Actors.cpp 12 KB

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  1. /*
  2. * AINodeStorage.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "Actors.h"
  12. #include "../AIGateway.h"
  13. #include "../Engine/Nullkiller.h"
  14. #include "../../../CCallback.h"
  15. #include "../../../lib/mapObjects/MapObjects.h"
  16. #include "../../../lib/pathfinder/TurnInfo.h"
  17. #include "Actions/BuyArmyAction.h"
  18. using namespace NKAI;
  19. CCreatureSet emptyArmy;
  20. bool HeroExchangeArmy::needsLastStack() const
  21. {
  22. return true;
  23. }
  24. std::shared_ptr<SpecialAction> HeroExchangeArmy::getActorAction() const
  25. {
  26. std::shared_ptr<SpecialAction> result;
  27. if(requireBuyArmy)
  28. {
  29. result.reset(new AIPathfinding::BuyArmyAction());
  30. }
  31. return result;
  32. }
  33. ChainActor::ChainActor(const CGHeroInstance * hero, HeroRole heroRole, uint64_t chainMask)
  34. :hero(hero), heroRole(heroRole), isMovable(true), chainMask(chainMask), creatureSet(hero),
  35. baseActor(this), carrierParent(nullptr), otherParent(nullptr), actorExchangeCount(1), armyCost(), actorAction()
  36. {
  37. initialPosition = hero->visitablePos();
  38. layer = hero->boat ? hero->boat->layer : EPathfindingLayer::LAND;
  39. initialMovement = hero->movementPointsRemaining();
  40. initialTurn = 0;
  41. armyValue = hero->getArmyStrength();
  42. heroFightingStrength = hero->getFightingStrength();
  43. tiCache.reset(new TurnInfo(hero));
  44. }
  45. ChainActor::ChainActor(const ChainActor * carrier, const ChainActor * other, const CCreatureSet * heroArmy)
  46. :hero(carrier->hero), tiCache(carrier->tiCache), heroRole(carrier->heroRole), isMovable(true), creatureSet(heroArmy), chainMask(carrier->chainMask | other->chainMask),
  47. baseActor(this), carrierParent(carrier), otherParent(other), heroFightingStrength(carrier->heroFightingStrength),
  48. actorExchangeCount(carrier->actorExchangeCount + other->actorExchangeCount), armyCost(carrier->armyCost + other->armyCost), actorAction()
  49. {
  50. armyValue = heroArmy->getArmyStrength();
  51. }
  52. ChainActor::ChainActor(const CGObjectInstance * obj, const CCreatureSet * creatureSet, uint64_t chainMask, int initialTurn)
  53. :hero(nullptr), heroRole(HeroRole::MAIN), isMovable(false), creatureSet(creatureSet), chainMask(chainMask),
  54. baseActor(this), carrierParent(nullptr), otherParent(nullptr), initialTurn(initialTurn), initialMovement(0),
  55. heroFightingStrength(0), actorExchangeCount(1), armyCost(), actorAction()
  56. {
  57. initialPosition = obj->visitablePos();
  58. layer = EPathfindingLayer::LAND;
  59. armyValue = creatureSet->getArmyStrength();
  60. }
  61. int ChainActor::maxMovePoints(CGPathNode::ELayer layer)
  62. {
  63. #if NKAI_TRACE_LEVEL > 0
  64. if(!hero)
  65. throw std::logic_error("Asking movement points for static actor");
  66. #endif
  67. return hero->movementPointsLimitCached(layer, tiCache.get());
  68. }
  69. std::string ChainActor::toString() const
  70. {
  71. return hero->getNameTranslated();
  72. }
  73. ObjectActor::ObjectActor(const CGObjectInstance * obj, const CCreatureSet * army, uint64_t chainMask, int initialTurn)
  74. :ChainActor(obj, army, chainMask, initialTurn), object(obj)
  75. {
  76. }
  77. const CGObjectInstance * ObjectActor::getActorObject() const
  78. {
  79. return object;
  80. }
  81. std::string ObjectActor::toString() const
  82. {
  83. return object->getObjectName() + " at " + object->visitablePos().toString();
  84. }
  85. HeroActor::HeroActor(const CGHeroInstance * hero, HeroRole heroRole, uint64_t chainMask, const Nullkiller * ai)
  86. :ChainActor(hero, heroRole, chainMask)
  87. {
  88. exchangeMap.reset(new HeroExchangeMap(this, ai));
  89. setupSpecialActors();
  90. }
  91. HeroActor::HeroActor(
  92. const ChainActor * carrier,
  93. const ChainActor * other,
  94. const HeroExchangeArmy * army,
  95. const Nullkiller * ai)
  96. :ChainActor(carrier, other, army)
  97. {
  98. exchangeMap.reset(new HeroExchangeMap(this, ai));
  99. armyCost += army->armyCost;
  100. actorAction = army->getActorAction();
  101. setupSpecialActors();
  102. }
  103. void ChainActor::setBaseActor(HeroActor * base)
  104. {
  105. baseActor = base;
  106. hero = base->hero;
  107. heroRole = base->heroRole;
  108. layer = base->layer;
  109. initialMovement = base->initialMovement;
  110. initialTurn = base->initialTurn;
  111. armyValue = base->armyValue;
  112. chainMask = base->chainMask;
  113. creatureSet = base->creatureSet;
  114. isMovable = base->isMovable;
  115. heroFightingStrength = base->heroFightingStrength;
  116. armyCost = base->armyCost;
  117. actorAction = base->actorAction;
  118. tiCache = base->tiCache;
  119. actorExchangeCount = base->actorExchangeCount;
  120. }
  121. void HeroActor::setupSpecialActors()
  122. {
  123. auto allActors = std::vector<ChainActor *>{this};
  124. for(ChainActor & specialActor : specialActors)
  125. {
  126. specialActor.setBaseActor(this);
  127. allActors.push_back(&specialActor);
  128. }
  129. for(int i = 0; i <= SPECIAL_ACTORS_COUNT; i++)
  130. {
  131. ChainActor * actor = allActors[i];
  132. actor->allowBattle = (i & 1) > 0;
  133. actor->allowSpellCast = (i & 2) > 0;
  134. actor->allowUseResources = (i & 4) > 0;
  135. actor->battleActor = allActors[i | 1];
  136. actor->castActor = allActors[i | 2];
  137. actor->resourceActor = allActors[i | 4];
  138. }
  139. }
  140. ExchangeResult ChainActor::tryExchangeNoLock(const ChainActor * specialActor, const ChainActor * other) const
  141. {
  142. if(!isMovable) return ExchangeResult();
  143. return baseActor->tryExchangeNoLock(specialActor, other);
  144. }
  145. ExchangeResult HeroActor::tryExchangeNoLock(const ChainActor * specialActor, const ChainActor * other) const
  146. {
  147. const ChainActor * otherBase = other->baseActor;
  148. ExchangeResult result = exchangeMap->tryExchangeNoLock(otherBase);
  149. if(!result.actor || !result.lockAcquired) return result;
  150. if(specialActor == this)
  151. return result;
  152. int index = vstd::find_pos_if(specialActors, [specialActor](const ChainActor & actor) -> bool
  153. {
  154. return &actor == specialActor;
  155. });
  156. result.actor = &(dynamic_cast<HeroActor *>(result.actor)->specialActors[index]);
  157. return result;
  158. }
  159. HeroExchangeMap::HeroExchangeMap(const HeroActor * actor, const Nullkiller * ai)
  160. :actor(actor), ai(ai), sync()
  161. {
  162. }
  163. HeroExchangeMap::~HeroExchangeMap()
  164. {
  165. for(auto & exchange : exchangeMap)
  166. {
  167. if(!exchange.second) continue;
  168. delete exchange.second->creatureSet;
  169. }
  170. for(auto & exchange : exchangeMap)
  171. {
  172. if(!exchange.second) continue;
  173. delete exchange.second;
  174. }
  175. exchangeMap.clear();
  176. }
  177. ExchangeResult HeroExchangeMap::tryExchangeNoLock(const ChainActor * other)
  178. {
  179. ExchangeResult result;
  180. {
  181. boost::shared_lock<boost::shared_mutex> lock(sync, boost::try_to_lock);
  182. if(!lock.owns_lock())
  183. {
  184. result.lockAcquired = false;
  185. return result;
  186. }
  187. auto position = exchangeMap.find(other);
  188. if(position != exchangeMap.end())
  189. {
  190. result.actor = position->second;
  191. return result;
  192. }
  193. }
  194. {
  195. boost::unique_lock<boost::shared_mutex> uniqueLock(sync, boost::try_to_lock);
  196. if(!uniqueLock.owns_lock())
  197. {
  198. result.lockAcquired = false;
  199. return result;
  200. }
  201. auto inserted = exchangeMap.insert(std::pair<const ChainActor *, HeroActor *>(other, nullptr));
  202. if(!inserted.second)
  203. {
  204. result.actor = inserted.first->second;
  205. return result; // already inserted
  206. }
  207. auto differentMasks = (actor->chainMask & other->chainMask) == 0;
  208. if(!differentMasks) return result;
  209. if(actor->allowSpellCast || other->allowSpellCast)
  210. return result;
  211. TResources resources = ai->cb->getResourceAmount();
  212. if(!resources.canAfford(actor->armyCost + other->armyCost))
  213. {
  214. #if NKAI_PATHFINDER_TRACE_LEVEL >= 2
  215. logAi->trace(
  216. "Can not afford exchange because of total cost %s but we have %s",
  217. (actor->armyCost + other->armyCost).toString(),
  218. resources.toString());
  219. #endif
  220. return result;
  221. }
  222. if(other->isMovable && other->armyValue <= actor->armyValue / 10 && other->armyValue < MIN_ARMY_STRENGTH_FOR_CHAIN)
  223. return result;
  224. TResources availableResources = resources - actor->armyCost - other->armyCost;
  225. HeroExchangeArmy * upgradedInitialArmy = tryUpgrade(actor->creatureSet, other->getActorObject(), availableResources);
  226. HeroExchangeArmy * newArmy;
  227. if(other->creatureSet->Slots().size())
  228. {
  229. if(upgradedInitialArmy)
  230. {
  231. newArmy = pickBestCreatures(upgradedInitialArmy, other->creatureSet);
  232. newArmy->armyCost = upgradedInitialArmy->armyCost;
  233. newArmy->requireBuyArmy = upgradedInitialArmy->requireBuyArmy;
  234. delete upgradedInitialArmy;
  235. }
  236. else
  237. {
  238. newArmy = pickBestCreatures(actor->creatureSet, other->creatureSet);
  239. }
  240. }
  241. else
  242. {
  243. newArmy = upgradedInitialArmy;
  244. }
  245. if(!newArmy) return result;
  246. auto newArmyStrength = newArmy->getArmyStrength();
  247. auto oldArmyStrength = actor->creatureSet->getArmyStrength();
  248. if(newArmyStrength <= oldArmyStrength) return result;
  249. auto reinforcement = newArmyStrength - oldArmyStrength;
  250. #if NKAI_PATHFINDER_TRACE_LEVEL >= 2
  251. logAi->trace(
  252. "Exchange %s->%s reinforcement: %d, %f%%",
  253. actor->toString(),
  254. other->toString(),
  255. reinforcement,
  256. 100.0f * reinforcement / actor->armyValue);
  257. #endif
  258. if(reinforcement <= actor->armyValue / 10 && reinforcement < MIN_ARMY_STRENGTH_FOR_CHAIN)
  259. {
  260. delete newArmy;
  261. return result;
  262. }
  263. auto * exchanged = new HeroActor(actor, other, newArmy, ai);
  264. exchanged->armyCost += newArmy->armyCost;
  265. result.actor = exchanged;
  266. exchangeMap[other] = exchanged;
  267. return result;
  268. }
  269. }
  270. HeroExchangeArmy * HeroExchangeMap::tryUpgrade(
  271. const CCreatureSet * army,
  272. const CGObjectInstance * upgrader,
  273. TResources resources) const
  274. {
  275. auto * target = new HeroExchangeArmy();
  276. auto upgradeInfo = ai->armyManager->calculateCreaturesUpgrade(army, upgrader, resources);
  277. if(upgradeInfo.upgradeValue)
  278. {
  279. for(auto & slotInfo : upgradeInfo.resultingArmy)
  280. {
  281. auto targetSlot = target->getFreeSlot();
  282. target->addToSlot(targetSlot, slotInfo.creature->getId(), TQuantity(slotInfo.count));
  283. }
  284. resources -= upgradeInfo.upgradeCost;
  285. target->armyCost += upgradeInfo.upgradeCost;
  286. }
  287. else
  288. {
  289. for(auto slot : army->Slots())
  290. {
  291. auto targetSlot = target->getSlotFor(slot.second->getCreatureID());
  292. target->addToSlot(targetSlot, slot.second->getCreatureID(), slot.second->count);
  293. }
  294. }
  295. if(upgrader->ID == Obj::TOWN)
  296. {
  297. auto buyArmy = ai->armyManager->getArmyAvailableToBuy(target, ai->cb->getTown(upgrader->id), resources);
  298. for(auto & creatureToBuy : buyArmy)
  299. {
  300. auto targetSlot = target->getSlotFor(creatureToBuy.creID.toCreature());
  301. target->addToSlot(targetSlot, creatureToBuy.creID, creatureToBuy.count);
  302. target->armyCost += creatureToBuy.creID.toCreature()->getFullRecruitCost() * creatureToBuy.count;
  303. target->requireBuyArmy = true;
  304. }
  305. }
  306. if(target->getArmyStrength() <= army->getArmyStrength())
  307. {
  308. delete target;
  309. return nullptr;
  310. }
  311. return target;
  312. }
  313. HeroExchangeArmy * HeroExchangeMap::pickBestCreatures(const CCreatureSet * army1, const CCreatureSet * army2) const
  314. {
  315. auto * target = new HeroExchangeArmy();
  316. auto bestArmy = ai->armyManager->getBestArmy(actor->hero, army1, army2);
  317. for(auto & slotInfo : bestArmy)
  318. {
  319. auto targetSlot = target->getFreeSlot();
  320. target->addToSlot(targetSlot, slotInfo.creature->getId(), TQuantity(slotInfo.count));
  321. }
  322. return target;
  323. }
  324. HillFortActor::HillFortActor(const CGObjectInstance * hillFort, uint64_t chainMask)
  325. :ObjectActor(hillFort, &emptyArmy, chainMask, 0)
  326. {
  327. }
  328. DwellingActor::DwellingActor(const CGDwelling * dwelling, uint64_t chainMask, bool waitForGrowth, int dayOfWeek)
  329. : ObjectActor(
  330. dwelling,
  331. getDwellingCreatures(dwelling, waitForGrowth),
  332. chainMask,
  333. getInitialTurn(waitForGrowth, dayOfWeek)),
  334. dwelling(dwelling)
  335. {
  336. for(auto & slot : creatureSet->Slots())
  337. {
  338. armyCost += slot.second->getCreatureID().toCreature()->getFullRecruitCost() * slot.second->count;
  339. }
  340. }
  341. DwellingActor::~DwellingActor()
  342. {
  343. delete creatureSet;
  344. }
  345. int DwellingActor::getInitialTurn(bool waitForGrowth, int dayOfWeek)
  346. {
  347. if(!waitForGrowth)
  348. return 0;
  349. return 8 - dayOfWeek;
  350. }
  351. std::string DwellingActor::toString() const
  352. {
  353. return dwelling->typeName + dwelling->visitablePos().toString();
  354. }
  355. CCreatureSet * DwellingActor::getDwellingCreatures(const CGDwelling * dwelling, bool waitForGrowth)
  356. {
  357. auto * dwellingCreatures = new CCreatureSet();
  358. for(auto & creatureInfo : dwelling->creatures)
  359. {
  360. if(!creatureInfo.second.size())
  361. continue;
  362. auto creature = creatureInfo.second.back().toCreature();
  363. dwellingCreatures->addToSlot(
  364. dwellingCreatures->getSlotFor(creature),
  365. creature->getId(),
  366. TQuantity(creatureInfo.first));
  367. }
  368. return dwellingCreatures;
  369. }
  370. TownGarrisonActor::TownGarrisonActor(const CGTownInstance * town, uint64_t chainMask)
  371. :ObjectActor(town, town->getUpperArmy(), chainMask, 0), town(town)
  372. {
  373. }
  374. std::string TownGarrisonActor::toString() const
  375. {
  376. return town->getNameTranslated();
  377. }