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- #include "StdInc.h"
- #include "VCAI.h"
- #include "Fuzzy.h"
- #include "../../lib/UnlockGuard.h"
- #include "../../lib/mapObjects/MapObjects.h"
- #include "../../lib/CConfigHandler.h"
- #include "../../lib/CHeroHandler.h"
- #include "../../lib/CModHandler.h"
- #include "../../lib/CGameState.h"
- #include "../../lib/NetPacks.h"
- #include "../../lib/serializer/CTypeList.h"
- #include "../../lib/serializer/BinarySerializer.h"
- #include "../../lib/serializer/BinaryDeserializer.h"
- /*
- * VCAI.cpp, part of VCMI engine
- *
- * Authors: listed in file AUTHORS in main folder
- *
- * License: GNU General Public License v2.0 or later
- * Full text of license available in license.txt file, in main folder
- *
- */
- extern FuzzyHelper *fh;
- class CGVisitableOPW;
- const double SAFE_ATTACK_CONSTANT = 1.5;
- 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)
- //one thread may be turn of AI and another will be handling a side effect for AI2
- boost::thread_specific_ptr<CCallback> cb;
- boost::thread_specific_ptr<VCAI> ai;
- //std::map<int, std::map<int, int> > HeroView::infosCount;
- //helper RAII to manage global ai/cb ptrs
- struct SetGlobalState
- {
- SetGlobalState(VCAI * AI)
- {
- assert(!ai.get());
- assert(!cb.get());
- ai.reset(AI);
- cb.reset(AI->myCb.get());
- }
- ~SetGlobalState()
- {
- ai.release();
- cb.release();
- }
- };
- #define SET_GLOBAL_STATE(ai) SetGlobalState _hlpSetState(ai);
- #define NET_EVENT_HANDLER SET_GLOBAL_STATE(this)
- #define MAKING_TURN SET_GLOBAL_STATE(this)
- unsigned char &retreiveTileN(std::vector< std::vector< std::vector<unsigned char> > > &vectors, const int3 &pos)
- {
- return vectors[pos.x][pos.y][pos.z];
- }
- const unsigned char &retreiveTileN(const std::vector< std::vector< std::vector<unsigned char> > > &vectors, const int3 &pos)
- {
- return vectors[pos.x][pos.y][pos.z];
- }
- void foreach_tile(std::vector< std::vector< std::vector<unsigned char> > > &vectors, std::function<void(unsigned char &in)> foo)
- {
- for(auto & vector : vectors)
- for(auto j = vector.begin(); j != vector.end(); j++)
- for(auto & elem : *j)
- foo(elem);
- }
- struct ObjInfo
- {
- int3 pos;
- std::string name;
- ObjInfo(){}
- ObjInfo(const CGObjectInstance *obj):
- pos(obj->pos),
- name(obj->getObjectName())
- {
- }
- };
- std::map<const CGObjectInstance *, ObjInfo> helperObjInfo;
- VCAI::VCAI(void)
- {
- LOG_TRACE(logAi);
- makingTurn = nullptr;
- destinationTeleport = ObjectInstanceID();
- destinationTeleportPos = int3(-1);
- }
- VCAI::~VCAI(void)
- {
- LOG_TRACE(logAi);
- finish();
- }
- void VCAI::availableCreaturesChanged(const CGDwelling *town)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- }
- void VCAI::heroMoved(const TryMoveHero & details)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- validateObject(details.id); //enemy hero may have left visible area
- auto hero = cb->getHero(details.id);
- cachedSectorMaps.clear();
- const int3 from = CGHeroInstance::convertPosition(details.start, false),
- to = CGHeroInstance::convertPosition(details.end, false);
- const CGObjectInstance *o1 = vstd::frontOrNull(cb->getVisitableObjs(from)),
- *o2 = vstd::frontOrNull(cb->getVisitableObjs(to));
- if(details.result == TryMoveHero::TELEPORTATION)
- {
- auto t1 = dynamic_cast<const CGTeleport *>(o1);
- auto t2 = dynamic_cast<const CGTeleport *>(o2);
- if(t1 && t2)
- {
- if(cb->isTeleportChannelBidirectional(t1->channel))
- {
- 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
- {
- knownSubterraneanGates[o1] = o2;
- knownSubterraneanGates[o2] = o1;
- logAi->debug("Found a pair of subterranean gates between %s and %s!", from(), to());
- }
- }
- }
- }
- else if(details.result == TryMoveHero::EMBARK && hero)
- {
- //make sure AI not attempt to visit used boat
- validateObject(hero->boat);
- }
- else if(details.result == TryMoveHero::DISEMBARK && o1)
- {
- auto boat = dynamic_cast<const CGBoat *>(o1);
- if(boat)
- addVisitableObj(boat);
- }
- }
- void VCAI::stackChagedCount(const StackLocation &location, const TQuantity &change, bool isAbsolute)
- {
- LOG_TRACE_PARAMS(logAi, "isAbsolute '%i'", isAbsolute);
- NET_EVENT_HANDLER;
- }
- void VCAI::heroInGarrisonChange(const CGTownInstance *town)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- }
- void VCAI::centerView(int3 pos, int focusTime)
- {
- LOG_TRACE_PARAMS(logAi, "focusTime '%i'", focusTime);
- NET_EVENT_HANDLER;
- }
- void VCAI::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- }
- void VCAI::artifactAssembled(const ArtifactLocation &al)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- }
- void VCAI::showTavernWindow(const CGObjectInstance *townOrTavern)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- }
- void VCAI::showThievesGuildWindow (const CGObjectInstance * obj)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- }
- void VCAI::playerBlocked(int reason, bool start)
- {
- LOG_TRACE_PARAMS(logAi, "reason '%i', start '%i'", reason % start);
- NET_EVENT_HANDLER;
- if (start && reason == PlayerBlocked::UPCOMING_BATTLE)
- status.setBattle(UPCOMING_BATTLE);
- if(reason == PlayerBlocked::ONGOING_MOVEMENT)
- status.setMove(start);
- }
- void VCAI::showPuzzleMap()
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- }
- void VCAI::showShipyardDialog(const IShipyard *obj)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- }
- void VCAI::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult)
- {
- LOG_TRACE_PARAMS(logAi, "victoryLossCheckResult '%s'", victoryLossCheckResult.messageToSelf);
- NET_EVENT_HANDLER;
- logAi->debug("Player %d (%s): I heard that player %d (%s) %s.", playerID, playerID.getStr(), player, player.getStr(),(victoryLossCheckResult.victory() ? "won" : "lost"));
- if(player == playerID)
- {
- if(victoryLossCheckResult.victory())
- {
- logAi->debug("VCAI: I won! Incredible!");
- logAi->debug("Turn nr %d", myCb->getDate());
- }
- else
- {
- logAi->debug("VCAI: Player %d (%s) lost. It's me. What a disappointment! :(", player, player.getStr());
- }
- finish();
- }
- }
- void VCAI::artifactPut(const ArtifactLocation &al)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- }
- void VCAI::artifactRemoved(const ArtifactLocation &al)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- }
- void VCAI::stacksErased(const StackLocation &location)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- }
- void VCAI::artifactDisassembled(const ArtifactLocation &al)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- }
- void VCAI::heroVisit(const CGHeroInstance *visitor, const CGObjectInstance *visitedObj, bool start)
- {
- LOG_TRACE_PARAMS(logAi, "start '%i'; obj '%s'", start % (visitedObj ? visitedObj->getObjectName() : std::string("n/a")));
- NET_EVENT_HANDLER;
- if(start)
- {
- markObjectVisited (visitedObj);
- unreserveObject(visitor, visitedObj);
- completeGoal (sptr(Goals::GetObj(visitedObj->id.getNum()).sethero(visitor))); //we don't need to visit it anymore
- //TODO: what if we visited one-time visitable object that was reserved by another hero (shouldn't, but..)
- }
- status.heroVisit(visitedObj, start);
- }
- void VCAI::availableArtifactsChanged(const CGBlackMarket *bm /*= nullptr*/)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- }
- void VCAI::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- //buildArmyIn(town);
- //moveCreaturesToHero(town);
- }
- void VCAI::tileHidden(const std::unordered_set<int3, ShashInt3> &pos)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- validateVisitableObjs();
- clearPathsInfo();
- }
- void VCAI::tileRevealed(const std::unordered_set<int3, ShashInt3> &pos)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- for(int3 tile : pos)
- for(const CGObjectInstance *obj : myCb->getVisitableObjs(tile))
- addVisitableObj(obj);
- clearPathsInfo();
- }
- void VCAI::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- auto firstHero = cb->getHero(hero1);
- auto secondHero = cb->getHero(hero2);
- status.addQuery(query, boost::str(boost::format("Exchange between heroes %s (%d) and %s (%d)") % firstHero->name % firstHero->tempOwner % secondHero->name % secondHero->tempOwner));
- requestActionASAP([=]()
- {
- float goalpriority1 = 0, goalpriority2 = 0;
- auto firstGoal = getGoal(firstHero);
- if (firstGoal->goalType == Goals::GATHER_ARMY)
- goalpriority1 = firstGoal->priority;
- auto secondGoal = getGoal(secondHero);
- if (secondGoal->goalType == Goals::GATHER_ARMY)
- goalpriority2 = secondGoal->priority;
- auto transferFrom2to1 = [this](const CGHeroInstance * h1, const CGHeroInstance *h2) -> void
- {
- this->pickBestCreatures(h1, h2);
- this->pickBestArtifacts(h1, h2);
- };
- //Do not attempt army or artifacts exchange if we visited ally player
- //Visits can still be useful if hero have skills like Scholar
- if(firstHero->tempOwner != secondHero->tempOwner)
- logAi->debug("Heroes owned by different players. Do not exchange army or artifacts.");
- else if(goalpriority1 > goalpriority2)
- transferFrom2to1 (firstHero, secondHero);
- else if(goalpriority1 < goalpriority2)
- transferFrom2to1 (secondHero, firstHero);
- else //regular criteria
- {
- if (firstHero->getFightingStrength() > secondHero->getFightingStrength() && canGetArmy(firstHero, secondHero))
- transferFrom2to1 (firstHero, secondHero);
- else if (canGetArmy(secondHero, firstHero))
- transferFrom2to1 (secondHero, firstHero);
- }
- completeGoal(sptr(Goals::VisitHero(firstHero->id.getNum()))); //TODO: what if we were visited by other hero in the meantime?
- completeGoal(sptr(Goals::VisitHero(secondHero->id.getNum())));
- answerQuery(query, 0);
- });
- }
- void VCAI::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
- {
- LOG_TRACE_PARAMS(logAi, "which '%i', val '%i'", which % val);
- NET_EVENT_HANDLER;
- }
- void VCAI::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
- {
- LOG_TRACE_PARAMS(logAi, "level '%i'", level);
- NET_EVENT_HANDLER;
- }
- void VCAI::heroMovePointsChanged(const CGHeroInstance * hero)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- }
- void VCAI::stackChangedType(const StackLocation &location, const CCreature &newType)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- }
- void VCAI::stacksRebalanced(const StackLocation &src, const StackLocation &dst, TQuantity count)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- }
- void VCAI::newObject(const CGObjectInstance * obj)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- if(obj->isVisitable())
- addVisitableObj(obj);
- cachedSectorMaps.clear();
- }
- void VCAI::objectRemoved(const CGObjectInstance *obj)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- vstd::erase_if_present(visitableObjs, obj);
- vstd::erase_if_present(alreadyVisited, obj);
- for (auto h : cb->getHeroesInfo())
- unreserveObject(h, obj);
- //TODO: Find better way to handle hero boat removal
- if(auto hero = dynamic_cast<const CGHeroInstance *>(obj))
- {
- if(hero->boat)
- {
- vstd::erase_if_present(visitableObjs, hero->boat);
- vstd::erase_if_present(alreadyVisited, hero->boat);
- for (auto h : cb->getHeroesInfo())
- unreserveObject(h, hero->boat);
- }
- }
- cachedSectorMaps.clear(); //invalidate all paths
- //TODO
- //there are other places where CGObjectinstance ptrs are stored...
- //
- if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
- {
- lostHero(cb->getHero(obj->id)); //we can promote, since objectRemoved is called just before actual deletion
- }
- }
- void VCAI::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- requestActionASAP([=]()
- {
- makePossibleUpgrades(visitor);
- });
- }
- void VCAI::playerBonusChanged(const Bonus &bonus, bool gain)
- {
- LOG_TRACE_PARAMS(logAi, "gain '%i'", gain);
- NET_EVENT_HANDLER;
- }
- void VCAI::newStackInserted(const StackLocation &location, const CStackInstance &stack)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- }
- void VCAI::heroCreated(const CGHeroInstance* h)
- {
- LOG_TRACE(logAi);
- if (h->visitedTown)
- townVisitsThisWeek[HeroPtr(h)].insert(h->visitedTown);
- NET_EVENT_HANDLER;
- }
- void VCAI::advmapSpellCast(const CGHeroInstance * caster, int spellID)
- {
- LOG_TRACE_PARAMS(logAi, "spellID '%i", spellID);
- NET_EVENT_HANDLER;
- }
- void VCAI::showInfoDialog(const std::string &text, const std::vector<Component*> &components, int soundID)
- {
- LOG_TRACE_PARAMS(logAi, "soundID '%i'", soundID);
- NET_EVENT_HANDLER;
- }
- void VCAI::requestRealized(PackageApplied *pa)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- if(status.haveTurn())
- {
- if(pa->packType == typeList.getTypeID<EndTurn>())
- if(pa->result)
- status.madeTurn();
- }
- if(pa->packType == typeList.getTypeID<QueryReply>())
- {
- status.receivedAnswerConfirmation(pa->requestID, pa->result);
- }
- }
- void VCAI::receivedResource(int type, int val)
- {
- LOG_TRACE_PARAMS(logAi, "type '%i', val '%i'", type % val);
- NET_EVENT_HANDLER;
- }
- void VCAI::stacksSwapped(const StackLocation &loc1, const StackLocation &loc2)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- }
- void VCAI::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- }
- void VCAI::heroManaPointsChanged(const CGHeroInstance * hero)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- }
- void VCAI::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
- {
- LOG_TRACE_PARAMS(logAi, "which '%d', val '%d'", which % val);
- NET_EVENT_HANDLER;
- }
- void VCAI::battleResultsApplied()
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- assert(status.getBattle() == ENDING_BATTLE);
- status.setBattle(NO_BATTLE);
- }
- void VCAI::objectPropertyChanged(const SetObjectProperty * sop)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- if(sop->what == ObjProperty::OWNER)
- {
- if(myCb->getPlayerRelations(playerID, (PlayerColor)sop->val) == PlayerRelations::ENEMIES)
- {
- //we want to visit objects owned by oppponents
- auto obj = myCb->getObj(sop->id, false);
- if (obj)
- {
- addVisitableObj(obj); // TODO: Remove once save compatability broken. In past owned objects were removed from this set
- vstd::erase_if_present(alreadyVisited, obj);
- }
- }
- }
- }
- void VCAI::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what)
- {
- LOG_TRACE_PARAMS(logAi, "what '%i'", what);
- NET_EVENT_HANDLER;
- }
- void VCAI::heroBonusChanged(const CGHeroInstance *hero, const Bonus &bonus, bool gain)
- {
- LOG_TRACE_PARAMS(logAi, "gain '%i'", gain);
- NET_EVENT_HANDLER;
- }
- void VCAI::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- }
- void VCAI::showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositions)
- {
- //TODO: AI support for ViewXXX spell
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- }
- void VCAI::init(std::shared_ptr<CCallback> CB)
- {
- LOG_TRACE(logAi);
- myCb = CB;
- cbc = CB;
- NET_EVENT_HANDLER;
- playerID = *myCb->getMyColor();
- myCb->waitTillRealize = true;
- myCb->unlockGsWhenWaiting = true;
- if(!fh)
- fh = new FuzzyHelper();
- retreiveVisitableObjs();
- }
- void VCAI::yourTurn()
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- status.startedTurn();
- makingTurn = make_unique<boost::thread>(&VCAI::makeTurn, this);
- }
- void VCAI::heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill> &skills, QueryID queryID)
- {
- LOG_TRACE_PARAMS(logAi, "queryID '%i'", queryID);
- NET_EVENT_HANDLER;
- status.addQuery(queryID, boost::str(boost::format("Hero %s got level %d") % hero->name % hero->level));
- requestActionASAP([=]{ answerQuery(queryID, 0); });
- }
- void VCAI::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
- {
- LOG_TRACE_PARAMS(logAi, "queryID '%i'", queryID);
- NET_EVENT_HANDLER;
- status.addQuery(queryID, boost::str(boost::format("Commander %s of %s got level %d") % commander->name % commander->armyObj->nodeName() % (int)commander->level));
- requestActionASAP([=]{ answerQuery(queryID, 0); });
- }
- void VCAI::showBlockingDialog(const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel)
- {
- LOG_TRACE_PARAMS(logAi, "text '%s', askID '%i', soundID '%i', selection '%i', cancel '%i'", text % askID % soundID % selection % cancel);
- NET_EVENT_HANDLER;
- int sel = 0;
- status.addQuery(askID, boost::str(boost::format("Blocking dialog query with %d components - %s")
- % components.size() % text));
- if(selection) //select from multiple components -> take the last one (they're indexed [1-size])
- sel = components.size();
- if(!selection && cancel) //yes&no -> always answer yes, we are a brave AI :)
- sel = 1;
- requestActionASAP([=]()
- {
- answerQuery(askID, sel);
- });
- }
- void VCAI::showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
- {
- // LOG_TRACE_PARAMS(logAi, "askID '%i', exits '%s'", askID % exits);
- NET_EVENT_HANDLER;
- status.addQuery(askID, boost::str(boost::format("Teleport dialog query with %d exits")
- % exits.size()));
- int choosenExit = -1;
- if(impassable)
- knownTeleportChannels[channel]->passability = TeleportChannel::IMPASSABLE;
- else if(destinationTeleport != ObjectInstanceID() && destinationTeleportPos.valid())
- {
- auto neededExit = std::make_pair(destinationTeleport, destinationTeleportPos);
- if(destinationTeleport != ObjectInstanceID() && vstd::contains(exits, neededExit))
- choosenExit = vstd::find_pos(exits, neededExit);
- }
- for(auto exit : exits)
- {
- if(status.channelProbing() && exit.first == destinationTeleport)
- {
- choosenExit = vstd::find_pos(exits, exit);
- break;
- }
- else
- {
- // TODO: Implement checking if visiting that teleport will uncovert any FoW
- // So far this is the best option to handle decision about probing
- auto obj = cb->getObj(exit.first, false);
- if(obj == nullptr && !vstd::contains(teleportChannelProbingList, exit.first) &&
- exit.first != destinationTeleport)
- {
- teleportChannelProbingList.push_back(exit.first);
- }
- }
- }
- requestActionASAP([=]()
- {
- answerQuery(askID, choosenExit);
- });
- }
- void VCAI::showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
- {
- LOG_TRACE_PARAMS(logAi, "removableUnits '%i', queryID '%i'", removableUnits % queryID);
- NET_EVENT_HANDLER;
- std::string s1 = up ? up->nodeName() : "NONE";
- std::string s2 = down ? down->nodeName() : "NONE";
- status.addQuery(queryID, boost::str(boost::format("Garrison dialog with %s and %s") % s1 % s2));
- //you can't request action from action-response thread
- requestActionASAP([=]()
- {
- if(removableUnits)
- pickBestCreatures(down, up);
- answerQuery(queryID, 0);
- });
- }
- void VCAI::saveGame(BinarySerializer & h, const int version)
- {
- LOG_TRACE_PARAMS(logAi, "version '%i'", version);
- NET_EVENT_HANDLER;
- validateVisitableObjs();
- registerGoals(h);
- CAdventureAI::saveGame(h, version);
- serializeInternal(h, version);
- }
- void VCAI::loadGame(BinaryDeserializer & h, const int version)
- {
- LOG_TRACE_PARAMS(logAi, "version '%i'", version);
- NET_EVENT_HANDLER;
- registerGoals(h);
- CAdventureAI::loadGame(h, version);
- serializeInternal(h, version);
- }
- void makePossibleUpgrades(const CArmedInstance *obj)
- {
- if(!obj)
- return;
- for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
- {
- if(const CStackInstance *s = obj->getStackPtr(SlotID(i)))
- {
- UpgradeInfo ui;
- cb->getUpgradeInfo(obj, SlotID(i), ui);
- if(ui.oldID >= 0 && cb->getResourceAmount().canAfford(ui.cost[0] * s->count))
- {
- cb->upgradeCreature(obj, SlotID(i), ui.newID[0]);
- }
- }
- }
- }
- void VCAI::makeTurn()
- {
- logGlobal->info("Player %d (%s) starting turn", playerID, playerID.getStr());
- MAKING_TURN;
- boost::shared_lock<boost::shared_mutex> gsLock(cb->getGsMutex());
- setThreadName("VCAI::makeTurn");
- switch(cb->getDate(Date::DAY_OF_WEEK))
- {
- case 1:
- {
- townVisitsThisWeek.clear();
- std::vector<const CGObjectInstance *> objs;
- retreiveVisitableObjs(objs, true);
- for(const CGObjectInstance *obj : objs)
- {
- if (isWeeklyRevisitable(obj))
- {
- addVisitableObj(obj);
- vstd::erase_if_present(alreadyVisited, obj);
- }
- }
- }
- break;
- }
- markHeroAbleToExplore (primaryHero());
- makeTurnInternal();
- makingTurn.reset();
- return;
- }
- void VCAI::makeTurnInternal()
- {
- saving = 0;
- //it looks messy here, but it's better to have armed heroes before attempting realizing goals
- for(const CGTownInstance *t : cb->getTownsInfo())
- moveCreaturesToHero(t);
- try
- {
- //Pick objects reserved in previous turn - we expect only nerby objects there
- auto reservedHeroesCopy = reservedHeroesMap; //work on copy => the map may be changed while iterating (eg because hero died when attempting a goal)
- for (auto hero : reservedHeroesCopy)
- {
- if(reservedHeroesMap.count(hero.first))
- continue; //hero might have been removed while we were in this loop
- if(!hero.first.validAndSet())
- {
- logAi->error("Hero %s present on reserved map. Shouldn't be.", hero.first.name);
- continue;
- }
- std::vector<const CGObjectInstance *> vec(hero.second.begin(), hero.second.end());
- boost::sort (vec, CDistanceSorter(hero.first.get()));
- for (auto obj : vec)
- {
- if(!obj || !cb->getObj(obj->id))
- {
- logAi->error("Error: there is wrong object on list for hero %s", hero.first->name);
- continue;
- }
- striveToGoal (sptr(Goals::VisitTile(obj->visitablePos()).sethero(hero.first)));
- }
- }
- //now try to win
- striveToGoal(sptr(Goals::Win()));
- //finally, continue our abstract long-term goals
- int oldMovement = 0;
- int newMovement = 0;
- while (true)
- {
- oldMovement = newMovement; //remember old value
- newMovement = 0;
- std::vector<std::pair<HeroPtr, Goals::TSubgoal> > safeCopy;
- for (auto mission : lockedHeroes)
- {
- fh->setPriority (mission.second); //re-evaluate
- if (canAct(mission.first))
- {
- newMovement += mission.first->movement;
- safeCopy.push_back (mission);
- }
- }
- if (newMovement == oldMovement) //means our heroes didn't move or didn't re-assign their goals
- {
- logAi->warn("Our heroes don't move anymore, exhaustive decomposition failed");
- break;
- }
- if (safeCopy.empty())
- break; //all heroes exhausted their locked goals
- else
- {
- typedef std::pair<HeroPtr, Goals::TSubgoal> TItrType;
- auto lockedHeroesSorter = [](TItrType m1, TItrType m2) -> bool
- {
- return m1.second->priority < m2.second->priority;
- };
- boost::sort(safeCopy, lockedHeroesSorter);
- striveToGoal (safeCopy.back().second);
- }
- }
- auto quests = myCb->getMyQuests();
- for (auto quest : quests)
- {
- striveToQuest (quest);
- }
- striveToGoal(sptr(Goals::Build())); //TODO: smarter building management
- performTypicalActions();
- //for debug purpose
- for (auto h : cb->getHeroesInfo())
- {
- if (h->movement)
- logAi->warn("Hero %s has %d MP left", h->name, h->movement);
- }
- }
- catch(boost::thread_interrupted &e)
- {
- logAi->debug("Making turn thread has been interrupted. We'll end without calling endTurn.");
- return;
- }
- catch(std::exception &e)
- {
- logAi->debug("Making turn thread has caught an exception: %s", e.what());
- }
- endTurn();
- }
- bool VCAI::goVisitObj(const CGObjectInstance * obj, HeroPtr h)
- {
- int3 dst = obj->visitablePos();
- auto sm = getCachedSectorMap(h);
- logAi->debug("%s will try to visit %s at (%s)",h->name, obj->getObjectName(), dst());
- int3 pos = sm->firstTileToGet(h, dst);
- if (!pos.valid()) //rare case when we are already standing on one of potential objects
- return false;
- return moveHeroToTile(pos, h);
- }
- void VCAI::performObjectInteraction(const CGObjectInstance * obj, HeroPtr h)
- {
- LOG_TRACE_PARAMS(logAi, "Hero %s and object %s at %s", h->name % obj->getObjectName() % obj->pos);
- switch (obj->ID)
- {
- case Obj::CREATURE_GENERATOR1:
- recruitCreatures (dynamic_cast<const CGDwelling *>(obj), h.get());
- checkHeroArmy (h);
- break;
- case Obj::TOWN:
- moveCreaturesToHero (dynamic_cast<const CGTownInstance *>(obj));
- if (h->visitedTown) //we are inside, not just attacking
- {
- townVisitsThisWeek[h].insert(h->visitedTown);
- if (!h->hasSpellbook() && cb->getResourceAmount(Res::GOLD) >= GameConstants::SPELLBOOK_GOLD_COST + saving[Res::GOLD] &&
- h->visitedTown->hasBuilt (BuildingID::MAGES_GUILD_1))
- cb->buyArtifact(h.get(), ArtifactID::SPELLBOOK);
- }
- break;
- }
- completeGoal (sptr(Goals::GetObj(obj->id.getNum()).sethero(h)));
- }
- void VCAI::moveCreaturesToHero(const CGTownInstance * t)
- {
- if(t->visitingHero && t->armedGarrison() && t->visitingHero->tempOwner == t->tempOwner)
- {
- pickBestCreatures (t->visitingHero, t);
- }
- }
- bool VCAI::canGetArmy (const CGHeroInstance * army, const CGHeroInstance * source)
- { //TODO: merge with pickBestCreatures
- //if (ai->primaryHero().h == source)
- if(army->tempOwner != source->tempOwner)
- {
- logAi->error("Why are we even considering exchange between heroes from different players?");
- return false;
- }
- const CArmedInstance *armies[] = {army, source};
- //we calculate total strength for each creature type available in armies
- std::map<const CCreature*, int> creToPower;
- for(auto armyPtr : armies)
- for(auto &i : armyPtr->Slots())
- {
- //TODO: allow splitting stacks?
- creToPower[i.second->type] += i.second->getPower();
- }
- //TODO - consider more than just power (ie morale penalty, hero specialty in certain stacks, etc)
- int armySize = creToPower.size();
- armySize = std::min ((source->needsLastStack() ? armySize - 1 : armySize), GameConstants::ARMY_SIZE); //can't move away last stack
- std::vector<const CCreature *> bestArmy; //types that'll be in final dst army
- for (int i = 0; i < armySize; i++) //pick the creatures from which we can get most power, as many as dest can fit
- {
- typedef const std::pair<const CCreature*, int> &CrePowerPair;
- auto creIt = boost::max_element(creToPower, [](CrePowerPair lhs, CrePowerPair rhs)
- {
- return lhs.second < rhs.second;
- });
- bestArmy.push_back(creIt->first);
- creToPower.erase(creIt);
- if(creToPower.empty())
- break;
- }
- //foreach best type -> iterate over slots in both armies and if it's the appropriate type, send it to the slot where it belongs
- for (int i = 0; i < bestArmy.size(); i++) //i-th strongest creature type will go to i-th slot
- {
- for(auto armyPtr : armies)
- for (int j = 0; j < GameConstants::ARMY_SIZE; j++)
- {
- if(armyPtr->getCreature(SlotID(j)) == bestArmy[i] && armyPtr != army) //it's a searched creature not in dst ARMY
- {
- //FIXME: line below is useless when simulating exchange between two non-singular armies
- if(!(armyPtr->needsLastStack() && armyPtr->stacksCount() == 1)) //can't take away last creature
- return true; //at least one exchange will be performed
- else
- return false; //no further exchange possible
- }
- }
- }
- return false;
- }
- void VCAI::pickBestCreatures(const CArmedInstance * army, const CArmedInstance * source)
- {
- //TODO - what if source is a hero (the last stack problem) -> it'd good to create a single stack of weakest cre
- const CArmedInstance *armies[] = {army, source};
- //we calculate total strength for each creature type available in armies
- std::map<const CCreature*, int> creToPower;
- for(auto armyPtr : armies)
- for(auto &i : armyPtr->Slots())
- {//TODO: allow splitting stacks?
- creToPower[i.second->type] += i.second->getPower();
- }
- //TODO - consider more than just power (ie morale penalty, hero specialty in certain stacks, etc)
- int armySize = creToPower.size();
- armySize = std::min ((source->needsLastStack() ? armySize - 1 : armySize), GameConstants::ARMY_SIZE); //can't move away last stack
- std::vector<const CCreature *> bestArmy; //types that'll be in final dst army
- for (int i = 0; i < armySize; i++) //pick the creatures from which we can get most power, as many as dest can fit
- {
- typedef const std::pair<const CCreature*, int> &CrePowerPair;
- auto creIt = boost::max_element(creToPower, [](CrePowerPair lhs, CrePowerPair rhs)
- {
- return lhs.second < rhs.second;
- });
- bestArmy.push_back(creIt->first);
- creToPower.erase(creIt);
- if(creToPower.empty())
- break;
- }
- //foreach best type -> iterate over slots in both armies and if it's the appropriate type, send it to the slot where it belongs
- for (int i = 0; i < bestArmy.size(); i++) //i-th strongest creature type will go to i-th slot
- {
- for(auto armyPtr : armies)
- for (int j = 0; j < GameConstants::ARMY_SIZE; j++)
- {
- if(armyPtr->getCreature(SlotID(j)) == bestArmy[i] && (i != j || armyPtr != army)) //it's a searched creature not in dst SLOT
- if(!(armyPtr->needsLastStack() && armyPtr->stacksCount() == 1)) //can't take away last creature
- cb->mergeOrSwapStacks(armyPtr, army, SlotID(j), SlotID(i));
- }
- }
- //TODO - having now strongest possible army, we may want to think about arranging stacks
- auto hero = dynamic_cast<const CGHeroInstance *>(army);
- if (hero)
- {
- checkHeroArmy (hero);
- }
- }
- void VCAI::pickBestArtifacts(const CGHeroInstance * h, const CGHeroInstance * other)
- {
- auto equipBest = [](const CGHeroInstance * h, const CGHeroInstance * otherh, bool giveStuffToFirstHero) -> void
- {
- bool changeMade = false;
- do
- {
- changeMade = false;
- //we collect gear always in same order
- std::vector<ArtifactLocation> allArtifacts;
- if (giveStuffToFirstHero)
- {
- for (auto p : h->artifactsWorn)
- {
- if (p.second.artifact)
- allArtifacts.push_back(ArtifactLocation(h, p.first));
- }
- }
- for (auto slot : h->artifactsInBackpack)
- allArtifacts.push_back(ArtifactLocation(h, h->getArtPos(slot.artifact)));
- if (otherh)
- {
- for (auto p : otherh->artifactsWorn)
- {
- if (p.second.artifact)
- allArtifacts.push_back(ArtifactLocation(otherh, p.first));
- }
- for (auto slot : otherh->artifactsInBackpack)
- allArtifacts.push_back(ArtifactLocation(otherh, otherh->getArtPos(slot.artifact)));
- }
- //we give stuff to one hero or another, depending on giveStuffToFirstHero
- const CGHeroInstance * target = nullptr;
- if (giveStuffToFirstHero)
- target = h;
- else
- target = otherh;
- for (auto location : allArtifacts)
- {
- if (location.relatedObj() == target && location.slot < ArtifactPosition::AFTER_LAST)
- continue; //don't reequip artifact we already wear
- if(location.slot == ArtifactPosition::MACH4) // don't attempt to move catapult
- continue;
- auto s = location.getSlot();
- if (!s || s->locked) //we can't move locks
- continue;
- auto artifact = s->artifact;
- if (!artifact)
- continue;
- //FIXME: why are the above possible to be null?
- bool emptySlotFound = false;
- for (auto slot : artifact->artType->possibleSlots.at(target->bearerType()))
- {
- ArtifactLocation destLocation(target, slot);
- if (target->isPositionFree(slot) && artifact->canBePutAt(destLocation, true)) //combined artifacts are not always allowed to move
- {
- cb->swapArtifacts(location, destLocation); //just put into empty slot
- emptySlotFound = true;
- changeMade = true;
- break;
- }
- }
- if (!emptySlotFound) //try to put that atifact in already occupied slot
- {
- for (auto slot : artifact->artType->possibleSlots.at(target->bearerType()))
- {
- auto otherSlot = target->getSlot(slot);
- if (otherSlot && otherSlot->artifact) //we need to exchange artifact for better one
- {
- ArtifactLocation destLocation(target, slot);
- //if that artifact is better than what we have, pick it
- if (compareArtifacts(artifact, otherSlot->artifact) && artifact->canBePutAt(destLocation, true)) //combined artifacts are not always allowed to move
- {
- cb->swapArtifacts(location, ArtifactLocation(target, target->getArtPos(otherSlot->artifact)));
- changeMade = true;
- break;
- }
- }
- }
- }
- if (changeMade)
- break; //start evaluating artifacts from scratch
- }
- } while (changeMade);
- };
- equipBest (h, other, true);
- if (other)
- {
- equipBest(h, other, false);
- }
- }
- void VCAI::recruitCreatures(const CGDwelling * d, const CArmedInstance * recruiter)
- {
- for(int i = 0; i < d->creatures.size(); i++)
- {
- if(!d->creatures[i].second.size())
- continue;
- int count = d->creatures[i].first;
- CreatureID creID = d->creatures[i].second.back();
- // const CCreature *c = VLC->creh->creatures[creID];
- // if(containsSavedRes(c->cost))
- // continue;
- vstd::amin(count, freeResources() / VLC->creh->creatures[creID]->cost);
- if(count > 0)
- cb->recruitCreatures(d, recruiter, creID, count, i);
- }
- }
- bool VCAI::tryBuildStructure(const CGTownInstance * t, BuildingID building, unsigned int maxDays)
- {
- if (maxDays == 0)
- {
- logAi->warn("Request to build building %d in 0 days!", building.toEnum());
- return false;
- }
- if (!vstd::contains(t->town->buildings, building))
- return false; // no such building in town
- if (t->hasBuilt(building)) //Already built? Shouldn't happen in general
- return true;
- const CBuilding * buildPtr = t->town->buildings.at(building);
- auto toBuild = buildPtr->requirements.getFulfillmentCandidates([&](const BuildingID & buildID)
- {
- return t->hasBuilt(buildID);
- });
- toBuild.push_back(building);
- for(BuildingID buildID : toBuild)
- {
- EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID);
- if (canBuild == EBuildingState::HAVE_CAPITAL
- || canBuild == EBuildingState::FORBIDDEN
- || canBuild == EBuildingState::NO_WATER)
- return false; //we won't be able to build this
- }
- if (maxDays && toBuild.size() > maxDays)
- return false;
- TResources currentRes = cb->getResourceAmount();
- //TODO: calculate if we have enough resources to build it in maxDays
- for(const auto & buildID : toBuild)
- {
- const CBuilding *b = t->town->buildings.at(buildID);
- EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID);
- if(canBuild == EBuildingState::ALLOWED)
- {
- if(!containsSavedRes(b->resources))
- {
- logAi->debug("Player %d will build %s in town of %s at %s", playerID, b->Name(), t->name, t->pos());
- cb->buildBuilding(t, buildID);
- return true;
- }
- continue;
- }
- else if(canBuild == EBuildingState::NO_RESOURCES)
- {
- //TResources income = estimateIncome();
- TResources cost = t->town->buildings.at(buildID)->resources;
- for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
- {
- //int diff = currentRes[i] - cost[i] + income[i];
- int diff = currentRes[i] - cost[i];
- if(diff < 0)
- saving[i] = 1;
- }
- continue;
- }
- else if (canBuild == EBuildingState::PREREQUIRES)
- {
- // can happen when dependencies have their own missing dependencies
- if (tryBuildStructure(t, buildID, maxDays - 1))
- return true;
- }
- else if (canBuild == EBuildingState::MISSING_BASE)
- {
- if (tryBuildStructure(t, b->upgrade, maxDays - 1))
- return true;
- }
- }
- return false;
- }
- //bool VCAI::canBuildStructure(const CGTownInstance * t, BuildingID building, unsigned int maxDays=7)
- //{
- // if (maxDays == 0)
- // {
- // logAi->warn("Request to build building %d in 0 days!", building.toEnum());
- // return false;
- // }
- //
- // if (!vstd::contains(t->town->buildings, building))
- // return false; // no such building in town
- //
- // if (t->hasBuilt(building)) //Already built? Shouldn't happen in general
- // return true;
- //
- // const CBuilding * buildPtr = t->town->buildings.at(building);
- //
- // auto toBuild = buildPtr->requirements.getFulfillmentCandidates([&](const BuildingID & buildID)
- // {
- // return t->hasBuilt(buildID);
- // });
- // toBuild.push_back(building);
- //
- // for(BuildingID buildID : toBuild)
- // {
- // EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID);
- // if (canBuild == EBuildingState::HAVE_CAPITAL
- // || canBuild == EBuildingState::FORBIDDEN
- // || canBuild == EBuildingState::NO_WATER)
- // return false; //we won't be able to build this
- // }
- //
- // if (maxDays && toBuild.size() > maxDays)
- // return false;
- //
- // TResources currentRes = cb->getResourceAmount();
- // TResources income = estimateIncome();
- // //TODO: calculate if we have enough resources to build it in maxDays
- //
- // for(const auto & buildID : toBuild)
- // {
- // const CBuilding *b = t->town->buildings.at(buildID);
- //
- // EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID);
- // if(canBuild == EBuildingState::ALLOWED)
- // {
- // if(!containsSavedRes(b->resources))
- // {
- // logAi->debug("Player %d will build %s in town of %s at %s", playerID, b->Name(), t->name, t->pos());
- // return true;
- // }
- // continue;
- // }
- // else if(canBuild == EBuildingState::NO_RESOURCES)
- // {
- // TResources cost = t->town->buildings.at(buildID)->resources;
- // for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
- // {
- // int diff = currentRes[i] - cost[i] + income[i];
- // if(diff < 0)
- // saving[i] = 1;
- // }
- // continue;
- // }
- // else if (canBuild == EBuildingState::PREREQUIRES)
- // {
- // // can happen when dependencies have their own missing dependencies
- // if (canBuildStructure(t, buildID, maxDays - 1))
- // return true;
- // }
- // else if (canBuild == EBuildingState::MISSING_BASE)
- // {
- // if (canBuildStructure(t, b->upgrade, maxDays - 1))
- // return true;
- // }
- // }
- // return false;
- //}
- bool VCAI::tryBuildAnyStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays)
- {
- for(const auto & building : buildList)
- {
- if(t->hasBuilt(building))
- continue;
- if (tryBuildStructure(t, building, maxDays))
- return true;
- }
- return false; //Can't build anything
- }
- BuildingID VCAI::canBuildAnyStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays)
- {
- for(const auto & building : buildList)
- {
- if(t->hasBuilt(building))
- continue;
- if (cb->canBuildStructure(t, building))
- return building;
- }
- return BuildingID::NONE; //Can't build anything
- }
- bool VCAI::tryBuildNextStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays)
- {
- for(const auto & building : buildList)
- {
- if(t->hasBuilt(building))
- continue;
- return tryBuildStructure(t, building, maxDays);
- }
- return false;//Nothing to build
- }
- //Set of buildings for different goals. Does not include any prerequisites.
- static const BuildingID essential[] = {BuildingID::TAVERN, BuildingID::TOWN_HALL};
- static const BuildingID goldSource[] = {BuildingID::TOWN_HALL, BuildingID::CITY_HALL, BuildingID::CAPITOL};
- static const BuildingID unitsSource[] = { BuildingID::DWELL_LVL_1, BuildingID::DWELL_LVL_2, BuildingID::DWELL_LVL_3,
- BuildingID::DWELL_LVL_4, BuildingID::DWELL_LVL_5, BuildingID::DWELL_LVL_6, BuildingID::DWELL_LVL_7};
- static const BuildingID unitsUpgrade[] = { BuildingID::DWELL_LVL_1_UP, BuildingID::DWELL_LVL_2_UP, BuildingID::DWELL_LVL_3_UP,
- BuildingID::DWELL_LVL_4_UP, BuildingID::DWELL_LVL_5_UP, BuildingID::DWELL_LVL_6_UP, BuildingID::DWELL_LVL_7_UP};
- static const BuildingID unitGrowth[] = { BuildingID::FORT, BuildingID::CITADEL, BuildingID::CASTLE, BuildingID::HORDE_1,
- BuildingID::HORDE_1_UPGR, BuildingID::HORDE_2, BuildingID::HORDE_2_UPGR};
- static const BuildingID spells[] = {BuildingID::MAGES_GUILD_1, BuildingID::MAGES_GUILD_2, BuildingID::MAGES_GUILD_3,
- BuildingID::MAGES_GUILD_4, BuildingID::MAGES_GUILD_5};
- static const BuildingID extra[] = {BuildingID::RESOURCE_SILO, BuildingID::SPECIAL_1, BuildingID::SPECIAL_2, BuildingID::SPECIAL_3,
- BuildingID::SPECIAL_4, BuildingID::SHIPYARD}; // all remaining buildings
- void VCAI::buildStructure(const CGTownInstance * t)
- {
- //TODO make *real* town development system
- //TODO: faction-specific development: use special buildings, build dwellings in better order, etc
- //TODO: build resource silo, defences when needed
- //Possible - allow "locking" on specific building (build prerequisites and then building itself)
- TResources currentRes = cb->getResourceAmount();
- TResources currentIncome = t->dailyIncome();
- int townIncome = currentIncome[Res::GOLD];
- if (tryBuildAnyStructure(t, std::vector<BuildingID>(essential, essential + ARRAY_COUNT(essential))))
- return;
- //we're running out of gold - try to build something gold-producing. Multiplier can be tweaked, 6 is minimum due to buildings costs
- if (currentRes[Res::GOLD] < townIncome * 6)
- if (tryBuildNextStructure(t, std::vector<BuildingID>(goldSource, goldSource + ARRAY_COUNT(goldSource))))
- return;
- if (cb->getDate(Date::DAY_OF_WEEK) > 6)// last 2 days of week - try to focus on growth
- {
- if (tryBuildNextStructure(t, std::vector<BuildingID>(unitGrowth, unitGrowth + ARRAY_COUNT(unitGrowth)), 2))
- return;
- }
- // first in-game week or second half of any week: try build dwellings
- if (cb->getDate(Date::DAY) < 7 || cb->getDate(Date::DAY_OF_WEEK) > 3)
- if (tryBuildAnyStructure(t, std::vector<BuildingID>(unitsSource, unitsSource + ARRAY_COUNT(unitsSource)), 8 - cb->getDate(Date::DAY_OF_WEEK)))
- return;
- //try to upgrade dwelling
- for(int i = 0; i < ARRAY_COUNT(unitsUpgrade); i++)
- {
- if (t->hasBuilt(unitsSource[i]) && !t->hasBuilt(unitsUpgrade[i]))
- {
- if (tryBuildStructure(t, unitsUpgrade[i]))
- return;
- }
- }
- //remaining tasks
- if (tryBuildNextStructure(t, std::vector<BuildingID>(goldSource, goldSource + ARRAY_COUNT(goldSource))))
- return;
- if (tryBuildNextStructure(t, std::vector<BuildingID>(spells, spells + ARRAY_COUNT(spells))))
- return;
- if (tryBuildAnyStructure(t, std::vector<BuildingID>(extra, extra + ARRAY_COUNT(extra))))
- return;
- }
- bool VCAI::isGoodForVisit(const CGObjectInstance *obj, HeroPtr h, SectorMap &sm)
- {
- const int3 pos = obj->visitablePos();
- const int3 targetPos = sm.firstTileToGet(h, pos);
- if (!targetPos.valid())
- return false;
- if (isTileNotReserved(h.get(), targetPos) &&
- !obj->wasVisited(playerID) &&
- (cb->getPlayerRelations(ai->playerID, obj->tempOwner) == PlayerRelations::ENEMIES || isWeeklyRevisitable(obj)) && //flag or get weekly resources / creatures
- isSafeToVisit(h, pos) &&
- shouldVisit(h, obj) &&
- !vstd::contains(alreadyVisited, obj) &&
- !vstd::contains(reservedObjs, obj) &&
- isAccessibleForHero(targetPos, h))
- {
- const CGObjectInstance *topObj = cb->getVisitableObjs(obj->visitablePos()).back(); //it may be hero visiting this obj
- //we don't try visiting object on which allied or owned hero stands
- // -> it will just trigger exchange windows and AI will be confused that obj behind doesn't get visited
- if (topObj->ID == Obj::HERO && cb->getPlayerRelations(h->tempOwner, topObj->tempOwner) != PlayerRelations::ENEMIES)
- return false;
- else
- return true; //all of the following is met
- }
- return false;
- }
- bool VCAI::isTileNotReserved(const CGHeroInstance * h, int3 t)
- {
- if (t.valid())
- {
- auto obj = cb->getTopObj(t);
- if (obj && vstd::contains(ai->reservedObjs, obj) && !vstd::contains(reservedHeroesMap[h], obj))
- return false; //do not capture object reserved by another hero
- else
- return true;
- }
- else
- return false;
- }
- bool VCAI::canRecruitAnyHero (const CGTownInstance * t) const
- {
- //TODO: make gathering gold, building tavern or conquering town (?) possible subgoals
- if (!t)
- t = findTownWithTavern();
- if (t)
- return cb->getResourceAmount(Res::GOLD) >= GameConstants::HERO_GOLD_COST &&
- cb->getHeroesInfo().size() < ALLOWED_ROAMING_HEROES &&
- cb->getAvailableHeroes(t).size();
- else
- return false;
- }
- void VCAI::wander(HeroPtr h)
- {
- //unclaim objects that are now dangerous for us
- auto reservedObjsSetCopy = reservedHeroesMap[h];
- for (auto obj : reservedObjsSetCopy)
- {
- if (!isSafeToVisit(h, obj->visitablePos()))
- unreserveObject(h, obj);
- }
- TimeCheck tc("looking for wander destination");
- while (h->movement)
- {
- validateVisitableObjs();
- std::vector <ObjectIdRef> dests;
- auto sm = getCachedSectorMap(h);
- //also visit our reserved objects - but they are not prioritized to avoid running back and forth
- vstd::copy_if(reservedHeroesMap[h], std::back_inserter(dests), [&](ObjectIdRef obj) -> bool
- {
- int3 pos = sm->firstTileToGet(h, obj->visitablePos());
- if(pos.valid() && isAccessibleForHero(pos, h)) //even nearby objects could be blocked by other heroes :(
- return true;
- return false;
- });
- int pass = 0;
- while(!dests.size() && pass < 3)
- {
- if(pass < 2) // optimization - first check objects in current sector; then in sectors around
- {
- auto objs = sm->getNearbyObjs(h, pass);
- vstd::copy_if(objs, std::back_inserter(dests), [&](ObjectIdRef obj) -> bool
- {
- return isGoodForVisit(obj, h, *sm);
- });
- }
- else // we only check full objects list if for some reason there are no objects in closest sectors
- {
- vstd::copy_if(visitableObjs, std::back_inserter(dests), [&](ObjectIdRef obj) -> bool
- {
- return isGoodForVisit(obj, h, *sm);
- });
- }
- pass++;
- }
- vstd::erase_if(dests, [&](ObjectIdRef obj) -> bool
- {
- return !isSafeToVisit(h, sm->firstTileToGet(h, obj->visitablePos()));
- });
- if(!dests.size())
- {
- if (cb->getVisitableObjs(h->visitablePos()).size() > 1)
- moveHeroToTile(h->visitablePos(), h); //just in case we're standing on blocked subterranean gate
- auto compareReinforcements = [h](const CGTownInstance *lhs, const CGTownInstance *rhs) -> bool
- {
- return howManyReinforcementsCanGet(h, lhs) < howManyReinforcementsCanGet(h, rhs);
- };
- std::vector<const CGTownInstance *> townsReachable;
- std::vector<const CGTownInstance *> townsNotReachable;
- for(const CGTownInstance *t : cb->getTownsInfo())
- {
- if(!t->visitingHero && howManyReinforcementsCanGet(h,t) && !vstd::contains(townVisitsThisWeek[h], t))
- {
- if (isAccessibleForHero (t->visitablePos(), h))
- townsReachable.push_back(t);
- else
- townsNotReachable.push_back(t);
- }
- }
- if(townsReachable.size())
- {
- boost::sort(townsReachable, compareReinforcements);
- dests.push_back(townsReachable.back());
- }
- else if(townsNotReachable.size())
- {
- boost::sort(townsNotReachable, compareReinforcements);
- //TODO pick the truly best
- const CGTownInstance *t = townsNotReachable.back();
- 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()());
- int3 pos1 = h->pos;
- striveToGoal(sptr(Goals::ClearWayTo(t->visitablePos()).sethero(h)));
- //if out hero is stuck, we may need to request another hero to clear the way we see
- if (pos1 == h->pos && h == primaryHero()) //hero can't move
- {
- if (canRecruitAnyHero(t))
- recruitHero(t);
- }
- break;
- }
- else if(cb->getResourceAmount(Res::GOLD) >= GameConstants::HERO_GOLD_COST)
- {
- std::vector<const CGTownInstance *> towns = cb->getTownsInfo();
- vstd::erase_if(towns, [](const CGTownInstance *t) -> bool
- {
- for(const CGHeroInstance *h : cb->getHeroesInfo())
- if(!t->getArmyStrength() || howManyReinforcementsCanGet(h, t))
- return true;
- return false;
- });
- boost::sort(towns, compareArmyStrength);
- if(towns.size())
- recruitHero(towns.back());
- break;
- }
- else
- {
- logAi->debug("Nowhere more to go...");
- break;
- }
- }
- //end of objs empty
- if (dests.size()) //performance improvement
- {
- boost::sort(dests, CDistanceSorter(h.get())); //find next closest one
- //wander should not cause heroes to be reserved - they are always considered free
- const ObjectIdRef&dest = dests.front();
- logAi->debug("Of all %d destinations, object oid=%d seems nice",dests.size(), dest.id.getNum());
- if(!goVisitObj(dest, h))
- {
- if(!dest)
- {
- logAi->debug("Visit attempt made the object (id=%d) gone...", dest.id.getNum());
- }
- else
- {
- logAi->debug("Hero %s apparently used all MPs (%d left)", h->name, h->movement);
- return;
- }
- }
- }
- if (h->visitedTown)
- {
- townVisitsThisWeek[h].insert(h->visitedTown);
- buildArmyIn(h->visitedTown);
- }
- }
- }
- void VCAI::setGoal(HeroPtr h, Goals::TSubgoal goal)
- { //TODO: check for presence?
- if(goal->invalid())
- vstd::erase_if_present(lockedHeroes, h);
- else
- {
- lockedHeroes[h] = goal;
- goal->setisElementar(false); //always evaluate goals before realizing
- }
- }
- void VCAI::completeGoal (Goals::TSubgoal goal)
- {
- logAi->trace("Completing goal: %s", goal->name());
- if (const CGHeroInstance * h = goal->hero.get(true))
- {
- auto it = lockedHeroes.find(h);
- if (it != lockedHeroes.end())
- if (it->second == goal)
- {
- logAi->debug(goal->completeMessage());
- lockedHeroes.erase(it); //goal fulfilled, free hero
- }
- }
- else //complete goal for all heroes maybe?
- {
- vstd::erase_if(lockedHeroes, [goal](std::pair<HeroPtr, Goals::TSubgoal> p)
- {
- if (*(p.second) == *goal || p.second->fulfillsMe(goal)) //we could have fulfilled goals of other heroes by chance
- {
- logAi->debug(p.second->completeMessage());
- return true;
- }
- return false;
- });
- }
- }
- void VCAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
- {
- NET_EVENT_HANDLER;
- assert(playerID > PlayerColor::PLAYER_LIMIT || status.getBattle() == UPCOMING_BATTLE);
- status.setBattle(ONGOING_BATTLE);
- 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
- battlename = boost::str(boost::format("Starting battle of %s attacking %s at %s") % (hero1 ? hero1->name : "a army") % (presumedEnemy ? presumedEnemy->getObjectName() : "unknown enemy") % tile);
- CAdventureAI::battleStart(army1, army2, tile, hero1, hero2, side);
- }
- void VCAI::battleEnd(const BattleResult *br)
- {
- NET_EVENT_HANDLER;
- assert(status.getBattle() == ONGOING_BATTLE);
- status.setBattle(ENDING_BATTLE);
- bool won = br->winner == myCb->battleGetMySide();
- logAi->debug("Player %d (%s): I %s the %s!", playerID, playerID.getStr(), (won ? "won" : "lost"), battlename);
- battlename.clear();
- CAdventureAI::battleEnd(br);
- }
- void VCAI::waitTillFree()
- {
- auto unlock = vstd::makeUnlockSharedGuard(cb->getGsMutex());
- status.waitTillFree();
- }
- void VCAI::markObjectVisited (const CGObjectInstance *obj)
- {
- if(dynamic_cast<const CGVisitableOPH *>(obj) || //we may want to wisit it with another hero
- dynamic_cast<const CGBonusingObject *>(obj) || //or another time
- (obj->ID == Obj::MONSTER))
- return;
- alreadyVisited.insert(obj);
- }
- void VCAI::reserveObject(HeroPtr h, const CGObjectInstance *obj)
- {
- reservedObjs.insert(obj);
- reservedHeroesMap[h].insert(obj);
- logAi->debug("reserved object id=%d; address=%p; name=%s", obj->id ,obj, obj->getObjectName());
- }
- void VCAI::unreserveObject(HeroPtr h, const CGObjectInstance *obj)
- {
- vstd::erase_if_present(reservedObjs, obj); //unreserve objects
- vstd::erase_if_present(reservedHeroesMap[h], obj);
- }
- void VCAI::markHeroUnableToExplore (HeroPtr h)
- {
- heroesUnableToExplore.insert(h);
- }
- void VCAI::markHeroAbleToExplore (HeroPtr h)
- {
- vstd::erase_if_present(heroesUnableToExplore, h);
- }
- bool VCAI::isAbleToExplore (HeroPtr h)
- {
- return !vstd::contains (heroesUnableToExplore, h);
- }
- void VCAI::clearPathsInfo()
- {
- heroesUnableToExplore.clear();
- cachedSectorMaps.clear();
- }
- void VCAI::validateVisitableObjs()
- {
- std::string errorMsg;
- auto shouldBeErased = [&](const CGObjectInstance *obj) -> bool
- {
- if (obj)
- return !cb->getObj(obj->id, false); // no verbose output needed as we check object visibility
- else
- return true;
- };
- //errorMsg is captured by ref so lambda will take the new text
- errorMsg = " shouldn't be on the visitable objects list!";
- vstd::erase_if(visitableObjs, shouldBeErased);
- //FIXME: how comes our own heroes become inaccessible?
- vstd::erase_if(reservedHeroesMap, [](std::pair<HeroPtr, std::set<const CGObjectInstance *>> hp) -> bool
- {
- return !hp.first.get(true);
- });
- for(auto &p : reservedHeroesMap)
- {
- errorMsg = " shouldn't be on list for hero " + p.first->name + "!";
- vstd::erase_if(p.second, shouldBeErased);
- }
- errorMsg = " shouldn't be on the reserved objs list!";
- vstd::erase_if(reservedObjs, shouldBeErased);
- //TODO overkill, hidden object should not be removed. However, we can't know if hidden object is erased from game.
- errorMsg = " shouldn't be on the already visited objs list!";
- vstd::erase_if(alreadyVisited, shouldBeErased);
- }
- void VCAI::retreiveVisitableObjs(std::vector<const CGObjectInstance *> &out, bool includeOwned /*= false*/) const
- {
- foreach_tile_pos([&](const int3 &pos)
- {
- for(const CGObjectInstance *obj : myCb->getVisitableObjs(pos, false))
- {
- if(includeOwned || obj->tempOwner != playerID)
- out.push_back(obj);
- }
- });
- }
- void VCAI::retreiveVisitableObjs()
- {
- foreach_tile_pos([&](const int3 &pos)
- {
- for(const CGObjectInstance *obj : myCb->getVisitableObjs(pos, false))
- {
- if(obj->tempOwner != playerID)
- addVisitableObj(obj);
- }
- });
- }
- std::vector<const CGObjectInstance *> VCAI::getFlaggedObjects() const
- {
- std::vector<const CGObjectInstance *> ret;
- for(const CGObjectInstance *obj : visitableObjs)
- {
- if(obj->tempOwner == playerID)
- ret.push_back(obj);
- }
- return ret;
- }
- void VCAI::addVisitableObj(const CGObjectInstance *obj)
- {
- visitableObjs.insert(obj);
- helperObjInfo[obj] = ObjInfo(obj);
- // All teleport objects seen automatically assigned to appropriate channels
- auto teleportObj = dynamic_cast<const CGTeleport *>(obj);
- if(teleportObj)
- CGTeleport::addToChannel(knownTeleportChannels, teleportObj);
- }
- const CGObjectInstance * VCAI::lookForArt(int aid) const
- {
- for(const CGObjectInstance *obj : ai->visitableObjs)
- {
- if(obj->ID == Obj::ARTIFACT && obj->subID == aid)
- return obj;
- }
- return nullptr;
- //TODO what if more than one artifact is available? return them all or some slection criteria
- }
- bool VCAI::isAccessible(const int3 &pos)
- {
- //TODO precalculate for speed
- for(const CGHeroInstance *h : cb->getHeroesInfo())
- {
- if(isAccessibleForHero(pos, h))
- return true;
- }
- return false;
- }
- HeroPtr VCAI::getHeroWithGrail() const
- {
- for(const CGHeroInstance *h : cb->getHeroesInfo())
- if(h->hasArt(2)) //grail
- return h;
- return nullptr;
- }
- const CGObjectInstance * VCAI::getUnvisitedObj(const std::function<bool(const CGObjectInstance *)> &predicate)
- {
- //TODO smarter definition of unvisited
- for(const CGObjectInstance *obj : visitableObjs)
- if(predicate(obj) && !vstd::contains(alreadyVisited, obj))
- return obj;
- return nullptr;
- }
- bool VCAI::isAccessibleForHero(const int3 & pos, HeroPtr h, bool includeAllies /*= false*/) const
- {
- if (!includeAllies)
- { //don't visit tile occupied by allied hero
- for (auto obj : cb->getVisitableObjs(pos))
- {
- if (obj->ID == Obj::HERO &&
- cb->getPlayerRelations(ai->playerID, obj->tempOwner) != PlayerRelations::ENEMIES &&
- obj != h.get())
- return false;
- }
- }
- return cb->getPathsInfo(h.get())->getPathInfo(pos)->reachable();
- }
- bool VCAI::moveHeroToTile(int3 dst, HeroPtr h)
- {
- auto afterMovementCheck = [&]() -> void
- {
- waitTillFree(); //movement may cause battle or blocking dialog
- if(!h)
- {
- lostHero(h);
- teleportChannelProbingList.clear();
- if (status.channelProbing()) // if hero lost during channel probing we need to switch this mode off
- status.setChannelProbing(false);
- throw cannotFulfillGoalException("Hero was lost!");
- }
- };
- logAi->debug("Moving hero %s to tile %s", h->name, dst());
- int3 startHpos = h->visitablePos();
- bool ret = false;
- if(startHpos == dst)
- {
- //FIXME: this assertion fails also if AI moves onto defeated guarded object
- assert(cb->getVisitableObjs(dst).size() > 1); //there's no point in revisiting tile where there is no visitable object
- cb->moveHero(*h, CGHeroInstance::convertPosition(dst, true));
- afterMovementCheck();// TODO: is it feasible to hero get killed there if game work properly?
- // not sure if AI can currently reconsider to attack bank while staying on it. Check issue 2084 on mantis for more information.
- ret = true;
- }
- else
- {
- CGPath path;
- cb->getPathsInfo(h.get())->getPath(path, dst);
- if(path.nodes.empty())
- {
- logAi->error("Hero %s cannot reach %s.", h->name, dst());
- throw goalFulfilledException (sptr(Goals::VisitTile(dst).sethero(h)));
- }
- int i = path.nodes.size()-1;
- auto getObj = [&](int3 coord, bool ignoreHero)
- {
- auto tile = cb->getTile(coord, false);
- assert(tile);
- return tile->topVisitableObj(ignoreHero);
- //return cb->getTile(coord,false)->topVisitableObj(ignoreHero);
- };
- auto isTeleportAction = [&](CGPathNode::ENodeAction action) -> bool
- {
- if(action != CGPathNode::TELEPORT_NORMAL &&
- action != CGPathNode::TELEPORT_BLOCKING_VISIT &&
- action != CGPathNode::TELEPORT_BATTLE)
- {
- return false;
- }
- return true;
- };
- auto getDestTeleportObj = [&](const CGObjectInstance * currentObject, const CGObjectInstance * nextObjectTop, const CGObjectInstance * nextObject) -> const CGObjectInstance *
- {
- if(CGTeleport::isConnected(currentObject, nextObjectTop))
- return nextObjectTop;
- if(nextObjectTop && nextObjectTop->ID == Obj::HERO &&
- CGTeleport::isConnected(currentObject, nextObject))
- {
- return nextObject;
- }
- return nullptr;
- };
- auto doMovement = [&](int3 dst, bool transit)
- {
- cb->moveHero(*h, CGHeroInstance::convertPosition(dst, true), transit);
- };
- auto doTeleportMovement = [&](ObjectInstanceID exitId, int3 exitPos)
- {
- destinationTeleport = exitId;
- if(exitPos.valid())
- destinationTeleportPos = CGHeroInstance::convertPosition(exitPos, true);
- cb->moveHero(*h, h->pos);
- destinationTeleport = ObjectInstanceID();
- destinationTeleportPos = int3(-1);
- afterMovementCheck();
- };
- auto doChannelProbing = [&]() -> void
- {
- auto currentPos = CGHeroInstance::convertPosition(h->pos,false);
- auto currentExit = getObj(currentPos, true)->id;
- status.setChannelProbing(true);
- for(auto exit : teleportChannelProbingList)
- doTeleportMovement(exit, int3(-1));
- teleportChannelProbingList.clear();
- status.setChannelProbing(false);
- doTeleportMovement(currentExit, currentPos);
- };
- for(; i>0; i--)
- {
- int3 currentCoord = path.nodes[i].coord;
- int3 nextCoord = path.nodes[i-1].coord;
- auto currentObject = getObj(currentCoord, currentCoord == CGHeroInstance::convertPosition(h->pos,false));
- auto nextObjectTop = getObj(nextCoord, false);
- auto nextObject = getObj(nextCoord, true);
- auto destTeleportObj = getDestTeleportObj(currentObject, nextObjectTop, nextObject);
- if(isTeleportAction(path.nodes[i-1].action) && destTeleportObj != nullptr)
- { //we use special login if hero standing on teleporter it's mean we need
- doTeleportMovement(destTeleportObj->id, nextCoord);
- if(teleportChannelProbingList.size())
- doChannelProbing();
- continue;
- }
- //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
- if(path.nodes[i-1].turns)
- {
- //blockedHeroes.insert(h); //to avoid attempts of moving heroes with very little MPs
- break;
- }
- int3 endpos = path.nodes[i-1].coord;
- if(endpos == h->visitablePos())
- continue;
- if((i-2 >= 0) // Check there is node after next one; otherwise transit is pointless
- && (CGTeleport::isConnected(nextObjectTop, getObj(path.nodes[i-2].coord, false))
- || CGTeleport::isTeleport(nextObjectTop)))
- { // Hero should be able to go through object if it's allow transit
- doMovement(endpos, true);
- }
- else if(path.nodes[i-1].layer == EPathfindingLayer::AIR)
- doMovement(endpos, true);
- else
- doMovement(endpos, false);
- afterMovementCheck();
- if(teleportChannelProbingList.size())
- doChannelProbing();
- }
- }
- if (h)
- {
- if(auto visitedObject = vstd::frontOrNull(cb->getVisitableObjs(h->visitablePos()))) //we stand on something interesting
- {
- if (visitedObject != *h)
- performObjectInteraction (visitedObject, h);
- }
- }
- if(h) //we could have lost hero after last move
- {
- completeGoal (sptr(Goals::VisitTile(dst).sethero(h))); //we stepped on some tile, anyway
- completeGoal (sptr(Goals::ClearWayTo(dst).sethero(h)));
- ret = (dst == h->visitablePos());
- if(!ret) //reserve object we are heading towards
- {
- auto obj = vstd::frontOrNull(cb->getVisitableObjs(dst));
- if(obj && obj != *h)
- reserveObject(h, obj);
- }
- if(startHpos == h->visitablePos() && !ret) //we didn't move and didn't reach the target
- {
- vstd::erase_if_present(lockedHeroes, h); //hero seemingly is confused
- throw cannotFulfillGoalException("Invalid path found!"); //FIXME: should never happen
- }
- logAi->debug("Hero %s moved from %s to %s. Returning %d.", h->name, startHpos(), h->visitablePos()(), ret);
- }
- return ret;
- }
- void VCAI::tryRealize(Goals::Explore & g)
- {
- throw cannotFulfillGoalException("EXPLORE is not an elementar goal!");
- }
- void VCAI::tryRealize(Goals::RecruitHero & g)
- {
- if(const CGTownInstance *t = findTownWithTavern())
- {
- recruitHero(t, true);
- //TODO try to free way to blocked town
- //TODO: adventure map tavern or prison?
- }
- }
- void VCAI::tryRealize(Goals::VisitTile & g)
- {
- if(!g.hero->movement)
- throw cannotFulfillGoalException("Cannot visit tile: hero is out of MPs!");
- if(g.tile == g.hero->visitablePos() && cb->getVisitableObjs(g.hero->visitablePos()).size() < 2)
- {
- logAi->warn("Why do I want to move hero %s to tile %s? Already standing on that tile! ", g.hero->name, g.tile());
- throw goalFulfilledException (sptr(g));
- }
- if (ai->moveHeroToTile(g.tile, g.hero.get()))
- {
- throw goalFulfilledException (sptr(g));
- }
- }
- void VCAI::tryRealize(Goals::VisitHero & g)
- {
- if(!g.hero->movement)
- throw cannotFulfillGoalException("Cannot visit target hero: hero is out of MPs!");
- const CGObjectInstance * obj = cb->getObj(ObjectInstanceID(g.objid));
- if (obj)
- {
- if (ai->moveHeroToTile(obj->visitablePos(), g.hero.get()))
- {
- throw goalFulfilledException (sptr(g));
- }
- }
- else
- throw cannotFulfillGoalException("Cannot visit hero: object not found!");
- }
- void VCAI::tryRealize(Goals::BuildThis & g)
- {
- const CGTownInstance *t = g.town;
- if(!t && g.hero)
- t = g.hero->visitedTown;
- if(!t)
- {
- for(const CGTownInstance *t : cb->getTownsInfo())
- {
- switch(cb->canBuildStructure(t, BuildingID(g.bid)))
- {
- case EBuildingState::ALLOWED:
- cb->buildBuilding(t, BuildingID(g.bid));
- return;
- default:
- break;
- }
- }
- }
- else if(cb->canBuildStructure(t, BuildingID(g.bid)) == EBuildingState::ALLOWED)
- {
- cb->buildBuilding(t, BuildingID(g.bid));
- return;
- }
- throw cannotFulfillGoalException("Cannot build a given structure!");
- }
- void VCAI::tryRealize(Goals::DigAtTile & g)
- {
- assert(g.hero->visitablePos() == g.tile); //surely we want to crash here?
- if (g.hero->diggingStatus() == EDiggingStatus::CAN_DIG)
- {
- cb->dig(g.hero.get());
- completeGoal(sptr(g)); // finished digging
- }
- else
- {
- ai->lockedHeroes[g.hero] = sptr(g); //hero who tries to dig shouldn't do anything else
- throw cannotFulfillGoalException("A hero can't dig!\n");
- }
- }
- void VCAI::tryRealize(Goals::CollectRes & g)
- {
- if(cb->getResourceAmount(static_cast<Res::ERes>(g.resID)) >= g.value)
- throw cannotFulfillGoalException("Goal is already fulfilled!");
- if(const CGObjectInstance *obj = cb->getObj(ObjectInstanceID(g.objid), false))
- {
- if(const IMarket *m = IMarket::castFrom(obj, false))
- {
- for (Res::ERes i = Res::WOOD; i <= Res::GOLD; vstd::advance(i, 1))
- {
- if(i == g.resID) continue;
- int toGive, toGet;
- m->getOffer(i, g.resID, toGive, toGet, EMarketMode::RESOURCE_RESOURCE);
- toGive = toGive * (cb->getResourceAmount(i) / toGive);
- //TODO trade only as much as needed
- cb->trade(obj, EMarketMode::RESOURCE_RESOURCE, i, g.resID, toGive);
- if(cb->getResourceAmount(static_cast<Res::ERes>(g.resID)) >= g.value)
- return;
- }
- throw cannotFulfillGoalException("I cannot get needed resources by trade!");
- }
- else
- {
- throw cannotFulfillGoalException("I don't know how to use this object to raise resources!");
- }
- }
- else
- {
- saving[g.resID] = 1;
- throw cannotFulfillGoalException("No object that could be used to raise resources!");
- }
- }
- void VCAI::tryRealize(Goals::Build & g)
- {
- for(const CGTownInstance *t : cb->getTownsInfo())
- {
- logAi->debug("Looking into %s", t->name);
- buildStructure(t);
- buildArmyIn(t);
- if(!ai->primaryHero() ||
- (t->getArmyStrength() > ai->primaryHero()->getArmyStrength() * 2 && !isAccessibleForHero(t->visitablePos(), ai->primaryHero())))
- {
- recruitHero(t);
- buildArmyIn(t);
- }
- }
- throw cannotFulfillGoalException("BUILD has been realized as much as possible.");
- }
- void VCAI::tryRealize(Goals::Invalid & g)
- {
- throw cannotFulfillGoalException("I don't know how to fulfill this!");
- }
- void VCAI::tryRealize(Goals::AbstractGoal & g)
- {
- logAi->debug("Attempting realizing goal with code %s",g.name());
- throw cannotFulfillGoalException("Unknown type of goal !");
- }
- const CGTownInstance * VCAI::findTownWithTavern() const
- {
- for(const CGTownInstance *t : cb->getTownsInfo())
- if(t->hasBuilt(BuildingID::TAVERN) && !t->visitingHero)
- return t;
- return nullptr;
- }
- Goals::TSubgoal VCAI::getGoal (HeroPtr h) const
- {
- auto it = lockedHeroes.find(h);
- if (it != lockedHeroes.end())
- return it->second;
- else
- return sptr(Goals::Invalid());
- }
- std::vector<HeroPtr> VCAI::getUnblockedHeroes() const
- {
- std::vector<HeroPtr> ret;
- for (auto h : cb->getHeroesInfo())
- {
- //&& !vstd::contains(lockedHeroes, h)
- //at this point we assume heroes exhausted their locked goals
- if (canAct(h))
- ret.push_back(h);
- }
- return ret;
- }
- bool VCAI::canAct (HeroPtr h) const
- {
- auto mission = lockedHeroes.find(h);
- if (mission != lockedHeroes.end())
- {
- //FIXME: I'm afraid there can be other conditions when heroes can act but not move :?
- if (mission->second->goalType == Goals::DIG_AT_TILE && !mission->second->isElementar)
- return false;
- }
- return h->movement;
- }
- HeroPtr VCAI::primaryHero() const
- {
- auto hs = cb->getHeroesInfo();
- boost::sort(hs, compareHeroStrength);
- if(hs.empty())
- return nullptr;
- return hs.back();
- }
- void VCAI::endTurn()
- {
- logAi->info("Player %d (%s) ends turn", playerID, playerID.getStr());
- if(!status.haveTurn())
- {
- logAi->error("Not having turn at the end of turn???");
- }
- logAi->debugStream() << "Resources at the end of turn: " << cb->getResourceAmount();
- do
- {
- cb->endTurn();
- } while(status.haveTurn()); //for some reasons, our request may fail -> stop requesting end of turn only after we've received a confirmation that it's over
- logGlobal->info("Player %d (%s) ended turn", playerID, playerID.getStr());
- }
- void VCAI::striveToGoal(Goals::TSubgoal ultimateGoal)
- {
- if (ultimateGoal->invalid())
- return;
- //we are looking for abstract goals
- auto abstractGoal = striveToGoalInternal (ultimateGoal, false);
- if (abstractGoal->invalid())
- return;
- //we received abstract goal, need to find concrete goals
- striveToGoalInternal (abstractGoal, true);
- //TODO: save abstract goals not related to hero
- }
- Goals::TSubgoal VCAI::striveToGoalInternal(Goals::TSubgoal ultimateGoal, bool onlyAbstract)
- {
- const int searchDepth = 30;
- const int searchDepth2 = searchDepth-2;
- Goals::TSubgoal abstractGoal = sptr(Goals::Invalid());
- while(1)
- {
- Goals::TSubgoal goal = ultimateGoal;
- logAi->debugStream() << boost::format("Striving to goal of type %s") % ultimateGoal->name();
- int maxGoals = searchDepth; //preventing deadlock for mutually dependent goals
- while(!goal->isElementar && maxGoals && (onlyAbstract || !goal->isAbstract))
- {
- logAi->debugStream() << boost::format("Considering goal %s") % goal->name();
- try
- {
- boost::this_thread::interruption_point();
- goal = goal->whatToDoToAchieve();
- --maxGoals;
- if (*goal == *ultimateGoal) //compare objects by value
- throw cannotFulfillGoalException("Goal dependency loop detected!");
- }
- catch(goalFulfilledException &e)
- {
- //it is impossible to continue some goals (like exploration, for example)
- completeGoal (goal);
- logAi->debugStream() << boost::format("Goal %s decomposition failed: goal was completed as much as possible") % goal->name();
- return sptr(Goals::Invalid());
- }
- catch(std::exception &e)
- {
- logAi->debugStream() << boost::format("Goal %s decomposition failed: %s") % goal->name() % e.what();
- return sptr(Goals::Invalid());
- }
- }
- try
- {
- boost::this_thread::interruption_point();
- if (!maxGoals)
- {
- std::runtime_error e("Too many subgoals, don't know what to do");
- throw (e);
- }
- if (goal->hero) //lock this hero to fulfill ultimate goal
- {
- if (maxGoals)
- {
- setGoal(goal->hero, goal);
- }
- else
- {
- vstd::erase_if_present (lockedHeroes, goal->hero); // we seemingly don't know what to do with hero
- }
- }
- if (goal->isAbstract)
- {
- abstractGoal = goal; //allow only one abstract goal per call
- logAi->debugStream() << boost::format("Choosing abstract goal %s") % goal->name();
- break;
- }
- else
- {
- logAi->debugStream() << boost::format("Trying to realize %s (value %2.3f)") % goal->name() % goal->priority;
- goal->accept(this);
- }
- boost::this_thread::interruption_point();
- }
- catch(boost::thread_interrupted &e)
- {
- logAi->debugStream() << boost::format("Player %d: Making turn thread received an interruption!") % playerID;
- throw; //rethrow, we want to truly end this thread
- }
- catch(goalFulfilledException &e)
- {
- //the goal was completed successfully
- completeGoal (goal);
- //completed goal was main goal //TODO: find better condition
- if (ultimateGoal->fulfillsMe(goal) || maxGoals > searchDepth2)
- return sptr(Goals::Invalid());
- }
- catch(std::exception &e)
- {
- logAi->debugStream() << boost::format("Failed to realize subgoal of type %s (greater goal type was %s), I will stop.") % goal->name() % ultimateGoal->name();
- logAi->debugStream() << boost::format("The error message was: %s") % e.what();
- break;
- }
- }
- return abstractGoal;
- }
- void VCAI::striveToQuest (const QuestInfo &q)
- {
- if (q.quest->missionType && q.quest->progress != CQuest::COMPLETE)
- {
- MetaString ms;
- q.quest->getRolloverText(ms, false);
- logAi->debugStream() << boost::format("Trying to realize quest: %s") % ms.toString();
- auto heroes = cb->getHeroesInfo();
- switch (q.quest->missionType)
- {
- case CQuest::MISSION_ART:
- {
- for (auto hero : heroes) //TODO: remove duplicated code?
- {
- if (q.quest->checkQuest(hero))
- {
- striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero)));
- return;
- }
- }
- for (auto art : q.quest->m5arts)
- {
- striveToGoal (sptr(Goals::GetArtOfType(art))); //TODO: transport?
- }
- break;
- }
- case CQuest::MISSION_HERO:
- {
- //striveToGoal (CGoal(RECRUIT_HERO));
- for (auto hero : heroes)
- {
- if (q.quest->checkQuest(hero))
- {
- striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero)));
- return;
- }
- }
- striveToGoal (sptr(Goals::FindObj(Obj::PRISON))); //rule of a thumb - quest heroes usually are locked in prisons
- //BNLOG ("Don't know how to recruit hero with id %d\n", q.quest->m13489val);
- break;
- }
- case CQuest::MISSION_ARMY:
- {
- for (auto hero : heroes)
- {
- if (q.quest->checkQuest(hero)) //very bad info - stacks can be split between multiple heroes :(
- {
- striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero)));
- return;
- }
- }
- for (auto creature : q.quest->m6creatures)
- {
- striveToGoal (sptr(Goals::GatherTroops(creature.type->idNumber, creature.count)));
- }
- //TODO: exchange armies... oh my
- //BNLOG ("Don't know how to recruit %d of %s\n", (int)(creature.count) % creature.type->namePl);
- break;
- }
- case CQuest::MISSION_RESOURCES:
- {
- if (heroes.size())
- {
- if (q.quest->checkQuest(heroes.front())) //it doesn't matter which hero it is
- {
- striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum())));
- }
- else
- {
- for (int i = 0; i < q.quest->m7resources.size(); ++i)
- {
- if (q.quest->m7resources[i])
- striveToGoal (sptr(Goals::CollectRes(i, q.quest->m7resources[i])));
- }
- }
- }
- else
- striveToGoal (sptr(Goals::RecruitHero())); //FIXME: checkQuest requires any hero belonging to player :(
- break;
- }
- case CQuest::MISSION_KILL_HERO:
- case CQuest::MISSION_KILL_CREATURE:
- {
- auto obj = cb->getObjByQuestIdentifier(q.quest->m13489val);
- if (obj)
- striveToGoal (sptr(Goals::GetObj(obj->id.getNum())));
- else
- striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()))); //visit seer hut
- break;
- }
- case CQuest::MISSION_PRIMARY_STAT:
- {
- auto heroes = cb->getHeroesInfo();
- for (auto hero : heroes)
- {
- if (q.quest->checkQuest(hero))
- {
- striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero)));
- return;
- }
- }
- for (int i = 0; i < q.quest->m2stats.size(); ++i)
- {
- logAi->debugStream() << boost::format("Don't know how to increase primary stat %d") % i;
- }
- break;
- }
- case CQuest::MISSION_LEVEL:
- {
- auto heroes = cb->getHeroesInfo();
- for (auto hero : heroes)
- {
- if (q.quest->checkQuest(hero))
- {
- striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero))); //TODO: causes infinite loop :/
- return;
- }
- }
- logAi->debugStream() << boost::format("Don't know how to reach hero level %d") % q.quest->m13489val;
- break;
- }
- case CQuest::MISSION_PLAYER:
- {
- if (playerID.getNum() != q.quest->m13489val)
- logAi->debugStream() << boost::format("Can't be player of color %d") % q.quest->m13489val;
- break;
- }
- case CQuest::MISSION_KEYMASTER:
- {
- striveToGoal (sptr(Goals::FindObj(Obj::KEYMASTER, q.obj->subID)));
- break;
- }
- }
- }
- }
- void VCAI::performTypicalActions()
- {
- for(auto h : getUnblockedHeroes())
- {
- if(!h) //hero might be lost. getUnblockedHeroes() called once on start of turn
- continue;
- logAi->debugStream() << boost::format("Looking into %s, MP=%d") % h->name.c_str() % h->movement;
- makePossibleUpgrades(*h);
- pickBestArtifacts(*h);
- try
- {
- wander(h);
- }
- catch(std::exception &e)
- {
- logAi->debugStream() << boost::format("Cannot use this hero anymore, received exception: %s") % e.what();
- continue;
- }
- }
- }
- void VCAI::buildArmyIn(const CGTownInstance * t)
- {
- makePossibleUpgrades(t->visitingHero);
- makePossibleUpgrades(t);
- recruitCreatures(t, t->getUpperArmy());
- moveCreaturesToHero(t);
- }
- int3 VCAI::explorationBestNeighbour(int3 hpos, int radius, HeroPtr h)
- {
- int3 ourPos = h->convertPosition(h->pos, false);
- std::map<int3, int> dstToRevealedTiles;
- for(crint3 dir : int3::getDirs())
- if(cb->isInTheMap(hpos+dir))
- if (ourPos != dir) //don't stand in place
- if (isSafeToVisit(h, hpos + dir) && isAccessibleForHero (hpos + dir, h))
- dstToRevealedTiles[hpos + dir] = howManyTilesWillBeDiscovered(radius, hpos, dir);
- if (dstToRevealedTiles.empty()) //yes, it DID happen!
- throw cannotFulfillGoalException("No neighbour will bring new discoveries!");
- auto best = dstToRevealedTiles.begin();
- for (auto i = dstToRevealedTiles.begin(); i != dstToRevealedTiles.end(); i++)
- {
- const CGPathNode *pn = cb->getPathsInfo(h.get())->getPathInfo(i->first);
- //const TerrainTile *t = cb->getTile(i->first);
- if(best->second < i->second && pn->reachable() && pn->accessible == CGPathNode::ACCESSIBLE)
- best = i;
- }
- if(best->second)
- return best->first;
- throw cannotFulfillGoalException("No neighbour will bring new discoveries!");
- }
- int3 VCAI::explorationNewPoint(HeroPtr h)
- {
- int radius = h->getSightRadius();
- CCallback * cbp = cb.get();
- const CGHeroInstance * hero = h.get();
- std::vector<std::vector<int3> > tiles; //tiles[distance_to_fow]
- tiles.resize(radius);
- foreach_tile_pos([&](const int3 &pos)
- {
- if(!cbp->isVisible(pos))
- tiles[0].push_back(pos);
- });
- float bestValue = 0; //discovered tile to node distance ratio
- int3 bestTile(-1,-1,-1);
- int3 ourPos = h->convertPosition(h->pos, false);
- for (int i = 1; i < radius; i++)
- {
- getVisibleNeighbours(tiles[i-1], tiles[i]);
- vstd::removeDuplicates(tiles[i]);
- for(const int3 &tile : tiles[i])
- {
- if (tile == ourPos) //shouldn't happen, but it does
- continue;
- if (!cb->getPathsInfo(hero)->getPathInfo(tile)->reachable()) //this will remove tiles that are guarded by monsters (or removable objects)
- continue;
- CGPath path;
- cb->getPathsInfo(hero)->getPath(path, tile);
- float ourValue = (float)howManyTilesWillBeDiscovered(tile, radius, cbp) / (path.nodes.size() + 1); //+1 prevents erratic jumps
- if (ourValue > bestValue) //avoid costly checks of tiles that don't reveal much
- {
- if(isSafeToVisit(h, tile) && !isBlockedBorderGate(tile))
- {
- bestTile = tile;
- bestValue = ourValue;
- }
- }
- }
- }
- return bestTile;
- }
- int3 VCAI::explorationDesperate(HeroPtr h)
- {
- auto sm = getCachedSectorMap(h);
- int radius = h->getSightRadius();
- std::vector<std::vector<int3> > tiles; //tiles[distance_to_fow]
- tiles.resize(radius);
- CCallback * cbp = cb.get();
- foreach_tile_pos([&](const int3 &pos)
- {
- if(!cbp->isVisible(pos))
- tiles[0].push_back(pos);
- });
- ui64 lowestDanger = -1;
- int3 bestTile(-1,-1,-1);
- for(int i = 1; i < radius; i++)
- {
- getVisibleNeighbours(tiles[i-1], tiles[i]);
- vstd::removeDuplicates(tiles[i]);
- for(const int3 &tile : tiles[i])
- {
- if (cbp->getTile(tile)->blocked) //does it shorten the time?
- continue;
- if (!howManyTilesWillBeDiscovered(tile, radius, cbp)) //avoid costly checks of tiles that don't reveal much
- continue;
- auto t = sm->firstTileToGet(h, tile);
- if (t.valid())
- {
- ui64 ourDanger = evaluateDanger(t, h.h);
- if (ourDanger < lowestDanger)
- {
- if(!isBlockedBorderGate(t))
- {
- if (!ourDanger) //at least one safe place found
- return t;
- bestTile = t;
- lowestDanger = ourDanger;
- }
- }
- }
- }
- }
- return bestTile;
- }
- TResources VCAI::estimateIncome() const
- {
- TResources ret;
- for(const CGTownInstance *t : cb->getTownsInfo())
- {
- ret += t->dailyIncome();
- }
- for(const CGObjectInstance *obj : getFlaggedObjects())
- {
- if(obj->ID == Obj::MINE)
- {
- switch(obj->subID)
- {
- case Res::WOOD:
- case Res::ORE:
- ret[obj->subID] += WOOD_ORE_MINE_PRODUCTION;
- break;
- case Res::GOLD:
- case 7: //abandoned mine -> also gold
- ret[Res::GOLD] += GOLD_MINE_PRODUCTION;
- break;
- default:
- ret[obj->subID] += RESOURCE_MINE_PRODUCTION;
- break;
- }
- }
- }
- return ret;
- }
- bool VCAI::containsSavedRes(const TResources &cost) const
- {
- for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
- {
- if(saving[i] && cost[i])
- return true;
- }
- return false;
- }
- void VCAI::checkHeroArmy (HeroPtr h)
- {
- auto it = lockedHeroes.find(h);
- if (it != lockedHeroes.end())
- {
- if (it->second->goalType == Goals::GATHER_ARMY && it->second->value <= h->getArmyStrength())
- completeGoal(sptr(Goals::GatherArmy(it->second->value).sethero(h)));
- }
- }
- void VCAI::recruitHero(const CGTownInstance * t, bool throwing)
- {
- logAi->debugStream() << boost::format("Trying to recruit a hero in %s at %s") % t->name % t->visitablePos();
- auto heroes = cb->getAvailableHeroes(t);
- if(heroes.size())
- {
- auto hero = heroes[0];
- if (heroes.size() >= 2) //makes sense to recruit two heroes with starting amries in first week
- {
- if (heroes[1]->getTotalStrength() > hero->getTotalStrength())
- hero = heroes[1];
- }
- cb->recruitHero(t, hero);
- }
- else if(throwing)
- throw cannotFulfillGoalException("No available heroes in tavern in " + t->nodeName());
- }
- void VCAI::finish()
- {
- if(makingTurn)
- {
- makingTurn->interrupt();
- makingTurn->join();
- }
- }
- void VCAI::requestActionASAP(std::function<void()> whatToDo)
- {
- boost::thread newThread([this,whatToDo]()
- {
- setThreadName("VCAI::requestActionASAP::whatToDo");
- SET_GLOBAL_STATE(this);
- boost::shared_lock<boost::shared_mutex> gsLock(cb->getGsMutex());
- whatToDo();
- });
- }
- void VCAI::lostHero(HeroPtr h)
- {
- logAi->debugStream() << boost::format("I lost my hero %s. It's best to forget and move on.") % h.name;
- vstd::erase_if_present(lockedHeroes, h);
- for(auto obj : reservedHeroesMap[h])
- {
- vstd::erase_if_present(reservedObjs, obj); //unreserve all objects for that hero
- }
- vstd::erase_if_present(reservedHeroesMap, h);
- vstd::erase_if_present(cachedSectorMaps, h);
- }
- void VCAI::answerQuery(QueryID queryID, int selection)
- {
- logAi->debugStream() << boost::format("I'll answer the query %d giving the choice %d") % queryID % selection;
- if(queryID != QueryID(-1))
- {
- cb->selectionMade(selection, queryID);
- }
- else
- {
- logAi->debugStream() << boost::format("Since the query ID is %d, the answer won't be sent. This is not a real query!") % queryID;
- //do nothing
- }
- }
- void VCAI::requestSent(const CPackForServer *pack, int requestID)
- {
- //BNLOG("I have sent request of type %s", typeid(*pack).name());
- if(auto reply = dynamic_cast<const QueryReply*>(pack))
- {
- status.attemptedAnsweringQuery(reply->qid, requestID);
- }
- }
- std::string VCAI::getBattleAIName() const
- {
- if(settings["server"]["neutralAI"].getType() == JsonNode::DATA_STRING)
- return settings["server"]["neutralAI"].String();
- else
- return "StupidAI";
- }
- void VCAI::validateObject(const CGObjectInstance *obj)
- {
- validateObject(obj->id);
- }
- void VCAI::validateObject(ObjectIdRef obj)
- {
- auto matchesId = [&](const CGObjectInstance *hlpObj) -> bool { return hlpObj->id == obj.id; };
- if(!obj)
- {
- vstd::erase_if(visitableObjs, matchesId);
- for(auto &p : reservedHeroesMap)
- vstd::erase_if(p.second, matchesId);
- vstd::erase_if(reservedObjs, matchesId);
- }
- }
- TResources VCAI::freeResources() const
- {
- TResources myRes = cb->getResourceAmount();
- myRes[Res::GOLD] -= GOLD_RESERVE;
- vstd::amax(myRes[Res::GOLD], 0);
- return myRes;
- }
- std::shared_ptr<SectorMap> VCAI::getCachedSectorMap(HeroPtr h)
- {
- auto it = cachedSectorMaps.find(h);
- if (it != cachedSectorMaps.end())
- return it->second;
- else
- {
- cachedSectorMaps[h] = std::make_shared<SectorMap>(h);
- return cachedSectorMaps[h];
- }
- }
- AIStatus::AIStatus()
- {
- battle = NO_BATTLE;
- havingTurn = false;
- ongoingHeroMovement = false;
- ongoingChannelProbing = false;
- }
- AIStatus::~AIStatus()
- {
- }
- void AIStatus::setBattle(BattleState BS)
- {
- boost::unique_lock<boost::mutex> lock(mx);
- LOG_TRACE_PARAMS(logAi, "battle state=%d", (int)BS);
- battle = BS;
- cv.notify_all();
- }
- BattleState AIStatus::getBattle()
- {
- boost::unique_lock<boost::mutex> lock(mx);
- return battle;
- }
- void AIStatus::addQuery(QueryID ID, std::string description)
- {
- if(ID == QueryID(-1))
- {
- logAi->debugStream() << boost::format("The \"query\" has an id %d, it'll be ignored as non-query. Description: %s") % ID % description;
- return;
- }
- assert(ID.getNum() >= 0);
- boost::unique_lock<boost::mutex> lock(mx);
- assert(!vstd::contains(remainingQueries, ID));
- remainingQueries[ID] = description;
- cv.notify_all();
- logAi->debugStream() << boost::format("Adding query %d - %s. Total queries count: %d") % ID % description % remainingQueries.size();
- }
- void AIStatus::removeQuery(QueryID ID)
- {
- boost::unique_lock<boost::mutex> lock(mx);
- assert(vstd::contains(remainingQueries, ID));
- std::string description = remainingQueries[ID];
- remainingQueries.erase(ID);
- cv.notify_all();
- logAi->debugStream() << boost::format("Removing query %d - %s. Total queries count: %d") % ID % description % remainingQueries.size();
- }
- int AIStatus::getQueriesCount()
- {
- boost::unique_lock<boost::mutex> lock(mx);
- return remainingQueries.size();
- }
- void AIStatus::startedTurn()
- {
- boost::unique_lock<boost::mutex> lock(mx);
- havingTurn = true;
- cv.notify_all();
- }
- void AIStatus::madeTurn()
- {
- boost::unique_lock<boost::mutex> lock(mx);
- havingTurn = false;
- cv.notify_all();
- }
- void AIStatus::waitTillFree()
- {
- boost::unique_lock<boost::mutex> lock(mx);
- while(battle != NO_BATTLE || !remainingQueries.empty() || !objectsBeingVisited.empty() || ongoingHeroMovement)
- cv.timed_wait(lock, boost::posix_time::milliseconds(100));
- }
- bool AIStatus::haveTurn()
- {
- boost::unique_lock<boost::mutex> lock(mx);
- return havingTurn;
- }
- void AIStatus::attemptedAnsweringQuery(QueryID queryID, int answerRequestID)
- {
- boost::unique_lock<boost::mutex> lock(mx);
- assert(vstd::contains(remainingQueries, queryID));
- std::string description = remainingQueries[queryID];
- logAi->debugStream() << boost::format("Attempted answering query %d - %s. Request id=%d. Waiting for results...") % queryID % description % answerRequestID;
- requestToQueryID[answerRequestID] = queryID;
- }
- void AIStatus::receivedAnswerConfirmation(int answerRequestID, int result)
- {
- assert(vstd::contains(requestToQueryID, answerRequestID));
- QueryID query = requestToQueryID[answerRequestID];
- assert(vstd::contains(remainingQueries, query));
- requestToQueryID.erase(answerRequestID);
- if(result)
- {
- removeQuery(query);
- }
- else
- {
- logAi->errorStream() << "Something went really wrong, failed to answer query " << query << ": " << remainingQueries[query];
- //TODO safely retry
- }
- }
- void AIStatus::heroVisit(const CGObjectInstance *obj, bool started)
- {
- boost::unique_lock<boost::mutex> lock(mx);
- if(started)
- objectsBeingVisited.push_back(obj);
- else
- {
- // There can be more than one object visited at the time (eg. hero visits Subterranean Gate
- // causing visit to hero on the other side.
- // However, we are guaranteed that start/end visit notification maintain stack order.
- assert(!objectsBeingVisited.empty());
- objectsBeingVisited.pop_back();
- }
- cv.notify_all();
- }
- void AIStatus::setMove(bool ongoing)
- {
- boost::unique_lock<boost::mutex> lock(mx);
- ongoingHeroMovement = ongoing;
- cv.notify_all();
- }
- void AIStatus::setChannelProbing(bool ongoing)
- {
- boost::unique_lock<boost::mutex> lock(mx);
- ongoingChannelProbing = ongoing;
- cv.notify_all();
- }
- bool AIStatus::channelProbing()
- {
- return ongoingChannelProbing;
- }
- SectorMap::SectorMap()
- {
- update();
- }
- SectorMap::SectorMap(HeroPtr h)
- {
- update();
- makeParentBFS(h->visitablePos());
- }
- bool SectorMap::markIfBlocked(ui8 &sec, crint3 pos, const TerrainTile *t)
- {
- if(t->blocked && !t->visitable)
- {
- sec = NOT_AVAILABLE;
- return true;
- }
- return false;
- }
- bool SectorMap::markIfBlocked(ui8 &sec, crint3 pos)
- {
- return markIfBlocked(sec, pos, getTile(pos));
- }
- void SectorMap::update()
- {
- visibleTiles = cb->getAllVisibleTiles();
- clear();
- int curSector = 3; //0 is invisible, 1 is not explored
- CCallback * cbp = cb.get(); //optimization
- foreach_tile_pos([&](crint3 pos)
- {
- if(retreiveTile(pos) == NOT_CHECKED)
- {
- if(!markIfBlocked(retreiveTile(pos), pos))
- exploreNewSector(pos, curSector++, cbp);
- }
- });
- valid = true;
- }
- void SectorMap::clear()
- {
- sector = cb->getVisibilityMap();
- valid = false;
- }
- void SectorMap::exploreNewSector(crint3 pos, int num, CCallback * cbp)
- {
- Sector &s = infoOnSectors[num];
- s.id = num;
- s.water = getTile(pos)->isWater();
- std::queue<int3> toVisit;
- toVisit.push(pos);
- while(!toVisit.empty())
- {
- int3 curPos = toVisit.front();
- toVisit.pop();
- ui8 &sec = retreiveTile(curPos);
- if(sec == NOT_CHECKED)
- {
- const TerrainTile *t = getTile(curPos);
- if(!markIfBlocked(sec, curPos, t))
- {
- if(t->isWater() == s.water) //sector is only-water or only-land
- {
- sec = num;
- s.tiles.push_back(curPos);
- foreach_neighbour(cbp, curPos, [&](CCallback * cbp, crint3 neighPos)
- {
- if(retreiveTile(neighPos) == NOT_CHECKED)
- {
- toVisit.push(neighPos);
- //parent[neighPos] = curPos;
- }
- const TerrainTile *nt = getTile(neighPos);
- if(nt && nt->isWater() != s.water && canBeEmbarkmentPoint(nt, s.water))
- {
- s.embarkmentPoints.push_back(neighPos);
- }
- });
- if(t->visitable)
- {
- auto obj = t->visitableObjects.front();
- 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
- s.visitableObjs.push_back(obj);
- }
- }
- }
- }
- }
- vstd::removeDuplicates(s.embarkmentPoints);
- }
- void SectorMap::write(crstring fname)
- {
- std::ofstream out(fname);
- for(int k = 0; k < cb->getMapSize().z; k++)
- {
- for(int j = 0; j < cb->getMapSize().y; j++)
- {
- for(int i = 0; i < cb->getMapSize().x; i++)
- {
- out << (int)sector[i][j][k] << '\t';
- }
- out << std::endl;
- }
- out << std::endl;
- }
- }
- bool isWeeklyRevisitable (const CGObjectInstance * obj)
- { //TODO: allow polling of remaining creatures in dwelling
- if (dynamic_cast<const CGVisitableOPW *>(obj) || //ensures future compatibility, unlike IDs
- dynamic_cast<const CGDwelling *>(obj) ||
- dynamic_cast<const CBank *>(obj)) //banks tend to respawn often in mods
- return true;
- switch (obj->ID)
- {
- case Obj::STABLES:
- case Obj::MAGIC_WELL:
- case Obj::HILL_FORT:
- return true;
- case Obj::BORDER_GATE:
- case Obj::BORDERGUARD:
- return (dynamic_cast <const CGKeys *>(obj))->wasMyColorVisited (ai->playerID); //FIXME: they could be revisited sooner than in a week
- }
- return false;
- }
- bool shouldVisit(HeroPtr h, const CGObjectInstance * obj)
- {
- switch (obj->ID)
- {
- case Obj::TOWN:
- case Obj::HERO: //never visit our heroes at random
- return obj->tempOwner != h->tempOwner; //do not visit our towns at random
- break;
- case Obj::BORDER_GATE:
- {
- for (auto q : ai->myCb->getMyQuests())
- {
- if (q.obj == obj)
- {
- return false; // do not visit guards or gates when wandering
- }
- }
- return true; //we don't have this quest yet
- }
- break;
- case Obj::BORDERGUARD: //open borderguard if possible
- return (dynamic_cast <const CGKeys *>(obj))->wasMyColorVisited(ai->playerID);
- case Obj::SEER_HUT:
- case Obj::QUEST_GUARD:
- {
- for (auto q : ai->myCb->getMyQuests())
- {
- if (q.obj == obj)
- {
- if (q.quest->checkQuest(h.h))
- return true; //we completed the quest
- else
- return false; //we can't complete this quest
- }
- }
- return true; //we don't have this quest yet
- }
- break;
- case Obj::CREATURE_GENERATOR1:
- {
- if (obj->tempOwner != h->tempOwner)
- return true; //flag just in case
- bool canRecruitCreatures = false;
- const CGDwelling * d = dynamic_cast<const CGDwelling *>(obj);
- for(auto level : d->creatures)
- {
- for(auto c : level.second)
- {
- if (h->getSlotFor(CreatureID(c)) != SlotID())
- canRecruitCreatures = true;
- }
- }
- return canRecruitCreatures;
- }
- case Obj::HILL_FORT:
- {
- for (auto slot : h->Slots())
- {
- if (slot.second->type->upgrades.size())
- return true; //TODO: check price?
- }
- return false;
- }
- case Obj::MONOLITH_ONE_WAY_ENTRANCE:
- case Obj::MONOLITH_ONE_WAY_EXIT:
- case Obj::MONOLITH_TWO_WAY:
- case Obj::WHIRLPOOL:
- //TODO: mechanism for handling monoliths
- return false;
- case Obj::SCHOOL_OF_MAGIC:
- case Obj::SCHOOL_OF_WAR:
- {
- TResources myRes = ai->myCb->getResourceAmount();
- if (myRes[Res::GOLD] - GOLD_RESERVE < 1000)
- return false;
- }
- break;
- case Obj::LIBRARY_OF_ENLIGHTENMENT:
- if (h->level < 12)
- return false;
- break;
- case Obj::TREE_OF_KNOWLEDGE:
- {
- TResources myRes = ai->myCb->getResourceAmount();
- if (myRes[Res::GOLD] - GOLD_RESERVE < 2000 || myRes[Res::GEMS] < 10)
- return false;
- }
- break;
- case Obj::MAGIC_WELL:
- return h->mana < h->manaLimit();
- case Obj::PRISON:
- return ai->myCb->getHeroesInfo().size() < VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER;// GameConstants::MAX_HEROES_PER_PLAYER;
- case Obj::BOAT:
- return false;
- //Boats are handled by pathfinder
- }
- if (obj->wasVisited(*h)) //it must pointer to hero instance, heroPtr calls function wasVisited(ui8 player);
- return false;
- return true;
- }
- int3 SectorMap::firstTileToGet(HeroPtr h, crint3 dst)
- /*
- this functions returns one target tile or invalid tile. We will use it to poll possible destinations
- For ship construction etc, another function (goal?) is needed
- */
- {
- int3 ret(-1,-1,-1);
- int sourceSector = retreiveTile(h->visitablePos()),
- destinationSector = retreiveTile(dst);
- const Sector *src = &infoOnSectors[sourceSector],
- *dest = &infoOnSectors[destinationSector];
- if(sourceSector != destinationSector) //use ships, shipyards etc..
- {
- if (ai->isAccessibleForHero(dst, h)) //pathfinder can find a way using ships and gates if tile is not blocked by objects
- return dst;
- std::map<const Sector*, const Sector*> preds;
- std::queue<const Sector *> sectorQueue;
- sectorQueue.push(src);
- while(!sectorQueue.empty())
- {
- const Sector *s = sectorQueue.front();
- sectorQueue.pop();
- for(int3 ep : s->embarkmentPoints)
- {
- Sector *neigh = &infoOnSectors[retreiveTile(ep)];
- //preds[s].push_back(neigh);
- if(!preds[neigh])
- {
- preds[neigh] = s;
- sectorQueue.push(neigh);
- }
- }
- }
- if(!preds[dest])
- {
- //write("test.txt");
- return ret;
- //throw cannotFulfillGoalException(boost::str(boost::format("Cannot find connection between sectors %d and %d") % src->id % dst->id));
- }
- std::vector<const Sector*> toTraverse;
- toTraverse.push_back(dest);
- while(toTraverse.back() != src)
- {
- toTraverse.push_back(preds[toTraverse.back()]);
- }
- if(preds[dest])
- {
- //TODO: would be nice to find sectors in loop
- const Sector *sectorToReach = toTraverse.at(toTraverse.size() - 2);
- if(!src->water && sectorToReach->water) //embark
- {
- //embark on ship -> look for an EP with a boat
- auto firstEP = boost::find_if(src->embarkmentPoints, [=](crint3 pos) -> bool
- {
- const TerrainTile *t = getTile(pos);
- return t && t->visitableObjects.size() == 1 && t->topVisitableId() == Obj::BOAT
- && retreiveTile(pos) == sectorToReach->id;
- });
- if(firstEP != src->embarkmentPoints.end())
- {
- return *firstEP;
- }
- else
- {
- //we need to find a shipyard with an access to the desired sector's EP
- //TODO what about Summon Boat spell?
- std::vector<const IShipyard *> shipyards;
- for(const CGTownInstance *t : cb->getTownsInfo())
- {
- if(t->hasBuilt(BuildingID::SHIPYARD))
- shipyards.push_back(t);
- }
- for(const CGObjectInstance *obj : ai->getFlaggedObjects())
- {
- if(obj->ID != Obj::TOWN) //towns were handled in the previous loop
- if(const IShipyard *shipyard = IShipyard::castFrom(obj))
- shipyards.push_back(shipyard);
- }
- shipyards.erase(boost::remove_if(shipyards, [=](const IShipyard *shipyard) -> bool
- {
- return shipyard->shipyardStatus() != 0 || retreiveTile(shipyard->bestLocation()) != sectorToReach->id;
- }),shipyards.end());
- if(!shipyards.size())
- {
- //TODO consider possibility of building shipyard in a town
- return ret;
- //throw cannotFulfillGoalException("There is no known shipyard!");
- }
- //we have only shipyards that possibly can build ships onto the appropriate EP
- auto ownedGoodShipyard = boost::find_if(shipyards, [](const IShipyard *s) -> bool
- {
- return s->o->tempOwner == ai->playerID;
- });
- if(ownedGoodShipyard != shipyards.end())
- {
- const IShipyard *s = *ownedGoodShipyard;
- TResources shipCost;
- s->getBoatCost(shipCost);
- if(cb->getResourceAmount().canAfford(shipCost))
- {
- int3 ret = s->bestLocation();
- cb->buildBoat(s); //TODO: move actions elsewhere
- return ret;
- }
- else
- {
- //TODO gather res
- return ret;
- //throw cannotFulfillGoalException("Not enough resources to build a boat");
- }
- }
- else
- {
- //TODO pick best shipyard to take over
- return shipyards.front()->o->visitablePos();
- }
- }
- }
- else if(src->water && !sectorToReach->water)
- {
- //TODO
- //disembark
- return ret;
- }
- else //use subterranean gates - not needed since gates are now handled via Pathfinder
- {
- return ret;
- //throw cannotFulfillGoalException("Land-land and water-water inter-sector transitions are not implemented!");
- }
- }
- else
- {
- return ret;
- //throw cannotFulfillGoalException("Inter-sector route detection failed: not connected sectors?");
- }
- }
- else
- {
- return findFirstVisitableTile(h, dst);
- }
- //FIXME: find out why this line is reached
- logAi->errorStream() << ("Impossible happened at SectorMap::firstTileToGet");
- return ret;
- }
- int3 SectorMap::findFirstVisitableTile (HeroPtr h, crint3 dst)
- {
- int3 ret(-1,-1,-1);
- int3 curtile = dst;
- while(curtile != h->visitablePos())
- {
- auto topObj = cb->getTopObj(curtile);
- if(topObj && topObj->ID == Obj::HERO && topObj != h.h &&
- cb->getPlayerRelations(h->tempOwner, topObj->tempOwner) != PlayerRelations::ENEMIES)
- {
- logAi->warnStream() << ("Another allied hero stands in our way");
- return ret;
- }
- if(ai->myCb->getPathsInfo(h.get())->getPathInfo(curtile)->reachable())
- {
- return curtile;
- }
- else
- {
- auto i = parent.find(curtile);
- if(i != parent.end())
- {
- assert(curtile != i->second);
- curtile = i->second;
- }
- else
- {
- return ret;
- //throw cannotFulfillGoalException("Unreachable tile in sector? Should not happen!");
- }
- }
- }
- return ret;
- }
- void SectorMap::makeParentBFS(crint3 source)
- {
- parent.clear();
- int mySector = retreiveTile(source);
- std::queue<int3> toVisit;
- toVisit.push(source);
- while(!toVisit.empty())
- {
- int3 curPos = toVisit.front();
- toVisit.pop();
- ui8 &sec = retreiveTile(curPos);
- assert(sec == mySector); //consider only tiles from the same sector
- UNUSED(sec);
- foreach_neighbour(curPos, [&](crint3 neighPos)
- {
- if(retreiveTile(neighPos) == mySector && !vstd::contains(parent, neighPos))
- {
- if (cb->canMoveBetween(curPos, neighPos))
- {
- toVisit.push(neighPos);
- parent[neighPos] = curPos;
- }
- }
- });
- }
- }
- unsigned char & SectorMap::retreiveTile(crint3 pos)
- {
- return retreiveTileN(sector, pos);
- }
- TerrainTile* SectorMap::getTile(crint3 pos) const
- {
- //out of bounds access should be handled by boost::multi_array
- //still we cached this array to avoid any checks
- return visibleTiles->operator[](pos.x)[pos.y][pos.z];
- }
- std::vector<const CGObjectInstance *> SectorMap::getNearbyObjs(HeroPtr h, bool sectorsAround)
- {
- const Sector *heroSector = &infoOnSectors[retreiveTile(h->visitablePos())];
- if(sectorsAround)
- {
- std::vector<const CGObjectInstance *> ret;
- for(auto embarkPoint : heroSector->embarkmentPoints)
- {
- const Sector *embarkSector = &infoOnSectors[retreiveTile(embarkPoint)];
- range::copy(embarkSector->visitableObjs, std::back_inserter(ret));
- }
- return ret;
- }
- return heroSector->visitableObjs;
- }
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