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- /*
- * Explore.cpp, part of VCMI engine
- *
- * Authors: listed in file AUTHORS in main folder
- *
- * License: GNU General Public License v2.0 or later
- * Full text of license available in license.txt file, in main folder
- *
- */
- #include "StdInc.h"
- #include "Goals.h"
- #include "../VCAI.h"
- #include "../AIUtility.h"
- #include "../AIhelper.h"
- #include "../FuzzyHelper.h"
- #include "../ResourceManager.h"
- #include "../BuildingManager.h"
- #include "../../../lib/mapping/CMap.h" //for victory conditions
- #include "../../../lib/CPathfinder.h"
- #include "../../../lib/StringConstants.h"
- #include "../../../lib/CPlayerState.h"
- extern boost::thread_specific_ptr<CCallback> cb;
- extern boost::thread_specific_ptr<VCAI> ai;
- extern FuzzyHelper * fh;
- using namespace Goals;
- bool Explore::operator==(const Explore & other) const
- {
- return other.hero.h == hero.h && other.allowGatherArmy == allowGatherArmy;
- }
- std::string Explore::completeMessage() const
- {
- return "Hero " + hero.get()->name + " completed exploration";
- }
- TSubgoal Explore::whatToDoToAchieve()
- {
- auto ret = fh->chooseSolution(getAllPossibleSubgoals());
- if(hero) //use best step for this hero
- {
- return ret;
- }
- else
- {
- if(ret->hero.get(true))
- return sptr(Explore().sethero(ret->hero.h)); //choose this hero and then continue with him
- else
- return ret; //other solutions, like buying hero from tavern
- }
- }
- TGoalVec Explore::getAllPossibleSubgoals()
- {
- TGoalVec ret;
- std::vector<const CGHeroInstance *> heroes;
- if(hero)
- {
- heroes.push_back(hero.h);
- }
- else
- {
- //heroes = ai->getUnblockedHeroes();
- heroes = cb->getHeroesInfo();
- vstd::erase_if(heroes, [](const HeroPtr h)
- {
- if(ai->getGoal(h)->goalType == EXPLORE) //do not reassign hero who is already explorer
- return true;
- if(!ai->isAbleToExplore(h))
- return true;
- return !h->movement; //saves time, immobile heroes are useless anyway
- });
- }
- //try to use buildings that uncover map
- std::vector<const CGObjectInstance *> objs;
- for(auto obj : ai->visitableObjs)
- {
- if(!vstd::contains(ai->alreadyVisited, obj))
- {
- switch(obj->ID.num)
- {
- case Obj::REDWOOD_OBSERVATORY:
- case Obj::PILLAR_OF_FIRE:
- case Obj::CARTOGRAPHER:
- objs.push_back(obj);
- break;
- case Obj::MONOLITH_ONE_WAY_ENTRANCE:
- case Obj::MONOLITH_TWO_WAY:
- case Obj::SUBTERRANEAN_GATE:
- auto tObj = dynamic_cast<const CGTeleport *>(obj);
- assert(ai->knownTeleportChannels.find(tObj->channel) != ai->knownTeleportChannels.end());
- if(TeleportChannel::IMPASSABLE != ai->knownTeleportChannels[tObj->channel]->passability)
- objs.push_back(obj);
- break;
- }
- }
- else
- {
- switch(obj->ID.num)
- {
- case Obj::MONOLITH_TWO_WAY:
- case Obj::SUBTERRANEAN_GATE:
- auto tObj = dynamic_cast<const CGTeleport *>(obj);
- if(TeleportChannel::IMPASSABLE == ai->knownTeleportChannels[tObj->channel]->passability)
- break;
- for(auto exit : ai->knownTeleportChannels[tObj->channel]->exits)
- {
- if(!cb->getObj(exit))
- { // Always attempt to visit two-way teleports if one of channel exits is not visible
- objs.push_back(obj);
- break;
- }
- }
- break;
- }
- }
- }
- for(auto h : heroes)
- {
- for(auto obj : objs) //double loop, performance risk?
- {
- auto waysToVisitObj = ai->ah->howToVisitObj(h, obj, allowGatherArmy);
- vstd::concatenate(ret, waysToVisitObj);
- }
- TSubgoal goal = exploreNearestNeighbour(h);
- if(!goal->invalid())
- {
- ret.push_back(goal);
- }
- }
- if(ret.empty())
- {
- for(auto h : heroes)
- {
- TSubgoal goal = explorationNewPoint(h);
- if(goal->invalid())
- {
- ai->markHeroUnableToExplore(h); //there is no freely accessible tile, do not poll this hero anymore
- }
- else
- {
- ret.push_back(goal);
- }
- }
- }
- //we either don't have hero yet or none of heroes can explore
- if((!hero || ret.empty()) && ai->canRecruitAnyHero())
- ret.push_back(sptr(RecruitHero()));
- if(ret.empty())
- {
- throw goalFulfilledException(sptr(Explore().sethero(hero)));
- }
- return ret;
- }
- bool Explore::fulfillsMe(TSubgoal goal)
- {
- if(goal->goalType == EXPLORE)
- {
- if(goal->hero)
- return hero == goal->hero;
- else
- return true; //cancel ALL exploration
- }
- return false;
- }
- bool Explore::hasReachableNeighbor(const int3 &pos, HeroPtr hero, CCallback * cbp, VCAI * vcai) const
- {
- for(crint3 dir : int3::getDirs())
- {
- int3 tile = pos + dir;
- if(cbp->isInTheMap(tile))
- {
- auto isAccessible = vcai->ah->isTileAccessible(hero, tile);
- if(isAccessible)
- return true;
- }
- }
- return false;
- }
- int Explore::howManyTilesWillBeDiscovered(
- const int3 & pos,
- int radious,
- CCallback * cbp,
- const TeamState * ts,
- VCAI * aip,
- HeroPtr h) const
- {
- int ret = 0;
- for(int x = pos.x - radious; x <= pos.x + radious; x++)
- {
- for(int y = pos.y - radious; y <= pos.y + radious; y++)
- {
- int3 npos = int3(x, y, pos.z);
- if(cbp->isInTheMap(npos)
- && pos.dist2d(npos) - 0.5 < radious
- && !ts->fogOfWarMap[npos.x][npos.y][npos.z]
- && hasReachableNeighbor(npos, h, cbp, aip))
- {
- ret++;
- }
- }
- }
- return ret;
- }
- TSubgoal Explore::explorationBestNeighbour(int3 hpos, int radius, HeroPtr h) const
- {
- std::map<int3, int> dstToRevealedTiles;
- VCAI * aip = ai.get();
- CCallback * cbp = cb.get();
- const TeamState * ts = cbp->getPlayerTeam(ai->playerID);
- for(crint3 dir : int3::getDirs())
- {
- int3 tile = hpos + dir;
- if(cb->isInTheMap(tile))
- {
- if(isBlockVisitObj(tile))
- continue;
- if(isSafeToVisit(h, tile) && ai->isAccessibleForHero(tile, h))
- {
- auto distance = hpos.dist2d(tile); // diagonal movement opens more tiles but spends more mp
- int tilesDiscovered = howManyTilesWillBeDiscovered(tile, radius, cbp, ts, aip, h);
- if(tilesDiscovered > 0)
- dstToRevealedTiles[tile] = tilesDiscovered / distance;
- }
- }
- }
- if(dstToRevealedTiles.empty()) //yes, it DID happen!
- return sptr(Invalid());
- auto best = dstToRevealedTiles.begin();
- for(auto i = dstToRevealedTiles.begin(); i != dstToRevealedTiles.end(); i++)
- {
- const CGPathNode * pn = cb->getPathsInfo(h.get())->getPathInfo(i->first);
- //const TerrainTile *t = cb->getTile(i->first);
- if(best->second < i->second && pn->reachable() && pn->accessible == CGPathNode::ACCESSIBLE)
- best = i;
- }
- if(best->second)
- return sptr(VisitTile(best->first).sethero(h));
- return sptr(Invalid());
- }
- TSubgoal Explore::explorationNewPoint(HeroPtr h) const
- {
- int radius = h->getSightRadius();
- CCallback * cbp = cb.get();
- VCAI *aip = ai.get();
- const TeamState * ts = cbp->getPlayerTeam(aip->playerID);
- int3 mapSize = cbp->getMapSize();
- int perimiter = 2 * radius * (mapSize.x + mapSize.y);
- std::vector<int3> from;
- std::vector<int3> to;
- from.reserve(perimiter);
- to.reserve(perimiter);
- foreach_tile_pos([&](const int3 & pos)
- {
- if(ts->fogOfWarMap[pos.x][pos.y][pos.z])
- {
- bool hasInvisibleNeighbor = false;
- foreach_neighbour(cbp, pos, [&](CCallback * cbp, int3 neighbour)
- {
- if(!ts->fogOfWarMap[neighbour.x][neighbour.y][neighbour.z])
- {
- hasInvisibleNeighbor = true;
- }
- });
- if(hasInvisibleNeighbor)
- from.push_back(pos);
- }
- });
- for(int i = 0; i < radius; i++)
- {
- getVisibleNeighbours(from, to, cbp, ts);
- vstd::concatenate(from, to);
- vstd::removeDuplicates(from);
- }
- return explorationScanRange(h, from);
- }
- TSubgoal Explore::explorationScanRange(HeroPtr h, std::vector<int3> & range) const
- {
- int radius = h->getSightRadius();
- CCallback * cbp = cb.get();
- VCAI *aip = ai.get();
- const TeamState * ts = cbp->getPlayerTeam(aip->playerID);
- float bestValue = 0; //discovered tile to node distance ratio
- TSubgoal bestWay = sptr(Invalid());
- int3 ourPos = h->convertPosition(h->pos, false);
- for(const int3 & tile : range)
- {
- if(tile == ourPos) //shouldn't happen, but it does
- continue;
- int tilesDiscovered = howManyTilesWillBeDiscovered(tile, radius, cbp, ts, aip, h);
- if(!tilesDiscovered)
- continue;
- auto waysToVisit = aip->ah->howToVisitTile(h, tile, allowGatherArmy);
- for(auto goal : waysToVisit)
- {
- if(goal->evaluationContext.movementCost == 0) // should not happen
- continue;
- float ourValue = (float)tilesDiscovered * tilesDiscovered / goal->evaluationContext.movementCost;
- if(ourValue > bestValue) //avoid costly checks of tiles that don't reveal much
- {
- auto obj = cb->getTopObj(tile);
- if(obj && obj->blockVisit && !isObjectRemovable(obj)) //we can't stand on that object
- {
- continue;
- }
- if(isSafeToVisit(h, tile))
- {
- bestWay = goal;
- bestValue = ourValue;
- }
- }
- }
- }
- if(!bestWay->invalid())
- {
- return bestWay;
- }
- return bestWay;
- }
- TSubgoal Explore::exploreNearestNeighbour(HeroPtr h) const
- {
- TimeCheck tc("where to explore");
- int radius = h->getSightRadius();
- int3 hpos = h->visitablePos();
- //look for nearby objs -> visit them if they're close enough
- const int DIST_LIMIT = 3;
- const int MP_LIMIT = DIST_LIMIT * 150; // approximate cost of diagonal movement
- std::vector<const CGObjectInstance *> nearbyVisitableObjs;
- for(int x = hpos.x - DIST_LIMIT; x <= hpos.x + DIST_LIMIT; ++x) //get only local objects instead of all possible objects on the map
- {
- for(int y = hpos.y - DIST_LIMIT; y <= hpos.y + DIST_LIMIT; ++y)
- {
- for(auto obj : cb->getVisitableObjs(int3(x, y, hpos.z), false))
- {
- if(ai->isGoodForVisit(obj, h, MP_LIMIT))
- {
- nearbyVisitableObjs.push_back(obj);
- }
- }
- }
- }
- if(nearbyVisitableObjs.size())
- {
- vstd::removeDuplicates(nearbyVisitableObjs); //one object may occupy multiple tiles
- boost::sort(nearbyVisitableObjs, CDistanceSorter(h.get()));
- TSubgoal pickupNearestObj = fh->chooseSolution(ai->ah->howToVisitObj(h, nearbyVisitableObjs.back(), false));
- if(!pickupNearestObj->invalid())
- {
- return pickupNearestObj;
- }
- }
- //check if nearby tiles allow us to reveal anything - this is quick
- return explorationBestNeighbour(hpos, radius, h);
- }
- void Explore::getVisibleNeighbours(const std::vector<int3> & tiles, std::vector<int3> & out, CCallback * cbp, const TeamState * ts) const
- {
- for(const int3 & tile : tiles)
- {
- foreach_neighbour(cbp, tile, [&](CCallback * cbp, int3 neighbour)
- {
- if(ts->fogOfWarMap[neighbour.x][neighbour.y][neighbour.z])
- {
- out.push_back(neighbour);
- }
- });
- }
- }
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