VCAI.cpp 73 KB

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  1. #include "StdInc.h"
  2. #include "VCAI.h"
  3. #include "../../lib/UnlockGuard.h"
  4. #include "Fuzzy.h"
  5. #include "../../lib/CObjectHandler.h"
  6. #define I_AM_ELEMENTAR return CGoal(*this).setisElementar(true)
  7. CLogger &aiLogger = tlog6;
  8. extern FuzzyHelper *fh;
  9. class CGVisitableOPW;
  10. const int ACTUAL_RESOURCE_COUNT = 7;
  11. const double SAFE_ATTACK_CONSTANT = 1.5;
  12. using namespace vstd;
  13. //one thread may be turn of AI and another will be handling a side effect for AI2
  14. boost::thread_specific_ptr<CCallback> cb;
  15. boost::thread_specific_ptr<VCAI> ai;
  16. // CCallback *cb;
  17. // VCAI *ai;
  18. //helper RAII to manage global ai/cb ptrs
  19. struct SetGlobalState
  20. {
  21. SetGlobalState(VCAI * AI)
  22. {
  23. assert(!ai.get());
  24. assert(!cb.get());
  25. ai.reset(AI);
  26. cb.reset(AI->myCb);
  27. }
  28. ~SetGlobalState()
  29. {
  30. ai.release();
  31. cb.release();
  32. }
  33. };
  34. template <typename Container>
  35. typename Container::value_type backOrNull(const Container &c) //returns last element of container or NULL if it is empty (to be used with containers of pointers)
  36. {
  37. if(c.size())
  38. return c.back();
  39. else
  40. return NULL;
  41. }
  42. template <typename Container>
  43. typename Container::value_type frontOrNull(const Container &c) //returns first element of container or NULL if it is empty (to be used with containers of pointers)
  44. {
  45. if(c.size())
  46. return c.front();
  47. else
  48. return NULL;
  49. }
  50. #define SET_GLOBAL_STATE(ai) SetGlobalState _hlpSetState(ai);
  51. #define NET_EVENT_HANDLER SET_GLOBAL_STATE(this)
  52. #define MAKING_TURN SET_GLOBAL_STATE(this)
  53. const int GOLD_RESERVE = 10000; //when buying creatures we want to keep at least this much gold (10000 so at least we'll be able to reach capitol)
  54. const int HERO_GOLD_COST = 2500;
  55. const int ALLOWED_ROAMING_HEROES = 8;
  56. const int GOLD_MINE_PRODUCTION = 1000, WOOD_ORE_MINE_PRODUCTION = 2, RESOURCE_MINE_PRODUCTION = 1;
  57. std::string goalName(EGoals goalType)
  58. {
  59. switch (goalType)
  60. {
  61. case INVALID:
  62. return "INVALID";
  63. case WIN:
  64. return "WIN";
  65. case CONQUER:
  66. return "CONQUER";
  67. case BUILD:
  68. return "BUILD";
  69. case EXPLORE:
  70. return "EXPLORE";
  71. case GATHER_ARMY:
  72. return "GATHER ARMY";
  73. case VISIT_TILE:
  74. return "VISIT TILE";
  75. case CLEAR_WAY_TO:
  76. return "CLEAR WAY TO";
  77. default:
  78. return boost::lexical_cast<std::string>(goalType);
  79. }
  80. }
  81. bool compareHeroStrength(const CGHeroInstance *h1, const CGHeroInstance *h2)
  82. {
  83. return h1->getTotalStrength() < h2->getTotalStrength();
  84. }
  85. bool compareArmyStrength(const CArmedInstance *a1, const CArmedInstance *a2)
  86. {
  87. return a1->getArmyStrength() < a2->getArmyStrength();
  88. }
  89. static const int3 dirs[] = { int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0),
  90. int3(1,1,0),int3(-1,1,0),int3(1,-1,0),int3(-1,-1,0) };
  91. struct AILogger
  92. {
  93. AILogger()
  94. {
  95. lvl = 0;
  96. }
  97. int lvl;
  98. struct Tab
  99. {
  100. Tab();
  101. ~Tab();
  102. };
  103. } logger;
  104. AILogger::Tab::Tab()
  105. {
  106. logger.lvl++;
  107. }
  108. AILogger::Tab::~Tab()
  109. {
  110. logger.lvl--;
  111. }
  112. struct TimeCheck
  113. {
  114. CStopWatch time;
  115. std::string txt;
  116. TimeCheck(crstring TXT) : txt(TXT)
  117. {
  118. }
  119. ~TimeCheck()
  120. {
  121. BNLOG("Time of %s was %d ms.", txt % time.getDiff());
  122. }
  123. };
  124. template<typename T>
  125. void removeDuplicates(std::vector<T> &vec)
  126. {
  127. boost::sort(vec);
  128. vec.erase(std::unique(vec.begin(), vec.end()), vec.end());
  129. }
  130. template<typename Range, typename Predicate>
  131. void erase_if(Range &vec, Predicate pred)
  132. {
  133. vec.erase(boost::remove_if(vec, pred),vec.end());
  134. }
  135. struct AtScopeExit
  136. {
  137. boost::function<void()> foo;
  138. AtScopeExit(const boost::function<void()> &FOO) : foo(FOO)
  139. {}
  140. ~AtScopeExit()
  141. {
  142. foo();
  143. }
  144. };
  145. void foreach_tile_pos(boost::function<void(const int3& pos)> foo)
  146. {
  147. for(int i = 0; i < cb->getMapSize().x; i++)
  148. for(int j = 0; j < cb->getMapSize().y; j++)
  149. for(int k = 0; k < cb->getMapSize().z; k++)
  150. foo(int3(i,j,k));
  151. }
  152. void foreach_neighbour(const int3 &pos, boost::function<void(const int3& pos)> foo)
  153. {
  154. BOOST_FOREACH(const int3 &dir, dirs)
  155. {
  156. const int3 n = pos + dir;
  157. if(cb->isInTheMap(n))
  158. foo(pos+dir);
  159. }
  160. }
  161. unsigned char &retreiveTileN(std::vector< std::vector< std::vector<unsigned char> > > &vectors, const int3 &pos)
  162. {
  163. return vectors[pos.x][pos.y][pos.z];
  164. }
  165. const unsigned char &retreiveTileN(const std::vector< std::vector< std::vector<unsigned char> > > &vectors, const int3 &pos)
  166. {
  167. return vectors[pos.x][pos.y][pos.z];
  168. }
  169. void foreach_tile(std::vector< std::vector< std::vector<unsigned char> > > &vectors, boost::function<void(unsigned char &in)> foo)
  170. {
  171. for(auto i = vectors.begin(); i != vectors.end(); i++)
  172. for(auto j = i->begin(); j != i->end(); j++)
  173. for(auto z = j->begin(); z != j->end(); z++)
  174. foo(*z);
  175. }
  176. struct ObjInfo
  177. {
  178. int3 pos;
  179. std::string name;
  180. ObjInfo(){}
  181. ObjInfo(const CGObjectInstance *obj)
  182. {
  183. pos = obj->pos;
  184. name = obj->getHoverText();
  185. }
  186. };
  187. std::map<const CGObjectInstance *, ObjInfo> helperObjInfo;
  188. template <typename Container, typename Item>
  189. bool remove_if_present(Container &c, const Item &item)
  190. {
  191. auto i = std::find(c.begin(), c.end(), item);
  192. if (i != c.end())
  193. {
  194. c.erase(i);
  195. return true;
  196. }
  197. return false;
  198. }
  199. template <typename V, typename Item, typename Item2>
  200. bool remove_if_present(std::map<Item,V> & c, const Item2 &item)
  201. {
  202. auto i = c.find(item);
  203. if (i != c.end())
  204. {
  205. c.erase(i);
  206. return true;
  207. }
  208. return false;
  209. }
  210. template <typename Container, typename Pred>
  211. void erase(Container &c, Pred pred)
  212. {
  213. c.erase(boost::remove_if(c, pred), c.end());
  214. }
  215. bool isReachable(const CGObjectInstance *obj)
  216. {
  217. return cb->getPathInfo(obj->visitablePos())->turns < 255;
  218. }
  219. ui64 howManyReinforcementsCanGet(const CGHeroInstance *h, const CGTownInstance *t)
  220. {
  221. ui64 ret = 0;
  222. int freeHeroSlots = GameConstants::ARMY_SIZE - h->stacksCount();
  223. std::vector<const CStackInstance *> toMove;
  224. BOOST_FOREACH(auto const slot, t->Slots())
  225. {
  226. //can be merged woth another stack?
  227. TSlot dst = h->getSlotFor(slot.second->getCreatureID());
  228. if(h->hasStackAtSlot(dst))
  229. ret += t->getPower(slot.first);
  230. else
  231. toMove.push_back(slot.second);
  232. }
  233. boost::sort(toMove, [](const CStackInstance *lhs, const CStackInstance *rhs)
  234. {
  235. return lhs->getPower() < rhs->getPower();
  236. });
  237. BOOST_REVERSE_FOREACH(const CStackInstance *stack, toMove)
  238. {
  239. if(freeHeroSlots)
  240. {
  241. ret += stack->getPower();
  242. freeHeroSlots--;
  243. }
  244. else
  245. break;
  246. }
  247. return ret;
  248. }
  249. std::string strFromInt3(int3 pos)
  250. {
  251. std::ostringstream oss;
  252. oss << pos;
  253. return oss.str();
  254. }
  255. bool isCloser(const CGObjectInstance *lhs, const CGObjectInstance *rhs)
  256. {
  257. const CGPathNode *ln = cb->getPathInfo(lhs->visitablePos()), *rn = cb->getPathInfo(rhs->visitablePos());
  258. if(ln->turns != rn->turns)
  259. return ln->turns < rn->turns;
  260. return (ln->moveRemains > rn->moveRemains);
  261. };
  262. ui64 evaluateDanger(const CGObjectInstance *obj);
  263. ui64 evaluateDanger(crint3 tile)
  264. {
  265. const TerrainTile *t = cb->getTile(tile, false);
  266. if(!t) //we can know about guard but can't check its tile (the edge of fow)
  267. return 190000000; //MUCH
  268. ui64 objectDanger = 0, guardDanger = 0;
  269. auto visObjs = cb->getVisitableObjs(tile);
  270. if(visObjs.size())
  271. objectDanger = evaluateDanger(visObjs.back());
  272. int3 guardPos = cb->guardingCreaturePosition(tile);
  273. if(guardPos.x >= 0 && guardPos != tile)
  274. guardDanger = evaluateDanger(guardPos);
  275. //TODO mozna odwiedzic blockvis nie ruszajac straznika
  276. return std::max(objectDanger, guardDanger);
  277. return 0;
  278. }
  279. ui64 evaluateDanger(crint3 tile, const CGHeroInstance *visitor)
  280. {
  281. const TerrainTile *t = cb->getTile(tile, false);
  282. if(!t) //we can know about guard but can't check its tile (the edge of fow)
  283. return 190000000; //MUCH
  284. ui64 objectDanger = 0, guardDanger = 0;
  285. if(const CGObjectInstance * dangerousObject = backOrNull(cb->getVisitableObjs(tile)))
  286. {
  287. objectDanger = evaluateDanger(dangerousObject); //unguarded objects can also be dangerous or unhandled
  288. if (dangerousObject)
  289. {
  290. //TODO: don't downcast objects AI shouldnt know about!
  291. auto armedObj = dynamic_cast<const CArmedInstance*>(dangerousObject);
  292. if(armedObj)
  293. objectDanger *= fh->getTacticalAdvantage(visitor, armedObj);
  294. }
  295. }
  296. int3 guardPos = cb->guardingCreaturePosition(tile);
  297. if(guardPos.x >= 0 && guardPos != tile)
  298. guardDanger = evaluateDanger(guardPos, visitor);
  299. //TODO mozna odwiedzic blockvis nie ruszajac straznika
  300. return std::max(objectDanger, guardDanger);
  301. return 0;
  302. }
  303. ui64 evaluateDanger(const CGObjectInstance *obj)
  304. {
  305. if(obj->tempOwner < GameConstants::PLAYER_LIMIT && cb->getPlayerRelations(obj->tempOwner, ai->playerID)) //owned or allied objects don't pose any threat
  306. return 0;
  307. switch(obj->ID)
  308. {
  309. case GameConstants::HEROI_TYPE:
  310. {
  311. InfoAboutHero iah;
  312. cb->getHeroInfo(obj, iah);
  313. return iah.army.getStrength();
  314. }
  315. case GameConstants::TOWNI_TYPE:
  316. case Obj::GARRISON: case Obj::GARRISON2: //garrison
  317. {
  318. InfoAboutTown iat;
  319. cb->getTownInfo(obj, iat);
  320. return iat.army.getStrength();
  321. }
  322. case GameConstants::CREI_TYPE:
  323. {
  324. //TODO!!!!!!!!
  325. const CGCreature *cre = dynamic_cast<const CGCreature*>(obj);
  326. return cre->getArmyStrength();
  327. }
  328. case Obj::CREATURE_GENERATOR1:
  329. {
  330. const CGDwelling *d = dynamic_cast<const CGDwelling*>(obj);
  331. return d->getArmyStrength();
  332. }
  333. case Obj::CRYPT: //crypt
  334. case Obj::CREATURE_BANK: //crebank
  335. case Obj::DRAGON_UTOPIA:
  336. case Obj::SHIPWRECK: //shipwreck
  337. case Obj::DERELICT_SHIP: //derelict ship
  338. case Obj::PYRAMID:
  339. return fh->estimateBankDanger (VLC->objh->bankObjToIndex(obj));
  340. default:
  341. return 0;
  342. }
  343. }
  344. bool compareDanger(const CGObjectInstance *lhs, const CGObjectInstance *rhs)
  345. {
  346. return evaluateDanger(lhs) < evaluateDanger(rhs);
  347. }
  348. VCAI::VCAI(void)
  349. {
  350. LOG_ENTRY;
  351. myCb = NULL;
  352. battleAIName = "StupidAI";
  353. makingTurn = NULL;
  354. }
  355. VCAI::~VCAI(void)
  356. {
  357. LOG_ENTRY;
  358. }
  359. void VCAI::availableCreaturesChanged(const CGDwelling *town)
  360. {
  361. NET_EVENT_HANDLER;
  362. LOG_ENTRY;
  363. }
  364. void VCAI::heroMoved(const TryMoveHero & details)
  365. {
  366. NET_EVENT_HANDLER;
  367. LOG_ENTRY;
  368. if(details.result == TryMoveHero::TELEPORTATION)
  369. {
  370. const int3 from = CGHeroInstance::convertPosition(details.start, false),
  371. to = CGHeroInstance::convertPosition(details.end, false);
  372. const CGObjectInstance *o1 = frontOrNull(cb->getVisitableObjs(from)),
  373. *o2 = frontOrNull(cb->getVisitableObjs(to));
  374. if(o1 && o2 && o1->ID == Obj::SUBTERRANEAN_GATE && o2->ID == Obj::SUBTERRANEAN_GATE)
  375. {
  376. knownSubterraneanGates[o1] = o2;
  377. knownSubterraneanGates[o2] = o1;
  378. BNLOG("Found a pair of subterranean gates between %s and %s!", from % to);
  379. }
  380. }
  381. }
  382. void VCAI::stackChagedCount(const StackLocation &location, const TQuantity &change, bool isAbsolute)
  383. {
  384. NET_EVENT_HANDLER;
  385. LOG_ENTRY;
  386. }
  387. void VCAI::heroInGarrisonChange(const CGTownInstance *town)
  388. {
  389. NET_EVENT_HANDLER;
  390. LOG_ENTRY;
  391. }
  392. void VCAI::centerView(int3 pos, int focusTime)
  393. {
  394. NET_EVENT_HANDLER;
  395. LOG_ENTRY;
  396. }
  397. void VCAI::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  398. {
  399. NET_EVENT_HANDLER;
  400. LOG_ENTRY;
  401. }
  402. void VCAI::artifactAssembled(const ArtifactLocation &al)
  403. {
  404. NET_EVENT_HANDLER;
  405. LOG_ENTRY;
  406. }
  407. void VCAI::showTavernWindow(const CGObjectInstance *townOrTavern)
  408. {
  409. NET_EVENT_HANDLER;
  410. LOG_ENTRY;
  411. }
  412. void VCAI::showThievesGuildWindow (const CGObjectInstance * obj)
  413. {
  414. NET_EVENT_HANDLER;
  415. LOG_ENTRY;
  416. }
  417. void VCAI::playerBlocked(int reason)
  418. {
  419. NET_EVENT_HANDLER;
  420. LOG_ENTRY;
  421. if (reason == PlayerBlocked::UPCOMING_BATTLE)
  422. status.setBattle(UPCOMING_BATTLE);
  423. }
  424. void VCAI::showPuzzleMap()
  425. {
  426. NET_EVENT_HANDLER;
  427. LOG_ENTRY;
  428. }
  429. void VCAI::showShipyardDialog(const IShipyard *obj)
  430. {
  431. NET_EVENT_HANDLER;
  432. LOG_ENTRY;
  433. }
  434. void VCAI::gameOver(ui8 player, bool victory)
  435. {
  436. NET_EVENT_HANDLER;
  437. LOG_ENTRY;
  438. BNLOG("Player %d: I heard that player %d %s.", playerID % (int)player % (victory ? "won" : "lost"));
  439. if(player == playerID)
  440. {
  441. if(victory)
  442. {
  443. tlog0 << "VCAI: I won! Incredible!\n";
  444. tlog0 << "Turn nr " << myCb->getDate() << std::endl;
  445. }
  446. else
  447. {
  448. tlog0 << "VCAI: Player " << (int)player << " lost. It's me. What a disappointment! :(\n";
  449. }
  450. // //let's make Impossible difficulty finally standing to its name :>
  451. // if(myCb->getStartInfo()->difficulty == 4 && !victory)
  452. // {
  453. // //play dirty: crash the whole engine to avoid lose
  454. // //that way AI is unbeatable!
  455. // *(int*)NULL = 666;
  456. // }
  457. // TODO - at least write some insults on stdout
  458. finish();
  459. }
  460. }
  461. void VCAI::artifactPut(const ArtifactLocation &al)
  462. {
  463. NET_EVENT_HANDLER;
  464. LOG_ENTRY;
  465. }
  466. void VCAI::artifactRemoved(const ArtifactLocation &al)
  467. {
  468. NET_EVENT_HANDLER;
  469. LOG_ENTRY;
  470. }
  471. void VCAI::stacksErased(const StackLocation &location)
  472. {
  473. NET_EVENT_HANDLER;
  474. LOG_ENTRY;
  475. }
  476. void VCAI::artifactDisassembled(const ArtifactLocation &al)
  477. {
  478. NET_EVENT_HANDLER;
  479. LOG_ENTRY;
  480. }
  481. void VCAI::heroVisit(const CGHeroInstance *visitor, const CGObjectInstance *visitedObj, bool start)
  482. {
  483. NET_EVENT_HANDLER;
  484. LOG_ENTRY;
  485. if (start)
  486. {
  487. visitedObject = const_cast<CGObjectInstance *>(visitedObj); // remember the object and wait for return
  488. markObjectVisited (visitedObj);
  489. remove_if_present(reservedObjs, visitedObj); //unreserve objects
  490. remove_if_present(reservedHeroesMap[visitor], visitedObj);
  491. }
  492. }
  493. void VCAI::availableArtifactsChanged(const CGBlackMarket *bm /*= NULL*/)
  494. {
  495. NET_EVENT_HANDLER;
  496. LOG_ENTRY;
  497. }
  498. void VCAI::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  499. {
  500. NET_EVENT_HANDLER;
  501. LOG_ENTRY;
  502. //buildArmyIn(town);
  503. //moveCreaturesToHero(town);
  504. }
  505. void VCAI::tileHidden(const boost::unordered_set<int3, ShashInt3> &pos)
  506. {
  507. NET_EVENT_HANDLER;
  508. LOG_ENTRY;
  509. // BOOST_FOREACH(int3 tile, pos)
  510. // BOOST_FOREACH(const CGObjectInstance *obj, cb->getVisitableObjs(tile))
  511. // remove_if_present(visitableObjs, obj);
  512. visitableObjs.erase(boost::remove_if(visitableObjs, [&](const CGObjectInstance *obj){return !myCb->getObj(obj->id);}), visitableObjs.end());
  513. }
  514. void VCAI::tileRevealed(const boost::unordered_set<int3, ShashInt3> &pos)
  515. {
  516. NET_EVENT_HANDLER;
  517. LOG_ENTRY;
  518. BOOST_FOREACH(int3 tile, pos)
  519. BOOST_FOREACH(const CGObjectInstance *obj, myCb->getVisitableObjs(tile))
  520. addVisitableObj(obj);
  521. }
  522. void VCAI::heroExchangeStarted(si32 hero1, si32 hero2)
  523. {
  524. NET_EVENT_HANDLER;
  525. LOG_ENTRY;
  526. }
  527. void VCAI::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
  528. {
  529. NET_EVENT_HANDLER;
  530. LOG_ENTRY;
  531. }
  532. void VCAI::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
  533. {
  534. NET_EVENT_HANDLER;
  535. LOG_ENTRY;
  536. }
  537. void VCAI::heroMovePointsChanged(const CGHeroInstance * hero)
  538. {
  539. NET_EVENT_HANDLER;
  540. LOG_ENTRY;
  541. }
  542. void VCAI::stackChangedType(const StackLocation &location, const CCreature &newType)
  543. {
  544. NET_EVENT_HANDLER;
  545. LOG_ENTRY;
  546. }
  547. void VCAI::stacksRebalanced(const StackLocation &src, const StackLocation &dst, TQuantity count)
  548. {
  549. NET_EVENT_HANDLER;
  550. LOG_ENTRY;
  551. }
  552. void VCAI::newObject(const CGObjectInstance * obj)
  553. {
  554. NET_EVENT_HANDLER;
  555. LOG_ENTRY;
  556. if(obj->isVisitable())
  557. addVisitableObj(obj);
  558. }
  559. void VCAI::objectRemoved(const CGObjectInstance *obj)
  560. {
  561. NET_EVENT_HANDLER;
  562. LOG_ENTRY;
  563. if(remove_if_present(visitableObjs, obj))
  564. assert(obj->isVisitable());
  565. BOOST_FOREACH(auto &p, reservedHeroesMap)
  566. remove_if_present(p.second, obj);
  567. //TODO
  568. //there are other places where CGObjectinstance ptrs are stored...
  569. }
  570. void VCAI::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  571. {
  572. NET_EVENT_HANDLER;
  573. LOG_ENTRY;
  574. }
  575. void VCAI::playerBonusChanged(const Bonus &bonus, bool gain)
  576. {
  577. NET_EVENT_HANDLER;
  578. LOG_ENTRY;
  579. }
  580. void VCAI::newStackInserted(const StackLocation &location, const CStackInstance &stack)
  581. {
  582. NET_EVENT_HANDLER;
  583. LOG_ENTRY;
  584. }
  585. void VCAI::heroCreated(const CGHeroInstance*)
  586. {
  587. NET_EVENT_HANDLER;
  588. LOG_ENTRY;
  589. }
  590. void VCAI::advmapSpellCast(const CGHeroInstance * caster, int spellID)
  591. {
  592. NET_EVENT_HANDLER;
  593. LOG_ENTRY;
  594. }
  595. void VCAI::showInfoDialog(const std::string &text, const std::vector<Component*> &components, int soundID)
  596. {
  597. NET_EVENT_HANDLER;
  598. LOG_ENTRY;
  599. }
  600. void VCAI::requestRealized(PackageApplied *pa)
  601. {
  602. NET_EVENT_HANDLER;
  603. LOG_ENTRY;
  604. if(status.haveTurn())
  605. {
  606. if(pa->packType == typeList.getTypeID<EndTurn>())
  607. if(pa->result)
  608. status.madeTurn();
  609. }
  610. if(pa->packType == typeList.getTypeID<QueryReply>())
  611. {
  612. status.removeQuery();
  613. }
  614. }
  615. void VCAI::receivedResource(int type, int val)
  616. {
  617. NET_EVENT_HANDLER;
  618. LOG_ENTRY;
  619. }
  620. void VCAI::stacksSwapped(const StackLocation &loc1, const StackLocation &loc2)
  621. {
  622. NET_EVENT_HANDLER;
  623. LOG_ENTRY;
  624. }
  625. void VCAI::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
  626. {
  627. NET_EVENT_HANDLER;
  628. LOG_ENTRY;
  629. }
  630. void VCAI::heroManaPointsChanged(const CGHeroInstance * hero)
  631. {
  632. NET_EVENT_HANDLER;
  633. LOG_ENTRY;
  634. }
  635. void VCAI::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  636. {
  637. NET_EVENT_HANDLER;
  638. LOG_ENTRY;
  639. }
  640. void VCAI::battleResultsApplied()
  641. {
  642. NET_EVENT_HANDLER;
  643. LOG_ENTRY;
  644. assert(status.getBattle() == ENDING_BATTLE);
  645. status.setBattle(NO_BATTLE);
  646. }
  647. void VCAI::objectPropertyChanged(const SetObjectProperty * sop)
  648. {
  649. NET_EVENT_HANDLER;
  650. LOG_ENTRY;
  651. if(sop->what == ObjProperty::OWNER)
  652. {
  653. if(sop->val == playerID)
  654. remove_if_present(visitableObjs, myCb->getObj(sop->id));
  655. //TODO restore lost obj
  656. }
  657. }
  658. void VCAI::buildChanged(const CGTownInstance *town, int buildingID, int what)
  659. {
  660. NET_EVENT_HANDLER;
  661. LOG_ENTRY;
  662. }
  663. void VCAI::heroBonusChanged(const CGHeroInstance *hero, const Bonus &bonus, bool gain)
  664. {
  665. NET_EVENT_HANDLER;
  666. LOG_ENTRY;
  667. }
  668. void VCAI::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
  669. {
  670. NET_EVENT_HANDLER;
  671. LOG_ENTRY;
  672. }
  673. void VCAI::init(CCallback * CB)
  674. {
  675. myCb = CB;
  676. cbc = CB;
  677. NET_EVENT_HANDLER;
  678. LOG_ENTRY;
  679. playerID = myCb->getMyColor();
  680. myCb->waitTillRealize = true;
  681. myCb->unlockGsWhenWaiting = true;
  682. if(!fh)
  683. fh = new FuzzyHelper();
  684. retreiveVisitableObjs(visitableObjs);
  685. }
  686. void VCAI::yourTurn()
  687. {
  688. NET_EVENT_HANDLER;
  689. LOG_ENTRY;
  690. status.startedTurn();
  691. makingTurn = new boost::thread(&VCAI::makeTurn, this);
  692. }
  693. void VCAI::heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback)
  694. {
  695. NET_EVENT_HANDLER;
  696. LOG_ENTRY;
  697. status.addQuery();
  698. requestActionASAP(boost::bind(callback, 0));
  699. }
  700. void VCAI::showBlockingDialog(const std::string &text, const std::vector<Component> &components, ui32 askID, const int soundID, bool selection, bool cancel)
  701. {
  702. NET_EVENT_HANDLER;
  703. LOG_ENTRY;
  704. int sel = 0;
  705. status.addQuery();
  706. if(selection) //select from multiple components -> take the last one (they're indexed [1-size])
  707. sel = components.size();
  708. if(!selection && cancel) //yes&no -> always answer yes, we are a brave AI :)
  709. sel = 1;
  710. requestActionASAP([=]()
  711. {
  712. cb->selectionMade(sel, askID);
  713. });
  714. }
  715. void VCAI::showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, boost::function<void()> &onEnd)
  716. {
  717. NET_EVENT_HANDLER;
  718. LOG_ENTRY;
  719. status.addQuery();
  720. //you can't request action from action-response thread
  721. requestActionASAP([=]()
  722. {
  723. pickBestCreatures (down, up);
  724. onEnd();
  725. });
  726. }
  727. void VCAI::serialize(COSer<CSaveFile> &h, const int version)
  728. {
  729. NET_EVENT_HANDLER;
  730. LOG_ENTRY;
  731. }
  732. void VCAI::serialize(CISer<CLoadFile> &h, const int version)
  733. {
  734. NET_EVENT_HANDLER;
  735. LOG_ENTRY;
  736. }
  737. void makePossibleUpgrades(const CArmedInstance *obj)
  738. {
  739. if(!obj)
  740. return;
  741. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  742. {
  743. if(const CStackInstance *s = obj->getStackPtr(i))
  744. {
  745. UpgradeInfo ui;
  746. cb->getUpgradeInfo(obj, i, ui);
  747. if(ui.oldID >= 0 && cb->getResourceAmount().canAfford(ui.cost[0] * s->count))
  748. {
  749. cb->upgradeCreature(obj, i, ui.newID[0]);
  750. }
  751. }
  752. }
  753. }
  754. void VCAI::makeTurn()
  755. {
  756. MAKING_TURN;
  757. boost::shared_lock<boost::shared_mutex> gsLock(cb->getGsMutex());
  758. setThreadName(-1, "VCAI::makeTurn");
  759. BNLOG("Player %d starting turn", playerID);
  760. INDENT;
  761. switch(cb->getDate(1))
  762. {
  763. case 1:
  764. {
  765. townVisitsThisWeek.clear();
  766. std::vector<const CGObjectInstance *> objs;
  767. retreiveVisitableObjs(objs, true);
  768. BOOST_FOREACH(const CGObjectInstance *obj, objs)
  769. {
  770. if (isWeeklyRevisitable(obj))
  771. {
  772. if (!vstd::contains(visitableObjs, obj))
  773. visitableObjs.push_back(obj);
  774. auto o = std::find (alreadyVisited.begin(), alreadyVisited.end(), obj);
  775. if (o != alreadyVisited.end())
  776. alreadyVisited.erase(o);
  777. }
  778. }
  779. }
  780. break;
  781. case 7: //reconsider strategy
  782. {
  783. const CGHeroInstance * h = primaryHero();
  784. if (h) //check if our primary hero can ahndle danger
  785. {
  786. ui64 totalDanger = 0;
  787. int dangerousObjects = 0;
  788. std::vector<const CGObjectInstance *> objs;
  789. retreiveVisitableObjs(objs, false);
  790. BOOST_FOREACH (auto obj, objs)
  791. {
  792. if (evaluateDanger(obj)) //potentilaly dnagerous
  793. {
  794. totalDanger += evaluateDanger (obj->visitablePos(), h);
  795. ++dangerousObjects;
  796. }
  797. }
  798. if (dangerousObjects && totalDanger / dangerousObjects > h->getHeroStrength())
  799. {
  800. setGoal (h, CGoal(GATHER_ARMY).sethero(h));
  801. }
  802. }
  803. }
  804. break;
  805. }
  806. if(cb->getSelectedHero())
  807. cb->recalculatePaths();
  808. makeTurnInternal();
  809. vstd::clear_pointer(makingTurn);
  810. return;
  811. }
  812. void VCAI::makeTurnInternal()
  813. {
  814. saving = 0;
  815. //it looks messy here, but it's better to have armed heroes before attempting realizing goals
  816. BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
  817. moveCreaturesToHero(t);
  818. try
  819. {
  820. striveToGoal(CGoal(WIN));
  821. for (auto hg = lockedHeroes.begin(); hg != lockedHeroes.end(); hg++) //continue our goals
  822. {
  823. striveToGoal (hg->second);
  824. }
  825. striveToGoal(CGoal(BUILD)); //TODO: smarter building management
  826. }
  827. catch(boost::thread_interrupted &e)
  828. {
  829. tlog0 << "Making turn thread has been interrupted. We'll end without calling endTurn.\n";
  830. return;
  831. }
  832. catch(std::exception &e)
  833. {
  834. tlog0 << "Making turn thread has caught an exception: " << e.what() << "\n";
  835. }
  836. endTurn();
  837. }
  838. bool VCAI::goVisitObj(const CGObjectInstance * obj, const CGHeroInstance * h)
  839. {
  840. int3 dst = obj->visitablePos();
  841. BNLOG("%s will try to visit %s at (%s)", h->name % obj->hoverName % strFromInt3(dst));
  842. return moveHeroToTile(dst, h);
  843. }
  844. void VCAI::performObjectInteraction(const CGObjectInstance * obj, const CGHeroInstance * h)
  845. {
  846. switch (obj->ID)
  847. {
  848. case Obj::CREATURE_GENERATOR1:
  849. recruitCreatures(dynamic_cast<const CGDwelling *>(obj));
  850. break;
  851. }
  852. }
  853. void VCAI::moveCreaturesToHero(const CGTownInstance * t)
  854. {
  855. if(t->visitingHero && t->armedGarrison())
  856. {
  857. pickBestCreatures (t->visitingHero, t);
  858. }
  859. }
  860. void VCAI::pickBestCreatures(const CArmedInstance * army, const CArmedInstance * source)
  861. {
  862. //TODO - what if source is a hero (the last stack problem) -> it'd good to create a single stack of weakest cre
  863. const CArmedInstance *armies[] = {army, source};
  864. //we calculate total strength for each creature type available in armies
  865. std::map<const CCreature*, int> creToPower;
  866. BOOST_FOREACH(auto armyPtr, armies)
  867. BOOST_FOREACH(auto &i, armyPtr->Slots())
  868. creToPower[i.second->type] += i.second->getPower();
  869. //TODO - consider more than just power (ie morale penalty, hero specialty in certain stacks, etc)
  870. std::vector<const CCreature *> bestArmy; //types that'll be in final dst army
  871. for (int i = 0; i < GameConstants::ARMY_SIZE; i++) //pick the creatures from which we can get most power, as many as dest can fit
  872. {
  873. typedef const std::pair<const CCreature*, int> &CrePowerPair;
  874. auto creIt = boost::max_element(creToPower, [](CrePowerPair lhs, CrePowerPair rhs)
  875. {
  876. return lhs.second < rhs.second;
  877. });
  878. bestArmy.push_back(creIt->first);
  879. creToPower.erase(creIt);
  880. if(creToPower.empty())
  881. break;
  882. }
  883. //foreach best type -> iterate over slots in both armies and if it's the appropriate type, send it to the slot where it belongs
  884. for (int i = 0; i < bestArmy.size(); i++) //i-th strongest creature type will go to i-th slot
  885. BOOST_FOREACH(auto armyPtr, armies)
  886. for (int j = 0; j < GameConstants::ARMY_SIZE; j++)
  887. if(armyPtr->getCreature(j) == bestArmy[i] && (i != j || armyPtr != army)) //it's a searched creature not in dst slot
  888. cb->mergeOrSwapStacks(armyPtr, army, j, i);
  889. //TODO - having now strongest possible army, we may want to think about arranging stacks
  890. }
  891. void VCAI::recruitCreatures(const CGDwelling * d)
  892. {
  893. for(int i = 0; i < d->creatures.size(); i++)
  894. {
  895. if(!d->creatures[i].second.size())
  896. continue;
  897. int count = d->creatures[i].first;
  898. int creID = d->creatures[i].second.back();
  899. // const CCreature *c = VLC->creh->creatures[creID];
  900. // if(containsSavedRes(c->cost))
  901. // continue;
  902. TResources myRes = cb->getResourceAmount();
  903. myRes[Res::GOLD] -= GOLD_RESERVE;
  904. amin(count, myRes / VLC->creh->creatures[creID]->cost);
  905. if(count > 0)
  906. cb->recruitCreatures(d, creID, count, i);
  907. }
  908. }
  909. void VCAI::buildStructure(const CGTownInstance * t)
  910. {
  911. //TODO make *real* town development system
  912. const int buildings[] = {5, 11, 14, 16, 0, 12, 7, 8, 9, 13, 30, 31, 32, 33, 34, 35, 36, 37, 38,
  913. 39, 40, 41, 42, 43, 1, 2, 3, 4, 17, 18, 19, 21, 22, 23};
  914. for(int i = 0; i < ARRAY_COUNT(buildings); i++)
  915. {
  916. if(t->hasBuilt(buildings[i]))
  917. continue;
  918. const CBuilding *b = VLC->buildh->buildings[t->subID][buildings[i]];
  919. int canBuild = cb->canBuildStructure(t, buildings[i]);
  920. if(canBuild == EBuildingState::ALLOWED)
  921. {
  922. if(!containsSavedRes(b->resources))
  923. {
  924. BNLOG("Player %d will build %s in town of %s at %s", playerID % b->Name() % t->name % t->pos);
  925. cb->buildBuilding(t, buildings[i]);
  926. }
  927. break;
  928. }
  929. else if(canBuild == EBuildingState::NO_RESOURCES)
  930. {
  931. TResources mine = cb->getResourceAmount(), cost = VLC->buildh->buildings[t->subID][buildings[i]]->resources,
  932. income = estimateIncome();
  933. for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
  934. {
  935. int diff = mine[i] - cost[i] + income[i];
  936. if(diff < 0)
  937. saving[i] = 1;
  938. }
  939. continue;
  940. }
  941. }
  942. }
  943. bool isSafeToVisit(const CGHeroInstance *h, crint3 tile)
  944. {
  945. const ui64 heroStrength = h->getTotalStrength(),
  946. dangerStrength = evaluateDanger(tile, h);
  947. if(dangerStrength)
  948. {
  949. if(heroStrength / SAFE_ATTACK_CONSTANT > dangerStrength)
  950. {
  951. BNLOG("It's, safe for %s to visit tile %s", h->name % tile);
  952. return true;
  953. }
  954. else
  955. return false;
  956. }
  957. return true; //there's no danger
  958. }
  959. std::vector<const CGObjectInstance *> VCAI::getPossibleDestinations(const CGHeroInstance *h)
  960. {
  961. validateVisitableObjs();
  962. std::vector<const CGObjectInstance *> possibleDestinations;
  963. BOOST_FOREACH(const CGObjectInstance *obj, visitableObjs)
  964. {
  965. if(cb->getPathInfo(obj->visitablePos())->reachable() && !obj->wasVisited(playerID) &&
  966. (obj->tempOwner != playerID || isWeeklyRevisitable(obj))) //flag or get weekly resources / creatures
  967. possibleDestinations.push_back(obj);
  968. }
  969. boost::sort(possibleDestinations, isCloser);
  970. possibleDestinations.erase(boost::remove_if(possibleDestinations, [&](const CGObjectInstance *obj) -> bool
  971. {
  972. if(vstd::contains(alreadyVisited, obj))
  973. return true;
  974. if(!isSafeToVisit(h, obj->visitablePos()))
  975. return true;
  976. if (!shouldVisit(h, obj))
  977. return true;
  978. if (vstd::contains(reservedObjs, obj)) //does checking for our own reserved objects make sense? here?
  979. return true;
  980. return false;
  981. }),possibleDestinations.end());
  982. return possibleDestinations;
  983. }
  984. void VCAI::wander(const CGHeroInstance * h)
  985. {
  986. while(1)
  987. {
  988. std::vector <ObjectIdRef> dests;
  989. range::copy(reservedHeroesMap[h], std::back_inserter(dests));
  990. if (!dests.size())
  991. range::copy(getPossibleDestinations(h), std::back_inserter(dests));
  992. if(!dests.size())
  993. {
  994. auto compareReinforcements = [h](const CGTownInstance *lhs, const CGTownInstance *rhs) -> bool
  995. {
  996. return howManyReinforcementsCanGet(h, lhs) < howManyReinforcementsCanGet(h, rhs);
  997. };
  998. std::vector<const CGTownInstance *> townsReachable;
  999. std::vector<const CGTownInstance *> townsNotReachable;
  1000. BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
  1001. {
  1002. if(!t->visitingHero && howManyReinforcementsCanGet(h,t) && !vstd::contains(townVisitsThisWeek[h], t))
  1003. {
  1004. if(isReachable(t))
  1005. townsReachable.push_back(t);
  1006. else
  1007. townsNotReachable.push_back(t);
  1008. }
  1009. }
  1010. if(townsReachable.size())
  1011. {
  1012. boost::sort(townsReachable, compareReinforcements);
  1013. dests.emplace_back(townsReachable.back());
  1014. }
  1015. else if(townsNotReachable.size())
  1016. {
  1017. boost::sort(townsNotReachable, compareReinforcements);
  1018. //TODO pick the truly best
  1019. const CGTownInstance *t = townsNotReachable.back();
  1020. BNLOG("%s can't reach any town, we'll try to make our way to %s at %s", h->name % t->name % t->visitablePos());
  1021. int3 pos1 = h->pos;
  1022. striveToGoal(CGoal(CLEAR_WAY_TO).settile(t->visitablePos()).sethero(h));
  1023. if (pos1 == h->pos && h == primaryHero()) //hero can't move
  1024. {
  1025. if(cb->getResourceAmount(Res::GOLD) >= HERO_GOLD_COST && cb->getHeroesInfo().size() < ALLOWED_ROAMING_HEROES && cb->getAvailableHeroes(t).size())
  1026. recruitHero(t);
  1027. }
  1028. break;
  1029. }
  1030. else if(cb->getResourceAmount(Res::GOLD) >= HERO_GOLD_COST)
  1031. {
  1032. std::vector<const CGTownInstance *> towns = cb->getTownsInfo();
  1033. erase_if(towns, [](const CGTownInstance *t) -> bool
  1034. {
  1035. BOOST_FOREACH(const CGHeroInstance *h, cb->getHeroesInfo())
  1036. if(!t->getArmyStrength() || howManyReinforcementsCanGet(h, t))
  1037. return true;
  1038. return false;
  1039. });
  1040. boost::sort(towns, compareArmyStrength);
  1041. if(towns.size())
  1042. recruitHero(towns.back());
  1043. break;
  1044. }
  1045. else
  1046. {
  1047. PNLOG("Nowhere more to go...\n");
  1048. break;
  1049. }
  1050. }
  1051. const ObjectIdRef&dest = dests.front();
  1052. if(!goVisitObj(dest, h))
  1053. {
  1054. if(!dest)
  1055. {
  1056. BNLOG("Visit attempt made the object (id=%d) gone...", dest.id);
  1057. }
  1058. else
  1059. {
  1060. BNLOG("Hero %s apparently used all MPs (%d left)\n", h->name % h->movement);
  1061. reserveObject(h, dest); //reserve that object - we predict it will be reached soon
  1062. setGoal(h, CGoal(VISIT_TILE).sethero(h).settile(dest->visitablePos()));
  1063. }
  1064. break;
  1065. }
  1066. if(h->visitedTown)
  1067. {
  1068. townVisitsThisWeek[h].push_back(h->visitedTown);
  1069. buildArmyIn(h->visitedTown);
  1070. break;
  1071. }
  1072. }
  1073. }
  1074. void VCAI::setGoal (const CGHeroInstance *h, const CGoal goal)
  1075. { //TODO: check for presence?
  1076. lockedHeroes[h] = goal;
  1077. }
  1078. void VCAI::setGoal (const CGHeroInstance *h, EGoals goalType)
  1079. {
  1080. lockedHeroes[h] = CGoal(goalType);
  1081. }
  1082. void VCAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
  1083. {
  1084. NET_EVENT_HANDLER;
  1085. assert(playerID > GameConstants::PLAYER_LIMIT || status.getBattle() == UPCOMING_BATTLE);
  1086. status.setBattle(ONGOING_BATTLE);
  1087. 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
  1088. battlename = boost::str(boost::format("Starting battle of %s attacking %s at %s") % (hero1 ? hero1->name : "a army") % (presumedEnemy ? presumedEnemy->hoverName : "unknown enemy") % tile);
  1089. CAdventureAI::battleStart(army1, army2, tile, hero1, hero2, side);
  1090. }
  1091. void VCAI::battleEnd(const BattleResult *br)
  1092. {
  1093. NET_EVENT_HANDLER;
  1094. assert(status.getBattle() == ONGOING_BATTLE);
  1095. status.setBattle(ENDING_BATTLE);
  1096. bool won = br->winner == myCb->battleGetMySide();
  1097. BNLOG("Player %d: I %s the %s!", playerID % (won ? "won" : "lost") % battlename);
  1098. battlename.clear();
  1099. CAdventureAI::battleEnd(br);
  1100. }
  1101. void VCAI::waitTillFree()
  1102. {
  1103. auto unlock = vstd::makeUnlockSharedGuard(cb->getGsMutex());
  1104. status.waitTillFree();
  1105. }
  1106. void VCAI::markObjectVisited (const CGObjectInstance *obj)
  1107. {
  1108. if(dynamic_cast<const CGVisitableOPH *>(obj) || //we may want to wisit it with another hero
  1109. dynamic_cast<const CGBonusingObject *>(obj) || //or another time
  1110. (obj->ID == Obj::MONSTER))
  1111. return;
  1112. alreadyVisited.push_back(obj);
  1113. }
  1114. void VCAI::reserveObject (const CGHeroInstance * h, const CGObjectInstance *obj)
  1115. {
  1116. reservedObjs.push_back(obj);
  1117. reservedHeroesMap[h].insert(obj);
  1118. }
  1119. void VCAI::validateVisitableObjs()
  1120. {
  1121. std::vector<const CGObjectInstance *> hlp;
  1122. retreiveVisitableObjs(hlp, true);
  1123. start:
  1124. BOOST_FOREACH(const CGObjectInstance *obj, visitableObjs)
  1125. if(!vstd::contains(hlp, obj))
  1126. {
  1127. tlog1 << helperObjInfo[obj].name << " at " << helperObjInfo[obj].pos << " shouldn't be on list!\n";
  1128. remove_if_present(visitableObjs, obj);
  1129. goto start;
  1130. }
  1131. }
  1132. void VCAI::retreiveVisitableObjs(std::vector<const CGObjectInstance *> &out, bool includeOwned /*= false*/) const
  1133. {
  1134. foreach_tile_pos([&](const int3 &pos)
  1135. {
  1136. BOOST_FOREACH(const CGObjectInstance *obj, cb->getVisitableObjs(pos, false))
  1137. {
  1138. if(includeOwned || obj->tempOwner != playerID)
  1139. out.push_back(obj);
  1140. }
  1141. });
  1142. }
  1143. std::vector<const CGObjectInstance *> VCAI::getFlaggedObjects() const
  1144. {
  1145. std::vector<const CGObjectInstance *> ret;
  1146. retreiveVisitableObjs(ret, true);
  1147. erase_if(ret, [](const CGObjectInstance *obj)
  1148. {
  1149. return obj->tempOwner != ai->playerID;
  1150. });
  1151. return ret;
  1152. }
  1153. void VCAI::addVisitableObj(const CGObjectInstance *obj)
  1154. {
  1155. visitableObjs.push_back(obj);
  1156. helperObjInfo[obj] = ObjInfo(obj);
  1157. }
  1158. const CGObjectInstance * VCAI::lookForArt(int aid) const
  1159. {
  1160. BOOST_FOREACH(const CGObjectInstance *obj, ai->visitableObjs)
  1161. {
  1162. if(obj->ID == 5 && obj->subID == aid)
  1163. return obj;
  1164. }
  1165. return NULL;
  1166. //TODO what if more than one artifact is available? return them all or some slection criteria
  1167. }
  1168. bool VCAI::isAccessible(const int3 &pos)
  1169. {
  1170. //TODO precalculate for speed
  1171. BOOST_FOREACH(const CGHeroInstance *h, cb->getHeroesInfo())
  1172. {
  1173. if(isAccessibleForHero(pos, h))
  1174. return true;
  1175. }
  1176. return false;
  1177. }
  1178. const CGHeroInstance * VCAI::getHeroWithGrail() const
  1179. {
  1180. BOOST_FOREACH(const CGHeroInstance *h, cb->getHeroesInfo())
  1181. if(h->hasArt(2)) //grail
  1182. return h;
  1183. return NULL;
  1184. }
  1185. const CGObjectInstance * VCAI::getUnvisitedObj(const boost::function<bool(const CGObjectInstance *)> &predicate)
  1186. {
  1187. //TODO smarter definition of unvisited
  1188. BOOST_FOREACH(const CGObjectInstance *obj, visitableObjs)
  1189. if(predicate(obj) && !vstd::contains(alreadyVisited, obj))
  1190. return obj;
  1191. return NULL;
  1192. }
  1193. bool VCAI::isAccessibleForHero(const int3 & pos, const CGHeroInstance * h) const
  1194. {
  1195. cb->setSelection(h);
  1196. return cb->getPathInfo(pos)->reachable();
  1197. }
  1198. class cannotFulfillGoalException : public std::exception
  1199. {
  1200. std::string msg;
  1201. public:
  1202. explicit cannotFulfillGoalException(crstring _Message) : msg(_Message)
  1203. {
  1204. }
  1205. virtual ~cannotFulfillGoalException() throw ()
  1206. {
  1207. };
  1208. const char *what() const throw () OVERRIDE
  1209. {
  1210. return msg.c_str();
  1211. }
  1212. };
  1213. bool VCAI::moveHeroToTile(int3 dst, const CGHeroInstance * h)
  1214. {
  1215. visitedObject = NULL;
  1216. int3 startHpos = h->visitablePos();
  1217. bool ret = false;
  1218. if(startHpos == dst)
  1219. {
  1220. assert(cb->getVisitableObjs(dst).size() > 1); //there's no point in revisiting tile where there is no visitable object
  1221. cb->moveHero(h,CGHeroInstance::convertPosition(dst, true));
  1222. waitTillFree(); //movement may cause battle or blocking dialog
  1223. ret = true;
  1224. }
  1225. else
  1226. {
  1227. CGPath path;
  1228. cb->getPath2(dst, path);
  1229. if(path.nodes.empty())
  1230. {
  1231. tlog1 << "Hero " << h->name << " cannot reach " << dst << std::endl;
  1232. throw std::runtime_error("Wrong move order!");
  1233. }
  1234. int i=path.nodes.size()-1;
  1235. for(; i>0; i--)
  1236. {
  1237. //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
  1238. if(path.nodes[i-1].turns)
  1239. {
  1240. //blockedHeroes.insert(h); //to avoid attempts of moving heroes with very little MPs
  1241. break;
  1242. }
  1243. int3 endpos = path.nodes[i-1].coord;
  1244. if(endpos == h->visitablePos())
  1245. continue;
  1246. // if(i > 1)
  1247. // {
  1248. // int3 afterEndPos = path.nodes[i-2].coord;
  1249. // if(afterEndPos.z != endpos.z)
  1250. //
  1251. // }
  1252. //tlog0 << "Moving " << h->name << " from " << h->getPosition() << " to " << endpos << std::endl;
  1253. cb->moveHero(h,CGHeroInstance::convertPosition(endpos, true));
  1254. waitTillFree(); //movement may cause battle or blocking dialog
  1255. boost::this_thread::interruption_point();
  1256. if(h->tempOwner != playerID) //we lost hero - remove all tasks assigned to him/her
  1257. {
  1258. remove_if_present(lockedHeroes, h);
  1259. BOOST_FOREACH (auto obj, reservedHeroesMap[h])
  1260. {
  1261. remove_if_present(reservedObjs, obj); //unreserve all objects for that hero
  1262. }
  1263. remove_if_present(reservedHeroesMap, h);
  1264. throw std::runtime_error("Hero was lost!"); //we need to throw, otherwise hero will be assigned to sth again
  1265. break;
  1266. }
  1267. }
  1268. ret = !i;
  1269. }
  1270. if (visitedObject) //we step into something interesting
  1271. {
  1272. performObjectInteraction (visitedObject, h);
  1273. }
  1274. if(h->tempOwner == playerID) //lost hero after last move
  1275. cb->recalculatePaths();
  1276. BNLOG("Hero %s moved from %s to %s", h->name % startHpos % h->visitablePos());
  1277. return ret;
  1278. }
  1279. int howManyTilesWillBeDiscovered(const int3 &pos, int radious)
  1280. {
  1281. int ret = 0;
  1282. for(int x = pos.x - radious; x <= pos.x + radious; x++)
  1283. {
  1284. for(int y = pos.y - radious; y <= pos.y + radious; y++)
  1285. {
  1286. int3 npos = int3(x,y,pos.z);
  1287. if(cb->isInTheMap(npos) && pos.dist2d(npos) - 0.5 < radious && !cb->isVisible(npos))
  1288. {
  1289. ret++;
  1290. }
  1291. }
  1292. }
  1293. return ret;
  1294. }
  1295. int howManyTilesWillBeDiscovered(int radious, int3 pos, crint3 dir)
  1296. {
  1297. return howManyTilesWillBeDiscovered(pos + dir, radious);
  1298. }
  1299. void getVisibleNeighbours(const std::vector<int3> &tiles, std::vector<int3> &out)
  1300. {
  1301. BOOST_FOREACH(const int3 &tile, tiles)
  1302. {
  1303. foreach_neighbour(tile, [&](int3 neighbour)
  1304. {
  1305. if(cb->isVisible(neighbour))
  1306. out.push_back(neighbour);
  1307. });
  1308. }
  1309. }
  1310. void VCAI::tryRealize(CGoal g)
  1311. {
  1312. BNLOG("Attempting realizing goal with code %s", goalName(g.goalType));
  1313. switch(g.goalType)
  1314. {
  1315. case EXPLORE:
  1316. {
  1317. assert(0); //this goal is not elementar!
  1318. }
  1319. break;
  1320. case RECRUIT_HERO:
  1321. {
  1322. if(const CGTownInstance *t = findTownWithTavern())
  1323. {
  1324. //TODO co jesli nie ma dostepnego bohatera?
  1325. //TODO jezeli miasto jest zablokowane, sprobowac oczyscic wejscie
  1326. cb->recruitHero(t, cb->getAvailableHeroes(t)[0]);
  1327. }
  1328. //TODO karkolomna alternatywa - tawerna na mapie przygod lub wiezienie (nie wiem, czy warto?)
  1329. }
  1330. break;
  1331. case VISIT_TILE:
  1332. {
  1333. if(!g.hero->movement)
  1334. throw cannotFulfillGoalException("Cannot visit tile: hero is out of MPs!");
  1335. if(!g.isBlockedBorderGate(g.tile))
  1336. {
  1337. if (ai->moveHeroToTile(g.tile, g.hero));
  1338. setGoal (g.hero, INVALID); //this hero reached target and no goal
  1339. }
  1340. else
  1341. throw cannotFulfillGoalException("There's a blocked gate!");
  1342. }
  1343. break;
  1344. case BUILD_STRUCTURE:
  1345. {
  1346. const CGTownInstance *t = g.town;
  1347. if(!t && g.hero)
  1348. t = g.hero->visitedTown;
  1349. if(!t)
  1350. {
  1351. BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
  1352. {
  1353. switch(cb->canBuildStructure(t, g.bid))
  1354. {
  1355. case EBuildingState::ALLOWED:
  1356. cb->buildBuilding(t, g.bid);
  1357. return;
  1358. default:
  1359. break;
  1360. }
  1361. }
  1362. }
  1363. else if(cb->canBuildStructure(t, g.bid) == EBuildingState::ALLOWED)
  1364. {
  1365. cb->buildBuilding(t, g.bid);
  1366. return;
  1367. }
  1368. throw cannotFulfillGoalException("Cannot build a given structure!");
  1369. }
  1370. break;
  1371. case DIG_AT_TILE:
  1372. {
  1373. assert(g.hero->visitablePos() == g.tile);
  1374. if (g.hero->diggingStatus() == CGHeroInstance::CAN_DIG)
  1375. {
  1376. cb->dig (g.hero);
  1377. setGoal (g.hero, INVALID); // finished digging
  1378. }
  1379. else
  1380. {
  1381. ai->lockedHeroes[g.hero] = g; //hero who tries to dig shouldn't do anything else
  1382. throw cannotFulfillGoalException("A hero can't dig!\n");
  1383. }
  1384. }
  1385. break;
  1386. case COLLECT_RES:
  1387. if(const CGObjectInstance *obj = cb->getObj(g.objid, false))
  1388. {
  1389. if(const IMarket *m = IMarket::castFrom(obj, false))
  1390. {
  1391. for (int i = 0; i < ACTUAL_RESOURCE_COUNT; i++)
  1392. {
  1393. if(i == g.resID) continue;
  1394. int toGive, toGet;
  1395. m->getOffer(i, g.resID, toGive, toGet, EMarketMode::RESOURCE_RESOURCE);
  1396. toGive = toGive * (cb->getResourceAmount(i) / toGive);
  1397. cb->trade(obj, EMarketMode::RESOURCE_RESOURCE, i, g.resID, toGive);
  1398. if(cb->getResourceAmount(g.resID) >= g.value)
  1399. return;
  1400. }
  1401. }
  1402. else
  1403. {
  1404. throw cannotFulfillGoalException("I don't know how to use this object to raise resources!");
  1405. }
  1406. }
  1407. else
  1408. {
  1409. saving[g.resID] = 1;
  1410. throw cannotFulfillGoalException("No object that could be used to raise resources!");
  1411. }
  1412. case CONQUER:
  1413. case GATHER_ARMY:
  1414. case BOOST_HERO:
  1415. // TODO: conquer??
  1416. throw cannotFulfillGoalException("I don't know how to fulfill this!");
  1417. case BUILD:
  1418. performTypicalActions();
  1419. throw cannotFulfillGoalException("BUILD has been realized as much as possible.");
  1420. case INVALID:
  1421. throw cannotFulfillGoalException("I don't know how to fulfill this!");
  1422. default:
  1423. throw cannotFulfillGoalException("Unknown type of goal !");
  1424. }
  1425. }
  1426. const CGTownInstance * VCAI::findTownWithTavern() const
  1427. {
  1428. BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
  1429. if(vstd::contains(t->builtBuildings, EBuilding::TAVERN) && !t->visitingHero)
  1430. return t;
  1431. return NULL;
  1432. }
  1433. std::vector<const CGHeroInstance *> VCAI::getUnblockedHeroes() const
  1434. {
  1435. std::vector<const CGHeroInstance *> ret = cb->getHeroesInfo();
  1436. BOOST_FOREACH(auto h, lockedHeroes)
  1437. {
  1438. if (!h.second.invalid()) //we can use heroes without valid goal
  1439. remove_if_present(ret, h.first);
  1440. }
  1441. return ret;
  1442. }
  1443. const CGHeroInstance * VCAI::primaryHero() const
  1444. {
  1445. auto hs = cb->getHeroesInfo();
  1446. boost::sort(hs, compareHeroStrength);
  1447. if(hs.empty())
  1448. return NULL;
  1449. return hs.back();
  1450. }
  1451. void VCAI::endTurn()
  1452. {
  1453. tlog4 << "Player " << playerID << " ends turn\n";
  1454. if(!status.haveTurn())
  1455. {
  1456. tlog1 << "Not having turn at the end of turn???\n";
  1457. }
  1458. do
  1459. {
  1460. cb->endTurn();
  1461. } 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
  1462. tlog4 << "Player " << playerID << " ended turn\n";
  1463. }
  1464. void VCAI::striveToGoal(const CGoal &ultimateGoal)
  1465. {
  1466. if (ultimateGoal.invalid())
  1467. return;
  1468. while(1)
  1469. {
  1470. CGoal goal = ultimateGoal;
  1471. BNLOG("Striving to goal of type %d", ultimateGoal.goalType);
  1472. int maxGoals = 100; //preventing deadlock for mutually dependent goals
  1473. while(!goal.isElementar && maxGoals)
  1474. {
  1475. INDENT;
  1476. BNLOG("Considering goal %s", goalName(goal.goalType));
  1477. try
  1478. {
  1479. boost::this_thread::interruption_point();
  1480. goal = goal.whatToDoToAchieve();
  1481. --maxGoals;
  1482. }
  1483. catch(std::exception &e)
  1484. {
  1485. BNLOG("Goal %s decomposition failed: %s", goalName(goal.goalType) % e.what());
  1486. return;
  1487. }
  1488. }
  1489. try
  1490. {
  1491. boost::this_thread::interruption_point();
  1492. if (goal.hero) //lock this hero to fulfill ultimate goal
  1493. {
  1494. if (maxGoals)
  1495. {
  1496. setGoal (goal.hero, goal);
  1497. }
  1498. else
  1499. {
  1500. setGoal (goal.hero, INVALID); // we seemingly don't know what to do with hero
  1501. }
  1502. }
  1503. tryRealize(goal);
  1504. boost::this_thread::interruption_point();
  1505. }
  1506. catch(boost::thread_interrupted &e)
  1507. {
  1508. BNLOG("Player %d: Making turn thread received an interruption!", playerID);
  1509. throw; //rethrow, we want to truly end this thread
  1510. }
  1511. catch(std::exception &e)
  1512. {
  1513. BNLOG("Failed to realize subgoal of type %d (greater goal type was %d), I will stop.", goal.goalType % ultimateGoal.goalType);
  1514. BNLOG("The error message was: %s", e.what());
  1515. break;
  1516. }
  1517. }
  1518. }
  1519. void VCAI::performTypicalActions()
  1520. {
  1521. BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
  1522. {
  1523. BNLOG("Looking into %s", t->name);
  1524. buildStructure(t);
  1525. buildArmyIn(t);
  1526. if(!ai->primaryHero() ||
  1527. (t->getArmyStrength() > ai->primaryHero()->getArmyStrength() * 2 && !isAccessibleForHero(t->visitablePos(), ai->primaryHero())))
  1528. {
  1529. recruitHero(t);
  1530. buildArmyIn(t);
  1531. }
  1532. }
  1533. BOOST_FOREACH(const CGHeroInstance *h, getUnblockedHeroes())
  1534. {
  1535. BNLOG("Looking into %s, MP=%d", h->name.c_str() % h->movement);
  1536. INDENT;
  1537. makePossibleUpgrades(h);
  1538. cb->setSelection(h);
  1539. try
  1540. {
  1541. wander(h);
  1542. }
  1543. catch(std::exception &e)
  1544. {
  1545. BNLOG("Cannot use this hero anymore, received exception: %s", e.what());
  1546. continue;
  1547. }
  1548. }
  1549. }
  1550. void VCAI::buildArmyIn(const CGTownInstance * t)
  1551. {
  1552. makePossibleUpgrades(t->visitingHero);
  1553. makePossibleUpgrades(t);
  1554. recruitCreatures(t);
  1555. moveCreaturesToHero(t);
  1556. }
  1557. int3 VCAI::explorationBestNeighbour(int3 hpos, int radius, const CGHeroInstance * h)
  1558. {
  1559. TimeCheck tc("looking for best exploration neighbour");
  1560. std::map<int3, int> dstToRevealedTiles;
  1561. BOOST_FOREACH(crint3 dir, dirs)
  1562. if(cb->isInTheMap(hpos+dir))
  1563. dstToRevealedTiles[hpos + dir] = howManyTilesWillBeDiscovered(radius, hpos, dir) * isSafeToVisit(h, hpos + dir);
  1564. auto best = dstToRevealedTiles.begin();
  1565. best->second *= cb->getPathInfo(best->first)->reachable();
  1566. best->second *= cb->getPathInfo(best->first)->accessible == CGPathNode::ACCESSIBLE;
  1567. for(auto i = dstToRevealedTiles.begin(); i != dstToRevealedTiles.end(); i++)
  1568. {
  1569. const CGPathNode *pn = cb->getPathInfo(i->first);
  1570. //const TerrainTile *t = cb->getTile(i->first);
  1571. if(best->second < i->second && i->second && pn->reachable() && pn->accessible == CGPathNode::ACCESSIBLE)
  1572. best = i;
  1573. }
  1574. if(best->second)
  1575. return best->first;
  1576. throw cannotFulfillGoalException("No neighbour will bring new discoveries!");
  1577. }
  1578. int3 VCAI::explorationNewPoint(int radius, const CGHeroInstance * h, std::vector<std::vector<int3> > &tiles)
  1579. {
  1580. TimeCheck tc("looking for new exploration point");
  1581. tlog0 << "Looking for an another place for exploration...\n";
  1582. tiles.resize(radius);
  1583. foreach_tile_pos([&](const int3 &pos)
  1584. {
  1585. if(!cb->isVisible(pos))
  1586. tiles[0].push_back(pos);
  1587. });
  1588. for (int i = 1; i < radius; i++)
  1589. {
  1590. getVisibleNeighbours(tiles[i-1], tiles[i]);
  1591. removeDuplicates(tiles[i]);
  1592. BOOST_FOREACH(const int3 &tile, tiles[i])
  1593. {
  1594. if(cb->getPathInfo(tile)->reachable() && isSafeToVisit(h, tile) && howManyTilesWillBeDiscovered(tile, radius))
  1595. {
  1596. return tile;
  1597. }
  1598. }
  1599. }
  1600. throw cannotFulfillGoalException("No accessible tile will bring discoveries!");
  1601. }
  1602. TResources VCAI::estimateIncome() const
  1603. {
  1604. TResources ret;
  1605. BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
  1606. {
  1607. ret[Res::GOLD] += t->dailyIncome();
  1608. //TODO duplikuje newturn
  1609. if(t->hasBuilt(EBuilding::RESOURCE_SILO)) //there is resource silo
  1610. {
  1611. if(t->town->primaryRes == 127) //we'll give wood and ore
  1612. {
  1613. ret[Res::WOOD] ++;
  1614. ret[Res::ORE] ++;
  1615. }
  1616. else
  1617. {
  1618. ret[t->town->primaryRes] ++;
  1619. }
  1620. }
  1621. }
  1622. BOOST_FOREACH(const CGObjectInstance *obj, getFlaggedObjects())
  1623. {
  1624. if(obj->ID == Obj::MINE)
  1625. {
  1626. switch(obj->subID)
  1627. {
  1628. case Res::WOOD:
  1629. case Res::ORE:
  1630. ret[obj->subID] += WOOD_ORE_MINE_PRODUCTION;
  1631. break;
  1632. case Res::GOLD:
  1633. case 7: //abandoned mine -> also gold
  1634. ret[Res::GOLD] += GOLD_MINE_PRODUCTION;
  1635. break;
  1636. default:
  1637. ret[obj->subID] += RESOURCE_MINE_PRODUCTION;
  1638. break;
  1639. }
  1640. }
  1641. }
  1642. return ret;
  1643. }
  1644. bool VCAI::containsSavedRes(const TResources &cost) const
  1645. {
  1646. for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
  1647. {
  1648. if(saving[i] && cost[i])
  1649. return true;
  1650. }
  1651. return false;
  1652. }
  1653. void VCAI::recruitHero(const CGTownInstance * t)
  1654. {
  1655. BNLOG("Trying to recruit a hero in %s at %s", t->name % t->visitablePos())
  1656. cb->recruitHero(t, cb->getAvailableHeroes(t).front());
  1657. }
  1658. void VCAI::finish()
  1659. {
  1660. if(makingTurn)
  1661. makingTurn->interrupt();
  1662. }
  1663. void VCAI::requestActionASAP(boost::function<void()> whatToDo)
  1664. {
  1665. boost::barrier b(2);
  1666. boost::thread newThread([&b,this,whatToDo]()
  1667. {
  1668. setThreadName(-1, "VCAI::requestActionASAP::helper");
  1669. SET_GLOBAL_STATE(this);
  1670. boost::shared_lock<boost::shared_mutex> gsLock(cb->getGsMutex());
  1671. b.wait();
  1672. whatToDo();
  1673. });
  1674. b.wait();
  1675. }
  1676. AIStatus::AIStatus()
  1677. {
  1678. battle = NO_BATTLE;
  1679. remainingQueries = 0;
  1680. havingTurn = false;
  1681. }
  1682. AIStatus::~AIStatus()
  1683. {
  1684. }
  1685. void AIStatus::setBattle(BattleState BS)
  1686. {
  1687. boost::unique_lock<boost::mutex> lock(mx);
  1688. battle = BS;
  1689. cv.notify_all();
  1690. }
  1691. BattleState AIStatus::getBattle()
  1692. {
  1693. boost::unique_lock<boost::mutex> lock(mx);
  1694. return battle;
  1695. }
  1696. void AIStatus::addQueries(int val)
  1697. {
  1698. boost::unique_lock<boost::mutex> lock(mx);
  1699. remainingQueries += val;
  1700. BNLOG("Changing count of queries by %d, to a total of %d", val % remainingQueries);
  1701. assert(remainingQueries >= 0);
  1702. cv.notify_all();
  1703. }
  1704. void AIStatus::addQuery()
  1705. {
  1706. addQueries(1);
  1707. }
  1708. void AIStatus::removeQuery()
  1709. {
  1710. addQueries(-1);
  1711. }
  1712. int AIStatus::getQueriesCount()
  1713. {
  1714. boost::unique_lock<boost::mutex> lock(mx);
  1715. return remainingQueries;
  1716. }
  1717. void AIStatus::startedTurn()
  1718. {
  1719. boost::unique_lock<boost::mutex> lock(mx);
  1720. havingTurn = true;
  1721. cv.notify_all();
  1722. }
  1723. void AIStatus::madeTurn()
  1724. {
  1725. boost::unique_lock<boost::mutex> lock(mx);
  1726. havingTurn = false;
  1727. cv.notify_all();
  1728. }
  1729. void AIStatus::waitTillFree()
  1730. {
  1731. boost::unique_lock<boost::mutex> lock(mx);
  1732. while(battle != NO_BATTLE || remainingQueries)
  1733. cv.wait(lock);
  1734. }
  1735. bool AIStatus::haveTurn()
  1736. {
  1737. boost::unique_lock<boost::mutex> lock(mx);
  1738. return havingTurn;
  1739. }
  1740. int3 whereToExplore(const CGHeroInstance *h)
  1741. {
  1742. //TODO it's stupid and ineffective, write sth better
  1743. cb->setSelection(h);
  1744. int radius = h->getSightRadious();
  1745. int3 hpos = h->visitablePos();
  1746. //look for nearby objs -> visit them if they're close enouh
  1747. const int DIST_LIMIT = 3;
  1748. std::vector<const CGObjectInstance *> nearbyVisitableObjs;
  1749. BOOST_FOREACH(const CGObjectInstance *obj, ai->getPossibleDestinations(h))
  1750. {
  1751. int3 op = obj->visitablePos();
  1752. CGPath p;
  1753. cb->getPath2(op, p);
  1754. if(p.nodes.size() && p.endPos() == op && p.nodes.size() <= DIST_LIMIT)
  1755. nearbyVisitableObjs.push_back(obj);
  1756. }
  1757. boost::sort(nearbyVisitableObjs, isCloser);
  1758. if(nearbyVisitableObjs.size())
  1759. return nearbyVisitableObjs.back()->visitablePos();
  1760. try
  1761. {
  1762. return ai->explorationBestNeighbour(hpos, radius, h);
  1763. }
  1764. catch(cannotFulfillGoalException &e)
  1765. {
  1766. std::vector<std::vector<int3> > tiles; //tiles[distance_to_fow], metryka taksówkowa
  1767. try
  1768. {
  1769. return ai->explorationNewPoint(radius, h, tiles);
  1770. }
  1771. catch(cannotFulfillGoalException &e)
  1772. {
  1773. std::map<int, std::vector<int3> > profits;
  1774. {
  1775. TimeCheck tc("Evaluating exploration possibilities");
  1776. tiles[0].clear(); //we can't reach FoW anyway
  1777. BOOST_FOREACH(auto &vt, tiles)
  1778. BOOST_FOREACH(auto &tile, vt)
  1779. profits[howManyTilesWillBeDiscovered(tile, radius)].push_back(tile);
  1780. }
  1781. if(profits.empty())
  1782. throw cannotFulfillGoalException("Cannot explore - no possible ways found!");
  1783. auto bestDest = profits.end();
  1784. bestDest--;
  1785. return bestDest->second.front(); //TODO which is the real best tile?
  1786. }
  1787. }
  1788. }
  1789. TSubgoal CGoal::whatToDoToAchieve()
  1790. {
  1791. switch(goalType)
  1792. {
  1793. case WIN:
  1794. {
  1795. const CVictoryCondition &vc = cb->getMapHeader()->victoryCondition;
  1796. EVictoryConditionType::EVictoryConditionType cond = vc.condition;
  1797. if(!vc.appliesToAI)
  1798. {
  1799. //TODO deduce victory from human loss condition
  1800. cond = EVictoryConditionType::WINSTANDARD;
  1801. }
  1802. switch(cond)
  1803. {
  1804. case EVictoryConditionType::ARTIFACT:
  1805. return CGoal(GET_ART_TYPE).setaid(vc.ID);
  1806. case EVictoryConditionType::BEATHERO:
  1807. return CGoal(GET_OBJ).setobjid(vc.ID);
  1808. case EVictoryConditionType::BEATMONSTER:
  1809. return CGoal(GET_OBJ).setobjid(vc.ID);
  1810. case EVictoryConditionType::BUILDCITY:
  1811. //TODO build castle/capitol
  1812. break;
  1813. case EVictoryConditionType::BUILDGRAIL:
  1814. {
  1815. if(const CGHeroInstance *h = ai->getHeroWithGrail())
  1816. {
  1817. //hero is in a town that can host Grail
  1818. if(h->visitedTown && !vstd::contains(h->visitedTown->forbiddenBuildings, EBuilding::GRAIL))
  1819. {
  1820. const CGTownInstance *t = h->visitedTown;
  1821. return CGoal(BUILD_STRUCTURE).setbid(EBuilding::GRAIL).settown(t);
  1822. }
  1823. else
  1824. {
  1825. auto towns = cb->getTownsInfo();
  1826. towns.erase(boost::remove_if(towns,
  1827. [](const CGTownInstance *t) -> bool
  1828. {
  1829. return vstd::contains(t->forbiddenBuildings, EBuilding::GRAIL);
  1830. }),
  1831. towns.end());
  1832. boost::sort(towns, isCloser);
  1833. if(towns.size())
  1834. {
  1835. return CGoal(VISIT_TILE).sethero(h).settile(towns.front()->visitablePos());
  1836. }
  1837. }
  1838. }
  1839. double ratio = 0;
  1840. int3 grailPos = cb->getGrailPos(ratio);
  1841. if(ratio > 0.99)
  1842. {
  1843. return CGoal(DIG_AT_TILE).settile(grailPos);
  1844. }
  1845. else if(const CGObjectInstance * obj = ai->getUnvisitedObj(objWithID<Obj::OBELISK>)) //there are unvisited Obelisks
  1846. {
  1847. return CGoal(GET_OBJ).setobjid(obj->id);
  1848. }
  1849. else
  1850. return CGoal(EXPLORE);
  1851. }
  1852. break;
  1853. case EVictoryConditionType::CAPTURECITY:
  1854. return CGoal(GET_OBJ).setobjid(vc.ID);
  1855. case EVictoryConditionType::GATHERRESOURCE:
  1856. return CGoal(COLLECT_RES).setresID(vc.ID).setvalue(vc.count);
  1857. //TODO mines? piles? marketplace?
  1858. //save?
  1859. break;
  1860. case EVictoryConditionType::GATHERTROOP:
  1861. break;
  1862. case EVictoryConditionType::TAKEDWELLINGS:
  1863. break;
  1864. case EVictoryConditionType::TAKEMINES:
  1865. break;
  1866. case EVictoryConditionType::TRANSPORTITEM:
  1867. break;
  1868. case EVictoryConditionType::WINSTANDARD:
  1869. return CGoal(CONQUER);
  1870. default:
  1871. assert(0);
  1872. }
  1873. }
  1874. break;
  1875. case GET_OBJ:
  1876. {
  1877. const CGObjectInstance * obj = cb->getObj(objid);
  1878. if(!obj)
  1879. return CGoal(EXPLORE);
  1880. int3 pos = cb->getObj(objid)->visitablePos();
  1881. return CGoal(VISIT_TILE).settile(pos);
  1882. }
  1883. break;
  1884. case GET_ART_TYPE:
  1885. {
  1886. const CGObjectInstance *artInst = ai->lookForArt(aid);
  1887. if(!artInst)
  1888. {
  1889. TSubgoal alternativeWay = CGoal::lookForArtSmart(aid);
  1890. if(alternativeWay.invalid())
  1891. return CGoal(EXPLORE);
  1892. else
  1893. return alternativeWay;
  1894. }
  1895. else
  1896. return CGoal(GET_OBJ).setobjid(artInst->id);
  1897. }
  1898. break;
  1899. case CLEAR_WAY_TO:
  1900. {
  1901. assert(tile.x >= 0); //set tile
  1902. if(!cb->isVisible(tile))
  1903. {
  1904. tlog1 << "Clear way should be used with visible tiles!\n";
  1905. return CGoal(EXPLORE);
  1906. }
  1907. const CGHeroInstance *h = hero ? hero : ai->primaryHero();
  1908. if(!h)
  1909. return CGoal(RECRUIT_HERO);
  1910. cb->setSelection(h);
  1911. SectorMap sm;
  1912. bool dropToFile = false;
  1913. if(dropToFile) //for debug purposes
  1914. sm.write("test.txt");
  1915. int3 tileToHit = sm.firstTileToGet(h, tile);
  1916. //if(isSafeToVisit(h, tileToHit))
  1917. if(isBlockedBorderGate(tileToHit))
  1918. throw cannotFulfillGoalException("There's blocked border gate!");
  1919. if(tileToHit == tile)
  1920. {
  1921. tlog1 << boost::format("Very strange, tile to hit is %s and tile is also %s, while hero %s is at %s\n")
  1922. % tileToHit % tile % h->name % h->visitablePos();
  1923. throw cannotFulfillGoalException("Retreiving first tile to hit failed (probably)!");
  1924. }
  1925. return CGoal(VISIT_TILE).settile(tileToHit).sethero(h);
  1926. //TODO czy istnieje lepsza droga?
  1927. }
  1928. throw cannotFulfillGoalException("Cannot reach given tile!");
  1929. //return CGoal(EXPLORE); // TODO improve
  1930. case EXPLORE:
  1931. {
  1932. auto hs = cb->getHeroesInfo();
  1933. int howManyHeroes = hs.size();
  1934. erase(hs, [](const CGHeroInstance *h)
  1935. {
  1936. return contains(ai->lockedHeroes, h);
  1937. });
  1938. if(hs.empty()) //all heroes are busy. buy new one
  1939. {
  1940. if (howManyHeroes < 3 && ai->findTownWithTavern()) //we may want to recruit second hero. TODO: make it smart finally
  1941. return CGoal(RECRUIT_HERO);
  1942. else //find mobile hero with weakest army
  1943. {
  1944. hs = cb->getHeroesInfo();
  1945. erase_if(hs, [](const CGHeroInstance *h)
  1946. {
  1947. return !h->movement; //only hero with movement are of interest for us
  1948. });
  1949. if (hs.empty())
  1950. {
  1951. if (howManyHeroes < GameConstants::MAX_HEROES_PER_PLAYER)
  1952. return CGoal(RECRUIT_HERO);
  1953. else
  1954. throw cannotFulfillGoalException("No heroes with remaining MPs for exploring!\n");
  1955. }
  1956. boost::sort(hs, compareHeroStrength);
  1957. }
  1958. }
  1959. const CGHeroInstance *h = hs.front();
  1960. CGoal ret(VISIT_TILE);
  1961. ret.sethero(h);
  1962. return ret.settile(whereToExplore(h));
  1963. }
  1964. I_AM_ELEMENTAR;
  1965. case RECRUIT_HERO:
  1966. {
  1967. const CGTownInstance *t = ai->findTownWithTavern();
  1968. if(!t)
  1969. return CGoal(BUILD_STRUCTURE).setbid(EBuilding::TAVERN);
  1970. if(cb->getResourceAmount(Res::GOLD) < HERO_GOLD_COST)
  1971. return CGoal(COLLECT_RES).setresID(Res::GOLD).setvalue(HERO_GOLD_COST);
  1972. I_AM_ELEMENTAR;
  1973. }
  1974. break;
  1975. case VISIT_TILE:
  1976. {
  1977. if(!cb->isVisible(tile))
  1978. return CGoal(EXPLORE);
  1979. if(hero && !ai->isAccessibleForHero(tile, hero))
  1980. hero = NULL;
  1981. if(!hero)
  1982. {
  1983. if(cb->getHeroesInfo().empty())
  1984. return CGoal(RECRUIT_HERO);
  1985. BOOST_FOREACH(const CGHeroInstance *h, cb->getHeroesInfo())
  1986. {
  1987. if(ai->isAccessibleForHero(tile, h))
  1988. {
  1989. hero = h;
  1990. break;
  1991. }
  1992. }
  1993. }
  1994. if(hero)
  1995. {
  1996. if(isSafeToVisit(hero, tile))
  1997. return CGoal(*this).setisElementar(true);
  1998. else
  1999. return CGoal(GATHER_ARMY).sethero(hero);
  2000. }
  2001. else //inaccessible for all heroes
  2002. return CGoal(CLEAR_WAY_TO).settile(tile);
  2003. }
  2004. break;
  2005. case DIG_AT_TILE:
  2006. {
  2007. const CGObjectInstance *firstObj = frontOrNull(cb->getVisitableObjs(tile));
  2008. if(firstObj && firstObj->ID == GameConstants::HEROI_TYPE && firstObj->tempOwner == ai->playerID) //we have hero at dest
  2009. {
  2010. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance *>(firstObj);
  2011. return CGoal(*this).sethero(h).setisElementar(true);
  2012. }
  2013. return CGoal(VISIT_TILE).settile(tile);
  2014. }
  2015. break;
  2016. case BUILD_STRUCTURE:
  2017. //TODO check res
  2018. //look for town
  2019. //prerequisites?
  2020. I_AM_ELEMENTAR;
  2021. case COLLECT_RES:
  2022. {
  2023. std::vector<const IMarket*> markets;
  2024. std::vector<const CGObjectInstance*> visObjs;
  2025. ai->retreiveVisitableObjs(visObjs, true);
  2026. BOOST_FOREACH(const CGObjectInstance *obj, visObjs)
  2027. {
  2028. if(const IMarket *m = IMarket::castFrom(obj, false))
  2029. {
  2030. if(obj->ID == GameConstants::TOWNI_TYPE && obj->tempOwner == ai->playerID && m->allowsTrade(EMarketMode::RESOURCE_RESOURCE))
  2031. markets.push_back(m);
  2032. else if(obj->ID == Obj::TRADING_POST) //TODO a moze po prostu test na pozwalanie handlu?
  2033. markets.push_back(m);
  2034. }
  2035. }
  2036. boost::sort(markets, [](const IMarket *m1, const IMarket *m2) -> bool
  2037. {
  2038. return m1->getMarketEfficiency() < m2->getMarketEfficiency();
  2039. });
  2040. markets.erase(boost::remove_if(markets, [](const IMarket *market) -> bool
  2041. {
  2042. return !(market->o->ID == GameConstants::TOWNI_TYPE && market->o->tempOwner == ai->playerID)
  2043. && !ai->isAccessible(market->o->visitablePos());
  2044. }),markets.end());
  2045. if(!markets.size())
  2046. {
  2047. BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
  2048. {
  2049. if(cb->canBuildStructure(t, EBuilding::MARKETPLACE) == EBuildingState::ALLOWED)
  2050. return CGoal(BUILD_STRUCTURE).settown(t).setbid(EBuilding::MARKETPLACE);
  2051. }
  2052. }
  2053. else
  2054. {
  2055. const IMarket *m = markets.back();
  2056. //attempt trade at back (best prices)
  2057. int howManyCanWeBuy = 0;
  2058. for(int i = 0; i < ACTUAL_RESOURCE_COUNT; i++)
  2059. {
  2060. if(i == resID) continue;
  2061. int toGive = -1, toReceive = -1;
  2062. m->getOffer(i, resID, toGive, toReceive, EMarketMode::RESOURCE_RESOURCE);
  2063. assert(toGive > 0 && toReceive > 0);
  2064. howManyCanWeBuy += toReceive * (cb->getResourceAmount(i) / toGive);
  2065. }
  2066. if(howManyCanWeBuy + cb->getResourceAmount(resID) >= value)
  2067. {
  2068. auto backObj = backOrNull(cb->getVisitableObjs(m->o->visitablePos())); //it'll be a hero if we have one there; otherwise marketplace
  2069. assert(backObj);
  2070. if(backObj->tempOwner != ai->playerID)
  2071. return CGoal(GET_OBJ).setobjid(m->o->id);
  2072. return setobjid(m->o->id).setisElementar(true);
  2073. }
  2074. }
  2075. }
  2076. return CGoal(INVALID);
  2077. case CONQUER:
  2078. {
  2079. //TODO make use from many heroes
  2080. std::vector<const CGHeroInstance *> heroes = cb->getHeroesInfo();
  2081. erase_if(heroes, [](const CGHeroInstance *h)
  2082. {
  2083. return vstd::contains(ai->lockedHeroes, h) || !h->movement;
  2084. });
  2085. boost::sort(heroes, compareHeroStrength);
  2086. if(heroes.empty())
  2087. I_AM_ELEMENTAR;
  2088. const CGHeroInstance *h = heroes.back();
  2089. cb->setSelection(h);
  2090. std::vector<const CGObjectInstance *> objs; //here we'll gather enemy towns and heroes
  2091. ai->retreiveVisitableObjs(objs);
  2092. erase_if(objs, [&](const CGObjectInstance *obj)
  2093. {
  2094. return (obj->ID != GameConstants::TOWNI_TYPE && obj->ID != GameConstants::HEROI_TYPE) //not town/hero
  2095. || cb->getPlayerRelations(ai->playerID, obj->tempOwner) != 0; //not enemy
  2096. });
  2097. if(objs.empty())
  2098. return CGoal(EXPLORE); //we need to find an enemy
  2099. erase_if(objs, [&](const CGObjectInstance *obj)
  2100. {
  2101. return !isSafeToVisit(h, obj->visitablePos());
  2102. });
  2103. if(objs.empty())
  2104. I_AM_ELEMENTAR;
  2105. boost::sort(objs, isCloser);
  2106. BOOST_FOREACH(const CGObjectInstance *obj, objs)
  2107. {
  2108. if(ai->isAccessibleForHero(obj->visitablePos(), h))
  2109. return CGoal(VISIT_TILE).sethero(h).settile(obj->visitablePos());
  2110. }
  2111. return CGoal(EXPLORE); //enemy is inaccessible
  2112. }
  2113. break;
  2114. case BUILD:
  2115. I_AM_ELEMENTAR;
  2116. case INVALID:
  2117. I_AM_ELEMENTAR;
  2118. case GATHER_ARMY:
  2119. {
  2120. const CGHeroInstance *h = hero;
  2121. auto compareReinforcements = [h](const CGTownInstance *lhs, const CGTownInstance *rhs) -> bool
  2122. {
  2123. return howManyReinforcementsCanGet(h, lhs) < howManyReinforcementsCanGet(h, rhs);
  2124. };
  2125. std::vector<const CGTownInstance *> townsReachable;
  2126. BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
  2127. {
  2128. if(!t->visitingHero && howManyReinforcementsCanGet(h,t))
  2129. {
  2130. if(isReachable(t))
  2131. townsReachable.push_back(t);
  2132. }
  2133. }
  2134. if(townsReachable.size()) //try towns first
  2135. {
  2136. boost::sort(townsReachable, compareReinforcements);
  2137. return CGoal(VISIT_TILE).sethero(hero).settile(townsReachable.back()->visitablePos());
  2138. }
  2139. else
  2140. {
  2141. std::vector<const CGObjectInstance *> objs; //here we'll gather all dwellings
  2142. ai->retreiveVisitableObjs(objs);
  2143. erase_if(objs, [&](const CGObjectInstance *obj)
  2144. {
  2145. return (obj->ID != Obj::CREATURE_GENERATOR1); //not town/ dwelling
  2146. });
  2147. if(objs.empty()) //no possible objects, we did eveyrthing already
  2148. return CGoal(EXPLORE).sethero(hero);
  2149. //TODO: check if we can recruit any creatures there, evaluate army
  2150. boost::sort(objs, isCloser);
  2151. BOOST_FOREACH(const CGObjectInstance *obj, objs)
  2152. { //find safe dwelling
  2153. if (isSafeToVisit(hero, obj->visitablePos())) //TODO: make use of multiple heroes
  2154. return CGoal(VISIT_TILE).sethero(hero).settile(obj->visitablePos());
  2155. }
  2156. }
  2157. return CGoal(EXPLORE); //find dwelling
  2158. }
  2159. break;
  2160. default:
  2161. assert(0);
  2162. }
  2163. return CGoal(EXPLORE);
  2164. }
  2165. TSubgoal CGoal::goVisitOrLookFor(const CGObjectInstance *obj)
  2166. {
  2167. if(obj)
  2168. return CGoal(GET_OBJ).setobjid(obj->id);
  2169. else
  2170. return CGoal(EXPLORE);
  2171. }
  2172. TSubgoal CGoal::lookForArtSmart(int aid)
  2173. {
  2174. return CGoal(INVALID);
  2175. }
  2176. bool CGoal::invalid() const
  2177. {
  2178. return goalType == INVALID;
  2179. }
  2180. bool CGoal::isBlockedBorderGate(int3 tileToHit)
  2181. {
  2182. return cb->getTile(tileToHit)->topVisitableID() == Obj::BORDER_GATE
  2183. && cb->getPathInfo(tileToHit)->accessible != CGPathNode::ACCESSIBLE;
  2184. }
  2185. SectorMap::SectorMap()
  2186. {
  2187. // int3 sizes = cb->getMapSize();
  2188. // sector.resize(sizes.x);
  2189. // BOOST_FOREACH(auto &i, sector)
  2190. // i.resize(sizes.y);
  2191. //
  2192. // BOOST_FOREACH(auto &i, sector)
  2193. // BOOST_FOREACH(auto &j, i)
  2194. // j.resize(sizes.z, 0);
  2195. update();
  2196. }
  2197. bool markIfBlocked(ui8 &sec, crint3 pos, const TerrainTile *t)
  2198. {
  2199. if(t->blocked && !t->visitable)
  2200. {
  2201. sec = NOT_AVAILABLE;
  2202. return true;
  2203. }
  2204. return false;
  2205. }
  2206. bool markIfBlocked(ui8 &sec, crint3 pos)
  2207. {
  2208. return markIfBlocked(sec, pos, cb->getTile(pos));
  2209. }
  2210. void SectorMap::update()
  2211. {
  2212. clear();
  2213. int curSector = 3; //0 is invisible, 1 is not explored
  2214. foreach_tile_pos([&](crint3 pos)
  2215. {
  2216. if(retreiveTile(pos) == NOT_CHECKED)
  2217. {
  2218. if(!markIfBlocked(retreiveTile(pos), pos))
  2219. exploreNewSector(pos, curSector++);
  2220. }
  2221. });
  2222. valid = true;
  2223. }
  2224. void SectorMap::clear()
  2225. {
  2226. sector = cb->getVisibilityMap();
  2227. valid = false;
  2228. }
  2229. bool canBeEmbarkmentPoint(const TerrainTile *t)
  2230. {
  2231. //tile must be free of with unoccupied boat
  2232. return !t->blocked
  2233. || (t->visitableObjects.size() == 1 && t->topVisitableID() == Obj::BOAT);
  2234. }
  2235. void SectorMap::exploreNewSector(crint3 pos, int num)
  2236. {
  2237. Sector &s = infoOnSectors[num];
  2238. s.id = num;
  2239. s.water = cb->getTile(pos)->isWater();
  2240. std::queue<int3> toVisit;
  2241. toVisit.push(pos);
  2242. while(toVisit.size())
  2243. {
  2244. int3 curPos = toVisit.front();
  2245. toVisit.pop();
  2246. ui8 &sec = retreiveTile(curPos);
  2247. if(sec == NOT_CHECKED)
  2248. {
  2249. const TerrainTile *t = cb->getTile(curPos);
  2250. if(!markIfBlocked(sec, curPos, t))
  2251. {
  2252. if(t->isWater() == s.water) //sector is only-water or only-land
  2253. {
  2254. sec = num;
  2255. s.tiles.push_back(curPos);
  2256. foreach_neighbour(curPos, [&](crint3 neighPos)
  2257. {
  2258. if(retreiveTile(neighPos) == NOT_CHECKED)
  2259. {
  2260. toVisit.push(neighPos);
  2261. //parent[neighPos] = curPos;
  2262. }
  2263. const TerrainTile *nt = cb->getTile(neighPos, false);
  2264. if(nt && nt->isWater() != s.water && canBeEmbarkmentPoint(nt))
  2265. {
  2266. s.embarkmentPoints.push_back(neighPos);
  2267. }
  2268. });
  2269. if(t->visitable && vstd::contains(ai->knownSubterraneanGates, t->visitableObjects.front()))
  2270. toVisit.push(ai->knownSubterraneanGates[t->visitableObjects.front()]->pos);
  2271. }
  2272. }
  2273. }
  2274. }
  2275. removeDuplicates(s.embarkmentPoints);
  2276. }
  2277. void SectorMap::write(crstring fname)
  2278. {
  2279. std::ofstream out(fname);
  2280. for(int k = 0; k < cb->getMapSize().z; k++)
  2281. {
  2282. for(int j = 0; j < cb->getMapSize().y; j++)
  2283. {
  2284. for(int i = 0; i < cb->getMapSize().x; i++)
  2285. {
  2286. out << (int)sector[i][j][k] << '\t';
  2287. }
  2288. out << std::endl;
  2289. }
  2290. out << std::endl;
  2291. }
  2292. }
  2293. bool isWeeklyRevisitable (const CGObjectInstance * obj)
  2294. { //TODO: allow polling of remaining creatures in dwelling
  2295. if (dynamic_cast<const CGVisitableOPW *>(obj) || //ensures future compatibility, unlike IDs
  2296. dynamic_cast<const CGDwelling *>(obj) ||
  2297. dynamic_cast<const CBank *>(obj)) //banks tend to respawn often in mods
  2298. return true;
  2299. switch (obj->ID)
  2300. {
  2301. case Obj::STABLES: //any other potential visitable objects?
  2302. return true;
  2303. }
  2304. return false;
  2305. }
  2306. bool shouldVisit (const CGHeroInstance * h, const CGObjectInstance * obj)
  2307. {
  2308. switch (obj->ID)
  2309. {
  2310. case Obj::CREATURE_GENERATOR1:
  2311. {
  2312. bool canRecruitCreatures = false;
  2313. const CGDwelling * d = dynamic_cast<const CGDwelling *>(obj);
  2314. BOOST_FOREACH(auto level, d->creatures)
  2315. {
  2316. BOOST_FOREACH(auto c, level.second)
  2317. {
  2318. if (h->getSlotFor(c) != -1)
  2319. canRecruitCreatures = true;
  2320. }
  2321. }
  2322. return canRecruitCreatures;
  2323. }
  2324. case Obj::MONOLITH1:
  2325. case Obj::MONOLITH2:
  2326. case Obj::MONOLITH3:
  2327. case Obj::WHIRLPOOL:
  2328. //TODO: mehcanism for handling monoliths
  2329. return false;
  2330. case Obj::SCHOOL_OF_MAGIC:
  2331. case Obj::SCHOOL_OF_WAR:
  2332. {
  2333. TResources myRes = ai->myCb->getResourceAmount();
  2334. if (myRes[Res::GOLD] - GOLD_RESERVE < 1000)
  2335. return false;
  2336. }
  2337. break;
  2338. case Obj::LIBRARY_OF_ENLIGHTENMENT:
  2339. if (h->level < 12)
  2340. return false;
  2341. break;
  2342. }
  2343. if (obj->wasVisited(h))
  2344. return false;
  2345. return true;
  2346. }
  2347. int3 SectorMap::firstTileToGet(const CGHeroInstance *h, crint3 dst)
  2348. {
  2349. int sourceSector = retreiveTile(h->visitablePos()),
  2350. destinationSector = retreiveTile(dst);
  2351. if(sourceSector != destinationSector)
  2352. {
  2353. const Sector *src = &infoOnSectors[sourceSector],
  2354. *dst = &infoOnSectors[destinationSector];
  2355. std::map<const Sector*, const Sector*> preds;
  2356. std::queue<const Sector *> sq;
  2357. sq.push(src);
  2358. while(!sq.empty())
  2359. {
  2360. const Sector *s = sq.front();
  2361. sq.pop();
  2362. BOOST_FOREACH(int3 ep, s->embarkmentPoints)
  2363. {
  2364. Sector *neigh = &infoOnSectors[retreiveTile(ep)];
  2365. //preds[s].push_back(neigh);
  2366. if(!preds[neigh])
  2367. {
  2368. preds[neigh] = s;
  2369. sq.push(neigh);
  2370. }
  2371. }
  2372. //TODO consider other types of connections between sectors?
  2373. }
  2374. if(!preds[dst])
  2375. {
  2376. write("test.txt");
  2377. throw cannotFulfillGoalException(str(format("Cannot found connection between sectors %d and %d") % src->id % dst->id));
  2378. }
  2379. std::vector<const Sector*> toTraverse;
  2380. toTraverse.push_back(dst);
  2381. while(toTraverse.back() != src)
  2382. {
  2383. toTraverse.push_back(preds[toTraverse.back()]);
  2384. }
  2385. if(preds[dst])
  2386. {
  2387. const Sector *sectorToReach = toTraverse.at(toTraverse.size() - 2);
  2388. if(!src->water && sectorToReach->water) //embark
  2389. {
  2390. //embark on ship -> look for an EP with a boat
  2391. auto firstEP = boost::find_if(src->embarkmentPoints, [=](crint3 pos) -> bool
  2392. {
  2393. const TerrainTile *t = cb->getTile(pos);
  2394. return t && t->visitableObjects.size() == 1 && t->topVisitableID() == Obj::BOAT
  2395. && retreiveTile(pos) == sectorToReach->id;
  2396. });
  2397. if(firstEP != src->embarkmentPoints.end())
  2398. {
  2399. return *firstEP;
  2400. }
  2401. else
  2402. {
  2403. //we need to find a shipyard with an access to the desired sector's EP
  2404. //TODO what about Summon Boat spell?
  2405. std::vector<const IShipyard *> shipyards;
  2406. BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
  2407. {
  2408. if(t->hasBuilt(EBuilding::SHIPYARD))
  2409. shipyards.push_back(t);
  2410. }
  2411. std::vector<const CGObjectInstance*> visObjs;
  2412. ai->retreiveVisitableObjs(visObjs, true);
  2413. BOOST_FOREACH(const CGObjectInstance *obj, visObjs)
  2414. {
  2415. if(obj->ID != GameConstants::TOWNI_TYPE) //towns were handled in the previous loop
  2416. if(const IShipyard *shipyard = IShipyard::castFrom(obj))
  2417. shipyards.push_back(shipyard);
  2418. }
  2419. shipyards.erase(boost::remove_if(shipyards, [=](const IShipyard *shipyard) -> bool
  2420. {
  2421. return shipyard->state() != 0 || retreiveTile(shipyard->bestLocation()) != sectorToReach->id;
  2422. }),shipyards.end());
  2423. if(!shipyards.size())
  2424. {
  2425. //TODO consider possibility of building shipyard in a town
  2426. throw cannotFulfillGoalException("There is no known shipyard!");
  2427. }
  2428. //we have only shipyards that possibly can build ships onto the appropriate EP
  2429. auto ownedGoodShipyard = boost::find_if(shipyards, [](const IShipyard *s) -> bool
  2430. {
  2431. return s->o->tempOwner == ai->playerID;
  2432. });
  2433. if(ownedGoodShipyard != shipyards.end())
  2434. {
  2435. const IShipyard *s = *ownedGoodShipyard;
  2436. TResources shipCost;
  2437. s->getBoatCost(shipCost);
  2438. if(cb->getResourceAmount().canAfford(shipCost))
  2439. {
  2440. int3 ret = s->bestLocation();
  2441. cb->buildBoat(s);
  2442. return ret;
  2443. }
  2444. else
  2445. {
  2446. //TODO gather res
  2447. throw cannotFulfillGoalException("Not enough resources to build a boat");
  2448. }
  2449. }
  2450. else
  2451. {
  2452. //TODO pick best shipyard to take over
  2453. return shipyards.front()->o->pos;
  2454. }
  2455. }
  2456. }
  2457. else if(src->water && !sectorToReach->water)
  2458. {
  2459. //TODO
  2460. //disembark
  2461. }
  2462. else
  2463. {
  2464. //TODO
  2465. //transition between two land/water sectors. Monolith? Whirlpool? ...
  2466. throw cannotFulfillGoalException("Land-land and water-water inter-sector transitions are not implemented!");
  2467. }
  2468. }
  2469. else
  2470. {
  2471. throw cannotFulfillGoalException("Inter-sector route detection failed: not connected sectors?");
  2472. }
  2473. }
  2474. else
  2475. {
  2476. makeParentBFS(h->visitablePos());
  2477. int3 curtile = dst;
  2478. while(curtile != h->visitablePos())
  2479. {
  2480. if(cb->getPathInfo(curtile)->reachable())
  2481. {
  2482. return curtile;
  2483. }
  2484. else
  2485. {
  2486. auto i = parent.find(curtile);
  2487. if(i != parent.end())
  2488. {
  2489. assert(curtile != i->second);
  2490. curtile = i->second;
  2491. }
  2492. else
  2493. throw cannotFulfillGoalException("Unreachable tile in sector? Should not happen!");
  2494. }
  2495. }
  2496. }
  2497. throw cannotFulfillGoalException("Impossible happened.");
  2498. }
  2499. void SectorMap::makeParentBFS(crint3 source)
  2500. {
  2501. parent.clear();
  2502. int mySector = retreiveTile(source);
  2503. std::queue<int3> toVisit;
  2504. toVisit.push(source);
  2505. while(toVisit.size())
  2506. {
  2507. int3 curPos = toVisit.front();
  2508. toVisit.pop();
  2509. ui8 &sec = retreiveTile(curPos);
  2510. assert(sec == mySector); //consider only tiles from the same sector
  2511. //const TerrainTile *t = cb->getTile(curPos);
  2512. foreach_neighbour(curPos, [&](crint3 neighPos)
  2513. {
  2514. if(retreiveTile(neighPos) == mySector && !vstd::contains(parent, neighPos))
  2515. {
  2516. toVisit.push(neighPos);
  2517. parent[neighPos] = curPos;
  2518. }
  2519. });
  2520. }
  2521. }
  2522. unsigned char & SectorMap::retreiveTile(crint3 pos)
  2523. {
  2524. return retreiveTileN(sector, pos);
  2525. }
  2526. const CGObjectInstance * ObjectIdRef::operator->() const
  2527. {
  2528. return cb->getObj(id, false);
  2529. }
  2530. ObjectIdRef::operator const CGObjectInstance*() const
  2531. {
  2532. return cb->getObj(id, false);
  2533. }
  2534. ObjectIdRef::ObjectIdRef(int _id) : id(_id)
  2535. {
  2536. }
  2537. ObjectIdRef::ObjectIdRef(const CGObjectInstance *obj) : id(obj->id)
  2538. {
  2539. }
  2540. bool ObjectIdRef::operator<(const ObjectIdRef &rhs) const
  2541. {
  2542. return id < rhs.id;
  2543. }