VCAI.cpp 100 KB

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  1. #include "StdInc.h"
  2. #include "VCAI.h"
  3. #include "Fuzzy.h"
  4. #include "../../lib/UnlockGuard.h"
  5. #include "../../lib/mapObjects/MapObjects.h"
  6. #include "../../lib/CConfigHandler.h"
  7. #include "../../lib/CHeroHandler.h"
  8. #include "../../lib/CModHandler.h"
  9. #include "../../lib/CGameState.h"
  10. #include "../../lib/NetPacks.h"
  11. #include "../../lib/serializer/CTypeList.h"
  12. #include "../../lib/serializer/BinarySerializer.h"
  13. #include "../../lib/serializer/BinaryDeserializer.h"
  14. /*
  15. * VCAI.cpp, part of VCMI engine
  16. *
  17. * Authors: listed in file AUTHORS in main folder
  18. *
  19. * License: GNU General Public License v2.0 or later
  20. * Full text of license available in license.txt file, in main folder
  21. *
  22. */
  23. extern FuzzyHelper *fh;
  24. class CGVisitableOPW;
  25. const double SAFE_ATTACK_CONSTANT = 1.5;
  26. 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)
  27. //one thread may be turn of AI and another will be handling a side effect for AI2
  28. boost::thread_specific_ptr<CCallback> cb;
  29. boost::thread_specific_ptr<VCAI> ai;
  30. //std::map<int, std::map<int, int> > HeroView::infosCount;
  31. //helper RAII to manage global ai/cb ptrs
  32. struct SetGlobalState
  33. {
  34. SetGlobalState(VCAI * AI)
  35. {
  36. assert(!ai.get());
  37. assert(!cb.get());
  38. ai.reset(AI);
  39. cb.reset(AI->myCb.get());
  40. }
  41. ~SetGlobalState()
  42. {
  43. ai.release();
  44. cb.release();
  45. }
  46. };
  47. #define SET_GLOBAL_STATE(ai) SetGlobalState _hlpSetState(ai);
  48. #define NET_EVENT_HANDLER SET_GLOBAL_STATE(this)
  49. #define MAKING_TURN SET_GLOBAL_STATE(this)
  50. unsigned char &retreiveTileN(std::vector< std::vector< std::vector<unsigned char> > > &vectors, const int3 &pos)
  51. {
  52. return vectors[pos.x][pos.y][pos.z];
  53. }
  54. const unsigned char &retreiveTileN(const std::vector< std::vector< std::vector<unsigned char> > > &vectors, const int3 &pos)
  55. {
  56. return vectors[pos.x][pos.y][pos.z];
  57. }
  58. void foreach_tile(std::vector< std::vector< std::vector<unsigned char> > > &vectors, std::function<void(unsigned char &in)> foo)
  59. {
  60. for(auto & vector : vectors)
  61. for(auto j = vector.begin(); j != vector.end(); j++)
  62. for(auto & elem : *j)
  63. foo(elem);
  64. }
  65. struct ObjInfo
  66. {
  67. int3 pos;
  68. std::string name;
  69. ObjInfo(){}
  70. ObjInfo(const CGObjectInstance *obj):
  71. pos(obj->pos),
  72. name(obj->getObjectName())
  73. {
  74. }
  75. };
  76. std::map<const CGObjectInstance *, ObjInfo> helperObjInfo;
  77. VCAI::VCAI(void)
  78. {
  79. LOG_TRACE(logAi);
  80. makingTurn = nullptr;
  81. destinationTeleport = ObjectInstanceID();
  82. destinationTeleportPos = int3(-1);
  83. }
  84. VCAI::~VCAI(void)
  85. {
  86. LOG_TRACE(logAi);
  87. finish();
  88. }
  89. void VCAI::availableCreaturesChanged(const CGDwelling *town)
  90. {
  91. LOG_TRACE(logAi);
  92. NET_EVENT_HANDLER;
  93. }
  94. void VCAI::heroMoved(const TryMoveHero & details)
  95. {
  96. LOG_TRACE(logAi);
  97. NET_EVENT_HANDLER;
  98. validateObject(details.id); //enemy hero may have left visible area
  99. auto hero = cb->getHero(details.id);
  100. cachedSectorMaps.clear();
  101. const int3 from = CGHeroInstance::convertPosition(details.start, false),
  102. to = CGHeroInstance::convertPosition(details.end, false);
  103. const CGObjectInstance *o1 = vstd::frontOrNull(cb->getVisitableObjs(from)),
  104. *o2 = vstd::frontOrNull(cb->getVisitableObjs(to));
  105. if(details.result == TryMoveHero::TELEPORTATION)
  106. {
  107. auto t1 = dynamic_cast<const CGTeleport *>(o1);
  108. auto t2 = dynamic_cast<const CGTeleport *>(o2);
  109. if(t1 && t2)
  110. {
  111. if(cb->isTeleportChannelBidirectional(t1->channel))
  112. {
  113. if(o1->ID == Obj::SUBTERRANEAN_GATE && o1->ID == o2->ID) // We need to only add subterranean gates in knownSubterraneanGates. Used for features not yet ported to use teleport channels
  114. {
  115. knownSubterraneanGates[o1] = o2;
  116. knownSubterraneanGates[o2] = o1;
  117. logAi->debug("Found a pair of subterranean gates between %s and %s!", from(), to());
  118. }
  119. }
  120. }
  121. }
  122. else if(details.result == TryMoveHero::EMBARK && hero)
  123. {
  124. //make sure AI not attempt to visit used boat
  125. validateObject(hero->boat);
  126. }
  127. else if(details.result == TryMoveHero::DISEMBARK && o1)
  128. {
  129. auto boat = dynamic_cast<const CGBoat *>(o1);
  130. if(boat)
  131. addVisitableObj(boat);
  132. }
  133. }
  134. void VCAI::stackChagedCount(const StackLocation &location, const TQuantity &change, bool isAbsolute)
  135. {
  136. LOG_TRACE_PARAMS(logAi, "isAbsolute '%i'", isAbsolute);
  137. NET_EVENT_HANDLER;
  138. }
  139. void VCAI::heroInGarrisonChange(const CGTownInstance *town)
  140. {
  141. LOG_TRACE(logAi);
  142. NET_EVENT_HANDLER;
  143. }
  144. void VCAI::centerView(int3 pos, int focusTime)
  145. {
  146. LOG_TRACE_PARAMS(logAi, "focusTime '%i'", focusTime);
  147. NET_EVENT_HANDLER;
  148. }
  149. void VCAI::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  150. {
  151. LOG_TRACE(logAi);
  152. NET_EVENT_HANDLER;
  153. }
  154. void VCAI::artifactAssembled(const ArtifactLocation &al)
  155. {
  156. LOG_TRACE(logAi);
  157. NET_EVENT_HANDLER;
  158. }
  159. void VCAI::showTavernWindow(const CGObjectInstance *townOrTavern)
  160. {
  161. LOG_TRACE(logAi);
  162. NET_EVENT_HANDLER;
  163. }
  164. void VCAI::showThievesGuildWindow (const CGObjectInstance * obj)
  165. {
  166. LOG_TRACE(logAi);
  167. NET_EVENT_HANDLER;
  168. }
  169. void VCAI::playerBlocked(int reason, bool start)
  170. {
  171. LOG_TRACE_PARAMS(logAi, "reason '%i', start '%i'", reason % start);
  172. NET_EVENT_HANDLER;
  173. if (start && reason == PlayerBlocked::UPCOMING_BATTLE)
  174. status.setBattle(UPCOMING_BATTLE);
  175. if(reason == PlayerBlocked::ONGOING_MOVEMENT)
  176. status.setMove(start);
  177. }
  178. void VCAI::showPuzzleMap()
  179. {
  180. LOG_TRACE(logAi);
  181. NET_EVENT_HANDLER;
  182. }
  183. void VCAI::showShipyardDialog(const IShipyard *obj)
  184. {
  185. LOG_TRACE(logAi);
  186. NET_EVENT_HANDLER;
  187. }
  188. void VCAI::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult)
  189. {
  190. LOG_TRACE_PARAMS(logAi, "victoryLossCheckResult '%s'", victoryLossCheckResult.messageToSelf);
  191. NET_EVENT_HANDLER;
  192. logAi->debug("Player %d (%s): I heard that player %d (%s) %s.", playerID, playerID.getStr(), player, player.getStr(),(victoryLossCheckResult.victory() ? "won" : "lost"));
  193. if(player == playerID)
  194. {
  195. if(victoryLossCheckResult.victory())
  196. {
  197. logAi->debug("VCAI: I won! Incredible!");
  198. logAi->debug("Turn nr %d", myCb->getDate());
  199. }
  200. else
  201. {
  202. logAi->debug("VCAI: Player %d (%s) lost. It's me. What a disappointment! :(", player, player.getStr());
  203. }
  204. finish();
  205. }
  206. }
  207. void VCAI::artifactPut(const ArtifactLocation &al)
  208. {
  209. LOG_TRACE(logAi);
  210. NET_EVENT_HANDLER;
  211. }
  212. void VCAI::artifactRemoved(const ArtifactLocation &al)
  213. {
  214. LOG_TRACE(logAi);
  215. NET_EVENT_HANDLER;
  216. }
  217. void VCAI::stacksErased(const StackLocation &location)
  218. {
  219. LOG_TRACE(logAi);
  220. NET_EVENT_HANDLER;
  221. }
  222. void VCAI::artifactDisassembled(const ArtifactLocation &al)
  223. {
  224. LOG_TRACE(logAi);
  225. NET_EVENT_HANDLER;
  226. }
  227. void VCAI::heroVisit(const CGHeroInstance *visitor, const CGObjectInstance *visitedObj, bool start)
  228. {
  229. LOG_TRACE_PARAMS(logAi, "start '%i'; obj '%s'", start % (visitedObj ? visitedObj->getObjectName() : std::string("n/a")));
  230. NET_EVENT_HANDLER;
  231. if(start)
  232. {
  233. markObjectVisited (visitedObj);
  234. unreserveObject(visitor, visitedObj);
  235. completeGoal (sptr(Goals::GetObj(visitedObj->id.getNum()).sethero(visitor))); //we don't need to visit it anymore
  236. //TODO: what if we visited one-time visitable object that was reserved by another hero (shouldn't, but..)
  237. }
  238. status.heroVisit(visitedObj, start);
  239. }
  240. void VCAI::availableArtifactsChanged(const CGBlackMarket *bm /*= nullptr*/)
  241. {
  242. LOG_TRACE(logAi);
  243. NET_EVENT_HANDLER;
  244. }
  245. void VCAI::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  246. {
  247. LOG_TRACE(logAi);
  248. NET_EVENT_HANDLER;
  249. //buildArmyIn(town);
  250. //moveCreaturesToHero(town);
  251. }
  252. void VCAI::tileHidden(const std::unordered_set<int3, ShashInt3> &pos)
  253. {
  254. LOG_TRACE(logAi);
  255. NET_EVENT_HANDLER;
  256. validateVisitableObjs();
  257. clearPathsInfo();
  258. }
  259. void VCAI::tileRevealed(const std::unordered_set<int3, ShashInt3> &pos)
  260. {
  261. LOG_TRACE(logAi);
  262. NET_EVENT_HANDLER;
  263. for(int3 tile : pos)
  264. for(const CGObjectInstance *obj : myCb->getVisitableObjs(tile))
  265. addVisitableObj(obj);
  266. clearPathsInfo();
  267. }
  268. void VCAI::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  269. {
  270. LOG_TRACE(logAi);
  271. NET_EVENT_HANDLER;
  272. auto firstHero = cb->getHero(hero1);
  273. auto secondHero = cb->getHero(hero2);
  274. status.addQuery(query, boost::str(boost::format("Exchange between heroes %s (%d) and %s (%d)") % firstHero->name % firstHero->tempOwner % secondHero->name % secondHero->tempOwner));
  275. requestActionASAP([=]()
  276. {
  277. float goalpriority1 = 0, goalpriority2 = 0;
  278. auto firstGoal = getGoal(firstHero);
  279. if (firstGoal->goalType == Goals::GATHER_ARMY)
  280. goalpriority1 = firstGoal->priority;
  281. auto secondGoal = getGoal(secondHero);
  282. if (secondGoal->goalType == Goals::GATHER_ARMY)
  283. goalpriority2 = secondGoal->priority;
  284. auto transferFrom2to1 = [this](const CGHeroInstance * h1, const CGHeroInstance *h2) -> void
  285. {
  286. this->pickBestCreatures(h1, h2);
  287. this->pickBestArtifacts(h1, h2);
  288. };
  289. //Do not attempt army or artifacts exchange if we visited ally player
  290. //Visits can still be useful if hero have skills like Scholar
  291. if(firstHero->tempOwner != secondHero->tempOwner)
  292. logAi->debug("Heroes owned by different players. Do not exchange army or artifacts.");
  293. else if(goalpriority1 > goalpriority2)
  294. transferFrom2to1 (firstHero, secondHero);
  295. else if(goalpriority1 < goalpriority2)
  296. transferFrom2to1 (secondHero, firstHero);
  297. else //regular criteria
  298. {
  299. if (firstHero->getFightingStrength() > secondHero->getFightingStrength() && canGetArmy(firstHero, secondHero))
  300. transferFrom2to1 (firstHero, secondHero);
  301. else if (canGetArmy(secondHero, firstHero))
  302. transferFrom2to1 (secondHero, firstHero);
  303. }
  304. completeGoal(sptr(Goals::VisitHero(firstHero->id.getNum()))); //TODO: what if we were visited by other hero in the meantime?
  305. completeGoal(sptr(Goals::VisitHero(secondHero->id.getNum())));
  306. answerQuery(query, 0);
  307. });
  308. }
  309. void VCAI::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
  310. {
  311. LOG_TRACE_PARAMS(logAi, "which '%i', val '%i'", which % val);
  312. NET_EVENT_HANDLER;
  313. }
  314. void VCAI::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
  315. {
  316. LOG_TRACE_PARAMS(logAi, "level '%i'", level);
  317. NET_EVENT_HANDLER;
  318. }
  319. void VCAI::heroMovePointsChanged(const CGHeroInstance * hero)
  320. {
  321. LOG_TRACE(logAi);
  322. NET_EVENT_HANDLER;
  323. }
  324. void VCAI::stackChangedType(const StackLocation &location, const CCreature &newType)
  325. {
  326. LOG_TRACE(logAi);
  327. NET_EVENT_HANDLER;
  328. }
  329. void VCAI::stacksRebalanced(const StackLocation &src, const StackLocation &dst, TQuantity count)
  330. {
  331. LOG_TRACE(logAi);
  332. NET_EVENT_HANDLER;
  333. }
  334. void VCAI::newObject(const CGObjectInstance * obj)
  335. {
  336. LOG_TRACE(logAi);
  337. NET_EVENT_HANDLER;
  338. if(obj->isVisitable())
  339. addVisitableObj(obj);
  340. cachedSectorMaps.clear();
  341. }
  342. void VCAI::objectRemoved(const CGObjectInstance *obj)
  343. {
  344. LOG_TRACE(logAi);
  345. NET_EVENT_HANDLER;
  346. vstd::erase_if_present(visitableObjs, obj);
  347. vstd::erase_if_present(alreadyVisited, obj);
  348. for (auto h : cb->getHeroesInfo())
  349. unreserveObject(h, obj);
  350. //TODO: Find better way to handle hero boat removal
  351. if(auto hero = dynamic_cast<const CGHeroInstance *>(obj))
  352. {
  353. if(hero->boat)
  354. {
  355. vstd::erase_if_present(visitableObjs, hero->boat);
  356. vstd::erase_if_present(alreadyVisited, hero->boat);
  357. for (auto h : cb->getHeroesInfo())
  358. unreserveObject(h, hero->boat);
  359. }
  360. }
  361. cachedSectorMaps.clear(); //invalidate all paths
  362. //TODO
  363. //there are other places where CGObjectinstance ptrs are stored...
  364. //
  365. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  366. {
  367. lostHero(cb->getHero(obj->id)); //we can promote, since objectRemoved is called just before actual deletion
  368. }
  369. }
  370. void VCAI::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  371. {
  372. LOG_TRACE(logAi);
  373. NET_EVENT_HANDLER;
  374. requestActionASAP([=]()
  375. {
  376. makePossibleUpgrades(visitor);
  377. });
  378. }
  379. void VCAI::playerBonusChanged(const Bonus &bonus, bool gain)
  380. {
  381. LOG_TRACE_PARAMS(logAi, "gain '%i'", gain);
  382. NET_EVENT_HANDLER;
  383. }
  384. void VCAI::newStackInserted(const StackLocation &location, const CStackInstance &stack)
  385. {
  386. LOG_TRACE(logAi);
  387. NET_EVENT_HANDLER;
  388. }
  389. void VCAI::heroCreated(const CGHeroInstance* h)
  390. {
  391. LOG_TRACE(logAi);
  392. if (h->visitedTown)
  393. townVisitsThisWeek[HeroPtr(h)].insert(h->visitedTown);
  394. NET_EVENT_HANDLER;
  395. }
  396. void VCAI::advmapSpellCast(const CGHeroInstance * caster, int spellID)
  397. {
  398. LOG_TRACE_PARAMS(logAi, "spellID '%i", spellID);
  399. NET_EVENT_HANDLER;
  400. }
  401. void VCAI::showInfoDialog(const std::string &text, const std::vector<Component*> &components, int soundID)
  402. {
  403. LOG_TRACE_PARAMS(logAi, "soundID '%i'", soundID);
  404. NET_EVENT_HANDLER;
  405. }
  406. void VCAI::requestRealized(PackageApplied *pa)
  407. {
  408. LOG_TRACE(logAi);
  409. NET_EVENT_HANDLER;
  410. if(status.haveTurn())
  411. {
  412. if(pa->packType == typeList.getTypeID<EndTurn>())
  413. if(pa->result)
  414. status.madeTurn();
  415. }
  416. if(pa->packType == typeList.getTypeID<QueryReply>())
  417. {
  418. status.receivedAnswerConfirmation(pa->requestID, pa->result);
  419. }
  420. }
  421. void VCAI::receivedResource(int type, int val)
  422. {
  423. LOG_TRACE_PARAMS(logAi, "type '%i', val '%i'", type % val);
  424. NET_EVENT_HANDLER;
  425. }
  426. void VCAI::stacksSwapped(const StackLocation &loc1, const StackLocation &loc2)
  427. {
  428. LOG_TRACE(logAi);
  429. NET_EVENT_HANDLER;
  430. }
  431. void VCAI::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
  432. {
  433. LOG_TRACE(logAi);
  434. NET_EVENT_HANDLER;
  435. }
  436. void VCAI::heroManaPointsChanged(const CGHeroInstance * hero)
  437. {
  438. LOG_TRACE(logAi);
  439. NET_EVENT_HANDLER;
  440. }
  441. void VCAI::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  442. {
  443. LOG_TRACE_PARAMS(logAi, "which '%d', val '%d'", which % val);
  444. NET_EVENT_HANDLER;
  445. }
  446. void VCAI::battleResultsApplied()
  447. {
  448. LOG_TRACE(logAi);
  449. NET_EVENT_HANDLER;
  450. assert(status.getBattle() == ENDING_BATTLE);
  451. status.setBattle(NO_BATTLE);
  452. }
  453. void VCAI::objectPropertyChanged(const SetObjectProperty * sop)
  454. {
  455. LOG_TRACE(logAi);
  456. NET_EVENT_HANDLER;
  457. if(sop->what == ObjProperty::OWNER)
  458. {
  459. if(myCb->getPlayerRelations(playerID, (PlayerColor)sop->val) == PlayerRelations::ENEMIES)
  460. {
  461. //we want to visit objects owned by oppponents
  462. auto obj = myCb->getObj(sop->id, false);
  463. if (obj)
  464. {
  465. addVisitableObj(obj); // TODO: Remove once save compatability broken. In past owned objects were removed from this set
  466. vstd::erase_if_present(alreadyVisited, obj);
  467. }
  468. }
  469. }
  470. }
  471. void VCAI::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what)
  472. {
  473. LOG_TRACE_PARAMS(logAi, "what '%i'", what);
  474. NET_EVENT_HANDLER;
  475. }
  476. void VCAI::heroBonusChanged(const CGHeroInstance *hero, const Bonus &bonus, bool gain)
  477. {
  478. LOG_TRACE_PARAMS(logAi, "gain '%i'", gain);
  479. NET_EVENT_HANDLER;
  480. }
  481. void VCAI::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
  482. {
  483. LOG_TRACE(logAi);
  484. NET_EVENT_HANDLER;
  485. }
  486. void VCAI::showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositions)
  487. {
  488. //TODO: AI support for ViewXXX spell
  489. LOG_TRACE(logAi);
  490. NET_EVENT_HANDLER;
  491. }
  492. void VCAI::init(std::shared_ptr<CCallback> CB)
  493. {
  494. LOG_TRACE(logAi);
  495. myCb = CB;
  496. cbc = CB;
  497. NET_EVENT_HANDLER;
  498. playerID = *myCb->getMyColor();
  499. myCb->waitTillRealize = true;
  500. myCb->unlockGsWhenWaiting = true;
  501. if(!fh)
  502. fh = new FuzzyHelper();
  503. retreiveVisitableObjs();
  504. }
  505. void VCAI::yourTurn()
  506. {
  507. LOG_TRACE(logAi);
  508. NET_EVENT_HANDLER;
  509. status.startedTurn();
  510. makingTurn = make_unique<boost::thread>(&VCAI::makeTurn, this);
  511. }
  512. void VCAI::heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill> &skills, QueryID queryID)
  513. {
  514. LOG_TRACE_PARAMS(logAi, "queryID '%i'", queryID);
  515. NET_EVENT_HANDLER;
  516. status.addQuery(queryID, boost::str(boost::format("Hero %s got level %d") % hero->name % hero->level));
  517. requestActionASAP([=]{ answerQuery(queryID, 0); });
  518. }
  519. void VCAI::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  520. {
  521. LOG_TRACE_PARAMS(logAi, "queryID '%i'", queryID);
  522. NET_EVENT_HANDLER;
  523. status.addQuery(queryID, boost::str(boost::format("Commander %s of %s got level %d") % commander->name % commander->armyObj->nodeName() % (int)commander->level));
  524. requestActionASAP([=]{ answerQuery(queryID, 0); });
  525. }
  526. void VCAI::showBlockingDialog(const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel)
  527. {
  528. LOG_TRACE_PARAMS(logAi, "text '%s', askID '%i', soundID '%i', selection '%i', cancel '%i'", text % askID % soundID % selection % cancel);
  529. NET_EVENT_HANDLER;
  530. int sel = 0;
  531. status.addQuery(askID, boost::str(boost::format("Blocking dialog query with %d components - %s")
  532. % components.size() % text));
  533. if(selection) //select from multiple components -> take the last one (they're indexed [1-size])
  534. sel = components.size();
  535. if(!selection && cancel) //yes&no -> always answer yes, we are a brave AI :)
  536. sel = 1;
  537. requestActionASAP([=]()
  538. {
  539. answerQuery(askID, sel);
  540. });
  541. }
  542. void VCAI::showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
  543. {
  544. // LOG_TRACE_PARAMS(logAi, "askID '%i', exits '%s'", askID % exits);
  545. NET_EVENT_HANDLER;
  546. status.addQuery(askID, boost::str(boost::format("Teleport dialog query with %d exits")
  547. % exits.size()));
  548. int choosenExit = -1;
  549. if(impassable)
  550. knownTeleportChannels[channel]->passability = TeleportChannel::IMPASSABLE;
  551. else if(destinationTeleport != ObjectInstanceID() && destinationTeleportPos.valid())
  552. {
  553. auto neededExit = std::make_pair(destinationTeleport, destinationTeleportPos);
  554. if(destinationTeleport != ObjectInstanceID() && vstd::contains(exits, neededExit))
  555. choosenExit = vstd::find_pos(exits, neededExit);
  556. }
  557. for(auto exit : exits)
  558. {
  559. if(status.channelProbing() && exit.first == destinationTeleport)
  560. {
  561. choosenExit = vstd::find_pos(exits, exit);
  562. break;
  563. }
  564. else
  565. {
  566. // TODO: Implement checking if visiting that teleport will uncovert any FoW
  567. // So far this is the best option to handle decision about probing
  568. auto obj = cb->getObj(exit.first, false);
  569. if(obj == nullptr && !vstd::contains(teleportChannelProbingList, exit.first) &&
  570. exit.first != destinationTeleport)
  571. {
  572. teleportChannelProbingList.push_back(exit.first);
  573. }
  574. }
  575. }
  576. requestActionASAP([=]()
  577. {
  578. answerQuery(askID, choosenExit);
  579. });
  580. }
  581. void VCAI::showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  582. {
  583. LOG_TRACE_PARAMS(logAi, "removableUnits '%i', queryID '%i'", removableUnits % queryID);
  584. NET_EVENT_HANDLER;
  585. std::string s1 = up ? up->nodeName() : "NONE";
  586. std::string s2 = down ? down->nodeName() : "NONE";
  587. status.addQuery(queryID, boost::str(boost::format("Garrison dialog with %s and %s") % s1 % s2));
  588. //you can't request action from action-response thread
  589. requestActionASAP([=]()
  590. {
  591. if(removableUnits)
  592. pickBestCreatures(down, up);
  593. answerQuery(queryID, 0);
  594. });
  595. }
  596. void VCAI::saveGame(BinarySerializer & h, const int version)
  597. {
  598. LOG_TRACE_PARAMS(logAi, "version '%i'", version);
  599. NET_EVENT_HANDLER;
  600. validateVisitableObjs();
  601. registerGoals(h);
  602. CAdventureAI::saveGame(h, version);
  603. serializeInternal(h, version);
  604. }
  605. void VCAI::loadGame(BinaryDeserializer & h, const int version)
  606. {
  607. LOG_TRACE_PARAMS(logAi, "version '%i'", version);
  608. NET_EVENT_HANDLER;
  609. registerGoals(h);
  610. CAdventureAI::loadGame(h, version);
  611. serializeInternal(h, version);
  612. }
  613. void makePossibleUpgrades(const CArmedInstance *obj)
  614. {
  615. if(!obj)
  616. return;
  617. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  618. {
  619. if(const CStackInstance *s = obj->getStackPtr(SlotID(i)))
  620. {
  621. UpgradeInfo ui;
  622. cb->getUpgradeInfo(obj, SlotID(i), ui);
  623. if(ui.oldID >= 0 && cb->getResourceAmount().canAfford(ui.cost[0] * s->count))
  624. {
  625. cb->upgradeCreature(obj, SlotID(i), ui.newID[0]);
  626. }
  627. }
  628. }
  629. }
  630. void VCAI::makeTurn()
  631. {
  632. logGlobal->info("Player %d (%s) starting turn", playerID, playerID.getStr());
  633. MAKING_TURN;
  634. boost::shared_lock<boost::shared_mutex> gsLock(cb->getGsMutex());
  635. setThreadName("VCAI::makeTurn");
  636. switch(cb->getDate(Date::DAY_OF_WEEK))
  637. {
  638. case 1:
  639. {
  640. townVisitsThisWeek.clear();
  641. std::vector<const CGObjectInstance *> objs;
  642. retreiveVisitableObjs(objs, true);
  643. for(const CGObjectInstance *obj : objs)
  644. {
  645. if (isWeeklyRevisitable(obj))
  646. {
  647. addVisitableObj(obj);
  648. vstd::erase_if_present(alreadyVisited, obj);
  649. }
  650. }
  651. }
  652. break;
  653. }
  654. markHeroAbleToExplore (primaryHero());
  655. makeTurnInternal();
  656. makingTurn.reset();
  657. return;
  658. }
  659. void VCAI::makeTurnInternal()
  660. {
  661. saving = 0;
  662. //it looks messy here, but it's better to have armed heroes before attempting realizing goals
  663. for(const CGTownInstance *t : cb->getTownsInfo())
  664. moveCreaturesToHero(t);
  665. try
  666. {
  667. //Pick objects reserved in previous turn - we expect only nerby objects there
  668. auto reservedHeroesCopy = reservedHeroesMap; //work on copy => the map may be changed while iterating (eg because hero died when attempting a goal)
  669. for (auto hero : reservedHeroesCopy)
  670. {
  671. if(reservedHeroesMap.count(hero.first))
  672. continue; //hero might have been removed while we were in this loop
  673. if(!hero.first.validAndSet())
  674. {
  675. logAi->error("Hero %s present on reserved map. Shouldn't be.", hero.first.name);
  676. continue;
  677. }
  678. std::vector<const CGObjectInstance *> vec(hero.second.begin(), hero.second.end());
  679. boost::sort (vec, CDistanceSorter(hero.first.get()));
  680. for (auto obj : vec)
  681. {
  682. if(!obj || !cb->getObj(obj->id))
  683. {
  684. logAi->error("Error: there is wrong object on list for hero %s", hero.first->name);
  685. continue;
  686. }
  687. striveToGoal (sptr(Goals::VisitTile(obj->visitablePos()).sethero(hero.first)));
  688. }
  689. }
  690. //now try to win
  691. striveToGoal(sptr(Goals::Win()));
  692. //finally, continue our abstract long-term goals
  693. int oldMovement = 0;
  694. int newMovement = 0;
  695. while (true)
  696. {
  697. oldMovement = newMovement; //remember old value
  698. newMovement = 0;
  699. std::vector<std::pair<HeroPtr, Goals::TSubgoal> > safeCopy;
  700. for (auto mission : lockedHeroes)
  701. {
  702. fh->setPriority (mission.second); //re-evaluate
  703. if (canAct(mission.first))
  704. {
  705. newMovement += mission.first->movement;
  706. safeCopy.push_back (mission);
  707. }
  708. }
  709. if (newMovement == oldMovement) //means our heroes didn't move or didn't re-assign their goals
  710. {
  711. logAi->warn("Our heroes don't move anymore, exhaustive decomposition failed");
  712. break;
  713. }
  714. if (safeCopy.empty())
  715. break; //all heroes exhausted their locked goals
  716. else
  717. {
  718. typedef std::pair<HeroPtr, Goals::TSubgoal> TItrType;
  719. auto lockedHeroesSorter = [](TItrType m1, TItrType m2) -> bool
  720. {
  721. return m1.second->priority < m2.second->priority;
  722. };
  723. boost::sort(safeCopy, lockedHeroesSorter);
  724. striveToGoal (safeCopy.back().second);
  725. }
  726. }
  727. auto quests = myCb->getMyQuests();
  728. for (auto quest : quests)
  729. {
  730. striveToQuest (quest);
  731. }
  732. striveToGoal(sptr(Goals::Build())); //TODO: smarter building management
  733. performTypicalActions();
  734. //for debug purpose
  735. for (auto h : cb->getHeroesInfo())
  736. {
  737. if (h->movement)
  738. logAi->warn("Hero %s has %d MP left", h->name, h->movement);
  739. }
  740. }
  741. catch(boost::thread_interrupted &e)
  742. {
  743. logAi->debug("Making turn thread has been interrupted. We'll end without calling endTurn.");
  744. return;
  745. }
  746. catch(std::exception &e)
  747. {
  748. logAi->debug("Making turn thread has caught an exception: %s", e.what());
  749. }
  750. endTurn();
  751. }
  752. bool VCAI::goVisitObj(const CGObjectInstance * obj, HeroPtr h)
  753. {
  754. int3 dst = obj->visitablePos();
  755. auto sm = getCachedSectorMap(h);
  756. logAi->debug("%s will try to visit %s at (%s)",h->name, obj->getObjectName(), dst());
  757. int3 pos = sm->firstTileToGet(h, dst);
  758. if (!pos.valid()) //rare case when we are already standing on one of potential objects
  759. return false;
  760. return moveHeroToTile(pos, h);
  761. }
  762. void VCAI::performObjectInteraction(const CGObjectInstance * obj, HeroPtr h)
  763. {
  764. LOG_TRACE_PARAMS(logAi, "Hero %s and object %s at %s", h->name % obj->getObjectName() % obj->pos);
  765. switch (obj->ID)
  766. {
  767. case Obj::CREATURE_GENERATOR1:
  768. recruitCreatures (dynamic_cast<const CGDwelling *>(obj), h.get());
  769. checkHeroArmy (h);
  770. break;
  771. case Obj::TOWN:
  772. moveCreaturesToHero (dynamic_cast<const CGTownInstance *>(obj));
  773. if (h->visitedTown) //we are inside, not just attacking
  774. {
  775. townVisitsThisWeek[h].insert(h->visitedTown);
  776. if (!h->hasSpellbook() && cb->getResourceAmount(Res::GOLD) >= GameConstants::SPELLBOOK_GOLD_COST + saving[Res::GOLD] &&
  777. h->visitedTown->hasBuilt (BuildingID::MAGES_GUILD_1))
  778. cb->buyArtifact(h.get(), ArtifactID::SPELLBOOK);
  779. }
  780. break;
  781. }
  782. completeGoal (sptr(Goals::GetObj(obj->id.getNum()).sethero(h)));
  783. }
  784. void VCAI::moveCreaturesToHero(const CGTownInstance * t)
  785. {
  786. if(t->visitingHero && t->armedGarrison() && t->visitingHero->tempOwner == t->tempOwner)
  787. {
  788. pickBestCreatures (t->visitingHero, t);
  789. }
  790. }
  791. bool VCAI::canGetArmy (const CGHeroInstance * army, const CGHeroInstance * source)
  792. { //TODO: merge with pickBestCreatures
  793. //if (ai->primaryHero().h == source)
  794. if(army->tempOwner != source->tempOwner)
  795. {
  796. logAi->error("Why are we even considering exchange between heroes from different players?");
  797. return false;
  798. }
  799. const CArmedInstance *armies[] = {army, source};
  800. //we calculate total strength for each creature type available in armies
  801. std::map<const CCreature*, int> creToPower;
  802. for(auto armyPtr : armies)
  803. for(auto &i : armyPtr->Slots())
  804. {
  805. //TODO: allow splitting stacks?
  806. creToPower[i.second->type] += i.second->getPower();
  807. }
  808. //TODO - consider more than just power (ie morale penalty, hero specialty in certain stacks, etc)
  809. int armySize = creToPower.size();
  810. armySize = std::min ((source->needsLastStack() ? armySize - 1 : armySize), GameConstants::ARMY_SIZE); //can't move away last stack
  811. std::vector<const CCreature *> bestArmy; //types that'll be in final dst army
  812. for (int i = 0; i < armySize; i++) //pick the creatures from which we can get most power, as many as dest can fit
  813. {
  814. typedef const std::pair<const CCreature*, int> &CrePowerPair;
  815. auto creIt = boost::max_element(creToPower, [](CrePowerPair lhs, CrePowerPair rhs)
  816. {
  817. return lhs.second < rhs.second;
  818. });
  819. bestArmy.push_back(creIt->first);
  820. creToPower.erase(creIt);
  821. if(creToPower.empty())
  822. break;
  823. }
  824. //foreach best type -> iterate over slots in both armies and if it's the appropriate type, send it to the slot where it belongs
  825. for (int i = 0; i < bestArmy.size(); i++) //i-th strongest creature type will go to i-th slot
  826. {
  827. for(auto armyPtr : armies)
  828. for (int j = 0; j < GameConstants::ARMY_SIZE; j++)
  829. {
  830. if(armyPtr->getCreature(SlotID(j)) == bestArmy[i] && armyPtr != army) //it's a searched creature not in dst ARMY
  831. {
  832. //FIXME: line below is useless when simulating exchange between two non-singular armies
  833. if(!(armyPtr->needsLastStack() && armyPtr->stacksCount() == 1)) //can't take away last creature
  834. return true; //at least one exchange will be performed
  835. else
  836. return false; //no further exchange possible
  837. }
  838. }
  839. }
  840. return false;
  841. }
  842. void VCAI::pickBestCreatures(const CArmedInstance * army, const CArmedInstance * source)
  843. {
  844. //TODO - what if source is a hero (the last stack problem) -> it'd good to create a single stack of weakest cre
  845. const CArmedInstance *armies[] = {army, source};
  846. //we calculate total strength for each creature type available in armies
  847. std::map<const CCreature*, int> creToPower;
  848. for(auto armyPtr : armies)
  849. for(auto &i : armyPtr->Slots())
  850. {//TODO: allow splitting stacks?
  851. creToPower[i.second->type] += i.second->getPower();
  852. }
  853. //TODO - consider more than just power (ie morale penalty, hero specialty in certain stacks, etc)
  854. int armySize = creToPower.size();
  855. armySize = std::min ((source->needsLastStack() ? armySize - 1 : armySize), GameConstants::ARMY_SIZE); //can't move away last stack
  856. std::vector<const CCreature *> bestArmy; //types that'll be in final dst army
  857. for (int i = 0; i < armySize; i++) //pick the creatures from which we can get most power, as many as dest can fit
  858. {
  859. typedef const std::pair<const CCreature*, int> &CrePowerPair;
  860. auto creIt = boost::max_element(creToPower, [](CrePowerPair lhs, CrePowerPair rhs)
  861. {
  862. return lhs.second < rhs.second;
  863. });
  864. bestArmy.push_back(creIt->first);
  865. creToPower.erase(creIt);
  866. if(creToPower.empty())
  867. break;
  868. }
  869. //foreach best type -> iterate over slots in both armies and if it's the appropriate type, send it to the slot where it belongs
  870. for (int i = 0; i < bestArmy.size(); i++) //i-th strongest creature type will go to i-th slot
  871. {
  872. for(auto armyPtr : armies)
  873. for (int j = 0; j < GameConstants::ARMY_SIZE; j++)
  874. {
  875. if(armyPtr->getCreature(SlotID(j)) == bestArmy[i] && (i != j || armyPtr != army)) //it's a searched creature not in dst SLOT
  876. if(!(armyPtr->needsLastStack() && armyPtr->stacksCount() == 1)) //can't take away last creature
  877. cb->mergeOrSwapStacks(armyPtr, army, SlotID(j), SlotID(i));
  878. }
  879. }
  880. //TODO - having now strongest possible army, we may want to think about arranging stacks
  881. auto hero = dynamic_cast<const CGHeroInstance *>(army);
  882. if (hero)
  883. {
  884. checkHeroArmy (hero);
  885. }
  886. }
  887. void VCAI::pickBestArtifacts(const CGHeroInstance * h, const CGHeroInstance * other)
  888. {
  889. auto equipBest = [](const CGHeroInstance * h, const CGHeroInstance * otherh, bool giveStuffToFirstHero) -> void
  890. {
  891. bool changeMade = false;
  892. do
  893. {
  894. changeMade = false;
  895. //we collect gear always in same order
  896. std::vector<ArtifactLocation> allArtifacts;
  897. if (giveStuffToFirstHero)
  898. {
  899. for (auto p : h->artifactsWorn)
  900. {
  901. if (p.second.artifact)
  902. allArtifacts.push_back(ArtifactLocation(h, p.first));
  903. }
  904. }
  905. for (auto slot : h->artifactsInBackpack)
  906. allArtifacts.push_back(ArtifactLocation(h, h->getArtPos(slot.artifact)));
  907. if (otherh)
  908. {
  909. for (auto p : otherh->artifactsWorn)
  910. {
  911. if (p.second.artifact)
  912. allArtifacts.push_back(ArtifactLocation(otherh, p.first));
  913. }
  914. for (auto slot : otherh->artifactsInBackpack)
  915. allArtifacts.push_back(ArtifactLocation(otherh, otherh->getArtPos(slot.artifact)));
  916. }
  917. //we give stuff to one hero or another, depending on giveStuffToFirstHero
  918. const CGHeroInstance * target = nullptr;
  919. if (giveStuffToFirstHero)
  920. target = h;
  921. else
  922. target = otherh;
  923. for (auto location : allArtifacts)
  924. {
  925. if (location.relatedObj() == target && location.slot < ArtifactPosition::AFTER_LAST)
  926. continue; //don't reequip artifact we already wear
  927. if(location.slot == ArtifactPosition::MACH4) // don't attempt to move catapult
  928. continue;
  929. auto s = location.getSlot();
  930. if (!s || s->locked) //we can't move locks
  931. continue;
  932. auto artifact = s->artifact;
  933. if (!artifact)
  934. continue;
  935. //FIXME: why are the above possible to be null?
  936. bool emptySlotFound = false;
  937. for (auto slot : artifact->artType->possibleSlots.at(target->bearerType()))
  938. {
  939. ArtifactLocation destLocation(target, slot);
  940. if (target->isPositionFree(slot) && artifact->canBePutAt(destLocation, true)) //combined artifacts are not always allowed to move
  941. {
  942. cb->swapArtifacts(location, destLocation); //just put into empty slot
  943. emptySlotFound = true;
  944. changeMade = true;
  945. break;
  946. }
  947. }
  948. if (!emptySlotFound) //try to put that atifact in already occupied slot
  949. {
  950. for (auto slot : artifact->artType->possibleSlots.at(target->bearerType()))
  951. {
  952. auto otherSlot = target->getSlot(slot);
  953. if (otherSlot && otherSlot->artifact) //we need to exchange artifact for better one
  954. {
  955. ArtifactLocation destLocation(target, slot);
  956. //if that artifact is better than what we have, pick it
  957. if (compareArtifacts(artifact, otherSlot->artifact) && artifact->canBePutAt(destLocation, true)) //combined artifacts are not always allowed to move
  958. {
  959. cb->swapArtifacts(location, ArtifactLocation(target, target->getArtPos(otherSlot->artifact)));
  960. changeMade = true;
  961. break;
  962. }
  963. }
  964. }
  965. }
  966. if (changeMade)
  967. break; //start evaluating artifacts from scratch
  968. }
  969. } while (changeMade);
  970. };
  971. equipBest (h, other, true);
  972. if (other)
  973. {
  974. equipBest(h, other, false);
  975. }
  976. }
  977. void VCAI::recruitCreatures(const CGDwelling * d, const CArmedInstance * recruiter)
  978. {
  979. for(int i = 0; i < d->creatures.size(); i++)
  980. {
  981. if(!d->creatures[i].second.size())
  982. continue;
  983. int count = d->creatures[i].first;
  984. CreatureID creID = d->creatures[i].second.back();
  985. // const CCreature *c = VLC->creh->creatures[creID];
  986. // if(containsSavedRes(c->cost))
  987. // continue;
  988. vstd::amin(count, freeResources() / VLC->creh->creatures[creID]->cost);
  989. if(count > 0)
  990. cb->recruitCreatures(d, recruiter, creID, count, i);
  991. }
  992. }
  993. bool VCAI::tryBuildStructure(const CGTownInstance * t, BuildingID building, unsigned int maxDays)
  994. {
  995. if (maxDays == 0)
  996. {
  997. logAi->warn("Request to build building %d in 0 days!", building.toEnum());
  998. return false;
  999. }
  1000. if (!vstd::contains(t->town->buildings, building))
  1001. return false; // no such building in town
  1002. if (t->hasBuilt(building)) //Already built? Shouldn't happen in general
  1003. return true;
  1004. const CBuilding * buildPtr = t->town->buildings.at(building);
  1005. auto toBuild = buildPtr->requirements.getFulfillmentCandidates([&](const BuildingID & buildID)
  1006. {
  1007. return t->hasBuilt(buildID);
  1008. });
  1009. toBuild.push_back(building);
  1010. for(BuildingID buildID : toBuild)
  1011. {
  1012. EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID);
  1013. if (canBuild == EBuildingState::HAVE_CAPITAL
  1014. || canBuild == EBuildingState::FORBIDDEN
  1015. || canBuild == EBuildingState::NO_WATER)
  1016. return false; //we won't be able to build this
  1017. }
  1018. if (maxDays && toBuild.size() > maxDays)
  1019. return false;
  1020. TResources currentRes = cb->getResourceAmount();
  1021. //TODO: calculate if we have enough resources to build it in maxDays
  1022. for(const auto & buildID : toBuild)
  1023. {
  1024. const CBuilding *b = t->town->buildings.at(buildID);
  1025. EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID);
  1026. if(canBuild == EBuildingState::ALLOWED)
  1027. {
  1028. if(!containsSavedRes(b->resources))
  1029. {
  1030. logAi->debug("Player %d will build %s in town of %s at %s", playerID, b->Name(), t->name, t->pos());
  1031. cb->buildBuilding(t, buildID);
  1032. return true;
  1033. }
  1034. continue;
  1035. }
  1036. else if(canBuild == EBuildingState::NO_RESOURCES)
  1037. {
  1038. //TResources income = estimateIncome();
  1039. TResources cost = t->town->buildings.at(buildID)->resources;
  1040. for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
  1041. {
  1042. //int diff = currentRes[i] - cost[i] + income[i];
  1043. int diff = currentRes[i] - cost[i];
  1044. if(diff < 0)
  1045. saving[i] = 1;
  1046. }
  1047. continue;
  1048. }
  1049. else if (canBuild == EBuildingState::PREREQUIRES)
  1050. {
  1051. // can happen when dependencies have their own missing dependencies
  1052. if (tryBuildStructure(t, buildID, maxDays - 1))
  1053. return true;
  1054. }
  1055. else if (canBuild == EBuildingState::MISSING_BASE)
  1056. {
  1057. if (tryBuildStructure(t, b->upgrade, maxDays - 1))
  1058. return true;
  1059. }
  1060. }
  1061. return false;
  1062. }
  1063. //bool VCAI::canBuildStructure(const CGTownInstance * t, BuildingID building, unsigned int maxDays=7)
  1064. //{
  1065. // if (maxDays == 0)
  1066. // {
  1067. // logAi->warn("Request to build building %d in 0 days!", building.toEnum());
  1068. // return false;
  1069. // }
  1070. //
  1071. // if (!vstd::contains(t->town->buildings, building))
  1072. // return false; // no such building in town
  1073. //
  1074. // if (t->hasBuilt(building)) //Already built? Shouldn't happen in general
  1075. // return true;
  1076. //
  1077. // const CBuilding * buildPtr = t->town->buildings.at(building);
  1078. //
  1079. // auto toBuild = buildPtr->requirements.getFulfillmentCandidates([&](const BuildingID & buildID)
  1080. // {
  1081. // return t->hasBuilt(buildID);
  1082. // });
  1083. // toBuild.push_back(building);
  1084. //
  1085. // for(BuildingID buildID : toBuild)
  1086. // {
  1087. // EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID);
  1088. // if (canBuild == EBuildingState::HAVE_CAPITAL
  1089. // || canBuild == EBuildingState::FORBIDDEN
  1090. // || canBuild == EBuildingState::NO_WATER)
  1091. // return false; //we won't be able to build this
  1092. // }
  1093. //
  1094. // if (maxDays && toBuild.size() > maxDays)
  1095. // return false;
  1096. //
  1097. // TResources currentRes = cb->getResourceAmount();
  1098. // TResources income = estimateIncome();
  1099. // //TODO: calculate if we have enough resources to build it in maxDays
  1100. //
  1101. // for(const auto & buildID : toBuild)
  1102. // {
  1103. // const CBuilding *b = t->town->buildings.at(buildID);
  1104. //
  1105. // EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID);
  1106. // if(canBuild == EBuildingState::ALLOWED)
  1107. // {
  1108. // if(!containsSavedRes(b->resources))
  1109. // {
  1110. // logAi->debug("Player %d will build %s in town of %s at %s", playerID, b->Name(), t->name, t->pos());
  1111. // return true;
  1112. // }
  1113. // continue;
  1114. // }
  1115. // else if(canBuild == EBuildingState::NO_RESOURCES)
  1116. // {
  1117. // TResources cost = t->town->buildings.at(buildID)->resources;
  1118. // for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
  1119. // {
  1120. // int diff = currentRes[i] - cost[i] + income[i];
  1121. // if(diff < 0)
  1122. // saving[i] = 1;
  1123. // }
  1124. // continue;
  1125. // }
  1126. // else if (canBuild == EBuildingState::PREREQUIRES)
  1127. // {
  1128. // // can happen when dependencies have their own missing dependencies
  1129. // if (canBuildStructure(t, buildID, maxDays - 1))
  1130. // return true;
  1131. // }
  1132. // else if (canBuild == EBuildingState::MISSING_BASE)
  1133. // {
  1134. // if (canBuildStructure(t, b->upgrade, maxDays - 1))
  1135. // return true;
  1136. // }
  1137. // }
  1138. // return false;
  1139. //}
  1140. bool VCAI::tryBuildAnyStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays)
  1141. {
  1142. for(const auto & building : buildList)
  1143. {
  1144. if(t->hasBuilt(building))
  1145. continue;
  1146. if (tryBuildStructure(t, building, maxDays))
  1147. return true;
  1148. }
  1149. return false; //Can't build anything
  1150. }
  1151. BuildingID VCAI::canBuildAnyStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays)
  1152. {
  1153. for(const auto & building : buildList)
  1154. {
  1155. if(t->hasBuilt(building))
  1156. continue;
  1157. if (cb->canBuildStructure(t, building))
  1158. return building;
  1159. }
  1160. return BuildingID::NONE; //Can't build anything
  1161. }
  1162. bool VCAI::tryBuildNextStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays)
  1163. {
  1164. for(const auto & building : buildList)
  1165. {
  1166. if(t->hasBuilt(building))
  1167. continue;
  1168. return tryBuildStructure(t, building, maxDays);
  1169. }
  1170. return false;//Nothing to build
  1171. }
  1172. //Set of buildings for different goals. Does not include any prerequisites.
  1173. static const BuildingID essential[] = {BuildingID::TAVERN, BuildingID::TOWN_HALL};
  1174. static const BuildingID goldSource[] = {BuildingID::TOWN_HALL, BuildingID::CITY_HALL, BuildingID::CAPITOL};
  1175. static const BuildingID unitsSource[] = { BuildingID::DWELL_LVL_1, BuildingID::DWELL_LVL_2, BuildingID::DWELL_LVL_3,
  1176. BuildingID::DWELL_LVL_4, BuildingID::DWELL_LVL_5, BuildingID::DWELL_LVL_6, BuildingID::DWELL_LVL_7};
  1177. static const BuildingID unitsUpgrade[] = { BuildingID::DWELL_LVL_1_UP, BuildingID::DWELL_LVL_2_UP, BuildingID::DWELL_LVL_3_UP,
  1178. BuildingID::DWELL_LVL_4_UP, BuildingID::DWELL_LVL_5_UP, BuildingID::DWELL_LVL_6_UP, BuildingID::DWELL_LVL_7_UP};
  1179. static const BuildingID unitGrowth[] = { BuildingID::FORT, BuildingID::CITADEL, BuildingID::CASTLE, BuildingID::HORDE_1,
  1180. BuildingID::HORDE_1_UPGR, BuildingID::HORDE_2, BuildingID::HORDE_2_UPGR};
  1181. static const BuildingID spells[] = {BuildingID::MAGES_GUILD_1, BuildingID::MAGES_GUILD_2, BuildingID::MAGES_GUILD_3,
  1182. BuildingID::MAGES_GUILD_4, BuildingID::MAGES_GUILD_5};
  1183. static const BuildingID extra[] = {BuildingID::RESOURCE_SILO, BuildingID::SPECIAL_1, BuildingID::SPECIAL_2, BuildingID::SPECIAL_3,
  1184. BuildingID::SPECIAL_4, BuildingID::SHIPYARD}; // all remaining buildings
  1185. void VCAI::buildStructure(const CGTownInstance * t)
  1186. {
  1187. //TODO make *real* town development system
  1188. //TODO: faction-specific development: use special buildings, build dwellings in better order, etc
  1189. //TODO: build resource silo, defences when needed
  1190. //Possible - allow "locking" on specific building (build prerequisites and then building itself)
  1191. TResources currentRes = cb->getResourceAmount();
  1192. TResources currentIncome = t->dailyIncome();
  1193. int townIncome = currentIncome[Res::GOLD];
  1194. if (tryBuildAnyStructure(t, std::vector<BuildingID>(essential, essential + ARRAY_COUNT(essential))))
  1195. return;
  1196. //we're running out of gold - try to build something gold-producing. Multiplier can be tweaked, 6 is minimum due to buildings costs
  1197. if (currentRes[Res::GOLD] < townIncome * 6)
  1198. if (tryBuildNextStructure(t, std::vector<BuildingID>(goldSource, goldSource + ARRAY_COUNT(goldSource))))
  1199. return;
  1200. if (cb->getDate(Date::DAY_OF_WEEK) > 6)// last 2 days of week - try to focus on growth
  1201. {
  1202. if (tryBuildNextStructure(t, std::vector<BuildingID>(unitGrowth, unitGrowth + ARRAY_COUNT(unitGrowth)), 2))
  1203. return;
  1204. }
  1205. // first in-game week or second half of any week: try build dwellings
  1206. if (cb->getDate(Date::DAY) < 7 || cb->getDate(Date::DAY_OF_WEEK) > 3)
  1207. if (tryBuildAnyStructure(t, std::vector<BuildingID>(unitsSource, unitsSource + ARRAY_COUNT(unitsSource)), 8 - cb->getDate(Date::DAY_OF_WEEK)))
  1208. return;
  1209. //try to upgrade dwelling
  1210. for(int i = 0; i < ARRAY_COUNT(unitsUpgrade); i++)
  1211. {
  1212. if (t->hasBuilt(unitsSource[i]) && !t->hasBuilt(unitsUpgrade[i]))
  1213. {
  1214. if (tryBuildStructure(t, unitsUpgrade[i]))
  1215. return;
  1216. }
  1217. }
  1218. //remaining tasks
  1219. if (tryBuildNextStructure(t, std::vector<BuildingID>(goldSource, goldSource + ARRAY_COUNT(goldSource))))
  1220. return;
  1221. if (tryBuildNextStructure(t, std::vector<BuildingID>(spells, spells + ARRAY_COUNT(spells))))
  1222. return;
  1223. if (tryBuildAnyStructure(t, std::vector<BuildingID>(extra, extra + ARRAY_COUNT(extra))))
  1224. return;
  1225. }
  1226. bool VCAI::isGoodForVisit(const CGObjectInstance *obj, HeroPtr h, SectorMap &sm)
  1227. {
  1228. const int3 pos = obj->visitablePos();
  1229. const int3 targetPos = sm.firstTileToGet(h, pos);
  1230. if (!targetPos.valid())
  1231. return false;
  1232. if (isTileNotReserved(h.get(), targetPos) &&
  1233. !obj->wasVisited(playerID) &&
  1234. (cb->getPlayerRelations(ai->playerID, obj->tempOwner) == PlayerRelations::ENEMIES || isWeeklyRevisitable(obj)) && //flag or get weekly resources / creatures
  1235. isSafeToVisit(h, pos) &&
  1236. shouldVisit(h, obj) &&
  1237. !vstd::contains(alreadyVisited, obj) &&
  1238. !vstd::contains(reservedObjs, obj) &&
  1239. isAccessibleForHero(targetPos, h))
  1240. {
  1241. const CGObjectInstance *topObj = cb->getVisitableObjs(obj->visitablePos()).back(); //it may be hero visiting this obj
  1242. //we don't try visiting object on which allied or owned hero stands
  1243. // -> it will just trigger exchange windows and AI will be confused that obj behind doesn't get visited
  1244. if (topObj->ID == Obj::HERO && cb->getPlayerRelations(h->tempOwner, topObj->tempOwner) != PlayerRelations::ENEMIES)
  1245. return false;
  1246. else
  1247. return true; //all of the following is met
  1248. }
  1249. return false;
  1250. }
  1251. bool VCAI::isTileNotReserved(const CGHeroInstance * h, int3 t)
  1252. {
  1253. if (t.valid())
  1254. {
  1255. auto obj = cb->getTopObj(t);
  1256. if (obj && vstd::contains(ai->reservedObjs, obj) && !vstd::contains(reservedHeroesMap[h], obj))
  1257. return false; //do not capture object reserved by another hero
  1258. else
  1259. return true;
  1260. }
  1261. else
  1262. return false;
  1263. }
  1264. bool VCAI::canRecruitAnyHero (const CGTownInstance * t) const
  1265. {
  1266. //TODO: make gathering gold, building tavern or conquering town (?) possible subgoals
  1267. if (!t)
  1268. t = findTownWithTavern();
  1269. if (t)
  1270. return cb->getResourceAmount(Res::GOLD) >= GameConstants::HERO_GOLD_COST &&
  1271. cb->getHeroesInfo().size() < ALLOWED_ROAMING_HEROES &&
  1272. cb->getAvailableHeroes(t).size();
  1273. else
  1274. return false;
  1275. }
  1276. void VCAI::wander(HeroPtr h)
  1277. {
  1278. //unclaim objects that are now dangerous for us
  1279. auto reservedObjsSetCopy = reservedHeroesMap[h];
  1280. for (auto obj : reservedObjsSetCopy)
  1281. {
  1282. if (!isSafeToVisit(h, obj->visitablePos()))
  1283. unreserveObject(h, obj);
  1284. }
  1285. TimeCheck tc("looking for wander destination");
  1286. while (h->movement)
  1287. {
  1288. validateVisitableObjs();
  1289. std::vector <ObjectIdRef> dests;
  1290. auto sm = getCachedSectorMap(h);
  1291. //also visit our reserved objects - but they are not prioritized to avoid running back and forth
  1292. vstd::copy_if(reservedHeroesMap[h], std::back_inserter(dests), [&](ObjectIdRef obj) -> bool
  1293. {
  1294. int3 pos = sm->firstTileToGet(h, obj->visitablePos());
  1295. if(pos.valid() && isAccessibleForHero(pos, h)) //even nearby objects could be blocked by other heroes :(
  1296. return true;
  1297. return false;
  1298. });
  1299. int pass = 0;
  1300. while(!dests.size() && pass < 3)
  1301. {
  1302. if(pass < 2) // optimization - first check objects in current sector; then in sectors around
  1303. {
  1304. auto objs = sm->getNearbyObjs(h, pass);
  1305. vstd::copy_if(objs, std::back_inserter(dests), [&](ObjectIdRef obj) -> bool
  1306. {
  1307. return isGoodForVisit(obj, h, *sm);
  1308. });
  1309. }
  1310. else // we only check full objects list if for some reason there are no objects in closest sectors
  1311. {
  1312. vstd::copy_if(visitableObjs, std::back_inserter(dests), [&](ObjectIdRef obj) -> bool
  1313. {
  1314. return isGoodForVisit(obj, h, *sm);
  1315. });
  1316. }
  1317. pass++;
  1318. }
  1319. vstd::erase_if(dests, [&](ObjectIdRef obj) -> bool
  1320. {
  1321. return !isSafeToVisit(h, sm->firstTileToGet(h, obj->visitablePos()));
  1322. });
  1323. if(!dests.size())
  1324. {
  1325. if (cb->getVisitableObjs(h->visitablePos()).size() > 1)
  1326. moveHeroToTile(h->visitablePos(), h); //just in case we're standing on blocked subterranean gate
  1327. auto compareReinforcements = [h](const CGTownInstance *lhs, const CGTownInstance *rhs) -> bool
  1328. {
  1329. return howManyReinforcementsCanGet(h, lhs) < howManyReinforcementsCanGet(h, rhs);
  1330. };
  1331. std::vector<const CGTownInstance *> townsReachable;
  1332. std::vector<const CGTownInstance *> townsNotReachable;
  1333. for(const CGTownInstance *t : cb->getTownsInfo())
  1334. {
  1335. if(!t->visitingHero && howManyReinforcementsCanGet(h,t) && !vstd::contains(townVisitsThisWeek[h], t))
  1336. {
  1337. if (isAccessibleForHero (t->visitablePos(), h))
  1338. townsReachable.push_back(t);
  1339. else
  1340. townsNotReachable.push_back(t);
  1341. }
  1342. }
  1343. if(townsReachable.size())
  1344. {
  1345. boost::sort(townsReachable, compareReinforcements);
  1346. dests.push_back(townsReachable.back());
  1347. }
  1348. else if(townsNotReachable.size())
  1349. {
  1350. boost::sort(townsNotReachable, compareReinforcements);
  1351. //TODO pick the truly best
  1352. const CGTownInstance *t = townsNotReachable.back();
  1353. logAi->debug("%s can't reach any town, we'll try to make our way to %s at %s",h->name,t->name, t->visitablePos()());
  1354. int3 pos1 = h->pos;
  1355. striveToGoal(sptr(Goals::ClearWayTo(t->visitablePos()).sethero(h)));
  1356. //if out hero is stuck, we may need to request another hero to clear the way we see
  1357. if (pos1 == h->pos && h == primaryHero()) //hero can't move
  1358. {
  1359. if (canRecruitAnyHero(t))
  1360. recruitHero(t);
  1361. }
  1362. break;
  1363. }
  1364. else if(cb->getResourceAmount(Res::GOLD) >= GameConstants::HERO_GOLD_COST)
  1365. {
  1366. std::vector<const CGTownInstance *> towns = cb->getTownsInfo();
  1367. vstd::erase_if(towns, [](const CGTownInstance *t) -> bool
  1368. {
  1369. for(const CGHeroInstance *h : cb->getHeroesInfo())
  1370. if(!t->getArmyStrength() || howManyReinforcementsCanGet(h, t))
  1371. return true;
  1372. return false;
  1373. });
  1374. boost::sort(towns, compareArmyStrength);
  1375. if(towns.size())
  1376. recruitHero(towns.back());
  1377. break;
  1378. }
  1379. else
  1380. {
  1381. logAi->debug("Nowhere more to go...");
  1382. break;
  1383. }
  1384. }
  1385. //end of objs empty
  1386. if (dests.size()) //performance improvement
  1387. {
  1388. boost::sort(dests, CDistanceSorter(h.get())); //find next closest one
  1389. //wander should not cause heroes to be reserved - they are always considered free
  1390. const ObjectIdRef&dest = dests.front();
  1391. logAi->debug("Of all %d destinations, object oid=%d seems nice",dests.size(), dest.id.getNum());
  1392. if(!goVisitObj(dest, h))
  1393. {
  1394. if(!dest)
  1395. {
  1396. logAi->debug("Visit attempt made the object (id=%d) gone...", dest.id.getNum());
  1397. }
  1398. else
  1399. {
  1400. logAi->debug("Hero %s apparently used all MPs (%d left)", h->name, h->movement);
  1401. return;
  1402. }
  1403. }
  1404. }
  1405. if (h->visitedTown)
  1406. {
  1407. townVisitsThisWeek[h].insert(h->visitedTown);
  1408. buildArmyIn(h->visitedTown);
  1409. }
  1410. }
  1411. }
  1412. void VCAI::setGoal(HeroPtr h, Goals::TSubgoal goal)
  1413. { //TODO: check for presence?
  1414. if(goal->invalid())
  1415. vstd::erase_if_present(lockedHeroes, h);
  1416. else
  1417. {
  1418. lockedHeroes[h] = goal;
  1419. goal->setisElementar(false); //always evaluate goals before realizing
  1420. }
  1421. }
  1422. void VCAI::completeGoal (Goals::TSubgoal goal)
  1423. {
  1424. logAi->trace("Completing goal: %s", goal->name());
  1425. if (const CGHeroInstance * h = goal->hero.get(true))
  1426. {
  1427. auto it = lockedHeroes.find(h);
  1428. if (it != lockedHeroes.end())
  1429. if (it->second == goal)
  1430. {
  1431. logAi->debug(goal->completeMessage());
  1432. lockedHeroes.erase(it); //goal fulfilled, free hero
  1433. }
  1434. }
  1435. else //complete goal for all heroes maybe?
  1436. {
  1437. vstd::erase_if(lockedHeroes, [goal](std::pair<HeroPtr, Goals::TSubgoal> p)
  1438. {
  1439. if (*(p.second) == *goal || p.second->fulfillsMe(goal)) //we could have fulfilled goals of other heroes by chance
  1440. {
  1441. logAi->debug(p.second->completeMessage());
  1442. return true;
  1443. }
  1444. return false;
  1445. });
  1446. }
  1447. }
  1448. void VCAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
  1449. {
  1450. NET_EVENT_HANDLER;
  1451. assert(playerID > PlayerColor::PLAYER_LIMIT || status.getBattle() == UPCOMING_BATTLE);
  1452. status.setBattle(ONGOING_BATTLE);
  1453. const CGObjectInstance *presumedEnemy = vstd::backOrNull(cb->getVisitableObjs(tile)); //may be nullptr in some very are cases -> eg. visited monolith and fighting with an enemy at the FoW covered exit
  1454. battlename = boost::str(boost::format("Starting battle of %s attacking %s at %s") % (hero1 ? hero1->name : "a army") % (presumedEnemy ? presumedEnemy->getObjectName() : "unknown enemy") % tile);
  1455. CAdventureAI::battleStart(army1, army2, tile, hero1, hero2, side);
  1456. }
  1457. void VCAI::battleEnd(const BattleResult *br)
  1458. {
  1459. NET_EVENT_HANDLER;
  1460. assert(status.getBattle() == ONGOING_BATTLE);
  1461. status.setBattle(ENDING_BATTLE);
  1462. bool won = br->winner == myCb->battleGetMySide();
  1463. logAi->debug("Player %d (%s): I %s the %s!", playerID, playerID.getStr(), (won ? "won" : "lost"), battlename);
  1464. battlename.clear();
  1465. CAdventureAI::battleEnd(br);
  1466. }
  1467. void VCAI::waitTillFree()
  1468. {
  1469. auto unlock = vstd::makeUnlockSharedGuard(cb->getGsMutex());
  1470. status.waitTillFree();
  1471. }
  1472. void VCAI::markObjectVisited (const CGObjectInstance *obj)
  1473. {
  1474. if(dynamic_cast<const CGVisitableOPH *>(obj) || //we may want to wisit it with another hero
  1475. dynamic_cast<const CGBonusingObject *>(obj) || //or another time
  1476. (obj->ID == Obj::MONSTER))
  1477. return;
  1478. alreadyVisited.insert(obj);
  1479. }
  1480. void VCAI::reserveObject(HeroPtr h, const CGObjectInstance *obj)
  1481. {
  1482. reservedObjs.insert(obj);
  1483. reservedHeroesMap[h].insert(obj);
  1484. logAi->debug("reserved object id=%d; address=%p; name=%s", obj->id ,obj, obj->getObjectName());
  1485. }
  1486. void VCAI::unreserveObject(HeroPtr h, const CGObjectInstance *obj)
  1487. {
  1488. vstd::erase_if_present(reservedObjs, obj); //unreserve objects
  1489. vstd::erase_if_present(reservedHeroesMap[h], obj);
  1490. }
  1491. void VCAI::markHeroUnableToExplore (HeroPtr h)
  1492. {
  1493. heroesUnableToExplore.insert(h);
  1494. }
  1495. void VCAI::markHeroAbleToExplore (HeroPtr h)
  1496. {
  1497. vstd::erase_if_present(heroesUnableToExplore, h);
  1498. }
  1499. bool VCAI::isAbleToExplore (HeroPtr h)
  1500. {
  1501. return !vstd::contains (heroesUnableToExplore, h);
  1502. }
  1503. void VCAI::clearPathsInfo()
  1504. {
  1505. heroesUnableToExplore.clear();
  1506. cachedSectorMaps.clear();
  1507. }
  1508. void VCAI::validateVisitableObjs()
  1509. {
  1510. std::string errorMsg;
  1511. auto shouldBeErased = [&](const CGObjectInstance *obj) -> bool
  1512. {
  1513. if (obj)
  1514. return !cb->getObj(obj->id, false); // no verbose output needed as we check object visibility
  1515. else
  1516. return true;
  1517. };
  1518. //errorMsg is captured by ref so lambda will take the new text
  1519. errorMsg = " shouldn't be on the visitable objects list!";
  1520. vstd::erase_if(visitableObjs, shouldBeErased);
  1521. //FIXME: how comes our own heroes become inaccessible?
  1522. vstd::erase_if(reservedHeroesMap, [](std::pair<HeroPtr, std::set<const CGObjectInstance *>> hp) -> bool
  1523. {
  1524. return !hp.first.get(true);
  1525. });
  1526. for(auto &p : reservedHeroesMap)
  1527. {
  1528. errorMsg = " shouldn't be on list for hero " + p.first->name + "!";
  1529. vstd::erase_if(p.second, shouldBeErased);
  1530. }
  1531. errorMsg = " shouldn't be on the reserved objs list!";
  1532. vstd::erase_if(reservedObjs, shouldBeErased);
  1533. //TODO overkill, hidden object should not be removed. However, we can't know if hidden object is erased from game.
  1534. errorMsg = " shouldn't be on the already visited objs list!";
  1535. vstd::erase_if(alreadyVisited, shouldBeErased);
  1536. }
  1537. void VCAI::retreiveVisitableObjs(std::vector<const CGObjectInstance *> &out, bool includeOwned /*= false*/) const
  1538. {
  1539. foreach_tile_pos([&](const int3 &pos)
  1540. {
  1541. for(const CGObjectInstance *obj : myCb->getVisitableObjs(pos, false))
  1542. {
  1543. if(includeOwned || obj->tempOwner != playerID)
  1544. out.push_back(obj);
  1545. }
  1546. });
  1547. }
  1548. void VCAI::retreiveVisitableObjs()
  1549. {
  1550. foreach_tile_pos([&](const int3 &pos)
  1551. {
  1552. for(const CGObjectInstance *obj : myCb->getVisitableObjs(pos, false))
  1553. {
  1554. if(obj->tempOwner != playerID)
  1555. addVisitableObj(obj);
  1556. }
  1557. });
  1558. }
  1559. std::vector<const CGObjectInstance *> VCAI::getFlaggedObjects() const
  1560. {
  1561. std::vector<const CGObjectInstance *> ret;
  1562. for(const CGObjectInstance *obj : visitableObjs)
  1563. {
  1564. if(obj->tempOwner == playerID)
  1565. ret.push_back(obj);
  1566. }
  1567. return ret;
  1568. }
  1569. void VCAI::addVisitableObj(const CGObjectInstance *obj)
  1570. {
  1571. visitableObjs.insert(obj);
  1572. helperObjInfo[obj] = ObjInfo(obj);
  1573. // All teleport objects seen automatically assigned to appropriate channels
  1574. auto teleportObj = dynamic_cast<const CGTeleport *>(obj);
  1575. if(teleportObj)
  1576. CGTeleport::addToChannel(knownTeleportChannels, teleportObj);
  1577. }
  1578. const CGObjectInstance * VCAI::lookForArt(int aid) const
  1579. {
  1580. for(const CGObjectInstance *obj : ai->visitableObjs)
  1581. {
  1582. if(obj->ID == Obj::ARTIFACT && obj->subID == aid)
  1583. return obj;
  1584. }
  1585. return nullptr;
  1586. //TODO what if more than one artifact is available? return them all or some slection criteria
  1587. }
  1588. bool VCAI::isAccessible(const int3 &pos)
  1589. {
  1590. //TODO precalculate for speed
  1591. for(const CGHeroInstance *h : cb->getHeroesInfo())
  1592. {
  1593. if(isAccessibleForHero(pos, h))
  1594. return true;
  1595. }
  1596. return false;
  1597. }
  1598. HeroPtr VCAI::getHeroWithGrail() const
  1599. {
  1600. for(const CGHeroInstance *h : cb->getHeroesInfo())
  1601. if(h->hasArt(2)) //grail
  1602. return h;
  1603. return nullptr;
  1604. }
  1605. const CGObjectInstance * VCAI::getUnvisitedObj(const std::function<bool(const CGObjectInstance *)> &predicate)
  1606. {
  1607. //TODO smarter definition of unvisited
  1608. for(const CGObjectInstance *obj : visitableObjs)
  1609. if(predicate(obj) && !vstd::contains(alreadyVisited, obj))
  1610. return obj;
  1611. return nullptr;
  1612. }
  1613. bool VCAI::isAccessibleForHero(const int3 & pos, HeroPtr h, bool includeAllies /*= false*/) const
  1614. {
  1615. if (!includeAllies)
  1616. { //don't visit tile occupied by allied hero
  1617. for (auto obj : cb->getVisitableObjs(pos))
  1618. {
  1619. if (obj->ID == Obj::HERO &&
  1620. cb->getPlayerRelations(ai->playerID, obj->tempOwner) != PlayerRelations::ENEMIES &&
  1621. obj != h.get())
  1622. return false;
  1623. }
  1624. }
  1625. return cb->getPathsInfo(h.get())->getPathInfo(pos)->reachable();
  1626. }
  1627. bool VCAI::moveHeroToTile(int3 dst, HeroPtr h)
  1628. {
  1629. auto afterMovementCheck = [&]() -> void
  1630. {
  1631. waitTillFree(); //movement may cause battle or blocking dialog
  1632. if(!h)
  1633. {
  1634. lostHero(h);
  1635. teleportChannelProbingList.clear();
  1636. if (status.channelProbing()) // if hero lost during channel probing we need to switch this mode off
  1637. status.setChannelProbing(false);
  1638. throw cannotFulfillGoalException("Hero was lost!");
  1639. }
  1640. };
  1641. logAi->debug("Moving hero %s to tile %s", h->name, dst());
  1642. int3 startHpos = h->visitablePos();
  1643. bool ret = false;
  1644. if(startHpos == dst)
  1645. {
  1646. //FIXME: this assertion fails also if AI moves onto defeated guarded object
  1647. assert(cb->getVisitableObjs(dst).size() > 1); //there's no point in revisiting tile where there is no visitable object
  1648. cb->moveHero(*h, CGHeroInstance::convertPosition(dst, true));
  1649. afterMovementCheck();// TODO: is it feasible to hero get killed there if game work properly?
  1650. // not sure if AI can currently reconsider to attack bank while staying on it. Check issue 2084 on mantis for more information.
  1651. ret = true;
  1652. }
  1653. else
  1654. {
  1655. CGPath path;
  1656. cb->getPathsInfo(h.get())->getPath(path, dst);
  1657. if(path.nodes.empty())
  1658. {
  1659. logAi->error("Hero %s cannot reach %s.", h->name, dst());
  1660. throw goalFulfilledException (sptr(Goals::VisitTile(dst).sethero(h)));
  1661. }
  1662. int i = path.nodes.size()-1;
  1663. auto getObj = [&](int3 coord, bool ignoreHero)
  1664. {
  1665. auto tile = cb->getTile(coord, false);
  1666. assert(tile);
  1667. return tile->topVisitableObj(ignoreHero);
  1668. //return cb->getTile(coord,false)->topVisitableObj(ignoreHero);
  1669. };
  1670. auto isTeleportAction = [&](CGPathNode::ENodeAction action) -> bool
  1671. {
  1672. if(action != CGPathNode::TELEPORT_NORMAL &&
  1673. action != CGPathNode::TELEPORT_BLOCKING_VISIT &&
  1674. action != CGPathNode::TELEPORT_BATTLE)
  1675. {
  1676. return false;
  1677. }
  1678. return true;
  1679. };
  1680. auto getDestTeleportObj = [&](const CGObjectInstance * currentObject, const CGObjectInstance * nextObjectTop, const CGObjectInstance * nextObject) -> const CGObjectInstance *
  1681. {
  1682. if(CGTeleport::isConnected(currentObject, nextObjectTop))
  1683. return nextObjectTop;
  1684. if(nextObjectTop && nextObjectTop->ID == Obj::HERO &&
  1685. CGTeleport::isConnected(currentObject, nextObject))
  1686. {
  1687. return nextObject;
  1688. }
  1689. return nullptr;
  1690. };
  1691. auto doMovement = [&](int3 dst, bool transit)
  1692. {
  1693. cb->moveHero(*h, CGHeroInstance::convertPosition(dst, true), transit);
  1694. };
  1695. auto doTeleportMovement = [&](ObjectInstanceID exitId, int3 exitPos)
  1696. {
  1697. destinationTeleport = exitId;
  1698. if(exitPos.valid())
  1699. destinationTeleportPos = CGHeroInstance::convertPosition(exitPos, true);
  1700. cb->moveHero(*h, h->pos);
  1701. destinationTeleport = ObjectInstanceID();
  1702. destinationTeleportPos = int3(-1);
  1703. afterMovementCheck();
  1704. };
  1705. auto doChannelProbing = [&]() -> void
  1706. {
  1707. auto currentPos = CGHeroInstance::convertPosition(h->pos,false);
  1708. auto currentExit = getObj(currentPos, true)->id;
  1709. status.setChannelProbing(true);
  1710. for(auto exit : teleportChannelProbingList)
  1711. doTeleportMovement(exit, int3(-1));
  1712. teleportChannelProbingList.clear();
  1713. status.setChannelProbing(false);
  1714. doTeleportMovement(currentExit, currentPos);
  1715. };
  1716. for(; i>0; i--)
  1717. {
  1718. int3 currentCoord = path.nodes[i].coord;
  1719. int3 nextCoord = path.nodes[i-1].coord;
  1720. auto currentObject = getObj(currentCoord, currentCoord == CGHeroInstance::convertPosition(h->pos,false));
  1721. auto nextObjectTop = getObj(nextCoord, false);
  1722. auto nextObject = getObj(nextCoord, true);
  1723. auto destTeleportObj = getDestTeleportObj(currentObject, nextObjectTop, nextObject);
  1724. if(isTeleportAction(path.nodes[i-1].action) && destTeleportObj != nullptr)
  1725. { //we use special login if hero standing on teleporter it's mean we need
  1726. doTeleportMovement(destTeleportObj->id, nextCoord);
  1727. if(teleportChannelProbingList.size())
  1728. doChannelProbing();
  1729. continue;
  1730. }
  1731. //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
  1732. if(path.nodes[i-1].turns)
  1733. {
  1734. //blockedHeroes.insert(h); //to avoid attempts of moving heroes with very little MPs
  1735. break;
  1736. }
  1737. int3 endpos = path.nodes[i-1].coord;
  1738. if(endpos == h->visitablePos())
  1739. continue;
  1740. if((i-2 >= 0) // Check there is node after next one; otherwise transit is pointless
  1741. && (CGTeleport::isConnected(nextObjectTop, getObj(path.nodes[i-2].coord, false))
  1742. || CGTeleport::isTeleport(nextObjectTop)))
  1743. { // Hero should be able to go through object if it's allow transit
  1744. doMovement(endpos, true);
  1745. }
  1746. else if(path.nodes[i-1].layer == EPathfindingLayer::AIR)
  1747. doMovement(endpos, true);
  1748. else
  1749. doMovement(endpos, false);
  1750. afterMovementCheck();
  1751. if(teleportChannelProbingList.size())
  1752. doChannelProbing();
  1753. }
  1754. }
  1755. if (h)
  1756. {
  1757. if(auto visitedObject = vstd::frontOrNull(cb->getVisitableObjs(h->visitablePos()))) //we stand on something interesting
  1758. {
  1759. if (visitedObject != *h)
  1760. performObjectInteraction (visitedObject, h);
  1761. }
  1762. }
  1763. if(h) //we could have lost hero after last move
  1764. {
  1765. completeGoal (sptr(Goals::VisitTile(dst).sethero(h))); //we stepped on some tile, anyway
  1766. completeGoal (sptr(Goals::ClearWayTo(dst).sethero(h)));
  1767. ret = (dst == h->visitablePos());
  1768. if(!ret) //reserve object we are heading towards
  1769. {
  1770. auto obj = vstd::frontOrNull(cb->getVisitableObjs(dst));
  1771. if(obj && obj != *h)
  1772. reserveObject(h, obj);
  1773. }
  1774. if(startHpos == h->visitablePos() && !ret) //we didn't move and didn't reach the target
  1775. {
  1776. vstd::erase_if_present(lockedHeroes, h); //hero seemingly is confused
  1777. throw cannotFulfillGoalException("Invalid path found!"); //FIXME: should never happen
  1778. }
  1779. logAi->debug("Hero %s moved from %s to %s. Returning %d.", h->name, startHpos(), h->visitablePos()(), ret);
  1780. }
  1781. return ret;
  1782. }
  1783. void VCAI::tryRealize(Goals::Explore & g)
  1784. {
  1785. throw cannotFulfillGoalException("EXPLORE is not an elementar goal!");
  1786. }
  1787. void VCAI::tryRealize(Goals::RecruitHero & g)
  1788. {
  1789. if(const CGTownInstance *t = findTownWithTavern())
  1790. {
  1791. recruitHero(t, true);
  1792. //TODO try to free way to blocked town
  1793. //TODO: adventure map tavern or prison?
  1794. }
  1795. }
  1796. void VCAI::tryRealize(Goals::VisitTile & g)
  1797. {
  1798. if(!g.hero->movement)
  1799. throw cannotFulfillGoalException("Cannot visit tile: hero is out of MPs!");
  1800. if(g.tile == g.hero->visitablePos() && cb->getVisitableObjs(g.hero->visitablePos()).size() < 2)
  1801. {
  1802. logAi->warn("Why do I want to move hero %s to tile %s? Already standing on that tile! ", g.hero->name, g.tile());
  1803. throw goalFulfilledException (sptr(g));
  1804. }
  1805. if (ai->moveHeroToTile(g.tile, g.hero.get()))
  1806. {
  1807. throw goalFulfilledException (sptr(g));
  1808. }
  1809. }
  1810. void VCAI::tryRealize(Goals::VisitHero & g)
  1811. {
  1812. if(!g.hero->movement)
  1813. throw cannotFulfillGoalException("Cannot visit target hero: hero is out of MPs!");
  1814. const CGObjectInstance * obj = cb->getObj(ObjectInstanceID(g.objid));
  1815. if (obj)
  1816. {
  1817. if (ai->moveHeroToTile(obj->visitablePos(), g.hero.get()))
  1818. {
  1819. throw goalFulfilledException (sptr(g));
  1820. }
  1821. }
  1822. else
  1823. throw cannotFulfillGoalException("Cannot visit hero: object not found!");
  1824. }
  1825. void VCAI::tryRealize(Goals::BuildThis & g)
  1826. {
  1827. const CGTownInstance *t = g.town;
  1828. if(!t && g.hero)
  1829. t = g.hero->visitedTown;
  1830. if(!t)
  1831. {
  1832. for(const CGTownInstance *t : cb->getTownsInfo())
  1833. {
  1834. switch(cb->canBuildStructure(t, BuildingID(g.bid)))
  1835. {
  1836. case EBuildingState::ALLOWED:
  1837. cb->buildBuilding(t, BuildingID(g.bid));
  1838. return;
  1839. default:
  1840. break;
  1841. }
  1842. }
  1843. }
  1844. else if(cb->canBuildStructure(t, BuildingID(g.bid)) == EBuildingState::ALLOWED)
  1845. {
  1846. cb->buildBuilding(t, BuildingID(g.bid));
  1847. return;
  1848. }
  1849. throw cannotFulfillGoalException("Cannot build a given structure!");
  1850. }
  1851. void VCAI::tryRealize(Goals::DigAtTile & g)
  1852. {
  1853. assert(g.hero->visitablePos() == g.tile); //surely we want to crash here?
  1854. if (g.hero->diggingStatus() == EDiggingStatus::CAN_DIG)
  1855. {
  1856. cb->dig(g.hero.get());
  1857. completeGoal(sptr(g)); // finished digging
  1858. }
  1859. else
  1860. {
  1861. ai->lockedHeroes[g.hero] = sptr(g); //hero who tries to dig shouldn't do anything else
  1862. throw cannotFulfillGoalException("A hero can't dig!\n");
  1863. }
  1864. }
  1865. void VCAI::tryRealize(Goals::CollectRes & g)
  1866. {
  1867. if(cb->getResourceAmount(static_cast<Res::ERes>(g.resID)) >= g.value)
  1868. throw cannotFulfillGoalException("Goal is already fulfilled!");
  1869. if(const CGObjectInstance *obj = cb->getObj(ObjectInstanceID(g.objid), false))
  1870. {
  1871. if(const IMarket *m = IMarket::castFrom(obj, false))
  1872. {
  1873. for (Res::ERes i = Res::WOOD; i <= Res::GOLD; vstd::advance(i, 1))
  1874. {
  1875. if(i == g.resID) continue;
  1876. int toGive, toGet;
  1877. m->getOffer(i, g.resID, toGive, toGet, EMarketMode::RESOURCE_RESOURCE);
  1878. toGive = toGive * (cb->getResourceAmount(i) / toGive);
  1879. //TODO trade only as much as needed
  1880. cb->trade(obj, EMarketMode::RESOURCE_RESOURCE, i, g.resID, toGive);
  1881. if(cb->getResourceAmount(static_cast<Res::ERes>(g.resID)) >= g.value)
  1882. return;
  1883. }
  1884. throw cannotFulfillGoalException("I cannot get needed resources by trade!");
  1885. }
  1886. else
  1887. {
  1888. throw cannotFulfillGoalException("I don't know how to use this object to raise resources!");
  1889. }
  1890. }
  1891. else
  1892. {
  1893. saving[g.resID] = 1;
  1894. throw cannotFulfillGoalException("No object that could be used to raise resources!");
  1895. }
  1896. }
  1897. void VCAI::tryRealize(Goals::Build & g)
  1898. {
  1899. for(const CGTownInstance *t : cb->getTownsInfo())
  1900. {
  1901. logAi->debug("Looking into %s", t->name);
  1902. buildStructure(t);
  1903. buildArmyIn(t);
  1904. if(!ai->primaryHero() ||
  1905. (t->getArmyStrength() > ai->primaryHero()->getArmyStrength() * 2 && !isAccessibleForHero(t->visitablePos(), ai->primaryHero())))
  1906. {
  1907. recruitHero(t);
  1908. buildArmyIn(t);
  1909. }
  1910. }
  1911. throw cannotFulfillGoalException("BUILD has been realized as much as possible.");
  1912. }
  1913. void VCAI::tryRealize(Goals::Invalid & g)
  1914. {
  1915. throw cannotFulfillGoalException("I don't know how to fulfill this!");
  1916. }
  1917. void VCAI::tryRealize(Goals::AbstractGoal & g)
  1918. {
  1919. logAi->debug("Attempting realizing goal with code %s",g.name());
  1920. throw cannotFulfillGoalException("Unknown type of goal !");
  1921. }
  1922. const CGTownInstance * VCAI::findTownWithTavern() const
  1923. {
  1924. for(const CGTownInstance *t : cb->getTownsInfo())
  1925. if(t->hasBuilt(BuildingID::TAVERN) && !t->visitingHero)
  1926. return t;
  1927. return nullptr;
  1928. }
  1929. Goals::TSubgoal VCAI::getGoal (HeroPtr h) const
  1930. {
  1931. auto it = lockedHeroes.find(h);
  1932. if (it != lockedHeroes.end())
  1933. return it->second;
  1934. else
  1935. return sptr(Goals::Invalid());
  1936. }
  1937. std::vector<HeroPtr> VCAI::getUnblockedHeroes() const
  1938. {
  1939. std::vector<HeroPtr> ret;
  1940. for (auto h : cb->getHeroesInfo())
  1941. {
  1942. //&& !vstd::contains(lockedHeroes, h)
  1943. //at this point we assume heroes exhausted their locked goals
  1944. if (canAct(h))
  1945. ret.push_back(h);
  1946. }
  1947. return ret;
  1948. }
  1949. bool VCAI::canAct (HeroPtr h) const
  1950. {
  1951. auto mission = lockedHeroes.find(h);
  1952. if (mission != lockedHeroes.end())
  1953. {
  1954. //FIXME: I'm afraid there can be other conditions when heroes can act but not move :?
  1955. if (mission->second->goalType == Goals::DIG_AT_TILE && !mission->second->isElementar)
  1956. return false;
  1957. }
  1958. return h->movement;
  1959. }
  1960. HeroPtr VCAI::primaryHero() const
  1961. {
  1962. auto hs = cb->getHeroesInfo();
  1963. boost::sort(hs, compareHeroStrength);
  1964. if(hs.empty())
  1965. return nullptr;
  1966. return hs.back();
  1967. }
  1968. void VCAI::endTurn()
  1969. {
  1970. logAi->info("Player %d (%s) ends turn", playerID, playerID.getStr());
  1971. if(!status.haveTurn())
  1972. {
  1973. logAi->error("Not having turn at the end of turn???");
  1974. }
  1975. logAi->debugStream() << "Resources at the end of turn: " << cb->getResourceAmount();
  1976. do
  1977. {
  1978. cb->endTurn();
  1979. } 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
  1980. logGlobal->info("Player %d (%s) ended turn", playerID, playerID.getStr());
  1981. }
  1982. void VCAI::striveToGoal(Goals::TSubgoal ultimateGoal)
  1983. {
  1984. if (ultimateGoal->invalid())
  1985. return;
  1986. //we are looking for abstract goals
  1987. auto abstractGoal = striveToGoalInternal (ultimateGoal, false);
  1988. if (abstractGoal->invalid())
  1989. return;
  1990. //we received abstract goal, need to find concrete goals
  1991. striveToGoalInternal (abstractGoal, true);
  1992. //TODO: save abstract goals not related to hero
  1993. }
  1994. Goals::TSubgoal VCAI::striveToGoalInternal(Goals::TSubgoal ultimateGoal, bool onlyAbstract)
  1995. {
  1996. const int searchDepth = 30;
  1997. const int searchDepth2 = searchDepth-2;
  1998. Goals::TSubgoal abstractGoal = sptr(Goals::Invalid());
  1999. while(1)
  2000. {
  2001. Goals::TSubgoal goal = ultimateGoal;
  2002. logAi->debugStream() << boost::format("Striving to goal of type %s") % ultimateGoal->name();
  2003. int maxGoals = searchDepth; //preventing deadlock for mutually dependent goals
  2004. while(!goal->isElementar && maxGoals && (onlyAbstract || !goal->isAbstract))
  2005. {
  2006. logAi->debugStream() << boost::format("Considering goal %s") % goal->name();
  2007. try
  2008. {
  2009. boost::this_thread::interruption_point();
  2010. goal = goal->whatToDoToAchieve();
  2011. --maxGoals;
  2012. if (*goal == *ultimateGoal) //compare objects by value
  2013. throw cannotFulfillGoalException("Goal dependency loop detected!");
  2014. }
  2015. catch(goalFulfilledException &e)
  2016. {
  2017. //it is impossible to continue some goals (like exploration, for example)
  2018. completeGoal (goal);
  2019. logAi->debugStream() << boost::format("Goal %s decomposition failed: goal was completed as much as possible") % goal->name();
  2020. return sptr(Goals::Invalid());
  2021. }
  2022. catch(std::exception &e)
  2023. {
  2024. logAi->debugStream() << boost::format("Goal %s decomposition failed: %s") % goal->name() % e.what();
  2025. return sptr(Goals::Invalid());
  2026. }
  2027. }
  2028. try
  2029. {
  2030. boost::this_thread::interruption_point();
  2031. if (!maxGoals)
  2032. {
  2033. std::runtime_error e("Too many subgoals, don't know what to do");
  2034. throw (e);
  2035. }
  2036. if (goal->hero) //lock this hero to fulfill ultimate goal
  2037. {
  2038. if (maxGoals)
  2039. {
  2040. setGoal(goal->hero, goal);
  2041. }
  2042. else
  2043. {
  2044. vstd::erase_if_present (lockedHeroes, goal->hero); // we seemingly don't know what to do with hero
  2045. }
  2046. }
  2047. if (goal->isAbstract)
  2048. {
  2049. abstractGoal = goal; //allow only one abstract goal per call
  2050. logAi->debugStream() << boost::format("Choosing abstract goal %s") % goal->name();
  2051. break;
  2052. }
  2053. else
  2054. {
  2055. logAi->debugStream() << boost::format("Trying to realize %s (value %2.3f)") % goal->name() % goal->priority;
  2056. goal->accept(this);
  2057. }
  2058. boost::this_thread::interruption_point();
  2059. }
  2060. catch(boost::thread_interrupted &e)
  2061. {
  2062. logAi->debugStream() << boost::format("Player %d: Making turn thread received an interruption!") % playerID;
  2063. throw; //rethrow, we want to truly end this thread
  2064. }
  2065. catch(goalFulfilledException &e)
  2066. {
  2067. //the goal was completed successfully
  2068. completeGoal (goal);
  2069. //completed goal was main goal //TODO: find better condition
  2070. if (ultimateGoal->fulfillsMe(goal) || maxGoals > searchDepth2)
  2071. return sptr(Goals::Invalid());
  2072. }
  2073. catch(std::exception &e)
  2074. {
  2075. logAi->debugStream() << boost::format("Failed to realize subgoal of type %s (greater goal type was %s), I will stop.") % goal->name() % ultimateGoal->name();
  2076. logAi->debugStream() << boost::format("The error message was: %s") % e.what();
  2077. break;
  2078. }
  2079. }
  2080. return abstractGoal;
  2081. }
  2082. void VCAI::striveToQuest (const QuestInfo &q)
  2083. {
  2084. if (q.quest->missionType && q.quest->progress != CQuest::COMPLETE)
  2085. {
  2086. MetaString ms;
  2087. q.quest->getRolloverText(ms, false);
  2088. logAi->debugStream() << boost::format("Trying to realize quest: %s") % ms.toString();
  2089. auto heroes = cb->getHeroesInfo();
  2090. switch (q.quest->missionType)
  2091. {
  2092. case CQuest::MISSION_ART:
  2093. {
  2094. for (auto hero : heroes) //TODO: remove duplicated code?
  2095. {
  2096. if (q.quest->checkQuest(hero))
  2097. {
  2098. striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero)));
  2099. return;
  2100. }
  2101. }
  2102. for (auto art : q.quest->m5arts)
  2103. {
  2104. striveToGoal (sptr(Goals::GetArtOfType(art))); //TODO: transport?
  2105. }
  2106. break;
  2107. }
  2108. case CQuest::MISSION_HERO:
  2109. {
  2110. //striveToGoal (CGoal(RECRUIT_HERO));
  2111. for (auto hero : heroes)
  2112. {
  2113. if (q.quest->checkQuest(hero))
  2114. {
  2115. striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero)));
  2116. return;
  2117. }
  2118. }
  2119. striveToGoal (sptr(Goals::FindObj(Obj::PRISON))); //rule of a thumb - quest heroes usually are locked in prisons
  2120. //BNLOG ("Don't know how to recruit hero with id %d\n", q.quest->m13489val);
  2121. break;
  2122. }
  2123. case CQuest::MISSION_ARMY:
  2124. {
  2125. for (auto hero : heroes)
  2126. {
  2127. if (q.quest->checkQuest(hero)) //very bad info - stacks can be split between multiple heroes :(
  2128. {
  2129. striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero)));
  2130. return;
  2131. }
  2132. }
  2133. for (auto creature : q.quest->m6creatures)
  2134. {
  2135. striveToGoal (sptr(Goals::GatherTroops(creature.type->idNumber, creature.count)));
  2136. }
  2137. //TODO: exchange armies... oh my
  2138. //BNLOG ("Don't know how to recruit %d of %s\n", (int)(creature.count) % creature.type->namePl);
  2139. break;
  2140. }
  2141. case CQuest::MISSION_RESOURCES:
  2142. {
  2143. if (heroes.size())
  2144. {
  2145. if (q.quest->checkQuest(heroes.front())) //it doesn't matter which hero it is
  2146. {
  2147. striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum())));
  2148. }
  2149. else
  2150. {
  2151. for (int i = 0; i < q.quest->m7resources.size(); ++i)
  2152. {
  2153. if (q.quest->m7resources[i])
  2154. striveToGoal (sptr(Goals::CollectRes(i, q.quest->m7resources[i])));
  2155. }
  2156. }
  2157. }
  2158. else
  2159. striveToGoal (sptr(Goals::RecruitHero())); //FIXME: checkQuest requires any hero belonging to player :(
  2160. break;
  2161. }
  2162. case CQuest::MISSION_KILL_HERO:
  2163. case CQuest::MISSION_KILL_CREATURE:
  2164. {
  2165. auto obj = cb->getObjByQuestIdentifier(q.quest->m13489val);
  2166. if (obj)
  2167. striveToGoal (sptr(Goals::GetObj(obj->id.getNum())));
  2168. else
  2169. striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()))); //visit seer hut
  2170. break;
  2171. }
  2172. case CQuest::MISSION_PRIMARY_STAT:
  2173. {
  2174. auto heroes = cb->getHeroesInfo();
  2175. for (auto hero : heroes)
  2176. {
  2177. if (q.quest->checkQuest(hero))
  2178. {
  2179. striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero)));
  2180. return;
  2181. }
  2182. }
  2183. for (int i = 0; i < q.quest->m2stats.size(); ++i)
  2184. {
  2185. logAi->debugStream() << boost::format("Don't know how to increase primary stat %d") % i;
  2186. }
  2187. break;
  2188. }
  2189. case CQuest::MISSION_LEVEL:
  2190. {
  2191. auto heroes = cb->getHeroesInfo();
  2192. for (auto hero : heroes)
  2193. {
  2194. if (q.quest->checkQuest(hero))
  2195. {
  2196. striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero))); //TODO: causes infinite loop :/
  2197. return;
  2198. }
  2199. }
  2200. logAi->debugStream() << boost::format("Don't know how to reach hero level %d") % q.quest->m13489val;
  2201. break;
  2202. }
  2203. case CQuest::MISSION_PLAYER:
  2204. {
  2205. if (playerID.getNum() != q.quest->m13489val)
  2206. logAi->debugStream() << boost::format("Can't be player of color %d") % q.quest->m13489val;
  2207. break;
  2208. }
  2209. case CQuest::MISSION_KEYMASTER:
  2210. {
  2211. striveToGoal (sptr(Goals::FindObj(Obj::KEYMASTER, q.obj->subID)));
  2212. break;
  2213. }
  2214. }
  2215. }
  2216. }
  2217. void VCAI::performTypicalActions()
  2218. {
  2219. for(auto h : getUnblockedHeroes())
  2220. {
  2221. if(!h) //hero might be lost. getUnblockedHeroes() called once on start of turn
  2222. continue;
  2223. logAi->debugStream() << boost::format("Looking into %s, MP=%d") % h->name.c_str() % h->movement;
  2224. makePossibleUpgrades(*h);
  2225. pickBestArtifacts(*h);
  2226. try
  2227. {
  2228. wander(h);
  2229. }
  2230. catch(std::exception &e)
  2231. {
  2232. logAi->debugStream() << boost::format("Cannot use this hero anymore, received exception: %s") % e.what();
  2233. continue;
  2234. }
  2235. }
  2236. }
  2237. void VCAI::buildArmyIn(const CGTownInstance * t)
  2238. {
  2239. makePossibleUpgrades(t->visitingHero);
  2240. makePossibleUpgrades(t);
  2241. recruitCreatures(t, t->getUpperArmy());
  2242. moveCreaturesToHero(t);
  2243. }
  2244. int3 VCAI::explorationBestNeighbour(int3 hpos, int radius, HeroPtr h)
  2245. {
  2246. int3 ourPos = h->convertPosition(h->pos, false);
  2247. std::map<int3, int> dstToRevealedTiles;
  2248. for(crint3 dir : int3::getDirs())
  2249. if(cb->isInTheMap(hpos+dir))
  2250. if (ourPos != dir) //don't stand in place
  2251. if (isSafeToVisit(h, hpos + dir) && isAccessibleForHero (hpos + dir, h))
  2252. dstToRevealedTiles[hpos + dir] = howManyTilesWillBeDiscovered(radius, hpos, dir);
  2253. if (dstToRevealedTiles.empty()) //yes, it DID happen!
  2254. throw cannotFulfillGoalException("No neighbour will bring new discoveries!");
  2255. auto best = dstToRevealedTiles.begin();
  2256. for (auto i = dstToRevealedTiles.begin(); i != dstToRevealedTiles.end(); i++)
  2257. {
  2258. const CGPathNode *pn = cb->getPathsInfo(h.get())->getPathInfo(i->first);
  2259. //const TerrainTile *t = cb->getTile(i->first);
  2260. if(best->second < i->second && pn->reachable() && pn->accessible == CGPathNode::ACCESSIBLE)
  2261. best = i;
  2262. }
  2263. if(best->second)
  2264. return best->first;
  2265. throw cannotFulfillGoalException("No neighbour will bring new discoveries!");
  2266. }
  2267. int3 VCAI::explorationNewPoint(HeroPtr h)
  2268. {
  2269. int radius = h->getSightRadius();
  2270. CCallback * cbp = cb.get();
  2271. const CGHeroInstance * hero = h.get();
  2272. std::vector<std::vector<int3> > tiles; //tiles[distance_to_fow]
  2273. tiles.resize(radius);
  2274. foreach_tile_pos([&](const int3 &pos)
  2275. {
  2276. if(!cbp->isVisible(pos))
  2277. tiles[0].push_back(pos);
  2278. });
  2279. float bestValue = 0; //discovered tile to node distance ratio
  2280. int3 bestTile(-1,-1,-1);
  2281. int3 ourPos = h->convertPosition(h->pos, false);
  2282. for (int i = 1; i < radius; i++)
  2283. {
  2284. getVisibleNeighbours(tiles[i-1], tiles[i]);
  2285. vstd::removeDuplicates(tiles[i]);
  2286. for(const int3 &tile : tiles[i])
  2287. {
  2288. if (tile == ourPos) //shouldn't happen, but it does
  2289. continue;
  2290. if (!cb->getPathsInfo(hero)->getPathInfo(tile)->reachable()) //this will remove tiles that are guarded by monsters (or removable objects)
  2291. continue;
  2292. CGPath path;
  2293. cb->getPathsInfo(hero)->getPath(path, tile);
  2294. float ourValue = (float)howManyTilesWillBeDiscovered(tile, radius, cbp) / (path.nodes.size() + 1); //+1 prevents erratic jumps
  2295. if (ourValue > bestValue) //avoid costly checks of tiles that don't reveal much
  2296. {
  2297. if(isSafeToVisit(h, tile) && !isBlockedBorderGate(tile))
  2298. {
  2299. bestTile = tile;
  2300. bestValue = ourValue;
  2301. }
  2302. }
  2303. }
  2304. }
  2305. return bestTile;
  2306. }
  2307. int3 VCAI::explorationDesperate(HeroPtr h)
  2308. {
  2309. auto sm = getCachedSectorMap(h);
  2310. int radius = h->getSightRadius();
  2311. std::vector<std::vector<int3> > tiles; //tiles[distance_to_fow]
  2312. tiles.resize(radius);
  2313. CCallback * cbp = cb.get();
  2314. foreach_tile_pos([&](const int3 &pos)
  2315. {
  2316. if(!cbp->isVisible(pos))
  2317. tiles[0].push_back(pos);
  2318. });
  2319. ui64 lowestDanger = -1;
  2320. int3 bestTile(-1,-1,-1);
  2321. for(int i = 1; i < radius; i++)
  2322. {
  2323. getVisibleNeighbours(tiles[i-1], tiles[i]);
  2324. vstd::removeDuplicates(tiles[i]);
  2325. for(const int3 &tile : tiles[i])
  2326. {
  2327. if (cbp->getTile(tile)->blocked) //does it shorten the time?
  2328. continue;
  2329. if (!howManyTilesWillBeDiscovered(tile, radius, cbp)) //avoid costly checks of tiles that don't reveal much
  2330. continue;
  2331. auto t = sm->firstTileToGet(h, tile);
  2332. if (t.valid())
  2333. {
  2334. ui64 ourDanger = evaluateDanger(t, h.h);
  2335. if (ourDanger < lowestDanger)
  2336. {
  2337. if(!isBlockedBorderGate(t))
  2338. {
  2339. if (!ourDanger) //at least one safe place found
  2340. return t;
  2341. bestTile = t;
  2342. lowestDanger = ourDanger;
  2343. }
  2344. }
  2345. }
  2346. }
  2347. }
  2348. return bestTile;
  2349. }
  2350. TResources VCAI::estimateIncome() const
  2351. {
  2352. TResources ret;
  2353. for(const CGTownInstance *t : cb->getTownsInfo())
  2354. {
  2355. ret += t->dailyIncome();
  2356. }
  2357. for(const CGObjectInstance *obj : getFlaggedObjects())
  2358. {
  2359. if(obj->ID == Obj::MINE)
  2360. {
  2361. switch(obj->subID)
  2362. {
  2363. case Res::WOOD:
  2364. case Res::ORE:
  2365. ret[obj->subID] += WOOD_ORE_MINE_PRODUCTION;
  2366. break;
  2367. case Res::GOLD:
  2368. case 7: //abandoned mine -> also gold
  2369. ret[Res::GOLD] += GOLD_MINE_PRODUCTION;
  2370. break;
  2371. default:
  2372. ret[obj->subID] += RESOURCE_MINE_PRODUCTION;
  2373. break;
  2374. }
  2375. }
  2376. }
  2377. return ret;
  2378. }
  2379. bool VCAI::containsSavedRes(const TResources &cost) const
  2380. {
  2381. for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
  2382. {
  2383. if(saving[i] && cost[i])
  2384. return true;
  2385. }
  2386. return false;
  2387. }
  2388. void VCAI::checkHeroArmy (HeroPtr h)
  2389. {
  2390. auto it = lockedHeroes.find(h);
  2391. if (it != lockedHeroes.end())
  2392. {
  2393. if (it->second->goalType == Goals::GATHER_ARMY && it->second->value <= h->getArmyStrength())
  2394. completeGoal(sptr(Goals::GatherArmy(it->second->value).sethero(h)));
  2395. }
  2396. }
  2397. void VCAI::recruitHero(const CGTownInstance * t, bool throwing)
  2398. {
  2399. logAi->debugStream() << boost::format("Trying to recruit a hero in %s at %s") % t->name % t->visitablePos();
  2400. auto heroes = cb->getAvailableHeroes(t);
  2401. if(heroes.size())
  2402. {
  2403. auto hero = heroes[0];
  2404. if (heroes.size() >= 2) //makes sense to recruit two heroes with starting amries in first week
  2405. {
  2406. if (heroes[1]->getTotalStrength() > hero->getTotalStrength())
  2407. hero = heroes[1];
  2408. }
  2409. cb->recruitHero(t, hero);
  2410. }
  2411. else if(throwing)
  2412. throw cannotFulfillGoalException("No available heroes in tavern in " + t->nodeName());
  2413. }
  2414. void VCAI::finish()
  2415. {
  2416. if(makingTurn)
  2417. {
  2418. makingTurn->interrupt();
  2419. makingTurn->join();
  2420. }
  2421. }
  2422. void VCAI::requestActionASAP(std::function<void()> whatToDo)
  2423. {
  2424. boost::thread newThread([this,whatToDo]()
  2425. {
  2426. setThreadName("VCAI::requestActionASAP::whatToDo");
  2427. SET_GLOBAL_STATE(this);
  2428. boost::shared_lock<boost::shared_mutex> gsLock(cb->getGsMutex());
  2429. whatToDo();
  2430. });
  2431. }
  2432. void VCAI::lostHero(HeroPtr h)
  2433. {
  2434. logAi->debugStream() << boost::format("I lost my hero %s. It's best to forget and move on.") % h.name;
  2435. vstd::erase_if_present(lockedHeroes, h);
  2436. for(auto obj : reservedHeroesMap[h])
  2437. {
  2438. vstd::erase_if_present(reservedObjs, obj); //unreserve all objects for that hero
  2439. }
  2440. vstd::erase_if_present(reservedHeroesMap, h);
  2441. vstd::erase_if_present(cachedSectorMaps, h);
  2442. }
  2443. void VCAI::answerQuery(QueryID queryID, int selection)
  2444. {
  2445. logAi->debugStream() << boost::format("I'll answer the query %d giving the choice %d") % queryID % selection;
  2446. if(queryID != QueryID(-1))
  2447. {
  2448. cb->selectionMade(selection, queryID);
  2449. }
  2450. else
  2451. {
  2452. logAi->debugStream() << boost::format("Since the query ID is %d, the answer won't be sent. This is not a real query!") % queryID;
  2453. //do nothing
  2454. }
  2455. }
  2456. void VCAI::requestSent(const CPackForServer *pack, int requestID)
  2457. {
  2458. //BNLOG("I have sent request of type %s", typeid(*pack).name());
  2459. if(auto reply = dynamic_cast<const QueryReply*>(pack))
  2460. {
  2461. status.attemptedAnsweringQuery(reply->qid, requestID);
  2462. }
  2463. }
  2464. std::string VCAI::getBattleAIName() const
  2465. {
  2466. if(settings["server"]["neutralAI"].getType() == JsonNode::DATA_STRING)
  2467. return settings["server"]["neutralAI"].String();
  2468. else
  2469. return "StupidAI";
  2470. }
  2471. void VCAI::validateObject(const CGObjectInstance *obj)
  2472. {
  2473. validateObject(obj->id);
  2474. }
  2475. void VCAI::validateObject(ObjectIdRef obj)
  2476. {
  2477. auto matchesId = [&](const CGObjectInstance *hlpObj) -> bool { return hlpObj->id == obj.id; };
  2478. if(!obj)
  2479. {
  2480. vstd::erase_if(visitableObjs, matchesId);
  2481. for(auto &p : reservedHeroesMap)
  2482. vstd::erase_if(p.second, matchesId);
  2483. vstd::erase_if(reservedObjs, matchesId);
  2484. }
  2485. }
  2486. TResources VCAI::freeResources() const
  2487. {
  2488. TResources myRes = cb->getResourceAmount();
  2489. myRes[Res::GOLD] -= GOLD_RESERVE;
  2490. vstd::amax(myRes[Res::GOLD], 0);
  2491. return myRes;
  2492. }
  2493. std::shared_ptr<SectorMap> VCAI::getCachedSectorMap(HeroPtr h)
  2494. {
  2495. auto it = cachedSectorMaps.find(h);
  2496. if (it != cachedSectorMaps.end())
  2497. return it->second;
  2498. else
  2499. {
  2500. cachedSectorMaps[h] = std::make_shared<SectorMap>(h);
  2501. return cachedSectorMaps[h];
  2502. }
  2503. }
  2504. AIStatus::AIStatus()
  2505. {
  2506. battle = NO_BATTLE;
  2507. havingTurn = false;
  2508. ongoingHeroMovement = false;
  2509. ongoingChannelProbing = false;
  2510. }
  2511. AIStatus::~AIStatus()
  2512. {
  2513. }
  2514. void AIStatus::setBattle(BattleState BS)
  2515. {
  2516. boost::unique_lock<boost::mutex> lock(mx);
  2517. LOG_TRACE_PARAMS(logAi, "battle state=%d", (int)BS);
  2518. battle = BS;
  2519. cv.notify_all();
  2520. }
  2521. BattleState AIStatus::getBattle()
  2522. {
  2523. boost::unique_lock<boost::mutex> lock(mx);
  2524. return battle;
  2525. }
  2526. void AIStatus::addQuery(QueryID ID, std::string description)
  2527. {
  2528. if(ID == QueryID(-1))
  2529. {
  2530. logAi->debugStream() << boost::format("The \"query\" has an id %d, it'll be ignored as non-query. Description: %s") % ID % description;
  2531. return;
  2532. }
  2533. assert(ID.getNum() >= 0);
  2534. boost::unique_lock<boost::mutex> lock(mx);
  2535. assert(!vstd::contains(remainingQueries, ID));
  2536. remainingQueries[ID] = description;
  2537. cv.notify_all();
  2538. logAi->debugStream() << boost::format("Adding query %d - %s. Total queries count: %d") % ID % description % remainingQueries.size();
  2539. }
  2540. void AIStatus::removeQuery(QueryID ID)
  2541. {
  2542. boost::unique_lock<boost::mutex> lock(mx);
  2543. assert(vstd::contains(remainingQueries, ID));
  2544. std::string description = remainingQueries[ID];
  2545. remainingQueries.erase(ID);
  2546. cv.notify_all();
  2547. logAi->debugStream() << boost::format("Removing query %d - %s. Total queries count: %d") % ID % description % remainingQueries.size();
  2548. }
  2549. int AIStatus::getQueriesCount()
  2550. {
  2551. boost::unique_lock<boost::mutex> lock(mx);
  2552. return remainingQueries.size();
  2553. }
  2554. void AIStatus::startedTurn()
  2555. {
  2556. boost::unique_lock<boost::mutex> lock(mx);
  2557. havingTurn = true;
  2558. cv.notify_all();
  2559. }
  2560. void AIStatus::madeTurn()
  2561. {
  2562. boost::unique_lock<boost::mutex> lock(mx);
  2563. havingTurn = false;
  2564. cv.notify_all();
  2565. }
  2566. void AIStatus::waitTillFree()
  2567. {
  2568. boost::unique_lock<boost::mutex> lock(mx);
  2569. while(battle != NO_BATTLE || !remainingQueries.empty() || !objectsBeingVisited.empty() || ongoingHeroMovement)
  2570. cv.timed_wait(lock, boost::posix_time::milliseconds(100));
  2571. }
  2572. bool AIStatus::haveTurn()
  2573. {
  2574. boost::unique_lock<boost::mutex> lock(mx);
  2575. return havingTurn;
  2576. }
  2577. void AIStatus::attemptedAnsweringQuery(QueryID queryID, int answerRequestID)
  2578. {
  2579. boost::unique_lock<boost::mutex> lock(mx);
  2580. assert(vstd::contains(remainingQueries, queryID));
  2581. std::string description = remainingQueries[queryID];
  2582. logAi->debugStream() << boost::format("Attempted answering query %d - %s. Request id=%d. Waiting for results...") % queryID % description % answerRequestID;
  2583. requestToQueryID[answerRequestID] = queryID;
  2584. }
  2585. void AIStatus::receivedAnswerConfirmation(int answerRequestID, int result)
  2586. {
  2587. assert(vstd::contains(requestToQueryID, answerRequestID));
  2588. QueryID query = requestToQueryID[answerRequestID];
  2589. assert(vstd::contains(remainingQueries, query));
  2590. requestToQueryID.erase(answerRequestID);
  2591. if(result)
  2592. {
  2593. removeQuery(query);
  2594. }
  2595. else
  2596. {
  2597. logAi->errorStream() << "Something went really wrong, failed to answer query " << query << ": " << remainingQueries[query];
  2598. //TODO safely retry
  2599. }
  2600. }
  2601. void AIStatus::heroVisit(const CGObjectInstance *obj, bool started)
  2602. {
  2603. boost::unique_lock<boost::mutex> lock(mx);
  2604. if(started)
  2605. objectsBeingVisited.push_back(obj);
  2606. else
  2607. {
  2608. // There can be more than one object visited at the time (eg. hero visits Subterranean Gate
  2609. // causing visit to hero on the other side.
  2610. // However, we are guaranteed that start/end visit notification maintain stack order.
  2611. assert(!objectsBeingVisited.empty());
  2612. objectsBeingVisited.pop_back();
  2613. }
  2614. cv.notify_all();
  2615. }
  2616. void AIStatus::setMove(bool ongoing)
  2617. {
  2618. boost::unique_lock<boost::mutex> lock(mx);
  2619. ongoingHeroMovement = ongoing;
  2620. cv.notify_all();
  2621. }
  2622. void AIStatus::setChannelProbing(bool ongoing)
  2623. {
  2624. boost::unique_lock<boost::mutex> lock(mx);
  2625. ongoingChannelProbing = ongoing;
  2626. cv.notify_all();
  2627. }
  2628. bool AIStatus::channelProbing()
  2629. {
  2630. return ongoingChannelProbing;
  2631. }
  2632. SectorMap::SectorMap()
  2633. {
  2634. update();
  2635. }
  2636. SectorMap::SectorMap(HeroPtr h)
  2637. {
  2638. update();
  2639. makeParentBFS(h->visitablePos());
  2640. }
  2641. bool SectorMap::markIfBlocked(ui8 &sec, crint3 pos, const TerrainTile *t)
  2642. {
  2643. if(t->blocked && !t->visitable)
  2644. {
  2645. sec = NOT_AVAILABLE;
  2646. return true;
  2647. }
  2648. return false;
  2649. }
  2650. bool SectorMap::markIfBlocked(ui8 &sec, crint3 pos)
  2651. {
  2652. return markIfBlocked(sec, pos, getTile(pos));
  2653. }
  2654. void SectorMap::update()
  2655. {
  2656. visibleTiles = cb->getAllVisibleTiles();
  2657. clear();
  2658. int curSector = 3; //0 is invisible, 1 is not explored
  2659. CCallback * cbp = cb.get(); //optimization
  2660. foreach_tile_pos([&](crint3 pos)
  2661. {
  2662. if(retreiveTile(pos) == NOT_CHECKED)
  2663. {
  2664. if(!markIfBlocked(retreiveTile(pos), pos))
  2665. exploreNewSector(pos, curSector++, cbp);
  2666. }
  2667. });
  2668. valid = true;
  2669. }
  2670. void SectorMap::clear()
  2671. {
  2672. sector = cb->getVisibilityMap();
  2673. valid = false;
  2674. }
  2675. void SectorMap::exploreNewSector(crint3 pos, int num, CCallback * cbp)
  2676. {
  2677. Sector &s = infoOnSectors[num];
  2678. s.id = num;
  2679. s.water = getTile(pos)->isWater();
  2680. std::queue<int3> toVisit;
  2681. toVisit.push(pos);
  2682. while(!toVisit.empty())
  2683. {
  2684. int3 curPos = toVisit.front();
  2685. toVisit.pop();
  2686. ui8 &sec = retreiveTile(curPos);
  2687. if(sec == NOT_CHECKED)
  2688. {
  2689. const TerrainTile *t = getTile(curPos);
  2690. if(!markIfBlocked(sec, curPos, t))
  2691. {
  2692. if(t->isWater() == s.water) //sector is only-water or only-land
  2693. {
  2694. sec = num;
  2695. s.tiles.push_back(curPos);
  2696. foreach_neighbour(cbp, curPos, [&](CCallback * cbp, crint3 neighPos)
  2697. {
  2698. if(retreiveTile(neighPos) == NOT_CHECKED)
  2699. {
  2700. toVisit.push(neighPos);
  2701. //parent[neighPos] = curPos;
  2702. }
  2703. const TerrainTile *nt = getTile(neighPos);
  2704. if(nt && nt->isWater() != s.water && canBeEmbarkmentPoint(nt, s.water))
  2705. {
  2706. s.embarkmentPoints.push_back(neighPos);
  2707. }
  2708. });
  2709. if(t->visitable)
  2710. {
  2711. auto obj = t->visitableObjects.front();
  2712. if(cb->getObj(obj->id, false)) // FIXME: we have to filter invisible objcts like events, but probably TerrainTile shouldn't be used in SectorMap at all
  2713. s.visitableObjs.push_back(obj);
  2714. }
  2715. }
  2716. }
  2717. }
  2718. }
  2719. vstd::removeDuplicates(s.embarkmentPoints);
  2720. }
  2721. void SectorMap::write(crstring fname)
  2722. {
  2723. std::ofstream out(fname);
  2724. for(int k = 0; k < cb->getMapSize().z; k++)
  2725. {
  2726. for(int j = 0; j < cb->getMapSize().y; j++)
  2727. {
  2728. for(int i = 0; i < cb->getMapSize().x; i++)
  2729. {
  2730. out << (int)sector[i][j][k] << '\t';
  2731. }
  2732. out << std::endl;
  2733. }
  2734. out << std::endl;
  2735. }
  2736. }
  2737. bool isWeeklyRevisitable (const CGObjectInstance * obj)
  2738. { //TODO: allow polling of remaining creatures in dwelling
  2739. if (dynamic_cast<const CGVisitableOPW *>(obj) || //ensures future compatibility, unlike IDs
  2740. dynamic_cast<const CGDwelling *>(obj) ||
  2741. dynamic_cast<const CBank *>(obj)) //banks tend to respawn often in mods
  2742. return true;
  2743. switch (obj->ID)
  2744. {
  2745. case Obj::STABLES:
  2746. case Obj::MAGIC_WELL:
  2747. case Obj::HILL_FORT:
  2748. return true;
  2749. case Obj::BORDER_GATE:
  2750. case Obj::BORDERGUARD:
  2751. return (dynamic_cast <const CGKeys *>(obj))->wasMyColorVisited (ai->playerID); //FIXME: they could be revisited sooner than in a week
  2752. }
  2753. return false;
  2754. }
  2755. bool shouldVisit(HeroPtr h, const CGObjectInstance * obj)
  2756. {
  2757. switch (obj->ID)
  2758. {
  2759. case Obj::TOWN:
  2760. case Obj::HERO: //never visit our heroes at random
  2761. return obj->tempOwner != h->tempOwner; //do not visit our towns at random
  2762. break;
  2763. case Obj::BORDER_GATE:
  2764. {
  2765. for (auto q : ai->myCb->getMyQuests())
  2766. {
  2767. if (q.obj == obj)
  2768. {
  2769. return false; // do not visit guards or gates when wandering
  2770. }
  2771. }
  2772. return true; //we don't have this quest yet
  2773. }
  2774. break;
  2775. case Obj::BORDERGUARD: //open borderguard if possible
  2776. return (dynamic_cast <const CGKeys *>(obj))->wasMyColorVisited(ai->playerID);
  2777. case Obj::SEER_HUT:
  2778. case Obj::QUEST_GUARD:
  2779. {
  2780. for (auto q : ai->myCb->getMyQuests())
  2781. {
  2782. if (q.obj == obj)
  2783. {
  2784. if (q.quest->checkQuest(h.h))
  2785. return true; //we completed the quest
  2786. else
  2787. return false; //we can't complete this quest
  2788. }
  2789. }
  2790. return true; //we don't have this quest yet
  2791. }
  2792. break;
  2793. case Obj::CREATURE_GENERATOR1:
  2794. {
  2795. if (obj->tempOwner != h->tempOwner)
  2796. return true; //flag just in case
  2797. bool canRecruitCreatures = false;
  2798. const CGDwelling * d = dynamic_cast<const CGDwelling *>(obj);
  2799. for(auto level : d->creatures)
  2800. {
  2801. for(auto c : level.second)
  2802. {
  2803. if (h->getSlotFor(CreatureID(c)) != SlotID())
  2804. canRecruitCreatures = true;
  2805. }
  2806. }
  2807. return canRecruitCreatures;
  2808. }
  2809. case Obj::HILL_FORT:
  2810. {
  2811. for (auto slot : h->Slots())
  2812. {
  2813. if (slot.second->type->upgrades.size())
  2814. return true; //TODO: check price?
  2815. }
  2816. return false;
  2817. }
  2818. case Obj::MONOLITH_ONE_WAY_ENTRANCE:
  2819. case Obj::MONOLITH_ONE_WAY_EXIT:
  2820. case Obj::MONOLITH_TWO_WAY:
  2821. case Obj::WHIRLPOOL:
  2822. //TODO: mechanism for handling monoliths
  2823. return false;
  2824. case Obj::SCHOOL_OF_MAGIC:
  2825. case Obj::SCHOOL_OF_WAR:
  2826. {
  2827. TResources myRes = ai->myCb->getResourceAmount();
  2828. if (myRes[Res::GOLD] - GOLD_RESERVE < 1000)
  2829. return false;
  2830. }
  2831. break;
  2832. case Obj::LIBRARY_OF_ENLIGHTENMENT:
  2833. if (h->level < 12)
  2834. return false;
  2835. break;
  2836. case Obj::TREE_OF_KNOWLEDGE:
  2837. {
  2838. TResources myRes = ai->myCb->getResourceAmount();
  2839. if (myRes[Res::GOLD] - GOLD_RESERVE < 2000 || myRes[Res::GEMS] < 10)
  2840. return false;
  2841. }
  2842. break;
  2843. case Obj::MAGIC_WELL:
  2844. return h->mana < h->manaLimit();
  2845. case Obj::PRISON:
  2846. return ai->myCb->getHeroesInfo().size() < VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER;// GameConstants::MAX_HEROES_PER_PLAYER;
  2847. case Obj::BOAT:
  2848. return false;
  2849. //Boats are handled by pathfinder
  2850. }
  2851. if (obj->wasVisited(*h)) //it must pointer to hero instance, heroPtr calls function wasVisited(ui8 player);
  2852. return false;
  2853. return true;
  2854. }
  2855. int3 SectorMap::firstTileToGet(HeroPtr h, crint3 dst)
  2856. /*
  2857. this functions returns one target tile or invalid tile. We will use it to poll possible destinations
  2858. For ship construction etc, another function (goal?) is needed
  2859. */
  2860. {
  2861. int3 ret(-1,-1,-1);
  2862. int sourceSector = retreiveTile(h->visitablePos()),
  2863. destinationSector = retreiveTile(dst);
  2864. const Sector *src = &infoOnSectors[sourceSector],
  2865. *dest = &infoOnSectors[destinationSector];
  2866. if(sourceSector != destinationSector) //use ships, shipyards etc..
  2867. {
  2868. if (ai->isAccessibleForHero(dst, h)) //pathfinder can find a way using ships and gates if tile is not blocked by objects
  2869. return dst;
  2870. std::map<const Sector*, const Sector*> preds;
  2871. std::queue<const Sector *> sectorQueue;
  2872. sectorQueue.push(src);
  2873. while(!sectorQueue.empty())
  2874. {
  2875. const Sector *s = sectorQueue.front();
  2876. sectorQueue.pop();
  2877. for(int3 ep : s->embarkmentPoints)
  2878. {
  2879. Sector *neigh = &infoOnSectors[retreiveTile(ep)];
  2880. //preds[s].push_back(neigh);
  2881. if(!preds[neigh])
  2882. {
  2883. preds[neigh] = s;
  2884. sectorQueue.push(neigh);
  2885. }
  2886. }
  2887. }
  2888. if(!preds[dest])
  2889. {
  2890. //write("test.txt");
  2891. return ret;
  2892. //throw cannotFulfillGoalException(boost::str(boost::format("Cannot find connection between sectors %d and %d") % src->id % dst->id));
  2893. }
  2894. std::vector<const Sector*> toTraverse;
  2895. toTraverse.push_back(dest);
  2896. while(toTraverse.back() != src)
  2897. {
  2898. toTraverse.push_back(preds[toTraverse.back()]);
  2899. }
  2900. if(preds[dest])
  2901. {
  2902. //TODO: would be nice to find sectors in loop
  2903. const Sector *sectorToReach = toTraverse.at(toTraverse.size() - 2);
  2904. if(!src->water && sectorToReach->water) //embark
  2905. {
  2906. //embark on ship -> look for an EP with a boat
  2907. auto firstEP = boost::find_if(src->embarkmentPoints, [=](crint3 pos) -> bool
  2908. {
  2909. const TerrainTile *t = getTile(pos);
  2910. return t && t->visitableObjects.size() == 1 && t->topVisitableId() == Obj::BOAT
  2911. && retreiveTile(pos) == sectorToReach->id;
  2912. });
  2913. if(firstEP != src->embarkmentPoints.end())
  2914. {
  2915. return *firstEP;
  2916. }
  2917. else
  2918. {
  2919. //we need to find a shipyard with an access to the desired sector's EP
  2920. //TODO what about Summon Boat spell?
  2921. std::vector<const IShipyard *> shipyards;
  2922. for(const CGTownInstance *t : cb->getTownsInfo())
  2923. {
  2924. if(t->hasBuilt(BuildingID::SHIPYARD))
  2925. shipyards.push_back(t);
  2926. }
  2927. for(const CGObjectInstance *obj : ai->getFlaggedObjects())
  2928. {
  2929. if(obj->ID != Obj::TOWN) //towns were handled in the previous loop
  2930. if(const IShipyard *shipyard = IShipyard::castFrom(obj))
  2931. shipyards.push_back(shipyard);
  2932. }
  2933. shipyards.erase(boost::remove_if(shipyards, [=](const IShipyard *shipyard) -> bool
  2934. {
  2935. return shipyard->shipyardStatus() != 0 || retreiveTile(shipyard->bestLocation()) != sectorToReach->id;
  2936. }),shipyards.end());
  2937. if(!shipyards.size())
  2938. {
  2939. //TODO consider possibility of building shipyard in a town
  2940. return ret;
  2941. //throw cannotFulfillGoalException("There is no known shipyard!");
  2942. }
  2943. //we have only shipyards that possibly can build ships onto the appropriate EP
  2944. auto ownedGoodShipyard = boost::find_if(shipyards, [](const IShipyard *s) -> bool
  2945. {
  2946. return s->o->tempOwner == ai->playerID;
  2947. });
  2948. if(ownedGoodShipyard != shipyards.end())
  2949. {
  2950. const IShipyard *s = *ownedGoodShipyard;
  2951. TResources shipCost;
  2952. s->getBoatCost(shipCost);
  2953. if(cb->getResourceAmount().canAfford(shipCost))
  2954. {
  2955. int3 ret = s->bestLocation();
  2956. cb->buildBoat(s); //TODO: move actions elsewhere
  2957. return ret;
  2958. }
  2959. else
  2960. {
  2961. //TODO gather res
  2962. return ret;
  2963. //throw cannotFulfillGoalException("Not enough resources to build a boat");
  2964. }
  2965. }
  2966. else
  2967. {
  2968. //TODO pick best shipyard to take over
  2969. return shipyards.front()->o->visitablePos();
  2970. }
  2971. }
  2972. }
  2973. else if(src->water && !sectorToReach->water)
  2974. {
  2975. //TODO
  2976. //disembark
  2977. return ret;
  2978. }
  2979. else //use subterranean gates - not needed since gates are now handled via Pathfinder
  2980. {
  2981. return ret;
  2982. //throw cannotFulfillGoalException("Land-land and water-water inter-sector transitions are not implemented!");
  2983. }
  2984. }
  2985. else
  2986. {
  2987. return ret;
  2988. //throw cannotFulfillGoalException("Inter-sector route detection failed: not connected sectors?");
  2989. }
  2990. }
  2991. else
  2992. {
  2993. return findFirstVisitableTile(h, dst);
  2994. }
  2995. //FIXME: find out why this line is reached
  2996. logAi->errorStream() << ("Impossible happened at SectorMap::firstTileToGet");
  2997. return ret;
  2998. }
  2999. int3 SectorMap::findFirstVisitableTile (HeroPtr h, crint3 dst)
  3000. {
  3001. int3 ret(-1,-1,-1);
  3002. int3 curtile = dst;
  3003. while(curtile != h->visitablePos())
  3004. {
  3005. auto topObj = cb->getTopObj(curtile);
  3006. if(topObj && topObj->ID == Obj::HERO && topObj != h.h &&
  3007. cb->getPlayerRelations(h->tempOwner, topObj->tempOwner) != PlayerRelations::ENEMIES)
  3008. {
  3009. logAi->warnStream() << ("Another allied hero stands in our way");
  3010. return ret;
  3011. }
  3012. if(ai->myCb->getPathsInfo(h.get())->getPathInfo(curtile)->reachable())
  3013. {
  3014. return curtile;
  3015. }
  3016. else
  3017. {
  3018. auto i = parent.find(curtile);
  3019. if(i != parent.end())
  3020. {
  3021. assert(curtile != i->second);
  3022. curtile = i->second;
  3023. }
  3024. else
  3025. {
  3026. return ret;
  3027. //throw cannotFulfillGoalException("Unreachable tile in sector? Should not happen!");
  3028. }
  3029. }
  3030. }
  3031. return ret;
  3032. }
  3033. void SectorMap::makeParentBFS(crint3 source)
  3034. {
  3035. parent.clear();
  3036. int mySector = retreiveTile(source);
  3037. std::queue<int3> toVisit;
  3038. toVisit.push(source);
  3039. while(!toVisit.empty())
  3040. {
  3041. int3 curPos = toVisit.front();
  3042. toVisit.pop();
  3043. ui8 &sec = retreiveTile(curPos);
  3044. assert(sec == mySector); //consider only tiles from the same sector
  3045. UNUSED(sec);
  3046. foreach_neighbour(curPos, [&](crint3 neighPos)
  3047. {
  3048. if(retreiveTile(neighPos) == mySector && !vstd::contains(parent, neighPos))
  3049. {
  3050. if (cb->canMoveBetween(curPos, neighPos))
  3051. {
  3052. toVisit.push(neighPos);
  3053. parent[neighPos] = curPos;
  3054. }
  3055. }
  3056. });
  3057. }
  3058. }
  3059. unsigned char & SectorMap::retreiveTile(crint3 pos)
  3060. {
  3061. return retreiveTileN(sector, pos);
  3062. }
  3063. TerrainTile* SectorMap::getTile(crint3 pos) const
  3064. {
  3065. //out of bounds access should be handled by boost::multi_array
  3066. //still we cached this array to avoid any checks
  3067. return visibleTiles->operator[](pos.x)[pos.y][pos.z];
  3068. }
  3069. std::vector<const CGObjectInstance *> SectorMap::getNearbyObjs(HeroPtr h, bool sectorsAround)
  3070. {
  3071. const Sector *heroSector = &infoOnSectors[retreiveTile(h->visitablePos())];
  3072. if(sectorsAround)
  3073. {
  3074. std::vector<const CGObjectInstance *> ret;
  3075. for(auto embarkPoint : heroSector->embarkmentPoints)
  3076. {
  3077. const Sector *embarkSector = &infoOnSectors[retreiveTile(embarkPoint)];
  3078. range::copy(embarkSector->visitableObjs, std::back_inserter(ret));
  3079. }
  3080. return ret;
  3081. }
  3082. return heroSector->visitableObjs;
  3083. }