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vcmi/AI/VCAI/VCAI.cpp

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#include "StdInc.h"
#include "VCAI.h"
#include "Goals.h"
#include "../../lib/UnlockGuard.h"
#include "../../lib/CObjectHandler.h"
#include "../../lib/CConfigHandler.h"
#include "../../lib/CHeroHandler.h"
/*
* 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;
class CGVisitableOPW;
const double SAFE_ATTACK_CONSTANT = 1.5;
const int GOLD_RESERVE = 10000; //when buying creatures we want to keep at least this much gold (10000 so at least we'll be able to reach capitol)
using namespace vstd;
//extern Goals::TSubgoal sptr(const Goals::AbstractGoal & tmp);
//#define sptr(x) Goals::sptr(x)
//one thread may be turn of AI and another will be handling a side effect for AI2
boost::thread_specific_ptr<CCallback> cb;
boost::thread_specific_ptr<VCAI> ai;
//std::map<int, std::map<int, int> > HeroView::infosCount;
//helper RAII to manage global ai/cb ptrs
struct SetGlobalState
{
SetGlobalState(VCAI * AI)
{
assert(!ai.get());
assert(!cb.get());
ai.reset(AI);
cb.reset(AI->myCb.get());
}
~SetGlobalState()
{
ai.release();
cb.release();
}
};
#define SET_GLOBAL_STATE(ai) SetGlobalState _hlpSetState(ai);
#define NET_EVENT_HANDLER SET_GLOBAL_STATE(this)
#define MAKING_TURN SET_GLOBAL_STATE(this)
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];
}
void foreach_tile(std::vector< std::vector< std::vector<unsigned char> > > &vectors, std::function<void(unsigned char &in)> foo)
{
for(auto & vector : vectors)
for(auto j = vector.begin(); j != vector.end(); j++)
for(auto & elem : *j)
foo(elem);
}
struct ObjInfo
{
int3 pos;
std::string name;
ObjInfo(){}
ObjInfo(const CGObjectInstance *obj):
pos(obj->pos),
name(obj->getHoverText())
{
}
};
std::map<const CGObjectInstance *, ObjInfo> helperObjInfo;
VCAI::VCAI(void)
{
LOG_TRACE(logAi);
makingTurn = nullptr;
}
VCAI::~VCAI(void)
{
LOG_TRACE(logAi);
}
void VCAI::availableCreaturesChanged(const CGDwelling *town)
{
LOG_TRACE(logAi);
NET_EVENT_HANDLER;
}
void VCAI::heroMoved(const TryMoveHero & details)
{
LOG_TRACE(logAi);
NET_EVENT_HANDLER;
validateObject(details.id); //enemy hero may have left visible area
if(details.result == TryMoveHero::TELEPORTATION)
{
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;
logAi->debugStream() << boost::format("Found a pair of subterranean gates between %s and %s!") % from % to;
}
}
}
void VCAI::stackChagedCount(const StackLocation &location, const TQuantity &change, bool isAbsolute)
{
LOG_TRACE_PARAMS(logAi, "isAbsolute '%i'", isAbsolute);
NET_EVENT_HANDLER;
}
void VCAI::heroInGarrisonChange(const CGTownInstance *town)
{
LOG_TRACE(logAi);
NET_EVENT_HANDLER;
}
void VCAI::centerView(int3 pos, int focusTime)
{
LOG_TRACE_PARAMS(logAi, "focusTime '%i'", focusTime);
NET_EVENT_HANDLER;
}
void VCAI::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
{
LOG_TRACE(logAi);
NET_EVENT_HANDLER;
}
void VCAI::artifactAssembled(const ArtifactLocation &al)
{
LOG_TRACE(logAi);
NET_EVENT_HANDLER;
}
void VCAI::showTavernWindow(const CGObjectInstance *townOrTavern)
{
LOG_TRACE(logAi);
NET_EVENT_HANDLER;
}
void VCAI::showThievesGuildWindow (const CGObjectInstance * obj)
{
LOG_TRACE(logAi);
NET_EVENT_HANDLER;
}
void VCAI::playerBlocked(int reason, bool start)
{
LOG_TRACE_PARAMS(logAi, "reason '%i', start '%i'", reason % start);
NET_EVENT_HANDLER;
if (start && reason == PlayerBlocked::UPCOMING_BATTLE)
status.setBattle(UPCOMING_BATTLE);
if(reason == PlayerBlocked::ONGOING_MOVEMENT)
status.setMove(start);
}
void VCAI::showPuzzleMap()
{
LOG_TRACE(logAi);
NET_EVENT_HANDLER;
}
void VCAI::showShipyardDialog(const IShipyard *obj)
{
LOG_TRACE(logAi);
NET_EVENT_HANDLER;
}
void VCAI::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult)
{
LOG_TRACE_PARAMS(logAi, "victoryLossCheckResult '%s'", victoryLossCheckResult);
NET_EVENT_HANDLER;
logAi->debugStream() << boost::format("Player %d: I heard that player %d %s.") % playerID % player.getNum() % (victoryLossCheckResult.victory() ? "won" : "lost");
if(player == playerID)
{
if(victoryLossCheckResult.victory())
{
logAi->debugStream() << "VCAI: I won! Incredible!";
logAi->debugStream() << "Turn nr " << myCb->getDate();
}
else
{
logAi->debugStream() << "VCAI: Player " << player << " lost. It's me. What a disappointment! :(";
}
// //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!
// *(int*)nullptr = 666;
// }
// TODO - at least write some insults on stdout
finish();
}
}
void VCAI::artifactPut(const ArtifactLocation &al)
{
LOG_TRACE(logAi);
NET_EVENT_HANDLER;
}
void VCAI::artifactRemoved(const ArtifactLocation &al)
{
LOG_TRACE(logAi);
NET_EVENT_HANDLER;
}
void VCAI::stacksErased(const StackLocation &location)
{
LOG_TRACE(logAi);
NET_EVENT_HANDLER;
}
void VCAI::artifactDisassembled(const ArtifactLocation &al)
{
LOG_TRACE(logAi);
NET_EVENT_HANDLER;
}
void VCAI::heroVisit(const CGHeroInstance *visitor, const CGObjectInstance *visitedObj, bool start)
{
LOG_TRACE_PARAMS(logAi, "start '%i'; obj '%s'", start % (visitedObj ? visitedObj->hoverName : std::string("n/a")));
NET_EVENT_HANDLER;
if(start)
{
markObjectVisited (visitedObj);
erase_if_present(reservedObjs, visitedObj); //unreserve objects
erase_if_present(reservedHeroesMap[visitor], visitedObj);
completeGoal (sptr(Goals::GetObj(visitedObj->id.getNum()).sethero(visitor))); //we don't need to visit it anymore
//TODO: what if we visited one-time visitable object that was reserved by another hero (shouldn't, but..)
}
status.heroVisit(visitedObj, start);
}
void VCAI::availableArtifactsChanged(const CGBlackMarket *bm /*= nullptr*/)
{
LOG_TRACE(logAi);
NET_EVENT_HANDLER;
}
void VCAI::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
{
LOG_TRACE(logAi);
NET_EVENT_HANDLER;
//buildArmyIn(town);
//moveCreaturesToHero(town);
}
void VCAI::tileHidden(const std::unordered_set<int3, ShashInt3> &pos)
{
LOG_TRACE(logAi);
NET_EVENT_HANDLER;
validateVisitableObjs();
}
void VCAI::tileRevealed(const std::unordered_set<int3, ShashInt3> &pos)
{
LOG_TRACE(logAi);
NET_EVENT_HANDLER;
for(int3 tile : pos)
for(const CGObjectInstance *obj : myCb->getVisitableObjs(tile))
addVisitableObj(obj);
}
void VCAI::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
{
LOG_TRACE(logAi);
NET_EVENT_HANDLER;
auto firstHero = cb->getHero(hero1);
auto secondHero = cb->getHero(hero2);
status.addQuery(query, boost::str(boost::format("Exchange between heroes %s and %s") % firstHero->name % secondHero->name));
requestActionASAP([=]()
{
if (firstHero->getHeroStrength() > secondHero->getHeroStrength() && canGetArmy (firstHero, secondHero))
pickBestCreatures (firstHero, secondHero);
else if (canGetArmy (secondHero, firstHero))
pickBestCreatures (secondHero, firstHero);
completeGoal(sptr(Goals::VisitHero(firstHero->id.getNum()))); //TODO: what if we were visited by other hero in the meantime?
completeGoal(sptr(Goals::VisitHero(secondHero->id.getNum())));
//TODO: exchange artifacts
answerQuery(query, 0);
});
}
void VCAI::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
{
LOG_TRACE_PARAMS(logAi, "which '%i', val '%i'", which % val);
NET_EVENT_HANDLER;
}
void VCAI::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
{
LOG_TRACE_PARAMS(logAi, "level '%i'", level);
NET_EVENT_HANDLER;
}
void VCAI::heroMovePointsChanged(const CGHeroInstance * hero)
{
LOG_TRACE(logAi);
NET_EVENT_HANDLER;
}
void VCAI::stackChangedType(const StackLocation &location, const CCreature &newType)
{
LOG_TRACE(logAi);
NET_EVENT_HANDLER;
}
void VCAI::stacksRebalanced(const StackLocation &src, const StackLocation &dst, TQuantity count)
{
LOG_TRACE(logAi);
NET_EVENT_HANDLER;
}
void VCAI::newObject(const CGObjectInstance * obj)
{
LOG_TRACE(logAi);
NET_EVENT_HANDLER;
if(obj->isVisitable())
addVisitableObj(obj);
}
void VCAI::objectRemoved(const CGObjectInstance *obj)
{
LOG_TRACE(logAi);
NET_EVENT_HANDLER;
erase_if_present(visitableObjs, obj);
erase_if_present(alreadyVisited, obj);
erase_if_present(reservedObjs, obj);
for(auto &p : reservedHeroesMap)
erase_if_present(p.second, obj);
//TODO
//there are other places where CGObjectinstance ptrs are stored...
//
if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
{
lostHero(cb->getHero(obj->id)); //we can promote, since objectRemoved is called just before actual deletion
}
}
void VCAI::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
{
LOG_TRACE(logAi);
NET_EVENT_HANDLER;
requestActionASAP([=]()
{
makePossibleUpgrades(visitor);
});
}
void VCAI::playerBonusChanged(const Bonus &bonus, bool gain)
{
LOG_TRACE_PARAMS(logAi, "gain '%i'", gain);
NET_EVENT_HANDLER;
}
void VCAI::newStackInserted(const StackLocation &location, const CStackInstance &stack)
{
LOG_TRACE(logAi);
NET_EVENT_HANDLER;
}
void VCAI::heroCreated(const CGHeroInstance*)
{
LOG_TRACE(logAi);
NET_EVENT_HANDLER;
}
void VCAI::advmapSpellCast(const CGHeroInstance * caster, int spellID)
{
LOG_TRACE_PARAMS(logAi, "spellID '%i", spellID);
NET_EVENT_HANDLER;
}
void VCAI::showInfoDialog(const std::string &text, const std::vector<Component*> &components, int soundID)
{
LOG_TRACE_PARAMS(logAi, "soundID '%i'", soundID);
NET_EVENT_HANDLER;
}
void VCAI::requestRealized(PackageApplied *pa)
{
LOG_TRACE(logAi);
NET_EVENT_HANDLER;
if(status.haveTurn())
{
if(pa->packType == typeList.getTypeID<EndTurn>())
if(pa->result)
status.madeTurn();
}
if(pa->packType == typeList.getTypeID<QueryReply>())
{
status.receivedAnswerConfirmation(pa->requestID, pa->result);
}
}
void VCAI::receivedResource(int type, int val)
{
LOG_TRACE_PARAMS(logAi, "type '%i', val '%i'", type % val);
NET_EVENT_HANDLER;
}
void VCAI::stacksSwapped(const StackLocation &loc1, const StackLocation &loc2)
{
LOG_TRACE(logAi);
NET_EVENT_HANDLER;
}
void VCAI::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
{
LOG_TRACE(logAi);
NET_EVENT_HANDLER;
}
void VCAI::heroManaPointsChanged(const CGHeroInstance * hero)
{
LOG_TRACE(logAi);
NET_EVENT_HANDLER;
}
void VCAI::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
{
LOG_TRACE_PARAMS(logAi, "which '%d', val '%d'", which % val);
NET_EVENT_HANDLER;
}
void VCAI::battleResultsApplied()
{
LOG_TRACE(logAi);
NET_EVENT_HANDLER;
assert(status.getBattle() == ENDING_BATTLE);
status.setBattle(NO_BATTLE);
}
void VCAI::objectPropertyChanged(const SetObjectProperty * sop)
{
LOG_TRACE(logAi);
NET_EVENT_HANDLER;
if(sop->what == ObjProperty::OWNER)
{
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if(sop->val == playerID.getNum())
erase_if_present(visitableObjs, myCb->getObj(sop->id));
//TODO restore lost obj
}
}
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void VCAI::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what)
{
LOG_TRACE_PARAMS(logAi, "what '%i'", what);
NET_EVENT_HANDLER;
}
void VCAI::heroBonusChanged(const CGHeroInstance *hero, const Bonus &bonus, bool gain)
{
LOG_TRACE_PARAMS(logAi, "gain '%i'", gain);
NET_EVENT_HANDLER;
}
void VCAI::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
{
LOG_TRACE(logAi);
NET_EVENT_HANDLER;
}
void VCAI::init(shared_ptr<CCallback> CB)
{
LOG_TRACE(logAi);
myCb = CB;
cbc = CB;
NET_EVENT_HANDLER;
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playerID = *myCb->getMyColor();
myCb->waitTillRealize = true;
myCb->unlockGsWhenWaiting = true;
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if(!fh)
fh = new FuzzyHelper();
retreiveVisitableObjs(visitableObjs);
}
void VCAI::yourTurn()
{
LOG_TRACE(logAi);
NET_EVENT_HANDLER;
status.startedTurn();
makingTurn = make_unique<boost::thread>(&VCAI::makeTurn, this);
}
void VCAI::heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill> &skills, QueryID queryID)
{
LOG_TRACE_PARAMS(logAi, "queryID '%i'", queryID);
NET_EVENT_HANDLER;
status.addQuery(queryID, boost::str(boost::format("Hero %s got level %d") % hero->name % hero->level));
requestActionASAP([=]{ answerQuery(queryID, 0); });
}
void VCAI::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
{
LOG_TRACE_PARAMS(logAi, "queryID '%i'", queryID);
NET_EVENT_HANDLER;
status.addQuery(queryID, boost::str(boost::format("Commander %s of %s got level %d") % commander->name % commander->armyObj->nodeName() % (int)commander->level));
requestActionASAP([=]{ answerQuery(queryID, 0); });
}
void VCAI::showBlockingDialog(const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel)
{
LOG_TRACE_PARAMS(logAi, "text '%s', askID '%i', soundID '%i', selection '%i', cancel '%i'", text % askID % soundID % selection % cancel);
NET_EVENT_HANDLER;
int sel = 0;
status.addQuery(askID, boost::str(boost::format("Blocking dialog query with %d components - %s")
% components.size() % text));
if(selection) //select from multiple components -> take the last one (they're indexed [1-size])
sel = components.size();
if(!selection && cancel) //yes&no -> always answer yes, we are a brave AI :)
sel = 1;
requestActionASAP([=]()
{
answerQuery(askID, sel);
});
}
void VCAI::showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
{
LOG_TRACE_PARAMS(logAi, "removableUnits '%i', queryID '%i'", removableUnits % queryID);
NET_EVENT_HANDLER;
std::string s1 = up ? up->nodeName() : "NONE";
std::string s2 = down ? down->nodeName() : "NONE";
status.addQuery(queryID, boost::str(boost::format("Garrison dialog with %s and %s") % s1 % s2));
//you can't request action from action-response thread
requestActionASAP([=]()
{
pickBestCreatures (down, up);
answerQuery(queryID, 0);
});
}
void VCAI::saveGame(COSer<CSaveFile> &h, const int version)
{
LOG_TRACE_PARAMS(logAi, "version '%i'", version);
NET_EVENT_HANDLER;
validateVisitableObjs();
CAdventureAI::saveGame(h, version);
serializeInternal(h, version);
}
void VCAI::loadGame(CISer<CLoadFile> &h, const int version)
{
LOG_TRACE_PARAMS(logAi, "version '%i'", version);
NET_EVENT_HANDLER;
CAdventureAI::loadGame(h, version);
serializeInternal(h, version);
}
void makePossibleUpgrades(const CArmedInstance *obj)
{
if(!obj)
return;
for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
{
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if(const CStackInstance *s = obj->getStackPtr(SlotID(i)))
{
UpgradeInfo ui;
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cb->getUpgradeInfo(obj, SlotID(i), ui);
if(ui.oldID >= 0 && cb->getResourceAmount().canAfford(ui.cost[0] * s->count))
{
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cb->upgradeCreature(obj, SlotID(i), ui.newID[0]);
}
}
}
}
void VCAI::makeTurn()
{
MAKING_TURN;
boost::shared_lock<boost::shared_mutex> gsLock(cb->getGsMutex());
setThreadName("VCAI::makeTurn");
logAi->debugStream() << boost::format("Player %d starting turn") % static_cast<int>(playerID.getNum());
switch(cb->getDate(Date::DAY_OF_WEEK))
{
case 1:
{
townVisitsThisWeek.clear();
std::vector<const CGObjectInstance *> objs;
retreiveVisitableObjs(objs, true);
for(const CGObjectInstance *obj : objs)
{
if (isWeeklyRevisitable(obj))
{
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);
}
}
}
break;
case 7: //reconsider strategy
{
if(auto h = primaryHero()) //check if our primary hero can handle danger
{
ui64 totalDanger = 0;
int dangerousObjects = 0;
std::vector<const CGObjectInstance *> objs;
retreiveVisitableObjs(objs, false);
for (auto obj : objs)
{
if (evaluateDanger(obj)) //potentilaly dnagerous
{
totalDanger += evaluateDanger(obj->visitablePos(), *h);
++dangerousObjects;
}
}
ui64 averageDanger = totalDanger / std::max(dangerousObjects, 1);
if (dangerousObjects && averageDanger > h->getHeroStrength())
{
setGoal (h, sptr(Goals::GatherArmy(averageDanger * SAFE_ATTACK_CONSTANT).sethero(h).setisAbstract(true)));
}
}
}
break;
}
if(cb->getSelectedHero())
cb->recalculatePaths();
makeTurnInternal();
makingTurn.reset();
return;
}
void VCAI::makeTurnInternal()
{
saving = 0;
//it looks messy here, but it's better to have armed heroes before attempting realizing goals
for(const CGTownInstance *t : cb->getTownsInfo())
moveCreaturesToHero(t);
try
{
//Pick objects reserved in previous turn - we expect only nerby objects there
auto reservedHeroesCopy = reservedHeroesMap; //work on copy => the map may be changed while iterating (eg because hero died when attempting a goal)
for (auto hero : reservedHeroesCopy)
{
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if(reservedHeroesMap.count(hero.first))
continue; //hero might have been removed while we were in this loop
if(!hero.first.validAndSet())
{
logAi->errorStream() << "Hero " << hero.first.name << " present on reserved map. Shouldn't be. ";
continue;
}
cb->setSelection(hero.first.get());
boost::sort (hero.second, isCloser);
for (auto obj : hero.second)
{
if(!obj || !obj->defInfo || !cb->getObj(obj->id))
{
logAi->errorStream() << "Error: there is wrong object on list for hero " << hero.first->name;
continue;
}
striveToGoal (sptr(Goals::VisitTile(obj->visitablePos()).sethero(hero.first)));
}
}
//now try to win
striveToGoal(sptr(Goals::Win()));
//finally, continue our abstract long-term goals
//heroes tend to die in the process and loose their goals, unsafe to iterate it
std::vector<std::pair<HeroPtr, Goals::TSubgoal> > safeCopy;
boost::copy(lockedHeroes, std::back_inserter(safeCopy));
typedef std::pair<HeroPtr, Goals::TSubgoal> TItrType;
auto lockedHeroesSorter = [](TItrType h1, TItrType h2) -> bool
{
return compareMovement (h1.first, h2.first);
};
boost::sort(safeCopy, lockedHeroesSorter);
while (safeCopy.size()) //continue our goals
{
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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{
cb->setSelection(*it->first);
striveToGoal (it->second);
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}
safeCopy.erase(it);
}
auto quests = myCb->getMyQuests();
for (auto quest : quests)
{
striveToQuest (quest);
}
striveToGoal(sptr(Goals::Build())); //TODO: smarter building management
}
catch(boost::thread_interrupted &e)
{
logAi->debugStream() << "Making turn thread has been interrupted. We'll end without calling endTurn.";
return;
}
catch(std::exception &e)
{
logAi->debugStream() << "Making turn thread has caught an exception: " << e.what();
}
endTurn();
}
bool VCAI::goVisitObj(const CGObjectInstance * obj, HeroPtr h)
{
int3 dst = obj->visitablePos();
logAi->debugStream() << boost::format("%s will try to visit %s at (%s)") % h->name % obj->getHoverText() % strFromInt3(dst);
return moveHeroToTile(dst, h);
}
void VCAI::performObjectInteraction(const CGObjectInstance * obj, HeroPtr h)
{
LOG_TRACE_PARAMS(logAi, "Hero %s and object %s at %s", h->name % obj->getHoverText() % obj->pos);
switch (obj->ID)
{
case Obj::CREATURE_GENERATOR1:
recruitCreatures (dynamic_cast<const CGDwelling *>(obj));
checkHeroArmy (h);
break;
case Obj::TOWN:
moveCreaturesToHero (dynamic_cast<const CGTownInstance *>(obj));
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] &&
h->visitedTown->hasBuilt (BuildingID::MAGES_GUILD_1))
cb->buyArtifact(h.get(), ArtifactID::SPELLBOOK);
}
break;
}
}
void VCAI::moveCreaturesToHero(const CGTownInstance * t)
{
if(t->visitingHero && t->armedGarrison() && t->visitingHero->tempOwner == t->tempOwner)
{
pickBestCreatures (t->visitingHero, t);
}
}
bool VCAI::canGetArmy (const CGHeroInstance * army, const CGHeroInstance * source)
{ //TODO: merge with pickBestCreatures
if(army->tempOwner != source->tempOwner)
{
logAi->errorStream() << "Why are we even considering exchange between heroes from different players?";
return false;
}
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;
for(auto armyPtr : armies)
for(auto &i : armyPtr->Slots())
{
++armySize;//TODO: allow splitting stacks?
creToPower[i.second->type] += i.second->getPower();
}
//TODO - consider more than just power (ie morale penalty, hero specialty in certain stacks, etc)
armySize = std::min ((source->needsLastStack() ? armySize - 1 : armySize), GameConstants::ARMY_SIZE); //can't move away last stack
std::vector<const CCreature *> bestArmy; //types that'll be in final dst army
for (int i = 0; i < armySize; i++) //pick the creatures from which we can get most power, as many as dest can fit
{
typedef const std::pair<const CCreature*, int> &CrePowerPair;
auto creIt = boost::max_element(creToPower, [](CrePowerPair lhs, CrePowerPair rhs)
{
return lhs.second < rhs.second;
});
bestArmy.push_back(creIt->first);
creToPower.erase(creIt);
if(creToPower.empty())
break;
}
//foreach best type -> iterate over slots in both armies and if it's the appropriate type, send it to the slot where it belongs
for (int i = 0; i < bestArmy.size(); i++) //i-th strongest creature type will go to i-th slot
{
for(auto armyPtr : armies)
for (int j = 0; j < GameConstants::ARMY_SIZE; j++)
{
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if(armyPtr->getCreature(SlotID(j)) == bestArmy[i] && (i != j || armyPtr != army)) //it's a searched creature not in dst slot
if (!(armyPtr->needsLastStack() && armyPtr->Slots().size() == 1 && armyPtr != army)) //can't take away last creature
return true; //at least one exchange will be performed
}
}
return false;
}
void VCAI::pickBestCreatures(const CArmedInstance * army, const CArmedInstance * source)
{
//TODO - what if source is a hero (the last stack problem) -> it'd good to create a single stack of weakest cre
const CArmedInstance *armies[] = {army, source};
int armySize = 0;
//we calculate total strength for each creature type available in armies
std::map<const CCreature*, int> creToPower;
for(auto armyPtr : armies)
for(auto &i : armyPtr->Slots())
{
++armySize;//TODO: allow splitting stacks?
creToPower[i.second->type] += i.second->getPower();
}
//TODO - consider more than just power (ie morale penalty, hero specialty in certain stacks, etc)
armySize = std::min ((source->needsLastStack() ? armySize - 1 : armySize), GameConstants::ARMY_SIZE); //can't move away last stack
std::vector<const CCreature *> bestArmy; //types that'll be in final dst army
for (int i = 0; i < armySize; i++) //pick the creatures from which we can get most power, as many as dest can fit
{
typedef const std::pair<const CCreature*, int> &CrePowerPair;
auto creIt = boost::max_element(creToPower, [](CrePowerPair lhs, CrePowerPair rhs)
{
return lhs.second < rhs.second;
});
bestArmy.push_back(creIt->first);
creToPower.erase(creIt);
if(creToPower.empty())
break;
}
//foreach best type -> iterate over slots in both armies and if it's the appropriate type, send it to the slot where it belongs
for (int i = 0; i < bestArmy.size(); i++) //i-th strongest creature type will go to i-th slot
{
for(auto armyPtr : armies)
for (int j = 0; j < GameConstants::ARMY_SIZE; j++)
{
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if(armyPtr->getCreature(SlotID(j)) == bestArmy[i] && (i != j || armyPtr != army)) //it's a searched creature not in dst slot
if (!(armyPtr->needsLastStack() && armyPtr->Slots().size() == 1 && armyPtr != army))
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cb->mergeOrSwapStacks(armyPtr, army, SlotID(j), SlotID(i));
}
}
//TODO - having now strongest possible army, we may want to think about arranging stacks
auto hero = dynamic_cast<const CGHeroInstance *>(army);
if (hero)
{
checkHeroArmy (hero);
}
}
void VCAI::recruitCreatures(const CGDwelling * d)
{
for(int i = 0; i < d->creatures.size(); i++)
{
if(!d->creatures[i].second.size())
continue;
int count = d->creatures[i].first;
CreatureID creID = d->creatures[i].second.back();
// const CCreature *c = VLC->creh->creatures[creID];
// if(containsSavedRes(c->cost))
// continue;
amin(count, freeResources() / VLC->creh->creatures[creID]->cost);
if(count > 0)
cb->recruitCreatures(d, creID, count, i);
}
}
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bool VCAI::tryBuildStructure(const CGTownInstance * t, BuildingID building, unsigned int maxDays)
{
if (maxDays == 0)
{
logAi->warnStream() << "Request to build building " << building << " in 0 days!";
return false;
}
if (!vstd::contains(t->town->buildings, building))
return false; // no such building in town
if (t->hasBuilt(building)) //Already built? Shouldn't happen in general
return true;
const CBuilding * buildPtr = t->town->buildings.at(building);
auto toBuild = buildPtr->requirements.getFulfillmentCandidates([&](const BuildingID & buildID)
{
return t->hasBuilt(buildID);
});
toBuild.push_back(building);
for(BuildingID buildID : toBuild)
{
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EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID);
if (canBuild == EBuildingState::HAVE_CAPITAL
|| canBuild == EBuildingState::FORBIDDEN
|| canBuild == EBuildingState::NO_WATER)
return false; //we won't be able to build this
}
if (maxDays && toBuild.size() > maxDays)
return false;
TResources currentRes = cb->getResourceAmount();
TResources income = estimateIncome();
//TODO: calculate if we have enough resources to build it in maxDays
for(const auto & buildID : toBuild)
{
const CBuilding *b = t->town->buildings.at(buildID);
EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID);
if(canBuild == EBuildingState::ALLOWED)
{
if(!containsSavedRes(b->resources))
{
logAi->debugStream() << boost::format("Player %d will build %s in town of %s at %s") % playerID % b->Name() % t->name % t->pos;
cb->buildBuilding(t, buildID);
return true;
}
continue;
}
else if(canBuild == EBuildingState::NO_RESOURCES)
{
TResources cost = t->town->buildings.at(buildID)->resources;
for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
{
int diff = currentRes[i] - cost[i] + income[i];
if(diff < 0)
saving[i] = 1;
}
continue;
}
else if (canBuild == EBuildingState::PREREQUIRES)
{
// can happen when dependencies have their own missing dependencies
if (tryBuildStructure(t, buildID, maxDays - 1))
return true;
}
else if (canBuild == EBuildingState::MISSING_BASE)
{
if (tryBuildStructure(t, b->upgrade, maxDays - 1))
return true;
}
}
return false;
}
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bool VCAI::tryBuildAnyStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays)
{
for(const auto & building : buildList)
{
if(t->hasBuilt(building))
continue;
if (tryBuildStructure(t, building, maxDays))
return true;
}
return false; //Can't build anything
}
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bool VCAI::tryBuildNextStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays)
{
for(const auto & building : buildList)
{
if(t->hasBuilt(building))
continue;
return tryBuildStructure(t, building, maxDays);
}
return false;//Nothing to build
}
void VCAI::buildStructure(const CGTownInstance * t)
{
//TODO make *real* town development system
//TODO: faction-specific development: use special buildings, build dwellings in better order, etc
//TODO: build resource silo, defences when needed
//Possible - allow "locking" on specific building (build prerequisites and then building itself)
//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,
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,
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,
BuildingID::SPECIAL_4, BuildingID::SHIPYARD}; // all remaining buildings
TResources currentRes = cb->getResourceAmount();
TResources income = estimateIncome();
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if (tryBuildAnyStructure(t, std::vector<BuildingID>(essential, essential + ARRAY_COUNT(essential))))
return;
//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))))
return;
if (cb->getDate(Date::DAY_OF_WEEK) > 6)// last 2 days of week - try to focus on growth
{
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if (tryBuildNextStructure(t, std::vector<BuildingID>(unitGrowth, unitGrowth + ARRAY_COUNT(unitGrowth)), 2))
return;
}
// first in-game week or second half of any week: try build dwellings
if (cb->getDate(Date::DAY) < 7 || cb->getDate(Date::DAY_OF_WEEK) > 3)
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if (tryBuildAnyStructure(t, std::vector<BuildingID>(unitsSource, unitsSource + ARRAY_COUNT(unitsSource)), 8 - cb->getDate(Date::DAY_OF_WEEK)))
return;
//try to upgrade dwelling
for(int i = 0; i < ARRAY_COUNT(unitsUpgrade); i++)
{
if (t->hasBuilt(unitsSource[i]) && !t->hasBuilt(unitsUpgrade[i]))
{
if (tryBuildStructure(t, unitsUpgrade[i]))
return;
}
}
//remaining tasks
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if (tryBuildNextStructure(t, std::vector<BuildingID>(goldSource, goldSource + ARRAY_COUNT(goldSource))))
return;
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if (tryBuildNextStructure(t, std::vector<BuildingID>(spells, spells + ARRAY_COUNT(spells))))
return;
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if (tryBuildAnyStructure(t, std::vector<BuildingID>(extra, extra + ARRAY_COUNT(extra))))
return;
}
std::vector<const CGObjectInstance *> VCAI::getPossibleDestinations(HeroPtr h)
{
validateVisitableObjs();
std::vector<const CGObjectInstance *> possibleDestinations;
for(const CGObjectInstance *obj : visitableObjs)
{
if(isAccessibleForHero(obj->visitablePos(), h) && !obj->wasVisited(playerID) &&
(obj->tempOwner != playerID || isWeeklyRevisitable(obj))) //flag or get weekly resources / creatures
possibleDestinations.push_back(obj);
}
boost::sort(possibleDestinations, isCloser);
possibleDestinations.erase(boost::remove_if(possibleDestinations, [&](const CGObjectInstance *obj) -> bool
{
const int3 pos = obj->visitablePos();
if(vstd::contains(alreadyVisited, obj))
return true;
if(!isSafeToVisit(h, pos))
return true;
if (!shouldVisit(h, obj))
return true;
if (vstd::contains(reservedObjs, obj)) //does checking for our own reserved objects make sense? here?
return true;
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
if(topObj->ID == Obj::HERO && cb->getPlayerRelations(h->tempOwner, topObj->tempOwner) != PlayerRelations::ENEMIES)
return true;
return false;
}),possibleDestinations.end());
return possibleDestinations;
}
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;
}
void VCAI::wander(HeroPtr h)
{
while(1)
{
validateVisitableObjs();
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 :(
}
if (!dests.size())
range::copy(getPossibleDestinations(h), std::back_inserter(dests));
if(!dests.size())
{
auto compareReinforcements = [h](const CGTownInstance *lhs, const CGTownInstance *rhs) -> bool
{
return howManyReinforcementsCanGet(h, lhs) < howManyReinforcementsCanGet(h, rhs);
};
std::vector<const CGTownInstance *> townsReachable;
std::vector<const CGTownInstance *> townsNotReachable;
for(const CGTownInstance *t : cb->getTownsInfo())
{
if(!t->visitingHero && howManyReinforcementsCanGet(h,t) && !vstd::contains(townVisitsThisWeek[h], t))
{
if (isAccessibleForHero (t->visitablePos(), h))
townsReachable.push_back(t);
else
townsNotReachable.push_back(t);
}
}
if(townsReachable.size())
{
boost::sort(townsReachable, compareReinforcements);
dests.emplace_back(townsReachable.back());
}
else if(townsNotReachable.size())
{
boost::sort(townsNotReachable, compareReinforcements);
//TODO pick the truly best
const CGTownInstance *t = townsNotReachable.back();
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();
int3 pos1 = h->pos;
striveToGoal(sptr(Goals::VisitTile(t->visitablePos()).sethero(h)));
if (pos1 == h->pos && h == primaryHero()) //hero can't move
{
if (canRecruitAnyHero(t))
recruitHero(t);
}
break;
}
else if(cb->getResourceAmount(Res::GOLD) >= HERO_GOLD_COST)
{
std::vector<const CGTownInstance *> towns = cb->getTownsInfo();
erase_if(towns, [](const CGTownInstance *t) -> bool
{
for(const CGHeroInstance *h : cb->getHeroesInfo())
if(!t->getArmyStrength() || howManyReinforcementsCanGet(h, t))
return true;
return false;
});
boost::sort(towns, compareArmyStrength);
if(towns.size())
recruitHero(towns.back());
break;
}
else
{
logAi->debugStream() << "Nowhere more to go...";
break;
}
}
const ObjectIdRef&dest = dests.front();
logAi->debugStream() << boost::format("Of all %d destinations, object oid=%d seems nice") % dests.size() % dest.id.getNum();
if(!goVisitObj(dest, h))
{
if(!dest)
{
logAi->debugStream() << boost::format("Visit attempt made the object (id=%d) gone...") % dest.id.getNum();
}
else
{
logAi->debugStream() << boost::format("Hero %s apparently used all MPs (%d left)") % h->name % h->movement;
reserveObject(h, dest); //reserve that object - we predict it will be reached soon
//removed - do not forget abstract goal so easily
//setGoal(h, CGoal(VISIT_TILE).sethero(h).settile(dest->visitablePos()));
}
break;
}
if(h->visitedTown)
{
townVisitsThisWeek[h].push_back(h->visitedTown);
buildArmyIn(h->visitedTown);
break;
}
}
}
void VCAI::setGoal(HeroPtr h, Goals::TSubgoal goal)
{ //TODO: check for presence?
if (goal->invalid())
erase_if_present(lockedHeroes, h);
else
{
lockedHeroes[h] = goal;
goal->setisElementar(false); //always evaluate goals before realizing
}
}
void VCAI::completeGoal (Goals::TSubgoal goal)
{
logAi->debugStream() << boost::format("Completing goal: %s") % goal->name();
if (const CGHeroInstance * h = goal->hero.get(true))
{
auto it = lockedHeroes.find(h);
if (it != lockedHeroes.end())
if (it->second == goal)
{
logAi->debugStream() << boost::format("%s") % goal->completeMessage();
lockedHeroes.erase(it); //goal fulfilled, free hero
}
}
else //complete goal for all heroes maybe?
{
for (auto p : lockedHeroes)
{
if (p.second == goal || p.second->fulfillsMe(goal)) //we could have fulfilled goals of other heroes by chance
{
logAi->debugStream() << boost::format("%s") % p.second->completeMessage();
lockedHeroes.erase (lockedHeroes.find(p.first)); //is it safe?
}
}
}
}
void VCAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
{
NET_EVENT_HANDLER;
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assert(playerID > PlayerColor::PLAYER_LIMIT || status.getBattle() == UPCOMING_BATTLE);
status.setBattle(ONGOING_BATTLE);
const CGObjectInstance *presumedEnemy = 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);
CAdventureAI::battleStart(army1, army2, tile, hero1, hero2, side);
}
void VCAI::battleEnd(const BattleResult *br)
{
NET_EVENT_HANDLER;
assert(status.getBattle() == ONGOING_BATTLE);
status.setBattle(ENDING_BATTLE);
bool won = br->winner == myCb->battleGetMySide();
logAi->debugStream() << boost::format("Player %d: I %s the %s!") % playerID % (won ? "won" : "lost") % battlename;
battlename.clear();
CAdventureAI::battleEnd(br);
}
void VCAI::waitTillFree()
{
auto unlock = vstd::makeUnlockSharedGuard(cb->getGsMutex());
status.waitTillFree();
}
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);
}
void VCAI::reserveObject(HeroPtr h, const CGObjectInstance *obj)
{
reservedObjs.push_back(obj);
reservedHeroesMap[h].push_back(obj);
logAi->debugStream() << "reserved object id=" << obj->id << "; address=" << (intptr_t)obj << "; name=" << obj->getHoverText();
}
void VCAI::validateVisitableObjs()
{
std::vector<const CGObjectInstance *> hlp;
retreiveVisitableObjs(hlp, true);
std::string errorMsg;
auto shouldBeErased = [&](const CGObjectInstance *obj) -> bool
{
if(!vstd::contains(hlp, obj))
{
logAi->errorStream() << helperObjInfo[obj].name << " at " << helperObjInfo[obj].pos << errorMsg;
return true;
}
return false;
};
//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);
}
void VCAI::retreiveVisitableObjs(std::vector<const CGObjectInstance *> &out, bool includeOwned /*= false*/) const
{
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foreach_tile_pos([&](const int3 &pos)
{
for(const CGObjectInstance *obj : myCb->getVisitableObjs(pos, false))
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{
if(includeOwned || obj->tempOwner != playerID)
out.push_back(obj);
}
});
}
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
{
for(const CGObjectInstance *obj : ai->visitableObjs)
{
if(obj->ID == 5 && obj->subID == aid)
return obj;
}
return nullptr;
//TODO what if more than one artifact is available? return them all or some slection criteria
}
bool VCAI::isAccessible(const int3 &pos)
{
//TODO precalculate for speed
for(const CGHeroInstance *h : cb->getHeroesInfo())
{
if(isAccessibleForHero(pos, h))
return true;
}
return false;
}
HeroPtr VCAI::getHeroWithGrail() const
{
for(const CGHeroInstance *h : cb->getHeroesInfo())
if(h->hasArt(2)) //grail
return h;
return nullptr;
}
const CGObjectInstance * VCAI::getUnvisitedObj(const std::function<bool(const CGObjectInstance *)> &predicate)
{
//TODO smarter definition of unvisited
for(const CGObjectInstance *obj : visitableObjs)
if(predicate(obj) && !vstd::contains(alreadyVisited, obj))
return obj;
return nullptr;
}
bool VCAI::isAccessibleForHero(const int3 & pos, HeroPtr h, bool includeAllies /*= false*/) const
{
cb->setSelection(*h);
if (!includeAllies)
{ //don't visit tile occupied by allied hero
for (auto obj : cb->getVisitableObjs(pos))
{
if (obj->ID == Obj::HERO && obj->tempOwner == h->tempOwner && obj != h.get())
return false;
}
}
return cb->getPathInfo(pos)->reachable();
}
bool VCAI::moveHeroToTile(int3 dst, HeroPtr h)
{
cb->setSelection(h.h); //make sure we are using the RIGHT pathfinder
logAi->debugStream() << boost::format("Moving hero %s to tile %s") % h->name % dst;
int3 startHpos = h->visitablePos();
bool ret = false;
if(startHpos == dst)
{
//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
cb->moveHero(*h, CGHeroInstance::convertPosition(dst, true));
waitTillFree(); //movement may cause battle or blocking dialog
ret = true;
}
else
{
CGPath path;
cb->getPath2(dst, path);
if(path.nodes.empty())
{
logAi->errorStream() << "Hero " << h->name << " cannot reach " << dst;
//setGoal(h, INVALID);
completeGoal (sptr(Goals::VisitTile(dst).sethero(h))); //TODO: better mechanism to determine goal
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cb->recalculatePaths();
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)
{
//blockedHeroes.insert(h); //to avoid attempts of moving heroes with very little MPs
break;
}
int3 endpos = path.nodes[i-1].coord;
if(endpos == h->visitablePos())
//if (endpos == h->pos)
continue;
// if(i > 1)
// {
// int3 afterEndPos = path.nodes[i-2].coord;
// if(afterEndPos.z != endpos.z)
//
// }
//logAi->debugStream() << "Moving " << h->name << " from " << h->getPosition() << " to " << endpos;
cb->moveHero(*h, CGHeroInstance::convertPosition(endpos, true));
waitTillFree(); //movement may cause battle or blocking dialog
boost::this_thread::interruption_point();
if(!h) //we lost hero - remove all tasks assigned to him/her
{
lostHero(h);
//we need to throw, otherwise hero will be assigned to sth again
throw std::runtime_error("Hero was lost!");
}
}
ret = !i;
}
if (auto visitedObject = frontOrNull(cb->getVisitableObjs(h->visitablePos()))) //we stand on something interesting
{
performObjectInteraction (visitedObject, h);
//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));
}
if(h) //we could have lost hero after last move
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{
cb->recalculatePaths();
if (startHpos == h->visitablePos() && !ret) //we didn't move and didn't reach the target
{
throw cannotFulfillGoalException("Invalid path found!");
}
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}
logAi->debugStream() << boost::format("Hero %s moved from %s to %s. Returning %d.") % h->name % startHpos % h->visitablePos() % ret;
return ret;
}
void VCAI::tryRealize(Goals::Explore & g)
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{
throw cannotFulfillGoalException("EXPLORE is not a elementar goal!");
}
void VCAI::tryRealize(Goals::RecruitHero & g)
{
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if(const CGTownInstance *t = findTownWithTavern())
{
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recruitHero(t, true);
//TODO try to free way to blocked town
//TODO: adventure map tavern or prison?
}
}
void VCAI::tryRealize(Goals::VisitTile & g)
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{
//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)
{
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()))
{
throw goalFulfilledException (sptr(g));
}
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//}
//else
// throw cannotFulfillGoalException("There's a blocked gate!, we should never be here"); //CLEAR_WAY_TO should get keymaster tent
}
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()))
{
throw goalFulfilledException (sptr(g));
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}
}
void VCAI::tryRealize(Goals::BuildThis & g)
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{
const CGTownInstance *t = g.town;
if(!t && g.hero)
t = g.hero->visitedTown;
if(!t)
{
for(const CGTownInstance *t : cb->getTownsInfo())
{
switch(cb->canBuildStructure(t, BuildingID(g.bid)))
{
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case EBuildingState::ALLOWED:
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cb->buildBuilding(t, BuildingID(g.bid));
return;
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default:
break;
}
}
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}
else if(cb->canBuildStructure(t, BuildingID(g.bid)) == EBuildingState::ALLOWED)
{
cb->buildBuilding(t, BuildingID(g.bid));
return;
}
throw cannotFulfillGoalException("Cannot build a given structure!");
}
void VCAI::tryRealize(Goals::DigAtTile & g)
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{
assert(g.hero->visitablePos() == g.tile); //surely we want to crash here?
if (g.hero->diggingStatus() == CGHeroInstance::CAN_DIG)
{
cb->dig(g.hero.get());
setGoal(g.hero, sptr(Goals::Invalid())); // finished digging
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}
else
{
ai->lockedHeroes[g.hero] = sptr(g); //hero who tries to dig shouldn't do anything else
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throw cannotFulfillGoalException("A hero can't dig!\n");
}
}
void VCAI::tryRealize(Goals::CollectRes & g)
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{
if(cb->getResourceAmount(static_cast<Res::ERes>(g.resID)) >= g.value)
throw cannotFulfillGoalException("Goal is already fulfilled!");
if(const CGObjectInstance *obj = cb->getObj(ObjectInstanceID(g.objid), false))
{
if(const IMarket *m = IMarket::castFrom(obj, false))
{
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for (Res::ERes i = Res::WOOD; i <= Res::GOLD; vstd::advance(i, 1))
{
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if(i == g.resID) continue;
int toGive, toGet;
m->getOffer(i, g.resID, toGive, toGet, EMarketMode::RESOURCE_RESOURCE);
toGive = toGive * (cb->getResourceAmount(i) / toGive);
//TODO trade only as much as needed
cb->trade(obj, EMarketMode::RESOURCE_RESOURCE, i, g.resID, toGive);
if(cb->getResourceAmount(static_cast<Res::ERes>(g.resID)) >= g.value)
return;
}
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throw cannotFulfillGoalException("I cannot get needed resources by trade!");
}
else
{
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throw cannotFulfillGoalException("I don't know how to use this object to raise resources!");
}
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}
else
{
saving[g.resID] = 1;
throw cannotFulfillGoalException("No object that could be used to raise resources!");
}
}
void VCAI::tryRealize(Goals::Build & g)
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{
performTypicalActions(); //TODO: separate build and wander
throw cannotFulfillGoalException("BUILD has been realized as much as possible.");
}
void VCAI::tryRealize(Goals::Invalid & g)
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{
throw cannotFulfillGoalException("I don't know how to fulfill this!");
}
void VCAI::tryRealize(Goals::AbstractGoal & g)
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{
logAi->debugStream() << boost::format("Attempting realizing goal with code %s") % g.name();
throw cannotFulfillGoalException("Unknown type of goal !");
}
const CGTownInstance * VCAI::findTownWithTavern() const
{
for(const CGTownInstance *t : cb->getTownsInfo())
if(t->hasBuilt(BuildingID::TAVERN) && !t->visitingHero)
return t;
return nullptr;
}
std::vector<HeroPtr> VCAI::getUnblockedHeroes() const
{
std::vector<HeroPtr> ret;
boost::copy(cb->getHeroesInfo(), std::back_inserter(ret));
for(auto h : lockedHeroes)
{
//if (!h.second.invalid()) //we can use heroes without valid goal
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
erase_if_present(ret, h.first);
}
return ret;
}
HeroPtr VCAI::primaryHero() const
{
auto hs = cb->getHeroesInfo();
boost::sort(hs, compareHeroStrength);
if(hs.empty())
return nullptr;
return hs.back();
}
void VCAI::endTurn()
{
logAi->debugStream() << "Player " << static_cast<int>(playerID.getNum()) << " ends turn";
if(!status.haveTurn())
{
logAi->errorStream() << "Not having turn at the end of turn???";
}
do
{
cb->endTurn();
} while(status.haveTurn()); //for some reasons, our request may fail -> stop requesting end of turn only after we've received a confirmation that it's over
logAi->debugStream() << "Player " << static_cast<int>(playerID.getNum()) << " ended turn";
}
void VCAI::striveToGoal(Goals::TSubgoal ultimateGoal)
{
if (ultimateGoal->invalid())
return;
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//we are looking for abstract goals
auto abstractGoal = striveToGoalInternal (ultimateGoal, false);
if (abstractGoal->invalid())
return;
//we received 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)
{
Goals::TSubgoal abstractGoal = sptr(Goals::Invalid());
while(1)
{
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Goals::TSubgoal goal = ultimateGoal;
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))
{
logAi->debugStream() << boost::format("Considering goal %s") % goal->name();
try
{
boost::this_thread::interruption_point();
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goal = goal->whatToDoToAchieve();
--maxGoals;
}
catch(std::exception &e)
{
logAi->debugStream() << boost::format("Goal %s decomposition failed: %s") % goal->name() % e.what();
//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());
}
}
try
{
boost::this_thread::interruption_point();
if (!maxGoals)
{
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std::runtime_error e("Too many subgoals, don't know what to do");
throw (e);
}
if (goal->hero) //lock this hero to fulfill ultimate goal
{
if (maxGoals)
{
setGoal(goal->hero, goal);
}
else
{
setGoal(goal->hero, sptr(Goals::Invalid())); // we seemingly don't know what to do with hero
}
}
if (goal->isAbstract)
{
abstractGoal = goal; //allow only one abstract goal per call
logAi->debugStream() << boost::format("Choosing abstract goal %s") % goal->name();
break;
}
else
goal->accept(this);
boost::this_thread::interruption_point();
}
catch(boost::thread_interrupted &e)
{
logAi->debugStream() << boost::format("Player %d: Making turn thread received an interruption!") % playerID;
throw; //rethrow, we want to truly end this thread
}
catch(goalFulfilledException &e)
{
completeGoal (goal);
if (ultimateGoal->fulfillsMe(goal) || maxGoals > 98) //completed goal was main goal //TODO: find better condition
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return sptr(Goals::Invalid());
}
catch(std::exception &e)
{
logAi->debugStream() << boost::format("Failed to realize subgoal of type %s (greater goal type was %s), I will stop.") % goal->name() % ultimateGoal->name();
logAi->debugStream() << boost::format("The error message was: %s") % e.what();
break;
}
}
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return abstractGoal;
}
void VCAI::striveToQuest (const QuestInfo &q)
{
if (q.quest->missionType && q.quest->progress != CQuest::COMPLETE) //FIXME: quests are never synchronized. Pointer handling needed
{
MetaString ms;
q.quest->getRolloverText(ms, false);
logAi->debugStream() << boost::format("Trying to realize quest: %s") % ms.toString();
auto heroes = cb->getHeroesInfo();
switch (q.quest->missionType)
{
case CQuest::MISSION_ART:
{
for (auto hero : heroes) //TODO: remove duplicated code?
{
if (q.quest->checkQuest(hero))
{
striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero)));
return;
}
}
for (auto art : q.quest->m5arts)
{
striveToGoal (sptr(Goals::GetArtOfType(art))); //TODO: transport?
}
break;
}
case CQuest::MISSION_HERO:
{
//striveToGoal (CGoal(RECRUIT_HERO));
for (auto hero : heroes)
{
if (q.quest->checkQuest(hero))
{
striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero)));
return;
}
}
striveToGoal (sptr(Goals::FindObj(Obj::PRISON))); //rule of a thumb - quest heroes usually are locked in prisons
//BNLOG ("Don't know how to recruit hero with id %d\n", q.quest->m13489val);
break;
}
case CQuest::MISSION_ARMY:
{
for (auto hero : heroes)
{
if (q.quest->checkQuest(hero)) //veyr bad info - stacks can be split between multiple heroes :(
{
striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero)));
return;
}
}
for (auto creature : q.quest->m6creatures)
{
striveToGoal (sptr(Goals::GatherTroops(creature.type->idNumber, creature.count)));
}
//TODO: exchange armies... oh my
//BNLOG ("Don't know how to recruit %d of %s\n", (int)(creature.count) % creature.type->namePl);
break;
}
case CQuest::MISSION_RESOURCES:
{
if (heroes.size())
{
if (q.quest->checkQuest(heroes.front())) //it doesn't matter which hero it is
{
striveToGoal (sptr(Goals::VisitTile(q.tile)));
}
else
{
for (int i = 0; i < q.quest->m7resources.size(); ++i)
{
if (q.quest->m7resources[i])
striveToGoal (sptr(Goals::CollectRes(i, q.quest->m7resources[i])));
}
}
}
else
striveToGoal (sptr(Goals::RecruitHero())); //FIXME: checkQuest requires any hero belonging to player :(
break;
}
case CQuest::MISSION_KILL_HERO:
case CQuest::MISSION_KILL_CREATURE:
{
auto obj = cb->getObjByQuestIdentifier(q.quest->m13489val);
if (obj)
striveToGoal (sptr(Goals::GetObj(obj->id.getNum())));
else
striveToGoal (sptr(Goals::VisitTile(q.tile))); //visit seer hut
break;
}
case CQuest::MISSION_PRIMARY_STAT:
{
auto heroes = cb->getHeroesInfo();
for (auto hero : heroes)
{
if (q.quest->checkQuest(hero))
{
striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero)));
return;
}
}
for (int i = 0; i < q.quest->m2stats.size(); ++i)
{
logAi->debugStream() << boost::format("Don't know how to increase primary stat %d") % i;
}
break;
}
case CQuest::MISSION_LEVEL:
{
auto heroes = cb->getHeroesInfo();
for (auto hero : heroes)
{
if (q.quest->checkQuest(hero))
{
striveToGoal (sptr(Goals::VisitTile(q.tile).sethero(hero))); //TODO: causes infinite loop :/
return;
}
}
logAi->debugStream() << boost::format("Don't know how to reach hero level %d") % q.quest->m13489val;
break;
}
case CQuest::MISSION_PLAYER:
{
2013-03-03 20:06:03 +03:00
if (playerID.getNum() != q.quest->m13489val)
logAi->debugStream() << boost::format("Can't be player of color %d") % q.quest->m13489val;
break;
}
case CQuest::MISSION_KEYMASTER:
{
striveToGoal (sptr(Goals::FindObj(Obj::KEYMASTER, q.obj->subID)));
break;
}
}
}
}
void VCAI::performTypicalActions()
{
for(const CGTownInstance *t : cb->getTownsInfo())
{
logAi->debugStream() << boost::format("Looking into %s") % t->name;
buildStructure(t);
buildArmyIn(t);
if(!ai->primaryHero() ||
(t->getArmyStrength() > ai->primaryHero()->getArmyStrength() * 2 && !isAccessibleForHero(t->visitablePos(), ai->primaryHero())))
{
recruitHero(t);
buildArmyIn(t);
}
}
for(auto h : getUnblockedHeroes())
{
logAi->debugStream() << boost::format("Looking into %s, MP=%d") % h->name.c_str() % h->movement;
makePossibleUpgrades(*h);
cb->setSelection(*h);
try
{
wander(h);
}
catch(std::exception &e)
{
logAi->debugStream() << boost::format("Cannot use this hero anymore, received exception: %s") % e.what();
continue;
}
}
}
void VCAI::buildArmyIn(const CGTownInstance * t)
{
makePossibleUpgrades(t->visitingHero);
makePossibleUpgrades(t);
recruitCreatures(t);
moveCreaturesToHero(t);
}
int3 VCAI::explorationBestNeighbour(int3 hpos, int radius, HeroPtr h)
{
TimeCheck tc("looking for best exploration neighbour");
std::map<int3, int> dstToRevealedTiles;
for(crint3 dir : dirs)
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);
//const TerrainTile *t = cb->getTile(i->first);
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!");
}
int3 VCAI::explorationNewPoint(int radius, HeroPtr h, std::vector<std::vector<int3> > &tiles)
{
TimeCheck tc("looking for new exploration point");
logAi->debugStream() << "Looking for an another place for exploration...";
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]);
for(const int3 &tile : tiles[i])
{
if(cb->getPathInfo(tile)->reachable() && isSafeToVisit(h, tile) && howManyTilesWillBeDiscovered(tile, radius) && !isBlockedBorderGate(tile))
{
return tile;
}
}
}
throw cannotFulfillGoalException("No accessible tile will bring discoveries!");
}
TResources VCAI::estimateIncome() const
{
TResources ret;
for(const CGTownInstance *t : cb->getTownsInfo())
{
ret[Res::GOLD] += t->dailyIncome();
//TODO duplikuje newturn
if(t->hasBuilt(BuildingID::RESOURCE_SILO)) //there is resource silo
{
if(t->town->primaryRes == Res::WOOD_AND_ORE) //we'll give wood and ore
{
ret[Res::WOOD] ++;
ret[Res::ORE] ++;
}
else
{
ret[t->town->primaryRes] ++;
}
}
}
for(const CGObjectInstance *obj : getFlaggedObjects())
{
if(obj->ID == Obj::MINE)
{
switch(obj->subID)
{
case Res::WOOD:
case Res::ORE:
ret[obj->subID] += WOOD_ORE_MINE_PRODUCTION;
break;
case Res::GOLD:
case 7: //abandoned mine -> also gold
ret[Res::GOLD] += GOLD_MINE_PRODUCTION;
break;
default:
ret[obj->subID] += RESOURCE_MINE_PRODUCTION;
break;
}
}
}
return ret;
}
bool VCAI::containsSavedRes(const TResources &cost) const
{
for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
{
if(saving[i] && cost[i])
return true;
}
return false;
}
void VCAI::checkHeroArmy (HeroPtr h)
{
auto it = lockedHeroes.find(h);
if (it != lockedHeroes.end())
{
if (it->second->goalType == Goals::GATHER_ARMY && it->second->value <= h->getArmyStrength())
completeGoal(sptr(Goals::GatherArmy(it->second->value).sethero(h)));
}
}
void VCAI::recruitHero(const CGTownInstance * t, bool throwing)
{
logAi->debugStream() << boost::format("Trying to recruit a hero in %s at %s") % t->name % t->visitablePos();
if(auto availableHero = frontOrNull(cb->getAvailableHeroes(t)))
cb->recruitHero(t, availableHero);
else if(throwing)
throw cannotFulfillGoalException("No available heroes in tavern in " + t->nodeName());
}
void VCAI::finish()
{
if(makingTurn)
makingTurn->interrupt();
}
void VCAI::requestActionASAP(std::function<void()> whatToDo)
{
// static boost::mutex m;
// boost::unique_lock<boost::mutex> mylock(m);
boost::barrier b(2);
boost::thread newThread([&b,this,whatToDo]()
{
setThreadName("VCAI::requestActionASAP::helper");
SET_GLOBAL_STATE(this);
boost::shared_lock<boost::shared_mutex> gsLock(cb->getGsMutex());
b.wait();
whatToDo();
});
b.wait();
}
void VCAI::lostHero(HeroPtr h)
{
logAi->debugStream() << boost::format("I lost my hero %s. It's best to forget and move on.") % h.name;
erase_if_present(lockedHeroes, h);
for(auto obj : reservedHeroesMap[h])
{
erase_if_present(reservedObjs, obj); //unreserve all objects for that hero
}
erase_if_present(reservedHeroesMap, h);
}
void VCAI::answerQuery(QueryID queryID, int selection)
{
logAi->debugStream() << boost::format("I'll answer the query %d giving the choice %d") % queryID % selection;
if(queryID != QueryID(-1))
{
cb->selectionMade(selection, queryID);
}
else
{
logAi->debugStream() << boost::format("Since the query ID is %d, the answer won't be sent. This is not a real query!") % queryID;
//do nothing
}
}
void VCAI::requestSent(const CPackForServer *pack, int requestID)
{
//BNLOG("I have sent request of type %s", typeid(*pack).name());
if(auto reply = dynamic_cast<const QueryReply*>(pack))
{
status.attemptedAnsweringQuery(reply->qid, requestID);
}
}
std::string VCAI::getBattleAIName() const
{
if(settings["server"]["neutralAI"].getType() == JsonNode::DATA_STRING)
return settings["server"]["neutralAI"].String();
else
return "StupidAI";
}
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);
for(auto &p : reservedHeroesMap)
erase_if(p.second, matchesId);
erase_if(reservedObjs, matchesId);
}
}
TResources VCAI::freeResources() const
{
TResources myRes = cb->getResourceAmount();
myRes[Res::GOLD] -= GOLD_RESERVE;
vstd::amax(myRes[Res::GOLD], 0);
return myRes;
}
AIStatus::AIStatus()
{
battle = NO_BATTLE;
havingTurn = false;
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ongoingHeroMovement = false;
}
AIStatus::~AIStatus()
{
}
void AIStatus::setBattle(BattleState BS)
{
boost::unique_lock<boost::mutex> lock(mx);
LOG_TRACE_PARAMS(logAi, "battle state=%d", (int)BS);
battle = BS;
cv.notify_all();
}
BattleState AIStatus::getBattle()
{
boost::unique_lock<boost::mutex> lock(mx);
return battle;
}
void AIStatus::addQuery(QueryID ID, std::string description)
{
boost::unique_lock<boost::mutex> lock(mx);
if(ID == QueryID(-1))
{
logAi->debugStream() << boost::format("The \"query\" has an id %d, it'll be ignored as non-query. Description: %s") % ID % description;
return;
}
assert(!vstd::contains(remainingQueries, ID));
assert(ID.getNum() >= 0);
remainingQueries[ID] = description;
cv.notify_all();
logAi->debugStream() << boost::format("Adding query %d - %s. Total queries count: %d") % ID % description % remainingQueries.size();
}
void AIStatus::removeQuery(QueryID ID)
{
boost::unique_lock<boost::mutex> lock(mx);
assert(vstd::contains(remainingQueries, ID));
std::string description = remainingQueries[ID];
remainingQueries.erase(ID);
cv.notify_all();
logAi->debugStream() << boost::format("Removing query %d - %s. Total queries count: %d") % ID % description % remainingQueries.size();
}
int AIStatus::getQueriesCount()
{
boost::unique_lock<boost::mutex> lock(mx);
return remainingQueries.size();
}
void AIStatus::startedTurn()
{
boost::unique_lock<boost::mutex> lock(mx);
havingTurn = true;
cv.notify_all();
}
void AIStatus::madeTurn()
{
boost::unique_lock<boost::mutex> lock(mx);
havingTurn = false;
cv.notify_all();
}
void AIStatus::waitTillFree()
{
boost::unique_lock<boost::mutex> lock(mx);
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while(battle != NO_BATTLE || !remainingQueries.empty() || !objectsBeingVisited.empty() || ongoingHeroMovement)
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cv.timed_wait(lock, boost::posix_time::milliseconds(100));
}
bool AIStatus::haveTurn()
{
boost::unique_lock<boost::mutex> lock(mx);
return havingTurn;
}
void AIStatus::attemptedAnsweringQuery(QueryID queryID, int answerRequestID)
{
boost::unique_lock<boost::mutex> lock(mx);
assert(vstd::contains(remainingQueries, queryID));
std::string description = remainingQueries[queryID];
logAi->debugStream() << boost::format("Attempted answering query %d - %s. Request id=%d. Waiting for results...") % queryID % description % answerRequestID;
requestToQueryID[answerRequestID] = queryID;
}
void AIStatus::receivedAnswerConfirmation(int answerRequestID, int result)
{
assert(vstd::contains(requestToQueryID, answerRequestID));
QueryID query = requestToQueryID[answerRequestID];
assert(vstd::contains(remainingQueries, query));
requestToQueryID.erase(answerRequestID);
if(result)
{
removeQuery(query);
}
else
{
logAi->errorStream() << "Something went really wrong, failed to answer query " << query << ": " << remainingQueries[query];
//TODO safely retry
}
}
void AIStatus::heroVisit(const CGObjectInstance *obj, bool started)
{
boost::unique_lock<boost::mutex> lock(mx);
if(started)
objectsBeingVisited.push_back(obj);
else
{
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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();
}
cv.notify_all();
}
void AIStatus::setMove(bool ongoing)
{
boost::unique_lock<boost::mutex> lock(mx);
ongoingHeroMovement = ongoing;
cv.notify_all();
}
SectorMap::SectorMap()
{
// 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();
}
bool markIfBlocked(ui8 &sec, crint3 pos, const TerrainTile *t)
{
if(t->blocked && !t->visitable)
{
sec = NOT_AVAILABLE;
return true;
}
return false;
}
bool markIfBlocked(ui8 &sec, crint3 pos)
{
return markIfBlocked(sec, pos, cb->getTile(pos));
}
void SectorMap::update()
{
clear();
int curSector = 3; //0 is invisible, 1 is not explored
foreach_tile_pos([&](crint3 pos)
{
if(retreiveTile(pos) == NOT_CHECKED)
{
if(!markIfBlocked(retreiveTile(pos), pos))
exploreNewSector(pos, curSector++);
}
});
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())
{
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());
}
}
}
}
removeDuplicates(s.embarkmentPoints);
}
void SectorMap::write(crstring fname)
{
std::ofstream out(fname);
for(int k = 0; k < cb->getMapSize().z; k++)
{
for(int j = 0; j < cb->getMapSize().y; j++)
{
for(int i = 0; i < cb->getMapSize().x; i++)
{
out << (int)sector[i][j][k] << '\t';
}
out << std::endl;
}
out << std::endl;
}
}
bool isWeeklyRevisitable (const CGObjectInstance * obj)
{ //TODO: allow polling of remaining creatures in dwelling
if (dynamic_cast<const CGVisitableOPW *>(obj) || //ensures future compatibility, unlike IDs
dynamic_cast<const CGDwelling *>(obj) ||
dynamic_cast<const CBank *>(obj)) //banks tend to respawn often in mods
return true;
switch (obj->ID)
{
case Obj::STABLES:
case Obj::MAGIC_WELL:
case Obj::HILL_FORT:
return true;
case Obj::BORDER_GATE:
case Obj::BORDERGUARD:
return (dynamic_cast <const CGKeys *>(obj))->wasMyColorVisited (ai->playerID); //FIXME: they could be revisited sooner than in a week
}
return false;
}
bool shouldVisit(HeroPtr h, const CGObjectInstance * obj)
{
switch (obj->ID)
{
case Obj::BORDERGUARD:
case Obj::BORDER_GATE:
{
for (auto q : ai->myCb->getMyQuests())
{
if (q.obj == obj)
{
return false; // do not visit guards or gates when wandering
}
}
return true; //we don't have this quest yet
}
case Obj::SEER_HUT:
case Obj::QUEST_GUARD:
{
for (auto q : ai->myCb->getMyQuests())
{
if (q.obj == obj)
{
if (q.quest->checkQuest(*h))
return true; //we completed the quest
else
return false; //we can't complete this quest
}
}
return true; //we don't have this quest yet
}
case Obj::CREATURE_GENERATOR1:
{
if (obj->tempOwner != h->tempOwner)
return true; //flag just in case
bool canRecruitCreatures = false;
const CGDwelling * d = dynamic_cast<const CGDwelling *>(obj);
for(auto level : d->creatures)
{
for(auto c : level.second)
{
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if (h->getSlotFor(CreatureID(c)) != SlotID())
canRecruitCreatures = true;
}
}
return canRecruitCreatures;
}
case Obj::HILL_FORT:
{
for (auto slot : h->Slots())
{
if (slot.second->type->upgrades.size())
return true; //TODO: check price?
}
return false;
}
case Obj::MONOLITH1:
case Obj::MONOLITH2:
case Obj::MONOLITH3:
case Obj::WHIRLPOOL:
//TODO: mechanism for handling monoliths
return false;
case Obj::SCHOOL_OF_MAGIC:
case Obj::SCHOOL_OF_WAR:
{
TResources myRes = ai->myCb->getResourceAmount();
if (myRes[Res::GOLD] - GOLD_RESERVE < 1000)
return false;
}
break;
case Obj::LIBRARY_OF_ENLIGHTENMENT:
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if (h->level < 12)
return false;
break;
case Obj::TREE_OF_KNOWLEDGE:
{
TResources myRes = ai->myCb->getResourceAmount();
if (myRes[Res::GOLD] - GOLD_RESERVE < 2000 || myRes[Res::GEMS] < 10)
return false;
}
break;
case Obj::MAGIC_WELL:
return h->mana < h->manaLimit();
case Obj::PRISON:
return ai->myCb->getHeroesInfo().size() < GameConstants::MAX_HEROES_PER_PLAYER;
case Obj::BOAT:
return false;
//Boats are handled by pathfinder
}
if (obj->wasVisited(*h)) //it must pointer to hero instance, heroPtr calls function wasVisited(ui8 player);
return false;
return true;
}
int3 SectorMap::firstTileToGet(HeroPtr h, crint3 dst)
{
int sourceSector = retreiveTile(h->visitablePos()),
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();
for(int3 ep : s->embarkmentPoints)
{
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");
ai->completeGoal (sptr(Goals::Explore(h))); //if we can't find the way, seemingly all tiles were explored
//TODO: more organized way?
throw cannotFulfillGoalException(boost::str(boost::format("Cannot find connection between sectors %d and %d") % src->id % dst->id));
}
std::vector<const Sector*> toTraverse;
toTraverse.push_back(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);
return t && t->visitableObjects.size() == 1 && t->topVisitableId() == Obj::BOAT
&& retreiveTile(pos) == sectorToReach->id;
});
if(firstEP != src->embarkmentPoints.end())
{
return *firstEP;
}
else
{
//we need to find a shipyard with an access to the desired sector's EP
//TODO what about Summon Boat spell?
std::vector<const IShipyard *> shipyards;
for(const CGTownInstance *t : cb->getTownsInfo())
{
if(t->hasBuilt(BuildingID::SHIPYARD))
shipyards.push_back(t);
}
std::vector<const CGObjectInstance*> visObjs;
ai->retreiveVisitableObjs(visObjs, true);
for(const CGObjectInstance *obj : visObjs)
{
if(obj->ID != Obj::TOWN) //towns were handled in the previous loop
if(const IShipyard *shipyard = IShipyard::castFrom(obj))
shipyards.push_back(shipyard);
}
shipyards.erase(boost::remove_if(shipyards, [=](const IShipyard *shipyard) -> bool
{
return shipyard->shipyardStatus() != 0 || retreiveTile(shipyard->bestLocation()) != sectorToReach->id;
}),shipyards.end());
if(!shipyards.size())
{
//TODO consider possibility of building shipyard in a town
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();
}
}
}
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())
{
int3 curPos = toVisit.front();
toVisit.pop();
ui8 &sec = retreiveTile(curPos);
assert(sec == mySector); //consider only tiles from the same sector
UNUSED(sec);
//const TerrainTile *t = cb->getTile(curPos);
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);
}
const CGObjectInstance * ObjectIdRef::operator->() const
{
return cb->getObj(id, false);
}
ObjectIdRef::operator const CGObjectInstance*() const
{
return cb->getObj(id, false);
}
ObjectIdRef::ObjectIdRef(ObjectInstanceID _id) : id(_id)
{
}
ObjectIdRef::ObjectIdRef(const CGObjectInstance *obj) : id(obj->id)
{
}
bool ObjectIdRef::operator<(const ObjectIdRef &rhs) const
{
return id < rhs.id;
}
HeroPtr::HeroPtr(const CGHeroInstance *H)
{
if(!H)
{
//init from nullptr should equal to default init
*this = HeroPtr();
return;
}
h = H;
name = h->name;
hid = H->id;
// infosCount[ai->playerID][hid]++;
}
HeroPtr::HeroPtr()
{
h = nullptr;
hid = ObjectInstanceID();
}
HeroPtr::~HeroPtr()
{
// if(hid >= 0)
// infosCount[ai->playerID][hid]--;
}
bool HeroPtr::operator<(const HeroPtr &rhs) const
{
return hid < rhs.hid;
}
const CGHeroInstance * HeroPtr::get(bool doWeExpectNull /*= false*/) const
{
//TODO? check if these all assertions every time we get info about hero affect efficiency
//
//behave terribly when attempting unauthorized access to hero that is not ours (or was lost)
assert(doWeExpectNull || h);
if(h)
{
auto obj = cb->getObj(hid);
const bool owned = obj && obj->tempOwner == ai->playerID;
if(doWeExpectNull && !owned)
{
return nullptr;
}
else
{
assert(obj);
assert(owned);
}
}
return h;
}
const CGHeroInstance * HeroPtr::operator->() const
{
return get();
}
bool HeroPtr::validAndSet() const
{
return get(true);
}
const CGHeroInstance * HeroPtr::operator*() const
{
return get();
}