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- /*
- * VCAI.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 "VCAI.h"
- #include "Fuzzy.h"
- #include "ResourceManager.h"
- #include "BuildingManager.h"
- #include "../../lib/UnlockGuard.h"
- #include "../../lib/mapObjects/MapObjects.h"
- #include "../../lib/CConfigHandler.h"
- #include "../../lib/CHeroHandler.h"
- #include "../../lib/CModHandler.h"
- #include "../../lib/CGameState.h"
- #include "../../lib/NetPacks.h"
- #include "../../lib/serializer/CTypeList.h"
- #include "../../lib/serializer/BinarySerializer.h"
- #include "../../lib/serializer/BinaryDeserializer.h"
- #include "AIhelper.h"
- extern FuzzyHelper * fh;
- class CGVisitableOPW;
- const double SAFE_ATTACK_CONSTANT = 1.5;
- //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;
- extern boost::thread_specific_ptr<AIhelper> ah;
- //std::map<int, std::map<int, int> > HeroView::infosCount;
- //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.get());
- if (!ah.get())
- ah.reset(new AIhelper());
- ah->setAI(AI); //does this make any sense?
- ah->setCB(cb.get());
- }
- ~SetGlobalState()
- {
- //TODO: how to handle rm? shouldn't be called after ai is destroyed, hopefully
- //TODO: to ensure that, make rm unique_ptr
- 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)
- void foreach_tile(std::vector<std::vector<std::vector<unsigned char>>> & vectors, std::function<void(unsigned char & in)> foo)
- {
- for(auto & vector : vectors)
- {
- for(auto j = vector.begin(); j != vector.end(); j++)
- {
- for(auto & elem : *j)
- foo(elem);
- }
- }
- }
- struct ObjInfo
- {
- int3 pos;
- std::string name;
- ObjInfo(){}
- ObjInfo(const CGObjectInstance * obj)
- : pos(obj->pos), name(obj->getObjectName())
- {
- }
- };
- std::map<const CGObjectInstance *, ObjInfo> helperObjInfo;
- VCAI::VCAI()
- {
- LOG_TRACE(logAi);
- makingTurn = nullptr;
- destinationTeleport = ObjectInstanceID();
- destinationTeleportPos = int3(-1);
- }
- VCAI::~VCAI()
- {
- LOG_TRACE(logAi);
- finish();
- }
- void VCAI::availableCreaturesChanged(const CGDwelling * town)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- }
- void VCAI::heroMoved(const TryMoveHero & details)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- validateObject(details.id); //enemy hero may have left visible area
- auto hero = cb->getHero(details.id);
- cachedSectorMaps.clear();
- const int3 from = CGHeroInstance::convertPosition(details.start, false);
- const int3 to = CGHeroInstance::convertPosition(details.end, false);
- const CGObjectInstance * o1 = vstd::frontOrNull(cb->getVisitableObjs(from));
- const CGObjectInstance * o2 = vstd::frontOrNull(cb->getVisitableObjs(to));
- if(details.result == TryMoveHero::TELEPORTATION)
- {
- auto t1 = dynamic_cast<const CGTeleport *>(o1);
- auto t2 = dynamic_cast<const CGTeleport *>(o2);
- if(t1 && t2)
- {
- if(cb->isTeleportChannelBidirectional(t1->channel))
- {
- if(o1->ID == Obj::SUBTERRANEAN_GATE && o1->ID == o2->ID) // We need to only add subterranean gates in knownSubterraneanGates. Used for features not yet ported to use teleport channels
- {
- knownSubterraneanGates[o1] = o2;
- knownSubterraneanGates[o2] = o1;
- logAi->debug("Found a pair of subterranean gates between %s and %s!", from.toString(), to.toString());
- }
- }
- }
- //FIXME: teleports are not correctly visited
- unreserveObject(hero, t1);
- unreserveObject(hero, t2);
- }
- else if(details.result == TryMoveHero::EMBARK && hero)
- {
- //make sure AI not attempt to visit used boat
- validateObject(hero->boat);
- }
- else if(details.result == TryMoveHero::DISEMBARK && o1)
- {
- auto boat = dynamic_cast<const CGBoat *>(o1);
- if(boat)
- addVisitableObj(boat);
- }
- }
- void VCAI::heroInGarrisonChange(const CGTownInstance * town)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- }
- void VCAI::centerView(int3 pos, int focusTime)
- {
- LOG_TRACE_PARAMS(logAi, "focusTime '%i'", focusTime);
- NET_EVENT_HANDLER;
- }
- void VCAI::artifactMoved(const ArtifactLocation & src, const ArtifactLocation & dst)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- }
- void VCAI::artifactAssembled(const ArtifactLocation & al)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- }
- void VCAI::showTavernWindow(const CGObjectInstance * townOrTavern)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- }
- void VCAI::showThievesGuildWindow(const CGObjectInstance * obj)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- }
- void VCAI::playerBlocked(int reason, bool start)
- {
- LOG_TRACE_PARAMS(logAi, "reason '%i', start '%i'", reason % start);
- NET_EVENT_HANDLER;
- if(start && reason == PlayerBlocked::UPCOMING_BATTLE)
- status.setBattle(UPCOMING_BATTLE);
- if(reason == PlayerBlocked::ONGOING_MOVEMENT)
- status.setMove(start);
- }
- void VCAI::showPuzzleMap()
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- }
- void VCAI::showShipyardDialog(const IShipyard * obj)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- }
- void VCAI::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult)
- {
- LOG_TRACE_PARAMS(logAi, "victoryLossCheckResult '%s'", victoryLossCheckResult.messageToSelf);
- NET_EVENT_HANDLER;
- logAi->debug("Player %d (%s): I heard that player %d (%s) %s.", playerID, playerID.getStr(), player, player.getStr(), (victoryLossCheckResult.victory() ? "won" : "lost"));
- if(player == playerID)
- {
- if(victoryLossCheckResult.victory())
- {
- logAi->debug("VCAI: I won! Incredible!");
- logAi->debug("Turn nr %d", myCb->getDate());
- }
- else
- {
- logAi->debug("VCAI: Player %d (%s) lost. It's me. What a disappointment! :(", player, player.getStr());
- }
- finish();
- }
- }
- void VCAI::artifactPut(const ArtifactLocation & al)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- }
- void VCAI::artifactRemoved(const ArtifactLocation & al)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- }
- void VCAI::artifactDisassembled(const ArtifactLocation & al)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- }
- void VCAI::heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start)
- {
- LOG_TRACE_PARAMS(logAi, "start '%i'; obj '%s'", start % (visitedObj ? visitedObj->getObjectName() : std::string("n/a")));
- NET_EVENT_HANDLER;
- if(start && visitedObj) //we can end visit with null object, anyway
- {
- markObjectVisited(visitedObj);
- unreserveObject(visitor, visitedObj);
- completeGoal(sptr(Goals::VisitObj(visitedObj->id.getNum()).sethero(visitor))); //we don't need to visit it anymore
- //TODO: what if we visited one-time visitable object that was reserved by another hero (shouldn't, but..)
- if (visitedObj->ID == Obj::HERO)
- {
- visitedHeroes[visitor].insert(HeroPtr(dynamic_cast<const CGHeroInstance *>(visitedObj)));
- }
- }
- status.heroVisit(visitedObj, start);
- }
- void VCAI::availableArtifactsChanged(const CGBlackMarket * bm)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- }
- void VCAI::heroVisitsTown(const CGHeroInstance * hero, const CGTownInstance * town)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- //buildArmyIn(town);
- //moveCreaturesToHero(town);
- }
- void VCAI::tileHidden(const std::unordered_set<int3, ShashInt3> & pos)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- validateVisitableObjs();
- clearPathsInfo();
- }
- void VCAI::tileRevealed(const std::unordered_set<int3, ShashInt3> & pos)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- for(int3 tile : pos)
- {
- for(const CGObjectInstance * obj : myCb->getVisitableObjs(tile))
- addVisitableObj(obj);
- }
- clearPathsInfo();
- }
- void VCAI::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- auto firstHero = cb->getHero(hero1);
- auto secondHero = cb->getHero(hero2);
- status.addQuery(query, boost::str(boost::format("Exchange between heroes %s (%d) and %s (%d)") % firstHero->name % firstHero->tempOwner % secondHero->name % secondHero->tempOwner));
- requestActionASAP([=]()
- {
- float goalpriority1 = 0, goalpriority2 = 0;
- auto firstGoal = getGoal(firstHero);
- if(firstGoal->goalType == Goals::GATHER_ARMY)
- goalpriority1 = firstGoal->priority;
- auto secondGoal = getGoal(secondHero);
- if(secondGoal->goalType == Goals::GATHER_ARMY)
- goalpriority2 = secondGoal->priority;
- auto transferFrom2to1 = [this](const CGHeroInstance * h1, const CGHeroInstance * h2) -> void
- {
- this->pickBestCreatures(h1, h2);
- this->pickBestArtifacts(h1, h2);
- };
- //Do not attempt army or artifacts exchange if we visited ally player
- //Visits can still be useful if hero have skills like Scholar
- if(firstHero->tempOwner != secondHero->tempOwner)
- {
- logAi->debug("Heroes owned by different players. Do not exchange army or artifacts.");
- }
- else if(goalpriority1 > goalpriority2)
- {
- transferFrom2to1(firstHero, secondHero);
- }
- else if(goalpriority1 < goalpriority2)
- {
- transferFrom2to1(secondHero, firstHero);
- }
- else //regular criteria
- {
- if(firstHero->getFightingStrength() > secondHero->getFightingStrength() && canGetArmy(firstHero, secondHero))
- transferFrom2to1(firstHero, secondHero);
- else if(canGetArmy(secondHero, firstHero))
- transferFrom2to1(secondHero, firstHero);
- }
- completeGoal(sptr(Goals::VisitHero(firstHero->id.getNum()))); //TODO: what if we were visited by other hero in the meantime?
- completeGoal(sptr(Goals::VisitHero(secondHero->id.getNum())));
- answerQuery(query, 0);
- });
- }
- void VCAI::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
- {
- LOG_TRACE_PARAMS(logAi, "which '%i', val '%i'", which % val);
- NET_EVENT_HANDLER;
- }
- void VCAI::showRecruitmentDialog(const CGDwelling * dwelling, const CArmedInstance * dst, int level)
- {
- LOG_TRACE_PARAMS(logAi, "level '%i'", level);
- NET_EVENT_HANDLER;
- }
- void VCAI::heroMovePointsChanged(const CGHeroInstance * hero)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- }
- void VCAI::garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- }
- void VCAI::newObject(const CGObjectInstance * obj)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- if(obj->isVisitable())
- addVisitableObj(obj);
- cachedSectorMaps.clear();
- }
- void VCAI::objectRemoved(const CGObjectInstance * obj)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- vstd::erase_if_present(visitableObjs, obj);
- vstd::erase_if_present(alreadyVisited, obj);
- for(auto h : cb->getHeroesInfo())
- unreserveObject(h, obj);
- //TODO: Find better way to handle hero boat removal
- if(auto hero = dynamic_cast<const CGHeroInstance *>(obj))
- {
- if(hero->boat)
- {
- vstd::erase_if_present(visitableObjs, hero->boat);
- vstd::erase_if_present(alreadyVisited, hero->boat);
- for(auto h : cb->getHeroesInfo())
- unreserveObject(h, hero->boat);
- }
- }
- cachedSectorMaps.clear(); //invalidate all paths
- //TODO
- //there are other places where CGObjectinstance ptrs are stored...
- //
- if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
- {
- lostHero(cb->getHero(obj->id)); //we can promote, since objectRemoved is called just before actual deletion
- }
- }
- void VCAI::showHillFortWindow(const CGObjectInstance * object, const CGHeroInstance * visitor)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- requestActionASAP([=]()
- {
- makePossibleUpgrades(visitor);
- });
- }
- void VCAI::playerBonusChanged(const Bonus & bonus, bool gain)
- {
- LOG_TRACE_PARAMS(logAi, "gain '%i'", gain);
- NET_EVENT_HANDLER;
- }
- void VCAI::heroCreated(const CGHeroInstance * h)
- {
- LOG_TRACE(logAi);
- if(h->visitedTown)
- townVisitsThisWeek[HeroPtr(h)].insert(h->visitedTown);
- NET_EVENT_HANDLER;
- }
- void VCAI::advmapSpellCast(const CGHeroInstance * caster, int spellID)
- {
- LOG_TRACE_PARAMS(logAi, "spellID '%i", spellID);
- NET_EVENT_HANDLER;
- }
- void VCAI::showInfoDialog(const std::string & text, const std::vector<Component> & components, int soundID)
- {
- LOG_TRACE_PARAMS(logAi, "soundID '%i'", soundID);
- NET_EVENT_HANDLER;
- }
- void VCAI::requestRealized(PackageApplied * pa)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- if(status.haveTurn())
- {
- if(pa->packType == typeList.getTypeID<EndTurn>())
- {
- if(pa->result)
- status.madeTurn();
- }
- }
- if(pa->packType == typeList.getTypeID<QueryReply>())
- {
- status.receivedAnswerConfirmation(pa->requestID, pa->result);
- }
- }
- void VCAI::receivedResource()
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- }
- void VCAI::showUniversityWindow(const IMarket * market, const CGHeroInstance * visitor)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- }
- void VCAI::heroManaPointsChanged(const CGHeroInstance * hero)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- }
- void VCAI::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
- {
- LOG_TRACE_PARAMS(logAi, "which '%d', val '%d'", which % val);
- NET_EVENT_HANDLER;
- }
- void VCAI::battleResultsApplied()
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- assert(status.getBattle() == ENDING_BATTLE);
- status.setBattle(NO_BATTLE);
- }
- void VCAI::objectPropertyChanged(const SetObjectProperty * sop)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- if(sop->what == ObjProperty::OWNER)
- {
- if(myCb->getPlayerRelations(playerID, (PlayerColor)sop->val) == PlayerRelations::ENEMIES)
- {
- //we want to visit objects owned by oppponents
- auto obj = myCb->getObj(sop->id, false);
- if(obj)
- {
- addVisitableObj(obj); // TODO: Remove once save compatability broken. In past owned objects were removed from this set
- vstd::erase_if_present(alreadyVisited, obj);
- }
- }
- }
- }
- void VCAI::buildChanged(const CGTownInstance * town, BuildingID buildingID, int what)
- {
- LOG_TRACE_PARAMS(logAi, "what '%i'", what);
- if (town->getOwner() == playerID && what == 1) //built
- completeGoal(sptr(Goals::BuildThis(buildingID, town)));
- NET_EVENT_HANDLER;
- }
- void VCAI::heroBonusChanged(const CGHeroInstance * hero, const Bonus & bonus, bool gain)
- {
- LOG_TRACE_PARAMS(logAi, "gain '%i'", gain);
- NET_EVENT_HANDLER;
- }
- void VCAI::showMarketWindow(const IMarket * market, const CGHeroInstance * visitor)
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- }
- void VCAI::showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositions)
- {
- //TODO: AI support for ViewXXX spell
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- }
- void VCAI::init(std::shared_ptr<CCallback> CB)
- {
- LOG_TRACE(logAi);
- myCb = CB;
- cbc = CB;
- ah.reset(new AIhelper());
- NET_EVENT_HANDLER; //sets ah->rm->cb
- playerID = *myCb->getMyColor();
- myCb->waitTillRealize = true;
- myCb->unlockGsWhenWaiting = true;
- if(!fh)
- fh = new FuzzyHelper();
- retrieveVisitableObjs();
- }
- void VCAI::yourTurn()
- {
- LOG_TRACE(logAi);
- NET_EVENT_HANDLER;
- status.startedTurn();
- makingTurn = make_unique<boost::thread>(&VCAI::makeTurn, this);
- }
- void VCAI::heroGotLevel(const CGHeroInstance * hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill> & skills, QueryID queryID)
- {
- LOG_TRACE_PARAMS(logAi, "queryID '%i'", queryID);
- NET_EVENT_HANDLER;
- status.addQuery(queryID, boost::str(boost::format("Hero %s got level %d") % hero->name % hero->level));
- requestActionASAP([=](){ answerQuery(queryID, 0); });
- }
- void VCAI::commanderGotLevel(const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
- {
- LOG_TRACE_PARAMS(logAi, "queryID '%i'", queryID);
- NET_EVENT_HANDLER;
- status.addQuery(queryID, boost::str(boost::format("Commander %s of %s got level %d") % commander->name % commander->armyObj->nodeName() % (int)commander->level));
- requestActionASAP([=](){ answerQuery(queryID, 0); });
- }
- void VCAI::showBlockingDialog(const std::string & text, const std::vector<Component> & components, QueryID askID, const int soundID, bool selection, bool cancel)
- {
- LOG_TRACE_PARAMS(logAi, "text '%s', askID '%i', soundID '%i', selection '%i', cancel '%i'", text % askID % soundID % selection % cancel);
- NET_EVENT_HANDLER;
- int sel = 0;
- status.addQuery(askID, boost::str(boost::format("Blocking dialog query with %d components - %s")
- % components.size() % text));
- 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;
- requestActionASAP([=]()
- {
- answerQuery(askID, sel);
- });
- }
- void VCAI::showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
- {
- // LOG_TRACE_PARAMS(logAi, "askID '%i', exits '%s'", askID % exits);
- NET_EVENT_HANDLER;
- status.addQuery(askID, boost::str(boost::format("Teleport dialog query with %d exits")
- % exits.size()));
- int choosenExit = -1;
- if(impassable)
- {
- knownTeleportChannels[channel]->passability = TeleportChannel::IMPASSABLE;
- }
- else if(destinationTeleport != ObjectInstanceID() && destinationTeleportPos.valid())
- {
- auto neededExit = std::make_pair(destinationTeleport, destinationTeleportPos);
- if(destinationTeleport != ObjectInstanceID() && vstd::contains(exits, neededExit))
- choosenExit = vstd::find_pos(exits, neededExit);
- }
- for(auto exit : exits)
- {
- if(status.channelProbing() && exit.first == destinationTeleport)
- {
- choosenExit = vstd::find_pos(exits, exit);
- break;
- }
- else
- {
- // TODO: Implement checking if visiting that teleport will uncovert any FoW
- // So far this is the best option to handle decision about probing
- auto obj = cb->getObj(exit.first, false);
- if(obj == nullptr && !vstd::contains(teleportChannelProbingList, exit.first))
- {
- if(exit.first != destinationTeleport)
- teleportChannelProbingList.push_back(exit.first);
- }
- }
- }
- requestActionASAP([=]()
- {
- answerQuery(askID, choosenExit);
- });
- }
- void VCAI::showGarrisonDialog(const CArmedInstance * up, const CGHeroInstance * down, bool removableUnits, QueryID queryID)
- {
- LOG_TRACE_PARAMS(logAi, "removableUnits '%i', queryID '%i'", removableUnits % queryID);
- NET_EVENT_HANDLER;
- std::string s1 = up ? up->nodeName() : "NONE";
- std::string s2 = down ? down->nodeName() : "NONE";
- status.addQuery(queryID, boost::str(boost::format("Garrison dialog with %s and %s") % s1 % s2));
- //you can't request action from action-response thread
- requestActionASAP([=]()
- {
- if(removableUnits)
- pickBestCreatures(down, up);
- answerQuery(queryID, 0);
- });
- }
- void VCAI::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
- {
- status.addQuery(askID, "Map object select query");
- requestActionASAP([=](){ answerQuery(askID, 0); });
- //TODO: Town portal destination selection goes here
- }
- void VCAI::saveGame(BinarySerializer & h, const int version)
- {
- LOG_TRACE_PARAMS(logAi, "version '%i'", version);
- NET_EVENT_HANDLER;
- validateVisitableObjs();
- #if 0
- //disabled due to issue 2890
- registerGoals(h);
- #endif // 0
- CAdventureAI::saveGame(h, version);
- serializeInternal(h, version);
- }
- void VCAI::loadGame(BinaryDeserializer & h, const int version)
- {
- LOG_TRACE_PARAMS(logAi, "version '%i'", version);
- NET_EVENT_HANDLER;
- #if 0
- //disabled due to issue 2890
- registerGoals(h);
- #endif // 0
- CAdventureAI::loadGame(h, version);
- serializeInternal(h, version);
- }
- void makePossibleUpgrades(const CArmedInstance * obj)
- {
- if(!obj)
- return;
- for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
- {
- if(const CStackInstance * s = obj->getStackPtr(SlotID(i)))
- {
- UpgradeInfo ui;
- cb->getUpgradeInfo(obj, SlotID(i), ui);
- if(ui.oldID >= 0 && cb->getResourceAmount().canAfford(ui.cost[0] * s->count))
- {
- cb->upgradeCreature(obj, SlotID(i), ui.newID[0]);
- }
- }
- }
- }
- void VCAI::makeTurn()
- {
- logGlobal->info("Player %d (%s) starting turn", playerID, playerID.getStr());
- MAKING_TURN;
- boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
- setThreadName("VCAI::makeTurn");
- switch(cb->getDate(Date::DAY_OF_WEEK))
- {
- case 1:
- {
- townVisitsThisWeek.clear();
- std::vector<const CGObjectInstance *> objs;
- retrieveVisitableObjs(objs, true);
- for(const CGObjectInstance * obj : objs)
- {
- if(isWeeklyRevisitable(obj))
- {
- addVisitableObj(obj);
- vstd::erase_if_present(alreadyVisited, obj);
- }
- }
- break;
- }
- }
- markHeroAbleToExplore(primaryHero());
- visitedHeroes.clear();
- try
- {
- //it looks messy here, but it's better to have armed heroes before attempting realizing goals
- for (const CGTownInstance * t : cb->getTownsInfo())
- moveCreaturesToHero(t);
- mainLoop();
- /*Below function is also responsible for hero movement via internal wander function. By design it is separate logic for heroes that have nothing to do.
- Heroes that were not picked by striveToGoal(sptr(Goals::Win())); recently (so they do not have new goals and cannot continue/reevaluate previously locked goals) will do logic in wander().*/
- performTypicalActions();
- //for debug purpose
- for (auto h : cb->getHeroesInfo())
- {
- if (h->movement)
- logAi->warn("Hero %s has %d MP left", h->name, h->movement);
- }
- }
- catch (boost::thread_interrupted & e)
- {
- logAi->debug("Making turn thread has been interrupted. We'll end without calling endTurn.");
- return;
- }
- catch (std::exception & e)
- {
- logAi->debug("Making turn thread has caught an exception: %s", e.what());
- }
- endTurn();
- }
- void VCAI::mainLoop()
- {
- std::vector<Goals::TSubgoal> elementarGoals; //no duplicates allowed (operator ==)
- basicGoals.clear();
- //get all potential and saved goals
- //TODO: not lose
- basicGoals.push_back(sptr(Goals::Win()));
- for (auto goalPair : lockedHeroes)
- {
- fh->setPriority(goalPair.second); //re-evaluate, as heroes moved in the meantime
- basicGoals.push_back(goalPair.second);
- }
- if (ah->hasTasksLeft())
- basicGoals.push_back(ah->whatToDo());
- for (auto quest : myCb->getMyQuests())
- {
- basicGoals.push_back(questToGoal(quest));
- }
- basicGoals.push_back(sptr(Goals::Build()));
- invalidPathHeroes.clear();
- while (basicGoals.size())
- {
- vstd::removeDuplicates(basicGoals); //TODO: container which does this automagically without has would be nice
- goalsToAdd.clear();
- goalsToRemove.clear();
- elementarGoals.clear();
- ultimateGoalsFromBasic.clear();
- for (auto basicGoal : basicGoals)
- {
- auto goalToDecompose = basicGoal;
- Goals::TSubgoal elementarGoal = sptr(Goals::Invalid());
- int maxAbstractGoals = 10;
- while (!elementarGoal->isElementar && maxAbstractGoals)
- {
- try
- {
- elementarGoal = decomposeGoal(goalToDecompose);
- }
- catch (goalFulfilledException & e)
- {
- //it is impossible to continue some goals (like exploration, for example)
- //complete abstract goal for now, but maybe main goal finds another path
- logAi->debug("Goal %s decomposition failed: goal was completed as much as possible", e.goal->name());
- completeGoal(e.goal); //put in goalsToRemove
- break;
- }
- catch (std::exception & e) //decomposition failed, which means we can't decompose entire tree
- {
- goalsToRemove.push_back(basicGoal);
- logAi->debug("Goal %s decomposition failed: %s", basicGoal->name(), e.what());
- break;
- }
- if (elementarGoal->isAbstract) //we can decompose it further
- {
- goalsToAdd.push_back(elementarGoal);
- //decompose further now - this is necesssary if we can't add over 10 goals in the pool
- goalToDecompose = elementarGoal;
- //there is a risk of infinite abstract goal loop, though it indicates failed logic
- maxAbstractGoals--;
- }
- else if (elementarGoal->isElementar) //should be
- {
- logAi->debug("Found elementar goal %s", elementarGoal->name());
- elementarGoals.push_back(elementarGoal);
- ultimateGoalsFromBasic[elementarGoal].push_back(goalToDecompose); //TODO: how about indirect basicGoal?
- break;
- }
- else //should never be here
- throw cannotFulfillGoalException("Goal %s is neither abstract nor elementar!" + basicGoal->name());
- }
- }
-
- //now choose one elementar goal to realize
- Goals::TGoalVec possibleGoals(elementarGoals.begin(), elementarGoals.end()); //copy to vector
- Goals::TSubgoal goalToRealize = sptr(Goals::Invalid());
- while (possibleGoals.size())
- {
- //allow assign goals to heroes with 0 movement, but don't realize them
- //maybe there are beter ones left
- auto bestGoal = fh->chooseSolution(possibleGoals);
- if (bestGoal->hero) //lock this hero to fulfill goal
- {
- setGoal(bestGoal->hero, bestGoal);
- if (!bestGoal->hero->movement || vstd::contains(invalidPathHeroes, bestGoal->hero))
- {
- if (!vstd::erase_if_present(possibleGoals, bestGoal))
- {
- logAi->error("erase_if_preset failed? Something very wrong!");
- break;
- }
- continue; //chose next from the list
- }
- }
- goalToRealize = bestGoal; //we found our goal to execute
- break;
- }
- //realize best goal
- if (!goalToRealize->invalid())
- {
- logAi->debug("Trying to realize %s (value %2.3f)", goalToRealize->name(), goalToRealize->priority);
- try
- {
- boost::this_thread::interruption_point();
- goalToRealize->accept(this); //visitor pattern
- boost::this_thread::interruption_point();
- }
- catch (boost::thread_interrupted & e)
- {
- logAi->debug("Player %d: Making turn thread received an interruption!", playerID);
- throw; //rethrow, we want to truly end this thread
- }
- catch (goalFulfilledException & e)
- {
- //the sub-goal was completed successfully
- completeGoal(e.goal);
- //local goal was also completed?
- completeGoal(goalToRealize);
- }
- catch (std::exception & e)
- {
- logAi->debug("Failed to realize subgoal of type %s, I will stop.", goalToRealize->name());
- logAi->debug("The error message was: %s", e.what());
- //erase base goal if we failed to execute decomposed goal
- for (auto basicGoal : ultimateGoalsFromBasic[goalToRealize])
- goalsToRemove.push_back(basicGoal);
- //we failed to realize best goal, but maybe others are still possible?
- }
- //remove goals we couldn't decompose
- for (auto goal : goalsToRemove)
- vstd::erase_if_present(basicGoals, goal);
- //add abstract goals
- boost::sort(goalsToAdd, [](const Goals::TSubgoal & lhs, const Goals::TSubgoal & rhs) -> bool
- {
- return lhs->priority > rhs->priority; //highest priority at the beginning
- });
- //max number of goals = 10
- int i = 0;
- while (basicGoals.size() < 10 && goalsToAdd.size() > i)
- {
- if (!vstd::contains(basicGoals, goalsToAdd[i])) //don't add duplicates
- basicGoals.push_back(goalsToAdd[i]);
- i++;
- }
- }
- else //no elementar goals possible
- {
- logAi->debug("Goal decomposition exhausted");
- break;
- }
- }
- }
- bool VCAI::goVisitObj(const CGObjectInstance * obj, HeroPtr h)
- {
- int3 dst = obj->visitablePos();
- auto sm = getCachedSectorMap(h);
- logAi->debug("%s will try to visit %s at (%s)", h->name, obj->getObjectName(), dst.toString());
- int3 pos = sm->firstTileToGet(h, dst);
- if(!pos.valid()) //rare case when we are already standing on one of potential objects
- return false;
- return moveHeroToTile(pos, h);
- }
- void VCAI::performObjectInteraction(const CGObjectInstance * obj, HeroPtr h)
- {
- LOG_TRACE_PARAMS(logAi, "Hero %s and object %s at %s", h->name % obj->getObjectName() % obj->pos.toString());
- switch(obj->ID)
- {
- case Obj::CREATURE_GENERATOR1:
- recruitCreatures(dynamic_cast<const CGDwelling *>(obj), h.get());
- checkHeroArmy(h);
- break;
- case Obj::TOWN:
- moveCreaturesToHero(dynamic_cast<const CGTownInstance *>(obj));
- if(h->visitedTown) //we are inside, not just attacking
- {
- townVisitsThisWeek[h].insert(h->visitedTown);
- if(!h->hasSpellbook() && ah->freeGold() >= GameConstants::SPELLBOOK_GOLD_COST)
- {
- if(h->visitedTown->hasBuilt(BuildingID::MAGES_GUILD_1))
- cb->buyArtifact(h.get(), ArtifactID::SPELLBOOK);
- }
- }
- break;
- }
- completeGoal(sptr(Goals::VisitObj(obj->id.getNum()).sethero(h)));
- }
- void VCAI::moveCreaturesToHero(const CGTownInstance * t)
- {
- if(t->visitingHero && t->armedGarrison() && t->visitingHero->tempOwner == t->tempOwner)
- {
- pickBestCreatures(t->visitingHero, t);
- }
- }
- bool VCAI::canGetArmy(const CGHeroInstance * army, const CGHeroInstance * source)
- {
- //TODO: merge with pickBestCreatures
- //if (ai->primaryHero().h == source)
- if(army->tempOwner != source->tempOwner)
- {
- logAi->error("Why are we even considering exchange between heroes from different players?");
- return false;
- }
- const CArmedInstance * armies[] = {army, source};
- //we calculate total strength for each creature type available in armies
- std::map<const CCreature *, int> creToPower;
- for(auto armyPtr : armies)
- {
- for(auto & i : armyPtr->Slots())
- {
- //TODO: allow splitting stacks?
- creToPower[i.second->type] += i.second->getPower();
- }
- }
- //TODO - consider more than just power (ie morale penalty, hero specialty in certain stacks, etc)
- int armySize = creToPower.size();
- armySize = std::min((source->needsLastStack() ? armySize - 1 : armySize), GameConstants::ARMY_SIZE); //can't move away last stack
- std::vector<const CCreature *> bestArmy; //types that'll be in final dst army
- for(int i = 0; i < armySize; 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
- {
- for(auto armyPtr : armies)
- {
- for(int j = 0; j < GameConstants::ARMY_SIZE; j++)
- {
- if(armyPtr->getCreature(SlotID(j)) == bestArmy[i] && armyPtr != army) //it's a searched creature not in dst ARMY
- {
- //FIXME: line below is useless when simulating exchange between two non-singular armies
- if(!(armyPtr->needsLastStack() && armyPtr->stacksCount() == 1)) //can't take away last creature
- return true; //at least one exchange will be performed
- else
- return false; //no further exchange possible
- }
- }
- }
- }
- return false;
- }
- 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;
- for(auto armyPtr : armies)
- {
- for(auto & i : armyPtr->Slots())
- {
- //TODO: allow splitting stacks?
- creToPower[i.second->type] += i.second->getPower();
- }
- }
- //TODO - consider more than just power (ie morale penalty, hero specialty in certain stacks, etc)
- int armySize = creToPower.size();
- armySize = std::min((source->needsLastStack() ? armySize - 1 : armySize), GameConstants::ARMY_SIZE); //can't move away last stack
- std::vector<const CCreature *> bestArmy; //types that'll be in final dst army
- for(int i = 0; i < armySize; 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
- {
- for(auto armyPtr : armies)
- {
- for(int j = 0; j < GameConstants::ARMY_SIZE; j++)
- {
- if(armyPtr->getCreature(SlotID(j)) == bestArmy[i] && (i != j || armyPtr != army)) //it's a searched creature not in dst SLOT
- {
- if(!(armyPtr->needsLastStack() && armyPtr->stacksCount() == 1)) //can't take away last creature
- cb->mergeOrSwapStacks(armyPtr, army, SlotID(j), SlotID(i));
- }
- }
- }
- }
- //TODO - having now strongest possible army, we may want to think about arranging stacks
- auto hero = dynamic_cast<const CGHeroInstance *>(army);
- if(hero)
- checkHeroArmy(hero);
- }
- void VCAI::pickBestArtifacts(const CGHeroInstance * h, const CGHeroInstance * other)
- {
- auto equipBest = [](const CGHeroInstance * h, const CGHeroInstance * otherh, bool giveStuffToFirstHero) -> void
- {
- bool changeMade = false;
- do
- {
- changeMade = false;
- //we collect gear always in same order
- std::vector<ArtifactLocation> allArtifacts;
- if(giveStuffToFirstHero)
- {
- for(auto p : h->artifactsWorn)
- {
- if(p.second.artifact)
- allArtifacts.push_back(ArtifactLocation(h, p.first));
- }
- }
- for(auto slot : h->artifactsInBackpack)
- allArtifacts.push_back(ArtifactLocation(h, h->getArtPos(slot.artifact)));
- if(otherh)
- {
- for(auto p : otherh->artifactsWorn)
- {
- if(p.second.artifact)
- allArtifacts.push_back(ArtifactLocation(otherh, p.first));
- }
- for(auto slot : otherh->artifactsInBackpack)
- allArtifacts.push_back(ArtifactLocation(otherh, otherh->getArtPos(slot.artifact)));
- }
- //we give stuff to one hero or another, depending on giveStuffToFirstHero
- const CGHeroInstance * target = nullptr;
- if(giveStuffToFirstHero || !otherh)
- target = h;
- else
- target = otherh;
- for(auto location : allArtifacts)
- {
- if(location.relatedObj() == target && location.slot < ArtifactPosition::AFTER_LAST)
- continue; //don't reequip artifact we already wear
- if(location.slot == ArtifactPosition::MACH4) // don't attempt to move catapult
- continue;
- auto s = location.getSlot();
- if(!s || s->locked) //we can't move locks
- continue;
- auto artifact = s->artifact;
- if(!artifact)
- continue;
- //FIXME: why are the above possible to be null?
- bool emptySlotFound = false;
- for(auto slot : artifact->artType->possibleSlots.at(target->bearerType()))
- {
- ArtifactLocation destLocation(target, slot);
- if(target->isPositionFree(slot) && artifact->canBePutAt(destLocation, true)) //combined artifacts are not always allowed to move
- {
- cb->swapArtifacts(location, destLocation); //just put into empty slot
- emptySlotFound = true;
- changeMade = true;
- break;
- }
- }
- if(!emptySlotFound) //try to put that atifact in already occupied slot
- {
- for(auto slot : artifact->artType->possibleSlots.at(target->bearerType()))
- {
- auto otherSlot = target->getSlot(slot);
- if(otherSlot && otherSlot->artifact) //we need to exchange artifact for better one
- {
- ArtifactLocation destLocation(target, slot);
- //if that artifact is better than what we have, pick it
- if(compareArtifacts(artifact, otherSlot->artifact) && artifact->canBePutAt(destLocation, true)) //combined artifacts are not always allowed to move
- {
- cb->swapArtifacts(location, ArtifactLocation(target, target->getArtPos(otherSlot->artifact)));
- changeMade = true;
- break;
- }
- }
- }
- }
- if(changeMade)
- break; //start evaluating artifacts from scratch
- }
- }
- while(changeMade);
- };
- equipBest(h, other, true);
- if(other)
- equipBest(h, other, false);
- }
- void VCAI::recruitCreatures(const CGDwelling * d, const CArmedInstance * recruiter)
- {
- //now used only for visited dwellings / towns, not BuyArmy goal
- for(int i = 0; i < d->creatures.size(); i++)
- {
- if(!d->creatures[i].second.size())
- continue;
- int count = d->creatures[i].first;
- CreatureID creID = d->creatures[i].second.back();
- vstd::amin(count, ah->freeResources() / VLC->creh->creatures[creID]->cost);
- if(count > 0)
- cb->recruitCreatures(d, recruiter, creID, count, i);
- }
- }
- bool VCAI::isGoodForVisit(const CGObjectInstance * obj, HeroPtr h, SectorMap & sm)
- {
- const int3 pos = obj->visitablePos();
- const int3 targetPos = sm.firstTileToGet(h, pos);
- if (!targetPos.valid())
- return false;
- if (!isTileNotReserved(h.get(), targetPos))
- return false;
- if (obj->wasVisited(playerID))
- return false;
- if (cb->getPlayerRelations(ai->playerID, obj->tempOwner) != PlayerRelations::ENEMIES && !isWeeklyRevisitable(obj))
- return false; // Otherwise we flag or get weekly resources / creatures
- if (!isSafeToVisit(h, pos))
- return false;
- if (!shouldVisit(h, obj))
- return false;
- if (vstd::contains(alreadyVisited, obj))
- return false;
- if (vstd::contains(reservedObjs, obj))
- return false;
- if (!isAccessibleForHero(targetPos, h))
- return false;
- const CGObjectInstance * topObj = cb->getVisitableObjs(obj->visitablePos()).back(); //it may be hero visiting this obj
- //we don't try visiting object on which allied or owned hero stands
- // -> it will just trigger exchange windows and AI will be confused that obj behind doesn't get visited
- if (topObj->ID == Obj::HERO && cb->getPlayerRelations(h->tempOwner, topObj->tempOwner) != PlayerRelations::ENEMIES)
- return false;
- else
- return true; //all of the following is met
- }
- bool VCAI::isTileNotReserved(const CGHeroInstance * h, int3 t)
- {
- if(t.valid())
- {
- auto obj = cb->getTopObj(t);
- if(obj && vstd::contains(ai->reservedObjs, obj) && !vstd::contains(reservedHeroesMap[h], obj))
- return false; //do not capture object reserved by another hero
- else
- return true;
- }
- else
- {
- return false;
- }
- }
- bool VCAI::canRecruitAnyHero(const CGTownInstance * t) const
- {
- //TODO: make gathering gold, building tavern or conquering town (?) possible subgoals
- if(!t)
- t = findTownWithTavern();
- if(!t)
- return false;
- if(cb->getResourceAmount(Res::GOLD) < GameConstants::HERO_GOLD_COST) //TODO: use ResourceManager
- return false;
- if(cb->getHeroesInfo().size() >= ALLOWED_ROAMING_HEROES)
- return false;
- if(!cb->getAvailableHeroes(t).size())
- return false;
- return true;
- }
- void VCAI::wander(HeroPtr h)
- {
- auto visitTownIfAny = [this](HeroPtr h) -> bool
- {
- if (h->visitedTown)
- {
- townVisitsThisWeek[h].insert(h->visitedTown);
- buildArmyIn(h->visitedTown);
- return true;
- }
- return false;
- };
- //unclaim objects that are now dangerous for us
- auto reservedObjsSetCopy = reservedHeroesMap[h];
- for(auto obj : reservedObjsSetCopy)
- {
- if(!isSafeToVisit(h, obj->visitablePos()))
- unreserveObject(h, obj);
- }
- TimeCheck tc("looking for wander destination");
- while(h->movement)
- {
- validateVisitableObjs();
- std::vector<ObjectIdRef> dests;
- auto sm = getCachedSectorMap(h);
- //also visit our reserved objects - but they are not prioritized to avoid running back and forth
- vstd::copy_if(reservedHeroesMap[h], std::back_inserter(dests), [&](ObjectIdRef obj) -> bool
- {
- int3 pos = sm->firstTileToGet(h, obj->visitablePos());
- if(pos.valid() && isAccessibleForHero(pos, h)) //even nearby objects could be blocked by other heroes :(
- return true;
- return false;
- });
- int pass = 0;
- while(!dests.size() && pass < 3)
- {
- if(pass < 2) // optimization - first check objects in current sector; then in sectors around
- {
- auto objs = sm->getNearbyObjs(h, pass);
- vstd::copy_if(objs, std::back_inserter(dests), [&](ObjectIdRef obj) -> bool
- {
- return isGoodForVisit(obj, h, *sm);
- });
- }
- else // we only check full objects list if for some reason there are no objects in closest sectors
- {
- vstd::copy_if(visitableObjs, std::back_inserter(dests), [&](ObjectIdRef obj) -> bool
- {
- return isGoodForVisit(obj, h, *sm);
- });
- }
- pass++;
- }
- vstd::erase_if(dests, [&](ObjectIdRef obj) -> bool
- {
- return !isSafeToVisit(h, sm->firstTileToGet(h, obj->visitablePos()));
- });
- if(!dests.size())
- {
- if(cb->getVisitableObjs(h->visitablePos()).size() > 1)
- moveHeroToTile(h->visitablePos(), h); //just in case we're standing on blocked subterranean gate
- auto compareReinforcements = [h](const CGTownInstance * lhs, const CGTownInstance * rhs) -> bool
- {
- auto r1 = howManyReinforcementsCanGet(h, lhs),
- r2 = howManyReinforcementsCanGet(h, rhs);
- if (r1 != r2)
- return r1 < r2;
- else
- return howManyReinforcementsCanBuy(h, lhs) < howManyReinforcementsCanBuy(h, rhs);
- };
- std::vector<const CGTownInstance *> townsReachable;
- std::vector<const CGTownInstance *> townsNotReachable;
- for(const CGTownInstance * t : cb->getTownsInfo())
- {
- if(!t->visitingHero && !vstd::contains(townVisitsThisWeek[h], t))
- {
- if(isAccessibleForHero(t->visitablePos(), h))
- townsReachable.push_back(t);
- else
- townsNotReachable.push_back(t);
- }
- }
- if(townsReachable.size()) //travel to town with largest garrison, or empty - better than nothing
- {
- dests.push_back(*boost::max_element(townsReachable, compareReinforcements));
- }
- else if(townsNotReachable.size())
- {
- //TODO pick the truly best
- const CGTownInstance * t = *boost::max_element(townsNotReachable, compareReinforcements);
- logAi->debug("%s can't reach any town, we'll try to make our way to %s at %s", h->name, t->name, t->visitablePos().toString());
- int3 pos1 = h->pos;
- striveToGoal(sptr(Goals::ClearWayTo(t->visitablePos()).sethero(h))); //TODO: drop "strive", add to mainLoop
- //if out hero is stuck, we may need to request another hero to clear the way we see
- if(pos1 == h->pos && h == primaryHero()) //hero can't move
- {
- if(canRecruitAnyHero(t))
- recruitHero(t);
- }
- break;
- }
- else if(cb->getResourceAmount(Res::GOLD) >= GameConstants::HERO_GOLD_COST)
- {
- std::vector<const CGTownInstance *> towns = cb->getTownsInfo();
- vstd::erase_if(towns, [](const CGTownInstance * t) -> bool
- {
- for(const CGHeroInstance * h : cb->getHeroesInfo())
- {
- if(!t->getArmyStrength() || howManyReinforcementsCanGet(h, t))
- return true;
- }
- return false;
- });
- if (towns.size())
- {
- recruitHero(*boost::max_element(towns, compareArmyStrength));
- }
- break;
- }
- else
- {
- logAi->debug("Nowhere more to go...");
- break;
- }
- }
- //end of objs empty
- if(dests.size()) //performance improvement
- {
- Goals::TGoalVec targetObjectGoals;
- for(auto destination : dests)
- {
- targetObjectGoals.push_back(sptr(Goals::VisitObj(destination.id.getNum()).sethero(h).setisAbstract(true)));
- }
- auto bestObjectGoal = fh->chooseSolution(targetObjectGoals);
- decomposeGoal(bestObjectGoal)->accept(this);
- //wander should not cause heroes to be reserved - they are always considered free
- if(bestObjectGoal->goalType == Goals::VISIT_OBJ)
- {
- auto chosenObject = cb->getObjInstance(ObjectInstanceID(bestObjectGoal->objid));
- if(chosenObject != nullptr)
- logAi->debug("Of all %d destinations, object %s at pos=%s seems nice", dests.size(), chosenObject->getObjectName(), chosenObject->pos.toString());
- }
- else
- logAi->debug("Trying to realize goal of type %d as part of wandering.", bestObjectGoal->goalType);
- visitTownIfAny(h);
- }
- }
- visitTownIfAny(h); //in case hero is just sitting in town
- }
- void VCAI::setGoal(HeroPtr h, Goals::TSubgoal goal)
- {
- if(goal->invalid())
- {
- vstd::erase_if_present(lockedHeroes, h);
- }
- else
- {
- lockedHeroes[h] = goal;
- goal->setisElementar(false); //Force always evaluate goals before realizing
- }
- }
- void VCAI::evaluateGoal(HeroPtr h)
- {
- if(vstd::contains(lockedHeroes, h))
- fh->setPriority(lockedHeroes[h]);
- }
- void VCAI::completeGoal(Goals::TSubgoal goal)
- {
- if (goal->goalType == Goals::WIN) //we can never complete this goal - unless we already won
- return;
- logAi->trace("Completing goal: %s", goal->name());
- //notify Managers
- ah->notifyGoalCompleted(goal);
- //notify mainLoop()
- goalsToRemove.push_back(goal); //will be removed from mainLoop() goals
- for (auto basicGoal : basicGoals) //we could luckily fulfill any of our goals
- {
- if (basicGoal->fulfillsMe(goal))
- goalsToRemove.push_back(basicGoal);
- }
- //unreserve heroes
- if(const CGHeroInstance * h = goal->hero.get(true))
- {
- auto it = lockedHeroes.find(h);
- if(it != lockedHeroes.end())
- {
- if(it->second == goal || it->second->fulfillsMe(goal)) //FIXME this is overspecified, fulfillsMe shoudl be complete
- {
- logAi->debug(goal->completeMessage());
- lockedHeroes.erase(it); //goal fulfilled, free hero
- }
- }
- }
- else //complete goal for all heroes maybe?
- {
- vstd::erase_if(lockedHeroes, [goal](std::pair<HeroPtr, Goals::TSubgoal> p)
- {
- if(p.second == goal || p.second->fulfillsMe(goal)) //we could have fulfilled goals of other heroes by chance
- {
- logAi->debug(p.second->completeMessage());
- return true;
- }
- return false;
- });
- }
- }
- void VCAI::battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side)
- {
- NET_EVENT_HANDLER;
- assert(playerID > PlayerColor::PLAYER_LIMIT || status.getBattle() == UPCOMING_BATTLE);
- status.setBattle(ONGOING_BATTLE);
- const CGObjectInstance * presumedEnemy = vstd::backOrNull(cb->getVisitableObjs(tile)); //may be nullptr in some very are cases -> eg. visited monolith and fighting with an enemy at the FoW covered exit
- battlename = boost::str(boost::format("Starting battle of %s attacking %s at %s") % (hero1 ? hero1->name : "a army") % (presumedEnemy ? presumedEnemy->getObjectName() : "unknown enemy") % tile.toString());
- CAdventureAI::battleStart(army1, army2, tile, hero1, hero2, side);
- }
- void VCAI::battleEnd(const BattleResult * br)
- {
- NET_EVENT_HANDLER;
- assert(status.getBattle() == ONGOING_BATTLE);
- status.setBattle(ENDING_BATTLE);
- bool won = br->winner == myCb->battleGetMySide();
- logAi->debug("Player %d (%s): I %s the %s!", playerID, playerID.getStr(), (won ? "won" : "lost"), battlename);
- battlename.clear();
- CAdventureAI::battleEnd(br);
- }
- void VCAI::waitTillFree()
- {
- auto unlock = vstd::makeUnlockSharedGuard(CGameState::mutex);
- status.waitTillFree();
- }
- void VCAI::markObjectVisited(const CGObjectInstance * obj)
- {
- if(!obj)
- return;
- if(dynamic_cast<const CGVisitableOPH *>(obj)) //we may want to visit it with another hero
- return;
- if(dynamic_cast<const CGBonusingObject *>(obj)) //or another time
- return;
- if(obj->ID == Obj::MONSTER)
- return;
- alreadyVisited.insert(obj);
- }
- void VCAI::reserveObject(HeroPtr h, const CGObjectInstance * obj)
- {
- reservedObjs.insert(obj);
- reservedHeroesMap[h].insert(obj);
- logAi->debug("reserved object id=%d; address=%p; name=%s", obj->id, obj, obj->getObjectName());
- }
- void VCAI::unreserveObject(HeroPtr h, const CGObjectInstance * obj)
- {
- vstd::erase_if_present(reservedObjs, obj); //unreserve objects
- vstd::erase_if_present(reservedHeroesMap[h], obj);
- }
- void VCAI::markHeroUnableToExplore(HeroPtr h)
- {
- heroesUnableToExplore.insert(h);
- }
- void VCAI::markHeroAbleToExplore(HeroPtr h)
- {
- vstd::erase_if_present(heroesUnableToExplore, h);
- }
- bool VCAI::isAbleToExplore(HeroPtr h)
- {
- return !vstd::contains(heroesUnableToExplore, h);
- }
- void VCAI::clearPathsInfo()
- {
- heroesUnableToExplore.clear();
- cachedSectorMaps.clear();
- }
- void VCAI::validateVisitableObjs()
- {
- std::string errorMsg;
- auto shouldBeErased = [&](const CGObjectInstance * obj) -> bool
- {
- if(obj)
- return !cb->getObj(obj->id, false); // no verbose output needed as we check object visibility
- else
- return true;
- };
- //errorMsg is captured by ref so lambda will take the new text
- errorMsg = " shouldn't be on the visitable objects list!";
- vstd::erase_if(visitableObjs, shouldBeErased);
- //FIXME: how comes our own heroes become inaccessible?
- vstd::erase_if(reservedHeroesMap, [](std::pair<HeroPtr, std::set<const CGObjectInstance *>> hp) -> bool
- {
- return !hp.first.get(true);
- });
- for(auto & p : reservedHeroesMap)
- {
- errorMsg = " shouldn't be on list for hero " + p.first->name + "!";
- vstd::erase_if(p.second, shouldBeErased);
- }
- errorMsg = " shouldn't be on the reserved objs list!";
- vstd::erase_if(reservedObjs, shouldBeErased);
- //TODO overkill, hidden object should not be removed. However, we can't know if hidden object is erased from game.
- errorMsg = " shouldn't be on the already visited objs list!";
- vstd::erase_if(alreadyVisited, shouldBeErased);
- }
- void VCAI::retrieveVisitableObjs(std::vector<const CGObjectInstance *> & out, bool includeOwned) const
- {
- foreach_tile_pos([&](const int3 & pos)
- {
- for(const CGObjectInstance * obj : myCb->getVisitableObjs(pos, false))
- {
- if(includeOwned || obj->tempOwner != playerID)
- out.push_back(obj);
- }
- });
- }
- void VCAI::retrieveVisitableObjs()
- {
- foreach_tile_pos([&](const int3 & pos)
- {
- for(const CGObjectInstance * obj : myCb->getVisitableObjs(pos, false))
- {
- if(obj->tempOwner != playerID)
- addVisitableObj(obj);
- }
- });
- }
- std::vector<const CGObjectInstance *> VCAI::getFlaggedObjects() const
- {
- std::vector<const CGObjectInstance *> ret;
- for(const CGObjectInstance * obj : visitableObjs)
- {
- if(obj->tempOwner == playerID)
- ret.push_back(obj);
- }
- return ret;
- }
- void VCAI::addVisitableObj(const CGObjectInstance * obj)
- {
- visitableObjs.insert(obj);
- helperObjInfo[obj] = ObjInfo(obj);
- // All teleport objects seen automatically assigned to appropriate channels
- auto teleportObj = dynamic_cast<const CGTeleport *>(obj);
- if(teleportObj)
- CGTeleport::addToChannel(knownTeleportChannels, teleportObj);
- }
- const CGObjectInstance * VCAI::lookForArt(int aid) const
- {
- for(const CGObjectInstance * obj : ai->visitableObjs)
- {
- if(obj->ID == Obj::ARTIFACT && obj->subID == aid)
- return obj;
- }
- return nullptr;
- //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
- for(const CGHeroInstance * h : cb->getHeroesInfo())
- {
- if(isAccessibleForHero(pos, h))
- return true;
- }
- return false;
- }
- HeroPtr VCAI::getHeroWithGrail() const
- {
- for(const CGHeroInstance * h : cb->getHeroesInfo())
- {
- if(h->hasArt(2)) //grail
- return h;
- }
- return nullptr;
- }
- const CGObjectInstance * VCAI::getUnvisitedObj(const std::function<bool(const CGObjectInstance *)> & predicate)
- {
- //TODO smarter definition of unvisited
- for(const CGObjectInstance * obj : visitableObjs)
- {
- if(predicate(obj) && !vstd::contains(alreadyVisited, obj))
- return obj;
- }
- return nullptr;
- }
- bool VCAI::isAccessibleForHero(const int3 & pos, HeroPtr h, bool includeAllies) const
- {
- // Don't visit tile occupied by allied hero
- if(!includeAllies)
- {
- for(auto obj : cb->getVisitableObjs(pos))
- {
- if(obj->ID == Obj::HERO && cb->getPlayerRelations(ai->playerID, obj->tempOwner) != PlayerRelations::ENEMIES)
- {
- if(obj != h.get())
- return false;
- }
- }
- }
- return cb->getPathsInfo(h.get())->getPathInfo(pos)->reachable();
- }
- bool VCAI::moveHeroToTile(int3 dst, HeroPtr h)
- {
- //TODO: consider if blockVisit objects change something in our checks: AIUtility::isBlockVisitObj()
- auto afterMovementCheck = [&]() -> void
- {
- waitTillFree(); //movement may cause battle or blocking dialog
- if(!h)
- {
- lostHero(h);
- teleportChannelProbingList.clear();
- if(status.channelProbing()) // if hero lost during channel probing we need to switch this mode off
- status.setChannelProbing(false);
- throw cannotFulfillGoalException("Hero was lost!");
- }
- };
- logAi->debug("Moving hero %s to tile %s", h->name, dst.toString());
- int3 startHpos = h->visitablePos();
- bool ret = false;
- if(startHpos == dst)
- {
- //FIXME: this assertion fails also if AI moves onto defeated guarded object
- assert(cb->getVisitableObjs(dst).size() > 1); //there's no point in revisiting tile where there is no visitable object
- cb->moveHero(*h, CGHeroInstance::convertPosition(dst, true));
- afterMovementCheck(); // TODO: is it feasible to hero get killed there if game work properly?
- // not sure if AI can currently reconsider to attack bank while staying on it. Check issue 2084 on mantis for more information.
- ret = true;
- }
- else
- {
- CGPath path;
- cb->getPathsInfo(h.get())->getPath(path, dst);
- if(path.nodes.empty())
- {
- logAi->error("Hero %s cannot reach %s.", h->name, dst.toString());
- throw goalFulfilledException(sptr(Goals::VisitTile(dst).sethero(h)));
- }
- int i = path.nodes.size() - 1;
- auto getObj = [&](int3 coord, bool ignoreHero)
- {
- auto tile = cb->getTile(coord, false);
- assert(tile);
- return tile->topVisitableObj(ignoreHero);
- //return cb->getTile(coord,false)->topVisitableObj(ignoreHero);
- };
- auto isTeleportAction = [&](CGPathNode::ENodeAction action) -> bool
- {
- if(action != CGPathNode::TELEPORT_NORMAL && action != CGPathNode::TELEPORT_BLOCKING_VISIT)
- {
- if(action != CGPathNode::TELEPORT_BATTLE)
- {
- return false;
- }
- }
- return true;
- };
- auto getDestTeleportObj = [&](const CGObjectInstance * currentObject, const CGObjectInstance * nextObjectTop, const CGObjectInstance * nextObject) -> const CGObjectInstance *
- {
- if(CGTeleport::isConnected(currentObject, nextObjectTop))
- return nextObjectTop;
- if(nextObjectTop && nextObjectTop->ID == Obj::HERO)
- {
- if(CGTeleport::isConnected(currentObject, nextObject))
- return nextObject;
- }
- return nullptr;
- };
- auto doMovement = [&](int3 dst, bool transit)
- {
- cb->moveHero(*h, CGHeroInstance::convertPosition(dst, true), transit);
- };
- auto doTeleportMovement = [&](ObjectInstanceID exitId, int3 exitPos)
- {
- destinationTeleport = exitId;
- if(exitPos.valid())
- destinationTeleportPos = CGHeroInstance::convertPosition(exitPos, true);
- cb->moveHero(*h, h->pos);
- destinationTeleport = ObjectInstanceID();
- destinationTeleportPos = int3(-1);
- afterMovementCheck();
- };
- auto doChannelProbing = [&]() -> void
- {
- auto currentPos = CGHeroInstance::convertPosition(h->pos, false);
- auto currentExit = getObj(currentPos, true)->id;
- status.setChannelProbing(true);
- for(auto exit : teleportChannelProbingList)
- doTeleportMovement(exit, int3(-1));
- teleportChannelProbingList.clear();
- status.setChannelProbing(false);
- doTeleportMovement(currentExit, currentPos);
- };
- for(; i > 0; i--)
- {
- int3 currentCoord = path.nodes[i].coord;
- int3 nextCoord = path.nodes[i - 1].coord;
- auto currentObject = getObj(currentCoord, currentCoord == CGHeroInstance::convertPosition(h->pos, false));
- auto nextObjectTop = getObj(nextCoord, false);
- auto nextObject = getObj(nextCoord, true);
- auto destTeleportObj = getDestTeleportObj(currentObject, nextObjectTop, nextObject);
- if(isTeleportAction(path.nodes[i - 1].action) && destTeleportObj != nullptr)
- {
- //we use special login if hero standing on teleporter it's mean we need
- doTeleportMovement(destTeleportObj->id, nextCoord);
- if(teleportChannelProbingList.size())
- doChannelProbing();
- markObjectVisited(destTeleportObj); //FIXME: Monoliths are not correctly visited
- continue;
- }
- //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;
- bool isConnected = false;
- bool isNextObjectTeleport = false;
- // Check there is node after next one; otherwise transit is pointless
- if(i - 2 >= 0)
- {
- isConnected = CGTeleport::isConnected(nextObjectTop, getObj(path.nodes[i - 2].coord, false));
- isNextObjectTeleport = CGTeleport::isTeleport(nextObjectTop);
- }
- if(isConnected || isNextObjectTeleport)
- {
- // Hero should be able to go through object if it's allow transit
- doMovement(endpos, true);
- }
- else if(path.nodes[i - 1].layer == EPathfindingLayer::AIR)
- {
- doMovement(endpos, true);
- }
- else
- {
- doMovement(endpos, false);
- }
- afterMovementCheck();
- if(teleportChannelProbingList.size())
- doChannelProbing();
- }
- if(path.nodes[0].action == CGPathNode::BLOCKING_VISIT)
- {
- ret = h && i == 0; // when we take resource we do not reach its position. We even might not move
- }
- }
- if(h)
- {
- if(auto visitedObject = vstd::frontOrNull(cb->getVisitableObjs(h->visitablePos()))) //we stand on something interesting
- {
- if(visitedObject != *h)
- performObjectInteraction(visitedObject, h);
- }
- }
- if(h) //we could have lost hero after last move
- {
- completeGoal(sptr(Goals::VisitTile(dst).sethero(h))); //we stepped on some tile, anyway
- completeGoal(sptr(Goals::ClearWayTo(dst).sethero(h)));
- ret = ret || (dst == h->visitablePos());
- if(!ret) //reserve object we are heading towards
- {
- auto obj = vstd::frontOrNull(cb->getVisitableObjs(dst));
- if(obj && obj != *h)
- reserveObject(h, obj);
- }
- if(startHpos == h->visitablePos() && !ret) //we didn't move and didn't reach the target
- {
- vstd::erase_if_present(lockedHeroes, h); //hero seemingly is confused or has only 95mp which is not enough to move
- invalidPathHeroes.insert(h);
- throw cannotFulfillGoalException("Invalid path found!");
- }
- evaluateGoal(h); //new hero position means new game situation
- logAi->debug("Hero %s moved from %s to %s. Returning %d.", h->name, startHpos.toString(), h->visitablePos().toString(), ret);
- }
- return ret;
- }
- void VCAI::buildStructure(const CGTownInstance * t, BuildingID building)
- {
- auto name = t->town->buildings.at(building)->Name();
- logAi->debug("Player %d will build %s in town of %s at %s", ai->playerID, name, t->name, t->pos.toString());
- cb->buildBuilding(t, building); //just do this;
- }
- void VCAI::tryRealize(Goals::Explore & g)
- {
- throw cannotFulfillGoalException("EXPLORE is not an elementar goal!");
- }
- void VCAI::tryRealize(Goals::RecruitHero & g)
- {
- if(const CGTownInstance * t = findTownWithTavern())
- {
- recruitHero(t, true);
- //TODO try to free way to blocked town
- //TODO: adventure map tavern or prison?
- }
- }
- void VCAI::tryRealize(Goals::VisitTile & g)
- {
- if(!g.hero->movement)
- throw cannotFulfillGoalException("Cannot visit tile: hero is out of MPs!");
- if(g.tile == g.hero->visitablePos() && cb->getVisitableObjs(g.hero->visitablePos()).size() < 2)
- {
- logAi->warn("Why do I want to move hero %s to tile %s? Already standing on that tile! ", g.hero->name, g.tile.toString());
- throw goalFulfilledException(sptr(g));
- }
- if(ai->moveHeroToTile(g.tile, g.hero.get()))
- {
- throw goalFulfilledException(sptr(g));
- }
- }
- void VCAI::tryRealize(Goals::VisitObj & g)
- {
- auto position = g.tile;
- if(!g.hero->movement)
- throw cannotFulfillGoalException("Cannot visit object: hero is out of MPs!");
- if(position == g.hero->visitablePos() && cb->getVisitableObjs(g.hero->visitablePos()).size() < 2)
- {
- logAi->warn("Why do I want to move hero %s to tile %s? Already standing on that tile! ", g.hero->name, g.tile.toString());
- throw goalFulfilledException(sptr(g));
- }
- if(ai->moveHeroToTile(position, g.hero.get()))
- {
- throw goalFulfilledException(sptr(g));
- }
- }
- void VCAI::tryRealize(Goals::VisitHero & g)
- {
- if(!g.hero->movement)
- throw cannotFulfillGoalException("Cannot visit target hero: hero is out of MPs!");
- const CGObjectInstance * obj = cb->getObj(ObjectInstanceID(g.objid));
- if(obj)
- {
- if(ai->moveHeroToTile(obj->visitablePos(), g.hero.get()))
- {
- throw goalFulfilledException(sptr(g));
- }
- }
- else
- {
- throw cannotFulfillGoalException("Cannot visit hero: object not found!");
- }
- }
- void VCAI::tryRealize(Goals::BuildThis & g)
- {
- auto b = BuildingID(g.bid);
- auto t = g.town;
- if (t)
- {
- if (cb->canBuildStructure(t, b) == EBuildingState::ALLOWED)
- {
- logAi->debug("Player %d will build %s in town of %s at %s",
- playerID, t->town->buildings.at(b)->Name(), t->name, t->pos.toString());
- cb->buildBuilding(t, b);
- throw goalFulfilledException(sptr(g));
- }
- }
- throw cannotFulfillGoalException("Cannot build a given structure!");
- }
- void VCAI::tryRealize(Goals::DigAtTile & g)
- {
- assert(g.hero->visitablePos() == g.tile); //surely we want to crash here?
- if(g.hero->diggingStatus() == EDiggingStatus::CAN_DIG)
- {
- cb->dig(g.hero.get());
- completeGoal(sptr(g)); // finished digging
- }
- else
- {
- ai->lockedHeroes[g.hero] = sptr(g); //hero who tries to dig shouldn't do anything else
- throw cannotFulfillGoalException("A hero can't dig!\n");
- }
- }
- void VCAI::tryRealize(Goals::Trade & g) //trade
- {
- if(ah->freeResources()[g.resID] >= g.value) //goal is already fulfilled. Why we need this check, anyway?
- throw goalFulfilledException(sptr(g));
- int accquiredResources = 0;
- if(const CGObjectInstance * obj = cb->getObj(ObjectInstanceID(g.objid), false))
- {
- if(const IMarket * m = IMarket::castFrom(obj, false))
- {
- auto freeRes = ah->freeResources(); //trade only resources which are not reserved
- for(auto it = Res::ResourceSet::nziterator(freeRes); it.valid(); it++)
- {
- auto res = it->resType;
- if(res == g.resID) //sell any other resource
- continue;
- int toGive, toGet;
- m->getOffer(res, g.resID, toGive, toGet, EMarketMode::RESOURCE_RESOURCE);
- toGive = toGive * (it->resVal / toGive);
- //TODO trade only as much as needed
- if (toGive) //don't try to sell 0 resources
- {
- cb->trade(obj, EMarketMode::RESOURCE_RESOURCE, res, g.resID, toGive);
- logAi->debug("Traded %d of %s for %d of %s at %s", toGive, res, toGet, g.resID, obj->getObjectName());
- accquiredResources += toGet; //FIXME: this is incorrect, always equal to 1
- }
- //if (accquiredResources >= g.value)
- if (ah->freeResources()[g.resID] >= g.value)
- throw goalFulfilledException(sptr(g)); //we traded all we needed
- }
- throw cannotFulfillGoalException("I cannot get needed resources by trade!");
- }
- else
- {
- throw cannotFulfillGoalException("I don't know how to use this object to raise resources!");
- }
- }
- else
- {
- throw cannotFulfillGoalException("No object that could be used to raise resources!");
- }
- }
- void VCAI::tryRealize(Goals::BuyArmy & g)
- {
- auto t = g.town;
- ui64 valueBought = 0;
- //buy the stacks with largest AI value
- while (valueBought < g.value)
- {
- auto res = ah->allResources();
- std::vector<creInfo> creaturesInDwellings;
- for (int i = 0; i < t->creatures.size(); i++)
- {
- auto ci = infoFromDC(t->creatures[i]);
- ci.level = i; //this is important for Dungeon Summoning Portal
- creaturesInDwellings.push_back(ci);
- }
- vstd::erase_if(creaturesInDwellings, [](const creInfo & ci) -> bool
- {
- return !ci.count || ci.creID == -1;
- });
- if (creaturesInDwellings.empty())
- throw cannotFulfillGoalException("Can't buy any more creatures!");
- creInfo ci =
- *boost::max_element(creaturesInDwellings, [&res](const creInfo & lhs, const creInfo & rhs)
- {
- //max value of creatures we can buy with our res
- int value1 = lhs.cre->AIValue * (std::min(lhs.count, res / lhs.cre->cost)),
- value2 = rhs.cre->AIValue * (std::min(rhs.count, res / rhs.cre->cost));
- return value1 < value2;
- });
- vstd::amin(ci.count, res / ci.cre->cost); //max count we can afford
- if (ci.count > 0)
- {
- cb->recruitCreatures(t, t->getUpperArmy(), ci.creID, ci.count, ci.level);
- valueBought += ci.count * ci.cre->AIValue;
- }
- else
- throw cannotFulfillGoalException("Can't buy any more creatures!");
- }
- throw goalFulfilledException(sptr(g)); //we bought as many creatures as we wanted
- }
- void VCAI::tryRealize(Goals::Invalid & g)
- {
- throw cannotFulfillGoalException("I don't know how to fulfill this!");
- }
- void VCAI::tryRealize(Goals::AbstractGoal & g)
- {
- logAi->debug("Attempting realizing goal with code %s", g.name());
- throw cannotFulfillGoalException("Unknown type of goal !");
- }
- const CGTownInstance * VCAI::findTownWithTavern() const
- {
- for(const CGTownInstance * t : cb->getTownsInfo())
- if(t->hasBuilt(BuildingID::TAVERN) && !t->visitingHero)
- return t;
- return nullptr;
- }
- Goals::TSubgoal VCAI::getGoal(HeroPtr h) const
- {
- auto it = lockedHeroes.find(h);
- if(it != lockedHeroes.end())
- return it->second;
- else
- return sptr(Goals::Invalid());
- }
- std::vector<HeroPtr> VCAI::getUnblockedHeroes() const
- {
- std::vector<HeroPtr> ret;
- for(auto h : cb->getHeroesInfo())
- {
- //&& !vstd::contains(lockedHeroes, h)
- //at this point we assume heroes exhausted their locked goals
- if(canAct(h))
- ret.push_back(h);
- }
- return ret;
- }
- bool VCAI::canAct(HeroPtr h) const
- {
- auto mission = lockedHeroes.find(h);
- if(mission != lockedHeroes.end())
- {
- //FIXME: I'm afraid there can be other conditions when heroes can act but not move :?
- if(mission->second->goalType == Goals::DIG_AT_TILE && !mission->second->isElementar)
- return false;
- }
- return h->movement;
- }
- HeroPtr VCAI::primaryHero() const
- {
- auto hs = cb->getHeroesInfo();
- if (hs.empty())
- return nullptr;
- else
- return *boost::max_element(hs, compareHeroStrength);
- }
- void VCAI::endTurn()
- {
- logAi->info("Player %d (%s) ends turn", playerID, playerID.getStr());
- if(!status.haveTurn())
- {
- logAi->error("Not having turn at the end of turn???");
- }
- logAi->debug("Resources at the end of turn: %s", cb->getResourceAmount().toString());
- 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
- logGlobal->info("Player %d (%s) ended turn", playerID, playerID.getStr());
- }
- void VCAI::striveToGoal(Goals::TSubgoal basicGoal)
- {
- //TODO: this function is deprecated and should be dropped altogether
- auto goalToDecompose = basicGoal;
- Goals::TSubgoal elementarGoal = sptr(Goals::Invalid());
- int maxAbstractGoals = 10;
- while (!elementarGoal->isElementar && maxAbstractGoals)
- {
- try
- {
- elementarGoal = decomposeGoal(goalToDecompose);
- }
- catch (goalFulfilledException & e)
- {
- //it is impossible to continue some goals (like exploration, for example)
- completeGoal(e.goal); //put in goalsToRemove
- logAi->debug("Goal %s decomposition failed: goal was completed as much as possible", e.goal->name());
- return;
- }
- catch (std::exception & e)
- {
- goalsToRemove.push_back(basicGoal);
- logAi->debug("Goal %s decomposition failed: %s", basicGoal->name(), e.what());
- return;
- }
- if (elementarGoal->isAbstract) //we can decompose it further
- {
- goalsToAdd.push_back(elementarGoal);
- //decompose further now - this is necesssary if we can't add over 10 goals in the pool
- goalToDecompose = elementarGoal;
- //there is a risk of infinite abstract goal loop, though it indicates failed logic
- maxAbstractGoals--;
- }
- else if (elementarGoal->isElementar) //should be
- {
- logAi->debug("Found elementar goal %s", elementarGoal->name());
- ultimateGoalsFromBasic[elementarGoal].push_back(goalToDecompose); //TODO: how about indirect basicGoal?
- break;
- }
- else //should never be here
- throw cannotFulfillGoalException("Goal %s is neither abstract nor elementar!" + basicGoal->name());
- }
- //realize best goal
- if (!elementarGoal->invalid())
- {
- logAi->debug("Trying to realize %s (value %2.3f)", elementarGoal->name(), elementarGoal->priority);
- try
- {
- boost::this_thread::interruption_point();
- elementarGoal->accept(this); //visitor pattern
- boost::this_thread::interruption_point();
- }
- catch (boost::thread_interrupted & e)
- {
- logAi->debug("Player %d: Making turn thread received an interruption!", playerID);
- throw; //rethrow, we want to truly end this thread
- }
- catch (goalFulfilledException & e)
- {
- //the sub-goal was completed successfully
- completeGoal(e.goal);
- //local goal was also completed
- completeGoal(elementarGoal);
- }
- catch (std::exception & e)
- {
- logAi->debug("Failed to realize subgoal of type %s, I will stop.", elementarGoal->name());
- logAi->debug("The error message was: %s", e.what());
- //erase base goal if we failed to execute decomposed goal
- for (auto basicGoal : ultimateGoalsFromBasic[elementarGoal])
- goalsToRemove.push_back(basicGoal);
- }
- }
- }
- Goals::TSubgoal VCAI::decomposeGoal(Goals::TSubgoal ultimateGoal)
- {
- const int searchDepth = 30;
- const int searchDepth2 = searchDepth - 2;
- Goals::TSubgoal abstractGoal = sptr(Goals::Invalid());
- Goals::TSubgoal goal = ultimateGoal;
- logAi->debug("Decomposing goal %s", ultimateGoal->name());
- int maxGoals = searchDepth; //preventing deadlock for mutually dependent goals
- while (maxGoals)
- {
- boost::this_thread::interruption_point();
- goal = goal->whatToDoToAchieve(); //may throw if decomposition fails
- --maxGoals;
- if (goal == ultimateGoal) //compare objects by value
- if (goal->isElementar == ultimateGoal->isElementar)
- throw cannotFulfillGoalException((boost::format("Goal dependency loop detected for %s!")
- % ultimateGoal->name()).str());
- if (goal->isAbstract || goal->isElementar)
- return goal;
- else
- logAi->debug("Considering: %s", goal->name());
- }
- if (maxGoals <= 0)
- {
- throw cannotFulfillGoalException("Too many subgoals, don't know what to do");
- }
- else
- {
- return goal;
- }
- return abstractGoal;
- }
- Goals::TSubgoal VCAI::questToGoal(const QuestInfo & q)
- {
- if (q.quest->missionType && q.quest->progress != CQuest::COMPLETE)
- {
- MetaString ms;
- q.quest->getRolloverText(ms, false);
- logAi->debug("Trying to realize quest: %s", ms.toString());
- auto heroes = cb->getHeroesInfo(); //TODO: choose best / free hero from among many possibilities?
- switch (q.quest->missionType)
- {
- case CQuest::MISSION_ART:
- {
- for (auto hero : heroes)
- {
- if (q.quest->checkQuest(hero))
- {
- return sptr(Goals::VisitObj(q.obj->id.getNum()).sethero(hero));
- }
- }
- for (auto art : q.quest->m5arts)
- {
- return sptr(Goals::GetArtOfType(art)); //TODO: transport?
- }
- break;
- }
- case CQuest::MISSION_HERO:
- {
- //striveToGoal (CGoal(RECRUIT_HERO));
- for (auto hero : heroes)
- {
- if (q.quest->checkQuest(hero))
- {
- return sptr(Goals::VisitObj(q.obj->id.getNum()).sethero(hero));
- }
- }
- return sptr(Goals::FindObj(Obj::PRISON)); //rule of a thumb - quest heroes usually are locked in prisons
- //BNLOG ("Don't know how to recruit hero with id %d\n", q.quest->m13489val);
- break;
- }
- case CQuest::MISSION_ARMY:
- {
- for (auto hero : heroes)
- {
- if (q.quest->checkQuest(hero)) //very bad info - stacks can be split between multiple heroes :(
- {
- return sptr(Goals::VisitObj(q.obj->id.getNum()).sethero(hero));
- }
- }
- for (auto creature : q.quest->m6creatures)
- {
- return sptr(Goals::GatherTroops(creature.type->idNumber, creature.count));
- }
- //TODO: exchange armies... oh my
- //BNLOG ("Don't know how to recruit %d of %s\n", (int)(creature.count) % creature.type->namePl);
- break;
- }
- case CQuest::MISSION_RESOURCES:
- {
- if (heroes.size())
- {
- if (q.quest->checkQuest(heroes.front())) //it doesn't matter which hero it is
- {
- return sptr(Goals::VisitObj(q.obj->id.getNum()));
- }
- else
- {
- for (int i = 0; i < q.quest->m7resources.size(); ++i)
- {
- if (q.quest->m7resources[i])
- return sptr(Goals::CollectRes(i, q.quest->m7resources[i]));
- }
- }
- }
- else
- return sptr(Goals::RecruitHero()); //FIXME: checkQuest requires any hero belonging to player :(
- break;
- }
- case CQuest::MISSION_KILL_HERO:
- case CQuest::MISSION_KILL_CREATURE:
- {
- auto obj = cb->getObjByQuestIdentifier(q.quest->m13489val);
- if (obj)
- return sptr(Goals::VisitObj(obj->id.getNum()));
- else
- return sptr(Goals::VisitObj(q.obj->id.getNum())); //visit seer hut
- break;
- }
- case CQuest::MISSION_PRIMARY_STAT:
- {
- auto heroes = cb->getHeroesInfo();
- for (auto hero : heroes)
- {
- if (q.quest->checkQuest(hero))
- {
- return sptr(Goals::VisitObj(q.obj->id.getNum()).sethero(hero));
- }
- }
- for (int i = 0; i < q.quest->m2stats.size(); ++i)
- {
- logAi->debug("Don't know how to increase primary stat %d", i);
- }
- break;
- }
- case CQuest::MISSION_LEVEL:
- {
- auto heroes = cb->getHeroesInfo();
- for (auto hero : heroes)
- {
- if (q.quest->checkQuest(hero))
- {
- return sptr(Goals::VisitObj(q.obj->id.getNum()).sethero(hero)); //TODO: causes infinite loop :/
- }
- }
- logAi->debug("Don't know how to reach hero level %d", q.quest->m13489val);
- break;
- }
- case CQuest::MISSION_PLAYER:
- {
- if (playerID.getNum() != q.quest->m13489val)
- logAi->debug("Can't be player of color %d", q.quest->m13489val);
- break;
- }
- case CQuest::MISSION_KEYMASTER:
- {
- return sptr(Goals::FindObj(Obj::KEYMASTER, q.obj->subID));
- break;
- }
- } //end of switch
- }
- return sptr(Goals::Invalid());
- }
- void VCAI::performTypicalActions()
- {
- for(auto h : getUnblockedHeroes())
- {
- if(!h) //hero might be lost. getUnblockedHeroes() called once on start of turn
- continue;
- logAi->debug("Looking into %s, MP=%d", h->name.c_str(), h->movement);
- makePossibleUpgrades(*h);
- pickBestArtifacts(*h);
- try
- {
- wander(h);
- }
- catch(std::exception & e)
- {
- logAi->debug("Cannot use this hero anymore, received exception: %s", e.what());
- continue;
- }
- }
- }
- void VCAI::buildArmyIn(const CGTownInstance * t)
- {
- makePossibleUpgrades(t->visitingHero);
- makePossibleUpgrades(t);
- recruitCreatures(t, t->getUpperArmy());
- moveCreaturesToHero(t);
- }
- int3 VCAI::explorationBestNeighbour(int3 hpos, int radius, HeroPtr h)
- {
- std::map<int3, int> dstToRevealedTiles;
- for(crint3 dir : int3::getDirs())
- {
- int3 tile = hpos + dir;
- if(cb->isInTheMap(tile))
- {
- if(isBlockVisitObj(tile))
- continue;
- if(isSafeToVisit(h, tile) && isAccessibleForHero(tile, h))
- {
- auto distance = hpos.dist2d(tile); // diagonal movement opens more tiles but spends more mp
- dstToRevealedTiles[tile] = howManyTilesWillBeDiscovered(tile, radius, cb.get(), h) / distance;
- }
- }
- }
- if(dstToRevealedTiles.empty()) //yes, it DID happen!
- throw cannotFulfillGoalException("No neighbour will bring new discoveries!");
- auto best = dstToRevealedTiles.begin();
- for(auto i = dstToRevealedTiles.begin(); i != dstToRevealedTiles.end(); i++)
- {
- const CGPathNode * pn = cb->getPathsInfo(h.get())->getPathInfo(i->first);
- //const TerrainTile *t = cb->getTile(i->first);
- if(best->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(HeroPtr h)
- {
- int radius = h->getSightRadius();
- CCallback * cbp = cb.get();
- const CGHeroInstance * hero = h.get();
- std::vector<std::vector<int3>> tiles; //tiles[distance_to_fow]
- tiles.resize(radius);
- foreach_tile_pos([&](const int3 & pos)
- {
- if(!cbp->isVisible(pos))
- tiles[0].push_back(pos);
- });
- float bestValue = 0; //discovered tile to node distance ratio
- int3 bestTile(-1, -1, -1);
- int3 ourPos = h->convertPosition(h->pos, false);
- for(int i = 1; i < radius; i++)
- {
- getVisibleNeighbours(tiles[i - 1], tiles[i]);
- vstd::removeDuplicates(tiles[i]);
- for(const int3 & tile : tiles[i])
- {
- if(tile == ourPos) //shouldn't happen, but it does
- continue;
- if(!cb->getPathsInfo(hero)->getPathInfo(tile)->reachable()) //this will remove tiles that are guarded by monsters (or removable objects)
- continue;
- CGPath path;
- cb->getPathsInfo(hero)->getPath(path, tile);
- float ourValue = (float)howManyTilesWillBeDiscovered(tile, radius, cbp, h) / (path.nodes.size() + 1); //+1 prevents erratic jumps
- if(ourValue > bestValue) //avoid costly checks of tiles that don't reveal much
- {
- auto obj = cb->getTopObj(tile);
- if (obj)
- if (obj->blockVisit && !isObjectRemovable(obj)) //we can't stand on that object
- continue;
- if(isSafeToVisit(h, tile))
- {
- bestTile = tile;
- bestValue = ourValue;
- }
- }
- }
- }
- return bestTile;
- }
- int3 VCAI::explorationDesperate(HeroPtr h)
- {
- auto sm = getCachedSectorMap(h);
- int radius = h->getSightRadius();
- std::vector<std::vector<int3>> tiles; //tiles[distance_to_fow]
- tiles.resize(radius);
- CCallback * cbp = cb.get();
- foreach_tile_pos([&](const int3 & pos)
- {
- if(!cbp->isVisible(pos))
- tiles[0].push_back(pos);
- });
- ui64 lowestDanger = -1;
- int3 bestTile(-1, -1, -1);
- for(int i = 1; i < radius; i++)
- {
- getVisibleNeighbours(tiles[i - 1], tiles[i]);
- vstd::removeDuplicates(tiles[i]);
- for(const int3 & tile : tiles[i])
- {
- if(cbp->getTile(tile)->blocked) //does it shorten the time?
- continue;
- if(!howManyTilesWillBeDiscovered(tile, radius, cbp, h)) //avoid costly checks of tiles that don't reveal much
- continue;
- auto t = sm->firstTileToGet(h, tile);
- if(t.valid())
- {
- auto obj = cb->getTopObj(t);
- if (obj)
- if (obj->blockVisit && !isObjectRemovable(obj)) //we can't stand on object or remove it
- continue;
- ui64 ourDanger = evaluateDanger(t, h.h);
- if(ourDanger < lowestDanger)
- {
- if(!ourDanger) //at least one safe place found
- return t;
- bestTile = t;
- lowestDanger = ourDanger;
- }
- }
- }
- }
- return bestTile;
- }
- void VCAI::checkHeroArmy(HeroPtr h)
- {
- auto it = lockedHeroes.find(h);
- if(it != lockedHeroes.end())
- {
- if(it->second->goalType == Goals::GATHER_ARMY && it->second->value <= h->getArmyStrength())
- completeGoal(sptr(Goals::GatherArmy(it->second->value).sethero(h)));
- }
- }
- void VCAI::recruitHero(const CGTownInstance * t, bool throwing)
- {
- logAi->debug("Trying to recruit a hero in %s at %s", t->name, t->visitablePos().toString());
- auto heroes = cb->getAvailableHeroes(t);
- if(heroes.size())
- {
- auto hero = heroes[0];
- if(heroes.size() >= 2) //makes sense to recruit two heroes with starting amries in first week
- {
- if(heroes[1]->getTotalStrength() > hero->getTotalStrength())
- hero = heroes[1];
- }
- cb->recruitHero(t, hero);
- throw goalFulfilledException(sptr(Goals::RecruitHero().settown(t)));
- }
- else if(throwing)
- {
- throw cannotFulfillGoalException("No available heroes in tavern in " + t->nodeName());
- }
- }
- void VCAI::finish()
- {
- if(makingTurn)
- {
- makingTurn->interrupt();
- makingTurn->join();
- makingTurn.reset();
- }
- }
- void VCAI::requestActionASAP(std::function<void()> whatToDo)
- {
- boost::thread newThread([this, whatToDo]()
- {
- setThreadName("VCAI::requestActionASAP::whatToDo");
- SET_GLOBAL_STATE(this);
- boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
- whatToDo();
- });
- }
- void VCAI::lostHero(HeroPtr h)
- {
- logAi->debug("I lost my hero %s. It's best to forget and move on.", h.name);
- vstd::erase_if_present(lockedHeroes, h);
- for(auto obj : reservedHeroesMap[h])
- {
- vstd::erase_if_present(reservedObjs, obj); //unreserve all objects for that hero
- }
- vstd::erase_if_present(reservedHeroesMap, h);
- vstd::erase_if_present(cachedSectorMaps, h);
- vstd::erase_if_present(visitedHeroes, h);
- for (auto heroVec : visitedHeroes)
- {
- vstd::erase_if_present(heroVec.second, h);
- }
- }
- void VCAI::answerQuery(QueryID queryID, int selection)
- {
- logAi->debug("I'll answer the query %d giving the choice %d", queryID, selection);
- if(queryID != QueryID(-1))
- {
- cb->selectionMade(selection, queryID);
- }
- else
- {
- logAi->debug("Since the query ID is %d, the answer won't be sent. This is not a real query!", queryID);
- //do nothing
- }
- }
- void VCAI::requestSent(const CPackForServer * pack, int requestID)
- {
- //BNLOG("I have sent request of type %s", typeid(*pack).name());
- if(auto reply = dynamic_cast<const QueryReply *>(pack))
- {
- status.attemptedAnsweringQuery(reply->qid, requestID);
- }
- }
- std::string VCAI::getBattleAIName() const
- {
- if(settings["server"]["enemyAI"].getType() == JsonNode::JsonType::DATA_STRING)
- return settings["server"]["enemyAI"].String();
- else
- return "BattleAI";
- }
- void VCAI::validateObject(const CGObjectInstance * obj)
- {
- validateObject(obj->id);
- }
- void VCAI::validateObject(ObjectIdRef obj)
- {
- auto matchesId = [&](const CGObjectInstance * hlpObj) -> bool
- {
- return hlpObj->id == obj.id;
- };
- if(!obj)
- {
- vstd::erase_if(visitableObjs, matchesId);
- for(auto & p : reservedHeroesMap)
- vstd::erase_if(p.second, matchesId);
- vstd::erase_if(reservedObjs, matchesId);
- }
- }
- std::shared_ptr<SectorMap> VCAI::getCachedSectorMap(HeroPtr h)
- {
- auto it = cachedSectorMaps.find(h);
- if(it != cachedSectorMaps.end())
- {
- return it->second;
- }
- else
- {
- cachedSectorMaps[h] = std::make_shared<SectorMap>(h);
- return cachedSectorMaps[h];
- }
- }
- AIStatus::AIStatus()
- {
- battle = NO_BATTLE;
- havingTurn = false;
- ongoingHeroMovement = false;
- ongoingChannelProbing = false;
- }
- AIStatus::~AIStatus()
- {
- }
- void AIStatus::setBattle(BattleState BS)
- {
- boost::unique_lock<boost::mutex> lock(mx);
- LOG_TRACE_PARAMS(logAi, "battle state=%d", (int)BS);
- battle = BS;
- cv.notify_all();
- }
- BattleState AIStatus::getBattle()
- {
- boost::unique_lock<boost::mutex> lock(mx);
- return battle;
- }
- void AIStatus::addQuery(QueryID ID, std::string description)
- {
- if(ID == QueryID(-1))
- {
- logAi->debug("The \"query\" has an id %d, it'll be ignored as non-query. Description: %s", ID, description);
- return;
- }
- assert(ID.getNum() >= 0);
- boost::unique_lock<boost::mutex> lock(mx);
- assert(!vstd::contains(remainingQueries, ID));
- remainingQueries[ID] = description;
- cv.notify_all();
- logAi->debug("Adding query %d - %s. Total queries count: %d", ID, description, remainingQueries.size());
- }
- void AIStatus::removeQuery(QueryID ID)
- {
- boost::unique_lock<boost::mutex> lock(mx);
- assert(vstd::contains(remainingQueries, ID));
- std::string description = remainingQueries[ID];
- remainingQueries.erase(ID);
- cv.notify_all();
- logAi->debug("Removing query %d - %s. Total queries count: %d", ID, description, remainingQueries.size());
- }
- int AIStatus::getQueriesCount()
- {
- boost::unique_lock<boost::mutex> lock(mx);
- return remainingQueries.size();
- }
- 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.empty() || !objectsBeingVisited.empty() || ongoingHeroMovement)
- cv.timed_wait(lock, boost::posix_time::milliseconds(100));
- }
- bool AIStatus::haveTurn()
- {
- boost::unique_lock<boost::mutex> lock(mx);
- return havingTurn;
- }
- void AIStatus::attemptedAnsweringQuery(QueryID queryID, int answerRequestID)
- {
- boost::unique_lock<boost::mutex> lock(mx);
- assert(vstd::contains(remainingQueries, queryID));
- std::string description = remainingQueries[queryID];
- logAi->debug("Attempted answering query %d - %s. Request id=%d. Waiting for results...", queryID, description, answerRequestID);
- requestToQueryID[answerRequestID] = queryID;
- }
- void AIStatus::receivedAnswerConfirmation(int answerRequestID, int result)
- {
- assert(vstd::contains(requestToQueryID, answerRequestID));
- QueryID query = requestToQueryID[answerRequestID];
- assert(vstd::contains(remainingQueries, query));
- requestToQueryID.erase(answerRequestID);
- if(result)
- {
- removeQuery(query);
- }
- else
- {
- logAi->error("Something went really wrong, failed to answer query %d : %s", query.getNum(), remainingQueries[query]);
- //TODO safely retry
- }
- }
- void AIStatus::heroVisit(const CGObjectInstance * obj, bool started)
- {
- boost::unique_lock<boost::mutex> lock(mx);
- if(started)
- {
- objectsBeingVisited.push_back(obj);
- }
- else
- {
- // There can be more than one object visited at the time (eg. hero visits Subterranean Gate
- // causing visit to hero on the other side.
- // However, we are guaranteed that start/end visit notification maintain stack order.
- assert(!objectsBeingVisited.empty());
- objectsBeingVisited.pop_back();
- }
- cv.notify_all();
- }
- void AIStatus::setMove(bool ongoing)
- {
- boost::unique_lock<boost::mutex> lock(mx);
- ongoingHeroMovement = ongoing;
- cv.notify_all();
- }
- void AIStatus::setChannelProbing(bool ongoing)
- {
- boost::unique_lock<boost::mutex> lock(mx);
- ongoingChannelProbing = ongoing;
- cv.notify_all();
- }
- bool AIStatus::channelProbing()
- {
- return ongoingChannelProbing;
- }
- bool isWeeklyRevisitable(const CGObjectInstance * obj)
- {
- //TODO: allow polling of remaining creatures in dwelling
- if(dynamic_cast<const CGVisitableOPW *>(obj)) // ensures future compatibility, unlike IDs
- return true;
- if(dynamic_cast<const CGDwelling *>(obj))
- return true;
- if(dynamic_cast<const CBank *>(obj)) //banks tend to respawn often in mods
- return true;
- switch(obj->ID)
- {
- case Obj::STABLES:
- case Obj::MAGIC_WELL:
- 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;
- }
- bool shouldVisit(HeroPtr h, const CGObjectInstance * obj)
- {
- switch(obj->ID)
- {
- case Obj::TOWN:
- case Obj::HERO: //never visit our heroes at random
- return obj->tempOwner != h->tempOwner; //do not visit our towns at random
- case Obj::BORDER_GATE:
- {
- for(auto q : ai->myCb->getMyQuests())
- {
- if(q.obj == obj)
- {
- 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:
- case Obj::QUEST_GUARD:
- {
- for(auto q : ai->myCb->getMyQuests())
- {
- if(q.obj == obj)
- {
- if(q.quest->checkQuest(h.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(obj->tempOwner != h->tempOwner)
- return true; //flag just in case
- bool canRecruitCreatures = false;
- const CGDwelling * d = dynamic_cast<const CGDwelling *>(obj);
- for(auto level : d->creatures)
- {
- for(auto c : level.second)
- {
- if(h->getSlotFor(CreatureID(c)) != SlotID())
- canRecruitCreatures = true;
- }
- }
- return canRecruitCreatures;
- }
- case Obj::HILL_FORT:
- {
- for(auto slot : h->Slots())
- {
- if(slot.second->type->upgrades.size())
- 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 (ah->freeGold() < 1000)
- return false;
- break;
- }
- case Obj::LIBRARY_OF_ENLIGHTENMENT:
- if(h->level < 12)
- return false;
- break;
- case Obj::TREE_OF_KNOWLEDGE:
- {
- TResources myRes = ah->freeResources();
- if(myRes[Res::GOLD] < 2000 || myRes[Res::GEMS] < 10)
- return false;
- break;
- }
- case Obj::MAGIC_WELL:
- return h->mana < h->manaLimit();
- case Obj::PRISON:
- return ai->myCb->getHeroesInfo().size() < VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER;
- case Obj::TAVERN:
- {
- //TODO: make AI actually recruit heroes
- //TODO: only on request
- if(ai->myCb->getHeroesInfo().size() >= VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER)
- return false;
- else if(ah->freeGold() < GameConstants::HERO_GOLD_COST)
- return false;
- break;
- }
- case Obj::BOAT:
- return false;
- //Boats are handled by pathfinder
- case Obj::EYE_OF_MAGI:
- return false; //this object is useless to visit, but could be visited indefinitely
- }
- if(obj->wasVisited(*h)) //it must pointer to hero instance, heroPtr calls function wasVisited(ui8 player);
- return false;
- return true;
- }
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