AIUtility.cpp 5.3 KB

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  1. /*
  2. * AIUtility.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "AIUtility.h"
  12. #include "VCAI.h"
  13. #include "FuzzyHelper.h"
  14. #include "Goals/Goals.h"
  15. #include "../../lib/UnlockGuard.h"
  16. #include "../../lib/CConfigHandler.h"
  17. #include "../../lib/CHeroHandler.h"
  18. #include "../../lib/mapObjects/CGTownInstance.h"
  19. #include "../../lib/mapObjects/CQuest.h"
  20. #include "../../lib/mapping/CMapDefines.h"
  21. extern FuzzyHelper * fh;
  22. const CGObjectInstance * ObjectIdRef::operator->() const
  23. {
  24. return cb->getObj(id, false);
  25. }
  26. ObjectIdRef::operator const CGObjectInstance *() const
  27. {
  28. return cb->getObj(id, false);
  29. }
  30. ObjectIdRef::operator bool() const
  31. {
  32. return cb->getObj(id, false);
  33. }
  34. ObjectIdRef::ObjectIdRef(ObjectInstanceID _id)
  35. : id(_id)
  36. {
  37. }
  38. ObjectIdRef::ObjectIdRef(const CGObjectInstance * obj)
  39. : id(obj->id)
  40. {
  41. }
  42. bool ObjectIdRef::operator<(const ObjectIdRef & rhs) const
  43. {
  44. return id < rhs.id;
  45. }
  46. HeroPtr::HeroPtr(const CGHeroInstance * H)
  47. {
  48. if(!H)
  49. {
  50. //init from nullptr should equal to default init
  51. *this = HeroPtr();
  52. return;
  53. }
  54. h = H;
  55. name = h->getNameTranslated();
  56. hid = H->id;
  57. // infosCount[ai->playerID][hid]++;
  58. }
  59. HeroPtr::HeroPtr()
  60. {
  61. h = nullptr;
  62. hid = ObjectInstanceID();
  63. }
  64. HeroPtr::~HeroPtr()
  65. {
  66. // if(hid >= 0)
  67. // infosCount[ai->playerID][hid]--;
  68. }
  69. bool HeroPtr::operator<(const HeroPtr & rhs) const
  70. {
  71. return hid < rhs.hid;
  72. }
  73. const CGHeroInstance * HeroPtr::get(bool doWeExpectNull) const
  74. {
  75. //TODO? check if these all assertions every time we get info about hero affect efficiency
  76. //
  77. //behave terribly when attempting unauthorized access to hero that is not ours (or was lost)
  78. assert(doWeExpectNull || h);
  79. if(h)
  80. {
  81. auto obj = cb->getObj(hid);
  82. const bool owned = obj && obj->tempOwner == ai->playerID;
  83. if(doWeExpectNull && !owned)
  84. {
  85. return nullptr;
  86. }
  87. else
  88. {
  89. assert(obj);
  90. assert(owned);
  91. }
  92. }
  93. return h;
  94. }
  95. const CGHeroInstance * HeroPtr::operator->() const
  96. {
  97. return get();
  98. }
  99. bool HeroPtr::validAndSet() const
  100. {
  101. return get(true);
  102. }
  103. const CGHeroInstance * HeroPtr::operator*() const
  104. {
  105. return get();
  106. }
  107. bool HeroPtr::operator==(const HeroPtr & rhs) const
  108. {
  109. return h == rhs.get(true);
  110. }
  111. bool CDistanceSorter::operator()(const CGObjectInstance * lhs, const CGObjectInstance * rhs) const
  112. {
  113. const CGPathNode * ln = ai->myCb->getPathsInfo(hero)->getPathInfo(lhs->visitablePos());
  114. const CGPathNode * rn = ai->myCb->getPathsInfo(hero)->getPathInfo(rhs->visitablePos());
  115. return ln->getCost() < rn->getCost();
  116. }
  117. bool isSafeToVisit(HeroPtr h, crint3 tile)
  118. {
  119. return isSafeToVisit(h, fh->evaluateDanger(tile, h.get()));
  120. }
  121. bool isSafeToVisit(HeroPtr h, uint64_t dangerStrength)
  122. {
  123. const ui64 heroStrength = h->getTotalStrength();
  124. if(dangerStrength)
  125. {
  126. return heroStrength / SAFE_ATTACK_CONSTANT > dangerStrength;
  127. }
  128. return true; //there's no danger
  129. }
  130. bool isObjectRemovable(const CGObjectInstance * obj)
  131. {
  132. //FIXME: move logic to object property!
  133. switch (obj->ID)
  134. {
  135. case Obj::MONSTER:
  136. case Obj::RESOURCE:
  137. case Obj::CAMPFIRE:
  138. case Obj::TREASURE_CHEST:
  139. case Obj::ARTIFACT:
  140. case Obj::BORDERGUARD:
  141. case Obj::FLOTSAM:
  142. case Obj::PANDORAS_BOX:
  143. case Obj::OCEAN_BOTTLE:
  144. case Obj::SEA_CHEST:
  145. case Obj::SHIPWRECK_SURVIVOR:
  146. case Obj::SPELL_SCROLL:
  147. return true;
  148. break;
  149. default:
  150. return false;
  151. break;
  152. }
  153. }
  154. bool canBeEmbarkmentPoint(const TerrainTile * t, bool fromWater)
  155. {
  156. // TODO: Such information should be provided by pathfinder
  157. // Tile must be free or with unoccupied boat
  158. if(!t->blocked)
  159. {
  160. return true;
  161. }
  162. else if(!fromWater) // do not try to board when in water sector
  163. {
  164. if(t->visitableObjects.size() == 1 && t->topVisitableId() == Obj::BOAT)
  165. return true;
  166. }
  167. return false;
  168. }
  169. bool isBlockedBorderGate(int3 tileToHit) //TODO: is that function needed? should be handled by pathfinder
  170. {
  171. if(cb->getTile(tileToHit)->topVisitableId() != Obj::BORDER_GATE)
  172. return false;
  173. auto gate = dynamic_cast<const CGKeys *>(cb->getTile(tileToHit)->topVisitableObj());
  174. return !gate->passableFor(ai->playerID);
  175. }
  176. bool isBlockVisitObj(const int3 & pos)
  177. {
  178. if(auto obj = cb->getTopObj(pos))
  179. {
  180. if(obj->isBlockedVisitable()) //we can't stand on that object
  181. return true;
  182. }
  183. return false;
  184. }
  185. creInfo infoFromDC(const dwellingContent & dc)
  186. {
  187. creInfo ci;
  188. ci.count = dc.first;
  189. ci.creID = dc.second.size() ? dc.second.back() : CreatureID(-1); //should never be accessed
  190. if (ci.creID != CreatureID::NONE)
  191. {
  192. ci.cre = VLC->creatures()->getById(ci.creID);
  193. ci.level = ci.cre->getLevel(); //this is creature tier, while tryRealize expects dwelling level. Ignore.
  194. }
  195. else
  196. {
  197. ci.cre = nullptr;
  198. ci.level = 0;
  199. }
  200. return ci;
  201. }
  202. bool compareHeroStrength(HeroPtr h1, HeroPtr h2)
  203. {
  204. return h1->getTotalStrength() < h2->getTotalStrength();
  205. }
  206. bool compareArmyStrength(const CArmedInstance * a1, const CArmedInstance * a2)
  207. {
  208. return a1->getArmyStrength() < a2->getArmyStrength();
  209. }
  210. bool compareArtifacts(const CArtifactInstance * a1, const CArtifactInstance * a2)
  211. {
  212. auto art1 = a1->artType;
  213. auto art2 = a2->artType;
  214. if(art1->getPrice() == art2->getPrice())
  215. return art1->valOfBonuses(BonusType::PRIMARY_SKILL) > art2->valOfBonuses(BonusType::PRIMARY_SKILL);
  216. else
  217. return art1->getPrice() > art2->getPrice();
  218. }