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# include "StdInc.h"
# include "VCAI.h"
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# include "Goals.h"
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# include "../../lib/UnlockGuard.h"
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# include "../../lib/CObjectHandler.h"
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# include "../../lib/CConfigHandler.h"
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# include "../../lib/CHeroHandler.h"
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/*
* CCreatureHandler . h , 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
*
*/
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extern FuzzyHelper * fh ;
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class CGVisitableOPW ;
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const double SAFE_ATTACK_CONSTANT = 1.5 ;
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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)
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using namespace vstd ;
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//extern Goals::TSubgoal sptr(const Goals::AbstractGoal & tmp);
//#define sptr(x) Goals::sptr(x)
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//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 ;
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//std::map<int, std::map<int, int> > HeroView::infosCount;
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//helper RAII to manage global ai/cb ptrs
struct SetGlobalState
{
SetGlobalState ( VCAI * AI )
{
assert ( ! ai . get ( ) ) ;
assert ( ! cb . get ( ) ) ;
ai . reset ( AI ) ;
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cb . reset ( AI - > myCb . get ( ) ) ;
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}
~ SetGlobalState ( )
{
ai . release ( ) ;
cb . release ( ) ;
}
} ;
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# define SET_GLOBAL_STATE(ai) SetGlobalState _hlpSetState(ai);
# define NET_EVENT_HANDLER SET_GLOBAL_STATE(this)
# define MAKING_TURN SET_GLOBAL_STATE(this)
unsigned char & retreiveTileN ( std : : vector < std : : vector < std : : vector < unsigned char > > > & vectors , const int3 & pos )
{
return vectors [ pos . x ] [ pos . y ] [ pos . z ] ;
}
const unsigned char & retreiveTileN ( const std : : vector < std : : vector < std : : vector < unsigned char > > > & vectors , const int3 & pos )
{
return vectors [ pos . x ] [ pos . y ] [ pos . z ] ;
}
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void foreach_tile ( std : : vector < std : : vector < std : : vector < unsigned char > > > & vectors , std : : function < void ( unsigned char & in ) > foo )
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{
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for ( auto & vector : vectors )
for ( auto j = vector . begin ( ) ; j ! = vector . end ( ) ; j + + )
for ( auto & elem : * j )
foo ( elem ) ;
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}
struct ObjInfo
{
int3 pos ;
std : : string name ;
ObjInfo ( ) { }
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ObjInfo ( const CGObjectInstance * obj ) :
pos ( obj - > pos ) ,
name ( obj - > getHoverText ( ) )
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{
}
} ;
std : : map < const CGObjectInstance * , ObjInfo > helperObjInfo ;
VCAI : : VCAI ( void )
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{
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LOG_TRACE ( logAi ) ;
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makingTurn = nullptr ;
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}
VCAI : : ~ VCAI ( void )
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{
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LOG_TRACE ( logAi ) ;
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}
void VCAI : : availableCreaturesChanged ( const CGDwelling * town )
{
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LOG_TRACE ( logAi ) ;
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NET_EVENT_HANDLER ;
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}
void VCAI : : heroMoved ( const TryMoveHero & details )
{
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LOG_TRACE ( logAi ) ;
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NET_EVENT_HANDLER ;
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validateObject ( details . id ) ; //enemy hero may have left visible area
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if ( details . result = = TryMoveHero : : TELEPORTATION )
{
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const int3 from = CGHeroInstance : : convertPosition ( details . start , false ) ,
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to = CGHeroInstance : : convertPosition ( details . end , false ) ;
const CGObjectInstance * o1 = frontOrNull ( cb - > getVisitableObjs ( from ) ) ,
* o2 = frontOrNull ( cb - > getVisitableObjs ( to ) ) ;
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if ( o1 & & o2 & & o1 - > ID = = Obj : : SUBTERRANEAN_GATE & & o2 - > ID = = Obj : : SUBTERRANEAN_GATE )
{
knownSubterraneanGates [ o1 ] = o2 ;
knownSubterraneanGates [ o2 ] = o1 ;
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logAi - > debugStream ( ) < < boost : : format ( " Found a pair of subterranean gates between %s and %s! " ) % from % to ;
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}
}
}
void VCAI : : stackChagedCount ( const StackLocation & location , const TQuantity & change , bool isAbsolute )
{
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LOG_TRACE_PARAMS ( logAi , " isAbsolute '%i' " , isAbsolute ) ;
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NET_EVENT_HANDLER ;
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}
void VCAI : : heroInGarrisonChange ( const CGTownInstance * town )
{
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LOG_TRACE ( logAi ) ;
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NET_EVENT_HANDLER ;
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}
void VCAI : : centerView ( int3 pos , int focusTime )
{
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LOG_TRACE_PARAMS ( logAi , " focusTime '%i' " , focusTime ) ;
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NET_EVENT_HANDLER ;
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}
void VCAI : : artifactMoved ( const ArtifactLocation & src , const ArtifactLocation & dst )
{
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LOG_TRACE ( logAi ) ;
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NET_EVENT_HANDLER ;
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}
void VCAI : : artifactAssembled ( const ArtifactLocation & al )
{
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LOG_TRACE ( logAi ) ;
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NET_EVENT_HANDLER ;
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}
void VCAI : : showTavernWindow ( const CGObjectInstance * townOrTavern )
{
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LOG_TRACE ( logAi ) ;
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NET_EVENT_HANDLER ;
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}
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void VCAI : : showThievesGuildWindow ( const CGObjectInstance * obj )
{
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LOG_TRACE ( logAi ) ;
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NET_EVENT_HANDLER ;
}
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void VCAI : : playerBlocked ( int reason , bool start )
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{
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LOG_TRACE_PARAMS ( logAi , " reason '%i', start '%i' " , reason % start ) ;
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NET_EVENT_HANDLER ;
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if ( start & & reason = = PlayerBlocked : : UPCOMING_BATTLE )
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status . setBattle ( UPCOMING_BATTLE ) ;
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if ( reason = = PlayerBlocked : : ONGOING_MOVEMENT )
status . setMove ( start ) ;
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}
void VCAI : : showPuzzleMap ( )
{
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LOG_TRACE ( logAi ) ;
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NET_EVENT_HANDLER ;
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}
void VCAI : : showShipyardDialog ( const IShipyard * obj )
{
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LOG_TRACE ( logAi ) ;
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NET_EVENT_HANDLER ;
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}
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void VCAI : : gameOver ( PlayerColor player , const EVictoryLossCheckResult & victoryLossCheckResult )
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{
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LOG_TRACE_PARAMS ( logAi , " victoryLossCheckResult '%s' " , victoryLossCheckResult ) ;
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NET_EVENT_HANDLER ;
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logAi - > debugStream ( ) < < boost : : format ( " Player %d: I heard that player %d %s. " ) % playerID % player . getNum ( ) % ( victoryLossCheckResult . victory ( ) ? " won " : " lost " ) ;
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if ( player = = playerID )
{
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if ( victoryLossCheckResult . victory ( ) )
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{
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logAi - > debugStream ( ) < < " VCAI: I won! Incredible! " ;
logAi - > debugStream ( ) < < " Turn nr " < < myCb - > getDate ( ) ;
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}
else
{
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logAi - > debugStream ( ) < < " VCAI: Player " < < player < < " lost. It's me. What a disappointment! :( " ;
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}
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// //let's make Impossible difficulty finally standing to its name :>
// if(myCb->getStartInfo()->difficulty == 4 && !victory)
// {
// //play dirty: crash the whole engine to avoid lose
// //that way AI is unbeatable!
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// *(int*)nullptr = 666;
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// }
// TODO - at least write some insults on stdout
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finish ( ) ;
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}
}
void VCAI : : artifactPut ( const ArtifactLocation & al )
{
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LOG_TRACE ( logAi ) ;
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NET_EVENT_HANDLER ;
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}
void VCAI : : artifactRemoved ( const ArtifactLocation & al )
{
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LOG_TRACE ( logAi ) ;
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NET_EVENT_HANDLER ;
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}
void VCAI : : stacksErased ( const StackLocation & location )
{
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LOG_TRACE ( logAi ) ;
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NET_EVENT_HANDLER ;
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}
void VCAI : : artifactDisassembled ( const ArtifactLocation & al )
{
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LOG_TRACE ( logAi ) ;
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NET_EVENT_HANDLER ;
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}
void VCAI : : heroVisit ( const CGHeroInstance * visitor , const CGObjectInstance * visitedObj , bool start )
{
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LOG_TRACE_PARAMS ( logAi , " start '%i'; obj '%s' " , start % ( visitedObj ? visitedObj - > hoverName : std : : string ( " n/a " ) ) ) ;
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NET_EVENT_HANDLER ;
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if ( start )
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{
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markObjectVisited ( visitedObj ) ;
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erase_if_present ( reservedObjs , visitedObj ) ; //unreserve objects
erase_if_present ( reservedHeroesMap [ visitor ] , visitedObj ) ;
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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..)
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}
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status . heroVisit ( visitedObj , start ) ;
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}
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void VCAI : : availableArtifactsChanged ( const CGBlackMarket * bm /*= nullptr*/ )
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{
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LOG_TRACE ( logAi ) ;
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NET_EVENT_HANDLER ;
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}
void VCAI : : heroVisitsTown ( const CGHeroInstance * hero , const CGTownInstance * town )
{
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LOG_TRACE ( logAi ) ;
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NET_EVENT_HANDLER ;
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//buildArmyIn(town);
//moveCreaturesToHero(town);
}
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void VCAI : : tileHidden ( const std : : unordered_set < int3 , ShashInt3 > & pos )
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{
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LOG_TRACE ( logAi ) ;
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NET_EVENT_HANDLER ;
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validateVisitableObjs ( ) ;
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}
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void VCAI : : tileRevealed ( const std : : unordered_set < int3 , ShashInt3 > & pos )
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{
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LOG_TRACE ( logAi ) ;
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NET_EVENT_HANDLER ;
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for ( int3 tile : pos )
for ( const CGObjectInstance * obj : myCb - > getVisitableObjs ( tile ) )
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addVisitableObj ( obj ) ;
}
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void VCAI : : heroExchangeStarted ( ObjectInstanceID hero1 , ObjectInstanceID hero2 , QueryID query )
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{
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LOG_TRACE ( logAi ) ;
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NET_EVENT_HANDLER ;
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auto firstHero = cb - > getHero ( hero1 ) ;
auto secondHero = cb - > getHero ( hero2 ) ;
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status . addQuery ( query , boost : : str ( boost : : format ( " Exchange between heroes %s and %s " ) % firstHero - > name % secondHero - > name ) ) ;
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requestActionASAP ( [ = ] ( )
{
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if ( firstHero - > getHeroStrength ( ) > secondHero - > getHeroStrength ( ) & & canGetArmy ( firstHero , secondHero ) )
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pickBestCreatures ( firstHero , secondHero ) ;
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else if ( canGetArmy ( secondHero , firstHero ) )
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pickBestCreatures ( secondHero , firstHero ) ;
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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 ( ) ) ) ) ;
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//TODO: exchange artifacts
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answerQuery ( query , 0 ) ;
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} ) ;
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}
void VCAI : : heroPrimarySkillChanged ( const CGHeroInstance * hero , int which , si64 val )
{
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LOG_TRACE_PARAMS ( logAi , " which '%i', val '%i' " , which % val ) ;
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NET_EVENT_HANDLER ;
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}
void VCAI : : showRecruitmentDialog ( const CGDwelling * dwelling , const CArmedInstance * dst , int level )
{
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LOG_TRACE_PARAMS ( logAi , " level '%i' " , level ) ;
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NET_EVENT_HANDLER ;
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}
void VCAI : : heroMovePointsChanged ( const CGHeroInstance * hero )
{
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LOG_TRACE ( logAi ) ;
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NET_EVENT_HANDLER ;
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}
void VCAI : : stackChangedType ( const StackLocation & location , const CCreature & newType )
{
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LOG_TRACE ( logAi ) ;
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NET_EVENT_HANDLER ;
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}
void VCAI : : stacksRebalanced ( const StackLocation & src , const StackLocation & dst , TQuantity count )
{
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LOG_TRACE ( logAi ) ;
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NET_EVENT_HANDLER ;
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}
void VCAI : : newObject ( const CGObjectInstance * obj )
{
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LOG_TRACE ( logAi ) ;
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NET_EVENT_HANDLER ;
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if ( obj - > isVisitable ( ) )
addVisitableObj ( obj ) ;
}
void VCAI : : objectRemoved ( const CGObjectInstance * obj )
{
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LOG_TRACE ( logAi ) ;
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NET_EVENT_HANDLER ;
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erase_if_present ( visitableObjs , obj ) ;
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erase_if_present ( alreadyVisited , obj ) ;
erase_if_present ( reservedObjs , obj ) ;
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for ( auto & p : reservedHeroesMap )
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erase_if_present ( p . second , obj ) ;
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//TODO
//there are other places where CGObjectinstance ptrs are stored...
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//
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if ( obj - > ID = = Obj : : HERO & & obj - > tempOwner = = playerID )
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{
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lostHero ( cb - > getHero ( obj - > id ) ) ; //we can promote, since objectRemoved is called just before actual deletion
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}
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}
void VCAI : : showHillFortWindow ( const CGObjectInstance * object , const CGHeroInstance * visitor )
{
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LOG_TRACE ( logAi ) ;
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NET_EVENT_HANDLER ;
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requestActionASAP ( [ = ] ( )
{
makePossibleUpgrades ( visitor ) ;
} ) ;
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}
void VCAI : : playerBonusChanged ( const Bonus & bonus , bool gain )
{
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LOG_TRACE_PARAMS ( logAi , " gain '%i' " , gain ) ;
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NET_EVENT_HANDLER ;
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}
void VCAI : : newStackInserted ( const StackLocation & location , const CStackInstance & stack )
{
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LOG_TRACE ( logAi ) ;
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NET_EVENT_HANDLER ;
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}
void VCAI : : heroCreated ( const CGHeroInstance * )
{
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LOG_TRACE ( logAi ) ;
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NET_EVENT_HANDLER ;
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}
void VCAI : : advmapSpellCast ( const CGHeroInstance * caster , int spellID )
{
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LOG_TRACE_PARAMS ( logAi , " spellID '%i " , spellID ) ;
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NET_EVENT_HANDLER ;
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}
void VCAI : : showInfoDialog ( const std : : string & text , const std : : vector < Component * > & components , int soundID )
{
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LOG_TRACE_PARAMS ( logAi , " soundID '%i' " , soundID ) ;
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NET_EVENT_HANDLER ;
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}
void VCAI : : requestRealized ( PackageApplied * pa )
{
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LOG_TRACE ( logAi ) ;
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NET_EVENT_HANDLER ;
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if ( status . haveTurn ( ) )
{
if ( pa - > packType = = typeList . getTypeID < EndTurn > ( ) )
if ( pa - > result )
status . madeTurn ( ) ;
}
if ( pa - > packType = = typeList . getTypeID < QueryReply > ( ) )
{
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status . receivedAnswerConfirmation ( pa - > requestID , pa - > result ) ;
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}
}
void VCAI : : receivedResource ( int type , int val )
{
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LOG_TRACE_PARAMS ( logAi , " type '%i', val '%i' " , type % val ) ;
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NET_EVENT_HANDLER ;
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}
void VCAI : : stacksSwapped ( const StackLocation & loc1 , const StackLocation & loc2 )
{
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LOG_TRACE ( logAi ) ;
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NET_EVENT_HANDLER ;
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}
void VCAI : : showUniversityWindow ( const IMarket * market , const CGHeroInstance * visitor )
{
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LOG_TRACE ( logAi ) ;
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NET_EVENT_HANDLER ;
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}
void VCAI : : heroManaPointsChanged ( const CGHeroInstance * hero )
{
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LOG_TRACE ( logAi ) ;
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NET_EVENT_HANDLER ;
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}
void VCAI : : heroSecondarySkillChanged ( const CGHeroInstance * hero , int which , int val )
{
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LOG_TRACE_PARAMS ( logAi , " which '%d', val '%d' " , which % val ) ;
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NET_EVENT_HANDLER ;
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}
void VCAI : : battleResultsApplied ( )
{
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LOG_TRACE ( logAi ) ;
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NET_EVENT_HANDLER ;
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assert ( status . getBattle ( ) = = ENDING_BATTLE ) ;
status . setBattle ( NO_BATTLE ) ;
}
void VCAI : : objectPropertyChanged ( const SetObjectProperty * sop )
{
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LOG_TRACE ( logAi ) ;
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NET_EVENT_HANDLER ;
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if ( sop - > what = = ObjProperty : : OWNER )
{
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if ( sop - > val = = playerID . getNum ( ) )
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erase_if_present ( visitableObjs , myCb - > getObj ( sop - > id ) ) ;
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//TODO restore lost obj
}
}
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void VCAI : : buildChanged ( const CGTownInstance * town , BuildingID buildingID , int what )
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{
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LOG_TRACE_PARAMS ( logAi , " what '%i' " , what ) ;
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NET_EVENT_HANDLER ;
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}
void VCAI : : heroBonusChanged ( const CGHeroInstance * hero , const Bonus & bonus , bool gain )
{
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LOG_TRACE_PARAMS ( logAi , " gain '%i' " , gain ) ;
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NET_EVENT_HANDLER ;
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}
void VCAI : : showMarketWindow ( const IMarket * market , const CGHeroInstance * visitor )
{
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LOG_TRACE ( logAi ) ;
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NET_EVENT_HANDLER ;
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}
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void VCAI : : init ( shared_ptr < CCallback > CB )
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{
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LOG_TRACE ( logAi ) ;
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myCb = CB ;
cbc = CB ;
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NET_EVENT_HANDLER ;
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playerID = * myCb - > getMyColor ( ) ;
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myCb - > waitTillRealize = true ;
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myCb - > unlockGsWhenWaiting = true ;
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if ( ! fh )
fh = new FuzzyHelper ( ) ;
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retreiveVisitableObjs ( visitableObjs ) ;
}
void VCAI : : yourTurn ( )
{
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LOG_TRACE ( logAi ) ;
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NET_EVENT_HANDLER ;
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status . startedTurn ( ) ;
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makingTurn = make_unique < boost : : thread > ( & VCAI : : makeTurn , this ) ;
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}
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void VCAI : : heroGotLevel ( const CGHeroInstance * hero , PrimarySkill : : PrimarySkill pskill , std : : vector < SecondarySkill > & skills , QueryID queryID )
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{
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LOG_TRACE_PARAMS ( logAi , " queryID '%i' " , queryID ) ;
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NET_EVENT_HANDLER ;
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status . addQuery ( queryID , boost : : str ( boost : : format ( " Hero %s got level %d " ) % hero - > name % hero - > level ) ) ;
requestActionASAP ( [ = ] { answerQuery ( queryID , 0 ) ; } ) ;
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}
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void VCAI : : commanderGotLevel ( const CCommanderInstance * commander , std : : vector < ui32 > skills , QueryID queryID )
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{
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LOG_TRACE_PARAMS ( logAi , " queryID '%i' " , queryID ) ;
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NET_EVENT_HANDLER ;
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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 ) ; } ) ;
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}
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void VCAI : : showBlockingDialog ( const std : : string & text , const std : : vector < Component > & components , QueryID askID , const int soundID , bool selection , bool cancel )
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{
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LOG_TRACE_PARAMS ( logAi , " text '%s', askID '%i', soundID '%i', selection '%i', cancel '%i' " , text % askID % soundID % selection % cancel ) ;
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NET_EVENT_HANDLER ;
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int sel = 0 ;
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status . addQuery ( askID , boost : : str ( boost : : format ( " Blocking dialog query with %d components - %s " )
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% components . size ( ) % text ) ) ;
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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 ;
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requestActionASAP ( [ = ] ( )
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{
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answerQuery ( askID , sel ) ;
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} ) ;
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}
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void VCAI : : showGarrisonDialog ( const CArmedInstance * up , const CGHeroInstance * down , bool removableUnits , QueryID queryID )
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{
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LOG_TRACE_PARAMS ( logAi , " removableUnits '%i', queryID '%i' " , removableUnits % queryID ) ;
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NET_EVENT_HANDLER ;
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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 ) ) ;
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//you can't request action from action-response thread
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requestActionASAP ( [ = ] ( )
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{
pickBestCreatures ( down , up ) ;
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answerQuery ( queryID , 0 ) ;
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} ) ;
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}
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void VCAI : : saveGame ( COSer < CSaveFile > & h , const int version )
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{
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LOG_TRACE_PARAMS ( logAi , " version '%i' " , version ) ;
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NET_EVENT_HANDLER ;
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validateVisitableObjs ( ) ;
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CAdventureAI : : saveGame ( h , version ) ;
serializeInternal ( h , version ) ;
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}
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void VCAI : : loadGame ( CISer < CLoadFile > & h , const int version )
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{
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LOG_TRACE_PARAMS ( logAi , " version '%i' " , version ) ;
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NET_EVENT_HANDLER ;
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CAdventureAI : : loadGame ( h , version ) ;
serializeInternal ( h , version ) ;
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}
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 ) ) )
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{
UpgradeInfo ui ;
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cb - > getUpgradeInfo ( obj , SlotID ( i ) , ui ) ;
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if ( ui . oldID > = 0 & & cb - > getResourceAmount ( ) . canAfford ( ui . cost [ 0 ] * s - > count ) )
{
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cb - > upgradeCreature ( obj , SlotID ( i ) , ui . newID [ 0 ] ) ;
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}
}
}
}
void VCAI : : makeTurn ( )
{
MAKING_TURN ;
boost : : shared_lock < boost : : shared_mutex > gsLock ( cb - > getGsMutex ( ) ) ;
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setThreadName ( " VCAI::makeTurn " ) ;
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logAi - > debugStream ( ) < < boost : : format ( " Player %d starting turn " ) % static_cast < int > ( playerID . getNum ( ) ) ;
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switch ( cb - > getDate ( Date : : DAY_OF_WEEK ) )
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{
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case 1 :
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{
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townVisitsThisWeek . clear ( ) ;
std : : vector < const CGObjectInstance * > objs ;
retreiveVisitableObjs ( objs , true ) ;
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for ( const CGObjectInstance * obj : objs )
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{
if ( isWeeklyRevisitable ( obj ) )
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{
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if ( ! vstd : : contains ( visitableObjs , obj ) )
visitableObjs . push_back ( obj ) ;
auto o = std : : find ( alreadyVisited . begin ( ) , alreadyVisited . end ( ) , obj ) ;
if ( o ! = alreadyVisited . end ( ) )
alreadyVisited . erase ( o ) ;
}
}
}
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break ;
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case 7 : //reconsider strategy
{
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if ( auto h = primaryHero ( ) ) //check if our primary hero can handle danger
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{
ui64 totalDanger = 0 ;
int dangerousObjects = 0 ;
std : : vector < const CGObjectInstance * > objs ;
retreiveVisitableObjs ( objs , false ) ;
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for ( auto obj : objs )
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{
if ( evaluateDanger ( obj ) ) //potentilaly dnagerous
{
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totalDanger + = evaluateDanger ( obj - > visitablePos ( ) , * h ) ;
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+ + dangerousObjects ;
}
}
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ui64 averageDanger = totalDanger / std : : max ( dangerousObjects , 1 ) ;
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if ( dangerousObjects & & averageDanger > h - > getHeroStrength ( ) )
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{
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setGoal ( h , sptr ( Goals : : GatherArmy ( averageDanger * SAFE_ATTACK_CONSTANT ) . sethero ( h ) . setisAbstract ( true ) ) ) ;
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}
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}
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}
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break ;
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}
if ( cb - > getSelectedHero ( ) )
cb - > recalculatePaths ( ) ;
makeTurnInternal ( ) ;
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makingTurn . reset ( ) ;
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return ;
}
void VCAI : : makeTurnInternal ( )
{
saving = 0 ;
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//it looks messy here, but it's better to have armed heroes before attempting realizing goals
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for ( const CGTownInstance * t : cb - > getTownsInfo ( ) )
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moveCreaturesToHero ( t ) ;
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try
{
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//Pick objects reserved in previous turn - we expect only nerby objects there
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auto reservedHeroesCopy = reservedHeroesMap ; //work on copy => the map may be changed while iterating (eg because hero died when attempting a goal)
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for ( auto hero : reservedHeroesCopy )
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{
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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 ( ) )
{
logAi - > errorStream ( ) < < " Hero " < < hero . first . name < < " present on reserved map. Shouldn't be. " ;
continue ;
}
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cb - > setSelection ( hero . first . get ( ) ) ;
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boost : : sort ( hero . second , isCloser ) ;
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for ( auto obj : hero . second )
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{
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if ( ! obj | | ! obj - > defInfo | | ! cb - > getObj ( obj - > id ) )
{
logAi - > errorStream ( ) < < " Error: there is wrong object on list for hero " < < hero . first - > name ;
continue ;
}
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striveToGoal ( sptr ( Goals : : VisitTile ( obj - > visitablePos ( ) ) . sethero ( hero . first ) ) ) ;
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}
}
//now try to win
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striveToGoal ( sptr ( Goals : : Win ( ) ) ) ;
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//finally, continue our abstract long-term goals
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//heroes tend to die in the process and loose their goals, unsafe to iterate it
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std : : vector < std : : pair < HeroPtr , Goals : : TSubgoal > > safeCopy ;
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boost : : copy ( lockedHeroes , std : : back_inserter ( safeCopy ) ) ;
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typedef std : : pair < HeroPtr , Goals : : TSubgoal > TItrType ;
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auto lockedHeroesSorter = [ ] ( TItrType h1 , TItrType h2 ) - > bool
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{
return compareMovement ( h1 . first , h2 . first ) ;
} ;
boost : : sort ( safeCopy , lockedHeroesSorter ) ;
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while ( safeCopy . size ( ) ) //continue our goals
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{
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auto it = safeCopy . begin ( ) ;
if ( it - > first & & it - > first - > tempOwner = = playerID & & vstd : : contains ( lockedHeroes , it - > first ) ) //make sure hero still has his goal
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{
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cb - > setSelection ( * it - > first ) ;
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striveToGoal ( it - > second ) ;
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}
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safeCopy . erase ( it ) ;
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}
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auto quests = myCb - > getMyQuests ( ) ;
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for ( auto quest : quests )
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{
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striveToQuest ( quest ) ;
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}
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striveToGoal ( sptr ( Goals : : Build ( ) ) ) ; //TODO: smarter building management
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}
catch ( boost : : thread_interrupted & e )
{
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logAi - > debugStream ( ) < < " Making turn thread has been interrupted. We'll end without calling endTurn. " ;
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return ;
}
catch ( std : : exception & e )
{
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logAi - > debugStream ( ) < < " Making turn thread has caught an exception: " < < e . what ( ) ;
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}
endTurn ( ) ;
}
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bool VCAI : : goVisitObj ( const CGObjectInstance * obj , HeroPtr h )
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{
int3 dst = obj - > visitablePos ( ) ;
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logAi - > debugStream ( ) < < boost : : format ( " %s will try to visit %s at (%s) " ) % h - > name % obj - > getHoverText ( ) % strFromInt3 ( dst ) ;
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return moveHeroToTile ( dst , h ) ;
}
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void VCAI : : performObjectInteraction ( const CGObjectInstance * obj , HeroPtr h )
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{
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LOG_TRACE_PARAMS ( logAi , " Hero %s and object %s at %s " , h - > name % obj - > getHoverText ( ) % obj - > pos ) ;
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switch ( obj - > ID )
{
case Obj : : CREATURE_GENERATOR1 :
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recruitCreatures ( dynamic_cast < const CGDwelling * > ( obj ) ) ;
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checkHeroArmy ( h ) ;
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break ;
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case Obj : : TOWN :
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moveCreaturesToHero ( dynamic_cast < const CGTownInstance * > ( obj ) ) ;
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if ( h - > visitedTown ) //we are inside, not just attacking
{
townVisitsThisWeek [ h ] . push_back ( h - > visitedTown ) ;
if ( ! h - > hasSpellbook ( ) & & cb - > getResourceAmount ( Res : : GOLD ) > = GameConstants : : SPELLBOOK_GOLD_COST + saving [ Res : : GOLD ] & &
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h - > visitedTown - > hasBuilt ( BuildingID : : MAGES_GUILD_1 ) )
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cb - > buyArtifact ( h . get ( ) , ArtifactID : : SPELLBOOK ) ;
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}
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break ;
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}
}
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void VCAI : : moveCreaturesToHero ( const CGTownInstance * t )
{
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if ( t - > visitingHero & & t - > armedGarrison ( ) & & t - > visitingHero - > tempOwner = = t - > tempOwner )
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{
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pickBestCreatures ( t - > visitingHero , t ) ;
}
}
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bool VCAI : : canGetArmy ( const CGHeroInstance * army , const CGHeroInstance * source )
{ //TODO: merge with pickBestCreatures
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if ( army - > tempOwner ! = source - > tempOwner )
{
logAi - > errorStream ( ) < < " Why are we even considering exchange between heroes from different players? " ;
return false ;
}
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const CArmedInstance * armies [ ] = { army , source } ;
int armySize = 0 ;
//we calculate total strength for each creature type available in armies
std : : map < const CCreature * , int > creToPower ;
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for ( auto armyPtr : armies )
for ( auto & i : armyPtr - > Slots ( ) )
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{
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+ + armySize ; //TODO: allow splitting stacks?
creToPower [ i . second - > type ] + = i . second - > getPower ( ) ;
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}
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//TODO - consider more than just power (ie morale penalty, hero specialty in certain stacks, etc)
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armySize = std : : min ( ( source - > needsLastStack ( ) ? armySize - 1 : armySize ) , GameConstants : : ARMY_SIZE ) ; //can't move away last stack
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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 ;
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}
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//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
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{
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for ( auto armyPtr : armies )
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for ( int j = 0 ; j < GameConstants : : ARMY_SIZE ; j + + )
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{
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if ( armyPtr - > getCreature ( SlotID ( j ) ) = = bestArmy [ i ] & & ( i ! = j | | armyPtr ! = army ) ) //it's a searched creature not in dst slot
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if ( ! ( armyPtr - > needsLastStack ( ) & & armyPtr - > Slots ( ) . size ( ) = = 1 & & armyPtr ! = army ) ) //can't take away last creature
return true ; //at least one exchange will be performed
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}
}
return false ;
}
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void VCAI : : pickBestCreatures ( const CArmedInstance * army , const CArmedInstance * source )
{
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//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 } ;
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int armySize = 0 ;
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//we calculate total strength for each creature type available in armies
std : : map < const CCreature * , int > creToPower ;
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for ( auto armyPtr : armies )
for ( auto & i : armyPtr - > Slots ( ) )
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{
+ + armySize ; //TODO: allow splitting stacks?
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creToPower [ i . second - > type ] + = i . second - > getPower ( ) ;
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}
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//TODO - consider more than just power (ie morale penalty, hero specialty in certain stacks, etc)
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armySize = std : : min ( ( source - > needsLastStack ( ) ? armySize - 1 : armySize ) , GameConstants : : ARMY_SIZE ) ; //can't move away last stack
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std : : vector < const CCreature * > bestArmy ; //types that'll be in final dst army
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for ( int i = 0 ; i < armySize ; i + + ) //pick the creatures from which we can get most power, as many as dest can fit
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{
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typedef const std : : pair < const CCreature * , int > & CrePowerPair ;
auto creIt = boost : : max_element ( creToPower , [ ] ( CrePowerPair lhs , CrePowerPair rhs )
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{
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return lhs . second < rhs . second ;
} ) ;
bestArmy . push_back ( creIt - > first ) ;
creToPower . erase ( creIt ) ;
if ( creToPower . empty ( ) )
break ;
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}
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//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
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{
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for ( auto armyPtr : armies )
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for ( int j = 0 ; j < GameConstants : : ARMY_SIZE ; j + + )
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{
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if ( armyPtr - > getCreature ( SlotID ( j ) ) = = bestArmy [ i ] & & ( i ! = j | | armyPtr ! = army ) ) //it's a searched creature not in dst slot
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if ( ! ( armyPtr - > needsLastStack ( ) & & armyPtr - > Slots ( ) . size ( ) = = 1 & & armyPtr ! = army ) )
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cb - > mergeOrSwapStacks ( armyPtr , army , SlotID ( j ) , SlotID ( i ) ) ;
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}
}
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//TODO - having now strongest possible army, we may want to think about arranging stacks
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auto hero = dynamic_cast < const CGHeroInstance * > ( army ) ;
if ( hero )
{
checkHeroArmy ( hero ) ;
}
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}
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void VCAI : : recruitCreatures ( const CGDwelling * d )
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{
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for ( int i = 0 ; i < d - > creatures . size ( ) ; i + + )
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{
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if ( ! d - > creatures [ i ] . second . size ( ) )
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continue ;
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int count = d - > creatures [ i ] . first ;
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CreatureID creID = d - > creatures [ i ] . second . back ( ) ;
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// const CCreature *c = VLC->creh->creatures[creID];
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// if(containsSavedRes(c->cost))
// continue;
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amin ( count , freeResources ( ) / VLC - > creh - > creatures [ creID ] - > cost ) ;
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if ( count > 0 )
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cb - > recruitCreatures ( d , creID , count , i ) ;
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}
}
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bool VCAI : : tryBuildStructure ( const CGTownInstance * t , BuildingID building , unsigned int maxDays )
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{
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if ( maxDays = = 0 )
{
logAi - > warnStream ( ) < < " Request to build building " < < building < < " in 0 days! " ;
return false ;
}
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if ( ! vstd : : contains ( t - > town - > buildings , building ) )
return false ; // no such building in town
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if ( t - > hasBuilt ( building ) ) //Already built? Shouldn't happen in general
return true ;
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const CBuilding * buildPtr = t - > town - > buildings . at ( building ) ;
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auto toBuild = buildPtr - > requirements . getFulfillmentCandidates ( [ & ] ( const BuildingID & buildID )
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{
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return t - > hasBuilt ( buildID ) ;
} ) ;
toBuild . push_back ( building ) ;
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for ( BuildingID buildID : toBuild )
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{
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EBuildingState : : EBuildingState canBuild = cb - > canBuildStructure ( t , buildID ) ;
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if ( canBuild = = EBuildingState : : HAVE_CAPITAL
| | canBuild = = EBuildingState : : FORBIDDEN
| | canBuild = = EBuildingState : : NO_WATER )
return false ; //we won't be able to build this
}
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if ( maxDays & & toBuild . size ( ) > maxDays )
return false ;
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TResources currentRes = cb - > getResourceAmount ( ) ;
TResources income = estimateIncome ( ) ;
//TODO: calculate if we have enough resources to build it in maxDays
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for ( const auto & buildID : toBuild )
{
const CBuilding * b = t - > town - > buildings . at ( buildID ) ;
EBuildingState : : EBuildingState canBuild = cb - > canBuildStructure ( t , buildID ) ;
if ( canBuild = = EBuildingState : : ALLOWED )
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{
if ( ! containsSavedRes ( b - > resources ) )
{
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logAi - > debugStream ( ) < < boost : : format ( " Player %d will build %s in town of %s at %s " ) % playerID % b - > Name ( ) % t - > name % t - > pos ;
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cb - > buildBuilding ( t , buildID ) ;
return true ;
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}
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continue ;
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}
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 ] ;
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if ( diff < 0 )
saving [ i ] = 1 ;
}
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continue ;
}
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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 ;
}
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}
return false ;
}
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bool VCAI : : tryBuildAnyStructure ( const CGTownInstance * t , std : : vector < BuildingID > buildList , unsigned int maxDays )
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{
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for ( const auto & building : buildList )
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{
if ( t - > hasBuilt ( building ) )
continue ;
if ( tryBuildStructure ( t , building , maxDays ) )
return true ;
}
return false ; //Can't build anything
}
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bool VCAI : : tryBuildNextStructure ( const CGTownInstance * t , std : : vector < BuildingID > buildList , unsigned int maxDays )
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{
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for ( const auto & building : buildList )
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{
if ( t - > hasBuilt ( building ) )
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continue ;
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return tryBuildStructure ( t , building , maxDays ) ;
}
return false ; //Nothing to build
}
void VCAI : : buildStructure ( const CGTownInstance * t )
{
//TODO make *real* town development system
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//TODO: faction-specific development: use special buildings, build dwellings in better order, etc
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//TODO: build resource silo, defences when needed
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//Possible - allow "locking" on specific building (build prerequisites and then building itself)
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//Set of buildings for different goals. Does not include any prerequisites.
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const BuildingID essential [ ] = { BuildingID : : TAVERN , BuildingID : : TOWN_HALL } ;
const BuildingID goldSource [ ] = { BuildingID : : TOWN_HALL , BuildingID : : CITY_HALL , BuildingID : : CAPITOL } ;
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 } ;
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 } ;
const BuildingID unitGrowth [ ] = { BuildingID : : FORT , BuildingID : : CITADEL , BuildingID : : CASTLE , BuildingID : : HORDE_1 ,
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BuildingID : : HORDE_1_UPGR , BuildingID : : HORDE_2 , BuildingID : : HORDE_2_UPGR } ;
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const BuildingID spells [ ] = { BuildingID : : MAGES_GUILD_1 , BuildingID : : MAGES_GUILD_2 , BuildingID : : MAGES_GUILD_3 ,
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BuildingID : : MAGES_GUILD_4 , BuildingID : : MAGES_GUILD_5 } ;
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const BuildingID extra [ ] = { BuildingID : : RESOURCE_SILO , BuildingID : : SPECIAL_1 , BuildingID : : SPECIAL_2 , BuildingID : : SPECIAL_3 ,
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BuildingID : : SPECIAL_4 , BuildingID : : SHIPYARD } ; // all remaining buildings
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TResources currentRes = cb - > getResourceAmount ( ) ;
TResources income = estimateIncome ( ) ;
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if ( tryBuildAnyStructure ( t , std : : vector < BuildingID > ( essential , essential + ARRAY_COUNT ( essential ) ) ) )
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return ;
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//we're running out of gold - try to build something gold-producing. Multiplier can be tweaked, 6 is minimum due to buildings costs
if ( currentRes [ Res : : GOLD ] < income [ Res : : GOLD ] * 6 )
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if ( tryBuildNextStructure ( t , std : : vector < BuildingID > ( goldSource , goldSource + ARRAY_COUNT ( goldSource ) ) ) )
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return ;
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if ( cb - > getDate ( Date : : DAY_OF_WEEK ) > 6 ) // last 2 days of week - try to focus on growth
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{
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if ( tryBuildNextStructure ( t , std : : vector < BuildingID > ( unitGrowth , unitGrowth + ARRAY_COUNT ( unitGrowth ) ) , 2 ) )
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return ;
}
// first in-game week or second half of any week: try build dwellings
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if ( cb - > getDate ( Date : : DAY ) < 7 | | cb - > getDate ( Date : : DAY_OF_WEEK ) > 3 )
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if ( tryBuildAnyStructure ( t , std : : vector < BuildingID > ( unitsSource , unitsSource + ARRAY_COUNT ( unitsSource ) ) , 8 - cb - > getDate ( Date : : DAY_OF_WEEK ) ) )
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return ;
//try to upgrade dwelling
for ( int i = 0 ; i < ARRAY_COUNT ( unitsUpgrade ) ; i + + )
{
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if ( t - > hasBuilt ( unitsSource [ i ] ) & & ! t - > hasBuilt ( unitsUpgrade [ i ] ) )
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{
if ( tryBuildStructure ( t , unitsUpgrade [ i ] ) )
return ;
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}
}
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//remaining tasks
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if ( tryBuildNextStructure ( t , std : : vector < BuildingID > ( goldSource , goldSource + ARRAY_COUNT ( goldSource ) ) ) )
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return ;
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if ( tryBuildNextStructure ( t , std : : vector < BuildingID > ( spells , spells + ARRAY_COUNT ( spells ) ) ) )
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return ;
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if ( tryBuildAnyStructure ( t , std : : vector < BuildingID > ( extra , extra + ARRAY_COUNT ( extra ) ) ) )
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return ;
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}
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std : : vector < const CGObjectInstance * > VCAI : : getPossibleDestinations ( HeroPtr h )
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{
validateVisitableObjs ( ) ;
std : : vector < const CGObjectInstance * > possibleDestinations ;
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for ( const CGObjectInstance * obj : visitableObjs )
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{
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if ( isAccessibleForHero ( obj - > visitablePos ( ) , h ) & & ! obj - > wasVisited ( playerID ) & &
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( obj - > tempOwner ! = playerID | | isWeeklyRevisitable ( obj ) ) ) //flag or get weekly resources / creatures
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possibleDestinations . push_back ( obj ) ;
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}
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boost : : sort ( possibleDestinations , isCloser ) ;
possibleDestinations . erase ( boost : : remove_if ( possibleDestinations , [ & ] ( const CGObjectInstance * obj ) - > bool
{
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const int3 pos = obj - > visitablePos ( ) ;
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if ( vstd : : contains ( alreadyVisited , obj ) )
return true ;
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if ( ! isSafeToVisit ( h , pos ) )
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return true ;
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if ( ! shouldVisit ( h , obj ) )
return true ;
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if ( vstd : : contains ( reservedObjs , obj ) ) //does checking for our own reserved objects make sense? here?
return true ;
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const CGObjectInstance * topObj = cb - > getVisitableObjs ( pos ) . 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
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if ( topObj - > ID = = Obj : : HERO & & cb - > getPlayerRelations ( h - > tempOwner , topObj - > tempOwner ) ! = PlayerRelations : : ENEMIES )
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return true ;
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return false ;
} ) , possibleDestinations . end ( ) ) ;
return possibleDestinations ;
}
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bool VCAI : : canRecruitAnyHero ( const CGTownInstance * t ) const
{
//TODO: make gathering gold, building tavern or conquering town (?) possible subgoals
if ( ! t )
t = findTownWithTavern ( ) ;
if ( t )
return cb - > getResourceAmount ( Res : : GOLD ) > = HERO_GOLD_COST & &
cb - > getHeroesInfo ( ) . size ( ) < ALLOWED_ROAMING_HEROES & &
cb - > getAvailableHeroes ( t ) . size ( ) ;
else
return false ;
}
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void VCAI : : wander ( HeroPtr h )
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{
while ( 1 )
{
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validateVisitableObjs ( ) ;
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std : : vector < ObjectIdRef > dests , tmp ;
range : : copy ( reservedHeroesMap [ h ] , std : : back_inserter ( tmp ) ) ; //visit our reserved objects first
for ( auto obj : tmp )
{
if ( isAccessibleForHero ( obj - > visitablePos ( ) , h ) ) //even nearby objects could be blocked by other heroes :(
dests . push_back ( obj ) ; //can't use lambda for member function :(
}
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if ( ! dests . size ( ) )
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range : : copy ( getPossibleDestinations ( h ) , std : : back_inserter ( dests ) ) ;
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if ( ! dests . size ( ) )
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{
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auto compareReinforcements = [ h ] ( const CGTownInstance * lhs , const CGTownInstance * rhs ) - > bool
{
return howManyReinforcementsCanGet ( h , lhs ) < howManyReinforcementsCanGet ( h , rhs ) ;
} ;
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std : : vector < const CGTownInstance * > townsReachable ;
std : : vector < const CGTownInstance * > townsNotReachable ;
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for ( const CGTownInstance * t : cb - > getTownsInfo ( ) )
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{
if ( ! t - > visitingHero & & howManyReinforcementsCanGet ( h , t ) & & ! vstd : : contains ( townVisitsThisWeek [ h ] , t ) )
{
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if ( isAccessibleForHero ( t - > visitablePos ( ) , h ) )
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townsReachable . push_back ( t ) ;
else
townsNotReachable . push_back ( t ) ;
}
}
if ( townsReachable . size ( ) )
{
boost : : sort ( townsReachable , compareReinforcements ) ;
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dests . emplace_back ( townsReachable . back ( ) ) ;
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}
else if ( townsNotReachable . size ( ) )
{
boost : : sort ( townsNotReachable , compareReinforcements ) ;
//TODO pick the truly best
const CGTownInstance * t = townsNotReachable . back ( ) ;
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logAi - > debugStream ( ) < < boost : : format ( " %s can't reach any town, we'll try to make our way to %s at %s " ) % h - > name % t - > name % t - > visitablePos ( ) ;
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int3 pos1 = h - > pos ;
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striveToGoal ( sptr ( Goals : : VisitTile ( t - > visitablePos ( ) ) . sethero ( h ) ) ) ;
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if ( pos1 = = h - > pos & & h = = primaryHero ( ) ) //hero can't move
{
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if ( canRecruitAnyHero ( t ) )
recruitHero ( t ) ;
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}
break ;
}
else if ( cb - > getResourceAmount ( Res : : GOLD ) > = HERO_GOLD_COST )
{
std : : vector < const CGTownInstance * > towns = cb - > getTownsInfo ( ) ;
erase_if ( towns , [ ] ( const CGTownInstance * t ) - > bool
{
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for ( const CGHeroInstance * h : cb - > getHeroesInfo ( ) )
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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 - > debugStream ( ) < < " Nowhere more to go... " ;
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break ;
}
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}
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const ObjectIdRef & dest = dests . front ( ) ;
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logAi - > debugStream ( ) < < boost : : format ( " Of all %d destinations, object oid=%d seems nice " ) % dests . size ( ) % dest . id . getNum ( ) ;
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if ( ! goVisitObj ( dest , h ) )
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{
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if ( ! dest )
{
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logAi - > debugStream ( ) < < boost : : format ( " Visit attempt made the object (id=%d) gone... " ) % dest . id . getNum ( ) ;
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}
else
{
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logAi - > debugStream ( ) < < boost : : format ( " Hero %s apparently used all MPs (%d left) " ) % h - > name % h - > movement ;
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reserveObject ( h , dest ) ; //reserve that object - we predict it will be reached soon
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//removed - do not forget abstract goal so easily
//setGoal(h, CGoal(VISIT_TILE).sethero(h).settile(dest->visitablePos()));
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}
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break ;
}
if ( h - > visitedTown )
{
townVisitsThisWeek [ h ] . push_back ( h - > visitedTown ) ;
buildArmyIn ( h - > visitedTown ) ;
break ;
}
}
}
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void VCAI : : setGoal ( HeroPtr h , Goals : : TSubgoal goal )
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{ //TODO: check for presence?
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if ( goal - > invalid ( ) )
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erase_if_present ( lockedHeroes , h ) ;
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else
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{
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lockedHeroes [ h ] = goal ;
goal - > setisElementar ( false ) ; //always evaluate goals before realizing
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}
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}
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void VCAI : : completeGoal ( Goals : : TSubgoal goal )
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{
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logAi - > debugStream ( ) < < boost : : format ( " Completing goal: %s " ) % goal - > name ( ) ;
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if ( const CGHeroInstance * h = goal - > hero . get ( true ) )
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{
auto it = lockedHeroes . find ( h ) ;
if ( it ! = lockedHeroes . end ( ) )
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if ( it - > second = = goal )
{
logAi - > debugStream ( ) < < boost : : format ( " %s " ) % goal - > completeMessage ( ) ;
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lockedHeroes . erase ( it ) ; //goal fulfilled, free hero
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}
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}
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else //complete goal for all heroes maybe?
{
for ( auto p : lockedHeroes )
{
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if ( p . second = = goal | | p . second - > fulfillsMe ( goal ) ) //we could have fulfilled goals of other heroes by chance
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{
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logAi - > debugStream ( ) < < boost : : format ( " %s " ) % p . second - > completeMessage ( ) ;
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lockedHeroes . erase ( lockedHeroes . find ( p . first ) ) ; //is it safe?
}
}
}
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}
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void VCAI : : battleStart ( const CCreatureSet * army1 , const CCreatureSet * army2 , int3 tile , const CGHeroInstance * hero1 , const CGHeroInstance * hero2 , bool side )
{
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NET_EVENT_HANDLER ;
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assert ( playerID > PlayerColor : : PLAYER_LIMIT | | status . getBattle ( ) = = UPCOMING_BATTLE ) ;
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status . setBattle ( ONGOING_BATTLE ) ;
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const CGObjectInstance * presumedEnemy = backOrNull ( cb - > getVisitableObjs ( tile ) ) ; //may be nullptr in some very are cases -> eg. visited monolith and fighting with an enemy at the FoW covered exit
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battlename = boost : : str ( boost : : format ( " Starting battle of %s attacking %s at %s " ) % ( hero1 ? hero1 - > name : " a army " ) % ( presumedEnemy ? presumedEnemy - > hoverName : " unknown enemy " ) % tile ) ;
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CAdventureAI : : battleStart ( army1 , army2 , tile , hero1 , hero2 , side ) ;
}
void VCAI : : battleEnd ( const BattleResult * br )
{
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NET_EVENT_HANDLER ;
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assert ( status . getBattle ( ) = = ONGOING_BATTLE ) ;
status . setBattle ( ENDING_BATTLE ) ;
bool won = br - > winner = = myCb - > battleGetMySide ( ) ;
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logAi - > debugStream ( ) < < boost : : format ( " Player %d: I %s the %s! " ) % playerID % ( won ? " won " : " lost " ) % battlename ;
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battlename . clear ( ) ;
CAdventureAI : : battleEnd ( br ) ;
}
void VCAI : : waitTillFree ( )
{
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auto unlock = vstd : : makeUnlockSharedGuard ( cb - > getGsMutex ( ) ) ;
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status . waitTillFree ( ) ;
}
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void VCAI : : markObjectVisited ( const CGObjectInstance * obj )
{
if ( dynamic_cast < const CGVisitableOPH * > ( obj ) | | //we may want to wisit it with another hero
dynamic_cast < const CGBonusingObject * > ( obj ) | | //or another time
( obj - > ID = = Obj : : MONSTER ) )
return ;
alreadyVisited . push_back ( obj ) ;
}
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void VCAI : : reserveObject ( HeroPtr h , const CGObjectInstance * obj )
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{
reservedObjs . push_back ( obj ) ;
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reservedHeroesMap [ h ] . push_back ( obj ) ;
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logAi - > debugStream ( ) < < " reserved object id= " < < obj - > id < < " ; address= " < < ( intptr_t ) obj < < " ; name= " < < obj - > getHoverText ( ) ;
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}
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void VCAI : : validateVisitableObjs ( )
{
std : : vector < const CGObjectInstance * > hlp ;
retreiveVisitableObjs ( hlp , true ) ;
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std : : string errorMsg ;
auto shouldBeErased = [ & ] ( const CGObjectInstance * obj ) - > bool
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{
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if ( ! vstd : : contains ( hlp , obj ) )
{
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logAi - > errorStream ( ) < < helperObjInfo [ obj ] . name < < " at " < < helperObjInfo [ obj ] . pos < < errorMsg ;
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return true ;
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}
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return false ;
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} ;
//errorMsg is captured by ref so lambda will take the new text
errorMsg = " shouldn't be on the visitable objects list! " ;
erase_if ( visitableObjs , shouldBeErased ) ;
for ( auto & p : reservedHeroesMap )
{
errorMsg = " shouldn't be on list for hero " + p . first - > name + " ! " ;
erase_if ( p . second , shouldBeErased ) ;
}
errorMsg = " shouldn't be on the reserved objs list! " ;
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! " ;
erase_if ( alreadyVisited , shouldBeErased ) ;
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}
void VCAI : : retreiveVisitableObjs ( std : : vector < const CGObjectInstance * > & out , bool includeOwned /*= false*/ ) const
{
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foreach_tile_pos ( [ & ] ( const int3 & pos )
{
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for ( const CGObjectInstance * obj : myCb - > getVisitableObjs ( pos , false ) )
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{
if ( includeOwned | | obj - > tempOwner ! = playerID )
out . push_back ( obj ) ;
}
} ) ;
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}
std : : vector < const CGObjectInstance * > VCAI : : getFlaggedObjects ( ) const
{
std : : vector < const CGObjectInstance * > ret ;
retreiveVisitableObjs ( ret , true ) ;
erase_if ( ret , [ ] ( const CGObjectInstance * obj )
{
return obj - > tempOwner ! = ai - > playerID ;
} ) ;
return ret ;
}
void VCAI : : addVisitableObj ( const CGObjectInstance * obj )
{
visitableObjs . push_back ( obj ) ;
helperObjInfo [ obj ] = ObjInfo ( obj ) ;
}
const CGObjectInstance * VCAI : : lookForArt ( int aid ) const
{
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for ( const CGObjectInstance * obj : ai - > visitableObjs )
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{
if ( obj - > ID = = 5 & & obj - > subID = = aid )
return obj ;
}
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return nullptr ;
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//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
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for ( const CGHeroInstance * h : cb - > getHeroesInfo ( ) )
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{
if ( isAccessibleForHero ( pos , h ) )
return true ;
}
return false ;
}
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HeroPtr VCAI : : getHeroWithGrail ( ) const
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{
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for ( const CGHeroInstance * h : cb - > getHeroesInfo ( ) )
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if ( h - > hasArt ( 2 ) ) //grail
return h ;
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return nullptr ;
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}
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const CGObjectInstance * VCAI : : getUnvisitedObj ( const std : : function < bool ( const CGObjectInstance * ) > & predicate )
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{
//TODO smarter definition of unvisited
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for ( const CGObjectInstance * obj : visitableObjs )
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if ( predicate ( obj ) & & ! vstd : : contains ( alreadyVisited , obj ) )
return obj ;
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return nullptr ;
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}
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bool VCAI : : isAccessibleForHero ( const int3 & pos , HeroPtr h , bool includeAllies /*= false*/ ) const
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{
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cb - > setSelection ( * h ) ;
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if ( ! includeAllies )
{ //don't visit tile occupied by allied hero
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for ( auto obj : cb - > getVisitableObjs ( pos ) )
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{
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if ( obj - > ID = = Obj : : HERO & & obj - > tempOwner = = h - > tempOwner & & obj ! = h . get ( ) )
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return false ;
}
}
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return cb - > getPathInfo ( pos ) - > reachable ( ) ;
}
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bool VCAI : : moveHeroToTile ( int3 dst , HeroPtr h )
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{
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cb - > setSelection ( h . h ) ; //make sure we are using the RIGHT pathfinder
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logAi - > debugStream ( ) < < boost : : format ( " Moving hero %s to tile %s " ) % h - > name % dst ;
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int3 startHpos = h - > visitablePos ( ) ;
bool ret = false ;
if ( startHpos = = dst )
{
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//FIXME: this assertion fails also if AI moves onto defeated guarded object
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assert ( cb - > getVisitableObjs ( dst ) . size ( ) > 1 ) ; //there's no point in revisiting tile where there is no visitable object
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cb - > moveHero ( * h , CGHeroInstance : : convertPosition ( dst , true ) ) ;
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waitTillFree ( ) ; //movement may cause battle or blocking dialog
ret = true ;
}
else
{
CGPath path ;
cb - > getPath2 ( dst , path ) ;
if ( path . nodes . empty ( ) )
{
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logAi - > errorStream ( ) < < " Hero " < < h - > name < < " cannot reach " < < dst ;
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//setGoal(h, INVALID);
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completeGoal ( sptr ( Goals : : VisitTile ( dst ) . sethero ( h ) ) ) ; //TODO: better mechanism to determine goal
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cb - > recalculatePaths ( ) ;
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throw std : : runtime_error ( " Wrong move order! " ) ;
}
int i = path . nodes . size ( ) - 1 ;
for ( ; i > 0 ; i - - )
{
//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 )
{
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//blockedHeroes.insert(h); //to avoid attempts of moving heroes with very little MPs
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break ;
}
int3 endpos = path . nodes [ i - 1 ] . coord ;
if ( endpos = = h - > visitablePos ( ) )
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//if (endpos == h->pos)
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continue ;
// if(i > 1)
// {
// int3 afterEndPos = path.nodes[i-2].coord;
// if(afterEndPos.z != endpos.z)
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//
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// }
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//logAi->debugStream() << "Moving " << h->name << " from " << h->getPosition() << " to " << endpos;
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cb - > moveHero ( * h , CGHeroInstance : : convertPosition ( endpos , true ) ) ;
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waitTillFree ( ) ; //movement may cause battle or blocking dialog
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boost : : this_thread : : interruption_point ( ) ;
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if ( ! h ) //we lost hero - remove all tasks assigned to him/her
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{
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lostHero ( h ) ;
//we need to throw, otherwise hero will be assigned to sth again
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throw std : : runtime_error ( " Hero was lost! " ) ;
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}
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}
ret = ! i ;
}
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if ( auto visitedObject = frontOrNull ( cb - > getVisitableObjs ( h - > visitablePos ( ) ) ) ) //we stand on something interesting
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{
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performObjectInteraction ( visitedObject , h ) ;
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//BNLOG("Hero %s moved from %s to %s at %s", h->name % startHpos % visitedObject->hoverName % h->visitablePos());
//throw goalFulfilledException (CGoal(GET_OBJ).setobjid(visitedObject->id));
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}
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if ( h ) //we could have lost hero after last move
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{
cb - > recalculatePaths ( ) ;
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if ( startHpos = = h - > visitablePos ( ) & & ! ret ) //we didn't move and didn't reach the target
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{
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throw cannotFulfillGoalException ( " Invalid path found! " ) ;
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}
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}
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logAi - > debugStream ( ) < < boost : : format ( " Hero %s moved from %s to %s. Returning %d. " ) % h - > name % startHpos % h - > visitablePos ( ) % ret ;
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return ret ;
}
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void VCAI : : tryRealize ( Goals : : Explore & g )
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{
throw cannotFulfillGoalException ( " EXPLORE is not a elementar goal! " ) ;
}
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void VCAI : : tryRealize ( Goals : : RecruitHero & g )
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{
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if ( const CGTownInstance * t = findTownWithTavern ( ) )
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{
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recruitHero ( t , true ) ;
//TODO try to free way to blocked town
//TODO: adventure map tavern or prison?
}
}
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void VCAI : : tryRealize ( Goals : : VisitTile & g )
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{
//cb->recalculatePaths();
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 )
{
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logAi - > warnStream ( ) < < boost : : format ( " Why do I want to move hero %s to tile %s? Already standing on that tile! " )
% g . hero - > name % g . tile ;
throw goalFulfilledException ( sptr ( g ) ) ;
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}
//if(!g.isBlockedBorderGate(g.tile))
//{
if ( ai - > moveHeroToTile ( g . tile , g . hero . get ( ) ) )
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{
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throw goalFulfilledException ( sptr ( g ) ) ;
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}
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//}
//else
// throw cannotFulfillGoalException("There's a blocked gate!, we should never be here"); //CLEAR_WAY_TO should get keymaster tent
}
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void VCAI : : tryRealize ( Goals : : VisitHero & g )
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{
if ( ! g . hero - > movement )
throw cannotFulfillGoalException ( " Cannot visit tile: hero is out of MPs! " ) ;
if ( ai - > moveHeroToTile ( g . tile , g . hero . get ( ) ) )
{
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throw goalFulfilledException ( sptr ( g ) ) ;
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}
}
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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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{
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case EBuildingState : : ALLOWED :
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cb - > buildBuilding ( t , BuildingID ( g . bid ) ) ;
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return ;
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default :
break ;
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}
}
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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! " ) ;
}
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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 ( ) = = CGHeroInstance : : CAN_DIG )
{
cb - > dig ( g . hero . get ( ) ) ;
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setGoal ( g . hero , sptr ( Goals : : Invalid ( ) ) ) ; // finished digging
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}
else
{
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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 " ) ;
}
}
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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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{
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for ( Res : : ERes i = Res : : WOOD ; i < = Res : : GOLD ; vstd : : advance ( i , 1 ) )
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{
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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! " ) ;
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}
else
{
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throw cannotFulfillGoalException ( " I don't know how to use this object to raise resources! " ) ;
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}
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}
else
{
saving [ g . resID ] = 1 ;
throw cannotFulfillGoalException ( " No object that could be used to raise resources! " ) ;
}
}
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void VCAI : : tryRealize ( Goals : : Build & g )
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{
performTypicalActions ( ) ; //TODO: separate build and wander
throw cannotFulfillGoalException ( " BUILD has been realized as much as possible. " ) ;
}
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void VCAI : : tryRealize ( Goals : : Invalid & g )
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{
throw cannotFulfillGoalException ( " I don't know how to fulfill this! " ) ;
}
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void VCAI : : tryRealize ( Goals : : AbstractGoal & g )
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{
logAi - > debugStream ( ) < < boost : : format ( " Attempting realizing goal with code %s " ) % g . name ( ) ;
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throw cannotFulfillGoalException ( " Unknown type of goal ! " ) ;
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}
const CGTownInstance * VCAI : : findTownWithTavern ( ) const
{
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for ( const CGTownInstance * t : cb - > getTownsInfo ( ) )
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if ( t - > hasBuilt ( BuildingID : : TAVERN ) & & ! t - > visitingHero )
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return t ;
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return nullptr ;
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}
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std : : vector < HeroPtr > VCAI : : getUnblockedHeroes ( ) const
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{
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std : : vector < HeroPtr > ret ;
boost : : copy ( cb - > getHeroesInfo ( ) , std : : back_inserter ( ret ) ) ;
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for ( auto h : lockedHeroes )
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{
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//if (!h.second.invalid()) //we can use heroes without valid goal
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if ( h . second - > goalType = = Goals : : DIG_AT_TILE | | ! h . first - > movement ) //experiment: use all heroes that have movement left, TODO: unlock heroes that couldn't realize their goals
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erase_if_present ( ret , h . first ) ;
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}
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return ret ;
}
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HeroPtr VCAI : : primaryHero ( ) const
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{
auto hs = cb - > getHeroesInfo ( ) ;
boost : : sort ( hs , compareHeroStrength ) ;
if ( hs . empty ( ) )
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return nullptr ;
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return hs . back ( ) ;
}
void VCAI : : endTurn ( )
{
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logAi - > debugStream ( ) < < " Player " < < static_cast < int > ( playerID . getNum ( ) ) < < " ends turn " ;
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if ( ! status . haveTurn ( ) )
{
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logAi - > errorStream ( ) < < " Not having turn at the end of turn??? " ;
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}
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do
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{
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
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logAi - > debugStream ( ) < < " Player " < < static_cast < int > ( playerID . getNum ( ) ) < < " ended turn " ;
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}
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void VCAI : : striveToGoal ( Goals : : TSubgoal ultimateGoal )
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{
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if ( ultimateGoal - > invalid ( ) )
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return ;
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//we are looking for abstract goals
auto abstractGoal = striveToGoalInternal ( ultimateGoal , false ) ;
if ( abstractGoal - > invalid ( ) )
return ;
//we received abstratc goal, need to find concrete goals
striveToGoalInternal ( abstractGoal , true ) ;
//TODO: save abstract goals not related to hero
}
Goals : : TSubgoal VCAI : : striveToGoalInternal ( Goals : : TSubgoal ultimateGoal , bool onlyAbstract )
{
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Goals : : TSubgoal abstractGoal = sptr ( Goals : : Invalid ( ) ) ;
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while ( 1 )
{
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Goals : : TSubgoal goal = ultimateGoal ;
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logAi - > debugStream ( ) < < boost : : format ( " Striving to goal of type %s " ) % ultimateGoal - > name ( ) ;
int maxGoals = 100 ; //preventing deadlock for mutually dependent goals
//FIXME: do not try to realize goal when loop didn't suceed
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while ( ! goal - > isElementar & & maxGoals & & ( onlyAbstract | | ! goal - > isAbstract ) )
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{
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logAi - > debugStream ( ) < < boost : : format ( " Considering goal %s " ) % goal - > name ( ) ;
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try
{
boost : : this_thread : : interruption_point ( ) ;
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goal = goal - > whatToDoToAchieve ( ) ;
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- - maxGoals ;
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}
catch ( std : : exception & e )
{
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logAi - > debugStream ( ) < < boost : : format ( " Goal %s decomposition failed: %s " ) % goal - > name ( ) % e . what ( ) ;
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//setGoal (goal.hero, INVALID); //test: if we don't know how to realize goal, we should abandon it for now
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return sptr ( Goals : : Invalid ( ) ) ;
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}
}
try
{
boost : : this_thread : : interruption_point ( ) ;
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if ( ! maxGoals )
{
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std : : runtime_error e ( " Too many subgoals, don't know what to do " ) ;
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throw ( e ) ;
}
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if ( goal - > hero ) //lock this hero to fulfill ultimate goal
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{
if ( maxGoals )
{
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setGoal ( goal - > hero , goal ) ;
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}
else
{
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setGoal ( goal - > hero , sptr ( Goals : : Invalid ( ) ) ) ; // we seemingly don't know what to do with hero
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}
}
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if ( goal - > isAbstract )
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{
abstractGoal = goal ; //allow only one abstract goal per call
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logAi - > debugStream ( ) < < boost : : format ( " Choosing abstract goal %s " ) % goal - > name ( ) ;
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break ;
}
else
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goal - > accept ( this ) ;
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boost : : this_thread : : interruption_point ( ) ;
}
catch ( boost : : thread_interrupted & e )
{
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logAi - > debugStream ( ) < < boost : : format ( " Player %d: Making turn thread received an interruption! " ) % playerID ;
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throw ; //rethrow, we want to truly end this thread
}
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catch ( goalFulfilledException & e )
{
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completeGoal ( goal ) ;
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if ( ultimateGoal - > fulfillsMe ( goal ) | | maxGoals > 98 ) //completed goal was main goal //TODO: find better condition
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return sptr ( Goals : : Invalid ( ) ) ;
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}
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catch ( std : : exception & e )
{
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logAi - > debugStream ( ) < < boost : : format ( " Failed to realize subgoal of type %s (greater goal type was %s), I will stop. " ) % goal - > name ( ) % ultimateGoal - > name ( ) ;
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logAi - > debugStream ( ) < < boost : : format ( " The error message was: %s " ) % e . what ( ) ;
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break ;
}
}
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return abstractGoal ;
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}
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void VCAI : : striveToQuest ( const QuestInfo & q )
{
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if ( q . quest - > missionType & & q . quest - > progress ! = CQuest : : COMPLETE ) //FIXME: quests are never synchronized. Pointer handling needed
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{
MetaString ms ;
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q . quest - > getRolloverText ( ms , false ) ;
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logAi - > debugStream ( ) < < boost : : format ( " Trying to realize quest: %s " ) % ms . toString ( ) ;
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auto heroes = cb - > getHeroesInfo ( ) ;
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switch ( q . quest - > missionType )
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{
case CQuest : : MISSION_ART :
{
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for ( auto hero : heroes ) //TODO: remove duplicated code?
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{
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if ( q . quest - > checkQuest ( hero ) )
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{
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striveToGoal ( sptr ( Goals : : GetObj ( q . obj - > id . getNum ( ) ) . sethero ( hero ) ) ) ;
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return ;
}
}
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for ( auto art : q . quest - > m5arts )
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{
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striveToGoal ( sptr ( Goals : : GetArtOfType ( art ) ) ) ; //TODO: transport?
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}
break ;
}
case CQuest : : MISSION_HERO :
{
//striveToGoal (CGoal(RECRUIT_HERO));
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for ( auto hero : heroes )
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{
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if ( q . quest - > checkQuest ( hero ) )
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{
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striveToGoal ( sptr ( Goals : : GetObj ( q . obj - > id . getNum ( ) ) . sethero ( hero ) ) ) ;
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return ;
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}
}
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striveToGoal ( sptr ( Goals : : FindObj ( Obj : : PRISON ) ) ) ; //rule of a thumb - quest heroes usually are locked in prisons
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//BNLOG ("Don't know how to recruit hero with id %d\n", q.quest->m13489val);
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break ;
}
case CQuest : : MISSION_ARMY :
{
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for ( auto hero : heroes )
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{
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if ( q . quest - > checkQuest ( hero ) ) //veyr bad info - stacks can be split between multiple heroes :(
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{
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striveToGoal ( sptr ( Goals : : GetObj ( q . obj - > id . getNum ( ) ) . sethero ( hero ) ) ) ;
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return ;
}
}
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for ( auto creature : q . quest - > m6creatures )
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{
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striveToGoal ( sptr ( Goals : : GatherTroops ( creature . type - > idNumber , creature . count ) ) ) ;
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}
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//TODO: exchange armies... oh my
//BNLOG ("Don't know how to recruit %d of %s\n", (int)(creature.count) % creature.type->namePl);
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break ;
}
case CQuest : : MISSION_RESOURCES :
{
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if ( heroes . size ( ) )
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{
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if ( q . quest - > checkQuest ( heroes . front ( ) ) ) //it doesn't matter which hero it is
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{
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striveToGoal ( sptr ( Goals : : VisitTile ( q . tile ) ) ) ;
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}
else
{
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for ( int i = 0 ; i < q . quest - > m7resources . size ( ) ; + + i )
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{
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if ( q . quest - > m7resources [ i ] )
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striveToGoal ( sptr ( Goals : : CollectRes ( i , q . quest - > m7resources [ i ] ) ) ) ;
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}
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}
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}
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else
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striveToGoal ( sptr ( Goals : : RecruitHero ( ) ) ) ; //FIXME: checkQuest requires any hero belonging to player :(
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break ;
}
case CQuest : : MISSION_KILL_HERO :
case CQuest : : MISSION_KILL_CREATURE :
{
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auto obj = cb - > getObjByQuestIdentifier ( q . quest - > m13489val ) ;
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if ( obj )
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striveToGoal ( sptr ( Goals : : GetObj ( obj - > id . getNum ( ) ) ) ) ;
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else
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striveToGoal ( sptr ( Goals : : VisitTile ( q . tile ) ) ) ; //visit seer hut
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break ;
}
case CQuest : : MISSION_PRIMARY_STAT :
{
auto heroes = cb - > getHeroesInfo ( ) ;
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for ( auto hero : heroes )
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{
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if ( q . quest - > checkQuest ( hero ) )
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{
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striveToGoal ( sptr ( Goals : : GetObj ( q . obj - > id . getNum ( ) ) . sethero ( hero ) ) ) ;
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return ;
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}
}
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for ( int i = 0 ; i < q . quest - > m2stats . size ( ) ; + + i )
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{
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logAi - > debugStream ( ) < < boost : : format ( " Don't know how to increase primary stat %d " ) % i ;
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}
break ;
}
case CQuest : : MISSION_LEVEL :
{
auto heroes = cb - > getHeroesInfo ( ) ;
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for ( auto hero : heroes )
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{
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if ( q . quest - > checkQuest ( hero ) )
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{
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striveToGoal ( sptr ( Goals : : VisitTile ( q . tile ) . sethero ( hero ) ) ) ; //TODO: causes infinite loop :/
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return ;
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}
}
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logAi - > debugStream ( ) < < boost : : format ( " Don't know how to reach hero level %d " ) % q . quest - > m13489val ;
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break ;
}
case CQuest : : MISSION_PLAYER :
{
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if ( playerID . getNum ( ) ! = q . quest - > m13489val )
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logAi - > debugStream ( ) < < boost : : format ( " Can't be player of color %d " ) % q . quest - > m13489val ;
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break ;
}
case CQuest : : MISSION_KEYMASTER :
{
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striveToGoal ( sptr ( Goals : : FindObj ( Obj : : KEYMASTER , q . obj - > subID ) ) ) ;
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break ;
}
}
}
}
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void VCAI : : performTypicalActions ( )
{
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for ( const CGTownInstance * t : cb - > getTownsInfo ( ) )
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{
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logAi - > debugStream ( ) < < boost : : format ( " Looking into %s " ) % t - > name ;
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buildStructure ( t ) ;
buildArmyIn ( t ) ;
if ( ! ai - > primaryHero ( ) | |
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( t - > getArmyStrength ( ) > ai - > primaryHero ( ) - > getArmyStrength ( ) * 2 & & ! isAccessibleForHero ( t - > visitablePos ( ) , ai - > primaryHero ( ) ) ) )
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{
recruitHero ( t ) ;
buildArmyIn ( t ) ;
}
}
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for ( auto h : getUnblockedHeroes ( ) )
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{
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logAi - > debugStream ( ) < < boost : : format ( " Looking into %s, MP=%d " ) % h - > name . c_str ( ) % h - > movement ;
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makePossibleUpgrades ( * h ) ;
cb - > setSelection ( * h ) ;
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try
{
wander ( h ) ;
}
catch ( std : : exception & e )
{
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logAi - > debugStream ( ) < < boost : : format ( " Cannot use this hero anymore, received exception: %s " ) % e . what ( ) ;
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continue ;
}
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}
}
void VCAI : : buildArmyIn ( const CGTownInstance * t )
{
makePossibleUpgrades ( t - > visitingHero ) ;
makePossibleUpgrades ( t ) ;
recruitCreatures ( t ) ;
moveCreaturesToHero ( t ) ;
}
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int3 VCAI : : explorationBestNeighbour ( int3 hpos , int radius , HeroPtr h )
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{
TimeCheck tc ( " looking for best exploration neighbour " ) ;
std : : map < int3 , int > dstToRevealedTiles ;
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for ( crint3 dir : dirs )
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if ( cb - > isInTheMap ( hpos + dir ) )
dstToRevealedTiles [ hpos + dir ] = howManyTilesWillBeDiscovered ( radius , hpos , dir ) * isSafeToVisit ( h , hpos + dir ) ;
auto best = dstToRevealedTiles . begin ( ) ;
best - > second * = cb - > getPathInfo ( best - > first ) - > reachable ( ) ;
best - > second * = cb - > getPathInfo ( best - > first ) - > accessible = = CGPathNode : : ACCESSIBLE ;
for ( auto i = dstToRevealedTiles . begin ( ) ; i ! = dstToRevealedTiles . end ( ) ; i + + )
{
const CGPathNode * pn = cb - > getPathInfo ( i - > first ) ;
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//const TerrainTile *t = cb->getTile(i->first);
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if ( best - > second < i - > 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! " ) ;
}
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int3 VCAI : : explorationNewPoint ( int radius , HeroPtr h , std : : vector < std : : vector < int3 > > & tiles )
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{
TimeCheck tc ( " looking for new exploration point " ) ;
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logAi - > debugStream ( ) < < " Looking for an another place for exploration... " ;
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tiles . resize ( radius ) ;
foreach_tile_pos ( [ & ] ( const int3 & pos )
{
if ( ! cb - > isVisible ( pos ) )
tiles [ 0 ] . push_back ( pos ) ;
} ) ;
for ( int i = 1 ; i < radius ; i + + )
{
getVisibleNeighbours ( tiles [ i - 1 ] , tiles [ i ] ) ;
removeDuplicates ( tiles [ i ] ) ;
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for ( const int3 & tile : tiles [ i ] )
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{
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if ( cb - > getPathInfo ( tile ) - > reachable ( ) & & isSafeToVisit ( h , tile ) & & howManyTilesWillBeDiscovered ( tile , radius ) & & ! isBlockedBorderGate ( tile ) )
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{
return tile ;
}
}
}
throw cannotFulfillGoalException ( " No accessible tile will bring discoveries! " ) ;
}
TResources VCAI : : estimateIncome ( ) const
{
TResources ret ;
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for ( const CGTownInstance * t : cb - > getTownsInfo ( ) )
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{
ret [ Res : : GOLD ] + = t - > dailyIncome ( ) ;
//TODO duplikuje newturn
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if ( t - > hasBuilt ( BuildingID : : RESOURCE_SILO ) ) //there is resource silo
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{
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if ( t - > town - > primaryRes = = Res : : WOOD_AND_ORE ) //we'll give wood and ore
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{
ret [ Res : : WOOD ] + + ;
ret [ Res : : ORE ] + + ;
}
else
{
ret [ t - > town - > primaryRes ] + + ;
}
}
}
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for ( const CGObjectInstance * obj : getFlaggedObjects ( ) )
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{
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 ;
}
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void VCAI : : checkHeroArmy ( HeroPtr h )
{
auto it = lockedHeroes . find ( h ) ;
if ( it ! = lockedHeroes . end ( ) )
{
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if ( it - > second - > goalType = = Goals : : GATHER_ARMY & & it - > second - > value < = h - > getArmyStrength ( ) )
completeGoal ( sptr ( Goals : : GatherArmy ( it - > second - > value ) . sethero ( h ) ) ) ;
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}
}
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void VCAI : : recruitHero ( const CGTownInstance * t , bool throwing )
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{
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logAi - > debugStream ( ) < < boost : : format ( " Trying to recruit a hero in %s at %s " ) % t - > name % t - > visitablePos ( ) ;
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if ( auto availableHero = frontOrNull ( cb - > getAvailableHeroes ( t ) ) )
cb - > recruitHero ( t , availableHero ) ;
else if ( throwing )
throw cannotFulfillGoalException ( " No available heroes in tavern in " + t - > nodeName ( ) ) ;
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}
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void VCAI : : finish ( )
{
if ( makingTurn )
makingTurn - > interrupt ( ) ;
}
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void VCAI : : requestActionASAP ( std : : function < void ( ) > whatToDo )
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{
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// static boost::mutex m;
// boost::unique_lock<boost::mutex> mylock(m);
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boost : : barrier b ( 2 ) ;
boost : : thread newThread ( [ & b , this , whatToDo ] ( )
{
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setThreadName ( " VCAI::requestActionASAP::helper " ) ;
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SET_GLOBAL_STATE ( this ) ;
boost : : shared_lock < boost : : shared_mutex > gsLock ( cb - > getGsMutex ( ) ) ;
b . wait ( ) ;
whatToDo ( ) ;
} ) ;
b . wait ( ) ;
}
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void VCAI : : lostHero ( HeroPtr h )
{
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logAi - > debugStream ( ) < < boost : : format ( " I lost my hero %s. It's best to forget and move on. " ) % h . name ;
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erase_if_present ( lockedHeroes , h ) ;
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for ( auto obj : reservedHeroesMap [ h ] )
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{
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erase_if_present ( reservedObjs , obj ) ; //unreserve all objects for that hero
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}
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erase_if_present ( reservedHeroesMap , h ) ;
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}
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void VCAI : : answerQuery ( QueryID queryID , int selection )
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{
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logAi - > debugStream ( ) < < boost : : format ( " I'll answer the query %d giving the choice %d " ) % queryID % selection ;
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if ( queryID ! = QueryID ( - 1 ) )
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{
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cb - > selectionMade ( selection , queryID ) ;
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}
else
{
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logAi - > debugStream ( ) < < boost : : format ( " Since the query ID is %d, the answer won't be sent. This is not a real query! " ) % queryID ;
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//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 ) ;
}
}
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std : : string VCAI : : getBattleAIName ( ) const
{
if ( settings [ " server " ] [ " neutralAI " ] . getType ( ) = = JsonNode : : DATA_STRING )
return settings [ " server " ] [ " neutralAI " ] . String ( ) ;
else
return " StupidAI " ;
}
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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 )
{
erase_if ( visitableObjs , matchesId ) ;
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for ( auto & p : reservedHeroesMap )
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erase_if ( p . second , matchesId ) ;
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erase_if ( reservedObjs , matchesId ) ;
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}
}
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TResources VCAI : : freeResources ( ) const
{
TResources myRes = cb - > getResourceAmount ( ) ;
myRes [ Res : : GOLD ] - = GOLD_RESERVE ;
vstd : : amax ( myRes [ Res : : GOLD ] , 0 ) ;
return myRes ;
}
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AIStatus : : AIStatus ( )
{
battle = NO_BATTLE ;
havingTurn = false ;
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ongoingHeroMovement = false ;
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}
AIStatus : : ~ AIStatus ( )
{
}
void AIStatus : : setBattle ( BattleState BS )
{
boost : : unique_lock < boost : : mutex > lock ( mx ) ;
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LOG_TRACE_PARAMS ( logAi , " battle state=%d " , ( int ) BS ) ;
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battle = BS ;
cv . notify_all ( ) ;
}
BattleState AIStatus : : getBattle ( )
{
boost : : unique_lock < boost : : mutex > lock ( mx ) ;
return battle ;
}
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void AIStatus : : addQuery ( QueryID ID , std : : string description )
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{
boost : : unique_lock < boost : : mutex > lock ( mx ) ;
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if ( ID = = QueryID ( - 1 ) )
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{
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logAi - > debugStream ( ) < < boost : : format ( " The \" query \" has an id %d, it'll be ignored as non-query. Description: %s " ) % ID % description ;
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return ;
}
assert ( ! vstd : : contains ( remainingQueries , ID ) ) ;
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assert ( ID . getNum ( ) > = 0 ) ;
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remainingQueries [ ID ] = description ;
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cv . notify_all ( ) ;
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logAi - > debugStream ( ) < < boost : : format ( " Adding query %d - %s. Total queries count: %d " ) % ID % description % remainingQueries . size ( ) ;
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}
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void AIStatus : : removeQuery ( QueryID ID )
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{
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boost : : unique_lock < boost : : mutex > lock ( mx ) ;
assert ( vstd : : contains ( remainingQueries , ID ) ) ;
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std : : string description = remainingQueries [ ID ] ;
remainingQueries . erase ( ID ) ;
cv . notify_all ( ) ;
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logAi - > debugStream ( ) < < boost : : format ( " Removing query %d - %s. Total queries count: %d " ) % ID % description % remainingQueries . size ( ) ;
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}
int AIStatus : : getQueriesCount ( )
{
boost : : unique_lock < boost : : mutex > lock ( mx ) ;
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return remainingQueries . size ( ) ;
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}
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 ) ) ;
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}
bool AIStatus : : haveTurn ( )
{
boost : : unique_lock < boost : : mutex > lock ( mx ) ;
return havingTurn ;
}
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void AIStatus : : attemptedAnsweringQuery ( QueryID queryID , int answerRequestID )
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{
boost : : unique_lock < boost : : mutex > lock ( mx ) ;
assert ( vstd : : contains ( remainingQueries , queryID ) ) ;
std : : string description = remainingQueries [ queryID ] ;
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logAi - > debugStream ( ) < < boost : : format ( " Attempted answering query %d - %s. Request id=%d. Waiting for results... " ) % queryID % description % answerRequestID ;
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requestToQueryID [ answerRequestID ] = queryID ;
}
void AIStatus : : receivedAnswerConfirmation ( int answerRequestID , int result )
{
assert ( vstd : : contains ( requestToQueryID , answerRequestID ) ) ;
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QueryID query = requestToQueryID [ answerRequestID ] ;
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assert ( vstd : : contains ( remainingQueries , query ) ) ;
requestToQueryID . erase ( answerRequestID ) ;
if ( result )
{
removeQuery ( query ) ;
}
else
{
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logAi - > errorStream ( ) < < " Something went really wrong, failed to answer query " < < query < < " : " < < remainingQueries [ query ] ;
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//TODO safely retry
}
}
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void AIStatus : : heroVisit ( const CGObjectInstance * obj , bool started )
{
boost : : unique_lock < boost : : mutex > lock ( mx ) ;
if ( started )
objectsBeingVisited . push_back ( obj ) ;
else
{
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// There can be more than one object visited at the time (eg. hero visits Subterranean Gate
// causing visit to hero on the other side.
// However, we are guaranteed that start/end visit notification maintain stack order.
assert ( ! objectsBeingVisited . empty ( ) ) ;
objectsBeingVisited . pop_back ( ) ;
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}
cv . notify_all ( ) ;
}
void AIStatus : : setMove ( bool ongoing )
{
boost : : unique_lock < boost : : mutex > lock ( mx ) ;
ongoingHeroMovement = ongoing ;
cv . notify_all ( ) ;
}
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SectorMap : : SectorMap ( )
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{
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// int3 sizes = cb->getMapSize();
// sector.resize(sizes.x);
// for(auto &i : sector)
// i.resize(sizes.y);
//
// for(auto &i : sector)
// for(auto &j : i)
// j.resize(sizes.z, 0);
update ( ) ;
}
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bool markIfBlocked ( ui8 & sec , crint3 pos , const TerrainTile * t )
{
if ( t - > blocked & & ! t - > visitable )
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{
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sec = NOT_AVAILABLE ;
return true ;
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}
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return false ;
}
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bool markIfBlocked ( ui8 & sec , crint3 pos )
{
return markIfBlocked ( sec , pos , cb - > getTile ( pos ) ) ;
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}
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void SectorMap : : update ( )
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{
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clear ( ) ;
int curSector = 3 ; //0 is invisible, 1 is not explored
foreach_tile_pos ( [ & ] ( crint3 pos )
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{
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if ( retreiveTile ( pos ) = = NOT_CHECKED )
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{
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if ( ! markIfBlocked ( retreiveTile ( pos ) , pos ) )
exploreNewSector ( pos , curSector + + ) ;
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}
} ) ;
valid = true ;
}
void SectorMap : : clear ( )
{
sector = cb - > getVisibilityMap ( ) ;
valid = false ;
}
void SectorMap : : exploreNewSector ( crint3 pos , int num )
{
Sector & s = infoOnSectors [ num ] ;
s . id = num ;
s . water = cb - > getTile ( pos ) - > isWater ( ) ;
std : : queue < int3 > toVisit ;
toVisit . push ( pos ) ;
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while ( ! toVisit . empty ( ) )
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{
int3 curPos = toVisit . front ( ) ;
toVisit . pop ( ) ;
ui8 & sec = retreiveTile ( curPos ) ;
if ( sec = = NOT_CHECKED )
{
const TerrainTile * t = cb - > 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 ( curPos , [ & ] ( crint3 neighPos )
{
if ( retreiveTile ( neighPos ) = = NOT_CHECKED )
{
toVisit . push ( neighPos ) ;
//parent[neighPos] = curPos;
}
const TerrainTile * nt = cb - > getTile ( neighPos , false ) ;
if ( nt & & nt - > isWater ( ) ! = s . water & & canBeEmbarkmentPoint ( nt ) )
{
s . embarkmentPoints . push_back ( neighPos ) ;
}
} ) ;
if ( t - > visitable & & vstd : : contains ( ai - > knownSubterraneanGates , t - > visitableObjects . front ( ) ) )
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toVisit . push ( ai - > knownSubterraneanGates [ t - > visitableObjects . front ( ) ] - > visitablePos ( ) ) ;
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}
}
}
}
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 ;
}
}
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bool isWeeklyRevisitable ( const CGObjectInstance * obj )
{ //TODO: allow polling of remaining creatures in dwelling
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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
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return true ;
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switch ( obj - > ID )
{
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case Obj : : STABLES :
case Obj : : MAGIC_WELL :
case Obj : : HILL_FORT :
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return true ;
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case Obj : : BORDER_GATE :
case Obj : : BORDERGUARD :
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return ( dynamic_cast < const CGKeys * > ( obj ) ) - > wasMyColorVisited ( ai - > playerID ) ; //FIXME: they could be revisited sooner than in a week
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}
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return false ;
}
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bool shouldVisit ( HeroPtr h , const CGObjectInstance * obj )
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{
switch ( obj - > ID )
{
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case Obj : : BORDERGUARD :
case Obj : : BORDER_GATE :
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{
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for ( auto q : ai - > myCb - > getMyQuests ( ) )
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{
if ( q . obj = = obj )
{
return false ; // do not visit guards or gates when wandering
}
}
return true ; //we don't have this quest yet
}
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case Obj : : SEER_HUT :
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case Obj : : QUEST_GUARD :
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{
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for ( auto q : ai - > myCb - > getMyQuests ( ) )
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{
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if ( q . obj = = obj )
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{
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if ( q . quest - > checkQuest ( * h ) )
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return true ; //we completed the quest
else
return false ; //we can't complete this quest
}
}
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return true ; //we don't have this quest yet
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}
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case Obj : : CREATURE_GENERATOR1 :
{
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if ( obj - > tempOwner ! = h - > tempOwner )
return true ; //flag just in case
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bool canRecruitCreatures = false ;
const CGDwelling * d = dynamic_cast < const CGDwelling * > ( obj ) ;
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for ( auto level : d - > creatures )
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{
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for ( auto c : level . second )
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{
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if ( h - > getSlotFor ( CreatureID ( c ) ) ! = SlotID ( ) )
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canRecruitCreatures = true ;
}
}
return canRecruitCreatures ;
}
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case Obj : : HILL_FORT :
{
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for ( auto slot : h - > Slots ( ) )
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{
if ( slot . second - > type - > upgrades . size ( ) )
return true ; //TODO: check price?
}
return false ;
}
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case Obj : : MONOLITH1 :
case Obj : : MONOLITH2 :
case Obj : : MONOLITH3 :
case Obj : : WHIRLPOOL :
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//TODO: mechanism for handling monoliths
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return false ;
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case Obj : : SCHOOL_OF_MAGIC :
case Obj : : SCHOOL_OF_WAR :
{
TResources myRes = ai - > myCb - > getResourceAmount ( ) ;
if ( myRes [ Res : : GOLD ] - GOLD_RESERVE < 1000 )
return false ;
}
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break ;
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case Obj : : LIBRARY_OF_ENLIGHTENMENT :
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if ( h - > level < 12 )
return false ;
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break ;
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case Obj : : TREE_OF_KNOWLEDGE :
{
TResources myRes = ai - > myCb - > getResourceAmount ( ) ;
if ( myRes [ Res : : GOLD ] - GOLD_RESERVE < 2000 | | myRes [ Res : : GEMS ] < 10 )
return false ;
}
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break ;
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case Obj : : MAGIC_WELL :
return h - > mana < h - > manaLimit ( ) ;
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case Obj : : PRISON :
return ai - > myCb - > getHeroesInfo ( ) . size ( ) < GameConstants : : MAX_HEROES_PER_PLAYER ;
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case Obj : : BOAT :
return false ;
//Boats are handled by pathfinder
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}
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if ( obj - > wasVisited ( * h ) ) //it must pointer to hero instance, heroPtr calls function wasVisited(ui8 player);
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return false ;
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return true ;
}
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int3 SectorMap : : firstTileToGet ( HeroPtr h , crint3 dst )
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{
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int sourceSector = retreiveTile ( h - > visitablePos ( ) ) ,
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destinationSector = retreiveTile ( dst ) ;
if ( sourceSector ! = destinationSector )
{
const Sector * src = & infoOnSectors [ sourceSector ] ,
* dst = & infoOnSectors [ destinationSector ] ;
std : : map < const Sector * , const Sector * > preds ;
std : : queue < const Sector * > sq ;
sq . push ( src ) ;
while ( ! sq . empty ( ) )
{
const Sector * s = sq . front ( ) ;
sq . pop ( ) ;
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for ( int3 ep : s - > embarkmentPoints )
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{
Sector * neigh = & infoOnSectors [ retreiveTile ( ep ) ] ;
//preds[s].push_back(neigh);
if ( ! preds [ neigh ] )
{
preds [ neigh ] = s ;
sq . push ( neigh ) ;
}
}
//TODO consider other types of connections between sectors?
}
if ( ! preds [ dst ] )
{
write ( " test.txt " ) ;
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ai - > completeGoal ( sptr ( Goals : : Explore ( h ) ) ) ; //if we can't find the way, seemingly all tiles were explored
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//TODO: more organized way?
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throw cannotFulfillGoalException ( boost : : str ( boost : : format ( " Cannot find connection between sectors %d and %d " ) % src - > id % dst - > id ) ) ;
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}
std : : vector < const Sector * > toTraverse ;
toTraverse . push_back ( dst ) ;
while ( toTraverse . back ( ) ! = src )
{
toTraverse . push_back ( preds [ toTraverse . back ( ) ] ) ;
}
if ( preds [ dst ] )
{
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
{
const TerrainTile * t = cb - > getTile ( pos ) ;
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return t & & t - > visitableObjects . size ( ) = = 1 & & t - > topVisitableId ( ) = = Obj : : BOAT
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& & 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 ;
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for ( const CGTownInstance * t : cb - > getTownsInfo ( ) )
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{
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if ( t - > hasBuilt ( BuildingID : : SHIPYARD ) )
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shipyards . push_back ( t ) ;
}
std : : vector < const CGObjectInstance * > visObjs ;
ai - > retreiveVisitableObjs ( visObjs , true ) ;
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for ( const CGObjectInstance * obj : visObjs )
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{
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if ( obj - > ID ! = Obj : : TOWN ) //towns were handled in the previous loop
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if ( const IShipyard * shipyard = IShipyard : : castFrom ( obj ) )
shipyards . push_back ( shipyard ) ;
}
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shipyards . erase ( boost : : remove_if ( shipyards , [ = ] ( const IShipyard * shipyard ) - > bool
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{
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return shipyard - > shipyardStatus ( ) ! = 0 | | retreiveTile ( shipyard - > bestLocation ( ) ) ! = sectorToReach - > id ;
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} ) , shipyards . end ( ) ) ;
if ( ! shipyards . size ( ) )
{
//TODO consider possibility of building shipyard in a town
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 ) ;
return ret ;
}
else
{
//TODO gather res
throw cannotFulfillGoalException ( " Not enough resources to build a boat " ) ;
}
}
else
{
//TODO pick best shipyard to take over
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return shipyards . front ( ) - > o - > visitablePos ( ) ;
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}
}
}
else if ( src - > water & & ! sectorToReach - > water )
{
//TODO
//disembark
}
else
{
//TODO
//transition between two land/water sectors. Monolith? Whirlpool? ...
throw cannotFulfillGoalException ( " Land-land and water-water inter-sector transitions are not implemented! " ) ;
}
}
else
{
throw cannotFulfillGoalException ( " Inter-sector route detection failed: not connected sectors? " ) ;
}
}
else
{
makeParentBFS ( h - > visitablePos ( ) ) ;
int3 curtile = dst ;
while ( curtile ! = h - > visitablePos ( ) )
{
if ( cb - > getPathInfo ( curtile ) - > reachable ( ) )
{
return curtile ;
}
else
{
auto i = parent . find ( curtile ) ;
if ( i ! = parent . end ( ) )
{
assert ( curtile ! = i - > second ) ;
curtile = i - > second ;
}
else
throw cannotFulfillGoalException ( " Unreachable tile in sector? Should not happen! " ) ;
}
}
}
throw cannotFulfillGoalException ( " Impossible happened. " ) ;
}
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 ( ) )
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{
int3 curPos = toVisit . front ( ) ;
toVisit . pop ( ) ;
ui8 & sec = retreiveTile ( curPos ) ;
assert ( sec = = mySector ) ; //consider only tiles from the same sector
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UNUSED ( sec ) ;
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//const TerrainTile *t = cb->getTile(curPos);
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foreach_neighbour ( curPos , [ & ] ( crint3 neighPos )
{
if ( retreiveTile ( neighPos ) = = mySector & & ! vstd : : contains ( parent , neighPos ) )
{
toVisit . push ( neighPos ) ;
parent [ neighPos ] = curPos ;
}
} ) ;
}
}
unsigned char & SectorMap : : retreiveTile ( crint3 pos )
{
return retreiveTileN ( sector , pos ) ;
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}
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const CGObjectInstance * ObjectIdRef : : operator - > ( ) const
{
return cb - > getObj ( id , false ) ;
}
ObjectIdRef : : operator const CGObjectInstance * ( ) const
{
return cb - > getObj ( id , false ) ;
}
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ObjectIdRef : : ObjectIdRef ( ObjectInstanceID _id ) : id ( _id )
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{
}
ObjectIdRef : : ObjectIdRef ( const CGObjectInstance * obj ) : id ( obj - > id )
{
}
bool ObjectIdRef : : operator < ( const ObjectIdRef & rhs ) const
{
return id < rhs . id ;
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}
HeroPtr : : HeroPtr ( const CGHeroInstance * H )
{
if ( ! H )
{
//init from nullptr should equal to default init
* this = HeroPtr ( ) ;
return ;
}
h = H ;
name = h - > name ;
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hid = H - > id ;
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// infosCount[ai->playerID][hid]++;
}
HeroPtr : : HeroPtr ( )
{
h = nullptr ;
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hid = ObjectInstanceID ( ) ;
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}
HeroPtr : : ~ HeroPtr ( )
{
// if(hid >= 0)
// infosCount[ai->playerID][hid]--;
}
bool HeroPtr : : operator < ( const HeroPtr & rhs ) const
{
return hid < rhs . hid ;
}
const CGHeroInstance * HeroPtr : : get ( bool doWeExpectNull /*= false*/ ) const
{
//TODO? check if these all assertions every time we get info about hero affect efficiency
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//
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//behave terribly when attempting unauthorized access to hero that is not ours (or was lost)
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assert ( doWeExpectNull | | h ) ;
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if ( h )
{
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auto obj = cb - > getObj ( hid ) ;
const bool owned = obj & & obj - > tempOwner = = ai - > playerID ;
if ( doWeExpectNull & & ! owned )
{
return nullptr ;
}
else
{
assert ( obj ) ;
assert ( owned ) ;
}
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}
return h ;
}
const CGHeroInstance * HeroPtr : : operator - > ( ) const
{
return get ( ) ;
}
bool HeroPtr : : validAndSet ( ) const
{
return get ( true ) ;
}
const CGHeroInstance * HeroPtr : : operator * ( ) const
{
return get ( ) ;
}