mirror of
https://github.com/vcmi/vcmi.git
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3084 lines
88 KiB
C++
3084 lines
88 KiB
C++
/*
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* VCAI.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "VCAI.h"
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#include "Fuzzy.h"
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#include "ResourceManager.h"
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#include "BuildingManager.h"
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#include "../../lib/UnlockGuard.h"
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#include "../../lib/mapObjects/MapObjects.h"
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#include "../../lib/CConfigHandler.h"
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#include "../../lib/CHeroHandler.h"
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#include "../../lib/CModHandler.h"
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#include "../../lib/CGameState.h"
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#include "../../lib/NetPacks.h"
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#include "../../lib/serializer/CTypeList.h"
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#include "../../lib/serializer/BinarySerializer.h"
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#include "../../lib/serializer/BinaryDeserializer.h"
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#include "AIhelper.h"
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extern FuzzyHelper * fh;
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class CGVisitableOPW;
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const double SAFE_ATTACK_CONSTANT = 1.5;
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//one thread may be turn of AI and another will be handling a side effect for AI2
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boost::thread_specific_ptr<CCallback> cb;
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boost::thread_specific_ptr<VCAI> ai;
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extern boost::thread_specific_ptr<AIhelper> ah;
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//std::map<int, std::map<int, int> > HeroView::infosCount;
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//helper RAII to manage global ai/cb ptrs
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struct SetGlobalState
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{
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SetGlobalState(VCAI * AI)
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{
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assert(!ai.get());
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assert(!cb.get());
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ai.reset(AI);
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cb.reset(AI->myCb.get());
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if (!ah.get())
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ah.reset(new AIhelper());
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ah->setAI(AI); //does this make any sense?
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ah->setCB(cb.get());
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}
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~SetGlobalState()
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{
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//TODO: how to handle rm? shouldn't be called after ai is destroyed, hopefully
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//TODO: to ensure that, make rm unique_ptr
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ai.release();
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cb.release();
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}
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};
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#define SET_GLOBAL_STATE(ai) SetGlobalState _hlpSetState(ai);
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#define NET_EVENT_HANDLER SET_GLOBAL_STATE(this)
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#define MAKING_TURN SET_GLOBAL_STATE(this)
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void foreach_tile(std::vector<std::vector<std::vector<unsigned char>>> & vectors, std::function<void(unsigned char & in)> foo)
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{
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for(auto & vector : vectors)
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{
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for(auto j = vector.begin(); j != vector.end(); j++)
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{
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for(auto & elem : *j)
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foo(elem);
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}
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}
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}
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struct ObjInfo
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{
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int3 pos;
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std::string name;
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ObjInfo(){}
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ObjInfo(const CGObjectInstance * obj)
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: pos(obj->pos), name(obj->getObjectName())
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{
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}
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};
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std::map<const CGObjectInstance *, ObjInfo> helperObjInfo;
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VCAI::VCAI()
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{
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LOG_TRACE(logAi);
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makingTurn = nullptr;
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destinationTeleport = ObjectInstanceID();
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destinationTeleportPos = int3(-1);
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}
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VCAI::~VCAI()
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{
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LOG_TRACE(logAi);
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finish();
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}
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void VCAI::availableCreaturesChanged(const CGDwelling * town)
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{
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LOG_TRACE(logAi);
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NET_EVENT_HANDLER;
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}
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void VCAI::heroMoved(const TryMoveHero & details)
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{
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LOG_TRACE(logAi);
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NET_EVENT_HANDLER;
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validateObject(details.id); //enemy hero may have left visible area
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auto hero = cb->getHero(details.id);
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cachedSectorMaps.clear();
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const int3 from = CGHeroInstance::convertPosition(details.start, false);
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const int3 to = CGHeroInstance::convertPosition(details.end, false);
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const CGObjectInstance * o1 = vstd::frontOrNull(cb->getVisitableObjs(from));
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const CGObjectInstance * o2 = vstd::frontOrNull(cb->getVisitableObjs(to));
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if(details.result == TryMoveHero::TELEPORTATION)
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{
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auto t1 = dynamic_cast<const CGTeleport *>(o1);
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auto t2 = dynamic_cast<const CGTeleport *>(o2);
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if(t1 && t2)
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{
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if(cb->isTeleportChannelBidirectional(t1->channel))
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{
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if(o1->ID == Obj::SUBTERRANEAN_GATE && o1->ID == o2->ID) // We need to only add subterranean gates in knownSubterraneanGates. Used for features not yet ported to use teleport channels
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{
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knownSubterraneanGates[o1] = o2;
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knownSubterraneanGates[o2] = o1;
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logAi->debug("Found a pair of subterranean gates between %s and %s!", from.toString(), to.toString());
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}
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}
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}
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//FIXME: teleports are not correctly visited
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unreserveObject(hero, t1);
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unreserveObject(hero, t2);
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}
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else if(details.result == TryMoveHero::EMBARK && hero)
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{
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//make sure AI not attempt to visit used boat
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validateObject(hero->boat);
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}
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else if(details.result == TryMoveHero::DISEMBARK && o1)
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{
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auto boat = dynamic_cast<const CGBoat *>(o1);
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if(boat)
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addVisitableObj(boat);
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}
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}
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void VCAI::heroInGarrisonChange(const CGTownInstance * town)
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{
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LOG_TRACE(logAi);
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NET_EVENT_HANDLER;
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}
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void VCAI::centerView(int3 pos, int focusTime)
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{
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LOG_TRACE_PARAMS(logAi, "focusTime '%i'", focusTime);
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NET_EVENT_HANDLER;
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}
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void VCAI::artifactMoved(const ArtifactLocation & src, const ArtifactLocation & dst)
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{
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LOG_TRACE(logAi);
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NET_EVENT_HANDLER;
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}
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void VCAI::artifactAssembled(const ArtifactLocation & al)
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{
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LOG_TRACE(logAi);
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NET_EVENT_HANDLER;
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}
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void VCAI::showTavernWindow(const CGObjectInstance * townOrTavern)
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{
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LOG_TRACE(logAi);
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NET_EVENT_HANDLER;
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}
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void VCAI::showThievesGuildWindow(const CGObjectInstance * obj)
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{
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LOG_TRACE(logAi);
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NET_EVENT_HANDLER;
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}
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void VCAI::playerBlocked(int reason, bool start)
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{
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LOG_TRACE_PARAMS(logAi, "reason '%i', start '%i'", reason % start);
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NET_EVENT_HANDLER;
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if(start && reason == PlayerBlocked::UPCOMING_BATTLE)
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status.setBattle(UPCOMING_BATTLE);
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if(reason == PlayerBlocked::ONGOING_MOVEMENT)
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status.setMove(start);
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}
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void VCAI::showPuzzleMap()
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{
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LOG_TRACE(logAi);
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NET_EVENT_HANDLER;
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}
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void VCAI::showShipyardDialog(const IShipyard * obj)
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{
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LOG_TRACE(logAi);
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NET_EVENT_HANDLER;
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}
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void VCAI::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult)
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{
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LOG_TRACE_PARAMS(logAi, "victoryLossCheckResult '%s'", victoryLossCheckResult.messageToSelf);
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NET_EVENT_HANDLER;
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logAi->debug("Player %d (%s): I heard that player %d (%s) %s.", playerID, playerID.getStr(), player, player.getStr(), (victoryLossCheckResult.victory() ? "won" : "lost"));
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if(player == playerID)
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{
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if(victoryLossCheckResult.victory())
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{
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logAi->debug("VCAI: I won! Incredible!");
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logAi->debug("Turn nr %d", myCb->getDate());
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}
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else
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{
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logAi->debug("VCAI: Player %d (%s) lost. It's me. What a disappointment! :(", player, player.getStr());
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}
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finish();
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}
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}
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void VCAI::artifactPut(const ArtifactLocation & al)
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{
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LOG_TRACE(logAi);
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NET_EVENT_HANDLER;
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}
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void VCAI::artifactRemoved(const ArtifactLocation & al)
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{
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LOG_TRACE(logAi);
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NET_EVENT_HANDLER;
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}
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void VCAI::artifactDisassembled(const ArtifactLocation & al)
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{
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LOG_TRACE(logAi);
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NET_EVENT_HANDLER;
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}
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void VCAI::heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start)
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{
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LOG_TRACE_PARAMS(logAi, "start '%i'; obj '%s'", start % (visitedObj ? visitedObj->getObjectName() : std::string("n/a")));
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NET_EVENT_HANDLER;
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if(start && visitedObj) //we can end visit with null object, anyway
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{
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markObjectVisited(visitedObj);
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unreserveObject(visitor, visitedObj);
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completeGoal(sptr(Goals::GetObj(visitedObj->id.getNum()).sethero(visitor))); //we don't need to visit it anymore
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//TODO: what if we visited one-time visitable object that was reserved by another hero (shouldn't, but..)
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if (visitedObj->ID == Obj::HERO)
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{
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visitedHeroes[visitor].insert(HeroPtr(dynamic_cast<const CGHeroInstance *>(visitedObj)));
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}
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}
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status.heroVisit(visitedObj, start);
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}
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void VCAI::availableArtifactsChanged(const CGBlackMarket * bm)
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{
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LOG_TRACE(logAi);
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NET_EVENT_HANDLER;
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}
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void VCAI::heroVisitsTown(const CGHeroInstance * hero, const CGTownInstance * town)
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{
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LOG_TRACE(logAi);
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NET_EVENT_HANDLER;
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//buildArmyIn(town);
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//moveCreaturesToHero(town);
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}
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void VCAI::tileHidden(const std::unordered_set<int3, ShashInt3> & pos)
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{
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LOG_TRACE(logAi);
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NET_EVENT_HANDLER;
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validateVisitableObjs();
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clearPathsInfo();
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}
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void VCAI::tileRevealed(const std::unordered_set<int3, ShashInt3> & pos)
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{
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LOG_TRACE(logAi);
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NET_EVENT_HANDLER;
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for(int3 tile : pos)
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{
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for(const CGObjectInstance * obj : myCb->getVisitableObjs(tile))
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addVisitableObj(obj);
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}
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clearPathsInfo();
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}
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void VCAI::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
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{
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LOG_TRACE(logAi);
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NET_EVENT_HANDLER;
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auto firstHero = cb->getHero(hero1);
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auto secondHero = cb->getHero(hero2);
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status.addQuery(query, boost::str(boost::format("Exchange between heroes %s (%d) and %s (%d)") % firstHero->name % firstHero->tempOwner % secondHero->name % secondHero->tempOwner));
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requestActionASAP([=]()
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{
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float goalpriority1 = 0, goalpriority2 = 0;
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auto firstGoal = getGoal(firstHero);
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if(firstGoal->goalType == Goals::GATHER_ARMY)
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goalpriority1 = firstGoal->priority;
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auto secondGoal = getGoal(secondHero);
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if(secondGoal->goalType == Goals::GATHER_ARMY)
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goalpriority2 = secondGoal->priority;
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auto transferFrom2to1 = [this](const CGHeroInstance * h1, const CGHeroInstance * h2) -> void
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{
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this->pickBestCreatures(h1, h2);
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this->pickBestArtifacts(h1, h2);
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};
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//Do not attempt army or artifacts exchange if we visited ally player
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//Visits can still be useful if hero have skills like Scholar
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if(firstHero->tempOwner != secondHero->tempOwner)
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{
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logAi->debug("Heroes owned by different players. Do not exchange army or artifacts.");
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}
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else if(goalpriority1 > goalpriority2)
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{
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transferFrom2to1(firstHero, secondHero);
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}
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else if(goalpriority1 < goalpriority2)
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{
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transferFrom2to1(secondHero, firstHero);
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}
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else //regular criteria
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{
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if(firstHero->getFightingStrength() > secondHero->getFightingStrength() && canGetArmy(firstHero, secondHero))
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transferFrom2to1(firstHero, secondHero);
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else if(canGetArmy(secondHero, firstHero))
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transferFrom2to1(secondHero, firstHero);
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}
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completeGoal(sptr(Goals::VisitHero(firstHero->id.getNum()))); //TODO: what if we were visited by other hero in the meantime?
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completeGoal(sptr(Goals::VisitHero(secondHero->id.getNum())));
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answerQuery(query, 0);
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});
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}
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void VCAI::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
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{
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LOG_TRACE_PARAMS(logAi, "which '%i', val '%i'", which % val);
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NET_EVENT_HANDLER;
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}
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void VCAI::showRecruitmentDialog(const CGDwelling * dwelling, const CArmedInstance * dst, int level)
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{
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LOG_TRACE_PARAMS(logAi, "level '%i'", level);
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NET_EVENT_HANDLER;
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}
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void VCAI::heroMovePointsChanged(const CGHeroInstance * hero)
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{
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LOG_TRACE(logAi);
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NET_EVENT_HANDLER;
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}
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void VCAI::garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2)
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{
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LOG_TRACE(logAi);
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NET_EVENT_HANDLER;
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}
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void VCAI::newObject(const CGObjectInstance * obj)
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{
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LOG_TRACE(logAi);
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NET_EVENT_HANDLER;
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if(obj->isVisitable())
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addVisitableObj(obj);
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cachedSectorMaps.clear();
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}
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void VCAI::objectRemoved(const CGObjectInstance * obj)
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{
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LOG_TRACE(logAi);
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NET_EVENT_HANDLER;
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vstd::erase_if_present(visitableObjs, obj);
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vstd::erase_if_present(alreadyVisited, obj);
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for(auto h : cb->getHeroesInfo())
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unreserveObject(h, obj);
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//TODO: Find better way to handle hero boat removal
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if(auto hero = dynamic_cast<const CGHeroInstance *>(obj))
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{
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if(hero->boat)
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{
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vstd::erase_if_present(visitableObjs, hero->boat);
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vstd::erase_if_present(alreadyVisited, hero->boat);
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for(auto h : cb->getHeroesInfo())
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unreserveObject(h, hero->boat);
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}
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}
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cachedSectorMaps.clear(); //invalidate all paths
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//TODO
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//there are other places where CGObjectinstance ptrs are stored...
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//
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if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
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{
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lostHero(cb->getHero(obj->id)); //we can promote, since objectRemoved is called just before actual deletion
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}
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}
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void VCAI::showHillFortWindow(const CGObjectInstance * object, const CGHeroInstance * visitor)
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{
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LOG_TRACE(logAi);
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NET_EVENT_HANDLER;
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requestActionASAP([=]()
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{
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makePossibleUpgrades(visitor);
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});
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}
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void VCAI::playerBonusChanged(const Bonus & bonus, bool gain)
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{
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LOG_TRACE_PARAMS(logAi, "gain '%i'", gain);
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NET_EVENT_HANDLER;
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}
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void VCAI::heroCreated(const CGHeroInstance * h)
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{
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LOG_TRACE(logAi);
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if(h->visitedTown)
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townVisitsThisWeek[HeroPtr(h)].insert(h->visitedTown);
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NET_EVENT_HANDLER;
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}
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void VCAI::advmapSpellCast(const CGHeroInstance * caster, int spellID)
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{
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LOG_TRACE_PARAMS(logAi, "spellID '%i", spellID);
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NET_EVENT_HANDLER;
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}
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void VCAI::showInfoDialog(const std::string & text, const std::vector<Component> & components, int soundID)
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{
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LOG_TRACE_PARAMS(logAi, "soundID '%i'", soundID);
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NET_EVENT_HANDLER;
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}
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void VCAI::requestRealized(PackageApplied * pa)
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{
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LOG_TRACE(logAi);
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NET_EVENT_HANDLER;
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if(status.haveTurn())
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{
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if(pa->packType == typeList.getTypeID<EndTurn>())
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{
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if(pa->result)
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status.madeTurn();
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}
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}
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if(pa->packType == typeList.getTypeID<QueryReply>())
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{
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status.receivedAnswerConfirmation(pa->requestID, pa->result);
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}
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}
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void VCAI::receivedResource()
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{
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LOG_TRACE(logAi);
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NET_EVENT_HANDLER;
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}
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void VCAI::showUniversityWindow(const IMarket * market, const CGHeroInstance * visitor)
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{
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LOG_TRACE(logAi);
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NET_EVENT_HANDLER;
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}
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void VCAI::heroManaPointsChanged(const CGHeroInstance * hero)
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{
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LOG_TRACE(logAi);
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NET_EVENT_HANDLER;
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}
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void VCAI::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
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{
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|
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)
|
|
{
|
|
if(myCb->getPlayerRelations(playerID, (PlayerColor)sop->val) == PlayerRelations::ENEMIES)
|
|
{
|
|
//we want to visit objects owned by oppponents
|
|
auto obj = myCb->getObj(sop->id, false);
|
|
if(obj)
|
|
{
|
|
addVisitableObj(obj); // TODO: Remove once save compatability broken. In past owned objects were removed from this set
|
|
vstd::erase_if_present(alreadyVisited, obj);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void VCAI::buildChanged(const CGTownInstance * town, BuildingID buildingID, int what)
|
|
{
|
|
LOG_TRACE_PARAMS(logAi, "what '%i'", what);
|
|
if (town->getOwner() == playerID && what == 1) //built
|
|
completeGoal(sptr(Goals::BuildThis(buildingID, town)));
|
|
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::showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositions)
|
|
{
|
|
//TODO: AI support for ViewXXX spell
|
|
LOG_TRACE(logAi);
|
|
NET_EVENT_HANDLER;
|
|
}
|
|
|
|
void VCAI::init(std::shared_ptr<CCallback> CB)
|
|
{
|
|
LOG_TRACE(logAi);
|
|
myCb = CB;
|
|
cbc = CB;
|
|
|
|
ah.reset(new AIhelper());
|
|
|
|
NET_EVENT_HANDLER; //sets ah->rm->cb
|
|
playerID = *myCb->getMyColor();
|
|
myCb->waitTillRealize = true;
|
|
myCb->unlockGsWhenWaiting = true;
|
|
|
|
if(!fh)
|
|
fh = new FuzzyHelper();
|
|
|
|
retrieveVisitableObjs();
|
|
}
|
|
|
|
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::showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
|
|
{
|
|
// LOG_TRACE_PARAMS(logAi, "askID '%i', exits '%s'", askID % exits);
|
|
NET_EVENT_HANDLER;
|
|
status.addQuery(askID, boost::str(boost::format("Teleport dialog query with %d exits")
|
|
% exits.size()));
|
|
|
|
int choosenExit = -1;
|
|
if(impassable)
|
|
{
|
|
knownTeleportChannels[channel]->passability = TeleportChannel::IMPASSABLE;
|
|
}
|
|
else if(destinationTeleport != ObjectInstanceID() && destinationTeleportPos.valid())
|
|
{
|
|
auto neededExit = std::make_pair(destinationTeleport, destinationTeleportPos);
|
|
if(destinationTeleport != ObjectInstanceID() && vstd::contains(exits, neededExit))
|
|
choosenExit = vstd::find_pos(exits, neededExit);
|
|
}
|
|
|
|
for(auto exit : exits)
|
|
{
|
|
if(status.channelProbing() && exit.first == destinationTeleport)
|
|
{
|
|
choosenExit = vstd::find_pos(exits, exit);
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
// TODO: Implement checking if visiting that teleport will uncovert any FoW
|
|
// So far this is the best option to handle decision about probing
|
|
auto obj = cb->getObj(exit.first, false);
|
|
if(obj == nullptr && !vstd::contains(teleportChannelProbingList, exit.first))
|
|
{
|
|
if(exit.first != destinationTeleport)
|
|
teleportChannelProbingList.push_back(exit.first);
|
|
}
|
|
}
|
|
}
|
|
|
|
requestActionASAP([=]()
|
|
{
|
|
answerQuery(askID, choosenExit);
|
|
});
|
|
}
|
|
|
|
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([=]()
|
|
{
|
|
if(removableUnits)
|
|
pickBestCreatures(down, up);
|
|
|
|
answerQuery(queryID, 0);
|
|
});
|
|
}
|
|
|
|
void VCAI::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
|
|
{
|
|
status.addQuery(askID, "Map object select query");
|
|
requestActionASAP([=](){ answerQuery(askID, 0); });
|
|
|
|
//TODO: Town portal destination selection goes here
|
|
}
|
|
|
|
void VCAI::saveGame(BinarySerializer & h, const int version)
|
|
{
|
|
LOG_TRACE_PARAMS(logAi, "version '%i'", version);
|
|
NET_EVENT_HANDLER;
|
|
validateVisitableObjs();
|
|
|
|
#if 0
|
|
//disabled due to issue 2890
|
|
registerGoals(h);
|
|
#endif // 0
|
|
CAdventureAI::saveGame(h, version);
|
|
serializeInternal(h, version);
|
|
}
|
|
|
|
void VCAI::loadGame(BinaryDeserializer & h, const int version)
|
|
{
|
|
LOG_TRACE_PARAMS(logAi, "version '%i'", version);
|
|
NET_EVENT_HANDLER;
|
|
|
|
#if 0
|
|
//disabled due to issue 2890
|
|
registerGoals(h);
|
|
#endif // 0
|
|
CAdventureAI::loadGame(h, version);
|
|
serializeInternal(h, version);
|
|
}
|
|
|
|
void makePossibleUpgrades(const CArmedInstance * obj)
|
|
{
|
|
if(!obj)
|
|
return;
|
|
|
|
for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
|
|
{
|
|
if(const CStackInstance * s = obj->getStackPtr(SlotID(i)))
|
|
{
|
|
UpgradeInfo ui;
|
|
cb->getUpgradeInfo(obj, SlotID(i), ui);
|
|
if(ui.oldID >= 0 && cb->getResourceAmount().canAfford(ui.cost[0] * s->count))
|
|
{
|
|
cb->upgradeCreature(obj, SlotID(i), ui.newID[0]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void VCAI::makeTurn()
|
|
{
|
|
logGlobal->info("Player %d (%s) starting turn", playerID, playerID.getStr());
|
|
|
|
MAKING_TURN;
|
|
boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
|
|
setThreadName("VCAI::makeTurn");
|
|
|
|
switch(cb->getDate(Date::DAY_OF_WEEK))
|
|
{
|
|
case 1:
|
|
{
|
|
townVisitsThisWeek.clear();
|
|
std::vector<const CGObjectInstance *> objs;
|
|
retrieveVisitableObjs(objs, true);
|
|
for(const CGObjectInstance * obj : objs)
|
|
{
|
|
if(isWeeklyRevisitable(obj))
|
|
{
|
|
addVisitableObj(obj);
|
|
vstd::erase_if_present(alreadyVisited, obj);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
markHeroAbleToExplore(primaryHero());
|
|
visitedHeroes.clear();
|
|
|
|
try
|
|
{
|
|
//it looks messy here, but it's better to have armed heroes before attempting realizing goals
|
|
for (const CGTownInstance * t : cb->getTownsInfo())
|
|
moveCreaturesToHero(t);
|
|
|
|
mainLoop();
|
|
|
|
/*Below function is also responsible for hero movement via internal wander function. By design it is separate logic for heroes that have nothing to do.
|
|
Heroes that were not picked by striveToGoal(sptr(Goals::Win())); recently (so they do not have new goals and cannot continue/reevaluate previously locked goals) will do logic in wander().*/
|
|
performTypicalActions();
|
|
|
|
//for debug purpose
|
|
for (auto h : cb->getHeroesInfo())
|
|
{
|
|
if (h->movement)
|
|
logAi->warn("Hero %s has %d MP left", h->name, h->movement);
|
|
}
|
|
}
|
|
catch (boost::thread_interrupted & e)
|
|
{
|
|
logAi->debug("Making turn thread has been interrupted. We'll end without calling endTurn.");
|
|
return;
|
|
}
|
|
catch (std::exception & e)
|
|
{
|
|
logAi->debug("Making turn thread has caught an exception: %s", e.what());
|
|
}
|
|
|
|
endTurn();
|
|
}
|
|
|
|
void VCAI::mainLoop()
|
|
{
|
|
std::vector<Goals::TSubgoal> elementarGoals; //no duplicates allowed (operator ==)
|
|
basicGoals.clear();
|
|
|
|
//get all potential and saved goals
|
|
//TODO: not lose
|
|
basicGoals.push_back(sptr(Goals::Win()));
|
|
for (auto goalPair : lockedHeroes)
|
|
{
|
|
fh->setPriority(goalPair.second); //re-evaluate, as heroes moved in the meantime
|
|
basicGoals.push_back(goalPair.second);
|
|
}
|
|
if (ah->hasTasksLeft())
|
|
basicGoals.push_back(ah->whatToDo());
|
|
for (auto quest : myCb->getMyQuests())
|
|
{
|
|
basicGoals.push_back(questToGoal(quest));
|
|
}
|
|
basicGoals.push_back(sptr(Goals::Build()));
|
|
|
|
invalidPathHeroes.clear();
|
|
|
|
while (basicGoals.size())
|
|
{
|
|
vstd::removeDuplicates(basicGoals); //TODO: container which does this automagically without has would be nice
|
|
goalsToAdd.clear();
|
|
goalsToRemove.clear();
|
|
elementarGoals.clear();
|
|
ultimateGoalsFromBasic.clear();
|
|
|
|
for (auto basicGoal : basicGoals)
|
|
{
|
|
auto goalToDecompose = basicGoal;
|
|
Goals::TSubgoal elementarGoal = sptr(Goals::Invalid());
|
|
int maxAbstractGoals = 10;
|
|
while (!elementarGoal->isElementar && maxAbstractGoals)
|
|
{
|
|
try
|
|
{
|
|
elementarGoal = decomposeGoal(goalToDecompose);
|
|
}
|
|
catch (goalFulfilledException & e)
|
|
{
|
|
//it is impossible to continue some goals (like exploration, for example)
|
|
//complete abstract goal for now, but maybe main goal finds another path
|
|
logAi->debug("Goal %s decomposition failed: goal was completed as much as possible", e.goal->name());
|
|
completeGoal(e.goal); //put in goalsToRemove
|
|
break;
|
|
}
|
|
catch (std::exception & e) //decomposition failed, which means we can't decompose entire tree
|
|
{
|
|
goalsToRemove.push_back(basicGoal);
|
|
logAi->debug("Goal %s decomposition failed: %s", basicGoal->name(), e.what());
|
|
break;
|
|
}
|
|
if (elementarGoal->isAbstract) //we can decompose it further
|
|
{
|
|
goalsToAdd.push_back(elementarGoal);
|
|
//decompose further now - this is necesssary if we can't add over 10 goals in the pool
|
|
goalToDecompose = elementarGoal;
|
|
//there is a risk of infinite abstract goal loop, though it indicates failed logic
|
|
maxAbstractGoals--;
|
|
}
|
|
else if (elementarGoal->isElementar) //should be
|
|
{
|
|
logAi->debug("Found elementar goal %s", elementarGoal->name());
|
|
elementarGoals.push_back(elementarGoal);
|
|
ultimateGoalsFromBasic[elementarGoal].push_back(goalToDecompose); //TODO: how about indirect basicGoal?
|
|
break;
|
|
}
|
|
else //should never be here
|
|
throw cannotFulfillGoalException("Goal %s is neither abstract nor elementar!" + basicGoal->name());
|
|
}
|
|
}
|
|
|
|
//now choose one elementar goal to realize
|
|
Goals::TGoalVec possibleGoals(elementarGoals.begin(), elementarGoals.end()); //copy to vector
|
|
Goals::TSubgoal goalToRealize = sptr(Goals::Invalid());
|
|
while (possibleGoals.size())
|
|
{
|
|
//allow assign goals to heroes with 0 movement, but don't realize them
|
|
//maybe there are beter ones left
|
|
|
|
auto bestGoal = fh->chooseSolution(possibleGoals);
|
|
if (bestGoal->hero) //lock this hero to fulfill goal
|
|
{
|
|
setGoal(bestGoal->hero, bestGoal);
|
|
if (!bestGoal->hero->movement || vstd::contains(invalidPathHeroes, bestGoal->hero))
|
|
{
|
|
if (!vstd::erase_if_present(possibleGoals, bestGoal))
|
|
{
|
|
logAi->error("erase_if_preset failed? Something very wrong!");
|
|
break;
|
|
}
|
|
continue; //chose next from the list
|
|
}
|
|
}
|
|
goalToRealize = bestGoal; //we found our goal to execute
|
|
break;
|
|
}
|
|
|
|
//realize best goal
|
|
if (!goalToRealize->invalid())
|
|
{
|
|
logAi->debug("Trying to realize %s (value %2.3f)", goalToRealize->name(), goalToRealize->priority);
|
|
|
|
try
|
|
{
|
|
boost::this_thread::interruption_point();
|
|
goalToRealize->accept(this); //visitor pattern
|
|
boost::this_thread::interruption_point();
|
|
}
|
|
catch (boost::thread_interrupted & e)
|
|
{
|
|
logAi->debug("Player %d: Making turn thread received an interruption!", playerID);
|
|
throw; //rethrow, we want to truly end this thread
|
|
}
|
|
catch (goalFulfilledException & e)
|
|
{
|
|
//the sub-goal was completed successfully
|
|
completeGoal(e.goal);
|
|
//local goal was also completed?
|
|
completeGoal(goalToRealize);
|
|
}
|
|
catch (std::exception & e)
|
|
{
|
|
logAi->debug("Failed to realize subgoal of type %s, I will stop.", goalToRealize->name());
|
|
logAi->debug("The error message was: %s", e.what());
|
|
|
|
//erase base goal if we failed to execute decomposed goal
|
|
for (auto basicGoal : ultimateGoalsFromBasic[goalToRealize])
|
|
goalsToRemove.push_back(basicGoal);
|
|
|
|
//we failed to realize best goal, but maybe others are still possible?
|
|
}
|
|
|
|
//remove goals we couldn't decompose
|
|
for (auto goal : goalsToRemove)
|
|
vstd::erase_if_present(basicGoals, goal);
|
|
//add abstract goals
|
|
boost::sort(goalsToAdd, [](const Goals::TSubgoal & lhs, const Goals::TSubgoal & rhs) -> bool
|
|
{
|
|
return lhs->priority > rhs->priority; //highest priority at the beginning
|
|
});
|
|
//max number of goals = 10
|
|
int i = 0;
|
|
while (basicGoals.size() < 10 && goalsToAdd.size() > i)
|
|
{
|
|
if (!vstd::contains(basicGoals, goalsToAdd[i])) //don't add duplicates
|
|
basicGoals.push_back(goalsToAdd[i]);
|
|
i++;
|
|
}
|
|
}
|
|
else //no elementar goals possible
|
|
{
|
|
logAi->debug("Goal decomposition exhausted");
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
bool VCAI::goVisitObj(const CGObjectInstance * obj, HeroPtr h)
|
|
{
|
|
int3 dst = obj->visitablePos();
|
|
auto sm = getCachedSectorMap(h);
|
|
logAi->debug("%s will try to visit %s at (%s)", h->name, obj->getObjectName(), dst.toString());
|
|
int3 pos = sm->firstTileToGet(h, dst);
|
|
if(!pos.valid()) //rare case when we are already standing on one of potential objects
|
|
return false;
|
|
return moveHeroToTile(pos, h);
|
|
}
|
|
|
|
void VCAI::performObjectInteraction(const CGObjectInstance * obj, HeroPtr h)
|
|
{
|
|
LOG_TRACE_PARAMS(logAi, "Hero %s and object %s at %s", h->name % obj->getObjectName() % obj->pos.toString());
|
|
switch(obj->ID)
|
|
{
|
|
case Obj::CREATURE_GENERATOR1:
|
|
recruitCreatures(dynamic_cast<const CGDwelling *>(obj), h.get());
|
|
checkHeroArmy(h);
|
|
break;
|
|
case Obj::TOWN:
|
|
moveCreaturesToHero(dynamic_cast<const CGTownInstance *>(obj));
|
|
if(h->visitedTown) //we are inside, not just attacking
|
|
{
|
|
townVisitsThisWeek[h].insert(h->visitedTown);
|
|
if(!h->hasSpellbook() && ah->freeGold() >= GameConstants::SPELLBOOK_GOLD_COST)
|
|
{
|
|
if(h->visitedTown->hasBuilt(BuildingID::MAGES_GUILD_1))
|
|
cb->buyArtifact(h.get(), ArtifactID::SPELLBOOK);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
completeGoal(sptr(Goals::GetObj(obj->id.getNum()).sethero(h)));
|
|
}
|
|
|
|
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 (ai->primaryHero().h == source)
|
|
if(army->tempOwner != source->tempOwner)
|
|
{
|
|
logAi->error("Why are we even considering exchange between heroes from different players?");
|
|
return false;
|
|
}
|
|
|
|
const CArmedInstance * armies[] = {army, source};
|
|
|
|
//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())
|
|
{
|
|
//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)
|
|
int armySize = creToPower.size();
|
|
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++)
|
|
{
|
|
if(armyPtr->getCreature(SlotID(j)) == bestArmy[i] && armyPtr != army) //it's a searched creature not in dst ARMY
|
|
{
|
|
//FIXME: line below is useless when simulating exchange between two non-singular armies
|
|
if(!(armyPtr->needsLastStack() && armyPtr->stacksCount() == 1)) //can't take away last creature
|
|
return true; //at least one exchange will be performed
|
|
else
|
|
return false; //no further exchange possible
|
|
}
|
|
}
|
|
}
|
|
}
|
|
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};
|
|
|
|
//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())
|
|
{
|
|
//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)
|
|
int armySize = creToPower.size();
|
|
|
|
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++)
|
|
{
|
|
if(armyPtr->getCreature(SlotID(j)) == bestArmy[i] && (i != j || armyPtr != army)) //it's a searched creature not in dst SLOT
|
|
{
|
|
if(!(armyPtr->needsLastStack() && armyPtr->stacksCount() == 1)) //can't take away last creature
|
|
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::pickBestArtifacts(const CGHeroInstance * h, const CGHeroInstance * other)
|
|
{
|
|
auto equipBest = [](const CGHeroInstance * h, const CGHeroInstance * otherh, bool giveStuffToFirstHero) -> void
|
|
{
|
|
bool changeMade = false;
|
|
do
|
|
{
|
|
changeMade = false;
|
|
|
|
//we collect gear always in same order
|
|
std::vector<ArtifactLocation> allArtifacts;
|
|
if(giveStuffToFirstHero)
|
|
{
|
|
for(auto p : h->artifactsWorn)
|
|
{
|
|
if(p.second.artifact)
|
|
allArtifacts.push_back(ArtifactLocation(h, p.first));
|
|
}
|
|
}
|
|
for(auto slot : h->artifactsInBackpack)
|
|
allArtifacts.push_back(ArtifactLocation(h, h->getArtPos(slot.artifact)));
|
|
|
|
if(otherh)
|
|
{
|
|
for(auto p : otherh->artifactsWorn)
|
|
{
|
|
if(p.second.artifact)
|
|
allArtifacts.push_back(ArtifactLocation(otherh, p.first));
|
|
}
|
|
for(auto slot : otherh->artifactsInBackpack)
|
|
allArtifacts.push_back(ArtifactLocation(otherh, otherh->getArtPos(slot.artifact)));
|
|
}
|
|
//we give stuff to one hero or another, depending on giveStuffToFirstHero
|
|
|
|
const CGHeroInstance * target = nullptr;
|
|
if(giveStuffToFirstHero || !otherh)
|
|
target = h;
|
|
else
|
|
target = otherh;
|
|
|
|
for(auto location : allArtifacts)
|
|
{
|
|
if(location.relatedObj() == target && location.slot < ArtifactPosition::AFTER_LAST)
|
|
continue; //don't reequip artifact we already wear
|
|
|
|
if(location.slot == ArtifactPosition::MACH4) // don't attempt to move catapult
|
|
continue;
|
|
|
|
auto s = location.getSlot();
|
|
if(!s || s->locked) //we can't move locks
|
|
continue;
|
|
auto artifact = s->artifact;
|
|
if(!artifact)
|
|
continue;
|
|
//FIXME: why are the above possible to be null?
|
|
|
|
bool emptySlotFound = false;
|
|
for(auto slot : artifact->artType->possibleSlots.at(target->bearerType()))
|
|
{
|
|
ArtifactLocation destLocation(target, slot);
|
|
if(target->isPositionFree(slot) && artifact->canBePutAt(destLocation, true)) //combined artifacts are not always allowed to move
|
|
{
|
|
cb->swapArtifacts(location, destLocation); //just put into empty slot
|
|
emptySlotFound = true;
|
|
changeMade = true;
|
|
break;
|
|
}
|
|
}
|
|
if(!emptySlotFound) //try to put that atifact in already occupied slot
|
|
{
|
|
for(auto slot : artifact->artType->possibleSlots.at(target->bearerType()))
|
|
{
|
|
auto otherSlot = target->getSlot(slot);
|
|
if(otherSlot && otherSlot->artifact) //we need to exchange artifact for better one
|
|
{
|
|
ArtifactLocation destLocation(target, slot);
|
|
//if that artifact is better than what we have, pick it
|
|
if(compareArtifacts(artifact, otherSlot->artifact) && artifact->canBePutAt(destLocation, true)) //combined artifacts are not always allowed to move
|
|
{
|
|
cb->swapArtifacts(location, ArtifactLocation(target, target->getArtPos(otherSlot->artifact)));
|
|
changeMade = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if(changeMade)
|
|
break; //start evaluating artifacts from scratch
|
|
}
|
|
}
|
|
while(changeMade);
|
|
};
|
|
|
|
equipBest(h, other, true);
|
|
|
|
if(other)
|
|
equipBest(h, other, false);
|
|
}
|
|
|
|
void VCAI::recruitCreatures(const CGDwelling * d, const CArmedInstance * recruiter)
|
|
{
|
|
//now used only for visited dwellings / towns, not BuyArmy goal
|
|
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();
|
|
|
|
vstd::amin(count, ah->freeResources() / VLC->creh->creatures[creID]->cost);
|
|
if(count > 0)
|
|
cb->recruitCreatures(d, recruiter, creID, count, i);
|
|
}
|
|
}
|
|
|
|
bool VCAI::isGoodForVisit(const CGObjectInstance * obj, HeroPtr h, SectorMap & sm)
|
|
{
|
|
const int3 pos = obj->visitablePos();
|
|
const int3 targetPos = sm.firstTileToGet(h, pos);
|
|
if (!targetPos.valid())
|
|
return false;
|
|
if (!isTileNotReserved(h.get(), targetPos))
|
|
return false;
|
|
if (obj->wasVisited(playerID))
|
|
return false;
|
|
if (cb->getPlayerRelations(ai->playerID, obj->tempOwner) != PlayerRelations::ENEMIES && !isWeeklyRevisitable(obj))
|
|
return false; // Otherwise we flag or get weekly resources / creatures
|
|
if (!isSafeToVisit(h, pos))
|
|
return false;
|
|
if (!shouldVisit(h, obj))
|
|
return false;
|
|
if (vstd::contains(alreadyVisited, obj))
|
|
return false;
|
|
if (vstd::contains(reservedObjs, obj))
|
|
return false;
|
|
if (!isAccessibleForHero(targetPos, h))
|
|
return false;
|
|
const CGObjectInstance * topObj = cb->getVisitableObjs(obj->visitablePos()).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 false;
|
|
else
|
|
return true; //all of the following is met
|
|
}
|
|
|
|
bool VCAI::isTileNotReserved(const CGHeroInstance * h, int3 t)
|
|
{
|
|
if(t.valid())
|
|
{
|
|
auto obj = cb->getTopObj(t);
|
|
if(obj && vstd::contains(ai->reservedObjs, obj) && !vstd::contains(reservedHeroesMap[h], obj))
|
|
return false; //do not capture object reserved by another hero
|
|
else
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
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 false;
|
|
if(cb->getResourceAmount(Res::GOLD) < GameConstants::HERO_GOLD_COST) //TODO: use ResourceManager
|
|
return false;
|
|
if(cb->getHeroesInfo().size() >= ALLOWED_ROAMING_HEROES)
|
|
return false;
|
|
if(!cb->getAvailableHeroes(t).size())
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
void VCAI::wander(HeroPtr h)
|
|
{
|
|
|
|
auto visitTownIfAny = [this](HeroPtr h) -> bool
|
|
{
|
|
if (h->visitedTown)
|
|
{
|
|
townVisitsThisWeek[h].insert(h->visitedTown);
|
|
buildArmyIn(h->visitedTown);
|
|
return true;
|
|
}
|
|
};
|
|
|
|
//unclaim objects that are now dangerous for us
|
|
auto reservedObjsSetCopy = reservedHeroesMap[h];
|
|
for(auto obj : reservedObjsSetCopy)
|
|
{
|
|
if(!isSafeToVisit(h, obj->visitablePos()))
|
|
unreserveObject(h, obj);
|
|
}
|
|
|
|
TimeCheck tc("looking for wander destination");
|
|
|
|
while(h->movement)
|
|
{
|
|
validateVisitableObjs();
|
|
std::vector<ObjectIdRef> dests;
|
|
|
|
auto sm = getCachedSectorMap(h);
|
|
|
|
//also visit our reserved objects - but they are not prioritized to avoid running back and forth
|
|
vstd::copy_if(reservedHeroesMap[h], std::back_inserter(dests), [&](ObjectIdRef obj) -> bool
|
|
{
|
|
int3 pos = sm->firstTileToGet(h, obj->visitablePos());
|
|
if(pos.valid() && isAccessibleForHero(pos, h)) //even nearby objects could be blocked by other heroes :(
|
|
return true;
|
|
|
|
return false;
|
|
});
|
|
|
|
int pass = 0;
|
|
while(!dests.size() && pass < 3)
|
|
{
|
|
if(pass < 2) // optimization - first check objects in current sector; then in sectors around
|
|
{
|
|
auto objs = sm->getNearbyObjs(h, pass);
|
|
vstd::copy_if(objs, std::back_inserter(dests), [&](ObjectIdRef obj) -> bool
|
|
{
|
|
return isGoodForVisit(obj, h, *sm);
|
|
});
|
|
}
|
|
else // we only check full objects list if for some reason there are no objects in closest sectors
|
|
{
|
|
vstd::copy_if(visitableObjs, std::back_inserter(dests), [&](ObjectIdRef obj) -> bool
|
|
{
|
|
return isGoodForVisit(obj, h, *sm);
|
|
});
|
|
}
|
|
pass++;
|
|
}
|
|
|
|
vstd::erase_if(dests, [&](ObjectIdRef obj) -> bool
|
|
{
|
|
return !isSafeToVisit(h, sm->firstTileToGet(h, obj->visitablePos()));
|
|
});
|
|
|
|
if(!dests.size())
|
|
{
|
|
if(cb->getVisitableObjs(h->visitablePos()).size() > 1)
|
|
moveHeroToTile(h->visitablePos(), h); //just in case we're standing on blocked subterranean gate
|
|
|
|
auto compareReinforcements = [h](const CGTownInstance * lhs, const CGTownInstance * rhs) -> bool
|
|
{
|
|
auto r1 = howManyReinforcementsCanGet(h, lhs),
|
|
r2 = howManyReinforcementsCanGet(h, rhs);
|
|
if (r1 != r2)
|
|
return r1 < r2;
|
|
else
|
|
return howManyReinforcementsCanBuy(h, lhs) < howManyReinforcementsCanBuy(h, rhs);
|
|
};
|
|
|
|
std::vector<const CGTownInstance *> townsReachable;
|
|
std::vector<const CGTownInstance *> townsNotReachable;
|
|
for(const CGTownInstance * t : cb->getTownsInfo())
|
|
{
|
|
if(!t->visitingHero && !vstd::contains(townVisitsThisWeek[h], t))
|
|
{
|
|
if(isAccessibleForHero(t->visitablePos(), h))
|
|
townsReachable.push_back(t);
|
|
else
|
|
townsNotReachable.push_back(t);
|
|
}
|
|
}
|
|
if(townsReachable.size()) //travel to town with largest garrison, or empty - better than nothing
|
|
{
|
|
dests.push_back(*boost::max_element(townsReachable, compareReinforcements));
|
|
}
|
|
else if(townsNotReachable.size())
|
|
{
|
|
//TODO pick the truly best
|
|
const CGTownInstance * t = *boost::max_element(townsNotReachable, compareReinforcements);
|
|
logAi->debug("%s can't reach any town, we'll try to make our way to %s at %s", h->name, t->name, t->visitablePos().toString());
|
|
int3 pos1 = h->pos;
|
|
striveToGoal(sptr(Goals::ClearWayTo(t->visitablePos()).sethero(h))); //TODO: drop "strive", add to mainLoop
|
|
//if out hero is stuck, we may need to request another hero to clear the way we see
|
|
|
|
if(pos1 == h->pos && h == primaryHero()) //hero can't move
|
|
{
|
|
if(canRecruitAnyHero(t))
|
|
recruitHero(t);
|
|
}
|
|
break;
|
|
}
|
|
else if(cb->getResourceAmount(Res::GOLD) >= GameConstants::HERO_GOLD_COST)
|
|
{
|
|
std::vector<const CGTownInstance *> towns = cb->getTownsInfo();
|
|
vstd::erase_if(towns, [](const CGTownInstance * t) -> bool
|
|
{
|
|
for(const CGHeroInstance * h : cb->getHeroesInfo())
|
|
{
|
|
if(!t->getArmyStrength() || howManyReinforcementsCanGet(h, t))
|
|
return true;
|
|
}
|
|
return false;
|
|
});
|
|
if (towns.size())
|
|
{
|
|
recruitHero(*boost::max_element(towns, compareArmyStrength));
|
|
}
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
logAi->debug("Nowhere more to go...");
|
|
break;
|
|
}
|
|
}
|
|
//end of objs empty
|
|
|
|
if(dests.size()) //performance improvement
|
|
{
|
|
auto fuzzyLogicSorter = [h](const ObjectIdRef & l, const ObjectIdRef & r) -> bool //TODO: create elementar GetObj goal usable for goal decomposition and Wander based on VisitTile logic and object value on top of it
|
|
{
|
|
return fh->getWanderTargetObjectValue( *h.get(), l) < fh->getWanderTargetObjectValue(*h.get(), r);
|
|
};
|
|
|
|
const ObjectIdRef & dest = *boost::max_element(dests, fuzzyLogicSorter); //find best object to visit based on fuzzy logic evaluation, TODO: use elementar version of GetObj here in future
|
|
|
|
//wander should not cause heroes to be reserved - they are always considered free
|
|
logAi->debug("Of all %d destinations, object oid=%d seems nice", dests.size(), dest.id.getNum());
|
|
if (!goVisitObj(dest, h))
|
|
{
|
|
if (!dest)
|
|
{
|
|
logAi->debug("Visit attempt made the object (id=%d) gone...", dest.id.getNum());
|
|
}
|
|
else
|
|
{
|
|
logAi->debug("Hero %s apparently used all MPs (%d left)", h->name, h->movement);
|
|
break;
|
|
}
|
|
}
|
|
else //we reached our destination
|
|
visitTownIfAny(h);
|
|
}
|
|
}
|
|
visitTownIfAny(h); //in case hero is just sitting in town
|
|
}
|
|
|
|
void VCAI::setGoal(HeroPtr h, Goals::TSubgoal goal)
|
|
{
|
|
if(goal->invalid())
|
|
{
|
|
vstd::erase_if_present(lockedHeroes, h);
|
|
}
|
|
else
|
|
{
|
|
lockedHeroes[h] = goal;
|
|
goal->setisElementar(false); //Force always evaluate goals before realizing
|
|
}
|
|
}
|
|
void VCAI::evaluateGoal(HeroPtr h)
|
|
{
|
|
if(vstd::contains(lockedHeroes, h))
|
|
fh->setPriority(lockedHeroes[h]);
|
|
}
|
|
|
|
void VCAI::completeGoal(Goals::TSubgoal goal)
|
|
{
|
|
if (goal->goalType == Goals::WIN) //we can never complete this goal - unless we already won
|
|
return;
|
|
|
|
logAi->trace("Completing goal: %s", goal->name());
|
|
|
|
//notify Managers
|
|
ah->notifyGoalCompleted(goal);
|
|
//notify mainLoop()
|
|
goalsToRemove.push_back(goal); //will be removed from mainLoop() goals
|
|
for (auto basicGoal : basicGoals) //we could luckily fulfill any of our goals
|
|
{
|
|
if (basicGoal->fulfillsMe(goal))
|
|
goalsToRemove.push_back(basicGoal);
|
|
}
|
|
|
|
//unreserve heroes
|
|
if(const CGHeroInstance * h = goal->hero.get(true))
|
|
{
|
|
auto it = lockedHeroes.find(h);
|
|
if(it != lockedHeroes.end())
|
|
{
|
|
if(it->second == goal || it->second->fulfillsMe(goal)) //FIXME this is overspecified, fulfillsMe shoudl be complete
|
|
{
|
|
logAi->debug(goal->completeMessage());
|
|
lockedHeroes.erase(it); //goal fulfilled, free hero
|
|
}
|
|
}
|
|
}
|
|
else //complete goal for all heroes maybe?
|
|
{
|
|
vstd::erase_if(lockedHeroes, [goal](std::pair<HeroPtr, Goals::TSubgoal> p)
|
|
{
|
|
if(p.second == goal || p.second->fulfillsMe(goal)) //we could have fulfilled goals of other heroes by chance
|
|
{
|
|
logAi->debug(p.second->completeMessage());
|
|
return true;
|
|
}
|
|
return false;
|
|
});
|
|
}
|
|
|
|
}
|
|
|
|
void VCAI::battleStart(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side)
|
|
{
|
|
NET_EVENT_HANDLER;
|
|
assert(playerID > PlayerColor::PLAYER_LIMIT || status.getBattle() == UPCOMING_BATTLE);
|
|
status.setBattle(ONGOING_BATTLE);
|
|
const CGObjectInstance * presumedEnemy = vstd::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
|
|
battlename = boost::str(boost::format("Starting battle of %s attacking %s at %s") % (hero1 ? hero1->name : "a army") % (presumedEnemy ? presumedEnemy->getObjectName() : "unknown enemy") % tile.toString());
|
|
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->debug("Player %d (%s): I %s the %s!", playerID, playerID.getStr(), (won ? "won" : "lost"), battlename);
|
|
battlename.clear();
|
|
CAdventureAI::battleEnd(br);
|
|
}
|
|
|
|
void VCAI::waitTillFree()
|
|
{
|
|
auto unlock = vstd::makeUnlockSharedGuard(CGameState::mutex);
|
|
status.waitTillFree();
|
|
}
|
|
|
|
void VCAI::markObjectVisited(const CGObjectInstance * obj)
|
|
{
|
|
if(!obj)
|
|
return;
|
|
if(dynamic_cast<const CGVisitableOPH *>(obj)) //we may want to visit it with another hero
|
|
return;
|
|
if(dynamic_cast<const CGBonusingObject *>(obj)) //or another time
|
|
return;
|
|
if(obj->ID == Obj::MONSTER)
|
|
return;
|
|
alreadyVisited.insert(obj);
|
|
}
|
|
|
|
void VCAI::reserveObject(HeroPtr h, const CGObjectInstance * obj)
|
|
{
|
|
reservedObjs.insert(obj);
|
|
reservedHeroesMap[h].insert(obj);
|
|
logAi->debug("reserved object id=%d; address=%p; name=%s", obj->id, obj, obj->getObjectName());
|
|
}
|
|
|
|
void VCAI::unreserveObject(HeroPtr h, const CGObjectInstance * obj)
|
|
{
|
|
vstd::erase_if_present(reservedObjs, obj); //unreserve objects
|
|
vstd::erase_if_present(reservedHeroesMap[h], obj);
|
|
}
|
|
|
|
void VCAI::markHeroUnableToExplore(HeroPtr h)
|
|
{
|
|
heroesUnableToExplore.insert(h);
|
|
}
|
|
void VCAI::markHeroAbleToExplore(HeroPtr h)
|
|
{
|
|
vstd::erase_if_present(heroesUnableToExplore, h);
|
|
}
|
|
bool VCAI::isAbleToExplore(HeroPtr h)
|
|
{
|
|
return !vstd::contains(heroesUnableToExplore, h);
|
|
}
|
|
void VCAI::clearPathsInfo()
|
|
{
|
|
heroesUnableToExplore.clear();
|
|
cachedSectorMaps.clear();
|
|
}
|
|
|
|
void VCAI::validateVisitableObjs()
|
|
{
|
|
std::string errorMsg;
|
|
auto shouldBeErased = [&](const CGObjectInstance * obj) -> bool
|
|
{
|
|
if(obj)
|
|
return !cb->getObj(obj->id, false); // no verbose output needed as we check object visibility
|
|
else
|
|
return true;
|
|
};
|
|
|
|
//errorMsg is captured by ref so lambda will take the new text
|
|
errorMsg = " shouldn't be on the visitable objects list!";
|
|
vstd::erase_if(visitableObjs, shouldBeErased);
|
|
|
|
//FIXME: how comes our own heroes become inaccessible?
|
|
vstd::erase_if(reservedHeroesMap, [](std::pair<HeroPtr, std::set<const CGObjectInstance *>> hp) -> bool
|
|
{
|
|
return !hp.first.get(true);
|
|
});
|
|
for(auto & p : reservedHeroesMap)
|
|
{
|
|
errorMsg = " shouldn't be on list for hero " + p.first->name + "!";
|
|
vstd::erase_if(p.second, shouldBeErased);
|
|
}
|
|
|
|
errorMsg = " shouldn't be on the reserved objs list!";
|
|
vstd::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!";
|
|
vstd::erase_if(alreadyVisited, shouldBeErased);
|
|
}
|
|
|
|
void VCAI::retrieveVisitableObjs(std::vector<const CGObjectInstance *> & out, bool includeOwned) const
|
|
{
|
|
foreach_tile_pos([&](const int3 & pos)
|
|
{
|
|
for(const CGObjectInstance * obj : myCb->getVisitableObjs(pos, false))
|
|
{
|
|
if(includeOwned || obj->tempOwner != playerID)
|
|
out.push_back(obj);
|
|
}
|
|
});
|
|
}
|
|
|
|
void VCAI::retrieveVisitableObjs()
|
|
{
|
|
foreach_tile_pos([&](const int3 & pos)
|
|
{
|
|
for(const CGObjectInstance * obj : myCb->getVisitableObjs(pos, false))
|
|
{
|
|
if(obj->tempOwner != playerID)
|
|
addVisitableObj(obj);
|
|
}
|
|
});
|
|
}
|
|
|
|
std::vector<const CGObjectInstance *> VCAI::getFlaggedObjects() const
|
|
{
|
|
std::vector<const CGObjectInstance *> ret;
|
|
for(const CGObjectInstance * obj : visitableObjs)
|
|
{
|
|
if(obj->tempOwner == playerID)
|
|
ret.push_back(obj);
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
void VCAI::addVisitableObj(const CGObjectInstance * obj)
|
|
{
|
|
visitableObjs.insert(obj);
|
|
helperObjInfo[obj] = ObjInfo(obj);
|
|
|
|
// All teleport objects seen automatically assigned to appropriate channels
|
|
auto teleportObj = dynamic_cast<const CGTeleport *>(obj);
|
|
if(teleportObj)
|
|
CGTeleport::addToChannel(knownTeleportChannels, teleportObj);
|
|
}
|
|
|
|
const CGObjectInstance * VCAI::lookForArt(int aid) const
|
|
{
|
|
for(const CGObjectInstance * obj : ai->visitableObjs)
|
|
{
|
|
if(obj->ID == Obj::ARTIFACT && 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) const
|
|
{
|
|
// Don't visit tile occupied by allied hero
|
|
if(!includeAllies)
|
|
{
|
|
for(auto obj : cb->getVisitableObjs(pos))
|
|
{
|
|
if(obj->ID == Obj::HERO && cb->getPlayerRelations(ai->playerID, obj->tempOwner) != PlayerRelations::ENEMIES)
|
|
{
|
|
if(obj != h.get())
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
return cb->getPathsInfo(h.get())->getPathInfo(pos)->reachable();
|
|
}
|
|
|
|
bool VCAI::moveHeroToTile(int3 dst, HeroPtr h)
|
|
{
|
|
//TODO: consider if blockVisit objects change something in our checks: AIUtility::isBlockVisitObj()
|
|
|
|
auto afterMovementCheck = [&]() -> void
|
|
{
|
|
waitTillFree(); //movement may cause battle or blocking dialog
|
|
if(!h)
|
|
{
|
|
lostHero(h);
|
|
teleportChannelProbingList.clear();
|
|
if(status.channelProbing()) // if hero lost during channel probing we need to switch this mode off
|
|
status.setChannelProbing(false);
|
|
throw cannotFulfillGoalException("Hero was lost!");
|
|
}
|
|
};
|
|
|
|
logAi->debug("Moving hero %s to tile %s", h->name, dst.toString());
|
|
int3 startHpos = h->visitablePos();
|
|
bool ret = false;
|
|
if(startHpos == dst)
|
|
{
|
|
//FIXME: this assertion fails also if AI moves onto defeated guarded object
|
|
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));
|
|
afterMovementCheck(); // TODO: is it feasible to hero get killed there if game work properly?
|
|
// not sure if AI can currently reconsider to attack bank while staying on it. Check issue 2084 on mantis for more information.
|
|
ret = true;
|
|
}
|
|
else
|
|
{
|
|
CGPath path;
|
|
cb->getPathsInfo(h.get())->getPath(path, dst);
|
|
if(path.nodes.empty())
|
|
{
|
|
logAi->error("Hero %s cannot reach %s.", h->name, dst.toString());
|
|
throw goalFulfilledException(sptr(Goals::VisitTile(dst).sethero(h)));
|
|
}
|
|
int i = path.nodes.size() - 1;
|
|
|
|
auto getObj = [&](int3 coord, bool ignoreHero)
|
|
{
|
|
auto tile = cb->getTile(coord, false);
|
|
assert(tile);
|
|
return tile->topVisitableObj(ignoreHero);
|
|
//return cb->getTile(coord,false)->topVisitableObj(ignoreHero);
|
|
};
|
|
|
|
auto isTeleportAction = [&](CGPathNode::ENodeAction action) -> bool
|
|
{
|
|
if(action != CGPathNode::TELEPORT_NORMAL && action != CGPathNode::TELEPORT_BLOCKING_VISIT)
|
|
{
|
|
if(action != CGPathNode::TELEPORT_BATTLE)
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
};
|
|
|
|
auto getDestTeleportObj = [&](const CGObjectInstance * currentObject, const CGObjectInstance * nextObjectTop, const CGObjectInstance * nextObject) -> const CGObjectInstance *
|
|
{
|
|
if(CGTeleport::isConnected(currentObject, nextObjectTop))
|
|
return nextObjectTop;
|
|
if(nextObjectTop && nextObjectTop->ID == Obj::HERO)
|
|
{
|
|
if(CGTeleport::isConnected(currentObject, nextObject))
|
|
return nextObject;
|
|
}
|
|
|
|
return nullptr;
|
|
};
|
|
|
|
auto doMovement = [&](int3 dst, bool transit)
|
|
{
|
|
cb->moveHero(*h, CGHeroInstance::convertPosition(dst, true), transit);
|
|
};
|
|
|
|
auto doTeleportMovement = [&](ObjectInstanceID exitId, int3 exitPos)
|
|
{
|
|
destinationTeleport = exitId;
|
|
if(exitPos.valid())
|
|
destinationTeleportPos = CGHeroInstance::convertPosition(exitPos, true);
|
|
cb->moveHero(*h, h->pos);
|
|
destinationTeleport = ObjectInstanceID();
|
|
destinationTeleportPos = int3(-1);
|
|
afterMovementCheck();
|
|
};
|
|
|
|
auto doChannelProbing = [&]() -> void
|
|
{
|
|
auto currentPos = CGHeroInstance::convertPosition(h->pos, false);
|
|
auto currentExit = getObj(currentPos, true)->id;
|
|
|
|
status.setChannelProbing(true);
|
|
for(auto exit : teleportChannelProbingList)
|
|
doTeleportMovement(exit, int3(-1));
|
|
teleportChannelProbingList.clear();
|
|
status.setChannelProbing(false);
|
|
|
|
doTeleportMovement(currentExit, currentPos);
|
|
};
|
|
|
|
for(; i > 0; i--)
|
|
{
|
|
int3 currentCoord = path.nodes[i].coord;
|
|
int3 nextCoord = path.nodes[i - 1].coord;
|
|
|
|
auto currentObject = getObj(currentCoord, currentCoord == CGHeroInstance::convertPosition(h->pos, false));
|
|
auto nextObjectTop = getObj(nextCoord, false);
|
|
auto nextObject = getObj(nextCoord, true);
|
|
auto destTeleportObj = getDestTeleportObj(currentObject, nextObjectTop, nextObject);
|
|
if(isTeleportAction(path.nodes[i - 1].action) && destTeleportObj != nullptr)
|
|
{
|
|
//we use special login if hero standing on teleporter it's mean we need
|
|
doTeleportMovement(destTeleportObj->id, nextCoord);
|
|
if(teleportChannelProbingList.size())
|
|
doChannelProbing();
|
|
markObjectVisited(destTeleportObj); //FIXME: Monoliths are not correctly visited
|
|
|
|
continue;
|
|
}
|
|
|
|
//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())
|
|
continue;
|
|
|
|
bool isConnected = false;
|
|
bool isNextObjectTeleport = false;
|
|
// Check there is node after next one; otherwise transit is pointless
|
|
if(i - 2 >= 0)
|
|
{
|
|
isConnected = CGTeleport::isConnected(nextObjectTop, getObj(path.nodes[i - 2].coord, false));
|
|
isNextObjectTeleport = CGTeleport::isTeleport(nextObjectTop);
|
|
}
|
|
if(isConnected || isNextObjectTeleport)
|
|
{
|
|
// Hero should be able to go through object if it's allow transit
|
|
doMovement(endpos, true);
|
|
}
|
|
else if(path.nodes[i - 1].layer == EPathfindingLayer::AIR)
|
|
{
|
|
doMovement(endpos, true);
|
|
}
|
|
else
|
|
{
|
|
doMovement(endpos, false);
|
|
}
|
|
|
|
afterMovementCheck();
|
|
|
|
if(teleportChannelProbingList.size())
|
|
doChannelProbing();
|
|
}
|
|
|
|
if(path.nodes[0].action == CGPathNode::BLOCKING_VISIT)
|
|
{
|
|
ret = h && i == 0; // when we take resource we do not reach its position. We even might not move
|
|
}
|
|
}
|
|
if(h)
|
|
{
|
|
if(auto visitedObject = vstd::frontOrNull(cb->getVisitableObjs(h->visitablePos()))) //we stand on something interesting
|
|
{
|
|
if(visitedObject != *h)
|
|
performObjectInteraction(visitedObject, h);
|
|
}
|
|
}
|
|
if(h) //we could have lost hero after last move
|
|
{
|
|
completeGoal(sptr(Goals::VisitTile(dst).sethero(h))); //we stepped on some tile, anyway
|
|
completeGoal(sptr(Goals::ClearWayTo(dst).sethero(h)));
|
|
|
|
ret = ret || (dst == h->visitablePos());
|
|
|
|
if(!ret) //reserve object we are heading towards
|
|
{
|
|
auto obj = vstd::frontOrNull(cb->getVisitableObjs(dst));
|
|
if(obj && obj != *h)
|
|
reserveObject(h, obj);
|
|
}
|
|
|
|
if(startHpos == h->visitablePos() && !ret) //we didn't move and didn't reach the target
|
|
{
|
|
vstd::erase_if_present(lockedHeroes, h); //hero seemingly is confused or has only 95mp which is not enough to move
|
|
invalidPathHeroes.insert(h);
|
|
throw cannotFulfillGoalException("Invalid path found!");
|
|
}
|
|
evaluateGoal(h); //new hero position means new game situation
|
|
logAi->debug("Hero %s moved from %s to %s. Returning %d.", h->name, startHpos.toString(), h->visitablePos().toString(), ret);
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
void VCAI::buildStructure(const CGTownInstance * t, BuildingID building)
|
|
{
|
|
auto name = t->town->buildings.at(building)->Name();
|
|
logAi->debug("Player %d will build %s in town of %s at %s", ai->playerID, name, t->name, t->pos.toString());
|
|
cb->buildBuilding(t, building); //just do this;
|
|
}
|
|
|
|
void VCAI::tryRealize(Goals::Explore & g)
|
|
{
|
|
throw cannotFulfillGoalException("EXPLORE is not an elementar goal!");
|
|
}
|
|
|
|
void VCAI::tryRealize(Goals::RecruitHero & g)
|
|
{
|
|
if(const CGTownInstance * t = findTownWithTavern())
|
|
{
|
|
recruitHero(t, true);
|
|
//TODO try to free way to blocked town
|
|
//TODO: adventure map tavern or prison?
|
|
}
|
|
}
|
|
|
|
void VCAI::tryRealize(Goals::VisitTile & g)
|
|
{
|
|
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->warn("Why do I want to move hero %s to tile %s? Already standing on that tile! ", g.hero->name, g.tile.toString());
|
|
throw goalFulfilledException(sptr(g));
|
|
}
|
|
if(ai->moveHeroToTile(g.tile, g.hero.get()))
|
|
{
|
|
throw goalFulfilledException(sptr(g));
|
|
}
|
|
}
|
|
|
|
void VCAI::tryRealize(Goals::VisitHero & g)
|
|
{
|
|
if(!g.hero->movement)
|
|
throw cannotFulfillGoalException("Cannot visit target hero: hero is out of MPs!");
|
|
|
|
const CGObjectInstance * obj = cb->getObj(ObjectInstanceID(g.objid));
|
|
if(obj)
|
|
{
|
|
if(ai->moveHeroToTile(obj->visitablePos(), g.hero.get()))
|
|
{
|
|
throw goalFulfilledException(sptr(g));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
throw cannotFulfillGoalException("Cannot visit hero: object not found!");
|
|
}
|
|
}
|
|
|
|
void VCAI::tryRealize(Goals::BuildThis & g)
|
|
{
|
|
auto b = BuildingID(g.bid);
|
|
auto t = g.town;
|
|
|
|
if (t)
|
|
{
|
|
if (cb->canBuildStructure(t, b) == EBuildingState::ALLOWED)
|
|
{
|
|
logAi->debug("Player %d will build %s in town of %s at %s",
|
|
playerID, t->town->buildings.at(b)->Name(), t->name, t->pos.toString());
|
|
cb->buildBuilding(t, b);
|
|
throw goalFulfilledException(sptr(g));
|
|
}
|
|
}
|
|
throw cannotFulfillGoalException("Cannot build a given structure!");
|
|
}
|
|
|
|
void VCAI::tryRealize(Goals::DigAtTile & g)
|
|
{
|
|
assert(g.hero->visitablePos() == g.tile); //surely we want to crash here?
|
|
if(g.hero->diggingStatus() == EDiggingStatus::CAN_DIG)
|
|
{
|
|
cb->dig(g.hero.get());
|
|
completeGoal(sptr(g)); // finished digging
|
|
}
|
|
else
|
|
{
|
|
ai->lockedHeroes[g.hero] = sptr(g); //hero who tries to dig shouldn't do anything else
|
|
throw cannotFulfillGoalException("A hero can't dig!\n");
|
|
}
|
|
}
|
|
|
|
void VCAI::tryRealize(Goals::Trade & g) //trade
|
|
{
|
|
if(ah->freeResources()[g.resID] >= g.value) //goal is already fulfilled. Why we need this check, anyway?
|
|
throw goalFulfilledException(sptr(g));
|
|
|
|
int accquiredResources = 0;
|
|
if(const CGObjectInstance * obj = cb->getObj(ObjectInstanceID(g.objid), false))
|
|
{
|
|
if(const IMarket * m = IMarket::castFrom(obj, false))
|
|
{
|
|
auto freeRes = ah->freeResources(); //trade only resources which are not reserved
|
|
for(auto it = Res::ResourceSet::nziterator(freeRes); it.valid(); it++)
|
|
{
|
|
auto res = it->resType;
|
|
if(res == g.resID) //sell any other resource
|
|
continue;
|
|
|
|
int toGive, toGet;
|
|
m->getOffer(res, g.resID, toGive, toGet, EMarketMode::RESOURCE_RESOURCE);
|
|
toGive = toGive * (it->resVal / toGive);
|
|
//TODO trade only as much as needed
|
|
if (toGive) //don't try to sell 0 resources
|
|
{
|
|
cb->trade(obj, EMarketMode::RESOURCE_RESOURCE, res, g.resID, toGive);
|
|
logAi->debug("Traded %d of %s for %d of %s at %s", toGive, res, toGet, g.resID, obj->getObjectName());
|
|
accquiredResources += toGet; //FIXME: this is incorrect, always equal to 1
|
|
}
|
|
//if (accquiredResources >= g.value)
|
|
if (ah->freeResources()[g.resID] >= g.value)
|
|
throw goalFulfilledException(sptr(g)); //we traded all we needed
|
|
}
|
|
|
|
throw cannotFulfillGoalException("I cannot get needed resources by trade!");
|
|
}
|
|
else
|
|
{
|
|
throw cannotFulfillGoalException("I don't know how to use this object to raise resources!");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
throw cannotFulfillGoalException("No object that could be used to raise resources!");
|
|
}
|
|
}
|
|
|
|
void VCAI::tryRealize(Goals::BuyArmy & g)
|
|
{
|
|
auto t = g.town;
|
|
|
|
ui64 valueBought = 0;
|
|
//buy the stacks with largest AI value
|
|
|
|
while (valueBought < g.value)
|
|
{
|
|
auto res = ah->allResources();
|
|
std::vector<creInfo> creaturesInDwellings;
|
|
for (int i = 0; i < t->creatures.size(); i++)
|
|
{
|
|
auto ci = infoFromDC(t->creatures[i]);
|
|
ci.level = i; //this is important for Dungeon Summoning Portal
|
|
creaturesInDwellings.push_back(ci);
|
|
}
|
|
vstd::erase_if(creaturesInDwellings, [](const creInfo & ci) -> bool
|
|
{
|
|
return !ci.count || ci.creID == -1;
|
|
});
|
|
if (creaturesInDwellings.empty())
|
|
throw cannotFulfillGoalException("Can't buy any more creatures!");
|
|
|
|
creInfo ci =
|
|
*boost::max_element(creaturesInDwellings, [&res](const creInfo & lhs, const creInfo & rhs)
|
|
{
|
|
//max value of creatures we can buy with our res
|
|
int value1 = lhs.cre->AIValue * (std::min(lhs.count, res / lhs.cre->cost)),
|
|
value2 = rhs.cre->AIValue * (std::min(rhs.count, res / rhs.cre->cost));
|
|
|
|
return value1 < value2;
|
|
});
|
|
|
|
vstd::amin(ci.count, res / ci.cre->cost); //max count we can afford
|
|
if (ci.count > 0)
|
|
{
|
|
cb->recruitCreatures(t, t->getUpperArmy(), ci.creID, ci.count, ci.level);
|
|
valueBought += ci.count * ci.cre->AIValue;
|
|
}
|
|
else
|
|
throw cannotFulfillGoalException("Can't buy any more creatures!");
|
|
}
|
|
throw goalFulfilledException(sptr(g)); //we bought as many creatures as we wanted
|
|
}
|
|
|
|
void VCAI::tryRealize(Goals::Invalid & g)
|
|
{
|
|
throw cannotFulfillGoalException("I don't know how to fulfill this!");
|
|
}
|
|
|
|
void VCAI::tryRealize(Goals::AbstractGoal & g)
|
|
{
|
|
logAi->debug("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;
|
|
}
|
|
|
|
Goals::TSubgoal VCAI::getGoal(HeroPtr h) const
|
|
{
|
|
auto it = lockedHeroes.find(h);
|
|
if(it != lockedHeroes.end())
|
|
return it->second;
|
|
else
|
|
return sptr(Goals::Invalid());
|
|
}
|
|
|
|
|
|
std::vector<HeroPtr> VCAI::getUnblockedHeroes() const
|
|
{
|
|
std::vector<HeroPtr> ret;
|
|
for(auto h : cb->getHeroesInfo())
|
|
{
|
|
//&& !vstd::contains(lockedHeroes, h)
|
|
//at this point we assume heroes exhausted their locked goals
|
|
if(canAct(h))
|
|
ret.push_back(h);
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
bool VCAI::canAct(HeroPtr h) const
|
|
{
|
|
auto mission = lockedHeroes.find(h);
|
|
if(mission != lockedHeroes.end())
|
|
{
|
|
//FIXME: I'm afraid there can be other conditions when heroes can act but not move :?
|
|
if(mission->second->goalType == Goals::DIG_AT_TILE && !mission->second->isElementar)
|
|
return false;
|
|
}
|
|
|
|
return h->movement;
|
|
}
|
|
|
|
HeroPtr VCAI::primaryHero() const
|
|
{
|
|
auto hs = cb->getHeroesInfo();
|
|
if (hs.empty())
|
|
return nullptr;
|
|
else
|
|
return *boost::max_element(hs, compareHeroStrength);
|
|
}
|
|
|
|
void VCAI::endTurn()
|
|
{
|
|
logAi->info("Player %d (%s) ends turn", playerID, playerID.getStr());
|
|
if(!status.haveTurn())
|
|
{
|
|
logAi->error("Not having turn at the end of turn???");
|
|
}
|
|
logAi->debug("Resources at the end of turn: %s", cb->getResourceAmount().toString());
|
|
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
|
|
|
|
logGlobal->info("Player %d (%s) ended turn", playerID, playerID.getStr());
|
|
}
|
|
|
|
void VCAI::striveToGoal(Goals::TSubgoal basicGoal)
|
|
{
|
|
//TODO: this function is deprecated and should be dropped altogether
|
|
|
|
auto goalToDecompose = basicGoal;
|
|
Goals::TSubgoal elementarGoal = sptr(Goals::Invalid());
|
|
int maxAbstractGoals = 10;
|
|
while (!elementarGoal->isElementar && maxAbstractGoals)
|
|
{
|
|
try
|
|
{
|
|
elementarGoal = decomposeGoal(goalToDecompose);
|
|
}
|
|
catch (goalFulfilledException & e)
|
|
{
|
|
//it is impossible to continue some goals (like exploration, for example)
|
|
completeGoal(e.goal); //put in goalsToRemove
|
|
logAi->debug("Goal %s decomposition failed: goal was completed as much as possible", e.goal->name());
|
|
return;
|
|
}
|
|
catch (std::exception & e)
|
|
{
|
|
goalsToRemove.push_back(basicGoal);
|
|
logAi->debug("Goal %s decomposition failed: %s", basicGoal->name(), e.what());
|
|
return;
|
|
}
|
|
if (elementarGoal->isAbstract) //we can decompose it further
|
|
{
|
|
goalsToAdd.push_back(elementarGoal);
|
|
//decompose further now - this is necesssary if we can't add over 10 goals in the pool
|
|
goalToDecompose = elementarGoal;
|
|
//there is a risk of infinite abstract goal loop, though it indicates failed logic
|
|
maxAbstractGoals--;
|
|
}
|
|
else if (elementarGoal->isElementar) //should be
|
|
{
|
|
logAi->debug("Found elementar goal %s", elementarGoal->name());
|
|
ultimateGoalsFromBasic[elementarGoal].push_back(goalToDecompose); //TODO: how about indirect basicGoal?
|
|
break;
|
|
}
|
|
else //should never be here
|
|
throw cannotFulfillGoalException("Goal %s is neither abstract nor elementar!" + basicGoal->name());
|
|
}
|
|
|
|
//realize best goal
|
|
if (!elementarGoal->invalid())
|
|
{
|
|
logAi->debug("Trying to realize %s (value %2.3f)", elementarGoal->name(), elementarGoal->priority);
|
|
|
|
try
|
|
{
|
|
boost::this_thread::interruption_point();
|
|
elementarGoal->accept(this); //visitor pattern
|
|
boost::this_thread::interruption_point();
|
|
}
|
|
catch (boost::thread_interrupted & e)
|
|
{
|
|
logAi->debug("Player %d: Making turn thread received an interruption!", playerID);
|
|
throw; //rethrow, we want to truly end this thread
|
|
}
|
|
catch (goalFulfilledException & e)
|
|
{
|
|
//the sub-goal was completed successfully
|
|
completeGoal(e.goal);
|
|
//local goal was also completed
|
|
completeGoal(elementarGoal);
|
|
}
|
|
catch (std::exception & e)
|
|
{
|
|
logAi->debug("Failed to realize subgoal of type %s, I will stop.", elementarGoal->name());
|
|
logAi->debug("The error message was: %s", e.what());
|
|
|
|
//erase base goal if we failed to execute decomposed goal
|
|
for (auto basicGoal : ultimateGoalsFromBasic[elementarGoal])
|
|
goalsToRemove.push_back(basicGoal);
|
|
}
|
|
}
|
|
}
|
|
|
|
Goals::TSubgoal VCAI::decomposeGoal(Goals::TSubgoal ultimateGoal)
|
|
{
|
|
const int searchDepth = 30;
|
|
const int searchDepth2 = searchDepth - 2;
|
|
Goals::TSubgoal abstractGoal = sptr(Goals::Invalid());
|
|
|
|
Goals::TSubgoal goal = ultimateGoal;
|
|
logAi->debug("Decomposing goal %s", ultimateGoal->name());
|
|
int maxGoals = searchDepth; //preventing deadlock for mutually dependent goals
|
|
while (maxGoals)
|
|
{
|
|
boost::this_thread::interruption_point();
|
|
goal = goal->whatToDoToAchieve(); //may throw if decomposition fails
|
|
--maxGoals;
|
|
if (goal == ultimateGoal) //compare objects by value
|
|
if (goal->isElementar == ultimateGoal->isElementar)
|
|
throw cannotFulfillGoalException((boost::format("Goal dependency loop detected for %s!")
|
|
% ultimateGoal->name()).str());
|
|
if (goal->isAbstract || goal->isElementar)
|
|
return goal;
|
|
else
|
|
logAi->debug("Considering: %s", goal->name());
|
|
}
|
|
if (maxGoals <= 0)
|
|
{
|
|
throw cannotFulfillGoalException("Too many subgoals, don't know what to do");
|
|
}
|
|
else
|
|
{
|
|
return goal;
|
|
}
|
|
|
|
return abstractGoal;
|
|
}
|
|
|
|
Goals::TSubgoal VCAI::questToGoal(const QuestInfo & q)
|
|
{
|
|
if (q.quest->missionType && q.quest->progress != CQuest::COMPLETE)
|
|
{
|
|
MetaString ms;
|
|
q.quest->getRolloverText(ms, false);
|
|
logAi->debug("Trying to realize quest: %s", ms.toString());
|
|
auto heroes = cb->getHeroesInfo(); //TODO: choose best / free hero from among many possibilities?
|
|
|
|
switch (q.quest->missionType)
|
|
{
|
|
case CQuest::MISSION_ART:
|
|
{
|
|
for (auto hero : heroes)
|
|
{
|
|
if (q.quest->checkQuest(hero))
|
|
{
|
|
return sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero));
|
|
}
|
|
}
|
|
for (auto art : q.quest->m5arts)
|
|
{
|
|
return sptr(Goals::GetArtOfType(art)); //TODO: transport?
|
|
}
|
|
break;
|
|
}
|
|
case CQuest::MISSION_HERO:
|
|
{
|
|
//striveToGoal (CGoal(RECRUIT_HERO));
|
|
for (auto hero : heroes)
|
|
{
|
|
if (q.quest->checkQuest(hero))
|
|
{
|
|
return sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero));
|
|
}
|
|
}
|
|
return 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)) //very bad info - stacks can be split between multiple heroes :(
|
|
{
|
|
return sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero));
|
|
}
|
|
}
|
|
for (auto creature : q.quest->m6creatures)
|
|
{
|
|
return 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
|
|
{
|
|
return sptr(Goals::GetObj(q.obj->id.getNum()));
|
|
}
|
|
else
|
|
{
|
|
for (int i = 0; i < q.quest->m7resources.size(); ++i)
|
|
{
|
|
if (q.quest->m7resources[i])
|
|
return sptr(Goals::CollectRes(i, q.quest->m7resources[i]));
|
|
}
|
|
}
|
|
}
|
|
else
|
|
return 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)
|
|
return sptr(Goals::GetObj(obj->id.getNum()));
|
|
else
|
|
return sptr(Goals::GetObj(q.obj->id.getNum())); //visit seer hut
|
|
break;
|
|
}
|
|
case CQuest::MISSION_PRIMARY_STAT:
|
|
{
|
|
auto heroes = cb->getHeroesInfo();
|
|
for (auto hero : heroes)
|
|
{
|
|
if (q.quest->checkQuest(hero))
|
|
{
|
|
return sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero));
|
|
}
|
|
}
|
|
for (int i = 0; i < q.quest->m2stats.size(); ++i)
|
|
{
|
|
logAi->debug("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))
|
|
{
|
|
return sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero)); //TODO: causes infinite loop :/
|
|
}
|
|
}
|
|
logAi->debug("Don't know how to reach hero level %d", q.quest->m13489val);
|
|
break;
|
|
}
|
|
case CQuest::MISSION_PLAYER:
|
|
{
|
|
if (playerID.getNum() != q.quest->m13489val)
|
|
logAi->debug("Can't be player of color %d", q.quest->m13489val);
|
|
break;
|
|
}
|
|
case CQuest::MISSION_KEYMASTER:
|
|
{
|
|
return sptr(Goals::FindObj(Obj::KEYMASTER, q.obj->subID));
|
|
break;
|
|
}
|
|
} //end of switch
|
|
}
|
|
return sptr(Goals::Invalid());
|
|
}
|
|
|
|
void VCAI::performTypicalActions()
|
|
{
|
|
for(auto h : getUnblockedHeroes())
|
|
{
|
|
if(!h) //hero might be lost. getUnblockedHeroes() called once on start of turn
|
|
continue;
|
|
|
|
logAi->debug("Looking into %s, MP=%d", h->name.c_str(), h->movement);
|
|
makePossibleUpgrades(*h);
|
|
pickBestArtifacts(*h);
|
|
try
|
|
{
|
|
wander(h);
|
|
}
|
|
catch(std::exception & e)
|
|
{
|
|
logAi->debug("Cannot use this hero anymore, received exception: %s", e.what());
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
|
|
void VCAI::buildArmyIn(const CGTownInstance * t)
|
|
{
|
|
makePossibleUpgrades(t->visitingHero);
|
|
makePossibleUpgrades(t);
|
|
recruitCreatures(t, t->getUpperArmy());
|
|
moveCreaturesToHero(t);
|
|
}
|
|
|
|
int3 VCAI::explorationBestNeighbour(int3 hpos, int radius, HeroPtr h)
|
|
{
|
|
std::map<int3, int> dstToRevealedTiles;
|
|
|
|
for(crint3 dir : int3::getDirs())
|
|
{
|
|
int3 tile = hpos + dir;
|
|
if(cb->isInTheMap(tile))
|
|
{
|
|
if(isBlockVisitObj(tile))
|
|
continue;
|
|
|
|
if(isSafeToVisit(h, tile) && isAccessibleForHero(tile, h))
|
|
{
|
|
auto distance = hpos.dist2d(tile); // diagonal movement opens more tiles but spends more mp
|
|
dstToRevealedTiles[tile] = howManyTilesWillBeDiscovered(tile, radius, cb.get(), h) / distance;
|
|
}
|
|
}
|
|
}
|
|
|
|
if(dstToRevealedTiles.empty()) //yes, it DID happen!
|
|
throw cannotFulfillGoalException("No neighbour will bring new discoveries!");
|
|
|
|
auto best = dstToRevealedTiles.begin();
|
|
for(auto i = dstToRevealedTiles.begin(); i != dstToRevealedTiles.end(); i++)
|
|
{
|
|
const CGPathNode * pn = cb->getPathsInfo(h.get())->getPathInfo(i->first);
|
|
//const TerrainTile *t = cb->getTile(i->first);
|
|
if(best->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(HeroPtr h)
|
|
{
|
|
int radius = h->getSightRadius();
|
|
CCallback * cbp = cb.get();
|
|
const CGHeroInstance * hero = h.get();
|
|
|
|
std::vector<std::vector<int3>> tiles; //tiles[distance_to_fow]
|
|
tiles.resize(radius);
|
|
|
|
foreach_tile_pos([&](const int3 & pos)
|
|
{
|
|
if(!cbp->isVisible(pos))
|
|
tiles[0].push_back(pos);
|
|
});
|
|
|
|
float bestValue = 0; //discovered tile to node distance ratio
|
|
int3 bestTile(-1, -1, -1);
|
|
int3 ourPos = h->convertPosition(h->pos, false);
|
|
|
|
for(int i = 1; i < radius; i++)
|
|
{
|
|
getVisibleNeighbours(tiles[i - 1], tiles[i]);
|
|
vstd::removeDuplicates(tiles[i]);
|
|
|
|
for(const int3 & tile : tiles[i])
|
|
{
|
|
if(tile == ourPos) //shouldn't happen, but it does
|
|
continue;
|
|
if(!cb->getPathsInfo(hero)->getPathInfo(tile)->reachable()) //this will remove tiles that are guarded by monsters (or removable objects)
|
|
continue;
|
|
|
|
CGPath path;
|
|
cb->getPathsInfo(hero)->getPath(path, tile);
|
|
float ourValue = (float)howManyTilesWillBeDiscovered(tile, radius, cbp, h) / (path.nodes.size() + 1); //+1 prevents erratic jumps
|
|
|
|
if(ourValue > bestValue) //avoid costly checks of tiles that don't reveal much
|
|
{
|
|
auto obj = cb->getTopObj(tile);
|
|
if (obj)
|
|
if (obj->blockVisit && !isObjectRemovable(obj)) //we can't stand on that object
|
|
continue;
|
|
if(isSafeToVisit(h, tile))
|
|
{
|
|
bestTile = tile;
|
|
bestValue = ourValue;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return bestTile;
|
|
}
|
|
|
|
int3 VCAI::explorationDesperate(HeroPtr h)
|
|
{
|
|
auto sm = getCachedSectorMap(h);
|
|
int radius = h->getSightRadius();
|
|
|
|
std::vector<std::vector<int3>> tiles; //tiles[distance_to_fow]
|
|
tiles.resize(radius);
|
|
|
|
CCallback * cbp = cb.get();
|
|
|
|
foreach_tile_pos([&](const int3 & pos)
|
|
{
|
|
if(!cbp->isVisible(pos))
|
|
tiles[0].push_back(pos);
|
|
});
|
|
|
|
ui64 lowestDanger = -1;
|
|
int3 bestTile(-1, -1, -1);
|
|
|
|
for(int i = 1; i < radius; i++)
|
|
{
|
|
getVisibleNeighbours(tiles[i - 1], tiles[i]);
|
|
vstd::removeDuplicates(tiles[i]);
|
|
|
|
for(const int3 & tile : tiles[i])
|
|
{
|
|
if(cbp->getTile(tile)->blocked) //does it shorten the time?
|
|
continue;
|
|
if(!howManyTilesWillBeDiscovered(tile, radius, cbp, h)) //avoid costly checks of tiles that don't reveal much
|
|
continue;
|
|
|
|
auto t = sm->firstTileToGet(h, tile);
|
|
if(t.valid())
|
|
{
|
|
auto obj = cb->getTopObj(t);
|
|
if (obj)
|
|
if (obj->blockVisit && !isObjectRemovable(obj)) //we can't stand on object or remove it
|
|
continue;
|
|
|
|
ui64 ourDanger = evaluateDanger(t, h.h);
|
|
if(ourDanger < lowestDanger)
|
|
{
|
|
if(!ourDanger) //at least one safe place found
|
|
return t;
|
|
|
|
bestTile = t;
|
|
lowestDanger = ourDanger;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return bestTile;
|
|
}
|
|
|
|
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->debug("Trying to recruit a hero in %s at %s", t->name, t->visitablePos().toString());
|
|
|
|
auto heroes = cb->getAvailableHeroes(t);
|
|
if(heroes.size())
|
|
{
|
|
auto hero = heroes[0];
|
|
if(heroes.size() >= 2) //makes sense to recruit two heroes with starting amries in first week
|
|
{
|
|
if(heroes[1]->getTotalStrength() > hero->getTotalStrength())
|
|
hero = heroes[1];
|
|
}
|
|
cb->recruitHero(t, hero);
|
|
throw goalFulfilledException(sptr(Goals::RecruitHero().settown(t)));
|
|
}
|
|
else if(throwing)
|
|
{
|
|
throw cannotFulfillGoalException("No available heroes in tavern in " + t->nodeName());
|
|
}
|
|
}
|
|
|
|
void VCAI::finish()
|
|
{
|
|
if(makingTurn)
|
|
{
|
|
makingTurn->interrupt();
|
|
makingTurn->join();
|
|
makingTurn.reset();
|
|
}
|
|
}
|
|
|
|
void VCAI::requestActionASAP(std::function<void()> whatToDo)
|
|
{
|
|
boost::thread newThread([this, whatToDo]()
|
|
{
|
|
setThreadName("VCAI::requestActionASAP::whatToDo");
|
|
SET_GLOBAL_STATE(this);
|
|
boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
|
|
whatToDo();
|
|
});
|
|
}
|
|
|
|
void VCAI::lostHero(HeroPtr h)
|
|
{
|
|
logAi->debug("I lost my hero %s. It's best to forget and move on.", h.name);
|
|
|
|
vstd::erase_if_present(lockedHeroes, h);
|
|
for(auto obj : reservedHeroesMap[h])
|
|
{
|
|
vstd::erase_if_present(reservedObjs, obj); //unreserve all objects for that hero
|
|
}
|
|
vstd::erase_if_present(reservedHeroesMap, h);
|
|
vstd::erase_if_present(cachedSectorMaps, h);
|
|
vstd::erase_if_present(visitedHeroes, h);
|
|
for (auto heroVec : visitedHeroes)
|
|
{
|
|
vstd::erase_if_present(heroVec.second, h);
|
|
}
|
|
}
|
|
|
|
void VCAI::answerQuery(QueryID queryID, int selection)
|
|
{
|
|
logAi->debug("I'll answer the query %d giving the choice %d", queryID, selection);
|
|
if(queryID != QueryID(-1))
|
|
{
|
|
cb->selectionMade(selection, queryID);
|
|
}
|
|
else
|
|
{
|
|
logAi->debug("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"]["enemyAI"].getType() == JsonNode::JsonType::DATA_STRING)
|
|
return settings["server"]["enemyAI"].String();
|
|
else
|
|
return "BattleAI";
|
|
}
|
|
|
|
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)
|
|
{
|
|
vstd::erase_if(visitableObjs, matchesId);
|
|
|
|
for(auto & p : reservedHeroesMap)
|
|
vstd::erase_if(p.second, matchesId);
|
|
|
|
vstd::erase_if(reservedObjs, matchesId);
|
|
}
|
|
}
|
|
|
|
std::shared_ptr<SectorMap> VCAI::getCachedSectorMap(HeroPtr h)
|
|
{
|
|
auto it = cachedSectorMaps.find(h);
|
|
if(it != cachedSectorMaps.end())
|
|
{
|
|
return it->second;
|
|
}
|
|
else
|
|
{
|
|
cachedSectorMaps[h] = std::make_shared<SectorMap>(h);
|
|
return cachedSectorMaps[h];
|
|
}
|
|
}
|
|
|
|
AIStatus::AIStatus()
|
|
{
|
|
battle = NO_BATTLE;
|
|
havingTurn = false;
|
|
ongoingHeroMovement = false;
|
|
ongoingChannelProbing = 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)
|
|
{
|
|
if(ID == QueryID(-1))
|
|
{
|
|
logAi->debug("The \"query\" has an id %d, it'll be ignored as non-query. Description: %s", ID, description);
|
|
return;
|
|
}
|
|
|
|
assert(ID.getNum() >= 0);
|
|
boost::unique_lock<boost::mutex> lock(mx);
|
|
|
|
assert(!vstd::contains(remainingQueries, ID));
|
|
|
|
remainingQueries[ID] = description;
|
|
|
|
cv.notify_all();
|
|
logAi->debug("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->debug("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);
|
|
while(battle != NO_BATTLE || !remainingQueries.empty() || !objectsBeingVisited.empty() || ongoingHeroMovement)
|
|
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->debug("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->error("Something went really wrong, failed to answer query %d : %s", query.getNum(), 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
|
|
{
|
|
// 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();
|
|
}
|
|
|
|
void AIStatus::setChannelProbing(bool ongoing)
|
|
{
|
|
boost::unique_lock<boost::mutex> lock(mx);
|
|
ongoingChannelProbing = ongoing;
|
|
cv.notify_all();
|
|
}
|
|
|
|
bool AIStatus::channelProbing()
|
|
{
|
|
return ongoingChannelProbing;
|
|
}
|
|
|
|
|
|
|
|
bool isWeeklyRevisitable(const CGObjectInstance * obj)
|
|
{
|
|
//TODO: allow polling of remaining creatures in dwelling
|
|
if(dynamic_cast<const CGVisitableOPW *>(obj)) // ensures future compatibility, unlike IDs
|
|
return true;
|
|
if(dynamic_cast<const CGDwelling *>(obj))
|
|
return true;
|
|
if(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::TOWN:
|
|
case Obj::HERO: //never visit our heroes at random
|
|
return obj->tempOwner != h->tempOwner; //do not visit our towns at random
|
|
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::BORDERGUARD: //open borderguard if possible
|
|
return (dynamic_cast<const CGKeys *>(obj))->wasMyColorVisited(ai->playerID);
|
|
case Obj::SEER_HUT:
|
|
case Obj::QUEST_GUARD:
|
|
{
|
|
for(auto q : ai->myCb->getMyQuests())
|
|
{
|
|
if(q.obj == obj)
|
|
{
|
|
if(q.quest->checkQuest(h.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)
|
|
{
|
|
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::MONOLITH_ONE_WAY_ENTRANCE:
|
|
case Obj::MONOLITH_ONE_WAY_EXIT:
|
|
case Obj::MONOLITH_TWO_WAY:
|
|
case Obj::WHIRLPOOL:
|
|
return false;
|
|
case Obj::SCHOOL_OF_MAGIC:
|
|
case Obj::SCHOOL_OF_WAR:
|
|
{
|
|
if (ah->freeGold() < 1000)
|
|
return false;
|
|
break;
|
|
}
|
|
case Obj::LIBRARY_OF_ENLIGHTENMENT:
|
|
if(h->level < 12)
|
|
return false;
|
|
break;
|
|
case Obj::TREE_OF_KNOWLEDGE:
|
|
{
|
|
TResources myRes = ah->freeResources();
|
|
if(myRes[Res::GOLD] < 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() < VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER;
|
|
case Obj::TAVERN:
|
|
{
|
|
//TODO: make AI actually recruit heroes
|
|
//TODO: only on request
|
|
if(ai->myCb->getHeroesInfo().size() >= VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER)
|
|
return false;
|
|
else if(ah->freeGold() < GameConstants::HERO_GOLD_COST)
|
|
return false;
|
|
break;
|
|
}
|
|
case Obj::BOAT:
|
|
return false;
|
|
//Boats are handled by pathfinder
|
|
case Obj::EYE_OF_MAGI:
|
|
return false; //this object is useless to visit, but could be visited indefinitely
|
|
}
|
|
|
|
if(obj->wasVisited(*h)) //it must pointer to hero instance, heroPtr calls function wasVisited(ui8 player);
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
|