Goals.cpp 32 KB

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  1. #include "StdInc.h"
  2. #include "Goals.h"
  3. #include "VCAI.h"
  4. #include "Fuzzy.h"
  5. #include "../../lib/mapping/CMap.h" //for victory conditions
  6. /*
  7. * Goals.cpp, part of VCMI engine
  8. *
  9. * Authors: listed in file AUTHORS in main folder
  10. *
  11. * License: GNU General Public License v2.0 or later
  12. * Full text of license available in license.txt file, in main folder
  13. *
  14. */
  15. extern boost::thread_specific_ptr<CCallback> cb;
  16. extern boost::thread_specific_ptr<VCAI> ai;
  17. extern FuzzyHelper * fh; //TODO: this logic should be moved inside VCAI
  18. using namespace vstd;
  19. using namespace Goals;
  20. TSubgoal Goals::sptr(const AbstractGoal & tmp)
  21. {
  22. shared_ptr<AbstractGoal> ptr;
  23. ptr.reset(tmp.clone());
  24. return ptr;
  25. }
  26. std::string Goals::AbstractGoal::name() const //TODO: virtualize
  27. {
  28. std::string desc;
  29. switch (goalType)
  30. {
  31. case INVALID:
  32. return "INVALID";
  33. case WIN:
  34. return "WIN";
  35. case DO_NOT_LOSE:
  36. return "DO NOT LOOSE";
  37. case CONQUER:
  38. return "CONQUER";
  39. case BUILD:
  40. return "BUILD";
  41. case EXPLORE:
  42. desc = "EXPLORE";
  43. break;
  44. case GATHER_ARMY:
  45. desc = "GATHER ARMY";
  46. break;
  47. case BOOST_HERO:
  48. desc = "BOOST_HERO (unsupported)";
  49. break;
  50. case RECRUIT_HERO:
  51. return "RECRUIT HERO";
  52. case BUILD_STRUCTURE:
  53. return "BUILD STRUCTURE";
  54. case COLLECT_RES:
  55. desc = "COLLECT RESOURCE";
  56. break;
  57. case GATHER_TROOPS:
  58. desc = "GATHER TROOPS";
  59. break;
  60. case GET_OBJ:
  61. {
  62. auto obj = cb->getObjInstance(ObjectInstanceID(objid));
  63. if (obj)
  64. desc = "GET OBJ " + obj->getObjectName();
  65. }
  66. case FIND_OBJ:
  67. desc = "FIND OBJ " + boost::lexical_cast<std::string>(objid);
  68. break;
  69. case VISIT_HERO:
  70. {
  71. auto obj = cb->getObjInstance(ObjectInstanceID(objid));
  72. if (obj)
  73. desc = "VISIT HERO " + obj->getObjectName();
  74. }
  75. break;
  76. case GET_ART_TYPE:
  77. desc = "GET ARTIFACT OF TYPE " + VLC->arth->artifacts[aid]->Name();
  78. break;
  79. case ISSUE_COMMAND:
  80. return "ISSUE COMMAND (unsupported)";
  81. case VISIT_TILE:
  82. desc = "VISIT TILE " + tile();
  83. break;
  84. case CLEAR_WAY_TO:
  85. desc = "CLEAR WAY TO " + tile();
  86. break;
  87. case DIG_AT_TILE:
  88. desc = "DIG AT TILE " + tile();
  89. break;
  90. default:
  91. return boost::lexical_cast<std::string>(goalType);
  92. }
  93. if (hero.get(true)) //FIXME: used to crash when we lost hero and failed goal
  94. desc += " (" + hero->name + ")";
  95. return desc;
  96. }
  97. //TODO: virtualize if code gets complex?
  98. bool Goals::AbstractGoal::operator== (AbstractGoal &g)
  99. {
  100. if (g.goalType != goalType)
  101. return false;
  102. if (g.isElementar != isElementar) //elementar goals fulfill long term non-elementar goals (VisitTile)
  103. return false;
  104. switch (goalType)
  105. {
  106. //no parameters
  107. case INVALID:
  108. case WIN:
  109. case DO_NOT_LOSE:
  110. case RECRUIT_HERO: //recruit any hero, as yet
  111. return true;
  112. break;
  113. //assigned to hero, no parameters
  114. case CONQUER:
  115. case EXPLORE:
  116. case GATHER_ARMY: //actual value is indifferent
  117. case BOOST_HERO:
  118. return g.hero.h == hero.h; //how comes HeroPtrs are equal for different heroes?
  119. break;
  120. //assigned hero and tile
  121. case VISIT_TILE:
  122. case CLEAR_WAY_TO:
  123. return (g.hero.h == hero.h && g.tile == tile);
  124. break;
  125. //assigned hero and object
  126. case GET_OBJ:
  127. case FIND_OBJ: //TODO: use subtype?
  128. case VISIT_HERO:
  129. case GET_ART_TYPE:
  130. case DIG_AT_TILE:
  131. return (g.hero.h == hero.h && g.objid == objid);
  132. break;
  133. //no check atm
  134. case COLLECT_RES:
  135. case GATHER_TROOPS:
  136. case ISSUE_COMMAND:
  137. case BUILD: //TODO: should be decomposed to build specific structures
  138. case BUILD_STRUCTURE:
  139. default:
  140. return false;
  141. }
  142. }
  143. //TODO: find out why the following are not generated automatically on MVS?
  144. namespace Goals
  145. {
  146. template <>
  147. void CGoal<Win>::accept (VCAI * ai)
  148. {
  149. ai->tryRealize(static_cast<Win&>(*this));
  150. }
  151. template <>
  152. void CGoal<Build>::accept (VCAI * ai)
  153. {
  154. ai->tryRealize(static_cast<Build&>(*this));
  155. }
  156. template <>
  157. float CGoal<Win>::accept (FuzzyHelper * f)
  158. {
  159. return f->evaluate(static_cast<Win&>(*this));
  160. }
  161. template <>
  162. float CGoal<Build>::accept (FuzzyHelper * f)
  163. {
  164. return f->evaluate(static_cast<Build&>(*this));
  165. }
  166. }
  167. //TSubgoal AbstractGoal::whatToDoToAchieve()
  168. //{
  169. // logAi->debugStream() << boost::format("Decomposing goal of type %s") % name();
  170. // return sptr (Goals::Explore());
  171. //}
  172. TSubgoal Win::whatToDoToAchieve()
  173. {
  174. auto toBool = [=](const EventCondition &)
  175. {
  176. // TODO: proper implementation
  177. // Right now even already fulfilled goals will be included into generated list
  178. // Proper check should test if event condition is already fulfilled
  179. // Easiest way to do this is to call CGameState::checkForVictory but this function should not be
  180. // used on client side or in AI code
  181. return false;
  182. };
  183. std::vector<EventCondition> goals;
  184. for (const TriggeredEvent & event : cb->getMapHeader()->triggeredEvents)
  185. {
  186. //TODO: try to eliminate human player(s) using loss conditions that have isHuman element
  187. if (event.effect.type == EventEffect::VICTORY)
  188. {
  189. boost::range::copy(event.trigger.getFulfillmentCandidates(toBool), std::back_inserter(goals));
  190. }
  191. }
  192. //TODO: instead of returning first encountered goal AI should generate list of possible subgoals
  193. for (const EventCondition & goal : goals)
  194. {
  195. switch(goal.condition)
  196. {
  197. case EventCondition::HAVE_ARTIFACT:
  198. return sptr (Goals::GetArtOfType(goal.objectType));
  199. case EventCondition::DESTROY:
  200. {
  201. if (goal.object)
  202. {
  203. return sptr (Goals::GetObj(goal.object->id.getNum()));
  204. }
  205. else
  206. {
  207. // TODO: destroy all objects of type goal.objectType
  208. // This situation represents "kill all creatures" condition from H3
  209. break;
  210. }
  211. }
  212. case EventCondition::HAVE_BUILDING:
  213. {
  214. // TODO build other buildings apart from Grail
  215. // goal.objectType = buidingID to build
  216. // goal.object = optional, town in which building should be built
  217. // Represents "Improve town" condition from H3 (but unlike H3 it consists from 2 separate conditions)
  218. if (goal.objectType == BuildingID::GRAIL)
  219. {
  220. if(auto h = ai->getHeroWithGrail())
  221. {
  222. //hero is in a town that can host Grail
  223. if(h->visitedTown && !vstd::contains(h->visitedTown->forbiddenBuildings, BuildingID::GRAIL))
  224. {
  225. const CGTownInstance *t = h->visitedTown;
  226. return sptr (Goals::BuildThis(BuildingID::GRAIL, t));
  227. }
  228. else
  229. {
  230. auto towns = cb->getTownsInfo();
  231. towns.erase(boost::remove_if(towns,
  232. [](const CGTownInstance *t) -> bool
  233. {
  234. return vstd::contains(t->forbiddenBuildings, BuildingID::GRAIL);
  235. }),
  236. towns.end());
  237. boost::sort(towns, CDistanceSorter(h.get()));
  238. if(towns.size())
  239. {
  240. return sptr (Goals::VisitTile(towns.front()->visitablePos()).sethero(h));
  241. }
  242. }
  243. }
  244. double ratio = 0;
  245. // maybe make this check a bit more complex? For example:
  246. // 0.75 -> dig randomly within 3 tiles radius
  247. // 0.85 -> radius now 2 tiles
  248. // 0.95 -> 1 tile radius, position is fully known
  249. // AFAIK H3 AI does something like this
  250. int3 grailPos = cb->getGrailPos(ratio);
  251. if(ratio > 0.99)
  252. {
  253. return sptr (Goals::DigAtTile(grailPos));
  254. } //TODO: use FIND_OBJ
  255. else if(const CGObjectInstance * obj = ai->getUnvisitedObj(objWithID<Obj::OBELISK>)) //there are unvisited Obelisks
  256. return sptr (Goals::GetObj(obj->id.getNum()));
  257. else
  258. return sptr (Goals::Explore());
  259. }
  260. break;
  261. }
  262. case EventCondition::CONTROL:
  263. {
  264. if (goal.object)
  265. {
  266. return sptr (Goals::GetObj(goal.object->id.getNum()));
  267. }
  268. else
  269. {
  270. //TODO: control all objects of type "goal.objectType"
  271. // Represents H3 condition "Flag all mines"
  272. break;
  273. }
  274. }
  275. case EventCondition::HAVE_RESOURCES:
  276. //TODO mines? piles? marketplace?
  277. //save?
  278. return sptr (Goals::CollectRes(static_cast<Res::ERes>(goal.objectType), goal.value));
  279. case EventCondition::HAVE_CREATURES:
  280. return sptr (Goals::GatherTroops(goal.objectType, goal.value));
  281. case EventCondition::TRANSPORT:
  282. {
  283. //TODO. merge with bring Grail to town? So AI will first dig grail, then transport it using this goal and builds it
  284. // Represents "transport artifact" condition:
  285. // goal.objectType = type of artifact
  286. // goal.object = destination-town where artifact should be transported
  287. break;
  288. }
  289. case EventCondition::STANDARD_WIN:
  290. return sptr (Goals::Conquer());
  291. // Conditions that likely don't need any implementation
  292. case EventCondition::DAYS_PASSED:
  293. break; // goal.value = number of days for condition to trigger
  294. case EventCondition::DAYS_WITHOUT_TOWN:
  295. break; // goal.value = number of days to trigger this
  296. case EventCondition::IS_HUMAN:
  297. break; // Should be only used in calculation of candidates (see toBool lambda)
  298. case EventCondition::CONST_VALUE:
  299. break;
  300. default:
  301. assert(0);
  302. }
  303. }
  304. return sptr (Goals::Invalid());
  305. }
  306. TSubgoal FindObj::whatToDoToAchieve()
  307. {
  308. const CGObjectInstance * o = nullptr;
  309. if (resID > -1) //specified
  310. {
  311. for(const CGObjectInstance *obj : ai->visitableObjs)
  312. {
  313. if(obj->ID == objid && obj->subID == resID)
  314. {
  315. o = obj;
  316. break; //TODO: consider multiple objects and choose best
  317. }
  318. }
  319. }
  320. else
  321. {
  322. for(const CGObjectInstance *obj : ai->visitableObjs)
  323. {
  324. if(obj->ID == objid)
  325. {
  326. o = obj;
  327. break; //TODO: consider multiple objects and choose best
  328. }
  329. }
  330. }
  331. if (o && ai->isAccessible(o->pos)) //we don't use isAccessibleForHero as we don't know which hero it is
  332. return sptr (Goals::GetObj(o->id.getNum()));
  333. else
  334. return sptr (Goals::Explore());
  335. }
  336. std::string GetObj::completeMessage() const
  337. {
  338. return "hero " + hero.get()->name + " captured Object ID = " + boost::lexical_cast<std::string>(objid);
  339. }
  340. TSubgoal GetObj::whatToDoToAchieve()
  341. {
  342. const CGObjectInstance * obj = cb->getObj(ObjectInstanceID(objid));
  343. if(!obj)
  344. return sptr (Goals::Explore());
  345. if (obj->tempOwner == ai->playerID) //we can't capture our own object -> move to Win codition
  346. throw cannotFulfillGoalException("Cannot capture my own object " + obj->getObjectName());
  347. int3 pos = obj->visitablePos();
  348. if (hero)
  349. {
  350. if (ai->isAccessibleForHero(pos, hero))
  351. return sptr (Goals::VisitTile(pos).sethero(hero));
  352. }
  353. else
  354. {
  355. for (auto h : cb->getHeroesInfo())
  356. {
  357. if (ai->isAccessibleForHero(pos, h))
  358. return sptr(Goals::VisitTile(pos).sethero(h)); //we must visit object with same hero, if any
  359. }
  360. }
  361. return sptr (Goals::ClearWayTo(pos).sethero(hero));
  362. }
  363. bool GetObj::fulfillsMe (TSubgoal goal)
  364. {
  365. if (goal->goalType == Goals::VISIT_TILE)
  366. {
  367. auto obj = cb->getObj(ObjectInstanceID(objid));
  368. if (obj && obj->visitablePos() == goal->tile) //object could be removed
  369. return true;
  370. }
  371. return false;
  372. }
  373. std::string VisitHero::completeMessage() const
  374. {
  375. return "hero " + hero.get()->name + " visited hero " + boost::lexical_cast<std::string>(objid);
  376. }
  377. TSubgoal VisitHero::whatToDoToAchieve()
  378. {
  379. const CGObjectInstance * obj = cb->getObj(ObjectInstanceID(objid));
  380. if(!obj)
  381. return sptr (Goals::Explore());
  382. int3 pos = obj->visitablePos();
  383. if (hero && ai->isAccessibleForHero(pos, hero, true) && isSafeToVisit(hero, pos)) //enemy heroes can get reinforcements
  384. {
  385. if (hero->pos == pos)
  386. logAi->errorStream() << "Hero " << hero.name << " tries to visit himself.";
  387. else
  388. {
  389. //can't use VISIT_TILE here as tile appears blocked by target hero
  390. //FIXME: elementar goal should not be abstract
  391. return sptr (Goals::VisitHero(objid).sethero(hero).settile(pos).setisElementar(true));
  392. }
  393. }
  394. return sptr (Goals::Invalid());
  395. }
  396. bool VisitHero::fulfillsMe (TSubgoal goal)
  397. {
  398. if (goal->goalType == Goals::VISIT_TILE && cb->getObj(ObjectInstanceID(objid))->visitablePos() == goal->tile)
  399. return true;
  400. else
  401. return false;
  402. }
  403. TSubgoal GetArtOfType::whatToDoToAchieve()
  404. {
  405. TSubgoal alternativeWay = CGoal::lookForArtSmart(aid); //TODO: use
  406. if(alternativeWay->invalid())
  407. return sptr (Goals::FindObj(Obj::ARTIFACT, aid));
  408. return sptr (Goals::Invalid());
  409. }
  410. TSubgoal ClearWayTo::whatToDoToAchieve()
  411. {
  412. assert(cb->isInTheMap(tile)); //set tile
  413. if(!cb->isVisible(tile))
  414. {
  415. logAi->errorStream() << "Clear way should be used with visible tiles!";
  416. return sptr (Goals::Explore());
  417. }
  418. return (fh->chooseSolution(getAllPossibleSubgoals()));
  419. }
  420. TGoalVec ClearWayTo::getAllPossibleSubgoals()
  421. {
  422. TGoalVec ret;
  423. std::vector<const CGHeroInstance *> heroes;
  424. if (hero)
  425. heroes.push_back(hero.h);
  426. else
  427. {
  428. heroes = cb->getHeroesInfo();
  429. }
  430. for (auto h : heroes)
  431. {
  432. //TODO: handle clearing way to allied heroes that are blocked
  433. //if ((hero && hero->visitablePos() == tile && hero == *h) || //we can't free the way ourselves
  434. // h->visitablePos() == tile) //we are already on that tile! what does it mean?
  435. // continue;
  436. //if our hero is trapped, make sure we request clearing the way from OUR perspective
  437. SectorMap sm(h);
  438. int3 tileToHit = sm.firstTileToGet(h, tile);
  439. if (!tileToHit.valid())
  440. continue;
  441. if (isBlockedBorderGate(tileToHit))
  442. { //FIXME: this way we'll not visit gate and activate quest :?
  443. ret.push_back (sptr (Goals::FindObj (Obj::KEYMASTER, cb->getTile(tileToHit)->visitableObjects.back()->subID)));
  444. }
  445. auto topObj = cb->getTopObj(tileToHit);
  446. if (topObj)
  447. {
  448. if (vstd::contains(ai->reservedObjs, topObj) && !vstd::contains(ai->reservedHeroesMap[h], topObj))
  449. {
  450. throw goalFulfilledException (sptr(Goals::ClearWayTo(tile, h)));
  451. continue; //do not capure object reserved by other hero
  452. }
  453. if (topObj->ID == Obj::HERO && cb->getPlayerRelations(h->tempOwner, topObj->tempOwner) != PlayerRelations::ENEMIES)
  454. if (topObj != hero.get(true)) //the hero we want to free
  455. logAi->errorStream() << boost::format("%s stands in the way of %s") % topObj->getObjectName() % h->getObjectName();
  456. if (topObj->ID == Obj::QUEST_GUARD || topObj->ID == Obj::BORDERGUARD)
  457. {
  458. if (shouldVisit(h, topObj))
  459. {
  460. //do NOT use VISIT_TILE, as tile with quets guard can't be visited
  461. ret.push_back (sptr (Goals::GetObj(topObj->id.getNum()).sethero(h)));
  462. continue; //do not try to visit tile or gather army
  463. }
  464. else
  465. {
  466. //TODO: we should be able to return apriopriate quest here (VCAI::striveToQuest)
  467. logAi->debugStream() << "Quest guard blocks the way to " + tile();
  468. }
  469. }
  470. }
  471. if (isSafeToVisit(h, tileToHit)) //this makes sense only if tile is guarded, but there i no quest object
  472. {
  473. ret.push_back (sptr (Goals::VisitTile(tileToHit).sethero(h)));
  474. }
  475. else
  476. {
  477. ret.push_back (sptr (Goals::GatherArmy(evaluateDanger(tileToHit, h)*SAFE_ATTACK_CONSTANT).
  478. sethero(h).setisAbstract(true)));
  479. }
  480. }
  481. if (ai->canRecruitAnyHero())
  482. ret.push_back (sptr (Goals::RecruitHero()));
  483. if (ret.empty())
  484. {
  485. logAi->warnStream() << "There is no known way to clear the way to tile " + tile();
  486. throw goalFulfilledException (sptr(Goals::ClearWayTo(tile))); //make sure asigned hero gets unlocked
  487. }
  488. return ret;
  489. }
  490. std::string Explore::completeMessage() const
  491. {
  492. return "Hero " + hero.get()->name + " completed exploration";
  493. }
  494. TSubgoal Explore::whatToDoToAchieve()
  495. {
  496. auto ret = fh->chooseSolution(getAllPossibleSubgoals());
  497. if (hero) //use best step for this hero
  498. return ret;
  499. else
  500. {
  501. if (ret->hero.get(true))
  502. return sptr (sethero(ret->hero.h).setisAbstract(true)); //choose this hero and then continue with him
  503. else
  504. return ret; //other solutions, like buying hero from tavern
  505. }
  506. }
  507. TGoalVec Explore::getAllPossibleSubgoals()
  508. {
  509. TGoalVec ret;
  510. std::vector<const CGHeroInstance *> heroes;
  511. if (hero)
  512. heroes.push_back(hero.h);
  513. else
  514. {
  515. //heroes = ai->getUnblockedHeroes();
  516. heroes = cb->getHeroesInfo();
  517. erase_if (heroes, [](const HeroPtr h)
  518. {
  519. if (ai->getGoal(h)->goalType == Goals::EXPLORE) //do not reassign hero who is already explorer
  520. return true;
  521. if (!ai->isAbleToExplore(h))
  522. return true;
  523. return !h->movement; //saves time, immobile heroes are useless anyway
  524. });
  525. }
  526. //try to use buildings that uncover map
  527. std::vector<const CGObjectInstance *> objs;
  528. for (auto obj : ai->visitableObjs)
  529. {
  530. if (!vstd::contains(ai->alreadyVisited, obj))
  531. {
  532. switch (obj->ID.num)
  533. {
  534. case Obj::REDWOOD_OBSERVATORY:
  535. case Obj::PILLAR_OF_FIRE:
  536. case Obj::CARTOGRAPHER:
  537. objs.push_back (obj);
  538. break;
  539. case Obj::MONOLITH_ONE_WAY_ENTRANCE:
  540. case Obj::MONOLITH_TWO_WAY:
  541. case Obj::SUBTERRANEAN_GATE:
  542. auto tObj = dynamic_cast<const CGTeleport *>(obj);
  543. if(tObj)
  544. {
  545. assert(ai->knownTeleportChannels.find(tObj->channel) != ai->knownTeleportChannels.end());
  546. if(TeleportChannel::IMPASSABLE != ai->knownTeleportChannels[tObj->channel]->passability)
  547. objs.push_back (obj);
  548. }
  549. }
  550. }
  551. else
  552. {
  553. switch (obj->ID.num)
  554. {
  555. case Obj::MONOLITH_TWO_WAY:
  556. case Obj::SUBTERRANEAN_GATE:
  557. {
  558. auto tObj = dynamic_cast<const CGTeleport *>(obj);
  559. if(TeleportChannel::IMPASSABLE == ai->knownTeleportChannels[tObj->channel]->passability)
  560. break;
  561. for(auto exit : ai->knownTeleportChannels[tObj->channel]->exits)
  562. {
  563. if(!cb->getObj(exit))
  564. { // Always attempt to visit two-way teleports if one of channel exits is not visible
  565. objs.push_back(obj);
  566. break;
  567. }
  568. }
  569. }
  570. }
  571. }
  572. }
  573. for (auto h : heroes)
  574. {
  575. SectorMap sm(h);
  576. for (auto obj : objs) //double loop, performance risk?
  577. {
  578. auto t = sm.firstTileToGet(h, obj->visitablePos()); //we assume that no more than one tile on the way is guarded
  579. if (ai->canReachTile(h, t))
  580. ret.push_back (sptr(Goals::ClearWayTo(obj->visitablePos(), h).setisAbstract(true)));
  581. }
  582. int3 t = whereToExplore(h);
  583. if (t.valid())
  584. {
  585. ret.push_back (sptr (Goals::VisitTile(t).sethero(h)));
  586. }
  587. else
  588. {
  589. ai->markHeroUnableToExplore (h); //there is no freely accessible tile, do not poll this hero anymore
  590. //possible issues when gathering army to break
  591. if (hero.h == h || (!hero && h == ai->primaryHero().h)) //check this only ONCE, high cost
  592. {
  593. t = ai->explorationDesperate(h);
  594. if (t.valid()) //don't waste time if we are completely blocked
  595. ret.push_back (sptr(Goals::ClearWayTo(t, h).setisAbstract(true)));
  596. }
  597. }
  598. }
  599. //we either don't have hero yet or none of heroes can explore
  600. if ((!hero || ret.empty()) && ai->canRecruitAnyHero())
  601. ret.push_back (sptr(Goals::RecruitHero()));
  602. if (ret.empty())
  603. {
  604. throw goalFulfilledException (sptr(Goals::Explore().sethero(hero)));
  605. }
  606. //throw cannotFulfillGoalException("Cannot explore - no possible ways found!");
  607. return ret;
  608. }
  609. bool Explore::fulfillsMe (TSubgoal goal)
  610. {
  611. if (goal->goalType == Goals::EXPLORE)
  612. {
  613. if (goal->hero)
  614. return hero == goal->hero;
  615. else
  616. return true; //cancel ALL exploration
  617. }
  618. return false;
  619. }
  620. TSubgoal RecruitHero::whatToDoToAchieve()
  621. {
  622. const CGTownInstance *t = ai->findTownWithTavern();
  623. if(!t)
  624. return sptr (Goals::BuildThis(BuildingID::TAVERN));
  625. if(cb->getResourceAmount(Res::GOLD) < HERO_GOLD_COST)
  626. return sptr (Goals::CollectRes(Res::GOLD, HERO_GOLD_COST));
  627. return iAmElementar();
  628. }
  629. std::string VisitTile::completeMessage() const
  630. {
  631. return "Hero " + hero.get()->name + " visited tile " + tile();
  632. }
  633. TSubgoal VisitTile::whatToDoToAchieve()
  634. {
  635. auto ret = fh->chooseSolution(getAllPossibleSubgoals());
  636. if (ret->hero)
  637. {
  638. if (isSafeToVisit(ret->hero, tile) && ai->isAccessibleForHero(tile, ret->hero))
  639. {
  640. ret->setisElementar(true);
  641. return ret;
  642. }
  643. else
  644. {
  645. return sptr (Goals::GatherArmy(evaluateDanger(tile, *ret->hero) * SAFE_ATTACK_CONSTANT)
  646. .sethero(ret->hero).setisAbstract(true));
  647. }
  648. }
  649. return ret;
  650. }
  651. TGoalVec VisitTile::getAllPossibleSubgoals()
  652. {
  653. assert(cb->isInTheMap(tile));
  654. TGoalVec ret;
  655. if (!cb->isVisible(tile))
  656. ret.push_back (sptr(Goals::Explore())); //what sense does it make?
  657. else
  658. {
  659. std::vector<const CGHeroInstance *> heroes;
  660. if (hero)
  661. heroes.push_back(hero.h); //use assigned hero if any
  662. else
  663. heroes = cb->getHeroesInfo(); //use most convenient hero
  664. for (auto h : heroes)
  665. {
  666. if (ai->isAccessibleForHero(tile, h))
  667. ret.push_back (sptr(Goals::VisitTile(tile).sethero(h)));
  668. }
  669. if (ai->canRecruitAnyHero())
  670. ret.push_back (sptr(Goals::RecruitHero()));
  671. }
  672. if (ret.empty())
  673. {
  674. auto obj = frontOrNull(cb->getVisitableObjs(tile));
  675. if (obj && obj->ID == Obj::HERO && obj->tempOwner == ai->playerID) //our own hero stands on that tile
  676. {
  677. if (hero.get(true) && hero->id == obj->id) //if it's assigned hero, visit tile. If it's different hero, we can't visit tile now
  678. ret.push_back(sptr(Goals::VisitTile(tile).sethero(dynamic_cast<const CGHeroInstance *>(obj)).setisElementar(true)));
  679. else
  680. throw cannotFulfillGoalException("Tile is already occupied by another hero "); //FIXME: we should give up this tile earlier
  681. }
  682. else
  683. ret.push_back (sptr(Goals::ClearWayTo(tile)));
  684. }
  685. //important - at least one sub-goal must handle case which is impossible to fulfill (unreachable tile)
  686. return ret;
  687. }
  688. TSubgoal DigAtTile::whatToDoToAchieve()
  689. {
  690. const CGObjectInstance *firstObj = frontOrNull(cb->getVisitableObjs(tile));
  691. if(firstObj && firstObj->ID == Obj::HERO && firstObj->tempOwner == ai->playerID) //we have hero at dest
  692. {
  693. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance *>(firstObj);
  694. sethero(h).setisElementar(true);
  695. return sptr (*this);
  696. }
  697. return sptr (Goals::VisitTile(tile));
  698. }
  699. TSubgoal BuildThis::whatToDoToAchieve()
  700. {
  701. //TODO check res
  702. //look for town
  703. //prerequisites?
  704. return iAmElementar();
  705. }
  706. TSubgoal CollectRes::whatToDoToAchieve()
  707. {
  708. std::vector<const IMarket*> markets;
  709. std::vector<const CGObjectInstance*> visObjs;
  710. ai->retreiveVisitableObjs(visObjs, true);
  711. for(const CGObjectInstance *obj : visObjs)
  712. {
  713. if(const IMarket *m = IMarket::castFrom(obj, false))
  714. {
  715. if(obj->ID == Obj::TOWN && obj->tempOwner == ai->playerID && m->allowsTrade(EMarketMode::RESOURCE_RESOURCE))
  716. markets.push_back(m);
  717. else if(obj->ID == Obj::TRADING_POST) //TODO a moze po prostu test na pozwalanie handlu?
  718. markets.push_back(m);
  719. }
  720. }
  721. boost::sort(markets, [](const IMarket *m1, const IMarket *m2) -> bool
  722. {
  723. return m1->getMarketEfficiency() < m2->getMarketEfficiency();
  724. });
  725. markets.erase(boost::remove_if(markets, [](const IMarket *market) -> bool
  726. {
  727. return !(market->o->ID == Obj::TOWN && market->o->tempOwner == ai->playerID)
  728. && !ai->isAccessible(market->o->visitablePos());
  729. }),markets.end());
  730. if(!markets.size())
  731. {
  732. for(const CGTownInstance *t : cb->getTownsInfo())
  733. {
  734. if(cb->canBuildStructure(t, BuildingID::MARKETPLACE) == EBuildingState::ALLOWED)
  735. return sptr (Goals::BuildThis(BuildingID::MARKETPLACE, t));
  736. }
  737. }
  738. else
  739. {
  740. const IMarket *m = markets.back();
  741. //attempt trade at back (best prices)
  742. int howManyCanWeBuy = 0;
  743. for(Res::ERes i = Res::WOOD; i <= Res::GOLD; vstd::advance(i, 1))
  744. {
  745. if(i == resID) continue;
  746. int toGive = -1, toReceive = -1;
  747. m->getOffer(i, resID, toGive, toReceive, EMarketMode::RESOURCE_RESOURCE);
  748. assert(toGive > 0 && toReceive > 0);
  749. howManyCanWeBuy += toReceive * (cb->getResourceAmount(i) / toGive);
  750. }
  751. if(howManyCanWeBuy + cb->getResourceAmount(static_cast<Res::ERes>(resID)) >= value)
  752. {
  753. auto backObj = cb->getTopObj(m->o->visitablePos()); //it'll be a hero if we have one there; otherwise marketplace
  754. assert(backObj);
  755. if (backObj->tempOwner != ai->playerID)
  756. {
  757. return sptr (Goals::GetObj(m->o->id.getNum()));
  758. }
  759. else
  760. {
  761. return sptr (Goals::GetObj(m->o->id.getNum()).setisElementar(true));
  762. }
  763. }
  764. }
  765. return sptr (setisElementar(true)); //all the conditions for trade are met
  766. }
  767. TSubgoal GatherTroops::whatToDoToAchieve()
  768. {
  769. std::vector<const CGDwelling *> dwellings;
  770. for(const CGTownInstance *t : cb->getTownsInfo())
  771. {
  772. auto creature = VLC->creh->creatures[objid];
  773. if (t->subID == creature->faction) //TODO: how to force AI to build unupgraded creatures? :O
  774. {
  775. auto creatures = vstd::tryAt(t->town->creatures, creature->level - 1);
  776. if(!creatures)
  777. continue;
  778. int upgradeNumber = vstd::find_pos(*creatures, creature->idNumber);
  779. if(upgradeNumber < 0)
  780. continue;
  781. BuildingID bid(BuildingID::DWELL_FIRST + creature->level - 1 + upgradeNumber * GameConstants::CREATURES_PER_TOWN);
  782. if (t->hasBuilt(bid)) //this assumes only creatures with dwellings are assigned to faction
  783. {
  784. dwellings.push_back(t);
  785. }
  786. else
  787. {
  788. return sptr (Goals::BuildThis(bid, t));
  789. }
  790. }
  791. }
  792. for (auto obj : ai->visitableObjs)
  793. {
  794. if (obj->ID != Obj::CREATURE_GENERATOR1) //TODO: what with other creature generators?
  795. continue;
  796. auto d = dynamic_cast<const CGDwelling *>(obj);
  797. for (auto creature : d->creatures)
  798. {
  799. if (creature.first) //there are more than 0 creatures avaliabe
  800. {
  801. for (auto type : creature.second)
  802. {
  803. if (type == objid && ai->freeResources().canAfford(VLC->creh->creatures[type]->cost))
  804. dwellings.push_back(d);
  805. }
  806. }
  807. }
  808. }
  809. if (dwellings.size())
  810. {
  811. typedef std::map<const CGHeroInstance *, const CGDwelling *> TDwellMap;
  812. // sorted helper
  813. auto comparator = [](const TDwellMap::value_type & a, const TDwellMap::value_type & b) -> bool
  814. {
  815. const CGPathNode *ln = ai->myCb->getPathsInfo(a.first)->getPathInfo(a.second->visitablePos()),
  816. *rn = ai->myCb->getPathsInfo(b.first)->getPathInfo(b.second->visitablePos());
  817. if(ln->turns != rn->turns)
  818. return ln->turns < rn->turns;
  819. return (ln->moveRemains > rn->moveRemains);
  820. };
  821. // for all owned heroes generate map <hero -> nearest dwelling>
  822. TDwellMap nearestDwellings;
  823. for (const CGHeroInstance * hero : cb->getHeroesInfo(true))
  824. {
  825. nearestDwellings[hero] = *boost::range::min_element(dwellings, CDistanceSorter(hero));
  826. }
  827. // find hero who is nearest to a dwelling
  828. const CGDwelling * nearest = boost::range::min_element(nearestDwellings, comparator)->second;
  829. return sptr (Goals::GetObj(nearest->id.getNum()));
  830. }
  831. else
  832. return sptr (Goals::Explore());
  833. //TODO: exchange troops between heroes
  834. }
  835. TSubgoal Conquer::whatToDoToAchieve()
  836. {
  837. return fh->chooseSolution (getAllPossibleSubgoals());
  838. }
  839. TGoalVec Conquer::getAllPossibleSubgoals()
  840. {
  841. TGoalVec ret;
  842. auto conquerable = [](const CGObjectInstance * obj) -> bool
  843. {
  844. if (cb->getPlayerRelations(ai->playerID, obj->tempOwner) == PlayerRelations::ENEMIES)
  845. {
  846. switch (obj->ID.num)
  847. {
  848. case Obj::TOWN:
  849. case Obj::HERO:
  850. case Obj::CREATURE_GENERATOR1:
  851. case Obj::MINE: //TODO: check ai->knownSubterraneanGates
  852. return true;
  853. }
  854. }
  855. return false;
  856. };
  857. std::vector<const CGObjectInstance *> objs;
  858. for (auto obj : ai->visitableObjs)
  859. {
  860. if (conquerable(obj))
  861. objs.push_back (obj);
  862. }
  863. for (auto h : cb->getHeroesInfo())
  864. {
  865. SectorMap sm(h);
  866. std::vector<const CGObjectInstance *> ourObjs(objs); //copy common objects
  867. for (auto obj : ai->reservedHeroesMap[h]) //add objects reserved by this hero
  868. {
  869. if (conquerable(obj))
  870. ourObjs.push_back(obj);
  871. }
  872. for (auto obj : ourObjs) //double loop, performance risk?
  873. {
  874. auto t = sm.firstTileToGet(h, obj->visitablePos()); //we assume that no more than one tile on the way is guarded
  875. if (ai->canReachTile(h, t))
  876. ret.push_back (sptr(Goals::ClearWayTo(obj->visitablePos(), h).setisAbstract(true)));
  877. }
  878. }
  879. if (!objs.empty() && ai->canRecruitAnyHero()) //probably no point to recruit hero if we see no objects to capture
  880. ret.push_back (sptr(Goals::RecruitHero()));
  881. if (ret.empty())
  882. ret.push_back (sptr(Goals::Explore())); //we need to find an enemy
  883. return ret;
  884. }
  885. TSubgoal Build::whatToDoToAchieve()
  886. {
  887. return iAmElementar();
  888. }
  889. TSubgoal Invalid::whatToDoToAchieve()
  890. {
  891. return iAmElementar();
  892. }
  893. std::string GatherArmy::completeMessage() const
  894. {
  895. return "Hero " + hero.get()->name + " gathered army of value " + boost::lexical_cast<std::string>(value);
  896. }
  897. TSubgoal GatherArmy::whatToDoToAchieve()
  898. {
  899. //TODO: find hero if none set
  900. assert(hero.h);
  901. return fh->chooseSolution (getAllPossibleSubgoals()); //find dwelling. use current hero to prevent him from doing nothing.
  902. }
  903. TGoalVec GatherArmy::getAllPossibleSubgoals()
  904. {
  905. //get all possible towns, heroes and dwellings we may use
  906. TGoalVec ret;
  907. //TODO: include evaluation of monsters gather in calculation
  908. for (auto t : cb->getTownsInfo())
  909. {
  910. auto pos = t->visitablePos();
  911. if (ai->isAccessibleForHero(pos, hero))
  912. {
  913. if(!t->visitingHero && howManyReinforcementsCanGet(hero,t))
  914. {
  915. if (!vstd::contains (ai->townVisitsThisWeek[hero], t))
  916. ret.push_back (sptr (Goals::VisitTile(pos).sethero(hero)));
  917. }
  918. auto bid = ai->canBuildAnyStructure(t, std::vector<BuildingID>
  919. (unitsSource, unitsSource + ARRAY_COUNT(unitsSource)), 8 - cb->getDate(Date::DAY_OF_WEEK));
  920. if (bid != BuildingID::NONE)
  921. ret.push_back (sptr(BuildThis(bid, t)));
  922. }
  923. }
  924. auto otherHeroes = cb->getHeroesInfo();
  925. auto heroDummy = hero;
  926. erase_if(otherHeroes, [heroDummy](const CGHeroInstance * h)
  927. {
  928. return (h == heroDummy.h || !ai->isAccessibleForHero(heroDummy->visitablePos(), h, true)
  929. || !ai->canGetArmy(heroDummy.h, h) || ai->getGoal(h)->goalType == Goals::GATHER_ARMY);
  930. });
  931. for (auto h : otherHeroes)
  932. {
  933. ret.push_back (sptr (Goals::VisitHero(h->id.getNum()).setisAbstract(true).sethero(hero)));
  934. //go to the other hero if we are faster
  935. ret.push_back (sptr (Goals::VisitHero(hero->id.getNum()).setisAbstract(true).sethero(h)));
  936. //let the other hero come to us
  937. }
  938. std::vector <const CGObjectInstance *> objs;
  939. for (auto obj : ai->visitableObjs)
  940. {
  941. if(obj->ID == Obj::CREATURE_GENERATOR1)
  942. {
  943. auto relationToOwner = cb->getPlayerRelations(obj->getOwner(), ai->playerID);
  944. //Use flagged dwellings only when there are available creatures that we can afford
  945. if(relationToOwner == PlayerRelations::SAME_PLAYER)
  946. {
  947. auto dwelling = dynamic_cast<const CGDwelling*>(obj);
  948. for(auto & creLevel : dwelling->creatures)
  949. {
  950. if(creLevel.first)
  951. {
  952. for(auto & creatureID : creLevel.second)
  953. {
  954. auto creature = VLC->creh->creatures[creatureID];
  955. if (ai->freeResources().canAfford(creature->cost))
  956. objs.push_back(obj);
  957. }
  958. }
  959. }
  960. }
  961. }
  962. }
  963. for(auto h : cb->getHeroesInfo())
  964. {
  965. for (auto obj : objs)
  966. { //find safe dwelling
  967. auto pos = obj->visitablePos();
  968. if (ai->isGoodForVisit(obj, h))
  969. ret.push_back (sptr (Goals::VisitTile(pos).sethero(h)));
  970. }
  971. }
  972. if (ai->canRecruitAnyHero()) //this is not stupid in early phase of game
  973. ret.push_back (sptr(Goals::RecruitHero()));
  974. if (ret.empty())
  975. {
  976. if (hero == ai->primaryHero() || value >= 1.1f)
  977. ret.push_back (sptr(Goals::Explore()));
  978. else //workaround to break loop - seemingly there are no ways to explore left
  979. throw goalFulfilledException (sptr(Goals::GatherArmy(0).sethero(hero)));
  980. }
  981. return ret;
  982. }
  983. //TSubgoal AbstractGoal::whatToDoToAchieve()
  984. //{
  985. // logAi->debugStream() << boost::format("Decomposing goal of type %s") % name();
  986. // return sptr (Goals::Explore());
  987. //}
  988. TSubgoal AbstractGoal::goVisitOrLookFor(const CGObjectInstance *obj)
  989. {
  990. if(obj)
  991. return sptr (Goals::GetObj(obj->id.getNum()));
  992. else
  993. return sptr (Goals::Explore());
  994. }
  995. TSubgoal AbstractGoal::lookForArtSmart(int aid)
  996. {
  997. return sptr (Goals::Invalid());
  998. }
  999. bool AbstractGoal::invalid() const
  1000. {
  1001. return goalType == INVALID;
  1002. }
  1003. void AbstractGoal::accept (VCAI * ai)
  1004. {
  1005. ai->tryRealize(*this);
  1006. }
  1007. template<typename T>
  1008. void CGoal<T>::accept (VCAI * ai)
  1009. {
  1010. ai->tryRealize(static_cast<T&>(*this)); //casting enforces template instantiation
  1011. }
  1012. float AbstractGoal::accept (FuzzyHelper * f)
  1013. {
  1014. return f->evaluate(*this);
  1015. }
  1016. template<typename T>
  1017. float CGoal<T>::accept (FuzzyHelper * f)
  1018. {
  1019. return f->evaluate(static_cast<T&>(*this)); //casting enforces template instantiation
  1020. }