Actors.cpp 12 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482
  1. /*
  2. * AINodeStorage.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "Actors.h"
  12. #include "../VCAI.h"
  13. #include "../Engine/Nullkiller.h"
  14. #include "../../../CCallback.h"
  15. #include "../../../lib/mapping/CMap.h"
  16. #include "../../../lib/mapObjects/MapObjects.h"
  17. #include "Actions/BuyArmyAction.h"
  18. CCreatureSet emptyArmy;
  19. bool HeroExchangeArmy::needsLastStack() const
  20. {
  21. return true;
  22. }
  23. std::shared_ptr<SpecialAction> HeroExchangeArmy::getActorAction() const
  24. {
  25. std::shared_ptr<SpecialAction> result;
  26. if(requireBuyArmy)
  27. {
  28. result.reset(new AIPathfinding::BuyArmyAction());
  29. }
  30. return result;
  31. }
  32. ChainActor::ChainActor(const CGHeroInstance * hero, HeroRole heroRole, uint64_t chainMask)
  33. :hero(hero), heroRole(heroRole), isMovable(true), chainMask(chainMask), creatureSet(hero),
  34. baseActor(this), carrierParent(nullptr), otherParent(nullptr), actorExchangeCount(1), armyCost(), actorAction()
  35. {
  36. initialPosition = hero->visitablePos();
  37. layer = hero->boat ? EPathfindingLayer::SAIL : EPathfindingLayer::LAND;
  38. initialMovement = hero->movement;
  39. initialTurn = 0;
  40. armyValue = hero->getArmyStrength();
  41. heroFightingStrength = hero->getFightingStrength();
  42. }
  43. ChainActor::ChainActor(const ChainActor * carrier, const ChainActor * other, const CCreatureSet * heroArmy)
  44. :hero(carrier->hero), heroRole(carrier->heroRole), isMovable(true), creatureSet(heroArmy), chainMask(carrier->chainMask | other->chainMask),
  45. baseActor(this), carrierParent(carrier), otherParent(other), heroFightingStrength(carrier->heroFightingStrength),
  46. actorExchangeCount(carrier->actorExchangeCount + other->actorExchangeCount), armyCost(carrier->armyCost + other->armyCost), actorAction()
  47. {
  48. armyValue = heroArmy->getArmyStrength();
  49. }
  50. ChainActor::ChainActor(const CGObjectInstance * obj, const CCreatureSet * creatureSet, uint64_t chainMask, int initialTurn)
  51. :hero(nullptr), heroRole(HeroRole::MAIN), isMovable(false), creatureSet(creatureSet), chainMask(chainMask),
  52. baseActor(this), carrierParent(nullptr), otherParent(nullptr), initialTurn(initialTurn), initialMovement(0),
  53. heroFightingStrength(0), actorExchangeCount(1), armyCost(), actorAction()
  54. {
  55. initialPosition = obj->visitablePos();
  56. layer = EPathfindingLayer::LAND;
  57. armyValue = creatureSet->getArmyStrength();
  58. }
  59. std::string ChainActor::toString() const
  60. {
  61. return hero->name;
  62. }
  63. ObjectActor::ObjectActor(const CGObjectInstance * obj, const CCreatureSet * army, uint64_t chainMask, int initialTurn)
  64. :ChainActor(obj, army, chainMask, initialTurn), object(obj)
  65. {
  66. }
  67. const CGObjectInstance * ObjectActor::getActorObject() const
  68. {
  69. return object;
  70. }
  71. std::string ObjectActor::toString() const
  72. {
  73. return object->getObjectName() + " at " + object->visitablePos().toString();
  74. }
  75. HeroActor::HeroActor(const CGHeroInstance * hero, HeroRole heroRole, uint64_t chainMask, const Nullkiller * ai)
  76. :ChainActor(hero, heroRole, chainMask)
  77. {
  78. exchangeMap.reset(new HeroExchangeMap(this, ai));
  79. setupSpecialActors();
  80. }
  81. HeroActor::HeroActor(
  82. const ChainActor * carrier,
  83. const ChainActor * other,
  84. const HeroExchangeArmy * army,
  85. const Nullkiller * ai)
  86. :ChainActor(carrier, other, army)
  87. {
  88. exchangeMap.reset(new HeroExchangeMap(this, ai));
  89. armyCost += army->armyCost;
  90. actorAction = army->getActorAction();
  91. setupSpecialActors();
  92. }
  93. void ChainActor::setBaseActor(HeroActor * base)
  94. {
  95. baseActor = base;
  96. hero = base->hero;
  97. heroRole = base->heroRole;
  98. layer = base->layer;
  99. initialMovement = base->initialMovement;
  100. initialTurn = base->initialTurn;
  101. armyValue = base->armyValue;
  102. chainMask = base->chainMask;
  103. creatureSet = base->creatureSet;
  104. isMovable = base->isMovable;
  105. heroFightingStrength = base->heroFightingStrength;
  106. armyCost = base->armyCost;
  107. actorAction = base->actorAction;
  108. }
  109. void HeroActor::setupSpecialActors()
  110. {
  111. auto allActors = std::vector<ChainActor *>{this};
  112. for(ChainActor & specialActor : specialActors)
  113. {
  114. specialActor.setBaseActor(this);
  115. allActors.push_back(&specialActor);
  116. }
  117. for(int i = 0; i <= SPECIAL_ACTORS_COUNT; i++)
  118. {
  119. ChainActor * actor = allActors[i];
  120. actor->allowBattle = (i & 1) > 0;
  121. actor->allowSpellCast = (i & 2) > 0;
  122. actor->allowUseResources = (i & 4) > 0;
  123. actor->battleActor = allActors[i | 1];
  124. actor->castActor = allActors[i | 2];
  125. actor->resourceActor = allActors[i | 4];
  126. }
  127. }
  128. ExchangeResult ChainActor::tryExchangeNoLock(const ChainActor * specialActor, const ChainActor * other) const
  129. {
  130. if(!isMovable) return ExchangeResult();
  131. return baseActor->tryExchangeNoLock(specialActor, other);
  132. }
  133. namespace vstd
  134. {
  135. template <class M, class Key, class F>
  136. typename M::mapped_type & getOrCompute(M &m, Key const& k, F f)
  137. {
  138. typedef typename M::mapped_type V;
  139. std::pair<typename M::iterator, bool> r = m.insert(typename M::value_type(k, V()));
  140. V &v = r.first->second;
  141. if(r.second)
  142. f(v);
  143. return v;
  144. }
  145. }
  146. ExchangeResult HeroActor::tryExchangeNoLock(const ChainActor * specialActor, const ChainActor * other) const
  147. {
  148. const ChainActor * otherBase = other->baseActor;
  149. ExchangeResult result = exchangeMap->tryExchangeNoLock(otherBase);
  150. if(!result.actor || !result.lockAcquired) return result;
  151. if(specialActor == this)
  152. return result;
  153. int index = vstd::find_pos_if(specialActors, [specialActor](const ChainActor & actor) -> bool
  154. {
  155. return &actor == specialActor;
  156. });
  157. result.actor = &(dynamic_cast<HeroActor *>(result.actor)->specialActors[index]);
  158. return result;
  159. }
  160. HeroExchangeMap::HeroExchangeMap(const HeroActor * actor, const Nullkiller * ai)
  161. :actor(actor), ai(ai), sync()
  162. {
  163. }
  164. HeroExchangeMap::~HeroExchangeMap()
  165. {
  166. CCreature::DisableChildLinkage = true;
  167. for(auto & exchange : exchangeMap)
  168. {
  169. if(!exchange.second) continue;
  170. delete exchange.second->creatureSet;
  171. }
  172. CCreature::DisableChildLinkage = false;
  173. for(auto & exchange : exchangeMap)
  174. {
  175. if(!exchange.second) continue;
  176. delete exchange.second;
  177. }
  178. exchangeMap.clear();
  179. }
  180. ExchangeResult HeroExchangeMap::tryExchangeNoLock(const ChainActor * other)
  181. {
  182. ExchangeResult result;
  183. {
  184. boost::shared_lock<boost::shared_mutex> lock(sync, boost::try_to_lock);
  185. if(!lock.owns_lock())
  186. {
  187. result.lockAcquired = false;
  188. return result;
  189. }
  190. auto position = exchangeMap.find(other);
  191. if(position != exchangeMap.end())
  192. {
  193. result.actor = position->second;
  194. return result;
  195. }
  196. }
  197. {
  198. boost::unique_lock<boost::shared_mutex> uniqueLock(sync, boost::try_to_lock);
  199. if(!uniqueLock.owns_lock())
  200. {
  201. result.lockAcquired = false;
  202. return result;
  203. }
  204. auto inserted = exchangeMap.insert(std::pair<const ChainActor *, HeroActor *>(other, nullptr));
  205. if(!inserted.second)
  206. {
  207. result.actor = inserted.first->second;
  208. return result; // already inserted
  209. }
  210. auto position = inserted.first;
  211. auto differentMasks = (actor->chainMask & other->chainMask) == 0;
  212. if(!differentMasks) return result;
  213. TResources resources = ai->cb->getResourceAmount();
  214. if(!resources.canAfford(actor->armyCost + other->armyCost))
  215. {
  216. #if PATHFINDER_TRACE_LEVEL >= 2
  217. logAi->trace(
  218. "Can not afford exchange because of total cost %s but we have %s",
  219. (actor->armyCost + other->armyCost).toString(),
  220. resources.toString());
  221. #endif
  222. return result;
  223. }
  224. if(other->isMovable && other->armyValue <= actor->armyValue / 10 && other->armyValue < MIN_ARMY_STRENGTH_FOR_CHAIN)
  225. return result;
  226. TResources availableResources = resources - actor->armyCost - other->armyCost;
  227. HeroExchangeArmy * upgradedInitialArmy = tryUpgrade(actor->creatureSet, other->getActorObject(), availableResources);
  228. HeroExchangeArmy * newArmy;
  229. if(other->creatureSet->Slots().size())
  230. {
  231. if(upgradedInitialArmy)
  232. {
  233. newArmy = pickBestCreatures(upgradedInitialArmy, other->creatureSet);
  234. newArmy->armyCost = upgradedInitialArmy->armyCost;
  235. newArmy->requireBuyArmy = upgradedInitialArmy->requireBuyArmy;
  236. delete upgradedInitialArmy;
  237. }
  238. else
  239. {
  240. newArmy = pickBestCreatures(actor->creatureSet, other->creatureSet);
  241. }
  242. }
  243. else
  244. {
  245. newArmy = upgradedInitialArmy;
  246. }
  247. if(!newArmy) return result;
  248. auto reinforcement = newArmy->getArmyStrength() - actor->creatureSet->getArmyStrength();
  249. #if PATHFINDER_TRACE_LEVEL >= 2
  250. logAi->trace(
  251. "Exchange %s->%s reinforcement: %d, %f%%",
  252. actor->toString(),
  253. other->toString(),
  254. reinforcement,
  255. 100.0f * reinforcement / actor->armyValue);
  256. #endif
  257. if(reinforcement <= actor->armyValue / 10 && reinforcement < MIN_ARMY_STRENGTH_FOR_CHAIN)
  258. {
  259. delete newArmy;
  260. return result;
  261. }
  262. HeroActor * exchanged = new HeroActor(actor, other, newArmy, ai);
  263. exchanged->armyCost += newArmy->armyCost;
  264. result.actor = exchanged;
  265. exchangeMap[other] = exchanged;
  266. return result;
  267. }
  268. }
  269. HeroExchangeArmy * HeroExchangeMap::tryUpgrade(
  270. const CCreatureSet * army,
  271. const CGObjectInstance * upgrader,
  272. TResources resources) const
  273. {
  274. HeroExchangeArmy * target = new HeroExchangeArmy();
  275. auto upgradeInfo = ai->armyManager->calculateCreateresUpgrade(army, upgrader, resources);
  276. if(upgradeInfo.upgradeValue)
  277. {
  278. for(auto & slotInfo : upgradeInfo.resultingArmy)
  279. {
  280. auto targetSlot = target->getFreeSlot();
  281. target->addToSlot(targetSlot, slotInfo.creature->idNumber, TQuantity(slotInfo.count));
  282. }
  283. resources -= upgradeInfo.upgradeCost;
  284. target->armyCost += upgradeInfo.upgradeCost;
  285. }
  286. else
  287. {
  288. for(auto slot : army->Slots())
  289. {
  290. auto targetSlot = target->getSlotFor(slot.second->getCreatureID());
  291. target->addToSlot(targetSlot, slot.second->getCreatureID(), slot.second->count);
  292. }
  293. }
  294. if(upgrader->ID == Obj::TOWN)
  295. {
  296. auto buyArmy = ai->armyManager->getArmyAvailableToBuy(target, ai->cb->getTown(upgrader->id), resources);
  297. for(auto creatureToBuy : buyArmy)
  298. {
  299. auto targetSlot = target->getSlotFor(creatureToBuy.cre);
  300. target->addToSlot(targetSlot, creatureToBuy.creID, creatureToBuy.count);
  301. target->armyCost += creatureToBuy.cre->cost * creatureToBuy.count;
  302. target->requireBuyArmy = true;
  303. }
  304. }
  305. if(target->getArmyStrength() <= army->getArmyStrength())
  306. {
  307. delete target;
  308. return nullptr;
  309. }
  310. return target;
  311. }
  312. HeroExchangeArmy * HeroExchangeMap::pickBestCreatures(const CCreatureSet * army1, const CCreatureSet * army2) const
  313. {
  314. HeroExchangeArmy * target = new HeroExchangeArmy();
  315. auto bestArmy = ai->armyManager->getBestArmy(actor->hero, army1, army2);
  316. for(auto & slotInfo : bestArmy)
  317. {
  318. auto targetSlot = target->getFreeSlot();
  319. target->addToSlot(targetSlot, slotInfo.creature->idNumber, TQuantity(slotInfo.count));
  320. }
  321. return target;
  322. }
  323. HillFortActor::HillFortActor(const CGObjectInstance * hillFort, uint64_t chainMask)
  324. :ObjectActor(hillFort, &emptyArmy, chainMask, 0)
  325. {
  326. }
  327. DwellingActor::DwellingActor(const CGDwelling * dwelling, uint64_t chainMask, bool waitForGrowth, int dayOfWeek)
  328. : ObjectActor(
  329. dwelling,
  330. getDwellingCreatures(dwelling, waitForGrowth),
  331. chainMask,
  332. getInitialTurn(waitForGrowth, dayOfWeek)),
  333. dwelling(dwelling)
  334. {
  335. for(auto & slot : creatureSet->Slots())
  336. {
  337. armyCost += slot.second->getCreatureID().toCreature()->cost * slot.second->count;
  338. }
  339. }
  340. DwellingActor::~DwellingActor()
  341. {
  342. delete creatureSet;
  343. }
  344. int DwellingActor::getInitialTurn(bool waitForGrowth, int dayOfWeek)
  345. {
  346. if(!waitForGrowth)
  347. return 0;
  348. return 8 - dayOfWeek;
  349. }
  350. std::string DwellingActor::toString() const
  351. {
  352. return dwelling->typeName + dwelling->visitablePos().toString();
  353. }
  354. CCreatureSet * DwellingActor::getDwellingCreatures(const CGDwelling * dwelling, bool waitForGrowth)
  355. {
  356. CCreatureSet * dwellingCreatures = new CCreatureSet();
  357. for(auto & creatureInfo : dwelling->creatures)
  358. {
  359. if(!creatureInfo.second.size())
  360. continue;
  361. auto creature = creatureInfo.second.back().toCreature();
  362. auto count = creatureInfo.first;
  363. if(waitForGrowth)
  364. {
  365. const CGTownInstance * town = dynamic_cast<const CGTownInstance *>(dwelling);
  366. count += town ? town->creatureGrowth(creature->level) : creature->growth;
  367. }
  368. dwellingCreatures->addToSlot(
  369. dwellingCreatures->getSlotFor(creature),
  370. creature->idNumber,
  371. TQuantity(creatureInfo.first));
  372. }
  373. return dwellingCreatures;
  374. }
  375. TownGarrisonActor::TownGarrisonActor(const CGTownInstance * town, uint64_t chainMask)
  376. :ObjectActor(town, town->getUpperArmy(), chainMask, 0), town(town)
  377. {
  378. }
  379. std::string TownGarrisonActor::toString() const
  380. {
  381. return town->name;
  382. }