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vcmi/AI/VCAI/VCAI.cpp

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/*
* VCAI.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "VCAI.h"
#include "Fuzzy.h"
#include "../../lib/UnlockGuard.h"
#include "../../lib/mapObjects/MapObjects.h"
#include "../../lib/CConfigHandler.h"
#include "../../lib/CHeroHandler.h"
#include "../../lib/CModHandler.h"
#include "../../lib/CGameState.h"
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#include "../../lib/NetPacks.h"
#include "../../lib/serializer/CTypeList.h"
#include "../../lib/serializer/BinarySerializer.h"
#include "../../lib/serializer/BinaryDeserializer.h"
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extern FuzzyHelper *fh;
class CGVisitableOPW;
const double SAFE_ATTACK_CONSTANT = 1.5;
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)
//one thread may be turn of AI and another will be handling a side effect for AI2
boost::thread_specific_ptr<CCallback> cb;
boost::thread_specific_ptr<VCAI> ai;
//std::map<int, std::map<int, int> > HeroView::infosCount;
//helper RAII to manage global ai/cb ptrs
struct SetGlobalState
{
SetGlobalState(VCAI * AI)
{
assert(!ai.get());
assert(!cb.get());
ai.reset(AI);
cb.reset(AI->myCb.get());
}
~SetGlobalState()
{
ai.release();
cb.release();
}
};
#define SET_GLOBAL_STATE(ai) SetGlobalState _hlpSetState(ai);
#define NET_EVENT_HANDLER SET_GLOBAL_STATE(this)
#define MAKING_TURN SET_GLOBAL_STATE(this)
void foreach_tile(std::vector< std::vector< std::vector<unsigned char> > > &vectors, std::function<void(unsigned char &in)> foo)
{
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for (auto & vector : vectors)
for (auto j = vector.begin(); j != vector.end(); j++)
for (auto & elem : *j)
foo(elem);
}
struct ObjInfo
{
int3 pos;
std::string name;
ObjInfo(){}
ObjInfo(const CGObjectInstance *obj):
pos(obj->pos),
name(obj->getObjectName())
{
}
};
std::map<const CGObjectInstance *, ObjInfo> helperObjInfo;
VCAI::VCAI()
{
LOG_TRACE(logAi);
makingTurn = nullptr;
destinationTeleport = ObjectInstanceID();
destinationTeleportPos = int3(-1);
}
VCAI::~VCAI()
{
LOG_TRACE(logAi);
finish();
}
void VCAI::availableCreaturesChanged(const CGDwelling *town)
{
LOG_TRACE(logAi);
NET_EVENT_HANDLER;
}
void VCAI::heroMoved(const TryMoveHero & details)
{
LOG_TRACE(logAi);
NET_EVENT_HANDLER;
validateObject(details.id); //enemy hero may have left visible area
auto hero = cb->getHero(details.id);
cachedSectorMaps.clear();
const int3 from = CGHeroInstance::convertPosition(details.start, false),
to = CGHeroInstance::convertPosition(details.end, false);
const CGObjectInstance *o1 = vstd::frontOrNull(cb->getVisitableObjs(from)),
*o2 = vstd::frontOrNull(cb->getVisitableObjs(to));
if(details.result == TryMoveHero::TELEPORTATION)
{
auto t1 = dynamic_cast<const CGTeleport *>(o1);
auto t2 = dynamic_cast<const CGTeleport *>(o2);
if(t1 && t2)
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{
if(cb->isTeleportChannelBidirectional(t1->channel))
{
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
{
knownSubterraneanGates[o1] = o2;
knownSubterraneanGates[o2] = o1;
logAi->debug("Found a pair of subterranean gates between %s and %s!", from.toString(), to.toString());
}
}
}
//FIXME: teleports are not correctly visited
unreserveObject(hero, t1);
unreserveObject(hero, t2);
}
else if(details.result == TryMoveHero::EMBARK && hero)
{
//make sure AI not attempt to visit used boat
validateObject(hero->boat);
}
else if(details.result == TryMoveHero::DISEMBARK && o1)
{
auto boat = dynamic_cast<const CGBoat *>(o1);
if(boat)
addVisitableObj(boat);
}
}
void VCAI::stackChagedCount(const StackLocation &location, const TQuantity &change, bool isAbsolute)
{
LOG_TRACE_PARAMS(logAi, "isAbsolute '%i'", isAbsolute);
NET_EVENT_HANDLER;
}
void VCAI::heroInGarrisonChange(const CGTownInstance *town)
{
LOG_TRACE(logAi);
NET_EVENT_HANDLER;
}
void VCAI::centerView(int3 pos, int focusTime)
{
LOG_TRACE_PARAMS(logAi, "focusTime '%i'", focusTime);
NET_EVENT_HANDLER;
}
void VCAI::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
{
LOG_TRACE(logAi);
NET_EVENT_HANDLER;
}
void VCAI::artifactAssembled(const ArtifactLocation &al)
{
LOG_TRACE(logAi);
NET_EVENT_HANDLER;
}
void VCAI::showTavernWindow(const CGObjectInstance *townOrTavern)
{
LOG_TRACE(logAi);
NET_EVENT_HANDLER;
}
void VCAI::showThievesGuildWindow (const CGObjectInstance * obj)
{
LOG_TRACE(logAi);
NET_EVENT_HANDLER;
}
void VCAI::playerBlocked(int reason, bool start)
{
LOG_TRACE_PARAMS(logAi, "reason '%i', start '%i'", reason % start);
NET_EVENT_HANDLER;
if (start && reason == PlayerBlocked::UPCOMING_BATTLE)
status.setBattle(UPCOMING_BATTLE);
if(reason == PlayerBlocked::ONGOING_MOVEMENT)
status.setMove(start);
}
void VCAI::showPuzzleMap()
{
LOG_TRACE(logAi);
NET_EVENT_HANDLER;
}
void VCAI::showShipyardDialog(const IShipyard *obj)
{
LOG_TRACE(logAi);
NET_EVENT_HANDLER;
}
void VCAI::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult)
{
LOG_TRACE_PARAMS(logAi, "victoryLossCheckResult '%s'", victoryLossCheckResult.messageToSelf);
NET_EVENT_HANDLER;
logAi->debug("Player %d (%s): I heard that player %d (%s) %s.", playerID, playerID.getStr(), player, player.getStr(),(victoryLossCheckResult.victory() ? "won" : "lost"));
if(player == playerID)
{
if(victoryLossCheckResult.victory())
{
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logAi->debug("VCAI: I won! Incredible!");
logAi->debug("Turn nr %d", myCb->getDate());
}
else
{
logAi->debug("VCAI: Player %d (%s) lost. It's me. What a disappointment! :(", player, player.getStr());
}
finish();
}
}
void VCAI::artifactPut(const ArtifactLocation &al)
{
LOG_TRACE(logAi);
NET_EVENT_HANDLER;
}
void VCAI::artifactRemoved(const ArtifactLocation &al)
{
LOG_TRACE(logAi);
NET_EVENT_HANDLER;
}
void VCAI::stacksErased(const StackLocation &location)
{
LOG_TRACE(logAi);
NET_EVENT_HANDLER;
}
void VCAI::artifactDisassembled(const ArtifactLocation &al)
{
LOG_TRACE(logAi);
NET_EVENT_HANDLER;
}
void VCAI::heroVisit(const CGHeroInstance *visitor, const CGObjectInstance *visitedObj, bool start)
{
LOG_TRACE_PARAMS(logAi, "start '%i'; obj '%s'", start % (visitedObj ? visitedObj->getObjectName() : std::string("n/a")));
NET_EVENT_HANDLER;
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if(start && visitedObj) //we can end visit with null object, anyway
{
markObjectVisited (visitedObj);
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unreserveObject(visitor, visitedObj);
completeGoal (sptr(Goals::GetObj(visitedObj->id.getNum()).sethero(visitor))); //we don't need to visit it anymore
//TODO: what if we visited one-time visitable object that was reserved by another hero (shouldn't, but..)
}
status.heroVisit(visitedObj, start);
}
void VCAI::availableArtifactsChanged(const CGBlackMarket * bm)
{
LOG_TRACE(logAi);
NET_EVENT_HANDLER;
}
void VCAI::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
{
LOG_TRACE(logAi);
NET_EVENT_HANDLER;
//buildArmyIn(town);
//moveCreaturesToHero(town);
}
void VCAI::tileHidden(const std::unordered_set<int3, ShashInt3> &pos)
{
LOG_TRACE(logAi);
NET_EVENT_HANDLER;
validateVisitableObjs();
clearPathsInfo();
}
void VCAI::tileRevealed(const std::unordered_set<int3, ShashInt3> &pos)
{
LOG_TRACE(logAi);
NET_EVENT_HANDLER;
for(int3 tile : pos)
for(const CGObjectInstance *obj : myCb->getVisitableObjs(tile))
addVisitableObj(obj);
clearPathsInfo();
}
void VCAI::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
{
LOG_TRACE(logAi);
NET_EVENT_HANDLER;
auto firstHero = cb->getHero(hero1);
auto secondHero = cb->getHero(hero2);
status.addQuery(query, boost::str(boost::format("Exchange between heroes %s (%d) and %s (%d)") % firstHero->name % firstHero->tempOwner % secondHero->name % secondHero->tempOwner));
requestActionASAP([=]()
{
float goalpriority1 = 0, goalpriority2 = 0;
auto firstGoal = getGoal(firstHero);
if (firstGoal->goalType == Goals::GATHER_ARMY)
goalpriority1 = firstGoal->priority;
auto secondGoal = getGoal(secondHero);
if (secondGoal->goalType == Goals::GATHER_ARMY)
goalpriority2 = secondGoal->priority;
auto transferFrom2to1 = [this](const CGHeroInstance * h1, const CGHeroInstance *h2) -> void
{
this->pickBestCreatures(h1, h2);
this->pickBestArtifacts(h1, h2);
};
//Do not attempt army or artifacts exchange if we visited ally player
//Visits can still be useful if hero have skills like Scholar
if(firstHero->tempOwner != secondHero->tempOwner)
logAi->debug("Heroes owned by different players. Do not exchange army or artifacts.");
else if(goalpriority1 > goalpriority2)
transferFrom2to1 (firstHero, secondHero);
else if(goalpriority1 < goalpriority2)
transferFrom2to1 (secondHero, firstHero);
else //regular criteria
{
if (firstHero->getFightingStrength() > secondHero->getFightingStrength() && canGetArmy(firstHero, secondHero))
transferFrom2to1 (firstHero, secondHero);
else if (canGetArmy(secondHero, firstHero))
transferFrom2to1 (secondHero, firstHero);
}
completeGoal(sptr(Goals::VisitHero(firstHero->id.getNum()))); //TODO: what if we were visited by other hero in the meantime?
completeGoal(sptr(Goals::VisitHero(secondHero->id.getNum())));
answerQuery(query, 0);
});
}
void VCAI::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
{
LOG_TRACE_PARAMS(logAi, "which '%i', val '%i'", which % val);
NET_EVENT_HANDLER;
}
void VCAI::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
{
LOG_TRACE_PARAMS(logAi, "level '%i'", level);
NET_EVENT_HANDLER;
}
void VCAI::heroMovePointsChanged(const CGHeroInstance * hero)
{
LOG_TRACE(logAi);
NET_EVENT_HANDLER;
}
void VCAI::stackChangedType(const StackLocation &location, const CCreature &newType)
{
LOG_TRACE(logAi);
NET_EVENT_HANDLER;
}
void VCAI::stacksRebalanced(const StackLocation &src, const StackLocation &dst, TQuantity count)
{
LOG_TRACE(logAi);
NET_EVENT_HANDLER;
}
void VCAI::newObject(const CGObjectInstance * obj)
{
LOG_TRACE(logAi);
NET_EVENT_HANDLER;
if(obj->isVisitable())
addVisitableObj(obj);
cachedSectorMaps.clear();
}
void VCAI::objectRemoved(const CGObjectInstance *obj)
{
LOG_TRACE(logAi);
NET_EVENT_HANDLER;
vstd::erase_if_present(visitableObjs, obj);
vstd::erase_if_present(alreadyVisited, obj);
for (auto h : cb->getHeroesInfo())
unreserveObject(h, obj);
//TODO: Find better way to handle hero boat removal
if(auto hero = dynamic_cast<const CGHeroInstance *>(obj))
{
if(hero->boat)
{
vstd::erase_if_present(visitableObjs, hero->boat);
vstd::erase_if_present(alreadyVisited, hero->boat);
for (auto h : cb->getHeroesInfo())
unreserveObject(h, hero->boat);
}
}
cachedSectorMaps.clear(); //invalidate all paths
//TODO
//there are other places where CGObjectinstance ptrs are stored...
//
if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
{
lostHero(cb->getHero(obj->id)); //we can promote, since objectRemoved is called just before actual deletion
}
}
void VCAI::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
{
LOG_TRACE(logAi);
NET_EVENT_HANDLER;
requestActionASAP([=]()
{
makePossibleUpgrades(visitor);
});
}
void VCAI::playerBonusChanged(const Bonus &bonus, bool gain)
{
LOG_TRACE_PARAMS(logAi, "gain '%i'", gain);
NET_EVENT_HANDLER;
}
void VCAI::newStackInserted(const StackLocation &location, const CStackInstance &stack)
{
LOG_TRACE(logAi);
NET_EVENT_HANDLER;
}
void VCAI::heroCreated(const CGHeroInstance* h)
{
LOG_TRACE(logAi);
if (h->visitedTown)
townVisitsThisWeek[HeroPtr(h)].insert(h->visitedTown);
NET_EVENT_HANDLER;
}
void VCAI::advmapSpellCast(const CGHeroInstance * caster, int spellID)
{
LOG_TRACE_PARAMS(logAi, "spellID '%i", spellID);
NET_EVENT_HANDLER;
}
void VCAI::showInfoDialog(const std::string &text, const std::vector<Component*> &components, int soundID)
{
LOG_TRACE_PARAMS(logAi, "soundID '%i'", soundID);
NET_EVENT_HANDLER;
}
void VCAI::requestRealized(PackageApplied *pa)
{
LOG_TRACE(logAi);
NET_EVENT_HANDLER;
if(status.haveTurn())
{
if(pa->packType == typeList.getTypeID<EndTurn>())
if(pa->result)
status.madeTurn();
}
if(pa->packType == typeList.getTypeID<QueryReply>())
{
status.receivedAnswerConfirmation(pa->requestID, pa->result);
}
}
void VCAI::receivedResource()
{
LOG_TRACE(logAi);
NET_EVENT_HANDLER;
}
void VCAI::stacksSwapped(const StackLocation &loc1, const StackLocation &loc2)
{
LOG_TRACE(logAi);
NET_EVENT_HANDLER;
}
void VCAI::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
{
LOG_TRACE(logAi);
NET_EVENT_HANDLER;
}
void VCAI::heroManaPointsChanged(const CGHeroInstance * hero)
{
LOG_TRACE(logAi);
NET_EVENT_HANDLER;
}
void VCAI::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
{
LOG_TRACE_PARAMS(logAi, "which '%d', val '%d'", which % val);
NET_EVENT_HANDLER;
}
void VCAI::battleResultsApplied()
{
LOG_TRACE(logAi);
NET_EVENT_HANDLER;
assert(status.getBattle() == ENDING_BATTLE);
status.setBattle(NO_BATTLE);
}
void VCAI::objectPropertyChanged(const SetObjectProperty * sop)
{
LOG_TRACE(logAi);
NET_EVENT_HANDLER;
if(sop->what == ObjProperty::OWNER)
{
if(myCb->getPlayerRelations(playerID, (PlayerColor)sop->val) == PlayerRelations::ENEMIES)
{
//we want to visit objects owned by oppponents
auto obj = myCb->getObj(sop->id, false);
if (obj)
{
addVisitableObj(obj); // TODO: Remove once save compatability broken. In past owned objects were removed from this set
vstd::erase_if_present(alreadyVisited, obj);
}
}
}
}
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void VCAI::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what)
{
LOG_TRACE_PARAMS(logAi, "what '%i'", what);
NET_EVENT_HANDLER;
}
void VCAI::heroBonusChanged(const CGHeroInstance *hero, const Bonus &bonus, bool gain)
{
LOG_TRACE_PARAMS(logAi, "gain '%i'", gain);
NET_EVENT_HANDLER;
}
void VCAI::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
{
LOG_TRACE(logAi);
NET_EVENT_HANDLER;
}
void VCAI::showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositions)
{
//TODO: AI support for ViewXXX spell
LOG_TRACE(logAi);
NET_EVENT_HANDLER;
}
void VCAI::init(std::shared_ptr<CCallback> CB)
{
LOG_TRACE(logAi);
myCb = CB;
cbc = CB;
NET_EVENT_HANDLER;
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playerID = *myCb->getMyColor();
myCb->waitTillRealize = true;
myCb->unlockGsWhenWaiting = true;
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if(!fh)
fh = new FuzzyHelper();
retreiveVisitableObjs();
}
void VCAI::yourTurn()
{
LOG_TRACE(logAi);
NET_EVENT_HANDLER;
status.startedTurn();
makingTurn = make_unique<boost::thread>(&VCAI::makeTurn, this);
}
void VCAI::heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill> &skills, QueryID queryID)
{
LOG_TRACE_PARAMS(logAi, "queryID '%i'", queryID);
NET_EVENT_HANDLER;
status.addQuery(queryID, boost::str(boost::format("Hero %s got level %d") % hero->name % hero->level));
requestActionASAP([=](){ answerQuery(queryID, 0); });
}
void VCAI::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
{
LOG_TRACE_PARAMS(logAi, "queryID '%i'", queryID);
NET_EVENT_HANDLER;
status.addQuery(queryID, boost::str(boost::format("Commander %s of %s got level %d") % commander->name % commander->armyObj->nodeName() % (int)commander->level));
requestActionASAP([=](){ answerQuery(queryID, 0); });
}
void VCAI::showBlockingDialog(const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel)
{
LOG_TRACE_PARAMS(logAi, "text '%s', askID '%i', soundID '%i', selection '%i', cancel '%i'", text % askID % soundID % selection % cancel);
NET_EVENT_HANDLER;
int sel = 0;
status.addQuery(askID, boost::str(boost::format("Blocking dialog query with %d components - %s")
% components.size() % text));
if(selection) //select from multiple components -> take the last one (they're indexed [1-size])
sel = components.size();
if(!selection && cancel) //yes&no -> always answer yes, we are a brave AI :)
sel = 1;
requestActionASAP([=]()
{
answerQuery(askID, sel);
});
}
void VCAI::showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
{
// LOG_TRACE_PARAMS(logAi, "askID '%i', exits '%s'", askID % exits);
NET_EVENT_HANDLER;
status.addQuery(askID, boost::str(boost::format("Teleport dialog query with %d exits")
% exits.size()));
int choosenExit = -1;
if(impassable)
knownTeleportChannels[channel]->passability = TeleportChannel::IMPASSABLE;
else if(destinationTeleport != ObjectInstanceID() && destinationTeleportPos.valid())
{
auto neededExit = std::make_pair(destinationTeleport, destinationTeleportPos);
if(destinationTeleport != ObjectInstanceID() && vstd::contains(exits, neededExit))
choosenExit = vstd::find_pos(exits, neededExit);
}
for(auto exit : exits)
{
if(status.channelProbing() && exit.first == destinationTeleport)
{
choosenExit = vstd::find_pos(exits, exit);
break;
}
else
{
// TODO: Implement checking if visiting that teleport will uncovert any FoW
// So far this is the best option to handle decision about probing
auto obj = cb->getObj(exit.first, false);
if(obj == nullptr && !vstd::contains(teleportChannelProbingList, exit.first) &&
exit.first != destinationTeleport)
{
teleportChannelProbingList.push_back(exit.first);
}
}
}
requestActionASAP([=]()
{
answerQuery(askID, choosenExit);
});
}
void VCAI::showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
{
LOG_TRACE_PARAMS(logAi, "removableUnits '%i', queryID '%i'", removableUnits % queryID);
NET_EVENT_HANDLER;
std::string s1 = up ? up->nodeName() : "NONE";
std::string s2 = down ? down->nodeName() : "NONE";
status.addQuery(queryID, boost::str(boost::format("Garrison dialog with %s and %s") % s1 % s2));
//you can't request action from action-response thread
requestActionASAP([=]()
{
if(removableUnits)
pickBestCreatures(down, up);
answerQuery(queryID, 0);
});
}
void VCAI::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
{
status.addQuery(askID, "Map object select query");
requestActionASAP([=](){ answerQuery(askID, 0); });
//TODO: Town portal destination selection goes here
}
void VCAI::saveGame(BinarySerializer & h, const int version)
{
LOG_TRACE_PARAMS(logAi, "version '%i'", version);
NET_EVENT_HANDLER;
validateVisitableObjs();
registerGoals(h);
CAdventureAI::saveGame(h, version);
serializeInternal(h, version);
}
void VCAI::loadGame(BinaryDeserializer & h, const int version)
{
LOG_TRACE_PARAMS(logAi, "version '%i'", version);
NET_EVENT_HANDLER;
registerGoals(h);
CAdventureAI::loadGame(h, version);
serializeInternal(h, version);
}
void makePossibleUpgrades(const CArmedInstance *obj)
{
if(!obj)
return;
for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
{
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if(const CStackInstance *s = obj->getStackPtr(SlotID(i)))
{
UpgradeInfo ui;
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cb->getUpgradeInfo(obj, SlotID(i), ui);
if(ui.oldID >= 0 && cb->getResourceAmount().canAfford(ui.cost[0] * s->count))
{
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cb->upgradeCreature(obj, SlotID(i), ui.newID[0]);
}
}
}
}
void VCAI::makeTurn()
{
logGlobal->info("Player %d (%s) starting turn", playerID, playerID.getStr());
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MAKING_TURN;
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boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
setThreadName("VCAI::makeTurn");
switch(cb->getDate(Date::DAY_OF_WEEK))
{
case 1:
{
townVisitsThisWeek.clear();
std::vector<const CGObjectInstance *> objs;
retreiveVisitableObjs(objs, true);
for(const CGObjectInstance *obj : objs)
{
if (isWeeklyRevisitable(obj))
{
addVisitableObj(obj);
vstd::erase_if_present(alreadyVisited, obj);
}
}
}
break;
}
markHeroAbleToExplore (primaryHero());
makeTurnInternal();
return;
}
void VCAI::makeTurnInternal()
{
saving = 0;
//it looks messy here, but it's better to have armed heroes before attempting realizing goals
for(const CGTownInstance *t : cb->getTownsInfo())
moveCreaturesToHero(t);
try
{
//Pick objects reserved in previous turn - we expect only nerby objects there
auto reservedHeroesCopy = reservedHeroesMap; //work on copy => the map may be changed while iterating (eg because hero died when attempting a goal)
for (auto hero : reservedHeroesCopy)
{
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if(reservedHeroesMap.count(hero.first))
continue; //hero might have been removed while we were in this loop
if(!hero.first.validAndSet())
{
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logAi->error("Hero %s present on reserved map. Shouldn't be.", hero.first.name);
2013-09-28 15:31:06 +03:00
continue;
}
std::vector<const CGObjectInstance *> vec(hero.second.begin(), hero.second.end());
boost::sort (vec, CDistanceSorter(hero.first.get()));
for (auto obj : vec)
{
if(!obj || !cb->getObj(obj->id))
{
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logAi->error("Error: there is wrong object on list for hero %s", hero.first->name);
continue;
}
striveToGoal (sptr(Goals::VisitTile(obj->visitablePos()).sethero(hero.first)));
}
}
//now try to win
striveToGoal(sptr(Goals::Win()));
//finally, continue our abstract long-term goals
int oldMovement = 0;
int newMovement = 0;
while (true)
{
oldMovement = newMovement; //remember old value
newMovement = 0;
std::vector<std::pair<HeroPtr, Goals::TSubgoal> > safeCopy;
for (auto mission : lockedHeroes)
{
fh->setPriority (mission.second); //re-evaluate
if (canAct(mission.first))
{
newMovement += mission.first->movement;
safeCopy.push_back (mission);
}
}
if (newMovement == oldMovement) //means our heroes didn't move or didn't re-assign their goals
2012-05-05 11:57:32 +03:00
{
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logAi->warn("Our heroes don't move anymore, exhaustive decomposition failed");
break;
}
if (safeCopy.empty())
break; //all heroes exhausted their locked goals
else
{
typedef std::pair<HeroPtr, Goals::TSubgoal> TItrType;
auto lockedHeroesSorter = [](TItrType m1, TItrType m2) -> bool
{
return m1.second->priority < m2.second->priority;
};
boost::sort(safeCopy, lockedHeroesSorter);
striveToGoal (safeCopy.back().second);
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}
}
auto quests = myCb->getMyQuests();
for (auto quest : quests)
{
striveToQuest (quest);
}
striveToGoal(sptr(Goals::Build())); //TODO: smarter building management
performTypicalActions();
//for debug purpose
for (auto h : cb->getHeroesInfo())
{
if (h->movement)
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logAi->warn("Hero %s has %d MP left", h->name, h->movement);
}
}
catch(boost::thread_interrupted &e)
{
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logAi->debug("Making turn thread has been interrupted. We'll end without calling endTurn.");
return;
}
catch(std::exception &e)
{
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logAi->debug("Making turn thread has caught an exception: %s", e.what());
}
endTurn();
}
bool VCAI::goVisitObj(const CGObjectInstance * obj, HeroPtr h)
{
int3 dst = obj->visitablePos();
auto sm = getCachedSectorMap(h);
logAi->debug("%s will try to visit %s at (%s)",h->name, obj->getObjectName(), dst.toString());
int3 pos = sm->firstTileToGet(h, dst);
if (!pos.valid()) //rare case when we are already standing on one of potential objects
return false;
return moveHeroToTile(pos, h);
}
void VCAI::performObjectInteraction(const CGObjectInstance * obj, HeroPtr h)
{
LOG_TRACE_PARAMS(logAi, "Hero %s and object %s at %s", h->name % obj->getObjectName() % obj->pos.toString());
switch (obj->ID)
{
case Obj::CREATURE_GENERATOR1:
recruitCreatures (dynamic_cast<const CGDwelling *>(obj), h.get());
checkHeroArmy (h);
break;
case Obj::TOWN:
moveCreaturesToHero (dynamic_cast<const CGTownInstance *>(obj));
if (h->visitedTown) //we are inside, not just attacking
{
townVisitsThisWeek[h].insert(h->visitedTown);
if (!h->hasSpellbook() && cb->getResourceAmount(Res::GOLD) >= GameConstants::SPELLBOOK_GOLD_COST + saving[Res::GOLD] &&
h->visitedTown->hasBuilt (BuildingID::MAGES_GUILD_1))
cb->buyArtifact(h.get(), ArtifactID::SPELLBOOK);
}
break;
}
completeGoal (sptr(Goals::GetObj(obj->id.getNum()).sethero(h)));
}
void VCAI::moveCreaturesToHero(const CGTownInstance * t)
{
if(t->visitingHero && t->armedGarrison() && t->visitingHero->tempOwner == t->tempOwner)
{
pickBestCreatures (t->visitingHero, t);
}
}
bool VCAI::canGetArmy (const CGHeroInstance * army, const CGHeroInstance * source)
{ //TODO: merge with pickBestCreatures
//if (ai->primaryHero().h == source)
if(army->tempOwner != source->tempOwner)
{
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logAi->error("Why are we even considering exchange between heroes from different players?");
return false;
}
const CArmedInstance *armies[] = {army, source};
//we calculate total strength for each creature type available in armies
std::map<const CCreature*, int> creToPower;
for(auto armyPtr : armies)
for(auto &i : armyPtr->Slots())
{
//TODO: allow splitting stacks?
creToPower[i.second->type] += i.second->getPower();
}
//TODO - consider more than just power (ie morale penalty, hero specialty in certain stacks, etc)
int armySize = creToPower.size();
armySize = std::min ((source->needsLastStack() ? armySize - 1 : armySize), GameConstants::ARMY_SIZE); //can't move away last stack
std::vector<const CCreature *> bestArmy; //types that'll be in final dst army
for (int i = 0; i < armySize; i++) //pick the creatures from which we can get most power, as many as dest can fit
{
typedef const std::pair<const CCreature*, int> &CrePowerPair;
auto creIt = boost::max_element(creToPower, [](CrePowerPair lhs, CrePowerPair rhs)
{
return lhs.second < rhs.second;
});
bestArmy.push_back(creIt->first);
creToPower.erase(creIt);
if(creToPower.empty())
break;
}
//foreach best type -> iterate over slots in both armies and if it's the appropriate type, send it to the slot where it belongs
for (int i = 0; i < bestArmy.size(); i++) //i-th strongest creature type will go to i-th slot
{
for(auto armyPtr : armies)
for (int j = 0; j < GameConstants::ARMY_SIZE; j++)
{
if(armyPtr->getCreature(SlotID(j)) == bestArmy[i] && armyPtr != army) //it's a searched creature not in dst ARMY
{
//FIXME: line below is useless when simulating exchange between two non-singular armies
if(!(armyPtr->needsLastStack() && armyPtr->stacksCount() == 1)) //can't take away last creature
return true; //at least one exchange will be performed
else
return false; //no further exchange possible
}
}
}
return false;
}
void VCAI::pickBestCreatures(const CArmedInstance * army, const CArmedInstance * source)
{
//TODO - what if source is a hero (the last stack problem) -> it'd good to create a single stack of weakest cre
const CArmedInstance *armies[] = {army, source};
//we calculate total strength for each creature type available in armies
std::map<const CCreature*, int> creToPower;
for(auto armyPtr : armies)
for(auto &i : armyPtr->Slots())
{//TODO: allow splitting stacks?
creToPower[i.second->type] += i.second->getPower();
}
//TODO - consider more than just power (ie morale penalty, hero specialty in certain stacks, etc)
int armySize = creToPower.size();
armySize = std::min ((source->needsLastStack() ? armySize - 1 : armySize), GameConstants::ARMY_SIZE); //can't move away last stack
std::vector<const CCreature *> bestArmy; //types that'll be in final dst army
for (int i = 0; i < armySize; i++) //pick the creatures from which we can get most power, as many as dest can fit
{
typedef const std::pair<const CCreature*, int> &CrePowerPair;
auto creIt = boost::max_element(creToPower, [](CrePowerPair lhs, CrePowerPair rhs)
{
return lhs.second < rhs.second;
});
bestArmy.push_back(creIt->first);
creToPower.erase(creIt);
if(creToPower.empty())
break;
}
//foreach best type -> iterate over slots in both armies and if it's the appropriate type, send it to the slot where it belongs
for (int i = 0; i < bestArmy.size(); i++) //i-th strongest creature type will go to i-th slot
{
for(auto armyPtr : armies)
for (int j = 0; j < GameConstants::ARMY_SIZE; j++)
{
if(armyPtr->getCreature(SlotID(j)) == bestArmy[i] && (i != j || armyPtr != army)) //it's a searched creature not in dst SLOT
if(!(armyPtr->needsLastStack() && armyPtr->stacksCount() == 1)) //can't take away last creature
2013-02-16 17:03:47 +03:00
cb->mergeOrSwapStacks(armyPtr, army, SlotID(j), SlotID(i));
}
}
//TODO - having now strongest possible army, we may want to think about arranging stacks
auto hero = dynamic_cast<const CGHeroInstance *>(army);
if (hero)
{
checkHeroArmy (hero);
}
}
void VCAI::pickBestArtifacts(const CGHeroInstance * h, const CGHeroInstance * other)
{
auto equipBest = [](const CGHeroInstance * h, const CGHeroInstance * otherh, bool giveStuffToFirstHero) -> void
{
bool changeMade = false;
do
{
changeMade = false;
//we collect gear always in same order
std::vector<ArtifactLocation> allArtifacts;
if (giveStuffToFirstHero)
{
for (auto p : h->artifactsWorn)
{
if (p.second.artifact)
allArtifacts.push_back(ArtifactLocation(h, p.first));
}
}
for (auto slot : h->artifactsInBackpack)
allArtifacts.push_back(ArtifactLocation(h, h->getArtPos(slot.artifact)));
if (otherh)
{
for (auto p : otherh->artifactsWorn)
{
if (p.second.artifact)
allArtifacts.push_back(ArtifactLocation(otherh, p.first));
}
for (auto slot : otherh->artifactsInBackpack)
allArtifacts.push_back(ArtifactLocation(otherh, otherh->getArtPos(slot.artifact)));
}
//we give stuff to one hero or another, depending on giveStuffToFirstHero
const CGHeroInstance * target = nullptr;
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if (giveStuffToFirstHero || !otherh)
target = h;
else
target = otherh;
for (auto location : allArtifacts)
{
if (location.relatedObj() == target && location.slot < ArtifactPosition::AFTER_LAST)
continue; //don't reequip artifact we already wear
if(location.slot == ArtifactPosition::MACH4) // don't attempt to move catapult
continue;
auto s = location.getSlot();
if (!s || s->locked) //we can't move locks
continue;
auto artifact = s->artifact;
if (!artifact)
continue;
//FIXME: why are the above possible to be null?
bool emptySlotFound = false;
for (auto slot : artifact->artType->possibleSlots.at(target->bearerType()))
{
ArtifactLocation destLocation(target, slot);
if (target->isPositionFree(slot) && artifact->canBePutAt(destLocation, true)) //combined artifacts are not always allowed to move
{
cb->swapArtifacts(location, destLocation); //just put into empty slot
emptySlotFound = true;
changeMade = true;
break;
}
}
if (!emptySlotFound) //try to put that atifact in already occupied slot
{
for (auto slot : artifact->artType->possibleSlots.at(target->bearerType()))
{
auto otherSlot = target->getSlot(slot);
if (otherSlot && otherSlot->artifact) //we need to exchange artifact for better one
{
ArtifactLocation destLocation(target, slot);
//if that artifact is better than what we have, pick it
if (compareArtifacts(artifact, otherSlot->artifact) && artifact->canBePutAt(destLocation, true)) //combined artifacts are not always allowed to move
{
cb->swapArtifacts(location, ArtifactLocation(target, target->getArtPos(otherSlot->artifact)));
changeMade = true;
break;
}
}
}
}
if (changeMade)
break; //start evaluating artifacts from scratch
}
} while (changeMade);
};
equipBest (h, other, true);
if (other)
{
equipBest(h, other, false);
}
}
void VCAI::recruitCreatures(const CGDwelling * d, const CArmedInstance * recruiter)
{
for(int i = 0; i < d->creatures.size(); i++)
{
if(!d->creatures[i].second.size())
continue;
int count = d->creatures[i].first;
CreatureID creID = d->creatures[i].second.back();
// const CCreature *c = VLC->creh->creatures[creID];
// if(containsSavedRes(c->cost))
// continue;
vstd::amin(count, freeResources() / VLC->creh->creatures[creID]->cost);
if(count > 0)
cb->recruitCreatures(d, recruiter, creID, count, i);
}
}
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bool VCAI::tryBuildStructure(const CGTownInstance * t, BuildingID building, unsigned int maxDays)
{
if (maxDays == 0)
{
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logAi->warn("Request to build building %d in 0 days!", building.toEnum());
return false;
}
if (!vstd::contains(t->town->buildings, building))
return false; // no such building in town
if (t->hasBuilt(building)) //Already built? Shouldn't happen in general
return true;
const CBuilding * buildPtr = t->town->buildings.at(building);
auto toBuild = buildPtr->requirements.getFulfillmentCandidates([&](const BuildingID & buildID)
{
return t->hasBuilt(buildID);
});
toBuild.push_back(building);
for(BuildingID buildID : toBuild)
{
2013-02-09 15:56:35 +03:00
EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID);
if (canBuild == EBuildingState::HAVE_CAPITAL
|| canBuild == EBuildingState::FORBIDDEN
|| canBuild == EBuildingState::NO_WATER)
return false; //we won't be able to build this
}
if (maxDays && toBuild.size() > maxDays)
return false;
TResources currentRes = cb->getResourceAmount();
//TODO: calculate if we have enough resources to build it in maxDays
for(const auto & buildID : toBuild)
{
const CBuilding *b = t->town->buildings.at(buildID);
EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID);
if(canBuild == EBuildingState::ALLOWED)
{
if(!containsSavedRes(b->resources))
{
logAi->debug("Player %d will build %s in town of %s at %s", playerID, b->Name(), t->name, t->pos.toString());
cb->buildBuilding(t, buildID);
return true;
}
continue;
}
else if(canBuild == EBuildingState::NO_RESOURCES)
{
//TResources income = estimateIncome();
TResources cost = t->town->buildings.at(buildID)->resources;
for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
{
//int diff = currentRes[i] - cost[i] + income[i];
int diff = currentRes[i] - cost[i];
if(diff < 0)
saving[i] = 1;
}
continue;
}
else if (canBuild == EBuildingState::PREREQUIRES)
{
// can happen when dependencies have their own missing dependencies
if (tryBuildStructure(t, buildID, maxDays - 1))
return true;
}
else if (canBuild == EBuildingState::MISSING_BASE)
{
if (tryBuildStructure(t, b->upgrade, maxDays - 1))
return true;
}
}
return false;
}
//bool VCAI::canBuildStructure(const CGTownInstance * t, BuildingID building, unsigned int maxDays=7)
//{
// if (maxDays == 0)
// {
2016-08-15 07:30:06 +02:00
// logAi->warn("Request to build building %d in 0 days!", building.toEnum());
// return false;
// }
//
// if (!vstd::contains(t->town->buildings, building))
// return false; // no such building in town
//
// if (t->hasBuilt(building)) //Already built? Shouldn't happen in general
// return true;
//
// const CBuilding * buildPtr = t->town->buildings.at(building);
//
// auto toBuild = buildPtr->requirements.getFulfillmentCandidates([&](const BuildingID & buildID)
// {
// return t->hasBuilt(buildID);
// });
// toBuild.push_back(building);
//
// for(BuildingID buildID : toBuild)
// {
// EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID);
// if (canBuild == EBuildingState::HAVE_CAPITAL
// || canBuild == EBuildingState::FORBIDDEN
// || canBuild == EBuildingState::NO_WATER)
// return false; //we won't be able to build this
// }
//
// if (maxDays && toBuild.size() > maxDays)
// return false;
//
// TResources currentRes = cb->getResourceAmount();
// TResources income = estimateIncome();
// //TODO: calculate if we have enough resources to build it in maxDays
//
// for(const auto & buildID : toBuild)
// {
// const CBuilding *b = t->town->buildings.at(buildID);
//
// EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID);
// if(canBuild == EBuildingState::ALLOWED)
// {
// if(!containsSavedRes(b->resources))
// {
// logAi->debug("Player %d will build %s in town of %s at %s", playerID, b->Name(), t->name, t->pos.toString());
// return true;
// }
// continue;
// }
// else if(canBuild == EBuildingState::NO_RESOURCES)
// {
// TResources cost = t->town->buildings.at(buildID)->resources;
// for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
// {
// int diff = currentRes[i] - cost[i] + income[i];
// if(diff < 0)
// saving[i] = 1;
// }
// continue;
// }
// else if (canBuild == EBuildingState::PREREQUIRES)
// {
// // can happen when dependencies have their own missing dependencies
// if (canBuildStructure(t, buildID, maxDays - 1))
// return true;
// }
// else if (canBuild == EBuildingState::MISSING_BASE)
// {
// if (canBuildStructure(t, b->upgrade, maxDays - 1))
// return true;
// }
// }
// return false;
//}
2013-02-11 22:11:34 +03:00
bool VCAI::tryBuildAnyStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays)
{
for(const auto & building : buildList)
{
if(t->hasBuilt(building))
continue;
if (tryBuildStructure(t, building, maxDays))
return true;
}
return false; //Can't build anything
}
BuildingID VCAI::canBuildAnyStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays)
{
for(const auto & building : buildList)
{
if(t->hasBuilt(building))
continue;
if (cb->canBuildStructure(t, building))
return building;
}
return BuildingID::NONE; //Can't build anything
}
2013-02-11 22:11:34 +03:00
bool VCAI::tryBuildNextStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays)
{
for(const auto & building : buildList)
{
if(t->hasBuilt(building))
continue;
return tryBuildStructure(t, building, maxDays);
}
return false;//Nothing to build
}
2015-12-04 01:06:02 +02:00
//Set of buildings for different goals. Does not include any prerequisites.
static const BuildingID essential[] = {BuildingID::TAVERN, BuildingID::TOWN_HALL};
static const BuildingID goldSource[] = {BuildingID::TOWN_HALL, BuildingID::CITY_HALL, BuildingID::CAPITOL};
static const BuildingID capitolRequirements[] = { BuildingID::FORT, BuildingID::CITADEL };
2015-12-04 01:06:02 +02:00
static const BuildingID unitsSource[] = { BuildingID::DWELL_LVL_1, BuildingID::DWELL_LVL_2, BuildingID::DWELL_LVL_3,
BuildingID::DWELL_LVL_4, BuildingID::DWELL_LVL_5, BuildingID::DWELL_LVL_6, BuildingID::DWELL_LVL_7};
static const BuildingID unitsUpgrade[] = { BuildingID::DWELL_LVL_1_UP, BuildingID::DWELL_LVL_2_UP, BuildingID::DWELL_LVL_3_UP,
BuildingID::DWELL_LVL_4_UP, BuildingID::DWELL_LVL_5_UP, BuildingID::DWELL_LVL_6_UP, BuildingID::DWELL_LVL_7_UP};
static const BuildingID unitGrowth[] = { BuildingID::FORT, BuildingID::CITADEL, BuildingID::CASTLE, BuildingID::HORDE_1,
BuildingID::HORDE_1_UPGR, BuildingID::HORDE_2, BuildingID::HORDE_2_UPGR};
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
static const BuildingID _spells[] = {BuildingID::MAGES_GUILD_1, BuildingID::MAGES_GUILD_2, BuildingID::MAGES_GUILD_3,
2015-12-04 01:06:02 +02:00
BuildingID::MAGES_GUILD_4, BuildingID::MAGES_GUILD_5};
static const BuildingID extra[] = {BuildingID::RESOURCE_SILO, BuildingID::SPECIAL_1, BuildingID::SPECIAL_2, BuildingID::SPECIAL_3,
BuildingID::SPECIAL_4, BuildingID::SHIPYARD}; // all remaining buildings
void VCAI::buildStructure(const CGTownInstance * t)
{
//TODO make *real* town development system
//TODO: faction-specific development: use special buildings, build dwellings in better order, etc
//TODO: build resource silo, defences when needed
//Possible - allow "locking" on specific building (build prerequisites and then building itself)
//below algorithm focuses on economy growth at start of the game.
TResources currentRes = cb->getResourceAmount();
TResources currentIncome = t->dailyIncome();
int townIncome = currentIncome[Res::GOLD];
if(tryBuildAnyStructure(t, std::vector<BuildingID>(essential, essential + ARRAY_COUNT(essential))))
return;
//the more gold the better and less problems later
if(tryBuildNextStructure(t, std::vector<BuildingID>(goldSource, goldSource + ARRAY_COUNT(goldSource))))
return;
//workaround for mantis #2696 - build fort and citadel - building castle will be handled without bug
if(vstd::contains(t->builtBuildings, BuildingID::CITY_HALL) && cb->canBuildStructure(t, BuildingID::CAPITOL) != EBuildingState::HAVE_CAPITAL &&
cb->canBuildStructure(t, BuildingID::CAPITOL) != EBuildingState::FORBIDDEN)
if(tryBuildNextStructure(t, std::vector<BuildingID>(capitolRequirements, capitolRequirements + ARRAY_COUNT(capitolRequirements))))
return;
if((!vstd::contains(t->builtBuildings, BuildingID::CAPITOL) && cb->canBuildStructure(t, BuildingID::CAPITOL) != EBuildingState::HAVE_CAPITAL && cb->canBuildStructure(t, BuildingID::CAPITOL) != EBuildingState::FORBIDDEN)
|| (!vstd::contains(t->builtBuildings, BuildingID::CITY_HALL) && cb->canBuildStructure(t, BuildingID::CAPITOL) == EBuildingState::HAVE_CAPITAL && cb->canBuildStructure(t, BuildingID::CITY_HALL) != EBuildingState::FORBIDDEN)
|| (!vstd::contains(t->builtBuildings, BuildingID::TOWN_HALL) && cb->canBuildStructure(t, BuildingID::TOWN_HALL) != EBuildingState::FORBIDDEN))
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)
if(cb->getDate(Date::DAY_OF_WEEK) > 6)// last 2 days of week - try to focus on growth
{
if(tryBuildNextStructure(t, std::vector<BuildingID>(unitGrowth, unitGrowth + ARRAY_COUNT(unitGrowth)), 2))
return;
}
// first in-game week or second half of any week: try build dwellings
if(cb->getDate(Date::DAY) < 7 || cb->getDate(Date::DAY_OF_WEEK) > 3)
if(tryBuildAnyStructure(t, std::vector<BuildingID>(unitsSource, unitsSource + ARRAY_COUNT(unitsSource)), 8 - cb->getDate(Date::DAY_OF_WEEK)))
return;
//try to upgrade dwelling
for(int i = 0; i < ARRAY_COUNT(unitsUpgrade); i++)
{
if(t->hasBuilt(unitsSource[i]) && !t->hasBuilt(unitsUpgrade[i]))
{
if(tryBuildStructure(t, unitsUpgrade[i]))
return;
}
}
//remaining tasks
Spells configuration version 2 (effect-based) * Indirect spell effects loading * Json serializer improvements * spell->canBeCastAt do not allow useless cast for any spell * Added proxy caster class for spell-created obstacles * Handle damage from spell-created obstacles inside mechanics * Experimental GameState integration/regression tests * Ignore mod settings and load only "vcmi" mod when running tests * fixed https://bugs.vcmi.eu/view.php?id=2765 (with tests) * Huge improvements of BattleAI regarding spell casts * AI can cast almost any combat spell except TELEPORT, SACRIFICE and obstacle placement spells. * Possible fix for https://bugs.vcmi.eu/view.php?id=1811 * CStack factored out to several classes * [Battle] Allowed RETURN_AFTER_STRIKE effect on server side to be optional * [Battle] Allowed BattleAction have multiple destinations * [Spells] Converted limit|immunity to target condition * [Spells] Use partial configuration reload for backward compatibility handling * [Tests] Started tests for CUnitState * Partial fixes of fire shield effect * [Battle] Do HP calculations in 64 bits * [BattleAI] Use threading for spell cast evaluation * [BattleAI] Made AI be able to evaluate modified turn order (on hypothetical battle state) * Implemented https://bugs.vcmi.eu/view.php?id=2811 * plug rare freeze when hypnotized unit shots vertically * Correctly apply ONLY_MELEE_FIGHT / ONLY_DISTANCE_FIGHT for unit damage, attack & defense * [BattleAI] Try to not waste a cast if battle is actually won already * Extended JsonSerializeFormat API * fixed https://bugs.vcmi.eu/view.php?id=2847 * Any unit effect can be now chained (not only damage like Chain Lightning) ** only damage effect for now actually uses "chainFactor" * Possible quick fix for https://bugs.vcmi.eu/view.php?id=2860
2017-07-20 06:08:49 +02:00
if(tryBuildNextStructure(t, std::vector<BuildingID>(_spells, _spells + ARRAY_COUNT(_spells))))
return;
if(tryBuildAnyStructure(t, std::vector<BuildingID>(extra, extra + ARRAY_COUNT(extra))))
return;
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//at the end, try to get and build any extra buildings with nonstandard slots (for example HotA 3rd level dwelling)
std::vector<BuildingID> extraBuildings;
for(auto buildingInfo : t->town->buildings)
if(buildingInfo.first > 43)
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extraBuildings.push_back(buildingInfo.first);
if(tryBuildAnyStructure(t, extraBuildings))
return;
}
bool VCAI::isGoodForVisit(const CGObjectInstance *obj, HeroPtr h, SectorMap &sm)
{
const int3 pos = obj->visitablePos();
const int3 targetPos = sm.firstTileToGet(h, pos);
if (!targetPos.valid())
return false;
if (isTileNotReserved(h.get(), targetPos) &&
!obj->wasVisited(playerID) &&
(cb->getPlayerRelations(ai->playerID, obj->tempOwner) == PlayerRelations::ENEMIES || isWeeklyRevisitable(obj)) && //flag or get weekly resources / creatures
isSafeToVisit(h, pos) &&
shouldVisit(h, obj) &&
!vstd::contains(alreadyVisited, obj) &&
!vstd::contains(reservedObjs, obj) &&
isAccessibleForHero(targetPos, h))
{
const CGObjectInstance *topObj = cb->getVisitableObjs(obj->visitablePos()).back(); //it may be hero visiting this obj
//we don't try visiting object on which allied or owned hero stands
// -> it will just trigger exchange windows and AI will be confused that obj behind doesn't get visited
if (topObj->ID == Obj::HERO && cb->getPlayerRelations(h->tempOwner, topObj->tempOwner) != PlayerRelations::ENEMIES)
return false;
else
return true; //all of the following is met
}
return false;
}
bool VCAI::isTileNotReserved(const CGHeroInstance * h, int3 t)
{
if (t.valid())
{
auto obj = cb->getTopObj(t);
if (obj && vstd::contains(ai->reservedObjs, obj) && !vstd::contains(reservedHeroesMap[h], obj))
return false; //do not capture object reserved by another hero
else
return true;
}
else
return false;
}
bool VCAI::canRecruitAnyHero (const CGTownInstance * t) const
{
//TODO: make gathering gold, building tavern or conquering town (?) possible subgoals
if (!t)
t = findTownWithTavern();
if (t)
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return cb->getResourceAmount(Res::GOLD) >= GameConstants::HERO_GOLD_COST &&
cb->getHeroesInfo().size() < ALLOWED_ROAMING_HEROES &&
cb->getAvailableHeroes(t).size();
else
return false;
}
void VCAI::wander(HeroPtr h)
{
//unclaim objects that are now dangerous for us
auto reservedObjsSetCopy = reservedHeroesMap[h];
for (auto obj : reservedObjsSetCopy)
{
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if (!isSafeToVisit(h, obj->visitablePos()))
unreserveObject(h, obj);
}
TimeCheck tc("looking for wander destination");
while (h->movement)
{
validateVisitableObjs();
std::vector <ObjectIdRef> dests;
auto sm = getCachedSectorMap(h);
//also visit our reserved objects - but they are not prioritized to avoid running back and forth
vstd::copy_if(reservedHeroesMap[h], std::back_inserter(dests), [&](ObjectIdRef obj) -> bool
{
int3 pos = sm->firstTileToGet(h, obj->visitablePos());
if(pos.valid() && isAccessibleForHero(pos, h)) //even nearby objects could be blocked by other heroes :(
return true;
return false;
});
int pass = 0;
while(!dests.size() && pass < 3)
{
if(pass < 2) // optimization - first check objects in current sector; then in sectors around
{
auto objs = sm->getNearbyObjs(h, pass);
vstd::copy_if(objs, std::back_inserter(dests), [&](ObjectIdRef obj) -> bool
{
return isGoodForVisit(obj, h, *sm);
});
}
else // we only check full objects list if for some reason there are no objects in closest sectors
{
vstd::copy_if(visitableObjs, std::back_inserter(dests), [&](ObjectIdRef obj) -> bool
{
return isGoodForVisit(obj, h, *sm);
});
}
pass++;
}
vstd::erase_if(dests, [&](ObjectIdRef obj) -> bool
{
return !isSafeToVisit(h, sm->firstTileToGet(h, obj->visitablePos()));
});
if(!dests.size())
{
if (cb->getVisitableObjs(h->visitablePos()).size() > 1)
moveHeroToTile(h->visitablePos(), h); //just in case we're standing on blocked subterranean gate
auto compareReinforcements = [h](const CGTownInstance *lhs, const CGTownInstance *rhs) -> bool
{
return howManyReinforcementsCanGet(h, lhs) < howManyReinforcementsCanGet(h, rhs);
};
std::vector<const CGTownInstance *> townsReachable;
std::vector<const CGTownInstance *> townsNotReachable;
for(const CGTownInstance *t : cb->getTownsInfo())
{
if(!t->visitingHero && howManyReinforcementsCanGet(h,t) && !vstd::contains(townVisitsThisWeek[h], t))
{
if (isAccessibleForHero (t->visitablePos(), h))
townsReachable.push_back(t);
else
townsNotReachable.push_back(t);
}
}
if(townsReachable.size())
{
boost::sort(townsReachable, compareReinforcements);
dests.push_back(townsReachable.back());
}
else if(townsNotReachable.size())
{
boost::sort(townsNotReachable, compareReinforcements);
//TODO pick the truly best
const CGTownInstance *t = townsNotReachable.back();
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());
int3 pos1 = h->pos;
striveToGoal(sptr(Goals::ClearWayTo(t->visitablePos()).sethero(h)));
//if out hero is stuck, we may need to request another hero to clear the way we see
if (pos1 == h->pos && h == primaryHero()) //hero can't move
{
if (canRecruitAnyHero(t))
recruitHero(t);
}
break;
}
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else if(cb->getResourceAmount(Res::GOLD) >= GameConstants::HERO_GOLD_COST)
{
std::vector<const CGTownInstance *> towns = cb->getTownsInfo();
vstd::erase_if(towns, [](const CGTownInstance *t) -> bool
{
for(const CGHeroInstance *h : cb->getHeroesInfo())
if(!t->getArmyStrength() || howManyReinforcementsCanGet(h, t))
return true;
return false;
});
boost::sort(towns, compareArmyStrength);
if(towns.size())
recruitHero(towns.back());
break;
}
else
{
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logAi->debug("Nowhere more to go...");
break;
}
}
//end of objs empty
if (dests.size()) //performance improvement
{
boost::sort(dests, CDistanceSorter(h.get())); //find next closest one
//wander should not cause heroes to be reserved - they are always considered free
const ObjectIdRef&dest = dests.front();
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logAi->debug("Of all %d destinations, object oid=%d seems nice",dests.size(), dest.id.getNum());
if(!goVisitObj(dest, h))
{
if(!dest)
{
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logAi->debug("Visit attempt made the object (id=%d) gone...", dest.id.getNum());
}
else
{
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logAi->debug("Hero %s apparently used all MPs (%d left)", h->name, h->movement);
return;
}
}
}
if (h->visitedTown)
{
townVisitsThisWeek[h].insert(h->visitedTown);
buildArmyIn(h->visitedTown);
}
}
}
void VCAI::setGoal(HeroPtr h, Goals::TSubgoal goal)
{
if(goal->invalid())
vstd::erase_if_present(lockedHeroes, h);
else
{
lockedHeroes[h] = goal;
goal->setisElementar(false); //Force always evaluate goals before realizing
}
}
void VCAI::evaluateGoal(HeroPtr h)
{
if (vstd::contains(lockedHeroes, h))
fh->setPriority(lockedHeroes[h]);
}
void VCAI::completeGoal (Goals::TSubgoal goal)
{
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logAi->trace("Completing goal: %s", goal->name());
if (const CGHeroInstance * h = goal->hero.get(true))
{
auto it = lockedHeroes.find(h);
if (it != lockedHeroes.end())
if (it->second == goal)
{
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logAi->debug(goal->completeMessage());
lockedHeroes.erase(it); //goal fulfilled, free hero
}
}
else //complete goal for all heroes maybe?
{
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vstd::erase_if(lockedHeroes, [goal](std::pair<HeroPtr, Goals::TSubgoal> p)
{
if (*(p.second) == *goal || p.second->fulfillsMe(goal)) //we could have fulfilled goals of other heroes by chance
{
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logAi->debug(p.second->completeMessage());
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return true;
}
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return false;
});
}
}
void VCAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
{
NET_EVENT_HANDLER;
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assert(playerID > PlayerColor::PLAYER_LIMIT || status.getBattle() == UPCOMING_BATTLE);
status.setBattle(ONGOING_BATTLE);
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
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());
CAdventureAI::battleStart(army1, army2, tile, hero1, hero2, side);
}
void VCAI::battleEnd(const BattleResult *br)
{
NET_EVENT_HANDLER;
assert(status.getBattle() == ONGOING_BATTLE);
status.setBattle(ENDING_BATTLE);
bool won = br->winner == myCb->battleGetMySide();
logAi->debug("Player %d (%s): I %s the %s!", playerID, playerID.getStr(), (won ? "won" : "lost"), battlename);
battlename.clear();
CAdventureAI::battleEnd(br);
}
void VCAI::waitTillFree()
{
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auto unlock = vstd::makeUnlockSharedGuard(CGameState::mutex);
status.waitTillFree();
}
void VCAI::markObjectVisited (const CGObjectInstance *obj)
{
if(!obj)
return;
if(dynamic_cast<const CGVisitableOPH *>(obj) || //we may want to visit it with another hero
dynamic_cast<const CGBonusingObject *>(obj) || //or another time
(obj->ID == Obj::MONSTER))
return;
alreadyVisited.insert(obj);
}
void VCAI::reserveObject(HeroPtr h, const CGObjectInstance *obj)
{
reservedObjs.insert(obj);
reservedHeroesMap[h].insert(obj);
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logAi->debug("reserved object id=%d; address=%p; name=%s", obj->id ,obj, obj->getObjectName());
}
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void VCAI::unreserveObject(HeroPtr h, const CGObjectInstance *obj)
{
vstd::erase_if_present(reservedObjs, obj); //unreserve objects
vstd::erase_if_present(reservedHeroesMap[h], obj);
2014-02-23 23:37:33 +03:00
}
void VCAI::markHeroUnableToExplore (HeroPtr h)
{
heroesUnableToExplore.insert(h);
}
void VCAI::markHeroAbleToExplore (HeroPtr h)
{
vstd::erase_if_present(heroesUnableToExplore, h);
}
bool VCAI::isAbleToExplore (HeroPtr h)
{
return !vstd::contains (heroesUnableToExplore, h);
}
void VCAI::clearPathsInfo()
{
heroesUnableToExplore.clear();
cachedSectorMaps.clear();
}
void VCAI::validateVisitableObjs()
{
std::string errorMsg;
auto shouldBeErased = [&](const CGObjectInstance *obj) -> bool
{
if (obj)
return !cb->getObj(obj->id, false); // no verbose output needed as we check object visibility
else
return true;
};
//errorMsg is captured by ref so lambda will take the new text
errorMsg = " shouldn't be on the visitable objects list!";
vstd::erase_if(visitableObjs, shouldBeErased);
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//FIXME: how comes our own heroes become inaccessible?
vstd::erase_if(reservedHeroesMap, [](std::pair<HeroPtr, std::set<const CGObjectInstance *>> hp) -> bool
2014-10-01 14:26:04 +03:00
{
return !hp.first.get(true);
});
for(auto &p : reservedHeroesMap)
{
errorMsg = " shouldn't be on list for hero " + p.first->name + "!";
vstd::erase_if(p.second, shouldBeErased);
}
errorMsg = " shouldn't be on the reserved objs list!";
vstd::erase_if(reservedObjs, shouldBeErased);
//TODO overkill, hidden object should not be removed. However, we can't know if hidden object is erased from game.
errorMsg = " shouldn't be on the already visited objs list!";
vstd::erase_if(alreadyVisited, shouldBeErased);
}
void VCAI::retreiveVisitableObjs(std::vector<const CGObjectInstance *> &out, bool includeOwned) const
{
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foreach_tile_pos([&](const int3 &pos)
{
for(const CGObjectInstance *obj : myCb->getVisitableObjs(pos, false))
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{
if(includeOwned || obj->tempOwner != playerID)
out.push_back(obj);
}
});
}
void VCAI::retreiveVisitableObjs()
{
foreach_tile_pos([&](const int3 &pos)
{
for(const CGObjectInstance *obj : myCb->getVisitableObjs(pos, false))
{
if(obj->tempOwner != playerID)
addVisitableObj(obj);
}
});
}
std::vector<const CGObjectInstance *> VCAI::getFlaggedObjects() const
{
std::vector<const CGObjectInstance *> ret;
for(const CGObjectInstance *obj : visitableObjs)
{
if(obj->tempOwner == playerID)
ret.push_back(obj);
}
return ret;
}
void VCAI::addVisitableObj(const CGObjectInstance *obj)
{
visitableObjs.insert(obj);
helperObjInfo[obj] = ObjInfo(obj);
// All teleport objects seen automatically assigned to appropriate channels
auto teleportObj = dynamic_cast<const CGTeleport *>(obj);
if(teleportObj)
CGTeleport::addToChannel(knownTeleportChannels, teleportObj);
}
const CGObjectInstance * VCAI::lookForArt(int aid) const
{
for(const CGObjectInstance *obj : ai->visitableObjs)
{
if(obj->ID == Obj::ARTIFACT && obj->subID == aid)
return obj;
}
return nullptr;
//TODO what if more than one artifact is available? return them all or some slection criteria
}
bool VCAI::isAccessible(const int3 &pos)
{
//TODO precalculate for speed
for(const CGHeroInstance *h : cb->getHeroesInfo())
{
if(isAccessibleForHero(pos, h))
return true;
}
return false;
}
HeroPtr VCAI::getHeroWithGrail() const
{
for(const CGHeroInstance *h : cb->getHeroesInfo())
if(h->hasArt(2)) //grail
return h;
return nullptr;
}
const CGObjectInstance * VCAI::getUnvisitedObj(const std::function<bool(const CGObjectInstance *)> &predicate)
{
//TODO smarter definition of unvisited
for(const CGObjectInstance *obj : visitableObjs)
if(predicate(obj) && !vstd::contains(alreadyVisited, obj))
return obj;
return nullptr;
}
bool VCAI::isAccessibleForHero(const int3 & pos, HeroPtr h, bool includeAllies) const
{
if (!includeAllies)
{ //don't visit tile occupied by allied hero
for (auto obj : cb->getVisitableObjs(pos))
{
if (obj->ID == Obj::HERO &&
cb->getPlayerRelations(ai->playerID, obj->tempOwner) != PlayerRelations::ENEMIES &&
obj != h.get())
return false;
}
}
return cb->getPathsInfo(h.get())->getPathInfo(pos)->reachable();
}
bool VCAI::moveHeroToTile(int3 dst, HeroPtr h)
{
//TODO: consider if blockVisit objects change something in our checks: AIUtility::isBlockVisitObj()
auto afterMovementCheck = [&]() -> void
{
waitTillFree(); //movement may cause battle or blocking dialog
if(!h)
{
lostHero(h);
teleportChannelProbingList.clear();
if (status.channelProbing()) // if hero lost during channel probing we need to switch this mode off
status.setChannelProbing(false);
throw cannotFulfillGoalException("Hero was lost!");
}
};
logAi->debug("Moving hero %s to tile %s", h->name, dst.toString());
int3 startHpos = h->visitablePos();
bool ret = false;
if(startHpos == dst)
{
//FIXME: this assertion fails also if AI moves onto defeated guarded object
2012-04-14 10:22:08 +03:00
assert(cb->getVisitableObjs(dst).size() > 1); //there's no point in revisiting tile where there is no visitable object
cb->moveHero(*h, CGHeroInstance::convertPosition(dst, true));
afterMovementCheck();// TODO: is it feasible to hero get killed there if game work properly?
// not sure if AI can currently reconsider to attack bank while staying on it. Check issue 2084 on mantis for more information.
ret = true;
}
else
{
CGPath path;
cb->getPathsInfo(h.get())->getPath(path, dst);
if(path.nodes.empty())
{
logAi->error("Hero %s cannot reach %s.", h->name, dst.toString());
throw goalFulfilledException (sptr(Goals::VisitTile(dst).sethero(h)));
}
int i = path.nodes.size()-1;
auto getObj = [&](int3 coord, bool ignoreHero)
{
auto tile = cb->getTile(coord, false);
assert(tile);
return tile->topVisitableObj(ignoreHero);
//return cb->getTile(coord,false)->topVisitableObj(ignoreHero);
};
auto isTeleportAction = [&](CGPathNode::ENodeAction action) -> bool
{
if(action != CGPathNode::TELEPORT_NORMAL &&
action != CGPathNode::TELEPORT_BLOCKING_VISIT &&
action != CGPathNode::TELEPORT_BATTLE)
{
return false;
}
return true;
};
auto getDestTeleportObj = [&](const CGObjectInstance * currentObject, const CGObjectInstance * nextObjectTop, const CGObjectInstance * nextObject) -> const CGObjectInstance *
{
if(CGTeleport::isConnected(currentObject, nextObjectTop))
return nextObjectTop;
if(nextObjectTop && nextObjectTop->ID == Obj::HERO &&
CGTeleport::isConnected(currentObject, nextObject))
{
return nextObject;
}
return nullptr;
};
auto doMovement = [&](int3 dst, bool transit)
{
cb->moveHero(*h, CGHeroInstance::convertPosition(dst, true), transit);
};
auto doTeleportMovement = [&](ObjectInstanceID exitId, int3 exitPos)
{
destinationTeleport = exitId;
if(exitPos.valid())
destinationTeleportPos = CGHeroInstance::convertPosition(exitPos, true);
cb->moveHero(*h, h->pos);
destinationTeleport = ObjectInstanceID();
destinationTeleportPos = int3(-1);
afterMovementCheck();
};
auto doChannelProbing = [&]() -> void
{
auto currentPos = CGHeroInstance::convertPosition(h->pos,false);
auto currentExit = getObj(currentPos, true)->id;
status.setChannelProbing(true);
for(auto exit : teleportChannelProbingList)
doTeleportMovement(exit, int3(-1));
teleportChannelProbingList.clear();
status.setChannelProbing(false);
doTeleportMovement(currentExit, currentPos);
};
for(; i>0; i--)
{
int3 currentCoord = path.nodes[i].coord;
int3 nextCoord = path.nodes[i-1].coord;
auto currentObject = getObj(currentCoord, currentCoord == CGHeroInstance::convertPosition(h->pos,false));
auto nextObjectTop = getObj(nextCoord, false);
auto nextObject = getObj(nextCoord, true);
auto destTeleportObj = getDestTeleportObj(currentObject, nextObjectTop, nextObject);
if(isTeleportAction(path.nodes[i-1].action) && destTeleportObj != nullptr)
{ //we use special login if hero standing on teleporter it's mean we need
doTeleportMovement(destTeleportObj->id, nextCoord);
if(teleportChannelProbingList.size())
doChannelProbing();
markObjectVisited(destTeleportObj); //FIXME: Monoliths are not correctly visited
continue;
}
//stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
if(path.nodes[i-1].turns)
{
//blockedHeroes.insert(h); //to avoid attempts of moving heroes with very little MPs
break;
}
int3 endpos = path.nodes[i-1].coord;
if(endpos == h->visitablePos())
continue;
if((i-2 >= 0) // Check there is node after next one; otherwise transit is pointless
&& (CGTeleport::isConnected(nextObjectTop, getObj(path.nodes[i-2].coord, false))
|| CGTeleport::isTeleport(nextObjectTop)))
{ // Hero should be able to go through object if it's allow transit
doMovement(endpos, true);
}
else if(path.nodes[i-1].layer == EPathfindingLayer::AIR)
doMovement(endpos, true);
else
doMovement(endpos, false);
afterMovementCheck();
if(teleportChannelProbingList.size())
doChannelProbing();
}
}
if (h)
{
if(auto visitedObject = vstd::frontOrNull(cb->getVisitableObjs(h->visitablePos()))) //we stand on something interesting
{
if (visitedObject != *h)
performObjectInteraction (visitedObject, h);
}
}
if(h) //we could have lost hero after last move
2012-05-05 11:57:32 +03:00
{
completeGoal (sptr(Goals::VisitTile(dst).sethero(h))); //we stepped on some tile, anyway
2015-10-25 12:16:43 +02:00
completeGoal (sptr(Goals::ClearWayTo(dst).sethero(h)));
ret = (dst == h->visitablePos());
if(!ret) //reserve object we are heading towards
{
auto obj = vstd::frontOrNull(cb->getVisitableObjs(dst));
if(obj && obj != *h)
reserveObject(h, obj);
}
if(startHpos == h->visitablePos() && !ret) //we didn't move and didn't reach the target
{
vstd::erase_if_present(lockedHeroes, h); //hero seemingly is confused
throw cannotFulfillGoalException("Invalid path found!"); //FIXME: should never happen
}
evaluateGoal(h); //new hero position means new game situation
logAi->debug("Hero %s moved from %s to %s. Returning %d.", h->name, startHpos.toString(), h->visitablePos().toString(), ret);
2012-05-05 11:57:32 +03:00
}
return ret;
}
void VCAI::tryRealize(Goals::Explore & g)
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{
throw cannotFulfillGoalException("EXPLORE is not an elementar goal!");
2013-10-19 08:52:30 +03:00
}
void VCAI::tryRealize(Goals::RecruitHero & g)
{
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if(const CGTownInstance *t = findTownWithTavern())
{
2013-10-19 08:52:30 +03:00
recruitHero(t, true);
//TODO try to free way to blocked town
//TODO: adventure map tavern or prison?
}
}
void VCAI::tryRealize(Goals::VisitTile & g)
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{
if(!g.hero->movement)
throw cannotFulfillGoalException("Cannot visit tile: hero is out of MPs!");
if(g.tile == g.hero->visitablePos() && cb->getVisitableObjs(g.hero->visitablePos()).size() < 2)
{
logAi->warn("Why do I want to move hero %s to tile %s? Already standing on that tile! ", g.hero->name, g.tile.toString());
throw goalFulfilledException (sptr(g));
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}
if (ai->moveHeroToTile(g.tile, g.hero.get()))
{
throw goalFulfilledException (sptr(g));
}
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}
void VCAI::tryRealize(Goals::VisitHero & g)
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{
if(!g.hero->movement)
throw cannotFulfillGoalException("Cannot visit target hero: hero is out of MPs!");
const CGObjectInstance * obj = cb->getObj(ObjectInstanceID(g.objid));
if (obj)
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{
if (ai->moveHeroToTile(obj->visitablePos(), g.hero.get()))
{
throw goalFulfilledException (sptr(g));
}
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}
else
throw cannotFulfillGoalException("Cannot visit hero: object not found!");
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}
void VCAI::tryRealize(Goals::BuildThis & g)
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{
const CGTownInstance *t = g.town;
if(!t && g.hero)
t = g.hero->visitedTown;
if(!t)
{
for(const CGTownInstance *t : cb->getTownsInfo())
{
switch(cb->canBuildStructure(t, BuildingID(g.bid)))
{
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case EBuildingState::ALLOWED:
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cb->buildBuilding(t, BuildingID(g.bid));
return;
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default:
break;
}
}
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}
else if(cb->canBuildStructure(t, BuildingID(g.bid)) == EBuildingState::ALLOWED)
{
cb->buildBuilding(t, BuildingID(g.bid));
return;
}
throw cannotFulfillGoalException("Cannot build a given structure!");
}
void VCAI::tryRealize(Goals::DigAtTile & g)
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{
assert(g.hero->visitablePos() == g.tile); //surely we want to crash here?
if (g.hero->diggingStatus() == EDiggingStatus::CAN_DIG)
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{
cb->dig(g.hero.get());
completeGoal(sptr(g)); // finished digging
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}
else
{
ai->lockedHeroes[g.hero] = sptr(g); //hero who tries to dig shouldn't do anything else
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throw cannotFulfillGoalException("A hero can't dig!\n");
}
}
void VCAI::tryRealize(Goals::CollectRes & g)
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{
if(cb->getResourceAmount(static_cast<Res::ERes>(g.resID)) >= g.value)
throw cannotFulfillGoalException("Goal is already fulfilled!");
if(const CGObjectInstance *obj = cb->getObj(ObjectInstanceID(g.objid), false))
{
if(const IMarket *m = IMarket::castFrom(obj, false))
{
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for (Res::ERes i = Res::WOOD; i <= Res::GOLD; vstd::advance(i, 1))
{
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if(i == g.resID) continue;
int toGive, toGet;
m->getOffer(i, g.resID, toGive, toGet, EMarketMode::RESOURCE_RESOURCE);
toGive = toGive * (cb->getResourceAmount(i) / toGive);
//TODO trade only as much as needed
cb->trade(obj, EMarketMode::RESOURCE_RESOURCE, i, g.resID, toGive);
if(cb->getResourceAmount(static_cast<Res::ERes>(g.resID)) >= g.value)
return;
}
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throw cannotFulfillGoalException("I cannot get needed resources by trade!");
}
else
{
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throw cannotFulfillGoalException("I don't know how to use this object to raise resources!");
}
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}
else
{
saving[g.resID] = 1;
throw cannotFulfillGoalException("No object that could be used to raise resources!");
}
}
void VCAI::tryRealize(Goals::Build & g)
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{
for(const CGTownInstance *t : cb->getTownsInfo())
{
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logAi->debug("Looking into %s", t->name);
buildStructure(t);
if(!ai->primaryHero() ||
(t->getArmyStrength() > ai->primaryHero()->getArmyStrength() * 2 && !isAccessibleForHero(t->visitablePos(), ai->primaryHero())))
{
recruitHero(t);
buildArmyIn(t);
}
}
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throw cannotFulfillGoalException("BUILD has been realized as much as possible.");
}
void VCAI::tryRealize(Goals::Invalid & g)
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{
throw cannotFulfillGoalException("I don't know how to fulfill this!");
}
void VCAI::tryRealize(Goals::AbstractGoal & g)
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{
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logAi->debug("Attempting realizing goal with code %s",g.name());
throw cannotFulfillGoalException("Unknown type of goal !");
}
const CGTownInstance * VCAI::findTownWithTavern() const
{
for(const CGTownInstance *t : cb->getTownsInfo())
if(t->hasBuilt(BuildingID::TAVERN) && !t->visitingHero)
return t;
return nullptr;
}
Goals::TSubgoal VCAI::getGoal (HeroPtr h) const
{
auto it = lockedHeroes.find(h);
if (it != lockedHeroes.end())
return it->second;
else
return sptr(Goals::Invalid());
}
std::vector<HeroPtr> VCAI::getUnblockedHeroes() const
{
std::vector<HeroPtr> ret;
for (auto h : cb->getHeroesInfo())
{
//&& !vstd::contains(lockedHeroes, h)
//at this point we assume heroes exhausted their locked goals
if (canAct(h))
ret.push_back(h);
}
return ret;
}
bool VCAI::canAct (HeroPtr h) const
{
auto mission = lockedHeroes.find(h);
if (mission != lockedHeroes.end())
{
//FIXME: I'm afraid there can be other conditions when heroes can act but not move :?
if (mission->second->goalType == Goals::DIG_AT_TILE && !mission->second->isElementar)
return false;
}
return h->movement;
}
HeroPtr VCAI::primaryHero() const
{
auto hs = cb->getHeroesInfo();
boost::sort(hs, compareHeroStrength);
if(hs.empty())
return nullptr;
return hs.back();
}
void VCAI::endTurn()
{
logAi->info("Player %d (%s) ends turn", playerID, playerID.getStr());
if(!status.haveTurn())
{
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logAi->error("Not having turn at the end of turn???");
}
logAi->debug("Resources at the end of turn: %s", cb->getResourceAmount().toString());
do
{
cb->endTurn();
} 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
logGlobal->info("Player %d (%s) ended turn", playerID, playerID.getStr());
}
void VCAI::striveToGoal(Goals::TSubgoal ultimateGoal)
{
if (ultimateGoal->invalid())
return;
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//we are looking for abstract goals
auto abstractGoal = striveToGoalInternal (ultimateGoal, false);
if (abstractGoal->invalid())
return;
//we received abstract goal, need to find concrete goals
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striveToGoalInternal (abstractGoal, true);
//TODO: save abstract goals not related to hero
}
Goals::TSubgoal VCAI::striveToGoalInternal(Goals::TSubgoal ultimateGoal, bool onlyAbstract)
{
const int searchDepth = 30;
const int searchDepth2 = searchDepth-2;
Goals::TSubgoal abstractGoal = sptr(Goals::Invalid());
while(1)
{
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Goals::TSubgoal goal = ultimateGoal;
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logAi->debug("Striving to goal of type %s", ultimateGoal->name());
int maxGoals = searchDepth; //preventing deadlock for mutually dependent goals
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while(!goal->isElementar && maxGoals && (onlyAbstract || !goal->isAbstract))
{
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logAi->debug("Considering goal %s", goal->name());
try
{
boost::this_thread::interruption_point();
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goal = goal->whatToDoToAchieve();
--maxGoals;
if (*goal == *ultimateGoal) //compare objects by value
throw cannotFulfillGoalException("Goal dependency loop detected!");
}
catch(goalFulfilledException &e)
{
//it is impossible to continue some goals (like exploration, for example)
completeGoal (goal);
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logAi->debug("Goal %s decomposition failed: goal was completed as much as possible", goal->name());
return sptr(Goals::Invalid());
}
catch(std::exception &e)
{
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logAi->debug("Goal %s decomposition failed: %s", goal->name(), e.what());
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return sptr(Goals::Invalid());
}
}
try
{
boost::this_thread::interruption_point();
if (!maxGoals) //we counted down to 0 and found no solution
{
if (ultimateGoal->hero) // we seemingly don't know what to do with hero, free him
vstd::erase_if_present(lockedHeroes, ultimateGoal->hero);
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std::runtime_error e("Too many subgoals, don't know what to do");
throw (e);
}
else //we can proceed
{
if (goal->hero) //lock this hero to fulfill ultimate goal
{
setGoal(goal->hero, goal);
}
}
if (goal->isAbstract)
{
abstractGoal = goal; //allow only one abstract goal per call
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logAi->debug("Choosing abstract goal %s", goal->name());
break;
}
else
{
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logAi->debug("Trying to realize %s (value %2.3f)", goal->name(), goal->priority);
goal->accept(this);
}
boost::this_thread::interruption_point();
}
catch(boost::thread_interrupted &e)
{
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logAi->debug("Player %d: Making turn thread received an interruption!", playerID);
throw; //rethrow, we want to truly end this thread
}
catch(goalFulfilledException &e)
{
//the goal was completed successfully
completeGoal (goal);
//completed goal was main goal //TODO: find better condition
if (ultimateGoal->fulfillsMe(goal) || maxGoals > searchDepth2)
return sptr(Goals::Invalid());
}
catch(std::exception &e)
{
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logAi->debug("Failed to realize subgoal of type %s (greater goal type was %s), I will stop.", goal->name(), ultimateGoal->name());
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logAi->debug("The error message was: %s", e.what());
break;
}
}
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return abstractGoal;
}
void VCAI::striveToQuest (const QuestInfo &q)
{
if (q.quest->missionType && q.quest->progress != CQuest::COMPLETE)
{
MetaString ms;
q.quest->getRolloverText(ms, false);
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logAi->debug("Trying to realize quest: %s", ms.toString());
auto heroes = cb->getHeroesInfo();
switch (q.quest->missionType)
{
case CQuest::MISSION_ART:
{
for (auto hero : heroes) //TODO: remove duplicated code?
{
if (q.quest->checkQuest(hero))
{
striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero)));
return;
}
}
for (auto art : q.quest->m5arts)
{
striveToGoal (sptr(Goals::GetArtOfType(art))); //TODO: transport?
}
break;
}
case CQuest::MISSION_HERO:
{
//striveToGoal (CGoal(RECRUIT_HERO));
for (auto hero : heroes)
{
if (q.quest->checkQuest(hero))
{
striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero)));
return;
}
}
striveToGoal (sptr(Goals::FindObj(Obj::PRISON))); //rule of a thumb - quest heroes usually are locked in prisons
//BNLOG ("Don't know how to recruit hero with id %d\n", q.quest->m13489val);
break;
}
case CQuest::MISSION_ARMY:
{
for (auto hero : heroes)
{
if (q.quest->checkQuest(hero)) //very bad info - stacks can be split between multiple heroes :(
{
striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero)));
return;
}
}
for (auto creature : q.quest->m6creatures)
{
striveToGoal (sptr(Goals::GatherTroops(creature.type->idNumber, creature.count)));
}
//TODO: exchange armies... oh my
//BNLOG ("Don't know how to recruit %d of %s\n", (int)(creature.count) % creature.type->namePl);
break;
}
case CQuest::MISSION_RESOURCES:
{
if (heroes.size())
{
if (q.quest->checkQuest(heroes.front())) //it doesn't matter which hero it is
{
striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum())));
}
else
{
for (int i = 0; i < q.quest->m7resources.size(); ++i)
{
if (q.quest->m7resources[i])
striveToGoal (sptr(Goals::CollectRes(i, q.quest->m7resources[i])));
}
}
}
else
striveToGoal (sptr(Goals::RecruitHero())); //FIXME: checkQuest requires any hero belonging to player :(
break;
}
case CQuest::MISSION_KILL_HERO:
case CQuest::MISSION_KILL_CREATURE:
{
auto obj = cb->getObjByQuestIdentifier(q.quest->m13489val);
if (obj)
striveToGoal (sptr(Goals::GetObj(obj->id.getNum())));
else
striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()))); //visit seer hut
break;
}
case CQuest::MISSION_PRIMARY_STAT:
{
auto heroes = cb->getHeroesInfo();
for (auto hero : heroes)
{
if (q.quest->checkQuest(hero))
{
striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero)));
return;
}
}
for (int i = 0; i < q.quest->m2stats.size(); ++i)
{
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logAi->debug("Don't know how to increase primary stat %d", i);
}
break;
}
case CQuest::MISSION_LEVEL:
{
auto heroes = cb->getHeroesInfo();
for (auto hero : heroes)
{
if (q.quest->checkQuest(hero))
{
striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero))); //TODO: causes infinite loop :/
return;
}
}
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logAi->debug("Don't know how to reach hero level %d", q.quest->m13489val);
break;
}
case CQuest::MISSION_PLAYER:
{
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if (playerID.getNum() != q.quest->m13489val)
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logAi->debug("Can't be player of color %d", q.quest->m13489val);
break;
}
case CQuest::MISSION_KEYMASTER:
{
striveToGoal (sptr(Goals::FindObj(Obj::KEYMASTER, q.obj->subID)));
break;
}
}
}
}
void VCAI::performTypicalActions()
{
//TODO: build army only on request
for(auto t : cb->getTownsInfo())
{
buildArmyIn(t);
}
for(auto h : getUnblockedHeroes())
{
if(!h) //hero might be lost. getUnblockedHeroes() called once on start of turn
continue;
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logAi->debug("Looking into %s, MP=%d", h->name.c_str(), h->movement);
makePossibleUpgrades(*h);
pickBestArtifacts(*h);
try
{
wander(h);
}
catch(std::exception &e)
{
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logAi->debug("Cannot use this hero anymore, received exception: %s", e.what());
continue;
}
}
}
void VCAI::buildArmyIn(const CGTownInstance * t)
{
makePossibleUpgrades(t->visitingHero);
makePossibleUpgrades(t);
recruitCreatures(t, t->getUpperArmy());
moveCreaturesToHero(t);
}
int3 VCAI::explorationBestNeighbour(int3 hpos, int radius, HeroPtr h)
{
int3 ourPos = h->convertPosition(h->pos, false);
std::map<int3, int> dstToRevealedTiles;
for (crint3 dir : int3::getDirs())
{
int3 tile = hpos + dir;
if (cb->isInTheMap(tile))
if (ourPos != dir) //don't stand in place
if (isSafeToVisit(h, tile) && isAccessibleForHero(tile, h))
{
if (isBlockVisitObj(tile))
continue;
else
dstToRevealedTiles[tile] = howManyTilesWillBeDiscovered(radius, hpos, dir);
}
}
if (dstToRevealedTiles.empty()) //yes, it DID happen!
throw cannotFulfillGoalException("No neighbour will bring new discoveries!");
auto best = dstToRevealedTiles.begin();
for (auto i = dstToRevealedTiles.begin(); i != dstToRevealedTiles.end(); i++)
{
const CGPathNode *pn = cb->getPathsInfo(h.get())->getPathInfo(i->first);
//const TerrainTile *t = cb->getTile(i->first);
if(best->second < i->second && pn->reachable() && pn->accessible == CGPathNode::ACCESSIBLE)
best = i;
}
if(best->second)
return best->first;
throw cannotFulfillGoalException("No neighbour will bring new discoveries!");
}
int3 VCAI::explorationNewPoint(HeroPtr h)
{
int radius = h->getSightRadius();
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CCallback * cbp = cb.get();
const CGHeroInstance * hero = h.get();
std::vector<std::vector<int3> > tiles; //tiles[distance_to_fow]
tiles.resize(radius);
foreach_tile_pos([&](const int3 &pos)
{
if(!cbp->isVisible(pos))
tiles[0].push_back(pos);
});
float bestValue = 0; //discovered tile to node distance ratio
int3 bestTile(-1,-1,-1);
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int3 ourPos = h->convertPosition(h->pos, false);
for (int i = 1; i < radius; i++)
{
getVisibleNeighbours(tiles[i-1], tiles[i]);
vstd::removeDuplicates(tiles[i]);
for(const int3 &tile : tiles[i])
{
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if (tile == ourPos) //shouldn't happen, but it does
continue;
if (!cb->getPathsInfo(hero)->getPathInfo(tile)->reachable()) //this will remove tiles that are guarded by monsters (or removable objects)
continue;
CGPath path;
cb->getPathsInfo(hero)->getPath(path, tile);
float ourValue = (float)howManyTilesWillBeDiscovered(tile, radius, cbp) / (path.nodes.size() + 1); //+1 prevents erratic jumps
if (ourValue > bestValue) //avoid costly checks of tiles that don't reveal much
{
if(isSafeToVisit(h, tile))
{
if (isBlockVisitObj(tile)) //we can't stand on that object
continue;
bestTile = tile;
bestValue = ourValue;
}
}
}
}
return bestTile;
}
int3 VCAI::explorationDesperate(HeroPtr h)
{
auto sm = getCachedSectorMap(h);
int radius = h->getSightRadius();
std::vector<std::vector<int3> > tiles; //tiles[distance_to_fow]
tiles.resize(radius);
CCallback * cbp = cb.get();
foreach_tile_pos([&](const int3 &pos)
{
if(!cbp->isVisible(pos))
tiles[0].push_back(pos);
});
ui64 lowestDanger = -1;
int3 bestTile(-1,-1,-1);
for(int i = 1; i < radius; i++)
{
getVisibleNeighbours(tiles[i-1], tiles[i]);
vstd::removeDuplicates(tiles[i]);
for(const int3 &tile : tiles[i])
{
if (cbp->getTile(tile)->blocked) //does it shorten the time?
continue;
if (!howManyTilesWillBeDiscovered(tile, radius, cbp)) //avoid costly checks of tiles that don't reveal much
continue;
auto t = sm->firstTileToGet(h, tile);
if (t.valid())
{
ui64 ourDanger = evaluateDanger(t, h.h);
if (ourDanger < lowestDanger)
{
if(!isBlockVisitObj(t))
{
if (!ourDanger) //at least one safe place found
return t;
bestTile = t;
lowestDanger = ourDanger;
}
}
}
}
}
return bestTile;
}
TResources VCAI::estimateIncome() const
{
TResources ret;
for(const CGTownInstance *t : cb->getTownsInfo())
{
ret += t->dailyIncome();
}
for(const CGObjectInstance *obj : getFlaggedObjects())
{
if(obj->ID == Obj::MINE)
{
switch(obj->subID)
{
case Res::WOOD:
case Res::ORE:
ret[obj->subID] += WOOD_ORE_MINE_PRODUCTION;
break;
case Res::GOLD:
case 7: //abandoned mine -> also gold
ret[Res::GOLD] += GOLD_MINE_PRODUCTION;
break;
default:
ret[obj->subID] += RESOURCE_MINE_PRODUCTION;
break;
}
}
}
return ret;
}
bool VCAI::containsSavedRes(const TResources &cost) const
{
for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
{
if(saving[i] && cost[i])
return true;
}
return false;
}
void VCAI::checkHeroArmy (HeroPtr h)
{
auto it = lockedHeroes.find(h);
if (it != lockedHeroes.end())
{
if (it->second->goalType == Goals::GATHER_ARMY && it->second->value <= h->getArmyStrength())
completeGoal(sptr(Goals::GatherArmy(it->second->value).sethero(h)));
}
}
void VCAI::recruitHero(const CGTownInstance * t, bool throwing)
{
logAi->debug("Trying to recruit a hero in %s at %s", t->name, t->visitablePos().toString());
auto heroes = cb->getAvailableHeroes(t);
if(heroes.size())
{
auto hero = heroes[0];
if (heroes.size() >= 2) //makes sense to recruit two heroes with starting amries in first week
{
if (heroes[1]->getTotalStrength() > hero->getTotalStrength())
hero = heroes[1];
}
cb->recruitHero(t, hero);
}
else if(throwing)
throw cannotFulfillGoalException("No available heroes in tavern in " + t->nodeName());
}
void VCAI::finish()
{
if(makingTurn)
{
makingTurn->interrupt();
makingTurn->join();
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makingTurn.reset();
}
}
void VCAI::requestActionASAP(std::function<void()> whatToDo)
{
boost::thread newThread([this,whatToDo]()
{
setThreadName("VCAI::requestActionASAP::whatToDo");
SET_GLOBAL_STATE(this);
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boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
whatToDo();
});
}
void VCAI::lostHero(HeroPtr h)
{
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logAi->debug("I lost my hero %s. It's best to forget and move on.", h.name);
vstd::erase_if_present(lockedHeroes, h);
for(auto obj : reservedHeroesMap[h])
{
vstd::erase_if_present(reservedObjs, obj); //unreserve all objects for that hero
}
vstd::erase_if_present(reservedHeroesMap, h);
vstd::erase_if_present(cachedSectorMaps, h);
}
void VCAI::answerQuery(QueryID queryID, int selection)
{
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logAi->debug("I'll answer the query %d giving the choice %d", queryID, selection);
if(queryID != QueryID(-1))
{
cb->selectionMade(selection, queryID);
}
else
{
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logAi->debug("Since the query ID is %d, the answer won't be sent. This is not a real query!", queryID);
//do nothing
}
}
void VCAI::requestSent(const CPackForServer *pack, int requestID)
{
//BNLOG("I have sent request of type %s", typeid(*pack).name());
if(auto reply = dynamic_cast<const QueryReply*>(pack))
{
status.attemptedAnsweringQuery(reply->qid, requestID);
}
}
std::string VCAI::getBattleAIName() const
{
if(settings["server"]["enemyAI"].getType() == JsonNode::JsonType::DATA_STRING)
return settings["server"]["enemyAI"].String();
else
return "BattleAI";
}
void VCAI::validateObject(const CGObjectInstance *obj)
{
validateObject(obj->id);
}
void VCAI::validateObject(ObjectIdRef obj)
{
auto matchesId = [&](const CGObjectInstance *hlpObj) -> bool { return hlpObj->id == obj.id; };
if(!obj)
{
vstd::erase_if(visitableObjs, matchesId);
for(auto &p : reservedHeroesMap)
vstd::erase_if(p.second, matchesId);
vstd::erase_if(reservedObjs, matchesId);
}
}
TResources VCAI::freeResources() const
{
TResources myRes = cb->getResourceAmount();
auto iterator = cb->getTownsInfo();
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if(std::none_of(iterator.begin(), iterator.end(), [](const CGTownInstance * x)->bool
{
return x->builtBuildings.find(BuildingID::CAPITOL) != x->builtBuildings.end();
})
/*|| std::all_of(iterator.begin(), iterator.end(), [](const CGTownInstance * x) -> bool { return x->forbiddenBuildings.find(BuildingID::CAPITOL) != x->forbiddenBuildings.end(); })*/ )
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?
vstd::amax(myRes[Res::GOLD], 0);
return myRes;
}
std::shared_ptr<SectorMap> VCAI::getCachedSectorMap(HeroPtr h)
{
auto it = cachedSectorMaps.find(h);
if (it != cachedSectorMaps.end())
return it->second;
else
{
cachedSectorMaps[h] = std::make_shared<SectorMap>(h);
return cachedSectorMaps[h];
}
}
AIStatus::AIStatus()
{
battle = NO_BATTLE;
havingTurn = false;
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ongoingHeroMovement = false;
ongoingChannelProbing = false;
}
AIStatus::~AIStatus()
{
}
void AIStatus::setBattle(BattleState BS)
{
boost::unique_lock<boost::mutex> lock(mx);
LOG_TRACE_PARAMS(logAi, "battle state=%d", (int)BS);
battle = BS;
cv.notify_all();
}
BattleState AIStatus::getBattle()
{
boost::unique_lock<boost::mutex> lock(mx);
return battle;
}
void AIStatus::addQuery(QueryID ID, std::string description)
{
if(ID == QueryID(-1))
{
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logAi->debug("The \"query\" has an id %d, it'll be ignored as non-query. Description: %s", ID, description);
return;
}
assert(ID.getNum() >= 0);
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boost::unique_lock<boost::mutex> lock(mx);
assert(!vstd::contains(remainingQueries, ID));
remainingQueries[ID] = description;
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cv.notify_all();
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logAi->debug("Adding query %d - %s. Total queries count: %d", ID, description, remainingQueries.size());
}
void AIStatus::removeQuery(QueryID ID)
{
boost::unique_lock<boost::mutex> lock(mx);
assert(vstd::contains(remainingQueries, ID));
std::string description = remainingQueries[ID];
remainingQueries.erase(ID);
cv.notify_all();
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logAi->debug("Removing query %d - %s. Total queries count: %d", ID,description , remainingQueries.size());
}
int AIStatus::getQueriesCount()
{
boost::unique_lock<boost::mutex> lock(mx);
return remainingQueries.size();
}
void AIStatus::startedTurn()
{
boost::unique_lock<boost::mutex> lock(mx);
havingTurn = true;
cv.notify_all();
}
void AIStatus::madeTurn()
{
boost::unique_lock<boost::mutex> lock(mx);
havingTurn = false;
cv.notify_all();
}
void AIStatus::waitTillFree()
{
boost::unique_lock<boost::mutex> lock(mx);
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while(battle != NO_BATTLE || !remainingQueries.empty() || !objectsBeingVisited.empty() || ongoingHeroMovement)
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cv.timed_wait(lock, boost::posix_time::milliseconds(100));
}
bool AIStatus::haveTurn()
{
boost::unique_lock<boost::mutex> lock(mx);
return havingTurn;
}
void AIStatus::attemptedAnsweringQuery(QueryID queryID, int answerRequestID)
{
boost::unique_lock<boost::mutex> lock(mx);
assert(vstd::contains(remainingQueries, queryID));
std::string description = remainingQueries[queryID];
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logAi->debug("Attempted answering query %d - %s. Request id=%d. Waiting for results...", queryID, description, answerRequestID);
requestToQueryID[answerRequestID] = queryID;
}
void AIStatus::receivedAnswerConfirmation(int answerRequestID, int result)
{
assert(vstd::contains(requestToQueryID, answerRequestID));
QueryID query = requestToQueryID[answerRequestID];
assert(vstd::contains(remainingQueries, query));
requestToQueryID.erase(answerRequestID);
if(result)
{
removeQuery(query);
}
else
{
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logAi->error("Something went really wrong, failed to answer query %d : %s", query.getNum(), remainingQueries[query]);
//TODO safely retry
}
}
void AIStatus::heroVisit(const CGObjectInstance *obj, bool started)
{
boost::unique_lock<boost::mutex> lock(mx);
if(started)
objectsBeingVisited.push_back(obj);
else
{
// There can be more than one object visited at the time (eg. hero visits Subterranean Gate
// causing visit to hero on the other side.
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// However, we are guaranteed that start/end visit notification maintain stack order.
assert(!objectsBeingVisited.empty());
objectsBeingVisited.pop_back();
}
cv.notify_all();
}
void AIStatus::setMove(bool ongoing)
{
boost::unique_lock<boost::mutex> lock(mx);
ongoingHeroMovement = ongoing;
cv.notify_all();
}
void AIStatus::setChannelProbing(bool ongoing)
{
boost::unique_lock<boost::mutex> lock(mx);
ongoingChannelProbing = ongoing;
cv.notify_all();
}
bool AIStatus::channelProbing()
{
return ongoingChannelProbing;
}
SectorMap::SectorMap()
{
update();
}
SectorMap::SectorMap(HeroPtr h)
{
update();
makeParentBFS(h->visitablePos());
}
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bool SectorMap::markIfBlocked(TSectorID &sec, crint3 pos, const TerrainTile *t)
{
if(t->blocked && !t->visitable)
{
sec = NOT_AVAILABLE;
return true;
}
return false;
}
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bool SectorMap::markIfBlocked(TSectorID &sec, crint3 pos)
{
return markIfBlocked(sec, pos, getTile(pos));
}
void SectorMap::update()
{
visibleTiles = cb->getAllVisibleTiles();
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auto shape = visibleTiles->shape();
sector.resize(boost::extents[shape[0]][shape[1]][shape[2]]);
clear();
int curSector = 3; //0 is invisible, 1 is not explored
CCallback * cbp = cb.get(); //optimization
foreach_tile_pos([&](crint3 pos)
{
if(retreiveTile(pos) == NOT_CHECKED)
{
if(!markIfBlocked(retreiveTile(pos), pos))
exploreNewSector(pos, curSector++, cbp);
}
});
valid = true;
}
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SectorMap::TSectorID &SectorMap::retreiveTileN(SectorMap::TSectorArray &a, const int3 &pos)
{
return a[pos.x][pos.y][pos.z];
}
const SectorMap::TSectorID &SectorMap::retreiveTileN(const SectorMap::TSectorArray &a, const int3 &pos)
{
return a[pos.x][pos.y][pos.z];
}
void SectorMap::clear()
{
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//TODO: rotate to [z][x][y]
auto fow = cb->getVisibilityMap();
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//TODO: any magic to automate this? will need array->array conversion
//std::transform(fow.begin(), fow.end(), sector.begin(), [](const ui8 &f) -> unsigned short
//{
// return f; //type conversion
//});
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auto width = fow.size();
auto height = fow.front().size();
auto depth = fow.front().front().size();
for (size_t x = 0; x < width; x++)
for (size_t y = 0; y < height; y++ )
for (size_t z = 0; z < depth; z++)
sector[x][y][z] = fow[x][y][z];
valid = false;
}
void SectorMap::exploreNewSector(crint3 pos, int num, CCallback * cbp)
{
Sector &s = infoOnSectors[num];
s.id = num;
s.water = getTile(pos)->isWater();
std::queue<int3> toVisit;
toVisit.push(pos);
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while(!toVisit.empty())
{
int3 curPos = toVisit.front();
toVisit.pop();
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TSectorID &sec = retreiveTile(curPos);
if(sec == NOT_CHECKED)
{
const TerrainTile *t = getTile(curPos);
if(!markIfBlocked(sec, curPos, t))
{
if(t->isWater() == s.water) //sector is only-water or only-land
{
sec = num;
s.tiles.push_back(curPos);
foreach_neighbour(cbp, curPos, [&](CCallback * cbp, crint3 neighPos)
{
if(retreiveTile(neighPos) == NOT_CHECKED)
{
toVisit.push(neighPos);
//parent[neighPos] = curPos;
}
const TerrainTile *nt = getTile(neighPos);
if(nt && nt->isWater() != s.water && canBeEmbarkmentPoint(nt, s.water))
{
s.embarkmentPoints.push_back(neighPos);
}
});
if(t->visitable)
{
auto obj = t->visitableObjects.front();
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
s.visitableObjs.push_back(obj);
}
}
}
}
}
vstd::removeDuplicates(s.embarkmentPoints);
}
void SectorMap::write(crstring fname)
{
std::ofstream out(fname);
for(int k = 0; k < cb->getMapSize().z; k++)
{
for(int j = 0; j < cb->getMapSize().y; j++)
{
for(int i = 0; i < cb->getMapSize().x; i++)
{
out << (int)sector[i][j][k] << '\t';
}
out << std::endl;
}
out << std::endl;
}
}
bool isWeeklyRevisitable (const CGObjectInstance * obj)
{ //TODO: allow polling of remaining creatures in dwelling
if (dynamic_cast<const CGVisitableOPW *>(obj) || //ensures future compatibility, unlike IDs
dynamic_cast<const CGDwelling *>(obj) ||
dynamic_cast<const CBank *>(obj)) //banks tend to respawn often in mods
return true;
switch (obj->ID)
{
case Obj::STABLES:
case Obj::MAGIC_WELL:
case Obj::HILL_FORT:
return true;
case Obj::BORDER_GATE:
case Obj::BORDERGUARD:
return (dynamic_cast <const CGKeys *>(obj))->wasMyColorVisited (ai->playerID); //FIXME: they could be revisited sooner than in a week
}
return false;
}
bool shouldVisit(HeroPtr h, const CGObjectInstance * obj)
{
switch (obj->ID)
{
case Obj::TOWN:
case Obj::HERO: //never visit our heroes at random
return obj->tempOwner != h->tempOwner; //do not visit our towns at random
break;
case Obj::BORDER_GATE:
{
for (auto q : ai->myCb->getMyQuests())
{
if (q.obj == obj)
{
return false; // do not visit guards or gates when wandering
}
}
return true; //we don't have this quest yet
}
break;
case Obj::BORDERGUARD: //open borderguard if possible
return (dynamic_cast <const CGKeys *>(obj))->wasMyColorVisited(ai->playerID);
case Obj::SEER_HUT:
case Obj::QUEST_GUARD:
{
for (auto q : ai->myCb->getMyQuests())
{
if (q.obj == obj)
{
if (q.quest->checkQuest(h.h))
return true; //we completed the quest
else
return false; //we can't complete this quest
}
}
return true; //we don't have this quest yet
}
break;
case Obj::CREATURE_GENERATOR1:
{
if (obj->tempOwner != h->tempOwner)
return true; //flag just in case
bool canRecruitCreatures = false;
const CGDwelling * d = dynamic_cast<const CGDwelling *>(obj);
for(auto level : d->creatures)
{
for(auto c : level.second)
{
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if (h->getSlotFor(CreatureID(c)) != SlotID())
canRecruitCreatures = true;
}
}
return canRecruitCreatures;
}
case Obj::HILL_FORT:
{
for (auto slot : h->Slots())
{
if (slot.second->type->upgrades.size())
return true; //TODO: check price?
}
return false;
}
case Obj::MONOLITH_ONE_WAY_ENTRANCE:
case Obj::MONOLITH_ONE_WAY_EXIT:
case Obj::MONOLITH_TWO_WAY:
case Obj::WHIRLPOOL:
return false;
case Obj::SCHOOL_OF_MAGIC:
case Obj::SCHOOL_OF_WAR:
{
TResources myRes = ai->myCb->getResourceAmount();
if (myRes[Res::GOLD] - GOLD_RESERVE < 1000)
return false;
}
break;
case Obj::LIBRARY_OF_ENLIGHTENMENT:
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if (h->level < 12)
return false;
break;
case Obj::TREE_OF_KNOWLEDGE:
{
TResources myRes = ai->myCb->getResourceAmount();
if (myRes[Res::GOLD] - GOLD_RESERVE < 2000 || myRes[Res::GEMS] < 10)
return false;
}
break;
case Obj::MAGIC_WELL:
return h->mana < h->manaLimit();
case Obj::PRISON:
return ai->myCb->getHeroesInfo().size() < VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER;
case Obj::TAVERN:
{//TODO: make AI actually recruit heroes
//TODO: only on request
if((ai->myCb->getHeroesInfo().size() >= VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER) ||
(ai->myCb->getResourceAmount()[Res::GOLD] - GOLD_RESERVE < GameConstants::HERO_GOLD_COST))
return false;
}
break;
case Obj::BOAT:
return false;
//Boats are handled by pathfinder
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case Obj::EYE_OF_MAGI:
return false; //this object is useless to visit, but could be visited indefinitely
}
if (obj->wasVisited(*h)) //it must pointer to hero instance, heroPtr calls function wasVisited(ui8 player);
return false;
return true;
}
int3 SectorMap::firstTileToGet(HeroPtr h, crint3 dst)
/*
this functions returns one target tile or invalid tile. We will use it to poll possible destinations
For ship construction etc, another function (goal?) is needed
*/
{
int3 ret(-1,-1,-1);
int sourceSector = retreiveTile(h->visitablePos()),
destinationSector = retreiveTile(dst);
const Sector *src = &infoOnSectors[sourceSector],
*dest = &infoOnSectors[destinationSector];
if(sourceSector != destinationSector) //use ships, shipyards etc..
{
if (ai->isAccessibleForHero(dst, h)) //pathfinder can find a way using ships and gates if tile is not blocked by objects
return dst;
std::map<const Sector*, const Sector*> preds;
std::queue<const Sector *> sectorQueue;
sectorQueue.push(src);
while(!sectorQueue.empty())
{
const Sector *s = sectorQueue.front();
sectorQueue.pop();
for(int3 ep : s->embarkmentPoints)
{
Sector *neigh = &infoOnSectors[retreiveTile(ep)];
//preds[s].push_back(neigh);
if(!preds[neigh])
{
preds[neigh] = s;
sectorQueue.push(neigh);
}
}
}
if(!preds[dest])
{
//write("test.txt");
return ret;
//throw cannotFulfillGoalException(boost::str(boost::format("Cannot find connection between sectors %d and %d") % src->id % dst->id));
}
std::vector<const Sector*> toTraverse;
toTraverse.push_back(dest);
while(toTraverse.back() != src)
{
toTraverse.push_back(preds[toTraverse.back()]);
}
if(preds[dest])
{
//TODO: would be nice to find sectors in loop
const Sector *sectorToReach = toTraverse.at(toTraverse.size() - 2);
if(!src->water && sectorToReach->water) //embark
{
//embark on ship -> look for an EP with a boat
auto firstEP = boost::find_if(src->embarkmentPoints, [=](crint3 pos) -> bool
{
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const TerrainTile *t = getTile(pos);
return t && t->visitableObjects.size() == 1 && t->topVisitableId() == Obj::BOAT
&& retreiveTile(pos) == sectorToReach->id;
});
if(firstEP != src->embarkmentPoints.end())
{
return *firstEP;
}
else
{
//we need to find a shipyard with an access to the desired sector's EP
//TODO what about Summon Boat spell?
std::vector<const IShipyard *> shipyards;
for(const CGTownInstance *t : cb->getTownsInfo())
{
if(t->hasBuilt(BuildingID::SHIPYARD))
shipyards.push_back(t);
}
for(const CGObjectInstance *obj : ai->getFlaggedObjects())
{
if(obj->ID != Obj::TOWN) //towns were handled in the previous loop
if(const IShipyard *shipyard = IShipyard::castFrom(obj))
shipyards.push_back(shipyard);
}
shipyards.erase(boost::remove_if(shipyards, [=](const IShipyard *shipyard) -> bool
{
return shipyard->shipyardStatus() != 0 || retreiveTile(shipyard->bestLocation()) != sectorToReach->id;
}),shipyards.end());
if(!shipyards.size())
{
//TODO consider possibility of building shipyard in a town
return ret;
//throw cannotFulfillGoalException("There is no known shipyard!");
}
//we have only shipyards that possibly can build ships onto the appropriate EP
auto ownedGoodShipyard = boost::find_if(shipyards, [](const IShipyard *s) -> bool
{
return s->o->tempOwner == ai->playerID;
});
if(ownedGoodShipyard != shipyards.end())
{
const IShipyard *s = *ownedGoodShipyard;
TResources shipCost;
s->getBoatCost(shipCost);
if(cb->getResourceAmount().canAfford(shipCost))
{
int3 ret = s->bestLocation();
cb->buildBoat(s); //TODO: move actions elsewhere
return ret;
}
else
{
//TODO gather res
return ret;
//throw cannotFulfillGoalException("Not enough resources to build a boat");
}
}
else
{
//TODO pick best shipyard to take over
2013-01-06 07:48:05 +03:00
return shipyards.front()->o->visitablePos();
}
}
}
else if(src->water && !sectorToReach->water)
{
//TODO
//disembark
return ret;
}
else //use subterranean gates - not needed since gates are now handled via Pathfinder
{
return ret;
//throw cannotFulfillGoalException("Land-land and water-water inter-sector transitions are not implemented!");
}
}
else
{
return ret;
//throw cannotFulfillGoalException("Inter-sector route detection failed: not connected sectors?");
}
}
else
{
return findFirstVisitableTile(h, dst);
}
}
int3 SectorMap::findFirstVisitableTile (HeroPtr h, crint3 dst)
{
int3 ret(-1,-1,-1);
int3 curtile = dst;
while(curtile != h->visitablePos())
{
auto topObj = cb->getTopObj(curtile);
if(topObj && topObj->ID == Obj::HERO && topObj != h.h &&
cb->getPlayerRelations(h->tempOwner, topObj->tempOwner) != PlayerRelations::ENEMIES)
{
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logAi->warn("Another allied hero stands in our way");
return ret;
}
if(ai->myCb->getPathsInfo(h.get())->getPathInfo(curtile)->reachable())
{
return curtile;
}
else
{
auto i = parent.find(curtile);
if(i != parent.end())
{
assert(curtile != i->second);
curtile = i->second;
}
else
{
return ret;
//throw cannotFulfillGoalException("Unreachable tile in sector? Should not happen!");
}
}
}
return ret;
}
void SectorMap::makeParentBFS(crint3 source)
{
parent.clear();
int mySector = retreiveTile(source);
std::queue<int3> toVisit;
toVisit.push(source);
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while(!toVisit.empty())
{
int3 curPos = toVisit.front();
toVisit.pop();
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TSectorID &sec = retreiveTile(curPos);
assert(sec == mySector); //consider only tiles from the same sector
UNUSED(sec);
foreach_neighbour(curPos, [&](crint3 neighPos)
{
if(retreiveTile(neighPos) == mySector && !vstd::contains(parent, neighPos))
{
if (cb->canMoveBetween(curPos, neighPos))
{
toVisit.push(neighPos);
parent[neighPos] = curPos;
}
}
});
}
}
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SectorMap::TSectorID & SectorMap::retreiveTile(crint3 pos)
{
return retreiveTileN(sector, pos);
}
TerrainTile* SectorMap::getTile(crint3 pos) const
{
//out of bounds access should be handled by boost::multi_array
//still we cached this array to avoid any checks
return visibleTiles->operator[](pos.x)[pos.y][pos.z];
}
std::vector<const CGObjectInstance *> SectorMap::getNearbyObjs(HeroPtr h, bool sectorsAround)
{
const Sector *heroSector = &infoOnSectors[retreiveTile(h->visitablePos())];
if(sectorsAround)
{
std::vector<const CGObjectInstance *> ret;
for(auto embarkPoint : heroSector->embarkmentPoints)
{
const Sector *embarkSector = &infoOnSectors[retreiveTile(embarkPoint)];
range::copy(embarkSector->visitableObjs, std::back_inserter(ret));
}
return ret;
}
return heroSector->visitableObjs;
}