| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599 | /* * AIUtility.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */#include "StdInc.h"#include "AIUtility.h"#include "VCAI.h"#include "Fuzzy.h"#include "../../lib/UnlockGuard.h"#include "../../lib/CConfigHandler.h"#include "../../lib/CHeroHandler.h"#include "../../lib/mapObjects/CBank.h"#include "../../lib/mapObjects/CGTownInstance.h"#include "../../lib/mapObjects/CQuest.h"#include "../../lib/mapping/CMapDefines.h"extern boost::thread_specific_ptr<CCallback> cb;extern boost::thread_specific_ptr<VCAI> ai;extern FuzzyHelper * fh;//extern static const int3 dirs[8];const CGObjectInstance * ObjectIdRef::operator->() const{	return cb->getObj(id, false);}ObjectIdRef::operator const CGObjectInstance *() const{	return cb->getObj(id, false);}ObjectIdRef::ObjectIdRef(ObjectInstanceID _id)	: id(_id){}ObjectIdRef::ObjectIdRef(const CGObjectInstance * obj)	: id(obj->id){}bool ObjectIdRef::operator<(const ObjectIdRef & rhs) const{	return id < rhs.id;}HeroPtr::HeroPtr(const CGHeroInstance * H){	if(!H)	{		//init from nullptr should equal to default init		*this = HeroPtr();		return;	}	h = H;	name = h->name;	hid = H->id;//	infosCount[ai->playerID][hid]++;}HeroPtr::HeroPtr(){	h = nullptr;	hid = ObjectInstanceID();}HeroPtr::~HeroPtr(){//	if(hid >= 0)//		infosCount[ai->playerID][hid]--;}bool HeroPtr::operator<(const HeroPtr & rhs) const{	return hid < rhs.hid;}const CGHeroInstance * HeroPtr::get(bool doWeExpectNull) const{	//TODO? check if these all assertions every time we get info about hero affect efficiency	//	//behave terribly when attempting unauthorized access to hero that is not ours (or was lost)	assert(doWeExpectNull || h);	if(h)	{		auto obj = cb->getObj(hid);		const bool owned = obj && obj->tempOwner == ai->playerID;		if(doWeExpectNull && !owned)		{			return nullptr;		}		else		{			assert(obj);			assert(owned);		}	}	return h;}const CGHeroInstance * HeroPtr::operator->() const{	return get();}bool HeroPtr::validAndSet() const{	return get(true);}const CGHeroInstance * HeroPtr::operator*() const{	return get();}bool HeroPtr::operator==(const HeroPtr & rhs) const{	return h == rhs.get(true);}void foreach_tile_pos(std::function<void(const int3 & pos)> foo){	// some micro-optimizations since this function gets called a LOT	// callback pointer is thread-specific and slow to retrieve -> read map size only once	int3 mapSize = cb->getMapSize();	for(int i = 0; i < mapSize.x; i++)	{		for(int j = 0; j < mapSize.y; j++)		{			for(int k = 0; k < mapSize.z; k++)				foo(int3(i, j, k));		}	}}void foreach_tile_pos(CCallback * cbp, std::function<void(CCallback * cbp, const int3 & pos)> foo){	int3 mapSize = cbp->getMapSize();	for(int i = 0; i < mapSize.x; i++)	{		for(int j = 0; j < mapSize.y; j++)		{			for(int k = 0; k < mapSize.z; k++)				foo(cbp, int3(i, j, k));		}	}}void foreach_neighbour(const int3 & pos, std::function<void(const int3 & pos)> foo){	CCallback * cbp = cb.get(); // avoid costly retrieval of thread-specific pointer	for(const int3 & dir : int3::getDirs())	{		const int3 n = pos + dir;		if(cbp->isInTheMap(n))			foo(pos + dir);	}}void foreach_neighbour(CCallback * cbp, const int3 & pos, std::function<void(CCallback * cbp, const int3 & pos)> foo){	for(const int3 & dir : int3::getDirs())	{		const int3 n = pos + dir;		if(cbp->isInTheMap(n))			foo(cbp, pos + dir);	}}bool CDistanceSorter::operator()(const CGObjectInstance * lhs, const CGObjectInstance * rhs){	const CGPathNode * ln = ai->myCb->getPathsInfo(hero)->getPathInfo(lhs->visitablePos());	const CGPathNode * rn = ai->myCb->getPathsInfo(hero)->getPathInfo(rhs->visitablePos());	if(ln->turns != rn->turns)		return ln->turns < rn->turns;	return (ln->moveRemains > rn->moveRemains);}bool compareMovement(HeroPtr lhs, HeroPtr rhs){	return lhs->movement > rhs->movement;}ui64 evaluateDanger(crint3 tile){	const TerrainTile * t = cb->getTile(tile, false);	if(!t) //we can know about guard but can't check its tile (the edge of fow)		return 190000000; //MUCH	ui64 objectDanger = 0;	ui64 guardDanger = 0;	auto visObjs = cb->getVisitableObjs(tile);	if(visObjs.size())		objectDanger = evaluateDanger(visObjs.back());	int3 guardPos = cb->getGuardingCreaturePosition(tile);	if(guardPos.x >= 0 && guardPos != tile)		guardDanger = evaluateDanger(guardPos);	//TODO mozna odwiedzic blockvis nie ruszajac straznika	return std::max(objectDanger, guardDanger);}ui64 evaluateDanger(crint3 tile, const CGHeroInstance * visitor){	const TerrainTile * t = cb->getTile(tile, false);	if(!t) //we can know about guard but can't check its tile (the edge of fow)		return 190000000; //MUCH	ui64 objectDanger = 0;	ui64 guardDanger = 0;	auto visitableObjects = cb->getVisitableObjs(tile);	// in some scenarios hero happens to be "under" the object (eg town). Then we consider ONLY the hero.	if(vstd::contains_if(visitableObjects, objWithID<Obj::HERO>))	{		vstd::erase_if(visitableObjects, [](const CGObjectInstance * obj)		{			return !objWithID<Obj::HERO>(obj);		});	}	if(const CGObjectInstance * dangerousObject = vstd::backOrNull(visitableObjects))	{		objectDanger = evaluateDanger(dangerousObject); //unguarded objects can also be dangerous or unhandled		if(objectDanger)		{			//TODO: don't downcast objects AI shouldn't know about!			auto armedObj = dynamic_cast<const CArmedInstance *>(dangerousObject);			if(armedObj)			{				float tacticalAdvantage = fh->getTacticalAdvantage(visitor, armedObj);				objectDanger *= tacticalAdvantage; //this line tends to go infinite for allied towns (?)			}		}		if(dangerousObject->ID == Obj::SUBTERRANEAN_GATE)		{			//check guard on the other side of the gate			auto it = ai->knownSubterraneanGates.find(dangerousObject);			if(it != ai->knownSubterraneanGates.end())			{				auto guards = cb->getGuardingCreatures(it->second->visitablePos());				for(auto cre : guards)				{					vstd::amax(guardDanger, evaluateDanger(cre) * fh->getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance *>(cre)));				}			}		}	}	auto guards = cb->getGuardingCreatures(tile);	for(auto cre : guards)	{		vstd::amax(guardDanger, evaluateDanger(cre) * fh->getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance *>(cre))); //we are interested in strongest monster around	}	//TODO mozna odwiedzic blockvis nie ruszajac straznika	return std::max(objectDanger, guardDanger);}ui64 evaluateDanger(const CGObjectInstance * obj){	if(obj->tempOwner < PlayerColor::PLAYER_LIMIT && cb->getPlayerRelations(obj->tempOwner, ai->playerID) != PlayerRelations::ENEMIES) //owned or allied objects don't pose any threat		return 0;	switch(obj->ID)	{	case Obj::HERO:	{		InfoAboutHero iah;		cb->getHeroInfo(obj, iah);		return iah.army.getStrength();	}	case Obj::TOWN:	case Obj::GARRISON:	case Obj::GARRISON2:	{		InfoAboutTown iat;		cb->getTownInfo(obj, iat);		return iat.army.getStrength();	}	case Obj::MONSTER:	{		//TODO!!!!!!!!		const CGCreature * cre = dynamic_cast<const CGCreature *>(obj);		return cre->getArmyStrength();	}	case Obj::CREATURE_GENERATOR1:	case Obj::CREATURE_GENERATOR4:	{		const CGDwelling * d = dynamic_cast<const CGDwelling *>(obj);		return d->getArmyStrength();	}	case Obj::MINE:	case Obj::ABANDONED_MINE:	{		const CArmedInstance * a = dynamic_cast<const CArmedInstance *>(obj);		return a->getArmyStrength();	}	case Obj::CRYPT: //crypt	case Obj::CREATURE_BANK: //crebank	case Obj::DRAGON_UTOPIA:	case Obj::SHIPWRECK: //shipwreck	case Obj::DERELICT_SHIP: //derelict ship//	case Obj::PYRAMID:		return fh->estimateBankDanger(dynamic_cast<const CBank *>(obj));	case Obj::PYRAMID:	{		if(obj->subID == 0)			return fh->estimateBankDanger(dynamic_cast<const CBank *>(obj));		else			return 0;	}	default:		return 0;	}}bool compareDanger(const CGObjectInstance * lhs, const CGObjectInstance * rhs){	return evaluateDanger(lhs) < evaluateDanger(rhs);}bool isSafeToVisit(HeroPtr h, crint3 tile){	const ui64 heroStrength = h->getTotalStrength();	const ui64 dangerStrength = evaluateDanger(tile, *h);	if(dangerStrength)	{		if(heroStrength / SAFE_ATTACK_CONSTANT > dangerStrength)		{			logAi->trace("It's safe for %s to visit tile %s", h->name, tile.toString());			return true;		}		else		{			return false;		}	}	return true; //there's no danger}bool isObjectRemovable(const CGObjectInstance * obj){	//FIXME: move logic to object property!	switch (obj->ID)	{	case Obj::MONSTER:	case Obj::RESOURCE:	case Obj::CAMPFIRE:	case Obj::TREASURE_CHEST:	case Obj::ARTIFACT:	case Obj::BORDERGUARD:		return true;		break;	default:		return false;		break;	}}bool canBeEmbarkmentPoint(const TerrainTile * t, bool fromWater){	// TODO: Such information should be provided by pathfinder	// Tile must be free or with unoccupied boat	if(!t->blocked)	{		return true;	}	else if(!fromWater) // do not try to board when in water sector	{		if(t->visitableObjects.size() == 1 && t->topVisitableId() == Obj::BOAT)			return true;	}	return false;}int3 whereToExplore(HeroPtr h){	TimeCheck tc("where to explore");	int radius = h->getSightRadius();	int3 hpos = h->visitablePos();	auto sm = ai->getCachedSectorMap(h);	//look for nearby objs -> visit them if they're close enouh	const int DIST_LIMIT = 3;	std::vector<const CGObjectInstance *> nearbyVisitableObjs;	for(int x = hpos.x - DIST_LIMIT; x <= hpos.x + DIST_LIMIT; ++x) //get only local objects instead of all possible objects on the map	{		for(int y = hpos.y - DIST_LIMIT; y <= hpos.y + DIST_LIMIT; ++y)		{			for(auto obj : cb->getVisitableObjs(int3(x, y, hpos.z), false))			{				int3 op = obj->visitablePos();				CGPath p;				ai->myCb->getPathsInfo(h.get())->getPath(p, op);				if(p.nodes.size() && p.endPos() == op && p.nodes.size() <= DIST_LIMIT)				{					if(ai->isGoodForVisit(obj, h, *sm))						nearbyVisitableObjs.push_back(obj);				}			}		}	}	vstd::removeDuplicates(nearbyVisitableObjs); //one object may occupy multiple tiles	boost::sort(nearbyVisitableObjs, CDistanceSorter(h.get()));	if(nearbyVisitableObjs.size())		return nearbyVisitableObjs.back()->visitablePos();	try //check if nearby tiles allow us to reveal anything - this is quick	{		return ai->explorationBestNeighbour(hpos, radius, h);	}	catch(cannotFulfillGoalException & e)	{		//perform exhaustive search		return ai->explorationNewPoint(h);	}}bool isBlockedBorderGate(int3 tileToHit) //TODO: is that function needed? should be handled by pathfinder{	if(cb->getTile(tileToHit)->topVisitableId() != Obj::BORDER_GATE)		return false;	auto gate = dynamic_cast<const CGKeys *>(cb->getTile(tileToHit)->topVisitableObj());	return !gate->passableFor(ai->playerID);}bool isBlockVisitObj(const int3 & pos){	if(auto obj = cb->getTopObj(pos))	{		if(obj->blockVisit) //we can't stand on that object			return true;	}	return false;}bool hasReachableNeighbor(const int3 &pos, HeroPtr hero, CCallback * cbp){	for(crint3 dir : int3::getDirs())	{		int3 tile = pos + dir;		if(cbp->isInTheMap(tile) && cbp->getPathsInfo(hero.get())->getPathInfo(tile)->reachable())		{			return true;		}	}	return false;}int howManyTilesWillBeDiscovered(const int3 & pos, int radious, CCallback * cbp, HeroPtr hero){	int ret = 0;	for(int x = pos.x - radious; x <= pos.x + radious; x++)	{		for(int y = pos.y - radious; y <= pos.y + radious; y++)		{			int3 npos = int3(x, y, pos.z);			if(cbp->isInTheMap(npos) && pos.dist2d(npos) - 0.5 < radious && !cbp->isVisible(npos))			{				if(hasReachableNeighbor(npos, hero, cbp))					ret++;			}		}	}	return ret;}void getVisibleNeighbours(const std::vector<int3> & tiles, std::vector<int3> & out){	for(const int3 & tile : tiles)	{		foreach_neighbour(tile, [&](int3 neighbour)		{			if(cb->isVisible(neighbour))				out.push_back(neighbour);		});	}}creInfo infoFromDC(const dwellingContent & dc){	creInfo ci;	ci.count = dc.first;	ci.creID = dc.second.size() ? dc.second.back() : CreatureID(-1); //should never be accessed	if (ci.creID != -1)	{		ci.cre = VLC->creh->creatures[ci.creID];		ci.level = ci.cre->level; //this is cretaure tier, while tryRealize expects dwelling level. Ignore.	}	else	{		ci.cre = nullptr;		ci.level = 0;	}	return ci;}ui64 howManyReinforcementsCanBuy(HeroPtr h, const CGTownInstance * t){	ui64 aivalue = 0;	int freeHeroSlots = GameConstants::ARMY_SIZE - h->stacksCount();	for(auto const dc : t->creatures)	{		creInfo ci = infoFromDC(dc);		if(ci.count && ci.creID != -1) //valid creature at this level		{			//can be merged with another stack?			SlotID dst = h->getSlotFor(ci.creID);			if (!h->hasStackAtSlot(dst)) //need another new slot for this stack				if (!freeHeroSlots) //no more place for stacks					continue;				else					freeHeroSlots--; //new slot will be occupied			//we found matching occupied or free slot			aivalue += ci.count * ci.cre->AIValue;		}	}	return aivalue;}ui64 howManyReinforcementsCanGet(HeroPtr h, const CGTownInstance * t){	ui64 ret = 0;	int freeHeroSlots = GameConstants::ARMY_SIZE - h->stacksCount();	std::vector<const CStackInstance *> toMove;	for(auto const slot : t->Slots())	{		//can be merged woth another stack?		SlotID dst = h->getSlotFor(slot.second->getCreatureID());		if(h->hasStackAtSlot(dst))			ret += t->getPower(slot.first);		else			toMove.push_back(slot.second);	}	boost::sort(toMove, [](const CStackInstance * lhs, const CStackInstance * rhs)	{		return lhs->getPower() < rhs->getPower();	});	for(auto & stack : boost::adaptors::reverse(toMove))	{		if(freeHeroSlots)		{			ret += stack->getPower();			freeHeroSlots--;		}		else			break;	}	return ret;}bool compareHeroStrength(HeroPtr h1, HeroPtr h2){	return h1->getTotalStrength() < h2->getTotalStrength();}bool compareArmyStrength(const CArmedInstance * a1, const CArmedInstance * a2){	return a1->getArmyStrength() < a2->getArmyStrength();}bool compareArtifacts(const CArtifactInstance * a1, const CArtifactInstance * a2){	auto art1 = a1->artType;	auto art2 = a2->artType;	if(art1->price == art2->price)		return art1->valOfBonuses(Bonus::PRIMARY_SKILL) > art2->valOfBonuses(Bonus::PRIMARY_SKILL);	else if(art1->price > art2->price)		return true;	else		return false;}
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