/* * AIUtility.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ #include "StdInc.h" #include "AIUtility.h" #include "VCAI.h" #include "FuzzyHelper.h" #include "Goals/Goals.h" #include "../../lib/UnlockGuard.h" #include "../../lib/CConfigHandler.h" #include "../../lib/CHeroHandler.h" #include "../../lib/mapObjects/CBank.h" #include "../../lib/mapObjects/CGTownInstance.h" #include "../../lib/mapObjects/CQuest.h" #include "../../lib/mapping/CMapDefines.h" extern FuzzyHelper * fh; const CGObjectInstance * ObjectIdRef::operator->() const { return cb->getObj(id, false); } ObjectIdRef::operator const CGObjectInstance *() const { return cb->getObj(id, false); } ObjectIdRef::operator bool() 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->getNameTranslated(); 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) 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(); } bool HeroPtr::operator==(const HeroPtr & rhs) const { return h == rhs.get(true); } bool CDistanceSorter::operator()(const CGObjectInstance * lhs, const CGObjectInstance * rhs) const { const CGPathNode * ln = ai->myCb->getPathsInfo(hero)->getPathInfo(lhs->visitablePos()); const CGPathNode * rn = ai->myCb->getPathsInfo(hero)->getPathInfo(rhs->visitablePos()); return ln->getCost() < rn->getCost(); } bool isSafeToVisit(HeroPtr h, crint3 tile) { return isSafeToVisit(h, fh->evaluateDanger(tile, h.get())); } bool isSafeToVisit(HeroPtr h, uint64_t dangerStrength) { const ui64 heroStrength = h->getTotalStrength(); if(dangerStrength) { return heroStrength / SAFE_ATTACK_CONSTANT > dangerStrength; } return true; //there's no danger } bool isObjectRemovable(const CGObjectInstance * obj) { //FIXME: move logic to object property! switch (obj->ID) { case Obj::MONSTER: case Obj::RESOURCE: case Obj::CAMPFIRE: case Obj::TREASURE_CHEST: case Obj::ARTIFACT: case Obj::BORDERGUARD: case Obj::FLOTSAM: case Obj::PANDORAS_BOX: case Obj::OCEAN_BOTTLE: case Obj::SEA_CHEST: case Obj::SHIPWRECK_SURVIVOR: case Obj::SPELL_SCROLL: return true; break; default: return false; break; } } bool canBeEmbarkmentPoint(const TerrainTile * t, bool fromWater) { // TODO: Such information should be provided by pathfinder // Tile must be free or with unoccupied boat if(!t->blocked) { return true; } else if(!fromWater) // do not try to board when in water sector { if(t->visitableObjects.size() == 1 && t->topVisitableId() == Obj::BOAT) return true; } return false; } bool isBlockedBorderGate(int3 tileToHit) //TODO: is that function needed? should be handled by pathfinder { if(cb->getTile(tileToHit)->topVisitableId() != Obj::BORDER_GATE) return false; auto gate = dynamic_cast(cb->getTile(tileToHit)->topVisitableObj()); return !gate->passableFor(ai->playerID); } bool isBlockVisitObj(const int3 & pos) { if(auto obj = cb->getTopObj(pos)) { if(obj->isBlockedVisitable()) //we can't stand on that object return true; } return false; } creInfo infoFromDC(const dwellingContent & dc) { creInfo ci; ci.count = dc.first; ci.creID = dc.second.size() ? dc.second.back() : CreatureID(-1); //should never be accessed if (ci.creID != CreatureID::NONE) { ci.cre = VLC->creatures()->getById(ci.creID); ci.level = ci.cre->getLevel(); //this is creature tier, while tryRealize expects dwelling level. Ignore. } else { ci.cre = nullptr; ci.level = 0; } return ci; } bool compareHeroStrength(HeroPtr h1, HeroPtr h2) { return h1->getTotalStrength() < h2->getTotalStrength(); } bool compareArmyStrength(const CArmedInstance * a1, const CArmedInstance * a2) { return a1->getArmyStrength() < a2->getArmyStrength(); } bool compareArtifacts(const CArtifactInstance * a1, const CArtifactInstance * a2) { auto art1 = a1->artType; auto art2 = a2->artType; if(art1->getPrice() == art2->getPrice()) return art1->valOfBonuses(BonusType::PRIMARY_SKILL) > art2->valOfBonuses(BonusType::PRIMARY_SKILL); else return art1->getPrice() > art2->getPrice(); }