VCAI.cpp 108 KB

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  1. #include "StdInc.h"
  2. #include "VCAI.h"
  3. #include "../../lib/UnlockGuard.h"
  4. #include "../../lib/CObjectHandler.h"
  5. #include "../../lib/CConfigHandler.h"
  6. #include "../../lib/CHeroHandler.h"
  7. #define I_AM_ELEMENTAR return CGoal(*this).setisElementar(true)
  8. CLogger &aiLogger = tlog6;
  9. extern FuzzyHelper *fh;
  10. class CGVisitableOPW;
  11. const int ACTUAL_RESOURCE_COUNT = 7;
  12. const double SAFE_ATTACK_CONSTANT = 1.5;
  13. using namespace vstd;
  14. //one thread may be turn of AI and another will be handling a side effect for AI2
  15. boost::thread_specific_ptr<CCallback> cb;
  16. boost::thread_specific_ptr<VCAI> ai;
  17. //std::map<int, std::map<int, int> > HeroView::infosCount;
  18. // CCallback *cb;
  19. // VCAI *ai;
  20. //helper RAII to manage global ai/cb ptrs
  21. struct SetGlobalState
  22. {
  23. SetGlobalState(VCAI * AI)
  24. {
  25. assert(!ai.get());
  26. assert(!cb.get());
  27. ai.reset(AI);
  28. cb.reset(AI->myCb);
  29. }
  30. ~SetGlobalState()
  31. {
  32. ai.release();
  33. cb.release();
  34. }
  35. };
  36. template <typename Container>
  37. typename Container::value_type backOrNull(const Container &c) //returns last element of container or NULL if it is empty (to be used with containers of pointers)
  38. {
  39. if(c.size())
  40. return c.back();
  41. else
  42. return NULL;
  43. }
  44. template <typename Container>
  45. typename Container::value_type frontOrNull(const Container &c) //returns first element of container or NULL if it is empty (to be used with containers of pointers)
  46. {
  47. if(c.size())
  48. return c.front();
  49. else
  50. return NULL;
  51. }
  52. #define SET_GLOBAL_STATE(ai) SetGlobalState _hlpSetState(ai);
  53. #define NET_EVENT_HANDLER SET_GLOBAL_STATE(this)
  54. #define MAKING_TURN SET_GLOBAL_STATE(this)
  55. const int GOLD_RESERVE = 10000; //when buying creatures we want to keep at least this much gold (10000 so at least we'll be able to reach capitol)
  56. const int HERO_GOLD_COST = 2500;
  57. const int ALLOWED_ROAMING_HEROES = 8;
  58. const int GOLD_MINE_PRODUCTION = 1000, WOOD_ORE_MINE_PRODUCTION = 2, RESOURCE_MINE_PRODUCTION = 1;
  59. std::string CGoal::name() const
  60. {
  61. switch (goalType)
  62. {
  63. case INVALID:
  64. return "INVALID";
  65. case WIN:
  66. return "WIN";
  67. case DO_NOT_LOSE:
  68. return "DO NOT LOOSE";
  69. case CONQUER:
  70. return "CONQUER";
  71. case BUILD:
  72. return "BUILD";
  73. case EXPLORE:
  74. return "EXPLORE";
  75. case GATHER_ARMY:
  76. return "GATHER ARMY";
  77. case BOOST_HERO:
  78. return "BOOST_HERO (unsupported)";
  79. case RECRUIT_HERO:
  80. return "RECRUIT HERO";
  81. case BUILD_STRUCTURE:
  82. return "BUILD STRUCTURE";
  83. case COLLECT_RES:
  84. return "COLLECT RESOURCE";
  85. case GATHER_TROOPS:
  86. return "GATHER TROOPS";
  87. case GET_OBJ:
  88. return "GET OBJECT " + boost::lexical_cast<std::string>(objid);
  89. case FIND_OBJ:
  90. return "FIND OBJECT " + boost::lexical_cast<std::string>(objid);
  91. case VISIT_HERO:
  92. return "VISIT HERO " + boost::lexical_cast<std::string>(objid);
  93. case GET_ART_TYPE:
  94. return "GET ARTIFACT OF TYPE " + VLC->arth->artifacts[aid]->Name();
  95. case ISSUE_COMMAND:
  96. return "ISSUE COMMAND (unsupported)";
  97. case VISIT_TILE:
  98. return "VISIT TILE " + tile();
  99. case CLEAR_WAY_TO:
  100. return "CLEAR WAY TO " + tile();
  101. case DIG_AT_TILE:
  102. return "DIG AT TILE " + tile();
  103. default:
  104. return boost::lexical_cast<std::string>(goalType);
  105. }
  106. }
  107. bool compareHeroStrength(HeroPtr h1, HeroPtr h2)
  108. {
  109. return h1->getTotalStrength() < h2->getTotalStrength();
  110. }
  111. bool compareArmyStrength(const CArmedInstance *a1, const CArmedInstance *a2)
  112. {
  113. return a1->getArmyStrength() < a2->getArmyStrength();
  114. }
  115. static const int3 dirs[] = { int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0),
  116. int3(1,1,0),int3(-1,1,0),int3(1,-1,0),int3(-1,-1,0) };
  117. struct AILogger
  118. {
  119. AILogger()
  120. {
  121. lvl = 0;
  122. }
  123. int lvl;
  124. struct Tab
  125. {
  126. Tab();
  127. ~Tab();
  128. };
  129. } logger;
  130. AILogger::Tab::Tab()
  131. {
  132. logger.lvl++;
  133. }
  134. AILogger::Tab::~Tab()
  135. {
  136. logger.lvl--;
  137. }
  138. struct TimeCheck
  139. {
  140. CStopWatch time;
  141. std::string txt;
  142. TimeCheck(crstring TXT) : txt(TXT)
  143. {
  144. }
  145. ~TimeCheck()
  146. {
  147. BNLOG("Time of %s was %d ms.", txt % time.getDiff());
  148. }
  149. };
  150. template<typename T>
  151. void removeDuplicates(std::vector<T> &vec)
  152. {
  153. boost::sort(vec);
  154. vec.erase(std::unique(vec.begin(), vec.end()), vec.end());
  155. }
  156. struct AtScopeExit
  157. {
  158. boost::function<void()> foo;
  159. AtScopeExit(const boost::function<void()> &FOO) : foo(FOO)
  160. {}
  161. ~AtScopeExit()
  162. {
  163. foo();
  164. }
  165. };
  166. void foreach_tile_pos(boost::function<void(const int3& pos)> foo)
  167. {
  168. for(int i = 0; i < cb->getMapSize().x; i++)
  169. for(int j = 0; j < cb->getMapSize().y; j++)
  170. for(int k = 0; k < cb->getMapSize().z; k++)
  171. foo(int3(i,j,k));
  172. }
  173. void foreach_neighbour(const int3 &pos, boost::function<void(const int3& pos)> foo)
  174. {
  175. BOOST_FOREACH(const int3 &dir, dirs)
  176. {
  177. const int3 n = pos + dir;
  178. if(cb->isInTheMap(n))
  179. foo(pos+dir);
  180. }
  181. }
  182. unsigned char &retreiveTileN(std::vector< std::vector< std::vector<unsigned char> > > &vectors, const int3 &pos)
  183. {
  184. return vectors[pos.x][pos.y][pos.z];
  185. }
  186. const unsigned char &retreiveTileN(const std::vector< std::vector< std::vector<unsigned char> > > &vectors, const int3 &pos)
  187. {
  188. return vectors[pos.x][pos.y][pos.z];
  189. }
  190. void foreach_tile(std::vector< std::vector< std::vector<unsigned char> > > &vectors, boost::function<void(unsigned char &in)> foo)
  191. {
  192. for(auto i = vectors.begin(); i != vectors.end(); i++)
  193. for(auto j = i->begin(); j != i->end(); j++)
  194. for(auto z = j->begin(); z != j->end(); z++)
  195. foo(*z);
  196. }
  197. struct ObjInfo
  198. {
  199. int3 pos;
  200. std::string name;
  201. ObjInfo(){}
  202. ObjInfo(const CGObjectInstance *obj)
  203. {
  204. pos = obj->pos;
  205. name = obj->getHoverText();
  206. }
  207. };
  208. std::map<const CGObjectInstance *, ObjInfo> helperObjInfo;
  209. template <typename Container, typename Item>
  210. bool remove_if_present(Container &c, const Item &item)
  211. {
  212. auto i = std::find(c.begin(), c.end(), item);
  213. if (i != c.end())
  214. {
  215. c.erase(i);
  216. return true;
  217. }
  218. return false;
  219. }
  220. template <typename V, typename Item, typename Item2>
  221. bool remove_if_present(std::map<Item,V> & c, const Item2 &item)
  222. {
  223. auto i = c.find(item);
  224. if (i != c.end())
  225. {
  226. c.erase(i);
  227. return true;
  228. }
  229. return false;
  230. }
  231. template <typename Container, typename Pred>
  232. void erase(Container &c, Pred pred)
  233. {
  234. c.erase(boost::remove_if(c, pred), c.end());
  235. }
  236. bool isReachable(const CGObjectInstance *obj)
  237. {
  238. return cb->getPathInfo(obj->visitablePos())->turns < 255;
  239. }
  240. ui64 howManyReinforcementsCanGet(HeroPtr h, const CGTownInstance *t)
  241. {
  242. ui64 ret = 0;
  243. int freeHeroSlots = GameConstants::ARMY_SIZE - h->stacksCount();
  244. std::vector<const CStackInstance *> toMove;
  245. BOOST_FOREACH(auto const slot, t->Slots())
  246. {
  247. //can be merged woth another stack?
  248. TSlot dst = h->getSlotFor(slot.second->getCreatureID());
  249. if(h->hasStackAtSlot(dst))
  250. ret += t->getPower(slot.first);
  251. else
  252. toMove.push_back(slot.second);
  253. }
  254. boost::sort(toMove, [](const CStackInstance *lhs, const CStackInstance *rhs)
  255. {
  256. return lhs->getPower() < rhs->getPower();
  257. });
  258. BOOST_REVERSE_FOREACH(const CStackInstance *stack, toMove)
  259. {
  260. if(freeHeroSlots)
  261. {
  262. ret += stack->getPower();
  263. freeHeroSlots--;
  264. }
  265. else
  266. break;
  267. }
  268. return ret;
  269. }
  270. std::string strFromInt3(int3 pos)
  271. {
  272. std::ostringstream oss;
  273. oss << pos;
  274. return oss.str();
  275. }
  276. bool isCloser(const CGObjectInstance *lhs, const CGObjectInstance *rhs)
  277. {
  278. const CGPathNode *ln = cb->getPathInfo(lhs->visitablePos()), *rn = cb->getPathInfo(rhs->visitablePos());
  279. if(ln->turns != rn->turns)
  280. return ln->turns < rn->turns;
  281. return (ln->moveRemains > rn->moveRemains);
  282. }
  283. bool compareMovement(HeroPtr lhs, HeroPtr rhs)
  284. {
  285. return lhs->movement > rhs->movement;
  286. }
  287. ui64 evaluateDanger(const CGObjectInstance *obj);
  288. ui64 evaluateDanger(crint3 tile)
  289. {
  290. const TerrainTile *t = cb->getTile(tile, false);
  291. if(!t) //we can know about guard but can't check its tile (the edge of fow)
  292. return 190000000; //MUCH
  293. ui64 objectDanger = 0, guardDanger = 0;
  294. auto visObjs = cb->getVisitableObjs(tile);
  295. if(visObjs.size())
  296. objectDanger = evaluateDanger(visObjs.back());
  297. int3 guardPos = cb->guardingCreaturePosition(tile);
  298. if(guardPos.x >= 0 && guardPos != tile)
  299. guardDanger = evaluateDanger(guardPos);
  300. //TODO mozna odwiedzic blockvis nie ruszajac straznika
  301. return std::max(objectDanger, guardDanger);
  302. return 0;
  303. }
  304. ui64 evaluateDanger(crint3 tile, const CGHeroInstance *visitor)
  305. {
  306. const TerrainTile *t = cb->getTile(tile, false);
  307. if(!t) //we can know about guard but can't check its tile (the edge of fow)
  308. return 190000000; //MUCH
  309. ui64 objectDanger = 0, guardDanger = 0;
  310. auto visitableObjects = cb->getVisitableObjs(tile);
  311. // in some scenarios hero happens to be "under" the object (eg town). Then we consider ONLY the hero.
  312. if(vstd::contains_if(visitableObjects, objWithID<Obj::HERO>))
  313. erase_if(visitableObjects, ! boost::bind(objWithID<Obj::HERO>, _1));
  314. if(const CGObjectInstance * dangerousObject = backOrNull(visitableObjects))
  315. {
  316. objectDanger = evaluateDanger(dangerousObject); //unguarded objects can also be dangerous or unhandled
  317. if (objectDanger)
  318. {
  319. //TODO: don't downcast objects AI shouldnt know about!
  320. auto armedObj = dynamic_cast<const CArmedInstance*>(dangerousObject);
  321. if(armedObj)
  322. objectDanger *= fh->getTacticalAdvantage(visitor, armedObj); //this line tends to go infinite for allied towns (?)
  323. }
  324. }
  325. auto guards = cb->getGuardingCreatures(tile);
  326. BOOST_FOREACH (auto cre, guards)
  327. {
  328. amax (guardDanger, evaluateDanger(cre) * fh->getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance*>(cre))); //we are interested in strongest monster around
  329. }
  330. //TODO mozna odwiedzic blockvis nie ruszajac straznika
  331. return std::max(objectDanger, guardDanger);
  332. }
  333. ui64 evaluateDanger(const CGObjectInstance *obj)
  334. {
  335. if(obj->tempOwner < GameConstants::PLAYER_LIMIT && cb->getPlayerRelations(obj->tempOwner, ai->playerID) != PlayerRelations::ENEMIES) //owned or allied objects don't pose any threat
  336. return 0;
  337. switch(obj->ID)
  338. {
  339. case Obj::HERO:
  340. {
  341. InfoAboutHero iah;
  342. cb->getHeroInfo(obj, iah);
  343. return iah.army.getStrength();
  344. }
  345. case Obj::TOWN:
  346. case Obj::GARRISON: case Obj::GARRISON2: //garrison
  347. {
  348. InfoAboutTown iat;
  349. cb->getTownInfo(obj, iat);
  350. return iat.army.getStrength();
  351. }
  352. case Obj::MONSTER:
  353. {
  354. //TODO!!!!!!!!
  355. const CGCreature *cre = dynamic_cast<const CGCreature*>(obj);
  356. return cre->getArmyStrength();
  357. }
  358. case Obj::CREATURE_GENERATOR1:
  359. {
  360. const CGDwelling *d = dynamic_cast<const CGDwelling*>(obj);
  361. return d->getArmyStrength();
  362. }
  363. case Obj::MINE:
  364. case Obj::ABANDONED_MINE:
  365. {
  366. const CArmedInstance * a = dynamic_cast<const CArmedInstance*>(obj);
  367. return a->getArmyStrength();
  368. }
  369. case Obj::CRYPT: //crypt
  370. case Obj::CREATURE_BANK: //crebank
  371. case Obj::DRAGON_UTOPIA:
  372. case Obj::SHIPWRECK: //shipwreck
  373. case Obj::DERELICT_SHIP: //derelict ship
  374. // case Obj::PYRAMID:
  375. return fh->estimateBankDanger (VLC->objh->bankObjToIndex(obj));
  376. case Obj::PYRAMID:
  377. {
  378. if(obj->subID == 0)
  379. return fh->estimateBankDanger (VLC->objh->bankObjToIndex(obj));
  380. else
  381. return 0;
  382. }
  383. default:
  384. return 0;
  385. }
  386. }
  387. bool compareDanger(const CGObjectInstance *lhs, const CGObjectInstance *rhs)
  388. {
  389. return evaluateDanger(lhs) < evaluateDanger(rhs);
  390. }
  391. VCAI::VCAI(void)
  392. {
  393. LOG_ENTRY;
  394. myCb = NULL;
  395. makingTurn = NULL;
  396. }
  397. VCAI::~VCAI(void)
  398. {
  399. LOG_ENTRY;
  400. }
  401. void VCAI::availableCreaturesChanged(const CGDwelling *town)
  402. {
  403. NET_EVENT_HANDLER;
  404. LOG_ENTRY;
  405. }
  406. void VCAI::heroMoved(const TryMoveHero & details)
  407. {
  408. NET_EVENT_HANDLER;
  409. LOG_ENTRY;
  410. if(details.result == TryMoveHero::TELEPORTATION)
  411. {
  412. const int3 from = CGHeroInstance::convertPosition(details.start, false),
  413. to = CGHeroInstance::convertPosition(details.end, false);
  414. const CGObjectInstance *o1 = frontOrNull(cb->getVisitableObjs(from)),
  415. *o2 = frontOrNull(cb->getVisitableObjs(to));
  416. if(o1 && o2 && o1->ID == Obj::SUBTERRANEAN_GATE && o2->ID == Obj::SUBTERRANEAN_GATE)
  417. {
  418. knownSubterraneanGates[o1] = o2;
  419. knownSubterraneanGates[o2] = o1;
  420. BNLOG("Found a pair of subterranean gates between %s and %s!", from % to);
  421. }
  422. }
  423. }
  424. void VCAI::stackChagedCount(const StackLocation &location, const TQuantity &change, bool isAbsolute)
  425. {
  426. NET_EVENT_HANDLER;
  427. LOG_ENTRY;
  428. }
  429. void VCAI::heroInGarrisonChange(const CGTownInstance *town)
  430. {
  431. NET_EVENT_HANDLER;
  432. LOG_ENTRY;
  433. }
  434. void VCAI::centerView(int3 pos, int focusTime)
  435. {
  436. NET_EVENT_HANDLER;
  437. LOG_ENTRY;
  438. }
  439. void VCAI::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  440. {
  441. NET_EVENT_HANDLER;
  442. LOG_ENTRY;
  443. }
  444. void VCAI::artifactAssembled(const ArtifactLocation &al)
  445. {
  446. NET_EVENT_HANDLER;
  447. LOG_ENTRY;
  448. }
  449. void VCAI::showTavernWindow(const CGObjectInstance *townOrTavern)
  450. {
  451. NET_EVENT_HANDLER;
  452. LOG_ENTRY;
  453. }
  454. void VCAI::showThievesGuildWindow (const CGObjectInstance * obj)
  455. {
  456. NET_EVENT_HANDLER;
  457. LOG_ENTRY;
  458. }
  459. void VCAI::playerBlocked(int reason)
  460. {
  461. NET_EVENT_HANDLER;
  462. LOG_ENTRY;
  463. if (reason == PlayerBlocked::UPCOMING_BATTLE)
  464. status.setBattle(UPCOMING_BATTLE);
  465. }
  466. void VCAI::showPuzzleMap()
  467. {
  468. NET_EVENT_HANDLER;
  469. LOG_ENTRY;
  470. }
  471. void VCAI::showShipyardDialog(const IShipyard *obj)
  472. {
  473. NET_EVENT_HANDLER;
  474. LOG_ENTRY;
  475. }
  476. void VCAI::gameOver(ui8 player, bool victory)
  477. {
  478. NET_EVENT_HANDLER;
  479. LOG_ENTRY;
  480. BNLOG("Player %d: I heard that player %d %s.", playerID % (int)player % (victory ? "won" : "lost"));
  481. if(player == playerID)
  482. {
  483. if(victory)
  484. {
  485. tlog0 << "VCAI: I won! Incredible!\n";
  486. tlog0 << "Turn nr " << myCb->getDate() << std::endl;
  487. }
  488. else
  489. {
  490. tlog0 << "VCAI: Player " << (int)player << " lost. It's me. What a disappointment! :(\n";
  491. }
  492. // //let's make Impossible difficulty finally standing to its name :>
  493. // if(myCb->getStartInfo()->difficulty == 4 && !victory)
  494. // {
  495. // //play dirty: crash the whole engine to avoid lose
  496. // //that way AI is unbeatable!
  497. // *(int*)NULL = 666;
  498. // }
  499. // TODO - at least write some insults on stdout
  500. finish();
  501. }
  502. }
  503. void VCAI::artifactPut(const ArtifactLocation &al)
  504. {
  505. NET_EVENT_HANDLER;
  506. LOG_ENTRY;
  507. }
  508. void VCAI::artifactRemoved(const ArtifactLocation &al)
  509. {
  510. NET_EVENT_HANDLER;
  511. LOG_ENTRY;
  512. }
  513. void VCAI::stacksErased(const StackLocation &location)
  514. {
  515. NET_EVENT_HANDLER;
  516. LOG_ENTRY;
  517. }
  518. void VCAI::artifactDisassembled(const ArtifactLocation &al)
  519. {
  520. NET_EVENT_HANDLER;
  521. LOG_ENTRY;
  522. }
  523. void VCAI::heroVisit(const CGHeroInstance *visitor, const CGObjectInstance *visitedObj, bool start)
  524. {
  525. NET_EVENT_HANDLER;
  526. LOG_ENTRY;
  527. if (start)
  528. {
  529. visitedObject = const_cast<CGObjectInstance *>(visitedObj); // remember the object and wait for return
  530. markObjectVisited (visitedObj);
  531. remove_if_present(reservedObjs, visitedObj); //unreserve objects
  532. remove_if_present(reservedHeroesMap[visitor], visitedObj);
  533. completeGoal (CGoal(GET_OBJ).sethero(visitor)); //we don't need to visit in anymore
  534. }
  535. }
  536. void VCAI::availableArtifactsChanged(const CGBlackMarket *bm /*= NULL*/)
  537. {
  538. NET_EVENT_HANDLER;
  539. LOG_ENTRY;
  540. }
  541. void VCAI::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  542. {
  543. NET_EVENT_HANDLER;
  544. LOG_ENTRY;
  545. //buildArmyIn(town);
  546. //moveCreaturesToHero(town);
  547. }
  548. void VCAI::tileHidden(const boost::unordered_set<int3, ShashInt3> &pos)
  549. {
  550. NET_EVENT_HANDLER;
  551. LOG_ENTRY;
  552. // BOOST_FOREACH(int3 tile, pos)
  553. // BOOST_FOREACH(const CGObjectInstance *obj, cb->getVisitableObjs(tile))
  554. // remove_if_present(visitableObjs, obj);
  555. visitableObjs.erase(boost::remove_if(visitableObjs, [&](const CGObjectInstance *obj){return !myCb->getObj(obj->id);}), visitableObjs.end());
  556. }
  557. void VCAI::tileRevealed(const boost::unordered_set<int3, ShashInt3> &pos)
  558. {
  559. NET_EVENT_HANDLER;
  560. LOG_ENTRY;
  561. BOOST_FOREACH(int3 tile, pos)
  562. BOOST_FOREACH(const CGObjectInstance *obj, myCb->getVisitableObjs(tile))
  563. addVisitableObj(obj);
  564. }
  565. void VCAI::heroExchangeStarted(si32 hero1, si32 hero2)
  566. {
  567. NET_EVENT_HANDLER;
  568. LOG_ENTRY;
  569. auto firstHero = cb->getHero(hero1);
  570. auto secondHero = cb->getHero(hero2);
  571. requestActionASAP([=]()
  572. {
  573. if (firstHero->getHeroStrength() > secondHero->getHeroStrength() && canGetArmy (firstHero, secondHero))
  574. pickBestCreatures (firstHero, secondHero);
  575. else if (canGetArmy (secondHero, firstHero))
  576. pickBestCreatures (secondHero, firstHero);
  577. completeGoal(CGoal(VISIT_HERO).sethero(firstHero)); //TODO: what if we were visited by other hero in the meantime?
  578. completeGoal(CGoal(VISIT_HERO).sethero(secondHero));
  579. //TODO: exchange artifacts
  580. });
  581. }
  582. void VCAI::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
  583. {
  584. NET_EVENT_HANDLER;
  585. LOG_ENTRY;
  586. }
  587. void VCAI::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
  588. {
  589. NET_EVENT_HANDLER;
  590. LOG_ENTRY;
  591. }
  592. void VCAI::heroMovePointsChanged(const CGHeroInstance * hero)
  593. {
  594. NET_EVENT_HANDLER;
  595. LOG_ENTRY;
  596. }
  597. void VCAI::stackChangedType(const StackLocation &location, const CCreature &newType)
  598. {
  599. NET_EVENT_HANDLER;
  600. LOG_ENTRY;
  601. }
  602. void VCAI::stacksRebalanced(const StackLocation &src, const StackLocation &dst, TQuantity count)
  603. {
  604. NET_EVENT_HANDLER;
  605. LOG_ENTRY;
  606. }
  607. void VCAI::newObject(const CGObjectInstance * obj)
  608. {
  609. NET_EVENT_HANDLER;
  610. LOG_ENTRY;
  611. if(obj->isVisitable())
  612. addVisitableObj(obj);
  613. }
  614. void VCAI::objectRemoved(const CGObjectInstance *obj)
  615. {
  616. NET_EVENT_HANDLER;
  617. LOG_ENTRY;
  618. if(remove_if_present(visitableObjs, obj))
  619. assert(obj->isVisitable());
  620. BOOST_FOREACH(auto &p, reservedHeroesMap)
  621. remove_if_present(p.second, obj);
  622. //TODO
  623. //there are other places where CGObjectinstance ptrs are stored...
  624. //
  625. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  626. {
  627. lostHero(cb->getHero(obj->id)); //we can promote, since objectRemoved is killed just before actual deletion
  628. }
  629. }
  630. void VCAI::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  631. {
  632. NET_EVENT_HANDLER;
  633. LOG_ENTRY;
  634. requestActionASAP([=]()
  635. {
  636. makePossibleUpgrades(visitor);
  637. });
  638. }
  639. void VCAI::playerBonusChanged(const Bonus &bonus, bool gain)
  640. {
  641. NET_EVENT_HANDLER;
  642. LOG_ENTRY;
  643. }
  644. void VCAI::newStackInserted(const StackLocation &location, const CStackInstance &stack)
  645. {
  646. NET_EVENT_HANDLER;
  647. LOG_ENTRY;
  648. }
  649. void VCAI::heroCreated(const CGHeroInstance*)
  650. {
  651. NET_EVENT_HANDLER;
  652. LOG_ENTRY;
  653. }
  654. void VCAI::advmapSpellCast(const CGHeroInstance * caster, int spellID)
  655. {
  656. NET_EVENT_HANDLER;
  657. LOG_ENTRY;
  658. }
  659. void VCAI::showInfoDialog(const std::string &text, const std::vector<Component*> &components, int soundID)
  660. {
  661. NET_EVENT_HANDLER;
  662. LOG_ENTRY;
  663. }
  664. void VCAI::requestRealized(PackageApplied *pa)
  665. {
  666. NET_EVENT_HANDLER;
  667. LOG_ENTRY;
  668. if(status.haveTurn())
  669. {
  670. if(pa->packType == typeList.getTypeID<EndTurn>())
  671. if(pa->result)
  672. status.madeTurn();
  673. }
  674. if(pa->packType == typeList.getTypeID<QueryReply>())
  675. {
  676. status.receivedAnswerConfirmation(pa->requestID, pa->result);
  677. }
  678. }
  679. void VCAI::receivedResource(int type, int val)
  680. {
  681. NET_EVENT_HANDLER;
  682. LOG_ENTRY;
  683. }
  684. void VCAI::stacksSwapped(const StackLocation &loc1, const StackLocation &loc2)
  685. {
  686. NET_EVENT_HANDLER;
  687. LOG_ENTRY;
  688. }
  689. void VCAI::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
  690. {
  691. NET_EVENT_HANDLER;
  692. LOG_ENTRY;
  693. }
  694. void VCAI::heroManaPointsChanged(const CGHeroInstance * hero)
  695. {
  696. NET_EVENT_HANDLER;
  697. LOG_ENTRY;
  698. }
  699. void VCAI::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  700. {
  701. NET_EVENT_HANDLER;
  702. LOG_ENTRY;
  703. }
  704. void VCAI::battleResultsApplied()
  705. {
  706. NET_EVENT_HANDLER;
  707. LOG_ENTRY;
  708. assert(status.getBattle() == ENDING_BATTLE);
  709. status.setBattle(NO_BATTLE);
  710. }
  711. void VCAI::objectPropertyChanged(const SetObjectProperty * sop)
  712. {
  713. NET_EVENT_HANDLER;
  714. LOG_ENTRY;
  715. if(sop->what == ObjProperty::OWNER)
  716. {
  717. if(sop->val == playerID)
  718. remove_if_present(visitableObjs, myCb->getObj(sop->id));
  719. //TODO restore lost obj
  720. }
  721. }
  722. void VCAI::buildChanged(const CGTownInstance *town, int buildingID, int what)
  723. {
  724. NET_EVENT_HANDLER;
  725. LOG_ENTRY;
  726. }
  727. void VCAI::heroBonusChanged(const CGHeroInstance *hero, const Bonus &bonus, bool gain)
  728. {
  729. NET_EVENT_HANDLER;
  730. LOG_ENTRY;
  731. }
  732. void VCAI::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
  733. {
  734. NET_EVENT_HANDLER;
  735. LOG_ENTRY;
  736. }
  737. void VCAI::init(CCallback * CB)
  738. {
  739. myCb = CB;
  740. cbc = CB;
  741. NET_EVENT_HANDLER;
  742. LOG_ENTRY;
  743. playerID = myCb->getMyColor();
  744. myCb->waitTillRealize = true;
  745. myCb->unlockGsWhenWaiting = true;
  746. if(!fh)
  747. fh = new FuzzyHelper();
  748. retreiveVisitableObjs(visitableObjs);
  749. }
  750. void VCAI::yourTurn()
  751. {
  752. NET_EVENT_HANDLER;
  753. LOG_ENTRY;
  754. status.startedTurn();
  755. makingTurn = new boost::thread(&VCAI::makeTurn, this);
  756. }
  757. void VCAI::heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill::SecondarySkill> &skills, int queryID)
  758. {
  759. NET_EVENT_HANDLER;
  760. LOG_ENTRY;
  761. status.addQuery(queryID, boost::str(boost::format("Hero %s got level %d") % hero->name % hero->level));
  762. requestActionASAP([=]{ answerQuery(queryID, 0); });
  763. }
  764. void VCAI::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, int queryID)
  765. {
  766. NET_EVENT_HANDLER;
  767. LOG_ENTRY;
  768. status.addQuery(queryID, boost::str(boost::format("Commander %s of %s got level %d") % commander->name % commander->armyObj->nodeName() % (int)commander->level));
  769. requestActionASAP([=]{ answerQuery(queryID, 0); });
  770. }
  771. void VCAI::showBlockingDialog(const std::string &text, const std::vector<Component> &components, ui32 askID, const int soundID, bool selection, bool cancel)
  772. {
  773. NET_EVENT_HANDLER;
  774. LOG_ENTRY;
  775. int sel = 0;
  776. status.addQuery(askID, boost::str(boost::format("Blocking dialog query with %d components - %s")
  777. % components.size() % text));
  778. if(selection) //select from multiple components -> take the last one (they're indexed [1-size])
  779. sel = components.size();
  780. if(!selection && cancel) //yes&no -> always answer yes, we are a brave AI :)
  781. sel = 1;
  782. requestActionASAP([=]()
  783. {
  784. answerQuery(askID, sel);
  785. });
  786. }
  787. void VCAI::showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, int queryID)
  788. {
  789. NET_EVENT_HANDLER;
  790. LOG_ENTRY;
  791. std::string s1 = up ? up->nodeName() : "NONE";
  792. std::string s2 = down ? down->nodeName() : "NONE";
  793. status.addQuery(queryID, boost::str(boost::format("Garrison dialog with %s and %s") % s1 % s2));
  794. //you can't request action from action-response thread
  795. requestActionASAP([=]()
  796. {
  797. pickBestCreatures (down, up);
  798. answerQuery(queryID, 0);
  799. });
  800. }
  801. void VCAI::serialize(COSer<CSaveFile> &h, const int version)
  802. {
  803. NET_EVENT_HANDLER;
  804. LOG_ENTRY;
  805. }
  806. void VCAI::serialize(CISer<CLoadFile> &h, const int version)
  807. {
  808. NET_EVENT_HANDLER;
  809. LOG_ENTRY;
  810. }
  811. void makePossibleUpgrades(const CArmedInstance *obj)
  812. {
  813. if(!obj)
  814. return;
  815. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  816. {
  817. if(const CStackInstance *s = obj->getStackPtr(i))
  818. {
  819. UpgradeInfo ui;
  820. cb->getUpgradeInfo(obj, i, ui);
  821. if(ui.oldID >= 0 && cb->getResourceAmount().canAfford(ui.cost[0] * s->count))
  822. {
  823. cb->upgradeCreature(obj, i, ui.newID[0]);
  824. }
  825. }
  826. }
  827. }
  828. void VCAI::makeTurn()
  829. {
  830. MAKING_TURN;
  831. boost::shared_lock<boost::shared_mutex> gsLock(cb->getGsMutex());
  832. setThreadName("VCAI::makeTurn");
  833. BNLOG("Player %d starting turn", playerID);
  834. INDENT;
  835. switch(cb->getDate(Date::DAY_OF_WEEK))
  836. {
  837. case 1:
  838. {
  839. townVisitsThisWeek.clear();
  840. std::vector<const CGObjectInstance *> objs;
  841. retreiveVisitableObjs(objs, true);
  842. BOOST_FOREACH(const CGObjectInstance *obj, objs)
  843. {
  844. if (isWeeklyRevisitable(obj))
  845. {
  846. if (!vstd::contains(visitableObjs, obj))
  847. visitableObjs.push_back(obj);
  848. auto o = std::find (alreadyVisited.begin(), alreadyVisited.end(), obj);
  849. if (o != alreadyVisited.end())
  850. alreadyVisited.erase(o);
  851. }
  852. }
  853. }
  854. break;
  855. case 7: //reconsider strategy
  856. {
  857. if(auto h = primaryHero()) //check if our primary hero can handle danger
  858. {
  859. ui64 totalDanger = 0;
  860. int dangerousObjects = 0;
  861. std::vector<const CGObjectInstance *> objs;
  862. retreiveVisitableObjs(objs, false);
  863. BOOST_FOREACH (auto obj, objs)
  864. {
  865. if (evaluateDanger(obj)) //potentilaly dnagerous
  866. {
  867. totalDanger += evaluateDanger(obj->visitablePos(), *h);
  868. ++dangerousObjects;
  869. }
  870. }
  871. ui64 averageDanger = totalDanger / std::max(dangerousObjects, 1);
  872. if (dangerousObjects && averageDanger > h->getHeroStrength())
  873. {
  874. setGoal (h, CGoal(GATHER_ARMY).sethero(h).setvalue(averageDanger * SAFE_ATTACK_CONSTANT).setisAbstract(true));
  875. }
  876. }
  877. }
  878. break;
  879. }
  880. if(cb->getSelectedHero())
  881. cb->recalculatePaths();
  882. makeTurnInternal();
  883. vstd::clear_pointer(makingTurn);
  884. return;
  885. }
  886. void VCAI::makeTurnInternal()
  887. {
  888. saving = 0;
  889. //it looks messy here, but it's better to have armed heroes before attempting realizing goals
  890. BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
  891. moveCreaturesToHero(t);
  892. try
  893. {
  894. //Pick objects reserved in previous turn - we expect only nerby objects there
  895. auto reservedHeroesCopy = reservedHeroesMap; //work on copy => the map may be changed while iterating (eg because hero died when attempting a goal)
  896. BOOST_FOREACH (auto hero, reservedHeroesCopy)
  897. {
  898. cb->setSelection(hero.first.get());
  899. boost::sort (hero.second, isCloser);
  900. BOOST_FOREACH (auto obj, hero.second)
  901. {
  902. striveToGoal (CGoal(VISIT_TILE).sethero(hero.first).settile(obj->visitablePos()));
  903. }
  904. }
  905. //now try to win
  906. striveToGoal(CGoal(WIN));
  907. //finally, continue our abstract long-term goals
  908. //heroes tend to die in the process and loose their goals, unsafe to iterate it
  909. std::vector<std::pair<HeroPtr, CGoal> > safeCopy;
  910. boost::copy(lockedHeroes, std::back_inserter(safeCopy));
  911. typedef std::pair<HeroPtr, CGoal> TItrType;
  912. auto lockedHeroesSorter = [](TItrType h1, TItrType h2) -> bool
  913. {
  914. return compareMovement (h1.first, h2.first);
  915. };
  916. boost::sort(safeCopy, lockedHeroesSorter);
  917. while (safeCopy.size()) //continue our goals
  918. {
  919. auto it = safeCopy.begin();
  920. if (it->first && it->first->tempOwner == playerID && vstd::contains(lockedHeroes, it->first)) //make sure hero still has his goal
  921. {
  922. cb->setSelection(*it->first);
  923. striveToGoal (it->second);
  924. }
  925. safeCopy.erase(it);
  926. }
  927. auto quests = myCb->getMyQuests();
  928. BOOST_FOREACH (auto quest, quests)
  929. {
  930. striveToQuest (quest);
  931. }
  932. striveToGoal(CGoal(BUILD)); //TODO: smarter building management
  933. }
  934. catch(boost::thread_interrupted &e)
  935. {
  936. tlog0 << "Making turn thread has been interrupted. We'll end without calling endTurn.\n";
  937. return;
  938. }
  939. catch(std::exception &e)
  940. {
  941. tlog0 << "Making turn thread has caught an exception: " << e.what() << "\n";
  942. }
  943. endTurn();
  944. }
  945. bool VCAI::goVisitObj(const CGObjectInstance * obj, HeroPtr h)
  946. {
  947. int3 dst = obj->visitablePos();
  948. BNLOG("%s will try to visit %s at (%s)", h->name % obj->getHoverText() % strFromInt3(dst));
  949. return moveHeroToTile(dst, h);
  950. }
  951. void VCAI::performObjectInteraction(const CGObjectInstance * obj, HeroPtr h)
  952. {
  953. switch (obj->ID)
  954. {
  955. case Obj::CREATURE_GENERATOR1:
  956. recruitCreatures (dynamic_cast<const CGDwelling *>(obj));
  957. checkHeroArmy (h);
  958. break;
  959. case Obj::TOWN:
  960. moveCreaturesToHero (dynamic_cast<const CGTownInstance *>(obj));
  961. if (h->visitedTown) //we are inside, not just attacking
  962. {
  963. townVisitsThisWeek[h].push_back(h->visitedTown);
  964. if (!h->hasSpellbook() && cb->getResourceAmount(Res::GOLD) >= GameConstants::SPELLBOOK_GOLD_COST + saving[Res::GOLD] &&
  965. h->visitedTown->hasBuilt (EBuilding::MAGES_GUILD_1))
  966. cb->buyArtifact(h.get(), ArtifactID::SPELLBOOK);
  967. }
  968. break;
  969. }
  970. }
  971. void VCAI::moveCreaturesToHero(const CGTownInstance * t)
  972. {
  973. if(t->visitingHero && t->armedGarrison())
  974. {
  975. pickBestCreatures (t->visitingHero, t);
  976. }
  977. }
  978. bool VCAI::canGetArmy (const CGHeroInstance * army, const CGHeroInstance * source)
  979. { //TODO: merge with pickBestCreatures
  980. const CArmedInstance *armies[] = {army, source};
  981. int armySize = 0;
  982. //we calculate total strength for each creature type available in armies
  983. std::map<const CCreature*, int> creToPower;
  984. BOOST_FOREACH(auto armyPtr, armies)
  985. BOOST_FOREACH(auto &i, armyPtr->Slots())
  986. {
  987. ++armySize;//TODO: allow splitting stacks?
  988. creToPower[i.second->type] += i.second->getPower();
  989. }
  990. //TODO - consider more than just power (ie morale penalty, hero specialty in certain stacks, etc)
  991. armySize = std::min ((source->needsLastStack() ? armySize - 1 : armySize), GameConstants::ARMY_SIZE); //can't move away last stack
  992. std::vector<const CCreature *> bestArmy; //types that'll be in final dst army
  993. for (int i = 0; i < armySize; i++) //pick the creatures from which we can get most power, as many as dest can fit
  994. {
  995. typedef const std::pair<const CCreature*, int> &CrePowerPair;
  996. auto creIt = boost::max_element(creToPower, [](CrePowerPair lhs, CrePowerPair rhs)
  997. {
  998. return lhs.second < rhs.second;
  999. });
  1000. bestArmy.push_back(creIt->first);
  1001. creToPower.erase(creIt);
  1002. if(creToPower.empty())
  1003. break;
  1004. }
  1005. //foreach best type -> iterate over slots in both armies and if it's the appropriate type, send it to the slot where it belongs
  1006. for (int i = 0; i < bestArmy.size(); i++) //i-th strongest creature type will go to i-th slot
  1007. {
  1008. BOOST_FOREACH(auto armyPtr, armies)
  1009. for (int j = 0; j < GameConstants::ARMY_SIZE; j++)
  1010. {
  1011. if(armyPtr->getCreature(j) == bestArmy[i] && (i != j || armyPtr != army)) //it's a searched creature not in dst slot
  1012. if (!(armyPtr->needsLastStack() && armyPtr->Slots().size() == 1 && armyPtr != army)) //can't take away last creature
  1013. return true; //at least one exchange will be performed
  1014. }
  1015. }
  1016. return false;
  1017. }
  1018. void VCAI::pickBestCreatures(const CArmedInstance * army, const CArmedInstance * source)
  1019. {
  1020. //TODO - what if source is a hero (the last stack problem) -> it'd good to create a single stack of weakest cre
  1021. const CArmedInstance *armies[] = {army, source};
  1022. int armySize = 0;
  1023. //we calculate total strength for each creature type available in armies
  1024. std::map<const CCreature*, int> creToPower;
  1025. BOOST_FOREACH(auto armyPtr, armies)
  1026. BOOST_FOREACH(auto &i, armyPtr->Slots())
  1027. {
  1028. ++armySize;//TODO: allow splitting stacks?
  1029. creToPower[i.second->type] += i.second->getPower();
  1030. }
  1031. //TODO - consider more than just power (ie morale penalty, hero specialty in certain stacks, etc)
  1032. armySize = std::min ((source->needsLastStack() ? armySize - 1 : armySize), GameConstants::ARMY_SIZE); //can't move away last stack
  1033. std::vector<const CCreature *> bestArmy; //types that'll be in final dst army
  1034. for (int i = 0; i < armySize; i++) //pick the creatures from which we can get most power, as many as dest can fit
  1035. {
  1036. typedef const std::pair<const CCreature*, int> &CrePowerPair;
  1037. auto creIt = boost::max_element(creToPower, [](CrePowerPair lhs, CrePowerPair rhs)
  1038. {
  1039. return lhs.second < rhs.second;
  1040. });
  1041. bestArmy.push_back(creIt->first);
  1042. creToPower.erase(creIt);
  1043. if(creToPower.empty())
  1044. break;
  1045. }
  1046. //foreach best type -> iterate over slots in both armies and if it's the appropriate type, send it to the slot where it belongs
  1047. for (int i = 0; i < bestArmy.size(); i++) //i-th strongest creature type will go to i-th slot
  1048. {
  1049. BOOST_FOREACH(auto armyPtr, armies)
  1050. for (int j = 0; j < GameConstants::ARMY_SIZE; j++)
  1051. {
  1052. if(armyPtr->getCreature(j) == bestArmy[i] && (i != j || armyPtr != army)) //it's a searched creature not in dst slot
  1053. if (!(armyPtr->needsLastStack() && armyPtr->Slots().size() == 1 && armyPtr != army))
  1054. cb->mergeOrSwapStacks(armyPtr, army, j, i);
  1055. }
  1056. }
  1057. //TODO - having now strongest possible army, we may want to think about arranging stacks
  1058. auto hero = dynamic_cast<const CGHeroInstance *>(army);
  1059. if (hero)
  1060. {
  1061. checkHeroArmy (hero);
  1062. }
  1063. }
  1064. void VCAI::recruitCreatures(const CGDwelling * d)
  1065. {
  1066. for(int i = 0; i < d->creatures.size(); i++)
  1067. {
  1068. if(!d->creatures[i].second.size())
  1069. continue;
  1070. int count = d->creatures[i].first;
  1071. CreatureID::CreatureID creID = d->creatures[i].second.back();
  1072. // const CCreature *c = VLC->creh->creatures[creID];
  1073. // if(containsSavedRes(c->cost))
  1074. // continue;
  1075. TResources myRes = cb->getResourceAmount();
  1076. myRes[Res::GOLD] -= GOLD_RESERVE;
  1077. amin(count, myRes / VLC->creh->creatures[creID]->cost);
  1078. if(count > 0)
  1079. cb->recruitCreatures(d, creID, count, i);
  1080. }
  1081. }
  1082. bool VCAI::tryBuildStructure(const CGTownInstance * t, int building, unsigned int maxDays)
  1083. {
  1084. if (!vstd::contains(t->town->buildings, building))
  1085. return false; // no such building in town
  1086. if (t->hasBuilt(building)) //Already built? Shouldn't happen in general
  1087. return true;
  1088. std::set<int> toBuild = cb->getBuildingRequiments(t, building);
  1089. //erase all already built buildings
  1090. for (auto buildIter = toBuild.begin(); buildIter != toBuild.end();)
  1091. {
  1092. if (t->hasBuilt(*buildIter))
  1093. toBuild.erase(buildIter++);
  1094. else
  1095. buildIter++;
  1096. }
  1097. toBuild.insert(building);
  1098. BOOST_FOREACH(int buildID, toBuild)
  1099. {
  1100. EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID);
  1101. if (canBuild == EBuildingState::HAVE_CAPITAL
  1102. || canBuild == EBuildingState::FORBIDDEN
  1103. || canBuild == EBuildingState::NO_WATER)
  1104. return false; //we won't be able to build this
  1105. }
  1106. if (maxDays && toBuild.size() > maxDays)
  1107. return false;
  1108. TResources currentRes = cb->getResourceAmount();
  1109. TResources income = estimateIncome();
  1110. //TODO: calculate if we have enough resources to build it in maxDays
  1111. BOOST_FOREACH(int buildID, toBuild)
  1112. {
  1113. const CBuilding *b = t->town->buildings[buildID];
  1114. EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID);
  1115. if(canBuild == EBuildingState::ALLOWED)
  1116. {
  1117. if(!containsSavedRes(b->resources))
  1118. {
  1119. BNLOG("Player %d will build %s in town of %s at %s", playerID % b->Name() % t->name % t->pos);
  1120. cb->buildBuilding(t, buildID);
  1121. return true;
  1122. }
  1123. continue;
  1124. }
  1125. else if(canBuild == EBuildingState::NO_RESOURCES)
  1126. {
  1127. TResources cost = t->town->buildings[buildID]->resources;
  1128. for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
  1129. {
  1130. int diff = currentRes[i] - cost[i] + income[i];
  1131. if(diff < 0)
  1132. saving[i] = 1;
  1133. }
  1134. continue;
  1135. }
  1136. }
  1137. return false;
  1138. }
  1139. bool VCAI::tryBuildAnyStructure(const CGTownInstance * t, std::vector<int> buildList, unsigned int maxDays)
  1140. {
  1141. BOOST_FOREACH(int building, buildList)
  1142. {
  1143. if(t->hasBuilt(building))
  1144. continue;
  1145. if (tryBuildStructure(t, building, maxDays))
  1146. return true;
  1147. }
  1148. return false; //Can't build anything
  1149. }
  1150. bool VCAI::tryBuildNextStructure(const CGTownInstance * t, std::vector<int> buildList, unsigned int maxDays)
  1151. {
  1152. BOOST_FOREACH(int building, buildList)
  1153. {
  1154. if(t->hasBuilt(building))
  1155. continue;
  1156. return tryBuildStructure(t, building, maxDays);
  1157. }
  1158. return false;//Nothing to build
  1159. }
  1160. void VCAI::buildStructure(const CGTownInstance * t)
  1161. {
  1162. using namespace EBuilding;
  1163. //TODO make *real* town development system
  1164. //TODO: faction-specific development: use special buildings, build dwellings in better order, etc
  1165. //TODO: build resource silo, defences when needed
  1166. //Possible - allow "locking" on specific building (build prerequisites and then building itself)
  1167. //Set of buildings for different goals. Does not include any prerequisites.
  1168. const int essential[] = {TAVERN, TOWN_HALL};
  1169. const int goldSource[] = {TOWN_HALL, CITY_HALL, CAPITOL};
  1170. const int unitsSource[] = { 30, 31, 32, 33, 34, 35, 36};
  1171. const int unitsUpgrade[] = { 37, 38, 39, 40, 41, 42, 43};
  1172. const int unitGrowth[] = { FORT, CITADEL, CASTLE, HORDE_1, HORDE_1_UPGR, HORDE_2, HORDE_2_UPGR};
  1173. const int spells[] = {MAGES_GUILD_1, MAGES_GUILD_2, MAGES_GUILD_3, MAGES_GUILD_4, MAGES_GUILD_5};
  1174. const int extra[] = {RESOURCE_SILO, SPECIAL_1, SPECIAL_2, SPECIAL_3, SPECIAL_4, SHIPYARD}; // all remaining buildings
  1175. TResources currentRes = cb->getResourceAmount();
  1176. TResources income = estimateIncome();
  1177. if (tryBuildAnyStructure(t, std::vector<int>(essential, essential + ARRAY_COUNT(essential))))
  1178. return;
  1179. //we're running out of gold - try to build something gold-producing. Multiplier can be tweaked, 6 is minimum due to buildings costs
  1180. if (currentRes[Res::GOLD] < income[Res::GOLD] * 6)
  1181. if (tryBuildNextStructure(t, std::vector<int>(goldSource, goldSource + ARRAY_COUNT(goldSource))))
  1182. return;
  1183. if (cb->getDate(Date::DAY_OF_WEEK) > 6)// last 2 days of week - try to focus on growth
  1184. {
  1185. if (tryBuildNextStructure(t, std::vector<int>(unitGrowth, unitGrowth + ARRAY_COUNT(unitGrowth)), 2))
  1186. return;
  1187. }
  1188. // first in-game week or second half of any week: try build dwellings
  1189. if (cb->getDate(Date::DAY) < 7 || cb->getDate(Date::DAY_OF_WEEK) > 3)
  1190. if (tryBuildAnyStructure(t, std::vector<int>(unitsSource, unitsSource + ARRAY_COUNT(unitsSource)), 8 - cb->getDate(Date::DAY_OF_WEEK)))
  1191. return;
  1192. //try to upgrade dwelling
  1193. for(int i = 0; i < ARRAY_COUNT(unitsUpgrade); i++)
  1194. {
  1195. if (t->hasBuilt(unitsSource[i]) && !t->hasBuilt(unitsUpgrade[i]))
  1196. {
  1197. if (tryBuildStructure(t, unitsUpgrade[i]))
  1198. return;
  1199. }
  1200. }
  1201. //remaining tasks
  1202. if (tryBuildNextStructure(t, std::vector<int>(goldSource, goldSource + ARRAY_COUNT(goldSource))))
  1203. return;
  1204. if (tryBuildNextStructure(t, std::vector<int>(spells, spells + ARRAY_COUNT(spells))))
  1205. return;
  1206. if (tryBuildAnyStructure(t, std::vector<int>(extra, extra + ARRAY_COUNT(extra))))
  1207. return;
  1208. }
  1209. bool isSafeToVisit(HeroPtr h, crint3 tile)
  1210. {
  1211. const ui64 heroStrength = h->getTotalStrength(),
  1212. dangerStrength = evaluateDanger(tile, *h);
  1213. if(dangerStrength)
  1214. {
  1215. if(heroStrength / SAFE_ATTACK_CONSTANT > dangerStrength)
  1216. {
  1217. BNLOG("It's, safe for %s to visit tile %s", h->name % tile);
  1218. return true;
  1219. }
  1220. else
  1221. return false;
  1222. }
  1223. return true; //there's no danger
  1224. }
  1225. std::vector<const CGObjectInstance *> VCAI::getPossibleDestinations(HeroPtr h)
  1226. {
  1227. validateVisitableObjs();
  1228. std::vector<const CGObjectInstance *> possibleDestinations;
  1229. BOOST_FOREACH(const CGObjectInstance *obj, visitableObjs)
  1230. {
  1231. if(cb->getPathInfo(obj->visitablePos())->reachable() && !obj->wasVisited(playerID) &&
  1232. (obj->tempOwner != playerID || isWeeklyRevisitable(obj))) //flag or get weekly resources / creatures
  1233. possibleDestinations.push_back(obj);
  1234. }
  1235. boost::sort(possibleDestinations, isCloser);
  1236. possibleDestinations.erase(boost::remove_if(possibleDestinations, [&](const CGObjectInstance *obj) -> bool
  1237. {
  1238. const int3 pos = obj->visitablePos();
  1239. if(vstd::contains(alreadyVisited, obj))
  1240. return true;
  1241. if(!isSafeToVisit(h, pos))
  1242. return true;
  1243. if (!shouldVisit(h, obj))
  1244. return true;
  1245. if (vstd::contains(reservedObjs, obj)) //does checking for our own reserved objects make sense? here?
  1246. return true;
  1247. const CGObjectInstance *topObj = cb->getVisitableObjs(pos).back(); //it may be hero visiting this obj
  1248. //we don't try visiting object on which allied or owned hero stands
  1249. // -> it will just trigger exchange windows and AI will be confused that obj behind doesn't get visited
  1250. if(topObj->ID == Obj::HERO && cb->getPlayerRelations(h->tempOwner, topObj->tempOwner) != PlayerRelations::ENEMIES)
  1251. return true;
  1252. return false;
  1253. }),possibleDestinations.end());
  1254. return possibleDestinations;
  1255. }
  1256. void VCAI::wander(HeroPtr h)
  1257. {
  1258. while(1)
  1259. {
  1260. std::vector <ObjectIdRef> dests;
  1261. range::copy(reservedHeroesMap[h], std::back_inserter(dests));
  1262. if (!dests.size())
  1263. range::copy(getPossibleDestinations(h), std::back_inserter(dests));
  1264. if(!dests.size())
  1265. {
  1266. auto compareReinforcements = [h](const CGTownInstance *lhs, const CGTownInstance *rhs) -> bool
  1267. {
  1268. return howManyReinforcementsCanGet(h, lhs) < howManyReinforcementsCanGet(h, rhs);
  1269. };
  1270. std::vector<const CGTownInstance *> townsReachable;
  1271. std::vector<const CGTownInstance *> townsNotReachable;
  1272. BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
  1273. {
  1274. if(!t->visitingHero && howManyReinforcementsCanGet(h,t) && !vstd::contains(townVisitsThisWeek[h], t))
  1275. {
  1276. if(isReachable(t))
  1277. townsReachable.push_back(t);
  1278. else
  1279. townsNotReachable.push_back(t);
  1280. }
  1281. }
  1282. if(townsReachable.size())
  1283. {
  1284. boost::sort(townsReachable, compareReinforcements);
  1285. dests.emplace_back(townsReachable.back());
  1286. }
  1287. else if(townsNotReachable.size())
  1288. {
  1289. boost::sort(townsNotReachable, compareReinforcements);
  1290. //TODO pick the truly best
  1291. const CGTownInstance *t = townsNotReachable.back();
  1292. BNLOG("%s can't reach any town, we'll try to make our way to %s at %s", h->name % t->name % t->visitablePos());
  1293. int3 pos1 = h->pos;
  1294. striveToGoal(CGoal(CLEAR_WAY_TO).settile(t->visitablePos()).sethero(h));
  1295. if (pos1 == h->pos && h == primaryHero()) //hero can't move
  1296. {
  1297. if(cb->getResourceAmount(Res::GOLD) >= HERO_GOLD_COST && cb->getHeroesInfo().size() < ALLOWED_ROAMING_HEROES && cb->getAvailableHeroes(t).size())
  1298. recruitHero(t);
  1299. }
  1300. break;
  1301. }
  1302. else if(cb->getResourceAmount(Res::GOLD) >= HERO_GOLD_COST)
  1303. {
  1304. std::vector<const CGTownInstance *> towns = cb->getTownsInfo();
  1305. erase_if(towns, [](const CGTownInstance *t) -> bool
  1306. {
  1307. BOOST_FOREACH(const CGHeroInstance *h, cb->getHeroesInfo())
  1308. if(!t->getArmyStrength() || howManyReinforcementsCanGet(h, t))
  1309. return true;
  1310. return false;
  1311. });
  1312. boost::sort(towns, compareArmyStrength);
  1313. if(towns.size())
  1314. recruitHero(towns.back());
  1315. break;
  1316. }
  1317. else
  1318. {
  1319. PNLOG("Nowhere more to go...\n");
  1320. break;
  1321. }
  1322. }
  1323. const ObjectIdRef&dest = dests.front();
  1324. if(!goVisitObj(dest, h))
  1325. {
  1326. if(!dest)
  1327. {
  1328. BNLOG("Visit attempt made the object (id=%d) gone...", dest.id);
  1329. }
  1330. else
  1331. {
  1332. BNLOG("Hero %s apparently used all MPs (%d left)\n", h->name % h->movement);
  1333. reserveObject(h, dest); //reserve that object - we predict it will be reached soon
  1334. //removed - do not forget abstract goal so easily
  1335. //setGoal(h, CGoal(VISIT_TILE).sethero(h).settile(dest->visitablePos()));
  1336. }
  1337. break;
  1338. }
  1339. if(h->visitedTown)
  1340. {
  1341. townVisitsThisWeek[h].push_back(h->visitedTown);
  1342. buildArmyIn(h->visitedTown);
  1343. break;
  1344. }
  1345. }
  1346. }
  1347. void VCAI::setGoal(HeroPtr h, const CGoal goal)
  1348. { //TODO: check for presence?
  1349. if (goal.goalType == EGoals::INVALID)
  1350. remove_if_present(lockedHeroes, h);
  1351. else
  1352. lockedHeroes[h] = CGoal(goal).setisElementar(false); //always evaluate goals before realizing
  1353. }
  1354. void VCAI::setGoal(HeroPtr h, EGoals goalType)
  1355. {
  1356. if (goalType == EGoals::INVALID)
  1357. remove_if_present(lockedHeroes, h);
  1358. else
  1359. lockedHeroes[h] = CGoal(goalType).setisElementar(false); //always evaluate goals before realizing;
  1360. }
  1361. void VCAI::completeGoal (const CGoal goal)
  1362. {
  1363. if (const CGHeroInstance * h = goal.hero.get(true))
  1364. {
  1365. auto it = lockedHeroes.find(h);
  1366. if (it != lockedHeroes.end())
  1367. if (it->second.goalType == goal.goalType)
  1368. lockedHeroes.erase(it); //goal fulfilled, free hero
  1369. }
  1370. }
  1371. void VCAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
  1372. {
  1373. NET_EVENT_HANDLER;
  1374. assert(playerID > GameConstants::PLAYER_LIMIT || status.getBattle() == UPCOMING_BATTLE);
  1375. status.setBattle(ONGOING_BATTLE);
  1376. const CGObjectInstance *presumedEnemy = backOrNull(cb->getVisitableObjs(tile)); //may be NULL in some very are cases -> eg. visited monolith and fighting with an enemy at the FoW covered exit
  1377. battlename = boost::str(boost::format("Starting battle of %s attacking %s at %s") % (hero1 ? hero1->name : "a army") % (presumedEnemy ? presumedEnemy->hoverName : "unknown enemy") % tile);
  1378. CAdventureAI::battleStart(army1, army2, tile, hero1, hero2, side);
  1379. }
  1380. void VCAI::battleEnd(const BattleResult *br)
  1381. {
  1382. NET_EVENT_HANDLER;
  1383. assert(status.getBattle() == ONGOING_BATTLE);
  1384. status.setBattle(ENDING_BATTLE);
  1385. bool won = br->winner == myCb->battleGetMySide();
  1386. BNLOG("Player %d: I %s the %s!", playerID % (won ? "won" : "lost") % battlename);
  1387. battlename.clear();
  1388. CAdventureAI::battleEnd(br);
  1389. }
  1390. void VCAI::waitTillFree()
  1391. {
  1392. auto unlock = vstd::makeUnlockSharedGuard(cb->getGsMutex());
  1393. status.waitTillFree();
  1394. }
  1395. void VCAI::markObjectVisited (const CGObjectInstance *obj)
  1396. {
  1397. if(dynamic_cast<const CGVisitableOPH *>(obj) || //we may want to wisit it with another hero
  1398. dynamic_cast<const CGBonusingObject *>(obj) || //or another time
  1399. (obj->ID == Obj::MONSTER))
  1400. return;
  1401. alreadyVisited.push_back(obj);
  1402. }
  1403. void VCAI::reserveObject(HeroPtr h, const CGObjectInstance *obj)
  1404. {
  1405. reservedObjs.push_back(obj);
  1406. reservedHeroesMap[h].push_back(obj);
  1407. }
  1408. void VCAI::validateVisitableObjs()
  1409. {
  1410. std::vector<const CGObjectInstance *> hlp;
  1411. retreiveVisitableObjs(hlp, true);
  1412. start:
  1413. BOOST_FOREACH(const CGObjectInstance *obj, visitableObjs)
  1414. if(!vstd::contains(hlp, obj))
  1415. {
  1416. tlog1 << helperObjInfo[obj].name << " at " << helperObjInfo[obj].pos << " shouldn't be on list!\n";
  1417. remove_if_present(visitableObjs, obj);
  1418. goto start;
  1419. }
  1420. }
  1421. void VCAI::retreiveVisitableObjs(std::vector<const CGObjectInstance *> &out, bool includeOwned /*= false*/) const
  1422. {
  1423. foreach_tile_pos([&](const int3 &pos)
  1424. {
  1425. BOOST_FOREACH(const CGObjectInstance *obj, myCb->getVisitableObjs(pos, false))
  1426. {
  1427. if(includeOwned || obj->tempOwner != playerID)
  1428. out.push_back(obj);
  1429. }
  1430. });
  1431. }
  1432. std::vector<const CGObjectInstance *> VCAI::getFlaggedObjects() const
  1433. {
  1434. std::vector<const CGObjectInstance *> ret;
  1435. retreiveVisitableObjs(ret, true);
  1436. erase_if(ret, [](const CGObjectInstance *obj)
  1437. {
  1438. return obj->tempOwner != ai->playerID;
  1439. });
  1440. return ret;
  1441. }
  1442. void VCAI::addVisitableObj(const CGObjectInstance *obj)
  1443. {
  1444. visitableObjs.push_back(obj);
  1445. helperObjInfo[obj] = ObjInfo(obj);
  1446. }
  1447. const CGObjectInstance * VCAI::lookForArt(int aid) const
  1448. {
  1449. BOOST_FOREACH(const CGObjectInstance *obj, ai->visitableObjs)
  1450. {
  1451. if(obj->ID == 5 && obj->subID == aid)
  1452. return obj;
  1453. }
  1454. return NULL;
  1455. //TODO what if more than one artifact is available? return them all or some slection criteria
  1456. }
  1457. bool VCAI::isAccessible(const int3 &pos)
  1458. {
  1459. //TODO precalculate for speed
  1460. BOOST_FOREACH(const CGHeroInstance *h, cb->getHeroesInfo())
  1461. {
  1462. if(isAccessibleForHero(pos, h))
  1463. return true;
  1464. }
  1465. return false;
  1466. }
  1467. HeroPtr VCAI::getHeroWithGrail() const
  1468. {
  1469. BOOST_FOREACH(const CGHeroInstance *h, cb->getHeroesInfo())
  1470. if(h->hasArt(2)) //grail
  1471. return h;
  1472. return NULL;
  1473. }
  1474. const CGObjectInstance * VCAI::getUnvisitedObj(const boost::function<bool(const CGObjectInstance *)> &predicate)
  1475. {
  1476. //TODO smarter definition of unvisited
  1477. BOOST_FOREACH(const CGObjectInstance *obj, visitableObjs)
  1478. if(predicate(obj) && !vstd::contains(alreadyVisited, obj))
  1479. return obj;
  1480. return NULL;
  1481. }
  1482. bool VCAI::isAccessibleForHero(const int3 & pos, HeroPtr h, bool includeAllies /*= false*/) const
  1483. {
  1484. cb->setSelection(*h);
  1485. if (!includeAllies)
  1486. { //don't visit tile occupied by allied hero
  1487. BOOST_FOREACH (auto obj, cb->getVisitableObjs(pos))
  1488. {
  1489. if (obj->ID == Obj::HERO && obj->tempOwner == h->tempOwner && obj != h)
  1490. return false;
  1491. }
  1492. }
  1493. return cb->getPathInfo(pos)->reachable();
  1494. }
  1495. bool VCAI::moveHeroToTile(int3 dst, HeroPtr h)
  1496. {
  1497. visitedObject = NULL;
  1498. int3 startHpos = h->visitablePos();
  1499. bool ret = false;
  1500. if(startHpos == dst)
  1501. {
  1502. assert(cb->getVisitableObjs(dst).size() > 1); //there's no point in revisiting tile where there is no visitable object
  1503. cb->moveHero(*h, CGHeroInstance::convertPosition(dst, true));
  1504. waitTillFree(); //movement may cause battle or blocking dialog
  1505. ret = true;
  1506. }
  1507. else
  1508. {
  1509. CGPath path;
  1510. cb->getPath2(dst, path);
  1511. if(path.nodes.empty())
  1512. {
  1513. tlog1 << "Hero " << h->name << " cannot reach " << dst << std::endl;
  1514. //setGoal(h, INVALID);
  1515. completeGoal (CGoal(VISIT_TILE).sethero(h));
  1516. cb->recalculatePaths();
  1517. throw std::runtime_error("Wrong move order!");
  1518. }
  1519. int i=path.nodes.size()-1;
  1520. for(; i>0; i--)
  1521. {
  1522. //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
  1523. if(path.nodes[i-1].turns)
  1524. {
  1525. //blockedHeroes.insert(h); //to avoid attempts of moving heroes with very little MPs
  1526. break;
  1527. }
  1528. int3 endpos = path.nodes[i-1].coord;
  1529. if(endpos == h->visitablePos())
  1530. //if (endpos == h->pos)
  1531. continue;
  1532. // if(i > 1)
  1533. // {
  1534. // int3 afterEndPos = path.nodes[i-2].coord;
  1535. // if(afterEndPos.z != endpos.z)
  1536. //
  1537. // }
  1538. //tlog0 << "Moving " << h->name << " from " << h->getPosition() << " to " << endpos << std::endl;
  1539. cb->moveHero(*h, CGHeroInstance::convertPosition(endpos, true));
  1540. waitTillFree(); //movement may cause battle or blocking dialog
  1541. boost::this_thread::interruption_point();
  1542. if(!h) //we lost hero - remove all tasks assigned to him/her
  1543. {
  1544. lostHero(h);
  1545. //we need to throw, otherwise hero will be assigned to sth again
  1546. throw std::runtime_error("Hero was lost!");
  1547. break;
  1548. }
  1549. }
  1550. ret = !i;
  1551. }
  1552. if (visitedObject) //we step into something interesting
  1553. {
  1554. performObjectInteraction (visitedObject, h);
  1555. //BNLOG("Hero %s moved from %s to %s at %s", h->name % startHpos % visitedObject->hoverName % h->visitablePos());
  1556. //throw goalFulfilledException (CGoal(GET_OBJ).setobjid(visitedObject->id));
  1557. }
  1558. if(h) //we could have lost hero after last move
  1559. {
  1560. cb->recalculatePaths();
  1561. if (startHpos == h->visitablePos() && !ret) //we didn't move and didn't reach the target
  1562. {
  1563. throw cannotFulfillGoalException("Invalid path found!");
  1564. }
  1565. }
  1566. BNLOG("Hero %s moved from %s to %s", h->name % startHpos % h->visitablePos());
  1567. return ret;
  1568. }
  1569. int howManyTilesWillBeDiscovered(const int3 &pos, int radious)
  1570. { //TODO: do not explore dead-end boundaries
  1571. int ret = 0;
  1572. for(int x = pos.x - radious; x <= pos.x + radious; x++)
  1573. {
  1574. for(int y = pos.y - radious; y <= pos.y + radious; y++)
  1575. {
  1576. int3 npos = int3(x,y,pos.z);
  1577. if(cb->isInTheMap(npos) && pos.dist2d(npos) - 0.5 < radious && !cb->isVisible(npos))
  1578. {
  1579. if (!boundaryBetweenTwoPoints (pos, npos))
  1580. ret++;
  1581. }
  1582. }
  1583. }
  1584. return ret;
  1585. }
  1586. bool boundaryBetweenTwoPoints (int3 pos1, int3 pos2) //determines if two points are separated by known barrier
  1587. {
  1588. int xMin = std::min (pos1.x, pos2.x);
  1589. int xMax = std::max (pos1.x, pos2.x);
  1590. int yMin = std::min (pos1.y, pos2.y);
  1591. int yMax = std::max (pos1.y, pos2.y);
  1592. for (int x = xMin; x <= xMax; ++x)
  1593. {
  1594. for (int y = yMin; y <= yMax; ++y)
  1595. {
  1596. int3 tile = int3(x, y, pos1.z); //use only on same level, ofc
  1597. if (abs(pos1.dist2d(tile) - pos2.dist2d(tile)) < 1.5)
  1598. {
  1599. if (!(cb->isVisible(tile) && cb->getTile(tile)->blocked)) //if there's invisible or unblocked tile inbetween, it's good
  1600. return false;
  1601. }
  1602. }
  1603. }
  1604. return true; //if all are visible and blocked, we're at dead end
  1605. }
  1606. int howManyTilesWillBeDiscovered(int radious, int3 pos, crint3 dir)
  1607. {
  1608. return howManyTilesWillBeDiscovered(pos + dir, radious);
  1609. }
  1610. void getVisibleNeighbours(const std::vector<int3> &tiles, std::vector<int3> &out)
  1611. {
  1612. BOOST_FOREACH(const int3 &tile, tiles)
  1613. {
  1614. foreach_neighbour(tile, [&](int3 neighbour)
  1615. {
  1616. if(cb->isVisible(neighbour))
  1617. out.push_back(neighbour);
  1618. });
  1619. }
  1620. }
  1621. void VCAI::tryRealize(CGoal g)
  1622. {
  1623. BNLOG("Attempting realizing goal with code %s", g.name());
  1624. switch(g.goalType)
  1625. {
  1626. case EXPLORE:
  1627. {
  1628. throw cannotFulfillGoalException("EXPLORE is not a elementar goal!");
  1629. }
  1630. break;
  1631. case RECRUIT_HERO:
  1632. {
  1633. if(const CGTownInstance *t = findTownWithTavern())
  1634. {
  1635. //TODO co jesli nie ma dostepnego bohatera?
  1636. //TODO jezeli miasto jest zablokowane, sprobowac oczyscic wejscie
  1637. cb->recruitHero(t, cb->getAvailableHeroes(t)[0]);
  1638. }
  1639. //TODO karkolomna alternatywa - tawerna na mapie przygod lub wiezienie (nie wiem, czy warto?)
  1640. }
  1641. break;
  1642. case VISIT_TILE:
  1643. {
  1644. //cb->recalculatePaths();
  1645. if(!g.hero->movement)
  1646. throw cannotFulfillGoalException("Cannot visit tile: hero is out of MPs!");
  1647. //if(!g.isBlockedBorderGate(g.tile))
  1648. //{
  1649. if (ai->moveHeroToTile(g.tile, g.hero.get()))
  1650. {
  1651. throw goalFulfilledException (g);
  1652. }
  1653. //}
  1654. //else
  1655. // throw cannotFulfillGoalException("There's a blocked gate!, we should never be here"); //CLEAR_WAY_TO should get keymaster tent
  1656. }
  1657. break;
  1658. case VISIT_HERO:
  1659. {
  1660. if(!g.hero->movement)
  1661. throw cannotFulfillGoalException("Cannot visit tile: hero is out of MPs!");
  1662. if (ai->moveHeroToTile(g.tile, g.hero.get()))
  1663. {
  1664. throw goalFulfilledException (g);
  1665. }
  1666. }
  1667. break;
  1668. case BUILD_STRUCTURE:
  1669. {
  1670. const CGTownInstance *t = g.town;
  1671. if(!t && g.hero)
  1672. t = g.hero->visitedTown;
  1673. if(!t)
  1674. {
  1675. BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
  1676. {
  1677. switch(cb->canBuildStructure(t, g.bid))
  1678. {
  1679. case EBuildingState::ALLOWED:
  1680. cb->buildBuilding(t, g.bid);
  1681. return;
  1682. default:
  1683. break;
  1684. }
  1685. }
  1686. }
  1687. else if(cb->canBuildStructure(t, g.bid) == EBuildingState::ALLOWED)
  1688. {
  1689. cb->buildBuilding(t, g.bid);
  1690. return;
  1691. }
  1692. throw cannotFulfillGoalException("Cannot build a given structure!");
  1693. }
  1694. break;
  1695. case DIG_AT_TILE:
  1696. {
  1697. assert(g.hero->visitablePos() == g.tile);
  1698. if (g.hero->diggingStatus() == CGHeroInstance::CAN_DIG)
  1699. {
  1700. cb->dig(g.hero.get());
  1701. setGoal(g.hero, INVALID); // finished digging
  1702. }
  1703. else
  1704. {
  1705. ai->lockedHeroes[g.hero] = g; //hero who tries to dig shouldn't do anything else
  1706. throw cannotFulfillGoalException("A hero can't dig!\n");
  1707. }
  1708. }
  1709. break;
  1710. case COLLECT_RES: //TODO: use piles and mines?
  1711. if(cb->getResourceAmount(static_cast<Res::ERes>(g.resID)) >= g.value)
  1712. throw cannotFulfillGoalException("Goal is already fulfilled!");
  1713. if(const CGObjectInstance *obj = cb->getObj(g.objid, false))
  1714. {
  1715. if(const IMarket *m = IMarket::castFrom(obj, false))
  1716. {
  1717. for (Res::ERes i = Res::WOOD; i <= Res::GOLD; vstd::advance(i, 1))
  1718. {
  1719. if(i == g.resID) continue;
  1720. int toGive, toGet;
  1721. m->getOffer(i, g.resID, toGive, toGet, EMarketMode::RESOURCE_RESOURCE);
  1722. toGive = toGive * (cb->getResourceAmount(i) / toGive);
  1723. //TODO trade only as much as needed
  1724. cb->trade(obj, EMarketMode::RESOURCE_RESOURCE, i, g.resID, toGive);
  1725. if(cb->getResourceAmount(static_cast<Res::ERes>(g.resID)) >= g.value)
  1726. return;
  1727. }
  1728. throw cannotFulfillGoalException("I cannot get needed resources by trade!");
  1729. }
  1730. else
  1731. {
  1732. throw cannotFulfillGoalException("I don't know how to use this object to raise resources!");
  1733. }
  1734. }
  1735. else
  1736. {
  1737. saving[g.resID] = 1;
  1738. throw cannotFulfillGoalException("No object that could be used to raise resources!");
  1739. }
  1740. case CONQUER:
  1741. case GATHER_ARMY:
  1742. case BOOST_HERO:
  1743. // TODO: conquer??
  1744. throw cannotFulfillGoalException("I don't know how to fulfill this!");
  1745. case BUILD:
  1746. performTypicalActions(); //TODO: separate build and wander
  1747. throw cannotFulfillGoalException("BUILD has been realized as much as possible.");
  1748. case INVALID:
  1749. throw cannotFulfillGoalException("I don't know how to fulfill this!");
  1750. default:
  1751. throw cannotFulfillGoalException("Unknown type of goal !");
  1752. }
  1753. }
  1754. const CGTownInstance * VCAI::findTownWithTavern() const
  1755. {
  1756. BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
  1757. if(t->hasBuilt(EBuilding::TAVERN) && !t->visitingHero)
  1758. return t;
  1759. return NULL;
  1760. }
  1761. std::vector<HeroPtr> VCAI::getUnblockedHeroes() const
  1762. {
  1763. std::vector<HeroPtr> ret;
  1764. boost::copy(cb->getHeroesInfo(), std::back_inserter(ret));
  1765. BOOST_FOREACH(auto h, lockedHeroes)
  1766. {
  1767. //if (!h.second.invalid()) //we can use heroes without valid goal
  1768. if (h.second.goalType == DIG_AT_TILE || !h.first->movement) //experiment: use all heroes that have movement left, TODO: unlock heroes that couldn't realize their goals
  1769. remove_if_present(ret, h.first);
  1770. }
  1771. return ret;
  1772. }
  1773. HeroPtr VCAI::primaryHero() const
  1774. {
  1775. auto hs = cb->getHeroesInfo();
  1776. boost::sort(hs, compareHeroStrength);
  1777. if(hs.empty())
  1778. return NULL;
  1779. return hs.back();
  1780. }
  1781. void VCAI::endTurn()
  1782. {
  1783. tlog4 << "Player " << playerID << " ends turn\n";
  1784. if(!status.haveTurn())
  1785. {
  1786. tlog1 << "Not having turn at the end of turn???\n";
  1787. }
  1788. do
  1789. {
  1790. cb->endTurn();
  1791. } 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
  1792. tlog4 << "Player " << playerID << " ended turn\n";
  1793. }
  1794. bool VCAI::fulfillsGoal (CGoal &goal, CGoal &mainGoal)
  1795. {
  1796. if (mainGoal.goalType == GET_OBJ && goal.goalType == VISIT_TILE) //deduce that GET_OBJ was completed by visiting object's tile
  1797. { //TODO: more universal mechanism
  1798. if (cb->getObj(mainGoal.objid)->visitablePos() == goal.tile)
  1799. return true;
  1800. }
  1801. return false;
  1802. }
  1803. bool VCAI::fulfillsGoal (CGoal &goal, const CGoal &mainGoal)
  1804. {
  1805. if (mainGoal.goalType == GET_OBJ && goal.goalType == VISIT_TILE) //deduce that GET_OBJ was completed by visiting object's tile
  1806. { //TODO: more universal mechanism
  1807. if (cb->getObj(mainGoal.objid)->visitablePos() == goal.tile)
  1808. return true;
  1809. }
  1810. return false;
  1811. }
  1812. void VCAI::striveToGoal(const CGoal &ultimateGoal)
  1813. {
  1814. if (ultimateGoal.invalid())
  1815. return;
  1816. CGoal abstractGoal;
  1817. while(1)
  1818. {
  1819. CGoal goal = ultimateGoal;
  1820. BNLOG("Striving to goal of type %s", ultimateGoal.name());
  1821. int maxGoals = 100; //preventing deadlock for mutually dependent goals
  1822. while(!goal.isElementar && !goal.isAbstract && maxGoals)
  1823. {
  1824. INDENT;
  1825. BNLOG("Considering goal %s", goal.name());
  1826. try
  1827. {
  1828. boost::this_thread::interruption_point();
  1829. goal = goal.whatToDoToAchieve();
  1830. --maxGoals;
  1831. }
  1832. catch(std::exception &e)
  1833. {
  1834. BNLOG("Goal %s decomposition failed: %s", goal.name() % e.what());
  1835. //setGoal (goal.hero, INVALID); //test: if we don't know how to realize goal, we should abandon it for now
  1836. return;
  1837. }
  1838. }
  1839. try
  1840. {
  1841. boost::this_thread::interruption_point();
  1842. if (goal.hero) //lock this hero to fulfill ultimate goal
  1843. {
  1844. if (maxGoals)
  1845. {
  1846. setGoal(goal.hero, goal);
  1847. }
  1848. else
  1849. {
  1850. setGoal(goal.hero, INVALID); // we seemingly don't know what to do with hero
  1851. }
  1852. }
  1853. if (goal.isAbstract)
  1854. {
  1855. abstractGoal = goal; //allow only one abstract goal per call
  1856. BNLOG("Choosing abstract goal %s", goal.name());
  1857. break;
  1858. }
  1859. else
  1860. tryRealize(goal);
  1861. boost::this_thread::interruption_point();
  1862. }
  1863. catch(boost::thread_interrupted &e)
  1864. {
  1865. BNLOG("Player %d: Making turn thread received an interruption!", playerID);
  1866. throw; //rethrow, we want to truly end this thread
  1867. }
  1868. catch(goalFulfilledException &e)
  1869. {
  1870. completeGoal (goal);
  1871. if (fulfillsGoal (goal, ultimateGoal) || maxGoals > 98) //completed goal was main goal //TODO: find better condition
  1872. return;
  1873. }
  1874. catch(std::exception &e)
  1875. {
  1876. BNLOG("Failed to realize subgoal of type %s (greater goal type was %s), I will stop.", goal.name() % ultimateGoal.name());
  1877. BNLOG("The error message was: %s", e.what());
  1878. break;
  1879. }
  1880. }
  1881. //TODO: save abstract goals not related to hero
  1882. if (!abstractGoal.invalid()) //try to realize our one goal
  1883. {
  1884. while (1)
  1885. {
  1886. CGoal goal = CGoal(abstractGoal).setisAbstract(false);
  1887. int maxGoals = 50;
  1888. while (!goal.isElementar && maxGoals) //find elementar goal and fulfill it
  1889. {
  1890. try
  1891. {
  1892. boost::this_thread::interruption_point();
  1893. goal = goal.whatToDoToAchieve();
  1894. --maxGoals;
  1895. }
  1896. catch(std::exception &e)
  1897. {
  1898. BNLOG("Goal %s decomposition failed: %s", goal.name() % e.what());
  1899. //setGoal (goal.hero, INVALID);
  1900. return;
  1901. }
  1902. }
  1903. try
  1904. {
  1905. boost::this_thread::interruption_point();
  1906. tryRealize(goal);
  1907. boost::this_thread::interruption_point();
  1908. }
  1909. catch(boost::thread_interrupted &e)
  1910. {
  1911. BNLOG("Player %d: Making turn thread received an interruption!", playerID);
  1912. throw; //rethrow, we want to truly end this thread
  1913. }
  1914. catch(goalFulfilledException &e)
  1915. {
  1916. completeGoal (goal); //FIXME: deduce that we have realized GET_OBJ goal
  1917. if (fulfillsGoal (goal, abstractGoal) || maxGoals > 98) //completed goal was main goal
  1918. return;
  1919. }
  1920. catch(std::exception &e)
  1921. {
  1922. BNLOG("Failed to realize subgoal of type %s (greater goal type was %s), I will stop.", goal.name() % ultimateGoal.name());
  1923. BNLOG("The error message was: %s", e.what());
  1924. break;
  1925. }
  1926. }
  1927. }
  1928. }
  1929. void VCAI::striveToQuest (const QuestInfo &q)
  1930. {
  1931. if (q.quest->missionType && q.quest->progress != CQuest::COMPLETE) //FIXME: quests are never synchronized. Pointer handling needed
  1932. {
  1933. MetaString ms;
  1934. q.quest->getRolloverText(ms, false);
  1935. BNLOG ("Trying to realize quest: %s", ms.toString());
  1936. auto heroes = cb->getHeroesInfo();
  1937. switch (q.quest->missionType)
  1938. {
  1939. case CQuest::MISSION_ART:
  1940. {
  1941. BOOST_FOREACH (auto hero, heroes) //TODO: remove duplicated code?
  1942. {
  1943. if (q.quest->checkQuest(hero))
  1944. {
  1945. striveToGoal (CGoal(GET_OBJ).setobjid(q.obj->id).sethero(hero));
  1946. return;
  1947. }
  1948. }
  1949. BOOST_FOREACH (auto art, q.quest->m5arts)
  1950. {
  1951. striveToGoal (CGoal(GET_ART_TYPE).setaid(art)); //TODO: transport?
  1952. }
  1953. break;
  1954. }
  1955. case CQuest::MISSION_HERO:
  1956. {
  1957. //striveToGoal (CGoal(RECRUIT_HERO));
  1958. BOOST_FOREACH (auto hero, heroes)
  1959. {
  1960. if (q.quest->checkQuest(hero))
  1961. {
  1962. striveToGoal (CGoal(GET_OBJ).setobjid(q.obj->id).sethero(hero));
  1963. return;
  1964. }
  1965. }
  1966. striveToGoal (CGoal(FIND_OBJ).setobjid(Obj::PRISON)); //rule of a thumb - quest heroes usually are locked in prisons
  1967. //BNLOG ("Don't know how to recruit hero with id %d\n", q.quest->m13489val);
  1968. break;
  1969. }
  1970. case CQuest::MISSION_ARMY:
  1971. {
  1972. BOOST_FOREACH (auto hero, heroes)
  1973. {
  1974. if (q.quest->checkQuest(hero)) //veyr bad info - stacks can be split between multiple heroes :(
  1975. {
  1976. striveToGoal (CGoal(GET_OBJ).setobjid(q.obj->id).sethero(hero));
  1977. return;
  1978. }
  1979. }
  1980. BOOST_FOREACH (auto creature, q.quest->m6creatures)
  1981. {
  1982. striveToGoal (CGoal(GATHER_TROOPS).setobjid(creature.type->idNumber).setvalue(creature.count));
  1983. }
  1984. //TODO: exchange armies... oh my
  1985. //BNLOG ("Don't know how to recruit %d of %s\n", (int)(creature.count) % creature.type->namePl);
  1986. break;
  1987. }
  1988. case CQuest::MISSION_RESOURCES:
  1989. {
  1990. if (heroes.size())
  1991. {
  1992. if (q.quest->checkQuest(heroes.front())) //it doesn't matter which hero it is
  1993. {
  1994. striveToGoal (CGoal(VISIT_TILE).settile(q.tile));
  1995. }
  1996. else
  1997. {
  1998. for (int i = 0; i < q.quest->m7resources.size(); ++i)
  1999. {
  2000. if (q.quest->m7resources[i])
  2001. striveToGoal (CGoal(COLLECT_RES).setresID(i).setvalue(q.quest->m7resources[i]));
  2002. }
  2003. }
  2004. }
  2005. else
  2006. striveToGoal (CGoal(RECRUIT_HERO)); //FIXME: checkQuest requires any hero belonging to player :(
  2007. break;
  2008. }
  2009. case CQuest::MISSION_KILL_HERO:
  2010. case CQuest::MISSION_KILL_CREATURE:
  2011. {
  2012. auto obj = cb->getObjByQuestIdentifier(q.quest->m13489val);
  2013. if (obj)
  2014. striveToGoal (CGoal(GET_OBJ).setobjid(obj->id));
  2015. else
  2016. striveToGoal (CGoal(VISIT_TILE).settile(q.tile)); //visit seer hut
  2017. break;
  2018. }
  2019. case CQuest::MISSION_PRIMARY_STAT:
  2020. {
  2021. auto heroes = cb->getHeroesInfo();
  2022. BOOST_FOREACH (auto hero, heroes)
  2023. {
  2024. if (q.quest->checkQuest(hero))
  2025. {
  2026. striveToGoal (CGoal(GET_OBJ).setobjid(q.obj->id).sethero(hero));
  2027. return;
  2028. }
  2029. }
  2030. for (int i = 0; i < q.quest->m2stats.size(); ++i)
  2031. {
  2032. BNLOG ("Don't know how to increase primary stat %d\n", i);
  2033. }
  2034. break;
  2035. }
  2036. case CQuest::MISSION_LEVEL:
  2037. {
  2038. auto heroes = cb->getHeroesInfo();
  2039. BOOST_FOREACH (auto hero, heroes)
  2040. {
  2041. if (q.quest->checkQuest(hero))
  2042. {
  2043. striveToGoal (CGoal(VISIT_TILE).settile(q.tile).sethero(hero)); //TODO: causes infinite loop :/
  2044. return;
  2045. }
  2046. }
  2047. BNLOG ("Don't know how to reach hero level %d\n", q.quest->m13489val);
  2048. break;
  2049. }
  2050. case CQuest::MISSION_PLAYER:
  2051. {
  2052. if (playerID != q.quest->m13489val)
  2053. BNLOG ("Can't be player of color %d\n", q.quest->m13489val);
  2054. break;
  2055. }
  2056. case CQuest::MISSION_KEYMASTER:
  2057. {
  2058. striveToGoal (CGoal(FIND_OBJ).setobjid(Obj::KEYMASTER).setresID(q.obj->subID));
  2059. break;
  2060. }
  2061. }
  2062. }
  2063. }
  2064. void VCAI::performTypicalActions()
  2065. {
  2066. BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
  2067. {
  2068. BNLOG("Looking into %s", t->name);
  2069. buildStructure(t);
  2070. buildArmyIn(t);
  2071. if(!ai->primaryHero() ||
  2072. (t->getArmyStrength() > ai->primaryHero()->getArmyStrength() * 2 && !isAccessibleForHero(t->visitablePos(), ai->primaryHero())))
  2073. {
  2074. recruitHero(t);
  2075. buildArmyIn(t);
  2076. }
  2077. }
  2078. BOOST_FOREACH(auto h, getUnblockedHeroes())
  2079. {
  2080. BNLOG("Looking into %s, MP=%d", h->name.c_str() % h->movement);
  2081. INDENT;
  2082. makePossibleUpgrades(*h);
  2083. cb->setSelection(*h);
  2084. try
  2085. {
  2086. wander(h);
  2087. }
  2088. catch(std::exception &e)
  2089. {
  2090. BNLOG("Cannot use this hero anymore, received exception: %s", e.what());
  2091. continue;
  2092. }
  2093. }
  2094. }
  2095. void VCAI::buildArmyIn(const CGTownInstance * t)
  2096. {
  2097. makePossibleUpgrades(t->visitingHero);
  2098. makePossibleUpgrades(t);
  2099. recruitCreatures(t);
  2100. moveCreaturesToHero(t);
  2101. }
  2102. int3 VCAI::explorationBestNeighbour(int3 hpos, int radius, HeroPtr h)
  2103. {
  2104. TimeCheck tc("looking for best exploration neighbour");
  2105. std::map<int3, int> dstToRevealedTiles;
  2106. BOOST_FOREACH(crint3 dir, dirs)
  2107. if(cb->isInTheMap(hpos+dir))
  2108. dstToRevealedTiles[hpos + dir] = howManyTilesWillBeDiscovered(radius, hpos, dir) * isSafeToVisit(h, hpos + dir);
  2109. auto best = dstToRevealedTiles.begin();
  2110. best->second *= cb->getPathInfo(best->first)->reachable();
  2111. best->second *= cb->getPathInfo(best->first)->accessible == CGPathNode::ACCESSIBLE;
  2112. for(auto i = dstToRevealedTiles.begin(); i != dstToRevealedTiles.end(); i++)
  2113. {
  2114. const CGPathNode *pn = cb->getPathInfo(i->first);
  2115. //const TerrainTile *t = cb->getTile(i->first);
  2116. if(best->second < i->second && i->second && pn->reachable() && pn->accessible == CGPathNode::ACCESSIBLE)
  2117. best = i;
  2118. }
  2119. if(best->second)
  2120. return best->first;
  2121. throw cannotFulfillGoalException("No neighbour will bring new discoveries!");
  2122. }
  2123. int3 VCAI::explorationNewPoint(int radius, HeroPtr h, std::vector<std::vector<int3> > &tiles)
  2124. {
  2125. TimeCheck tc("looking for new exploration point");
  2126. PNLOG("Looking for an another place for exploration...");
  2127. tiles.resize(radius);
  2128. foreach_tile_pos([&](const int3 &pos)
  2129. {
  2130. if(!cb->isVisible(pos))
  2131. tiles[0].push_back(pos);
  2132. });
  2133. for (int i = 1; i < radius; i++)
  2134. {
  2135. getVisibleNeighbours(tiles[i-1], tiles[i]);
  2136. removeDuplicates(tiles[i]);
  2137. BOOST_FOREACH(const int3 &tile, tiles[i])
  2138. {
  2139. if(cb->getPathInfo(tile)->reachable() && isSafeToVisit(h, tile) && howManyTilesWillBeDiscovered(tile, radius) && !isBlockedBorderGate(tile))
  2140. {
  2141. return tile;
  2142. }
  2143. }
  2144. }
  2145. throw cannotFulfillGoalException("No accessible tile will bring discoveries!");
  2146. }
  2147. TResources VCAI::estimateIncome() const
  2148. {
  2149. TResources ret;
  2150. BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
  2151. {
  2152. ret[Res::GOLD] += t->dailyIncome();
  2153. //TODO duplikuje newturn
  2154. if(t->hasBuilt(EBuilding::RESOURCE_SILO)) //there is resource silo
  2155. {
  2156. if(t->town->primaryRes == 127) //we'll give wood and ore
  2157. {
  2158. ret[Res::WOOD] ++;
  2159. ret[Res::ORE] ++;
  2160. }
  2161. else
  2162. {
  2163. ret[t->town->primaryRes] ++;
  2164. }
  2165. }
  2166. }
  2167. BOOST_FOREACH(const CGObjectInstance *obj, getFlaggedObjects())
  2168. {
  2169. if(obj->ID == Obj::MINE)
  2170. {
  2171. switch(obj->subID)
  2172. {
  2173. case Res::WOOD:
  2174. case Res::ORE:
  2175. ret[obj->subID] += WOOD_ORE_MINE_PRODUCTION;
  2176. break;
  2177. case Res::GOLD:
  2178. case 7: //abandoned mine -> also gold
  2179. ret[Res::GOLD] += GOLD_MINE_PRODUCTION;
  2180. break;
  2181. default:
  2182. ret[obj->subID] += RESOURCE_MINE_PRODUCTION;
  2183. break;
  2184. }
  2185. }
  2186. }
  2187. return ret;
  2188. }
  2189. bool VCAI::containsSavedRes(const TResources &cost) const
  2190. {
  2191. for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
  2192. {
  2193. if(saving[i] && cost[i])
  2194. return true;
  2195. }
  2196. return false;
  2197. }
  2198. void VCAI::checkHeroArmy (HeroPtr h)
  2199. {
  2200. auto it = lockedHeroes.find(h);
  2201. if (it != lockedHeroes.end())
  2202. {
  2203. if (it->second.goalType == GATHER_ARMY && it->second.value <= h->getArmyStrength())
  2204. completeGoal(CGoal (GATHER_ARMY).sethero(h));
  2205. }
  2206. }
  2207. void VCAI::recruitHero(const CGTownInstance * t)
  2208. {
  2209. BNLOG("Trying to recruit a hero in %s at %s", t->name % t->visitablePos())
  2210. cb->recruitHero(t, cb->getAvailableHeroes(t).front());
  2211. }
  2212. void VCAI::finish()
  2213. {
  2214. if(makingTurn)
  2215. makingTurn->interrupt();
  2216. }
  2217. void VCAI::requestActionASAP(boost::function<void()> whatToDo)
  2218. {
  2219. // static boost::mutex m;
  2220. // boost::unique_lock<boost::mutex> mylock(m);
  2221. boost::barrier b(2);
  2222. boost::thread newThread([&b,this,whatToDo]()
  2223. {
  2224. setThreadName("VCAI::requestActionASAP::helper");
  2225. SET_GLOBAL_STATE(this);
  2226. boost::shared_lock<boost::shared_mutex> gsLock(cb->getGsMutex());
  2227. b.wait();
  2228. whatToDo();
  2229. });
  2230. b.wait();
  2231. }
  2232. void VCAI::lostHero(HeroPtr h)
  2233. {
  2234. BNLOG("I lost my hero %s. It's best to forget and move on.\n", h.name);
  2235. remove_if_present(lockedHeroes, h);
  2236. BOOST_FOREACH(auto obj, reservedHeroesMap[h])
  2237. {
  2238. remove_if_present(reservedObjs, obj); //unreserve all objects for that hero
  2239. }
  2240. remove_if_present(reservedHeroesMap, h);
  2241. }
  2242. void VCAI::answerQuery(int queryID, int selection)
  2243. {
  2244. BNLOG("I'll answer the query %d giving the choice %d", queryID % selection);
  2245. if(queryID != -1)
  2246. {
  2247. cb->selectionMade(selection, queryID);
  2248. }
  2249. else
  2250. {
  2251. BNLOG("Since the query ID is %d, the answer won't be sent. This is not a real query!", queryID);
  2252. //do nothing
  2253. }
  2254. }
  2255. void VCAI::requestSent(const CPackForServer *pack, int requestID)
  2256. {
  2257. //BNLOG("I have sent request of type %s", typeid(*pack).name());
  2258. if(auto reply = dynamic_cast<const QueryReply*>(pack))
  2259. {
  2260. status.attemptedAnsweringQuery(reply->qid, requestID);
  2261. }
  2262. }
  2263. std::string VCAI::getBattleAIName() const
  2264. {
  2265. if(settings["server"]["neutralAI"].getType() == JsonNode::DATA_STRING)
  2266. return settings["server"]["neutralAI"].String();
  2267. else
  2268. return "StupidAI";
  2269. }
  2270. AIStatus::AIStatus()
  2271. {
  2272. battle = NO_BATTLE;
  2273. havingTurn = false;
  2274. }
  2275. AIStatus::~AIStatus()
  2276. {
  2277. }
  2278. void AIStatus::setBattle(BattleState BS)
  2279. {
  2280. boost::unique_lock<boost::mutex> lock(mx);
  2281. battle = BS;
  2282. cv.notify_all();
  2283. }
  2284. BattleState AIStatus::getBattle()
  2285. {
  2286. boost::unique_lock<boost::mutex> lock(mx);
  2287. return battle;
  2288. }
  2289. void AIStatus::addQuery(int ID, std::string description)
  2290. {
  2291. boost::unique_lock<boost::mutex> lock(mx);
  2292. if(ID == -1)
  2293. {
  2294. BNLOG("The \"query\" has an id %d, it'll be ignored as non-query. Description: %s", ID % description);
  2295. return;
  2296. }
  2297. assert(!vstd::contains(remainingQueries, ID));
  2298. assert(ID >= 0);
  2299. remainingQueries[ID] = description;
  2300. cv.notify_all();
  2301. BNLOG("Adding query %d - %s. Total queries count: %d", ID % description % remainingQueries.size());
  2302. }
  2303. void AIStatus::removeQuery(int ID)
  2304. {
  2305. boost::unique_lock<boost::mutex> lock(mx);
  2306. assert(vstd::contains(remainingQueries, ID));
  2307. std::string description = remainingQueries[ID];
  2308. remainingQueries.erase(ID);
  2309. cv.notify_all();
  2310. BNLOG("Removing query %d - %s. Total queries count: %d", ID % description % remainingQueries.size());
  2311. }
  2312. int AIStatus::getQueriesCount()
  2313. {
  2314. boost::unique_lock<boost::mutex> lock(mx);
  2315. return remainingQueries.size();
  2316. }
  2317. void AIStatus::startedTurn()
  2318. {
  2319. boost::unique_lock<boost::mutex> lock(mx);
  2320. havingTurn = true;
  2321. cv.notify_all();
  2322. }
  2323. void AIStatus::madeTurn()
  2324. {
  2325. boost::unique_lock<boost::mutex> lock(mx);
  2326. havingTurn = false;
  2327. cv.notify_all();
  2328. }
  2329. void AIStatus::waitTillFree()
  2330. {
  2331. boost::unique_lock<boost::mutex> lock(mx);
  2332. while(battle != NO_BATTLE || remainingQueries.size())
  2333. cv.wait(lock);
  2334. }
  2335. bool AIStatus::haveTurn()
  2336. {
  2337. boost::unique_lock<boost::mutex> lock(mx);
  2338. return havingTurn;
  2339. }
  2340. void AIStatus::attemptedAnsweringQuery(int queryID, int answerRequestID)
  2341. {
  2342. boost::unique_lock<boost::mutex> lock(mx);
  2343. assert(vstd::contains(remainingQueries, queryID));
  2344. std::string description = remainingQueries[queryID];
  2345. BNLOG("Attempted answering query %d - %s. Request id=%d. Waiting for results...", queryID % description % answerRequestID);
  2346. requestToQueryID[answerRequestID] = queryID;
  2347. }
  2348. void AIStatus::receivedAnswerConfirmation(int answerRequestID, int result)
  2349. {
  2350. assert(vstd::contains(requestToQueryID, answerRequestID));
  2351. int query = requestToQueryID[answerRequestID];
  2352. assert(vstd::contains(remainingQueries, query));
  2353. requestToQueryID.erase(answerRequestID);
  2354. if(result)
  2355. {
  2356. removeQuery(query);
  2357. }
  2358. else
  2359. {
  2360. tlog1 << "Something went really wrong, failed to answer query " << query << ": " << remainingQueries[query];
  2361. //TODO safely retry
  2362. }
  2363. }
  2364. int3 whereToExplore(HeroPtr h)
  2365. {
  2366. //TODO it's stupid and ineffective, write sth better
  2367. cb->setSelection(*h);
  2368. int radius = h->getSightRadious();
  2369. int3 hpos = h->visitablePos();
  2370. //look for nearby objs -> visit them if they're close enouh
  2371. const int DIST_LIMIT = 3;
  2372. std::vector<const CGObjectInstance *> nearbyVisitableObjs;
  2373. BOOST_FOREACH(const CGObjectInstance *obj, ai->getPossibleDestinations(h))
  2374. {
  2375. int3 op = obj->visitablePos();
  2376. CGPath p;
  2377. cb->getPath2(op, p);
  2378. if(p.nodes.size() && p.endPos() == op && p.nodes.size() <= DIST_LIMIT)
  2379. nearbyVisitableObjs.push_back(obj);
  2380. }
  2381. boost::sort(nearbyVisitableObjs, isCloser);
  2382. if(nearbyVisitableObjs.size())
  2383. return nearbyVisitableObjs.back()->visitablePos();
  2384. try
  2385. {
  2386. return ai->explorationBestNeighbour(hpos, radius, h);
  2387. }
  2388. catch(cannotFulfillGoalException &e)
  2389. {
  2390. std::vector<std::vector<int3> > tiles; //tiles[distance_to_fow]
  2391. try
  2392. {
  2393. return ai->explorationNewPoint(radius, h, tiles);
  2394. }
  2395. catch(cannotFulfillGoalException &e)
  2396. {
  2397. std::map<int, std::vector<int3> > profits;
  2398. {
  2399. TimeCheck tc("Evaluating exploration possibilities");
  2400. tiles[0].clear(); //we can't reach FoW anyway
  2401. BOOST_FOREACH(auto &vt, tiles)
  2402. BOOST_FOREACH(auto &tile, vt)
  2403. profits[howManyTilesWillBeDiscovered(tile, radius)].push_back(tile);
  2404. }
  2405. if(profits.empty())
  2406. return int3 (-1,-1,-1);
  2407. auto bestDest = profits.end();
  2408. bestDest--;
  2409. return bestDest->second.front(); //TODO which is the real best tile?
  2410. }
  2411. }
  2412. }
  2413. TSubgoal CGoal::whatToDoToAchieve()
  2414. {
  2415. BNLOG("Decomposing goal of type %s", name());
  2416. INDENT;
  2417. switch(goalType)
  2418. {
  2419. case WIN:
  2420. {
  2421. const VictoryCondition &vc = cb->getMapHeader()->victoryCondition;
  2422. EVictoryConditionType::EVictoryConditionType cond = vc.condition;
  2423. if(!vc.appliesToAI)
  2424. {
  2425. //TODO deduce victory from human loss condition
  2426. cond = EVictoryConditionType::WINSTANDARD;
  2427. }
  2428. switch(cond)
  2429. {
  2430. case EVictoryConditionType::ARTIFACT:
  2431. return CGoal(GET_ART_TYPE).setaid(vc.objectId);
  2432. case EVictoryConditionType::BEATHERO:
  2433. return CGoal(GET_OBJ).setobjid(vc.obj->id);
  2434. case EVictoryConditionType::BEATMONSTER:
  2435. return CGoal(GET_OBJ).setobjid(vc.obj->id);
  2436. case EVictoryConditionType::BUILDCITY:
  2437. //TODO build castle/capitol
  2438. break;
  2439. case EVictoryConditionType::BUILDGRAIL:
  2440. {
  2441. if(auto h = ai->getHeroWithGrail())
  2442. {
  2443. //hero is in a town that can host Grail
  2444. if(h->visitedTown && !vstd::contains(h->visitedTown->forbiddenBuildings, EBuilding::GRAIL))
  2445. {
  2446. const CGTownInstance *t = h->visitedTown;
  2447. return CGoal(BUILD_STRUCTURE).setbid(EBuilding::GRAIL).settown(t);
  2448. }
  2449. else
  2450. {
  2451. auto towns = cb->getTownsInfo();
  2452. towns.erase(boost::remove_if(towns,
  2453. [](const CGTownInstance *t) -> bool
  2454. {
  2455. return vstd::contains(t->forbiddenBuildings, EBuilding::GRAIL);
  2456. }),
  2457. towns.end());
  2458. boost::sort(towns, isCloser);
  2459. if(towns.size())
  2460. {
  2461. return CGoal(VISIT_TILE).sethero(h).settile(towns.front()->visitablePos());
  2462. }
  2463. }
  2464. }
  2465. double ratio = 0;
  2466. int3 grailPos = cb->getGrailPos(ratio);
  2467. if(ratio > 0.99)
  2468. {
  2469. return CGoal(DIG_AT_TILE).settile(grailPos);
  2470. } //TODO: use FIND_OBJ
  2471. else if(const CGObjectInstance * obj = ai->getUnvisitedObj(objWithID<Obj::OBELISK>)) //there are unvisited Obelisks
  2472. {
  2473. return CGoal(GET_OBJ).setobjid(obj->id);
  2474. }
  2475. else
  2476. return CGoal(EXPLORE);
  2477. }
  2478. break;
  2479. case EVictoryConditionType::CAPTURECITY:
  2480. return CGoal(GET_OBJ).setobjid(vc.obj->id);
  2481. case EVictoryConditionType::GATHERRESOURCE:
  2482. return CGoal(COLLECT_RES).setresID(static_cast<Res::ERes>(vc.objectId)).setvalue(vc.count);
  2483. //TODO mines? piles? marketplace?
  2484. //save?
  2485. break;
  2486. case EVictoryConditionType::GATHERTROOP:
  2487. return CGoal(GATHER_TROOPS).setobjid(vc.objectId).setvalue(vc.count);
  2488. break;
  2489. case EVictoryConditionType::TAKEDWELLINGS:
  2490. break;
  2491. case EVictoryConditionType::TAKEMINES:
  2492. break;
  2493. case EVictoryConditionType::TRANSPORTITEM:
  2494. break;
  2495. case EVictoryConditionType::WINSTANDARD:
  2496. return CGoal(CONQUER);
  2497. default:
  2498. assert(0);
  2499. }
  2500. }
  2501. break;
  2502. case FIND_OBJ:
  2503. {
  2504. const CGObjectInstance * o = NULL;
  2505. if (resID > -1) //specified
  2506. {
  2507. BOOST_FOREACH(const CGObjectInstance *obj, ai->visitableObjs)
  2508. {
  2509. if(obj->ID == objid && obj->subID == resID)
  2510. {
  2511. o = obj;
  2512. break; //TODO: consider multiple objects and choose best
  2513. }
  2514. }
  2515. }
  2516. else
  2517. {
  2518. BOOST_FOREACH(const CGObjectInstance *obj, ai->visitableObjs)
  2519. {
  2520. if(obj->ID == objid)
  2521. {
  2522. o = obj;
  2523. break; //TODO: consider multiple objects and choose best
  2524. }
  2525. }
  2526. }
  2527. if (o && isReachable(o))
  2528. return CGoal(GET_OBJ).setobjid(o->id);
  2529. else
  2530. return CGoal(EXPLORE);
  2531. }
  2532. break;
  2533. case GET_OBJ:
  2534. {
  2535. const CGObjectInstance * obj = cb->getObj(objid);
  2536. if(!obj)
  2537. return CGoal(EXPLORE);
  2538. int3 pos = obj->visitablePos();
  2539. return CGoal(VISIT_TILE).settile(pos);
  2540. }
  2541. break;
  2542. case VISIT_HERO:
  2543. {
  2544. const CGObjectInstance * obj = cb->getObj(objid);
  2545. if(!obj)
  2546. return CGoal(EXPLORE);
  2547. int3 pos = obj->visitablePos();
  2548. if (hero && ai->isAccessibleForHero(pos, hero, true) && isSafeToVisit(hero, pos)) //enemy heroes can get reinforcements
  2549. return CGoal(*this).settile(pos).setisElementar(true);
  2550. }
  2551. break;
  2552. case GET_ART_TYPE:
  2553. {
  2554. TSubgoal alternativeWay = CGoal::lookForArtSmart(aid); //TODO: use
  2555. if(alternativeWay.invalid())
  2556. return CGoal(FIND_OBJ).setobjid(Obj::ARTIFACT).setresID(aid);
  2557. }
  2558. break;
  2559. case CLEAR_WAY_TO:
  2560. {
  2561. assert(tile.x >= 0); //set tile
  2562. if(!cb->isVisible(tile))
  2563. {
  2564. tlog1 << "Clear way should be used with visible tiles!\n";
  2565. return CGoal(EXPLORE);
  2566. }
  2567. HeroPtr h = hero ? hero : ai->primaryHero();
  2568. if(!h)
  2569. return CGoal(RECRUIT_HERO);
  2570. cb->setSelection(*h);
  2571. SectorMap sm;
  2572. bool dropToFile = false;
  2573. if(dropToFile) //for debug purposes
  2574. sm.write("test.txt");
  2575. int3 tileToHit = sm.firstTileToGet(h, tile);
  2576. //if(isSafeToVisit(h, tileToHit))
  2577. if(isBlockedBorderGate(tileToHit))
  2578. { //FIXME: this way we'll not visit gate and activate quest :?
  2579. return CGoal(FIND_OBJ).setobjid(Obj::KEYMASTER).setresID(cb->getTile(tileToHit)->visitableObjects.back()->subID);
  2580. }
  2581. //FIXME: this code shouldn't be necessary
  2582. if(tileToHit == tile)
  2583. {
  2584. tlog1 << boost::format("Very strange, tile to hit is %s and tile is also %s, while hero %s is at %s\n")
  2585. % tileToHit % tile % h->name % h->visitablePos();
  2586. throw cannotFulfillGoalException("Retrieving first tile to hit failed (probably)!");
  2587. }
  2588. auto topObj = backOrNull(cb->getVisitableObjs(tileToHit));
  2589. if(topObj && topObj->ID == Obj::HERO && cb->getPlayerRelations(h->tempOwner, topObj->tempOwner) != PlayerRelations::ENEMIES)
  2590. {
  2591. std::string problem = boost::str(boost::format("%s stands in the way of %s.\n") % topObj->getHoverText() % h->getHoverText());
  2592. throw cannotFulfillGoalException(problem);
  2593. }
  2594. return CGoal(VISIT_TILE).settile(tileToHit).sethero(h); //FIXME:: attempts to visit completely unreachable tile with hero results in stall
  2595. //TODO czy istnieje lepsza droga?
  2596. }
  2597. throw cannotFulfillGoalException("Cannot reach given tile!");
  2598. case EXPLORE:
  2599. {
  2600. auto objs = ai->visitableObjs; //try to use buildings that uncover map
  2601. erase_if(objs, [&](const CGObjectInstance *obj) -> bool
  2602. {
  2603. if (vstd::contains(ai->alreadyVisited, obj))
  2604. return true;
  2605. switch (obj->ID)
  2606. {
  2607. case Obj::REDWOOD_OBSERVATORY:
  2608. case Obj::PILLAR_OF_FIRE:
  2609. case Obj::CARTOGRAPHER:
  2610. case Obj::SUBTERRANEAN_GATE: //TODO: check ai->knownSubterraneanGates
  2611. //case Obj::MONOLITH1:
  2612. //case obj::MONOLITH2:
  2613. //case obj::MONOLITH3:
  2614. //case Obj::WHIRLPOOL:
  2615. return false; //do not erase
  2616. break;
  2617. default:
  2618. return true;
  2619. }
  2620. });
  2621. if (objs.size())
  2622. {
  2623. if (hero.get(true))
  2624. {
  2625. BOOST_FOREACH (auto obj, objs)
  2626. {
  2627. auto pos = obj->visitablePos();
  2628. //FIXME: this confition fails if everything but guarded subterranen gate was explored. in this case we should gather army for hero
  2629. if (isSafeToVisit(hero, pos) && ai->isAccessibleForHero(pos, hero))
  2630. return CGoal(VISIT_TILE).settile(pos).sethero(hero);
  2631. }
  2632. }
  2633. else
  2634. {
  2635. BOOST_FOREACH (auto obj, objs)
  2636. {
  2637. auto pos = obj->visitablePos();
  2638. if (ai->isAccessible (pos)) //TODO: check safety?
  2639. return CGoal(VISIT_TILE).settile(pos).sethero(hero);
  2640. }
  2641. }
  2642. }
  2643. if (hero)
  2644. {
  2645. int3 t = whereToExplore(hero);
  2646. if (t.z == -1) //no safe tile to explore - we need to break!
  2647. {
  2648. erase_if (objs, [&](const CGObjectInstance *obj) -> bool
  2649. {
  2650. switch (obj->ID)
  2651. {
  2652. case Obj::CARTOGRAPHER:
  2653. case Obj::SUBTERRANEAN_GATE:
  2654. //case Obj::MONOLITH1:
  2655. //case obj::MONOLITH2:
  2656. //case obj::MONOLITH3:
  2657. //case Obj::WHIRLPOOL:
  2658. return false; //do not erase
  2659. break;
  2660. default:
  2661. return true;
  2662. }
  2663. });
  2664. if (objs.size())
  2665. {
  2666. return CGoal (VISIT_TILE).settile(objs.front()->visitablePos()).sethero(hero).setisAbstract(true);
  2667. }
  2668. else
  2669. throw cannotFulfillGoalException("Cannot explore - no possible ways found!");
  2670. }
  2671. return CGoal(VISIT_TILE).settile(t).sethero(hero);
  2672. }
  2673. auto hs = cb->getHeroesInfo();
  2674. int howManyHeroes = hs.size();
  2675. erase(hs, [](const CGHeroInstance *h)
  2676. {
  2677. return contains(ai->lockedHeroes, h);
  2678. });
  2679. if(hs.empty()) //all heroes are busy. buy new one
  2680. {
  2681. if (howManyHeroes < 3 && ai->findTownWithTavern()) //we may want to recruit second hero. TODO: make it smart finally
  2682. return CGoal(RECRUIT_HERO);
  2683. else //find mobile hero with weakest army
  2684. {
  2685. hs = cb->getHeroesInfo();
  2686. erase_if(hs, [](const CGHeroInstance *h)
  2687. {
  2688. return !h->movement; //only hero with movement are of interest for us
  2689. });
  2690. if (hs.empty())
  2691. {
  2692. if (howManyHeroes < GameConstants::MAX_HEROES_PER_PLAYER)
  2693. return CGoal(RECRUIT_HERO);
  2694. else
  2695. throw cannotFulfillGoalException("No heroes with remaining MPs for exploring!\n");
  2696. }
  2697. boost::sort(hs, compareMovement); //closer to what?
  2698. }
  2699. }
  2700. const CGHeroInstance *h = hs.front();
  2701. return (*this).sethero(h).setisAbstract(true);
  2702. }
  2703. I_AM_ELEMENTAR;
  2704. case RECRUIT_HERO:
  2705. {
  2706. const CGTownInstance *t = ai->findTownWithTavern();
  2707. if(!t)
  2708. return CGoal(BUILD_STRUCTURE).setbid(EBuilding::TAVERN);
  2709. if(cb->getResourceAmount(Res::GOLD) < HERO_GOLD_COST)
  2710. return CGoal(COLLECT_RES).setresID(Res::GOLD).setvalue(HERO_GOLD_COST);
  2711. I_AM_ELEMENTAR;
  2712. }
  2713. break;
  2714. case VISIT_TILE:
  2715. {
  2716. if(!cb->isVisible(tile))
  2717. return CGoal(EXPLORE);
  2718. if(hero && !ai->isAccessibleForHero(tile, hero))
  2719. hero = NULL;
  2720. if(!hero)
  2721. {
  2722. if(cb->getHeroesInfo().empty())
  2723. {
  2724. return CGoal(RECRUIT_HERO);
  2725. }
  2726. BOOST_FOREACH(const CGHeroInstance *h, cb->getHeroesInfo())
  2727. {
  2728. if(ai->isAccessibleForHero(tile, h))
  2729. {
  2730. hero = h;
  2731. break;
  2732. }
  2733. }
  2734. }
  2735. if(hero)
  2736. {
  2737. if(isSafeToVisit(hero, tile))
  2738. return CGoal(*this).setisElementar(true);
  2739. else
  2740. {
  2741. return CGoal(GATHER_ARMY).sethero(hero).setvalue(evaluateDanger(tile, *hero) * SAFE_ATTACK_CONSTANT); //TODO: should it be abstract?
  2742. }
  2743. }
  2744. else //inaccessible for all heroes
  2745. {
  2746. return CGoal(CLEAR_WAY_TO).settile(tile);
  2747. }
  2748. }
  2749. break;
  2750. case DIG_AT_TILE:
  2751. {
  2752. const CGObjectInstance *firstObj = frontOrNull(cb->getVisitableObjs(tile));
  2753. if(firstObj && firstObj->ID == Obj::HERO && firstObj->tempOwner == ai->playerID) //we have hero at dest
  2754. {
  2755. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance *>(firstObj);
  2756. return CGoal(*this).sethero(h).setisElementar(true);
  2757. }
  2758. return CGoal(VISIT_TILE).settile(tile);
  2759. }
  2760. break;
  2761. case BUILD_STRUCTURE:
  2762. //TODO check res
  2763. //look for town
  2764. //prerequisites?
  2765. I_AM_ELEMENTAR;
  2766. case COLLECT_RES:
  2767. {
  2768. std::vector<const IMarket*> markets;
  2769. std::vector<const CGObjectInstance*> visObjs;
  2770. ai->retreiveVisitableObjs(visObjs, true);
  2771. BOOST_FOREACH(const CGObjectInstance *obj, visObjs)
  2772. {
  2773. if(const IMarket *m = IMarket::castFrom(obj, false))
  2774. {
  2775. if(obj->ID == Obj::TOWN && obj->tempOwner == ai->playerID && m->allowsTrade(EMarketMode::RESOURCE_RESOURCE))
  2776. markets.push_back(m);
  2777. else if(obj->ID == Obj::TRADING_POST) //TODO a moze po prostu test na pozwalanie handlu?
  2778. markets.push_back(m);
  2779. }
  2780. }
  2781. boost::sort(markets, [](const IMarket *m1, const IMarket *m2) -> bool
  2782. {
  2783. return m1->getMarketEfficiency() < m2->getMarketEfficiency();
  2784. });
  2785. markets.erase(boost::remove_if(markets, [](const IMarket *market) -> bool
  2786. {
  2787. return !(market->o->ID == Obj::TOWN && market->o->tempOwner == ai->playerID)
  2788. && !ai->isAccessible(market->o->visitablePos());
  2789. }),markets.end());
  2790. if(!markets.size())
  2791. {
  2792. BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
  2793. {
  2794. if(cb->canBuildStructure(t, EBuilding::MARKETPLACE) == EBuildingState::ALLOWED)
  2795. return CGoal(BUILD_STRUCTURE).settown(t).setbid(EBuilding::MARKETPLACE);
  2796. }
  2797. }
  2798. else
  2799. {
  2800. const IMarket *m = markets.back();
  2801. //attempt trade at back (best prices)
  2802. int howManyCanWeBuy = 0;
  2803. for(Res::ERes i = Res::WOOD; i <= Res::GOLD; vstd::advance(i, 1))
  2804. {
  2805. if(i == resID) continue;
  2806. int toGive = -1, toReceive = -1;
  2807. m->getOffer(i, resID, toGive, toReceive, EMarketMode::RESOURCE_RESOURCE);
  2808. assert(toGive > 0 && toReceive > 0);
  2809. howManyCanWeBuy += toReceive * (cb->getResourceAmount(i) / toGive);
  2810. }
  2811. if(howManyCanWeBuy + cb->getResourceAmount(static_cast<Res::ERes>(resID)) >= value)
  2812. {
  2813. auto backObj = backOrNull(cb->getVisitableObjs(m->o->visitablePos())); //it'll be a hero if we have one there; otherwise marketplace
  2814. assert(backObj);
  2815. if(backObj->tempOwner != ai->playerID)
  2816. return CGoal(GET_OBJ).setobjid(m->o->id);
  2817. return setobjid(m->o->id).setisElementar(true);
  2818. }
  2819. }
  2820. }
  2821. return CGoal(INVALID);
  2822. case GATHER_TROOPS:
  2823. {
  2824. std::vector<const CGDwelling *> dwellings;
  2825. BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
  2826. {
  2827. auto creature = VLC->creh->creatures[objid];
  2828. if (t->subID == creature->faction) //TODO: how to force AI to build unupgraded creatures? :O
  2829. {
  2830. auto creatures = t->town->creatures[creature->level];
  2831. int upgradeNumber = std::find(creatures.begin(), creatures.end(), creature->idNumber) - creatures.begin();
  2832. int bid = EBuilding::DWELL_FIRST + creature->level + upgradeNumber * GameConstants::CREATURES_PER_TOWN;
  2833. if (t->hasBuilt(bid)) //this assumes only creatures with dwellings are assigned to faction
  2834. {
  2835. dwellings.push_back(t);
  2836. }
  2837. else
  2838. {
  2839. return CGoal (BUILD_STRUCTURE).settown(t).setbid(bid);
  2840. }
  2841. }
  2842. }
  2843. BOOST_FOREACH (auto obj, ai->visitableObjs)
  2844. {
  2845. if (obj->ID != Obj::CREATURE_GENERATOR1) //TODO: what with other creature generators?
  2846. continue;
  2847. auto d = dynamic_cast<const CGDwelling *>(obj);
  2848. BOOST_FOREACH (auto creature, d->creatures)
  2849. {
  2850. if (creature.first) //there are more than 0 creatures avaliabe
  2851. {
  2852. BOOST_FOREACH (auto type, creature.second)
  2853. {
  2854. if (type == objid)
  2855. dwellings.push_back(d);
  2856. }
  2857. }
  2858. }
  2859. }
  2860. if (dwellings.size())
  2861. {
  2862. boost::sort(dwellings, isCloser);
  2863. return CGoal(GET_OBJ).setobjid (dwellings.front()->id); //TODO: consider needed resources
  2864. }
  2865. else
  2866. return CGoal(EXPLORE);
  2867. //TODO: exchange troops between heroes
  2868. }
  2869. break;
  2870. case CONQUER: //TODO: put it into a function?
  2871. {
  2872. auto hs = cb->getHeroesInfo();
  2873. int howManyHeroes = hs.size();
  2874. erase(hs, [](const CGHeroInstance *h)
  2875. {
  2876. return contains(ai->lockedHeroes, h);
  2877. });
  2878. if(hs.empty()) //all heroes are busy. buy new one
  2879. {
  2880. if (howManyHeroes < 3 && ai->findTownWithTavern()) //we may want to recruit second hero. TODO: make it smart finally
  2881. return CGoal(RECRUIT_HERO);
  2882. else //find mobile hero with weakest army
  2883. {
  2884. hs = cb->getHeroesInfo();
  2885. erase_if(hs, [](const CGHeroInstance *h)
  2886. {
  2887. return !h->movement; //only hero with movement are of interest for us
  2888. });
  2889. if (hs.empty())
  2890. {
  2891. if (howManyHeroes < GameConstants::MAX_HEROES_PER_PLAYER)
  2892. return CGoal(RECRUIT_HERO);
  2893. else
  2894. throw cannotFulfillGoalException("No heroes with remaining MPs for exploring!\n");
  2895. }
  2896. boost::sort(hs, compareHeroStrength);
  2897. }
  2898. }
  2899. const CGHeroInstance *h = hs.back();
  2900. cb->setSelection(h);
  2901. std::vector<const CGObjectInstance *> objs; //here we'll gather enemy towns and heroes
  2902. ai->retreiveVisitableObjs(objs);
  2903. erase_if(objs, [&](const CGObjectInstance *obj)
  2904. {
  2905. return (obj->ID != Obj::TOWN && obj->ID != Obj::HERO) //not town/hero
  2906. || cb->getPlayerRelations(ai->playerID, obj->tempOwner) != PlayerRelations::ENEMIES;
  2907. });
  2908. if (objs.empty()) //experiment - try to conquer dwellings and mines, it should pay off
  2909. {
  2910. ai->retreiveVisitableObjs(objs);
  2911. erase_if(objs, [&](const CGObjectInstance *obj)
  2912. {
  2913. return (obj->ID != Obj::CREATURE_GENERATOR1 && obj->ID != Obj::MINE) //not dwelling or mine
  2914. || cb->getPlayerRelations(ai->playerID, obj->tempOwner) != PlayerRelations::ENEMIES;
  2915. });
  2916. }
  2917. if(objs.empty())
  2918. return CGoal(EXPLORE); //we need to find an enemy
  2919. erase_if(objs, [&](const CGObjectInstance *obj)
  2920. {
  2921. return !isSafeToVisit(h, obj->visitablePos()) || vstd::contains (ai->reservedObjs, obj); //no need to capture same object twice
  2922. });
  2923. if(objs.empty())
  2924. I_AM_ELEMENTAR;
  2925. boost::sort(objs, isCloser);
  2926. BOOST_FOREACH(const CGObjectInstance *obj, objs)
  2927. {
  2928. if (ai->isAccessibleForHero(obj->visitablePos(), h))
  2929. {
  2930. ai->reserveObject(h, obj); //no one else will capture same object until we fail
  2931. if (obj->ID == Obj::HERO)
  2932. return CGoal(VISIT_HERO).sethero(h).setobjid(obj->id).setisAbstract(true); //track enemy hero
  2933. else
  2934. return CGoal(VISIT_TILE).sethero(h).settile(obj->visitablePos());
  2935. }
  2936. }
  2937. return CGoal(EXPLORE); //enemy is inaccessible
  2938. }
  2939. break;
  2940. case BUILD:
  2941. I_AM_ELEMENTAR;
  2942. case INVALID:
  2943. I_AM_ELEMENTAR;
  2944. case GATHER_ARMY:
  2945. {
  2946. //TODO: find hero if none set
  2947. assert(hero);
  2948. cb->setSelection(*hero);
  2949. auto compareReinforcements = [this](const CGTownInstance *lhs, const CGTownInstance *rhs) -> bool
  2950. {
  2951. return howManyReinforcementsCanGet(hero, lhs) < howManyReinforcementsCanGet(hero, rhs);
  2952. };
  2953. std::vector<const CGTownInstance *> townsReachable;
  2954. BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
  2955. {
  2956. if(!t->visitingHero && howManyReinforcementsCanGet(hero,t))
  2957. {
  2958. if(isReachable(t) && !vstd::contains (ai->townVisitsThisWeek[hero], t))
  2959. townsReachable.push_back(t);
  2960. }
  2961. }
  2962. if(townsReachable.size()) //try towns first
  2963. {
  2964. boost::sort(townsReachable, compareReinforcements);
  2965. return CGoal(VISIT_TILE).sethero(hero).settile(townsReachable.back()->visitablePos());
  2966. }
  2967. else
  2968. {
  2969. if (hero == ai->primaryHero()) //we can get army from other heroes
  2970. {
  2971. auto otherHeroes = cb->getHeroesInfo();
  2972. auto heroDummy = hero;
  2973. erase_if(otherHeroes, [heroDummy](const CGHeroInstance * h)
  2974. {
  2975. return (h == heroDummy.h || !ai->isAccessibleForHero(heroDummy->visitablePos(), h, true) || !ai->canGetArmy(heroDummy.h, h));
  2976. });
  2977. if (otherHeroes.size())
  2978. {
  2979. boost::sort(otherHeroes, compareArmyStrength); //TODO: check if hero has at least one stack more powerful than ours? not likely to fail
  2980. int primaryPath, secondaryPath;
  2981. auto h = otherHeroes.back();
  2982. cb->setSelection(hero.h);
  2983. primaryPath = cb->getPathInfo(h->visitablePos())->turns;
  2984. cb->setSelection(h);
  2985. secondaryPath = cb->getPathInfo(hero->visitablePos())->turns;
  2986. if (primaryPath < secondaryPath)
  2987. return CGoal(VISIT_HERO).setisAbstract(true).setobjid(h->id).sethero(hero); //go to the other hero if we are faster
  2988. else
  2989. return CGoal(VISIT_HERO).setisAbstract(true).setobjid(hero->id).sethero(h); //let the other hero come to us
  2990. }
  2991. }
  2992. std::vector<const CGObjectInstance *> objs; //here we'll gather all dwellings
  2993. ai->retreiveVisitableObjs(objs);
  2994. erase_if(objs, [&](const CGObjectInstance *obj)
  2995. {
  2996. return (obj->ID != Obj::CREATURE_GENERATOR1);
  2997. });
  2998. if(objs.empty()) //no possible objects, we did eveyrthing already
  2999. return CGoal(EXPLORE).sethero(hero);
  3000. //TODO: check if we can recruit any creatures there, evaluate army
  3001. else
  3002. {
  3003. boost::sort(objs, isCloser);
  3004. HeroPtr h = NULL;
  3005. BOOST_FOREACH(const CGObjectInstance *obj, objs)
  3006. { //find safe dwelling
  3007. auto pos = obj->visitablePos();
  3008. if (shouldVisit (hero, obj)) //creatures fit in army
  3009. h = hero;
  3010. else
  3011. {
  3012. BOOST_FOREACH(auto ourHero, cb->getHeroesInfo()) //make use of multiple heroes
  3013. {
  3014. if (shouldVisit(ourHero, obj))
  3015. h = ourHero;
  3016. }
  3017. }
  3018. if (h && isSafeToVisit(h, pos) && ai->isAccessibleForHero(pos, h))
  3019. return CGoal(VISIT_TILE).sethero(h).settile(pos);
  3020. }
  3021. }
  3022. }
  3023. return CGoal(EXPLORE).sethero(hero); //find dwelling. use current hero to prevent him from doing nothing.
  3024. }
  3025. break;
  3026. default:
  3027. assert(0);
  3028. }
  3029. return CGoal(EXPLORE);
  3030. }
  3031. TSubgoal CGoal::goVisitOrLookFor(const CGObjectInstance *obj)
  3032. {
  3033. if(obj)
  3034. return CGoal(GET_OBJ).setobjid(obj->id);
  3035. else
  3036. return CGoal(EXPLORE);
  3037. }
  3038. TSubgoal CGoal::lookForArtSmart(int aid)
  3039. {
  3040. return CGoal(INVALID);
  3041. }
  3042. bool CGoal::invalid() const
  3043. {
  3044. return goalType == INVALID;
  3045. }
  3046. bool isBlockedBorderGate(int3 tileToHit)
  3047. {
  3048. return cb->getTile(tileToHit)->topVisitableId() == Obj::BORDER_GATE
  3049. && cb->getPathInfo(tileToHit)->accessible != CGPathNode::ACCESSIBLE;
  3050. }
  3051. SectorMap::SectorMap()
  3052. {
  3053. // int3 sizes = cb->getMapSize();
  3054. // sector.resize(sizes.x);
  3055. // BOOST_FOREACH(auto &i, sector)
  3056. // i.resize(sizes.y);
  3057. //
  3058. // BOOST_FOREACH(auto &i, sector)
  3059. // BOOST_FOREACH(auto &j, i)
  3060. // j.resize(sizes.z, 0);
  3061. update();
  3062. }
  3063. bool markIfBlocked(ui8 &sec, crint3 pos, const TerrainTile *t)
  3064. {
  3065. if(t->blocked && !t->visitable)
  3066. {
  3067. sec = NOT_AVAILABLE;
  3068. return true;
  3069. }
  3070. return false;
  3071. }
  3072. bool markIfBlocked(ui8 &sec, crint3 pos)
  3073. {
  3074. return markIfBlocked(sec, pos, cb->getTile(pos));
  3075. }
  3076. void SectorMap::update()
  3077. {
  3078. clear();
  3079. int curSector = 3; //0 is invisible, 1 is not explored
  3080. foreach_tile_pos([&](crint3 pos)
  3081. {
  3082. if(retreiveTile(pos) == NOT_CHECKED)
  3083. {
  3084. if(!markIfBlocked(retreiveTile(pos), pos))
  3085. exploreNewSector(pos, curSector++);
  3086. }
  3087. });
  3088. valid = true;
  3089. }
  3090. void SectorMap::clear()
  3091. {
  3092. sector = cb->getVisibilityMap();
  3093. valid = false;
  3094. }
  3095. bool canBeEmbarkmentPoint(const TerrainTile *t)
  3096. {
  3097. //tile must be free of with unoccupied boat
  3098. return !t->blocked
  3099. || (t->visitableObjects.size() == 1 && t->topVisitableId() == Obj::BOAT);
  3100. }
  3101. void SectorMap::exploreNewSector(crint3 pos, int num)
  3102. {
  3103. Sector &s = infoOnSectors[num];
  3104. s.id = num;
  3105. s.water = cb->getTile(pos)->isWater();
  3106. std::queue<int3> toVisit;
  3107. toVisit.push(pos);
  3108. while(toVisit.size())
  3109. {
  3110. int3 curPos = toVisit.front();
  3111. toVisit.pop();
  3112. ui8 &sec = retreiveTile(curPos);
  3113. if(sec == NOT_CHECKED)
  3114. {
  3115. const TerrainTile *t = cb->getTile(curPos);
  3116. if(!markIfBlocked(sec, curPos, t))
  3117. {
  3118. if(t->isWater() == s.water) //sector is only-water or only-land
  3119. {
  3120. sec = num;
  3121. s.tiles.push_back(curPos);
  3122. foreach_neighbour(curPos, [&](crint3 neighPos)
  3123. {
  3124. if(retreiveTile(neighPos) == NOT_CHECKED)
  3125. {
  3126. toVisit.push(neighPos);
  3127. //parent[neighPos] = curPos;
  3128. }
  3129. const TerrainTile *nt = cb->getTile(neighPos, false);
  3130. if(nt && nt->isWater() != s.water && canBeEmbarkmentPoint(nt))
  3131. {
  3132. s.embarkmentPoints.push_back(neighPos);
  3133. }
  3134. });
  3135. if(t->visitable && vstd::contains(ai->knownSubterraneanGates, t->visitableObjects.front()))
  3136. toVisit.push(ai->knownSubterraneanGates[t->visitableObjects.front()]->visitablePos());
  3137. }
  3138. }
  3139. }
  3140. }
  3141. removeDuplicates(s.embarkmentPoints);
  3142. }
  3143. void SectorMap::write(crstring fname)
  3144. {
  3145. std::ofstream out(fname);
  3146. for(int k = 0; k < cb->getMapSize().z; k++)
  3147. {
  3148. for(int j = 0; j < cb->getMapSize().y; j++)
  3149. {
  3150. for(int i = 0; i < cb->getMapSize().x; i++)
  3151. {
  3152. out << (int)sector[i][j][k] << '\t';
  3153. }
  3154. out << std::endl;
  3155. }
  3156. out << std::endl;
  3157. }
  3158. }
  3159. bool isWeeklyRevisitable (const CGObjectInstance * obj)
  3160. { //TODO: allow polling of remaining creatures in dwelling
  3161. if (dynamic_cast<const CGVisitableOPW *>(obj) || //ensures future compatibility, unlike IDs
  3162. dynamic_cast<const CGDwelling *>(obj) ||
  3163. dynamic_cast<const CBank *>(obj)) //banks tend to respawn often in mods
  3164. return true;
  3165. switch (obj->ID)
  3166. {
  3167. case Obj::STABLES:
  3168. case Obj::MAGIC_WELL:
  3169. case Obj::HILL_FORT:
  3170. return true;
  3171. break;
  3172. case Obj::BORDER_GATE:
  3173. case Obj::BORDERGUARD:
  3174. return (dynamic_cast <const CGKeys *>(obj))->wasMyColorVisited (ai->playerID); //FIXME: they could be revisited sooner than in a week
  3175. break;
  3176. }
  3177. return false;
  3178. }
  3179. bool shouldVisit(HeroPtr h, const CGObjectInstance * obj)
  3180. {
  3181. switch (obj->ID)
  3182. {
  3183. case Obj::BORDERGUARD:
  3184. case Obj::BORDER_GATE:
  3185. {
  3186. BOOST_FOREACH (auto q, ai->myCb->getMyQuests())
  3187. {
  3188. if (q.obj == obj)
  3189. {
  3190. return false; // do not visit guards or gates when wandering
  3191. }
  3192. }
  3193. return true; //we don't have this quest yet
  3194. break;
  3195. }
  3196. case Obj::SEER_HUT:
  3197. case Obj::QUEST_GUARD:
  3198. {
  3199. BOOST_FOREACH (auto q, ai->myCb->getMyQuests())
  3200. {
  3201. if (q.obj == obj)
  3202. {
  3203. if (q.quest->checkQuest(*h))
  3204. return true; //we completed the quest
  3205. else
  3206. return false; //we can't complete this quest
  3207. }
  3208. }
  3209. return true; //we don't have this quest yet
  3210. break;
  3211. }
  3212. case Obj::CREATURE_GENERATOR1:
  3213. {
  3214. if (obj->tempOwner != h->tempOwner)
  3215. return true; //flag just in case
  3216. bool canRecruitCreatures = false;
  3217. const CGDwelling * d = dynamic_cast<const CGDwelling *>(obj);
  3218. BOOST_FOREACH(auto level, d->creatures)
  3219. {
  3220. BOOST_FOREACH(auto c, level.second)
  3221. {
  3222. if (h->getSlotFor(c) != -1)
  3223. canRecruitCreatures = true;
  3224. }
  3225. }
  3226. return canRecruitCreatures;
  3227. break;
  3228. }
  3229. case Obj::HILL_FORT:
  3230. {
  3231. BOOST_FOREACH (auto slot, h->Slots())
  3232. {
  3233. if (slot.second->type->upgrades.size())
  3234. return true; //TODO: check price?
  3235. }
  3236. return false;
  3237. break;
  3238. }
  3239. case Obj::MONOLITH1:
  3240. case Obj::MONOLITH2:
  3241. case Obj::MONOLITH3:
  3242. case Obj::WHIRLPOOL:
  3243. //TODO: mechanism for handling monoliths
  3244. return false;
  3245. break;
  3246. case Obj::SCHOOL_OF_MAGIC:
  3247. case Obj::SCHOOL_OF_WAR:
  3248. {
  3249. TResources myRes = ai->myCb->getResourceAmount();
  3250. if (myRes[Res::GOLD] - GOLD_RESERVE < 1000)
  3251. return false;
  3252. }
  3253. break;
  3254. case Obj::LIBRARY_OF_ENLIGHTENMENT:
  3255. if (h->level < 12)
  3256. return false;
  3257. break;
  3258. case Obj::TREE_OF_KNOWLEDGE:
  3259. {
  3260. TResources myRes = ai->myCb->getResourceAmount();
  3261. if (myRes[Res::GOLD] - GOLD_RESERVE < 2000 || myRes[Res::GEMS] < 10)
  3262. return false;
  3263. }
  3264. break;
  3265. case Obj::MAGIC_WELL:
  3266. return h->mana < h->manaLimit();
  3267. break;
  3268. case Obj::PRISON:
  3269. return ai->myCb->getHeroesInfo().size() < GameConstants::MAX_HEROES_PER_PLAYER;
  3270. break;
  3271. case Obj::BOAT:
  3272. return false;
  3273. //Boats are handled by pathfinder
  3274. }
  3275. if (obj->wasVisited(*h)) //it must pointer to hero instance, heroPtr calls function wasVisited(ui8 player);
  3276. return false;
  3277. return true;
  3278. }
  3279. int3 SectorMap::firstTileToGet(HeroPtr h, crint3 dst)
  3280. {
  3281. int sourceSector = retreiveTile(h->visitablePos()),
  3282. destinationSector = retreiveTile(dst);
  3283. if(sourceSector != destinationSector)
  3284. {
  3285. const Sector *src = &infoOnSectors[sourceSector],
  3286. *dst = &infoOnSectors[destinationSector];
  3287. std::map<const Sector*, const Sector*> preds;
  3288. std::queue<const Sector *> sq;
  3289. sq.push(src);
  3290. while(!sq.empty())
  3291. {
  3292. const Sector *s = sq.front();
  3293. sq.pop();
  3294. BOOST_FOREACH(int3 ep, s->embarkmentPoints)
  3295. {
  3296. Sector *neigh = &infoOnSectors[retreiveTile(ep)];
  3297. //preds[s].push_back(neigh);
  3298. if(!preds[neigh])
  3299. {
  3300. preds[neigh] = s;
  3301. sq.push(neigh);
  3302. }
  3303. }
  3304. //TODO consider other types of connections between sectors?
  3305. }
  3306. if(!preds[dst])
  3307. {
  3308. write("test.txt");
  3309. ai->completeGoal (CGoal(EXPLORE).sethero(h)); //if we can't find the way, seemingly all tiles were explored
  3310. //TODO: more organized way?
  3311. throw cannotFulfillGoalException(str(format("Cannot find connection between sectors %d and %d") % src->id % dst->id));
  3312. }
  3313. std::vector<const Sector*> toTraverse;
  3314. toTraverse.push_back(dst);
  3315. while(toTraverse.back() != src)
  3316. {
  3317. toTraverse.push_back(preds[toTraverse.back()]);
  3318. }
  3319. if(preds[dst])
  3320. {
  3321. const Sector *sectorToReach = toTraverse.at(toTraverse.size() - 2);
  3322. if(!src->water && sectorToReach->water) //embark
  3323. {
  3324. //embark on ship -> look for an EP with a boat
  3325. auto firstEP = boost::find_if(src->embarkmentPoints, [=](crint3 pos) -> bool
  3326. {
  3327. const TerrainTile *t = cb->getTile(pos);
  3328. return t && t->visitableObjects.size() == 1 && t->topVisitableId() == Obj::BOAT
  3329. && retreiveTile(pos) == sectorToReach->id;
  3330. });
  3331. if(firstEP != src->embarkmentPoints.end())
  3332. {
  3333. return *firstEP;
  3334. }
  3335. else
  3336. {
  3337. //we need to find a shipyard with an access to the desired sector's EP
  3338. //TODO what about Summon Boat spell?
  3339. std::vector<const IShipyard *> shipyards;
  3340. BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
  3341. {
  3342. if(t->hasBuilt(EBuilding::SHIPYARD))
  3343. shipyards.push_back(t);
  3344. }
  3345. std::vector<const CGObjectInstance*> visObjs;
  3346. ai->retreiveVisitableObjs(visObjs, true);
  3347. BOOST_FOREACH(const CGObjectInstance *obj, visObjs)
  3348. {
  3349. if(obj->ID != Obj::TOWN) //towns were handled in the previous loop
  3350. if(const IShipyard *shipyard = IShipyard::castFrom(obj))
  3351. shipyards.push_back(shipyard);
  3352. }
  3353. shipyards.erase(boost::remove_if(shipyards, [=](const IShipyard *shipyard) -> bool
  3354. {
  3355. return shipyard->state() != 0 || retreiveTile(shipyard->bestLocation()) != sectorToReach->id;
  3356. }),shipyards.end());
  3357. if(!shipyards.size())
  3358. {
  3359. //TODO consider possibility of building shipyard in a town
  3360. throw cannotFulfillGoalException("There is no known shipyard!");
  3361. }
  3362. //we have only shipyards that possibly can build ships onto the appropriate EP
  3363. auto ownedGoodShipyard = boost::find_if(shipyards, [](const IShipyard *s) -> bool
  3364. {
  3365. return s->o->tempOwner == ai->playerID;
  3366. });
  3367. if(ownedGoodShipyard != shipyards.end())
  3368. {
  3369. const IShipyard *s = *ownedGoodShipyard;
  3370. TResources shipCost;
  3371. s->getBoatCost(shipCost);
  3372. if(cb->getResourceAmount().canAfford(shipCost))
  3373. {
  3374. int3 ret = s->bestLocation();
  3375. cb->buildBoat(s);
  3376. return ret;
  3377. }
  3378. else
  3379. {
  3380. //TODO gather res
  3381. throw cannotFulfillGoalException("Not enough resources to build a boat");
  3382. }
  3383. }
  3384. else
  3385. {
  3386. //TODO pick best shipyard to take over
  3387. return shipyards.front()->o->visitablePos();
  3388. }
  3389. }
  3390. }
  3391. else if(src->water && !sectorToReach->water)
  3392. {
  3393. //TODO
  3394. //disembark
  3395. }
  3396. else
  3397. {
  3398. //TODO
  3399. //transition between two land/water sectors. Monolith? Whirlpool? ...
  3400. throw cannotFulfillGoalException("Land-land and water-water inter-sector transitions are not implemented!");
  3401. }
  3402. }
  3403. else
  3404. {
  3405. throw cannotFulfillGoalException("Inter-sector route detection failed: not connected sectors?");
  3406. }
  3407. }
  3408. else
  3409. {
  3410. makeParentBFS(h->visitablePos());
  3411. int3 curtile = dst;
  3412. while(curtile != h->visitablePos())
  3413. {
  3414. if(cb->getPathInfo(curtile)->reachable())
  3415. {
  3416. return curtile;
  3417. }
  3418. else
  3419. {
  3420. auto i = parent.find(curtile);
  3421. if(i != parent.end())
  3422. {
  3423. assert(curtile != i->second);
  3424. curtile = i->second;
  3425. }
  3426. else
  3427. throw cannotFulfillGoalException("Unreachable tile in sector? Should not happen!");
  3428. }
  3429. }
  3430. }
  3431. throw cannotFulfillGoalException("Impossible happened.");
  3432. }
  3433. void SectorMap::makeParentBFS(crint3 source)
  3434. {
  3435. parent.clear();
  3436. int mySector = retreiveTile(source);
  3437. std::queue<int3> toVisit;
  3438. toVisit.push(source);
  3439. while(toVisit.size())
  3440. {
  3441. int3 curPos = toVisit.front();
  3442. toVisit.pop();
  3443. ui8 &sec = retreiveTile(curPos);
  3444. assert(sec == mySector); //consider only tiles from the same sector
  3445. //const TerrainTile *t = cb->getTile(curPos);
  3446. foreach_neighbour(curPos, [&](crint3 neighPos)
  3447. {
  3448. if(retreiveTile(neighPos) == mySector && !vstd::contains(parent, neighPos))
  3449. {
  3450. toVisit.push(neighPos);
  3451. parent[neighPos] = curPos;
  3452. }
  3453. });
  3454. }
  3455. }
  3456. unsigned char & SectorMap::retreiveTile(crint3 pos)
  3457. {
  3458. return retreiveTileN(sector, pos);
  3459. }
  3460. const CGObjectInstance * ObjectIdRef::operator->() const
  3461. {
  3462. return cb->getObj(id, false);
  3463. }
  3464. ObjectIdRef::operator const CGObjectInstance*() const
  3465. {
  3466. return cb->getObj(id, false);
  3467. }
  3468. ObjectIdRef::ObjectIdRef(int _id) : id(_id)
  3469. {
  3470. }
  3471. ObjectIdRef::ObjectIdRef(const CGObjectInstance *obj) : id(obj->id)
  3472. {
  3473. }
  3474. bool ObjectIdRef::operator<(const ObjectIdRef &rhs) const
  3475. {
  3476. return id < rhs.id;
  3477. }
  3478. HeroPtr::HeroPtr(const CGHeroInstance *H)
  3479. {
  3480. if(!H)
  3481. {
  3482. //init from nullptr should equal to default init
  3483. *this = HeroPtr();
  3484. return;
  3485. }
  3486. h = H;
  3487. name = h->name;
  3488. hid = H->id;
  3489. // infosCount[ai->playerID][hid]++;
  3490. }
  3491. HeroPtr::HeroPtr()
  3492. {
  3493. h = nullptr;
  3494. hid = -1;
  3495. }
  3496. HeroPtr::~HeroPtr()
  3497. {
  3498. // if(hid >= 0)
  3499. // infosCount[ai->playerID][hid]--;
  3500. }
  3501. bool HeroPtr::operator<(const HeroPtr &rhs) const
  3502. {
  3503. return hid < rhs.hid;
  3504. }
  3505. const CGHeroInstance * HeroPtr::get(bool doWeExpectNull /*= false*/) const
  3506. {
  3507. //TODO? check if these all assertions every time we get info about hero affect efficiency
  3508. //
  3509. //behave terribly when attempting unauthorized access to hero that is not ours (or was lost)
  3510. assert(doWeExpectNull || h);
  3511. if(h)
  3512. {
  3513. auto obj = cb->getObj(hid);
  3514. const bool owned = obj && obj->tempOwner == ai->playerID;
  3515. if(doWeExpectNull && !owned)
  3516. {
  3517. return nullptr;
  3518. }
  3519. else
  3520. {
  3521. assert(obj);
  3522. assert(owned);
  3523. }
  3524. }
  3525. return h;
  3526. }
  3527. const CGHeroInstance * HeroPtr::operator->() const
  3528. {
  3529. return get();
  3530. }
  3531. bool HeroPtr::validAndSet() const
  3532. {
  3533. return get(true);
  3534. }
  3535. const CGHeroInstance * HeroPtr::operator*() const
  3536. {
  3537. return get();
  3538. }