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- /*
- * 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 "AIGateway.h"
- #include "Goals/Goals.h"
- #include "../../lib/UnlockGuard.h"
- #include "../../lib/CConfigHandler.h"
- #include "../../lib/mapObjects/MapObjects.h"
- #include "../../lib/mapObjects/CQuest.h"
- #include "../../lib/mapping/CMapDefines.h"
- #include "../../lib/gameState/QuestInfo.h"
- #include "../../lib/IGameSettings.h"
- #include "../../lib/bonuses/Limiters.h"
- #include "../../lib/bonuses/Propagators.h"
- #include <vcmi/CreatureService.h>
- namespace NKAI
- {
- const CGObjectInstance * ObjectIdRef::operator->() const
- {
- return cb->getObj(id, false);
- }
- ObjectIdRef::operator const CGObjectInstance *() const
- {
- return cb->getObj(id, false);
- }
- ObjectIdRef::operator bool() 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;
- 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;
- }
- std::string HeroPtr::name() const
- {
- if (h)
- return h->getNameTextID();
- else
- return "<NO HERO>";
- }
- const CGHeroInstance * HeroPtr::get(bool doWeExpectNull) const
- {
- return get(cb, doWeExpectNull);
- }
- const CGHeroInstance * HeroPtr::get(const CPlayerSpecificInfoCallback * cb, 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 && !obj)
- {
- 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);
- }
- bool isSafeToVisit(const CGHeroInstance * h, const CCreatureSet * heroArmy, uint64_t dangerStrength, float safeAttackRatio)
- {
- const ui64 heroStrength = h->getHeroStrength() * heroArmy->getArmyStrength();
- if(dangerStrength)
- {
- return heroStrength > dangerStrength * safeAttackRatio;
- }
- return true; //there's no danger
- }
- bool isSafeToVisit(const CGHeroInstance * h, uint64_t dangerStrength, float safeAttackRatio)
- {
- return isSafeToVisit(h, h, dangerStrength, safeAttackRatio);
- }
- 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:
- case Obj::FLOTSAM:
- case Obj::PANDORAS_BOX:
- case Obj::OCEAN_BOTTLE:
- case Obj::SEA_CHEST:
- case Obj::SHIPWRECK_SURVIVOR:
- case Obj::SPELL_SCROLL:
- 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;
- }
- bool isObjectPassable(const Nullkiller * ai, const CGObjectInstance * obj)
- {
- return isObjectPassable(obj, ai->playerID, ai->cb->getPlayerRelations(obj->tempOwner, ai->playerID));
- }
- // Pathfinder internal helper
- bool isObjectPassable(const CGObjectInstance * obj, PlayerColor playerColor, PlayerRelations objectRelations)
- {
- if((obj->ID == Obj::GARRISON || obj->ID == Obj::GARRISON2)
- && objectRelations != PlayerRelations::ENEMIES)
- return true;
- if(obj->ID == Obj::BORDER_GATE)
- {
- auto quest = dynamic_cast<const CGKeys *>(obj);
- if(quest->wasMyColorVisited(playerColor))
- return true;
- }
- return false;
- }
- bool isBlockVisitObj(const int3 & pos)
- {
- if(auto obj = cb->getTopObj(pos))
- {
- if(obj->isBlockedVisitable()) //we can't stand on that object
- return true;
- }
- return false;
- }
- 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 != CreatureID::NONE)
- {
- ci.level = ci.creID.toCreature()->getLevel(); //this is creature tier, while tryRealize expects dwelling level. Ignore.
- }
- else
- {
- ci.level = 0;
- }
- return ci;
- }
- 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();
- }
- double getArtifactBonusRelevance(const CGHeroInstance * hero, const std::shared_ptr<Bonus> & bonus)
- {
- if (bonus->propagator && bonus->limiter && bonus->propagator->getPropagatorType() == CBonusSystemNode::BATTLE)
- {
- // assume that this is battle wide / other side propagator+limiter
- // consider it as fully relevant since we don't know about future combat when equipping artifacts
- return 1.0;
- }
- const auto & getArmyRatioAffectedByLimiter = [&]()
- {
- if (!bonus->limiter)
- return 1.0;
- uint64_t totalStrength = 0;
- uint64_t affectedStrength = 0;
- const BonusList stillUndecided;
- for (const auto & slot : hero->Slots())
- {
- const auto allBonuses = slot.second->getAllBonuses(Selector::all, Selector::all);
- BonusLimitationContext context = {*bonus, *slot.second, *allBonuses, stillUndecided};
- uint64_t unitStrength = slot.second->getPower();
- if (bonus->limiter->limit(context) == ILimiter::EDecision::ACCEPT)
- affectedStrength += unitStrength;
- totalStrength += unitStrength;
- }
- if (totalStrength == 0)
- return 0.0;
- return static_cast<double>(affectedStrength) / totalStrength;
- };
- const auto & getArmyPercentageWithBonus = [&](BonusType type)
- {
- uint64_t totalStrength = 0;
- uint64_t affectedStrength = 0;
- for (const auto & slot : hero->Slots())
- {
- uint64_t unitStrength = slot.second->getPower();
- if (slot.second->hasBonusOfType(type))
- affectedStrength += unitStrength;
- totalStrength += unitStrength;
- }
- if (totalStrength == 0)
- return 0.0;
- return static_cast<double>(affectedStrength) / totalStrength;
- };
- const auto & getSpellSchoolKnownSpellsFactor = [&](SpellSchool school)
- {
- uint64_t totalWeight = 0;
- uint64_t knownWeight = 0;
- for (auto spellID : LIBRARY->spellh->getDefaultAllowed())
- {
- auto spell = spellID.toEntity(LIBRARY);
- if (!spell->hasSchool(school))
- continue;
- uint64_t spellLevel = spell->getLevel();
- uint64_t spellWeight = spellLevel * spellLevel;
- if (!hero->spellbookContainsSpell(spellID))
- knownWeight += spellWeight;
- totalWeight += spellWeight;
- }
- if (totalWeight == 0)
- return 0.0;
- return static_cast<double>(knownWeight) / totalWeight;
- };
- const auto & getSpellLevelKnownSpellsFactor = [&](int level)
- {
- uint64_t totalWeight = 0;
- uint64_t knownWeight = 0;
- for (auto spellID : LIBRARY->spellh->getDefaultAllowed())
- {
- auto spell = spellID.toEntity(LIBRARY);
- if (spell->getLevel() != level)
- continue;
- if (!hero->spellbookContainsSpell(spellID))
- knownWeight += 1;
- totalWeight += 1;
- }
- if (totalWeight == 0)
- return 0.0;
- return static_cast<double>(knownWeight) / totalWeight;
- };
- constexpr double notRelevant = 0.0; // artifact is not useful in current conditions
- constexpr double relevant = 1.0;
- constexpr double veryRelevant = 2.0; // for very situational artifacts, e.g. skill-specific, or army composition-specific
- switch (bonus->type)
- {
- case BonusType::MOVEMENT:
- if (hero->boat && bonus->subtype == BonusCustomSubtype::heroMovementSea)
- return veryRelevant;
- if (!hero->boat && bonus->subtype == BonusCustomSubtype::heroMovementLand)
- return relevant;
- return notRelevant;
- case BonusType::STACKS_SPEED:
- case BonusType::STACK_HEALTH:
- return getArmyRatioAffectedByLimiter();
- case BonusType::MORALE:
- return getArmyRatioAffectedByLimiter() * (1 - getArmyPercentageWithBonus(BonusType::UNDEAD)); // TODO: other unaffected, e.g. Golems
- case BonusType::LUCK:
- return getArmyRatioAffectedByLimiter(); // Do we have luck?
- case BonusType::PRIMARY_SKILL:
- if (bonus->subtype == PrimarySkill::ATTACK || bonus->subtype == PrimarySkill::DEFENSE)
- return getArmyRatioAffectedByLimiter(); // e.g. Vial of Dragonblood - consider only affected unit
- else
- return relevant; // spellpower / knowledge - always relevant
- case BonusType::WATER_WALKING:
- case BonusType::FLYING_MOVEMENT:
- return hero->boat ? notRelevant : relevant; // boat can't fly
- case BonusType::WHIRLPOOL_PROTECTION:
- return hero->boat ? relevant : notRelevant;
- case BonusType::UNDEAD_RAISE_PERCENTAGE:
- return hero->hasBonusOfType(BonusType::IMPROVED_NECROMANCY) ? veryRelevant : notRelevant;
- case BonusType::SPELL_DAMAGE:
- case BonusType::SPELL_DURATION:
- return hero->hasSpellbook() ? relevant : notRelevant;
- case BonusType::PERCENTAGE_DAMAGE_BOOST:
- if (bonus->subtype == BonusCustomSubtype::damageTypeRanged)
- return veryRelevant * getArmyPercentageWithBonus(BonusType::SHOOTER);
- if (bonus->subtype == BonusCustomSubtype::damageTypeMelee)
- return veryRelevant * (1 - getArmyPercentageWithBonus(BonusType::SHOOTER));
- return 0;
- case BonusType::FULL_MANA_REGENERATION:
- case BonusType::MANA_REGENERATION:
- return hero->mana < hero->manaLimit() ? relevant : notRelevant;
- case BonusType::LEARN_BATTLE_SPELL_CHANCE:
- return hero->hasBonusOfType(BonusType::LEARN_BATTLE_SPELL_LEVEL_LIMIT) ? relevant : notRelevant;
- case BonusType::NO_DISTANCE_PENALTY:
- case BonusType::NO_WALL_PENALTY:
- return getArmyPercentageWithBonus(BonusType::SHOOTER) * veryRelevant;
- case BonusType::SPELLS_OF_SCHOOL:
- if (!hero->hasSpellbook())
- return notRelevant;
- return 1 - getSpellSchoolKnownSpellsFactor(bonus->subtype.as<SpellSchool>());
- case BonusType::SPELLS_OF_LEVEL:
- if (!hero->hasSpellbook())
- return notRelevant;
- return 1 - getSpellLevelKnownSpellsFactor(bonus->subtype.getNum());
- // Potential TODO's
- // case BonusType::MAGIC_RESISTANCE:
- // case BonusType::FREE_SHIP_BOARDING:
- // case BonusType::GENERATE_RESOURCE:
- // case BonusType::CREATURE_GROWTH:
- //
- // case BonusType::SPELLS_OF_LEVEL:
- // case BonusType::SIGHT_RADIUS:
- }
- return 1.0;
- }
- int32_t getArtifactBonusScoreImpl(const std::shared_ptr<Bonus> & bonus)
- {
- switch (bonus->type)
- {
- case BonusType::MOVEMENT:
- if (bonus->subtype == BonusCustomSubtype::heroMovementLand)
- return bonus->val * 20;
- if (bonus->subtype == BonusCustomSubtype::heroMovementSea)
- return bonus->val * 10;
- return 0;
- case BonusType::STACKS_SPEED:
- return bonus->val * 8000;
- case BonusType::MORALE:
- return bonus->val * 1500;
- case BonusType::LUCK:
- return bonus->val * 1000;
- case BonusType::PRIMARY_SKILL:
- return bonus->val * 1000;
- case BonusType::SURRENDER_DISCOUNT:
- return 0; // irrelevant in gameplay
- case BonusType::WATER_WALKING:
- return 5000;
- case BonusType::FREE_SHIP_BOARDING:
- return 10000;
- case BonusType::WHIRLPOOL_PROTECTION:
- return 5000;
- case BonusType::FLYING_MOVEMENT:
- return 20000;
- case BonusType::UNDEAD_RAISE_PERCENTAGE:
- return bonus->val * 400;
- case BonusType::GENERATE_RESOURCE:
- return bonus->val * LIBRARY->objh->resVals.at(bonus->subtype.as<GameResID>().getNum()) * 10;
- case BonusType::SPELL_DURATION:
- return bonus->val * 200;
- case BonusType::MAGIC_RESISTANCE:
- return bonus->val * 400;
- case BonusType::PERCENTAGE_DAMAGE_BOOST:
- if (bonus->subtype == BonusCustomSubtype::damageTypeRanged)
- return bonus->val * 200;
- if (bonus->subtype == BonusCustomSubtype::damageTypeMelee)
- return bonus->val * 500;
- return 0;
- case BonusType::CREATURE_GROWTH:
- return (1+bonus->subtype.getNum()) * bonus->val * 400;
- case BonusType::FULL_MANA_REGENERATION:
- return 15000;
- case BonusType::MANA_REGENERATION:
- return bonus->val * 500;
- case BonusType::SPELLS_OF_SCHOOL:
- return 20000;
- case BonusType::SPELLS_OF_LEVEL:
- return bonus->subtype.getNum() * 6000;
- case BonusType::SPELL_DAMAGE:
- return bonus->val * 120;
- case BonusType::SIGHT_RADIUS:
- return bonus->val * 1000;
- case BonusType::LEARN_BATTLE_SPELL_CHANCE:
- return 0; // irrelevant in gameplay
- case BonusType::STACK_HEALTH:
- return bonus->val * 5000;
- case BonusType::NO_DISTANCE_PENALTY:
- return 10000;
- case BonusType::NO_WALL_PENALTY:
- return 5000;
- }
- return 0;
- // Additional bonuses to consider from H3 artifacts:
- // MIND_IMMUNITY
- // BLOCK_MAGIC_ABOVE
- // SPELL_IMMUNITY
- // NEGATE_ALL_NATURAL_IMMUNITIES
- // SPELL_RESISTANCE_AURA
- // SPELL
- // BATTLE_NO_FLEEING
- // BLOCK_ALL_MAGIC
- // NONEVIL_ALIGNMENT_MIX
- // OPENING_BATTLE_SPELL
- // IMPROVED_NECROMANCY
- // HP_REGENERATION
- // CREATURE_GROWTH_PERCENT
- // LEVEL_SPELL_IMMUNITY
- // FREE_SHOOTING
- // FULL_MANA_REGENERATION
- }
- int32_t getArtifactBonusScore(const std::shared_ptr<Bonus> & bonus)
- {
- if (bonus->propagator && bonus->propagator->getPropagatorType() == CBonusSystemNode::BATTLE)
- {
- if (bonus->limiter)
- {
- // assume that this is battle wide / other side propagator+limiter -> invert value
- return -getArtifactBonusScoreImpl(bonus);
- }
- else
- {
- return 0; // TODO? How to consider battle-wide bonuses that affect everyone?
- }
- }
- else
- {
- return getArtifactBonusScoreImpl(bonus);
- }
- }
- int64_t getPotentialArtifactScore(const CArtifact * type)
- {
- int64_t totalScore = 0;
- for (const auto & bonus : type->getExportedBonusList())
- totalScore += getArtifactBonusScore(bonus);
- if (type->hasParts())
- {
- for (const auto & part : type->getConstituents())
- {
- for (const auto & bonus : part->getExportedBonusList())
- totalScore += getArtifactBonusScore(bonus);
- }
- }
- int64_t finalScore = std::max<int64_t>(type->getPrice() / 5, totalScore );
- return finalScore;
- }
- int64_t getArtifactScoreForHero(const CGHeroInstance * hero, const CArtifactInstance * artifact)
- {
- if (artifact->isScroll())
- {
- auto spellID = artifact->getScrollSpellID();
- auto spell = spellID.toEntity(LIBRARY);
- if (hero->getSpellsInSpellbook().count(spellID))
- return 0;
- else
- return spell->getLevel() * 100;
- }
- const CArtifact * type = artifact->getType();
- int64_t totalScore = 0;
- if (type->getId() == ArtifactID::SPELLBOOK)
- return 0;
- for (const auto & bonus : type->getExportedBonusList())
- totalScore += getArtifactBonusRelevance(hero, bonus) * getArtifactBonusScore(bonus);
- if (type->hasParts())
- {
- for (const auto & part : type->getConstituents())
- {
- for (const auto & bonus : part->getExportedBonusList())
- totalScore += getArtifactBonusRelevance(hero, bonus) * getArtifactBonusScore(bonus);
- }
- }
- return totalScore;
- }
- bool isWeeklyRevisitable(const Nullkiller * ai, const CGObjectInstance * obj)
- {
- if(!obj)
- return false;
- //TODO: allow polling of remaining creatures in dwelling
- if(const auto * rewardable = dynamic_cast<const CRewardableObject *>(obj))
- return rewardable->configuration.getResetDuration() == 7;
- if(dynamic_cast<const CGDwelling *>(obj))
- return true;
- switch(obj->ID)
- {
- case Obj::HILL_FORT:
- return true;
- case Obj::BORDER_GATE:
- case Obj::BORDERGUARD:
- return (dynamic_cast<const CGKeys *>(obj))->wasMyColorVisited(ai->playerID); //FIXME: they could be revisited sooner than in a week
- }
- return false;
- }
- uint64_t timeElapsed(std::chrono::time_point<std::chrono::high_resolution_clock> start)
- {
- auto end = std::chrono::high_resolution_clock::now();
- return std::chrono::duration_cast<std::chrono::milliseconds>(end - start).count();
- }
- int getDuplicatingSlots(const CArmedInstance * army)
- {
- int duplicatingSlots = 0;
- for(const auto & stack : army->Slots())
- {
- if(stack.second->getCreature() && army->getSlotFor(stack.second->getCreature()) != stack.first)
- duplicatingSlots++;
- }
- return duplicatingSlots;
- }
- // todo: move to obj manager
- bool shouldVisit(const Nullkiller * ai, const CGHeroInstance * h, const CGObjectInstance * obj)
- {
- auto relations = ai->cb->getPlayerRelations(obj->tempOwner, h->tempOwner);
- switch(obj->ID)
- {
- case Obj::TOWN:
- case Obj::HERO: //never visit our heroes at random
- return relations == PlayerRelations::ENEMIES; //do not visit our towns at random
- case Obj::BORDER_GATE:
- {
- for(auto q : ai->cb->getMyQuests())
- {
- if(q.obj == obj->id)
- {
- return false; // do not visit guards or gates when wandering
- }
- }
- return true; //we don't have this quest yet
- }
- case Obj::BORDERGUARD: //open borderguard if possible
- return (dynamic_cast<const CGKeys *>(obj))->wasMyColorVisited(ai->playerID);
- case Obj::SEER_HUT:
- {
- for(auto q : ai->cb->getMyQuests())
- {
- if(q.obj == obj->id)
- {
- if(q.getQuest(cb)->checkQuest(h))
- return true; //we completed the quest
- else
- return false; //we can't complete this quest
- }
- }
- return true; //we don't have this quest yet
- }
- case Obj::CREATURE_GENERATOR1:
- {
- if(relations == PlayerRelations::ENEMIES)
- return true; //flag just in case
- if(relations == PlayerRelations::ALLIES)
- return false;
- const CGDwelling * d = dynamic_cast<const CGDwelling *>(obj);
- auto duplicatingSlotsCount = getDuplicatingSlots(h);
- for(auto level : d->creatures)
- {
- for(auto c : level.second)
- {
- if(level.first
- && (h->getSlotFor(CreatureID(c)) != SlotID() || duplicatingSlotsCount > 0)
- && ai->cb->getResourceAmount().canAfford(c.toCreature()->getFullRecruitCost()))
- {
- return true;
- }
- }
- }
- return false;
- }
- case Obj::HILL_FORT:
- {
- for(const auto & slot : h->Slots())
- {
- if(slot.second->getType()->hasUpgrades())
- return true; //TODO: check price?
- }
- return false;
- }
- case Obj::MONOLITH_ONE_WAY_ENTRANCE:
- case Obj::MONOLITH_ONE_WAY_EXIT:
- case Obj::MONOLITH_TWO_WAY:
- case Obj::WHIRLPOOL:
- return false;
- case Obj::SCHOOL_OF_MAGIC:
- case Obj::SCHOOL_OF_WAR:
- {
- if(ai->getFreeGold() < 1000)
- return false;
- break;
- }
- case Obj::LIBRARY_OF_ENLIGHTENMENT:
- if(h->level < 10)
- return false;
- break;
- case Obj::TREE_OF_KNOWLEDGE:
- {
- if(ai->heroManager->getHeroRole(h) == HeroRole::SCOUT)
- return false;
- TResources myRes = ai->getFreeResources();
- if(myRes[EGameResID::GOLD] < 2000 || myRes[EGameResID::GEMS] < 10)
- return false;
- break;
- }
- case Obj::MAGIC_WELL:
- return h->mana < h->manaLimit();
- case Obj::PRISON:
- return !ai->heroManager->heroCapReached();
- case Obj::TAVERN:
- case Obj::EYE_OF_MAGI:
- case Obj::BOAT:
- case Obj::SIGN:
- return false;
- }
- if(obj->wasVisited(h))
- return false;
- auto rewardable = dynamic_cast<const Rewardable::Interface *>(obj);
- if(rewardable && rewardable->getAvailableRewards(h, Rewardable::EEventType::EVENT_FIRST_VISIT).empty())
- {
- return false;
- }
- return true;
- }
- bool townHasFreeTavern(const CGTownInstance * town)
- {
- if(!town->hasBuilt(BuildingID::TAVERN)) return false;
- if(!town->getVisitingHero()) return true;
- bool canMoveVisitingHeroToGarrison = !town->getUpperArmy()->stacksCount();
- return canMoveVisitingHeroToGarrison;
- }
- uint64_t getHeroArmyStrengthWithCommander(const CGHeroInstance * hero, const CCreatureSet * heroArmy, int fortLevel)
- {
- auto armyStrength = heroArmy->getArmyStrength(fortLevel);
- if(hero && hero->getCommander() && hero->getCommander()->alive)
- {
- armyStrength += 100 * hero->getCommander()->level;
- }
- return armyStrength;
- }
- }
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