AIUtility.cpp 13 KB

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  1. #include "StdInc.h"
  2. #include "AIUtility.h"
  3. #include "VCAI.h"
  4. #include "../../lib/UnlockGuard.h"
  5. #include "../../lib/CObjectHandler.h"
  6. #include "../../lib/CConfigHandler.h"
  7. #include "../../lib/CHeroHandler.h"
  8. /*
  9. * AIUtility.cpp, 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 boost::thread_specific_ptr<CCallback> cb;
  18. extern boost::thread_specific_ptr<VCAI> ai;
  19. extern FuzzyHelper *fh;
  20. //extern static const int3 dirs[8];
  21. const CGObjectInstance * ObjectIdRef::operator->() const
  22. {
  23. return cb->getObj(id, false);
  24. }
  25. ObjectIdRef::operator const CGObjectInstance*() const
  26. {
  27. return cb->getObj(id, false);
  28. }
  29. ObjectIdRef::ObjectIdRef(ObjectInstanceID _id) : id(_id)
  30. {
  31. }
  32. ObjectIdRef::ObjectIdRef(const CGObjectInstance *obj) : id(obj->id)
  33. {
  34. }
  35. bool ObjectIdRef::operator<(const ObjectIdRef &rhs) const
  36. {
  37. return id < rhs.id;
  38. }
  39. HeroPtr::HeroPtr(const CGHeroInstance *H)
  40. {
  41. if(!H)
  42. {
  43. //init from nullptr should equal to default init
  44. *this = HeroPtr();
  45. return;
  46. }
  47. h = H;
  48. name = h->name;
  49. hid = H->id;
  50. // infosCount[ai->playerID][hid]++;
  51. }
  52. HeroPtr::HeroPtr()
  53. {
  54. h = nullptr;
  55. hid = ObjectInstanceID();
  56. }
  57. HeroPtr::~HeroPtr()
  58. {
  59. // if(hid >= 0)
  60. // infosCount[ai->playerID][hid]--;
  61. }
  62. bool HeroPtr::operator<(const HeroPtr &rhs) const
  63. {
  64. return hid < rhs.hid;
  65. }
  66. const CGHeroInstance * HeroPtr::get(bool doWeExpectNull /*= false*/) const
  67. {
  68. //TODO? check if these all assertions every time we get info about hero affect efficiency
  69. //
  70. //behave terribly when attempting unauthorized access to hero that is not ours (or was lost)
  71. assert(doWeExpectNull || h);
  72. if(h)
  73. {
  74. auto obj = cb->getObj(hid);
  75. const bool owned = obj && obj->tempOwner == ai->playerID;
  76. if(doWeExpectNull && !owned)
  77. {
  78. return nullptr;
  79. }
  80. else
  81. {
  82. assert(obj);
  83. assert(owned);
  84. }
  85. }
  86. return h;
  87. }
  88. const CGHeroInstance * HeroPtr::operator->() const
  89. {
  90. return get();
  91. }
  92. bool HeroPtr::validAndSet() const
  93. {
  94. return get(true);
  95. }
  96. const CGHeroInstance * HeroPtr::operator*() const
  97. {
  98. return get();
  99. }
  100. void foreach_tile_pos(std::function<void(const int3& pos)> foo)
  101. {
  102. // some micro-optimizations since this function gets called a LOT
  103. // callback pointer is thread-specific and slow to retrieve -> read map size only once
  104. int3 mapSize = cb->getMapSize();
  105. for(int i = 0; i < mapSize.x; i++)
  106. for(int j = 0; j < mapSize.y; j++)
  107. for(int k = 0; k < mapSize.z; k++)
  108. foo(int3(i,j,k));
  109. }
  110. void foreach_tile_pos(CCallback * cbp, std::function<void(CCallback * cbp, const int3& pos)> foo)
  111. {
  112. int3 mapSize = cbp->getMapSize();
  113. for(int i = 0; i < mapSize.x; i++)
  114. for(int j = 0; j < mapSize.y; j++)
  115. for(int k = 0; k < mapSize.z; k++)
  116. foo(cbp, int3(i,j,k));
  117. }
  118. void foreach_neighbour(const int3 &pos, std::function<void(const int3& pos)> foo)
  119. {
  120. CCallback * cbp = cb.get(); // avoid costly retrieval of thread-specific pointer
  121. for(const int3 &dir : dirs)
  122. {
  123. const int3 n = pos + dir;
  124. if(cbp->isInTheMap(n))
  125. foo(pos+dir);
  126. }
  127. }
  128. void foreach_neighbour(CCallback * cbp, const int3 &pos, std::function<void(CCallback * cbp, const int3& pos)> foo)
  129. {
  130. for(const int3 &dir : dirs)
  131. {
  132. const int3 n = pos + dir;
  133. if(cbp->isInTheMap(n))
  134. foo(cbp, pos+dir);
  135. }
  136. }
  137. std::string strFromInt3(int3 pos)
  138. {
  139. std::ostringstream oss;
  140. oss << pos;
  141. return oss.str();
  142. }
  143. bool isCloser(const CGObjectInstance *lhs, const CGObjectInstance *rhs)
  144. {
  145. const CGPathNode *ln = cb->getPathInfo(lhs->visitablePos()), *rn = cb->getPathInfo(rhs->visitablePos());
  146. if(ln->turns != rn->turns)
  147. return ln->turns < rn->turns;
  148. return (ln->moveRemains > rn->moveRemains);
  149. }
  150. bool compareMovement(HeroPtr lhs, HeroPtr rhs)
  151. {
  152. return lhs->movement > rhs->movement;
  153. }
  154. ui64 evaluateDanger(crint3 tile)
  155. {
  156. const TerrainTile *t = cb->getTile(tile, false);
  157. if(!t) //we can know about guard but can't check its tile (the edge of fow)
  158. return 190000000; //MUCH
  159. ui64 objectDanger = 0, guardDanger = 0;
  160. auto visObjs = cb->getVisitableObjs(tile);
  161. if(visObjs.size())
  162. objectDanger = evaluateDanger(visObjs.back());
  163. int3 guardPos = cb->getGuardingCreaturePosition(tile);
  164. if(guardPos.x >= 0 && guardPos != tile)
  165. guardDanger = evaluateDanger(guardPos);
  166. //TODO mozna odwiedzic blockvis nie ruszajac straznika
  167. return std::max(objectDanger, guardDanger);
  168. }
  169. ui64 evaluateDanger(crint3 tile, const CGHeroInstance *visitor)
  170. {
  171. const TerrainTile *t = cb->getTile(tile, false);
  172. if(!t) //we can know about guard but can't check its tile (the edge of fow)
  173. return 190000000; //MUCH
  174. ui64 objectDanger = 0, guardDanger = 0;
  175. auto visitableObjects = cb->getVisitableObjs(tile);
  176. // in some scenarios hero happens to be "under" the object (eg town). Then we consider ONLY the hero.
  177. if(vstd::contains_if(visitableObjects, objWithID<Obj::HERO>))
  178. vstd::erase_if(visitableObjects, [](const CGObjectInstance * obj)
  179. {
  180. return !objWithID<Obj::HERO>(obj);
  181. });
  182. if(const CGObjectInstance * dangerousObject = vstd::backOrNull(visitableObjects))
  183. {
  184. objectDanger = evaluateDanger(dangerousObject); //unguarded objects can also be dangerous or unhandled
  185. if (objectDanger)
  186. {
  187. //TODO: don't downcast objects AI shouldn't know about!
  188. auto armedObj = dynamic_cast<const CArmedInstance*>(dangerousObject);
  189. if(armedObj)
  190. objectDanger *= fh->getTacticalAdvantage(visitor, armedObj); //this line tends to go infinite for allied towns (?)
  191. }
  192. if (dangerousObject->ID == Obj::SUBTERRANEAN_GATE)
  193. { //check guard on the other side of the gate
  194. auto it = ai->knownSubterraneanGates.find(dangerousObject);
  195. if (it != ai->knownSubterraneanGates.end())
  196. {
  197. auto guards = cb->getGuardingCreatures(it->second->visitablePos());
  198. for (auto cre : guards)
  199. {
  200. vstd::amax (guardDanger, evaluateDanger(cre) *
  201. fh->getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance*>(cre)));
  202. }
  203. }
  204. }
  205. }
  206. auto guards = cb->getGuardingCreatures(tile);
  207. for (auto cre : guards)
  208. {
  209. vstd::amax (guardDanger, evaluateDanger(cre) * fh->getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance*>(cre))); //we are interested in strongest monster around
  210. }
  211. //TODO mozna odwiedzic blockvis nie ruszajac straznika
  212. return std::max(objectDanger, guardDanger);
  213. }
  214. ui64 evaluateDanger(const CGObjectInstance *obj)
  215. {
  216. if(obj->tempOwner < PlayerColor::PLAYER_LIMIT && cb->getPlayerRelations(obj->tempOwner, ai->playerID) != PlayerRelations::ENEMIES) //owned or allied objects don't pose any threat
  217. return 0;
  218. switch(obj->ID)
  219. {
  220. case Obj::HERO:
  221. {
  222. InfoAboutHero iah;
  223. cb->getHeroInfo(obj, iah);
  224. return iah.army.getStrength();
  225. }
  226. case Obj::TOWN:
  227. case Obj::GARRISON: case Obj::GARRISON2: //garrison
  228. {
  229. InfoAboutTown iat;
  230. cb->getTownInfo(obj, iat);
  231. return iat.army.getStrength();
  232. }
  233. case Obj::MONSTER:
  234. {
  235. //TODO!!!!!!!!
  236. const CGCreature *cre = dynamic_cast<const CGCreature*>(obj);
  237. return cre->getArmyStrength();
  238. }
  239. case Obj::CREATURE_GENERATOR1:
  240. {
  241. const CGDwelling *d = dynamic_cast<const CGDwelling*>(obj);
  242. return d->getArmyStrength();
  243. }
  244. case Obj::MINE:
  245. case Obj::ABANDONED_MINE:
  246. {
  247. const CArmedInstance * a = dynamic_cast<const CArmedInstance*>(obj);
  248. return a->getArmyStrength();
  249. }
  250. case Obj::CRYPT: //crypt
  251. case Obj::CREATURE_BANK: //crebank
  252. case Obj::DRAGON_UTOPIA:
  253. case Obj::SHIPWRECK: //shipwreck
  254. case Obj::DERELICT_SHIP: //derelict ship
  255. // case Obj::PYRAMID:
  256. return fh->estimateBankDanger (VLC->objh->bankObjToIndex(obj));
  257. case Obj::PYRAMID:
  258. {
  259. if(obj->subID == 0)
  260. return fh->estimateBankDanger (VLC->objh->bankObjToIndex(obj));
  261. else
  262. return 0;
  263. }
  264. default:
  265. return 0;
  266. }
  267. }
  268. bool compareDanger(const CGObjectInstance *lhs, const CGObjectInstance *rhs)
  269. {
  270. return evaluateDanger(lhs) < evaluateDanger(rhs);
  271. }
  272. bool isSafeToVisit(HeroPtr h, crint3 tile)
  273. {
  274. const ui64 heroStrength = h->getTotalStrength(),
  275. dangerStrength = evaluateDanger(tile, *h);
  276. if(dangerStrength)
  277. {
  278. if(heroStrength / SAFE_ATTACK_CONSTANT > dangerStrength)
  279. {
  280. logAi->traceStream() << boost::format("It's safe for %s to visit tile %s") % h->name % tile;
  281. return true;
  282. }
  283. else
  284. return false;
  285. }
  286. return true; //there's no danger
  287. }
  288. bool isReachable(const CGObjectInstance *obj)
  289. {
  290. return cb->getPathInfo(obj->visitablePos())->turns < 255;
  291. }
  292. bool canBeEmbarkmentPoint(const TerrainTile *t, bool fromWater)
  293. {
  294. //tile must be free of with unoccupied boat
  295. return !t->blocked
  296. || (!fromWater && t->visitableObjects.size() == 1 && t->topVisitableId() == Obj::BOAT);
  297. //do not try to board when in water sector
  298. }
  299. int3 whereToExplore(HeroPtr h)
  300. {
  301. TimeCheck tc ("where to explore");
  302. cb->setSelection(*h);
  303. int radius = h->getSightRadious();
  304. int3 hpos = h->visitablePos();
  305. //look for nearby objs -> visit them if they're close enouh
  306. const int DIST_LIMIT = 3;
  307. std::vector<const CGObjectInstance *> nearbyVisitableObjs;
  308. for (int x = hpos.x - DIST_LIMIT; x <= hpos.x + DIST_LIMIT; ++x) //get only local objects instead of all possible objects on the map
  309. {
  310. for (int y = hpos.y - DIST_LIMIT; y <= hpos.y + DIST_LIMIT; ++y)
  311. {
  312. for (auto obj : cb->getVisitableObjs (int3(x,y,hpos.z), false))
  313. {
  314. int3 op = obj->visitablePos();
  315. CGPath p;
  316. cb->getPath2(op, p);
  317. if (p.nodes.size() && p.endPos() == op && p.nodes.size() <= DIST_LIMIT)
  318. if (ai->isGoodForVisit(obj, h))
  319. nearbyVisitableObjs.push_back(obj);
  320. }
  321. }
  322. }
  323. removeDuplicates (nearbyVisitableObjs); //one object may occupy multiple tiles
  324. boost::sort(nearbyVisitableObjs, isCloser);
  325. if(nearbyVisitableObjs.size())
  326. return nearbyVisitableObjs.back()->visitablePos();
  327. try //check if nearby tiles allow us to reveal anything - this is quick
  328. {
  329. return ai->explorationBestNeighbour(hpos, radius, h);
  330. }
  331. catch(cannotFulfillGoalException &e)
  332. {
  333. //perform exhaustive search
  334. return ai->explorationNewPoint(h);
  335. }
  336. }
  337. bool isBlockedBorderGate(int3 tileToHit)
  338. {
  339. return cb->getTile(tileToHit)->topVisitableId() == Obj::BORDER_GATE
  340. && cb->getPathInfo(tileToHit)->accessible != CGPathNode::ACCESSIBLE;
  341. }
  342. int howManyTilesWillBeDiscovered(const int3 &pos, int radious, CCallback * cbp)
  343. { //TODO: do not explore dead-end boundaries
  344. int ret = 0;
  345. for(int x = pos.x - radious; x <= pos.x + radious; x++)
  346. {
  347. for(int y = pos.y - radious; y <= pos.y + radious; y++)
  348. {
  349. int3 npos = int3(x,y,pos.z);
  350. if(cbp->isInTheMap(npos) && pos.dist2d(npos) - 0.5 < radious && !cbp->isVisible(npos))
  351. {
  352. if (!boundaryBetweenTwoPoints (pos, npos, cbp))
  353. ret++;
  354. }
  355. }
  356. }
  357. return ret;
  358. }
  359. bool boundaryBetweenTwoPoints (int3 pos1, int3 pos2, CCallback * cbp) //determines if two points are separated by known barrier
  360. {
  361. int xMin = std::min (pos1.x, pos2.x);
  362. int xMax = std::max (pos1.x, pos2.x);
  363. int yMin = std::min (pos1.y, pos2.y);
  364. int yMax = std::max (pos1.y, pos2.y);
  365. for (int x = xMin; x <= xMax; ++x)
  366. {
  367. for (int y = yMin; y <= yMax; ++y)
  368. {
  369. int3 tile = int3(x, y, pos1.z); //use only on same level, ofc
  370. if (abs(pos1.dist2d(tile) - pos2.dist2d(tile)) < 1.5)
  371. {
  372. if (!(cbp->isVisible(tile) && cbp->getTile(tile)->blocked)) //if there's invisible or unblocked tile between, it's good
  373. return false;
  374. }
  375. }
  376. }
  377. return true; //if all are visible and blocked, we're at dead end
  378. }
  379. int howManyTilesWillBeDiscovered(int radious, int3 pos, crint3 dir)
  380. {
  381. return howManyTilesWillBeDiscovered(pos + dir, radious, cb.get());
  382. }
  383. void getVisibleNeighbours(const std::vector<int3> &tiles, std::vector<int3> &out)
  384. {
  385. for(const int3 &tile : tiles)
  386. {
  387. foreach_neighbour(tile, [&](int3 neighbour)
  388. {
  389. if(cb->isVisible(neighbour))
  390. out.push_back(neighbour);
  391. });
  392. }
  393. }
  394. ui64 howManyReinforcementsCanGet(HeroPtr h, const CGTownInstance *t)
  395. {
  396. ui64 ret = 0;
  397. int freeHeroSlots = GameConstants::ARMY_SIZE - h->stacksCount();
  398. std::vector<const CStackInstance *> toMove;
  399. for(auto const slot : t->Slots())
  400. {
  401. //can be merged woth another stack?
  402. SlotID dst = h->getSlotFor(slot.second->getCreatureID());
  403. if(h->hasStackAtSlot(dst))
  404. ret += t->getPower(slot.first);
  405. else
  406. toMove.push_back(slot.second);
  407. }
  408. boost::sort(toMove, [](const CStackInstance *lhs, const CStackInstance *rhs)
  409. {
  410. return lhs->getPower() < rhs->getPower();
  411. });
  412. for (auto & stack : boost::adaptors::reverse(toMove))
  413. {
  414. if(freeHeroSlots)
  415. {
  416. ret += stack->getPower();
  417. freeHeroSlots--;
  418. }
  419. else
  420. break;
  421. }
  422. return ret;
  423. }
  424. bool compareHeroStrength(HeroPtr h1, HeroPtr h2)
  425. {
  426. return h1->getTotalStrength() < h2->getTotalStrength();
  427. }
  428. bool compareArmyStrength(const CArmedInstance *a1, const CArmedInstance *a2)
  429. {
  430. return a1->getArmyStrength() < a2->getArmyStrength();
  431. }