#include "StdInc.h" #include "AIUtility.h" #include "VCAI.h" #include "Fuzzy.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/CPathfinder.h" #include "../../lib/mapping/CMapDefines.h" /* * 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 * */ extern boost::thread_specific_ptr cb; extern boost::thread_specific_ptr ai; extern FuzzyHelper *fh; //extern static const int3 dirs[8]; 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(); } void foreach_tile_pos(std::function foo) { // some micro-optimizations since this function gets called a LOT // callback pointer is thread-specific and slow to retrieve -> read map size only once int3 mapSize = cb->getMapSize(); for(int i = 0; i < mapSize.x; i++) for(int j = 0; j < mapSize.y; j++) for(int k = 0; k < mapSize.z; k++) foo(int3(i,j,k)); } void foreach_tile_pos(CCallback * cbp, std::function foo) { int3 mapSize = cbp->getMapSize(); for(int i = 0; i < mapSize.x; i++) for(int j = 0; j < mapSize.y; j++) for(int k = 0; k < mapSize.z; k++) foo(cbp, int3(i,j,k)); } void foreach_neighbour(const int3 &pos, std::function foo) { CCallback * cbp = cb.get(); // avoid costly retrieval of thread-specific pointer for(const int3 &dir : int3::getDirs()) { const int3 n = pos + dir; if(cbp->isInTheMap(n)) foo(pos+dir); } } void foreach_neighbour(CCallback * cbp, const int3 &pos, std::function foo) { for(const int3 &dir : int3::getDirs()) { const int3 n = pos + dir; if(cbp->isInTheMap(n)) foo(cbp, pos+dir); } } std::string strFromInt3(int3 pos) { std::ostringstream oss; oss << pos; return oss.str(); } bool CDistanceSorter::operator ()(const CGObjectInstance *lhs, const CGObjectInstance *rhs) { const CGPathNode *ln = ai->myCb->getPathsInfo(hero)->getPathInfo(lhs->visitablePos()), *rn = ai->myCb->getPathsInfo(hero)->getPathInfo(rhs->visitablePos()); if(ln->turns != rn->turns) return ln->turns < rn->turns; return (ln->moveRemains > rn->moveRemains); } bool compareMovement(HeroPtr lhs, HeroPtr rhs) { return lhs->movement > rhs->movement; } ui64 evaluateDanger(crint3 tile) { const TerrainTile *t = cb->getTile(tile, false); if(!t) //we can know about guard but can't check its tile (the edge of fow) return 190000000; //MUCH ui64 objectDanger = 0, guardDanger = 0; auto visObjs = cb->getVisitableObjs(tile); if(visObjs.size()) objectDanger = evaluateDanger(visObjs.back()); int3 guardPos = cb->getGuardingCreaturePosition(tile); if(guardPos.x >= 0 && guardPos != tile) guardDanger = evaluateDanger(guardPos); //TODO mozna odwiedzic blockvis nie ruszajac straznika return std::max(objectDanger, guardDanger); } ui64 evaluateDanger(crint3 tile, const CGHeroInstance *visitor) { const TerrainTile *t = cb->getTile(tile, false); if(!t) //we can know about guard but can't check its tile (the edge of fow) return 190000000; //MUCH ui64 objectDanger = 0, guardDanger = 0; auto visitableObjects = cb->getVisitableObjs(tile); // in some scenarios hero happens to be "under" the object (eg town). Then we consider ONLY the hero. if(vstd::contains_if(visitableObjects, objWithID)) vstd::erase_if(visitableObjects, [](const CGObjectInstance * obj) { return !objWithID(obj); }); if(const CGObjectInstance * dangerousObject = vstd::backOrNull(visitableObjects)) { objectDanger = evaluateDanger(dangerousObject); //unguarded objects can also be dangerous or unhandled if (objectDanger) { //TODO: don't downcast objects AI shouldn't know about! auto armedObj = dynamic_cast(dangerousObject); if (armedObj) { float tacticalAdvantage = fh->getTacticalAdvantage(visitor, armedObj); objectDanger *= tacticalAdvantage; //this line tends to go infinite for allied towns (?) } } if (dangerousObject->ID == Obj::SUBTERRANEAN_GATE) { //check guard on the other side of the gate auto it = ai->knownSubterraneanGates.find(dangerousObject); if (it != ai->knownSubterraneanGates.end()) { auto guards = cb->getGuardingCreatures(it->second->visitablePos()); for (auto cre : guards) { vstd::amax (guardDanger, evaluateDanger(cre) * fh->getTacticalAdvantage(visitor, dynamic_cast(cre))); } } } } auto guards = cb->getGuardingCreatures(tile); for (auto cre : guards) { vstd::amax (guardDanger, evaluateDanger(cre) * fh->getTacticalAdvantage(visitor, dynamic_cast(cre))); //we are interested in strongest monster around } //TODO mozna odwiedzic blockvis nie ruszajac straznika return std::max(objectDanger, guardDanger); } ui64 evaluateDanger(const CGObjectInstance *obj) { if(obj->tempOwner < PlayerColor::PLAYER_LIMIT && cb->getPlayerRelations(obj->tempOwner, ai->playerID) != PlayerRelations::ENEMIES) //owned or allied objects don't pose any threat return 0; switch(obj->ID) { case Obj::HERO: { InfoAboutHero iah; cb->getHeroInfo(obj, iah); return iah.army.getStrength(); } case Obj::TOWN: case Obj::GARRISON: case Obj::GARRISON2: //garrison { InfoAboutTown iat; cb->getTownInfo(obj, iat); return iat.army.getStrength(); } case Obj::MONSTER: { //TODO!!!!!!!! const CGCreature *cre = dynamic_cast(obj); return cre->getArmyStrength(); } case Obj::CREATURE_GENERATOR1: { const CGDwelling *d = dynamic_cast(obj); return d->getArmyStrength(); } case Obj::MINE: case Obj::ABANDONED_MINE: { const CArmedInstance * a = dynamic_cast(obj); return a->getArmyStrength(); } case Obj::CRYPT: //crypt case Obj::CREATURE_BANK: //crebank case Obj::DRAGON_UTOPIA: case Obj::SHIPWRECK: //shipwreck case Obj::DERELICT_SHIP: //derelict ship // case Obj::PYRAMID: return fh->estimateBankDanger (dynamic_cast(obj)); case Obj::PYRAMID: { if(obj->subID == 0) return fh->estimateBankDanger (dynamic_cast(obj)); else return 0; } default: return 0; } } bool compareDanger(const CGObjectInstance *lhs, const CGObjectInstance *rhs) { return evaluateDanger(lhs) < evaluateDanger(rhs); } bool isSafeToVisit(HeroPtr h, crint3 tile) { const ui64 heroStrength = h->getTotalStrength(), dangerStrength = evaluateDanger(tile, *h); if(dangerStrength) { if(heroStrength / SAFE_ATTACK_CONSTANT > dangerStrength) { logAi->traceStream() << boost::format("It's safe for %s to visit tile %s") % h->name % tile; return true; } else return false; } return true; //there's no danger } bool canBeEmbarkmentPoint(const TerrainTile *t, bool fromWater) { //tile must be free of with unoccupied boat return !t->blocked || (!fromWater && t->visitableObjects.size() == 1 && t->topVisitableId() == Obj::BOAT); //do not try to board when in water sector } int3 whereToExplore(HeroPtr h) { TimeCheck tc ("where to explore"); int radius = h->getSightRadious(); int3 hpos = h->visitablePos(); auto sm = ai->getCachedSectorMap(h); //look for nearby objs -> visit them if they're close enouh const int DIST_LIMIT = 3; std::vector nearbyVisitableObjs; for (int x = hpos.x - DIST_LIMIT; x <= hpos.x + DIST_LIMIT; ++x) //get only local objects instead of all possible objects on the map { for (int y = hpos.y - DIST_LIMIT; y <= hpos.y + DIST_LIMIT; ++y) { for (auto obj : cb->getVisitableObjs (int3(x,y,hpos.z), false)) { int3 op = obj->visitablePos(); CGPath p; ai->myCb->getPathsInfo(h.get())->getPath(p, op); if (p.nodes.size() && p.endPos() == op && p.nodes.size() <= DIST_LIMIT) if (ai->isGoodForVisit(obj, h, *sm)) nearbyVisitableObjs.push_back(obj); } } } vstd::removeDuplicates (nearbyVisitableObjs); //one object may occupy multiple tiles boost::sort(nearbyVisitableObjs, CDistanceSorter(h.get())); if(nearbyVisitableObjs.size()) return nearbyVisitableObjs.back()->visitablePos(); try //check if nearby tiles allow us to reveal anything - this is quick { return ai->explorationBestNeighbour(hpos, radius, h); } catch(cannotFulfillGoalException &e) { //perform exhaustive search return ai->explorationNewPoint(h); } } bool isBlockedBorderGate(int3 tileToHit) { return cb->getTile(tileToHit)->topVisitableId() == Obj::BORDER_GATE && (dynamic_cast (cb->getTile(tileToHit)->visitableObjects.back()))->wasMyColorVisited (ai->playerID); } int howManyTilesWillBeDiscovered(const int3 &pos, int radious, CCallback * cbp) { //TODO: do not explore dead-end boundaries int ret = 0; for(int x = pos.x - radious; x <= pos.x + radious; x++) { for(int y = pos.y - radious; y <= pos.y + radious; y++) { int3 npos = int3(x,y,pos.z); if(cbp->isInTheMap(npos) && pos.dist2d(npos) - 0.5 < radious && !cbp->isVisible(npos)) { if (!boundaryBetweenTwoPoints (pos, npos, cbp)) ret++; } } } return ret; } bool boundaryBetweenTwoPoints (int3 pos1, int3 pos2, CCallback * cbp) //determines if two points are separated by known barrier { int xMin = std::min (pos1.x, pos2.x); int xMax = std::max (pos1.x, pos2.x); int yMin = std::min (pos1.y, pos2.y); int yMax = std::max (pos1.y, pos2.y); for (int x = xMin; x <= xMax; ++x) { for (int y = yMin; y <= yMax; ++y) { int3 tile = int3(x, y, pos1.z); //use only on same level, ofc if (std::abs(pos1.dist2d(tile) - pos2.dist2d(tile)) < 1.5) { if (!(cbp->isVisible(tile) && cbp->getTile(tile)->blocked)) //if there's invisible or unblocked tile between, it's good return false; } } } return true; //if all are visible and blocked, we're at dead end } int howManyTilesWillBeDiscovered(int radious, int3 pos, crint3 dir) { return howManyTilesWillBeDiscovered(pos + dir, radious, cb.get()); } void getVisibleNeighbours(const std::vector &tiles, std::vector &out) { for(const int3 &tile : tiles) { foreach_neighbour(tile, [&](int3 neighbour) { if(cb->isVisible(neighbour)) out.push_back(neighbour); }); } } ui64 howManyReinforcementsCanGet(HeroPtr h, const CGTownInstance *t) { ui64 ret = 0; int freeHeroSlots = GameConstants::ARMY_SIZE - h->stacksCount(); std::vector toMove; for(auto const slot : t->Slots()) { //can be merged woth another stack? SlotID dst = h->getSlotFor(slot.second->getCreatureID()); if(h->hasStackAtSlot(dst)) ret += t->getPower(slot.first); else toMove.push_back(slot.second); } boost::sort(toMove, [](const CStackInstance *lhs, const CStackInstance *rhs) { return lhs->getPower() < rhs->getPower(); }); for (auto & stack : boost::adaptors::reverse(toMove)) { if(freeHeroSlots) { ret += stack->getPower(); freeHeroSlots--; } else break; } return ret; } 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->valOfBonuses(Bonus::PRIMARY_SKILL) > art2->valOfBonuses(Bonus::PRIMARY_SKILL)) return true; else return art1->price > art2->price; }