VCAI.cpp 84 KB

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  1. #include "StdInc.h"
  2. #include "VCAI.h"
  3. #include "Goals.h"
  4. #include "../../lib/UnlockGuard.h"
  5. #include "../../lib/CObjectHandler.h"
  6. #include "../../lib/CConfigHandler.h"
  7. #include "../../lib/CHeroHandler.h"
  8. /*
  9. * CCreatureHandler.h, part of VCMI engine
  10. *
  11. * Authors: listed in file AUTHORS in main folder
  12. *
  13. * License: GNU General Public License v2.0 or later
  14. * Full text of license available in license.txt file, in main folder
  15. *
  16. */
  17. extern FuzzyHelper *fh;
  18. class CGVisitableOPW;
  19. const double SAFE_ATTACK_CONSTANT = 1.5;
  20. 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)
  21. using namespace vstd;
  22. //extern Goals::TSubgoal sptr(const Goals::AbstractGoal & tmp);
  23. //#define sptr(x) Goals::sptr(x)
  24. //one thread may be turn of AI and another will be handling a side effect for AI2
  25. boost::thread_specific_ptr<CCallback> cb;
  26. boost::thread_specific_ptr<VCAI> ai;
  27. //std::map<int, std::map<int, int> > HeroView::infosCount;
  28. //helper RAII to manage global ai/cb ptrs
  29. struct SetGlobalState
  30. {
  31. SetGlobalState(VCAI * AI)
  32. {
  33. assert(!ai.get());
  34. assert(!cb.get());
  35. ai.reset(AI);
  36. cb.reset(AI->myCb.get());
  37. }
  38. ~SetGlobalState()
  39. {
  40. ai.release();
  41. cb.release();
  42. }
  43. };
  44. #define SET_GLOBAL_STATE(ai) SetGlobalState _hlpSetState(ai);
  45. #define NET_EVENT_HANDLER SET_GLOBAL_STATE(this)
  46. #define MAKING_TURN SET_GLOBAL_STATE(this)
  47. unsigned char &retreiveTileN(std::vector< std::vector< std::vector<unsigned char> > > &vectors, const int3 &pos)
  48. {
  49. return vectors[pos.x][pos.y][pos.z];
  50. }
  51. const unsigned char &retreiveTileN(const std::vector< std::vector< std::vector<unsigned char> > > &vectors, const int3 &pos)
  52. {
  53. return vectors[pos.x][pos.y][pos.z];
  54. }
  55. void foreach_tile(std::vector< std::vector< std::vector<unsigned char> > > &vectors, std::function<void(unsigned char &in)> foo)
  56. {
  57. for(auto & vector : vectors)
  58. for(auto j = vector.begin(); j != vector.end(); j++)
  59. for(auto & elem : *j)
  60. foo(elem);
  61. }
  62. struct ObjInfo
  63. {
  64. int3 pos;
  65. std::string name;
  66. ObjInfo(){}
  67. ObjInfo(const CGObjectInstance *obj):
  68. pos(obj->pos),
  69. name(obj->getHoverText())
  70. {
  71. }
  72. };
  73. std::map<const CGObjectInstance *, ObjInfo> helperObjInfo;
  74. VCAI::VCAI(void)
  75. {
  76. LOG_TRACE(logAi);
  77. makingTurn = nullptr;
  78. }
  79. VCAI::~VCAI(void)
  80. {
  81. LOG_TRACE(logAi);
  82. }
  83. void VCAI::availableCreaturesChanged(const CGDwelling *town)
  84. {
  85. LOG_TRACE(logAi);
  86. NET_EVENT_HANDLER;
  87. }
  88. void VCAI::heroMoved(const TryMoveHero & details)
  89. {
  90. LOG_TRACE(logAi);
  91. NET_EVENT_HANDLER;
  92. validateObject(details.id); //enemy hero may have left visible area
  93. if(details.result == TryMoveHero::TELEPORTATION)
  94. {
  95. const int3 from = CGHeroInstance::convertPosition(details.start, false),
  96. to = CGHeroInstance::convertPosition(details.end, false);
  97. const CGObjectInstance *o1 = frontOrNull(cb->getVisitableObjs(from)),
  98. *o2 = frontOrNull(cb->getVisitableObjs(to));
  99. if(o1 && o2 && o1->ID == Obj::SUBTERRANEAN_GATE && o2->ID == Obj::SUBTERRANEAN_GATE)
  100. {
  101. knownSubterraneanGates[o1] = o2;
  102. knownSubterraneanGates[o2] = o1;
  103. logAi->debugStream() << boost::format("Found a pair of subterranean gates between %s and %s!") % from % to;
  104. }
  105. }
  106. }
  107. void VCAI::stackChagedCount(const StackLocation &location, const TQuantity &change, bool isAbsolute)
  108. {
  109. LOG_TRACE_PARAMS(logAi, "isAbsolute '%i'", isAbsolute);
  110. NET_EVENT_HANDLER;
  111. }
  112. void VCAI::heroInGarrisonChange(const CGTownInstance *town)
  113. {
  114. LOG_TRACE(logAi);
  115. NET_EVENT_HANDLER;
  116. }
  117. void VCAI::centerView(int3 pos, int focusTime)
  118. {
  119. LOG_TRACE_PARAMS(logAi, "focusTime '%i'", focusTime);
  120. NET_EVENT_HANDLER;
  121. }
  122. void VCAI::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  123. {
  124. LOG_TRACE(logAi);
  125. NET_EVENT_HANDLER;
  126. }
  127. void VCAI::artifactAssembled(const ArtifactLocation &al)
  128. {
  129. LOG_TRACE(logAi);
  130. NET_EVENT_HANDLER;
  131. }
  132. void VCAI::showTavernWindow(const CGObjectInstance *townOrTavern)
  133. {
  134. LOG_TRACE(logAi);
  135. NET_EVENT_HANDLER;
  136. }
  137. void VCAI::showThievesGuildWindow (const CGObjectInstance * obj)
  138. {
  139. LOG_TRACE(logAi);
  140. NET_EVENT_HANDLER;
  141. }
  142. void VCAI::playerBlocked(int reason, bool start)
  143. {
  144. LOG_TRACE_PARAMS(logAi, "reason '%i', start '%i'", reason % start);
  145. NET_EVENT_HANDLER;
  146. if (start && reason == PlayerBlocked::UPCOMING_BATTLE)
  147. status.setBattle(UPCOMING_BATTLE);
  148. if(reason == PlayerBlocked::ONGOING_MOVEMENT)
  149. status.setMove(start);
  150. }
  151. void VCAI::showPuzzleMap()
  152. {
  153. LOG_TRACE(logAi);
  154. NET_EVENT_HANDLER;
  155. }
  156. void VCAI::showShipyardDialog(const IShipyard *obj)
  157. {
  158. LOG_TRACE(logAi);
  159. NET_EVENT_HANDLER;
  160. }
  161. void VCAI::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult)
  162. {
  163. LOG_TRACE_PARAMS(logAi, "victoryLossCheckResult '%s'", victoryLossCheckResult);
  164. NET_EVENT_HANDLER;
  165. logAi->debugStream() << boost::format("Player %d: I heard that player %d %s.") % playerID % player.getNum() % (victoryLossCheckResult.victory() ? "won" : "lost");
  166. if(player == playerID)
  167. {
  168. if(victoryLossCheckResult.victory())
  169. {
  170. logAi->debugStream() << "VCAI: I won! Incredible!";
  171. logAi->debugStream() << "Turn nr " << myCb->getDate();
  172. }
  173. else
  174. {
  175. logAi->debugStream() << "VCAI: Player " << player << " lost. It's me. What a disappointment! :(";
  176. }
  177. // //let's make Impossible difficulty finally standing to its name :>
  178. // if(myCb->getStartInfo()->difficulty == 4 && !victory)
  179. // {
  180. // //play dirty: crash the whole engine to avoid lose
  181. // //that way AI is unbeatable!
  182. // *(int*)nullptr = 666;
  183. // }
  184. // TODO - at least write some insults on stdout
  185. finish();
  186. }
  187. }
  188. void VCAI::artifactPut(const ArtifactLocation &al)
  189. {
  190. LOG_TRACE(logAi);
  191. NET_EVENT_HANDLER;
  192. }
  193. void VCAI::artifactRemoved(const ArtifactLocation &al)
  194. {
  195. LOG_TRACE(logAi);
  196. NET_EVENT_HANDLER;
  197. }
  198. void VCAI::stacksErased(const StackLocation &location)
  199. {
  200. LOG_TRACE(logAi);
  201. NET_EVENT_HANDLER;
  202. }
  203. void VCAI::artifactDisassembled(const ArtifactLocation &al)
  204. {
  205. LOG_TRACE(logAi);
  206. NET_EVENT_HANDLER;
  207. }
  208. void VCAI::heroVisit(const CGHeroInstance *visitor, const CGObjectInstance *visitedObj, bool start)
  209. {
  210. LOG_TRACE_PARAMS(logAi, "start '%i'; obj '%s'", start % (visitedObj ? visitedObj->hoverName : std::string("n/a")));
  211. NET_EVENT_HANDLER;
  212. if(start)
  213. {
  214. markObjectVisited (visitedObj);
  215. erase_if_present(reservedObjs, visitedObj); //unreserve objects
  216. erase_if_present(reservedHeroesMap[visitor], visitedObj);
  217. completeGoal (sptr(Goals::GetObj(visitedObj->id.getNum()).sethero(visitor))); //we don't need to visit it anymore
  218. //TODO: what if we visited one-time visitable object that was reserved by another hero (shouldn't, but..)
  219. }
  220. status.heroVisit(visitedObj, start);
  221. }
  222. void VCAI::availableArtifactsChanged(const CGBlackMarket *bm /*= nullptr*/)
  223. {
  224. LOG_TRACE(logAi);
  225. NET_EVENT_HANDLER;
  226. }
  227. void VCAI::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  228. {
  229. LOG_TRACE(logAi);
  230. NET_EVENT_HANDLER;
  231. //buildArmyIn(town);
  232. //moveCreaturesToHero(town);
  233. }
  234. void VCAI::tileHidden(const std::unordered_set<int3, ShashInt3> &pos)
  235. {
  236. LOG_TRACE(logAi);
  237. NET_EVENT_HANDLER;
  238. validateVisitableObjs();
  239. }
  240. void VCAI::tileRevealed(const std::unordered_set<int3, ShashInt3> &pos)
  241. {
  242. LOG_TRACE(logAi);
  243. NET_EVENT_HANDLER;
  244. for(int3 tile : pos)
  245. for(const CGObjectInstance *obj : myCb->getVisitableObjs(tile))
  246. addVisitableObj(obj);
  247. }
  248. void VCAI::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  249. {
  250. LOG_TRACE(logAi);
  251. NET_EVENT_HANDLER;
  252. auto firstHero = cb->getHero(hero1);
  253. auto secondHero = cb->getHero(hero2);
  254. status.addQuery(query, boost::str(boost::format("Exchange between heroes %s and %s") % firstHero->name % secondHero->name));
  255. requestActionASAP([=]()
  256. {
  257. if (firstHero->getHeroStrength() > secondHero->getHeroStrength() && canGetArmy (firstHero, secondHero))
  258. pickBestCreatures (firstHero, secondHero);
  259. else if (canGetArmy (secondHero, firstHero))
  260. pickBestCreatures (secondHero, firstHero);
  261. completeGoal(sptr(Goals::VisitHero(firstHero->id.getNum()))); //TODO: what if we were visited by other hero in the meantime?
  262. completeGoal(sptr(Goals::VisitHero(secondHero->id.getNum())));
  263. //TODO: exchange artifacts
  264. answerQuery(query, 0);
  265. });
  266. }
  267. void VCAI::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
  268. {
  269. LOG_TRACE_PARAMS(logAi, "which '%i', val '%i'", which % val);
  270. NET_EVENT_HANDLER;
  271. }
  272. void VCAI::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
  273. {
  274. LOG_TRACE_PARAMS(logAi, "level '%i'", level);
  275. NET_EVENT_HANDLER;
  276. }
  277. void VCAI::heroMovePointsChanged(const CGHeroInstance * hero)
  278. {
  279. LOG_TRACE(logAi);
  280. NET_EVENT_HANDLER;
  281. }
  282. void VCAI::stackChangedType(const StackLocation &location, const CCreature &newType)
  283. {
  284. LOG_TRACE(logAi);
  285. NET_EVENT_HANDLER;
  286. }
  287. void VCAI::stacksRebalanced(const StackLocation &src, const StackLocation &dst, TQuantity count)
  288. {
  289. LOG_TRACE(logAi);
  290. NET_EVENT_HANDLER;
  291. }
  292. void VCAI::newObject(const CGObjectInstance * obj)
  293. {
  294. LOG_TRACE(logAi);
  295. NET_EVENT_HANDLER;
  296. if(obj->isVisitable())
  297. addVisitableObj(obj);
  298. }
  299. void VCAI::objectRemoved(const CGObjectInstance *obj)
  300. {
  301. LOG_TRACE(logAi);
  302. NET_EVENT_HANDLER;
  303. erase_if_present(visitableObjs, obj);
  304. erase_if_present(alreadyVisited, obj);
  305. erase_if_present(reservedObjs, obj);
  306. for(auto &p : reservedHeroesMap)
  307. erase_if_present(p.second, obj);
  308. //TODO
  309. //there are other places where CGObjectinstance ptrs are stored...
  310. //
  311. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  312. {
  313. lostHero(cb->getHero(obj->id)); //we can promote, since objectRemoved is called just before actual deletion
  314. }
  315. }
  316. void VCAI::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  317. {
  318. LOG_TRACE(logAi);
  319. NET_EVENT_HANDLER;
  320. requestActionASAP([=]()
  321. {
  322. makePossibleUpgrades(visitor);
  323. });
  324. }
  325. void VCAI::playerBonusChanged(const Bonus &bonus, bool gain)
  326. {
  327. LOG_TRACE_PARAMS(logAi, "gain '%i'", gain);
  328. NET_EVENT_HANDLER;
  329. }
  330. void VCAI::newStackInserted(const StackLocation &location, const CStackInstance &stack)
  331. {
  332. LOG_TRACE(logAi);
  333. NET_EVENT_HANDLER;
  334. }
  335. void VCAI::heroCreated(const CGHeroInstance* h)
  336. {
  337. LOG_TRACE(logAi);
  338. if (h->visitedTown)
  339. townVisitsThisWeek[HeroPtr(h)].insert(h->visitedTown);
  340. NET_EVENT_HANDLER;
  341. }
  342. void VCAI::advmapSpellCast(const CGHeroInstance * caster, int spellID)
  343. {
  344. LOG_TRACE_PARAMS(logAi, "spellID '%i", spellID);
  345. NET_EVENT_HANDLER;
  346. }
  347. void VCAI::showInfoDialog(const std::string &text, const std::vector<Component*> &components, int soundID)
  348. {
  349. LOG_TRACE_PARAMS(logAi, "soundID '%i'", soundID);
  350. NET_EVENT_HANDLER;
  351. }
  352. void VCAI::requestRealized(PackageApplied *pa)
  353. {
  354. LOG_TRACE(logAi);
  355. NET_EVENT_HANDLER;
  356. if(status.haveTurn())
  357. {
  358. if(pa->packType == typeList.getTypeID<EndTurn>())
  359. if(pa->result)
  360. status.madeTurn();
  361. }
  362. if(pa->packType == typeList.getTypeID<QueryReply>())
  363. {
  364. status.receivedAnswerConfirmation(pa->requestID, pa->result);
  365. }
  366. }
  367. void VCAI::receivedResource(int type, int val)
  368. {
  369. LOG_TRACE_PARAMS(logAi, "type '%i', val '%i'", type % val);
  370. NET_EVENT_HANDLER;
  371. }
  372. void VCAI::stacksSwapped(const StackLocation &loc1, const StackLocation &loc2)
  373. {
  374. LOG_TRACE(logAi);
  375. NET_EVENT_HANDLER;
  376. }
  377. void VCAI::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
  378. {
  379. LOG_TRACE(logAi);
  380. NET_EVENT_HANDLER;
  381. }
  382. void VCAI::heroManaPointsChanged(const CGHeroInstance * hero)
  383. {
  384. LOG_TRACE(logAi);
  385. NET_EVENT_HANDLER;
  386. }
  387. void VCAI::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  388. {
  389. LOG_TRACE_PARAMS(logAi, "which '%d', val '%d'", which % val);
  390. NET_EVENT_HANDLER;
  391. }
  392. void VCAI::battleResultsApplied()
  393. {
  394. LOG_TRACE(logAi);
  395. NET_EVENT_HANDLER;
  396. assert(status.getBattle() == ENDING_BATTLE);
  397. status.setBattle(NO_BATTLE);
  398. }
  399. void VCAI::objectPropertyChanged(const SetObjectProperty * sop)
  400. {
  401. LOG_TRACE(logAi);
  402. NET_EVENT_HANDLER;
  403. if(sop->what == ObjProperty::OWNER)
  404. {
  405. if(sop->val == playerID.getNum())
  406. erase_if_present(visitableObjs, myCb->getObj(sop->id));
  407. //TODO restore lost obj
  408. }
  409. }
  410. void VCAI::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what)
  411. {
  412. LOG_TRACE_PARAMS(logAi, "what '%i'", what);
  413. NET_EVENT_HANDLER;
  414. }
  415. void VCAI::heroBonusChanged(const CGHeroInstance *hero, const Bonus &bonus, bool gain)
  416. {
  417. LOG_TRACE_PARAMS(logAi, "gain '%i'", gain);
  418. NET_EVENT_HANDLER;
  419. }
  420. void VCAI::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
  421. {
  422. LOG_TRACE(logAi);
  423. NET_EVENT_HANDLER;
  424. }
  425. void VCAI::init(shared_ptr<CCallback> CB)
  426. {
  427. LOG_TRACE(logAi);
  428. myCb = CB;
  429. cbc = CB;
  430. NET_EVENT_HANDLER;
  431. playerID = *myCb->getMyColor();
  432. myCb->waitTillRealize = true;
  433. myCb->unlockGsWhenWaiting = true;
  434. if(!fh)
  435. fh = new FuzzyHelper();
  436. retreiveVisitableObjs(visitableObjs);
  437. }
  438. void VCAI::yourTurn()
  439. {
  440. LOG_TRACE(logAi);
  441. NET_EVENT_HANDLER;
  442. status.startedTurn();
  443. makingTurn = make_unique<boost::thread>(&VCAI::makeTurn, this);
  444. }
  445. void VCAI::heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill> &skills, QueryID queryID)
  446. {
  447. LOG_TRACE_PARAMS(logAi, "queryID '%i'", queryID);
  448. NET_EVENT_HANDLER;
  449. status.addQuery(queryID, boost::str(boost::format("Hero %s got level %d") % hero->name % hero->level));
  450. requestActionASAP([=]{ answerQuery(queryID, 0); });
  451. }
  452. void VCAI::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  453. {
  454. LOG_TRACE_PARAMS(logAi, "queryID '%i'", queryID);
  455. NET_EVENT_HANDLER;
  456. status.addQuery(queryID, boost::str(boost::format("Commander %s of %s got level %d") % commander->name % commander->armyObj->nodeName() % (int)commander->level));
  457. requestActionASAP([=]{ answerQuery(queryID, 0); });
  458. }
  459. void VCAI::showBlockingDialog(const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel)
  460. {
  461. LOG_TRACE_PARAMS(logAi, "text '%s', askID '%i', soundID '%i', selection '%i', cancel '%i'", text % askID % soundID % selection % cancel);
  462. NET_EVENT_HANDLER;
  463. int sel = 0;
  464. status.addQuery(askID, boost::str(boost::format("Blocking dialog query with %d components - %s")
  465. % components.size() % text));
  466. if(selection) //select from multiple components -> take the last one (they're indexed [1-size])
  467. sel = components.size();
  468. if(!selection && cancel) //yes&no -> always answer yes, we are a brave AI :)
  469. sel = 1;
  470. requestActionASAP([=]()
  471. {
  472. answerQuery(askID, sel);
  473. });
  474. }
  475. void VCAI::showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  476. {
  477. LOG_TRACE_PARAMS(logAi, "removableUnits '%i', queryID '%i'", removableUnits % queryID);
  478. NET_EVENT_HANDLER;
  479. std::string s1 = up ? up->nodeName() : "NONE";
  480. std::string s2 = down ? down->nodeName() : "NONE";
  481. status.addQuery(queryID, boost::str(boost::format("Garrison dialog with %s and %s") % s1 % s2));
  482. //you can't request action from action-response thread
  483. requestActionASAP([=]()
  484. {
  485. pickBestCreatures (down, up);
  486. answerQuery(queryID, 0);
  487. });
  488. }
  489. void VCAI::saveGame(COSer<CSaveFile> &h, const int version)
  490. {
  491. LOG_TRACE_PARAMS(logAi, "version '%i'", version);
  492. NET_EVENT_HANDLER;
  493. validateVisitableObjs();
  494. CAdventureAI::saveGame(h, version);
  495. serializeInternal(h, version);
  496. }
  497. void VCAI::loadGame(CISer<CLoadFile> &h, const int version)
  498. {
  499. LOG_TRACE_PARAMS(logAi, "version '%i'", version);
  500. NET_EVENT_HANDLER;
  501. CAdventureAI::loadGame(h, version);
  502. serializeInternal(h, version);
  503. }
  504. void makePossibleUpgrades(const CArmedInstance *obj)
  505. {
  506. if(!obj)
  507. return;
  508. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  509. {
  510. if(const CStackInstance *s = obj->getStackPtr(SlotID(i)))
  511. {
  512. UpgradeInfo ui;
  513. cb->getUpgradeInfo(obj, SlotID(i), ui);
  514. if(ui.oldID >= 0 && cb->getResourceAmount().canAfford(ui.cost[0] * s->count))
  515. {
  516. cb->upgradeCreature(obj, SlotID(i), ui.newID[0]);
  517. }
  518. }
  519. }
  520. }
  521. void VCAI::makeTurn()
  522. {
  523. MAKING_TURN;
  524. boost::shared_lock<boost::shared_mutex> gsLock(cb->getGsMutex());
  525. setThreadName("VCAI::makeTurn");
  526. logAi->debugStream() << boost::format("Player %d starting turn") % static_cast<int>(playerID.getNum());
  527. switch(cb->getDate(Date::DAY_OF_WEEK))
  528. {
  529. case 1:
  530. {
  531. townVisitsThisWeek.clear();
  532. std::vector<const CGObjectInstance *> objs;
  533. retreiveVisitableObjs(objs, true);
  534. for(const CGObjectInstance *obj : objs)
  535. {
  536. if (isWeeklyRevisitable(obj))
  537. {
  538. visitableObjs.insert(obj); //set doesn't need duplicate check
  539. erase_if_present (alreadyVisited, obj);
  540. }
  541. }
  542. }
  543. break;
  544. }
  545. if(cb->getSelectedHero())
  546. cb->recalculatePaths();
  547. makeTurnInternal();
  548. makingTurn.reset();
  549. return;
  550. }
  551. void VCAI::makeTurnInternal()
  552. {
  553. saving = 0;
  554. //it looks messy here, but it's better to have armed heroes before attempting realizing goals
  555. for(const CGTownInstance *t : cb->getTownsInfo())
  556. moveCreaturesToHero(t);
  557. try
  558. {
  559. //Pick objects reserved in previous turn - we expect only nerby objects there
  560. auto reservedHeroesCopy = reservedHeroesMap; //work on copy => the map may be changed while iterating (eg because hero died when attempting a goal)
  561. for (auto hero : reservedHeroesCopy)
  562. {
  563. if(reservedHeroesMap.count(hero.first))
  564. continue; //hero might have been removed while we were in this loop
  565. if(!hero.first.validAndSet())
  566. {
  567. logAi->errorStream() << "Hero " << hero.first.name << " present on reserved map. Shouldn't be. ";
  568. continue;
  569. }
  570. cb->setSelection(hero.first.get());
  571. std::vector<const CGObjectInstance *> vec(hero.second.begin(), hero.second.end());
  572. boost::sort (vec, isCloser);
  573. for (auto obj : vec)
  574. {
  575. if(!obj || !obj->defInfo || !cb->getObj(obj->id))
  576. {
  577. logAi->errorStream() << "Error: there is wrong object on list for hero " << hero.first->name;
  578. continue;
  579. }
  580. striveToGoal (sptr(Goals::VisitTile(obj->visitablePos()).sethero(hero.first)));
  581. }
  582. }
  583. //now try to win
  584. striveToGoal(sptr(Goals::Win()));
  585. //finally, continue our abstract long-term goals
  586. int oldMovement = 0;
  587. int newMovement = 0;
  588. while (true)
  589. {
  590. oldMovement = newMovement; //remember old value
  591. newMovement = 0;
  592. std::vector<std::pair<HeroPtr, Goals::TSubgoal> > safeCopy;
  593. for (auto mission : lockedHeroes)
  594. {
  595. fh->setPriority (mission.second); //re-evaluate
  596. if (canAct(mission.first))
  597. {
  598. newMovement += mission.first->movement;
  599. safeCopy.push_back (mission);
  600. }
  601. }
  602. if (newMovement == oldMovement) //means our heroes didn't move or didn't re-assign their goals
  603. {
  604. logAi->warnStream() << "Our heroes don't move anymore, exhaustive decomposition failed";
  605. }
  606. break;
  607. if (safeCopy.empty())
  608. break; //all heroes exhausted their locked goals
  609. else
  610. {
  611. typedef std::pair<HeroPtr, Goals::TSubgoal> TItrType;
  612. auto lockedHeroesSorter = [](TItrType m1, TItrType m2) -> bool
  613. {
  614. return m1.second->priority < m2.second->priority;
  615. };
  616. boost::sort(safeCopy, lockedHeroesSorter);
  617. striveToGoal (safeCopy.back().second);
  618. }
  619. }
  620. auto quests = myCb->getMyQuests();
  621. for (auto quest : quests)
  622. {
  623. striveToQuest (quest);
  624. }
  625. striveToGoal(sptr(Goals::Build())); //TODO: smarter building management
  626. performTypicalActions();
  627. //for debug purpose
  628. for (auto h : cb->getHeroesInfo())
  629. {
  630. if (h->movement)
  631. logAi->warnStream() << boost::format("hero %s has %d MP left") % h->name % h->movement;
  632. }
  633. }
  634. catch(boost::thread_interrupted &e)
  635. {
  636. logAi->debugStream() << "Making turn thread has been interrupted. We'll end without calling endTurn.";
  637. return;
  638. }
  639. catch(std::exception &e)
  640. {
  641. logAi->debugStream() << "Making turn thread has caught an exception: " << e.what();
  642. }
  643. endTurn();
  644. }
  645. bool VCAI::goVisitObj(const CGObjectInstance * obj, HeroPtr h)
  646. {
  647. int3 dst = obj->visitablePos();
  648. logAi->debugStream() << boost::format("%s will try to visit %s at (%s)") % h->name % obj->getHoverText() % strFromInt3(dst);
  649. return moveHeroToTile(dst, h);
  650. }
  651. void VCAI::performObjectInteraction(const CGObjectInstance * obj, HeroPtr h)
  652. {
  653. LOG_TRACE_PARAMS(logAi, "Hero %s and object %s at %s", h->name % obj->getHoverText() % obj->pos);
  654. switch (obj->ID)
  655. {
  656. case Obj::CREATURE_GENERATOR1:
  657. recruitCreatures (dynamic_cast<const CGDwelling *>(obj));
  658. checkHeroArmy (h);
  659. break;
  660. case Obj::TOWN:
  661. moveCreaturesToHero (dynamic_cast<const CGTownInstance *>(obj));
  662. if (h->visitedTown) //we are inside, not just attacking
  663. {
  664. townVisitsThisWeek[h].insert(h->visitedTown);
  665. if (!h->hasSpellbook() && cb->getResourceAmount(Res::GOLD) >= GameConstants::SPELLBOOK_GOLD_COST + saving[Res::GOLD] &&
  666. h->visitedTown->hasBuilt (BuildingID::MAGES_GUILD_1))
  667. cb->buyArtifact(h.get(), ArtifactID::SPELLBOOK);
  668. }
  669. break;
  670. }
  671. completeGoal (sptr(Goals::GetObj(obj->id.getNum()).sethero(h)));
  672. }
  673. void VCAI::moveCreaturesToHero(const CGTownInstance * t)
  674. {
  675. if(t->visitingHero && t->armedGarrison() && t->visitingHero->tempOwner == t->tempOwner)
  676. {
  677. pickBestCreatures (t->visitingHero, t);
  678. }
  679. }
  680. bool VCAI::canGetArmy (const CGHeroInstance * army, const CGHeroInstance * source)
  681. { //TODO: merge with pickBestCreatures
  682. if(army->tempOwner != source->tempOwner)
  683. {
  684. logAi->errorStream() << "Why are we even considering exchange between heroes from different players?";
  685. return false;
  686. }
  687. const CArmedInstance *armies[] = {army, source};
  688. int armySize = 0;
  689. //we calculate total strength for each creature type available in armies
  690. std::map<const CCreature*, int> creToPower;
  691. for(auto armyPtr : armies)
  692. for(auto &i : armyPtr->Slots())
  693. {
  694. ++armySize;//TODO: allow splitting stacks?
  695. creToPower[i.second->type] += i.second->getPower();
  696. }
  697. //TODO - consider more than just power (ie morale penalty, hero specialty in certain stacks, etc)
  698. armySize = std::min ((source->needsLastStack() ? armySize - 1 : armySize), GameConstants::ARMY_SIZE); //can't move away last stack
  699. std::vector<const CCreature *> bestArmy; //types that'll be in final dst army
  700. for (int i = 0; i < armySize; i++) //pick the creatures from which we can get most power, as many as dest can fit
  701. {
  702. typedef const std::pair<const CCreature*, int> &CrePowerPair;
  703. auto creIt = boost::max_element(creToPower, [](CrePowerPair lhs, CrePowerPair rhs)
  704. {
  705. return lhs.second < rhs.second;
  706. });
  707. bestArmy.push_back(creIt->first);
  708. creToPower.erase(creIt);
  709. if(creToPower.empty())
  710. break;
  711. }
  712. //foreach best type -> iterate over slots in both armies and if it's the appropriate type, send it to the slot where it belongs
  713. for (int i = 0; i < bestArmy.size(); i++) //i-th strongest creature type will go to i-th slot
  714. {
  715. for(auto armyPtr : armies)
  716. for (int j = 0; j < GameConstants::ARMY_SIZE; j++)
  717. {
  718. if(armyPtr->getCreature(SlotID(j)) == bestArmy[i] && (i != j || armyPtr != army)) //it's a searched creature not in dst slot
  719. if (!(armyPtr->needsLastStack() && armyPtr->Slots().size() == 1 && armyPtr != army)) //can't take away last creature
  720. return true; //at least one exchange will be performed
  721. }
  722. }
  723. return false;
  724. }
  725. void VCAI::pickBestCreatures(const CArmedInstance * army, const CArmedInstance * source)
  726. {
  727. //TODO - what if source is a hero (the last stack problem) -> it'd good to create a single stack of weakest cre
  728. const CArmedInstance *armies[] = {army, source};
  729. int armySize = 0;
  730. //we calculate total strength for each creature type available in armies
  731. std::map<const CCreature*, int> creToPower;
  732. for(auto armyPtr : armies)
  733. for(auto &i : armyPtr->Slots())
  734. {
  735. ++armySize;//TODO: allow splitting stacks?
  736. creToPower[i.second->type] += i.second->getPower();
  737. }
  738. //TODO - consider more than just power (ie morale penalty, hero specialty in certain stacks, etc)
  739. armySize = std::min ((source->needsLastStack() ? armySize - 1 : armySize), GameConstants::ARMY_SIZE); //can't move away last stack
  740. std::vector<const CCreature *> bestArmy; //types that'll be in final dst army
  741. for (int i = 0; i < armySize; i++) //pick the creatures from which we can get most power, as many as dest can fit
  742. {
  743. typedef const std::pair<const CCreature*, int> &CrePowerPair;
  744. auto creIt = boost::max_element(creToPower, [](CrePowerPair lhs, CrePowerPair rhs)
  745. {
  746. return lhs.second < rhs.second;
  747. });
  748. bestArmy.push_back(creIt->first);
  749. creToPower.erase(creIt);
  750. if(creToPower.empty())
  751. break;
  752. }
  753. //foreach best type -> iterate over slots in both armies and if it's the appropriate type, send it to the slot where it belongs
  754. for (int i = 0; i < bestArmy.size(); i++) //i-th strongest creature type will go to i-th slot
  755. {
  756. for(auto armyPtr : armies)
  757. for (int j = 0; j < GameConstants::ARMY_SIZE; j++)
  758. {
  759. if(armyPtr->getCreature(SlotID(j)) == bestArmy[i] && (i != j || armyPtr != army)) //it's a searched creature not in dst slot
  760. if (!(armyPtr->needsLastStack() && armyPtr->Slots().size() == 1 && armyPtr != army))
  761. cb->mergeOrSwapStacks(armyPtr, army, SlotID(j), SlotID(i));
  762. }
  763. }
  764. //TODO - having now strongest possible army, we may want to think about arranging stacks
  765. auto hero = dynamic_cast<const CGHeroInstance *>(army);
  766. if (hero)
  767. {
  768. checkHeroArmy (hero);
  769. }
  770. }
  771. void VCAI::recruitCreatures(const CGDwelling * d)
  772. {
  773. for(int i = 0; i < d->creatures.size(); i++)
  774. {
  775. if(!d->creatures[i].second.size())
  776. continue;
  777. int count = d->creatures[i].first;
  778. CreatureID creID = d->creatures[i].second.back();
  779. // const CCreature *c = VLC->creh->creatures[creID];
  780. // if(containsSavedRes(c->cost))
  781. // continue;
  782. amin(count, freeResources() / VLC->creh->creatures[creID]->cost);
  783. if(count > 0)
  784. cb->recruitCreatures(d, creID, count, i);
  785. }
  786. }
  787. bool VCAI::tryBuildStructure(const CGTownInstance * t, BuildingID building, unsigned int maxDays)
  788. {
  789. if (maxDays == 0)
  790. {
  791. logAi->warnStream() << "Request to build building " << building << " in 0 days!";
  792. return false;
  793. }
  794. if (!vstd::contains(t->town->buildings, building))
  795. return false; // no such building in town
  796. if (t->hasBuilt(building)) //Already built? Shouldn't happen in general
  797. return true;
  798. const CBuilding * buildPtr = t->town->buildings.at(building);
  799. auto toBuild = buildPtr->requirements.getFulfillmentCandidates([&](const BuildingID & buildID)
  800. {
  801. return t->hasBuilt(buildID);
  802. });
  803. toBuild.push_back(building);
  804. for(BuildingID buildID : toBuild)
  805. {
  806. EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID);
  807. if (canBuild == EBuildingState::HAVE_CAPITAL
  808. || canBuild == EBuildingState::FORBIDDEN
  809. || canBuild == EBuildingState::NO_WATER)
  810. return false; //we won't be able to build this
  811. }
  812. if (maxDays && toBuild.size() > maxDays)
  813. return false;
  814. TResources currentRes = cb->getResourceAmount();
  815. TResources income = estimateIncome();
  816. //TODO: calculate if we have enough resources to build it in maxDays
  817. for(const auto & buildID : toBuild)
  818. {
  819. const CBuilding *b = t->town->buildings.at(buildID);
  820. EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID);
  821. if(canBuild == EBuildingState::ALLOWED)
  822. {
  823. if(!containsSavedRes(b->resources))
  824. {
  825. logAi->debugStream() << boost::format("Player %d will build %s in town of %s at %s") % playerID % b->Name() % t->name % t->pos;
  826. cb->buildBuilding(t, buildID);
  827. return true;
  828. }
  829. continue;
  830. }
  831. else if(canBuild == EBuildingState::NO_RESOURCES)
  832. {
  833. TResources cost = t->town->buildings.at(buildID)->resources;
  834. for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
  835. {
  836. int diff = currentRes[i] - cost[i] + income[i];
  837. if(diff < 0)
  838. saving[i] = 1;
  839. }
  840. continue;
  841. }
  842. else if (canBuild == EBuildingState::PREREQUIRES)
  843. {
  844. // can happen when dependencies have their own missing dependencies
  845. if (tryBuildStructure(t, buildID, maxDays - 1))
  846. return true;
  847. }
  848. else if (canBuild == EBuildingState::MISSING_BASE)
  849. {
  850. if (tryBuildStructure(t, b->upgrade, maxDays - 1))
  851. return true;
  852. }
  853. }
  854. return false;
  855. }
  856. //bool VCAI::canBuildStructure(const CGTownInstance * t, BuildingID building, unsigned int maxDays=7)
  857. //{
  858. // if (maxDays == 0)
  859. // {
  860. // logAi->warnStream() << "Request to build building " << building << " in 0 days!";
  861. // return false;
  862. // }
  863. //
  864. // if (!vstd::contains(t->town->buildings, building))
  865. // return false; // no such building in town
  866. //
  867. // if (t->hasBuilt(building)) //Already built? Shouldn't happen in general
  868. // return true;
  869. //
  870. // const CBuilding * buildPtr = t->town->buildings.at(building);
  871. //
  872. // auto toBuild = buildPtr->requirements.getFulfillmentCandidates([&](const BuildingID & buildID)
  873. // {
  874. // return t->hasBuilt(buildID);
  875. // });
  876. // toBuild.push_back(building);
  877. //
  878. // for(BuildingID buildID : toBuild)
  879. // {
  880. // EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID);
  881. // if (canBuild == EBuildingState::HAVE_CAPITAL
  882. // || canBuild == EBuildingState::FORBIDDEN
  883. // || canBuild == EBuildingState::NO_WATER)
  884. // return false; //we won't be able to build this
  885. // }
  886. //
  887. // if (maxDays && toBuild.size() > maxDays)
  888. // return false;
  889. //
  890. // TResources currentRes = cb->getResourceAmount();
  891. // TResources income = estimateIncome();
  892. // //TODO: calculate if we have enough resources to build it in maxDays
  893. //
  894. // for(const auto & buildID : toBuild)
  895. // {
  896. // const CBuilding *b = t->town->buildings.at(buildID);
  897. //
  898. // EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID);
  899. // if(canBuild == EBuildingState::ALLOWED)
  900. // {
  901. // if(!containsSavedRes(b->resources))
  902. // {
  903. // logAi->debugStream() << boost::format("Player %d will build %s in town of %s at %s") % playerID % b->Name() % t->name % t->pos;
  904. // return true;
  905. // }
  906. // continue;
  907. // }
  908. // else if(canBuild == EBuildingState::NO_RESOURCES)
  909. // {
  910. // TResources cost = t->town->buildings.at(buildID)->resources;
  911. // for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
  912. // {
  913. // int diff = currentRes[i] - cost[i] + income[i];
  914. // if(diff < 0)
  915. // saving[i] = 1;
  916. // }
  917. // continue;
  918. // }
  919. // else if (canBuild == EBuildingState::PREREQUIRES)
  920. // {
  921. // // can happen when dependencies have their own missing dependencies
  922. // if (canBuildStructure(t, buildID, maxDays - 1))
  923. // return true;
  924. // }
  925. // else if (canBuild == EBuildingState::MISSING_BASE)
  926. // {
  927. // if (canBuildStructure(t, b->upgrade, maxDays - 1))
  928. // return true;
  929. // }
  930. // }
  931. // return false;
  932. //}
  933. bool VCAI::tryBuildAnyStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays)
  934. {
  935. for(const auto & building : buildList)
  936. {
  937. if(t->hasBuilt(building))
  938. continue;
  939. if (tryBuildStructure(t, building, maxDays))
  940. return true;
  941. }
  942. return false; //Can't build anything
  943. }
  944. BuildingID VCAI::canBuildAnyStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays)
  945. {
  946. for(const auto & building : buildList)
  947. {
  948. if(t->hasBuilt(building))
  949. continue;
  950. if (cb->canBuildStructure(t, building))
  951. return building;
  952. }
  953. return BuildingID::NONE; //Can't build anything
  954. }
  955. bool VCAI::tryBuildNextStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays)
  956. {
  957. for(const auto & building : buildList)
  958. {
  959. if(t->hasBuilt(building))
  960. continue;
  961. return tryBuildStructure(t, building, maxDays);
  962. }
  963. return false;//Nothing to build
  964. }
  965. void VCAI::buildStructure(const CGTownInstance * t)
  966. {
  967. //TODO make *real* town development system
  968. //TODO: faction-specific development: use special buildings, build dwellings in better order, etc
  969. //TODO: build resource silo, defences when needed
  970. //Possible - allow "locking" on specific building (build prerequisites and then building itself)
  971. TResources currentRes = cb->getResourceAmount();
  972. TResources income = estimateIncome();
  973. if (tryBuildAnyStructure(t, std::vector<BuildingID>(essential, essential + ARRAY_COUNT(essential))))
  974. return;
  975. //we're running out of gold - try to build something gold-producing. Multiplier can be tweaked, 6 is minimum due to buildings costs
  976. if (currentRes[Res::GOLD] < income[Res::GOLD] * 6)
  977. if (tryBuildNextStructure(t, std::vector<BuildingID>(goldSource, goldSource + ARRAY_COUNT(goldSource))))
  978. return;
  979. if (cb->getDate(Date::DAY_OF_WEEK) > 6)// last 2 days of week - try to focus on growth
  980. {
  981. if (tryBuildNextStructure(t, std::vector<BuildingID>(unitGrowth, unitGrowth + ARRAY_COUNT(unitGrowth)), 2))
  982. return;
  983. }
  984. // first in-game week or second half of any week: try build dwellings
  985. if (cb->getDate(Date::DAY) < 7 || cb->getDate(Date::DAY_OF_WEEK) > 3)
  986. if (tryBuildAnyStructure(t, std::vector<BuildingID>(unitsSource, unitsSource + ARRAY_COUNT(unitsSource)), 8 - cb->getDate(Date::DAY_OF_WEEK)))
  987. return;
  988. //try to upgrade dwelling
  989. for(int i = 0; i < ARRAY_COUNT(unitsUpgrade); i++)
  990. {
  991. if (t->hasBuilt(unitsSource[i]) && !t->hasBuilt(unitsUpgrade[i]))
  992. {
  993. if (tryBuildStructure(t, unitsUpgrade[i]))
  994. return;
  995. }
  996. }
  997. //remaining tasks
  998. if (tryBuildNextStructure(t, std::vector<BuildingID>(goldSource, goldSource + ARRAY_COUNT(goldSource))))
  999. return;
  1000. if (tryBuildNextStructure(t, std::vector<BuildingID>(spells, spells + ARRAY_COUNT(spells))))
  1001. return;
  1002. if (tryBuildAnyStructure(t, std::vector<BuildingID>(extra, extra + ARRAY_COUNT(extra))))
  1003. return;
  1004. }
  1005. bool VCAI::isGoodForVisit(const CGObjectInstance *obj, HeroPtr h)
  1006. {
  1007. const int3 pos = obj->visitablePos();
  1008. if (isAccessibleForHero(obj->visitablePos(), h) &&
  1009. !obj->wasVisited(playerID) &&
  1010. (cb->getPlayerRelations(ai->playerID, obj->tempOwner) == PlayerRelations::ENEMIES || isWeeklyRevisitable(obj)) && //flag or get weekly resources / creatures
  1011. isSafeToVisit(h, pos) &&
  1012. shouldVisit(h, obj) &&
  1013. !vstd::contains(alreadyVisited, obj) &&
  1014. !vstd::contains(reservedObjs, obj))
  1015. {
  1016. const CGObjectInstance *topObj = cb->getVisitableObjs(obj->visitablePos()).back(); //it may be hero visiting this obj
  1017. //we don't try visiting object on which allied or owned hero stands
  1018. // -> it will just trigger exchange windows and AI will be confused that obj behind doesn't get visited
  1019. if (topObj->ID == Obj::HERO && cb->getPlayerRelations(h->tempOwner, topObj->tempOwner) != PlayerRelations::ENEMIES)
  1020. return false;
  1021. else
  1022. return true; //all of the following is met
  1023. }
  1024. return false;
  1025. }
  1026. std::vector<const CGObjectInstance *> VCAI::getPossibleDestinations(HeroPtr h)
  1027. {
  1028. validateVisitableObjs();
  1029. std::vector<const CGObjectInstance *> possibleDestinations;
  1030. for(const CGObjectInstance *obj : visitableObjs)
  1031. {
  1032. const int3 pos = obj->visitablePos();
  1033. if (isGoodForVisit(obj, h))
  1034. {
  1035. possibleDestinations.push_back(obj);
  1036. }
  1037. }
  1038. boost::sort(possibleDestinations, isCloser);
  1039. return possibleDestinations;
  1040. }
  1041. bool VCAI::canRecruitAnyHero (const CGTownInstance * t) const
  1042. {
  1043. //TODO: make gathering gold, building tavern or conquering town (?) possible subgoals
  1044. if (!t)
  1045. t = findTownWithTavern();
  1046. if (t)
  1047. return cb->getResourceAmount(Res::GOLD) >= HERO_GOLD_COST &&
  1048. cb->getHeroesInfo().size() < ALLOWED_ROAMING_HEROES &&
  1049. cb->getAvailableHeroes(t).size();
  1050. else
  1051. return false;
  1052. }
  1053. void VCAI::wander(HeroPtr h)
  1054. {
  1055. TimeCheck tc("looking for wander destination");
  1056. while(1)
  1057. {
  1058. validateVisitableObjs();
  1059. std::vector <ObjectIdRef> dests, tmp;
  1060. range::copy(reservedHeroesMap[h], std::back_inserter(tmp)); //visit our reserved objects first
  1061. for (auto obj : tmp)
  1062. {
  1063. if (isAccessibleForHero (obj->visitablePos(), h)) //even nearby objects could be blocked by other heroes :(
  1064. dests.push_back(obj); //can't use lambda for member function :(
  1065. }
  1066. if (!dests.size())
  1067. range::copy(getPossibleDestinations(h), std::back_inserter(dests));
  1068. if(!dests.size())
  1069. {
  1070. if (cb->getVisitableObjs(h->visitablePos()).size() > 1)
  1071. moveHeroToTile(h->visitablePos(), h); //just in case we're standing on blocked subterranean gate
  1072. auto compareReinforcements = [h](const CGTownInstance *lhs, const CGTownInstance *rhs) -> bool
  1073. {
  1074. return howManyReinforcementsCanGet(h, lhs) < howManyReinforcementsCanGet(h, rhs);
  1075. };
  1076. std::vector<const CGTownInstance *> townsReachable;
  1077. std::vector<const CGTownInstance *> townsNotReachable;
  1078. for(const CGTownInstance *t : cb->getTownsInfo())
  1079. {
  1080. if(!t->visitingHero && howManyReinforcementsCanGet(h,t) && !vstd::contains(townVisitsThisWeek[h], t))
  1081. {
  1082. if (isAccessibleForHero (t->visitablePos(), h))
  1083. townsReachable.push_back(t);
  1084. else
  1085. townsNotReachable.push_back(t);
  1086. }
  1087. }
  1088. if(townsReachable.size())
  1089. {
  1090. boost::sort(townsReachable, compareReinforcements);
  1091. dests.emplace_back(townsReachable.back());
  1092. }
  1093. else if(townsNotReachable.size())
  1094. {
  1095. boost::sort(townsNotReachable, compareReinforcements);
  1096. //TODO pick the truly best
  1097. const CGTownInstance *t = townsNotReachable.back();
  1098. logAi->debugStream() << boost::format("%s can't reach any town, we'll try to make our way to %s at %s") % h->name % t->name % t->visitablePos();
  1099. int3 pos1 = h->pos;
  1100. striveToGoal(sptr(Goals::ClearWayTo(t->visitablePos()).sethero(h)));
  1101. //if out hero is stuck, we may need to request another hero to clear the way we see
  1102. if (pos1 == h->pos && h == primaryHero()) //hero can't move
  1103. {
  1104. if (canRecruitAnyHero(t))
  1105. recruitHero(t);
  1106. }
  1107. break;
  1108. }
  1109. else if(cb->getResourceAmount(Res::GOLD) >= HERO_GOLD_COST)
  1110. {
  1111. std::vector<const CGTownInstance *> towns = cb->getTownsInfo();
  1112. erase_if(towns, [](const CGTownInstance *t) -> bool
  1113. {
  1114. for(const CGHeroInstance *h : cb->getHeroesInfo())
  1115. if(!t->getArmyStrength() || howManyReinforcementsCanGet(h, t))
  1116. return true;
  1117. return false;
  1118. });
  1119. boost::sort(towns, compareArmyStrength);
  1120. if(towns.size())
  1121. recruitHero(towns.back());
  1122. break;
  1123. }
  1124. else
  1125. {
  1126. logAi->debugStream() << "Nowhere more to go...";
  1127. break;
  1128. }
  1129. }
  1130. const ObjectIdRef&dest = dests.front();
  1131. logAi->debugStream() << boost::format("Of all %d destinations, object oid=%d seems nice") % dests.size() % dest.id.getNum();
  1132. if(!goVisitObj(dest, h))
  1133. {
  1134. if(!dest)
  1135. {
  1136. logAi->debugStream() << boost::format("Visit attempt made the object (id=%d) gone...") % dest.id.getNum();
  1137. }
  1138. else
  1139. {
  1140. logAi->debugStream() << boost::format("Hero %s apparently used all MPs (%d left)") % h->name % h->movement;
  1141. }
  1142. break;
  1143. }
  1144. if(h->visitedTown)
  1145. {
  1146. townVisitsThisWeek[h].insert(h->visitedTown);
  1147. buildArmyIn(h->visitedTown);
  1148. break;
  1149. }
  1150. }
  1151. }
  1152. void VCAI::setGoal(HeroPtr h, Goals::TSubgoal goal)
  1153. { //TODO: check for presence?
  1154. if (goal->invalid())
  1155. erase_if_present(lockedHeroes, h);
  1156. else
  1157. {
  1158. lockedHeroes[h] = goal;
  1159. goal->setisElementar(false); //always evaluate goals before realizing
  1160. }
  1161. }
  1162. void VCAI::completeGoal (Goals::TSubgoal goal)
  1163. {
  1164. logAi->debugStream() << boost::format("Completing goal: %s") % goal->name();
  1165. if (const CGHeroInstance * h = goal->hero.get(true))
  1166. {
  1167. auto it = lockedHeroes.find(h);
  1168. if (it != lockedHeroes.end())
  1169. if (it->second == goal)
  1170. {
  1171. logAi->debugStream() << boost::format("%s") % goal->completeMessage();
  1172. lockedHeroes.erase(it); //goal fulfilled, free hero
  1173. }
  1174. }
  1175. else //complete goal for all heroes maybe?
  1176. {
  1177. for (auto p : lockedHeroes)
  1178. {
  1179. if (p.second == goal || p.second->fulfillsMe(goal)) //we could have fulfilled goals of other heroes by chance
  1180. {
  1181. logAi->debugStream() << boost::format("%s") % p.second->completeMessage();
  1182. lockedHeroes.erase (lockedHeroes.find(p.first)); //is it safe?
  1183. }
  1184. }
  1185. }
  1186. }
  1187. void VCAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
  1188. {
  1189. NET_EVENT_HANDLER;
  1190. assert(playerID > PlayerColor::PLAYER_LIMIT || status.getBattle() == UPCOMING_BATTLE);
  1191. status.setBattle(ONGOING_BATTLE);
  1192. const CGObjectInstance *presumedEnemy = 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
  1193. battlename = boost::str(boost::format("Starting battle of %s attacking %s at %s") % (hero1 ? hero1->name : "a army") % (presumedEnemy ? presumedEnemy->hoverName : "unknown enemy") % tile);
  1194. CAdventureAI::battleStart(army1, army2, tile, hero1, hero2, side);
  1195. }
  1196. void VCAI::battleEnd(const BattleResult *br)
  1197. {
  1198. NET_EVENT_HANDLER;
  1199. assert(status.getBattle() == ONGOING_BATTLE);
  1200. status.setBattle(ENDING_BATTLE);
  1201. bool won = br->winner == myCb->battleGetMySide();
  1202. logAi->debugStream() << boost::format("Player %d: I %s the %s!") % playerID % (won ? "won" : "lost") % battlename;
  1203. battlename.clear();
  1204. CAdventureAI::battleEnd(br);
  1205. }
  1206. void VCAI::waitTillFree()
  1207. {
  1208. auto unlock = vstd::makeUnlockSharedGuard(cb->getGsMutex());
  1209. status.waitTillFree();
  1210. }
  1211. void VCAI::markObjectVisited (const CGObjectInstance *obj)
  1212. {
  1213. if(dynamic_cast<const CGVisitableOPH *>(obj) || //we may want to wisit it with another hero
  1214. dynamic_cast<const CGBonusingObject *>(obj) || //or another time
  1215. (obj->ID == Obj::MONSTER))
  1216. return;
  1217. alreadyVisited.insert(obj);
  1218. }
  1219. void VCAI::reserveObject(HeroPtr h, const CGObjectInstance *obj)
  1220. {
  1221. reservedObjs.insert(obj);
  1222. reservedHeroesMap[h].insert(obj);
  1223. logAi->debugStream() << "reserved object id=" << obj->id << "; address=" << (intptr_t)obj << "; name=" << obj->getHoverText();
  1224. }
  1225. void VCAI::validateVisitableObjs()
  1226. {
  1227. std::vector<const CGObjectInstance *> hlp;
  1228. retreiveVisitableObjs(hlp, true);
  1229. std::string errorMsg;
  1230. auto shouldBeErased = [&](const CGObjectInstance *obj) -> bool
  1231. {
  1232. if(!vstd::contains(hlp, obj))
  1233. {
  1234. logAi->errorStream() << helperObjInfo[obj].name << " at " << helperObjInfo[obj].pos << errorMsg;
  1235. return true;
  1236. }
  1237. return false;
  1238. };
  1239. //errorMsg is captured by ref so lambda will take the new text
  1240. errorMsg = " shouldn't be on the visitable objects list!";
  1241. erase_if(visitableObjs, shouldBeErased);
  1242. for(auto &p : reservedHeroesMap)
  1243. {
  1244. errorMsg = " shouldn't be on list for hero " + p.first->name + "!";
  1245. erase_if(p.second, shouldBeErased);
  1246. }
  1247. errorMsg = " shouldn't be on the reserved objs list!";
  1248. erase_if(reservedObjs, shouldBeErased);
  1249. //TODO overkill, hidden object should not be removed. However, we can't know if hidden object is erased from game.
  1250. errorMsg = " shouldn't be on the already visited objs list!";
  1251. erase_if(alreadyVisited, shouldBeErased);
  1252. }
  1253. void VCAI::retreiveVisitableObjs(std::vector<const CGObjectInstance *> &out, bool includeOwned /*= false*/) const
  1254. {
  1255. foreach_tile_pos([&](const int3 &pos)
  1256. {
  1257. for(const CGObjectInstance *obj : myCb->getVisitableObjs(pos, false))
  1258. {
  1259. if(includeOwned || obj->tempOwner != playerID)
  1260. out.push_back(obj);
  1261. }
  1262. });
  1263. }
  1264. void VCAI::retreiveVisitableObjs(std::set<const CGObjectInstance *> &out, bool includeOwned /*= false*/) const
  1265. {
  1266. foreach_tile_pos([&](const int3 &pos)
  1267. {
  1268. for(const CGObjectInstance *obj : myCb->getVisitableObjs(pos, false))
  1269. {
  1270. if(includeOwned || obj->tempOwner != playerID)
  1271. out.insert(obj);
  1272. }
  1273. });
  1274. }
  1275. std::vector<const CGObjectInstance *> VCAI::getFlaggedObjects() const
  1276. {
  1277. std::vector<const CGObjectInstance *> ret;
  1278. retreiveVisitableObjs(ret, true);
  1279. erase_if(ret, [](const CGObjectInstance *obj)
  1280. {
  1281. return obj->tempOwner != ai->playerID;
  1282. });
  1283. return ret;
  1284. }
  1285. void VCAI::addVisitableObj(const CGObjectInstance *obj)
  1286. {
  1287. visitableObjs.insert(obj);
  1288. helperObjInfo[obj] = ObjInfo(obj);
  1289. }
  1290. const CGObjectInstance * VCAI::lookForArt(int aid) const
  1291. {
  1292. for(const CGObjectInstance *obj : ai->visitableObjs)
  1293. {
  1294. if(obj->ID == 5 && obj->subID == aid)
  1295. return obj;
  1296. }
  1297. return nullptr;
  1298. //TODO what if more than one artifact is available? return them all or some slection criteria
  1299. }
  1300. bool VCAI::isAccessible(const int3 &pos)
  1301. {
  1302. //TODO precalculate for speed
  1303. for(const CGHeroInstance *h : cb->getHeroesInfo())
  1304. {
  1305. if(isAccessibleForHero(pos, h))
  1306. return true;
  1307. }
  1308. return false;
  1309. }
  1310. HeroPtr VCAI::getHeroWithGrail() const
  1311. {
  1312. for(const CGHeroInstance *h : cb->getHeroesInfo())
  1313. if(h->hasArt(2)) //grail
  1314. return h;
  1315. return nullptr;
  1316. }
  1317. const CGObjectInstance * VCAI::getUnvisitedObj(const std::function<bool(const CGObjectInstance *)> &predicate)
  1318. {
  1319. //TODO smarter definition of unvisited
  1320. for(const CGObjectInstance *obj : visitableObjs)
  1321. if(predicate(obj) && !vstd::contains(alreadyVisited, obj))
  1322. return obj;
  1323. return nullptr;
  1324. }
  1325. bool VCAI::isAccessibleForHero(const int3 & pos, HeroPtr h, bool includeAllies /*= false*/) const
  1326. {
  1327. cb->setSelection(*h);
  1328. if (!includeAllies)
  1329. { //don't visit tile occupied by allied hero
  1330. for (auto obj : cb->getVisitableObjs(pos))
  1331. {
  1332. if (obj->ID == Obj::HERO &&
  1333. cb->getPlayerRelations(ai->playerID, obj->tempOwner) != PlayerRelations::ENEMIES &&
  1334. obj != h.get())
  1335. return false;
  1336. }
  1337. }
  1338. return cb->getPathInfo(pos)->reachable();
  1339. }
  1340. bool VCAI::moveHeroToTile(int3 dst, HeroPtr h)
  1341. {
  1342. cb->setSelection(h.h); //make sure we are using the RIGHT pathfinder
  1343. logAi->debugStream() << boost::format("Moving hero %s to tile %s") % h->name % dst;
  1344. int3 startHpos = h->visitablePos();
  1345. bool ret = false;
  1346. if(startHpos == dst)
  1347. {
  1348. //FIXME: this assertion fails also if AI moves onto defeated guarded object
  1349. assert(cb->getVisitableObjs(dst).size() > 1); //there's no point in revisiting tile where there is no visitable object
  1350. cb->moveHero(*h, CGHeroInstance::convertPosition(dst, true));
  1351. waitTillFree(); //movement may cause battle or blocking dialog
  1352. ret = true;
  1353. }
  1354. else
  1355. {
  1356. CGPath path;
  1357. cb->getPath2(dst, path);
  1358. if(path.nodes.empty())
  1359. {
  1360. logAi->errorStream() << "Hero " << h->name << " cannot reach " << dst;
  1361. cb->recalculatePaths();
  1362. throw goalFulfilledException (sptr(Goals::VisitTile(dst).sethero(h)));
  1363. }
  1364. int i=path.nodes.size()-1;
  1365. for(; i>0; i--)
  1366. {
  1367. //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
  1368. if(path.nodes[i-1].turns)
  1369. {
  1370. //blockedHeroes.insert(h); //to avoid attempts of moving heroes with very little MPs
  1371. break;
  1372. }
  1373. int3 endpos = path.nodes[i-1].coord;
  1374. if(endpos == h->visitablePos())
  1375. continue;
  1376. cb->moveHero(*h, CGHeroInstance::convertPosition(endpos, true));
  1377. waitTillFree(); //movement may cause battle or blocking dialog
  1378. boost::this_thread::interruption_point();
  1379. if(!h) //we lost hero - remove all tasks assigned to him/her
  1380. {
  1381. lostHero(h);
  1382. //we need to throw, otherwise hero will be assigned to sth again
  1383. throw std::runtime_error("Hero was lost!");
  1384. }
  1385. }
  1386. ret = !i;
  1387. }
  1388. if (auto visitedObject = frontOrNull(cb->getVisitableObjs(h->visitablePos()))) //we stand on something interesting
  1389. {
  1390. if (visitedObject != *h)
  1391. performObjectInteraction (visitedObject, h);
  1392. //BNLOG("Hero %s moved from %s to %s at %s", h->name % startHpos % visitedObject->hoverName % h->visitablePos());
  1393. //throw goalFulfilledException (CGoal(GET_OBJ).setobjid(visitedObject->id));
  1394. }
  1395. if(h) //we could have lost hero after last move
  1396. {
  1397. completeGoal (sptr(Goals::VisitTile(dst).sethero(h))); //we stepped on some tile, anyway
  1398. if (!ret) //reserve object we are heading towards
  1399. {
  1400. auto obj = frontOrNull(cb->getVisitableObjs(dst));
  1401. if (obj && obj != *h)
  1402. reserveObject(h, obj);
  1403. }
  1404. cb->recalculatePaths();
  1405. if (startHpos == h->visitablePos() && !ret) //we didn't move and didn't reach the target
  1406. {
  1407. erase_if_present (lockedHeroes, h); //hero seemingly is confused
  1408. throw cannotFulfillGoalException("Invalid path found!"); //FIXME: should never happen
  1409. }
  1410. }
  1411. logAi->debugStream() << boost::format("Hero %s moved from %s to %s. Returning %d.") % h->name % startHpos % h->visitablePos() % ret;
  1412. return ret;
  1413. }
  1414. void VCAI::tryRealize(Goals::Explore & g)
  1415. {
  1416. throw cannotFulfillGoalException("EXPLORE is not a elementar goal!");
  1417. }
  1418. void VCAI::tryRealize(Goals::RecruitHero & g)
  1419. {
  1420. if(const CGTownInstance *t = findTownWithTavern())
  1421. {
  1422. recruitHero(t, true);
  1423. //TODO try to free way to blocked town
  1424. //TODO: adventure map tavern or prison?
  1425. }
  1426. }
  1427. void VCAI::tryRealize(Goals::VisitTile & g)
  1428. {
  1429. if(!g.hero->movement)
  1430. throw cannotFulfillGoalException("Cannot visit tile: hero is out of MPs!");
  1431. if(g.tile == g.hero->visitablePos() && cb->getVisitableObjs(g.hero->visitablePos()).size() < 2)
  1432. {
  1433. logAi->warnStream() << boost::format("Why do I want to move hero %s to tile %s? Already standing on that tile! ")
  1434. % g.hero->name % g.tile;
  1435. throw goalFulfilledException (sptr(g));
  1436. }
  1437. if (ai->moveHeroToTile(g.tile, g.hero.get()))
  1438. {
  1439. throw goalFulfilledException (sptr(g));
  1440. }
  1441. }
  1442. void VCAI::tryRealize(Goals::VisitHero & g)
  1443. {
  1444. if(!g.hero->movement)
  1445. throw cannotFulfillGoalException("Cannot visit target hero: hero is out of MPs!");
  1446. const CGObjectInstance * obj = cb->getObj(ObjectInstanceID(g.objid));
  1447. if (obj)
  1448. {
  1449. if (ai->moveHeroToTile(obj->visitablePos(), g.hero.get()))
  1450. {
  1451. throw goalFulfilledException (sptr(g));
  1452. }
  1453. }
  1454. else
  1455. throw cannotFulfillGoalException("Cannot visit hero: object not found!");
  1456. }
  1457. void VCAI::tryRealize(Goals::BuildThis & g)
  1458. {
  1459. const CGTownInstance *t = g.town;
  1460. if(!t && g.hero)
  1461. t = g.hero->visitedTown;
  1462. if(!t)
  1463. {
  1464. for(const CGTownInstance *t : cb->getTownsInfo())
  1465. {
  1466. switch(cb->canBuildStructure(t, BuildingID(g.bid)))
  1467. {
  1468. case EBuildingState::ALLOWED:
  1469. cb->buildBuilding(t, BuildingID(g.bid));
  1470. return;
  1471. default:
  1472. break;
  1473. }
  1474. }
  1475. }
  1476. else if(cb->canBuildStructure(t, BuildingID(g.bid)) == EBuildingState::ALLOWED)
  1477. {
  1478. cb->buildBuilding(t, BuildingID(g.bid));
  1479. return;
  1480. }
  1481. throw cannotFulfillGoalException("Cannot build a given structure!");
  1482. }
  1483. void VCAI::tryRealize(Goals::DigAtTile & g)
  1484. {
  1485. assert(g.hero->visitablePos() == g.tile); //surely we want to crash here?
  1486. if (g.hero->diggingStatus() == CGHeroInstance::CAN_DIG)
  1487. {
  1488. cb->dig(g.hero.get());
  1489. completeGoal(sptr(g)); // finished digging
  1490. }
  1491. else
  1492. {
  1493. ai->lockedHeroes[g.hero] = sptr(g); //hero who tries to dig shouldn't do anything else
  1494. throw cannotFulfillGoalException("A hero can't dig!\n");
  1495. }
  1496. }
  1497. void VCAI::tryRealize(Goals::CollectRes & g)
  1498. {
  1499. if(cb->getResourceAmount(static_cast<Res::ERes>(g.resID)) >= g.value)
  1500. throw cannotFulfillGoalException("Goal is already fulfilled!");
  1501. if(const CGObjectInstance *obj = cb->getObj(ObjectInstanceID(g.objid), false))
  1502. {
  1503. if(const IMarket *m = IMarket::castFrom(obj, false))
  1504. {
  1505. for (Res::ERes i = Res::WOOD; i <= Res::GOLD; vstd::advance(i, 1))
  1506. {
  1507. if(i == g.resID) continue;
  1508. int toGive, toGet;
  1509. m->getOffer(i, g.resID, toGive, toGet, EMarketMode::RESOURCE_RESOURCE);
  1510. toGive = toGive * (cb->getResourceAmount(i) / toGive);
  1511. //TODO trade only as much as needed
  1512. cb->trade(obj, EMarketMode::RESOURCE_RESOURCE, i, g.resID, toGive);
  1513. if(cb->getResourceAmount(static_cast<Res::ERes>(g.resID)) >= g.value)
  1514. return;
  1515. }
  1516. throw cannotFulfillGoalException("I cannot get needed resources by trade!");
  1517. }
  1518. else
  1519. {
  1520. throw cannotFulfillGoalException("I don't know how to use this object to raise resources!");
  1521. }
  1522. }
  1523. else
  1524. {
  1525. saving[g.resID] = 1;
  1526. throw cannotFulfillGoalException("No object that could be used to raise resources!");
  1527. }
  1528. }
  1529. void VCAI::tryRealize(Goals::Build & g)
  1530. {
  1531. for(const CGTownInstance *t : cb->getTownsInfo())
  1532. {
  1533. logAi->debugStream() << boost::format("Looking into %s") % t->name;
  1534. buildStructure(t);
  1535. buildArmyIn(t);
  1536. if(!ai->primaryHero() ||
  1537. (t->getArmyStrength() > ai->primaryHero()->getArmyStrength() * 2 && !isAccessibleForHero(t->visitablePos(), ai->primaryHero())))
  1538. {
  1539. recruitHero(t);
  1540. buildArmyIn(t);
  1541. }
  1542. }
  1543. throw cannotFulfillGoalException("BUILD has been realized as much as possible.");
  1544. }
  1545. void VCAI::tryRealize(Goals::Invalid & g)
  1546. {
  1547. throw cannotFulfillGoalException("I don't know how to fulfill this!");
  1548. }
  1549. void VCAI::tryRealize(Goals::AbstractGoal & g)
  1550. {
  1551. logAi->debugStream() << boost::format("Attempting realizing goal with code %s") % g.name();
  1552. throw cannotFulfillGoalException("Unknown type of goal !");
  1553. }
  1554. const CGTownInstance * VCAI::findTownWithTavern() const
  1555. {
  1556. for(const CGTownInstance *t : cb->getTownsInfo())
  1557. if(t->hasBuilt(BuildingID::TAVERN) && !t->visitingHero)
  1558. return t;
  1559. return nullptr;
  1560. }
  1561. std::vector<HeroPtr> VCAI::getUnblockedHeroes() const
  1562. {
  1563. std::vector<HeroPtr> ret;
  1564. for (auto h : cb->getHeroesInfo())
  1565. {
  1566. //&& !vstd::contains(lockedHeroes, h)
  1567. //at this point we assume heroes exhausted their locked goals
  1568. if (canAct(h))
  1569. ret.push_back(h);
  1570. }
  1571. return ret;
  1572. }
  1573. bool VCAI::canAct (HeroPtr h) const
  1574. {
  1575. bool digsTile = false;
  1576. auto mission = lockedHeroes.find(h);
  1577. if (mission != lockedHeroes.end())
  1578. {
  1579. //FIXME: I'm afraid there can be other conditions when heroes can act but not move :?
  1580. if (mission->second->goalType == Goals::DIG_AT_TILE && !mission->second->isElementar)
  1581. return false;
  1582. }
  1583. return h->movement;
  1584. }
  1585. HeroPtr VCAI::primaryHero() const
  1586. {
  1587. auto hs = cb->getHeroesInfo();
  1588. boost::sort(hs, compareHeroStrength);
  1589. if(hs.empty())
  1590. return nullptr;
  1591. return hs.back();
  1592. }
  1593. void VCAI::endTurn()
  1594. {
  1595. logAi->debugStream() << "Player " << static_cast<int>(playerID.getNum()) << " ends turn";
  1596. if(!status.haveTurn())
  1597. {
  1598. logAi->errorStream() << "Not having turn at the end of turn???";
  1599. }
  1600. do
  1601. {
  1602. cb->endTurn();
  1603. } 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
  1604. logAi->debugStream() << "Player " << static_cast<int>(playerID.getNum()) << " ended turn";
  1605. }
  1606. void VCAI::striveToGoal(Goals::TSubgoal ultimateGoal)
  1607. {
  1608. if (ultimateGoal->invalid())
  1609. return;
  1610. //we are looking for abstract goals
  1611. auto abstractGoal = striveToGoalInternal (ultimateGoal, false);
  1612. if (abstractGoal->invalid())
  1613. return;
  1614. //we received abstratc goal, need to find concrete goals
  1615. striveToGoalInternal (abstractGoal, true);
  1616. //TODO: save abstract goals not related to hero
  1617. }
  1618. Goals::TSubgoal VCAI::striveToGoalInternal(Goals::TSubgoal ultimateGoal, bool onlyAbstract)
  1619. {
  1620. Goals::TSubgoal abstractGoal = sptr(Goals::Invalid());
  1621. while(1)
  1622. {
  1623. Goals::TSubgoal goal = ultimateGoal;
  1624. logAi->debugStream() << boost::format("Striving to goal of type %s") % ultimateGoal->name();
  1625. int maxGoals = 100; //preventing deadlock for mutually dependent goals
  1626. //FIXME: do not try to realize goal when loop didn't suceed
  1627. while(!goal->isElementar && maxGoals && (onlyAbstract || !goal->isAbstract))
  1628. {
  1629. logAi->debugStream() << boost::format("Considering goal %s") % goal->name();
  1630. try
  1631. {
  1632. boost::this_thread::interruption_point();
  1633. goal = goal->whatToDoToAchieve();
  1634. --maxGoals;
  1635. }
  1636. catch(std::exception &e)
  1637. {
  1638. logAi->debugStream() << boost::format("Goal %s decomposition failed: %s") % goal->name() % e.what();
  1639. //setGoal (goal.hero, INVALID); //test: if we don't know how to realize goal, we should abandon it for now
  1640. return sptr(Goals::Invalid());
  1641. }
  1642. }
  1643. try
  1644. {
  1645. boost::this_thread::interruption_point();
  1646. if (!maxGoals)
  1647. {
  1648. std::runtime_error e("Too many subgoals, don't know what to do");
  1649. throw (e);
  1650. }
  1651. if (goal->hero) //lock this hero to fulfill ultimate goal
  1652. {
  1653. if (maxGoals)
  1654. {
  1655. setGoal(goal->hero, goal);
  1656. }
  1657. else
  1658. {
  1659. erase_if_present (lockedHeroes, goal->hero); // we seemingly don't know what to do with hero
  1660. }
  1661. }
  1662. if (goal->isAbstract)
  1663. {
  1664. abstractGoal = goal; //allow only one abstract goal per call
  1665. logAi->debugStream() << boost::format("Choosing abstract goal %s") % goal->name();
  1666. break;
  1667. }
  1668. else
  1669. goal->accept(this);
  1670. boost::this_thread::interruption_point();
  1671. }
  1672. catch(boost::thread_interrupted &e)
  1673. {
  1674. logAi->debugStream() << boost::format("Player %d: Making turn thread received an interruption!") % playerID;
  1675. throw; //rethrow, we want to truly end this thread
  1676. }
  1677. catch(goalFulfilledException &e)
  1678. {
  1679. completeGoal (goal);
  1680. if (ultimateGoal->fulfillsMe(goal) || maxGoals > 98) //completed goal was main goal //TODO: find better condition
  1681. return sptr(Goals::Invalid());
  1682. }
  1683. catch(std::exception &e)
  1684. {
  1685. logAi->debugStream() << boost::format("Failed to realize subgoal of type %s (greater goal type was %s), I will stop.") % goal->name() % ultimateGoal->name();
  1686. logAi->debugStream() << boost::format("The error message was: %s") % e.what();
  1687. break;
  1688. }
  1689. }
  1690. return abstractGoal;
  1691. }
  1692. void VCAI::striveToQuest (const QuestInfo &q)
  1693. {
  1694. if (q.quest->missionType && q.quest->progress != CQuest::COMPLETE)
  1695. {
  1696. MetaString ms;
  1697. q.quest->getRolloverText(ms, false);
  1698. logAi->debugStream() << boost::format("Trying to realize quest: %s") % ms.toString();
  1699. auto heroes = cb->getHeroesInfo();
  1700. switch (q.quest->missionType)
  1701. {
  1702. case CQuest::MISSION_ART:
  1703. {
  1704. for (auto hero : heroes) //TODO: remove duplicated code?
  1705. {
  1706. if (q.quest->checkQuest(hero))
  1707. {
  1708. striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero)));
  1709. return;
  1710. }
  1711. }
  1712. for (auto art : q.quest->m5arts)
  1713. {
  1714. striveToGoal (sptr(Goals::GetArtOfType(art))); //TODO: transport?
  1715. }
  1716. break;
  1717. }
  1718. case CQuest::MISSION_HERO:
  1719. {
  1720. //striveToGoal (CGoal(RECRUIT_HERO));
  1721. for (auto hero : heroes)
  1722. {
  1723. if (q.quest->checkQuest(hero))
  1724. {
  1725. striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero)));
  1726. return;
  1727. }
  1728. }
  1729. striveToGoal (sptr(Goals::FindObj(Obj::PRISON))); //rule of a thumb - quest heroes usually are locked in prisons
  1730. //BNLOG ("Don't know how to recruit hero with id %d\n", q.quest->m13489val);
  1731. break;
  1732. }
  1733. case CQuest::MISSION_ARMY:
  1734. {
  1735. for (auto hero : heroes)
  1736. {
  1737. if (q.quest->checkQuest(hero)) //veyr bad info - stacks can be split between multiple heroes :(
  1738. {
  1739. striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero)));
  1740. return;
  1741. }
  1742. }
  1743. for (auto creature : q.quest->m6creatures)
  1744. {
  1745. striveToGoal (sptr(Goals::GatherTroops(creature.type->idNumber, creature.count)));
  1746. }
  1747. //TODO: exchange armies... oh my
  1748. //BNLOG ("Don't know how to recruit %d of %s\n", (int)(creature.count) % creature.type->namePl);
  1749. break;
  1750. }
  1751. case CQuest::MISSION_RESOURCES:
  1752. {
  1753. if (heroes.size())
  1754. {
  1755. if (q.quest->checkQuest(heroes.front())) //it doesn't matter which hero it is
  1756. {
  1757. striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum())));
  1758. }
  1759. else
  1760. {
  1761. for (int i = 0; i < q.quest->m7resources.size(); ++i)
  1762. {
  1763. if (q.quest->m7resources[i])
  1764. striveToGoal (sptr(Goals::CollectRes(i, q.quest->m7resources[i])));
  1765. }
  1766. }
  1767. }
  1768. else
  1769. striveToGoal (sptr(Goals::RecruitHero())); //FIXME: checkQuest requires any hero belonging to player :(
  1770. break;
  1771. }
  1772. case CQuest::MISSION_KILL_HERO:
  1773. case CQuest::MISSION_KILL_CREATURE:
  1774. {
  1775. auto obj = cb->getObjByQuestIdentifier(q.quest->m13489val);
  1776. if (obj)
  1777. striveToGoal (sptr(Goals::GetObj(obj->id.getNum())));
  1778. else
  1779. striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()))); //visit seer hut
  1780. break;
  1781. }
  1782. case CQuest::MISSION_PRIMARY_STAT:
  1783. {
  1784. auto heroes = cb->getHeroesInfo();
  1785. for (auto hero : heroes)
  1786. {
  1787. if (q.quest->checkQuest(hero))
  1788. {
  1789. striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero)));
  1790. return;
  1791. }
  1792. }
  1793. for (int i = 0; i < q.quest->m2stats.size(); ++i)
  1794. {
  1795. logAi->debugStream() << boost::format("Don't know how to increase primary stat %d") % i;
  1796. }
  1797. break;
  1798. }
  1799. case CQuest::MISSION_LEVEL:
  1800. {
  1801. auto heroes = cb->getHeroesInfo();
  1802. for (auto hero : heroes)
  1803. {
  1804. if (q.quest->checkQuest(hero))
  1805. {
  1806. striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero))); //TODO: causes infinite loop :/
  1807. return;
  1808. }
  1809. }
  1810. logAi->debugStream() << boost::format("Don't know how to reach hero level %d") % q.quest->m13489val;
  1811. break;
  1812. }
  1813. case CQuest::MISSION_PLAYER:
  1814. {
  1815. if (playerID.getNum() != q.quest->m13489val)
  1816. logAi->debugStream() << boost::format("Can't be player of color %d") % q.quest->m13489val;
  1817. break;
  1818. }
  1819. case CQuest::MISSION_KEYMASTER:
  1820. {
  1821. striveToGoal (sptr(Goals::FindObj(Obj::KEYMASTER, q.obj->subID)));
  1822. break;
  1823. }
  1824. }
  1825. }
  1826. }
  1827. void VCAI::performTypicalActions()
  1828. {
  1829. for(auto h : getUnblockedHeroes())
  1830. {
  1831. logAi->debugStream() << boost::format("Looking into %s, MP=%d") % h->name.c_str() % h->movement;
  1832. makePossibleUpgrades(*h);
  1833. cb->setSelection(*h);
  1834. try
  1835. {
  1836. wander(h);
  1837. }
  1838. catch(std::exception &e)
  1839. {
  1840. logAi->debugStream() << boost::format("Cannot use this hero anymore, received exception: %s") % e.what();
  1841. continue;
  1842. }
  1843. }
  1844. }
  1845. void VCAI::buildArmyIn(const CGTownInstance * t)
  1846. {
  1847. makePossibleUpgrades(t->visitingHero);
  1848. makePossibleUpgrades(t);
  1849. recruitCreatures(t);
  1850. moveCreaturesToHero(t);
  1851. }
  1852. int3 VCAI::explorationBestNeighbour(int3 hpos, int radius, HeroPtr h)
  1853. {
  1854. std::map<int3, int> dstToRevealedTiles;
  1855. for(crint3 dir : dirs)
  1856. if(cb->isInTheMap(hpos+dir))
  1857. if (isSafeToVisit(h, hpos + dir) && isAccessibleForHero (hpos + dir, h))
  1858. dstToRevealedTiles[hpos + dir] = howManyTilesWillBeDiscovered(radius, hpos, dir);
  1859. auto best = dstToRevealedTiles.begin();
  1860. for (auto i = dstToRevealedTiles.begin(); i != dstToRevealedTiles.end(); i++)
  1861. {
  1862. const CGPathNode *pn = cb->getPathInfo(i->first);
  1863. //const TerrainTile *t = cb->getTile(i->first);
  1864. if(best->second < i->second && pn->reachable() && pn->accessible == CGPathNode::ACCESSIBLE)
  1865. best = i;
  1866. }
  1867. if(best->second)
  1868. return best->first;
  1869. throw cannotFulfillGoalException("No neighbour will bring new discoveries!");
  1870. }
  1871. int3 VCAI::explorationNewPoint(int radius, HeroPtr h, bool breakUnsafe)
  1872. {
  1873. logAi->debugStream() << "Looking for an another place for exploration...";
  1874. cb->setSelection(h.h);
  1875. std::vector<std::vector<int3> > tiles; //tiles[distance_to_fow]
  1876. tiles.resize(radius);
  1877. foreach_tile_pos([&](const int3 &pos)
  1878. {
  1879. if(!cb->isVisible(pos))
  1880. tiles[0].push_back(pos);
  1881. });
  1882. int bestValue = 0;
  1883. int3 bestTile(-1,-1,-1);
  1884. for (int i = 1; i < radius; i++)
  1885. {
  1886. getVisibleNeighbours(tiles[i-1], tiles[i]);
  1887. removeDuplicates(tiles[i]);
  1888. for(const int3 &tile : tiles[i])
  1889. {
  1890. if (cb->getTile(tile)->blocked) //does it shorten the time?
  1891. continue;
  1892. int ourValue = howManyTilesWillBeDiscovered(tile, radius);
  1893. if (ourValue > bestValue) //avoid costly checks of tiles that don't reveal much
  1894. {
  1895. if(cb->getPathInfo(tile)->reachable() && (isSafeToVisit(h, tile) || breakUnsafe) && !isBlockedBorderGate(tile))
  1896. {
  1897. bestTile = tile; //return first tile that will discover anything
  1898. bestValue = ourValue;
  1899. }
  1900. }
  1901. }
  1902. }
  1903. return bestTile;
  1904. }
  1905. TResources VCAI::estimateIncome() const
  1906. {
  1907. TResources ret;
  1908. for(const CGTownInstance *t : cb->getTownsInfo())
  1909. {
  1910. ret[Res::GOLD] += t->dailyIncome();
  1911. //TODO duplikuje newturn
  1912. if(t->hasBuilt(BuildingID::RESOURCE_SILO)) //there is resource silo
  1913. {
  1914. if(t->town->primaryRes == Res::WOOD_AND_ORE) //we'll give wood and ore
  1915. {
  1916. ret[Res::WOOD] ++;
  1917. ret[Res::ORE] ++;
  1918. }
  1919. else
  1920. {
  1921. ret[t->town->primaryRes] ++;
  1922. }
  1923. }
  1924. }
  1925. for(const CGObjectInstance *obj : getFlaggedObjects())
  1926. {
  1927. if(obj->ID == Obj::MINE)
  1928. {
  1929. switch(obj->subID)
  1930. {
  1931. case Res::WOOD:
  1932. case Res::ORE:
  1933. ret[obj->subID] += WOOD_ORE_MINE_PRODUCTION;
  1934. break;
  1935. case Res::GOLD:
  1936. case 7: //abandoned mine -> also gold
  1937. ret[Res::GOLD] += GOLD_MINE_PRODUCTION;
  1938. break;
  1939. default:
  1940. ret[obj->subID] += RESOURCE_MINE_PRODUCTION;
  1941. break;
  1942. }
  1943. }
  1944. }
  1945. return ret;
  1946. }
  1947. bool VCAI::containsSavedRes(const TResources &cost) const
  1948. {
  1949. for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
  1950. {
  1951. if(saving[i] && cost[i])
  1952. return true;
  1953. }
  1954. return false;
  1955. }
  1956. void VCAI::checkHeroArmy (HeroPtr h)
  1957. {
  1958. auto it = lockedHeroes.find(h);
  1959. if (it != lockedHeroes.end())
  1960. {
  1961. if (it->second->goalType == Goals::GATHER_ARMY && it->second->value <= h->getArmyStrength())
  1962. completeGoal(sptr(Goals::GatherArmy(it->second->value).sethero(h)));
  1963. }
  1964. }
  1965. void VCAI::recruitHero(const CGTownInstance * t, bool throwing)
  1966. {
  1967. logAi->debugStream() << boost::format("Trying to recruit a hero in %s at %s") % t->name % t->visitablePos();
  1968. auto heroes = cb->getAvailableHeroes(t);
  1969. if(heroes.size())
  1970. {
  1971. auto hero = heroes[0];
  1972. if (heroes.size() >= 2) //makes sense to recruit two heroes with starting amries in first week
  1973. {
  1974. if (heroes[1]->getTotalStrength() > hero->getTotalStrength())
  1975. hero = heroes[1];
  1976. }
  1977. cb->recruitHero(t, hero);
  1978. }
  1979. else if(throwing)
  1980. throw cannotFulfillGoalException("No available heroes in tavern in " + t->nodeName());
  1981. }
  1982. void VCAI::finish()
  1983. {
  1984. if(makingTurn)
  1985. makingTurn->interrupt();
  1986. }
  1987. void VCAI::requestActionASAP(std::function<void()> whatToDo)
  1988. {
  1989. // static boost::mutex m;
  1990. // boost::unique_lock<boost::mutex> mylock(m);
  1991. boost::barrier b(2);
  1992. boost::thread newThread([&b,this,whatToDo]()
  1993. {
  1994. setThreadName("VCAI::requestActionASAP::helper");
  1995. SET_GLOBAL_STATE(this);
  1996. boost::shared_lock<boost::shared_mutex> gsLock(cb->getGsMutex());
  1997. b.wait();
  1998. whatToDo();
  1999. });
  2000. b.wait();
  2001. }
  2002. void VCAI::lostHero(HeroPtr h)
  2003. {
  2004. logAi->debugStream() << boost::format("I lost my hero %s. It's best to forget and move on.") % h.name;
  2005. erase_if_present(lockedHeroes, h);
  2006. for(auto obj : reservedHeroesMap[h])
  2007. {
  2008. erase_if_present(reservedObjs, obj); //unreserve all objects for that hero
  2009. }
  2010. erase_if_present(reservedHeroesMap, h);
  2011. }
  2012. void VCAI::answerQuery(QueryID queryID, int selection)
  2013. {
  2014. logAi->debugStream() << boost::format("I'll answer the query %d giving the choice %d") % queryID % selection;
  2015. if(queryID != QueryID(-1))
  2016. {
  2017. cb->selectionMade(selection, queryID);
  2018. }
  2019. else
  2020. {
  2021. logAi->debugStream() << boost::format("Since the query ID is %d, the answer won't be sent. This is not a real query!") % queryID;
  2022. //do nothing
  2023. }
  2024. }
  2025. void VCAI::requestSent(const CPackForServer *pack, int requestID)
  2026. {
  2027. //BNLOG("I have sent request of type %s", typeid(*pack).name());
  2028. if(auto reply = dynamic_cast<const QueryReply*>(pack))
  2029. {
  2030. status.attemptedAnsweringQuery(reply->qid, requestID);
  2031. }
  2032. }
  2033. std::string VCAI::getBattleAIName() const
  2034. {
  2035. if(settings["server"]["neutralAI"].getType() == JsonNode::DATA_STRING)
  2036. return settings["server"]["neutralAI"].String();
  2037. else
  2038. return "StupidAI";
  2039. }
  2040. void VCAI::validateObject(const CGObjectInstance *obj)
  2041. {
  2042. validateObject(obj->id);
  2043. }
  2044. void VCAI::validateObject(ObjectIdRef obj)
  2045. {
  2046. auto matchesId = [&] (const CGObjectInstance *hlpObj) -> bool { return hlpObj->id == obj.id; };
  2047. if(!obj)
  2048. {
  2049. erase_if(visitableObjs, matchesId);
  2050. for(auto &p : reservedHeroesMap)
  2051. erase_if(p.second, matchesId);
  2052. erase_if(reservedObjs, matchesId);
  2053. }
  2054. }
  2055. TResources VCAI::freeResources() const
  2056. {
  2057. TResources myRes = cb->getResourceAmount();
  2058. myRes[Res::GOLD] -= GOLD_RESERVE;
  2059. vstd::amax(myRes[Res::GOLD], 0);
  2060. return myRes;
  2061. }
  2062. AIStatus::AIStatus()
  2063. {
  2064. battle = NO_BATTLE;
  2065. havingTurn = false;
  2066. ongoingHeroMovement = false;
  2067. }
  2068. AIStatus::~AIStatus()
  2069. {
  2070. }
  2071. void AIStatus::setBattle(BattleState BS)
  2072. {
  2073. boost::unique_lock<boost::mutex> lock(mx);
  2074. LOG_TRACE_PARAMS(logAi, "battle state=%d", (int)BS);
  2075. battle = BS;
  2076. cv.notify_all();
  2077. }
  2078. BattleState AIStatus::getBattle()
  2079. {
  2080. boost::unique_lock<boost::mutex> lock(mx);
  2081. return battle;
  2082. }
  2083. void AIStatus::addQuery(QueryID ID, std::string description)
  2084. {
  2085. boost::unique_lock<boost::mutex> lock(mx);
  2086. if(ID == QueryID(-1))
  2087. {
  2088. logAi->debugStream() << boost::format("The \"query\" has an id %d, it'll be ignored as non-query. Description: %s") % ID % description;
  2089. return;
  2090. }
  2091. assert(!vstd::contains(remainingQueries, ID));
  2092. assert(ID.getNum() >= 0);
  2093. remainingQueries[ID] = description;
  2094. cv.notify_all();
  2095. logAi->debugStream() << boost::format("Adding query %d - %s. Total queries count: %d") % ID % description % remainingQueries.size();
  2096. }
  2097. void AIStatus::removeQuery(QueryID ID)
  2098. {
  2099. boost::unique_lock<boost::mutex> lock(mx);
  2100. assert(vstd::contains(remainingQueries, ID));
  2101. std::string description = remainingQueries[ID];
  2102. remainingQueries.erase(ID);
  2103. cv.notify_all();
  2104. logAi->debugStream() << boost::format("Removing query %d - %s. Total queries count: %d") % ID % description % remainingQueries.size();
  2105. }
  2106. int AIStatus::getQueriesCount()
  2107. {
  2108. boost::unique_lock<boost::mutex> lock(mx);
  2109. return remainingQueries.size();
  2110. }
  2111. void AIStatus::startedTurn()
  2112. {
  2113. boost::unique_lock<boost::mutex> lock(mx);
  2114. havingTurn = true;
  2115. cv.notify_all();
  2116. }
  2117. void AIStatus::madeTurn()
  2118. {
  2119. boost::unique_lock<boost::mutex> lock(mx);
  2120. havingTurn = false;
  2121. cv.notify_all();
  2122. }
  2123. void AIStatus::waitTillFree()
  2124. {
  2125. boost::unique_lock<boost::mutex> lock(mx);
  2126. while(battle != NO_BATTLE || !remainingQueries.empty() || !objectsBeingVisited.empty() || ongoingHeroMovement)
  2127. cv.timed_wait(lock, boost::posix_time::milliseconds(100));
  2128. }
  2129. bool AIStatus::haveTurn()
  2130. {
  2131. boost::unique_lock<boost::mutex> lock(mx);
  2132. return havingTurn;
  2133. }
  2134. void AIStatus::attemptedAnsweringQuery(QueryID queryID, int answerRequestID)
  2135. {
  2136. boost::unique_lock<boost::mutex> lock(mx);
  2137. assert(vstd::contains(remainingQueries, queryID));
  2138. std::string description = remainingQueries[queryID];
  2139. logAi->debugStream() << boost::format("Attempted answering query %d - %s. Request id=%d. Waiting for results...") % queryID % description % answerRequestID;
  2140. requestToQueryID[answerRequestID] = queryID;
  2141. }
  2142. void AIStatus::receivedAnswerConfirmation(int answerRequestID, int result)
  2143. {
  2144. assert(vstd::contains(requestToQueryID, answerRequestID));
  2145. QueryID query = requestToQueryID[answerRequestID];
  2146. assert(vstd::contains(remainingQueries, query));
  2147. requestToQueryID.erase(answerRequestID);
  2148. if(result)
  2149. {
  2150. removeQuery(query);
  2151. }
  2152. else
  2153. {
  2154. logAi->errorStream() << "Something went really wrong, failed to answer query " << query << ": " << remainingQueries[query];
  2155. //TODO safely retry
  2156. }
  2157. }
  2158. void AIStatus::heroVisit(const CGObjectInstance *obj, bool started)
  2159. {
  2160. boost::unique_lock<boost::mutex> lock(mx);
  2161. if(started)
  2162. objectsBeingVisited.push_back(obj);
  2163. else
  2164. {
  2165. // There can be more than one object visited at the time (eg. hero visits Subterranean Gate
  2166. // causing visit to hero on the other side.
  2167. // However, we are guaranteed that start/end visit notification maintain stack order.
  2168. assert(!objectsBeingVisited.empty());
  2169. objectsBeingVisited.pop_back();
  2170. }
  2171. cv.notify_all();
  2172. }
  2173. void AIStatus::setMove(bool ongoing)
  2174. {
  2175. boost::unique_lock<boost::mutex> lock(mx);
  2176. ongoingHeroMovement = ongoing;
  2177. cv.notify_all();
  2178. }
  2179. SectorMap::SectorMap()
  2180. {
  2181. // int3 sizes = cb->getMapSize();
  2182. // sector.resize(sizes.x);
  2183. // for(auto &i : sector)
  2184. // i.resize(sizes.y);
  2185. //
  2186. // for(auto &i : sector)
  2187. // for(auto &j : i)
  2188. // j.resize(sizes.z, 0);
  2189. update();
  2190. }
  2191. bool markIfBlocked(ui8 &sec, crint3 pos, const TerrainTile *t)
  2192. {
  2193. if(t->blocked && !t->visitable)
  2194. {
  2195. sec = NOT_AVAILABLE;
  2196. return true;
  2197. }
  2198. return false;
  2199. }
  2200. bool markIfBlocked(ui8 &sec, crint3 pos)
  2201. {
  2202. return markIfBlocked(sec, pos, cb->getTile(pos));
  2203. }
  2204. void SectorMap::update()
  2205. {
  2206. clear();
  2207. int curSector = 3; //0 is invisible, 1 is not explored
  2208. foreach_tile_pos([&](crint3 pos)
  2209. {
  2210. if(retreiveTile(pos) == NOT_CHECKED)
  2211. {
  2212. if(!markIfBlocked(retreiveTile(pos), pos))
  2213. exploreNewSector(pos, curSector++);
  2214. }
  2215. });
  2216. valid = true;
  2217. }
  2218. void SectorMap::clear()
  2219. {
  2220. sector = cb->getVisibilityMap();
  2221. valid = false;
  2222. }
  2223. void SectorMap::exploreNewSector(crint3 pos, int num)
  2224. {
  2225. Sector &s = infoOnSectors[num];
  2226. s.id = num;
  2227. s.water = cb->getTile(pos)->isWater();
  2228. std::queue<int3> toVisit;
  2229. toVisit.push(pos);
  2230. while(!toVisit.empty())
  2231. {
  2232. int3 curPos = toVisit.front();
  2233. toVisit.pop();
  2234. ui8 &sec = retreiveTile(curPos);
  2235. if(sec == NOT_CHECKED)
  2236. {
  2237. const TerrainTile *t = cb->getTile(curPos);
  2238. if(!markIfBlocked(sec, curPos, t))
  2239. {
  2240. if(t->isWater() == s.water) //sector is only-water or only-land
  2241. {
  2242. sec = num;
  2243. s.tiles.push_back(curPos);
  2244. foreach_neighbour(curPos, [&](crint3 neighPos)
  2245. {
  2246. if(retreiveTile(neighPos) == NOT_CHECKED)
  2247. {
  2248. toVisit.push(neighPos);
  2249. //parent[neighPos] = curPos;
  2250. }
  2251. const TerrainTile *nt = cb->getTile(neighPos, false);
  2252. if(nt && nt->isWater() != s.water && canBeEmbarkmentPoint(nt))
  2253. {
  2254. s.embarkmentPoints.push_back(neighPos);
  2255. }
  2256. });
  2257. if(t->visitable && vstd::contains(ai->knownSubterraneanGates, t->visitableObjects.front()))
  2258. toVisit.push(ai->knownSubterraneanGates[t->visitableObjects.front()]->visitablePos());
  2259. }
  2260. }
  2261. }
  2262. }
  2263. removeDuplicates(s.embarkmentPoints);
  2264. }
  2265. void SectorMap::write(crstring fname)
  2266. {
  2267. std::ofstream out(fname);
  2268. for(int k = 0; k < cb->getMapSize().z; k++)
  2269. {
  2270. for(int j = 0; j < cb->getMapSize().y; j++)
  2271. {
  2272. for(int i = 0; i < cb->getMapSize().x; i++)
  2273. {
  2274. out << (int)sector[i][j][k] << '\t';
  2275. }
  2276. out << std::endl;
  2277. }
  2278. out << std::endl;
  2279. }
  2280. }
  2281. bool isWeeklyRevisitable (const CGObjectInstance * obj)
  2282. { //TODO: allow polling of remaining creatures in dwelling
  2283. if (dynamic_cast<const CGVisitableOPW *>(obj) || //ensures future compatibility, unlike IDs
  2284. dynamic_cast<const CGDwelling *>(obj) ||
  2285. dynamic_cast<const CBank *>(obj)) //banks tend to respawn often in mods
  2286. return true;
  2287. switch (obj->ID)
  2288. {
  2289. case Obj::STABLES:
  2290. case Obj::MAGIC_WELL:
  2291. case Obj::HILL_FORT:
  2292. return true;
  2293. case Obj::BORDER_GATE:
  2294. case Obj::BORDERGUARD:
  2295. return (dynamic_cast <const CGKeys *>(obj))->wasMyColorVisited (ai->playerID); //FIXME: they could be revisited sooner than in a week
  2296. }
  2297. return false;
  2298. }
  2299. bool shouldVisit(HeroPtr h, const CGObjectInstance * obj)
  2300. {
  2301. switch (obj->ID)
  2302. {
  2303. case Obj::TOWN:
  2304. case Obj::HERO: //never visit our heroes at random
  2305. return obj->tempOwner != h->tempOwner; //do not visit our towns at random
  2306. break;
  2307. case Obj::BORDER_GATE:
  2308. {
  2309. for (auto q : ai->myCb->getMyQuests())
  2310. {
  2311. if (q.obj == obj)
  2312. {
  2313. return false; // do not visit guards or gates when wandering
  2314. }
  2315. }
  2316. return true; //we don't have this quest yet
  2317. }
  2318. break;
  2319. case Obj::BORDERGUARD: //open borderguard if possible
  2320. case Obj::SEER_HUT:
  2321. case Obj::QUEST_GUARD:
  2322. {
  2323. for (auto q : ai->myCb->getMyQuests())
  2324. {
  2325. if (q.obj == obj)
  2326. {
  2327. if (q.quest->checkQuest(h.h))
  2328. return true; //we completed the quest
  2329. else
  2330. return false; //we can't complete this quest
  2331. }
  2332. }
  2333. return true; //we don't have this quest yet
  2334. }
  2335. break;
  2336. case Obj::CREATURE_GENERATOR1:
  2337. {
  2338. if (obj->tempOwner != h->tempOwner)
  2339. return true; //flag just in case
  2340. bool canRecruitCreatures = false;
  2341. const CGDwelling * d = dynamic_cast<const CGDwelling *>(obj);
  2342. for(auto level : d->creatures)
  2343. {
  2344. for(auto c : level.second)
  2345. {
  2346. if (h->getSlotFor(CreatureID(c)) != SlotID())
  2347. canRecruitCreatures = true;
  2348. }
  2349. }
  2350. return canRecruitCreatures;
  2351. }
  2352. case Obj::HILL_FORT:
  2353. {
  2354. for (auto slot : h->Slots())
  2355. {
  2356. if (slot.second->type->upgrades.size())
  2357. return true; //TODO: check price?
  2358. }
  2359. return false;
  2360. }
  2361. case Obj::MONOLITH1:
  2362. case Obj::MONOLITH2:
  2363. case Obj::MONOLITH3:
  2364. case Obj::WHIRLPOOL:
  2365. //TODO: mechanism for handling monoliths
  2366. return false;
  2367. case Obj::SCHOOL_OF_MAGIC:
  2368. case Obj::SCHOOL_OF_WAR:
  2369. {
  2370. TResources myRes = ai->myCb->getResourceAmount();
  2371. if (myRes[Res::GOLD] - GOLD_RESERVE < 1000)
  2372. return false;
  2373. }
  2374. break;
  2375. case Obj::LIBRARY_OF_ENLIGHTENMENT:
  2376. if (h->level < 12)
  2377. return false;
  2378. break;
  2379. case Obj::TREE_OF_KNOWLEDGE:
  2380. {
  2381. TResources myRes = ai->myCb->getResourceAmount();
  2382. if (myRes[Res::GOLD] - GOLD_RESERVE < 2000 || myRes[Res::GEMS] < 10)
  2383. return false;
  2384. }
  2385. break;
  2386. case Obj::MAGIC_WELL:
  2387. return h->mana < h->manaLimit();
  2388. case Obj::PRISON:
  2389. return ai->myCb->getHeroesInfo().size() < GameConstants::MAX_HEROES_PER_PLAYER;
  2390. case Obj::BOAT:
  2391. return false;
  2392. //Boats are handled by pathfinder
  2393. }
  2394. if (obj->wasVisited(*h)) //it must pointer to hero instance, heroPtr calls function wasVisited(ui8 player);
  2395. return false;
  2396. return true;
  2397. }
  2398. int3 SectorMap::firstTileToGet(HeroPtr h, crint3 dst)
  2399. {
  2400. int sourceSector = retreiveTile(h->visitablePos()),
  2401. destinationSector = retreiveTile(dst);
  2402. if(sourceSector != destinationSector)
  2403. {
  2404. const Sector *src = &infoOnSectors[sourceSector],
  2405. *dst = &infoOnSectors[destinationSector];
  2406. std::map<const Sector*, const Sector*> preds;
  2407. std::queue<const Sector *> sq;
  2408. sq.push(src);
  2409. while(!sq.empty())
  2410. {
  2411. const Sector *s = sq.front();
  2412. sq.pop();
  2413. for(int3 ep : s->embarkmentPoints)
  2414. {
  2415. Sector *neigh = &infoOnSectors[retreiveTile(ep)];
  2416. //preds[s].push_back(neigh);
  2417. if(!preds[neigh])
  2418. {
  2419. preds[neigh] = s;
  2420. sq.push(neigh);
  2421. }
  2422. }
  2423. //TODO consider other types of connections between sectors?
  2424. }
  2425. if(!preds[dst])
  2426. {
  2427. write("test.txt");
  2428. ai->completeGoal (sptr(Goals::Explore(h))); //if we can't find the way, seemingly all tiles were explored
  2429. //TODO: more organized way?
  2430. throw cannotFulfillGoalException(boost::str(boost::format("Cannot find connection between sectors %d and %d") % src->id % dst->id));
  2431. }
  2432. std::vector<const Sector*> toTraverse;
  2433. toTraverse.push_back(dst);
  2434. while(toTraverse.back() != src)
  2435. {
  2436. toTraverse.push_back(preds[toTraverse.back()]);
  2437. }
  2438. if(preds[dst])
  2439. {
  2440. const Sector *sectorToReach = toTraverse.at(toTraverse.size() - 2);
  2441. if(!src->water && sectorToReach->water) //embark
  2442. {
  2443. //embark on ship -> look for an EP with a boat
  2444. auto firstEP = boost::find_if(src->embarkmentPoints, [=](crint3 pos) -> bool
  2445. {
  2446. const TerrainTile *t = cb->getTile(pos);
  2447. return t && t->visitableObjects.size() == 1 && t->topVisitableId() == Obj::BOAT
  2448. && retreiveTile(pos) == sectorToReach->id;
  2449. });
  2450. if(firstEP != src->embarkmentPoints.end())
  2451. {
  2452. return *firstEP;
  2453. }
  2454. else
  2455. {
  2456. //we need to find a shipyard with an access to the desired sector's EP
  2457. //TODO what about Summon Boat spell?
  2458. std::vector<const IShipyard *> shipyards;
  2459. for(const CGTownInstance *t : cb->getTownsInfo())
  2460. {
  2461. if(t->hasBuilt(BuildingID::SHIPYARD))
  2462. shipyards.push_back(t);
  2463. }
  2464. std::vector<const CGObjectInstance*> visObjs;
  2465. ai->retreiveVisitableObjs(visObjs, true);
  2466. for(const CGObjectInstance *obj : visObjs)
  2467. {
  2468. if(obj->ID != Obj::TOWN) //towns were handled in the previous loop
  2469. if(const IShipyard *shipyard = IShipyard::castFrom(obj))
  2470. shipyards.push_back(shipyard);
  2471. }
  2472. shipyards.erase(boost::remove_if(shipyards, [=](const IShipyard *shipyard) -> bool
  2473. {
  2474. return shipyard->shipyardStatus() != 0 || retreiveTile(shipyard->bestLocation()) != sectorToReach->id;
  2475. }),shipyards.end());
  2476. if(!shipyards.size())
  2477. {
  2478. //TODO consider possibility of building shipyard in a town
  2479. throw cannotFulfillGoalException("There is no known shipyard!");
  2480. }
  2481. //we have only shipyards that possibly can build ships onto the appropriate EP
  2482. auto ownedGoodShipyard = boost::find_if(shipyards, [](const IShipyard *s) -> bool
  2483. {
  2484. return s->o->tempOwner == ai->playerID;
  2485. });
  2486. if(ownedGoodShipyard != shipyards.end())
  2487. {
  2488. const IShipyard *s = *ownedGoodShipyard;
  2489. TResources shipCost;
  2490. s->getBoatCost(shipCost);
  2491. if(cb->getResourceAmount().canAfford(shipCost))
  2492. {
  2493. int3 ret = s->bestLocation();
  2494. cb->buildBoat(s);
  2495. return ret;
  2496. }
  2497. else
  2498. {
  2499. //TODO gather res
  2500. throw cannotFulfillGoalException("Not enough resources to build a boat");
  2501. }
  2502. }
  2503. else
  2504. {
  2505. //TODO pick best shipyard to take over
  2506. return shipyards.front()->o->visitablePos();
  2507. }
  2508. }
  2509. }
  2510. else if(src->water && !sectorToReach->water)
  2511. {
  2512. //TODO
  2513. //disembark
  2514. }
  2515. else
  2516. {
  2517. //TODO
  2518. //transition between two land/water sectors. Monolith? Whirlpool? ...
  2519. throw cannotFulfillGoalException("Land-land and water-water inter-sector transitions are not implemented!");
  2520. }
  2521. }
  2522. else
  2523. {
  2524. throw cannotFulfillGoalException("Inter-sector route detection failed: not connected sectors?");
  2525. }
  2526. }
  2527. else
  2528. {
  2529. makeParentBFS(h->visitablePos());
  2530. int3 curtile = dst;
  2531. while(curtile != h->visitablePos())
  2532. {
  2533. if(cb->getPathInfo(curtile)->reachable())
  2534. {
  2535. return curtile;
  2536. }
  2537. else
  2538. {
  2539. auto i = parent.find(curtile);
  2540. if(i != parent.end())
  2541. {
  2542. assert(curtile != i->second);
  2543. curtile = i->second;
  2544. }
  2545. else
  2546. throw cannotFulfillGoalException("Unreachable tile in sector? Should not happen!");
  2547. }
  2548. }
  2549. }
  2550. throw cannotFulfillGoalException("Impossible happened.");
  2551. }
  2552. void SectorMap::makeParentBFS(crint3 source)
  2553. {
  2554. parent.clear();
  2555. int mySector = retreiveTile(source);
  2556. std::queue<int3> toVisit;
  2557. toVisit.push(source);
  2558. while(!toVisit.empty())
  2559. {
  2560. int3 curPos = toVisit.front();
  2561. toVisit.pop();
  2562. ui8 &sec = retreiveTile(curPos);
  2563. assert(sec == mySector); //consider only tiles from the same sector
  2564. UNUSED(sec);
  2565. //const TerrainTile *t = cb->getTile(curPos);
  2566. foreach_neighbour(curPos, [&](crint3 neighPos)
  2567. {
  2568. if(retreiveTile(neighPos) == mySector && !vstd::contains(parent, neighPos))
  2569. {
  2570. toVisit.push(neighPos);
  2571. parent[neighPos] = curPos;
  2572. }
  2573. });
  2574. }
  2575. }
  2576. unsigned char & SectorMap::retreiveTile(crint3 pos)
  2577. {
  2578. return retreiveTileN(sector, pos);
  2579. }
  2580. const CGObjectInstance * ObjectIdRef::operator->() const
  2581. {
  2582. return cb->getObj(id, false);
  2583. }
  2584. ObjectIdRef::operator const CGObjectInstance*() const
  2585. {
  2586. return cb->getObj(id, false);
  2587. }
  2588. ObjectIdRef::ObjectIdRef(ObjectInstanceID _id) : id(_id)
  2589. {
  2590. }
  2591. ObjectIdRef::ObjectIdRef(const CGObjectInstance *obj) : id(obj->id)
  2592. {
  2593. }
  2594. bool ObjectIdRef::operator<(const ObjectIdRef &rhs) const
  2595. {
  2596. return id < rhs.id;
  2597. }
  2598. HeroPtr::HeroPtr(const CGHeroInstance *H)
  2599. {
  2600. if(!H)
  2601. {
  2602. //init from nullptr should equal to default init
  2603. *this = HeroPtr();
  2604. return;
  2605. }
  2606. h = H;
  2607. name = h->name;
  2608. hid = H->id;
  2609. // infosCount[ai->playerID][hid]++;
  2610. }
  2611. HeroPtr::HeroPtr()
  2612. {
  2613. h = nullptr;
  2614. hid = ObjectInstanceID();
  2615. }
  2616. HeroPtr::~HeroPtr()
  2617. {
  2618. // if(hid >= 0)
  2619. // infosCount[ai->playerID][hid]--;
  2620. }
  2621. bool HeroPtr::operator<(const HeroPtr &rhs) const
  2622. {
  2623. return hid < rhs.hid;
  2624. }
  2625. const CGHeroInstance * HeroPtr::get(bool doWeExpectNull /*= false*/) const
  2626. {
  2627. //TODO? check if these all assertions every time we get info about hero affect efficiency
  2628. //
  2629. //behave terribly when attempting unauthorized access to hero that is not ours (or was lost)
  2630. assert(doWeExpectNull || h);
  2631. if(h)
  2632. {
  2633. auto obj = cb->getObj(hid);
  2634. const bool owned = obj && obj->tempOwner == ai->playerID;
  2635. if(doWeExpectNull && !owned)
  2636. {
  2637. return nullptr;
  2638. }
  2639. else
  2640. {
  2641. assert(obj);
  2642. assert(owned);
  2643. }
  2644. }
  2645. return h;
  2646. }
  2647. const CGHeroInstance * HeroPtr::operator->() const
  2648. {
  2649. return get();
  2650. }
  2651. bool HeroPtr::validAndSet() const
  2652. {
  2653. return get(true);
  2654. }
  2655. const CGHeroInstance * HeroPtr::operator*() const
  2656. {
  2657. return get();
  2658. }