/* * 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 "../../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 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::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->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) 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); } 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); } } 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()); 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; ui64 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; ui64 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->tacticalAdvantageEngine.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->tacticalAdvantageEngine.getTacticalAdvantage(visitor, dynamic_cast(cre))); } } } } auto guards = cb->getGuardingCreatures(tile); for(auto cre : guards) { vstd::amax(guardDanger, evaluateDanger(cre) * fh->tacticalAdvantageEngine.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: { 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: case Obj::CREATURE_GENERATOR4: { 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) { return isSafeToVisit(h, evaluateDanger(tile)); } bool isSafeToVisit(HeroPtr h, uint64_t dangerStrength) { const ui64 heroStrength = h->getTotalStrength(); if(dangerStrength) { if(heroStrength / SAFE_ATTACK_CONSTANT > dangerStrength) { return true; } else { return false; } } 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: 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; } int3 whereToExplore(HeroPtr h) { TimeCheck tc("where to explore"); int radius = h->getSightRadius(); int3 hpos = h->visitablePos(); //look for nearby objs -> visit them if they're close enouh const int DIST_LIMIT = 3; const int MP_LIMIT = DIST_LIMIT * 150; // aproximate cost of diagonal movement 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)) { if(ai->isGoodForVisit(obj, h, MP_LIMIT)) { 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) //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->blockVisit) //we can't stand on that object return true; } return false; } bool hasReachableNeighbor(const int3 &pos, HeroPtr hero, CCallback * cbp) { for(crint3 dir : int3::getDirs()) { int3 tile = pos + dir; if(cbp->isInTheMap(tile) && cbp->getPathsInfo(hero.get())->getPathInfo(tile)->reachable()) { return true; } } return false; } int howManyTilesWillBeDiscovered(const int3 & pos, int radious, CCallback * cbp, HeroPtr hero) { 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(hasReachableNeighbor(npos, hero, cbp)) ret++; } } } return ret; } 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); }); } } 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 != -1) { ci.cre = VLC->creh->creatures[ci.creID]; ci.level = ci.cre->level; //this is cretaure tier, while tryRealize expects dwelling level. Ignore. } else { ci.cre = nullptr; ci.level = 0; } return ci; } ui64 howManyReinforcementsCanBuy(HeroPtr h, const CGDwelling * t) { ui64 aivalue = 0; int freeHeroSlots = GameConstants::ARMY_SIZE - h->stacksCount(); for(auto const dc : t->creatures) { creInfo ci = infoFromDC(dc); if(ci.count && ci.creID != -1) //valid creature at this level { //can be merged with another stack? SlotID dst = h->getSlotFor(ci.creID); if(!h->hasStackAtSlot(dst)) //need another new slot for this stack { if(!freeHeroSlots) //no more place for stacks continue; else freeHeroSlots--; //new slot will be occupied } //we found matching occupied or free slot aivalue += ci.count * ci.cre->AIValue; } } return aivalue; } 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->price == art2->price) return art1->valOfBonuses(Bonus::PRIMARY_SKILL) > art2->valOfBonuses(Bonus::PRIMARY_SKILL); else if(art1->price > art2->price) return true; else return false; } uint32_t distanceToTile(const CGHeroInstance * hero, int3 pos) { auto pathInfo = cb->getPathsInfo(hero)->getPathInfo(pos); uint32_t totalMovementPoints = pathInfo->turns * hero->maxMovePoints(true) + hero->movement; if(totalMovementPoints < pathInfo->moveRemains) // should not be but who knows return 0; return totalMovementPoints - pathInfo->moveRemains; }