VCAI.cpp 88 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394959697989910010110210310410510610710810911011111211311411511611711811912012112212312412512612712812913013113213313413513613713813914014114214314414514614714814915015115215315415515615715815916016116216316416516616716816917017117217317417517617717817918018118218318418518618718818919019119219319419519619719819920020120220320420520620720820921021121221321421521621721821922022122222322422522622722822923023123223323423523623723823924024124224324424524624724824925025125225325425525625725825926026126226326426526626726826927027127227327427527627727827928028128228328428528628728828929029129229329429529629729829930030130230330430530630730830931031131231331431531631731831932032132232332432532632732832933033133233333433533633733833934034134234334434534634734834935035135235335435535635735835936036136236336436536636736836937037137237337437537637737837938038138238338438538638738838939039139239339439539639739839940040140240340440540640740840941041141241341441541641741841942042142242342442542642742842943043143243343443543643743843944044144244344444544644744844945045145245345445545645745845946046146246346446546646746846947047147247347447547647747847948048148248348448548648748848949049149249349449549649749849950050150250350450550650750850951051151251351451551651751851952052152252352452552652752852953053153253353453553653753853954054154254354454554654754854955055155255355455555655755855956056156256356456556656756856957057157257357457557657757857958058158258358458558658758858959059159259359459559659759859960060160260360460560660760860961061161261361461561661761861962062162262362462562662762862963063163263363463563663763863964064164264364464564664764864965065165265365465565665765865966066166266366466566666766866967067167267367467567667767867968068168268368468568668768868969069169269369469569669769869970070170270370470570670770870971071171271371471571671771871972072172272372472572672772872973073173273373473573673773873974074174274374474574674774874975075175275375475575675775875976076176276376476576676776876977077177277377477577677777877978078178278378478578678778878979079179279379479579679779879980080180280380480580680780880981081181281381481581681781881982082182282382482582682782882983083183283383483583683783883984084184284384484584684784884985085185285385485585685785885986086186286386486586686786886987087187287387487587687787887988088188288388488588688788888989089189289389489589689789889990090190290390490590690790890991091191291391491591691791891992092192292392492592692792892993093193293393493593693793893994094194294394494594694794894995095195295395495595695795895996096196296396496596696796896997097197297397497597697797897998098198298398498598698798898999099199299399499599699799899910001001100210031004100510061007100810091010101110121013101410151016101710181019102010211022102310241025102610271028102910301031103210331034103510361037103810391040104110421043104410451046104710481049105010511052105310541055105610571058105910601061106210631064106510661067106810691070107110721073107410751076107710781079108010811082108310841085108610871088108910901091109210931094109510961097109810991100110111021103110411051106110711081109111011111112111311141115111611171118111911201121112211231124112511261127112811291130113111321133113411351136113711381139114011411142114311441145114611471148114911501151115211531154115511561157115811591160116111621163116411651166116711681169117011711172117311741175117611771178117911801181118211831184118511861187118811891190119111921193119411951196119711981199120012011202120312041205120612071208120912101211121212131214121512161217121812191220122112221223122412251226122712281229123012311232123312341235123612371238123912401241124212431244124512461247124812491250125112521253125412551256125712581259126012611262126312641265126612671268126912701271127212731274127512761277127812791280128112821283128412851286128712881289129012911292129312941295129612971298129913001301130213031304130513061307130813091310131113121313131413151316131713181319132013211322132313241325132613271328132913301331133213331334133513361337133813391340134113421343134413451346134713481349135013511352135313541355135613571358135913601361136213631364136513661367136813691370137113721373137413751376137713781379138013811382138313841385138613871388138913901391139213931394139513961397139813991400140114021403140414051406140714081409141014111412141314141415141614171418141914201421142214231424142514261427142814291430143114321433143414351436143714381439144014411442144314441445144614471448144914501451145214531454145514561457145814591460146114621463146414651466146714681469147014711472147314741475147614771478147914801481148214831484148514861487148814891490149114921493149414951496149714981499150015011502150315041505150615071508150915101511151215131514151515161517151815191520152115221523152415251526152715281529153015311532153315341535153615371538153915401541154215431544154515461547154815491550155115521553155415551556155715581559156015611562156315641565156615671568156915701571157215731574157515761577157815791580158115821583158415851586158715881589159015911592159315941595159615971598159916001601160216031604160516061607160816091610161116121613161416151616161716181619162016211622162316241625162616271628162916301631163216331634163516361637163816391640164116421643164416451646164716481649165016511652165316541655165616571658165916601661166216631664166516661667166816691670167116721673167416751676167716781679168016811682168316841685168616871688168916901691169216931694169516961697169816991700170117021703170417051706170717081709171017111712171317141715171617171718171917201721172217231724172517261727172817291730173117321733173417351736173717381739174017411742174317441745174617471748174917501751175217531754175517561757175817591760176117621763176417651766176717681769177017711772177317741775177617771778177917801781178217831784178517861787178817891790179117921793179417951796179717981799180018011802180318041805180618071808180918101811181218131814181518161817181818191820182118221823182418251826182718281829183018311832183318341835183618371838183918401841184218431844184518461847184818491850185118521853185418551856185718581859186018611862186318641865186618671868186918701871187218731874187518761877187818791880188118821883188418851886188718881889189018911892189318941895189618971898189919001901190219031904190519061907190819091910191119121913191419151916191719181919192019211922192319241925192619271928192919301931193219331934193519361937193819391940194119421943194419451946194719481949195019511952195319541955195619571958195919601961196219631964196519661967196819691970197119721973197419751976197719781979198019811982198319841985198619871988198919901991199219931994199519961997199819992000200120022003200420052006200720082009201020112012201320142015201620172018201920202021202220232024202520262027202820292030203120322033203420352036203720382039204020412042204320442045204620472048204920502051205220532054205520562057205820592060206120622063206420652066206720682069207020712072207320742075207620772078207920802081208220832084208520862087208820892090209120922093209420952096209720982099210021012102210321042105210621072108210921102111211221132114211521162117211821192120212121222123212421252126212721282129213021312132213321342135213621372138213921402141214221432144214521462147214821492150215121522153215421552156215721582159216021612162216321642165216621672168216921702171217221732174217521762177217821792180218121822183218421852186218721882189219021912192219321942195219621972198219922002201220222032204220522062207220822092210221122122213221422152216221722182219222022212222222322242225222622272228222922302231223222332234223522362237223822392240224122422243224422452246224722482249225022512252225322542255225622572258225922602261226222632264226522662267226822692270227122722273227422752276227722782279228022812282228322842285228622872288228922902291229222932294229522962297229822992300230123022303230423052306230723082309231023112312231323142315231623172318231923202321232223232324232523262327232823292330233123322333233423352336233723382339234023412342234323442345234623472348234923502351235223532354235523562357235823592360236123622363236423652366236723682369237023712372237323742375237623772378237923802381238223832384238523862387238823892390239123922393239423952396239723982399240024012402240324042405240624072408240924102411241224132414241524162417241824192420242124222423242424252426242724282429243024312432243324342435243624372438243924402441244224432444244524462447244824492450245124522453245424552456245724582459246024612462246324642465246624672468246924702471247224732474247524762477247824792480248124822483248424852486248724882489249024912492249324942495249624972498249925002501250225032504250525062507250825092510251125122513251425152516251725182519252025212522252325242525252625272528252925302531253225332534253525362537253825392540254125422543254425452546254725482549255025512552255325542555255625572558255925602561256225632564256525662567256825692570257125722573257425752576257725782579258025812582258325842585258625872588258925902591259225932594259525962597259825992600260126022603260426052606260726082609261026112612261326142615261626172618261926202621262226232624262526262627262826292630263126322633263426352636263726382639264026412642264326442645264626472648264926502651265226532654265526562657265826592660266126622663266426652666266726682669267026712672267326742675267626772678267926802681268226832684268526862687268826892690269126922693269426952696269726982699270027012702270327042705270627072708270927102711271227132714271527162717271827192720272127222723272427252726272727282729273027312732273327342735273627372738273927402741274227432744274527462747274827492750275127522753275427552756275727582759276027612762276327642765276627672768276927702771277227732774277527762777277827792780278127822783278427852786278727882789279027912792279327942795279627972798279928002801280228032804280528062807280828092810281128122813281428152816281728182819282028212822282328242825282628272828282928302831283228332834283528362837283828392840284128422843284428452846284728482849285028512852285328542855285628572858285928602861286228632864286528662867286828692870287128722873287428752876287728782879288028812882288328842885288628872888288928902891289228932894289528962897289828992900290129022903290429052906290729082909291029112912291329142915291629172918291929202921292229232924292529262927292829292930293129322933293429352936293729382939294029412942294329442945294629472948294929502951295229532954295529562957295829592960296129622963296429652966296729682969297029712972297329742975297629772978297929802981298229832984298529862987298829892990299129922993299429952996299729982999300030013002300330043005300630073008300930103011301230133014301530163017301830193020302130223023302430253026302730283029303030313032303330343035303630373038303930403041304230433044304530463047304830493050305130523053305430553056305730583059306030613062306330643065306630673068306930703071307230733074307530763077307830793080308130823083308430853086308730883089309030913092309330943095309630973098309931003101310231033104310531063107310831093110311131123113311431153116311731183119312031213122312331243125312631273128312931303131313231333134313531363137313831393140314131423143314431453146314731483149
  1. #include "StdInc.h"
  2. #include "VCAI.h"
  3. #include "Goals.h"
  4. #include "Fuzzy.h"
  5. #include "../../lib/UnlockGuard.h"
  6. #include "../../lib/mapObjects/MapObjects.h"
  7. #include "../../lib/CConfigHandler.h"
  8. #include "../../lib/CHeroHandler.h"
  9. #include "../../lib/CModHandler.h"
  10. /*
  11. * CCreatureHandler.h, part of VCMI engine
  12. *
  13. * Authors: listed in file AUTHORS in main folder
  14. *
  15. * License: GNU General Public License v2.0 or later
  16. * Full text of license available in license.txt file, in main folder
  17. *
  18. */
  19. extern FuzzyHelper *fh;
  20. class CGVisitableOPW;
  21. const double SAFE_ATTACK_CONSTANT = 1.5;
  22. 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)
  23. using namespace vstd;
  24. //one thread may be turn of AI and another will be handling a side effect for AI2
  25. boost::thread_specific_ptr<CCallback> cb;
  26. boost::thread_specific_ptr<VCAI> ai;
  27. //std::map<int, std::map<int, int> > HeroView::infosCount;
  28. //helper RAII to manage global ai/cb ptrs
  29. struct SetGlobalState
  30. {
  31. SetGlobalState(VCAI * AI)
  32. {
  33. assert(!ai.get());
  34. assert(!cb.get());
  35. ai.reset(AI);
  36. cb.reset(AI->myCb.get());
  37. }
  38. ~SetGlobalState()
  39. {
  40. ai.release();
  41. cb.release();
  42. }
  43. };
  44. #define SET_GLOBAL_STATE(ai) SetGlobalState _hlpSetState(ai);
  45. #define NET_EVENT_HANDLER SET_GLOBAL_STATE(this)
  46. #define MAKING_TURN SET_GLOBAL_STATE(this)
  47. unsigned char &retreiveTileN(std::vector< std::vector< std::vector<unsigned char> > > &vectors, const int3 &pos)
  48. {
  49. return vectors[pos.x][pos.y][pos.z];
  50. }
  51. const unsigned char &retreiveTileN(const std::vector< std::vector< std::vector<unsigned char> > > &vectors, const int3 &pos)
  52. {
  53. return vectors[pos.x][pos.y][pos.z];
  54. }
  55. void foreach_tile(std::vector< std::vector< std::vector<unsigned char> > > &vectors, std::function<void(unsigned char &in)> foo)
  56. {
  57. for(auto & vector : vectors)
  58. for(auto j = vector.begin(); j != vector.end(); j++)
  59. for(auto & elem : *j)
  60. foo(elem);
  61. }
  62. struct ObjInfo
  63. {
  64. int3 pos;
  65. std::string name;
  66. ObjInfo(){}
  67. ObjInfo(const CGObjectInstance *obj):
  68. pos(obj->pos),
  69. name(obj->getObjectName())
  70. {
  71. }
  72. };
  73. std::map<const CGObjectInstance *, ObjInfo> helperObjInfo;
  74. VCAI::VCAI(void)
  75. {
  76. LOG_TRACE(logAi);
  77. makingTurn = nullptr;
  78. }
  79. VCAI::~VCAI(void)
  80. {
  81. LOG_TRACE(logAi);
  82. }
  83. void VCAI::availableCreaturesChanged(const CGDwelling *town)
  84. {
  85. LOG_TRACE(logAi);
  86. NET_EVENT_HANDLER;
  87. }
  88. void VCAI::heroMoved(const TryMoveHero & details)
  89. {
  90. LOG_TRACE(logAi);
  91. NET_EVENT_HANDLER;
  92. validateObject(details.id); //enemy hero may have left visible area
  93. if(details.result == TryMoveHero::TELEPORTATION)
  94. {
  95. const int3 from = CGHeroInstance::convertPosition(details.start, false),
  96. to = CGHeroInstance::convertPosition(details.end, false);
  97. const CGObjectInstance *o1 = frontOrNull(cb->getVisitableObjs(from)),
  98. *o2 = frontOrNull(cb->getVisitableObjs(to));
  99. if(o1 && o2 && o1->ID == Obj::SUBTERRANEAN_GATE && o2->ID == Obj::SUBTERRANEAN_GATE)
  100. {
  101. knownSubterraneanGates[o1] = o2;
  102. knownSubterraneanGates[o2] = o1;
  103. logAi->debugStream() << boost::format("Found a pair of subterranean gates between %s and %s!") % from % to;
  104. }
  105. }
  106. }
  107. void VCAI::stackChagedCount(const StackLocation &location, const TQuantity &change, bool isAbsolute)
  108. {
  109. LOG_TRACE_PARAMS(logAi, "isAbsolute '%i'", isAbsolute);
  110. NET_EVENT_HANDLER;
  111. }
  112. void VCAI::heroInGarrisonChange(const CGTownInstance *town)
  113. {
  114. LOG_TRACE(logAi);
  115. NET_EVENT_HANDLER;
  116. }
  117. void VCAI::centerView(int3 pos, int focusTime)
  118. {
  119. LOG_TRACE_PARAMS(logAi, "focusTime '%i'", focusTime);
  120. NET_EVENT_HANDLER;
  121. }
  122. void VCAI::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  123. {
  124. LOG_TRACE(logAi);
  125. NET_EVENT_HANDLER;
  126. }
  127. void VCAI::artifactAssembled(const ArtifactLocation &al)
  128. {
  129. LOG_TRACE(logAi);
  130. NET_EVENT_HANDLER;
  131. }
  132. void VCAI::showTavernWindow(const CGObjectInstance *townOrTavern)
  133. {
  134. LOG_TRACE(logAi);
  135. NET_EVENT_HANDLER;
  136. }
  137. void VCAI::showThievesGuildWindow (const CGObjectInstance * obj)
  138. {
  139. LOG_TRACE(logAi);
  140. NET_EVENT_HANDLER;
  141. }
  142. void VCAI::playerBlocked(int reason, bool start)
  143. {
  144. LOG_TRACE_PARAMS(logAi, "reason '%i', start '%i'", reason % start);
  145. NET_EVENT_HANDLER;
  146. if (start && reason == PlayerBlocked::UPCOMING_BATTLE)
  147. status.setBattle(UPCOMING_BATTLE);
  148. if(reason == PlayerBlocked::ONGOING_MOVEMENT)
  149. status.setMove(start);
  150. }
  151. void VCAI::showPuzzleMap()
  152. {
  153. LOG_TRACE(logAi);
  154. NET_EVENT_HANDLER;
  155. }
  156. void VCAI::showShipyardDialog(const IShipyard *obj)
  157. {
  158. LOG_TRACE(logAi);
  159. NET_EVENT_HANDLER;
  160. }
  161. void VCAI::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult)
  162. {
  163. LOG_TRACE_PARAMS(logAi, "victoryLossCheckResult '%s'", victoryLossCheckResult.messageToSelf);
  164. NET_EVENT_HANDLER;
  165. logAi->debugStream() << boost::format("Player %d: I heard that player %d %s.") % playerID % player.getNum() % (victoryLossCheckResult.victory() ? "won" : "lost");
  166. if(player == playerID)
  167. {
  168. if(victoryLossCheckResult.victory())
  169. {
  170. logAi->debugStream() << "VCAI: I won! Incredible!";
  171. logAi->debugStream() << "Turn nr " << myCb->getDate();
  172. }
  173. else
  174. {
  175. logAi->debugStream() << "VCAI: Player " << player << " lost. It's me. What a disappointment! :(";
  176. }
  177. finish();
  178. }
  179. }
  180. void VCAI::artifactPut(const ArtifactLocation &al)
  181. {
  182. LOG_TRACE(logAi);
  183. NET_EVENT_HANDLER;
  184. }
  185. void VCAI::artifactRemoved(const ArtifactLocation &al)
  186. {
  187. LOG_TRACE(logAi);
  188. NET_EVENT_HANDLER;
  189. }
  190. void VCAI::stacksErased(const StackLocation &location)
  191. {
  192. LOG_TRACE(logAi);
  193. NET_EVENT_HANDLER;
  194. }
  195. void VCAI::artifactDisassembled(const ArtifactLocation &al)
  196. {
  197. LOG_TRACE(logAi);
  198. NET_EVENT_HANDLER;
  199. }
  200. void VCAI::heroVisit(const CGHeroInstance *visitor, const CGObjectInstance *visitedObj, bool start)
  201. {
  202. LOG_TRACE_PARAMS(logAi, "start '%i'; obj '%s'", start % (visitedObj ? visitedObj->getObjectName() : std::string("n/a")));
  203. NET_EVENT_HANDLER;
  204. if(start)
  205. {
  206. markObjectVisited (visitedObj);
  207. unreserveObject(visitor, visitedObj);
  208. completeGoal (sptr(Goals::GetObj(visitedObj->id.getNum()).sethero(visitor))); //we don't need to visit it anymore
  209. //TODO: what if we visited one-time visitable object that was reserved by another hero (shouldn't, but..)
  210. }
  211. status.heroVisit(visitedObj, start);
  212. }
  213. void VCAI::availableArtifactsChanged(const CGBlackMarket *bm /*= nullptr*/)
  214. {
  215. LOG_TRACE(logAi);
  216. NET_EVENT_HANDLER;
  217. }
  218. void VCAI::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  219. {
  220. LOG_TRACE(logAi);
  221. NET_EVENT_HANDLER;
  222. //buildArmyIn(town);
  223. //moveCreaturesToHero(town);
  224. }
  225. void VCAI::tileHidden(const std::unordered_set<int3, ShashInt3> &pos)
  226. {
  227. LOG_TRACE(logAi);
  228. NET_EVENT_HANDLER;
  229. validateVisitableObjs();
  230. }
  231. void VCAI::tileRevealed(const std::unordered_set<int3, ShashInt3> &pos)
  232. {
  233. LOG_TRACE(logAi);
  234. NET_EVENT_HANDLER;
  235. for(int3 tile : pos)
  236. for(const CGObjectInstance *obj : myCb->getVisitableObjs(tile))
  237. addVisitableObj(obj);
  238. clearHeroesUnableToExplore();
  239. }
  240. void VCAI::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  241. {
  242. LOG_TRACE(logAi);
  243. NET_EVENT_HANDLER;
  244. auto firstHero = cb->getHero(hero1);
  245. auto secondHero = cb->getHero(hero2);
  246. status.addQuery(query, boost::str(boost::format("Exchange between heroes %s and %s") % firstHero->name % secondHero->name));
  247. requestActionASAP([=]()
  248. {
  249. float goalpriority1 = 0, goalpriority2 = 0;
  250. auto firstGoal = getGoal(firstHero);
  251. if (firstGoal->goalType == Goals::GATHER_ARMY)
  252. goalpriority1 = firstGoal->priority;
  253. auto secondGoal = getGoal(secondHero);
  254. if (secondGoal->goalType == Goals::GATHER_ARMY)
  255. goalpriority2 = secondGoal->priority;
  256. if (goalpriority1 > goalpriority2)
  257. pickBestCreatures (firstHero, secondHero);
  258. else if (goalpriority1 < goalpriority2)
  259. pickBestCreatures (secondHero, firstHero);
  260. else //regular criteria
  261. {
  262. if (firstHero->getFightingStrength() > secondHero->getFightingStrength() && canGetArmy (firstHero, secondHero))
  263. pickBestCreatures (firstHero, secondHero);
  264. else if (canGetArmy (secondHero, firstHero))
  265. pickBestCreatures (secondHero, firstHero);
  266. completeGoal(sptr(Goals::VisitHero(firstHero->id.getNum()))); //TODO: what if we were visited by other hero in the meantime?
  267. completeGoal(sptr(Goals::VisitHero(secondHero->id.getNum())));
  268. //TODO: exchange artifacts
  269. }
  270. answerQuery(query, 0);
  271. });
  272. }
  273. void VCAI::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
  274. {
  275. LOG_TRACE_PARAMS(logAi, "which '%i', val '%i'", which % val);
  276. NET_EVENT_HANDLER;
  277. }
  278. void VCAI::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
  279. {
  280. LOG_TRACE_PARAMS(logAi, "level '%i'", level);
  281. NET_EVENT_HANDLER;
  282. }
  283. void VCAI::heroMovePointsChanged(const CGHeroInstance * hero)
  284. {
  285. LOG_TRACE(logAi);
  286. NET_EVENT_HANDLER;
  287. }
  288. void VCAI::stackChangedType(const StackLocation &location, const CCreature &newType)
  289. {
  290. LOG_TRACE(logAi);
  291. NET_EVENT_HANDLER;
  292. }
  293. void VCAI::stacksRebalanced(const StackLocation &src, const StackLocation &dst, TQuantity count)
  294. {
  295. LOG_TRACE(logAi);
  296. NET_EVENT_HANDLER;
  297. }
  298. void VCAI::newObject(const CGObjectInstance * obj)
  299. {
  300. LOG_TRACE(logAi);
  301. NET_EVENT_HANDLER;
  302. if(obj->isVisitable())
  303. addVisitableObj(obj);
  304. clearHeroesUnableToExplore();
  305. }
  306. void VCAI::objectRemoved(const CGObjectInstance *obj)
  307. {
  308. LOG_TRACE(logAi);
  309. NET_EVENT_HANDLER;
  310. erase_if_present(visitableObjs, obj);
  311. erase_if_present(alreadyVisited, obj);
  312. for (auto h : cb->getHeroesInfo())
  313. unreserveObject(h, obj);
  314. //TODO
  315. //there are other places where CGObjectinstance ptrs are stored...
  316. //
  317. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  318. {
  319. lostHero(cb->getHero(obj->id)); //we can promote, since objectRemoved is called just before actual deletion
  320. }
  321. }
  322. void VCAI::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  323. {
  324. LOG_TRACE(logAi);
  325. NET_EVENT_HANDLER;
  326. requestActionASAP([=]()
  327. {
  328. makePossibleUpgrades(visitor);
  329. });
  330. }
  331. void VCAI::playerBonusChanged(const Bonus &bonus, bool gain)
  332. {
  333. LOG_TRACE_PARAMS(logAi, "gain '%i'", gain);
  334. NET_EVENT_HANDLER;
  335. }
  336. void VCAI::newStackInserted(const StackLocation &location, const CStackInstance &stack)
  337. {
  338. LOG_TRACE(logAi);
  339. NET_EVENT_HANDLER;
  340. }
  341. void VCAI::heroCreated(const CGHeroInstance* h)
  342. {
  343. LOG_TRACE(logAi);
  344. if (h->visitedTown)
  345. townVisitsThisWeek[HeroPtr(h)].insert(h->visitedTown);
  346. NET_EVENT_HANDLER;
  347. }
  348. void VCAI::advmapSpellCast(const CGHeroInstance * caster, int spellID)
  349. {
  350. LOG_TRACE_PARAMS(logAi, "spellID '%i", spellID);
  351. NET_EVENT_HANDLER;
  352. }
  353. void VCAI::showInfoDialog(const std::string &text, const std::vector<Component*> &components, int soundID)
  354. {
  355. LOG_TRACE_PARAMS(logAi, "soundID '%i'", soundID);
  356. NET_EVENT_HANDLER;
  357. }
  358. void VCAI::requestRealized(PackageApplied *pa)
  359. {
  360. LOG_TRACE(logAi);
  361. NET_EVENT_HANDLER;
  362. if(status.haveTurn())
  363. {
  364. if(pa->packType == typeList.getTypeID<EndTurn>())
  365. if(pa->result)
  366. status.madeTurn();
  367. }
  368. if(pa->packType == typeList.getTypeID<QueryReply>())
  369. {
  370. status.receivedAnswerConfirmation(pa->requestID, pa->result);
  371. }
  372. }
  373. void VCAI::receivedResource(int type, int val)
  374. {
  375. LOG_TRACE_PARAMS(logAi, "type '%i', val '%i'", type % val);
  376. NET_EVENT_HANDLER;
  377. }
  378. void VCAI::stacksSwapped(const StackLocation &loc1, const StackLocation &loc2)
  379. {
  380. LOG_TRACE(logAi);
  381. NET_EVENT_HANDLER;
  382. }
  383. void VCAI::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
  384. {
  385. LOG_TRACE(logAi);
  386. NET_EVENT_HANDLER;
  387. }
  388. void VCAI::heroManaPointsChanged(const CGHeroInstance * hero)
  389. {
  390. LOG_TRACE(logAi);
  391. NET_EVENT_HANDLER;
  392. }
  393. void VCAI::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  394. {
  395. LOG_TRACE_PARAMS(logAi, "which '%d', val '%d'", which % val);
  396. NET_EVENT_HANDLER;
  397. }
  398. void VCAI::battleResultsApplied()
  399. {
  400. LOG_TRACE(logAi);
  401. NET_EVENT_HANDLER;
  402. assert(status.getBattle() == ENDING_BATTLE);
  403. status.setBattle(NO_BATTLE);
  404. }
  405. void VCAI::objectPropertyChanged(const SetObjectProperty * sop)
  406. {
  407. LOG_TRACE(logAi);
  408. NET_EVENT_HANDLER;
  409. if(sop->what == ObjProperty::OWNER)
  410. {
  411. if(sop->val == playerID.getNum())
  412. erase_if_present(visitableObjs, myCb->getObj(sop->id));
  413. //TODO restore lost obj
  414. }
  415. }
  416. void VCAI::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what)
  417. {
  418. LOG_TRACE_PARAMS(logAi, "what '%i'", what);
  419. NET_EVENT_HANDLER;
  420. }
  421. void VCAI::heroBonusChanged(const CGHeroInstance *hero, const Bonus &bonus, bool gain)
  422. {
  423. LOG_TRACE_PARAMS(logAi, "gain '%i'", gain);
  424. NET_EVENT_HANDLER;
  425. }
  426. void VCAI::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
  427. {
  428. LOG_TRACE(logAi);
  429. NET_EVENT_HANDLER;
  430. }
  431. void VCAI::init(shared_ptr<CCallback> CB)
  432. {
  433. LOG_TRACE(logAi);
  434. myCb = CB;
  435. cbc = CB;
  436. NET_EVENT_HANDLER;
  437. playerID = *myCb->getMyColor();
  438. myCb->waitTillRealize = true;
  439. myCb->unlockGsWhenWaiting = true;
  440. if(!fh)
  441. fh = new FuzzyHelper();
  442. retreiveVisitableObjs(visitableObjs);
  443. }
  444. void VCAI::yourTurn()
  445. {
  446. LOG_TRACE(logAi);
  447. NET_EVENT_HANDLER;
  448. status.startedTurn();
  449. makingTurn = make_unique<boost::thread>(&VCAI::makeTurn, this);
  450. }
  451. void VCAI::heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill> &skills, QueryID queryID)
  452. {
  453. LOG_TRACE_PARAMS(logAi, "queryID '%i'", queryID);
  454. NET_EVENT_HANDLER;
  455. status.addQuery(queryID, boost::str(boost::format("Hero %s got level %d") % hero->name % hero->level));
  456. requestActionASAP([=]{ answerQuery(queryID, 0); });
  457. }
  458. void VCAI::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  459. {
  460. LOG_TRACE_PARAMS(logAi, "queryID '%i'", queryID);
  461. NET_EVENT_HANDLER;
  462. status.addQuery(queryID, boost::str(boost::format("Commander %s of %s got level %d") % commander->name % commander->armyObj->nodeName() % (int)commander->level));
  463. requestActionASAP([=]{ answerQuery(queryID, 0); });
  464. }
  465. void VCAI::showBlockingDialog(const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel)
  466. {
  467. LOG_TRACE_PARAMS(logAi, "text '%s', askID '%i', soundID '%i', selection '%i', cancel '%i'", text % askID % soundID % selection % cancel);
  468. NET_EVENT_HANDLER;
  469. int sel = 0;
  470. status.addQuery(askID, boost::str(boost::format("Blocking dialog query with %d components - %s")
  471. % components.size() % text));
  472. if(selection) //select from multiple components -> take the last one (they're indexed [1-size])
  473. sel = components.size();
  474. if(!selection && cancel) //yes&no -> always answer yes, we are a brave AI :)
  475. sel = 1;
  476. requestActionASAP([=]()
  477. {
  478. answerQuery(askID, sel);
  479. });
  480. }
  481. void VCAI::showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  482. {
  483. LOG_TRACE_PARAMS(logAi, "removableUnits '%i', queryID '%i'", removableUnits % queryID);
  484. NET_EVENT_HANDLER;
  485. std::string s1 = up ? up->nodeName() : "NONE";
  486. std::string s2 = down ? down->nodeName() : "NONE";
  487. status.addQuery(queryID, boost::str(boost::format("Garrison dialog with %s and %s") % s1 % s2));
  488. //you can't request action from action-response thread
  489. requestActionASAP([=]()
  490. {
  491. pickBestCreatures (down, up);
  492. answerQuery(queryID, 0);
  493. });
  494. }
  495. void VCAI::saveGame(COSer<CSaveFile> &h, const int version)
  496. {
  497. LOG_TRACE_PARAMS(logAi, "version '%i'", version);
  498. NET_EVENT_HANDLER;
  499. validateVisitableObjs();
  500. registerGoals(h);
  501. CAdventureAI::saveGame(h, version);
  502. serializeInternal(h, version);
  503. }
  504. void VCAI::loadGame(CISer<CLoadFile> &h, const int version)
  505. {
  506. LOG_TRACE_PARAMS(logAi, "version '%i'", version);
  507. NET_EVENT_HANDLER;
  508. registerGoals(h);
  509. CAdventureAI::loadGame(h, version);
  510. serializeInternal(h, version);
  511. }
  512. void makePossibleUpgrades(const CArmedInstance *obj)
  513. {
  514. if(!obj)
  515. return;
  516. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  517. {
  518. if(const CStackInstance *s = obj->getStackPtr(SlotID(i)))
  519. {
  520. UpgradeInfo ui;
  521. cb->getUpgradeInfo(obj, SlotID(i), ui);
  522. if(ui.oldID >= 0 && cb->getResourceAmount().canAfford(ui.cost[0] * s->count))
  523. {
  524. cb->upgradeCreature(obj, SlotID(i), ui.newID[0]);
  525. }
  526. }
  527. }
  528. }
  529. void VCAI::makeTurn()
  530. {
  531. MAKING_TURN;
  532. boost::shared_lock<boost::shared_mutex> gsLock(cb->getGsMutex());
  533. setThreadName("VCAI::makeTurn");
  534. logGlobal->infoStream() << boost::format("Player %d starting turn") % static_cast<int>(playerID.getNum());
  535. switch(cb->getDate(Date::DAY_OF_WEEK))
  536. {
  537. case 1:
  538. {
  539. townVisitsThisWeek.clear();
  540. std::vector<const CGObjectInstance *> objs;
  541. retreiveVisitableObjs(objs, true);
  542. for(const CGObjectInstance *obj : objs)
  543. {
  544. if (isWeeklyRevisitable(obj))
  545. {
  546. visitableObjs.insert(obj); //set doesn't need duplicate check
  547. erase_if_present (alreadyVisited, obj);
  548. }
  549. }
  550. }
  551. break;
  552. }
  553. markHeroAbleToExplore (primaryHero());
  554. makeTurnInternal();
  555. makingTurn.reset();
  556. return;
  557. }
  558. void VCAI::makeTurnInternal()
  559. {
  560. saving = 0;
  561. //it looks messy here, but it's better to have armed heroes before attempting realizing goals
  562. for(const CGTownInstance *t : cb->getTownsInfo())
  563. moveCreaturesToHero(t);
  564. try
  565. {
  566. //Pick objects reserved in previous turn - we expect only nerby objects there
  567. auto reservedHeroesCopy = reservedHeroesMap; //work on copy => the map may be changed while iterating (eg because hero died when attempting a goal)
  568. for (auto hero : reservedHeroesCopy)
  569. {
  570. if(reservedHeroesMap.count(hero.first))
  571. continue; //hero might have been removed while we were in this loop
  572. if(!hero.first.validAndSet())
  573. {
  574. logAi->errorStream() << "Hero " << hero.first.name << " present on reserved map. Shouldn't be. ";
  575. continue;
  576. }
  577. std::vector<const CGObjectInstance *> vec(hero.second.begin(), hero.second.end());
  578. boost::sort (vec, CDistanceSorter(hero.first.get()));
  579. for (auto obj : vec)
  580. {
  581. if(!obj || !cb->getObj(obj->id))
  582. {
  583. logAi->errorStream() << "Error: there is wrong object on list for hero " << hero.first->name;
  584. continue;
  585. }
  586. striveToGoal (sptr(Goals::VisitTile(obj->visitablePos()).sethero(hero.first)));
  587. }
  588. }
  589. //now try to win
  590. striveToGoal(sptr(Goals::Win()));
  591. //finally, continue our abstract long-term goals
  592. int oldMovement = 0;
  593. int newMovement = 0;
  594. while (true)
  595. {
  596. oldMovement = newMovement; //remember old value
  597. newMovement = 0;
  598. std::vector<std::pair<HeroPtr, Goals::TSubgoal> > safeCopy;
  599. for (auto mission : lockedHeroes)
  600. {
  601. fh->setPriority (mission.second); //re-evaluate
  602. if (canAct(mission.first))
  603. {
  604. newMovement += mission.first->movement;
  605. safeCopy.push_back (mission);
  606. }
  607. }
  608. if (newMovement == oldMovement) //means our heroes didn't move or didn't re-assign their goals
  609. {
  610. logAi->warnStream() << "Our heroes don't move anymore, exhaustive decomposition failed";
  611. break;
  612. }
  613. if (safeCopy.empty())
  614. break; //all heroes exhausted their locked goals
  615. else
  616. {
  617. typedef std::pair<HeroPtr, Goals::TSubgoal> TItrType;
  618. auto lockedHeroesSorter = [](TItrType m1, TItrType m2) -> bool
  619. {
  620. return m1.second->priority < m2.second->priority;
  621. };
  622. boost::sort(safeCopy, lockedHeroesSorter);
  623. striveToGoal (safeCopy.back().second);
  624. }
  625. }
  626. auto quests = myCb->getMyQuests();
  627. for (auto quest : quests)
  628. {
  629. striveToQuest (quest);
  630. }
  631. striveToGoal(sptr(Goals::Build())); //TODO: smarter building management
  632. performTypicalActions();
  633. //for debug purpose
  634. for (auto h : cb->getHeroesInfo())
  635. {
  636. if (h->movement)
  637. logAi->warnStream() << boost::format("hero %s has %d MP left") % h->name % h->movement;
  638. }
  639. }
  640. catch(boost::thread_interrupted &e)
  641. {
  642. logAi->debugStream() << "Making turn thread has been interrupted. We'll end without calling endTurn.";
  643. return;
  644. }
  645. catch(std::exception &e)
  646. {
  647. logAi->debugStream() << "Making turn thread has caught an exception: " << e.what();
  648. }
  649. endTurn();
  650. }
  651. bool VCAI::goVisitObj(const CGObjectInstance * obj, HeroPtr h)
  652. {
  653. int3 dst = obj->visitablePos();
  654. logAi->debugStream() << boost::format("%s will try to visit %s at (%s)") % h->name % obj->getObjectName() % strFromInt3(dst);
  655. return moveHeroToTile(dst, h);
  656. }
  657. void VCAI::performObjectInteraction(const CGObjectInstance * obj, HeroPtr h)
  658. {
  659. LOG_TRACE_PARAMS(logAi, "Hero %s and object %s at %s", h->name % obj->getObjectName() % obj->pos);
  660. switch (obj->ID)
  661. {
  662. case Obj::CREATURE_GENERATOR1:
  663. recruitCreatures (dynamic_cast<const CGDwelling *>(obj), h.get());
  664. checkHeroArmy (h);
  665. break;
  666. case Obj::TOWN:
  667. moveCreaturesToHero (dynamic_cast<const CGTownInstance *>(obj));
  668. if (h->visitedTown) //we are inside, not just attacking
  669. {
  670. townVisitsThisWeek[h].insert(h->visitedTown);
  671. if (!h->hasSpellbook() && cb->getResourceAmount(Res::GOLD) >= GameConstants::SPELLBOOK_GOLD_COST + saving[Res::GOLD] &&
  672. h->visitedTown->hasBuilt (BuildingID::MAGES_GUILD_1))
  673. cb->buyArtifact(h.get(), ArtifactID::SPELLBOOK);
  674. }
  675. break;
  676. }
  677. completeGoal (sptr(Goals::GetObj(obj->id.getNum()).sethero(h)));
  678. }
  679. void VCAI::moveCreaturesToHero(const CGTownInstance * t)
  680. {
  681. if(t->visitingHero && t->armedGarrison() && t->visitingHero->tempOwner == t->tempOwner)
  682. {
  683. pickBestCreatures (t->visitingHero, t);
  684. }
  685. }
  686. bool VCAI::canGetArmy (const CGHeroInstance * army, const CGHeroInstance * source)
  687. { //TODO: merge with pickBestCreatures
  688. //if (ai->primaryHero().h == source)
  689. if(army->tempOwner != source->tempOwner)
  690. {
  691. logAi->errorStream() << "Why are we even considering exchange between heroes from different players?";
  692. return false;
  693. }
  694. const CArmedInstance *armies[] = {army, source};
  695. //we calculate total strength for each creature type available in armies
  696. std::map<const CCreature*, int> creToPower;
  697. for(auto armyPtr : armies)
  698. for(auto &i : armyPtr->Slots())
  699. {
  700. //TODO: allow splitting stacks?
  701. creToPower[i.second->type] += i.second->getPower();
  702. }
  703. //TODO - consider more than just power (ie morale penalty, hero specialty in certain stacks, etc)
  704. int armySize = creToPower.size();
  705. armySize = std::min ((source->needsLastStack() ? armySize - 1 : armySize), GameConstants::ARMY_SIZE); //can't move away last stack
  706. std::vector<const CCreature *> bestArmy; //types that'll be in final dst army
  707. for (int i = 0; i < armySize; i++) //pick the creatures from which we can get most power, as many as dest can fit
  708. {
  709. typedef const std::pair<const CCreature*, int> &CrePowerPair;
  710. auto creIt = boost::max_element(creToPower, [](CrePowerPair lhs, CrePowerPair rhs)
  711. {
  712. return lhs.second < rhs.second;
  713. });
  714. bestArmy.push_back(creIt->first);
  715. creToPower.erase(creIt);
  716. if(creToPower.empty())
  717. break;
  718. }
  719. //foreach best type -> iterate over slots in both armies and if it's the appropriate type, send it to the slot where it belongs
  720. for (int i = 0; i < bestArmy.size(); i++) //i-th strongest creature type will go to i-th slot
  721. {
  722. for(auto armyPtr : armies)
  723. for (int j = 0; j < GameConstants::ARMY_SIZE; j++)
  724. {
  725. if(armyPtr->getCreature(SlotID(j)) == bestArmy[i] && armyPtr != army) //it's a searched creature not in dst ARMY
  726. {
  727. //FIXME: line below is useless when simulating exchange between two non-singular armies
  728. if (!(armyPtr->needsLastStack() && armyPtr->Slots().size() == 1)) //can't take away last creature
  729. return true; //at least one exchange will be performed
  730. else
  731. return false; //no further exchange possible
  732. }
  733. }
  734. }
  735. return false;
  736. }
  737. void VCAI::pickBestCreatures(const CArmedInstance * army, const CArmedInstance * source)
  738. {
  739. //TODO - what if source is a hero (the last stack problem) -> it'd good to create a single stack of weakest cre
  740. const CArmedInstance *armies[] = {army, source};
  741. //we calculate total strength for each creature type available in armies
  742. std::map<const CCreature*, int> creToPower;
  743. for(auto armyPtr : armies)
  744. for(auto &i : armyPtr->Slots())
  745. {//TODO: allow splitting stacks?
  746. creToPower[i.second->type] += i.second->getPower();
  747. }
  748. //TODO - consider more than just power (ie morale penalty, hero specialty in certain stacks, etc)
  749. int armySize = creToPower.size();
  750. armySize = std::min ((source->needsLastStack() ? armySize - 1 : armySize), GameConstants::ARMY_SIZE); //can't move away last stack
  751. std::vector<const CCreature *> bestArmy; //types that'll be in final dst army
  752. for (int i = 0; i < armySize; i++) //pick the creatures from which we can get most power, as many as dest can fit
  753. {
  754. typedef const std::pair<const CCreature*, int> &CrePowerPair;
  755. auto creIt = boost::max_element(creToPower, [](CrePowerPair lhs, CrePowerPair rhs)
  756. {
  757. return lhs.second < rhs.second;
  758. });
  759. bestArmy.push_back(creIt->first);
  760. creToPower.erase(creIt);
  761. if(creToPower.empty())
  762. break;
  763. }
  764. //foreach best type -> iterate over slots in both armies and if it's the appropriate type, send it to the slot where it belongs
  765. for (int i = 0; i < bestArmy.size(); i++) //i-th strongest creature type will go to i-th slot
  766. {
  767. for(auto armyPtr : armies)
  768. for (int j = 0; j < GameConstants::ARMY_SIZE; j++)
  769. {
  770. if(armyPtr->getCreature(SlotID(j)) == bestArmy[i] && (i != j || armyPtr != army)) //it's a searched creature not in dst SLOT
  771. if (!(armyPtr->needsLastStack() && armyPtr->Slots().size() == 1)) //can't take away last creature
  772. cb->mergeOrSwapStacks(armyPtr, army, SlotID(j), SlotID(i));
  773. }
  774. }
  775. //TODO - having now strongest possible army, we may want to think about arranging stacks
  776. auto hero = dynamic_cast<const CGHeroInstance *>(army);
  777. if (hero)
  778. {
  779. checkHeroArmy (hero);
  780. }
  781. }
  782. void VCAI::recruitCreatures(const CGDwelling * d, const CArmedInstance * recruiter)
  783. {
  784. for(int i = 0; i < d->creatures.size(); i++)
  785. {
  786. if(!d->creatures[i].second.size())
  787. continue;
  788. int count = d->creatures[i].first;
  789. CreatureID creID = d->creatures[i].second.back();
  790. // const CCreature *c = VLC->creh->creatures[creID];
  791. // if(containsSavedRes(c->cost))
  792. // continue;
  793. amin(count, freeResources() / VLC->creh->creatures[creID]->cost);
  794. if(count > 0)
  795. cb->recruitCreatures(d, recruiter, creID, count, i);
  796. }
  797. }
  798. bool VCAI::tryBuildStructure(const CGTownInstance * t, BuildingID building, unsigned int maxDays)
  799. {
  800. if (maxDays == 0)
  801. {
  802. logAi->warnStream() << "Request to build building " << building << " in 0 days!";
  803. return false;
  804. }
  805. if (!vstd::contains(t->town->buildings, building))
  806. return false; // no such building in town
  807. if (t->hasBuilt(building)) //Already built? Shouldn't happen in general
  808. return true;
  809. const CBuilding * buildPtr = t->town->buildings.at(building);
  810. auto toBuild = buildPtr->requirements.getFulfillmentCandidates([&](const BuildingID & buildID)
  811. {
  812. return t->hasBuilt(buildID);
  813. });
  814. toBuild.push_back(building);
  815. for(BuildingID buildID : toBuild)
  816. {
  817. EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID);
  818. if (canBuild == EBuildingState::HAVE_CAPITAL
  819. || canBuild == EBuildingState::FORBIDDEN
  820. || canBuild == EBuildingState::NO_WATER)
  821. return false; //we won't be able to build this
  822. }
  823. if (maxDays && toBuild.size() > maxDays)
  824. return false;
  825. TResources currentRes = cb->getResourceAmount();
  826. //TODO: calculate if we have enough resources to build it in maxDays
  827. for(const auto & buildID : toBuild)
  828. {
  829. const CBuilding *b = t->town->buildings.at(buildID);
  830. EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID);
  831. if(canBuild == EBuildingState::ALLOWED)
  832. {
  833. if(!containsSavedRes(b->resources))
  834. {
  835. logAi->debugStream() << boost::format("Player %d will build %s in town of %s at %s") % playerID % b->Name() % t->name % t->pos;
  836. cb->buildBuilding(t, buildID);
  837. return true;
  838. }
  839. continue;
  840. }
  841. else if(canBuild == EBuildingState::NO_RESOURCES)
  842. {
  843. //TResources income = estimateIncome();
  844. TResources cost = t->town->buildings.at(buildID)->resources;
  845. for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
  846. {
  847. //int diff = currentRes[i] - cost[i] + income[i];
  848. int diff = currentRes[i] - cost[i];
  849. if(diff < 0)
  850. saving[i] = 1;
  851. }
  852. continue;
  853. }
  854. else if (canBuild == EBuildingState::PREREQUIRES)
  855. {
  856. // can happen when dependencies have their own missing dependencies
  857. if (tryBuildStructure(t, buildID, maxDays - 1))
  858. return true;
  859. }
  860. else if (canBuild == EBuildingState::MISSING_BASE)
  861. {
  862. if (tryBuildStructure(t, b->upgrade, maxDays - 1))
  863. return true;
  864. }
  865. }
  866. return false;
  867. }
  868. //bool VCAI::canBuildStructure(const CGTownInstance * t, BuildingID building, unsigned int maxDays=7)
  869. //{
  870. // if (maxDays == 0)
  871. // {
  872. // logAi->warnStream() << "Request to build building " << building << " in 0 days!";
  873. // return false;
  874. // }
  875. //
  876. // if (!vstd::contains(t->town->buildings, building))
  877. // return false; // no such building in town
  878. //
  879. // if (t->hasBuilt(building)) //Already built? Shouldn't happen in general
  880. // return true;
  881. //
  882. // const CBuilding * buildPtr = t->town->buildings.at(building);
  883. //
  884. // auto toBuild = buildPtr->requirements.getFulfillmentCandidates([&](const BuildingID & buildID)
  885. // {
  886. // return t->hasBuilt(buildID);
  887. // });
  888. // toBuild.push_back(building);
  889. //
  890. // for(BuildingID buildID : toBuild)
  891. // {
  892. // EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID);
  893. // if (canBuild == EBuildingState::HAVE_CAPITAL
  894. // || canBuild == EBuildingState::FORBIDDEN
  895. // || canBuild == EBuildingState::NO_WATER)
  896. // return false; //we won't be able to build this
  897. // }
  898. //
  899. // if (maxDays && toBuild.size() > maxDays)
  900. // return false;
  901. //
  902. // TResources currentRes = cb->getResourceAmount();
  903. // TResources income = estimateIncome();
  904. // //TODO: calculate if we have enough resources to build it in maxDays
  905. //
  906. // for(const auto & buildID : toBuild)
  907. // {
  908. // const CBuilding *b = t->town->buildings.at(buildID);
  909. //
  910. // EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID);
  911. // if(canBuild == EBuildingState::ALLOWED)
  912. // {
  913. // if(!containsSavedRes(b->resources))
  914. // {
  915. // logAi->debugStream() << boost::format("Player %d will build %s in town of %s at %s") % playerID % b->Name() % t->name % t->pos;
  916. // return true;
  917. // }
  918. // continue;
  919. // }
  920. // else if(canBuild == EBuildingState::NO_RESOURCES)
  921. // {
  922. // TResources cost = t->town->buildings.at(buildID)->resources;
  923. // for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
  924. // {
  925. // int diff = currentRes[i] - cost[i] + income[i];
  926. // if(diff < 0)
  927. // saving[i] = 1;
  928. // }
  929. // continue;
  930. // }
  931. // else if (canBuild == EBuildingState::PREREQUIRES)
  932. // {
  933. // // can happen when dependencies have their own missing dependencies
  934. // if (canBuildStructure(t, buildID, maxDays - 1))
  935. // return true;
  936. // }
  937. // else if (canBuild == EBuildingState::MISSING_BASE)
  938. // {
  939. // if (canBuildStructure(t, b->upgrade, maxDays - 1))
  940. // return true;
  941. // }
  942. // }
  943. // return false;
  944. //}
  945. bool VCAI::tryBuildAnyStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays)
  946. {
  947. for(const auto & building : buildList)
  948. {
  949. if(t->hasBuilt(building))
  950. continue;
  951. if (tryBuildStructure(t, building, maxDays))
  952. return true;
  953. }
  954. return false; //Can't build anything
  955. }
  956. BuildingID VCAI::canBuildAnyStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays)
  957. {
  958. for(const auto & building : buildList)
  959. {
  960. if(t->hasBuilt(building))
  961. continue;
  962. if (cb->canBuildStructure(t, building))
  963. return building;
  964. }
  965. return BuildingID::NONE; //Can't build anything
  966. }
  967. bool VCAI::tryBuildNextStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays)
  968. {
  969. for(const auto & building : buildList)
  970. {
  971. if(t->hasBuilt(building))
  972. continue;
  973. return tryBuildStructure(t, building, maxDays);
  974. }
  975. return false;//Nothing to build
  976. }
  977. void VCAI::buildStructure(const CGTownInstance * t)
  978. {
  979. //TODO make *real* town development system
  980. //TODO: faction-specific development: use special buildings, build dwellings in better order, etc
  981. //TODO: build resource silo, defences when needed
  982. //Possible - allow "locking" on specific building (build prerequisites and then building itself)
  983. TResources currentRes = cb->getResourceAmount();
  984. TResources currentIncome = t->dailyIncome();
  985. int townIncome = currentIncome[Res::GOLD];
  986. if (tryBuildAnyStructure(t, std::vector<BuildingID>(essential, essential + ARRAY_COUNT(essential))))
  987. return;
  988. //we're running out of gold - try to build something gold-producing. Multiplier can be tweaked, 6 is minimum due to buildings costs
  989. if (currentRes[Res::GOLD] < townIncome * 6)
  990. if (tryBuildNextStructure(t, std::vector<BuildingID>(goldSource, goldSource + ARRAY_COUNT(goldSource))))
  991. return;
  992. if (cb->getDate(Date::DAY_OF_WEEK) > 6)// last 2 days of week - try to focus on growth
  993. {
  994. if (tryBuildNextStructure(t, std::vector<BuildingID>(unitGrowth, unitGrowth + ARRAY_COUNT(unitGrowth)), 2))
  995. return;
  996. }
  997. // first in-game week or second half of any week: try build dwellings
  998. if (cb->getDate(Date::DAY) < 7 || cb->getDate(Date::DAY_OF_WEEK) > 3)
  999. if (tryBuildAnyStructure(t, std::vector<BuildingID>(unitsSource, unitsSource + ARRAY_COUNT(unitsSource)), 8 - cb->getDate(Date::DAY_OF_WEEK)))
  1000. return;
  1001. //try to upgrade dwelling
  1002. for(int i = 0; i < ARRAY_COUNT(unitsUpgrade); i++)
  1003. {
  1004. if (t->hasBuilt(unitsSource[i]) && !t->hasBuilt(unitsUpgrade[i]))
  1005. {
  1006. if (tryBuildStructure(t, unitsUpgrade[i]))
  1007. return;
  1008. }
  1009. }
  1010. //remaining tasks
  1011. if (tryBuildNextStructure(t, std::vector<BuildingID>(goldSource, goldSource + ARRAY_COUNT(goldSource))))
  1012. return;
  1013. if (tryBuildNextStructure(t, std::vector<BuildingID>(spells, spells + ARRAY_COUNT(spells))))
  1014. return;
  1015. if (tryBuildAnyStructure(t, std::vector<BuildingID>(extra, extra + ARRAY_COUNT(extra))))
  1016. return;
  1017. }
  1018. bool VCAI::isGoodForVisit(const CGObjectInstance *obj, HeroPtr h)
  1019. {
  1020. const int3 pos = obj->visitablePos();
  1021. if (isAccessibleForHero(obj->visitablePos(), h) &&
  1022. !obj->wasVisited(playerID) &&
  1023. (cb->getPlayerRelations(ai->playerID, obj->tempOwner) == PlayerRelations::ENEMIES || isWeeklyRevisitable(obj)) && //flag or get weekly resources / creatures
  1024. isSafeToVisit(h, pos) &&
  1025. shouldVisit(h, obj) &&
  1026. !vstd::contains(alreadyVisited, obj) &&
  1027. !vstd::contains(reservedObjs, obj))
  1028. {
  1029. const CGObjectInstance *topObj = cb->getVisitableObjs(obj->visitablePos()).back(); //it may be hero visiting this obj
  1030. //we don't try visiting object on which allied or owned hero stands
  1031. // -> it will just trigger exchange windows and AI will be confused that obj behind doesn't get visited
  1032. if (topObj->ID == Obj::HERO && cb->getPlayerRelations(h->tempOwner, topObj->tempOwner) != PlayerRelations::ENEMIES)
  1033. return false;
  1034. else
  1035. return true; //all of the following is met
  1036. }
  1037. return false;
  1038. }
  1039. std::vector<const CGObjectInstance *> VCAI::getPossibleDestinations(HeroPtr h)
  1040. {
  1041. validateVisitableObjs();
  1042. std::vector<const CGObjectInstance *> possibleDestinations;
  1043. for(const CGObjectInstance *obj : visitableObjs)
  1044. {
  1045. if (isGoodForVisit(obj, h))
  1046. {
  1047. possibleDestinations.push_back(obj);
  1048. }
  1049. }
  1050. boost::sort(possibleDestinations, CDistanceSorter(h.get()));
  1051. return possibleDestinations;
  1052. }
  1053. bool VCAI::canReachTile (const CGHeroInstance * h, int3 t)
  1054. {
  1055. if (t.valid())
  1056. {
  1057. auto obj = cb->getTopObj(t);
  1058. if (obj && vstd::contains(ai->reservedObjs, obj) && !vstd::contains(reservedHeroesMap[h], obj))
  1059. return false; //do not capture object reserved by another hero
  1060. else
  1061. return true;
  1062. }
  1063. else
  1064. return false;
  1065. }
  1066. bool VCAI::canRecruitAnyHero (const CGTownInstance * t) const
  1067. {
  1068. //TODO: make gathering gold, building tavern or conquering town (?) possible subgoals
  1069. if (!t)
  1070. t = findTownWithTavern();
  1071. if (t)
  1072. return cb->getResourceAmount(Res::GOLD) >= HERO_GOLD_COST &&
  1073. cb->getHeroesInfo().size() < ALLOWED_ROAMING_HEROES &&
  1074. cb->getAvailableHeroes(t).size();
  1075. else
  1076. return false;
  1077. }
  1078. void VCAI::wander(HeroPtr h)
  1079. {
  1080. //unclaim objects that are now dangerous for us
  1081. auto reservedObjsSetCopy = reservedHeroesMap[h];
  1082. for (auto obj : reservedObjsSetCopy)
  1083. {
  1084. if (!isSafeToVisit(h, obj->visitablePos()))
  1085. unreserveObject(h, obj);
  1086. }
  1087. TimeCheck tc("looking for wander destination");
  1088. while (h->movement)
  1089. {
  1090. validateVisitableObjs();
  1091. std::vector <ObjectIdRef> dests, tmp;
  1092. range::copy(reservedHeroesMap[h], std::back_inserter(tmp)); //visit our reserved objects first
  1093. for (auto obj : tmp)
  1094. {
  1095. if (isAccessibleForHero (obj->visitablePos(), h)) //even nearby objects could be blocked by other heroes :(
  1096. dests.push_back(obj); //can't use lambda for member function :(
  1097. }
  1098. if (!dests.size())
  1099. range::copy(getPossibleDestinations(h), std::back_inserter(dests));
  1100. if(!dests.size())
  1101. {
  1102. if (cb->getVisitableObjs(h->visitablePos()).size() > 1)
  1103. moveHeroToTile(h->visitablePos(), h); //just in case we're standing on blocked subterranean gate
  1104. auto compareReinforcements = [h](const CGTownInstance *lhs, const CGTownInstance *rhs) -> bool
  1105. {
  1106. return howManyReinforcementsCanGet(h, lhs) < howManyReinforcementsCanGet(h, rhs);
  1107. };
  1108. std::vector<const CGTownInstance *> townsReachable;
  1109. std::vector<const CGTownInstance *> townsNotReachable;
  1110. for(const CGTownInstance *t : cb->getTownsInfo())
  1111. {
  1112. if(!t->visitingHero && howManyReinforcementsCanGet(h,t) && !vstd::contains(townVisitsThisWeek[h], t))
  1113. {
  1114. if (isAccessibleForHero (t->visitablePos(), h))
  1115. townsReachable.push_back(t);
  1116. else
  1117. townsNotReachable.push_back(t);
  1118. }
  1119. }
  1120. if(townsReachable.size())
  1121. {
  1122. boost::sort(townsReachable, compareReinforcements);
  1123. dests.push_back(townsReachable.back());
  1124. }
  1125. else if(townsNotReachable.size())
  1126. {
  1127. boost::sort(townsNotReachable, compareReinforcements);
  1128. //TODO pick the truly best
  1129. const CGTownInstance *t = townsNotReachable.back();
  1130. logAi->debugStream() << boost::format("%s can't reach any town, we'll try to make our way to %s at %s") % h->name % t->name % t->visitablePos();
  1131. int3 pos1 = h->pos;
  1132. striveToGoal(sptr(Goals::ClearWayTo(t->visitablePos()).sethero(h)));
  1133. //if out hero is stuck, we may need to request another hero to clear the way we see
  1134. if (pos1 == h->pos && h == primaryHero()) //hero can't move
  1135. {
  1136. if (canRecruitAnyHero(t))
  1137. recruitHero(t);
  1138. }
  1139. break;
  1140. }
  1141. else if(cb->getResourceAmount(Res::GOLD) >= HERO_GOLD_COST)
  1142. {
  1143. std::vector<const CGTownInstance *> towns = cb->getTownsInfo();
  1144. erase_if(towns, [](const CGTownInstance *t) -> bool
  1145. {
  1146. for(const CGHeroInstance *h : cb->getHeroesInfo())
  1147. if(!t->getArmyStrength() || howManyReinforcementsCanGet(h, t))
  1148. return true;
  1149. return false;
  1150. });
  1151. boost::sort(towns, compareArmyStrength);
  1152. if(towns.size())
  1153. recruitHero(towns.back());
  1154. break;
  1155. }
  1156. else
  1157. {
  1158. logAi->debugStream() << "Nowhere more to go...";
  1159. break;
  1160. }
  1161. }
  1162. //end of objs empty
  1163. while (dests.size()) //performance improvement
  1164. {
  1165. //wander should not cause heroes to be reserved - they are always considered free
  1166. const ObjectIdRef&dest = dests.front();
  1167. logAi->debugStream() << boost::format("Of all %d destinations, object oid=%d seems nice") % dests.size() % dest.id.getNum();
  1168. if(!goVisitObj(dest, h))
  1169. {
  1170. if(!dest)
  1171. {
  1172. logAi->debugStream() << boost::format("Visit attempt made the object (id=%d) gone...") % dest.id.getNum();
  1173. }
  1174. else
  1175. {
  1176. logAi->debugStream() << boost::format("Hero %s apparently used all MPs (%d left)") % h->name % h->movement;
  1177. return;
  1178. }
  1179. }
  1180. //TODO: refactor removing deleted objects from the list
  1181. std::vector<const CGObjectInstance *> hlp;
  1182. retreiveVisitableObjs(hlp, true);
  1183. auto shouldBeErased = [&](const CGObjectInstance *obj) -> bool
  1184. {
  1185. if(!vstd::contains(hlp, obj))
  1186. {
  1187. return true;
  1188. }
  1189. return false;
  1190. };
  1191. erase_if(dests, shouldBeErased);
  1192. erase_if_present(dests, dest); //why that fails sometimes when removing monsters?
  1193. boost::sort(dests, CDistanceSorter(h.get())); //find next closest one
  1194. }
  1195. if (h->visitedTown)
  1196. {
  1197. townVisitsThisWeek[h].insert(h->visitedTown);
  1198. buildArmyIn(h->visitedTown);
  1199. }
  1200. }
  1201. }
  1202. void VCAI::setGoal(HeroPtr h, Goals::TSubgoal goal)
  1203. { //TODO: check for presence?
  1204. if (goal->invalid())
  1205. erase_if_present(lockedHeroes, h);
  1206. else
  1207. {
  1208. lockedHeroes[h] = goal;
  1209. goal->setisElementar(false); //always evaluate goals before realizing
  1210. }
  1211. }
  1212. void VCAI::completeGoal (Goals::TSubgoal goal)
  1213. {
  1214. logAi->traceStream() << boost::format("Completing goal: %s") % goal->name();
  1215. if (const CGHeroInstance * h = goal->hero.get(true))
  1216. {
  1217. auto it = lockedHeroes.find(h);
  1218. if (it != lockedHeroes.end())
  1219. if (it->second == goal)
  1220. {
  1221. logAi->debugStream() << boost::format("%s") % goal->completeMessage();
  1222. lockedHeroes.erase(it); //goal fulfilled, free hero
  1223. }
  1224. }
  1225. else //complete goal for all heroes maybe?
  1226. {
  1227. vstd::erase_if(lockedHeroes, [goal](std::pair<HeroPtr, Goals::TSubgoal> p)
  1228. {
  1229. if (*(p.second) == *goal || p.second->fulfillsMe(goal)) //we could have fulfilled goals of other heroes by chance
  1230. {
  1231. logAi->debugStream() << boost::format("%s") % p.second->completeMessage();
  1232. return true;
  1233. }
  1234. return false;
  1235. });
  1236. }
  1237. }
  1238. void VCAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
  1239. {
  1240. NET_EVENT_HANDLER;
  1241. assert(playerID > PlayerColor::PLAYER_LIMIT || status.getBattle() == UPCOMING_BATTLE);
  1242. status.setBattle(ONGOING_BATTLE);
  1243. const CGObjectInstance *presumedEnemy = backOrNull(cb->getVisitableObjs(tile)); //may be nullptr in some very are cases -> eg. visited monolith and fighting with an enemy at the FoW covered exit
  1244. battlename = boost::str(boost::format("Starting battle of %s attacking %s at %s") % (hero1 ? hero1->name : "a army") % (presumedEnemy ? presumedEnemy->getObjectName() : "unknown enemy") % tile);
  1245. CAdventureAI::battleStart(army1, army2, tile, hero1, hero2, side);
  1246. }
  1247. void VCAI::battleEnd(const BattleResult *br)
  1248. {
  1249. NET_EVENT_HANDLER;
  1250. assert(status.getBattle() == ONGOING_BATTLE);
  1251. status.setBattle(ENDING_BATTLE);
  1252. bool won = br->winner == myCb->battleGetMySide();
  1253. logAi->debugStream() << boost::format("Player %d: I %s the %s!") % playerID % (won ? "won" : "lost") % battlename;
  1254. battlename.clear();
  1255. CAdventureAI::battleEnd(br);
  1256. }
  1257. void VCAI::waitTillFree()
  1258. {
  1259. auto unlock = vstd::makeUnlockSharedGuard(cb->getGsMutex());
  1260. status.waitTillFree();
  1261. }
  1262. void VCAI::markObjectVisited (const CGObjectInstance *obj)
  1263. {
  1264. if(dynamic_cast<const CGVisitableOPH *>(obj) || //we may want to wisit it with another hero
  1265. dynamic_cast<const CGBonusingObject *>(obj) || //or another time
  1266. (obj->ID == Obj::MONSTER))
  1267. return;
  1268. alreadyVisited.insert(obj);
  1269. }
  1270. void VCAI::reserveObject(HeroPtr h, const CGObjectInstance *obj)
  1271. {
  1272. reservedObjs.insert(obj);
  1273. reservedHeroesMap[h].insert(obj);
  1274. logAi->debugStream() << "reserved object id=" << obj->id << "; address=" << (intptr_t)obj << "; name=" << obj->getObjectName();
  1275. }
  1276. void VCAI::unreserveObject(HeroPtr h, const CGObjectInstance *obj)
  1277. {
  1278. erase_if_present(reservedObjs, obj); //unreserve objects
  1279. erase_if_present(reservedHeroesMap[h], obj);
  1280. }
  1281. void VCAI::markHeroUnableToExplore (HeroPtr h)
  1282. {
  1283. heroesUnableToExplore.insert(h);
  1284. }
  1285. void VCAI::markHeroAbleToExplore (HeroPtr h)
  1286. {
  1287. erase_if_present(heroesUnableToExplore, h);
  1288. }
  1289. bool VCAI::isAbleToExplore (HeroPtr h)
  1290. {
  1291. return !vstd::contains (heroesUnableToExplore, h);
  1292. }
  1293. void VCAI::clearHeroesUnableToExplore()
  1294. {
  1295. heroesUnableToExplore.clear();
  1296. }
  1297. void VCAI::validateVisitableObjs()
  1298. {
  1299. std::vector<const CGObjectInstance *> hlp;
  1300. retreiveVisitableObjs(hlp, true);
  1301. std::string errorMsg;
  1302. auto shouldBeErased = [&](const CGObjectInstance *obj) -> bool
  1303. {
  1304. if(!vstd::contains(hlp, obj))
  1305. {
  1306. logAi->errorStream() << helperObjInfo[obj].name << " at " << helperObjInfo[obj].pos << errorMsg;
  1307. return true;
  1308. }
  1309. return false;
  1310. };
  1311. //errorMsg is captured by ref so lambda will take the new text
  1312. errorMsg = " shouldn't be on the visitable objects list!";
  1313. erase_if(visitableObjs, shouldBeErased);
  1314. for(auto &p : reservedHeroesMap)
  1315. {
  1316. errorMsg = " shouldn't be on list for hero " + p.first->name + "!";
  1317. erase_if(p.second, shouldBeErased);
  1318. }
  1319. errorMsg = " shouldn't be on the reserved objs list!";
  1320. erase_if(reservedObjs, shouldBeErased);
  1321. //TODO overkill, hidden object should not be removed. However, we can't know if hidden object is erased from game.
  1322. errorMsg = " shouldn't be on the already visited objs list!";
  1323. erase_if(alreadyVisited, shouldBeErased);
  1324. }
  1325. void VCAI::retreiveVisitableObjs(std::vector<const CGObjectInstance *> &out, bool includeOwned /*= false*/) const
  1326. {
  1327. foreach_tile_pos([&](const int3 &pos)
  1328. {
  1329. for(const CGObjectInstance *obj : myCb->getVisitableObjs(pos, false))
  1330. {
  1331. if(includeOwned || obj->tempOwner != playerID)
  1332. out.push_back(obj);
  1333. }
  1334. });
  1335. }
  1336. void VCAI::retreiveVisitableObjs(std::set<const CGObjectInstance *> &out, bool includeOwned /*= false*/) const
  1337. {
  1338. foreach_tile_pos([&](const int3 &pos)
  1339. {
  1340. for(const CGObjectInstance *obj : myCb->getVisitableObjs(pos, false))
  1341. {
  1342. if(includeOwned || obj->tempOwner != playerID)
  1343. out.insert(obj);
  1344. }
  1345. });
  1346. }
  1347. std::vector<const CGObjectInstance *> VCAI::getFlaggedObjects() const
  1348. {
  1349. std::vector<const CGObjectInstance *> ret;
  1350. retreiveVisitableObjs(ret, true);
  1351. erase_if(ret, [](const CGObjectInstance *obj)
  1352. {
  1353. return obj->tempOwner != ai->playerID;
  1354. });
  1355. return ret;
  1356. }
  1357. void VCAI::addVisitableObj(const CGObjectInstance *obj)
  1358. {
  1359. visitableObjs.insert(obj);
  1360. helperObjInfo[obj] = ObjInfo(obj);
  1361. }
  1362. const CGObjectInstance * VCAI::lookForArt(int aid) const
  1363. {
  1364. for(const CGObjectInstance *obj : ai->visitableObjs)
  1365. {
  1366. if(obj->ID == 5 && obj->subID == aid)
  1367. return obj;
  1368. }
  1369. return nullptr;
  1370. //TODO what if more than one artifact is available? return them all or some slection criteria
  1371. }
  1372. bool VCAI::isAccessible(const int3 &pos)
  1373. {
  1374. //TODO precalculate for speed
  1375. for(const CGHeroInstance *h : cb->getHeroesInfo())
  1376. {
  1377. if(isAccessibleForHero(pos, h))
  1378. return true;
  1379. }
  1380. return false;
  1381. }
  1382. HeroPtr VCAI::getHeroWithGrail() const
  1383. {
  1384. for(const CGHeroInstance *h : cb->getHeroesInfo())
  1385. if(h->hasArt(2)) //grail
  1386. return h;
  1387. return nullptr;
  1388. }
  1389. const CGObjectInstance * VCAI::getUnvisitedObj(const std::function<bool(const CGObjectInstance *)> &predicate)
  1390. {
  1391. //TODO smarter definition of unvisited
  1392. for(const CGObjectInstance *obj : visitableObjs)
  1393. if(predicate(obj) && !vstd::contains(alreadyVisited, obj))
  1394. return obj;
  1395. return nullptr;
  1396. }
  1397. bool VCAI::isAccessibleForHero(const int3 & pos, HeroPtr h, bool includeAllies /*= false*/) const
  1398. {
  1399. if (!includeAllies)
  1400. { //don't visit tile occupied by allied hero
  1401. for (auto obj : cb->getVisitableObjs(pos))
  1402. {
  1403. if (obj->ID == Obj::HERO &&
  1404. cb->getPlayerRelations(ai->playerID, obj->tempOwner) != PlayerRelations::ENEMIES &&
  1405. obj != h.get())
  1406. return false;
  1407. }
  1408. }
  1409. return cb->getPathsInfo(h.get())->getPathInfo(pos)->reachable();
  1410. }
  1411. bool VCAI::moveHeroToTile(int3 dst, HeroPtr h)
  1412. {
  1413. logAi->debugStream() << boost::format("Moving hero %s to tile %s") % h->name % dst;
  1414. int3 startHpos = h->visitablePos();
  1415. bool ret = false;
  1416. if(startHpos == dst)
  1417. {
  1418. //FIXME: this assertion fails also if AI moves onto defeated guarded object
  1419. assert(cb->getVisitableObjs(dst).size() > 1); //there's no point in revisiting tile where there is no visitable object
  1420. cb->moveHero(*h, CGHeroInstance::convertPosition(dst, true));
  1421. waitTillFree(); //movement may cause battle or blocking dialog
  1422. ret = true;
  1423. }
  1424. else
  1425. {
  1426. CGPath path;
  1427. cb->getPathsInfo(h.get())->getPath(dst, path);
  1428. if(path.nodes.empty())
  1429. {
  1430. logAi->errorStream() << "Hero " << h->name << " cannot reach " << dst;
  1431. throw goalFulfilledException (sptr(Goals::VisitTile(dst).sethero(h)));
  1432. }
  1433. int i=path.nodes.size()-1;
  1434. for(; i>0; i--)
  1435. {
  1436. //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
  1437. if(path.nodes[i-1].turns)
  1438. {
  1439. //blockedHeroes.insert(h); //to avoid attempts of moving heroes with very little MPs
  1440. break;
  1441. }
  1442. int3 endpos = path.nodes[i-1].coord;
  1443. if(endpos == h->visitablePos())
  1444. continue;
  1445. cb->moveHero(*h, CGHeroInstance::convertPosition(endpos, true));
  1446. waitTillFree(); //movement may cause battle or blocking dialog
  1447. boost::this_thread::interruption_point();
  1448. if(!h) //we lost hero - remove all tasks assigned to him/her
  1449. {
  1450. lostHero(h);
  1451. //we need to throw, otherwise hero will be assigned to sth again
  1452. throw std::runtime_error("Hero was lost!");
  1453. }
  1454. }
  1455. ret = !i;
  1456. }
  1457. if (h)
  1458. {
  1459. if (auto visitedObject = frontOrNull(cb->getVisitableObjs(h->visitablePos()))) //we stand on something interesting
  1460. {
  1461. if (visitedObject != *h)
  1462. performObjectInteraction (visitedObject, h);
  1463. }
  1464. }
  1465. if(h) //we could have lost hero after last move
  1466. {
  1467. completeGoal (sptr(Goals::VisitTile(dst).sethero(h))); //we stepped on some tile, anyway
  1468. if (!ret) //reserve object we are heading towards
  1469. {
  1470. auto obj = frontOrNull(cb->getVisitableObjs(dst));
  1471. if (obj && obj != *h)
  1472. reserveObject(h, obj);
  1473. }
  1474. if (startHpos == h->visitablePos() && !ret) //we didn't move and didn't reach the target
  1475. {
  1476. erase_if_present (lockedHeroes, h); //hero seemingly is confused
  1477. throw cannotFulfillGoalException("Invalid path found!"); //FIXME: should never happen
  1478. }
  1479. logAi->debugStream() << boost::format("Hero %s moved from %s to %s. Returning %d.") % h->name % startHpos % h->visitablePos() % ret;
  1480. }
  1481. return ret;
  1482. }
  1483. void VCAI::tryRealize(Goals::Explore & g)
  1484. {
  1485. throw cannotFulfillGoalException("EXPLORE is not a elementar goal!");
  1486. }
  1487. void VCAI::tryRealize(Goals::RecruitHero & g)
  1488. {
  1489. if(const CGTownInstance *t = findTownWithTavern())
  1490. {
  1491. recruitHero(t, true);
  1492. //TODO try to free way to blocked town
  1493. //TODO: adventure map tavern or prison?
  1494. }
  1495. }
  1496. void VCAI::tryRealize(Goals::VisitTile & g)
  1497. {
  1498. if(!g.hero->movement)
  1499. throw cannotFulfillGoalException("Cannot visit tile: hero is out of MPs!");
  1500. if(g.tile == g.hero->visitablePos() && cb->getVisitableObjs(g.hero->visitablePos()).size() < 2)
  1501. {
  1502. logAi->warnStream() << boost::format("Why do I want to move hero %s to tile %s? Already standing on that tile! ")
  1503. % g.hero->name % g.tile;
  1504. throw goalFulfilledException (sptr(g));
  1505. }
  1506. if (ai->moveHeroToTile(g.tile, g.hero.get()))
  1507. {
  1508. throw goalFulfilledException (sptr(g));
  1509. }
  1510. }
  1511. void VCAI::tryRealize(Goals::VisitHero & g)
  1512. {
  1513. if(!g.hero->movement)
  1514. throw cannotFulfillGoalException("Cannot visit target hero: hero is out of MPs!");
  1515. const CGObjectInstance * obj = cb->getObj(ObjectInstanceID(g.objid));
  1516. if (obj)
  1517. {
  1518. if (ai->moveHeroToTile(obj->visitablePos(), g.hero.get()))
  1519. {
  1520. throw goalFulfilledException (sptr(g));
  1521. }
  1522. }
  1523. else
  1524. throw cannotFulfillGoalException("Cannot visit hero: object not found!");
  1525. }
  1526. void VCAI::tryRealize(Goals::BuildThis & g)
  1527. {
  1528. const CGTownInstance *t = g.town;
  1529. if(!t && g.hero)
  1530. t = g.hero->visitedTown;
  1531. if(!t)
  1532. {
  1533. for(const CGTownInstance *t : cb->getTownsInfo())
  1534. {
  1535. switch(cb->canBuildStructure(t, BuildingID(g.bid)))
  1536. {
  1537. case EBuildingState::ALLOWED:
  1538. cb->buildBuilding(t, BuildingID(g.bid));
  1539. return;
  1540. default:
  1541. break;
  1542. }
  1543. }
  1544. }
  1545. else if(cb->canBuildStructure(t, BuildingID(g.bid)) == EBuildingState::ALLOWED)
  1546. {
  1547. cb->buildBuilding(t, BuildingID(g.bid));
  1548. return;
  1549. }
  1550. throw cannotFulfillGoalException("Cannot build a given structure!");
  1551. }
  1552. void VCAI::tryRealize(Goals::DigAtTile & g)
  1553. {
  1554. assert(g.hero->visitablePos() == g.tile); //surely we want to crash here?
  1555. if (g.hero->diggingStatus() == CGHeroInstance::CAN_DIG)
  1556. {
  1557. cb->dig(g.hero.get());
  1558. completeGoal(sptr(g)); // finished digging
  1559. }
  1560. else
  1561. {
  1562. ai->lockedHeroes[g.hero] = sptr(g); //hero who tries to dig shouldn't do anything else
  1563. throw cannotFulfillGoalException("A hero can't dig!\n");
  1564. }
  1565. }
  1566. void VCAI::tryRealize(Goals::CollectRes & g)
  1567. {
  1568. if(cb->getResourceAmount(static_cast<Res::ERes>(g.resID)) >= g.value)
  1569. throw cannotFulfillGoalException("Goal is already fulfilled!");
  1570. if(const CGObjectInstance *obj = cb->getObj(ObjectInstanceID(g.objid), false))
  1571. {
  1572. if(const IMarket *m = IMarket::castFrom(obj, false))
  1573. {
  1574. for (Res::ERes i = Res::WOOD; i <= Res::GOLD; vstd::advance(i, 1))
  1575. {
  1576. if(i == g.resID) continue;
  1577. int toGive, toGet;
  1578. m->getOffer(i, g.resID, toGive, toGet, EMarketMode::RESOURCE_RESOURCE);
  1579. toGive = toGive * (cb->getResourceAmount(i) / toGive);
  1580. //TODO trade only as much as needed
  1581. cb->trade(obj, EMarketMode::RESOURCE_RESOURCE, i, g.resID, toGive);
  1582. if(cb->getResourceAmount(static_cast<Res::ERes>(g.resID)) >= g.value)
  1583. return;
  1584. }
  1585. throw cannotFulfillGoalException("I cannot get needed resources by trade!");
  1586. }
  1587. else
  1588. {
  1589. throw cannotFulfillGoalException("I don't know how to use this object to raise resources!");
  1590. }
  1591. }
  1592. else
  1593. {
  1594. saving[g.resID] = 1;
  1595. throw cannotFulfillGoalException("No object that could be used to raise resources!");
  1596. }
  1597. }
  1598. void VCAI::tryRealize(Goals::Build & g)
  1599. {
  1600. for(const CGTownInstance *t : cb->getTownsInfo())
  1601. {
  1602. logAi->debugStream() << boost::format("Looking into %s") % t->name;
  1603. buildStructure(t);
  1604. buildArmyIn(t);
  1605. if(!ai->primaryHero() ||
  1606. (t->getArmyStrength() > ai->primaryHero()->getArmyStrength() * 2 && !isAccessibleForHero(t->visitablePos(), ai->primaryHero())))
  1607. {
  1608. recruitHero(t);
  1609. buildArmyIn(t);
  1610. }
  1611. }
  1612. throw cannotFulfillGoalException("BUILD has been realized as much as possible.");
  1613. }
  1614. void VCAI::tryRealize(Goals::Invalid & g)
  1615. {
  1616. throw cannotFulfillGoalException("I don't know how to fulfill this!");
  1617. }
  1618. void VCAI::tryRealize(Goals::AbstractGoal & g)
  1619. {
  1620. logAi->debugStream() << boost::format("Attempting realizing goal with code %s") % g.name();
  1621. throw cannotFulfillGoalException("Unknown type of goal !");
  1622. }
  1623. const CGTownInstance * VCAI::findTownWithTavern() const
  1624. {
  1625. for(const CGTownInstance *t : cb->getTownsInfo())
  1626. if(t->hasBuilt(BuildingID::TAVERN) && !t->visitingHero)
  1627. return t;
  1628. return nullptr;
  1629. }
  1630. Goals::TSubgoal VCAI::getGoal (HeroPtr h) const
  1631. {
  1632. auto it = lockedHeroes.find(h);
  1633. if (it != lockedHeroes.end())
  1634. return it->second;
  1635. else
  1636. return sptr(Goals::Invalid());
  1637. }
  1638. std::vector<HeroPtr> VCAI::getUnblockedHeroes() const
  1639. {
  1640. std::vector<HeroPtr> ret;
  1641. for (auto h : cb->getHeroesInfo())
  1642. {
  1643. //&& !vstd::contains(lockedHeroes, h)
  1644. //at this point we assume heroes exhausted their locked goals
  1645. if (canAct(h))
  1646. ret.push_back(h);
  1647. }
  1648. return ret;
  1649. }
  1650. bool VCAI::canAct (HeroPtr h) const
  1651. {
  1652. auto mission = lockedHeroes.find(h);
  1653. if (mission != lockedHeroes.end())
  1654. {
  1655. //FIXME: I'm afraid there can be other conditions when heroes can act but not move :?
  1656. if (mission->second->goalType == Goals::DIG_AT_TILE && !mission->second->isElementar)
  1657. return false;
  1658. }
  1659. return h->movement;
  1660. }
  1661. HeroPtr VCAI::primaryHero() const
  1662. {
  1663. auto hs = cb->getHeroesInfo();
  1664. boost::sort(hs, compareHeroStrength);
  1665. if(hs.empty())
  1666. return nullptr;
  1667. return hs.back();
  1668. }
  1669. void VCAI::endTurn()
  1670. {
  1671. logAi->infoStream() << "Player " << static_cast<int>(playerID.getNum()) << " ends turn";
  1672. if(!status.haveTurn())
  1673. {
  1674. logAi->errorStream() << "Not having turn at the end of turn???";
  1675. }
  1676. logAi->debugStream() << "Resources at the end of turn: " << cb->getResourceAmount();
  1677. do
  1678. {
  1679. cb->endTurn();
  1680. } 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
  1681. logGlobal->infoStream() << "Player " << static_cast<int>(playerID.getNum()) << " ended turn";
  1682. }
  1683. void VCAI::striveToGoal(Goals::TSubgoal ultimateGoal)
  1684. {
  1685. if (ultimateGoal->invalid())
  1686. return;
  1687. //we are looking for abstract goals
  1688. auto abstractGoal = striveToGoalInternal (ultimateGoal, false);
  1689. if (abstractGoal->invalid())
  1690. return;
  1691. //we received abstract goal, need to find concrete goals
  1692. striveToGoalInternal (abstractGoal, true);
  1693. //TODO: save abstract goals not related to hero
  1694. }
  1695. Goals::TSubgoal VCAI::striveToGoalInternal(Goals::TSubgoal ultimateGoal, bool onlyAbstract)
  1696. {
  1697. const int searchDepth = 30;
  1698. const int searchDepth2 = searchDepth-2;
  1699. Goals::TSubgoal abstractGoal = sptr(Goals::Invalid());
  1700. while(1)
  1701. {
  1702. Goals::TSubgoal goal = ultimateGoal;
  1703. logAi->debugStream() << boost::format("Striving to goal of type %s") % ultimateGoal->name();
  1704. int maxGoals = searchDepth; //preventing deadlock for mutually dependent goals
  1705. while(!goal->isElementar && maxGoals && (onlyAbstract || !goal->isAbstract))
  1706. {
  1707. logAi->debugStream() << boost::format("Considering goal %s") % goal->name();
  1708. try
  1709. {
  1710. boost::this_thread::interruption_point();
  1711. goal = goal->whatToDoToAchieve();
  1712. --maxGoals;
  1713. if (*goal == *ultimateGoal) //compare objects by value
  1714. throw cannotFulfillGoalException("Goal dependency loop detected!");
  1715. }
  1716. catch(goalFulfilledException &e)
  1717. {
  1718. //it is impossible to continue some goals (like exploration, for example)
  1719. completeGoal (goal);
  1720. logAi->debugStream() << boost::format("Goal %s decomposition failed: goal was completed as much as possible") % goal->name();
  1721. return sptr(Goals::Invalid());
  1722. }
  1723. catch(std::exception &e)
  1724. {
  1725. logAi->debugStream() << boost::format("Goal %s decomposition failed: %s") % goal->name() % e.what();
  1726. return sptr(Goals::Invalid());
  1727. }
  1728. }
  1729. try
  1730. {
  1731. boost::this_thread::interruption_point();
  1732. if (!maxGoals)
  1733. {
  1734. std::runtime_error e("Too many subgoals, don't know what to do");
  1735. throw (e);
  1736. }
  1737. if (goal->hero) //lock this hero to fulfill ultimate goal
  1738. {
  1739. if (maxGoals)
  1740. {
  1741. setGoal(goal->hero, goal);
  1742. }
  1743. else
  1744. {
  1745. erase_if_present (lockedHeroes, goal->hero); // we seemingly don't know what to do with hero
  1746. }
  1747. }
  1748. if (goal->isAbstract)
  1749. {
  1750. abstractGoal = goal; //allow only one abstract goal per call
  1751. logAi->debugStream() << boost::format("Choosing abstract goal %s") % goal->name();
  1752. break;
  1753. }
  1754. else
  1755. {
  1756. logAi->debugStream() << boost::format("Trying to realize %s (value %2.3f)") % goal->name() % goal->priority;
  1757. goal->accept(this);
  1758. }
  1759. boost::this_thread::interruption_point();
  1760. }
  1761. catch(boost::thread_interrupted &e)
  1762. {
  1763. logAi->debugStream() << boost::format("Player %d: Making turn thread received an interruption!") % playerID;
  1764. throw; //rethrow, we want to truly end this thread
  1765. }
  1766. catch(goalFulfilledException &e)
  1767. {
  1768. //the goal was completed successfully
  1769. completeGoal (goal);
  1770. //completed goal was main goal //TODO: find better condition
  1771. if (ultimateGoal->fulfillsMe(goal) || maxGoals > searchDepth2)
  1772. return sptr(Goals::Invalid());
  1773. }
  1774. catch(std::exception &e)
  1775. {
  1776. logAi->debugStream() << boost::format("Failed to realize subgoal of type %s (greater goal type was %s), I will stop.") % goal->name() % ultimateGoal->name();
  1777. logAi->debugStream() << boost::format("The error message was: %s") % e.what();
  1778. break;
  1779. }
  1780. }
  1781. return abstractGoal;
  1782. }
  1783. void VCAI::striveToQuest (const QuestInfo &q)
  1784. {
  1785. if (q.quest->missionType && q.quest->progress != CQuest::COMPLETE)
  1786. {
  1787. MetaString ms;
  1788. q.quest->getRolloverText(ms, false);
  1789. logAi->debugStream() << boost::format("Trying to realize quest: %s") % ms.toString();
  1790. auto heroes = cb->getHeroesInfo();
  1791. switch (q.quest->missionType)
  1792. {
  1793. case CQuest::MISSION_ART:
  1794. {
  1795. for (auto hero : heroes) //TODO: remove duplicated code?
  1796. {
  1797. if (q.quest->checkQuest(hero))
  1798. {
  1799. striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero)));
  1800. return;
  1801. }
  1802. }
  1803. for (auto art : q.quest->m5arts)
  1804. {
  1805. striveToGoal (sptr(Goals::GetArtOfType(art))); //TODO: transport?
  1806. }
  1807. break;
  1808. }
  1809. case CQuest::MISSION_HERO:
  1810. {
  1811. //striveToGoal (CGoal(RECRUIT_HERO));
  1812. for (auto hero : heroes)
  1813. {
  1814. if (q.quest->checkQuest(hero))
  1815. {
  1816. striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero)));
  1817. return;
  1818. }
  1819. }
  1820. striveToGoal (sptr(Goals::FindObj(Obj::PRISON))); //rule of a thumb - quest heroes usually are locked in prisons
  1821. //BNLOG ("Don't know how to recruit hero with id %d\n", q.quest->m13489val);
  1822. break;
  1823. }
  1824. case CQuest::MISSION_ARMY:
  1825. {
  1826. for (auto hero : heroes)
  1827. {
  1828. if (q.quest->checkQuest(hero)) //very bad info - stacks can be split between multiple heroes :(
  1829. {
  1830. striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero)));
  1831. return;
  1832. }
  1833. }
  1834. for (auto creature : q.quest->m6creatures)
  1835. {
  1836. striveToGoal (sptr(Goals::GatherTroops(creature.type->idNumber, creature.count)));
  1837. }
  1838. //TODO: exchange armies... oh my
  1839. //BNLOG ("Don't know how to recruit %d of %s\n", (int)(creature.count) % creature.type->namePl);
  1840. break;
  1841. }
  1842. case CQuest::MISSION_RESOURCES:
  1843. {
  1844. if (heroes.size())
  1845. {
  1846. if (q.quest->checkQuest(heroes.front())) //it doesn't matter which hero it is
  1847. {
  1848. striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum())));
  1849. }
  1850. else
  1851. {
  1852. for (int i = 0; i < q.quest->m7resources.size(); ++i)
  1853. {
  1854. if (q.quest->m7resources[i])
  1855. striveToGoal (sptr(Goals::CollectRes(i, q.quest->m7resources[i])));
  1856. }
  1857. }
  1858. }
  1859. else
  1860. striveToGoal (sptr(Goals::RecruitHero())); //FIXME: checkQuest requires any hero belonging to player :(
  1861. break;
  1862. }
  1863. case CQuest::MISSION_KILL_HERO:
  1864. case CQuest::MISSION_KILL_CREATURE:
  1865. {
  1866. auto obj = cb->getObjByQuestIdentifier(q.quest->m13489val);
  1867. if (obj)
  1868. striveToGoal (sptr(Goals::GetObj(obj->id.getNum())));
  1869. else
  1870. striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()))); //visit seer hut
  1871. break;
  1872. }
  1873. case CQuest::MISSION_PRIMARY_STAT:
  1874. {
  1875. auto heroes = cb->getHeroesInfo();
  1876. for (auto hero : heroes)
  1877. {
  1878. if (q.quest->checkQuest(hero))
  1879. {
  1880. striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero)));
  1881. return;
  1882. }
  1883. }
  1884. for (int i = 0; i < q.quest->m2stats.size(); ++i)
  1885. {
  1886. logAi->debugStream() << boost::format("Don't know how to increase primary stat %d") % i;
  1887. }
  1888. break;
  1889. }
  1890. case CQuest::MISSION_LEVEL:
  1891. {
  1892. auto heroes = cb->getHeroesInfo();
  1893. for (auto hero : heroes)
  1894. {
  1895. if (q.quest->checkQuest(hero))
  1896. {
  1897. striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero))); //TODO: causes infinite loop :/
  1898. return;
  1899. }
  1900. }
  1901. logAi->debugStream() << boost::format("Don't know how to reach hero level %d") % q.quest->m13489val;
  1902. break;
  1903. }
  1904. case CQuest::MISSION_PLAYER:
  1905. {
  1906. if (playerID.getNum() != q.quest->m13489val)
  1907. logAi->debugStream() << boost::format("Can't be player of color %d") % q.quest->m13489val;
  1908. break;
  1909. }
  1910. case CQuest::MISSION_KEYMASTER:
  1911. {
  1912. striveToGoal (sptr(Goals::FindObj(Obj::KEYMASTER, q.obj->subID)));
  1913. break;
  1914. }
  1915. }
  1916. }
  1917. }
  1918. void VCAI::performTypicalActions()
  1919. {
  1920. for(auto h : getUnblockedHeroes())
  1921. {
  1922. logAi->debugStream() << boost::format("Looking into %s, MP=%d") % h->name.c_str() % h->movement;
  1923. makePossibleUpgrades(*h);
  1924. try
  1925. {
  1926. wander(h);
  1927. }
  1928. catch(std::exception &e)
  1929. {
  1930. logAi->debugStream() << boost::format("Cannot use this hero anymore, received exception: %s") % e.what();
  1931. continue;
  1932. }
  1933. }
  1934. }
  1935. void VCAI::buildArmyIn(const CGTownInstance * t)
  1936. {
  1937. makePossibleUpgrades(t->visitingHero);
  1938. makePossibleUpgrades(t);
  1939. recruitCreatures(t, t);
  1940. moveCreaturesToHero(t);
  1941. }
  1942. int3 VCAI::explorationBestNeighbour(int3 hpos, int radius, HeroPtr h)
  1943. {
  1944. std::map<int3, int> dstToRevealedTiles;
  1945. for(crint3 dir : dirs)
  1946. if(cb->isInTheMap(hpos+dir))
  1947. if (isSafeToVisit(h, hpos + dir) && isAccessibleForHero (hpos + dir, h))
  1948. dstToRevealedTiles[hpos + dir] = howManyTilesWillBeDiscovered(radius, hpos, dir);
  1949. if (dstToRevealedTiles.empty()) //yes, it DID happen!
  1950. throw cannotFulfillGoalException("No neighbour will bring new discoveries!");
  1951. auto best = dstToRevealedTiles.begin();
  1952. for (auto i = dstToRevealedTiles.begin(); i != dstToRevealedTiles.end(); i++)
  1953. {
  1954. const CGPathNode *pn = cb->getPathsInfo(h.get())->getPathInfo(i->first);
  1955. //const TerrainTile *t = cb->getTile(i->first);
  1956. if(best->second < i->second && pn->reachable() && pn->accessible == CGPathNode::ACCESSIBLE)
  1957. best = i;
  1958. }
  1959. if(best->second)
  1960. return best->first;
  1961. throw cannotFulfillGoalException("No neighbour will bring new discoveries!");
  1962. }
  1963. int3 VCAI::explorationNewPoint(HeroPtr h)
  1964. {
  1965. //logAi->debugStream() << "Looking for an another place for exploration...";
  1966. int radius = h->getSightRadious();
  1967. std::vector<std::vector<int3> > tiles; //tiles[distance_to_fow]
  1968. tiles.resize(radius);
  1969. CCallback * cbp = cb.get();
  1970. foreach_tile_pos([&](const int3 &pos)
  1971. {
  1972. if(!cbp->isVisible(pos))
  1973. tiles[0].push_back(pos);
  1974. });
  1975. float bestValue = 0; //discovered tile to node distance ratio
  1976. int3 bestTile(-1,-1,-1);
  1977. for (int i = 1; i < radius; i++)
  1978. {
  1979. getVisibleNeighbours(tiles[i-1], tiles[i]);
  1980. removeDuplicates(tiles[i]);
  1981. for(const int3 &tile : tiles[i])
  1982. {
  1983. if (!cb->getPathsInfo(h.get())->getPathInfo(tile)->reachable()) //this will remove tiles that are guarded by monsters (or removable objects)
  1984. continue;
  1985. CGPath path;
  1986. cb->getPathsInfo(h.get())->getPath(tile, path);
  1987. float ourValue = (float)howManyTilesWillBeDiscovered(tile, radius, cbp) / (path.nodes.size() + 1); //+1 prevents erratic jumps
  1988. if (ourValue > bestValue) //avoid costly checks of tiles that don't reveal much
  1989. {
  1990. if(isSafeToVisit(h, tile) && !isBlockedBorderGate(tile))
  1991. {
  1992. bestTile = tile;
  1993. bestValue = ourValue;
  1994. }
  1995. }
  1996. }
  1997. }
  1998. return bestTile;
  1999. }
  2000. int3 VCAI::explorationDesperate(HeroPtr h)
  2001. {
  2002. //logAi->debugStream() << "Looking for an another place for exploration...";
  2003. SectorMap sm(h);
  2004. int radius = h->getSightRadious();
  2005. std::vector<std::vector<int3> > tiles; //tiles[distance_to_fow]
  2006. tiles.resize(radius);
  2007. CCallback * cbp = cb.get();
  2008. foreach_tile_pos([&](const int3 &pos)
  2009. {
  2010. if(!cbp->isVisible(pos))
  2011. tiles[0].push_back(pos);
  2012. });
  2013. ui64 lowestDanger = -1;
  2014. int3 bestTile(-1,-1,-1);
  2015. for (int i = 1; i < radius; i++)
  2016. {
  2017. getVisibleNeighbours(tiles[i-1], tiles[i]);
  2018. removeDuplicates(tiles[i]);
  2019. for(const int3 &tile : tiles[i])
  2020. {
  2021. if (cbp->getTile(tile)->blocked) //does it shorten the time?
  2022. continue;
  2023. if (!howManyTilesWillBeDiscovered(tile, radius, cbp)) //avoid costly checks of tiles that don't reveal much
  2024. continue;
  2025. auto t = sm.firstTileToGet(h, tile);
  2026. if (t.valid())
  2027. {
  2028. ui64 ourDanger = evaluateDanger(t, h.h);
  2029. if (ourDanger < lowestDanger)
  2030. {
  2031. if(!isBlockedBorderGate(t))
  2032. {
  2033. if (!ourDanger) //at least one safe place found
  2034. return t;
  2035. bestTile = t;
  2036. lowestDanger = ourDanger;
  2037. }
  2038. }
  2039. }
  2040. }
  2041. }
  2042. return bestTile;
  2043. }
  2044. TResources VCAI::estimateIncome() const
  2045. {
  2046. TResources ret;
  2047. for(const CGTownInstance *t : cb->getTownsInfo())
  2048. {
  2049. ret += t->dailyIncome();
  2050. }
  2051. for(const CGObjectInstance *obj : getFlaggedObjects())
  2052. {
  2053. if(obj->ID == Obj::MINE)
  2054. {
  2055. switch(obj->subID)
  2056. {
  2057. case Res::WOOD:
  2058. case Res::ORE:
  2059. ret[obj->subID] += WOOD_ORE_MINE_PRODUCTION;
  2060. break;
  2061. case Res::GOLD:
  2062. case 7: //abandoned mine -> also gold
  2063. ret[Res::GOLD] += GOLD_MINE_PRODUCTION;
  2064. break;
  2065. default:
  2066. ret[obj->subID] += RESOURCE_MINE_PRODUCTION;
  2067. break;
  2068. }
  2069. }
  2070. }
  2071. return ret;
  2072. }
  2073. bool VCAI::containsSavedRes(const TResources &cost) const
  2074. {
  2075. for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
  2076. {
  2077. if(saving[i] && cost[i])
  2078. return true;
  2079. }
  2080. return false;
  2081. }
  2082. void VCAI::checkHeroArmy (HeroPtr h)
  2083. {
  2084. auto it = lockedHeroes.find(h);
  2085. if (it != lockedHeroes.end())
  2086. {
  2087. if (it->second->goalType == Goals::GATHER_ARMY && it->second->value <= h->getArmyStrength())
  2088. completeGoal(sptr(Goals::GatherArmy(it->second->value).sethero(h)));
  2089. }
  2090. }
  2091. void VCAI::recruitHero(const CGTownInstance * t, bool throwing)
  2092. {
  2093. logAi->debugStream() << boost::format("Trying to recruit a hero in %s at %s") % t->name % t->visitablePos();
  2094. auto heroes = cb->getAvailableHeroes(t);
  2095. if(heroes.size())
  2096. {
  2097. auto hero = heroes[0];
  2098. if (heroes.size() >= 2) //makes sense to recruit two heroes with starting amries in first week
  2099. {
  2100. if (heroes[1]->getTotalStrength() > hero->getTotalStrength())
  2101. hero = heroes[1];
  2102. }
  2103. cb->recruitHero(t, hero);
  2104. }
  2105. else if(throwing)
  2106. throw cannotFulfillGoalException("No available heroes in tavern in " + t->nodeName());
  2107. }
  2108. void VCAI::finish()
  2109. {
  2110. if(makingTurn)
  2111. makingTurn->interrupt();
  2112. }
  2113. void VCAI::requestActionASAP(std::function<void()> whatToDo)
  2114. {
  2115. // static boost::mutex m;
  2116. // boost::unique_lock<boost::mutex> mylock(m);
  2117. boost::barrier b(2);
  2118. boost::thread newThread([&b,this,whatToDo]()
  2119. {
  2120. setThreadName("VCAI::requestActionASAP::helper");
  2121. SET_GLOBAL_STATE(this);
  2122. boost::shared_lock<boost::shared_mutex> gsLock(cb->getGsMutex());
  2123. b.wait();
  2124. whatToDo();
  2125. });
  2126. b.wait();
  2127. }
  2128. void VCAI::lostHero(HeroPtr h)
  2129. {
  2130. logAi->debugStream() << boost::format("I lost my hero %s. It's best to forget and move on.") % h.name;
  2131. erase_if_present(lockedHeroes, h);
  2132. for(auto obj : reservedHeroesMap[h])
  2133. {
  2134. erase_if_present(reservedObjs, obj); //unreserve all objects for that hero
  2135. }
  2136. erase_if_present(reservedHeroesMap, h);
  2137. }
  2138. void VCAI::answerQuery(QueryID queryID, int selection)
  2139. {
  2140. logAi->debugStream() << boost::format("I'll answer the query %d giving the choice %d") % queryID % selection;
  2141. if(queryID != QueryID(-1))
  2142. {
  2143. cb->selectionMade(selection, queryID);
  2144. }
  2145. else
  2146. {
  2147. logAi->debugStream() << boost::format("Since the query ID is %d, the answer won't be sent. This is not a real query!") % queryID;
  2148. //do nothing
  2149. }
  2150. }
  2151. void VCAI::requestSent(const CPackForServer *pack, int requestID)
  2152. {
  2153. //BNLOG("I have sent request of type %s", typeid(*pack).name());
  2154. if(auto reply = dynamic_cast<const QueryReply*>(pack))
  2155. {
  2156. status.attemptedAnsweringQuery(reply->qid, requestID);
  2157. }
  2158. }
  2159. std::string VCAI::getBattleAIName() const
  2160. {
  2161. if(settings["server"]["neutralAI"].getType() == JsonNode::DATA_STRING)
  2162. return settings["server"]["neutralAI"].String();
  2163. else
  2164. return "StupidAI";
  2165. }
  2166. void VCAI::validateObject(const CGObjectInstance *obj)
  2167. {
  2168. validateObject(obj->id);
  2169. }
  2170. void VCAI::validateObject(ObjectIdRef obj)
  2171. {
  2172. auto matchesId = [&] (const CGObjectInstance *hlpObj) -> bool { return hlpObj->id == obj.id; };
  2173. if(!obj)
  2174. {
  2175. erase_if(visitableObjs, matchesId);
  2176. for(auto &p : reservedHeroesMap)
  2177. erase_if(p.second, matchesId);
  2178. erase_if(reservedObjs, matchesId);
  2179. }
  2180. }
  2181. TResources VCAI::freeResources() const
  2182. {
  2183. TResources myRes = cb->getResourceAmount();
  2184. myRes[Res::GOLD] -= GOLD_RESERVE;
  2185. vstd::amax(myRes[Res::GOLD], 0);
  2186. return myRes;
  2187. }
  2188. AIStatus::AIStatus()
  2189. {
  2190. battle = NO_BATTLE;
  2191. havingTurn = false;
  2192. ongoingHeroMovement = false;
  2193. }
  2194. AIStatus::~AIStatus()
  2195. {
  2196. }
  2197. void AIStatus::setBattle(BattleState BS)
  2198. {
  2199. boost::unique_lock<boost::mutex> lock(mx);
  2200. LOG_TRACE_PARAMS(logAi, "battle state=%d", (int)BS);
  2201. battle = BS;
  2202. cv.notify_all();
  2203. }
  2204. BattleState AIStatus::getBattle()
  2205. {
  2206. boost::unique_lock<boost::mutex> lock(mx);
  2207. return battle;
  2208. }
  2209. void AIStatus::addQuery(QueryID ID, std::string description)
  2210. {
  2211. boost::unique_lock<boost::mutex> lock(mx);
  2212. if(ID == QueryID(-1))
  2213. {
  2214. logAi->debugStream() << boost::format("The \"query\" has an id %d, it'll be ignored as non-query. Description: %s") % ID % description;
  2215. return;
  2216. }
  2217. assert(!vstd::contains(remainingQueries, ID));
  2218. assert(ID.getNum() >= 0);
  2219. remainingQueries[ID] = description;
  2220. cv.notify_all();
  2221. logAi->debugStream() << boost::format("Adding query %d - %s. Total queries count: %d") % ID % description % remainingQueries.size();
  2222. }
  2223. void AIStatus::removeQuery(QueryID ID)
  2224. {
  2225. boost::unique_lock<boost::mutex> lock(mx);
  2226. assert(vstd::contains(remainingQueries, ID));
  2227. std::string description = remainingQueries[ID];
  2228. remainingQueries.erase(ID);
  2229. cv.notify_all();
  2230. logAi->debugStream() << boost::format("Removing query %d - %s. Total queries count: %d") % ID % description % remainingQueries.size();
  2231. }
  2232. int AIStatus::getQueriesCount()
  2233. {
  2234. boost::unique_lock<boost::mutex> lock(mx);
  2235. return remainingQueries.size();
  2236. }
  2237. void AIStatus::startedTurn()
  2238. {
  2239. boost::unique_lock<boost::mutex> lock(mx);
  2240. havingTurn = true;
  2241. cv.notify_all();
  2242. }
  2243. void AIStatus::madeTurn()
  2244. {
  2245. boost::unique_lock<boost::mutex> lock(mx);
  2246. havingTurn = false;
  2247. cv.notify_all();
  2248. }
  2249. void AIStatus::waitTillFree()
  2250. {
  2251. boost::unique_lock<boost::mutex> lock(mx);
  2252. while(battle != NO_BATTLE || !remainingQueries.empty() || !objectsBeingVisited.empty() || ongoingHeroMovement)
  2253. cv.timed_wait(lock, boost::posix_time::milliseconds(100));
  2254. }
  2255. bool AIStatus::haveTurn()
  2256. {
  2257. boost::unique_lock<boost::mutex> lock(mx);
  2258. return havingTurn;
  2259. }
  2260. void AIStatus::attemptedAnsweringQuery(QueryID queryID, int answerRequestID)
  2261. {
  2262. boost::unique_lock<boost::mutex> lock(mx);
  2263. assert(vstd::contains(remainingQueries, queryID));
  2264. std::string description = remainingQueries[queryID];
  2265. logAi->debugStream() << boost::format("Attempted answering query %d - %s. Request id=%d. Waiting for results...") % queryID % description % answerRequestID;
  2266. requestToQueryID[answerRequestID] = queryID;
  2267. }
  2268. void AIStatus::receivedAnswerConfirmation(int answerRequestID, int result)
  2269. {
  2270. assert(vstd::contains(requestToQueryID, answerRequestID));
  2271. QueryID query = requestToQueryID[answerRequestID];
  2272. assert(vstd::contains(remainingQueries, query));
  2273. requestToQueryID.erase(answerRequestID);
  2274. if(result)
  2275. {
  2276. removeQuery(query);
  2277. }
  2278. else
  2279. {
  2280. logAi->errorStream() << "Something went really wrong, failed to answer query " << query << ": " << remainingQueries[query];
  2281. //TODO safely retry
  2282. }
  2283. }
  2284. void AIStatus::heroVisit(const CGObjectInstance *obj, bool started)
  2285. {
  2286. boost::unique_lock<boost::mutex> lock(mx);
  2287. if(started)
  2288. objectsBeingVisited.push_back(obj);
  2289. else
  2290. {
  2291. // There can be more than one object visited at the time (eg. hero visits Subterranean Gate
  2292. // causing visit to hero on the other side.
  2293. // However, we are guaranteed that start/end visit notification maintain stack order.
  2294. assert(!objectsBeingVisited.empty());
  2295. objectsBeingVisited.pop_back();
  2296. }
  2297. cv.notify_all();
  2298. }
  2299. void AIStatus::setMove(bool ongoing)
  2300. {
  2301. boost::unique_lock<boost::mutex> lock(mx);
  2302. ongoingHeroMovement = ongoing;
  2303. cv.notify_all();
  2304. }
  2305. SectorMap::SectorMap()
  2306. {
  2307. update();
  2308. }
  2309. SectorMap::SectorMap(HeroPtr h)
  2310. {
  2311. update();
  2312. makeParentBFS(h->visitablePos());
  2313. }
  2314. bool markIfBlocked(ui8 &sec, crint3 pos, const TerrainTile *t)
  2315. {
  2316. if(t->blocked && !t->visitable)
  2317. {
  2318. sec = NOT_AVAILABLE;
  2319. return true;
  2320. }
  2321. return false;
  2322. }
  2323. bool markIfBlocked(ui8 &sec, crint3 pos)
  2324. {
  2325. return markIfBlocked(sec, pos, cb->getTile(pos));
  2326. }
  2327. void SectorMap::update()
  2328. {
  2329. clear();
  2330. int curSector = 3; //0 is invisible, 1 is not explored
  2331. CCallback * cbp = cb.get(); //optimization
  2332. foreach_tile_pos([&](crint3 pos)
  2333. {
  2334. if(retreiveTile(pos) == NOT_CHECKED)
  2335. {
  2336. if(!markIfBlocked(retreiveTile(pos), pos))
  2337. exploreNewSector(pos, curSector++, cbp);
  2338. }
  2339. });
  2340. valid = true;
  2341. }
  2342. void SectorMap::clear()
  2343. {
  2344. sector = cb->getVisibilityMap();
  2345. valid = false;
  2346. }
  2347. void SectorMap::exploreNewSector(crint3 pos, int num, CCallback * cbp)
  2348. {
  2349. Sector &s = infoOnSectors[num];
  2350. s.id = num;
  2351. s.water = cbp->getTile(pos)->isWater();
  2352. std::queue<int3> toVisit;
  2353. toVisit.push(pos);
  2354. while(!toVisit.empty())
  2355. {
  2356. int3 curPos = toVisit.front();
  2357. toVisit.pop();
  2358. ui8 &sec = retreiveTile(curPos);
  2359. if(sec == NOT_CHECKED)
  2360. {
  2361. const TerrainTile *t = cbp->getTile(curPos);
  2362. if(!markIfBlocked(sec, curPos, t))
  2363. {
  2364. if(t->isWater() == s.water) //sector is only-water or only-land
  2365. {
  2366. sec = num;
  2367. s.tiles.push_back(curPos);
  2368. foreach_neighbour(cbp, curPos, [&](CCallback * cbp, crint3 neighPos)
  2369. {
  2370. if(retreiveTile(neighPos) == NOT_CHECKED)
  2371. {
  2372. toVisit.push(neighPos);
  2373. //parent[neighPos] = curPos;
  2374. }
  2375. const TerrainTile *nt = cbp->getTile(neighPos, false);
  2376. if(nt && nt->isWater() != s.water && canBeEmbarkmentPoint(nt, s.water))
  2377. {
  2378. s.embarkmentPoints.push_back(neighPos);
  2379. }
  2380. });
  2381. if(t->visitable)
  2382. {
  2383. auto obj = t->visitableObjects.front();
  2384. if (vstd::contains(ai->knownSubterraneanGates, obj))
  2385. {
  2386. s.subterraneanGates.push_back (obj);
  2387. }
  2388. }
  2389. }
  2390. }
  2391. }
  2392. }
  2393. removeDuplicates(s.embarkmentPoints);
  2394. }
  2395. void SectorMap::write(crstring fname)
  2396. {
  2397. std::ofstream out(fname);
  2398. for(int k = 0; k < cb->getMapSize().z; k++)
  2399. {
  2400. for(int j = 0; j < cb->getMapSize().y; j++)
  2401. {
  2402. for(int i = 0; i < cb->getMapSize().x; i++)
  2403. {
  2404. out << (int)sector[i][j][k] << '\t';
  2405. }
  2406. out << std::endl;
  2407. }
  2408. out << std::endl;
  2409. }
  2410. }
  2411. bool isWeeklyRevisitable (const CGObjectInstance * obj)
  2412. { //TODO: allow polling of remaining creatures in dwelling
  2413. if (dynamic_cast<const CGVisitableOPW *>(obj) || //ensures future compatibility, unlike IDs
  2414. dynamic_cast<const CGDwelling *>(obj) ||
  2415. dynamic_cast<const CBank *>(obj)) //banks tend to respawn often in mods
  2416. return true;
  2417. switch (obj->ID)
  2418. {
  2419. case Obj::STABLES:
  2420. case Obj::MAGIC_WELL:
  2421. case Obj::HILL_FORT:
  2422. return true;
  2423. case Obj::BORDER_GATE:
  2424. case Obj::BORDERGUARD:
  2425. return (dynamic_cast <const CGKeys *>(obj))->wasMyColorVisited (ai->playerID); //FIXME: they could be revisited sooner than in a week
  2426. }
  2427. return false;
  2428. }
  2429. bool shouldVisit(HeroPtr h, const CGObjectInstance * obj)
  2430. {
  2431. switch (obj->ID)
  2432. {
  2433. case Obj::TOWN:
  2434. case Obj::HERO: //never visit our heroes at random
  2435. return obj->tempOwner != h->tempOwner; //do not visit our towns at random
  2436. break;
  2437. case Obj::BORDER_GATE:
  2438. {
  2439. for (auto q : ai->myCb->getMyQuests())
  2440. {
  2441. if (q.obj == obj)
  2442. {
  2443. return false; // do not visit guards or gates when wandering
  2444. }
  2445. }
  2446. return true; //we don't have this quest yet
  2447. }
  2448. break;
  2449. case Obj::BORDERGUARD: //open borderguard if possible
  2450. case Obj::SEER_HUT:
  2451. case Obj::QUEST_GUARD:
  2452. {
  2453. for (auto q : ai->myCb->getMyQuests())
  2454. {
  2455. if (q.obj == obj)
  2456. {
  2457. if (q.quest->checkQuest(h.h))
  2458. return true; //we completed the quest
  2459. else
  2460. return false; //we can't complete this quest
  2461. }
  2462. }
  2463. return true; //we don't have this quest yet
  2464. }
  2465. break;
  2466. case Obj::CREATURE_GENERATOR1:
  2467. {
  2468. if (obj->tempOwner != h->tempOwner)
  2469. return true; //flag just in case
  2470. bool canRecruitCreatures = false;
  2471. const CGDwelling * d = dynamic_cast<const CGDwelling *>(obj);
  2472. for(auto level : d->creatures)
  2473. {
  2474. for(auto c : level.second)
  2475. {
  2476. if (h->getSlotFor(CreatureID(c)) != SlotID())
  2477. canRecruitCreatures = true;
  2478. }
  2479. }
  2480. return canRecruitCreatures;
  2481. }
  2482. case Obj::HILL_FORT:
  2483. {
  2484. for (auto slot : h->Slots())
  2485. {
  2486. if (slot.second->type->upgrades.size())
  2487. return true; //TODO: check price?
  2488. }
  2489. return false;
  2490. }
  2491. case Obj::MONOLITH_ONE_WAY_ENTRANCE:
  2492. case Obj::MONOLITH_ONE_WAY_EXIT:
  2493. case Obj::MONOLITH_TWO_WAY:
  2494. case Obj::WHIRLPOOL:
  2495. //TODO: mechanism for handling monoliths
  2496. return false;
  2497. case Obj::SCHOOL_OF_MAGIC:
  2498. case Obj::SCHOOL_OF_WAR:
  2499. {
  2500. TResources myRes = ai->myCb->getResourceAmount();
  2501. if (myRes[Res::GOLD] - GOLD_RESERVE < 1000)
  2502. return false;
  2503. }
  2504. break;
  2505. case Obj::LIBRARY_OF_ENLIGHTENMENT:
  2506. if (h->level < 12)
  2507. return false;
  2508. break;
  2509. case Obj::TREE_OF_KNOWLEDGE:
  2510. {
  2511. TResources myRes = ai->myCb->getResourceAmount();
  2512. if (myRes[Res::GOLD] - GOLD_RESERVE < 2000 || myRes[Res::GEMS] < 10)
  2513. return false;
  2514. }
  2515. break;
  2516. case Obj::MAGIC_WELL:
  2517. return h->mana < h->manaLimit();
  2518. case Obj::PRISON:
  2519. return ai->myCb->getHeroesInfo().size() < VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER;// GameConstants::MAX_HEROES_PER_PLAYER;
  2520. case Obj::BOAT:
  2521. return false;
  2522. //Boats are handled by pathfinder
  2523. }
  2524. if (obj->wasVisited(*h)) //it must pointer to hero instance, heroPtr calls function wasVisited(ui8 player);
  2525. return false;
  2526. return true;
  2527. }
  2528. int3 SectorMap::firstTileToGet(HeroPtr h, crint3 dst)
  2529. /*
  2530. this functions returns one target tile or invalid tile. We will use it to poll possible destinations
  2531. For ship construction etc, another function (goal?) is needed
  2532. */
  2533. {
  2534. int3 ret(-1,-1,-1);
  2535. int sourceSector = retreiveTile(h->visitablePos()),
  2536. destinationSector = retreiveTile(dst);
  2537. const Sector *src = &infoOnSectors[sourceSector],
  2538. *dest = &infoOnSectors[destinationSector];
  2539. if(sourceSector != destinationSector) //use ships, shipyards etc..
  2540. {
  2541. if (ai->isAccessibleForHero(dst, h)) //pathfinder can find a way using ships and gates if tile is not blocked by objects
  2542. return dst;
  2543. std::map<const Sector*, const Sector*> preds;
  2544. std::queue<const Sector *> sectorQueue;
  2545. sectorQueue.push(src);
  2546. while(!sectorQueue.empty())
  2547. {
  2548. const Sector *s = sectorQueue.front();
  2549. sectorQueue.pop();
  2550. for(int3 ep : s->embarkmentPoints)
  2551. {
  2552. Sector *neigh = &infoOnSectors[retreiveTile(ep)];
  2553. //preds[s].push_back(neigh);
  2554. if(!preds[neigh])
  2555. {
  2556. preds[neigh] = s;
  2557. sectorQueue.push(neigh);
  2558. }
  2559. }
  2560. for (auto gate : s->subterraneanGates)
  2561. {
  2562. auto gatePair = ai->knownSubterraneanGates.find(gate);
  2563. if (gatePair != ai->knownSubterraneanGates.end())
  2564. {
  2565. //check the other side of gate
  2566. Sector *neigh = &infoOnSectors[retreiveTile(gatePair->second->visitablePos())];
  2567. if(!preds[neigh]) //if we didn't come into this sector yet
  2568. {
  2569. preds[neigh] = s; //it becomes our new target sector
  2570. sectorQueue.push(neigh);
  2571. }
  2572. }
  2573. }
  2574. }
  2575. if(!preds[dest])
  2576. {
  2577. //write("test.txt");
  2578. return ret;
  2579. //throw cannotFulfillGoalException(boost::str(boost::format("Cannot find connection between sectors %d and %d") % src->id % dst->id));
  2580. }
  2581. std::vector<const Sector*> toTraverse;
  2582. toTraverse.push_back(dest);
  2583. while(toTraverse.back() != src)
  2584. {
  2585. toTraverse.push_back(preds[toTraverse.back()]);
  2586. }
  2587. if(preds[dest])
  2588. {
  2589. //TODO: would be nice to find sectors in loop
  2590. const Sector *sectorToReach = toTraverse.at(toTraverse.size() - 2);
  2591. if(!src->water && sectorToReach->water) //embark
  2592. {
  2593. //embark on ship -> look for an EP with a boat
  2594. auto firstEP = boost::find_if(src->embarkmentPoints, [=](crint3 pos) -> bool
  2595. {
  2596. const TerrainTile *t = cb->getTile(pos);
  2597. return t && t->visitableObjects.size() == 1 && t->topVisitableId() == Obj::BOAT
  2598. && retreiveTile(pos) == sectorToReach->id;
  2599. });
  2600. if(firstEP != src->embarkmentPoints.end())
  2601. {
  2602. return *firstEP;
  2603. }
  2604. else
  2605. {
  2606. //we need to find a shipyard with an access to the desired sector's EP
  2607. //TODO what about Summon Boat spell?
  2608. std::vector<const IShipyard *> shipyards;
  2609. for(const CGTownInstance *t : cb->getTownsInfo())
  2610. {
  2611. if(t->hasBuilt(BuildingID::SHIPYARD))
  2612. shipyards.push_back(t);
  2613. }
  2614. for(const CGObjectInstance *obj : ai->visitableObjs)
  2615. {
  2616. if(obj->ID != Obj::TOWN) //towns were handled in the previous loop
  2617. if(const IShipyard *shipyard = IShipyard::castFrom(obj))
  2618. shipyards.push_back(shipyard);
  2619. }
  2620. shipyards.erase(boost::remove_if(shipyards, [=](const IShipyard *shipyard) -> bool
  2621. {
  2622. return shipyard->shipyardStatus() != 0 || retreiveTile(shipyard->bestLocation()) != sectorToReach->id;
  2623. }),shipyards.end());
  2624. if(!shipyards.size())
  2625. {
  2626. //TODO consider possibility of building shipyard in a town
  2627. return ret;
  2628. //throw cannotFulfillGoalException("There is no known shipyard!");
  2629. }
  2630. //we have only shipyards that possibly can build ships onto the appropriate EP
  2631. auto ownedGoodShipyard = boost::find_if(shipyards, [](const IShipyard *s) -> bool
  2632. {
  2633. return s->o->tempOwner == ai->playerID;
  2634. });
  2635. if(ownedGoodShipyard != shipyards.end())
  2636. {
  2637. const IShipyard *s = *ownedGoodShipyard;
  2638. TResources shipCost;
  2639. s->getBoatCost(shipCost);
  2640. if(cb->getResourceAmount().canAfford(shipCost))
  2641. {
  2642. int3 ret = s->bestLocation();
  2643. cb->buildBoat(s); //TODO: move actions elsewhere
  2644. return ret;
  2645. }
  2646. else
  2647. {
  2648. //TODO gather res
  2649. return ret;
  2650. //throw cannotFulfillGoalException("Not enough resources to build a boat");
  2651. }
  2652. }
  2653. else
  2654. {
  2655. //TODO pick best shipyard to take over
  2656. return shipyards.front()->o->visitablePos();
  2657. }
  2658. }
  2659. }
  2660. else if(src->water && !sectorToReach->water)
  2661. {
  2662. //TODO
  2663. //disembark
  2664. return ret;
  2665. }
  2666. else //use subterranean gates
  2667. {
  2668. //auto t = findFirstVisitableTile (h, dst);
  2669. //if (t.valid())
  2670. // return t;
  2671. //TODO: pop sectors linked by Subterranean Gate in loop
  2672. auto firstGate = boost::find_if(src->subterraneanGates, [=](const CGObjectInstance * gate) -> bool
  2673. {
  2674. //make sure no hero block the way
  2675. auto pos = ai->knownSubterraneanGates[gate]->visitablePos();
  2676. const TerrainTile *t = cb->getTile(pos);
  2677. return t && t->visitableObjects.size() == 1 && t->topVisitableId() == Obj::SUBTERRANEAN_GATE
  2678. && retreiveTile(pos) == sectorToReach->id;
  2679. });
  2680. if(firstGate != src->subterraneanGates.end())
  2681. {
  2682. //TODO: pahtfinder can find path through subterranean gates, but this function only reaches closest gate
  2683. return (*firstGate)->visitablePos();
  2684. }
  2685. //TODO
  2686. //Monolith? Whirlpool? ...
  2687. return ret;
  2688. //throw cannotFulfillGoalException("Land-land and water-water inter-sector transitions are not implemented!");
  2689. }
  2690. }
  2691. else
  2692. {
  2693. return ret;
  2694. //throw cannotFulfillGoalException("Inter-sector route detection failed: not connected sectors?");
  2695. }
  2696. }
  2697. else
  2698. {
  2699. return findFirstVisitableTile(h, dst);
  2700. }
  2701. //FIXME: find out why this line is reached
  2702. logAi->errorStream() << ("Impossible happened at SectorMap::firstTileToGet");
  2703. return ret;
  2704. }
  2705. int3 SectorMap::findFirstVisitableTile (HeroPtr h, crint3 dst)
  2706. {
  2707. int3 ret(-1,-1,-1);
  2708. int3 curtile = dst;
  2709. while(curtile != h->visitablePos())
  2710. {
  2711. auto topObj = cb->getTopObj(curtile);
  2712. if (topObj && topObj->ID == Obj::HERO && topObj != h.h)
  2713. {
  2714. logAi->warnStream() << ("Another allied hero stands in our way");
  2715. return ret;
  2716. }
  2717. if(ai->myCb->getPathsInfo(h.get())->getPathInfo(curtile)->reachable())
  2718. {
  2719. return curtile;
  2720. }
  2721. else
  2722. {
  2723. auto i = parent.find(curtile);
  2724. if(i != parent.end())
  2725. {
  2726. assert(curtile != i->second);
  2727. curtile = i->second;
  2728. }
  2729. else
  2730. {
  2731. return ret;
  2732. //throw cannotFulfillGoalException("Unreachable tile in sector? Should not happen!");
  2733. }
  2734. }
  2735. }
  2736. return ret;
  2737. }
  2738. void SectorMap::makeParentBFS(crint3 source)
  2739. {
  2740. parent.clear();
  2741. int mySector = retreiveTile(source);
  2742. std::queue<int3> toVisit;
  2743. toVisit.push(source);
  2744. while(!toVisit.empty())
  2745. {
  2746. int3 curPos = toVisit.front();
  2747. toVisit.pop();
  2748. ui8 &sec = retreiveTile(curPos);
  2749. assert(sec == mySector); //consider only tiles from the same sector
  2750. UNUSED(sec);
  2751. foreach_neighbour(curPos, [&](crint3 neighPos)
  2752. {
  2753. if(retreiveTile(neighPos) == mySector && !vstd::contains(parent, neighPos))
  2754. {
  2755. if (cb->canMoveBetween(curPos, neighPos))
  2756. {
  2757. toVisit.push(neighPos);
  2758. parent[neighPos] = curPos;
  2759. }
  2760. }
  2761. });
  2762. }
  2763. }
  2764. unsigned char & SectorMap::retreiveTile(crint3 pos)
  2765. {
  2766. return retreiveTileN(sector, pos);
  2767. }