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							- #include "StdInc.h"
 
- #include "VCAI.h"
 
- #include "../../lib/UnlockGuard.h"
 
- #include "../../lib/CObjectHandler.h"
 
- #include "../../lib/CConfigHandler.h"
 
- #include "../../lib/CHeroHandler.h"
 
- #define I_AM_ELEMENTAR return CGoal(*this).setisElementar(true)
 
- CLogger &aiLogger = tlog6;
 
- extern FuzzyHelper *fh;
 
- class CGVisitableOPW;
 
- const int ACTUAL_RESOURCE_COUNT = 7;
 
- const double SAFE_ATTACK_CONSTANT = 1.5;
 
- using namespace vstd;
 
- //one thread may be turn of AI and another will be handling a side effect for AI2
 
- boost::thread_specific_ptr<CCallback> cb;
 
- boost::thread_specific_ptr<VCAI> ai;
 
- //std::map<int, std::map<int, int> > HeroView::infosCount;
 
- // CCallback *cb;
 
- // VCAI *ai;
 
- //helper RAII to manage global ai/cb ptrs
 
- struct SetGlobalState
 
- {
 
- 	SetGlobalState(VCAI * AI)
 
- 	{
 
- 		assert(!ai.get());
 
- 		assert(!cb.get());
 
- 		ai.reset(AI);
 
- 		cb.reset(AI->myCb);
 
- 	}
 
- 	~SetGlobalState()
 
- 	{
 
- 		ai.release();
 
- 		cb.release();
 
- 	}
 
- };
 
- template <typename Container>
 
- typename Container::value_type backOrNull(const Container &c) //returns last element of container or NULL if it is empty (to be used with containers of pointers)
 
- {
 
- 	if(c.size())
 
- 		return c.back();
 
- 	else
 
- 		return NULL;
 
- }
 
- template <typename Container>
 
- typename Container::value_type frontOrNull(const Container &c) //returns first element of container or NULL if it is empty (to be used with containers of pointers)
 
- {
 
- 	if(c.size())
 
- 		return c.front();
 
- 	else
 
- 		return NULL;
 
- }
 
- #define SET_GLOBAL_STATE(ai) SetGlobalState _hlpSetState(ai);
 
- #define NET_EVENT_HANDLER SET_GLOBAL_STATE(this)
 
- #define MAKING_TURN SET_GLOBAL_STATE(this)
 
- 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)
 
- const int HERO_GOLD_COST = 2500;
 
- const int ALLOWED_ROAMING_HEROES = 8;
 
- const int GOLD_MINE_PRODUCTION = 1000, WOOD_ORE_MINE_PRODUCTION = 2, RESOURCE_MINE_PRODUCTION = 1;
 
- std::string CGoal::name() const
 
- {
 
- 	switch (goalType)
 
- 	{
 
- 		case INVALID:
 
- 			return "INVALID";
 
- 		case WIN:
 
- 			return "WIN";
 
- 		case DO_NOT_LOSE:
 
- 			return "DO NOT LOOSE";
 
- 		case CONQUER:
 
- 			return "CONQUER";
 
- 		case BUILD:
 
- 			return "BUILD";
 
- 		case EXPLORE:
 
- 			return "EXPLORE";
 
- 		case GATHER_ARMY:
 
- 			return "GATHER ARMY";
 
- 		case BOOST_HERO:
 
- 			return "BOOST_HERO (unsupported)";
 
- 		case RECRUIT_HERO:
 
- 			return "RECRUIT HERO";
 
- 		case BUILD_STRUCTURE:
 
- 			return "BUILD STRUCTURE";
 
- 		case COLLECT_RES:
 
- 			return "COLLECT RESOURCE";
 
- 		case GATHER_TROOPS:
 
- 			return "GATHER TROOPS";
 
- 		case GET_OBJ:
 
- 			return "GET OBJECT " + boost::lexical_cast<std::string>(objid);
 
- 		case FIND_OBJ:
 
- 			return "FIND OBJECT " + boost::lexical_cast<std::string>(objid);
 
- 		case VISIT_HERO:
 
- 			return "VISIT HERO " + VLC->heroh->heroes[objid]->name;
 
- 		case GET_ART_TYPE:
 
- 			return "GET ARTIFACT OF TYPE " + VLC->arth->artifacts[aid]->Name();
 
- 		case ISSUE_COMMAND:
 
- 			return "ISSUE COMMAND (unsupported)";
 
- 		case VISIT_TILE:
 
- 			return "VISIT TILE " + tile();
 
- 		case CLEAR_WAY_TO:
 
- 			return "CLEAR WAY TO " + tile();
 
- 		case DIG_AT_TILE:
 
- 			return "DIG AT TILE " + tile();
 
- 		default:
 
- 			return boost::lexical_cast<std::string>(goalType);
 
- 	}
 
- }
 
- bool compareHeroStrength(HeroPtr h1, HeroPtr h2)
 
- {
 
- 	return h1->getTotalStrength() < h2->getTotalStrength();
 
- }
 
- bool compareArmyStrength(const CArmedInstance *a1, const CArmedInstance *a2)
 
- {
 
- 	return a1->getArmyStrength() < a2->getArmyStrength();
 
- }
 
- static const int3 dirs[] = { int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0),
 
- 	int3(1,1,0),int3(-1,1,0),int3(1,-1,0),int3(-1,-1,0) };
 
- struct AILogger
 
- {
 
- 	AILogger()
 
- 	{
 
- 		lvl = 0;
 
- 	}
 
- 	int lvl;
 
- 	struct Tab
 
- 	{
 
- 		Tab();
 
- 		~Tab();
 
- 	};
 
- } logger;
 
- AILogger::Tab::Tab()
 
- {
 
- 	logger.lvl++;
 
- }
 
- AILogger::Tab::~Tab()
 
- {
 
- 	logger.lvl--;
 
- }
 
- struct TimeCheck
 
- {
 
- 	CStopWatch time;
 
- 	std::string txt;
 
- 	TimeCheck(crstring TXT) : txt(TXT)
 
- 	{
 
- 	}
 
- 	~TimeCheck()
 
- 	{
 
- 		BNLOG("Time of %s was %d ms.", txt % time.getDiff());
 
- 	}
 
- };
 
- template<typename T>
 
- void removeDuplicates(std::vector<T> &vec)
 
- {
 
- 	boost::sort(vec);
 
- 	vec.erase(std::unique(vec.begin(), vec.end()), vec.end());
 
- }
 
- struct AtScopeExit
 
- {
 
- 	boost::function<void()> foo;
 
- 	AtScopeExit(const boost::function<void()> &FOO) : foo(FOO)
 
- 	{}
 
- 	~AtScopeExit()
 
- 	{
 
- 		foo();
 
- 	}
 
- };
 
- void foreach_tile_pos(boost::function<void(const int3& pos)> foo)
 
- {
 
- 	for(int i = 0; i < cb->getMapSize().x; i++)
 
- 		for(int j = 0; j < cb->getMapSize().y; j++)
 
- 			for(int k = 0; k < cb->getMapSize().z; k++)
 
- 				foo(int3(i,j,k));
 
- }
 
- void foreach_neighbour(const int3 &pos, boost::function<void(const int3& pos)> foo)
 
- {
 
- 	BOOST_FOREACH(const int3 &dir, dirs)
 
- 	{
 
- 		const int3 n = pos + dir;
 
- 		if(cb->isInTheMap(n))
 
- 			foo(pos+dir);
 
- 	}
 
- }
 
- unsigned char &retreiveTileN(std::vector< std::vector< std::vector<unsigned char> > > &vectors, const int3 &pos)
 
- {
 
- 	return vectors[pos.x][pos.y][pos.z];
 
- }
 
- const unsigned char &retreiveTileN(const std::vector< std::vector< std::vector<unsigned char> > > &vectors, const int3 &pos)
 
- {
 
- 	return vectors[pos.x][pos.y][pos.z];
 
- }
 
- void foreach_tile(std::vector< std::vector< std::vector<unsigned char> > > &vectors, boost::function<void(unsigned char &in)> foo)
 
- {
 
- 	for(auto i = vectors.begin(); i != vectors.end(); i++)
 
- 		for(auto j = i->begin(); j != i->end(); j++)
 
- 			for(auto z = j->begin(); z != j->end(); z++)
 
- 				foo(*z);
 
- }
 
- struct ObjInfo
 
- {
 
- 	int3 pos;
 
- 	std::string name;
 
- 	ObjInfo(){}
 
- 	ObjInfo(const CGObjectInstance *obj)
 
- 	{
 
- 		pos = obj->pos;
 
- 		name = obj->getHoverText();
 
- 	}
 
- };
 
- std::map<const CGObjectInstance *, ObjInfo> helperObjInfo;
 
- template <typename Container, typename Item>
 
- bool remove_if_present(Container &c, const Item &item)
 
- {
 
- 	auto i = std::find(c.begin(), c.end(), item);
 
- 	if (i != c.end())
 
- 	{
 
- 		c.erase(i);
 
- 		return true;
 
- 	}
 
- 	return false;
 
- }
 
- template <typename V, typename Item, typename Item2>
 
- bool remove_if_present(std::map<Item,V> & c, const Item2 &item)
 
- {
 
- 	auto i = c.find(item);
 
- 	if (i != c.end())
 
- 	{
 
- 		c.erase(i);
 
- 		return true;
 
- 	}
 
- 	return false;
 
- }
 
- template <typename Container, typename Pred>
 
- void erase(Container &c, Pred pred)
 
- {
 
- 	c.erase(boost::remove_if(c, pred), c.end());
 
- }
 
- bool isReachable(const CGObjectInstance *obj)
 
- {
 
- 	return cb->getPathInfo(obj->visitablePos())->turns < 255;
 
- }
 
- ui64 howManyReinforcementsCanGet(HeroPtr h, const CGTownInstance *t)
 
- {
 
- 	ui64 ret = 0;
 
- 	int freeHeroSlots = GameConstants::ARMY_SIZE - h->stacksCount();
 
- 	std::vector<const CStackInstance *> toMove;
 
- 	BOOST_FOREACH(auto const slot, t->Slots())
 
- 	{
 
- 		//can be merged woth another stack?
 
- 		TSlot dst = h->getSlotFor(slot.second->getCreatureID());
 
- 		if(h->hasStackAtSlot(dst))
 
- 			ret += t->getPower(slot.first);
 
- 		else
 
- 			toMove.push_back(slot.second);
 
- 	}
 
- 	boost::sort(toMove, [](const CStackInstance *lhs, const CStackInstance *rhs)
 
- 	{
 
- 		return lhs->getPower() < rhs->getPower();
 
- 	});
 
- 	BOOST_REVERSE_FOREACH(const CStackInstance *stack, toMove)
 
- 	{
 
- 		if(freeHeroSlots)
 
- 		{
 
- 			ret += stack->getPower();
 
- 			freeHeroSlots--;
 
- 		}
 
- 		else
 
- 			break;
 
- 	}
 
- 	return ret;
 
- }
 
- std::string strFromInt3(int3 pos)
 
- {
 
- 	std::ostringstream oss;
 
- 	oss << pos;
 
- 	return oss.str();
 
- }
 
- bool isCloser(const CGObjectInstance *lhs, const CGObjectInstance *rhs)
 
- {
 
- 	const CGPathNode *ln = cb->getPathInfo(lhs->visitablePos()), *rn = cb->getPathInfo(rhs->visitablePos());
 
- 	if(ln->turns != rn->turns)
 
- 		return ln->turns < rn->turns;
 
- 	return (ln->moveRemains > rn->moveRemains);
 
- };
 
- bool compareMovement(HeroPtr lhs, HeroPtr rhs)
 
- {
 
- 	return lhs->movement > rhs->movement;
 
- };
 
- ui64 evaluateDanger(const CGObjectInstance *obj);
 
- ui64 evaluateDanger(crint3 tile)
 
- {
 
- 	const TerrainTile *t = cb->getTile(tile, false);
 
- 	if(!t) //we can know about guard but can't check its tile (the edge of fow)
 
- 		return 190000000; //MUCH
 
- 	ui64 objectDanger = 0, guardDanger = 0;
 
- 	auto visObjs = cb->getVisitableObjs(tile);
 
- 	if(visObjs.size())
 
- 		objectDanger = evaluateDanger(visObjs.back());
 
- 	int3 guardPos = cb->guardingCreaturePosition(tile);
 
- 	if(guardPos.x >= 0 && guardPos != tile)
 
- 		guardDanger = evaluateDanger(guardPos);
 
- 	//TODO mozna odwiedzic blockvis nie ruszajac straznika
 
- 	return std::max(objectDanger, guardDanger);
 
- 	return 0;
 
- }
 
- ui64 evaluateDanger(crint3 tile, const CGHeroInstance *visitor)
 
- {
 
- 	const TerrainTile *t = cb->getTile(tile, false);
 
- 	if(!t) //we can know about guard but can't check its tile (the edge of fow)
 
- 		return 190000000; //MUCH
 
- 	ui64 objectDanger = 0, guardDanger = 0;
 
- 	auto visitableObjects = cb->getVisitableObjs(tile);
 
- 	// in some scenarios hero happens to be "under" the object (eg town). Then we consider ONLY the hero.
 
- 	if(vstd::contains_if(visitableObjects, objWithID<Obj::HERO>))
 
- 		erase_if(visitableObjects, ! boost::bind(objWithID<Obj::HERO>, _1));
 
- 	if(const CGObjectInstance * dangerousObject = backOrNull(visitableObjects))
 
- 	{
 
- 		objectDanger = evaluateDanger(dangerousObject); //unguarded objects can also be dangerous or unhandled
 
- 		if (objectDanger)
 
- 		{
 
- 			//TODO: don't downcast objects AI shouldnt know about!
 
- 			auto armedObj = dynamic_cast<const CArmedInstance*>(dangerousObject);
 
- 			if(armedObj)
 
- 				objectDanger *= fh->getTacticalAdvantage(visitor, armedObj); //this line tends to go infinite for allied towns (?)
 
- 		}
 
- 	}
 
- 	auto guards = cb->getGuardingCreatures(tile);
 
- 	BOOST_FOREACH (auto cre, guards)
 
- 	{
 
- 		amax (guardDanger, evaluateDanger(cre) * fh->getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance*>(cre))); //we are interested in strongest monster around
 
- 	}
 
- 	//TODO mozna odwiedzic blockvis nie ruszajac straznika
 
- 	return std::max(objectDanger, guardDanger);
 
- }
 
- ui64 evaluateDanger(const CGObjectInstance *obj)
 
- {
 
- 	if(obj->tempOwner < GameConstants::PLAYER_LIMIT && cb->getPlayerRelations(obj->tempOwner, ai->playerID)) //owned or allied objects don't pose any threat
 
- 		return 0;
 
- 	switch(obj->ID)
 
- 	{
 
- 	case Obj::HERO:
 
- 		{
 
- 			InfoAboutHero iah;
 
- 			cb->getHeroInfo(obj, iah);
 
- 			return iah.army.getStrength();
 
- 		}
 
- 	case Obj::TOWN:
 
- 	case Obj::GARRISON: case Obj::GARRISON2: //garrison
 
- 		{
 
- 			InfoAboutTown iat;
 
- 			cb->getTownInfo(obj, iat);
 
- 			return iat.army.getStrength();
 
- 		}
 
- 	case Obj::MONSTER:
 
- 		{
 
- 			//TODO!!!!!!!!
 
- 			const CGCreature *cre = dynamic_cast<const CGCreature*>(obj);
 
- 			return cre->getArmyStrength();
 
- 		}
 
- 	case Obj::CREATURE_GENERATOR1:
 
- 		{
 
- 			const CGDwelling *d = dynamic_cast<const CGDwelling*>(obj);
 
- 			return d->getArmyStrength();
 
- 		}
 
- 	case Obj::MINE:
 
- 	case Obj::ABANDONED_MINE:
 
- 		{
 
- 			const CArmedInstance * a = dynamic_cast<const CArmedInstance*>(obj);
 
- 			return a->getArmyStrength();
 
- 		}
 
- 	case Obj::CRYPT: //crypt
 
- 	case Obj::CREATURE_BANK: //crebank
 
- 	case Obj::DRAGON_UTOPIA:
 
- 	case Obj::SHIPWRECK: //shipwreck
 
- 	case Obj::DERELICT_SHIP: //derelict ship
 
- 	case Obj::PYRAMID:
 
- 		return fh->estimateBankDanger (VLC->objh->bankObjToIndex(obj));
 
- 	default:
 
- 		return 0;
 
- 	}
 
- }
 
- bool compareDanger(const CGObjectInstance *lhs, const CGObjectInstance *rhs)
 
- {
 
- 	return evaluateDanger(lhs) < evaluateDanger(rhs);
 
- }
 
- VCAI::VCAI(void)
 
- {
 
- 	LOG_ENTRY;
 
- 	myCb = NULL;
 
- 	makingTurn = NULL;
 
- }
 
- VCAI::~VCAI(void)
 
- {
 
- 	LOG_ENTRY;
 
- }
 
- void VCAI::availableCreaturesChanged(const CGDwelling *town)
 
- {
 
- 	NET_EVENT_HANDLER;
 
- 	LOG_ENTRY;
 
- }
 
- void VCAI::heroMoved(const TryMoveHero & details)
 
- {
 
- 	NET_EVENT_HANDLER;
 
- 	LOG_ENTRY;
 
- 	if(details.result == TryMoveHero::TELEPORTATION)
 
- 	{
 
- 		const int3 from = CGHeroInstance::convertPosition(details.start, false),
 
- 			to = CGHeroInstance::convertPosition(details.end, false);
 
- 		const CGObjectInstance *o1 = frontOrNull(cb->getVisitableObjs(from)),
 
- 			*o2 = frontOrNull(cb->getVisitableObjs(to));
 
- 		if(o1 && o2 && o1->ID == Obj::SUBTERRANEAN_GATE && o2->ID == Obj::SUBTERRANEAN_GATE)
 
- 		{
 
- 			knownSubterraneanGates[o1] = o2;
 
- 			knownSubterraneanGates[o2] = o1;
 
- 			BNLOG("Found a pair of subterranean gates between %s and %s!", from % to);
 
- 		}
 
- 	}
 
- }
 
- void VCAI::stackChagedCount(const StackLocation &location, const TQuantity &change, bool isAbsolute)
 
- {
 
- 	NET_EVENT_HANDLER;
 
- 	LOG_ENTRY;
 
- }
 
- void VCAI::heroInGarrisonChange(const CGTownInstance *town)
 
- {
 
- 	NET_EVENT_HANDLER;
 
- 	LOG_ENTRY;
 
- }
 
- void VCAI::centerView(int3 pos, int focusTime)
 
- {
 
- 	NET_EVENT_HANDLER;
 
- 	LOG_ENTRY;
 
- }
 
- void VCAI::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
 
- {
 
- 	NET_EVENT_HANDLER;
 
- 	LOG_ENTRY;
 
- }
 
- void VCAI::artifactAssembled(const ArtifactLocation &al)
 
- {
 
- 	NET_EVENT_HANDLER;
 
- 	LOG_ENTRY;
 
- }
 
- void VCAI::showTavernWindow(const CGObjectInstance *townOrTavern)
 
- {
 
- 	NET_EVENT_HANDLER;
 
- 	LOG_ENTRY;
 
- }
 
- void VCAI::showThievesGuildWindow (const CGObjectInstance * obj)
 
- {
 
- 	NET_EVENT_HANDLER;
 
- 	LOG_ENTRY;
 
- }
 
- void VCAI::playerBlocked(int reason)
 
- {
 
- 	NET_EVENT_HANDLER;
 
- 	LOG_ENTRY;
 
- 	if (reason == PlayerBlocked::UPCOMING_BATTLE)
 
- 		status.setBattle(UPCOMING_BATTLE);
 
- }
 
- void VCAI::showPuzzleMap()
 
- {
 
- 	NET_EVENT_HANDLER;
 
- 	LOG_ENTRY;
 
- }
 
- void VCAI::showShipyardDialog(const IShipyard *obj)
 
- {
 
- 	NET_EVENT_HANDLER;
 
- 	LOG_ENTRY;
 
- }
 
- void VCAI::gameOver(ui8 player, bool victory)
 
- {
 
- 	NET_EVENT_HANDLER;
 
- 	LOG_ENTRY;
 
- 	BNLOG("Player %d: I heard that player %d %s.", playerID % (int)player % (victory ? "won" : "lost"));
 
- 	if(player == playerID)
 
- 	{
 
- 		if(victory)
 
- 		{
 
- 			tlog0 << "VCAI: I won! Incredible!\n";
 
- 			tlog0 << "Turn nr " << myCb->getDate() << std::endl;
 
- 		}
 
- 		else
 
- 		{
 
- 			tlog0 << "VCAI: Player " << (int)player << " lost. It's me. What a disappointment! :(\n";
 
- 		}
 
- // 		//let's make Impossible difficulty finally standing to its name :>
 
- // 		if(myCb->getStartInfo()->difficulty == 4 && !victory)
 
- // 		{
 
- // 			//play dirty: crash the whole engine to avoid lose
 
- // 			//that way AI is unbeatable!
 
- // 			*(int*)NULL = 666;
 
- // 		}
 
- // 		TODO - at least write some insults on stdout
 
- 		finish();
 
- 	}
 
- }
 
- void VCAI::artifactPut(const ArtifactLocation &al)
 
- {
 
- 	NET_EVENT_HANDLER;
 
- 	LOG_ENTRY;
 
- }
 
- void VCAI::artifactRemoved(const ArtifactLocation &al)
 
- {
 
- 	NET_EVENT_HANDLER;
 
- 	LOG_ENTRY;
 
- }
 
- void VCAI::stacksErased(const StackLocation &location)
 
- {
 
- 	NET_EVENT_HANDLER;
 
- 	LOG_ENTRY;
 
- }
 
- void VCAI::artifactDisassembled(const ArtifactLocation &al)
 
- {
 
- 	NET_EVENT_HANDLER;
 
- 	LOG_ENTRY;
 
- }
 
- void VCAI::heroVisit(const CGHeroInstance *visitor, const CGObjectInstance *visitedObj, bool start)
 
- {
 
- 	NET_EVENT_HANDLER;
 
- 	LOG_ENTRY;
 
- 	if (start)
 
- 	{
 
- 		visitedObject = const_cast<CGObjectInstance *>(visitedObj); // remember the object and wait for return
 
- 		markObjectVisited (visitedObj);
 
- 		remove_if_present(reservedObjs, visitedObj); //unreserve objects
 
- 		remove_if_present(reservedHeroesMap[visitor], visitedObj);
 
- 		completeGoal (CGoal(GET_OBJ).sethero(visitor)); //we don't need to visit in anymore
 
- 	}
 
- }
 
- void VCAI::availableArtifactsChanged(const CGBlackMarket *bm /*= NULL*/)
 
- {
 
- 	NET_EVENT_HANDLER;
 
- 	LOG_ENTRY;
 
- }
 
- void VCAI::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
 
- {
 
- 	NET_EVENT_HANDLER;
 
- 	LOG_ENTRY;
 
- 	//buildArmyIn(town);
 
- 	//moveCreaturesToHero(town);
 
- }
 
- void VCAI::tileHidden(const boost::unordered_set<int3, ShashInt3> &pos)
 
- {
 
- 	NET_EVENT_HANDLER;
 
- 	LOG_ENTRY;
 
- // 	BOOST_FOREACH(int3 tile, pos)
 
- // 		BOOST_FOREACH(const CGObjectInstance *obj, cb->getVisitableObjs(tile))
 
- // 			remove_if_present(visitableObjs, obj);
 
- 	visitableObjs.erase(boost::remove_if(visitableObjs, [&](const CGObjectInstance *obj){return !myCb->getObj(obj->id);}), visitableObjs.end());
 
- }
 
- void VCAI::tileRevealed(const boost::unordered_set<int3, ShashInt3> &pos)
 
- {
 
- 	NET_EVENT_HANDLER;
 
- 	LOG_ENTRY;
 
- 	BOOST_FOREACH(int3 tile, pos)
 
- 		BOOST_FOREACH(const CGObjectInstance *obj, myCb->getVisitableObjs(tile))
 
- 			addVisitableObj(obj);
 
- }
 
- void VCAI::heroExchangeStarted(si32 hero1, si32 hero2)
 
- {
 
- 	NET_EVENT_HANDLER;
 
- 	LOG_ENTRY;
 
- 	auto firstHero = cb->getHero(hero1);
 
- 	auto secondHero = cb->getHero(hero2);
 
- 	requestActionASAP([=]()
 
- 	{
 
- 		if (firstHero->getHeroStrength() > secondHero->getHeroStrength() && canGetArmy (firstHero, secondHero))
 
- 			pickBestCreatures (firstHero, secondHero);
 
- 		else if (canGetArmy (secondHero, firstHero))
 
- 			pickBestCreatures (secondHero, firstHero);
 
- 		completeGoal(CGoal(VISIT_HERO).sethero(firstHero)); //TODO: what if we were visited by other hero in the meantime?
 
- 		completeGoal(CGoal(VISIT_HERO).sethero(secondHero));
 
- 		//TODO: exchange artifacts
 
- 	});
 
- }
 
- void VCAI::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
 
- {
 
- 	NET_EVENT_HANDLER;
 
- 	LOG_ENTRY;
 
- }
 
- void VCAI::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
 
- {
 
- 	NET_EVENT_HANDLER;
 
- 	LOG_ENTRY;
 
- }
 
- void VCAI::heroMovePointsChanged(const CGHeroInstance * hero)
 
- {
 
- 	NET_EVENT_HANDLER;
 
- 	LOG_ENTRY;
 
- }
 
- void VCAI::stackChangedType(const StackLocation &location, const CCreature &newType)
 
- {
 
- 	NET_EVENT_HANDLER;
 
- 	LOG_ENTRY;
 
- }
 
- void VCAI::stacksRebalanced(const StackLocation &src, const StackLocation &dst, TQuantity count)
 
- {
 
- 	NET_EVENT_HANDLER;
 
- 	LOG_ENTRY;
 
- }
 
- void VCAI::newObject(const CGObjectInstance * obj)
 
- {
 
- 	NET_EVENT_HANDLER;
 
- 	LOG_ENTRY;
 
- 	if(obj->isVisitable())
 
- 		addVisitableObj(obj);
 
- }
 
- void VCAI::objectRemoved(const CGObjectInstance *obj)
 
- {
 
- 	NET_EVENT_HANDLER;
 
- 	LOG_ENTRY;
 
- 	if(remove_if_present(visitableObjs, obj))
 
- 		assert(obj->isVisitable());
 
- 	BOOST_FOREACH(auto &p, reservedHeroesMap)
 
- 		remove_if_present(p.second, obj);
 
- 	//TODO
 
- 	//there are other places where CGObjectinstance ptrs are stored...
 
- 	//
 
- 	if(obj->ID == Obj::HERO  &&  obj->tempOwner == playerID)
 
- 	{
 
- 		lostHero(cb->getHero(obj->id)); //we can promote, since objectRemoved is killed just before actual deletion
 
- 	}
 
- }
 
- void VCAI::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
 
- {
 
- 	NET_EVENT_HANDLER;
 
- 	LOG_ENTRY;
 
- 	requestActionASAP([=]()
 
- 	{
 
- 		makePossibleUpgrades(visitor);
 
- 	});
 
- }
 
- void VCAI::playerBonusChanged(const Bonus &bonus, bool gain)
 
- {
 
- 	NET_EVENT_HANDLER;
 
- 	LOG_ENTRY;
 
- }
 
- void VCAI::newStackInserted(const StackLocation &location, const CStackInstance &stack)
 
- {
 
- 	NET_EVENT_HANDLER;
 
- 	LOG_ENTRY;
 
- }
 
- void VCAI::heroCreated(const CGHeroInstance*)
 
- {
 
- 	NET_EVENT_HANDLER;
 
- 	LOG_ENTRY;
 
- }
 
- void VCAI::advmapSpellCast(const CGHeroInstance * caster, int spellID)
 
- {
 
- 	NET_EVENT_HANDLER;
 
- 	LOG_ENTRY;
 
- }
 
- void VCAI::showInfoDialog(const std::string &text, const std::vector<Component*> &components, int soundID)
 
- {
 
- 	NET_EVENT_HANDLER;
 
- 	LOG_ENTRY;
 
- }
 
- void VCAI::requestRealized(PackageApplied *pa)
 
- {
 
- 	NET_EVENT_HANDLER;
 
- 	LOG_ENTRY;
 
- 	if(status.haveTurn())
 
- 	{
 
- 		if(pa->packType == typeList.getTypeID<EndTurn>())
 
- 			if(pa->result)
 
- 				status.madeTurn();
 
- 	}
 
- 	if(pa->packType == typeList.getTypeID<QueryReply>())
 
- 	{
 
- 		status.receivedAnswerConfirmation(pa->requestID, pa->result);
 
- 	}
 
- }
 
- void VCAI::receivedResource(int type, int val)
 
- {
 
- 	NET_EVENT_HANDLER;
 
- 	LOG_ENTRY;
 
- }
 
- void VCAI::stacksSwapped(const StackLocation &loc1, const StackLocation &loc2)
 
- {
 
- 	NET_EVENT_HANDLER;
 
- 	LOG_ENTRY;
 
- }
 
- void VCAI::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
 
- {
 
- 	NET_EVENT_HANDLER;
 
- 	LOG_ENTRY;
 
- }
 
- void VCAI::heroManaPointsChanged(const CGHeroInstance * hero)
 
- {
 
- 	NET_EVENT_HANDLER;
 
- 	LOG_ENTRY;
 
- }
 
- void VCAI::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
 
- {
 
- 	NET_EVENT_HANDLER;
 
- 	LOG_ENTRY;
 
- }
 
- void VCAI::battleResultsApplied()
 
- {
 
- 	NET_EVENT_HANDLER;
 
- 	LOG_ENTRY;
 
- 	assert(status.getBattle() == ENDING_BATTLE);
 
- 	status.setBattle(NO_BATTLE);
 
- }
 
- void VCAI::objectPropertyChanged(const SetObjectProperty * sop)
 
- {
 
- 	NET_EVENT_HANDLER;
 
- 	LOG_ENTRY;
 
- 	if(sop->what == ObjProperty::OWNER)
 
- 	{
 
- 		if(sop->val == playerID)
 
- 			remove_if_present(visitableObjs, myCb->getObj(sop->id));
 
- 		//TODO restore lost obj
 
- 	}
 
- }
 
- void VCAI::buildChanged(const CGTownInstance *town, int buildingID, int what)
 
- {
 
- 	NET_EVENT_HANDLER;
 
- 	LOG_ENTRY;
 
- }
 
- void VCAI::heroBonusChanged(const CGHeroInstance *hero, const Bonus &bonus, bool gain)
 
- {
 
- 	NET_EVENT_HANDLER;
 
- 	LOG_ENTRY;
 
- }
 
- void VCAI::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
 
- {
 
- 	NET_EVENT_HANDLER;
 
- 	LOG_ENTRY;
 
- }
 
- void VCAI::init(CCallback * CB)
 
- {
 
- 	myCb = CB;
 
- 	cbc = CB;
 
- 	NET_EVENT_HANDLER;
 
- 	LOG_ENTRY;
 
- 	playerID = myCb->getMyColor();
 
- 	myCb->waitTillRealize = true;
 
- 	myCb->unlockGsWhenWaiting = true;
 
- 	if(!fh)
 
- 		fh = new FuzzyHelper();
 
- 	retreiveVisitableObjs(visitableObjs);
 
- }
 
- void VCAI::yourTurn()
 
- {
 
- 	NET_EVENT_HANDLER;
 
- 	LOG_ENTRY;
 
- 	status.startedTurn();
 
- 	makingTurn = new boost::thread(&VCAI::makeTurn, this);
 
- }
 
- void VCAI::heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, int queryID)
 
- {
 
- 	NET_EVENT_HANDLER;
 
- 	LOG_ENTRY;
 
- 	status.addQuery(queryID, boost::str(boost::format("Hero %s got level %d") % hero->name % hero->level));
 
- 	requestActionASAP([=]{ answerQuery(queryID, 0); });
 
- }
 
- void VCAI::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, int queryID)
 
- {
 
- 	NET_EVENT_HANDLER;
 
- 	LOG_ENTRY;
 
- 	status.addQuery(queryID, boost::str(boost::format("Commander %s of %s got level %d") % commander->name % commander->armyObj->nodeName() % (int)commander->level));
 
- 	requestActionASAP([=]{ answerQuery(queryID, 0); });
 
- }
 
- void VCAI::showBlockingDialog(const std::string &text, const std::vector<Component> &components, ui32 askID, const int soundID, bool selection, bool cancel)
 
- {
 
- 	NET_EVENT_HANDLER;
 
- 	LOG_ENTRY;
 
- 	int sel = 0;
 
- 	status.addQuery(askID, boost::str(boost::format("Blocking dialog query with %d components - %s")
 
- 									  % components.size() % text));
 
- 	if(selection) //select from multiple components -> take the last one (they're indexed [1-size])
 
- 		sel = components.size();
 
- 	if(!selection && cancel) //yes&no -> always answer yes, we are a brave AI :)
 
- 		sel = 1;
 
- 	requestActionASAP([=]()
 
- 	{
 
- 		answerQuery(askID, sel);
 
- 	});
 
- }
 
- void VCAI::showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, int queryID)
 
- {
 
- 	NET_EVENT_HANDLER;
 
- 	LOG_ENTRY;
 
- 	std::string s1 = up ? up->nodeName() : "NONE";
 
- 	std::string s2 = down ? down->nodeName() : "NONE";
 
- 	status.addQuery(queryID, boost::str(boost::format("Garrison dialog with %s and %s") % s1 % s2));
 
- 	//you can't request action from action-response thread
 
- 	requestActionASAP([=]()
 
- 	{
 
- 		pickBestCreatures (down, up);
 
- 		answerQuery(queryID, 0);
 
- 	});
 
- }
 
- void VCAI::serialize(COSer<CSaveFile> &h, const int version)
 
- {
 
- 	NET_EVENT_HANDLER;
 
- 	LOG_ENTRY;
 
- }
 
- void VCAI::serialize(CISer<CLoadFile> &h, const int version)
 
- {
 
- 	NET_EVENT_HANDLER;
 
- 	LOG_ENTRY;
 
- }
 
- void makePossibleUpgrades(const CArmedInstance *obj)
 
- {
 
- 	if(!obj)
 
- 		return;
 
- 	for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
 
- 	{
 
- 		if(const CStackInstance *s = obj->getStackPtr(i))
 
- 		{
 
- 			UpgradeInfo ui;
 
- 			cb->getUpgradeInfo(obj, i, ui);
 
- 			if(ui.oldID >= 0 && cb->getResourceAmount().canAfford(ui.cost[0] * s->count))
 
- 			{
 
- 				cb->upgradeCreature(obj, i, ui.newID[0]);
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- void VCAI::makeTurn()
 
- {
 
- 	MAKING_TURN;
 
- 	boost::shared_lock<boost::shared_mutex> gsLock(cb->getGsMutex());
 
- 	setThreadName("VCAI::makeTurn");
 
- 	BNLOG("Player %d starting turn", playerID);
 
- 	INDENT;
 
- 	switch(cb->getDate(1))
 
- 	{
 
- 		case 1:
 
- 		{
 
- 			townVisitsThisWeek.clear();
 
- 			std::vector<const CGObjectInstance *> objs;
 
- 			retreiveVisitableObjs(objs, true);
 
- 			BOOST_FOREACH(const CGObjectInstance *obj, objs)
 
- 			{
 
- 				if (isWeeklyRevisitable(obj))
 
- 				{
 
- 					if (!vstd::contains(visitableObjs, obj))
 
- 						visitableObjs.push_back(obj);
 
- 					auto o = std::find (alreadyVisited.begin(), alreadyVisited.end(), obj);
 
- 					if (o != alreadyVisited.end())
 
- 						alreadyVisited.erase(o);
 
- 				}
 
- 			}
 
- 		}
 
- 			break;
 
- 		case 7: //reconsider strategy
 
- 		{
 
- 			if(auto h = primaryHero()) //check if our primary hero can handle danger
 
- 			{
 
- 				ui64 totalDanger = 0;
 
- 				int dangerousObjects = 0;
 
- 				std::vector<const CGObjectInstance *> objs;
 
- 				retreiveVisitableObjs(objs, false);
 
- 				BOOST_FOREACH (auto obj, objs)
 
- 				{
 
- 					if (evaluateDanger(obj)) //potentilaly dnagerous
 
- 					{
 
- 						totalDanger += evaluateDanger(obj->visitablePos(), *h);
 
- 						++dangerousObjects;
 
- 					}
 
- 				}
 
- 				ui64 averageDanger = totalDanger / std::max(dangerousObjects, 1);
 
- 				if (dangerousObjects && averageDanger > h->getHeroStrength())
 
- 				{
 
- 					setGoal (h, CGoal(GATHER_ARMY).sethero(h).setvalue(averageDanger * SAFE_ATTACK_CONSTANT).setisAbstract(true));
 
- 				}
 
- 			}
 
- 		}
 
- 			break;
 
- 	}
 
- 	if(cb->getSelectedHero())
 
- 		cb->recalculatePaths();
 
- 	makeTurnInternal();
 
- 	vstd::clear_pointer(makingTurn);
 
- 	return;
 
- }
 
- void VCAI::makeTurnInternal()
 
- {
 
- 	saving = 0;
 
- 	//it looks messy here, but it's better to have armed heroes before attempting realizing goals
 
- 	BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
 
- 		moveCreaturesToHero(t);
 
- 	try
 
- 	{
 
- 		//Pick objects reserved in previous turn - we expect only nerby objects there
 
- 		auto reservedHeroesCopy = reservedHeroesMap; //work on copy => the map may be changed while iterating (eg because hero died when attempting a goal)
 
- 		BOOST_FOREACH (auto hero, reservedHeroesCopy)
 
- 		{
 
- 			cb->setSelection(hero.first.get());
 
- 			boost::sort (hero.second, isCloser);
 
- 			BOOST_FOREACH (auto obj, hero.second)
 
- 			{
 
- 				striveToGoal (CGoal(VISIT_TILE).sethero(hero.first).settile(obj->visitablePos()));
 
- 			}
 
- 		}
 
- 		//now try to win
 
- 		striveToGoal(CGoal(WIN));
 
- 		//finally, continue our abstract long-term goals
 
- 		//heroes tend to die in the process and loose their goals, unsafe to iterate it
 
- 		std::vector<std::pair<HeroPtr, CGoal> > safeCopy;
 
- 		boost::copy(lockedHeroes, std::back_inserter(safeCopy));
 
- 		typedef std::pair<HeroPtr, CGoal> TItrType;
 
- 		auto lockedHeroesSorter = [](TItrType h1, TItrType h2) -> bool
 
- 		{
 
- 			return compareMovement (h1.first, h2.first);
 
- 		};
 
- 		boost::sort(safeCopy, lockedHeroesSorter);
 
- 		while (safeCopy.size()) //continue our goals
 
- 		{
 
- 			auto it = safeCopy.begin();
 
- 			if (it->first && it->first->tempOwner == playerID && vstd::contains(lockedHeroes, it->first)) //make sure hero still has his goal
 
- 			{
 
- 				cb->setSelection(*it->first);
 
- 				striveToGoal (it->second);
 
- 			}
 
- 			safeCopy.erase(it);
 
- 		}
 
- 		auto quests = myCb->getMyQuests();
 
- 		BOOST_FOREACH (auto quest, quests)
 
- 		{
 
- 			striveToQuest (quest);
 
- 		}
 
- 		striveToGoal(CGoal(BUILD)); //TODO: smarter building management
 
- 	}
 
- 	catch(boost::thread_interrupted &e)
 
- 	{
 
- 		tlog0 << "Making turn thread has been interrupted. We'll end without calling endTurn.\n";
 
- 		return;
 
- 	}
 
- 	catch(std::exception &e)
 
- 	{
 
- 		tlog0 << "Making turn thread has caught an exception: " << e.what() << "\n";
 
- 	}
 
- 	endTurn();
 
- }
 
- bool VCAI::goVisitObj(const CGObjectInstance * obj, HeroPtr h)
 
- {
 
- 	int3 dst = obj->visitablePos();
 
- 	BNLOG("%s will try to visit %s at (%s)", h->name % obj->getHoverText() % strFromInt3(dst));
 
- 	return moveHeroToTile(dst, h);
 
- }
 
- void VCAI::performObjectInteraction(const CGObjectInstance * obj, HeroPtr h)
 
- {
 
- 	switch (obj->ID)
 
- 	{
 
- 		case Obj::CREATURE_GENERATOR1:
 
- 			recruitCreatures (dynamic_cast<const CGDwelling *>(obj));
 
- 			checkHeroArmy (h);
 
- 			break;
 
- 		case Obj::TOWN:
 
- 			moveCreaturesToHero (dynamic_cast<const CGTownInstance *>(obj));
 
- 			if (h->visitedTown) //we are inside, not just attacking
 
- 			{
 
- 				townVisitsThisWeek[h].push_back(h->visitedTown);
 
- 				if (!h->hasSpellbook() && cb->getResourceAmount(Res::GOLD) >= GameConstants::SPELLBOOK_GOLD_COST + saving[Res::GOLD] &&
 
- 					h->visitedTown->hasBuilt (EBuilding::MAGES_GUILD_1))
 
- 					cb->buyArtifact(h.get(), 0); //buy spellbook
 
- 			}
 
- 			break;
 
- 	}
 
- }
 
- void VCAI::moveCreaturesToHero(const CGTownInstance * t)
 
- {
 
- 	if(t->visitingHero && t->armedGarrison())
 
- 	{
 
- 		pickBestCreatures (t->visitingHero, t);
 
- 	}
 
- }
 
- bool VCAI::canGetArmy (const CGHeroInstance * army, const CGHeroInstance * source)
 
- { //TODO: merge with pickBestCreatures
 
- 	const CArmedInstance *armies[] = {army, source};
 
- 	int armySize = 0; 
 
- 	//we calculate total strength for each creature type available in armies
 
- 	std::map<const CCreature*, int> creToPower;
 
- 	BOOST_FOREACH(auto armyPtr, armies)
 
- 		BOOST_FOREACH(auto &i, armyPtr->Slots())
 
- 		{
 
- 			++armySize;//TODO: allow splitting stacks?
 
- 			creToPower[i.second->type] += i.second->getPower();
 
- 		}
 
- 	//TODO - consider more than just power (ie morale penalty, hero specialty in certain stacks, etc)
 
- 	armySize = std::min ((source->needsLastStack() ? armySize - 1 : armySize), GameConstants::ARMY_SIZE); //can't move away last stack
 
- 	std::vector<const CCreature *> bestArmy; //types that'll be in final dst army
 
- 	for (int i = 0; i < armySize; i++) //pick the creatures from which we can get most power, as many as dest can fit
 
- 	{
 
- 		typedef const std::pair<const CCreature*, int> &CrePowerPair;
 
- 		auto creIt = boost::max_element(creToPower, [](CrePowerPair lhs, CrePowerPair rhs)
 
- 			{
 
- 				return lhs.second < rhs.second;
 
- 			});
 
- 		bestArmy.push_back(creIt->first);
 
- 		creToPower.erase(creIt);
 
- 		if(creToPower.empty())
 
- 			break;
 
- 	}
 
- 	//foreach best type -> iterate over slots in both armies and if it's the appropriate type, send it to the slot where it belongs
 
- 	for (int i = 0; i < bestArmy.size(); i++) //i-th strongest creature type will go to i-th slot
 
- 	{
 
- 		BOOST_FOREACH(auto armyPtr, armies)
 
- 			for (int j = 0; j < GameConstants::ARMY_SIZE; j++)
 
- 			{
 
- 				if(armyPtr->getCreature(j) == bestArmy[i]  &&  (i != j || armyPtr != army)) //it's a searched creature not in dst slot
 
- 					if (!(armyPtr->needsLastStack() && armyPtr->Slots().size() == 1 && armyPtr != army)) //can't take away last creature
 
- 						return true; //at least one exchange will be performed
 
- 			}
 
- 	}
 
- 	return false;
 
- }
 
- void VCAI::pickBestCreatures(const CArmedInstance * army, const CArmedInstance * source)
 
- {
 
- 	//TODO - what if source is a hero (the last stack problem) -> it'd good to create a single stack of weakest cre
 
- 	const CArmedInstance *armies[] = {army, source};
 
- 	int armySize = 0; 
 
- 	//we calculate total strength for each creature type available in armies
 
- 	std::map<const CCreature*, int> creToPower;
 
- 	BOOST_FOREACH(auto armyPtr, armies)
 
- 		BOOST_FOREACH(auto &i, armyPtr->Slots())
 
- 		{
 
- 			++armySize;//TODO: allow splitting stacks?
 
- 			creToPower[i.second->type] += i.second->getPower();
 
- 		}
 
- 	//TODO - consider more than just power (ie morale penalty, hero specialty in certain stacks, etc)
 
- 	armySize = std::min ((source->needsLastStack() ? armySize - 1 : armySize), GameConstants::ARMY_SIZE); //can't move away last stack
 
- 	std::vector<const CCreature *> bestArmy; //types that'll be in final dst army
 
- 	for (int i = 0; i < armySize; i++) //pick the creatures from which we can get most power, as many as dest can fit
 
- 	{
 
- 		typedef const std::pair<const CCreature*, int> &CrePowerPair;
 
- 		auto creIt = boost::max_element(creToPower, [](CrePowerPair lhs, CrePowerPair rhs)
 
- 			{
 
- 				return lhs.second < rhs.second;
 
- 			});
 
- 		bestArmy.push_back(creIt->first);
 
- 		creToPower.erase(creIt);
 
- 		if(creToPower.empty())
 
- 			break;
 
- 	}
 
- 	//foreach best type -> iterate over slots in both armies and if it's the appropriate type, send it to the slot where it belongs
 
- 	for (int i = 0; i < bestArmy.size(); i++) //i-th strongest creature type will go to i-th slot
 
- 	{
 
- 		BOOST_FOREACH(auto armyPtr, armies)
 
- 			for (int j = 0; j < GameConstants::ARMY_SIZE; j++)
 
- 			{
 
- 				if(armyPtr->getCreature(j) == bestArmy[i]  &&  (i != j || armyPtr != army)) //it's a searched creature not in dst slot
 
- 					if (!(armyPtr->needsLastStack() && armyPtr->Slots().size() == 1 && armyPtr != army))
 
- 						cb->mergeOrSwapStacks(armyPtr, army, j, i);
 
- 			}
 
- 	}
 
- 	//TODO - having now strongest possible army, we may want to think about arranging stacks
 
- 	auto hero = dynamic_cast<const CGHeroInstance *>(army);
 
- 	if (hero)
 
- 	{
 
- 		checkHeroArmy (hero);
 
- 	}
 
- }
 
- void VCAI::recruitCreatures(const CGDwelling * d)
 
- {
 
- 	for(int i = 0; i < d->creatures.size(); i++)
 
- 	{
 
- 		if(!d->creatures[i].second.size())
 
- 			continue;
 
- 		int count = d->creatures[i].first;
 
- 		int creID = d->creatures[i].second.back();
 
- //		const CCreature *c = VLC->creh->creatures[creID];
 
- // 		if(containsSavedRes(c->cost))
 
- // 			continue;
 
- 		TResources myRes = cb->getResourceAmount();
 
- 		myRes[Res::GOLD] -= GOLD_RESERVE;
 
- 		amin(count, myRes / VLC->creh->creatures[creID]->cost);
 
- 		if(count > 0)
 
- 			cb->recruitCreatures(d, creID, count, i);
 
- 	}
 
- }
 
- bool VCAI::tryBuildStructure(const CGTownInstance * t, int building, unsigned int maxDays)
 
- {
 
- 	if (!vstd::contains(t->town->buildings, building))
 
- 		return false; // no such building in town
 
- 	if (t->hasBuilt(building)) //Already built? Shouldn't happen in general
 
- 		return true;
 
- 	std::set<int> toBuild = cb->getBuildingRequiments(t, building);
 
- 	//erase all already built buildings
 
- 	for (auto buildIter = toBuild.begin(); buildIter != toBuild.end();)
 
- 	{
 
- 		if (t->hasBuilt(*buildIter))
 
- 			toBuild.erase(buildIter++);
 
- 		else
 
- 			buildIter++;
 
- 	}
 
- 	toBuild.insert(building);
 
- 	BOOST_FOREACH(int buildID, toBuild)
 
- 	{
 
- 		int canBuild = cb->canBuildStructure(t, buildID);
 
- 		if (canBuild == EBuildingState::HAVE_CAPITAL
 
- 		 || canBuild == EBuildingState::FORBIDDEN
 
- 		 || canBuild == EBuildingState::NO_WATER)
 
- 			return false; //we won't be able to build this
 
- 	}
 
- 	if (maxDays && toBuild.size() > maxDays)
 
- 		return false;
 
- 	TResources currentRes = cb->getResourceAmount();
 
- 	TResources income = estimateIncome();
 
- 	//TODO: calculate if we have enough resources to build it in maxDays
 
- 	BOOST_FOREACH(int buildID, toBuild)
 
- 	{
 
- 		const CBuilding *b = t->town->buildings[buildID];
 
- 		int canBuild = cb->canBuildStructure(t, buildID);
 
- 		if(canBuild == EBuildingState::ALLOWED)
 
- 		{
 
- 			if(!containsSavedRes(b->resources))
 
- 			{
 
- 				BNLOG("Player %d will build %s in town of %s at %s", playerID % b->Name() % t->name % t->pos);
 
- 				cb->buildBuilding(t, buildID);
 
- 				return true;
 
- 			}
 
- 			continue;
 
- 		}
 
- 		else if(canBuild == EBuildingState::NO_RESOURCES)
 
- 		{
 
- 			TResources cost = t->town->buildings[buildID]->resources;
 
- 			for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
 
- 			{
 
- 				int diff = currentRes[i] - cost[i] + income[i];
 
- 				if(diff < 0)
 
- 					saving[i] = 1;
 
- 			}
 
- 			continue;
 
- 		}
 
- 	}
 
- 	return false;
 
- }
 
- bool VCAI::tryBuildAnyStructure(const CGTownInstance * t, std::vector<int> buildList, unsigned int maxDays)
 
- {
 
- 	BOOST_FOREACH(int building, buildList)
 
- 	{
 
- 		if(t->hasBuilt(building))
 
- 			continue;
 
- 		if (tryBuildStructure(t, building, maxDays))
 
- 			return true;
 
- 	}
 
- 	return false; //Can't build anything
 
- }
 
- bool VCAI::tryBuildNextStructure(const CGTownInstance * t, std::vector<int> buildList, unsigned int maxDays)
 
- {
 
- 	BOOST_FOREACH(int building, buildList)
 
- 	{
 
- 		if(t->hasBuilt(building))
 
- 			continue;
 
- 		return tryBuildStructure(t, building, maxDays);
 
- 	}
 
- 	return false;//Nothing to build
 
- }
 
- void VCAI::buildStructure(const CGTownInstance * t)
 
- {
 
- 	using namespace EBuilding;
 
- 	//TODO make *real* town development system
 
- 	//TODO: faction-specific development: use special buildings, build dwellings in better order, etc
 
- 	//TODO: build resource silo, defences when needed
 
- 	//Possible - allow "locking" on specific building (build prerequisites and then building itself)
 
- 	//Set of buildings for different goals. Does not include any prerequisites.
 
- 	const int essential[] = {TAVERN, TOWN_HALL};
 
- 	const int goldSource[] = {TOWN_HALL, CITY_HALL, CAPITOL};
 
- 	const int unitsSource[] = { 30, 31, 32, 33, 34, 35, 36};
 
- 	const int unitsUpgrade[] = { 37, 38, 39, 40, 41, 42, 43};
 
- 	const int unitGrowth[] = { FORT, CITADEL, CASTLE, HORDE_1, HORDE_1_UPGR, HORDE_2, HORDE_2_UPGR};
 
- 	const int spells[] = {MAGES_GUILD_1, MAGES_GUILD_2, MAGES_GUILD_3, MAGES_GUILD_4, MAGES_GUILD_5};
 
- 	const int extra[] = {RESOURCE_SILO, SPECIAL_1, SPECIAL_2, SPECIAL_3, SPECIAL_4, SHIPYARD}; // all remaining buildings
 
- 	TResources currentRes = cb->getResourceAmount();
 
- 	TResources income = estimateIncome();
 
- 	if (tryBuildAnyStructure(t, std::vector<int>(essential, essential + ARRAY_COUNT(essential))))
 
- 		return;
 
- 	//we're running out of gold - try to build something gold-producing. Multiplier can be tweaked, 6 is minimum due to buildings costs
 
- 	if (currentRes[Res::GOLD] < income[Res::GOLD] * 6)
 
- 		if (tryBuildNextStructure(t, std::vector<int>(goldSource, goldSource + ARRAY_COUNT(goldSource))))
 
- 			return;
 
- 	if (cb->getDate(1) > 6)// last 2 days of week - try to focus on growth
 
- 	{
 
- 		if (tryBuildNextStructure(t, std::vector<int>(unitGrowth, unitGrowth + ARRAY_COUNT(unitGrowth)), 2))
 
- 			return;
 
- 	}
 
- 	// first in-game week or second half of any week: try build dwellings
 
- 	if (cb->getDate(0) < 7 || cb->getDate(1) > 3)
 
- 		if (tryBuildAnyStructure(t, std::vector<int>(unitsSource, unitsSource + ARRAY_COUNT(unitsSource)), 8 - cb->getDate(1)))
 
- 			return;
 
- 	//try to upgrade dwelling
 
- 	for(int i = 0; i < ARRAY_COUNT(unitsUpgrade); i++)
 
- 	{
 
- 		if (t->hasBuilt(unitsSource[i]) && !t->hasBuilt(unitsUpgrade[i]))
 
- 		{
 
- 			if (tryBuildStructure(t, unitsUpgrade[i]))
 
- 				return;
 
- 		}
 
- 	}
 
- 	//remaining tasks
 
- 	if (tryBuildNextStructure(t, std::vector<int>(goldSource, goldSource + ARRAY_COUNT(goldSource))))
 
- 		return;
 
- 	if (tryBuildNextStructure(t, std::vector<int>(spells, spells + ARRAY_COUNT(spells))))
 
- 		return;
 
- 	if (tryBuildAnyStructure(t, std::vector<int>(extra, extra + ARRAY_COUNT(extra))))
 
- 		return;
 
- }
 
- bool isSafeToVisit(HeroPtr h, crint3 tile)
 
- {
 
- 	const ui64 heroStrength = h->getTotalStrength(),
 
- 		dangerStrength = evaluateDanger(tile, *h);
 
- 	if(dangerStrength)
 
- 	{
 
- 		if(heroStrength / SAFE_ATTACK_CONSTANT > dangerStrength)
 
- 		{
 
- 			BNLOG("It's, safe for %s to visit tile %s", h->name % tile);
 
- 			return true;
 
- 		}
 
- 		else
 
- 			return false;
 
- 	}
 
- 	return true; //there's no danger
 
- }
 
- std::vector<const CGObjectInstance *> VCAI::getPossibleDestinations(HeroPtr h)
 
- {
 
- 	validateVisitableObjs();
 
- 	std::vector<const CGObjectInstance *> possibleDestinations;
 
- 	BOOST_FOREACH(const CGObjectInstance *obj, visitableObjs)
 
- 	{
 
- 		if(cb->getPathInfo(obj->visitablePos())->reachable() && !obj->wasVisited(playerID) &&
 
- 			(obj->tempOwner != playerID || isWeeklyRevisitable(obj))) //flag or get weekly resources / creatures
 
- 			possibleDestinations.push_back(obj);
 
- 	}
 
- 	boost::sort(possibleDestinations, isCloser);
 
- 	possibleDestinations.erase(boost::remove_if(possibleDestinations, [&](const CGObjectInstance *obj) -> bool
 
- 		{
 
- 			const int3 pos = obj->visitablePos();
 
- 			if(vstd::contains(alreadyVisited, obj))
 
- 				return true;
 
- 			if(!isSafeToVisit(h, pos))
 
- 				return true;
 
- 			if (!shouldVisit(h, obj))
 
- 				return true;
 
- 			if (vstd::contains(reservedObjs, obj)) //does checking for our own reserved objects make sense? here?
 
- 				return true;
 
- 			const CGObjectInstance *topObj = cb->getVisitableObjs(pos).back(); //it may be hero visiting this obj
 
- 			//we don't try visiting object on which allied or owned hero stands
 
- 			// -> it will just trigger exchange windows and AI will be confused that obj behind doesn't get visited
 
- 			if(topObj->ID == Obj::HERO  &&  cb->getPlayerRelations(h->tempOwner, topObj->tempOwner) != 0)
 
- 				return true;
 
- 			return false;
 
- 		}),possibleDestinations.end());
 
- 	return possibleDestinations;
 
- }
 
- void VCAI::wander(HeroPtr h)
 
- {
 
- 	while(1)
 
- 	{
 
- 		std::vector <ObjectIdRef> dests;
 
- 		range::copy(reservedHeroesMap[h], std::back_inserter(dests));
 
- 		if (!dests.size())
 
- 			range::copy(getPossibleDestinations(h), std::back_inserter(dests));
 
- 		if(!dests.size())
 
- 		{
 
- 			auto compareReinforcements = [h](const CGTownInstance *lhs, const CGTownInstance *rhs) -> bool
 
- 	        {
 
- 				return howManyReinforcementsCanGet(h, lhs) < howManyReinforcementsCanGet(h, rhs);
 
- 	        };
 
- 	        std::vector<const CGTownInstance *> townsReachable;
 
- 	        std::vector<const CGTownInstance *> townsNotReachable;
 
- 	        BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
 
- 	        {
 
- 	            if(!t->visitingHero && howManyReinforcementsCanGet(h,t) && !vstd::contains(townVisitsThisWeek[h], t))
 
- 	            {
 
- 	                if(isReachable(t))
 
- 						townsReachable.push_back(t);
 
- 	                else
 
- 						townsNotReachable.push_back(t);
 
- 	            }
 
- 			}
 
-             if(townsReachable.size())
 
-             {
 
- 				boost::sort(townsReachable, compareReinforcements);
 
- 				dests.emplace_back(townsReachable.back());
 
- 			}
 
- 			else if(townsNotReachable.size())
 
- 			{
 
- 				boost::sort(townsNotReachable, compareReinforcements);
 
- 	            //TODO pick the truly best
 
- 	            const CGTownInstance *t = townsNotReachable.back();
 
- 	            BNLOG("%s can't reach any town, we'll try to make our way to %s at %s", h->name % t->name % t->visitablePos());
 
- 				int3 pos1 = h->pos;
 
- 				striveToGoal(CGoal(CLEAR_WAY_TO).settile(t->visitablePos()).sethero(h));
 
- 				if (pos1 == h->pos && h == primaryHero()) //hero can't move
 
- 				{
 
- 					if(cb->getResourceAmount(Res::GOLD) >= HERO_GOLD_COST && cb->getHeroesInfo().size() < ALLOWED_ROAMING_HEROES && cb->getAvailableHeroes(t).size())
 
- 					recruitHero(t);
 
- 				}
 
- 	            break;
 
- 			}
 
- 			else if(cb->getResourceAmount(Res::GOLD) >= HERO_GOLD_COST)
 
- 	        {
 
- 				std::vector<const CGTownInstance *> towns = cb->getTownsInfo();
 
- 				erase_if(towns, [](const CGTownInstance *t) -> bool
 
- 				{
 
- 					BOOST_FOREACH(const CGHeroInstance *h, cb->getHeroesInfo())
 
- 					if(!t->getArmyStrength() || howManyReinforcementsCanGet(h, t))
 
- 						return true;
 
- 					return false;
 
- 				});
 
- 				boost::sort(towns, compareArmyStrength);
 
- 	            if(towns.size())
 
- 	                    recruitHero(towns.back());
 
- 	            break;
 
- 	        }
 
-             else
 
-             {
 
- 				PNLOG("Nowhere more to go...\n");
 
- 				break;
 
- 			}
 
- 		}
 
- 		const ObjectIdRef&dest = dests.front();
 
- 		if(!goVisitObj(dest, h))
 
- 		{
 
- 			if(!dest)
 
- 			{
 
- 				BNLOG("Visit attempt made the object (id=%d) gone...", dest.id);
 
- 			}
 
- 			else
 
- 			{
 
- 				BNLOG("Hero %s apparently used all MPs (%d left)\n", h->name % h->movement);
 
- 				reserveObject(h, dest); //reserve that object - we predict it will be reached soon
 
- 				//removed - do not forget abstract goal so easily
 
- 				//setGoal(h, CGoal(VISIT_TILE).sethero(h).settile(dest->visitablePos()));
 
- 			}
 
- 			break;
 
- 		}
 
- 		if(h->visitedTown)
 
- 		{
 
- 			townVisitsThisWeek[h].push_back(h->visitedTown);
 
- 			buildArmyIn(h->visitedTown);
 
- 			break;
 
- 		}
 
- 	}
 
- }
 
- void VCAI::setGoal(HeroPtr h, const CGoal goal)
 
- { //TODO: check for presence?
 
- 	if (goal.goalType == EGoals::INVALID)
 
- 		remove_if_present(lockedHeroes, h);
 
- 	else
 
- 		lockedHeroes[h] = CGoal(goal).setisElementar(false); //always evaluate goals before realizing
 
- }
 
- void VCAI::setGoal(HeroPtr h, EGoals goalType)
 
- {
 
- 	if (goalType == EGoals::INVALID)
 
- 		remove_if_present(lockedHeroes, h);
 
- 	else
 
- 		lockedHeroes[h] = CGoal(goalType).setisElementar(false); //always evaluate goals before realizing;
 
- }
 
- void VCAI::completeGoal (const CGoal goal)
 
- {
 
- 	if (const CGHeroInstance * h = goal.hero.get(true))
 
- 	{
 
- 		auto it = lockedHeroes.find(h);
 
- 		if (it != lockedHeroes.end())
 
- 			if (it->second.goalType == goal.goalType)
 
- 				lockedHeroes.erase(it); //goal fulfilled, free hero
 
- 	}
 
- }
 
- void VCAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
 
- {
 
- 	NET_EVENT_HANDLER;
 
- 	assert(playerID > GameConstants::PLAYER_LIMIT || status.getBattle() == UPCOMING_BATTLE);
 
- 	status.setBattle(ONGOING_BATTLE);
 
- 	const CGObjectInstance *presumedEnemy = backOrNull(cb->getVisitableObjs(tile)); //may be NULL in some very are cases -> eg. visited monolith and fighting with an enemy at the FoW covered exit
 
- 	battlename = boost::str(boost::format("Starting battle of %s attacking %s at %s") % (hero1 ? hero1->name : "a army") % (presumedEnemy ? presumedEnemy->hoverName : "unknown enemy") % tile);
 
- 	CAdventureAI::battleStart(army1, army2, tile, hero1, hero2, side);
 
- }
 
- void VCAI::battleEnd(const BattleResult *br)
 
- {
 
- 	NET_EVENT_HANDLER;
 
- 	assert(status.getBattle() == ONGOING_BATTLE);
 
- 	status.setBattle(ENDING_BATTLE);
 
- 	bool won = br->winner == myCb->battleGetMySide();
 
- 	BNLOG("Player %d: I %s the %s!", playerID % (won  ? "won" : "lost") % battlename);
 
- 	battlename.clear();
 
- 	CAdventureAI::battleEnd(br);
 
- }
 
- void VCAI::waitTillFree()
 
- {
 
- 	auto unlock = vstd::makeUnlockSharedGuard(cb->getGsMutex());
 
- 	status.waitTillFree();
 
- }
 
- void VCAI::markObjectVisited (const CGObjectInstance *obj)
 
- {
 
- 	if(dynamic_cast<const CGVisitableOPH *>(obj) || //we may want to wisit it with another hero
 
- 		dynamic_cast<const CGBonusingObject *>(obj) || //or another time
 
- 		(obj->ID == Obj::MONSTER))
 
- 		return;
 
- 	alreadyVisited.push_back(obj);
 
- }
 
- void VCAI::reserveObject(HeroPtr h, const CGObjectInstance *obj)
 
- {
 
- 	reservedObjs.push_back(obj);
 
- 	reservedHeroesMap[h].push_back(obj);
 
- }
 
- void VCAI::validateVisitableObjs()
 
- {
 
- 	std::vector<const CGObjectInstance *> hlp;
 
- 	retreiveVisitableObjs(hlp, true);
 
- 	start:
 
- 	BOOST_FOREACH(const CGObjectInstance *obj, visitableObjs)
 
- 		if(!vstd::contains(hlp, obj))
 
- 		{
 
- 			tlog1 << helperObjInfo[obj].name << " at " << helperObjInfo[obj].pos << " shouldn't be on list!\n";
 
- 			remove_if_present(visitableObjs, obj);
 
- 			goto start;
 
- 		}
 
- }
 
- void VCAI::retreiveVisitableObjs(std::vector<const CGObjectInstance *> &out, bool includeOwned /*= false*/) const
 
- {
 
- 	foreach_tile_pos([&](const int3 &pos)
 
- 	{
 
- 		BOOST_FOREACH(const CGObjectInstance *obj, myCb->getVisitableObjs(pos, false))
 
- 		{
 
- 			if(includeOwned || obj->tempOwner != playerID)
 
- 				out.push_back(obj);
 
- 		}
 
- 	});
 
- }
 
- std::vector<const CGObjectInstance *> VCAI::getFlaggedObjects() const
 
- {
 
- 	std::vector<const CGObjectInstance *> ret;
 
- 	retreiveVisitableObjs(ret, true);
 
- 	erase_if(ret, [](const CGObjectInstance *obj)
 
- 	{
 
- 		return obj->tempOwner != ai->playerID;
 
- 	});
 
- 	return ret;
 
- }
 
- void VCAI::addVisitableObj(const CGObjectInstance *obj)
 
- {
 
- 	visitableObjs.push_back(obj);
 
- 	helperObjInfo[obj] = ObjInfo(obj);
 
- }
 
- const CGObjectInstance * VCAI::lookForArt(int aid) const
 
- {
 
- 	BOOST_FOREACH(const CGObjectInstance *obj, ai->visitableObjs)
 
- 	{
 
- 		if(obj->ID == 5 && obj->subID == aid)
 
- 			return obj;
 
- 	}
 
- 	return NULL;
 
- 	//TODO what if more than one artifact is available? return them all or some slection criteria
 
- }
 
- bool VCAI::isAccessible(const int3 &pos)
 
- {
 
- 	//TODO precalculate for speed
 
- 	BOOST_FOREACH(const CGHeroInstance *h, cb->getHeroesInfo())
 
- 	{
 
- 		if(isAccessibleForHero(pos, h))
 
- 			return true;
 
- 	}
 
- 	return false;
 
- }
 
- HeroPtr VCAI::getHeroWithGrail() const
 
- {
 
- 	BOOST_FOREACH(const CGHeroInstance *h, cb->getHeroesInfo())
 
- 		if(h->hasArt(2)) //grail
 
- 			return h;
 
- 	return NULL;
 
- }
 
- const CGObjectInstance * VCAI::getUnvisitedObj(const boost::function<bool(const CGObjectInstance *)> &predicate)
 
- {
 
- 	//TODO smarter definition of unvisited
 
- 	BOOST_FOREACH(const CGObjectInstance *obj, visitableObjs)
 
- 		if(predicate(obj) && !vstd::contains(alreadyVisited, obj))
 
- 			return obj;
 
- 	return NULL;
 
- }
 
- bool VCAI::isAccessibleForHero(const int3 & pos, HeroPtr h, bool includeAllies /*= false*/) const
 
- {
 
- 	cb->setSelection(*h);
 
- 	if (!includeAllies)
 
- 	{ //don't visit tile occupied by allied hero
 
- 		BOOST_FOREACH (auto obj, cb->getVisitableObjs(pos))
 
- 		{
 
- 			if (obj->ID == Obj::HERO && obj->tempOwner == h->tempOwner && obj != h)
 
- 				return false;
 
- 		}
 
- 	}
 
- 	return cb->getPathInfo(pos)->reachable();
 
- }
 
- bool VCAI::moveHeroToTile(int3 dst, HeroPtr h)
 
- {
 
- 	visitedObject = NULL;
 
- 	int3 startHpos = h->visitablePos();
 
- 	bool ret = false;
 
- 	if(startHpos == dst)
 
- 	{
 
- 		assert(cb->getVisitableObjs(dst).size() > 1); //there's no point in revisiting tile where there is no visitable object
 
- 		cb->moveHero(*h, CGHeroInstance::convertPosition(dst, true));
 
- 		waitTillFree(); //movement may cause battle or blocking dialog
 
- 		ret = true;
 
- 	}
 
- 	else
 
- 	{
 
- 		CGPath path;
 
- 		cb->getPath2(dst, path);
 
- 		if(path.nodes.empty())
 
- 		{
 
- 			tlog1 << "Hero " << h->name << " cannot reach " << dst << std::endl;
 
- 			//setGoal(h, INVALID);
 
- 			completeGoal (CGoal(VISIT_TILE).sethero(h));
 
- 			cb->recalculatePaths();
 
- 			throw std::runtime_error("Wrong move order!");
 
- 		}
 
- 		int i=path.nodes.size()-1;
 
- 		for(; i>0; i--)
 
- 		{
 
- 			//stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
 
- 			if(path.nodes[i-1].turns)
 
- 			{
 
- 				//blockedHeroes.insert(h); //to avoid attempts of moving heroes with very little MPs
 
- 				break;
 
- 			}
 
- 			int3 endpos = path.nodes[i-1].coord;
 
- 			if(endpos == h->visitablePos())
 
- 			//if (endpos == h->pos)
 
- 				continue;
 
- // 			if(i > 1)
 
- // 			{
 
- // 				int3 afterEndPos = path.nodes[i-2].coord;
 
- // 				if(afterEndPos.z != endpos.z)
 
- //
 
- // 			}
 
- 			//tlog0 << "Moving " << h->name << " from " << h->getPosition() << " to " << endpos << std::endl;
 
- 			cb->moveHero(*h, CGHeroInstance::convertPosition(endpos, true));
 
- 			waitTillFree(); //movement may cause battle or blocking dialog
 
- 			boost::this_thread::interruption_point();
 
- 			if(!h) //we lost hero - remove all tasks assigned to him/her
 
- 			{
 
- 				lostHero(h);
 
- 				//we need to throw, otherwise hero will be assigned to sth again
 
- 				throw std::runtime_error("Hero was lost!");
 
- 				break;
 
- 			}
 
- 		}
 
- 		ret = !i;
 
- 	}
 
- 	if (visitedObject) //we step into something interesting
 
- 	{
 
- 		performObjectInteraction (visitedObject, h);
 
- 		//BNLOG("Hero %s moved from %s to %s at %s", h->name % startHpos % visitedObject->hoverName % h->visitablePos());
 
- 		//throw goalFulfilledException (CGoal(GET_OBJ).setobjid(visitedObject->id));
 
- 	}
 
- 	if(h) //we could have lost hero after last move
 
- 	{
 
- 		cb->recalculatePaths();
 
- 		if (startHpos == h->visitablePos() && !ret) //we didn't move and didn't reach the target
 
- 		{
 
- 			throw cannotFulfillGoalException("Invalid path found!");
 
- 		}
 
- 	}
 
- 	BNLOG("Hero %s moved from %s to %s", h->name % startHpos % h->visitablePos());
 
- 	return ret;
 
- }
 
- int howManyTilesWillBeDiscovered(const int3 &pos, int radious)
 
- { //TODO: do not explore dead-end boundaries
 
- 	int ret = 0;
 
- 	for(int x = pos.x - radious; x <= pos.x + radious; x++)
 
- 	{
 
- 		for(int y = pos.y - radious; y <= pos.y + radious; y++)
 
- 		{
 
- 			int3 npos = int3(x,y,pos.z);
 
- 			if(cb->isInTheMap(npos) && pos.dist2d(npos) - 0.5 < radious  && !cb->isVisible(npos))
 
- 			{
 
- 				if (!boundaryBetweenTwoPoints (pos, npos))
 
- 					ret++;
 
- 			}
 
- 		}
 
- 	}
 
- 	return ret;
 
- }
 
- bool boundaryBetweenTwoPoints (int3 pos1, int3 pos2) //determines if two points are separated by known barrier
 
- {
 
- 	int xMin = std::min (pos1.x, pos2.x);
 
- 	int xMax = std::max (pos1.x, pos2.x);
 
- 	int yMin = std::min (pos1.y, pos2.y);
 
- 	int yMax = std::max (pos1.y, pos2.y);
 
- 	for (int x = xMin; x <= xMax; ++x)
 
- 	{
 
- 		for (int y = yMin; y <= yMax; ++y)
 
- 		{
 
- 			int3 tile = int3(x, y, pos1.z); //use only on same level, ofc
 
- 			if (abs(pos1.dist2d(tile) - pos2.dist2d(tile)) < 1.5)
 
- 			{
 
- 				if (!(cb->isVisible(tile) && cb->getTile(tile)->blocked)) //if there's invisible or unblocked tile inbetween, it's good 
 
- 					return false;
 
- 			}
 
- 		}
 
- 	}
 
- 	return true; //if all are visible and blocked, we're at dead end
 
- }
 
- int howManyTilesWillBeDiscovered(int radious, int3 pos, crint3 dir)
 
- {
 
- 	return howManyTilesWillBeDiscovered(pos + dir, radious);
 
- }
 
- void getVisibleNeighbours(const std::vector<int3> &tiles, std::vector<int3> &out)
 
- {
 
- 	BOOST_FOREACH(const int3 &tile, tiles)
 
- 	{
 
- 		foreach_neighbour(tile, [&](int3 neighbour)
 
- 		{
 
- 			if(cb->isVisible(neighbour))
 
- 				out.push_back(neighbour);
 
- 		});
 
- 	}
 
- }
 
- void VCAI::tryRealize(CGoal g)
 
- {
 
- 	BNLOG("Attempting realizing goal with code %s", g.name());
 
- 	switch(g.goalType)
 
- 	{
 
- 	case EXPLORE:
 
- 		{
 
- 			throw cannotFulfillGoalException("EXPLORE is not a elementar goal!");
 
- 		}
 
- 		break;
 
- 	case RECRUIT_HERO:
 
- 		{
 
- 			if(const CGTownInstance *t = findTownWithTavern())
 
- 			{
 
- 				//TODO co jesli nie ma dostepnego bohatera?
 
- 				//TODO jezeli miasto jest zablokowane, sprobowac oczyscic wejscie
 
- 				cb->recruitHero(t, cb->getAvailableHeroes(t)[0]);
 
- 			}
 
- 			//TODO karkolomna alternatywa - tawerna na mapie przygod lub wiezienie (nie wiem, czy warto?)
 
- 		}
 
- 		break;
 
- 	case VISIT_TILE:
 
- 		{
 
- 			//cb->recalculatePaths();
 
- 			if(!g.hero->movement)
 
- 				throw cannotFulfillGoalException("Cannot visit tile: hero is out of MPs!");
 
- 			//if(!g.isBlockedBorderGate(g.tile))
 
- 			//{
 
- 				if (ai->moveHeroToTile(g.tile, g.hero.get()))
 
- 				{
 
- 					throw goalFulfilledException (g);
 
- 				}
 
- 			//}
 
- 			//else
 
- 			//	throw cannotFulfillGoalException("There's a blocked gate!, we should never be here"); //CLEAR_WAY_TO should get keymaster tent
 
- 		}
 
- 		break;
 
- 	case VISIT_HERO:
 
- 		{
 
- 			if(!g.hero->movement)
 
- 				throw cannotFulfillGoalException("Cannot visit tile: hero is out of MPs!");
 
- 			if (ai->moveHeroToTile(g.tile, g.hero.get()))
 
- 			{
 
- 				throw goalFulfilledException (g);
 
- 			}
 
- 		}
 
- 		break;
 
- 	case BUILD_STRUCTURE:
 
- 		{
 
- 			const CGTownInstance *t = g.town;
 
- 			if(!t && g.hero)
 
- 				t = g.hero->visitedTown;
 
- 			if(!t)
 
- 			{
 
- 				BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
 
- 				{
 
- 					switch(cb->canBuildStructure(t, g.bid))
 
- 					{
 
- 					case EBuildingState::ALLOWED:
 
- 						cb->buildBuilding(t, g.bid);
 
- 						return;
 
- 					default:
 
- 						break;
 
- 					}
 
- 				}
 
- 			}
 
- 			else if(cb->canBuildStructure(t, g.bid) == EBuildingState::ALLOWED)
 
- 			{
 
- 				cb->buildBuilding(t, g.bid);
 
- 				return;
 
- 			}
 
- 			throw cannotFulfillGoalException("Cannot build a given structure!");
 
- 		}
 
- 		break;
 
- 	case DIG_AT_TILE:
 
- 		{
 
- 			assert(g.hero->visitablePos() == g.tile);
 
- 			if (g.hero->diggingStatus() == CGHeroInstance::CAN_DIG)
 
- 			{
 
- 				cb->dig(g.hero.get());
 
- 				setGoal(g.hero, INVALID); // finished digging
 
- 			}
 
- 			else
 
- 			{
 
- 				ai->lockedHeroes[g.hero] = g; //hero who tries to dig shouldn't do anything else
 
- 				throw cannotFulfillGoalException("A hero can't dig!\n");
 
- 			}
 
- 		}
 
- 		break;
 
- 	case COLLECT_RES: //TODO: use piles and mines?
 
- 		if(cb->getResourceAmount(g.resID) >= g.value)
 
- 			throw cannotFulfillGoalException("Goal is already fulfilled!");
 
- 		if(const CGObjectInstance *obj = cb->getObj(g.objid, false))
 
- 		{
 
- 			if(const IMarket *m = IMarket::castFrom(obj, false))
 
- 			{
 
- 				for (int i = 0; i < ACTUAL_RESOURCE_COUNT; i++)
 
- 				{
 
- 					if(i == g.resID) continue;
 
- 					int toGive, toGet;
 
- 					m->getOffer(i, g.resID, toGive, toGet, EMarketMode::RESOURCE_RESOURCE);
 
- 					toGive = toGive * (cb->getResourceAmount(i) / toGive);
 
- 					//TODO trade only as much as needed
 
- 					cb->trade(obj, EMarketMode::RESOURCE_RESOURCE, i, g.resID, toGive);
 
- 					if(cb->getResourceAmount(g.resID) >= g.value)
 
- 						return;
 
- 				} 
 
- 				throw cannotFulfillGoalException("I cannot get needed resources by trade!");
 
- 			}
 
- 			else
 
- 			{
 
- 				throw cannotFulfillGoalException("I don't know how to use this object to raise resources!");
 
- 			}
 
- 		}
 
- 		else
 
- 		{
 
- 			saving[g.resID] = 1;
 
- 			throw cannotFulfillGoalException("No object that could be used to raise resources!");
 
- 		}
 
- 	case CONQUER:
 
- 	case GATHER_ARMY:
 
- 	case BOOST_HERO:
 
- 		// TODO: conquer??
 
- 		throw cannotFulfillGoalException("I don't know how to fulfill this!");
 
- 	case BUILD:
 
- 		performTypicalActions(); //TODO: separate build and wander
 
- 		throw cannotFulfillGoalException("BUILD has been realized as much as possible.");
 
- 	case INVALID:
 
- 		throw cannotFulfillGoalException("I don't know how to fulfill this!");
 
- 	default:
 
- 		throw cannotFulfillGoalException("Unknown type of goal !");
 
- 	}
 
- }
 
- const CGTownInstance * VCAI::findTownWithTavern() const
 
- {
 
- 	BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
 
- 		if(t->hasBuilt(EBuilding::TAVERN) && !t->visitingHero)
 
- 			return t;
 
- 	return NULL;
 
- }
 
- std::vector<HeroPtr> VCAI::getUnblockedHeroes() const
 
- {
 
- 	std::vector<HeroPtr> ret;
 
- 	boost::copy(cb->getHeroesInfo(), std::back_inserter(ret));
 
- 	BOOST_FOREACH(auto h, lockedHeroes)
 
- 	{
 
- 		//if (!h.second.invalid()) //we can use heroes without valid goal
 
- 		if (h.second.goalType == DIG_AT_TILE || !h.first->movement) //experiment: use all heroes that have movement left, TODO: unlock heroes that couldn't realize their goals 
 
- 			remove_if_present(ret, h.first);
 
- 	}
 
- 	return ret;
 
- }
 
- HeroPtr VCAI::primaryHero() const
 
- {
 
- 	auto hs = cb->getHeroesInfo();
 
- 	boost::sort(hs, compareHeroStrength);
 
- 	if(hs.empty())
 
- 		return NULL;
 
- 	return hs.back();
 
- }
 
- void VCAI::endTurn()
 
- {
 
- 	tlog4 << "Player " << playerID << " ends turn\n";
 
- 	if(!status.haveTurn())
 
- 	{
 
- 		tlog1 << "Not having turn at the end of turn???\n";
 
- 	}
 
- 	do
 
- 	{
 
- 		cb->endTurn();
 
- 	} 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
 
- 	tlog4 << "Player " << playerID << " ended turn\n";
 
- }
 
- bool VCAI::fulfillsGoal (CGoal &goal, CGoal &mainGoal)
 
- {
 
- 	if (mainGoal.goalType == GET_OBJ && goal.goalType == VISIT_TILE) //deduce that GET_OBJ was completed by visiting object's tile
 
- 	{ //TODO: more universal mechanism
 
- 		if (cb->getObj(mainGoal.objid)->visitablePos() == goal.tile)
 
- 			return true;
 
- 	}
 
- 	return false;
 
- }
 
- bool VCAI::fulfillsGoal (CGoal &goal, const CGoal &mainGoal)
 
- {
 
- 	if (mainGoal.goalType == GET_OBJ && goal.goalType == VISIT_TILE) //deduce that GET_OBJ was completed by visiting object's tile
 
- 	{ //TODO: more universal mechanism
 
- 		if (cb->getObj(mainGoal.objid)->visitablePos() == goal.tile)
 
- 			return true;
 
- 	}
 
- 	return false;
 
- }
 
- void VCAI::striveToGoal(const CGoal &ultimateGoal)
 
- {
 
- 	if (ultimateGoal.invalid())
 
- 		return;
 
- 	CGoal abstractGoal;
 
- 	while(1)
 
- 	{
 
- 		CGoal goal = ultimateGoal;
 
- 		BNLOG("Striving to goal of type %s", ultimateGoal.name());
 
- 		int maxGoals = 100; //preventing deadlock for mutually dependent goals
 
- 		while(!goal.isElementar && !goal.isAbstract && maxGoals)
 
- 		{
 
- 			INDENT;
 
- 			BNLOG("Considering goal %s", goal.name());
 
- 			try
 
- 			{
 
- 				boost::this_thread::interruption_point();
 
- 				goal = goal.whatToDoToAchieve();
 
- 				--maxGoals;
 
- 			}
 
- 			catch(std::exception &e)
 
- 			{
 
- 				BNLOG("Goal %s decomposition failed: %s", goal.name() % e.what());
 
- 				//setGoal (goal.hero, INVALID); //test: if we don't know how to realize goal, we should abandon it for now
 
- 				return;
 
- 			}
 
- 		}
 
- 		try
 
- 		{
 
- 			boost::this_thread::interruption_point();
 
- 			if (goal.hero) //lock this hero to fulfill ultimate goal
 
- 			{
 
- 				if (maxGoals)
 
- 				{
 
- 					setGoal(goal.hero, goal);
 
- 				}
 
- 				else
 
- 				{
 
- 					setGoal(goal.hero, INVALID); // we seemingly don't know what to do with hero
 
- 				}
 
- 			}
 
- 			if (goal.isAbstract)
 
- 			{
 
- 				abstractGoal = goal; //allow only one abstract goal per call
 
- 				BNLOG("Choosing abstract goal %s", goal.name());
 
- 				break;
 
- 			}
 
- 			else
 
- 				tryRealize(goal);
 
- 			boost::this_thread::interruption_point();
 
- 		}
 
- 		catch(boost::thread_interrupted &e)
 
- 		{
 
- 			BNLOG("Player %d: Making turn thread received an interruption!", playerID);
 
- 			throw; //rethrow, we want to truly end this thread
 
- 		}
 
- 		catch(goalFulfilledException &e)
 
- 		{
 
- 			completeGoal (goal);
 
- 			if (fulfillsGoal (goal, ultimateGoal) || maxGoals > 98) //completed goal was main goal //TODO: find better condition
 
- 				return; 
 
- 		}
 
- 		catch(std::exception &e)
 
- 		{
 
- 			BNLOG("Failed to realize subgoal of type %s (greater goal type was %s), I will stop.", goal.name() % ultimateGoal.name());
 
- 			BNLOG("The error message was: %s", e.what());
 
- 			break;
 
- 		}
 
- 	}
 
- 	//TODO: save abstract goals not related to hero
 
- 	if (!abstractGoal.invalid()) //try to realize our one goal
 
- 	{
 
- 		while (1)
 
- 		{
 
- 			CGoal goal = CGoal(abstractGoal).setisAbstract(false);
 
- 			int maxGoals = 50;
 
- 			while (!goal.isElementar && maxGoals) //find elementar goal and fulfill it
 
- 			{
 
- 				try
 
- 				{
 
- 					boost::this_thread::interruption_point();
 
- 					goal = goal.whatToDoToAchieve();
 
- 					--maxGoals;
 
- 				}
 
- 				catch(std::exception &e)
 
- 				{
 
- 					BNLOG("Goal %s decomposition failed: %s", goal.name() % e.what());
 
- 					//setGoal (goal.hero, INVALID);
 
- 					return;
 
- 				}
 
- 			}
 
- 			try
 
- 			{
 
- 				boost::this_thread::interruption_point();
 
- 				tryRealize(goal);
 
- 				boost::this_thread::interruption_point();
 
- 			}
 
- 			catch(boost::thread_interrupted &e)
 
- 			{
 
- 				BNLOG("Player %d: Making turn thread received an interruption!", playerID);
 
- 				throw; //rethrow, we want to truly end this thread
 
- 			}
 
- 			catch(goalFulfilledException &e)
 
- 			{
 
- 				completeGoal (goal); //FIXME: deduce that we have realized GET_OBJ goal
 
- 				if (fulfillsGoal (goal, abstractGoal) || maxGoals > 98) //completed goal was main goal
 
- 					return;
 
- 			}
 
- 			catch(std::exception &e)
 
- 			{
 
- 				BNLOG("Failed to realize subgoal of type %s (greater goal type was %s), I will stop.", goal.name() % ultimateGoal.name());
 
- 				BNLOG("The error message was: %s", e.what());
 
- 				break;
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- void VCAI::striveToQuest (const QuestInfo &q)
 
- {
 
- 	if (q.quest->missionType && q.quest->progress < CQuest::COMPLETE) //FIXME: quests are never synchronized. Pointer handling needed
 
- 	{
 
- 		MetaString ms;
 
- 		q.quest->getRolloverText(ms, false);
 
- 		BNLOG ("Trying to realize quest: %s", ms.toString());
 
- 		auto heroes = cb->getHeroesInfo();
 
- 		switch (q.quest->missionType)
 
- 		{
 
- 			case CQuest::MISSION_ART:
 
- 			{
 
- 				BOOST_FOREACH (auto hero, heroes) //TODO: remove duplicated code?
 
- 				{
 
- 					if (q.quest->checkQuest(hero))
 
- 					{
 
- 						striveToGoal (CGoal(GET_OBJ).setobjid(q.obj->id).sethero(hero));
 
- 						return;
 
- 					}
 
- 				}
 
- 				BOOST_FOREACH (auto art, q.quest->m5arts)
 
- 				{
 
- 					striveToGoal (CGoal(GET_ART_TYPE).setaid(art)); //TODO: transport?
 
- 				}
 
- 				break;
 
- 			}
 
- 			case CQuest::MISSION_HERO:
 
- 			{
 
- 				//striveToGoal (CGoal(RECRUIT_HERO));
 
- 				BOOST_FOREACH (auto hero, heroes)
 
- 				{
 
- 					if (q.quest->checkQuest(hero))
 
- 					{
 
- 						striveToGoal (CGoal(GET_OBJ).setobjid(q.obj->id).sethero(hero));
 
- 						return;
 
- 					}
 
- 				}
 
- 				striveToGoal (CGoal(FIND_OBJ).setobjid(Obj::PRISON)); //rule of a thumb - quest heroes usually are locked in prisons
 
- 				//BNLOG ("Don't know how to recruit hero with id %d\n", q.quest->m13489val);
 
- 				break;
 
- 			}
 
- 			case CQuest::MISSION_ARMY:
 
- 			{
 
- 				BOOST_FOREACH (auto hero, heroes)
 
- 				{
 
- 					if (q.quest->checkQuest(hero)) //veyr bad info - stacks can be split between multiple heroes :(
 
- 					{
 
- 						striveToGoal (CGoal(GET_OBJ).setobjid(q.obj->id).sethero(hero));
 
- 						return;
 
- 					}
 
- 				}
 
- 				BOOST_FOREACH (auto creature, q.quest->m6creatures)
 
- 				{
 
- 					striveToGoal (CGoal(GATHER_TROOPS).setobjid(creature.type->idNumber).setvalue(creature.count));
 
- 				}
 
- 				//TODO: exchange armies... oh my
 
- 				//BNLOG ("Don't know how to recruit %d of %s\n", (int)(creature.count) % creature.type->namePl);
 
- 				break;
 
- 			}
 
- 			case CQuest::MISSION_RESOURCES:
 
- 			{
 
- 				if (heroes.size())
 
- 				{
 
- 					if (q.quest->checkQuest(heroes.front())) //it doesn't matter which hero it is
 
- 					{
 
- 						 striveToGoal (CGoal(VISIT_TILE).settile(q.tile));
 
- 					}
 
- 					else
 
- 					{
 
- 						for (int i = 0; i < q.quest->m7resources.size(); ++i)
 
- 						{
 
- 							if (q.quest->m7resources[i])
 
- 								striveToGoal (CGoal(COLLECT_RES).setresID(i).setvalue(q.quest->m7resources[i]));
 
- 						}
 
- 					}
 
- 				}
 
- 				else
 
- 					striveToGoal (CGoal(RECRUIT_HERO)); //FIXME: checkQuest requires any hero belonging to player :(
 
- 				break;
 
- 			}
 
- 			case CQuest::MISSION_KILL_HERO:
 
- 			case CQuest::MISSION_KILL_CREATURE:
 
- 			{
 
- 				auto obj = cb->getObjByQuestIdentifier(q.quest->m13489val);
 
- 				if (obj)
 
- 					striveToGoal (CGoal(GET_OBJ).setobjid(obj->id));
 
- 				else
 
- 					striveToGoal (CGoal(VISIT_TILE).settile(q.tile)); //visit seer hut
 
- 				break;
 
- 			}
 
- 			case CQuest::MISSION_PRIMARY_STAT:
 
- 			{
 
- 				auto heroes = cb->getHeroesInfo();
 
- 				BOOST_FOREACH (auto hero, heroes)
 
- 				{
 
- 					if (q.quest->checkQuest(hero))
 
- 					{
 
- 						striveToGoal (CGoal(GET_OBJ).setobjid(q.obj->id).sethero(hero));
 
- 						return;
 
- 					}
 
- 				}
 
- 				for (int i = 0; i < q.quest->m2stats.size(); ++i)
 
- 				{
 
- 					BNLOG ("Don't know how to increase primary stat %d\n", i);
 
- 				}
 
- 				break;
 
- 			}
 
- 			case CQuest::MISSION_LEVEL:
 
- 			{
 
- 				auto heroes = cb->getHeroesInfo();
 
- 				BOOST_FOREACH (auto hero, heroes)
 
- 				{
 
- 					if (q.quest->checkQuest(hero))
 
- 					{
 
- 						striveToGoal (CGoal(VISIT_TILE).settile(q.tile).sethero(hero)); //TODO: causes infinite loop :/
 
- 						return;
 
- 					}
 
- 				}
 
- 				BNLOG ("Don't know how to reach hero level %d\n", q.quest->m13489val);
 
- 				break;
 
- 			}
 
- 			case CQuest::MISSION_PLAYER:
 
- 			{
 
- 				if (playerID != q.quest->m13489val)
 
- 					BNLOG ("Can't be player of color %d\n", q.quest->m13489val);
 
- 				break;
 
- 			}
 
- 			case CQuest::MISSION_KEYMASTER:
 
- 			{
 
- 				striveToGoal (CGoal(FIND_OBJ).setobjid(Obj::KEYMASTER).setresID(q.obj->subID));
 
- 				break;
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- void VCAI::performTypicalActions()
 
- {
 
- 	BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
 
- 	{
 
- 		BNLOG("Looking into %s", t->name);
 
- 		buildStructure(t);
 
- 		buildArmyIn(t);
 
- 		if(!ai->primaryHero() ||
 
- 			(t->getArmyStrength() > ai->primaryHero()->getArmyStrength() * 2 && !isAccessibleForHero(t->visitablePos(), ai->primaryHero())))
 
- 		{
 
- 			recruitHero(t);
 
- 			buildArmyIn(t);
 
- 		}
 
- 	}
 
- 	BOOST_FOREACH(auto h, getUnblockedHeroes())
 
- 	{
 
- 		BNLOG("Looking into %s, MP=%d", h->name.c_str() % h->movement);
 
- 		INDENT;
 
- 		makePossibleUpgrades(*h);
 
- 		cb->setSelection(*h);
 
- 		try
 
- 		{
 
- 			wander(h);
 
- 		}
 
- 		catch(std::exception &e)
 
- 		{
 
- 			BNLOG("Cannot use this hero anymore, received exception: %s", e.what());
 
- 			continue;
 
- 		}
 
- 	}
 
- }
 
- void VCAI::buildArmyIn(const CGTownInstance * t)
 
- {
 
- 	makePossibleUpgrades(t->visitingHero);
 
- 	makePossibleUpgrades(t);
 
- 	recruitCreatures(t);
 
- 	moveCreaturesToHero(t);
 
- }
 
- int3 VCAI::explorationBestNeighbour(int3 hpos, int radius, HeroPtr h)
 
- {
 
- 	TimeCheck tc("looking for best exploration neighbour");
 
- 	std::map<int3, int> dstToRevealedTiles;
 
- 	BOOST_FOREACH(crint3 dir, dirs)
 
- 		if(cb->isInTheMap(hpos+dir))
 
- 			dstToRevealedTiles[hpos + dir] = howManyTilesWillBeDiscovered(radius, hpos, dir) * isSafeToVisit(h, hpos + dir);
 
- 	auto best = dstToRevealedTiles.begin();
 
- 	best->second *= cb->getPathInfo(best->first)->reachable();
 
- 	best->second *= cb->getPathInfo(best->first)->accessible == CGPathNode::ACCESSIBLE;
 
- 	for(auto i = dstToRevealedTiles.begin(); i != dstToRevealedTiles.end(); i++)
 
- 	{
 
- 		const CGPathNode *pn = cb->getPathInfo(i->first);
 
- 		//const TerrainTile *t = cb->getTile(i->first);
 
- 		if(best->second < i->second  && i->second && pn->reachable() && pn->accessible == CGPathNode::ACCESSIBLE)
 
- 			best = i;
 
- 	}
 
- 	if(best->second)
 
- 		return best->first;
 
- 	throw cannotFulfillGoalException("No neighbour will bring new discoveries!");
 
- }
 
- int3 VCAI::explorationNewPoint(int radius, HeroPtr h, std::vector<std::vector<int3> > &tiles)
 
- {
 
- 	TimeCheck tc("looking for new exploration point");
 
- 	PNLOG("Looking for an another place for exploration...");
 
- 	tiles.resize(radius);
 
- 	foreach_tile_pos([&](const int3 &pos)
 
- 	{
 
- 		if(!cb->isVisible(pos))
 
- 			tiles[0].push_back(pos);
 
- 	});
 
- 	for (int i = 1; i < radius; i++)
 
- 	{
 
- 		getVisibleNeighbours(tiles[i-1], tiles[i]);
 
- 		removeDuplicates(tiles[i]);
 
- 		BOOST_FOREACH(const int3 &tile, tiles[i])
 
- 		{
 
- 			if(cb->getPathInfo(tile)->reachable() && isSafeToVisit(h, tile) && howManyTilesWillBeDiscovered(tile, radius) && !isBlockedBorderGate(tile))
 
- 			{
 
- 				return tile;
 
- 			}
 
- 		}
 
- 	}
 
- 	throw cannotFulfillGoalException("No accessible tile will bring discoveries!");
 
- }
 
- TResources VCAI::estimateIncome() const
 
- {
 
- 	TResources ret;
 
- 	BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
 
- 	{
 
- 		ret[Res::GOLD] += t->dailyIncome();
 
- 		//TODO duplikuje newturn
 
- 		if(t->hasBuilt(EBuilding::RESOURCE_SILO)) //there is resource silo
 
- 		{
 
- 			if(t->town->primaryRes == 127) //we'll give wood and ore
 
- 			{
 
- 				ret[Res::WOOD] ++;
 
- 				ret[Res::ORE] ++;
 
- 			}
 
- 			else
 
- 			{
 
- 				ret[t->town->primaryRes] ++;
 
- 			}
 
- 		}
 
- 	}
 
- 	BOOST_FOREACH(const CGObjectInstance *obj, getFlaggedObjects())
 
- 	{
 
- 		if(obj->ID == Obj::MINE)
 
- 		{
 
- 			switch(obj->subID)
 
- 			{
 
- 			case Res::WOOD:
 
- 			case Res::ORE:
 
- 				ret[obj->subID] += WOOD_ORE_MINE_PRODUCTION;
 
- 				break;
 
- 			case Res::GOLD:
 
- 			case 7: //abandoned mine -> also gold
 
- 				ret[Res::GOLD] += GOLD_MINE_PRODUCTION;
 
- 				break;
 
- 			default:
 
- 				ret[obj->subID] += RESOURCE_MINE_PRODUCTION;
 
- 				break;
 
- 			}
 
- 		}
 
- 	}
 
- 	return ret;
 
- }
 
- bool VCAI::containsSavedRes(const TResources &cost) const
 
- {
 
- 	for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
 
- 	{
 
- 		if(saving[i] && cost[i])
 
- 			return true;
 
- 	}
 
- 	return false;
 
- }
 
- void VCAI::checkHeroArmy (HeroPtr h)
 
- {
 
- 	auto it = lockedHeroes.find(h);
 
- 	if (it != lockedHeroes.end())
 
- 	{
 
- 		if (it->second.goalType == GATHER_ARMY && it->second.value <= h->getArmyStrength())
 
- 			completeGoal(CGoal (GATHER_ARMY).sethero(h));
 
- 	}
 
- }
 
- void VCAI::recruitHero(const CGTownInstance * t)
 
- {
 
- 	BNLOG("Trying to recruit a hero in %s at %s", t->name % t->visitablePos())
 
- 	cb->recruitHero(t, cb->getAvailableHeroes(t).front());
 
- }
 
- void VCAI::finish()
 
- {
 
- 	if(makingTurn)
 
- 		makingTurn->interrupt();
 
- }
 
- void VCAI::requestActionASAP(boost::function<void()> whatToDo)
 
- {
 
- // 	static boost::mutex m;
 
- // 	boost::unique_lock<boost::mutex> mylock(m);
 
- 	boost::barrier b(2);
 
- 	boost::thread newThread([&b,this,whatToDo]()
 
- 	{
 
- 		setThreadName("VCAI::requestActionASAP::helper");
 
- 		SET_GLOBAL_STATE(this);
 
- 		boost::shared_lock<boost::shared_mutex> gsLock(cb->getGsMutex());
 
- 		b.wait();
 
- 		whatToDo();
 
- 	});
 
- 	b.wait();
 
- }
 
- void VCAI::lostHero(HeroPtr h)
 
- {
 
- 	BNLOG("I lost my hero %s. It's best to forget and move on.\n", h.name);
 
- 	remove_if_present(lockedHeroes, h);
 
- 	BOOST_FOREACH(auto obj, reservedHeroesMap[h])
 
- 	{
 
- 		remove_if_present(reservedObjs, obj); //unreserve all objects for that hero
 
- 	}
 
- 	remove_if_present(reservedHeroesMap, h);
 
- }
 
- void VCAI::answerQuery(int queryID, int selection)
 
- {
 
- 	BNLOG("I'll answer the query %d giving the choice %d", queryID % selection);
 
- 	if(queryID != -1)
 
- 	{
 
- 		cb->selectionMade(selection, queryID);
 
- 	}
 
- 	else
 
- 	{
 
- 		BNLOG("Since the query ID is %d, the answer won't be sent. This is not a real query!", queryID);
 
- 		//do nothing
 
- 	}
 
- }
 
- void VCAI::requestSent(const CPackForServer *pack, int requestID)
 
- {
 
- 	//BNLOG("I have sent request of type %s", typeid(*pack).name());
 
- 	if(auto reply = dynamic_cast<const QueryReply*>(pack))
 
- 	{
 
- 		status.attemptedAnsweringQuery(reply->qid, requestID);
 
- 	}
 
- }
 
- std::string VCAI::getBattleAIName() const
 
- {
 
- 	if(settings["server"]["neutralAI"].getType() == JsonNode::DATA_STRING)
 
- 		return settings["server"]["neutralAI"].String();
 
- 	else
 
- 		return "StupidAI";
 
- }
 
- AIStatus::AIStatus()
 
- {
 
- 	battle = NO_BATTLE;
 
- 	havingTurn = false;
 
- }
 
- AIStatus::~AIStatus()
 
- {
 
- }
 
- void AIStatus::setBattle(BattleState BS)
 
- {
 
- 	boost::unique_lock<boost::mutex> lock(mx);
 
- 	battle = BS;
 
- 	cv.notify_all();
 
- }
 
- BattleState AIStatus::getBattle()
 
- {
 
- 	boost::unique_lock<boost::mutex> lock(mx);
 
- 	return battle;
 
- }
 
- void AIStatus::addQuery(int ID, std::string description)
 
- {
 
- 	boost::unique_lock<boost::mutex> lock(mx);
 
- 	if(ID == -1)
 
- 	{
 
- 		BNLOG("The \"query\" has an id %d, it'll be ignored as non-query. Description: %s", ID % description);
 
- 		return;
 
- 	}
 
- 	assert(!vstd::contains(remainingQueries, ID));
 
- 	assert(ID >= 0);
 
- 	remainingQueries[ID] = description;
 
- 	cv.notify_all();
 
- 	BNLOG("Adding query %d - %s. Total queries count: %d", ID % description % remainingQueries.size());
 
- }
 
- void AIStatus::removeQuery(int ID)
 
- {
 
- 	boost::unique_lock<boost::mutex> lock(mx);
 
- 	assert(vstd::contains(remainingQueries, ID));
 
- 	std::string description = remainingQueries[ID];
 
- 	remainingQueries.erase(ID);
 
- 	cv.notify_all();
 
- 	BNLOG("Removing query %d - %s. Total queries count: %d", ID % description % remainingQueries.size());
 
- }
 
- int AIStatus::getQueriesCount()
 
- {
 
- 	boost::unique_lock<boost::mutex> lock(mx);
 
- 	return remainingQueries.size();
 
- }
 
- void AIStatus::startedTurn()
 
- {
 
- 	boost::unique_lock<boost::mutex> lock(mx);
 
- 	havingTurn = true;
 
- 	cv.notify_all();
 
- }
 
- void AIStatus::madeTurn()
 
- {
 
- 	boost::unique_lock<boost::mutex> lock(mx);
 
- 	havingTurn = false;
 
- 	cv.notify_all();
 
- }
 
- void AIStatus::waitTillFree()
 
- {
 
- 	boost::unique_lock<boost::mutex> lock(mx);
 
- 	while(battle != NO_BATTLE || remainingQueries.size())
 
- 		cv.wait(lock);
 
- }
 
- bool AIStatus::haveTurn()
 
- {
 
- 	boost::unique_lock<boost::mutex> lock(mx);
 
- 	return havingTurn;
 
- }
 
- void AIStatus::attemptedAnsweringQuery(int queryID, int answerRequestID)
 
- {
 
- 	boost::unique_lock<boost::mutex> lock(mx);
 
- 	assert(vstd::contains(remainingQueries, queryID));
 
- 	std::string description = remainingQueries[queryID];
 
- 	BNLOG("Attempted answering query %d - %s. Request id=%d. Waiting for results...", queryID % description % answerRequestID);
 
- 	requestToQueryID[answerRequestID] = queryID;
 
- }
 
- void AIStatus::receivedAnswerConfirmation(int answerRequestID, int result)
 
- {
 
- 	assert(vstd::contains(requestToQueryID, answerRequestID));
 
- 	int query = requestToQueryID[answerRequestID];
 
- 	assert(vstd::contains(remainingQueries, query));
 
- 	requestToQueryID.erase(answerRequestID);
 
- 	if(result)
 
- 	{
 
- 		removeQuery(query);
 
- 	}
 
- 	else
 
- 	{
 
- 		tlog1 << "Something went really wrong, failed to answer query " << query << ": " << remainingQueries[query];
 
- 		//TODO safely retry
 
- 	}
 
- }
 
- int3 whereToExplore(HeroPtr h)
 
- {
 
- 	//TODO it's stupid and ineffective, write sth better
 
- 	cb->setSelection(*h);
 
- 	int radius = h->getSightRadious();
 
- 	int3 hpos = h->visitablePos();
 
- 	//look for nearby objs -> visit them if they're close enouh
 
- 	const int DIST_LIMIT = 3;
 
- 	std::vector<const CGObjectInstance *> nearbyVisitableObjs;
 
- 	BOOST_FOREACH(const CGObjectInstance *obj, ai->getPossibleDestinations(h))
 
- 	{
 
- 		int3 op = obj->visitablePos();
 
- 		CGPath p;
 
- 		cb->getPath2(op, p);
 
- 		if(p.nodes.size() && p.endPos() == op && p.nodes.size() <= DIST_LIMIT)
 
- 			nearbyVisitableObjs.push_back(obj);
 
- 	}
 
- 	boost::sort(nearbyVisitableObjs, isCloser);
 
- 	if(nearbyVisitableObjs.size())
 
- 		return nearbyVisitableObjs.back()->visitablePos();
 
- 	try
 
- 	{
 
- 		return ai->explorationBestNeighbour(hpos, radius, h);
 
- 	}
 
- 	catch(cannotFulfillGoalException &e)
 
- 	{
 
- 		std::vector<std::vector<int3> > tiles; //tiles[distance_to_fow]
 
- 		try
 
- 		{
 
- 			return ai->explorationNewPoint(radius, h, tiles);
 
- 		}
 
- 		catch(cannotFulfillGoalException &e)
 
- 		{
 
- 			std::map<int, std::vector<int3> > profits;
 
- 			{
 
- 				TimeCheck tc("Evaluating exploration possibilities");
 
- 				tiles[0].clear(); //we can't reach FoW anyway
 
- 				BOOST_FOREACH(auto &vt, tiles)
 
- 					BOOST_FOREACH(auto &tile, vt)
 
- 						profits[howManyTilesWillBeDiscovered(tile, radius)].push_back(tile);
 
- 			}
 
- 			if(profits.empty())
 
- 				return int3 (-1,-1,-1);
 
- 			auto bestDest = profits.end();
 
- 			bestDest--;
 
- 			return bestDest->second.front(); //TODO which is the real best tile?
 
- 		}
 
- 	}
 
- }
 
- TSubgoal CGoal::whatToDoToAchieve()
 
- {
 
- 	BNLOG("Decomposing goal of type %s", name());
 
- 	INDENT;
 
- 	switch(goalType)
 
- 	{
 
- 	case WIN:
 
- 		{
 
- 			const VictoryCondition &vc = cb->getMapHeader()->victoryCondition;
 
- 			EVictoryConditionType::EVictoryConditionType cond = vc.condition;
 
- 			if(!vc.appliesToAI)
 
- 			{
 
- 				//TODO deduce victory from human loss condition
 
- 				cond = EVictoryConditionType::WINSTANDARD;
 
- 			}
 
- 			switch(cond)
 
- 			{
 
- 			case EVictoryConditionType::ARTIFACT:
 
-                 return CGoal(GET_ART_TYPE).setaid(vc.objectId);
 
- 			case EVictoryConditionType::BEATHERO:
 
- 				return CGoal(GET_OBJ).setobjid(vc.obj->id);
 
- 			case EVictoryConditionType::BEATMONSTER:
 
- 				return CGoal(GET_OBJ).setobjid(vc.obj->id);
 
- 			case EVictoryConditionType::BUILDCITY:
 
- 				//TODO build castle/capitol
 
- 				break;
 
- 			case EVictoryConditionType::BUILDGRAIL:
 
- 				{
 
- 					if(auto h = ai->getHeroWithGrail())
 
- 					{
 
- 						//hero is in a town that can host Grail
 
- 						if(h->visitedTown && !vstd::contains(h->visitedTown->forbiddenBuildings, EBuilding::GRAIL))
 
- 						{
 
- 							const CGTownInstance *t = h->visitedTown;
 
- 							return CGoal(BUILD_STRUCTURE).setbid(EBuilding::GRAIL).settown(t);
 
- 						}
 
- 						else
 
- 						{
 
- 							auto towns = cb->getTownsInfo();
 
- 							towns.erase(boost::remove_if(towns,
 
- 												[](const CGTownInstance *t) -> bool
 
- 												{
 
- 													return vstd::contains(t->forbiddenBuildings, EBuilding::GRAIL);
 
- 												}),
 
- 										towns.end());
 
- 							boost::sort(towns, isCloser);
 
- 							if(towns.size())
 
- 							{
 
- 								return CGoal(VISIT_TILE).sethero(h).settile(towns.front()->visitablePos());
 
- 							}
 
- 						}
 
- 					}
 
- 					double ratio = 0;
 
- 					int3 grailPos = cb->getGrailPos(ratio);
 
- 					if(ratio > 0.99)
 
- 					{
 
- 						return CGoal(DIG_AT_TILE).settile(grailPos);
 
- 					} //TODO: use FIND_OBJ
 
- 					else if(const CGObjectInstance * obj = ai->getUnvisitedObj(objWithID<Obj::OBELISK>)) //there are unvisited Obelisks
 
- 					{
 
- 						return CGoal(GET_OBJ).setobjid(obj->id);
 
- 					}
 
- 					else
 
- 						return CGoal(EXPLORE);
 
- 				}
 
- 				break;
 
- 			case EVictoryConditionType::CAPTURECITY:
 
- 				return CGoal(GET_OBJ).setobjid(vc.obj->id);
 
- 			case EVictoryConditionType::GATHERRESOURCE:
 
-                 return CGoal(COLLECT_RES).setresID(vc.objectId).setvalue(vc.count);
 
- 				//TODO mines? piles? marketplace?
 
- 				//save?
 
- 				break;
 
- 			case EVictoryConditionType::GATHERTROOP:
 
-                 return CGoal(GATHER_TROOPS).setobjid(vc.objectId).setvalue(vc.count);
 
- 				break;
 
- 			case EVictoryConditionType::TAKEDWELLINGS:
 
- 				break;
 
- 			case EVictoryConditionType::TAKEMINES:
 
- 				break;
 
- 			case EVictoryConditionType::TRANSPORTITEM:
 
- 				break;
 
- 			case EVictoryConditionType::WINSTANDARD:
 
- 				return CGoal(CONQUER);
 
- 			default:
 
- 				assert(0);
 
- 			}
 
- 		}
 
- 		break;
 
- 	case FIND_OBJ:
 
- 		{
 
- 			const CGObjectInstance * o = NULL;
 
- 			if (resID > -1) //specified
 
- 			{
 
- 				BOOST_FOREACH(const CGObjectInstance *obj, ai->visitableObjs)
 
- 				{
 
- 					if(obj->ID == objid && obj->subID == resID)
 
- 					{
 
- 						o = obj;
 
- 						break; //TODO: consider multiple objects and choose best
 
- 					}
 
- 				}
 
- 			}
 
- 			else
 
- 			{
 
- 				BOOST_FOREACH(const CGObjectInstance *obj, ai->visitableObjs)
 
- 				{
 
- 					if(obj->ID == objid)
 
- 					{
 
- 						o = obj;
 
- 						break; //TODO: consider multiple objects and choose best
 
- 					}
 
- 				}
 
- 			}
 
- 			if (o && isReachable(o))
 
- 				return CGoal(GET_OBJ).setobjid(o->id);
 
- 			else
 
- 				return CGoal(EXPLORE);
 
- 		}
 
- 		break;
 
- 	case GET_OBJ:
 
- 		{
 
- 			const CGObjectInstance * obj = cb->getObj(objid);
 
- 			if(!obj)
 
- 				return CGoal(EXPLORE);
 
- 			int3 pos = obj->visitablePos();
 
- 			return CGoal(VISIT_TILE).settile(pos);
 
- 		}
 
- 		break;
 
- 	case VISIT_HERO:
 
- 		{
 
- 			const CGObjectInstance * obj = cb->getObj(objid);
 
- 			if(!obj)
 
- 				return CGoal(EXPLORE);
 
- 			int3 pos = obj->visitablePos();
 
- 			if (hero && ai->isAccessibleForHero(pos, hero, true) && isSafeToVisit(hero, pos)) //enemy heroes can get reinforcements
 
- 				return CGoal(*this).settile(pos).setisElementar(true);
 
- 		}
 
- 		break;
 
- 	case GET_ART_TYPE:
 
- 		{
 
- 			TSubgoal alternativeWay = CGoal::lookForArtSmart(aid); //TODO: use
 
- 			if(alternativeWay.invalid())
 
- 				return CGoal(FIND_OBJ).setobjid(Obj::ARTIFACT).setresID(aid);
 
- 		}
 
- 		break;
 
- 	case CLEAR_WAY_TO:
 
- 		{
 
- 			assert(tile.x >= 0); //set tile
 
- 			if(!cb->isVisible(tile))
 
- 			{
 
- 				tlog1 << "Clear way should be used with visible tiles!\n";
 
- 				return CGoal(EXPLORE);
 
- 			}
 
- 			HeroPtr h = hero ? hero : ai->primaryHero();
 
- 			if(!h)
 
- 				return CGoal(RECRUIT_HERO);
 
- 			cb->setSelection(*h);
 
- 			SectorMap sm;
 
- 			bool dropToFile = false;
 
- 			if(dropToFile) //for debug purposes
 
- 				sm.write("test.txt");
 
- 			int3 tileToHit = sm.firstTileToGet(h, tile);
 
- 			//if(isSafeToVisit(h, tileToHit))
 
- 			if(isBlockedBorderGate(tileToHit))
 
- 			{	//FIXME: this way we'll not visit gate and activate quest :?
 
- 				return CGoal(FIND_OBJ).setobjid(Obj::KEYMASTER).setresID(cb->getTile(tileToHit)->visitableObjects.back()->subID);
 
- 			}
 
- 			//FIXME: this code shouldn't be necessary
 
- 			if(tileToHit == tile)
 
- 			{
 
- 				tlog1 << boost::format("Very strange, tile to hit is %s and tile is also %s, while hero %s is at %s\n")
 
- 					% tileToHit % tile % h->name % h->visitablePos();
 
- 				throw cannotFulfillGoalException("Retrieving first tile to hit failed (probably)!");
 
- 			}
 
- 			auto topObj = backOrNull(cb->getVisitableObjs(tileToHit));
 
- 			if(topObj && topObj->ID == Obj::HERO && cb->getPlayerRelations(h->tempOwner, topObj->tempOwner) != 0)
 
- 			{
 
- 				std::string problem = boost::str(boost::format("%s stands in the way of %s.\n") % topObj->getHoverText()  % h->getHoverText());
 
- 				throw cannotFulfillGoalException(problem);
 
- 			}
 
- 			return CGoal(VISIT_TILE).settile(tileToHit).sethero(h); //FIXME:: attempts to visit completely unreachable tile with hero results in stall
 
- 			//TODO czy istnieje lepsza droga?
 
- 		}
 
- 		throw cannotFulfillGoalException("Cannot reach given tile!");
 
- 	case EXPLORE:
 
- 		{
 
- 			auto objs = ai->visitableObjs; //try to use buildings that uncover map
 
- 			erase_if(objs, [&](const CGObjectInstance *obj) -> bool
 
- 			{
 
- 				if (vstd::contains(ai->alreadyVisited, obj))
 
- 					return true;
 
- 				switch (obj->ID)
 
- 				{
 
- 					case Obj::REDWOOD_OBSERVATORY:
 
- 					case Obj::PILLAR_OF_FIRE:
 
- 					case Obj::CARTOGRAPHER:
 
- 					case Obj::SUBTERRANEAN_GATE: //TODO: check ai->knownSubterraneanGates
 
- 					//case Obj::MONOLITH1:
 
- 					//case obj::MONOLITH2:
 
- 					//case obj::MONOLITH3:
 
- 					//case Obj::WHIRLPOOL:
 
- 						return false; //do not erase
 
- 						break;
 
- 					default:
 
- 						return true;
 
- 				}
 
- 			});
 
- 			if (objs.size())
 
- 			{
 
- 				if (hero.get(true))
 
- 				{
 
- 					BOOST_FOREACH (auto obj, objs)
 
- 					{
 
- 						auto pos = obj->visitablePos();
 
- 						//FIXME: this confition fails if everything but guarded subterranen gate was explored. in this case we should gather army for hero
 
- 						if (isSafeToVisit(hero, pos) && ai->isAccessibleForHero(pos, hero))
 
- 							return CGoal(VISIT_TILE).settile(pos).sethero(hero);
 
- 					}
 
- 				}
 
- 				else
 
- 				{
 
- 					BOOST_FOREACH (auto obj, objs)
 
- 					{
 
- 						auto pos = obj->visitablePos();
 
- 						if (ai->isAccessible (pos)) //TODO: check safety?
 
- 							return CGoal(VISIT_TILE).settile(pos).sethero(hero);
 
- 					}
 
- 				}
 
- 			}
 
- 			if (hero)
 
- 			{
 
- 				int3 t = whereToExplore(hero);
 
- 				if (t.z == -1) //no safe tile to explore - we need to break!
 
- 				{
 
- 					erase_if (objs, [&](const CGObjectInstance *obj) -> bool
 
- 					{
 
- 						switch (obj->ID)
 
- 						{
 
- 							case Obj::CARTOGRAPHER:
 
- 							case Obj::SUBTERRANEAN_GATE:
 
- 							//case Obj::MONOLITH1:
 
- 							//case obj::MONOLITH2:
 
- 							//case obj::MONOLITH3:
 
- 							//case Obj::WHIRLPOOL:
 
- 								return false; //do not erase
 
- 								break;
 
- 							default:
 
- 								return true;
 
- 						}
 
- 					});
 
- 					if (objs.size())
 
- 					{
 
- 						return CGoal (VISIT_TILE).settile(objs.front()->visitablePos()).sethero(hero).setisAbstract(true);
 
- 					}
 
- 					else
 
- 						throw cannotFulfillGoalException("Cannot explore - no possible ways found!");
 
- 				}
 
- 				return CGoal(VISIT_TILE).settile(t).sethero(hero);
 
- 			}
 
- 			auto hs = cb->getHeroesInfo();
 
- 			int howManyHeroes = hs.size();
 
- 			erase(hs, [](const CGHeroInstance *h)
 
- 			{
 
- 				return contains(ai->lockedHeroes, h);
 
- 			});
 
- 			if(hs.empty()) //all heroes are busy. buy new one
 
- 			{
 
- 				if (howManyHeroes < 3  && ai->findTownWithTavern()) //we may want to recruit second hero. TODO: make it smart finally
 
- 					return CGoal(RECRUIT_HERO);
 
- 				else //find mobile hero with weakest army
 
- 				{
 
- 					hs = cb->getHeroesInfo();
 
- 					erase_if(hs, [](const CGHeroInstance *h)
 
- 					{
 
- 						return !h->movement; //only hero with movement are of interest for us
 
- 					});
 
- 					if (hs.empty())
 
- 					{
 
- 						if (howManyHeroes < GameConstants::MAX_HEROES_PER_PLAYER)
 
- 							return CGoal(RECRUIT_HERO);
 
- 						else
 
- 							throw cannotFulfillGoalException("No heroes with remaining MPs for exploring!\n");
 
- 					}
 
- 					boost::sort(hs, compareMovement); //closer to what?
 
- 				}
 
- 			}
 
- 			const CGHeroInstance *h = hs.front();
 
- 			return (*this).sethero(h).setisAbstract(true);
 
- 		}
 
- 		I_AM_ELEMENTAR;
 
- 	case RECRUIT_HERO:
 
- 		{
 
- 			const CGTownInstance *t = ai->findTownWithTavern();
 
- 			if(!t)
 
- 				return CGoal(BUILD_STRUCTURE).setbid(EBuilding::TAVERN);
 
- 			if(cb->getResourceAmount(Res::GOLD) < HERO_GOLD_COST)
 
- 				return CGoal(COLLECT_RES).setresID(Res::GOLD).setvalue(HERO_GOLD_COST);
 
- 			I_AM_ELEMENTAR;
 
- 		}
 
- 		break;
 
- 	case VISIT_TILE:
 
- 		{
 
- 			if(!cb->isVisible(tile))
 
- 				return CGoal(EXPLORE);
 
- 			if(hero && !ai->isAccessibleForHero(tile, hero))
 
- 				hero = NULL;
 
- 			if(!hero)
 
- 			{
 
- 				if(cb->getHeroesInfo().empty())
 
- 				{
 
- 					return CGoal(RECRUIT_HERO);
 
- 				}
 
- 				BOOST_FOREACH(const CGHeroInstance *h, cb->getHeroesInfo())
 
- 				{
 
- 					if(ai->isAccessibleForHero(tile, h))
 
- 					{
 
- 						hero = h;
 
- 						break;
 
- 					}
 
- 				}
 
- 			}
 
- 			if(hero)
 
- 			{
 
- 				if(isSafeToVisit(hero, tile))
 
- 					return CGoal(*this).setisElementar(true);
 
- 				else
 
- 				{
 
- 					return CGoal(GATHER_ARMY).sethero(hero).setvalue(evaluateDanger(tile, *hero) * SAFE_ATTACK_CONSTANT); //TODO: should it be abstract?
 
- 				}
 
- 			}
 
- 			else	//inaccessible for all heroes
 
- 			{
 
- 				return CGoal(CLEAR_WAY_TO).settile(tile);
 
- 			}
 
- 		}
 
- 		break;
 
- 	case DIG_AT_TILE:
 
- 		{
 
- 			const CGObjectInstance *firstObj = frontOrNull(cb->getVisitableObjs(tile));
 
- 			if(firstObj && firstObj->ID == Obj::HERO && firstObj->tempOwner == ai->playerID) //we have hero at dest
 
- 			{
 
- 				const CGHeroInstance *h = dynamic_cast<const CGHeroInstance *>(firstObj);
 
- 				return CGoal(*this).sethero(h).setisElementar(true);
 
- 			}
 
- 			return CGoal(VISIT_TILE).settile(tile);
 
- 		}
 
- 		break;
 
- 	case BUILD_STRUCTURE:
 
- 		//TODO check res
 
- 		//look for town
 
- 		//prerequisites?
 
- 		I_AM_ELEMENTAR;
 
- 	case COLLECT_RES:
 
- 		{
 
- 			std::vector<const IMarket*> markets;
 
- 			std::vector<const CGObjectInstance*> visObjs;
 
- 			ai->retreiveVisitableObjs(visObjs, true);
 
- 			BOOST_FOREACH(const CGObjectInstance *obj, visObjs)
 
- 			{
 
- 				if(const IMarket *m = IMarket::castFrom(obj, false))
 
- 				{
 
- 					if(obj->ID == Obj::TOWN && obj->tempOwner == ai->playerID && m->allowsTrade(EMarketMode::RESOURCE_RESOURCE))
 
- 						markets.push_back(m);
 
- 					else if(obj->ID == Obj::TRADING_POST) //TODO a moze po prostu test na pozwalanie handlu?
 
- 						markets.push_back(m);
 
- 				}
 
- 			}
 
- 			boost::sort(markets, [](const IMarket *m1, const IMarket *m2) -> bool
 
- 			{
 
- 				return m1->getMarketEfficiency() < m2->getMarketEfficiency();
 
- 			});
 
- 			markets.erase(boost::remove_if(markets, [](const IMarket *market) -> bool
 
- 			{
 
- 				return !(market->o->ID == Obj::TOWN && market->o->tempOwner == ai->playerID)
 
- 					&& !ai->isAccessible(market->o->visitablePos());
 
- 			}),markets.end());
 
- 			if(!markets.size())
 
- 			{
 
- 				BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
 
- 				{
 
- 					if(cb->canBuildStructure(t, EBuilding::MARKETPLACE) == EBuildingState::ALLOWED)
 
- 						return CGoal(BUILD_STRUCTURE).settown(t).setbid(EBuilding::MARKETPLACE);
 
- 				}
 
- 			}
 
- 			else
 
- 			{
 
- 				const IMarket *m = markets.back();
 
- 				//attempt trade at back (best prices)
 
- 				int howManyCanWeBuy = 0;
 
- 				for(int i = 0; i < ACTUAL_RESOURCE_COUNT; i++)
 
- 				{
 
- 					if(i == resID) continue;
 
- 					int toGive = -1, toReceive = -1;
 
- 					m->getOffer(i, resID, toGive, toReceive, EMarketMode::RESOURCE_RESOURCE);
 
- 					assert(toGive > 0 && toReceive > 0);
 
- 					howManyCanWeBuy += toReceive * (cb->getResourceAmount(i) / toGive);
 
- 				}
 
- 				if(howManyCanWeBuy + cb->getResourceAmount(resID) >= value)
 
- 				{
 
- 					auto backObj = backOrNull(cb->getVisitableObjs(m->o->visitablePos())); //it'll be a hero if we have one there; otherwise marketplace
 
- 					assert(backObj);
 
- 					if(backObj->tempOwner != ai->playerID)
 
- 						return CGoal(GET_OBJ).setobjid(m->o->id);
 
- 					return setobjid(m->o->id).setisElementar(true);
 
- 				}
 
- 			}
 
- 		}
 
- 		return CGoal(INVALID);
 
- 	case GATHER_TROOPS:
 
- 		{
 
- 			std::vector<const CGDwelling *> dwellings;
 
- 			BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
 
- 			{
 
- 				auto creature = VLC->creh->creatures[objid];
 
- 				if (t->subID == creature->faction) //TODO: how to force AI to build unupgraded creatures? :O
 
- 				{
 
- 					auto creatures = t->town->creatures[creature->level];
 
- 					int upgradeNumber = std::find(creatures.begin(), creatures.end(), creature->idNumber) - creatures.begin();
 
- 					int bid = EBuilding::DWELL_FIRST + creature->level + upgradeNumber * GameConstants::CREATURES_PER_TOWN;
 
- 					if (t->hasBuilt(bid)) //this assumes only creatures with dwellings are assigned to faction
 
- 					{
 
- 						dwellings.push_back(t);
 
- 					}
 
- 					else
 
- 					{
 
- 						return CGoal (BUILD_STRUCTURE).settown(t).setbid(bid);
 
- 					}
 
- 				}
 
- 			}
 
- 			BOOST_FOREACH (auto obj, ai->visitableObjs)
 
- 			{
 
- 				if (obj->ID != Obj::CREATURE_GENERATOR1) //TODO: what with other creature generators?
 
- 					continue;
 
- 				auto d = dynamic_cast<const CGDwelling *>(obj);
 
- 				BOOST_FOREACH (auto creature, d->creatures)
 
- 				{
 
- 					if (creature.first) //there are more than 0 creatures avaliabe
 
- 					{
 
- 						BOOST_FOREACH (auto type, creature.second)
 
- 						{
 
- 							if (type == objid)
 
- 								dwellings.push_back(d);
 
- 						}
 
- 					}
 
- 				}
 
- 			}
 
- 			if (dwellings.size())
 
- 			{
 
- 				boost::sort(dwellings, isCloser);
 
- 				return CGoal(GET_OBJ).setobjid (dwellings.front()->id); //TODO: consider needed resources
 
- 			}
 
- 			else
 
- 				return CGoal(EXPLORE);
 
- 			//TODO: exchange troops between heroes
 
- 		}
 
- 		break;
 
- 	case CONQUER: //TODO: put it into a function?
 
- 		{
 
- 			auto hs = cb->getHeroesInfo();
 
- 			int howManyHeroes = hs.size();
 
- 			erase(hs, [](const CGHeroInstance *h)
 
- 			{
 
- 				return contains(ai->lockedHeroes, h);
 
- 			});
 
- 			if(hs.empty()) //all heroes are busy. buy new one
 
- 			{
 
- 				if (howManyHeroes < 3  && ai->findTownWithTavern()) //we may want to recruit second hero. TODO: make it smart finally
 
- 					return CGoal(RECRUIT_HERO);
 
- 				else //find mobile hero with weakest army
 
- 				{
 
- 					hs = cb->getHeroesInfo();
 
- 					erase_if(hs, [](const CGHeroInstance *h)
 
- 					{
 
- 						return !h->movement; //only hero with movement are of interest for us
 
- 					});
 
- 					if (hs.empty())
 
- 					{
 
- 						if (howManyHeroes < GameConstants::MAX_HEROES_PER_PLAYER)
 
- 							return CGoal(RECRUIT_HERO);
 
- 						else
 
- 							throw cannotFulfillGoalException("No heroes with remaining MPs for exploring!\n");
 
- 					}
 
- 					boost::sort(hs, compareHeroStrength);
 
- 				}
 
- 			}
 
- 			const CGHeroInstance *h = hs.back();
 
- 			cb->setSelection(h);
 
- 			std::vector<const CGObjectInstance *> objs; //here we'll gather enemy towns and heroes
 
- 			ai->retreiveVisitableObjs(objs);
 
- 			erase_if(objs, [&](const CGObjectInstance *obj)
 
- 			{
 
- 				return (obj->ID != Obj::TOWN && obj->ID != Obj::HERO) //not town/hero
 
- 					|| cb->getPlayerRelations(ai->playerID, obj->tempOwner) != 0; //not enemy
 
- 			});
 
- 			
 
- 			if (objs.empty()) //experiment - try to conquer dwellings and mines, it should pay off
 
- 			{
 
- 				ai->retreiveVisitableObjs(objs);
 
- 				erase_if(objs, [&](const CGObjectInstance *obj)
 
- 				{
 
- 					return (obj->ID != Obj::CREATURE_GENERATOR1 && obj->ID != Obj::MINE) //not dwelling or mine
 
- 						|| cb->getPlayerRelations(ai->playerID, obj->tempOwner) != 0; //not enemy
 
- 				});
 
- 			}
 
- 			if(objs.empty())
 
- 				return CGoal(EXPLORE); //we need to find an enemy
 
- 			erase_if(objs,  [&](const CGObjectInstance *obj)
 
- 			{
 
- 				return !isSafeToVisit(h, obj->visitablePos()) || vstd::contains (ai->reservedObjs, obj); //no need to capture same object twice
 
- 			});
 
- 			if(objs.empty())
 
- 				I_AM_ELEMENTAR;
 
- 			boost::sort(objs, isCloser);
 
- 			BOOST_FOREACH(const CGObjectInstance *obj, objs)
 
- 			{
 
- 				if (ai->isAccessibleForHero(obj->visitablePos(), h))
 
- 				{
 
- 					ai->reserveObject(h, obj); //no one else will capture same object until we fail
 
- 					if (obj->ID == Obj::HERO)
 
- 						return CGoal(VISIT_HERO).sethero(h).setobjid(obj->id).setisAbstract(true); //track enemy hero
 
- 					else
 
- 						return CGoal(VISIT_TILE).sethero(h).settile(obj->visitablePos());
 
- 				}
 
- 			}
 
- 			return CGoal(EXPLORE); //enemy is inaccessible
 
- 		}
 
- 		break;
 
- 	case BUILD:
 
- 		I_AM_ELEMENTAR;
 
- 	case INVALID:
 
- 		I_AM_ELEMENTAR;
 
- 	case GATHER_ARMY:
 
- 		{
 
- 			//TODO: find hero if none set
 
- 			assert(hero);
 
- 			cb->setSelection(*hero);
 
- 			auto compareReinforcements = [this](const CGTownInstance *lhs, const CGTownInstance *rhs) -> bool
 
- 			{
 
- 				return howManyReinforcementsCanGet(hero, lhs) < howManyReinforcementsCanGet(hero, rhs);
 
- 			};
 
- 			std::vector<const CGTownInstance *> townsReachable;
 
- 			BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
 
- 			{
 
- 				if(!t->visitingHero && howManyReinforcementsCanGet(hero,t))
 
- 				{
 
- 					if(isReachable(t) && !vstd::contains (ai->townVisitsThisWeek[hero], t))
 
- 						townsReachable.push_back(t);
 
- 				}
 
- 			}
 
- 			if(townsReachable.size()) //try towns first
 
- 			{
 
- 				boost::sort(townsReachable, compareReinforcements);
 
- 				return CGoal(VISIT_TILE).sethero(hero).settile(townsReachable.back()->visitablePos());
 
- 			}
 
- 			else
 
- 			{
 
- 				if (hero == ai->primaryHero()) //we can get army from other heroes
 
- 				{
 
- 					auto otherHeroes = cb->getHeroesInfo();
 
- 					auto heroDummy = hero;
 
- 					erase_if(otherHeroes, [heroDummy](const CGHeroInstance * h)
 
- 					{
 
- 						return (h == heroDummy.h || !ai->isAccessibleForHero(heroDummy->pos, h, true) || !ai->canGetArmy(heroDummy.h, h));
 
- 					});
 
- 					if (otherHeroes.size())
 
- 					{
 
- 						boost::sort(otherHeroes, compareArmyStrength); //TODO:  check if hero has at least one stack more powerful than ours? not likely to fail
 
- 						int primaryPath, secondaryPath;
 
- 						auto h = otherHeroes.back();
 
- 						cb->setSelection(hero.h);
 
- 						primaryPath = cb->getPathInfo(h->pos)->turns; //FIXME: investigate crash at this line
 
- 						cb->setSelection(h);
 
- 						secondaryPath = cb->getPathInfo(hero->pos)->turns;
 
- 						if (primaryPath < secondaryPath)
 
- 							return CGoal(VISIT_HERO).setisAbstract(true).setobjid(h->id).sethero(hero); //go to the other hero if we are faster
 
- 						else
 
- 							return CGoal(VISIT_HERO).setisAbstract(true).setobjid(hero->id).sethero(h); //let the other hero come to us
 
- 					}
 
- 				}
 
- 				std::vector<const CGObjectInstance *> objs; //here we'll gather all dwellings
 
- 				ai->retreiveVisitableObjs(objs);
 
- 				erase_if(objs, [&](const CGObjectInstance *obj)
 
- 				{
 
- 					return (obj->ID != Obj::CREATURE_GENERATOR1);
 
- 				});
 
- 				if(objs.empty()) //no possible objects, we did eveyrthing already
 
- 					return CGoal(EXPLORE).sethero(hero);
 
- 				//TODO: check if we can recruit any creatures there, evaluate army
 
- 				else
 
- 				{
 
- 					boost::sort(objs, isCloser);
 
- 					HeroPtr h = NULL;
 
- 					BOOST_FOREACH(const CGObjectInstance *obj, objs)
 
- 					{ //find safe dwelling
 
- 						auto pos = obj->visitablePos();
 
- 						if (shouldVisit (hero, obj)) //creatures fit in army
 
- 							h = hero;
 
- 						else
 
- 						{
 
- 							BOOST_FOREACH(auto ourHero, cb->getHeroesInfo()) //make use of multiple heroes
 
- 							{
 
- 								if (shouldVisit(ourHero, obj))
 
- 									h = ourHero;
 
- 							}
 
- 						}
 
- 						if (h && isSafeToVisit(h, pos) && ai->isAccessibleForHero(pos, h))
 
- 							return CGoal(VISIT_TILE).sethero(h).settile(pos);
 
- 					}
 
- 				}
 
- 			}
 
- 			return CGoal(EXPLORE).sethero(hero); //find dwelling. use current hero to prevent him from doing nothing.
 
- 		}
 
- 		break;
 
- 	default:
 
- 		assert(0);
 
- 	}
 
- 	return CGoal(EXPLORE);
 
- }
 
- TSubgoal CGoal::goVisitOrLookFor(const CGObjectInstance *obj)
 
- {
 
- 	if(obj)
 
- 		return CGoal(GET_OBJ).setobjid(obj->id);
 
- 	else
 
- 		return CGoal(EXPLORE);
 
- }
 
- TSubgoal CGoal::lookForArtSmart(int aid)
 
- {
 
- 	return CGoal(INVALID);
 
- }
 
- bool CGoal::invalid() const
 
- {
 
- 	return goalType == INVALID;
 
- }
 
- bool isBlockedBorderGate(int3 tileToHit)
 
- {
 
-     return cb->getTile(tileToHit)->topVisitableId() == Obj::BORDER_GATE
 
- 		&& cb->getPathInfo(tileToHit)->accessible != CGPathNode::ACCESSIBLE;
 
- }
 
- SectorMap::SectorMap()
 
- {
 
- // 	int3 sizes = cb->getMapSize();
 
- // 	sector.resize(sizes.x);
 
- // 	BOOST_FOREACH(auto &i, sector)
 
- // 		i.resize(sizes.y);
 
- //
 
- // 	BOOST_FOREACH(auto &i, sector)
 
- // 		BOOST_FOREACH(auto &j, i)
 
- // 			j.resize(sizes.z, 0);
 
- 	update();
 
- }
 
- bool markIfBlocked(ui8 &sec, crint3 pos, const TerrainTile *t)
 
- {
 
- 	if(t->blocked && !t->visitable)
 
- 	{
 
- 		sec = NOT_AVAILABLE;
 
- 		return true;
 
- 	}
 
- 	return false;
 
- }
 
- bool markIfBlocked(ui8 &sec, crint3 pos)
 
- {
 
- 	return markIfBlocked(sec, pos, cb->getTile(pos));
 
- }
 
- void SectorMap::update()
 
- {
 
- 	clear();
 
- 	int curSector = 3; //0 is invisible, 1 is not explored
 
- 	foreach_tile_pos([&](crint3 pos)
 
- 	{
 
- 		if(retreiveTile(pos) == NOT_CHECKED)
 
- 		{
 
- 			if(!markIfBlocked(retreiveTile(pos), pos))
 
- 				exploreNewSector(pos, curSector++);
 
- 		}
 
- 	});
 
- 	valid = true;
 
- }
 
- void SectorMap::clear()
 
- {
 
- 	sector = cb->getVisibilityMap();
 
- 	valid = false;
 
- }
 
- bool canBeEmbarkmentPoint(const TerrainTile *t)
 
- {
 
- 	//tile must be free of with unoccupied boat
 
- 	return !t->blocked
 
-         || (t->visitableObjects.size() == 1 && t->topVisitableId() == Obj::BOAT);
 
- }
 
- void SectorMap::exploreNewSector(crint3 pos, int num)
 
- {
 
- 	Sector &s = infoOnSectors[num];
 
- 	s.id = num;
 
- 	s.water = cb->getTile(pos)->isWater();
 
- 	std::queue<int3> toVisit;
 
- 	toVisit.push(pos);
 
- 	while(toVisit.size())
 
- 	{
 
- 		int3 curPos = toVisit.front();
 
- 		toVisit.pop();
 
- 		ui8 &sec = retreiveTile(curPos);
 
- 		if(sec == NOT_CHECKED)
 
- 		{
 
- 			const TerrainTile *t = cb->getTile(curPos);
 
- 			if(!markIfBlocked(sec, curPos, t))
 
- 			{
 
- 				if(t->isWater() == s.water) //sector is only-water or only-land
 
- 				{
 
- 					sec = num;
 
- 					s.tiles.push_back(curPos);
 
- 					foreach_neighbour(curPos, [&](crint3 neighPos)
 
- 					{
 
- 						if(retreiveTile(neighPos) == NOT_CHECKED)
 
- 						{
 
- 							toVisit.push(neighPos);
 
- 							//parent[neighPos] = curPos;
 
- 						}
 
- 						const TerrainTile *nt = cb->getTile(neighPos, false);
 
- 						if(nt && nt->isWater() != s.water && canBeEmbarkmentPoint(nt))
 
- 						{
 
- 							s.embarkmentPoints.push_back(neighPos);
 
- 						}
 
- 					});
 
- 					if(t->visitable && vstd::contains(ai->knownSubterraneanGates, t->visitableObjects.front()))
 
- 						toVisit.push(ai->knownSubterraneanGates[t->visitableObjects.front()]->pos);
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	removeDuplicates(s.embarkmentPoints);
 
- }
 
- void SectorMap::write(crstring fname)
 
- {
 
- 	std::ofstream out(fname);
 
- 	for(int k = 0; k < cb->getMapSize().z; k++)
 
- 	{
 
- 		for(int j = 0; j < cb->getMapSize().y; j++)
 
- 		{
 
- 			for(int i = 0; i < cb->getMapSize().x; i++)
 
- 			{
 
- 				out << (int)sector[i][j][k] << '\t';
 
- 			}
 
- 			out << std::endl;
 
- 		}
 
- 		out << std::endl;
 
- 	}
 
- }
 
- bool isWeeklyRevisitable (const CGObjectInstance * obj)
 
- { //TODO: allow polling of remaining creatures in dwelling
 
- 	if (dynamic_cast<const CGVisitableOPW *>(obj) || //ensures future compatibility, unlike IDs
 
- 		dynamic_cast<const CGDwelling *>(obj) ||
 
- 		dynamic_cast<const CBank *>(obj)) //banks tend to respawn often in mods
 
- 		return true;
 
- 	switch (obj->ID)
 
- 	{
 
- 		case Obj::STABLES:
 
- 		case Obj::MAGIC_WELL:
 
- 		case Obj::HILL_FORT:
 
- 			return true;
 
- 			break;
 
- 		case Obj::BORDER_GATE:
 
- 		case Obj::BORDERGUARD:
 
- 			return (dynamic_cast <const CGKeys *>(obj))->wasMyColorVisited (ai->playerID); //FIXME: they could be revisited sooner than in a week
 
- 			break;
 
- 	}
 
- 	return false;
 
- }
 
- bool shouldVisit(HeroPtr h, const CGObjectInstance * obj)
 
- {
 
- 	switch (obj->ID)
 
- 	{
 
- 		case Obj::BORDERGUARD:
 
- 		case Obj::BORDER_GATE:
 
- 		{
 
- 			BOOST_FOREACH (auto q, ai->myCb->getMyQuests())
 
- 			{
 
- 				if (q.obj == obj)
 
- 				{
 
- 					return false; // do not visit guards or gates when wandering
 
- 				}
 
- 			}
 
- 			return true; //we don't have this quest yet
 
- 			break;
 
- 		}
 
- 		case Obj::SEER_HUT:
 
- 		case Obj::QUEST_GUARD:
 
- 		{
 
- 			BOOST_FOREACH (auto q, ai->myCb->getMyQuests())
 
- 			{
 
- 				if (q.obj == obj)
 
- 				{
 
- 					if (q.quest->checkQuest(*h))
 
- 						return true; //we completed the quest
 
- 					else
 
- 						return false; //we can't complete this quest
 
- 				}
 
- 			}
 
- 			return true; //we don't have this quest yet
 
- 			break;
 
- 		}
 
- 		case Obj::CREATURE_GENERATOR1:
 
- 		{
 
- 			if (obj->tempOwner != h->tempOwner)
 
- 				return true; //flag just in case
 
- 			bool canRecruitCreatures = false;
 
- 			const CGDwelling * d = dynamic_cast<const CGDwelling *>(obj);
 
- 			BOOST_FOREACH(auto level, d->creatures)
 
- 			{
 
- 				BOOST_FOREACH(auto c, level.second)
 
- 				{
 
- 					if (h->getSlotFor(c) != -1)
 
- 						canRecruitCreatures = true;
 
- 				}
 
- 			}
 
- 			return canRecruitCreatures;
 
- 			break;
 
- 		}
 
- 		case Obj::HILL_FORT:
 
- 		{	
 
- 			BOOST_FOREACH (auto slot, h->Slots())
 
- 			{
 
- 				if (slot.second->type->upgrades.size())
 
- 					return true; //TODO: check price?
 
- 			}
 
- 			return false;
 
- 			break;
 
- 		}
 
- 		case Obj::MONOLITH1:
 
- 		case Obj::MONOLITH2:
 
- 		case Obj::MONOLITH3:
 
- 		case Obj::WHIRLPOOL:
 
- 			//TODO: mechanism for handling monoliths
 
- 			return false;
 
- 			break;
 
- 		case Obj::SCHOOL_OF_MAGIC:
 
- 		case Obj::SCHOOL_OF_WAR:
 
- 			{
 
- 				TResources myRes = ai->myCb->getResourceAmount();
 
- 				if (myRes[Res::GOLD] - GOLD_RESERVE < 1000)
 
- 					return false;
 
- 			}
 
- 			break;
 
- 		case Obj::LIBRARY_OF_ENLIGHTENMENT:
 
- 			if (h->level < 12)
 
- 				return false;
 
- 			break;
 
- 		case Obj::TREE_OF_KNOWLEDGE:
 
- 			{
 
- 				TResources myRes = ai->myCb->getResourceAmount();
 
- 				if (myRes[Res::GOLD] - GOLD_RESERVE < 2000 || myRes[Res::GEMS] < 10)
 
- 					return false;
 
- 			}
 
- 			break;
 
- 		case Obj::MAGIC_WELL:
 
- 			return h->mana < h->manaLimit();
 
- 			break;
 
- 		case Obj::PRISON:
 
- 			return ai->myCb->getHeroesInfo().size() < GameConstants::MAX_HEROES_PER_PLAYER;
 
- 			break;
 
- 		case Obj::BOAT:
 
- 			return false;
 
- 			//Boats are handled by pathfinder
 
- 	}
 
- 	if (obj->wasVisited(*h)) //it must pointer to hero instance, heroPtr calls function wasVisited(ui8 player);
 
- 		return false;
 
- 	return true;
 
- }
 
- int3 SectorMap::firstTileToGet(HeroPtr h, crint3 dst)
 
- {
 
- 	int sourceSector = retreiveTile(h->visitablePos()),
 
- 		destinationSector = retreiveTile(dst);
 
- 	if(sourceSector != destinationSector)
 
- 	{
 
- 		const Sector *src = &infoOnSectors[sourceSector],
 
- 			*dst = &infoOnSectors[destinationSector];
 
- 		std::map<const Sector*, const Sector*> preds;
 
- 		std::queue<const Sector *> sq;
 
- 		sq.push(src);
 
- 		while(!sq.empty())
 
- 		{
 
- 			const Sector *s = sq.front();
 
- 			sq.pop();
 
- 			BOOST_FOREACH(int3 ep, s->embarkmentPoints)
 
- 			{
 
- 				Sector *neigh = &infoOnSectors[retreiveTile(ep)];
 
- 				//preds[s].push_back(neigh);
 
- 				if(!preds[neigh])
 
- 				{
 
- 					preds[neigh] = s;
 
- 					sq.push(neigh);
 
- 				}
 
- 			}
 
- 			//TODO consider other types of connections between sectors?
 
- 		}
 
- 		if(!preds[dst])
 
- 		{
 
- 			write("test.txt");
 
- 			ai->completeGoal (CGoal(EXPLORE).sethero(h)); //if we can't find the way, seemingly all tiles were explored
 
- 			//TODO: more organized way?
 
- 			throw cannotFulfillGoalException(str(format("Cannot find connection between sectors %d and %d") % src->id % dst->id));
 
- 		}
 
- 		std::vector<const Sector*> toTraverse;
 
- 		toTraverse.push_back(dst);
 
- 		while(toTraverse.back() != src)
 
- 		{
 
- 			toTraverse.push_back(preds[toTraverse.back()]);
 
- 		}
 
- 		if(preds[dst])
 
- 		{
 
- 			const Sector *sectorToReach  = toTraverse.at(toTraverse.size() - 2);
 
- 			if(!src->water && sectorToReach->water) //embark
 
- 			{
 
- 				//embark on ship -> look for an EP with a boat
 
- 				auto firstEP = boost::find_if(src->embarkmentPoints, [=](crint3 pos) -> bool
 
- 				{
 
- 					const TerrainTile *t = cb->getTile(pos);
 
-                     return t && t->visitableObjects.size() == 1 && t->topVisitableId() == Obj::BOAT
 
- 						&& retreiveTile(pos) == sectorToReach->id;
 
- 				});
 
- 				if(firstEP != src->embarkmentPoints.end())
 
- 				{
 
- 					return *firstEP;
 
- 				}
 
- 				else
 
- 				{
 
- 					//we need to find a shipyard with an access to the desired sector's EP
 
- 					//TODO what about Summon Boat spell?
 
- 					std::vector<const IShipyard *> shipyards;
 
- 					BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
 
- 					{
 
- 						if(t->hasBuilt(EBuilding::SHIPYARD))
 
- 							shipyards.push_back(t);
 
- 					}
 
- 					std::vector<const CGObjectInstance*> visObjs;
 
- 					ai->retreiveVisitableObjs(visObjs, true);
 
- 					BOOST_FOREACH(const CGObjectInstance *obj, visObjs)
 
- 					{
 
- 						if(obj->ID != Obj::TOWN) //towns were handled in the previous loop
 
- 							if(const IShipyard *shipyard = IShipyard::castFrom(obj))
 
- 								shipyards.push_back(shipyard);
 
- 					}
 
- 					shipyards.erase(boost::remove_if(shipyards, [=](const IShipyard *shipyard) -> bool
 
- 					{
 
- 						return shipyard->state() != 0 || retreiveTile(shipyard->bestLocation()) != sectorToReach->id;
 
- 					}),shipyards.end());
 
- 					if(!shipyards.size())
 
- 					{
 
- 						//TODO consider possibility of building shipyard in a town
 
- 						throw cannotFulfillGoalException("There is no known shipyard!");
 
- 					}
 
- 					//we have only shipyards that possibly can build ships onto the appropriate EP
 
- 					auto ownedGoodShipyard = boost::find_if(shipyards, [](const IShipyard *s) -> bool
 
- 					{
 
- 						return s->o->tempOwner == ai->playerID;
 
- 					});
 
- 					if(ownedGoodShipyard != shipyards.end())
 
- 					{
 
- 						const IShipyard *s = *ownedGoodShipyard;
 
- 						TResources shipCost;
 
- 						s->getBoatCost(shipCost);
 
- 						if(cb->getResourceAmount().canAfford(shipCost))
 
- 						{
 
- 							int3 ret = s->bestLocation();
 
- 							cb->buildBoat(s);
 
- 							return ret;
 
- 						}
 
- 						else
 
- 						{
 
- 							//TODO gather res
 
- 							throw cannotFulfillGoalException("Not enough resources to build a boat");
 
- 						}
 
- 					}
 
- 					else
 
- 					{
 
- 						//TODO pick best shipyard to take over
 
- 						return shipyards.front()->o->pos;
 
- 					}
 
- 				}
 
- 			}
 
- 			else if(src->water && !sectorToReach->water)
 
- 			{
 
- 				//TODO
 
- 				//disembark
 
- 			}
 
- 			else
 
- 			{
 
- 				//TODO
 
- 				//transition between two land/water sectors. Monolith? Whirlpool? ...
 
- 				throw cannotFulfillGoalException("Land-land and water-water inter-sector transitions are not implemented!");
 
- 			}
 
- 		}
 
- 		else
 
- 		{
 
- 			throw cannotFulfillGoalException("Inter-sector route detection failed: not connected sectors?");
 
- 		}
 
- 	}
 
- 	else
 
- 	{
 
- 		makeParentBFS(h->visitablePos());
 
- 		int3 curtile = dst;
 
- 		while(curtile != h->visitablePos())
 
- 		{
 
- 			if(cb->getPathInfo(curtile)->reachable())
 
- 			{
 
- 				return curtile;
 
- 			}
 
- 			else
 
- 			{
 
- 				auto i = parent.find(curtile);
 
- 				if(i != parent.end())
 
- 				{
 
- 					assert(curtile != i->second);
 
- 					curtile = i->second;
 
- 				}
 
- 				else
 
- 					throw cannotFulfillGoalException("Unreachable tile in sector? Should not happen!");
 
- 			}
 
- 		}
 
- 	}
 
- 	throw cannotFulfillGoalException("Impossible happened.");
 
- }
 
- void SectorMap::makeParentBFS(crint3 source)
 
- {
 
- 	parent.clear();
 
- 	int mySector = retreiveTile(source);
 
- 	std::queue<int3> toVisit;
 
- 	toVisit.push(source);
 
- 	while(toVisit.size())
 
- 	{
 
- 		int3 curPos = toVisit.front();
 
- 		toVisit.pop();
 
- 		ui8 &sec = retreiveTile(curPos);
 
- 		assert(sec == mySector); //consider only tiles from the same sector
 
- 		//const TerrainTile *t = cb->getTile(curPos);
 
- 		foreach_neighbour(curPos, [&](crint3 neighPos)
 
- 		{
 
- 			if(retreiveTile(neighPos) == mySector && !vstd::contains(parent, neighPos))
 
- 			{
 
- 				toVisit.push(neighPos);
 
- 				parent[neighPos] = curPos;
 
- 			}
 
- 		});
 
- 	}
 
- }
 
- unsigned char & SectorMap::retreiveTile(crint3 pos)
 
- {
 
- 	return retreiveTileN(sector, pos);
 
- }
 
- const CGObjectInstance * ObjectIdRef::operator->() const
 
- {
 
- 	return cb->getObj(id, false);
 
- }
 
- ObjectIdRef::operator const CGObjectInstance*() const
 
- {
 
- 	return cb->getObj(id, false);
 
- }
 
- ObjectIdRef::ObjectIdRef(int _id) : id(_id)
 
- {
 
- }
 
- ObjectIdRef::ObjectIdRef(const CGObjectInstance *obj) : id(obj->id)
 
- {
 
- }
 
- bool ObjectIdRef::operator<(const ObjectIdRef &rhs) const
 
- {
 
- 	return id < rhs.id;
 
- }
 
- HeroPtr::HeroPtr(const CGHeroInstance *H)
 
- {
 
- 	if(!H)
 
- 	{
 
- 		//init from nullptr should equal to default init
 
- 		*this = HeroPtr();
 
- 		return;
 
- 	}
 
- 	h = H;
 
- 	name = h->name;
 
- 	hid = H->id;
 
- //	infosCount[ai->playerID][hid]++;
 
- }
 
- HeroPtr::HeroPtr()
 
- {
 
- 	h = nullptr;
 
- 	hid = -1;
 
- }
 
- HeroPtr::~HeroPtr()
 
- {
 
- // 	if(hid >= 0)
 
- // 		infosCount[ai->playerID][hid]--;
 
- }
 
- bool HeroPtr::operator<(const HeroPtr &rhs) const
 
- {
 
- 	return hid < rhs.hid;
 
- }
 
- const CGHeroInstance * HeroPtr::get(bool doWeExpectNull /*= false*/) const
 
- {
 
- 	//TODO? check if these all assertions every time we get info about hero affect efficiency
 
- 	//
 
- 	//behave terribly when attempting unauthorized access to hero that is not ours (or was lost)
 
- 	assert(doWeExpectNull || h);
 
- 	if(h)
 
- 	{
 
- 		auto obj = cb->getObj(hid);
 
- 		const bool owned = obj && obj->tempOwner == ai->playerID;
 
- 		if(doWeExpectNull && !owned)
 
- 		{
 
- 			return nullptr;
 
- 		}
 
- 		else
 
- 		{
 
- 			assert(obj);
 
- 			assert(owned);
 
- 		}
 
- 	}
 
- 	return h;
 
- }
 
- const CGHeroInstance * HeroPtr::operator->() const
 
- {
 
- 	return get();
 
- }
 
- bool HeroPtr::validAndSet() const
 
- {
 
- 	return get(true);
 
- }
 
- const CGHeroInstance * HeroPtr::operator*() const
 
- {
 
- 	return get();
 
- }
 
 
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