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- #include "StdInc.h"
- #include "VCAI.h"
- #include "../../lib/UnlockGuard.h"
- #include "Fuzzy.h"
- #include "../../lib/CObjectHandler.h"
- #define I_AM_ELEMENTAR return CGoal(*this).setisElementar(true)
- CLogger &aiLogger = tlog6;
- extern FuzzyHelper *fh;
- class CGVisitableOPW;
- const int ACTUAL_RESOURCE_COUNT = 7;
- const double SAFE_ATTACK_CONSTANT = 1.5;
- using namespace vstd;
- //one thread may be turn of AI and another will be handling a side effect for AI2
- boost::thread_specific_ptr<CCallback> cb;
- boost::thread_specific_ptr<VCAI> ai;
- // CCallback *cb;
- // VCAI *ai;
- //helper RAII to manage global ai/cb ptrs
- struct SetGlobalState
- {
- SetGlobalState(VCAI * AI)
- {
- assert(!ai.get());
- assert(!cb.get());
- ai.reset(AI);
- cb.reset(AI->myCb);
- }
- ~SetGlobalState()
- {
- ai.release();
- cb.release();
- }
- };
- #define SET_GLOBAL_STATE(ai) SetGlobalState _hlpSetState(ai);
- #define NET_EVENT_HANDLER SET_GLOBAL_STATE(this)
- #define MAKING_TURN SET_GLOBAL_STATE(this)
- 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)
- const int HERO_GOLD_COST = 2500;
- const int ALLOWED_ROAMING_HEROES = 8;
- const int GOLD_MINE_PRODUCTION = 1000, WOOD_ORE_MINE_PRODUCTION = 2, RESOURCE_MINE_PRODUCTION = 1;
- std::string goalName(EGoals goalType)
- {
- switch (goalType)
- {
- case INVALID:
- return "INVALID";
- case WIN:
- return "WIN";
- case CONQUER:
- return "CONQUER";
- case EXPLORE:
- return "EXPLORE";
- case GATHER_ARMY:
- return "GATHER ARMY";
- case VISIT_TILE:
- return "VISIT TILE";
- case CLEAR_WAY_TO:
- return "CLEAR WAY TO";
- default:
- return boost::lexical_cast<std::string>(goalType);
- }
- }
- bool compareHeroStrength(const CGHeroInstance *h1, const CGHeroInstance *h2)
- {
- return h1->getTotalStrength() < h2->getTotalStrength();
- }
- bool compareArmyStrength(const CArmedInstance *a1, const CArmedInstance *a2)
- {
- return a1->getArmyStrength() < a2->getArmyStrength();
- }
- static const int3 dirs[] = { int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0),
- int3(1,1,0),int3(-1,1,0),int3(1,-1,0),int3(-1,-1,0) };
- struct AILogger
- {
- AILogger()
- {
- lvl = 0;
- }
- int lvl;
- struct Tab
- {
- Tab();
- ~Tab();
- };
- } logger;
- AILogger::Tab::Tab()
- {
- logger.lvl++;
- }
- AILogger::Tab::~Tab()
- {
- logger.lvl--;
- }
- struct TimeCheck
- {
- CStopWatch time;
- std::string txt;
- TimeCheck(crstring TXT) : txt(TXT)
- {
- }
- ~TimeCheck()
- {
- BNLOG("Time of %s was %d ms.", txt % time.getDiff());
- }
- };
- template<typename T>
- void removeDuplicates(std::vector<T> &vec)
- {
- boost::sort(vec);
- vec.erase(std::unique(vec.begin(), vec.end()), vec.end());
- }
- template<typename Range, typename Predicate>
- void erase_if(Range &vec, Predicate pred)
- {
- vec.erase(boost::remove_if(vec, pred),vec.end());
- }
- struct AtScopeExit
- {
- boost::function<void()> foo;
- AtScopeExit(const boost::function<void()> &FOO) : foo(FOO)
- {}
- ~AtScopeExit()
- {
- foo();
- }
- };
- void foreach_tile_pos(boost::function<void(const int3& pos)> foo)
- {
- for(int i = 0; i < cb->getMapSize().x; i++)
- for(int j = 0; j < cb->getMapSize().y; j++)
- for(int k = 0; k < cb->getMapSize().z; k++)
- foo(int3(i,j,k));
- }
- void foreach_neighbour(const int3 &pos, boost::function<void(const int3& pos)> foo)
- {
- BOOST_FOREACH(const int3 &dir, dirs)
- {
- const int3 n = pos + dir;
- if(cb->isInTheMap(n))
- foo(pos+dir);
- }
- }
- unsigned char &retreiveTileN(std::vector< std::vector< std::vector<unsigned char> > > &vectors, const int3 &pos)
- {
- return vectors[pos.x][pos.y][pos.z];
- }
- const unsigned char &retreiveTileN(const std::vector< std::vector< std::vector<unsigned char> > > &vectors, const int3 &pos)
- {
- return vectors[pos.x][pos.y][pos.z];
- }
- void foreach_tile(std::vector< std::vector< std::vector<unsigned char> > > &vectors, boost::function<void(unsigned char &in)> foo)
- {
- for(auto i = vectors.begin(); i != vectors.end(); i++)
- for(auto j = i->begin(); j != i->end(); j++)
- for(auto z = j->begin(); z != j->end(); z++)
- foo(*z);
- }
- struct ObjInfo
- {
- int3 pos;
- std::string name;
- ObjInfo(){}
- ObjInfo(const CGObjectInstance *obj)
- {
- pos = obj->pos;
- name = obj->getHoverText();
- }
- };
- std::map<const CGObjectInstance *, ObjInfo> helperObjInfo;
- template <typename Container, typename Item>
- bool remove_if_present(Container &c, const Item &item)
- {
- auto i = std::find(c.begin(), c.end(), item);
- if (i != c.end())
- {
- c.erase(i);
- return true;
- }
- return false;
- }
- template <typename V, typename Item, typename Item2>
- bool remove_if_present(std::map<Item,V> & c, const Item2 &item)
- {
- auto i = c.find(item);
- if (i != c.end())
- {
- c.erase(i);
- return true;
- }
- return false;
- }
- template <typename Container, typename Pred>
- void erase(Container &c, Pred pred)
- {
- c.erase(boost::remove_if(c, pred), c.end());
- }
- bool isReachable(const CGObjectInstance *obj)
- {
- return cb->getPathInfo(obj->visitablePos())->turns < 255;
- }
- ui64 howManyReinforcementsCanGet(const CGHeroInstance *h, const CGTownInstance *t)
- {
- ui64 ret = 0;
- int freeHeroSlots = GameConstants::ARMY_SIZE - h->stacksCount();
- std::vector<const CStackInstance *> toMove;
- BOOST_FOREACH(auto const slot, t->Slots())
- {
- //can be merged woth another stack?
- TSlot 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();
- });
- BOOST_REVERSE_FOREACH(const CStackInstance *stack, toMove)
- {
- if(freeHeroSlots)
- {
- ret += stack->getPower();
- freeHeroSlots--;
- }
- else
- break;
- }
- return ret;
- }
- std::string strFromInt3(int3 pos)
- {
- std::ostringstream oss;
- oss << pos;
- return oss.str();
- }
- bool isCloser(const CGObjectInstance *lhs, const CGObjectInstance *rhs)
- {
- const CGPathNode *ln = cb->getPathInfo(lhs->visitablePos()), *rn = cb->getPathInfo(rhs->visitablePos());
- if(ln->turns != rn->turns)
- return ln->turns < rn->turns;
- return (ln->moveRemains > rn->moveRemains);
- };
- ui64 evaluateDanger(const CGObjectInstance *obj);
- 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, guardDanger = 0;
- if(t->visitable)
- objectDanger = evaluateDanger(t->visitableObjects.back());
- int3 guardPos = cb->guardingCreaturePosition(tile);
- if(guardPos.x >= 0 && guardPos != tile)
- guardDanger = evaluateDanger(guardPos);
- //TODO mozna odwiedzic blockvis nie ruszajac straznika
- return std::max(objectDanger, guardDanger);
- return 0;
- }
- 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, guardDanger = 0;
- CArmedInstance * dangerousObject;
- if(t->visitable)
- {
- dangerousObject = dynamic_cast<CArmedInstance*>(t->visitableObjects.back());
- objectDanger = evaluateDanger(t->visitableObjects.back()); //unguarded objects can also be dangerous or unhandled
- if (dangerousObject)
- {
- objectDanger *= fh->getTacticalAdvantage (visitor, dangerousObject);
- }
- }
- int3 guardPos = cb->guardingCreaturePosition(tile);
- if(guardPos.x >= 0 && guardPos != tile)
- guardDanger = evaluateDanger(guardPos, visitor);
- //TODO mozna odwiedzic blockvis nie ruszajac straznika
- return std::max(objectDanger, guardDanger);
- return 0;
- }
- ui64 evaluateDanger(const CGObjectInstance *obj)
- {
- if(obj->tempOwner < GameConstants::PLAYER_LIMIT && cb->getPlayerRelations(obj->tempOwner, ai->playerID)) //owned or allied objects don't pose any threat
- return 0;
- switch(obj->ID)
- {
- case GameConstants::HEROI_TYPE:
- {
- InfoAboutHero iah;
- cb->getHeroInfo(obj, iah);
- return iah.army.getStrength();
- }
- case GameConstants::TOWNI_TYPE:
- case Obj::GARRISON: case Obj::GARRISON2: //garrison
- {
- InfoAboutTown iat;
- cb->getTownInfo(obj, iat);
- return iat.army.getStrength();
- }
- case GameConstants::CREI_TYPE:
- {
- //TODO!!!!!!!!
- const CGCreature *cre = dynamic_cast<const CGCreature*>(obj);
- return cre->getArmyStrength();
- }
- case Obj::CREATURE_GENERATOR1:
- {
- const CGDwelling *d = dynamic_cast<const CGDwelling*>(obj);
- return d->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 (VLC->objh->bankObjToIndex(obj));
- default:
- return 0;
- }
- }
- bool compareDanger(const CGObjectInstance *lhs, const CGObjectInstance *rhs)
- {
- return evaluateDanger(lhs) < evaluateDanger(rhs);
- }
- VCAI::VCAI(void)
- {
- LOG_ENTRY;
- myCb = NULL;
- battleAIName = "StupidAI";
- makingTurn = NULL;
- }
- VCAI::~VCAI(void)
- {
- LOG_ENTRY;
- }
- void VCAI::availableCreaturesChanged(const CGDwelling *town)
- {
- NET_EVENT_HANDLER;
- LOG_ENTRY;
- }
- void VCAI::heroMoved(const TryMoveHero & details)
- {
- NET_EVENT_HANDLER;
- LOG_ENTRY;
- if(details.result == TryMoveHero::TELEPORTATION)
- {
- const TerrainTile *t1 = cb->getTile(CGHeroInstance::convertPosition(details.start, false), false),
- *t2 = cb->getTile(CGHeroInstance::convertPosition(details.end, false), false);
- if(!t1 || !t2) //enemy may have teleported to a tile we don't see
- return;
- if(t1->visitable && t2->visitable)
- {
- const CGObjectInstance *o1 = t1->visitableObjects.front(),
- *o2 = t2->visitableObjects.front();
- if(o1->ID == Obj::SUBTERRANEAN_GATE && o2->ID == Obj::SUBTERRANEAN_GATE)
- {
- knownSubterraneanGates[o1] = o2;
- knownSubterraneanGates[o2] = o1;
- }
- }
- }
- }
- void VCAI::stackChagedCount(const StackLocation &location, const TQuantity &change, bool isAbsolute)
- {
- NET_EVENT_HANDLER;
- LOG_ENTRY;
- }
- void VCAI::heroInGarrisonChange(const CGTownInstance *town)
- {
- NET_EVENT_HANDLER;
- LOG_ENTRY;
- }
- void VCAI::centerView(int3 pos, int focusTime)
- {
- NET_EVENT_HANDLER;
- LOG_ENTRY;
- }
- void VCAI::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
- {
- NET_EVENT_HANDLER;
- LOG_ENTRY;
- }
- void VCAI::artifactAssembled(const ArtifactLocation &al)
- {
- NET_EVENT_HANDLER;
- LOG_ENTRY;
- }
- void VCAI::showTavernWindow(const CGObjectInstance *townOrTavern)
- {
- NET_EVENT_HANDLER;
- LOG_ENTRY;
- }
- void VCAI::showThievesGuildWindow (const CGObjectInstance * obj)
- {
- NET_EVENT_HANDLER;
- LOG_ENTRY;
- }
- void VCAI::playerBlocked(int reason)
- {
- NET_EVENT_HANDLER;
- LOG_ENTRY;
- if (reason == PlayerBlocked::UPCOMING_BATTLE)
- status.setBattle(UPCOMING_BATTLE);
- }
- void VCAI::showPuzzleMap()
- {
- NET_EVENT_HANDLER;
- LOG_ENTRY;
- }
- void VCAI::showShipyardDialog(const IShipyard *obj)
- {
- NET_EVENT_HANDLER;
- LOG_ENTRY;
- }
- void VCAI::gameOver(ui8 player, bool victory)
- {
- NET_EVENT_HANDLER;
- LOG_ENTRY;
- BNLOG("Player %d: I heard that player %d %s.", playerID % (int)player % (victory ? "won" : "lost"));
- if(player == playerID)
- {
- if(victory)
- {
- tlog0 << "VCAI: I won! Incredible!\n";
- tlog0 << "Turn nr " << myCb->getDate() << std::endl;
- }
- else
- {
- tlog0 << "VCAI: Player " << (int)player << " lost. It's me. What a disappointment! :(\n";
- }
- // //let's make Impossible difficulty finally standing to its name :>
- // if(myCb->getStartInfo()->difficulty == 4 && !victory)
- // {
- // //play dirty: crash the whole engine to avoid lose
- // //that way AI is unbeatable!
- // *(int*)NULL = 666;
- // }
- // TODO - at least write some insults on stdout
- finish();
- }
- }
- void VCAI::artifactPut(const ArtifactLocation &al)
- {
- NET_EVENT_HANDLER;
- LOG_ENTRY;
- }
- void VCAI::artifactRemoved(const ArtifactLocation &al)
- {
- NET_EVENT_HANDLER;
- LOG_ENTRY;
- }
- void VCAI::stacksErased(const StackLocation &location)
- {
- NET_EVENT_HANDLER;
- LOG_ENTRY;
- }
- void VCAI::artifactDisassembled(const ArtifactLocation &al)
- {
- NET_EVENT_HANDLER;
- LOG_ENTRY;
- }
- void VCAI::heroVisit(const CGHeroInstance *visitor, const CGObjectInstance *visitedObj, bool start)
- {
- NET_EVENT_HANDLER;
- LOG_ENTRY;
- if (start)
- {
- visitedObject = const_cast<CGObjectInstance *>(visitedObj); // remember the object and wait for return
- markObjectVisited (visitedObj);
- }
- }
- void VCAI::availableArtifactsChanged(const CGBlackMarket *bm /*= NULL*/)
- {
- NET_EVENT_HANDLER;
- LOG_ENTRY;
- }
- void VCAI::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
- {
- NET_EVENT_HANDLER;
- LOG_ENTRY;
- //buildArmyIn(town);
- //moveCreaturesToHero(town);
- }
- void VCAI::tileHidden(const boost::unordered_set<int3, ShashInt3> &pos)
- {
- NET_EVENT_HANDLER;
- LOG_ENTRY;
- // BOOST_FOREACH(int3 tile, pos)
- // BOOST_FOREACH(const CGObjectInstance *obj, cb->getVisitableObjs(tile))
- // remove_if_present(visitableObjs, obj);
- visitableObjs.erase(boost::remove_if(visitableObjs, [&](const CGObjectInstance *obj){return !myCb->getObj(obj->id);}), visitableObjs.end());
- }
- void VCAI::tileRevealed(const boost::unordered_set<int3, ShashInt3> &pos)
- {
- NET_EVENT_HANDLER;
- LOG_ENTRY;
- BOOST_FOREACH(int3 tile, pos)
- BOOST_FOREACH(const CGObjectInstance *obj, myCb->getVisitableObjs(tile))
- addVisitableObj(obj);
- }
- void VCAI::heroExchangeStarted(si32 hero1, si32 hero2)
- {
- NET_EVENT_HANDLER;
- LOG_ENTRY;
- }
- void VCAI::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
- {
- NET_EVENT_HANDLER;
- LOG_ENTRY;
- }
- void VCAI::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
- {
- NET_EVENT_HANDLER;
- LOG_ENTRY;
- }
- void VCAI::heroMovePointsChanged(const CGHeroInstance * hero)
- {
- NET_EVENT_HANDLER;
- LOG_ENTRY;
- }
- void VCAI::stackChangedType(const StackLocation &location, const CCreature &newType)
- {
- NET_EVENT_HANDLER;
- LOG_ENTRY;
- }
- void VCAI::stacksRebalanced(const StackLocation &src, const StackLocation &dst, TQuantity count)
- {
- NET_EVENT_HANDLER;
- LOG_ENTRY;
- }
- void VCAI::newObject(const CGObjectInstance * obj)
- {
- NET_EVENT_HANDLER;
- LOG_ENTRY;
- if(obj->isVisitable())
- addVisitableObj(obj);
- }
- void VCAI::objectRemoved(const CGObjectInstance *obj)
- {
- NET_EVENT_HANDLER;
- LOG_ENTRY;
- if(remove_if_present(visitableObjs, obj))
- assert(obj->isVisitable());
- }
- void VCAI::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
- {
- NET_EVENT_HANDLER;
- LOG_ENTRY;
- }
- void VCAI::playerBonusChanged(const Bonus &bonus, bool gain)
- {
- NET_EVENT_HANDLER;
- LOG_ENTRY;
- }
- void VCAI::newStackInserted(const StackLocation &location, const CStackInstance &stack)
- {
- NET_EVENT_HANDLER;
- LOG_ENTRY;
- }
- void VCAI::heroCreated(const CGHeroInstance*)
- {
- NET_EVENT_HANDLER;
- LOG_ENTRY;
- }
- void VCAI::advmapSpellCast(const CGHeroInstance * caster, int spellID)
- {
- NET_EVENT_HANDLER;
- LOG_ENTRY;
- }
- void VCAI::showInfoDialog(const std::string &text, const std::vector<Component*> &components, int soundID)
- {
- NET_EVENT_HANDLER;
- LOG_ENTRY;
- }
- void VCAI::requestRealized(PackageApplied *pa)
- {
- NET_EVENT_HANDLER;
- LOG_ENTRY;
- if(status.haveTurn())
- {
- if(pa->packType == typeList.getTypeID<EndTurn>())
- if(pa->result)
- status.madeTurn();
- }
- if(pa->packType == typeList.getTypeID<QueryReply>())
- {
- status.removeQuery();
- }
- }
- void VCAI::receivedResource(int type, int val)
- {
- NET_EVENT_HANDLER;
- LOG_ENTRY;
- }
- void VCAI::stacksSwapped(const StackLocation &loc1, const StackLocation &loc2)
- {
- NET_EVENT_HANDLER;
- LOG_ENTRY;
- }
- void VCAI::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
- {
- NET_EVENT_HANDLER;
- LOG_ENTRY;
- }
- void VCAI::heroManaPointsChanged(const CGHeroInstance * hero)
- {
- NET_EVENT_HANDLER;
- LOG_ENTRY;
- }
- void VCAI::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
- {
- NET_EVENT_HANDLER;
- LOG_ENTRY;
- }
- void VCAI::battleResultsApplied()
- {
- NET_EVENT_HANDLER;
- LOG_ENTRY;
- assert(status.getBattle() == ENDING_BATTLE);
- status.setBattle(NO_BATTLE);
- }
- void VCAI::objectPropertyChanged(const SetObjectProperty * sop)
- {
- NET_EVENT_HANDLER;
- LOG_ENTRY;
- if(sop->what == ObjProperty::OWNER)
- {
- if(sop->val == playerID)
- remove_if_present(visitableObjs, myCb->getObj(sop->id));
- //TODO restore lost obj
- }
- }
- void VCAI::buildChanged(const CGTownInstance *town, int buildingID, int what)
- {
- NET_EVENT_HANDLER;
- LOG_ENTRY;
- }
- void VCAI::heroBonusChanged(const CGHeroInstance *hero, const Bonus &bonus, bool gain)
- {
- NET_EVENT_HANDLER;
- LOG_ENTRY;
- }
- void VCAI::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
- {
- NET_EVENT_HANDLER;
- LOG_ENTRY;
- }
- void VCAI::init(CCallback * CB)
- {
- myCb = CB;
- cbc = CB;
- NET_EVENT_HANDLER;
- LOG_ENTRY;
- playerID = myCb->getMyColor();
- myCb->waitTillRealize = true;
- myCb->unlockGsWhenWaiting = true;
- if(!fh)
- fh = new FuzzyHelper();
- retreiveVisitableObjs(visitableObjs);
- }
- void VCAI::yourTurn()
- {
- NET_EVENT_HANDLER;
- LOG_ENTRY;
- status.startedTurn();
- makingTurn = new boost::thread(&VCAI::makeTurn, this);
- }
- void VCAI::heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback)
- {
- NET_EVENT_HANDLER;
- LOG_ENTRY;
- status.addQuery();
- callback(0);
- }
- void VCAI::showBlockingDialog(const std::string &text, const std::vector<Component> &components, ui32 askID, const int soundID, bool selection, bool cancel)
- {
- NET_EVENT_HANDLER;
- LOG_ENTRY;
- int sel = 0;
- status.addQuery();
- if(selection) //select from multiple components -> take the last one (they're indexed [1-size])
- sel = components.size();
- if(!selection && cancel) //yes&no -> always answer yes, we are a brave AI :)
- sel = 1;
- cb->selectionMade(sel, askID);
- }
- void VCAI::showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, boost::function<void()> &onEnd)
- {
- NET_EVENT_HANDLER;
- LOG_ENTRY;
- status.addQuery();
- //you can't request action from action-response thread
- //pickBestCreatures (down, up);
- onEnd();
- }
- void VCAI::serialize(COSer<CSaveFile> &h, const int version)
- {
- NET_EVENT_HANDLER;
- LOG_ENTRY;
- }
- void VCAI::serialize(CISer<CLoadFile> &h, const int version)
- {
- NET_EVENT_HANDLER;
- LOG_ENTRY;
- }
- void makePossibleUpgrades(const CArmedInstance *obj)
- {
- if(!obj)
- return;
- for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
- {
- if(const CStackInstance *s = obj->getStackPtr(i))
- {
- UpgradeInfo ui;
- cb->getUpgradeInfo(obj, i, ui);
- if(ui.oldID >= 0 && cb->getResourceAmount().canAfford(ui.cost[0] * s->count))
- {
- cb->upgradeCreature(obj, i, ui.newID[0]);
- }
- }
- }
- }
- void VCAI::makeTurn()
- {
- MAKING_TURN;
- boost::shared_lock<boost::shared_mutex> gsLock(cb->getGsMutex());
- setThreadName(-1, "VCAI::makeTurn");
- BNLOG("Player %d starting turn", playerID);
- INDENT;
- switch(cb->getDate(1))
- {
- case 1:
- {
- townVisitsThisWeek.clear();
- std::vector<const CGObjectInstance *> objs;
- retreiveVisitableObjs(objs, true);
- BOOST_FOREACH(const CGObjectInstance *obj, objs)
- {
- if (isWeeklyRevisitable(obj))
- {
- if (!vstd::contains(visitableObjs, obj))
- visitableObjs.push_back(obj);
- auto o = std::find (alreadyVisited.begin(), alreadyVisited.end(), obj);
- if (o != alreadyVisited.end())
- alreadyVisited.erase(o);
- }
- }
- }
- break;
- case 7: //reconsider strategy
- {
- const CGHeroInstance * h = primaryHero();
- if (h) //check if our primary hero can ahndle danger
- {
- ui64 totalDanger = 0;
- int dangerousObjects = 0;
- std::vector<const CGObjectInstance *> objs;
- retreiveVisitableObjs(objs, false);
- BOOST_FOREACH (auto obj, objs)
- {
- if (evaluateDanger(obj)) //potentilaly dnagerous
- {
- totalDanger += evaluateDanger (obj->visitablePos(), h);
- ++dangerousObjects;
- }
- }
- if (dangerousObjects && totalDanger / dangerousObjects > h->getHeroStrength())
- {
- setGoal (h, CGoal(GATHER_ARMY).sethero(h));
- }
- }
- }
- break;
- }
- if(cb->getSelectedHero())
- cb->recalculatePaths();
- makeTurnInternal();
- vstd::clear_pointer(makingTurn);
- return;
- }
- void VCAI::makeTurnInternal()
- {
- saving = 0;
- //it looks messy here, but it's better to have armed heroes before attempting realizing goals
- BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
- moveCreaturesToHero(t);
- try
- {
- striveToGoal(CGoal(WIN));
- for (auto hg = lockedHeroes.begin(); hg != lockedHeroes.end(); hg++) //continue our goals
- {
- striveToGoal (hg->second);
- }
- striveToGoal(CGoal(BUILD)); //TODO: smarter building management
- }
- catch(boost::thread_interrupted &e)
- {
- tlog0 << "Making turn thread has been interrupted. We'll end without calling endTurn.\n";
- return;
- }
- catch(std::exception &e)
- {
- tlog0 << "Making turn thread has caught an exception: " << e.what() << "\n";
- }
- endTurn();
- }
- bool VCAI::goVisitObj(const CGObjectInstance * obj, const CGHeroInstance * h)
- {
- int3 dst = obj->visitablePos();
- BNLOG("%s will try to visit %s at (%s)", h->name % obj->hoverName % strFromInt3(dst));
- return moveHeroToTile(dst, h);
- }
- void VCAI::performObjectInteraction(const CGObjectInstance * obj, const CGHeroInstance * h)
- {
- switch (obj->ID)
- {
- case Obj::CREATURE_GENERATOR1:
- recruitCreatures(dynamic_cast<const CGDwelling *>(obj));
- break;
- }
- }
- void VCAI::moveCreaturesToHero(const CGTownInstance * t)
- {
- if(t->visitingHero && t->armedGarrison())
- {
- pickBestCreatures (t->visitingHero, t);
- }
- }
- void VCAI::pickBestCreatures(const CArmedInstance * army, const CArmedInstance * source)
- {
- //TODO - what if source is a hero (the last stack problem) -> it'd good to create a single stack of weakest cre
- const CArmedInstance *armies[] = {army, source};
- //we calculate total strength for each creature type available in armies
- std::map<const CCreature*, int> creToPower;
- BOOST_FOREACH(auto armyPtr, armies)
- BOOST_FOREACH(auto &i, armyPtr->Slots())
- creToPower[i.second->type] += i.second->getPower();
- //TODO - consider more than just power (ie morale penalty, hero specialty in certain stacks, etc)
- std::vector<const CCreature *> bestArmy; //types that'll be in final dst army
- for (int i = 0; i < GameConstants::ARMY_SIZE; i++) //pick the creatures from which we can get most power, as many as dest can fit
- {
- typedef const std::pair<const CCreature*, int> &CrePowerPair;
- auto creIt = boost::max_element(creToPower, [](CrePowerPair lhs, CrePowerPair rhs)
- {
- return lhs.second < rhs.second;
- });
- bestArmy.push_back(creIt->first);
- creToPower.erase(creIt);
- if(creToPower.empty())
- break;
- }
-
- //foreach best type -> iterate over slots in both armies and if it's the appropriate type, send it to the slot where it belongs
- for (int i = 0; i < bestArmy.size(); i++) //i-th strongest creature type will go to i-th slot
- BOOST_FOREACH(auto armyPtr, armies)
- for (int j = 0; j < GameConstants::ARMY_SIZE; j++)
- if(armyPtr->getCreature(j) == bestArmy[i] && (i != j || armyPtr != army)) //it's a searched creature not in dst slot
- cb->mergeOrSwapStacks(armyPtr, army, j, i);
- //TODO - having now strongest possible army, we may want to think about arranging stacks
- }
- void VCAI::recruitCreatures(const CGDwelling * d)
- {
- for(int i = 0; i < d->creatures.size(); i++)
- {
- if(!d->creatures[i].second.size())
- continue;
- int count = d->creatures[i].first;
- int creID = d->creatures[i].second.back();
- // const CCreature *c = VLC->creh->creatures[creID];
- // if(containsSavedRes(c->cost))
- // continue;
- TResources myRes = cb->getResourceAmount();
- myRes[Res::GOLD] -= GOLD_RESERVE;
- amin(count, myRes / VLC->creh->creatures[creID]->cost);
- if(count > 0)
- cb->recruitCreatures(d, creID, count, i);
- }
- }
- void VCAI::buildStructure(const CGTownInstance * t)
- {
- //TODO make *real* town development system
- const int buildings[] = {5, 11, 14, 16, 0, 12, 7, 8, 9, 13, 30, 31, 32, 33, 34, 35, 36, 37, 38,
- 39, 40, 41, 42, 43, 1, 2, 3, 4, 17, 18, 19, 21, 22, 23};
- for(int i = 0; i < ARRAY_COUNT(buildings); i++)
- {
- if(t->hasBuilt(buildings[i]))
- continue;
- const CBuilding *b = VLC->buildh->buildings[t->subID][buildings[i]];
- int canBuild = cb->canBuildStructure(t, buildings[i]);
- if(canBuild == EBuildingState::ALLOWED)
- {
- if(!containsSavedRes(b->resources))
- {
- BNLOG("Player %d will build %s in town of %s at %s", playerID % b->Name() % t->name % t->pos);
- cb->buildBuilding(t, buildings[i]);
- }
- break;
- }
- else if(canBuild == EBuildingState::NO_RESOURCES)
- {
- TResources mine = cb->getResourceAmount(), cost = VLC->buildh->buildings[t->subID][buildings[i]]->resources,
- income = estimateIncome();
- for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
- {
- int diff = mine[i] - cost[i] + income[i];
- if(diff < 0)
- saving[i] = 1;
- }
- continue;
- }
- }
- }
- bool isSafeToVisit(const CGHeroInstance *h, crint3 tile)
- {
- const ui64 heroStrength = h->getTotalStrength(),
- dangerStrength = evaluateDanger(tile, h);
- if(dangerStrength)
- {
- if(heroStrength / SAFE_ATTACK_CONSTANT > dangerStrength)
- {
- BNLOG("It's, safe for %s to visit tile %s", h->name % tile);
- return true;
- }
- else
- return false;
- }
- return true; //there's no danger
- }
- std::vector<const CGObjectInstance *> VCAI::getPossibleDestinations(const CGHeroInstance *h)
- {
- validateVisitableObjs();
- std::vector<const CGObjectInstance *> possibleDestinations;
- BOOST_FOREACH(const CGObjectInstance *obj, visitableObjs)
- {
- if(cb->getPathInfo(obj->visitablePos())->reachable() && !obj->wasVisited(playerID) &&
- (obj->tempOwner != playerID || isWeeklyRevisitable(obj))) //flag or get weekly resources / creatures
- possibleDestinations.push_back(obj);
- }
- boost::sort(possibleDestinations, isCloser);
- possibleDestinations.erase(boost::remove_if(possibleDestinations, [&](const CGObjectInstance *obj) -> bool
- {
- if(vstd::contains(alreadyVisited, obj))
- return true;
- if(!isSafeToVisit(h, obj->visitablePos()))
- return true;
- if (!shouldVisit(h, obj))
- return true;
- return false;
- }),possibleDestinations.end());
- return possibleDestinations;
- }
- void VCAI::wander(const CGHeroInstance * h)
- {
- while(1)
- {
- auto dests = getPossibleDestinations(h);
- if(!dests.size())
- {
- PNLOG("Nowhere more to go...\n");
- setGoal (h, INVALID);
- break;
- }
- const CGObjectInstance * obj = dests.front();
- if(!goVisitObj(obj, h))
- {
- BNLOG("Hero %s apparently used all MPs (%d left)\n", h->name % h->movement);
- markObjectVisited(obj); //reserve that object - we predict it will be reached soon
- setGoal(h, CGoal(VISIT_TILE).sethero(h).settile(obj->visitablePos()));
- break;
- }
- if(h->visitedTown)
- {
- townVisitsThisWeek[h].push_back(h->visitedTown);
- buildArmyIn(h->visitedTown);
- break;
- }
- }
- }
- void VCAI::setGoal (const CGHeroInstance *h, const CGoal goal)
- { //TODO: check for presence?
- lockedHeroes[h] = goal;
- }
- void VCAI::setGoal (const CGHeroInstance *h, EGoals goalType)
- {
- lockedHeroes[h] = CGoal(goalType);
- }
- void VCAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
- {
- assert(playerID > GameConstants::PLAYER_LIMIT || status.getBattle() == UPCOMING_BATTLE);
- status.setBattle(ONGOING_BATTLE);
- const TerrainTile *t = myCb->getTile(tile); //may be NULL in some very are cases -> eg. visited monolith and fighting with an enemy at the FoW covered exit
- battlename = boost::str(boost::format("battle of %s attacking %s at %s") % (hero1 ? hero1->name : "a army") % (t ? t->visitableObjects.back()->hoverName : "unknown enemy") % tile);
- CAdventureAI::battleStart(army1, army2, tile, hero1, hero2, side);
- }
- void VCAI::battleEnd(const BattleResult *br)
- {
- assert(status.getBattle() == ONGOING_BATTLE);
- status.setBattle(ENDING_BATTLE);
- bool won = br->winner == myCb->battleGetMySide();
- BNLOG("Player %d: I %s the %s!", playerID % (won ? "won" : "lost") % battlename);
- battlename.clear();
- CAdventureAI::battleEnd(br);
- }
- void VCAI::waitTillFree()
- {
- auto unlock = vstd::makeUnlockSharedGuard(cb->getGsMutex());
- status.waitTillFree();
- }
- void VCAI::markObjectVisited (const CGObjectInstance *obj)
- {
- if(dynamic_cast<const CGVisitableOPH *>(obj) || //we may want to wisit it with another hero
- dynamic_cast<const CGBonusingObject *>(obj) || //or another time
- (obj->ID == Obj::MONSTER))
- return;
- alreadyVisited.push_back(obj);
- }
- void VCAI::validateVisitableObjs()
- {
- std::vector<const CGObjectInstance *> hlp;
- retreiveVisitableObjs(hlp, true);
- start:
- BOOST_FOREACH(const CGObjectInstance *obj, visitableObjs)
- if(!vstd::contains(hlp, obj))
- {
- tlog1 << helperObjInfo[obj].name << " at " << helperObjInfo[obj].pos << " shouldn't be on list!\n";
- remove_if_present(visitableObjs, obj);
- goto start;
- }
- }
- void VCAI::retreiveVisitableObjs(std::vector<const CGObjectInstance *> &out, bool includeOwned /*= false*/) const
- {
- for(int i = 0; i < cb->getMapSize().x; i++)
- for(int j = 0; j < cb->getMapSize().y; j++)
- for(int k = 0; k < cb->getMapSize().z; k++)
- if(const TerrainTile *t = cb->getTile(int3(i,j,k), false))
- {
- BOOST_FOREACH(const CGObjectInstance *obj, t->visitableObjects)
- {
- if(includeOwned || obj->tempOwner != playerID)
- out.push_back(obj);
- }
- }
- }
- std::vector<const CGObjectInstance *> VCAI::getFlaggedObjects() const
- {
- std::vector<const CGObjectInstance *> ret;
- retreiveVisitableObjs(ret, true);
- erase_if(ret, [](const CGObjectInstance *obj)
- {
- return obj->tempOwner != ai->playerID;
- });
- return ret;
- }
- void VCAI::addVisitableObj(const CGObjectInstance *obj)
- {
- visitableObjs.push_back(obj);
- helperObjInfo[obj] = ObjInfo(obj);
- }
- const CGObjectInstance * VCAI::lookForArt(int aid) const
- {
- BOOST_FOREACH(const CGObjectInstance *obj, ai->visitableObjs)
- {
- if(obj->ID == 5 && obj->subID == aid)
- return obj;
- }
- return NULL;
- //TODO what if more than one artifact is available? return them all or some slection criteria
- }
- bool VCAI::isAccessible(const int3 &pos)
- {
- //TODO precalculate for speed
- BOOST_FOREACH(const CGHeroInstance *h, cb->getHeroesInfo())
- {
- if(isAccessibleForHero(pos, h))
- return true;
- }
- return false;
- }
- const CGHeroInstance * VCAI::getHeroWithGrail() const
- {
- BOOST_FOREACH(const CGHeroInstance *h, cb->getHeroesInfo())
- if(h->hasArt(2)) //grail
- return h;
- return NULL;
- }
- const CGObjectInstance * VCAI::getUnvisitedObj(const boost::function<bool(const CGObjectInstance *)> &predicate)
- {
- //TODO smarter definition of unvisited
- BOOST_FOREACH(const CGObjectInstance *obj, visitableObjs)
- if(predicate(obj) && !vstd::contains(alreadyVisited, obj))
- return obj;
- return NULL;
- }
- bool VCAI::isAccessibleForHero(const int3 & pos, const CGHeroInstance * h) const
- {
- cb->setSelection(h);
- return cb->getPathInfo(pos)->reachable();
- }
- class cannotFulfillGoalException : public std::exception
- {
- std::string msg;
- public:
- explicit cannotFulfillGoalException(crstring _Message) : msg(_Message)
- {
- }
- virtual ~cannotFulfillGoalException() throw ()
- {
- };
- const char *what() const throw () OVERRIDE
- {
- return msg.c_str();
- }
- };
- bool VCAI::moveHeroToTile(int3 dst, const CGHeroInstance * h)
- {
- visitedObject = NULL;
- int3 startHpos = h->visitablePos();
- bool ret = false;
- if(startHpos == dst)
- {
- assert(cb->getTile(dst)->visitableObjects.size() > 1); //there's no point in revisiting tile where there is no visitable object
- cb->moveHero(h,CGHeroInstance::convertPosition(dst, true));
- waitTillFree(); //movement may cause battle or blocking dialog
- ret = true;
- }
- else
- {
- CGPath path;
- cb->getPath2(dst, path);
- if(path.nodes.empty())
- {
- tlog1 << "Hero " << h->name << " cannot reach " << dst << std::endl;
- throw std::runtime_error("Wrong move order!");
- }
- int i=path.nodes.size()-1;
- for(; i>0; i--)
- {
- //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
- if(path.nodes[i-1].turns)
- {
- //blockedHeroes.insert(h); //to avoid attempts of moving heroes with very little MPs
- break;
- }
- int3 endpos = path.nodes[i-1].coord;
- if(endpos == h->visitablePos())
- continue;
- // if(i > 1)
- // {
- // int3 afterEndPos = path.nodes[i-2].coord;
- // if(afterEndPos.z != endpos.z)
- //
- // }
- //tlog0 << "Moving " << h->name << " from " << h->getPosition() << " to " << endpos << std::endl;
- cb->moveHero(h,CGHeroInstance::convertPosition(endpos, true));
- waitTillFree(); //movement may cause battle or blocking dialog
- boost::this_thread::interruption_point();
- if(h->tempOwner != playerID) //we lost hero
- {
- remove_if_present(lockedHeroes, h);
- break;
- }
- }
- ret = !i;
- }
- if (visitedObject) //we step into something interesting
- performObjectInteraction (visitedObject, h);
- if(h->tempOwner == playerID) //lost hero after last move
- cb->recalculatePaths();
- BNLOG("Hero %s moved from %s to %s", h->name % startHpos % h->visitablePos());
- return ret;
- }
- int howManyTilesWillBeDiscovered(const int3 &pos, int radious)
- {
- 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(cb->isInTheMap(npos) && pos.dist2d(npos) - 0.5 < radious && !cb->isVisible(npos))
- {
- ret++;
- }
- }
- }
- return ret;
- }
- int howManyTilesWillBeDiscovered(int radious, int3 pos, crint3 dir)
- {
- return howManyTilesWillBeDiscovered(pos + dir, radious);
- }
- void getVisibleNeighbours(const std::vector<int3> &tiles, std::vector<int3> &out)
- {
- BOOST_FOREACH(const int3 &tile, tiles)
- {
- foreach_neighbour(tile, [&](int3 neighbour)
- {
- if(cb->isVisible(neighbour))
- out.push_back(neighbour);
- });
- }
- }
- void VCAI::tryRealize(CGoal g)
- {
- BNLOG("Attempting realizing goal with code %d", g.goalType);
- switch(g.goalType)
- {
- case EXPLORE:
- {
- assert(0); //this goal is not elementar!
- }
- break;
- case RECRUIT_HERO:
- {
- if(const CGTownInstance *t = findTownWithTavern())
- {
- //TODO co jesli nie ma dostepnego bohatera?
- //TODO jezeli miasto jest zablokowane, sprobowac oczyscic wejscie
- cb->recruitHero(t, cb->getAvailableHeroes(t)[0]);
- }
- //TODO karkolomna alternatywa - tawerna na mapie przygod lub wiezienie (nie wiem, czy warto?)
- }
- break;
- case VISIT_TILE:
- {
- if(!g.hero->movement)
- throw cannotFulfillGoalException("Cannot visit tile: hero is out of MPs!");
- if(!g.isBlockedBorderGate(g.tile))
- {
- if (ai->moveHeroToTile(g.tile, g.hero));
- setGoal (g.hero, INVALID); //this hero reached target and no goal
- }
- else
- throw cannotFulfillGoalException("There's a blocked gate!");
- }
- break;
- case BUILD_STRUCTURE:
- {
- const CGTownInstance *t = g.town;
- if(!t && g.hero)
- t = g.hero->visitedTown;
- if(!t)
- {
- BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
- {
- switch(cb->canBuildStructure(t, g.bid))
- {
- case EBuildingState::ALLOWED:
- cb->buildBuilding(t, g.bid);
- return;
- default:
- break;
- }
- }
- }
- else if(cb->canBuildStructure(t, g.bid) == EBuildingState::ALLOWED)
- {
- cb->buildBuilding(t, g.bid);
- return;
- }
- throw cannotFulfillGoalException("Cannot build a given structure!");
- }
- break;
- case DIG_AT_TILE:
- {
- assert(g.hero->visitablePos() == g.tile);
- if (g.hero->diggingStatus() == CGHeroInstance::CAN_DIG)
- {
- cb->dig (g.hero);
- setGoal (g.hero, INVALID); // finished digging
- }
- else
- {
- ai->lockedHeroes[g.hero] = g; //hero who tries to dig shouldn't do anything else
- throw cannotFulfillGoalException("A hero can't dig!\n");
- }
- }
- break;
- case COLLECT_RES:
- if(const CGObjectInstance *obj = cb->getObj(g.objid, false))
- {
- if(const IMarket *m = IMarket::castFrom(obj, false))
- {
- for (int i = 0; i < ACTUAL_RESOURCE_COUNT; i++)
- {
- if(i == g.resID) continue;
- int toGive, toGet;
- m->getOffer(i, g.resID, toGive, toGet, EMarketMode::RESOURCE_RESOURCE);
- toGive = toGive * (cb->getResourceAmount(i) / toGive);
- cb->trade(obj, EMarketMode::RESOURCE_RESOURCE, i, g.resID, toGive);
- if(cb->getResourceAmount(g.resID) >= g.value)
- return;
- }
- }
- else
- {
- throw cannotFulfillGoalException("I don't know how to use this object to raise resources!");
- }
- }
- else
- {
- saving[g.resID] = 1;
- throw cannotFulfillGoalException("No object that could be used to raise resources!");
- }
- case CONQUER:
- case GATHER_ARMY:
- case BOOST_HERO:
- // TODO: conquer??
- throw cannotFulfillGoalException("I don't know how to fulfill this!");
- case BUILD:
- performTypicalActions();
- throw cannotFulfillGoalException("BUILD has been realized as much as possible.");
- case INVALID:
- throw cannotFulfillGoalException("I don't know how to fulfill this!");
- default:
- throw cannotFulfillGoalException("Unknown type of goal !");
- }
- }
- const CGTownInstance * VCAI::findTownWithTavern() const
- {
- BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
- if(vstd::contains(t->builtBuildings, EBuilding::TAVERN) && !t->visitingHero)
- return t;
- return NULL;
- }
- std::vector<const CGHeroInstance *> VCAI::getUnblockedHeroes() const
- {
- std::vector<const CGHeroInstance *> ret = cb->getHeroesInfo();
- BOOST_FOREACH(auto h, lockedHeroes)
- {
- if (!h.second.invalid()) //we can use heroes without valid goal
- remove_if_present(ret, h.first);
- }
- return ret;
- }
- const CGHeroInstance * VCAI::primaryHero() const
- {
- auto hs = cb->getHeroesInfo();
- boost::sort(hs, compareHeroStrength);
- if(hs.empty())
- return NULL;
- return hs.back();
- }
- void VCAI::endTurn()
- {
- tlog4 << "Player " << playerID << " ends turn\n";
- if(!status.haveTurn())
- {
- tlog1 << "Not having turn at the end of turn???\n";
- }
- do
- {
- cb->endTurn();
- } 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
- tlog4 << "Player " << playerID << " ended turn\n";
- }
- void VCAI::striveToGoal(const CGoal &ultimateGoal)
- {
- if (ultimateGoal.invalid())
- return;
- while(1)
- {
- CGoal goal = ultimateGoal;
- BNLOG("Striving to goal of type %d", ultimateGoal.goalType);
- int maxGoals = 100; //preventing deadlock for mutually dependent goals
- while(!goal.isElementar && maxGoals)
- {
- INDENT;
- BNLOG("Considering goal %s", goalName(goal.goalType));
- try
- {
- boost::this_thread::interruption_point();
- goal = goal.whatToDoToAchieve();
- --maxGoals;
- }
- catch(std::exception &e)
- {
- BNLOG("Goal %s decomposition failed: %s", goalName(goal.goalType) % e.what());
- return;
- }
- }
- try
- {
- boost::this_thread::interruption_point();
- if (goal.hero) //lock this hero to fulfill ultimate goal
- {
- if (maxGoals)
- {
- setGoal (goal.hero, goal);
- }
- else
- {
- setGoal (goal.hero, INVALID); // we seemingly don't know what to do with hero
- }
- }
- tryRealize(goal);
- boost::this_thread::interruption_point();
- }
- catch(boost::thread_interrupted &e)
- {
- BNLOG("Player %d: Making turn thread received an interruption!", playerID);
- throw; //rethrow, we want to truly end this thread
- }
- catch(std::exception &e)
- {
- BNLOG("Failed to realize subgoal of type %d (greater goal type was %d), I will stop.", goal.goalType % ultimateGoal.goalType);
- BNLOG("The error message was: %s", e.what());
- break;
- }
- }
- }
- void VCAI::performTypicalActions()
- {
- BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
- {
- BNLOG("Looking into %s", t->name);
- buildStructure(t);
- buildArmyIn(t);
- if(!ai->primaryHero() ||
- (t->getArmyStrength() > ai->primaryHero()->getArmyStrength() * 2 && !isAccessibleForHero(t->visitablePos(), ai->primaryHero())))
- {
- recruitHero(t);
- buildArmyIn(t);
- }
- }
- BOOST_FOREACH(const CGHeroInstance *h, getUnblockedHeroes())
- {
- BNLOG("Looking into %s, MP=%d", h->name.c_str() % h->movement);
- INDENT;
- makePossibleUpgrades(h);
- cb->setSelection(h);
- wander(h);
- }
- }
- void VCAI::buildArmyIn(const CGTownInstance * t)
- {
- makePossibleUpgrades(t->visitingHero);
- makePossibleUpgrades(t);
- recruitCreatures(t);
- moveCreaturesToHero(t);
- }
- int3 VCAI::explorationBestNeighbour(int3 hpos, int radius, const CGHeroInstance * h)
- {
- TimeCheck tc("looking for best exploration neighbour");
- std::map<int3, int> dstToRevealedTiles;
- BOOST_FOREACH(crint3 dir, dirs)
- if(cb->isInTheMap(hpos+dir))
- dstToRevealedTiles[hpos + dir] = howManyTilesWillBeDiscovered(radius, hpos, dir) * isSafeToVisit(h, hpos + dir);
- auto best = dstToRevealedTiles.begin();
- best->second *= cb->getPathInfo(best->first)->reachable();
- best->second *= cb->getPathInfo(best->first)->accessible == CGPathNode::ACCESSIBLE;
- for(auto i = dstToRevealedTiles.begin(); i != dstToRevealedTiles.end(); i++)
- {
- const CGPathNode *pn = cb->getPathInfo(i->first);
- //const TerrainTile *t = cb->getTile(i->first);
- if(best->second < i->second && i->second && pn->reachable() && pn->accessible == CGPathNode::ACCESSIBLE)
- best = i;
- }
- if(best->second)
- return best->first;
- throw cannotFulfillGoalException("No neighbour will bring new discoveries!");
- }
- int3 VCAI::explorationNewPoint(int radius, const CGHeroInstance * h, std::vector<std::vector<int3> > &tiles)
- {
- TimeCheck tc("looking for new exploration point");
- tlog0 << "Looking for an another place for exploration...\n";
- tiles.resize(radius);
- foreach_tile_pos([&](const int3 &pos)
- {
- if(!cb->isVisible(pos))
- tiles[0].push_back(pos);
- });
- for (int i = 1; i < radius; i++)
- {
- getVisibleNeighbours(tiles[i-1], tiles[i]);
- removeDuplicates(tiles[i]);
- BOOST_FOREACH(const int3 &tile, tiles[i])
- {
- if(cb->getPathInfo(tile)->reachable() && isSafeToVisit(h, tile) && howManyTilesWillBeDiscovered(tile, radius))
- {
- return tile;
- }
- }
- }
- throw cannotFulfillGoalException("No accessible tile will bring discoveries!");
- }
- TResources VCAI::estimateIncome() const
- {
- TResources ret;
- BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
- {
- ret[Res::GOLD] += t->dailyIncome();
- //TODO duplikuje newturn
- if(t->hasBuilt(EBuilding::RESOURCE_SILO)) //there is resource silo
- {
- if(t->town->primaryRes == 127) //we'll give wood and ore
- {
- ret[Res::WOOD] ++;
- ret[Res::ORE] ++;
- }
- else
- {
- ret[t->town->primaryRes] ++;
- }
- }
- }
- BOOST_FOREACH(const CGObjectInstance *obj, getFlaggedObjects())
- {
- if(obj->ID == Obj::MINE)
- {
- switch(obj->subID)
- {
- case Res::WOOD:
- case Res::ORE:
- ret[obj->subID] += WOOD_ORE_MINE_PRODUCTION;
- break;
- case Res::GOLD:
- case 7: //abandoned mine -> also gold
- ret[Res::GOLD] += GOLD_MINE_PRODUCTION;
- break;
- default:
- ret[obj->subID] += RESOURCE_MINE_PRODUCTION;
- break;
- }
- }
- }
- return ret;
- }
- bool VCAI::containsSavedRes(const TResources &cost) const
- {
- for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
- {
- if(saving[i] && cost[i])
- return true;
- }
- return false;
- }
- void VCAI::recruitHero(const CGTownInstance * t)
- {
- BNLOG("Trying to recruit a hero in %s at %s", t->name % t->visitablePos())
- cb->recruitHero(t, cb->getAvailableHeroes(t).front());
- }
- void VCAI::finish()
- {
- if(makingTurn)
- makingTurn->interrupt();
- }
- AIStatus::AIStatus()
- {
- battle = NO_BATTLE;
- remainingQueries = 0;
- havingTurn = false;
- }
- AIStatus::~AIStatus()
- {
- }
- void AIStatus::setBattle(BattleState BS)
- {
- boost::unique_lock<boost::mutex> lock(mx);
- battle = BS;
- cv.notify_all();
- }
- BattleState AIStatus::getBattle()
- {
- boost::unique_lock<boost::mutex> lock(mx);
- return battle;
- }
- void AIStatus::addQueries(int val)
- {
- boost::unique_lock<boost::mutex> lock(mx);
- remainingQueries += val;
- BNLOG("Changing count of queries by %d, to a total of %d", val % remainingQueries);
- assert(remainingQueries >= 0);
- cv.notify_all();
- }
- void AIStatus::addQuery()
- {
- addQueries(1);
- }
- void AIStatus::removeQuery()
- {
- addQueries(-1);
- }
- int AIStatus::getQueriesCount()
- {
- boost::unique_lock<boost::mutex> lock(mx);
- return remainingQueries;
- }
- void AIStatus::startedTurn()
- {
- boost::unique_lock<boost::mutex> lock(mx);
- havingTurn = true;
- cv.notify_all();
- }
- void AIStatus::madeTurn()
- {
- boost::unique_lock<boost::mutex> lock(mx);
- havingTurn = false;
- cv.notify_all();
- }
- void AIStatus::waitTillFree()
- {
- boost::unique_lock<boost::mutex> lock(mx);
- while(battle != NO_BATTLE || remainingQueries)
- cv.wait(lock);
- }
- bool AIStatus::haveTurn()
- {
- boost::unique_lock<boost::mutex> lock(mx);
- return havingTurn;
- }
- int3 whereToExplore(const CGHeroInstance *h)
- {
- //TODO it's stupid and ineffective, write sth better
- cb->setSelection(h);
- int radius = h->getSightRadious();
- int3 hpos = h->visitablePos();
- //look for nearby objs -> visit them if they're close enouh
- const int DIST_LIMIT = 3;
- std::vector<const CGObjectInstance *> nearbyVisitableObjs;
- BOOST_FOREACH(const CGObjectInstance *obj, ai->getPossibleDestinations(h))
- {
- int3 op = obj->visitablePos();
- CGPath p;
- cb->getPath2(op, p);
- if(p.nodes.size() && p.endPos() == op && p.nodes.size() <= DIST_LIMIT)
- nearbyVisitableObjs.push_back(obj);
- }
- boost::sort(nearbyVisitableObjs, isCloser);
- if(nearbyVisitableObjs.size())
- return nearbyVisitableObjs.back()->visitablePos();
- try
- {
- return ai->explorationBestNeighbour(hpos, radius, h);
- }
- catch(cannotFulfillGoalException &e)
- {
- std::vector<std::vector<int3> > tiles; //tiles[distance_to_fow], metryka taksówkowa
- try
- {
- return ai->explorationNewPoint(radius, h, tiles);
- }
- catch(cannotFulfillGoalException &e)
- {
- std::map<int, std::vector<int3> > profits;
- {
- TimeCheck tc("Evaluating exploration possibilities");
- tiles[0].clear(); //we can't reach FoW anyway
- BOOST_FOREACH(auto &vt, tiles)
- BOOST_FOREACH(auto &tile, vt)
- profits[howManyTilesWillBeDiscovered(tile, radius)].push_back(tile);
- }
- if(profits.empty())
- throw cannotFulfillGoalException("Cannot explore - no possible ways found!");
- auto bestDest = profits.end();
- bestDest--;
- return bestDest->second.front(); //TODO which is the real best tile?
- }
- }
- }
- TSubgoal CGoal::whatToDoToAchieve()
- {
- switch(goalType)
- {
- case WIN:
- {
- const CVictoryCondition &vc = cb->getMapHeader()->victoryCondition;
- EVictoryConditionType::EVictoryConditionType cond = vc.condition;
- if(!vc.appliesToAI)
- {
- //TODO deduce victory from human loss condition
- cond = EVictoryConditionType::WINSTANDARD;
- }
- switch(cond)
- {
- case EVictoryConditionType::ARTIFACT:
- return CGoal(GET_ART_TYPE).setaid(vc.ID);
- case EVictoryConditionType::BEATHERO:
- return CGoal(GET_OBJ).setobjid(vc.ID);
- case EVictoryConditionType::BEATMONSTER:
- return CGoal(GET_OBJ).setobjid(vc.ID);
- case EVictoryConditionType::BUILDCITY:
- //TODO build castle/capitol
- break;
- case EVictoryConditionType::BUILDGRAIL:
- {
- if(const CGHeroInstance *h = ai->getHeroWithGrail())
- {
- //hero is in a town that can host Grail
- if(h->visitedTown && !vstd::contains(h->visitedTown->forbiddenBuildings, EBuilding::GRAIL))
- {
- const CGTownInstance *t = h->visitedTown;
- return CGoal(BUILD_STRUCTURE).setbid(EBuilding::GRAIL).settown(t);
- }
- else
- {
- auto towns = cb->getTownsInfo();
- towns.erase(boost::remove_if(towns,
- [](const CGTownInstance *t) -> bool
- {
- return vstd::contains(t->forbiddenBuildings, EBuilding::GRAIL);
- }),
- towns.end());
- boost::sort(towns, isCloser);
- if(towns.size())
- {
- return CGoal(VISIT_TILE).sethero(h).settile(towns.front()->visitablePos());
- }
- }
- }
- double ratio = 0;
- int3 grailPos = cb->getGrailPos(ratio);
- if(ratio > 0.99)
- {
- return CGoal(DIG_AT_TILE).settile(grailPos);
- }
- else if(const CGObjectInstance * obj = ai->getUnvisitedObj(objWithID<Obj::OBELISK>)) //there are unvisited Obelisks
- {
- return CGoal(GET_OBJ).setobjid(obj->id);
- }
- else
- return CGoal(EXPLORE);
- }
- break;
- case EVictoryConditionType::CAPTURECITY:
- return CGoal(GET_OBJ).setobjid(vc.ID);
- case EVictoryConditionType::GATHERRESOURCE:
- return CGoal(COLLECT_RES).setresID(vc.ID).setvalue(vc.count);
- //TODO mines? piles? marketplace?
- //save?
- break;
- case EVictoryConditionType::GATHERTROOP:
- break;
- case EVictoryConditionType::TAKEDWELLINGS:
- break;
- case EVictoryConditionType::TAKEMINES:
- break;
- case EVictoryConditionType::TRANSPORTITEM:
- break;
- case EVictoryConditionType::WINSTANDARD:
- return CGoal(CONQUER);
- default:
- assert(0);
- }
- }
- break;
- case GET_OBJ:
- {
- const CGObjectInstance * obj = cb->getObj(objid);
- if(!obj)
- return CGoal(EXPLORE);
- int3 pos = cb->getObj(objid)->visitablePos();
- return CGoal(VISIT_TILE).settile(pos);
- }
- break;
- case GET_ART_TYPE:
- {
- const CGObjectInstance *artInst = ai->lookForArt(aid);
- if(!artInst)
- {
- TSubgoal alternativeWay = CGoal::lookForArtSmart(aid);
- if(alternativeWay.invalid())
- return CGoal(EXPLORE);
- else
- return alternativeWay;
- }
- else
- return CGoal(GET_OBJ).setobjid(artInst->id);
- }
- break;
- case CLEAR_WAY_TO:
- {
- assert(tile.x >= 0); //set tile
- if(!cb->isVisible(tile))
- {
- tlog1 << "Clear way should be used with visible tiles!\n";
- return CGoal(EXPLORE);
- }
- const CGHeroInstance *h = hero ? hero : ai->primaryHero();
- if(!h)
- return CGoal(RECRUIT_HERO);
- cb->setSelection(h);
- SectorMap sm;
- bool dropToFile = false;
- if(dropToFile) //for debug purposes
- sm.write("test.txt");
- int3 tileToHit = sm.firstTileToGet(h, tile);
- //if(isSafeToVisit(h, tileToHit))
- if(isBlockedBorderGate(tileToHit))
- throw cannotFulfillGoalException("There's blocked border gate!");
- if(tileToHit == tile)
- {
- tlog1 << boost::format("Very strange, tile to hit is %s and tile is also %s, while hero %s is at %s\n")
- % tileToHit % tile % h->name % h->visitablePos();
- throw cannotFulfillGoalException("Retreiving first tile to hit failed (probably)!");
- }
- return CGoal(VISIT_TILE).settile(tileToHit).sethero(h);
- //TODO czy istnieje lepsza droga?
- }
- throw cannotFulfillGoalException("Cannot reach given tile!");
- //return CGoal(EXPLORE); // TODO improve
- case EXPLORE:
- {
- auto hs = cb->getHeroesInfo();
- int howManyHeroes = hs.size();
- erase(hs, [](const CGHeroInstance *h)
- {
- return contains(ai->lockedHeroes, h);
- });
- if(hs.empty()) //all heroes are busy. buy new one
- {
- if (howManyHeroes < 3 && ai->findTownWithTavern()) //we may want to recruit second hero. TODO: make it smart finally
- return CGoal(RECRUIT_HERO);
- else //find mobile hero with weakest army
- {
- hs = cb->getHeroesInfo();
- erase_if(hs, [](const CGHeroInstance *h)
- {
- return !h->movement; //only hero with movement are of interest for us
- });
- if (hs.empty())
- {
- if (howManyHeroes < GameConstants::MAX_HEROES_PER_PLAYER)
- return CGoal(RECRUIT_HERO);
- else
- throw cannotFulfillGoalException("No heroes with remaining MPs for exploring!\n");
- }
- boost::sort(hs, compareHeroStrength);
- }
- }
- const CGHeroInstance *h = hs.front();
- CGoal ret(VISIT_TILE);
- ret.sethero(h);
- return ret.settile(whereToExplore(h));
- }
- I_AM_ELEMENTAR;
- case RECRUIT_HERO:
- {
- const CGTownInstance *t = ai->findTownWithTavern();
- if(!t)
- return CGoal(BUILD_STRUCTURE).setbid(EBuilding::TAVERN);
- if(cb->getResourceAmount(Res::GOLD) < HERO_GOLD_COST)
- return CGoal(COLLECT_RES).setresID(Res::GOLD).setvalue(HERO_GOLD_COST);
- I_AM_ELEMENTAR;
- }
- break;
- case VISIT_TILE:
- {
- if(!cb->isVisible(tile))
- return CGoal(EXPLORE);
- if(hero && !ai->isAccessibleForHero(tile, hero))
- hero = NULL;
- if(!hero)
- {
- if(cb->getHeroesInfo().empty())
- return CGoal(RECRUIT_HERO);
- BOOST_FOREACH(const CGHeroInstance *h, cb->getHeroesInfo())
- {
- if(ai->isAccessibleForHero(tile, h))
- {
- hero = h;
- break;
- }
- }
- }
- if(hero)
- {
- if(isSafeToVisit(hero, tile))
- return CGoal(*this).setisElementar(true);
- else
- return CGoal(GATHER_ARMY).sethero(hero);
- }
- else //inaccessible for all heroes
- return CGoal(CLEAR_WAY_TO).settile(tile);
- }
- break;
- case DIG_AT_TILE:
- {
- auto objs = cb->getTile(tile)->visitableObjects;
- if(objs.size() && objs.front()->ID == GameConstants::HEROI_TYPE && objs.front()->tempOwner == ai->playerID) //we have hero at dest
- {
- const CGHeroInstance *h = dynamic_cast<const CGHeroInstance *>(objs.front());
- return CGoal(*this).sethero(h).setisElementar(true);
- }
- return CGoal(VISIT_TILE).settile(tile);
- }
- break;
- case BUILD_STRUCTURE:
- //TODO check res
- //look for town
- //prerequisites?
- I_AM_ELEMENTAR;
- case COLLECT_RES:
- {
- std::vector<const IMarket*> markets;
- std::vector<const CGObjectInstance*> visObjs;
- ai->retreiveVisitableObjs(visObjs, true);
- BOOST_FOREACH(const CGObjectInstance *obj, visObjs)
- {
- if(const IMarket *m = IMarket::castFrom(obj, false))
- {
- if(obj->ID == GameConstants::TOWNI_TYPE && obj->tempOwner == ai->playerID && m->allowsTrade(EMarketMode::RESOURCE_RESOURCE))
- markets.push_back(m);
- else if(obj->ID == Obj::TRADING_POST) //TODO a moze po prostu test na pozwalanie handlu?
- markets.push_back(m);
- }
- }
- boost::sort(markets, [](const IMarket *m1, const IMarket *m2) -> bool
- {
- return m1->getMarketEfficiency() < m2->getMarketEfficiency();
- });
- markets.erase(boost::remove_if(markets, [](const IMarket *market) -> bool
- {
- return !(market->o->ID == GameConstants::TOWNI_TYPE && market->o->tempOwner == ai->playerID)
- && !ai->isAccessible(market->o->visitablePos());
- }),markets.end());
- if(!markets.size())
- {
- BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
- {
- if(cb->canBuildStructure(t, EBuilding::MARKETPLACE) == EBuildingState::ALLOWED)
- return CGoal(BUILD_STRUCTURE).settown(t).setbid(EBuilding::MARKETPLACE);
- }
- }
- else
- {
- const IMarket *m = markets.back();
- //attempt trade at back (best prices)
- int howManyCanWeBuy = 0;
- for(int i = 0; i < ACTUAL_RESOURCE_COUNT; i++)
- {
- if(i == resID) continue;
- int toGive = -1, toReceive = -1;
- m->getOffer(i, resID, toGive, toReceive, EMarketMode::RESOURCE_RESOURCE);
- assert(toGive > 0 && toReceive > 0);
- howManyCanWeBuy += toReceive * (cb->getResourceAmount(i) / toGive);
- }
- if(howManyCanWeBuy + cb->getResourceAmount(resID) >= value)
- {
- if(cb->getTile(m->o->visitablePos())->visitableObjects.back()->tempOwner != ai->playerID)
- return CGoal(GET_OBJ).setobjid(m->o->id);
- return setobjid(m->o->id).setisElementar(true);
- }
- }
- }
- return CGoal(INVALID);
- case CONQUER:
- {
- //TODO make use from many heroes
- std::vector<const CGHeroInstance *> heroes = cb->getHeroesInfo();
- erase_if(heroes, [](const CGHeroInstance *h)
- {
- return vstd::contains(ai->lockedHeroes, h) || !h->movement;
- });
- boost::sort(heroes, compareHeroStrength);
- if(heroes.empty())
- I_AM_ELEMENTAR;
- const CGHeroInstance *h = heroes.back();
- cb->setSelection(h);
- std::vector<const CGObjectInstance *> objs; //here we'll gather enemy towns and heroes
- ai->retreiveVisitableObjs(objs);
- erase_if(objs, [&](const CGObjectInstance *obj)
- {
- return (obj->ID != GameConstants::TOWNI_TYPE && obj->ID != GameConstants::HEROI_TYPE) //not town/hero
- || cb->getPlayerRelations(ai->playerID, obj->tempOwner) != 0; //not enemy
- });
- if(objs.empty())
- return CGoal(EXPLORE); //we need to find an enemy
- erase_if(objs, [&](const CGObjectInstance *obj)
- {
- return !isSafeToVisit(h, obj->visitablePos());
- });
- if(objs.empty())
- I_AM_ELEMENTAR;
- boost::sort(objs, isCloser);
- BOOST_FOREACH(const CGObjectInstance *obj, objs)
- {
- if(ai->isAccessibleForHero(obj->visitablePos(), h))
- return CGoal(VISIT_TILE).sethero(h).settile(obj->visitablePos());
- }
- return CGoal(EXPLORE); //enemy is inaccessible
- }
- break;
- case BUILD:
- I_AM_ELEMENTAR;
- case INVALID:
- I_AM_ELEMENTAR;
- case GATHER_ARMY:
- {
- const CGHeroInstance *h = hero;
- auto compareReinforcements = [h](const CGTownInstance *lhs, const CGTownInstance *rhs) -> bool
- {
- return howManyReinforcementsCanGet(h, lhs) < howManyReinforcementsCanGet(h, rhs);
- };
- std::vector<const CGTownInstance *> townsReachable;
- BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
- {
- if(!t->visitingHero && howManyReinforcementsCanGet(h,t))
- {
- if(isReachable(t))
- townsReachable.push_back(t);
- }
- }
- if(townsReachable.size()) //try towns first
- {
- boost::sort(townsReachable, compareReinforcements);
- return CGoal(VISIT_TILE).sethero(hero).settile(townsReachable.back()->visitablePos());
- }
- else
- {
- std::vector<const CGObjectInstance *> objs; //here we'll gather all dwellings
- ai->retreiveVisitableObjs(objs);
- erase_if(objs, [&](const CGObjectInstance *obj)
- {
- return (obj->ID != Obj::CREATURE_GENERATOR1); //not town/ dwelling
- });
- if(objs.empty()) //no possible objects, we did eveyrthing already
- return CGoal(EXPLORE).sethero(hero);
- //TODO: check if we can recruit any creatures there, evaluate army
- boost::sort(objs, isCloser);
- BOOST_FOREACH(const CGObjectInstance *obj, objs)
- { //find safe dwelling
- if (isSafeToVisit(hero, obj->visitablePos())) //TODO: make use of multiple heroes
- return CGoal(VISIT_TILE).sethero(hero).settile(obj->visitablePos());
- }
- }
- return CGoal(EXPLORE); //find dwelling
- }
- break;
- default:
- assert(0);
- }
- return CGoal(EXPLORE);
- }
- TSubgoal CGoal::goVisitOrLookFor(const CGObjectInstance *obj)
- {
- if(obj)
- return CGoal(GET_OBJ).setobjid(obj->id);
- else
- return CGoal(EXPLORE);
- }
- TSubgoal CGoal::lookForArtSmart(int aid)
- {
- return CGoal(INVALID);
- }
- bool CGoal::invalid() const
- {
- return goalType == INVALID;
- }
- bool CGoal::isBlockedBorderGate(int3 tileToHit)
- {
- return cb->getTile(tileToHit)->topVisitableID() == Obj::BORDER_GATE
- && cb->getPathInfo(tileToHit)->accessible != CGPathNode::ACCESSIBLE;
- }
- SectorMap::SectorMap()
- {
- // int3 sizes = cb->getMapSize();
- // sector.resize(sizes.x);
- // BOOST_FOREACH(auto &i, sector)
- // i.resize(sizes.y);
- //
- // BOOST_FOREACH(auto &i, sector)
- // BOOST_FOREACH(auto &j, i)
- // j.resize(sizes.z, 0);
- update();
- }
- bool markIfBlocked(ui8 &sec, crint3 pos, const TerrainTile *t)
- {
- if(t->blocked && !t->visitable)
- {
- sec = NOT_AVAILABLE;
- return true;
- }
- return false;
- }
- bool markIfBlocked(ui8 &sec, crint3 pos)
- {
- return markIfBlocked(sec, pos, cb->getTile(pos));
- }
- void SectorMap::update()
- {
- clear();
- int curSector = 3; //0 is invisible, 1 is not explored
- foreach_tile_pos([&](crint3 pos)
- {
- if(retreiveTile(pos) == NOT_CHECKED)
- {
- if(!markIfBlocked(retreiveTile(pos), pos))
- exploreNewSector(pos, curSector++);
- }
- });
- valid = true;
- }
- void SectorMap::clear()
- {
- sector = cb->getVisibilityMap();
- valid = false;
- }
- bool canBeEmbarkmentPoint(const TerrainTile *t)
- {
- //tile must be free of with unoccupied boat
- return !t->blocked
- || (t->visitableObjects.size() == 1 && t->topVisitableID() == Obj::BOAT);
- }
- void SectorMap::exploreNewSector(crint3 pos, int num)
- {
- Sector &s = infoOnSectors[num];
- s.id = num;
- s.water = cb->getTile(pos)->isWater();
- std::queue<int3> toVisit;
- toVisit.push(pos);
- while(toVisit.size())
- {
- int3 curPos = toVisit.front();
- toVisit.pop();
- ui8 &sec = retreiveTile(curPos);
- if(sec == NOT_CHECKED)
- {
- const TerrainTile *t = cb->getTile(curPos);
- if(!markIfBlocked(sec, curPos, t))
- {
- if(t->isWater() == s.water) //sector is only-water or only-land
- {
- sec = num;
- s.tiles.push_back(curPos);
- foreach_neighbour(curPos, [&](crint3 neighPos)
- {
- if(retreiveTile(neighPos) == NOT_CHECKED)
- {
- toVisit.push(neighPos);
- //parent[neighPos] = curPos;
- }
- const TerrainTile *nt = cb->getTile(neighPos, false);
- if(nt && nt->isWater() != s.water && canBeEmbarkmentPoint(nt))
- {
- s.embarkmentPoints.push_back(neighPos);
- }
- });
- if(t->visitable && vstd::contains(ai->knownSubterraneanGates, t->visitableObjects.front()))
- toVisit.push(ai->knownSubterraneanGates[t->visitableObjects.front()]->pos);
- }
- }
- }
- }
- removeDuplicates(s.embarkmentPoints);
- }
- void SectorMap::write(crstring fname)
- {
- std::ofstream out(fname);
- for(int k = 0; k < cb->getMapSize().z; k++)
- {
- for(int j = 0; j < cb->getMapSize().y; j++)
- {
- for(int i = 0; i < cb->getMapSize().x; i++)
- {
- out << (int)sector[i][j][k] << '\t';
- }
- out << std::endl;
- }
- out << std::endl;
- }
- }
- bool isWeeklyRevisitable (const CGObjectInstance * obj)
- { //TODO: allow polling of remaining creatures in dwelling
- if (dynamic_cast<const CGVisitableOPW *>(obj) || //ensures future compatibility, unlike IDs
- dynamic_cast<const CGDwelling *>(obj) ||
- dynamic_cast<const CBank *>(obj)) //banks tend to respawn often in mods
- return true;
- switch (obj->ID)
- {
- case Obj::STABLES: //any other potential visitable objects?
- return true;
- }
- return false;
- }
- bool shouldVisit (const CGHeroInstance * h, const CGObjectInstance * obj)
- {
- if (obj->wasVisited(h))
- return false;
- switch (obj->ID)
- {
- case Obj::CREATURE_GENERATOR1:
- {
- bool canRecruitCreatures = false;
- const CGDwelling * d = dynamic_cast<const CGDwelling *>(obj);
- BOOST_FOREACH(auto level, d->creatures)
- {
- BOOST_FOREACH(auto c, level.second)
- {
- if (h->getSlotFor(c) != -1)
- canRecruitCreatures = true;
- }
- }
- return canRecruitCreatures;
- }
- case Obj::MONOLITH1:
- case Obj::MONOLITH2:
- case Obj::MONOLITH3:
- case Obj::WHIRLPOOL:
- //TODO: mehcanism for handling monoliths
- return false;
- }
- return true;
- }
- int3 SectorMap::firstTileToGet(const CGHeroInstance *h, crint3 dst)
- {
- int sourceSector = retreiveTile(h->visitablePos()),
- destinationSector = retreiveTile(dst);
- if(sourceSector != destinationSector)
- {
- const Sector *src = &infoOnSectors[sourceSector],
- *dst = &infoOnSectors[destinationSector];
- std::map<const Sector*, const Sector*> preds;
- std::queue<const Sector *> sq;
- sq.push(src);
- while(!sq.empty())
- {
- const Sector *s = sq.front();
- sq.pop();
- BOOST_FOREACH(int3 ep, s->embarkmentPoints)
- {
- Sector *neigh = &infoOnSectors[retreiveTile(ep)];
- //preds[s].push_back(neigh);
- if(!preds[neigh])
- {
- preds[neigh] = s;
- sq.push(neigh);
- }
- }
- //TODO consider other types of connections between sectors?
- }
- if(!preds[dst])
- {
- write("test.txt");
- throw cannotFulfillGoalException(str(format("Cannot found connection between sectors %d and %d") % src->id % dst->id));
- }
- std::vector<const Sector*> toTraverse;
- toTraverse.push_back(dst);
- while(toTraverse.back() != src)
- {
- toTraverse.push_back(preds[toTraverse.back()]);
- }
- if(preds[dst])
- {
- const Sector *sectorToReach = toTraverse.at(toTraverse.size() - 2);
- if(!src->water && sectorToReach->water) //embark
- {
- //embark on ship -> look for an EP with a boat
- auto firstEP = boost::find_if(src->embarkmentPoints, [=](crint3 pos) -> bool
- {
- const TerrainTile *t = cb->getTile(pos);
- return t && t->visitableObjects.size() == 1 && t->topVisitableID() == Obj::BOAT
- && retreiveTile(pos) == sectorToReach->id;
- });
- if(firstEP != src->embarkmentPoints.end())
- {
- return *firstEP;
- }
- else
- {
- //we need to find a shipyard with an access to the desired sector's EP
- //TODO what about Summon Boat spell?
- std::vector<const IShipyard *> shipyards;
- BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
- {
- if(t->hasBuilt(EBuilding::SHIPYARD))
- shipyards.push_back(t);
- }
- std::vector<const CGObjectInstance*> visObjs;
- ai->retreiveVisitableObjs(visObjs, true);
- BOOST_FOREACH(const CGObjectInstance *obj, visObjs)
- {
- if(obj->ID != GameConstants::TOWNI_TYPE) //towns were handled in the previous loop
- if(const IShipyard *shipyard = IShipyard::castFrom(obj))
- shipyards.push_back(shipyard);
- }
- shipyards.erase(boost::remove_if(shipyards, [=](const IShipyard *shipyard) -> bool
- {
- return shipyard->state() != 0 || retreiveTile(shipyard->bestLocation()) != sectorToReach->id;
- }),shipyards.end());
- if(!shipyards.size())
- {
- //TODO consider possibility of building shipyard in a town
- throw cannotFulfillGoalException("There is no known shipyard!");
- }
- //we have only shipyards that possibly can build ships onto the appropriate EP
- auto ownedGoodShipyard = boost::find_if(shipyards, [](const IShipyard *s) -> bool
- {
- return s->o->tempOwner == ai->playerID;
- });
- if(ownedGoodShipyard != shipyards.end())
- {
- const IShipyard *s = *ownedGoodShipyard;
- TResources shipCost;
- s->getBoatCost(shipCost);
- if(cb->getResourceAmount().canAfford(shipCost))
- {
- int3 ret = s->bestLocation();
- cb->buildBoat(s);
- return ret;
- }
- else
- {
- //TODO gather res
- throw cannotFulfillGoalException("Not enough resources to build a boat");
- }
- }
- else
- {
- //TODO pick best shipyard to take over
- return shipyards.front()->o->pos;
- }
- }
- }
- else if(src->water && !sectorToReach->water)
- {
- //TODO
- //disembark
- }
- else
- {
- //TODO
- //transition between two land/water sectors. Monolith? Whirlpool? ...
- throw cannotFulfillGoalException("Land-land and water-water inter-sector transitions are not implemented!");
- }
- }
- else
- {
- throw cannotFulfillGoalException("Inter-sector route detection failed: not connected sectors?");
- }
- }
- else
- {
- makeParentBFS(h->visitablePos());
- int3 curtile = dst;
- while(curtile != h->visitablePos())
- {
- if(cb->getPathInfo(curtile)->reachable())
- {
- return curtile;
- }
- else
- {
- auto i = parent.find(curtile);
- if(i != parent.end())
- {
- assert(curtile != i->second);
- curtile = i->second;
- }
- else
- throw cannotFulfillGoalException("Unreachable tile in sector? Should not happen!");
- }
- }
- }
- throw cannotFulfillGoalException("Impossible happened.");
- }
- void SectorMap::makeParentBFS(crint3 source)
- {
- parent.clear();
- int mySector = retreiveTile(source);
- std::queue<int3> toVisit;
- toVisit.push(source);
- while(toVisit.size())
- {
- int3 curPos = toVisit.front();
- toVisit.pop();
- ui8 &sec = retreiveTile(curPos);
- assert(sec == mySector); //consider only tiles from the same sector
- //const TerrainTile *t = cb->getTile(curPos);
- foreach_neighbour(curPos, [&](crint3 neighPos)
- {
- if(retreiveTile(neighPos) == mySector && !vstd::contains(parent, neighPos))
- {
- toVisit.push(neighPos);
- parent[neighPos] = curPos;
- }
- });
- }
- }
- unsigned char & SectorMap::retreiveTile(crint3 pos)
- {
- return retreiveTileN(sector, pos);
- }
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