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vcmi/AI/VCAI/AIUtility.cpp
AlexVinS 15138c23de Finished conversion to new logging API
* removed logger streams
* (float3|int3)::operator() -> (float3|int3)::toString(), it was too ugly and confusing.
2017-08-11 23:06:27 +03:00

520 lines
14 KiB
C++

/*
* AIUtility.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "AIUtility.h"
#include "VCAI.h"
#include "Fuzzy.h"
#include "../../lib/UnlockGuard.h"
#include "../../lib/CConfigHandler.h"
#include "../../lib/CHeroHandler.h"
#include "../../lib/mapObjects/CBank.h"
#include "../../lib/mapObjects/CGTownInstance.h"
#include "../../lib/mapObjects/CQuest.h"
#include "../../lib/CPathfinder.h"
#include "../../lib/mapping/CMapDefines.h"
extern boost::thread_specific_ptr<CCallback> cb;
extern boost::thread_specific_ptr<VCAI> ai;
extern FuzzyHelper *fh;
//extern static const int3 dirs[8];
const CGObjectInstance * ObjectIdRef::operator->() const
{
return cb->getObj(id, false);
}
ObjectIdRef::operator const CGObjectInstance*() const
{
return cb->getObj(id, false);
}
ObjectIdRef::ObjectIdRef(ObjectInstanceID _id) : id(_id)
{
}
ObjectIdRef::ObjectIdRef(const CGObjectInstance *obj) : id(obj->id)
{
}
bool ObjectIdRef::operator<(const ObjectIdRef &rhs) const
{
return id < rhs.id;
}
HeroPtr::HeroPtr(const CGHeroInstance *H)
{
if(!H)
{
//init from nullptr should equal to default init
*this = HeroPtr();
return;
}
h = H;
name = h->name;
hid = H->id;
// infosCount[ai->playerID][hid]++;
}
HeroPtr::HeroPtr()
{
h = nullptr;
hid = ObjectInstanceID();
}
HeroPtr::~HeroPtr()
{
// if(hid >= 0)
// infosCount[ai->playerID][hid]--;
}
bool HeroPtr::operator<(const HeroPtr &rhs) const
{
return hid < rhs.hid;
}
const CGHeroInstance * HeroPtr::get(bool doWeExpectNull) const
{
//TODO? check if these all assertions every time we get info about hero affect efficiency
//
//behave terribly when attempting unauthorized access to hero that is not ours (or was lost)
assert(doWeExpectNull || h);
if(h)
{
auto obj = cb->getObj(hid);
const bool owned = obj && obj->tempOwner == ai->playerID;
if(doWeExpectNull && !owned)
{
return nullptr;
}
else
{
assert(obj);
assert(owned);
}
}
return h;
}
const CGHeroInstance * HeroPtr::operator->() const
{
return get();
}
bool HeroPtr::validAndSet() const
{
return get(true);
}
const CGHeroInstance * HeroPtr::operator*() const
{
return get();
}
void foreach_tile_pos(std::function<void(const int3& pos)> foo)
{
// some micro-optimizations since this function gets called a LOT
// callback pointer is thread-specific and slow to retrieve -> read map size only once
int3 mapSize = cb->getMapSize();
for(int i = 0; i < mapSize.x; i++)
for(int j = 0; j < mapSize.y; j++)
for(int k = 0; k < mapSize.z; k++)
foo(int3(i,j,k));
}
void foreach_tile_pos(CCallback * cbp, std::function<void(CCallback * cbp, const int3& pos)> foo)
{
int3 mapSize = cbp->getMapSize();
for(int i = 0; i < mapSize.x; i++)
for(int j = 0; j < mapSize.y; j++)
for(int k = 0; k < mapSize.z; k++)
foo(cbp, int3(i,j,k));
}
void foreach_neighbour(const int3 &pos, std::function<void(const int3& pos)> foo)
{
CCallback * cbp = cb.get(); // avoid costly retrieval of thread-specific pointer
for(const int3 &dir : int3::getDirs())
{
const int3 n = pos + dir;
if(cbp->isInTheMap(n))
foo(pos+dir);
}
}
void foreach_neighbour(CCallback * cbp, const int3 &pos, std::function<void(CCallback * cbp, const int3& pos)> foo)
{
for(const int3 &dir : int3::getDirs())
{
const int3 n = pos + dir;
if(cbp->isInTheMap(n))
foo(cbp, pos+dir);
}
}
bool CDistanceSorter::operator ()(const CGObjectInstance *lhs, const CGObjectInstance *rhs)
{
const CGPathNode *ln = ai->myCb->getPathsInfo(hero)->getPathInfo(lhs->visitablePos()),
*rn = ai->myCb->getPathsInfo(hero)->getPathInfo(rhs->visitablePos());
if(ln->turns != rn->turns)
return ln->turns < rn->turns;
return (ln->moveRemains > rn->moveRemains);
}
bool compareMovement(HeroPtr lhs, HeroPtr rhs)
{
return lhs->movement > rhs->movement;
}
ui64 evaluateDanger(crint3 tile)
{
const TerrainTile *t = cb->getTile(tile, false);
if(!t) //we can know about guard but can't check its tile (the edge of fow)
return 190000000; //MUCH
ui64 objectDanger = 0, guardDanger = 0;
auto visObjs = cb->getVisitableObjs(tile);
if(visObjs.size())
objectDanger = evaluateDanger(visObjs.back());
int3 guardPos = cb->getGuardingCreaturePosition(tile);
if(guardPos.x >= 0 && guardPos != tile)
guardDanger = evaluateDanger(guardPos);
//TODO mozna odwiedzic blockvis nie ruszajac straznika
return std::max(objectDanger, guardDanger);
}
ui64 evaluateDanger(crint3 tile, const CGHeroInstance *visitor)
{
const TerrainTile *t = cb->getTile(tile, false);
if(!t) //we can know about guard but can't check its tile (the edge of fow)
return 190000000; //MUCH
ui64 objectDanger = 0, guardDanger = 0;
auto visitableObjects = cb->getVisitableObjs(tile);
// in some scenarios hero happens to be "under" the object (eg town). Then we consider ONLY the hero.
if(vstd::contains_if(visitableObjects, objWithID<Obj::HERO>))
vstd::erase_if(visitableObjects, [](const CGObjectInstance * obj)
{
return !objWithID<Obj::HERO>(obj);
});
if(const CGObjectInstance * dangerousObject = vstd::backOrNull(visitableObjects))
{
objectDanger = evaluateDanger(dangerousObject); //unguarded objects can also be dangerous or unhandled
if (objectDanger)
{
//TODO: don't downcast objects AI shouldn't know about!
auto armedObj = dynamic_cast<const CArmedInstance*>(dangerousObject);
if (armedObj)
{
float tacticalAdvantage = fh->getTacticalAdvantage(visitor, armedObj);
objectDanger *= tacticalAdvantage; //this line tends to go infinite for allied towns (?)
}
}
if (dangerousObject->ID == Obj::SUBTERRANEAN_GATE)
{ //check guard on the other side of the gate
auto it = ai->knownSubterraneanGates.find(dangerousObject);
if (it != ai->knownSubterraneanGates.end())
{
auto guards = cb->getGuardingCreatures(it->second->visitablePos());
for (auto cre : guards)
{
vstd::amax (guardDanger, evaluateDanger(cre) *
fh->getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance*>(cre)));
}
}
}
}
auto guards = cb->getGuardingCreatures(tile);
for (auto cre : guards)
{
vstd::amax (guardDanger, evaluateDanger(cre) * fh->getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance*>(cre))); //we are interested in strongest monster around
}
//TODO mozna odwiedzic blockvis nie ruszajac straznika
return std::max(objectDanger, guardDanger);
}
ui64 evaluateDanger(const CGObjectInstance *obj)
{
if(obj->tempOwner < PlayerColor::PLAYER_LIMIT && cb->getPlayerRelations(obj->tempOwner, ai->playerID) != PlayerRelations::ENEMIES) //owned or allied objects don't pose any threat
return 0;
switch(obj->ID)
{
case Obj::HERO:
{
InfoAboutHero iah;
cb->getHeroInfo(obj, iah);
return iah.army.getStrength();
}
case Obj::TOWN:
case Obj::GARRISON: case Obj::GARRISON2: //garrison
{
InfoAboutTown iat;
cb->getTownInfo(obj, iat);
return iat.army.getStrength();
}
case Obj::MONSTER:
{
//TODO!!!!!!!!
const CGCreature *cre = dynamic_cast<const CGCreature*>(obj);
return cre->getArmyStrength();
}
case Obj::CREATURE_GENERATOR1:
case Obj::CREATURE_GENERATOR4:
{
const CGDwelling *d = dynamic_cast<const CGDwelling*>(obj);
return d->getArmyStrength();
}
case Obj::MINE:
case Obj::ABANDONED_MINE:
{
const CArmedInstance * a = dynamic_cast<const CArmedInstance*>(obj);
return a->getArmyStrength();
}
case Obj::CRYPT: //crypt
case Obj::CREATURE_BANK: //crebank
case Obj::DRAGON_UTOPIA:
case Obj::SHIPWRECK: //shipwreck
case Obj::DERELICT_SHIP: //derelict ship
// case Obj::PYRAMID:
return fh->estimateBankDanger (dynamic_cast<const CBank *>(obj));
case Obj::PYRAMID:
{
if(obj->subID == 0)
return fh->estimateBankDanger (dynamic_cast<const CBank *>(obj));
else
return 0;
}
default:
return 0;
}
}
bool compareDanger(const CGObjectInstance *lhs, const CGObjectInstance *rhs)
{
return evaluateDanger(lhs) < evaluateDanger(rhs);
}
bool isSafeToVisit(HeroPtr h, crint3 tile)
{
const ui64 heroStrength = h->getTotalStrength(),
dangerStrength = evaluateDanger(tile, *h);
if(dangerStrength)
{
if(heroStrength / SAFE_ATTACK_CONSTANT > dangerStrength)
{
logAi->trace("It's safe for %s to visit tile %s", h->name, tile.toString());
return true;
}
else
return false;
}
return true; //there's no danger
}
bool canBeEmbarkmentPoint(const TerrainTile *t, bool fromWater)
{
//tile must be free of with unoccupied boat
return !t->blocked
|| (!fromWater && t->visitableObjects.size() == 1 && t->topVisitableId() == Obj::BOAT);
//do not try to board when in water sector
}
int3 whereToExplore(HeroPtr h)
{
TimeCheck tc ("where to explore");
int radius = h->getSightRadius();
int3 hpos = h->visitablePos();
auto sm = ai->getCachedSectorMap(h);
//look for nearby objs -> visit them if they're close enouh
const int DIST_LIMIT = 3;
std::vector<const CGObjectInstance *> nearbyVisitableObjs;
for (int x = hpos.x - DIST_LIMIT; x <= hpos.x + DIST_LIMIT; ++x) //get only local objects instead of all possible objects on the map
{
for (int y = hpos.y - DIST_LIMIT; y <= hpos.y + DIST_LIMIT; ++y)
{
for (auto obj : cb->getVisitableObjs (int3(x,y,hpos.z), false))
{
int3 op = obj->visitablePos();
CGPath p;
ai->myCb->getPathsInfo(h.get())->getPath(p, op);
if (p.nodes.size() && p.endPos() == op && p.nodes.size() <= DIST_LIMIT)
if (ai->isGoodForVisit(obj, h, *sm))
nearbyVisitableObjs.push_back(obj);
}
}
}
vstd::removeDuplicates (nearbyVisitableObjs); //one object may occupy multiple tiles
boost::sort(nearbyVisitableObjs, CDistanceSorter(h.get()));
if(nearbyVisitableObjs.size())
return nearbyVisitableObjs.back()->visitablePos();
try //check if nearby tiles allow us to reveal anything - this is quick
{
return ai->explorationBestNeighbour(hpos, radius, h);
}
catch(cannotFulfillGoalException &e)
{
//perform exhaustive search
return ai->explorationNewPoint(h);
}
}
bool isBlockedBorderGate(int3 tileToHit) //TODO: is that function needed? should be handled by pathfinder
{
return cb->getTile(tileToHit)->topVisitableId() == Obj::BORDER_GATE &&
(dynamic_cast <const CGKeys *>(cb->getTile(tileToHit)->visitableObjects.back()))->wasMyColorVisited (ai->playerID);
}
bool isBlockVisitObj(const int3 &pos)
{
if (auto obj = cb->getTopObj(pos))
if (obj->blockVisit) //we can't stand on that object
return true;
return false;
}
int howManyTilesWillBeDiscovered(const int3 &pos, int radious, CCallback * cbp)
{ //TODO: do not explore dead-end boundaries
int ret = 0;
for(int x = pos.x - radious; x <= pos.x + radious; x++)
{
for(int y = pos.y - radious; y <= pos.y + radious; y++)
{
int3 npos = int3(x,y,pos.z);
if(cbp->isInTheMap(npos) && pos.dist2d(npos) - 0.5 < radious && !cbp->isVisible(npos))
{
if (!boundaryBetweenTwoPoints (pos, npos, cbp))
ret++;
}
}
}
return ret;
}
bool boundaryBetweenTwoPoints (int3 pos1, int3 pos2, CCallback * cbp) //determines if two points are separated by known barrier
{
int xMin = std::min (pos1.x, pos2.x);
int xMax = std::max (pos1.x, pos2.x);
int yMin = std::min (pos1.y, pos2.y);
int yMax = std::max (pos1.y, pos2.y);
for (int x = xMin; x <= xMax; ++x)
{
for (int y = yMin; y <= yMax; ++y)
{
int3 tile = int3(x, y, pos1.z); //use only on same level, ofc
if (std::abs(pos1.dist2d(tile) - pos2.dist2d(tile)) < 1.5)
{
if (!(cbp->isVisible(tile) && cbp->getTile(tile)->blocked)) //if there's invisible or unblocked tile between, it's good
return false;
}
}
}
return true; //if all are visible and blocked, we're at dead end
}
int howManyTilesWillBeDiscovered(int radious, int3 pos, crint3 dir)
{
return howManyTilesWillBeDiscovered(pos + dir, radious, cb.get());
}
void getVisibleNeighbours(const std::vector<int3> &tiles, std::vector<int3> &out)
{
for(const int3 &tile : tiles)
{
foreach_neighbour(tile, [&](int3 neighbour)
{
if(cb->isVisible(neighbour))
out.push_back(neighbour);
});
}
}
ui64 howManyReinforcementsCanGet(HeroPtr h, const CGTownInstance *t)
{
ui64 ret = 0;
int freeHeroSlots = GameConstants::ARMY_SIZE - h->stacksCount();
std::vector<const CStackInstance *> toMove;
for(auto const slot : t->Slots())
{
//can be merged woth another stack?
SlotID dst = h->getSlotFor(slot.second->getCreatureID());
if(h->hasStackAtSlot(dst))
ret += t->getPower(slot.first);
else
toMove.push_back(slot.second);
}
boost::sort(toMove, [](const CStackInstance *lhs, const CStackInstance *rhs)
{
return lhs->getPower() < rhs->getPower();
});
for (auto & stack : boost::adaptors::reverse(toMove))
{
if(freeHeroSlots)
{
ret += stack->getPower();
freeHeroSlots--;
}
else
break;
}
return ret;
}
bool compareHeroStrength(HeroPtr h1, HeroPtr h2)
{
return h1->getTotalStrength() < h2->getTotalStrength();
}
bool compareArmyStrength(const CArmedInstance *a1, const CArmedInstance *a2)
{
return a1->getArmyStrength() < a2->getArmyStrength();
}
bool compareArtifacts(const CArtifactInstance *a1, const CArtifactInstance *a2)
{
auto art1 = a1->artType;
auto art2 = a2->artType;
if(art1->price == art2->price)
return art1->valOfBonuses(Bonus::PRIMARY_SKILL) > art2->valOfBonuses(Bonus::PRIMARY_SKILL);
else if(art1->price > art2->price)
return true;
else
return false;
}