VCAI.cpp 97 KB

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  1. #include "StdInc.h"
  2. #include "VCAI.h"
  3. #include "Goals.h"
  4. #include "Fuzzy.h"
  5. #include "../../lib/UnlockGuard.h"
  6. #include "../../lib/mapObjects/MapObjects.h"
  7. #include "../../lib/CConfigHandler.h"
  8. #include "../../lib/CHeroHandler.h"
  9. #include "../../lib/CModHandler.h"
  10. #include "../../lib/CGameState.h"
  11. /*
  12. * CCreatureHandler.h, part of VCMI engine
  13. *
  14. * Authors: listed in file AUTHORS in main folder
  15. *
  16. * License: GNU General Public License v2.0 or later
  17. * Full text of license available in license.txt file, in main folder
  18. *
  19. */
  20. extern FuzzyHelper *fh;
  21. class CGVisitableOPW;
  22. const double SAFE_ATTACK_CONSTANT = 1.5;
  23. 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)
  24. using namespace vstd;
  25. //one thread may be turn of AI and another will be handling a side effect for AI2
  26. boost::thread_specific_ptr<CCallback> cb;
  27. boost::thread_specific_ptr<VCAI> ai;
  28. //std::map<int, std::map<int, int> > HeroView::infosCount;
  29. //helper RAII to manage global ai/cb ptrs
  30. struct SetGlobalState
  31. {
  32. SetGlobalState(VCAI * AI)
  33. {
  34. assert(!ai.get());
  35. assert(!cb.get());
  36. ai.reset(AI);
  37. cb.reset(AI->myCb.get());
  38. }
  39. ~SetGlobalState()
  40. {
  41. ai.release();
  42. cb.release();
  43. }
  44. };
  45. #define SET_GLOBAL_STATE(ai) SetGlobalState _hlpSetState(ai);
  46. #define NET_EVENT_HANDLER SET_GLOBAL_STATE(this)
  47. #define MAKING_TURN SET_GLOBAL_STATE(this)
  48. unsigned char &retreiveTileN(std::vector< std::vector< std::vector<unsigned char> > > &vectors, const int3 &pos)
  49. {
  50. return vectors[pos.x][pos.y][pos.z];
  51. }
  52. const unsigned char &retreiveTileN(const std::vector< std::vector< std::vector<unsigned char> > > &vectors, const int3 &pos)
  53. {
  54. return vectors[pos.x][pos.y][pos.z];
  55. }
  56. void foreach_tile(std::vector< std::vector< std::vector<unsigned char> > > &vectors, std::function<void(unsigned char &in)> foo)
  57. {
  58. for(auto & vector : vectors)
  59. for(auto j = vector.begin(); j != vector.end(); j++)
  60. for(auto & elem : *j)
  61. foo(elem);
  62. }
  63. struct ObjInfo
  64. {
  65. int3 pos;
  66. std::string name;
  67. ObjInfo(){}
  68. ObjInfo(const CGObjectInstance *obj):
  69. pos(obj->pos),
  70. name(obj->getObjectName())
  71. {
  72. }
  73. };
  74. std::map<const CGObjectInstance *, ObjInfo> helperObjInfo;
  75. VCAI::VCAI(void)
  76. {
  77. LOG_TRACE(logAi);
  78. makingTurn = nullptr;
  79. destinationTeleport = ObjectInstanceID();
  80. }
  81. VCAI::~VCAI(void)
  82. {
  83. LOG_TRACE(logAi);
  84. }
  85. void VCAI::availableCreaturesChanged(const CGDwelling *town)
  86. {
  87. LOG_TRACE(logAi);
  88. NET_EVENT_HANDLER;
  89. }
  90. void VCAI::heroMoved(const TryMoveHero & details)
  91. {
  92. LOG_TRACE(logAi);
  93. NET_EVENT_HANDLER;
  94. validateObject(details.id); //enemy hero may have left visible area
  95. cachedSectorMaps.clear();
  96. if(details.result == TryMoveHero::TELEPORTATION)
  97. {
  98. const int3 from = CGHeroInstance::convertPosition(details.start, false),
  99. to = CGHeroInstance::convertPosition(details.end, false);
  100. const CGObjectInstance *o1 = frontOrNull(cb->getVisitableObjs(from)),
  101. *o2 = frontOrNull(cb->getVisitableObjs(to));
  102. auto t1 = dynamic_cast<const CGTeleport *>(o1);
  103. auto t2 = dynamic_cast<const CGTeleport *>(o2);
  104. if(t1 && t2)
  105. {
  106. if(cb->isTeleportChannelBidirectional(t1->channel))
  107. {
  108. if(o1->ID == Obj::SUBTERRANEAN_GATE && o1->ID == o2->ID) // We need to only add subterranean gates in knownSubterraneanGates. Used for features not yet ported to use teleport channels
  109. {
  110. knownSubterraneanGates[o1] = o2;
  111. knownSubterraneanGates[o2] = o1;
  112. logAi->debugStream() << boost::format("Found a pair of subterranean gates between %s and %s!") % from % to;
  113. }
  114. }
  115. }
  116. }
  117. }
  118. void VCAI::stackChagedCount(const StackLocation &location, const TQuantity &change, bool isAbsolute)
  119. {
  120. LOG_TRACE_PARAMS(logAi, "isAbsolute '%i'", isAbsolute);
  121. NET_EVENT_HANDLER;
  122. }
  123. void VCAI::heroInGarrisonChange(const CGTownInstance *town)
  124. {
  125. LOG_TRACE(logAi);
  126. NET_EVENT_HANDLER;
  127. }
  128. void VCAI::centerView(int3 pos, int focusTime)
  129. {
  130. LOG_TRACE_PARAMS(logAi, "focusTime '%i'", focusTime);
  131. NET_EVENT_HANDLER;
  132. }
  133. void VCAI::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  134. {
  135. LOG_TRACE(logAi);
  136. NET_EVENT_HANDLER;
  137. }
  138. void VCAI::artifactAssembled(const ArtifactLocation &al)
  139. {
  140. LOG_TRACE(logAi);
  141. NET_EVENT_HANDLER;
  142. }
  143. void VCAI::showTavernWindow(const CGObjectInstance *townOrTavern)
  144. {
  145. LOG_TRACE(logAi);
  146. NET_EVENT_HANDLER;
  147. }
  148. void VCAI::showThievesGuildWindow (const CGObjectInstance * obj)
  149. {
  150. LOG_TRACE(logAi);
  151. NET_EVENT_HANDLER;
  152. }
  153. void VCAI::playerBlocked(int reason, bool start)
  154. {
  155. LOG_TRACE_PARAMS(logAi, "reason '%i', start '%i'", reason % start);
  156. NET_EVENT_HANDLER;
  157. if (start && reason == PlayerBlocked::UPCOMING_BATTLE)
  158. status.setBattle(UPCOMING_BATTLE);
  159. if(reason == PlayerBlocked::ONGOING_MOVEMENT)
  160. status.setMove(start);
  161. }
  162. void VCAI::showPuzzleMap()
  163. {
  164. LOG_TRACE(logAi);
  165. NET_EVENT_HANDLER;
  166. }
  167. void VCAI::showShipyardDialog(const IShipyard *obj)
  168. {
  169. LOG_TRACE(logAi);
  170. NET_EVENT_HANDLER;
  171. }
  172. void VCAI::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult)
  173. {
  174. LOG_TRACE_PARAMS(logAi, "victoryLossCheckResult '%s'", victoryLossCheckResult.messageToSelf);
  175. NET_EVENT_HANDLER;
  176. logAi->debugStream() << boost::format("Player %d: I heard that player %d %s.") % playerID % player.getNum() % (victoryLossCheckResult.victory() ? "won" : "lost");
  177. if(player == playerID)
  178. {
  179. if(victoryLossCheckResult.victory())
  180. {
  181. logAi->debugStream() << "VCAI: I won! Incredible!";
  182. logAi->debugStream() << "Turn nr " << myCb->getDate();
  183. }
  184. else
  185. {
  186. logAi->debugStream() << "VCAI: Player " << player << " lost. It's me. What a disappointment! :(";
  187. }
  188. finish();
  189. }
  190. }
  191. void VCAI::artifactPut(const ArtifactLocation &al)
  192. {
  193. LOG_TRACE(logAi);
  194. NET_EVENT_HANDLER;
  195. }
  196. void VCAI::artifactRemoved(const ArtifactLocation &al)
  197. {
  198. LOG_TRACE(logAi);
  199. NET_EVENT_HANDLER;
  200. }
  201. void VCAI::stacksErased(const StackLocation &location)
  202. {
  203. LOG_TRACE(logAi);
  204. NET_EVENT_HANDLER;
  205. }
  206. void VCAI::artifactDisassembled(const ArtifactLocation &al)
  207. {
  208. LOG_TRACE(logAi);
  209. NET_EVENT_HANDLER;
  210. }
  211. void VCAI::heroVisit(const CGHeroInstance *visitor, const CGObjectInstance *visitedObj, bool start)
  212. {
  213. LOG_TRACE_PARAMS(logAi, "start '%i'; obj '%s'", start % (visitedObj ? visitedObj->getObjectName() : std::string("n/a")));
  214. NET_EVENT_HANDLER;
  215. if(start)
  216. {
  217. markObjectVisited (visitedObj);
  218. unreserveObject(visitor, visitedObj);
  219. completeGoal (sptr(Goals::GetObj(visitedObj->id.getNum()).sethero(visitor))); //we don't need to visit it anymore
  220. //TODO: what if we visited one-time visitable object that was reserved by another hero (shouldn't, but..)
  221. }
  222. status.heroVisit(visitedObj, start);
  223. }
  224. void VCAI::availableArtifactsChanged(const CGBlackMarket *bm /*= nullptr*/)
  225. {
  226. LOG_TRACE(logAi);
  227. NET_EVENT_HANDLER;
  228. }
  229. void VCAI::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  230. {
  231. LOG_TRACE(logAi);
  232. NET_EVENT_HANDLER;
  233. //buildArmyIn(town);
  234. //moveCreaturesToHero(town);
  235. }
  236. void VCAI::tileHidden(const std::unordered_set<int3, ShashInt3> &pos)
  237. {
  238. LOG_TRACE(logAi);
  239. NET_EVENT_HANDLER;
  240. validateVisitableObjs();
  241. }
  242. void VCAI::tileRevealed(const std::unordered_set<int3, ShashInt3> &pos)
  243. {
  244. LOG_TRACE(logAi);
  245. NET_EVENT_HANDLER;
  246. for(int3 tile : pos)
  247. for(const CGObjectInstance *obj : myCb->getVisitableObjs(tile))
  248. addVisitableObj(obj);
  249. clearPathsInfo();
  250. }
  251. void VCAI::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  252. {
  253. LOG_TRACE(logAi);
  254. NET_EVENT_HANDLER;
  255. auto firstHero = cb->getHero(hero1);
  256. auto secondHero = cb->getHero(hero2);
  257. status.addQuery(query, boost::str(boost::format("Exchange between heroes %s and %s") % firstHero->name % secondHero->name));
  258. requestActionASAP([=]()
  259. {
  260. float goalpriority1 = 0, goalpriority2 = 0;
  261. auto firstGoal = getGoal(firstHero);
  262. if (firstGoal->goalType == Goals::GATHER_ARMY)
  263. goalpriority1 = firstGoal->priority;
  264. auto secondGoal = getGoal(secondHero);
  265. if (secondGoal->goalType == Goals::GATHER_ARMY)
  266. goalpriority2 = secondGoal->priority;
  267. auto transferFrom2to1 = [this](const CGHeroInstance * h1, const CGHeroInstance *h2) -> void
  268. {
  269. this->pickBestCreatures(h1, h2);
  270. this->pickBestArtifacts(h1, h2);
  271. };
  272. if (goalpriority1 > goalpriority2)
  273. transferFrom2to1 (firstHero, secondHero);
  274. else if (goalpriority1 < goalpriority2)
  275. transferFrom2to1 (secondHero, firstHero);
  276. else //regular criteria
  277. {
  278. if (firstHero->getFightingStrength() > secondHero->getFightingStrength() && canGetArmy(firstHero, secondHero))
  279. transferFrom2to1 (firstHero, secondHero);
  280. else if (canGetArmy(secondHero, firstHero))
  281. transferFrom2to1 (secondHero, firstHero);
  282. }
  283. completeGoal(sptr(Goals::VisitHero(firstHero->id.getNum()))); //TODO: what if we were visited by other hero in the meantime?
  284. completeGoal(sptr(Goals::VisitHero(secondHero->id.getNum())));
  285. answerQuery(query, 0);
  286. });
  287. }
  288. void VCAI::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
  289. {
  290. LOG_TRACE_PARAMS(logAi, "which '%i', val '%i'", which % val);
  291. NET_EVENT_HANDLER;
  292. }
  293. void VCAI::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
  294. {
  295. LOG_TRACE_PARAMS(logAi, "level '%i'", level);
  296. NET_EVENT_HANDLER;
  297. }
  298. void VCAI::heroMovePointsChanged(const CGHeroInstance * hero)
  299. {
  300. LOG_TRACE(logAi);
  301. NET_EVENT_HANDLER;
  302. }
  303. void VCAI::stackChangedType(const StackLocation &location, const CCreature &newType)
  304. {
  305. LOG_TRACE(logAi);
  306. NET_EVENT_HANDLER;
  307. }
  308. void VCAI::stacksRebalanced(const StackLocation &src, const StackLocation &dst, TQuantity count)
  309. {
  310. LOG_TRACE(logAi);
  311. NET_EVENT_HANDLER;
  312. }
  313. void VCAI::newObject(const CGObjectInstance * obj)
  314. {
  315. LOG_TRACE(logAi);
  316. NET_EVENT_HANDLER;
  317. if(obj->isVisitable())
  318. addVisitableObj(obj);
  319. cachedSectorMaps.clear();
  320. }
  321. void VCAI::objectRemoved(const CGObjectInstance *obj)
  322. {
  323. LOG_TRACE(logAi);
  324. NET_EVENT_HANDLER;
  325. erase_if_present(visitableObjs, obj);
  326. erase_if_present(alreadyVisited, obj);
  327. for (auto h : cb->getHeroesInfo())
  328. unreserveObject(h, obj);
  329. cachedSectorMaps.clear(); //invalidate all paths
  330. //TODO
  331. //there are other places where CGObjectinstance ptrs are stored...
  332. //
  333. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  334. {
  335. lostHero(cb->getHero(obj->id)); //we can promote, since objectRemoved is called just before actual deletion
  336. }
  337. }
  338. void VCAI::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  339. {
  340. LOG_TRACE(logAi);
  341. NET_EVENT_HANDLER;
  342. requestActionASAP([=]()
  343. {
  344. makePossibleUpgrades(visitor);
  345. });
  346. }
  347. void VCAI::playerBonusChanged(const Bonus &bonus, bool gain)
  348. {
  349. LOG_TRACE_PARAMS(logAi, "gain '%i'", gain);
  350. NET_EVENT_HANDLER;
  351. }
  352. void VCAI::newStackInserted(const StackLocation &location, const CStackInstance &stack)
  353. {
  354. LOG_TRACE(logAi);
  355. NET_EVENT_HANDLER;
  356. }
  357. void VCAI::heroCreated(const CGHeroInstance* h)
  358. {
  359. LOG_TRACE(logAi);
  360. if (h->visitedTown)
  361. townVisitsThisWeek[HeroPtr(h)].insert(h->visitedTown);
  362. NET_EVENT_HANDLER;
  363. }
  364. void VCAI::advmapSpellCast(const CGHeroInstance * caster, int spellID)
  365. {
  366. LOG_TRACE_PARAMS(logAi, "spellID '%i", spellID);
  367. NET_EVENT_HANDLER;
  368. }
  369. void VCAI::showInfoDialog(const std::string &text, const std::vector<Component*> &components, int soundID)
  370. {
  371. LOG_TRACE_PARAMS(logAi, "soundID '%i'", soundID);
  372. NET_EVENT_HANDLER;
  373. }
  374. void VCAI::requestRealized(PackageApplied *pa)
  375. {
  376. LOG_TRACE(logAi);
  377. NET_EVENT_HANDLER;
  378. if(status.haveTurn())
  379. {
  380. if(pa->packType == typeList.getTypeID<EndTurn>())
  381. if(pa->result)
  382. status.madeTurn();
  383. }
  384. if(pa->packType == typeList.getTypeID<QueryReply>())
  385. {
  386. status.receivedAnswerConfirmation(pa->requestID, pa->result);
  387. }
  388. }
  389. void VCAI::receivedResource(int type, int val)
  390. {
  391. LOG_TRACE_PARAMS(logAi, "type '%i', val '%i'", type % val);
  392. NET_EVENT_HANDLER;
  393. }
  394. void VCAI::stacksSwapped(const StackLocation &loc1, const StackLocation &loc2)
  395. {
  396. LOG_TRACE(logAi);
  397. NET_EVENT_HANDLER;
  398. }
  399. void VCAI::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
  400. {
  401. LOG_TRACE(logAi);
  402. NET_EVENT_HANDLER;
  403. }
  404. void VCAI::heroManaPointsChanged(const CGHeroInstance * hero)
  405. {
  406. LOG_TRACE(logAi);
  407. NET_EVENT_HANDLER;
  408. }
  409. void VCAI::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  410. {
  411. LOG_TRACE_PARAMS(logAi, "which '%d', val '%d'", which % val);
  412. NET_EVENT_HANDLER;
  413. }
  414. void VCAI::battleResultsApplied()
  415. {
  416. LOG_TRACE(logAi);
  417. NET_EVENT_HANDLER;
  418. assert(status.getBattle() == ENDING_BATTLE);
  419. status.setBattle(NO_BATTLE);
  420. }
  421. void VCAI::objectPropertyChanged(const SetObjectProperty * sop)
  422. {
  423. LOG_TRACE(logAi);
  424. NET_EVENT_HANDLER;
  425. if(sop->what == ObjProperty::OWNER)
  426. {
  427. //we don't want to visit know object twice (do we really?)
  428. if(sop->val == playerID.getNum())
  429. erase_if_present(visitableObjs, myCb->getObj(sop->id));
  430. else if (myCb->getPlayerRelations(playerID, (PlayerColor)sop->val) == PlayerRelations::ENEMIES)
  431. {
  432. //we want to visit objects owned by oppponents
  433. auto obj = myCb->getObj(sop->id, false);
  434. if (obj)
  435. {
  436. addVisitableObj(obj);
  437. erase_if_present(alreadyVisited, obj);
  438. }
  439. }
  440. }
  441. }
  442. void VCAI::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what)
  443. {
  444. LOG_TRACE_PARAMS(logAi, "what '%i'", what);
  445. NET_EVENT_HANDLER;
  446. }
  447. void VCAI::heroBonusChanged(const CGHeroInstance *hero, const Bonus &bonus, bool gain)
  448. {
  449. LOG_TRACE_PARAMS(logAi, "gain '%i'", gain);
  450. NET_EVENT_HANDLER;
  451. }
  452. void VCAI::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
  453. {
  454. LOG_TRACE(logAi);
  455. NET_EVENT_HANDLER;
  456. }
  457. void VCAI::showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositions)
  458. {
  459. //TODO: AI support for ViewXXX spell
  460. LOG_TRACE(logAi);
  461. NET_EVENT_HANDLER;
  462. }
  463. void VCAI::init(shared_ptr<CCallback> CB)
  464. {
  465. LOG_TRACE(logAi);
  466. myCb = CB;
  467. cbc = CB;
  468. NET_EVENT_HANDLER;
  469. playerID = *myCb->getMyColor();
  470. myCb->waitTillRealize = true;
  471. myCb->unlockGsWhenWaiting = true;
  472. if(!fh)
  473. fh = new FuzzyHelper();
  474. retreiveVisitableObjs();
  475. }
  476. void VCAI::yourTurn()
  477. {
  478. LOG_TRACE(logAi);
  479. NET_EVENT_HANDLER;
  480. status.startedTurn();
  481. makingTurn = make_unique<boost::thread>(&VCAI::makeTurn, this);
  482. }
  483. void VCAI::heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill> &skills, QueryID queryID)
  484. {
  485. LOG_TRACE_PARAMS(logAi, "queryID '%i'", queryID);
  486. NET_EVENT_HANDLER;
  487. status.addQuery(queryID, boost::str(boost::format("Hero %s got level %d") % hero->name % hero->level));
  488. requestActionASAP([=]{ answerQuery(queryID, 0); });
  489. }
  490. void VCAI::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  491. {
  492. LOG_TRACE_PARAMS(logAi, "queryID '%i'", queryID);
  493. NET_EVENT_HANDLER;
  494. status.addQuery(queryID, boost::str(boost::format("Commander %s of %s got level %d") % commander->name % commander->armyObj->nodeName() % (int)commander->level));
  495. requestActionASAP([=]{ answerQuery(queryID, 0); });
  496. }
  497. void VCAI::showBlockingDialog(const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel)
  498. {
  499. LOG_TRACE_PARAMS(logAi, "text '%s', askID '%i', soundID '%i', selection '%i', cancel '%i'", text % askID % soundID % selection % cancel);
  500. NET_EVENT_HANDLER;
  501. int sel = 0;
  502. status.addQuery(askID, boost::str(boost::format("Blocking dialog query with %d components - %s")
  503. % components.size() % text));
  504. if(selection) //select from multiple components -> take the last one (they're indexed [1-size])
  505. sel = components.size();
  506. if(!selection && cancel) //yes&no -> always answer yes, we are a brave AI :)
  507. sel = 1;
  508. requestActionASAP([=]()
  509. {
  510. answerQuery(askID, sel);
  511. });
  512. }
  513. void VCAI::showTeleportDialog(TeleportChannelID channel, std::vector<ObjectInstanceID> exits, bool impassable, QueryID askID)
  514. {
  515. LOG_TRACE_PARAMS(logAi, "askID '%i', exits '%s'", askID % exits);
  516. NET_EVENT_HANDLER;
  517. status.addQuery(askID, boost::str(boost::format("Teleport dialog query with %d exits")
  518. % exits.size()));
  519. ObjectInstanceID choosenExit;
  520. if(impassable)
  521. knownTeleportChannels[channel]->passability = TeleportChannel::IMPASSABLE;
  522. else
  523. {
  524. if(destinationTeleport != ObjectInstanceID() && vstd::contains(exits, destinationTeleport))
  525. choosenExit = destinationTeleport;
  526. if(!status.channelProbing())
  527. {
  528. vstd::copy_if(exits, vstd::set_inserter(teleportChannelProbingList), [&](ObjectInstanceID id) -> bool
  529. {
  530. return !(vstd::contains(visitableObjs, cb->getObj(id)) || id == choosenExit);
  531. });
  532. }
  533. }
  534. requestActionASAP([=]()
  535. {
  536. answerQuery(askID, choosenExit.getNum());
  537. });
  538. }
  539. void VCAI::showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  540. {
  541. LOG_TRACE_PARAMS(logAi, "removableUnits '%i', queryID '%i'", removableUnits % queryID);
  542. NET_EVENT_HANDLER;
  543. std::string s1 = up ? up->nodeName() : "NONE";
  544. std::string s2 = down ? down->nodeName() : "NONE";
  545. status.addQuery(queryID, boost::str(boost::format("Garrison dialog with %s and %s") % s1 % s2));
  546. //you can't request action from action-response thread
  547. requestActionASAP([=]()
  548. {
  549. pickBestCreatures (down, up);
  550. answerQuery(queryID, 0);
  551. });
  552. }
  553. void VCAI::saveGame(COSer & h, const int version)
  554. {
  555. LOG_TRACE_PARAMS(logAi, "version '%i'", version);
  556. NET_EVENT_HANDLER;
  557. validateVisitableObjs();
  558. registerGoals(h);
  559. CAdventureAI::saveGame(h, version);
  560. serializeInternal(h, version);
  561. }
  562. void VCAI::loadGame(CISer & h, const int version)
  563. {
  564. LOG_TRACE_PARAMS(logAi, "version '%i'", version);
  565. NET_EVENT_HANDLER;
  566. registerGoals(h);
  567. CAdventureAI::loadGame(h, version);
  568. serializeInternal(h, version);
  569. }
  570. void makePossibleUpgrades(const CArmedInstance *obj)
  571. {
  572. if(!obj)
  573. return;
  574. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  575. {
  576. if(const CStackInstance *s = obj->getStackPtr(SlotID(i)))
  577. {
  578. UpgradeInfo ui;
  579. cb->getUpgradeInfo(obj, SlotID(i), ui);
  580. if(ui.oldID >= 0 && cb->getResourceAmount().canAfford(ui.cost[0] * s->count))
  581. {
  582. cb->upgradeCreature(obj, SlotID(i), ui.newID[0]);
  583. }
  584. }
  585. }
  586. }
  587. void VCAI::makeTurn()
  588. {
  589. logGlobal->infoStream() << boost::format("Player %d starting turn") % static_cast<int>(playerID.getNum());
  590. MAKING_TURN;
  591. boost::shared_lock<boost::shared_mutex> gsLock(cb->getGsMutex());
  592. setThreadName("VCAI::makeTurn");
  593. switch(cb->getDate(Date::DAY_OF_WEEK))
  594. {
  595. case 1:
  596. {
  597. townVisitsThisWeek.clear();
  598. std::vector<const CGObjectInstance *> objs;
  599. retreiveVisitableObjs(objs, true);
  600. for(const CGObjectInstance *obj : objs)
  601. {
  602. if (isWeeklyRevisitable(obj))
  603. {
  604. addVisitableObj(obj);
  605. erase_if_present (alreadyVisited, obj);
  606. }
  607. }
  608. }
  609. break;
  610. }
  611. markHeroAbleToExplore (primaryHero());
  612. makeTurnInternal();
  613. makingTurn.reset();
  614. return;
  615. }
  616. void VCAI::makeTurnInternal()
  617. {
  618. saving = 0;
  619. //it looks messy here, but it's better to have armed heroes before attempting realizing goals
  620. for(const CGTownInstance *t : cb->getTownsInfo())
  621. moveCreaturesToHero(t);
  622. try
  623. {
  624. //Pick objects reserved in previous turn - we expect only nerby objects there
  625. auto reservedHeroesCopy = reservedHeroesMap; //work on copy => the map may be changed while iterating (eg because hero died when attempting a goal)
  626. for (auto hero : reservedHeroesCopy)
  627. {
  628. if(reservedHeroesMap.count(hero.first))
  629. continue; //hero might have been removed while we were in this loop
  630. if(!hero.first.validAndSet())
  631. {
  632. logAi->errorStream() << "Hero " << hero.first.name << " present on reserved map. Shouldn't be. ";
  633. continue;
  634. }
  635. std::vector<const CGObjectInstance *> vec(hero.second.begin(), hero.second.end());
  636. boost::sort (vec, CDistanceSorter(hero.first.get()));
  637. for (auto obj : vec)
  638. {
  639. if(!obj || !cb->getObj(obj->id))
  640. {
  641. logAi->errorStream() << "Error: there is wrong object on list for hero " << hero.first->name;
  642. continue;
  643. }
  644. striveToGoal (sptr(Goals::VisitTile(obj->visitablePos()).sethero(hero.first)));
  645. }
  646. }
  647. //now try to win
  648. striveToGoal(sptr(Goals::Win()));
  649. //finally, continue our abstract long-term goals
  650. int oldMovement = 0;
  651. int newMovement = 0;
  652. while (true)
  653. {
  654. oldMovement = newMovement; //remember old value
  655. newMovement = 0;
  656. std::vector<std::pair<HeroPtr, Goals::TSubgoal> > safeCopy;
  657. for (auto mission : lockedHeroes)
  658. {
  659. fh->setPriority (mission.second); //re-evaluate
  660. if (canAct(mission.first))
  661. {
  662. newMovement += mission.first->movement;
  663. safeCopy.push_back (mission);
  664. }
  665. }
  666. if (newMovement == oldMovement) //means our heroes didn't move or didn't re-assign their goals
  667. {
  668. logAi->warnStream() << "Our heroes don't move anymore, exhaustive decomposition failed";
  669. break;
  670. }
  671. if (safeCopy.empty())
  672. break; //all heroes exhausted their locked goals
  673. else
  674. {
  675. typedef std::pair<HeroPtr, Goals::TSubgoal> TItrType;
  676. auto lockedHeroesSorter = [](TItrType m1, TItrType m2) -> bool
  677. {
  678. return m1.second->priority < m2.second->priority;
  679. };
  680. boost::sort(safeCopy, lockedHeroesSorter);
  681. striveToGoal (safeCopy.back().second);
  682. }
  683. }
  684. auto quests = myCb->getMyQuests();
  685. for (auto quest : quests)
  686. {
  687. striveToQuest (quest);
  688. }
  689. striveToGoal(sptr(Goals::Build())); //TODO: smarter building management
  690. performTypicalActions();
  691. //for debug purpose
  692. for (auto h : cb->getHeroesInfo())
  693. {
  694. if (h->movement)
  695. logAi->warnStream() << boost::format("hero %s has %d MP left") % h->name % h->movement;
  696. }
  697. }
  698. catch(boost::thread_interrupted &e)
  699. {
  700. logAi->debugStream() << "Making turn thread has been interrupted. We'll end without calling endTurn.";
  701. return;
  702. }
  703. catch(std::exception &e)
  704. {
  705. logAi->debugStream() << "Making turn thread has caught an exception: " << e.what();
  706. }
  707. endTurn();
  708. }
  709. bool VCAI::goVisitObj(const CGObjectInstance * obj, HeroPtr h)
  710. {
  711. int3 dst = obj->visitablePos();
  712. SectorMap &sm = getCachedSectorMap(h);
  713. logAi->debugStream() << boost::format("%s will try to visit %s at (%s)") % h->name % obj->getObjectName() % strFromInt3(dst);
  714. int3 pos = sm.firstTileToGet(h, dst);
  715. if (!pos.valid()) //rare case when we are already standing on one of potential objects
  716. return false;
  717. return moveHeroToTile(pos, h);
  718. }
  719. void VCAI::performObjectInteraction(const CGObjectInstance * obj, HeroPtr h)
  720. {
  721. LOG_TRACE_PARAMS(logAi, "Hero %s and object %s at %s", h->name % obj->getObjectName() % obj->pos);
  722. switch (obj->ID)
  723. {
  724. case Obj::CREATURE_GENERATOR1:
  725. recruitCreatures (dynamic_cast<const CGDwelling *>(obj), h.get());
  726. checkHeroArmy (h);
  727. break;
  728. case Obj::TOWN:
  729. moveCreaturesToHero (dynamic_cast<const CGTownInstance *>(obj));
  730. if (h->visitedTown) //we are inside, not just attacking
  731. {
  732. townVisitsThisWeek[h].insert(h->visitedTown);
  733. if (!h->hasSpellbook() && cb->getResourceAmount(Res::GOLD) >= GameConstants::SPELLBOOK_GOLD_COST + saving[Res::GOLD] &&
  734. h->visitedTown->hasBuilt (BuildingID::MAGES_GUILD_1))
  735. cb->buyArtifact(h.get(), ArtifactID::SPELLBOOK);
  736. }
  737. break;
  738. }
  739. completeGoal (sptr(Goals::GetObj(obj->id.getNum()).sethero(h)));
  740. }
  741. void VCAI::moveCreaturesToHero(const CGTownInstance * t)
  742. {
  743. if(t->visitingHero && t->armedGarrison() && t->visitingHero->tempOwner == t->tempOwner)
  744. {
  745. pickBestCreatures (t->visitingHero, t);
  746. }
  747. }
  748. bool VCAI::canGetArmy (const CGHeroInstance * army, const CGHeroInstance * source)
  749. { //TODO: merge with pickBestCreatures
  750. //if (ai->primaryHero().h == source)
  751. if(army->tempOwner != source->tempOwner)
  752. {
  753. logAi->errorStream() << "Why are we even considering exchange between heroes from different players?";
  754. return false;
  755. }
  756. const CArmedInstance *armies[] = {army, source};
  757. //we calculate total strength for each creature type available in armies
  758. std::map<const CCreature*, int> creToPower;
  759. for(auto armyPtr : armies)
  760. for(auto &i : armyPtr->Slots())
  761. {
  762. //TODO: allow splitting stacks?
  763. creToPower[i.second->type] += i.second->getPower();
  764. }
  765. //TODO - consider more than just power (ie morale penalty, hero specialty in certain stacks, etc)
  766. int armySize = creToPower.size();
  767. armySize = std::min ((source->needsLastStack() ? armySize - 1 : armySize), GameConstants::ARMY_SIZE); //can't move away last stack
  768. std::vector<const CCreature *> bestArmy; //types that'll be in final dst army
  769. for (int i = 0; i < armySize; i++) //pick the creatures from which we can get most power, as many as dest can fit
  770. {
  771. typedef const std::pair<const CCreature*, int> &CrePowerPair;
  772. auto creIt = boost::max_element(creToPower, [](CrePowerPair lhs, CrePowerPair rhs)
  773. {
  774. return lhs.second < rhs.second;
  775. });
  776. bestArmy.push_back(creIt->first);
  777. creToPower.erase(creIt);
  778. if(creToPower.empty())
  779. break;
  780. }
  781. //foreach best type -> iterate over slots in both armies and if it's the appropriate type, send it to the slot where it belongs
  782. for (int i = 0; i < bestArmy.size(); i++) //i-th strongest creature type will go to i-th slot
  783. {
  784. for(auto armyPtr : armies)
  785. for (int j = 0; j < GameConstants::ARMY_SIZE; j++)
  786. {
  787. if(armyPtr->getCreature(SlotID(j)) == bestArmy[i] && armyPtr != army) //it's a searched creature not in dst ARMY
  788. {
  789. //FIXME: line below is useless when simulating exchange between two non-singular armies
  790. if (!(armyPtr->needsLastStack() && armyPtr->Slots().size() == 1)) //can't take away last creature
  791. return true; //at least one exchange will be performed
  792. else
  793. return false; //no further exchange possible
  794. }
  795. }
  796. }
  797. return false;
  798. }
  799. void VCAI::pickBestCreatures(const CArmedInstance * army, const CArmedInstance * source)
  800. {
  801. //TODO - what if source is a hero (the last stack problem) -> it'd good to create a single stack of weakest cre
  802. const CArmedInstance *armies[] = {army, source};
  803. //we calculate total strength for each creature type available in armies
  804. std::map<const CCreature*, int> creToPower;
  805. for(auto armyPtr : armies)
  806. for(auto &i : armyPtr->Slots())
  807. {//TODO: allow splitting stacks?
  808. creToPower[i.second->type] += i.second->getPower();
  809. }
  810. //TODO - consider more than just power (ie morale penalty, hero specialty in certain stacks, etc)
  811. int armySize = creToPower.size();
  812. armySize = std::min ((source->needsLastStack() ? armySize - 1 : armySize), GameConstants::ARMY_SIZE); //can't move away last stack
  813. std::vector<const CCreature *> bestArmy; //types that'll be in final dst army
  814. for (int i = 0; i < armySize; i++) //pick the creatures from which we can get most power, as many as dest can fit
  815. {
  816. typedef const std::pair<const CCreature*, int> &CrePowerPair;
  817. auto creIt = boost::max_element(creToPower, [](CrePowerPair lhs, CrePowerPair rhs)
  818. {
  819. return lhs.second < rhs.second;
  820. });
  821. bestArmy.push_back(creIt->first);
  822. creToPower.erase(creIt);
  823. if(creToPower.empty())
  824. break;
  825. }
  826. //foreach best type -> iterate over slots in both armies and if it's the appropriate type, send it to the slot where it belongs
  827. for (int i = 0; i < bestArmy.size(); i++) //i-th strongest creature type will go to i-th slot
  828. {
  829. for(auto armyPtr : armies)
  830. for (int j = 0; j < GameConstants::ARMY_SIZE; j++)
  831. {
  832. if(armyPtr->getCreature(SlotID(j)) == bestArmy[i] && (i != j || armyPtr != army)) //it's a searched creature not in dst SLOT
  833. if (!(armyPtr->needsLastStack() && armyPtr->Slots().size() == 1)) //can't take away last creature
  834. cb->mergeOrSwapStacks(armyPtr, army, SlotID(j), SlotID(i));
  835. }
  836. }
  837. //TODO - having now strongest possible army, we may want to think about arranging stacks
  838. auto hero = dynamic_cast<const CGHeroInstance *>(army);
  839. if (hero)
  840. {
  841. checkHeroArmy (hero);
  842. }
  843. }
  844. void VCAI::pickBestArtifacts(const CGHeroInstance * h, const CGHeroInstance * other)
  845. {
  846. auto equipBest = [](const CGHeroInstance * h, const CGHeroInstance * otherh, bool giveStuffToFirstHero) -> void
  847. {
  848. bool changeMade = false;
  849. do
  850. {
  851. changeMade = false;
  852. //we collect gear always in same order
  853. std::vector<ArtifactLocation> allArtifacts;
  854. if (giveStuffToFirstHero)
  855. {
  856. for (auto p : h->artifactsWorn)
  857. {
  858. if (p.second.artifact)
  859. allArtifacts.push_back(ArtifactLocation(h, p.first));
  860. }
  861. }
  862. for (auto slot : h->artifactsInBackpack)
  863. allArtifacts.push_back(ArtifactLocation(h, h->getArtPos(slot.artifact)));
  864. if (otherh)
  865. {
  866. for (auto p : otherh->artifactsWorn)
  867. {
  868. if (p.second.artifact)
  869. allArtifacts.push_back(ArtifactLocation(otherh, p.first));
  870. }
  871. for (auto slot : otherh->artifactsInBackpack)
  872. allArtifacts.push_back(ArtifactLocation(otherh, otherh->getArtPos(slot.artifact)));
  873. }
  874. //we give stuff to one hero or another, depending on giveStuffToFirstHero
  875. const CGHeroInstance * target = nullptr;
  876. if (giveStuffToFirstHero)
  877. target = h;
  878. else
  879. target = otherh;
  880. for (auto location : allArtifacts)
  881. {
  882. if (location.relatedObj() == target && location.slot < ArtifactPosition::AFTER_LAST)
  883. continue; //don't reequip artifact we already wear
  884. auto s = location.getSlot();
  885. if (!s || s->locked) //we can't move locks
  886. continue;
  887. auto artifact = s->artifact;
  888. if (!artifact)
  889. continue;
  890. //FIXME: why are the above possible to be null?
  891. bool emptySlotFound = false;
  892. for (auto slot : artifact->artType->possibleSlots.at(target->bearerType()))
  893. {
  894. ArtifactLocation destLocation(target, slot);
  895. if (target->isPositionFree(slot) && artifact->canBePutAt(destLocation, true)) //combined artifacts are not always allowed to move
  896. {
  897. cb->swapArtifacts(location, destLocation); //just put into empty slot
  898. emptySlotFound = true;
  899. changeMade = true;
  900. break;
  901. }
  902. }
  903. if (!emptySlotFound) //try to put that atifact in already occupied slot
  904. {
  905. for (auto slot : artifact->artType->possibleSlots.at(target->bearerType()))
  906. {
  907. auto otherSlot = target->getSlot(slot);
  908. if (otherSlot && otherSlot->artifact) //we need to exchange artifact for better one
  909. {
  910. ArtifactLocation destLocation(target, slot);
  911. //if that artifact is better than what we have, pick it
  912. if (compareArtifacts(artifact, otherSlot->artifact) && artifact->canBePutAt(destLocation, true)) //combined artifacts are not always allowed to move
  913. {
  914. cb->swapArtifacts(location, ArtifactLocation(target, target->getArtPos(otherSlot->artifact)));
  915. break;
  916. changeMade = true;
  917. }
  918. }
  919. }
  920. }
  921. if (changeMade)
  922. break; //start evaluating artifacts from scratch
  923. }
  924. } while (changeMade);
  925. };
  926. equipBest (h, other, true);
  927. if (other)
  928. {
  929. equipBest(h, other, false);
  930. }
  931. }
  932. void VCAI::recruitCreatures(const CGDwelling * d, const CArmedInstance * recruiter)
  933. {
  934. for(int i = 0; i < d->creatures.size(); i++)
  935. {
  936. if(!d->creatures[i].second.size())
  937. continue;
  938. int count = d->creatures[i].first;
  939. CreatureID creID = d->creatures[i].second.back();
  940. // const CCreature *c = VLC->creh->creatures[creID];
  941. // if(containsSavedRes(c->cost))
  942. // continue;
  943. amin(count, freeResources() / VLC->creh->creatures[creID]->cost);
  944. if(count > 0)
  945. cb->recruitCreatures(d, recruiter, creID, count, i);
  946. }
  947. }
  948. bool VCAI::tryBuildStructure(const CGTownInstance * t, BuildingID building, unsigned int maxDays)
  949. {
  950. if (maxDays == 0)
  951. {
  952. logAi->warnStream() << "Request to build building " << building << " in 0 days!";
  953. return false;
  954. }
  955. if (!vstd::contains(t->town->buildings, building))
  956. return false; // no such building in town
  957. if (t->hasBuilt(building)) //Already built? Shouldn't happen in general
  958. return true;
  959. const CBuilding * buildPtr = t->town->buildings.at(building);
  960. auto toBuild = buildPtr->requirements.getFulfillmentCandidates([&](const BuildingID & buildID)
  961. {
  962. return t->hasBuilt(buildID);
  963. });
  964. toBuild.push_back(building);
  965. for(BuildingID buildID : toBuild)
  966. {
  967. EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID);
  968. if (canBuild == EBuildingState::HAVE_CAPITAL
  969. || canBuild == EBuildingState::FORBIDDEN
  970. || canBuild == EBuildingState::NO_WATER)
  971. return false; //we won't be able to build this
  972. }
  973. if (maxDays && toBuild.size() > maxDays)
  974. return false;
  975. TResources currentRes = cb->getResourceAmount();
  976. //TODO: calculate if we have enough resources to build it in maxDays
  977. for(const auto & buildID : toBuild)
  978. {
  979. const CBuilding *b = t->town->buildings.at(buildID);
  980. EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID);
  981. if(canBuild == EBuildingState::ALLOWED)
  982. {
  983. if(!containsSavedRes(b->resources))
  984. {
  985. logAi->debugStream() << boost::format("Player %d will build %s in town of %s at %s") % playerID % b->Name() % t->name % t->pos;
  986. cb->buildBuilding(t, buildID);
  987. return true;
  988. }
  989. continue;
  990. }
  991. else if(canBuild == EBuildingState::NO_RESOURCES)
  992. {
  993. //TResources income = estimateIncome();
  994. TResources cost = t->town->buildings.at(buildID)->resources;
  995. for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
  996. {
  997. //int diff = currentRes[i] - cost[i] + income[i];
  998. int diff = currentRes[i] - cost[i];
  999. if(diff < 0)
  1000. saving[i] = 1;
  1001. }
  1002. continue;
  1003. }
  1004. else if (canBuild == EBuildingState::PREREQUIRES)
  1005. {
  1006. // can happen when dependencies have their own missing dependencies
  1007. if (tryBuildStructure(t, buildID, maxDays - 1))
  1008. return true;
  1009. }
  1010. else if (canBuild == EBuildingState::MISSING_BASE)
  1011. {
  1012. if (tryBuildStructure(t, b->upgrade, maxDays - 1))
  1013. return true;
  1014. }
  1015. }
  1016. return false;
  1017. }
  1018. //bool VCAI::canBuildStructure(const CGTownInstance * t, BuildingID building, unsigned int maxDays=7)
  1019. //{
  1020. // if (maxDays == 0)
  1021. // {
  1022. // logAi->warnStream() << "Request to build building " << building << " in 0 days!";
  1023. // return false;
  1024. // }
  1025. //
  1026. // if (!vstd::contains(t->town->buildings, building))
  1027. // return false; // no such building in town
  1028. //
  1029. // if (t->hasBuilt(building)) //Already built? Shouldn't happen in general
  1030. // return true;
  1031. //
  1032. // const CBuilding * buildPtr = t->town->buildings.at(building);
  1033. //
  1034. // auto toBuild = buildPtr->requirements.getFulfillmentCandidates([&](const BuildingID & buildID)
  1035. // {
  1036. // return t->hasBuilt(buildID);
  1037. // });
  1038. // toBuild.push_back(building);
  1039. //
  1040. // for(BuildingID buildID : toBuild)
  1041. // {
  1042. // EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID);
  1043. // if (canBuild == EBuildingState::HAVE_CAPITAL
  1044. // || canBuild == EBuildingState::FORBIDDEN
  1045. // || canBuild == EBuildingState::NO_WATER)
  1046. // return false; //we won't be able to build this
  1047. // }
  1048. //
  1049. // if (maxDays && toBuild.size() > maxDays)
  1050. // return false;
  1051. //
  1052. // TResources currentRes = cb->getResourceAmount();
  1053. // TResources income = estimateIncome();
  1054. // //TODO: calculate if we have enough resources to build it in maxDays
  1055. //
  1056. // for(const auto & buildID : toBuild)
  1057. // {
  1058. // const CBuilding *b = t->town->buildings.at(buildID);
  1059. //
  1060. // EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID);
  1061. // if(canBuild == EBuildingState::ALLOWED)
  1062. // {
  1063. // if(!containsSavedRes(b->resources))
  1064. // {
  1065. // logAi->debugStream() << boost::format("Player %d will build %s in town of %s at %s") % playerID % b->Name() % t->name % t->pos;
  1066. // return true;
  1067. // }
  1068. // continue;
  1069. // }
  1070. // else if(canBuild == EBuildingState::NO_RESOURCES)
  1071. // {
  1072. // TResources cost = t->town->buildings.at(buildID)->resources;
  1073. // for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
  1074. // {
  1075. // int diff = currentRes[i] - cost[i] + income[i];
  1076. // if(diff < 0)
  1077. // saving[i] = 1;
  1078. // }
  1079. // continue;
  1080. // }
  1081. // else if (canBuild == EBuildingState::PREREQUIRES)
  1082. // {
  1083. // // can happen when dependencies have their own missing dependencies
  1084. // if (canBuildStructure(t, buildID, maxDays - 1))
  1085. // return true;
  1086. // }
  1087. // else if (canBuild == EBuildingState::MISSING_BASE)
  1088. // {
  1089. // if (canBuildStructure(t, b->upgrade, maxDays - 1))
  1090. // return true;
  1091. // }
  1092. // }
  1093. // return false;
  1094. //}
  1095. bool VCAI::tryBuildAnyStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays)
  1096. {
  1097. for(const auto & building : buildList)
  1098. {
  1099. if(t->hasBuilt(building))
  1100. continue;
  1101. if (tryBuildStructure(t, building, maxDays))
  1102. return true;
  1103. }
  1104. return false; //Can't build anything
  1105. }
  1106. BuildingID VCAI::canBuildAnyStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays)
  1107. {
  1108. for(const auto & building : buildList)
  1109. {
  1110. if(t->hasBuilt(building))
  1111. continue;
  1112. if (cb->canBuildStructure(t, building))
  1113. return building;
  1114. }
  1115. return BuildingID::NONE; //Can't build anything
  1116. }
  1117. bool VCAI::tryBuildNextStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays)
  1118. {
  1119. for(const auto & building : buildList)
  1120. {
  1121. if(t->hasBuilt(building))
  1122. continue;
  1123. return tryBuildStructure(t, building, maxDays);
  1124. }
  1125. return false;//Nothing to build
  1126. }
  1127. void VCAI::buildStructure(const CGTownInstance * t)
  1128. {
  1129. //TODO make *real* town development system
  1130. //TODO: faction-specific development: use special buildings, build dwellings in better order, etc
  1131. //TODO: build resource silo, defences when needed
  1132. //Possible - allow "locking" on specific building (build prerequisites and then building itself)
  1133. TResources currentRes = cb->getResourceAmount();
  1134. TResources currentIncome = t->dailyIncome();
  1135. int townIncome = currentIncome[Res::GOLD];
  1136. if (tryBuildAnyStructure(t, std::vector<BuildingID>(essential, essential + ARRAY_COUNT(essential))))
  1137. return;
  1138. //we're running out of gold - try to build something gold-producing. Multiplier can be tweaked, 6 is minimum due to buildings costs
  1139. if (currentRes[Res::GOLD] < townIncome * 6)
  1140. if (tryBuildNextStructure(t, std::vector<BuildingID>(goldSource, goldSource + ARRAY_COUNT(goldSource))))
  1141. return;
  1142. if (cb->getDate(Date::DAY_OF_WEEK) > 6)// last 2 days of week - try to focus on growth
  1143. {
  1144. if (tryBuildNextStructure(t, std::vector<BuildingID>(unitGrowth, unitGrowth + ARRAY_COUNT(unitGrowth)), 2))
  1145. return;
  1146. }
  1147. // first in-game week or second half of any week: try build dwellings
  1148. if (cb->getDate(Date::DAY) < 7 || cb->getDate(Date::DAY_OF_WEEK) > 3)
  1149. if (tryBuildAnyStructure(t, std::vector<BuildingID>(unitsSource, unitsSource + ARRAY_COUNT(unitsSource)), 8 - cb->getDate(Date::DAY_OF_WEEK)))
  1150. return;
  1151. //try to upgrade dwelling
  1152. for(int i = 0; i < ARRAY_COUNT(unitsUpgrade); i++)
  1153. {
  1154. if (t->hasBuilt(unitsSource[i]) && !t->hasBuilt(unitsUpgrade[i]))
  1155. {
  1156. if (tryBuildStructure(t, unitsUpgrade[i]))
  1157. return;
  1158. }
  1159. }
  1160. //remaining tasks
  1161. if (tryBuildNextStructure(t, std::vector<BuildingID>(goldSource, goldSource + ARRAY_COUNT(goldSource))))
  1162. return;
  1163. if (tryBuildNextStructure(t, std::vector<BuildingID>(spells, spells + ARRAY_COUNT(spells))))
  1164. return;
  1165. if (tryBuildAnyStructure(t, std::vector<BuildingID>(extra, extra + ARRAY_COUNT(extra))))
  1166. return;
  1167. }
  1168. bool VCAI::isGoodForVisit(const CGObjectInstance *obj, HeroPtr h, SectorMap &sm)
  1169. {
  1170. const int3 pos = obj->visitablePos();
  1171. const int3 targetPos = sm.firstTileToGet(h, pos);
  1172. if (!targetPos.valid())
  1173. return false;
  1174. if (isTileNotReserved(h.get(), targetPos) &&
  1175. !obj->wasVisited(playerID) &&
  1176. (cb->getPlayerRelations(ai->playerID, obj->tempOwner) == PlayerRelations::ENEMIES || isWeeklyRevisitable(obj)) && //flag or get weekly resources / creatures
  1177. isSafeToVisit(h, pos) &&
  1178. shouldVisit(h, obj) &&
  1179. !vstd::contains(alreadyVisited, obj) &&
  1180. !vstd::contains(reservedObjs, obj) &&
  1181. isAccessibleForHero(targetPos, h))
  1182. {
  1183. const CGObjectInstance *topObj = cb->getVisitableObjs(obj->visitablePos()).back(); //it may be hero visiting this obj
  1184. //we don't try visiting object on which allied or owned hero stands
  1185. // -> it will just trigger exchange windows and AI will be confused that obj behind doesn't get visited
  1186. if (topObj->ID == Obj::HERO && cb->getPlayerRelations(h->tempOwner, topObj->tempOwner) != PlayerRelations::ENEMIES)
  1187. return false;
  1188. else
  1189. return true; //all of the following is met
  1190. }
  1191. return false;
  1192. }
  1193. std::vector<const CGObjectInstance *> VCAI::getPossibleDestinations(HeroPtr h)
  1194. {
  1195. validateVisitableObjs();
  1196. std::vector<const CGObjectInstance *> possibleDestinations;
  1197. SectorMap &sm = getCachedSectorMap(h);
  1198. for(const CGObjectInstance *obj : visitableObjs)
  1199. {
  1200. if (isGoodForVisit(obj, h, sm))
  1201. {
  1202. possibleDestinations.push_back(obj);
  1203. }
  1204. }
  1205. boost::sort(possibleDestinations, CDistanceSorter(h.get()));
  1206. return possibleDestinations;
  1207. }
  1208. bool VCAI::isTileNotReserved(const CGHeroInstance * h, int3 t)
  1209. {
  1210. if (t.valid())
  1211. {
  1212. auto obj = cb->getTopObj(t);
  1213. if (obj && vstd::contains(ai->reservedObjs, obj) && !vstd::contains(reservedHeroesMap[h], obj))
  1214. return false; //do not capture object reserved by another hero
  1215. else
  1216. return true;
  1217. }
  1218. else
  1219. return false;
  1220. }
  1221. bool VCAI::canRecruitAnyHero (const CGTownInstance * t) const
  1222. {
  1223. //TODO: make gathering gold, building tavern or conquering town (?) possible subgoals
  1224. if (!t)
  1225. t = findTownWithTavern();
  1226. if (t)
  1227. return cb->getResourceAmount(Res::GOLD) >= HERO_GOLD_COST &&
  1228. cb->getHeroesInfo().size() < ALLOWED_ROAMING_HEROES &&
  1229. cb->getAvailableHeroes(t).size();
  1230. else
  1231. return false;
  1232. }
  1233. void VCAI::wander(HeroPtr h)
  1234. {
  1235. //unclaim objects that are now dangerous for us
  1236. auto reservedObjsSetCopy = reservedHeroesMap[h];
  1237. for (auto obj : reservedObjsSetCopy)
  1238. {
  1239. if (!isSafeToVisit(h, obj->visitablePos()))
  1240. unreserveObject(h, obj);
  1241. }
  1242. TimeCheck tc("looking for wander destination");
  1243. while (h->movement)
  1244. {
  1245. validateVisitableObjs();
  1246. std::vector <ObjectIdRef> dests, tmp;
  1247. SectorMap &sm = getCachedSectorMap(h);
  1248. range::copy(reservedHeroesMap[h], std::back_inserter(tmp)); //also visit our reserved objects - but they are not prioritized to avoid running back and forth
  1249. for (auto obj : tmp)
  1250. {
  1251. int3 pos = sm.firstTileToGet(h, obj->visitablePos());
  1252. if (pos.valid())
  1253. if (isAccessibleForHero (pos, h)) //even nearby objects could be blocked by other heroes :(
  1254. dests.push_back(obj); //can't use lambda for member function :(
  1255. }
  1256. range::copy(getPossibleDestinations(h), std::back_inserter(dests));
  1257. erase_if(dests, [&](ObjectIdRef obj) -> bool
  1258. {
  1259. return !isSafeToVisit(h, sm.firstTileToGet(h, obj->visitablePos()));
  1260. });
  1261. if(!dests.size())
  1262. {
  1263. if (cb->getVisitableObjs(h->visitablePos()).size() > 1)
  1264. moveHeroToTile(h->visitablePos(), h); //just in case we're standing on blocked subterranean gate
  1265. auto compareReinforcements = [h](const CGTownInstance *lhs, const CGTownInstance *rhs) -> bool
  1266. {
  1267. return howManyReinforcementsCanGet(h, lhs) < howManyReinforcementsCanGet(h, rhs);
  1268. };
  1269. std::vector<const CGTownInstance *> townsReachable;
  1270. std::vector<const CGTownInstance *> townsNotReachable;
  1271. for(const CGTownInstance *t : cb->getTownsInfo())
  1272. {
  1273. if(!t->visitingHero && howManyReinforcementsCanGet(h,t) && !vstd::contains(townVisitsThisWeek[h], t))
  1274. {
  1275. if (isAccessibleForHero (t->visitablePos(), h))
  1276. townsReachable.push_back(t);
  1277. else
  1278. townsNotReachable.push_back(t);
  1279. }
  1280. }
  1281. if(townsReachable.size())
  1282. {
  1283. boost::sort(townsReachable, compareReinforcements);
  1284. dests.push_back(townsReachable.back());
  1285. }
  1286. else if(townsNotReachable.size())
  1287. {
  1288. boost::sort(townsNotReachable, compareReinforcements);
  1289. //TODO pick the truly best
  1290. const CGTownInstance *t = townsNotReachable.back();
  1291. 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();
  1292. int3 pos1 = h->pos;
  1293. striveToGoal(sptr(Goals::ClearWayTo(t->visitablePos()).sethero(h)));
  1294. //if out hero is stuck, we may need to request another hero to clear the way we see
  1295. if (pos1 == h->pos && h == primaryHero()) //hero can't move
  1296. {
  1297. if (canRecruitAnyHero(t))
  1298. recruitHero(t);
  1299. }
  1300. break;
  1301. }
  1302. else if(cb->getResourceAmount(Res::GOLD) >= HERO_GOLD_COST)
  1303. {
  1304. std::vector<const CGTownInstance *> towns = cb->getTownsInfo();
  1305. erase_if(towns, [](const CGTownInstance *t) -> bool
  1306. {
  1307. for(const CGHeroInstance *h : cb->getHeroesInfo())
  1308. if(!t->getArmyStrength() || howManyReinforcementsCanGet(h, t))
  1309. return true;
  1310. return false;
  1311. });
  1312. boost::sort(towns, compareArmyStrength);
  1313. if(towns.size())
  1314. recruitHero(towns.back());
  1315. break;
  1316. }
  1317. else
  1318. {
  1319. logAi->debugStream() << "Nowhere more to go...";
  1320. break;
  1321. }
  1322. }
  1323. //end of objs empty
  1324. if (dests.size()) //performance improvement
  1325. {
  1326. boost::sort(dests, CDistanceSorter(h.get())); //find next closest one
  1327. //wander should not cause heroes to be reserved - they are always considered free
  1328. const ObjectIdRef&dest = dests.front();
  1329. logAi->debugStream() << boost::format("Of all %d destinations, object oid=%d seems nice") % dests.size() % dest.id.getNum();
  1330. if(!goVisitObj(dest, h))
  1331. {
  1332. if(!dest)
  1333. {
  1334. logAi->debugStream() << boost::format("Visit attempt made the object (id=%d) gone...") % dest.id.getNum();
  1335. }
  1336. else
  1337. {
  1338. logAi->debugStream() << boost::format("Hero %s apparently used all MPs (%d left)") % h->name % h->movement;
  1339. return;
  1340. }
  1341. }
  1342. }
  1343. if (h->visitedTown)
  1344. {
  1345. townVisitsThisWeek[h].insert(h->visitedTown);
  1346. buildArmyIn(h->visitedTown);
  1347. }
  1348. }
  1349. }
  1350. void VCAI::setGoal(HeroPtr h, Goals::TSubgoal goal)
  1351. { //TODO: check for presence?
  1352. if (goal->invalid())
  1353. erase_if_present(lockedHeroes, h);
  1354. else
  1355. {
  1356. lockedHeroes[h] = goal;
  1357. goal->setisElementar(false); //always evaluate goals before realizing
  1358. }
  1359. }
  1360. void VCAI::completeGoal (Goals::TSubgoal goal)
  1361. {
  1362. logAi->traceStream() << boost::format("Completing goal: %s") % goal->name();
  1363. if (const CGHeroInstance * h = goal->hero.get(true))
  1364. {
  1365. auto it = lockedHeroes.find(h);
  1366. if (it != lockedHeroes.end())
  1367. if (it->second == goal)
  1368. {
  1369. logAi->debugStream() << boost::format("%s") % goal->completeMessage();
  1370. lockedHeroes.erase(it); //goal fulfilled, free hero
  1371. }
  1372. }
  1373. else //complete goal for all heroes maybe?
  1374. {
  1375. vstd::erase_if(lockedHeroes, [goal](std::pair<HeroPtr, Goals::TSubgoal> p)
  1376. {
  1377. if (*(p.second) == *goal || p.second->fulfillsMe(goal)) //we could have fulfilled goals of other heroes by chance
  1378. {
  1379. logAi->debugStream() << boost::format("%s") % p.second->completeMessage();
  1380. return true;
  1381. }
  1382. return false;
  1383. });
  1384. }
  1385. }
  1386. void VCAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
  1387. {
  1388. NET_EVENT_HANDLER;
  1389. assert(playerID > PlayerColor::PLAYER_LIMIT || status.getBattle() == UPCOMING_BATTLE);
  1390. status.setBattle(ONGOING_BATTLE);
  1391. 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
  1392. battlename = boost::str(boost::format("Starting battle of %s attacking %s at %s") % (hero1 ? hero1->name : "a army") % (presumedEnemy ? presumedEnemy->getObjectName() : "unknown enemy") % tile);
  1393. CAdventureAI::battleStart(army1, army2, tile, hero1, hero2, side);
  1394. }
  1395. void VCAI::battleEnd(const BattleResult *br)
  1396. {
  1397. NET_EVENT_HANDLER;
  1398. assert(status.getBattle() == ONGOING_BATTLE);
  1399. status.setBattle(ENDING_BATTLE);
  1400. bool won = br->winner == myCb->battleGetMySide();
  1401. logAi->debugStream() << boost::format("Player %d: I %s the %s!") % playerID % (won ? "won" : "lost") % battlename;
  1402. battlename.clear();
  1403. CAdventureAI::battleEnd(br);
  1404. }
  1405. void VCAI::waitTillFree()
  1406. {
  1407. auto unlock = vstd::makeUnlockSharedGuard(cb->getGsMutex());
  1408. status.waitTillFree();
  1409. }
  1410. void VCAI::markObjectVisited (const CGObjectInstance *obj)
  1411. {
  1412. if(dynamic_cast<const CGVisitableOPH *>(obj) || //we may want to wisit it with another hero
  1413. dynamic_cast<const CGBonusingObject *>(obj) || //or another time
  1414. (obj->ID == Obj::MONSTER))
  1415. return;
  1416. alreadyVisited.insert(obj);
  1417. }
  1418. void VCAI::reserveObject(HeroPtr h, const CGObjectInstance *obj)
  1419. {
  1420. reservedObjs.insert(obj);
  1421. reservedHeroesMap[h].insert(obj);
  1422. logAi->debugStream() << "reserved object id=" << obj->id << "; address=" << (intptr_t)obj << "; name=" << obj->getObjectName();
  1423. }
  1424. void VCAI::unreserveObject(HeroPtr h, const CGObjectInstance *obj)
  1425. {
  1426. erase_if_present(reservedObjs, obj); //unreserve objects
  1427. erase_if_present(reservedHeroesMap[h], obj);
  1428. }
  1429. void VCAI::markHeroUnableToExplore (HeroPtr h)
  1430. {
  1431. heroesUnableToExplore.insert(h);
  1432. }
  1433. void VCAI::markHeroAbleToExplore (HeroPtr h)
  1434. {
  1435. erase_if_present(heroesUnableToExplore, h);
  1436. }
  1437. bool VCAI::isAbleToExplore (HeroPtr h)
  1438. {
  1439. return !vstd::contains (heroesUnableToExplore, h);
  1440. }
  1441. void VCAI::clearPathsInfo()
  1442. {
  1443. heroesUnableToExplore.clear();
  1444. cachedSectorMaps.clear();
  1445. }
  1446. void VCAI::validateVisitableObjs()
  1447. {
  1448. std::vector<const CGObjectInstance *> hlp;
  1449. retreiveVisitableObjs(hlp, true);
  1450. std::string errorMsg;
  1451. auto shouldBeErased = [&](const CGObjectInstance *obj) -> bool
  1452. {
  1453. if (obj)
  1454. return !cb->getObj(obj->id);
  1455. else
  1456. return true;
  1457. //why would we have our local logic for object checks? use cb!
  1458. //if(!vstd::contains(hlp, obj))
  1459. //{
  1460. // logAi->errorStream() << helperObjInfo[obj].name << " at " << helperObjInfo[obj].pos << errorMsg;
  1461. // return true;
  1462. //}
  1463. //return false;
  1464. };
  1465. //errorMsg is captured by ref so lambda will take the new text
  1466. errorMsg = " shouldn't be on the visitable objects list!";
  1467. erase_if(visitableObjs, shouldBeErased);
  1468. //FIXME: how comes our own heroes become inaccessible?
  1469. erase_if(reservedHeroesMap, [](std::pair<HeroPtr, std::set<const CGObjectInstance *>> hp) -> bool
  1470. {
  1471. return !hp.first.get(true);
  1472. });
  1473. for(auto &p : reservedHeroesMap)
  1474. {
  1475. errorMsg = " shouldn't be on list for hero " + p.first->name + "!";
  1476. erase_if(p.second, shouldBeErased);
  1477. }
  1478. errorMsg = " shouldn't be on the reserved objs list!";
  1479. erase_if(reservedObjs, shouldBeErased);
  1480. //TODO overkill, hidden object should not be removed. However, we can't know if hidden object is erased from game.
  1481. errorMsg = " shouldn't be on the already visited objs list!";
  1482. erase_if(alreadyVisited, shouldBeErased);
  1483. }
  1484. void VCAI::retreiveVisitableObjs(std::vector<const CGObjectInstance *> &out, bool includeOwned /*= false*/) const
  1485. {
  1486. foreach_tile_pos([&](const int3 &pos)
  1487. {
  1488. for(const CGObjectInstance *obj : myCb->getVisitableObjs(pos, false))
  1489. {
  1490. if(includeOwned || obj->tempOwner != playerID)
  1491. out.push_back(obj);
  1492. }
  1493. });
  1494. }
  1495. void VCAI::retreiveVisitableObjs()
  1496. {
  1497. foreach_tile_pos([&](const int3 &pos)
  1498. {
  1499. for(const CGObjectInstance *obj : myCb->getVisitableObjs(pos, false))
  1500. {
  1501. if(obj->tempOwner != playerID)
  1502. addVisitableObj(obj);
  1503. }
  1504. });
  1505. }
  1506. std::vector<const CGObjectInstance *> VCAI::getFlaggedObjects() const
  1507. {
  1508. std::vector<const CGObjectInstance *> ret;
  1509. retreiveVisitableObjs(ret, true);
  1510. erase_if(ret, [](const CGObjectInstance *obj)
  1511. {
  1512. return obj->tempOwner != ai->playerID;
  1513. });
  1514. return ret;
  1515. }
  1516. void VCAI::addVisitableObj(const CGObjectInstance *obj)
  1517. {
  1518. visitableObjs.insert(obj);
  1519. helperObjInfo[obj] = ObjInfo(obj);
  1520. // All teleport objects seen automatically assigned to appropriate channels
  1521. auto teleportObj = dynamic_cast<const CGTeleport *>(obj);
  1522. if(teleportObj)
  1523. CGTeleport::addToChannel(knownTeleportChannels, teleportObj);
  1524. }
  1525. const CGObjectInstance * VCAI::lookForArt(int aid) const
  1526. {
  1527. for(const CGObjectInstance *obj : ai->visitableObjs)
  1528. {
  1529. if(obj->ID == 5 && obj->subID == aid)
  1530. return obj;
  1531. }
  1532. return nullptr;
  1533. //TODO what if more than one artifact is available? return them all or some slection criteria
  1534. }
  1535. bool VCAI::isAccessible(const int3 &pos)
  1536. {
  1537. //TODO precalculate for speed
  1538. for(const CGHeroInstance *h : cb->getHeroesInfo())
  1539. {
  1540. if(isAccessibleForHero(pos, h))
  1541. return true;
  1542. }
  1543. return false;
  1544. }
  1545. HeroPtr VCAI::getHeroWithGrail() const
  1546. {
  1547. for(const CGHeroInstance *h : cb->getHeroesInfo())
  1548. if(h->hasArt(2)) //grail
  1549. return h;
  1550. return nullptr;
  1551. }
  1552. const CGObjectInstance * VCAI::getUnvisitedObj(const std::function<bool(const CGObjectInstance *)> &predicate)
  1553. {
  1554. //TODO smarter definition of unvisited
  1555. for(const CGObjectInstance *obj : visitableObjs)
  1556. if(predicate(obj) && !vstd::contains(alreadyVisited, obj))
  1557. return obj;
  1558. return nullptr;
  1559. }
  1560. bool VCAI::isAccessibleForHero(const int3 & pos, HeroPtr h, bool includeAllies /*= false*/) const
  1561. {
  1562. if (!includeAllies)
  1563. { //don't visit tile occupied by allied hero
  1564. for (auto obj : cb->getVisitableObjs(pos))
  1565. {
  1566. if (obj->ID == Obj::HERO &&
  1567. cb->getPlayerRelations(ai->playerID, obj->tempOwner) != PlayerRelations::ENEMIES &&
  1568. obj != h.get())
  1569. return false;
  1570. }
  1571. }
  1572. return cb->getPathsInfo(h.get())->getPathInfo(pos)->reachable();
  1573. }
  1574. bool VCAI::moveHeroToTile(int3 dst, HeroPtr h)
  1575. {
  1576. auto afterMovementCheck = [&]() -> void
  1577. {
  1578. waitTillFree(); //movement may cause battle or blocking dialog
  1579. if(!h)
  1580. {
  1581. lostHero(h);
  1582. teleportChannelProbingList.clear();
  1583. if (status.channelProbing()) // if hero lost during channel probing we need to switch this mode off
  1584. status.setChannelProbing(false);
  1585. throw cannotFulfillGoalException("Hero was lost!");
  1586. }
  1587. };
  1588. logAi->debugStream() << boost::format("Moving hero %s to tile %s") % h->name % dst;
  1589. int3 startHpos = h->visitablePos();
  1590. bool ret = false;
  1591. if(startHpos == dst)
  1592. {
  1593. //FIXME: this assertion fails also if AI moves onto defeated guarded object
  1594. assert(cb->getVisitableObjs(dst).size() > 1); //there's no point in revisiting tile where there is no visitable object
  1595. cb->moveHero(*h, CGHeroInstance::convertPosition(dst, true));
  1596. afterMovementCheck();// TODO: is it feasible to hero get killed there if game work properly?
  1597. // not sure if AI can currently reconsider to attack bank while staying on it. Check issue 2084 on mantis for more information.
  1598. ret = true;
  1599. }
  1600. else
  1601. {
  1602. CGPath path;
  1603. cb->getPathsInfo(h.get())->getPath(path, dst);
  1604. if(path.nodes.empty())
  1605. {
  1606. logAi->errorStream() << "Hero " << h->name << " cannot reach " << dst;
  1607. throw goalFulfilledException (sptr(Goals::VisitTile(dst).sethero(h)));
  1608. }
  1609. auto getObj = [&](int3 coord, bool ignoreHero)
  1610. {
  1611. auto tile = cb->getTile(coord, false);
  1612. assert(tile);
  1613. return tile->topVisitableObj(ignoreHero);
  1614. //return cb->getTile(coord,false)->topVisitableObj(ignoreHero);
  1615. };
  1616. auto doMovement = [&](int3 dst, bool transit)
  1617. {
  1618. cb->moveHero(*h, CGHeroInstance::convertPosition(dst, true), transit);
  1619. };
  1620. auto doTeleportMovement = [&](int3 dst, ObjectInstanceID exitId)
  1621. {
  1622. destinationTeleport = exitId;
  1623. cb->moveHero(*h, CGHeroInstance::convertPosition(dst, true));
  1624. destinationTeleport = ObjectInstanceID();
  1625. afterMovementCheck();
  1626. };
  1627. auto doChannelProbing = [&]() -> void
  1628. {
  1629. auto currentExit = getObj(CGHeroInstance::convertPosition(h->pos,false), false);
  1630. assert(currentExit);
  1631. status.setChannelProbing(true);
  1632. for(auto exit : teleportChannelProbingList)
  1633. doTeleportMovement(CGHeroInstance::convertPosition(h->pos,false), exit);
  1634. teleportChannelProbingList.clear();
  1635. doTeleportMovement(CGHeroInstance::convertPosition(h->pos,false), currentExit->id);
  1636. status.setChannelProbing(false);
  1637. };
  1638. int i=path.nodes.size()-1;
  1639. for(; i>0; i--)
  1640. {
  1641. int3 currentCoord = path.nodes[i].coord;
  1642. int3 nextCoord = path.nodes[i-1].coord;
  1643. auto currentObject = getObj(currentCoord, currentCoord == CGHeroInstance::convertPosition(h->pos,false));
  1644. auto nextObject = getObj(nextCoord, false);
  1645. if(CGTeleport::isConnected(currentObject, nextObject))
  1646. { //we use special login if hero standing on teleporter it's mean we need
  1647. doTeleportMovement(currentCoord, nextObject->id);
  1648. if(teleportChannelProbingList.size())
  1649. doChannelProbing();
  1650. continue;
  1651. }
  1652. //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
  1653. if(path.nodes[i-1].turns)
  1654. {
  1655. //blockedHeroes.insert(h); //to avoid attempts of moving heroes with very little MPs
  1656. break;
  1657. }
  1658. int3 endpos = path.nodes[i-1].coord;
  1659. if(endpos == h->visitablePos())
  1660. continue;
  1661. if((i-2 >= 0) // Check there is node after next one; otherwise transit is pointless
  1662. && (CGTeleport::isConnected(nextObject, getObj(path.nodes[i-2].coord, false))
  1663. || CGTeleport::isTeleport(nextObject)))
  1664. { // Hero should be able to go through object if it's allow transit
  1665. doMovement(endpos, true);
  1666. }
  1667. else if(path.nodes[i-1].layer == EPathfindingLayer::AIR)
  1668. doMovement(endpos, true);
  1669. else
  1670. doMovement(endpos, false);
  1671. afterMovementCheck();
  1672. if(teleportChannelProbingList.size())
  1673. doChannelProbing();
  1674. }
  1675. ret = !i;
  1676. }
  1677. if (h)
  1678. {
  1679. if (auto visitedObject = frontOrNull(cb->getVisitableObjs(h->visitablePos()))) //we stand on something interesting
  1680. {
  1681. if (visitedObject != *h)
  1682. performObjectInteraction (visitedObject, h);
  1683. }
  1684. }
  1685. if(h) //we could have lost hero after last move
  1686. {
  1687. completeGoal (sptr(Goals::VisitTile(dst).sethero(h))); //we stepped on some tile, anyway
  1688. completeGoal (sptr(Goals::ClearWayTo(dst).sethero(h)));
  1689. if (!ret) //reserve object we are heading towards
  1690. {
  1691. auto obj = frontOrNull(cb->getVisitableObjs(dst));
  1692. if (obj && obj != *h)
  1693. reserveObject(h, obj);
  1694. }
  1695. if (startHpos == h->visitablePos() && !ret) //we didn't move and didn't reach the target
  1696. {
  1697. erase_if_present (lockedHeroes, h); //hero seemingly is confused
  1698. throw cannotFulfillGoalException("Invalid path found!"); //FIXME: should never happen
  1699. }
  1700. logAi->debugStream() << boost::format("Hero %s moved from %s to %s. Returning %d.") % h->name % startHpos % h->visitablePos() % ret;
  1701. }
  1702. return ret;
  1703. }
  1704. void VCAI::tryRealize(Goals::Explore & g)
  1705. {
  1706. throw cannotFulfillGoalException("EXPLORE is not a elementar goal!");
  1707. }
  1708. void VCAI::tryRealize(Goals::RecruitHero & g)
  1709. {
  1710. if(const CGTownInstance *t = findTownWithTavern())
  1711. {
  1712. recruitHero(t, true);
  1713. //TODO try to free way to blocked town
  1714. //TODO: adventure map tavern or prison?
  1715. }
  1716. }
  1717. void VCAI::tryRealize(Goals::VisitTile & g)
  1718. {
  1719. if(!g.hero->movement)
  1720. throw cannotFulfillGoalException("Cannot visit tile: hero is out of MPs!");
  1721. if(g.tile == g.hero->visitablePos() && cb->getVisitableObjs(g.hero->visitablePos()).size() < 2)
  1722. {
  1723. logAi->warnStream() << boost::format("Why do I want to move hero %s to tile %s? Already standing on that tile! ")
  1724. % g.hero->name % g.tile;
  1725. throw goalFulfilledException (sptr(g));
  1726. }
  1727. if (ai->moveHeroToTile(g.tile, g.hero.get()))
  1728. {
  1729. throw goalFulfilledException (sptr(g));
  1730. }
  1731. }
  1732. void VCAI::tryRealize(Goals::VisitHero & g)
  1733. {
  1734. if(!g.hero->movement)
  1735. throw cannotFulfillGoalException("Cannot visit target hero: hero is out of MPs!");
  1736. const CGObjectInstance * obj = cb->getObj(ObjectInstanceID(g.objid));
  1737. if (obj)
  1738. {
  1739. if (ai->moveHeroToTile(obj->visitablePos(), g.hero.get()))
  1740. {
  1741. throw goalFulfilledException (sptr(g));
  1742. }
  1743. }
  1744. else
  1745. throw cannotFulfillGoalException("Cannot visit hero: object not found!");
  1746. }
  1747. void VCAI::tryRealize(Goals::BuildThis & g)
  1748. {
  1749. const CGTownInstance *t = g.town;
  1750. if(!t && g.hero)
  1751. t = g.hero->visitedTown;
  1752. if(!t)
  1753. {
  1754. for(const CGTownInstance *t : cb->getTownsInfo())
  1755. {
  1756. switch(cb->canBuildStructure(t, BuildingID(g.bid)))
  1757. {
  1758. case EBuildingState::ALLOWED:
  1759. cb->buildBuilding(t, BuildingID(g.bid));
  1760. return;
  1761. default:
  1762. break;
  1763. }
  1764. }
  1765. }
  1766. else if(cb->canBuildStructure(t, BuildingID(g.bid)) == EBuildingState::ALLOWED)
  1767. {
  1768. cb->buildBuilding(t, BuildingID(g.bid));
  1769. return;
  1770. }
  1771. throw cannotFulfillGoalException("Cannot build a given structure!");
  1772. }
  1773. void VCAI::tryRealize(Goals::DigAtTile & g)
  1774. {
  1775. assert(g.hero->visitablePos() == g.tile); //surely we want to crash here?
  1776. if (g.hero->diggingStatus() == EDiggingStatus::CAN_DIG)
  1777. {
  1778. cb->dig(g.hero.get());
  1779. completeGoal(sptr(g)); // finished digging
  1780. }
  1781. else
  1782. {
  1783. ai->lockedHeroes[g.hero] = sptr(g); //hero who tries to dig shouldn't do anything else
  1784. throw cannotFulfillGoalException("A hero can't dig!\n");
  1785. }
  1786. }
  1787. void VCAI::tryRealize(Goals::CollectRes & g)
  1788. {
  1789. if(cb->getResourceAmount(static_cast<Res::ERes>(g.resID)) >= g.value)
  1790. throw cannotFulfillGoalException("Goal is already fulfilled!");
  1791. if(const CGObjectInstance *obj = cb->getObj(ObjectInstanceID(g.objid), false))
  1792. {
  1793. if(const IMarket *m = IMarket::castFrom(obj, false))
  1794. {
  1795. for (Res::ERes i = Res::WOOD; i <= Res::GOLD; vstd::advance(i, 1))
  1796. {
  1797. if(i == g.resID) continue;
  1798. int toGive, toGet;
  1799. m->getOffer(i, g.resID, toGive, toGet, EMarketMode::RESOURCE_RESOURCE);
  1800. toGive = toGive * (cb->getResourceAmount(i) / toGive);
  1801. //TODO trade only as much as needed
  1802. cb->trade(obj, EMarketMode::RESOURCE_RESOURCE, i, g.resID, toGive);
  1803. if(cb->getResourceAmount(static_cast<Res::ERes>(g.resID)) >= g.value)
  1804. return;
  1805. }
  1806. throw cannotFulfillGoalException("I cannot get needed resources by trade!");
  1807. }
  1808. else
  1809. {
  1810. throw cannotFulfillGoalException("I don't know how to use this object to raise resources!");
  1811. }
  1812. }
  1813. else
  1814. {
  1815. saving[g.resID] = 1;
  1816. throw cannotFulfillGoalException("No object that could be used to raise resources!");
  1817. }
  1818. }
  1819. void VCAI::tryRealize(Goals::Build & g)
  1820. {
  1821. for(const CGTownInstance *t : cb->getTownsInfo())
  1822. {
  1823. logAi->debugStream() << boost::format("Looking into %s") % t->name;
  1824. buildStructure(t);
  1825. buildArmyIn(t);
  1826. if(!ai->primaryHero() ||
  1827. (t->getArmyStrength() > ai->primaryHero()->getArmyStrength() * 2 && !isAccessibleForHero(t->visitablePos(), ai->primaryHero())))
  1828. {
  1829. recruitHero(t);
  1830. buildArmyIn(t);
  1831. }
  1832. }
  1833. throw cannotFulfillGoalException("BUILD has been realized as much as possible.");
  1834. }
  1835. void VCAI::tryRealize(Goals::Invalid & g)
  1836. {
  1837. throw cannotFulfillGoalException("I don't know how to fulfill this!");
  1838. }
  1839. void VCAI::tryRealize(Goals::AbstractGoal & g)
  1840. {
  1841. logAi->debugStream() << boost::format("Attempting realizing goal with code %s") % g.name();
  1842. throw cannotFulfillGoalException("Unknown type of goal !");
  1843. }
  1844. const CGTownInstance * VCAI::findTownWithTavern() const
  1845. {
  1846. for(const CGTownInstance *t : cb->getTownsInfo())
  1847. if(t->hasBuilt(BuildingID::TAVERN) && !t->visitingHero)
  1848. return t;
  1849. return nullptr;
  1850. }
  1851. Goals::TSubgoal VCAI::getGoal (HeroPtr h) const
  1852. {
  1853. auto it = lockedHeroes.find(h);
  1854. if (it != lockedHeroes.end())
  1855. return it->second;
  1856. else
  1857. return sptr(Goals::Invalid());
  1858. }
  1859. std::vector<HeroPtr> VCAI::getUnblockedHeroes() const
  1860. {
  1861. std::vector<HeroPtr> ret;
  1862. for (auto h : cb->getHeroesInfo())
  1863. {
  1864. //&& !vstd::contains(lockedHeroes, h)
  1865. //at this point we assume heroes exhausted their locked goals
  1866. if (canAct(h))
  1867. ret.push_back(h);
  1868. }
  1869. return ret;
  1870. }
  1871. bool VCAI::canAct (HeroPtr h) const
  1872. {
  1873. auto mission = lockedHeroes.find(h);
  1874. if (mission != lockedHeroes.end())
  1875. {
  1876. //FIXME: I'm afraid there can be other conditions when heroes can act but not move :?
  1877. if (mission->second->goalType == Goals::DIG_AT_TILE && !mission->second->isElementar)
  1878. return false;
  1879. }
  1880. return h->movement;
  1881. }
  1882. HeroPtr VCAI::primaryHero() const
  1883. {
  1884. auto hs = cb->getHeroesInfo();
  1885. boost::sort(hs, compareHeroStrength);
  1886. if(hs.empty())
  1887. return nullptr;
  1888. return hs.back();
  1889. }
  1890. void VCAI::endTurn()
  1891. {
  1892. logAi->infoStream() << "Player " << static_cast<int>(playerID.getNum()) << " ends turn";
  1893. if(!status.haveTurn())
  1894. {
  1895. logAi->errorStream() << "Not having turn at the end of turn???";
  1896. }
  1897. logAi->debugStream() << "Resources at the end of turn: " << cb->getResourceAmount();
  1898. do
  1899. {
  1900. cb->endTurn();
  1901. } 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
  1902. logGlobal->infoStream() << "Player " << static_cast<int>(playerID.getNum()) << " ended turn";
  1903. }
  1904. void VCAI::striveToGoal(Goals::TSubgoal ultimateGoal)
  1905. {
  1906. if (ultimateGoal->invalid())
  1907. return;
  1908. //we are looking for abstract goals
  1909. auto abstractGoal = striveToGoalInternal (ultimateGoal, false);
  1910. if (abstractGoal->invalid())
  1911. return;
  1912. //we received abstract goal, need to find concrete goals
  1913. striveToGoalInternal (abstractGoal, true);
  1914. //TODO: save abstract goals not related to hero
  1915. }
  1916. Goals::TSubgoal VCAI::striveToGoalInternal(Goals::TSubgoal ultimateGoal, bool onlyAbstract)
  1917. {
  1918. const int searchDepth = 30;
  1919. const int searchDepth2 = searchDepth-2;
  1920. Goals::TSubgoal abstractGoal = sptr(Goals::Invalid());
  1921. while(1)
  1922. {
  1923. Goals::TSubgoal goal = ultimateGoal;
  1924. logAi->debugStream() << boost::format("Striving to goal of type %s") % ultimateGoal->name();
  1925. int maxGoals = searchDepth; //preventing deadlock for mutually dependent goals
  1926. while(!goal->isElementar && maxGoals && (onlyAbstract || !goal->isAbstract))
  1927. {
  1928. logAi->debugStream() << boost::format("Considering goal %s") % goal->name();
  1929. try
  1930. {
  1931. boost::this_thread::interruption_point();
  1932. goal = goal->whatToDoToAchieve();
  1933. --maxGoals;
  1934. if (*goal == *ultimateGoal) //compare objects by value
  1935. throw cannotFulfillGoalException("Goal dependency loop detected!");
  1936. }
  1937. catch(goalFulfilledException &e)
  1938. {
  1939. //it is impossible to continue some goals (like exploration, for example)
  1940. completeGoal (goal);
  1941. logAi->debugStream() << boost::format("Goal %s decomposition failed: goal was completed as much as possible") % goal->name();
  1942. return sptr(Goals::Invalid());
  1943. }
  1944. catch(std::exception &e)
  1945. {
  1946. logAi->debugStream() << boost::format("Goal %s decomposition failed: %s") % goal->name() % e.what();
  1947. return sptr(Goals::Invalid());
  1948. }
  1949. }
  1950. try
  1951. {
  1952. boost::this_thread::interruption_point();
  1953. if (!maxGoals)
  1954. {
  1955. std::runtime_error e("Too many subgoals, don't know what to do");
  1956. throw (e);
  1957. }
  1958. if (goal->hero) //lock this hero to fulfill ultimate goal
  1959. {
  1960. if (maxGoals)
  1961. {
  1962. setGoal(goal->hero, goal);
  1963. }
  1964. else
  1965. {
  1966. erase_if_present (lockedHeroes, goal->hero); // we seemingly don't know what to do with hero
  1967. }
  1968. }
  1969. if (goal->isAbstract)
  1970. {
  1971. abstractGoal = goal; //allow only one abstract goal per call
  1972. logAi->debugStream() << boost::format("Choosing abstract goal %s") % goal->name();
  1973. break;
  1974. }
  1975. else
  1976. {
  1977. logAi->debugStream() << boost::format("Trying to realize %s (value %2.3f)") % goal->name() % goal->priority;
  1978. goal->accept(this);
  1979. }
  1980. boost::this_thread::interruption_point();
  1981. }
  1982. catch(boost::thread_interrupted &e)
  1983. {
  1984. logAi->debugStream() << boost::format("Player %d: Making turn thread received an interruption!") % playerID;
  1985. throw; //rethrow, we want to truly end this thread
  1986. }
  1987. catch(goalFulfilledException &e)
  1988. {
  1989. //the goal was completed successfully
  1990. completeGoal (goal);
  1991. //completed goal was main goal //TODO: find better condition
  1992. if (ultimateGoal->fulfillsMe(goal) || maxGoals > searchDepth2)
  1993. return sptr(Goals::Invalid());
  1994. }
  1995. catch(std::exception &e)
  1996. {
  1997. logAi->debugStream() << boost::format("Failed to realize subgoal of type %s (greater goal type was %s), I will stop.") % goal->name() % ultimateGoal->name();
  1998. logAi->debugStream() << boost::format("The error message was: %s") % e.what();
  1999. break;
  2000. }
  2001. }
  2002. return abstractGoal;
  2003. }
  2004. void VCAI::striveToQuest (const QuestInfo &q)
  2005. {
  2006. if (q.quest->missionType && q.quest->progress != CQuest::COMPLETE)
  2007. {
  2008. MetaString ms;
  2009. q.quest->getRolloverText(ms, false);
  2010. logAi->debugStream() << boost::format("Trying to realize quest: %s") % ms.toString();
  2011. auto heroes = cb->getHeroesInfo();
  2012. switch (q.quest->missionType)
  2013. {
  2014. case CQuest::MISSION_ART:
  2015. {
  2016. for (auto hero : heroes) //TODO: remove duplicated code?
  2017. {
  2018. if (q.quest->checkQuest(hero))
  2019. {
  2020. striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero)));
  2021. return;
  2022. }
  2023. }
  2024. for (auto art : q.quest->m5arts)
  2025. {
  2026. striveToGoal (sptr(Goals::GetArtOfType(art))); //TODO: transport?
  2027. }
  2028. break;
  2029. }
  2030. case CQuest::MISSION_HERO:
  2031. {
  2032. //striveToGoal (CGoal(RECRUIT_HERO));
  2033. for (auto hero : heroes)
  2034. {
  2035. if (q.quest->checkQuest(hero))
  2036. {
  2037. striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero)));
  2038. return;
  2039. }
  2040. }
  2041. striveToGoal (sptr(Goals::FindObj(Obj::PRISON))); //rule of a thumb - quest heroes usually are locked in prisons
  2042. //BNLOG ("Don't know how to recruit hero with id %d\n", q.quest->m13489val);
  2043. break;
  2044. }
  2045. case CQuest::MISSION_ARMY:
  2046. {
  2047. for (auto hero : heroes)
  2048. {
  2049. if (q.quest->checkQuest(hero)) //very bad info - stacks can be split between multiple heroes :(
  2050. {
  2051. striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero)));
  2052. return;
  2053. }
  2054. }
  2055. for (auto creature : q.quest->m6creatures)
  2056. {
  2057. striveToGoal (sptr(Goals::GatherTroops(creature.type->idNumber, creature.count)));
  2058. }
  2059. //TODO: exchange armies... oh my
  2060. //BNLOG ("Don't know how to recruit %d of %s\n", (int)(creature.count) % creature.type->namePl);
  2061. break;
  2062. }
  2063. case CQuest::MISSION_RESOURCES:
  2064. {
  2065. if (heroes.size())
  2066. {
  2067. if (q.quest->checkQuest(heroes.front())) //it doesn't matter which hero it is
  2068. {
  2069. striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum())));
  2070. }
  2071. else
  2072. {
  2073. for (int i = 0; i < q.quest->m7resources.size(); ++i)
  2074. {
  2075. if (q.quest->m7resources[i])
  2076. striveToGoal (sptr(Goals::CollectRes(i, q.quest->m7resources[i])));
  2077. }
  2078. }
  2079. }
  2080. else
  2081. striveToGoal (sptr(Goals::RecruitHero())); //FIXME: checkQuest requires any hero belonging to player :(
  2082. break;
  2083. }
  2084. case CQuest::MISSION_KILL_HERO:
  2085. case CQuest::MISSION_KILL_CREATURE:
  2086. {
  2087. auto obj = cb->getObjByQuestIdentifier(q.quest->m13489val);
  2088. if (obj)
  2089. striveToGoal (sptr(Goals::GetObj(obj->id.getNum())));
  2090. else
  2091. striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()))); //visit seer hut
  2092. break;
  2093. }
  2094. case CQuest::MISSION_PRIMARY_STAT:
  2095. {
  2096. auto heroes = cb->getHeroesInfo();
  2097. for (auto hero : heroes)
  2098. {
  2099. if (q.quest->checkQuest(hero))
  2100. {
  2101. striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero)));
  2102. return;
  2103. }
  2104. }
  2105. for (int i = 0; i < q.quest->m2stats.size(); ++i)
  2106. {
  2107. logAi->debugStream() << boost::format("Don't know how to increase primary stat %d") % i;
  2108. }
  2109. break;
  2110. }
  2111. case CQuest::MISSION_LEVEL:
  2112. {
  2113. auto heroes = cb->getHeroesInfo();
  2114. for (auto hero : heroes)
  2115. {
  2116. if (q.quest->checkQuest(hero))
  2117. {
  2118. striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero))); //TODO: causes infinite loop :/
  2119. return;
  2120. }
  2121. }
  2122. logAi->debugStream() << boost::format("Don't know how to reach hero level %d") % q.quest->m13489val;
  2123. break;
  2124. }
  2125. case CQuest::MISSION_PLAYER:
  2126. {
  2127. if (playerID.getNum() != q.quest->m13489val)
  2128. logAi->debugStream() << boost::format("Can't be player of color %d") % q.quest->m13489val;
  2129. break;
  2130. }
  2131. case CQuest::MISSION_KEYMASTER:
  2132. {
  2133. striveToGoal (sptr(Goals::FindObj(Obj::KEYMASTER, q.obj->subID)));
  2134. break;
  2135. }
  2136. }
  2137. }
  2138. }
  2139. void VCAI::performTypicalActions()
  2140. {
  2141. for(auto h : getUnblockedHeroes())
  2142. {
  2143. logAi->debugStream() << boost::format("Looking into %s, MP=%d") % h->name.c_str() % h->movement;
  2144. makePossibleUpgrades(*h);
  2145. pickBestArtifacts(*h);
  2146. try
  2147. {
  2148. wander(h);
  2149. }
  2150. catch(std::exception &e)
  2151. {
  2152. logAi->debugStream() << boost::format("Cannot use this hero anymore, received exception: %s") % e.what();
  2153. continue;
  2154. }
  2155. }
  2156. }
  2157. void VCAI::buildArmyIn(const CGTownInstance * t)
  2158. {
  2159. makePossibleUpgrades(t->visitingHero);
  2160. makePossibleUpgrades(t);
  2161. recruitCreatures(t, t->getUpperArmy());
  2162. moveCreaturesToHero(t);
  2163. }
  2164. int3 VCAI::explorationBestNeighbour(int3 hpos, int radius, HeroPtr h)
  2165. {
  2166. int3 ourPos = h->convertPosition(h->pos, false);
  2167. std::map<int3, int> dstToRevealedTiles;
  2168. for(crint3 dir : dirs)
  2169. if(cb->isInTheMap(hpos+dir))
  2170. if (ourPos != dir) //don't stand in place
  2171. if (isSafeToVisit(h, hpos + dir) && isAccessibleForHero (hpos + dir, h))
  2172. dstToRevealedTiles[hpos + dir] = howManyTilesWillBeDiscovered(radius, hpos, dir);
  2173. if (dstToRevealedTiles.empty()) //yes, it DID happen!
  2174. throw cannotFulfillGoalException("No neighbour will bring new discoveries!");
  2175. auto best = dstToRevealedTiles.begin();
  2176. for (auto i = dstToRevealedTiles.begin(); i != dstToRevealedTiles.end(); i++)
  2177. {
  2178. const CGPathNode *pn = cb->getPathsInfo(h.get())->getPathInfo(i->first);
  2179. //const TerrainTile *t = cb->getTile(i->first);
  2180. if(best->second < i->second && pn->reachable() && pn->accessible == CGPathNode::ACCESSIBLE)
  2181. best = i;
  2182. }
  2183. if(best->second)
  2184. return best->first;
  2185. throw cannotFulfillGoalException("No neighbour will bring new discoveries!");
  2186. }
  2187. int3 VCAI::explorationNewPoint(HeroPtr h)
  2188. {
  2189. int radius = h->getSightRadious();
  2190. CCallback * cbp = cb.get();
  2191. const CGHeroInstance * hero = h.get();
  2192. std::vector<std::vector<int3> > tiles; //tiles[distance_to_fow]
  2193. tiles.resize(radius);
  2194. foreach_tile_pos([&](const int3 &pos)
  2195. {
  2196. if(!cbp->isVisible(pos))
  2197. tiles[0].push_back(pos);
  2198. });
  2199. float bestValue = 0; //discovered tile to node distance ratio
  2200. int3 bestTile(-1,-1,-1);
  2201. int3 ourPos = h->convertPosition(h->pos, false);
  2202. for (int i = 1; i < radius; i++)
  2203. {
  2204. getVisibleNeighbours(tiles[i-1], tiles[i]);
  2205. removeDuplicates(tiles[i]);
  2206. for(const int3 &tile : tiles[i])
  2207. {
  2208. if (tile == ourPos) //shouldn't happen, but it does
  2209. continue;
  2210. if (!cb->getPathsInfo(hero)->getPathInfo(tile)->reachable()) //this will remove tiles that are guarded by monsters (or removable objects)
  2211. continue;
  2212. CGPath path;
  2213. cb->getPathsInfo(hero)->getPath(path, tile);
  2214. float ourValue = (float)howManyTilesWillBeDiscovered(tile, radius, cbp) / (path.nodes.size() + 1); //+1 prevents erratic jumps
  2215. if (ourValue > bestValue) //avoid costly checks of tiles that don't reveal much
  2216. {
  2217. if(isSafeToVisit(h, tile) && !isBlockedBorderGate(tile))
  2218. {
  2219. bestTile = tile;
  2220. bestValue = ourValue;
  2221. }
  2222. }
  2223. }
  2224. }
  2225. return bestTile;
  2226. }
  2227. int3 VCAI::explorationDesperate(HeroPtr h)
  2228. {
  2229. SectorMap &sm = getCachedSectorMap(h);
  2230. int radius = h->getSightRadious();
  2231. std::vector<std::vector<int3> > tiles; //tiles[distance_to_fow]
  2232. tiles.resize(radius);
  2233. CCallback * cbp = cb.get();
  2234. foreach_tile_pos([&](const int3 &pos)
  2235. {
  2236. if(!cbp->isVisible(pos))
  2237. tiles[0].push_back(pos);
  2238. });
  2239. ui64 lowestDanger = -1;
  2240. int3 bestTile(-1,-1,-1);
  2241. for (int i = 1; i < radius; i++)
  2242. {
  2243. getVisibleNeighbours(tiles[i-1], tiles[i]);
  2244. removeDuplicates(tiles[i]);
  2245. for(const int3 &tile : tiles[i])
  2246. {
  2247. if (cbp->getTile(tile)->blocked) //does it shorten the time?
  2248. continue;
  2249. if (!howManyTilesWillBeDiscovered(tile, radius, cbp)) //avoid costly checks of tiles that don't reveal much
  2250. continue;
  2251. auto t = sm.firstTileToGet(h, tile);
  2252. if (t.valid())
  2253. {
  2254. ui64 ourDanger = evaluateDanger(t, h.h);
  2255. if (ourDanger < lowestDanger)
  2256. {
  2257. if(!isBlockedBorderGate(t))
  2258. {
  2259. if (!ourDanger) //at least one safe place found
  2260. return t;
  2261. bestTile = t;
  2262. lowestDanger = ourDanger;
  2263. }
  2264. }
  2265. }
  2266. }
  2267. }
  2268. return bestTile;
  2269. }
  2270. TResources VCAI::estimateIncome() const
  2271. {
  2272. TResources ret;
  2273. for(const CGTownInstance *t : cb->getTownsInfo())
  2274. {
  2275. ret += t->dailyIncome();
  2276. }
  2277. for(const CGObjectInstance *obj : getFlaggedObjects())
  2278. {
  2279. if(obj->ID == Obj::MINE)
  2280. {
  2281. switch(obj->subID)
  2282. {
  2283. case Res::WOOD:
  2284. case Res::ORE:
  2285. ret[obj->subID] += WOOD_ORE_MINE_PRODUCTION;
  2286. break;
  2287. case Res::GOLD:
  2288. case 7: //abandoned mine -> also gold
  2289. ret[Res::GOLD] += GOLD_MINE_PRODUCTION;
  2290. break;
  2291. default:
  2292. ret[obj->subID] += RESOURCE_MINE_PRODUCTION;
  2293. break;
  2294. }
  2295. }
  2296. }
  2297. return ret;
  2298. }
  2299. bool VCAI::containsSavedRes(const TResources &cost) const
  2300. {
  2301. for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
  2302. {
  2303. if(saving[i] && cost[i])
  2304. return true;
  2305. }
  2306. return false;
  2307. }
  2308. void VCAI::checkHeroArmy (HeroPtr h)
  2309. {
  2310. auto it = lockedHeroes.find(h);
  2311. if (it != lockedHeroes.end())
  2312. {
  2313. if (it->second->goalType == Goals::GATHER_ARMY && it->second->value <= h->getArmyStrength())
  2314. completeGoal(sptr(Goals::GatherArmy(it->second->value).sethero(h)));
  2315. }
  2316. }
  2317. void VCAI::recruitHero(const CGTownInstance * t, bool throwing)
  2318. {
  2319. logAi->debugStream() << boost::format("Trying to recruit a hero in %s at %s") % t->name % t->visitablePos();
  2320. auto heroes = cb->getAvailableHeroes(t);
  2321. if(heroes.size())
  2322. {
  2323. auto hero = heroes[0];
  2324. if (heroes.size() >= 2) //makes sense to recruit two heroes with starting amries in first week
  2325. {
  2326. if (heroes[1]->getTotalStrength() > hero->getTotalStrength())
  2327. hero = heroes[1];
  2328. }
  2329. cb->recruitHero(t, hero);
  2330. }
  2331. else if(throwing)
  2332. throw cannotFulfillGoalException("No available heroes in tavern in " + t->nodeName());
  2333. }
  2334. void VCAI::finish()
  2335. {
  2336. if(makingTurn)
  2337. makingTurn->interrupt();
  2338. }
  2339. void VCAI::requestActionASAP(std::function<void()> whatToDo)
  2340. {
  2341. // static boost::mutex m;
  2342. // boost::unique_lock<boost::mutex> mylock(m);
  2343. boost::barrier b(2);
  2344. boost::thread newThread([&b,this,whatToDo]()
  2345. {
  2346. setThreadName("VCAI::requestActionASAP::helper");
  2347. SET_GLOBAL_STATE(this);
  2348. boost::shared_lock<boost::shared_mutex> gsLock(cb->getGsMutex());
  2349. b.wait();
  2350. whatToDo();
  2351. });
  2352. b.wait();
  2353. }
  2354. void VCAI::lostHero(HeroPtr h)
  2355. {
  2356. logAi->debugStream() << boost::format("I lost my hero %s. It's best to forget and move on.") % h.name;
  2357. erase_if_present(lockedHeroes, h);
  2358. for(auto obj : reservedHeroesMap[h])
  2359. {
  2360. erase_if_present(reservedObjs, obj); //unreserve all objects for that hero
  2361. }
  2362. erase_if_present(reservedHeroesMap, h);
  2363. erase_if_present(cachedSectorMaps, h);
  2364. }
  2365. void VCAI::answerQuery(QueryID queryID, int selection)
  2366. {
  2367. logAi->debugStream() << boost::format("I'll answer the query %d giving the choice %d") % queryID % selection;
  2368. if(queryID != QueryID(-1))
  2369. {
  2370. cb->selectionMade(selection, queryID);
  2371. }
  2372. else
  2373. {
  2374. logAi->debugStream() << boost::format("Since the query ID is %d, the answer won't be sent. This is not a real query!") % queryID;
  2375. //do nothing
  2376. }
  2377. }
  2378. void VCAI::requestSent(const CPackForServer *pack, int requestID)
  2379. {
  2380. //BNLOG("I have sent request of type %s", typeid(*pack).name());
  2381. if(auto reply = dynamic_cast<const QueryReply*>(pack))
  2382. {
  2383. status.attemptedAnsweringQuery(reply->qid, requestID);
  2384. }
  2385. }
  2386. std::string VCAI::getBattleAIName() const
  2387. {
  2388. if(settings["server"]["neutralAI"].getType() == JsonNode::DATA_STRING)
  2389. return settings["server"]["neutralAI"].String();
  2390. else
  2391. return "StupidAI";
  2392. }
  2393. void VCAI::validateObject(const CGObjectInstance *obj)
  2394. {
  2395. validateObject(obj->id);
  2396. }
  2397. void VCAI::validateObject(ObjectIdRef obj)
  2398. {
  2399. auto matchesId = [&] (const CGObjectInstance *hlpObj) -> bool { return hlpObj->id == obj.id; };
  2400. if(!obj)
  2401. {
  2402. erase_if(visitableObjs, matchesId);
  2403. for(auto &p : reservedHeroesMap)
  2404. erase_if(p.second, matchesId);
  2405. erase_if(reservedObjs, matchesId);
  2406. }
  2407. }
  2408. TResources VCAI::freeResources() const
  2409. {
  2410. TResources myRes = cb->getResourceAmount();
  2411. myRes[Res::GOLD] -= GOLD_RESERVE;
  2412. vstd::amax(myRes[Res::GOLD], 0);
  2413. return myRes;
  2414. }
  2415. SectorMap& VCAI::getCachedSectorMap(HeroPtr h)
  2416. {
  2417. auto it = cachedSectorMaps.find(h);
  2418. if (it != cachedSectorMaps.end())
  2419. return it->second;
  2420. else
  2421. {
  2422. cachedSectorMaps.insert(std::make_pair(h, SectorMap(h)));
  2423. return cachedSectorMaps[h];
  2424. }
  2425. }
  2426. AIStatus::AIStatus()
  2427. {
  2428. battle = NO_BATTLE;
  2429. havingTurn = false;
  2430. ongoingHeroMovement = false;
  2431. ongoingChannelProbing = false;
  2432. }
  2433. AIStatus::~AIStatus()
  2434. {
  2435. }
  2436. void AIStatus::setBattle(BattleState BS)
  2437. {
  2438. boost::unique_lock<boost::mutex> lock(mx);
  2439. LOG_TRACE_PARAMS(logAi, "battle state=%d", (int)BS);
  2440. battle = BS;
  2441. cv.notify_all();
  2442. }
  2443. BattleState AIStatus::getBattle()
  2444. {
  2445. boost::unique_lock<boost::mutex> lock(mx);
  2446. return battle;
  2447. }
  2448. void AIStatus::addQuery(QueryID ID, std::string description)
  2449. {
  2450. if(ID == QueryID(-1))
  2451. {
  2452. logAi->debugStream() << boost::format("The \"query\" has an id %d, it'll be ignored as non-query. Description: %s") % ID % description;
  2453. return;
  2454. }
  2455. assert(ID.getNum() >= 0);
  2456. boost::unique_lock<boost::mutex> lock(mx);
  2457. assert(!vstd::contains(remainingQueries, ID));
  2458. remainingQueries[ID] = description;
  2459. cv.notify_all();
  2460. logAi->debugStream() << boost::format("Adding query %d - %s. Total queries count: %d") % ID % description % remainingQueries.size();
  2461. }
  2462. void AIStatus::removeQuery(QueryID ID)
  2463. {
  2464. boost::unique_lock<boost::mutex> lock(mx);
  2465. assert(vstd::contains(remainingQueries, ID));
  2466. std::string description = remainingQueries[ID];
  2467. remainingQueries.erase(ID);
  2468. cv.notify_all();
  2469. logAi->debugStream() << boost::format("Removing query %d - %s. Total queries count: %d") % ID % description % remainingQueries.size();
  2470. }
  2471. int AIStatus::getQueriesCount()
  2472. {
  2473. boost::unique_lock<boost::mutex> lock(mx);
  2474. return remainingQueries.size();
  2475. }
  2476. void AIStatus::startedTurn()
  2477. {
  2478. boost::unique_lock<boost::mutex> lock(mx);
  2479. havingTurn = true;
  2480. cv.notify_all();
  2481. }
  2482. void AIStatus::madeTurn()
  2483. {
  2484. boost::unique_lock<boost::mutex> lock(mx);
  2485. havingTurn = false;
  2486. cv.notify_all();
  2487. }
  2488. void AIStatus::waitTillFree()
  2489. {
  2490. boost::unique_lock<boost::mutex> lock(mx);
  2491. while(battle != NO_BATTLE || !remainingQueries.empty() || !objectsBeingVisited.empty() || ongoingHeroMovement)
  2492. cv.timed_wait(lock, boost::posix_time::milliseconds(100));
  2493. }
  2494. bool AIStatus::haveTurn()
  2495. {
  2496. boost::unique_lock<boost::mutex> lock(mx);
  2497. return havingTurn;
  2498. }
  2499. void AIStatus::attemptedAnsweringQuery(QueryID queryID, int answerRequestID)
  2500. {
  2501. boost::unique_lock<boost::mutex> lock(mx);
  2502. assert(vstd::contains(remainingQueries, queryID));
  2503. std::string description = remainingQueries[queryID];
  2504. logAi->debugStream() << boost::format("Attempted answering query %d - %s. Request id=%d. Waiting for results...") % queryID % description % answerRequestID;
  2505. requestToQueryID[answerRequestID] = queryID;
  2506. }
  2507. void AIStatus::receivedAnswerConfirmation(int answerRequestID, int result)
  2508. {
  2509. assert(vstd::contains(requestToQueryID, answerRequestID));
  2510. QueryID query = requestToQueryID[answerRequestID];
  2511. assert(vstd::contains(remainingQueries, query));
  2512. requestToQueryID.erase(answerRequestID);
  2513. if(result)
  2514. {
  2515. removeQuery(query);
  2516. }
  2517. else
  2518. {
  2519. logAi->errorStream() << "Something went really wrong, failed to answer query " << query << ": " << remainingQueries[query];
  2520. //TODO safely retry
  2521. }
  2522. }
  2523. void AIStatus::heroVisit(const CGObjectInstance *obj, bool started)
  2524. {
  2525. boost::unique_lock<boost::mutex> lock(mx);
  2526. if(started)
  2527. objectsBeingVisited.push_back(obj);
  2528. else
  2529. {
  2530. // There can be more than one object visited at the time (eg. hero visits Subterranean Gate
  2531. // causing visit to hero on the other side.
  2532. // However, we are guaranteed that start/end visit notification maintain stack order.
  2533. assert(!objectsBeingVisited.empty());
  2534. objectsBeingVisited.pop_back();
  2535. }
  2536. cv.notify_all();
  2537. }
  2538. void AIStatus::setMove(bool ongoing)
  2539. {
  2540. boost::unique_lock<boost::mutex> lock(mx);
  2541. ongoingHeroMovement = ongoing;
  2542. cv.notify_all();
  2543. }
  2544. void AIStatus::setChannelProbing(bool ongoing)
  2545. {
  2546. boost::unique_lock<boost::mutex> lock(mx);
  2547. ongoingHeroMovement = ongoing;
  2548. cv.notify_all();
  2549. }
  2550. bool AIStatus::channelProbing()
  2551. {
  2552. return ongoingChannelProbing;
  2553. }
  2554. SectorMap::SectorMap()
  2555. {
  2556. update();
  2557. }
  2558. SectorMap::SectorMap(HeroPtr h)
  2559. {
  2560. update();
  2561. makeParentBFS(h->visitablePos());
  2562. }
  2563. bool SectorMap::markIfBlocked(ui8 &sec, crint3 pos, const TerrainTile *t)
  2564. {
  2565. if(t->blocked && !t->visitable)
  2566. {
  2567. sec = NOT_AVAILABLE;
  2568. return true;
  2569. }
  2570. return false;
  2571. }
  2572. bool SectorMap::markIfBlocked(ui8 &sec, crint3 pos)
  2573. {
  2574. return markIfBlocked(sec, pos, getTile(pos));
  2575. }
  2576. void SectorMap::update()
  2577. {
  2578. visibleTiles = cb->getAllVisibleTiles();
  2579. clear();
  2580. int curSector = 3; //0 is invisible, 1 is not explored
  2581. CCallback * cbp = cb.get(); //optimization
  2582. foreach_tile_pos([&](crint3 pos)
  2583. {
  2584. if(retreiveTile(pos) == NOT_CHECKED)
  2585. {
  2586. if(!markIfBlocked(retreiveTile(pos), pos))
  2587. exploreNewSector(pos, curSector++, cbp);
  2588. }
  2589. });
  2590. valid = true;
  2591. }
  2592. void SectorMap::clear()
  2593. {
  2594. sector = cb->getVisibilityMap();
  2595. valid = false;
  2596. }
  2597. void SectorMap::exploreNewSector(crint3 pos, int num, CCallback * cbp)
  2598. {
  2599. Sector &s = infoOnSectors[num];
  2600. s.id = num;
  2601. s.water = getTile(pos)->isWater();
  2602. std::queue<int3> toVisit;
  2603. toVisit.push(pos);
  2604. while(!toVisit.empty())
  2605. {
  2606. int3 curPos = toVisit.front();
  2607. toVisit.pop();
  2608. ui8 &sec = retreiveTile(curPos);
  2609. if(sec == NOT_CHECKED)
  2610. {
  2611. const TerrainTile *t = getTile(curPos);
  2612. if(!markIfBlocked(sec, curPos, t))
  2613. {
  2614. if(t->isWater() == s.water) //sector is only-water or only-land
  2615. {
  2616. sec = num;
  2617. s.tiles.push_back(curPos);
  2618. foreach_neighbour(cbp, curPos, [&](CCallback * cbp, crint3 neighPos)
  2619. {
  2620. if(retreiveTile(neighPos) == NOT_CHECKED)
  2621. {
  2622. toVisit.push(neighPos);
  2623. //parent[neighPos] = curPos;
  2624. }
  2625. const TerrainTile *nt = getTile(neighPos);
  2626. if(nt && nt->isWater() != s.water && canBeEmbarkmentPoint(nt, s.water))
  2627. {
  2628. s.embarkmentPoints.push_back(neighPos);
  2629. }
  2630. });
  2631. if(t->visitable)
  2632. {
  2633. auto obj = t->visitableObjects.front();
  2634. if (vstd::contains(ai->knownSubterraneanGates, obj))
  2635. {
  2636. s.subterraneanGates.push_back (obj);
  2637. }
  2638. }
  2639. }
  2640. }
  2641. }
  2642. }
  2643. removeDuplicates(s.embarkmentPoints);
  2644. }
  2645. void SectorMap::write(crstring fname)
  2646. {
  2647. std::ofstream out(fname);
  2648. for(int k = 0; k < cb->getMapSize().z; k++)
  2649. {
  2650. for(int j = 0; j < cb->getMapSize().y; j++)
  2651. {
  2652. for(int i = 0; i < cb->getMapSize().x; i++)
  2653. {
  2654. out << (int)sector[i][j][k] << '\t';
  2655. }
  2656. out << std::endl;
  2657. }
  2658. out << std::endl;
  2659. }
  2660. }
  2661. bool isWeeklyRevisitable (const CGObjectInstance * obj)
  2662. { //TODO: allow polling of remaining creatures in dwelling
  2663. if (dynamic_cast<const CGVisitableOPW *>(obj) || //ensures future compatibility, unlike IDs
  2664. dynamic_cast<const CGDwelling *>(obj) ||
  2665. dynamic_cast<const CBank *>(obj)) //banks tend to respawn often in mods
  2666. return true;
  2667. switch (obj->ID)
  2668. {
  2669. case Obj::STABLES:
  2670. case Obj::MAGIC_WELL:
  2671. case Obj::HILL_FORT:
  2672. return true;
  2673. case Obj::BORDER_GATE:
  2674. case Obj::BORDERGUARD:
  2675. return (dynamic_cast <const CGKeys *>(obj))->wasMyColorVisited (ai->playerID); //FIXME: they could be revisited sooner than in a week
  2676. }
  2677. return false;
  2678. }
  2679. bool shouldVisit(HeroPtr h, const CGObjectInstance * obj)
  2680. {
  2681. switch (obj->ID)
  2682. {
  2683. case Obj::TOWN:
  2684. case Obj::HERO: //never visit our heroes at random
  2685. return obj->tempOwner != h->tempOwner; //do not visit our towns at random
  2686. break;
  2687. case Obj::BORDER_GATE:
  2688. {
  2689. for (auto q : ai->myCb->getMyQuests())
  2690. {
  2691. if (q.obj == obj)
  2692. {
  2693. return false; // do not visit guards or gates when wandering
  2694. }
  2695. }
  2696. return true; //we don't have this quest yet
  2697. }
  2698. break;
  2699. case Obj::BORDERGUARD: //open borderguard if possible
  2700. case Obj::SEER_HUT:
  2701. case Obj::QUEST_GUARD:
  2702. {
  2703. for (auto q : ai->myCb->getMyQuests())
  2704. {
  2705. if (q.obj == obj)
  2706. {
  2707. if (q.quest->checkQuest(h.h))
  2708. return true; //we completed the quest
  2709. else
  2710. return false; //we can't complete this quest
  2711. }
  2712. }
  2713. return true; //we don't have this quest yet
  2714. }
  2715. break;
  2716. case Obj::CREATURE_GENERATOR1:
  2717. {
  2718. if (obj->tempOwner != h->tempOwner)
  2719. return true; //flag just in case
  2720. bool canRecruitCreatures = false;
  2721. const CGDwelling * d = dynamic_cast<const CGDwelling *>(obj);
  2722. for(auto level : d->creatures)
  2723. {
  2724. for(auto c : level.second)
  2725. {
  2726. if (h->getSlotFor(CreatureID(c)) != SlotID())
  2727. canRecruitCreatures = true;
  2728. }
  2729. }
  2730. return canRecruitCreatures;
  2731. }
  2732. case Obj::HILL_FORT:
  2733. {
  2734. for (auto slot : h->Slots())
  2735. {
  2736. if (slot.second->type->upgrades.size())
  2737. return true; //TODO: check price?
  2738. }
  2739. return false;
  2740. }
  2741. case Obj::MONOLITH_ONE_WAY_ENTRANCE:
  2742. case Obj::MONOLITH_ONE_WAY_EXIT:
  2743. case Obj::MONOLITH_TWO_WAY:
  2744. case Obj::WHIRLPOOL:
  2745. //TODO: mechanism for handling monoliths
  2746. return false;
  2747. case Obj::SCHOOL_OF_MAGIC:
  2748. case Obj::SCHOOL_OF_WAR:
  2749. {
  2750. TResources myRes = ai->myCb->getResourceAmount();
  2751. if (myRes[Res::GOLD] - GOLD_RESERVE < 1000)
  2752. return false;
  2753. }
  2754. break;
  2755. case Obj::LIBRARY_OF_ENLIGHTENMENT:
  2756. if (h->level < 12)
  2757. return false;
  2758. break;
  2759. case Obj::TREE_OF_KNOWLEDGE:
  2760. {
  2761. TResources myRes = ai->myCb->getResourceAmount();
  2762. if (myRes[Res::GOLD] - GOLD_RESERVE < 2000 || myRes[Res::GEMS] < 10)
  2763. return false;
  2764. }
  2765. break;
  2766. case Obj::MAGIC_WELL:
  2767. return h->mana < h->manaLimit();
  2768. case Obj::PRISON:
  2769. return ai->myCb->getHeroesInfo().size() < VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER;// GameConstants::MAX_HEROES_PER_PLAYER;
  2770. case Obj::BOAT:
  2771. return false;
  2772. //Boats are handled by pathfinder
  2773. }
  2774. if (obj->wasVisited(*h)) //it must pointer to hero instance, heroPtr calls function wasVisited(ui8 player);
  2775. return false;
  2776. return true;
  2777. }
  2778. int3 SectorMap::firstTileToGet(HeroPtr h, crint3 dst)
  2779. /*
  2780. this functions returns one target tile or invalid tile. We will use it to poll possible destinations
  2781. For ship construction etc, another function (goal?) is needed
  2782. */
  2783. {
  2784. int3 ret(-1,-1,-1);
  2785. int sourceSector = retreiveTile(h->visitablePos()),
  2786. destinationSector = retreiveTile(dst);
  2787. const Sector *src = &infoOnSectors[sourceSector],
  2788. *dest = &infoOnSectors[destinationSector];
  2789. if(sourceSector != destinationSector) //use ships, shipyards etc..
  2790. {
  2791. if (ai->isAccessibleForHero(dst, h)) //pathfinder can find a way using ships and gates if tile is not blocked by objects
  2792. return dst;
  2793. std::map<const Sector*, const Sector*> preds;
  2794. std::queue<const Sector *> sectorQueue;
  2795. sectorQueue.push(src);
  2796. while(!sectorQueue.empty())
  2797. {
  2798. const Sector *s = sectorQueue.front();
  2799. sectorQueue.pop();
  2800. for(int3 ep : s->embarkmentPoints)
  2801. {
  2802. Sector *neigh = &infoOnSectors[retreiveTile(ep)];
  2803. //preds[s].push_back(neigh);
  2804. if(!preds[neigh])
  2805. {
  2806. preds[neigh] = s;
  2807. sectorQueue.push(neigh);
  2808. }
  2809. }
  2810. for (auto gate : s->subterraneanGates)
  2811. {
  2812. auto gatePair = ai->knownSubterraneanGates.find(gate);
  2813. if (gatePair != ai->knownSubterraneanGates.end())
  2814. {
  2815. //check the other side of gate
  2816. Sector *neigh = &infoOnSectors[retreiveTile(gatePair->second->visitablePos())];
  2817. if(!preds[neigh]) //if we didn't come into this sector yet
  2818. {
  2819. preds[neigh] = s; //it becomes our new target sector
  2820. sectorQueue.push(neigh);
  2821. }
  2822. }
  2823. }
  2824. }
  2825. if(!preds[dest])
  2826. {
  2827. //write("test.txt");
  2828. return ret;
  2829. //throw cannotFulfillGoalException(boost::str(boost::format("Cannot find connection between sectors %d and %d") % src->id % dst->id));
  2830. }
  2831. std::vector<const Sector*> toTraverse;
  2832. toTraverse.push_back(dest);
  2833. while(toTraverse.back() != src)
  2834. {
  2835. toTraverse.push_back(preds[toTraverse.back()]);
  2836. }
  2837. if(preds[dest])
  2838. {
  2839. //TODO: would be nice to find sectors in loop
  2840. const Sector *sectorToReach = toTraverse.at(toTraverse.size() - 2);
  2841. if(!src->water && sectorToReach->water) //embark
  2842. {
  2843. //embark on ship -> look for an EP with a boat
  2844. auto firstEP = boost::find_if(src->embarkmentPoints, [=](crint3 pos) -> bool
  2845. {
  2846. const TerrainTile *t = getTile(pos);
  2847. return t && t->visitableObjects.size() == 1 && t->topVisitableId() == Obj::BOAT
  2848. && retreiveTile(pos) == sectorToReach->id;
  2849. });
  2850. if(firstEP != src->embarkmentPoints.end())
  2851. {
  2852. return *firstEP;
  2853. }
  2854. else
  2855. {
  2856. //we need to find a shipyard with an access to the desired sector's EP
  2857. //TODO what about Summon Boat spell?
  2858. std::vector<const IShipyard *> shipyards;
  2859. for(const CGTownInstance *t : cb->getTownsInfo())
  2860. {
  2861. if(t->hasBuilt(BuildingID::SHIPYARD))
  2862. shipyards.push_back(t);
  2863. }
  2864. for(const CGObjectInstance *obj : ai->getFlaggedObjects())
  2865. {
  2866. if(obj->ID != Obj::TOWN) //towns were handled in the previous loop
  2867. if(const IShipyard *shipyard = IShipyard::castFrom(obj))
  2868. shipyards.push_back(shipyard);
  2869. }
  2870. shipyards.erase(boost::remove_if(shipyards, [=](const IShipyard *shipyard) -> bool
  2871. {
  2872. return shipyard->shipyardStatus() != 0 || retreiveTile(shipyard->bestLocation()) != sectorToReach->id;
  2873. }),shipyards.end());
  2874. if(!shipyards.size())
  2875. {
  2876. //TODO consider possibility of building shipyard in a town
  2877. return ret;
  2878. //throw cannotFulfillGoalException("There is no known shipyard!");
  2879. }
  2880. //we have only shipyards that possibly can build ships onto the appropriate EP
  2881. auto ownedGoodShipyard = boost::find_if(shipyards, [](const IShipyard *s) -> bool
  2882. {
  2883. return s->o->tempOwner == ai->playerID;
  2884. });
  2885. if(ownedGoodShipyard != shipyards.end())
  2886. {
  2887. const IShipyard *s = *ownedGoodShipyard;
  2888. TResources shipCost;
  2889. s->getBoatCost(shipCost);
  2890. if(cb->getResourceAmount().canAfford(shipCost))
  2891. {
  2892. int3 ret = s->bestLocation();
  2893. cb->buildBoat(s); //TODO: move actions elsewhere
  2894. return ret;
  2895. }
  2896. else
  2897. {
  2898. //TODO gather res
  2899. return ret;
  2900. //throw cannotFulfillGoalException("Not enough resources to build a boat");
  2901. }
  2902. }
  2903. else
  2904. {
  2905. //TODO pick best shipyard to take over
  2906. return shipyards.front()->o->visitablePos();
  2907. }
  2908. }
  2909. }
  2910. else if(src->water && !sectorToReach->water)
  2911. {
  2912. //TODO
  2913. //disembark
  2914. return ret;
  2915. }
  2916. else //use subterranean gates
  2917. {
  2918. //auto t = findFirstVisitableTile (h, dst);
  2919. //if (t.valid())
  2920. // return t;
  2921. //TODO: pop sectors linked by Subterranean Gate in loop
  2922. auto firstGate = boost::find_if(src->subterraneanGates, [=](const CGObjectInstance * gate) -> bool
  2923. {
  2924. //make sure no hero block the way
  2925. auto pos = ai->knownSubterraneanGates[gate]->visitablePos();
  2926. const TerrainTile *t = getTile(pos);
  2927. return t && t->visitableObjects.size() == 1 && t->topVisitableId() == Obj::SUBTERRANEAN_GATE
  2928. && retreiveTile(pos) == sectorToReach->id;
  2929. });
  2930. if(firstGate != src->subterraneanGates.end())
  2931. {
  2932. //TODO: pahtfinder can find path through subterranean gates, but this function only reaches closest gate
  2933. return (*firstGate)->visitablePos();
  2934. }
  2935. //TODO
  2936. //Monolith? Whirlpool? ...
  2937. return ret;
  2938. //throw cannotFulfillGoalException("Land-land and water-water inter-sector transitions are not implemented!");
  2939. }
  2940. }
  2941. else
  2942. {
  2943. return ret;
  2944. //throw cannotFulfillGoalException("Inter-sector route detection failed: not connected sectors?");
  2945. }
  2946. }
  2947. else
  2948. {
  2949. return findFirstVisitableTile(h, dst);
  2950. }
  2951. //FIXME: find out why this line is reached
  2952. logAi->errorStream() << ("Impossible happened at SectorMap::firstTileToGet");
  2953. return ret;
  2954. }
  2955. int3 SectorMap::findFirstVisitableTile (HeroPtr h, crint3 dst)
  2956. {
  2957. int3 ret(-1,-1,-1);
  2958. int3 curtile = dst;
  2959. while(curtile != h->visitablePos())
  2960. {
  2961. auto topObj = cb->getTopObj(curtile);
  2962. if(topObj && topObj->ID == Obj::HERO && topObj != h.h &&
  2963. cb->getPlayerRelations(h->tempOwner, topObj->tempOwner) != PlayerRelations::ENEMIES)
  2964. {
  2965. logAi->warnStream() << ("Another allied hero stands in our way");
  2966. return ret;
  2967. }
  2968. if(ai->myCb->getPathsInfo(h.get())->getPathInfo(curtile)->reachable())
  2969. {
  2970. return curtile;
  2971. }
  2972. else
  2973. {
  2974. auto i = parent.find(curtile);
  2975. if(i != parent.end())
  2976. {
  2977. assert(curtile != i->second);
  2978. curtile = i->second;
  2979. }
  2980. else
  2981. {
  2982. return ret;
  2983. //throw cannotFulfillGoalException("Unreachable tile in sector? Should not happen!");
  2984. }
  2985. }
  2986. }
  2987. return ret;
  2988. }
  2989. void SectorMap::makeParentBFS(crint3 source)
  2990. {
  2991. parent.clear();
  2992. int mySector = retreiveTile(source);
  2993. std::queue<int3> toVisit;
  2994. toVisit.push(source);
  2995. while(!toVisit.empty())
  2996. {
  2997. int3 curPos = toVisit.front();
  2998. toVisit.pop();
  2999. ui8 &sec = retreiveTile(curPos);
  3000. assert(sec == mySector); //consider only tiles from the same sector
  3001. UNUSED(sec);
  3002. foreach_neighbour(curPos, [&](crint3 neighPos)
  3003. {
  3004. if(retreiveTile(neighPos) == mySector && !vstd::contains(parent, neighPos))
  3005. {
  3006. if (cb->canMoveBetween(curPos, neighPos))
  3007. {
  3008. toVisit.push(neighPos);
  3009. parent[neighPos] = curPos;
  3010. }
  3011. }
  3012. });
  3013. }
  3014. }
  3015. unsigned char & SectorMap::retreiveTile(crint3 pos)
  3016. {
  3017. return retreiveTileN(sector, pos);
  3018. }
  3019. TerrainTile* SectorMap::getTile(crint3 pos) const
  3020. {
  3021. //out of bounds access should be handled by boost::multi_array
  3022. //still we cached this array to avoid any checks
  3023. return visibleTiles->operator[](pos.x)[pos.y][pos.z];
  3024. }