VCAI.cpp 99 KB

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  1. #include "StdInc.h"
  2. #include "VCAI.h"
  3. #include "../../lib/UnlockGuard.h"
  4. #include "../../lib/CObjectHandler.h"
  5. #define I_AM_ELEMENTAR return CGoal(*this).setisElementar(true)
  6. CLogger &aiLogger = tlog6;
  7. extern FuzzyHelper *fh;
  8. class CGVisitableOPW;
  9. const int ACTUAL_RESOURCE_COUNT = 7;
  10. const double SAFE_ATTACK_CONSTANT = 1.5;
  11. using namespace vstd;
  12. //one thread may be turn of AI and another will be handling a side effect for AI2
  13. boost::thread_specific_ptr<CCallback> cb;
  14. boost::thread_specific_ptr<VCAI> ai;
  15. //std::map<int, std::map<int, int> > HeroView::infosCount;
  16. // CCallback *cb;
  17. // VCAI *ai;
  18. //helper RAII to manage global ai/cb ptrs
  19. struct SetGlobalState
  20. {
  21. SetGlobalState(VCAI * AI)
  22. {
  23. assert(!ai.get());
  24. assert(!cb.get());
  25. ai.reset(AI);
  26. cb.reset(AI->myCb);
  27. }
  28. ~SetGlobalState()
  29. {
  30. ai.release();
  31. cb.release();
  32. }
  33. };
  34. template <typename Container>
  35. 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)
  36. {
  37. if(c.size())
  38. return c.back();
  39. else
  40. return NULL;
  41. }
  42. template <typename Container>
  43. 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)
  44. {
  45. if(c.size())
  46. return c.front();
  47. else
  48. return NULL;
  49. }
  50. #define SET_GLOBAL_STATE(ai) SetGlobalState _hlpSetState(ai);
  51. #define NET_EVENT_HANDLER SET_GLOBAL_STATE(this)
  52. #define MAKING_TURN SET_GLOBAL_STATE(this)
  53. 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)
  54. const int HERO_GOLD_COST = 2500;
  55. const int ALLOWED_ROAMING_HEROES = 8;
  56. const int GOLD_MINE_PRODUCTION = 1000, WOOD_ORE_MINE_PRODUCTION = 2, RESOURCE_MINE_PRODUCTION = 1;
  57. std::string goalName(EGoals goalType)
  58. {
  59. switch (goalType)
  60. {
  61. case INVALID:
  62. return "INVALID";
  63. case WIN:
  64. return "WIN";
  65. case DO_NOT_LOSE:
  66. return "DO NOT LOOSE";
  67. case CONQUER:
  68. return "CONQUER";
  69. case BUILD:
  70. return "BUILD";
  71. case EXPLORE:
  72. return "EXPLORE";
  73. case GATHER_ARMY:
  74. return "GATHER ARMY";
  75. case BOOST_HERO:
  76. return "BOOST_HERO (unsupported)";
  77. case BUILD_STRUCTURE:
  78. return "BUILD STRUCTURE";
  79. case COLLECT_RES:
  80. return "COLLECT RESOURCE";
  81. case GET_OBJ:
  82. return "GET OBJECT";
  83. case FIND_OBJ:
  84. return "FIND OBJECT";
  85. case GET_ART_TYPE:
  86. return "GET ARTIFACT OF TYPE";
  87. case ISSUE_COMMAND:
  88. return "ISSUE COMMAND (unsupported)";
  89. case VISIT_TILE:
  90. return "VISIT TILE";
  91. case CLEAR_WAY_TO:
  92. return "CLEAR WAY TO";
  93. case DIG_AT_TILE:
  94. return "DIG AT TILE";
  95. default:
  96. return boost::lexical_cast<std::string>(goalType);
  97. }
  98. }
  99. bool compareHeroStrength(HeroPtr h1, HeroPtr h2)
  100. {
  101. return h1->getTotalStrength() < h2->getTotalStrength();
  102. }
  103. bool compareArmyStrength(const CArmedInstance *a1, const CArmedInstance *a2)
  104. {
  105. return a1->getArmyStrength() < a2->getArmyStrength();
  106. }
  107. static const int3 dirs[] = { int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0),
  108. int3(1,1,0),int3(-1,1,0),int3(1,-1,0),int3(-1,-1,0) };
  109. struct AILogger
  110. {
  111. AILogger()
  112. {
  113. lvl = 0;
  114. }
  115. int lvl;
  116. struct Tab
  117. {
  118. Tab();
  119. ~Tab();
  120. };
  121. } logger;
  122. AILogger::Tab::Tab()
  123. {
  124. logger.lvl++;
  125. }
  126. AILogger::Tab::~Tab()
  127. {
  128. logger.lvl--;
  129. }
  130. struct TimeCheck
  131. {
  132. CStopWatch time;
  133. std::string txt;
  134. TimeCheck(crstring TXT) : txt(TXT)
  135. {
  136. }
  137. ~TimeCheck()
  138. {
  139. BNLOG("Time of %s was %d ms.", txt % time.getDiff());
  140. }
  141. };
  142. template<typename T>
  143. void removeDuplicates(std::vector<T> &vec)
  144. {
  145. boost::sort(vec);
  146. vec.erase(std::unique(vec.begin(), vec.end()), vec.end());
  147. }
  148. struct AtScopeExit
  149. {
  150. boost::function<void()> foo;
  151. AtScopeExit(const boost::function<void()> &FOO) : foo(FOO)
  152. {}
  153. ~AtScopeExit()
  154. {
  155. foo();
  156. }
  157. };
  158. void foreach_tile_pos(boost::function<void(const int3& pos)> foo)
  159. {
  160. for(int i = 0; i < cb->getMapSize().x; i++)
  161. for(int j = 0; j < cb->getMapSize().y; j++)
  162. for(int k = 0; k < cb->getMapSize().z; k++)
  163. foo(int3(i,j,k));
  164. }
  165. void foreach_neighbour(const int3 &pos, boost::function<void(const int3& pos)> foo)
  166. {
  167. BOOST_FOREACH(const int3 &dir, dirs)
  168. {
  169. const int3 n = pos + dir;
  170. if(cb->isInTheMap(n))
  171. foo(pos+dir);
  172. }
  173. }
  174. unsigned char &retreiveTileN(std::vector< std::vector< std::vector<unsigned char> > > &vectors, const int3 &pos)
  175. {
  176. return vectors[pos.x][pos.y][pos.z];
  177. }
  178. const unsigned char &retreiveTileN(const std::vector< std::vector< std::vector<unsigned char> > > &vectors, const int3 &pos)
  179. {
  180. return vectors[pos.x][pos.y][pos.z];
  181. }
  182. void foreach_tile(std::vector< std::vector< std::vector<unsigned char> > > &vectors, boost::function<void(unsigned char &in)> foo)
  183. {
  184. for(auto i = vectors.begin(); i != vectors.end(); i++)
  185. for(auto j = i->begin(); j != i->end(); j++)
  186. for(auto z = j->begin(); z != j->end(); z++)
  187. foo(*z);
  188. }
  189. struct ObjInfo
  190. {
  191. int3 pos;
  192. std::string name;
  193. ObjInfo(){}
  194. ObjInfo(const CGObjectInstance *obj)
  195. {
  196. pos = obj->pos;
  197. name = obj->getHoverText();
  198. }
  199. };
  200. std::map<const CGObjectInstance *, ObjInfo> helperObjInfo;
  201. template <typename Container, typename Item>
  202. bool remove_if_present(Container &c, const Item &item)
  203. {
  204. auto i = std::find(c.begin(), c.end(), item);
  205. if (i != c.end())
  206. {
  207. c.erase(i);
  208. return true;
  209. }
  210. return false;
  211. }
  212. template <typename V, typename Item, typename Item2>
  213. bool remove_if_present(std::map<Item,V> & c, const Item2 &item)
  214. {
  215. auto i = c.find(item);
  216. if (i != c.end())
  217. {
  218. c.erase(i);
  219. return true;
  220. }
  221. return false;
  222. }
  223. template <typename Container, typename Pred>
  224. void erase(Container &c, Pred pred)
  225. {
  226. c.erase(boost::remove_if(c, pred), c.end());
  227. }
  228. bool isReachable(const CGObjectInstance *obj)
  229. {
  230. return cb->getPathInfo(obj->visitablePos())->turns < 255;
  231. }
  232. ui64 howManyReinforcementsCanGet(HeroPtr h, const CGTownInstance *t)
  233. {
  234. ui64 ret = 0;
  235. int freeHeroSlots = GameConstants::ARMY_SIZE - h->stacksCount();
  236. std::vector<const CStackInstance *> toMove;
  237. BOOST_FOREACH(auto const slot, t->Slots())
  238. {
  239. //can be merged woth another stack?
  240. TSlot dst = h->getSlotFor(slot.second->getCreatureID());
  241. if(h->hasStackAtSlot(dst))
  242. ret += t->getPower(slot.first);
  243. else
  244. toMove.push_back(slot.second);
  245. }
  246. boost::sort(toMove, [](const CStackInstance *lhs, const CStackInstance *rhs)
  247. {
  248. return lhs->getPower() < rhs->getPower();
  249. });
  250. BOOST_REVERSE_FOREACH(const CStackInstance *stack, toMove)
  251. {
  252. if(freeHeroSlots)
  253. {
  254. ret += stack->getPower();
  255. freeHeroSlots--;
  256. }
  257. else
  258. break;
  259. }
  260. return ret;
  261. }
  262. std::string strFromInt3(int3 pos)
  263. {
  264. std::ostringstream oss;
  265. oss << pos;
  266. return oss.str();
  267. }
  268. bool isCloser(const CGObjectInstance *lhs, const CGObjectInstance *rhs)
  269. {
  270. const CGPathNode *ln = cb->getPathInfo(lhs->visitablePos()), *rn = cb->getPathInfo(rhs->visitablePos());
  271. if(ln->turns != rn->turns)
  272. return ln->turns < rn->turns;
  273. return (ln->moveRemains > rn->moveRemains);
  274. };
  275. bool compareMovement(HeroPtr lhs, HeroPtr rhs)
  276. {
  277. return lhs->movement > rhs->movement;
  278. };
  279. ui64 evaluateDanger(const CGObjectInstance *obj);
  280. ui64 evaluateDanger(crint3 tile)
  281. {
  282. const TerrainTile *t = cb->getTile(tile, false);
  283. if(!t) //we can know about guard but can't check its tile (the edge of fow)
  284. return 190000000; //MUCH
  285. ui64 objectDanger = 0, guardDanger = 0;
  286. auto visObjs = cb->getVisitableObjs(tile);
  287. if(visObjs.size())
  288. objectDanger = evaluateDanger(visObjs.back());
  289. int3 guardPos = cb->guardingCreaturePosition(tile);
  290. if(guardPos.x >= 0 && guardPos != tile)
  291. guardDanger = evaluateDanger(guardPos);
  292. //TODO mozna odwiedzic blockvis nie ruszajac straznika
  293. return std::max(objectDanger, guardDanger);
  294. return 0;
  295. }
  296. ui64 evaluateDanger(crint3 tile, const CGHeroInstance *visitor)
  297. {
  298. const TerrainTile *t = cb->getTile(tile, false);
  299. if(!t) //we can know about guard but can't check its tile (the edge of fow)
  300. return 190000000; //MUCH
  301. ui64 objectDanger = 0, guardDanger = 0;
  302. if(const CGObjectInstance * dangerousObject = backOrNull(cb->getVisitableObjs(tile)))
  303. {
  304. objectDanger = evaluateDanger(dangerousObject); //unguarded objects can also be dangerous or unhandled
  305. if (dangerousObject)
  306. {
  307. //TODO: don't downcast objects AI shouldnt know about!
  308. auto armedObj = dynamic_cast<const CArmedInstance*>(dangerousObject);
  309. if(armedObj)
  310. objectDanger *= fh->getTacticalAdvantage(visitor, armedObj);
  311. }
  312. }
  313. int3 guardPos = cb->guardingCreaturePosition(tile);
  314. if(guardPos.x >= 0 && guardPos != tile)
  315. guardDanger = evaluateDanger(guardPos, visitor);
  316. //TODO mozna odwiedzic blockvis nie ruszajac straznika
  317. return std::max(objectDanger, guardDanger);
  318. return 0;
  319. }
  320. ui64 evaluateDanger(const CGObjectInstance *obj)
  321. {
  322. if(obj->tempOwner < GameConstants::PLAYER_LIMIT && cb->getPlayerRelations(obj->tempOwner, ai->playerID)) //owned or allied objects don't pose any threat
  323. return 0;
  324. switch(obj->ID)
  325. {
  326. case GameConstants::HEROI_TYPE:
  327. {
  328. InfoAboutHero iah;
  329. cb->getHeroInfo(obj, iah);
  330. return iah.army.getStrength();
  331. }
  332. case GameConstants::TOWNI_TYPE:
  333. case Obj::GARRISON: case Obj::GARRISON2: //garrison
  334. {
  335. InfoAboutTown iat;
  336. cb->getTownInfo(obj, iat);
  337. return iat.army.getStrength();
  338. }
  339. case GameConstants::CREI_TYPE:
  340. {
  341. //TODO!!!!!!!!
  342. const CGCreature *cre = dynamic_cast<const CGCreature*>(obj);
  343. return cre->getArmyStrength();
  344. }
  345. case Obj::CREATURE_GENERATOR1:
  346. {
  347. const CGDwelling *d = dynamic_cast<const CGDwelling*>(obj);
  348. return d->getArmyStrength();
  349. }
  350. case Obj::MINE:
  351. case Obj::ABANDONED_MINE:
  352. {
  353. const CArmedInstance * a = dynamic_cast<const CArmedInstance*>(obj);
  354. return a->getArmyStrength();
  355. }
  356. case Obj::CRYPT: //crypt
  357. case Obj::CREATURE_BANK: //crebank
  358. case Obj::DRAGON_UTOPIA:
  359. case Obj::SHIPWRECK: //shipwreck
  360. case Obj::DERELICT_SHIP: //derelict ship
  361. case Obj::PYRAMID:
  362. return fh->estimateBankDanger (VLC->objh->bankObjToIndex(obj));
  363. default:
  364. return 0;
  365. }
  366. }
  367. bool compareDanger(const CGObjectInstance *lhs, const CGObjectInstance *rhs)
  368. {
  369. return evaluateDanger(lhs) < evaluateDanger(rhs);
  370. }
  371. VCAI::VCAI(void)
  372. {
  373. LOG_ENTRY;
  374. myCb = NULL;
  375. battleAIName = "StupidAI";
  376. makingTurn = NULL;
  377. }
  378. VCAI::~VCAI(void)
  379. {
  380. LOG_ENTRY;
  381. }
  382. void VCAI::availableCreaturesChanged(const CGDwelling *town)
  383. {
  384. NET_EVENT_HANDLER;
  385. LOG_ENTRY;
  386. }
  387. void VCAI::heroMoved(const TryMoveHero & details)
  388. {
  389. NET_EVENT_HANDLER;
  390. LOG_ENTRY;
  391. if(details.result == TryMoveHero::TELEPORTATION)
  392. {
  393. const int3 from = CGHeroInstance::convertPosition(details.start, false),
  394. to = CGHeroInstance::convertPosition(details.end, false);
  395. const CGObjectInstance *o1 = frontOrNull(cb->getVisitableObjs(from)),
  396. *o2 = frontOrNull(cb->getVisitableObjs(to));
  397. if(o1 && o2 && o1->ID == Obj::SUBTERRANEAN_GATE && o2->ID == Obj::SUBTERRANEAN_GATE)
  398. {
  399. knownSubterraneanGates[o1] = o2;
  400. knownSubterraneanGates[o2] = o1;
  401. BNLOG("Found a pair of subterranean gates between %s and %s!", from % to);
  402. }
  403. }
  404. }
  405. void VCAI::stackChagedCount(const StackLocation &location, const TQuantity &change, bool isAbsolute)
  406. {
  407. NET_EVENT_HANDLER;
  408. LOG_ENTRY;
  409. }
  410. void VCAI::heroInGarrisonChange(const CGTownInstance *town)
  411. {
  412. NET_EVENT_HANDLER;
  413. LOG_ENTRY;
  414. }
  415. void VCAI::centerView(int3 pos, int focusTime)
  416. {
  417. NET_EVENT_HANDLER;
  418. LOG_ENTRY;
  419. }
  420. void VCAI::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  421. {
  422. NET_EVENT_HANDLER;
  423. LOG_ENTRY;
  424. }
  425. void VCAI::artifactAssembled(const ArtifactLocation &al)
  426. {
  427. NET_EVENT_HANDLER;
  428. LOG_ENTRY;
  429. }
  430. void VCAI::showTavernWindow(const CGObjectInstance *townOrTavern)
  431. {
  432. NET_EVENT_HANDLER;
  433. LOG_ENTRY;
  434. }
  435. void VCAI::showThievesGuildWindow (const CGObjectInstance * obj)
  436. {
  437. NET_EVENT_HANDLER;
  438. LOG_ENTRY;
  439. }
  440. void VCAI::playerBlocked(int reason)
  441. {
  442. NET_EVENT_HANDLER;
  443. LOG_ENTRY;
  444. if (reason == PlayerBlocked::UPCOMING_BATTLE)
  445. status.setBattle(UPCOMING_BATTLE);
  446. }
  447. void VCAI::showPuzzleMap()
  448. {
  449. NET_EVENT_HANDLER;
  450. LOG_ENTRY;
  451. }
  452. void VCAI::showShipyardDialog(const IShipyard *obj)
  453. {
  454. NET_EVENT_HANDLER;
  455. LOG_ENTRY;
  456. }
  457. void VCAI::gameOver(ui8 player, bool victory)
  458. {
  459. NET_EVENT_HANDLER;
  460. LOG_ENTRY;
  461. BNLOG("Player %d: I heard that player %d %s.", playerID % (int)player % (victory ? "won" : "lost"));
  462. if(player == playerID)
  463. {
  464. if(victory)
  465. {
  466. tlog0 << "VCAI: I won! Incredible!\n";
  467. tlog0 << "Turn nr " << myCb->getDate() << std::endl;
  468. }
  469. else
  470. {
  471. tlog0 << "VCAI: Player " << (int)player << " lost. It's me. What a disappointment! :(\n";
  472. }
  473. // //let's make Impossible difficulty finally standing to its name :>
  474. // if(myCb->getStartInfo()->difficulty == 4 && !victory)
  475. // {
  476. // //play dirty: crash the whole engine to avoid lose
  477. // //that way AI is unbeatable!
  478. // *(int*)NULL = 666;
  479. // }
  480. // TODO - at least write some insults on stdout
  481. finish();
  482. }
  483. }
  484. void VCAI::artifactPut(const ArtifactLocation &al)
  485. {
  486. NET_EVENT_HANDLER;
  487. LOG_ENTRY;
  488. }
  489. void VCAI::artifactRemoved(const ArtifactLocation &al)
  490. {
  491. NET_EVENT_HANDLER;
  492. LOG_ENTRY;
  493. }
  494. void VCAI::stacksErased(const StackLocation &location)
  495. {
  496. NET_EVENT_HANDLER;
  497. LOG_ENTRY;
  498. }
  499. void VCAI::artifactDisassembled(const ArtifactLocation &al)
  500. {
  501. NET_EVENT_HANDLER;
  502. LOG_ENTRY;
  503. }
  504. void VCAI::heroVisit(const CGHeroInstance *visitor, const CGObjectInstance *visitedObj, bool start)
  505. {
  506. NET_EVENT_HANDLER;
  507. LOG_ENTRY;
  508. if (start)
  509. {
  510. visitedObject = const_cast<CGObjectInstance *>(visitedObj); // remember the object and wait for return
  511. markObjectVisited (visitedObj);
  512. remove_if_present(reservedObjs, visitedObj); //unreserve objects
  513. remove_if_present(reservedHeroesMap[visitor], visitedObj);
  514. completeGoal (CGoal(GET_OBJ).sethero(visitor)); //we don't need to visit in anymore
  515. }
  516. }
  517. void VCAI::availableArtifactsChanged(const CGBlackMarket *bm /*= NULL*/)
  518. {
  519. NET_EVENT_HANDLER;
  520. LOG_ENTRY;
  521. }
  522. void VCAI::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  523. {
  524. NET_EVENT_HANDLER;
  525. LOG_ENTRY;
  526. //buildArmyIn(town);
  527. //moveCreaturesToHero(town);
  528. }
  529. void VCAI::tileHidden(const boost::unordered_set<int3, ShashInt3> &pos)
  530. {
  531. NET_EVENT_HANDLER;
  532. LOG_ENTRY;
  533. // BOOST_FOREACH(int3 tile, pos)
  534. // BOOST_FOREACH(const CGObjectInstance *obj, cb->getVisitableObjs(tile))
  535. // remove_if_present(visitableObjs, obj);
  536. visitableObjs.erase(boost::remove_if(visitableObjs, [&](const CGObjectInstance *obj){return !myCb->getObj(obj->id);}), visitableObjs.end());
  537. }
  538. void VCAI::tileRevealed(const boost::unordered_set<int3, ShashInt3> &pos)
  539. {
  540. NET_EVENT_HANDLER;
  541. LOG_ENTRY;
  542. BOOST_FOREACH(int3 tile, pos)
  543. BOOST_FOREACH(const CGObjectInstance *obj, myCb->getVisitableObjs(tile))
  544. addVisitableObj(obj);
  545. }
  546. void VCAI::heroExchangeStarted(si32 hero1, si32 hero2)
  547. {
  548. NET_EVENT_HANDLER;
  549. LOG_ENTRY;
  550. auto firstHero = cb->getHero(hero1);
  551. auto secondHero = cb->getHero(hero2);
  552. requestActionASAP([=]()
  553. {
  554. if (firstHero->getHeroStrength() > secondHero->getHeroStrength())
  555. pickBestCreatures (firstHero, secondHero);
  556. else
  557. pickBestCreatures (secondHero, firstHero);
  558. completeGoal(CGoal(VISIT_HERO).sethero(firstHero)); //TODO: what if we were visited by other hero in the meantime?
  559. completeGoal(CGoal(VISIT_HERO).sethero(secondHero));
  560. //TODO: exchange artifacts
  561. });
  562. }
  563. void VCAI::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
  564. {
  565. NET_EVENT_HANDLER;
  566. LOG_ENTRY;
  567. }
  568. void VCAI::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
  569. {
  570. NET_EVENT_HANDLER;
  571. LOG_ENTRY;
  572. }
  573. void VCAI::heroMovePointsChanged(const CGHeroInstance * hero)
  574. {
  575. NET_EVENT_HANDLER;
  576. LOG_ENTRY;
  577. }
  578. void VCAI::stackChangedType(const StackLocation &location, const CCreature &newType)
  579. {
  580. NET_EVENT_HANDLER;
  581. LOG_ENTRY;
  582. }
  583. void VCAI::stacksRebalanced(const StackLocation &src, const StackLocation &dst, TQuantity count)
  584. {
  585. NET_EVENT_HANDLER;
  586. LOG_ENTRY;
  587. }
  588. void VCAI::newObject(const CGObjectInstance * obj)
  589. {
  590. NET_EVENT_HANDLER;
  591. LOG_ENTRY;
  592. if(obj->isVisitable())
  593. addVisitableObj(obj);
  594. }
  595. void VCAI::objectRemoved(const CGObjectInstance *obj)
  596. {
  597. NET_EVENT_HANDLER;
  598. LOG_ENTRY;
  599. if(remove_if_present(visitableObjs, obj))
  600. assert(obj->isVisitable());
  601. BOOST_FOREACH(auto &p, reservedHeroesMap)
  602. remove_if_present(p.second, obj);
  603. //TODO
  604. //there are other places where CGObjectinstance ptrs are stored...
  605. //
  606. if(obj->ID == GameConstants::HEROI_TYPE && obj->tempOwner == playerID)
  607. {
  608. lostHero(cb->getHero(obj->id)); //we can promote, since objectRemoved is killed just before actual deletion
  609. }
  610. }
  611. void VCAI::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  612. {
  613. NET_EVENT_HANDLER;
  614. LOG_ENTRY;
  615. }
  616. void VCAI::playerBonusChanged(const Bonus &bonus, bool gain)
  617. {
  618. NET_EVENT_HANDLER;
  619. LOG_ENTRY;
  620. }
  621. void VCAI::newStackInserted(const StackLocation &location, const CStackInstance &stack)
  622. {
  623. NET_EVENT_HANDLER;
  624. LOG_ENTRY;
  625. }
  626. void VCAI::heroCreated(const CGHeroInstance*)
  627. {
  628. NET_EVENT_HANDLER;
  629. LOG_ENTRY;
  630. }
  631. void VCAI::advmapSpellCast(const CGHeroInstance * caster, int spellID)
  632. {
  633. NET_EVENT_HANDLER;
  634. LOG_ENTRY;
  635. }
  636. void VCAI::showInfoDialog(const std::string &text, const std::vector<Component*> &components, int soundID)
  637. {
  638. NET_EVENT_HANDLER;
  639. LOG_ENTRY;
  640. }
  641. void VCAI::requestRealized(PackageApplied *pa)
  642. {
  643. NET_EVENT_HANDLER;
  644. LOG_ENTRY;
  645. if(status.haveTurn())
  646. {
  647. if(pa->packType == typeList.getTypeID<EndTurn>())
  648. if(pa->result)
  649. status.madeTurn();
  650. }
  651. if(pa->packType == typeList.getTypeID<QueryReply>())
  652. {
  653. status.receivedAnswerConfirmation(pa->requestID, pa->result);
  654. }
  655. }
  656. void VCAI::receivedResource(int type, int val)
  657. {
  658. NET_EVENT_HANDLER;
  659. LOG_ENTRY;
  660. }
  661. void VCAI::stacksSwapped(const StackLocation &loc1, const StackLocation &loc2)
  662. {
  663. NET_EVENT_HANDLER;
  664. LOG_ENTRY;
  665. }
  666. void VCAI::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
  667. {
  668. NET_EVENT_HANDLER;
  669. LOG_ENTRY;
  670. }
  671. void VCAI::heroManaPointsChanged(const CGHeroInstance * hero)
  672. {
  673. NET_EVENT_HANDLER;
  674. LOG_ENTRY;
  675. }
  676. void VCAI::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  677. {
  678. NET_EVENT_HANDLER;
  679. LOG_ENTRY;
  680. }
  681. void VCAI::battleResultsApplied()
  682. {
  683. NET_EVENT_HANDLER;
  684. LOG_ENTRY;
  685. assert(status.getBattle() == ENDING_BATTLE);
  686. status.setBattle(NO_BATTLE);
  687. }
  688. void VCAI::objectPropertyChanged(const SetObjectProperty * sop)
  689. {
  690. NET_EVENT_HANDLER;
  691. LOG_ENTRY;
  692. if(sop->what == ObjProperty::OWNER)
  693. {
  694. if(sop->val == playerID)
  695. remove_if_present(visitableObjs, myCb->getObj(sop->id));
  696. //TODO restore lost obj
  697. }
  698. }
  699. void VCAI::buildChanged(const CGTownInstance *town, int buildingID, int what)
  700. {
  701. NET_EVENT_HANDLER;
  702. LOG_ENTRY;
  703. }
  704. void VCAI::heroBonusChanged(const CGHeroInstance *hero, const Bonus &bonus, bool gain)
  705. {
  706. NET_EVENT_HANDLER;
  707. LOG_ENTRY;
  708. }
  709. void VCAI::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
  710. {
  711. NET_EVENT_HANDLER;
  712. LOG_ENTRY;
  713. }
  714. void VCAI::init(CCallback * CB)
  715. {
  716. myCb = CB;
  717. cbc = CB;
  718. NET_EVENT_HANDLER;
  719. LOG_ENTRY;
  720. playerID = myCb->getMyColor();
  721. myCb->waitTillRealize = true;
  722. myCb->unlockGsWhenWaiting = true;
  723. if(!fh)
  724. fh = new FuzzyHelper();
  725. retreiveVisitableObjs(visitableObjs);
  726. }
  727. void VCAI::yourTurn()
  728. {
  729. NET_EVENT_HANDLER;
  730. LOG_ENTRY;
  731. status.startedTurn();
  732. makingTurn = new boost::thread(&VCAI::makeTurn, this);
  733. }
  734. void VCAI::heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, int queryID)
  735. {
  736. NET_EVENT_HANDLER;
  737. LOG_ENTRY;
  738. status.addQuery(queryID, boost::str(boost::format("Hero %s got level %d") % hero->name % hero->level));
  739. requestActionASAP([=]{ answerQuery(queryID, 0); });
  740. }
  741. void VCAI::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, int queryID)
  742. {
  743. NET_EVENT_HANDLER;
  744. LOG_ENTRY;
  745. status.addQuery(queryID, boost::str(boost::format("Commander %s of %s got level %d") % commander->name % commander->armyObj->nodeName() % (int)commander->level));
  746. requestActionASAP([=]{ answerQuery(queryID, 0); });
  747. }
  748. void VCAI::showBlockingDialog(const std::string &text, const std::vector<Component> &components, ui32 askID, const int soundID, bool selection, bool cancel)
  749. {
  750. NET_EVENT_HANDLER;
  751. LOG_ENTRY;
  752. int sel = 0;
  753. status.addQuery(askID, boost::str(boost::format("Blocking dialog query with %d components - %s")
  754. % components.size() % text));
  755. if(selection) //select from multiple components -> take the last one (they're indexed [1-size])
  756. sel = components.size();
  757. if(!selection && cancel) //yes&no -> always answer yes, we are a brave AI :)
  758. sel = 1;
  759. requestActionASAP([=]()
  760. {
  761. answerQuery(askID, sel);
  762. });
  763. }
  764. void VCAI::showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, int queryID)
  765. {
  766. NET_EVENT_HANDLER;
  767. LOG_ENTRY;
  768. std::string s1 = up ? up->nodeName() : "NONE";
  769. std::string s2 = down ? down->nodeName() : "NONE";
  770. status.addQuery(queryID, boost::str(boost::format("Garrison dialog with %s and %s") % s1 % s2));
  771. //you can't request action from action-response thread
  772. requestActionASAP([=]()
  773. {
  774. pickBestCreatures (down, up);
  775. answerQuery(queryID, 0);
  776. });
  777. }
  778. void VCAI::serialize(COSer<CSaveFile> &h, const int version)
  779. {
  780. NET_EVENT_HANDLER;
  781. LOG_ENTRY;
  782. }
  783. void VCAI::serialize(CISer<CLoadFile> &h, const int version)
  784. {
  785. NET_EVENT_HANDLER;
  786. LOG_ENTRY;
  787. }
  788. void makePossibleUpgrades(const CArmedInstance *obj)
  789. {
  790. if(!obj)
  791. return;
  792. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  793. {
  794. if(const CStackInstance *s = obj->getStackPtr(i))
  795. {
  796. UpgradeInfo ui;
  797. cb->getUpgradeInfo(obj, i, ui);
  798. if(ui.oldID >= 0 && cb->getResourceAmount().canAfford(ui.cost[0] * s->count))
  799. {
  800. cb->upgradeCreature(obj, i, ui.newID[0]);
  801. }
  802. }
  803. }
  804. }
  805. void VCAI::makeTurn()
  806. {
  807. MAKING_TURN;
  808. boost::shared_lock<boost::shared_mutex> gsLock(cb->getGsMutex());
  809. setThreadName("VCAI::makeTurn");
  810. BNLOG("Player %d starting turn", playerID);
  811. INDENT;
  812. switch(cb->getDate(1))
  813. {
  814. case 1:
  815. {
  816. townVisitsThisWeek.clear();
  817. std::vector<const CGObjectInstance *> objs;
  818. retreiveVisitableObjs(objs, true);
  819. BOOST_FOREACH(const CGObjectInstance *obj, objs)
  820. {
  821. if (isWeeklyRevisitable(obj))
  822. {
  823. if (!vstd::contains(visitableObjs, obj))
  824. visitableObjs.push_back(obj);
  825. auto o = std::find (alreadyVisited.begin(), alreadyVisited.end(), obj);
  826. if (o != alreadyVisited.end())
  827. alreadyVisited.erase(o);
  828. }
  829. }
  830. }
  831. break;
  832. case 7: //reconsider strategy
  833. {
  834. if(auto h = primaryHero()) //check if our primary hero can handle danger
  835. {
  836. ui64 totalDanger = 0;
  837. int dangerousObjects = 0;
  838. std::vector<const CGObjectInstance *> objs;
  839. retreiveVisitableObjs(objs, false);
  840. BOOST_FOREACH (auto obj, objs)
  841. {
  842. if (evaluateDanger(obj)) //potentilaly dnagerous
  843. {
  844. totalDanger += evaluateDanger(obj->visitablePos(), *h);
  845. ++dangerousObjects;
  846. }
  847. }
  848. ui64 averageDanger = totalDanger / std::max(dangerousObjects, 1);
  849. if (dangerousObjects && averageDanger > h->getHeroStrength())
  850. {
  851. setGoal (h, CGoal(GATHER_ARMY).sethero(h).setvalue(averageDanger * SAFE_ATTACK_CONSTANT).setisAbstract(true));
  852. }
  853. }
  854. }
  855. break;
  856. }
  857. if(cb->getSelectedHero())
  858. cb->recalculatePaths();
  859. makeTurnInternal();
  860. vstd::clear_pointer(makingTurn);
  861. return;
  862. }
  863. void VCAI::makeTurnInternal()
  864. {
  865. saving = 0;
  866. //it looks messy here, but it's better to have armed heroes before attempting realizing goals
  867. BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
  868. moveCreaturesToHero(t);
  869. try
  870. {
  871. //Pick objects reserved in previous turn - we expect only nerby objects there
  872. BOOST_FOREACH (auto hero, reservedHeroesMap)
  873. {
  874. cb->setSelection(hero.first.get());
  875. boost::sort (hero.second, isCloser);
  876. BOOST_FOREACH (auto obj, hero.second)
  877. {
  878. striveToGoal (CGoal(VISIT_TILE).sethero(hero.first).settile(obj->visitablePos()));
  879. }
  880. }
  881. //now try to win
  882. striveToGoal(CGoal(WIN));
  883. //finally, continue our abstract long-term goals
  884. //heroes tend to die in the process and loose their goals, unsafe to iterate it
  885. std::vector<std::pair<HeroPtr, CGoal> > safeCopy;
  886. boost::copy(lockedHeroes, std::back_inserter(safeCopy));
  887. typedef std::pair<HeroPtr, CGoal> TItrType;
  888. auto lockedHeroesSorter = [](TItrType h1, TItrType h2) -> bool
  889. {
  890. return compareMovement (h1.first, h2.first);
  891. };
  892. boost::sort(safeCopy, lockedHeroesSorter);
  893. while (safeCopy.size()) //continue our goals
  894. {
  895. auto it = safeCopy.begin();
  896. if (it->first && it->first->tempOwner == playerID && vstd::contains(lockedHeroes, it->first)) //make sure hero still has his goal
  897. {
  898. cb->setSelection(*it->first);
  899. striveToGoal (it->second);
  900. }
  901. safeCopy.erase(it);
  902. }
  903. auto quests = myCb->getMyQuests();
  904. BOOST_FOREACH (auto quest, quests)
  905. {
  906. striveToQuest (quest);
  907. }
  908. striveToGoal(CGoal(BUILD)); //TODO: smarter building management
  909. }
  910. catch(boost::thread_interrupted &e)
  911. {
  912. tlog0 << "Making turn thread has been interrupted. We'll end without calling endTurn.\n";
  913. return;
  914. }
  915. catch(std::exception &e)
  916. {
  917. tlog0 << "Making turn thread has caught an exception: " << e.what() << "\n";
  918. }
  919. endTurn();
  920. }
  921. bool VCAI::goVisitObj(const CGObjectInstance * obj, HeroPtr h)
  922. {
  923. int3 dst = obj->visitablePos();
  924. BNLOG("%s will try to visit %s at (%s)", h->name % obj->getHoverText() % strFromInt3(dst));
  925. return moveHeroToTile(dst, h);
  926. }
  927. void VCAI::performObjectInteraction(const CGObjectInstance * obj, HeroPtr h)
  928. {
  929. switch (obj->ID)
  930. {
  931. case Obj::CREATURE_GENERATOR1:
  932. recruitCreatures (dynamic_cast<const CGDwelling *>(obj));
  933. checkHeroArmy (h);
  934. break;
  935. case GameConstants::TOWNI_TYPE:
  936. moveCreaturesToHero (dynamic_cast<const CGTownInstance *>(obj));
  937. townVisitsThisWeek[h].push_back(h->visitedTown);
  938. break;
  939. break;
  940. }
  941. }
  942. void VCAI::moveCreaturesToHero(const CGTownInstance * t)
  943. {
  944. if(t->visitingHero && t->armedGarrison())
  945. {
  946. pickBestCreatures (t->visitingHero, t);
  947. }
  948. }
  949. void VCAI::pickBestCreatures(const CArmedInstance * army, const CArmedInstance * source)
  950. {
  951. //TODO - what if source is a hero (the last stack problem) -> it'd good to create a single stack of weakest cre
  952. const CArmedInstance *armies[] = {army, source};
  953. //we calculate total strength for each creature type available in armies
  954. std::map<const CCreature*, int> creToPower;
  955. BOOST_FOREACH(auto armyPtr, armies)
  956. BOOST_FOREACH(auto &i, armyPtr->Slots())
  957. creToPower[i.second->type] += i.second->getPower();
  958. //TODO - consider more than just power (ie morale penalty, hero specialty in certain stacks, etc)
  959. std::vector<const CCreature *> bestArmy; //types that'll be in final dst army
  960. for (int i = 0; i < GameConstants::ARMY_SIZE; i++) //pick the creatures from which we can get most power, as many as dest can fit
  961. {
  962. typedef const std::pair<const CCreature*, int> &CrePowerPair;
  963. auto creIt = boost::max_element(creToPower, [](CrePowerPair lhs, CrePowerPair rhs)
  964. {
  965. return lhs.second < rhs.second;
  966. });
  967. bestArmy.push_back(creIt->first);
  968. creToPower.erase(creIt);
  969. if(creToPower.empty())
  970. break;
  971. }
  972. //foreach best type -> iterate over slots in both armies and if it's the appropriate type, send it to the slot where it belongs
  973. for (int i = 0; i < bestArmy.size(); i++) //i-th strongest creature type will go to i-th slot
  974. BOOST_FOREACH(auto armyPtr, armies)
  975. for (int j = 0; j < GameConstants::ARMY_SIZE; j++)
  976. if(armyPtr->getCreature(j) == bestArmy[i] && (i != j || armyPtr != army)) //it's a searched creature not in dst slot
  977. cb->mergeOrSwapStacks(armyPtr, army, j, i);
  978. //TODO - having now strongest possible army, we may want to think about arranging stacks
  979. auto hero = dynamic_cast<const CGHeroInstance *>(army);
  980. if (hero)
  981. {
  982. checkHeroArmy (hero);
  983. }
  984. }
  985. void VCAI::recruitCreatures(const CGDwelling * d)
  986. {
  987. for(int i = 0; i < d->creatures.size(); i++)
  988. {
  989. if(!d->creatures[i].second.size())
  990. continue;
  991. int count = d->creatures[i].first;
  992. int creID = d->creatures[i].second.back();
  993. // const CCreature *c = VLC->creh->creatures[creID];
  994. // if(containsSavedRes(c->cost))
  995. // continue;
  996. TResources myRes = cb->getResourceAmount();
  997. myRes[Res::GOLD] -= GOLD_RESERVE;
  998. amin(count, myRes / VLC->creh->creatures[creID]->cost);
  999. if(count > 0)
  1000. cb->recruitCreatures(d, creID, count, i);
  1001. }
  1002. }
  1003. bool VCAI::tryBuildStructure(const CGTownInstance * t, int building, unsigned int maxDays)
  1004. {
  1005. if (t->hasBuilt(building)) //Already built? Shouldn't happen in general
  1006. return true;
  1007. std::set<int> toBuild = cb->getBuildingRequiments(t, building);
  1008. //erase all already built buildings
  1009. for (auto buildIter = toBuild.begin(); buildIter != toBuild.end();)
  1010. {
  1011. if (vstd::contains(t->builtBuildings, *buildIter))
  1012. toBuild.erase(buildIter++);
  1013. else
  1014. buildIter++;
  1015. }
  1016. toBuild.insert(building);
  1017. BOOST_FOREACH(int buildID, toBuild)
  1018. {
  1019. int canBuild = cb->canBuildStructure(t, buildID);
  1020. if (canBuild == EBuildingState::HAVE_CAPITAL
  1021. || canBuild == EBuildingState::FORBIDDEN
  1022. || canBuild == EBuildingState::NO_WATER)
  1023. return false; //we won't be able to build this
  1024. }
  1025. if (maxDays && toBuild.size() > maxDays)
  1026. return false;
  1027. TResources currentRes = cb->getResourceAmount();
  1028. TResources income = estimateIncome();
  1029. //TODO: calculate if we have enough resources to build it in maxDays
  1030. BOOST_FOREACH(int buildID, toBuild)
  1031. {
  1032. const CBuilding *b = VLC->buildh->buildings[t->subID][buildID];
  1033. int canBuild = cb->canBuildStructure(t, buildID);
  1034. if(canBuild == EBuildingState::ALLOWED)
  1035. {
  1036. if(!containsSavedRes(b->resources))
  1037. {
  1038. BNLOG("Player %d will build %s in town of %s at %s", playerID % b->Name() % t->name % t->pos);
  1039. cb->buildBuilding(t, buildID);
  1040. return true;
  1041. }
  1042. continue;
  1043. }
  1044. else if(canBuild == EBuildingState::NO_RESOURCES)
  1045. {
  1046. TResources cost = VLC->buildh->buildings[t->subID][buildID]->resources;
  1047. for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
  1048. {
  1049. int diff = currentRes[i] - cost[i] + income[i];
  1050. if(diff < 0)
  1051. saving[i] = 1;
  1052. }
  1053. continue;
  1054. }
  1055. }
  1056. return false;
  1057. }
  1058. bool VCAI::tryBuildAnyStructure(const CGTownInstance * t, std::vector<int> buildList, unsigned int maxDays)
  1059. {
  1060. BOOST_FOREACH(int building, buildList)
  1061. {
  1062. if(t->hasBuilt(building))
  1063. continue;
  1064. if (tryBuildStructure(t, building, maxDays))
  1065. return true;
  1066. }
  1067. return false; //Can't build anything
  1068. }
  1069. bool VCAI::tryBuildNextStructure(const CGTownInstance * t, std::vector<int> buildList, unsigned int maxDays)
  1070. {
  1071. BOOST_FOREACH(int building, buildList)
  1072. {
  1073. if(t->hasBuilt(building))
  1074. continue;
  1075. return tryBuildStructure(t, building, maxDays);
  1076. }
  1077. return false;//Nothing to build
  1078. }
  1079. void VCAI::buildStructure(const CGTownInstance * t)
  1080. {
  1081. using namespace EBuilding;
  1082. //TODO make *real* town development system
  1083. //TODO: faction-specific development: use special buildings, build dwellings in better order, etc
  1084. //TODO: build resource silo, defences when needed
  1085. //Possible - allow "locking" on specific building (build prerequisites and then building itself)
  1086. //Set of buildings for different goals. Does not include any prerequisites.
  1087. const int essential[] = {TAVERN, TOWN_HALL};
  1088. const int goldSource[] = {TOWN_HALL, CITY_HALL, CAPITOL};
  1089. const int unitsSource[] = { 30, 31, 32, 33, 34, 35, 36};
  1090. const int unitsUpgrade[] = { 37, 38, 39, 40, 41, 42, 43};
  1091. const int unitGrowth[] = { FORT, CITADEL, CASTLE, HORDE_1, HORDE_1_UPGR, HORDE_2, HORDE_2_UPGR};
  1092. const int spells[] = {MAGES_GUILD_1, MAGES_GUILD_2, MAGES_GUILD_3, MAGES_GUILD_4, MAGES_GUILD_5};
  1093. const int extra[] = {RESOURCE_SILO, SPECIAL_1, SPECIAL_2, SPECIAL_3, SPECIAL_4, SHIPYARD}; // all remaining buildings
  1094. TResources currentRes = cb->getResourceAmount();
  1095. TResources income = estimateIncome();
  1096. if (tryBuildAnyStructure(t, std::vector<int>(essential, essential + ARRAY_COUNT(essential))))
  1097. return;
  1098. //we're running out of gold - try to build something gold-producing. Multiplier can be tweaked, 6 is minimum due to buildings costs
  1099. if (currentRes[Res::GOLD] < income[Res::GOLD] * 6)
  1100. if (tryBuildNextStructure(t, std::vector<int>(goldSource, goldSource + ARRAY_COUNT(goldSource))))
  1101. return;
  1102. if (cb->getDate(1) > 6)// last 2 days of week - try to focus on growth
  1103. {
  1104. if (tryBuildNextStructure(t, std::vector<int>(unitGrowth, unitGrowth + ARRAY_COUNT(unitGrowth)), 2))
  1105. return;
  1106. }
  1107. // first in-game week or second half of any week: try build dwellings
  1108. if (cb->getDate(0) < 7 || cb->getDate(1) > 3)
  1109. if (tryBuildAnyStructure(t, std::vector<int>(unitsSource, unitsSource + ARRAY_COUNT(unitsSource)), 8 - cb->getDate(1)))
  1110. return;
  1111. //try to upgrade dwelling
  1112. for(int i = 0; i < ARRAY_COUNT(unitsUpgrade); i++)
  1113. {
  1114. if (t->hasBuilt(unitsSource[i]) && !t->hasBuilt(unitsUpgrade[i]))
  1115. {
  1116. if (tryBuildStructure(t, unitsUpgrade[i]))
  1117. return;
  1118. }
  1119. }
  1120. //remaining tasks
  1121. if (tryBuildNextStructure(t, std::vector<int>(goldSource, goldSource + ARRAY_COUNT(goldSource))))
  1122. return;
  1123. if (tryBuildNextStructure(t, std::vector<int>(spells, spells + ARRAY_COUNT(spells))))
  1124. return;
  1125. if (tryBuildAnyStructure(t, std::vector<int>(extra, extra + ARRAY_COUNT(extra))))
  1126. return;
  1127. }
  1128. bool isSafeToVisit(HeroPtr h, crint3 tile)
  1129. {
  1130. const ui64 heroStrength = h->getTotalStrength(),
  1131. dangerStrength = evaluateDanger(tile, *h);
  1132. if(dangerStrength)
  1133. {
  1134. if(heroStrength / SAFE_ATTACK_CONSTANT > dangerStrength)
  1135. {
  1136. BNLOG("It's, safe for %s to visit tile %s", h->name % tile);
  1137. return true;
  1138. }
  1139. else
  1140. return false;
  1141. }
  1142. return true; //there's no danger
  1143. }
  1144. std::vector<const CGObjectInstance *> VCAI::getPossibleDestinations(HeroPtr h)
  1145. {
  1146. validateVisitableObjs();
  1147. std::vector<const CGObjectInstance *> possibleDestinations;
  1148. BOOST_FOREACH(const CGObjectInstance *obj, visitableObjs)
  1149. {
  1150. if(cb->getPathInfo(obj->visitablePos())->reachable() && !obj->wasVisited(playerID) &&
  1151. (obj->tempOwner != playerID || isWeeklyRevisitable(obj))) //flag or get weekly resources / creatures
  1152. possibleDestinations.push_back(obj);
  1153. }
  1154. boost::sort(possibleDestinations, isCloser);
  1155. possibleDestinations.erase(boost::remove_if(possibleDestinations, [&](const CGObjectInstance *obj) -> bool
  1156. {
  1157. const int3 pos = obj->visitablePos();
  1158. if(vstd::contains(alreadyVisited, obj))
  1159. return true;
  1160. if(!isSafeToVisit(h, pos))
  1161. return true;
  1162. if (!shouldVisit(h, obj))
  1163. return true;
  1164. if (vstd::contains(reservedObjs, obj)) //does checking for our own reserved objects make sense? here?
  1165. return true;
  1166. const CGObjectInstance *topObj = cb->getVisitableObjs(pos).back(); //it may be hero visiting this obj
  1167. //we don't try visiting object on which allied or owned hero stands
  1168. // -> it will just trigger exchange windows and AI will be confused that obj behind doesn't get visited
  1169. if(topObj->ID == GameConstants::HEROI_TYPE && cb->getPlayerRelations(h->tempOwner, topObj->tempOwner) != 0)
  1170. return true;
  1171. return false;
  1172. }),possibleDestinations.end());
  1173. return possibleDestinations;
  1174. }
  1175. void VCAI::wander(HeroPtr h)
  1176. {
  1177. while(1)
  1178. {
  1179. std::vector <ObjectIdRef> dests;
  1180. range::copy(reservedHeroesMap[h], std::back_inserter(dests));
  1181. if (!dests.size())
  1182. range::copy(getPossibleDestinations(h), std::back_inserter(dests));
  1183. if(!dests.size())
  1184. {
  1185. auto compareReinforcements = [h](const CGTownInstance *lhs, const CGTownInstance *rhs) -> bool
  1186. {
  1187. return howManyReinforcementsCanGet(h, lhs) < howManyReinforcementsCanGet(h, rhs);
  1188. };
  1189. std::vector<const CGTownInstance *> townsReachable;
  1190. std::vector<const CGTownInstance *> townsNotReachable;
  1191. BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
  1192. {
  1193. if(!t->visitingHero && howManyReinforcementsCanGet(h,t) && !vstd::contains(townVisitsThisWeek[h], t))
  1194. {
  1195. if(isReachable(t))
  1196. townsReachable.push_back(t);
  1197. else
  1198. townsNotReachable.push_back(t);
  1199. }
  1200. }
  1201. if(townsReachable.size())
  1202. {
  1203. boost::sort(townsReachable, compareReinforcements);
  1204. dests.emplace_back(townsReachable.back());
  1205. }
  1206. else if(townsNotReachable.size())
  1207. {
  1208. boost::sort(townsNotReachable, compareReinforcements);
  1209. //TODO pick the truly best
  1210. const CGTownInstance *t = townsNotReachable.back();
  1211. BNLOG("%s can't reach any town, we'll try to make our way to %s at %s", h->name % t->name % t->visitablePos());
  1212. int3 pos1 = h->pos;
  1213. striveToGoal(CGoal(CLEAR_WAY_TO).settile(t->visitablePos()).sethero(h));
  1214. if (pos1 == h->pos && h == primaryHero()) //hero can't move
  1215. {
  1216. if(cb->getResourceAmount(Res::GOLD) >= HERO_GOLD_COST && cb->getHeroesInfo().size() < ALLOWED_ROAMING_HEROES && cb->getAvailableHeroes(t).size())
  1217. recruitHero(t);
  1218. }
  1219. break;
  1220. }
  1221. else if(cb->getResourceAmount(Res::GOLD) >= HERO_GOLD_COST)
  1222. {
  1223. std::vector<const CGTownInstance *> towns = cb->getTownsInfo();
  1224. erase_if(towns, [](const CGTownInstance *t) -> bool
  1225. {
  1226. BOOST_FOREACH(const CGHeroInstance *h, cb->getHeroesInfo())
  1227. if(!t->getArmyStrength() || howManyReinforcementsCanGet(h, t))
  1228. return true;
  1229. return false;
  1230. });
  1231. boost::sort(towns, compareArmyStrength);
  1232. if(towns.size())
  1233. recruitHero(towns.back());
  1234. break;
  1235. }
  1236. else
  1237. {
  1238. PNLOG("Nowhere more to go...\n");
  1239. break;
  1240. }
  1241. }
  1242. const ObjectIdRef&dest = dests.front();
  1243. if(!goVisitObj(dest, h))
  1244. {
  1245. if(!dest)
  1246. {
  1247. BNLOG("Visit attempt made the object (id=%d) gone...", dest.id);
  1248. }
  1249. else
  1250. {
  1251. BNLOG("Hero %s apparently used all MPs (%d left)\n", h->name % h->movement);
  1252. reserveObject(h, dest); //reserve that object - we predict it will be reached soon
  1253. //removed - do not forget abstract goal so easily
  1254. //setGoal(h, CGoal(VISIT_TILE).sethero(h).settile(dest->visitablePos()));
  1255. }
  1256. break;
  1257. }
  1258. if(h->visitedTown)
  1259. {
  1260. townVisitsThisWeek[h].push_back(h->visitedTown);
  1261. buildArmyIn(h->visitedTown);
  1262. break;
  1263. }
  1264. }
  1265. }
  1266. void VCAI::setGoal(HeroPtr h, const CGoal goal)
  1267. { //TODO: check for presence?
  1268. if (goal.goalType == EGoals::INVALID)
  1269. remove_if_present(lockedHeroes, h);
  1270. else
  1271. lockedHeroes[h] = CGoal(goal).setisElementar(false); //always evaluate goals before realizing
  1272. }
  1273. void VCAI::setGoal(HeroPtr h, EGoals goalType)
  1274. {
  1275. if (goalType == EGoals::INVALID)
  1276. remove_if_present(lockedHeroes, h);
  1277. else
  1278. lockedHeroes[h] = CGoal(goalType).setisElementar(false); //always evaluate goals before realizing;
  1279. }
  1280. void VCAI::completeGoal (const CGoal goal)
  1281. {
  1282. if (const CGHeroInstance * h = goal.hero.get(true))
  1283. {
  1284. auto it = lockedHeroes.find(h);
  1285. if (it != lockedHeroes.end())
  1286. if (it->second.goalType == goal.goalType)
  1287. lockedHeroes.erase(it); //goal fulfilled, free hero
  1288. }
  1289. }
  1290. void VCAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
  1291. {
  1292. NET_EVENT_HANDLER;
  1293. assert(playerID > GameConstants::PLAYER_LIMIT || status.getBattle() == UPCOMING_BATTLE);
  1294. status.setBattle(ONGOING_BATTLE);
  1295. 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
  1296. battlename = boost::str(boost::format("Starting battle of %s attacking %s at %s") % (hero1 ? hero1->name : "a army") % (presumedEnemy ? presumedEnemy->hoverName : "unknown enemy") % tile);
  1297. CAdventureAI::battleStart(army1, army2, tile, hero1, hero2, side);
  1298. }
  1299. void VCAI::battleEnd(const BattleResult *br)
  1300. {
  1301. NET_EVENT_HANDLER;
  1302. assert(status.getBattle() == ONGOING_BATTLE);
  1303. status.setBattle(ENDING_BATTLE);
  1304. bool won = br->winner == myCb->battleGetMySide();
  1305. BNLOG("Player %d: I %s the %s!", playerID % (won ? "won" : "lost") % battlename);
  1306. battlename.clear();
  1307. CAdventureAI::battleEnd(br);
  1308. }
  1309. void VCAI::waitTillFree()
  1310. {
  1311. auto unlock = vstd::makeUnlockSharedGuard(cb->getGsMutex());
  1312. status.waitTillFree();
  1313. }
  1314. void VCAI::markObjectVisited (const CGObjectInstance *obj)
  1315. {
  1316. if(dynamic_cast<const CGVisitableOPH *>(obj) || //we may want to wisit it with another hero
  1317. dynamic_cast<const CGBonusingObject *>(obj) || //or another time
  1318. (obj->ID == Obj::MONSTER))
  1319. return;
  1320. alreadyVisited.push_back(obj);
  1321. }
  1322. void VCAI::reserveObject(HeroPtr h, const CGObjectInstance *obj)
  1323. {
  1324. reservedObjs.push_back(obj);
  1325. reservedHeroesMap[h].push_back(obj);
  1326. }
  1327. void VCAI::validateVisitableObjs()
  1328. {
  1329. std::vector<const CGObjectInstance *> hlp;
  1330. retreiveVisitableObjs(hlp, true);
  1331. start:
  1332. BOOST_FOREACH(const CGObjectInstance *obj, visitableObjs)
  1333. if(!vstd::contains(hlp, obj))
  1334. {
  1335. tlog1 << helperObjInfo[obj].name << " at " << helperObjInfo[obj].pos << " shouldn't be on list!\n";
  1336. remove_if_present(visitableObjs, obj);
  1337. goto start;
  1338. }
  1339. }
  1340. void VCAI::retreiveVisitableObjs(std::vector<const CGObjectInstance *> &out, bool includeOwned /*= false*/) const
  1341. {
  1342. foreach_tile_pos([&](const int3 &pos)
  1343. {
  1344. BOOST_FOREACH(const CGObjectInstance *obj, myCb->getVisitableObjs(pos, false))
  1345. {
  1346. if(includeOwned || obj->tempOwner != playerID)
  1347. out.push_back(obj);
  1348. }
  1349. });
  1350. }
  1351. std::vector<const CGObjectInstance *> VCAI::getFlaggedObjects() const
  1352. {
  1353. std::vector<const CGObjectInstance *> ret;
  1354. retreiveVisitableObjs(ret, true);
  1355. erase_if(ret, [](const CGObjectInstance *obj)
  1356. {
  1357. return obj->tempOwner != ai->playerID;
  1358. });
  1359. return ret;
  1360. }
  1361. void VCAI::addVisitableObj(const CGObjectInstance *obj)
  1362. {
  1363. visitableObjs.push_back(obj);
  1364. helperObjInfo[obj] = ObjInfo(obj);
  1365. }
  1366. const CGObjectInstance * VCAI::lookForArt(int aid) const
  1367. {
  1368. BOOST_FOREACH(const CGObjectInstance *obj, ai->visitableObjs)
  1369. {
  1370. if(obj->ID == 5 && obj->subID == aid)
  1371. return obj;
  1372. }
  1373. return NULL;
  1374. //TODO what if more than one artifact is available? return them all or some slection criteria
  1375. }
  1376. bool VCAI::isAccessible(const int3 &pos)
  1377. {
  1378. //TODO precalculate for speed
  1379. BOOST_FOREACH(const CGHeroInstance *h, cb->getHeroesInfo())
  1380. {
  1381. if(isAccessibleForHero(pos, h))
  1382. return true;
  1383. }
  1384. return false;
  1385. }
  1386. HeroPtr VCAI::getHeroWithGrail() const
  1387. {
  1388. BOOST_FOREACH(const CGHeroInstance *h, cb->getHeroesInfo())
  1389. if(h->hasArt(2)) //grail
  1390. return h;
  1391. return NULL;
  1392. }
  1393. const CGObjectInstance * VCAI::getUnvisitedObj(const boost::function<bool(const CGObjectInstance *)> &predicate)
  1394. {
  1395. //TODO smarter definition of unvisited
  1396. BOOST_FOREACH(const CGObjectInstance *obj, visitableObjs)
  1397. if(predicate(obj) && !vstd::contains(alreadyVisited, obj))
  1398. return obj;
  1399. return NULL;
  1400. }
  1401. bool VCAI::isAccessibleForHero(const int3 & pos, HeroPtr h, bool includeAllies /*= false*/) const
  1402. {
  1403. cb->setSelection(*h);
  1404. if (!includeAllies)
  1405. { //don't visit tile occupied by allied hero
  1406. BOOST_FOREACH (auto obj, cb->getVisitableObjs(pos))
  1407. {
  1408. if (obj->ID == GameConstants::HEROI_TYPE && obj->tempOwner == h->tempOwner && obj != h)
  1409. return false;
  1410. }
  1411. }
  1412. return cb->getPathInfo(pos)->reachable();
  1413. }
  1414. class cannotFulfillGoalException : public std::exception
  1415. {
  1416. std::string msg;
  1417. public:
  1418. explicit cannotFulfillGoalException(crstring _Message) : msg(_Message)
  1419. {
  1420. }
  1421. virtual ~cannotFulfillGoalException() throw ()
  1422. {
  1423. };
  1424. const char *what() const throw () OVERRIDE
  1425. {
  1426. return msg.c_str();
  1427. }
  1428. };
  1429. class goalFulfilledException : public std::exception
  1430. {
  1431. std::string msg;
  1432. public:
  1433. explicit goalFulfilledException(crstring _Message) : msg(_Message)
  1434. {
  1435. }
  1436. virtual ~goalFulfilledException() throw ()
  1437. {
  1438. };
  1439. const char *what() const throw () OVERRIDE
  1440. {
  1441. return msg.c_str();
  1442. }
  1443. };
  1444. bool VCAI::moveHeroToTile(int3 dst, HeroPtr h)
  1445. {
  1446. visitedObject = NULL;
  1447. int3 startHpos = h->visitablePos();
  1448. bool ret = false;
  1449. if(startHpos == dst)
  1450. {
  1451. assert(cb->getVisitableObjs(dst).size() > 1); //there's no point in revisiting tile where there is no visitable object
  1452. cb->moveHero(*h, CGHeroInstance::convertPosition(dst, true));
  1453. waitTillFree(); //movement may cause battle or blocking dialog
  1454. ret = true;
  1455. }
  1456. else
  1457. {
  1458. CGPath path;
  1459. cb->getPath2(dst, path);
  1460. if(path.nodes.empty())
  1461. {
  1462. tlog1 << "Hero " << h->name << " cannot reach " << dst << std::endl;
  1463. //setGoal(h, INVALID);
  1464. completeGoal (CGoal(VISIT_TILE).sethero(h));
  1465. cb->recalculatePaths();
  1466. throw std::runtime_error("Wrong move order!");
  1467. }
  1468. int i=path.nodes.size()-1;
  1469. for(; i>0; i--)
  1470. {
  1471. //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
  1472. if(path.nodes[i-1].turns)
  1473. {
  1474. //blockedHeroes.insert(h); //to avoid attempts of moving heroes with very little MPs
  1475. break;
  1476. }
  1477. int3 endpos = path.nodes[i-1].coord;
  1478. if(endpos == h->visitablePos())
  1479. //if (endpos == h->pos)
  1480. continue;
  1481. // if(i > 1)
  1482. // {
  1483. // int3 afterEndPos = path.nodes[i-2].coord;
  1484. // if(afterEndPos.z != endpos.z)
  1485. //
  1486. // }
  1487. //tlog0 << "Moving " << h->name << " from " << h->getPosition() << " to " << endpos << std::endl;
  1488. cb->moveHero(*h, CGHeroInstance::convertPosition(endpos, true));
  1489. waitTillFree(); //movement may cause battle or blocking dialog
  1490. boost::this_thread::interruption_point();
  1491. if(!h) //we lost hero - remove all tasks assigned to him/her
  1492. {
  1493. lostHero(h);
  1494. //we need to throw, otherwise hero will be assigned to sth again
  1495. throw std::runtime_error("Hero was lost!");
  1496. break;
  1497. }
  1498. }
  1499. ret = !i;
  1500. }
  1501. if (visitedObject) //we step into something interesting
  1502. {
  1503. performObjectInteraction (visitedObject, h);
  1504. }
  1505. if(h) //we could have lost hero after last move
  1506. {
  1507. cb->recalculatePaths();
  1508. if (startHpos == h->visitablePos() && !ret) //we didn't move and didn't reach the target
  1509. {
  1510. throw cannotFulfillGoalException("Invalid path found!");
  1511. }
  1512. }
  1513. BNLOG("Hero %s moved from %s to %s", h->name % startHpos % h->visitablePos());
  1514. return ret;
  1515. }
  1516. int howManyTilesWillBeDiscovered(const int3 &pos, int radious)
  1517. {
  1518. int ret = 0;
  1519. for(int x = pos.x - radious; x <= pos.x + radious; x++)
  1520. {
  1521. for(int y = pos.y - radious; y <= pos.y + radious; y++)
  1522. {
  1523. int3 npos = int3(x,y,pos.z);
  1524. if(cb->isInTheMap(npos) && pos.dist2d(npos) - 0.5 < radious && !cb->isVisible(npos))
  1525. {
  1526. ret++;
  1527. }
  1528. }
  1529. }
  1530. return ret;
  1531. }
  1532. int howManyTilesWillBeDiscovered(int radious, int3 pos, crint3 dir)
  1533. {
  1534. return howManyTilesWillBeDiscovered(pos + dir, radious);
  1535. }
  1536. void getVisibleNeighbours(const std::vector<int3> &tiles, std::vector<int3> &out)
  1537. {
  1538. BOOST_FOREACH(const int3 &tile, tiles)
  1539. {
  1540. foreach_neighbour(tile, [&](int3 neighbour)
  1541. {
  1542. if(cb->isVisible(neighbour))
  1543. out.push_back(neighbour);
  1544. });
  1545. }
  1546. }
  1547. void VCAI::tryRealize(CGoal g)
  1548. {
  1549. BNLOG("Attempting realizing goal with code %s", goalName(g.goalType));
  1550. switch(g.goalType)
  1551. {
  1552. case EXPLORE:
  1553. {
  1554. throw cannotFulfillGoalException("EXPLORE is not a elementar goal!");
  1555. }
  1556. break;
  1557. case RECRUIT_HERO:
  1558. {
  1559. if(const CGTownInstance *t = findTownWithTavern())
  1560. {
  1561. //TODO co jesli nie ma dostepnego bohatera?
  1562. //TODO jezeli miasto jest zablokowane, sprobowac oczyscic wejscie
  1563. cb->recruitHero(t, cb->getAvailableHeroes(t)[0]);
  1564. }
  1565. //TODO karkolomna alternatywa - tawerna na mapie przygod lub wiezienie (nie wiem, czy warto?)
  1566. }
  1567. break;
  1568. case VISIT_TILE:
  1569. {
  1570. //cb->recalculatePaths();
  1571. if(!g.hero->movement)
  1572. throw cannotFulfillGoalException("Cannot visit tile: hero is out of MPs!");
  1573. //if(!g.isBlockedBorderGate(g.tile))
  1574. //{
  1575. if (ai->moveHeroToTile(g.tile, g.hero.get()))
  1576. {
  1577. throw goalFulfilledException("");
  1578. }
  1579. //}
  1580. //else
  1581. // throw cannotFulfillGoalException("There's a blocked gate!, we should never be here"); //CLEAR_WAY_TO should get keymaster tent
  1582. }
  1583. break;
  1584. case VISIT_HERO:
  1585. {
  1586. if(!g.hero->movement)
  1587. throw cannotFulfillGoalException("Cannot visit tile: hero is out of MPs!");
  1588. if (ai->moveHeroToTile(g.tile, g.hero.get()))
  1589. {
  1590. throw goalFulfilledException("");
  1591. }
  1592. }
  1593. break;
  1594. case BUILD_STRUCTURE:
  1595. {
  1596. const CGTownInstance *t = g.town;
  1597. if(!t && g.hero)
  1598. t = g.hero->visitedTown;
  1599. if(!t)
  1600. {
  1601. BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
  1602. {
  1603. switch(cb->canBuildStructure(t, g.bid))
  1604. {
  1605. case EBuildingState::ALLOWED:
  1606. cb->buildBuilding(t, g.bid);
  1607. return;
  1608. default:
  1609. break;
  1610. }
  1611. }
  1612. }
  1613. else if(cb->canBuildStructure(t, g.bid) == EBuildingState::ALLOWED)
  1614. {
  1615. cb->buildBuilding(t, g.bid);
  1616. return;
  1617. }
  1618. throw cannotFulfillGoalException("Cannot build a given structure!");
  1619. }
  1620. break;
  1621. case DIG_AT_TILE:
  1622. {
  1623. assert(g.hero->visitablePos() == g.tile);
  1624. if (g.hero->diggingStatus() == CGHeroInstance::CAN_DIG)
  1625. {
  1626. cb->dig(g.hero.get());
  1627. setGoal(g.hero, INVALID); // finished digging
  1628. }
  1629. else
  1630. {
  1631. ai->lockedHeroes[g.hero] = g; //hero who tries to dig shouldn't do anything else
  1632. throw cannotFulfillGoalException("A hero can't dig!\n");
  1633. }
  1634. }
  1635. break;
  1636. case COLLECT_RES: //TODO: use piles and mines?
  1637. if(const CGObjectInstance *obj = cb->getObj(g.objid, false))
  1638. {
  1639. if(const IMarket *m = IMarket::castFrom(obj, false))
  1640. {
  1641. for (int i = 0; i < ACTUAL_RESOURCE_COUNT; i++)
  1642. {
  1643. if(i == g.resID) continue;
  1644. int toGive, toGet;
  1645. m->getOffer(i, g.resID, toGive, toGet, EMarketMode::RESOURCE_RESOURCE);
  1646. toGive = toGive * (cb->getResourceAmount(i) / toGive);
  1647. cb->trade(obj, EMarketMode::RESOURCE_RESOURCE, i, g.resID, toGive);
  1648. if(cb->getResourceAmount(g.resID) >= g.value)
  1649. return;
  1650. } //TODO: stop when we've sold all the resources
  1651. }
  1652. else
  1653. {
  1654. throw cannotFulfillGoalException("I don't know how to use this object to raise resources!");
  1655. }
  1656. }
  1657. else
  1658. {
  1659. saving[g.resID] = 1;
  1660. throw cannotFulfillGoalException("No object that could be used to raise resources!");
  1661. }
  1662. case CONQUER:
  1663. case GATHER_ARMY:
  1664. case BOOST_HERO:
  1665. // TODO: conquer??
  1666. throw cannotFulfillGoalException("I don't know how to fulfill this!");
  1667. case BUILD:
  1668. performTypicalActions(); //TODO: separate build and wander
  1669. throw cannotFulfillGoalException("BUILD has been realized as much as possible.");
  1670. case INVALID:
  1671. throw cannotFulfillGoalException("I don't know how to fulfill this!");
  1672. default:
  1673. throw cannotFulfillGoalException("Unknown type of goal !");
  1674. }
  1675. }
  1676. const CGTownInstance * VCAI::findTownWithTavern() const
  1677. {
  1678. BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
  1679. if(vstd::contains(t->builtBuildings, EBuilding::TAVERN) && !t->visitingHero)
  1680. return t;
  1681. return NULL;
  1682. }
  1683. std::vector<HeroPtr> VCAI::getUnblockedHeroes() const
  1684. {
  1685. std::vector<HeroPtr> ret;
  1686. boost::copy(cb->getHeroesInfo(), std::back_inserter(ret));
  1687. BOOST_FOREACH(auto h, lockedHeroes)
  1688. {
  1689. //if (!h.second.invalid()) //we can use heroes without valid goal
  1690. 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
  1691. remove_if_present(ret, h.first);
  1692. }
  1693. return ret;
  1694. }
  1695. HeroPtr VCAI::primaryHero() const
  1696. {
  1697. auto hs = cb->getHeroesInfo();
  1698. boost::sort(hs, compareHeroStrength);
  1699. if(hs.empty())
  1700. return NULL;
  1701. return hs.back();
  1702. }
  1703. void VCAI::endTurn()
  1704. {
  1705. tlog4 << "Player " << playerID << " ends turn\n";
  1706. if(!status.haveTurn())
  1707. {
  1708. tlog1 << "Not having turn at the end of turn???\n";
  1709. }
  1710. do
  1711. {
  1712. cb->endTurn();
  1713. } 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
  1714. tlog4 << "Player " << playerID << " ended turn\n";
  1715. }
  1716. void VCAI::striveToGoal(const CGoal &ultimateGoal)
  1717. {
  1718. if (ultimateGoal.invalid())
  1719. return;
  1720. CGoal abstractGoal;
  1721. while(1)
  1722. {
  1723. CGoal goal = ultimateGoal;
  1724. BNLOG("Striving to goal of type %s", goalName(ultimateGoal.goalType));
  1725. int maxGoals = 100; //preventing deadlock for mutually dependent goals
  1726. while(!goal.isElementar && !goal.isAbstract && maxGoals)
  1727. {
  1728. INDENT;
  1729. BNLOG("Considering goal %s", goalName(goal.goalType));
  1730. try
  1731. {
  1732. boost::this_thread::interruption_point();
  1733. goal = goal.whatToDoToAchieve();
  1734. --maxGoals;
  1735. }
  1736. catch(std::exception &e)
  1737. {
  1738. BNLOG("Goal %s decomposition failed: %s", goalName(goal.goalType) % e.what());
  1739. //setGoal (goal.hero, INVALID); //test: if we don't know how to realize goal, we should abandon it for now
  1740. return;
  1741. }
  1742. }
  1743. try
  1744. {
  1745. boost::this_thread::interruption_point();
  1746. if (goal.hero) //lock this hero to fulfill ultimate goal
  1747. {
  1748. if (maxGoals)
  1749. {
  1750. setGoal(goal.hero, goal);
  1751. }
  1752. else
  1753. {
  1754. setGoal(goal.hero, INVALID); // we seemingly don't know what to do with hero
  1755. }
  1756. }
  1757. if (goal.isAbstract)
  1758. {
  1759. abstractGoal = goal; //allow only one abstract goal per call
  1760. BNLOG("Choosing abstract goal %s", goalName(goal.goalType));
  1761. break;
  1762. }
  1763. else
  1764. tryRealize(goal);
  1765. boost::this_thread::interruption_point();
  1766. }
  1767. catch(boost::thread_interrupted &e)
  1768. {
  1769. BNLOG("Player %d: Making turn thread received an interruption!", playerID);
  1770. throw; //rethrow, we want to truly end this thread
  1771. }
  1772. catch(goalFulfilledException &e)
  1773. {
  1774. completeGoal (goal);
  1775. if (maxGoals > 98) //completed goal was main goal
  1776. //TODO: find better condition
  1777. return;
  1778. }
  1779. catch(std::exception &e)
  1780. {
  1781. BNLOG("Failed to realize subgoal of type %s (greater goal type was %s), I will stop.", goalName(goal.goalType) % goalName(ultimateGoal.goalType));
  1782. BNLOG("The error message was: %s", e.what());
  1783. break;
  1784. }
  1785. }
  1786. //TODO: save abstract goals not related to hero
  1787. if (!abstractGoal.invalid()) //try to realize our one goal
  1788. {
  1789. while (1)
  1790. {
  1791. CGoal goal = CGoal(abstractGoal).setisAbstract(false);
  1792. int maxGoals = 50;
  1793. while (!goal.isElementar && maxGoals) //find elementar goal and fulfill it
  1794. {
  1795. try
  1796. {
  1797. boost::this_thread::interruption_point();
  1798. goal = goal.whatToDoToAchieve();
  1799. --maxGoals;
  1800. }
  1801. catch(std::exception &e)
  1802. {
  1803. BNLOG("Goal %s decomposition failed: %s", goalName(goal.goalType) % e.what());
  1804. //setGoal (goal.hero, INVALID);
  1805. return;
  1806. }
  1807. }
  1808. try
  1809. {
  1810. boost::this_thread::interruption_point();
  1811. tryRealize(goal);
  1812. boost::this_thread::interruption_point();
  1813. }
  1814. catch(boost::thread_interrupted &e)
  1815. {
  1816. BNLOG("Player %d: Making turn thread received an interruption!", playerID);
  1817. throw; //rethrow, we want to truly end this thread
  1818. }
  1819. catch(goalFulfilledException &e)
  1820. {
  1821. completeGoal (goal);
  1822. if (maxGoals > 98) //completed goal was main goal
  1823. //TODO: find better condition
  1824. return;
  1825. }
  1826. catch(std::exception &e)
  1827. {
  1828. BNLOG("Failed to realize subgoal of type %s (greater goal type was %s), I will stop.", goalName(goal.goalType) % goalName(ultimateGoal.goalType));
  1829. BNLOG("The error message was: %s", e.what());
  1830. break;
  1831. }
  1832. }
  1833. }
  1834. }
  1835. void VCAI::striveToQuest (const QuestInfo &q)
  1836. {
  1837. if (q.quest && q.quest->progress < CQuest::COMPLETE)
  1838. {
  1839. MetaString ms;
  1840. q.quest->getRolloverText(ms, false);
  1841. BNLOG ("Trying to realize quest: %s", ms.toString());
  1842. auto heroes = cb->getHeroesInfo();
  1843. switch (q.quest->missionType)
  1844. {
  1845. case CQuest::MISSION_ART:
  1846. {
  1847. BOOST_FOREACH (auto hero, heroes) //TODO: remove duplicated code?
  1848. {
  1849. if (q.quest->checkQuest(hero))
  1850. {
  1851. striveToGoal (CGoal(GET_OBJ).setobjid(q.obj->id).sethero(hero));
  1852. return;
  1853. }
  1854. }
  1855. BOOST_FOREACH (auto art, q.quest->m5arts)
  1856. {
  1857. striveToGoal (CGoal(GET_ART_TYPE).setaid(art)); //TODO: transport?
  1858. }
  1859. break;
  1860. }
  1861. case CQuest::MISSION_HERO:
  1862. {
  1863. //striveToGoal (CGoal(RECRUIT_HERO));
  1864. BOOST_FOREACH (auto hero, heroes)
  1865. {
  1866. if (q.quest->checkQuest(hero))
  1867. {
  1868. striveToGoal (CGoal(GET_OBJ).setobjid(q.obj->id).sethero(hero));
  1869. return;
  1870. }
  1871. }
  1872. striveToGoal (CGoal(FIND_OBJ).setobjid(Obj::PRISON)); //rule of a thumb - quest heroes usually are locked in prisons
  1873. //BNLOG ("Don't know how to recruit hero with id %d\n", q.quest->m13489val);
  1874. break;
  1875. }
  1876. case CQuest::MISSION_ARMY:
  1877. {
  1878. BOOST_FOREACH (auto hero, heroes)
  1879. {
  1880. if (q.quest->checkQuest(hero)) //veyr bad info - stacks can be split between multiple heroes :(
  1881. {
  1882. striveToGoal (CGoal(GET_OBJ).setobjid(q.obj->id).sethero(hero));
  1883. return;
  1884. }
  1885. }
  1886. BOOST_FOREACH (auto creature, q.quest->m6creatures)
  1887. {
  1888. striveToGoal (CGoal(GATHER_TROOPS).setobjid(creature.type->idNumber).setvalue(creature.count));
  1889. }
  1890. //TODO: exchange armies... oh my
  1891. //BNLOG ("Don't know how to recruit %d of %s\n", (int)(creature.count) % creature.type->namePl);
  1892. break;
  1893. }
  1894. case CQuest::MISSION_RESOURCES:
  1895. {
  1896. if (heroes.size())
  1897. {
  1898. if (q.quest->checkQuest(heroes.front())) //it doesn't matter which hero it is
  1899. {
  1900. striveToGoal (CGoal(VISIT_TILE).settile(q.tile));
  1901. }
  1902. else
  1903. {
  1904. for (int i = 0; i < q.quest->m7resources.size(); ++i)
  1905. {
  1906. if (q.quest->m7resources[i])
  1907. striveToGoal (CGoal(COLLECT_RES).setresID(i).setvalue(q.quest->m7resources[i]));
  1908. }
  1909. }
  1910. }
  1911. else
  1912. striveToGoal (CGoal(RECRUIT_HERO)); //FIXME: checkQuest requires any hero belonging to player :(
  1913. break;
  1914. }
  1915. case CQuest::MISSION_KILL_HERO:
  1916. case CQuest::MISSION_KILL_CREATURE:
  1917. {
  1918. auto obj = cb->getObjByQuestIdentifier(q.quest->m13489val);
  1919. if (obj)
  1920. striveToGoal (CGoal(GET_OBJ).setobjid(obj->id));
  1921. else
  1922. striveToGoal (CGoal(VISIT_TILE).settile(q.tile)); //visit seer hut
  1923. break;
  1924. }
  1925. case CQuest::MISSION_PRIMARY_STAT:
  1926. {
  1927. auto heroes = cb->getHeroesInfo();
  1928. BOOST_FOREACH (auto hero, heroes)
  1929. {
  1930. if (q.quest->checkQuest(hero))
  1931. {
  1932. striveToGoal (CGoal(GET_OBJ).setobjid(q.obj->id).sethero(hero));
  1933. return;
  1934. }
  1935. }
  1936. for (int i = 0; i < q.quest->m2stats.size(); ++i)
  1937. {
  1938. BNLOG ("Don't know how to increase primary stat %d\n", i);
  1939. }
  1940. break;
  1941. }
  1942. case CQuest::MISSION_LEVEL:
  1943. {
  1944. auto heroes = cb->getHeroesInfo();
  1945. BOOST_FOREACH (auto hero, heroes)
  1946. {
  1947. if (q.quest->checkQuest(hero))
  1948. {
  1949. striveToGoal (CGoal(VISIT_TILE).settile(q.tile).sethero(hero)); //TODO: causes infinite loop :/
  1950. return;
  1951. }
  1952. }
  1953. BNLOG ("Don't know how to reach hero level %d\n", q.quest->m13489val);
  1954. break;
  1955. }
  1956. case CQuest::MISSION_PLAYER:
  1957. {
  1958. if (playerID != q.quest->m13489val)
  1959. BNLOG ("Can't be player of color %d\n", q.quest->m13489val);
  1960. break;
  1961. }
  1962. case CQuest::MISSION_KEYMASTER:
  1963. {
  1964. striveToGoal (CGoal(FIND_OBJ).setobjid(Obj::KEYMASTER).setresID(q.obj->subID));
  1965. break;
  1966. }
  1967. }
  1968. }
  1969. }
  1970. void VCAI::performTypicalActions()
  1971. {
  1972. BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
  1973. {
  1974. BNLOG("Looking into %s", t->name);
  1975. buildStructure(t);
  1976. buildArmyIn(t);
  1977. if(!ai->primaryHero() ||
  1978. (t->getArmyStrength() > ai->primaryHero()->getArmyStrength() * 2 && !isAccessibleForHero(t->visitablePos(), ai->primaryHero())))
  1979. {
  1980. recruitHero(t);
  1981. buildArmyIn(t);
  1982. }
  1983. }
  1984. BOOST_FOREACH(auto h, getUnblockedHeroes())
  1985. {
  1986. BNLOG("Looking into %s, MP=%d", h->name.c_str() % h->movement);
  1987. INDENT;
  1988. makePossibleUpgrades(*h);
  1989. cb->setSelection(*h);
  1990. try
  1991. {
  1992. wander(h);
  1993. }
  1994. catch(std::exception &e)
  1995. {
  1996. BNLOG("Cannot use this hero anymore, received exception: %s", e.what());
  1997. continue;
  1998. }
  1999. }
  2000. }
  2001. void VCAI::buildArmyIn(const CGTownInstance * t)
  2002. {
  2003. makePossibleUpgrades(t->visitingHero);
  2004. makePossibleUpgrades(t);
  2005. recruitCreatures(t);
  2006. moveCreaturesToHero(t);
  2007. }
  2008. int3 VCAI::explorationBestNeighbour(int3 hpos, int radius, HeroPtr h)
  2009. {
  2010. TimeCheck tc("looking for best exploration neighbour");
  2011. std::map<int3, int> dstToRevealedTiles;
  2012. BOOST_FOREACH(crint3 dir, dirs)
  2013. if(cb->isInTheMap(hpos+dir))
  2014. dstToRevealedTiles[hpos + dir] = howManyTilesWillBeDiscovered(radius, hpos, dir) * isSafeToVisit(h, hpos + dir);
  2015. auto best = dstToRevealedTiles.begin();
  2016. best->second *= cb->getPathInfo(best->first)->reachable();
  2017. best->second *= cb->getPathInfo(best->first)->accessible == CGPathNode::ACCESSIBLE;
  2018. for(auto i = dstToRevealedTiles.begin(); i != dstToRevealedTiles.end(); i++)
  2019. {
  2020. const CGPathNode *pn = cb->getPathInfo(i->first);
  2021. //const TerrainTile *t = cb->getTile(i->first);
  2022. if(best->second < i->second && i->second && pn->reachable() && pn->accessible == CGPathNode::ACCESSIBLE)
  2023. best = i;
  2024. }
  2025. if(best->second)
  2026. return best->first;
  2027. throw cannotFulfillGoalException("No neighbour will bring new discoveries!");
  2028. }
  2029. int3 VCAI::explorationNewPoint(int radius, HeroPtr h, std::vector<std::vector<int3> > &tiles)
  2030. {
  2031. TimeCheck tc("looking for new exploration point");
  2032. PNLOG("Looking for an another place for exploration...");
  2033. tiles.resize(radius);
  2034. foreach_tile_pos([&](const int3 &pos)
  2035. {
  2036. if(!cb->isVisible(pos))
  2037. tiles[0].push_back(pos);
  2038. });
  2039. for (int i = 1; i < radius; i++)
  2040. {
  2041. getVisibleNeighbours(tiles[i-1], tiles[i]);
  2042. removeDuplicates(tiles[i]);
  2043. BOOST_FOREACH(const int3 &tile, tiles[i])
  2044. {
  2045. if(cb->getPathInfo(tile)->reachable() && isSafeToVisit(h, tile) && howManyTilesWillBeDiscovered(tile, radius) && !isBlockedBorderGate(tile))
  2046. {
  2047. return tile;
  2048. }
  2049. }
  2050. }
  2051. throw cannotFulfillGoalException("No accessible tile will bring discoveries!");
  2052. }
  2053. TResources VCAI::estimateIncome() const
  2054. {
  2055. TResources ret;
  2056. BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
  2057. {
  2058. ret[Res::GOLD] += t->dailyIncome();
  2059. //TODO duplikuje newturn
  2060. if(t->hasBuilt(EBuilding::RESOURCE_SILO)) //there is resource silo
  2061. {
  2062. if(t->town->primaryRes == 127) //we'll give wood and ore
  2063. {
  2064. ret[Res::WOOD] ++;
  2065. ret[Res::ORE] ++;
  2066. }
  2067. else
  2068. {
  2069. ret[t->town->primaryRes] ++;
  2070. }
  2071. }
  2072. }
  2073. BOOST_FOREACH(const CGObjectInstance *obj, getFlaggedObjects())
  2074. {
  2075. if(obj->ID == Obj::MINE)
  2076. {
  2077. switch(obj->subID)
  2078. {
  2079. case Res::WOOD:
  2080. case Res::ORE:
  2081. ret[obj->subID] += WOOD_ORE_MINE_PRODUCTION;
  2082. break;
  2083. case Res::GOLD:
  2084. case 7: //abandoned mine -> also gold
  2085. ret[Res::GOLD] += GOLD_MINE_PRODUCTION;
  2086. break;
  2087. default:
  2088. ret[obj->subID] += RESOURCE_MINE_PRODUCTION;
  2089. break;
  2090. }
  2091. }
  2092. }
  2093. return ret;
  2094. }
  2095. bool VCAI::containsSavedRes(const TResources &cost) const
  2096. {
  2097. for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
  2098. {
  2099. if(saving[i] && cost[i])
  2100. return true;
  2101. }
  2102. return false;
  2103. }
  2104. void VCAI::checkHeroArmy (HeroPtr h)
  2105. {
  2106. auto it = lockedHeroes.find(h);
  2107. if (it != lockedHeroes.end())
  2108. {
  2109. if (it->second.goalType == GATHER_ARMY && it->second.value <= h->getArmyStrength())
  2110. completeGoal(CGoal (GATHER_ARMY).sethero(h));
  2111. }
  2112. }
  2113. void VCAI::recruitHero(const CGTownInstance * t)
  2114. {
  2115. BNLOG("Trying to recruit a hero in %s at %s", t->name % t->visitablePos())
  2116. cb->recruitHero(t, cb->getAvailableHeroes(t).front());
  2117. }
  2118. void VCAI::finish()
  2119. {
  2120. if(makingTurn)
  2121. makingTurn->interrupt();
  2122. }
  2123. void VCAI::requestActionASAP(boost::function<void()> whatToDo)
  2124. {
  2125. // static boost::mutex m;
  2126. // boost::unique_lock<boost::mutex> mylock(m);
  2127. boost::barrier b(2);
  2128. boost::thread newThread([&b,this,whatToDo]()
  2129. {
  2130. setThreadName("VCAI::requestActionASAP::helper");
  2131. SET_GLOBAL_STATE(this);
  2132. boost::shared_lock<boost::shared_mutex> gsLock(cb->getGsMutex());
  2133. b.wait();
  2134. whatToDo();
  2135. });
  2136. b.wait();
  2137. }
  2138. void VCAI::lostHero(HeroPtr h)
  2139. {
  2140. BNLOG("I lost my hero %s. It's best to forget and move on.\n", h.name);
  2141. remove_if_present(lockedHeroes, h);
  2142. BOOST_FOREACH(auto obj, reservedHeroesMap[h])
  2143. {
  2144. remove_if_present(reservedObjs, obj); //unreserve all objects for that hero
  2145. }
  2146. remove_if_present(reservedHeroesMap, h);
  2147. }
  2148. void VCAI::answerQuery(int queryID, int selection)
  2149. {
  2150. BNLOG("I'll answer the query %d giving the choice %d", queryID % selection);
  2151. if(queryID != -1)
  2152. {
  2153. cb->selectionMade(selection, queryID);
  2154. }
  2155. else
  2156. {
  2157. BNLOG("Since the query ID is %d, the answer won't be sent. This is not a real query!", queryID);
  2158. //do nothing
  2159. }
  2160. }
  2161. void VCAI::requestSent(const CPackForServer *pack, int requestID)
  2162. {
  2163. //BNLOG("I have sent request of type %s", typeid(*pack).name());
  2164. if(auto reply = dynamic_cast<const QueryReply*>(pack))
  2165. {
  2166. status.attemptedAnsweringQuery(reply->qid, requestID);
  2167. }
  2168. }
  2169. AIStatus::AIStatus()
  2170. {
  2171. battle = NO_BATTLE;
  2172. havingTurn = false;
  2173. }
  2174. AIStatus::~AIStatus()
  2175. {
  2176. }
  2177. void AIStatus::setBattle(BattleState BS)
  2178. {
  2179. boost::unique_lock<boost::mutex> lock(mx);
  2180. battle = BS;
  2181. cv.notify_all();
  2182. }
  2183. BattleState AIStatus::getBattle()
  2184. {
  2185. boost::unique_lock<boost::mutex> lock(mx);
  2186. return battle;
  2187. }
  2188. void AIStatus::addQuery(int ID, std::string description)
  2189. {
  2190. boost::unique_lock<boost::mutex> lock(mx);
  2191. if(ID == -1)
  2192. {
  2193. BNLOG("The \"query\" has an id %d, it'll be ignored as non-query. Description: %s", ID % description);
  2194. return;
  2195. }
  2196. assert(!vstd::contains(remainingQueries, ID));
  2197. assert(ID >= 0);
  2198. remainingQueries[ID] = description;
  2199. cv.notify_all();
  2200. BNLOG("Adding query %d - %s. Total queries count: %d", ID % description % remainingQueries.size());
  2201. }
  2202. void AIStatus::removeQuery(int ID)
  2203. {
  2204. boost::unique_lock<boost::mutex> lock(mx);
  2205. assert(vstd::contains(remainingQueries, ID));
  2206. std::string description = remainingQueries[ID];
  2207. remainingQueries.erase(ID);
  2208. cv.notify_all();
  2209. BNLOG("Removing query %d - %s. Total queries count: %d", ID % description % remainingQueries.size());
  2210. }
  2211. int AIStatus::getQueriesCount()
  2212. {
  2213. boost::unique_lock<boost::mutex> lock(mx);
  2214. return remainingQueries.size();
  2215. }
  2216. void AIStatus::startedTurn()
  2217. {
  2218. boost::unique_lock<boost::mutex> lock(mx);
  2219. havingTurn = true;
  2220. cv.notify_all();
  2221. }
  2222. void AIStatus::madeTurn()
  2223. {
  2224. boost::unique_lock<boost::mutex> lock(mx);
  2225. havingTurn = false;
  2226. cv.notify_all();
  2227. }
  2228. void AIStatus::waitTillFree()
  2229. {
  2230. boost::unique_lock<boost::mutex> lock(mx);
  2231. while(battle != NO_BATTLE || remainingQueries.size())
  2232. cv.wait(lock);
  2233. }
  2234. bool AIStatus::haveTurn()
  2235. {
  2236. boost::unique_lock<boost::mutex> lock(mx);
  2237. return havingTurn;
  2238. }
  2239. void AIStatus::attemptedAnsweringQuery(int queryID, int answerRequestID)
  2240. {
  2241. boost::unique_lock<boost::mutex> lock(mx);
  2242. assert(vstd::contains(remainingQueries, queryID));
  2243. std::string description = remainingQueries[queryID];
  2244. BNLOG("Attempted answering query %d - %s. Request id=%d. Waiting for results...", queryID % description % answerRequestID);
  2245. requestToQueryID[answerRequestID] = queryID;
  2246. }
  2247. void AIStatus::receivedAnswerConfirmation(int answerRequestID, int result)
  2248. {
  2249. assert(vstd::contains(requestToQueryID, answerRequestID));
  2250. int query = requestToQueryID[answerRequestID];
  2251. assert(vstd::contains(remainingQueries, query));
  2252. requestToQueryID.erase(answerRequestID);
  2253. if(result)
  2254. {
  2255. removeQuery(query);
  2256. }
  2257. else
  2258. {
  2259. tlog1 << "Something went really wrong, failed to answer query " << query << ": " << remainingQueries[query];
  2260. //TODO safely retry
  2261. }
  2262. }
  2263. int3 whereToExplore(HeroPtr h)
  2264. {
  2265. //TODO it's stupid and ineffective, write sth better
  2266. cb->setSelection(*h);
  2267. int radius = h->getSightRadious();
  2268. int3 hpos = h->visitablePos();
  2269. //look for nearby objs -> visit them if they're close enouh
  2270. const int DIST_LIMIT = 3;
  2271. std::vector<const CGObjectInstance *> nearbyVisitableObjs;
  2272. BOOST_FOREACH(const CGObjectInstance *obj, ai->getPossibleDestinations(h))
  2273. {
  2274. int3 op = obj->visitablePos();
  2275. CGPath p;
  2276. cb->getPath2(op, p);
  2277. if(p.nodes.size() && p.endPos() == op && p.nodes.size() <= DIST_LIMIT)
  2278. nearbyVisitableObjs.push_back(obj);
  2279. }
  2280. boost::sort(nearbyVisitableObjs, isCloser);
  2281. if(nearbyVisitableObjs.size())
  2282. return nearbyVisitableObjs.back()->visitablePos();
  2283. try
  2284. {
  2285. return ai->explorationBestNeighbour(hpos, radius, h);
  2286. }
  2287. catch(cannotFulfillGoalException &e)
  2288. {
  2289. std::vector<std::vector<int3> > tiles; //tiles[distance_to_fow]
  2290. try
  2291. {
  2292. return ai->explorationNewPoint(radius, h, tiles);
  2293. }
  2294. catch(cannotFulfillGoalException &e)
  2295. {
  2296. std::map<int, std::vector<int3> > profits;
  2297. {
  2298. TimeCheck tc("Evaluating exploration possibilities");
  2299. tiles[0].clear(); //we can't reach FoW anyway
  2300. BOOST_FOREACH(auto &vt, tiles)
  2301. BOOST_FOREACH(auto &tile, vt)
  2302. profits[howManyTilesWillBeDiscovered(tile, radius)].push_back(tile);
  2303. }
  2304. if(profits.empty())
  2305. throw cannotFulfillGoalException("Cannot explore - no possible ways found!");
  2306. auto bestDest = profits.end();
  2307. bestDest--;
  2308. return bestDest->second.front(); //TODO which is the real best tile?
  2309. }
  2310. }
  2311. }
  2312. TSubgoal CGoal::whatToDoToAchieve()
  2313. {
  2314. BNLOG("Decomposing goal of type %s", goalName(goalType));
  2315. INDENT;
  2316. switch(goalType)
  2317. {
  2318. case WIN:
  2319. {
  2320. const CVictoryCondition &vc = cb->getMapHeader()->victoryCondition;
  2321. EVictoryConditionType::EVictoryConditionType cond = vc.condition;
  2322. if(!vc.appliesToAI)
  2323. {
  2324. //TODO deduce victory from human loss condition
  2325. cond = EVictoryConditionType::WINSTANDARD;
  2326. }
  2327. switch(cond)
  2328. {
  2329. case EVictoryConditionType::ARTIFACT:
  2330. return CGoal(GET_ART_TYPE).setaid(vc.ID);
  2331. case EVictoryConditionType::BEATHERO:
  2332. return CGoal(GET_OBJ).setobjid(vc.ID);
  2333. case EVictoryConditionType::BEATMONSTER:
  2334. return CGoal(GET_OBJ).setobjid(vc.ID);
  2335. case EVictoryConditionType::BUILDCITY:
  2336. //TODO build castle/capitol
  2337. break;
  2338. case EVictoryConditionType::BUILDGRAIL:
  2339. {
  2340. if(auto h = ai->getHeroWithGrail())
  2341. {
  2342. //hero is in a town that can host Grail
  2343. if(h->visitedTown && !vstd::contains(h->visitedTown->forbiddenBuildings, EBuilding::GRAIL))
  2344. {
  2345. const CGTownInstance *t = h->visitedTown;
  2346. return CGoal(BUILD_STRUCTURE).setbid(EBuilding::GRAIL).settown(t);
  2347. }
  2348. else
  2349. {
  2350. auto towns = cb->getTownsInfo();
  2351. towns.erase(boost::remove_if(towns,
  2352. [](const CGTownInstance *t) -> bool
  2353. {
  2354. return vstd::contains(t->forbiddenBuildings, EBuilding::GRAIL);
  2355. }),
  2356. towns.end());
  2357. boost::sort(towns, isCloser);
  2358. if(towns.size())
  2359. {
  2360. return CGoal(VISIT_TILE).sethero(h).settile(towns.front()->visitablePos());
  2361. }
  2362. }
  2363. }
  2364. double ratio = 0;
  2365. int3 grailPos = cb->getGrailPos(ratio);
  2366. if(ratio > 0.99)
  2367. {
  2368. return CGoal(DIG_AT_TILE).settile(grailPos);
  2369. } //TODO: use FIND_OBJ
  2370. else if(const CGObjectInstance * obj = ai->getUnvisitedObj(objWithID<Obj::OBELISK>)) //there are unvisited Obelisks
  2371. {
  2372. return CGoal(GET_OBJ).setobjid(obj->id);
  2373. }
  2374. else
  2375. return CGoal(EXPLORE);
  2376. }
  2377. break;
  2378. case EVictoryConditionType::CAPTURECITY:
  2379. return CGoal(GET_OBJ).setobjid(vc.ID);
  2380. case EVictoryConditionType::GATHERRESOURCE:
  2381. return CGoal(COLLECT_RES).setresID(vc.ID).setvalue(vc.count);
  2382. //TODO mines? piles? marketplace?
  2383. //save?
  2384. break;
  2385. case EVictoryConditionType::GATHERTROOP:
  2386. return CGoal(GATHER_TROOPS).setobjid(vc.ID).setvalue(vc.count);
  2387. break;
  2388. case EVictoryConditionType::TAKEDWELLINGS:
  2389. break;
  2390. case EVictoryConditionType::TAKEMINES:
  2391. break;
  2392. case EVictoryConditionType::TRANSPORTITEM:
  2393. break;
  2394. case EVictoryConditionType::WINSTANDARD:
  2395. return CGoal(CONQUER);
  2396. default:
  2397. assert(0);
  2398. }
  2399. }
  2400. break;
  2401. case FIND_OBJ:
  2402. {
  2403. const CGObjectInstance * o = NULL;
  2404. if (resID > -1) //specified
  2405. {
  2406. BOOST_FOREACH(const CGObjectInstance *obj, ai->visitableObjs)
  2407. {
  2408. if(obj->ID == objid && obj->subID == resID)
  2409. {
  2410. o = obj;
  2411. break; //TODO: consider multiple objects and choose best
  2412. }
  2413. }
  2414. }
  2415. else
  2416. {
  2417. BOOST_FOREACH(const CGObjectInstance *obj, ai->visitableObjs)
  2418. {
  2419. if(obj->ID == objid)
  2420. {
  2421. o = obj;
  2422. break; //TODO: consider multiple objects and choose best
  2423. }
  2424. }
  2425. }
  2426. if (o)
  2427. return CGoal(GET_OBJ).setobjid(o->id);
  2428. else
  2429. return CGoal(EXPLORE);
  2430. }
  2431. break;
  2432. case GET_OBJ:
  2433. {
  2434. const CGObjectInstance * obj = cb->getObj(objid);
  2435. if(!obj)
  2436. return CGoal(EXPLORE);
  2437. int3 pos = cb->getObj(objid)->visitablePos();
  2438. return CGoal(VISIT_TILE).settile(pos);
  2439. }
  2440. break;
  2441. case VISIT_HERO:
  2442. {
  2443. const CGObjectInstance * obj = cb->getObj(objid);
  2444. if(!obj)
  2445. return CGoal(EXPLORE);
  2446. int3 pos = cb->getObj(objid)->visitablePos();
  2447. if (hero && ai->isAccessibleForHero(obj->pos, hero, true))
  2448. return CGoal(*this).settile(pos).setisElementar(true);
  2449. }
  2450. break;
  2451. case GET_ART_TYPE:
  2452. {
  2453. TSubgoal alternativeWay = CGoal::lookForArtSmart(aid); //TODO: use
  2454. if(alternativeWay.invalid())
  2455. return CGoal(FIND_OBJ).setobjid(Obj::ARTIFACT).setresID(aid);
  2456. }
  2457. break;
  2458. case CLEAR_WAY_TO:
  2459. {
  2460. assert(tile.x >= 0); //set tile
  2461. if(!cb->isVisible(tile))
  2462. {
  2463. tlog1 << "Clear way should be used with visible tiles!\n";
  2464. return CGoal(EXPLORE);
  2465. }
  2466. HeroPtr h = hero ? hero : ai->primaryHero();
  2467. if(!h)
  2468. return CGoal(RECRUIT_HERO);
  2469. cb->setSelection(*h);
  2470. SectorMap sm;
  2471. bool dropToFile = false;
  2472. if(dropToFile) //for debug purposes
  2473. sm.write("test.txt");
  2474. int3 tileToHit = sm.firstTileToGet(h, tile);
  2475. //if(isSafeToVisit(h, tileToHit))
  2476. if(isBlockedBorderGate(tileToHit))
  2477. { //FIXME: this way we'll not visit gate and activate quest :?
  2478. return CGoal(FIND_OBJ).setobjid(Obj::KEYMASTER).setresID(cb->getTile(tileToHit)->visitableObjects.back()->subID);
  2479. }
  2480. //FIXME: this code shouldn't be necessary
  2481. if(tileToHit == tile)
  2482. {
  2483. tlog1 << boost::format("Very strange, tile to hit is %s and tile is also %s, while hero %s is at %s\n")
  2484. % tileToHit % tile % h->name % h->visitablePos();
  2485. throw cannotFulfillGoalException("Retrieving first tile to hit failed (probably)!");
  2486. }
  2487. auto topObj = backOrNull(cb->getVisitableObjs(tileToHit));
  2488. if(topObj && topObj->ID == GameConstants::HEROI_TYPE && cb->getPlayerRelations(h->tempOwner, topObj->tempOwner) != 0)
  2489. {
  2490. std::string problem = boost::str(boost::format("%s stands in the way of %s.\n") % topObj->getHoverText() % h->getHoverText());
  2491. throw cannotFulfillGoalException(problem);
  2492. }
  2493. return CGoal(VISIT_TILE).settile(tileToHit).sethero(h); //FIXME:: attempts to visit completely unreachable tile with hero results in stall
  2494. //TODO czy istnieje lepsza droga?
  2495. }
  2496. throw cannotFulfillGoalException("Cannot reach given tile!");
  2497. //return CGoal(EXPLORE); // TODO improve
  2498. case EXPLORE:
  2499. {
  2500. if (hero)
  2501. {
  2502. return CGoal(VISIT_TILE).settile(whereToExplore(hero)).sethero(hero);
  2503. }
  2504. auto hs = cb->getHeroesInfo();
  2505. int howManyHeroes = hs.size();
  2506. erase(hs, [](const CGHeroInstance *h)
  2507. {
  2508. return contains(ai->lockedHeroes, h);
  2509. });
  2510. if(hs.empty()) //all heroes are busy. buy new one
  2511. {
  2512. if (howManyHeroes < 3 && ai->findTownWithTavern()) //we may want to recruit second hero. TODO: make it smart finally
  2513. return CGoal(RECRUIT_HERO);
  2514. else //find mobile hero with weakest army
  2515. {
  2516. hs = cb->getHeroesInfo();
  2517. erase_if(hs, [](const CGHeroInstance *h)
  2518. {
  2519. return !h->movement; //only hero with movement are of interest for us
  2520. });
  2521. if (hs.empty())
  2522. {
  2523. if (howManyHeroes < GameConstants::MAX_HEROES_PER_PLAYER)
  2524. return CGoal(RECRUIT_HERO);
  2525. else
  2526. throw cannotFulfillGoalException("No heroes with remaining MPs for exploring!\n");
  2527. }
  2528. boost::sort(hs, compareMovement); //closer to what?
  2529. }
  2530. }
  2531. const CGHeroInstance *h = hs.front();
  2532. return (*this).sethero(h).setisAbstract(true);
  2533. }
  2534. I_AM_ELEMENTAR;
  2535. case RECRUIT_HERO:
  2536. {
  2537. const CGTownInstance *t = ai->findTownWithTavern();
  2538. if(!t)
  2539. return CGoal(BUILD_STRUCTURE).setbid(EBuilding::TAVERN);
  2540. if(cb->getResourceAmount(Res::GOLD) < HERO_GOLD_COST)
  2541. return CGoal(COLLECT_RES).setresID(Res::GOLD).setvalue(HERO_GOLD_COST);
  2542. I_AM_ELEMENTAR;
  2543. }
  2544. break;
  2545. case VISIT_TILE:
  2546. {
  2547. if(!cb->isVisible(tile))
  2548. return CGoal(EXPLORE);
  2549. if(hero && !ai->isAccessibleForHero(tile, hero))
  2550. hero = NULL;
  2551. if(!hero)
  2552. {
  2553. if(cb->getHeroesInfo().empty())
  2554. {
  2555. return CGoal(RECRUIT_HERO);
  2556. }
  2557. BOOST_FOREACH(const CGHeroInstance *h, cb->getHeroesInfo())
  2558. {
  2559. if(ai->isAccessibleForHero(tile, h))
  2560. {
  2561. hero = h;
  2562. break;
  2563. }
  2564. }
  2565. }
  2566. if(hero)
  2567. {
  2568. if(isSafeToVisit(hero, tile))
  2569. return CGoal(*this).setisElementar(true);
  2570. else
  2571. {
  2572. return CGoal(GATHER_ARMY).sethero(hero).setvalue(evaluateDanger(tile, *hero) * SAFE_ATTACK_CONSTANT); //TODO: should it be abstract?
  2573. }
  2574. }
  2575. else //inaccessible for all heroes
  2576. {
  2577. return CGoal(CLEAR_WAY_TO).settile(tile);
  2578. }
  2579. }
  2580. break;
  2581. case DIG_AT_TILE:
  2582. {
  2583. const CGObjectInstance *firstObj = frontOrNull(cb->getVisitableObjs(tile));
  2584. if(firstObj && firstObj->ID == GameConstants::HEROI_TYPE && firstObj->tempOwner == ai->playerID) //we have hero at dest
  2585. {
  2586. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance *>(firstObj);
  2587. return CGoal(*this).sethero(h).setisElementar(true);
  2588. }
  2589. return CGoal(VISIT_TILE).settile(tile);
  2590. }
  2591. break;
  2592. case BUILD_STRUCTURE:
  2593. //TODO check res
  2594. //look for town
  2595. //prerequisites?
  2596. I_AM_ELEMENTAR;
  2597. case COLLECT_RES:
  2598. {
  2599. std::vector<const IMarket*> markets;
  2600. std::vector<const CGObjectInstance*> visObjs;
  2601. ai->retreiveVisitableObjs(visObjs, true);
  2602. BOOST_FOREACH(const CGObjectInstance *obj, visObjs)
  2603. {
  2604. if(const IMarket *m = IMarket::castFrom(obj, false))
  2605. {
  2606. if(obj->ID == GameConstants::TOWNI_TYPE && obj->tempOwner == ai->playerID && m->allowsTrade(EMarketMode::RESOURCE_RESOURCE))
  2607. markets.push_back(m);
  2608. else if(obj->ID == Obj::TRADING_POST) //TODO a moze po prostu test na pozwalanie handlu?
  2609. markets.push_back(m);
  2610. }
  2611. }
  2612. boost::sort(markets, [](const IMarket *m1, const IMarket *m2) -> bool
  2613. {
  2614. return m1->getMarketEfficiency() < m2->getMarketEfficiency();
  2615. });
  2616. markets.erase(boost::remove_if(markets, [](const IMarket *market) -> bool
  2617. {
  2618. return !(market->o->ID == GameConstants::TOWNI_TYPE && market->o->tempOwner == ai->playerID)
  2619. && !ai->isAccessible(market->o->visitablePos());
  2620. }),markets.end());
  2621. if(!markets.size())
  2622. {
  2623. BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
  2624. {
  2625. if(cb->canBuildStructure(t, EBuilding::MARKETPLACE) == EBuildingState::ALLOWED)
  2626. return CGoal(BUILD_STRUCTURE).settown(t).setbid(EBuilding::MARKETPLACE);
  2627. }
  2628. }
  2629. else
  2630. {
  2631. const IMarket *m = markets.back();
  2632. //attempt trade at back (best prices)
  2633. int howManyCanWeBuy = 0;
  2634. for(int i = 0; i < ACTUAL_RESOURCE_COUNT; i++)
  2635. {
  2636. if(i == resID) continue;
  2637. int toGive = -1, toReceive = -1;
  2638. m->getOffer(i, resID, toGive, toReceive, EMarketMode::RESOURCE_RESOURCE);
  2639. assert(toGive > 0 && toReceive > 0);
  2640. howManyCanWeBuy += toReceive * (cb->getResourceAmount(i) / toGive);
  2641. }
  2642. if(howManyCanWeBuy + cb->getResourceAmount(resID) >= value)
  2643. {
  2644. auto backObj = backOrNull(cb->getVisitableObjs(m->o->visitablePos())); //it'll be a hero if we have one there; otherwise marketplace
  2645. assert(backObj);
  2646. if(backObj->tempOwner != ai->playerID)
  2647. return CGoal(GET_OBJ).setobjid(m->o->id);
  2648. return setobjid(m->o->id).setisElementar(true);
  2649. }
  2650. }
  2651. }
  2652. return CGoal(INVALID);
  2653. case GATHER_TROOPS:
  2654. {
  2655. std::vector<const CGDwelling *> dwellings;
  2656. BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
  2657. {
  2658. auto creature = VLC->creh->creatures[objid];
  2659. if (t->subID == creature->faction) //TODO: how to force AI to build unupgraded creatures? :O
  2660. {
  2661. auto creatures = t->town->creatures[creature->level];
  2662. int upgradeNumber = std::find(creatures.begin(), creatures.end(), creature->idNumber) - creatures.begin();
  2663. int bid = EBuilding::DWELL_FIRST + creature->level + upgradeNumber * GameConstants::CREATURES_PER_TOWN;
  2664. if (t->hasBuilt(bid)) //this assumes only creatures with dwellings are assigned to faction
  2665. {
  2666. dwellings.push_back(t);
  2667. }
  2668. else
  2669. {
  2670. return CGoal (BUILD_STRUCTURE).settown(t).setbid(bid);
  2671. }
  2672. }
  2673. }
  2674. BOOST_FOREACH (auto obj, ai->visitableObjs)
  2675. {
  2676. if (obj->ID != Obj::CREATURE_GENERATOR1) //TODO: what with other creature generators?
  2677. continue;
  2678. auto d = dynamic_cast<const CGDwelling *>(obj);
  2679. BOOST_FOREACH (auto creature, d->creatures)
  2680. {
  2681. if (creature.first) //there are more than 0 creatures avaliabe
  2682. {
  2683. BOOST_FOREACH (auto type, creature.second)
  2684. {
  2685. if (type == objid)
  2686. dwellings.push_back(d);
  2687. }
  2688. }
  2689. }
  2690. }
  2691. if (dwellings.size())
  2692. {
  2693. boost::sort(dwellings, isCloser);
  2694. return CGoal(GET_OBJ).setobjid (dwellings.front()->id); //TODO: consider needed resources
  2695. }
  2696. else
  2697. return CGoal(EXPLORE);
  2698. //TODO: exchange troops between heroes
  2699. }
  2700. break;
  2701. case CONQUER: //TODO: put it into a function?
  2702. {
  2703. auto hs = cb->getHeroesInfo();
  2704. int howManyHeroes = hs.size();
  2705. erase(hs, [](const CGHeroInstance *h)
  2706. {
  2707. return contains(ai->lockedHeroes, h);
  2708. });
  2709. if(hs.empty()) //all heroes are busy. buy new one
  2710. {
  2711. if (howManyHeroes < 3 && ai->findTownWithTavern()) //we may want to recruit second hero. TODO: make it smart finally
  2712. return CGoal(RECRUIT_HERO);
  2713. else //find mobile hero with weakest army
  2714. {
  2715. hs = cb->getHeroesInfo();
  2716. erase_if(hs, [](const CGHeroInstance *h)
  2717. {
  2718. return !h->movement; //only hero with movement are of interest for us
  2719. });
  2720. if (hs.empty())
  2721. {
  2722. if (howManyHeroes < GameConstants::MAX_HEROES_PER_PLAYER)
  2723. return CGoal(RECRUIT_HERO);
  2724. else
  2725. throw cannotFulfillGoalException("No heroes with remaining MPs for exploring!\n");
  2726. }
  2727. boost::sort(hs, compareHeroStrength);
  2728. }
  2729. }
  2730. const CGHeroInstance *h = hs.back();
  2731. cb->setSelection(h);
  2732. std::vector<const CGObjectInstance *> objs; //here we'll gather enemy towns and heroes
  2733. ai->retreiveVisitableObjs(objs);
  2734. erase_if(objs, [&](const CGObjectInstance *obj)
  2735. {
  2736. return (obj->ID != GameConstants::TOWNI_TYPE && obj->ID != GameConstants::HEROI_TYPE) //not town/hero
  2737. || cb->getPlayerRelations(ai->playerID, obj->tempOwner) != 0; //not enemy
  2738. });
  2739. if(objs.empty())
  2740. return CGoal(EXPLORE); //we need to find an enemy
  2741. erase_if(objs, [&](const CGObjectInstance *obj)
  2742. {
  2743. return !isSafeToVisit(h, obj->visitablePos());
  2744. });
  2745. if(objs.empty())
  2746. I_AM_ELEMENTAR;
  2747. boost::sort(objs, isCloser);
  2748. BOOST_FOREACH(const CGObjectInstance *obj, objs)
  2749. {
  2750. if(ai->isAccessibleForHero(obj->visitablePos(), h))
  2751. return CGoal(VISIT_TILE).sethero(h).settile(obj->visitablePos());
  2752. }
  2753. return CGoal(EXPLORE); //enemy is inaccessible
  2754. }
  2755. break;
  2756. case BUILD:
  2757. I_AM_ELEMENTAR;
  2758. case INVALID:
  2759. I_AM_ELEMENTAR;
  2760. case GATHER_ARMY:
  2761. {
  2762. //TODO: find hero if none set
  2763. assert(hero);
  2764. cb->setSelection(*hero);
  2765. auto compareReinforcements = [this](const CGTownInstance *lhs, const CGTownInstance *rhs) -> bool
  2766. {
  2767. return howManyReinforcementsCanGet(hero, lhs) < howManyReinforcementsCanGet(hero, rhs);
  2768. };
  2769. std::vector<const CGTownInstance *> townsReachable;
  2770. BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
  2771. {
  2772. if(!t->visitingHero && howManyReinforcementsCanGet(hero,t))
  2773. {
  2774. if(isReachable(t) && !vstd::contains (ai->townVisitsThisWeek[hero], t))
  2775. townsReachable.push_back(t);
  2776. }
  2777. }
  2778. if(townsReachable.size()) //try towns first
  2779. {
  2780. boost::sort(townsReachable, compareReinforcements);
  2781. return CGoal(VISIT_TILE).sethero(hero).settile(townsReachable.back()->visitablePos());
  2782. }
  2783. else
  2784. {
  2785. if (hero == ai->primaryHero()) //we can get army from other heroes
  2786. {
  2787. auto otherHeroes = cb->getHeroesInfo();
  2788. auto heroDummy = hero;
  2789. erase_if(otherHeroes, [heroDummy](const CGHeroInstance * h)
  2790. {
  2791. return (h == heroDummy.h || !ai->isAccessibleForHero(heroDummy->pos, h, true));
  2792. });
  2793. if (otherHeroes.size())
  2794. {
  2795. boost::sort(otherHeroes, compareArmyStrength); //TODO: check if hero has at least one stack more powerful than ours? not likely to fail
  2796. int primaryPath, secondaryPath;
  2797. auto h = otherHeroes.back();
  2798. cb->setSelection(hero.h);
  2799. primaryPath = cb->getPathInfo(h->pos)->turns;
  2800. cb->setSelection(h);
  2801. secondaryPath = cb->getPathInfo(hero->pos)->turns;
  2802. if (primaryPath < secondaryPath)
  2803. return CGoal(VISIT_HERO).setisAbstract(true).setobjid(h->id).sethero(hero); //go to the other hero if we are faster
  2804. else
  2805. return CGoal(VISIT_HERO).setisAbstract(true).setobjid(hero->id).sethero(h); //let the other hero come to us
  2806. }
  2807. }
  2808. std::vector<const CGObjectInstance *> objs; //here we'll gather all dwellings
  2809. ai->retreiveVisitableObjs(objs);
  2810. erase_if(objs, [&](const CGObjectInstance *obj)
  2811. {
  2812. return (obj->ID != Obj::CREATURE_GENERATOR1);
  2813. });
  2814. if(objs.empty()) //no possible objects, we did eveyrthing already
  2815. return CGoal(EXPLORE).sethero(hero);
  2816. //TODO: check if we can recruit any creatures there, evaluate army
  2817. if (objs.size())
  2818. {
  2819. boost::sort(objs, isCloser);
  2820. HeroPtr h = NULL;
  2821. BOOST_FOREACH(const CGObjectInstance *obj, objs)
  2822. { //find safe dwelling
  2823. auto pos = obj->visitablePos();
  2824. if (shouldVisit (hero, obj)) //creatures fit in army
  2825. h = hero;
  2826. else
  2827. {
  2828. BOOST_FOREACH(auto ourHero, cb->getHeroesInfo()) //make use of multiple heroes
  2829. {
  2830. if (shouldVisit(ourHero, obj))
  2831. h = ourHero;
  2832. }
  2833. }
  2834. if (h && isSafeToVisit(h, pos) && ai->isAccessibleForHero(pos, h))
  2835. return CGoal(VISIT_TILE).sethero(h).settile(pos);
  2836. }
  2837. }
  2838. }
  2839. return CGoal(EXPLORE); //find dwelling
  2840. }
  2841. break;
  2842. default:
  2843. assert(0);
  2844. }
  2845. return CGoal(EXPLORE);
  2846. }
  2847. TSubgoal CGoal::goVisitOrLookFor(const CGObjectInstance *obj)
  2848. {
  2849. if(obj)
  2850. return CGoal(GET_OBJ).setobjid(obj->id);
  2851. else
  2852. return CGoal(EXPLORE);
  2853. }
  2854. TSubgoal CGoal::lookForArtSmart(int aid)
  2855. {
  2856. return CGoal(INVALID);
  2857. }
  2858. bool CGoal::invalid() const
  2859. {
  2860. return goalType == INVALID;
  2861. }
  2862. bool isBlockedBorderGate(int3 tileToHit)
  2863. {
  2864. return cb->getTile(tileToHit)->topVisitableID() == Obj::BORDER_GATE
  2865. && cb->getPathInfo(tileToHit)->accessible != CGPathNode::ACCESSIBLE;
  2866. }
  2867. SectorMap::SectorMap()
  2868. {
  2869. // int3 sizes = cb->getMapSize();
  2870. // sector.resize(sizes.x);
  2871. // BOOST_FOREACH(auto &i, sector)
  2872. // i.resize(sizes.y);
  2873. //
  2874. // BOOST_FOREACH(auto &i, sector)
  2875. // BOOST_FOREACH(auto &j, i)
  2876. // j.resize(sizes.z, 0);
  2877. update();
  2878. }
  2879. bool markIfBlocked(ui8 &sec, crint3 pos, const TerrainTile *t)
  2880. {
  2881. if(t->blocked && !t->visitable)
  2882. {
  2883. sec = NOT_AVAILABLE;
  2884. return true;
  2885. }
  2886. return false;
  2887. }
  2888. bool markIfBlocked(ui8 &sec, crint3 pos)
  2889. {
  2890. return markIfBlocked(sec, pos, cb->getTile(pos));
  2891. }
  2892. void SectorMap::update()
  2893. {
  2894. clear();
  2895. int curSector = 3; //0 is invisible, 1 is not explored
  2896. foreach_tile_pos([&](crint3 pos)
  2897. {
  2898. if(retreiveTile(pos) == NOT_CHECKED)
  2899. {
  2900. if(!markIfBlocked(retreiveTile(pos), pos))
  2901. exploreNewSector(pos, curSector++);
  2902. }
  2903. });
  2904. valid = true;
  2905. }
  2906. void SectorMap::clear()
  2907. {
  2908. sector = cb->getVisibilityMap();
  2909. valid = false;
  2910. }
  2911. bool canBeEmbarkmentPoint(const TerrainTile *t)
  2912. {
  2913. //tile must be free of with unoccupied boat
  2914. return !t->blocked
  2915. || (t->visitableObjects.size() == 1 && t->topVisitableID() == Obj::BOAT);
  2916. }
  2917. void SectorMap::exploreNewSector(crint3 pos, int num)
  2918. {
  2919. Sector &s = infoOnSectors[num];
  2920. s.id = num;
  2921. s.water = cb->getTile(pos)->isWater();
  2922. std::queue<int3> toVisit;
  2923. toVisit.push(pos);
  2924. while(toVisit.size())
  2925. {
  2926. int3 curPos = toVisit.front();
  2927. toVisit.pop();
  2928. ui8 &sec = retreiveTile(curPos);
  2929. if(sec == NOT_CHECKED)
  2930. {
  2931. const TerrainTile *t = cb->getTile(curPos);
  2932. if(!markIfBlocked(sec, curPos, t))
  2933. {
  2934. if(t->isWater() == s.water) //sector is only-water or only-land
  2935. {
  2936. sec = num;
  2937. s.tiles.push_back(curPos);
  2938. foreach_neighbour(curPos, [&](crint3 neighPos)
  2939. {
  2940. if(retreiveTile(neighPos) == NOT_CHECKED)
  2941. {
  2942. toVisit.push(neighPos);
  2943. //parent[neighPos] = curPos;
  2944. }
  2945. const TerrainTile *nt = cb->getTile(neighPos, false);
  2946. if(nt && nt->isWater() != s.water && canBeEmbarkmentPoint(nt))
  2947. {
  2948. s.embarkmentPoints.push_back(neighPos);
  2949. }
  2950. });
  2951. if(t->visitable && vstd::contains(ai->knownSubterraneanGates, t->visitableObjects.front()))
  2952. toVisit.push(ai->knownSubterraneanGates[t->visitableObjects.front()]->pos);
  2953. }
  2954. }
  2955. }
  2956. }
  2957. removeDuplicates(s.embarkmentPoints);
  2958. }
  2959. void SectorMap::write(crstring fname)
  2960. {
  2961. std::ofstream out(fname);
  2962. for(int k = 0; k < cb->getMapSize().z; k++)
  2963. {
  2964. for(int j = 0; j < cb->getMapSize().y; j++)
  2965. {
  2966. for(int i = 0; i < cb->getMapSize().x; i++)
  2967. {
  2968. out << (int)sector[i][j][k] << '\t';
  2969. }
  2970. out << std::endl;
  2971. }
  2972. out << std::endl;
  2973. }
  2974. }
  2975. bool isWeeklyRevisitable (const CGObjectInstance * obj)
  2976. { //TODO: allow polling of remaining creatures in dwelling
  2977. if (dynamic_cast<const CGVisitableOPW *>(obj) || //ensures future compatibility, unlike IDs
  2978. dynamic_cast<const CGDwelling *>(obj) ||
  2979. dynamic_cast<const CBank *>(obj)) //banks tend to respawn often in mods
  2980. return true;
  2981. switch (obj->ID)
  2982. {
  2983. case Obj::STABLES: //any other potential visitable objects?
  2984. return true;
  2985. case Obj::BORDER_GATE:
  2986. case Obj::BORDERGUARD:
  2987. return (dynamic_cast <const CGKeys *>(obj))->wasMyColorVisited (ai->playerID); //FIXME: they could be revisited sooner than in a week
  2988. break;
  2989. }
  2990. return false;
  2991. }
  2992. bool shouldVisit(HeroPtr h, const CGObjectInstance * obj)
  2993. {
  2994. switch (obj->ID)
  2995. {
  2996. case Obj::BORDERGUARD:
  2997. case Obj::BORDER_GATE:
  2998. case Obj::SEER_HUT:
  2999. case Obj::QUEST_GUARD:
  3000. {
  3001. return false; //fixme: avoid crash
  3002. BOOST_FOREACH (auto q, ai->myCb->getMyQuests())
  3003. {
  3004. if (q.obj == obj)
  3005. {
  3006. if (q.quest->checkQuest(*h))
  3007. return true; //we completed the quest
  3008. else
  3009. return false; //we can't complete this quest
  3010. }
  3011. }
  3012. return true; //we don't have this quest yet
  3013. break;
  3014. }
  3015. case Obj::CREATURE_GENERATOR1:
  3016. {
  3017. if (obj->tempOwner != h->tempOwner)
  3018. return true; //flag just in case
  3019. bool canRecruitCreatures = false;
  3020. const CGDwelling * d = dynamic_cast<const CGDwelling *>(obj);
  3021. BOOST_FOREACH(auto level, d->creatures)
  3022. {
  3023. BOOST_FOREACH(auto c, level.second)
  3024. {
  3025. if (h->getSlotFor(c) != -1)
  3026. canRecruitCreatures = true;
  3027. }
  3028. }
  3029. return canRecruitCreatures;
  3030. break;
  3031. }
  3032. case Obj::MONOLITH1:
  3033. case Obj::MONOLITH2:
  3034. case Obj::MONOLITH3:
  3035. case Obj::WHIRLPOOL:
  3036. //TODO: mechanism for handling monoliths
  3037. return false;
  3038. break;
  3039. case Obj::SCHOOL_OF_MAGIC:
  3040. case Obj::SCHOOL_OF_WAR:
  3041. {
  3042. TResources myRes = ai->myCb->getResourceAmount();
  3043. if (myRes[Res::GOLD] - GOLD_RESERVE < 1000)
  3044. return false;
  3045. }
  3046. break;
  3047. case Obj::LIBRARY_OF_ENLIGHTENMENT:
  3048. if (h->level < 12)
  3049. return false;
  3050. break;
  3051. case Obj::TREE_OF_KNOWLEDGE:
  3052. {
  3053. TResources myRes = ai->myCb->getResourceAmount();
  3054. if (myRes[Res::GOLD] - GOLD_RESERVE < 2000 || myRes[Res::GEMS] < 10)
  3055. return false;
  3056. }
  3057. break;
  3058. }
  3059. if (obj->wasVisited(*h)) //it must pointer to hero instance, heroPtr calls function wasVisited(ui8 player);
  3060. return false;
  3061. return true;
  3062. }
  3063. int3 SectorMap::firstTileToGet(HeroPtr h, crint3 dst)
  3064. {
  3065. int sourceSector = retreiveTile(h->visitablePos()),
  3066. destinationSector = retreiveTile(dst);
  3067. if(sourceSector != destinationSector)
  3068. {
  3069. const Sector *src = &infoOnSectors[sourceSector],
  3070. *dst = &infoOnSectors[destinationSector];
  3071. std::map<const Sector*, const Sector*> preds;
  3072. std::queue<const Sector *> sq;
  3073. sq.push(src);
  3074. while(!sq.empty())
  3075. {
  3076. const Sector *s = sq.front();
  3077. sq.pop();
  3078. BOOST_FOREACH(int3 ep, s->embarkmentPoints)
  3079. {
  3080. Sector *neigh = &infoOnSectors[retreiveTile(ep)];
  3081. //preds[s].push_back(neigh);
  3082. if(!preds[neigh])
  3083. {
  3084. preds[neigh] = s;
  3085. sq.push(neigh);
  3086. }
  3087. }
  3088. //TODO consider other types of connections between sectors?
  3089. }
  3090. if(!preds[dst])
  3091. {
  3092. write("test.txt");
  3093. ai->completeGoal (CGoal(EXPLORE).sethero(h)); //if we can't find the way, seemingly all tiles were explored
  3094. //TODO: more organized way?
  3095. throw cannotFulfillGoalException(str(format("Cannot find connection between sectors %d and %d") % src->id % dst->id));
  3096. }
  3097. std::vector<const Sector*> toTraverse;
  3098. toTraverse.push_back(dst);
  3099. while(toTraverse.back() != src)
  3100. {
  3101. toTraverse.push_back(preds[toTraverse.back()]);
  3102. }
  3103. if(preds[dst])
  3104. {
  3105. const Sector *sectorToReach = toTraverse.at(toTraverse.size() - 2);
  3106. if(!src->water && sectorToReach->water) //embark
  3107. {
  3108. //embark on ship -> look for an EP with a boat
  3109. auto firstEP = boost::find_if(src->embarkmentPoints, [=](crint3 pos) -> bool
  3110. {
  3111. const TerrainTile *t = cb->getTile(pos);
  3112. return t && t->visitableObjects.size() == 1 && t->topVisitableID() == Obj::BOAT
  3113. && retreiveTile(pos) == sectorToReach->id;
  3114. });
  3115. if(firstEP != src->embarkmentPoints.end())
  3116. {
  3117. return *firstEP;
  3118. }
  3119. else
  3120. {
  3121. //we need to find a shipyard with an access to the desired sector's EP
  3122. //TODO what about Summon Boat spell?
  3123. std::vector<const IShipyard *> shipyards;
  3124. BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
  3125. {
  3126. if(t->hasBuilt(EBuilding::SHIPYARD))
  3127. shipyards.push_back(t);
  3128. }
  3129. std::vector<const CGObjectInstance*> visObjs;
  3130. ai->retreiveVisitableObjs(visObjs, true);
  3131. BOOST_FOREACH(const CGObjectInstance *obj, visObjs)
  3132. {
  3133. if(obj->ID != GameConstants::TOWNI_TYPE) //towns were handled in the previous loop
  3134. if(const IShipyard *shipyard = IShipyard::castFrom(obj))
  3135. shipyards.push_back(shipyard);
  3136. }
  3137. shipyards.erase(boost::remove_if(shipyards, [=](const IShipyard *shipyard) -> bool
  3138. {
  3139. return shipyard->state() != 0 || retreiveTile(shipyard->bestLocation()) != sectorToReach->id;
  3140. }),shipyards.end());
  3141. if(!shipyards.size())
  3142. {
  3143. //TODO consider possibility of building shipyard in a town
  3144. throw cannotFulfillGoalException("There is no known shipyard!");
  3145. }
  3146. //we have only shipyards that possibly can build ships onto the appropriate EP
  3147. auto ownedGoodShipyard = boost::find_if(shipyards, [](const IShipyard *s) -> bool
  3148. {
  3149. return s->o->tempOwner == ai->playerID;
  3150. });
  3151. if(ownedGoodShipyard != shipyards.end())
  3152. {
  3153. const IShipyard *s = *ownedGoodShipyard;
  3154. TResources shipCost;
  3155. s->getBoatCost(shipCost);
  3156. if(cb->getResourceAmount().canAfford(shipCost))
  3157. {
  3158. int3 ret = s->bestLocation();
  3159. cb->buildBoat(s);
  3160. return ret;
  3161. }
  3162. else
  3163. {
  3164. //TODO gather res
  3165. throw cannotFulfillGoalException("Not enough resources to build a boat");
  3166. }
  3167. }
  3168. else
  3169. {
  3170. //TODO pick best shipyard to take over
  3171. return shipyards.front()->o->pos;
  3172. }
  3173. }
  3174. }
  3175. else if(src->water && !sectorToReach->water)
  3176. {
  3177. //TODO
  3178. //disembark
  3179. }
  3180. else
  3181. {
  3182. //TODO
  3183. //transition between two land/water sectors. Monolith? Whirlpool? ...
  3184. throw cannotFulfillGoalException("Land-land and water-water inter-sector transitions are not implemented!");
  3185. }
  3186. }
  3187. else
  3188. {
  3189. throw cannotFulfillGoalException("Inter-sector route detection failed: not connected sectors?");
  3190. }
  3191. }
  3192. else
  3193. {
  3194. makeParentBFS(h->visitablePos());
  3195. int3 curtile = dst;
  3196. while(curtile != h->visitablePos())
  3197. {
  3198. if(cb->getPathInfo(curtile)->reachable())
  3199. {
  3200. return curtile;
  3201. }
  3202. else
  3203. {
  3204. auto i = parent.find(curtile);
  3205. if(i != parent.end())
  3206. {
  3207. assert(curtile != i->second);
  3208. curtile = i->second;
  3209. }
  3210. else
  3211. throw cannotFulfillGoalException("Unreachable tile in sector? Should not happen!");
  3212. }
  3213. }
  3214. }
  3215. throw cannotFulfillGoalException("Impossible happened.");
  3216. }
  3217. void SectorMap::makeParentBFS(crint3 source)
  3218. {
  3219. parent.clear();
  3220. int mySector = retreiveTile(source);
  3221. std::queue<int3> toVisit;
  3222. toVisit.push(source);
  3223. while(toVisit.size())
  3224. {
  3225. int3 curPos = toVisit.front();
  3226. toVisit.pop();
  3227. ui8 &sec = retreiveTile(curPos);
  3228. assert(sec == mySector); //consider only tiles from the same sector
  3229. //const TerrainTile *t = cb->getTile(curPos);
  3230. foreach_neighbour(curPos, [&](crint3 neighPos)
  3231. {
  3232. if(retreiveTile(neighPos) == mySector && !vstd::contains(parent, neighPos))
  3233. {
  3234. toVisit.push(neighPos);
  3235. parent[neighPos] = curPos;
  3236. }
  3237. });
  3238. }
  3239. }
  3240. unsigned char & SectorMap::retreiveTile(crint3 pos)
  3241. {
  3242. return retreiveTileN(sector, pos);
  3243. }
  3244. const CGObjectInstance * ObjectIdRef::operator->() const
  3245. {
  3246. return cb->getObj(id, false);
  3247. }
  3248. ObjectIdRef::operator const CGObjectInstance*() const
  3249. {
  3250. return cb->getObj(id, false);
  3251. }
  3252. ObjectIdRef::ObjectIdRef(int _id) : id(_id)
  3253. {
  3254. }
  3255. ObjectIdRef::ObjectIdRef(const CGObjectInstance *obj) : id(obj->id)
  3256. {
  3257. }
  3258. bool ObjectIdRef::operator<(const ObjectIdRef &rhs) const
  3259. {
  3260. return id < rhs.id;
  3261. }
  3262. HeroPtr::HeroPtr(const CGHeroInstance *H)
  3263. {
  3264. if(!H)
  3265. {
  3266. //init from nullptr should equal to default init
  3267. *this = HeroPtr();
  3268. return;
  3269. }
  3270. h = H;
  3271. name = h->name;
  3272. hid = H->id;
  3273. // infosCount[ai->playerID][hid]++;
  3274. }
  3275. HeroPtr::HeroPtr()
  3276. {
  3277. h = nullptr;
  3278. hid = -1;
  3279. }
  3280. HeroPtr::~HeroPtr()
  3281. {
  3282. // if(hid >= 0)
  3283. // infosCount[ai->playerID][hid]--;
  3284. }
  3285. bool HeroPtr::operator<(const HeroPtr &rhs) const
  3286. {
  3287. return hid < rhs.hid;
  3288. }
  3289. const CGHeroInstance * HeroPtr::get(bool doWeExpectNull /*= false*/) const
  3290. {
  3291. //TODO? check if these all assertions every time we get info about hero affect efficiency
  3292. //
  3293. //behave terribly when attempting unauthorized access to hero that is not ours (or was lost)
  3294. assert(doWeExpectNull || h);
  3295. if(h)
  3296. {
  3297. auto obj = cb->getObj(hid);
  3298. const bool owned = obj && obj->tempOwner == ai->playerID;
  3299. if(doWeExpectNull && !owned)
  3300. {
  3301. return nullptr;
  3302. }
  3303. else
  3304. {
  3305. assert(obj);
  3306. assert(owned);
  3307. }
  3308. }
  3309. return h;
  3310. }
  3311. const CGHeroInstance * HeroPtr::operator->() const
  3312. {
  3313. return get();
  3314. }
  3315. bool HeroPtr::validAndSet() const
  3316. {
  3317. return get(true);
  3318. }
  3319. const CGHeroInstance * HeroPtr::operator*() const
  3320. {
  3321. return get();
  3322. }