VCAI.cpp 103 KB

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  1. /*
  2. * VCAI.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "VCAI.h"
  12. #include "Fuzzy.h"
  13. #include "../../lib/UnlockGuard.h"
  14. #include "../../lib/mapObjects/MapObjects.h"
  15. #include "../../lib/CConfigHandler.h"
  16. #include "../../lib/CHeroHandler.h"
  17. #include "../../lib/CModHandler.h"
  18. #include "../../lib/CGameState.h"
  19. #include "../../lib/NetPacks.h"
  20. #include "../../lib/serializer/CTypeList.h"
  21. #include "../../lib/serializer/BinarySerializer.h"
  22. #include "../../lib/serializer/BinaryDeserializer.h"
  23. extern FuzzyHelper *fh;
  24. class CGVisitableOPW;
  25. const double SAFE_ATTACK_CONSTANT = 1.5;
  26. 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)
  27. //one thread may be turn of AI and another will be handling a side effect for AI2
  28. boost::thread_specific_ptr<CCallback> cb;
  29. boost::thread_specific_ptr<VCAI> ai;
  30. //std::map<int, std::map<int, int> > HeroView::infosCount;
  31. //helper RAII to manage global ai/cb ptrs
  32. struct SetGlobalState
  33. {
  34. SetGlobalState(VCAI * AI)
  35. {
  36. assert(!ai.get());
  37. assert(!cb.get());
  38. ai.reset(AI);
  39. cb.reset(AI->myCb.get());
  40. }
  41. ~SetGlobalState()
  42. {
  43. ai.release();
  44. cb.release();
  45. }
  46. };
  47. #define SET_GLOBAL_STATE(ai) SetGlobalState _hlpSetState(ai);
  48. #define NET_EVENT_HANDLER SET_GLOBAL_STATE(this)
  49. #define MAKING_TURN SET_GLOBAL_STATE(this)
  50. void foreach_tile(std::vector< std::vector< std::vector<unsigned char> > > &vectors, std::function<void(unsigned char &in)> foo)
  51. {
  52. for (auto & vector : vectors)
  53. for (auto j = vector.begin(); j != vector.end(); j++)
  54. for (auto & elem : *j)
  55. foo(elem);
  56. }
  57. struct ObjInfo
  58. {
  59. int3 pos;
  60. std::string name;
  61. ObjInfo(){}
  62. ObjInfo(const CGObjectInstance *obj):
  63. pos(obj->pos),
  64. name(obj->getObjectName())
  65. {
  66. }
  67. };
  68. std::map<const CGObjectInstance *, ObjInfo> helperObjInfo;
  69. VCAI::VCAI(void)
  70. {
  71. LOG_TRACE(logAi);
  72. makingTurn = nullptr;
  73. destinationTeleport = ObjectInstanceID();
  74. destinationTeleportPos = int3(-1);
  75. }
  76. VCAI::~VCAI(void)
  77. {
  78. LOG_TRACE(logAi);
  79. finish();
  80. }
  81. void VCAI::availableCreaturesChanged(const CGDwelling *town)
  82. {
  83. LOG_TRACE(logAi);
  84. NET_EVENT_HANDLER;
  85. }
  86. void VCAI::heroMoved(const TryMoveHero & details)
  87. {
  88. LOG_TRACE(logAi);
  89. NET_EVENT_HANDLER;
  90. validateObject(details.id); //enemy hero may have left visible area
  91. auto hero = cb->getHero(details.id);
  92. cachedSectorMaps.clear();
  93. const int3 from = CGHeroInstance::convertPosition(details.start, false),
  94. to = CGHeroInstance::convertPosition(details.end, false);
  95. const CGObjectInstance *o1 = vstd::frontOrNull(cb->getVisitableObjs(from)),
  96. *o2 = vstd::frontOrNull(cb->getVisitableObjs(to));
  97. if(details.result == TryMoveHero::TELEPORTATION)
  98. {
  99. auto t1 = dynamic_cast<const CGTeleport *>(o1);
  100. auto t2 = dynamic_cast<const CGTeleport *>(o2);
  101. if(t1 && t2)
  102. {
  103. if(cb->isTeleportChannelBidirectional(t1->channel))
  104. {
  105. if(o1->ID == Obj::SUBTERRANEAN_GATE && o1->ID == o2->ID) // We need to only add subterranean gates in knownSubterraneanGates. Used for features not yet ported to use teleport channels
  106. {
  107. knownSubterraneanGates[o1] = o2;
  108. knownSubterraneanGates[o2] = o1;
  109. logAi->debug("Found a pair of subterranean gates between %s and %s!", from.toString(), to.toString());
  110. }
  111. }
  112. }
  113. //FIXME: teleports are not correctly visited
  114. unreserveObject(hero, t1);
  115. unreserveObject(hero, t2);
  116. }
  117. else if(details.result == TryMoveHero::EMBARK && hero)
  118. {
  119. //make sure AI not attempt to visit used boat
  120. validateObject(hero->boat);
  121. }
  122. else if(details.result == TryMoveHero::DISEMBARK && o1)
  123. {
  124. auto boat = dynamic_cast<const CGBoat *>(o1);
  125. if(boat)
  126. addVisitableObj(boat);
  127. }
  128. }
  129. void VCAI::stackChagedCount(const StackLocation &location, const TQuantity &change, bool isAbsolute)
  130. {
  131. LOG_TRACE_PARAMS(logAi, "isAbsolute '%i'", isAbsolute);
  132. NET_EVENT_HANDLER;
  133. }
  134. void VCAI::heroInGarrisonChange(const CGTownInstance *town)
  135. {
  136. LOG_TRACE(logAi);
  137. NET_EVENT_HANDLER;
  138. }
  139. void VCAI::centerView(int3 pos, int focusTime)
  140. {
  141. LOG_TRACE_PARAMS(logAi, "focusTime '%i'", focusTime);
  142. NET_EVENT_HANDLER;
  143. }
  144. void VCAI::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
  145. {
  146. LOG_TRACE(logAi);
  147. NET_EVENT_HANDLER;
  148. }
  149. void VCAI::artifactAssembled(const ArtifactLocation &al)
  150. {
  151. LOG_TRACE(logAi);
  152. NET_EVENT_HANDLER;
  153. }
  154. void VCAI::showTavernWindow(const CGObjectInstance *townOrTavern)
  155. {
  156. LOG_TRACE(logAi);
  157. NET_EVENT_HANDLER;
  158. }
  159. void VCAI::showThievesGuildWindow (const CGObjectInstance * obj)
  160. {
  161. LOG_TRACE(logAi);
  162. NET_EVENT_HANDLER;
  163. }
  164. void VCAI::playerBlocked(int reason, bool start)
  165. {
  166. LOG_TRACE_PARAMS(logAi, "reason '%i', start '%i'", reason % start);
  167. NET_EVENT_HANDLER;
  168. if (start && reason == PlayerBlocked::UPCOMING_BATTLE)
  169. status.setBattle(UPCOMING_BATTLE);
  170. if(reason == PlayerBlocked::ONGOING_MOVEMENT)
  171. status.setMove(start);
  172. }
  173. void VCAI::showPuzzleMap()
  174. {
  175. LOG_TRACE(logAi);
  176. NET_EVENT_HANDLER;
  177. }
  178. void VCAI::showShipyardDialog(const IShipyard *obj)
  179. {
  180. LOG_TRACE(logAi);
  181. NET_EVENT_HANDLER;
  182. }
  183. void VCAI::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult)
  184. {
  185. LOG_TRACE_PARAMS(logAi, "victoryLossCheckResult '%s'", victoryLossCheckResult.messageToSelf);
  186. NET_EVENT_HANDLER;
  187. logAi->debug("Player %d (%s): I heard that player %d (%s) %s.", playerID, playerID.getStr(), player, player.getStr(),(victoryLossCheckResult.victory() ? "won" : "lost"));
  188. if(player == playerID)
  189. {
  190. if(victoryLossCheckResult.victory())
  191. {
  192. logAi->debug("VCAI: I won! Incredible!");
  193. logAi->debug("Turn nr %d", myCb->getDate());
  194. }
  195. else
  196. {
  197. logAi->debug("VCAI: Player %d (%s) lost. It's me. What a disappointment! :(", player, player.getStr());
  198. }
  199. finish();
  200. }
  201. }
  202. void VCAI::artifactPut(const ArtifactLocation &al)
  203. {
  204. LOG_TRACE(logAi);
  205. NET_EVENT_HANDLER;
  206. }
  207. void VCAI::artifactRemoved(const ArtifactLocation &al)
  208. {
  209. LOG_TRACE(logAi);
  210. NET_EVENT_HANDLER;
  211. }
  212. void VCAI::stacksErased(const StackLocation &location)
  213. {
  214. LOG_TRACE(logAi);
  215. NET_EVENT_HANDLER;
  216. }
  217. void VCAI::artifactDisassembled(const ArtifactLocation &al)
  218. {
  219. LOG_TRACE(logAi);
  220. NET_EVENT_HANDLER;
  221. }
  222. void VCAI::heroVisit(const CGHeroInstance *visitor, const CGObjectInstance *visitedObj, bool start)
  223. {
  224. LOG_TRACE_PARAMS(logAi, "start '%i'; obj '%s'", start % (visitedObj ? visitedObj->getObjectName() : std::string("n/a")));
  225. NET_EVENT_HANDLER;
  226. if(start && visitedObj) //we can end visit with null object, anyway
  227. {
  228. markObjectVisited (visitedObj);
  229. unreserveObject(visitor, visitedObj);
  230. completeGoal (sptr(Goals::GetObj(visitedObj->id.getNum()).sethero(visitor))); //we don't need to visit it anymore
  231. //TODO: what if we visited one-time visitable object that was reserved by another hero (shouldn't, but..)
  232. }
  233. status.heroVisit(visitedObj, start);
  234. }
  235. void VCAI::availableArtifactsChanged(const CGBlackMarket * bm)
  236. {
  237. LOG_TRACE(logAi);
  238. NET_EVENT_HANDLER;
  239. }
  240. void VCAI::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
  241. {
  242. LOG_TRACE(logAi);
  243. NET_EVENT_HANDLER;
  244. //buildArmyIn(town);
  245. //moveCreaturesToHero(town);
  246. }
  247. void VCAI::tileHidden(const std::unordered_set<int3, ShashInt3> &pos)
  248. {
  249. LOG_TRACE(logAi);
  250. NET_EVENT_HANDLER;
  251. validateVisitableObjs();
  252. clearPathsInfo();
  253. }
  254. void VCAI::tileRevealed(const std::unordered_set<int3, ShashInt3> &pos)
  255. {
  256. LOG_TRACE(logAi);
  257. NET_EVENT_HANDLER;
  258. for(int3 tile : pos)
  259. for(const CGObjectInstance *obj : myCb->getVisitableObjs(tile))
  260. addVisitableObj(obj);
  261. clearPathsInfo();
  262. }
  263. void VCAI::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
  264. {
  265. LOG_TRACE(logAi);
  266. NET_EVENT_HANDLER;
  267. auto firstHero = cb->getHero(hero1);
  268. auto secondHero = cb->getHero(hero2);
  269. status.addQuery(query, boost::str(boost::format("Exchange between heroes %s (%d) and %s (%d)") % firstHero->name % firstHero->tempOwner % secondHero->name % secondHero->tempOwner));
  270. requestActionASAP([=]()
  271. {
  272. float goalpriority1 = 0, goalpriority2 = 0;
  273. auto firstGoal = getGoal(firstHero);
  274. if (firstGoal->goalType == Goals::GATHER_ARMY)
  275. goalpriority1 = firstGoal->priority;
  276. auto secondGoal = getGoal(secondHero);
  277. if (secondGoal->goalType == Goals::GATHER_ARMY)
  278. goalpriority2 = secondGoal->priority;
  279. auto transferFrom2to1 = [this](const CGHeroInstance * h1, const CGHeroInstance *h2) -> void
  280. {
  281. this->pickBestCreatures(h1, h2);
  282. this->pickBestArtifacts(h1, h2);
  283. };
  284. //Do not attempt army or artifacts exchange if we visited ally player
  285. //Visits can still be useful if hero have skills like Scholar
  286. if(firstHero->tempOwner != secondHero->tempOwner)
  287. logAi->debug("Heroes owned by different players. Do not exchange army or artifacts.");
  288. else if(goalpriority1 > goalpriority2)
  289. transferFrom2to1 (firstHero, secondHero);
  290. else if(goalpriority1 < goalpriority2)
  291. transferFrom2to1 (secondHero, firstHero);
  292. else //regular criteria
  293. {
  294. if (firstHero->getFightingStrength() > secondHero->getFightingStrength() && canGetArmy(firstHero, secondHero))
  295. transferFrom2to1 (firstHero, secondHero);
  296. else if (canGetArmy(secondHero, firstHero))
  297. transferFrom2to1 (secondHero, firstHero);
  298. }
  299. completeGoal(sptr(Goals::VisitHero(firstHero->id.getNum()))); //TODO: what if we were visited by other hero in the meantime?
  300. completeGoal(sptr(Goals::VisitHero(secondHero->id.getNum())));
  301. answerQuery(query, 0);
  302. });
  303. }
  304. void VCAI::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
  305. {
  306. LOG_TRACE_PARAMS(logAi, "which '%i', val '%i'", which % val);
  307. NET_EVENT_HANDLER;
  308. }
  309. void VCAI::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
  310. {
  311. LOG_TRACE_PARAMS(logAi, "level '%i'", level);
  312. NET_EVENT_HANDLER;
  313. }
  314. void VCAI::heroMovePointsChanged(const CGHeroInstance * hero)
  315. {
  316. LOG_TRACE(logAi);
  317. NET_EVENT_HANDLER;
  318. }
  319. void VCAI::stackChangedType(const StackLocation &location, const CCreature &newType)
  320. {
  321. LOG_TRACE(logAi);
  322. NET_EVENT_HANDLER;
  323. }
  324. void VCAI::stacksRebalanced(const StackLocation &src, const StackLocation &dst, TQuantity count)
  325. {
  326. LOG_TRACE(logAi);
  327. NET_EVENT_HANDLER;
  328. }
  329. void VCAI::newObject(const CGObjectInstance * obj)
  330. {
  331. LOG_TRACE(logAi);
  332. NET_EVENT_HANDLER;
  333. if(obj->isVisitable())
  334. addVisitableObj(obj);
  335. cachedSectorMaps.clear();
  336. }
  337. void VCAI::objectRemoved(const CGObjectInstance *obj)
  338. {
  339. LOG_TRACE(logAi);
  340. NET_EVENT_HANDLER;
  341. vstd::erase_if_present(visitableObjs, obj);
  342. vstd::erase_if_present(alreadyVisited, obj);
  343. for (auto h : cb->getHeroesInfo())
  344. unreserveObject(h, obj);
  345. //TODO: Find better way to handle hero boat removal
  346. if(auto hero = dynamic_cast<const CGHeroInstance *>(obj))
  347. {
  348. if(hero->boat)
  349. {
  350. vstd::erase_if_present(visitableObjs, hero->boat);
  351. vstd::erase_if_present(alreadyVisited, hero->boat);
  352. for (auto h : cb->getHeroesInfo())
  353. unreserveObject(h, hero->boat);
  354. }
  355. }
  356. cachedSectorMaps.clear(); //invalidate all paths
  357. //TODO
  358. //there are other places where CGObjectinstance ptrs are stored...
  359. //
  360. if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
  361. {
  362. lostHero(cb->getHero(obj->id)); //we can promote, since objectRemoved is called just before actual deletion
  363. }
  364. }
  365. void VCAI::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
  366. {
  367. LOG_TRACE(logAi);
  368. NET_EVENT_HANDLER;
  369. requestActionASAP([=]()
  370. {
  371. makePossibleUpgrades(visitor);
  372. });
  373. }
  374. void VCAI::playerBonusChanged(const Bonus &bonus, bool gain)
  375. {
  376. LOG_TRACE_PARAMS(logAi, "gain '%i'", gain);
  377. NET_EVENT_HANDLER;
  378. }
  379. void VCAI::newStackInserted(const StackLocation &location, const CStackInstance &stack)
  380. {
  381. LOG_TRACE(logAi);
  382. NET_EVENT_HANDLER;
  383. }
  384. void VCAI::heroCreated(const CGHeroInstance* h)
  385. {
  386. LOG_TRACE(logAi);
  387. if (h->visitedTown)
  388. townVisitsThisWeek[HeroPtr(h)].insert(h->visitedTown);
  389. NET_EVENT_HANDLER;
  390. }
  391. void VCAI::advmapSpellCast(const CGHeroInstance * caster, int spellID)
  392. {
  393. LOG_TRACE_PARAMS(logAi, "spellID '%i", spellID);
  394. NET_EVENT_HANDLER;
  395. }
  396. void VCAI::showInfoDialog(const std::string &text, const std::vector<Component*> &components, int soundID)
  397. {
  398. LOG_TRACE_PARAMS(logAi, "soundID '%i'", soundID);
  399. NET_EVENT_HANDLER;
  400. }
  401. void VCAI::requestRealized(PackageApplied *pa)
  402. {
  403. LOG_TRACE(logAi);
  404. NET_EVENT_HANDLER;
  405. if(status.haveTurn())
  406. {
  407. if(pa->packType == typeList.getTypeID<EndTurn>())
  408. if(pa->result)
  409. status.madeTurn();
  410. }
  411. if(pa->packType == typeList.getTypeID<QueryReply>())
  412. {
  413. status.receivedAnswerConfirmation(pa->requestID, pa->result);
  414. }
  415. }
  416. void VCAI::receivedResource()
  417. {
  418. LOG_TRACE(logAi);
  419. NET_EVENT_HANDLER;
  420. }
  421. void VCAI::stacksSwapped(const StackLocation &loc1, const StackLocation &loc2)
  422. {
  423. LOG_TRACE(logAi);
  424. NET_EVENT_HANDLER;
  425. }
  426. void VCAI::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
  427. {
  428. LOG_TRACE(logAi);
  429. NET_EVENT_HANDLER;
  430. }
  431. void VCAI::heroManaPointsChanged(const CGHeroInstance * hero)
  432. {
  433. LOG_TRACE(logAi);
  434. NET_EVENT_HANDLER;
  435. }
  436. void VCAI::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
  437. {
  438. LOG_TRACE_PARAMS(logAi, "which '%d', val '%d'", which % val);
  439. NET_EVENT_HANDLER;
  440. }
  441. void VCAI::battleResultsApplied()
  442. {
  443. LOG_TRACE(logAi);
  444. NET_EVENT_HANDLER;
  445. assert(status.getBattle() == ENDING_BATTLE);
  446. status.setBattle(NO_BATTLE);
  447. }
  448. void VCAI::objectPropertyChanged(const SetObjectProperty * sop)
  449. {
  450. LOG_TRACE(logAi);
  451. NET_EVENT_HANDLER;
  452. if(sop->what == ObjProperty::OWNER)
  453. {
  454. if(myCb->getPlayerRelations(playerID, (PlayerColor)sop->val) == PlayerRelations::ENEMIES)
  455. {
  456. //we want to visit objects owned by oppponents
  457. auto obj = myCb->getObj(sop->id, false);
  458. if (obj)
  459. {
  460. addVisitableObj(obj); // TODO: Remove once save compatability broken. In past owned objects were removed from this set
  461. vstd::erase_if_present(alreadyVisited, obj);
  462. }
  463. }
  464. }
  465. }
  466. void VCAI::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what)
  467. {
  468. LOG_TRACE_PARAMS(logAi, "what '%i'", what);
  469. NET_EVENT_HANDLER;
  470. }
  471. void VCAI::heroBonusChanged(const CGHeroInstance *hero, const Bonus &bonus, bool gain)
  472. {
  473. LOG_TRACE_PARAMS(logAi, "gain '%i'", gain);
  474. NET_EVENT_HANDLER;
  475. }
  476. void VCAI::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
  477. {
  478. LOG_TRACE(logAi);
  479. NET_EVENT_HANDLER;
  480. }
  481. void VCAI::showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositions)
  482. {
  483. //TODO: AI support for ViewXXX spell
  484. LOG_TRACE(logAi);
  485. NET_EVENT_HANDLER;
  486. }
  487. void VCAI::init(std::shared_ptr<CCallback> CB)
  488. {
  489. LOG_TRACE(logAi);
  490. myCb = CB;
  491. cbc = CB;
  492. NET_EVENT_HANDLER;
  493. playerID = *myCb->getMyColor();
  494. myCb->waitTillRealize = true;
  495. myCb->unlockGsWhenWaiting = true;
  496. if(!fh)
  497. fh = new FuzzyHelper();
  498. retreiveVisitableObjs();
  499. }
  500. void VCAI::yourTurn()
  501. {
  502. LOG_TRACE(logAi);
  503. NET_EVENT_HANDLER;
  504. status.startedTurn();
  505. makingTurn = make_unique<boost::thread>(&VCAI::makeTurn, this);
  506. }
  507. void VCAI::heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill> &skills, QueryID queryID)
  508. {
  509. LOG_TRACE_PARAMS(logAi, "queryID '%i'", queryID);
  510. NET_EVENT_HANDLER;
  511. status.addQuery(queryID, boost::str(boost::format("Hero %s got level %d") % hero->name % hero->level));
  512. requestActionASAP([=](){ answerQuery(queryID, 0); });
  513. }
  514. void VCAI::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
  515. {
  516. LOG_TRACE_PARAMS(logAi, "queryID '%i'", queryID);
  517. NET_EVENT_HANDLER;
  518. status.addQuery(queryID, boost::str(boost::format("Commander %s of %s got level %d") % commander->name % commander->armyObj->nodeName() % (int)commander->level));
  519. requestActionASAP([=](){ answerQuery(queryID, 0); });
  520. }
  521. void VCAI::showBlockingDialog(const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel)
  522. {
  523. LOG_TRACE_PARAMS(logAi, "text '%s', askID '%i', soundID '%i', selection '%i', cancel '%i'", text % askID % soundID % selection % cancel);
  524. NET_EVENT_HANDLER;
  525. int sel = 0;
  526. status.addQuery(askID, boost::str(boost::format("Blocking dialog query with %d components - %s")
  527. % components.size() % text));
  528. if(selection) //select from multiple components -> take the last one (they're indexed [1-size])
  529. sel = components.size();
  530. if(!selection && cancel) //yes&no -> always answer yes, we are a brave AI :)
  531. sel = 1;
  532. requestActionASAP([=]()
  533. {
  534. answerQuery(askID, sel);
  535. });
  536. }
  537. void VCAI::showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
  538. {
  539. // LOG_TRACE_PARAMS(logAi, "askID '%i', exits '%s'", askID % exits);
  540. NET_EVENT_HANDLER;
  541. status.addQuery(askID, boost::str(boost::format("Teleport dialog query with %d exits")
  542. % exits.size()));
  543. int choosenExit = -1;
  544. if(impassable)
  545. knownTeleportChannels[channel]->passability = TeleportChannel::IMPASSABLE;
  546. else if(destinationTeleport != ObjectInstanceID() && destinationTeleportPos.valid())
  547. {
  548. auto neededExit = std::make_pair(destinationTeleport, destinationTeleportPos);
  549. if(destinationTeleport != ObjectInstanceID() && vstd::contains(exits, neededExit))
  550. choosenExit = vstd::find_pos(exits, neededExit);
  551. }
  552. for(auto exit : exits)
  553. {
  554. if(status.channelProbing() && exit.first == destinationTeleport)
  555. {
  556. choosenExit = vstd::find_pos(exits, exit);
  557. break;
  558. }
  559. else
  560. {
  561. // TODO: Implement checking if visiting that teleport will uncovert any FoW
  562. // So far this is the best option to handle decision about probing
  563. auto obj = cb->getObj(exit.first, false);
  564. if(obj == nullptr && !vstd::contains(teleportChannelProbingList, exit.first) &&
  565. exit.first != destinationTeleport)
  566. {
  567. teleportChannelProbingList.push_back(exit.first);
  568. }
  569. }
  570. }
  571. requestActionASAP([=]()
  572. {
  573. answerQuery(askID, choosenExit);
  574. });
  575. }
  576. void VCAI::showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
  577. {
  578. LOG_TRACE_PARAMS(logAi, "removableUnits '%i', queryID '%i'", removableUnits % queryID);
  579. NET_EVENT_HANDLER;
  580. std::string s1 = up ? up->nodeName() : "NONE";
  581. std::string s2 = down ? down->nodeName() : "NONE";
  582. status.addQuery(queryID, boost::str(boost::format("Garrison dialog with %s and %s") % s1 % s2));
  583. //you can't request action from action-response thread
  584. requestActionASAP([=]()
  585. {
  586. if(removableUnits)
  587. pickBestCreatures(down, up);
  588. answerQuery(queryID, 0);
  589. });
  590. }
  591. void VCAI::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
  592. {
  593. status.addQuery(askID, "Map object select query");
  594. requestActionASAP([=](){ answerQuery(askID, 0); });
  595. //TODO: Town portal destination selection goes here
  596. }
  597. void VCAI::saveGame(BinarySerializer & h, const int version)
  598. {
  599. LOG_TRACE_PARAMS(logAi, "version '%i'", version);
  600. NET_EVENT_HANDLER;
  601. validateVisitableObjs();
  602. registerGoals(h);
  603. CAdventureAI::saveGame(h, version);
  604. serializeInternal(h, version);
  605. }
  606. void VCAI::loadGame(BinaryDeserializer & h, const int version)
  607. {
  608. LOG_TRACE_PARAMS(logAi, "version '%i'", version);
  609. NET_EVENT_HANDLER;
  610. registerGoals(h);
  611. CAdventureAI::loadGame(h, version);
  612. serializeInternal(h, version);
  613. }
  614. void makePossibleUpgrades(const CArmedInstance *obj)
  615. {
  616. if(!obj)
  617. return;
  618. for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
  619. {
  620. if(const CStackInstance *s = obj->getStackPtr(SlotID(i)))
  621. {
  622. UpgradeInfo ui;
  623. cb->getUpgradeInfo(obj, SlotID(i), ui);
  624. if(ui.oldID >= 0 && cb->getResourceAmount().canAfford(ui.cost[0] * s->count))
  625. {
  626. cb->upgradeCreature(obj, SlotID(i), ui.newID[0]);
  627. }
  628. }
  629. }
  630. }
  631. void VCAI::makeTurn()
  632. {
  633. logGlobal->info("Player %d (%s) starting turn", playerID, playerID.getStr());
  634. MAKING_TURN;
  635. boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
  636. setThreadName("VCAI::makeTurn");
  637. switch(cb->getDate(Date::DAY_OF_WEEK))
  638. {
  639. case 1:
  640. {
  641. townVisitsThisWeek.clear();
  642. std::vector<const CGObjectInstance *> objs;
  643. retreiveVisitableObjs(objs, true);
  644. for(const CGObjectInstance *obj : objs)
  645. {
  646. if (isWeeklyRevisitable(obj))
  647. {
  648. addVisitableObj(obj);
  649. vstd::erase_if_present(alreadyVisited, obj);
  650. }
  651. }
  652. }
  653. break;
  654. }
  655. markHeroAbleToExplore (primaryHero());
  656. makeTurnInternal();
  657. return;
  658. }
  659. void VCAI::makeTurnInternal()
  660. {
  661. saving = 0;
  662. //it looks messy here, but it's better to have armed heroes before attempting realizing goals
  663. for(const CGTownInstance *t : cb->getTownsInfo())
  664. moveCreaturesToHero(t);
  665. try
  666. {
  667. //Pick objects reserved in previous turn - we expect only nerby objects there
  668. auto reservedHeroesCopy = reservedHeroesMap; //work on copy => the map may be changed while iterating (eg because hero died when attempting a goal)
  669. for (auto hero : reservedHeroesCopy)
  670. {
  671. if(reservedHeroesMap.count(hero.first))
  672. continue; //hero might have been removed while we were in this loop
  673. if(!hero.first.validAndSet())
  674. {
  675. logAi->error("Hero %s present on reserved map. Shouldn't be.", hero.first.name);
  676. continue;
  677. }
  678. std::vector<const CGObjectInstance *> vec(hero.second.begin(), hero.second.end());
  679. boost::sort (vec, CDistanceSorter(hero.first.get()));
  680. for (auto obj : vec)
  681. {
  682. if(!obj || !cb->getObj(obj->id))
  683. {
  684. logAi->error("Error: there is wrong object on list for hero %s", hero.first->name);
  685. continue;
  686. }
  687. striveToGoal (sptr(Goals::VisitTile(obj->visitablePos()).sethero(hero.first)));
  688. }
  689. }
  690. //now try to win
  691. striveToGoal(sptr(Goals::Win()));
  692. //finally, continue our abstract long-term goals
  693. int oldMovement = 0;
  694. int newMovement = 0;
  695. while (true)
  696. {
  697. oldMovement = newMovement; //remember old value
  698. newMovement = 0;
  699. std::vector<std::pair<HeroPtr, Goals::TSubgoal> > safeCopy;
  700. for (auto mission : lockedHeroes)
  701. {
  702. fh->setPriority (mission.second); //re-evaluate
  703. if (canAct(mission.first))
  704. {
  705. newMovement += mission.first->movement;
  706. safeCopy.push_back (mission);
  707. }
  708. }
  709. if (newMovement == oldMovement) //means our heroes didn't move or didn't re-assign their goals
  710. {
  711. logAi->warn("Our heroes don't move anymore, exhaustive decomposition failed");
  712. break;
  713. }
  714. if (safeCopy.empty())
  715. break; //all heroes exhausted their locked goals
  716. else
  717. {
  718. typedef std::pair<HeroPtr, Goals::TSubgoal> TItrType;
  719. auto lockedHeroesSorter = [](TItrType m1, TItrType m2) -> bool
  720. {
  721. return m1.second->priority < m2.second->priority;
  722. };
  723. boost::sort(safeCopy, lockedHeroesSorter);
  724. striveToGoal (safeCopy.back().second);
  725. }
  726. }
  727. auto quests = myCb->getMyQuests();
  728. for (auto quest : quests)
  729. {
  730. striveToQuest (quest);
  731. }
  732. striveToGoal(sptr(Goals::Build())); //TODO: smarter building management
  733. performTypicalActions();
  734. //for debug purpose
  735. for (auto h : cb->getHeroesInfo())
  736. {
  737. if (h->movement)
  738. logAi->warn("Hero %s has %d MP left", h->name, h->movement);
  739. }
  740. }
  741. catch(boost::thread_interrupted &e)
  742. {
  743. logAi->debug("Making turn thread has been interrupted. We'll end without calling endTurn.");
  744. return;
  745. }
  746. catch(std::exception &e)
  747. {
  748. logAi->debug("Making turn thread has caught an exception: %s", e.what());
  749. }
  750. endTurn();
  751. }
  752. bool VCAI::goVisitObj(const CGObjectInstance * obj, HeroPtr h)
  753. {
  754. int3 dst = obj->visitablePos();
  755. auto sm = getCachedSectorMap(h);
  756. logAi->debug("%s will try to visit %s at (%s)",h->name, obj->getObjectName(), dst.toString());
  757. int3 pos = sm->firstTileToGet(h, dst);
  758. if (!pos.valid()) //rare case when we are already standing on one of potential objects
  759. return false;
  760. return moveHeroToTile(pos, h);
  761. }
  762. void VCAI::performObjectInteraction(const CGObjectInstance * obj, HeroPtr h)
  763. {
  764. LOG_TRACE_PARAMS(logAi, "Hero %s and object %s at %s", h->name % obj->getObjectName() % obj->pos.toString());
  765. switch (obj->ID)
  766. {
  767. case Obj::CREATURE_GENERATOR1:
  768. recruitCreatures (dynamic_cast<const CGDwelling *>(obj), h.get());
  769. checkHeroArmy (h);
  770. break;
  771. case Obj::TOWN:
  772. moveCreaturesToHero (dynamic_cast<const CGTownInstance *>(obj));
  773. if (h->visitedTown) //we are inside, not just attacking
  774. {
  775. townVisitsThisWeek[h].insert(h->visitedTown);
  776. if (!h->hasSpellbook() && cb->getResourceAmount(Res::GOLD) >= GameConstants::SPELLBOOK_GOLD_COST + saving[Res::GOLD] &&
  777. h->visitedTown->hasBuilt (BuildingID::MAGES_GUILD_1))
  778. cb->buyArtifact(h.get(), ArtifactID::SPELLBOOK);
  779. }
  780. break;
  781. }
  782. completeGoal (sptr(Goals::GetObj(obj->id.getNum()).sethero(h)));
  783. }
  784. void VCAI::moveCreaturesToHero(const CGTownInstance * t)
  785. {
  786. if(t->visitingHero && t->armedGarrison() && t->visitingHero->tempOwner == t->tempOwner)
  787. {
  788. pickBestCreatures (t->visitingHero, t);
  789. }
  790. }
  791. bool VCAI::canGetArmy (const CGHeroInstance * army, const CGHeroInstance * source)
  792. { //TODO: merge with pickBestCreatures
  793. //if (ai->primaryHero().h == source)
  794. if(army->tempOwner != source->tempOwner)
  795. {
  796. logAi->error("Why are we even considering exchange between heroes from different players?");
  797. return false;
  798. }
  799. const CArmedInstance *armies[] = {army, source};
  800. //we calculate total strength for each creature type available in armies
  801. std::map<const CCreature*, int> creToPower;
  802. for(auto armyPtr : armies)
  803. for(auto &i : armyPtr->Slots())
  804. {
  805. //TODO: allow splitting stacks?
  806. creToPower[i.second->type] += i.second->getPower();
  807. }
  808. //TODO - consider more than just power (ie morale penalty, hero specialty in certain stacks, etc)
  809. int armySize = creToPower.size();
  810. armySize = std::min ((source->needsLastStack() ? armySize - 1 : armySize), GameConstants::ARMY_SIZE); //can't move away last stack
  811. std::vector<const CCreature *> bestArmy; //types that'll be in final dst army
  812. for (int i = 0; i < armySize; i++) //pick the creatures from which we can get most power, as many as dest can fit
  813. {
  814. typedef const std::pair<const CCreature*, int> &CrePowerPair;
  815. auto creIt = boost::max_element(creToPower, [](CrePowerPair lhs, CrePowerPair rhs)
  816. {
  817. return lhs.second < rhs.second;
  818. });
  819. bestArmy.push_back(creIt->first);
  820. creToPower.erase(creIt);
  821. if(creToPower.empty())
  822. break;
  823. }
  824. //foreach best type -> iterate over slots in both armies and if it's the appropriate type, send it to the slot where it belongs
  825. for (int i = 0; i < bestArmy.size(); i++) //i-th strongest creature type will go to i-th slot
  826. {
  827. for(auto armyPtr : armies)
  828. for (int j = 0; j < GameConstants::ARMY_SIZE; j++)
  829. {
  830. if(armyPtr->getCreature(SlotID(j)) == bestArmy[i] && armyPtr != army) //it's a searched creature not in dst ARMY
  831. {
  832. //FIXME: line below is useless when simulating exchange between two non-singular armies
  833. if(!(armyPtr->needsLastStack() && armyPtr->stacksCount() == 1)) //can't take away last creature
  834. return true; //at least one exchange will be performed
  835. else
  836. return false; //no further exchange possible
  837. }
  838. }
  839. }
  840. return false;
  841. }
  842. void VCAI::pickBestCreatures(const CArmedInstance * army, const CArmedInstance * source)
  843. {
  844. //TODO - what if source is a hero (the last stack problem) -> it'd good to create a single stack of weakest cre
  845. const CArmedInstance *armies[] = {army, source};
  846. //we calculate total strength for each creature type available in armies
  847. std::map<const CCreature*, int> creToPower;
  848. for(auto armyPtr : armies)
  849. for(auto &i : armyPtr->Slots())
  850. {//TODO: allow splitting stacks?
  851. creToPower[i.second->type] += i.second->getPower();
  852. }
  853. //TODO - consider more than just power (ie morale penalty, hero specialty in certain stacks, etc)
  854. int armySize = creToPower.size();
  855. armySize = std::min ((source->needsLastStack() ? armySize - 1 : armySize), GameConstants::ARMY_SIZE); //can't move away last stack
  856. std::vector<const CCreature *> bestArmy; //types that'll be in final dst army
  857. for (int i = 0; i < armySize; i++) //pick the creatures from which we can get most power, as many as dest can fit
  858. {
  859. typedef const std::pair<const CCreature*, int> &CrePowerPair;
  860. auto creIt = boost::max_element(creToPower, [](CrePowerPair lhs, CrePowerPair rhs)
  861. {
  862. return lhs.second < rhs.second;
  863. });
  864. bestArmy.push_back(creIt->first);
  865. creToPower.erase(creIt);
  866. if(creToPower.empty())
  867. break;
  868. }
  869. //foreach best type -> iterate over slots in both armies and if it's the appropriate type, send it to the slot where it belongs
  870. for (int i = 0; i < bestArmy.size(); i++) //i-th strongest creature type will go to i-th slot
  871. {
  872. for(auto armyPtr : armies)
  873. for (int j = 0; j < GameConstants::ARMY_SIZE; j++)
  874. {
  875. if(armyPtr->getCreature(SlotID(j)) == bestArmy[i] && (i != j || armyPtr != army)) //it's a searched creature not in dst SLOT
  876. if(!(armyPtr->needsLastStack() && armyPtr->stacksCount() == 1)) //can't take away last creature
  877. cb->mergeOrSwapStacks(armyPtr, army, SlotID(j), SlotID(i));
  878. }
  879. }
  880. //TODO - having now strongest possible army, we may want to think about arranging stacks
  881. auto hero = dynamic_cast<const CGHeroInstance *>(army);
  882. if (hero)
  883. {
  884. checkHeroArmy (hero);
  885. }
  886. }
  887. void VCAI::pickBestArtifacts(const CGHeroInstance * h, const CGHeroInstance * other)
  888. {
  889. auto equipBest = [](const CGHeroInstance * h, const CGHeroInstance * otherh, bool giveStuffToFirstHero) -> void
  890. {
  891. bool changeMade = false;
  892. do
  893. {
  894. changeMade = false;
  895. //we collect gear always in same order
  896. std::vector<ArtifactLocation> allArtifacts;
  897. if (giveStuffToFirstHero)
  898. {
  899. for (auto p : h->artifactsWorn)
  900. {
  901. if (p.second.artifact)
  902. allArtifacts.push_back(ArtifactLocation(h, p.first));
  903. }
  904. }
  905. for (auto slot : h->artifactsInBackpack)
  906. allArtifacts.push_back(ArtifactLocation(h, h->getArtPos(slot.artifact)));
  907. if (otherh)
  908. {
  909. for (auto p : otherh->artifactsWorn)
  910. {
  911. if (p.second.artifact)
  912. allArtifacts.push_back(ArtifactLocation(otherh, p.first));
  913. }
  914. for (auto slot : otherh->artifactsInBackpack)
  915. allArtifacts.push_back(ArtifactLocation(otherh, otherh->getArtPos(slot.artifact)));
  916. }
  917. //we give stuff to one hero or another, depending on giveStuffToFirstHero
  918. const CGHeroInstance * target = nullptr;
  919. if (giveStuffToFirstHero || !otherh)
  920. target = h;
  921. else
  922. target = otherh;
  923. for (auto location : allArtifacts)
  924. {
  925. if (location.relatedObj() == target && location.slot < ArtifactPosition::AFTER_LAST)
  926. continue; //don't reequip artifact we already wear
  927. if(location.slot == ArtifactPosition::MACH4) // don't attempt to move catapult
  928. continue;
  929. auto s = location.getSlot();
  930. if (!s || s->locked) //we can't move locks
  931. continue;
  932. auto artifact = s->artifact;
  933. if (!artifact)
  934. continue;
  935. //FIXME: why are the above possible to be null?
  936. bool emptySlotFound = false;
  937. for (auto slot : artifact->artType->possibleSlots.at(target->bearerType()))
  938. {
  939. ArtifactLocation destLocation(target, slot);
  940. if (target->isPositionFree(slot) && artifact->canBePutAt(destLocation, true)) //combined artifacts are not always allowed to move
  941. {
  942. cb->swapArtifacts(location, destLocation); //just put into empty slot
  943. emptySlotFound = true;
  944. changeMade = true;
  945. break;
  946. }
  947. }
  948. if (!emptySlotFound) //try to put that atifact in already occupied slot
  949. {
  950. for (auto slot : artifact->artType->possibleSlots.at(target->bearerType()))
  951. {
  952. auto otherSlot = target->getSlot(slot);
  953. if (otherSlot && otherSlot->artifact) //we need to exchange artifact for better one
  954. {
  955. ArtifactLocation destLocation(target, slot);
  956. //if that artifact is better than what we have, pick it
  957. if (compareArtifacts(artifact, otherSlot->artifact) && artifact->canBePutAt(destLocation, true)) //combined artifacts are not always allowed to move
  958. {
  959. cb->swapArtifacts(location, ArtifactLocation(target, target->getArtPos(otherSlot->artifact)));
  960. changeMade = true;
  961. break;
  962. }
  963. }
  964. }
  965. }
  966. if (changeMade)
  967. break; //start evaluating artifacts from scratch
  968. }
  969. } while (changeMade);
  970. };
  971. equipBest (h, other, true);
  972. if (other)
  973. {
  974. equipBest(h, other, false);
  975. }
  976. }
  977. void VCAI::recruitCreatures(const CGDwelling * d, const CArmedInstance * recruiter)
  978. {
  979. for(int i = 0; i < d->creatures.size(); i++)
  980. {
  981. if(!d->creatures[i].second.size())
  982. continue;
  983. int count = d->creatures[i].first;
  984. CreatureID creID = d->creatures[i].second.back();
  985. // const CCreature *c = VLC->creh->creatures[creID];
  986. // if(containsSavedRes(c->cost))
  987. // continue;
  988. vstd::amin(count, freeResources() / VLC->creh->creatures[creID]->cost);
  989. if(count > 0)
  990. cb->recruitCreatures(d, recruiter, creID, count, i);
  991. }
  992. }
  993. bool VCAI::tryBuildStructure(const CGTownInstance * t, BuildingID building, unsigned int maxDays)
  994. {
  995. if (maxDays == 0)
  996. {
  997. logAi->warn("Request to build building %d in 0 days!", building.toEnum());
  998. return false;
  999. }
  1000. if (!vstd::contains(t->town->buildings, building))
  1001. return false; // no such building in town
  1002. if (t->hasBuilt(building)) //Already built? Shouldn't happen in general
  1003. return true;
  1004. const CBuilding * buildPtr = t->town->buildings.at(building);
  1005. auto toBuild = buildPtr->requirements.getFulfillmentCandidates([&](const BuildingID & buildID)
  1006. {
  1007. return t->hasBuilt(buildID);
  1008. });
  1009. toBuild.push_back(building);
  1010. for(BuildingID buildID : toBuild)
  1011. {
  1012. EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID);
  1013. if (canBuild == EBuildingState::HAVE_CAPITAL
  1014. || canBuild == EBuildingState::FORBIDDEN
  1015. || canBuild == EBuildingState::NO_WATER)
  1016. return false; //we won't be able to build this
  1017. }
  1018. if (maxDays && toBuild.size() > maxDays)
  1019. return false;
  1020. TResources currentRes = cb->getResourceAmount();
  1021. //TODO: calculate if we have enough resources to build it in maxDays
  1022. for(const auto & buildID : toBuild)
  1023. {
  1024. const CBuilding *b = t->town->buildings.at(buildID);
  1025. EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID);
  1026. if(canBuild == EBuildingState::ALLOWED)
  1027. {
  1028. if(!containsSavedRes(b->resources))
  1029. {
  1030. logAi->debug("Player %d will build %s in town of %s at %s", playerID, b->Name(), t->name, t->pos.toString());
  1031. cb->buildBuilding(t, buildID);
  1032. return true;
  1033. }
  1034. continue;
  1035. }
  1036. else if(canBuild == EBuildingState::NO_RESOURCES)
  1037. {
  1038. //TResources income = estimateIncome();
  1039. TResources cost = t->town->buildings.at(buildID)->resources;
  1040. for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
  1041. {
  1042. //int diff = currentRes[i] - cost[i] + income[i];
  1043. int diff = currentRes[i] - cost[i];
  1044. if(diff < 0)
  1045. saving[i] = 1;
  1046. }
  1047. continue;
  1048. }
  1049. else if (canBuild == EBuildingState::PREREQUIRES)
  1050. {
  1051. // can happen when dependencies have their own missing dependencies
  1052. if (tryBuildStructure(t, buildID, maxDays - 1))
  1053. return true;
  1054. }
  1055. else if (canBuild == EBuildingState::MISSING_BASE)
  1056. {
  1057. if (tryBuildStructure(t, b->upgrade, maxDays - 1))
  1058. return true;
  1059. }
  1060. }
  1061. return false;
  1062. }
  1063. //bool VCAI::canBuildStructure(const CGTownInstance * t, BuildingID building, unsigned int maxDays=7)
  1064. //{
  1065. // if (maxDays == 0)
  1066. // {
  1067. // logAi->warn("Request to build building %d in 0 days!", building.toEnum());
  1068. // return false;
  1069. // }
  1070. //
  1071. // if (!vstd::contains(t->town->buildings, building))
  1072. // return false; // no such building in town
  1073. //
  1074. // if (t->hasBuilt(building)) //Already built? Shouldn't happen in general
  1075. // return true;
  1076. //
  1077. // const CBuilding * buildPtr = t->town->buildings.at(building);
  1078. //
  1079. // auto toBuild = buildPtr->requirements.getFulfillmentCandidates([&](const BuildingID & buildID)
  1080. // {
  1081. // return t->hasBuilt(buildID);
  1082. // });
  1083. // toBuild.push_back(building);
  1084. //
  1085. // for(BuildingID buildID : toBuild)
  1086. // {
  1087. // EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID);
  1088. // if (canBuild == EBuildingState::HAVE_CAPITAL
  1089. // || canBuild == EBuildingState::FORBIDDEN
  1090. // || canBuild == EBuildingState::NO_WATER)
  1091. // return false; //we won't be able to build this
  1092. // }
  1093. //
  1094. // if (maxDays && toBuild.size() > maxDays)
  1095. // return false;
  1096. //
  1097. // TResources currentRes = cb->getResourceAmount();
  1098. // TResources income = estimateIncome();
  1099. // //TODO: calculate if we have enough resources to build it in maxDays
  1100. //
  1101. // for(const auto & buildID : toBuild)
  1102. // {
  1103. // const CBuilding *b = t->town->buildings.at(buildID);
  1104. //
  1105. // EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID);
  1106. // if(canBuild == EBuildingState::ALLOWED)
  1107. // {
  1108. // if(!containsSavedRes(b->resources))
  1109. // {
  1110. // logAi->debug("Player %d will build %s in town of %s at %s", playerID, b->Name(), t->name, t->pos.toString());
  1111. // return true;
  1112. // }
  1113. // continue;
  1114. // }
  1115. // else if(canBuild == EBuildingState::NO_RESOURCES)
  1116. // {
  1117. // TResources cost = t->town->buildings.at(buildID)->resources;
  1118. // for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
  1119. // {
  1120. // int diff = currentRes[i] - cost[i] + income[i];
  1121. // if(diff < 0)
  1122. // saving[i] = 1;
  1123. // }
  1124. // continue;
  1125. // }
  1126. // else if (canBuild == EBuildingState::PREREQUIRES)
  1127. // {
  1128. // // can happen when dependencies have their own missing dependencies
  1129. // if (canBuildStructure(t, buildID, maxDays - 1))
  1130. // return true;
  1131. // }
  1132. // else if (canBuild == EBuildingState::MISSING_BASE)
  1133. // {
  1134. // if (canBuildStructure(t, b->upgrade, maxDays - 1))
  1135. // return true;
  1136. // }
  1137. // }
  1138. // return false;
  1139. //}
  1140. bool VCAI::tryBuildAnyStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays)
  1141. {
  1142. for(const auto & building : buildList)
  1143. {
  1144. if(t->hasBuilt(building))
  1145. continue;
  1146. if (tryBuildStructure(t, building, maxDays))
  1147. return true;
  1148. }
  1149. return false; //Can't build anything
  1150. }
  1151. BuildingID VCAI::canBuildAnyStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays)
  1152. {
  1153. for(const auto & building : buildList)
  1154. {
  1155. if(t->hasBuilt(building))
  1156. continue;
  1157. if (cb->canBuildStructure(t, building))
  1158. return building;
  1159. }
  1160. return BuildingID::NONE; //Can't build anything
  1161. }
  1162. bool VCAI::tryBuildNextStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays)
  1163. {
  1164. for(const auto & building : buildList)
  1165. {
  1166. if(t->hasBuilt(building))
  1167. continue;
  1168. return tryBuildStructure(t, building, maxDays);
  1169. }
  1170. return false;//Nothing to build
  1171. }
  1172. //Set of buildings for different goals. Does not include any prerequisites.
  1173. static const BuildingID essential[] = {BuildingID::TAVERN, BuildingID::TOWN_HALL};
  1174. static const BuildingID goldSource[] = {BuildingID::TOWN_HALL, BuildingID::CITY_HALL, BuildingID::CAPITOL};
  1175. static const BuildingID capitolRequirements[] = { BuildingID::FORT, BuildingID::CITADEL };
  1176. static const BuildingID unitsSource[] = { BuildingID::DWELL_LVL_1, BuildingID::DWELL_LVL_2, BuildingID::DWELL_LVL_3,
  1177. BuildingID::DWELL_LVL_4, BuildingID::DWELL_LVL_5, BuildingID::DWELL_LVL_6, BuildingID::DWELL_LVL_7};
  1178. static const BuildingID unitsUpgrade[] = { BuildingID::DWELL_LVL_1_UP, BuildingID::DWELL_LVL_2_UP, BuildingID::DWELL_LVL_3_UP,
  1179. BuildingID::DWELL_LVL_4_UP, BuildingID::DWELL_LVL_5_UP, BuildingID::DWELL_LVL_6_UP, BuildingID::DWELL_LVL_7_UP};
  1180. static const BuildingID unitGrowth[] = { BuildingID::FORT, BuildingID::CITADEL, BuildingID::CASTLE, BuildingID::HORDE_1,
  1181. BuildingID::HORDE_1_UPGR, BuildingID::HORDE_2, BuildingID::HORDE_2_UPGR};
  1182. static const BuildingID spells[] = {BuildingID::MAGES_GUILD_1, BuildingID::MAGES_GUILD_2, BuildingID::MAGES_GUILD_3,
  1183. BuildingID::MAGES_GUILD_4, BuildingID::MAGES_GUILD_5};
  1184. static const BuildingID extra[] = {BuildingID::RESOURCE_SILO, BuildingID::SPECIAL_1, BuildingID::SPECIAL_2, BuildingID::SPECIAL_3,
  1185. BuildingID::SPECIAL_4, BuildingID::SHIPYARD}; // all remaining buildings
  1186. void VCAI::buildStructure(const CGTownInstance * t)
  1187. {
  1188. //TODO make *real* town development system
  1189. //TODO: faction-specific development: use special buildings, build dwellings in better order, etc
  1190. //TODO: build resource silo, defences when needed
  1191. //Possible - allow "locking" on specific building (build prerequisites and then building itself)
  1192. //below algorithm focuses on economy growth at start of the game.
  1193. TResources currentRes = cb->getResourceAmount();
  1194. TResources currentIncome = t->dailyIncome();
  1195. int townIncome = currentIncome[Res::GOLD];
  1196. if(tryBuildAnyStructure(t, std::vector<BuildingID>(essential, essential + ARRAY_COUNT(essential))))
  1197. return;
  1198. //the more gold the better and less problems later
  1199. if(tryBuildNextStructure(t, std::vector<BuildingID>(goldSource, goldSource + ARRAY_COUNT(goldSource))))
  1200. return;
  1201. //workaround for mantis #2696 - build fort and citadel - building castle will be handled without bug
  1202. if(vstd::contains(t->builtBuildings, BuildingID::CITY_HALL) && cb->canBuildStructure(t, BuildingID::CAPITOL) != EBuildingState::HAVE_CAPITAL &&
  1203. cb->canBuildStructure(t, BuildingID::CAPITOL) != EBuildingState::FORBIDDEN)
  1204. if(tryBuildNextStructure(t, std::vector<BuildingID>(capitolRequirements, capitolRequirements + ARRAY_COUNT(capitolRequirements))))
  1205. return;
  1206. if((!vstd::contains(t->builtBuildings, BuildingID::CAPITOL) && cb->canBuildStructure(t, BuildingID::CAPITOL) != EBuildingState::HAVE_CAPITAL && cb->canBuildStructure(t, BuildingID::CAPITOL) != EBuildingState::FORBIDDEN)
  1207. || (!vstd::contains(t->builtBuildings, BuildingID::CITY_HALL) && cb->canBuildStructure(t, BuildingID::CAPITOL) == EBuildingState::HAVE_CAPITAL && cb->canBuildStructure(t, BuildingID::CITY_HALL) != EBuildingState::FORBIDDEN)
  1208. || (!vstd::contains(t->builtBuildings, BuildingID::TOWN_HALL) && cb->canBuildStructure(t, BuildingID::TOWN_HALL) != EBuildingState::FORBIDDEN))
  1209. return; //save money for capitol or city hall if capitol unavailable, do not build other things (unless gold source buildings are disabled in map editor)
  1210. if(cb->getDate(Date::DAY_OF_WEEK) > 6)// last 2 days of week - try to focus on growth
  1211. {
  1212. if(tryBuildNextStructure(t, std::vector<BuildingID>(unitGrowth, unitGrowth + ARRAY_COUNT(unitGrowth)), 2))
  1213. return;
  1214. }
  1215. // first in-game week or second half of any week: try build dwellings
  1216. if(cb->getDate(Date::DAY) < 7 || cb->getDate(Date::DAY_OF_WEEK) > 3)
  1217. if(tryBuildAnyStructure(t, std::vector<BuildingID>(unitsSource, unitsSource + ARRAY_COUNT(unitsSource)), 8 - cb->getDate(Date::DAY_OF_WEEK)))
  1218. return;
  1219. //try to upgrade dwelling
  1220. for(int i = 0; i < ARRAY_COUNT(unitsUpgrade); i++)
  1221. {
  1222. if(t->hasBuilt(unitsSource[i]) && !t->hasBuilt(unitsUpgrade[i]))
  1223. {
  1224. if(tryBuildStructure(t, unitsUpgrade[i]))
  1225. return;
  1226. }
  1227. }
  1228. //remaining tasks
  1229. if(tryBuildNextStructure(t, std::vector<BuildingID>(spells, spells + ARRAY_COUNT(spells))))
  1230. return;
  1231. if(tryBuildAnyStructure(t, std::vector<BuildingID>(extra, extra + ARRAY_COUNT(extra))))
  1232. return;
  1233. //at the end, try to get and build any extra buildings with nonstandard slots (for example HotA 3rd level dwelling)
  1234. std::vector<BuildingID> extraBuildings;
  1235. for(auto buildingInfo : t->town->buildings)
  1236. if(buildingInfo.first > 43)
  1237. extraBuildings.push_back(buildingInfo.first);
  1238. if(tryBuildAnyStructure(t, extraBuildings))
  1239. return;
  1240. }
  1241. bool VCAI::isGoodForVisit(const CGObjectInstance *obj, HeroPtr h, SectorMap &sm)
  1242. {
  1243. const int3 pos = obj->visitablePos();
  1244. const int3 targetPos = sm.firstTileToGet(h, pos);
  1245. if (!targetPos.valid())
  1246. return false;
  1247. if (isTileNotReserved(h.get(), targetPos) &&
  1248. !obj->wasVisited(playerID) &&
  1249. (cb->getPlayerRelations(ai->playerID, obj->tempOwner) == PlayerRelations::ENEMIES || isWeeklyRevisitable(obj)) && //flag or get weekly resources / creatures
  1250. isSafeToVisit(h, pos) &&
  1251. shouldVisit(h, obj) &&
  1252. !vstd::contains(alreadyVisited, obj) &&
  1253. !vstd::contains(reservedObjs, obj) &&
  1254. isAccessibleForHero(targetPos, h))
  1255. {
  1256. const CGObjectInstance *topObj = cb->getVisitableObjs(obj->visitablePos()).back(); //it may be hero visiting this obj
  1257. //we don't try visiting object on which allied or owned hero stands
  1258. // -> it will just trigger exchange windows and AI will be confused that obj behind doesn't get visited
  1259. if (topObj->ID == Obj::HERO && cb->getPlayerRelations(h->tempOwner, topObj->tempOwner) != PlayerRelations::ENEMIES)
  1260. return false;
  1261. else
  1262. return true; //all of the following is met
  1263. }
  1264. return false;
  1265. }
  1266. bool VCAI::isTileNotReserved(const CGHeroInstance * h, int3 t)
  1267. {
  1268. if (t.valid())
  1269. {
  1270. auto obj = cb->getTopObj(t);
  1271. if (obj && vstd::contains(ai->reservedObjs, obj) && !vstd::contains(reservedHeroesMap[h], obj))
  1272. return false; //do not capture object reserved by another hero
  1273. else
  1274. return true;
  1275. }
  1276. else
  1277. return false;
  1278. }
  1279. bool VCAI::canRecruitAnyHero (const CGTownInstance * t) const
  1280. {
  1281. //TODO: make gathering gold, building tavern or conquering town (?) possible subgoals
  1282. if (!t)
  1283. t = findTownWithTavern();
  1284. if (t)
  1285. return cb->getResourceAmount(Res::GOLD) >= GameConstants::HERO_GOLD_COST &&
  1286. cb->getHeroesInfo().size() < ALLOWED_ROAMING_HEROES &&
  1287. cb->getAvailableHeroes(t).size();
  1288. else
  1289. return false;
  1290. }
  1291. void VCAI::wander(HeroPtr h)
  1292. {
  1293. //unclaim objects that are now dangerous for us
  1294. auto reservedObjsSetCopy = reservedHeroesMap[h];
  1295. for (auto obj : reservedObjsSetCopy)
  1296. {
  1297. if (!isSafeToVisit(h, obj->visitablePos()))
  1298. unreserveObject(h, obj);
  1299. }
  1300. TimeCheck tc("looking for wander destination");
  1301. while (h->movement)
  1302. {
  1303. validateVisitableObjs();
  1304. std::vector <ObjectIdRef> dests;
  1305. auto sm = getCachedSectorMap(h);
  1306. //also visit our reserved objects - but they are not prioritized to avoid running back and forth
  1307. vstd::copy_if(reservedHeroesMap[h], std::back_inserter(dests), [&](ObjectIdRef obj) -> bool
  1308. {
  1309. int3 pos = sm->firstTileToGet(h, obj->visitablePos());
  1310. if(pos.valid() && isAccessibleForHero(pos, h)) //even nearby objects could be blocked by other heroes :(
  1311. return true;
  1312. return false;
  1313. });
  1314. int pass = 0;
  1315. while(!dests.size() && pass < 3)
  1316. {
  1317. if(pass < 2) // optimization - first check objects in current sector; then in sectors around
  1318. {
  1319. auto objs = sm->getNearbyObjs(h, pass);
  1320. vstd::copy_if(objs, std::back_inserter(dests), [&](ObjectIdRef obj) -> bool
  1321. {
  1322. return isGoodForVisit(obj, h, *sm);
  1323. });
  1324. }
  1325. else // we only check full objects list if for some reason there are no objects in closest sectors
  1326. {
  1327. vstd::copy_if(visitableObjs, std::back_inserter(dests), [&](ObjectIdRef obj) -> bool
  1328. {
  1329. return isGoodForVisit(obj, h, *sm);
  1330. });
  1331. }
  1332. pass++;
  1333. }
  1334. vstd::erase_if(dests, [&](ObjectIdRef obj) -> bool
  1335. {
  1336. return !isSafeToVisit(h, sm->firstTileToGet(h, obj->visitablePos()));
  1337. });
  1338. if(!dests.size())
  1339. {
  1340. if (cb->getVisitableObjs(h->visitablePos()).size() > 1)
  1341. moveHeroToTile(h->visitablePos(), h); //just in case we're standing on blocked subterranean gate
  1342. auto compareReinforcements = [h](const CGTownInstance *lhs, const CGTownInstance *rhs) -> bool
  1343. {
  1344. return howManyReinforcementsCanGet(h, lhs) < howManyReinforcementsCanGet(h, rhs);
  1345. };
  1346. std::vector<const CGTownInstance *> townsReachable;
  1347. std::vector<const CGTownInstance *> townsNotReachable;
  1348. for(const CGTownInstance *t : cb->getTownsInfo())
  1349. {
  1350. if(!t->visitingHero && howManyReinforcementsCanGet(h,t) && !vstd::contains(townVisitsThisWeek[h], t))
  1351. {
  1352. if (isAccessibleForHero (t->visitablePos(), h))
  1353. townsReachable.push_back(t);
  1354. else
  1355. townsNotReachable.push_back(t);
  1356. }
  1357. }
  1358. if(townsReachable.size())
  1359. {
  1360. boost::sort(townsReachable, compareReinforcements);
  1361. dests.push_back(townsReachable.back());
  1362. }
  1363. else if(townsNotReachable.size())
  1364. {
  1365. boost::sort(townsNotReachable, compareReinforcements);
  1366. //TODO pick the truly best
  1367. const CGTownInstance *t = townsNotReachable.back();
  1368. logAi->debug("%s can't reach any town, we'll try to make our way to %s at %s",h->name,t->name, t->visitablePos().toString());
  1369. int3 pos1 = h->pos;
  1370. striveToGoal(sptr(Goals::ClearWayTo(t->visitablePos()).sethero(h)));
  1371. //if out hero is stuck, we may need to request another hero to clear the way we see
  1372. if (pos1 == h->pos && h == primaryHero()) //hero can't move
  1373. {
  1374. if (canRecruitAnyHero(t))
  1375. recruitHero(t);
  1376. }
  1377. break;
  1378. }
  1379. else if(cb->getResourceAmount(Res::GOLD) >= GameConstants::HERO_GOLD_COST)
  1380. {
  1381. std::vector<const CGTownInstance *> towns = cb->getTownsInfo();
  1382. vstd::erase_if(towns, [](const CGTownInstance *t) -> bool
  1383. {
  1384. for(const CGHeroInstance *h : cb->getHeroesInfo())
  1385. if(!t->getArmyStrength() || howManyReinforcementsCanGet(h, t))
  1386. return true;
  1387. return false;
  1388. });
  1389. boost::sort(towns, compareArmyStrength);
  1390. if(towns.size())
  1391. recruitHero(towns.back());
  1392. break;
  1393. }
  1394. else
  1395. {
  1396. logAi->debug("Nowhere more to go...");
  1397. break;
  1398. }
  1399. }
  1400. //end of objs empty
  1401. if (dests.size()) //performance improvement
  1402. {
  1403. boost::sort(dests, CDistanceSorter(h.get())); //find next closest one
  1404. //wander should not cause heroes to be reserved - they are always considered free
  1405. const ObjectIdRef&dest = dests.front();
  1406. logAi->debug("Of all %d destinations, object oid=%d seems nice",dests.size(), dest.id.getNum());
  1407. if(!goVisitObj(dest, h))
  1408. {
  1409. if(!dest)
  1410. {
  1411. logAi->debug("Visit attempt made the object (id=%d) gone...", dest.id.getNum());
  1412. }
  1413. else
  1414. {
  1415. logAi->debug("Hero %s apparently used all MPs (%d left)", h->name, h->movement);
  1416. return;
  1417. }
  1418. }
  1419. }
  1420. if (h->visitedTown)
  1421. {
  1422. townVisitsThisWeek[h].insert(h->visitedTown);
  1423. buildArmyIn(h->visitedTown);
  1424. }
  1425. }
  1426. }
  1427. void VCAI::setGoal(HeroPtr h, Goals::TSubgoal goal)
  1428. {
  1429. if(goal->invalid())
  1430. vstd::erase_if_present(lockedHeroes, h);
  1431. else
  1432. {
  1433. lockedHeroes[h] = goal;
  1434. goal->setisElementar(false); //Force always evaluate goals before realizing
  1435. }
  1436. }
  1437. void VCAI::evaluateGoal(HeroPtr h)
  1438. {
  1439. if (vstd::contains(lockedHeroes, h))
  1440. fh->setPriority(lockedHeroes[h]);
  1441. }
  1442. void VCAI::completeGoal (Goals::TSubgoal goal)
  1443. {
  1444. logAi->trace("Completing goal: %s", goal->name());
  1445. if (const CGHeroInstance * h = goal->hero.get(true))
  1446. {
  1447. auto it = lockedHeroes.find(h);
  1448. if (it != lockedHeroes.end())
  1449. if (it->second == goal)
  1450. {
  1451. logAi->debug(goal->completeMessage());
  1452. lockedHeroes.erase(it); //goal fulfilled, free hero
  1453. }
  1454. }
  1455. else //complete goal for all heroes maybe?
  1456. {
  1457. vstd::erase_if(lockedHeroes, [goal](std::pair<HeroPtr, Goals::TSubgoal> p)
  1458. {
  1459. if (*(p.second) == *goal || p.second->fulfillsMe(goal)) //we could have fulfilled goals of other heroes by chance
  1460. {
  1461. logAi->debug(p.second->completeMessage());
  1462. return true;
  1463. }
  1464. return false;
  1465. });
  1466. }
  1467. }
  1468. void VCAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
  1469. {
  1470. NET_EVENT_HANDLER;
  1471. assert(playerID > PlayerColor::PLAYER_LIMIT || status.getBattle() == UPCOMING_BATTLE);
  1472. status.setBattle(ONGOING_BATTLE);
  1473. const CGObjectInstance *presumedEnemy = vstd::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
  1474. battlename = boost::str(boost::format("Starting battle of %s attacking %s at %s") % (hero1 ? hero1->name : "a army") % (presumedEnemy ? presumedEnemy->getObjectName() : "unknown enemy") % tile.toString());
  1475. CAdventureAI::battleStart(army1, army2, tile, hero1, hero2, side);
  1476. }
  1477. void VCAI::battleEnd(const BattleResult *br)
  1478. {
  1479. NET_EVENT_HANDLER;
  1480. assert(status.getBattle() == ONGOING_BATTLE);
  1481. status.setBattle(ENDING_BATTLE);
  1482. bool won = br->winner == myCb->battleGetMySide();
  1483. logAi->debug("Player %d (%s): I %s the %s!", playerID, playerID.getStr(), (won ? "won" : "lost"), battlename);
  1484. battlename.clear();
  1485. CAdventureAI::battleEnd(br);
  1486. }
  1487. void VCAI::waitTillFree()
  1488. {
  1489. auto unlock = vstd::makeUnlockSharedGuard(CGameState::mutex);
  1490. status.waitTillFree();
  1491. }
  1492. void VCAI::markObjectVisited (const CGObjectInstance *obj)
  1493. {
  1494. if(!obj)
  1495. return;
  1496. if(dynamic_cast<const CGVisitableOPH *>(obj) || //we may want to visit it with another hero
  1497. dynamic_cast<const CGBonusingObject *>(obj) || //or another time
  1498. (obj->ID == Obj::MONSTER))
  1499. return;
  1500. alreadyVisited.insert(obj);
  1501. }
  1502. void VCAI::reserveObject(HeroPtr h, const CGObjectInstance *obj)
  1503. {
  1504. reservedObjs.insert(obj);
  1505. reservedHeroesMap[h].insert(obj);
  1506. logAi->debug("reserved object id=%d; address=%p; name=%s", obj->id ,obj, obj->getObjectName());
  1507. }
  1508. void VCAI::unreserveObject(HeroPtr h, const CGObjectInstance *obj)
  1509. {
  1510. vstd::erase_if_present(reservedObjs, obj); //unreserve objects
  1511. vstd::erase_if_present(reservedHeroesMap[h], obj);
  1512. }
  1513. void VCAI::markHeroUnableToExplore (HeroPtr h)
  1514. {
  1515. heroesUnableToExplore.insert(h);
  1516. }
  1517. void VCAI::markHeroAbleToExplore (HeroPtr h)
  1518. {
  1519. vstd::erase_if_present(heroesUnableToExplore, h);
  1520. }
  1521. bool VCAI::isAbleToExplore (HeroPtr h)
  1522. {
  1523. return !vstd::contains (heroesUnableToExplore, h);
  1524. }
  1525. void VCAI::clearPathsInfo()
  1526. {
  1527. heroesUnableToExplore.clear();
  1528. cachedSectorMaps.clear();
  1529. }
  1530. void VCAI::validateVisitableObjs()
  1531. {
  1532. std::string errorMsg;
  1533. auto shouldBeErased = [&](const CGObjectInstance *obj) -> bool
  1534. {
  1535. if (obj)
  1536. return !cb->getObj(obj->id, false); // no verbose output needed as we check object visibility
  1537. else
  1538. return true;
  1539. };
  1540. //errorMsg is captured by ref so lambda will take the new text
  1541. errorMsg = " shouldn't be on the visitable objects list!";
  1542. vstd::erase_if(visitableObjs, shouldBeErased);
  1543. //FIXME: how comes our own heroes become inaccessible?
  1544. vstd::erase_if(reservedHeroesMap, [](std::pair<HeroPtr, std::set<const CGObjectInstance *>> hp) -> bool
  1545. {
  1546. return !hp.first.get(true);
  1547. });
  1548. for(auto &p : reservedHeroesMap)
  1549. {
  1550. errorMsg = " shouldn't be on list for hero " + p.first->name + "!";
  1551. vstd::erase_if(p.second, shouldBeErased);
  1552. }
  1553. errorMsg = " shouldn't be on the reserved objs list!";
  1554. vstd::erase_if(reservedObjs, shouldBeErased);
  1555. //TODO overkill, hidden object should not be removed. However, we can't know if hidden object is erased from game.
  1556. errorMsg = " shouldn't be on the already visited objs list!";
  1557. vstd::erase_if(alreadyVisited, shouldBeErased);
  1558. }
  1559. void VCAI::retreiveVisitableObjs(std::vector<const CGObjectInstance *> &out, bool includeOwned) const
  1560. {
  1561. foreach_tile_pos([&](const int3 &pos)
  1562. {
  1563. for(const CGObjectInstance *obj : myCb->getVisitableObjs(pos, false))
  1564. {
  1565. if(includeOwned || obj->tempOwner != playerID)
  1566. out.push_back(obj);
  1567. }
  1568. });
  1569. }
  1570. void VCAI::retreiveVisitableObjs()
  1571. {
  1572. foreach_tile_pos([&](const int3 &pos)
  1573. {
  1574. for(const CGObjectInstance *obj : myCb->getVisitableObjs(pos, false))
  1575. {
  1576. if(obj->tempOwner != playerID)
  1577. addVisitableObj(obj);
  1578. }
  1579. });
  1580. }
  1581. std::vector<const CGObjectInstance *> VCAI::getFlaggedObjects() const
  1582. {
  1583. std::vector<const CGObjectInstance *> ret;
  1584. for(const CGObjectInstance *obj : visitableObjs)
  1585. {
  1586. if(obj->tempOwner == playerID)
  1587. ret.push_back(obj);
  1588. }
  1589. return ret;
  1590. }
  1591. void VCAI::addVisitableObj(const CGObjectInstance *obj)
  1592. {
  1593. visitableObjs.insert(obj);
  1594. helperObjInfo[obj] = ObjInfo(obj);
  1595. // All teleport objects seen automatically assigned to appropriate channels
  1596. auto teleportObj = dynamic_cast<const CGTeleport *>(obj);
  1597. if(teleportObj)
  1598. CGTeleport::addToChannel(knownTeleportChannels, teleportObj);
  1599. }
  1600. const CGObjectInstance * VCAI::lookForArt(int aid) const
  1601. {
  1602. for(const CGObjectInstance *obj : ai->visitableObjs)
  1603. {
  1604. if(obj->ID == Obj::ARTIFACT && obj->subID == aid)
  1605. return obj;
  1606. }
  1607. return nullptr;
  1608. //TODO what if more than one artifact is available? return them all or some slection criteria
  1609. }
  1610. bool VCAI::isAccessible(const int3 &pos)
  1611. {
  1612. //TODO precalculate for speed
  1613. for(const CGHeroInstance *h : cb->getHeroesInfo())
  1614. {
  1615. if(isAccessibleForHero(pos, h))
  1616. return true;
  1617. }
  1618. return false;
  1619. }
  1620. HeroPtr VCAI::getHeroWithGrail() const
  1621. {
  1622. for(const CGHeroInstance *h : cb->getHeroesInfo())
  1623. if(h->hasArt(2)) //grail
  1624. return h;
  1625. return nullptr;
  1626. }
  1627. const CGObjectInstance * VCAI::getUnvisitedObj(const std::function<bool(const CGObjectInstance *)> &predicate)
  1628. {
  1629. //TODO smarter definition of unvisited
  1630. for(const CGObjectInstance *obj : visitableObjs)
  1631. if(predicate(obj) && !vstd::contains(alreadyVisited, obj))
  1632. return obj;
  1633. return nullptr;
  1634. }
  1635. bool VCAI::isAccessibleForHero(const int3 & pos, HeroPtr h, bool includeAllies) const
  1636. {
  1637. if (!includeAllies)
  1638. { //don't visit tile occupied by allied hero
  1639. for (auto obj : cb->getVisitableObjs(pos))
  1640. {
  1641. if (obj->ID == Obj::HERO &&
  1642. cb->getPlayerRelations(ai->playerID, obj->tempOwner) != PlayerRelations::ENEMIES &&
  1643. obj != h.get())
  1644. return false;
  1645. }
  1646. }
  1647. return cb->getPathsInfo(h.get())->getPathInfo(pos)->reachable();
  1648. }
  1649. bool VCAI::moveHeroToTile(int3 dst, HeroPtr h)
  1650. {
  1651. //TODO: consider if blockVisit objects change something in our checks: AIUtility::isBlockVisitObj()
  1652. auto afterMovementCheck = [&]() -> void
  1653. {
  1654. waitTillFree(); //movement may cause battle or blocking dialog
  1655. if(!h)
  1656. {
  1657. lostHero(h);
  1658. teleportChannelProbingList.clear();
  1659. if (status.channelProbing()) // if hero lost during channel probing we need to switch this mode off
  1660. status.setChannelProbing(false);
  1661. throw cannotFulfillGoalException("Hero was lost!");
  1662. }
  1663. };
  1664. logAi->debug("Moving hero %s to tile %s", h->name, dst.toString());
  1665. int3 startHpos = h->visitablePos();
  1666. bool ret = false;
  1667. if(startHpos == dst)
  1668. {
  1669. //FIXME: this assertion fails also if AI moves onto defeated guarded object
  1670. assert(cb->getVisitableObjs(dst).size() > 1); //there's no point in revisiting tile where there is no visitable object
  1671. cb->moveHero(*h, CGHeroInstance::convertPosition(dst, true));
  1672. afterMovementCheck();// TODO: is it feasible to hero get killed there if game work properly?
  1673. // not sure if AI can currently reconsider to attack bank while staying on it. Check issue 2084 on mantis for more information.
  1674. ret = true;
  1675. }
  1676. else
  1677. {
  1678. CGPath path;
  1679. cb->getPathsInfo(h.get())->getPath(path, dst);
  1680. if(path.nodes.empty())
  1681. {
  1682. logAi->error("Hero %s cannot reach %s.", h->name, dst.toString());
  1683. throw goalFulfilledException (sptr(Goals::VisitTile(dst).sethero(h)));
  1684. }
  1685. int i = path.nodes.size()-1;
  1686. auto getObj = [&](int3 coord, bool ignoreHero)
  1687. {
  1688. auto tile = cb->getTile(coord, false);
  1689. assert(tile);
  1690. return tile->topVisitableObj(ignoreHero);
  1691. //return cb->getTile(coord,false)->topVisitableObj(ignoreHero);
  1692. };
  1693. auto isTeleportAction = [&](CGPathNode::ENodeAction action) -> bool
  1694. {
  1695. if(action != CGPathNode::TELEPORT_NORMAL &&
  1696. action != CGPathNode::TELEPORT_BLOCKING_VISIT &&
  1697. action != CGPathNode::TELEPORT_BATTLE)
  1698. {
  1699. return false;
  1700. }
  1701. return true;
  1702. };
  1703. auto getDestTeleportObj = [&](const CGObjectInstance * currentObject, const CGObjectInstance * nextObjectTop, const CGObjectInstance * nextObject) -> const CGObjectInstance *
  1704. {
  1705. if(CGTeleport::isConnected(currentObject, nextObjectTop))
  1706. return nextObjectTop;
  1707. if(nextObjectTop && nextObjectTop->ID == Obj::HERO &&
  1708. CGTeleport::isConnected(currentObject, nextObject))
  1709. {
  1710. return nextObject;
  1711. }
  1712. return nullptr;
  1713. };
  1714. auto doMovement = [&](int3 dst, bool transit)
  1715. {
  1716. cb->moveHero(*h, CGHeroInstance::convertPosition(dst, true), transit);
  1717. };
  1718. auto doTeleportMovement = [&](ObjectInstanceID exitId, int3 exitPos)
  1719. {
  1720. destinationTeleport = exitId;
  1721. if(exitPos.valid())
  1722. destinationTeleportPos = CGHeroInstance::convertPosition(exitPos, true);
  1723. cb->moveHero(*h, h->pos);
  1724. destinationTeleport = ObjectInstanceID();
  1725. destinationTeleportPos = int3(-1);
  1726. afterMovementCheck();
  1727. };
  1728. auto doChannelProbing = [&]() -> void
  1729. {
  1730. auto currentPos = CGHeroInstance::convertPosition(h->pos,false);
  1731. auto currentExit = getObj(currentPos, true)->id;
  1732. status.setChannelProbing(true);
  1733. for(auto exit : teleportChannelProbingList)
  1734. doTeleportMovement(exit, int3(-1));
  1735. teleportChannelProbingList.clear();
  1736. status.setChannelProbing(false);
  1737. doTeleportMovement(currentExit, currentPos);
  1738. };
  1739. for(; i>0; i--)
  1740. {
  1741. int3 currentCoord = path.nodes[i].coord;
  1742. int3 nextCoord = path.nodes[i-1].coord;
  1743. auto currentObject = getObj(currentCoord, currentCoord == CGHeroInstance::convertPosition(h->pos,false));
  1744. auto nextObjectTop = getObj(nextCoord, false);
  1745. auto nextObject = getObj(nextCoord, true);
  1746. auto destTeleportObj = getDestTeleportObj(currentObject, nextObjectTop, nextObject);
  1747. if(isTeleportAction(path.nodes[i-1].action) && destTeleportObj != nullptr)
  1748. { //we use special login if hero standing on teleporter it's mean we need
  1749. doTeleportMovement(destTeleportObj->id, nextCoord);
  1750. if(teleportChannelProbingList.size())
  1751. doChannelProbing();
  1752. markObjectVisited(destTeleportObj); //FIXME: Monoliths are not correctly visited
  1753. continue;
  1754. }
  1755. //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
  1756. if(path.nodes[i-1].turns)
  1757. {
  1758. //blockedHeroes.insert(h); //to avoid attempts of moving heroes with very little MPs
  1759. break;
  1760. }
  1761. int3 endpos = path.nodes[i-1].coord;
  1762. if(endpos == h->visitablePos())
  1763. continue;
  1764. if((i-2 >= 0) // Check there is node after next one; otherwise transit is pointless
  1765. && (CGTeleport::isConnected(nextObjectTop, getObj(path.nodes[i-2].coord, false))
  1766. || CGTeleport::isTeleport(nextObjectTop)))
  1767. { // Hero should be able to go through object if it's allow transit
  1768. doMovement(endpos, true);
  1769. }
  1770. else if(path.nodes[i-1].layer == EPathfindingLayer::AIR)
  1771. doMovement(endpos, true);
  1772. else
  1773. doMovement(endpos, false);
  1774. afterMovementCheck();
  1775. if(teleportChannelProbingList.size())
  1776. doChannelProbing();
  1777. }
  1778. }
  1779. if (h)
  1780. {
  1781. if(auto visitedObject = vstd::frontOrNull(cb->getVisitableObjs(h->visitablePos()))) //we stand on something interesting
  1782. {
  1783. if (visitedObject != *h)
  1784. performObjectInteraction (visitedObject, h);
  1785. }
  1786. }
  1787. if(h) //we could have lost hero after last move
  1788. {
  1789. completeGoal (sptr(Goals::VisitTile(dst).sethero(h))); //we stepped on some tile, anyway
  1790. completeGoal (sptr(Goals::ClearWayTo(dst).sethero(h)));
  1791. ret = (dst == h->visitablePos());
  1792. if(!ret) //reserve object we are heading towards
  1793. {
  1794. auto obj = vstd::frontOrNull(cb->getVisitableObjs(dst));
  1795. if(obj && obj != *h)
  1796. reserveObject(h, obj);
  1797. }
  1798. if(startHpos == h->visitablePos() && !ret) //we didn't move and didn't reach the target
  1799. {
  1800. vstd::erase_if_present(lockedHeroes, h); //hero seemingly is confused
  1801. throw cannotFulfillGoalException("Invalid path found!"); //FIXME: should never happen
  1802. }
  1803. evaluateGoal(h); //new hero position means new game situation
  1804. logAi->debug("Hero %s moved from %s to %s. Returning %d.", h->name, startHpos.toString(), h->visitablePos().toString(), ret);
  1805. }
  1806. return ret;
  1807. }
  1808. void VCAI::tryRealize(Goals::Explore & g)
  1809. {
  1810. throw cannotFulfillGoalException("EXPLORE is not an elementar goal!");
  1811. }
  1812. void VCAI::tryRealize(Goals::RecruitHero & g)
  1813. {
  1814. if(const CGTownInstance *t = findTownWithTavern())
  1815. {
  1816. recruitHero(t, true);
  1817. //TODO try to free way to blocked town
  1818. //TODO: adventure map tavern or prison?
  1819. }
  1820. }
  1821. void VCAI::tryRealize(Goals::VisitTile & g)
  1822. {
  1823. if(!g.hero->movement)
  1824. throw cannotFulfillGoalException("Cannot visit tile: hero is out of MPs!");
  1825. if(g.tile == g.hero->visitablePos() && cb->getVisitableObjs(g.hero->visitablePos()).size() < 2)
  1826. {
  1827. logAi->warn("Why do I want to move hero %s to tile %s? Already standing on that tile! ", g.hero->name, g.tile.toString());
  1828. throw goalFulfilledException (sptr(g));
  1829. }
  1830. if (ai->moveHeroToTile(g.tile, g.hero.get()))
  1831. {
  1832. throw goalFulfilledException (sptr(g));
  1833. }
  1834. }
  1835. void VCAI::tryRealize(Goals::VisitHero & g)
  1836. {
  1837. if(!g.hero->movement)
  1838. throw cannotFulfillGoalException("Cannot visit target hero: hero is out of MPs!");
  1839. const CGObjectInstance * obj = cb->getObj(ObjectInstanceID(g.objid));
  1840. if (obj)
  1841. {
  1842. if (ai->moveHeroToTile(obj->visitablePos(), g.hero.get()))
  1843. {
  1844. throw goalFulfilledException (sptr(g));
  1845. }
  1846. }
  1847. else
  1848. throw cannotFulfillGoalException("Cannot visit hero: object not found!");
  1849. }
  1850. void VCAI::tryRealize(Goals::BuildThis & g)
  1851. {
  1852. const CGTownInstance *t = g.town;
  1853. if(!t && g.hero)
  1854. t = g.hero->visitedTown;
  1855. if(!t)
  1856. {
  1857. for(const CGTownInstance *t : cb->getTownsInfo())
  1858. {
  1859. switch(cb->canBuildStructure(t, BuildingID(g.bid)))
  1860. {
  1861. case EBuildingState::ALLOWED:
  1862. cb->buildBuilding(t, BuildingID(g.bid));
  1863. return;
  1864. default:
  1865. break;
  1866. }
  1867. }
  1868. }
  1869. else if(cb->canBuildStructure(t, BuildingID(g.bid)) == EBuildingState::ALLOWED)
  1870. {
  1871. cb->buildBuilding(t, BuildingID(g.bid));
  1872. return;
  1873. }
  1874. throw cannotFulfillGoalException("Cannot build a given structure!");
  1875. }
  1876. void VCAI::tryRealize(Goals::DigAtTile & g)
  1877. {
  1878. assert(g.hero->visitablePos() == g.tile); //surely we want to crash here?
  1879. if (g.hero->diggingStatus() == EDiggingStatus::CAN_DIG)
  1880. {
  1881. cb->dig(g.hero.get());
  1882. completeGoal(sptr(g)); // finished digging
  1883. }
  1884. else
  1885. {
  1886. ai->lockedHeroes[g.hero] = sptr(g); //hero who tries to dig shouldn't do anything else
  1887. throw cannotFulfillGoalException("A hero can't dig!\n");
  1888. }
  1889. }
  1890. void VCAI::tryRealize(Goals::CollectRes & g)
  1891. {
  1892. if(cb->getResourceAmount(static_cast<Res::ERes>(g.resID)) >= g.value)
  1893. throw cannotFulfillGoalException("Goal is already fulfilled!");
  1894. if(const CGObjectInstance *obj = cb->getObj(ObjectInstanceID(g.objid), false))
  1895. {
  1896. if(const IMarket *m = IMarket::castFrom(obj, false))
  1897. {
  1898. for (Res::ERes i = Res::WOOD; i <= Res::GOLD; vstd::advance(i, 1))
  1899. {
  1900. if(i == g.resID) continue;
  1901. int toGive, toGet;
  1902. m->getOffer(i, g.resID, toGive, toGet, EMarketMode::RESOURCE_RESOURCE);
  1903. toGive = toGive * (cb->getResourceAmount(i) / toGive);
  1904. //TODO trade only as much as needed
  1905. cb->trade(obj, EMarketMode::RESOURCE_RESOURCE, i, g.resID, toGive);
  1906. if(cb->getResourceAmount(static_cast<Res::ERes>(g.resID)) >= g.value)
  1907. return;
  1908. }
  1909. throw cannotFulfillGoalException("I cannot get needed resources by trade!");
  1910. }
  1911. else
  1912. {
  1913. throw cannotFulfillGoalException("I don't know how to use this object to raise resources!");
  1914. }
  1915. }
  1916. else
  1917. {
  1918. saving[g.resID] = 1;
  1919. throw cannotFulfillGoalException("No object that could be used to raise resources!");
  1920. }
  1921. }
  1922. void VCAI::tryRealize(Goals::Build & g)
  1923. {
  1924. for(const CGTownInstance *t : cb->getTownsInfo())
  1925. {
  1926. logAi->debug("Looking into %s", t->name);
  1927. buildStructure(t);
  1928. buildArmyIn(t);
  1929. if(!ai->primaryHero() ||
  1930. (t->getArmyStrength() > ai->primaryHero()->getArmyStrength() * 2 && !isAccessibleForHero(t->visitablePos(), ai->primaryHero())))
  1931. {
  1932. recruitHero(t);
  1933. buildArmyIn(t);
  1934. }
  1935. }
  1936. throw cannotFulfillGoalException("BUILD has been realized as much as possible.");
  1937. }
  1938. void VCAI::tryRealize(Goals::Invalid & g)
  1939. {
  1940. throw cannotFulfillGoalException("I don't know how to fulfill this!");
  1941. }
  1942. void VCAI::tryRealize(Goals::AbstractGoal & g)
  1943. {
  1944. logAi->debug("Attempting realizing goal with code %s",g.name());
  1945. throw cannotFulfillGoalException("Unknown type of goal !");
  1946. }
  1947. const CGTownInstance * VCAI::findTownWithTavern() const
  1948. {
  1949. for(const CGTownInstance *t : cb->getTownsInfo())
  1950. if(t->hasBuilt(BuildingID::TAVERN) && !t->visitingHero)
  1951. return t;
  1952. return nullptr;
  1953. }
  1954. Goals::TSubgoal VCAI::getGoal (HeroPtr h) const
  1955. {
  1956. auto it = lockedHeroes.find(h);
  1957. if (it != lockedHeroes.end())
  1958. return it->second;
  1959. else
  1960. return sptr(Goals::Invalid());
  1961. }
  1962. std::vector<HeroPtr> VCAI::getUnblockedHeroes() const
  1963. {
  1964. std::vector<HeroPtr> ret;
  1965. for (auto h : cb->getHeroesInfo())
  1966. {
  1967. //&& !vstd::contains(lockedHeroes, h)
  1968. //at this point we assume heroes exhausted their locked goals
  1969. if (canAct(h))
  1970. ret.push_back(h);
  1971. }
  1972. return ret;
  1973. }
  1974. bool VCAI::canAct (HeroPtr h) const
  1975. {
  1976. auto mission = lockedHeroes.find(h);
  1977. if (mission != lockedHeroes.end())
  1978. {
  1979. //FIXME: I'm afraid there can be other conditions when heroes can act but not move :?
  1980. if (mission->second->goalType == Goals::DIG_AT_TILE && !mission->second->isElementar)
  1981. return false;
  1982. }
  1983. return h->movement;
  1984. }
  1985. HeroPtr VCAI::primaryHero() const
  1986. {
  1987. auto hs = cb->getHeroesInfo();
  1988. boost::sort(hs, compareHeroStrength);
  1989. if(hs.empty())
  1990. return nullptr;
  1991. return hs.back();
  1992. }
  1993. void VCAI::endTurn()
  1994. {
  1995. logAi->info("Player %d (%s) ends turn", playerID, playerID.getStr());
  1996. if(!status.haveTurn())
  1997. {
  1998. logAi->error("Not having turn at the end of turn???");
  1999. }
  2000. logAi->debug("Resources at the end of turn: %s", cb->getResourceAmount().toString());
  2001. do
  2002. {
  2003. cb->endTurn();
  2004. } 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
  2005. logGlobal->info("Player %d (%s) ended turn", playerID, playerID.getStr());
  2006. }
  2007. void VCAI::striveToGoal(Goals::TSubgoal ultimateGoal)
  2008. {
  2009. if (ultimateGoal->invalid())
  2010. return;
  2011. //we are looking for abstract goals
  2012. auto abstractGoal = striveToGoalInternal (ultimateGoal, false);
  2013. if (abstractGoal->invalid())
  2014. return;
  2015. //we received abstract goal, need to find concrete goals
  2016. striveToGoalInternal (abstractGoal, true);
  2017. //TODO: save abstract goals not related to hero
  2018. }
  2019. Goals::TSubgoal VCAI::striveToGoalInternal(Goals::TSubgoal ultimateGoal, bool onlyAbstract)
  2020. {
  2021. const int searchDepth = 30;
  2022. const int searchDepth2 = searchDepth-2;
  2023. Goals::TSubgoal abstractGoal = sptr(Goals::Invalid());
  2024. while(1)
  2025. {
  2026. Goals::TSubgoal goal = ultimateGoal;
  2027. logAi->debug("Striving to goal of type %s", ultimateGoal->name());
  2028. int maxGoals = searchDepth; //preventing deadlock for mutually dependent goals
  2029. while(!goal->isElementar && maxGoals && (onlyAbstract || !goal->isAbstract))
  2030. {
  2031. logAi->debug("Considering goal %s", goal->name());
  2032. try
  2033. {
  2034. boost::this_thread::interruption_point();
  2035. goal = goal->whatToDoToAchieve();
  2036. --maxGoals;
  2037. if (*goal == *ultimateGoal) //compare objects by value
  2038. throw cannotFulfillGoalException("Goal dependency loop detected!");
  2039. }
  2040. catch(goalFulfilledException &e)
  2041. {
  2042. //it is impossible to continue some goals (like exploration, for example)
  2043. completeGoal (goal);
  2044. logAi->debug("Goal %s decomposition failed: goal was completed as much as possible", goal->name());
  2045. return sptr(Goals::Invalid());
  2046. }
  2047. catch(std::exception &e)
  2048. {
  2049. logAi->debug("Goal %s decomposition failed: %s", goal->name(), e.what());
  2050. return sptr(Goals::Invalid());
  2051. }
  2052. }
  2053. try
  2054. {
  2055. boost::this_thread::interruption_point();
  2056. if (!maxGoals) //we counted down to 0 and found no solution
  2057. {
  2058. if (ultimateGoal->hero) // we seemingly don't know what to do with hero, free him
  2059. vstd::erase_if_present(lockedHeroes, ultimateGoal->hero);
  2060. std::runtime_error e("Too many subgoals, don't know what to do");
  2061. throw (e);
  2062. }
  2063. else //we can proceed
  2064. {
  2065. if (goal->hero) //lock this hero to fulfill ultimate goal
  2066. {
  2067. setGoal(goal->hero, goal);
  2068. }
  2069. }
  2070. if (goal->isAbstract)
  2071. {
  2072. abstractGoal = goal; //allow only one abstract goal per call
  2073. logAi->debug("Choosing abstract goal %s", goal->name());
  2074. break;
  2075. }
  2076. else
  2077. {
  2078. logAi->debug("Trying to realize %s (value %2.3f)", goal->name(), goal->priority);
  2079. goal->accept(this);
  2080. }
  2081. boost::this_thread::interruption_point();
  2082. }
  2083. catch(boost::thread_interrupted &e)
  2084. {
  2085. logAi->debug("Player %d: Making turn thread received an interruption!", playerID);
  2086. throw; //rethrow, we want to truly end this thread
  2087. }
  2088. catch(goalFulfilledException &e)
  2089. {
  2090. //the goal was completed successfully
  2091. completeGoal (goal);
  2092. //completed goal was main goal //TODO: find better condition
  2093. if (ultimateGoal->fulfillsMe(goal) || maxGoals > searchDepth2)
  2094. return sptr(Goals::Invalid());
  2095. }
  2096. catch(std::exception &e)
  2097. {
  2098. logAi->debug("Failed to realize subgoal of type %s (greater goal type was %s), I will stop.", goal->name(), ultimateGoal->name());
  2099. logAi->debug("The error message was: %s", e.what());
  2100. break;
  2101. }
  2102. }
  2103. return abstractGoal;
  2104. }
  2105. void VCAI::striveToQuest (const QuestInfo &q)
  2106. {
  2107. if (q.quest->missionType && q.quest->progress != CQuest::COMPLETE)
  2108. {
  2109. MetaString ms;
  2110. q.quest->getRolloverText(ms, false);
  2111. logAi->debug("Trying to realize quest: %s", ms.toString());
  2112. auto heroes = cb->getHeroesInfo();
  2113. switch (q.quest->missionType)
  2114. {
  2115. case CQuest::MISSION_ART:
  2116. {
  2117. for (auto hero : heroes) //TODO: remove duplicated code?
  2118. {
  2119. if (q.quest->checkQuest(hero))
  2120. {
  2121. striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero)));
  2122. return;
  2123. }
  2124. }
  2125. for (auto art : q.quest->m5arts)
  2126. {
  2127. striveToGoal (sptr(Goals::GetArtOfType(art))); //TODO: transport?
  2128. }
  2129. break;
  2130. }
  2131. case CQuest::MISSION_HERO:
  2132. {
  2133. //striveToGoal (CGoal(RECRUIT_HERO));
  2134. for (auto hero : heroes)
  2135. {
  2136. if (q.quest->checkQuest(hero))
  2137. {
  2138. striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero)));
  2139. return;
  2140. }
  2141. }
  2142. striveToGoal (sptr(Goals::FindObj(Obj::PRISON))); //rule of a thumb - quest heroes usually are locked in prisons
  2143. //BNLOG ("Don't know how to recruit hero with id %d\n", q.quest->m13489val);
  2144. break;
  2145. }
  2146. case CQuest::MISSION_ARMY:
  2147. {
  2148. for (auto hero : heroes)
  2149. {
  2150. if (q.quest->checkQuest(hero)) //very bad info - stacks can be split between multiple heroes :(
  2151. {
  2152. striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero)));
  2153. return;
  2154. }
  2155. }
  2156. for (auto creature : q.quest->m6creatures)
  2157. {
  2158. striveToGoal (sptr(Goals::GatherTroops(creature.type->idNumber, creature.count)));
  2159. }
  2160. //TODO: exchange armies... oh my
  2161. //BNLOG ("Don't know how to recruit %d of %s\n", (int)(creature.count) % creature.type->namePl);
  2162. break;
  2163. }
  2164. case CQuest::MISSION_RESOURCES:
  2165. {
  2166. if (heroes.size())
  2167. {
  2168. if (q.quest->checkQuest(heroes.front())) //it doesn't matter which hero it is
  2169. {
  2170. striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum())));
  2171. }
  2172. else
  2173. {
  2174. for (int i = 0; i < q.quest->m7resources.size(); ++i)
  2175. {
  2176. if (q.quest->m7resources[i])
  2177. striveToGoal (sptr(Goals::CollectRes(i, q.quest->m7resources[i])));
  2178. }
  2179. }
  2180. }
  2181. else
  2182. striveToGoal (sptr(Goals::RecruitHero())); //FIXME: checkQuest requires any hero belonging to player :(
  2183. break;
  2184. }
  2185. case CQuest::MISSION_KILL_HERO:
  2186. case CQuest::MISSION_KILL_CREATURE:
  2187. {
  2188. auto obj = cb->getObjByQuestIdentifier(q.quest->m13489val);
  2189. if (obj)
  2190. striveToGoal (sptr(Goals::GetObj(obj->id.getNum())));
  2191. else
  2192. striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()))); //visit seer hut
  2193. break;
  2194. }
  2195. case CQuest::MISSION_PRIMARY_STAT:
  2196. {
  2197. auto heroes = cb->getHeroesInfo();
  2198. for (auto hero : heroes)
  2199. {
  2200. if (q.quest->checkQuest(hero))
  2201. {
  2202. striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero)));
  2203. return;
  2204. }
  2205. }
  2206. for (int i = 0; i < q.quest->m2stats.size(); ++i)
  2207. {
  2208. logAi->debug("Don't know how to increase primary stat %d", i);
  2209. }
  2210. break;
  2211. }
  2212. case CQuest::MISSION_LEVEL:
  2213. {
  2214. auto heroes = cb->getHeroesInfo();
  2215. for (auto hero : heroes)
  2216. {
  2217. if (q.quest->checkQuest(hero))
  2218. {
  2219. striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero))); //TODO: causes infinite loop :/
  2220. return;
  2221. }
  2222. }
  2223. logAi->debug("Don't know how to reach hero level %d", q.quest->m13489val);
  2224. break;
  2225. }
  2226. case CQuest::MISSION_PLAYER:
  2227. {
  2228. if (playerID.getNum() != q.quest->m13489val)
  2229. logAi->debug("Can't be player of color %d", q.quest->m13489val);
  2230. break;
  2231. }
  2232. case CQuest::MISSION_KEYMASTER:
  2233. {
  2234. striveToGoal (sptr(Goals::FindObj(Obj::KEYMASTER, q.obj->subID)));
  2235. break;
  2236. }
  2237. }
  2238. }
  2239. }
  2240. void VCAI::performTypicalActions()
  2241. {
  2242. for(auto h : getUnblockedHeroes())
  2243. {
  2244. if(!h) //hero might be lost. getUnblockedHeroes() called once on start of turn
  2245. continue;
  2246. logAi->debug("Looking into %s, MP=%d", h->name.c_str(), h->movement);
  2247. makePossibleUpgrades(*h);
  2248. pickBestArtifacts(*h);
  2249. try
  2250. {
  2251. wander(h);
  2252. }
  2253. catch(std::exception &e)
  2254. {
  2255. logAi->debug("Cannot use this hero anymore, received exception: %s", e.what());
  2256. continue;
  2257. }
  2258. }
  2259. }
  2260. void VCAI::buildArmyIn(const CGTownInstance * t)
  2261. {
  2262. makePossibleUpgrades(t->visitingHero);
  2263. makePossibleUpgrades(t);
  2264. recruitCreatures(t, t->getUpperArmy());
  2265. moveCreaturesToHero(t);
  2266. }
  2267. int3 VCAI::explorationBestNeighbour(int3 hpos, int radius, HeroPtr h)
  2268. {
  2269. int3 ourPos = h->convertPosition(h->pos, false);
  2270. std::map<int3, int> dstToRevealedTiles;
  2271. for (crint3 dir : int3::getDirs())
  2272. {
  2273. int3 tile = hpos + dir;
  2274. if (cb->isInTheMap(tile))
  2275. if (ourPos != dir) //don't stand in place
  2276. if (isSafeToVisit(h, tile) && isAccessibleForHero(tile, h))
  2277. {
  2278. if (isBlockVisitObj(tile))
  2279. continue;
  2280. else
  2281. dstToRevealedTiles[tile] = howManyTilesWillBeDiscovered(radius, hpos, dir);
  2282. }
  2283. }
  2284. if (dstToRevealedTiles.empty()) //yes, it DID happen!
  2285. throw cannotFulfillGoalException("No neighbour will bring new discoveries!");
  2286. auto best = dstToRevealedTiles.begin();
  2287. for (auto i = dstToRevealedTiles.begin(); i != dstToRevealedTiles.end(); i++)
  2288. {
  2289. const CGPathNode *pn = cb->getPathsInfo(h.get())->getPathInfo(i->first);
  2290. //const TerrainTile *t = cb->getTile(i->first);
  2291. if(best->second < i->second && pn->reachable() && pn->accessible == CGPathNode::ACCESSIBLE)
  2292. best = i;
  2293. }
  2294. if(best->second)
  2295. return best->first;
  2296. throw cannotFulfillGoalException("No neighbour will bring new discoveries!");
  2297. }
  2298. int3 VCAI::explorationNewPoint(HeroPtr h)
  2299. {
  2300. int radius = h->getSightRadius();
  2301. CCallback * cbp = cb.get();
  2302. const CGHeroInstance * hero = h.get();
  2303. std::vector<std::vector<int3> > tiles; //tiles[distance_to_fow]
  2304. tiles.resize(radius);
  2305. foreach_tile_pos([&](const int3 &pos)
  2306. {
  2307. if(!cbp->isVisible(pos))
  2308. tiles[0].push_back(pos);
  2309. });
  2310. float bestValue = 0; //discovered tile to node distance ratio
  2311. int3 bestTile(-1,-1,-1);
  2312. int3 ourPos = h->convertPosition(h->pos, false);
  2313. for (int i = 1; i < radius; i++)
  2314. {
  2315. getVisibleNeighbours(tiles[i-1], tiles[i]);
  2316. vstd::removeDuplicates(tiles[i]);
  2317. for(const int3 &tile : tiles[i])
  2318. {
  2319. if (tile == ourPos) //shouldn't happen, but it does
  2320. continue;
  2321. if (!cb->getPathsInfo(hero)->getPathInfo(tile)->reachable()) //this will remove tiles that are guarded by monsters (or removable objects)
  2322. continue;
  2323. CGPath path;
  2324. cb->getPathsInfo(hero)->getPath(path, tile);
  2325. float ourValue = (float)howManyTilesWillBeDiscovered(tile, radius, cbp) / (path.nodes.size() + 1); //+1 prevents erratic jumps
  2326. if (ourValue > bestValue) //avoid costly checks of tiles that don't reveal much
  2327. {
  2328. if(isSafeToVisit(h, tile))
  2329. {
  2330. if (isBlockVisitObj(tile)) //we can't stand on that object
  2331. continue;
  2332. bestTile = tile;
  2333. bestValue = ourValue;
  2334. }
  2335. }
  2336. }
  2337. }
  2338. return bestTile;
  2339. }
  2340. int3 VCAI::explorationDesperate(HeroPtr h)
  2341. {
  2342. auto sm = getCachedSectorMap(h);
  2343. int radius = h->getSightRadius();
  2344. std::vector<std::vector<int3> > tiles; //tiles[distance_to_fow]
  2345. tiles.resize(radius);
  2346. CCallback * cbp = cb.get();
  2347. foreach_tile_pos([&](const int3 &pos)
  2348. {
  2349. if(!cbp->isVisible(pos))
  2350. tiles[0].push_back(pos);
  2351. });
  2352. ui64 lowestDanger = -1;
  2353. int3 bestTile(-1,-1,-1);
  2354. for(int i = 1; i < radius; i++)
  2355. {
  2356. getVisibleNeighbours(tiles[i-1], tiles[i]);
  2357. vstd::removeDuplicates(tiles[i]);
  2358. for(const int3 &tile : tiles[i])
  2359. {
  2360. if (cbp->getTile(tile)->blocked) //does it shorten the time?
  2361. continue;
  2362. if (!howManyTilesWillBeDiscovered(tile, radius, cbp)) //avoid costly checks of tiles that don't reveal much
  2363. continue;
  2364. auto t = sm->firstTileToGet(h, tile);
  2365. if (t.valid())
  2366. {
  2367. ui64 ourDanger = evaluateDanger(t, h.h);
  2368. if (ourDanger < lowestDanger)
  2369. {
  2370. if(!isBlockVisitObj(t))
  2371. {
  2372. if (!ourDanger) //at least one safe place found
  2373. return t;
  2374. bestTile = t;
  2375. lowestDanger = ourDanger;
  2376. }
  2377. }
  2378. }
  2379. }
  2380. }
  2381. return bestTile;
  2382. }
  2383. TResources VCAI::estimateIncome() const
  2384. {
  2385. TResources ret;
  2386. for(const CGTownInstance *t : cb->getTownsInfo())
  2387. {
  2388. ret += t->dailyIncome();
  2389. }
  2390. for(const CGObjectInstance *obj : getFlaggedObjects())
  2391. {
  2392. if(obj->ID == Obj::MINE)
  2393. {
  2394. switch(obj->subID)
  2395. {
  2396. case Res::WOOD:
  2397. case Res::ORE:
  2398. ret[obj->subID] += WOOD_ORE_MINE_PRODUCTION;
  2399. break;
  2400. case Res::GOLD:
  2401. case 7: //abandoned mine -> also gold
  2402. ret[Res::GOLD] += GOLD_MINE_PRODUCTION;
  2403. break;
  2404. default:
  2405. ret[obj->subID] += RESOURCE_MINE_PRODUCTION;
  2406. break;
  2407. }
  2408. }
  2409. }
  2410. return ret;
  2411. }
  2412. bool VCAI::containsSavedRes(const TResources &cost) const
  2413. {
  2414. for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
  2415. {
  2416. if(saving[i] && cost[i])
  2417. return true;
  2418. }
  2419. return false;
  2420. }
  2421. void VCAI::checkHeroArmy (HeroPtr h)
  2422. {
  2423. auto it = lockedHeroes.find(h);
  2424. if (it != lockedHeroes.end())
  2425. {
  2426. if (it->second->goalType == Goals::GATHER_ARMY && it->second->value <= h->getArmyStrength())
  2427. completeGoal(sptr(Goals::GatherArmy(it->second->value).sethero(h)));
  2428. }
  2429. }
  2430. void VCAI::recruitHero(const CGTownInstance * t, bool throwing)
  2431. {
  2432. logAi->debug("Trying to recruit a hero in %s at %s", t->name, t->visitablePos().toString());
  2433. auto heroes = cb->getAvailableHeroes(t);
  2434. if(heroes.size())
  2435. {
  2436. auto hero = heroes[0];
  2437. if (heroes.size() >= 2) //makes sense to recruit two heroes with starting amries in first week
  2438. {
  2439. if (heroes[1]->getTotalStrength() > hero->getTotalStrength())
  2440. hero = heroes[1];
  2441. }
  2442. cb->recruitHero(t, hero);
  2443. }
  2444. else if(throwing)
  2445. throw cannotFulfillGoalException("No available heroes in tavern in " + t->nodeName());
  2446. }
  2447. void VCAI::finish()
  2448. {
  2449. if(makingTurn)
  2450. {
  2451. makingTurn->interrupt();
  2452. makingTurn->join();
  2453. makingTurn.reset();
  2454. }
  2455. }
  2456. void VCAI::requestActionASAP(std::function<void()> whatToDo)
  2457. {
  2458. boost::thread newThread([this,whatToDo]()
  2459. {
  2460. setThreadName("VCAI::requestActionASAP::whatToDo");
  2461. SET_GLOBAL_STATE(this);
  2462. boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
  2463. whatToDo();
  2464. });
  2465. }
  2466. void VCAI::lostHero(HeroPtr h)
  2467. {
  2468. logAi->debug("I lost my hero %s. It's best to forget and move on.", h.name);
  2469. vstd::erase_if_present(lockedHeroes, h);
  2470. for(auto obj : reservedHeroesMap[h])
  2471. {
  2472. vstd::erase_if_present(reservedObjs, obj); //unreserve all objects for that hero
  2473. }
  2474. vstd::erase_if_present(reservedHeroesMap, h);
  2475. vstd::erase_if_present(cachedSectorMaps, h);
  2476. }
  2477. void VCAI::answerQuery(QueryID queryID, int selection)
  2478. {
  2479. logAi->debug("I'll answer the query %d giving the choice %d", queryID, selection);
  2480. if(queryID != QueryID(-1))
  2481. {
  2482. cb->selectionMade(selection, queryID);
  2483. }
  2484. else
  2485. {
  2486. logAi->debug("Since the query ID is %d, the answer won't be sent. This is not a real query!", queryID);
  2487. //do nothing
  2488. }
  2489. }
  2490. void VCAI::requestSent(const CPackForServer *pack, int requestID)
  2491. {
  2492. //BNLOG("I have sent request of type %s", typeid(*pack).name());
  2493. if(auto reply = dynamic_cast<const QueryReply*>(pack))
  2494. {
  2495. status.attemptedAnsweringQuery(reply->qid, requestID);
  2496. }
  2497. }
  2498. std::string VCAI::getBattleAIName() const
  2499. {
  2500. if(settings["server"]["enemyAI"].getType() == JsonNode::DATA_STRING)
  2501. return settings["server"]["enemyAI"].String();
  2502. else
  2503. return "BattleAI";
  2504. }
  2505. void VCAI::validateObject(const CGObjectInstance *obj)
  2506. {
  2507. validateObject(obj->id);
  2508. }
  2509. void VCAI::validateObject(ObjectIdRef obj)
  2510. {
  2511. auto matchesId = [&](const CGObjectInstance *hlpObj) -> bool { return hlpObj->id == obj.id; };
  2512. if(!obj)
  2513. {
  2514. vstd::erase_if(visitableObjs, matchesId);
  2515. for(auto &p : reservedHeroesMap)
  2516. vstd::erase_if(p.second, matchesId);
  2517. vstd::erase_if(reservedObjs, matchesId);
  2518. }
  2519. }
  2520. TResources VCAI::freeResources() const
  2521. {
  2522. TResources myRes = cb->getResourceAmount();
  2523. auto iterator = cb->getTownsInfo();
  2524. if(std::none_of(iterator.begin(), iterator.end(), [](const CGTownInstance * x)->bool
  2525. {
  2526. return x->builtBuildings.find(BuildingID::CAPITOL) != x->builtBuildings.end();
  2527. })
  2528. /*|| std::all_of(iterator.begin(), iterator.end(), [](const CGTownInstance * x) -> bool { return x->forbiddenBuildings.find(BuildingID::CAPITOL) != x->forbiddenBuildings.end(); })*/ )
  2529. myRes[Res::GOLD] -= GOLD_RESERVE; //what if capitol is blocked from building in all possessed towns (set in map editor)? What about reserve for city hall or something similar in that case?
  2530. vstd::amax(myRes[Res::GOLD], 0);
  2531. return myRes;
  2532. }
  2533. std::shared_ptr<SectorMap> VCAI::getCachedSectorMap(HeroPtr h)
  2534. {
  2535. auto it = cachedSectorMaps.find(h);
  2536. if (it != cachedSectorMaps.end())
  2537. return it->second;
  2538. else
  2539. {
  2540. cachedSectorMaps[h] = std::make_shared<SectorMap>(h);
  2541. return cachedSectorMaps[h];
  2542. }
  2543. }
  2544. AIStatus::AIStatus()
  2545. {
  2546. battle = NO_BATTLE;
  2547. havingTurn = false;
  2548. ongoingHeroMovement = false;
  2549. ongoingChannelProbing = false;
  2550. }
  2551. AIStatus::~AIStatus()
  2552. {
  2553. }
  2554. void AIStatus::setBattle(BattleState BS)
  2555. {
  2556. boost::unique_lock<boost::mutex> lock(mx);
  2557. LOG_TRACE_PARAMS(logAi, "battle state=%d", (int)BS);
  2558. battle = BS;
  2559. cv.notify_all();
  2560. }
  2561. BattleState AIStatus::getBattle()
  2562. {
  2563. boost::unique_lock<boost::mutex> lock(mx);
  2564. return battle;
  2565. }
  2566. void AIStatus::addQuery(QueryID ID, std::string description)
  2567. {
  2568. if(ID == QueryID(-1))
  2569. {
  2570. logAi->debug("The \"query\" has an id %d, it'll be ignored as non-query. Description: %s", ID, description);
  2571. return;
  2572. }
  2573. assert(ID.getNum() >= 0);
  2574. boost::unique_lock<boost::mutex> lock(mx);
  2575. assert(!vstd::contains(remainingQueries, ID));
  2576. remainingQueries[ID] = description;
  2577. cv.notify_all();
  2578. logAi->debug("Adding query %d - %s. Total queries count: %d", ID, description, remainingQueries.size());
  2579. }
  2580. void AIStatus::removeQuery(QueryID ID)
  2581. {
  2582. boost::unique_lock<boost::mutex> lock(mx);
  2583. assert(vstd::contains(remainingQueries, ID));
  2584. std::string description = remainingQueries[ID];
  2585. remainingQueries.erase(ID);
  2586. cv.notify_all();
  2587. logAi->debug("Removing query %d - %s. Total queries count: %d", ID,description , remainingQueries.size());
  2588. }
  2589. int AIStatus::getQueriesCount()
  2590. {
  2591. boost::unique_lock<boost::mutex> lock(mx);
  2592. return remainingQueries.size();
  2593. }
  2594. void AIStatus::startedTurn()
  2595. {
  2596. boost::unique_lock<boost::mutex> lock(mx);
  2597. havingTurn = true;
  2598. cv.notify_all();
  2599. }
  2600. void AIStatus::madeTurn()
  2601. {
  2602. boost::unique_lock<boost::mutex> lock(mx);
  2603. havingTurn = false;
  2604. cv.notify_all();
  2605. }
  2606. void AIStatus::waitTillFree()
  2607. {
  2608. boost::unique_lock<boost::mutex> lock(mx);
  2609. while(battle != NO_BATTLE || !remainingQueries.empty() || !objectsBeingVisited.empty() || ongoingHeroMovement)
  2610. cv.timed_wait(lock, boost::posix_time::milliseconds(100));
  2611. }
  2612. bool AIStatus::haveTurn()
  2613. {
  2614. boost::unique_lock<boost::mutex> lock(mx);
  2615. return havingTurn;
  2616. }
  2617. void AIStatus::attemptedAnsweringQuery(QueryID queryID, int answerRequestID)
  2618. {
  2619. boost::unique_lock<boost::mutex> lock(mx);
  2620. assert(vstd::contains(remainingQueries, queryID));
  2621. std::string description = remainingQueries[queryID];
  2622. logAi->debug("Attempted answering query %d - %s. Request id=%d. Waiting for results...", queryID, description, answerRequestID);
  2623. requestToQueryID[answerRequestID] = queryID;
  2624. }
  2625. void AIStatus::receivedAnswerConfirmation(int answerRequestID, int result)
  2626. {
  2627. assert(vstd::contains(requestToQueryID, answerRequestID));
  2628. QueryID query = requestToQueryID[answerRequestID];
  2629. assert(vstd::contains(remainingQueries, query));
  2630. requestToQueryID.erase(answerRequestID);
  2631. if(result)
  2632. {
  2633. removeQuery(query);
  2634. }
  2635. else
  2636. {
  2637. logAi->error("Something went really wrong, failed to answer query %d : %s", query.getNum(), remainingQueries[query]);
  2638. //TODO safely retry
  2639. }
  2640. }
  2641. void AIStatus::heroVisit(const CGObjectInstance *obj, bool started)
  2642. {
  2643. boost::unique_lock<boost::mutex> lock(mx);
  2644. if(started)
  2645. objectsBeingVisited.push_back(obj);
  2646. else
  2647. {
  2648. // There can be more than one object visited at the time (eg. hero visits Subterranean Gate
  2649. // causing visit to hero on the other side.
  2650. // However, we are guaranteed that start/end visit notification maintain stack order.
  2651. assert(!objectsBeingVisited.empty());
  2652. objectsBeingVisited.pop_back();
  2653. }
  2654. cv.notify_all();
  2655. }
  2656. void AIStatus::setMove(bool ongoing)
  2657. {
  2658. boost::unique_lock<boost::mutex> lock(mx);
  2659. ongoingHeroMovement = ongoing;
  2660. cv.notify_all();
  2661. }
  2662. void AIStatus::setChannelProbing(bool ongoing)
  2663. {
  2664. boost::unique_lock<boost::mutex> lock(mx);
  2665. ongoingChannelProbing = ongoing;
  2666. cv.notify_all();
  2667. }
  2668. bool AIStatus::channelProbing()
  2669. {
  2670. return ongoingChannelProbing;
  2671. }
  2672. SectorMap::SectorMap()
  2673. {
  2674. update();
  2675. }
  2676. SectorMap::SectorMap(HeroPtr h)
  2677. {
  2678. update();
  2679. makeParentBFS(h->visitablePos());
  2680. }
  2681. bool SectorMap::markIfBlocked(TSectorID &sec, crint3 pos, const TerrainTile *t)
  2682. {
  2683. if(t->blocked && !t->visitable)
  2684. {
  2685. sec = NOT_AVAILABLE;
  2686. return true;
  2687. }
  2688. return false;
  2689. }
  2690. bool SectorMap::markIfBlocked(TSectorID &sec, crint3 pos)
  2691. {
  2692. return markIfBlocked(sec, pos, getTile(pos));
  2693. }
  2694. void SectorMap::update()
  2695. {
  2696. visibleTiles = cb->getAllVisibleTiles();
  2697. auto shape = visibleTiles->shape();
  2698. sector.resize(boost::extents[shape[0]][shape[1]][shape[2]]);
  2699. clear();
  2700. int curSector = 3; //0 is invisible, 1 is not explored
  2701. CCallback * cbp = cb.get(); //optimization
  2702. foreach_tile_pos([&](crint3 pos)
  2703. {
  2704. if(retreiveTile(pos) == NOT_CHECKED)
  2705. {
  2706. if(!markIfBlocked(retreiveTile(pos), pos))
  2707. exploreNewSector(pos, curSector++, cbp);
  2708. }
  2709. });
  2710. valid = true;
  2711. }
  2712. SectorMap::TSectorID &SectorMap::retreiveTileN(SectorMap::TSectorArray &a, const int3 &pos)
  2713. {
  2714. return a[pos.x][pos.y][pos.z];
  2715. }
  2716. const SectorMap::TSectorID &SectorMap::retreiveTileN(const SectorMap::TSectorArray &a, const int3 &pos)
  2717. {
  2718. return a[pos.x][pos.y][pos.z];
  2719. }
  2720. void SectorMap::clear()
  2721. {
  2722. //TODO: rotate to [z][x][y]
  2723. auto fow = cb->getVisibilityMap();
  2724. //TODO: any magic to automate this? will need array->array conversion
  2725. //std::transform(fow.begin(), fow.end(), sector.begin(), [](const ui8 &f) -> unsigned short
  2726. //{
  2727. // return f; //type conversion
  2728. //});
  2729. auto width = fow.size();
  2730. auto height = fow.front().size();
  2731. auto depth = fow.front().front().size();
  2732. for (size_t x = 0; x < width; x++)
  2733. for (size_t y = 0; y < height; y++ )
  2734. for (size_t z = 0; z < depth; z++)
  2735. sector[x][y][z] = fow[x][y][z];
  2736. valid = false;
  2737. }
  2738. void SectorMap::exploreNewSector(crint3 pos, int num, CCallback * cbp)
  2739. {
  2740. Sector &s = infoOnSectors[num];
  2741. s.id = num;
  2742. s.water = getTile(pos)->isWater();
  2743. std::queue<int3> toVisit;
  2744. toVisit.push(pos);
  2745. while(!toVisit.empty())
  2746. {
  2747. int3 curPos = toVisit.front();
  2748. toVisit.pop();
  2749. TSectorID &sec = retreiveTile(curPos);
  2750. if(sec == NOT_CHECKED)
  2751. {
  2752. const TerrainTile *t = getTile(curPos);
  2753. if(!markIfBlocked(sec, curPos, t))
  2754. {
  2755. if(t->isWater() == s.water) //sector is only-water or only-land
  2756. {
  2757. sec = num;
  2758. s.tiles.push_back(curPos);
  2759. foreach_neighbour(cbp, curPos, [&](CCallback * cbp, crint3 neighPos)
  2760. {
  2761. if(retreiveTile(neighPos) == NOT_CHECKED)
  2762. {
  2763. toVisit.push(neighPos);
  2764. //parent[neighPos] = curPos;
  2765. }
  2766. const TerrainTile *nt = getTile(neighPos);
  2767. if(nt && nt->isWater() != s.water && canBeEmbarkmentPoint(nt, s.water))
  2768. {
  2769. s.embarkmentPoints.push_back(neighPos);
  2770. }
  2771. });
  2772. if(t->visitable)
  2773. {
  2774. auto obj = t->visitableObjects.front();
  2775. if(cb->getObj(obj->id, false)) // FIXME: we have to filter invisible objcts like events, but probably TerrainTile shouldn't be used in SectorMap at all
  2776. s.visitableObjs.push_back(obj);
  2777. }
  2778. }
  2779. }
  2780. }
  2781. }
  2782. vstd::removeDuplicates(s.embarkmentPoints);
  2783. }
  2784. void SectorMap::write(crstring fname)
  2785. {
  2786. std::ofstream out(fname);
  2787. for(int k = 0; k < cb->getMapSize().z; k++)
  2788. {
  2789. for(int j = 0; j < cb->getMapSize().y; j++)
  2790. {
  2791. for(int i = 0; i < cb->getMapSize().x; i++)
  2792. {
  2793. out << (int)sector[i][j][k] << '\t';
  2794. }
  2795. out << std::endl;
  2796. }
  2797. out << std::endl;
  2798. }
  2799. }
  2800. bool isWeeklyRevisitable (const CGObjectInstance * obj)
  2801. { //TODO: allow polling of remaining creatures in dwelling
  2802. if (dynamic_cast<const CGVisitableOPW *>(obj) || //ensures future compatibility, unlike IDs
  2803. dynamic_cast<const CGDwelling *>(obj) ||
  2804. dynamic_cast<const CBank *>(obj)) //banks tend to respawn often in mods
  2805. return true;
  2806. switch (obj->ID)
  2807. {
  2808. case Obj::STABLES:
  2809. case Obj::MAGIC_WELL:
  2810. case Obj::HILL_FORT:
  2811. return true;
  2812. case Obj::BORDER_GATE:
  2813. case Obj::BORDERGUARD:
  2814. return (dynamic_cast <const CGKeys *>(obj))->wasMyColorVisited (ai->playerID); //FIXME: they could be revisited sooner than in a week
  2815. }
  2816. return false;
  2817. }
  2818. bool shouldVisit(HeroPtr h, const CGObjectInstance * obj)
  2819. {
  2820. switch (obj->ID)
  2821. {
  2822. case Obj::TOWN:
  2823. case Obj::HERO: //never visit our heroes at random
  2824. return obj->tempOwner != h->tempOwner; //do not visit our towns at random
  2825. break;
  2826. case Obj::BORDER_GATE:
  2827. {
  2828. for (auto q : ai->myCb->getMyQuests())
  2829. {
  2830. if (q.obj == obj)
  2831. {
  2832. return false; // do not visit guards or gates when wandering
  2833. }
  2834. }
  2835. return true; //we don't have this quest yet
  2836. }
  2837. break;
  2838. case Obj::BORDERGUARD: //open borderguard if possible
  2839. return (dynamic_cast <const CGKeys *>(obj))->wasMyColorVisited(ai->playerID);
  2840. case Obj::SEER_HUT:
  2841. case Obj::QUEST_GUARD:
  2842. {
  2843. for (auto q : ai->myCb->getMyQuests())
  2844. {
  2845. if (q.obj == obj)
  2846. {
  2847. if (q.quest->checkQuest(h.h))
  2848. return true; //we completed the quest
  2849. else
  2850. return false; //we can't complete this quest
  2851. }
  2852. }
  2853. return true; //we don't have this quest yet
  2854. }
  2855. break;
  2856. case Obj::CREATURE_GENERATOR1:
  2857. {
  2858. if (obj->tempOwner != h->tempOwner)
  2859. return true; //flag just in case
  2860. bool canRecruitCreatures = false;
  2861. const CGDwelling * d = dynamic_cast<const CGDwelling *>(obj);
  2862. for(auto level : d->creatures)
  2863. {
  2864. for(auto c : level.second)
  2865. {
  2866. if (h->getSlotFor(CreatureID(c)) != SlotID())
  2867. canRecruitCreatures = true;
  2868. }
  2869. }
  2870. return canRecruitCreatures;
  2871. }
  2872. case Obj::HILL_FORT:
  2873. {
  2874. for (auto slot : h->Slots())
  2875. {
  2876. if (slot.second->type->upgrades.size())
  2877. return true; //TODO: check price?
  2878. }
  2879. return false;
  2880. }
  2881. case Obj::MONOLITH_ONE_WAY_ENTRANCE:
  2882. case Obj::MONOLITH_ONE_WAY_EXIT:
  2883. case Obj::MONOLITH_TWO_WAY:
  2884. case Obj::WHIRLPOOL:
  2885. return false;
  2886. case Obj::SCHOOL_OF_MAGIC:
  2887. case Obj::SCHOOL_OF_WAR:
  2888. {
  2889. TResources myRes = ai->myCb->getResourceAmount();
  2890. if (myRes[Res::GOLD] - GOLD_RESERVE < 1000)
  2891. return false;
  2892. }
  2893. break;
  2894. case Obj::LIBRARY_OF_ENLIGHTENMENT:
  2895. if (h->level < 12)
  2896. return false;
  2897. break;
  2898. case Obj::TREE_OF_KNOWLEDGE:
  2899. {
  2900. TResources myRes = ai->myCb->getResourceAmount();
  2901. if (myRes[Res::GOLD] - GOLD_RESERVE < 2000 || myRes[Res::GEMS] < 10)
  2902. return false;
  2903. }
  2904. break;
  2905. case Obj::MAGIC_WELL:
  2906. return h->mana < h->manaLimit();
  2907. case Obj::PRISON:
  2908. return ai->myCb->getHeroesInfo().size() < VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER;// GameConstants::MAX_HEROES_PER_PLAYER;
  2909. case Obj::BOAT:
  2910. return false;
  2911. //Boats are handled by pathfinder
  2912. case Obj::EYE_OF_MAGI:
  2913. return false; //this object is useless to visit, but could be visited indefinitely
  2914. }
  2915. if (obj->wasVisited(*h)) //it must pointer to hero instance, heroPtr calls function wasVisited(ui8 player);
  2916. return false;
  2917. return true;
  2918. }
  2919. int3 SectorMap::firstTileToGet(HeroPtr h, crint3 dst)
  2920. /*
  2921. this functions returns one target tile or invalid tile. We will use it to poll possible destinations
  2922. For ship construction etc, another function (goal?) is needed
  2923. */
  2924. {
  2925. int3 ret(-1,-1,-1);
  2926. int sourceSector = retreiveTile(h->visitablePos()),
  2927. destinationSector = retreiveTile(dst);
  2928. const Sector *src = &infoOnSectors[sourceSector],
  2929. *dest = &infoOnSectors[destinationSector];
  2930. if(sourceSector != destinationSector) //use ships, shipyards etc..
  2931. {
  2932. if (ai->isAccessibleForHero(dst, h)) //pathfinder can find a way using ships and gates if tile is not blocked by objects
  2933. return dst;
  2934. std::map<const Sector*, const Sector*> preds;
  2935. std::queue<const Sector *> sectorQueue;
  2936. sectorQueue.push(src);
  2937. while(!sectorQueue.empty())
  2938. {
  2939. const Sector *s = sectorQueue.front();
  2940. sectorQueue.pop();
  2941. for(int3 ep : s->embarkmentPoints)
  2942. {
  2943. Sector *neigh = &infoOnSectors[retreiveTile(ep)];
  2944. //preds[s].push_back(neigh);
  2945. if(!preds[neigh])
  2946. {
  2947. preds[neigh] = s;
  2948. sectorQueue.push(neigh);
  2949. }
  2950. }
  2951. }
  2952. if(!preds[dest])
  2953. {
  2954. //write("test.txt");
  2955. return ret;
  2956. //throw cannotFulfillGoalException(boost::str(boost::format("Cannot find connection between sectors %d and %d") % src->id % dst->id));
  2957. }
  2958. std::vector<const Sector*> toTraverse;
  2959. toTraverse.push_back(dest);
  2960. while(toTraverse.back() != src)
  2961. {
  2962. toTraverse.push_back(preds[toTraverse.back()]);
  2963. }
  2964. if(preds[dest])
  2965. {
  2966. //TODO: would be nice to find sectors in loop
  2967. const Sector *sectorToReach = toTraverse.at(toTraverse.size() - 2);
  2968. if(!src->water && sectorToReach->water) //embark
  2969. {
  2970. //embark on ship -> look for an EP with a boat
  2971. auto firstEP = boost::find_if(src->embarkmentPoints, [=](crint3 pos) -> bool
  2972. {
  2973. const TerrainTile *t = getTile(pos);
  2974. return t && t->visitableObjects.size() == 1 && t->topVisitableId() == Obj::BOAT
  2975. && retreiveTile(pos) == sectorToReach->id;
  2976. });
  2977. if(firstEP != src->embarkmentPoints.end())
  2978. {
  2979. return *firstEP;
  2980. }
  2981. else
  2982. {
  2983. //we need to find a shipyard with an access to the desired sector's EP
  2984. //TODO what about Summon Boat spell?
  2985. std::vector<const IShipyard *> shipyards;
  2986. for(const CGTownInstance *t : cb->getTownsInfo())
  2987. {
  2988. if(t->hasBuilt(BuildingID::SHIPYARD))
  2989. shipyards.push_back(t);
  2990. }
  2991. for(const CGObjectInstance *obj : ai->getFlaggedObjects())
  2992. {
  2993. if(obj->ID != Obj::TOWN) //towns were handled in the previous loop
  2994. if(const IShipyard *shipyard = IShipyard::castFrom(obj))
  2995. shipyards.push_back(shipyard);
  2996. }
  2997. shipyards.erase(boost::remove_if(shipyards, [=](const IShipyard *shipyard) -> bool
  2998. {
  2999. return shipyard->shipyardStatus() != 0 || retreiveTile(shipyard->bestLocation()) != sectorToReach->id;
  3000. }),shipyards.end());
  3001. if(!shipyards.size())
  3002. {
  3003. //TODO consider possibility of building shipyard in a town
  3004. return ret;
  3005. //throw cannotFulfillGoalException("There is no known shipyard!");
  3006. }
  3007. //we have only shipyards that possibly can build ships onto the appropriate EP
  3008. auto ownedGoodShipyard = boost::find_if(shipyards, [](const IShipyard *s) -> bool
  3009. {
  3010. return s->o->tempOwner == ai->playerID;
  3011. });
  3012. if(ownedGoodShipyard != shipyards.end())
  3013. {
  3014. const IShipyard *s = *ownedGoodShipyard;
  3015. TResources shipCost;
  3016. s->getBoatCost(shipCost);
  3017. if(cb->getResourceAmount().canAfford(shipCost))
  3018. {
  3019. int3 ret = s->bestLocation();
  3020. cb->buildBoat(s); //TODO: move actions elsewhere
  3021. return ret;
  3022. }
  3023. else
  3024. {
  3025. //TODO gather res
  3026. return ret;
  3027. //throw cannotFulfillGoalException("Not enough resources to build a boat");
  3028. }
  3029. }
  3030. else
  3031. {
  3032. //TODO pick best shipyard to take over
  3033. return shipyards.front()->o->visitablePos();
  3034. }
  3035. }
  3036. }
  3037. else if(src->water && !sectorToReach->water)
  3038. {
  3039. //TODO
  3040. //disembark
  3041. return ret;
  3042. }
  3043. else //use subterranean gates - not needed since gates are now handled via Pathfinder
  3044. {
  3045. return ret;
  3046. //throw cannotFulfillGoalException("Land-land and water-water inter-sector transitions are not implemented!");
  3047. }
  3048. }
  3049. else
  3050. {
  3051. return ret;
  3052. //throw cannotFulfillGoalException("Inter-sector route detection failed: not connected sectors?");
  3053. }
  3054. }
  3055. else
  3056. {
  3057. return findFirstVisitableTile(h, dst);
  3058. }
  3059. }
  3060. int3 SectorMap::findFirstVisitableTile (HeroPtr h, crint3 dst)
  3061. {
  3062. int3 ret(-1,-1,-1);
  3063. int3 curtile = dst;
  3064. while(curtile != h->visitablePos())
  3065. {
  3066. auto topObj = cb->getTopObj(curtile);
  3067. if(topObj && topObj->ID == Obj::HERO && topObj != h.h &&
  3068. cb->getPlayerRelations(h->tempOwner, topObj->tempOwner) != PlayerRelations::ENEMIES)
  3069. {
  3070. logAi->warn("Another allied hero stands in our way");
  3071. return ret;
  3072. }
  3073. if(ai->myCb->getPathsInfo(h.get())->getPathInfo(curtile)->reachable())
  3074. {
  3075. return curtile;
  3076. }
  3077. else
  3078. {
  3079. auto i = parent.find(curtile);
  3080. if(i != parent.end())
  3081. {
  3082. assert(curtile != i->second);
  3083. curtile = i->second;
  3084. }
  3085. else
  3086. {
  3087. return ret;
  3088. //throw cannotFulfillGoalException("Unreachable tile in sector? Should not happen!");
  3089. }
  3090. }
  3091. }
  3092. return ret;
  3093. }
  3094. void SectorMap::makeParentBFS(crint3 source)
  3095. {
  3096. parent.clear();
  3097. int mySector = retreiveTile(source);
  3098. std::queue<int3> toVisit;
  3099. toVisit.push(source);
  3100. while(!toVisit.empty())
  3101. {
  3102. int3 curPos = toVisit.front();
  3103. toVisit.pop();
  3104. TSectorID &sec = retreiveTile(curPos);
  3105. assert(sec == mySector); //consider only tiles from the same sector
  3106. UNUSED(sec);
  3107. foreach_neighbour(curPos, [&](crint3 neighPos)
  3108. {
  3109. if(retreiveTile(neighPos) == mySector && !vstd::contains(parent, neighPos))
  3110. {
  3111. if (cb->canMoveBetween(curPos, neighPos))
  3112. {
  3113. toVisit.push(neighPos);
  3114. parent[neighPos] = curPos;
  3115. }
  3116. }
  3117. });
  3118. }
  3119. }
  3120. SectorMap::TSectorID & SectorMap::retreiveTile(crint3 pos)
  3121. {
  3122. return retreiveTileN(sector, pos);
  3123. }
  3124. TerrainTile* SectorMap::getTile(crint3 pos) const
  3125. {
  3126. //out of bounds access should be handled by boost::multi_array
  3127. //still we cached this array to avoid any checks
  3128. return visibleTiles->operator[](pos.x)[pos.y][pos.z];
  3129. }
  3130. std::vector<const CGObjectInstance *> SectorMap::getNearbyObjs(HeroPtr h, bool sectorsAround)
  3131. {
  3132. const Sector *heroSector = &infoOnSectors[retreiveTile(h->visitablePos())];
  3133. if(sectorsAround)
  3134. {
  3135. std::vector<const CGObjectInstance *> ret;
  3136. for(auto embarkPoint : heroSector->embarkmentPoints)
  3137. {
  3138. const Sector *embarkSector = &infoOnSectors[retreiveTile(embarkPoint)];
  3139. range::copy(embarkSector->visitableObjs, std::back_inserter(ret));
  3140. }
  3141. return ret;
  3142. }
  3143. return heroSector->visitableObjs;
  3144. }