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- /*
- * AIUtility.cpp, part of VCMI engine
- *
- * Authors: listed in file AUTHORS in main folder
- *
- * License: GNU General Public License v2.0 or later
- * Full text of license available in license.txt file, in main folder
- *
- */
- #include "StdInc.h"
- #include "AIUtility.h"
- #include "VCAI.h"
- #include "FuzzyHelper.h"
- #include "Goals/Goals.h"
- #include "../../lib/UnlockGuard.h"
- #include "../../lib/CConfigHandler.h"
- #include "../../lib/CHeroHandler.h"
- #include "../../lib/mapObjects/CBank.h"
- #include "../../lib/mapObjects/CGTownInstance.h"
- #include "../../lib/mapObjects/CQuest.h"
- #include "../../lib/mapping/CMapDefines.h"
- extern boost::thread_specific_ptr<CCallback> cb;
- extern boost::thread_specific_ptr<VCAI> ai;
- extern FuzzyHelper * fh;
- //extern static const int3 dirs[8];
- const CGObjectInstance * ObjectIdRef::operator->() const
- {
- return cb->getObj(id, false);
- }
- ObjectIdRef::operator const CGObjectInstance *() const
- {
- return cb->getObj(id, false);
- }
- ObjectIdRef::operator bool() const
- {
- return cb->getObj(id, false);
- }
- ObjectIdRef::ObjectIdRef(ObjectInstanceID _id)
- : id(_id)
- {
- }
- ObjectIdRef::ObjectIdRef(const CGObjectInstance * obj)
- : id(obj->id)
- {
- }
- bool ObjectIdRef::operator<(const ObjectIdRef & rhs) const
- {
- return id < rhs.id;
- }
- HeroPtr::HeroPtr(const CGHeroInstance * H)
- {
- if(!H)
- {
- //init from nullptr should equal to default init
- *this = HeroPtr();
- return;
- }
- h = H;
- name = h->name;
- hid = H->id;
- // infosCount[ai->playerID][hid]++;
- }
- HeroPtr::HeroPtr()
- {
- h = nullptr;
- hid = ObjectInstanceID();
- }
- HeroPtr::~HeroPtr()
- {
- // if(hid >= 0)
- // infosCount[ai->playerID][hid]--;
- }
- bool HeroPtr::operator<(const HeroPtr & rhs) const
- {
- return hid < rhs.hid;
- }
- const CGHeroInstance * HeroPtr::get(bool doWeExpectNull) const
- {
- //TODO? check if these all assertions every time we get info about hero affect efficiency
- //
- //behave terribly when attempting unauthorized access to hero that is not ours (or was lost)
- assert(doWeExpectNull || h);
- if(h)
- {
- auto obj = cb->getObj(hid);
- const bool owned = obj && obj->tempOwner == ai->playerID;
- if(doWeExpectNull && !owned)
- {
- return nullptr;
- }
- else
- {
- assert(obj);
- assert(owned);
- }
- }
- return h;
- }
- const CGHeroInstance * HeroPtr::operator->() const
- {
- return get();
- }
- bool HeroPtr::validAndSet() const
- {
- return get(true);
- }
- const CGHeroInstance * HeroPtr::operator*() const
- {
- return get();
- }
- bool HeroPtr::operator==(const HeroPtr & rhs) const
- {
- return h == rhs.get(true);
- }
- void foreach_tile_pos(std::function<void(const int3 & pos)> foo)
- {
- // some micro-optimizations since this function gets called a LOT
- // callback pointer is thread-specific and slow to retrieve -> read map size only once
- int3 mapSize = cb->getMapSize();
- for(int i = 0; i < mapSize.x; i++)
- {
- for(int j = 0; j < mapSize.y; j++)
- {
- for(int k = 0; k < mapSize.z; k++)
- foo(int3(i, j, k));
- }
- }
- }
- void foreach_tile_pos(CCallback * cbp, std::function<void(CCallback * cbp, const int3 & pos)> foo)
- {
- int3 mapSize = cbp->getMapSize();
- for(int i = 0; i < mapSize.x; i++)
- {
- for(int j = 0; j < mapSize.y; j++)
- {
- for(int k = 0; k < mapSize.z; k++)
- foo(cbp, int3(i, j, k));
- }
- }
- }
- void foreach_neighbour(const int3 & pos, std::function<void(const int3 & pos)> foo)
- {
- CCallback * cbp = cb.get(); // avoid costly retrieval of thread-specific pointer
- for(const int3 & dir : int3::getDirs())
- {
- const int3 n = pos + dir;
- if(cbp->isInTheMap(n))
- foo(pos + dir);
- }
- }
- void foreach_neighbour(CCallback * cbp, const int3 & pos, std::function<void(CCallback * cbp, const int3 & pos)> foo)
- {
- for(const int3 & dir : int3::getDirs())
- {
- const int3 n = pos + dir;
- if(cbp->isInTheMap(n))
- foo(cbp, pos + dir);
- }
- }
- bool CDistanceSorter::operator()(const CGObjectInstance * lhs, const CGObjectInstance * rhs) const
- {
- const CGPathNode * ln = ai->myCb->getPathsInfo(hero)->getPathInfo(lhs->visitablePos());
- const CGPathNode * rn = ai->myCb->getPathsInfo(hero)->getPathInfo(rhs->visitablePos());
- if(ln->turns != rn->turns)
- return ln->turns < rn->turns;
- return (ln->moveRemains > rn->moveRemains);
- }
- bool compareMovement(HeroPtr lhs, HeroPtr rhs)
- {
- return lhs->movement > rhs->movement;
- }
- ui64 evaluateDanger(crint3 tile)
- {
- const TerrainTile * t = cb->getTile(tile, false);
- if(!t) //we can know about guard but can't check its tile (the edge of fow)
- return 190000000; //MUCH
- ui64 objectDanger = 0;
- ui64 guardDanger = 0;
- auto visObjs = cb->getVisitableObjs(tile);
- if(visObjs.size())
- objectDanger = evaluateDanger(visObjs.back());
- int3 guardPos = cb->getGuardingCreaturePosition(tile);
- if(guardPos.x >= 0 && guardPos != tile)
- guardDanger = evaluateDanger(guardPos);
- //TODO mozna odwiedzic blockvis nie ruszajac straznika
- return std::max(objectDanger, guardDanger);
- }
- ui64 evaluateDanger(crint3 tile, const CGHeroInstance * visitor)
- {
- const TerrainTile * t = cb->getTile(tile, false);
- if(!t) //we can know about guard but can't check its tile (the edge of fow)
- return 190000000; //MUCH
- ui64 objectDanger = 0;
- ui64 guardDanger = 0;
- auto visitableObjects = cb->getVisitableObjs(tile);
- // in some scenarios hero happens to be "under" the object (eg town). Then we consider ONLY the hero.
- if(vstd::contains_if(visitableObjects, objWithID<Obj::HERO>))
- {
- vstd::erase_if(visitableObjects, [](const CGObjectInstance * obj)
- {
- return !objWithID<Obj::HERO>(obj);
- });
- }
- if(const CGObjectInstance * dangerousObject = vstd::backOrNull(visitableObjects))
- {
- objectDanger = evaluateDanger(dangerousObject); //unguarded objects can also be dangerous or unhandled
- if(objectDanger)
- {
- //TODO: don't downcast objects AI shouldn't know about!
- auto armedObj = dynamic_cast<const CArmedInstance *>(dangerousObject);
- if(armedObj)
- {
- float tacticalAdvantage = fh->tacticalAdvantageEngine.getTacticalAdvantage(visitor, armedObj);
- objectDanger *= tacticalAdvantage; //this line tends to go infinite for allied towns (?)
- }
- }
- if(dangerousObject->ID == Obj::SUBTERRANEAN_GATE)
- {
- //check guard on the other side of the gate
- auto it = ai->knownSubterraneanGates.find(dangerousObject);
- if(it != ai->knownSubterraneanGates.end())
- {
- auto guards = cb->getGuardingCreatures(it->second->visitablePos());
- for(auto cre : guards)
- {
- vstd::amax(guardDanger, evaluateDanger(cre) * fh->tacticalAdvantageEngine.getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance *>(cre)));
- }
- }
- }
- }
- auto guards = cb->getGuardingCreatures(tile);
- for(auto cre : guards)
- {
- vstd::amax(guardDanger, evaluateDanger(cre) * fh->tacticalAdvantageEngine.getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance *>(cre))); //we are interested in strongest monster around
- }
- //TODO mozna odwiedzic blockvis nie ruszajac straznika
- return std::max(objectDanger, guardDanger);
- }
- ui64 evaluateDanger(const CGObjectInstance * obj)
- {
- if(obj->tempOwner < PlayerColor::PLAYER_LIMIT && cb->getPlayerRelations(obj->tempOwner, ai->playerID) != PlayerRelations::ENEMIES) //owned or allied objects don't pose any threat
- return 0;
- switch(obj->ID)
- {
- case Obj::HERO:
- {
- InfoAboutHero iah;
- cb->getHeroInfo(obj, iah);
- return iah.army.getStrength();
- }
- case Obj::TOWN:
- case Obj::GARRISON:
- case Obj::GARRISON2:
- {
- InfoAboutTown iat;
- cb->getTownInfo(obj, iat);
- return iat.army.getStrength();
- }
- case Obj::MONSTER:
- {
- //TODO!!!!!!!!
- const CGCreature * cre = dynamic_cast<const CGCreature *>(obj);
- return cre->getArmyStrength();
- }
- case Obj::CREATURE_GENERATOR1:
- case Obj::CREATURE_GENERATOR4:
- {
- const CGDwelling * d = dynamic_cast<const CGDwelling *>(obj);
- return d->getArmyStrength();
- }
- case Obj::MINE:
- case Obj::ABANDONED_MINE:
- {
- const CArmedInstance * a = dynamic_cast<const CArmedInstance *>(obj);
- return a->getArmyStrength();
- }
- case Obj::CRYPT: //crypt
- case Obj::CREATURE_BANK: //crebank
- case Obj::DRAGON_UTOPIA:
- case Obj::SHIPWRECK: //shipwreck
- case Obj::DERELICT_SHIP: //derelict ship
- // case Obj::PYRAMID:
- return fh->estimateBankDanger(dynamic_cast<const CBank *>(obj));
- case Obj::PYRAMID:
- {
- if(obj->subID == 0)
- return fh->estimateBankDanger(dynamic_cast<const CBank *>(obj));
- else
- return 0;
- }
- default:
- return 0;
- }
- }
- bool compareDanger(const CGObjectInstance * lhs, const CGObjectInstance * rhs)
- {
- return evaluateDanger(lhs) < evaluateDanger(rhs);
- }
- bool isSafeToVisit(HeroPtr h, crint3 tile)
- {
- return isSafeToVisit(h, evaluateDanger(tile));
- }
- bool isSafeToVisit(HeroPtr h, uint64_t dangerStrength)
- {
- const ui64 heroStrength = h->getTotalStrength();
- if(dangerStrength)
- {
- if(heroStrength / SAFE_ATTACK_CONSTANT > dangerStrength)
- {
- return true;
- }
- else
- {
- return false;
- }
- }
- return true; //there's no danger
- }
- bool isObjectRemovable(const CGObjectInstance * obj)
- {
- //FIXME: move logic to object property!
- switch (obj->ID)
- {
- case Obj::MONSTER:
- case Obj::RESOURCE:
- case Obj::CAMPFIRE:
- case Obj::TREASURE_CHEST:
- case Obj::ARTIFACT:
- case Obj::BORDERGUARD:
- return true;
- break;
- default:
- return false;
- break;
- }
- }
- bool canBeEmbarkmentPoint(const TerrainTile * t, bool fromWater)
- {
- // TODO: Such information should be provided by pathfinder
- // Tile must be free or with unoccupied boat
- if(!t->blocked)
- {
- return true;
- }
- else if(!fromWater) // do not try to board when in water sector
- {
- if(t->visitableObjects.size() == 1 && t->topVisitableId() == Obj::BOAT)
- return true;
- }
- return false;
- }
- bool isBlockedBorderGate(int3 tileToHit) //TODO: is that function needed? should be handled by pathfinder
- {
- if(cb->getTile(tileToHit)->topVisitableId() != Obj::BORDER_GATE)
- return false;
- auto gate = dynamic_cast<const CGKeys *>(cb->getTile(tileToHit)->topVisitableObj());
- return !gate->passableFor(ai->playerID);
- }
- bool isBlockVisitObj(const int3 & pos)
- {
- if(auto obj = cb->getTopObj(pos))
- {
- if(obj->blockVisit) //we can't stand on that object
- return true;
- }
- return false;
- }
- creInfo infoFromDC(const dwellingContent & dc)
- {
- creInfo ci;
- ci.count = dc.first;
- ci.creID = dc.second.size() ? dc.second.back() : CreatureID(-1); //should never be accessed
- if (ci.creID != -1)
- {
- ci.cre = VLC->creh->creatures[ci.creID];
- ci.level = ci.cre->level; //this is cretaure tier, while tryRealize expects dwelling level. Ignore.
- }
- else
- {
- ci.cre = nullptr;
- ci.level = 0;
- }
- return ci;
- }
- ui64 howManyReinforcementsCanBuy(const CArmedInstance * h, const CGDwelling * t)
- {
- ui64 aivalue = 0;
- TResources availableRes = cb->getResourceAmount();
- int freeHeroSlots = GameConstants::ARMY_SIZE - h->stacksCount();
- for(auto const dc : t->creatures)
- {
- creInfo ci = infoFromDC(dc);
- if(!ci.count || ci.creID == -1)
- continue;
- vstd::amin(ci.count, availableRes / ci.cre->cost); //max count we can afford
- if(ci.count && ci.creID != -1) //valid creature at this level
- {
- //can be merged with another stack?
- SlotID dst = h->getSlotFor(ci.creID);
- if(!h->hasStackAtSlot(dst)) //need another new slot for this stack
- {
- if(!freeHeroSlots) //no more place for stacks
- continue;
- else
- freeHeroSlots--; //new slot will be occupied
- }
- //we found matching occupied or free slot
- aivalue += ci.count * ci.cre->AIValue;
- availableRes -= ci.cre->cost * ci.count;
- }
- }
- return aivalue;
- }
- ui64 howManyReinforcementsCanGet(const CArmedInstance * h, const CGTownInstance * t)
- {
- ui64 ret = 0;
- int freeHeroSlots = GameConstants::ARMY_SIZE - h->stacksCount();
- std::vector<const CStackInstance *> toMove;
- for(auto const slot : t->Slots())
- {
- //can be merged woth another stack?
- SlotID dst = h->getSlotFor(slot.second->getCreatureID());
- if(h->hasStackAtSlot(dst))
- ret += t->getPower(slot.first);
- else
- toMove.push_back(slot.second);
- }
- boost::sort(toMove, [](const CStackInstance * lhs, const CStackInstance * rhs)
- {
- return lhs->getPower() < rhs->getPower();
- });
- for(auto & stack : boost::adaptors::reverse(toMove))
- {
- if(freeHeroSlots)
- {
- ret += stack->getPower();
- freeHeroSlots--;
- }
- else
- break;
- }
- return ret;
- }
- bool compareHeroStrength(HeroPtr h1, HeroPtr h2)
- {
- return h1->getTotalStrength() < h2->getTotalStrength();
- }
- bool compareArmyStrength(const CArmedInstance * a1, const CArmedInstance * a2)
- {
- return a1->getArmyStrength() < a2->getArmyStrength();
- }
- bool compareArtifacts(const CArtifactInstance * a1, const CArtifactInstance * a2)
- {
- auto art1 = a1->artType;
- auto art2 = a2->artType;
- if(art1->price == art2->price)
- return art1->valOfBonuses(Bonus::PRIMARY_SKILL) > art2->valOfBonuses(Bonus::PRIMARY_SKILL);
- else if(art1->price > art2->price)
- return true;
- else
- return false;
- }
- uint32_t distanceToTile(const CGHeroInstance * hero, int3 pos)
- {
- auto pathInfo = cb->getPathsInfo(hero)->getPathInfo(pos);
- uint32_t totalMovementPoints = pathInfo->turns * hero->maxMovePoints(true) + hero->movement;
- if(totalMovementPoints < pathInfo->moveRemains) // should not be but who knows
- return 0;
- return totalMovementPoints - pathInfo->moveRemains;
- }
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