839. logAi->debugStream() << boost::format("Don't know how to increase primary stat %d") % i;
  1840. }
  1841. break;
  1842. }
  1843. case CQuest::MISSION_LEVEL:
  1844. {
  1845. auto heroes = cb->getHeroesInfo();
  1846. for (auto hero : heroes)
  1847. {
  1848. if (q.quest->checkQuest(hero))
  1849. {
  1850. striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero))); //TODO: causes infinite loop :/
  1851. return;
  1852. }
  1853. }
  1854. logAi->debugStream() << boost::format("Don't know how to reach hero level %d") % q.quest->m13489val;
  1855. break;
  1856. }
  1857. case CQuest::MISSION_PLAYER:
  1858. {
  1859. if (playerID.getNum() != q.quest->m13489val)
  1860. logAi->debugStream() << boost::format("Can't be player of color %d") % q.quest->m13489val;
  1861. break;
  1862. }
  1863. case CQuest::MISSION_KEYMASTER:
  1864. {
  1865. striveToGoal (sptr(Goals::FindObj(Obj::KEYMASTER, q.obj->subID)));
  1866. break;
  1867. }
  1868. }
  1869. }
  1870. }
  1871. void VCAI::performTypicalActions()
  1872. {
  1873. for(auto h : getUnblockedHeroes())
  1874. {
  1875. logAi->debugStream() << boost::format("Looking into %s, MP=%d") % h->name.c_str() % h->movement;
  1876. makePossibleUpgrades(*h);
  1877. cb->setSelection(*h);
  1878. try
  1879. {
  1880. wander(h);
  1881. }
  1882. catch(std::exception &e)
  1883. {
  1884. logAi->debugStream() << boost::format("Cannot use this hero anymore, received exception: %s") % e.what();
  1885. continue;
  1886. }
  1887. }
  1888. }
  1889. void VCAI::buildArmyIn(const CGTownInstance * t)
  1890. {
  1891. makePossibleUpgrades(t->visitingHero);
  1892. makePossibleUpgrades(t);
  1893. recruitCreatures(t);
  1894. moveCreaturesToHero(t);
  1895. }
  1896. int3 VCAI::explorationBestNeighbour(int3 hpos, int radius, HeroPtr h)
  1897. {
  1898. std::map<int3, int> dstToRevealedTiles;
  1899. for(crint3 dir : dirs)
  1900. if(cb->isInTheMap(hpos+dir))
  1901. if (isSafeToVisit(h, hpos + dir) && isAccessibleForHero (hpos + dir, h))
  1902. dstToRevealedTiles[hpos + dir] = howManyTilesWillBeDiscovered(radius, hpos, dir);
  1903. auto best = dstToRevealedTiles.begin();
  1904. for (auto i = dstToRevealedTiles.begin(); i != dstToRevealedTiles.end(); i++)
  1905. {
  1906. const CGPathNode *pn = cb->getPathInfo(i->first);
  1907. //const TerrainTile *t = cb->getTile(i->first);
  1908. if(best->second < i->second && pn->reachable() && pn->accessible == CGPathNode::ACCESSIBLE)
  1909. best = i;
  1910. }
  1911. if(best->second)
  1912. return best->first;
  1913. throw cannotFulfillGoalException("No neighbour will bring new discoveries!");
  1914. }
  1915. int3 VCAI::explorationNewPoint(int radius, HeroPtr h, bool breakUnsafe)
  1916. {
  1917. //logAi->debugStream() << "Looking for an another place for exploration...";
  1918. cb->setSelection(h.h);
  1919. std::vector<std::vector<int3> > tiles; //tiles[distance_to_fow]
  1920. tiles.resize(radius);
  1921. foreach_tile_pos([&](const int3 &pos)
  1922. {
  1923. if(!cb->isVisible(pos))
  1924. tiles[0].push_back(pos);
  1925. });
  1926. float bestValue = 0; //discovered tile to node distance ratio
  1927. int3 bestTile(-1,-1,-1);
  1928. for (int i = 1; i < radius; i++)
  1929. {
  1930. getVisibleNeighbours(tiles[i-1], tiles[i]);
  1931. removeDuplicates(tiles[i]);
  1932. for(const int3 &tile : tiles[i])
  1933. {
  1934. if (cb->getTile(tile)->blocked) //does it shorten the time?
  1935. continue;
  1936. if (!cb->getPathInfo(tile)->reachable())
  1937. continue;
  1938. CGPath path;
  1939. cb->getPath2(tile, path);
  1940. float ourValue = (float)howManyTilesWillBeDiscovered(tile, radius) / (path.nodes.size() + 1); //+1 prevents erratic jumps
  1941. if (ourValue > bestValue) //avoid costly checks of tiles that don't reveal much
  1942. {
  1943. if((isSafeToVisit(h, tile) || breakUnsafe) && !isBlockedBorderGate(tile))
  1944. {
  1945. bestTile = tile; //return first tile that will discover anything
  1946. bestValue = ourValue;
  1947. }
  1948. }
  1949. }
  1950. }
  1951. return bestTile;
  1952. }
  1953. TResources VCAI::estimateIncome() const
  1954. {
  1955. TResources ret;
  1956. for(const CGTownInstance *t : cb->getTownsInfo())
  1957. {
  1958. ret[Res::GOLD] += t->dailyIncome();
  1959. //TODO duplikuje newturn
  1960. if(t->hasBuilt(BuildingID::RESOURCE_SILO)) //there is resource silo
  1961. {
  1962. if(t->town->primaryRes == Res::WOOD_AND_ORE) //we'll give wood and ore
  1963. {
  1964. ret[Res::WOOD] ++;
  1965. ret[Res::ORE] ++;
  1966. }
  1967. else
  1968. {
  1969. ret[t->town->primaryRes] ++;
  1970. }
  1971. }
  1972. }
  1973. for(const CGObjectInstance *obj : getFlaggedObjects())
  1974. {
  1975. if(obj->ID == Obj::MINE)
  1976. {
  1977. switch(obj->subID)
  1978. {
  1979. case Res::WOOD:
  1980. case Res::ORE:
  1981. ret[obj->subID] += WOOD_ORE_MINE_PRODUCTION;
  1982. break;
  1983. case Res::GOLD:
  1984. case 7: //abandoned mine -> also gold
  1985. ret[Res::GOLD] += GOLD_MINE_PRODUCTION;
  1986. break;
  1987. default:
  1988. ret[obj->subID] += RESOURCE_MINE_PRODUCTION;
  1989. break;
  1990. }
  1991. }
  1992. }
  1993. return ret;
  1994. }
  1995. bool VCAI::containsSavedRes(const TResources &cost) const
  1996. {
  1997. for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
  1998. {
  1999. if(saving[i] && cost[i])
  2000. return true;
  2001. }
  2002. return false;
  2003. }
  2004. void VCAI::checkHeroArmy (HeroPtr h)
  2005. {
  2006. auto it = lockedHeroes.find(h);
  2007. if (it != lockedHeroes.end())
  2008. {
  2009. if (it->second->goalType == Goals::GATHER_ARMY && it->second->value <= h->getArmyStrength())
  2010. completeGoal(sptr(Goals::GatherArmy(it->second->value).sethero(h)));
  2011. }
  2012. }
  2013. void VCAI::recruitHero(const CGTownInstance * t, bool throwing)
  2014. {
  2015. logAi->debugStream() << boost::format("Trying to recruit a hero in %s at %s") % t->name % t->visitablePos();
  2016. auto heroes = cb->getAvailableHeroes(t);
  2017. if(heroes.size())
  2018. {
  2019. auto hero = heroes[0];
  2020. if (heroes.size() >= 2) //makes sense to recruit two heroes with starting amries in first week
  2021. {
  2022. if (heroes[1]->getTotalStrength() > hero->getTotalStrength())
  2023. hero = heroes[1];
  2024. }
  2025. cb->recruitHero(t, hero);
  2026. }
  2027. else if(throwing)
  2028. throw cannotFulfillGoalException("No available heroes in tavern in " + t->nodeName());
  2029. }
  2030. void VCAI::finish()
  2031. {
  2032. if(makingTurn)
  2033. makingTurn->interrupt();
  2034. }
  2035. void VCAI::requestActionASAP(std::function<void()> whatToDo)
  2036. {
  2037. // static boost::mutex m;
  2038. // boost::unique_lock<boost::mutex> mylock(m);
  2039. boost::barrier b(2);
  2040. boost::thread newThread([&b,this,whatToDo]()
  2041. {
  2042. setThreadName("VCAI::requestActionASAP::helper");
  2043. SET_GLOBAL_STATE(this);
  2044. boost::shared_lock<boost::shared_mutex> gsLock(cb->getGsMutex());
  2045. b.wait();
  2046. whatToDo();
  2047. });
  2048. b.wait();
  2049. }
  2050. void VCAI::lostHero(HeroPtr h)
  2051. {
  2052. logAi->debugStream() << boost::format("I lost my hero %s. It's best to forget and move on.") % h.name;
  2053. erase_if_present(lockedHeroes, h);
  2054. for(auto obj : reservedHeroesMap[h])
  2055. {
  2056. erase_if_present(reservedObjs, obj); //unreserve all objects for that hero
  2057. }
  2058. erase_if_present(reservedHeroesMap, h);
  2059. }
  2060. void VCAI::answerQuery(QueryID queryID, int selection)
  2061. {
  2062. logAi->debugStream() << boost::format("I'll answer the query %d giving the choice %d") % queryID % selection;
  2063. if(queryID != QueryID(-1))
  2064. {
  2065. cb->selectionMade(selection, queryID);
  2066. }
  2067. else
  2068. {
  2069. logAi->debugStream() << boost::format("Since the query ID is %d, the answer won't be sent. This is not a real query!") % queryID;
  2070. //do nothing
  2071. }
  2072. }
  2073. void VCAI::requestSent(const CPackForServer *pack, int requestID)
  2074. {
  2075. //BNLOG("I have sent request of type %s", typeid(*pack).name());
  2076. if(auto reply = dynamic_cast<const QueryReply*>(pack))
  2077. {
  2078. status.attemptedAnsweringQuery(reply->qid, requestID);
  2079. }
  2080. }
  2081. std::string VCAI::getBattleAIName() const
  2082. {
  2083. if(settings["server"]["neutralAI"].getType() == JsonNode::DATA_STRING)
  2084. return settings["server"]["neutralAI"].String();
  2085. else
  2086. return "StupidAI";
  2087. }
  2088. void VCAI::validateObject(const CGObjectInstance *obj)
  2089. {
  2090. validateObject(obj->id);
  2091. }
  2092. void VCAI::validateObject(ObjectIdRef obj)
  2093. {
  2094. auto matchesId = [&] (const CGObjectInstance *hlpObj) -> bool { return hlpObj->id == obj.id; };
  2095. if(!obj)
  2096. {
  2097. erase_if(visitableObjs, matchesId);
  2098. for(auto &p : reservedHeroesMap)
  2099. erase_if(p.second, matchesId);
  2100. erase_if(reservedObjs, matchesId);
  2101. }
  2102. }
  2103. TResources VCAI::freeResources() const
  2104. {
  2105. TResources myRes = cb->getResourceAmount();
  2106. myRes[Res::GOLD] -= GOLD_RESERVE;
  2107. vstd::amax(myRes[Res::GOLD], 0);
  2108. return myRes;
  2109. }
  2110. AIStatus::AIStatus()
  2111. {
  2112. battle = NO_BATTLE;
  2113. havingTurn = false;
  2114. ongoingHeroMovement = false;
  2115. }
  2116. AIStatus::~AIStatus()
  2117. {
  2118. }
  2119. void AIStatus::setBattle(BattleState BS)
  2120. {
  2121. boost::unique_lock<boost::mutex> lock(mx);
  2122. LOG_TRACE_PARAMS(logAi, "battle state=%d", (int)BS);
  2123. battle = BS;
  2124. cv.notify_all();
  2125. }
  2126. BattleState AIStatus::getBattle()
  2127. {
  2128. boost::unique_lock<boost::mutex> lock(mx);
  2129. return battle;
  2130. }
  2131. void AIStatus::addQuery(QueryID ID, std::string description)
  2132. {
  2133. boost::unique_lock<boost::mutex> lock(mx);
  2134. if(ID == QueryID(-1))
  2135. {
  2136. logAi->debugStream() << boost::format("The \"query\" has an id %d, it'll be ignored as non-query. Description: %s") % ID % description;
  2137. return;
  2138. }
  2139. assert(!vstd::contains(remainingQueries, ID));
  2140. assert(ID.getNum() >= 0);
  2141. remainingQueries[ID] = description;
  2142. cv.notify_all();
  2143. logAi->debugStream() << boost::format("Adding query %d - %s. Total queries count: %d") % ID % description % remainingQueries.size();
  2144. }
  2145. void AIStatus::removeQuery(QueryID ID)
  2146. {
  2147. boost::unique_lock<boost::mutex> lock(mx);
  2148. assert(vstd::contains(remainingQueries, ID));
  2149. std::string description = remainingQueries[ID];
  2150. remainingQueries.erase(ID);
  2151. cv.notify_all();
  2152. logAi->debugStream() << boost::format("Removing query %d - %s. Total queries count: %d") % ID % description % remainingQueries.size();
  2153. }
  2154. int AIStatus::getQueriesCount()
  2155. {
  2156. boost::unique_lock<boost::mutex> lock(mx);
  2157. return remainingQueries.size();
  2158. }
  2159. void AIStatus::startedTurn()
  2160. {
  2161. boost::unique_lock<boost::mutex> lock(mx);
  2162. havingTurn = true;
  2163. cv.notify_all();
  2164. }
  2165. void AIStatus::madeTurn()
  2166. {
  2167. boost::unique_lock<boost::mutex> lock(mx);
  2168. havingTurn = false;
  2169. cv.notify_all();
  2170. }
  2171. void AIStatus::waitTillFree()
  2172. {
  2173. boost::unique_lock<boost::mutex> lock(mx);
  2174. while(battle != NO_BATTLE || !remainingQueries.empty() || !objectsBeingVisited.empty() || ongoingHeroMovement)
  2175. cv.timed_wait(lock, boost::posix_time::milliseconds(100));
  2176. }
  2177. bool AIStatus::haveTurn()
  2178. {
  2179. boost::unique_lock<boost::mutex> lock(mx);
  2180. return havingTurn;
  2181. }
  2182. void AIStatus::attemptedAnsweringQuery(QueryID queryID, int answerRequestID)
  2183. {
  2184. boost::unique_lock<boost::mutex> lock(mx);
  2185. assert(vstd::contains(remainingQueries, queryID));
  2186. std::string description = remainingQueries[queryID];
  2187. logAi->debugStream() << boost::format("Attempted answering query %d - %s. Request id=%d. Waiting for results...") % queryID % description % answerRequestID;
  2188. requestToQueryID[answerRequestID] = queryID;
  2189. }
  2190. void AIStatus::receivedAnswerConfirmation(int answerRequestID, int result)
  2191. {
  2192. assert(vstd::contains(requestToQueryID, answerRequestID));
  2193. QueryID query = requestToQueryID[answerRequestID];
  2194. assert(vstd::contains(remainingQueries, query));
  2195. requestToQueryID.erase(answerRequestID);
  2196. if(result)
  2197. {
  2198. removeQuery(query);
  2199. }
  2200. else
  2201. {
  2202. logAi->errorStream() << "Something went really wrong, failed to answer query " << query << ": " << remainingQueries[query];
  2203. //TODO safely retry
  2204. }
  2205. }
  2206. void AIStatus::heroVisit(const CGObjectInstance *obj, bool started)
  2207. {
  2208. boost::unique_lock<boost::mutex> lock(mx);
  2209. if(started)
  2210. objectsBeingVisited.push_back(obj);
  2211. else
  2212. {
  2213. // There can be more than one object visited at the time (eg. hero visits Subterranean Gate
  2214. // causing visit to hero on the other side.
  2215. // However, we are guaranteed that start/end visit notification maintain stack order.
  2216. assert(!objectsBeingVisited.empty());
  2217. objectsBeingVisited.pop_back();
  2218. }
  2219. cv.notify_all();
  2220. }
  2221. void AIStatus::setMove(bool ongoing)
  2222. {
  2223. boost::unique_lock<boost::mutex> lock(mx);
  2224. ongoingHeroMovement = ongoing;
  2225. cv.notify_all();
  2226. }
  2227. SectorMap::SectorMap()
  2228. {
  2229. // int3 sizes = cb->getMapSize();
  2230. // sector.resize(sizes.x);
  2231. // for(auto &i : sector)
  2232. // i.resize(sizes.y);
  2233. //
  2234. // for(auto &i : sector)
  2235. // for(auto &j : i)
  2236. // j.resize(sizes.z, 0);
  2237. update();
  2238. }
  2239. bool markIfBlocked(ui8 &sec, crint3 pos, const TerrainTile *t)
  2240. {
  2241. if(t->blocked && !t->visitable)
  2242. {
  2243. sec = NOT_AVAILABLE;
  2244. return true;
  2245. }
  2246. return false;
  2247. }
  2248. bool markIfBlocked(ui8 &sec, crint3 pos)
  2249. {
  2250. return markIfBlocked(sec, pos, cb->getTile(pos));
  2251. }
  2252. void SectorMap::update()
  2253. {
  2254. clear();
  2255. int curSector = 3; //0 is invisible, 1 is not explored
  2256. foreach_tile_pos([&](crint3 pos)
  2257. {
  2258. if(retreiveTile(pos) == NOT_CHECKED)
  2259. {
  2260. if(!markIfBlocked(retreiveTile(pos), pos))
  2261. exploreNewSector(pos, curSector++);
  2262. }
  2263. });
  2264. valid = true;
  2265. }
  2266. void SectorMap::clear()
  2267. {
  2268. sector = cb->getVisibilityMap();
  2269. valid = false;
  2270. }
  2271. void SectorMap::exploreNewSector(crint3 pos, int num)
  2272. {
  2273. Sector &s = infoOnSectors[num];
  2274. s.id = num;
  2275. s.water = cb->getTile(pos)->isWater();
  2276. std::queue<int3> toVisit;
  2277. toVisit.push(pos);
  2278. while(!toVisit.empty())
  2279. {
  2280. int3 curPos = toVisit.front();
  2281. toVisit.pop();
  2282. ui8 &sec = retreiveTile(curPos);
  2283. if(sec == NOT_CHECKED)
  2284. {
  2285. const TerrainTile *t = cb->getTile(curPos);
  2286. if(!markIfBlocked(sec, curPos, t))
  2287. {
  2288. if(t->isWater() == s.water) //sector is only-water or only-land
  2289. {
  2290. sec = num;
  2291. s.tiles.push_back(curPos);
  2292. foreach_neighbour(curPos, [&](crint3 neighPos)
  2293. {
  2294. if(retreiveTile(neighPos) == NOT_CHECKED)
  2295. {
  2296. toVisit.push(neighPos);
  2297. //parent[neighPos] = curPos;
  2298. }
  2299. const TerrainTile *nt = cb->getTile(neighPos, false);
  2300. if(nt && nt->isWater() != s.water && canBeEmbarkmentPoint(nt))
  2301. {
  2302. s.embarkmentPoints.push_back(neighPos);
  2303. }
  2304. });
  2305. if(t->visitable && vstd::contains(ai->knownSubterraneanGates, t->visitableObjects.front()))
  2306. toVisit.push(ai->knownSubterraneanGates[t->visitableObjects.front()]->visitablePos());
  2307. }
  2308. }
  2309. }
  2310. }
  2311. removeDuplicates(s.embarkmentPoints);
  2312. }
  2313. void SectorMap::write(crstring fname)
  2314. {
  2315. std::ofstream out(fname);
  2316. for(int k = 0; k < cb->getMapSize().z; k++)
  2317. {
  2318. for(int j = 0; j < cb->getMapSize().y; j++)
  2319. {
  2320. for(int i = 0; i < cb->getMapSize().x; i++)
  2321. {
  2322. out << (int)sector[i][j][k] << '\t';
  2323. }
  2324. out << std::endl;
  2325. }
  2326. out << std::endl;
  2327. }
  2328. }
  2329. bool isWeeklyRevisitable (const CGObjectInstance * obj)
  2330. { //TODO: allow polling of remaining creatures in dwelling
  2331. if (dynamic_cast<const CGVisitableOPW *>(obj) || //ensures future compatibility, unlike IDs
  2332. dynamic_cast<const CGDwelling *>(obj) ||
  2333. dynamic_cast<const CBank *>(obj)) //banks tend to respawn often in mods
  2334. return true;
  2335. switch (obj->ID)
  2336. {
  2337. case Obj::STABLES:
  2338. case Obj::MAGIC_WELL:
  2339. case Obj::HILL_FORT:
  2340. return true;
  2341. case Obj::BORDER_GATE:
  2342. case Obj::BORDERGUARD:
  2343. return (dynamic_cast <const CGKeys *>(obj))->wasMyColorVisited (ai->playerID); //FIXME: they could be revisited sooner than in a week
  2344. }
  2345. return false;
  2346. }
  2347. bool shouldVisit(HeroPtr h, const CGObjectInstance * obj)
  2348. {
  2349. switch (obj->ID)
  2350. {
  2351. case Obj::TOWN:
  2352. case Obj::HERO: //never visit our heroes at random
  2353. return obj->tempOwner != h->tempOwner; //do not visit our towns at random
  2354. break;
  2355. case Obj::BORDER_GATE:
  2356. {
  2357. for (auto q : ai->myCb->getMyQuests())
  2358. {
  2359. if (q.obj == obj)
  2360. {
  2361. return false; // do not visit guards or gates when wandering
  2362. }
  2363. }
  2364. return true; //we don't have this quest yet
  2365. }
  2366. break;
  2367. case Obj::BORDERGUARD: //open borderguard if possible
  2368. case Obj::SEER_HUT:
  2369. case Obj::QUEST_GUARD:
  2370. {
  2371. for (auto q : ai->myCb->getMyQuests())
  2372. {
  2373. if (q.obj == obj)
  2374. {
  2375. if (q.quest->checkQuest(h.h))
  2376. return true; //we completed the quest
  2377. else
  2378. return false; //we can't complete this quest
  2379. }
  2380. }
  2381. return true; //we don't have this quest yet
  2382. }
  2383. break;
  2384. case Obj::CREATURE_GENERATOR1:
  2385. {
  2386. if (obj->tempOwner != h->tempOwner)
  2387. return true; //flag just in case
  2388. bool canRecruitCreatures = false;
  2389. const CGDwelling * d = dynamic_cast<const CGDwelling *>(obj);
  2390. for(auto level : d->creatures)
  2391. {
  2392. for(auto c : level.second)
  2393. {
  2394. if (h->getSlotFor(CreatureID(c)) != SlotID())
  2395. canRecruitCreatures = true;
  2396. }
  2397. }
  2398. return canRecruitCreatures;
  2399. }
  2400. case Obj::HILL_FORT:
  2401. {
  2402. for (auto slot : h->Slots())
  2403. {
  2404. if (slot.second->type->upgrades.size())
  2405. return true; //TODO: check price?
  2406. }
  2407. return false;
  2408. }
  2409. case Obj::MONOLITH1:
  2410. case Obj::MONOLITH2:
  2411. case Obj::MONOLITH3:
  2412. case Obj::WHIRLPOOL:
  2413. //TODO: mechanism for handling monoliths
  2414. return false;
  2415. case Obj::SCHOOL_OF_MAGIC:
  2416. case Obj::SCHOOL_OF_WAR:
  2417. {
  2418. TResources myRes = ai->myCb->getResourceAmount();
  2419. if (myRes[Res::GOLD] - GOLD_RESERVE < 1000)
  2420. return false;
  2421. }
  2422. break;
  2423. case Obj::LIBRARY_OF_ENLIGHTENMENT:
  2424. if (h->level < 12)
  2425. return false;
  2426. break;
  2427. case Obj::TREE_OF_KNOWLEDGE:
  2428. {
  2429. TResources myRes = ai->myCb->getResourceAmount();
  2430. if (myRes[Res::GOLD] - GOLD_RESERVE < 2000 || myRes[Res::GEMS] < 10)
  2431. return false;
  2432. }
  2433. break;
  2434. case Obj::MAGIC_WELL:
  2435. return h->mana < h->manaLimit();
  2436. case Obj::PRISON:
  2437. return ai->myCb->getHeroesInfo().size() < GameConstants::MAX_HEROES_PER_PLAYER;
  2438. case Obj::BOAT:
  2439. return false;
  2440. //Boats are handled by pathfinder
  2441. }
  2442. if (obj->wasVisited(*h)) //it must pointer to hero instance, heroPtr calls function wasVisited(ui8 player);
  2443. return false;
  2444. return true;
  2445. }
  2446. int3 SectorMap::firstTileToGet(HeroPtr h, crint3 dst)
  2447. {
  2448. int sourceSector = retreiveTile(h->visitablePos()),
  2449. destinationSector = retreiveTile(dst);
  2450. if(sourceSector != destinationSector)
  2451. {
  2452. const Sector *src = &infoOnSectors[sourceSector],
  2453. *dst = &infoOnSectors[destinationSector];
  2454. std::map<const Sector*, const Sector*> preds;
  2455. std::queue<const Sector *> sq;
  2456. sq.push(src);
  2457. while(!sq.empty())
  2458. {
  2459. const Sector *s = sq.front();
  2460. sq.pop();
  2461. for(int3 ep : s->embarkmentPoints)
  2462. {
  2463. Sector *neigh = &infoOnSectors[retreiveTile(ep)];
  2464. //preds[s].push_back(neigh);
  2465. if(!preds[neigh])
  2466. {
  2467. preds[neigh] = s;
  2468. sq.push(neigh);
  2469. }
  2470. }
  2471. //TODO consider other types of connections between sectors?
  2472. }
  2473. if(!preds[dst])
  2474. {
  2475. write("test.txt");
  2476. ai->completeGoal (sptr(Goals::Explore(h))); //if we can't find the way, seemingly all tiles were explored
  2477. //TODO: more organized way?
  2478. throw cannotFulfillGoalException(boost::str(boost::format("Cannot find connection between sectors %d and %d") % src->id % dst->id));
  2479. }
  2480. std::vector<const Sector*> toTraverse;
  2481. toTraverse.push_back(dst);
  2482. while(toTraverse.back() != src)
  2483. {
  2484. toTraverse.push_back(preds[toTraverse.back()]);
  2485. }
  2486. if(preds[dst])
  2487. {
  2488. const Sector *sectorToReach = toTraverse.at(toTraverse.size() - 2);
  2489. if(!src->water && sectorToReach->water) //embark
  2490. {
  2491. //embark on ship -> look for an EP with a boat
  2492. auto firstEP = boost::find_if(src->embarkmentPoints, [=](crint3 pos) -> bool
  2493. {
  2494. const TerrainTile *t = cb->getTile(pos);
  2495. return t && t->visitableObjects.size() == 1 && t->topVisitableId() == Obj::BOAT
  2496. && retreiveTile(pos) == sectorToReach->id;
  2497. });
  2498. if(firstEP != src->embarkmentPoints.end())
  2499. {
  2500. return *firstEP;
  2501. }
  2502. else
  2503. {
  2504. //we need to find a shipyard with an access to the desired sector's EP
  2505. //TODO what about Summon Boat spell?
  2506. std::vector<const IShipyard *> shipyards;
  2507. for(const CGTownInstance *t : cb->getTownsInfo())
  2508. {
  2509. if(t->hasBuilt(BuildingID::SHIPYARD))
  2510. shipyards.push_back(t);
  2511. }
  2512. std::vector<const CGObjectInstance*> visObjs;
  2513. ai->retreiveVisitableObjs(visObjs, true);
  2514. for(const CGObjectInstance *obj : visObjs)
  2515. {
  2516. if(obj->ID != Obj::TOWN) //towns were handled in the previous loop
  2517. if(const IShipyard *shipyard = IShipyard::castFrom(obj))
  2518. shipyards.push_back(shipyard);
  2519. }
  2520. shipyards.erase(boost::remove_if(shipyards, [=](const IShipyard *shipyard) -> bool
  2521. {
  2522. return shipyard->shipyardStatus() != 0 || retreiveTile(shipyard->bestLocation()) != sectorToReach->id;
  2523. }),shipyards.end());
  2524. if(!shipyards.size())
  2525. {
  2526. //TODO consider possibility of building shipyard in a town
  2527. throw cannotFulfillGoalException("There is no known shipyard!");
  2528. }
  2529. //we have only shipyards that possibly can build ships onto the appropriate EP
  2530. auto ownedGoodShipyard = boost::find_if(shipyards, [](const IShipyard *s) -> bool
  2531. {
  2532. return s->o->tempOwner == ai->playerID;
  2533. });
  2534. if(ownedGoodShipyard != shipyards.end())
  2535. {
  2536. const IShipyard *s = *ownedGoodShipyard;
  2537. TResources shipCost;
  2538. s->getBoatCost(shipCost);
  2539. if(cb->getResourceAmount().canAfford(shipCost))
  2540. {
  2541. int3 ret = s->bestLocation();
  2542. cb->buildBoat(s);
  2543. return ret;
  2544. }
  2545. else
  2546. {
  2547. //TODO gather res
  2548. throw cannotFulfillGoalException("Not enough resources to build a boat");
  2549. }
  2550. }
  2551. else
  2552. {
  2553. //TODO pick best shipyard to take over
  2554. return shipyards.front()->o->visitablePos();
  2555. }
  2556. }
  2557. }
  2558. else if(src->water && !sectorToReach->water)
  2559. {
  2560. //TODO
  2561. //disembark
  2562. }
  2563. else
  2564. {
  2565. //TODO
  2566. //transition between two land/water sectors. Monolith? Whirlpool? ...
  2567. throw cannotFulfillGoalException("Land-land and water-water inter-sector transitions are not implemented!");
  2568. }
  2569. }
  2570. else
  2571. {
  2572. throw cannotFulfillGoalException("Inter-sector route detection failed: not connected sectors?");
  2573. }
  2574. }
  2575. else
  2576. {
  2577. makeParentBFS(h->visitablePos());
  2578. int3 curtile = dst;
  2579. while(curtile != h->visitablePos())
  2580. {
  2581. if(cb->getPathInfo(curtile)->reachable())
  2582. {
  2583. return curtile;
  2584. }
  2585. else
  2586. {
  2587. auto i = parent.find(curtile);
  2588. if(i != parent.end())
  2589. {
  2590. assert(curtile != i->second);
  2591. curtile = i->second;
  2592. }
  2593. else
  2594. throw cannotFulfillGoalException("Unreachable tile in sector? Should not happen!");
  2595. }
  2596. }
  2597. }
  2598. throw cannotFulfillGoalException("Impossible happened.");
  2599. }
  2600. void SectorMap::makeParentBFS(crint3 source)
  2601. {
  2602. parent.clear();
  2603. int mySector = retreiveTile(source);
  2604. std::queue<int3> toVisit;
  2605. toVisit.push(source);
  2606. while(!toVisit.empty())
  2607. {
  2608. int3 curPos = toVisit.front();
  2609. toVisit.pop();
  2610. ui8 &sec = retreiveTile(curPos);
  2611. assert(sec == mySector); //consider only tiles from the same sector
  2612. UNUSED(sec);
  2613. //const TerrainTile *t = cb->getTile(curPos);
  2614. foreach_neighbour(curPos, [&](crint3 neighPos)
  2615. {
  2616. if(retreiveTile(neighPos) == mySector && !vstd::contains(parent, neighPos))
  2617. {
  2618. toVisit.push(neighPos);
  2619. parent[neighPos] = curPos;
  2620. }
  2621. });
  2622. }
  2623. }
  2624. unsigned char & SectorMap::retreiveTile(crint3 pos)
  2625. {
  2626. return retreiveTileN(sector, pos);
  2627. }
  2628. const CGObjectInstance * ObjectIdRef::operator->() const
  2629. {
  2630. return cb->getObj(id, false);
  2631. }
  2632. ObjectIdRef::operator const CGObjectInstance*() const
  2633. {
  2634. return cb->getObj(id, false);
  2635. }
  2636. ObjectIdRef::ObjectIdRef(ObjectInstanceID _id) : id(_id)
  2637. {
  2638. }
  2639. ObjectIdRef::ObjectIdRef(const CGObjectInstance *obj) : id(obj->id)
  2640. {
  2641. }
  2642. bool ObjectIdRef::operator<(const ObjectIdRef &rhs) const
  2643. {
  2644. return id < rhs.id;
  2645. }
  2646. HeroPtr::HeroPtr(const CGHeroInstance *H)
  2647. {
  2648. if(!H)
  2649. {
  2650. //init from nullptr should equal to default init
  2651. *this = HeroPtr();
  2652. return;
  2653. }
  2654. h = H;
  2655. name = h->name;
  2656. hid = H->id;
  2657. // infosCount[ai->playerID][hid]++;
  2658. }
  2659. HeroPtr::HeroPtr()
  2660. {
  2661. h = nullptr;
  2662. hid = ObjectInstanceID();
  2663. }
  2664. HeroPtr::~HeroPtr()
  2665. {
  2666. // if(hid >= 0)
  2667. // infosCount[ai->playerID][hid]--;
  2668. }
  2669. bool HeroPtr::operator<(const HeroPtr &rhs) const
  2670. {
  2671. return hid < rhs.hid;
  2672. }
  2673. const CGHeroInstance * HeroPtr::get(bool doWeExpectNull /*= false*/) const
  2674. {
  2675. //TODO? check if these all assertions every time we get info about hero affect efficiency
  2676. //
  2677. //behave terribly when attempting unauthorized access to hero that is not ours (or was lost)
  2678. assert(doWeExpectNull || h);
  2679. if(h)
  2680. {
  2681. auto obj = cb->getObj(hid);
  2682. const bool owned = obj && obj->tempOwner == ai->playerID;
  2683. if(doWeExpectNull && !owned)
  2684. {
  2685. return nullptr;
  2686. }
  2687. else
  2688. {
  2689. assert(obj);
  2690. assert(owned);
  2691. }
  2692. }
  2693. return h;
  2694. }
  2695. const CGHeroInstance * HeroPtr::operator->() const
  2696. {
  2697. return get();
  2698. }
  2699. bool HeroPtr::validAndSet() const
  2700. {
  2701. return get(true);
  2702. }
  2703. const CGHeroInstance * HeroPtr::operator*() const
  2704. {
  2705. return get();
  2706. }