#include "CGeniusAI.h"

#include <iostream>
#include <boost/lexical_cast.hpp>

#include "../../lib/BattleState.h"
#include "../../lib/CBuildingHandler.h"
#include "../../lib/CHeroHandler.h"
#include "../../lib/VCMI_Lib.h"
#include "../../lib/NetPacks.h"
#include "AIPriorities.h"
#include "../../lib/CGameState.h"

using std::endl;
using geniusai::CGeniusAI;
class LibClasses;

#if defined (_MSC_VER) && (_MSC_VER >= 1020) || (__MINGW32__)
// Excludes rarely used stuff from windows headers - delete this line if
// something is missing.
#define WIN32_LEAN_AND_MEAN 
#include <windows.h>
#endif

void DbgBox(const char* msg, bool messageBox)
{
#if defined PRINT_DEBUG
#if defined _DEBUG
//# if 0
#	if defined (_MSC_VER) && (_MSC_VER >= 1020)
	if (messageBox)
	{
		MessageBoxA(NULL, msg, "Debug message", MB_OK | MB_ICONASTERISK);
	}
#	endif
	tlog6 << msg << std::endl;
#endif
#endif
}


// TODO: Rewrite those i-s, o-s to something meaningful.
bool CGeniusAI::AIObjectContainer::operator<(const AIObjectContainer& b) const
{
	if (o->pos != b.o->pos)
		return o->pos < b.o->pos;
  else
	  return o->id < b.o->id;
}

CGeniusAI::HypotheticalGameState::HeroModel::HeroModel(
    const CGHeroInstance* h)
    : finished(false), h(h)
{
	pos = h->getPosition(false);
  remainingMovement = h->movement;
}

CGeniusAI::HypotheticalGameState::TownModel::TownModel(
    const CGTownInstance* t)
    : t(t)
{
	hasBuilt = static_cast<bool>(t->builded);
	creaturesToRecruit = t->creatures;
	//creaturesInGarrison = t->getArmy();
}

CGeniusAI::HypotheticalGameState::HypotheticalGameState(CGeniusAI& ai)
    : knownVisitableObjects(ai.knownVisitableObjects)
{
	AI = &ai;
	std::vector<const CGHeroInstance*> heroes = ai.m_cb->getHeroesInfo();	
	for (std::vector<const CGHeroInstance*>::iterator i = heroes.begin();
       i != heroes.end();
       i++)
		heroModels.push_back(HeroModel(*i));
	
	std::vector<const CGTownInstance*> towns = ai.m_cb->getTownsInfo();	
	for (std::vector <const CGTownInstance*>::iterator i = towns.begin();
       i != towns.end();
       i++) {
		if ( (*i)->tempOwner == ai.m_cb->getMyColor() )
		  townModels.push_back(TownModel(*i));
  }

  if (ai.m_cb->howManyTowns() != 0) {
    AvailableHeroesToBuy = 
      ai.m_cb->getAvailableHeroes(ai.m_cb->getTownBySerial(0));
  }

	for (int i = 0; i < 8; i++)
    resourceAmounts.push_back(ai.m_cb->getResourceAmount(i));
}


void CGeniusAI::HypotheticalGameState::update(CGeniusAI& ai)
{
	AI = &ai;
	knownVisitableObjects = ai.knownVisitableObjects;
	std::vector<HeroModel> oldModels = heroModels;
	heroModels.clear();

	std::vector<const CGHeroInstance*> heroes = ai.m_cb->getHeroesInfo();
	for (std::vector<const CGHeroInstance*>::iterator i = heroes.begin(); i != heroes.end(); i++)
		heroModels.push_back(HeroModel(*i));

	int j;
	for (int i = 0; i < oldModels.size(); ++i)
	{
		for (j = 0; j < heroModels.size(); ++j)
		{
			if (oldModels[i].h->subID == heroModels[j].h->subID)
			{
				heroModels[j].finished = oldModels[i].finished;
				heroModels[j].previouslyVisited_pos = oldModels[i].previouslyVisited_pos;
			}
    }
  }
	
	townModels.clear();
	std::vector<const CGTownInstance*> towns = ai.m_cb->getTownsInfo();	
	for (std::vector<const CGTownInstance*>::iterator i = towns.begin(); i != towns.end(); i++)
	{
		if ( (*i)->tempOwner == ai.m_cb->getMyColor() )
			townModels.push_back(TownModel(*i));
	}

  if (ai.m_cb->howManyTowns())
  {
		AvailableHeroesToBuy = ai.m_cb->getAvailableHeroes(ai.m_cb->getTownBySerial(0));
  }

	resourceAmounts.clear();
	for (int i = 0; i < 8; i++)
    resourceAmounts.push_back(ai.m_cb->getResourceAmount(i));
}

CGeniusAI::HeroObjective::HeroObjective(const HypotheticalGameState &hgs,
                                        Type t,
                                        const CGObjectInstance* object,
                                        HypotheticalGameState::HeroModel* h,
                                        CGeniusAI* ai)
	: hgs(hgs), object(object)
{
	AI = ai;
	pos = object->pos;
	type = t;
	whoCanAchieve.push_back(h);
	_value = -1;
}


float CGeniusAI::HeroObjective::getValue() const
{
	if (_value >= 0)
    return _value - _cost;

  // TODO: each object should have an associated cost to visit IE 
  // (tree of knowledge 1000 gold/10 gems)
	vector<int> resourceCosts;
	for (int i = 0; i < 8; i++)
		resourceCosts.push_back(0);

	if (object->ID == 47) // School of magic
		resourceCosts[6] += 1000;

  // TODO: Add some meaningful (and not exploitable) number here.
	float bestCost = 9e9f;
	HypotheticalGameState::HeroModel* bestHero = NULL;
	if (type != AIObjective::finishTurn)
	{
		for (int i = 0; i < whoCanAchieve.size(); i++)
		{
			int distOutOfTheWay = 0;
			CPath path3;
			//from hero to object
			if (AI->m_cb->getPath(whoCanAchieve[i]->pos,
                            pos,
                            whoCanAchieve[i]->h,
                            path3)) {
				distOutOfTheWay+=path3.nodes[0].dist;
      }

			// from object to goal
			if (AI->m_cb->getPath(pos,
                            whoCanAchieve[i]->interestingPos,
                            whoCanAchieve[i]->h,
                            path3)) {
				distOutOfTheWay += path3.nodes[0].dist;
				// from hero directly to goal
				if (AI->m_cb->getPath(whoCanAchieve[i]->pos,
                              whoCanAchieve[i]->interestingPos,
                              whoCanAchieve[i]->h,
                              path3))
					distOutOfTheWay-=path3.nodes[0].dist;
			}
			
			float cost = AI->m_priorities->getCost(resourceCosts,
                                             whoCanAchieve[i]->h,
                                             distOutOfTheWay);
			if (cost < bestCost)
			{
				bestCost = cost;
				bestHero = whoCanAchieve[i];
			}
		} // for (int i = 0; i < whoCanAchieve.size(); i++)
	}
	else  // if (type != AIObjective::finishTurn)
		bestCost = 0;

	if (bestHero)
	{
		whoCanAchieve.clear();
		whoCanAchieve.push_back(bestHero);
	}

	_value = AI->m_priorities->getValue(*this);
	_cost = bestCost;
	return _value - _cost;
}


bool CGeniusAI::HeroObjective::operator<(const HeroObjective& other) const
{
	if (type != other.type)
		return type < other.type;
	else if (pos != other.pos)
		return pos < other.pos;
	else if (object->id != other.object->id)
		return object->id < other.object->id;
	else if ((dynamic_cast<const CGVisitableOPH*>(object) != NULL) &&
           (whoCanAchieve.front()->h->id != other.whoCanAchieve.front()->h->id))
		return whoCanAchieve.front()->h->id < other.whoCanAchieve.front()->h->id;
	else
		return false;
}


void CGeniusAI::HeroObjective::print() const
{
	switch (type)
	{
		case visit:
			tlog6 << "visit " << object->hoverName
			 << " at (" <<object->pos.x << ","<< object->pos.y << ")" ;
			break;
		case attack:
			tlog6 << "attack " << object->hoverName;
			break;
		case finishTurn:
			tlog6 << "finish turn";
		// TODO: Add a default, just in case.
	}
	if (whoCanAchieve.size() == 1)
		tlog6 << " with " << whoCanAchieve.front()->h->hoverName;
}


CGeniusAI::TownObjective::TownObjective(
    const HypotheticalGameState& hgs,
    Type t,
    HypotheticalGameState::TownModel* tn,
    int Which,
    CGeniusAI * ai)
    : hgs(hgs), whichTown(tn), which(Which)
{
	AI = ai;
	type = t;
	_value = -1;
}

float CGeniusAI::TownObjective::getValue() const
{
	if (_value >= 0)
		return _value - _cost;

  // TODO: Include a constant stating the meaning of 8 (number of resources).
	vector<int> resourceCosts(8,0);
	CBuilding* b        = NULL;
	CCreature* creature = NULL;
	float cost          = 0; // TODO: Needed?
	int ID              = 0;
	int newID           = 0;
	int howMany         = 0;
	ui32 creatures_max  = 0;

	switch (type)
	{
		case recruitHero:
			resourceCosts[6] = 2500;  // TODO: Define somehow the meaning of gold etc.
			break;

		case buildBuilding:
			b = VLC->buildh->buildings[whichTown->t->subID][which];
			for (int i = 0; b && ( i < b->resources.size() ); ++i)
				resourceCosts[i] = b->resources[i];
			break;

		case recruitCreatures:
      // Buy upgraded if possible.
			ID = whichTown->creaturesToRecruit[which].second.back();
			creature = VLC->creh->creatures[ID];
			howMany = whichTown->creaturesToRecruit[which].first;
			creatures_max = 0; // Max creatures you can recruit of this type.
      
			for (int i = 0; i < creature->cost.size(); i++)
			{
				if (creature->cost[i] != 0)
					creatures_max = hgs.resourceAmounts[i]/creature->cost[i];
				else
					creatures_max = INT_MAX; // TODO: Will have to rewrite it.
				// TODO: Buy the best units (the least I can buy)?
					 amin(howMany, creatures_max);
			}
		  // The cost of recruiting the stack of creatures.
			for (int i = 0; creature && (i < creature->cost.size() ); ++i)
				resourceCosts[i] = creature->cost[i]*howMany;
			break;

	 	 case upgradeCreatures:
			  UpgradeInfo ui;
			  AI->m_cb->getUpgradeInfo(whichTown->t,which, ui);
			  ID = whichTown->t->getCreature(which)->idNumber;
			  howMany = whichTown->t->getStackCount(which);

			newID = ui.newID.back();
			int upgrade_serial = ui.newID.size() - 1;
			for (std::set< std::pair<int,int> >::iterator j = ui.cost[upgrade_serial].begin(); j != ui.cost[upgrade_serial].end(); j++)
				resourceCosts[j->first] = j->second*howMany;
		break;
	}

	_cost = AI->m_priorities->getCost(resourceCosts, NULL, 0);
	_value = AI->m_priorities->getValue(*this);
	return _value - _cost;
}


bool CGeniusAI::TownObjective::operator<(const TownObjective &other) const
{
	if (type != other.type)
		return type < other.type;
	else if (which != other.which)
		return which < other.which;
	else if (whichTown->t->id != other.whichTown->t->id)
		return whichTown->t->id < other.whichTown->t->id;
  else
	  return false;
}


void CGeniusAI::TownObjective::print() const
{
	HypotheticalGameState::HeroModel hm;
	CBuilding* b              = NULL;
	const CCreature* creature = NULL;
	int ID                    = 0;
	int howMany               = 0;
	int newID                 = 0; // TODO: Needed?
	int hSlot                 = 0; // TODO: Needed?
	ui32 creatures_max;

	switch (type)
	{
	  case recruitHero:
		  tlog6 << "recruit hero.";
      break;

	  case buildBuilding:
		  b = VLC->buildh->buildings[whichTown->t->subID][which];
		  tlog6 << "build " << b->Name() << " cost = ";
		  if (b->resources.size())
		  {
			  if (b->resources[0])
          tlog6 << b->resources[0] << " wood. ";
			  if (b->resources[1])
          tlog6 << b->resources[1] << " mercury. ";
			  if (b->resources[2])
          tlog6 << b->resources[2] << " ore. ";
			  if (b->resources[3])
          tlog6 << b->resources[3] << " sulfur. ";
			  if (b->resources[4])
          tlog6 << b->resources[4] << " crystal. ";
			  if (b->resources[5])
          tlog6 << b->resources[5] << " gems. ";
			  if (b->resources[6])
          tlog6 << b->resources[6] << " gold. ";
		  }
		  break;

	case recruitCreatures:
      // Buy upgraded if possible.
		  ID = whichTown->creaturesToRecruit[which].second.back();
		  creature = VLC->creh->creatures[ID];
		  howMany = whichTown->creaturesToRecruit[which].first;
		  creatures_max = 0;

		for (int i = 0; i < creature->cost.size(); i++)
		{
			if (creature->cost[i])
				creatures_max = hgs.resourceAmounts[i]/creature->cost[i];
			else
				creatures_max = INT_MAX;
			amin(howMany, creatures_max);
		}
		  tlog6 << "recruit " << howMany  << " " << creature->namePl
				<< " (Total AI Strength " << creature->AIValue*howMany
				<< "). cost = ";
  		
		  if (creature->cost.size())
		  {
			  if (creature->cost[0])
          tlog6 << creature->cost[0]*howMany << " wood. ";
			  if (creature->cost[1])
          tlog6 << creature->cost[1]*howMany << " mercury. ";
			  if (creature->cost[2])
          tlog6 << creature->cost[2]*howMany << " ore. ";
			  if (creature->cost[3])
          tlog6 << creature->cost[3]*howMany << " sulfur. ";
			  if (creature->cost[4])
          tlog6 << creature->cost[4]*howMany << " cristal. ";
			  if (creature->cost[5])
          tlog6 << creature->cost[5]*howMany << " gems. ";
			  if (creature->cost[6])
          tlog6 << creature->cost[6]*howMany << " gold. ";
		  }
		  break; // case recruitCreatures.

		  case upgradeCreatures:
			  UpgradeInfo ui;
			  AI->m_cb->getUpgradeInfo (whichTown->t, which, ui);
			  ID = whichTown->t->getCreature(which)->idNumber;
			  tlog6 << "upgrade " << VLC->creh->creatures[ID]->namePl;
			  //ui.cost	
		  break;
	} // switch(type)
}


CGeniusAI::CGeniusAI() : m_generalAI(), m_state(NO_BATTLE)
{
	m_priorities = new Priorities("AI/GeniusAI.brain");
}


CGeniusAI::~CGeniusAI()
{
	delete m_priorities;
}


void CGeniusAI::init(CCallback *CB)
{
	m_cb = CB;
	m_generalAI.init(CB);

	human = false;
	playerID = m_cb->getMyColor();
	std::string info = std::string("GeniusAI initialized for player ") 
                   + boost::lexical_cast<std::string>(playerID);
	m_battleLogic = NULL;
	DbgBox(info.c_str());
}


void CGeniusAI::reportResources()
{
	tlog6 << "Day " << m_cb->getDate() << ": ";
	tlog6 << "AI Player " <<m_cb->getMyColor()<< " with "
			<<  m_cb->howManyHeroes(true) << " heroes. " << endl;
	tlog6 << m_cb->getResourceAmount(0) << " wood. ";
	tlog6 << m_cb->getResourceAmount(1) << " mercury. ";
	tlog6 << m_cb->getResourceAmount(2) << " ore. ";
	tlog6 << m_cb->getResourceAmount(3) << " sulfur. ";
	tlog6 << m_cb->getResourceAmount(4) << " crystal. ";
	tlog6 << m_cb->getResourceAmount(5) << " gems. ";
	tlog6 << m_cb->getResourceAmount(6) << " gold.";
	tlog6 << endl;
}


void CGeniusAI::addHeroObjectives(CGeniusAI::HypotheticalGameState::HeroModel& h,
                                  CGeniusAI::HypotheticalGameState& hgs)
{
	int3 hpos = h.pos;
	int3 destination;
	int3 interestingPos;
	CPath path;
	int movement = h.remainingMovement;
	int maxInteresting = 0;
	AIObjective::Type tp = AIObjective::visit;

	if (h.finished)
		return;

	for (std::set<AIObjectContainer>::const_iterator i = hgs.knownVisitableObjects.begin(); i != hgs.knownVisitableObjects.end(); i++)
	{
		tp = AIObjective::visit;
		if (h.previouslyVisited_pos == i->o->getSightCenter())
			continue;

		//TODO: what would the hero actually visit if he went to that spot
		// maybe the hero wants to visit a seemingly unguarded enemy town,
    // but there is a hero on top of it.
		// if(i->o->)
    if (i->o->ID != HEROI_TYPE)
	{// Unless you are trying to visit a hero.
		bool heroThere = false;
		for(int j = 0; j < hgs.heroModels.size(); j++)
		{
			if (hgs.heroModels[j].pos == i->o->getSightCenter())
				heroThere = true;
		}
			if (heroThere) // It won't work if there is already someone visiting that spot.
				continue;
	}
	if (i->o->ID == HEROI_TYPE && // Visiting friendly heroes not yet supported.
		i->o->getOwner() == m_cb->getMyColor())
			continue;
	if (i->o->id == h.h->id)	// Don't visit yourself (should be caught by above).
			continue;
    // Don't visit a mine if you own, there's almost no
    // point(maybe to leave guards or because the hero's trapped).
		if (i->o->ID == 53 && i->o->getOwner() == m_cb->getMyColor())
			continue;

		if (i->o->getOwner() != m_cb->getMyColor())
		{
      // TODO: I feel like the AI shouldn't have access to this information.
      // We must get an approximation based on few, many, ... zounds etc.
			int enemyStrength = 0;  

      // TODO: should be virtual maybe, army strength should be
      // comparable across objects.
      // TODO: Rewrite all those damn i->o. For someone reading it the first
      // time it's completely inconprehensible.
      // TODO: NO MAGIC NUMBERS !!!
			if (dynamic_cast<const CArmedInstance*> (i->o))
				enemyStrength = (dynamic_cast<const CArmedInstance*> (i->o))->getArmyStrength();
			if (dynamic_cast<const CGHeroInstance*> (i->o)) enemyStrength = (dynamic_cast<const CGHeroInstance*> (i->o))->getTotalStrength();
      // TODO: Make constants of those 1.2 & 2.5.
			if (dynamic_cast<const CGTownInstance*> (i->o))
				enemyStrength = static_cast<int>((dynamic_cast<const CGTownInstance*> (i->o))->getArmyStrength() * 1.2);
			float heroStrength = h.h->getTotalStrength();
      // TODO: ballence these numbers using objective cost formula.
      // TODO: it would be nice to do a battle simulation.
			if (enemyStrength * 2.5 > heroStrength)  
				continue;

			if (enemyStrength > 0)
				tp = AIObjective::attack;
		}

    //don't visit things that have already been visited this week.
		if ((dynamic_cast<const CGVisitableOPW*> (i->o)) &&
			(dynamic_cast<const CGVisitableOPW*> (i->o)->visited))
			continue;

    //don't visit things that you have already visited OPH
		if ((dynamic_cast<const CGVisitableOPH*> (i->o)) &&
			 vstd::contains(dynamic_cast<const CGVisitableOPH*> (i->o)->visitors,
                       h.h->id))
			continue;

    // TODO: Some descriptions of those included so someone can undestand them.
		if (i->o->ID == 88 || i->o->ID == 89 || i->o->ID == 90)
		{
			//TODO: if no spell book continue
			//TODO: if the shrine's spell is identified, and the hero already has it, continue
		}

		destination = i->o->getSightCenter();

    // Don't try to take a path from the underworld to the top or vice versa.
    // TODO: Will have to make some calculations so that the AI can enter the
    // underground.
    if (hpos.z == destination.z)
	{
      //TODO: fix get path so that it doesn't return a path unless z's are
      // the same, or path goes through sub gate.
			if (m_cb->getPath(hpos, destination, h.h, path))
			{
				path.convert(0);
				if (path.nodes[0].dist < movement)
				{
				  // TODO: So easy to understand...
					HeroObjective ho(hgs, tp, i->o, &h, this);
					std::set<HeroObjective>::iterator found = currentHeroObjectives.find(ho);
					if (found == currentHeroObjectives.end())
						currentHeroObjectives.insert(ho);
					else
					{
					// TODO: Try to rewrite if possible...
					// A cast to a pointer, from a reference, to a pointer
					// of an iterator.
						HeroObjective* objective = (HeroObjective*)&(*found);
						objective->whoCanAchieve.push_back(&h);
					}
				}

				// Find the most interesting object that is eventually reachable,
        // and set that position to the ultimate goal position.
        // TODO: replace random numbers with some sort of ranking system.
				int hi = rand();
				if (hi > maxInteresting)
				{
					maxInteresting = hi;
					interestingPos = destination;
				}
      } // if (m_cb->getPath(hpos, destination, h.h, path))
    } // if (hpos.z == destination.z)
	} // for (std::set<AIObjectContainer>::const_iterator 
    // i = knownVisitableObjects.begin();

	h.interestingPos = interestingPos;
  // there ought to be a path
  // if(h.remainingMovement>0&&m_cb->getPath(hpos,interestingPos,h.h,path))
	currentHeroObjectives.insert(HeroObjective(hgs,
                                             HeroObjective::finishTurn,
                                             h.h,
                                             &h,
                                             this));
}


void CGeniusAI::HeroObjective::fulfill(CGeniusAI& cg, HypotheticalGameState& hgs)
{
	cg.m_cb->waitTillRealize = true;
	HypotheticalGameState::HeroModel* h = NULL;
	int3 hpos;
	int3 destination;
	int3 bestPos;
	int3 currentPos;
	int3 checkPos;
	CPath path;
	CPath path2;
	int howGood = 0;
	
	switch (type)
	{
		case finishTurn:
			h = whoCanAchieve.front();
			h->finished=true;
			hpos = h->pos;
			destination = h->interestingPos;
		
		if (!cg.m_cb->getPath(hpos, destination, h->h, path))
		{
			tlog6 << "AI error: invalid destination" << endl;
			return;
		}
		destination = h->pos;
		// Find closest coord that we can get to.
		for (int i = path.nodes.size() - 2; i >= 0; i--)
		{
		  // TODO: getPath what??
			if ((cg.m_cb->getPath(hpos, path.nodes[i].coord, h->h, path2)) && (path2.nodes[0].dist <= h->remainingMovement))
				destination = path.nodes[i].coord;
		}

		if (destination == h->interestingPos)
			break;
		
    // ! START ! //
		// Find close pos with the most neighboring empty squares. We don't want to
    // get in the way.
		bestPos = destination;
		howGood = 0;
    // TODO: Add a meaning to 3.
    for (int x = -3; x <= 3; x++)
	{
		for (int y = -3; y <= 3; y++)
		{
			currentPos = destination + int3(x,y,0);
    // There better not be anything there.
			if (cg.m_cb->getVisitableObjs(currentPos).size() != 0)
				continue;
			if ((cg.m_cb->getPath(hpos, currentPos, h->h, path) == false) ||
        // It better be reachable from the hero
        // TODO: remainingMovement > 0...
				(path.nodes[0].dist>h->remainingMovement))
				continue;
				
			int count = 0;
			int yy;
			for (int xx = -1; xx <= 1; ++xx)
			{
				for (yy = -1; yy <= 1; ++yy)
				{
					checkPos = currentPos + int3(xx, yy, 0);
					if (cg.m_cb->getPath(currentPos, checkPos, h->h, path) != false)
						++count;
				}
			}
			if (count > howGood)
			{
				howGood = count;
				bestPos = currentPos;
			}
		}
    }

	destination = bestPos;
	// ! END ! //
	cg.m_cb->getPath(hpos, destination, h->h, path);
	path.convert(0);
	break;

	case visit:
	case attack:
		h = whoCanAchieve.front();		//lowest cost hero
		h->previouslyVisited_pos = object->getSightCenter();
		hpos = h->pos;
		destination = object->getSightCenter();
		break;
  } // switch(type)

	if ((type == visit || type == finishTurn || type == attack) && (cg.m_cb->getPath (hpos, destination, h->h, path)))
		path.convert(0);
	
	if (cg.m_state.get() != NO_BATTLE)
		cg.m_state.waitUntil (NO_BATTLE); // Wait for battle end
  
  // Wait over, battle over too. hero might be killed. check.
	for (int i = path.nodes.size() - 2; (i >= 0) && (cg.m_cb->getHeroSerial(h->h) >= 0); --i)
	{
		if (!cg.m_cb->moveHero(h->h,path.nodes[i].coord));
		{
			tlog3 << "cannot move hero to " << path.nodes[i].coord << endl;
			break;
		}

		if (cg.m_state.get() != NO_BATTLE)
			cg.m_state.waitUntil(NO_BATTLE); // Wait for battle end
	}

	h->remainingMovement -= path.nodes[0].dist;
	if (object->blockVisit)
		h->pos = path.nodes[1].coord;
	else
		h->pos = destination;

	std::set<AIObjectContainer>::iterator
    i = hgs.knownVisitableObjects.find(AIObjectContainer(object));
	if (i != hgs.knownVisitableObjects.end())
		hgs.knownVisitableObjects.erase(i);

	const CGTownInstance* town = dynamic_cast<const CGTownInstance*> (object);
	if (town && object->getOwner() == cg.m_cb->getMyColor())
	{
	  //upgrade hero's units
		tlog6 << "visiting town" << endl;
		for (TSlots::const_iterator i = h->h->Slots().begin(); i != h->h->Slots().end(); i++)
		{ // For each hero slot.
			UpgradeInfo ui;
			cg.m_cb->getUpgradeInfo(h->h,i->first, ui);

			bool canUpgrade = false;
			if (ui.newID.size() != 0)
			{ // Does this stack need upgrading?
				canUpgrade = true;
				std::set<std::pair<int,int> >::iterator j;
				for (int ii = 0; ii < ui.cost.size(); ii++) // Can afford the upgrade?
				{
					for (j = ui.cost[ii].begin(); j != ui.cost[ii].end(); j++)
						if (hgs.resourceAmounts[j->first] < j->second * i->second->count)
							canUpgrade = false;
				}
			}
			if (canUpgrade)
			{
				cg.m_cb->upgradeCreature(h->h, i->first, ui.newID.back());
				tlog6 << "upgrading hero's "
						<< i->second->type->namePl
						<< endl;
			}
	  }

	  // Give town's units to hero.
	  int weakestCreatureStack;
	  int weakestCreatureAIValue = 99999; // we will lower it in the process

	  for (TSlots::const_iterator i = town->Slots().begin(); i != town->Slots().end(); i++)
	  {
		  if (i->second->type->AIValue < weakestCreatureAIValue)
		  {
			  weakestCreatureAIValue  = i->second->type->AIValue;
			  weakestCreatureStack    = i->first;
		  }
	  }
	  for (TSlots::const_iterator i = town->Slots().begin(); i != town->Slots().end(); i++)\
	  { // For each town slot.
		  int hSlot = h->h->getSlotFor(i->second->type->idNumber);

		  if (hSlot == -1)
			continue;
		  tlog6 << "giving hero " << i->second->type->namePl << endl;
		  if (!h->h->slotEmpty(hSlot))
		  {
        // Can't take garrisonHero's last unit.
			  if ( (i->first == weakestCreatureStack) && (town->garrisonHero != NULL) )
				  cg.m_cb->splitStack(town, h->h, i->first, hSlot, i->second->count - 1);
			  else
          // TODO: the comment says that this code is not safe for the AI.
				  cg.m_cb->mergeStacks(town, h->h, i->first, hSlot);
		  }
		  else
			  cg.m_cb->swapCreatures(town, h->h, i->first, hSlot);	
		} // for (std::map< si32, std::pair<ui32, si32> >::const_iterator ...
	} // if (town && object->getOwner == cg.m_cb->getMyColor())
}


void CGeniusAI::addTownObjectives (HypotheticalGameState::TownModel& t, HypotheticalGameState& hgs)
{
	//recruitHero
	//buildBuilding
	//recruitCreatures
	//upgradeCreatures

  // Recruit hero.
	if ( (hgs.heroModels.size() < 3) && (hgs.resourceAmounts[6] >= 2500) )
	{
		bool heroAtTown = false;
		for (int i = 0; i < hgs.heroModels.size(); i++)
		{
			if (hgs.heroModels[i].pos == t.t->getSightCenter())
				heroAtTown = true;
		}
    // No visiting hero and built tavern.
		if (!heroAtTown && vstd::contains(t.t->builtBuildings, 5))
		{
			for (int i = 0; i < hgs.AvailableHeroesToBuy.size(); i++)
			{
				if ( (hgs.AvailableHeroesToBuy[i] != NULL) && (t.t->subID == hgs.AvailableHeroesToBuy[i]->type->heroType / 2) )
				{
					TownObjective to(hgs,AIObjective::recruitHero, &t, 0, this);
					currentTownObjectives.insert(to);
				}
			}
		}
  }
	
  // Build a building.
	if (!t.hasBuilt)
	{
    // m_cb->getCBuildingsByID(t.t);
		bmap<int, ConstTransitivePtr<CBuilding> > thisTownsBuildings = VLC->buildh->buildings[t.t->subID];
		for (bmap<int, ConstTransitivePtr<CBuilding> >::iterator i = thisTownsBuildings.begin(); i != thisTownsBuildings.end(); i++)
		{
			if (m_cb->canBuildStructure(t.t, i->first) == 7)
			{
				TownObjective to(hgs, AIObjective::buildBuilding, &t, i->first ,this);
				currentTownObjectives.insert(to);
			}
		}
	}
	
	// Recruit creatures.
	for (int i = 0; i < t.creaturesToRecruit.size(); i++)
	{
		if (t.creaturesToRecruit[i].first == 0 || t.creaturesToRecruit[i].second.empty())
			continue;
		
		int ID = t.creaturesToRecruit[i].second.back();
    // m_cb->getCCreatureByID(ID);
		const CCreature *creature = VLC->creh->creatures[ID];
		bool canAfford = true;
		for (int ii = 0; ii < creature->cost.size(); ii++)
		{
			if (creature->cost[ii] > hgs.resourceAmounts[ii])
				canAfford = false; // Can we afford at least one creature?
		}
		if (!canAfford)
			continue;
				
		//tlog6 << "town has " << t.t->creatures[i]->first  << " "<< creature->namePl << " (AI Strength " << creature->AIValue << ")." << endl;
		TownObjective to(hgs, AIObjective::recruitCreatures, &t, i, this);
		currentTownObjectives.insert(to);
	}

  // Upgrade creatures.
	for (TSlots::const_iterator i = t.t->Slots().begin(); i != t.t->Slots().end(); i++)
	{
		UpgradeInfo ui;
		m_cb->getUpgradeInfo(t.t, i->first, ui);
		if (ui.newID.size())
		{
			bool canAfford = true;
			
			int upgrade_serial = ui.newID.size() - 1;
			for (std::set< std::pair<int, int> >::iterator j = ui.cost[upgrade_serial].begin(); j != ui.cost[upgrade_serial].end(); j++)
			{
				if (hgs.resourceAmounts[j->first] < j->second * i->second->count)
					canAfford = false;
			}
			if (canAfford)
			{
				TownObjective to(hgs,AIObjective::upgradeCreatures,&t,i->first,this);
				currentTownObjectives.insert(to);
			}
		} // if (ui.netID.size() != 0)
	} // for (std::map< si32, std::pair ...
}


void CGeniusAI::TownObjective::fulfill(CGeniusAI& cg,
                                       HypotheticalGameState& hgs)
{
	cg.m_cb->waitTillRealize = true;
	CBuilding * b;
	const CCreature *creature;
	HypotheticalGameState::HeroModel hm;
	int ID, howMany, newID, hSlot;

	switch (type)
	{
		case recruitHero:
			cg.m_cb->recruitHero(whichTown->t, hgs.AvailableHeroesToBuy[which]);
			hm = HypotheticalGameState::HeroModel(hgs.AvailableHeroesToBuy[which]);
			hm.pos = whichTown->t->getSightCenter();
			hm.remainingMovement = hm.h->maxMovePoints(true);
			hgs.heroModels.push_back(hm);
			hgs.resourceAmounts[6] -= 2500;
			break;

		case buildBuilding:
			b = VLC->buildh->buildings[whichTown->t->subID][which];
			if (cg.m_cb->canBuildStructure(whichTown->t,which) == 7)
			{
				tlog6 << "built " << b->Name() << "." << endl;
				if (!cg.m_cb->buildBuilding(whichTown->t, which))
					tlog6 << "really tried to build unbuildable building" << endl;

				for (int i = 0; b && i < b->resources.size(); i++) // use only when certain building was found
					hgs.resourceAmounts[i] -= b->resources[i];
			} else
		  tlog6 << "trying to build a structure we cannot build" << endl;
			whichTown->hasBuilt=true;
			break;

		case recruitCreatures:
		// Buy upgraded if possible.
			ID = whichTown->creaturesToRecruit[which].second.back();
			creature = VLC->creh->creatures[ID];
			howMany = whichTown->creaturesToRecruit[which].first;
			for (int i = 0; i < creature->cost.size(); i++)
				amin(howMany, creature->cost[i] ? hgs.resourceAmounts[i]/creature->cost[i] : INT_MAX);
			if (howMany == 0)
			{
				tlog6 << "tried to recruit without enough money.";
				tlog6 << "recruiting " << howMany  << " "
					<< creature->namePl << " (Total AI Strength "
					<< creature->AIValue*howMany << ")." << endl;
				cg.m_cb->recruitCreatures(whichTown->t, ID, howMany);
			}
			break;

		case upgradeCreatures:
			UpgradeInfo ui;
			cg.m_cb->getUpgradeInfo(whichTown->t, which, ui);
			ID = whichTown->t->getCreature(which)->idNumber;
			newID = ui.newID.back();
		// TODO: reduce resources in hgs
			cg.m_cb->upgradeCreature(whichTown->t, which, newID);
			tlog6 << "upgrading " << VLC->creh->creatures[ID]->namePl << endl;
			break;
	}
}


void CGeniusAI::fillObjectiveQueue(HypotheticalGameState & hgs)
{
	objectiveQueue.clear();
	currentHeroObjectives.clear();
	currentTownObjectives.clear();
	
	for (std::vector <CGeniusAI::HypotheticalGameState::HeroModel>::iterator i = hgs.heroModels.begin(); i != hgs.heroModels.end(); i++)
		addHeroObjectives(*i, hgs);

	for (std::vector <CGeniusAI::HypotheticalGameState::TownModel>::iterator i = hgs.townModels.begin(); i != hgs.townModels.end(); i++)
		addTownObjectives(*i, hgs);
	
	for (std::set<CGeniusAI::HeroObjective>::iterator i = currentHeroObjectives.begin(); i != currentHeroObjectives.end(); i++)
    // TODO: Recheck and try to write simpler expression.
		objectiveQueue.push_back(AIObjectivePtrCont((CGeniusAI::HeroObjective*)&(*i)));

	for (std::set<CGeniusAI::TownObjective>::iterator i = currentTownObjectives.begin(); i != currentTownObjectives.end(); i++)
		objectiveQueue.push_back(AIObjectivePtrCont((CGeniusAI::TownObjective*)&(*i)));
}


CGeniusAI::AIObjective * CGeniusAI::getBestObjective()
{
	trueGameState.update(*this);	
	fillObjectiveQueue(trueGameState);

// TODO: Write this part.
//	if(objectiveQueue.size())
//		return max_element(objectiveQueue.begin(),objectiveQueue.end())->obj;
	m_priorities->fillFeatures(trueGameState);
	if (objectiveQueue.empty())
		return NULL;
//	sort(objectiveQueue.begin(),objectiveQueue.end());
//	reverse(objectiveQueue.begin(),objectiveQueue.end());
	int num = 1;
//	for(std::vector<AIObjectivePtrCont> ::iterator i = objectiveQueue.begin(); i < objectiveQueue.end();i++)
//	{
//		if(!dynamic_cast<HeroObjective*>(i->obj))
		//	continue;
//		tlog6 << num++ << ": ";
//		i->obj->print();
//		tlog6 << " value: " << i->obj->getValue();
//		tlog6 << endl;
//	}
//	int choice = 0;
//	tlog6 << "which would you do? (enter 0 for none): ";
//	cin >> choice;
	tlog6 << "doing best of " << objectiveQueue.size() << ": ";
	CGeniusAI::AIObjective* best = max_element(objectiveQueue.begin(), objectiveQueue.end())->obj;
	best->print();
	tlog6 << " value = " << best->getValue() << endl;

	if (objectiveQueue.size())
		return best;
	return objectiveQueue.front().obj;
}


void CGeniusAI::yourTurn()
{
	static boost::mutex mutex;
	boost::mutex::scoped_lock lock(mutex);
	m_cb->waitTillRealize = false;
	static int seed = rand();
	srand(seed);

	if (VLC->IS_AI_ENABLED)
	{
		m_cb->waitTillRealize = true;
	 //	if (m_cb->getDate() == 1)
		//{
	 //		startFirstTurn();
	 //		
	 //		m_cb->endTurn();
	 //		return;
	 //	}
 		//////////////TODO: replace with updates. Also add suspected objects list./////////
 		knownVisitableObjects.clear();
 		int3 pos = m_cb->getMapSize();
		int y, z; //don't reallocate them unnecessarily
		for (int x = 0; x < pos.x; ++x)
		{
			for (y = 0; y < pos.y; ++y)
			{
 				for (z = 0; z < pos.z; ++z)
 					tileRevealed(int3(x,y,z));
			}
		}
 		///////////////////////////////////////////////////////////////////////////////////
 
 		reportResources();
 
 		trueGameState = HypotheticalGameState(*this);
 		AIObjective * objective = getBestObjective();
		if (objective) //single so far, TODO: restore while
 			objective->fulfill(*this,trueGameState);
		seed = rand();
	}
	m_cb->endTurn();
	m_cb->waitTillRealize = false;
}


void CGeniusAI::startFirstTurn()
{
	HypotheticalGameState hgs(*this);
	
	const CGTownInstance * town = m_cb->getTownBySerial(0);
	const CGHeroInstance * heroInst = m_cb->getHeroBySerial(0);
	
	TownObjective(hgs, AIObjective::recruitHero, &hgs.townModels.front(), 0, this).fulfill(*this, hgs);
	
	m_cb->swapGarrisonHero(town);
	hgs.update(*this);
	for (ui32 i = 0; i < hgs.townModels.front().creaturesToRecruit.size(); ++i)
	{
		if (hgs.townModels.front().creaturesToRecruit[i].first == 0)
			continue;
		int ID = hgs.townModels.front().creaturesToRecruit[i].second.back();
		const CCreature *creature = VLC->creh->creatures[ID];

		bool canAfford = true;
		for (ui32 ii = 0; ii < creature->cost.size(); ii++)
		{
			if (creature->cost[ii] > hgs.resourceAmounts[ii])
				canAfford = false;  // Can we afford at least one creature?
		}
		if (!canAfford)
			continue;

		TownObjective(hgs,AIObjective::recruitCreatures,&hgs.townModels.front(),i,this).fulfill(*this,hgs);
	}
	hgs.update(*this);

	HypotheticalGameState::HeroModel* hero;
	for (int i = 0; i < hgs.heroModels.size(); i++)
	{
		if (hgs.heroModels[i].h->id == heroInst->id)
			HeroObjective(hgs, AIObjective::visit, town, hero = &hgs.heroModels[i], this).fulfill(*this,hgs);
	}
	hgs.update(*this);
 //	m_cb->swapGarrisonHero(town);
	//TODO: choose the strongest hero.
}


void CGeniusAI::heroKilled(const CGHeroInstance* hero)
{
}


void CGeniusAI::heroCreated(const CGHeroInstance* hero)
{
}


void CGeniusAI::tileRevealed(int3 pos)
{
	std::vector<const CGObjectInstance*> objects = m_cb->getVisitableObjs(pos);
	for (std::vector <const CGObjectInstance*>::iterator o = objects.begin(); o != objects.end(); o++)
	{
		if ((*o)->id != -1)
			knownVisitableObjects.insert(*o);
	}
	objects = m_cb->getFlaggableObjects(pos);
	for (std::vector<const CGObjectInstance*>::iterator o = objects.begin(); o != objects.end(); o++)
		if ((*o)->id != -1)
			knownVisitableObjects.insert(*o);
}

// eg. ship built in shipyard
void CGeniusAI::newObject(const CGObjectInstance* obj)
{
  knownVisitableObjects.insert(obj);
}


void CGeniusAI::objectRemoved(const CGObjectInstance *obj) //eg. collected resource, picked artifact, beaten hero
{
	std::set<AIObjectContainer>::iterator o = knownVisitableObjects.find(obj);
	if (o != knownVisitableObjects.end())
		knownVisitableObjects.erase(o);
}


void CGeniusAI::tileHidden(int3 pos)
{
}


void CGeniusAI::heroMoved(const TryMoveHero& TMH)
{
	// DbgBox("** CGeniusAI::heroMoved **");
}


void CGeniusAI::heroGotLevel(const CGHeroInstance *hero,
                             int pskill,
                             std::vector<ui16>& skills,
                             boost::function<void(ui32)>& callback)
{
	callback(rand() % skills.size());
}


void geniusai::CGeniusAI::showGarrisonDialog(const CArmedInstance* up,
                                             const CGHeroInstance* down,
                                             bool removableUnits,
                                             boost::function<void()>& onEnd)
{
	onEnd();
}


void geniusai::CGeniusAI::playerBlocked(int reason)
{
	if (reason == 0) // Battle is coming...
		m_state.setn(UPCOMING_BATTLE);
}


void geniusai::CGeniusAI::battleResultsApplied()
{
	assert(m_state.get() == ENDING_BATTLE);
	m_state.setn(NO_BATTLE);
}

// TODO: Shouldn't the parameters be made const (apart from cancel)?
void CGeniusAI::showBlockingDialog(const std::string& text,
                                   const std::vector<Component> &components,
                                   ui32 askID,
                                   const int soundID,
                                   bool selection,
                                   bool cancel)
{
	m_cb->selectionMade(cancel ? false : true, askID);
}


/**
 * occurs AFTER every action taken by any stack or by the hero
 */
void CGeniusAI::actionFinished(const BattleAction* action)
{
	std::string message("\t\tCGeniusAI::actionFinished - type(");
	message += boost::lexical_cast<std::string>((unsigned)action->actionType);
	message += "), side(";
	message += boost::lexical_cast<std::string>((unsigned)action->side);
	message += ")";
	DbgBox(message.c_str());
}


/**
 * occurs BEFORE every action taken by any stack or by the hero
 */
void CGeniusAI::actionStarted(const BattleAction *action)
{
	std::string message("\t\tCGeniusAI::actionStarted - type(");
	message += boost::lexical_cast<std::string>((unsigned)action->actionType);
	message += "), side(";
	message += boost::lexical_cast<std::string>((unsigned)action->side);
	message += ")";
	DbgBox(message.c_str());
}


/**
 * called when stack is performing attack
 */
void CGeniusAI::battleAttack(const BattleAttack* ba)
{
	DbgBox("\t\t\tCGeniusAI::battleAttack");
}


/**
 * called when stack receives damage (after battleAttack())
 */
void CGeniusAI::battleStacksAttacked(const std::set<BattleStackAttacked>& bsa)
{
	DbgBox("\t\t\tCGeniusAI::battleStacksAttacked");
}


/**
 * called by engine when battle starts; side=0 - left, side=1 - right
 */
void CGeniusAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
{
  // TODO: Battle logic what...
	assert(!m_battleLogic);
  // We have been informed that battle will start (or we are neutral AI)
	assert( (playerID > PLAYER_LIMIT) || (m_state.get() == UPCOMING_BATTLE) );

	m_state.setn(ONGOING_BATTLE);
	m_battleLogic = new BattleAI::CBattleLogic(m_cb, army1, army2, tile, hero1,
    hero2, side);

	if(m_cb->battleGetTacticDist())
	{
		m_cb->waitTillRealize = false;
		BattleAction endt = BattleAction::makeEndOFTacticPhase(m_cb->battleGetMySide());
		m_cb->battleMakeTacticAction(&endt);
		m_cb->waitTillRealize = true;
	}
	DbgBox("** CGeniusAI::battleStart **");
}


/**
 *
 */
void CGeniusAI::battleEnd(const BattleResult* br)
{
	switch (br->winner)
	{
		case 0:	tlog6 << "The winner is the attacker." << std::endl; break;
		case 1:	tlog6 << "The winner is the defender." << std::endl; break;
		case 2:	tlog6 << "It's a draw." << std::endl; break;
	};
	tlog6 << "lost ";
	for (std::map<ui32,si32>::const_iterator i = br->casualties[0].begin(); i != br->casualties[0].end(); i++)
		tlog6 << i->second << " " << VLC->creh->creatures[i->first]->namePl << endl;
				
	delete m_battleLogic;
	m_battleLogic = NULL;

	assert(m_state.get() == ONGOING_BATTLE);
	m_state.setn(ENDING_BATTLE);

	DbgBox("** CGeniusAI::battleEnd **");
}

/*
 * Called at the beggining of each turn, round = -1 is the tactic phase,
 * round = 0 is the first "normal" turn.
 */
void CGeniusAI::battleNewRound(int round)
{
	std::string message("\tCGeniusAI::battleNewRound - ");
	message += boost::lexical_cast<std::string>(round);
	DbgBox(message.c_str());

	m_battleLogic->SetCurrentTurn(round);
}

/**
 *
 */
void CGeniusAI::battleStackMoved(int ID, THex dest, int distance, bool end)
{
	std::string message("\t\t\tCGeniusAI::battleStackMoved ID(");
	message += boost::lexical_cast<std::string>(ID);
	message += "), dest(";
	message += boost::lexical_cast<std::string>(dest);
	message += ")";
	DbgBox(message.c_str());
}


/**
 *
 */
void CGeniusAI::battleSpellCast(const BattleSpellCast *sc)
{
	DbgBox("\t\t\tCGeniusAI::battleSpellCast");
}


/**
 * called when battlefield is prepared, prior the battle beginning
 */
// void CGeniusAI::battlefieldPrepared(int battlefieldType,
//                                     std::vector<CObstacle*> obstacles)
// {
// 	DbgBox("CGeniusAI::battlefieldPrepared");
// }


/**
 *
 */
// void CGeniusAI::battleStackMoved(int ID,
//                                  THex dest,
//                                  bool startMoving,
//                                  bool endMoving)
// {
// 	DbgBox("\t\t\tCGeniusAI::battleStackMoved");
// }


/**
 *
 */
void CGeniusAI::battleStackAttacking(int ID, int dest)
{
	DbgBox("\t\t\tCGeniusAI::battleStackAttacking");
}


/**
 *
 */
void CGeniusAI::battleStackIsAttacked(int ID,
                                      int dmg,
                                      int killed,
                                      int IDby,
                                      bool byShooting)
{
	DbgBox("\t\t\tCGeniusAI::battleStackIsAttacked");
}


/**
 * called when it's turn of that stack
 */
BattleAction CGeniusAI::activeStack(const CStack * stack)
{
	std::string message("\t\t\tCGeniusAI::activeStack stackID(");

	message += boost::lexical_cast<std::string>(stack->ID);
	message += ")";
	DbgBox(message.c_str());

	BattleAction bact = m_battleLogic->MakeDecision(stack->ID);
	assert(m_cb->battleGetStackByID(bact.stackNumber));
	return bact;
}


//WTF?!? why is this needed?!?!?!
BattleAction CGlobalAI::activeStack( const CStack * stack )
{
	BattleAction ba; ba.actionType = BattleAction::DEFEND;
	ba.stackNumber = stack->ID;
	return ba;
}

