| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519 | #include "StdInc.h"#include "AIUtility.h"#include "VCAI.h"#include "Fuzzy.h"#include "../../lib/UnlockGuard.h"#include "../../lib/CConfigHandler.h"#include "../../lib/CHeroHandler.h"#include "../../lib/mapObjects/CBank.h"#include "../../lib/mapObjects/CGTownInstance.h"#include "../../lib/mapObjects/CQuest.h"#include "../../lib/CPathfinder.h"#include "../../lib/mapping/CMapDefines.h"/* * AIUtility.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */extern boost::thread_specific_ptr<CCallback> cb;extern boost::thread_specific_ptr<VCAI> ai;extern FuzzyHelper *fh;//extern static const int3 dirs[8];const CGObjectInstance * ObjectIdRef::operator->() const{	return cb->getObj(id, false);}ObjectIdRef::operator const CGObjectInstance*() const{	return cb->getObj(id, false);}ObjectIdRef::ObjectIdRef(ObjectInstanceID _id) : id(_id){}ObjectIdRef::ObjectIdRef(const CGObjectInstance *obj) : id(obj->id){}bool ObjectIdRef::operator<(const ObjectIdRef &rhs) const{	return id < rhs.id;}HeroPtr::HeroPtr(const CGHeroInstance *H){	if(!H)	{		//init from nullptr should equal to default init		*this = HeroPtr();		return;	}	h = H;	name = h->name;	hid = H->id;//	infosCount[ai->playerID][hid]++;}HeroPtr::HeroPtr(){	h = nullptr;	hid = ObjectInstanceID();}HeroPtr::~HeroPtr(){// 	if(hid >= 0)// 		infosCount[ai->playerID][hid]--;}bool HeroPtr::operator<(const HeroPtr &rhs) const{	return hid < rhs.hid;}const CGHeroInstance * HeroPtr::get(bool doWeExpectNull /*= false*/) const{	//TODO? check if these all assertions every time we get info about hero affect efficiency	//	//behave terribly when attempting unauthorized access to hero that is not ours (or was lost)	assert(doWeExpectNull || h);	if(h)	{		auto obj = cb->getObj(hid);		const bool owned = obj && obj->tempOwner == ai->playerID;		if(doWeExpectNull && !owned)		{			return nullptr;		}		else		{			assert(obj);			assert(owned);		}	}	return h;}const CGHeroInstance * HeroPtr::operator->() const{	return get();}bool HeroPtr::validAndSet() const{	return get(true);}const CGHeroInstance * HeroPtr::operator*() const{	return get();}void foreach_tile_pos(std::function<void(const int3& pos)> foo){	// some micro-optimizations since this function gets called a LOT	// callback pointer is thread-specific and slow to retrieve -> read map size only once	int3 mapSize = cb->getMapSize();	for(int i = 0; i < mapSize.x; i++)		for(int j = 0; j < mapSize.y; j++)			for(int k = 0; k < mapSize.z; k++)				foo(int3(i,j,k));}void foreach_tile_pos(CCallback * cbp, std::function<void(CCallback * cbp, const int3& pos)> foo){	int3 mapSize = cbp->getMapSize();	for(int i = 0; i < mapSize.x; i++)		for(int j = 0; j < mapSize.y; j++)			for(int k = 0; k < mapSize.z; k++)				foo(cbp, int3(i,j,k));}void foreach_neighbour(const int3 &pos, std::function<void(const int3& pos)> foo){	CCallback * cbp = cb.get(); // avoid costly retrieval of thread-specific pointer	for(const int3 &dir : int3::getDirs())	{		const int3 n = pos + dir;		if(cbp->isInTheMap(n))			foo(pos+dir);	}}void foreach_neighbour(CCallback * cbp, const int3 &pos, std::function<void(CCallback * cbp, const int3& pos)> foo){	for(const int3 &dir : int3::getDirs())	{		const int3 n = pos + dir;		if(cbp->isInTheMap(n))			foo(cbp, pos+dir);	}}std::string strFromInt3(int3 pos){	std::ostringstream oss;	oss << pos;	return oss.str();}bool CDistanceSorter::operator ()(const CGObjectInstance *lhs, const CGObjectInstance *rhs){	const CGPathNode *ln = ai->myCb->getPathsInfo(hero)->getPathInfo(lhs->visitablePos()),	                 *rn = ai->myCb->getPathsInfo(hero)->getPathInfo(rhs->visitablePos());	if(ln->turns != rn->turns)		return ln->turns < rn->turns;	return (ln->moveRemains > rn->moveRemains);}bool compareMovement(HeroPtr lhs, HeroPtr rhs){	return lhs->movement > rhs->movement;}ui64 evaluateDanger(crint3 tile){	const TerrainTile *t = cb->getTile(tile, false);	if(!t) //we can know about guard but can't check its tile (the edge of fow)		return 190000000; //MUCH	ui64 objectDanger = 0, guardDanger = 0;	auto visObjs = cb->getVisitableObjs(tile);	if(visObjs.size())		objectDanger = evaluateDanger(visObjs.back());	int3 guardPos = cb->getGuardingCreaturePosition(tile);	if(guardPos.x >= 0 && guardPos != tile)		guardDanger = evaluateDanger(guardPos);	//TODO mozna odwiedzic blockvis nie ruszajac straznika	return std::max(objectDanger, guardDanger);}ui64 evaluateDanger(crint3 tile, const CGHeroInstance *visitor){	const TerrainTile *t = cb->getTile(tile, false);	if(!t) //we can know about guard but can't check its tile (the edge of fow)		return 190000000; //MUCH	ui64 objectDanger = 0, guardDanger = 0;	auto visitableObjects = cb->getVisitableObjs(tile);	// in some scenarios hero happens to be "under" the object (eg town). Then we consider ONLY the hero.	if(vstd::contains_if(visitableObjects, objWithID<Obj::HERO>))		vstd::erase_if(visitableObjects, [](const CGObjectInstance * obj)		{			return !objWithID<Obj::HERO>(obj);		});	if(const CGObjectInstance * dangerousObject = vstd::backOrNull(visitableObjects))	{		objectDanger = evaluateDanger(dangerousObject); //unguarded objects can also be dangerous or unhandled		if (objectDanger)		{			//TODO: don't downcast objects AI shouldn't know about!			auto armedObj = dynamic_cast<const CArmedInstance*>(dangerousObject);			if (armedObj)			{				float tacticalAdvantage = fh->getTacticalAdvantage(visitor, armedObj);				objectDanger *= tacticalAdvantage; //this line tends to go infinite for allied towns (?)			}		}		if (dangerousObject->ID == Obj::SUBTERRANEAN_GATE)		{ //check guard on the other side of the gate			auto it = ai->knownSubterraneanGates.find(dangerousObject);			if (it != ai->knownSubterraneanGates.end())			{				auto guards = cb->getGuardingCreatures(it->second->visitablePos());				for (auto cre : guards)				{					vstd::amax (guardDanger, evaluateDanger(cre) *						fh->getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance*>(cre)));				}			}		}	}	auto guards = cb->getGuardingCreatures(tile);	for (auto cre : guards)	{		vstd::amax (guardDanger, evaluateDanger(cre) * fh->getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance*>(cre))); //we are interested in strongest monster around	}	//TODO mozna odwiedzic blockvis nie ruszajac straznika	return std::max(objectDanger, guardDanger);}ui64 evaluateDanger(const CGObjectInstance *obj){	if(obj->tempOwner < PlayerColor::PLAYER_LIMIT && cb->getPlayerRelations(obj->tempOwner, ai->playerID) != PlayerRelations::ENEMIES) //owned or allied objects don't pose any threat		return 0;	switch(obj->ID)	{	case Obj::HERO:		{			InfoAboutHero iah;			cb->getHeroInfo(obj, iah);			return iah.army.getStrength();		}	case Obj::TOWN:	case Obj::GARRISON: case Obj::GARRISON2: //garrison		{			InfoAboutTown iat;			cb->getTownInfo(obj, iat);			return iat.army.getStrength();		}	case Obj::MONSTER:		{			//TODO!!!!!!!!			const CGCreature *cre = dynamic_cast<const CGCreature*>(obj);			return cre->getArmyStrength();		}	case Obj::CREATURE_GENERATOR1:	case Obj::CREATURE_GENERATOR4:		{			const CGDwelling *d = dynamic_cast<const CGDwelling*>(obj);			return d->getArmyStrength();		}	case Obj::MINE:	case Obj::ABANDONED_MINE:		{			const CArmedInstance * a = dynamic_cast<const CArmedInstance*>(obj);			return a->getArmyStrength();		}	case Obj::CRYPT: //crypt	case Obj::CREATURE_BANK: //crebank	case Obj::DRAGON_UTOPIA:	case Obj::SHIPWRECK: //shipwreck	case Obj::DERELICT_SHIP: //derelict ship//	case Obj::PYRAMID:		return fh->estimateBankDanger (dynamic_cast<const CBank *>(obj));	case Obj::PYRAMID:		{		    if(obj->subID == 0)				return fh->estimateBankDanger (dynamic_cast<const CBank *>(obj));			else				return 0;		}	default:		return 0;	}}bool compareDanger(const CGObjectInstance *lhs, const CGObjectInstance *rhs){	return evaluateDanger(lhs) < evaluateDanger(rhs);}bool isSafeToVisit(HeroPtr h, crint3 tile){	const ui64 heroStrength = h->getTotalStrength(),				dangerStrength = evaluateDanger(tile, *h);	if(dangerStrength)	{		if(heroStrength / SAFE_ATTACK_CONSTANT > dangerStrength)		{			logAi->trace("It's safe for %s to visit tile %s", h->name, tile());			return true;		}		else			return false;	}	return true; //there's no danger}bool canBeEmbarkmentPoint(const TerrainTile *t, bool fromWater){	//tile must be free of with unoccupied boat	return !t->blocked        || (!fromWater && t->visitableObjects.size() == 1 && t->topVisitableId() == Obj::BOAT);	//do not try to board when in water sector}int3 whereToExplore(HeroPtr h){	TimeCheck tc ("where to explore");	int radius = h->getSightRadius();	int3 hpos = h->visitablePos();	auto sm = ai->getCachedSectorMap(h);	//look for nearby objs -> visit them if they're close enouh	const int DIST_LIMIT = 3;	std::vector<const CGObjectInstance *> nearbyVisitableObjs;	for (int x = hpos.x - DIST_LIMIT; x <= hpos.x + DIST_LIMIT; ++x) //get only local objects instead of all possible objects on the map	{		for (int y = hpos.y - DIST_LIMIT; y <= hpos.y + DIST_LIMIT; ++y)		{			for (auto obj : cb->getVisitableObjs (int3(x,y,hpos.z), false))			{				int3 op = obj->visitablePos();				CGPath p;				ai->myCb->getPathsInfo(h.get())->getPath(p, op);				if (p.nodes.size() && p.endPos() == op && p.nodes.size() <= DIST_LIMIT)					if (ai->isGoodForVisit(obj, h, *sm))						nearbyVisitableObjs.push_back(obj);			}		}	}	vstd::removeDuplicates (nearbyVisitableObjs); //one object may occupy multiple tiles	boost::sort(nearbyVisitableObjs, CDistanceSorter(h.get()));	if(nearbyVisitableObjs.size())		return nearbyVisitableObjs.back()->visitablePos();	try //check if nearby tiles allow us to reveal anything - this is quick	{		return ai->explorationBestNeighbour(hpos, radius, h);	}	catch(cannotFulfillGoalException &e)	{		//perform exhaustive search		return ai->explorationNewPoint(h);	}}bool isBlockedBorderGate(int3 tileToHit){    return cb->getTile(tileToHit)->topVisitableId() == Obj::BORDER_GATE &&	       (dynamic_cast <const CGKeys *>(cb->getTile(tileToHit)->visitableObjects.back()))->wasMyColorVisited (ai->playerID);}int howManyTilesWillBeDiscovered(const int3 &pos, int radious, CCallback * cbp){ //TODO: do not explore dead-end boundaries	int ret = 0;	for(int x = pos.x - radious; x <= pos.x + radious; x++)	{		for(int y = pos.y - radious; y <= pos.y + radious; y++)		{			int3 npos = int3(x,y,pos.z);			if(cbp->isInTheMap(npos) && pos.dist2d(npos) - 0.5 < radious  && !cbp->isVisible(npos))			{				if (!boundaryBetweenTwoPoints (pos, npos, cbp))					ret++;			}		}	}	return ret;}bool boundaryBetweenTwoPoints (int3 pos1, int3 pos2, CCallback * cbp) //determines if two points are separated by known barrier{	int xMin = std::min (pos1.x, pos2.x);	int xMax = std::max (pos1.x, pos2.x);	int yMin = std::min (pos1.y, pos2.y);	int yMax = std::max (pos1.y, pos2.y);	for (int x = xMin; x <= xMax; ++x)	{		for (int y = yMin; y <= yMax; ++y)		{			int3 tile = int3(x, y, pos1.z); //use only on same level, ofc			if (std::abs(pos1.dist2d(tile) - pos2.dist2d(tile)) < 1.5)			{				if (!(cbp->isVisible(tile) && cbp->getTile(tile)->blocked)) //if there's invisible or unblocked tile between, it's good					return false;			}		}	}	return true; //if all are visible and blocked, we're at dead end}int howManyTilesWillBeDiscovered(int radious, int3 pos, crint3 dir){	return howManyTilesWillBeDiscovered(pos + dir, radious, cb.get());}void getVisibleNeighbours(const std::vector<int3> &tiles, std::vector<int3> &out){	for(const int3 &tile : tiles)	{		foreach_neighbour(tile, [&](int3 neighbour)		{			if(cb->isVisible(neighbour))				out.push_back(neighbour);		});	}}ui64 howManyReinforcementsCanGet(HeroPtr h, const CGTownInstance *t){	ui64 ret = 0;	int freeHeroSlots = GameConstants::ARMY_SIZE - h->stacksCount();	std::vector<const CStackInstance *> toMove;	for(auto const slot : t->Slots())	{		//can be merged woth another stack?		SlotID dst = h->getSlotFor(slot.second->getCreatureID());		if(h->hasStackAtSlot(dst))			ret += t->getPower(slot.first);		else			toMove.push_back(slot.second);	}	boost::sort(toMove, [](const CStackInstance *lhs, const CStackInstance *rhs)	{		return lhs->getPower() < rhs->getPower();	});	for (auto & stack : boost::adaptors::reverse(toMove))	{		if(freeHeroSlots)		{			ret += stack->getPower();			freeHeroSlots--;		}		else			break;	}	return ret;}bool compareHeroStrength(HeroPtr h1, HeroPtr h2){	return h1->getTotalStrength() < h2->getTotalStrength();}bool compareArmyStrength(const CArmedInstance *a1, const CArmedInstance *a2){	return a1->getArmyStrength() < a2->getArmyStrength();}bool compareArtifacts(const CArtifactInstance *a1, const CArtifactInstance *a2){	auto art1 = a1->artType;	auto art2 = a2->artType;	if(art1->price == art2->price)		return art1->valOfBonuses(Bonus::PRIMARY_SKILL) > art2->valOfBonuses(Bonus::PRIMARY_SKILL);	else if(art1->price > art2->price)		return true;	else		return false;}
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