VCAI.cpp 75 KB

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  1. #include "StdInc.h"
  2. #include "VCAI.h"
  3. #include "../../lib/UnlockGuard.h"
  4. #include "Fuzzy.h"
  5. #include "../../lib/CObjectHandler.h"
  6. #define I_AM_ELEMENTAR return CGoal(*this).setisElementar(true)
  7. CLogger &aiLogger = tlog6;
  8. extern FuzzyHelper *fh;
  9. class CGVisitableOPW;
  10. const int ACTUAL_RESOURCE_COUNT = 7;
  11. const double SAFE_ATTACK_CONSTANT = 1.5;
  12. using namespace vstd;
  13. //one thread may be turn of AI and another will be handling a side effect for AI2
  14. boost::thread_specific_ptr<CCallback> cb;
  15. boost::thread_specific_ptr<VCAI> ai;
  16. // CCallback *cb;
  17. // VCAI *ai;
  18. //helper RAII to manage global ai/cb ptrs
  19. struct SetGlobalState
  20. {
  21. SetGlobalState(VCAI * AI)
  22. {
  23. assert(!ai.get());
  24. assert(!cb.get());
  25. ai.reset(AI);
  26. cb.reset(AI->myCb);
  27. }
  28. ~SetGlobalState()
  29. {
  30. ai.release();
  31. cb.release();
  32. }
  33. };
  34. template <typename Container>
  35. typename Container::value_type backOrNull(const Container &c) //returns last element of container or NULL if it is empty (to be used with containers of pointers)
  36. {
  37. if(c.size())
  38. return c.back();
  39. else
  40. return NULL;
  41. }
  42. template <typename Container>
  43. typename Container::value_type frontOrNull(const Container &c) //returns first element of container or NULL if it is empty (to be used with containers of pointers)
  44. {
  45. if(c.size())
  46. return c.front();
  47. else
  48. return NULL;
  49. }
  50. #define SET_GLOBAL_STATE(ai) SetGlobalState _hlpSetState(ai);
  51. #define NET_EVENT_HANDLER SET_GLOBAL_STATE(this)
  52. #define MAKING_TURN SET_GLOBAL_STATE(this)
  53. 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)
  54. const int HERO_GOLD_COST = 2500;
  55. const int ALLOWED_ROAMING_HEROES = 8;
  56. const int GOLD_MINE_PRODUCTION = 1000, WOOD_ORE_MINE_PRODUCTION = 2, RESOURCE_MINE_PRODUCTION = 1;
  57. std::string goalName(EGoals goalType)
  58. {
  59. switch (goalType)
  60. {
  61. case INVALID:
  62. return "INVALID";
  63. case WIN:
  64. return "WIN";
  65. case CONQUER:
  66. return "CONQUER";
  67. case BUILD:
  68. return "BUILD";
  69. case EXPLORE:
  70. return "EXPLORE";
  71. case GATHER_ARMY:
  72. return "GATHER ARMY";
  73. case VISIT_TILE:
  74. return "VISIT TILE";
  75. case CLEAR_WAY_TO:
  76. return "CLEAR WAY TO";
  77. default:
  78. return boost::lexical_cast<std::string>(goalType);
  79. }
  80. }
  81. bool compareHeroStrength(const CGHeroInstance *h1, const CGHeroInstance *h2)
  82. {
  83. return h1->getTotalStrength() < h2->getTotalStrength();
  84. }
  85. bool compareArmyStrength(const CArmedInstance *a1, const CArmedInstance *a2)
  86. {
  87. return a1->getArmyStrength() < a2->getArmyStrength();
  88. }
  89. static const int3 dirs[] = { int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0),
  90. int3(1,1,0),int3(-1,1,0),int3(1,-1,0),int3(-1,-1,0) };
  91. struct AILogger
  92. {
  93. AILogger()
  94. {
  95. lvl = 0;
  96. }
  97. int lvl;
  98. struct Tab
  99. {
  100. Tab();
  101. ~Tab();
  102. };
  103. } logger;
  104. AILogger::Tab::Tab()
  105. {
  106. logger.lvl++;
  107. }
  108. AILogger::Tab::~Tab()
  109. {
  110. logger.lvl--;
  111. }
  112. struct TimeCheck
  113. {
  114. CStopWatch time;
  115. std::string txt;
  116. TimeCheck(crstring TXT) : txt(TXT)
  117. {
  118. }
  119. ~TimeCheck()
  120. {
  121. BNLOG("Time of %s was %d ms.", txt % time.getDiff());
  122. }
  123. };
  124. template<typename T>
  125. void removeDuplicates(std::vector<T> &vec)
  126. {
  127. boost::sort(vec);
  128. vec.erase(std::unique(vec.begin(), vec.end()), vec.end());
  129. }
  130. template<typename Range, typename Predicate>
  131. void erase_if(Range &vec, Predicate pred)
  132. {
  133. vec.erase(boost::remove_if(vec, pred),vec.end());
  134. }
  135. struct AtScopeExit
  136. {
  137. boost::function<void()> foo;
  138. AtScopeExit(const boost::function<void()> &FOO) : foo(FOO)
  139. {}
  140. ~AtScopeExit()
  141. {
  142. foo();
  143. }
  144. };
  145. void foreach_tile_pos(boost::function<void(const int3& pos)> foo)
  146. {
  147. for(int i = 0; i < cb->getMapSize().x; i++)
  148. for(int j = 0; j < cb->getMapSize().y; j++)
  149. for(int k = 0; k < cb->getMapSize().z; k++)
  150. foo(int3(i,j,k));
  151. }
  152. void foreach_neighbour(const int3 &pos, boost::function<void(const int3& pos)> foo)
  153. {
  154. BOOST_FOREACH(const int3 &dir, dirs)
  155. {
  156. const int3 n = pos + dir;
  157. if(cb->isInTheMap(n))
  158. foo(pos+dir);
  159. }
  160. }
  161. unsigned char &retreiveTileN(std::vector< std::vector< std::vector<unsigned char> > > &vectors, const int3 &pos)
  162. {
  163. return vectors[pos.x][pos.y][pos.z];
  164. }
  165. const unsigned char &retreiveTileN(const std::vector< std::vector< std::vector<unsigned char> > > &vectors, const int3 &pos)
  166. {
  167. return vectors[pos.x][pos.y][pos.z];
  168. }
  169. void foreach_tile(std::vector< std::vector< std::vector<unsigned char> > > &vectors, boost::function<void(unsigned char &in)> foo)
  170. {
  171. for(auto i = vectors.begin(); i != vectors.end(); i++)
  172. for(auto j = i->begin(); j != i->end(); j++)
  173. for(auto z = j->begin(); z != j->end(); z++)
  174. foo(*z);
  175. }
  176. struct ObjInfo
  177. {
  178. int3 pos;
  179. std::string name;
  180. ObjInfo(){}
  181. ObjInfo(const CGObjectInstance *obj)
  182. {
  183. pos = obj->pos;
  184. name = obj->getHoverText();
  185. }
  186. };
  187. std::map<const CGObjectInstance *, ObjInfo> helperObjInfo;
  188. template <typename Container, typename Item>
  189. bool remove_if_present(Container &c, const Item &item)
  190. {
  191. auto i = std::find(c.begin(), c.end(), item);
  192. if (i != c.end())
  193. {
  194. c.erase(i);
  195. return true;
  196. }
  197. return false;
  198. }
  199. template <typename V, typename Item, typename Item2>
  200. bool remove_if_present(std::map<Item,V> & c, const Item2 &item)
  201. {
  202. auto i = c.find(item);
  203. if (i != c.end())
  204. {
  205. c.erase(i);
  206. return true;
  207. }
  208. return false;
  209. }
  210. template <typename Container, typename Pred>
  211. void erase(Container &c, Pred pred)
  212. {
  213. c.erase(boost::remove_if(c, pred), c.end());
  214. }
  215. bool isReachable(const CGObjectInstance *obj)
  216. {
  217. return cb->getPathInfo(obj->visitablePos())->turns < 255;
  218. }
  219. ui64 howManyReinforcementsCanGet(const CGHeroInstance *h, const CGTownInstance *t)
  220. {
  221. ui64 ret = 0;
  222. int freeHeroSlots = GameConstants::ARMY_SIZE - h->stacksCount();
  223. std::vector<const CStackInstance *> toMove;
  224. BOOST_FOREACH(auto const slot, t->Slots())
  225. {
  226. //can be merged woth another stack?
  227. TSlot dst = h->getSlotFor(slot.second->getCreatureID());
  228. if(h->hasStackAtSlot(dst))
  229. ret += t->getPower(slot.first);
  230. else
  231. toMove.push_back(slot.second);
  232. }
  233. boost::sort(toMove, [](const CStackInstance *lhs, const CStackInstance *rhs)
  234. {
  235. return lhs->getPower() < rhs->getPower();
  236. });
  237. BOOST_REVERSE_FOREACH(const CStackInstance *stack, toMove)
  238. {
  239. if(freeHeroSlots)
  240. {
  241. ret += stack->getPower();
  242. freeHeroSlots--;
  243. }
  244. else
  245. break;
  246. }
  247. return ret;
  248. }
  249. std::string strFromInt3(int3 pos)
  250. {
  251. std::ostringstream oss;
  252. oss << pos;
  253. return oss.str();
  254. }
  255. bool isCloser(const CGObjectInstance *lhs, const CGObjectInstance *rhs)
  256. {
  257. const CGPathNode *ln = cb->getPathInfo(lhs->visitablePos()), *rn = cb->getPathInfo(rhs->visitablePos());
  258. if(ln->turns != rn->turns)
  259. return ln->turns < rn->turns;
  260. return (ln->moveRemains > rn->moveRemains);
  261. };
  262. ui64 evaluateDanger(const CGObjectInstance *obj);
  263. ui64 evaluateDanger(crint3 tile)
  264. {
  265. const TerrainTile *t = cb->getTile(tile, false);
  266. if(!t) //we can know about guard but can't check its tile (the edge of fow)
  267. return 190000000; //MUCH
  268. ui64 objectDanger = 0, guardDanger = 0;
  269. auto visObjs = cb->getVisitableObjs(tile);
  270. if(visObjs.size())
  271. objectDanger = evaluateDanger(visObjs.back());
  272. int3 guardPos = cb->guardingCreaturePosition(tile);
  273. if(guardPos.x >= 0 && guardPos != tile)
  274. guardDanger = evaluateDanger(guardPos);
  275. //TODO mozna odwiedzic blockvis nie ruszajac straznika
  276. return std::max(objectDanger, guardDanger);
  277. return 0;
  278. }
  279. ui64 evaluateDanger(crint3 tile, const CGHeroInstance *visitor)
  280. {
  281. const TerrainTile *t = cb->getTile(tile, false);
  282. if(!t) //we can know about guard but can't check its tile (the edge of fow)
  283. return 190000000; //MUCH
  284. ui64 objectDanger = 0, guardDanger = 0;
  285. if(const CGObjectInstance * dangerousObject = backOrNull(cb->getVisitableObjs(tile)))
  286. {
  287. objectDanger = evaluateDanger(dangerousObject); //unguarded objects can also be dangerous or unhandled
  288. if (dangerousObject)
  289. {
  290. //TODO: don't downcast objects AI shouldnt know about!
  291. auto armedObj = dynamic_cast<const CArmedInstance*>(dangerousObject);
  292. if(armedObj)
  293. objectDanger *= fh->getTacticalAdvantage(visitor, armedObj);
  294. }
  295. }
  296. int3 guardPos = cb->guardingCreaturePosition(tile);
  297. if(guardPos.x >= 0 && guardPos != tile)
  298. guardDanger = evaluateDanger(guardPos, visitor);
  299. //TODO mozna odwiedzic blockvis nie ruszajac straznika
  300. return std::max(objectDanger, guardDanger);
  301. return 0;
  302. }
  303. ui64 evaluateDanger(const CGObjectInstance *obj)
  304. {
  305. if(obj->tempOwner < GameConstants::PLAYER_LIMIT && cb->getPlayerRelations(obj->tempOwner, ai->playerID)) //owned or allied objects don't pose any threat
  306. return 0;
  307. switch(obj->ID)
  308. {
  309. case GameConstants::HEROI_TYPE:
  310. {
  311. InfoAboutHero iah;
  312. cb->getHeroInfo(obj, iah);
  313. return iah.army.getStrength();
  314. }
  315. case GameConstants::TOWNI_TYPE:
  316. case Obj::GARRISON: case Obj::GARRISON2: //garrison
  317. {
  318. InfoAboutTown iat;
  319. cb->getTownInfo(obj, iat);
  320. return iat.army.getStrength();
  321. }
  322. case GameConstants::CREI_TYPE:
  323. {
  324. //TODO!!!!!!!!
  325. const CGCreature *cre = dynamic_cast<const CGCreature*>(obj);
  326. return cre->getArmyStrength();
  327. }
  328. case Obj::CREATURE_GENERATOR1:
  329. {
  330. const CGDwelling *d = dynamic_cast<const CGDwelling*>(obj);
  331. return d->getArmyStrength();
  332. }
  333. case Obj::CRYPT: //crypt
  334. case Obj::CREATURE_BANK: //crebank
  335. case Obj::DRAGON_UTOPIA:
  336. case Obj::SHIPWRECK: //shipwreck
  337. case Obj::DERELICT_SHIP: //derelict ship
  338. case Obj::PYRAMID:
  339. return fh->estimateBankDanger (VLC->objh->bankObjToIndex(obj));
  340. default:
  341. return 0;
  342. }
  343. }
  344. bool compareDanger(const CGObjectInstance *lhs, const CGObjectInstance *rhs)
  345. {
  346. return evaluateDanger(lhs) < evaluateDanger(rhs);
  347. }
  348. VCAI::VCAI(void)
  349. {
  350. LOG_ENTRY;
  351. myCb = NULL;
  352. battleAIName = "StupidAI";
  353. makingTurn = NULL;
  354. }
  355. VCAI::~VCAI(void)
  356. {
  357. LOG_ENTRY;
  358. }
  359. void VCAI::availableCreaturesChanged(const CGDwelling *town)
  360. {
  361. NET_EVENT_HANDLER;
  362. LOG_ENTRY;
  363. }
  364. void VCAI::heroMoved(const TryMoveHero & details)
  365. {
  366. NET_EVENT_HANDLER;
  367. LOG_ENTRY;
  368. if(details.result == TryMoveHero::TELEPORTATION)
  369. {
  370. const int3 from = CGHeroInstance::convertPosition(details.start, false),
  371. to = CGHeroInstance::convertPosition(details.end, false);
  372. const CGObjectInstance *o1 = frontOrNull(cb->getVisitableObjs(from)),
  373. *o2 = frontOrNull(cb->getVisitableObjs(to));
  374. if(o1 && o2 && o1->ID == Obj::SUBTERRANEAN_GATE && o2->ID == Obj::SUBTERRANEAN_GATE)
  375. {
  376. knownSubterraneanGates[o1] = o2;
  377. knownSubterraneanGates[o2] = o1;
  378. BNLOG("Found a pair of subterranean gates between %s and %s!", from % to);
  379. }
  380. }
  381. }
  382. void VCAI::stackChagedCount(const StackLocation &location, const TQuantity &change, bool isAbsolute)
  383. {
  384. NET_EVENT_HANDLER;
  385. LOG_ENTRY;
  386. }
  387. void VCAI::heroInGarrisonChange(const CGTownInstance *town)
  388. {
  389. NET_EVENT_HANDLER;
  390. LOG_ENTRY;
  391. }
  392. void VCAI::centerView(int3 pos, int focusTime)
  393. {
  394. NET_EVENT_HANDLER;
  395. LOG_ENTRY;
  396. }
  397. void VCAI::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  398. {
  399. NET_EVENT_HANDLER;
  400. LOG_ENTRY;
  401. }
  402. void VCAI::artifactAssembled(const ArtifactLocation &al)
  403. {
  404. NET_EVENT_HANDLER;
  405. LOG_ENTRY;
  406. }
  407. void VCAI::showTavernWindow(const CGObjectInstance *townOrTavern)
  408. {
  409. NET_EVENT_HANDLER;
  410. LOG_ENTRY;
  411. }
  412. void VCAI::showThievesGuildWindow (const CGObjectInstance * obj)
  413. {
  414. NET_EVENT_HANDLER;
  415. LOG_ENTRY;
  416. }
  417. void VCAI::playerBlocked(int reason)
  418. {
  419. NET_EVENT_HANDLER;
  420. LOG_ENTRY;
  421. if (reason == PlayerBlocked::UPCOMING_BATTLE)
  422. status.setBattle(UPCOMING_BATTLE);
  423. }
  424. void VCAI::showPuzzleMap()
  425. {
  426. NET_EVENT_HANDLER;
  427. LOG_ENTRY;
  428. }
  429. void VCAI::showShipyardDialog(const IShipyard *obj)
  430. {
  431. NET_EVENT_HANDLER;
  432. LOG_ENTRY;
  433. }
  434. void VCAI::gameOver(ui8 player, bool victory)
  435. {
  436. NET_EVENT_HANDLER;
  437. LOG_ENTRY;
  438. BNLOG("Player %d: I heard that player %d %s.", playerID % (int)player % (victory ? "won" : "lost"));
  439. if(player == playerID)
  440. {
  441. if(victory)
  442. {
  443. tlog0 << "VCAI: I won! Incredible!\n";
  444. tlog0 << "Turn nr " << myCb->getDate() << std::endl;
  445. }
  446. else
  447. {
  448. tlog0 << "VCAI: Player " << (int)player << " lost. It's me. What a disappointment! :(\n";
  449. }
  450. // //let's make Impossible difficulty finally standing to its name :>
  451. // if(myCb->getStartInfo()->difficulty == 4 && !victory)
  452. // {
  453. // //play dirty: crash the whole engine to avoid lose
  454. // //that way AI is unbeatable!
  455. // *(int*)NULL = 666;
  456. // }
  457. // TODO - at least write some insults on stdout
  458. finish();
  459. }
  460. }
  461. void VCAI::artifactPut(const ArtifactLocation &al)
  462. {
  463. NET_EVENT_HANDLER;
  464. LOG_ENTRY;
  465. }
  466. void VCAI::artifactRemoved(const ArtifactLocation &al)
  467. {
  468. NET_EVENT_HANDLER;
  469. LOG_ENTRY;
  470. }
  471. void VCAI::stacksErased(const StackLocation &location)
  472. {
  473. NET_EVENT_HANDLER;
  474. LOG_ENTRY;
  475. }
  476. void VCAI::artifactDisassembled(const ArtifactLocation &al)
  477. {
  478. NET_EVENT_HANDLER;
  479. LOG_ENTRY;
  480. }
  481. void VCAI::heroVisit(const CGHeroInstance *visitor, const CGObjectInstance *visitedObj, bool start)
  482. {
  483. NET_EVENT_HANDLER;
  484. LOG_ENTRY;
  485. if (start)
  486. {
  487. visitedObject = const_cast<CGObjectInstance *>(visitedObj); // remember the object and wait for return
  488. markObjectVisited (visitedObj);
  489. remove_if_present(reservedObjs, visitedObj); //unreserve objects
  490. remove_if_present(reservedHeroesMap[visitor], visitedObj);
  491. }
  492. }
  493. void VCAI::availableArtifactsChanged(const CGBlackMarket *bm /*= NULL*/)
  494. {
  495. NET_EVENT_HANDLER;
  496. LOG_ENTRY;
  497. }
  498. void VCAI::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  499. {
  500. NET_EVENT_HANDLER;
  501. LOG_ENTRY;
  502. //buildArmyIn(town);
  503. //moveCreaturesToHero(town);
  504. }
  505. void VCAI::tileHidden(const boost::unordered_set<int3, ShashInt3> &pos)
  506. {
  507. NET_EVENT_HANDLER;
  508. LOG_ENTRY;
  509. // BOOST_FOREACH(int3 tile, pos)
  510. // BOOST_FOREACH(const CGObjectInstance *obj, cb->getVisitableObjs(tile))
  511. // remove_if_present(visitableObjs, obj);
  512. visitableObjs.erase(boost::remove_if(visitableObjs, [&](const CGObjectInstance *obj){return !myCb->getObj(obj->id);}), visitableObjs.end());
  513. }
  514. void VCAI::tileRevealed(const boost::unordered_set<int3, ShashInt3> &pos)
  515. {
  516. NET_EVENT_HANDLER;
  517. LOG_ENTRY;
  518. BOOST_FOREACH(int3 tile, pos)
  519. BOOST_FOREACH(const CGObjectInstance *obj, myCb->getVisitableObjs(tile))
  520. addVisitableObj(obj);
  521. }
  522. void VCAI::heroExchangeStarted(si32 hero1, si32 hero2)
  523. {
  524. NET_EVENT_HANDLER;
  525. LOG_ENTRY;
  526. }
  527. void VCAI::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
  528. {
  529. NET_EVENT_HANDLER;
  530. LOG_ENTRY;
  531. }
  532. void VCAI::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
  533. {
  534. NET_EVENT_HANDLER;
  535. LOG_ENTRY;
  536. }
  537. void VCAI::heroMovePointsChanged(const CGHeroInstance * hero)
  538. {
  539. NET_EVENT_HANDLER;
  540. LOG_ENTRY;
  541. }
  542. void VCAI::stackChangedType(const StackLocation &location, const CCreature &newType)
  543. {
  544. NET_EVENT_HANDLER;
  545. LOG_ENTRY;
  546. }
  547. void VCAI::stacksRebalanced(const StackLocation &src, const StackLocation &dst, TQuantity count)
  548. {
  549. NET_EVENT_HANDLER;
  550. LOG_ENTRY;
  551. }
  552. void VCAI::newObject(const CGObjectInstance * obj)
  553. {
  554. NET_EVENT_HANDLER;
  555. LOG_ENTRY;
  556. if(obj->isVisitable())
  557. addVisitableObj(obj);
  558. }
  559. void VCAI::objectRemoved(const CGObjectInstance *obj)
  560. {
  561. NET_EVENT_HANDLER;
  562. LOG_ENTRY;
  563. if(remove_if_present(visitableObjs, obj))
  564. assert(obj->isVisitable());
  565. BOOST_FOREACH(auto &p, reservedHeroesMap)
  566. remove_if_present(p.second, obj);
  567. //TODO
  568. //there are other places where CGObjectinstance ptrs are stored...
  569. }
  570. void VCAI::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  571. {
  572. NET_EVENT_HANDLER;
  573. LOG_ENTRY;
  574. }
  575. void VCAI::playerBonusChanged(const Bonus &bonus, bool gain)
  576. {
  577. NET_EVENT_HANDLER;
  578. LOG_ENTRY;
  579. }
  580. void VCAI::newStackInserted(const StackLocation &location, const CStackInstance &stack)
  581. {
  582. NET_EVENT_HANDLER;
  583. LOG_ENTRY;
  584. }
  585. void VCAI::heroCreated(const CGHeroInstance*)
  586. {
  587. NET_EVENT_HANDLER;
  588. LOG_ENTRY;
  589. }
  590. void VCAI::advmapSpellCast(const CGHeroInstance * caster, int spellID)
  591. {
  592. NET_EVENT_HANDLER;
  593. LOG_ENTRY;
  594. }
  595. void VCAI::showInfoDialog(const std::string &text, const std::vector<Component*> &components, int soundID)
  596. {
  597. NET_EVENT_HANDLER;
  598. LOG_ENTRY;
  599. }
  600. void VCAI::requestRealized(PackageApplied *pa)
  601. {
  602. NET_EVENT_HANDLER;
  603. LOG_ENTRY;
  604. if(status.haveTurn())
  605. {
  606. if(pa->packType == typeList.getTypeID<EndTurn>())
  607. if(pa->result)
  608. status.madeTurn();
  609. }
  610. if(pa->packType == typeList.getTypeID<QueryReply>())
  611. {
  612. status.removeQuery();
  613. }
  614. }
  615. void VCAI::receivedResource(int type, int val)
  616. {
  617. NET_EVENT_HANDLER;
  618. LOG_ENTRY;
  619. }
  620. void VCAI::stacksSwapped(const StackLocation &loc1, const StackLocation &loc2)
  621. {
  622. NET_EVENT_HANDLER;
  623. LOG_ENTRY;
  624. }
  625. void VCAI::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
  626. {
  627. NET_EVENT_HANDLER;
  628. LOG_ENTRY;
  629. }
  630. void VCAI::heroManaPointsChanged(const CGHeroInstance * hero)
  631. {
  632. NET_EVENT_HANDLER;
  633. LOG_ENTRY;
  634. }
  635. void VCAI::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  636. {
  637. NET_EVENT_HANDLER;
  638. LOG_ENTRY;
  639. }
  640. void VCAI::battleResultsApplied()
  641. {
  642. NET_EVENT_HANDLER;
  643. LOG_ENTRY;
  644. assert(status.getBattle() == ENDING_BATTLE);
  645. status.setBattle(NO_BATTLE);
  646. }
  647. void VCAI::objectPropertyChanged(const SetObjectProperty * sop)
  648. {
  649. NET_EVENT_HANDLER;
  650. LOG_ENTRY;
  651. if(sop->what == ObjProperty::OWNER)
  652. {
  653. if(sop->val == playerID)
  654. remove_if_present(visitableObjs, myCb->getObj(sop->id));
  655. //TODO restore lost obj
  656. }
  657. }
  658. void VCAI::buildChanged(const CGTownInstance *town, int buildingID, int what)
  659. {
  660. NET_EVENT_HANDLER;
  661. LOG_ENTRY;
  662. }
  663. void VCAI::heroBonusChanged(const CGHeroInstance *hero, const Bonus &bonus, bool gain)
  664. {
  665. NET_EVENT_HANDLER;
  666. LOG_ENTRY;
  667. }
  668. void VCAI::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
  669. {
  670. NET_EVENT_HANDLER;
  671. LOG_ENTRY;
  672. }
  673. void VCAI::init(CCallback * CB)
  674. {
  675. myCb = CB;
  676. cbc = CB;
  677. NET_EVENT_HANDLER;
  678. LOG_ENTRY;
  679. playerID = myCb->getMyColor();
  680. myCb->waitTillRealize = true;
  681. myCb->unlockGsWhenWaiting = true;
  682. if(!fh)
  683. fh = new FuzzyHelper();
  684. retreiveVisitableObjs(visitableObjs);
  685. }
  686. void VCAI::yourTurn()
  687. {
  688. NET_EVENT_HANDLER;
  689. LOG_ENTRY;
  690. status.startedTurn();
  691. makingTurn = new boost::thread(&VCAI::makeTurn, this);
  692. }
  693. void VCAI::heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback)
  694. {
  695. NET_EVENT_HANDLER;
  696. LOG_ENTRY;
  697. status.addQuery();
  698. requestActionASAP(boost::bind(callback, 0));
  699. }
  700. void VCAI::showBlockingDialog(const std::string &text, const std::vector<Component> &components, ui32 askID, const int soundID, bool selection, bool cancel)
  701. {
  702. NET_EVENT_HANDLER;
  703. LOG_ENTRY;
  704. int sel = 0;
  705. status.addQuery();
  706. if(selection) //select from multiple components -> take the last one (they're indexed [1-size])
  707. sel = components.size();
  708. if(!selection && cancel) //yes&no -> always answer yes, we are a brave AI :)
  709. sel = 1;
  710. requestActionASAP([=]()
  711. {
  712. cb->selectionMade(sel, askID);
  713. });
  714. }
  715. void VCAI::showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, boost::function<void()> &onEnd)
  716. {
  717. NET_EVENT_HANDLER;
  718. LOG_ENTRY;
  719. status.addQuery();
  720. //you can't request action from action-response thread
  721. requestActionASAP([=]()
  722. {
  723. pickBestCreatures (down, up);
  724. onEnd();
  725. });
  726. }
  727. void VCAI::serialize(COSer<CSaveFile> &h, const int version)
  728. {
  729. NET_EVENT_HANDLER;
  730. LOG_ENTRY;
  731. }
  732. void VCAI::serialize(CISer<CLoadFile> &h, const int version)
  733. {
  734. NET_EVENT_HANDLER;
  735. LOG_ENTRY;
  736. }
  737. void makePossibleUpgrades(const CArmedInstance *obj)
  738. {
  739. if(!obj)
  740. return;
  741. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  742. {
  743. if(const CStackInstance *s = obj->getStackPtr(i))
  744. {
  745. UpgradeInfo ui;
  746. cb->getUpgradeInfo(obj, i, ui);
  747. if(ui.oldID >= 0 && cb->getResourceAmount().canAfford(ui.cost[0] * s->count))
  748. {
  749. cb->upgradeCreature(obj, i, ui.newID[0]);
  750. }
  751. }
  752. }
  753. }
  754. void VCAI::makeTurn()
  755. {
  756. MAKING_TURN;
  757. boost::shared_lock<boost::shared_mutex> gsLock(cb->getGsMutex());
  758. setThreadName(-1, "VCAI::makeTurn");
  759. BNLOG("Player %d starting turn", playerID);
  760. INDENT;
  761. switch(cb->getDate(1))
  762. {
  763. case 1:
  764. {
  765. townVisitsThisWeek.clear();
  766. std::vector<const CGObjectInstance *> objs;
  767. retreiveVisitableObjs(objs, true);
  768. BOOST_FOREACH(const CGObjectInstance *obj, objs)
  769. {
  770. if (isWeeklyRevisitable(obj))
  771. {
  772. if (!vstd::contains(visitableObjs, obj))
  773. visitableObjs.push_back(obj);
  774. auto o = std::find (alreadyVisited.begin(), alreadyVisited.end(), obj);
  775. if (o != alreadyVisited.end())
  776. alreadyVisited.erase(o);
  777. }
  778. }
  779. }
  780. break;
  781. case 7: //reconsider strategy
  782. {
  783. const CGHeroInstance * h = primaryHero();
  784. if (h) //check if our primary hero can handle danger
  785. {
  786. ui64 totalDanger = 0;
  787. int dangerousObjects = 0;
  788. std::vector<const CGObjectInstance *> objs;
  789. retreiveVisitableObjs(objs, false);
  790. BOOST_FOREACH (auto obj, objs)
  791. {
  792. if (evaluateDanger(obj)) //potentilaly dnagerous
  793. {
  794. totalDanger += evaluateDanger (obj->visitablePos(), h);
  795. ++dangerousObjects;
  796. }
  797. }
  798. if (dangerousObjects && totalDanger / dangerousObjects > h->getHeroStrength())
  799. {
  800. setGoal (h, CGoal(GATHER_ARMY).sethero(h));
  801. }
  802. }
  803. }
  804. break;
  805. }
  806. if(cb->getSelectedHero())
  807. cb->recalculatePaths();
  808. makeTurnInternal();
  809. vstd::clear_pointer(makingTurn);
  810. return;
  811. }
  812. void VCAI::makeTurnInternal()
  813. {
  814. saving = 0;
  815. //it looks messy here, but it's better to have armed heroes before attempting realizing goals
  816. BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
  817. moveCreaturesToHero(t);
  818. try
  819. {
  820. striveToGoal(CGoal(WIN));
  821. auto safeCopy = lockedHeroes; //heroes tend to die in the process and loose their goals, unsafe to iterate it
  822. while (safeCopy.size()) //continue our goals
  823. {
  824. auto it = safeCopy.begin();
  825. if (it->first && it->first->tempOwner == playerID && vstd::contains(lockedHeroes, it->first)) //make sure hero still has his goal
  826. striveToGoal (it->second);
  827. safeCopy.erase(it);
  828. }
  829. striveToGoal(CGoal(BUILD)); //TODO: smarter building management
  830. }
  831. catch(boost::thread_interrupted &e)
  832. {
  833. tlog0 << "Making turn thread has been interrupted. We'll end without calling endTurn.\n";
  834. return;
  835. }
  836. catch(std::exception &e)
  837. {
  838. tlog0 << "Making turn thread has caught an exception: " << e.what() << "\n";
  839. }
  840. endTurn();
  841. }
  842. bool VCAI::goVisitObj(const CGObjectInstance * obj, const CGHeroInstance * h)
  843. {
  844. int3 dst = obj->visitablePos();
  845. BNLOG("%s will try to visit %s at (%s)", h->name % obj->hoverName % strFromInt3(dst));
  846. return moveHeroToTile(dst, h);
  847. }
  848. void VCAI::performObjectInteraction(const CGObjectInstance * obj, const CGHeroInstance * h)
  849. {
  850. switch (obj->ID)
  851. {
  852. case Obj::CREATURE_GENERATOR1:
  853. recruitCreatures(dynamic_cast<const CGDwelling *>(obj));
  854. break;
  855. }
  856. }
  857. void VCAI::moveCreaturesToHero(const CGTownInstance * t)
  858. {
  859. if(t->visitingHero && t->armedGarrison())
  860. {
  861. pickBestCreatures (t->visitingHero, t);
  862. }
  863. }
  864. void VCAI::pickBestCreatures(const CArmedInstance * army, const CArmedInstance * source)
  865. {
  866. //TODO - what if source is a hero (the last stack problem) -> it'd good to create a single stack of weakest cre
  867. const CArmedInstance *armies[] = {army, source};
  868. //we calculate total strength for each creature type available in armies
  869. std::map<const CCreature*, int> creToPower;
  870. BOOST_FOREACH(auto armyPtr, armies)
  871. BOOST_FOREACH(auto &i, armyPtr->Slots())
  872. creToPower[i.second->type] += i.second->getPower();
  873. //TODO - consider more than just power (ie morale penalty, hero specialty in certain stacks, etc)
  874. std::vector<const CCreature *> bestArmy; //types that'll be in final dst army
  875. for (int i = 0; i < GameConstants::ARMY_SIZE; i++) //pick the creatures from which we can get most power, as many as dest can fit
  876. {
  877. typedef const std::pair<const CCreature*, int> &CrePowerPair;
  878. auto creIt = boost::max_element(creToPower, [](CrePowerPair lhs, CrePowerPair rhs)
  879. {
  880. return lhs.second < rhs.second;
  881. });
  882. bestArmy.push_back(creIt->first);
  883. creToPower.erase(creIt);
  884. if(creToPower.empty())
  885. break;
  886. }
  887. //foreach best type -> iterate over slots in both armies and if it's the appropriate type, send it to the slot where it belongs
  888. for (int i = 0; i < bestArmy.size(); i++) //i-th strongest creature type will go to i-th slot
  889. BOOST_FOREACH(auto armyPtr, armies)
  890. for (int j = 0; j < GameConstants::ARMY_SIZE; j++)
  891. if(armyPtr->getCreature(j) == bestArmy[i] && (i != j || armyPtr != army)) //it's a searched creature not in dst slot
  892. cb->mergeOrSwapStacks(armyPtr, army, j, i);
  893. //TODO - having now strongest possible army, we may want to think about arranging stacks
  894. }
  895. void VCAI::recruitCreatures(const CGDwelling * d)
  896. {
  897. for(int i = 0; i < d->creatures.size(); i++)
  898. {
  899. if(!d->creatures[i].second.size())
  900. continue;
  901. int count = d->creatures[i].first;
  902. int creID = d->creatures[i].second.back();
  903. // const CCreature *c = VLC->creh->creatures[creID];
  904. // if(containsSavedRes(c->cost))
  905. // continue;
  906. TResources myRes = cb->getResourceAmount();
  907. myRes[Res::GOLD] -= GOLD_RESERVE;
  908. amin(count, myRes / VLC->creh->creatures[creID]->cost);
  909. if(count > 0)
  910. cb->recruitCreatures(d, creID, count, i);
  911. }
  912. }
  913. void VCAI::buildStructure(const CGTownInstance * t)
  914. {
  915. //TODO make *real* town development system
  916. const int buildings[] = {5, 11, 14, 16, 0, 12, 7, 8, 9, 13, 30, 31, 32, 33, 34, 35, 36, 37, 38,
  917. 39, 40, 41, 42, 43, 1, 2, 3, 4, 17, 18, 19, 21, 22, 23};
  918. for(int i = 0; i < ARRAY_COUNT(buildings); i++)
  919. {
  920. if(t->hasBuilt(buildings[i]))
  921. continue;
  922. const CBuilding *b = VLC->buildh->buildings[t->subID][buildings[i]];
  923. int canBuild = cb->canBuildStructure(t, buildings[i]);
  924. if(canBuild == EBuildingState::ALLOWED)
  925. {
  926. if(!containsSavedRes(b->resources))
  927. {
  928. BNLOG("Player %d will build %s in town of %s at %s", playerID % b->Name() % t->name % t->pos);
  929. cb->buildBuilding(t, buildings[i]);
  930. }
  931. break;
  932. }
  933. else if(canBuild == EBuildingState::NO_RESOURCES)
  934. {
  935. TResources mine = cb->getResourceAmount(), cost = VLC->buildh->buildings[t->subID][buildings[i]]->resources,
  936. income = estimateIncome();
  937. for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
  938. {
  939. int diff = mine[i] - cost[i] + income[i];
  940. if(diff < 0)
  941. saving[i] = 1;
  942. }
  943. continue;
  944. }
  945. }
  946. }
  947. bool isSafeToVisit(const CGHeroInstance *h, crint3 tile)
  948. {
  949. const ui64 heroStrength = h->getTotalStrength(),
  950. dangerStrength = evaluateDanger(tile, h);
  951. if(dangerStrength)
  952. {
  953. if(heroStrength / SAFE_ATTACK_CONSTANT > dangerStrength)
  954. {
  955. BNLOG("It's, safe for %s to visit tile %s", h->name % tile);
  956. return true;
  957. }
  958. else
  959. return false;
  960. }
  961. return true; //there's no danger
  962. }
  963. std::vector<const CGObjectInstance *> VCAI::getPossibleDestinations(const CGHeroInstance *h)
  964. {
  965. validateVisitableObjs();
  966. std::vector<const CGObjectInstance *> possibleDestinations;
  967. BOOST_FOREACH(const CGObjectInstance *obj, visitableObjs)
  968. {
  969. if(cb->getPathInfo(obj->visitablePos())->reachable() && !obj->wasVisited(playerID) &&
  970. (obj->tempOwner != playerID || isWeeklyRevisitable(obj))) //flag or get weekly resources / creatures
  971. possibleDestinations.push_back(obj);
  972. }
  973. boost::sort(possibleDestinations, isCloser);
  974. possibleDestinations.erase(boost::remove_if(possibleDestinations, [&](const CGObjectInstance *obj) -> bool
  975. {
  976. if(vstd::contains(alreadyVisited, obj))
  977. return true;
  978. if(!isSafeToVisit(h, obj->visitablePos()))
  979. return true;
  980. if (!shouldVisit(h, obj))
  981. return true;
  982. if (vstd::contains(reservedObjs, obj)) //does checking for our own reserved objects make sense? here?
  983. return true;
  984. return false;
  985. }),possibleDestinations.end());
  986. return possibleDestinations;
  987. }
  988. void VCAI::wander(const CGHeroInstance * h)
  989. {
  990. while(1)
  991. {
  992. std::vector <ObjectIdRef> dests;
  993. range::copy(reservedHeroesMap[h], std::back_inserter(dests));
  994. if (!dests.size())
  995. range::copy(getPossibleDestinations(h), std::back_inserter(dests));
  996. if(!dests.size())
  997. {
  998. auto compareReinforcements = [h](const CGTownInstance *lhs, const CGTownInstance *rhs) -> bool
  999. {
  1000. return howManyReinforcementsCanGet(h, lhs) < howManyReinforcementsCanGet(h, rhs);
  1001. };
  1002. std::vector<const CGTownInstance *> townsReachable;
  1003. std::vector<const CGTownInstance *> townsNotReachable;
  1004. BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
  1005. {
  1006. if(!t->visitingHero && howManyReinforcementsCanGet(h,t) && !vstd::contains(townVisitsThisWeek[h], t))
  1007. {
  1008. if(isReachable(t))
  1009. townsReachable.push_back(t);
  1010. else
  1011. townsNotReachable.push_back(t);
  1012. }
  1013. }
  1014. if(townsReachable.size())
  1015. {
  1016. boost::sort(townsReachable, compareReinforcements);
  1017. dests.emplace_back(townsReachable.back());
  1018. }
  1019. else if(townsNotReachable.size())
  1020. {
  1021. boost::sort(townsNotReachable, compareReinforcements);
  1022. //TODO pick the truly best
  1023. const CGTownInstance *t = townsNotReachable.back();
  1024. BNLOG("%s can't reach any town, we'll try to make our way to %s at %s", h->name % t->name % t->visitablePos());
  1025. int3 pos1 = h->pos;
  1026. striveToGoal(CGoal(CLEAR_WAY_TO).settile(t->visitablePos()).sethero(h));
  1027. if (pos1 == h->pos && h == primaryHero()) //hero can't move
  1028. {
  1029. if(cb->getResourceAmount(Res::GOLD) >= HERO_GOLD_COST && cb->getHeroesInfo().size() < ALLOWED_ROAMING_HEROES && cb->getAvailableHeroes(t).size())
  1030. recruitHero(t);
  1031. }
  1032. break;
  1033. }
  1034. else if(cb->getResourceAmount(Res::GOLD) >= HERO_GOLD_COST)
  1035. {
  1036. std::vector<const CGTownInstance *> towns = cb->getTownsInfo();
  1037. erase_if(towns, [](const CGTownInstance *t) -> bool
  1038. {
  1039. BOOST_FOREACH(const CGHeroInstance *h, cb->getHeroesInfo())
  1040. if(!t->getArmyStrength() || howManyReinforcementsCanGet(h, t))
  1041. return true;
  1042. return false;
  1043. });
  1044. boost::sort(towns, compareArmyStrength);
  1045. if(towns.size())
  1046. recruitHero(towns.back());
  1047. break;
  1048. }
  1049. else
  1050. {
  1051. PNLOG("Nowhere more to go...\n");
  1052. break;
  1053. }
  1054. }
  1055. const ObjectIdRef&dest = dests.front();
  1056. if(!goVisitObj(dest, h))
  1057. {
  1058. if(!dest)
  1059. {
  1060. BNLOG("Visit attempt made the object (id=%d) gone...", dest.id);
  1061. }
  1062. else
  1063. {
  1064. BNLOG("Hero %s apparently used all MPs (%d left)\n", h->name % h->movement);
  1065. reserveObject(h, dest); //reserve that object - we predict it will be reached soon
  1066. setGoal(h, CGoal(VISIT_TILE).sethero(h).settile(dest->visitablePos()));
  1067. }
  1068. break;
  1069. }
  1070. if(h->visitedTown)
  1071. {
  1072. townVisitsThisWeek[h].push_back(h->visitedTown);
  1073. buildArmyIn(h->visitedTown);
  1074. break;
  1075. }
  1076. }
  1077. }
  1078. void VCAI::setGoal (const CGHeroInstance *h, const CGoal goal)
  1079. { //TODO: check for presence?
  1080. if (goal.goalType == EGoals::INVALID)
  1081. remove_if_present(lockedHeroes, h);
  1082. else
  1083. lockedHeroes[h] = goal;
  1084. }
  1085. void VCAI::setGoal (const CGHeroInstance *h, EGoals goalType)
  1086. {
  1087. if (goalType == EGoals::INVALID)
  1088. remove_if_present(lockedHeroes, h);
  1089. else
  1090. lockedHeroes[h] = CGoal(goalType);
  1091. }
  1092. void VCAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
  1093. {
  1094. NET_EVENT_HANDLER;
  1095. assert(playerID > GameConstants::PLAYER_LIMIT || status.getBattle() == UPCOMING_BATTLE);
  1096. status.setBattle(ONGOING_BATTLE);
  1097. const CGObjectInstance *presumedEnemy = backOrNull(cb->getVisitableObjs(tile)); //may be NULL in some very are cases -> eg. visited monolith and fighting with an enemy at the FoW covered exit
  1098. battlename = boost::str(boost::format("Starting battle of %s attacking %s at %s") % (hero1 ? hero1->name : "a army") % (presumedEnemy ? presumedEnemy->hoverName : "unknown enemy") % tile);
  1099. CAdventureAI::battleStart(army1, army2, tile, hero1, hero2, side);
  1100. }
  1101. void VCAI::battleEnd(const BattleResult *br)
  1102. {
  1103. NET_EVENT_HANDLER;
  1104. assert(status.getBattle() == ONGOING_BATTLE);
  1105. status.setBattle(ENDING_BATTLE);
  1106. bool won = br->winner == myCb->battleGetMySide();
  1107. BNLOG("Player %d: I %s the %s!", playerID % (won ? "won" : "lost") % battlename);
  1108. battlename.clear();
  1109. CAdventureAI::battleEnd(br);
  1110. }
  1111. void VCAI::waitTillFree()
  1112. {
  1113. auto unlock = vstd::makeUnlockSharedGuard(cb->getGsMutex());
  1114. status.waitTillFree();
  1115. }
  1116. void VCAI::markObjectVisited (const CGObjectInstance *obj)
  1117. {
  1118. if(dynamic_cast<const CGVisitableOPH *>(obj) || //we may want to wisit it with another hero
  1119. dynamic_cast<const CGBonusingObject *>(obj) || //or another time
  1120. (obj->ID == Obj::MONSTER))
  1121. return;
  1122. alreadyVisited.push_back(obj);
  1123. }
  1124. void VCAI::reserveObject (const CGHeroInstance * h, const CGObjectInstance *obj)
  1125. {
  1126. reservedObjs.push_back(obj);
  1127. reservedHeroesMap[h].insert(obj);
  1128. }
  1129. void VCAI::validateVisitableObjs()
  1130. {
  1131. std::vector<const CGObjectInstance *> hlp;
  1132. retreiveVisitableObjs(hlp, true);
  1133. start:
  1134. BOOST_FOREACH(const CGObjectInstance *obj, visitableObjs)
  1135. if(!vstd::contains(hlp, obj))
  1136. {
  1137. tlog1 << helperObjInfo[obj].name << " at " << helperObjInfo[obj].pos << " shouldn't be on list!\n";
  1138. remove_if_present(visitableObjs, obj);
  1139. goto start;
  1140. }
  1141. }
  1142. void VCAI::retreiveVisitableObjs(std::vector<const CGObjectInstance *> &out, bool includeOwned /*= false*/) const
  1143. {
  1144. foreach_tile_pos([&](const int3 &pos)
  1145. {
  1146. BOOST_FOREACH(const CGObjectInstance *obj, cb->getVisitableObjs(pos, false))
  1147. {
  1148. if(includeOwned || obj->tempOwner != playerID)
  1149. out.push_back(obj);
  1150. }
  1151. });
  1152. }
  1153. std::vector<const CGObjectInstance *> VCAI::getFlaggedObjects() const
  1154. {
  1155. std::vector<const CGObjectInstance *> ret;
  1156. retreiveVisitableObjs(ret, true);
  1157. erase_if(ret, [](const CGObjectInstance *obj)
  1158. {
  1159. return obj->tempOwner != ai->playerID;
  1160. });
  1161. return ret;
  1162. }
  1163. void VCAI::addVisitableObj(const CGObjectInstance *obj)
  1164. {
  1165. visitableObjs.push_back(obj);
  1166. helperObjInfo[obj] = ObjInfo(obj);
  1167. }
  1168. const CGObjectInstance * VCAI::lookForArt(int aid) const
  1169. {
  1170. BOOST_FOREACH(const CGObjectInstance *obj, ai->visitableObjs)
  1171. {
  1172. if(obj->ID == 5 && obj->subID == aid)
  1173. return obj;
  1174. }
  1175. return NULL;
  1176. //TODO what if more than one artifact is available? return them all or some slection criteria
  1177. }
  1178. bool VCAI::isAccessible(const int3 &pos)
  1179. {
  1180. //TODO precalculate for speed
  1181. BOOST_FOREACH(const CGHeroInstance *h, cb->getHeroesInfo())
  1182. {
  1183. if(isAccessibleForHero(pos, h))
  1184. return true;
  1185. }
  1186. return false;
  1187. }
  1188. const CGHeroInstance * VCAI::getHeroWithGrail() const
  1189. {
  1190. BOOST_FOREACH(const CGHeroInstance *h, cb->getHeroesInfo())
  1191. if(h->hasArt(2)) //grail
  1192. return h;
  1193. return NULL;
  1194. }
  1195. const CGObjectInstance * VCAI::getUnvisitedObj(const boost::function<bool(const CGObjectInstance *)> &predicate)
  1196. {
  1197. //TODO smarter definition of unvisited
  1198. BOOST_FOREACH(const CGObjectInstance *obj, visitableObjs)
  1199. if(predicate(obj) && !vstd::contains(alreadyVisited, obj))
  1200. return obj;
  1201. return NULL;
  1202. }
  1203. bool VCAI::isAccessibleForHero(const int3 & pos, const CGHeroInstance * h) const
  1204. {
  1205. cb->setSelection(h);
  1206. return cb->getPathInfo(pos)->reachable();
  1207. }
  1208. class cannotFulfillGoalException : public std::exception
  1209. {
  1210. std::string msg;
  1211. public:
  1212. explicit cannotFulfillGoalException(crstring _Message) : msg(_Message)
  1213. {
  1214. }
  1215. virtual ~cannotFulfillGoalException() throw ()
  1216. {
  1217. };
  1218. const char *what() const throw () OVERRIDE
  1219. {
  1220. return msg.c_str();
  1221. }
  1222. };
  1223. class goalFulfilledException : public std::exception
  1224. {
  1225. std::string msg;
  1226. public:
  1227. explicit goalFulfilledException(crstring _Message) : msg(_Message)
  1228. {
  1229. }
  1230. virtual ~goalFulfilledException() throw ()
  1231. {
  1232. };
  1233. const char *what() const throw () OVERRIDE
  1234. {
  1235. return msg.c_str();
  1236. }
  1237. };
  1238. bool VCAI::moveHeroToTile(int3 dst, const CGHeroInstance * h)
  1239. {
  1240. visitedObject = NULL;
  1241. int3 startHpos = h->visitablePos();
  1242. bool ret = false;
  1243. if(startHpos == dst)
  1244. {
  1245. assert(cb->getVisitableObjs(dst).size() > 1); //there's no point in revisiting tile where there is no visitable object
  1246. cb->moveHero(h,CGHeroInstance::convertPosition(dst, true));
  1247. waitTillFree(); //movement may cause battle or blocking dialog
  1248. ret = true;
  1249. }
  1250. else
  1251. {
  1252. CGPath path;
  1253. cb->getPath2(dst, path);
  1254. if(path.nodes.empty())
  1255. {
  1256. tlog1 << "Hero " << h->name << " cannot reach " << dst << std::endl;
  1257. setGoal(h, INVALID);
  1258. throw std::runtime_error("Wrong move order!");
  1259. }
  1260. int i=path.nodes.size()-1;
  1261. for(; i>0; i--)
  1262. {
  1263. //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
  1264. if(path.nodes[i-1].turns)
  1265. {
  1266. //blockedHeroes.insert(h); //to avoid attempts of moving heroes with very little MPs
  1267. break;
  1268. }
  1269. int3 endpos = path.nodes[i-1].coord;
  1270. if(endpos == h->visitablePos())
  1271. //if (endpos == h->pos)
  1272. continue;
  1273. // if(i > 1)
  1274. // {
  1275. // int3 afterEndPos = path.nodes[i-2].coord;
  1276. // if(afterEndPos.z != endpos.z)
  1277. //
  1278. // }
  1279. //tlog0 << "Moving " << h->name << " from " << h->getPosition() << " to " << endpos << std::endl;
  1280. cb->moveHero(h,CGHeroInstance::convertPosition(endpos, true));
  1281. waitTillFree(); //movement may cause battle or blocking dialog
  1282. boost::this_thread::interruption_point();
  1283. if(h->tempOwner != playerID) //we lost hero - remove all tasks assigned to him/her
  1284. {
  1285. remove_if_present(lockedHeroes, h);
  1286. BOOST_FOREACH (auto obj, reservedHeroesMap[h])
  1287. {
  1288. remove_if_present(reservedObjs, obj); //unreserve all objects for that hero
  1289. }
  1290. remove_if_present(reservedHeroesMap, h);
  1291. throw std::runtime_error("Hero was lost!"); //we need to throw, otherwise hero will be assigned to sth again
  1292. break;
  1293. }
  1294. }
  1295. ret = !i;
  1296. }
  1297. if (visitedObject) //we step into something interesting
  1298. {
  1299. performObjectInteraction (visitedObject, h);
  1300. }
  1301. if(h->tempOwner == playerID) //lost hero after last move
  1302. cb->recalculatePaths();
  1303. if (startHpos == h->visitablePos())
  1304. throw cannotFulfillGoalException("Invalid path found!"); //FIXME
  1305. BNLOG("Hero %s moved from %s to %s", h->name % startHpos % h->visitablePos());
  1306. return ret;
  1307. }
  1308. int howManyTilesWillBeDiscovered(const int3 &pos, int radious)
  1309. {
  1310. int ret = 0;
  1311. for(int x = pos.x - radious; x <= pos.x + radious; x++)
  1312. {
  1313. for(int y = pos.y - radious; y <= pos.y + radious; y++)
  1314. {
  1315. int3 npos = int3(x,y,pos.z);
  1316. if(cb->isInTheMap(npos) && pos.dist2d(npos) - 0.5 < radious && !cb->isVisible(npos))
  1317. {
  1318. ret++;
  1319. }
  1320. }
  1321. }
  1322. return ret;
  1323. }
  1324. int howManyTilesWillBeDiscovered(int radious, int3 pos, crint3 dir)
  1325. {
  1326. return howManyTilesWillBeDiscovered(pos + dir, radious);
  1327. }
  1328. void getVisibleNeighbours(const std::vector<int3> &tiles, std::vector<int3> &out)
  1329. {
  1330. BOOST_FOREACH(const int3 &tile, tiles)
  1331. {
  1332. foreach_neighbour(tile, [&](int3 neighbour)
  1333. {
  1334. if(cb->isVisible(neighbour))
  1335. out.push_back(neighbour);
  1336. });
  1337. }
  1338. }
  1339. void VCAI::tryRealize(CGoal g)
  1340. {
  1341. BNLOG("Attempting realizing goal with code %s", goalName(g.goalType));
  1342. switch(g.goalType)
  1343. {
  1344. case EXPLORE:
  1345. {
  1346. assert(0); //this goal is not elementar!
  1347. }
  1348. break;
  1349. case RECRUIT_HERO:
  1350. {
  1351. if(const CGTownInstance *t = findTownWithTavern())
  1352. {
  1353. //TODO co jesli nie ma dostepnego bohatera?
  1354. //TODO jezeli miasto jest zablokowane, sprobowac oczyscic wejscie
  1355. cb->recruitHero(t, cb->getAvailableHeroes(t)[0]);
  1356. }
  1357. //TODO karkolomna alternatywa - tawerna na mapie przygod lub wiezienie (nie wiem, czy warto?)
  1358. }
  1359. break;
  1360. case VISIT_TILE:
  1361. {
  1362. if(!g.hero->movement)
  1363. throw cannotFulfillGoalException("Cannot visit tile: hero is out of MPs!");
  1364. if(!g.isBlockedBorderGate(g.tile))
  1365. {
  1366. if (ai->moveHeroToTile(g.tile, g.hero))// || g.tile == g.hero->visitablePos())
  1367. {
  1368. //g.goalType = INVALID; //disable goal now... dirty workaround
  1369. setGoal (g.hero, INVALID); //tile reached, we can unlock hero
  1370. throw goalFulfilledException("");
  1371. //throw cannotFulfillGoalException("Tile visited, goal complete");
  1372. }
  1373. }
  1374. else
  1375. throw cannotFulfillGoalException("There's a blocked gate!");
  1376. }
  1377. break;
  1378. case BUILD_STRUCTURE:
  1379. {
  1380. const CGTownInstance *t = g.town;
  1381. if(!t && g.hero)
  1382. t = g.hero->visitedTown;
  1383. if(!t)
  1384. {
  1385. BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
  1386. {
  1387. switch(cb->canBuildStructure(t, g.bid))
  1388. {
  1389. case EBuildingState::ALLOWED:
  1390. cb->buildBuilding(t, g.bid);
  1391. return;
  1392. default:
  1393. break;
  1394. }
  1395. }
  1396. }
  1397. else if(cb->canBuildStructure(t, g.bid) == EBuildingState::ALLOWED)
  1398. {
  1399. cb->buildBuilding(t, g.bid);
  1400. return;
  1401. }
  1402. throw cannotFulfillGoalException("Cannot build a given structure!");
  1403. }
  1404. break;
  1405. case DIG_AT_TILE:
  1406. {
  1407. assert(g.hero->visitablePos() == g.tile);
  1408. if (g.hero->diggingStatus() == CGHeroInstance::CAN_DIG)
  1409. {
  1410. cb->dig (g.hero);
  1411. setGoal (g.hero, INVALID); // finished digging
  1412. }
  1413. else
  1414. {
  1415. ai->lockedHeroes[g.hero] = g; //hero who tries to dig shouldn't do anything else
  1416. throw cannotFulfillGoalException("A hero can't dig!\n");
  1417. }
  1418. }
  1419. break;
  1420. case COLLECT_RES:
  1421. if(const CGObjectInstance *obj = cb->getObj(g.objid, false))
  1422. {
  1423. if(const IMarket *m = IMarket::castFrom(obj, false))
  1424. {
  1425. for (int i = 0; i < ACTUAL_RESOURCE_COUNT; i++)
  1426. {
  1427. if(i == g.resID) continue;
  1428. int toGive, toGet;
  1429. m->getOffer(i, g.resID, toGive, toGet, EMarketMode::RESOURCE_RESOURCE);
  1430. toGive = toGive * (cb->getResourceAmount(i) / toGive);
  1431. cb->trade(obj, EMarketMode::RESOURCE_RESOURCE, i, g.resID, toGive);
  1432. if(cb->getResourceAmount(g.resID) >= g.value)
  1433. return;
  1434. }
  1435. }
  1436. else
  1437. {
  1438. throw cannotFulfillGoalException("I don't know how to use this object to raise resources!");
  1439. }
  1440. }
  1441. else
  1442. {
  1443. saving[g.resID] = 1;
  1444. throw cannotFulfillGoalException("No object that could be used to raise resources!");
  1445. }
  1446. case CONQUER:
  1447. case GATHER_ARMY:
  1448. case BOOST_HERO:
  1449. // TODO: conquer??
  1450. throw cannotFulfillGoalException("I don't know how to fulfill this!");
  1451. case BUILD:
  1452. performTypicalActions();
  1453. throw cannotFulfillGoalException("BUILD has been realized as much as possible.");
  1454. case INVALID:
  1455. throw cannotFulfillGoalException("I don't know how to fulfill this!");
  1456. default:
  1457. throw cannotFulfillGoalException("Unknown type of goal !");
  1458. }
  1459. }
  1460. const CGTownInstance * VCAI::findTownWithTavern() const
  1461. {
  1462. BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
  1463. if(vstd::contains(t->builtBuildings, EBuilding::TAVERN) && !t->visitingHero)
  1464. return t;
  1465. return NULL;
  1466. }
  1467. std::vector<const CGHeroInstance *> VCAI::getUnblockedHeroes() const
  1468. {
  1469. std::vector<const CGHeroInstance *> ret = cb->getHeroesInfo();
  1470. BOOST_FOREACH(auto h, lockedHeroes)
  1471. {
  1472. if (!h.second.invalid()) //we can use heroes without valid goal
  1473. remove_if_present(ret, h.first);
  1474. }
  1475. return ret;
  1476. }
  1477. const CGHeroInstance * VCAI::primaryHero() const
  1478. {
  1479. auto hs = cb->getHeroesInfo();
  1480. boost::sort(hs, compareHeroStrength);
  1481. if(hs.empty())
  1482. return NULL;
  1483. return hs.back();
  1484. }
  1485. void VCAI::endTurn()
  1486. {
  1487. tlog4 << "Player " << playerID << " ends turn\n";
  1488. if(!status.haveTurn())
  1489. {
  1490. tlog1 << "Not having turn at the end of turn???\n";
  1491. }
  1492. do
  1493. {
  1494. cb->endTurn();
  1495. } 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
  1496. tlog4 << "Player " << playerID << " ended turn\n";
  1497. }
  1498. void VCAI::striveToGoal(const CGoal &ultimateGoal)
  1499. {
  1500. if (ultimateGoal.invalid())
  1501. return;
  1502. while(1)
  1503. {
  1504. CGoal goal = ultimateGoal;
  1505. BNLOG("Striving to goal of type %s", goalName(ultimateGoal.goalType));
  1506. int maxGoals = 100; //preventing deadlock for mutually dependent goals
  1507. while(!goal.isElementar && maxGoals)
  1508. {
  1509. INDENT;
  1510. BNLOG("Considering goal %s", goalName(goal.goalType));
  1511. try
  1512. {
  1513. boost::this_thread::interruption_point();
  1514. goal = goal.whatToDoToAchieve();
  1515. --maxGoals;
  1516. }
  1517. catch(std::exception &e)
  1518. {
  1519. BNLOG("Goal %s decomposition failed: %s", goalName(goal.goalType) % e.what());
  1520. return;
  1521. }
  1522. }
  1523. try
  1524. {
  1525. boost::this_thread::interruption_point();
  1526. if (goal.hero) //lock this hero to fulfill ultimate goal
  1527. {
  1528. if (maxGoals)
  1529. {
  1530. //we shouldn't abandon high-level goal
  1531. setGoal (goal.hero, goal);
  1532. }
  1533. else
  1534. {
  1535. setGoal (goal.hero, INVALID); // we seemingly don't know what to do with hero
  1536. }
  1537. }
  1538. tryRealize(goal);
  1539. boost::this_thread::interruption_point();
  1540. }
  1541. catch(boost::thread_interrupted &e)
  1542. {
  1543. BNLOG("Player %d: Making turn thread received an interruption!", playerID);
  1544. throw; //rethrow, we want to truly end this thread
  1545. }
  1546. catch(goalFulfilledException &e)
  1547. {
  1548. if (maxGoals > 98) //completed goal was main goal
  1549. //TODO: find better condition
  1550. return;
  1551. }
  1552. catch(std::exception &e)
  1553. {
  1554. BNLOG("Failed to realize subgoal of type %s (greater goal type was %s), I will stop.", goalName(goal.goalType) % goalName(ultimateGoal.goalType));
  1555. BNLOG("The error message was: %s", e.what());
  1556. break;
  1557. }
  1558. }
  1559. }
  1560. void VCAI::performTypicalActions()
  1561. {
  1562. BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
  1563. {
  1564. BNLOG("Looking into %s", t->name);
  1565. buildStructure(t);
  1566. buildArmyIn(t);
  1567. if(!ai->primaryHero() ||
  1568. (t->getArmyStrength() > ai->primaryHero()->getArmyStrength() * 2 && !isAccessibleForHero(t->visitablePos(), ai->primaryHero())))
  1569. {
  1570. recruitHero(t);
  1571. buildArmyIn(t);
  1572. }
  1573. }
  1574. BOOST_FOREACH(const CGHeroInstance *h, getUnblockedHeroes())
  1575. {
  1576. BNLOG("Looking into %s, MP=%d", h->name.c_str() % h->movement);
  1577. INDENT;
  1578. makePossibleUpgrades(h);
  1579. cb->setSelection(h);
  1580. try
  1581. {
  1582. wander(h);
  1583. }
  1584. catch(std::exception &e)
  1585. {
  1586. BNLOG("Cannot use this hero anymore, received exception: %s", e.what());
  1587. continue;
  1588. }
  1589. }
  1590. }
  1591. void VCAI::buildArmyIn(const CGTownInstance * t)
  1592. {
  1593. makePossibleUpgrades(t->visitingHero);
  1594. makePossibleUpgrades(t);
  1595. recruitCreatures(t);
  1596. moveCreaturesToHero(t);
  1597. }
  1598. int3 VCAI::explorationBestNeighbour(int3 hpos, int radius, const CGHeroInstance * h)
  1599. {
  1600. TimeCheck tc("looking for best exploration neighbour");
  1601. std::map<int3, int> dstToRevealedTiles;
  1602. BOOST_FOREACH(crint3 dir, dirs)
  1603. if(cb->isInTheMap(hpos+dir))
  1604. dstToRevealedTiles[hpos + dir] = howManyTilesWillBeDiscovered(radius, hpos, dir) * isSafeToVisit(h, hpos + dir);
  1605. auto best = dstToRevealedTiles.begin();
  1606. best->second *= cb->getPathInfo(best->first)->reachable();
  1607. best->second *= cb->getPathInfo(best->first)->accessible == CGPathNode::ACCESSIBLE;
  1608. for(auto i = dstToRevealedTiles.begin(); i != dstToRevealedTiles.end(); i++)
  1609. {
  1610. const CGPathNode *pn = cb->getPathInfo(i->first);
  1611. //const TerrainTile *t = cb->getTile(i->first);
  1612. if(best->second < i->second && i->second && pn->reachable() && pn->accessible == CGPathNode::ACCESSIBLE)
  1613. best = i;
  1614. }
  1615. if(best->second)
  1616. return best->first;
  1617. throw cannotFulfillGoalException("No neighbour will bring new discoveries!");
  1618. }
  1619. int3 VCAI::explorationNewPoint(int radius, const CGHeroInstance * h, std::vector<std::vector<int3> > &tiles)
  1620. {
  1621. TimeCheck tc("looking for new exploration point");
  1622. tlog0 << "Looking for an another place for exploration...\n";
  1623. tiles.resize(radius);
  1624. foreach_tile_pos([&](const int3 &pos)
  1625. {
  1626. if(!cb->isVisible(pos))
  1627. tiles[0].push_back(pos);
  1628. });
  1629. for (int i = 1; i < radius; i++)
  1630. {
  1631. getVisibleNeighbours(tiles[i-1], tiles[i]);
  1632. removeDuplicates(tiles[i]);
  1633. BOOST_FOREACH(const int3 &tile, tiles[i])
  1634. {
  1635. if(cb->getPathInfo(tile)->reachable() && isSafeToVisit(h, tile) && howManyTilesWillBeDiscovered(tile, radius))
  1636. {
  1637. return tile;
  1638. }
  1639. }
  1640. }
  1641. throw cannotFulfillGoalException("No accessible tile will bring discoveries!");
  1642. }
  1643. TResources VCAI::estimateIncome() const
  1644. {
  1645. TResources ret;
  1646. BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
  1647. {
  1648. ret[Res::GOLD] += t->dailyIncome();
  1649. //TODO duplikuje newturn
  1650. if(t->hasBuilt(EBuilding::RESOURCE_SILO)) //there is resource silo
  1651. {
  1652. if(t->town->primaryRes == 127) //we'll give wood and ore
  1653. {
  1654. ret[Res::WOOD] ++;
  1655. ret[Res::ORE] ++;
  1656. }
  1657. else
  1658. {
  1659. ret[t->town->primaryRes] ++;
  1660. }
  1661. }
  1662. }
  1663. BOOST_FOREACH(const CGObjectInstance *obj, getFlaggedObjects())
  1664. {
  1665. if(obj->ID == Obj::MINE)
  1666. {
  1667. switch(obj->subID)
  1668. {
  1669. case Res::WOOD:
  1670. case Res::ORE:
  1671. ret[obj->subID] += WOOD_ORE_MINE_PRODUCTION;
  1672. break;
  1673. case Res::GOLD:
  1674. case 7: //abandoned mine -> also gold
  1675. ret[Res::GOLD] += GOLD_MINE_PRODUCTION;
  1676. break;
  1677. default:
  1678. ret[obj->subID] += RESOURCE_MINE_PRODUCTION;
  1679. break;
  1680. }
  1681. }
  1682. }
  1683. return ret;
  1684. }
  1685. bool VCAI::containsSavedRes(const TResources &cost) const
  1686. {
  1687. for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
  1688. {
  1689. if(saving[i] && cost[i])
  1690. return true;
  1691. }
  1692. return false;
  1693. }
  1694. void VCAI::recruitHero(const CGTownInstance * t)
  1695. {
  1696. BNLOG("Trying to recruit a hero in %s at %s", t->name % t->visitablePos())
  1697. cb->recruitHero(t, cb->getAvailableHeroes(t).front());
  1698. }
  1699. void VCAI::finish()
  1700. {
  1701. if(makingTurn)
  1702. makingTurn->interrupt();
  1703. }
  1704. void VCAI::requestActionASAP(boost::function<void()> whatToDo)
  1705. {
  1706. boost::barrier b(2);
  1707. boost::thread newThread([&b,this,whatToDo]()
  1708. {
  1709. setThreadName(-1, "VCAI::requestActionASAP::helper");
  1710. SET_GLOBAL_STATE(this);
  1711. boost::shared_lock<boost::shared_mutex> gsLock(cb->getGsMutex());
  1712. b.wait();
  1713. whatToDo();
  1714. });
  1715. b.wait();
  1716. }
  1717. AIStatus::AIStatus()
  1718. {
  1719. battle = NO_BATTLE;
  1720. remainingQueries = 0;
  1721. havingTurn = false;
  1722. }
  1723. AIStatus::~AIStatus()
  1724. {
  1725. }
  1726. void AIStatus::setBattle(BattleState BS)
  1727. {
  1728. boost::unique_lock<boost::mutex> lock(mx);
  1729. battle = BS;
  1730. cv.notify_all();
  1731. }
  1732. BattleState AIStatus::getBattle()
  1733. {
  1734. boost::unique_lock<boost::mutex> lock(mx);
  1735. return battle;
  1736. }
  1737. void AIStatus::addQueries(int val)
  1738. {
  1739. boost::unique_lock<boost::mutex> lock(mx);
  1740. remainingQueries += val;
  1741. BNLOG("Changing count of queries by %d, to a total of %d", val % remainingQueries);
  1742. assert(remainingQueries >= 0);
  1743. cv.notify_all();
  1744. }
  1745. void AIStatus::addQuery()
  1746. {
  1747. addQueries(1);
  1748. }
  1749. void AIStatus::removeQuery()
  1750. {
  1751. addQueries(-1);
  1752. }
  1753. int AIStatus::getQueriesCount()
  1754. {
  1755. boost::unique_lock<boost::mutex> lock(mx);
  1756. return remainingQueries;
  1757. }
  1758. void AIStatus::startedTurn()
  1759. {
  1760. boost::unique_lock<boost::mutex> lock(mx);
  1761. havingTurn = true;
  1762. cv.notify_all();
  1763. }
  1764. void AIStatus::madeTurn()
  1765. {
  1766. boost::unique_lock<boost::mutex> lock(mx);
  1767. havingTurn = false;
  1768. cv.notify_all();
  1769. }
  1770. void AIStatus::waitTillFree()
  1771. {
  1772. boost::unique_lock<boost::mutex> lock(mx);
  1773. while(battle != NO_BATTLE || remainingQueries)
  1774. cv.wait(lock);
  1775. }
  1776. bool AIStatus::haveTurn()
  1777. {
  1778. boost::unique_lock<boost::mutex> lock(mx);
  1779. return havingTurn;
  1780. }
  1781. int3 whereToExplore(const CGHeroInstance *h)
  1782. {
  1783. //TODO it's stupid and ineffective, write sth better
  1784. cb->setSelection(h);
  1785. int radius = h->getSightRadious();
  1786. int3 hpos = h->visitablePos();
  1787. //look for nearby objs -> visit them if they're close enouh
  1788. const int DIST_LIMIT = 3;
  1789. std::vector<const CGObjectInstance *> nearbyVisitableObjs;
  1790. BOOST_FOREACH(const CGObjectInstance *obj, ai->getPossibleDestinations(h))
  1791. {
  1792. int3 op = obj->visitablePos();
  1793. CGPath p;
  1794. cb->getPath2(op, p);
  1795. if(p.nodes.size() && p.endPos() == op && p.nodes.size() <= DIST_LIMIT)
  1796. nearbyVisitableObjs.push_back(obj);
  1797. }
  1798. boost::sort(nearbyVisitableObjs, isCloser);
  1799. if(nearbyVisitableObjs.size())
  1800. return nearbyVisitableObjs.back()->visitablePos();
  1801. try
  1802. {
  1803. return ai->explorationBestNeighbour(hpos, radius, h);
  1804. }
  1805. catch(cannotFulfillGoalException &e)
  1806. {
  1807. std::vector<std::vector<int3> > tiles; //tiles[distance_to_fow], metryka taksówkowa
  1808. try
  1809. {
  1810. return ai->explorationNewPoint(radius, h, tiles);
  1811. }
  1812. catch(cannotFulfillGoalException &e)
  1813. {
  1814. std::map<int, std::vector<int3> > profits;
  1815. {
  1816. TimeCheck tc("Evaluating exploration possibilities");
  1817. tiles[0].clear(); //we can't reach FoW anyway
  1818. BOOST_FOREACH(auto &vt, tiles)
  1819. BOOST_FOREACH(auto &tile, vt)
  1820. profits[howManyTilesWillBeDiscovered(tile, radius)].push_back(tile);
  1821. }
  1822. if(profits.empty())
  1823. throw cannotFulfillGoalException("Cannot explore - no possible ways found!");
  1824. auto bestDest = profits.end();
  1825. bestDest--;
  1826. return bestDest->second.front(); //TODO which is the real best tile?
  1827. }
  1828. }
  1829. }
  1830. TSubgoal CGoal::whatToDoToAchieve()
  1831. {
  1832. switch(goalType)
  1833. {
  1834. case WIN:
  1835. {
  1836. const CVictoryCondition &vc = cb->getMapHeader()->victoryCondition;
  1837. EVictoryConditionType::EVictoryConditionType cond = vc.condition;
  1838. if(!vc.appliesToAI)
  1839. {
  1840. //TODO deduce victory from human loss condition
  1841. cond = EVictoryConditionType::WINSTANDARD;
  1842. }
  1843. switch(cond)
  1844. {
  1845. case EVictoryConditionType::ARTIFACT:
  1846. return CGoal(GET_ART_TYPE).setaid(vc.ID);
  1847. case EVictoryConditionType::BEATHERO:
  1848. return CGoal(GET_OBJ).setobjid(vc.ID);
  1849. case EVictoryConditionType::BEATMONSTER:
  1850. return CGoal(GET_OBJ).setobjid(vc.ID);
  1851. case EVictoryConditionType::BUILDCITY:
  1852. //TODO build castle/capitol
  1853. break;
  1854. case EVictoryConditionType::BUILDGRAIL:
  1855. {
  1856. if(const CGHeroInstance *h = ai->getHeroWithGrail())
  1857. {
  1858. //hero is in a town that can host Grail
  1859. if(h->visitedTown && !vstd::contains(h->visitedTown->forbiddenBuildings, EBuilding::GRAIL))
  1860. {
  1861. const CGTownInstance *t = h->visitedTown;
  1862. return CGoal(BUILD_STRUCTURE).setbid(EBuilding::GRAIL).settown(t);
  1863. }
  1864. else
  1865. {
  1866. auto towns = cb->getTownsInfo();
  1867. towns.erase(boost::remove_if(towns,
  1868. [](const CGTownInstance *t) -> bool
  1869. {
  1870. return vstd::contains(t->forbiddenBuildings, EBuilding::GRAIL);
  1871. }),
  1872. towns.end());
  1873. boost::sort(towns, isCloser);
  1874. if(towns.size())
  1875. {
  1876. return CGoal(VISIT_TILE).sethero(h).settile(towns.front()->visitablePos());
  1877. }
  1878. }
  1879. }
  1880. double ratio = 0;
  1881. int3 grailPos = cb->getGrailPos(ratio);
  1882. if(ratio > 0.99)
  1883. {
  1884. return CGoal(DIG_AT_TILE).settile(grailPos);
  1885. }
  1886. else if(const CGObjectInstance * obj = ai->getUnvisitedObj(objWithID<Obj::OBELISK>)) //there are unvisited Obelisks
  1887. {
  1888. return CGoal(GET_OBJ).setobjid(obj->id);
  1889. }
  1890. else
  1891. return CGoal(EXPLORE);
  1892. }
  1893. break;
  1894. case EVictoryConditionType::CAPTURECITY:
  1895. return CGoal(GET_OBJ).setobjid(vc.ID);
  1896. case EVictoryConditionType::GATHERRESOURCE:
  1897. return CGoal(COLLECT_RES).setresID(vc.ID).setvalue(vc.count);
  1898. //TODO mines? piles? marketplace?
  1899. //save?
  1900. break;
  1901. case EVictoryConditionType::GATHERTROOP:
  1902. break;
  1903. case EVictoryConditionType::TAKEDWELLINGS:
  1904. break;
  1905. case EVictoryConditionType::TAKEMINES:
  1906. break;
  1907. case EVictoryConditionType::TRANSPORTITEM:
  1908. break;
  1909. case EVictoryConditionType::WINSTANDARD:
  1910. return CGoal(CONQUER);
  1911. default:
  1912. assert(0);
  1913. }
  1914. }
  1915. break;
  1916. case GET_OBJ:
  1917. {
  1918. const CGObjectInstance * obj = cb->getObj(objid);
  1919. if(!obj)
  1920. return CGoal(EXPLORE);
  1921. int3 pos = cb->getObj(objid)->visitablePos();
  1922. return CGoal(VISIT_TILE).settile(pos);
  1923. }
  1924. break;
  1925. case GET_ART_TYPE:
  1926. {
  1927. const CGObjectInstance *artInst = ai->lookForArt(aid);
  1928. if(!artInst)
  1929. {
  1930. TSubgoal alternativeWay = CGoal::lookForArtSmart(aid);
  1931. if(alternativeWay.invalid())
  1932. return CGoal(EXPLORE);
  1933. else
  1934. return alternativeWay;
  1935. }
  1936. else
  1937. return CGoal(GET_OBJ).setobjid(artInst->id);
  1938. }
  1939. break;
  1940. case CLEAR_WAY_TO:
  1941. {
  1942. assert(tile.x >= 0); //set tile
  1943. if(!cb->isVisible(tile))
  1944. {
  1945. tlog1 << "Clear way should be used with visible tiles!\n";
  1946. return CGoal(EXPLORE);
  1947. }
  1948. const CGHeroInstance *h = hero ? hero : ai->primaryHero();
  1949. if(!h)
  1950. return CGoal(RECRUIT_HERO);
  1951. cb->setSelection(h);
  1952. SectorMap sm;
  1953. bool dropToFile = false;
  1954. if(dropToFile) //for debug purposes
  1955. sm.write("test.txt");
  1956. int3 tileToHit = sm.firstTileToGet(h, tile);
  1957. //if(isSafeToVisit(h, tileToHit))
  1958. if(isBlockedBorderGate(tileToHit))
  1959. throw cannotFulfillGoalException("There's blocked border gate!");
  1960. if(tileToHit == tile)
  1961. {
  1962. tlog1 << boost::format("Very strange, tile to hit is %s and tile is also %s, while hero %s is at %s\n")
  1963. % tileToHit % tile % h->name % h->visitablePos();
  1964. throw cannotFulfillGoalException("Retreiving first tile to hit failed (probably)!");
  1965. }
  1966. return CGoal(VISIT_TILE).settile(tileToHit).sethero(h);
  1967. //TODO czy istnieje lepsza droga?
  1968. }
  1969. throw cannotFulfillGoalException("Cannot reach given tile!");
  1970. //return CGoal(EXPLORE); // TODO improve
  1971. case EXPLORE:
  1972. {
  1973. auto hs = cb->getHeroesInfo();
  1974. int howManyHeroes = hs.size();
  1975. erase(hs, [](const CGHeroInstance *h)
  1976. {
  1977. return contains(ai->lockedHeroes, h);
  1978. });
  1979. if(hs.empty()) //all heroes are busy. buy new one
  1980. {
  1981. if (howManyHeroes < 3 && ai->findTownWithTavern()) //we may want to recruit second hero. TODO: make it smart finally
  1982. return CGoal(RECRUIT_HERO);
  1983. else //find mobile hero with weakest army
  1984. {
  1985. hs = cb->getHeroesInfo();
  1986. erase_if(hs, [](const CGHeroInstance *h)
  1987. {
  1988. return !h->movement; //only hero with movement are of interest for us
  1989. });
  1990. if (hs.empty())
  1991. {
  1992. if (howManyHeroes < GameConstants::MAX_HEROES_PER_PLAYER)
  1993. return CGoal(RECRUIT_HERO);
  1994. else
  1995. throw cannotFulfillGoalException("No heroes with remaining MPs for exploring!\n");
  1996. }
  1997. boost::sort(hs, compareHeroStrength);
  1998. }
  1999. }
  2000. const CGHeroInstance *h = hs.front();
  2001. CGoal ret(VISIT_TILE);
  2002. ret.sethero(h);
  2003. //throw goalFulfilledException("Found hero for exploration"); // FIXME: prevent all teh heroes to try explore same place
  2004. return ret.settile(whereToExplore(h));
  2005. }
  2006. I_AM_ELEMENTAR;
  2007. case RECRUIT_HERO:
  2008. {
  2009. const CGTownInstance *t = ai->findTownWithTavern();
  2010. if(!t)
  2011. return CGoal(BUILD_STRUCTURE).setbid(EBuilding::TAVERN);
  2012. if(cb->getResourceAmount(Res::GOLD) < HERO_GOLD_COST)
  2013. return CGoal(COLLECT_RES).setresID(Res::GOLD).setvalue(HERO_GOLD_COST);
  2014. I_AM_ELEMENTAR;
  2015. }
  2016. break;
  2017. case VISIT_TILE:
  2018. {
  2019. if(!cb->isVisible(tile))
  2020. return CGoal(EXPLORE);
  2021. if(hero && !ai->isAccessibleForHero(tile, hero))
  2022. hero = NULL;
  2023. if(!hero)
  2024. {
  2025. if(cb->getHeroesInfo().empty())
  2026. {
  2027. return CGoal(RECRUIT_HERO);
  2028. }
  2029. BOOST_FOREACH(const CGHeroInstance *h, cb->getHeroesInfo())
  2030. {
  2031. if(ai->isAccessibleForHero(tile, h))
  2032. {
  2033. hero = h;
  2034. break;
  2035. }
  2036. }
  2037. }
  2038. if(hero)
  2039. {
  2040. if(isSafeToVisit(hero, tile))
  2041. return CGoal(*this).setisElementar(true);
  2042. else
  2043. {
  2044. return CGoal(GATHER_ARMY).sethero(hero);
  2045. }
  2046. }
  2047. else //inaccessible for all heroes
  2048. {
  2049. return CGoal(CLEAR_WAY_TO).settile(tile);
  2050. }
  2051. }
  2052. break;
  2053. case DIG_AT_TILE:
  2054. {
  2055. const CGObjectInstance *firstObj = frontOrNull(cb->getVisitableObjs(tile));
  2056. if(firstObj && firstObj->ID == GameConstants::HEROI_TYPE && firstObj->tempOwner == ai->playerID) //we have hero at dest
  2057. {
  2058. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance *>(firstObj);
  2059. return CGoal(*this).sethero(h).setisElementar(true);
  2060. }
  2061. return CGoal(VISIT_TILE).settile(tile);
  2062. }
  2063. break;
  2064. case BUILD_STRUCTURE:
  2065. //TODO check res
  2066. //look for town
  2067. //prerequisites?
  2068. I_AM_ELEMENTAR;
  2069. case COLLECT_RES:
  2070. {
  2071. std::vector<const IMarket*> markets;
  2072. std::vector<const CGObjectInstance*> visObjs;
  2073. ai->retreiveVisitableObjs(visObjs, true);
  2074. BOOST_FOREACH(const CGObjectInstance *obj, visObjs)
  2075. {
  2076. if(const IMarket *m = IMarket::castFrom(obj, false))
  2077. {
  2078. if(obj->ID == GameConstants::TOWNI_TYPE && obj->tempOwner == ai->playerID && m->allowsTrade(EMarketMode::RESOURCE_RESOURCE))
  2079. markets.push_back(m);
  2080. else if(obj->ID == Obj::TRADING_POST) //TODO a moze po prostu test na pozwalanie handlu?
  2081. markets.push_back(m);
  2082. }
  2083. }
  2084. boost::sort(markets, [](const IMarket *m1, const IMarket *m2) -> bool
  2085. {
  2086. return m1->getMarketEfficiency() < m2->getMarketEfficiency();
  2087. });
  2088. markets.erase(boost::remove_if(markets, [](const IMarket *market) -> bool
  2089. {
  2090. return !(market->o->ID == GameConstants::TOWNI_TYPE && market->o->tempOwner == ai->playerID)
  2091. && !ai->isAccessible(market->o->visitablePos());
  2092. }),markets.end());
  2093. if(!markets.size())
  2094. {
  2095. BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
  2096. {
  2097. if(cb->canBuildStructure(t, EBuilding::MARKETPLACE) == EBuildingState::ALLOWED)
  2098. return CGoal(BUILD_STRUCTURE).settown(t).setbid(EBuilding::MARKETPLACE);
  2099. }
  2100. }
  2101. else
  2102. {
  2103. const IMarket *m = markets.back();
  2104. //attempt trade at back (best prices)
  2105. int howManyCanWeBuy = 0;
  2106. for(int i = 0; i < ACTUAL_RESOURCE_COUNT; i++)
  2107. {
  2108. if(i == resID) continue;
  2109. int toGive = -1, toReceive = -1;
  2110. m->getOffer(i, resID, toGive, toReceive, EMarketMode::RESOURCE_RESOURCE);
  2111. assert(toGive > 0 && toReceive > 0);
  2112. howManyCanWeBuy += toReceive * (cb->getResourceAmount(i) / toGive);
  2113. }
  2114. if(howManyCanWeBuy + cb->getResourceAmount(resID) >= value)
  2115. {
  2116. auto backObj = backOrNull(cb->getVisitableObjs(m->o->visitablePos())); //it'll be a hero if we have one there; otherwise marketplace
  2117. assert(backObj);
  2118. if(backObj->tempOwner != ai->playerID)
  2119. return CGoal(GET_OBJ).setobjid(m->o->id);
  2120. return setobjid(m->o->id).setisElementar(true);
  2121. }
  2122. }
  2123. }
  2124. return CGoal(INVALID);
  2125. case CONQUER: //TODO: put it into a function?
  2126. {
  2127. auto hs = cb->getHeroesInfo();
  2128. int howManyHeroes = hs.size();
  2129. erase(hs, [](const CGHeroInstance *h)
  2130. {
  2131. return contains(ai->lockedHeroes, h);
  2132. });
  2133. if(hs.empty()) //all heroes are busy. buy new one
  2134. {
  2135. if (howManyHeroes < 3 && ai->findTownWithTavern()) //we may want to recruit second hero. TODO: make it smart finally
  2136. return CGoal(RECRUIT_HERO);
  2137. else //find mobile hero with weakest army
  2138. {
  2139. hs = cb->getHeroesInfo();
  2140. erase_if(hs, [](const CGHeroInstance *h)
  2141. {
  2142. return !h->movement; //only hero with movement are of interest for us
  2143. });
  2144. if (hs.empty())
  2145. {
  2146. if (howManyHeroes < GameConstants::MAX_HEROES_PER_PLAYER)
  2147. return CGoal(RECRUIT_HERO);
  2148. else
  2149. throw cannotFulfillGoalException("No heroes with remaining MPs for exploring!\n");
  2150. }
  2151. boost::sort(hs, compareHeroStrength);
  2152. }
  2153. }
  2154. const CGHeroInstance *h = hs.back();
  2155. cb->setSelection(h);
  2156. std::vector<const CGObjectInstance *> objs; //here we'll gather enemy towns and heroes
  2157. ai->retreiveVisitableObjs(objs);
  2158. erase_if(objs, [&](const CGObjectInstance *obj)
  2159. {
  2160. return (obj->ID != GameConstants::TOWNI_TYPE && obj->ID != GameConstants::HEROI_TYPE) //not town/hero
  2161. || cb->getPlayerRelations(ai->playerID, obj->tempOwner) != 0; //not enemy
  2162. });
  2163. if(objs.empty())
  2164. return CGoal(EXPLORE); //we need to find an enemy
  2165. erase_if(objs, [&](const CGObjectInstance *obj)
  2166. {
  2167. return !isSafeToVisit(h, obj->visitablePos());
  2168. });
  2169. if(objs.empty())
  2170. I_AM_ELEMENTAR;
  2171. boost::sort(objs, isCloser);
  2172. BOOST_FOREACH(const CGObjectInstance *obj, objs)
  2173. {
  2174. if(ai->isAccessibleForHero(obj->visitablePos(), h))
  2175. return CGoal(VISIT_TILE).sethero(h).settile(obj->visitablePos());
  2176. }
  2177. return CGoal(EXPLORE); //enemy is inaccessible
  2178. }
  2179. break;
  2180. case BUILD:
  2181. I_AM_ELEMENTAR;
  2182. case INVALID:
  2183. I_AM_ELEMENTAR;
  2184. case GATHER_ARMY:
  2185. {
  2186. const CGHeroInstance *h = hero;
  2187. auto compareReinforcements = [h](const CGTownInstance *lhs, const CGTownInstance *rhs) -> bool
  2188. {
  2189. return howManyReinforcementsCanGet(h, lhs) < howManyReinforcementsCanGet(h, rhs);
  2190. };
  2191. std::vector<const CGTownInstance *> townsReachable;
  2192. BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
  2193. {
  2194. if(!t->visitingHero && howManyReinforcementsCanGet(h,t))
  2195. {
  2196. if(isReachable(t))
  2197. townsReachable.push_back(t);
  2198. }
  2199. }
  2200. if(townsReachable.size()) //try towns first
  2201. {
  2202. boost::sort(townsReachable, compareReinforcements);
  2203. return CGoal(VISIT_TILE).sethero(hero).settile(townsReachable.back()->visitablePos());
  2204. }
  2205. else
  2206. {
  2207. std::vector<const CGObjectInstance *> objs; //here we'll gather all dwellings
  2208. ai->retreiveVisitableObjs(objs);
  2209. erase_if(objs, [&](const CGObjectInstance *obj)
  2210. {
  2211. return (obj->ID != Obj::CREATURE_GENERATOR1); //not town/ dwelling
  2212. });
  2213. if(objs.empty()) //no possible objects, we did eveyrthing already
  2214. return CGoal(EXPLORE).sethero(hero);
  2215. //TODO: check if we can recruit any creatures there, evaluate army
  2216. boost::sort(objs, isCloser);
  2217. BOOST_FOREACH(const CGObjectInstance *obj, objs)
  2218. { //find safe dwelling
  2219. if (isSafeToVisit(hero, obj->visitablePos())) //TODO: make use of multiple heroes
  2220. return CGoal(VISIT_TILE).sethero(hero).settile(obj->visitablePos());
  2221. }
  2222. }
  2223. return CGoal(EXPLORE); //find dwelling
  2224. }
  2225. break;
  2226. default:
  2227. assert(0);
  2228. }
  2229. return CGoal(EXPLORE);
  2230. }
  2231. TSubgoal CGoal::goVisitOrLookFor(const CGObjectInstance *obj)
  2232. {
  2233. if(obj)
  2234. return CGoal(GET_OBJ).setobjid(obj->id);
  2235. else
  2236. return CGoal(EXPLORE);
  2237. }
  2238. TSubgoal CGoal::lookForArtSmart(int aid)
  2239. {
  2240. return CGoal(INVALID);
  2241. }
  2242. bool CGoal::invalid() const
  2243. {
  2244. return goalType == INVALID;
  2245. }
  2246. bool CGoal::isBlockedBorderGate(int3 tileToHit)
  2247. {
  2248. return cb->getTile(tileToHit)->topVisitableID() == Obj::BORDER_GATE
  2249. && cb->getPathInfo(tileToHit)->accessible != CGPathNode::ACCESSIBLE;
  2250. }
  2251. SectorMap::SectorMap()
  2252. {
  2253. // int3 sizes = cb->getMapSize();
  2254. // sector.resize(sizes.x);
  2255. // BOOST_FOREACH(auto &i, sector)
  2256. // i.resize(sizes.y);
  2257. //
  2258. // BOOST_FOREACH(auto &i, sector)
  2259. // BOOST_FOREACH(auto &j, i)
  2260. // j.resize(sizes.z, 0);
  2261. update();
  2262. }
  2263. bool markIfBlocked(ui8 &sec, crint3 pos, const TerrainTile *t)
  2264. {
  2265. if(t->blocked && !t->visitable)
  2266. {
  2267. sec = NOT_AVAILABLE;
  2268. return true;
  2269. }
  2270. return false;
  2271. }
  2272. bool markIfBlocked(ui8 &sec, crint3 pos)
  2273. {
  2274. return markIfBlocked(sec, pos, cb->getTile(pos));
  2275. }
  2276. void SectorMap::update()
  2277. {
  2278. clear();
  2279. int curSector = 3; //0 is invisible, 1 is not explored
  2280. foreach_tile_pos([&](crint3 pos)
  2281. {
  2282. if(retreiveTile(pos) == NOT_CHECKED)
  2283. {
  2284. if(!markIfBlocked(retreiveTile(pos), pos))
  2285. exploreNewSector(pos, curSector++);
  2286. }
  2287. });
  2288. valid = true;
  2289. }
  2290. void SectorMap::clear()
  2291. {
  2292. sector = cb->getVisibilityMap();
  2293. valid = false;
  2294. }
  2295. bool canBeEmbarkmentPoint(const TerrainTile *t)
  2296. {
  2297. //tile must be free of with unoccupied boat
  2298. return !t->blocked
  2299. || (t->visitableObjects.size() == 1 && t->topVisitableID() == Obj::BOAT);
  2300. }
  2301. void SectorMap::exploreNewSector(crint3 pos, int num)
  2302. {
  2303. Sector &s = infoOnSectors[num];
  2304. s.id = num;
  2305. s.water = cb->getTile(pos)->isWater();
  2306. std::queue<int3> toVisit;
  2307. toVisit.push(pos);
  2308. while(toVisit.size())
  2309. {
  2310. int3 curPos = toVisit.front();
  2311. toVisit.pop();
  2312. ui8 &sec = retreiveTile(curPos);
  2313. if(sec == NOT_CHECKED)
  2314. {
  2315. const TerrainTile *t = cb->getTile(curPos);
  2316. if(!markIfBlocked(sec, curPos, t))
  2317. {
  2318. if(t->isWater() == s.water) //sector is only-water or only-land
  2319. {
  2320. sec = num;
  2321. s.tiles.push_back(curPos);
  2322. foreach_neighbour(curPos, [&](crint3 neighPos)
  2323. {
  2324. if(retreiveTile(neighPos) == NOT_CHECKED)
  2325. {
  2326. toVisit.push(neighPos);
  2327. //parent[neighPos] = curPos;
  2328. }
  2329. const TerrainTile *nt = cb->getTile(neighPos, false);
  2330. if(nt && nt->isWater() != s.water && canBeEmbarkmentPoint(nt))
  2331. {
  2332. s.embarkmentPoints.push_back(neighPos);
  2333. }
  2334. });
  2335. if(t->visitable && vstd::contains(ai->knownSubterraneanGates, t->visitableObjects.front()))
  2336. toVisit.push(ai->knownSubterraneanGates[t->visitableObjects.front()]->pos);
  2337. }
  2338. }
  2339. }
  2340. }
  2341. removeDuplicates(s.embarkmentPoints);
  2342. }
  2343. void SectorMap::write(crstring fname)
  2344. {
  2345. std::ofstream out(fname);
  2346. for(int k = 0; k < cb->getMapSize().z; k++)
  2347. {
  2348. for(int j = 0; j < cb->getMapSize().y; j++)
  2349. {
  2350. for(int i = 0; i < cb->getMapSize().x; i++)
  2351. {
  2352. out << (int)sector[i][j][k] << '\t';
  2353. }
  2354. out << std::endl;
  2355. }
  2356. out << std::endl;
  2357. }
  2358. }
  2359. bool isWeeklyRevisitable (const CGObjectInstance * obj)
  2360. { //TODO: allow polling of remaining creatures in dwelling
  2361. if (dynamic_cast<const CGVisitableOPW *>(obj) || //ensures future compatibility, unlike IDs
  2362. dynamic_cast<const CGDwelling *>(obj) ||
  2363. dynamic_cast<const CBank *>(obj)) //banks tend to respawn often in mods
  2364. return true;
  2365. switch (obj->ID)
  2366. {
  2367. case Obj::STABLES: //any other potential visitable objects?
  2368. return true;
  2369. }
  2370. return false;
  2371. }
  2372. bool shouldVisit (const CGHeroInstance * h, const CGObjectInstance * obj)
  2373. {
  2374. switch (obj->ID)
  2375. {
  2376. case Obj::CREATURE_GENERATOR1:
  2377. {
  2378. if (obj->tempOwner != h->tempOwner)
  2379. return true; //flag just in case
  2380. bool canRecruitCreatures = false;
  2381. const CGDwelling * d = dynamic_cast<const CGDwelling *>(obj);
  2382. BOOST_FOREACH(auto level, d->creatures)
  2383. {
  2384. BOOST_FOREACH(auto c, level.second)
  2385. {
  2386. if (h->getSlotFor(c) != -1)
  2387. canRecruitCreatures = true;
  2388. }
  2389. }
  2390. return canRecruitCreatures;
  2391. }
  2392. case Obj::MONOLITH1:
  2393. case Obj::MONOLITH2:
  2394. case Obj::MONOLITH3:
  2395. case Obj::WHIRLPOOL:
  2396. //TODO: mehcanism for handling monoliths
  2397. return false;
  2398. case Obj::SCHOOL_OF_MAGIC:
  2399. case Obj::SCHOOL_OF_WAR:
  2400. {
  2401. TResources myRes = ai->myCb->getResourceAmount();
  2402. if (myRes[Res::GOLD] - GOLD_RESERVE < 1000)
  2403. return false;
  2404. }
  2405. break;
  2406. case Obj::LIBRARY_OF_ENLIGHTENMENT:
  2407. if (h->level < 12)
  2408. return false;
  2409. case Obj::TREE_OF_KNOWLEDGE:
  2410. {
  2411. TResources myRes = ai->myCb->getResourceAmount();
  2412. if (myRes[Res::GOLD] - GOLD_RESERVE < 2000 || myRes[Res::GEMS] < 10)
  2413. return false;
  2414. }
  2415. break;
  2416. }
  2417. if (obj->wasVisited(h))
  2418. return false;
  2419. return true;
  2420. }
  2421. int3 SectorMap::firstTileToGet(const CGHeroInstance *h, crint3 dst)
  2422. {
  2423. int sourceSector = retreiveTile(h->visitablePos()),
  2424. destinationSector = retreiveTile(dst);
  2425. if(sourceSector != destinationSector)
  2426. {
  2427. const Sector *src = &infoOnSectors[sourceSector],
  2428. *dst = &infoOnSectors[destinationSector];
  2429. std::map<const Sector*, const Sector*> preds;
  2430. std::queue<const Sector *> sq;
  2431. sq.push(src);
  2432. while(!sq.empty())
  2433. {
  2434. const Sector *s = sq.front();
  2435. sq.pop();
  2436. BOOST_FOREACH(int3 ep, s->embarkmentPoints)
  2437. {
  2438. Sector *neigh = &infoOnSectors[retreiveTile(ep)];
  2439. //preds[s].push_back(neigh);
  2440. if(!preds[neigh])
  2441. {
  2442. preds[neigh] = s;
  2443. sq.push(neigh);
  2444. }
  2445. }
  2446. //TODO consider other types of connections between sectors?
  2447. }
  2448. if(!preds[dst])
  2449. {
  2450. write("test.txt");
  2451. throw cannotFulfillGoalException(str(format("Cannot found connection between sectors %d and %d") % src->id % dst->id));
  2452. }
  2453. std::vector<const Sector*> toTraverse;
  2454. toTraverse.push_back(dst);
  2455. while(toTraverse.back() != src)
  2456. {
  2457. toTraverse.push_back(preds[toTraverse.back()]);
  2458. }
  2459. if(preds[dst])
  2460. {
  2461. const Sector *sectorToReach = toTraverse.at(toTraverse.size() - 2);
  2462. if(!src->water && sectorToReach->water) //embark
  2463. {
  2464. //embark on ship -> look for an EP with a boat
  2465. auto firstEP = boost::find_if(src->embarkmentPoints, [=](crint3 pos) -> bool
  2466. {
  2467. const TerrainTile *t = cb->getTile(pos);
  2468. return t && t->visitableObjects.size() == 1 && t->topVisitableID() == Obj::BOAT
  2469. && retreiveTile(pos) == sectorToReach->id;
  2470. });
  2471. if(firstEP != src->embarkmentPoints.end())
  2472. {
  2473. return *firstEP;
  2474. }
  2475. else
  2476. {
  2477. //we need to find a shipyard with an access to the desired sector's EP
  2478. //TODO what about Summon Boat spell?
  2479. std::vector<const IShipyard *> shipyards;
  2480. BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
  2481. {
  2482. if(t->hasBuilt(EBuilding::SHIPYARD))
  2483. shipyards.push_back(t);
  2484. }
  2485. std::vector<const CGObjectInstance*> visObjs;
  2486. ai->retreiveVisitableObjs(visObjs, true);
  2487. BOOST_FOREACH(const CGObjectInstance *obj, visObjs)
  2488. {
  2489. if(obj->ID != GameConstants::TOWNI_TYPE) //towns were handled in the previous loop
  2490. if(const IShipyard *shipyard = IShipyard::castFrom(obj))
  2491. shipyards.push_back(shipyard);
  2492. }
  2493. shipyards.erase(boost::remove_if(shipyards, [=](const IShipyard *shipyard) -> bool
  2494. {
  2495. return shipyard->state() != 0 || retreiveTile(shipyard->bestLocation()) != sectorToReach->id;
  2496. }),shipyards.end());
  2497. if(!shipyards.size())
  2498. {
  2499. //TODO consider possibility of building shipyard in a town
  2500. throw cannotFulfillGoalException("There is no known shipyard!");
  2501. }
  2502. //we have only shipyards that possibly can build ships onto the appropriate EP
  2503. auto ownedGoodShipyard = boost::find_if(shipyards, [](const IShipyard *s) -> bool
  2504. {
  2505. return s->o->tempOwner == ai->playerID;
  2506. });
  2507. if(ownedGoodShipyard != shipyards.end())
  2508. {
  2509. const IShipyard *s = *ownedGoodShipyard;
  2510. TResources shipCost;
  2511. s->getBoatCost(shipCost);
  2512. if(cb->getResourceAmount().canAfford(shipCost))
  2513. {
  2514. int3 ret = s->bestLocation();
  2515. cb->buildBoat(s);
  2516. return ret;
  2517. }
  2518. else
  2519. {
  2520. //TODO gather res
  2521. throw cannotFulfillGoalException("Not enough resources to build a boat");
  2522. }
  2523. }
  2524. else
  2525. {
  2526. //TODO pick best shipyard to take over
  2527. return shipyards.front()->o->pos;
  2528. }
  2529. }
  2530. }
  2531. else if(src->water && !sectorToReach->water)
  2532. {
  2533. //TODO
  2534. //disembark
  2535. }
  2536. else
  2537. {
  2538. //TODO
  2539. //transition between two land/water sectors. Monolith? Whirlpool? ...
  2540. throw cannotFulfillGoalException("Land-land and water-water inter-sector transitions are not implemented!");
  2541. }
  2542. }
  2543. else
  2544. {
  2545. throw cannotFulfillGoalException("Inter-sector route detection failed: not connected sectors?");
  2546. }
  2547. }
  2548. else
  2549. {
  2550. makeParentBFS(h->visitablePos());
  2551. int3 curtile = dst;
  2552. while(curtile != h->visitablePos())
  2553. {
  2554. if(cb->getPathInfo(curtile)->reachable())
  2555. {
  2556. return curtile;
  2557. }
  2558. else
  2559. {
  2560. auto i = parent.find(curtile);
  2561. if(i != parent.end())
  2562. {
  2563. assert(curtile != i->second);
  2564. curtile = i->second;
  2565. }
  2566. else
  2567. throw cannotFulfillGoalException("Unreachable tile in sector? Should not happen!");
  2568. }
  2569. }
  2570. }
  2571. throw cannotFulfillGoalException("Impossible happened.");
  2572. }
  2573. void SectorMap::makeParentBFS(crint3 source)
  2574. {
  2575. parent.clear();
  2576. int mySector = retreiveTile(source);
  2577. std::queue<int3> toVisit;
  2578. toVisit.push(source);
  2579. while(toVisit.size())
  2580. {
  2581. int3 curPos = toVisit.front();
  2582. toVisit.pop();
  2583. ui8 &sec = retreiveTile(curPos);
  2584. assert(sec == mySector); //consider only tiles from the same sector
  2585. //const TerrainTile *t = cb->getTile(curPos);
  2586. foreach_neighbour(curPos, [&](crint3 neighPos)
  2587. {
  2588. if(retreiveTile(neighPos) == mySector && !vstd::contains(parent, neighPos))
  2589. {
  2590. toVisit.push(neighPos);
  2591. parent[neighPos] = curPos;
  2592. }
  2593. });
  2594. }
  2595. }
  2596. unsigned char & SectorMap::retreiveTile(crint3 pos)
  2597. {
  2598. return retreiveTileN(sector, pos);
  2599. }
  2600. const CGObjectInstance * ObjectIdRef::operator->() const
  2601. {
  2602. return cb->getObj(id, false);
  2603. }
  2604. ObjectIdRef::operator const CGObjectInstance*() const
  2605. {
  2606. return cb->getObj(id, false);
  2607. }
  2608. ObjectIdRef::ObjectIdRef(int _id) : id(_id)
  2609. {
  2610. }
  2611. ObjectIdRef::ObjectIdRef(const CGObjectInstance *obj) : id(obj->id)
  2612. {
  2613. }
  2614. bool ObjectIdRef::operator<(const ObjectIdRef &rhs) const
  2615. {
  2616. return id < rhs.id;
  2617. }