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							- #include "StdInc.h"
 
- #include "AIUtility.h"
 
- #include "VCAI.h"
 
- #include "Fuzzy.h"
 
- #include "../../lib/UnlockGuard.h"
 
- #include "../../lib/CConfigHandler.h"
 
- #include "../../lib/CHeroHandler.h"
 
- #include "../../lib/mapObjects/CBank.h"
 
- #include "../../lib/mapObjects/CGTownInstance.h"
 
- #include "../../lib/mapObjects/CQuest.h"
 
- #include "../../lib/CPathfinder.h"
 
- #include "../../lib/mapping/CMapDefines.h"
 
- /*
 
-  * 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
 
-  *
 
-  */
 
- extern boost::thread_specific_ptr<CCallback> cb;
 
- extern boost::thread_specific_ptr<VCAI> ai;
 
- extern FuzzyHelper *fh;
 
- //extern static const int3 dirs[8];
 
- const CGObjectInstance * ObjectIdRef::operator->() const
 
- {
 
- 	return cb->getObj(id, false);
 
- }
 
- ObjectIdRef::operator const CGObjectInstance*() const
 
- {
 
- 	return cb->getObj(id, false);
 
- }
 
- ObjectIdRef::ObjectIdRef(ObjectInstanceID _id) : id(_id)
 
- {
 
- }
 
- ObjectIdRef::ObjectIdRef(const CGObjectInstance *obj) : id(obj->id)
 
- {
 
- }
 
- bool ObjectIdRef::operator<(const ObjectIdRef &rhs) const
 
- {
 
- 	return id < rhs.id;
 
- }
 
- HeroPtr::HeroPtr(const CGHeroInstance *H)
 
- {
 
- 	if(!H)
 
- 	{
 
- 		//init from nullptr should equal to default init
 
- 		*this = HeroPtr();
 
- 		return;
 
- 	}
 
- 	h = H;
 
- 	name = h->name;
 
- 	hid = H->id;
 
- //	infosCount[ai->playerID][hid]++;
 
- }
 
- HeroPtr::HeroPtr()
 
- {
 
- 	h = nullptr;
 
- 	hid = ObjectInstanceID();
 
- }
 
- HeroPtr::~HeroPtr()
 
- {
 
- // 	if(hid >= 0)
 
- // 		infosCount[ai->playerID][hid]--;
 
- }
 
- bool HeroPtr::operator<(const HeroPtr &rhs) const
 
- {
 
- 	return hid < rhs.hid;
 
- }
 
- const CGHeroInstance * HeroPtr::get(bool doWeExpectNull /*= false*/) const
 
- {
 
- 	//TODO? check if these all assertions every time we get info about hero affect efficiency
 
- 	//
 
- 	//behave terribly when attempting unauthorized access to hero that is not ours (or was lost)
 
- 	assert(doWeExpectNull || h);
 
- 	if(h)
 
- 	{
 
- 		auto obj = cb->getObj(hid);
 
- 		const bool owned = obj && obj->tempOwner == ai->playerID;
 
- 		if(doWeExpectNull && !owned)
 
- 		{
 
- 			return nullptr;
 
- 		}
 
- 		else
 
- 		{
 
- 			assert(obj);
 
- 			assert(owned);
 
- 		}
 
- 	}
 
- 	return h;
 
- }
 
- const CGHeroInstance * HeroPtr::operator->() const
 
- {
 
- 	return get();
 
- }
 
- bool HeroPtr::validAndSet() const
 
- {
 
- 	return get(true);
 
- }
 
- const CGHeroInstance * HeroPtr::operator*() const
 
- {
 
- 	return get();
 
- }
 
- void foreach_tile_pos(std::function<void(const int3& pos)> foo)
 
- {
 
- 	// some micro-optimizations since this function gets called a LOT
 
- 	// callback pointer is thread-specific and slow to retrieve -> read map size only once
 
- 	int3 mapSize = cb->getMapSize();
 
- 	for(int i = 0; i < mapSize.x; i++)
 
- 		for(int j = 0; j < mapSize.y; j++)
 
- 			for(int k = 0; k < mapSize.z; k++)
 
- 				foo(int3(i,j,k));
 
- }
 
- void foreach_tile_pos(CCallback * cbp, std::function<void(CCallback * cbp, const int3& pos)> foo)
 
- {
 
- 	int3 mapSize = cbp->getMapSize();
 
- 	for(int i = 0; i < mapSize.x; i++)
 
- 		for(int j = 0; j < mapSize.y; j++)
 
- 			for(int k = 0; k < mapSize.z; k++)
 
- 				foo(cbp, int3(i,j,k));
 
- }
 
- void foreach_neighbour(const int3 &pos, std::function<void(const int3& pos)> foo)
 
- {
 
- 	CCallback * cbp = cb.get(); // avoid costly retrieval of thread-specific pointer
 
- 	for(const int3 &dir : int3::getDirs())
 
- 	{
 
- 		const int3 n = pos + dir;
 
- 		if(cbp->isInTheMap(n))
 
- 			foo(pos+dir);
 
- 	}
 
- }
 
- void foreach_neighbour(CCallback * cbp, const int3 &pos, std::function<void(CCallback * cbp, const int3& pos)> foo)
 
- {
 
- 	for(const int3 &dir : int3::getDirs())
 
- 	{
 
- 		const int3 n = pos + dir;
 
- 		if(cbp->isInTheMap(n))
 
- 			foo(cbp, pos+dir);
 
- 	}
 
- }
 
- std::string strFromInt3(int3 pos)
 
- {
 
- 	std::ostringstream oss;
 
- 	oss << pos;
 
- 	return oss.str();
 
- }
 
- bool CDistanceSorter::operator ()(const CGObjectInstance *lhs, const CGObjectInstance *rhs)
 
- {
 
- 	const CGPathNode *ln = ai->myCb->getPathsInfo(hero)->getPathInfo(lhs->visitablePos()),
 
- 	                 *rn = ai->myCb->getPathsInfo(hero)->getPathInfo(rhs->visitablePos());
 
- 	if(ln->turns != rn->turns)
 
- 		return ln->turns < rn->turns;
 
- 	return (ln->moveRemains > rn->moveRemains);
 
- }
 
- bool compareMovement(HeroPtr lhs, HeroPtr rhs)
 
- {
 
- 	return lhs->movement > rhs->movement;
 
- }
 
- ui64 evaluateDanger(crint3 tile)
 
- {
 
- 	const TerrainTile *t = cb->getTile(tile, false);
 
- 	if(!t) //we can know about guard but can't check its tile (the edge of fow)
 
- 		return 190000000; //MUCH
 
- 	ui64 objectDanger = 0, guardDanger = 0;
 
- 	auto visObjs = cb->getVisitableObjs(tile);
 
- 	if(visObjs.size())
 
- 		objectDanger = evaluateDanger(visObjs.back());
 
- 	int3 guardPos = cb->getGuardingCreaturePosition(tile);
 
- 	if(guardPos.x >= 0 && guardPos != tile)
 
- 		guardDanger = evaluateDanger(guardPos);
 
- 	//TODO mozna odwiedzic blockvis nie ruszajac straznika
 
- 	return std::max(objectDanger, guardDanger);
 
- }
 
- ui64 evaluateDanger(crint3 tile, const CGHeroInstance *visitor)
 
- {
 
- 	const TerrainTile *t = cb->getTile(tile, false);
 
- 	if(!t) //we can know about guard but can't check its tile (the edge of fow)
 
- 		return 190000000; //MUCH
 
- 	ui64 objectDanger = 0, guardDanger = 0;
 
- 	auto visitableObjects = cb->getVisitableObjs(tile);
 
- 	// in some scenarios hero happens to be "under" the object (eg town). Then we consider ONLY the hero.
 
- 	if(vstd::contains_if(visitableObjects, objWithID<Obj::HERO>))
 
- 		vstd::erase_if(visitableObjects, [](const CGObjectInstance * obj)
 
- 		{
 
- 			return !objWithID<Obj::HERO>(obj);
 
- 		});
 
- 	if(const CGObjectInstance * dangerousObject = vstd::backOrNull(visitableObjects))
 
- 	{
 
- 		objectDanger = evaluateDanger(dangerousObject); //unguarded objects can also be dangerous or unhandled
 
- 		if (objectDanger)
 
- 		{
 
- 			//TODO: don't downcast objects AI shouldn't know about!
 
- 			auto armedObj = dynamic_cast<const CArmedInstance*>(dangerousObject);
 
- 			if (armedObj)
 
- 			{
 
- 				float tacticalAdvantage = fh->getTacticalAdvantage(visitor, armedObj);
 
- 				objectDanger *= tacticalAdvantage; //this line tends to go infinite for allied towns (?)
 
- 			}
 
- 		}
 
- 		if (dangerousObject->ID == Obj::SUBTERRANEAN_GATE)
 
- 		{ //check guard on the other side of the gate
 
- 			auto it = ai->knownSubterraneanGates.find(dangerousObject);
 
- 			if (it != ai->knownSubterraneanGates.end())
 
- 			{
 
- 				auto guards = cb->getGuardingCreatures(it->second->visitablePos());
 
- 				for (auto cre : guards)
 
- 				{
 
- 					vstd::amax (guardDanger, evaluateDanger(cre) *
 
- 						fh->getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance*>(cre)));
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	auto guards = cb->getGuardingCreatures(tile);
 
- 	for (auto cre : guards)
 
- 	{
 
- 		vstd::amax (guardDanger, evaluateDanger(cre) * fh->getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance*>(cre))); //we are interested in strongest monster around
 
- 	}
 
- 	//TODO mozna odwiedzic blockvis nie ruszajac straznika
 
- 	return std::max(objectDanger, guardDanger);
 
- }
 
- ui64 evaluateDanger(const CGObjectInstance *obj)
 
- {
 
- 	if(obj->tempOwner < PlayerColor::PLAYER_LIMIT && cb->getPlayerRelations(obj->tempOwner, ai->playerID) != PlayerRelations::ENEMIES) //owned or allied objects don't pose any threat
 
- 		return 0;
 
- 	switch(obj->ID)
 
- 	{
 
- 	case Obj::HERO:
 
- 		{
 
- 			InfoAboutHero iah;
 
- 			cb->getHeroInfo(obj, iah);
 
- 			return iah.army.getStrength();
 
- 		}
 
- 	case Obj::TOWN:
 
- 	case Obj::GARRISON: case Obj::GARRISON2: //garrison
 
- 		{
 
- 			InfoAboutTown iat;
 
- 			cb->getTownInfo(obj, iat);
 
- 			return iat.army.getStrength();
 
- 		}
 
- 	case Obj::MONSTER:
 
- 		{
 
- 			//TODO!!!!!!!!
 
- 			const CGCreature *cre = dynamic_cast<const CGCreature*>(obj);
 
- 			return cre->getArmyStrength();
 
- 		}
 
- 	case Obj::CREATURE_GENERATOR1:
 
- 		{
 
- 			const CGDwelling *d = dynamic_cast<const CGDwelling*>(obj);
 
- 			return d->getArmyStrength();
 
- 		}
 
- 	case Obj::MINE:
 
- 	case Obj::ABANDONED_MINE:
 
- 		{
 
- 			const CArmedInstance * a = dynamic_cast<const CArmedInstance*>(obj);
 
- 			return a->getArmyStrength();
 
- 		}
 
- 	case Obj::CRYPT: //crypt
 
- 	case Obj::CREATURE_BANK: //crebank
 
- 	case Obj::DRAGON_UTOPIA:
 
- 	case Obj::SHIPWRECK: //shipwreck
 
- 	case Obj::DERELICT_SHIP: //derelict ship
 
- //	case Obj::PYRAMID:
 
- 		return fh->estimateBankDanger (dynamic_cast<const CBank *>(obj));
 
- 	case Obj::PYRAMID:
 
- 		{
 
- 		    if(obj->subID == 0)
 
- 				return fh->estimateBankDanger (dynamic_cast<const CBank *>(obj));
 
- 			else
 
- 				return 0;
 
- 		}
 
- 	default:
 
- 		return 0;
 
- 	}
 
- }
 
- bool compareDanger(const CGObjectInstance *lhs, const CGObjectInstance *rhs)
 
- {
 
- 	return evaluateDanger(lhs) < evaluateDanger(rhs);
 
- }
 
- bool isSafeToVisit(HeroPtr h, crint3 tile)
 
- {
 
- 	const ui64 heroStrength = h->getTotalStrength(),
 
- 				dangerStrength = evaluateDanger(tile, *h);
 
- 	if(dangerStrength)
 
- 	{
 
- 		if(heroStrength / SAFE_ATTACK_CONSTANT > dangerStrength)
 
- 		{
 
- 			logAi->trace("It's safe for %s to visit tile %s", h->name, tile());
 
- 			return true;
 
- 		}
 
- 		else
 
- 			return false;
 
- 	}
 
- 	return true; //there's no danger
 
- }
 
- bool canBeEmbarkmentPoint(const TerrainTile *t, bool fromWater)
 
- {
 
- 	//tile must be free of with unoccupied boat
 
- 	return !t->blocked
 
-         || (!fromWater && t->visitableObjects.size() == 1 && t->topVisitableId() == Obj::BOAT);
 
- 	//do not try to board when in water sector
 
- }
 
- int3 whereToExplore(HeroPtr h)
 
- {
 
- 	TimeCheck tc ("where to explore");
 
- 	int radius = h->getSightRadius();
 
- 	int3 hpos = h->visitablePos();
 
- 	auto sm = ai->getCachedSectorMap(h);
 
- 	//look for nearby objs -> visit them if they're close enouh
 
- 	const int DIST_LIMIT = 3;
 
- 	std::vector<const CGObjectInstance *> nearbyVisitableObjs;
 
- 	for (int x = hpos.x - DIST_LIMIT; x <= hpos.x + DIST_LIMIT; ++x) //get only local objects instead of all possible objects on the map
 
- 	{
 
- 		for (int y = hpos.y - DIST_LIMIT; y <= hpos.y + DIST_LIMIT; ++y)
 
- 		{
 
- 			for (auto obj : cb->getVisitableObjs (int3(x,y,hpos.z), false))
 
- 			{
 
- 				int3 op = obj->visitablePos();
 
- 				CGPath p;
 
- 				ai->myCb->getPathsInfo(h.get())->getPath(p, op);
 
- 				if (p.nodes.size() && p.endPos() == op && p.nodes.size() <= DIST_LIMIT)
 
- 					if (ai->isGoodForVisit(obj, h, *sm))
 
- 						nearbyVisitableObjs.push_back(obj);
 
- 			}
 
- 		}
 
- 	}
 
- 	vstd::removeDuplicates (nearbyVisitableObjs); //one object may occupy multiple tiles
 
- 	boost::sort(nearbyVisitableObjs, CDistanceSorter(h.get()));
 
- 	if(nearbyVisitableObjs.size())
 
- 		return nearbyVisitableObjs.back()->visitablePos();
 
- 	try //check if nearby tiles allow us to reveal anything - this is quick
 
- 	{
 
- 		return ai->explorationBestNeighbour(hpos, radius, h);
 
- 	}
 
- 	catch(cannotFulfillGoalException &e)
 
- 	{
 
- 		//perform exhaustive search
 
- 		return ai->explorationNewPoint(h);
 
- 	}
 
- }
 
- bool isBlockedBorderGate(int3 tileToHit)
 
- {
 
-     return cb->getTile(tileToHit)->topVisitableId() == Obj::BORDER_GATE &&
 
- 	       (dynamic_cast <const CGKeys *>(cb->getTile(tileToHit)->visitableObjects.back()))->wasMyColorVisited (ai->playerID);
 
- }
 
- int howManyTilesWillBeDiscovered(const int3 &pos, int radious, CCallback * cbp)
 
- { //TODO: do not explore dead-end boundaries
 
- 	int ret = 0;
 
- 	for(int x = pos.x - radious; x <= pos.x + radious; x++)
 
- 	{
 
- 		for(int y = pos.y - radious; y <= pos.y + radious; y++)
 
- 		{
 
- 			int3 npos = int3(x,y,pos.z);
 
- 			if(cbp->isInTheMap(npos) && pos.dist2d(npos) - 0.5 < radious  && !cbp->isVisible(npos))
 
- 			{
 
- 				if (!boundaryBetweenTwoPoints (pos, npos, cbp))
 
- 					ret++;
 
- 			}
 
- 		}
 
- 	}
 
- 	return ret;
 
- }
 
- bool boundaryBetweenTwoPoints (int3 pos1, int3 pos2, CCallback * cbp) //determines if two points are separated by known barrier
 
- {
 
- 	int xMin = std::min (pos1.x, pos2.x);
 
- 	int xMax = std::max (pos1.x, pos2.x);
 
- 	int yMin = std::min (pos1.y, pos2.y);
 
- 	int yMax = std::max (pos1.y, pos2.y);
 
- 	for (int x = xMin; x <= xMax; ++x)
 
- 	{
 
- 		for (int y = yMin; y <= yMax; ++y)
 
- 		{
 
- 			int3 tile = int3(x, y, pos1.z); //use only on same level, ofc
 
- 			if (std::abs(pos1.dist2d(tile) - pos2.dist2d(tile)) < 1.5)
 
- 			{
 
- 				if (!(cbp->isVisible(tile) && cbp->getTile(tile)->blocked)) //if there's invisible or unblocked tile between, it's good
 
- 					return false;
 
- 			}
 
- 		}
 
- 	}
 
- 	return true; //if all are visible and blocked, we're at dead end
 
- }
 
- int howManyTilesWillBeDiscovered(int radious, int3 pos, crint3 dir)
 
- {
 
- 	return howManyTilesWillBeDiscovered(pos + dir, radious, cb.get());
 
- }
 
- void getVisibleNeighbours(const std::vector<int3> &tiles, std::vector<int3> &out)
 
- {
 
- 	for(const int3 &tile : tiles)
 
- 	{
 
- 		foreach_neighbour(tile, [&](int3 neighbour)
 
- 		{
 
- 			if(cb->isVisible(neighbour))
 
- 				out.push_back(neighbour);
 
- 		});
 
- 	}
 
- }
 
- ui64 howManyReinforcementsCanGet(HeroPtr h, const CGTownInstance *t)
 
- {
 
- 	ui64 ret = 0;
 
- 	int freeHeroSlots = GameConstants::ARMY_SIZE - h->stacksCount();
 
- 	std::vector<const CStackInstance *> toMove;
 
- 	for(auto const slot : t->Slots())
 
- 	{
 
- 		//can be merged woth another stack?
 
- 		SlotID dst = h->getSlotFor(slot.second->getCreatureID());
 
- 		if(h->hasStackAtSlot(dst))
 
- 			ret += t->getPower(slot.first);
 
- 		else
 
- 			toMove.push_back(slot.second);
 
- 	}
 
- 	boost::sort(toMove, [](const CStackInstance *lhs, const CStackInstance *rhs)
 
- 	{
 
- 		return lhs->getPower() < rhs->getPower();
 
- 	});
 
- 	for (auto & stack : boost::adaptors::reverse(toMove))
 
- 	{
 
- 		if(freeHeroSlots)
 
- 		{
 
- 			ret += stack->getPower();
 
- 			freeHeroSlots--;
 
- 		}
 
- 		else
 
- 			break;
 
- 	}
 
- 	return ret;
 
- }
 
- bool compareHeroStrength(HeroPtr h1, HeroPtr h2)
 
- {
 
- 	return h1->getTotalStrength() < h2->getTotalStrength();
 
- }
 
- bool compareArmyStrength(const CArmedInstance *a1, const CArmedInstance *a2)
 
- {
 
- 	return a1->getArmyStrength() < a2->getArmyStrength();
 
- }
 
- bool compareArtifacts(const CArtifactInstance *a1, const CArtifactInstance *a2)
 
- {
 
- 	auto art1 = a1->artType;
 
- 	auto art2 = a2->artType;
 
- 	if (art1->valOfBonuses(Bonus::PRIMARY_SKILL) > art2->valOfBonuses(Bonus::PRIMARY_SKILL))
 
- 		return true;
 
- 	else
 
- 		return art1->price > art2->price;
 
- }
 
 
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