VCAI.cpp 99 KB

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  1. #include "StdInc.h"
  2. #include "VCAI.h"
  3. #include "Fuzzy.h"
  4. #include "../../lib/UnlockGuard.h"
  5. #include "../../lib/mapObjects/MapObjects.h"
  6. #include "../../lib/CConfigHandler.h"
  7. #include "../../lib/CHeroHandler.h"
  8. #include "../../lib/CModHandler.h"
  9. #include "../../lib/CGameState.h"
  10. #include "../../lib/NetPacks.h"
  11. /*
  12. * VCAI.cpp, 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. //one thread may be turn of AI and another will be handling a side effect for AI2
  25. boost::thread_specific_ptr<CCallback> cb;
  26. boost::thread_specific_ptr<VCAI> ai;
  27. //std::map<int, std::map<int, int> > HeroView::infosCount;
  28. //helper RAII to manage global ai/cb ptrs
  29. struct SetGlobalState
  30. {
  31. SetGlobalState(VCAI * AI)
  32. {
  33. assert(!ai.get());
  34. assert(!cb.get());
  35. ai.reset(AI);
  36. cb.reset(AI->myCb.get());
  37. }
  38. ~SetGlobalState()
  39. {
  40. ai.release();
  41. cb.release();
  42. }
  43. };
  44. #define SET_GLOBAL_STATE(ai) SetGlobalState _hlpSetState(ai);
  45. #define NET_EVENT_HANDLER SET_GLOBAL_STATE(this)
  46. #define MAKING_TURN SET_GLOBAL_STATE(this)
  47. unsigned char &retreiveTileN(std::vector< std::vector< std::vector<unsigned char> > > &vectors, const int3 &pos)
  48. {
  49. return vectors[pos.x][pos.y][pos.z];
  50. }
  51. const unsigned char &retreiveTileN(const std::vector< std::vector< std::vector<unsigned char> > > &vectors, const int3 &pos)
  52. {
  53. return vectors[pos.x][pos.y][pos.z];
  54. }
  55. void foreach_tile(std::vector< std::vector< std::vector<unsigned char> > > &vectors, std::function<void(unsigned char &in)> foo)
  56. {
  57. for(auto & vector : vectors)
  58. for(auto j = vector.begin(); j != vector.end(); j++)
  59. for(auto & elem : *j)
  60. foo(elem);
  61. }
  62. struct ObjInfo
  63. {
  64. int3 pos;
  65. std::string name;
  66. ObjInfo(){}
  67. ObjInfo(const CGObjectInstance *obj):
  68. pos(obj->pos),
  69. name(obj->getObjectName())
  70. {
  71. }
  72. };
  73. std::map<const CGObjectInstance *, ObjInfo> helperObjInfo;
  74. VCAI::VCAI(void)
  75. {
  76. LOG_TRACE(logAi);
  77. makingTurn = nullptr;
  78. destinationTeleport = ObjectInstanceID();
  79. destinationTeleportPos = int3(-1);
  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. auto hero = cb->getHero(details.id);
  96. cachedSectorMaps.clear();
  97. const int3 from = CGHeroInstance::convertPosition(details.start, false),
  98. to = CGHeroInstance::convertPosition(details.end, false);
  99. const CGObjectInstance *o1 = vstd::frontOrNull(cb->getVisitableObjs(from)),
  100. *o2 = vstd::frontOrNull(cb->getVisitableObjs(to));
  101. if(details.result == TryMoveHero::TELEPORTATION)
  102. {
  103. auto t1 = dynamic_cast<const CGTeleport *>(o1);
  104. auto t2 = dynamic_cast<const CGTeleport *>(o2);
  105. if(t1 && t2)
  106. {
  107. if(cb->isTeleportChannelBidirectional(t1->channel))
  108. {
  109. 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
  110. {
  111. knownSubterraneanGates[o1] = o2;
  112. knownSubterraneanGates[o2] = o1;
  113. logAi->debug("Found a pair of subterranean gates between %s and %s!", from(), to());
  114. }
  115. }
  116. }
  117. }
  118. else if(details.result == TryMoveHero::EMBARK && hero)
  119. {
  120. //make sure AI not attempt to visit used boat
  121. validateObject(hero->boat);
  122. }
  123. else if(details.result == TryMoveHero::DISEMBARK && o1)
  124. {
  125. auto boat = dynamic_cast<const CGBoat *>(o1);
  126. if(boat)
  127. addVisitableObj(boat);
  128. }
  129. }
  130. void VCAI::stackChagedCount(const StackLocation &location, const TQuantity &change, bool isAbsolute)
  131. {
  132. LOG_TRACE_PARAMS(logAi, "isAbsolute '%i'", isAbsolute);
  133. NET_EVENT_HANDLER;
  134. }
  135. void VCAI::heroInGarrisonChange(const CGTownInstance *town)
  136. {
  137. LOG_TRACE(logAi);
  138. NET_EVENT_HANDLER;
  139. }
  140. void VCAI::centerView(int3 pos, int focusTime)
  141. {
  142. LOG_TRACE_PARAMS(logAi, "focusTime '%i'", focusTime);
  143. NET_EVENT_HANDLER;
  144. }
  145. void VCAI::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  146. {
  147. LOG_TRACE(logAi);
  148. NET_EVENT_HANDLER;
  149. }
  150. void VCAI::artifactAssembled(const ArtifactLocation &al)
  151. {
  152. LOG_TRACE(logAi);
  153. NET_EVENT_HANDLER;
  154. }
  155. void VCAI::showTavernWindow(const CGObjectInstance *townOrTavern)
  156. {
  157. LOG_TRACE(logAi);
  158. NET_EVENT_HANDLER;
  159. }
  160. void VCAI::showThievesGuildWindow (const CGObjectInstance * obj)
  161. {
  162. LOG_TRACE(logAi);
  163. NET_EVENT_HANDLER;
  164. }
  165. void VCAI::playerBlocked(int reason, bool start)
  166. {
  167. LOG_TRACE_PARAMS(logAi, "reason '%i', start '%i'", reason % start);
  168. NET_EVENT_HANDLER;
  169. if (start && reason == PlayerBlocked::UPCOMING_BATTLE)
  170. status.setBattle(UPCOMING_BATTLE);
  171. if(reason == PlayerBlocked::ONGOING_MOVEMENT)
  172. status.setMove(start);
  173. }
  174. void VCAI::showPuzzleMap()
  175. {
  176. LOG_TRACE(logAi);
  177. NET_EVENT_HANDLER;
  178. }
  179. void VCAI::showShipyardDialog(const IShipyard *obj)
  180. {
  181. LOG_TRACE(logAi);
  182. NET_EVENT_HANDLER;
  183. }
  184. void VCAI::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult)
  185. {
  186. LOG_TRACE_PARAMS(logAi, "victoryLossCheckResult '%s'", victoryLossCheckResult.messageToSelf);
  187. NET_EVENT_HANDLER;
  188. logAi->debug("Player %d: I heard that player %d %s.", playerID.getNum(), player.getNum(),(victoryLossCheckResult.victory() ? "won" : "lost"));
  189. if(player == playerID)
  190. {
  191. if(victoryLossCheckResult.victory())
  192. {
  193. logAi->debug("VCAI: I won! Incredible!");
  194. logAi->debug("Turn nr %d", myCb->getDate());
  195. }
  196. else
  197. {
  198. logAi->debug("VCAI: Player %d lost. It's me. What a disappointment! :(", player.getNum());
  199. }
  200. finish();
  201. }
  202. }
  203. void VCAI::artifactPut(const ArtifactLocation &al)
  204. {
  205. LOG_TRACE(logAi);
  206. NET_EVENT_HANDLER;
  207. }
  208. void VCAI::artifactRemoved(const ArtifactLocation &al)
  209. {
  210. LOG_TRACE(logAi);
  211. NET_EVENT_HANDLER;
  212. }
  213. void VCAI::stacksErased(const StackLocation &location)
  214. {
  215. LOG_TRACE(logAi);
  216. NET_EVENT_HANDLER;
  217. }
  218. void VCAI::artifactDisassembled(const ArtifactLocation &al)
  219. {
  220. LOG_TRACE(logAi);
  221. NET_EVENT_HANDLER;
  222. }
  223. void VCAI::heroVisit(const CGHeroInstance *visitor, const CGObjectInstance *visitedObj, bool start)
  224. {
  225. LOG_TRACE_PARAMS(logAi, "start '%i'; obj '%s'", start % (visitedObj ? visitedObj->getObjectName() : std::string("n/a")));
  226. NET_EVENT_HANDLER;
  227. if(start)
  228. {
  229. markObjectVisited (visitedObj);
  230. unreserveObject(visitor, visitedObj);
  231. completeGoal (sptr(Goals::GetObj(visitedObj->id.getNum()).sethero(visitor))); //we don't need to visit it anymore
  232. //TODO: what if we visited one-time visitable object that was reserved by another hero (shouldn't, but..)
  233. }
  234. status.heroVisit(visitedObj, start);
  235. }
  236. void VCAI::availableArtifactsChanged(const CGBlackMarket *bm /*= nullptr*/)
  237. {
  238. LOG_TRACE(logAi);
  239. NET_EVENT_HANDLER;
  240. }
  241. void VCAI::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  242. {
  243. LOG_TRACE(logAi);
  244. NET_EVENT_HANDLER;
  245. //buildArmyIn(town);
  246. //moveCreaturesToHero(town);
  247. }
  248. void VCAI::tileHidden(const std::unordered_set<int3, ShashInt3> &pos)
  249. {
  250. LOG_TRACE(logAi);
  251. NET_EVENT_HANDLER;
  252. validateVisitableObjs();
  253. clearPathsInfo();
  254. }
  255. void VCAI::tileRevealed(const std::unordered_set<int3, ShashInt3> &pos)
  256. {
  257. LOG_TRACE(logAi);
  258. NET_EVENT_HANDLER;
  259. for(int3 tile : pos)
  260. for(const CGObjectInstance *obj : myCb->getVisitableObjs(tile))
  261. addVisitableObj(obj);
  262. clearPathsInfo();
  263. }
  264. void VCAI::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  265. {
  266. LOG_TRACE(logAi);
  267. NET_EVENT_HANDLER;
  268. auto firstHero = cb->getHero(hero1);
  269. auto secondHero = cb->getHero(hero2);
  270. status.addQuery(query, boost::str(boost::format("Exchange between heroes %s and %s") % firstHero->name % secondHero->name));
  271. requestActionASAP([=]()
  272. {
  273. float goalpriority1 = 0, goalpriority2 = 0;
  274. auto firstGoal = getGoal(firstHero);
  275. if (firstGoal->goalType == Goals::GATHER_ARMY)
  276. goalpriority1 = firstGoal->priority;
  277. auto secondGoal = getGoal(secondHero);
  278. if (secondGoal->goalType == Goals::GATHER_ARMY)
  279. goalpriority2 = secondGoal->priority;
  280. auto transferFrom2to1 = [this](const CGHeroInstance * h1, const CGHeroInstance *h2) -> void
  281. {
  282. this->pickBestCreatures(h1, h2);
  283. this->pickBestArtifacts(h1, h2);
  284. };
  285. if (goalpriority1 > goalpriority2)
  286. transferFrom2to1 (firstHero, secondHero);
  287. else if (goalpriority1 < goalpriority2)
  288. transferFrom2to1 (secondHero, firstHero);
  289. else //regular criteria
  290. {
  291. if (firstHero->getFightingStrength() > secondHero->getFightingStrength() && canGetArmy(firstHero, secondHero))
  292. transferFrom2to1 (firstHero, secondHero);
  293. else if (canGetArmy(secondHero, firstHero))
  294. transferFrom2to1 (secondHero, firstHero);
  295. }
  296. completeGoal(sptr(Goals::VisitHero(firstHero->id.getNum()))); //TODO: what if we were visited by other hero in the meantime?
  297. completeGoal(sptr(Goals::VisitHero(secondHero->id.getNum())));
  298. answerQuery(query, 0);
  299. });
  300. }
  301. void VCAI::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
  302. {
  303. LOG_TRACE_PARAMS(logAi, "which '%i', val '%i'", which % val);
  304. NET_EVENT_HANDLER;
  305. }
  306. void VCAI::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
  307. {
  308. LOG_TRACE_PARAMS(logAi, "level '%i'", level);
  309. NET_EVENT_HANDLER;
  310. }
  311. void VCAI::heroMovePointsChanged(const CGHeroInstance * hero)
  312. {
  313. LOG_TRACE(logAi);
  314. NET_EVENT_HANDLER;
  315. }
  316. void VCAI::stackChangedType(const StackLocation &location, const CCreature &newType)
  317. {
  318. LOG_TRACE(logAi);
  319. NET_EVENT_HANDLER;
  320. }
  321. void VCAI::stacksRebalanced(const StackLocation &src, const StackLocation &dst, TQuantity count)
  322. {
  323. LOG_TRACE(logAi);
  324. NET_EVENT_HANDLER;
  325. }
  326. void VCAI::newObject(const CGObjectInstance * obj)
  327. {
  328. LOG_TRACE(logAi);
  329. NET_EVENT_HANDLER;
  330. if(obj->isVisitable())
  331. addVisitableObj(obj);
  332. cachedSectorMaps.clear();
  333. }
  334. void VCAI::objectRemoved(const CGObjectInstance *obj)
  335. {
  336. LOG_TRACE(logAi);
  337. NET_EVENT_HANDLER;
  338. vstd::erase_if_present(visitableObjs, obj);
  339. vstd::erase_if_present(alreadyVisited, obj);
  340. for (auto h : cb->getHeroesInfo())
  341. unreserveObject(h, obj);
  342. //TODO: Find better way to handle hero boat removal
  343. if(auto hero = dynamic_cast<const CGHeroInstance *>(obj))
  344. {
  345. if(hero->boat)
  346. {
  347. vstd::erase_if_present(visitableObjs, hero->boat);
  348. vstd::erase_if_present(alreadyVisited, hero->boat);
  349. for (auto h : cb->getHeroesInfo())
  350. unreserveObject(h, hero->boat);
  351. }
  352. }
  353. cachedSectorMaps.clear(); //invalidate all paths
  354. //TODO
  355. //there are other places where CGObjectinstance ptrs are stored...
  356. //
  357. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  358. {
  359. lostHero(cb->getHero(obj->id)); //we can promote, since objectRemoved is called just before actual deletion
  360. }
  361. }
  362. void VCAI::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  363. {
  364. LOG_TRACE(logAi);
  365. NET_EVENT_HANDLER;
  366. requestActionASAP([=]()
  367. {
  368. makePossibleUpgrades(visitor);
  369. });
  370. }
  371. void VCAI::playerBonusChanged(const Bonus &bonus, bool gain)
  372. {
  373. LOG_TRACE_PARAMS(logAi, "gain '%i'", gain);
  374. NET_EVENT_HANDLER;
  375. }
  376. void VCAI::newStackInserted(const StackLocation &location, const CStackInstance &stack)
  377. {
  378. LOG_TRACE(logAi);
  379. NET_EVENT_HANDLER;
  380. }
  381. void VCAI::heroCreated(const CGHeroInstance* h)
  382. {
  383. LOG_TRACE(logAi);
  384. if (h->visitedTown)
  385. townVisitsThisWeek[HeroPtr(h)].insert(h->visitedTown);
  386. NET_EVENT_HANDLER;
  387. }
  388. void VCAI::advmapSpellCast(const CGHeroInstance * caster, int spellID)
  389. {
  390. LOG_TRACE_PARAMS(logAi, "spellID '%i", spellID);
  391. NET_EVENT_HANDLER;
  392. }
  393. void VCAI::showInfoDialog(const std::string &text, const std::vector<Component*> &components, int soundID)
  394. {
  395. LOG_TRACE_PARAMS(logAi, "soundID '%i'", soundID);
  396. NET_EVENT_HANDLER;
  397. }
  398. void VCAI::requestRealized(PackageApplied *pa)
  399. {
  400. LOG_TRACE(logAi);
  401. NET_EVENT_HANDLER;
  402. if(status.haveTurn())
  403. {
  404. if(pa->packType == typeList.getTypeID<EndTurn>())
  405. if(pa->result)
  406. status.madeTurn();
  407. }
  408. if(pa->packType == typeList.getTypeID<QueryReply>())
  409. {
  410. status.receivedAnswerConfirmation(pa->requestID, pa->result);
  411. }
  412. }
  413. void VCAI::receivedResource(int type, int val)
  414. {
  415. LOG_TRACE_PARAMS(logAi, "type '%i', val '%i'", type % val);
  416. NET_EVENT_HANDLER;
  417. }
  418. void VCAI::stacksSwapped(const StackLocation &loc1, const StackLocation &loc2)
  419. {
  420. LOG_TRACE(logAi);
  421. NET_EVENT_HANDLER;
  422. }
  423. void VCAI::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
  424. {
  425. LOG_TRACE(logAi);
  426. NET_EVENT_HANDLER;
  427. }
  428. void VCAI::heroManaPointsChanged(const CGHeroInstance * hero)
  429. {
  430. LOG_TRACE(logAi);
  431. NET_EVENT_HANDLER;
  432. }
  433. void VCAI::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  434. {
  435. LOG_TRACE_PARAMS(logAi, "which '%d', val '%d'", which % val);
  436. NET_EVENT_HANDLER;
  437. }
  438. void VCAI::battleResultsApplied()
  439. {
  440. LOG_TRACE(logAi);
  441. NET_EVENT_HANDLER;
  442. assert(status.getBattle() == ENDING_BATTLE);
  443. status.setBattle(NO_BATTLE);
  444. }
  445. void VCAI::objectPropertyChanged(const SetObjectProperty * sop)
  446. {
  447. LOG_TRACE(logAi);
  448. NET_EVENT_HANDLER;
  449. if(sop->what == ObjProperty::OWNER)
  450. {
  451. if(myCb->getPlayerRelations(playerID, (PlayerColor)sop->val) == PlayerRelations::ENEMIES)
  452. {
  453. //we want to visit objects owned by oppponents
  454. auto obj = myCb->getObj(sop->id, false);
  455. if (obj)
  456. {
  457. addVisitableObj(obj); // TODO: Remove once save compatability broken. In past owned objects were removed from this set
  458. vstd::erase_if_present(alreadyVisited, obj);
  459. }
  460. }
  461. }
  462. }
  463. void VCAI::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what)
  464. {
  465. LOG_TRACE_PARAMS(logAi, "what '%i'", what);
  466. NET_EVENT_HANDLER;
  467. }
  468. void VCAI::heroBonusChanged(const CGHeroInstance *hero, const Bonus &bonus, bool gain)
  469. {
  470. LOG_TRACE_PARAMS(logAi, "gain '%i'", gain);
  471. NET_EVENT_HANDLER;
  472. }
  473. void VCAI::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
  474. {
  475. LOG_TRACE(logAi);
  476. NET_EVENT_HANDLER;
  477. }
  478. void VCAI::showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositions)
  479. {
  480. //TODO: AI support for ViewXXX spell
  481. LOG_TRACE(logAi);
  482. NET_EVENT_HANDLER;
  483. }
  484. void VCAI::init(std::shared_ptr<CCallback> CB)
  485. {
  486. LOG_TRACE(logAi);
  487. myCb = CB;
  488. cbc = CB;
  489. NET_EVENT_HANDLER;
  490. playerID = *myCb->getMyColor();
  491. myCb->waitTillRealize = true;
  492. myCb->unlockGsWhenWaiting = true;
  493. if(!fh)
  494. fh = new FuzzyHelper();
  495. retreiveVisitableObjs();
  496. }
  497. void VCAI::yourTurn()
  498. {
  499. LOG_TRACE(logAi);
  500. NET_EVENT_HANDLER;
  501. status.startedTurn();
  502. makingTurn = make_unique<boost::thread>(&VCAI::makeTurn, this);
  503. }
  504. void VCAI::heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill> &skills, QueryID queryID)
  505. {
  506. LOG_TRACE_PARAMS(logAi, "queryID '%i'", queryID);
  507. NET_EVENT_HANDLER;
  508. status.addQuery(queryID, boost::str(boost::format("Hero %s got level %d") % hero->name % hero->level));
  509. requestActionASAP([=]{ answerQuery(queryID, 0); });
  510. }
  511. void VCAI::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  512. {
  513. LOG_TRACE_PARAMS(logAi, "queryID '%i'", queryID);
  514. NET_EVENT_HANDLER;
  515. status.addQuery(queryID, boost::str(boost::format("Commander %s of %s got level %d") % commander->name % commander->armyObj->nodeName() % (int)commander->level));
  516. requestActionASAP([=]{ answerQuery(queryID, 0); });
  517. }
  518. void VCAI::showBlockingDialog(const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel)
  519. {
  520. LOG_TRACE_PARAMS(logAi, "text '%s', askID '%i', soundID '%i', selection '%i', cancel '%i'", text % askID % soundID % selection % cancel);
  521. NET_EVENT_HANDLER;
  522. int sel = 0;
  523. status.addQuery(askID, boost::str(boost::format("Blocking dialog query with %d components - %s")
  524. % components.size() % text));
  525. if(selection) //select from multiple components -> take the last one (they're indexed [1-size])
  526. sel = components.size();
  527. if(!selection && cancel) //yes&no -> always answer yes, we are a brave AI :)
  528. sel = 1;
  529. requestActionASAP([=]()
  530. {
  531. answerQuery(askID, sel);
  532. });
  533. }
  534. void VCAI::showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
  535. {
  536. // LOG_TRACE_PARAMS(logAi, "askID '%i', exits '%s'", askID % exits);
  537. NET_EVENT_HANDLER;
  538. status.addQuery(askID, boost::str(boost::format("Teleport dialog query with %d exits")
  539. % exits.size()));
  540. int choosenExit = -1;
  541. if(impassable)
  542. knownTeleportChannels[channel]->passability = TeleportChannel::IMPASSABLE;
  543. else if(destinationTeleport != ObjectInstanceID() && destinationTeleportPos.valid())
  544. {
  545. auto neededExit = std::make_pair(destinationTeleport, destinationTeleportPos);
  546. if(destinationTeleport != ObjectInstanceID() && vstd::contains(exits, neededExit))
  547. choosenExit = vstd::find_pos(exits, neededExit);
  548. }
  549. for(auto exit : exits)
  550. {
  551. if(status.channelProbing() && exit.first == destinationTeleport)
  552. {
  553. choosenExit = vstd::find_pos(exits, exit);
  554. break;
  555. }
  556. else
  557. {
  558. // TODO: Implement checking if visiting that teleport will uncovert any FoW
  559. // So far this is the best option to handle decision about probing
  560. auto obj = cb->getObj(exit.first, false);
  561. if(obj == nullptr && !vstd::contains(teleportChannelProbingList, exit.first) &&
  562. exit.first != destinationTeleport)
  563. {
  564. teleportChannelProbingList.push_back(exit.first);
  565. }
  566. }
  567. }
  568. requestActionASAP([=]()
  569. {
  570. answerQuery(askID, choosenExit);
  571. });
  572. }
  573. void VCAI::showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  574. {
  575. LOG_TRACE_PARAMS(logAi, "removableUnits '%i', queryID '%i'", removableUnits % queryID);
  576. NET_EVENT_HANDLER;
  577. std::string s1 = up ? up->nodeName() : "NONE";
  578. std::string s2 = down ? down->nodeName() : "NONE";
  579. status.addQuery(queryID, boost::str(boost::format("Garrison dialog with %s and %s") % s1 % s2));
  580. //you can't request action from action-response thread
  581. requestActionASAP([=]()
  582. {
  583. pickBestCreatures (down, up);
  584. answerQuery(queryID, 0);
  585. });
  586. }
  587. void VCAI::saveGame(COSer & h, const int version)
  588. {
  589. LOG_TRACE_PARAMS(logAi, "version '%i'", version);
  590. NET_EVENT_HANDLER;
  591. validateVisitableObjs();
  592. registerGoals(h);
  593. CAdventureAI::saveGame(h, version);
  594. serializeInternal(h, version);
  595. }
  596. void VCAI::loadGame(CISer & h, const int version)
  597. {
  598. LOG_TRACE_PARAMS(logAi, "version '%i'", version);
  599. NET_EVENT_HANDLER;
  600. registerGoals(h);
  601. CAdventureAI::loadGame(h, version);
  602. serializeInternal(h, version);
  603. }
  604. void makePossibleUpgrades(const CArmedInstance *obj)
  605. {
  606. if(!obj)
  607. return;
  608. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  609. {
  610. if(const CStackInstance *s = obj->getStackPtr(SlotID(i)))
  611. {
  612. UpgradeInfo ui;
  613. cb->getUpgradeInfo(obj, SlotID(i), ui);
  614. if(ui.oldID >= 0 && cb->getResourceAmount().canAfford(ui.cost[0] * s->count))
  615. {
  616. cb->upgradeCreature(obj, SlotID(i), ui.newID[0]);
  617. }
  618. }
  619. }
  620. }
  621. void VCAI::makeTurn()
  622. {
  623. logGlobal->info("Player %d starting turn", playerID.getNum());
  624. MAKING_TURN;
  625. boost::shared_lock<boost::shared_mutex> gsLock(cb->getGsMutex());
  626. setThreadName("VCAI::makeTurn");
  627. switch(cb->getDate(Date::DAY_OF_WEEK))
  628. {
  629. case 1:
  630. {
  631. townVisitsThisWeek.clear();
  632. std::vector<const CGObjectInstance *> objs;
  633. retreiveVisitableObjs(objs, true);
  634. for(const CGObjectInstance *obj : objs)
  635. {
  636. if (isWeeklyRevisitable(obj))
  637. {
  638. addVisitableObj(obj);
  639. vstd::erase_if_present(alreadyVisited, obj);
  640. }
  641. }
  642. }
  643. break;
  644. }
  645. markHeroAbleToExplore (primaryHero());
  646. makeTurnInternal();
  647. makingTurn.reset();
  648. return;
  649. }
  650. void VCAI::makeTurnInternal()
  651. {
  652. saving = 0;
  653. //it looks messy here, but it's better to have armed heroes before attempting realizing goals
  654. for(const CGTownInstance *t : cb->getTownsInfo())
  655. moveCreaturesToHero(t);
  656. try
  657. {
  658. //Pick objects reserved in previous turn - we expect only nerby objects there
  659. auto reservedHeroesCopy = reservedHeroesMap; //work on copy => the map may be changed while iterating (eg because hero died when attempting a goal)
  660. for (auto hero : reservedHeroesCopy)
  661. {
  662. if(reservedHeroesMap.count(hero.first))
  663. continue; //hero might have been removed while we were in this loop
  664. if(!hero.first.validAndSet())
  665. {
  666. logAi->error("Hero %s present on reserved map. Shouldn't be.", hero.first.name);
  667. continue;
  668. }
  669. std::vector<const CGObjectInstance *> vec(hero.second.begin(), hero.second.end());
  670. boost::sort (vec, CDistanceSorter(hero.first.get()));
  671. for (auto obj : vec)
  672. {
  673. if(!obj || !cb->getObj(obj->id))
  674. {
  675. logAi->error("Error: there is wrong object on list for hero %s", hero.first->name);
  676. continue;
  677. }
  678. striveToGoal (sptr(Goals::VisitTile(obj->visitablePos()).sethero(hero.first)));
  679. }
  680. }
  681. //now try to win
  682. striveToGoal(sptr(Goals::Win()));
  683. //finally, continue our abstract long-term goals
  684. int oldMovement = 0;
  685. int newMovement = 0;
  686. while (true)
  687. {
  688. oldMovement = newMovement; //remember old value
  689. newMovement = 0;
  690. std::vector<std::pair<HeroPtr, Goals::TSubgoal> > safeCopy;
  691. for (auto mission : lockedHeroes)
  692. {
  693. fh->setPriority (mission.second); //re-evaluate
  694. if (canAct(mission.first))
  695. {
  696. newMovement += mission.first->movement;
  697. safeCopy.push_back (mission);
  698. }
  699. }
  700. if (newMovement == oldMovement) //means our heroes didn't move or didn't re-assign their goals
  701. {
  702. logAi->warn("Our heroes don't move anymore, exhaustive decomposition failed");
  703. break;
  704. }
  705. if (safeCopy.empty())
  706. break; //all heroes exhausted their locked goals
  707. else
  708. {
  709. typedef std::pair<HeroPtr, Goals::TSubgoal> TItrType;
  710. auto lockedHeroesSorter = [](TItrType m1, TItrType m2) -> bool
  711. {
  712. return m1.second->priority < m2.second->priority;
  713. };
  714. boost::sort(safeCopy, lockedHeroesSorter);
  715. striveToGoal (safeCopy.back().second);
  716. }
  717. }
  718. auto quests = myCb->getMyQuests();
  719. for (auto quest : quests)
  720. {
  721. striveToQuest (quest);
  722. }
  723. striveToGoal(sptr(Goals::Build())); //TODO: smarter building management
  724. performTypicalActions();
  725. //for debug purpose
  726. for (auto h : cb->getHeroesInfo())
  727. {
  728. if (h->movement)
  729. logAi->warn("Hero %s has %d MP left", h->name, h->movement);
  730. }
  731. }
  732. catch(boost::thread_interrupted &e)
  733. {
  734. logAi->debug("Making turn thread has been interrupted. We'll end without calling endTurn.");
  735. return;
  736. }
  737. catch(std::exception &e)
  738. {
  739. logAi->debug("Making turn thread has caught an exception: %s", e.what());
  740. }
  741. endTurn();
  742. }
  743. bool VCAI::goVisitObj(const CGObjectInstance * obj, HeroPtr h)
  744. {
  745. int3 dst = obj->visitablePos();
  746. auto sm = getCachedSectorMap(h);
  747. logAi->debug("%s will try to visit %s at (%s)",h->name, obj->getObjectName(), dst());
  748. int3 pos = sm->firstTileToGet(h, dst);
  749. if (!pos.valid()) //rare case when we are already standing on one of potential objects
  750. return false;
  751. return moveHeroToTile(pos, h);
  752. }
  753. void VCAI::performObjectInteraction(const CGObjectInstance * obj, HeroPtr h)
  754. {
  755. LOG_TRACE_PARAMS(logAi, "Hero %s and object %s at %s", h->name % obj->getObjectName() % obj->pos);
  756. switch (obj->ID)
  757. {
  758. case Obj::CREATURE_GENERATOR1:
  759. recruitCreatures (dynamic_cast<const CGDwelling *>(obj), h.get());
  760. checkHeroArmy (h);
  761. break;
  762. case Obj::TOWN:
  763. moveCreaturesToHero (dynamic_cast<const CGTownInstance *>(obj));
  764. if (h->visitedTown) //we are inside, not just attacking
  765. {
  766. townVisitsThisWeek[h].insert(h->visitedTown);
  767. if (!h->hasSpellbook() && cb->getResourceAmount(Res::GOLD) >= GameConstants::SPELLBOOK_GOLD_COST + saving[Res::GOLD] &&
  768. h->visitedTown->hasBuilt (BuildingID::MAGES_GUILD_1))
  769. cb->buyArtifact(h.get(), ArtifactID::SPELLBOOK);
  770. }
  771. break;
  772. }
  773. completeGoal (sptr(Goals::GetObj(obj->id.getNum()).sethero(h)));
  774. }
  775. void VCAI::moveCreaturesToHero(const CGTownInstance * t)
  776. {
  777. if(t->visitingHero && t->armedGarrison() && t->visitingHero->tempOwner == t->tempOwner)
  778. {
  779. pickBestCreatures (t->visitingHero, t);
  780. }
  781. }
  782. bool VCAI::canGetArmy (const CGHeroInstance * army, const CGHeroInstance * source)
  783. { //TODO: merge with pickBestCreatures
  784. //if (ai->primaryHero().h == source)
  785. if(army->tempOwner != source->tempOwner)
  786. {
  787. logAi->error("Why are we even considering exchange between heroes from different players?");
  788. return false;
  789. }
  790. const CArmedInstance *armies[] = {army, source};
  791. //we calculate total strength for each creature type available in armies
  792. std::map<const CCreature*, int> creToPower;
  793. for(auto armyPtr : armies)
  794. for(auto &i : armyPtr->Slots())
  795. {
  796. //TODO: allow splitting stacks?
  797. creToPower[i.second->type] += i.second->getPower();
  798. }
  799. //TODO - consider more than just power (ie morale penalty, hero specialty in certain stacks, etc)
  800. int armySize = creToPower.size();
  801. armySize = std::min ((source->needsLastStack() ? armySize - 1 : armySize), GameConstants::ARMY_SIZE); //can't move away last stack
  802. std::vector<const CCreature *> bestArmy; //types that'll be in final dst army
  803. for (int i = 0; i < armySize; i++) //pick the creatures from which we can get most power, as many as dest can fit
  804. {
  805. typedef const std::pair<const CCreature*, int> &CrePowerPair;
  806. auto creIt = boost::max_element(creToPower, [](CrePowerPair lhs, CrePowerPair rhs)
  807. {
  808. return lhs.second < rhs.second;
  809. });
  810. bestArmy.push_back(creIt->first);
  811. creToPower.erase(creIt);
  812. if(creToPower.empty())
  813. break;
  814. }
  815. //foreach best type -> iterate over slots in both armies and if it's the appropriate type, send it to the slot where it belongs
  816. for (int i = 0; i < bestArmy.size(); i++) //i-th strongest creature type will go to i-th slot
  817. {
  818. for(auto armyPtr : armies)
  819. for (int j = 0; j < GameConstants::ARMY_SIZE; j++)
  820. {
  821. if(armyPtr->getCreature(SlotID(j)) == bestArmy[i] && armyPtr != army) //it's a searched creature not in dst ARMY
  822. {
  823. //FIXME: line below is useless when simulating exchange between two non-singular armies
  824. if(!(armyPtr->needsLastStack() && armyPtr->stacksCount() == 1)) //can't take away last creature
  825. return true; //at least one exchange will be performed
  826. else
  827. return false; //no further exchange possible
  828. }
  829. }
  830. }
  831. return false;
  832. }
  833. void VCAI::pickBestCreatures(const CArmedInstance * army, const CArmedInstance * source)
  834. {
  835. //TODO - what if source is a hero (the last stack problem) -> it'd good to create a single stack of weakest cre
  836. const CArmedInstance *armies[] = {army, source};
  837. //we calculate total strength for each creature type available in armies
  838. std::map<const CCreature*, int> creToPower;
  839. for(auto armyPtr : armies)
  840. for(auto &i : armyPtr->Slots())
  841. {//TODO: allow splitting stacks?
  842. creToPower[i.second->type] += i.second->getPower();
  843. }
  844. //TODO - consider more than just power (ie morale penalty, hero specialty in certain stacks, etc)
  845. int armySize = creToPower.size();
  846. armySize = std::min ((source->needsLastStack() ? armySize - 1 : armySize), GameConstants::ARMY_SIZE); //can't move away last stack
  847. std::vector<const CCreature *> bestArmy; //types that'll be in final dst army
  848. for (int i = 0; i < armySize; i++) //pick the creatures from which we can get most power, as many as dest can fit
  849. {
  850. typedef const std::pair<const CCreature*, int> &CrePowerPair;
  851. auto creIt = boost::max_element(creToPower, [](CrePowerPair lhs, CrePowerPair rhs)
  852. {
  853. return lhs.second < rhs.second;
  854. });
  855. bestArmy.push_back(creIt->first);
  856. creToPower.erase(creIt);
  857. if(creToPower.empty())
  858. break;
  859. }
  860. //foreach best type -> iterate over slots in both armies and if it's the appropriate type, send it to the slot where it belongs
  861. for (int i = 0; i < bestArmy.size(); i++) //i-th strongest creature type will go to i-th slot
  862. {
  863. for(auto armyPtr : armies)
  864. for (int j = 0; j < GameConstants::ARMY_SIZE; j++)
  865. {
  866. if(armyPtr->getCreature(SlotID(j)) == bestArmy[i] && (i != j || armyPtr != army)) //it's a searched creature not in dst SLOT
  867. if(!(armyPtr->needsLastStack() && armyPtr->stacksCount() == 1)) //can't take away last creature
  868. cb->mergeOrSwapStacks(armyPtr, army, SlotID(j), SlotID(i));
  869. }
  870. }
  871. //TODO - having now strongest possible army, we may want to think about arranging stacks
  872. auto hero = dynamic_cast<const CGHeroInstance *>(army);
  873. if (hero)
  874. {
  875. checkHeroArmy (hero);
  876. }
  877. }
  878. void VCAI::pickBestArtifacts(const CGHeroInstance * h, const CGHeroInstance * other)
  879. {
  880. auto equipBest = [](const CGHeroInstance * h, const CGHeroInstance * otherh, bool giveStuffToFirstHero) -> void
  881. {
  882. bool changeMade = false;
  883. do
  884. {
  885. changeMade = false;
  886. //we collect gear always in same order
  887. std::vector<ArtifactLocation> allArtifacts;
  888. if (giveStuffToFirstHero)
  889. {
  890. for (auto p : h->artifactsWorn)
  891. {
  892. if (p.second.artifact)
  893. allArtifacts.push_back(ArtifactLocation(h, p.first));
  894. }
  895. }
  896. for (auto slot : h->artifactsInBackpack)
  897. allArtifacts.push_back(ArtifactLocation(h, h->getArtPos(slot.artifact)));
  898. if (otherh)
  899. {
  900. for (auto p : otherh->artifactsWorn)
  901. {
  902. if (p.second.artifact)
  903. allArtifacts.push_back(ArtifactLocation(otherh, p.first));
  904. }
  905. for (auto slot : otherh->artifactsInBackpack)
  906. allArtifacts.push_back(ArtifactLocation(otherh, otherh->getArtPos(slot.artifact)));
  907. }
  908. //we give stuff to one hero or another, depending on giveStuffToFirstHero
  909. const CGHeroInstance * target = nullptr;
  910. if (giveStuffToFirstHero)
  911. target = h;
  912. else
  913. target = otherh;
  914. for (auto location : allArtifacts)
  915. {
  916. if (location.relatedObj() == target && location.slot < ArtifactPosition::AFTER_LAST)
  917. continue; //don't reequip artifact we already wear
  918. if(location.slot == ArtifactPosition::MACH4) // don't attempt to move catapult
  919. continue;
  920. auto s = location.getSlot();
  921. if (!s || s->locked) //we can't move locks
  922. continue;
  923. auto artifact = s->artifact;
  924. if (!artifact)
  925. continue;
  926. //FIXME: why are the above possible to be null?
  927. bool emptySlotFound = false;
  928. for (auto slot : artifact->artType->possibleSlots.at(target->bearerType()))
  929. {
  930. ArtifactLocation destLocation(target, slot);
  931. if (target->isPositionFree(slot) && artifact->canBePutAt(destLocation, true)) //combined artifacts are not always allowed to move
  932. {
  933. cb->swapArtifacts(location, destLocation); //just put into empty slot
  934. emptySlotFound = true;
  935. changeMade = true;
  936. break;
  937. }
  938. }
  939. if (!emptySlotFound) //try to put that atifact in already occupied slot
  940. {
  941. for (auto slot : artifact->artType->possibleSlots.at(target->bearerType()))
  942. {
  943. auto otherSlot = target->getSlot(slot);
  944. if (otherSlot && otherSlot->artifact) //we need to exchange artifact for better one
  945. {
  946. ArtifactLocation destLocation(target, slot);
  947. //if that artifact is better than what we have, pick it
  948. if (compareArtifacts(artifact, otherSlot->artifact) && artifact->canBePutAt(destLocation, true)) //combined artifacts are not always allowed to move
  949. {
  950. cb->swapArtifacts(location, ArtifactLocation(target, target->getArtPos(otherSlot->artifact)));
  951. changeMade = true;
  952. break;
  953. }
  954. }
  955. }
  956. }
  957. if (changeMade)
  958. break; //start evaluating artifacts from scratch
  959. }
  960. } while (changeMade);
  961. };
  962. equipBest (h, other, true);
  963. if (other)
  964. {
  965. equipBest(h, other, false);
  966. }
  967. }
  968. void VCAI::recruitCreatures(const CGDwelling * d, const CArmedInstance * recruiter)
  969. {
  970. for(int i = 0; i < d->creatures.size(); i++)
  971. {
  972. if(!d->creatures[i].second.size())
  973. continue;
  974. int count = d->creatures[i].first;
  975. CreatureID creID = d->creatures[i].second.back();
  976. // const CCreature *c = VLC->creh->creatures[creID];
  977. // if(containsSavedRes(c->cost))
  978. // continue;
  979. vstd::amin(count, freeResources() / VLC->creh->creatures[creID]->cost);
  980. if(count > 0)
  981. cb->recruitCreatures(d, recruiter, creID, count, i);
  982. }
  983. }
  984. bool VCAI::tryBuildStructure(const CGTownInstance * t, BuildingID building, unsigned int maxDays)
  985. {
  986. if (maxDays == 0)
  987. {
  988. logAi->warn("Request to build building %d in 0 days!", building.toEnum());
  989. return false;
  990. }
  991. if (!vstd::contains(t->town->buildings, building))
  992. return false; // no such building in town
  993. if (t->hasBuilt(building)) //Already built? Shouldn't happen in general
  994. return true;
  995. const CBuilding * buildPtr = t->town->buildings.at(building);
  996. auto toBuild = buildPtr->requirements.getFulfillmentCandidates([&](const BuildingID & buildID)
  997. {
  998. return t->hasBuilt(buildID);
  999. });
  1000. toBuild.push_back(building);
  1001. for(BuildingID buildID : toBuild)
  1002. {
  1003. EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID);
  1004. if (canBuild == EBuildingState::HAVE_CAPITAL
  1005. || canBuild == EBuildingState::FORBIDDEN
  1006. || canBuild == EBuildingState::NO_WATER)
  1007. return false; //we won't be able to build this
  1008. }
  1009. if (maxDays && toBuild.size() > maxDays)
  1010. return false;
  1011. TResources currentRes = cb->getResourceAmount();
  1012. //TODO: calculate if we have enough resources to build it in maxDays
  1013. for(const auto & buildID : toBuild)
  1014. {
  1015. const CBuilding *b = t->town->buildings.at(buildID);
  1016. EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID);
  1017. if(canBuild == EBuildingState::ALLOWED)
  1018. {
  1019. if(!containsSavedRes(b->resources))
  1020. {
  1021. logAi->debug("Player %d will build %s in town of %s at %s", playerID, b->Name(), t->name, t->pos());
  1022. cb->buildBuilding(t, buildID);
  1023. return true;
  1024. }
  1025. continue;
  1026. }
  1027. else if(canBuild == EBuildingState::NO_RESOURCES)
  1028. {
  1029. //TResources income = estimateIncome();
  1030. TResources cost = t->town->buildings.at(buildID)->resources;
  1031. for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
  1032. {
  1033. //int diff = currentRes[i] - cost[i] + income[i];
  1034. int diff = currentRes[i] - cost[i];
  1035. if(diff < 0)
  1036. saving[i] = 1;
  1037. }
  1038. continue;
  1039. }
  1040. else if (canBuild == EBuildingState::PREREQUIRES)
  1041. {
  1042. // can happen when dependencies have their own missing dependencies
  1043. if (tryBuildStructure(t, buildID, maxDays - 1))
  1044. return true;
  1045. }
  1046. else if (canBuild == EBuildingState::MISSING_BASE)
  1047. {
  1048. if (tryBuildStructure(t, b->upgrade, maxDays - 1))
  1049. return true;
  1050. }
  1051. }
  1052. return false;
  1053. }
  1054. //bool VCAI::canBuildStructure(const CGTownInstance * t, BuildingID building, unsigned int maxDays=7)
  1055. //{
  1056. // if (maxDays == 0)
  1057. // {
  1058. // logAi->warn("Request to build building %d in 0 days!", building.toEnum());
  1059. // return false;
  1060. // }
  1061. //
  1062. // if (!vstd::contains(t->town->buildings, building))
  1063. // return false; // no such building in town
  1064. //
  1065. // if (t->hasBuilt(building)) //Already built? Shouldn't happen in general
  1066. // return true;
  1067. //
  1068. // const CBuilding * buildPtr = t->town->buildings.at(building);
  1069. //
  1070. // auto toBuild = buildPtr->requirements.getFulfillmentCandidates([&](const BuildingID & buildID)
  1071. // {
  1072. // return t->hasBuilt(buildID);
  1073. // });
  1074. // toBuild.push_back(building);
  1075. //
  1076. // for(BuildingID buildID : toBuild)
  1077. // {
  1078. // EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID);
  1079. // if (canBuild == EBuildingState::HAVE_CAPITAL
  1080. // || canBuild == EBuildingState::FORBIDDEN
  1081. // || canBuild == EBuildingState::NO_WATER)
  1082. // return false; //we won't be able to build this
  1083. // }
  1084. //
  1085. // if (maxDays && toBuild.size() > maxDays)
  1086. // return false;
  1087. //
  1088. // TResources currentRes = cb->getResourceAmount();
  1089. // TResources income = estimateIncome();
  1090. // //TODO: calculate if we have enough resources to build it in maxDays
  1091. //
  1092. // for(const auto & buildID : toBuild)
  1093. // {
  1094. // const CBuilding *b = t->town->buildings.at(buildID);
  1095. //
  1096. // EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID);
  1097. // if(canBuild == EBuildingState::ALLOWED)
  1098. // {
  1099. // if(!containsSavedRes(b->resources))
  1100. // {
  1101. // logAi->debug("Player %d will build %s in town of %s at %s", playerID, b->Name(), t->name, t->pos());
  1102. // return true;
  1103. // }
  1104. // continue;
  1105. // }
  1106. // else if(canBuild == EBuildingState::NO_RESOURCES)
  1107. // {
  1108. // TResources cost = t->town->buildings.at(buildID)->resources;
  1109. // for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
  1110. // {
  1111. // int diff = currentRes[i] - cost[i] + income[i];
  1112. // if(diff < 0)
  1113. // saving[i] = 1;
  1114. // }
  1115. // continue;
  1116. // }
  1117. // else if (canBuild == EBuildingState::PREREQUIRES)
  1118. // {
  1119. // // can happen when dependencies have their own missing dependencies
  1120. // if (canBuildStructure(t, buildID, maxDays - 1))
  1121. // return true;
  1122. // }
  1123. // else if (canBuild == EBuildingState::MISSING_BASE)
  1124. // {
  1125. // if (canBuildStructure(t, b->upgrade, maxDays - 1))
  1126. // return true;
  1127. // }
  1128. // }
  1129. // return false;
  1130. //}
  1131. bool VCAI::tryBuildAnyStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays)
  1132. {
  1133. for(const auto & building : buildList)
  1134. {
  1135. if(t->hasBuilt(building))
  1136. continue;
  1137. if (tryBuildStructure(t, building, maxDays))
  1138. return true;
  1139. }
  1140. return false; //Can't build anything
  1141. }
  1142. BuildingID VCAI::canBuildAnyStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays)
  1143. {
  1144. for(const auto & building : buildList)
  1145. {
  1146. if(t->hasBuilt(building))
  1147. continue;
  1148. if (cb->canBuildStructure(t, building))
  1149. return building;
  1150. }
  1151. return BuildingID::NONE; //Can't build anything
  1152. }
  1153. bool VCAI::tryBuildNextStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays)
  1154. {
  1155. for(const auto & building : buildList)
  1156. {
  1157. if(t->hasBuilt(building))
  1158. continue;
  1159. return tryBuildStructure(t, building, maxDays);
  1160. }
  1161. return false;//Nothing to build
  1162. }
  1163. //Set of buildings for different goals. Does not include any prerequisites.
  1164. static const BuildingID essential[] = {BuildingID::TAVERN, BuildingID::TOWN_HALL};
  1165. static const BuildingID goldSource[] = {BuildingID::TOWN_HALL, BuildingID::CITY_HALL, BuildingID::CAPITOL};
  1166. static const BuildingID unitsSource[] = { BuildingID::DWELL_LVL_1, BuildingID::DWELL_LVL_2, BuildingID::DWELL_LVL_3,
  1167. BuildingID::DWELL_LVL_4, BuildingID::DWELL_LVL_5, BuildingID::DWELL_LVL_6, BuildingID::DWELL_LVL_7};
  1168. static const BuildingID unitsUpgrade[] = { BuildingID::DWELL_LVL_1_UP, BuildingID::DWELL_LVL_2_UP, BuildingID::DWELL_LVL_3_UP,
  1169. BuildingID::DWELL_LVL_4_UP, BuildingID::DWELL_LVL_5_UP, BuildingID::DWELL_LVL_6_UP, BuildingID::DWELL_LVL_7_UP};
  1170. static const BuildingID unitGrowth[] = { BuildingID::FORT, BuildingID::CITADEL, BuildingID::CASTLE, BuildingID::HORDE_1,
  1171. BuildingID::HORDE_1_UPGR, BuildingID::HORDE_2, BuildingID::HORDE_2_UPGR};
  1172. static const BuildingID spells[] = {BuildingID::MAGES_GUILD_1, BuildingID::MAGES_GUILD_2, BuildingID::MAGES_GUILD_3,
  1173. BuildingID::MAGES_GUILD_4, BuildingID::MAGES_GUILD_5};
  1174. static const BuildingID extra[] = {BuildingID::RESOURCE_SILO, BuildingID::SPECIAL_1, BuildingID::SPECIAL_2, BuildingID::SPECIAL_3,
  1175. BuildingID::SPECIAL_4, BuildingID::SHIPYARD}; // all remaining buildings
  1176. void VCAI::buildStructure(const CGTownInstance * t)
  1177. {
  1178. //TODO make *real* town development system
  1179. //TODO: faction-specific development: use special buildings, build dwellings in better order, etc
  1180. //TODO: build resource silo, defences when needed
  1181. //Possible - allow "locking" on specific building (build prerequisites and then building itself)
  1182. TResources currentRes = cb->getResourceAmount();
  1183. TResources currentIncome = t->dailyIncome();
  1184. int townIncome = currentIncome[Res::GOLD];
  1185. if (tryBuildAnyStructure(t, std::vector<BuildingID>(essential, essential + ARRAY_COUNT(essential))))
  1186. return;
  1187. //we're running out of gold - try to build something gold-producing. Multiplier can be tweaked, 6 is minimum due to buildings costs
  1188. if (currentRes[Res::GOLD] < townIncome * 6)
  1189. if (tryBuildNextStructure(t, std::vector<BuildingID>(goldSource, goldSource + ARRAY_COUNT(goldSource))))
  1190. return;
  1191. if (cb->getDate(Date::DAY_OF_WEEK) > 6)// last 2 days of week - try to focus on growth
  1192. {
  1193. if (tryBuildNextStructure(t, std::vector<BuildingID>(unitGrowth, unitGrowth + ARRAY_COUNT(unitGrowth)), 2))
  1194. return;
  1195. }
  1196. // first in-game week or second half of any week: try build dwellings
  1197. if (cb->getDate(Date::DAY) < 7 || cb->getDate(Date::DAY_OF_WEEK) > 3)
  1198. if (tryBuildAnyStructure(t, std::vector<BuildingID>(unitsSource, unitsSource + ARRAY_COUNT(unitsSource)), 8 - cb->getDate(Date::DAY_OF_WEEK)))
  1199. return;
  1200. //try to upgrade dwelling
  1201. for(int i = 0; i < ARRAY_COUNT(unitsUpgrade); i++)
  1202. {
  1203. if (t->hasBuilt(unitsSource[i]) && !t->hasBuilt(unitsUpgrade[i]))
  1204. {
  1205. if (tryBuildStructure(t, unitsUpgrade[i]))
  1206. return;
  1207. }
  1208. }
  1209. //remaining tasks
  1210. if (tryBuildNextStructure(t, std::vector<BuildingID>(goldSource, goldSource + ARRAY_COUNT(goldSource))))
  1211. return;
  1212. if (tryBuildNextStructure(t, std::vector<BuildingID>(spells, spells + ARRAY_COUNT(spells))))
  1213. return;
  1214. if (tryBuildAnyStructure(t, std::vector<BuildingID>(extra, extra + ARRAY_COUNT(extra))))
  1215. return;
  1216. }
  1217. bool VCAI::isGoodForVisit(const CGObjectInstance *obj, HeroPtr h, SectorMap &sm)
  1218. {
  1219. const int3 pos = obj->visitablePos();
  1220. const int3 targetPos = sm.firstTileToGet(h, pos);
  1221. if (!targetPos.valid())
  1222. return false;
  1223. if (isTileNotReserved(h.get(), targetPos) &&
  1224. !obj->wasVisited(playerID) &&
  1225. (cb->getPlayerRelations(ai->playerID, obj->tempOwner) == PlayerRelations::ENEMIES || isWeeklyRevisitable(obj)) && //flag or get weekly resources / creatures
  1226. isSafeToVisit(h, pos) &&
  1227. shouldVisit(h, obj) &&
  1228. !vstd::contains(alreadyVisited, obj) &&
  1229. !vstd::contains(reservedObjs, obj) &&
  1230. isAccessibleForHero(targetPos, h))
  1231. {
  1232. const CGObjectInstance *topObj = cb->getVisitableObjs(obj->visitablePos()).back(); //it may be hero visiting this obj
  1233. //we don't try visiting object on which allied or owned hero stands
  1234. // -> it will just trigger exchange windows and AI will be confused that obj behind doesn't get visited
  1235. if (topObj->ID == Obj::HERO && cb->getPlayerRelations(h->tempOwner, topObj->tempOwner) != PlayerRelations::ENEMIES)
  1236. return false;
  1237. else
  1238. return true; //all of the following is met
  1239. }
  1240. return false;
  1241. }
  1242. bool VCAI::isTileNotReserved(const CGHeroInstance * h, int3 t)
  1243. {
  1244. if (t.valid())
  1245. {
  1246. auto obj = cb->getTopObj(t);
  1247. if (obj && vstd::contains(ai->reservedObjs, obj) && !vstd::contains(reservedHeroesMap[h], obj))
  1248. return false; //do not capture object reserved by another hero
  1249. else
  1250. return true;
  1251. }
  1252. else
  1253. return false;
  1254. }
  1255. bool VCAI::canRecruitAnyHero (const CGTownInstance * t) const
  1256. {
  1257. //TODO: make gathering gold, building tavern or conquering town (?) possible subgoals
  1258. if (!t)
  1259. t = findTownWithTavern();
  1260. if (t)
  1261. return cb->getResourceAmount(Res::GOLD) >= GameConstants::HERO_GOLD_COST &&
  1262. cb->getHeroesInfo().size() < ALLOWED_ROAMING_HEROES &&
  1263. cb->getAvailableHeroes(t).size();
  1264. else
  1265. return false;
  1266. }
  1267. void VCAI::wander(HeroPtr h)
  1268. {
  1269. //unclaim objects that are now dangerous for us
  1270. auto reservedObjsSetCopy = reservedHeroesMap[h];
  1271. for (auto obj : reservedObjsSetCopy)
  1272. {
  1273. if (!isSafeToVisit(h, obj->visitablePos()))
  1274. unreserveObject(h, obj);
  1275. }
  1276. TimeCheck tc("looking for wander destination");
  1277. while (h->movement)
  1278. {
  1279. validateVisitableObjs();
  1280. std::vector <ObjectIdRef> dests;
  1281. auto sm = getCachedSectorMap(h);
  1282. //also visit our reserved objects - but they are not prioritized to avoid running back and forth
  1283. vstd::copy_if(reservedHeroesMap[h], std::back_inserter(dests), [&](ObjectIdRef obj) -> bool
  1284. {
  1285. int3 pos = sm->firstTileToGet(h, obj->visitablePos());
  1286. if(pos.valid() && isAccessibleForHero(pos, h)) //even nearby objects could be blocked by other heroes :(
  1287. return true;
  1288. return false;
  1289. });
  1290. int pass = 0;
  1291. while(!dests.size() && pass < 3)
  1292. {
  1293. if(pass < 2) // optimization - first check objects in current sector; then in sectors around
  1294. {
  1295. auto objs = sm->getNearbyObjs(h, pass);
  1296. vstd::copy_if(objs, std::back_inserter(dests), [&](ObjectIdRef obj) -> bool
  1297. {
  1298. return isGoodForVisit(obj, h, *sm);
  1299. });
  1300. }
  1301. else // we only check full objects list if for some reason there are no objects in closest sectors
  1302. {
  1303. vstd::copy_if(visitableObjs, std::back_inserter(dests), [&](ObjectIdRef obj) -> bool
  1304. {
  1305. return isGoodForVisit(obj, h, *sm);
  1306. });
  1307. }
  1308. pass++;
  1309. }
  1310. vstd::erase_if(dests, [&](ObjectIdRef obj) -> bool
  1311. {
  1312. return !isSafeToVisit(h, sm->firstTileToGet(h, obj->visitablePos()));
  1313. });
  1314. if(!dests.size())
  1315. {
  1316. if (cb->getVisitableObjs(h->visitablePos()).size() > 1)
  1317. moveHeroToTile(h->visitablePos(), h); //just in case we're standing on blocked subterranean gate
  1318. auto compareReinforcements = [h](const CGTownInstance *lhs, const CGTownInstance *rhs) -> bool
  1319. {
  1320. return howManyReinforcementsCanGet(h, lhs) < howManyReinforcementsCanGet(h, rhs);
  1321. };
  1322. std::vector<const CGTownInstance *> townsReachable;
  1323. std::vector<const CGTownInstance *> townsNotReachable;
  1324. for(const CGTownInstance *t : cb->getTownsInfo())
  1325. {
  1326. if(!t->visitingHero && howManyReinforcementsCanGet(h,t) && !vstd::contains(townVisitsThisWeek[h], t))
  1327. {
  1328. if (isAccessibleForHero (t->visitablePos(), h))
  1329. townsReachable.push_back(t);
  1330. else
  1331. townsNotReachable.push_back(t);
  1332. }
  1333. }
  1334. if(townsReachable.size())
  1335. {
  1336. boost::sort(townsReachable, compareReinforcements);
  1337. dests.push_back(townsReachable.back());
  1338. }
  1339. else if(townsNotReachable.size())
  1340. {
  1341. boost::sort(townsNotReachable, compareReinforcements);
  1342. //TODO pick the truly best
  1343. const CGTownInstance *t = townsNotReachable.back();
  1344. logAi->debug("%s can't reach any town, we'll try to make our way to %s at %s",h->name,t->name, t->visitablePos()());
  1345. int3 pos1 = h->pos;
  1346. striveToGoal(sptr(Goals::ClearWayTo(t->visitablePos()).sethero(h)));
  1347. //if out hero is stuck, we may need to request another hero to clear the way we see
  1348. if (pos1 == h->pos && h == primaryHero()) //hero can't move
  1349. {
  1350. if (canRecruitAnyHero(t))
  1351. recruitHero(t);
  1352. }
  1353. break;
  1354. }
  1355. else if(cb->getResourceAmount(Res::GOLD) >= GameConstants::HERO_GOLD_COST)
  1356. {
  1357. std::vector<const CGTownInstance *> towns = cb->getTownsInfo();
  1358. vstd::erase_if(towns, [](const CGTownInstance *t) -> bool
  1359. {
  1360. for(const CGHeroInstance *h : cb->getHeroesInfo())
  1361. if(!t->getArmyStrength() || howManyReinforcementsCanGet(h, t))
  1362. return true;
  1363. return false;
  1364. });
  1365. boost::sort(towns, compareArmyStrength);
  1366. if(towns.size())
  1367. recruitHero(towns.back());
  1368. break;
  1369. }
  1370. else
  1371. {
  1372. logAi->debug("Nowhere more to go...");
  1373. break;
  1374. }
  1375. }
  1376. //end of objs empty
  1377. if (dests.size()) //performance improvement
  1378. {
  1379. boost::sort(dests, CDistanceSorter(h.get())); //find next closest one
  1380. //wander should not cause heroes to be reserved - they are always considered free
  1381. const ObjectIdRef&dest = dests.front();
  1382. logAi->debug("Of all %d destinations, object oid=%d seems nice",dests.size(), dest.id.getNum());
  1383. if(!goVisitObj(dest, h))
  1384. {
  1385. if(!dest)
  1386. {
  1387. logAi->debug("Visit attempt made the object (id=%d) gone...", dest.id.getNum());
  1388. }
  1389. else
  1390. {
  1391. logAi->debug("Hero %s apparently used all MPs (%d left)", h->name, h->movement);
  1392. return;
  1393. }
  1394. }
  1395. }
  1396. if (h->visitedTown)
  1397. {
  1398. townVisitsThisWeek[h].insert(h->visitedTown);
  1399. buildArmyIn(h->visitedTown);
  1400. }
  1401. }
  1402. }
  1403. void VCAI::setGoal(HeroPtr h, Goals::TSubgoal goal)
  1404. { //TODO: check for presence?
  1405. if(goal->invalid())
  1406. vstd::erase_if_present(lockedHeroes, h);
  1407. else
  1408. {
  1409. lockedHeroes[h] = goal;
  1410. goal->setisElementar(false); //always evaluate goals before realizing
  1411. }
  1412. }
  1413. void VCAI::completeGoal (Goals::TSubgoal goal)
  1414. {
  1415. logAi->trace("Completing goal: %s", goal->name());
  1416. if (const CGHeroInstance * h = goal->hero.get(true))
  1417. {
  1418. auto it = lockedHeroes.find(h);
  1419. if (it != lockedHeroes.end())
  1420. if (it->second == goal)
  1421. {
  1422. logAi->debug(goal->completeMessage());
  1423. lockedHeroes.erase(it); //goal fulfilled, free hero
  1424. }
  1425. }
  1426. else //complete goal for all heroes maybe?
  1427. {
  1428. vstd::erase_if(lockedHeroes, [goal](std::pair<HeroPtr, Goals::TSubgoal> p)
  1429. {
  1430. if (*(p.second) == *goal || p.second->fulfillsMe(goal)) //we could have fulfilled goals of other heroes by chance
  1431. {
  1432. logAi->debug(p.second->completeMessage());
  1433. return true;
  1434. }
  1435. return false;
  1436. });
  1437. }
  1438. }
  1439. void VCAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
  1440. {
  1441. NET_EVENT_HANDLER;
  1442. assert(playerID > PlayerColor::PLAYER_LIMIT || status.getBattle() == UPCOMING_BATTLE);
  1443. status.setBattle(ONGOING_BATTLE);
  1444. const CGObjectInstance *presumedEnemy = vstd::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
  1445. battlename = boost::str(boost::format("Starting battle of %s attacking %s at %s") % (hero1 ? hero1->name : "a army") % (presumedEnemy ? presumedEnemy->getObjectName() : "unknown enemy") % tile);
  1446. CAdventureAI::battleStart(army1, army2, tile, hero1, hero2, side);
  1447. }
  1448. void VCAI::battleEnd(const BattleResult *br)
  1449. {
  1450. NET_EVENT_HANDLER;
  1451. assert(status.getBattle() == ONGOING_BATTLE);
  1452. status.setBattle(ENDING_BATTLE);
  1453. bool won = br->winner == myCb->battleGetMySide();
  1454. logAi->debug("Player %d: I %s the %s!", playerID.getNum(), (won ? "won" : "lost"), battlename);
  1455. battlename.clear();
  1456. CAdventureAI::battleEnd(br);
  1457. }
  1458. void VCAI::waitTillFree()
  1459. {
  1460. auto unlock = vstd::makeUnlockSharedGuard(cb->getGsMutex());
  1461. status.waitTillFree();
  1462. }
  1463. void VCAI::markObjectVisited (const CGObjectInstance *obj)
  1464. {
  1465. if(dynamic_cast<const CGVisitableOPH *>(obj) || //we may want to wisit it with another hero
  1466. dynamic_cast<const CGBonusingObject *>(obj) || //or another time
  1467. (obj->ID == Obj::MONSTER))
  1468. return;
  1469. alreadyVisited.insert(obj);
  1470. }
  1471. void VCAI::reserveObject(HeroPtr h, const CGObjectInstance *obj)
  1472. {
  1473. reservedObjs.insert(obj);
  1474. reservedHeroesMap[h].insert(obj);
  1475. logAi->debug("reserved object id=%d; address=%p; name=%s", obj->id ,obj, obj->getObjectName());
  1476. }
  1477. void VCAI::unreserveObject(HeroPtr h, const CGObjectInstance *obj)
  1478. {
  1479. vstd::erase_if_present(reservedObjs, obj); //unreserve objects
  1480. vstd::erase_if_present(reservedHeroesMap[h], obj);
  1481. }
  1482. void VCAI::markHeroUnableToExplore (HeroPtr h)
  1483. {
  1484. heroesUnableToExplore.insert(h);
  1485. }
  1486. void VCAI::markHeroAbleToExplore (HeroPtr h)
  1487. {
  1488. vstd::erase_if_present(heroesUnableToExplore, h);
  1489. }
  1490. bool VCAI::isAbleToExplore (HeroPtr h)
  1491. {
  1492. return !vstd::contains (heroesUnableToExplore, h);
  1493. }
  1494. void VCAI::clearPathsInfo()
  1495. {
  1496. heroesUnableToExplore.clear();
  1497. cachedSectorMaps.clear();
  1498. }
  1499. void VCAI::validateVisitableObjs()
  1500. {
  1501. std::string errorMsg;
  1502. auto shouldBeErased = [&](const CGObjectInstance *obj) -> bool
  1503. {
  1504. if (obj)
  1505. return !cb->getObj(obj->id, false); // no verbose output needed as we check object visibility
  1506. else
  1507. return true;
  1508. };
  1509. //errorMsg is captured by ref so lambda will take the new text
  1510. errorMsg = " shouldn't be on the visitable objects list!";
  1511. vstd::erase_if(visitableObjs, shouldBeErased);
  1512. //FIXME: how comes our own heroes become inaccessible?
  1513. vstd::erase_if(reservedHeroesMap, [](std::pair<HeroPtr, std::set<const CGObjectInstance *>> hp) -> bool
  1514. {
  1515. return !hp.first.get(true);
  1516. });
  1517. for(auto &p : reservedHeroesMap)
  1518. {
  1519. errorMsg = " shouldn't be on list for hero " + p.first->name + "!";
  1520. vstd::erase_if(p.second, shouldBeErased);
  1521. }
  1522. errorMsg = " shouldn't be on the reserved objs list!";
  1523. vstd::erase_if(reservedObjs, shouldBeErased);
  1524. //TODO overkill, hidden object should not be removed. However, we can't know if hidden object is erased from game.
  1525. errorMsg = " shouldn't be on the already visited objs list!";
  1526. vstd::erase_if(alreadyVisited, shouldBeErased);
  1527. }
  1528. void VCAI::retreiveVisitableObjs(std::vector<const CGObjectInstance *> &out, bool includeOwned /*= false*/) const
  1529. {
  1530. foreach_tile_pos([&](const int3 &pos)
  1531. {
  1532. for(const CGObjectInstance *obj : myCb->getVisitableObjs(pos, false))
  1533. {
  1534. if(includeOwned || obj->tempOwner != playerID)
  1535. out.push_back(obj);
  1536. }
  1537. });
  1538. }
  1539. void VCAI::retreiveVisitableObjs()
  1540. {
  1541. foreach_tile_pos([&](const int3 &pos)
  1542. {
  1543. for(const CGObjectInstance *obj : myCb->getVisitableObjs(pos, false))
  1544. {
  1545. if(obj->tempOwner != playerID)
  1546. addVisitableObj(obj);
  1547. }
  1548. });
  1549. }
  1550. std::vector<const CGObjectInstance *> VCAI::getFlaggedObjects() const
  1551. {
  1552. std::vector<const CGObjectInstance *> ret;
  1553. for(const CGObjectInstance *obj : visitableObjs)
  1554. {
  1555. if(obj->tempOwner == playerID)
  1556. ret.push_back(obj);
  1557. }
  1558. return ret;
  1559. }
  1560. void VCAI::addVisitableObj(const CGObjectInstance *obj)
  1561. {
  1562. visitableObjs.insert(obj);
  1563. helperObjInfo[obj] = ObjInfo(obj);
  1564. // All teleport objects seen automatically assigned to appropriate channels
  1565. auto teleportObj = dynamic_cast<const CGTeleport *>(obj);
  1566. if(teleportObj)
  1567. CGTeleport::addToChannel(knownTeleportChannels, teleportObj);
  1568. }
  1569. const CGObjectInstance * VCAI::lookForArt(int aid) const
  1570. {
  1571. for(const CGObjectInstance *obj : ai->visitableObjs)
  1572. {
  1573. if(obj->ID == Obj::ARTIFACT && obj->subID == aid)
  1574. return obj;
  1575. }
  1576. return nullptr;
  1577. //TODO what if more than one artifact is available? return them all or some slection criteria
  1578. }
  1579. bool VCAI::isAccessible(const int3 &pos)
  1580. {
  1581. //TODO precalculate for speed
  1582. for(const CGHeroInstance *h : cb->getHeroesInfo())
  1583. {
  1584. if(isAccessibleForHero(pos, h))
  1585. return true;
  1586. }
  1587. return false;
  1588. }
  1589. HeroPtr VCAI::getHeroWithGrail() const
  1590. {
  1591. for(const CGHeroInstance *h : cb->getHeroesInfo())
  1592. if(h->hasArt(2)) //grail
  1593. return h;
  1594. return nullptr;
  1595. }
  1596. const CGObjectInstance * VCAI::getUnvisitedObj(const std::function<bool(const CGObjectInstance *)> &predicate)
  1597. {
  1598. //TODO smarter definition of unvisited
  1599. for(const CGObjectInstance *obj : visitableObjs)
  1600. if(predicate(obj) && !vstd::contains(alreadyVisited, obj))
  1601. return obj;
  1602. return nullptr;
  1603. }
  1604. bool VCAI::isAccessibleForHero(const int3 & pos, HeroPtr h, bool includeAllies /*= false*/) const
  1605. {
  1606. if (!includeAllies)
  1607. { //don't visit tile occupied by allied hero
  1608. for (auto obj : cb->getVisitableObjs(pos))
  1609. {
  1610. if (obj->ID == Obj::HERO &&
  1611. cb->getPlayerRelations(ai->playerID, obj->tempOwner) != PlayerRelations::ENEMIES &&
  1612. obj != h.get())
  1613. return false;
  1614. }
  1615. }
  1616. return cb->getPathsInfo(h.get())->getPathInfo(pos)->reachable();
  1617. }
  1618. bool VCAI::moveHeroToTile(int3 dst, HeroPtr h)
  1619. {
  1620. auto afterMovementCheck = [&]() -> void
  1621. {
  1622. waitTillFree(); //movement may cause battle or blocking dialog
  1623. if(!h)
  1624. {
  1625. lostHero(h);
  1626. teleportChannelProbingList.clear();
  1627. if (status.channelProbing()) // if hero lost during channel probing we need to switch this mode off
  1628. status.setChannelProbing(false);
  1629. throw cannotFulfillGoalException("Hero was lost!");
  1630. }
  1631. };
  1632. logAi->debug("Moving hero %s to tile %s", h->name, dst());
  1633. int3 startHpos = h->visitablePos();
  1634. bool ret = false;
  1635. if(startHpos == dst)
  1636. {
  1637. //FIXME: this assertion fails also if AI moves onto defeated guarded object
  1638. assert(cb->getVisitableObjs(dst).size() > 1); //there's no point in revisiting tile where there is no visitable object
  1639. cb->moveHero(*h, CGHeroInstance::convertPosition(dst, true));
  1640. afterMovementCheck();// TODO: is it feasible to hero get killed there if game work properly?
  1641. // not sure if AI can currently reconsider to attack bank while staying on it. Check issue 2084 on mantis for more information.
  1642. ret = true;
  1643. }
  1644. else
  1645. {
  1646. CGPath path;
  1647. cb->getPathsInfo(h.get())->getPath(path, dst);
  1648. if(path.nodes.empty())
  1649. {
  1650. logAi->error("Hero %s cannot reach %s.", h->name, dst());
  1651. throw goalFulfilledException (sptr(Goals::VisitTile(dst).sethero(h)));
  1652. }
  1653. int i = path.nodes.size()-1;
  1654. auto getObj = [&](int3 coord, bool ignoreHero)
  1655. {
  1656. auto tile = cb->getTile(coord, false);
  1657. assert(tile);
  1658. return tile->topVisitableObj(ignoreHero);
  1659. //return cb->getTile(coord,false)->topVisitableObj(ignoreHero);
  1660. };
  1661. auto isTeleportAction = [&](CGPathNode::ENodeAction action) -> bool
  1662. {
  1663. if(action != CGPathNode::TELEPORT_NORMAL &&
  1664. action != CGPathNode::TELEPORT_BLOCKING_VISIT &&
  1665. action != CGPathNode::TELEPORT_BATTLE)
  1666. {
  1667. return false;
  1668. }
  1669. return true;
  1670. };
  1671. auto getDestTeleportObj = [&](const CGObjectInstance * currentObject, const CGObjectInstance * nextObjectTop, const CGObjectInstance * nextObject) -> const CGObjectInstance *
  1672. {
  1673. if(CGTeleport::isConnected(currentObject, nextObjectTop))
  1674. return nextObjectTop;
  1675. if(nextObjectTop && nextObjectTop->ID == Obj::HERO &&
  1676. CGTeleport::isConnected(currentObject, nextObject))
  1677. {
  1678. return nextObject;
  1679. }
  1680. return nullptr;
  1681. };
  1682. auto doMovement = [&](int3 dst, bool transit)
  1683. {
  1684. cb->moveHero(*h, CGHeroInstance::convertPosition(dst, true), transit);
  1685. };
  1686. auto doTeleportMovement = [&](ObjectInstanceID exitId, int3 exitPos)
  1687. {
  1688. destinationTeleport = exitId;
  1689. if(exitPos.valid())
  1690. destinationTeleportPos = CGHeroInstance::convertPosition(exitPos, true);
  1691. cb->moveHero(*h, h->pos);
  1692. destinationTeleport = ObjectInstanceID();
  1693. destinationTeleportPos = int3(-1);
  1694. afterMovementCheck();
  1695. };
  1696. auto doChannelProbing = [&]() -> void
  1697. {
  1698. auto currentPos = CGHeroInstance::convertPosition(h->pos,false);
  1699. auto currentExit = getObj(currentPos, true)->id;
  1700. status.setChannelProbing(true);
  1701. for(auto exit : teleportChannelProbingList)
  1702. doTeleportMovement(exit, int3(-1));
  1703. teleportChannelProbingList.clear();
  1704. status.setChannelProbing(false);
  1705. doTeleportMovement(currentExit, currentPos);
  1706. };
  1707. for(; i>0; i--)
  1708. {
  1709. int3 currentCoord = path.nodes[i].coord;
  1710. int3 nextCoord = path.nodes[i-1].coord;
  1711. auto currentObject = getObj(currentCoord, currentCoord == CGHeroInstance::convertPosition(h->pos,false));
  1712. auto nextObjectTop = getObj(nextCoord, false);
  1713. auto nextObject = getObj(nextCoord, true);
  1714. auto destTeleportObj = getDestTeleportObj(currentObject, nextObjectTop, nextObject);
  1715. if(isTeleportAction(path.nodes[i-1].action) && destTeleportObj != nullptr)
  1716. { //we use special login if hero standing on teleporter it's mean we need
  1717. doTeleportMovement(destTeleportObj->id, nextCoord);
  1718. if(teleportChannelProbingList.size())
  1719. doChannelProbing();
  1720. continue;
  1721. }
  1722. //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
  1723. if(path.nodes[i-1].turns)
  1724. {
  1725. //blockedHeroes.insert(h); //to avoid attempts of moving heroes with very little MPs
  1726. break;
  1727. }
  1728. int3 endpos = path.nodes[i-1].coord;
  1729. if(endpos == h->visitablePos())
  1730. continue;
  1731. if((i-2 >= 0) // Check there is node after next one; otherwise transit is pointless
  1732. && (CGTeleport::isConnected(nextObjectTop, getObj(path.nodes[i-2].coord, false))
  1733. || CGTeleport::isTeleport(nextObjectTop)))
  1734. { // Hero should be able to go through object if it's allow transit
  1735. doMovement(endpos, true);
  1736. }
  1737. else if(path.nodes[i-1].layer == EPathfindingLayer::AIR)
  1738. doMovement(endpos, true);
  1739. else
  1740. doMovement(endpos, false);
  1741. afterMovementCheck();
  1742. if(teleportChannelProbingList.size())
  1743. doChannelProbing();
  1744. }
  1745. }
  1746. if (h)
  1747. {
  1748. if(auto visitedObject = vstd::frontOrNull(cb->getVisitableObjs(h->visitablePos()))) //we stand on something interesting
  1749. {
  1750. if (visitedObject != *h)
  1751. performObjectInteraction (visitedObject, h);
  1752. }
  1753. }
  1754. if(h) //we could have lost hero after last move
  1755. {
  1756. completeGoal (sptr(Goals::VisitTile(dst).sethero(h))); //we stepped on some tile, anyway
  1757. completeGoal (sptr(Goals::ClearWayTo(dst).sethero(h)));
  1758. ret = (dst == h->visitablePos());
  1759. if(!ret) //reserve object we are heading towards
  1760. {
  1761. auto obj = vstd::frontOrNull(cb->getVisitableObjs(dst));
  1762. if(obj && obj != *h)
  1763. reserveObject(h, obj);
  1764. }
  1765. if(startHpos == h->visitablePos() && !ret) //we didn't move and didn't reach the target
  1766. {
  1767. vstd::erase_if_present(lockedHeroes, h); //hero seemingly is confused
  1768. throw cannotFulfillGoalException("Invalid path found!"); //FIXME: should never happen
  1769. }
  1770. logAi->debug("Hero %s moved from %s to %s. Returning %d.", h->name, startHpos(), h->visitablePos()(), ret);
  1771. }
  1772. return ret;
  1773. }
  1774. void VCAI::tryRealize(Goals::Explore & g)
  1775. {
  1776. throw cannotFulfillGoalException("EXPLORE is not an elementar goal!");
  1777. }
  1778. void VCAI::tryRealize(Goals::RecruitHero & g)
  1779. {
  1780. if(const CGTownInstance *t = findTownWithTavern())
  1781. {
  1782. recruitHero(t, true);
  1783. //TODO try to free way to blocked town
  1784. //TODO: adventure map tavern or prison?
  1785. }
  1786. }
  1787. void VCAI::tryRealize(Goals::VisitTile & g)
  1788. {
  1789. if(!g.hero->movement)
  1790. throw cannotFulfillGoalException("Cannot visit tile: hero is out of MPs!");
  1791. if(g.tile == g.hero->visitablePos() && cb->getVisitableObjs(g.hero->visitablePos()).size() < 2)
  1792. {
  1793. logAi->warn("Why do I want to move hero %s to tile %s? Already standing on that tile! ", g.hero->name, g.tile());
  1794. throw goalFulfilledException (sptr(g));
  1795. }
  1796. if (ai->moveHeroToTile(g.tile, g.hero.get()))
  1797. {
  1798. throw goalFulfilledException (sptr(g));
  1799. }
  1800. }
  1801. void VCAI::tryRealize(Goals::VisitHero & g)
  1802. {
  1803. if(!g.hero->movement)
  1804. throw cannotFulfillGoalException("Cannot visit target hero: hero is out of MPs!");
  1805. const CGObjectInstance * obj = cb->getObj(ObjectInstanceID(g.objid));
  1806. if (obj)
  1807. {
  1808. if (ai->moveHeroToTile(obj->visitablePos(), g.hero.get()))
  1809. {
  1810. throw goalFulfilledException (sptr(g));
  1811. }
  1812. }
  1813. else
  1814. throw cannotFulfillGoalException("Cannot visit hero: object not found!");
  1815. }
  1816. void VCAI::tryRealize(Goals::BuildThis & g)
  1817. {
  1818. const CGTownInstance *t = g.town;
  1819. if(!t && g.hero)
  1820. t = g.hero->visitedTown;
  1821. if(!t)
  1822. {
  1823. for(const CGTownInstance *t : cb->getTownsInfo())
  1824. {
  1825. switch(cb->canBuildStructure(t, BuildingID(g.bid)))
  1826. {
  1827. case EBuildingState::ALLOWED:
  1828. cb->buildBuilding(t, BuildingID(g.bid));
  1829. return;
  1830. default:
  1831. break;
  1832. }
  1833. }
  1834. }
  1835. else if(cb->canBuildStructure(t, BuildingID(g.bid)) == EBuildingState::ALLOWED)
  1836. {
  1837. cb->buildBuilding(t, BuildingID(g.bid));
  1838. return;
  1839. }
  1840. throw cannotFulfillGoalException("Cannot build a given structure!");
  1841. }
  1842. void VCAI::tryRealize(Goals::DigAtTile & g)
  1843. {
  1844. assert(g.hero->visitablePos() == g.tile); //surely we want to crash here?
  1845. if (g.hero->diggingStatus() == EDiggingStatus::CAN_DIG)
  1846. {
  1847. cb->dig(g.hero.get());
  1848. completeGoal(sptr(g)); // finished digging
  1849. }
  1850. else
  1851. {
  1852. ai->lockedHeroes[g.hero] = sptr(g); //hero who tries to dig shouldn't do anything else
  1853. throw cannotFulfillGoalException("A hero can't dig!\n");
  1854. }
  1855. }
  1856. void VCAI::tryRealize(Goals::CollectRes & g)
  1857. {
  1858. if(cb->getResourceAmount(static_cast<Res::ERes>(g.resID)) >= g.value)
  1859. throw cannotFulfillGoalException("Goal is already fulfilled!");
  1860. if(const CGObjectInstance *obj = cb->getObj(ObjectInstanceID(g.objid), false))
  1861. {
  1862. if(const IMarket *m = IMarket::castFrom(obj, false))
  1863. {
  1864. for (Res::ERes i = Res::WOOD; i <= Res::GOLD; vstd::advance(i, 1))
  1865. {
  1866. if(i == g.resID) continue;
  1867. int toGive, toGet;
  1868. m->getOffer(i, g.resID, toGive, toGet, EMarketMode::RESOURCE_RESOURCE);
  1869. toGive = toGive * (cb->getResourceAmount(i) / toGive);
  1870. //TODO trade only as much as needed
  1871. cb->trade(obj, EMarketMode::RESOURCE_RESOURCE, i, g.resID, toGive);
  1872. if(cb->getResourceAmount(static_cast<Res::ERes>(g.resID)) >= g.value)
  1873. return;
  1874. }
  1875. throw cannotFulfillGoalException("I cannot get needed resources by trade!");
  1876. }
  1877. else
  1878. {
  1879. throw cannotFulfillGoalException("I don't know how to use this object to raise resources!");
  1880. }
  1881. }
  1882. else
  1883. {
  1884. saving[g.resID] = 1;
  1885. throw cannotFulfillGoalException("No object that could be used to raise resources!");
  1886. }
  1887. }
  1888. void VCAI::tryRealize(Goals::Build & g)
  1889. {
  1890. for(const CGTownInstance *t : cb->getTownsInfo())
  1891. {
  1892. logAi->debug("Looking into %s", t->name);
  1893. buildStructure(t);
  1894. buildArmyIn(t);
  1895. if(!ai->primaryHero() ||
  1896. (t->getArmyStrength() > ai->primaryHero()->getArmyStrength() * 2 && !isAccessibleForHero(t->visitablePos(), ai->primaryHero())))
  1897. {
  1898. recruitHero(t);
  1899. buildArmyIn(t);
  1900. }
  1901. }
  1902. throw cannotFulfillGoalException("BUILD has been realized as much as possible.");
  1903. }
  1904. void VCAI::tryRealize(Goals::Invalid & g)
  1905. {
  1906. throw cannotFulfillGoalException("I don't know how to fulfill this!");
  1907. }
  1908. void VCAI::tryRealize(Goals::AbstractGoal & g)
  1909. {
  1910. logAi->debug("Attempting realizing goal with code %s",g.name());
  1911. throw cannotFulfillGoalException("Unknown type of goal !");
  1912. }
  1913. const CGTownInstance * VCAI::findTownWithTavern() const
  1914. {
  1915. for(const CGTownInstance *t : cb->getTownsInfo())
  1916. if(t->hasBuilt(BuildingID::TAVERN) && !t->visitingHero)
  1917. return t;
  1918. return nullptr;
  1919. }
  1920. Goals::TSubgoal VCAI::getGoal (HeroPtr h) const
  1921. {
  1922. auto it = lockedHeroes.find(h);
  1923. if (it != lockedHeroes.end())
  1924. return it->second;
  1925. else
  1926. return sptr(Goals::Invalid());
  1927. }
  1928. std::vector<HeroPtr> VCAI::getUnblockedHeroes() const
  1929. {
  1930. std::vector<HeroPtr> ret;
  1931. for (auto h : cb->getHeroesInfo())
  1932. {
  1933. //&& !vstd::contains(lockedHeroes, h)
  1934. //at this point we assume heroes exhausted their locked goals
  1935. if (canAct(h))
  1936. ret.push_back(h);
  1937. }
  1938. return ret;
  1939. }
  1940. bool VCAI::canAct (HeroPtr h) const
  1941. {
  1942. auto mission = lockedHeroes.find(h);
  1943. if (mission != lockedHeroes.end())
  1944. {
  1945. //FIXME: I'm afraid there can be other conditions when heroes can act but not move :?
  1946. if (mission->second->goalType == Goals::DIG_AT_TILE && !mission->second->isElementar)
  1947. return false;
  1948. }
  1949. return h->movement;
  1950. }
  1951. HeroPtr VCAI::primaryHero() const
  1952. {
  1953. auto hs = cb->getHeroesInfo();
  1954. boost::sort(hs, compareHeroStrength);
  1955. if(hs.empty())
  1956. return nullptr;
  1957. return hs.back();
  1958. }
  1959. void VCAI::endTurn()
  1960. {
  1961. logAi->info("Player %d ends turn", playerID.getNum());
  1962. if(!status.haveTurn())
  1963. {
  1964. logAi->error("Not having turn at the end of turn???");
  1965. }
  1966. logAi->debugStream() << "Resources at the end of turn: " << cb->getResourceAmount();
  1967. do
  1968. {
  1969. cb->endTurn();
  1970. } 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
  1971. logGlobal->infoStream() << "Player %d ended turn", playerID.getNum();
  1972. }
  1973. void VCAI::striveToGoal(Goals::TSubgoal ultimateGoal)
  1974. {
  1975. if (ultimateGoal->invalid())
  1976. return;
  1977. //we are looking for abstract goals
  1978. auto abstractGoal = striveToGoalInternal (ultimateGoal, false);
  1979. if (abstractGoal->invalid())
  1980. return;
  1981. //we received abstract goal, need to find concrete goals
  1982. striveToGoalInternal (abstractGoal, true);
  1983. //TODO: save abstract goals not related to hero
  1984. }
  1985. Goals::TSubgoal VCAI::striveToGoalInternal(Goals::TSubgoal ultimateGoal, bool onlyAbstract)
  1986. {
  1987. const int searchDepth = 30;
  1988. const int searchDepth2 = searchDepth-2;
  1989. Goals::TSubgoal abstractGoal = sptr(Goals::Invalid());
  1990. while(1)
  1991. {
  1992. Goals::TSubgoal goal = ultimateGoal;
  1993. logAi->debugStream() << boost::format("Striving to goal of type %s") % ultimateGoal->name();
  1994. int maxGoals = searchDepth; //preventing deadlock for mutually dependent goals
  1995. while(!goal->isElementar && maxGoals && (onlyAbstract || !goal->isAbstract))
  1996. {
  1997. logAi->debugStream() << boost::format("Considering goal %s") % goal->name();
  1998. try
  1999. {
  2000. boost::this_thread::interruption_point();
  2001. goal = goal->whatToDoToAchieve();
  2002. --maxGoals;
  2003. if (*goal == *ultimateGoal) //compare objects by value
  2004. throw cannotFulfillGoalException("Goal dependency loop detected!");
  2005. }
  2006. catch(goalFulfilledException &e)
  2007. {
  2008. //it is impossible to continue some goals (like exploration, for example)
  2009. completeGoal (goal);
  2010. logAi->debugStream() << boost::format("Goal %s decomposition failed: goal was completed as much as possible") % goal->name();
  2011. return sptr(Goals::Invalid());
  2012. }
  2013. catch(std::exception &e)
  2014. {
  2015. logAi->debugStream() << boost::format("Goal %s decomposition failed: %s") % goal->name() % e.what();
  2016. return sptr(Goals::Invalid());
  2017. }
  2018. }
  2019. try
  2020. {
  2021. boost::this_thread::interruption_point();
  2022. if (!maxGoals)
  2023. {
  2024. std::runtime_error e("Too many subgoals, don't know what to do");
  2025. throw (e);
  2026. }
  2027. if (goal->hero) //lock this hero to fulfill ultimate goal
  2028. {
  2029. if (maxGoals)
  2030. {
  2031. setGoal(goal->hero, goal);
  2032. }
  2033. else
  2034. {
  2035. vstd::erase_if_present (lockedHeroes, goal->hero); // we seemingly don't know what to do with hero
  2036. }
  2037. }
  2038. if (goal->isAbstract)
  2039. {
  2040. abstractGoal = goal; //allow only one abstract goal per call
  2041. logAi->debugStream() << boost::format("Choosing abstract goal %s") % goal->name();
  2042. break;
  2043. }
  2044. else
  2045. {
  2046. logAi->debugStream() << boost::format("Trying to realize %s (value %2.3f)") % goal->name() % goal->priority;
  2047. goal->accept(this);
  2048. }
  2049. boost::this_thread::interruption_point();
  2050. }
  2051. catch(boost::thread_interrupted &e)
  2052. {
  2053. logAi->debugStream() << boost::format("Player %d: Making turn thread received an interruption!") % playerID;
  2054. throw; //rethrow, we want to truly end this thread
  2055. }
  2056. catch(goalFulfilledException &e)
  2057. {
  2058. //the goal was completed successfully
  2059. completeGoal (goal);
  2060. //completed goal was main goal //TODO: find better condition
  2061. if (ultimateGoal->fulfillsMe(goal) || maxGoals > searchDepth2)
  2062. return sptr(Goals::Invalid());
  2063. }
  2064. catch(std::exception &e)
  2065. {
  2066. logAi->debugStream() << boost::format("Failed to realize subgoal of type %s (greater goal type was %s), I will stop.") % goal->name() % ultimateGoal->name();
  2067. logAi->debugStream() << boost::format("The error message was: %s") % e.what();
  2068. break;
  2069. }
  2070. }
  2071. return abstractGoal;
  2072. }
  2073. void VCAI::striveToQuest (const QuestInfo &q)
  2074. {
  2075. if (q.quest->missionType && q.quest->progress != CQuest::COMPLETE)
  2076. {
  2077. MetaString ms;
  2078. q.quest->getRolloverText(ms, false);
  2079. logAi->debugStream() << boost::format("Trying to realize quest: %s") % ms.toString();
  2080. auto heroes = cb->getHeroesInfo();
  2081. switch (q.quest->missionType)
  2082. {
  2083. case CQuest::MISSION_ART:
  2084. {
  2085. for (auto hero : heroes) //TODO: remove duplicated code?
  2086. {
  2087. if (q.quest->checkQuest(hero))
  2088. {
  2089. striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero)));
  2090. return;
  2091. }
  2092. }
  2093. for (auto art : q.quest->m5arts)
  2094. {
  2095. striveToGoal (sptr(Goals::GetArtOfType(art))); //TODO: transport?
  2096. }
  2097. break;
  2098. }
  2099. case CQuest::MISSION_HERO:
  2100. {
  2101. //striveToGoal (CGoal(RECRUIT_HERO));
  2102. for (auto hero : heroes)
  2103. {
  2104. if (q.quest->checkQuest(hero))
  2105. {
  2106. striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero)));
  2107. return;
  2108. }
  2109. }
  2110. striveToGoal (sptr(Goals::FindObj(Obj::PRISON))); //rule of a thumb - quest heroes usually are locked in prisons
  2111. //BNLOG ("Don't know how to recruit hero with id %d\n", q.quest->m13489val);
  2112. break;
  2113. }
  2114. case CQuest::MISSION_ARMY:
  2115. {
  2116. for (auto hero : heroes)
  2117. {
  2118. if (q.quest->checkQuest(hero)) //very bad info - stacks can be split between multiple heroes :(
  2119. {
  2120. striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero)));
  2121. return;
  2122. }
  2123. }
  2124. for (auto creature : q.quest->m6creatures)
  2125. {
  2126. striveToGoal (sptr(Goals::GatherTroops(creature.type->idNumber, creature.count)));
  2127. }
  2128. //TODO: exchange armies... oh my
  2129. //BNLOG ("Don't know how to recruit %d of %s\n", (int)(creature.count) % creature.type->namePl);
  2130. break;
  2131. }
  2132. case CQuest::MISSION_RESOURCES:
  2133. {
  2134. if (heroes.size())
  2135. {
  2136. if (q.quest->checkQuest(heroes.front())) //it doesn't matter which hero it is
  2137. {
  2138. striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum())));
  2139. }
  2140. else
  2141. {
  2142. for (int i = 0; i < q.quest->m7resources.size(); ++i)
  2143. {
  2144. if (q.quest->m7resources[i])
  2145. striveToGoal (sptr(Goals::CollectRes(i, q.quest->m7resources[i])));
  2146. }
  2147. }
  2148. }
  2149. else
  2150. striveToGoal (sptr(Goals::RecruitHero())); //FIXME: checkQuest requires any hero belonging to player :(
  2151. break;
  2152. }
  2153. case CQuest::MISSION_KILL_HERO:
  2154. case CQuest::MISSION_KILL_CREATURE:
  2155. {
  2156. auto obj = cb->getObjByQuestIdentifier(q.quest->m13489val);
  2157. if (obj)
  2158. striveToGoal (sptr(Goals::GetObj(obj->id.getNum())));
  2159. else
  2160. striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()))); //visit seer hut
  2161. break;
  2162. }
  2163. case CQuest::MISSION_PRIMARY_STAT:
  2164. {
  2165. auto heroes = cb->getHeroesInfo();
  2166. for (auto hero : heroes)
  2167. {
  2168. if (q.quest->checkQuest(hero))
  2169. {
  2170. striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero)));
  2171. return;
  2172. }
  2173. }
  2174. for (int i = 0; i < q.quest->m2stats.size(); ++i)
  2175. {
  2176. logAi->debugStream() << boost::format("Don't know how to increase primary stat %d") % i;
  2177. }
  2178. break;
  2179. }
  2180. case CQuest::MISSION_LEVEL:
  2181. {
  2182. auto heroes = cb->getHeroesInfo();
  2183. for (auto hero : heroes)
  2184. {
  2185. if (q.quest->checkQuest(hero))
  2186. {
  2187. striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero))); //TODO: causes infinite loop :/
  2188. return;
  2189. }
  2190. }
  2191. logAi->debugStream() << boost::format("Don't know how to reach hero level %d") % q.quest->m13489val;
  2192. break;
  2193. }
  2194. case CQuest::MISSION_PLAYER:
  2195. {
  2196. if (playerID.getNum() != q.quest->m13489val)
  2197. logAi->debugStream() << boost::format("Can't be player of color %d") % q.quest->m13489val;
  2198. break;
  2199. }
  2200. case CQuest::MISSION_KEYMASTER:
  2201. {
  2202. striveToGoal (sptr(Goals::FindObj(Obj::KEYMASTER, q.obj->subID)));
  2203. break;
  2204. }
  2205. }
  2206. }
  2207. }
  2208. void VCAI::performTypicalActions()
  2209. {
  2210. for(auto h : getUnblockedHeroes())
  2211. {
  2212. logAi->debugStream() << boost::format("Looking into %s, MP=%d") % h->name.c_str() % h->movement;
  2213. makePossibleUpgrades(*h);
  2214. pickBestArtifacts(*h);
  2215. try
  2216. {
  2217. wander(h);
  2218. }
  2219. catch(std::exception &e)
  2220. {
  2221. logAi->debugStream() << boost::format("Cannot use this hero anymore, received exception: %s") % e.what();
  2222. continue;
  2223. }
  2224. }
  2225. }
  2226. void VCAI::buildArmyIn(const CGTownInstance * t)
  2227. {
  2228. makePossibleUpgrades(t->visitingHero);
  2229. makePossibleUpgrades(t);
  2230. recruitCreatures(t, t->getUpperArmy());
  2231. moveCreaturesToHero(t);
  2232. }
  2233. int3 VCAI::explorationBestNeighbour(int3 hpos, int radius, HeroPtr h)
  2234. {
  2235. int3 ourPos = h->convertPosition(h->pos, false);
  2236. std::map<int3, int> dstToRevealedTiles;
  2237. for(crint3 dir : int3::getDirs())
  2238. if(cb->isInTheMap(hpos+dir))
  2239. if (ourPos != dir) //don't stand in place
  2240. if (isSafeToVisit(h, hpos + dir) && isAccessibleForHero (hpos + dir, h))
  2241. dstToRevealedTiles[hpos + dir] = howManyTilesWillBeDiscovered(radius, hpos, dir);
  2242. if (dstToRevealedTiles.empty()) //yes, it DID happen!
  2243. throw cannotFulfillGoalException("No neighbour will bring new discoveries!");
  2244. auto best = dstToRevealedTiles.begin();
  2245. for (auto i = dstToRevealedTiles.begin(); i != dstToRevealedTiles.end(); i++)
  2246. {
  2247. const CGPathNode *pn = cb->getPathsInfo(h.get())->getPathInfo(i->first);
  2248. //const TerrainTile *t = cb->getTile(i->first);
  2249. if(best->second < i->second && pn->reachable() && pn->accessible == CGPathNode::ACCESSIBLE)
  2250. best = i;
  2251. }
  2252. if(best->second)
  2253. return best->first;
  2254. throw cannotFulfillGoalException("No neighbour will bring new discoveries!");
  2255. }
  2256. int3 VCAI::explorationNewPoint(HeroPtr h)
  2257. {
  2258. int radius = h->getSightRadius();
  2259. CCallback * cbp = cb.get();
  2260. const CGHeroInstance * hero = h.get();
  2261. std::vector<std::vector<int3> > tiles; //tiles[distance_to_fow]
  2262. tiles.resize(radius);
  2263. foreach_tile_pos([&](const int3 &pos)
  2264. {
  2265. if(!cbp->isVisible(pos))
  2266. tiles[0].push_back(pos);
  2267. });
  2268. float bestValue = 0; //discovered tile to node distance ratio
  2269. int3 bestTile(-1,-1,-1);
  2270. int3 ourPos = h->convertPosition(h->pos, false);
  2271. for (int i = 1; i < radius; i++)
  2272. {
  2273. getVisibleNeighbours(tiles[i-1], tiles[i]);
  2274. vstd::removeDuplicates(tiles[i]);
  2275. for(const int3 &tile : tiles[i])
  2276. {
  2277. if (tile == ourPos) //shouldn't happen, but it does
  2278. continue;
  2279. if (!cb->getPathsInfo(hero)->getPathInfo(tile)->reachable()) //this will remove tiles that are guarded by monsters (or removable objects)
  2280. continue;
  2281. CGPath path;
  2282. cb->getPathsInfo(hero)->getPath(path, tile);
  2283. float ourValue = (float)howManyTilesWillBeDiscovered(tile, radius, cbp) / (path.nodes.size() + 1); //+1 prevents erratic jumps
  2284. if (ourValue > bestValue) //avoid costly checks of tiles that don't reveal much
  2285. {
  2286. if(isSafeToVisit(h, tile) && !isBlockedBorderGate(tile))
  2287. {
  2288. bestTile = tile;
  2289. bestValue = ourValue;
  2290. }
  2291. }
  2292. }
  2293. }
  2294. return bestTile;
  2295. }
  2296. int3 VCAI::explorationDesperate(HeroPtr h)
  2297. {
  2298. auto sm = getCachedSectorMap(h);
  2299. int radius = h->getSightRadius();
  2300. std::vector<std::vector<int3> > tiles; //tiles[distance_to_fow]
  2301. tiles.resize(radius);
  2302. CCallback * cbp = cb.get();
  2303. foreach_tile_pos([&](const int3 &pos)
  2304. {
  2305. if(!cbp->isVisible(pos))
  2306. tiles[0].push_back(pos);
  2307. });
  2308. ui64 lowestDanger = -1;
  2309. int3 bestTile(-1,-1,-1);
  2310. for(int i = 1; i < radius; i++)
  2311. {
  2312. getVisibleNeighbours(tiles[i-1], tiles[i]);
  2313. vstd::removeDuplicates(tiles[i]);
  2314. for(const int3 &tile : tiles[i])
  2315. {
  2316. if (cbp->getTile(tile)->blocked) //does it shorten the time?
  2317. continue;
  2318. if (!howManyTilesWillBeDiscovered(tile, radius, cbp)) //avoid costly checks of tiles that don't reveal much
  2319. continue;
  2320. auto t = sm->firstTileToGet(h, tile);
  2321. if (t.valid())
  2322. {
  2323. ui64 ourDanger = evaluateDanger(t, h.h);
  2324. if (ourDanger < lowestDanger)
  2325. {
  2326. if(!isBlockedBorderGate(t))
  2327. {
  2328. if (!ourDanger) //at least one safe place found
  2329. return t;
  2330. bestTile = t;
  2331. lowestDanger = ourDanger;
  2332. }
  2333. }
  2334. }
  2335. }
  2336. }
  2337. return bestTile;
  2338. }
  2339. TResources VCAI::estimateIncome() const
  2340. {
  2341. TResources ret;
  2342. for(const CGTownInstance *t : cb->getTownsInfo())
  2343. {
  2344. ret += t->dailyIncome();
  2345. }
  2346. for(const CGObjectInstance *obj : getFlaggedObjects())
  2347. {
  2348. if(obj->ID == Obj::MINE)
  2349. {
  2350. switch(obj->subID)
  2351. {
  2352. case Res::WOOD:
  2353. case Res::ORE:
  2354. ret[obj->subID] += WOOD_ORE_MINE_PRODUCTION;
  2355. break;
  2356. case Res::GOLD:
  2357. case 7: //abandoned mine -> also gold
  2358. ret[Res::GOLD] += GOLD_MINE_PRODUCTION;
  2359. break;
  2360. default:
  2361. ret[obj->subID] += RESOURCE_MINE_PRODUCTION;
  2362. break;
  2363. }
  2364. }
  2365. }
  2366. return ret;
  2367. }
  2368. bool VCAI::containsSavedRes(const TResources &cost) const
  2369. {
  2370. for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
  2371. {
  2372. if(saving[i] && cost[i])
  2373. return true;
  2374. }
  2375. return false;
  2376. }
  2377. void VCAI::checkHeroArmy (HeroPtr h)
  2378. {
  2379. auto it = lockedHeroes.find(h);
  2380. if (it != lockedHeroes.end())
  2381. {
  2382. if (it->second->goalType == Goals::GATHER_ARMY && it->second->value <= h->getArmyStrength())
  2383. completeGoal(sptr(Goals::GatherArmy(it->second->value).sethero(h)));
  2384. }
  2385. }
  2386. void VCAI::recruitHero(const CGTownInstance * t, bool throwing)
  2387. {
  2388. logAi->debugStream() << boost::format("Trying to recruit a hero in %s at %s") % t->name % t->visitablePos();
  2389. auto heroes = cb->getAvailableHeroes(t);
  2390. if(heroes.size())
  2391. {
  2392. auto hero = heroes[0];
  2393. if (heroes.size() >= 2) //makes sense to recruit two heroes with starting amries in first week
  2394. {
  2395. if (heroes[1]->getTotalStrength() > hero->getTotalStrength())
  2396. hero = heroes[1];
  2397. }
  2398. cb->recruitHero(t, hero);
  2399. }
  2400. else if(throwing)
  2401. throw cannotFulfillGoalException("No available heroes in tavern in " + t->nodeName());
  2402. }
  2403. void VCAI::finish()
  2404. {
  2405. if(makingTurn)
  2406. makingTurn->interrupt();
  2407. }
  2408. void VCAI::requestActionASAP(std::function<void()> whatToDo)
  2409. {
  2410. boost::thread newThread([this,whatToDo]()
  2411. {
  2412. setThreadName("VCAI::requestActionASAP::whatToDo");
  2413. SET_GLOBAL_STATE(this);
  2414. boost::shared_lock<boost::shared_mutex> gsLock(cb->getGsMutex());
  2415. whatToDo();
  2416. });
  2417. }
  2418. void VCAI::lostHero(HeroPtr h)
  2419. {
  2420. logAi->debugStream() << boost::format("I lost my hero %s. It's best to forget and move on.") % h.name;
  2421. vstd::erase_if_present(lockedHeroes, h);
  2422. for(auto obj : reservedHeroesMap[h])
  2423. {
  2424. vstd::erase_if_present(reservedObjs, obj); //unreserve all objects for that hero
  2425. }
  2426. vstd::erase_if_present(reservedHeroesMap, h);
  2427. vstd::erase_if_present(cachedSectorMaps, h);
  2428. }
  2429. void VCAI::answerQuery(QueryID queryID, int selection)
  2430. {
  2431. logAi->debugStream() << boost::format("I'll answer the query %d giving the choice %d") % queryID % selection;
  2432. if(queryID != QueryID(-1))
  2433. {
  2434. cb->selectionMade(selection, queryID);
  2435. }
  2436. else
  2437. {
  2438. logAi->debugStream() << boost::format("Since the query ID is %d, the answer won't be sent. This is not a real query!") % queryID;
  2439. //do nothing
  2440. }
  2441. }
  2442. void VCAI::requestSent(const CPackForServer *pack, int requestID)
  2443. {
  2444. //BNLOG("I have sent request of type %s", typeid(*pack).name());
  2445. if(auto reply = dynamic_cast<const QueryReply*>(pack))
  2446. {
  2447. status.attemptedAnsweringQuery(reply->qid, requestID);
  2448. }
  2449. }
  2450. std::string VCAI::getBattleAIName() const
  2451. {
  2452. if(settings["server"]["neutralAI"].getType() == JsonNode::DATA_STRING)
  2453. return settings["server"]["neutralAI"].String();
  2454. else
  2455. return "StupidAI";
  2456. }
  2457. void VCAI::validateObject(const CGObjectInstance *obj)
  2458. {
  2459. validateObject(obj->id);
  2460. }
  2461. void VCAI::validateObject(ObjectIdRef obj)
  2462. {
  2463. auto matchesId = [&](const CGObjectInstance *hlpObj) -> bool { return hlpObj->id == obj.id; };
  2464. if(!obj)
  2465. {
  2466. vstd::erase_if(visitableObjs, matchesId);
  2467. for(auto &p : reservedHeroesMap)
  2468. vstd::erase_if(p.second, matchesId);
  2469. vstd::erase_if(reservedObjs, matchesId);
  2470. }
  2471. }
  2472. TResources VCAI::freeResources() const
  2473. {
  2474. TResources myRes = cb->getResourceAmount();
  2475. myRes[Res::GOLD] -= GOLD_RESERVE;
  2476. vstd::amax(myRes[Res::GOLD], 0);
  2477. return myRes;
  2478. }
  2479. std::shared_ptr<SectorMap> VCAI::getCachedSectorMap(HeroPtr h)
  2480. {
  2481. auto it = cachedSectorMaps.find(h);
  2482. if (it != cachedSectorMaps.end())
  2483. return it->second;
  2484. else
  2485. {
  2486. cachedSectorMaps[h] = std::make_shared<SectorMap>(h);
  2487. return cachedSectorMaps[h];
  2488. }
  2489. }
  2490. AIStatus::AIStatus()
  2491. {
  2492. battle = NO_BATTLE;
  2493. havingTurn = false;
  2494. ongoingHeroMovement = false;
  2495. ongoingChannelProbing = false;
  2496. }
  2497. AIStatus::~AIStatus()
  2498. {
  2499. }
  2500. void AIStatus::setBattle(BattleState BS)
  2501. {
  2502. boost::unique_lock<boost::mutex> lock(mx);
  2503. LOG_TRACE_PARAMS(logAi, "battle state=%d", (int)BS);
  2504. battle = BS;
  2505. cv.notify_all();
  2506. }
  2507. BattleState AIStatus::getBattle()
  2508. {
  2509. boost::unique_lock<boost::mutex> lock(mx);
  2510. return battle;
  2511. }
  2512. void AIStatus::addQuery(QueryID ID, std::string description)
  2513. {
  2514. if(ID == QueryID(-1))
  2515. {
  2516. logAi->debugStream() << boost::format("The \"query\" has an id %d, it'll be ignored as non-query. Description: %s") % ID % description;
  2517. return;
  2518. }
  2519. assert(ID.getNum() >= 0);
  2520. boost::unique_lock<boost::mutex> lock(mx);
  2521. assert(!vstd::contains(remainingQueries, ID));
  2522. remainingQueries[ID] = description;
  2523. cv.notify_all();
  2524. logAi->debugStream() << boost::format("Adding query %d - %s. Total queries count: %d") % ID % description % remainingQueries.size();
  2525. }
  2526. void AIStatus::removeQuery(QueryID ID)
  2527. {
  2528. boost::unique_lock<boost::mutex> lock(mx);
  2529. assert(vstd::contains(remainingQueries, ID));
  2530. std::string description = remainingQueries[ID];
  2531. remainingQueries.erase(ID);
  2532. cv.notify_all();
  2533. logAi->debugStream() << boost::format("Removing query %d - %s. Total queries count: %d") % ID % description % remainingQueries.size();
  2534. }
  2535. int AIStatus::getQueriesCount()
  2536. {
  2537. boost::unique_lock<boost::mutex> lock(mx);
  2538. return remainingQueries.size();
  2539. }
  2540. void AIStatus::startedTurn()
  2541. {
  2542. boost::unique_lock<boost::mutex> lock(mx);
  2543. havingTurn = true;
  2544. cv.notify_all();
  2545. }
  2546. void AIStatus::madeTurn()
  2547. {
  2548. boost::unique_lock<boost::mutex> lock(mx);
  2549. havingTurn = false;
  2550. cv.notify_all();
  2551. }
  2552. void AIStatus::waitTillFree()
  2553. {
  2554. boost::unique_lock<boost::mutex> lock(mx);
  2555. while(battle != NO_BATTLE || !remainingQueries.empty() || !objectsBeingVisited.empty() || ongoingHeroMovement)
  2556. cv.timed_wait(lock, boost::posix_time::milliseconds(100));
  2557. }
  2558. bool AIStatus::haveTurn()
  2559. {
  2560. boost::unique_lock<boost::mutex> lock(mx);
  2561. return havingTurn;
  2562. }
  2563. void AIStatus::attemptedAnsweringQuery(QueryID queryID, int answerRequestID)
  2564. {
  2565. boost::unique_lock<boost::mutex> lock(mx);
  2566. assert(vstd::contains(remainingQueries, queryID));
  2567. std::string description = remainingQueries[queryID];
  2568. logAi->debugStream() << boost::format("Attempted answering query %d - %s. Request id=%d. Waiting for results...") % queryID % description % answerRequestID;
  2569. requestToQueryID[answerRequestID] = queryID;
  2570. }
  2571. void AIStatus::receivedAnswerConfirmation(int answerRequestID, int result)
  2572. {
  2573. assert(vstd::contains(requestToQueryID, answerRequestID));
  2574. QueryID query = requestToQueryID[answerRequestID];
  2575. assert(vstd::contains(remainingQueries, query));
  2576. requestToQueryID.erase(answerRequestID);
  2577. if(result)
  2578. {
  2579. removeQuery(query);
  2580. }
  2581. else
  2582. {
  2583. logAi->errorStream() << "Something went really wrong, failed to answer query " << query << ": " << remainingQueries[query];
  2584. //TODO safely retry
  2585. }
  2586. }
  2587. void AIStatus::heroVisit(const CGObjectInstance *obj, bool started)
  2588. {
  2589. boost::unique_lock<boost::mutex> lock(mx);
  2590. if(started)
  2591. objectsBeingVisited.push_back(obj);
  2592. else
  2593. {
  2594. // There can be more than one object visited at the time (eg. hero visits Subterranean Gate
  2595. // causing visit to hero on the other side.
  2596. // However, we are guaranteed that start/end visit notification maintain stack order.
  2597. assert(!objectsBeingVisited.empty());
  2598. objectsBeingVisited.pop_back();
  2599. }
  2600. cv.notify_all();
  2601. }
  2602. void AIStatus::setMove(bool ongoing)
  2603. {
  2604. boost::unique_lock<boost::mutex> lock(mx);
  2605. ongoingHeroMovement = ongoing;
  2606. cv.notify_all();
  2607. }
  2608. void AIStatus::setChannelProbing(bool ongoing)
  2609. {
  2610. boost::unique_lock<boost::mutex> lock(mx);
  2611. ongoingChannelProbing = ongoing;
  2612. cv.notify_all();
  2613. }
  2614. bool AIStatus::channelProbing()
  2615. {
  2616. return ongoingChannelProbing;
  2617. }
  2618. SectorMap::SectorMap()
  2619. {
  2620. update();
  2621. }
  2622. SectorMap::SectorMap(HeroPtr h)
  2623. {
  2624. update();
  2625. makeParentBFS(h->visitablePos());
  2626. }
  2627. bool SectorMap::markIfBlocked(ui8 &sec, crint3 pos, const TerrainTile *t)
  2628. {
  2629. if(t->blocked && !t->visitable)
  2630. {
  2631. sec = NOT_AVAILABLE;
  2632. return true;
  2633. }
  2634. return false;
  2635. }
  2636. bool SectorMap::markIfBlocked(ui8 &sec, crint3 pos)
  2637. {
  2638. return markIfBlocked(sec, pos, getTile(pos));
  2639. }
  2640. void SectorMap::update()
  2641. {
  2642. visibleTiles = cb->getAllVisibleTiles();
  2643. clear();
  2644. int curSector = 3; //0 is invisible, 1 is not explored
  2645. CCallback * cbp = cb.get(); //optimization
  2646. foreach_tile_pos([&](crint3 pos)
  2647. {
  2648. if(retreiveTile(pos) == NOT_CHECKED)
  2649. {
  2650. if(!markIfBlocked(retreiveTile(pos), pos))
  2651. exploreNewSector(pos, curSector++, cbp);
  2652. }
  2653. });
  2654. valid = true;
  2655. }
  2656. void SectorMap::clear()
  2657. {
  2658. sector = cb->getVisibilityMap();
  2659. valid = false;
  2660. }
  2661. void SectorMap::exploreNewSector(crint3 pos, int num, CCallback * cbp)
  2662. {
  2663. Sector &s = infoOnSectors[num];
  2664. s.id = num;
  2665. s.water = getTile(pos)->isWater();
  2666. std::queue<int3> toVisit;
  2667. toVisit.push(pos);
  2668. while(!toVisit.empty())
  2669. {
  2670. int3 curPos = toVisit.front();
  2671. toVisit.pop();
  2672. ui8 &sec = retreiveTile(curPos);
  2673. if(sec == NOT_CHECKED)
  2674. {
  2675. const TerrainTile *t = getTile(curPos);
  2676. if(!markIfBlocked(sec, curPos, t))
  2677. {
  2678. if(t->isWater() == s.water) //sector is only-water or only-land
  2679. {
  2680. sec = num;
  2681. s.tiles.push_back(curPos);
  2682. foreach_neighbour(cbp, curPos, [&](CCallback * cbp, crint3 neighPos)
  2683. {
  2684. if(retreiveTile(neighPos) == NOT_CHECKED)
  2685. {
  2686. toVisit.push(neighPos);
  2687. //parent[neighPos] = curPos;
  2688. }
  2689. const TerrainTile *nt = getTile(neighPos);
  2690. if(nt && nt->isWater() != s.water && canBeEmbarkmentPoint(nt, s.water))
  2691. {
  2692. s.embarkmentPoints.push_back(neighPos);
  2693. }
  2694. });
  2695. if(t->visitable)
  2696. {
  2697. auto obj = t->visitableObjects.front();
  2698. if(cb->getObj(obj->id, false)) // FIXME: we have to filter invisible objcts like events, but probably TerrainTile shouldn't be used in SectorMap at all
  2699. s.visitableObjs.push_back(obj);
  2700. }
  2701. }
  2702. }
  2703. }
  2704. }
  2705. vstd::removeDuplicates(s.embarkmentPoints);
  2706. }
  2707. void SectorMap::write(crstring fname)
  2708. {
  2709. std::ofstream out(fname);
  2710. for(int k = 0; k < cb->getMapSize().z; k++)
  2711. {
  2712. for(int j = 0; j < cb->getMapSize().y; j++)
  2713. {
  2714. for(int i = 0; i < cb->getMapSize().x; i++)
  2715. {
  2716. out << (int)sector[i][j][k] << '\t';
  2717. }
  2718. out << std::endl;
  2719. }
  2720. out << std::endl;
  2721. }
  2722. }
  2723. bool isWeeklyRevisitable (const CGObjectInstance * obj)
  2724. { //TODO: allow polling of remaining creatures in dwelling
  2725. if (dynamic_cast<const CGVisitableOPW *>(obj) || //ensures future compatibility, unlike IDs
  2726. dynamic_cast<const CGDwelling *>(obj) ||
  2727. dynamic_cast<const CBank *>(obj)) //banks tend to respawn often in mods
  2728. return true;
  2729. switch (obj->ID)
  2730. {
  2731. case Obj::STABLES:
  2732. case Obj::MAGIC_WELL:
  2733. case Obj::HILL_FORT:
  2734. return true;
  2735. case Obj::BORDER_GATE:
  2736. case Obj::BORDERGUARD:
  2737. return (dynamic_cast <const CGKeys *>(obj))->wasMyColorVisited (ai->playerID); //FIXME: they could be revisited sooner than in a week
  2738. }
  2739. return false;
  2740. }
  2741. bool shouldVisit(HeroPtr h, const CGObjectInstance * obj)
  2742. {
  2743. switch (obj->ID)
  2744. {
  2745. case Obj::TOWN:
  2746. case Obj::HERO: //never visit our heroes at random
  2747. return obj->tempOwner != h->tempOwner; //do not visit our towns at random
  2748. break;
  2749. case Obj::BORDER_GATE:
  2750. {
  2751. for (auto q : ai->myCb->getMyQuests())
  2752. {
  2753. if (q.obj == obj)
  2754. {
  2755. return false; // do not visit guards or gates when wandering
  2756. }
  2757. }
  2758. return true; //we don't have this quest yet
  2759. }
  2760. break;
  2761. case Obj::BORDERGUARD: //open borderguard if possible
  2762. return (dynamic_cast <const CGKeys *>(obj))->wasMyColorVisited(ai->playerID);
  2763. case Obj::SEER_HUT:
  2764. case Obj::QUEST_GUARD:
  2765. {
  2766. for (auto q : ai->myCb->getMyQuests())
  2767. {
  2768. if (q.obj == obj)
  2769. {
  2770. if (q.quest->checkQuest(h.h))
  2771. return true; //we completed the quest
  2772. else
  2773. return false; //we can't complete this quest
  2774. }
  2775. }
  2776. return true; //we don't have this quest yet
  2777. }
  2778. break;
  2779. case Obj::CREATURE_GENERATOR1:
  2780. {
  2781. if (obj->tempOwner != h->tempOwner)
  2782. return true; //flag just in case
  2783. bool canRecruitCreatures = false;
  2784. const CGDwelling * d = dynamic_cast<const CGDwelling *>(obj);
  2785. for(auto level : d->creatures)
  2786. {
  2787. for(auto c : level.second)
  2788. {
  2789. if (h->getSlotFor(CreatureID(c)) != SlotID())
  2790. canRecruitCreatures = true;
  2791. }
  2792. }
  2793. return canRecruitCreatures;
  2794. }
  2795. case Obj::HILL_FORT:
  2796. {
  2797. for (auto slot : h->Slots())
  2798. {
  2799. if (slot.second->type->upgrades.size())
  2800. return true; //TODO: check price?
  2801. }
  2802. return false;
  2803. }
  2804. case Obj::MONOLITH_ONE_WAY_ENTRANCE:
  2805. case Obj::MONOLITH_ONE_WAY_EXIT:
  2806. case Obj::MONOLITH_TWO_WAY:
  2807. case Obj::WHIRLPOOL:
  2808. //TODO: mechanism for handling monoliths
  2809. return false;
  2810. case Obj::SCHOOL_OF_MAGIC:
  2811. case Obj::SCHOOL_OF_WAR:
  2812. {
  2813. TResources myRes = ai->myCb->getResourceAmount();
  2814. if (myRes[Res::GOLD] - GOLD_RESERVE < 1000)
  2815. return false;
  2816. }
  2817. break;
  2818. case Obj::LIBRARY_OF_ENLIGHTENMENT:
  2819. if (h->level < 12)
  2820. return false;
  2821. break;
  2822. case Obj::TREE_OF_KNOWLEDGE:
  2823. {
  2824. TResources myRes = ai->myCb->getResourceAmount();
  2825. if (myRes[Res::GOLD] - GOLD_RESERVE < 2000 || myRes[Res::GEMS] < 10)
  2826. return false;
  2827. }
  2828. break;
  2829. case Obj::MAGIC_WELL:
  2830. return h->mana < h->manaLimit();
  2831. case Obj::PRISON:
  2832. return ai->myCb->getHeroesInfo().size() < VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER;// GameConstants::MAX_HEROES_PER_PLAYER;
  2833. case Obj::BOAT:
  2834. return false;
  2835. //Boats are handled by pathfinder
  2836. }
  2837. if (obj->wasVisited(*h)) //it must pointer to hero instance, heroPtr calls function wasVisited(ui8 player);
  2838. return false;
  2839. return true;
  2840. }
  2841. int3 SectorMap::firstTileToGet(HeroPtr h, crint3 dst)
  2842. /*
  2843. this functions returns one target tile or invalid tile. We will use it to poll possible destinations
  2844. For ship construction etc, another function (goal?) is needed
  2845. */
  2846. {
  2847. int3 ret(-1,-1,-1);
  2848. int sourceSector = retreiveTile(h->visitablePos()),
  2849. destinationSector = retreiveTile(dst);
  2850. const Sector *src = &infoOnSectors[sourceSector],
  2851. *dest = &infoOnSectors[destinationSector];
  2852. if(sourceSector != destinationSector) //use ships, shipyards etc..
  2853. {
  2854. if (ai->isAccessibleForHero(dst, h)) //pathfinder can find a way using ships and gates if tile is not blocked by objects
  2855. return dst;
  2856. std::map<const Sector*, const Sector*> preds;
  2857. std::queue<const Sector *> sectorQueue;
  2858. sectorQueue.push(src);
  2859. while(!sectorQueue.empty())
  2860. {
  2861. const Sector *s = sectorQueue.front();
  2862. sectorQueue.pop();
  2863. for(int3 ep : s->embarkmentPoints)
  2864. {
  2865. Sector *neigh = &infoOnSectors[retreiveTile(ep)];
  2866. //preds[s].push_back(neigh);
  2867. if(!preds[neigh])
  2868. {
  2869. preds[neigh] = s;
  2870. sectorQueue.push(neigh);
  2871. }
  2872. }
  2873. }
  2874. if(!preds[dest])
  2875. {
  2876. //write("test.txt");
  2877. return ret;
  2878. //throw cannotFulfillGoalException(boost::str(boost::format("Cannot find connection between sectors %d and %d") % src->id % dst->id));
  2879. }
  2880. std::vector<const Sector*> toTraverse;
  2881. toTraverse.push_back(dest);
  2882. while(toTraverse.back() != src)
  2883. {
  2884. toTraverse.push_back(preds[toTraverse.back()]);
  2885. }
  2886. if(preds[dest])
  2887. {
  2888. //TODO: would be nice to find sectors in loop
  2889. const Sector *sectorToReach = toTraverse.at(toTraverse.size() - 2);
  2890. if(!src->water && sectorToReach->water) //embark
  2891. {
  2892. //embark on ship -> look for an EP with a boat
  2893. auto firstEP = boost::find_if(src->embarkmentPoints, [=](crint3 pos) -> bool
  2894. {
  2895. const TerrainTile *t = getTile(pos);
  2896. return t && t->visitableObjects.size() == 1 && t->topVisitableId() == Obj::BOAT
  2897. && retreiveTile(pos) == sectorToReach->id;
  2898. });
  2899. if(firstEP != src->embarkmentPoints.end())
  2900. {
  2901. return *firstEP;
  2902. }
  2903. else
  2904. {
  2905. //we need to find a shipyard with an access to the desired sector's EP
  2906. //TODO what about Summon Boat spell?
  2907. std::vector<const IShipyard *> shipyards;
  2908. for(const CGTownInstance *t : cb->getTownsInfo())
  2909. {
  2910. if(t->hasBuilt(BuildingID::SHIPYARD))
  2911. shipyards.push_back(t);
  2912. }
  2913. for(const CGObjectInstance *obj : ai->getFlaggedObjects())
  2914. {
  2915. if(obj->ID != Obj::TOWN) //towns were handled in the previous loop
  2916. if(const IShipyard *shipyard = IShipyard::castFrom(obj))
  2917. shipyards.push_back(shipyard);
  2918. }
  2919. shipyards.erase(boost::remove_if(shipyards, [=](const IShipyard *shipyard) -> bool
  2920. {
  2921. return shipyard->shipyardStatus() != 0 || retreiveTile(shipyard->bestLocation()) != sectorToReach->id;
  2922. }),shipyards.end());
  2923. if(!shipyards.size())
  2924. {
  2925. //TODO consider possibility of building shipyard in a town
  2926. return ret;
  2927. //throw cannotFulfillGoalException("There is no known shipyard!");
  2928. }
  2929. //we have only shipyards that possibly can build ships onto the appropriate EP
  2930. auto ownedGoodShipyard = boost::find_if(shipyards, [](const IShipyard *s) -> bool
  2931. {
  2932. return s->o->tempOwner == ai->playerID;
  2933. });
  2934. if(ownedGoodShipyard != shipyards.end())
  2935. {
  2936. const IShipyard *s = *ownedGoodShipyard;
  2937. TResources shipCost;
  2938. s->getBoatCost(shipCost);
  2939. if(cb->getResourceAmount().canAfford(shipCost))
  2940. {
  2941. int3 ret = s->bestLocation();
  2942. cb->buildBoat(s); //TODO: move actions elsewhere
  2943. return ret;
  2944. }
  2945. else
  2946. {
  2947. //TODO gather res
  2948. return ret;
  2949. //throw cannotFulfillGoalException("Not enough resources to build a boat");
  2950. }
  2951. }
  2952. else
  2953. {
  2954. //TODO pick best shipyard to take over
  2955. return shipyards.front()->o->visitablePos();
  2956. }
  2957. }
  2958. }
  2959. else if(src->water && !sectorToReach->water)
  2960. {
  2961. //TODO
  2962. //disembark
  2963. return ret;
  2964. }
  2965. else //use subterranean gates - not needed since gates are now handled via Pathfinder
  2966. {
  2967. return ret;
  2968. //throw cannotFulfillGoalException("Land-land and water-water inter-sector transitions are not implemented!");
  2969. }
  2970. }
  2971. else
  2972. {
  2973. return ret;
  2974. //throw cannotFulfillGoalException("Inter-sector route detection failed: not connected sectors?");
  2975. }
  2976. }
  2977. else
  2978. {
  2979. return findFirstVisitableTile(h, dst);
  2980. }
  2981. //FIXME: find out why this line is reached
  2982. logAi->errorStream() << ("Impossible happened at SectorMap::firstTileToGet");
  2983. return ret;
  2984. }
  2985. int3 SectorMap::findFirstVisitableTile (HeroPtr h, crint3 dst)
  2986. {
  2987. int3 ret(-1,-1,-1);
  2988. int3 curtile = dst;
  2989. while(curtile != h->visitablePos())
  2990. {
  2991. auto topObj = cb->getTopObj(curtile);
  2992. if(topObj && topObj->ID == Obj::HERO && topObj != h.h &&
  2993. cb->getPlayerRelations(h->tempOwner, topObj->tempOwner) != PlayerRelations::ENEMIES)
  2994. {
  2995. logAi->warnStream() << ("Another allied hero stands in our way");
  2996. return ret;
  2997. }
  2998. if(ai->myCb->getPathsInfo(h.get())->getPathInfo(curtile)->reachable())
  2999. {
  3000. return curtile;
  3001. }
  3002. else
  3003. {
  3004. auto i = parent.find(curtile);
  3005. if(i != parent.end())
  3006. {
  3007. assert(curtile != i->second);
  3008. curtile = i->second;
  3009. }
  3010. else
  3011. {
  3012. return ret;
  3013. //throw cannotFulfillGoalException("Unreachable tile in sector? Should not happen!");
  3014. }
  3015. }
  3016. }
  3017. return ret;
  3018. }
  3019. void SectorMap::makeParentBFS(crint3 source)
  3020. {
  3021. parent.clear();
  3022. int mySector = retreiveTile(source);
  3023. std::queue<int3> toVisit;
  3024. toVisit.push(source);
  3025. while(!toVisit.empty())
  3026. {
  3027. int3 curPos = toVisit.front();
  3028. toVisit.pop();
  3029. ui8 &sec = retreiveTile(curPos);
  3030. assert(sec == mySector); //consider only tiles from the same sector
  3031. UNUSED(sec);
  3032. foreach_neighbour(curPos, [&](crint3 neighPos)
  3033. {
  3034. if(retreiveTile(neighPos) == mySector && !vstd::contains(parent, neighPos))
  3035. {
  3036. if (cb->canMoveBetween(curPos, neighPos))
  3037. {
  3038. toVisit.push(neighPos);
  3039. parent[neighPos] = curPos;
  3040. }
  3041. }
  3042. });
  3043. }
  3044. }
  3045. unsigned char & SectorMap::retreiveTile(crint3 pos)
  3046. {
  3047. return retreiveTileN(sector, pos);
  3048. }
  3049. TerrainTile* SectorMap::getTile(crint3 pos) const
  3050. {
  3051. //out of bounds access should be handled by boost::multi_array
  3052. //still we cached this array to avoid any checks
  3053. return visibleTiles->operator[](pos.x)[pos.y][pos.z];
  3054. }
  3055. std::vector<const CGObjectInstance *> SectorMap::getNearbyObjs(HeroPtr h, bool sectorsAround)
  3056. {
  3057. const Sector *heroSector = &infoOnSectors[retreiveTile(h->visitablePos())];
  3058. if(sectorsAround)
  3059. {
  3060. std::vector<const CGObjectInstance *> ret;
  3061. for(auto embarkPoint : heroSector->embarkmentPoints)
  3062. {
  3063. const Sector *embarkSector = &infoOnSectors[retreiveTile(embarkPoint)];
  3064. range::copy(embarkSector->visitableObjs, std::back_inserter(ret));
  3065. }
  3066. return ret;
  3067. }
  3068. return heroSector->visitableObjs;
  3069. }