VCAI.cpp 112 KB

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  1. #include "StdInc.h"
  2. #include "VCAI.h"
  3. #include "../../lib/UnlockGuard.h"
  4. #include "../../lib/CObjectHandler.h"
  5. #include "../../lib/CConfigHandler.h"
  6. #include "../../lib/CHeroHandler.h"
  7. #define I_AM_ELEMENTAR return CGoal(*this).setisElementar(true)
  8. extern FuzzyHelper *fh;
  9. class CGVisitableOPW;
  10. const int ACTUAL_RESOURCE_COUNT = 7;
  11. const double SAFE_ATTACK_CONSTANT = 1.5;
  12. using namespace vstd;
  13. //one thread may be turn of AI and another will be handling a side effect for AI2
  14. boost::thread_specific_ptr<CCallback> cb;
  15. boost::thread_specific_ptr<VCAI> ai;
  16. //std::map<int, std::map<int, int> > HeroView::infosCount;
  17. // CCallback *cb;
  18. // VCAI *ai;
  19. //helper RAII to manage global ai/cb ptrs
  20. struct SetGlobalState
  21. {
  22. SetGlobalState(VCAI * AI)
  23. {
  24. assert(!ai.get());
  25. assert(!cb.get());
  26. ai.reset(AI);
  27. cb.reset(AI->myCb);
  28. }
  29. ~SetGlobalState()
  30. {
  31. ai.release();
  32. cb.release();
  33. }
  34. };
  35. #define SET_GLOBAL_STATE(ai) SetGlobalState _hlpSetState(ai);
  36. #define NET_EVENT_HANDLER SET_GLOBAL_STATE(this)
  37. #define MAKING_TURN SET_GLOBAL_STATE(this)
  38. 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)
  39. const int HERO_GOLD_COST = 2500;
  40. const int ALLOWED_ROAMING_HEROES = 8;
  41. const int GOLD_MINE_PRODUCTION = 1000, WOOD_ORE_MINE_PRODUCTION = 2, RESOURCE_MINE_PRODUCTION = 1;
  42. std::string CGoal::name() const
  43. {
  44. switch (goalType)
  45. {
  46. case INVALID:
  47. return "INVALID";
  48. case WIN:
  49. return "WIN";
  50. case DO_NOT_LOSE:
  51. return "DO NOT LOOSE";
  52. case CONQUER:
  53. return "CONQUER";
  54. case BUILD:
  55. return "BUILD";
  56. case EXPLORE:
  57. return "EXPLORE";
  58. case GATHER_ARMY:
  59. return "GATHER ARMY";
  60. case BOOST_HERO:
  61. return "BOOST_HERO (unsupported)";
  62. case RECRUIT_HERO:
  63. return "RECRUIT HERO";
  64. case BUILD_STRUCTURE:
  65. return "BUILD STRUCTURE";
  66. case COLLECT_RES:
  67. return "COLLECT RESOURCE";
  68. case GATHER_TROOPS:
  69. return "GATHER TROOPS";
  70. case GET_OBJ:
  71. return "GET OBJECT " + boost::lexical_cast<std::string>(objid);
  72. case FIND_OBJ:
  73. return "FIND OBJECT " + boost::lexical_cast<std::string>(objid);
  74. case VISIT_HERO:
  75. return "VISIT HERO " + boost::lexical_cast<std::string>(objid);
  76. case GET_ART_TYPE:
  77. return "GET ARTIFACT OF TYPE " + VLC->arth->artifacts[aid]->Name();
  78. case ISSUE_COMMAND:
  79. return "ISSUE COMMAND (unsupported)";
  80. case VISIT_TILE:
  81. return "VISIT TILE " + tile();
  82. case CLEAR_WAY_TO:
  83. return "CLEAR WAY TO " + tile();
  84. case DIG_AT_TILE:
  85. return "DIG AT TILE " + tile();
  86. default:
  87. return boost::lexical_cast<std::string>(goalType);
  88. }
  89. }
  90. bool compareHeroStrength(HeroPtr h1, HeroPtr h2)
  91. {
  92. return h1->getTotalStrength() < h2->getTotalStrength();
  93. }
  94. bool compareArmyStrength(const CArmedInstance *a1, const CArmedInstance *a2)
  95. {
  96. return a1->getArmyStrength() < a2->getArmyStrength();
  97. }
  98. static const int3 dirs[] = { int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0),
  99. int3(1,1,0),int3(-1,1,0),int3(1,-1,0),int3(-1,-1,0) };
  100. struct TimeCheck
  101. {
  102. CStopWatch time;
  103. std::string txt;
  104. TimeCheck(crstring TXT) : txt(TXT)
  105. {
  106. }
  107. ~TimeCheck()
  108. {
  109. logAi->debugStream() << boost::format("Time of %s was %d ms.") % txt % time.getDiff();
  110. }
  111. };
  112. template<typename T>
  113. void removeDuplicates(std::vector<T> &vec)
  114. {
  115. boost::sort(vec);
  116. vec.erase(std::unique(vec.begin(), vec.end()), vec.end());
  117. }
  118. struct AtScopeExit
  119. {
  120. boost::function<void()> foo;
  121. AtScopeExit(const boost::function<void()> &FOO) : foo(FOO)
  122. {}
  123. ~AtScopeExit()
  124. {
  125. foo();
  126. }
  127. };
  128. void foreach_tile_pos(boost::function<void(const int3& pos)> foo)
  129. {
  130. for(int i = 0; i < cb->getMapSize().x; i++)
  131. for(int j = 0; j < cb->getMapSize().y; j++)
  132. for(int k = 0; k < cb->getMapSize().z; k++)
  133. foo(int3(i,j,k));
  134. }
  135. void foreach_neighbour(const int3 &pos, boost::function<void(const int3& pos)> foo)
  136. {
  137. BOOST_FOREACH(const int3 &dir, dirs)
  138. {
  139. const int3 n = pos + dir;
  140. if(cb->isInTheMap(n))
  141. foo(pos+dir);
  142. }
  143. }
  144. unsigned char &retreiveTileN(std::vector< std::vector< std::vector<unsigned char> > > &vectors, const int3 &pos)
  145. {
  146. return vectors[pos.x][pos.y][pos.z];
  147. }
  148. const unsigned char &retreiveTileN(const std::vector< std::vector< std::vector<unsigned char> > > &vectors, const int3 &pos)
  149. {
  150. return vectors[pos.x][pos.y][pos.z];
  151. }
  152. void foreach_tile(std::vector< std::vector< std::vector<unsigned char> > > &vectors, boost::function<void(unsigned char &in)> foo)
  153. {
  154. for(auto i = vectors.begin(); i != vectors.end(); i++)
  155. for(auto j = i->begin(); j != i->end(); j++)
  156. for(auto z = j->begin(); z != j->end(); z++)
  157. foo(*z);
  158. }
  159. struct ObjInfo
  160. {
  161. int3 pos;
  162. std::string name;
  163. ObjInfo(){}
  164. ObjInfo(const CGObjectInstance *obj)
  165. {
  166. pos = obj->pos;
  167. name = obj->getHoverText();
  168. }
  169. };
  170. std::map<const CGObjectInstance *, ObjInfo> helperObjInfo;
  171. template <typename Container, typename Item>
  172. bool erase_if_present(Container &c, const Item &item)
  173. {
  174. auto i = std::find(c.begin(), c.end(), item);
  175. if (i != c.end())
  176. {
  177. c.erase(i);
  178. return true;
  179. }
  180. return false;
  181. }
  182. template <typename V, typename Item, typename Item2>
  183. bool erase_if_present(std::map<Item,V> & c, const Item2 &item)
  184. {
  185. auto i = c.find(item);
  186. if (i != c.end())
  187. {
  188. c.erase(i);
  189. return true;
  190. }
  191. return false;
  192. }
  193. template <typename Container, typename Pred>
  194. void erase(Container &c, Pred pred)
  195. {
  196. c.erase(boost::remove_if(c, pred), c.end());
  197. }
  198. bool isReachable(const CGObjectInstance *obj)
  199. {
  200. return cb->getPathInfo(obj->visitablePos())->turns < 255;
  201. }
  202. ui64 howManyReinforcementsCanGet(HeroPtr h, const CGTownInstance *t)
  203. {
  204. ui64 ret = 0;
  205. int freeHeroSlots = GameConstants::ARMY_SIZE - h->stacksCount();
  206. std::vector<const CStackInstance *> toMove;
  207. BOOST_FOREACH(auto const slot, t->Slots())
  208. {
  209. //can be merged woth another stack?
  210. SlotID dst = h->getSlotFor(slot.second->getCreatureID());
  211. if(h->hasStackAtSlot(dst))
  212. ret += t->getPower(slot.first);
  213. else
  214. toMove.push_back(slot.second);
  215. }
  216. boost::sort(toMove, [](const CStackInstance *lhs, const CStackInstance *rhs)
  217. {
  218. return lhs->getPower() < rhs->getPower();
  219. });
  220. BOOST_REVERSE_FOREACH(const CStackInstance *stack, toMove)
  221. {
  222. if(freeHeroSlots)
  223. {
  224. ret += stack->getPower();
  225. freeHeroSlots--;
  226. }
  227. else
  228. break;
  229. }
  230. return ret;
  231. }
  232. std::string strFromInt3(int3 pos)
  233. {
  234. std::ostringstream oss;
  235. oss << pos;
  236. return oss.str();
  237. }
  238. bool isCloser(const CGObjectInstance *lhs, const CGObjectInstance *rhs)
  239. {
  240. const CGPathNode *ln = cb->getPathInfo(lhs->visitablePos()), *rn = cb->getPathInfo(rhs->visitablePos());
  241. if(ln->turns != rn->turns)
  242. return ln->turns < rn->turns;
  243. return (ln->moveRemains > rn->moveRemains);
  244. }
  245. bool compareMovement(HeroPtr lhs, HeroPtr rhs)
  246. {
  247. return lhs->movement > rhs->movement;
  248. }
  249. ui64 evaluateDanger(const CGObjectInstance *obj);
  250. ui64 evaluateDanger(crint3 tile)
  251. {
  252. const TerrainTile *t = cb->getTile(tile, false);
  253. if(!t) //we can know about guard but can't check its tile (the edge of fow)
  254. return 190000000; //MUCH
  255. ui64 objectDanger = 0, guardDanger = 0;
  256. auto visObjs = cb->getVisitableObjs(tile);
  257. if(visObjs.size())
  258. objectDanger = evaluateDanger(visObjs.back());
  259. int3 guardPos = cb->guardingCreaturePosition(tile);
  260. if(guardPos.x >= 0 && guardPos != tile)
  261. guardDanger = evaluateDanger(guardPos);
  262. //TODO mozna odwiedzic blockvis nie ruszajac straznika
  263. return std::max(objectDanger, guardDanger);
  264. return 0;
  265. }
  266. ui64 evaluateDanger(crint3 tile, const CGHeroInstance *visitor)
  267. {
  268. const TerrainTile *t = cb->getTile(tile, false);
  269. if(!t) //we can know about guard but can't check its tile (the edge of fow)
  270. return 190000000; //MUCH
  271. ui64 objectDanger = 0, guardDanger = 0;
  272. auto visitableObjects = cb->getVisitableObjs(tile);
  273. // in some scenarios hero happens to be "under" the object (eg town). Then we consider ONLY the hero.
  274. if(vstd::contains_if(visitableObjects, objWithID<Obj::HERO>))
  275. erase_if(visitableObjects, ! boost::bind(objWithID<Obj::HERO>, _1));
  276. if(const CGObjectInstance * dangerousObject = backOrNull(visitableObjects))
  277. {
  278. objectDanger = evaluateDanger(dangerousObject); //unguarded objects can also be dangerous or unhandled
  279. if (objectDanger)
  280. {
  281. //TODO: don't downcast objects AI shouldnt know about!
  282. auto armedObj = dynamic_cast<const CArmedInstance*>(dangerousObject);
  283. if(armedObj)
  284. objectDanger *= fh->getTacticalAdvantage(visitor, armedObj); //this line tends to go infinite for allied towns (?)
  285. }
  286. }
  287. auto guards = cb->getGuardingCreatures(tile);
  288. BOOST_FOREACH (auto cre, guards)
  289. {
  290. amax (guardDanger, evaluateDanger(cre) * fh->getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance*>(cre))); //we are interested in strongest monster around
  291. }
  292. //TODO mozna odwiedzic blockvis nie ruszajac straznika
  293. return std::max(objectDanger, guardDanger);
  294. }
  295. ui64 evaluateDanger(const CGObjectInstance *obj)
  296. {
  297. if(obj->tempOwner < PlayerColor::PLAYER_LIMIT && cb->getPlayerRelations(obj->tempOwner, ai->playerID) != PlayerRelations::ENEMIES) //owned or allied objects don't pose any threat
  298. return 0;
  299. switch(obj->ID)
  300. {
  301. case Obj::HERO:
  302. {
  303. InfoAboutHero iah;
  304. cb->getHeroInfo(obj, iah);
  305. return iah.army.getStrength();
  306. }
  307. case Obj::TOWN:
  308. case Obj::GARRISON: case Obj::GARRISON2: //garrison
  309. {
  310. InfoAboutTown iat;
  311. cb->getTownInfo(obj, iat);
  312. return iat.army.getStrength();
  313. }
  314. case Obj::MONSTER:
  315. {
  316. //TODO!!!!!!!!
  317. const CGCreature *cre = dynamic_cast<const CGCreature*>(obj);
  318. return cre->getArmyStrength();
  319. }
  320. case Obj::CREATURE_GENERATOR1:
  321. {
  322. const CGDwelling *d = dynamic_cast<const CGDwelling*>(obj);
  323. return d->getArmyStrength();
  324. }
  325. case Obj::MINE:
  326. case Obj::ABANDONED_MINE:
  327. {
  328. const CArmedInstance * a = dynamic_cast<const CArmedInstance*>(obj);
  329. return a->getArmyStrength();
  330. }
  331. case Obj::CRYPT: //crypt
  332. case Obj::CREATURE_BANK: //crebank
  333. case Obj::DRAGON_UTOPIA:
  334. case Obj::SHIPWRECK: //shipwreck
  335. case Obj::DERELICT_SHIP: //derelict ship
  336. // case Obj::PYRAMID:
  337. return fh->estimateBankDanger (VLC->objh->bankObjToIndex(obj));
  338. case Obj::PYRAMID:
  339. {
  340. if(obj->subID == 0)
  341. return fh->estimateBankDanger (VLC->objh->bankObjToIndex(obj));
  342. else
  343. return 0;
  344. }
  345. default:
  346. return 0;
  347. }
  348. }
  349. bool compareDanger(const CGObjectInstance *lhs, const CGObjectInstance *rhs)
  350. {
  351. return evaluateDanger(lhs) < evaluateDanger(rhs);
  352. }
  353. VCAI::VCAI(void)
  354. {
  355. LOG_TRACE(logAi);
  356. myCb = NULL;
  357. makingTurn = NULL;
  358. }
  359. VCAI::~VCAI(void)
  360. {
  361. LOG_TRACE(logAi);
  362. }
  363. void VCAI::availableCreaturesChanged(const CGDwelling *town)
  364. {
  365. LOG_TRACE(logAi);
  366. NET_EVENT_HANDLER;
  367. }
  368. void VCAI::heroMoved(const TryMoveHero & details)
  369. {
  370. LOG_TRACE(logAi);
  371. NET_EVENT_HANDLER;
  372. validateObject(details.id); //enemy hero may have left visible area
  373. if(details.result == TryMoveHero::TELEPORTATION)
  374. {
  375. const int3 from = CGHeroInstance::convertPosition(details.start, false),
  376. to = CGHeroInstance::convertPosition(details.end, false);
  377. const CGObjectInstance *o1 = frontOrNull(cb->getVisitableObjs(from)),
  378. *o2 = frontOrNull(cb->getVisitableObjs(to));
  379. if(o1 && o2 && o1->ID == Obj::SUBTERRANEAN_GATE && o2->ID == Obj::SUBTERRANEAN_GATE)
  380. {
  381. knownSubterraneanGates[o1] = o2;
  382. knownSubterraneanGates[o2] = o1;
  383. logAi->debugStream() << boost::format("Found a pair of subterranean gates between %s and %s!") % from % to;
  384. }
  385. }
  386. }
  387. void VCAI::stackChagedCount(const StackLocation &location, const TQuantity &change, bool isAbsolute)
  388. {
  389. LOG_TRACE_PARAMS(logAi, "isAbsolute '%i'", isAbsolute);
  390. NET_EVENT_HANDLER;
  391. }
  392. void VCAI::heroInGarrisonChange(const CGTownInstance *town)
  393. {
  394. LOG_TRACE(logAi);
  395. NET_EVENT_HANDLER;
  396. }
  397. void VCAI::centerView(int3 pos, int focusTime)
  398. {
  399. LOG_TRACE_PARAMS(logAi, "focusTime '%i'", focusTime);
  400. NET_EVENT_HANDLER;
  401. }
  402. void VCAI::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  403. {
  404. LOG_TRACE(logAi);
  405. NET_EVENT_HANDLER;
  406. }
  407. void VCAI::artifactAssembled(const ArtifactLocation &al)
  408. {
  409. LOG_TRACE(logAi);
  410. NET_EVENT_HANDLER;
  411. }
  412. void VCAI::showTavernWindow(const CGObjectInstance *townOrTavern)
  413. {
  414. LOG_TRACE(logAi);
  415. NET_EVENT_HANDLER;
  416. }
  417. void VCAI::showThievesGuildWindow (const CGObjectInstance * obj)
  418. {
  419. LOG_TRACE(logAi);
  420. NET_EVENT_HANDLER;
  421. }
  422. void VCAI::playerBlocked(int reason)
  423. {
  424. LOG_TRACE_PARAMS(logAi, "reason '%i'", reason);
  425. NET_EVENT_HANDLER;
  426. if (reason == PlayerBlocked::UPCOMING_BATTLE)
  427. status.setBattle(UPCOMING_BATTLE);
  428. }
  429. void VCAI::showPuzzleMap()
  430. {
  431. LOG_TRACE(logAi);
  432. NET_EVENT_HANDLER;
  433. }
  434. void VCAI::showShipyardDialog(const IShipyard *obj)
  435. {
  436. LOG_TRACE(logAi);
  437. NET_EVENT_HANDLER;
  438. }
  439. void VCAI::gameOver(PlayerColor player, bool victory)
  440. {
  441. LOG_TRACE_PARAMS(logAi, "victory '%i'", victory);
  442. NET_EVENT_HANDLER;
  443. logAi->debugStream() << boost::format("Player %d: I heard that player %d %s.") % playerID % player.getNum() % (victory ? "won" : "lost");
  444. if(player == playerID)
  445. {
  446. if(victory)
  447. {
  448. logAi->debugStream() << "VCAI: I won! Incredible!";
  449. logAi->debugStream() << "Turn nr " << myCb->getDate();
  450. }
  451. else
  452. {
  453. logAi->debugStream() << "VCAI: Player " << player << " lost. It's me. What a disappointment! :(";
  454. }
  455. // //let's make Impossible difficulty finally standing to its name :>
  456. // if(myCb->getStartInfo()->difficulty == 4 && !victory)
  457. // {
  458. // //play dirty: crash the whole engine to avoid lose
  459. // //that way AI is unbeatable!
  460. // *(int*)NULL = 666;
  461. // }
  462. // TODO - at least write some insults on stdout
  463. finish();
  464. }
  465. }
  466. void VCAI::artifactPut(const ArtifactLocation &al)
  467. {
  468. LOG_TRACE(logAi);
  469. NET_EVENT_HANDLER;
  470. }
  471. void VCAI::artifactRemoved(const ArtifactLocation &al)
  472. {
  473. LOG_TRACE(logAi);
  474. NET_EVENT_HANDLER;
  475. }
  476. void VCAI::stacksErased(const StackLocation &location)
  477. {
  478. LOG_TRACE(logAi);
  479. NET_EVENT_HANDLER;
  480. }
  481. void VCAI::artifactDisassembled(const ArtifactLocation &al)
  482. {
  483. LOG_TRACE(logAi);
  484. NET_EVENT_HANDLER;
  485. }
  486. void VCAI::heroVisit(const CGHeroInstance *visitor, const CGObjectInstance *visitedObj, bool start)
  487. {
  488. LOG_TRACE_PARAMS(logAi, "start '%i'", start);
  489. NET_EVENT_HANDLER;
  490. if (start)
  491. {
  492. markObjectVisited (visitedObj);
  493. erase_if_present(reservedObjs, visitedObj); //unreserve objects
  494. erase_if_present(reservedHeroesMap[visitor], visitedObj);
  495. completeGoal (CGoal(GET_OBJ).sethero(visitor)); //we don't need to visit in anymore
  496. }
  497. }
  498. void VCAI::availableArtifactsChanged(const CGBlackMarket *bm /*= NULL*/)
  499. {
  500. LOG_TRACE(logAi);
  501. NET_EVENT_HANDLER;
  502. }
  503. void VCAI::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  504. {
  505. LOG_TRACE(logAi);
  506. NET_EVENT_HANDLER;
  507. //buildArmyIn(town);
  508. //moveCreaturesToHero(town);
  509. }
  510. void VCAI::tileHidden(const boost::unordered_set<int3, ShashInt3> &pos)
  511. {
  512. LOG_TRACE(logAi);
  513. NET_EVENT_HANDLER;
  514. validateVisitableObjs();
  515. }
  516. void VCAI::tileRevealed(const boost::unordered_set<int3, ShashInt3> &pos)
  517. {
  518. LOG_TRACE(logAi);
  519. NET_EVENT_HANDLER;
  520. BOOST_FOREACH(int3 tile, pos)
  521. BOOST_FOREACH(const CGObjectInstance *obj, myCb->getVisitableObjs(tile))
  522. addVisitableObj(obj);
  523. }
  524. void VCAI::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2)
  525. {
  526. LOG_TRACE(logAi);
  527. NET_EVENT_HANDLER;
  528. auto firstHero = cb->getHero(hero1);
  529. auto secondHero = cb->getHero(hero2);
  530. requestActionASAP([=]()
  531. {
  532. if (firstHero->getHeroStrength() > secondHero->getHeroStrength() && canGetArmy (firstHero, secondHero))
  533. pickBestCreatures (firstHero, secondHero);
  534. else if (canGetArmy (secondHero, firstHero))
  535. pickBestCreatures (secondHero, firstHero);
  536. completeGoal(CGoal(VISIT_HERO).sethero(firstHero)); //TODO: what if we were visited by other hero in the meantime?
  537. completeGoal(CGoal(VISIT_HERO).sethero(secondHero));
  538. //TODO: exchange artifacts
  539. });
  540. }
  541. void VCAI::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
  542. {
  543. LOG_TRACE_PARAMS(logAi, "which '%i', val '%i'", which % val);
  544. NET_EVENT_HANDLER;
  545. }
  546. void VCAI::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
  547. {
  548. LOG_TRACE_PARAMS(logAi, "level '%i'", level);
  549. NET_EVENT_HANDLER;
  550. }
  551. void VCAI::heroMovePointsChanged(const CGHeroInstance * hero)
  552. {
  553. LOG_TRACE(logAi);
  554. NET_EVENT_HANDLER;
  555. }
  556. void VCAI::stackChangedType(const StackLocation &location, const CCreature &newType)
  557. {
  558. LOG_TRACE(logAi);
  559. NET_EVENT_HANDLER;
  560. }
  561. void VCAI::stacksRebalanced(const StackLocation &src, const StackLocation &dst, TQuantity count)
  562. {
  563. LOG_TRACE(logAi);
  564. NET_EVENT_HANDLER;
  565. }
  566. void VCAI::newObject(const CGObjectInstance * obj)
  567. {
  568. LOG_TRACE(logAi);
  569. NET_EVENT_HANDLER;
  570. if(obj->isVisitable())
  571. addVisitableObj(obj);
  572. }
  573. void VCAI::objectRemoved(const CGObjectInstance *obj)
  574. {
  575. LOG_TRACE(logAi);
  576. NET_EVENT_HANDLER;
  577. erase_if_present(visitableObjs, obj);
  578. erase_if_present(alreadyVisited, obj);
  579. erase_if_present(reservedObjs, obj);
  580. BOOST_FOREACH(auto &p, reservedHeroesMap)
  581. erase_if_present(p.second, obj);
  582. //TODO
  583. //there are other places where CGObjectinstance ptrs are stored...
  584. //
  585. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  586. {
  587. lostHero(cb->getHero(obj->id)); //we can promote, since objectRemoved is called just before actual deletion
  588. }
  589. }
  590. void VCAI::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  591. {
  592. LOG_TRACE(logAi);
  593. NET_EVENT_HANDLER;
  594. requestActionASAP([=]()
  595. {
  596. makePossibleUpgrades(visitor);
  597. });
  598. }
  599. void VCAI::playerBonusChanged(const Bonus &bonus, bool gain)
  600. {
  601. LOG_TRACE_PARAMS(logAi, "gain '%i'", gain);
  602. NET_EVENT_HANDLER;
  603. }
  604. void VCAI::newStackInserted(const StackLocation &location, const CStackInstance &stack)
  605. {
  606. LOG_TRACE(logAi);
  607. NET_EVENT_HANDLER;
  608. }
  609. void VCAI::heroCreated(const CGHeroInstance*)
  610. {
  611. LOG_TRACE(logAi);
  612. NET_EVENT_HANDLER;
  613. }
  614. void VCAI::advmapSpellCast(const CGHeroInstance * caster, int spellID)
  615. {
  616. LOG_TRACE_PARAMS(logAi, "spellID '%i", spellID);
  617. NET_EVENT_HANDLER;
  618. }
  619. void VCAI::showInfoDialog(const std::string &text, const std::vector<Component*> &components, int soundID)
  620. {
  621. LOG_TRACE_PARAMS(logAi, "soundID '%i'", soundID);
  622. NET_EVENT_HANDLER;
  623. }
  624. void VCAI::requestRealized(PackageApplied *pa)
  625. {
  626. LOG_TRACE(logAi);
  627. NET_EVENT_HANDLER;
  628. if(status.haveTurn())
  629. {
  630. if(pa->packType == typeList.getTypeID<EndTurn>())
  631. if(pa->result)
  632. status.madeTurn();
  633. }
  634. if(pa->packType == typeList.getTypeID<QueryReply>())
  635. {
  636. status.receivedAnswerConfirmation(pa->requestID, pa->result);
  637. }
  638. }
  639. void VCAI::receivedResource(int type, int val)
  640. {
  641. LOG_TRACE_PARAMS(logAi, "type '%i', val '%i'", type % val);
  642. NET_EVENT_HANDLER;
  643. }
  644. void VCAI::stacksSwapped(const StackLocation &loc1, const StackLocation &loc2)
  645. {
  646. LOG_TRACE(logAi);
  647. NET_EVENT_HANDLER;
  648. }
  649. void VCAI::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
  650. {
  651. LOG_TRACE(logAi);
  652. NET_EVENT_HANDLER;
  653. }
  654. void VCAI::heroManaPointsChanged(const CGHeroInstance * hero)
  655. {
  656. LOG_TRACE(logAi);
  657. NET_EVENT_HANDLER;
  658. }
  659. void VCAI::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  660. {
  661. LOG_TRACE_PARAMS(logAi, "which '%d', val '%d'", which % val);
  662. NET_EVENT_HANDLER;
  663. }
  664. void VCAI::battleResultsApplied()
  665. {
  666. LOG_TRACE(logAi);
  667. NET_EVENT_HANDLER;
  668. assert(status.getBattle() == ENDING_BATTLE);
  669. status.setBattle(NO_BATTLE);
  670. }
  671. void VCAI::objectPropertyChanged(const SetObjectProperty * sop)
  672. {
  673. LOG_TRACE(logAi);
  674. NET_EVENT_HANDLER;
  675. if(sop->what == ObjProperty::OWNER)
  676. {
  677. if(sop->val == playerID.getNum())
  678. erase_if_present(visitableObjs, myCb->getObj(sop->id));
  679. //TODO restore lost obj
  680. }
  681. }
  682. void VCAI::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what)
  683. {
  684. LOG_TRACE_PARAMS(logAi, "what '%i'", what);
  685. NET_EVENT_HANDLER;
  686. }
  687. void VCAI::heroBonusChanged(const CGHeroInstance *hero, const Bonus &bonus, bool gain)
  688. {
  689. LOG_TRACE_PARAMS(logAi, "gain '%i'", gain);
  690. NET_EVENT_HANDLER;
  691. }
  692. void VCAI::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
  693. {
  694. LOG_TRACE(logAi);
  695. NET_EVENT_HANDLER;
  696. }
  697. void VCAI::init(CCallback * CB)
  698. {
  699. LOG_TRACE(logAi);
  700. myCb = CB;
  701. cbc = CB;
  702. NET_EVENT_HANDLER;
  703. playerID = *myCb->getMyColor();
  704. myCb->waitTillRealize = true;
  705. myCb->unlockGsWhenWaiting = true;
  706. if(!fh)
  707. fh = new FuzzyHelper();
  708. retreiveVisitableObjs(visitableObjs);
  709. }
  710. void VCAI::yourTurn()
  711. {
  712. LOG_TRACE(logAi);
  713. NET_EVENT_HANDLER;
  714. status.startedTurn();
  715. makingTurn = make_unique<boost::thread>(&VCAI::makeTurn, this);
  716. }
  717. void VCAI::heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill> &skills, int queryID)
  718. {
  719. LOG_TRACE_PARAMS(logAi, "queryID '%i'", queryID);
  720. NET_EVENT_HANDLER;
  721. status.addQuery(queryID, boost::str(boost::format("Hero %s got level %d") % hero->name % hero->level));
  722. requestActionASAP([=]{ answerQuery(queryID, 0); });
  723. }
  724. void VCAI::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, int queryID)
  725. {
  726. LOG_TRACE_PARAMS(logAi, "queryID '%i'", queryID);
  727. NET_EVENT_HANDLER;
  728. status.addQuery(queryID, boost::str(boost::format("Commander %s of %s got level %d") % commander->name % commander->armyObj->nodeName() % (int)commander->level));
  729. requestActionASAP([=]{ answerQuery(queryID, 0); });
  730. }
  731. void VCAI::showBlockingDialog(const std::string &text, const std::vector<Component> &components, ui32 askID, const int soundID, bool selection, bool cancel)
  732. {
  733. LOG_TRACE_PARAMS(logAi, "text '%s', askID '%i', soundID '%i', selection '%i', cancel '%i'", text % askID % soundID % selection % cancel);
  734. NET_EVENT_HANDLER;
  735. int sel = 0;
  736. status.addQuery(askID, boost::str(boost::format("Blocking dialog query with %d components - %s")
  737. % components.size() % text));
  738. if(selection) //select from multiple components -> take the last one (they're indexed [1-size])
  739. sel = components.size();
  740. if(!selection && cancel) //yes&no -> always answer yes, we are a brave AI :)
  741. sel = 1;
  742. requestActionASAP([=]()
  743. {
  744. answerQuery(askID, sel);
  745. });
  746. }
  747. void VCAI::showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, int queryID)
  748. {
  749. LOG_TRACE_PARAMS(logAi, "removableUnits '%i', queryID '%i'", removableUnits % queryID);
  750. NET_EVENT_HANDLER;
  751. std::string s1 = up ? up->nodeName() : "NONE";
  752. std::string s2 = down ? down->nodeName() : "NONE";
  753. status.addQuery(queryID, boost::str(boost::format("Garrison dialog with %s and %s") % s1 % s2));
  754. //you can't request action from action-response thread
  755. requestActionASAP([=]()
  756. {
  757. pickBestCreatures (down, up);
  758. answerQuery(queryID, 0);
  759. });
  760. }
  761. void VCAI::saveGame(COSer<CSaveFile> &h, const int version)
  762. {
  763. LOG_TRACE_PARAMS(logAi, "version '%i'", version);
  764. NET_EVENT_HANDLER;
  765. CAdventureAI::saveGame(h, version);
  766. serializeInternal(h, version);
  767. }
  768. void VCAI::loadGame(CISer<CLoadFile> &h, const int version)
  769. {
  770. LOG_TRACE_PARAMS(logAi, "version '%i'", version);
  771. NET_EVENT_HANDLER;
  772. CAdventureAI::loadGame(h, version);
  773. serializeInternal(h, version);
  774. }
  775. void makePossibleUpgrades(const CArmedInstance *obj)
  776. {
  777. if(!obj)
  778. return;
  779. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  780. {
  781. if(const CStackInstance *s = obj->getStackPtr(SlotID(i)))
  782. {
  783. UpgradeInfo ui;
  784. cb->getUpgradeInfo(obj, SlotID(i), ui);
  785. if(ui.oldID >= 0 && cb->getResourceAmount().canAfford(ui.cost[0] * s->count))
  786. {
  787. cb->upgradeCreature(obj, SlotID(i), ui.newID[0]);
  788. }
  789. }
  790. }
  791. }
  792. void VCAI::makeTurn()
  793. {
  794. MAKING_TURN;
  795. boost::shared_lock<boost::shared_mutex> gsLock(cb->getGsMutex());
  796. setThreadName("VCAI::makeTurn");
  797. logAi->debugStream() << boost::format("Player %d starting turn") % static_cast<int>(playerID.getNum());
  798. switch(cb->getDate(Date::DAY_OF_WEEK))
  799. {
  800. case 1:
  801. {
  802. townVisitsThisWeek.clear();
  803. std::vector<const CGObjectInstance *> objs;
  804. retreiveVisitableObjs(objs, true);
  805. BOOST_FOREACH(const CGObjectInstance *obj, objs)
  806. {
  807. if (isWeeklyRevisitable(obj))
  808. {
  809. if (!vstd::contains(visitableObjs, obj))
  810. visitableObjs.push_back(obj);
  811. auto o = std::find (alreadyVisited.begin(), alreadyVisited.end(), obj);
  812. if (o != alreadyVisited.end())
  813. alreadyVisited.erase(o);
  814. }
  815. }
  816. }
  817. break;
  818. case 7: //reconsider strategy
  819. {
  820. if(auto h = primaryHero()) //check if our primary hero can handle danger
  821. {
  822. ui64 totalDanger = 0;
  823. int dangerousObjects = 0;
  824. std::vector<const CGObjectInstance *> objs;
  825. retreiveVisitableObjs(objs, false);
  826. BOOST_FOREACH (auto obj, objs)
  827. {
  828. if (evaluateDanger(obj)) //potentilaly dnagerous
  829. {
  830. totalDanger += evaluateDanger(obj->visitablePos(), *h);
  831. ++dangerousObjects;
  832. }
  833. }
  834. ui64 averageDanger = totalDanger / std::max(dangerousObjects, 1);
  835. if (dangerousObjects && averageDanger > h->getHeroStrength())
  836. {
  837. setGoal (h, CGoal(GATHER_ARMY).sethero(h).setvalue(averageDanger * SAFE_ATTACK_CONSTANT).setisAbstract(true));
  838. }
  839. }
  840. }
  841. break;
  842. }
  843. if(cb->getSelectedHero())
  844. cb->recalculatePaths();
  845. makeTurnInternal();
  846. makingTurn.reset();
  847. return;
  848. }
  849. void VCAI::makeTurnInternal()
  850. {
  851. saving = 0;
  852. //it looks messy here, but it's better to have armed heroes before attempting realizing goals
  853. BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
  854. moveCreaturesToHero(t);
  855. try
  856. {
  857. //Pick objects reserved in previous turn - we expect only nerby objects there
  858. auto reservedHeroesCopy = reservedHeroesMap; //work on copy => the map may be changed while iterating (eg because hero died when attempting a goal)
  859. BOOST_FOREACH (auto hero, reservedHeroesCopy)
  860. {
  861. cb->setSelection(hero.first.get());
  862. boost::sort (hero.second, isCloser);
  863. BOOST_FOREACH (auto obj, hero.second)
  864. {
  865. striveToGoal (CGoal(VISIT_TILE).sethero(hero.first).settile(obj->visitablePos()));
  866. }
  867. }
  868. //now try to win
  869. striveToGoal(CGoal(WIN));
  870. //finally, continue our abstract long-term goals
  871. //heroes tend to die in the process and loose their goals, unsafe to iterate it
  872. std::vector<std::pair<HeroPtr, CGoal> > safeCopy;
  873. boost::copy(lockedHeroes, std::back_inserter(safeCopy));
  874. typedef std::pair<HeroPtr, CGoal> TItrType;
  875. auto lockedHeroesSorter = [](TItrType h1, TItrType h2) -> bool
  876. {
  877. return compareMovement (h1.first, h2.first);
  878. };
  879. boost::sort(safeCopy, lockedHeroesSorter);
  880. while (safeCopy.size()) //continue our goals
  881. {
  882. auto it = safeCopy.begin();
  883. if (it->first && it->first->tempOwner == playerID && vstd::contains(lockedHeroes, it->first)) //make sure hero still has his goal
  884. {
  885. cb->setSelection(*it->first);
  886. striveToGoal (it->second);
  887. }
  888. safeCopy.erase(it);
  889. }
  890. auto quests = myCb->getMyQuests();
  891. BOOST_FOREACH (auto quest, quests)
  892. {
  893. striveToQuest (quest);
  894. }
  895. striveToGoal(CGoal(BUILD)); //TODO: smarter building management
  896. }
  897. catch(boost::thread_interrupted &e)
  898. {
  899. logAi->debugStream() << "Making turn thread has been interrupted. We'll end without calling endTurn.";
  900. return;
  901. }
  902. catch(std::exception &e)
  903. {
  904. logAi->debugStream() << "Making turn thread has caught an exception: " << e.what();
  905. }
  906. endTurn();
  907. }
  908. bool VCAI::goVisitObj(const CGObjectInstance * obj, HeroPtr h)
  909. {
  910. int3 dst = obj->visitablePos();
  911. logAi->debugStream() << boost::format("%s will try to visit %s at (%s)") % h->name % obj->getHoverText() % strFromInt3(dst);
  912. return moveHeroToTile(dst, h);
  913. }
  914. void VCAI::performObjectInteraction(const CGObjectInstance * obj, HeroPtr h)
  915. {
  916. LOG_TRACE_PARAMS(logAi, "Hero %s and object %s at %s", h->name % obj->getHoverText() % obj->pos);
  917. switch (obj->ID)
  918. {
  919. case Obj::CREATURE_GENERATOR1:
  920. recruitCreatures (dynamic_cast<const CGDwelling *>(obj));
  921. checkHeroArmy (h);
  922. break;
  923. case Obj::TOWN:
  924. moveCreaturesToHero (dynamic_cast<const CGTownInstance *>(obj));
  925. if (h->visitedTown) //we are inside, not just attacking
  926. {
  927. townVisitsThisWeek[h].push_back(h->visitedTown);
  928. if (!h->hasSpellbook() && cb->getResourceAmount(Res::GOLD) >= GameConstants::SPELLBOOK_GOLD_COST + saving[Res::GOLD] &&
  929. h->visitedTown->hasBuilt (BuildingID::MAGES_GUILD_1))
  930. cb->buyArtifact(h.get(), ArtifactID::SPELLBOOK);
  931. }
  932. break;
  933. }
  934. }
  935. void VCAI::moveCreaturesToHero(const CGTownInstance * t)
  936. {
  937. if(t->visitingHero && t->armedGarrison())
  938. {
  939. pickBestCreatures (t->visitingHero, t);
  940. }
  941. }
  942. bool VCAI::canGetArmy (const CGHeroInstance * army, const CGHeroInstance * source)
  943. { //TODO: merge with pickBestCreatures
  944. const CArmedInstance *armies[] = {army, source};
  945. int armySize = 0;
  946. //we calculate total strength for each creature type available in armies
  947. std::map<const CCreature*, int> creToPower;
  948. BOOST_FOREACH(auto armyPtr, armies)
  949. BOOST_FOREACH(auto &i, armyPtr->Slots())
  950. {
  951. ++armySize;//TODO: allow splitting stacks?
  952. creToPower[i.second->type] += i.second->getPower();
  953. }
  954. //TODO - consider more than just power (ie morale penalty, hero specialty in certain stacks, etc)
  955. armySize = std::min ((source->needsLastStack() ? armySize - 1 : armySize), GameConstants::ARMY_SIZE); //can't move away last stack
  956. std::vector<const CCreature *> bestArmy; //types that'll be in final dst army
  957. for (int i = 0; i < armySize; i++) //pick the creatures from which we can get most power, as many as dest can fit
  958. {
  959. typedef const std::pair<const CCreature*, int> &CrePowerPair;
  960. auto creIt = boost::max_element(creToPower, [](CrePowerPair lhs, CrePowerPair rhs)
  961. {
  962. return lhs.second < rhs.second;
  963. });
  964. bestArmy.push_back(creIt->first);
  965. creToPower.erase(creIt);
  966. if(creToPower.empty())
  967. break;
  968. }
  969. //foreach best type -> iterate over slots in both armies and if it's the appropriate type, send it to the slot where it belongs
  970. for (int i = 0; i < bestArmy.size(); i++) //i-th strongest creature type will go to i-th slot
  971. {
  972. BOOST_FOREACH(auto armyPtr, armies)
  973. for (int j = 0; j < GameConstants::ARMY_SIZE; j++)
  974. {
  975. if(armyPtr->getCreature(SlotID(j)) == bestArmy[i] && (i != j || armyPtr != army)) //it's a searched creature not in dst slot
  976. if (!(armyPtr->needsLastStack() && armyPtr->Slots().size() == 1 && armyPtr != army)) //can't take away last creature
  977. return true; //at least one exchange will be performed
  978. }
  979. }
  980. return false;
  981. }
  982. void VCAI::pickBestCreatures(const CArmedInstance * army, const CArmedInstance * source)
  983. {
  984. //TODO - what if source is a hero (the last stack problem) -> it'd good to create a single stack of weakest cre
  985. const CArmedInstance *armies[] = {army, source};
  986. int armySize = 0;
  987. //we calculate total strength for each creature type available in armies
  988. std::map<const CCreature*, int> creToPower;
  989. BOOST_FOREACH(auto armyPtr, armies)
  990. BOOST_FOREACH(auto &i, armyPtr->Slots())
  991. {
  992. ++armySize;//TODO: allow splitting stacks?
  993. creToPower[i.second->type] += i.second->getPower();
  994. }
  995. //TODO - consider more than just power (ie morale penalty, hero specialty in certain stacks, etc)
  996. armySize = std::min ((source->needsLastStack() ? armySize - 1 : armySize), GameConstants::ARMY_SIZE); //can't move away last stack
  997. std::vector<const CCreature *> bestArmy; //types that'll be in final dst army
  998. for (int i = 0; i < armySize; i++) //pick the creatures from which we can get most power, as many as dest can fit
  999. {
  1000. typedef const std::pair<const CCreature*, int> &CrePowerPair;
  1001. auto creIt = boost::max_element(creToPower, [](CrePowerPair lhs, CrePowerPair rhs)
  1002. {
  1003. return lhs.second < rhs.second;
  1004. });
  1005. bestArmy.push_back(creIt->first);
  1006. creToPower.erase(creIt);
  1007. if(creToPower.empty())
  1008. break;
  1009. }
  1010. //foreach best type -> iterate over slots in both armies and if it's the appropriate type, send it to the slot where it belongs
  1011. for (int i = 0; i < bestArmy.size(); i++) //i-th strongest creature type will go to i-th slot
  1012. {
  1013. BOOST_FOREACH(auto armyPtr, armies)
  1014. for (int j = 0; j < GameConstants::ARMY_SIZE; j++)
  1015. {
  1016. if(armyPtr->getCreature(SlotID(j)) == bestArmy[i] && (i != j || armyPtr != army)) //it's a searched creature not in dst slot
  1017. if (!(armyPtr->needsLastStack() && armyPtr->Slots().size() == 1 && armyPtr != army))
  1018. cb->mergeOrSwapStacks(armyPtr, army, SlotID(j), SlotID(i));
  1019. }
  1020. }
  1021. //TODO - having now strongest possible army, we may want to think about arranging stacks
  1022. auto hero = dynamic_cast<const CGHeroInstance *>(army);
  1023. if (hero)
  1024. {
  1025. checkHeroArmy (hero);
  1026. }
  1027. }
  1028. void VCAI::recruitCreatures(const CGDwelling * d)
  1029. {
  1030. for(int i = 0; i < d->creatures.size(); i++)
  1031. {
  1032. if(!d->creatures[i].second.size())
  1033. continue;
  1034. int count = d->creatures[i].first;
  1035. CreatureID creID = d->creatures[i].second.back();
  1036. // const CCreature *c = VLC->creh->creatures[creID];
  1037. // if(containsSavedRes(c->cost))
  1038. // continue;
  1039. TResources myRes = cb->getResourceAmount();
  1040. myRes[Res::GOLD] -= GOLD_RESERVE;
  1041. amin(count, myRes / VLC->creh->creatures[creID]->cost);
  1042. if(count > 0)
  1043. cb->recruitCreatures(d, creID, count, i);
  1044. }
  1045. }
  1046. bool VCAI::tryBuildStructure(const CGTownInstance * t, BuildingID building, unsigned int maxDays)
  1047. {
  1048. if (!vstd::contains(t->town->buildings, building))
  1049. return false; // no such building in town
  1050. if (t->hasBuilt(building)) //Already built? Shouldn't happen in general
  1051. return true;
  1052. std::set<BuildingID> toBuild = cb->getBuildingRequiments(t, building);
  1053. //erase all already built buildings
  1054. for (auto buildIter = toBuild.begin(); buildIter != toBuild.end();)
  1055. {
  1056. if (t->hasBuilt(*buildIter))
  1057. toBuild.erase(buildIter++);
  1058. else
  1059. buildIter++;
  1060. }
  1061. toBuild.insert(building);
  1062. BOOST_FOREACH(BuildingID buildID, toBuild)
  1063. {
  1064. EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID);
  1065. if (canBuild == EBuildingState::HAVE_CAPITAL
  1066. || canBuild == EBuildingState::FORBIDDEN
  1067. || canBuild == EBuildingState::NO_WATER)
  1068. return false; //we won't be able to build this
  1069. }
  1070. if (maxDays && toBuild.size() > maxDays)
  1071. return false;
  1072. TResources currentRes = cb->getResourceAmount();
  1073. TResources income = estimateIncome();
  1074. //TODO: calculate if we have enough resources to build it in maxDays
  1075. BOOST_FOREACH(const auto & buildID, toBuild)
  1076. {
  1077. const CBuilding *b = t->town->buildings[buildID];
  1078. EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID);
  1079. if(canBuild == EBuildingState::ALLOWED)
  1080. {
  1081. if(!containsSavedRes(b->resources))
  1082. {
  1083. logAi->debugStream() << boost::format("Player %d will build %s in town of %s at %s") % playerID % b->Name() % t->name % t->pos;
  1084. cb->buildBuilding(t, buildID);
  1085. return true;
  1086. }
  1087. continue;
  1088. }
  1089. else if(canBuild == EBuildingState::NO_RESOURCES)
  1090. {
  1091. TResources cost = t->town->buildings[buildID]->resources;
  1092. for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
  1093. {
  1094. int diff = currentRes[i] - cost[i] + income[i];
  1095. if(diff < 0)
  1096. saving[i] = 1;
  1097. }
  1098. continue;
  1099. }
  1100. }
  1101. return false;
  1102. }
  1103. bool VCAI::tryBuildAnyStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays)
  1104. {
  1105. BOOST_FOREACH(const auto & building, buildList)
  1106. {
  1107. if(t->hasBuilt(building))
  1108. continue;
  1109. if (tryBuildStructure(t, building, maxDays))
  1110. return true;
  1111. }
  1112. return false; //Can't build anything
  1113. }
  1114. bool VCAI::tryBuildNextStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays)
  1115. {
  1116. BOOST_FOREACH(const auto & building, buildList)
  1117. {
  1118. if(t->hasBuilt(building))
  1119. continue;
  1120. return tryBuildStructure(t, building, maxDays);
  1121. }
  1122. return false;//Nothing to build
  1123. }
  1124. void VCAI::buildStructure(const CGTownInstance * t)
  1125. {
  1126. //TODO make *real* town development system
  1127. //TODO: faction-specific development: use special buildings, build dwellings in better order, etc
  1128. //TODO: build resource silo, defences when needed
  1129. //Possible - allow "locking" on specific building (build prerequisites and then building itself)
  1130. //Set of buildings for different goals. Does not include any prerequisites.
  1131. const BuildingID essential[] = {BuildingID::TAVERN, BuildingID::TOWN_HALL};
  1132. const BuildingID goldSource[] = {BuildingID::TOWN_HALL, BuildingID::CITY_HALL, BuildingID::CAPITOL};
  1133. const BuildingID unitsSource[] = { BuildingID::DWELL_LVL_1, BuildingID::DWELL_LVL_2, BuildingID::DWELL_LVL_3,
  1134. BuildingID::DWELL_LVL_4, BuildingID::DWELL_LVL_5, BuildingID::DWELL_LVL_6, BuildingID::DWELL_LVL_7};
  1135. const BuildingID unitsUpgrade[] = { BuildingID::DWELL_LVL_1_UP, BuildingID::DWELL_LVL_2_UP, BuildingID::DWELL_LVL_3_UP,
  1136. BuildingID::DWELL_LVL_4_UP, BuildingID::DWELL_LVL_5_UP, BuildingID::DWELL_LVL_6_UP, BuildingID::DWELL_LVL_7_UP};
  1137. const BuildingID unitGrowth[] = { BuildingID::FORT, BuildingID::CITADEL, BuildingID::CASTLE, BuildingID::HORDE_1,
  1138. BuildingID::HORDE_1_UPGR, BuildingID::HORDE_2, BuildingID::HORDE_2_UPGR};
  1139. const BuildingID spells[] = {BuildingID::MAGES_GUILD_1, BuildingID::MAGES_GUILD_2, BuildingID::MAGES_GUILD_3,
  1140. BuildingID::MAGES_GUILD_4, BuildingID::MAGES_GUILD_5};
  1141. const BuildingID extra[] = {BuildingID::RESOURCE_SILO, BuildingID::SPECIAL_1, BuildingID::SPECIAL_2, BuildingID::SPECIAL_3,
  1142. BuildingID::SPECIAL_4, BuildingID::SHIPYARD}; // all remaining buildings
  1143. TResources currentRes = cb->getResourceAmount();
  1144. TResources income = estimateIncome();
  1145. if (tryBuildAnyStructure(t, std::vector<BuildingID>(essential, essential + ARRAY_COUNT(essential))))
  1146. return;
  1147. //we're running out of gold - try to build something gold-producing. Multiplier can be tweaked, 6 is minimum due to buildings costs
  1148. if (currentRes[Res::GOLD] < income[Res::GOLD] * 6)
  1149. if (tryBuildNextStructure(t, std::vector<BuildingID>(goldSource, goldSource + ARRAY_COUNT(goldSource))))
  1150. return;
  1151. if (cb->getDate(Date::DAY_OF_WEEK) > 6)// last 2 days of week - try to focus on growth
  1152. {
  1153. if (tryBuildNextStructure(t, std::vector<BuildingID>(unitGrowth, unitGrowth + ARRAY_COUNT(unitGrowth)), 2))
  1154. return;
  1155. }
  1156. // first in-game week or second half of any week: try build dwellings
  1157. if (cb->getDate(Date::DAY) < 7 || cb->getDate(Date::DAY_OF_WEEK) > 3)
  1158. if (tryBuildAnyStructure(t, std::vector<BuildingID>(unitsSource, unitsSource + ARRAY_COUNT(unitsSource)), 8 - cb->getDate(Date::DAY_OF_WEEK)))
  1159. return;
  1160. //try to upgrade dwelling
  1161. for(int i = 0; i < ARRAY_COUNT(unitsUpgrade); i++)
  1162. {
  1163. if (t->hasBuilt(unitsSource[i]) && !t->hasBuilt(unitsUpgrade[i]))
  1164. {
  1165. if (tryBuildStructure(t, unitsUpgrade[i]))
  1166. return;
  1167. }
  1168. }
  1169. //remaining tasks
  1170. if (tryBuildNextStructure(t, std::vector<BuildingID>(goldSource, goldSource + ARRAY_COUNT(goldSource))))
  1171. return;
  1172. if (tryBuildNextStructure(t, std::vector<BuildingID>(spells, spells + ARRAY_COUNT(spells))))
  1173. return;
  1174. if (tryBuildAnyStructure(t, std::vector<BuildingID>(extra, extra + ARRAY_COUNT(extra))))
  1175. return;
  1176. }
  1177. bool isSafeToVisit(HeroPtr h, crint3 tile)
  1178. {
  1179. const ui64 heroStrength = h->getTotalStrength(),
  1180. dangerStrength = evaluateDanger(tile, *h);
  1181. if(dangerStrength)
  1182. {
  1183. if(heroStrength / SAFE_ATTACK_CONSTANT > dangerStrength)
  1184. {
  1185. logAi->debugStream() << boost::format("It's, safe for %s to visit tile %s") % h->name % tile;
  1186. return true;
  1187. }
  1188. else
  1189. return false;
  1190. }
  1191. return true; //there's no danger
  1192. }
  1193. std::vector<const CGObjectInstance *> VCAI::getPossibleDestinations(HeroPtr h)
  1194. {
  1195. validateVisitableObjs();
  1196. std::vector<const CGObjectInstance *> possibleDestinations;
  1197. BOOST_FOREACH(const CGObjectInstance *obj, visitableObjs)
  1198. {
  1199. if(cb->getPathInfo(obj->visitablePos())->reachable() && !obj->wasVisited(playerID) &&
  1200. (obj->tempOwner != playerID || isWeeklyRevisitable(obj))) //flag or get weekly resources / creatures
  1201. possibleDestinations.push_back(obj);
  1202. }
  1203. boost::sort(possibleDestinations, isCloser);
  1204. possibleDestinations.erase(boost::remove_if(possibleDestinations, [&](const CGObjectInstance *obj) -> bool
  1205. {
  1206. const int3 pos = obj->visitablePos();
  1207. if(vstd::contains(alreadyVisited, obj))
  1208. return true;
  1209. if(!isSafeToVisit(h, pos))
  1210. return true;
  1211. if (!shouldVisit(h, obj))
  1212. return true;
  1213. if (vstd::contains(reservedObjs, obj)) //does checking for our own reserved objects make sense? here?
  1214. return true;
  1215. const CGObjectInstance *topObj = cb->getVisitableObjs(pos).back(); //it may be hero visiting this obj
  1216. //we don't try visiting object on which allied or owned hero stands
  1217. // -> it will just trigger exchange windows and AI will be confused that obj behind doesn't get visited
  1218. if(topObj->ID == Obj::HERO && cb->getPlayerRelations(h->tempOwner, topObj->tempOwner) != PlayerRelations::ENEMIES)
  1219. return true;
  1220. return false;
  1221. }),possibleDestinations.end());
  1222. return possibleDestinations;
  1223. }
  1224. void VCAI::wander(HeroPtr h)
  1225. {
  1226. while(1)
  1227. {
  1228. std::vector <ObjectIdRef> dests;
  1229. range::copy(reservedHeroesMap[h], std::back_inserter(dests));
  1230. if (!dests.size())
  1231. range::copy(getPossibleDestinations(h), std::back_inserter(dests));
  1232. if(!dests.size())
  1233. {
  1234. auto compareReinforcements = [h](const CGTownInstance *lhs, const CGTownInstance *rhs) -> bool
  1235. {
  1236. return howManyReinforcementsCanGet(h, lhs) < howManyReinforcementsCanGet(h, rhs);
  1237. };
  1238. std::vector<const CGTownInstance *> townsReachable;
  1239. std::vector<const CGTownInstance *> townsNotReachable;
  1240. BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
  1241. {
  1242. if(!t->visitingHero && howManyReinforcementsCanGet(h,t) && !vstd::contains(townVisitsThisWeek[h], t))
  1243. {
  1244. if(isReachable(t))
  1245. townsReachable.push_back(t);
  1246. else
  1247. townsNotReachable.push_back(t);
  1248. }
  1249. }
  1250. if(townsReachable.size())
  1251. {
  1252. boost::sort(townsReachable, compareReinforcements);
  1253. dests.emplace_back(townsReachable.back());
  1254. }
  1255. else if(townsNotReachable.size())
  1256. {
  1257. boost::sort(townsNotReachable, compareReinforcements);
  1258. //TODO pick the truly best
  1259. const CGTownInstance *t = townsNotReachable.back();
  1260. 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();
  1261. int3 pos1 = h->pos;
  1262. striveToGoal(CGoal(CLEAR_WAY_TO).settile(t->visitablePos()).sethero(h));
  1263. if (pos1 == h->pos && h == primaryHero()) //hero can't move
  1264. {
  1265. if(cb->getResourceAmount(Res::GOLD) >= HERO_GOLD_COST && cb->getHeroesInfo().size() < ALLOWED_ROAMING_HEROES && cb->getAvailableHeroes(t).size())
  1266. recruitHero(t);
  1267. }
  1268. break;
  1269. }
  1270. else if(cb->getResourceAmount(Res::GOLD) >= HERO_GOLD_COST)
  1271. {
  1272. std::vector<const CGTownInstance *> towns = cb->getTownsInfo();
  1273. erase_if(towns, [](const CGTownInstance *t) -> bool
  1274. {
  1275. BOOST_FOREACH(const CGHeroInstance *h, cb->getHeroesInfo())
  1276. if(!t->getArmyStrength() || howManyReinforcementsCanGet(h, t))
  1277. return true;
  1278. return false;
  1279. });
  1280. boost::sort(towns, compareArmyStrength);
  1281. if(towns.size())
  1282. recruitHero(towns.back());
  1283. break;
  1284. }
  1285. else
  1286. {
  1287. logAi->debugStream() << "Nowhere more to go...";
  1288. break;
  1289. }
  1290. }
  1291. const ObjectIdRef&dest = dests.front();
  1292. logAi->debugStream() << boost::format("Of all %d destinations, object oid=%d seems nice") % dests.size() % dest.id.getNum();
  1293. if(!goVisitObj(dest, h))
  1294. {
  1295. if(!dest)
  1296. {
  1297. logAi->debugStream() << boost::format("Visit attempt made the object (id=%d) gone...") % dest.id.getNum();
  1298. }
  1299. else
  1300. {
  1301. logAi->debugStream() << boost::format("Hero %s apparently used all MPs (%d left)") % h->name % h->movement;
  1302. reserveObject(h, dest); //reserve that object - we predict it will be reached soon
  1303. //removed - do not forget abstract goal so easily
  1304. //setGoal(h, CGoal(VISIT_TILE).sethero(h).settile(dest->visitablePos()));
  1305. }
  1306. break;
  1307. }
  1308. if(h->visitedTown)
  1309. {
  1310. townVisitsThisWeek[h].push_back(h->visitedTown);
  1311. buildArmyIn(h->visitedTown);
  1312. break;
  1313. }
  1314. }
  1315. }
  1316. void VCAI::setGoal(HeroPtr h, const CGoal goal)
  1317. { //TODO: check for presence?
  1318. if (goal.goalType == EGoals::INVALID)
  1319. erase_if_present(lockedHeroes, h);
  1320. else
  1321. lockedHeroes[h] = CGoal(goal).setisElementar(false); //always evaluate goals before realizing
  1322. }
  1323. void VCAI::setGoal(HeroPtr h, EGoals goalType)
  1324. {
  1325. if (goalType == EGoals::INVALID)
  1326. erase_if_present(lockedHeroes, h);
  1327. else
  1328. lockedHeroes[h] = CGoal(goalType).setisElementar(false); //always evaluate goals before realizing;
  1329. }
  1330. void VCAI::completeGoal (const CGoal goal)
  1331. {
  1332. if (const CGHeroInstance * h = goal.hero.get(true))
  1333. {
  1334. auto it = lockedHeroes.find(h);
  1335. if (it != lockedHeroes.end())
  1336. if (it->second.goalType == goal.goalType)
  1337. lockedHeroes.erase(it); //goal fulfilled, free hero
  1338. }
  1339. }
  1340. void VCAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
  1341. {
  1342. NET_EVENT_HANDLER;
  1343. assert(playerID > PlayerColor::PLAYER_LIMIT || status.getBattle() == UPCOMING_BATTLE);
  1344. status.setBattle(ONGOING_BATTLE);
  1345. const CGObjectInstance *presumedEnemy = backOrNull(cb->getVisitableObjs(tile)); //may be NULL in some very are cases -> eg. visited monolith and fighting with an enemy at the FoW covered exit
  1346. battlename = boost::str(boost::format("Starting battle of %s attacking %s at %s") % (hero1 ? hero1->name : "a army") % (presumedEnemy ? presumedEnemy->hoverName : "unknown enemy") % tile);
  1347. CAdventureAI::battleStart(army1, army2, tile, hero1, hero2, side);
  1348. }
  1349. void VCAI::battleEnd(const BattleResult *br)
  1350. {
  1351. NET_EVENT_HANDLER;
  1352. assert(status.getBattle() == ONGOING_BATTLE);
  1353. status.setBattle(ENDING_BATTLE);
  1354. bool won = br->winner == myCb->battleGetMySide();
  1355. logAi->debugStream() << boost::format("Player %d: I %s the %s!") % playerID % (won ? "won" : "lost") % battlename;
  1356. battlename.clear();
  1357. CAdventureAI::battleEnd(br);
  1358. }
  1359. void VCAI::waitTillFree()
  1360. {
  1361. auto unlock = vstd::makeUnlockSharedGuard(cb->getGsMutex());
  1362. status.waitTillFree();
  1363. }
  1364. void VCAI::markObjectVisited (const CGObjectInstance *obj)
  1365. {
  1366. if(dynamic_cast<const CGVisitableOPH *>(obj) || //we may want to wisit it with another hero
  1367. dynamic_cast<const CGBonusingObject *>(obj) || //or another time
  1368. (obj->ID == Obj::MONSTER))
  1369. return;
  1370. alreadyVisited.push_back(obj);
  1371. }
  1372. void VCAI::reserveObject(HeroPtr h, const CGObjectInstance *obj)
  1373. {
  1374. reservedObjs.push_back(obj);
  1375. reservedHeroesMap[h].push_back(obj);
  1376. }
  1377. void VCAI::validateVisitableObjs()
  1378. {
  1379. std::vector<const CGObjectInstance *> hlp;
  1380. retreiveVisitableObjs(hlp, true);
  1381. erase_if(visitableObjs, [&](const CGObjectInstance *obj) -> bool
  1382. {
  1383. if(!vstd::contains(hlp, obj))
  1384. {
  1385. logAi->errorStream() << helperObjInfo[obj].name << " at " << helperObjInfo[obj].pos << " shouldn't be on list!";
  1386. return true;
  1387. }
  1388. return false;
  1389. });
  1390. }
  1391. void VCAI::retreiveVisitableObjs(std::vector<const CGObjectInstance *> &out, bool includeOwned /*= false*/) const
  1392. {
  1393. foreach_tile_pos([&](const int3 &pos)
  1394. {
  1395. BOOST_FOREACH(const CGObjectInstance *obj, myCb->getVisitableObjs(pos, false))
  1396. {
  1397. if(includeOwned || obj->tempOwner != playerID)
  1398. out.push_back(obj);
  1399. }
  1400. });
  1401. }
  1402. std::vector<const CGObjectInstance *> VCAI::getFlaggedObjects() const
  1403. {
  1404. std::vector<const CGObjectInstance *> ret;
  1405. retreiveVisitableObjs(ret, true);
  1406. erase_if(ret, [](const CGObjectInstance *obj)
  1407. {
  1408. return obj->tempOwner != ai->playerID;
  1409. });
  1410. return ret;
  1411. }
  1412. void VCAI::addVisitableObj(const CGObjectInstance *obj)
  1413. {
  1414. visitableObjs.push_back(obj);
  1415. helperObjInfo[obj] = ObjInfo(obj);
  1416. }
  1417. const CGObjectInstance * VCAI::lookForArt(int aid) const
  1418. {
  1419. BOOST_FOREACH(const CGObjectInstance *obj, ai->visitableObjs)
  1420. {
  1421. if(obj->ID == 5 && obj->subID == aid)
  1422. return obj;
  1423. }
  1424. return NULL;
  1425. //TODO what if more than one artifact is available? return them all or some slection criteria
  1426. }
  1427. bool VCAI::isAccessible(const int3 &pos)
  1428. {
  1429. //TODO precalculate for speed
  1430. BOOST_FOREACH(const CGHeroInstance *h, cb->getHeroesInfo())
  1431. {
  1432. if(isAccessibleForHero(pos, h))
  1433. return true;
  1434. }
  1435. return false;
  1436. }
  1437. HeroPtr VCAI::getHeroWithGrail() const
  1438. {
  1439. BOOST_FOREACH(const CGHeroInstance *h, cb->getHeroesInfo())
  1440. if(h->hasArt(2)) //grail
  1441. return h;
  1442. return NULL;
  1443. }
  1444. const CGObjectInstance * VCAI::getUnvisitedObj(const boost::function<bool(const CGObjectInstance *)> &predicate)
  1445. {
  1446. //TODO smarter definition of unvisited
  1447. BOOST_FOREACH(const CGObjectInstance *obj, visitableObjs)
  1448. if(predicate(obj) && !vstd::contains(alreadyVisited, obj))
  1449. return obj;
  1450. return NULL;
  1451. }
  1452. bool VCAI::isAccessibleForHero(const int3 & pos, HeroPtr h, bool includeAllies /*= false*/) const
  1453. {
  1454. cb->setSelection(*h);
  1455. if (!includeAllies)
  1456. { //don't visit tile occupied by allied hero
  1457. BOOST_FOREACH (auto obj, cb->getVisitableObjs(pos))
  1458. {
  1459. if (obj->ID == Obj::HERO && obj->tempOwner == h->tempOwner && obj != h)
  1460. return false;
  1461. }
  1462. }
  1463. return cb->getPathInfo(pos)->reachable();
  1464. }
  1465. bool VCAI::moveHeroToTile(int3 dst, HeroPtr h)
  1466. {
  1467. logAi->debugStream() << boost::format("Moving hero %s to tile %s") % h->name % dst;
  1468. int3 startHpos = h->visitablePos();
  1469. bool ret = false;
  1470. if(startHpos == dst)
  1471. {
  1472. assert(cb->getVisitableObjs(dst).size() > 1); //there's no point in revisiting tile where there is no visitable object
  1473. cb->moveHero(*h, CGHeroInstance::convertPosition(dst, true));
  1474. waitTillFree(); //movement may cause battle or blocking dialog
  1475. ret = true;
  1476. }
  1477. else
  1478. {
  1479. CGPath path;
  1480. cb->getPath2(dst, path);
  1481. if(path.nodes.empty())
  1482. {
  1483. logAi->errorStream() << "Hero " << h->name << " cannot reach " << dst;
  1484. //setGoal(h, INVALID);
  1485. completeGoal (CGoal(VISIT_TILE).sethero(h));
  1486. cb->recalculatePaths();
  1487. throw std::runtime_error("Wrong move order!");
  1488. }
  1489. int i=path.nodes.size()-1;
  1490. for(; i>0; i--)
  1491. {
  1492. //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
  1493. if(path.nodes[i-1].turns)
  1494. {
  1495. //blockedHeroes.insert(h); //to avoid attempts of moving heroes with very little MPs
  1496. break;
  1497. }
  1498. int3 endpos = path.nodes[i-1].coord;
  1499. if(endpos == h->visitablePos())
  1500. //if (endpos == h->pos)
  1501. continue;
  1502. // if(i > 1)
  1503. // {
  1504. // int3 afterEndPos = path.nodes[i-2].coord;
  1505. // if(afterEndPos.z != endpos.z)
  1506. //
  1507. // }
  1508. //logAi->debugStream() << "Moving " << h->name << " from " << h->getPosition() << " to " << endpos;
  1509. cb->moveHero(*h, CGHeroInstance::convertPosition(endpos, true));
  1510. waitTillFree(); //movement may cause battle or blocking dialog
  1511. boost::this_thread::interruption_point();
  1512. if(!h) //we lost hero - remove all tasks assigned to him/her
  1513. {
  1514. lostHero(h);
  1515. //we need to throw, otherwise hero will be assigned to sth again
  1516. throw std::runtime_error("Hero was lost!");
  1517. break;
  1518. }
  1519. }
  1520. ret = !i;
  1521. }
  1522. if (auto visitedObject = frontOrNull(cb->getVisitableObjs(h->visitablePos()))) //we stand on something interesting
  1523. {
  1524. performObjectInteraction (visitedObject, h);
  1525. //BNLOG("Hero %s moved from %s to %s at %s", h->name % startHpos % visitedObject->hoverName % h->visitablePos());
  1526. //throw goalFulfilledException (CGoal(GET_OBJ).setobjid(visitedObject->id));
  1527. }
  1528. if(h) //we could have lost hero after last move
  1529. {
  1530. cb->recalculatePaths();
  1531. if (startHpos == h->visitablePos() && !ret) //we didn't move and didn't reach the target
  1532. {
  1533. throw cannotFulfillGoalException("Invalid path found!");
  1534. }
  1535. }
  1536. logAi->debugStream() << boost::format("Hero %s moved from %s to %s. Returning %d.") % h->name % startHpos % h->visitablePos() % ret;
  1537. return ret;
  1538. }
  1539. int howManyTilesWillBeDiscovered(const int3 &pos, int radious)
  1540. { //TODO: do not explore dead-end boundaries
  1541. int ret = 0;
  1542. for(int x = pos.x - radious; x <= pos.x + radious; x++)
  1543. {
  1544. for(int y = pos.y - radious; y <= pos.y + radious; y++)
  1545. {
  1546. int3 npos = int3(x,y,pos.z);
  1547. if(cb->isInTheMap(npos) && pos.dist2d(npos) - 0.5 < radious && !cb->isVisible(npos))
  1548. {
  1549. if (!boundaryBetweenTwoPoints (pos, npos))
  1550. ret++;
  1551. }
  1552. }
  1553. }
  1554. return ret;
  1555. }
  1556. bool boundaryBetweenTwoPoints (int3 pos1, int3 pos2) //determines if two points are separated by known barrier
  1557. {
  1558. int xMin = std::min (pos1.x, pos2.x);
  1559. int xMax = std::max (pos1.x, pos2.x);
  1560. int yMin = std::min (pos1.y, pos2.y);
  1561. int yMax = std::max (pos1.y, pos2.y);
  1562. for (int x = xMin; x <= xMax; ++x)
  1563. {
  1564. for (int y = yMin; y <= yMax; ++y)
  1565. {
  1566. int3 tile = int3(x, y, pos1.z); //use only on same level, ofc
  1567. if (abs(pos1.dist2d(tile) - pos2.dist2d(tile)) < 1.5)
  1568. {
  1569. if (!(cb->isVisible(tile) && cb->getTile(tile)->blocked)) //if there's invisible or unblocked tile inbetween, it's good
  1570. return false;
  1571. }
  1572. }
  1573. }
  1574. return true; //if all are visible and blocked, we're at dead end
  1575. }
  1576. int howManyTilesWillBeDiscovered(int radious, int3 pos, crint3 dir)
  1577. {
  1578. return howManyTilesWillBeDiscovered(pos + dir, radious);
  1579. }
  1580. void getVisibleNeighbours(const std::vector<int3> &tiles, std::vector<int3> &out)
  1581. {
  1582. BOOST_FOREACH(const int3 &tile, tiles)
  1583. {
  1584. foreach_neighbour(tile, [&](int3 neighbour)
  1585. {
  1586. if(cb->isVisible(neighbour))
  1587. out.push_back(neighbour);
  1588. });
  1589. }
  1590. }
  1591. void VCAI::tryRealize(CGoal g)
  1592. {
  1593. logAi->debugStream() << boost::format("Attempting realizing goal with code %s") % g.name();
  1594. switch(g.goalType)
  1595. {
  1596. case EXPLORE:
  1597. {
  1598. throw cannotFulfillGoalException("EXPLORE is not a elementar goal!");
  1599. }
  1600. break;
  1601. case RECRUIT_HERO:
  1602. {
  1603. if(const CGTownInstance *t = findTownWithTavern())
  1604. {
  1605. recruitHero(t, true);
  1606. //TODO jezeli miasto jest zablokowane, sprobowac oczyscic wejscie
  1607. }
  1608. //TODO karkolomna alternatywa - tawerna na mapie przygod lub wiezienie (nie wiem, czy warto?)
  1609. }
  1610. break;
  1611. case VISIT_TILE:
  1612. {
  1613. //cb->recalculatePaths();
  1614. if(!g.hero->movement)
  1615. throw cannotFulfillGoalException("Cannot visit tile: hero is out of MPs!");
  1616. //if(!g.isBlockedBorderGate(g.tile))
  1617. //{
  1618. if (ai->moveHeroToTile(g.tile, g.hero.get()))
  1619. {
  1620. throw goalFulfilledException (g);
  1621. }
  1622. //}
  1623. //else
  1624. // throw cannotFulfillGoalException("There's a blocked gate!, we should never be here"); //CLEAR_WAY_TO should get keymaster tent
  1625. }
  1626. break;
  1627. case VISIT_HERO:
  1628. {
  1629. if(!g.hero->movement)
  1630. throw cannotFulfillGoalException("Cannot visit tile: hero is out of MPs!");
  1631. if (ai->moveHeroToTile(g.tile, g.hero.get()))
  1632. {
  1633. throw goalFulfilledException (g);
  1634. }
  1635. }
  1636. break;
  1637. case BUILD_STRUCTURE:
  1638. {
  1639. const CGTownInstance *t = g.town;
  1640. if(!t && g.hero)
  1641. t = g.hero->visitedTown;
  1642. if(!t)
  1643. {
  1644. BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
  1645. {
  1646. switch(cb->canBuildStructure(t, BuildingID(g.bid)))
  1647. {
  1648. case EBuildingState::ALLOWED:
  1649. cb->buildBuilding(t, BuildingID(g.bid));
  1650. return;
  1651. default:
  1652. break;
  1653. }
  1654. }
  1655. }
  1656. else if(cb->canBuildStructure(t, BuildingID(g.bid)) == EBuildingState::ALLOWED)
  1657. {
  1658. cb->buildBuilding(t, BuildingID(g.bid));
  1659. return;
  1660. }
  1661. throw cannotFulfillGoalException("Cannot build a given structure!");
  1662. }
  1663. break;
  1664. case DIG_AT_TILE:
  1665. {
  1666. assert(g.hero->visitablePos() == g.tile);
  1667. if (g.hero->diggingStatus() == CGHeroInstance::CAN_DIG)
  1668. {
  1669. cb->dig(g.hero.get());
  1670. setGoal(g.hero, INVALID); // finished digging
  1671. }
  1672. else
  1673. {
  1674. ai->lockedHeroes[g.hero] = g; //hero who tries to dig shouldn't do anything else
  1675. throw cannotFulfillGoalException("A hero can't dig!\n");
  1676. }
  1677. }
  1678. break;
  1679. case COLLECT_RES: //TODO: use piles and mines?
  1680. if(cb->getResourceAmount(static_cast<Res::ERes>(g.resID)) >= g.value)
  1681. throw cannotFulfillGoalException("Goal is already fulfilled!");
  1682. if(const CGObjectInstance *obj = cb->getObj(ObjectInstanceID(g.objid), false))
  1683. {
  1684. if(const IMarket *m = IMarket::castFrom(obj, false))
  1685. {
  1686. for (Res::ERes i = Res::WOOD; i <= Res::GOLD; vstd::advance(i, 1))
  1687. {
  1688. if(i == g.resID) continue;
  1689. int toGive, toGet;
  1690. m->getOffer(i, g.resID, toGive, toGet, EMarketMode::RESOURCE_RESOURCE);
  1691. toGive = toGive * (cb->getResourceAmount(i) / toGive);
  1692. //TODO trade only as much as needed
  1693. cb->trade(obj, EMarketMode::RESOURCE_RESOURCE, i, g.resID, toGive);
  1694. if(cb->getResourceAmount(static_cast<Res::ERes>(g.resID)) >= g.value)
  1695. return;
  1696. }
  1697. throw cannotFulfillGoalException("I cannot get needed resources by trade!");
  1698. }
  1699. else
  1700. {
  1701. throw cannotFulfillGoalException("I don't know how to use this object to raise resources!");
  1702. }
  1703. }
  1704. else
  1705. {
  1706. saving[g.resID] = 1;
  1707. throw cannotFulfillGoalException("No object that could be used to raise resources!");
  1708. }
  1709. case CONQUER:
  1710. case GATHER_ARMY:
  1711. case BOOST_HERO:
  1712. // TODO: conquer??
  1713. throw cannotFulfillGoalException("I don't know how to fulfill this!");
  1714. case BUILD:
  1715. performTypicalActions(); //TODO: separate build and wander
  1716. throw cannotFulfillGoalException("BUILD has been realized as much as possible.");
  1717. case INVALID:
  1718. throw cannotFulfillGoalException("I don't know how to fulfill this!");
  1719. default:
  1720. throw cannotFulfillGoalException("Unknown type of goal !");
  1721. }
  1722. }
  1723. const CGTownInstance * VCAI::findTownWithTavern() const
  1724. {
  1725. BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
  1726. if(t->hasBuilt(BuildingID::TAVERN) && !t->visitingHero)
  1727. return t;
  1728. return NULL;
  1729. }
  1730. std::vector<HeroPtr> VCAI::getUnblockedHeroes() const
  1731. {
  1732. std::vector<HeroPtr> ret;
  1733. boost::copy(cb->getHeroesInfo(), std::back_inserter(ret));
  1734. BOOST_FOREACH(auto h, lockedHeroes)
  1735. {
  1736. //if (!h.second.invalid()) //we can use heroes without valid goal
  1737. if (h.second.goalType == DIG_AT_TILE || !h.first->movement) //experiment: use all heroes that have movement left, TODO: unlock heroes that couldn't realize their goals
  1738. erase_if_present(ret, h.first);
  1739. }
  1740. return ret;
  1741. }
  1742. HeroPtr VCAI::primaryHero() const
  1743. {
  1744. auto hs = cb->getHeroesInfo();
  1745. boost::sort(hs, compareHeroStrength);
  1746. if(hs.empty())
  1747. return NULL;
  1748. return hs.back();
  1749. }
  1750. void VCAI::endTurn()
  1751. {
  1752. logAi->debugStream() << "Player " << static_cast<int>(playerID.getNum()) << " ends turn";
  1753. if(!status.haveTurn())
  1754. {
  1755. logAi->errorStream() << "Not having turn at the end of turn???";
  1756. }
  1757. do
  1758. {
  1759. cb->endTurn();
  1760. } 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
  1761. logAi->debugStream() << "Player " << static_cast<int>(playerID.getNum()) << " ended turn";
  1762. }
  1763. bool VCAI::fulfillsGoal (CGoal &goal, CGoal &mainGoal)
  1764. {
  1765. if (mainGoal.goalType == GET_OBJ && goal.goalType == VISIT_TILE) //deduce that GET_OBJ was completed by visiting object's tile
  1766. { //TODO: more universal mechanism
  1767. if (cb->getObj(ObjectInstanceID(mainGoal.objid))->visitablePos() == goal.tile)
  1768. return true;
  1769. }
  1770. return false;
  1771. }
  1772. bool VCAI::fulfillsGoal (CGoal &goal, const CGoal &mainGoal)
  1773. {
  1774. if (mainGoal.goalType == GET_OBJ && goal.goalType == VISIT_TILE) //deduce that GET_OBJ was completed by visiting object's tile
  1775. { //TODO: more universal mechanism
  1776. if (cb->getObj(ObjectInstanceID(mainGoal.objid))->visitablePos() == goal.tile)
  1777. return true;
  1778. }
  1779. return false;
  1780. }
  1781. void VCAI::striveToGoal(const CGoal &ultimateGoal)
  1782. {
  1783. if (ultimateGoal.invalid())
  1784. return;
  1785. CGoal abstractGoal;
  1786. while(1)
  1787. {
  1788. CGoal goal = ultimateGoal;
  1789. logAi->debugStream() << boost::format("Striving to goal of type %s") % ultimateGoal.name();
  1790. int maxGoals = 100; //preventing deadlock for mutually dependent goals, FIXME: do not try to realize goal when loop didn't suceed
  1791. while(!goal.isElementar && !goal.isAbstract && maxGoals)
  1792. {
  1793. logAi->debugStream() << boost::format("Considering goal %s") % goal.name();
  1794. try
  1795. {
  1796. boost::this_thread::interruption_point();
  1797. goal = goal.whatToDoToAchieve();
  1798. --maxGoals;
  1799. }
  1800. catch(std::exception &e)
  1801. {
  1802. logAi->debugStream() << boost::format("Goal %s decomposition failed: %s") % goal.name() % e.what();
  1803. //setGoal (goal.hero, INVALID); //test: if we don't know how to realize goal, we should abandon it for now
  1804. return;
  1805. }
  1806. }
  1807. try
  1808. {
  1809. boost::this_thread::interruption_point();
  1810. if (!maxGoals)
  1811. {
  1812. std::runtime_error e("Too many subgoals, don't know what to do");
  1813. throw (e);
  1814. }
  1815. if (goal.hero) //lock this hero to fulfill ultimate goal
  1816. {
  1817. if (maxGoals)
  1818. {
  1819. setGoal(goal.hero, goal);
  1820. }
  1821. else
  1822. {
  1823. setGoal(goal.hero, INVALID); // we seemingly don't know what to do with hero
  1824. }
  1825. }
  1826. if (goal.isAbstract)
  1827. {
  1828. abstractGoal = goal; //allow only one abstract goal per call
  1829. logAi->debugStream() << boost::format("Choosing abstract goal %s") % goal.name();
  1830. break;
  1831. }
  1832. else
  1833. tryRealize(goal);
  1834. boost::this_thread::interruption_point();
  1835. }
  1836. catch(boost::thread_interrupted &e)
  1837. {
  1838. logAi->debugStream() << boost::format("Player %d: Making turn thread received an interruption!") % playerID;
  1839. throw; //rethrow, we want to truly end this thread
  1840. }
  1841. catch(goalFulfilledException &e)
  1842. {
  1843. completeGoal (goal);
  1844. if (fulfillsGoal (goal, ultimateGoal) || maxGoals > 98) //completed goal was main goal //TODO: find better condition
  1845. return;
  1846. }
  1847. catch(std::exception &e)
  1848. {
  1849. logAi->debugStream() << boost::format("Failed to realize subgoal of type %s (greater goal type was %s), I will stop.") % goal.name() % ultimateGoal.name();
  1850. logAi->debugStream() << boost::format("The error message was: %s") % e.what();
  1851. break;
  1852. }
  1853. }
  1854. //TODO: save abstract goals not related to hero
  1855. if (!abstractGoal.invalid()) //try to realize our one goal
  1856. {
  1857. while (1)
  1858. {
  1859. CGoal goal = CGoal(abstractGoal).setisAbstract(false);
  1860. int maxGoals = 50;
  1861. while (!goal.isElementar && maxGoals) //find elementar goal and fulfill it
  1862. {
  1863. try
  1864. {
  1865. boost::this_thread::interruption_point();
  1866. goal = goal.whatToDoToAchieve();
  1867. --maxGoals;
  1868. }
  1869. catch(std::exception &e)
  1870. {
  1871. logAi->debugStream() << boost::format("Goal %s decomposition failed: %s") % goal.name() % e.what();
  1872. //setGoal (goal.hero, INVALID);
  1873. return;
  1874. }
  1875. }
  1876. try
  1877. {
  1878. boost::this_thread::interruption_point();
  1879. if (!maxGoals)
  1880. {
  1881. std::runtime_error e("Too many subgoals, don't know what to do");
  1882. throw (e);
  1883. }
  1884. tryRealize(goal);
  1885. boost::this_thread::interruption_point();
  1886. }
  1887. catch(boost::thread_interrupted &e)
  1888. {
  1889. logAi->debugStream() << boost::format("Player %d: Making turn thread received an interruption!") % playerID;
  1890. throw; //rethrow, we want to truly end this thread
  1891. }
  1892. catch(goalFulfilledException &e)
  1893. {
  1894. completeGoal (goal); //FIXME: deduce that we have realized GET_OBJ goal
  1895. if (fulfillsGoal (goal, abstractGoal) || maxGoals > 98) //completed goal was main goal
  1896. return;
  1897. }
  1898. catch(std::exception &e)
  1899. {
  1900. logAi->debugStream() << boost::format("Failed to realize subgoal of type %s (greater goal type was %s), I will stop.") % goal.name() % ultimateGoal.name();
  1901. logAi->debugStream() << boost::format("The error message was: %s") % e.what();
  1902. break;
  1903. }
  1904. }
  1905. }
  1906. }
  1907. void VCAI::striveToQuest (const QuestInfo &q)
  1908. {
  1909. if (q.quest->missionType && q.quest->progress != CQuest::COMPLETE) //FIXME: quests are never synchronized. Pointer handling needed
  1910. {
  1911. MetaString ms;
  1912. q.quest->getRolloverText(ms, false);
  1913. logAi->debugStream() << boost::format("Trying to realize quest: %s") % ms.toString();
  1914. auto heroes = cb->getHeroesInfo();
  1915. switch (q.quest->missionType)
  1916. {
  1917. case CQuest::MISSION_ART:
  1918. {
  1919. BOOST_FOREACH (auto hero, heroes) //TODO: remove duplicated code?
  1920. {
  1921. if (q.quest->checkQuest(hero))
  1922. {
  1923. striveToGoal (CGoal(GET_OBJ).setobjid(q.obj->id.getNum()).sethero(hero));
  1924. return;
  1925. }
  1926. }
  1927. BOOST_FOREACH (auto art, q.quest->m5arts)
  1928. {
  1929. striveToGoal (CGoal(GET_ART_TYPE).setaid(art)); //TODO: transport?
  1930. }
  1931. break;
  1932. }
  1933. case CQuest::MISSION_HERO:
  1934. {
  1935. //striveToGoal (CGoal(RECRUIT_HERO));
  1936. BOOST_FOREACH (auto hero, heroes)
  1937. {
  1938. if (q.quest->checkQuest(hero))
  1939. {
  1940. striveToGoal (CGoal(GET_OBJ).setobjid(q.obj->id.getNum()).sethero(hero));
  1941. return;
  1942. }
  1943. }
  1944. striveToGoal (CGoal(FIND_OBJ).setobjid(Obj::PRISON)); //rule of a thumb - quest heroes usually are locked in prisons
  1945. //BNLOG ("Don't know how to recruit hero with id %d\n", q.quest->m13489val);
  1946. break;
  1947. }
  1948. case CQuest::MISSION_ARMY:
  1949. {
  1950. BOOST_FOREACH (auto hero, heroes)
  1951. {
  1952. if (q.quest->checkQuest(hero)) //veyr bad info - stacks can be split between multiple heroes :(
  1953. {
  1954. striveToGoal (CGoal(GET_OBJ).setobjid(q.obj->id.getNum()).sethero(hero));
  1955. return;
  1956. }
  1957. }
  1958. BOOST_FOREACH (auto creature, q.quest->m6creatures)
  1959. {
  1960. striveToGoal (CGoal(GATHER_TROOPS).setobjid(creature.type->idNumber).setvalue(creature.count));
  1961. }
  1962. //TODO: exchange armies... oh my
  1963. //BNLOG ("Don't know how to recruit %d of %s\n", (int)(creature.count) % creature.type->namePl);
  1964. break;
  1965. }
  1966. case CQuest::MISSION_RESOURCES:
  1967. {
  1968. if (heroes.size())
  1969. {
  1970. if (q.quest->checkQuest(heroes.front())) //it doesn't matter which hero it is
  1971. {
  1972. striveToGoal (CGoal(VISIT_TILE).settile(q.tile));
  1973. }
  1974. else
  1975. {
  1976. for (int i = 0; i < q.quest->m7resources.size(); ++i)
  1977. {
  1978. if (q.quest->m7resources[i])
  1979. striveToGoal (CGoal(COLLECT_RES).setresID(i).setvalue(q.quest->m7resources[i]));
  1980. }
  1981. }
  1982. }
  1983. else
  1984. striveToGoal (CGoal(RECRUIT_HERO)); //FIXME: checkQuest requires any hero belonging to player :(
  1985. break;
  1986. }
  1987. case CQuest::MISSION_KILL_HERO:
  1988. case CQuest::MISSION_KILL_CREATURE:
  1989. {
  1990. auto obj = cb->getObjByQuestIdentifier(q.quest->m13489val);
  1991. if (obj)
  1992. striveToGoal (CGoal(GET_OBJ).setobjid(obj->id.getNum()));
  1993. else
  1994. striveToGoal (CGoal(VISIT_TILE).settile(q.tile)); //visit seer hut
  1995. break;
  1996. }
  1997. case CQuest::MISSION_PRIMARY_STAT:
  1998. {
  1999. auto heroes = cb->getHeroesInfo();
  2000. BOOST_FOREACH (auto hero, heroes)
  2001. {
  2002. if (q.quest->checkQuest(hero))
  2003. {
  2004. striveToGoal (CGoal(GET_OBJ).setobjid(q.obj->id.getNum()).sethero(hero));
  2005. return;
  2006. }
  2007. }
  2008. for (int i = 0; i < q.quest->m2stats.size(); ++i)
  2009. {
  2010. logAi->debugStream() << boost::format("Don't know how to increase primary stat %d") % i;
  2011. }
  2012. break;
  2013. }
  2014. case CQuest::MISSION_LEVEL:
  2015. {
  2016. auto heroes = cb->getHeroesInfo();
  2017. BOOST_FOREACH (auto hero, heroes)
  2018. {
  2019. if (q.quest->checkQuest(hero))
  2020. {
  2021. striveToGoal (CGoal(VISIT_TILE).settile(q.tile).sethero(hero)); //TODO: causes infinite loop :/
  2022. return;
  2023. }
  2024. }
  2025. logAi->debugStream() << boost::format("Don't know how to reach hero level %d") % q.quest->m13489val;
  2026. break;
  2027. }
  2028. case CQuest::MISSION_PLAYER:
  2029. {
  2030. if (playerID.getNum() != q.quest->m13489val)
  2031. logAi->debugStream() << boost::format("Can't be player of color %d") % q.quest->m13489val;
  2032. break;
  2033. }
  2034. case CQuest::MISSION_KEYMASTER:
  2035. {
  2036. striveToGoal (CGoal(FIND_OBJ).setobjid(Obj::KEYMASTER).setresID(q.obj->subID));
  2037. break;
  2038. }
  2039. }
  2040. }
  2041. }
  2042. void VCAI::performTypicalActions()
  2043. {
  2044. BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
  2045. {
  2046. logAi->debugStream() << boost::format("Looking into %s") % t->name;
  2047. buildStructure(t);
  2048. buildArmyIn(t);
  2049. if(!ai->primaryHero() ||
  2050. (t->getArmyStrength() > ai->primaryHero()->getArmyStrength() * 2 && !isAccessibleForHero(t->visitablePos(), ai->primaryHero())))
  2051. {
  2052. recruitHero(t);
  2053. buildArmyIn(t);
  2054. }
  2055. }
  2056. BOOST_FOREACH(auto h, getUnblockedHeroes())
  2057. {
  2058. logAi->debugStream() << boost::format("Looking into %s, MP=%d") % h->name.c_str() % h->movement;
  2059. makePossibleUpgrades(*h);
  2060. cb->setSelection(*h);
  2061. try
  2062. {
  2063. wander(h);
  2064. }
  2065. catch(std::exception &e)
  2066. {
  2067. logAi->debugStream() << boost::format("Cannot use this hero anymore, received exception: %s") % e.what();
  2068. continue;
  2069. }
  2070. }
  2071. }
  2072. void VCAI::buildArmyIn(const CGTownInstance * t)
  2073. {
  2074. makePossibleUpgrades(t->visitingHero);
  2075. makePossibleUpgrades(t);
  2076. recruitCreatures(t);
  2077. moveCreaturesToHero(t);
  2078. }
  2079. int3 VCAI::explorationBestNeighbour(int3 hpos, int radius, HeroPtr h)
  2080. {
  2081. TimeCheck tc("looking for best exploration neighbour");
  2082. std::map<int3, int> dstToRevealedTiles;
  2083. BOOST_FOREACH(crint3 dir, dirs)
  2084. if(cb->isInTheMap(hpos+dir))
  2085. dstToRevealedTiles[hpos + dir] = howManyTilesWillBeDiscovered(radius, hpos, dir) * isSafeToVisit(h, hpos + dir);
  2086. auto best = dstToRevealedTiles.begin();
  2087. best->second *= cb->getPathInfo(best->first)->reachable();
  2088. best->second *= cb->getPathInfo(best->first)->accessible == CGPathNode::ACCESSIBLE;
  2089. for(auto i = dstToRevealedTiles.begin(); i != dstToRevealedTiles.end(); i++)
  2090. {
  2091. const CGPathNode *pn = cb->getPathInfo(i->first);
  2092. //const TerrainTile *t = cb->getTile(i->first);
  2093. if(best->second < i->second && i->second && pn->reachable() && pn->accessible == CGPathNode::ACCESSIBLE)
  2094. best = i;
  2095. }
  2096. if(best->second)
  2097. return best->first;
  2098. throw cannotFulfillGoalException("No neighbour will bring new discoveries!");
  2099. }
  2100. int3 VCAI::explorationNewPoint(int radius, HeroPtr h, std::vector<std::vector<int3> > &tiles)
  2101. {
  2102. TimeCheck tc("looking for new exploration point");
  2103. logAi->debugStream() << "Looking for an another place for exploration...";
  2104. tiles.resize(radius);
  2105. foreach_tile_pos([&](const int3 &pos)
  2106. {
  2107. if(!cb->isVisible(pos))
  2108. tiles[0].push_back(pos);
  2109. });
  2110. for (int i = 1; i < radius; i++)
  2111. {
  2112. getVisibleNeighbours(tiles[i-1], tiles[i]);
  2113. removeDuplicates(tiles[i]);
  2114. BOOST_FOREACH(const int3 &tile, tiles[i])
  2115. {
  2116. if(cb->getPathInfo(tile)->reachable() && isSafeToVisit(h, tile) && howManyTilesWillBeDiscovered(tile, radius) && !isBlockedBorderGate(tile))
  2117. {
  2118. return tile;
  2119. }
  2120. }
  2121. }
  2122. throw cannotFulfillGoalException("No accessible tile will bring discoveries!");
  2123. }
  2124. TResources VCAI::estimateIncome() const
  2125. {
  2126. TResources ret;
  2127. BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
  2128. {
  2129. ret[Res::GOLD] += t->dailyIncome();
  2130. //TODO duplikuje newturn
  2131. if(t->hasBuilt(BuildingID::RESOURCE_SILO)) //there is resource silo
  2132. {
  2133. if(t->town->primaryRes == Res::WOOD_AND_ORE) //we'll give wood and ore
  2134. {
  2135. ret[Res::WOOD] ++;
  2136. ret[Res::ORE] ++;
  2137. }
  2138. else
  2139. {
  2140. ret[t->town->primaryRes] ++;
  2141. }
  2142. }
  2143. }
  2144. BOOST_FOREACH(const CGObjectInstance *obj, getFlaggedObjects())
  2145. {
  2146. if(obj->ID == Obj::MINE)
  2147. {
  2148. switch(obj->subID)
  2149. {
  2150. case Res::WOOD:
  2151. case Res::ORE:
  2152. ret[obj->subID] += WOOD_ORE_MINE_PRODUCTION;
  2153. break;
  2154. case Res::GOLD:
  2155. case 7: //abandoned mine -> also gold
  2156. ret[Res::GOLD] += GOLD_MINE_PRODUCTION;
  2157. break;
  2158. default:
  2159. ret[obj->subID] += RESOURCE_MINE_PRODUCTION;
  2160. break;
  2161. }
  2162. }
  2163. }
  2164. return ret;
  2165. }
  2166. bool VCAI::containsSavedRes(const TResources &cost) const
  2167. {
  2168. for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
  2169. {
  2170. if(saving[i] && cost[i])
  2171. return true;
  2172. }
  2173. return false;
  2174. }
  2175. void VCAI::checkHeroArmy (HeroPtr h)
  2176. {
  2177. auto it = lockedHeroes.find(h);
  2178. if (it != lockedHeroes.end())
  2179. {
  2180. if (it->second.goalType == GATHER_ARMY && it->second.value <= h->getArmyStrength())
  2181. completeGoal(CGoal (GATHER_ARMY).sethero(h));
  2182. }
  2183. }
  2184. void VCAI::recruitHero(const CGTownInstance * t, bool throwing)
  2185. {
  2186. logAi->debugStream() << boost::format("Trying to recruit a hero in %s at %s") % t->name % t->visitablePos();
  2187. if(auto availableHero = frontOrNull(cb->getAvailableHeroes(t)))
  2188. cb->recruitHero(t, availableHero);
  2189. else if(throwing)
  2190. throw cannotFulfillGoalException("No available heroes in tavern in " + t->nodeName());
  2191. }
  2192. void VCAI::finish()
  2193. {
  2194. if(makingTurn)
  2195. makingTurn->interrupt();
  2196. }
  2197. void VCAI::requestActionASAP(boost::function<void()> whatToDo)
  2198. {
  2199. // static boost::mutex m;
  2200. // boost::unique_lock<boost::mutex> mylock(m);
  2201. boost::barrier b(2);
  2202. boost::thread newThread([&b,this,whatToDo]()
  2203. {
  2204. setThreadName("VCAI::requestActionASAP::helper");
  2205. SET_GLOBAL_STATE(this);
  2206. boost::shared_lock<boost::shared_mutex> gsLock(cb->getGsMutex());
  2207. b.wait();
  2208. whatToDo();
  2209. });
  2210. b.wait();
  2211. }
  2212. void VCAI::lostHero(HeroPtr h)
  2213. {
  2214. logAi->debugStream() << boost::format("I lost my hero %s. It's best to forget and move on.") % h.name;
  2215. erase_if_present(lockedHeroes, h);
  2216. BOOST_FOREACH(auto obj, reservedHeroesMap[h])
  2217. {
  2218. erase_if_present(reservedObjs, obj); //unreserve all objects for that hero
  2219. }
  2220. erase_if_present(reservedHeroesMap, h);
  2221. }
  2222. void VCAI::answerQuery(int queryID, int selection)
  2223. {
  2224. logAi->debugStream() << boost::format("I'll answer the query %d giving the choice %d") % queryID % selection;
  2225. if(queryID != -1)
  2226. {
  2227. cb->selectionMade(selection, queryID);
  2228. }
  2229. else
  2230. {
  2231. logAi->debugStream() << boost::format("Since the query ID is %d, the answer won't be sent. This is not a real query!") % queryID;
  2232. //do nothing
  2233. }
  2234. }
  2235. void VCAI::requestSent(const CPackForServer *pack, int requestID)
  2236. {
  2237. //BNLOG("I have sent request of type %s", typeid(*pack).name());
  2238. if(auto reply = dynamic_cast<const QueryReply*>(pack))
  2239. {
  2240. status.attemptedAnsweringQuery(reply->qid, requestID);
  2241. }
  2242. }
  2243. std::string VCAI::getBattleAIName() const
  2244. {
  2245. if(settings["server"]["neutralAI"].getType() == JsonNode::DATA_STRING)
  2246. return settings["server"]["neutralAI"].String();
  2247. else
  2248. return "StupidAI";
  2249. }
  2250. void VCAI::validateObject(const CGObjectInstance *obj)
  2251. {
  2252. validateObject(obj->id);
  2253. }
  2254. void VCAI::validateObject(ObjectIdRef obj)
  2255. {
  2256. auto matchesId = [&] (const CGObjectInstance *hlpObj) -> bool { return hlpObj->id == obj.id; };
  2257. if(!obj)
  2258. {
  2259. erase_if(visitableObjs, matchesId);
  2260. BOOST_FOREACH(auto &p, reservedHeroesMap)
  2261. erase_if(p.second, matchesId);
  2262. }
  2263. }
  2264. AIStatus::AIStatus()
  2265. {
  2266. battle = NO_BATTLE;
  2267. havingTurn = false;
  2268. }
  2269. AIStatus::~AIStatus()
  2270. {
  2271. }
  2272. void AIStatus::setBattle(BattleState BS)
  2273. {
  2274. boost::unique_lock<boost::mutex> lock(mx);
  2275. LOG_TRACE_PARAMS(logAi, "battle state=%d", (int)BS);
  2276. battle = BS;
  2277. cv.notify_all();
  2278. }
  2279. BattleState AIStatus::getBattle()
  2280. {
  2281. boost::unique_lock<boost::mutex> lock(mx);
  2282. return battle;
  2283. }
  2284. void AIStatus::addQuery(int ID, std::string description)
  2285. {
  2286. boost::unique_lock<boost::mutex> lock(mx);
  2287. if(ID == -1)
  2288. {
  2289. logAi->debugStream() << boost::format("The \"query\" has an id %d, it'll be ignored as non-query. Description: %s") % ID % description;
  2290. return;
  2291. }
  2292. assert(!vstd::contains(remainingQueries, ID));
  2293. assert(ID >= 0);
  2294. remainingQueries[ID] = description;
  2295. cv.notify_all();
  2296. logAi->debugStream() << boost::format("Adding query %d - %s. Total queries count: %d") % ID % description % remainingQueries.size();
  2297. }
  2298. void AIStatus::removeQuery(int ID)
  2299. {
  2300. boost::unique_lock<boost::mutex> lock(mx);
  2301. assert(vstd::contains(remainingQueries, ID));
  2302. std::string description = remainingQueries[ID];
  2303. remainingQueries.erase(ID);
  2304. cv.notify_all();
  2305. logAi->debugStream() << boost::format("Removing query %d - %s. Total queries count: %d") % ID % description % remainingQueries.size();
  2306. }
  2307. int AIStatus::getQueriesCount()
  2308. {
  2309. boost::unique_lock<boost::mutex> lock(mx);
  2310. return remainingQueries.size();
  2311. }
  2312. void AIStatus::startedTurn()
  2313. {
  2314. boost::unique_lock<boost::mutex> lock(mx);
  2315. havingTurn = true;
  2316. cv.notify_all();
  2317. }
  2318. void AIStatus::madeTurn()
  2319. {
  2320. boost::unique_lock<boost::mutex> lock(mx);
  2321. havingTurn = false;
  2322. cv.notify_all();
  2323. }
  2324. void AIStatus::waitTillFree()
  2325. {
  2326. boost::unique_lock<boost::mutex> lock(mx);
  2327. while(battle != NO_BATTLE || remainingQueries.size())
  2328. cv.wait(lock);
  2329. }
  2330. bool AIStatus::haveTurn()
  2331. {
  2332. boost::unique_lock<boost::mutex> lock(mx);
  2333. return havingTurn;
  2334. }
  2335. void AIStatus::attemptedAnsweringQuery(int queryID, int answerRequestID)
  2336. {
  2337. boost::unique_lock<boost::mutex> lock(mx);
  2338. assert(vstd::contains(remainingQueries, queryID));
  2339. std::string description = remainingQueries[queryID];
  2340. logAi->debugStream() << boost::format("Attempted answering query %d - %s. Request id=%d. Waiting for results...") % queryID % description % answerRequestID;
  2341. requestToQueryID[answerRequestID] = queryID;
  2342. }
  2343. void AIStatus::receivedAnswerConfirmation(int answerRequestID, int result)
  2344. {
  2345. assert(vstd::contains(requestToQueryID, answerRequestID));
  2346. int query = requestToQueryID[answerRequestID];
  2347. assert(vstd::contains(remainingQueries, query));
  2348. requestToQueryID.erase(answerRequestID);
  2349. if(result)
  2350. {
  2351. removeQuery(query);
  2352. }
  2353. else
  2354. {
  2355. logAi->errorStream() << "Something went really wrong, failed to answer query " << query << ": " << remainingQueries[query];
  2356. //TODO safely retry
  2357. }
  2358. }
  2359. int3 whereToExplore(HeroPtr h)
  2360. {
  2361. //TODO it's stupid and ineffective, write sth better
  2362. cb->setSelection(*h);
  2363. int radius = h->getSightRadious();
  2364. int3 hpos = h->visitablePos();
  2365. //look for nearby objs -> visit them if they're close enouh
  2366. const int DIST_LIMIT = 3;
  2367. std::vector<const CGObjectInstance *> nearbyVisitableObjs;
  2368. BOOST_FOREACH(const CGObjectInstance *obj, ai->getPossibleDestinations(h))
  2369. {
  2370. int3 op = obj->visitablePos();
  2371. CGPath p;
  2372. cb->getPath2(op, p);
  2373. if(p.nodes.size() && p.endPos() == op && p.nodes.size() <= DIST_LIMIT)
  2374. nearbyVisitableObjs.push_back(obj);
  2375. }
  2376. boost::sort(nearbyVisitableObjs, isCloser);
  2377. if(nearbyVisitableObjs.size())
  2378. return nearbyVisitableObjs.back()->visitablePos();
  2379. try
  2380. {
  2381. return ai->explorationBestNeighbour(hpos, radius, h);
  2382. }
  2383. catch(cannotFulfillGoalException &e)
  2384. {
  2385. std::vector<std::vector<int3> > tiles; //tiles[distance_to_fow]
  2386. try
  2387. {
  2388. return ai->explorationNewPoint(radius, h, tiles);
  2389. }
  2390. catch(cannotFulfillGoalException &e)
  2391. {
  2392. std::map<int, std::vector<int3> > profits;
  2393. {
  2394. TimeCheck tc("Evaluating exploration possibilities");
  2395. tiles[0].clear(); //we can't reach FoW anyway
  2396. BOOST_FOREACH(auto &vt, tiles)
  2397. BOOST_FOREACH(auto &tile, vt)
  2398. profits[howManyTilesWillBeDiscovered(tile, radius)].push_back(tile);
  2399. }
  2400. if(profits.empty())
  2401. return int3 (-1,-1,-1);
  2402. auto bestDest = profits.end();
  2403. bestDest--;
  2404. return bestDest->second.front(); //TODO which is the real best tile?
  2405. }
  2406. }
  2407. }
  2408. TSubgoal CGoal::whatToDoToAchieve()
  2409. {
  2410. logAi->debugStream() << boost::format("Decomposing goal of type %s") % name();
  2411. switch(goalType)
  2412. {
  2413. case WIN:
  2414. {
  2415. const VictoryCondition &vc = cb->getMapHeader()->victoryCondition;
  2416. EVictoryConditionType::EVictoryConditionType cond = vc.condition;
  2417. if(!vc.appliesToAI)
  2418. {
  2419. //TODO deduce victory from human loss condition
  2420. cond = EVictoryConditionType::WINSTANDARD;
  2421. }
  2422. switch(cond)
  2423. {
  2424. case EVictoryConditionType::ARTIFACT:
  2425. return CGoal(GET_ART_TYPE).setaid(vc.objectId);
  2426. case EVictoryConditionType::BEATHERO:
  2427. return CGoal(GET_OBJ).setobjid(vc.obj->id.getNum());
  2428. case EVictoryConditionType::BEATMONSTER:
  2429. return CGoal(GET_OBJ).setobjid(vc.obj->id.getNum());
  2430. case EVictoryConditionType::BUILDCITY:
  2431. //TODO build castle/capitol
  2432. break;
  2433. case EVictoryConditionType::BUILDGRAIL:
  2434. {
  2435. if(auto h = ai->getHeroWithGrail())
  2436. {
  2437. //hero is in a town that can host Grail
  2438. if(h->visitedTown && !vstd::contains(h->visitedTown->forbiddenBuildings, BuildingID::GRAIL))
  2439. {
  2440. const CGTownInstance *t = h->visitedTown;
  2441. return CGoal(BUILD_STRUCTURE).setbid(BuildingID::GRAIL).settown(t);
  2442. }
  2443. else
  2444. {
  2445. auto towns = cb->getTownsInfo();
  2446. towns.erase(boost::remove_if(towns,
  2447. [](const CGTownInstance *t) -> bool
  2448. {
  2449. return vstd::contains(t->forbiddenBuildings, BuildingID::GRAIL);
  2450. }),
  2451. towns.end());
  2452. boost::sort(towns, isCloser);
  2453. if(towns.size())
  2454. {
  2455. return CGoal(VISIT_TILE).sethero(h).settile(towns.front()->visitablePos());
  2456. }
  2457. }
  2458. }
  2459. double ratio = 0;
  2460. int3 grailPos = cb->getGrailPos(ratio);
  2461. if(ratio > 0.99)
  2462. {
  2463. return CGoal(DIG_AT_TILE).settile(grailPos);
  2464. } //TODO: use FIND_OBJ
  2465. else if(const CGObjectInstance * obj = ai->getUnvisitedObj(objWithID<Obj::OBELISK>)) //there are unvisited Obelisks
  2466. {
  2467. return CGoal(GET_OBJ).setobjid(obj->id.getNum());
  2468. }
  2469. else
  2470. return CGoal(EXPLORE);
  2471. }
  2472. break;
  2473. case EVictoryConditionType::CAPTURECITY:
  2474. return CGoal(GET_OBJ).setobjid(vc.obj->id.getNum());
  2475. case EVictoryConditionType::GATHERRESOURCE:
  2476. return CGoal(COLLECT_RES).setresID(static_cast<Res::ERes>(vc.objectId)).setvalue(vc.count);
  2477. //TODO mines? piles? marketplace?
  2478. //save?
  2479. break;
  2480. case EVictoryConditionType::GATHERTROOP:
  2481. return CGoal(GATHER_TROOPS).setobjid(vc.objectId).setvalue(vc.count);
  2482. break;
  2483. case EVictoryConditionType::TAKEDWELLINGS:
  2484. break;
  2485. case EVictoryConditionType::TAKEMINES:
  2486. break;
  2487. case EVictoryConditionType::TRANSPORTITEM:
  2488. break;
  2489. case EVictoryConditionType::WINSTANDARD:
  2490. return CGoal(CONQUER);
  2491. default:
  2492. assert(0);
  2493. }
  2494. }
  2495. break;
  2496. case FIND_OBJ:
  2497. {
  2498. const CGObjectInstance * o = NULL;
  2499. if (resID > -1) //specified
  2500. {
  2501. BOOST_FOREACH(const CGObjectInstance *obj, ai->visitableObjs)
  2502. {
  2503. if(obj->ID == objid && obj->subID == resID)
  2504. {
  2505. o = obj;
  2506. break; //TODO: consider multiple objects and choose best
  2507. }
  2508. }
  2509. }
  2510. else
  2511. {
  2512. BOOST_FOREACH(const CGObjectInstance *obj, ai->visitableObjs)
  2513. {
  2514. if(obj->ID == objid)
  2515. {
  2516. o = obj;
  2517. break; //TODO: consider multiple objects and choose best
  2518. }
  2519. }
  2520. }
  2521. if (o && isReachable(o))
  2522. return CGoal(GET_OBJ).setobjid(o->id.getNum());
  2523. else
  2524. return CGoal(EXPLORE);
  2525. }
  2526. break;
  2527. case GET_OBJ:
  2528. {
  2529. const CGObjectInstance * obj = cb->getObj(ObjectInstanceID(objid));
  2530. if(!obj)
  2531. return CGoal(EXPLORE);
  2532. int3 pos = obj->visitablePos();
  2533. return CGoal(VISIT_TILE).settile(pos);
  2534. }
  2535. break;
  2536. case VISIT_HERO:
  2537. {
  2538. const CGObjectInstance * obj = cb->getObj(ObjectInstanceID(objid));
  2539. if(!obj)
  2540. return CGoal(EXPLORE);
  2541. int3 pos = obj->visitablePos();
  2542. if (hero && ai->isAccessibleForHero(pos, hero, true) && isSafeToVisit(hero, pos)) //enemy heroes can get reinforcements
  2543. return CGoal(*this).settile(pos).setisElementar(true);
  2544. }
  2545. break;
  2546. case GET_ART_TYPE:
  2547. {
  2548. TSubgoal alternativeWay = CGoal::lookForArtSmart(aid); //TODO: use
  2549. if(alternativeWay.invalid())
  2550. return CGoal(FIND_OBJ).setobjid(Obj::ARTIFACT).setresID(aid);
  2551. }
  2552. break;
  2553. case CLEAR_WAY_TO:
  2554. {
  2555. assert(tile.x >= 0); //set tile
  2556. if(!cb->isVisible(tile))
  2557. {
  2558. logAi->errorStream() << "Clear way should be used with visible tiles!";
  2559. return CGoal(EXPLORE);
  2560. }
  2561. HeroPtr h = hero ? hero : ai->primaryHero();
  2562. if(!h)
  2563. return CGoal(RECRUIT_HERO);
  2564. cb->setSelection(*h);
  2565. SectorMap sm;
  2566. bool dropToFile = false;
  2567. if(dropToFile) //for debug purposes
  2568. sm.write("test.txt");
  2569. int3 tileToHit = sm.firstTileToGet(h, tile);
  2570. //if(isSafeToVisit(h, tileToHit))
  2571. if(isBlockedBorderGate(tileToHit))
  2572. { //FIXME: this way we'll not visit gate and activate quest :?
  2573. return CGoal(FIND_OBJ).setobjid(Obj::KEYMASTER).setresID(cb->getTile(tileToHit)->visitableObjects.back()->subID);
  2574. }
  2575. //FIXME: this code shouldn't be necessary
  2576. if(tileToHit == tile)
  2577. {
  2578. logAi->errorStream() << boost::format("Very strange, tile to hit is %s and tile is also %s, while hero %s is at %s\n")
  2579. % tileToHit % tile % h->name % h->visitablePos();
  2580. throw cannotFulfillGoalException("Retrieving first tile to hit failed (probably)!");
  2581. }
  2582. auto topObj = backOrNull(cb->getVisitableObjs(tileToHit));
  2583. if(topObj && topObj->ID == Obj::HERO && cb->getPlayerRelations(h->tempOwner, topObj->tempOwner) != PlayerRelations::ENEMIES)
  2584. {
  2585. std::string problem = boost::str(boost::format("%s stands in the way of %s.\n") % topObj->getHoverText() % h->getHoverText());
  2586. throw cannotFulfillGoalException(problem);
  2587. }
  2588. return CGoal(VISIT_TILE).settile(tileToHit).sethero(h); //FIXME:: attempts to visit completely unreachable tile with hero results in stall
  2589. //TODO czy istnieje lepsza droga?
  2590. }
  2591. throw cannotFulfillGoalException("Cannot reach given tile!");
  2592. case EXPLORE:
  2593. {
  2594. auto objs = ai->visitableObjs; //try to use buildings that uncover map
  2595. erase_if(objs, [&](const CGObjectInstance *obj) -> bool
  2596. {
  2597. if (vstd::contains(ai->alreadyVisited, obj))
  2598. return true;
  2599. switch (obj->ID.num)
  2600. {
  2601. case Obj::REDWOOD_OBSERVATORY:
  2602. case Obj::PILLAR_OF_FIRE:
  2603. case Obj::CARTOGRAPHER:
  2604. case Obj::SUBTERRANEAN_GATE: //TODO: check ai->knownSubterraneanGates
  2605. //case Obj::MONOLITH1:
  2606. //case obj::MONOLITH2:
  2607. //case obj::MONOLITH3:
  2608. //case Obj::WHIRLPOOL:
  2609. return false; //do not erase
  2610. break;
  2611. default:
  2612. return true;
  2613. }
  2614. });
  2615. if (objs.size())
  2616. {
  2617. if (hero.get(true))
  2618. {
  2619. BOOST_FOREACH (auto obj, objs)
  2620. {
  2621. auto pos = obj->visitablePos();
  2622. //FIXME: this confition fails if everything but guarded subterranen gate was explored. in this case we should gather army for hero
  2623. if (isSafeToVisit(hero, pos) && ai->isAccessibleForHero(pos, hero))
  2624. return CGoal(VISIT_TILE).settile(pos).sethero(hero);
  2625. }
  2626. }
  2627. else
  2628. {
  2629. BOOST_FOREACH (auto obj, objs)
  2630. {
  2631. auto pos = obj->visitablePos();
  2632. if (ai->isAccessible (pos)) //TODO: check safety?
  2633. return CGoal(VISIT_TILE).settile(pos).sethero(hero);
  2634. }
  2635. }
  2636. }
  2637. if (hero)
  2638. {
  2639. int3 t = whereToExplore(hero);
  2640. if (t.z == -1) //no safe tile to explore - we need to break!
  2641. {
  2642. erase_if (objs, [&](const CGObjectInstance *obj) -> bool
  2643. {
  2644. switch (obj->ID.num)
  2645. {
  2646. case Obj::CARTOGRAPHER:
  2647. case Obj::SUBTERRANEAN_GATE:
  2648. //case Obj::MONOLITH1:
  2649. //case obj::MONOLITH2:
  2650. //case obj::MONOLITH3:
  2651. //case Obj::WHIRLPOOL:
  2652. return false; //do not erase
  2653. break;
  2654. default:
  2655. return true;
  2656. }
  2657. });
  2658. if (objs.size())
  2659. {
  2660. return CGoal (VISIT_TILE).settile(objs.front()->visitablePos()).sethero(hero).setisAbstract(true);
  2661. }
  2662. else
  2663. throw cannotFulfillGoalException("Cannot explore - no possible ways found!");
  2664. }
  2665. return CGoal(VISIT_TILE).settile(t).sethero(hero);
  2666. }
  2667. auto hs = cb->getHeroesInfo();
  2668. int howManyHeroes = hs.size();
  2669. erase(hs, [](const CGHeroInstance *h)
  2670. {
  2671. return contains(ai->lockedHeroes, h);
  2672. });
  2673. if(hs.empty()) //all heroes are busy. buy new one
  2674. {
  2675. if (howManyHeroes < 3 && ai->findTownWithTavern()) //we may want to recruit second hero. TODO: make it smart finally
  2676. return CGoal(RECRUIT_HERO);
  2677. else //find mobile hero with weakest army
  2678. {
  2679. hs = cb->getHeroesInfo();
  2680. erase_if(hs, [](const CGHeroInstance *h)
  2681. {
  2682. return !h->movement; //only hero with movement are of interest for us
  2683. });
  2684. if (hs.empty())
  2685. {
  2686. if (howManyHeroes < GameConstants::MAX_HEROES_PER_PLAYER)
  2687. return CGoal(RECRUIT_HERO);
  2688. else
  2689. throw cannotFulfillGoalException("No heroes with remaining MPs for exploring!\n");
  2690. }
  2691. boost::sort(hs, compareMovement); //closer to what?
  2692. }
  2693. }
  2694. const CGHeroInstance *h = hs.front();
  2695. return (*this).sethero(h).setisAbstract(true);
  2696. }
  2697. I_AM_ELEMENTAR;
  2698. case RECRUIT_HERO:
  2699. {
  2700. const CGTownInstance *t = ai->findTownWithTavern();
  2701. if(!t)
  2702. return CGoal(BUILD_STRUCTURE).setbid(BuildingID::TAVERN);
  2703. if(cb->getResourceAmount(Res::GOLD) < HERO_GOLD_COST)
  2704. return CGoal(COLLECT_RES).setresID(Res::GOLD).setvalue(HERO_GOLD_COST);
  2705. I_AM_ELEMENTAR;
  2706. }
  2707. break;
  2708. case VISIT_TILE:
  2709. {
  2710. if(!cb->isVisible(tile))
  2711. return CGoal(EXPLORE);
  2712. if(hero && !ai->isAccessibleForHero(tile, hero))
  2713. hero = NULL;
  2714. if(!hero)
  2715. {
  2716. if(cb->getHeroesInfo().empty())
  2717. {
  2718. return CGoal(RECRUIT_HERO);
  2719. }
  2720. BOOST_FOREACH(const CGHeroInstance *h, cb->getHeroesInfo())
  2721. {
  2722. if(ai->isAccessibleForHero(tile, h))
  2723. {
  2724. hero = h;
  2725. break;
  2726. }
  2727. }
  2728. }
  2729. if(hero)
  2730. {
  2731. if(isSafeToVisit(hero, tile))
  2732. return CGoal(*this).setisElementar(true);
  2733. else
  2734. {
  2735. return CGoal(GATHER_ARMY).sethero(hero).setvalue(evaluateDanger(tile, *hero) * SAFE_ATTACK_CONSTANT); //TODO: should it be abstract?
  2736. }
  2737. }
  2738. else //inaccessible for all heroes
  2739. {
  2740. return CGoal(CLEAR_WAY_TO).settile(tile);
  2741. }
  2742. }
  2743. break;
  2744. case DIG_AT_TILE:
  2745. {
  2746. const CGObjectInstance *firstObj = frontOrNull(cb->getVisitableObjs(tile));
  2747. if(firstObj && firstObj->ID == Obj::HERO && firstObj->tempOwner == ai->playerID) //we have hero at dest
  2748. {
  2749. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance *>(firstObj);
  2750. return CGoal(*this).sethero(h).setisElementar(true);
  2751. }
  2752. return CGoal(VISIT_TILE).settile(tile);
  2753. }
  2754. break;
  2755. case BUILD_STRUCTURE:
  2756. //TODO check res
  2757. //look for town
  2758. //prerequisites?
  2759. I_AM_ELEMENTAR;
  2760. case COLLECT_RES:
  2761. {
  2762. std::vector<const IMarket*> markets;
  2763. std::vector<const CGObjectInstance*> visObjs;
  2764. ai->retreiveVisitableObjs(visObjs, true);
  2765. BOOST_FOREACH(const CGObjectInstance *obj, visObjs)
  2766. {
  2767. if(const IMarket *m = IMarket::castFrom(obj, false))
  2768. {
  2769. if(obj->ID == Obj::TOWN && obj->tempOwner == ai->playerID && m->allowsTrade(EMarketMode::RESOURCE_RESOURCE))
  2770. markets.push_back(m);
  2771. else if(obj->ID == Obj::TRADING_POST) //TODO a moze po prostu test na pozwalanie handlu?
  2772. markets.push_back(m);
  2773. }
  2774. }
  2775. boost::sort(markets, [](const IMarket *m1, const IMarket *m2) -> bool
  2776. {
  2777. return m1->getMarketEfficiency() < m2->getMarketEfficiency();
  2778. });
  2779. markets.erase(boost::remove_if(markets, [](const IMarket *market) -> bool
  2780. {
  2781. return !(market->o->ID == Obj::TOWN && market->o->tempOwner == ai->playerID)
  2782. && !ai->isAccessible(market->o->visitablePos());
  2783. }),markets.end());
  2784. if(!markets.size())
  2785. {
  2786. BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
  2787. {
  2788. if(cb->canBuildStructure(t, BuildingID::MARKETPLACE) == EBuildingState::ALLOWED)
  2789. return CGoal(BUILD_STRUCTURE).settown(t).setbid(BuildingID::MARKETPLACE);
  2790. }
  2791. }
  2792. else
  2793. {
  2794. const IMarket *m = markets.back();
  2795. //attempt trade at back (best prices)
  2796. int howManyCanWeBuy = 0;
  2797. for(Res::ERes i = Res::WOOD; i <= Res::GOLD; vstd::advance(i, 1))
  2798. {
  2799. if(i == resID) continue;
  2800. int toGive = -1, toReceive = -1;
  2801. m->getOffer(i, resID, toGive, toReceive, EMarketMode::RESOURCE_RESOURCE);
  2802. assert(toGive > 0 && toReceive > 0);
  2803. howManyCanWeBuy += toReceive * (cb->getResourceAmount(i) / toGive);
  2804. }
  2805. if(howManyCanWeBuy + cb->getResourceAmount(static_cast<Res::ERes>(resID)) >= value)
  2806. {
  2807. auto backObj = backOrNull(cb->getVisitableObjs(m->o->visitablePos())); //it'll be a hero if we have one there; otherwise marketplace
  2808. assert(backObj);
  2809. if(backObj->tempOwner != ai->playerID)
  2810. return CGoal(GET_OBJ).setobjid(m->o->id.getNum());
  2811. return setobjid(m->o->id.getNum()).setisElementar(true);
  2812. }
  2813. }
  2814. }
  2815. return CGoal(INVALID);
  2816. case GATHER_TROOPS:
  2817. {
  2818. std::vector<const CGDwelling *> dwellings;
  2819. BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
  2820. {
  2821. auto creature = VLC->creh->creatures[objid];
  2822. if (t->subID == creature->faction) //TODO: how to force AI to build unupgraded creatures? :O
  2823. {
  2824. auto creatures = t->town->creatures[creature->level];
  2825. int upgradeNumber = std::find(creatures.begin(), creatures.end(), creature->idNumber) - creatures.begin();
  2826. BuildingID bid(BuildingID::DWELL_FIRST + creature->level + upgradeNumber * GameConstants::CREATURES_PER_TOWN);
  2827. if (t->hasBuilt(bid)) //this assumes only creatures with dwellings are assigned to faction
  2828. {
  2829. dwellings.push_back(t);
  2830. }
  2831. else
  2832. {
  2833. return CGoal (BUILD_STRUCTURE).settown(t).setbid(bid);
  2834. }
  2835. }
  2836. }
  2837. BOOST_FOREACH (auto obj, ai->visitableObjs)
  2838. {
  2839. if (obj->ID != Obj::CREATURE_GENERATOR1) //TODO: what with other creature generators?
  2840. continue;
  2841. auto d = dynamic_cast<const CGDwelling *>(obj);
  2842. BOOST_FOREACH (auto creature, d->creatures)
  2843. {
  2844. if (creature.first) //there are more than 0 creatures avaliabe
  2845. {
  2846. BOOST_FOREACH (auto type, creature.second)
  2847. {
  2848. if (type == objid)
  2849. dwellings.push_back(d);
  2850. }
  2851. }
  2852. }
  2853. }
  2854. if (dwellings.size())
  2855. {
  2856. boost::sort(dwellings, isCloser);
  2857. return CGoal(GET_OBJ).setobjid (dwellings.front()->id.getNum()); //TODO: consider needed resources
  2858. }
  2859. else
  2860. return CGoal(EXPLORE);
  2861. //TODO: exchange troops between heroes
  2862. }
  2863. break;
  2864. case CONQUER: //TODO: put it into a function?
  2865. {
  2866. auto hs = cb->getHeroesInfo();
  2867. int howManyHeroes = hs.size();
  2868. erase(hs, [](const CGHeroInstance *h)
  2869. {
  2870. return contains(ai->lockedHeroes, h);
  2871. });
  2872. if(hs.empty()) //all heroes are busy. buy new one
  2873. {
  2874. if (howManyHeroes < 3 && ai->findTownWithTavern()) //we may want to recruit second hero. TODO: make it smart finally
  2875. return CGoal(RECRUIT_HERO);
  2876. else //find mobile hero with weakest army
  2877. {
  2878. hs = cb->getHeroesInfo();
  2879. erase_if(hs, [](const CGHeroInstance *h)
  2880. {
  2881. return !h->movement; //only hero with movement are of interest for us
  2882. });
  2883. if (hs.empty())
  2884. {
  2885. if (howManyHeroes < GameConstants::MAX_HEROES_PER_PLAYER)
  2886. return CGoal(RECRUIT_HERO);
  2887. else
  2888. throw cannotFulfillGoalException("No heroes with remaining MPs for exploring!\n");
  2889. }
  2890. boost::sort(hs, compareHeroStrength);
  2891. }
  2892. }
  2893. const CGHeroInstance *h = hs.back();
  2894. cb->setSelection(h);
  2895. std::vector<const CGObjectInstance *> objs; //here we'll gather enemy towns and heroes
  2896. ai->retreiveVisitableObjs(objs);
  2897. erase_if(objs, [&](const CGObjectInstance *obj)
  2898. {
  2899. return (obj->ID != Obj::TOWN && obj->ID != Obj::HERO) //not town/hero
  2900. || cb->getPlayerRelations(ai->playerID, obj->tempOwner) != PlayerRelations::ENEMIES;
  2901. });
  2902. if (objs.empty()) //experiment - try to conquer dwellings and mines, it should pay off
  2903. {
  2904. ai->retreiveVisitableObjs(objs);
  2905. erase_if(objs, [&](const CGObjectInstance *obj)
  2906. {
  2907. return (obj->ID != Obj::CREATURE_GENERATOR1 && obj->ID != Obj::MINE) //not dwelling or mine
  2908. || cb->getPlayerRelations(ai->playerID, obj->tempOwner) != PlayerRelations::ENEMIES;
  2909. });
  2910. }
  2911. if(objs.empty())
  2912. return CGoal(EXPLORE); //we need to find an enemy
  2913. erase_if(objs, [&](const CGObjectInstance *obj)
  2914. {
  2915. return !isSafeToVisit(h, obj->visitablePos()) || vstd::contains (ai->reservedObjs, obj); //no need to capture same object twice
  2916. });
  2917. if(objs.empty())
  2918. I_AM_ELEMENTAR;
  2919. boost::sort(objs, isCloser);
  2920. BOOST_FOREACH(const CGObjectInstance *obj, objs)
  2921. {
  2922. if (ai->isAccessibleForHero(obj->visitablePos(), h))
  2923. {
  2924. ai->reserveObject(h, obj); //no one else will capture same object until we fail
  2925. if (obj->ID == Obj::HERO)
  2926. return CGoal(VISIT_HERO).sethero(h).setobjid(obj->id.getNum()).setisAbstract(true); //track enemy hero
  2927. else
  2928. return CGoal(VISIT_TILE).sethero(h).settile(obj->visitablePos());
  2929. }
  2930. }
  2931. return CGoal(EXPLORE); //enemy is inaccessible
  2932. }
  2933. break;
  2934. case BUILD:
  2935. I_AM_ELEMENTAR;
  2936. case INVALID:
  2937. I_AM_ELEMENTAR;
  2938. case GATHER_ARMY:
  2939. {
  2940. //TODO: find hero if none set
  2941. assert(hero);
  2942. cb->setSelection(*hero);
  2943. auto compareReinforcements = [this](const CGTownInstance *lhs, const CGTownInstance *rhs) -> bool
  2944. {
  2945. return howManyReinforcementsCanGet(hero, lhs) < howManyReinforcementsCanGet(hero, rhs);
  2946. };
  2947. std::vector<const CGTownInstance *> townsReachable;
  2948. BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
  2949. {
  2950. if(!t->visitingHero && howManyReinforcementsCanGet(hero,t))
  2951. {
  2952. if(isReachable(t) && !vstd::contains (ai->townVisitsThisWeek[hero], t))
  2953. townsReachable.push_back(t);
  2954. }
  2955. }
  2956. if(townsReachable.size()) //try towns first
  2957. {
  2958. boost::sort(townsReachable, compareReinforcements);
  2959. return CGoal(VISIT_TILE).sethero(hero).settile(townsReachable.back()->visitablePos());
  2960. }
  2961. else
  2962. {
  2963. if (hero == ai->primaryHero()) //we can get army from other heroes
  2964. {
  2965. auto otherHeroes = cb->getHeroesInfo();
  2966. auto heroDummy = hero;
  2967. erase_if(otherHeroes, [heroDummy](const CGHeroInstance * h)
  2968. {
  2969. return (h == heroDummy.h || !ai->isAccessibleForHero(heroDummy->visitablePos(), h, true) || !ai->canGetArmy(heroDummy.h, h));
  2970. });
  2971. if (otherHeroes.size())
  2972. {
  2973. boost::sort(otherHeroes, compareArmyStrength); //TODO: check if hero has at least one stack more powerful than ours? not likely to fail
  2974. int primaryPath, secondaryPath;
  2975. auto h = otherHeroes.back();
  2976. cb->setSelection(hero.h);
  2977. primaryPath = cb->getPathInfo(h->visitablePos())->turns;
  2978. cb->setSelection(h);
  2979. secondaryPath = cb->getPathInfo(hero->visitablePos())->turns;
  2980. if (primaryPath < secondaryPath)
  2981. return CGoal(VISIT_HERO).setisAbstract(true).setobjid(h->id.getNum()).sethero(hero); //go to the other hero if we are faster
  2982. else
  2983. return CGoal(VISIT_HERO).setisAbstract(true).setobjid(hero->id.getNum()).sethero(h); //let the other hero come to us
  2984. }
  2985. }
  2986. std::vector<const CGObjectInstance *> objs; //here we'll gather all dwellings
  2987. ai->retreiveVisitableObjs(objs);
  2988. erase_if(objs, [&](const CGObjectInstance *obj)
  2989. {
  2990. return (obj->ID != Obj::CREATURE_GENERATOR1);
  2991. });
  2992. if(objs.empty()) //no possible objects, we did eveyrthing already
  2993. return CGoal(EXPLORE).sethero(hero);
  2994. //TODO: check if we can recruit any creatures there, evaluate army
  2995. else
  2996. {
  2997. boost::sort(objs, isCloser);
  2998. HeroPtr h = NULL;
  2999. BOOST_FOREACH(const CGObjectInstance *obj, objs)
  3000. { //find safe dwelling
  3001. auto pos = obj->visitablePos();
  3002. if (shouldVisit (hero, obj)) //creatures fit in army
  3003. h = hero;
  3004. else
  3005. {
  3006. BOOST_FOREACH(auto ourHero, cb->getHeroesInfo()) //make use of multiple heroes
  3007. {
  3008. if (shouldVisit(ourHero, obj))
  3009. h = ourHero;
  3010. }
  3011. }
  3012. if (h && isSafeToVisit(h, pos) && ai->isAccessibleForHero(pos, h))
  3013. return CGoal(VISIT_TILE).sethero(h).settile(pos);
  3014. }
  3015. }
  3016. }
  3017. return CGoal(EXPLORE).sethero(hero); //find dwelling. use current hero to prevent him from doing nothing.
  3018. }
  3019. break;
  3020. default:
  3021. assert(0);
  3022. }
  3023. return CGoal(EXPLORE);
  3024. }
  3025. TSubgoal CGoal::goVisitOrLookFor(const CGObjectInstance *obj)
  3026. {
  3027. if(obj)
  3028. return CGoal(GET_OBJ).setobjid(obj->id.getNum());
  3029. else
  3030. return CGoal(EXPLORE);
  3031. }
  3032. TSubgoal CGoal::lookForArtSmart(int aid)
  3033. {
  3034. return CGoal(INVALID);
  3035. }
  3036. bool CGoal::invalid() const
  3037. {
  3038. return goalType == INVALID;
  3039. }
  3040. bool isBlockedBorderGate(int3 tileToHit)
  3041. {
  3042. return cb->getTile(tileToHit)->topVisitableId() == Obj::BORDER_GATE
  3043. && cb->getPathInfo(tileToHit)->accessible != CGPathNode::ACCESSIBLE;
  3044. }
  3045. SectorMap::SectorMap()
  3046. {
  3047. // int3 sizes = cb->getMapSize();
  3048. // sector.resize(sizes.x);
  3049. // BOOST_FOREACH(auto &i, sector)
  3050. // i.resize(sizes.y);
  3051. //
  3052. // BOOST_FOREACH(auto &i, sector)
  3053. // BOOST_FOREACH(auto &j, i)
  3054. // j.resize(sizes.z, 0);
  3055. update();
  3056. }
  3057. bool markIfBlocked(ui8 &sec, crint3 pos, const TerrainTile *t)
  3058. {
  3059. if(t->blocked && !t->visitable)
  3060. {
  3061. sec = NOT_AVAILABLE;
  3062. return true;
  3063. }
  3064. return false;
  3065. }
  3066. bool markIfBlocked(ui8 &sec, crint3 pos)
  3067. {
  3068. return markIfBlocked(sec, pos, cb->getTile(pos));
  3069. }
  3070. void SectorMap::update()
  3071. {
  3072. clear();
  3073. int curSector = 3; //0 is invisible, 1 is not explored
  3074. foreach_tile_pos([&](crint3 pos)
  3075. {
  3076. if(retreiveTile(pos) == NOT_CHECKED)
  3077. {
  3078. if(!markIfBlocked(retreiveTile(pos), pos))
  3079. exploreNewSector(pos, curSector++);
  3080. }
  3081. });
  3082. valid = true;
  3083. }
  3084. void SectorMap::clear()
  3085. {
  3086. sector = cb->getVisibilityMap();
  3087. valid = false;
  3088. }
  3089. bool canBeEmbarkmentPoint(const TerrainTile *t)
  3090. {
  3091. //tile must be free of with unoccupied boat
  3092. return !t->blocked
  3093. || (t->visitableObjects.size() == 1 && t->topVisitableId() == Obj::BOAT);
  3094. }
  3095. void SectorMap::exploreNewSector(crint3 pos, int num)
  3096. {
  3097. Sector &s = infoOnSectors[num];
  3098. s.id = num;
  3099. s.water = cb->getTile(pos)->isWater();
  3100. std::queue<int3> toVisit;
  3101. toVisit.push(pos);
  3102. while(toVisit.size())
  3103. {
  3104. int3 curPos = toVisit.front();
  3105. toVisit.pop();
  3106. ui8 &sec = retreiveTile(curPos);
  3107. if(sec == NOT_CHECKED)
  3108. {
  3109. const TerrainTile *t = cb->getTile(curPos);
  3110. if(!markIfBlocked(sec, curPos, t))
  3111. {
  3112. if(t->isWater() == s.water) //sector is only-water or only-land
  3113. {
  3114. sec = num;
  3115. s.tiles.push_back(curPos);
  3116. foreach_neighbour(curPos, [&](crint3 neighPos)
  3117. {
  3118. if(retreiveTile(neighPos) == NOT_CHECKED)
  3119. {
  3120. toVisit.push(neighPos);
  3121. //parent[neighPos] = curPos;
  3122. }
  3123. const TerrainTile *nt = cb->getTile(neighPos, false);
  3124. if(nt && nt->isWater() != s.water && canBeEmbarkmentPoint(nt))
  3125. {
  3126. s.embarkmentPoints.push_back(neighPos);
  3127. }
  3128. });
  3129. if(t->visitable && vstd::contains(ai->knownSubterraneanGates, t->visitableObjects.front()))
  3130. toVisit.push(ai->knownSubterraneanGates[t->visitableObjects.front()]->visitablePos());
  3131. }
  3132. }
  3133. }
  3134. }
  3135. removeDuplicates(s.embarkmentPoints);
  3136. }
  3137. void SectorMap::write(crstring fname)
  3138. {
  3139. std::ofstream out(fname);
  3140. for(int k = 0; k < cb->getMapSize().z; k++)
  3141. {
  3142. for(int j = 0; j < cb->getMapSize().y; j++)
  3143. {
  3144. for(int i = 0; i < cb->getMapSize().x; i++)
  3145. {
  3146. out << (int)sector[i][j][k] << '\t';
  3147. }
  3148. out << std::endl;
  3149. }
  3150. out << std::endl;
  3151. }
  3152. }
  3153. bool isWeeklyRevisitable (const CGObjectInstance * obj)
  3154. { //TODO: allow polling of remaining creatures in dwelling
  3155. if (dynamic_cast<const CGVisitableOPW *>(obj) || //ensures future compatibility, unlike IDs
  3156. dynamic_cast<const CGDwelling *>(obj) ||
  3157. dynamic_cast<const CBank *>(obj)) //banks tend to respawn often in mods
  3158. return true;
  3159. switch (obj->ID)
  3160. {
  3161. case Obj::STABLES:
  3162. case Obj::MAGIC_WELL:
  3163. case Obj::HILL_FORT:
  3164. return true;
  3165. break;
  3166. case Obj::BORDER_GATE:
  3167. case Obj::BORDERGUARD:
  3168. return (dynamic_cast <const CGKeys *>(obj))->wasMyColorVisited (ai->playerID); //FIXME: they could be revisited sooner than in a week
  3169. break;
  3170. }
  3171. return false;
  3172. }
  3173. bool shouldVisit(HeroPtr h, const CGObjectInstance * obj)
  3174. {
  3175. switch (obj->ID)
  3176. {
  3177. case Obj::BORDERGUARD:
  3178. case Obj::BORDER_GATE:
  3179. {
  3180. BOOST_FOREACH (auto q, ai->myCb->getMyQuests())
  3181. {
  3182. if (q.obj == obj)
  3183. {
  3184. return false; // do not visit guards or gates when wandering
  3185. }
  3186. }
  3187. return true; //we don't have this quest yet
  3188. break;
  3189. }
  3190. case Obj::SEER_HUT:
  3191. case Obj::QUEST_GUARD:
  3192. {
  3193. BOOST_FOREACH (auto q, ai->myCb->getMyQuests())
  3194. {
  3195. if (q.obj == obj)
  3196. {
  3197. if (q.quest->checkQuest(*h))
  3198. return true; //we completed the quest
  3199. else
  3200. return false; //we can't complete this quest
  3201. }
  3202. }
  3203. return true; //we don't have this quest yet
  3204. break;
  3205. }
  3206. case Obj::CREATURE_GENERATOR1:
  3207. {
  3208. if (obj->tempOwner != h->tempOwner)
  3209. return true; //flag just in case
  3210. bool canRecruitCreatures = false;
  3211. const CGDwelling * d = dynamic_cast<const CGDwelling *>(obj);
  3212. BOOST_FOREACH(auto level, d->creatures)
  3213. {
  3214. BOOST_FOREACH(auto c, level.second)
  3215. {
  3216. if (h->getSlotFor(CreatureID(c)) != SlotID())
  3217. canRecruitCreatures = true;
  3218. }
  3219. }
  3220. return canRecruitCreatures;
  3221. break;
  3222. }
  3223. case Obj::HILL_FORT:
  3224. {
  3225. BOOST_FOREACH (auto slot, h->Slots())
  3226. {
  3227. if (slot.second->type->upgrades.size())
  3228. return true; //TODO: check price?
  3229. }
  3230. return false;
  3231. break;
  3232. }
  3233. case Obj::MONOLITH1:
  3234. case Obj::MONOLITH2:
  3235. case Obj::MONOLITH3:
  3236. case Obj::WHIRLPOOL:
  3237. //TODO: mechanism for handling monoliths
  3238. return false;
  3239. break;
  3240. case Obj::SCHOOL_OF_MAGIC:
  3241. case Obj::SCHOOL_OF_WAR:
  3242. {
  3243. TResources myRes = ai->myCb->getResourceAmount();
  3244. if (myRes[Res::GOLD] - GOLD_RESERVE < 1000)
  3245. return false;
  3246. }
  3247. break;
  3248. case Obj::LIBRARY_OF_ENLIGHTENMENT:
  3249. if (h->level < 12)
  3250. return false;
  3251. break;
  3252. case Obj::TREE_OF_KNOWLEDGE:
  3253. {
  3254. TResources myRes = ai->myCb->getResourceAmount();
  3255. if (myRes[Res::GOLD] - GOLD_RESERVE < 2000 || myRes[Res::GEMS] < 10)
  3256. return false;
  3257. }
  3258. break;
  3259. case Obj::MAGIC_WELL:
  3260. return h->mana < h->manaLimit();
  3261. break;
  3262. case Obj::PRISON:
  3263. return ai->myCb->getHeroesInfo().size() < GameConstants::MAX_HEROES_PER_PLAYER;
  3264. break;
  3265. case Obj::BOAT:
  3266. return false;
  3267. //Boats are handled by pathfinder
  3268. }
  3269. if (obj->wasVisited(*h)) //it must pointer to hero instance, heroPtr calls function wasVisited(ui8 player);
  3270. return false;
  3271. return true;
  3272. }
  3273. int3 SectorMap::firstTileToGet(HeroPtr h, crint3 dst)
  3274. {
  3275. int sourceSector = retreiveTile(h->visitablePos()),
  3276. destinationSector = retreiveTile(dst);
  3277. if(sourceSector != destinationSector)
  3278. {
  3279. const Sector *src = &infoOnSectors[sourceSector],
  3280. *dst = &infoOnSectors[destinationSector];
  3281. std::map<const Sector*, const Sector*> preds;
  3282. std::queue<const Sector *> sq;
  3283. sq.push(src);
  3284. while(!sq.empty())
  3285. {
  3286. const Sector *s = sq.front();
  3287. sq.pop();
  3288. BOOST_FOREACH(int3 ep, s->embarkmentPoints)
  3289. {
  3290. Sector *neigh = &infoOnSectors[retreiveTile(ep)];
  3291. //preds[s].push_back(neigh);
  3292. if(!preds[neigh])
  3293. {
  3294. preds[neigh] = s;
  3295. sq.push(neigh);
  3296. }
  3297. }
  3298. //TODO consider other types of connections between sectors?
  3299. }
  3300. if(!preds[dst])
  3301. {
  3302. write("test.txt");
  3303. ai->completeGoal (CGoal(EXPLORE).sethero(h)); //if we can't find the way, seemingly all tiles were explored
  3304. //TODO: more organized way?
  3305. throw cannotFulfillGoalException(boost::str(boost::format("Cannot find connection between sectors %d and %d") % src->id % dst->id));
  3306. }
  3307. std::vector<const Sector*> toTraverse;
  3308. toTraverse.push_back(dst);
  3309. while(toTraverse.back() != src)
  3310. {
  3311. toTraverse.push_back(preds[toTraverse.back()]);
  3312. }
  3313. if(preds[dst])
  3314. {
  3315. const Sector *sectorToReach = toTraverse.at(toTraverse.size() - 2);
  3316. if(!src->water && sectorToReach->water) //embark
  3317. {
  3318. //embark on ship -> look for an EP with a boat
  3319. auto firstEP = boost::find_if(src->embarkmentPoints, [=](crint3 pos) -> bool
  3320. {
  3321. const TerrainTile *t = cb->getTile(pos);
  3322. return t && t->visitableObjects.size() == 1 && t->topVisitableId() == Obj::BOAT
  3323. && retreiveTile(pos) == sectorToReach->id;
  3324. });
  3325. if(firstEP != src->embarkmentPoints.end())
  3326. {
  3327. return *firstEP;
  3328. }
  3329. else
  3330. {
  3331. //we need to find a shipyard with an access to the desired sector's EP
  3332. //TODO what about Summon Boat spell?
  3333. std::vector<const IShipyard *> shipyards;
  3334. BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
  3335. {
  3336. if(t->hasBuilt(BuildingID::SHIPYARD))
  3337. shipyards.push_back(t);
  3338. }
  3339. std::vector<const CGObjectInstance*> visObjs;
  3340. ai->retreiveVisitableObjs(visObjs, true);
  3341. BOOST_FOREACH(const CGObjectInstance *obj, visObjs)
  3342. {
  3343. if(obj->ID != Obj::TOWN) //towns were handled in the previous loop
  3344. if(const IShipyard *shipyard = IShipyard::castFrom(obj))
  3345. shipyards.push_back(shipyard);
  3346. }
  3347. shipyards.erase(boost::remove_if(shipyards, [=](const IShipyard *shipyard) -> bool
  3348. {
  3349. return shipyard->state() != 0 || retreiveTile(shipyard->bestLocation()) != sectorToReach->id;
  3350. }),shipyards.end());
  3351. if(!shipyards.size())
  3352. {
  3353. //TODO consider possibility of building shipyard in a town
  3354. throw cannotFulfillGoalException("There is no known shipyard!");
  3355. }
  3356. //we have only shipyards that possibly can build ships onto the appropriate EP
  3357. auto ownedGoodShipyard = boost::find_if(shipyards, [](const IShipyard *s) -> bool
  3358. {
  3359. return s->o->tempOwner == ai->playerID;
  3360. });
  3361. if(ownedGoodShipyard != shipyards.end())
  3362. {
  3363. const IShipyard *s = *ownedGoodShipyard;
  3364. TResources shipCost;
  3365. s->getBoatCost(shipCost);
  3366. if(cb->getResourceAmount().canAfford(shipCost))
  3367. {
  3368. int3 ret = s->bestLocation();
  3369. cb->buildBoat(s);
  3370. return ret;
  3371. }
  3372. else
  3373. {
  3374. //TODO gather res
  3375. throw cannotFulfillGoalException("Not enough resources to build a boat");
  3376. }
  3377. }
  3378. else
  3379. {
  3380. //TODO pick best shipyard to take over
  3381. return shipyards.front()->o->visitablePos();
  3382. }
  3383. }
  3384. }
  3385. else if(src->water && !sectorToReach->water)
  3386. {
  3387. //TODO
  3388. //disembark
  3389. }
  3390. else
  3391. {
  3392. //TODO
  3393. //transition between two land/water sectors. Monolith? Whirlpool? ...
  3394. throw cannotFulfillGoalException("Land-land and water-water inter-sector transitions are not implemented!");
  3395. }
  3396. }
  3397. else
  3398. {
  3399. throw cannotFulfillGoalException("Inter-sector route detection failed: not connected sectors?");
  3400. }
  3401. }
  3402. else
  3403. {
  3404. makeParentBFS(h->visitablePos());
  3405. int3 curtile = dst;
  3406. while(curtile != h->visitablePos())
  3407. {
  3408. if(cb->getPathInfo(curtile)->reachable())
  3409. {
  3410. return curtile;
  3411. }
  3412. else
  3413. {
  3414. auto i = parent.find(curtile);
  3415. if(i != parent.end())
  3416. {
  3417. assert(curtile != i->second);
  3418. curtile = i->second;
  3419. }
  3420. else
  3421. throw cannotFulfillGoalException("Unreachable tile in sector? Should not happen!");
  3422. }
  3423. }
  3424. }
  3425. throw cannotFulfillGoalException("Impossible happened.");
  3426. }
  3427. void SectorMap::makeParentBFS(crint3 source)
  3428. {
  3429. parent.clear();
  3430. int mySector = retreiveTile(source);
  3431. std::queue<int3> toVisit;
  3432. toVisit.push(source);
  3433. while(toVisit.size())
  3434. {
  3435. int3 curPos = toVisit.front();
  3436. toVisit.pop();
  3437. ui8 &sec = retreiveTile(curPos);
  3438. assert(sec == mySector); //consider only tiles from the same sector
  3439. //const TerrainTile *t = cb->getTile(curPos);
  3440. foreach_neighbour(curPos, [&](crint3 neighPos)
  3441. {
  3442. if(retreiveTile(neighPos) == mySector && !vstd::contains(parent, neighPos))
  3443. {
  3444. toVisit.push(neighPos);
  3445. parent[neighPos] = curPos;
  3446. }
  3447. });
  3448. }
  3449. }
  3450. unsigned char & SectorMap::retreiveTile(crint3 pos)
  3451. {
  3452. return retreiveTileN(sector, pos);
  3453. }
  3454. const CGObjectInstance * ObjectIdRef::operator->() const
  3455. {
  3456. return cb->getObj(id, false);
  3457. }
  3458. ObjectIdRef::operator const CGObjectInstance*() const
  3459. {
  3460. return cb->getObj(id, false);
  3461. }
  3462. ObjectIdRef::ObjectIdRef(ObjectInstanceID _id) : id(_id)
  3463. {
  3464. }
  3465. ObjectIdRef::ObjectIdRef(const CGObjectInstance *obj) : id(obj->id)
  3466. {
  3467. }
  3468. bool ObjectIdRef::operator<(const ObjectIdRef &rhs) const
  3469. {
  3470. return id < rhs.id;
  3471. }
  3472. HeroPtr::HeroPtr(const CGHeroInstance *H)
  3473. {
  3474. if(!H)
  3475. {
  3476. //init from nullptr should equal to default init
  3477. *this = HeroPtr();
  3478. return;
  3479. }
  3480. h = H;
  3481. name = h->name;
  3482. hid = H->id;
  3483. // infosCount[ai->playerID][hid]++;
  3484. }
  3485. HeroPtr::HeroPtr()
  3486. {
  3487. h = nullptr;
  3488. hid = ObjectInstanceID();
  3489. }
  3490. HeroPtr::~HeroPtr()
  3491. {
  3492. // if(hid >= 0)
  3493. // infosCount[ai->playerID][hid]--;
  3494. }
  3495. bool HeroPtr::operator<(const HeroPtr &rhs) const
  3496. {
  3497. return hid < rhs.hid;
  3498. }
  3499. const CGHeroInstance * HeroPtr::get(bool doWeExpectNull /*= false*/) const
  3500. {
  3501. //TODO? check if these all assertions every time we get info about hero affect efficiency
  3502. //
  3503. //behave terribly when attempting unauthorized access to hero that is not ours (or was lost)
  3504. assert(doWeExpectNull || h);
  3505. if(h)
  3506. {
  3507. auto obj = cb->getObj(hid);
  3508. const bool owned = obj && obj->tempOwner == ai->playerID;
  3509. if(doWeExpectNull && !owned)
  3510. {
  3511. return nullptr;
  3512. }
  3513. else
  3514. {
  3515. assert(obj);
  3516. assert(owned);
  3517. }
  3518. }
  3519. return h;
  3520. }
  3521. const CGHeroInstance * HeroPtr::operator->() const
  3522. {
  3523. return get();
  3524. }
  3525. bool HeroPtr::validAndSet() const
  3526. {
  3527. return get(true);
  3528. }
  3529. const CGHeroInstance * HeroPtr::operator*() const
  3530. {
  3531. return get();
  3532. }