Actors.cpp 11 KB

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  1. /*
  2. * AINodeStorage.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "Actors.h"
  12. #include "../VCAI.h"
  13. #include "../Engine/Nullkiller.h"
  14. #include "../../../CCallback.h"
  15. #include "../../../lib/mapping/CMap.h"
  16. #include "../../../lib/mapObjects/MapObjects.h"
  17. #include "Actions/BuyArmyAction.h"
  18. CCreatureSet emptyArmy;
  19. bool HeroExchangeArmy::needsLastStack() const
  20. {
  21. return true;
  22. }
  23. std::shared_ptr<SpecialAction> HeroExchangeArmy::getActorAction() const
  24. {
  25. std::shared_ptr<SpecialAction> result;
  26. if(requireBuyArmy)
  27. {
  28. result.reset(new AIPathfinding::BuyArmyAction());
  29. }
  30. return result;
  31. }
  32. ChainActor::ChainActor(const CGHeroInstance * hero, HeroRole heroRole, uint64_t chainMask)
  33. :hero(hero), heroRole(heroRole), isMovable(true), chainMask(chainMask), creatureSet(hero),
  34. baseActor(this), carrierParent(nullptr), otherParent(nullptr), actorExchangeCount(1), armyCost(), actorAction()
  35. {
  36. initialPosition = hero->visitablePos();
  37. layer = hero->boat ? EPathfindingLayer::SAIL : EPathfindingLayer::LAND;
  38. initialMovement = hero->movement;
  39. initialTurn = 0;
  40. armyValue = hero->getArmyStrength();
  41. heroFightingStrength = hero->getFightingStrength();
  42. }
  43. ChainActor::ChainActor(const ChainActor * carrier, const ChainActor * other, const CCreatureSet * heroArmy)
  44. :hero(carrier->hero), heroRole(carrier->heroRole), isMovable(true), creatureSet(heroArmy), chainMask(carrier->chainMask | other->chainMask),
  45. baseActor(this), carrierParent(carrier), otherParent(other), heroFightingStrength(carrier->heroFightingStrength),
  46. actorExchangeCount(carrier->actorExchangeCount + other->actorExchangeCount), armyCost(carrier->armyCost + other->armyCost), actorAction()
  47. {
  48. armyValue = heroArmy->getArmyStrength();
  49. }
  50. ChainActor::ChainActor(const CGObjectInstance * obj, const CCreatureSet * creatureSet, uint64_t chainMask, int initialTurn)
  51. :hero(nullptr), heroRole(HeroRole::MAIN), isMovable(false), creatureSet(creatureSet), chainMask(chainMask),
  52. baseActor(this), carrierParent(nullptr), otherParent(nullptr), initialTurn(initialTurn), initialMovement(0),
  53. heroFightingStrength(0), actorExchangeCount(1), armyCost(), actorAction()
  54. {
  55. initialPosition = obj->visitablePos();
  56. layer = EPathfindingLayer::LAND;
  57. armyValue = creatureSet->getArmyStrength();
  58. }
  59. std::string ChainActor::toString() const
  60. {
  61. return hero->name;
  62. }
  63. ObjectActor::ObjectActor(const CGObjectInstance * obj, const CCreatureSet * army, uint64_t chainMask, int initialTurn)
  64. :ChainActor(obj, army, chainMask, initialTurn), object(obj)
  65. {
  66. }
  67. const CGObjectInstance * ObjectActor::getActorObject() const
  68. {
  69. return object;
  70. }
  71. std::string ObjectActor::toString() const
  72. {
  73. return object->getObjectName() + " at " + object->visitablePos().toString();
  74. }
  75. HeroActor::HeroActor(const CGHeroInstance * hero, HeroRole heroRole, uint64_t chainMask, const Nullkiller * ai)
  76. :ChainActor(hero, heroRole, chainMask)
  77. {
  78. exchangeMap = new HeroExchangeMap(this, ai);
  79. setupSpecialActors();
  80. }
  81. HeroActor::HeroActor(
  82. const ChainActor * carrier,
  83. const ChainActor * other,
  84. const HeroExchangeArmy * army,
  85. const Nullkiller * ai)
  86. :ChainActor(carrier, other, army)
  87. {
  88. exchangeMap = new HeroExchangeMap(this, ai);
  89. armyCost += army->armyCost;
  90. actorAction = army->getActorAction();
  91. setupSpecialActors();
  92. }
  93. void ChainActor::setBaseActor(HeroActor * base)
  94. {
  95. baseActor = base;
  96. hero = base->hero;
  97. heroRole = base->heroRole;
  98. layer = base->layer;
  99. initialMovement = base->initialMovement;
  100. initialTurn = base->initialTurn;
  101. armyValue = base->armyValue;
  102. chainMask = base->chainMask;
  103. creatureSet = base->creatureSet;
  104. isMovable = base->isMovable;
  105. heroFightingStrength = base->heroFightingStrength;
  106. armyCost = base->armyCost;
  107. actorAction = base->actorAction;
  108. }
  109. void HeroActor::setupSpecialActors()
  110. {
  111. auto allActors = std::vector<ChainActor *>{ this };
  112. for(ChainActor & specialActor : specialActors)
  113. {
  114. specialActor.setBaseActor(this);
  115. allActors.push_back(&specialActor);
  116. }
  117. for(int i = 0; i <= SPECIAL_ACTORS_COUNT; i++)
  118. {
  119. ChainActor * actor = allActors[i];
  120. actor->allowBattle = (i & 1) > 0;
  121. actor->allowSpellCast = (i & 2) > 0;
  122. actor->allowUseResources = (i & 4) > 0;
  123. actor->battleActor = allActors[i | 1];
  124. actor->castActor = allActors[i | 2];
  125. actor->resourceActor = allActors[i | 4];
  126. }
  127. }
  128. ChainActor * ChainActor::exchange(const ChainActor * specialActor, const ChainActor * other) const
  129. {
  130. return baseActor->exchange(specialActor, other);
  131. }
  132. bool ChainActor::canExchange(const ChainActor * other) const
  133. {
  134. return isMovable && baseActor->canExchange(other);
  135. }
  136. namespace vstd
  137. {
  138. template <class M, class Key, class F>
  139. typename M::mapped_type & getOrCompute(M &m, Key const& k, F f)
  140. {
  141. typedef typename M::mapped_type V;
  142. std::pair<typename M::iterator, bool> r = m.insert(typename M::value_type(k, V()));
  143. V &v = r.first->second;
  144. if(r.second)
  145. f(v);
  146. return v;
  147. }
  148. }
  149. bool HeroActor::canExchange(const ChainActor * other) const
  150. {
  151. return exchangeMap->canExchange(other);
  152. }
  153. bool HeroExchangeMap::canExchange(const ChainActor * other)
  154. {
  155. return vstd::getOrCompute(canExchangeCache, other, [&](bool & result) {
  156. result = (actor->chainMask & other->chainMask) == 0;
  157. if(result)
  158. {
  159. TResources resources = ai->cb->getResourceAmount();
  160. if(!resources.canAfford(actor->armyCost + other->armyCost))
  161. {
  162. result = false;
  163. #if PATHFINDER_TRACE_LEVEL >= 2
  164. logAi->trace(
  165. "Can not afford exchange because of total cost %s but we have %s",
  166. (actor->armyCost + other->armyCost).toString(),
  167. resources.toString());
  168. #endif
  169. return;
  170. }
  171. auto upgradeInfo = ai->armyManager->calculateCreateresUpgrade(
  172. actor->creatureSet,
  173. other->getActorObject(),
  174. resources - actor->armyCost - other->armyCost);
  175. uint64_t reinforcment = upgradeInfo.upgradeValue;
  176. if(other->creatureSet->Slots().size())
  177. reinforcment += ai->armyManager->howManyReinforcementsCanGet(actor->hero, actor->creatureSet, other->creatureSet);
  178. auto obj = other->getActorObject();
  179. if(obj && obj->ID == Obj::TOWN)
  180. {
  181. reinforcment += ai->armyManager->howManyReinforcementsCanBuy(actor->creatureSet, ai->cb->getTown(obj->id));
  182. }
  183. #if PATHFINDER_TRACE_LEVEL >= 2
  184. logAi->trace(
  185. "Exchange %s->%s reinforcement: %d, %f%%",
  186. actor->toString(),
  187. other->toString(),
  188. reinforcment,
  189. 100.0f * reinforcment / actor->armyValue);
  190. #endif
  191. result = reinforcment > actor->armyValue / 10 || reinforcment > 1000;
  192. }
  193. });
  194. }
  195. ChainActor * HeroActor::exchange(const ChainActor * specialActor, const ChainActor * other) const
  196. {
  197. const ChainActor * otherBase = other->baseActor;
  198. HeroActor * result = exchangeMap->exchange(otherBase);
  199. if(specialActor == this)
  200. return result;
  201. int index = vstd::find_pos_if(specialActors, [specialActor](const ChainActor & actor) -> bool
  202. {
  203. return &actor == specialActor;
  204. });
  205. return &result->specialActors[index];
  206. }
  207. HeroExchangeMap::~HeroExchangeMap()
  208. {
  209. for(auto & exchange : exchangeMap)
  210. {
  211. delete exchange.second->creatureSet;
  212. delete exchange.second;
  213. }
  214. exchangeMap.clear();
  215. }
  216. HeroActor * HeroExchangeMap::exchange(const ChainActor * other)
  217. {
  218. HeroActor * result;
  219. if(vstd::contains(exchangeMap, other))
  220. result = exchangeMap.at(other);
  221. else
  222. {
  223. TResources availableResources = ai->cb->getResourceAmount() - actor->armyCost - other->armyCost;
  224. HeroExchangeArmy * upgradedInitialArmy = tryUpgrade(actor->creatureSet, other->getActorObject(), availableResources);
  225. HeroExchangeArmy * newArmy;
  226. if(other->creatureSet->Slots().size())
  227. {
  228. if(upgradedInitialArmy)
  229. {
  230. newArmy = pickBestCreatures(upgradedInitialArmy, other->creatureSet);
  231. newArmy->armyCost = upgradedInitialArmy->armyCost;
  232. delete upgradedInitialArmy;
  233. }
  234. else
  235. {
  236. newArmy = pickBestCreatures(actor->creatureSet, other->creatureSet);
  237. }
  238. }
  239. else
  240. {
  241. newArmy = upgradedInitialArmy;
  242. }
  243. result = new HeroActor(actor, other, newArmy, ai);
  244. result->armyCost += newArmy->armyCost;
  245. exchangeMap[other] = result;
  246. }
  247. return result;
  248. }
  249. HeroExchangeArmy * HeroExchangeMap::tryUpgrade(
  250. const CCreatureSet * army,
  251. const CGObjectInstance * upgrader,
  252. TResources resources) const
  253. {
  254. HeroExchangeArmy * target = new HeroExchangeArmy();
  255. auto upgradeInfo = ai->armyManager->calculateCreateresUpgrade(army, upgrader, resources);
  256. if(upgradeInfo.upgradeValue)
  257. {
  258. for(auto & slotInfo : upgradeInfo.resultingArmy)
  259. {
  260. auto targetSlot = target->getFreeSlot();
  261. target->addToSlot(targetSlot, slotInfo.creature->idNumber, TQuantity(slotInfo.count));
  262. }
  263. resources -= upgradeInfo.upgradeCost;
  264. target->armyCost += upgradeInfo.upgradeCost;
  265. }
  266. else
  267. {
  268. for(auto slot : army->Slots())
  269. {
  270. auto targetSlot = target->getSlotFor(slot.second->getCreatureID());
  271. target->addToSlot(targetSlot, slot.second->getCreatureID(), slot.second->count);
  272. }
  273. }
  274. if(upgrader->ID == Obj::TOWN)
  275. {
  276. auto buyArmy = ai->armyManager->getArmyAvailableToBuy(target, ai->cb->getTown(upgrader->id), resources);
  277. for(auto creatureToBuy : buyArmy)
  278. {
  279. auto targetSlot = target->getSlotFor(creatureToBuy.cre);
  280. target->addToSlot(targetSlot, creatureToBuy.creID, creatureToBuy.count);
  281. target->armyCost += creatureToBuy.cre->cost * creatureToBuy.count;
  282. target->requireBuyArmy = true;
  283. }
  284. }
  285. if(target->getArmyStrength() <= army->getArmyStrength())
  286. return nullptr;
  287. return target;
  288. }
  289. HeroExchangeArmy * HeroExchangeMap::pickBestCreatures(const CCreatureSet * army1, const CCreatureSet * army2) const
  290. {
  291. HeroExchangeArmy * target = new HeroExchangeArmy();
  292. auto bestArmy = ai->armyManager->getBestArmy(actor->hero, army1, army2);
  293. for(auto & slotInfo : bestArmy)
  294. {
  295. auto targetSlot = target->getFreeSlot();
  296. target->addToSlot(targetSlot, slotInfo.creature->idNumber, TQuantity(slotInfo.count));
  297. }
  298. return target;
  299. }
  300. HillFortActor::HillFortActor(const CGObjectInstance * hillFort, uint64_t chainMask)
  301. :ObjectActor(hillFort, &emptyArmy, chainMask, 0)
  302. {
  303. }
  304. DwellingActor::DwellingActor(const CGDwelling * dwelling, uint64_t chainMask, bool waitForGrowth, int dayOfWeek)
  305. :ObjectActor(
  306. dwelling,
  307. getDwellingCreatures(dwelling, waitForGrowth),
  308. chainMask,
  309. getInitialTurn(waitForGrowth, dayOfWeek)),
  310. dwelling(dwelling)
  311. {
  312. for(auto & slot : creatureSet->Slots())
  313. {
  314. armyCost += slot.second->getCreatureID().toCreature()->cost * slot.second->count;
  315. }
  316. }
  317. DwellingActor::~DwellingActor()
  318. {
  319. delete creatureSet;
  320. }
  321. int DwellingActor::getInitialTurn(bool waitForGrowth, int dayOfWeek)
  322. {
  323. if(!waitForGrowth)
  324. return 0;
  325. return 8 - dayOfWeek;
  326. }
  327. std::string DwellingActor::toString() const
  328. {
  329. return dwelling->typeName + dwelling->visitablePos().toString();
  330. }
  331. CCreatureSet * DwellingActor::getDwellingCreatures(const CGDwelling * dwelling, bool waitForGrowth)
  332. {
  333. CCreatureSet * dwellingCreatures = new CCreatureSet();
  334. for(auto & creatureInfo : dwelling->creatures)
  335. {
  336. if(!creatureInfo.second.size())
  337. continue;
  338. auto creature = creatureInfo.second.back().toCreature();
  339. auto count = creatureInfo.first;
  340. if(waitForGrowth)
  341. {
  342. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(dwelling);
  343. count += town ? town->creatureGrowth(creature->level) : creature->growth;
  344. }
  345. dwellingCreatures->addToSlot(
  346. dwellingCreatures->getSlotFor(creature),
  347. creature->idNumber,
  348. TQuantity(creatureInfo.first));
  349. }
  350. return dwellingCreatures;
  351. }
  352. TownGarrisonActor::TownGarrisonActor(const CGTownInstance * town, uint64_t chainMask)
  353. :ObjectActor(town, town->getUpperArmy(), chainMask, 0), town(town)
  354. {
  355. }
  356. std::string TownGarrisonActor::toString() const
  357. {
  358. return town->name;
  359. }