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/mapping/CMap.h"
  16. #include "../../../lib/mapObjects/MapObjects.h"
  17. #include "Actions/BuyArmyAction.h"
  18. CCreatureSet emptyArmy;
  19. bool HeroExchangeArmy::needsLastStack() const
  20. {
  21. return true;
  22. }
  23. std::shared_ptr<SpecialAction> HeroExchangeArmy::getActorAction() const
  24. {
  25. std::shared_ptr<SpecialAction> result;
  26. if(requireBuyArmy)
  27. {
  28. result.reset(new AIPathfinding::BuyArmyAction());
  29. }
  30. return result;
  31. }
  32. ChainActor::ChainActor(const CGHeroInstance * hero, HeroRole heroRole, uint64_t chainMask)
  33. :hero(hero), heroRole(heroRole), isMovable(true), chainMask(chainMask), creatureSet(hero),
  34. baseActor(this), carrierParent(nullptr), otherParent(nullptr), actorExchangeCount(1), armyCost(), actorAction()
  35. {
  36. initialPosition = hero->visitablePos();
  37. layer = hero->boat ? EPathfindingLayer::SAIL : EPathfindingLayer::LAND;
  38. initialMovement = hero->movement;
  39. initialTurn = 0;
  40. armyValue = hero->getArmyStrength();
  41. heroFightingStrength = hero->getFightingStrength();
  42. tiCache.reset(new TurnInfo(hero));
  43. }
  44. ChainActor::ChainActor(const ChainActor * carrier, const ChainActor * other, const CCreatureSet * heroArmy)
  45. :hero(carrier->hero), tiCache(carrier->tiCache), heroRole(carrier->heroRole), isMovable(true), creatureSet(heroArmy), chainMask(carrier->chainMask | other->chainMask),
  46. baseActor(this), carrierParent(carrier), otherParent(other), heroFightingStrength(carrier->heroFightingStrength),
  47. actorExchangeCount(carrier->actorExchangeCount + other->actorExchangeCount), armyCost(carrier->armyCost + other->armyCost), actorAction()
  48. {
  49. armyValue = heroArmy->getArmyStrength();
  50. }
  51. ChainActor::ChainActor(const CGObjectInstance * obj, const CCreatureSet * creatureSet, uint64_t chainMask, int initialTurn)
  52. :hero(nullptr), heroRole(HeroRole::MAIN), isMovable(false), creatureSet(creatureSet), chainMask(chainMask),
  53. baseActor(this), carrierParent(nullptr), otherParent(nullptr), initialTurn(initialTurn), initialMovement(0),
  54. heroFightingStrength(0), actorExchangeCount(1), armyCost(), actorAction()
  55. {
  56. initialPosition = obj->visitablePos();
  57. layer = EPathfindingLayer::LAND;
  58. armyValue = creatureSet->getArmyStrength();
  59. }
  60. int ChainActor::maxMovePoints(CGPathNode::ELayer layer)
  61. {
  62. #if AI_TRACE_LEVEL > 0
  63. if(!hero)
  64. throw std::logic_error("Asking movement points for static actor");
  65. #endif
  66. return hero->maxMovePointsCached(layer, tiCache.get());
  67. }
  68. std::string ChainActor::toString() const
  69. {
  70. return hero->name;
  71. }
  72. ObjectActor::ObjectActor(const CGObjectInstance * obj, const CCreatureSet * army, uint64_t chainMask, int initialTurn)
  73. :ChainActor(obj, army, chainMask, initialTurn), object(obj)
  74. {
  75. }
  76. const CGObjectInstance * ObjectActor::getActorObject() const
  77. {
  78. return object;
  79. }
  80. std::string ObjectActor::toString() const
  81. {
  82. return object->getObjectName() + " at " + object->visitablePos().toString();
  83. }
  84. HeroActor::HeroActor(const CGHeroInstance * hero, HeroRole heroRole, uint64_t chainMask, const Nullkiller * ai)
  85. :ChainActor(hero, heroRole, chainMask)
  86. {
  87. exchangeMap.reset(new HeroExchangeMap(this, ai));
  88. setupSpecialActors();
  89. }
  90. HeroActor::HeroActor(
  91. const ChainActor * carrier,
  92. const ChainActor * other,
  93. const HeroExchangeArmy * army,
  94. const Nullkiller * ai)
  95. :ChainActor(carrier, other, army)
  96. {
  97. exchangeMap.reset(new HeroExchangeMap(this, ai));
  98. armyCost += army->armyCost;
  99. actorAction = army->getActorAction();
  100. setupSpecialActors();
  101. }
  102. void ChainActor::setBaseActor(HeroActor * base)
  103. {
  104. baseActor = base;
  105. hero = base->hero;
  106. heroRole = base->heroRole;
  107. layer = base->layer;
  108. initialMovement = base->initialMovement;
  109. initialTurn = base->initialTurn;
  110. armyValue = base->armyValue;
  111. chainMask = base->chainMask;
  112. creatureSet = base->creatureSet;
  113. isMovable = base->isMovable;
  114. heroFightingStrength = base->heroFightingStrength;
  115. armyCost = base->armyCost;
  116. actorAction = base->actorAction;
  117. tiCache = base->tiCache;
  118. }
  119. void HeroActor::setupSpecialActors()
  120. {
  121. auto allActors = std::vector<ChainActor *>{this};
  122. for(ChainActor & specialActor : specialActors)
  123. {
  124. specialActor.setBaseActor(this);
  125. allActors.push_back(&specialActor);
  126. }
  127. for(int i = 0; i <= SPECIAL_ACTORS_COUNT; i++)
  128. {
  129. ChainActor * actor = allActors[i];
  130. actor->allowBattle = (i & 1) > 0;
  131. actor->allowSpellCast = (i & 2) > 0;
  132. actor->allowUseResources = (i & 4) > 0;
  133. actor->battleActor = allActors[i | 1];
  134. actor->castActor = allActors[i | 2];
  135. actor->resourceActor = allActors[i | 4];
  136. }
  137. }
  138. ExchangeResult ChainActor::tryExchangeNoLock(const ChainActor * specialActor, const ChainActor * other) const
  139. {
  140. if(!isMovable) return ExchangeResult();
  141. return baseActor->tryExchangeNoLock(specialActor, other);
  142. }
  143. VCMI_LIB_NAMESPACE_BEGIN
  144. namespace vstd
  145. {
  146. template <class M, class Key, class F>
  147. typename M::mapped_type & getOrCompute(M &m, Key const& k, F f)
  148. {
  149. typedef typename M::mapped_type V;
  150. std::pair<typename M::iterator, bool> r = m.insert(typename M::value_type(k, V()));
  151. V &v = r.first->second;
  152. if(r.second)
  153. f(v);
  154. return v;
  155. }
  156. }
  157. VCMI_LIB_NAMESPACE_END
  158. ExchangeResult HeroActor::tryExchangeNoLock(const ChainActor * specialActor, const ChainActor * other) const
  159. {
  160. const ChainActor * otherBase = other->baseActor;
  161. ExchangeResult result = exchangeMap->tryExchangeNoLock(otherBase);
  162. if(!result.actor || !result.lockAcquired) return result;
  163. if(specialActor == this)
  164. return result;
  165. int index = vstd::find_pos_if(specialActors, [specialActor](const ChainActor & actor) -> bool
  166. {
  167. return &actor == specialActor;
  168. });
  169. result.actor = &(dynamic_cast<HeroActor *>(result.actor)->specialActors[index]);
  170. return result;
  171. }
  172. HeroExchangeMap::HeroExchangeMap(const HeroActor * actor, const Nullkiller * ai)
  173. :actor(actor), ai(ai), sync()
  174. {
  175. }
  176. HeroExchangeMap::~HeroExchangeMap()
  177. {
  178. for(auto & exchange : exchangeMap)
  179. {
  180. if(!exchange.second) continue;
  181. delete exchange.second->creatureSet;
  182. }
  183. for(auto & exchange : exchangeMap)
  184. {
  185. if(!exchange.second) continue;
  186. delete exchange.second;
  187. }
  188. exchangeMap.clear();
  189. }
  190. ExchangeResult HeroExchangeMap::tryExchangeNoLock(const ChainActor * other)
  191. {
  192. ExchangeResult result;
  193. {
  194. boost::shared_lock<boost::shared_mutex> lock(sync, boost::try_to_lock);
  195. if(!lock.owns_lock())
  196. {
  197. result.lockAcquired = false;
  198. return result;
  199. }
  200. auto position = exchangeMap.find(other);
  201. if(position != exchangeMap.end())
  202. {
  203. result.actor = position->second;
  204. return result;
  205. }
  206. }
  207. {
  208. boost::unique_lock<boost::shared_mutex> uniqueLock(sync, boost::try_to_lock);
  209. if(!uniqueLock.owns_lock())
  210. {
  211. result.lockAcquired = false;
  212. return result;
  213. }
  214. auto inserted = exchangeMap.insert(std::pair<const ChainActor *, HeroActor *>(other, nullptr));
  215. if(!inserted.second)
  216. {
  217. result.actor = inserted.first->second;
  218. return result; // already inserted
  219. }
  220. auto differentMasks = (actor->chainMask & other->chainMask) == 0;
  221. if(!differentMasks) return result;
  222. TResources resources = ai->cb->getResourceAmount();
  223. if(!resources.canAfford(actor->armyCost + other->armyCost))
  224. {
  225. #if PATHFINDER_TRACE_LEVEL >= 2
  226. logAi->trace(
  227. "Can not afford exchange because of total cost %s but we have %s",
  228. (actor->armyCost + other->armyCost).toString(),
  229. resources.toString());
  230. #endif
  231. return result;
  232. }
  233. if(other->isMovable && other->armyValue <= actor->armyValue / 10 && other->armyValue < MIN_ARMY_STRENGTH_FOR_CHAIN)
  234. return result;
  235. TResources availableResources = resources - actor->armyCost - other->armyCost;
  236. HeroExchangeArmy * upgradedInitialArmy = tryUpgrade(actor->creatureSet, other->getActorObject(), availableResources);
  237. HeroExchangeArmy * newArmy;
  238. if(other->creatureSet->Slots().size())
  239. {
  240. if(upgradedInitialArmy)
  241. {
  242. newArmy = pickBestCreatures(upgradedInitialArmy, other->creatureSet);
  243. newArmy->armyCost = upgradedInitialArmy->armyCost;
  244. newArmy->requireBuyArmy = upgradedInitialArmy->requireBuyArmy;
  245. delete upgradedInitialArmy;
  246. }
  247. else
  248. {
  249. newArmy = pickBestCreatures(actor->creatureSet, other->creatureSet);
  250. }
  251. }
  252. else
  253. {
  254. newArmy = upgradedInitialArmy;
  255. }
  256. if(!newArmy) return result;
  257. auto reinforcement = newArmy->getArmyStrength() - actor->creatureSet->getArmyStrength();
  258. #if PATHFINDER_TRACE_LEVEL >= 2
  259. logAi->trace(
  260. "Exchange %s->%s reinforcement: %d, %f%%",
  261. actor->toString(),
  262. other->toString(),
  263. reinforcement,
  264. 100.0f * reinforcement / actor->armyValue);
  265. #endif
  266. if(reinforcement <= actor->armyValue / 10 && reinforcement < MIN_ARMY_STRENGTH_FOR_CHAIN)
  267. {
  268. delete newArmy;
  269. return result;
  270. }
  271. HeroActor * exchanged = new HeroActor(actor, other, newArmy, ai);
  272. exchanged->armyCost += newArmy->armyCost;
  273. result.actor = exchanged;
  274. exchangeMap[other] = exchanged;
  275. return result;
  276. }
  277. }
  278. HeroExchangeArmy * HeroExchangeMap::tryUpgrade(
  279. const CCreatureSet * army,
  280. const CGObjectInstance * upgrader,
  281. TResources resources) const
  282. {
  283. HeroExchangeArmy * target = new HeroExchangeArmy();
  284. auto upgradeInfo = ai->armyManager->calculateCreaturesUpgrade(army, upgrader, resources);
  285. if(upgradeInfo.upgradeValue)
  286. {
  287. for(auto & slotInfo : upgradeInfo.resultingArmy)
  288. {
  289. auto targetSlot = target->getFreeSlot();
  290. target->addToSlot(targetSlot, slotInfo.creature->idNumber, TQuantity(slotInfo.count));
  291. }
  292. resources -= upgradeInfo.upgradeCost;
  293. target->armyCost += upgradeInfo.upgradeCost;
  294. }
  295. else
  296. {
  297. for(auto slot : army->Slots())
  298. {
  299. auto targetSlot = target->getSlotFor(slot.second->getCreatureID());
  300. target->addToSlot(targetSlot, slot.second->getCreatureID(), slot.second->count);
  301. }
  302. }
  303. if(upgrader->ID == Obj::TOWN)
  304. {
  305. auto buyArmy = ai->armyManager->getArmyAvailableToBuy(target, ai->cb->getTown(upgrader->id), resources);
  306. for(auto creatureToBuy : buyArmy)
  307. {
  308. auto targetSlot = target->getSlotFor(creatureToBuy.cre);
  309. target->addToSlot(targetSlot, creatureToBuy.creID, creatureToBuy.count);
  310. target->armyCost += creatureToBuy.cre->cost * creatureToBuy.count;
  311. target->requireBuyArmy = true;
  312. }
  313. }
  314. if(target->getArmyStrength() <= army->getArmyStrength())
  315. {
  316. delete target;
  317. return nullptr;
  318. }
  319. return target;
  320. }
  321. HeroExchangeArmy * HeroExchangeMap::pickBestCreatures(const CCreatureSet * army1, const CCreatureSet * army2) const
  322. {
  323. HeroExchangeArmy * target = new HeroExchangeArmy();
  324. auto bestArmy = ai->armyManager->getBestArmy(actor->hero, army1, army2);
  325. for(auto & slotInfo : bestArmy)
  326. {
  327. auto targetSlot = target->getFreeSlot();
  328. target->addToSlot(targetSlot, slotInfo.creature->idNumber, TQuantity(slotInfo.count));
  329. }
  330. return target;
  331. }
  332. HillFortActor::HillFortActor(const CGObjectInstance * hillFort, uint64_t chainMask)
  333. :ObjectActor(hillFort, &emptyArmy, chainMask, 0)
  334. {
  335. }
  336. DwellingActor::DwellingActor(const CGDwelling * dwelling, uint64_t chainMask, bool waitForGrowth, int dayOfWeek)
  337. : ObjectActor(
  338. dwelling,
  339. getDwellingCreatures(dwelling, waitForGrowth),
  340. chainMask,
  341. getInitialTurn(waitForGrowth, dayOfWeek)),
  342. dwelling(dwelling)
  343. {
  344. for(auto & slot : creatureSet->Slots())
  345. {
  346. armyCost += slot.second->getCreatureID().toCreature()->cost * slot.second->count;
  347. }
  348. }
  349. DwellingActor::~DwellingActor()
  350. {
  351. delete creatureSet;
  352. }
  353. int DwellingActor::getInitialTurn(bool waitForGrowth, int dayOfWeek)
  354. {
  355. if(!waitForGrowth)
  356. return 0;
  357. return 8 - dayOfWeek;
  358. }
  359. std::string DwellingActor::toString() const
  360. {
  361. return dwelling->typeName + dwelling->visitablePos().toString();
  362. }
  363. CCreatureSet * DwellingActor::getDwellingCreatures(const CGDwelling * dwelling, bool waitForGrowth)
  364. {
  365. CCreatureSet * dwellingCreatures = new CCreatureSet();
  366. for(auto & creatureInfo : dwelling->creatures)
  367. {
  368. if(!creatureInfo.second.size())
  369. continue;
  370. auto creature = creatureInfo.second.back().toCreature();
  371. dwellingCreatures->addToSlot(
  372. dwellingCreatures->getSlotFor(creature),
  373. creature->idNumber,
  374. TQuantity(creatureInfo.first));
  375. }
  376. return dwellingCreatures;
  377. }
  378. TownGarrisonActor::TownGarrisonActor(const CGTownInstance * town, uint64_t chainMask)
  379. :ObjectActor(town, town->getUpperArmy(), chainMask, 0), town(town)
  380. {
  381. }
  382. std::string TownGarrisonActor::toString() const
  383. {
  384. return town->name;
  385. }