| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453 | /* * AIUtility.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */#include "StdInc.h"#include "AIUtility.h"#include "AIGateway.h"#include "Goals/Goals.h"#include "../../lib/UnlockGuard.h"#include "../../lib/CConfigHandler.h"#include "../../lib/CHeroHandler.h"#include "../../lib/mapObjects/MapObjects.h"#include "../../lib/mapping/CMapDefines.h"#include "../../lib/CModHandler.h"namespace NKAI{extern boost::thread_specific_ptr<AIGateway> ai;//extern static const int3 dirs[8];const CGObjectInstance * ObjectIdRef::operator->() const{	return cb->getObj(id, false);}ObjectIdRef::operator const CGObjectInstance *() const{	return cb->getObj(id, false);}ObjectIdRef::operator bool() const{	return cb->getObj(id, false);}ObjectIdRef::ObjectIdRef(ObjectInstanceID _id)	: id(_id){}ObjectIdRef::ObjectIdRef(const CGObjectInstance * obj)	: id(obj->id){}bool ObjectIdRef::operator<(const ObjectIdRef & rhs) const{	return id < rhs.id;}HeroPtr::HeroPtr(const CGHeroInstance * H){	if(!H)	{		//init from nullptr should equal to default init		*this = HeroPtr();		return;	}	h = H;	name = h->name;	hid = H->id;//	infosCount[ai->playerID][hid]++;}HeroPtr::HeroPtr(){	h = nullptr;	hid = ObjectInstanceID();}HeroPtr::~HeroPtr(){//	if(hid >= 0)//		infosCount[ai->playerID][hid]--;}bool HeroPtr::operator<(const HeroPtr & rhs) const{	return hid < rhs.hid;}const CGHeroInstance * HeroPtr::get(bool doWeExpectNull) const{	//TODO? check if these all assertions every time we get info about hero affect efficiency	//	//behave terribly when attempting unauthorized access to hero that is not ours (or was lost)	assert(doWeExpectNull || h);	if(h)	{		auto obj = cb->getObj(hid);		//const bool owned = obj && obj->tempOwner == ai->playerID;		if(doWeExpectNull && !obj)		{			return nullptr;		}		else		{			assert(obj);			//assert(owned);		}	}	return h;}const CGHeroInstance * HeroPtr::get(CCallback * cb, bool doWeExpectNull) const{	//TODO? check if these all assertions every time we get info about hero affect efficiency	//	//behave terribly when attempting unauthorized access to hero that is not ours (or was lost)	assert(doWeExpectNull || h);	if(h)	{		auto obj = cb->getObj(hid);		//const bool owned = obj && obj->tempOwner == ai->playerID;		if(doWeExpectNull && !obj)		{			return nullptr;		}		else		{			assert(obj);			//assert(owned);		}	}	return h;}const CGHeroInstance * HeroPtr::operator->() const{	return get();}bool HeroPtr::validAndSet() const{	return get(true);}const CGHeroInstance * HeroPtr::operator*() const{	return get();}bool HeroPtr::operator==(const HeroPtr & rhs) const{	return h == rhs.get(true);}bool CDistanceSorter::operator()(const CGObjectInstance * lhs, const CGObjectInstance * rhs) const{	const CGPathNode * ln = ai->myCb->getPathsInfo(hero)->getPathInfo(lhs->visitablePos());	const CGPathNode * rn = ai->myCb->getPathsInfo(hero)->getPathInfo(rhs->visitablePos());	return ln->getCost() < rn->getCost();}bool isSafeToVisit(HeroPtr h, const CCreatureSet * heroArmy, uint64_t dangerStrength){	const ui64 heroStrength = h->getFightingStrength() * heroArmy->getArmyStrength();	if(dangerStrength)	{		return heroStrength / SAFE_ATTACK_CONSTANT > dangerStrength;	}	return true; //there's no danger}bool isSafeToVisit(HeroPtr h, uint64_t dangerStrength){	return isSafeToVisit(h, h.get(), dangerStrength);}bool isObjectRemovable(const CGObjectInstance * obj){	//FIXME: move logic to object property!	switch (obj->ID)	{	case Obj::MONSTER:	case Obj::RESOURCE:	case Obj::CAMPFIRE:	case Obj::TREASURE_CHEST:	case Obj::ARTIFACT:	case Obj::BORDERGUARD:	case Obj::FLOTSAM:	case Obj::PANDORAS_BOX:	case Obj::OCEAN_BOTTLE:	case Obj::SEA_CHEST:	case Obj::SHIPWRECK_SURVIVOR:	case Obj::SPELL_SCROLL:		return true;		break;	default:		return false;		break;	}}bool canBeEmbarkmentPoint(const TerrainTile * t, bool fromWater){	// TODO: Such information should be provided by pathfinder	// Tile must be free or with unoccupied boat	if(!t->blocked)	{		return true;	}	else if(!fromWater) // do not try to board when in water sector	{		if(t->visitableObjects.size() == 1 && t->topVisitableId() == Obj::BOAT)			return true;	}	return false;}bool isObjectPassable(const Nullkiller * ai, const CGObjectInstance * obj){	return isObjectPassable(obj, ai->playerID, ai->cb->getPlayerRelations(obj->tempOwner, ai->playerID));}bool isObjectPassable(const CGObjectInstance * obj){	return isObjectPassable(obj, ai->playerID, cb->getPlayerRelations(obj->tempOwner, ai->playerID));}// Pathfinder internal helperbool isObjectPassable(const CGObjectInstance * obj, PlayerColor playerColor, PlayerRelations::PlayerRelations objectRelations){	if((obj->ID == Obj::GARRISON || obj->ID == Obj::GARRISON2)		&& objectRelations != PlayerRelations::ENEMIES)		return true;	if(obj->ID == Obj::BORDER_GATE)	{		auto quest = dynamic_cast<const CGKeys *>(obj);		if(quest->passableFor(playerColor))			return true;	}	return false;}bool isBlockVisitObj(const int3 & pos){	if(auto obj = cb->getTopObj(pos))	{		if(obj->blockVisit) //we can't stand on that object			return true;	}	return false;}creInfo infoFromDC(const dwellingContent & dc){	creInfo ci;	ci.count = dc.first;	ci.creID = dc.second.size() ? dc.second.back() : CreatureID(-1); //should never be accessed	if (ci.creID != -1)	{		ci.cre = VLC->creh->objects[ci.creID].get();		ci.level = ci.cre->level; //this is cretaure tier, while tryRealize expects dwelling level. Ignore.	}	else	{		ci.cre = nullptr;		ci.level = 0;	}	return ci;}bool compareHeroStrength(HeroPtr h1, HeroPtr h2){	return h1->getTotalStrength() < h2->getTotalStrength();}bool compareArmyStrength(const CArmedInstance * a1, const CArmedInstance * a2){	return a1->getArmyStrength() < a2->getArmyStrength();}bool compareArtifacts(const CArtifactInstance * a1, const CArtifactInstance * a2){	auto art1 = a1->artType;	auto art2 = a2->artType;	if(art1->price == art2->price)		return art1->valOfBonuses(Bonus::PRIMARY_SKILL) > art2->valOfBonuses(Bonus::PRIMARY_SKILL);	else		return art1->price > art2->price;}bool isWeeklyRevisitable(const CGObjectInstance * obj){	if(!obj)		return false;	//TODO: allow polling of remaining creatures in dwelling	if(dynamic_cast<const CGVisitableOPW *>(obj)) // ensures future compatibility, unlike IDs		return true;	if(dynamic_cast<const CGDwelling *>(obj))		return true;	if(dynamic_cast<const CBank *>(obj)) //banks tend to respawn often in mods		return true;	switch(obj->ID)	{	case Obj::STABLES:	case Obj::MAGIC_WELL:	case Obj::HILL_FORT:		return true;	case Obj::BORDER_GATE:	case Obj::BORDERGUARD:		return (dynamic_cast<const CGKeys *>(obj))->wasMyColorVisited(ai->playerID); //FIXME: they could be revisited sooner than in a week	}	return false;}uint64_t timeElapsed(std::chrono::time_point<std::chrono::high_resolution_clock> start){	auto end = std::chrono::high_resolution_clock::now();	return std::chrono::duration_cast<std::chrono::milliseconds>(end - start).count();}// todo: move to obj managerbool shouldVisit(const Nullkiller * ai, const CGHeroInstance * h, const CGObjectInstance * obj){	switch(obj->ID)	{	case Obj::TOWN:	case Obj::HERO: //never visit our heroes at random		return obj->tempOwner != h->tempOwner; //do not visit our towns at random	case Obj::BORDER_GATE:	{		for(auto q : ai->cb->getMyQuests())		{			if(q.obj == obj)			{				return false; // do not visit guards or gates when wandering			}		}		return true; //we don't have this quest yet	}	case Obj::BORDERGUARD: //open borderguard if possible		return (dynamic_cast<const CGKeys *>(obj))->wasMyColorVisited(ai->playerID);	case Obj::SEER_HUT:	{		for(auto q : ai->cb->getMyQuests())		{			if(q.obj == obj)			{				if(q.quest->checkQuest(h))					return true; //we completed the quest				else					return false; //we can't complete this quest			}		}		return true; //we don't have this quest yet	}	case Obj::CREATURE_GENERATOR1:	{		if(obj->tempOwner != h->tempOwner)			return true; //flag just in case		const CGDwelling * d = dynamic_cast<const CGDwelling *>(obj);		for(auto level : d->creatures)		{			for(auto c : level.second)			{				if(level.first					&& h->getSlotFor(CreatureID(c)) != SlotID()					&& ai->cb->getResourceAmount().canAfford(c.toCreature()->cost))				{					return true;				}			}		}		return false;	}	case Obj::HILL_FORT:	{		for(auto slot : h->Slots())		{			if(slot.second->type->upgrades.size())				return true; //TODO: check price?		}		return false;	}	case Obj::MONOLITH_ONE_WAY_ENTRANCE:	case Obj::MONOLITH_ONE_WAY_EXIT:	case Obj::MONOLITH_TWO_WAY:	case Obj::WHIRLPOOL:		return false;	case Obj::SCHOOL_OF_MAGIC:	case Obj::SCHOOL_OF_WAR:	{		if(ai->getFreeGold() < 1000)			return false;		break;	}	case Obj::LIBRARY_OF_ENLIGHTENMENT:		if(h->level < 12)			return false;		break;	case Obj::TREE_OF_KNOWLEDGE:	{		if(ai->heroManager->getHeroRole(h) == HeroRole::SCOUT)			return false;		TResources myRes = ai->getFreeResources();		if(myRes[Res::GOLD] < 2000 || myRes[Res::GEMS] < 10)			return false;		break;	}	case Obj::MAGIC_WELL:		return h->mana < h->manaLimit();	case Obj::PRISON:		return ai->cb->getHeroesInfo().size() < VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER;	case Obj::TAVERN:	case Obj::EYE_OF_MAGI:	case Obj::BOAT:	case Obj::SIGN:		return false;	}	if(obj->wasVisited(h)) //it must pointer to hero instance, heroPtr calls function wasVisited(ui8 player);		return false;	return true;}}
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