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| #include "StdInc.h"#include "VCAI.h"#include "../../lib/UnlockGuard.h"#include "Fuzzy.h"#include "../../lib/CObjectHandler.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 AI2boost::thread_specific_ptr<CCallback> cb;boost::thread_specific_ptr<VCAI> ai;// CCallback *cb;// VCAI *ai;//helper RAII to manage global ai/cb ptrsstruct SetGlobalState{	SetGlobalState(VCAI * AI)	{		assert(!ai.get());		assert(!cb.get());		ai.reset(AI);		cb.reset(AI->myCb);	}	~SetGlobalState()	{		ai.release();		cb.release();	}};#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;bool compareHeroStrength(const CGHeroInstance *h1, const CGHeroInstance *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());}template<typename Range, typename Predicate>void erase_if(Range &vec, Predicate pred){	vec.erase(boost::remove_if(vec, pred),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(const CGHeroInstance *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);};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;	if(t->visitable)		objectDanger = evaluateDanger(t->visitableObjects.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;	CArmedInstance * dangerousObject;	if(t->visitable)	{		dangerousObject = dynamic_cast<CArmedInstance*>(t->visitableObjects.back());		objectDanger = evaluateDanger(t->visitableObjects.back()); //unguarded objects can also be dangerous or unhandled		if (dangerousObject)		{			objectDanger *= fh->getTacticalAdvantage (visitor, dangerousObject);		}	}	int3 guardPos = cb->guardingCreaturePosition(tile);	if(guardPos.x >= 0 && guardPos != tile)		guardDanger = evaluateDanger(guardPos, visitor);	//TODO mozna odwiedzic blockvis nie ruszajac straznika	return std::max(objectDanger, guardDanger);	return 0;}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 GameConstants::HEROI_TYPE:		{			InfoAboutHero iah;			cb->getHeroInfo(obj, iah);			return iah.army.getStrength();		}	case GameConstants::TOWNI_TYPE:	case Obj::GARRISON: case Obj::GARRISON2: //garrison		{			InfoAboutTown iat;			cb->getTownInfo(obj, iat);			return iat.army.getStrength();		}	case GameConstants::CREI_TYPE:		{			//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::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));	case Obj::WHIRLPOOL: //whirlpool	case Obj::MONOLITH1:	case Obj::MONOLITH2:	case Obj::MONOLITH3:		//TODO mechanism for handling monoliths		return 1000000000;	default:		return 0;	}}bool compareDanger(const CGObjectInstance *lhs, const CGObjectInstance *rhs){	return evaluateDanger(lhs) < evaluateDanger(rhs);}VCAI::VCAI(void){	LOG_ENTRY;	myCb = NULL;	battleAIName = "StupidAI";	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 TerrainTile *t1 = cb->getTile(CGHeroInstance::convertPosition(details.start, false), false),			*t2 = cb->getTile(CGHeroInstance::convertPosition(details.end, false), false);		if(!t1 || !t2) //enemy may have teleported to a tile we don't see			return;		if(t1->visitable && t2->visitable)		{			const CGObjectInstance *o1 = t1->visitableObjects.front(),				*o2 = t2->visitableObjects.front();			if(o1->ID == Obj::SUBTERRANEAN_GATE && o2->ID == Obj::SUBTERRANEAN_GATE)			{				knownSubterraneanGates[o1] = o2;				knownSubterraneanGates[o2] = o1;			}		}	}}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 teh object and wait for return		if(visitedObj->ID != Obj::MONSTER) //TODO: poll bank if it was cleared			alreadyVisited.push_back(visitedObj);	}}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;}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());}void VCAI::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor){	NET_EVENT_HANDLER;	LOG_ENTRY;}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.removeQuery();	}}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, boost::function<void(ui32)> &callback){	NET_EVENT_HANDLER;	LOG_ENTRY;	status.addQuery();	callback(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();	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;	cb->selectionMade(sel, askID);}void VCAI::showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, boost::function<void()> &onEnd){	NET_EVENT_HANDLER;	LOG_ENTRY;	status.addQuery();	//you can't request action from action-response thread	//pickBestCreatures (down, up);	onEnd();}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(-1, "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);				}			}		}		case 7: //reconsider strategy		{			const CGHeroInstance * h = primaryHero();			if (h) //check if our primary hero can ahndle 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;					}				}				if (dangerousObjects && totalDanger / dangerousObjects > h->getHeroStrength())				{					setGoal (h, CGoal(GATHER_ARMY).sethero(h));				}			}		}	}	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	{		striveToGoal(CGoal(WIN));		for (auto hg = lockedHeroes.begin(); hg != lockedHeroes.end(); hg++) //continue our goals		{			if (!hg->second.invalid())				striveToGoal (hg->second);		}		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, const CGHeroInstance * h){	int3 dst = obj->visitablePos();	BNLOG("%s will try to visit %s at (%s)", h->name % obj->hoverName % strFromInt3(dst));	return moveHeroToTile(dst, h);}void VCAI::performObjectInteraction(const CGObjectInstance * obj, const CGHeroInstance * h){	switch (obj->ID)	{		case Obj::CREATURE_GENERATOR1:			recruitCreatures(dynamic_cast<const CGDwelling *>(obj));		break;	}}void VCAI::moveCreaturesToHero(const CGTownInstance * t){	if(t->visitingHero && t->armedGarrison())	{		pickBestCreatures (t->visitingHero, t);	}}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};	//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())			creToPower[i.second->type] += i.second->getPower(); 	//TODO - consider more than just power (ie morale penalty, hero specialty in certain stacks, etc)	std::vector<const CCreature *> bestArmy; //types that'll be in final dst army	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	{		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						cb->mergeOrSwapStacks(armyPtr, army, j, i);	//TODO - having now strongest possible army, we may want to think about arranging stacks}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);	}}void VCAI::buildStructure(const CGTownInstance * t){	//TODO make *real* town development system	const int buildings[] = {5, 11, 14, 16, 0, 12, 7, 8, 9, 13, 30, 31, 32, 33, 34, 35, 36, 37, 38,								39, 40, 41, 42, 43, 1, 2, 3, 4, 17, 18, 19, 21, 22, 23};	for(int i = 0; i < ARRAY_COUNT(buildings); i++)	{		if(t->hasBuilt(buildings[i]))			continue;		const CBuilding *b = VLC->buildh->buildings[t->subID][buildings[i]];		int canBuild = cb->canBuildStructure(t, buildings[i]);		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, buildings[i]);			}			break;		}		else if(canBuild == EBuildingState::NO_RESOURCES)		{			TResources mine = cb->getResourceAmount(), cost = VLC->buildh->buildings[t->subID][buildings[i]]->resources,				income = estimateIncome();			for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)			{				int diff = mine[i] - cost[i] + income[i];				if(diff < 0)					saving[i] = 1;			}			continue;		}	}}bool isSafeToVisit(const CGHeroInstance *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(const CGHeroInstance *h){	validateVisitableObjs();	std::vector<const CGObjectInstance *> possibleDestinations;	BOOST_FOREACH(const CGObjectInstance *obj, visitableObjs)	{		if(cb->getPathInfo(obj->visitablePos())->reachable()  &&			(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		{			if(vstd::contains(alreadyVisited, obj))				return true;			if(!isSafeToVisit(h, obj->visitablePos()))				return true;			return false;		}),possibleDestinations.end());	return possibleDestinations;}void VCAI::wander(const CGHeroInstance * h){	while(1)	{		auto dests = getPossibleDestinations(h);		if(!dests.size()) //TODO: merge with GATHER_ARMY goal		{			PNLOG("Nowhere more to go...\n");			setGoal (h, INVALID);			break;		}		if(!goVisitObj(dests.front(), h))		{			BNLOG("Hero %s apparently used all MPs (%d left)\n", h->name % h->movement);			break;		}		if(h->visitedTown)		{			townVisitsThisWeek[h].push_back(h->visitedTown);			buildArmyIn(h->visitedTown);			break;		}	}}void VCAI::setGoal (const CGHeroInstance *h, const CGoal goal){ //TODO: check for presence?	lockedHeroes[h] = goal;}void VCAI::setGoal (const CGHeroInstance *h, EGoals goalType){	lockedHeroes[h] = CGoal(goalType);}void VCAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side){	assert(playerID > GameConstants::PLAYER_LIMIT || status.getBattle() == UPCOMING_BATTLE);	status.setBattle(ONGOING_BATTLE);	const TerrainTile *t = myCb->getTile(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("battle of %s attacking %s at %s") % (hero1 ? hero1->name : "a army") % (t ? t->visitableObjects.back()->hoverName : "unknown enemy") % tile);	CAdventureAI::battleStart(army1, army2, tile, hero1, hero2, side);}void VCAI::battleEnd(const BattleResult *br){	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::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{	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++)				if(const TerrainTile *t = cb->getTile(int3(i,j,k), false))				{					BOOST_FOREACH(const CGObjectInstance *obj, t->visitableObjects)					{						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;}const CGHeroInstance * 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, const CGHeroInstance * h) const{	cb->setSelection(h);	return cb->getPathInfo(pos)->reachable();}class cannotFulfillGoalException : public std::exception{	std::string msg;public:	explicit cannotFulfillGoalException(crstring _Message) : msg(_Message)	{	}	virtual ~cannotFulfillGoalException() throw ()	{	};	const char *what() const throw () OVERRIDE	{		return msg.c_str();	}};bool VCAI::moveHeroToTile(int3 dst, const CGHeroInstance * h){	visitedObject = NULL;	int3 startHpos = h->visitablePos();	bool ret = false;	if(startHpos == dst)	{		assert(cb->getTile(dst)->visitableObjects.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;			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())				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->tempOwner != playerID) //we lost hero			{				remove_if_present(lockedHeroes, h);				break;			}		}		ret = !i;	}	if (visitedObject) //we step into something interesting		performObjectInteraction (visitedObject, h);	if(h->tempOwner == playerID) //lost hero after last move		cb->recalculatePaths();	BNLOG("Hero %s moved from %s to %s", h->name % startHpos % h->visitablePos());	return ret;}int howManyTilesWillBeDiscovered(const int3 &pos, int radious){	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))			{				ret++;			}		}	}	return ret;}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 %d", g.goalType);	switch(g.goalType)	{	case EXPLORE:		{			assert(0); //this goal is not elementar!		}		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:		{			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));					setGoal (g.hero, INVALID); //this hero reached target and no goal			}			else				throw cannotFulfillGoalException("There's a blocked gate!");		}		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);				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:		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);					cb->trade(obj, EMarketMode::RESOURCE_RESOURCE, i, g.resID, toGive);					if(cb->getResourceAmount(g.resID) >= g.value)						return;				}			}			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();		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(vstd::contains(t->builtBuildings, EBuilding::TAVERN) && !t->visitingHero)			return t;	return NULL;}std::vector<const CGHeroInstance *> VCAI::getUnblockedHeroes() const{	std::vector<const CGHeroInstance *> ret = cb->getHeroesInfo();	BOOST_FOREACH(auto h, lockedHeroes)	{		if (!h.second.invalid()) //we can use heroes without valid goal			remove_if_present(ret, h.first);	}	return ret;}const CGHeroInstance * 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";}void VCAI::striveToGoal(const CGoal &ultimateGoal){	while(1)	{		CGoal goal = ultimateGoal;		BNLOG("Striving to goal of type %d", ultimateGoal.goalType);		int maxGoals = 100; //preventing deadlock for mutually dependent goals		while(!goal.isElementar && maxGoals)		{			INDENT;			BNLOG("Considering goal %d.", goal.goalType);			try			{				boost::this_thread::interruption_point();				goal = goal.whatToDoToAchieve();				--maxGoals;			}			catch(std::exception &e)			{				BNLOG("Goal %d decomposition failed: %s", goal.goalType % e.what());				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				}			}			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(std::exception &e)		{			BNLOG("Failed to realize subgoal of type %d (greater goal type was %d), I will stop.", goal.goalType % ultimateGoal.goalType);			BNLOG("The error message was: %s", e.what());			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(const CGHeroInstance *h, getUnblockedHeroes())	{		BNLOG("Looking into %s, MP=%d", h->name.c_str() % h->movement);		INDENT;		makePossibleUpgrades(h);		cb->setSelection(h);		wander(h);	}}void VCAI::buildArmyIn(const CGTownInstance * t){	makePossibleUpgrades(t->visitingHero);	makePossibleUpgrades(t);	recruitCreatures(t);	moveCreaturesToHero(t);}int3 VCAI::explorationBestNeighbour(int3 hpos, int radius, const CGHeroInstance * 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, const CGHeroInstance * h, std::vector<std::vector<int3> > &tiles){	TimeCheck tc("looking for new exploration point");	tlog0 << "Looking for an another place for exploration...\n";	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))			{				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::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();}AIStatus::AIStatus(){	battle = NO_BATTLE;	remainingQueries = 0;	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::addQueries(int val){	boost::unique_lock<boost::mutex> lock(mx);	remainingQueries += val;	BNLOG("Changing count of queries by %d, to a total of %d", val % remainingQueries);	assert(remainingQueries >= 0);	cv.notify_all();}void AIStatus::addQuery(){	addQueries(1);}void AIStatus::removeQuery(){	addQueries(-1);}int AIStatus::getQueriesCount(){	boost::unique_lock<boost::mutex> lock(mx);	return remainingQueries;}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)		cv.wait(lock);}bool AIStatus::haveTurn(){	boost::unique_lock<boost::mutex> lock(mx);	return havingTurn;}int3 whereToExplore(const CGHeroInstance *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], metryka taksówkowa		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())				throw cannotFulfillGoalException("Cannot explore - no possible ways found!");			auto bestDest = profits.end();			bestDest--;			return bestDest->second.front(); //TODO which is the real best tile?		}	}}TSubgoal CGoal::whatToDoToAchieve(){	switch(goalType)	{	case WIN:		{			const CVictoryCondition &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.ID);			case EVictoryConditionType::BEATHERO:				return CGoal(GET_OBJ).setobjid(vc.ID);			case EVictoryConditionType::BEATMONSTER:				return CGoal(GET_OBJ).setobjid(vc.ID);			case EVictoryConditionType::BUILDCITY:				//TODO build castle/capitol				break;			case EVictoryConditionType::BUILDGRAIL:				{					if(const CGHeroInstance *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);					}					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.ID);			case EVictoryConditionType::GATHERRESOURCE:				return CGoal(COLLECT_RES).setresID(vc.ID).setvalue(vc.count);				//TODO mines? piles? marketplace?				//save?				break;			case EVictoryConditionType::GATHERTROOP:				break;			case EVictoryConditionType::TAKEDWELLINGS:				break;			case EVictoryConditionType::TAKEMINES:				break;			case EVictoryConditionType::TRANSPORTITEM:				break;			case EVictoryConditionType::WINSTANDARD:				return CGoal(CONQUER);			default:				assert(0);			}		}		break;	case GET_OBJ:		{			const CGObjectInstance * obj = cb->getObj(objid);			if(!obj)				return CGoal(EXPLORE);			int3 pos = cb->getObj(objid)->visitablePos();			return CGoal(VISIT_TILE).settile(pos);		}		break;	case GET_ART_TYPE:		{			const CGObjectInstance *artInst = ai->lookForArt(aid);			if(!artInst)			{				TSubgoal alternativeWay = CGoal::lookForArtSmart(aid);				if(alternativeWay.invalid())					return CGoal(EXPLORE);				else					return alternativeWay;			}			else				return CGoal(GET_OBJ).setobjid(artInst->id);		}		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);			}			const CGHeroInstance *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))				throw cannotFulfillGoalException("There's blocked border gate!");			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("Retreiving first tile to hit failed (probably)!");			}			return CGoal(VISIT_TILE).settile(tileToHit).sethero(h);			//TODO czy istnieje lepsza droga?		}		throw cannotFulfillGoalException("Cannot reach given tile!");		//return CGoal(EXPLORE); // TODO improve	case EXPLORE:		{			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.front();			CGoal ret(VISIT_TILE);			ret.sethero(h);			return ret.settile(whereToExplore(h));		}		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);			}			else	//inaccessible for all heroes				return CGoal(CLEAR_WAY_TO).settile(tile);		}		break;	case DIG_AT_TILE:		{			auto objs = cb->getTile(tile)->visitableObjects;			if(objs.size() && objs.front()->ID == GameConstants::HEROI_TYPE && objs.front()->tempOwner == ai->playerID) //we have hero at dest			{				const CGHeroInstance *h = dynamic_cast<const CGHeroInstance *>(objs.front());				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 == GameConstants::TOWNI_TYPE && 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 == GameConstants::TOWNI_TYPE && 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)				{					if(cb->getTile(m->o->visitablePos())->visitableObjects.back()->tempOwner != ai->playerID)						return CGoal(GET_OBJ).setobjid(m->o->id);					return setobjid(m->o->id).setisElementar(true);				}			}		}		return CGoal(INVALID);	case CONQUER:		{			//TODO make use from many heroes			std::vector<const CGHeroInstance *> heroes = cb->getHeroesInfo();			erase_if(heroes, [](const CGHeroInstance *h)			{				return vstd::contains(ai->lockedHeroes, h) || !h->movement;			});			boost::sort(heroes, compareHeroStrength);			if(heroes.empty())				I_AM_ELEMENTAR;			const CGHeroInstance *h = heroes.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 != GameConstants::TOWNI_TYPE && obj->ID != GameConstants::HEROI_TYPE) //not town/hero					|| 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());			});			if(objs.empty())				I_AM_ELEMENTAR;			boost::sort(objs, isCloser);			BOOST_FOREACH(const CGObjectInstance *obj, objs)			{				if(ai->isAccessibleForHero(obj->visitablePos(), h))					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:		{			const CGHeroInstance *h = hero;			auto compareReinforcements = [h](const CGTownInstance *lhs, const CGTownInstance *rhs) -> bool			{				return howManyReinforcementsCanGet(h, lhs) < howManyReinforcementsCanGet(h, rhs);			};			std::vector<const CGTownInstance *> townsReachable;			BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())			{				if(!t->visitingHero && howManyReinforcementsCanGet(h,t))				{					if(isReachable(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			{				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); //not town/ dwelling				});				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				boost::sort(objs, isCloser);				BOOST_FOREACH(const CGObjectInstance *obj, objs)				{ //find safe dwelling					if (isSafeToVisit(hero, obj->visitablePos())) //TODO: make use of multiple heroes						return CGoal(VISIT_TILE).sethero(hero).settile(obj->visitablePos());				}			}			return CGoal(EXPLORE); //find dwelling		}		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 CGoal::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) || dynamic_cast<const CGDwelling *>(obj)) //ensures future compatibility, unlike IDs		return true;	switch (obj->ID)	{		case Obj::STABLES: //any other potential visitable objects?			return true;	}	return false;}int3 SectorMap::firstTileToGet(const CGHeroInstance *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");			throw cannotFulfillGoalException(str(format("Cannot found 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 != GameConstants::TOWNI_TYPE) //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);}
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