VCAI.cpp 109 KB

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  1. #include "StdInc.h"
  2. #include "VCAI.h"
  3. #include "../../lib/UnlockGuard.h"
  4. #include "../../lib/CObjectHandler.h"
  5. #include "../../lib/CConfigHandler.h"
  6. #include "../../lib/CHeroHandler.h"
  7. #define I_AM_ELEMENTAR return CGoal(*this).setisElementar(true)
  8. CLogger &aiLogger = tlog6;
  9. extern FuzzyHelper *fh;
  10. class CGVisitableOPW;
  11. const int ACTUAL_RESOURCE_COUNT = 7;
  12. const double SAFE_ATTACK_CONSTANT = 1.5;
  13. using namespace vstd;
  14. //one thread may be turn of AI and another will be handling a side effect for AI2
  15. boost::thread_specific_ptr<CCallback> cb;
  16. boost::thread_specific_ptr<VCAI> ai;
  17. //std::map<int, std::map<int, int> > HeroView::infosCount;
  18. // CCallback *cb;
  19. // VCAI *ai;
  20. //helper RAII to manage global ai/cb ptrs
  21. struct SetGlobalState
  22. {
  23. SetGlobalState(VCAI * AI)
  24. {
  25. assert(!ai.get());
  26. assert(!cb.get());
  27. ai.reset(AI);
  28. cb.reset(AI->myCb);
  29. }
  30. ~SetGlobalState()
  31. {
  32. ai.release();
  33. cb.release();
  34. }
  35. };
  36. template <typename Container>
  37. typename Container::value_type backOrNull(const Container &c) //returns last element of container or NULL if it is empty (to be used with containers of pointers)
  38. {
  39. if(c.size())
  40. return c.back();
  41. else
  42. return NULL;
  43. }
  44. template <typename Container>
  45. typename Container::value_type frontOrNull(const Container &c) //returns first element of container or NULL if it is empty (to be used with containers of pointers)
  46. {
  47. if(c.size())
  48. return c.front();
  49. else
  50. return NULL;
  51. }
  52. #define SET_GLOBAL_STATE(ai) SetGlobalState _hlpSetState(ai);
  53. #define NET_EVENT_HANDLER SET_GLOBAL_STATE(this)
  54. #define MAKING_TURN SET_GLOBAL_STATE(this)
  55. 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)
  56. const int HERO_GOLD_COST = 2500;
  57. const int ALLOWED_ROAMING_HEROES = 8;
  58. const int GOLD_MINE_PRODUCTION = 1000, WOOD_ORE_MINE_PRODUCTION = 2, RESOURCE_MINE_PRODUCTION = 1;
  59. std::string CGoal::name() const
  60. {
  61. switch (goalType)
  62. {
  63. case INVALID:
  64. return "INVALID";
  65. case WIN:
  66. return "WIN";
  67. case DO_NOT_LOSE:
  68. return "DO NOT LOOSE";
  69. case CONQUER:
  70. return "CONQUER";
  71. case BUILD:
  72. return "BUILD";
  73. case EXPLORE:
  74. return "EXPLORE";
  75. case GATHER_ARMY:
  76. return "GATHER ARMY";
  77. case BOOST_HERO:
  78. return "BOOST_HERO (unsupported)";
  79. case RECRUIT_HERO:
  80. return "RECRUIT HERO";
  81. case BUILD_STRUCTURE:
  82. return "BUILD STRUCTURE";
  83. case COLLECT_RES:
  84. return "COLLECT RESOURCE";
  85. case GATHER_TROOPS:
  86. return "GATHER TROOPS";
  87. case GET_OBJ:
  88. return "GET OBJECT " + boost::lexical_cast<std::string>(objid);
  89. case FIND_OBJ:
  90. return "FIND OBJECT " + boost::lexical_cast<std::string>(objid);
  91. case VISIT_HERO:
  92. return "VISIT HERO " + boost::lexical_cast<std::string>(objid);
  93. case GET_ART_TYPE:
  94. return "GET ARTIFACT OF TYPE " + VLC->arth->artifacts[aid]->Name();
  95. case ISSUE_COMMAND:
  96. return "ISSUE COMMAND (unsupported)";
  97. case VISIT_TILE:
  98. return "VISIT TILE " + tile();
  99. case CLEAR_WAY_TO:
  100. return "CLEAR WAY TO " + tile();
  101. case DIG_AT_TILE:
  102. return "DIG AT TILE " + tile();
  103. default:
  104. return boost::lexical_cast<std::string>(goalType);
  105. }
  106. }
  107. bool compareHeroStrength(HeroPtr h1, HeroPtr h2)
  108. {
  109. return h1->getTotalStrength() < h2->getTotalStrength();
  110. }
  111. bool compareArmyStrength(const CArmedInstance *a1, const CArmedInstance *a2)
  112. {
  113. return a1->getArmyStrength() < a2->getArmyStrength();
  114. }
  115. static const int3 dirs[] = { int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0),
  116. int3(1,1,0),int3(-1,1,0),int3(1,-1,0),int3(-1,-1,0) };
  117. struct AILogger
  118. {
  119. AILogger()
  120. {
  121. lvl = 0;
  122. }
  123. int lvl;
  124. struct Tab
  125. {
  126. Tab();
  127. ~Tab();
  128. };
  129. } logger;
  130. AILogger::Tab::Tab()
  131. {
  132. logger.lvl++;
  133. }
  134. AILogger::Tab::~Tab()
  135. {
  136. logger.lvl--;
  137. }
  138. struct TimeCheck
  139. {
  140. CStopWatch time;
  141. std::string txt;
  142. TimeCheck(crstring TXT) : txt(TXT)
  143. {
  144. }
  145. ~TimeCheck()
  146. {
  147. BNLOG("Time of %s was %d ms.", txt % time.getDiff());
  148. }
  149. };
  150. template<typename T>
  151. void removeDuplicates(std::vector<T> &vec)
  152. {
  153. boost::sort(vec);
  154. vec.erase(std::unique(vec.begin(), vec.end()), vec.end());
  155. }
  156. struct AtScopeExit
  157. {
  158. boost::function<void()> foo;
  159. AtScopeExit(const boost::function<void()> &FOO) : foo(FOO)
  160. {}
  161. ~AtScopeExit()
  162. {
  163. foo();
  164. }
  165. };
  166. void foreach_tile_pos(boost::function<void(const int3& pos)> foo)
  167. {
  168. for(int i = 0; i < cb->getMapSize().x; i++)
  169. for(int j = 0; j < cb->getMapSize().y; j++)
  170. for(int k = 0; k < cb->getMapSize().z; k++)
  171. foo(int3(i,j,k));
  172. }
  173. void foreach_neighbour(const int3 &pos, boost::function<void(const int3& pos)> foo)
  174. {
  175. BOOST_FOREACH(const int3 &dir, dirs)
  176. {
  177. const int3 n = pos + dir;
  178. if(cb->isInTheMap(n))
  179. foo(pos+dir);
  180. }
  181. }
  182. unsigned char &retreiveTileN(std::vector< std::vector< std::vector<unsigned char> > > &vectors, const int3 &pos)
  183. {
  184. return vectors[pos.x][pos.y][pos.z];
  185. }
  186. const unsigned char &retreiveTileN(const std::vector< std::vector< std::vector<unsigned char> > > &vectors, const int3 &pos)
  187. {
  188. return vectors[pos.x][pos.y][pos.z];
  189. }
  190. void foreach_tile(std::vector< std::vector< std::vector<unsigned char> > > &vectors, boost::function<void(unsigned char &in)> foo)
  191. {
  192. for(auto i = vectors.begin(); i != vectors.end(); i++)
  193. for(auto j = i->begin(); j != i->end(); j++)
  194. for(auto z = j->begin(); z != j->end(); z++)
  195. foo(*z);
  196. }
  197. struct ObjInfo
  198. {
  199. int3 pos;
  200. std::string name;
  201. ObjInfo(){}
  202. ObjInfo(const CGObjectInstance *obj)
  203. {
  204. pos = obj->pos;
  205. name = obj->getHoverText();
  206. }
  207. };
  208. std::map<const CGObjectInstance *, ObjInfo> helperObjInfo;
  209. template <typename Container, typename Item>
  210. bool remove_if_present(Container &c, const Item &item)
  211. {
  212. auto i = std::find(c.begin(), c.end(), item);
  213. if (i != c.end())
  214. {
  215. c.erase(i);
  216. return true;
  217. }
  218. return false;
  219. }
  220. template <typename V, typename Item, typename Item2>
  221. bool remove_if_present(std::map<Item,V> & c, const Item2 &item)
  222. {
  223. auto i = c.find(item);
  224. if (i != c.end())
  225. {
  226. c.erase(i);
  227. return true;
  228. }
  229. return false;
  230. }
  231. template <typename Container, typename Pred>
  232. void erase(Container &c, Pred pred)
  233. {
  234. c.erase(boost::remove_if(c, pred), c.end());
  235. }
  236. bool isReachable(const CGObjectInstance *obj)
  237. {
  238. return cb->getPathInfo(obj->visitablePos())->turns < 255;
  239. }
  240. ui64 howManyReinforcementsCanGet(HeroPtr h, const CGTownInstance *t)
  241. {
  242. ui64 ret = 0;
  243. int freeHeroSlots = GameConstants::ARMY_SIZE - h->stacksCount();
  244. std::vector<const CStackInstance *> toMove;
  245. BOOST_FOREACH(auto const slot, t->Slots())
  246. {
  247. //can be merged woth another stack?
  248. SlotID dst = h->getSlotFor(slot.second->getCreatureID());
  249. if(h->hasStackAtSlot(dst))
  250. ret += t->getPower(slot.first);
  251. else
  252. toMove.push_back(slot.second);
  253. }
  254. boost::sort(toMove, [](const CStackInstance *lhs, const CStackInstance *rhs)
  255. {
  256. return lhs->getPower() < rhs->getPower();
  257. });
  258. BOOST_REVERSE_FOREACH(const CStackInstance *stack, toMove)
  259. {
  260. if(freeHeroSlots)
  261. {
  262. ret += stack->getPower();
  263. freeHeroSlots--;
  264. }
  265. else
  266. break;
  267. }
  268. return ret;
  269. }
  270. std::string strFromInt3(int3 pos)
  271. {
  272. std::ostringstream oss;
  273. oss << pos;
  274. return oss.str();
  275. }
  276. bool isCloser(const CGObjectInstance *lhs, const CGObjectInstance *rhs)
  277. {
  278. const CGPathNode *ln = cb->getPathInfo(lhs->visitablePos()), *rn = cb->getPathInfo(rhs->visitablePos());
  279. if(ln->turns != rn->turns)
  280. return ln->turns < rn->turns;
  281. return (ln->moveRemains > rn->moveRemains);
  282. }
  283. bool compareMovement(HeroPtr lhs, HeroPtr rhs)
  284. {
  285. return lhs->movement > rhs->movement;
  286. }
  287. ui64 evaluateDanger(const CGObjectInstance *obj);
  288. ui64 evaluateDanger(crint3 tile)
  289. {
  290. const TerrainTile *t = cb->getTile(tile, false);
  291. if(!t) //we can know about guard but can't check its tile (the edge of fow)
  292. return 190000000; //MUCH
  293. ui64 objectDanger = 0, guardDanger = 0;
  294. auto visObjs = cb->getVisitableObjs(tile);
  295. if(visObjs.size())
  296. objectDanger = evaluateDanger(visObjs.back());
  297. int3 guardPos = cb->guardingCreaturePosition(tile);
  298. if(guardPos.x >= 0 && guardPos != tile)
  299. guardDanger = evaluateDanger(guardPos);
  300. //TODO mozna odwiedzic blockvis nie ruszajac straznika
  301. return std::max(objectDanger, guardDanger);
  302. return 0;
  303. }
  304. ui64 evaluateDanger(crint3 tile, const CGHeroInstance *visitor)
  305. {
  306. const TerrainTile *t = cb->getTile(tile, false);
  307. if(!t) //we can know about guard but can't check its tile (the edge of fow)
  308. return 190000000; //MUCH
  309. ui64 objectDanger = 0, guardDanger = 0;
  310. auto visitableObjects = cb->getVisitableObjs(tile);
  311. // in some scenarios hero happens to be "under" the object (eg town). Then we consider ONLY the hero.
  312. if(vstd::contains_if(visitableObjects, objWithID<Obj::HERO>))
  313. erase_if(visitableObjects, ! boost::bind(objWithID<Obj::HERO>, _1));
  314. if(const CGObjectInstance * dangerousObject = backOrNull(visitableObjects))
  315. {
  316. objectDanger = evaluateDanger(dangerousObject); //unguarded objects can also be dangerous or unhandled
  317. if (objectDanger)
  318. {
  319. //TODO: don't downcast objects AI shouldnt know about!
  320. auto armedObj = dynamic_cast<const CArmedInstance*>(dangerousObject);
  321. if(armedObj)
  322. objectDanger *= fh->getTacticalAdvantage(visitor, armedObj); //this line tends to go infinite for allied towns (?)
  323. }
  324. }
  325. auto guards = cb->getGuardingCreatures(tile);
  326. BOOST_FOREACH (auto cre, guards)
  327. {
  328. amax (guardDanger, evaluateDanger(cre) * fh->getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance*>(cre))); //we are interested in strongest monster around
  329. }
  330. //TODO mozna odwiedzic blockvis nie ruszajac straznika
  331. return std::max(objectDanger, guardDanger);
  332. }
  333. ui64 evaluateDanger(const CGObjectInstance *obj)
  334. {
  335. if(obj->tempOwner < PlayerColor::PLAYER_LIMIT && cb->getPlayerRelations(obj->tempOwner, ai->playerID) != PlayerRelations::ENEMIES) //owned or allied objects don't pose any threat
  336. return 0;
  337. switch(obj->ID)
  338. {
  339. case Obj::HERO:
  340. {
  341. InfoAboutHero iah;
  342. cb->getHeroInfo(obj, iah);
  343. return iah.army.getStrength();
  344. }
  345. case Obj::TOWN:
  346. case Obj::GARRISON: case Obj::GARRISON2: //garrison
  347. {
  348. InfoAboutTown iat;
  349. cb->getTownInfo(obj, iat);
  350. return iat.army.getStrength();
  351. }
  352. case Obj::MONSTER:
  353. {
  354. //TODO!!!!!!!!
  355. const CGCreature *cre = dynamic_cast<const CGCreature*>(obj);
  356. return cre->getArmyStrength();
  357. }
  358. case Obj::CREATURE_GENERATOR1:
  359. {
  360. const CGDwelling *d = dynamic_cast<const CGDwelling*>(obj);
  361. return d->getArmyStrength();
  362. }
  363. case Obj::MINE:
  364. case Obj::ABANDONED_MINE:
  365. {
  366. const CArmedInstance * a = dynamic_cast<const CArmedInstance*>(obj);
  367. return a->getArmyStrength();
  368. }
  369. case Obj::CRYPT: //crypt
  370. case Obj::CREATURE_BANK: //crebank
  371. case Obj::DRAGON_UTOPIA:
  372. case Obj::SHIPWRECK: //shipwreck
  373. case Obj::DERELICT_SHIP: //derelict ship
  374. // case Obj::PYRAMID:
  375. return fh->estimateBankDanger (VLC->objh->bankObjToIndex(obj));
  376. case Obj::PYRAMID:
  377. {
  378. if(obj->subID == 0)
  379. return fh->estimateBankDanger (VLC->objh->bankObjToIndex(obj));
  380. else
  381. return 0;
  382. }
  383. default:
  384. return 0;
  385. }
  386. }
  387. bool compareDanger(const CGObjectInstance *lhs, const CGObjectInstance *rhs)
  388. {
  389. return evaluateDanger(lhs) < evaluateDanger(rhs);
  390. }
  391. VCAI::VCAI(void)
  392. {
  393. LOG_ENTRY;
  394. myCb = NULL;
  395. makingTurn = NULL;
  396. }
  397. VCAI::~VCAI(void)
  398. {
  399. LOG_ENTRY;
  400. }
  401. void VCAI::availableCreaturesChanged(const CGDwelling *town)
  402. {
  403. NET_EVENT_HANDLER;
  404. LOG_ENTRY;
  405. }
  406. void VCAI::heroMoved(const TryMoveHero & details)
  407. {
  408. NET_EVENT_HANDLER;
  409. LOG_ENTRY;
  410. if(details.result == TryMoveHero::TELEPORTATION)
  411. {
  412. const int3 from = CGHeroInstance::convertPosition(details.start, false),
  413. to = CGHeroInstance::convertPosition(details.end, false);
  414. const CGObjectInstance *o1 = frontOrNull(cb->getVisitableObjs(from)),
  415. *o2 = frontOrNull(cb->getVisitableObjs(to));
  416. if(o1 && o2 && o1->ID == Obj::SUBTERRANEAN_GATE && o2->ID == Obj::SUBTERRANEAN_GATE)
  417. {
  418. knownSubterraneanGates[o1] = o2;
  419. knownSubterraneanGates[o2] = o1;
  420. BNLOG("Found a pair of subterranean gates between %s and %s!", from % to);
  421. }
  422. }
  423. }
  424. void VCAI::stackChagedCount(const StackLocation &location, const TQuantity &change, bool isAbsolute)
  425. {
  426. NET_EVENT_HANDLER;
  427. LOG_ENTRY;
  428. }
  429. void VCAI::heroInGarrisonChange(const CGTownInstance *town)
  430. {
  431. NET_EVENT_HANDLER;
  432. LOG_ENTRY;
  433. }
  434. void VCAI::centerView(int3 pos, int focusTime)
  435. {
  436. NET_EVENT_HANDLER;
  437. LOG_ENTRY;
  438. }
  439. void VCAI::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  440. {
  441. NET_EVENT_HANDLER;
  442. LOG_ENTRY;
  443. }
  444. void VCAI::artifactAssembled(const ArtifactLocation &al)
  445. {
  446. NET_EVENT_HANDLER;
  447. LOG_ENTRY;
  448. }
  449. void VCAI::showTavernWindow(const CGObjectInstance *townOrTavern)
  450. {
  451. NET_EVENT_HANDLER;
  452. LOG_ENTRY;
  453. }
  454. void VCAI::showThievesGuildWindow (const CGObjectInstance * obj)
  455. {
  456. NET_EVENT_HANDLER;
  457. LOG_ENTRY;
  458. }
  459. void VCAI::playerBlocked(int reason)
  460. {
  461. NET_EVENT_HANDLER;
  462. LOG_ENTRY;
  463. if (reason == PlayerBlocked::UPCOMING_BATTLE)
  464. status.setBattle(UPCOMING_BATTLE);
  465. }
  466. void VCAI::showPuzzleMap()
  467. {
  468. NET_EVENT_HANDLER;
  469. LOG_ENTRY;
  470. }
  471. void VCAI::showShipyardDialog(const IShipyard *obj)
  472. {
  473. NET_EVENT_HANDLER;
  474. LOG_ENTRY;
  475. }
  476. void VCAI::gameOver(PlayerColor player, bool victory)
  477. {
  478. NET_EVENT_HANDLER;
  479. LOG_ENTRY;
  480. BNLOG("Player %d: I heard that player %d %s.", playerID % player.getNum() % (victory ? "won" : "lost"));
  481. if(player == playerID)
  482. {
  483. if(victory)
  484. {
  485. tlog0 << "VCAI: I won! Incredible!\n";
  486. tlog0 << "Turn nr " << myCb->getDate() << std::endl;
  487. }
  488. else
  489. {
  490. tlog0 << "VCAI: Player " << player << " lost. It's me. What a disappointment! :(\n";
  491. }
  492. // //let's make Impossible difficulty finally standing to its name :>
  493. // if(myCb->getStartInfo()->difficulty == 4 && !victory)
  494. // {
  495. // //play dirty: crash the whole engine to avoid lose
  496. // //that way AI is unbeatable!
  497. // *(int*)NULL = 666;
  498. // }
  499. // TODO - at least write some insults on stdout
  500. finish();
  501. }
  502. }
  503. void VCAI::artifactPut(const ArtifactLocation &al)
  504. {
  505. NET_EVENT_HANDLER;
  506. LOG_ENTRY;
  507. }
  508. void VCAI::artifactRemoved(const ArtifactLocation &al)
  509. {
  510. NET_EVENT_HANDLER;
  511. LOG_ENTRY;
  512. }
  513. void VCAI::stacksErased(const StackLocation &location)
  514. {
  515. NET_EVENT_HANDLER;
  516. LOG_ENTRY;
  517. }
  518. void VCAI::artifactDisassembled(const ArtifactLocation &al)
  519. {
  520. NET_EVENT_HANDLER;
  521. LOG_ENTRY;
  522. }
  523. void VCAI::heroVisit(const CGHeroInstance *visitor, const CGObjectInstance *visitedObj, bool start)
  524. {
  525. NET_EVENT_HANDLER;
  526. LOG_ENTRY;
  527. if (start)
  528. {
  529. visitedObject = const_cast<CGObjectInstance *>(visitedObj); // remember the object and wait for return
  530. markObjectVisited (visitedObj);
  531. remove_if_present(reservedObjs, visitedObj); //unreserve objects
  532. remove_if_present(reservedHeroesMap[visitor], visitedObj);
  533. completeGoal (CGoal(GET_OBJ).sethero(visitor)); //we don't need to visit in anymore
  534. }
  535. }
  536. void VCAI::availableArtifactsChanged(const CGBlackMarket *bm /*= NULL*/)
  537. {
  538. NET_EVENT_HANDLER;
  539. LOG_ENTRY;
  540. }
  541. void VCAI::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  542. {
  543. NET_EVENT_HANDLER;
  544. LOG_ENTRY;
  545. //buildArmyIn(town);
  546. //moveCreaturesToHero(town);
  547. }
  548. void VCAI::tileHidden(const boost::unordered_set<int3, ShashInt3> &pos)
  549. {
  550. NET_EVENT_HANDLER;
  551. LOG_ENTRY;
  552. // BOOST_FOREACH(int3 tile, pos)
  553. // BOOST_FOREACH(const CGObjectInstance *obj, cb->getVisitableObjs(tile))
  554. // remove_if_present(visitableObjs, obj);
  555. visitableObjs.erase(boost::remove_if(visitableObjs, [&](const CGObjectInstance *obj){return !myCb->getObj(obj->id);}), visitableObjs.end());
  556. }
  557. void VCAI::tileRevealed(const boost::unordered_set<int3, ShashInt3> &pos)
  558. {
  559. NET_EVENT_HANDLER;
  560. LOG_ENTRY;
  561. BOOST_FOREACH(int3 tile, pos)
  562. BOOST_FOREACH(const CGObjectInstance *obj, myCb->getVisitableObjs(tile))
  563. addVisitableObj(obj);
  564. }
  565. void VCAI::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2)
  566. {
  567. NET_EVENT_HANDLER;
  568. LOG_ENTRY;
  569. auto firstHero = cb->getHero(hero1);
  570. auto secondHero = cb->getHero(hero2);
  571. requestActionASAP([=]()
  572. {
  573. if (firstHero->getHeroStrength() > secondHero->getHeroStrength() && canGetArmy (firstHero, secondHero))
  574. pickBestCreatures (firstHero, secondHero);
  575. else if (canGetArmy (secondHero, firstHero))
  576. pickBestCreatures (secondHero, firstHero);
  577. completeGoal(CGoal(VISIT_HERO).sethero(firstHero)); //TODO: what if we were visited by other hero in the meantime?
  578. completeGoal(CGoal(VISIT_HERO).sethero(secondHero));
  579. //TODO: exchange artifacts
  580. });
  581. }
  582. void VCAI::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
  583. {
  584. NET_EVENT_HANDLER;
  585. LOG_ENTRY;
  586. }
  587. void VCAI::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
  588. {
  589. NET_EVENT_HANDLER;
  590. LOG_ENTRY;
  591. }
  592. void VCAI::heroMovePointsChanged(const CGHeroInstance * hero)
  593. {
  594. NET_EVENT_HANDLER;
  595. LOG_ENTRY;
  596. }
  597. void VCAI::stackChangedType(const StackLocation &location, const CCreature &newType)
  598. {
  599. NET_EVENT_HANDLER;
  600. LOG_ENTRY;
  601. }
  602. void VCAI::stacksRebalanced(const StackLocation &src, const StackLocation &dst, TQuantity count)
  603. {
  604. NET_EVENT_HANDLER;
  605. LOG_ENTRY;
  606. }
  607. void VCAI::newObject(const CGObjectInstance * obj)
  608. {
  609. NET_EVENT_HANDLER;
  610. LOG_ENTRY;
  611. if(obj->isVisitable())
  612. addVisitableObj(obj);
  613. }
  614. void VCAI::objectRemoved(const CGObjectInstance *obj)
  615. {
  616. NET_EVENT_HANDLER;
  617. LOG_ENTRY;
  618. if(remove_if_present(visitableObjs, obj))
  619. assert(obj->isVisitable());
  620. BOOST_FOREACH(auto &p, reservedHeroesMap)
  621. remove_if_present(p.second, obj);
  622. //TODO
  623. //there are other places where CGObjectinstance ptrs are stored...
  624. //
  625. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  626. {
  627. lostHero(cb->getHero(obj->id)); //we can promote, since objectRemoved is killed just before actual deletion
  628. }
  629. }
  630. void VCAI::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  631. {
  632. NET_EVENT_HANDLER;
  633. LOG_ENTRY;
  634. requestActionASAP([=]()
  635. {
  636. makePossibleUpgrades(visitor);
  637. });
  638. }
  639. void VCAI::playerBonusChanged(const Bonus &bonus, bool gain)
  640. {
  641. NET_EVENT_HANDLER;
  642. LOG_ENTRY;
  643. }
  644. void VCAI::newStackInserted(const StackLocation &location, const CStackInstance &stack)
  645. {
  646. NET_EVENT_HANDLER;
  647. LOG_ENTRY;
  648. }
  649. void VCAI::heroCreated(const CGHeroInstance*)
  650. {
  651. NET_EVENT_HANDLER;
  652. LOG_ENTRY;
  653. }
  654. void VCAI::advmapSpellCast(const CGHeroInstance * caster, int spellID)
  655. {
  656. NET_EVENT_HANDLER;
  657. LOG_ENTRY;
  658. }
  659. void VCAI::showInfoDialog(const std::string &text, const std::vector<Component*> &components, int soundID)
  660. {
  661. NET_EVENT_HANDLER;
  662. LOG_ENTRY;
  663. }
  664. void VCAI::requestRealized(PackageApplied *pa)
  665. {
  666. NET_EVENT_HANDLER;
  667. LOG_ENTRY;
  668. if(status.haveTurn())
  669. {
  670. if(pa->packType == typeList.getTypeID<EndTurn>())
  671. if(pa->result)
  672. status.madeTurn();
  673. }
  674. if(pa->packType == typeList.getTypeID<QueryReply>())
  675. {
  676. status.receivedAnswerConfirmation(pa->requestID, pa->result);
  677. }
  678. }
  679. void VCAI::receivedResource(int type, int val)
  680. {
  681. NET_EVENT_HANDLER;
  682. LOG_ENTRY;
  683. }
  684. void VCAI::stacksSwapped(const StackLocation &loc1, const StackLocation &loc2)
  685. {
  686. NET_EVENT_HANDLER;
  687. LOG_ENTRY;
  688. }
  689. void VCAI::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
  690. {
  691. NET_EVENT_HANDLER;
  692. LOG_ENTRY;
  693. }
  694. void VCAI::heroManaPointsChanged(const CGHeroInstance * hero)
  695. {
  696. NET_EVENT_HANDLER;
  697. LOG_ENTRY;
  698. }
  699. void VCAI::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  700. {
  701. NET_EVENT_HANDLER;
  702. LOG_ENTRY;
  703. }
  704. void VCAI::battleResultsApplied()
  705. {
  706. NET_EVENT_HANDLER;
  707. LOG_ENTRY;
  708. assert(status.getBattle() == ENDING_BATTLE);
  709. status.setBattle(NO_BATTLE);
  710. }
  711. void VCAI::objectPropertyChanged(const SetObjectProperty * sop)
  712. {
  713. NET_EVENT_HANDLER;
  714. LOG_ENTRY;
  715. if(sop->what == ObjProperty::OWNER)
  716. {
  717. if(sop->val == playerID.getNum())
  718. remove_if_present(visitableObjs, myCb->getObj(sop->id));
  719. //TODO restore lost obj
  720. }
  721. }
  722. void VCAI::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what)
  723. {
  724. NET_EVENT_HANDLER;
  725. LOG_ENTRY;
  726. }
  727. void VCAI::heroBonusChanged(const CGHeroInstance *hero, const Bonus &bonus, bool gain)
  728. {
  729. NET_EVENT_HANDLER;
  730. LOG_ENTRY;
  731. }
  732. void VCAI::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
  733. {
  734. NET_EVENT_HANDLER;
  735. LOG_ENTRY;
  736. }
  737. void VCAI::init(CCallback * CB)
  738. {
  739. myCb = CB;
  740. cbc = CB;
  741. NET_EVENT_HANDLER;
  742. LOG_ENTRY;
  743. playerID = *myCb->getMyColor();
  744. myCb->waitTillRealize = true;
  745. myCb->unlockGsWhenWaiting = true;
  746. if(!fh)
  747. fh = new FuzzyHelper();
  748. retreiveVisitableObjs(visitableObjs);
  749. }
  750. void VCAI::yourTurn()
  751. {
  752. NET_EVENT_HANDLER;
  753. LOG_ENTRY;
  754. status.startedTurn();
  755. makingTurn = new boost::thread(&VCAI::makeTurn, this);
  756. }
  757. void VCAI::heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill> &skills, int queryID)
  758. {
  759. NET_EVENT_HANDLER;
  760. LOG_ENTRY;
  761. status.addQuery(queryID, boost::str(boost::format("Hero %s got level %d") % hero->name % hero->level));
  762. requestActionASAP([=]{ answerQuery(queryID, 0); });
  763. }
  764. void VCAI::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, int queryID)
  765. {
  766. NET_EVENT_HANDLER;
  767. LOG_ENTRY;
  768. status.addQuery(queryID, boost::str(boost::format("Commander %s of %s got level %d") % commander->name % commander->armyObj->nodeName() % (int)commander->level));
  769. requestActionASAP([=]{ answerQuery(queryID, 0); });
  770. }
  771. void VCAI::showBlockingDialog(const std::string &text, const std::vector<Component> &components, ui32 askID, const int soundID, bool selection, bool cancel)
  772. {
  773. NET_EVENT_HANDLER;
  774. LOG_ENTRY;
  775. int sel = 0;
  776. status.addQuery(askID, boost::str(boost::format("Blocking dialog query with %d components - %s")
  777. % components.size() % text));
  778. if(selection) //select from multiple components -> take the last one (they're indexed [1-size])
  779. sel = components.size();
  780. if(!selection && cancel) //yes&no -> always answer yes, we are a brave AI :)
  781. sel = 1;
  782. requestActionASAP([=]()
  783. {
  784. answerQuery(askID, sel);
  785. });
  786. }
  787. void VCAI::showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, int queryID)
  788. {
  789. NET_EVENT_HANDLER;
  790. LOG_ENTRY;
  791. std::string s1 = up ? up->nodeName() : "NONE";
  792. std::string s2 = down ? down->nodeName() : "NONE";
  793. status.addQuery(queryID, boost::str(boost::format("Garrison dialog with %s and %s") % s1 % s2));
  794. //you can't request action from action-response thread
  795. requestActionASAP([=]()
  796. {
  797. pickBestCreatures (down, up);
  798. answerQuery(queryID, 0);
  799. });
  800. }
  801. void VCAI::serialize(COSer<CSaveFile> &h, const int version)
  802. {
  803. NET_EVENT_HANDLER;
  804. LOG_ENTRY;
  805. }
  806. void VCAI::serialize(CISer<CLoadFile> &h, const int version)
  807. {
  808. NET_EVENT_HANDLER;
  809. LOG_ENTRY;
  810. }
  811. void makePossibleUpgrades(const CArmedInstance *obj)
  812. {
  813. if(!obj)
  814. return;
  815. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  816. {
  817. if(const CStackInstance *s = obj->getStackPtr(SlotID(i)))
  818. {
  819. UpgradeInfo ui;
  820. cb->getUpgradeInfo(obj, SlotID(i), ui);
  821. if(ui.oldID >= 0 && cb->getResourceAmount().canAfford(ui.cost[0] * s->count))
  822. {
  823. cb->upgradeCreature(obj, SlotID(i), ui.newID[0]);
  824. }
  825. }
  826. }
  827. }
  828. void VCAI::makeTurn()
  829. {
  830. MAKING_TURN;
  831. boost::shared_lock<boost::shared_mutex> gsLock(cb->getGsMutex());
  832. setThreadName("VCAI::makeTurn");
  833. BNLOG("Player %d starting turn", playerID);
  834. INDENT;
  835. switch(cb->getDate(Date::DAY_OF_WEEK))
  836. {
  837. case 1:
  838. {
  839. townVisitsThisWeek.clear();
  840. std::vector<const CGObjectInstance *> objs;
  841. retreiveVisitableObjs(objs, true);
  842. BOOST_FOREACH(const CGObjectInstance *obj, objs)
  843. {
  844. if (isWeeklyRevisitable(obj))
  845. {
  846. if (!vstd::contains(visitableObjs, obj))
  847. visitableObjs.push_back(obj);
  848. auto o = std::find (alreadyVisited.begin(), alreadyVisited.end(), obj);
  849. if (o != alreadyVisited.end())
  850. alreadyVisited.erase(o);
  851. }
  852. }
  853. }
  854. break;
  855. case 7: //reconsider strategy
  856. {
  857. if(auto h = primaryHero()) //check if our primary hero can handle danger
  858. {
  859. ui64 totalDanger = 0;
  860. int dangerousObjects = 0;
  861. std::vector<const CGObjectInstance *> objs;
  862. retreiveVisitableObjs(objs, false);
  863. BOOST_FOREACH (auto obj, objs)
  864. {
  865. if (evaluateDanger(obj)) //potentilaly dnagerous
  866. {
  867. totalDanger += evaluateDanger(obj->visitablePos(), *h);
  868. ++dangerousObjects;
  869. }
  870. }
  871. ui64 averageDanger = totalDanger / std::max(dangerousObjects, 1);
  872. if (dangerousObjects && averageDanger > h->getHeroStrength())
  873. {
  874. setGoal (h, CGoal(GATHER_ARMY).sethero(h).setvalue(averageDanger * SAFE_ATTACK_CONSTANT).setisAbstract(true));
  875. }
  876. }
  877. }
  878. break;
  879. }
  880. if(cb->getSelectedHero())
  881. cb->recalculatePaths();
  882. makeTurnInternal();
  883. vstd::clear_pointer(makingTurn);
  884. return;
  885. }
  886. void VCAI::makeTurnInternal()
  887. {
  888. saving = 0;
  889. //it looks messy here, but it's better to have armed heroes before attempting realizing goals
  890. BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
  891. moveCreaturesToHero(t);
  892. try
  893. {
  894. //Pick objects reserved in previous turn - we expect only nerby objects there
  895. auto reservedHeroesCopy = reservedHeroesMap; //work on copy => the map may be changed while iterating (eg because hero died when attempting a goal)
  896. BOOST_FOREACH (auto hero, reservedHeroesCopy)
  897. {
  898. cb->setSelection(hero.first.get());
  899. boost::sort (hero.second, isCloser);
  900. BOOST_FOREACH (auto obj, hero.second)
  901. {
  902. striveToGoal (CGoal(VISIT_TILE).sethero(hero.first).settile(obj->visitablePos()));
  903. }
  904. }
  905. //now try to win
  906. striveToGoal(CGoal(WIN));
  907. //finally, continue our abstract long-term goals
  908. //heroes tend to die in the process and loose their goals, unsafe to iterate it
  909. std::vector<std::pair<HeroPtr, CGoal> > safeCopy;
  910. boost::copy(lockedHeroes, std::back_inserter(safeCopy));
  911. typedef std::pair<HeroPtr, CGoal> TItrType;
  912. auto lockedHeroesSorter = [](TItrType h1, TItrType h2) -> bool
  913. {
  914. return compareMovement (h1.first, h2.first);
  915. };
  916. boost::sort(safeCopy, lockedHeroesSorter);
  917. while (safeCopy.size()) //continue our goals
  918. {
  919. auto it = safeCopy.begin();
  920. if (it->first && it->first->tempOwner == playerID && vstd::contains(lockedHeroes, it->first)) //make sure hero still has his goal
  921. {
  922. cb->setSelection(*it->first);
  923. striveToGoal (it->second);
  924. }
  925. safeCopy.erase(it);
  926. }
  927. auto quests = myCb->getMyQuests();
  928. BOOST_FOREACH (auto quest, quests)
  929. {
  930. striveToQuest (quest);
  931. }
  932. striveToGoal(CGoal(BUILD)); //TODO: smarter building management
  933. }
  934. catch(boost::thread_interrupted &e)
  935. {
  936. tlog0 << "Making turn thread has been interrupted. We'll end without calling endTurn.\n";
  937. return;
  938. }
  939. catch(std::exception &e)
  940. {
  941. tlog0 << "Making turn thread has caught an exception: " << e.what() << "\n";
  942. }
  943. endTurn();
  944. }
  945. bool VCAI::goVisitObj(const CGObjectInstance * obj, HeroPtr h)
  946. {
  947. int3 dst = obj->visitablePos();
  948. BNLOG("%s will try to visit %s at (%s)", h->name % obj->getHoverText() % strFromInt3(dst));
  949. return moveHeroToTile(dst, h);
  950. }
  951. void VCAI::performObjectInteraction(const CGObjectInstance * obj, HeroPtr h)
  952. {
  953. switch (obj->ID)
  954. {
  955. case Obj::CREATURE_GENERATOR1:
  956. recruitCreatures (dynamic_cast<const CGDwelling *>(obj));
  957. checkHeroArmy (h);
  958. break;
  959. case Obj::TOWN:
  960. moveCreaturesToHero (dynamic_cast<const CGTownInstance *>(obj));
  961. if (h->visitedTown) //we are inside, not just attacking
  962. {
  963. townVisitsThisWeek[h].push_back(h->visitedTown);
  964. if (!h->hasSpellbook() && cb->getResourceAmount(Res::GOLD) >= GameConstants::SPELLBOOK_GOLD_COST + saving[Res::GOLD] &&
  965. h->visitedTown->hasBuilt (BuildingID::MAGES_GUILD_1))
  966. cb->buyArtifact(h.get(), ArtifactID::SPELLBOOK);
  967. }
  968. break;
  969. }
  970. }
  971. void VCAI::moveCreaturesToHero(const CGTownInstance * t)
  972. {
  973. if(t->visitingHero && t->armedGarrison())
  974. {
  975. pickBestCreatures (t->visitingHero, t);
  976. }
  977. }
  978. bool VCAI::canGetArmy (const CGHeroInstance * army, const CGHeroInstance * source)
  979. { //TODO: merge with pickBestCreatures
  980. const CArmedInstance *armies[] = {army, source};
  981. int armySize = 0;
  982. //we calculate total strength for each creature type available in armies
  983. std::map<const CCreature*, int> creToPower;
  984. BOOST_FOREACH(auto armyPtr, armies)
  985. BOOST_FOREACH(auto &i, armyPtr->Slots())
  986. {
  987. ++armySize;//TODO: allow splitting stacks?
  988. creToPower[i.second->type] += i.second->getPower();
  989. }
  990. //TODO - consider more than just power (ie morale penalty, hero specialty in certain stacks, etc)
  991. armySize = std::min ((source->needsLastStack() ? armySize - 1 : armySize), GameConstants::ARMY_SIZE); //can't move away last stack
  992. std::vector<const CCreature *> bestArmy; //types that'll be in final dst army
  993. for (int i = 0; i < armySize; i++) //pick the creatures from which we can get most power, as many as dest can fit
  994. {
  995. typedef const std::pair<const CCreature*, int> &CrePowerPair;
  996. auto creIt = boost::max_element(creToPower, [](CrePowerPair lhs, CrePowerPair rhs)
  997. {
  998. return lhs.second < rhs.second;
  999. });
  1000. bestArmy.push_back(creIt->first);
  1001. creToPower.erase(creIt);
  1002. if(creToPower.empty())
  1003. break;
  1004. }
  1005. //foreach best type -> iterate over slots in both armies and if it's the appropriate type, send it to the slot where it belongs
  1006. for (int i = 0; i < bestArmy.size(); i++) //i-th strongest creature type will go to i-th slot
  1007. {
  1008. BOOST_FOREACH(auto armyPtr, armies)
  1009. for (int j = 0; j < GameConstants::ARMY_SIZE; j++)
  1010. {
  1011. if(armyPtr->getCreature(SlotID(j)) == bestArmy[i] && (i != j || armyPtr != army)) //it's a searched creature not in dst slot
  1012. if (!(armyPtr->needsLastStack() && armyPtr->Slots().size() == 1 && armyPtr != army)) //can't take away last creature
  1013. return true; //at least one exchange will be performed
  1014. }
  1015. }
  1016. return false;
  1017. }
  1018. void VCAI::pickBestCreatures(const CArmedInstance * army, const CArmedInstance * source)
  1019. {
  1020. //TODO - what if source is a hero (the last stack problem) -> it'd good to create a single stack of weakest cre
  1021. const CArmedInstance *armies[] = {army, source};
  1022. int armySize = 0;
  1023. //we calculate total strength for each creature type available in armies
  1024. std::map<const CCreature*, int> creToPower;
  1025. BOOST_FOREACH(auto armyPtr, armies)
  1026. BOOST_FOREACH(auto &i, armyPtr->Slots())
  1027. {
  1028. ++armySize;//TODO: allow splitting stacks?
  1029. creToPower[i.second->type] += i.second->getPower();
  1030. }
  1031. //TODO - consider more than just power (ie morale penalty, hero specialty in certain stacks, etc)
  1032. armySize = std::min ((source->needsLastStack() ? armySize - 1 : armySize), GameConstants::ARMY_SIZE); //can't move away last stack
  1033. std::vector<const CCreature *> bestArmy; //types that'll be in final dst army
  1034. for (int i = 0; i < armySize; i++) //pick the creatures from which we can get most power, as many as dest can fit
  1035. {
  1036. typedef const std::pair<const CCreature*, int> &CrePowerPair;
  1037. auto creIt = boost::max_element(creToPower, [](CrePowerPair lhs, CrePowerPair rhs)
  1038. {
  1039. return lhs.second < rhs.second;
  1040. });
  1041. bestArmy.push_back(creIt->first);
  1042. creToPower.erase(creIt);
  1043. if(creToPower.empty())
  1044. break;
  1045. }
  1046. //foreach best type -> iterate over slots in both armies and if it's the appropriate type, send it to the slot where it belongs
  1047. for (int i = 0; i < bestArmy.size(); i++) //i-th strongest creature type will go to i-th slot
  1048. {
  1049. BOOST_FOREACH(auto armyPtr, armies)
  1050. for (int j = 0; j < GameConstants::ARMY_SIZE; j++)
  1051. {
  1052. if(armyPtr->getCreature(SlotID(j)) == bestArmy[i] && (i != j || armyPtr != army)) //it's a searched creature not in dst slot
  1053. if (!(armyPtr->needsLastStack() && armyPtr->Slots().size() == 1 && armyPtr != army))
  1054. cb->mergeOrSwapStacks(armyPtr, army, SlotID(j), SlotID(i));
  1055. }
  1056. }
  1057. //TODO - having now strongest possible army, we may want to think about arranging stacks
  1058. auto hero = dynamic_cast<const CGHeroInstance *>(army);
  1059. if (hero)
  1060. {
  1061. checkHeroArmy (hero);
  1062. }
  1063. }
  1064. void VCAI::recruitCreatures(const CGDwelling * d)
  1065. {
  1066. for(int i = 0; i < d->creatures.size(); i++)
  1067. {
  1068. if(!d->creatures[i].second.size())
  1069. continue;
  1070. int count = d->creatures[i].first;
  1071. CreatureID creID = d->creatures[i].second.back();
  1072. // const CCreature *c = VLC->creh->creatures[creID];
  1073. // if(containsSavedRes(c->cost))
  1074. // continue;
  1075. TResources myRes = cb->getResourceAmount();
  1076. myRes[Res::GOLD] -= GOLD_RESERVE;
  1077. amin(count, myRes / VLC->creh->creatures[creID]->cost);
  1078. if(count > 0)
  1079. cb->recruitCreatures(d, creID, count, i);
  1080. }
  1081. }
  1082. bool VCAI::tryBuildStructure(const CGTownInstance * t, BuildingID building, unsigned int maxDays)
  1083. {
  1084. if (!vstd::contains(t->town->buildings, building))
  1085. return false; // no such building in town
  1086. if (t->hasBuilt(building)) //Already built? Shouldn't happen in general
  1087. return true;
  1088. std::set<BuildingID> toBuild = cb->getBuildingRequiments(t, building);
  1089. //erase all already built buildings
  1090. for (auto buildIter = toBuild.begin(); buildIter != toBuild.end();)
  1091. {
  1092. if (t->hasBuilt(*buildIter))
  1093. toBuild.erase(buildIter++);
  1094. else
  1095. buildIter++;
  1096. }
  1097. toBuild.insert(building);
  1098. BOOST_FOREACH(BuildingID buildID, toBuild)
  1099. {
  1100. EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID);
  1101. if (canBuild == EBuildingState::HAVE_CAPITAL
  1102. || canBuild == EBuildingState::FORBIDDEN
  1103. || canBuild == EBuildingState::NO_WATER)
  1104. return false; //we won't be able to build this
  1105. }
  1106. if (maxDays && toBuild.size() > maxDays)
  1107. return false;
  1108. TResources currentRes = cb->getResourceAmount();
  1109. TResources income = estimateIncome();
  1110. //TODO: calculate if we have enough resources to build it in maxDays
  1111. BOOST_FOREACH(const auto & buildID, toBuild)
  1112. {
  1113. const CBuilding *b = t->town->buildings[buildID];
  1114. EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID);
  1115. if(canBuild == EBuildingState::ALLOWED)
  1116. {
  1117. if(!containsSavedRes(b->resources))
  1118. {
  1119. BNLOG("Player %d will build %s in town of %s at %s", playerID % b->Name() % t->name % t->pos);
  1120. cb->buildBuilding(t, buildID);
  1121. return true;
  1122. }
  1123. continue;
  1124. }
  1125. else if(canBuild == EBuildingState::NO_RESOURCES)
  1126. {
  1127. TResources cost = t->town->buildings[buildID]->resources;
  1128. for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
  1129. {
  1130. int diff = currentRes[i] - cost[i] + income[i];
  1131. if(diff < 0)
  1132. saving[i] = 1;
  1133. }
  1134. continue;
  1135. }
  1136. }
  1137. return false;
  1138. }
  1139. bool VCAI::tryBuildAnyStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays)
  1140. {
  1141. BOOST_FOREACH(const auto & building, buildList)
  1142. {
  1143. if(t->hasBuilt(building))
  1144. continue;
  1145. if (tryBuildStructure(t, building, maxDays))
  1146. return true;
  1147. }
  1148. return false; //Can't build anything
  1149. }
  1150. bool VCAI::tryBuildNextStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays)
  1151. {
  1152. BOOST_FOREACH(const auto & building, buildList)
  1153. {
  1154. if(t->hasBuilt(building))
  1155. continue;
  1156. return tryBuildStructure(t, building, maxDays);
  1157. }
  1158. return false;//Nothing to build
  1159. }
  1160. void VCAI::buildStructure(const CGTownInstance * t)
  1161. {
  1162. //TODO make *real* town development system
  1163. //TODO: faction-specific development: use special buildings, build dwellings in better order, etc
  1164. //TODO: build resource silo, defences when needed
  1165. //Possible - allow "locking" on specific building (build prerequisites and then building itself)
  1166. //Set of buildings for different goals. Does not include any prerequisites.
  1167. const BuildingID essential[] = {BuildingID::TAVERN, BuildingID::TOWN_HALL};
  1168. const BuildingID goldSource[] = {BuildingID::TOWN_HALL, BuildingID::CITY_HALL, BuildingID::CAPITOL};
  1169. const BuildingID unitsSource[] = { BuildingID::DWELL_LVL_1, BuildingID::DWELL_LVL_2, BuildingID::DWELL_LVL_3,
  1170. BuildingID::DWELL_LVL_4, BuildingID::DWELL_LVL_5, BuildingID::DWELL_LVL_6, BuildingID::DWELL_LVL_7};
  1171. const BuildingID unitsUpgrade[] = { BuildingID::DWELL_LVL_1_UP, BuildingID::DWELL_LVL_2_UP, BuildingID::DWELL_LVL_3_UP,
  1172. BuildingID::DWELL_LVL_4_UP, BuildingID::DWELL_LVL_5_UP, BuildingID::DWELL_LVL_6_UP, BuildingID::DWELL_LVL_7_UP};
  1173. const BuildingID unitGrowth[] = { BuildingID::FORT, BuildingID::CITADEL, BuildingID::CASTLE, BuildingID::HORDE_1,
  1174. BuildingID::HORDE_1_UPGR, BuildingID::HORDE_2, BuildingID::HORDE_2_UPGR};
  1175. const BuildingID spells[] = {BuildingID::MAGES_GUILD_1, BuildingID::MAGES_GUILD_2, BuildingID::MAGES_GUILD_3,
  1176. BuildingID::MAGES_GUILD_4, BuildingID::MAGES_GUILD_5};
  1177. const BuildingID extra[] = {BuildingID::RESOURCE_SILO, BuildingID::SPECIAL_1, BuildingID::SPECIAL_2, BuildingID::SPECIAL_3,
  1178. BuildingID::SPECIAL_4, BuildingID::SHIPYARD}; // all remaining buildings
  1179. TResources currentRes = cb->getResourceAmount();
  1180. TResources income = estimateIncome();
  1181. if (tryBuildAnyStructure(t, std::vector<BuildingID>(essential, essential + ARRAY_COUNT(essential))))
  1182. return;
  1183. //we're running out of gold - try to build something gold-producing. Multiplier can be tweaked, 6 is minimum due to buildings costs
  1184. if (currentRes[Res::GOLD] < income[Res::GOLD] * 6)
  1185. if (tryBuildNextStructure(t, std::vector<BuildingID>(goldSource, goldSource + ARRAY_COUNT(goldSource))))
  1186. return;
  1187. if (cb->getDate(Date::DAY_OF_WEEK) > 6)// last 2 days of week - try to focus on growth
  1188. {
  1189. if (tryBuildNextStructure(t, std::vector<BuildingID>(unitGrowth, unitGrowth + ARRAY_COUNT(unitGrowth)), 2))
  1190. return;
  1191. }
  1192. // first in-game week or second half of any week: try build dwellings
  1193. if (cb->getDate(Date::DAY) < 7 || cb->getDate(Date::DAY_OF_WEEK) > 3)
  1194. if (tryBuildAnyStructure(t, std::vector<BuildingID>(unitsSource, unitsSource + ARRAY_COUNT(unitsSource)), 8 - cb->getDate(Date::DAY_OF_WEEK)))
  1195. return;
  1196. //try to upgrade dwelling
  1197. for(int i = 0; i < ARRAY_COUNT(unitsUpgrade); i++)
  1198. {
  1199. if (t->hasBuilt(unitsSource[i]) && !t->hasBuilt(unitsUpgrade[i]))
  1200. {
  1201. if (tryBuildStructure(t, unitsUpgrade[i]))
  1202. return;
  1203. }
  1204. }
  1205. //remaining tasks
  1206. if (tryBuildNextStructure(t, std::vector<BuildingID>(goldSource, goldSource + ARRAY_COUNT(goldSource))))
  1207. return;
  1208. if (tryBuildNextStructure(t, std::vector<BuildingID>(spells, spells + ARRAY_COUNT(spells))))
  1209. return;
  1210. if (tryBuildAnyStructure(t, std::vector<BuildingID>(extra, extra + ARRAY_COUNT(extra))))
  1211. return;
  1212. }
  1213. bool isSafeToVisit(HeroPtr h, crint3 tile)
  1214. {
  1215. const ui64 heroStrength = h->getTotalStrength(),
  1216. dangerStrength = evaluateDanger(tile, *h);
  1217. if(dangerStrength)
  1218. {
  1219. if(heroStrength / SAFE_ATTACK_CONSTANT > dangerStrength)
  1220. {
  1221. BNLOG("It's, safe for %s to visit tile %s", h->name % tile);
  1222. return true;
  1223. }
  1224. else
  1225. return false;
  1226. }
  1227. return true; //there's no danger
  1228. }
  1229. std::vector<const CGObjectInstance *> VCAI::getPossibleDestinations(HeroPtr h)
  1230. {
  1231. validateVisitableObjs();
  1232. std::vector<const CGObjectInstance *> possibleDestinations;
  1233. BOOST_FOREACH(const CGObjectInstance *obj, visitableObjs)
  1234. {
  1235. if(cb->getPathInfo(obj->visitablePos())->reachable() && !obj->wasVisited(playerID) &&
  1236. (obj->tempOwner != playerID || isWeeklyRevisitable(obj))) //flag or get weekly resources / creatures
  1237. possibleDestinations.push_back(obj);
  1238. }
  1239. boost::sort(possibleDestinations, isCloser);
  1240. possibleDestinations.erase(boost::remove_if(possibleDestinations, [&](const CGObjectInstance *obj) -> bool
  1241. {
  1242. const int3 pos = obj->visitablePos();
  1243. if(vstd::contains(alreadyVisited, obj))
  1244. return true;
  1245. if(!isSafeToVisit(h, pos))
  1246. return true;
  1247. if (!shouldVisit(h, obj))
  1248. return true;
  1249. if (vstd::contains(reservedObjs, obj)) //does checking for our own reserved objects make sense? here?
  1250. return true;
  1251. const CGObjectInstance *topObj = cb->getVisitableObjs(pos).back(); //it may be hero visiting this obj
  1252. //we don't try visiting object on which allied or owned hero stands
  1253. // -> it will just trigger exchange windows and AI will be confused that obj behind doesn't get visited
  1254. if(topObj->ID == Obj::HERO && cb->getPlayerRelations(h->tempOwner, topObj->tempOwner) != PlayerRelations::ENEMIES)
  1255. return true;
  1256. return false;
  1257. }),possibleDestinations.end());
  1258. return possibleDestinations;
  1259. }
  1260. void VCAI::wander(HeroPtr h)
  1261. {
  1262. while(1)
  1263. {
  1264. std::vector <ObjectIdRef> dests;
  1265. range::copy(reservedHeroesMap[h], std::back_inserter(dests));
  1266. if (!dests.size())
  1267. range::copy(getPossibleDestinations(h), std::back_inserter(dests));
  1268. if(!dests.size())
  1269. {
  1270. auto compareReinforcements = [h](const CGTownInstance *lhs, const CGTownInstance *rhs) -> bool
  1271. {
  1272. return howManyReinforcementsCanGet(h, lhs) < howManyReinforcementsCanGet(h, rhs);
  1273. };
  1274. std::vector<const CGTownInstance *> townsReachable;
  1275. std::vector<const CGTownInstance *> townsNotReachable;
  1276. BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
  1277. {
  1278. if(!t->visitingHero && howManyReinforcementsCanGet(h,t) && !vstd::contains(townVisitsThisWeek[h], t))
  1279. {
  1280. if(isReachable(t))
  1281. townsReachable.push_back(t);
  1282. else
  1283. townsNotReachable.push_back(t);
  1284. }
  1285. }
  1286. if(townsReachable.size())
  1287. {
  1288. boost::sort(townsReachable, compareReinforcements);
  1289. dests.emplace_back(townsReachable.back());
  1290. }
  1291. else if(townsNotReachable.size())
  1292. {
  1293. boost::sort(townsNotReachable, compareReinforcements);
  1294. //TODO pick the truly best
  1295. const CGTownInstance *t = townsNotReachable.back();
  1296. BNLOG("%s can't reach any town, we'll try to make our way to %s at %s", h->name % t->name % t->visitablePos());
  1297. int3 pos1 = h->pos;
  1298. striveToGoal(CGoal(CLEAR_WAY_TO).settile(t->visitablePos()).sethero(h));
  1299. if (pos1 == h->pos && h == primaryHero()) //hero can't move
  1300. {
  1301. if(cb->getResourceAmount(Res::GOLD) >= HERO_GOLD_COST && cb->getHeroesInfo().size() < ALLOWED_ROAMING_HEROES && cb->getAvailableHeroes(t).size())
  1302. recruitHero(t);
  1303. }
  1304. break;
  1305. }
  1306. else if(cb->getResourceAmount(Res::GOLD) >= HERO_GOLD_COST)
  1307. {
  1308. std::vector<const CGTownInstance *> towns = cb->getTownsInfo();
  1309. erase_if(towns, [](const CGTownInstance *t) -> bool
  1310. {
  1311. BOOST_FOREACH(const CGHeroInstance *h, cb->getHeroesInfo())
  1312. if(!t->getArmyStrength() || howManyReinforcementsCanGet(h, t))
  1313. return true;
  1314. return false;
  1315. });
  1316. boost::sort(towns, compareArmyStrength);
  1317. if(towns.size())
  1318. recruitHero(towns.back());
  1319. break;
  1320. }
  1321. else
  1322. {
  1323. PNLOG("Nowhere more to go...\n");
  1324. break;
  1325. }
  1326. }
  1327. const ObjectIdRef&dest = dests.front();
  1328. if(!goVisitObj(dest, h))
  1329. {
  1330. if(!dest)
  1331. {
  1332. BNLOG("Visit attempt made the object (id=%d) gone...", dest.id.getNum());
  1333. }
  1334. else
  1335. {
  1336. BNLOG("Hero %s apparently used all MPs (%d left)\n", h->name % h->movement);
  1337. reserveObject(h, dest); //reserve that object - we predict it will be reached soon
  1338. //removed - do not forget abstract goal so easily
  1339. //setGoal(h, CGoal(VISIT_TILE).sethero(h).settile(dest->visitablePos()));
  1340. }
  1341. break;
  1342. }
  1343. if(h->visitedTown)
  1344. {
  1345. townVisitsThisWeek[h].push_back(h->visitedTown);
  1346. buildArmyIn(h->visitedTown);
  1347. break;
  1348. }
  1349. }
  1350. }
  1351. void VCAI::setGoal(HeroPtr h, const CGoal goal)
  1352. { //TODO: check for presence?
  1353. if (goal.goalType == EGoals::INVALID)
  1354. remove_if_present(lockedHeroes, h);
  1355. else
  1356. lockedHeroes[h] = CGoal(goal).setisElementar(false); //always evaluate goals before realizing
  1357. }
  1358. void VCAI::setGoal(HeroPtr h, EGoals goalType)
  1359. {
  1360. if (goalType == EGoals::INVALID)
  1361. remove_if_present(lockedHeroes, h);
  1362. else
  1363. lockedHeroes[h] = CGoal(goalType).setisElementar(false); //always evaluate goals before realizing;
  1364. }
  1365. void VCAI::completeGoal (const CGoal goal)
  1366. {
  1367. if (const CGHeroInstance * h = goal.hero.get(true))
  1368. {
  1369. auto it = lockedHeroes.find(h);
  1370. if (it != lockedHeroes.end())
  1371. if (it->second.goalType == goal.goalType)
  1372. lockedHeroes.erase(it); //goal fulfilled, free hero
  1373. }
  1374. }
  1375. void VCAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
  1376. {
  1377. NET_EVENT_HANDLER;
  1378. assert(playerID > PlayerColor::PLAYER_LIMIT || status.getBattle() == UPCOMING_BATTLE);
  1379. status.setBattle(ONGOING_BATTLE);
  1380. const CGObjectInstance *presumedEnemy = backOrNull(cb->getVisitableObjs(tile)); //may be NULL in some very are cases -> eg. visited monolith and fighting with an enemy at the FoW covered exit
  1381. battlename = boost::str(boost::format("Starting battle of %s attacking %s at %s") % (hero1 ? hero1->name : "a army") % (presumedEnemy ? presumedEnemy->hoverName : "unknown enemy") % tile);
  1382. CAdventureAI::battleStart(army1, army2, tile, hero1, hero2, side);
  1383. }
  1384. void VCAI::battleEnd(const BattleResult *br)
  1385. {
  1386. NET_EVENT_HANDLER;
  1387. assert(status.getBattle() == ONGOING_BATTLE);
  1388. status.setBattle(ENDING_BATTLE);
  1389. bool won = br->winner == myCb->battleGetMySide();
  1390. BNLOG("Player %d: I %s the %s!", playerID % (won ? "won" : "lost") % battlename);
  1391. battlename.clear();
  1392. CAdventureAI::battleEnd(br);
  1393. }
  1394. void VCAI::waitTillFree()
  1395. {
  1396. auto unlock = vstd::makeUnlockSharedGuard(cb->getGsMutex());
  1397. status.waitTillFree();
  1398. }
  1399. void VCAI::markObjectVisited (const CGObjectInstance *obj)
  1400. {
  1401. if(dynamic_cast<const CGVisitableOPH *>(obj) || //we may want to wisit it with another hero
  1402. dynamic_cast<const CGBonusingObject *>(obj) || //or another time
  1403. (obj->ID == Obj::MONSTER))
  1404. return;
  1405. alreadyVisited.push_back(obj);
  1406. }
  1407. void VCAI::reserveObject(HeroPtr h, const CGObjectInstance *obj)
  1408. {
  1409. reservedObjs.push_back(obj);
  1410. reservedHeroesMap[h].push_back(obj);
  1411. }
  1412. void VCAI::validateVisitableObjs()
  1413. {
  1414. std::vector<const CGObjectInstance *> hlp;
  1415. retreiveVisitableObjs(hlp, true);
  1416. start:
  1417. BOOST_FOREACH(const CGObjectInstance *obj, visitableObjs)
  1418. if(!vstd::contains(hlp, obj))
  1419. {
  1420. tlog1 << helperObjInfo[obj].name << " at " << helperObjInfo[obj].pos << " shouldn't be on list!\n";
  1421. remove_if_present(visitableObjs, obj);
  1422. goto start;
  1423. }
  1424. }
  1425. void VCAI::retreiveVisitableObjs(std::vector<const CGObjectInstance *> &out, bool includeOwned /*= false*/) const
  1426. {
  1427. foreach_tile_pos([&](const int3 &pos)
  1428. {
  1429. BOOST_FOREACH(const CGObjectInstance *obj, myCb->getVisitableObjs(pos, false))
  1430. {
  1431. if(includeOwned || obj->tempOwner != playerID)
  1432. out.push_back(obj);
  1433. }
  1434. });
  1435. }
  1436. std::vector<const CGObjectInstance *> VCAI::getFlaggedObjects() const
  1437. {
  1438. std::vector<const CGObjectInstance *> ret;
  1439. retreiveVisitableObjs(ret, true);
  1440. erase_if(ret, [](const CGObjectInstance *obj)
  1441. {
  1442. return obj->tempOwner != ai->playerID;
  1443. });
  1444. return ret;
  1445. }
  1446. void VCAI::addVisitableObj(const CGObjectInstance *obj)
  1447. {
  1448. visitableObjs.push_back(obj);
  1449. helperObjInfo[obj] = ObjInfo(obj);
  1450. }
  1451. const CGObjectInstance * VCAI::lookForArt(int aid) const
  1452. {
  1453. BOOST_FOREACH(const CGObjectInstance *obj, ai->visitableObjs)
  1454. {
  1455. if(obj->ID == 5 && obj->subID == aid)
  1456. return obj;
  1457. }
  1458. return NULL;
  1459. //TODO what if more than one artifact is available? return them all or some slection criteria
  1460. }
  1461. bool VCAI::isAccessible(const int3 &pos)
  1462. {
  1463. //TODO precalculate for speed
  1464. BOOST_FOREACH(const CGHeroInstance *h, cb->getHeroesInfo())
  1465. {
  1466. if(isAccessibleForHero(pos, h))
  1467. return true;
  1468. }
  1469. return false;
  1470. }
  1471. HeroPtr VCAI::getHeroWithGrail() const
  1472. {
  1473. BOOST_FOREACH(const CGHeroInstance *h, cb->getHeroesInfo())
  1474. if(h->hasArt(2)) //grail
  1475. return h;
  1476. return NULL;
  1477. }
  1478. const CGObjectInstance * VCAI::getUnvisitedObj(const boost::function<bool(const CGObjectInstance *)> &predicate)
  1479. {
  1480. //TODO smarter definition of unvisited
  1481. BOOST_FOREACH(const CGObjectInstance *obj, visitableObjs)
  1482. if(predicate(obj) && !vstd::contains(alreadyVisited, obj))
  1483. return obj;
  1484. return NULL;
  1485. }
  1486. bool VCAI::isAccessibleForHero(const int3 & pos, HeroPtr h, bool includeAllies /*= false*/) const
  1487. {
  1488. cb->setSelection(*h);
  1489. if (!includeAllies)
  1490. { //don't visit tile occupied by allied hero
  1491. BOOST_FOREACH (auto obj, cb->getVisitableObjs(pos))
  1492. {
  1493. if (obj->ID == Obj::HERO && obj->tempOwner == h->tempOwner && obj != h)
  1494. return false;
  1495. }
  1496. }
  1497. return cb->getPathInfo(pos)->reachable();
  1498. }
  1499. bool VCAI::moveHeroToTile(int3 dst, HeroPtr h)
  1500. {
  1501. visitedObject = NULL;
  1502. int3 startHpos = h->visitablePos();
  1503. bool ret = false;
  1504. if(startHpos == dst)
  1505. {
  1506. assert(cb->getVisitableObjs(dst).size() > 1); //there's no point in revisiting tile where there is no visitable object
  1507. cb->moveHero(*h, CGHeroInstance::convertPosition(dst, true));
  1508. waitTillFree(); //movement may cause battle or blocking dialog
  1509. ret = true;
  1510. }
  1511. else
  1512. {
  1513. CGPath path;
  1514. cb->getPath2(dst, path);
  1515. if(path.nodes.empty())
  1516. {
  1517. tlog1 << "Hero " << h->name << " cannot reach " << dst << std::endl;
  1518. //setGoal(h, INVALID);
  1519. completeGoal (CGoal(VISIT_TILE).sethero(h));
  1520. cb->recalculatePaths();
  1521. throw std::runtime_error("Wrong move order!");
  1522. }
  1523. int i=path.nodes.size()-1;
  1524. for(; i>0; i--)
  1525. {
  1526. //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
  1527. if(path.nodes[i-1].turns)
  1528. {
  1529. //blockedHeroes.insert(h); //to avoid attempts of moving heroes with very little MPs
  1530. break;
  1531. }
  1532. int3 endpos = path.nodes[i-1].coord;
  1533. if(endpos == h->visitablePos())
  1534. //if (endpos == h->pos)
  1535. continue;
  1536. // if(i > 1)
  1537. // {
  1538. // int3 afterEndPos = path.nodes[i-2].coord;
  1539. // if(afterEndPos.z != endpos.z)
  1540. //
  1541. // }
  1542. //tlog0 << "Moving " << h->name << " from " << h->getPosition() << " to " << endpos << std::endl;
  1543. cb->moveHero(*h, CGHeroInstance::convertPosition(endpos, true));
  1544. waitTillFree(); //movement may cause battle or blocking dialog
  1545. boost::this_thread::interruption_point();
  1546. if(!h) //we lost hero - remove all tasks assigned to him/her
  1547. {
  1548. lostHero(h);
  1549. //we need to throw, otherwise hero will be assigned to sth again
  1550. throw std::runtime_error("Hero was lost!");
  1551. break;
  1552. }
  1553. }
  1554. ret = !i;
  1555. }
  1556. if (visitedObject) //we step into something interesting
  1557. {
  1558. performObjectInteraction (visitedObject, h);
  1559. //BNLOG("Hero %s moved from %s to %s at %s", h->name % startHpos % visitedObject->hoverName % h->visitablePos());
  1560. //throw goalFulfilledException (CGoal(GET_OBJ).setobjid(visitedObject->id));
  1561. }
  1562. if(h) //we could have lost hero after last move
  1563. {
  1564. cb->recalculatePaths();
  1565. if (startHpos == h->visitablePos() && !ret) //we didn't move and didn't reach the target
  1566. {
  1567. throw cannotFulfillGoalException("Invalid path found!");
  1568. }
  1569. }
  1570. BNLOG("Hero %s moved from %s to %s", h->name % startHpos % h->visitablePos());
  1571. return ret;
  1572. }
  1573. int howManyTilesWillBeDiscovered(const int3 &pos, int radious)
  1574. { //TODO: do not explore dead-end boundaries
  1575. int ret = 0;
  1576. for(int x = pos.x - radious; x <= pos.x + radious; x++)
  1577. {
  1578. for(int y = pos.y - radious; y <= pos.y + radious; y++)
  1579. {
  1580. int3 npos = int3(x,y,pos.z);
  1581. if(cb->isInTheMap(npos) && pos.dist2d(npos) - 0.5 < radious && !cb->isVisible(npos))
  1582. {
  1583. if (!boundaryBetweenTwoPoints (pos, npos))
  1584. ret++;
  1585. }
  1586. }
  1587. }
  1588. return ret;
  1589. }
  1590. bool boundaryBetweenTwoPoints (int3 pos1, int3 pos2) //determines if two points are separated by known barrier
  1591. {
  1592. int xMin = std::min (pos1.x, pos2.x);
  1593. int xMax = std::max (pos1.x, pos2.x);
  1594. int yMin = std::min (pos1.y, pos2.y);
  1595. int yMax = std::max (pos1.y, pos2.y);
  1596. for (int x = xMin; x <= xMax; ++x)
  1597. {
  1598. for (int y = yMin; y <= yMax; ++y)
  1599. {
  1600. int3 tile = int3(x, y, pos1.z); //use only on same level, ofc
  1601. if (abs(pos1.dist2d(tile) - pos2.dist2d(tile)) < 1.5)
  1602. {
  1603. if (!(cb->isVisible(tile) && cb->getTile(tile)->blocked)) //if there's invisible or unblocked tile inbetween, it's good
  1604. return false;
  1605. }
  1606. }
  1607. }
  1608. return true; //if all are visible and blocked, we're at dead end
  1609. }
  1610. int howManyTilesWillBeDiscovered(int radious, int3 pos, crint3 dir)
  1611. {
  1612. return howManyTilesWillBeDiscovered(pos + dir, radious);
  1613. }
  1614. void getVisibleNeighbours(const std::vector<int3> &tiles, std::vector<int3> &out)
  1615. {
  1616. BOOST_FOREACH(const int3 &tile, tiles)
  1617. {
  1618. foreach_neighbour(tile, [&](int3 neighbour)
  1619. {
  1620. if(cb->isVisible(neighbour))
  1621. out.push_back(neighbour);
  1622. });
  1623. }
  1624. }
  1625. void VCAI::tryRealize(CGoal g)
  1626. {
  1627. BNLOG("Attempting realizing goal with code %s", g.name());
  1628. switch(g.goalType)
  1629. {
  1630. case EXPLORE:
  1631. {
  1632. throw cannotFulfillGoalException("EXPLORE is not a elementar goal!");
  1633. }
  1634. break;
  1635. case RECRUIT_HERO:
  1636. {
  1637. if(const CGTownInstance *t = findTownWithTavern())
  1638. {
  1639. recruitHero(t, true);
  1640. //TODO jezeli miasto jest zablokowane, sprobowac oczyscic wejscie
  1641. }
  1642. //TODO karkolomna alternatywa - tawerna na mapie przygod lub wiezienie (nie wiem, czy warto?)
  1643. }
  1644. break;
  1645. case VISIT_TILE:
  1646. {
  1647. //cb->recalculatePaths();
  1648. if(!g.hero->movement)
  1649. throw cannotFulfillGoalException("Cannot visit tile: hero is out of MPs!");
  1650. //if(!g.isBlockedBorderGate(g.tile))
  1651. //{
  1652. if (ai->moveHeroToTile(g.tile, g.hero.get()))
  1653. {
  1654. throw goalFulfilledException (g);
  1655. }
  1656. //}
  1657. //else
  1658. // throw cannotFulfillGoalException("There's a blocked gate!, we should never be here"); //CLEAR_WAY_TO should get keymaster tent
  1659. }
  1660. break;
  1661. case VISIT_HERO:
  1662. {
  1663. if(!g.hero->movement)
  1664. throw cannotFulfillGoalException("Cannot visit tile: hero is out of MPs!");
  1665. if (ai->moveHeroToTile(g.tile, g.hero.get()))
  1666. {
  1667. throw goalFulfilledException (g);
  1668. }
  1669. }
  1670. break;
  1671. case BUILD_STRUCTURE:
  1672. {
  1673. const CGTownInstance *t = g.town;
  1674. if(!t && g.hero)
  1675. t = g.hero->visitedTown;
  1676. if(!t)
  1677. {
  1678. BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
  1679. {
  1680. switch(cb->canBuildStructure(t, BuildingID(g.bid)))
  1681. {
  1682. case EBuildingState::ALLOWED:
  1683. cb->buildBuilding(t, BuildingID(g.bid));
  1684. return;
  1685. default:
  1686. break;
  1687. }
  1688. }
  1689. }
  1690. else if(cb->canBuildStructure(t, BuildingID(g.bid)) == EBuildingState::ALLOWED)
  1691. {
  1692. cb->buildBuilding(t, BuildingID(g.bid));
  1693. return;
  1694. }
  1695. throw cannotFulfillGoalException("Cannot build a given structure!");
  1696. }
  1697. break;
  1698. case DIG_AT_TILE:
  1699. {
  1700. assert(g.hero->visitablePos() == g.tile);
  1701. if (g.hero->diggingStatus() == CGHeroInstance::CAN_DIG)
  1702. {
  1703. cb->dig(g.hero.get());
  1704. setGoal(g.hero, INVALID); // finished digging
  1705. }
  1706. else
  1707. {
  1708. ai->lockedHeroes[g.hero] = g; //hero who tries to dig shouldn't do anything else
  1709. throw cannotFulfillGoalException("A hero can't dig!\n");
  1710. }
  1711. }
  1712. break;
  1713. case COLLECT_RES: //TODO: use piles and mines?
  1714. if(cb->getResourceAmount(static_cast<Res::ERes>(g.resID)) >= g.value)
  1715. throw cannotFulfillGoalException("Goal is already fulfilled!");
  1716. if(const CGObjectInstance *obj = cb->getObj(ObjectInstanceID(g.objid), false))
  1717. {
  1718. if(const IMarket *m = IMarket::castFrom(obj, false))
  1719. {
  1720. for (Res::ERes i = Res::WOOD; i <= Res::GOLD; vstd::advance(i, 1))
  1721. {
  1722. if(i == g.resID) continue;
  1723. int toGive, toGet;
  1724. m->getOffer(i, g.resID, toGive, toGet, EMarketMode::RESOURCE_RESOURCE);
  1725. toGive = toGive * (cb->getResourceAmount(i) / toGive);
  1726. //TODO trade only as much as needed
  1727. cb->trade(obj, EMarketMode::RESOURCE_RESOURCE, i, g.resID, toGive);
  1728. if(cb->getResourceAmount(static_cast<Res::ERes>(g.resID)) >= g.value)
  1729. return;
  1730. }
  1731. throw cannotFulfillGoalException("I cannot get needed resources by trade!");
  1732. }
  1733. else
  1734. {
  1735. throw cannotFulfillGoalException("I don't know how to use this object to raise resources!");
  1736. }
  1737. }
  1738. else
  1739. {
  1740. saving[g.resID] = 1;
  1741. throw cannotFulfillGoalException("No object that could be used to raise resources!");
  1742. }
  1743. case CONQUER:
  1744. case GATHER_ARMY:
  1745. case BOOST_HERO:
  1746. // TODO: conquer??
  1747. throw cannotFulfillGoalException("I don't know how to fulfill this!");
  1748. case BUILD:
  1749. performTypicalActions(); //TODO: separate build and wander
  1750. throw cannotFulfillGoalException("BUILD has been realized as much as possible.");
  1751. case INVALID:
  1752. throw cannotFulfillGoalException("I don't know how to fulfill this!");
  1753. default:
  1754. throw cannotFulfillGoalException("Unknown type of goal !");
  1755. }
  1756. }
  1757. const CGTownInstance * VCAI::findTownWithTavern() const
  1758. {
  1759. BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
  1760. if(t->hasBuilt(BuildingID::TAVERN) && !t->visitingHero)
  1761. return t;
  1762. return NULL;
  1763. }
  1764. std::vector<HeroPtr> VCAI::getUnblockedHeroes() const
  1765. {
  1766. std::vector<HeroPtr> ret;
  1767. boost::copy(cb->getHeroesInfo(), std::back_inserter(ret));
  1768. BOOST_FOREACH(auto h, lockedHeroes)
  1769. {
  1770. //if (!h.second.invalid()) //we can use heroes without valid goal
  1771. if (h.second.goalType == DIG_AT_TILE || !h.first->movement) //experiment: use all heroes that have movement left, TODO: unlock heroes that couldn't realize their goals
  1772. remove_if_present(ret, h.first);
  1773. }
  1774. return ret;
  1775. }
  1776. HeroPtr VCAI::primaryHero() const
  1777. {
  1778. auto hs = cb->getHeroesInfo();
  1779. boost::sort(hs, compareHeroStrength);
  1780. if(hs.empty())
  1781. return NULL;
  1782. return hs.back();
  1783. }
  1784. void VCAI::endTurn()
  1785. {
  1786. tlog4 << "Player " << playerID << " ends turn\n";
  1787. if(!status.haveTurn())
  1788. {
  1789. tlog1 << "Not having turn at the end of turn???\n";
  1790. }
  1791. do
  1792. {
  1793. cb->endTurn();
  1794. } 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
  1795. tlog4 << "Player " << playerID << " ended turn\n";
  1796. }
  1797. bool VCAI::fulfillsGoal (CGoal &goal, CGoal &mainGoal)
  1798. {
  1799. if (mainGoal.goalType == GET_OBJ && goal.goalType == VISIT_TILE) //deduce that GET_OBJ was completed by visiting object's tile
  1800. { //TODO: more universal mechanism
  1801. if (cb->getObj(ObjectInstanceID(mainGoal.objid))->visitablePos() == goal.tile)
  1802. return true;
  1803. }
  1804. return false;
  1805. }
  1806. bool VCAI::fulfillsGoal (CGoal &goal, const CGoal &mainGoal)
  1807. {
  1808. if (mainGoal.goalType == GET_OBJ && goal.goalType == VISIT_TILE) //deduce that GET_OBJ was completed by visiting object's tile
  1809. { //TODO: more universal mechanism
  1810. if (cb->getObj(ObjectInstanceID(mainGoal.objid))->visitablePos() == goal.tile)
  1811. return true;
  1812. }
  1813. return false;
  1814. }
  1815. void VCAI::striveToGoal(const CGoal &ultimateGoal)
  1816. {
  1817. if (ultimateGoal.invalid())
  1818. return;
  1819. CGoal abstractGoal;
  1820. while(1)
  1821. {
  1822. CGoal goal = ultimateGoal;
  1823. BNLOG("Striving to goal of type %s", ultimateGoal.name());
  1824. int maxGoals = 100; //preventing deadlock for mutually dependent goals, FIXME: do not try to realize goal when loop didn't suceed
  1825. while(!goal.isElementar && !goal.isAbstract && maxGoals)
  1826. {
  1827. INDENT;
  1828. BNLOG("Considering goal %s", goal.name());
  1829. try
  1830. {
  1831. boost::this_thread::interruption_point();
  1832. goal = goal.whatToDoToAchieve();
  1833. --maxGoals;
  1834. }
  1835. catch(std::exception &e)
  1836. {
  1837. BNLOG("Goal %s decomposition failed: %s", goal.name() % e.what());
  1838. //setGoal (goal.hero, INVALID); //test: if we don't know how to realize goal, we should abandon it for now
  1839. return;
  1840. }
  1841. }
  1842. try
  1843. {
  1844. boost::this_thread::interruption_point();
  1845. if (!maxGoals)
  1846. {
  1847. std::runtime_error e("Too many subgoals, don't know what to do");
  1848. throw (e);
  1849. }
  1850. if (goal.hero) //lock this hero to fulfill ultimate goal
  1851. {
  1852. if (maxGoals)
  1853. {
  1854. setGoal(goal.hero, goal);
  1855. }
  1856. else
  1857. {
  1858. setGoal(goal.hero, INVALID); // we seemingly don't know what to do with hero
  1859. }
  1860. }
  1861. if (goal.isAbstract)
  1862. {
  1863. abstractGoal = goal; //allow only one abstract goal per call
  1864. BNLOG("Choosing abstract goal %s", goal.name());
  1865. break;
  1866. }
  1867. else
  1868. tryRealize(goal);
  1869. boost::this_thread::interruption_point();
  1870. }
  1871. catch(boost::thread_interrupted &e)
  1872. {
  1873. BNLOG("Player %d: Making turn thread received an interruption!", playerID);
  1874. throw; //rethrow, we want to truly end this thread
  1875. }
  1876. catch(goalFulfilledException &e)
  1877. {
  1878. completeGoal (goal);
  1879. if (fulfillsGoal (goal, ultimateGoal) || maxGoals > 98) //completed goal was main goal //TODO: find better condition
  1880. return;
  1881. }
  1882. catch(std::exception &e)
  1883. {
  1884. BNLOG("Failed to realize subgoal of type %s (greater goal type was %s), I will stop.", goal.name() % ultimateGoal.name());
  1885. BNLOG("The error message was: %s", e.what());
  1886. break;
  1887. }
  1888. }
  1889. //TODO: save abstract goals not related to hero
  1890. if (!abstractGoal.invalid()) //try to realize our one goal
  1891. {
  1892. while (1)
  1893. {
  1894. CGoal goal = CGoal(abstractGoal).setisAbstract(false);
  1895. int maxGoals = 50;
  1896. while (!goal.isElementar && maxGoals) //find elementar goal and fulfill it
  1897. {
  1898. try
  1899. {
  1900. boost::this_thread::interruption_point();
  1901. goal = goal.whatToDoToAchieve();
  1902. --maxGoals;
  1903. }
  1904. catch(std::exception &e)
  1905. {
  1906. BNLOG("Goal %s decomposition failed: %s", goal.name() % e.what());
  1907. //setGoal (goal.hero, INVALID);
  1908. return;
  1909. }
  1910. }
  1911. try
  1912. {
  1913. boost::this_thread::interruption_point();
  1914. if (!maxGoals)
  1915. {
  1916. std::runtime_error e("Too many subgoals, don't know what to do");
  1917. throw (e);
  1918. }
  1919. tryRealize(goal);
  1920. boost::this_thread::interruption_point();
  1921. }
  1922. catch(boost::thread_interrupted &e)
  1923. {
  1924. BNLOG("Player %d: Making turn thread received an interruption!", playerID);
  1925. throw; //rethrow, we want to truly end this thread
  1926. }
  1927. catch(goalFulfilledException &e)
  1928. {
  1929. completeGoal (goal); //FIXME: deduce that we have realized GET_OBJ goal
  1930. if (fulfillsGoal (goal, abstractGoal) || maxGoals > 98) //completed goal was main goal
  1931. return;
  1932. }
  1933. catch(std::exception &e)
  1934. {
  1935. BNLOG("Failed to realize subgoal of type %s (greater goal type was %s), I will stop.", goal.name() % ultimateGoal.name());
  1936. BNLOG("The error message was: %s", e.what());
  1937. break;
  1938. }
  1939. }
  1940. }
  1941. }
  1942. void VCAI::striveToQuest (const QuestInfo &q)
  1943. {
  1944. if (q.quest->missionType && q.quest->progress != CQuest::COMPLETE) //FIXME: quests are never synchronized. Pointer handling needed
  1945. {
  1946. MetaString ms;
  1947. q.quest->getRolloverText(ms, false);
  1948. BNLOG ("Trying to realize quest: %s", ms.toString());
  1949. auto heroes = cb->getHeroesInfo();
  1950. switch (q.quest->missionType)
  1951. {
  1952. case CQuest::MISSION_ART:
  1953. {
  1954. BOOST_FOREACH (auto hero, heroes) //TODO: remove duplicated code?
  1955. {
  1956. if (q.quest->checkQuest(hero))
  1957. {
  1958. striveToGoal (CGoal(GET_OBJ).setobjid(q.obj->id.getNum()).sethero(hero));
  1959. return;
  1960. }
  1961. }
  1962. BOOST_FOREACH (auto art, q.quest->m5arts)
  1963. {
  1964. striveToGoal (CGoal(GET_ART_TYPE).setaid(art)); //TODO: transport?
  1965. }
  1966. break;
  1967. }
  1968. case CQuest::MISSION_HERO:
  1969. {
  1970. //striveToGoal (CGoal(RECRUIT_HERO));
  1971. BOOST_FOREACH (auto hero, heroes)
  1972. {
  1973. if (q.quest->checkQuest(hero))
  1974. {
  1975. striveToGoal (CGoal(GET_OBJ).setobjid(q.obj->id.getNum()).sethero(hero));
  1976. return;
  1977. }
  1978. }
  1979. striveToGoal (CGoal(FIND_OBJ).setobjid(Obj::PRISON)); //rule of a thumb - quest heroes usually are locked in prisons
  1980. //BNLOG ("Don't know how to recruit hero with id %d\n", q.quest->m13489val);
  1981. break;
  1982. }
  1983. case CQuest::MISSION_ARMY:
  1984. {
  1985. BOOST_FOREACH (auto hero, heroes)
  1986. {
  1987. if (q.quest->checkQuest(hero)) //veyr bad info - stacks can be split between multiple heroes :(
  1988. {
  1989. striveToGoal (CGoal(GET_OBJ).setobjid(q.obj->id.getNum()).sethero(hero));
  1990. return;
  1991. }
  1992. }
  1993. BOOST_FOREACH (auto creature, q.quest->m6creatures)
  1994. {
  1995. striveToGoal (CGoal(GATHER_TROOPS).setobjid(creature.type->idNumber).setvalue(creature.count));
  1996. }
  1997. //TODO: exchange armies... oh my
  1998. //BNLOG ("Don't know how to recruit %d of %s\n", (int)(creature.count) % creature.type->namePl);
  1999. break;
  2000. }
  2001. case CQuest::MISSION_RESOURCES:
  2002. {
  2003. if (heroes.size())
  2004. {
  2005. if (q.quest->checkQuest(heroes.front())) //it doesn't matter which hero it is
  2006. {
  2007. striveToGoal (CGoal(VISIT_TILE).settile(q.tile));
  2008. }
  2009. else
  2010. {
  2011. for (int i = 0; i < q.quest->m7resources.size(); ++i)
  2012. {
  2013. if (q.quest->m7resources[i])
  2014. striveToGoal (CGoal(COLLECT_RES).setresID(i).setvalue(q.quest->m7resources[i]));
  2015. }
  2016. }
  2017. }
  2018. else
  2019. striveToGoal (CGoal(RECRUIT_HERO)); //FIXME: checkQuest requires any hero belonging to player :(
  2020. break;
  2021. }
  2022. case CQuest::MISSION_KILL_HERO:
  2023. case CQuest::MISSION_KILL_CREATURE:
  2024. {
  2025. auto obj = cb->getObjByQuestIdentifier(q.quest->m13489val);
  2026. if (obj)
  2027. striveToGoal (CGoal(GET_OBJ).setobjid(obj->id.getNum()));
  2028. else
  2029. striveToGoal (CGoal(VISIT_TILE).settile(q.tile)); //visit seer hut
  2030. break;
  2031. }
  2032. case CQuest::MISSION_PRIMARY_STAT:
  2033. {
  2034. auto heroes = cb->getHeroesInfo();
  2035. BOOST_FOREACH (auto hero, heroes)
  2036. {
  2037. if (q.quest->checkQuest(hero))
  2038. {
  2039. striveToGoal (CGoal(GET_OBJ).setobjid(q.obj->id.getNum()).sethero(hero));
  2040. return;
  2041. }
  2042. }
  2043. for (int i = 0; i < q.quest->m2stats.size(); ++i)
  2044. {
  2045. BNLOG ("Don't know how to increase primary stat %d\n", i);
  2046. }
  2047. break;
  2048. }
  2049. case CQuest::MISSION_LEVEL:
  2050. {
  2051. auto heroes = cb->getHeroesInfo();
  2052. BOOST_FOREACH (auto hero, heroes)
  2053. {
  2054. if (q.quest->checkQuest(hero))
  2055. {
  2056. striveToGoal (CGoal(VISIT_TILE).settile(q.tile).sethero(hero)); //TODO: causes infinite loop :/
  2057. return;
  2058. }
  2059. }
  2060. BNLOG ("Don't know how to reach hero level %d\n", q.quest->m13489val);
  2061. break;
  2062. }
  2063. case CQuest::MISSION_PLAYER:
  2064. {
  2065. if (playerID.getNum() != q.quest->m13489val)
  2066. BNLOG ("Can't be player of color %d\n", q.quest->m13489val);
  2067. break;
  2068. }
  2069. case CQuest::MISSION_KEYMASTER:
  2070. {
  2071. striveToGoal (CGoal(FIND_OBJ).setobjid(Obj::KEYMASTER).setresID(q.obj->subID));
  2072. break;
  2073. }
  2074. }
  2075. }
  2076. }
  2077. void VCAI::performTypicalActions()
  2078. {
  2079. BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
  2080. {
  2081. BNLOG("Looking into %s", t->name);
  2082. buildStructure(t);
  2083. buildArmyIn(t);
  2084. if(!ai->primaryHero() ||
  2085. (t->getArmyStrength() > ai->primaryHero()->getArmyStrength() * 2 && !isAccessibleForHero(t->visitablePos(), ai->primaryHero())))
  2086. {
  2087. recruitHero(t);
  2088. buildArmyIn(t);
  2089. }
  2090. }
  2091. BOOST_FOREACH(auto h, getUnblockedHeroes())
  2092. {
  2093. BNLOG("Looking into %s, MP=%d", h->name.c_str() % h->movement);
  2094. INDENT;
  2095. makePossibleUpgrades(*h);
  2096. cb->setSelection(*h);
  2097. try
  2098. {
  2099. wander(h);
  2100. }
  2101. catch(std::exception &e)
  2102. {
  2103. BNLOG("Cannot use this hero anymore, received exception: %s", e.what());
  2104. continue;
  2105. }
  2106. }
  2107. }
  2108. void VCAI::buildArmyIn(const CGTownInstance * t)
  2109. {
  2110. makePossibleUpgrades(t->visitingHero);
  2111. makePossibleUpgrades(t);
  2112. recruitCreatures(t);
  2113. moveCreaturesToHero(t);
  2114. }
  2115. int3 VCAI::explorationBestNeighbour(int3 hpos, int radius, HeroPtr h)
  2116. {
  2117. TimeCheck tc("looking for best exploration neighbour");
  2118. std::map<int3, int> dstToRevealedTiles;
  2119. BOOST_FOREACH(crint3 dir, dirs)
  2120. if(cb->isInTheMap(hpos+dir))
  2121. dstToRevealedTiles[hpos + dir] = howManyTilesWillBeDiscovered(radius, hpos, dir) * isSafeToVisit(h, hpos + dir);
  2122. auto best = dstToRevealedTiles.begin();
  2123. best->second *= cb->getPathInfo(best->first)->reachable();
  2124. best->second *= cb->getPathInfo(best->first)->accessible == CGPathNode::ACCESSIBLE;
  2125. for(auto i = dstToRevealedTiles.begin(); i != dstToRevealedTiles.end(); i++)
  2126. {
  2127. const CGPathNode *pn = cb->getPathInfo(i->first);
  2128. //const TerrainTile *t = cb->getTile(i->first);
  2129. if(best->second < i->second && i->second && pn->reachable() && pn->accessible == CGPathNode::ACCESSIBLE)
  2130. best = i;
  2131. }
  2132. if(best->second)
  2133. return best->first;
  2134. throw cannotFulfillGoalException("No neighbour will bring new discoveries!");
  2135. }
  2136. int3 VCAI::explorationNewPoint(int radius, HeroPtr h, std::vector<std::vector<int3> > &tiles)
  2137. {
  2138. TimeCheck tc("looking for new exploration point");
  2139. PNLOG("Looking for an another place for exploration...");
  2140. tiles.resize(radius);
  2141. foreach_tile_pos([&](const int3 &pos)
  2142. {
  2143. if(!cb->isVisible(pos))
  2144. tiles[0].push_back(pos);
  2145. });
  2146. for (int i = 1; i < radius; i++)
  2147. {
  2148. getVisibleNeighbours(tiles[i-1], tiles[i]);
  2149. removeDuplicates(tiles[i]);
  2150. BOOST_FOREACH(const int3 &tile, tiles[i])
  2151. {
  2152. if(cb->getPathInfo(tile)->reachable() && isSafeToVisit(h, tile) && howManyTilesWillBeDiscovered(tile, radius) && !isBlockedBorderGate(tile))
  2153. {
  2154. return tile;
  2155. }
  2156. }
  2157. }
  2158. throw cannotFulfillGoalException("No accessible tile will bring discoveries!");
  2159. }
  2160. TResources VCAI::estimateIncome() const
  2161. {
  2162. TResources ret;
  2163. BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
  2164. {
  2165. ret[Res::GOLD] += t->dailyIncome();
  2166. //TODO duplikuje newturn
  2167. if(t->hasBuilt(BuildingID::RESOURCE_SILO)) //there is resource silo
  2168. {
  2169. if(t->town->primaryRes == 127) //we'll give wood and ore
  2170. {
  2171. ret[Res::WOOD] ++;
  2172. ret[Res::ORE] ++;
  2173. }
  2174. else
  2175. {
  2176. ret[t->town->primaryRes] ++;
  2177. }
  2178. }
  2179. }
  2180. BOOST_FOREACH(const CGObjectInstance *obj, getFlaggedObjects())
  2181. {
  2182. if(obj->ID == Obj::MINE)
  2183. {
  2184. switch(obj->subID)
  2185. {
  2186. case Res::WOOD:
  2187. case Res::ORE:
  2188. ret[obj->subID] += WOOD_ORE_MINE_PRODUCTION;
  2189. break;
  2190. case Res::GOLD:
  2191. case 7: //abandoned mine -> also gold
  2192. ret[Res::GOLD] += GOLD_MINE_PRODUCTION;
  2193. break;
  2194. default:
  2195. ret[obj->subID] += RESOURCE_MINE_PRODUCTION;
  2196. break;
  2197. }
  2198. }
  2199. }
  2200. return ret;
  2201. }
  2202. bool VCAI::containsSavedRes(const TResources &cost) const
  2203. {
  2204. for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
  2205. {
  2206. if(saving[i] && cost[i])
  2207. return true;
  2208. }
  2209. return false;
  2210. }
  2211. void VCAI::checkHeroArmy (HeroPtr h)
  2212. {
  2213. auto it = lockedHeroes.find(h);
  2214. if (it != lockedHeroes.end())
  2215. {
  2216. if (it->second.goalType == GATHER_ARMY && it->second.value <= h->getArmyStrength())
  2217. completeGoal(CGoal (GATHER_ARMY).sethero(h));
  2218. }
  2219. }
  2220. void VCAI::recruitHero(const CGTownInstance * t, bool throwing)
  2221. {
  2222. BNLOG("Trying to recruit a hero in %s at %s", t->name % t->visitablePos())
  2223. if(auto availableHero = frontOrNull(cb->getAvailableHeroes(t)))
  2224. cb->recruitHero(t, availableHero);
  2225. else if(throwing)
  2226. throw cannotFulfillGoalException("No available heroes in tavern in " + t->nodeName());
  2227. }
  2228. void VCAI::finish()
  2229. {
  2230. if(makingTurn)
  2231. makingTurn->interrupt();
  2232. }
  2233. void VCAI::requestActionASAP(boost::function<void()> whatToDo)
  2234. {
  2235. // static boost::mutex m;
  2236. // boost::unique_lock<boost::mutex> mylock(m);
  2237. boost::barrier b(2);
  2238. boost::thread newThread([&b,this,whatToDo]()
  2239. {
  2240. setThreadName("VCAI::requestActionASAP::helper");
  2241. SET_GLOBAL_STATE(this);
  2242. boost::shared_lock<boost::shared_mutex> gsLock(cb->getGsMutex());
  2243. b.wait();
  2244. whatToDo();
  2245. });
  2246. b.wait();
  2247. }
  2248. void VCAI::lostHero(HeroPtr h)
  2249. {
  2250. BNLOG("I lost my hero %s. It's best to forget and move on.\n", h.name);
  2251. remove_if_present(lockedHeroes, h);
  2252. BOOST_FOREACH(auto obj, reservedHeroesMap[h])
  2253. {
  2254. remove_if_present(reservedObjs, obj); //unreserve all objects for that hero
  2255. }
  2256. remove_if_present(reservedHeroesMap, h);
  2257. }
  2258. void VCAI::answerQuery(int queryID, int selection)
  2259. {
  2260. BNLOG("I'll answer the query %d giving the choice %d", queryID % selection);
  2261. if(queryID != -1)
  2262. {
  2263. cb->selectionMade(selection, queryID);
  2264. }
  2265. else
  2266. {
  2267. BNLOG("Since the query ID is %d, the answer won't be sent. This is not a real query!", queryID);
  2268. //do nothing
  2269. }
  2270. }
  2271. void VCAI::requestSent(const CPackForServer *pack, int requestID)
  2272. {
  2273. //BNLOG("I have sent request of type %s", typeid(*pack).name());
  2274. if(auto reply = dynamic_cast<const QueryReply*>(pack))
  2275. {
  2276. status.attemptedAnsweringQuery(reply->qid, requestID);
  2277. }
  2278. }
  2279. std::string VCAI::getBattleAIName() const
  2280. {
  2281. if(settings["server"]["neutralAI"].getType() == JsonNode::DATA_STRING)
  2282. return settings["server"]["neutralAI"].String();
  2283. else
  2284. return "StupidAI";
  2285. }
  2286. AIStatus::AIStatus()
  2287. {
  2288. battle = NO_BATTLE;
  2289. havingTurn = false;
  2290. }
  2291. AIStatus::~AIStatus()
  2292. {
  2293. }
  2294. void AIStatus::setBattle(BattleState BS)
  2295. {
  2296. boost::unique_lock<boost::mutex> lock(mx);
  2297. battle = BS;
  2298. cv.notify_all();
  2299. }
  2300. BattleState AIStatus::getBattle()
  2301. {
  2302. boost::unique_lock<boost::mutex> lock(mx);
  2303. return battle;
  2304. }
  2305. void AIStatus::addQuery(int ID, std::string description)
  2306. {
  2307. boost::unique_lock<boost::mutex> lock(mx);
  2308. if(ID == -1)
  2309. {
  2310. BNLOG("The \"query\" has an id %d, it'll be ignored as non-query. Description: %s", ID % description);
  2311. return;
  2312. }
  2313. assert(!vstd::contains(remainingQueries, ID));
  2314. assert(ID >= 0);
  2315. remainingQueries[ID] = description;
  2316. cv.notify_all();
  2317. BNLOG("Adding query %d - %s. Total queries count: %d", ID % description % remainingQueries.size());
  2318. }
  2319. void AIStatus::removeQuery(int ID)
  2320. {
  2321. boost::unique_lock<boost::mutex> lock(mx);
  2322. assert(vstd::contains(remainingQueries, ID));
  2323. std::string description = remainingQueries[ID];
  2324. remainingQueries.erase(ID);
  2325. cv.notify_all();
  2326. BNLOG("Removing query %d - %s. Total queries count: %d", ID % description % remainingQueries.size());
  2327. }
  2328. int AIStatus::getQueriesCount()
  2329. {
  2330. boost::unique_lock<boost::mutex> lock(mx);
  2331. return remainingQueries.size();
  2332. }
  2333. void AIStatus::startedTurn()
  2334. {
  2335. boost::unique_lock<boost::mutex> lock(mx);
  2336. havingTurn = true;
  2337. cv.notify_all();
  2338. }
  2339. void AIStatus::madeTurn()
  2340. {
  2341. boost::unique_lock<boost::mutex> lock(mx);
  2342. havingTurn = false;
  2343. cv.notify_all();
  2344. }
  2345. void AIStatus::waitTillFree()
  2346. {
  2347. boost::unique_lock<boost::mutex> lock(mx);
  2348. while(battle != NO_BATTLE || remainingQueries.size())
  2349. cv.wait(lock);
  2350. }
  2351. bool AIStatus::haveTurn()
  2352. {
  2353. boost::unique_lock<boost::mutex> lock(mx);
  2354. return havingTurn;
  2355. }
  2356. void AIStatus::attemptedAnsweringQuery(int queryID, int answerRequestID)
  2357. {
  2358. boost::unique_lock<boost::mutex> lock(mx);
  2359. assert(vstd::contains(remainingQueries, queryID));
  2360. std::string description = remainingQueries[queryID];
  2361. BNLOG("Attempted answering query %d - %s. Request id=%d. Waiting for results...", queryID % description % answerRequestID);
  2362. requestToQueryID[answerRequestID] = queryID;
  2363. }
  2364. void AIStatus::receivedAnswerConfirmation(int answerRequestID, int result)
  2365. {
  2366. assert(vstd::contains(requestToQueryID, answerRequestID));
  2367. int query = requestToQueryID[answerRequestID];
  2368. assert(vstd::contains(remainingQueries, query));
  2369. requestToQueryID.erase(answerRequestID);
  2370. if(result)
  2371. {
  2372. removeQuery(query);
  2373. }
  2374. else
  2375. {
  2376. tlog1 << "Something went really wrong, failed to answer query " << query << ": " << remainingQueries[query];
  2377. //TODO safely retry
  2378. }
  2379. }
  2380. int3 whereToExplore(HeroPtr h)
  2381. {
  2382. //TODO it's stupid and ineffective, write sth better
  2383. cb->setSelection(*h);
  2384. int radius = h->getSightRadious();
  2385. int3 hpos = h->visitablePos();
  2386. //look for nearby objs -> visit them if they're close enouh
  2387. const int DIST_LIMIT = 3;
  2388. std::vector<const CGObjectInstance *> nearbyVisitableObjs;
  2389. BOOST_FOREACH(const CGObjectInstance *obj, ai->getPossibleDestinations(h))
  2390. {
  2391. int3 op = obj->visitablePos();
  2392. CGPath p;
  2393. cb->getPath2(op, p);
  2394. if(p.nodes.size() && p.endPos() == op && p.nodes.size() <= DIST_LIMIT)
  2395. nearbyVisitableObjs.push_back(obj);
  2396. }
  2397. boost::sort(nearbyVisitableObjs, isCloser);
  2398. if(nearbyVisitableObjs.size())
  2399. return nearbyVisitableObjs.back()->visitablePos();
  2400. try
  2401. {
  2402. return ai->explorationBestNeighbour(hpos, radius, h);
  2403. }
  2404. catch(cannotFulfillGoalException &e)
  2405. {
  2406. std::vector<std::vector<int3> > tiles; //tiles[distance_to_fow]
  2407. try
  2408. {
  2409. return ai->explorationNewPoint(radius, h, tiles);
  2410. }
  2411. catch(cannotFulfillGoalException &e)
  2412. {
  2413. std::map<int, std::vector<int3> > profits;
  2414. {
  2415. TimeCheck tc("Evaluating exploration possibilities");
  2416. tiles[0].clear(); //we can't reach FoW anyway
  2417. BOOST_FOREACH(auto &vt, tiles)
  2418. BOOST_FOREACH(auto &tile, vt)
  2419. profits[howManyTilesWillBeDiscovered(tile, radius)].push_back(tile);
  2420. }
  2421. if(profits.empty())
  2422. return int3 (-1,-1,-1);
  2423. auto bestDest = profits.end();
  2424. bestDest--;
  2425. return bestDest->second.front(); //TODO which is the real best tile?
  2426. }
  2427. }
  2428. }
  2429. TSubgoal CGoal::whatToDoToAchieve()
  2430. {
  2431. BNLOG("Decomposing goal of type %s", name());
  2432. INDENT;
  2433. switch(goalType)
  2434. {
  2435. case WIN:
  2436. {
  2437. const VictoryCondition &vc = cb->getMapHeader()->victoryCondition;
  2438. EVictoryConditionType::EVictoryConditionType cond = vc.condition;
  2439. if(!vc.appliesToAI)
  2440. {
  2441. //TODO deduce victory from human loss condition
  2442. cond = EVictoryConditionType::WINSTANDARD;
  2443. }
  2444. switch(cond)
  2445. {
  2446. case EVictoryConditionType::ARTIFACT:
  2447. return CGoal(GET_ART_TYPE).setaid(vc.objectId);
  2448. case EVictoryConditionType::BEATHERO:
  2449. return CGoal(GET_OBJ).setobjid(vc.obj->id.getNum());
  2450. case EVictoryConditionType::BEATMONSTER:
  2451. return CGoal(GET_OBJ).setobjid(vc.obj->id.getNum());
  2452. case EVictoryConditionType::BUILDCITY:
  2453. //TODO build castle/capitol
  2454. break;
  2455. case EVictoryConditionType::BUILDGRAIL:
  2456. {
  2457. if(auto h = ai->getHeroWithGrail())
  2458. {
  2459. //hero is in a town that can host Grail
  2460. if(h->visitedTown && !vstd::contains(h->visitedTown->forbiddenBuildings, BuildingID::GRAIL))
  2461. {
  2462. const CGTownInstance *t = h->visitedTown;
  2463. return CGoal(BUILD_STRUCTURE).setbid(BuildingID::GRAIL).settown(t);
  2464. }
  2465. else
  2466. {
  2467. auto towns = cb->getTownsInfo();
  2468. towns.erase(boost::remove_if(towns,
  2469. [](const CGTownInstance *t) -> bool
  2470. {
  2471. return vstd::contains(t->forbiddenBuildings, BuildingID::GRAIL);
  2472. }),
  2473. towns.end());
  2474. boost::sort(towns, isCloser);
  2475. if(towns.size())
  2476. {
  2477. return CGoal(VISIT_TILE).sethero(h).settile(towns.front()->visitablePos());
  2478. }
  2479. }
  2480. }
  2481. double ratio = 0;
  2482. int3 grailPos = cb->getGrailPos(ratio);
  2483. if(ratio > 0.99)
  2484. {
  2485. return CGoal(DIG_AT_TILE).settile(grailPos);
  2486. } //TODO: use FIND_OBJ
  2487. else if(const CGObjectInstance * obj = ai->getUnvisitedObj(objWithID<Obj::OBELISK>)) //there are unvisited Obelisks
  2488. {
  2489. return CGoal(GET_OBJ).setobjid(obj->id.getNum());
  2490. }
  2491. else
  2492. return CGoal(EXPLORE);
  2493. }
  2494. break;
  2495. case EVictoryConditionType::CAPTURECITY:
  2496. return CGoal(GET_OBJ).setobjid(vc.obj->id.getNum());
  2497. case EVictoryConditionType::GATHERRESOURCE:
  2498. return CGoal(COLLECT_RES).setresID(static_cast<Res::ERes>(vc.objectId)).setvalue(vc.count);
  2499. //TODO mines? piles? marketplace?
  2500. //save?
  2501. break;
  2502. case EVictoryConditionType::GATHERTROOP:
  2503. return CGoal(GATHER_TROOPS).setobjid(vc.objectId).setvalue(vc.count);
  2504. break;
  2505. case EVictoryConditionType::TAKEDWELLINGS:
  2506. break;
  2507. case EVictoryConditionType::TAKEMINES:
  2508. break;
  2509. case EVictoryConditionType::TRANSPORTITEM:
  2510. break;
  2511. case EVictoryConditionType::WINSTANDARD:
  2512. return CGoal(CONQUER);
  2513. default:
  2514. assert(0);
  2515. }
  2516. }
  2517. break;
  2518. case FIND_OBJ:
  2519. {
  2520. const CGObjectInstance * o = NULL;
  2521. if (resID > -1) //specified
  2522. {
  2523. BOOST_FOREACH(const CGObjectInstance *obj, ai->visitableObjs)
  2524. {
  2525. if(obj->ID == objid && obj->subID == resID)
  2526. {
  2527. o = obj;
  2528. break; //TODO: consider multiple objects and choose best
  2529. }
  2530. }
  2531. }
  2532. else
  2533. {
  2534. BOOST_FOREACH(const CGObjectInstance *obj, ai->visitableObjs)
  2535. {
  2536. if(obj->ID == objid)
  2537. {
  2538. o = obj;
  2539. break; //TODO: consider multiple objects and choose best
  2540. }
  2541. }
  2542. }
  2543. if (o && isReachable(o))
  2544. return CGoal(GET_OBJ).setobjid(o->id.getNum());
  2545. else
  2546. return CGoal(EXPLORE);
  2547. }
  2548. break;
  2549. case GET_OBJ:
  2550. {
  2551. const CGObjectInstance * obj = cb->getObj(ObjectInstanceID(objid));
  2552. if(!obj)
  2553. return CGoal(EXPLORE);
  2554. int3 pos = obj->visitablePos();
  2555. return CGoal(VISIT_TILE).settile(pos);
  2556. }
  2557. break;
  2558. case VISIT_HERO:
  2559. {
  2560. const CGObjectInstance * obj = cb->getObj(ObjectInstanceID(objid));
  2561. if(!obj)
  2562. return CGoal(EXPLORE);
  2563. int3 pos = obj->visitablePos();
  2564. if (hero && ai->isAccessibleForHero(pos, hero, true) && isSafeToVisit(hero, pos)) //enemy heroes can get reinforcements
  2565. return CGoal(*this).settile(pos).setisElementar(true);
  2566. }
  2567. break;
  2568. case GET_ART_TYPE:
  2569. {
  2570. TSubgoal alternativeWay = CGoal::lookForArtSmart(aid); //TODO: use
  2571. if(alternativeWay.invalid())
  2572. return CGoal(FIND_OBJ).setobjid(Obj::ARTIFACT).setresID(aid);
  2573. }
  2574. break;
  2575. case CLEAR_WAY_TO:
  2576. {
  2577. assert(tile.x >= 0); //set tile
  2578. if(!cb->isVisible(tile))
  2579. {
  2580. tlog1 << "Clear way should be used with visible tiles!\n";
  2581. return CGoal(EXPLORE);
  2582. }
  2583. HeroPtr h = hero ? hero : ai->primaryHero();
  2584. if(!h)
  2585. return CGoal(RECRUIT_HERO);
  2586. cb->setSelection(*h);
  2587. SectorMap sm;
  2588. bool dropToFile = false;
  2589. if(dropToFile) //for debug purposes
  2590. sm.write("test.txt");
  2591. int3 tileToHit = sm.firstTileToGet(h, tile);
  2592. //if(isSafeToVisit(h, tileToHit))
  2593. if(isBlockedBorderGate(tileToHit))
  2594. { //FIXME: this way we'll not visit gate and activate quest :?
  2595. return CGoal(FIND_OBJ).setobjid(Obj::KEYMASTER).setresID(cb->getTile(tileToHit)->visitableObjects.back()->subID);
  2596. }
  2597. //FIXME: this code shouldn't be necessary
  2598. if(tileToHit == tile)
  2599. {
  2600. tlog1 << boost::format("Very strange, tile to hit is %s and tile is also %s, while hero %s is at %s\n")
  2601. % tileToHit % tile % h->name % h->visitablePos();
  2602. throw cannotFulfillGoalException("Retrieving first tile to hit failed (probably)!");
  2603. }
  2604. auto topObj = backOrNull(cb->getVisitableObjs(tileToHit));
  2605. if(topObj && topObj->ID == Obj::HERO && cb->getPlayerRelations(h->tempOwner, topObj->tempOwner) != PlayerRelations::ENEMIES)
  2606. {
  2607. std::string problem = boost::str(boost::format("%s stands in the way of %s.\n") % topObj->getHoverText() % h->getHoverText());
  2608. throw cannotFulfillGoalException(problem);
  2609. }
  2610. return CGoal(VISIT_TILE).settile(tileToHit).sethero(h); //FIXME:: attempts to visit completely unreachable tile with hero results in stall
  2611. //TODO czy istnieje lepsza droga?
  2612. }
  2613. throw cannotFulfillGoalException("Cannot reach given tile!");
  2614. case EXPLORE:
  2615. {
  2616. auto objs = ai->visitableObjs; //try to use buildings that uncover map
  2617. erase_if(objs, [&](const CGObjectInstance *obj) -> bool
  2618. {
  2619. if (vstd::contains(ai->alreadyVisited, obj))
  2620. return true;
  2621. switch (obj->ID.num)
  2622. {
  2623. case Obj::REDWOOD_OBSERVATORY:
  2624. case Obj::PILLAR_OF_FIRE:
  2625. case Obj::CARTOGRAPHER:
  2626. case Obj::SUBTERRANEAN_GATE: //TODO: check ai->knownSubterraneanGates
  2627. //case Obj::MONOLITH1:
  2628. //case obj::MONOLITH2:
  2629. //case obj::MONOLITH3:
  2630. //case Obj::WHIRLPOOL:
  2631. return false; //do not erase
  2632. break;
  2633. default:
  2634. return true;
  2635. }
  2636. });
  2637. if (objs.size())
  2638. {
  2639. if (hero.get(true))
  2640. {
  2641. BOOST_FOREACH (auto obj, objs)
  2642. {
  2643. auto pos = obj->visitablePos();
  2644. //FIXME: this confition fails if everything but guarded subterranen gate was explored. in this case we should gather army for hero
  2645. if (isSafeToVisit(hero, pos) && ai->isAccessibleForHero(pos, hero))
  2646. return CGoal(VISIT_TILE).settile(pos).sethero(hero);
  2647. }
  2648. }
  2649. else
  2650. {
  2651. BOOST_FOREACH (auto obj, objs)
  2652. {
  2653. auto pos = obj->visitablePos();
  2654. if (ai->isAccessible (pos)) //TODO: check safety?
  2655. return CGoal(VISIT_TILE).settile(pos).sethero(hero);
  2656. }
  2657. }
  2658. }
  2659. if (hero)
  2660. {
  2661. int3 t = whereToExplore(hero);
  2662. if (t.z == -1) //no safe tile to explore - we need to break!
  2663. {
  2664. erase_if (objs, [&](const CGObjectInstance *obj) -> bool
  2665. {
  2666. switch (obj->ID.num)
  2667. {
  2668. case Obj::CARTOGRAPHER:
  2669. case Obj::SUBTERRANEAN_GATE:
  2670. //case Obj::MONOLITH1:
  2671. //case obj::MONOLITH2:
  2672. //case obj::MONOLITH3:
  2673. //case Obj::WHIRLPOOL:
  2674. return false; //do not erase
  2675. break;
  2676. default:
  2677. return true;
  2678. }
  2679. });
  2680. if (objs.size())
  2681. {
  2682. return CGoal (VISIT_TILE).settile(objs.front()->visitablePos()).sethero(hero).setisAbstract(true);
  2683. }
  2684. else
  2685. throw cannotFulfillGoalException("Cannot explore - no possible ways found!");
  2686. }
  2687. return CGoal(VISIT_TILE).settile(t).sethero(hero);
  2688. }
  2689. auto hs = cb->getHeroesInfo();
  2690. int howManyHeroes = hs.size();
  2691. erase(hs, [](const CGHeroInstance *h)
  2692. {
  2693. return contains(ai->lockedHeroes, h);
  2694. });
  2695. if(hs.empty()) //all heroes are busy. buy new one
  2696. {
  2697. if (howManyHeroes < 3 && ai->findTownWithTavern()) //we may want to recruit second hero. TODO: make it smart finally
  2698. return CGoal(RECRUIT_HERO);
  2699. else //find mobile hero with weakest army
  2700. {
  2701. hs = cb->getHeroesInfo();
  2702. erase_if(hs, [](const CGHeroInstance *h)
  2703. {
  2704. return !h->movement; //only hero with movement are of interest for us
  2705. });
  2706. if (hs.empty())
  2707. {
  2708. if (howManyHeroes < GameConstants::MAX_HEROES_PER_PLAYER)
  2709. return CGoal(RECRUIT_HERO);
  2710. else
  2711. throw cannotFulfillGoalException("No heroes with remaining MPs for exploring!\n");
  2712. }
  2713. boost::sort(hs, compareMovement); //closer to what?
  2714. }
  2715. }
  2716. const CGHeroInstance *h = hs.front();
  2717. return (*this).sethero(h).setisAbstract(true);
  2718. }
  2719. I_AM_ELEMENTAR;
  2720. case RECRUIT_HERO:
  2721. {
  2722. const CGTownInstance *t = ai->findTownWithTavern();
  2723. if(!t)
  2724. return CGoal(BUILD_STRUCTURE).setbid(BuildingID::TAVERN);
  2725. if(cb->getResourceAmount(Res::GOLD) < HERO_GOLD_COST)
  2726. return CGoal(COLLECT_RES).setresID(Res::GOLD).setvalue(HERO_GOLD_COST);
  2727. I_AM_ELEMENTAR;
  2728. }
  2729. break;
  2730. case VISIT_TILE:
  2731. {
  2732. if(!cb->isVisible(tile))
  2733. return CGoal(EXPLORE);
  2734. if(hero && !ai->isAccessibleForHero(tile, hero))
  2735. hero = NULL;
  2736. if(!hero)
  2737. {
  2738. if(cb->getHeroesInfo().empty())
  2739. {
  2740. return CGoal(RECRUIT_HERO);
  2741. }
  2742. BOOST_FOREACH(const CGHeroInstance *h, cb->getHeroesInfo())
  2743. {
  2744. if(ai->isAccessibleForHero(tile, h))
  2745. {
  2746. hero = h;
  2747. break;
  2748. }
  2749. }
  2750. }
  2751. if(hero)
  2752. {
  2753. if(isSafeToVisit(hero, tile))
  2754. return CGoal(*this).setisElementar(true);
  2755. else
  2756. {
  2757. return CGoal(GATHER_ARMY).sethero(hero).setvalue(evaluateDanger(tile, *hero) * SAFE_ATTACK_CONSTANT); //TODO: should it be abstract?
  2758. }
  2759. }
  2760. else //inaccessible for all heroes
  2761. {
  2762. return CGoal(CLEAR_WAY_TO).settile(tile);
  2763. }
  2764. }
  2765. break;
  2766. case DIG_AT_TILE:
  2767. {
  2768. const CGObjectInstance *firstObj = frontOrNull(cb->getVisitableObjs(tile));
  2769. if(firstObj && firstObj->ID == Obj::HERO && firstObj->tempOwner == ai->playerID) //we have hero at dest
  2770. {
  2771. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance *>(firstObj);
  2772. return CGoal(*this).sethero(h).setisElementar(true);
  2773. }
  2774. return CGoal(VISIT_TILE).settile(tile);
  2775. }
  2776. break;
  2777. case BUILD_STRUCTURE:
  2778. //TODO check res
  2779. //look for town
  2780. //prerequisites?
  2781. I_AM_ELEMENTAR;
  2782. case COLLECT_RES:
  2783. {
  2784. std::vector<const IMarket*> markets;
  2785. std::vector<const CGObjectInstance*> visObjs;
  2786. ai->retreiveVisitableObjs(visObjs, true);
  2787. BOOST_FOREACH(const CGObjectInstance *obj, visObjs)
  2788. {
  2789. if(const IMarket *m = IMarket::castFrom(obj, false))
  2790. {
  2791. if(obj->ID == Obj::TOWN && obj->tempOwner == ai->playerID && m->allowsTrade(EMarketMode::RESOURCE_RESOURCE))
  2792. markets.push_back(m);
  2793. else if(obj->ID == Obj::TRADING_POST) //TODO a moze po prostu test na pozwalanie handlu?
  2794. markets.push_back(m);
  2795. }
  2796. }
  2797. boost::sort(markets, [](const IMarket *m1, const IMarket *m2) -> bool
  2798. {
  2799. return m1->getMarketEfficiency() < m2->getMarketEfficiency();
  2800. });
  2801. markets.erase(boost::remove_if(markets, [](const IMarket *market) -> bool
  2802. {
  2803. return !(market->o->ID == Obj::TOWN && market->o->tempOwner == ai->playerID)
  2804. && !ai->isAccessible(market->o->visitablePos());
  2805. }),markets.end());
  2806. if(!markets.size())
  2807. {
  2808. BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
  2809. {
  2810. if(cb->canBuildStructure(t, BuildingID::MARKETPLACE) == EBuildingState::ALLOWED)
  2811. return CGoal(BUILD_STRUCTURE).settown(t).setbid(BuildingID::MARKETPLACE);
  2812. }
  2813. }
  2814. else
  2815. {
  2816. const IMarket *m = markets.back();
  2817. //attempt trade at back (best prices)
  2818. int howManyCanWeBuy = 0;
  2819. for(Res::ERes i = Res::WOOD; i <= Res::GOLD; vstd::advance(i, 1))
  2820. {
  2821. if(i == resID) continue;
  2822. int toGive = -1, toReceive = -1;
  2823. m->getOffer(i, resID, toGive, toReceive, EMarketMode::RESOURCE_RESOURCE);
  2824. assert(toGive > 0 && toReceive > 0);
  2825. howManyCanWeBuy += toReceive * (cb->getResourceAmount(i) / toGive);
  2826. }
  2827. if(howManyCanWeBuy + cb->getResourceAmount(static_cast<Res::ERes>(resID)) >= value)
  2828. {
  2829. auto backObj = backOrNull(cb->getVisitableObjs(m->o->visitablePos())); //it'll be a hero if we have one there; otherwise marketplace
  2830. assert(backObj);
  2831. if(backObj->tempOwner != ai->playerID)
  2832. return CGoal(GET_OBJ).setobjid(m->o->id.getNum());
  2833. return setobjid(m->o->id.getNum()).setisElementar(true);
  2834. }
  2835. }
  2836. }
  2837. return CGoal(INVALID);
  2838. case GATHER_TROOPS:
  2839. {
  2840. std::vector<const CGDwelling *> dwellings;
  2841. BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
  2842. {
  2843. auto creature = VLC->creh->creatures[objid];
  2844. if (t->subID == creature->faction) //TODO: how to force AI to build unupgraded creatures? :O
  2845. {
  2846. auto creatures = t->town->creatures[creature->level];
  2847. int upgradeNumber = std::find(creatures.begin(), creatures.end(), creature->idNumber) - creatures.begin();
  2848. BuildingID bid(BuildingID::DWELL_FIRST + creature->level + upgradeNumber * GameConstants::CREATURES_PER_TOWN);
  2849. if (t->hasBuilt(bid)) //this assumes only creatures with dwellings are assigned to faction
  2850. {
  2851. dwellings.push_back(t);
  2852. }
  2853. else
  2854. {
  2855. return CGoal (BUILD_STRUCTURE).settown(t).setbid(bid);
  2856. }
  2857. }
  2858. }
  2859. BOOST_FOREACH (auto obj, ai->visitableObjs)
  2860. {
  2861. if (obj->ID != Obj::CREATURE_GENERATOR1) //TODO: what with other creature generators?
  2862. continue;
  2863. auto d = dynamic_cast<const CGDwelling *>(obj);
  2864. BOOST_FOREACH (auto creature, d->creatures)
  2865. {
  2866. if (creature.first) //there are more than 0 creatures avaliabe
  2867. {
  2868. BOOST_FOREACH (auto type, creature.second)
  2869. {
  2870. if (type == objid)
  2871. dwellings.push_back(d);
  2872. }
  2873. }
  2874. }
  2875. }
  2876. if (dwellings.size())
  2877. {
  2878. boost::sort(dwellings, isCloser);
  2879. return CGoal(GET_OBJ).setobjid (dwellings.front()->id.getNum()); //TODO: consider needed resources
  2880. }
  2881. else
  2882. return CGoal(EXPLORE);
  2883. //TODO: exchange troops between heroes
  2884. }
  2885. break;
  2886. case CONQUER: //TODO: put it into a function?
  2887. {
  2888. auto hs = cb->getHeroesInfo();
  2889. int howManyHeroes = hs.size();
  2890. erase(hs, [](const CGHeroInstance *h)
  2891. {
  2892. return contains(ai->lockedHeroes, h);
  2893. });
  2894. if(hs.empty()) //all heroes are busy. buy new one
  2895. {
  2896. if (howManyHeroes < 3 && ai->findTownWithTavern()) //we may want to recruit second hero. TODO: make it smart finally
  2897. return CGoal(RECRUIT_HERO);
  2898. else //find mobile hero with weakest army
  2899. {
  2900. hs = cb->getHeroesInfo();
  2901. erase_if(hs, [](const CGHeroInstance *h)
  2902. {
  2903. return !h->movement; //only hero with movement are of interest for us
  2904. });
  2905. if (hs.empty())
  2906. {
  2907. if (howManyHeroes < GameConstants::MAX_HEROES_PER_PLAYER)
  2908. return CGoal(RECRUIT_HERO);
  2909. else
  2910. throw cannotFulfillGoalException("No heroes with remaining MPs for exploring!\n");
  2911. }
  2912. boost::sort(hs, compareHeroStrength);
  2913. }
  2914. }
  2915. const CGHeroInstance *h = hs.back();
  2916. cb->setSelection(h);
  2917. std::vector<const CGObjectInstance *> objs; //here we'll gather enemy towns and heroes
  2918. ai->retreiveVisitableObjs(objs);
  2919. erase_if(objs, [&](const CGObjectInstance *obj)
  2920. {
  2921. return (obj->ID != Obj::TOWN && obj->ID != Obj::HERO) //not town/hero
  2922. || cb->getPlayerRelations(ai->playerID, obj->tempOwner) != PlayerRelations::ENEMIES;
  2923. });
  2924. if (objs.empty()) //experiment - try to conquer dwellings and mines, it should pay off
  2925. {
  2926. ai->retreiveVisitableObjs(objs);
  2927. erase_if(objs, [&](const CGObjectInstance *obj)
  2928. {
  2929. return (obj->ID != Obj::CREATURE_GENERATOR1 && obj->ID != Obj::MINE) //not dwelling or mine
  2930. || cb->getPlayerRelations(ai->playerID, obj->tempOwner) != PlayerRelations::ENEMIES;
  2931. });
  2932. }
  2933. if(objs.empty())
  2934. return CGoal(EXPLORE); //we need to find an enemy
  2935. erase_if(objs, [&](const CGObjectInstance *obj)
  2936. {
  2937. return !isSafeToVisit(h, obj->visitablePos()) || vstd::contains (ai->reservedObjs, obj); //no need to capture same object twice
  2938. });
  2939. if(objs.empty())
  2940. I_AM_ELEMENTAR;
  2941. boost::sort(objs, isCloser);
  2942. BOOST_FOREACH(const CGObjectInstance *obj, objs)
  2943. {
  2944. if (ai->isAccessibleForHero(obj->visitablePos(), h))
  2945. {
  2946. ai->reserveObject(h, obj); //no one else will capture same object until we fail
  2947. if (obj->ID == Obj::HERO)
  2948. return CGoal(VISIT_HERO).sethero(h).setobjid(obj->id.getNum()).setisAbstract(true); //track enemy hero
  2949. else
  2950. return CGoal(VISIT_TILE).sethero(h).settile(obj->visitablePos());
  2951. }
  2952. }
  2953. return CGoal(EXPLORE); //enemy is inaccessible
  2954. }
  2955. break;
  2956. case BUILD:
  2957. I_AM_ELEMENTAR;
  2958. case INVALID:
  2959. I_AM_ELEMENTAR;
  2960. case GATHER_ARMY:
  2961. {
  2962. //TODO: find hero if none set
  2963. assert(hero);
  2964. cb->setSelection(*hero);
  2965. auto compareReinforcements = [this](const CGTownInstance *lhs, const CGTownInstance *rhs) -> bool
  2966. {
  2967. return howManyReinforcementsCanGet(hero, lhs) < howManyReinforcementsCanGet(hero, rhs);
  2968. };
  2969. std::vector<const CGTownInstance *> townsReachable;
  2970. BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
  2971. {
  2972. if(!t->visitingHero && howManyReinforcementsCanGet(hero,t))
  2973. {
  2974. if(isReachable(t) && !vstd::contains (ai->townVisitsThisWeek[hero], t))
  2975. townsReachable.push_back(t);
  2976. }
  2977. }
  2978. if(townsReachable.size()) //try towns first
  2979. {
  2980. boost::sort(townsReachable, compareReinforcements);
  2981. return CGoal(VISIT_TILE).sethero(hero).settile(townsReachable.back()->visitablePos());
  2982. }
  2983. else
  2984. {
  2985. if (hero == ai->primaryHero()) //we can get army from other heroes
  2986. {
  2987. auto otherHeroes = cb->getHeroesInfo();
  2988. auto heroDummy = hero;
  2989. erase_if(otherHeroes, [heroDummy](const CGHeroInstance * h)
  2990. {
  2991. return (h == heroDummy.h || !ai->isAccessibleForHero(heroDummy->visitablePos(), h, true) || !ai->canGetArmy(heroDummy.h, h));
  2992. });
  2993. if (otherHeroes.size())
  2994. {
  2995. boost::sort(otherHeroes, compareArmyStrength); //TODO: check if hero has at least one stack more powerful than ours? not likely to fail
  2996. int primaryPath, secondaryPath;
  2997. auto h = otherHeroes.back();
  2998. cb->setSelection(hero.h);
  2999. primaryPath = cb->getPathInfo(h->visitablePos())->turns;
  3000. cb->setSelection(h);
  3001. secondaryPath = cb->getPathInfo(hero->visitablePos())->turns;
  3002. if (primaryPath < secondaryPath)
  3003. return CGoal(VISIT_HERO).setisAbstract(true).setobjid(h->id.getNum()).sethero(hero); //go to the other hero if we are faster
  3004. else
  3005. return CGoal(VISIT_HERO).setisAbstract(true).setobjid(hero->id.getNum()).sethero(h); //let the other hero come to us
  3006. }
  3007. }
  3008. std::vector<const CGObjectInstance *> objs; //here we'll gather all dwellings
  3009. ai->retreiveVisitableObjs(objs);
  3010. erase_if(objs, [&](const CGObjectInstance *obj)
  3011. {
  3012. return (obj->ID != Obj::CREATURE_GENERATOR1);
  3013. });
  3014. if(objs.empty()) //no possible objects, we did eveyrthing already
  3015. return CGoal(EXPLORE).sethero(hero);
  3016. //TODO: check if we can recruit any creatures there, evaluate army
  3017. else
  3018. {
  3019. boost::sort(objs, isCloser);
  3020. HeroPtr h = NULL;
  3021. BOOST_FOREACH(const CGObjectInstance *obj, objs)
  3022. { //find safe dwelling
  3023. auto pos = obj->visitablePos();
  3024. if (shouldVisit (hero, obj)) //creatures fit in army
  3025. h = hero;
  3026. else
  3027. {
  3028. BOOST_FOREACH(auto ourHero, cb->getHeroesInfo()) //make use of multiple heroes
  3029. {
  3030. if (shouldVisit(ourHero, obj))
  3031. h = ourHero;
  3032. }
  3033. }
  3034. if (h && isSafeToVisit(h, pos) && ai->isAccessibleForHero(pos, h))
  3035. return CGoal(VISIT_TILE).sethero(h).settile(pos);
  3036. }
  3037. }
  3038. }
  3039. return CGoal(EXPLORE).sethero(hero); //find dwelling. use current hero to prevent him from doing nothing.
  3040. }
  3041. break;
  3042. default:
  3043. assert(0);
  3044. }
  3045. return CGoal(EXPLORE);
  3046. }
  3047. TSubgoal CGoal::goVisitOrLookFor(const CGObjectInstance *obj)
  3048. {
  3049. if(obj)
  3050. return CGoal(GET_OBJ).setobjid(obj->id.getNum());
  3051. else
  3052. return CGoal(EXPLORE);
  3053. }
  3054. TSubgoal CGoal::lookForArtSmart(int aid)
  3055. {
  3056. return CGoal(INVALID);
  3057. }
  3058. bool CGoal::invalid() const
  3059. {
  3060. return goalType == INVALID;
  3061. }
  3062. bool isBlockedBorderGate(int3 tileToHit)
  3063. {
  3064. return cb->getTile(tileToHit)->topVisitableId() == Obj::BORDER_GATE
  3065. && cb->getPathInfo(tileToHit)->accessible != CGPathNode::ACCESSIBLE;
  3066. }
  3067. SectorMap::SectorMap()
  3068. {
  3069. // int3 sizes = cb->getMapSize();
  3070. // sector.resize(sizes.x);
  3071. // BOOST_FOREACH(auto &i, sector)
  3072. // i.resize(sizes.y);
  3073. //
  3074. // BOOST_FOREACH(auto &i, sector)
  3075. // BOOST_FOREACH(auto &j, i)
  3076. // j.resize(sizes.z, 0);
  3077. update();
  3078. }
  3079. bool markIfBlocked(ui8 &sec, crint3 pos, const TerrainTile *t)
  3080. {
  3081. if(t->blocked && !t->visitable)
  3082. {
  3083. sec = NOT_AVAILABLE;
  3084. return true;
  3085. }
  3086. return false;
  3087. }
  3088. bool markIfBlocked(ui8 &sec, crint3 pos)
  3089. {
  3090. return markIfBlocked(sec, pos, cb->getTile(pos));
  3091. }
  3092. void SectorMap::update()
  3093. {
  3094. clear();
  3095. int curSector = 3; //0 is invisible, 1 is not explored
  3096. foreach_tile_pos([&](crint3 pos)
  3097. {
  3098. if(retreiveTile(pos) == NOT_CHECKED)
  3099. {
  3100. if(!markIfBlocked(retreiveTile(pos), pos))
  3101. exploreNewSector(pos, curSector++);
  3102. }
  3103. });
  3104. valid = true;
  3105. }
  3106. void SectorMap::clear()
  3107. {
  3108. sector = cb->getVisibilityMap();
  3109. valid = false;
  3110. }
  3111. bool canBeEmbarkmentPoint(const TerrainTile *t)
  3112. {
  3113. //tile must be free of with unoccupied boat
  3114. return !t->blocked
  3115. || (t->visitableObjects.size() == 1 && t->topVisitableId() == Obj::BOAT);
  3116. }
  3117. void SectorMap::exploreNewSector(crint3 pos, int num)
  3118. {
  3119. Sector &s = infoOnSectors[num];
  3120. s.id = num;
  3121. s.water = cb->getTile(pos)->isWater();
  3122. std::queue<int3> toVisit;
  3123. toVisit.push(pos);
  3124. while(toVisit.size())
  3125. {
  3126. int3 curPos = toVisit.front();
  3127. toVisit.pop();
  3128. ui8 &sec = retreiveTile(curPos);
  3129. if(sec == NOT_CHECKED)
  3130. {
  3131. const TerrainTile *t = cb->getTile(curPos);
  3132. if(!markIfBlocked(sec, curPos, t))
  3133. {
  3134. if(t->isWater() == s.water) //sector is only-water or only-land
  3135. {
  3136. sec = num;
  3137. s.tiles.push_back(curPos);
  3138. foreach_neighbour(curPos, [&](crint3 neighPos)
  3139. {
  3140. if(retreiveTile(neighPos) == NOT_CHECKED)
  3141. {
  3142. toVisit.push(neighPos);
  3143. //parent[neighPos] = curPos;
  3144. }
  3145. const TerrainTile *nt = cb->getTile(neighPos, false);
  3146. if(nt && nt->isWater() != s.water && canBeEmbarkmentPoint(nt))
  3147. {
  3148. s.embarkmentPoints.push_back(neighPos);
  3149. }
  3150. });
  3151. if(t->visitable && vstd::contains(ai->knownSubterraneanGates, t->visitableObjects.front()))
  3152. toVisit.push(ai->knownSubterraneanGates[t->visitableObjects.front()]->visitablePos());
  3153. }
  3154. }
  3155. }
  3156. }
  3157. removeDuplicates(s.embarkmentPoints);
  3158. }
  3159. void SectorMap::write(crstring fname)
  3160. {
  3161. std::ofstream out(fname);
  3162. for(int k = 0; k < cb->getMapSize().z; k++)
  3163. {
  3164. for(int j = 0; j < cb->getMapSize().y; j++)
  3165. {
  3166. for(int i = 0; i < cb->getMapSize().x; i++)
  3167. {
  3168. out << (int)sector[i][j][k] << '\t';
  3169. }
  3170. out << std::endl;
  3171. }
  3172. out << std::endl;
  3173. }
  3174. }
  3175. bool isWeeklyRevisitable (const CGObjectInstance * obj)
  3176. { //TODO: allow polling of remaining creatures in dwelling
  3177. if (dynamic_cast<const CGVisitableOPW *>(obj) || //ensures future compatibility, unlike IDs
  3178. dynamic_cast<const CGDwelling *>(obj) ||
  3179. dynamic_cast<const CBank *>(obj)) //banks tend to respawn often in mods
  3180. return true;
  3181. switch (obj->ID)
  3182. {
  3183. case Obj::STABLES:
  3184. case Obj::MAGIC_WELL:
  3185. case Obj::HILL_FORT:
  3186. return true;
  3187. break;
  3188. case Obj::BORDER_GATE:
  3189. case Obj::BORDERGUARD:
  3190. return (dynamic_cast <const CGKeys *>(obj))->wasMyColorVisited (ai->playerID); //FIXME: they could be revisited sooner than in a week
  3191. break;
  3192. }
  3193. return false;
  3194. }
  3195. bool shouldVisit(HeroPtr h, const CGObjectInstance * obj)
  3196. {
  3197. switch (obj->ID)
  3198. {
  3199. case Obj::BORDERGUARD:
  3200. case Obj::BORDER_GATE:
  3201. {
  3202. BOOST_FOREACH (auto q, ai->myCb->getMyQuests())
  3203. {
  3204. if (q.obj == obj)
  3205. {
  3206. return false; // do not visit guards or gates when wandering
  3207. }
  3208. }
  3209. return true; //we don't have this quest yet
  3210. break;
  3211. }
  3212. case Obj::SEER_HUT:
  3213. case Obj::QUEST_GUARD:
  3214. {
  3215. BOOST_FOREACH (auto q, ai->myCb->getMyQuests())
  3216. {
  3217. if (q.obj == obj)
  3218. {
  3219. if (q.quest->checkQuest(*h))
  3220. return true; //we completed the quest
  3221. else
  3222. return false; //we can't complete this quest
  3223. }
  3224. }
  3225. return true; //we don't have this quest yet
  3226. break;
  3227. }
  3228. case Obj::CREATURE_GENERATOR1:
  3229. {
  3230. if (obj->tempOwner != h->tempOwner)
  3231. return true; //flag just in case
  3232. bool canRecruitCreatures = false;
  3233. const CGDwelling * d = dynamic_cast<const CGDwelling *>(obj);
  3234. BOOST_FOREACH(auto level, d->creatures)
  3235. {
  3236. BOOST_FOREACH(auto c, level.second)
  3237. {
  3238. if (h->getSlotFor(CreatureID(c)) != SlotID())
  3239. canRecruitCreatures = true;
  3240. }
  3241. }
  3242. return canRecruitCreatures;
  3243. break;
  3244. }
  3245. case Obj::HILL_FORT:
  3246. {
  3247. BOOST_FOREACH (auto slot, h->Slots())
  3248. {
  3249. if (slot.second->type->upgrades.size())
  3250. return true; //TODO: check price?
  3251. }
  3252. return false;
  3253. break;
  3254. }
  3255. case Obj::MONOLITH1:
  3256. case Obj::MONOLITH2:
  3257. case Obj::MONOLITH3:
  3258. case Obj::WHIRLPOOL:
  3259. //TODO: mechanism for handling monoliths
  3260. return false;
  3261. break;
  3262. case Obj::SCHOOL_OF_MAGIC:
  3263. case Obj::SCHOOL_OF_WAR:
  3264. {
  3265. TResources myRes = ai->myCb->getResourceAmount();
  3266. if (myRes[Res::GOLD] - GOLD_RESERVE < 1000)
  3267. return false;
  3268. }
  3269. break;
  3270. case Obj::LIBRARY_OF_ENLIGHTENMENT:
  3271. if (h->level < 12)
  3272. return false;
  3273. break;
  3274. case Obj::TREE_OF_KNOWLEDGE:
  3275. {
  3276. TResources myRes = ai->myCb->getResourceAmount();
  3277. if (myRes[Res::GOLD] - GOLD_RESERVE < 2000 || myRes[Res::GEMS] < 10)
  3278. return false;
  3279. }
  3280. break;
  3281. case Obj::MAGIC_WELL:
  3282. return h->mana < h->manaLimit();
  3283. break;
  3284. case Obj::PRISON:
  3285. return ai->myCb->getHeroesInfo().size() < GameConstants::MAX_HEROES_PER_PLAYER;
  3286. break;
  3287. case Obj::BOAT:
  3288. return false;
  3289. //Boats are handled by pathfinder
  3290. }
  3291. if (obj->wasVisited(*h)) //it must pointer to hero instance, heroPtr calls function wasVisited(ui8 player);
  3292. return false;
  3293. return true;
  3294. }
  3295. int3 SectorMap::firstTileToGet(HeroPtr h, crint3 dst)
  3296. {
  3297. int sourceSector = retreiveTile(h->visitablePos()),
  3298. destinationSector = retreiveTile(dst);
  3299. if(sourceSector != destinationSector)
  3300. {
  3301. const Sector *src = &infoOnSectors[sourceSector],
  3302. *dst = &infoOnSectors[destinationSector];
  3303. std::map<const Sector*, const Sector*> preds;
  3304. std::queue<const Sector *> sq;
  3305. sq.push(src);
  3306. while(!sq.empty())
  3307. {
  3308. const Sector *s = sq.front();
  3309. sq.pop();
  3310. BOOST_FOREACH(int3 ep, s->embarkmentPoints)
  3311. {
  3312. Sector *neigh = &infoOnSectors[retreiveTile(ep)];
  3313. //preds[s].push_back(neigh);
  3314. if(!preds[neigh])
  3315. {
  3316. preds[neigh] = s;
  3317. sq.push(neigh);
  3318. }
  3319. }
  3320. //TODO consider other types of connections between sectors?
  3321. }
  3322. if(!preds[dst])
  3323. {
  3324. write("test.txt");
  3325. ai->completeGoal (CGoal(EXPLORE).sethero(h)); //if we can't find the way, seemingly all tiles were explored
  3326. //TODO: more organized way?
  3327. throw cannotFulfillGoalException(str(format("Cannot find connection between sectors %d and %d") % src->id % dst->id));
  3328. }
  3329. std::vector<const Sector*> toTraverse;
  3330. toTraverse.push_back(dst);
  3331. while(toTraverse.back() != src)
  3332. {
  3333. toTraverse.push_back(preds[toTraverse.back()]);
  3334. }
  3335. if(preds[dst])
  3336. {
  3337. const Sector *sectorToReach = toTraverse.at(toTraverse.size() - 2);
  3338. if(!src->water && sectorToReach->water) //embark
  3339. {
  3340. //embark on ship -> look for an EP with a boat
  3341. auto firstEP = boost::find_if(src->embarkmentPoints, [=](crint3 pos) -> bool
  3342. {
  3343. const TerrainTile *t = cb->getTile(pos);
  3344. return t && t->visitableObjects.size() == 1 && t->topVisitableId() == Obj::BOAT
  3345. && retreiveTile(pos) == sectorToReach->id;
  3346. });
  3347. if(firstEP != src->embarkmentPoints.end())
  3348. {
  3349. return *firstEP;
  3350. }
  3351. else
  3352. {
  3353. //we need to find a shipyard with an access to the desired sector's EP
  3354. //TODO what about Summon Boat spell?
  3355. std::vector<const IShipyard *> shipyards;
  3356. BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
  3357. {
  3358. if(t->hasBuilt(BuildingID::SHIPYARD))
  3359. shipyards.push_back(t);
  3360. }
  3361. std::vector<const CGObjectInstance*> visObjs;
  3362. ai->retreiveVisitableObjs(visObjs, true);
  3363. BOOST_FOREACH(const CGObjectInstance *obj, visObjs)
  3364. {
  3365. if(obj->ID != Obj::TOWN) //towns were handled in the previous loop
  3366. if(const IShipyard *shipyard = IShipyard::castFrom(obj))
  3367. shipyards.push_back(shipyard);
  3368. }
  3369. shipyards.erase(boost::remove_if(shipyards, [=](const IShipyard *shipyard) -> bool
  3370. {
  3371. return shipyard->state() != 0 || retreiveTile(shipyard->bestLocation()) != sectorToReach->id;
  3372. }),shipyards.end());
  3373. if(!shipyards.size())
  3374. {
  3375. //TODO consider possibility of building shipyard in a town
  3376. throw cannotFulfillGoalException("There is no known shipyard!");
  3377. }
  3378. //we have only shipyards that possibly can build ships onto the appropriate EP
  3379. auto ownedGoodShipyard = boost::find_if(shipyards, [](const IShipyard *s) -> bool
  3380. {
  3381. return s->o->tempOwner == ai->playerID;
  3382. });
  3383. if(ownedGoodShipyard != shipyards.end())
  3384. {
  3385. const IShipyard *s = *ownedGoodShipyard;
  3386. TResources shipCost;
  3387. s->getBoatCost(shipCost);
  3388. if(cb->getResourceAmount().canAfford(shipCost))
  3389. {
  3390. int3 ret = s->bestLocation();
  3391. cb->buildBoat(s);
  3392. return ret;
  3393. }
  3394. else
  3395. {
  3396. //TODO gather res
  3397. throw cannotFulfillGoalException("Not enough resources to build a boat");
  3398. }
  3399. }
  3400. else
  3401. {
  3402. //TODO pick best shipyard to take over
  3403. return shipyards.front()->o->visitablePos();
  3404. }
  3405. }
  3406. }
  3407. else if(src->water && !sectorToReach->water)
  3408. {
  3409. //TODO
  3410. //disembark
  3411. }
  3412. else
  3413. {
  3414. //TODO
  3415. //transition between two land/water sectors. Monolith? Whirlpool? ...
  3416. throw cannotFulfillGoalException("Land-land and water-water inter-sector transitions are not implemented!");
  3417. }
  3418. }
  3419. else
  3420. {
  3421. throw cannotFulfillGoalException("Inter-sector route detection failed: not connected sectors?");
  3422. }
  3423. }
  3424. else
  3425. {
  3426. makeParentBFS(h->visitablePos());
  3427. int3 curtile = dst;
  3428. while(curtile != h->visitablePos())
  3429. {
  3430. if(cb->getPathInfo(curtile)->reachable())
  3431. {
  3432. return curtile;
  3433. }
  3434. else
  3435. {
  3436. auto i = parent.find(curtile);
  3437. if(i != parent.end())
  3438. {
  3439. assert(curtile != i->second);
  3440. curtile = i->second;
  3441. }
  3442. else
  3443. throw cannotFulfillGoalException("Unreachable tile in sector? Should not happen!");
  3444. }
  3445. }
  3446. }
  3447. throw cannotFulfillGoalException("Impossible happened.");
  3448. }
  3449. void SectorMap::makeParentBFS(crint3 source)
  3450. {
  3451. parent.clear();
  3452. int mySector = retreiveTile(source);
  3453. std::queue<int3> toVisit;
  3454. toVisit.push(source);
  3455. while(toVisit.size())
  3456. {
  3457. int3 curPos = toVisit.front();
  3458. toVisit.pop();
  3459. ui8 &sec = retreiveTile(curPos);
  3460. assert(sec == mySector); //consider only tiles from the same sector
  3461. //const TerrainTile *t = cb->getTile(curPos);
  3462. foreach_neighbour(curPos, [&](crint3 neighPos)
  3463. {
  3464. if(retreiveTile(neighPos) == mySector && !vstd::contains(parent, neighPos))
  3465. {
  3466. toVisit.push(neighPos);
  3467. parent[neighPos] = curPos;
  3468. }
  3469. });
  3470. }
  3471. }
  3472. unsigned char & SectorMap::retreiveTile(crint3 pos)
  3473. {
  3474. return retreiveTileN(sector, pos);
  3475. }
  3476. const CGObjectInstance * ObjectIdRef::operator->() const
  3477. {
  3478. return cb->getObj(id, false);
  3479. }
  3480. ObjectIdRef::operator const CGObjectInstance*() const
  3481. {
  3482. return cb->getObj(id, false);
  3483. }
  3484. ObjectIdRef::ObjectIdRef(ObjectInstanceID _id) : id(_id)
  3485. {
  3486. }
  3487. ObjectIdRef::ObjectIdRef(const CGObjectInstance *obj) : id(obj->id)
  3488. {
  3489. }
  3490. bool ObjectIdRef::operator<(const ObjectIdRef &rhs) const
  3491. {
  3492. return id < rhs.id;
  3493. }
  3494. HeroPtr::HeroPtr(const CGHeroInstance *H)
  3495. {
  3496. if(!H)
  3497. {
  3498. //init from nullptr should equal to default init
  3499. *this = HeroPtr();
  3500. return;
  3501. }
  3502. h = H;
  3503. name = h->name;
  3504. hid = H->id;
  3505. // infosCount[ai->playerID][hid]++;
  3506. }
  3507. HeroPtr::HeroPtr()
  3508. {
  3509. h = nullptr;
  3510. hid = ObjectInstanceID();
  3511. }
  3512. HeroPtr::~HeroPtr()
  3513. {
  3514. // if(hid >= 0)
  3515. // infosCount[ai->playerID][hid]--;
  3516. }
  3517. bool HeroPtr::operator<(const HeroPtr &rhs) const
  3518. {
  3519. return hid < rhs.hid;
  3520. }
  3521. const CGHeroInstance * HeroPtr::get(bool doWeExpectNull /*= false*/) const
  3522. {
  3523. //TODO? check if these all assertions every time we get info about hero affect efficiency
  3524. //
  3525. //behave terribly when attempting unauthorized access to hero that is not ours (or was lost)
  3526. assert(doWeExpectNull || h);
  3527. if(h)
  3528. {
  3529. auto obj = cb->getObj(hid);
  3530. const bool owned = obj && obj->tempOwner == ai->playerID;
  3531. if(doWeExpectNull && !owned)
  3532. {
  3533. return nullptr;
  3534. }
  3535. else
  3536. {
  3537. assert(obj);
  3538. assert(owned);
  3539. }
  3540. }
  3541. return h;
  3542. }
  3543. const CGHeroInstance * HeroPtr::operator->() const
  3544. {
  3545. return get();
  3546. }
  3547. bool HeroPtr::validAndSet() const
  3548. {
  3549. return get(true);
  3550. }
  3551. const CGHeroInstance * HeroPtr::operator*() const
  3552. {
  3553. return get();
  3554. }