VCAI.cpp 89 KB

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  1. #include "StdInc.h"
  2. #include "VCAI.h"
  3. #include "Goals.h"
  4. #include "../../lib/UnlockGuard.h"
  5. #include "../../lib/CObjectHandler.h"
  6. #include "../../lib/CObjectWithReward.h"
  7. #include "../../lib/CConfigHandler.h"
  8. #include "../../lib/CHeroHandler.h"
  9. /*
  10. * CCreatureHandler.h, part of VCMI engine
  11. *
  12. * Authors: listed in file AUTHORS in main folder
  13. *
  14. * License: GNU General Public License v2.0 or later
  15. * Full text of license available in license.txt file, in main folder
  16. *
  17. */
  18. extern FuzzyHelper *fh;
  19. class CGVisitableOPW;
  20. const double SAFE_ATTACK_CONSTANT = 1.5;
  21. 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)
  22. using namespace vstd;
  23. //one thread may be turn of AI and another will be handling a side effect for AI2
  24. boost::thread_specific_ptr<CCallback> cb;
  25. boost::thread_specific_ptr<VCAI> ai;
  26. //std::map<int, std::map<int, int> > HeroView::infosCount;
  27. //helper RAII to manage global ai/cb ptrs
  28. struct SetGlobalState
  29. {
  30. SetGlobalState(VCAI * AI)
  31. {
  32. assert(!ai.get());
  33. assert(!cb.get());
  34. ai.reset(AI);
  35. cb.reset(AI->myCb.get());
  36. }
  37. ~SetGlobalState()
  38. {
  39. ai.release();
  40. cb.release();
  41. }
  42. };
  43. #define SET_GLOBAL_STATE(ai) SetGlobalState _hlpSetState(ai);
  44. #define NET_EVENT_HANDLER SET_GLOBAL_STATE(this)
  45. #define MAKING_TURN SET_GLOBAL_STATE(this)
  46. unsigned char &retreiveTileN(std::vector< std::vector< std::vector<unsigned char> > > &vectors, const int3 &pos)
  47. {
  48. return vectors[pos.x][pos.y][pos.z];
  49. }
  50. const unsigned char &retreiveTileN(const std::vector< std::vector< std::vector<unsigned char> > > &vectors, const int3 &pos)
  51. {
  52. return vectors[pos.x][pos.y][pos.z];
  53. }
  54. void foreach_tile(std::vector< std::vector< std::vector<unsigned char> > > &vectors, std::function<void(unsigned char &in)> foo)
  55. {
  56. for(auto & vector : vectors)
  57. for(auto j = vector.begin(); j != vector.end(); j++)
  58. for(auto & elem : *j)
  59. foo(elem);
  60. }
  61. struct ObjInfo
  62. {
  63. int3 pos;
  64. std::string name;
  65. ObjInfo(){}
  66. ObjInfo(const CGObjectInstance *obj):
  67. pos(obj->pos),
  68. name(obj->getHoverText())
  69. {
  70. }
  71. };
  72. std::map<const CGObjectInstance *, ObjInfo> helperObjInfo;
  73. VCAI::VCAI(void)
  74. {
  75. LOG_TRACE(logAi);
  76. makingTurn = nullptr;
  77. }
  78. VCAI::~VCAI(void)
  79. {
  80. LOG_TRACE(logAi);
  81. }
  82. void VCAI::availableCreaturesChanged(const CGDwelling *town)
  83. {
  84. LOG_TRACE(logAi);
  85. NET_EVENT_HANDLER;
  86. }
  87. void VCAI::heroMoved(const TryMoveHero & details)
  88. {
  89. LOG_TRACE(logAi);
  90. NET_EVENT_HANDLER;
  91. validateObject(details.id); //enemy hero may have left visible area
  92. if(details.result == TryMoveHero::TELEPORTATION)
  93. {
  94. const int3 from = CGHeroInstance::convertPosition(details.start, false),
  95. to = CGHeroInstance::convertPosition(details.end, false);
  96. const CGObjectInstance *o1 = frontOrNull(cb->getVisitableObjs(from)),
  97. *o2 = frontOrNull(cb->getVisitableObjs(to));
  98. if(o1 && o2 && o1->ID == Obj::SUBTERRANEAN_GATE && o2->ID == Obj::SUBTERRANEAN_GATE)
  99. {
  100. knownSubterraneanGates[o1] = o2;
  101. knownSubterraneanGates[o2] = o1;
  102. logAi->debugStream() << boost::format("Found a pair of subterranean gates between %s and %s!") % from % to;
  103. }
  104. }
  105. }
  106. void VCAI::stackChagedCount(const StackLocation &location, const TQuantity &change, bool isAbsolute)
  107. {
  108. LOG_TRACE_PARAMS(logAi, "isAbsolute '%i'", isAbsolute);
  109. NET_EVENT_HANDLER;
  110. }
  111. void VCAI::heroInGarrisonChange(const CGTownInstance *town)
  112. {
  113. LOG_TRACE(logAi);
  114. NET_EVENT_HANDLER;
  115. }
  116. void VCAI::centerView(int3 pos, int focusTime)
  117. {
  118. LOG_TRACE_PARAMS(logAi, "focusTime '%i'", focusTime);
  119. NET_EVENT_HANDLER;
  120. }
  121. void VCAI::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  122. {
  123. LOG_TRACE(logAi);
  124. NET_EVENT_HANDLER;
  125. }
  126. void VCAI::artifactAssembled(const ArtifactLocation &al)
  127. {
  128. LOG_TRACE(logAi);
  129. NET_EVENT_HANDLER;
  130. }
  131. void VCAI::showTavernWindow(const CGObjectInstance *townOrTavern)
  132. {
  133. LOG_TRACE(logAi);
  134. NET_EVENT_HANDLER;
  135. }
  136. void VCAI::showThievesGuildWindow (const CGObjectInstance * obj)
  137. {
  138. LOG_TRACE(logAi);
  139. NET_EVENT_HANDLER;
  140. }
  141. void VCAI::playerBlocked(int reason, bool start)
  142. {
  143. LOG_TRACE_PARAMS(logAi, "reason '%i', start '%i'", reason % start);
  144. NET_EVENT_HANDLER;
  145. if (start && reason == PlayerBlocked::UPCOMING_BATTLE)
  146. status.setBattle(UPCOMING_BATTLE);
  147. if(reason == PlayerBlocked::ONGOING_MOVEMENT)
  148. status.setMove(start);
  149. }
  150. void VCAI::showPuzzleMap()
  151. {
  152. LOG_TRACE(logAi);
  153. NET_EVENT_HANDLER;
  154. }
  155. void VCAI::showShipyardDialog(const IShipyard *obj)
  156. {
  157. LOG_TRACE(logAi);
  158. NET_EVENT_HANDLER;
  159. }
  160. void VCAI::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult)
  161. {
  162. LOG_TRACE_PARAMS(logAi, "victoryLossCheckResult '%s'", victoryLossCheckResult);
  163. NET_EVENT_HANDLER;
  164. logAi->debugStream() << boost::format("Player %d: I heard that player %d %s.") % playerID % player.getNum() % (victoryLossCheckResult.victory() ? "won" : "lost");
  165. if(player == playerID)
  166. {
  167. if(victoryLossCheckResult.victory())
  168. {
  169. logAi->debugStream() << "VCAI: I won! Incredible!";
  170. logAi->debugStream() << "Turn nr " << myCb->getDate();
  171. }
  172. else
  173. {
  174. logAi->debugStream() << "VCAI: Player " << player << " lost. It's me. What a disappointment! :(";
  175. }
  176. finish();
  177. }
  178. }
  179. void VCAI::artifactPut(const ArtifactLocation &al)
  180. {
  181. LOG_TRACE(logAi);
  182. NET_EVENT_HANDLER;
  183. }
  184. void VCAI::artifactRemoved(const ArtifactLocation &al)
  185. {
  186. LOG_TRACE(logAi);
  187. NET_EVENT_HANDLER;
  188. }
  189. void VCAI::stacksErased(const StackLocation &location)
  190. {
  191. LOG_TRACE(logAi);
  192. NET_EVENT_HANDLER;
  193. }
  194. void VCAI::artifactDisassembled(const ArtifactLocation &al)
  195. {
  196. LOG_TRACE(logAi);
  197. NET_EVENT_HANDLER;
  198. }
  199. void VCAI::heroVisit(const CGHeroInstance *visitor, const CGObjectInstance *visitedObj, bool start)
  200. {
  201. LOG_TRACE_PARAMS(logAi, "start '%i'; obj '%s'", start % (visitedObj ? visitedObj->hoverName : std::string("n/a")));
  202. NET_EVENT_HANDLER;
  203. if(start)
  204. {
  205. markObjectVisited (visitedObj);
  206. unreserveObject(visitor, visitedObj);
  207. completeGoal (sptr(Goals::GetObj(visitedObj->id.getNum()).sethero(visitor))); //we don't need to visit it anymore
  208. //TODO: what if we visited one-time visitable object that was reserved by another hero (shouldn't, but..)
  209. }
  210. status.heroVisit(visitedObj, start);
  211. }
  212. void VCAI::availableArtifactsChanged(const CGBlackMarket *bm /*= nullptr*/)
  213. {
  214. LOG_TRACE(logAi);
  215. NET_EVENT_HANDLER;
  216. }
  217. void VCAI::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  218. {
  219. LOG_TRACE(logAi);
  220. NET_EVENT_HANDLER;
  221. //buildArmyIn(town);
  222. //moveCreaturesToHero(town);
  223. }
  224. void VCAI::tileHidden(const std::unordered_set<int3, ShashInt3> &pos)
  225. {
  226. LOG_TRACE(logAi);
  227. NET_EVENT_HANDLER;
  228. validateVisitableObjs();
  229. }
  230. void VCAI::tileRevealed(const std::unordered_set<int3, ShashInt3> &pos)
  231. {
  232. LOG_TRACE(logAi);
  233. NET_EVENT_HANDLER;
  234. for(int3 tile : pos)
  235. for(const CGObjectInstance *obj : myCb->getVisitableObjs(tile))
  236. addVisitableObj(obj);
  237. clearHeroesUnableToExplore();
  238. }
  239. void VCAI::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  240. {
  241. LOG_TRACE(logAi);
  242. NET_EVENT_HANDLER;
  243. auto firstHero = cb->getHero(hero1);
  244. auto secondHero = cb->getHero(hero2);
  245. status.addQuery(query, boost::str(boost::format("Exchange between heroes %s and %s") % firstHero->name % secondHero->name));
  246. requestActionASAP([=]()
  247. {
  248. float goalpriority1 = 0, goalpriority2 = 0;
  249. auto firstGoal = getGoal(firstHero);
  250. if (firstGoal->goalType == Goals::GATHER_ARMY)
  251. goalpriority1 = firstGoal->priority;
  252. auto secondGoal = getGoal(secondHero);
  253. if (secondGoal->goalType == Goals::GATHER_ARMY)
  254. goalpriority2 = secondGoal->priority;
  255. if (goalpriority1 > goalpriority2)
  256. pickBestCreatures (firstHero, secondHero);
  257. else if (goalpriority1 < goalpriority2)
  258. pickBestCreatures (secondHero, firstHero);
  259. else //regular criteria
  260. {
  261. if (firstHero->getFightingStrength() > secondHero->getFightingStrength() && canGetArmy (firstHero, secondHero))
  262. pickBestCreatures (firstHero, secondHero);
  263. else if (canGetArmy (secondHero, firstHero))
  264. pickBestCreatures (secondHero, firstHero);
  265. completeGoal(sptr(Goals::VisitHero(firstHero->id.getNum()))); //TODO: what if we were visited by other hero in the meantime?
  266. completeGoal(sptr(Goals::VisitHero(secondHero->id.getNum())));
  267. //TODO: exchange artifacts
  268. }
  269. answerQuery(query, 0);
  270. });
  271. }
  272. void VCAI::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
  273. {
  274. LOG_TRACE_PARAMS(logAi, "which '%i', val '%i'", which % val);
  275. NET_EVENT_HANDLER;
  276. }
  277. void VCAI::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
  278. {
  279. LOG_TRACE_PARAMS(logAi, "level '%i'", level);
  280. NET_EVENT_HANDLER;
  281. }
  282. void VCAI::heroMovePointsChanged(const CGHeroInstance * hero)
  283. {
  284. LOG_TRACE(logAi);
  285. NET_EVENT_HANDLER;
  286. }
  287. void VCAI::stackChangedType(const StackLocation &location, const CCreature &newType)
  288. {
  289. LOG_TRACE(logAi);
  290. NET_EVENT_HANDLER;
  291. }
  292. void VCAI::stacksRebalanced(const StackLocation &src, const StackLocation &dst, TQuantity count)
  293. {
  294. LOG_TRACE(logAi);
  295. NET_EVENT_HANDLER;
  296. }
  297. void VCAI::newObject(const CGObjectInstance * obj)
  298. {
  299. LOG_TRACE(logAi);
  300. NET_EVENT_HANDLER;
  301. if(obj->isVisitable())
  302. addVisitableObj(obj);
  303. clearHeroesUnableToExplore();
  304. }
  305. void VCAI::objectRemoved(const CGObjectInstance *obj)
  306. {
  307. LOG_TRACE(logAi);
  308. NET_EVENT_HANDLER;
  309. erase_if_present(visitableObjs, obj);
  310. erase_if_present(alreadyVisited, obj);
  311. for (auto h : cb->getHeroesInfo())
  312. unreserveObject(h, obj);
  313. //TODO
  314. //there are other places where CGObjectinstance ptrs are stored...
  315. //
  316. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  317. {
  318. lostHero(cb->getHero(obj->id)); //we can promote, since objectRemoved is called just before actual deletion
  319. }
  320. }
  321. void VCAI::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  322. {
  323. LOG_TRACE(logAi);
  324. NET_EVENT_HANDLER;
  325. requestActionASAP([=]()
  326. {
  327. makePossibleUpgrades(visitor);
  328. });
  329. }
  330. void VCAI::playerBonusChanged(const Bonus &bonus, bool gain)
  331. {
  332. LOG_TRACE_PARAMS(logAi, "gain '%i'", gain);
  333. NET_EVENT_HANDLER;
  334. }
  335. void VCAI::newStackInserted(const StackLocation &location, const CStackInstance &stack)
  336. {
  337. LOG_TRACE(logAi);
  338. NET_EVENT_HANDLER;
  339. }
  340. void VCAI::heroCreated(const CGHeroInstance* h)
  341. {
  342. LOG_TRACE(logAi);
  343. if (h->visitedTown)
  344. townVisitsThisWeek[HeroPtr(h)].insert(h->visitedTown);
  345. NET_EVENT_HANDLER;
  346. }
  347. void VCAI::advmapSpellCast(const CGHeroInstance * caster, int spellID)
  348. {
  349. LOG_TRACE_PARAMS(logAi, "spellID '%i", spellID);
  350. NET_EVENT_HANDLER;
  351. }
  352. void VCAI::showInfoDialog(const std::string &text, const std::vector<Component*> &components, int soundID)
  353. {
  354. LOG_TRACE_PARAMS(logAi, "soundID '%i'", soundID);
  355. NET_EVENT_HANDLER;
  356. }
  357. void VCAI::requestRealized(PackageApplied *pa)
  358. {
  359. LOG_TRACE(logAi);
  360. NET_EVENT_HANDLER;
  361. if(status.haveTurn())
  362. {
  363. if(pa->packType == typeList.getTypeID<EndTurn>())
  364. if(pa->result)
  365. status.madeTurn();
  366. }
  367. if(pa->packType == typeList.getTypeID<QueryReply>())
  368. {
  369. status.receivedAnswerConfirmation(pa->requestID, pa->result);
  370. }
  371. }
  372. void VCAI::receivedResource(int type, int val)
  373. {
  374. LOG_TRACE_PARAMS(logAi, "type '%i', val '%i'", type % val);
  375. NET_EVENT_HANDLER;
  376. }
  377. void VCAI::stacksSwapped(const StackLocation &loc1, const StackLocation &loc2)
  378. {
  379. LOG_TRACE(logAi);
  380. NET_EVENT_HANDLER;
  381. }
  382. void VCAI::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
  383. {
  384. LOG_TRACE(logAi);
  385. NET_EVENT_HANDLER;
  386. }
  387. void VCAI::heroManaPointsChanged(const CGHeroInstance * hero)
  388. {
  389. LOG_TRACE(logAi);
  390. NET_EVENT_HANDLER;
  391. }
  392. void VCAI::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  393. {
  394. LOG_TRACE_PARAMS(logAi, "which '%d', val '%d'", which % val);
  395. NET_EVENT_HANDLER;
  396. }
  397. void VCAI::battleResultsApplied()
  398. {
  399. LOG_TRACE(logAi);
  400. NET_EVENT_HANDLER;
  401. assert(status.getBattle() == ENDING_BATTLE);
  402. status.setBattle(NO_BATTLE);
  403. }
  404. void VCAI::objectPropertyChanged(const SetObjectProperty * sop)
  405. {
  406. LOG_TRACE(logAi);
  407. NET_EVENT_HANDLER;
  408. if(sop->what == ObjProperty::OWNER)
  409. {
  410. if(sop->val == playerID.getNum())
  411. erase_if_present(visitableObjs, myCb->getObj(sop->id));
  412. //TODO restore lost obj
  413. }
  414. }
  415. void VCAI::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what)
  416. {
  417. LOG_TRACE_PARAMS(logAi, "what '%i'", what);
  418. NET_EVENT_HANDLER;
  419. }
  420. void VCAI::heroBonusChanged(const CGHeroInstance *hero, const Bonus &bonus, bool gain)
  421. {
  422. LOG_TRACE_PARAMS(logAi, "gain '%i'", gain);
  423. NET_EVENT_HANDLER;
  424. }
  425. void VCAI::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
  426. {
  427. LOG_TRACE(logAi);
  428. NET_EVENT_HANDLER;
  429. }
  430. void VCAI::init(shared_ptr<CCallback> CB)
  431. {
  432. LOG_TRACE(logAi);
  433. myCb = CB;
  434. cbc = CB;
  435. NET_EVENT_HANDLER;
  436. playerID = *myCb->getMyColor();
  437. myCb->waitTillRealize = true;
  438. myCb->unlockGsWhenWaiting = true;
  439. if(!fh)
  440. fh = new FuzzyHelper();
  441. retreiveVisitableObjs(visitableObjs);
  442. }
  443. void VCAI::yourTurn()
  444. {
  445. LOG_TRACE(logAi);
  446. NET_EVENT_HANDLER;
  447. status.startedTurn();
  448. makingTurn = make_unique<boost::thread>(&VCAI::makeTurn, this);
  449. }
  450. void VCAI::heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill> &skills, QueryID queryID)
  451. {
  452. LOG_TRACE_PARAMS(logAi, "queryID '%i'", queryID);
  453. NET_EVENT_HANDLER;
  454. status.addQuery(queryID, boost::str(boost::format("Hero %s got level %d") % hero->name % hero->level));
  455. requestActionASAP([=]{ answerQuery(queryID, 0); });
  456. }
  457. void VCAI::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  458. {
  459. LOG_TRACE_PARAMS(logAi, "queryID '%i'", queryID);
  460. NET_EVENT_HANDLER;
  461. status.addQuery(queryID, boost::str(boost::format("Commander %s of %s got level %d") % commander->name % commander->armyObj->nodeName() % (int)commander->level));
  462. requestActionASAP([=]{ answerQuery(queryID, 0); });
  463. }
  464. void VCAI::showBlockingDialog(const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel)
  465. {
  466. LOG_TRACE_PARAMS(logAi, "text '%s', askID '%i', soundID '%i', selection '%i', cancel '%i'", text % askID % soundID % selection % cancel);
  467. NET_EVENT_HANDLER;
  468. int sel = 0;
  469. status.addQuery(askID, boost::str(boost::format("Blocking dialog query with %d components - %s")
  470. % components.size() % text));
  471. if(selection) //select from multiple components -> take the last one (they're indexed [1-size])
  472. sel = components.size();
  473. if(!selection && cancel) //yes&no -> always answer yes, we are a brave AI :)
  474. sel = 1;
  475. requestActionASAP([=]()
  476. {
  477. answerQuery(askID, sel);
  478. });
  479. }
  480. void VCAI::showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  481. {
  482. LOG_TRACE_PARAMS(logAi, "removableUnits '%i', queryID '%i'", removableUnits % queryID);
  483. NET_EVENT_HANDLER;
  484. std::string s1 = up ? up->nodeName() : "NONE";
  485. std::string s2 = down ? down->nodeName() : "NONE";
  486. status.addQuery(queryID, boost::str(boost::format("Garrison dialog with %s and %s") % s1 % s2));
  487. //you can't request action from action-response thread
  488. requestActionASAP([=]()
  489. {
  490. pickBestCreatures (down, up);
  491. answerQuery(queryID, 0);
  492. });
  493. }
  494. void VCAI::saveGame(COSer<CSaveFile> &h, const int version)
  495. {
  496. LOG_TRACE_PARAMS(logAi, "version '%i'", version);
  497. NET_EVENT_HANDLER;
  498. validateVisitableObjs();
  499. registerGoals(h);
  500. CAdventureAI::saveGame(h, version);
  501. serializeInternal(h, version);
  502. }
  503. void VCAI::loadGame(CISer<CLoadFile> &h, const int version)
  504. {
  505. LOG_TRACE_PARAMS(logAi, "version '%i'", version);
  506. NET_EVENT_HANDLER;
  507. registerGoals(h);
  508. CAdventureAI::loadGame(h, version);
  509. serializeInternal(h, version);
  510. }
  511. void makePossibleUpgrades(const CArmedInstance *obj)
  512. {
  513. if(!obj)
  514. return;
  515. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  516. {
  517. if(const CStackInstance *s = obj->getStackPtr(SlotID(i)))
  518. {
  519. UpgradeInfo ui;
  520. cb->getUpgradeInfo(obj, SlotID(i), ui);
  521. if(ui.oldID >= 0 && cb->getResourceAmount().canAfford(ui.cost[0] * s->count))
  522. {
  523. cb->upgradeCreature(obj, SlotID(i), ui.newID[0]);
  524. }
  525. }
  526. }
  527. }
  528. void VCAI::makeTurn()
  529. {
  530. MAKING_TURN;
  531. boost::shared_lock<boost::shared_mutex> gsLock(cb->getGsMutex());
  532. setThreadName("VCAI::makeTurn");
  533. logGlobal->infoStream() << boost::format("Player %d starting turn") % static_cast<int>(playerID.getNum());
  534. switch(cb->getDate(Date::DAY_OF_WEEK))
  535. {
  536. case 1:
  537. {
  538. townVisitsThisWeek.clear();
  539. std::vector<const CGObjectInstance *> objs;
  540. retreiveVisitableObjs(objs, true);
  541. for(const CGObjectInstance *obj : objs)
  542. {
  543. if (isWeeklyRevisitable(obj))
  544. {
  545. visitableObjs.insert(obj); //set doesn't need duplicate check
  546. erase_if_present (alreadyVisited, obj);
  547. }
  548. }
  549. }
  550. break;
  551. }
  552. if(cb->getSelectedHero())
  553. cb->recalculatePaths();
  554. markHeroAbleToExplore (primaryHero());
  555. makeTurnInternal();
  556. makingTurn.reset();
  557. return;
  558. }
  559. void VCAI::makeTurnInternal()
  560. {
  561. saving = 0;
  562. //it looks messy here, but it's better to have armed heroes before attempting realizing goals
  563. for(const CGTownInstance *t : cb->getTownsInfo())
  564. moveCreaturesToHero(t);
  565. try
  566. {
  567. //Pick objects reserved in previous turn - we expect only nerby objects there
  568. auto reservedHeroesCopy = reservedHeroesMap; //work on copy => the map may be changed while iterating (eg because hero died when attempting a goal)
  569. for (auto hero : reservedHeroesCopy)
  570. {
  571. if(reservedHeroesMap.count(hero.first))
  572. continue; //hero might have been removed while we were in this loop
  573. if(!hero.first.validAndSet())
  574. {
  575. logAi->errorStream() << "Hero " << hero.first.name << " present on reserved map. Shouldn't be. ";
  576. continue;
  577. }
  578. cb->setSelection(hero.first.get());
  579. std::vector<const CGObjectInstance *> vec(hero.second.begin(), hero.second.end());
  580. boost::sort (vec, isCloser);
  581. for (auto obj : vec)
  582. {
  583. if(!obj || !cb->getObj(obj->id))
  584. {
  585. logAi->errorStream() << "Error: there is wrong object on list for hero " << hero.first->name;
  586. continue;
  587. }
  588. striveToGoal (sptr(Goals::VisitTile(obj->visitablePos()).sethero(hero.first)));
  589. }
  590. }
  591. //now try to win
  592. striveToGoal(sptr(Goals::Win()));
  593. //finally, continue our abstract long-term goals
  594. int oldMovement = 0;
  595. int newMovement = 0;
  596. while (true)
  597. {
  598. oldMovement = newMovement; //remember old value
  599. newMovement = 0;
  600. std::vector<std::pair<HeroPtr, Goals::TSubgoal> > safeCopy;
  601. for (auto mission : lockedHeroes)
  602. {
  603. fh->setPriority (mission.second); //re-evaluate
  604. if (canAct(mission.first))
  605. {
  606. newMovement += mission.first->movement;
  607. safeCopy.push_back (mission);
  608. }
  609. }
  610. if (newMovement == oldMovement) //means our heroes didn't move or didn't re-assign their goals
  611. {
  612. logAi->warnStream() << "Our heroes don't move anymore, exhaustive decomposition failed";
  613. break;
  614. }
  615. if (safeCopy.empty())
  616. break; //all heroes exhausted their locked goals
  617. else
  618. {
  619. typedef std::pair<HeroPtr, Goals::TSubgoal> TItrType;
  620. auto lockedHeroesSorter = [](TItrType m1, TItrType m2) -> bool
  621. {
  622. return m1.second->priority < m2.second->priority;
  623. };
  624. boost::sort(safeCopy, lockedHeroesSorter);
  625. striveToGoal (safeCopy.back().second);
  626. }
  627. }
  628. auto quests = myCb->getMyQuests();
  629. for (auto quest : quests)
  630. {
  631. striveToQuest (quest);
  632. }
  633. striveToGoal(sptr(Goals::Build())); //TODO: smarter building management
  634. performTypicalActions();
  635. //for debug purpose
  636. for (auto h : cb->getHeroesInfo())
  637. {
  638. if (h->movement)
  639. logAi->warnStream() << boost::format("hero %s has %d MP left") % h->name % h->movement;
  640. }
  641. }
  642. catch(boost::thread_interrupted &e)
  643. {
  644. logAi->debugStream() << "Making turn thread has been interrupted. We'll end without calling endTurn.";
  645. return;
  646. }
  647. catch(std::exception &e)
  648. {
  649. logAi->debugStream() << "Making turn thread has caught an exception: " << e.what();
  650. }
  651. endTurn();
  652. }
  653. bool VCAI::goVisitObj(const CGObjectInstance * obj, HeroPtr h)
  654. {
  655. int3 dst = obj->visitablePos();
  656. logAi->debugStream() << boost::format("%s will try to visit %s at (%s)") % h->name % obj->getHoverText() % strFromInt3(dst);
  657. return moveHeroToTile(dst, h);
  658. }
  659. void VCAI::performObjectInteraction(const CGObjectInstance * obj, HeroPtr h)
  660. {
  661. LOG_TRACE_PARAMS(logAi, "Hero %s and object %s at %s", h->name % obj->getHoverText() % obj->pos);
  662. switch (obj->ID)
  663. {
  664. case Obj::CREATURE_GENERATOR1:
  665. recruitCreatures (dynamic_cast<const CGDwelling *>(obj));
  666. checkHeroArmy (h);
  667. break;
  668. case Obj::TOWN:
  669. moveCreaturesToHero (dynamic_cast<const CGTownInstance *>(obj));
  670. if (h->visitedTown) //we are inside, not just attacking
  671. {
  672. townVisitsThisWeek[h].insert(h->visitedTown);
  673. if (!h->hasSpellbook() && cb->getResourceAmount(Res::GOLD) >= GameConstants::SPELLBOOK_GOLD_COST + saving[Res::GOLD] &&
  674. h->visitedTown->hasBuilt (BuildingID::MAGES_GUILD_1))
  675. cb->buyArtifact(h.get(), ArtifactID::SPELLBOOK);
  676. }
  677. break;
  678. }
  679. completeGoal (sptr(Goals::GetObj(obj->id.getNum()).sethero(h)));
  680. }
  681. void VCAI::moveCreaturesToHero(const CGTownInstance * t)
  682. {
  683. if(t->visitingHero && t->armedGarrison() && t->visitingHero->tempOwner == t->tempOwner)
  684. {
  685. pickBestCreatures (t->visitingHero, t);
  686. }
  687. }
  688. bool VCAI::canGetArmy (const CGHeroInstance * army, const CGHeroInstance * source)
  689. { //TODO: merge with pickBestCreatures
  690. //if (ai->primaryHero().h == source)
  691. if(army->tempOwner != source->tempOwner)
  692. {
  693. logAi->errorStream() << "Why are we even considering exchange between heroes from different players?";
  694. return false;
  695. }
  696. const CArmedInstance *armies[] = {army, source};
  697. //we calculate total strength for each creature type available in armies
  698. std::map<const CCreature*, int> creToPower;
  699. for(auto armyPtr : armies)
  700. for(auto &i : armyPtr->Slots())
  701. {
  702. //TODO: allow splitting stacks?
  703. creToPower[i.second->type] += i.second->getPower();
  704. }
  705. //TODO - consider more than just power (ie morale penalty, hero specialty in certain stacks, etc)
  706. int armySize = creToPower.size();
  707. armySize = std::min ((source->needsLastStack() ? armySize - 1 : armySize), GameConstants::ARMY_SIZE); //can't move away last stack
  708. std::vector<const CCreature *> bestArmy; //types that'll be in final dst army
  709. for (int i = 0; i < armySize; i++) //pick the creatures from which we can get most power, as many as dest can fit
  710. {
  711. typedef const std::pair<const CCreature*, int> &CrePowerPair;
  712. auto creIt = boost::max_element(creToPower, [](CrePowerPair lhs, CrePowerPair rhs)
  713. {
  714. return lhs.second < rhs.second;
  715. });
  716. bestArmy.push_back(creIt->first);
  717. creToPower.erase(creIt);
  718. if(creToPower.empty())
  719. break;
  720. }
  721. //foreach best type -> iterate over slots in both armies and if it's the appropriate type, send it to the slot where it belongs
  722. for (int i = 0; i < bestArmy.size(); i++) //i-th strongest creature type will go to i-th slot
  723. {
  724. for(auto armyPtr : armies)
  725. for (int j = 0; j < GameConstants::ARMY_SIZE; j++)
  726. {
  727. if(armyPtr->getCreature(SlotID(j)) == bestArmy[i] && armyPtr != army) //it's a searched creature not in dst ARMY
  728. {
  729. //FIXME: line below is useless when simulating exchange between two non-singular armies
  730. if (!(armyPtr->needsLastStack() && armyPtr->Slots().size() == 1)) //can't take away last creature
  731. return true; //at least one exchange will be performed
  732. else
  733. return false; //no further exchange possible
  734. }
  735. }
  736. }
  737. return false;
  738. }
  739. void VCAI::pickBestCreatures(const CArmedInstance * army, const CArmedInstance * source)
  740. {
  741. //TODO - what if source is a hero (the last stack problem) -> it'd good to create a single stack of weakest cre
  742. const CArmedInstance *armies[] = {army, source};
  743. //we calculate total strength for each creature type available in armies
  744. std::map<const CCreature*, int> creToPower;
  745. for(auto armyPtr : armies)
  746. for(auto &i : armyPtr->Slots())
  747. {//TODO: allow splitting stacks?
  748. creToPower[i.second->type] += i.second->getPower();
  749. }
  750. //TODO - consider more than just power (ie morale penalty, hero specialty in certain stacks, etc)
  751. int armySize = creToPower.size();
  752. armySize = std::min ((source->needsLastStack() ? armySize - 1 : armySize), GameConstants::ARMY_SIZE); //can't move away last stack
  753. std::vector<const CCreature *> bestArmy; //types that'll be in final dst army
  754. for (int i = 0; i < armySize; i++) //pick the creatures from which we can get most power, as many as dest can fit
  755. {
  756. typedef const std::pair<const CCreature*, int> &CrePowerPair;
  757. auto creIt = boost::max_element(creToPower, [](CrePowerPair lhs, CrePowerPair rhs)
  758. {
  759. return lhs.second < rhs.second;
  760. });
  761. bestArmy.push_back(creIt->first);
  762. creToPower.erase(creIt);
  763. if(creToPower.empty())
  764. break;
  765. }
  766. //foreach best type -> iterate over slots in both armies and if it's the appropriate type, send it to the slot where it belongs
  767. for (int i = 0; i < bestArmy.size(); i++) //i-th strongest creature type will go to i-th slot
  768. {
  769. for(auto armyPtr : armies)
  770. for (int j = 0; j < GameConstants::ARMY_SIZE; j++)
  771. {
  772. if(armyPtr->getCreature(SlotID(j)) == bestArmy[i] && (i != j || armyPtr != army)) //it's a searched creature not in dst SLOT
  773. if (!(armyPtr->needsLastStack() && armyPtr->Slots().size() == 1)) //can't take away last creature
  774. cb->mergeOrSwapStacks(armyPtr, army, SlotID(j), SlotID(i));
  775. }
  776. }
  777. //TODO - having now strongest possible army, we may want to think about arranging stacks
  778. auto hero = dynamic_cast<const CGHeroInstance *>(army);
  779. if (hero)
  780. {
  781. checkHeroArmy (hero);
  782. }
  783. }
  784. void VCAI::recruitCreatures(const CGDwelling * d)
  785. {
  786. for(int i = 0; i < d->creatures.size(); i++)
  787. {
  788. if(!d->creatures[i].second.size())
  789. continue;
  790. int count = d->creatures[i].first;
  791. CreatureID creID = d->creatures[i].second.back();
  792. // const CCreature *c = VLC->creh->creatures[creID];
  793. // if(containsSavedRes(c->cost))
  794. // continue;
  795. amin(count, freeResources() / VLC->creh->creatures[creID]->cost);
  796. if(count > 0)
  797. cb->recruitCreatures(d, creID, count, i);
  798. }
  799. }
  800. bool VCAI::tryBuildStructure(const CGTownInstance * t, BuildingID building, unsigned int maxDays)
  801. {
  802. if (maxDays == 0)
  803. {
  804. logAi->warnStream() << "Request to build building " << building << " in 0 days!";
  805. return false;
  806. }
  807. if (!vstd::contains(t->town->buildings, building))
  808. return false; // no such building in town
  809. if (t->hasBuilt(building)) //Already built? Shouldn't happen in general
  810. return true;
  811. const CBuilding * buildPtr = t->town->buildings.at(building);
  812. auto toBuild = buildPtr->requirements.getFulfillmentCandidates([&](const BuildingID & buildID)
  813. {
  814. return t->hasBuilt(buildID);
  815. });
  816. toBuild.push_back(building);
  817. for(BuildingID buildID : toBuild)
  818. {
  819. EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID);
  820. if (canBuild == EBuildingState::HAVE_CAPITAL
  821. || canBuild == EBuildingState::FORBIDDEN
  822. || canBuild == EBuildingState::NO_WATER)
  823. return false; //we won't be able to build this
  824. }
  825. if (maxDays && toBuild.size() > maxDays)
  826. return false;
  827. TResources currentRes = cb->getResourceAmount();
  828. //TODO: calculate if we have enough resources to build it in maxDays
  829. for(const auto & buildID : toBuild)
  830. {
  831. const CBuilding *b = t->town->buildings.at(buildID);
  832. EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID);
  833. if(canBuild == EBuildingState::ALLOWED)
  834. {
  835. if(!containsSavedRes(b->resources))
  836. {
  837. logAi->debugStream() << boost::format("Player %d will build %s in town of %s at %s") % playerID % b->Name() % t->name % t->pos;
  838. cb->buildBuilding(t, buildID);
  839. return true;
  840. }
  841. continue;
  842. }
  843. else if(canBuild == EBuildingState::NO_RESOURCES)
  844. {
  845. //TResources income = estimateIncome();
  846. TResources cost = t->town->buildings.at(buildID)->resources;
  847. for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
  848. {
  849. //int diff = currentRes[i] - cost[i] + income[i];
  850. int diff = currentRes[i] - cost[i];
  851. if(diff < 0)
  852. saving[i] = 1;
  853. }
  854. continue;
  855. }
  856. else if (canBuild == EBuildingState::PREREQUIRES)
  857. {
  858. // can happen when dependencies have their own missing dependencies
  859. if (tryBuildStructure(t, buildID, maxDays - 1))
  860. return true;
  861. }
  862. else if (canBuild == EBuildingState::MISSING_BASE)
  863. {
  864. if (tryBuildStructure(t, b->upgrade, maxDays - 1))
  865. return true;
  866. }
  867. }
  868. return false;
  869. }
  870. //bool VCAI::canBuildStructure(const CGTownInstance * t, BuildingID building, unsigned int maxDays=7)
  871. //{
  872. // if (maxDays == 0)
  873. // {
  874. // logAi->warnStream() << "Request to build building " << building << " in 0 days!";
  875. // return false;
  876. // }
  877. //
  878. // if (!vstd::contains(t->town->buildings, building))
  879. // return false; // no such building in town
  880. //
  881. // if (t->hasBuilt(building)) //Already built? Shouldn't happen in general
  882. // return true;
  883. //
  884. // const CBuilding * buildPtr = t->town->buildings.at(building);
  885. //
  886. // auto toBuild = buildPtr->requirements.getFulfillmentCandidates([&](const BuildingID & buildID)
  887. // {
  888. // return t->hasBuilt(buildID);
  889. // });
  890. // toBuild.push_back(building);
  891. //
  892. // for(BuildingID buildID : toBuild)
  893. // {
  894. // EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID);
  895. // if (canBuild == EBuildingState::HAVE_CAPITAL
  896. // || canBuild == EBuildingState::FORBIDDEN
  897. // || canBuild == EBuildingState::NO_WATER)
  898. // return false; //we won't be able to build this
  899. // }
  900. //
  901. // if (maxDays && toBuild.size() > maxDays)
  902. // return false;
  903. //
  904. // TResources currentRes = cb->getResourceAmount();
  905. // TResources income = estimateIncome();
  906. // //TODO: calculate if we have enough resources to build it in maxDays
  907. //
  908. // for(const auto & buildID : toBuild)
  909. // {
  910. // const CBuilding *b = t->town->buildings.at(buildID);
  911. //
  912. // EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID);
  913. // if(canBuild == EBuildingState::ALLOWED)
  914. // {
  915. // if(!containsSavedRes(b->resources))
  916. // {
  917. // logAi->debugStream() << boost::format("Player %d will build %s in town of %s at %s") % playerID % b->Name() % t->name % t->pos;
  918. // return true;
  919. // }
  920. // continue;
  921. // }
  922. // else if(canBuild == EBuildingState::NO_RESOURCES)
  923. // {
  924. // TResources cost = t->town->buildings.at(buildID)->resources;
  925. // for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
  926. // {
  927. // int diff = currentRes[i] - cost[i] + income[i];
  928. // if(diff < 0)
  929. // saving[i] = 1;
  930. // }
  931. // continue;
  932. // }
  933. // else if (canBuild == EBuildingState::PREREQUIRES)
  934. // {
  935. // // can happen when dependencies have their own missing dependencies
  936. // if (canBuildStructure(t, buildID, maxDays - 1))
  937. // return true;
  938. // }
  939. // else if (canBuild == EBuildingState::MISSING_BASE)
  940. // {
  941. // if (canBuildStructure(t, b->upgrade, maxDays - 1))
  942. // return true;
  943. // }
  944. // }
  945. // return false;
  946. //}
  947. bool VCAI::tryBuildAnyStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays)
  948. {
  949. for(const auto & building : buildList)
  950. {
  951. if(t->hasBuilt(building))
  952. continue;
  953. if (tryBuildStructure(t, building, maxDays))
  954. return true;
  955. }
  956. return false; //Can't build anything
  957. }
  958. BuildingID VCAI::canBuildAnyStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays)
  959. {
  960. for(const auto & building : buildList)
  961. {
  962. if(t->hasBuilt(building))
  963. continue;
  964. if (cb->canBuildStructure(t, building))
  965. return building;
  966. }
  967. return BuildingID::NONE; //Can't build anything
  968. }
  969. bool VCAI::tryBuildNextStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays)
  970. {
  971. for(const auto & building : buildList)
  972. {
  973. if(t->hasBuilt(building))
  974. continue;
  975. return tryBuildStructure(t, building, maxDays);
  976. }
  977. return false;//Nothing to build
  978. }
  979. void VCAI::buildStructure(const CGTownInstance * t)
  980. {
  981. //TODO make *real* town development system
  982. //TODO: faction-specific development: use special buildings, build dwellings in better order, etc
  983. //TODO: build resource silo, defences when needed
  984. //Possible - allow "locking" on specific building (build prerequisites and then building itself)
  985. TResources currentRes = cb->getResourceAmount();
  986. int townIncome = t->dailyIncome();
  987. if (tryBuildAnyStructure(t, std::vector<BuildingID>(essential, essential + ARRAY_COUNT(essential))))
  988. return;
  989. //we're running out of gold - try to build something gold-producing. Multiplier can be tweaked, 6 is minimum due to buildings costs
  990. if (currentRes[Res::GOLD] < townIncome * 6)
  991. if (tryBuildNextStructure(t, std::vector<BuildingID>(goldSource, goldSource + ARRAY_COUNT(goldSource))))
  992. return;
  993. if (cb->getDate(Date::DAY_OF_WEEK) > 6)// last 2 days of week - try to focus on growth
  994. {
  995. if (tryBuildNextStructure(t, std::vector<BuildingID>(unitGrowth, unitGrowth + ARRAY_COUNT(unitGrowth)), 2))
  996. return;
  997. }
  998. // first in-game week or second half of any week: try build dwellings
  999. if (cb->getDate(Date::DAY) < 7 || cb->getDate(Date::DAY_OF_WEEK) > 3)
  1000. if (tryBuildAnyStructure(t, std::vector<BuildingID>(unitsSource, unitsSource + ARRAY_COUNT(unitsSource)), 8 - cb->getDate(Date::DAY_OF_WEEK)))
  1001. return;
  1002. //try to upgrade dwelling
  1003. for(int i = 0; i < ARRAY_COUNT(unitsUpgrade); i++)
  1004. {
  1005. if (t->hasBuilt(unitsSource[i]) && !t->hasBuilt(unitsUpgrade[i]))
  1006. {
  1007. if (tryBuildStructure(t, unitsUpgrade[i]))
  1008. return;
  1009. }
  1010. }
  1011. //remaining tasks
  1012. if (tryBuildNextStructure(t, std::vector<BuildingID>(goldSource, goldSource + ARRAY_COUNT(goldSource))))
  1013. return;
  1014. if (tryBuildNextStructure(t, std::vector<BuildingID>(spells, spells + ARRAY_COUNT(spells))))
  1015. return;
  1016. if (tryBuildAnyStructure(t, std::vector<BuildingID>(extra, extra + ARRAY_COUNT(extra))))
  1017. return;
  1018. }
  1019. bool VCAI::isGoodForVisit(const CGObjectInstance *obj, HeroPtr h)
  1020. {
  1021. const int3 pos = obj->visitablePos();
  1022. if (isAccessibleForHero(obj->visitablePos(), h) &&
  1023. !obj->wasVisited(playerID) &&
  1024. (cb->getPlayerRelations(ai->playerID, obj->tempOwner) == PlayerRelations::ENEMIES || isWeeklyRevisitable(obj)) && //flag or get weekly resources / creatures
  1025. isSafeToVisit(h, pos) &&
  1026. shouldVisit(h, obj) &&
  1027. !vstd::contains(alreadyVisited, obj) &&
  1028. !vstd::contains(reservedObjs, obj))
  1029. {
  1030. const CGObjectInstance *topObj = cb->getVisitableObjs(obj->visitablePos()).back(); //it may be hero visiting this obj
  1031. //we don't try visiting object on which allied or owned hero stands
  1032. // -> it will just trigger exchange windows and AI will be confused that obj behind doesn't get visited
  1033. if (topObj->ID == Obj::HERO && cb->getPlayerRelations(h->tempOwner, topObj->tempOwner) != PlayerRelations::ENEMIES)
  1034. return false;
  1035. else
  1036. return true; //all of the following is met
  1037. }
  1038. return false;
  1039. }
  1040. std::vector<const CGObjectInstance *> VCAI::getPossibleDestinations(HeroPtr h)
  1041. {
  1042. validateVisitableObjs();
  1043. std::vector<const CGObjectInstance *> possibleDestinations;
  1044. for(const CGObjectInstance *obj : visitableObjs)
  1045. {
  1046. const int3 pos = obj->visitablePos();
  1047. if (isGoodForVisit(obj, h))
  1048. {
  1049. possibleDestinations.push_back(obj);
  1050. }
  1051. }
  1052. boost::sort(possibleDestinations, isCloser);
  1053. return possibleDestinations;
  1054. }
  1055. bool VCAI::canReachTile (const CGHeroInstance * h, int3 t)
  1056. {
  1057. if (t.valid())
  1058. {
  1059. auto obj = cb->getTopObj(t);
  1060. if (obj && vstd::contains(ai->reservedObjs, obj) && !vstd::contains(reservedHeroesMap[h], obj))
  1061. return false; //do not capture object reserved by another hero
  1062. else
  1063. return true;
  1064. }
  1065. else
  1066. return false;
  1067. }
  1068. bool VCAI::canRecruitAnyHero (const CGTownInstance * t) const
  1069. {
  1070. //TODO: make gathering gold, building tavern or conquering town (?) possible subgoals
  1071. if (!t)
  1072. t = findTownWithTavern();
  1073. if (t)
  1074. return cb->getResourceAmount(Res::GOLD) >= HERO_GOLD_COST &&
  1075. cb->getHeroesInfo().size() < ALLOWED_ROAMING_HEROES &&
  1076. cb->getAvailableHeroes(t).size();
  1077. else
  1078. return false;
  1079. }
  1080. void VCAI::wander(HeroPtr h)
  1081. {
  1082. cb->setSelection(*h);
  1083. //unclaim objects that are now dangerous for us
  1084. auto reservedObjsSetCopy = reservedHeroesMap[h];
  1085. for (auto obj : reservedObjsSetCopy)
  1086. {
  1087. if (!isSafeToVisit(h, obj->visitablePos()))
  1088. unreserveObject(h, obj);
  1089. }
  1090. TimeCheck tc("looking for wander destination");
  1091. while (h->movement)
  1092. {
  1093. validateVisitableObjs();
  1094. std::vector <ObjectIdRef> dests, tmp;
  1095. range::copy(reservedHeroesMap[h], std::back_inserter(tmp)); //visit our reserved objects first
  1096. for (auto obj : tmp)
  1097. {
  1098. if (isAccessibleForHero (obj->visitablePos(), h)) //even nearby objects could be blocked by other heroes :(
  1099. dests.push_back(obj); //can't use lambda for member function :(
  1100. }
  1101. if (!dests.size())
  1102. range::copy(getPossibleDestinations(h), std::back_inserter(dests));
  1103. if(!dests.size())
  1104. {
  1105. if (cb->getVisitableObjs(h->visitablePos()).size() > 1)
  1106. moveHeroToTile(h->visitablePos(), h); //just in case we're standing on blocked subterranean gate
  1107. auto compareReinforcements = [h](const CGTownInstance *lhs, const CGTownInstance *rhs) -> bool
  1108. {
  1109. return howManyReinforcementsCanGet(h, lhs) < howManyReinforcementsCanGet(h, rhs);
  1110. };
  1111. std::vector<const CGTownInstance *> townsReachable;
  1112. std::vector<const CGTownInstance *> townsNotReachable;
  1113. for(const CGTownInstance *t : cb->getTownsInfo())
  1114. {
  1115. if(!t->visitingHero && howManyReinforcementsCanGet(h,t) && !vstd::contains(townVisitsThisWeek[h], t))
  1116. {
  1117. if (isAccessibleForHero (t->visitablePos(), h))
  1118. townsReachable.push_back(t);
  1119. else
  1120. townsNotReachable.push_back(t);
  1121. }
  1122. }
  1123. if(townsReachable.size())
  1124. {
  1125. boost::sort(townsReachable, compareReinforcements);
  1126. dests.emplace_back(townsReachable.back());
  1127. }
  1128. else if(townsNotReachable.size())
  1129. {
  1130. boost::sort(townsNotReachable, compareReinforcements);
  1131. //TODO pick the truly best
  1132. const CGTownInstance *t = townsNotReachable.back();
  1133. 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();
  1134. int3 pos1 = h->pos;
  1135. striveToGoal(sptr(Goals::ClearWayTo(t->visitablePos()).sethero(h)));
  1136. //if out hero is stuck, we may need to request another hero to clear the way we see
  1137. if (pos1 == h->pos && h == primaryHero()) //hero can't move
  1138. {
  1139. if (canRecruitAnyHero(t))
  1140. recruitHero(t);
  1141. }
  1142. break;
  1143. }
  1144. else if(cb->getResourceAmount(Res::GOLD) >= HERO_GOLD_COST)
  1145. {
  1146. std::vector<const CGTownInstance *> towns = cb->getTownsInfo();
  1147. erase_if(towns, [](const CGTownInstance *t) -> bool
  1148. {
  1149. for(const CGHeroInstance *h : cb->getHeroesInfo())
  1150. if(!t->getArmyStrength() || howManyReinforcementsCanGet(h, t))
  1151. return true;
  1152. return false;
  1153. });
  1154. boost::sort(towns, compareArmyStrength);
  1155. if(towns.size())
  1156. recruitHero(towns.back());
  1157. break;
  1158. }
  1159. else
  1160. {
  1161. logAi->debugStream() << "Nowhere more to go...";
  1162. break;
  1163. }
  1164. }
  1165. //end of objs empty
  1166. while (dests.size()) //performance improvement
  1167. {
  1168. //wander should not cause heroes to be reserved - they are always considered free
  1169. const ObjectIdRef&dest = dests.front();
  1170. logAi->debugStream() << boost::format("Of all %d destinations, object oid=%d seems nice") % dests.size() % dest.id.getNum();
  1171. if(!goVisitObj(dest, h))
  1172. {
  1173. if(!dest)
  1174. {
  1175. logAi->debugStream() << boost::format("Visit attempt made the object (id=%d) gone...") % dest.id.getNum();
  1176. }
  1177. else
  1178. {
  1179. logAi->debugStream() << boost::format("Hero %s apparently used all MPs (%d left)") % h->name % h->movement;
  1180. return;
  1181. }
  1182. }
  1183. //TODO: refactor removing deleted objects from the list
  1184. std::vector<const CGObjectInstance *> hlp;
  1185. retreiveVisitableObjs(hlp, true);
  1186. auto shouldBeErased = [&](const CGObjectInstance *obj) -> bool
  1187. {
  1188. if(!vstd::contains(hlp, obj))
  1189. {
  1190. return true;
  1191. }
  1192. return false;
  1193. };
  1194. erase_if(dests, shouldBeErased);
  1195. erase_if_present(dests, dest); //why that fails sometimes when removing monsters?
  1196. boost::sort(dests, isCloser); //find next closest one
  1197. }
  1198. if (h->visitedTown)
  1199. {
  1200. townVisitsThisWeek[h].insert(h->visitedTown);
  1201. buildArmyIn(h->visitedTown);
  1202. }
  1203. }
  1204. }
  1205. void VCAI::setGoal(HeroPtr h, Goals::TSubgoal goal)
  1206. { //TODO: check for presence?
  1207. if (goal->invalid())
  1208. erase_if_present(lockedHeroes, h);
  1209. else
  1210. {
  1211. lockedHeroes[h] = goal;
  1212. goal->setisElementar(false); //always evaluate goals before realizing
  1213. }
  1214. }
  1215. void VCAI::completeGoal (Goals::TSubgoal goal)
  1216. {
  1217. logAi->traceStream() << boost::format("Completing goal: %s") % goal->name();
  1218. if (const CGHeroInstance * h = goal->hero.get(true))
  1219. {
  1220. auto it = lockedHeroes.find(h);
  1221. if (it != lockedHeroes.end())
  1222. if (it->second == goal)
  1223. {
  1224. logAi->debugStream() << boost::format("%s") % goal->completeMessage();
  1225. lockedHeroes.erase(it); //goal fulfilled, free hero
  1226. }
  1227. }
  1228. else //complete goal for all heroes maybe?
  1229. {
  1230. for (auto p : lockedHeroes)
  1231. {
  1232. if (*(p.second) == *goal || p.second->fulfillsMe(goal)) //we could have fulfilled goals of other heroes by chance
  1233. {
  1234. logAi->debugStream() << boost::format("%s") % p.second->completeMessage();
  1235. lockedHeroes.erase (lockedHeroes.find(p.first)); //is it safe?
  1236. }
  1237. }
  1238. }
  1239. }
  1240. void VCAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
  1241. {
  1242. NET_EVENT_HANDLER;
  1243. assert(playerID > PlayerColor::PLAYER_LIMIT || status.getBattle() == UPCOMING_BATTLE);
  1244. status.setBattle(ONGOING_BATTLE);
  1245. const CGObjectInstance *presumedEnemy = backOrNull(cb->getVisitableObjs(tile)); //may be nullptr in some very are cases -> eg. visited monolith and fighting with an enemy at the FoW covered exit
  1246. battlename = boost::str(boost::format("Starting battle of %s attacking %s at %s") % (hero1 ? hero1->name : "a army") % (presumedEnemy ? presumedEnemy->hoverName : "unknown enemy") % tile);
  1247. CAdventureAI::battleStart(army1, army2, tile, hero1, hero2, side);
  1248. }
  1249. void VCAI::battleEnd(const BattleResult *br)
  1250. {
  1251. NET_EVENT_HANDLER;
  1252. assert(status.getBattle() == ONGOING_BATTLE);
  1253. status.setBattle(ENDING_BATTLE);
  1254. bool won = br->winner == myCb->battleGetMySide();
  1255. logAi->debugStream() << boost::format("Player %d: I %s the %s!") % playerID % (won ? "won" : "lost") % battlename;
  1256. battlename.clear();
  1257. CAdventureAI::battleEnd(br);
  1258. }
  1259. void VCAI::waitTillFree()
  1260. {
  1261. auto unlock = vstd::makeUnlockSharedGuard(cb->getGsMutex());
  1262. status.waitTillFree();
  1263. }
  1264. void VCAI::markObjectVisited (const CGObjectInstance *obj)
  1265. {
  1266. if(dynamic_cast<const CGVisitableOPH *>(obj) || //we may want to wisit it with another hero
  1267. dynamic_cast<const CGBonusingObject *>(obj) || //or another time
  1268. (obj->ID == Obj::MONSTER))
  1269. return;
  1270. alreadyVisited.insert(obj);
  1271. }
  1272. void VCAI::reserveObject(HeroPtr h, const CGObjectInstance *obj)
  1273. {
  1274. reservedObjs.insert(obj);
  1275. reservedHeroesMap[h].insert(obj);
  1276. logAi->debugStream() << "reserved object id=" << obj->id << "; address=" << (intptr_t)obj << "; name=" << obj->getHoverText();
  1277. }
  1278. void VCAI::unreserveObject(HeroPtr h, const CGObjectInstance *obj)
  1279. {
  1280. erase_if_present(reservedObjs, obj); //unreserve objects
  1281. erase_if_present(reservedHeroesMap[h], obj);
  1282. }
  1283. void VCAI::markHeroUnableToExplore (HeroPtr h)
  1284. {
  1285. heroesUnableToExplore.insert(h);
  1286. }
  1287. void VCAI::markHeroAbleToExplore (HeroPtr h)
  1288. {
  1289. erase_if_present(heroesUnableToExplore, h);
  1290. }
  1291. bool VCAI::isAbleToExplore (HeroPtr h)
  1292. {
  1293. return !vstd::contains (heroesUnableToExplore, h);
  1294. }
  1295. void VCAI::clearHeroesUnableToExplore()
  1296. {
  1297. heroesUnableToExplore.clear();
  1298. }
  1299. void VCAI::validateVisitableObjs()
  1300. {
  1301. std::vector<const CGObjectInstance *> hlp;
  1302. retreiveVisitableObjs(hlp, true);
  1303. std::string errorMsg;
  1304. auto shouldBeErased = [&](const CGObjectInstance *obj) -> bool
  1305. {
  1306. if(!vstd::contains(hlp, obj))
  1307. {
  1308. logAi->errorStream() << helperObjInfo[obj].name << " at " << helperObjInfo[obj].pos << errorMsg;
  1309. return true;
  1310. }
  1311. return false;
  1312. };
  1313. //errorMsg is captured by ref so lambda will take the new text
  1314. errorMsg = " shouldn't be on the visitable objects list!";
  1315. erase_if(visitableObjs, shouldBeErased);
  1316. for(auto &p : reservedHeroesMap)
  1317. {
  1318. errorMsg = " shouldn't be on list for hero " + p.first->name + "!";
  1319. erase_if(p.second, shouldBeErased);
  1320. }
  1321. errorMsg = " shouldn't be on the reserved objs list!";
  1322. erase_if(reservedObjs, shouldBeErased);
  1323. //TODO overkill, hidden object should not be removed. However, we can't know if hidden object is erased from game.
  1324. errorMsg = " shouldn't be on the already visited objs list!";
  1325. erase_if(alreadyVisited, shouldBeErased);
  1326. }
  1327. void VCAI::retreiveVisitableObjs(std::vector<const CGObjectInstance *> &out, bool includeOwned /*= false*/) const
  1328. {
  1329. foreach_tile_pos([&](const int3 &pos)
  1330. {
  1331. for(const CGObjectInstance *obj : myCb->getVisitableObjs(pos, false))
  1332. {
  1333. if(includeOwned || obj->tempOwner != playerID)
  1334. out.push_back(obj);
  1335. }
  1336. });
  1337. }
  1338. void VCAI::retreiveVisitableObjs(std::set<const CGObjectInstance *> &out, bool includeOwned /*= false*/) const
  1339. {
  1340. foreach_tile_pos([&](const int3 &pos)
  1341. {
  1342. for(const CGObjectInstance *obj : myCb->getVisitableObjs(pos, false))
  1343. {
  1344. if(includeOwned || obj->tempOwner != playerID)
  1345. out.insert(obj);
  1346. }
  1347. });
  1348. }
  1349. std::vector<const CGObjectInstance *> VCAI::getFlaggedObjects() const
  1350. {
  1351. std::vector<const CGObjectInstance *> ret;
  1352. retreiveVisitableObjs(ret, true);
  1353. erase_if(ret, [](const CGObjectInstance *obj)
  1354. {
  1355. return obj->tempOwner != ai->playerID;
  1356. });
  1357. return ret;
  1358. }
  1359. void VCAI::addVisitableObj(const CGObjectInstance *obj)
  1360. {
  1361. visitableObjs.insert(obj);
  1362. helperObjInfo[obj] = ObjInfo(obj);
  1363. }
  1364. const CGObjectInstance * VCAI::lookForArt(int aid) const
  1365. {
  1366. for(const CGObjectInstance *obj : ai->visitableObjs)
  1367. {
  1368. if(obj->ID == 5 && obj->subID == aid)
  1369. return obj;
  1370. }
  1371. return nullptr;
  1372. //TODO what if more than one artifact is available? return them all or some slection criteria
  1373. }
  1374. bool VCAI::isAccessible(const int3 &pos)
  1375. {
  1376. //TODO precalculate for speed
  1377. for(const CGHeroInstance *h : cb->getHeroesInfo())
  1378. {
  1379. if(isAccessibleForHero(pos, h))
  1380. return true;
  1381. }
  1382. return false;
  1383. }
  1384. HeroPtr VCAI::getHeroWithGrail() const
  1385. {
  1386. for(const CGHeroInstance *h : cb->getHeroesInfo())
  1387. if(h->hasArt(2)) //grail
  1388. return h;
  1389. return nullptr;
  1390. }
  1391. const CGObjectInstance * VCAI::getUnvisitedObj(const std::function<bool(const CGObjectInstance *)> &predicate)
  1392. {
  1393. //TODO smarter definition of unvisited
  1394. for(const CGObjectInstance *obj : visitableObjs)
  1395. if(predicate(obj) && !vstd::contains(alreadyVisited, obj))
  1396. return obj;
  1397. return nullptr;
  1398. }
  1399. bool VCAI::isAccessibleForHero(const int3 & pos, HeroPtr h, bool includeAllies /*= false*/) const
  1400. {
  1401. cb->setSelection(*h);
  1402. if (!includeAllies)
  1403. { //don't visit tile occupied by allied hero
  1404. for (auto obj : cb->getVisitableObjs(pos))
  1405. {
  1406. if (obj->ID == Obj::HERO &&
  1407. cb->getPlayerRelations(ai->playerID, obj->tempOwner) != PlayerRelations::ENEMIES &&
  1408. obj != h.get())
  1409. return false;
  1410. }
  1411. }
  1412. return cb->getPathInfo(pos)->reachable();
  1413. }
  1414. bool VCAI::moveHeroToTile(int3 dst, HeroPtr h)
  1415. {
  1416. cb->setSelection(h.h); //make sure we are using the RIGHT pathfinder
  1417. logAi->debugStream() << boost::format("Moving hero %s to tile %s") % h->name % dst;
  1418. int3 startHpos = h->visitablePos();
  1419. bool ret = false;
  1420. if(startHpos == dst)
  1421. {
  1422. //FIXME: this assertion fails also if AI moves onto defeated guarded object
  1423. assert(cb->getVisitableObjs(dst).size() > 1); //there's no point in revisiting tile where there is no visitable object
  1424. cb->moveHero(*h, CGHeroInstance::convertPosition(dst, true));
  1425. waitTillFree(); //movement may cause battle or blocking dialog
  1426. ret = true;
  1427. }
  1428. else
  1429. {
  1430. CGPath path;
  1431. cb->getPath2(dst, path);
  1432. if(path.nodes.empty())
  1433. {
  1434. logAi->errorStream() << "Hero " << h->name << " cannot reach " << dst;
  1435. cb->recalculatePaths();
  1436. throw goalFulfilledException (sptr(Goals::VisitTile(dst).sethero(h)));
  1437. }
  1438. int i=path.nodes.size()-1;
  1439. for(; i>0; i--)
  1440. {
  1441. //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
  1442. if(path.nodes[i-1].turns)
  1443. {
  1444. //blockedHeroes.insert(h); //to avoid attempts of moving heroes with very little MPs
  1445. break;
  1446. }
  1447. int3 endpos = path.nodes[i-1].coord;
  1448. if(endpos == h->visitablePos())
  1449. continue;
  1450. cb->moveHero(*h, CGHeroInstance::convertPosition(endpos, true));
  1451. waitTillFree(); //movement may cause battle or blocking dialog
  1452. boost::this_thread::interruption_point();
  1453. if(!h) //we lost hero - remove all tasks assigned to him/her
  1454. {
  1455. lostHero(h);
  1456. //we need to throw, otherwise hero will be assigned to sth again
  1457. throw std::runtime_error("Hero was lost!");
  1458. }
  1459. }
  1460. ret = !i;
  1461. }
  1462. if (auto visitedObject = frontOrNull(cb->getVisitableObjs(h->visitablePos()))) //we stand on something interesting
  1463. {
  1464. if (visitedObject != *h)
  1465. performObjectInteraction (visitedObject, h);
  1466. //BNLOG("Hero %s moved from %s to %s at %s", h->name % startHpos % visitedObject->hoverName % h->visitablePos());
  1467. //throw goalFulfilledException (CGoal(GET_OBJ).setobjid(visitedObject->id));
  1468. }
  1469. if(h) //we could have lost hero after last move
  1470. {
  1471. completeGoal (sptr(Goals::VisitTile(dst).sethero(h))); //we stepped on some tile, anyway
  1472. if (!ret) //reserve object we are heading towards
  1473. {
  1474. auto obj = frontOrNull(cb->getVisitableObjs(dst));
  1475. if (obj && obj != *h)
  1476. reserveObject(h, obj);
  1477. }
  1478. cb->recalculatePaths();
  1479. if (startHpos == h->visitablePos() && !ret) //we didn't move and didn't reach the target
  1480. {
  1481. erase_if_present (lockedHeroes, h); //hero seemingly is confused
  1482. throw cannotFulfillGoalException("Invalid path found!"); //FIXME: should never happen
  1483. }
  1484. }
  1485. logAi->debugStream() << boost::format("Hero %s moved from %s to %s. Returning %d.") % h->name % startHpos % h->visitablePos() % ret;
  1486. return ret;
  1487. }
  1488. void VCAI::tryRealize(Goals::Explore & g)
  1489. {
  1490. throw cannotFulfillGoalException("EXPLORE is not a elementar goal!");
  1491. }
  1492. void VCAI::tryRealize(Goals::RecruitHero & g)
  1493. {
  1494. if(const CGTownInstance *t = findTownWithTavern())
  1495. {
  1496. recruitHero(t, true);
  1497. //TODO try to free way to blocked town
  1498. //TODO: adventure map tavern or prison?
  1499. }
  1500. }
  1501. void VCAI::tryRealize(Goals::VisitTile & g)
  1502. {
  1503. if(!g.hero->movement)
  1504. throw cannotFulfillGoalException("Cannot visit tile: hero is out of MPs!");
  1505. if(g.tile == g.hero->visitablePos() && cb->getVisitableObjs(g.hero->visitablePos()).size() < 2)
  1506. {
  1507. logAi->warnStream() << boost::format("Why do I want to move hero %s to tile %s? Already standing on that tile! ")
  1508. % g.hero->name % g.tile;
  1509. throw goalFulfilledException (sptr(g));
  1510. }
  1511. if (ai->moveHeroToTile(g.tile, g.hero.get()))
  1512. {
  1513. throw goalFulfilledException (sptr(g));
  1514. }
  1515. }
  1516. void VCAI::tryRealize(Goals::VisitHero & g)
  1517. {
  1518. if(!g.hero->movement)
  1519. throw cannotFulfillGoalException("Cannot visit target hero: hero is out of MPs!");
  1520. const CGObjectInstance * obj = cb->getObj(ObjectInstanceID(g.objid));
  1521. if (obj)
  1522. {
  1523. if (ai->moveHeroToTile(obj->visitablePos(), g.hero.get()))
  1524. {
  1525. throw goalFulfilledException (sptr(g));
  1526. }
  1527. }
  1528. else
  1529. throw cannotFulfillGoalException("Cannot visit hero: object not found!");
  1530. }
  1531. void VCAI::tryRealize(Goals::BuildThis & g)
  1532. {
  1533. const CGTownInstance *t = g.town;
  1534. if(!t && g.hero)
  1535. t = g.hero->visitedTown;
  1536. if(!t)
  1537. {
  1538. for(const CGTownInstance *t : cb->getTownsInfo())
  1539. {
  1540. switch(cb->canBuildStructure(t, BuildingID(g.bid)))
  1541. {
  1542. case EBuildingState::ALLOWED:
  1543. cb->buildBuilding(t, BuildingID(g.bid));
  1544. return;
  1545. default:
  1546. break;
  1547. }
  1548. }
  1549. }
  1550. else if(cb->canBuildStructure(t, BuildingID(g.bid)) == EBuildingState::ALLOWED)
  1551. {
  1552. cb->buildBuilding(t, BuildingID(g.bid));
  1553. return;
  1554. }
  1555. throw cannotFulfillGoalException("Cannot build a given structure!");
  1556. }
  1557. void VCAI::tryRealize(Goals::DigAtTile & g)
  1558. {
  1559. assert(g.hero->visitablePos() == g.tile); //surely we want to crash here?
  1560. if (g.hero->diggingStatus() == CGHeroInstance::CAN_DIG)
  1561. {
  1562. cb->dig(g.hero.get());
  1563. completeGoal(sptr(g)); // finished digging
  1564. }
  1565. else
  1566. {
  1567. ai->lockedHeroes[g.hero] = sptr(g); //hero who tries to dig shouldn't do anything else
  1568. throw cannotFulfillGoalException("A hero can't dig!\n");
  1569. }
  1570. }
  1571. void VCAI::tryRealize(Goals::CollectRes & g)
  1572. {
  1573. if(cb->getResourceAmount(static_cast<Res::ERes>(g.resID)) >= g.value)
  1574. throw cannotFulfillGoalException("Goal is already fulfilled!");
  1575. if(const CGObjectInstance *obj = cb->getObj(ObjectInstanceID(g.objid), false))
  1576. {
  1577. if(const IMarket *m = IMarket::castFrom(obj, false))
  1578. {
  1579. for (Res::ERes i = Res::WOOD; i <= Res::GOLD; vstd::advance(i, 1))
  1580. {
  1581. if(i == g.resID) continue;
  1582. int toGive, toGet;
  1583. m->getOffer(i, g.resID, toGive, toGet, EMarketMode::RESOURCE_RESOURCE);
  1584. toGive = toGive * (cb->getResourceAmount(i) / toGive);
  1585. //TODO trade only as much as needed
  1586. cb->trade(obj, EMarketMode::RESOURCE_RESOURCE, i, g.resID, toGive);
  1587. if(cb->getResourceAmount(static_cast<Res::ERes>(g.resID)) >= g.value)
  1588. return;
  1589. }
  1590. throw cannotFulfillGoalException("I cannot get needed resources by trade!");
  1591. }
  1592. else
  1593. {
  1594. throw cannotFulfillGoalException("I don't know how to use this object to raise resources!");
  1595. }
  1596. }
  1597. else
  1598. {
  1599. saving[g.resID] = 1;
  1600. throw cannotFulfillGoalException("No object that could be used to raise resources!");
  1601. }
  1602. }
  1603. void VCAI::tryRealize(Goals::Build & g)
  1604. {
  1605. for(const CGTownInstance *t : cb->getTownsInfo())
  1606. {
  1607. logAi->debugStream() << boost::format("Looking into %s") % t->name;
  1608. buildStructure(t);
  1609. buildArmyIn(t);
  1610. if(!ai->primaryHero() ||
  1611. (t->getArmyStrength() > ai->primaryHero()->getArmyStrength() * 2 && !isAccessibleForHero(t->visitablePos(), ai->primaryHero())))
  1612. {
  1613. recruitHero(t);
  1614. buildArmyIn(t);
  1615. }
  1616. }
  1617. throw cannotFulfillGoalException("BUILD has been realized as much as possible.");
  1618. }
  1619. void VCAI::tryRealize(Goals::Invalid & g)
  1620. {
  1621. throw cannotFulfillGoalException("I don't know how to fulfill this!");
  1622. }
  1623. void VCAI::tryRealize(Goals::AbstractGoal & g)
  1624. {
  1625. logAi->debugStream() << boost::format("Attempting realizing goal with code %s") % g.name();
  1626. throw cannotFulfillGoalException("Unknown type of goal !");
  1627. }
  1628. const CGTownInstance * VCAI::findTownWithTavern() const
  1629. {
  1630. for(const CGTownInstance *t : cb->getTownsInfo())
  1631. if(t->hasBuilt(BuildingID::TAVERN) && !t->visitingHero)
  1632. return t;
  1633. return nullptr;
  1634. }
  1635. Goals::TSubgoal VCAI::getGoal (HeroPtr h) const
  1636. {
  1637. auto it = lockedHeroes.find(h);
  1638. if (it != lockedHeroes.end())
  1639. return it->second;
  1640. else
  1641. return sptr(Goals::Invalid());
  1642. }
  1643. std::vector<HeroPtr> VCAI::getUnblockedHeroes() const
  1644. {
  1645. std::vector<HeroPtr> ret;
  1646. for (auto h : cb->getHeroesInfo())
  1647. {
  1648. //&& !vstd::contains(lockedHeroes, h)
  1649. //at this point we assume heroes exhausted their locked goals
  1650. if (canAct(h))
  1651. ret.push_back(h);
  1652. }
  1653. return ret;
  1654. }
  1655. bool VCAI::canAct (HeroPtr h) const
  1656. {
  1657. auto mission = lockedHeroes.find(h);
  1658. if (mission != lockedHeroes.end())
  1659. {
  1660. //FIXME: I'm afraid there can be other conditions when heroes can act but not move :?
  1661. if (mission->second->goalType == Goals::DIG_AT_TILE && !mission->second->isElementar)
  1662. return false;
  1663. }
  1664. return h->movement;
  1665. }
  1666. HeroPtr VCAI::primaryHero() const
  1667. {
  1668. auto hs = cb->getHeroesInfo();
  1669. boost::sort(hs, compareHeroStrength);
  1670. if(hs.empty())
  1671. return nullptr;
  1672. return hs.back();
  1673. }
  1674. void VCAI::endTurn()
  1675. {
  1676. logAi->infoStream() << "Player " << static_cast<int>(playerID.getNum()) << " ends turn";
  1677. if(!status.haveTurn())
  1678. {
  1679. logAi->errorStream() << "Not having turn at the end of turn???";
  1680. }
  1681. logAi->debugStream() << "Resources at the end of turn: " << cb->getResourceAmount();
  1682. do
  1683. {
  1684. cb->endTurn();
  1685. } 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
  1686. logGlobal->infoStream() << "Player " << static_cast<int>(playerID.getNum()) << " ended turn";
  1687. }
  1688. void VCAI::striveToGoal(Goals::TSubgoal ultimateGoal)
  1689. {
  1690. if (ultimateGoal->invalid())
  1691. return;
  1692. //we are looking for abstract goals
  1693. auto abstractGoal = striveToGoalInternal (ultimateGoal, false);
  1694. if (abstractGoal->invalid())
  1695. return;
  1696. //we received abstract goal, need to find concrete goals
  1697. striveToGoalInternal (abstractGoal, true);
  1698. //TODO: save abstract goals not related to hero
  1699. }
  1700. Goals::TSubgoal VCAI::striveToGoalInternal(Goals::TSubgoal ultimateGoal, bool onlyAbstract)
  1701. {
  1702. const int searchDepth = 30;
  1703. const int searchDepth2 = searchDepth-2;
  1704. Goals::TSubgoal abstractGoal = sptr(Goals::Invalid());
  1705. while(1)
  1706. {
  1707. Goals::TSubgoal goal = ultimateGoal;
  1708. logAi->debugStream() << boost::format("Striving to goal of type %s") % ultimateGoal->name();
  1709. int maxGoals = searchDepth; //preventing deadlock for mutually dependent goals
  1710. while(!goal->isElementar && maxGoals && (onlyAbstract || !goal->isAbstract))
  1711. {
  1712. logAi->debugStream() << boost::format("Considering goal %s") % goal->name();
  1713. try
  1714. {
  1715. boost::this_thread::interruption_point();
  1716. goal = goal->whatToDoToAchieve();
  1717. --maxGoals;
  1718. if (*goal == *ultimateGoal) //compare objects by value
  1719. throw cannotFulfillGoalException("Goal dependency loop detected!");
  1720. }
  1721. catch(goalFulfilledException &e)
  1722. {
  1723. //it is impossible to continue some goals (like exploration, for example)
  1724. completeGoal (goal);
  1725. logAi->debugStream() << boost::format("Goal %s decomposition failed: goal was completed as much as possible") % goal->name();
  1726. return sptr(Goals::Invalid());
  1727. }
  1728. catch(std::exception &e)
  1729. {
  1730. logAi->debugStream() << boost::format("Goal %s decomposition failed: %s") % goal->name() % e.what();
  1731. return sptr(Goals::Invalid());
  1732. }
  1733. }
  1734. try
  1735. {
  1736. boost::this_thread::interruption_point();
  1737. if (!maxGoals)
  1738. {
  1739. std::runtime_error e("Too many subgoals, don't know what to do");
  1740. throw (e);
  1741. }
  1742. if (goal->hero) //lock this hero to fulfill ultimate goal
  1743. {
  1744. if (maxGoals)
  1745. {
  1746. setGoal(goal->hero, goal);
  1747. }
  1748. else
  1749. {
  1750. erase_if_present (lockedHeroes, goal->hero); // we seemingly don't know what to do with hero
  1751. }
  1752. }
  1753. if (goal->isAbstract)
  1754. {
  1755. abstractGoal = goal; //allow only one abstract goal per call
  1756. logAi->debugStream() << boost::format("Choosing abstract goal %s") % goal->name();
  1757. break;
  1758. }
  1759. else
  1760. {
  1761. logAi->debugStream() << boost::format("Trying to realize %s (value %2.3f)") % goal->name() % goal->priority;
  1762. goal->accept(this);
  1763. }
  1764. boost::this_thread::interruption_point();
  1765. }
  1766. catch(boost::thread_interrupted &e)
  1767. {
  1768. logAi->debugStream() << boost::format("Player %d: Making turn thread received an interruption!") % playerID;
  1769. throw; //rethrow, we want to truly end this thread
  1770. }
  1771. catch(goalFulfilledException &e)
  1772. {
  1773. //the goal was completed successfully
  1774. completeGoal (goal);
  1775. //completed goal was main goal //TODO: find better condition
  1776. if (ultimateGoal->fulfillsMe(goal) || maxGoals > searchDepth2)
  1777. return sptr(Goals::Invalid());
  1778. }
  1779. catch(std::exception &e)
  1780. {
  1781. logAi->debugStream() << boost::format("Failed to realize subgoal of type %s (greater goal type was %s), I will stop.") % goal->name() % ultimateGoal->name();
  1782. logAi->debugStream() << boost::format("The error message was: %s") % e.what();
  1783. break;
  1784. }
  1785. }
  1786. return abstractGoal;
  1787. }
  1788. void VCAI::striveToQuest (const QuestInfo &q)
  1789. {
  1790. if (q.quest->missionType && q.quest->progress != CQuest::COMPLETE)
  1791. {
  1792. MetaString ms;
  1793. q.quest->getRolloverText(ms, false);
  1794. logAi->debugStream() << boost::format("Trying to realize quest: %s") % ms.toString();
  1795. auto heroes = cb->getHeroesInfo();
  1796. switch (q.quest->missionType)
  1797. {
  1798. case CQuest::MISSION_ART:
  1799. {
  1800. for (auto hero : heroes) //TODO: remove duplicated code?
  1801. {
  1802. if (q.quest->checkQuest(hero))
  1803. {
  1804. striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero)));
  1805. return;
  1806. }
  1807. }
  1808. for (auto art : q.quest->m5arts)
  1809. {
  1810. striveToGoal (sptr(Goals::GetArtOfType(art))); //TODO: transport?
  1811. }
  1812. break;
  1813. }
  1814. case CQuest::MISSION_HERO:
  1815. {
  1816. //striveToGoal (CGoal(RECRUIT_HERO));
  1817. for (auto hero : heroes)
  1818. {
  1819. if (q.quest->checkQuest(hero))
  1820. {
  1821. striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero)));
  1822. return;
  1823. }
  1824. }
  1825. striveToGoal (sptr(Goals::FindObj(Obj::PRISON))); //rule of a thumb - quest heroes usually are locked in prisons
  1826. //BNLOG ("Don't know how to recruit hero with id %d\n", q.quest->m13489val);
  1827. break;
  1828. }
  1829. case CQuest::MISSION_ARMY:
  1830. {
  1831. for (auto hero : heroes)
  1832. {
  1833. if (q.quest->checkQuest(hero)) //very bad info - stacks can be split between multiple heroes :(
  1834. {
  1835. striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero)));
  1836. return;
  1837. }
  1838. }
  1839. for (auto creature : q.quest->m6creatures)
  1840. {
  1841. striveToGoal (sptr(Goals::GatherTroops(creature.type->idNumber, creature.count)));
  1842. }
  1843. //TODO: exchange armies... oh my
  1844. //BNLOG ("Don't know how to recruit %d of %s\n", (int)(creature.count) % creature.type->namePl);
  1845. break;
  1846. }
  1847. case CQuest::MISSION_RESOURCES:
  1848. {
  1849. if (heroes.size())
  1850. {
  1851. if (q.quest->checkQuest(heroes.front())) //it doesn't matter which hero it is
  1852. {
  1853. striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum())));
  1854. }
  1855. else
  1856. {
  1857. for (int i = 0; i < q.quest->m7resources.size(); ++i)
  1858. {
  1859. if (q.quest->m7resources[i])
  1860. striveToGoal (sptr(Goals::CollectRes(i, q.quest->m7resources[i])));
  1861. }
  1862. }
  1863. }
  1864. else
  1865. striveToGoal (sptr(Goals::RecruitHero())); //FIXME: checkQuest requires any hero belonging to player :(
  1866. break;
  1867. }
  1868. case CQuest::MISSION_KILL_HERO:
  1869. case CQuest::MISSION_KILL_CREATURE:
  1870. {
  1871. auto obj = cb->getObjByQuestIdentifier(q.quest->m13489val);
  1872. if (obj)
  1873. striveToGoal (sptr(Goals::GetObj(obj->id.getNum())));
  1874. else
  1875. striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()))); //visit seer hut
  1876. break;
  1877. }
  1878. case CQuest::MISSION_PRIMARY_STAT:
  1879. {
  1880. auto heroes = cb->getHeroesInfo();
  1881. for (auto hero : heroes)
  1882. {
  1883. if (q.quest->checkQuest(hero))
  1884. {
  1885. striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero)));
  1886. return;
  1887. }
  1888. }
  1889. for (int i = 0; i < q.quest->m2stats.size(); ++i)
  1890. {
  1891. logAi->debugStream() << boost::format("Don't know how to increase primary stat %d") % i;
  1892. }
  1893. break;
  1894. }
  1895. case CQuest::MISSION_LEVEL:
  1896. {
  1897. auto heroes = cb->getHeroesInfo();
  1898. for (auto hero : heroes)
  1899. {
  1900. if (q.quest->checkQuest(hero))
  1901. {
  1902. striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero))); //TODO: causes infinite loop :/
  1903. return;
  1904. }
  1905. }
  1906. logAi->debugStream() << boost::format("Don't know how to reach hero level %d") % q.quest->m13489val;
  1907. break;
  1908. }
  1909. case CQuest::MISSION_PLAYER:
  1910. {
  1911. if (playerID.getNum() != q.quest->m13489val)
  1912. logAi->debugStream() << boost::format("Can't be player of color %d") % q.quest->m13489val;
  1913. break;
  1914. }
  1915. case CQuest::MISSION_KEYMASTER:
  1916. {
  1917. striveToGoal (sptr(Goals::FindObj(Obj::KEYMASTER, q.obj->subID)));
  1918. break;
  1919. }
  1920. }
  1921. }
  1922. }
  1923. void VCAI::performTypicalActions()
  1924. {
  1925. for(auto h : getUnblockedHeroes())
  1926. {
  1927. logAi->debugStream() << boost::format("Looking into %s, MP=%d") % h->name.c_str() % h->movement;
  1928. makePossibleUpgrades(*h);
  1929. try
  1930. {
  1931. wander(h);
  1932. }
  1933. catch(std::exception &e)
  1934. {
  1935. logAi->debugStream() << boost::format("Cannot use this hero anymore, received exception: %s") % e.what();
  1936. continue;
  1937. }
  1938. }
  1939. }
  1940. void VCAI::buildArmyIn(const CGTownInstance * t)
  1941. {
  1942. makePossibleUpgrades(t->visitingHero);
  1943. makePossibleUpgrades(t);
  1944. recruitCreatures(t);
  1945. moveCreaturesToHero(t);
  1946. }
  1947. int3 VCAI::explorationBestNeighbour(int3 hpos, int radius, HeroPtr h)
  1948. {
  1949. std::map<int3, int> dstToRevealedTiles;
  1950. for(crint3 dir : dirs)
  1951. if(cb->isInTheMap(hpos+dir))
  1952. if (isSafeToVisit(h, hpos + dir) && isAccessibleForHero (hpos + dir, h))
  1953. dstToRevealedTiles[hpos + dir] = howManyTilesWillBeDiscovered(radius, hpos, dir);
  1954. if (dstToRevealedTiles.empty()) //yes, it DID happen!
  1955. throw cannotFulfillGoalException("No neighbour will bring new discoveries!");
  1956. auto best = dstToRevealedTiles.begin();
  1957. for (auto i = dstToRevealedTiles.begin(); i != dstToRevealedTiles.end(); i++)
  1958. {
  1959. const CGPathNode *pn = cb->getPathInfo(i->first);
  1960. //const TerrainTile *t = cb->getTile(i->first);
  1961. if(best->second < i->second && pn->reachable() && pn->accessible == CGPathNode::ACCESSIBLE)
  1962. best = i;
  1963. }
  1964. if(best->second)
  1965. return best->first;
  1966. throw cannotFulfillGoalException("No neighbour will bring new discoveries!");
  1967. }
  1968. int3 VCAI::explorationNewPoint(HeroPtr h)
  1969. {
  1970. //logAi->debugStream() << "Looking for an another place for exploration...";
  1971. cb->setSelection(h.h);
  1972. int radius = h->getSightRadious();
  1973. std::vector<std::vector<int3> > tiles; //tiles[distance_to_fow]
  1974. tiles.resize(radius);
  1975. CCallback * cbp = cb.get();
  1976. foreach_tile_pos([&](const int3 &pos)
  1977. {
  1978. if(!cbp->isVisible(pos))
  1979. tiles[0].push_back(pos);
  1980. });
  1981. float bestValue = 0; //discovered tile to node distance ratio
  1982. int3 bestTile(-1,-1,-1);
  1983. for (int i = 1; i < radius; i++)
  1984. {
  1985. getVisibleNeighbours(tiles[i-1], tiles[i]);
  1986. removeDuplicates(tiles[i]);
  1987. for(const int3 &tile : tiles[i])
  1988. {
  1989. if (cbp->getTile(tile)->blocked) //does it shorten the time?
  1990. continue;
  1991. if (!cbp->getPathInfo(tile)->reachable()) //this will remove tiles that are guarded by monsters (or removable objects)
  1992. continue;
  1993. CGPath path;
  1994. cbp->getPath2(tile, path);
  1995. float ourValue = (float)howManyTilesWillBeDiscovered(tile, radius, cbp) / (path.nodes.size() + 1); //+1 prevents erratic jumps
  1996. if (ourValue > bestValue) //avoid costly checks of tiles that don't reveal much
  1997. {
  1998. if(isSafeToVisit(h, tile) && !isBlockedBorderGate(tile))
  1999. {
  2000. bestTile = tile;
  2001. bestValue = ourValue;
  2002. }
  2003. }
  2004. }
  2005. }
  2006. return bestTile;
  2007. }
  2008. int3 VCAI::explorationDesperate(HeroPtr h)
  2009. {
  2010. //logAi->debugStream() << "Looking for an another place for exploration...";
  2011. SectorMap sm(h);
  2012. int radius = h->getSightRadious();
  2013. std::vector<std::vector<int3> > tiles; //tiles[distance_to_fow]
  2014. tiles.resize(radius);
  2015. CCallback * cbp = cb.get();
  2016. foreach_tile_pos([&](const int3 &pos)
  2017. {
  2018. if(!cbp->isVisible(pos))
  2019. tiles[0].push_back(pos);
  2020. });
  2021. ui64 lowestDanger = -1;
  2022. int3 bestTile(-1,-1,-1);
  2023. for (int i = 1; i < radius; i++)
  2024. {
  2025. getVisibleNeighbours(tiles[i-1], tiles[i]);
  2026. removeDuplicates(tiles[i]);
  2027. for(const int3 &tile : tiles[i])
  2028. {
  2029. if (cbp->getTile(tile)->blocked) //does it shorten the time?
  2030. continue;
  2031. if (!howManyTilesWillBeDiscovered(tile, radius, cbp)) //avoid costly checks of tiles that don't reveal much
  2032. continue;
  2033. auto t = sm.firstTileToGet(h, tile);
  2034. if (t.valid())
  2035. {
  2036. ui64 ourDanger = evaluateDanger(t, h.h);
  2037. if (ourDanger < lowestDanger)
  2038. {
  2039. if(!isBlockedBorderGate(t))
  2040. {
  2041. if (!ourDanger) //at least one safe place found
  2042. return t;
  2043. bestTile = t;
  2044. lowestDanger = ourDanger;
  2045. }
  2046. }
  2047. }
  2048. }
  2049. }
  2050. return bestTile;
  2051. }
  2052. TResources VCAI::estimateIncome() const
  2053. {
  2054. TResources ret;
  2055. for(const CGTownInstance *t : cb->getTownsInfo())
  2056. {
  2057. ret[Res::GOLD] += t->dailyIncome();
  2058. //TODO duplikuje newturn
  2059. if(t->hasBuilt(BuildingID::RESOURCE_SILO)) //there is resource silo
  2060. {
  2061. if(t->town->primaryRes == Res::WOOD_AND_ORE) //we'll give wood and ore
  2062. {
  2063. ret[Res::WOOD] ++;
  2064. ret[Res::ORE] ++;
  2065. }
  2066. else
  2067. {
  2068. ret[t->town->primaryRes] ++;
  2069. }
  2070. }
  2071. }
  2072. for(const CGObjectInstance *obj : getFlaggedObjects())
  2073. {
  2074. if(obj->ID == Obj::MINE)
  2075. {
  2076. switch(obj->subID)
  2077. {
  2078. case Res::WOOD:
  2079. case Res::ORE:
  2080. ret[obj->subID] += WOOD_ORE_MINE_PRODUCTION;
  2081. break;
  2082. case Res::GOLD:
  2083. case 7: //abandoned mine -> also gold
  2084. ret[Res::GOLD] += GOLD_MINE_PRODUCTION;
  2085. break;
  2086. default:
  2087. ret[obj->subID] += RESOURCE_MINE_PRODUCTION;
  2088. break;
  2089. }
  2090. }
  2091. }
  2092. return ret;
  2093. }
  2094. bool VCAI::containsSavedRes(const TResources &cost) const
  2095. {
  2096. for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
  2097. {
  2098. if(saving[i] && cost[i])
  2099. return true;
  2100. }
  2101. return false;
  2102. }
  2103. void VCAI::checkHeroArmy (HeroPtr h)
  2104. {
  2105. auto it = lockedHeroes.find(h);
  2106. if (it != lockedHeroes.end())
  2107. {
  2108. if (it->second->goalType == Goals::GATHER_ARMY && it->second->value <= h->getArmyStrength())
  2109. completeGoal(sptr(Goals::GatherArmy(it->second->value).sethero(h)));
  2110. }
  2111. }
  2112. void VCAI::recruitHero(const CGTownInstance * t, bool throwing)
  2113. {
  2114. logAi->debugStream() << boost::format("Trying to recruit a hero in %s at %s") % t->name % t->visitablePos();
  2115. auto heroes = cb->getAvailableHeroes(t);
  2116. if(heroes.size())
  2117. {
  2118. auto hero = heroes[0];
  2119. if (heroes.size() >= 2) //makes sense to recruit two heroes with starting amries in first week
  2120. {
  2121. if (heroes[1]->getTotalStrength() > hero->getTotalStrength())
  2122. hero = heroes[1];
  2123. }
  2124. cb->recruitHero(t, hero);
  2125. }
  2126. else if(throwing)
  2127. throw cannotFulfillGoalException("No available heroes in tavern in " + t->nodeName());
  2128. }
  2129. void VCAI::finish()
  2130. {
  2131. if(makingTurn)
  2132. makingTurn->interrupt();
  2133. }
  2134. void VCAI::requestActionASAP(std::function<void()> whatToDo)
  2135. {
  2136. // static boost::mutex m;
  2137. // boost::unique_lock<boost::mutex> mylock(m);
  2138. boost::barrier b(2);
  2139. boost::thread newThread([&b,this,whatToDo]()
  2140. {
  2141. setThreadName("VCAI::requestActionASAP::helper");
  2142. SET_GLOBAL_STATE(this);
  2143. boost::shared_lock<boost::shared_mutex> gsLock(cb->getGsMutex());
  2144. b.wait();
  2145. whatToDo();
  2146. });
  2147. b.wait();
  2148. }
  2149. void VCAI::lostHero(HeroPtr h)
  2150. {
  2151. logAi->debugStream() << boost::format("I lost my hero %s. It's best to forget and move on.") % h.name;
  2152. erase_if_present(lockedHeroes, h);
  2153. for(auto obj : reservedHeroesMap[h])
  2154. {
  2155. erase_if_present(reservedObjs, obj); //unreserve all objects for that hero
  2156. }
  2157. erase_if_present(reservedHeroesMap, h);
  2158. }
  2159. void VCAI::answerQuery(QueryID queryID, int selection)
  2160. {
  2161. logAi->debugStream() << boost::format("I'll answer the query %d giving the choice %d") % queryID % selection;
  2162. if(queryID != QueryID(-1))
  2163. {
  2164. cb->selectionMade(selection, queryID);
  2165. }
  2166. else
  2167. {
  2168. logAi->debugStream() << boost::format("Since the query ID is %d, the answer won't be sent. This is not a real query!") % queryID;
  2169. //do nothing
  2170. }
  2171. }
  2172. void VCAI::requestSent(const CPackForServer *pack, int requestID)
  2173. {
  2174. //BNLOG("I have sent request of type %s", typeid(*pack).name());
  2175. if(auto reply = dynamic_cast<const QueryReply*>(pack))
  2176. {
  2177. status.attemptedAnsweringQuery(reply->qid, requestID);
  2178. }
  2179. }
  2180. std::string VCAI::getBattleAIName() const
  2181. {
  2182. if(settings["server"]["neutralAI"].getType() == JsonNode::DATA_STRING)
  2183. return settings["server"]["neutralAI"].String();
  2184. else
  2185. return "StupidAI";
  2186. }
  2187. void VCAI::validateObject(const CGObjectInstance *obj)
  2188. {
  2189. validateObject(obj->id);
  2190. }
  2191. void VCAI::validateObject(ObjectIdRef obj)
  2192. {
  2193. auto matchesId = [&] (const CGObjectInstance *hlpObj) -> bool { return hlpObj->id == obj.id; };
  2194. if(!obj)
  2195. {
  2196. erase_if(visitableObjs, matchesId);
  2197. for(auto &p : reservedHeroesMap)
  2198. erase_if(p.second, matchesId);
  2199. erase_if(reservedObjs, matchesId);
  2200. }
  2201. }
  2202. TResources VCAI::freeResources() const
  2203. {
  2204. TResources myRes = cb->getResourceAmount();
  2205. myRes[Res::GOLD] -= GOLD_RESERVE;
  2206. vstd::amax(myRes[Res::GOLD], 0);
  2207. return myRes;
  2208. }
  2209. AIStatus::AIStatus()
  2210. {
  2211. battle = NO_BATTLE;
  2212. havingTurn = false;
  2213. ongoingHeroMovement = false;
  2214. }
  2215. AIStatus::~AIStatus()
  2216. {
  2217. }
  2218. void AIStatus::setBattle(BattleState BS)
  2219. {
  2220. boost::unique_lock<boost::mutex> lock(mx);
  2221. LOG_TRACE_PARAMS(logAi, "battle state=%d", (int)BS);
  2222. battle = BS;
  2223. cv.notify_all();
  2224. }
  2225. BattleState AIStatus::getBattle()
  2226. {
  2227. boost::unique_lock<boost::mutex> lock(mx);
  2228. return battle;
  2229. }
  2230. void AIStatus::addQuery(QueryID ID, std::string description)
  2231. {
  2232. boost::unique_lock<boost::mutex> lock(mx);
  2233. if(ID == QueryID(-1))
  2234. {
  2235. logAi->debugStream() << boost::format("The \"query\" has an id %d, it'll be ignored as non-query. Description: %s") % ID % description;
  2236. return;
  2237. }
  2238. assert(!vstd::contains(remainingQueries, ID));
  2239. assert(ID.getNum() >= 0);
  2240. remainingQueries[ID] = description;
  2241. cv.notify_all();
  2242. logAi->debugStream() << boost::format("Adding query %d - %s. Total queries count: %d") % ID % description % remainingQueries.size();
  2243. }
  2244. void AIStatus::removeQuery(QueryID ID)
  2245. {
  2246. boost::unique_lock<boost::mutex> lock(mx);
  2247. assert(vstd::contains(remainingQueries, ID));
  2248. std::string description = remainingQueries[ID];
  2249. remainingQueries.erase(ID);
  2250. cv.notify_all();
  2251. logAi->debugStream() << boost::format("Removing query %d - %s. Total queries count: %d") % ID % description % remainingQueries.size();
  2252. }
  2253. int AIStatus::getQueriesCount()
  2254. {
  2255. boost::unique_lock<boost::mutex> lock(mx);
  2256. return remainingQueries.size();
  2257. }
  2258. void AIStatus::startedTurn()
  2259. {
  2260. boost::unique_lock<boost::mutex> lock(mx);
  2261. havingTurn = true;
  2262. cv.notify_all();
  2263. }
  2264. void AIStatus::madeTurn()
  2265. {
  2266. boost::unique_lock<boost::mutex> lock(mx);
  2267. havingTurn = false;
  2268. cv.notify_all();
  2269. }
  2270. void AIStatus::waitTillFree()
  2271. {
  2272. boost::unique_lock<boost::mutex> lock(mx);
  2273. while(battle != NO_BATTLE || !remainingQueries.empty() || !objectsBeingVisited.empty() || ongoingHeroMovement)
  2274. cv.timed_wait(lock, boost::posix_time::milliseconds(100));
  2275. }
  2276. bool AIStatus::haveTurn()
  2277. {
  2278. boost::unique_lock<boost::mutex> lock(mx);
  2279. return havingTurn;
  2280. }
  2281. void AIStatus::attemptedAnsweringQuery(QueryID queryID, int answerRequestID)
  2282. {
  2283. boost::unique_lock<boost::mutex> lock(mx);
  2284. assert(vstd::contains(remainingQueries, queryID));
  2285. std::string description = remainingQueries[queryID];
  2286. logAi->debugStream() << boost::format("Attempted answering query %d - %s. Request id=%d. Waiting for results...") % queryID % description % answerRequestID;
  2287. requestToQueryID[answerRequestID] = queryID;
  2288. }
  2289. void AIStatus::receivedAnswerConfirmation(int answerRequestID, int result)
  2290. {
  2291. assert(vstd::contains(requestToQueryID, answerRequestID));
  2292. QueryID query = requestToQueryID[answerRequestID];
  2293. assert(vstd::contains(remainingQueries, query));
  2294. requestToQueryID.erase(answerRequestID);
  2295. if(result)
  2296. {
  2297. removeQuery(query);
  2298. }
  2299. else
  2300. {
  2301. logAi->errorStream() << "Something went really wrong, failed to answer query " << query << ": " << remainingQueries[query];
  2302. //TODO safely retry
  2303. }
  2304. }
  2305. void AIStatus::heroVisit(const CGObjectInstance *obj, bool started)
  2306. {
  2307. boost::unique_lock<boost::mutex> lock(mx);
  2308. if(started)
  2309. objectsBeingVisited.push_back(obj);
  2310. else
  2311. {
  2312. // There can be more than one object visited at the time (eg. hero visits Subterranean Gate
  2313. // causing visit to hero on the other side.
  2314. // However, we are guaranteed that start/end visit notification maintain stack order.
  2315. assert(!objectsBeingVisited.empty());
  2316. objectsBeingVisited.pop_back();
  2317. }
  2318. cv.notify_all();
  2319. }
  2320. void AIStatus::setMove(bool ongoing)
  2321. {
  2322. boost::unique_lock<boost::mutex> lock(mx);
  2323. ongoingHeroMovement = ongoing;
  2324. cv.notify_all();
  2325. }
  2326. SectorMap::SectorMap()
  2327. {
  2328. update();
  2329. }
  2330. SectorMap::SectorMap(HeroPtr h)
  2331. {
  2332. cb->setSelection(h.h);
  2333. update();
  2334. makeParentBFS(h->visitablePos());
  2335. }
  2336. bool markIfBlocked(ui8 &sec, crint3 pos, const TerrainTile *t)
  2337. {
  2338. if(t->blocked && !t->visitable)
  2339. {
  2340. sec = NOT_AVAILABLE;
  2341. return true;
  2342. }
  2343. return false;
  2344. }
  2345. bool markIfBlocked(ui8 &sec, crint3 pos)
  2346. {
  2347. return markIfBlocked(sec, pos, cb->getTile(pos));
  2348. }
  2349. void SectorMap::update()
  2350. {
  2351. clear();
  2352. int curSector = 3; //0 is invisible, 1 is not explored
  2353. CCallback * cbp = cb.get(); //optimization
  2354. foreach_tile_pos([&](crint3 pos)
  2355. {
  2356. if(retreiveTile(pos) == NOT_CHECKED)
  2357. {
  2358. if(!markIfBlocked(retreiveTile(pos), pos))
  2359. exploreNewSector(pos, curSector++, cbp);
  2360. }
  2361. });
  2362. valid = true;
  2363. }
  2364. void SectorMap::clear()
  2365. {
  2366. sector = cb->getVisibilityMap();
  2367. valid = false;
  2368. }
  2369. void SectorMap::exploreNewSector(crint3 pos, int num, CCallback * cbp)
  2370. {
  2371. Sector &s = infoOnSectors[num];
  2372. s.id = num;
  2373. s.water = cbp->getTile(pos)->isWater();
  2374. std::queue<int3> toVisit;
  2375. toVisit.push(pos);
  2376. while(!toVisit.empty())
  2377. {
  2378. int3 curPos = toVisit.front();
  2379. toVisit.pop();
  2380. ui8 &sec = retreiveTile(curPos);
  2381. if(sec == NOT_CHECKED)
  2382. {
  2383. const TerrainTile *t = cbp->getTile(curPos);
  2384. if(!markIfBlocked(sec, curPos, t))
  2385. {
  2386. if(t->isWater() == s.water) //sector is only-water or only-land
  2387. {
  2388. sec = num;
  2389. s.tiles.push_back(curPos);
  2390. foreach_neighbour(cbp, curPos, [&](CCallback * cbp, crint3 neighPos)
  2391. {
  2392. if(retreiveTile(neighPos) == NOT_CHECKED)
  2393. {
  2394. toVisit.push(neighPos);
  2395. //parent[neighPos] = curPos;
  2396. }
  2397. const TerrainTile *nt = cbp->getTile(neighPos, false);
  2398. if(nt && nt->isWater() != s.water && canBeEmbarkmentPoint(nt))
  2399. {
  2400. s.embarkmentPoints.push_back(neighPos);
  2401. }
  2402. });
  2403. if(t->visitable)
  2404. {
  2405. auto obj = t->visitableObjects.front();
  2406. if (vstd::contains(ai->knownSubterraneanGates, obj))
  2407. {
  2408. s.subterraneanGates.push_back (obj);
  2409. }
  2410. }
  2411. }
  2412. }
  2413. }
  2414. }
  2415. removeDuplicates(s.embarkmentPoints);
  2416. }
  2417. void SectorMap::write(crstring fname)
  2418. {
  2419. std::ofstream out(fname);
  2420. for(int k = 0; k < cb->getMapSize().z; k++)
  2421. {
  2422. for(int j = 0; j < cb->getMapSize().y; j++)
  2423. {
  2424. for(int i = 0; i < cb->getMapSize().x; i++)
  2425. {
  2426. out << (int)sector[i][j][k] << '\t';
  2427. }
  2428. out << std::endl;
  2429. }
  2430. out << std::endl;
  2431. }
  2432. }
  2433. bool isWeeklyRevisitable (const CGObjectInstance * obj)
  2434. { //TODO: allow polling of remaining creatures in dwelling
  2435. if (dynamic_cast<const CGVisitableOPW *>(obj) || //ensures future compatibility, unlike IDs
  2436. dynamic_cast<const CGDwelling *>(obj) ||
  2437. dynamic_cast<const CBank *>(obj)) //banks tend to respawn often in mods
  2438. return true;
  2439. switch (obj->ID)
  2440. {
  2441. case Obj::STABLES:
  2442. case Obj::MAGIC_WELL:
  2443. case Obj::HILL_FORT:
  2444. return true;
  2445. case Obj::BORDER_GATE:
  2446. case Obj::BORDERGUARD:
  2447. return (dynamic_cast <const CGKeys *>(obj))->wasMyColorVisited (ai->playerID); //FIXME: they could be revisited sooner than in a week
  2448. }
  2449. return false;
  2450. }
  2451. bool shouldVisit(HeroPtr h, const CGObjectInstance * obj)
  2452. {
  2453. switch (obj->ID)
  2454. {
  2455. case Obj::TOWN:
  2456. case Obj::HERO: //never visit our heroes at random
  2457. return obj->tempOwner != h->tempOwner; //do not visit our towns at random
  2458. break;
  2459. case Obj::BORDER_GATE:
  2460. {
  2461. for (auto q : ai->myCb->getMyQuests())
  2462. {
  2463. if (q.obj == obj)
  2464. {
  2465. return false; // do not visit guards or gates when wandering
  2466. }
  2467. }
  2468. return true; //we don't have this quest yet
  2469. }
  2470. break;
  2471. case Obj::BORDERGUARD: //open borderguard if possible
  2472. case Obj::SEER_HUT:
  2473. case Obj::QUEST_GUARD:
  2474. {
  2475. for (auto q : ai->myCb->getMyQuests())
  2476. {
  2477. if (q.obj == obj)
  2478. {
  2479. if (q.quest->checkQuest(h.h))
  2480. return true; //we completed the quest
  2481. else
  2482. return false; //we can't complete this quest
  2483. }
  2484. }
  2485. return true; //we don't have this quest yet
  2486. }
  2487. break;
  2488. case Obj::CREATURE_GENERATOR1:
  2489. {
  2490. if (obj->tempOwner != h->tempOwner)
  2491. return true; //flag just in case
  2492. bool canRecruitCreatures = false;
  2493. const CGDwelling * d = dynamic_cast<const CGDwelling *>(obj);
  2494. for(auto level : d->creatures)
  2495. {
  2496. for(auto c : level.second)
  2497. {
  2498. if (h->getSlotFor(CreatureID(c)) != SlotID())
  2499. canRecruitCreatures = true;
  2500. }
  2501. }
  2502. return canRecruitCreatures;
  2503. }
  2504. case Obj::HILL_FORT:
  2505. {
  2506. for (auto slot : h->Slots())
  2507. {
  2508. if (slot.second->type->upgrades.size())
  2509. return true; //TODO: check price?
  2510. }
  2511. return false;
  2512. }
  2513. case Obj::MONOLITH1:
  2514. case Obj::MONOLITH2:
  2515. case Obj::MONOLITH3:
  2516. case Obj::WHIRLPOOL:
  2517. //TODO: mechanism for handling monoliths
  2518. return false;
  2519. case Obj::SCHOOL_OF_MAGIC:
  2520. case Obj::SCHOOL_OF_WAR:
  2521. {
  2522. TResources myRes = ai->myCb->getResourceAmount();
  2523. if (myRes[Res::GOLD] - GOLD_RESERVE < 1000)
  2524. return false;
  2525. }
  2526. break;
  2527. case Obj::LIBRARY_OF_ENLIGHTENMENT:
  2528. if (h->level < 12)
  2529. return false;
  2530. break;
  2531. case Obj::TREE_OF_KNOWLEDGE:
  2532. {
  2533. TResources myRes = ai->myCb->getResourceAmount();
  2534. if (myRes[Res::GOLD] - GOLD_RESERVE < 2000 || myRes[Res::GEMS] < 10)
  2535. return false;
  2536. }
  2537. break;
  2538. case Obj::MAGIC_WELL:
  2539. return h->mana < h->manaLimit();
  2540. case Obj::PRISON:
  2541. return ai->myCb->getHeroesInfo().size() < GameConstants::MAX_HEROES_PER_PLAYER;
  2542. case Obj::BOAT:
  2543. return false;
  2544. //Boats are handled by pathfinder
  2545. }
  2546. if (obj->wasVisited(*h)) //it must pointer to hero instance, heroPtr calls function wasVisited(ui8 player);
  2547. return false;
  2548. return true;
  2549. }
  2550. int3 SectorMap::firstTileToGet(HeroPtr h, crint3 dst)
  2551. /*
  2552. this functions returns one target tile or invalid tile. We will use it to poll possible destinations
  2553. For ship construction etc, another function (goal?) is needed
  2554. */
  2555. {
  2556. int3 ret(-1,-1,-1);
  2557. int sourceSector = retreiveTile(h->visitablePos()),
  2558. destinationSector = retreiveTile(dst);
  2559. const Sector *src = &infoOnSectors[sourceSector],
  2560. *dest = &infoOnSectors[destinationSector];
  2561. if(sourceSector != destinationSector) //use ships, shipyards etc..
  2562. {
  2563. if (ai->isAccessibleForHero(dst, h)) //pathfinder can find a way using ships and gates if tile is not blocked by objects
  2564. return dst;
  2565. std::map<const Sector*, const Sector*> preds;
  2566. std::queue<const Sector *> sectorQueue;
  2567. sectorQueue.push(src);
  2568. while(!sectorQueue.empty())
  2569. {
  2570. const Sector *s = sectorQueue.front();
  2571. sectorQueue.pop();
  2572. for(int3 ep : s->embarkmentPoints)
  2573. {
  2574. Sector *neigh = &infoOnSectors[retreiveTile(ep)];
  2575. //preds[s].push_back(neigh);
  2576. if(!preds[neigh])
  2577. {
  2578. preds[neigh] = s;
  2579. sectorQueue.push(neigh);
  2580. }
  2581. }
  2582. for (auto gate : s->subterraneanGates)
  2583. {
  2584. auto gatePair = ai->knownSubterraneanGates.find(gate);
  2585. if (gatePair != ai->knownSubterraneanGates.end())
  2586. {
  2587. //check the other side of gate
  2588. Sector *neigh = &infoOnSectors[retreiveTile(gatePair->second->visitablePos())];
  2589. if(!preds[neigh]) //if we didn't come into this sector yet
  2590. {
  2591. preds[neigh] = s; //it becomes our new target sector
  2592. sectorQueue.push(neigh);
  2593. }
  2594. }
  2595. }
  2596. }
  2597. if(!preds[dest])
  2598. {
  2599. //write("test.txt");
  2600. return ret;
  2601. //throw cannotFulfillGoalException(boost::str(boost::format("Cannot find connection between sectors %d and %d") % src->id % dst->id));
  2602. }
  2603. std::vector<const Sector*> toTraverse;
  2604. toTraverse.push_back(dest);
  2605. while(toTraverse.back() != src)
  2606. {
  2607. toTraverse.push_back(preds[toTraverse.back()]);
  2608. }
  2609. if(preds[dest])
  2610. {
  2611. //TODO: would be nice to find sectors in loop
  2612. const Sector *sectorToReach = toTraverse.at(toTraverse.size() - 2);
  2613. if(!src->water && sectorToReach->water) //embark
  2614. {
  2615. //embark on ship -> look for an EP with a boat
  2616. auto firstEP = boost::find_if(src->embarkmentPoints, [=](crint3 pos) -> bool
  2617. {
  2618. const TerrainTile *t = cb->getTile(pos);
  2619. return t && t->visitableObjects.size() == 1 && t->topVisitableId() == Obj::BOAT
  2620. && retreiveTile(pos) == sectorToReach->id;
  2621. });
  2622. if(firstEP != src->embarkmentPoints.end())
  2623. {
  2624. return *firstEP;
  2625. }
  2626. else
  2627. {
  2628. //we need to find a shipyard with an access to the desired sector's EP
  2629. //TODO what about Summon Boat spell?
  2630. std::vector<const IShipyard *> shipyards;
  2631. for(const CGTownInstance *t : cb->getTownsInfo())
  2632. {
  2633. if(t->hasBuilt(BuildingID::SHIPYARD))
  2634. shipyards.push_back(t);
  2635. }
  2636. for(const CGObjectInstance *obj : ai->visitableObjs)
  2637. {
  2638. if(obj->ID != Obj::TOWN) //towns were handled in the previous loop
  2639. if(const IShipyard *shipyard = IShipyard::castFrom(obj))
  2640. shipyards.push_back(shipyard);
  2641. }
  2642. shipyards.erase(boost::remove_if(shipyards, [=](const IShipyard *shipyard) -> bool
  2643. {
  2644. return shipyard->shipyardStatus() != 0 || retreiveTile(shipyard->bestLocation()) != sectorToReach->id;
  2645. }),shipyards.end());
  2646. if(!shipyards.size())
  2647. {
  2648. //TODO consider possibility of building shipyard in a town
  2649. return ret;
  2650. //throw cannotFulfillGoalException("There is no known shipyard!");
  2651. }
  2652. //we have only shipyards that possibly can build ships onto the appropriate EP
  2653. auto ownedGoodShipyard = boost::find_if(shipyards, [](const IShipyard *s) -> bool
  2654. {
  2655. return s->o->tempOwner == ai->playerID;
  2656. });
  2657. if(ownedGoodShipyard != shipyards.end())
  2658. {
  2659. const IShipyard *s = *ownedGoodShipyard;
  2660. TResources shipCost;
  2661. s->getBoatCost(shipCost);
  2662. if(cb->getResourceAmount().canAfford(shipCost))
  2663. {
  2664. int3 ret = s->bestLocation();
  2665. cb->buildBoat(s); //TODO: move actions elsewhere
  2666. return ret;
  2667. }
  2668. else
  2669. {
  2670. //TODO gather res
  2671. return ret;
  2672. //throw cannotFulfillGoalException("Not enough resources to build a boat");
  2673. }
  2674. }
  2675. else
  2676. {
  2677. //TODO pick best shipyard to take over
  2678. return shipyards.front()->o->visitablePos();
  2679. }
  2680. }
  2681. }
  2682. else if(src->water && !sectorToReach->water)
  2683. {
  2684. //TODO
  2685. //disembark
  2686. return ret;
  2687. }
  2688. else //use subterranean gates
  2689. {
  2690. //auto t = findFirstVisitableTile (h, dst);
  2691. //if (t.valid())
  2692. // return t;
  2693. //TODO: pop sectors linked by Subterranean Gate in loop
  2694. auto firstGate = boost::find_if(src->subterraneanGates, [=](const CGObjectInstance * gate) -> bool
  2695. {
  2696. //make sure no hero block the way
  2697. auto pos = ai->knownSubterraneanGates[gate]->visitablePos();
  2698. const TerrainTile *t = cb->getTile(pos);
  2699. return t && t->visitableObjects.size() == 1 && t->topVisitableId() == Obj::SUBTERRANEAN_GATE
  2700. && retreiveTile(pos) == sectorToReach->id;
  2701. });
  2702. if(firstGate != src->subterraneanGates.end())
  2703. {
  2704. //TODO: pahtfinder can find path through subterranean gates, but this function only reaches closest gate
  2705. return (*firstGate)->visitablePos();
  2706. }
  2707. //TODO
  2708. //Monolith? Whirlpool? ...
  2709. return ret;
  2710. //throw cannotFulfillGoalException("Land-land and water-water inter-sector transitions are not implemented!");
  2711. }
  2712. }
  2713. else
  2714. {
  2715. return ret;
  2716. //throw cannotFulfillGoalException("Inter-sector route detection failed: not connected sectors?");
  2717. }
  2718. }
  2719. else
  2720. {
  2721. return findFirstVisitableTile(h, dst);
  2722. }
  2723. //FIXME: find out why this line is reached
  2724. logAi->errorStream() << ("Impossible happened at SectorMap::firstTileToGet");
  2725. return ret;
  2726. }
  2727. int3 SectorMap::findFirstVisitableTile (HeroPtr h, crint3 dst)
  2728. {
  2729. int3 ret(-1,-1,-1);
  2730. int3 curtile = dst;
  2731. while(curtile != h->visitablePos())
  2732. {
  2733. auto topObj = cb->getTopObj(curtile);
  2734. if (topObj && topObj->ID == Obj::HERO && topObj != h.h)
  2735. {
  2736. logAi->warnStream() << ("Another allied hero stands in our way");
  2737. return ret;
  2738. }
  2739. if(cb->getPathInfo(curtile)->reachable())
  2740. {
  2741. return curtile;
  2742. }
  2743. else
  2744. {
  2745. auto i = parent.find(curtile);
  2746. if(i != parent.end())
  2747. {
  2748. assert(curtile != i->second);
  2749. curtile = i->second;
  2750. }
  2751. else
  2752. {
  2753. return ret;
  2754. //throw cannotFulfillGoalException("Unreachable tile in sector? Should not happen!");
  2755. }
  2756. }
  2757. }
  2758. return ret;
  2759. }
  2760. void SectorMap::makeParentBFS(crint3 source)
  2761. {
  2762. parent.clear();
  2763. int mySector = retreiveTile(source);
  2764. std::queue<int3> toVisit;
  2765. toVisit.push(source);
  2766. while(!toVisit.empty())
  2767. {
  2768. int3 curPos = toVisit.front();
  2769. toVisit.pop();
  2770. ui8 &sec = retreiveTile(curPos);
  2771. assert(sec == mySector); //consider only tiles from the same sector
  2772. UNUSED(sec);
  2773. foreach_neighbour(curPos, [&](crint3 neighPos)
  2774. {
  2775. if(retreiveTile(neighPos) == mySector && !vstd::contains(parent, neighPos))
  2776. {
  2777. if (cb->canMoveBetween(curPos, neighPos))
  2778. {
  2779. toVisit.push(neighPos);
  2780. parent[neighPos] = curPos;
  2781. }
  2782. }
  2783. });
  2784. }
  2785. }
  2786. unsigned char & SectorMap::retreiveTile(crint3 pos)
  2787. {
  2788. return retreiveTileN(sector, pos);
  2789. }