VCAI.cpp 102 KB

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  1. #include "StdInc.h"
  2. #include "VCAI.h"
  3. #include "../../lib/UnlockGuard.h"
  4. #include "../../lib/CObjectHandler.h"
  5. #include "../../lib/CConfigHandler.h"
  6. #define I_AM_ELEMENTAR return CGoal(*this).setisElementar(true)
  7. CLogger &aiLogger = tlog6;
  8. extern FuzzyHelper *fh;
  9. class CGVisitableOPW;
  10. const int ACTUAL_RESOURCE_COUNT = 7;
  11. const double SAFE_ATTACK_CONSTANT = 1.5;
  12. using namespace vstd;
  13. //one thread may be turn of AI and another will be handling a side effect for AI2
  14. boost::thread_specific_ptr<CCallback> cb;
  15. boost::thread_specific_ptr<VCAI> ai;
  16. //std::map<int, std::map<int, int> > HeroView::infosCount;
  17. // CCallback *cb;
  18. // VCAI *ai;
  19. //helper RAII to manage global ai/cb ptrs
  20. struct SetGlobalState
  21. {
  22. SetGlobalState(VCAI * AI)
  23. {
  24. assert(!ai.get());
  25. assert(!cb.get());
  26. ai.reset(AI);
  27. cb.reset(AI->myCb);
  28. }
  29. ~SetGlobalState()
  30. {
  31. ai.release();
  32. cb.release();
  33. }
  34. };
  35. template <typename Container>
  36. 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)
  37. {
  38. if(c.size())
  39. return c.back();
  40. else
  41. return NULL;
  42. }
  43. template <typename Container>
  44. 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)
  45. {
  46. if(c.size())
  47. return c.front();
  48. else
  49. return NULL;
  50. }
  51. #define SET_GLOBAL_STATE(ai) SetGlobalState _hlpSetState(ai);
  52. #define NET_EVENT_HANDLER SET_GLOBAL_STATE(this)
  53. #define MAKING_TURN SET_GLOBAL_STATE(this)
  54. 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)
  55. const int HERO_GOLD_COST = 2500;
  56. const int ALLOWED_ROAMING_HEROES = 8;
  57. const int GOLD_MINE_PRODUCTION = 1000, WOOD_ORE_MINE_PRODUCTION = 2, RESOURCE_MINE_PRODUCTION = 1;
  58. std::string goalName(EGoals goalType)
  59. {
  60. switch (goalType)
  61. {
  62. case INVALID:
  63. return "INVALID";
  64. case WIN:
  65. return "WIN";
  66. case DO_NOT_LOSE:
  67. return "DO NOT LOOSE";
  68. case CONQUER:
  69. return "CONQUER";
  70. case BUILD:
  71. return "BUILD";
  72. case EXPLORE:
  73. return "EXPLORE";
  74. case GATHER_ARMY:
  75. return "GATHER ARMY";
  76. case BOOST_HERO:
  77. return "BOOST_HERO (unsupported)";
  78. case BUILD_STRUCTURE:
  79. return "BUILD STRUCTURE";
  80. case COLLECT_RES:
  81. return "COLLECT RESOURCE";
  82. case GET_OBJ:
  83. return "GET OBJECT";
  84. case FIND_OBJ:
  85. return "FIND OBJECT";
  86. case VISIT_HERO:
  87. return "VISIT HERO";
  88. case GET_ART_TYPE:
  89. return "GET ARTIFACT OF TYPE";
  90. case ISSUE_COMMAND:
  91. return "ISSUE COMMAND (unsupported)";
  92. case VISIT_TILE:
  93. return "VISIT TILE";
  94. case CLEAR_WAY_TO:
  95. return "CLEAR WAY TO";
  96. case DIG_AT_TILE:
  97. return "DIG AT TILE";
  98. default:
  99. return boost::lexical_cast<std::string>(goalType);
  100. }
  101. }
  102. bool compareHeroStrength(HeroPtr h1, HeroPtr h2)
  103. {
  104. return h1->getTotalStrength() < h2->getTotalStrength();
  105. }
  106. bool compareArmyStrength(const CArmedInstance *a1, const CArmedInstance *a2)
  107. {
  108. return a1->getArmyStrength() < a2->getArmyStrength();
  109. }
  110. static const int3 dirs[] = { int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0),
  111. int3(1,1,0),int3(-1,1,0),int3(1,-1,0),int3(-1,-1,0) };
  112. struct AILogger
  113. {
  114. AILogger()
  115. {
  116. lvl = 0;
  117. }
  118. int lvl;
  119. struct Tab
  120. {
  121. Tab();
  122. ~Tab();
  123. };
  124. } logger;
  125. AILogger::Tab::Tab()
  126. {
  127. logger.lvl++;
  128. }
  129. AILogger::Tab::~Tab()
  130. {
  131. logger.lvl--;
  132. }
  133. struct TimeCheck
  134. {
  135. CStopWatch time;
  136. std::string txt;
  137. TimeCheck(crstring TXT) : txt(TXT)
  138. {
  139. }
  140. ~TimeCheck()
  141. {
  142. BNLOG("Time of %s was %d ms.", txt % time.getDiff());
  143. }
  144. };
  145. template<typename T>
  146. void removeDuplicates(std::vector<T> &vec)
  147. {
  148. boost::sort(vec);
  149. vec.erase(std::unique(vec.begin(), vec.end()), vec.end());
  150. }
  151. struct AtScopeExit
  152. {
  153. boost::function<void()> foo;
  154. AtScopeExit(const boost::function<void()> &FOO) : foo(FOO)
  155. {}
  156. ~AtScopeExit()
  157. {
  158. foo();
  159. }
  160. };
  161. void foreach_tile_pos(boost::function<void(const int3& pos)> foo)
  162. {
  163. for(int i = 0; i < cb->getMapSize().x; i++)
  164. for(int j = 0; j < cb->getMapSize().y; j++)
  165. for(int k = 0; k < cb->getMapSize().z; k++)
  166. foo(int3(i,j,k));
  167. }
  168. void foreach_neighbour(const int3 &pos, boost::function<void(const int3& pos)> foo)
  169. {
  170. BOOST_FOREACH(const int3 &dir, dirs)
  171. {
  172. const int3 n = pos + dir;
  173. if(cb->isInTheMap(n))
  174. foo(pos+dir);
  175. }
  176. }
  177. unsigned char &retreiveTileN(std::vector< std::vector< std::vector<unsigned char> > > &vectors, const int3 &pos)
  178. {
  179. return vectors[pos.x][pos.y][pos.z];
  180. }
  181. const unsigned char &retreiveTileN(const std::vector< std::vector< std::vector<unsigned char> > > &vectors, const int3 &pos)
  182. {
  183. return vectors[pos.x][pos.y][pos.z];
  184. }
  185. void foreach_tile(std::vector< std::vector< std::vector<unsigned char> > > &vectors, boost::function<void(unsigned char &in)> foo)
  186. {
  187. for(auto i = vectors.begin(); i != vectors.end(); i++)
  188. for(auto j = i->begin(); j != i->end(); j++)
  189. for(auto z = j->begin(); z != j->end(); z++)
  190. foo(*z);
  191. }
  192. struct ObjInfo
  193. {
  194. int3 pos;
  195. std::string name;
  196. ObjInfo(){}
  197. ObjInfo(const CGObjectInstance *obj)
  198. {
  199. pos = obj->pos;
  200. name = obj->getHoverText();
  201. }
  202. };
  203. std::map<const CGObjectInstance *, ObjInfo> helperObjInfo;
  204. template <typename Container, typename Item>
  205. bool remove_if_present(Container &c, const Item &item)
  206. {
  207. auto i = std::find(c.begin(), c.end(), item);
  208. if (i != c.end())
  209. {
  210. c.erase(i);
  211. return true;
  212. }
  213. return false;
  214. }
  215. template <typename V, typename Item, typename Item2>
  216. bool remove_if_present(std::map<Item,V> & c, const Item2 &item)
  217. {
  218. auto i = c.find(item);
  219. if (i != c.end())
  220. {
  221. c.erase(i);
  222. return true;
  223. }
  224. return false;
  225. }
  226. template <typename Container, typename Pred>
  227. void erase(Container &c, Pred pred)
  228. {
  229. c.erase(boost::remove_if(c, pred), c.end());
  230. }
  231. bool isReachable(const CGObjectInstance *obj)
  232. {
  233. return cb->getPathInfo(obj->visitablePos())->turns < 255;
  234. }
  235. ui64 howManyReinforcementsCanGet(HeroPtr h, const CGTownInstance *t)
  236. {
  237. ui64 ret = 0;
  238. int freeHeroSlots = GameConstants::ARMY_SIZE - h->stacksCount();
  239. std::vector<const CStackInstance *> toMove;
  240. BOOST_FOREACH(auto const slot, t->Slots())
  241. {
  242. //can be merged woth another stack?
  243. TSlot dst = h->getSlotFor(slot.second->getCreatureID());
  244. if(h->hasStackAtSlot(dst))
  245. ret += t->getPower(slot.first);
  246. else
  247. toMove.push_back(slot.second);
  248. }
  249. boost::sort(toMove, [](const CStackInstance *lhs, const CStackInstance *rhs)
  250. {
  251. return lhs->getPower() < rhs->getPower();
  252. });
  253. BOOST_REVERSE_FOREACH(const CStackInstance *stack, toMove)
  254. {
  255. if(freeHeroSlots)
  256. {
  257. ret += stack->getPower();
  258. freeHeroSlots--;
  259. }
  260. else
  261. break;
  262. }
  263. return ret;
  264. }
  265. std::string strFromInt3(int3 pos)
  266. {
  267. std::ostringstream oss;
  268. oss << pos;
  269. return oss.str();
  270. }
  271. bool isCloser(const CGObjectInstance *lhs, const CGObjectInstance *rhs)
  272. {
  273. const CGPathNode *ln = cb->getPathInfo(lhs->visitablePos()), *rn = cb->getPathInfo(rhs->visitablePos());
  274. if(ln->turns != rn->turns)
  275. return ln->turns < rn->turns;
  276. return (ln->moveRemains > rn->moveRemains);
  277. };
  278. bool compareMovement(HeroPtr lhs, HeroPtr rhs)
  279. {
  280. return lhs->movement > rhs->movement;
  281. };
  282. ui64 evaluateDanger(const CGObjectInstance *obj);
  283. ui64 evaluateDanger(crint3 tile)
  284. {
  285. const TerrainTile *t = cb->getTile(tile, false);
  286. if(!t) //we can know about guard but can't check its tile (the edge of fow)
  287. return 190000000; //MUCH
  288. ui64 objectDanger = 0, guardDanger = 0;
  289. auto visObjs = cb->getVisitableObjs(tile);
  290. if(visObjs.size())
  291. objectDanger = evaluateDanger(visObjs.back());
  292. int3 guardPos = cb->guardingCreaturePosition(tile);
  293. if(guardPos.x >= 0 && guardPos != tile)
  294. guardDanger = evaluateDanger(guardPos);
  295. //TODO mozna odwiedzic blockvis nie ruszajac straznika
  296. return std::max(objectDanger, guardDanger);
  297. return 0;
  298. }
  299. ui64 evaluateDanger(crint3 tile, const CGHeroInstance *visitor)
  300. {
  301. const TerrainTile *t = cb->getTile(tile, false);
  302. if(!t) //we can know about guard but can't check its tile (the edge of fow)
  303. return 190000000; //MUCH
  304. ui64 objectDanger = 0, guardDanger = 0;
  305. auto visitableObjects = cb->getVisitableObjs(tile);
  306. // in some scenarios hero happens to be "under" the object (eg town). Then we consider ONLY the hero.
  307. if(vstd::contains_if(visitableObjects, objWithID<Obj::HERO>))
  308. erase_if(visitableObjects, ! boost::bind(objWithID<Obj::HERO>, _1));
  309. if(const CGObjectInstance * dangerousObject = backOrNull(visitableObjects))
  310. {
  311. objectDanger = evaluateDanger(dangerousObject); //unguarded objects can also be dangerous or unhandled
  312. if (objectDanger)
  313. {
  314. //TODO: don't downcast objects AI shouldnt know about!
  315. auto armedObj = dynamic_cast<const CArmedInstance*>(dangerousObject);
  316. if(armedObj)
  317. objectDanger *= fh->getTacticalAdvantage(visitor, armedObj); //this line tends to go infinite for allied towns (?)
  318. }
  319. }
  320. int3 guardPos = cb->guardingCreaturePosition(tile);
  321. if(guardPos.x >= 0 && guardPos != tile)
  322. guardDanger = evaluateDanger(guardPos, visitor);
  323. //TODO mozna odwiedzic blockvis nie ruszajac straznika
  324. return std::max(objectDanger, guardDanger);
  325. }
  326. ui64 evaluateDanger(const CGObjectInstance *obj)
  327. {
  328. if(obj->tempOwner < GameConstants::PLAYER_LIMIT && cb->getPlayerRelations(obj->tempOwner, ai->playerID)) //owned or allied objects don't pose any threat
  329. return 0;
  330. switch(obj->ID)
  331. {
  332. case Obj::HERO:
  333. {
  334. InfoAboutHero iah;
  335. cb->getHeroInfo(obj, iah);
  336. return iah.army.getStrength();
  337. }
  338. case Obj::TOWN:
  339. case Obj::GARRISON: case Obj::GARRISON2: //garrison
  340. {
  341. InfoAboutTown iat;
  342. cb->getTownInfo(obj, iat);
  343. return iat.army.getStrength();
  344. }
  345. case Obj::MONSTER:
  346. {
  347. //TODO!!!!!!!!
  348. const CGCreature *cre = dynamic_cast<const CGCreature*>(obj);
  349. return cre->getArmyStrength();
  350. }
  351. case Obj::CREATURE_GENERATOR1:
  352. {
  353. const CGDwelling *d = dynamic_cast<const CGDwelling*>(obj);
  354. return d->getArmyStrength();
  355. }
  356. case Obj::MINE:
  357. case Obj::ABANDONED_MINE:
  358. {
  359. const CArmedInstance * a = dynamic_cast<const CArmedInstance*>(obj);
  360. return a->getArmyStrength();
  361. }
  362. case Obj::CRYPT: //crypt
  363. case Obj::CREATURE_BANK: //crebank
  364. case Obj::DRAGON_UTOPIA:
  365. case Obj::SHIPWRECK: //shipwreck
  366. case Obj::DERELICT_SHIP: //derelict ship
  367. case Obj::PYRAMID:
  368. return fh->estimateBankDanger (VLC->objh->bankObjToIndex(obj));
  369. default:
  370. return 0;
  371. }
  372. }
  373. bool compareDanger(const CGObjectInstance *lhs, const CGObjectInstance *rhs)
  374. {
  375. return evaluateDanger(lhs) < evaluateDanger(rhs);
  376. }
  377. VCAI::VCAI(void)
  378. {
  379. LOG_ENTRY;
  380. myCb = NULL;
  381. makingTurn = NULL;
  382. }
  383. VCAI::~VCAI(void)
  384. {
  385. LOG_ENTRY;
  386. }
  387. void VCAI::availableCreaturesChanged(const CGDwelling *town)
  388. {
  389. NET_EVENT_HANDLER;
  390. LOG_ENTRY;
  391. }
  392. void VCAI::heroMoved(const TryMoveHero & details)
  393. {
  394. NET_EVENT_HANDLER;
  395. LOG_ENTRY;
  396. if(details.result == TryMoveHero::TELEPORTATION)
  397. {
  398. const int3 from = CGHeroInstance::convertPosition(details.start, false),
  399. to = CGHeroInstance::convertPosition(details.end, false);
  400. const CGObjectInstance *o1 = frontOrNull(cb->getVisitableObjs(from)),
  401. *o2 = frontOrNull(cb->getVisitableObjs(to));
  402. if(o1 && o2 && o1->ID == Obj::SUBTERRANEAN_GATE && o2->ID == Obj::SUBTERRANEAN_GATE)
  403. {
  404. knownSubterraneanGates[o1] = o2;
  405. knownSubterraneanGates[o2] = o1;
  406. BNLOG("Found a pair of subterranean gates between %s and %s!", from % to);
  407. }
  408. }
  409. }
  410. void VCAI::stackChagedCount(const StackLocation &location, const TQuantity &change, bool isAbsolute)
  411. {
  412. NET_EVENT_HANDLER;
  413. LOG_ENTRY;
  414. }
  415. void VCAI::heroInGarrisonChange(const CGTownInstance *town)
  416. {
  417. NET_EVENT_HANDLER;
  418. LOG_ENTRY;
  419. }
  420. void VCAI::centerView(int3 pos, int focusTime)
  421. {
  422. NET_EVENT_HANDLER;
  423. LOG_ENTRY;
  424. }
  425. void VCAI::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  426. {
  427. NET_EVENT_HANDLER;
  428. LOG_ENTRY;
  429. }
  430. void VCAI::artifactAssembled(const ArtifactLocation &al)
  431. {
  432. NET_EVENT_HANDLER;
  433. LOG_ENTRY;
  434. }
  435. void VCAI::showTavernWindow(const CGObjectInstance *townOrTavern)
  436. {
  437. NET_EVENT_HANDLER;
  438. LOG_ENTRY;
  439. }
  440. void VCAI::showThievesGuildWindow (const CGObjectInstance * obj)
  441. {
  442. NET_EVENT_HANDLER;
  443. LOG_ENTRY;
  444. }
  445. void VCAI::playerBlocked(int reason)
  446. {
  447. NET_EVENT_HANDLER;
  448. LOG_ENTRY;
  449. if (reason == PlayerBlocked::UPCOMING_BATTLE)
  450. status.setBattle(UPCOMING_BATTLE);
  451. }
  452. void VCAI::showPuzzleMap()
  453. {
  454. NET_EVENT_HANDLER;
  455. LOG_ENTRY;
  456. }
  457. void VCAI::showShipyardDialog(const IShipyard *obj)
  458. {
  459. NET_EVENT_HANDLER;
  460. LOG_ENTRY;
  461. }
  462. void VCAI::gameOver(ui8 player, bool victory)
  463. {
  464. NET_EVENT_HANDLER;
  465. LOG_ENTRY;
  466. BNLOG("Player %d: I heard that player %d %s.", playerID % (int)player % (victory ? "won" : "lost"));
  467. if(player == playerID)
  468. {
  469. if(victory)
  470. {
  471. tlog0 << "VCAI: I won! Incredible!\n";
  472. tlog0 << "Turn nr " << myCb->getDate() << std::endl;
  473. }
  474. else
  475. {
  476. tlog0 << "VCAI: Player " << (int)player << " lost. It's me. What a disappointment! :(\n";
  477. }
  478. // //let's make Impossible difficulty finally standing to its name :>
  479. // if(myCb->getStartInfo()->difficulty == 4 && !victory)
  480. // {
  481. // //play dirty: crash the whole engine to avoid lose
  482. // //that way AI is unbeatable!
  483. // *(int*)NULL = 666;
  484. // }
  485. // TODO - at least write some insults on stdout
  486. finish();
  487. }
  488. }
  489. void VCAI::artifactPut(const ArtifactLocation &al)
  490. {
  491. NET_EVENT_HANDLER;
  492. LOG_ENTRY;
  493. }
  494. void VCAI::artifactRemoved(const ArtifactLocation &al)
  495. {
  496. NET_EVENT_HANDLER;
  497. LOG_ENTRY;
  498. }
  499. void VCAI::stacksErased(const StackLocation &location)
  500. {
  501. NET_EVENT_HANDLER;
  502. LOG_ENTRY;
  503. }
  504. void VCAI::artifactDisassembled(const ArtifactLocation &al)
  505. {
  506. NET_EVENT_HANDLER;
  507. LOG_ENTRY;
  508. }
  509. void VCAI::heroVisit(const CGHeroInstance *visitor, const CGObjectInstance *visitedObj, bool start)
  510. {
  511. NET_EVENT_HANDLER;
  512. LOG_ENTRY;
  513. if (start)
  514. {
  515. visitedObject = const_cast<CGObjectInstance *>(visitedObj); // remember the object and wait for return
  516. markObjectVisited (visitedObj);
  517. remove_if_present(reservedObjs, visitedObj); //unreserve objects
  518. remove_if_present(reservedHeroesMap[visitor], visitedObj);
  519. completeGoal (CGoal(GET_OBJ).sethero(visitor)); //we don't need to visit in anymore
  520. }
  521. }
  522. void VCAI::availableArtifactsChanged(const CGBlackMarket *bm /*= NULL*/)
  523. {
  524. NET_EVENT_HANDLER;
  525. LOG_ENTRY;
  526. }
  527. void VCAI::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  528. {
  529. NET_EVENT_HANDLER;
  530. LOG_ENTRY;
  531. //buildArmyIn(town);
  532. //moveCreaturesToHero(town);
  533. }
  534. void VCAI::tileHidden(const boost::unordered_set<int3, ShashInt3> &pos)
  535. {
  536. NET_EVENT_HANDLER;
  537. LOG_ENTRY;
  538. // BOOST_FOREACH(int3 tile, pos)
  539. // BOOST_FOREACH(const CGObjectInstance *obj, cb->getVisitableObjs(tile))
  540. // remove_if_present(visitableObjs, obj);
  541. visitableObjs.erase(boost::remove_if(visitableObjs, [&](const CGObjectInstance *obj){return !myCb->getObj(obj->id);}), visitableObjs.end());
  542. }
  543. void VCAI::tileRevealed(const boost::unordered_set<int3, ShashInt3> &pos)
  544. {
  545. NET_EVENT_HANDLER;
  546. LOG_ENTRY;
  547. BOOST_FOREACH(int3 tile, pos)
  548. BOOST_FOREACH(const CGObjectInstance *obj, myCb->getVisitableObjs(tile))
  549. addVisitableObj(obj);
  550. }
  551. void VCAI::heroExchangeStarted(si32 hero1, si32 hero2)
  552. {
  553. NET_EVENT_HANDLER;
  554. LOG_ENTRY;
  555. auto firstHero = cb->getHero(hero1);
  556. auto secondHero = cb->getHero(hero2);
  557. requestActionASAP([=]()
  558. {
  559. if (firstHero->getHeroStrength() > secondHero->getHeroStrength() && canGetArmy (firstHero, secondHero))
  560. pickBestCreatures (firstHero, secondHero);
  561. else if (canGetArmy (secondHero, firstHero))
  562. pickBestCreatures (secondHero, firstHero);
  563. completeGoal(CGoal(VISIT_HERO).sethero(firstHero)); //TODO: what if we were visited by other hero in the meantime?
  564. completeGoal(CGoal(VISIT_HERO).sethero(secondHero));
  565. //TODO: exchange artifacts
  566. });
  567. }
  568. void VCAI::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
  569. {
  570. NET_EVENT_HANDLER;
  571. LOG_ENTRY;
  572. }
  573. void VCAI::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
  574. {
  575. NET_EVENT_HANDLER;
  576. LOG_ENTRY;
  577. }
  578. void VCAI::heroMovePointsChanged(const CGHeroInstance * hero)
  579. {
  580. NET_EVENT_HANDLER;
  581. LOG_ENTRY;
  582. }
  583. void VCAI::stackChangedType(const StackLocation &location, const CCreature &newType)
  584. {
  585. NET_EVENT_HANDLER;
  586. LOG_ENTRY;
  587. }
  588. void VCAI::stacksRebalanced(const StackLocation &src, const StackLocation &dst, TQuantity count)
  589. {
  590. NET_EVENT_HANDLER;
  591. LOG_ENTRY;
  592. }
  593. void VCAI::newObject(const CGObjectInstance * obj)
  594. {
  595. NET_EVENT_HANDLER;
  596. LOG_ENTRY;
  597. if(obj->isVisitable())
  598. addVisitableObj(obj);
  599. }
  600. void VCAI::objectRemoved(const CGObjectInstance *obj)
  601. {
  602. NET_EVENT_HANDLER;
  603. LOG_ENTRY;
  604. if(remove_if_present(visitableObjs, obj))
  605. assert(obj->isVisitable());
  606. BOOST_FOREACH(auto &p, reservedHeroesMap)
  607. remove_if_present(p.second, obj);
  608. //TODO
  609. //there are other places where CGObjectinstance ptrs are stored...
  610. //
  611. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  612. {
  613. lostHero(cb->getHero(obj->id)); //we can promote, since objectRemoved is killed just before actual deletion
  614. }
  615. }
  616. void VCAI::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  617. {
  618. NET_EVENT_HANDLER;
  619. LOG_ENTRY;
  620. requestActionASAP([=]()
  621. {
  622. makePossibleUpgrades(visitor);
  623. });
  624. }
  625. void VCAI::playerBonusChanged(const Bonus &bonus, bool gain)
  626. {
  627. NET_EVENT_HANDLER;
  628. LOG_ENTRY;
  629. }
  630. void VCAI::newStackInserted(const StackLocation &location, const CStackInstance &stack)
  631. {
  632. NET_EVENT_HANDLER;
  633. LOG_ENTRY;
  634. }
  635. void VCAI::heroCreated(const CGHeroInstance*)
  636. {
  637. NET_EVENT_HANDLER;
  638. LOG_ENTRY;
  639. }
  640. void VCAI::advmapSpellCast(const CGHeroInstance * caster, int spellID)
  641. {
  642. NET_EVENT_HANDLER;
  643. LOG_ENTRY;
  644. }
  645. void VCAI::showInfoDialog(const std::string &text, const std::vector<Component*> &components, int soundID)
  646. {
  647. NET_EVENT_HANDLER;
  648. LOG_ENTRY;
  649. }
  650. void VCAI::requestRealized(PackageApplied *pa)
  651. {
  652. NET_EVENT_HANDLER;
  653. LOG_ENTRY;
  654. if(status.haveTurn())
  655. {
  656. if(pa->packType == typeList.getTypeID<EndTurn>())
  657. if(pa->result)
  658. status.madeTurn();
  659. }
  660. if(pa->packType == typeList.getTypeID<QueryReply>())
  661. {
  662. status.receivedAnswerConfirmation(pa->requestID, pa->result);
  663. }
  664. }
  665. void VCAI::receivedResource(int type, int val)
  666. {
  667. NET_EVENT_HANDLER;
  668. LOG_ENTRY;
  669. }
  670. void VCAI::stacksSwapped(const StackLocation &loc1, const StackLocation &loc2)
  671. {
  672. NET_EVENT_HANDLER;
  673. LOG_ENTRY;
  674. }
  675. void VCAI::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
  676. {
  677. NET_EVENT_HANDLER;
  678. LOG_ENTRY;
  679. }
  680. void VCAI::heroManaPointsChanged(const CGHeroInstance * hero)
  681. {
  682. NET_EVENT_HANDLER;
  683. LOG_ENTRY;
  684. }
  685. void VCAI::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  686. {
  687. NET_EVENT_HANDLER;
  688. LOG_ENTRY;
  689. }
  690. void VCAI::battleResultsApplied()
  691. {
  692. NET_EVENT_HANDLER;
  693. LOG_ENTRY;
  694. assert(status.getBattle() == ENDING_BATTLE);
  695. status.setBattle(NO_BATTLE);
  696. }
  697. void VCAI::objectPropertyChanged(const SetObjectProperty * sop)
  698. {
  699. NET_EVENT_HANDLER;
  700. LOG_ENTRY;
  701. if(sop->what == ObjProperty::OWNER)
  702. {
  703. if(sop->val == playerID)
  704. remove_if_present(visitableObjs, myCb->getObj(sop->id));
  705. //TODO restore lost obj
  706. }
  707. }
  708. void VCAI::buildChanged(const CGTownInstance *town, int buildingID, int what)
  709. {
  710. NET_EVENT_HANDLER;
  711. LOG_ENTRY;
  712. }
  713. void VCAI::heroBonusChanged(const CGHeroInstance *hero, const Bonus &bonus, bool gain)
  714. {
  715. NET_EVENT_HANDLER;
  716. LOG_ENTRY;
  717. }
  718. void VCAI::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
  719. {
  720. NET_EVENT_HANDLER;
  721. LOG_ENTRY;
  722. }
  723. void VCAI::init(CCallback * CB)
  724. {
  725. myCb = CB;
  726. cbc = CB;
  727. NET_EVENT_HANDLER;
  728. LOG_ENTRY;
  729. playerID = myCb->getMyColor();
  730. myCb->waitTillRealize = true;
  731. myCb->unlockGsWhenWaiting = true;
  732. if(!fh)
  733. fh = new FuzzyHelper();
  734. retreiveVisitableObjs(visitableObjs);
  735. }
  736. void VCAI::yourTurn()
  737. {
  738. NET_EVENT_HANDLER;
  739. LOG_ENTRY;
  740. status.startedTurn();
  741. makingTurn = new boost::thread(&VCAI::makeTurn, this);
  742. }
  743. void VCAI::heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, int queryID)
  744. {
  745. NET_EVENT_HANDLER;
  746. LOG_ENTRY;
  747. status.addQuery(queryID, boost::str(boost::format("Hero %s got level %d") % hero->name % hero->level));
  748. requestActionASAP([=]{ answerQuery(queryID, 0); });
  749. }
  750. void VCAI::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, int queryID)
  751. {
  752. NET_EVENT_HANDLER;
  753. LOG_ENTRY;
  754. status.addQuery(queryID, boost::str(boost::format("Commander %s of %s got level %d") % commander->name % commander->armyObj->nodeName() % (int)commander->level));
  755. requestActionASAP([=]{ answerQuery(queryID, 0); });
  756. }
  757. void VCAI::showBlockingDialog(const std::string &text, const std::vector<Component> &components, ui32 askID, const int soundID, bool selection, bool cancel)
  758. {
  759. NET_EVENT_HANDLER;
  760. LOG_ENTRY;
  761. int sel = 0;
  762. status.addQuery(askID, boost::str(boost::format("Blocking dialog query with %d components - %s")
  763. % components.size() % text));
  764. if(selection) //select from multiple components -> take the last one (they're indexed [1-size])
  765. sel = components.size();
  766. if(!selection && cancel) //yes&no -> always answer yes, we are a brave AI :)
  767. sel = 1;
  768. requestActionASAP([=]()
  769. {
  770. answerQuery(askID, sel);
  771. });
  772. }
  773. void VCAI::showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, int queryID)
  774. {
  775. NET_EVENT_HANDLER;
  776. LOG_ENTRY;
  777. std::string s1 = up ? up->nodeName() : "NONE";
  778. std::string s2 = down ? down->nodeName() : "NONE";
  779. status.addQuery(queryID, boost::str(boost::format("Garrison dialog with %s and %s") % s1 % s2));
  780. //you can't request action from action-response thread
  781. requestActionASAP([=]()
  782. {
  783. pickBestCreatures (down, up);
  784. answerQuery(queryID, 0);
  785. });
  786. }
  787. void VCAI::serialize(COSer<CSaveFile> &h, const int version)
  788. {
  789. NET_EVENT_HANDLER;
  790. LOG_ENTRY;
  791. }
  792. void VCAI::serialize(CISer<CLoadFile> &h, const int version)
  793. {
  794. NET_EVENT_HANDLER;
  795. LOG_ENTRY;
  796. }
  797. void makePossibleUpgrades(const CArmedInstance *obj)
  798. {
  799. if(!obj)
  800. return;
  801. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  802. {
  803. if(const CStackInstance *s = obj->getStackPtr(i))
  804. {
  805. UpgradeInfo ui;
  806. cb->getUpgradeInfo(obj, i, ui);
  807. if(ui.oldID >= 0 && cb->getResourceAmount().canAfford(ui.cost[0] * s->count))
  808. {
  809. cb->upgradeCreature(obj, i, ui.newID[0]);
  810. }
  811. }
  812. }
  813. }
  814. void VCAI::makeTurn()
  815. {
  816. MAKING_TURN;
  817. boost::shared_lock<boost::shared_mutex> gsLock(cb->getGsMutex());
  818. setThreadName("VCAI::makeTurn");
  819. BNLOG("Player %d starting turn", playerID);
  820. INDENT;
  821. switch(cb->getDate(1))
  822. {
  823. case 1:
  824. {
  825. townVisitsThisWeek.clear();
  826. std::vector<const CGObjectInstance *> objs;
  827. retreiveVisitableObjs(objs, true);
  828. BOOST_FOREACH(const CGObjectInstance *obj, objs)
  829. {
  830. if (isWeeklyRevisitable(obj))
  831. {
  832. if (!vstd::contains(visitableObjs, obj))
  833. visitableObjs.push_back(obj);
  834. auto o = std::find (alreadyVisited.begin(), alreadyVisited.end(), obj);
  835. if (o != alreadyVisited.end())
  836. alreadyVisited.erase(o);
  837. }
  838. }
  839. }
  840. break;
  841. case 7: //reconsider strategy
  842. {
  843. if(auto h = primaryHero()) //check if our primary hero can handle danger
  844. {
  845. ui64 totalDanger = 0;
  846. int dangerousObjects = 0;
  847. std::vector<const CGObjectInstance *> objs;
  848. retreiveVisitableObjs(objs, false);
  849. BOOST_FOREACH (auto obj, objs)
  850. {
  851. if (evaluateDanger(obj)) //potentilaly dnagerous
  852. {
  853. totalDanger += evaluateDanger(obj->visitablePos(), *h);
  854. ++dangerousObjects;
  855. }
  856. }
  857. ui64 averageDanger = totalDanger / std::max(dangerousObjects, 1);
  858. if (dangerousObjects && averageDanger > h->getHeroStrength())
  859. {
  860. setGoal (h, CGoal(GATHER_ARMY).sethero(h).setvalue(averageDanger * SAFE_ATTACK_CONSTANT).setisAbstract(true));
  861. }
  862. }
  863. }
  864. break;
  865. }
  866. if(cb->getSelectedHero())
  867. cb->recalculatePaths();
  868. makeTurnInternal();
  869. vstd::clear_pointer(makingTurn);
  870. return;
  871. }
  872. void VCAI::makeTurnInternal()
  873. {
  874. saving = 0;
  875. //it looks messy here, but it's better to have armed heroes before attempting realizing goals
  876. BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
  877. moveCreaturesToHero(t);
  878. try
  879. {
  880. //Pick objects reserved in previous turn - we expect only nerby objects there
  881. auto reservedHeroesCopy = reservedHeroesMap; //work on copy => the map may be changed while iterating (eg because hero died when attempting a goal)
  882. BOOST_FOREACH (auto hero, reservedHeroesCopy)
  883. {
  884. cb->setSelection(hero.first.get());
  885. boost::sort (hero.second, isCloser);
  886. BOOST_FOREACH (auto obj, hero.second)
  887. {
  888. striveToGoal (CGoal(VISIT_TILE).sethero(hero.first).settile(obj->visitablePos()));
  889. }
  890. }
  891. //now try to win
  892. striveToGoal(CGoal(WIN));
  893. //finally, continue our abstract long-term goals
  894. //heroes tend to die in the process and loose their goals, unsafe to iterate it
  895. std::vector<std::pair<HeroPtr, CGoal> > safeCopy;
  896. boost::copy(lockedHeroes, std::back_inserter(safeCopy));
  897. typedef std::pair<HeroPtr, CGoal> TItrType;
  898. auto lockedHeroesSorter = [](TItrType h1, TItrType h2) -> bool
  899. {
  900. return compareMovement (h1.first, h2.first);
  901. };
  902. boost::sort(safeCopy, lockedHeroesSorter);
  903. while (safeCopy.size()) //continue our goals
  904. {
  905. auto it = safeCopy.begin();
  906. if (it->first && it->first->tempOwner == playerID && vstd::contains(lockedHeroes, it->first)) //make sure hero still has his goal
  907. {
  908. cb->setSelection(*it->first);
  909. striveToGoal (it->second);
  910. }
  911. safeCopy.erase(it);
  912. }
  913. auto quests = myCb->getMyQuests();
  914. BOOST_FOREACH (auto quest, quests)
  915. {
  916. striveToQuest (quest);
  917. }
  918. striveToGoal(CGoal(BUILD)); //TODO: smarter building management
  919. }
  920. catch(boost::thread_interrupted &e)
  921. {
  922. tlog0 << "Making turn thread has been interrupted. We'll end without calling endTurn.\n";
  923. return;
  924. }
  925. catch(std::exception &e)
  926. {
  927. tlog0 << "Making turn thread has caught an exception: " << e.what() << "\n";
  928. }
  929. endTurn();
  930. }
  931. bool VCAI::goVisitObj(const CGObjectInstance * obj, HeroPtr h)
  932. {
  933. int3 dst = obj->visitablePos();
  934. BNLOG("%s will try to visit %s at (%s)", h->name % obj->getHoverText() % strFromInt3(dst));
  935. return moveHeroToTile(dst, h);
  936. }
  937. void VCAI::performObjectInteraction(const CGObjectInstance * obj, HeroPtr h)
  938. {
  939. switch (obj->ID)
  940. {
  941. case Obj::CREATURE_GENERATOR1:
  942. recruitCreatures (dynamic_cast<const CGDwelling *>(obj));
  943. checkHeroArmy (h);
  944. break;
  945. case Obj::TOWN:
  946. moveCreaturesToHero (dynamic_cast<const CGTownInstance *>(obj));
  947. townVisitsThisWeek[h].push_back(h->visitedTown);
  948. break;
  949. break;
  950. }
  951. }
  952. void VCAI::moveCreaturesToHero(const CGTownInstance * t)
  953. {
  954. if(t->visitingHero && t->armedGarrison())
  955. {
  956. pickBestCreatures (t->visitingHero, t);
  957. }
  958. }
  959. bool VCAI::canGetArmy (const CGHeroInstance * army, const CGHeroInstance * source)
  960. { //TODO: merge with pickBestCreatures
  961. const CArmedInstance *armies[] = {army, source};
  962. int armySize = 0;
  963. //we calculate total strength for each creature type available in armies
  964. std::map<const CCreature*, int> creToPower;
  965. BOOST_FOREACH(auto armyPtr, armies)
  966. BOOST_FOREACH(auto &i, armyPtr->Slots())
  967. {
  968. ++armySize;//TODO: allow splitting stacks?
  969. creToPower[i.second->type] += i.second->getPower();
  970. }
  971. //TODO - consider more than just power (ie morale penalty, hero specialty in certain stacks, etc)
  972. armySize = std::min ((source->needsLastStack() ? armySize - 1 : armySize), GameConstants::ARMY_SIZE); //can't move away last stack
  973. std::vector<const CCreature *> bestArmy; //types that'll be in final dst army
  974. for (int i = 0; i < armySize; i++) //pick the creatures from which we can get most power, as many as dest can fit
  975. {
  976. typedef const std::pair<const CCreature*, int> &CrePowerPair;
  977. auto creIt = boost::max_element(creToPower, [](CrePowerPair lhs, CrePowerPair rhs)
  978. {
  979. return lhs.second < rhs.second;
  980. });
  981. bestArmy.push_back(creIt->first);
  982. creToPower.erase(creIt);
  983. if(creToPower.empty())
  984. break;
  985. }
  986. //foreach best type -> iterate over slots in both armies and if it's the appropriate type, send it to the slot where it belongs
  987. for (int i = 0; i < bestArmy.size(); i++) //i-th strongest creature type will go to i-th slot
  988. {
  989. BOOST_FOREACH(auto armyPtr, armies)
  990. for (int j = 0; j < GameConstants::ARMY_SIZE; j++)
  991. {
  992. if(armyPtr->getCreature(j) == bestArmy[i] && (i != j || armyPtr != army)) //it's a searched creature not in dst slot
  993. if (!(armyPtr->needsLastStack() && armyPtr->Slots().size() == 1 && armyPtr != army)) //can't take away last creature
  994. return true; //at least one exchange will be performed
  995. }
  996. }
  997. return false;
  998. }
  999. void VCAI::pickBestCreatures(const CArmedInstance * army, const CArmedInstance * source)
  1000. {
  1001. //TODO - what if source is a hero (the last stack problem) -> it'd good to create a single stack of weakest cre
  1002. const CArmedInstance *armies[] = {army, source};
  1003. int armySize = 0;
  1004. //we calculate total strength for each creature type available in armies
  1005. std::map<const CCreature*, int> creToPower;
  1006. BOOST_FOREACH(auto armyPtr, armies)
  1007. BOOST_FOREACH(auto &i, armyPtr->Slots())
  1008. {
  1009. ++armySize;//TODO: allow splitting stacks?
  1010. creToPower[i.second->type] += i.second->getPower();
  1011. }
  1012. //TODO - consider more than just power (ie morale penalty, hero specialty in certain stacks, etc)
  1013. armySize = std::min ((source->needsLastStack() ? armySize - 1 : armySize), GameConstants::ARMY_SIZE); //can't move away last stack
  1014. std::vector<const CCreature *> bestArmy; //types that'll be in final dst army
  1015. for (int i = 0; i < armySize; i++) //pick the creatures from which we can get most power, as many as dest can fit
  1016. {
  1017. typedef const std::pair<const CCreature*, int> &CrePowerPair;
  1018. auto creIt = boost::max_element(creToPower, [](CrePowerPair lhs, CrePowerPair rhs)
  1019. {
  1020. return lhs.second < rhs.second;
  1021. });
  1022. bestArmy.push_back(creIt->first);
  1023. creToPower.erase(creIt);
  1024. if(creToPower.empty())
  1025. break;
  1026. }
  1027. //foreach best type -> iterate over slots in both armies and if it's the appropriate type, send it to the slot where it belongs
  1028. for (int i = 0; i < bestArmy.size(); i++) //i-th strongest creature type will go to i-th slot
  1029. {
  1030. BOOST_FOREACH(auto armyPtr, armies)
  1031. for (int j = 0; j < GameConstants::ARMY_SIZE; j++)
  1032. {
  1033. if(armyPtr->getCreature(j) == bestArmy[i] && (i != j || armyPtr != army)) //it's a searched creature not in dst slot
  1034. if (!(armyPtr->needsLastStack() && armyPtr->Slots().size() == 1 && armyPtr != army))
  1035. cb->mergeOrSwapStacks(armyPtr, army, j, i);
  1036. }
  1037. }
  1038. //TODO - having now strongest possible army, we may want to think about arranging stacks
  1039. auto hero = dynamic_cast<const CGHeroInstance *>(army);
  1040. if (hero)
  1041. {
  1042. checkHeroArmy (hero);
  1043. }
  1044. }
  1045. void VCAI::recruitCreatures(const CGDwelling * d)
  1046. {
  1047. for(int i = 0; i < d->creatures.size(); i++)
  1048. {
  1049. if(!d->creatures[i].second.size())
  1050. continue;
  1051. int count = d->creatures[i].first;
  1052. int creID = d->creatures[i].second.back();
  1053. // const CCreature *c = VLC->creh->creatures[creID];
  1054. // if(containsSavedRes(c->cost))
  1055. // continue;
  1056. TResources myRes = cb->getResourceAmount();
  1057. myRes[Res::GOLD] -= GOLD_RESERVE;
  1058. amin(count, myRes / VLC->creh->creatures[creID]->cost);
  1059. if(count > 0)
  1060. cb->recruitCreatures(d, creID, count, i);
  1061. }
  1062. }
  1063. bool VCAI::tryBuildStructure(const CGTownInstance * t, int building, unsigned int maxDays)
  1064. {
  1065. if (!vstd::contains(t->town->buildings, building))
  1066. return false; // no such building in town
  1067. if (t->hasBuilt(building)) //Already built? Shouldn't happen in general
  1068. return true;
  1069. std::set<int> toBuild = cb->getBuildingRequiments(t, building);
  1070. //erase all already built buildings
  1071. for (auto buildIter = toBuild.begin(); buildIter != toBuild.end();)
  1072. {
  1073. if (t->hasBuilt(*buildIter))
  1074. toBuild.erase(buildIter++);
  1075. else
  1076. buildIter++;
  1077. }
  1078. toBuild.insert(building);
  1079. BOOST_FOREACH(int buildID, toBuild)
  1080. {
  1081. int canBuild = cb->canBuildStructure(t, buildID);
  1082. if (canBuild == EBuildingState::HAVE_CAPITAL
  1083. || canBuild == EBuildingState::FORBIDDEN
  1084. || canBuild == EBuildingState::NO_WATER)
  1085. return false; //we won't be able to build this
  1086. }
  1087. if (maxDays && toBuild.size() > maxDays)
  1088. return false;
  1089. TResources currentRes = cb->getResourceAmount();
  1090. TResources income = estimateIncome();
  1091. //TODO: calculate if we have enough resources to build it in maxDays
  1092. BOOST_FOREACH(int buildID, toBuild)
  1093. {
  1094. const CBuilding *b = t->town->buildings[buildID];
  1095. int canBuild = cb->canBuildStructure(t, buildID);
  1096. if(canBuild == EBuildingState::ALLOWED)
  1097. {
  1098. if(!containsSavedRes(b->resources))
  1099. {
  1100. BNLOG("Player %d will build %s in town of %s at %s", playerID % b->Name() % t->name % t->pos);
  1101. cb->buildBuilding(t, buildID);
  1102. return true;
  1103. }
  1104. continue;
  1105. }
  1106. else if(canBuild == EBuildingState::NO_RESOURCES)
  1107. {
  1108. TResources cost = t->town->buildings[buildID]->resources;
  1109. for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
  1110. {
  1111. int diff = currentRes[i] - cost[i] + income[i];
  1112. if(diff < 0)
  1113. saving[i] = 1;
  1114. }
  1115. continue;
  1116. }
  1117. }
  1118. return false;
  1119. }
  1120. bool VCAI::tryBuildAnyStructure(const CGTownInstance * t, std::vector<int> buildList, unsigned int maxDays)
  1121. {
  1122. BOOST_FOREACH(int building, buildList)
  1123. {
  1124. if(t->hasBuilt(building))
  1125. continue;
  1126. if (tryBuildStructure(t, building, maxDays))
  1127. return true;
  1128. }
  1129. return false; //Can't build anything
  1130. }
  1131. bool VCAI::tryBuildNextStructure(const CGTownInstance * t, std::vector<int> buildList, unsigned int maxDays)
  1132. {
  1133. BOOST_FOREACH(int building, buildList)
  1134. {
  1135. if(t->hasBuilt(building))
  1136. continue;
  1137. return tryBuildStructure(t, building, maxDays);
  1138. }
  1139. return false;//Nothing to build
  1140. }
  1141. void VCAI::buildStructure(const CGTownInstance * t)
  1142. {
  1143. using namespace EBuilding;
  1144. //TODO make *real* town development system
  1145. //TODO: faction-specific development: use special buildings, build dwellings in better order, etc
  1146. //TODO: build resource silo, defences when needed
  1147. //Possible - allow "locking" on specific building (build prerequisites and then building itself)
  1148. //Set of buildings for different goals. Does not include any prerequisites.
  1149. const int essential[] = {TAVERN, TOWN_HALL};
  1150. const int goldSource[] = {TOWN_HALL, CITY_HALL, CAPITOL};
  1151. const int unitsSource[] = { 30, 31, 32, 33, 34, 35, 36};
  1152. const int unitsUpgrade[] = { 37, 38, 39, 40, 41, 42, 43};
  1153. const int unitGrowth[] = { FORT, CITADEL, CASTLE, HORDE_1, HORDE_1_UPGR, HORDE_2, HORDE_2_UPGR};
  1154. const int spells[] = {MAGES_GUILD_1, MAGES_GUILD_2, MAGES_GUILD_3, MAGES_GUILD_4, MAGES_GUILD_5};
  1155. const int extra[] = {RESOURCE_SILO, SPECIAL_1, SPECIAL_2, SPECIAL_3, SPECIAL_4, SHIPYARD}; // all remaining buildings
  1156. TResources currentRes = cb->getResourceAmount();
  1157. TResources income = estimateIncome();
  1158. if (tryBuildAnyStructure(t, std::vector<int>(essential, essential + ARRAY_COUNT(essential))))
  1159. return;
  1160. //we're running out of gold - try to build something gold-producing. Multiplier can be tweaked, 6 is minimum due to buildings costs
  1161. if (currentRes[Res::GOLD] < income[Res::GOLD] * 6)
  1162. if (tryBuildNextStructure(t, std::vector<int>(goldSource, goldSource + ARRAY_COUNT(goldSource))))
  1163. return;
  1164. if (cb->getDate(1) > 6)// last 2 days of week - try to focus on growth
  1165. {
  1166. if (tryBuildNextStructure(t, std::vector<int>(unitGrowth, unitGrowth + ARRAY_COUNT(unitGrowth)), 2))
  1167. return;
  1168. }
  1169. // first in-game week or second half of any week: try build dwellings
  1170. if (cb->getDate(0) < 7 || cb->getDate(1) > 3)
  1171. if (tryBuildAnyStructure(t, std::vector<int>(unitsSource, unitsSource + ARRAY_COUNT(unitsSource)), 8 - cb->getDate(1)))
  1172. return;
  1173. //try to upgrade dwelling
  1174. for(int i = 0; i < ARRAY_COUNT(unitsUpgrade); i++)
  1175. {
  1176. if (t->hasBuilt(unitsSource[i]) && !t->hasBuilt(unitsUpgrade[i]))
  1177. {
  1178. if (tryBuildStructure(t, unitsUpgrade[i]))
  1179. return;
  1180. }
  1181. }
  1182. //remaining tasks
  1183. if (tryBuildNextStructure(t, std::vector<int>(goldSource, goldSource + ARRAY_COUNT(goldSource))))
  1184. return;
  1185. if (tryBuildNextStructure(t, std::vector<int>(spells, spells + ARRAY_COUNT(spells))))
  1186. return;
  1187. if (tryBuildAnyStructure(t, std::vector<int>(extra, extra + ARRAY_COUNT(extra))))
  1188. return;
  1189. }
  1190. bool isSafeToVisit(HeroPtr h, crint3 tile)
  1191. {
  1192. const ui64 heroStrength = h->getTotalStrength(),
  1193. dangerStrength = evaluateDanger(tile, *h);
  1194. if(dangerStrength)
  1195. {
  1196. if(heroStrength / SAFE_ATTACK_CONSTANT > dangerStrength)
  1197. {
  1198. BNLOG("It's, safe for %s to visit tile %s", h->name % tile);
  1199. return true;
  1200. }
  1201. else
  1202. return false;
  1203. }
  1204. return true; //there's no danger
  1205. }
  1206. std::vector<const CGObjectInstance *> VCAI::getPossibleDestinations(HeroPtr h)
  1207. {
  1208. validateVisitableObjs();
  1209. std::vector<const CGObjectInstance *> possibleDestinations;
  1210. BOOST_FOREACH(const CGObjectInstance *obj, visitableObjs)
  1211. {
  1212. if(cb->getPathInfo(obj->visitablePos())->reachable() && !obj->wasVisited(playerID) &&
  1213. (obj->tempOwner != playerID || isWeeklyRevisitable(obj))) //flag or get weekly resources / creatures
  1214. possibleDestinations.push_back(obj);
  1215. }
  1216. boost::sort(possibleDestinations, isCloser);
  1217. possibleDestinations.erase(boost::remove_if(possibleDestinations, [&](const CGObjectInstance *obj) -> bool
  1218. {
  1219. const int3 pos = obj->visitablePos();
  1220. if(vstd::contains(alreadyVisited, obj))
  1221. return true;
  1222. if(!isSafeToVisit(h, pos))
  1223. return true;
  1224. if (!shouldVisit(h, obj))
  1225. return true;
  1226. if (vstd::contains(reservedObjs, obj)) //does checking for our own reserved objects make sense? here?
  1227. return true;
  1228. const CGObjectInstance *topObj = cb->getVisitableObjs(pos).back(); //it may be hero visiting this obj
  1229. //we don't try visiting object on which allied or owned hero stands
  1230. // -> it will just trigger exchange windows and AI will be confused that obj behind doesn't get visited
  1231. if(topObj->ID == Obj::HERO && cb->getPlayerRelations(h->tempOwner, topObj->tempOwner) != 0)
  1232. return true;
  1233. return false;
  1234. }),possibleDestinations.end());
  1235. return possibleDestinations;
  1236. }
  1237. void VCAI::wander(HeroPtr h)
  1238. {
  1239. while(1)
  1240. {
  1241. std::vector <ObjectIdRef> dests;
  1242. range::copy(reservedHeroesMap[h], std::back_inserter(dests));
  1243. if (!dests.size())
  1244. range::copy(getPossibleDestinations(h), std::back_inserter(dests));
  1245. if(!dests.size())
  1246. {
  1247. auto compareReinforcements = [h](const CGTownInstance *lhs, const CGTownInstance *rhs) -> bool
  1248. {
  1249. return howManyReinforcementsCanGet(h, lhs) < howManyReinforcementsCanGet(h, rhs);
  1250. };
  1251. std::vector<const CGTownInstance *> townsReachable;
  1252. std::vector<const CGTownInstance *> townsNotReachable;
  1253. BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
  1254. {
  1255. if(!t->visitingHero && howManyReinforcementsCanGet(h,t) && !vstd::contains(townVisitsThisWeek[h], t))
  1256. {
  1257. if(isReachable(t))
  1258. townsReachable.push_back(t);
  1259. else
  1260. townsNotReachable.push_back(t);
  1261. }
  1262. }
  1263. if(townsReachable.size())
  1264. {
  1265. boost::sort(townsReachable, compareReinforcements);
  1266. dests.emplace_back(townsReachable.back());
  1267. }
  1268. else if(townsNotReachable.size())
  1269. {
  1270. boost::sort(townsNotReachable, compareReinforcements);
  1271. //TODO pick the truly best
  1272. const CGTownInstance *t = townsNotReachable.back();
  1273. BNLOG("%s can't reach any town, we'll try to make our way to %s at %s", h->name % t->name % t->visitablePos());
  1274. int3 pos1 = h->pos;
  1275. striveToGoal(CGoal(CLEAR_WAY_TO).settile(t->visitablePos()).sethero(h));
  1276. if (pos1 == h->pos && h == primaryHero()) //hero can't move
  1277. {
  1278. if(cb->getResourceAmount(Res::GOLD) >= HERO_GOLD_COST && cb->getHeroesInfo().size() < ALLOWED_ROAMING_HEROES && cb->getAvailableHeroes(t).size())
  1279. recruitHero(t);
  1280. }
  1281. break;
  1282. }
  1283. else if(cb->getResourceAmount(Res::GOLD) >= HERO_GOLD_COST)
  1284. {
  1285. std::vector<const CGTownInstance *> towns = cb->getTownsInfo();
  1286. erase_if(towns, [](const CGTownInstance *t) -> bool
  1287. {
  1288. BOOST_FOREACH(const CGHeroInstance *h, cb->getHeroesInfo())
  1289. if(!t->getArmyStrength() || howManyReinforcementsCanGet(h, t))
  1290. return true;
  1291. return false;
  1292. });
  1293. boost::sort(towns, compareArmyStrength);
  1294. if(towns.size())
  1295. recruitHero(towns.back());
  1296. break;
  1297. }
  1298. else
  1299. {
  1300. PNLOG("Nowhere more to go...\n");
  1301. break;
  1302. }
  1303. }
  1304. const ObjectIdRef&dest = dests.front();
  1305. if(!goVisitObj(dest, h))
  1306. {
  1307. if(!dest)
  1308. {
  1309. BNLOG("Visit attempt made the object (id=%d) gone...", dest.id);
  1310. }
  1311. else
  1312. {
  1313. BNLOG("Hero %s apparently used all MPs (%d left)\n", h->name % h->movement);
  1314. reserveObject(h, dest); //reserve that object - we predict it will be reached soon
  1315. //removed - do not forget abstract goal so easily
  1316. //setGoal(h, CGoal(VISIT_TILE).sethero(h).settile(dest->visitablePos()));
  1317. }
  1318. break;
  1319. }
  1320. if(h->visitedTown)
  1321. {
  1322. townVisitsThisWeek[h].push_back(h->visitedTown);
  1323. buildArmyIn(h->visitedTown);
  1324. break;
  1325. }
  1326. }
  1327. }
  1328. void VCAI::setGoal(HeroPtr h, const CGoal goal)
  1329. { //TODO: check for presence?
  1330. if (goal.goalType == EGoals::INVALID)
  1331. remove_if_present(lockedHeroes, h);
  1332. else
  1333. lockedHeroes[h] = CGoal(goal).setisElementar(false); //always evaluate goals before realizing
  1334. }
  1335. void VCAI::setGoal(HeroPtr h, EGoals goalType)
  1336. {
  1337. if (goalType == EGoals::INVALID)
  1338. remove_if_present(lockedHeroes, h);
  1339. else
  1340. lockedHeroes[h] = CGoal(goalType).setisElementar(false); //always evaluate goals before realizing;
  1341. }
  1342. void VCAI::completeGoal (const CGoal goal)
  1343. {
  1344. if (const CGHeroInstance * h = goal.hero.get(true))
  1345. {
  1346. auto it = lockedHeroes.find(h);
  1347. if (it != lockedHeroes.end())
  1348. if (it->second.goalType == goal.goalType)
  1349. lockedHeroes.erase(it); //goal fulfilled, free hero
  1350. }
  1351. }
  1352. void VCAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
  1353. {
  1354. NET_EVENT_HANDLER;
  1355. assert(playerID > GameConstants::PLAYER_LIMIT || status.getBattle() == UPCOMING_BATTLE);
  1356. status.setBattle(ONGOING_BATTLE);
  1357. 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
  1358. battlename = boost::str(boost::format("Starting battle of %s attacking %s at %s") % (hero1 ? hero1->name : "a army") % (presumedEnemy ? presumedEnemy->hoverName : "unknown enemy") % tile);
  1359. CAdventureAI::battleStart(army1, army2, tile, hero1, hero2, side);
  1360. }
  1361. void VCAI::battleEnd(const BattleResult *br)
  1362. {
  1363. NET_EVENT_HANDLER;
  1364. assert(status.getBattle() == ONGOING_BATTLE);
  1365. status.setBattle(ENDING_BATTLE);
  1366. bool won = br->winner == myCb->battleGetMySide();
  1367. BNLOG("Player %d: I %s the %s!", playerID % (won ? "won" : "lost") % battlename);
  1368. battlename.clear();
  1369. CAdventureAI::battleEnd(br);
  1370. }
  1371. void VCAI::waitTillFree()
  1372. {
  1373. auto unlock = vstd::makeUnlockSharedGuard(cb->getGsMutex());
  1374. status.waitTillFree();
  1375. }
  1376. void VCAI::markObjectVisited (const CGObjectInstance *obj)
  1377. {
  1378. if(dynamic_cast<const CGVisitableOPH *>(obj) || //we may want to wisit it with another hero
  1379. dynamic_cast<const CGBonusingObject *>(obj) || //or another time
  1380. (obj->ID == Obj::MONSTER))
  1381. return;
  1382. alreadyVisited.push_back(obj);
  1383. }
  1384. void VCAI::reserveObject(HeroPtr h, const CGObjectInstance *obj)
  1385. {
  1386. reservedObjs.push_back(obj);
  1387. reservedHeroesMap[h].push_back(obj);
  1388. }
  1389. void VCAI::validateVisitableObjs()
  1390. {
  1391. std::vector<const CGObjectInstance *> hlp;
  1392. retreiveVisitableObjs(hlp, true);
  1393. start:
  1394. BOOST_FOREACH(const CGObjectInstance *obj, visitableObjs)
  1395. if(!vstd::contains(hlp, obj))
  1396. {
  1397. tlog1 << helperObjInfo[obj].name << " at " << helperObjInfo[obj].pos << " shouldn't be on list!\n";
  1398. remove_if_present(visitableObjs, obj);
  1399. goto start;
  1400. }
  1401. }
  1402. void VCAI::retreiveVisitableObjs(std::vector<const CGObjectInstance *> &out, bool includeOwned /*= false*/) const
  1403. {
  1404. foreach_tile_pos([&](const int3 &pos)
  1405. {
  1406. BOOST_FOREACH(const CGObjectInstance *obj, myCb->getVisitableObjs(pos, false))
  1407. {
  1408. if(includeOwned || obj->tempOwner != playerID)
  1409. out.push_back(obj);
  1410. }
  1411. });
  1412. }
  1413. std::vector<const CGObjectInstance *> VCAI::getFlaggedObjects() const
  1414. {
  1415. std::vector<const CGObjectInstance *> ret;
  1416. retreiveVisitableObjs(ret, true);
  1417. erase_if(ret, [](const CGObjectInstance *obj)
  1418. {
  1419. return obj->tempOwner != ai->playerID;
  1420. });
  1421. return ret;
  1422. }
  1423. void VCAI::addVisitableObj(const CGObjectInstance *obj)
  1424. {
  1425. visitableObjs.push_back(obj);
  1426. helperObjInfo[obj] = ObjInfo(obj);
  1427. }
  1428. const CGObjectInstance * VCAI::lookForArt(int aid) const
  1429. {
  1430. BOOST_FOREACH(const CGObjectInstance *obj, ai->visitableObjs)
  1431. {
  1432. if(obj->ID == 5 && obj->subID == aid)
  1433. return obj;
  1434. }
  1435. return NULL;
  1436. //TODO what if more than one artifact is available? return them all or some slection criteria
  1437. }
  1438. bool VCAI::isAccessible(const int3 &pos)
  1439. {
  1440. //TODO precalculate for speed
  1441. BOOST_FOREACH(const CGHeroInstance *h, cb->getHeroesInfo())
  1442. {
  1443. if(isAccessibleForHero(pos, h))
  1444. return true;
  1445. }
  1446. return false;
  1447. }
  1448. HeroPtr VCAI::getHeroWithGrail() const
  1449. {
  1450. BOOST_FOREACH(const CGHeroInstance *h, cb->getHeroesInfo())
  1451. if(h->hasArt(2)) //grail
  1452. return h;
  1453. return NULL;
  1454. }
  1455. const CGObjectInstance * VCAI::getUnvisitedObj(const boost::function<bool(const CGObjectInstance *)> &predicate)
  1456. {
  1457. //TODO smarter definition of unvisited
  1458. BOOST_FOREACH(const CGObjectInstance *obj, visitableObjs)
  1459. if(predicate(obj) && !vstd::contains(alreadyVisited, obj))
  1460. return obj;
  1461. return NULL;
  1462. }
  1463. bool VCAI::isAccessibleForHero(const int3 & pos, HeroPtr h, bool includeAllies /*= false*/) const
  1464. {
  1465. cb->setSelection(*h);
  1466. if (!includeAllies)
  1467. { //don't visit tile occupied by allied hero
  1468. BOOST_FOREACH (auto obj, cb->getVisitableObjs(pos))
  1469. {
  1470. if (obj->ID == Obj::HERO && obj->tempOwner == h->tempOwner && obj != h)
  1471. return false;
  1472. }
  1473. }
  1474. return cb->getPathInfo(pos)->reachable();
  1475. }
  1476. class cannotFulfillGoalException : public std::exception
  1477. {
  1478. std::string msg;
  1479. public:
  1480. explicit cannotFulfillGoalException(crstring _Message) : msg(_Message)
  1481. {
  1482. }
  1483. virtual ~cannotFulfillGoalException() throw ()
  1484. {
  1485. };
  1486. const char *what() const throw () OVERRIDE
  1487. {
  1488. return msg.c_str();
  1489. }
  1490. };
  1491. class goalFulfilledException : public std::exception
  1492. {
  1493. std::string msg;
  1494. public:
  1495. explicit goalFulfilledException(crstring _Message) : msg(_Message)
  1496. {
  1497. }
  1498. virtual ~goalFulfilledException() throw ()
  1499. {
  1500. };
  1501. const char *what() const throw () OVERRIDE
  1502. {
  1503. return msg.c_str();
  1504. }
  1505. };
  1506. bool VCAI::moveHeroToTile(int3 dst, HeroPtr h)
  1507. {
  1508. visitedObject = NULL;
  1509. int3 startHpos = h->visitablePos();
  1510. bool ret = false;
  1511. if(startHpos == dst)
  1512. {
  1513. assert(cb->getVisitableObjs(dst).size() > 1); //there's no point in revisiting tile where there is no visitable object
  1514. cb->moveHero(*h, CGHeroInstance::convertPosition(dst, true));
  1515. waitTillFree(); //movement may cause battle or blocking dialog
  1516. ret = true;
  1517. }
  1518. else
  1519. {
  1520. CGPath path;
  1521. cb->getPath2(dst, path);
  1522. if(path.nodes.empty())
  1523. {
  1524. tlog1 << "Hero " << h->name << " cannot reach " << dst << std::endl;
  1525. //setGoal(h, INVALID);
  1526. completeGoal (CGoal(VISIT_TILE).sethero(h));
  1527. cb->recalculatePaths();
  1528. throw std::runtime_error("Wrong move order!");
  1529. }
  1530. int i=path.nodes.size()-1;
  1531. for(; i>0; i--)
  1532. {
  1533. //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
  1534. if(path.nodes[i-1].turns)
  1535. {
  1536. //blockedHeroes.insert(h); //to avoid attempts of moving heroes with very little MPs
  1537. break;
  1538. }
  1539. int3 endpos = path.nodes[i-1].coord;
  1540. if(endpos == h->visitablePos())
  1541. //if (endpos == h->pos)
  1542. continue;
  1543. // if(i > 1)
  1544. // {
  1545. // int3 afterEndPos = path.nodes[i-2].coord;
  1546. // if(afterEndPos.z != endpos.z)
  1547. //
  1548. // }
  1549. //tlog0 << "Moving " << h->name << " from " << h->getPosition() << " to " << endpos << std::endl;
  1550. cb->moveHero(*h, CGHeroInstance::convertPosition(endpos, true));
  1551. waitTillFree(); //movement may cause battle or blocking dialog
  1552. boost::this_thread::interruption_point();
  1553. if(!h) //we lost hero - remove all tasks assigned to him/her
  1554. {
  1555. lostHero(h);
  1556. //we need to throw, otherwise hero will be assigned to sth again
  1557. throw std::runtime_error("Hero was lost!");
  1558. break;
  1559. }
  1560. }
  1561. ret = !i;
  1562. }
  1563. if (visitedObject) //we step into something interesting
  1564. {
  1565. performObjectInteraction (visitedObject, h);
  1566. }
  1567. if(h) //we could have lost hero after last move
  1568. {
  1569. cb->recalculatePaths();
  1570. if (startHpos == h->visitablePos() && !ret) //we didn't move and didn't reach the target
  1571. {
  1572. throw cannotFulfillGoalException("Invalid path found!");
  1573. }
  1574. }
  1575. BNLOG("Hero %s moved from %s to %s", h->name % startHpos % h->visitablePos());
  1576. return ret;
  1577. }
  1578. int howManyTilesWillBeDiscovered(const int3 &pos, int radious)
  1579. {
  1580. int ret = 0;
  1581. for(int x = pos.x - radious; x <= pos.x + radious; x++)
  1582. {
  1583. for(int y = pos.y - radious; y <= pos.y + radious; y++)
  1584. {
  1585. int3 npos = int3(x,y,pos.z);
  1586. if(cb->isInTheMap(npos) && pos.dist2d(npos) - 0.5 < radious && !cb->isVisible(npos))
  1587. {
  1588. ret++;
  1589. }
  1590. }
  1591. }
  1592. return ret;
  1593. }
  1594. int howManyTilesWillBeDiscovered(int radious, int3 pos, crint3 dir)
  1595. {
  1596. return howManyTilesWillBeDiscovered(pos + dir, radious);
  1597. }
  1598. void getVisibleNeighbours(const std::vector<int3> &tiles, std::vector<int3> &out)
  1599. {
  1600. BOOST_FOREACH(const int3 &tile, tiles)
  1601. {
  1602. foreach_neighbour(tile, [&](int3 neighbour)
  1603. {
  1604. if(cb->isVisible(neighbour))
  1605. out.push_back(neighbour);
  1606. });
  1607. }
  1608. }
  1609. void VCAI::tryRealize(CGoal g)
  1610. {
  1611. BNLOG("Attempting realizing goal with code %s", goalName(g.goalType));
  1612. switch(g.goalType)
  1613. {
  1614. case EXPLORE:
  1615. {
  1616. throw cannotFulfillGoalException("EXPLORE is not a elementar goal!");
  1617. }
  1618. break;
  1619. case RECRUIT_HERO:
  1620. {
  1621. if(const CGTownInstance *t = findTownWithTavern())
  1622. {
  1623. //TODO co jesli nie ma dostepnego bohatera?
  1624. //TODO jezeli miasto jest zablokowane, sprobowac oczyscic wejscie
  1625. cb->recruitHero(t, cb->getAvailableHeroes(t)[0]);
  1626. }
  1627. //TODO karkolomna alternatywa - tawerna na mapie przygod lub wiezienie (nie wiem, czy warto?)
  1628. }
  1629. break;
  1630. case VISIT_TILE:
  1631. {
  1632. //cb->recalculatePaths();
  1633. if(!g.hero->movement)
  1634. throw cannotFulfillGoalException("Cannot visit tile: hero is out of MPs!");
  1635. //if(!g.isBlockedBorderGate(g.tile))
  1636. //{
  1637. if (ai->moveHeroToTile(g.tile, g.hero.get()))
  1638. {
  1639. throw goalFulfilledException("");
  1640. }
  1641. //}
  1642. //else
  1643. // throw cannotFulfillGoalException("There's a blocked gate!, we should never be here"); //CLEAR_WAY_TO should get keymaster tent
  1644. }
  1645. break;
  1646. case VISIT_HERO:
  1647. {
  1648. if(!g.hero->movement)
  1649. throw cannotFulfillGoalException("Cannot visit tile: hero is out of MPs!");
  1650. if (ai->moveHeroToTile(g.tile, g.hero.get()))
  1651. {
  1652. throw goalFulfilledException("");
  1653. }
  1654. }
  1655. break;
  1656. case BUILD_STRUCTURE:
  1657. {
  1658. const CGTownInstance *t = g.town;
  1659. if(!t && g.hero)
  1660. t = g.hero->visitedTown;
  1661. if(!t)
  1662. {
  1663. BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
  1664. {
  1665. switch(cb->canBuildStructure(t, g.bid))
  1666. {
  1667. case EBuildingState::ALLOWED:
  1668. cb->buildBuilding(t, g.bid);
  1669. return;
  1670. default:
  1671. break;
  1672. }
  1673. }
  1674. }
  1675. else if(cb->canBuildStructure(t, g.bid) == EBuildingState::ALLOWED)
  1676. {
  1677. cb->buildBuilding(t, g.bid);
  1678. return;
  1679. }
  1680. throw cannotFulfillGoalException("Cannot build a given structure!");
  1681. }
  1682. break;
  1683. case DIG_AT_TILE:
  1684. {
  1685. assert(g.hero->visitablePos() == g.tile);
  1686. if (g.hero->diggingStatus() == CGHeroInstance::CAN_DIG)
  1687. {
  1688. cb->dig(g.hero.get());
  1689. setGoal(g.hero, INVALID); // finished digging
  1690. }
  1691. else
  1692. {
  1693. ai->lockedHeroes[g.hero] = g; //hero who tries to dig shouldn't do anything else
  1694. throw cannotFulfillGoalException("A hero can't dig!\n");
  1695. }
  1696. }
  1697. break;
  1698. case COLLECT_RES: //TODO: use piles and mines?
  1699. if(cb->getResourceAmount(g.resID) >= g.value)
  1700. throw cannotFulfillGoalException("Goal is already fulfilled!");
  1701. if(const CGObjectInstance *obj = cb->getObj(g.objid, false))
  1702. {
  1703. if(const IMarket *m = IMarket::castFrom(obj, false))
  1704. {
  1705. for (int i = 0; i < ACTUAL_RESOURCE_COUNT; i++)
  1706. {
  1707. if(i == g.resID) continue;
  1708. int toGive, toGet;
  1709. m->getOffer(i, g.resID, toGive, toGet, EMarketMode::RESOURCE_RESOURCE);
  1710. toGive = toGive * (cb->getResourceAmount(i) / toGive);
  1711. //TODO trade only as much as needed
  1712. cb->trade(obj, EMarketMode::RESOURCE_RESOURCE, i, g.resID, toGive);
  1713. if(cb->getResourceAmount(g.resID) >= g.value)
  1714. return;
  1715. }
  1716. throw cannotFulfillGoalException("I cannot get needed resources by trade!");
  1717. }
  1718. else
  1719. {
  1720. throw cannotFulfillGoalException("I don't know how to use this object to raise resources!");
  1721. }
  1722. }
  1723. else
  1724. {
  1725. saving[g.resID] = 1;
  1726. throw cannotFulfillGoalException("No object that could be used to raise resources!");
  1727. }
  1728. case CONQUER:
  1729. case GATHER_ARMY:
  1730. case BOOST_HERO:
  1731. // TODO: conquer??
  1732. throw cannotFulfillGoalException("I don't know how to fulfill this!");
  1733. case BUILD:
  1734. performTypicalActions(); //TODO: separate build and wander
  1735. throw cannotFulfillGoalException("BUILD has been realized as much as possible.");
  1736. case INVALID:
  1737. throw cannotFulfillGoalException("I don't know how to fulfill this!");
  1738. default:
  1739. throw cannotFulfillGoalException("Unknown type of goal !");
  1740. }
  1741. }
  1742. const CGTownInstance * VCAI::findTownWithTavern() const
  1743. {
  1744. BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
  1745. if(t->hasBuilt(EBuilding::TAVERN) && !t->visitingHero)
  1746. return t;
  1747. return NULL;
  1748. }
  1749. std::vector<HeroPtr> VCAI::getUnblockedHeroes() const
  1750. {
  1751. std::vector<HeroPtr> ret;
  1752. boost::copy(cb->getHeroesInfo(), std::back_inserter(ret));
  1753. BOOST_FOREACH(auto h, lockedHeroes)
  1754. {
  1755. //if (!h.second.invalid()) //we can use heroes without valid goal
  1756. 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
  1757. remove_if_present(ret, h.first);
  1758. }
  1759. return ret;
  1760. }
  1761. HeroPtr VCAI::primaryHero() const
  1762. {
  1763. auto hs = cb->getHeroesInfo();
  1764. boost::sort(hs, compareHeroStrength);
  1765. if(hs.empty())
  1766. return NULL;
  1767. return hs.back();
  1768. }
  1769. void VCAI::endTurn()
  1770. {
  1771. tlog4 << "Player " << playerID << " ends turn\n";
  1772. if(!status.haveTurn())
  1773. {
  1774. tlog1 << "Not having turn at the end of turn???\n";
  1775. }
  1776. do
  1777. {
  1778. cb->endTurn();
  1779. } 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
  1780. tlog4 << "Player " << playerID << " ended turn\n";
  1781. }
  1782. void VCAI::striveToGoal(const CGoal &ultimateGoal)
  1783. {
  1784. if (ultimateGoal.invalid())
  1785. return;
  1786. CGoal abstractGoal;
  1787. while(1)
  1788. {
  1789. CGoal goal = ultimateGoal;
  1790. BNLOG("Striving to goal of type %s", goalName(ultimateGoal.goalType));
  1791. int maxGoals = 100; //preventing deadlock for mutually dependent goals
  1792. while(!goal.isElementar && !goal.isAbstract && maxGoals)
  1793. {
  1794. INDENT;
  1795. BNLOG("Considering goal %s", goalName(goal.goalType));
  1796. try
  1797. {
  1798. boost::this_thread::interruption_point();
  1799. goal = goal.whatToDoToAchieve();
  1800. --maxGoals;
  1801. }
  1802. catch(std::exception &e)
  1803. {
  1804. BNLOG("Goal %s decomposition failed: %s", goalName(goal.goalType) % e.what());
  1805. //setGoal (goal.hero, INVALID); //test: if we don't know how to realize goal, we should abandon it for now
  1806. return;
  1807. }
  1808. }
  1809. try
  1810. {
  1811. boost::this_thread::interruption_point();
  1812. if (goal.hero) //lock this hero to fulfill ultimate goal
  1813. {
  1814. if (maxGoals)
  1815. {
  1816. setGoal(goal.hero, goal);
  1817. }
  1818. else
  1819. {
  1820. setGoal(goal.hero, INVALID); // we seemingly don't know what to do with hero
  1821. }
  1822. }
  1823. if (goal.isAbstract)
  1824. {
  1825. abstractGoal = goal; //allow only one abstract goal per call
  1826. BNLOG("Choosing abstract goal %s", goalName(goal.goalType));
  1827. break;
  1828. }
  1829. else
  1830. tryRealize(goal);
  1831. boost::this_thread::interruption_point();
  1832. }
  1833. catch(boost::thread_interrupted &e)
  1834. {
  1835. BNLOG("Player %d: Making turn thread received an interruption!", playerID);
  1836. throw; //rethrow, we want to truly end this thread
  1837. }
  1838. catch(goalFulfilledException &e)
  1839. {
  1840. completeGoal (goal);
  1841. if (maxGoals > 98) //completed goal was main goal
  1842. //TODO: find better condition
  1843. return;
  1844. }
  1845. catch(std::exception &e)
  1846. {
  1847. BNLOG("Failed to realize subgoal of type %s (greater goal type was %s), I will stop.", goalName(goal.goalType) % goalName(ultimateGoal.goalType));
  1848. BNLOG("The error message was: %s", e.what());
  1849. break;
  1850. }
  1851. }
  1852. //TODO: save abstract goals not related to hero
  1853. if (!abstractGoal.invalid()) //try to realize our one goal
  1854. {
  1855. while (1)
  1856. {
  1857. CGoal goal = CGoal(abstractGoal).setisAbstract(false);
  1858. int maxGoals = 50;
  1859. while (!goal.isElementar && maxGoals) //find elementar goal and fulfill it
  1860. {
  1861. try
  1862. {
  1863. boost::this_thread::interruption_point();
  1864. goal = goal.whatToDoToAchieve();
  1865. --maxGoals;
  1866. }
  1867. catch(std::exception &e)
  1868. {
  1869. BNLOG("Goal %s decomposition failed: %s", goalName(goal.goalType) % e.what());
  1870. //setGoal (goal.hero, INVALID);
  1871. return;
  1872. }
  1873. }
  1874. try
  1875. {
  1876. boost::this_thread::interruption_point();
  1877. tryRealize(goal);
  1878. boost::this_thread::interruption_point();
  1879. }
  1880. catch(boost::thread_interrupted &e)
  1881. {
  1882. BNLOG("Player %d: Making turn thread received an interruption!", playerID);
  1883. throw; //rethrow, we want to truly end this thread
  1884. }
  1885. catch(goalFulfilledException &e)
  1886. {
  1887. completeGoal (goal);
  1888. if (maxGoals > 98) //completed goal was main goal
  1889. //TODO: find better condition
  1890. return;
  1891. }
  1892. catch(std::exception &e)
  1893. {
  1894. BNLOG("Failed to realize subgoal of type %s (greater goal type was %s), I will stop.", goalName(goal.goalType) % goalName(ultimateGoal.goalType));
  1895. BNLOG("The error message was: %s", e.what());
  1896. break;
  1897. }
  1898. }
  1899. }
  1900. }
  1901. void VCAI::striveToQuest (const QuestInfo &q)
  1902. {
  1903. if (q.quest.progress < CQuest::COMPLETE)
  1904. {
  1905. MetaString ms;
  1906. q.quest.getRolloverText(ms, false);
  1907. BNLOG ("Trying to realize quest: %s", ms.toString());
  1908. auto heroes = cb->getHeroesInfo();
  1909. switch (q.quest.missionType)
  1910. {
  1911. case CQuest::MISSION_ART:
  1912. {
  1913. BOOST_FOREACH (auto hero, heroes) //TODO: remove duplicated code?
  1914. {
  1915. if (q.quest.checkQuest(hero))
  1916. {
  1917. striveToGoal (CGoal(GET_OBJ).setobjid(q.obj->id).sethero(hero));
  1918. return;
  1919. }
  1920. }
  1921. BOOST_FOREACH (auto art, q.quest.m5arts)
  1922. {
  1923. striveToGoal (CGoal(GET_ART_TYPE).setaid(art)); //TODO: transport?
  1924. }
  1925. break;
  1926. }
  1927. case CQuest::MISSION_HERO:
  1928. {
  1929. //striveToGoal (CGoal(RECRUIT_HERO));
  1930. BOOST_FOREACH (auto hero, heroes)
  1931. {
  1932. if (q.quest.checkQuest(hero))
  1933. {
  1934. striveToGoal (CGoal(GET_OBJ).setobjid(q.obj->id).sethero(hero));
  1935. return;
  1936. }
  1937. }
  1938. striveToGoal (CGoal(FIND_OBJ).setobjid(Obj::PRISON)); //rule of a thumb - quest heroes usually are locked in prisons
  1939. //BNLOG ("Don't know how to recruit hero with id %d\n", q.quest->m13489val);
  1940. break;
  1941. }
  1942. case CQuest::MISSION_ARMY:
  1943. {
  1944. BOOST_FOREACH (auto hero, heroes)
  1945. {
  1946. if (q.quest.checkQuest(hero)) //veyr bad info - stacks can be split between multiple heroes :(
  1947. {
  1948. striveToGoal (CGoal(GET_OBJ).setobjid(q.obj->id).sethero(hero));
  1949. return;
  1950. }
  1951. }
  1952. BOOST_FOREACH (auto creature, q.quest.m6creatures)
  1953. {
  1954. striveToGoal (CGoal(GATHER_TROOPS).setobjid(creature.type->idNumber).setvalue(creature.count));
  1955. }
  1956. //TODO: exchange armies... oh my
  1957. //BNLOG ("Don't know how to recruit %d of %s\n", (int)(creature.count) % creature.type->namePl);
  1958. break;
  1959. }
  1960. case CQuest::MISSION_RESOURCES:
  1961. {
  1962. if (heroes.size())
  1963. {
  1964. if (q.quest.checkQuest(heroes.front())) //it doesn't matter which hero it is
  1965. {
  1966. striveToGoal (CGoal(VISIT_TILE).settile(q.tile));
  1967. }
  1968. else
  1969. {
  1970. for (int i = 0; i < q.quest.m7resources.size(); ++i)
  1971. {
  1972. if (q.quest.m7resources[i])
  1973. striveToGoal (CGoal(COLLECT_RES).setresID(i).setvalue(q.quest.m7resources[i]));
  1974. }
  1975. }
  1976. }
  1977. else
  1978. striveToGoal (CGoal(RECRUIT_HERO)); //FIXME: checkQuest requires any hero belonging to player :(
  1979. break;
  1980. }
  1981. case CQuest::MISSION_KILL_HERO:
  1982. case CQuest::MISSION_KILL_CREATURE:
  1983. {
  1984. auto obj = cb->getObjByQuestIdentifier(q.quest.m13489val);
  1985. if (obj)
  1986. striveToGoal (CGoal(GET_OBJ).setobjid(obj->id));
  1987. else
  1988. striveToGoal (CGoal(VISIT_TILE).settile(q.tile)); //visit seer hut
  1989. break;
  1990. }
  1991. case CQuest::MISSION_PRIMARY_STAT:
  1992. {
  1993. auto heroes = cb->getHeroesInfo();
  1994. BOOST_FOREACH (auto hero, heroes)
  1995. {
  1996. if (q.quest.checkQuest(hero))
  1997. {
  1998. striveToGoal (CGoal(GET_OBJ).setobjid(q.obj->id).sethero(hero));
  1999. return;
  2000. }
  2001. }
  2002. for (int i = 0; i < q.quest.m2stats.size(); ++i)
  2003. {
  2004. BNLOG ("Don't know how to increase primary stat %d\n", i);
  2005. }
  2006. break;
  2007. }
  2008. case CQuest::MISSION_LEVEL:
  2009. {
  2010. auto heroes = cb->getHeroesInfo();
  2011. BOOST_FOREACH (auto hero, heroes)
  2012. {
  2013. if (q.quest.checkQuest(hero))
  2014. {
  2015. striveToGoal (CGoal(VISIT_TILE).settile(q.tile).sethero(hero)); //TODO: causes infinite loop :/
  2016. return;
  2017. }
  2018. }
  2019. BNLOG ("Don't know how to reach hero level %d\n", q.quest.m13489val);
  2020. break;
  2021. }
  2022. case CQuest::MISSION_PLAYER:
  2023. {
  2024. if (playerID != q.quest.m13489val)
  2025. BNLOG ("Can't be player of color %d\n", q.quest.m13489val);
  2026. break;
  2027. }
  2028. case CQuest::MISSION_KEYMASTER:
  2029. {
  2030. striveToGoal (CGoal(FIND_OBJ).setobjid(Obj::KEYMASTER).setresID(q.obj->subID));
  2031. break;
  2032. }
  2033. }
  2034. }
  2035. }
  2036. void VCAI::performTypicalActions()
  2037. {
  2038. BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
  2039. {
  2040. BNLOG("Looking into %s", t->name);
  2041. buildStructure(t);
  2042. buildArmyIn(t);
  2043. if(!ai->primaryHero() ||
  2044. (t->getArmyStrength() > ai->primaryHero()->getArmyStrength() * 2 && !isAccessibleForHero(t->visitablePos(), ai->primaryHero())))
  2045. {
  2046. recruitHero(t);
  2047. buildArmyIn(t);
  2048. }
  2049. }
  2050. BOOST_FOREACH(auto h, getUnblockedHeroes())
  2051. {
  2052. BNLOG("Looking into %s, MP=%d", h->name.c_str() % h->movement);
  2053. INDENT;
  2054. makePossibleUpgrades(*h);
  2055. cb->setSelection(*h);
  2056. try
  2057. {
  2058. wander(h);
  2059. }
  2060. catch(std::exception &e)
  2061. {
  2062. BNLOG("Cannot use this hero anymore, received exception: %s", e.what());
  2063. continue;
  2064. }
  2065. }
  2066. }
  2067. void VCAI::buildArmyIn(const CGTownInstance * t)
  2068. {
  2069. makePossibleUpgrades(t->visitingHero);
  2070. makePossibleUpgrades(t);
  2071. recruitCreatures(t);
  2072. moveCreaturesToHero(t);
  2073. }
  2074. int3 VCAI::explorationBestNeighbour(int3 hpos, int radius, HeroPtr h)
  2075. {
  2076. TimeCheck tc("looking for best exploration neighbour");
  2077. std::map<int3, int> dstToRevealedTiles;
  2078. BOOST_FOREACH(crint3 dir, dirs)
  2079. if(cb->isInTheMap(hpos+dir))
  2080. dstToRevealedTiles[hpos + dir] = howManyTilesWillBeDiscovered(radius, hpos, dir) * isSafeToVisit(h, hpos + dir);
  2081. auto best = dstToRevealedTiles.begin();
  2082. best->second *= cb->getPathInfo(best->first)->reachable();
  2083. best->second *= cb->getPathInfo(best->first)->accessible == CGPathNode::ACCESSIBLE;
  2084. for(auto i = dstToRevealedTiles.begin(); i != dstToRevealedTiles.end(); i++)
  2085. {
  2086. const CGPathNode *pn = cb->getPathInfo(i->first);
  2087. //const TerrainTile *t = cb->getTile(i->first);
  2088. if(best->second < i->second && i->second && pn->reachable() && pn->accessible == CGPathNode::ACCESSIBLE)
  2089. best = i;
  2090. }
  2091. if(best->second)
  2092. return best->first;
  2093. throw cannotFulfillGoalException("No neighbour will bring new discoveries!");
  2094. }
  2095. int3 VCAI::explorationNewPoint(int radius, HeroPtr h, std::vector<std::vector<int3> > &tiles)
  2096. {
  2097. TimeCheck tc("looking for new exploration point");
  2098. PNLOG("Looking for an another place for exploration...");
  2099. tiles.resize(radius);
  2100. foreach_tile_pos([&](const int3 &pos)
  2101. {
  2102. if(!cb->isVisible(pos))
  2103. tiles[0].push_back(pos);
  2104. });
  2105. for (int i = 1; i < radius; i++)
  2106. {
  2107. getVisibleNeighbours(tiles[i-1], tiles[i]);
  2108. removeDuplicates(tiles[i]);
  2109. BOOST_FOREACH(const int3 &tile, tiles[i])
  2110. {
  2111. if(cb->getPathInfo(tile)->reachable() && isSafeToVisit(h, tile) && howManyTilesWillBeDiscovered(tile, radius) && !isBlockedBorderGate(tile))
  2112. {
  2113. return tile;
  2114. }
  2115. }
  2116. }
  2117. throw cannotFulfillGoalException("No accessible tile will bring discoveries!");
  2118. }
  2119. TResources VCAI::estimateIncome() const
  2120. {
  2121. TResources ret;
  2122. BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
  2123. {
  2124. ret[Res::GOLD] += t->dailyIncome();
  2125. //TODO duplikuje newturn
  2126. if(t->hasBuilt(EBuilding::RESOURCE_SILO)) //there is resource silo
  2127. {
  2128. if(t->town->primaryRes == 127) //we'll give wood and ore
  2129. {
  2130. ret[Res::WOOD] ++;
  2131. ret[Res::ORE] ++;
  2132. }
  2133. else
  2134. {
  2135. ret[t->town->primaryRes] ++;
  2136. }
  2137. }
  2138. }
  2139. BOOST_FOREACH(const CGObjectInstance *obj, getFlaggedObjects())
  2140. {
  2141. if(obj->ID == Obj::MINE)
  2142. {
  2143. switch(obj->subID)
  2144. {
  2145. case Res::WOOD:
  2146. case Res::ORE:
  2147. ret[obj->subID] += WOOD_ORE_MINE_PRODUCTION;
  2148. break;
  2149. case Res::GOLD:
  2150. case 7: //abandoned mine -> also gold
  2151. ret[Res::GOLD] += GOLD_MINE_PRODUCTION;
  2152. break;
  2153. default:
  2154. ret[obj->subID] += RESOURCE_MINE_PRODUCTION;
  2155. break;
  2156. }
  2157. }
  2158. }
  2159. return ret;
  2160. }
  2161. bool VCAI::containsSavedRes(const TResources &cost) const
  2162. {
  2163. for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
  2164. {
  2165. if(saving[i] && cost[i])
  2166. return true;
  2167. }
  2168. return false;
  2169. }
  2170. void VCAI::checkHeroArmy (HeroPtr h)
  2171. {
  2172. auto it = lockedHeroes.find(h);
  2173. if (it != lockedHeroes.end())
  2174. {
  2175. if (it->second.goalType == GATHER_ARMY && it->second.value <= h->getArmyStrength())
  2176. completeGoal(CGoal (GATHER_ARMY).sethero(h));
  2177. }
  2178. }
  2179. void VCAI::recruitHero(const CGTownInstance * t)
  2180. {
  2181. BNLOG("Trying to recruit a hero in %s at %s", t->name % t->visitablePos())
  2182. cb->recruitHero(t, cb->getAvailableHeroes(t).front());
  2183. }
  2184. void VCAI::finish()
  2185. {
  2186. if(makingTurn)
  2187. makingTurn->interrupt();
  2188. }
  2189. void VCAI::requestActionASAP(boost::function<void()> whatToDo)
  2190. {
  2191. // static boost::mutex m;
  2192. // boost::unique_lock<boost::mutex> mylock(m);
  2193. boost::barrier b(2);
  2194. boost::thread newThread([&b,this,whatToDo]()
  2195. {
  2196. setThreadName("VCAI::requestActionASAP::helper");
  2197. SET_GLOBAL_STATE(this);
  2198. boost::shared_lock<boost::shared_mutex> gsLock(cb->getGsMutex());
  2199. b.wait();
  2200. whatToDo();
  2201. });
  2202. b.wait();
  2203. }
  2204. void VCAI::lostHero(HeroPtr h)
  2205. {
  2206. BNLOG("I lost my hero %s. It's best to forget and move on.\n", h.name);
  2207. remove_if_present(lockedHeroes, h);
  2208. BOOST_FOREACH(auto obj, reservedHeroesMap[h])
  2209. {
  2210. remove_if_present(reservedObjs, obj); //unreserve all objects for that hero
  2211. }
  2212. remove_if_present(reservedHeroesMap, h);
  2213. }
  2214. void VCAI::answerQuery(int queryID, int selection)
  2215. {
  2216. BNLOG("I'll answer the query %d giving the choice %d", queryID % selection);
  2217. if(queryID != -1)
  2218. {
  2219. cb->selectionMade(selection, queryID);
  2220. }
  2221. else
  2222. {
  2223. BNLOG("Since the query ID is %d, the answer won't be sent. This is not a real query!", queryID);
  2224. //do nothing
  2225. }
  2226. }
  2227. void VCAI::requestSent(const CPackForServer *pack, int requestID)
  2228. {
  2229. //BNLOG("I have sent request of type %s", typeid(*pack).name());
  2230. if(auto reply = dynamic_cast<const QueryReply*>(pack))
  2231. {
  2232. status.attemptedAnsweringQuery(reply->qid, requestID);
  2233. }
  2234. }
  2235. std::string VCAI::getBattleAIName() const
  2236. {
  2237. if(settings["server"]["neutralAI"].getType() == JsonNode::DATA_STRING)
  2238. return settings["server"]["neutralAI"].String();
  2239. else
  2240. return "StupidAI";
  2241. }
  2242. AIStatus::AIStatus()
  2243. {
  2244. battle = NO_BATTLE;
  2245. havingTurn = false;
  2246. }
  2247. AIStatus::~AIStatus()
  2248. {
  2249. }
  2250. void AIStatus::setBattle(BattleState BS)
  2251. {
  2252. boost::unique_lock<boost::mutex> lock(mx);
  2253. battle = BS;
  2254. cv.notify_all();
  2255. }
  2256. BattleState AIStatus::getBattle()
  2257. {
  2258. boost::unique_lock<boost::mutex> lock(mx);
  2259. return battle;
  2260. }
  2261. void AIStatus::addQuery(int ID, std::string description)
  2262. {
  2263. boost::unique_lock<boost::mutex> lock(mx);
  2264. if(ID == -1)
  2265. {
  2266. BNLOG("The \"query\" has an id %d, it'll be ignored as non-query. Description: %s", ID % description);
  2267. return;
  2268. }
  2269. assert(!vstd::contains(remainingQueries, ID));
  2270. assert(ID >= 0);
  2271. remainingQueries[ID] = description;
  2272. cv.notify_all();
  2273. BNLOG("Adding query %d - %s. Total queries count: %d", ID % description % remainingQueries.size());
  2274. }
  2275. void AIStatus::removeQuery(int ID)
  2276. {
  2277. boost::unique_lock<boost::mutex> lock(mx);
  2278. assert(vstd::contains(remainingQueries, ID));
  2279. std::string description = remainingQueries[ID];
  2280. remainingQueries.erase(ID);
  2281. cv.notify_all();
  2282. BNLOG("Removing query %d - %s. Total queries count: %d", ID % description % remainingQueries.size());
  2283. }
  2284. int AIStatus::getQueriesCount()
  2285. {
  2286. boost::unique_lock<boost::mutex> lock(mx);
  2287. return remainingQueries.size();
  2288. }
  2289. void AIStatus::startedTurn()
  2290. {
  2291. boost::unique_lock<boost::mutex> lock(mx);
  2292. havingTurn = true;
  2293. cv.notify_all();
  2294. }
  2295. void AIStatus::madeTurn()
  2296. {
  2297. boost::unique_lock<boost::mutex> lock(mx);
  2298. havingTurn = false;
  2299. cv.notify_all();
  2300. }
  2301. void AIStatus::waitTillFree()
  2302. {
  2303. boost::unique_lock<boost::mutex> lock(mx);
  2304. while(battle != NO_BATTLE || remainingQueries.size())
  2305. cv.wait(lock);
  2306. }
  2307. bool AIStatus::haveTurn()
  2308. {
  2309. boost::unique_lock<boost::mutex> lock(mx);
  2310. return havingTurn;
  2311. }
  2312. void AIStatus::attemptedAnsweringQuery(int queryID, int answerRequestID)
  2313. {
  2314. boost::unique_lock<boost::mutex> lock(mx);
  2315. assert(vstd::contains(remainingQueries, queryID));
  2316. std::string description = remainingQueries[queryID];
  2317. BNLOG("Attempted answering query %d - %s. Request id=%d. Waiting for results...", queryID % description % answerRequestID);
  2318. requestToQueryID[answerRequestID] = queryID;
  2319. }
  2320. void AIStatus::receivedAnswerConfirmation(int answerRequestID, int result)
  2321. {
  2322. assert(vstd::contains(requestToQueryID, answerRequestID));
  2323. int query = requestToQueryID[answerRequestID];
  2324. assert(vstd::contains(remainingQueries, query));
  2325. requestToQueryID.erase(answerRequestID);
  2326. if(result)
  2327. {
  2328. removeQuery(query);
  2329. }
  2330. else
  2331. {
  2332. tlog1 << "Something went really wrong, failed to answer query " << query << ": " << remainingQueries[query];
  2333. //TODO safely retry
  2334. }
  2335. }
  2336. int3 whereToExplore(HeroPtr h)
  2337. {
  2338. //TODO it's stupid and ineffective, write sth better
  2339. cb->setSelection(*h);
  2340. int radius = h->getSightRadious();
  2341. int3 hpos = h->visitablePos();
  2342. //look for nearby objs -> visit them if they're close enouh
  2343. const int DIST_LIMIT = 3;
  2344. std::vector<const CGObjectInstance *> nearbyVisitableObjs;
  2345. BOOST_FOREACH(const CGObjectInstance *obj, ai->getPossibleDestinations(h))
  2346. {
  2347. int3 op = obj->visitablePos();
  2348. CGPath p;
  2349. cb->getPath2(op, p);
  2350. if(p.nodes.size() && p.endPos() == op && p.nodes.size() <= DIST_LIMIT)
  2351. nearbyVisitableObjs.push_back(obj);
  2352. }
  2353. boost::sort(nearbyVisitableObjs, isCloser);
  2354. if(nearbyVisitableObjs.size())
  2355. return nearbyVisitableObjs.back()->visitablePos();
  2356. try
  2357. {
  2358. return ai->explorationBestNeighbour(hpos, radius, h);
  2359. }
  2360. catch(cannotFulfillGoalException &e)
  2361. {
  2362. std::vector<std::vector<int3> > tiles; //tiles[distance_to_fow]
  2363. try
  2364. {
  2365. return ai->explorationNewPoint(radius, h, tiles);
  2366. }
  2367. catch(cannotFulfillGoalException &e)
  2368. {
  2369. std::map<int, std::vector<int3> > profits;
  2370. {
  2371. TimeCheck tc("Evaluating exploration possibilities");
  2372. tiles[0].clear(); //we can't reach FoW anyway
  2373. BOOST_FOREACH(auto &vt, tiles)
  2374. BOOST_FOREACH(auto &tile, vt)
  2375. profits[howManyTilesWillBeDiscovered(tile, radius)].push_back(tile);
  2376. }
  2377. if(profits.empty())
  2378. throw cannotFulfillGoalException("Cannot explore - no possible ways found!");
  2379. auto bestDest = profits.end();
  2380. bestDest--;
  2381. return bestDest->second.front(); //TODO which is the real best tile?
  2382. }
  2383. }
  2384. }
  2385. TSubgoal CGoal::whatToDoToAchieve()
  2386. {
  2387. BNLOG("Decomposing goal of type %s", goalName(goalType));
  2388. INDENT;
  2389. switch(goalType)
  2390. {
  2391. case WIN:
  2392. {
  2393. const CVictoryCondition &vc = cb->getMapHeader()->victoryCondition;
  2394. EVictoryConditionType::EVictoryConditionType cond = vc.condition;
  2395. if(!vc.appliesToAI)
  2396. {
  2397. //TODO deduce victory from human loss condition
  2398. cond = EVictoryConditionType::WINSTANDARD;
  2399. }
  2400. switch(cond)
  2401. {
  2402. case EVictoryConditionType::ARTIFACT:
  2403. return CGoal(GET_ART_TYPE).setaid(vc.ID);
  2404. case EVictoryConditionType::BEATHERO:
  2405. return CGoal(GET_OBJ).setobjid(vc.ID);
  2406. case EVictoryConditionType::BEATMONSTER:
  2407. return CGoal(GET_OBJ).setobjid(vc.ID);
  2408. case EVictoryConditionType::BUILDCITY:
  2409. //TODO build castle/capitol
  2410. break;
  2411. case EVictoryConditionType::BUILDGRAIL:
  2412. {
  2413. if(auto h = ai->getHeroWithGrail())
  2414. {
  2415. //hero is in a town that can host Grail
  2416. if(h->visitedTown && !vstd::contains(h->visitedTown->forbiddenBuildings, EBuilding::GRAIL))
  2417. {
  2418. const CGTownInstance *t = h->visitedTown;
  2419. return CGoal(BUILD_STRUCTURE).setbid(EBuilding::GRAIL).settown(t);
  2420. }
  2421. else
  2422. {
  2423. auto towns = cb->getTownsInfo();
  2424. towns.erase(boost::remove_if(towns,
  2425. [](const CGTownInstance *t) -> bool
  2426. {
  2427. return vstd::contains(t->forbiddenBuildings, EBuilding::GRAIL);
  2428. }),
  2429. towns.end());
  2430. boost::sort(towns, isCloser);
  2431. if(towns.size())
  2432. {
  2433. return CGoal(VISIT_TILE).sethero(h).settile(towns.front()->visitablePos());
  2434. }
  2435. }
  2436. }
  2437. double ratio = 0;
  2438. int3 grailPos = cb->getGrailPos(ratio);
  2439. if(ratio > 0.99)
  2440. {
  2441. return CGoal(DIG_AT_TILE).settile(grailPos);
  2442. } //TODO: use FIND_OBJ
  2443. else if(const CGObjectInstance * obj = ai->getUnvisitedObj(objWithID<Obj::OBELISK>)) //there are unvisited Obelisks
  2444. {
  2445. return CGoal(GET_OBJ).setobjid(obj->id);
  2446. }
  2447. else
  2448. return CGoal(EXPLORE);
  2449. }
  2450. break;
  2451. case EVictoryConditionType::CAPTURECITY:
  2452. return CGoal(GET_OBJ).setobjid(vc.ID);
  2453. case EVictoryConditionType::GATHERRESOURCE:
  2454. return CGoal(COLLECT_RES).setresID(vc.ID).setvalue(vc.count);
  2455. //TODO mines? piles? marketplace?
  2456. //save?
  2457. break;
  2458. case EVictoryConditionType::GATHERTROOP:
  2459. return CGoal(GATHER_TROOPS).setobjid(vc.ID).setvalue(vc.count);
  2460. break;
  2461. case EVictoryConditionType::TAKEDWELLINGS:
  2462. break;
  2463. case EVictoryConditionType::TAKEMINES:
  2464. break;
  2465. case EVictoryConditionType::TRANSPORTITEM:
  2466. break;
  2467. case EVictoryConditionType::WINSTANDARD:
  2468. return CGoal(CONQUER);
  2469. default:
  2470. assert(0);
  2471. }
  2472. }
  2473. break;
  2474. case FIND_OBJ:
  2475. {
  2476. const CGObjectInstance * o = NULL;
  2477. if (resID > -1) //specified
  2478. {
  2479. BOOST_FOREACH(const CGObjectInstance *obj, ai->visitableObjs)
  2480. {
  2481. if(obj->ID == objid && obj->subID == resID)
  2482. {
  2483. o = obj;
  2484. break; //TODO: consider multiple objects and choose best
  2485. }
  2486. }
  2487. }
  2488. else
  2489. {
  2490. BOOST_FOREACH(const CGObjectInstance *obj, ai->visitableObjs)
  2491. {
  2492. if(obj->ID == objid)
  2493. {
  2494. o = obj;
  2495. break; //TODO: consider multiple objects and choose best
  2496. }
  2497. }
  2498. }
  2499. if (o)
  2500. return CGoal(GET_OBJ).setobjid(o->id);
  2501. else
  2502. return CGoal(EXPLORE);
  2503. }
  2504. break;
  2505. case GET_OBJ:
  2506. {
  2507. const CGObjectInstance * obj = cb->getObj(objid);
  2508. if(!obj)
  2509. return CGoal(EXPLORE);
  2510. int3 pos = obj->visitablePos();
  2511. return CGoal(VISIT_TILE).settile(pos);
  2512. }
  2513. break;
  2514. case VISIT_HERO:
  2515. {
  2516. const CGObjectInstance * obj = cb->getObj(objid);
  2517. if(!obj)
  2518. return CGoal(EXPLORE);
  2519. int3 pos = obj->visitablePos();
  2520. if (hero && ai->isAccessibleForHero(pos, hero, true) && isSafeToVisit(hero, pos)) //enemy heroes can get reinforcements
  2521. return CGoal(*this).settile(pos).setisElementar(true);
  2522. }
  2523. break;
  2524. case GET_ART_TYPE:
  2525. {
  2526. TSubgoal alternativeWay = CGoal::lookForArtSmart(aid); //TODO: use
  2527. if(alternativeWay.invalid())
  2528. return CGoal(FIND_OBJ).setobjid(Obj::ARTIFACT).setresID(aid);
  2529. }
  2530. break;
  2531. case CLEAR_WAY_TO:
  2532. {
  2533. assert(tile.x >= 0); //set tile
  2534. if(!cb->isVisible(tile))
  2535. {
  2536. tlog1 << "Clear way should be used with visible tiles!\n";
  2537. return CGoal(EXPLORE);
  2538. }
  2539. HeroPtr h = hero ? hero : ai->primaryHero();
  2540. if(!h)
  2541. return CGoal(RECRUIT_HERO);
  2542. cb->setSelection(*h);
  2543. SectorMap sm;
  2544. bool dropToFile = false;
  2545. if(dropToFile) //for debug purposes
  2546. sm.write("test.txt");
  2547. int3 tileToHit = sm.firstTileToGet(h, tile);
  2548. //if(isSafeToVisit(h, tileToHit))
  2549. if(isBlockedBorderGate(tileToHit))
  2550. { //FIXME: this way we'll not visit gate and activate quest :?
  2551. return CGoal(FIND_OBJ).setobjid(Obj::KEYMASTER).setresID(cb->getTile(tileToHit)->visitableObjects.back()->subID);
  2552. }
  2553. //FIXME: this code shouldn't be necessary
  2554. if(tileToHit == tile)
  2555. {
  2556. tlog1 << boost::format("Very strange, tile to hit is %s and tile is also %s, while hero %s is at %s\n")
  2557. % tileToHit % tile % h->name % h->visitablePos();
  2558. throw cannotFulfillGoalException("Retrieving first tile to hit failed (probably)!");
  2559. }
  2560. auto topObj = backOrNull(cb->getVisitableObjs(tileToHit));
  2561. if(topObj && topObj->ID == Obj::HERO && cb->getPlayerRelations(h->tempOwner, topObj->tempOwner) != 0)
  2562. {
  2563. std::string problem = boost::str(boost::format("%s stands in the way of %s.\n") % topObj->getHoverText() % h->getHoverText());
  2564. throw cannotFulfillGoalException(problem);
  2565. }
  2566. return CGoal(VISIT_TILE).settile(tileToHit).sethero(h); //FIXME:: attempts to visit completely unreachable tile with hero results in stall
  2567. //TODO czy istnieje lepsza droga?
  2568. }
  2569. throw cannotFulfillGoalException("Cannot reach given tile!");
  2570. //return CGoal(EXPLORE); // TODO improve
  2571. case EXPLORE:
  2572. {
  2573. if (hero)
  2574. {
  2575. return CGoal(VISIT_TILE).settile(whereToExplore(hero)).sethero(hero);
  2576. }
  2577. auto hs = cb->getHeroesInfo();
  2578. int howManyHeroes = hs.size();
  2579. erase(hs, [](const CGHeroInstance *h)
  2580. {
  2581. return contains(ai->lockedHeroes, h);
  2582. });
  2583. if(hs.empty()) //all heroes are busy. buy new one
  2584. {
  2585. if (howManyHeroes < 3 && ai->findTownWithTavern()) //we may want to recruit second hero. TODO: make it smart finally
  2586. return CGoal(RECRUIT_HERO);
  2587. else //find mobile hero with weakest army
  2588. {
  2589. hs = cb->getHeroesInfo();
  2590. erase_if(hs, [](const CGHeroInstance *h)
  2591. {
  2592. return !h->movement; //only hero with movement are of interest for us
  2593. });
  2594. if (hs.empty())
  2595. {
  2596. if (howManyHeroes < GameConstants::MAX_HEROES_PER_PLAYER)
  2597. return CGoal(RECRUIT_HERO);
  2598. else
  2599. throw cannotFulfillGoalException("No heroes with remaining MPs for exploring!\n");
  2600. }
  2601. boost::sort(hs, compareMovement); //closer to what?
  2602. }
  2603. }
  2604. const CGHeroInstance *h = hs.front();
  2605. return (*this).sethero(h).setisAbstract(true);
  2606. }
  2607. I_AM_ELEMENTAR;
  2608. case RECRUIT_HERO:
  2609. {
  2610. const CGTownInstance *t = ai->findTownWithTavern();
  2611. if(!t)
  2612. return CGoal(BUILD_STRUCTURE).setbid(EBuilding::TAVERN);
  2613. if(cb->getResourceAmount(Res::GOLD) < HERO_GOLD_COST)
  2614. return CGoal(COLLECT_RES).setresID(Res::GOLD).setvalue(HERO_GOLD_COST);
  2615. I_AM_ELEMENTAR;
  2616. }
  2617. break;
  2618. case VISIT_TILE:
  2619. {
  2620. if(!cb->isVisible(tile))
  2621. return CGoal(EXPLORE);
  2622. if(hero && !ai->isAccessibleForHero(tile, hero))
  2623. hero = NULL;
  2624. if(!hero)
  2625. {
  2626. if(cb->getHeroesInfo().empty())
  2627. {
  2628. return CGoal(RECRUIT_HERO);
  2629. }
  2630. BOOST_FOREACH(const CGHeroInstance *h, cb->getHeroesInfo())
  2631. {
  2632. if(ai->isAccessibleForHero(tile, h))
  2633. {
  2634. hero = h;
  2635. break;
  2636. }
  2637. }
  2638. }
  2639. if(hero)
  2640. {
  2641. if(isSafeToVisit(hero, tile))
  2642. return CGoal(*this).setisElementar(true);
  2643. else
  2644. {
  2645. return CGoal(GATHER_ARMY).sethero(hero).setvalue(evaluateDanger(tile, *hero) * SAFE_ATTACK_CONSTANT); //TODO: should it be abstract?
  2646. }
  2647. }
  2648. else //inaccessible for all heroes
  2649. {
  2650. return CGoal(CLEAR_WAY_TO).settile(tile);
  2651. }
  2652. }
  2653. break;
  2654. case DIG_AT_TILE:
  2655. {
  2656. const CGObjectInstance *firstObj = frontOrNull(cb->getVisitableObjs(tile));
  2657. if(firstObj && firstObj->ID == Obj::HERO && firstObj->tempOwner == ai->playerID) //we have hero at dest
  2658. {
  2659. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance *>(firstObj);
  2660. return CGoal(*this).sethero(h).setisElementar(true);
  2661. }
  2662. return CGoal(VISIT_TILE).settile(tile);
  2663. }
  2664. break;
  2665. case BUILD_STRUCTURE:
  2666. //TODO check res
  2667. //look for town
  2668. //prerequisites?
  2669. I_AM_ELEMENTAR;
  2670. case COLLECT_RES:
  2671. {
  2672. std::vector<const IMarket*> markets;
  2673. std::vector<const CGObjectInstance*> visObjs;
  2674. ai->retreiveVisitableObjs(visObjs, true);
  2675. BOOST_FOREACH(const CGObjectInstance *obj, visObjs)
  2676. {
  2677. if(const IMarket *m = IMarket::castFrom(obj, false))
  2678. {
  2679. if(obj->ID == Obj::TOWN && obj->tempOwner == ai->playerID && m->allowsTrade(EMarketMode::RESOURCE_RESOURCE))
  2680. markets.push_back(m);
  2681. else if(obj->ID == Obj::TRADING_POST) //TODO a moze po prostu test na pozwalanie handlu?
  2682. markets.push_back(m);
  2683. }
  2684. }
  2685. boost::sort(markets, [](const IMarket *m1, const IMarket *m2) -> bool
  2686. {
  2687. return m1->getMarketEfficiency() < m2->getMarketEfficiency();
  2688. });
  2689. markets.erase(boost::remove_if(markets, [](const IMarket *market) -> bool
  2690. {
  2691. return !(market->o->ID == Obj::TOWN && market->o->tempOwner == ai->playerID)
  2692. && !ai->isAccessible(market->o->visitablePos());
  2693. }),markets.end());
  2694. if(!markets.size())
  2695. {
  2696. BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
  2697. {
  2698. if(cb->canBuildStructure(t, EBuilding::MARKETPLACE) == EBuildingState::ALLOWED)
  2699. return CGoal(BUILD_STRUCTURE).settown(t).setbid(EBuilding::MARKETPLACE);
  2700. }
  2701. }
  2702. else
  2703. {
  2704. const IMarket *m = markets.back();
  2705. //attempt trade at back (best prices)
  2706. int howManyCanWeBuy = 0;
  2707. for(int i = 0; i < ACTUAL_RESOURCE_COUNT; i++)
  2708. {
  2709. if(i == resID) continue;
  2710. int toGive = -1, toReceive = -1;
  2711. m->getOffer(i, resID, toGive, toReceive, EMarketMode::RESOURCE_RESOURCE);
  2712. assert(toGive > 0 && toReceive > 0);
  2713. howManyCanWeBuy += toReceive * (cb->getResourceAmount(i) / toGive);
  2714. }
  2715. if(howManyCanWeBuy + cb->getResourceAmount(resID) >= value)
  2716. {
  2717. auto backObj = backOrNull(cb->getVisitableObjs(m->o->visitablePos())); //it'll be a hero if we have one there; otherwise marketplace
  2718. assert(backObj);
  2719. if(backObj->tempOwner != ai->playerID)
  2720. return CGoal(GET_OBJ).setobjid(m->o->id);
  2721. return setobjid(m->o->id).setisElementar(true);
  2722. }
  2723. }
  2724. }
  2725. return CGoal(INVALID);
  2726. case GATHER_TROOPS:
  2727. {
  2728. std::vector<const CGDwelling *> dwellings;
  2729. BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
  2730. {
  2731. auto creature = VLC->creh->creatures[objid];
  2732. if (t->subID == creature->faction) //TODO: how to force AI to build unupgraded creatures? :O
  2733. {
  2734. auto creatures = t->town->creatures[creature->level];
  2735. int upgradeNumber = std::find(creatures.begin(), creatures.end(), creature->idNumber) - creatures.begin();
  2736. int bid = EBuilding::DWELL_FIRST + creature->level + upgradeNumber * GameConstants::CREATURES_PER_TOWN;
  2737. if (t->hasBuilt(bid)) //this assumes only creatures with dwellings are assigned to faction
  2738. {
  2739. dwellings.push_back(t);
  2740. }
  2741. else
  2742. {
  2743. return CGoal (BUILD_STRUCTURE).settown(t).setbid(bid);
  2744. }
  2745. }
  2746. }
  2747. BOOST_FOREACH (auto obj, ai->visitableObjs)
  2748. {
  2749. if (obj->ID != Obj::CREATURE_GENERATOR1) //TODO: what with other creature generators?
  2750. continue;
  2751. auto d = dynamic_cast<const CGDwelling *>(obj);
  2752. BOOST_FOREACH (auto creature, d->creatures)
  2753. {
  2754. if (creature.first) //there are more than 0 creatures avaliabe
  2755. {
  2756. BOOST_FOREACH (auto type, creature.second)
  2757. {
  2758. if (type == objid)
  2759. dwellings.push_back(d);
  2760. }
  2761. }
  2762. }
  2763. }
  2764. if (dwellings.size())
  2765. {
  2766. boost::sort(dwellings, isCloser);
  2767. return CGoal(GET_OBJ).setobjid (dwellings.front()->id); //TODO: consider needed resources
  2768. }
  2769. else
  2770. return CGoal(EXPLORE);
  2771. //TODO: exchange troops between heroes
  2772. }
  2773. break;
  2774. case CONQUER: //TODO: put it into a function?
  2775. {
  2776. auto hs = cb->getHeroesInfo();
  2777. int howManyHeroes = hs.size();
  2778. erase(hs, [](const CGHeroInstance *h)
  2779. {
  2780. return contains(ai->lockedHeroes, h);
  2781. });
  2782. if(hs.empty()) //all heroes are busy. buy new one
  2783. {
  2784. if (howManyHeroes < 3 && ai->findTownWithTavern()) //we may want to recruit second hero. TODO: make it smart finally
  2785. return CGoal(RECRUIT_HERO);
  2786. else //find mobile hero with weakest army
  2787. {
  2788. hs = cb->getHeroesInfo();
  2789. erase_if(hs, [](const CGHeroInstance *h)
  2790. {
  2791. return !h->movement; //only hero with movement are of interest for us
  2792. });
  2793. if (hs.empty())
  2794. {
  2795. if (howManyHeroes < GameConstants::MAX_HEROES_PER_PLAYER)
  2796. return CGoal(RECRUIT_HERO);
  2797. else
  2798. throw cannotFulfillGoalException("No heroes with remaining MPs for exploring!\n");
  2799. }
  2800. boost::sort(hs, compareHeroStrength);
  2801. }
  2802. }
  2803. const CGHeroInstance *h = hs.back();
  2804. cb->setSelection(h);
  2805. std::vector<const CGObjectInstance *> objs; //here we'll gather enemy towns and heroes
  2806. ai->retreiveVisitableObjs(objs);
  2807. erase_if(objs, [&](const CGObjectInstance *obj)
  2808. {
  2809. return (obj->ID != Obj::TOWN && obj->ID != Obj::HERO) //not town/hero
  2810. || cb->getPlayerRelations(ai->playerID, obj->tempOwner) != 0; //not enemy
  2811. });
  2812. if(objs.empty())
  2813. return CGoal(EXPLORE); //we need to find an enemy
  2814. erase_if(objs, [&](const CGObjectInstance *obj)
  2815. {
  2816. return !isSafeToVisit(h, obj->visitablePos());
  2817. });
  2818. if(objs.empty())
  2819. I_AM_ELEMENTAR;
  2820. boost::sort(objs, isCloser);
  2821. BOOST_FOREACH(const CGObjectInstance *obj, objs)
  2822. {
  2823. if(ai->isAccessibleForHero(obj->visitablePos(), h))
  2824. {
  2825. if (obj->ID == Obj::HERO)
  2826. return CGoal(VISIT_HERO).sethero(h).setobjid(obj->id).setisAbstract(true); //track enemy hero
  2827. else
  2828. return CGoal(VISIT_TILE).sethero(h).settile(obj->visitablePos());
  2829. }
  2830. }
  2831. return CGoal(EXPLORE); //enemy is inaccessible
  2832. }
  2833. break;
  2834. case BUILD:
  2835. I_AM_ELEMENTAR;
  2836. case INVALID:
  2837. I_AM_ELEMENTAR;
  2838. case GATHER_ARMY:
  2839. {
  2840. //TODO: find hero if none set
  2841. assert(hero);
  2842. cb->setSelection(*hero);
  2843. auto compareReinforcements = [this](const CGTownInstance *lhs, const CGTownInstance *rhs) -> bool
  2844. {
  2845. return howManyReinforcementsCanGet(hero, lhs) < howManyReinforcementsCanGet(hero, rhs);
  2846. };
  2847. std::vector<const CGTownInstance *> townsReachable;
  2848. BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
  2849. {
  2850. if(!t->visitingHero && howManyReinforcementsCanGet(hero,t))
  2851. {
  2852. if(isReachable(t) && !vstd::contains (ai->townVisitsThisWeek[hero], t))
  2853. townsReachable.push_back(t);
  2854. }
  2855. }
  2856. if(townsReachable.size()) //try towns first
  2857. {
  2858. boost::sort(townsReachable, compareReinforcements);
  2859. return CGoal(VISIT_TILE).sethero(hero).settile(townsReachable.back()->visitablePos());
  2860. }
  2861. else
  2862. {
  2863. if (hero == ai->primaryHero()) //we can get army from other heroes
  2864. {
  2865. auto otherHeroes = cb->getHeroesInfo();
  2866. auto heroDummy = hero;
  2867. erase_if(otherHeroes, [heroDummy](const CGHeroInstance * h)
  2868. {
  2869. return (h == heroDummy.h || !ai->isAccessibleForHero(heroDummy->pos, h, true) || !ai->canGetArmy(heroDummy.h, h));
  2870. });
  2871. if (otherHeroes.size())
  2872. {
  2873. boost::sort(otherHeroes, compareArmyStrength); //TODO: check if hero has at least one stack more powerful than ours? not likely to fail
  2874. int primaryPath, secondaryPath;
  2875. auto h = otherHeroes.back();
  2876. cb->setSelection(hero.h);
  2877. primaryPath = cb->getPathInfo(h->pos)->turns; //FIXME: investigate crash at this line
  2878. cb->setSelection(h);
  2879. secondaryPath = cb->getPathInfo(hero->pos)->turns;
  2880. if (primaryPath < secondaryPath)
  2881. return CGoal(VISIT_HERO).setisAbstract(true).setobjid(h->id).sethero(hero); //go to the other hero if we are faster
  2882. else
  2883. return CGoal(VISIT_HERO).setisAbstract(true).setobjid(hero->id).sethero(h); //let the other hero come to us
  2884. }
  2885. }
  2886. std::vector<const CGObjectInstance *> objs; //here we'll gather all dwellings
  2887. ai->retreiveVisitableObjs(objs);
  2888. erase_if(objs, [&](const CGObjectInstance *obj)
  2889. {
  2890. return (obj->ID != Obj::CREATURE_GENERATOR1);
  2891. });
  2892. if(objs.empty()) //no possible objects, we did eveyrthing already
  2893. return CGoal(EXPLORE).sethero(hero);
  2894. //TODO: check if we can recruit any creatures there, evaluate army
  2895. else
  2896. {
  2897. boost::sort(objs, isCloser);
  2898. HeroPtr h = NULL;
  2899. BOOST_FOREACH(const CGObjectInstance *obj, objs)
  2900. { //find safe dwelling
  2901. auto pos = obj->visitablePos();
  2902. if (shouldVisit (hero, obj)) //creatures fit in army
  2903. h = hero;
  2904. else
  2905. {
  2906. BOOST_FOREACH(auto ourHero, cb->getHeroesInfo()) //make use of multiple heroes
  2907. {
  2908. if (shouldVisit(ourHero, obj))
  2909. h = ourHero;
  2910. }
  2911. }
  2912. if (h && isSafeToVisit(h, pos) && ai->isAccessibleForHero(pos, h))
  2913. return CGoal(VISIT_TILE).sethero(h).settile(pos);
  2914. }
  2915. }
  2916. }
  2917. return CGoal(EXPLORE).sethero(hero); //find dwelling. use current hero to prevent him from doing nothing.
  2918. }
  2919. break;
  2920. default:
  2921. assert(0);
  2922. }
  2923. return CGoal(EXPLORE);
  2924. }
  2925. TSubgoal CGoal::goVisitOrLookFor(const CGObjectInstance *obj)
  2926. {
  2927. if(obj)
  2928. return CGoal(GET_OBJ).setobjid(obj->id);
  2929. else
  2930. return CGoal(EXPLORE);
  2931. }
  2932. TSubgoal CGoal::lookForArtSmart(int aid)
  2933. {
  2934. return CGoal(INVALID);
  2935. }
  2936. bool CGoal::invalid() const
  2937. {
  2938. return goalType == INVALID;
  2939. }
  2940. bool isBlockedBorderGate(int3 tileToHit)
  2941. {
  2942. return cb->getTile(tileToHit)->topVisitableID() == Obj::BORDER_GATE
  2943. && cb->getPathInfo(tileToHit)->accessible != CGPathNode::ACCESSIBLE;
  2944. }
  2945. SectorMap::SectorMap()
  2946. {
  2947. // int3 sizes = cb->getMapSize();
  2948. // sector.resize(sizes.x);
  2949. // BOOST_FOREACH(auto &i, sector)
  2950. // i.resize(sizes.y);
  2951. //
  2952. // BOOST_FOREACH(auto &i, sector)
  2953. // BOOST_FOREACH(auto &j, i)
  2954. // j.resize(sizes.z, 0);
  2955. update();
  2956. }
  2957. bool markIfBlocked(ui8 &sec, crint3 pos, const TerrainTile *t)
  2958. {
  2959. if(t->blocked && !t->visitable)
  2960. {
  2961. sec = NOT_AVAILABLE;
  2962. return true;
  2963. }
  2964. return false;
  2965. }
  2966. bool markIfBlocked(ui8 &sec, crint3 pos)
  2967. {
  2968. return markIfBlocked(sec, pos, cb->getTile(pos));
  2969. }
  2970. void SectorMap::update()
  2971. {
  2972. clear();
  2973. int curSector = 3; //0 is invisible, 1 is not explored
  2974. foreach_tile_pos([&](crint3 pos)
  2975. {
  2976. if(retreiveTile(pos) == NOT_CHECKED)
  2977. {
  2978. if(!markIfBlocked(retreiveTile(pos), pos))
  2979. exploreNewSector(pos, curSector++);
  2980. }
  2981. });
  2982. valid = true;
  2983. }
  2984. void SectorMap::clear()
  2985. {
  2986. sector = cb->getVisibilityMap();
  2987. valid = false;
  2988. }
  2989. bool canBeEmbarkmentPoint(const TerrainTile *t)
  2990. {
  2991. //tile must be free of with unoccupied boat
  2992. return !t->blocked
  2993. || (t->visitableObjects.size() == 1 && t->topVisitableID() == Obj::BOAT);
  2994. }
  2995. void SectorMap::exploreNewSector(crint3 pos, int num)
  2996. {
  2997. Sector &s = infoOnSectors[num];
  2998. s.id = num;
  2999. s.water = cb->getTile(pos)->isWater();
  3000. std::queue<int3> toVisit;
  3001. toVisit.push(pos);
  3002. while(toVisit.size())
  3003. {
  3004. int3 curPos = toVisit.front();
  3005. toVisit.pop();
  3006. ui8 &sec = retreiveTile(curPos);
  3007. if(sec == NOT_CHECKED)
  3008. {
  3009. const TerrainTile *t = cb->getTile(curPos);
  3010. if(!markIfBlocked(sec, curPos, t))
  3011. {
  3012. if(t->isWater() == s.water) //sector is only-water or only-land
  3013. {
  3014. sec = num;
  3015. s.tiles.push_back(curPos);
  3016. foreach_neighbour(curPos, [&](crint3 neighPos)
  3017. {
  3018. if(retreiveTile(neighPos) == NOT_CHECKED)
  3019. {
  3020. toVisit.push(neighPos);
  3021. //parent[neighPos] = curPos;
  3022. }
  3023. const TerrainTile *nt = cb->getTile(neighPos, false);
  3024. if(nt && nt->isWater() != s.water && canBeEmbarkmentPoint(nt))
  3025. {
  3026. s.embarkmentPoints.push_back(neighPos);
  3027. }
  3028. });
  3029. if(t->visitable && vstd::contains(ai->knownSubterraneanGates, t->visitableObjects.front()))
  3030. toVisit.push(ai->knownSubterraneanGates[t->visitableObjects.front()]->pos);
  3031. }
  3032. }
  3033. }
  3034. }
  3035. removeDuplicates(s.embarkmentPoints);
  3036. }
  3037. void SectorMap::write(crstring fname)
  3038. {
  3039. std::ofstream out(fname);
  3040. for(int k = 0; k < cb->getMapSize().z; k++)
  3041. {
  3042. for(int j = 0; j < cb->getMapSize().y; j++)
  3043. {
  3044. for(int i = 0; i < cb->getMapSize().x; i++)
  3045. {
  3046. out << (int)sector[i][j][k] << '\t';
  3047. }
  3048. out << std::endl;
  3049. }
  3050. out << std::endl;
  3051. }
  3052. }
  3053. bool isWeeklyRevisitable (const CGObjectInstance * obj)
  3054. { //TODO: allow polling of remaining creatures in dwelling
  3055. if (dynamic_cast<const CGVisitableOPW *>(obj) || //ensures future compatibility, unlike IDs
  3056. dynamic_cast<const CGDwelling *>(obj) ||
  3057. dynamic_cast<const CBank *>(obj)) //banks tend to respawn often in mods
  3058. return true;
  3059. switch (obj->ID)
  3060. {
  3061. case Obj::STABLES:
  3062. case Obj::MAGIC_WELL:
  3063. case Obj::HILL_FORT:
  3064. return true;
  3065. break;
  3066. case Obj::BORDER_GATE:
  3067. case Obj::BORDERGUARD:
  3068. return (dynamic_cast <const CGKeys *>(obj))->wasMyColorVisited (ai->playerID); //FIXME: they could be revisited sooner than in a week
  3069. break;
  3070. }
  3071. return false;
  3072. }
  3073. bool shouldVisit(HeroPtr h, const CGObjectInstance * obj)
  3074. {
  3075. switch (obj->ID)
  3076. {
  3077. case Obj::BORDERGUARD:
  3078. case Obj::BORDER_GATE:
  3079. case Obj::SEER_HUT:
  3080. case Obj::QUEST_GUARD:
  3081. {
  3082. //return false; //fixme: avoid crash
  3083. BOOST_FOREACH (auto q, ai->myCb->getMyQuests())
  3084. {
  3085. if (q.obj == obj)
  3086. {
  3087. if (q.quest.checkQuest(*h))
  3088. return true; //we completed the quest
  3089. else
  3090. return false; //we can't complete this quest
  3091. }
  3092. }
  3093. return true; //we don't have this quest yet
  3094. break;
  3095. }
  3096. case Obj::CREATURE_GENERATOR1:
  3097. {
  3098. if (obj->tempOwner != h->tempOwner)
  3099. return true; //flag just in case
  3100. bool canRecruitCreatures = false;
  3101. const CGDwelling * d = dynamic_cast<const CGDwelling *>(obj);
  3102. BOOST_FOREACH(auto level, d->creatures)
  3103. {
  3104. BOOST_FOREACH(auto c, level.second)
  3105. {
  3106. if (h->getSlotFor(c) != -1)
  3107. canRecruitCreatures = true;
  3108. }
  3109. }
  3110. return canRecruitCreatures;
  3111. break;
  3112. }
  3113. case Obj::HILL_FORT:
  3114. {
  3115. BOOST_FOREACH (auto slot, h->Slots())
  3116. {
  3117. if (slot.second->type->upgrades.size())
  3118. return true; //TODO: check price?
  3119. }
  3120. return false;
  3121. break;
  3122. }
  3123. case Obj::MONOLITH1:
  3124. case Obj::MONOLITH2:
  3125. case Obj::MONOLITH3:
  3126. case Obj::WHIRLPOOL:
  3127. //TODO: mechanism for handling monoliths
  3128. return false;
  3129. break;
  3130. case Obj::SCHOOL_OF_MAGIC:
  3131. case Obj::SCHOOL_OF_WAR:
  3132. {
  3133. TResources myRes = ai->myCb->getResourceAmount();
  3134. if (myRes[Res::GOLD] - GOLD_RESERVE < 1000)
  3135. return false;
  3136. }
  3137. break;
  3138. case Obj::LIBRARY_OF_ENLIGHTENMENT:
  3139. if (h->level < 12)
  3140. return false;
  3141. break;
  3142. case Obj::TREE_OF_KNOWLEDGE:
  3143. {
  3144. TResources myRes = ai->myCb->getResourceAmount();
  3145. if (myRes[Res::GOLD] - GOLD_RESERVE < 2000 || myRes[Res::GEMS] < 10)
  3146. return false;
  3147. }
  3148. break;
  3149. case Obj::MAGIC_WELL:
  3150. return h->mana < h->manaLimit();
  3151. break;
  3152. case Obj::BOAT:
  3153. return false;
  3154. //Boats are handled by pathfinder
  3155. }
  3156. if (obj->wasVisited(*h)) //it must pointer to hero instance, heroPtr calls function wasVisited(ui8 player);
  3157. return false;
  3158. return true;
  3159. }
  3160. int3 SectorMap::firstTileToGet(HeroPtr h, crint3 dst)
  3161. {
  3162. int sourceSector = retreiveTile(h->visitablePos()),
  3163. destinationSector = retreiveTile(dst);
  3164. if(sourceSector != destinationSector)
  3165. {
  3166. const Sector *src = &infoOnSectors[sourceSector],
  3167. *dst = &infoOnSectors[destinationSector];
  3168. std::map<const Sector*, const Sector*> preds;
  3169. std::queue<const Sector *> sq;
  3170. sq.push(src);
  3171. while(!sq.empty())
  3172. {
  3173. const Sector *s = sq.front();
  3174. sq.pop();
  3175. BOOST_FOREACH(int3 ep, s->embarkmentPoints)
  3176. {
  3177. Sector *neigh = &infoOnSectors[retreiveTile(ep)];
  3178. //preds[s].push_back(neigh);
  3179. if(!preds[neigh])
  3180. {
  3181. preds[neigh] = s;
  3182. sq.push(neigh);
  3183. }
  3184. }
  3185. //TODO consider other types of connections between sectors?
  3186. }
  3187. if(!preds[dst])
  3188. {
  3189. write("test.txt");
  3190. ai->completeGoal (CGoal(EXPLORE).sethero(h)); //if we can't find the way, seemingly all tiles were explored
  3191. //TODO: more organized way?
  3192. throw cannotFulfillGoalException(str(format("Cannot find connection between sectors %d and %d") % src->id % dst->id));
  3193. }
  3194. std::vector<const Sector*> toTraverse;
  3195. toTraverse.push_back(dst);
  3196. while(toTraverse.back() != src)
  3197. {
  3198. toTraverse.push_back(preds[toTraverse.back()]);
  3199. }
  3200. if(preds[dst])
  3201. {
  3202. const Sector *sectorToReach = toTraverse.at(toTraverse.size() - 2);
  3203. if(!src->water && sectorToReach->water) //embark
  3204. {
  3205. //embark on ship -> look for an EP with a boat
  3206. auto firstEP = boost::find_if(src->embarkmentPoints, [=](crint3 pos) -> bool
  3207. {
  3208. const TerrainTile *t = cb->getTile(pos);
  3209. return t && t->visitableObjects.size() == 1 && t->topVisitableID() == Obj::BOAT
  3210. && retreiveTile(pos) == sectorToReach->id;
  3211. });
  3212. if(firstEP != src->embarkmentPoints.end())
  3213. {
  3214. return *firstEP;
  3215. }
  3216. else
  3217. {
  3218. //we need to find a shipyard with an access to the desired sector's EP
  3219. //TODO what about Summon Boat spell?
  3220. std::vector<const IShipyard *> shipyards;
  3221. BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
  3222. {
  3223. if(t->hasBuilt(EBuilding::SHIPYARD))
  3224. shipyards.push_back(t);
  3225. }
  3226. std::vector<const CGObjectInstance*> visObjs;
  3227. ai->retreiveVisitableObjs(visObjs, true);
  3228. BOOST_FOREACH(const CGObjectInstance *obj, visObjs)
  3229. {
  3230. if(obj->ID != Obj::TOWN) //towns were handled in the previous loop
  3231. if(const IShipyard *shipyard = IShipyard::castFrom(obj))
  3232. shipyards.push_back(shipyard);
  3233. }
  3234. shipyards.erase(boost::remove_if(shipyards, [=](const IShipyard *shipyard) -> bool
  3235. {
  3236. return shipyard->state() != 0 || retreiveTile(shipyard->bestLocation()) != sectorToReach->id;
  3237. }),shipyards.end());
  3238. if(!shipyards.size())
  3239. {
  3240. //TODO consider possibility of building shipyard in a town
  3241. throw cannotFulfillGoalException("There is no known shipyard!");
  3242. }
  3243. //we have only shipyards that possibly can build ships onto the appropriate EP
  3244. auto ownedGoodShipyard = boost::find_if(shipyards, [](const IShipyard *s) -> bool
  3245. {
  3246. return s->o->tempOwner == ai->playerID;
  3247. });
  3248. if(ownedGoodShipyard != shipyards.end())
  3249. {
  3250. const IShipyard *s = *ownedGoodShipyard;
  3251. TResources shipCost;
  3252. s->getBoatCost(shipCost);
  3253. if(cb->getResourceAmount().canAfford(shipCost))
  3254. {
  3255. int3 ret = s->bestLocation();
  3256. cb->buildBoat(s);
  3257. return ret;
  3258. }
  3259. else
  3260. {
  3261. //TODO gather res
  3262. throw cannotFulfillGoalException("Not enough resources to build a boat");
  3263. }
  3264. }
  3265. else
  3266. {
  3267. //TODO pick best shipyard to take over
  3268. return shipyards.front()->o->pos;
  3269. }
  3270. }
  3271. }
  3272. else if(src->water && !sectorToReach->water)
  3273. {
  3274. //TODO
  3275. //disembark
  3276. }
  3277. else
  3278. {
  3279. //TODO
  3280. //transition between two land/water sectors. Monolith? Whirlpool? ...
  3281. throw cannotFulfillGoalException("Land-land and water-water inter-sector transitions are not implemented!");
  3282. }
  3283. }
  3284. else
  3285. {
  3286. throw cannotFulfillGoalException("Inter-sector route detection failed: not connected sectors?");
  3287. }
  3288. }
  3289. else
  3290. {
  3291. makeParentBFS(h->visitablePos());
  3292. int3 curtile = dst;
  3293. while(curtile != h->visitablePos())
  3294. {
  3295. if(cb->getPathInfo(curtile)->reachable())
  3296. {
  3297. return curtile;
  3298. }
  3299. else
  3300. {
  3301. auto i = parent.find(curtile);
  3302. if(i != parent.end())
  3303. {
  3304. assert(curtile != i->second);
  3305. curtile = i->second;
  3306. }
  3307. else
  3308. throw cannotFulfillGoalException("Unreachable tile in sector? Should not happen!");
  3309. }
  3310. }
  3311. }
  3312. throw cannotFulfillGoalException("Impossible happened.");
  3313. }
  3314. void SectorMap::makeParentBFS(crint3 source)
  3315. {
  3316. parent.clear();
  3317. int mySector = retreiveTile(source);
  3318. std::queue<int3> toVisit;
  3319. toVisit.push(source);
  3320. while(toVisit.size())
  3321. {
  3322. int3 curPos = toVisit.front();
  3323. toVisit.pop();
  3324. ui8 &sec = retreiveTile(curPos);
  3325. assert(sec == mySector); //consider only tiles from the same sector
  3326. //const TerrainTile *t = cb->getTile(curPos);
  3327. foreach_neighbour(curPos, [&](crint3 neighPos)
  3328. {
  3329. if(retreiveTile(neighPos) == mySector && !vstd::contains(parent, neighPos))
  3330. {
  3331. toVisit.push(neighPos);
  3332. parent[neighPos] = curPos;
  3333. }
  3334. });
  3335. }
  3336. }
  3337. unsigned char & SectorMap::retreiveTile(crint3 pos)
  3338. {
  3339. return retreiveTileN(sector, pos);
  3340. }
  3341. const CGObjectInstance * ObjectIdRef::operator->() const
  3342. {
  3343. return cb->getObj(id, false);
  3344. }
  3345. ObjectIdRef::operator const CGObjectInstance*() const
  3346. {
  3347. return cb->getObj(id, false);
  3348. }
  3349. ObjectIdRef::ObjectIdRef(int _id) : id(_id)
  3350. {
  3351. }
  3352. ObjectIdRef::ObjectIdRef(const CGObjectInstance *obj) : id(obj->id)
  3353. {
  3354. }
  3355. bool ObjectIdRef::operator<(const ObjectIdRef &rhs) const
  3356. {
  3357. return id < rhs.id;
  3358. }
  3359. HeroPtr::HeroPtr(const CGHeroInstance *H)
  3360. {
  3361. if(!H)
  3362. {
  3363. //init from nullptr should equal to default init
  3364. *this = HeroPtr();
  3365. return;
  3366. }
  3367. h = H;
  3368. name = h->name;
  3369. hid = H->id;
  3370. // infosCount[ai->playerID][hid]++;
  3371. }
  3372. HeroPtr::HeroPtr()
  3373. {
  3374. h = nullptr;
  3375. hid = -1;
  3376. }
  3377. HeroPtr::~HeroPtr()
  3378. {
  3379. // if(hid >= 0)
  3380. // infosCount[ai->playerID][hid]--;
  3381. }
  3382. bool HeroPtr::operator<(const HeroPtr &rhs) const
  3383. {
  3384. return hid < rhs.hid;
  3385. }
  3386. const CGHeroInstance * HeroPtr::get(bool doWeExpectNull /*= false*/) const
  3387. {
  3388. //TODO? check if these all assertions every time we get info about hero affect efficiency
  3389. //
  3390. //behave terribly when attempting unauthorized access to hero that is not ours (or was lost)
  3391. assert(doWeExpectNull || h);
  3392. if(h)
  3393. {
  3394. auto obj = cb->getObj(hid);
  3395. const bool owned = obj && obj->tempOwner == ai->playerID;
  3396. if(doWeExpectNull && !owned)
  3397. {
  3398. return nullptr;
  3399. }
  3400. else
  3401. {
  3402. assert(obj);
  3403. assert(owned);
  3404. }
  3405. }
  3406. return h;
  3407. }
  3408. const CGHeroInstance * HeroPtr::operator->() const
  3409. {
  3410. return get();
  3411. }
  3412. bool HeroPtr::validAndSet() const
  3413. {
  3414. return get(true);
  3415. }
  3416. const CGHeroInstance * HeroPtr::operator*() const
  3417. {
  3418. return get();
  3419. }