mirror of
https://github.com/vcmi/vcmi.git
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b597171f91
- AI won't try to visit tiles occupied by allied heroes by default
3104 lines
79 KiB
C++
3104 lines
79 KiB
C++
#include "StdInc.h"
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#include "VCAI.h"
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#include "../../lib/UnlockGuard.h"
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#include "Fuzzy.h"
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#include "../../lib/CObjectHandler.h"
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#define I_AM_ELEMENTAR return CGoal(*this).setisElementar(true)
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CLogger &aiLogger = tlog6;
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extern FuzzyHelper *fh;
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class CGVisitableOPW;
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const int ACTUAL_RESOURCE_COUNT = 7;
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const double SAFE_ATTACK_CONSTANT = 1.5;
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using namespace vstd;
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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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// CCallback *cb;
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// VCAI *ai;
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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);
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}
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~SetGlobalState()
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{
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ai.release();
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cb.release();
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}
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};
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template <typename Container>
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typename Container::value_type backOrNull(const Container &c) //returns last element of container or NULL if it is empty (to be used with containers of pointers)
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{
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if(c.size())
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return c.back();
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else
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return NULL;
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}
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template <typename Container>
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typename Container::value_type frontOrNull(const Container &c) //returns first element of container or NULL if it is empty (to be used with containers of pointers)
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{
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if(c.size())
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return c.front();
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else
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return NULL;
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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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const int GOLD_RESERVE = 10000; //when buying creatures we want to keep at least this much gold (10000 so at least we'll be able to reach capitol)
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const int HERO_GOLD_COST = 2500;
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const int ALLOWED_ROAMING_HEROES = 8;
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const int GOLD_MINE_PRODUCTION = 1000, WOOD_ORE_MINE_PRODUCTION = 2, RESOURCE_MINE_PRODUCTION = 1;
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std::string goalName(EGoals goalType)
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{
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switch (goalType)
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{
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case INVALID:
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return "INVALID";
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case WIN:
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return "WIN";
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case CONQUER:
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return "CONQUER";
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case BUILD:
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return "BUILD";
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case EXPLORE:
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return "EXPLORE";
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case GATHER_ARMY:
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return "GATHER ARMY";
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case VISIT_TILE:
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return "VISIT TILE";
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case CLEAR_WAY_TO:
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return "CLEAR WAY TO";
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default:
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return boost::lexical_cast<std::string>(goalType);
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}
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}
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bool compareHeroStrength(const CGHeroInstance *h1, const CGHeroInstance *h2)
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{
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return h1->getTotalStrength() < h2->getTotalStrength();
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}
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bool compareArmyStrength(const CArmedInstance *a1, const CArmedInstance *a2)
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{
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return a1->getArmyStrength() < a2->getArmyStrength();
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}
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static const int3 dirs[] = { int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0),
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int3(1,1,0),int3(-1,1,0),int3(1,-1,0),int3(-1,-1,0) };
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struct AILogger
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{
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AILogger()
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{
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lvl = 0;
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}
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int lvl;
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struct Tab
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{
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Tab();
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~Tab();
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};
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} logger;
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AILogger::Tab::Tab()
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{
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logger.lvl++;
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}
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AILogger::Tab::~Tab()
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{
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logger.lvl--;
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}
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struct TimeCheck
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{
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CStopWatch time;
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std::string txt;
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TimeCheck(crstring TXT) : txt(TXT)
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{
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}
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~TimeCheck()
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{
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BNLOG("Time of %s was %d ms.", txt % time.getDiff());
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}
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};
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template<typename T>
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void removeDuplicates(std::vector<T> &vec)
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{
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boost::sort(vec);
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vec.erase(std::unique(vec.begin(), vec.end()), vec.end());
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}
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template<typename Range, typename Predicate>
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void erase_if(Range &vec, Predicate pred)
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{
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vec.erase(boost::remove_if(vec, pred),vec.end());
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}
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struct AtScopeExit
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{
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boost::function<void()> foo;
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AtScopeExit(const boost::function<void()> &FOO) : foo(FOO)
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{}
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~AtScopeExit()
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{
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foo();
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}
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};
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void foreach_tile_pos(boost::function<void(const int3& pos)> foo)
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{
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for(int i = 0; i < cb->getMapSize().x; i++)
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for(int j = 0; j < cb->getMapSize().y; j++)
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for(int k = 0; k < cb->getMapSize().z; k++)
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foo(int3(i,j,k));
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}
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void foreach_neighbour(const int3 &pos, boost::function<void(const int3& pos)> foo)
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{
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BOOST_FOREACH(const int3 &dir, dirs)
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{
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const int3 n = pos + dir;
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if(cb->isInTheMap(n))
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foo(pos+dir);
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}
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}
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unsigned char &retreiveTileN(std::vector< std::vector< std::vector<unsigned char> > > &vectors, const int3 &pos)
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{
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return vectors[pos.x][pos.y][pos.z];
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}
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const unsigned char &retreiveTileN(const std::vector< std::vector< std::vector<unsigned char> > > &vectors, const int3 &pos)
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{
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return vectors[pos.x][pos.y][pos.z];
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}
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void foreach_tile(std::vector< std::vector< std::vector<unsigned char> > > &vectors, boost::function<void(unsigned char &in)> foo)
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{
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for(auto i = vectors.begin(); i != vectors.end(); i++)
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for(auto j = i->begin(); j != i->end(); j++)
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for(auto z = j->begin(); z != j->end(); z++)
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foo(*z);
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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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{
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pos = obj->pos;
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name = obj->getHoverText();
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}
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};
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std::map<const CGObjectInstance *, ObjInfo> helperObjInfo;
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template <typename Container, typename Item>
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bool remove_if_present(Container &c, const Item &item)
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{
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auto i = std::find(c.begin(), c.end(), item);
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if (i != c.end())
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{
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c.erase(i);
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return true;
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}
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return false;
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}
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template <typename V, typename Item, typename Item2>
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bool remove_if_present(std::map<Item,V> & c, const Item2 &item)
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{
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auto i = c.find(item);
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if (i != c.end())
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{
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c.erase(i);
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return true;
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}
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return false;
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}
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template <typename Container, typename Pred>
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void erase(Container &c, Pred pred)
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{
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c.erase(boost::remove_if(c, pred), c.end());
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}
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bool isReachable(const CGObjectInstance *obj)
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{
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return cb->getPathInfo(obj->visitablePos())->turns < 255;
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}
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ui64 howManyReinforcementsCanGet(const CGHeroInstance *h, const CGTownInstance *t)
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{
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ui64 ret = 0;
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int freeHeroSlots = GameConstants::ARMY_SIZE - h->stacksCount();
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std::vector<const CStackInstance *> toMove;
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BOOST_FOREACH(auto const slot, t->Slots())
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{
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//can be merged woth another stack?
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TSlot dst = h->getSlotFor(slot.second->getCreatureID());
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if(h->hasStackAtSlot(dst))
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ret += t->getPower(slot.first);
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else
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toMove.push_back(slot.second);
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}
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boost::sort(toMove, [](const CStackInstance *lhs, const CStackInstance *rhs)
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{
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return lhs->getPower() < rhs->getPower();
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});
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BOOST_REVERSE_FOREACH(const CStackInstance *stack, toMove)
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{
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if(freeHeroSlots)
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{
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ret += stack->getPower();
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freeHeroSlots--;
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}
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else
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break;
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}
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return ret;
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}
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std::string strFromInt3(int3 pos)
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{
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std::ostringstream oss;
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oss << pos;
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return oss.str();
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}
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bool isCloser(const CGObjectInstance *lhs, const CGObjectInstance *rhs)
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{
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const CGPathNode *ln = cb->getPathInfo(lhs->visitablePos()), *rn = cb->getPathInfo(rhs->visitablePos());
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if(ln->turns != rn->turns)
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return ln->turns < rn->turns;
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return (ln->moveRemains > rn->moveRemains);
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};
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bool compareMovement(const CGHeroInstance *lhs, const CGHeroInstance *rhs)
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{
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return lhs->movement > rhs->movement;
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};
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ui64 evaluateDanger(const CGObjectInstance *obj);
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ui64 evaluateDanger(crint3 tile)
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{
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const TerrainTile *t = cb->getTile(tile, false);
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if(!t) //we can know about guard but can't check its tile (the edge of fow)
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return 190000000; //MUCH
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ui64 objectDanger = 0, guardDanger = 0;
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auto visObjs = cb->getVisitableObjs(tile);
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if(visObjs.size())
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objectDanger = evaluateDanger(visObjs.back());
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int3 guardPos = cb->guardingCreaturePosition(tile);
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if(guardPos.x >= 0 && guardPos != tile)
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guardDanger = evaluateDanger(guardPos);
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//TODO mozna odwiedzic blockvis nie ruszajac straznika
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return std::max(objectDanger, guardDanger);
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return 0;
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}
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ui64 evaluateDanger(crint3 tile, const CGHeroInstance *visitor)
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{
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const TerrainTile *t = cb->getTile(tile, false);
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if(!t) //we can know about guard but can't check its tile (the edge of fow)
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return 190000000; //MUCH
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ui64 objectDanger = 0, guardDanger = 0;
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if(const CGObjectInstance * dangerousObject = backOrNull(cb->getVisitableObjs(tile)))
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{
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objectDanger = evaluateDanger(dangerousObject); //unguarded objects can also be dangerous or unhandled
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if (dangerousObject)
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{
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//TODO: don't downcast objects AI shouldnt know about!
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auto armedObj = dynamic_cast<const CArmedInstance*>(dangerousObject);
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if(armedObj)
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objectDanger *= fh->getTacticalAdvantage(visitor, armedObj);
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}
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}
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int3 guardPos = cb->guardingCreaturePosition(tile);
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if(guardPos.x >= 0 && guardPos != tile)
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guardDanger = evaluateDanger(guardPos, visitor);
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//TODO mozna odwiedzic blockvis nie ruszajac straznika
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return std::max(objectDanger, guardDanger);
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return 0;
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}
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ui64 evaluateDanger(const CGObjectInstance *obj)
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{
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if(obj->tempOwner < GameConstants::PLAYER_LIMIT && cb->getPlayerRelations(obj->tempOwner, ai->playerID)) //owned or allied objects don't pose any threat
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return 0;
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switch(obj->ID)
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{
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case GameConstants::HEROI_TYPE:
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{
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InfoAboutHero iah;
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cb->getHeroInfo(obj, iah);
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return iah.army.getStrength();
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}
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case GameConstants::TOWNI_TYPE:
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case Obj::GARRISON: case Obj::GARRISON2: //garrison
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{
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InfoAboutTown iat;
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cb->getTownInfo(obj, iat);
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return iat.army.getStrength();
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}
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case GameConstants::CREI_TYPE:
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{
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//TODO!!!!!!!!
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const CGCreature *cre = dynamic_cast<const CGCreature*>(obj);
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return cre->getArmyStrength();
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}
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case Obj::CREATURE_GENERATOR1:
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{
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const CGDwelling *d = dynamic_cast<const CGDwelling*>(obj);
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return d->getArmyStrength();
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}
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case Obj::CRYPT: //crypt
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case Obj::CREATURE_BANK: //crebank
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case Obj::DRAGON_UTOPIA:
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case Obj::SHIPWRECK: //shipwreck
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case Obj::DERELICT_SHIP: //derelict ship
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case Obj::PYRAMID:
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return fh->estimateBankDanger (VLC->objh->bankObjToIndex(obj));
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default:
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return 0;
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}
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}
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bool compareDanger(const CGObjectInstance *lhs, const CGObjectInstance *rhs)
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{
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return evaluateDanger(lhs) < evaluateDanger(rhs);
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}
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VCAI::VCAI(void)
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{
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LOG_ENTRY;
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myCb = NULL;
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battleAIName = "StupidAI";
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makingTurn = NULL;
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}
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VCAI::~VCAI(void)
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{
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LOG_ENTRY;
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}
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void VCAI::availableCreaturesChanged(const CGDwelling *town)
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{
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NET_EVENT_HANDLER;
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LOG_ENTRY;
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}
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void VCAI::heroMoved(const TryMoveHero & details)
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{
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NET_EVENT_HANDLER;
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LOG_ENTRY;
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if(details.result == TryMoveHero::TELEPORTATION)
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{
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const int3 from = CGHeroInstance::convertPosition(details.start, false),
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to = CGHeroInstance::convertPosition(details.end, false);
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const CGObjectInstance *o1 = frontOrNull(cb->getVisitableObjs(from)),
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*o2 = frontOrNull(cb->getVisitableObjs(to));
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if(o1 && o2 && o1->ID == Obj::SUBTERRANEAN_GATE && o2->ID == Obj::SUBTERRANEAN_GATE)
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{
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knownSubterraneanGates[o1] = o2;
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knownSubterraneanGates[o2] = o1;
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BNLOG("Found a pair of subterranean gates between %s and %s!", from % to);
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}
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}
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}
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void VCAI::stackChagedCount(const StackLocation &location, const TQuantity &change, bool isAbsolute)
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{
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NET_EVENT_HANDLER;
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LOG_ENTRY;
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}
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void VCAI::heroInGarrisonChange(const CGTownInstance *town)
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{
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NET_EVENT_HANDLER;
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LOG_ENTRY;
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}
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void VCAI::centerView(int3 pos, int focusTime)
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{
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NET_EVENT_HANDLER;
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LOG_ENTRY;
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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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NET_EVENT_HANDLER;
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LOG_ENTRY;
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}
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void VCAI::artifactAssembled(const ArtifactLocation &al)
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{
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NET_EVENT_HANDLER;
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LOG_ENTRY;
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}
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void VCAI::showTavernWindow(const CGObjectInstance *townOrTavern)
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{
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NET_EVENT_HANDLER;
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LOG_ENTRY;
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}
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void VCAI::showThievesGuildWindow (const CGObjectInstance * obj)
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{
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NET_EVENT_HANDLER;
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LOG_ENTRY;
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}
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void VCAI::playerBlocked(int reason)
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{
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NET_EVENT_HANDLER;
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LOG_ENTRY;
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if (reason == PlayerBlocked::UPCOMING_BATTLE)
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status.setBattle(UPCOMING_BATTLE);
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}
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void VCAI::showPuzzleMap()
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{
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NET_EVENT_HANDLER;
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LOG_ENTRY;
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}
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void VCAI::showShipyardDialog(const IShipyard *obj)
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{
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NET_EVENT_HANDLER;
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LOG_ENTRY;
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}
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void VCAI::gameOver(ui8 player, bool victory)
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{
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NET_EVENT_HANDLER;
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LOG_ENTRY;
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BNLOG("Player %d: I heard that player %d %s.", playerID % (int)player % (victory ? "won" : "lost"));
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if(player == playerID)
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{
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if(victory)
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{
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tlog0 << "VCAI: I won! Incredible!\n";
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tlog0 << "Turn nr " << myCb->getDate() << std::endl;
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}
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else
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{
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tlog0 << "VCAI: Player " << (int)player << " lost. It's me. What a disappointment! :(\n";
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}
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// //let's make Impossible difficulty finally standing to its name :>
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// if(myCb->getStartInfo()->difficulty == 4 && !victory)
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// {
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// //play dirty: crash the whole engine to avoid lose
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// //that way AI is unbeatable!
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// *(int*)NULL = 666;
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// }
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// TODO - at least write some insults on stdout
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finish();
|
|
}
|
|
}
|
|
|
|
void VCAI::artifactPut(const ArtifactLocation &al)
|
|
{
|
|
NET_EVENT_HANDLER;
|
|
LOG_ENTRY;
|
|
}
|
|
|
|
void VCAI::artifactRemoved(const ArtifactLocation &al)
|
|
{
|
|
NET_EVENT_HANDLER;
|
|
LOG_ENTRY;
|
|
}
|
|
|
|
void VCAI::stacksErased(const StackLocation &location)
|
|
{
|
|
NET_EVENT_HANDLER;
|
|
LOG_ENTRY;
|
|
}
|
|
|
|
void VCAI::artifactDisassembled(const ArtifactLocation &al)
|
|
{
|
|
NET_EVENT_HANDLER;
|
|
LOG_ENTRY;
|
|
}
|
|
|
|
|
|
void VCAI::heroVisit(const CGHeroInstance *visitor, const CGObjectInstance *visitedObj, bool start)
|
|
{
|
|
NET_EVENT_HANDLER;
|
|
LOG_ENTRY;
|
|
if (start)
|
|
{
|
|
visitedObject = const_cast<CGObjectInstance *>(visitedObj); // remember the object and wait for return
|
|
markObjectVisited (visitedObj);
|
|
remove_if_present(reservedObjs, visitedObj); //unreserve objects
|
|
remove_if_present(reservedHeroesMap[visitor], visitedObj);
|
|
}
|
|
}
|
|
|
|
void VCAI::availableArtifactsChanged(const CGBlackMarket *bm /*= NULL*/)
|
|
{
|
|
NET_EVENT_HANDLER;
|
|
LOG_ENTRY;
|
|
}
|
|
|
|
void VCAI::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
|
|
{
|
|
NET_EVENT_HANDLER;
|
|
LOG_ENTRY;
|
|
//buildArmyIn(town);
|
|
//moveCreaturesToHero(town);
|
|
}
|
|
|
|
void VCAI::tileHidden(const boost::unordered_set<int3, ShashInt3> &pos)
|
|
{
|
|
NET_EVENT_HANDLER;
|
|
LOG_ENTRY;
|
|
// BOOST_FOREACH(int3 tile, pos)
|
|
// BOOST_FOREACH(const CGObjectInstance *obj, cb->getVisitableObjs(tile))
|
|
// remove_if_present(visitableObjs, obj);
|
|
visitableObjs.erase(boost::remove_if(visitableObjs, [&](const CGObjectInstance *obj){return !myCb->getObj(obj->id);}), visitableObjs.end());
|
|
}
|
|
|
|
void VCAI::tileRevealed(const boost::unordered_set<int3, ShashInt3> &pos)
|
|
{
|
|
NET_EVENT_HANDLER;
|
|
LOG_ENTRY;
|
|
BOOST_FOREACH(int3 tile, pos)
|
|
BOOST_FOREACH(const CGObjectInstance *obj, myCb->getVisitableObjs(tile))
|
|
addVisitableObj(obj);
|
|
}
|
|
|
|
void VCAI::heroExchangeStarted(si32 hero1, si32 hero2)
|
|
{
|
|
NET_EVENT_HANDLER;
|
|
LOG_ENTRY;
|
|
}
|
|
|
|
void VCAI::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
|
|
{
|
|
NET_EVENT_HANDLER;
|
|
LOG_ENTRY;
|
|
}
|
|
|
|
void VCAI::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
|
|
{
|
|
NET_EVENT_HANDLER;
|
|
LOG_ENTRY;
|
|
}
|
|
|
|
void VCAI::heroMovePointsChanged(const CGHeroInstance * hero)
|
|
{
|
|
NET_EVENT_HANDLER;
|
|
LOG_ENTRY;
|
|
}
|
|
|
|
void VCAI::stackChangedType(const StackLocation &location, const CCreature &newType)
|
|
{
|
|
NET_EVENT_HANDLER;
|
|
LOG_ENTRY;
|
|
}
|
|
|
|
void VCAI::stacksRebalanced(const StackLocation &src, const StackLocation &dst, TQuantity count)
|
|
{
|
|
NET_EVENT_HANDLER;
|
|
LOG_ENTRY;
|
|
}
|
|
|
|
void VCAI::newObject(const CGObjectInstance * obj)
|
|
{
|
|
NET_EVENT_HANDLER;
|
|
LOG_ENTRY;
|
|
if(obj->isVisitable())
|
|
addVisitableObj(obj);
|
|
}
|
|
|
|
void VCAI::objectRemoved(const CGObjectInstance *obj)
|
|
{
|
|
NET_EVENT_HANDLER;
|
|
LOG_ENTRY;
|
|
if(remove_if_present(visitableObjs, obj))
|
|
assert(obj->isVisitable());
|
|
|
|
BOOST_FOREACH(auto &p, reservedHeroesMap)
|
|
remove_if_present(p.second, obj);
|
|
|
|
//TODO
|
|
//there are other places where CGObjectinstance ptrs are stored...
|
|
}
|
|
|
|
void VCAI::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
|
|
{
|
|
NET_EVENT_HANDLER;
|
|
LOG_ENTRY;
|
|
}
|
|
|
|
void VCAI::playerBonusChanged(const Bonus &bonus, bool gain)
|
|
{
|
|
NET_EVENT_HANDLER;
|
|
LOG_ENTRY;
|
|
}
|
|
|
|
void VCAI::newStackInserted(const StackLocation &location, const CStackInstance &stack)
|
|
{
|
|
NET_EVENT_HANDLER;
|
|
LOG_ENTRY;
|
|
}
|
|
|
|
void VCAI::heroCreated(const CGHeroInstance*)
|
|
{
|
|
NET_EVENT_HANDLER;
|
|
LOG_ENTRY;
|
|
}
|
|
|
|
void VCAI::advmapSpellCast(const CGHeroInstance * caster, int spellID)
|
|
{
|
|
NET_EVENT_HANDLER;
|
|
LOG_ENTRY;
|
|
}
|
|
|
|
void VCAI::showInfoDialog(const std::string &text, const std::vector<Component*> &components, int soundID)
|
|
{
|
|
NET_EVENT_HANDLER;
|
|
LOG_ENTRY;
|
|
}
|
|
|
|
void VCAI::requestRealized(PackageApplied *pa)
|
|
{
|
|
NET_EVENT_HANDLER;
|
|
LOG_ENTRY;
|
|
if(status.haveTurn())
|
|
{
|
|
if(pa->packType == typeList.getTypeID<EndTurn>())
|
|
if(pa->result)
|
|
status.madeTurn();
|
|
}
|
|
|
|
if(pa->packType == typeList.getTypeID<QueryReply>())
|
|
{
|
|
status.removeQuery();
|
|
}
|
|
}
|
|
|
|
void VCAI::receivedResource(int type, int val)
|
|
{
|
|
NET_EVENT_HANDLER;
|
|
LOG_ENTRY;
|
|
}
|
|
|
|
void VCAI::stacksSwapped(const StackLocation &loc1, const StackLocation &loc2)
|
|
{
|
|
NET_EVENT_HANDLER;
|
|
LOG_ENTRY;
|
|
}
|
|
|
|
void VCAI::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
|
|
{
|
|
NET_EVENT_HANDLER;
|
|
LOG_ENTRY;
|
|
}
|
|
|
|
void VCAI::heroManaPointsChanged(const CGHeroInstance * hero)
|
|
{
|
|
NET_EVENT_HANDLER;
|
|
LOG_ENTRY;
|
|
}
|
|
|
|
void VCAI::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
|
|
{
|
|
NET_EVENT_HANDLER;
|
|
LOG_ENTRY;
|
|
}
|
|
|
|
void VCAI::battleResultsApplied()
|
|
{
|
|
NET_EVENT_HANDLER;
|
|
LOG_ENTRY;
|
|
assert(status.getBattle() == ENDING_BATTLE);
|
|
status.setBattle(NO_BATTLE);
|
|
}
|
|
|
|
void VCAI::objectPropertyChanged(const SetObjectProperty * sop)
|
|
{
|
|
NET_EVENT_HANDLER;
|
|
LOG_ENTRY;
|
|
if(sop->what == ObjProperty::OWNER)
|
|
{
|
|
if(sop->val == playerID)
|
|
remove_if_present(visitableObjs, myCb->getObj(sop->id));
|
|
//TODO restore lost obj
|
|
}
|
|
}
|
|
|
|
void VCAI::buildChanged(const CGTownInstance *town, int buildingID, int what)
|
|
{
|
|
NET_EVENT_HANDLER;
|
|
LOG_ENTRY;
|
|
}
|
|
|
|
void VCAI::heroBonusChanged(const CGHeroInstance *hero, const Bonus &bonus, bool gain)
|
|
{
|
|
NET_EVENT_HANDLER;
|
|
LOG_ENTRY;
|
|
}
|
|
|
|
void VCAI::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
|
|
{
|
|
NET_EVENT_HANDLER;
|
|
LOG_ENTRY;
|
|
}
|
|
|
|
void VCAI::init(CCallback * CB)
|
|
{
|
|
myCb = CB;
|
|
cbc = CB;
|
|
NET_EVENT_HANDLER;
|
|
LOG_ENTRY;
|
|
playerID = myCb->getMyColor();
|
|
myCb->waitTillRealize = true;
|
|
myCb->unlockGsWhenWaiting = true;
|
|
|
|
if(!fh)
|
|
fh = new FuzzyHelper();
|
|
|
|
retreiveVisitableObjs(visitableObjs);
|
|
}
|
|
|
|
void VCAI::yourTurn()
|
|
{
|
|
NET_EVENT_HANDLER;
|
|
LOG_ENTRY;
|
|
status.startedTurn();
|
|
makingTurn = new boost::thread(&VCAI::makeTurn, this);
|
|
}
|
|
|
|
void VCAI::heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback)
|
|
{
|
|
NET_EVENT_HANDLER;
|
|
LOG_ENTRY;
|
|
status.addQuery();
|
|
requestActionASAP(boost::bind(callback, 0));
|
|
}
|
|
|
|
void VCAI::showBlockingDialog(const std::string &text, const std::vector<Component> &components, ui32 askID, const int soundID, bool selection, bool cancel)
|
|
{
|
|
NET_EVENT_HANDLER;
|
|
LOG_ENTRY;
|
|
int sel = 0;
|
|
status.addQuery();
|
|
|
|
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([=]()
|
|
{
|
|
cb->selectionMade(sel, askID);
|
|
});
|
|
}
|
|
|
|
void VCAI::showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, boost::function<void()> &onEnd)
|
|
{
|
|
NET_EVENT_HANDLER;
|
|
LOG_ENTRY;
|
|
status.addQuery();
|
|
|
|
//you can't request action from action-response thread
|
|
requestActionASAP([=]()
|
|
{
|
|
pickBestCreatures (down, up);
|
|
onEnd();
|
|
});
|
|
}
|
|
|
|
void VCAI::serialize(COSer<CSaveFile> &h, const int version)
|
|
{
|
|
NET_EVENT_HANDLER;
|
|
LOG_ENTRY;
|
|
}
|
|
|
|
void VCAI::serialize(CISer<CLoadFile> &h, const int version)
|
|
{
|
|
NET_EVENT_HANDLER;
|
|
LOG_ENTRY;
|
|
}
|
|
|
|
void makePossibleUpgrades(const CArmedInstance *obj)
|
|
{
|
|
if(!obj)
|
|
return;
|
|
|
|
for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
|
|
{
|
|
if(const CStackInstance *s = obj->getStackPtr(i))
|
|
{
|
|
UpgradeInfo ui;
|
|
cb->getUpgradeInfo(obj, i, ui);
|
|
if(ui.oldID >= 0 && cb->getResourceAmount().canAfford(ui.cost[0] * s->count))
|
|
{
|
|
cb->upgradeCreature(obj, i, ui.newID[0]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void VCAI::makeTurn()
|
|
{
|
|
MAKING_TURN;
|
|
boost::shared_lock<boost::shared_mutex> gsLock(cb->getGsMutex());
|
|
setThreadName(-1, "VCAI::makeTurn");
|
|
|
|
BNLOG("Player %d starting turn", playerID);
|
|
INDENT;
|
|
|
|
switch(cb->getDate(1))
|
|
{
|
|
case 1:
|
|
{
|
|
townVisitsThisWeek.clear();
|
|
std::vector<const CGObjectInstance *> objs;
|
|
retreiveVisitableObjs(objs, true);
|
|
BOOST_FOREACH(const CGObjectInstance *obj, objs)
|
|
{
|
|
if (isWeeklyRevisitable(obj))
|
|
{
|
|
if (!vstd::contains(visitableObjs, obj))
|
|
visitableObjs.push_back(obj);
|
|
auto o = std::find (alreadyVisited.begin(), alreadyVisited.end(), obj);
|
|
if (o != alreadyVisited.end())
|
|
alreadyVisited.erase(o);
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
case 7: //reconsider strategy
|
|
{
|
|
const CGHeroInstance * h = primaryHero();
|
|
if (h) //check if our primary hero can handle danger
|
|
{
|
|
ui64 totalDanger = 0;
|
|
int dangerousObjects = 0;
|
|
std::vector<const CGObjectInstance *> objs;
|
|
retreiveVisitableObjs(objs, false);
|
|
BOOST_FOREACH (auto obj, objs)
|
|
{
|
|
if (evaluateDanger(obj)) //potentilaly dnagerous
|
|
{
|
|
totalDanger += evaluateDanger (obj->visitablePos(), h);
|
|
++dangerousObjects;
|
|
}
|
|
}
|
|
if (dangerousObjects && totalDanger / dangerousObjects > h->getHeroStrength())
|
|
{
|
|
setGoal (h, CGoal(GATHER_ARMY).sethero(h));
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
if(cb->getSelectedHero())
|
|
cb->recalculatePaths();
|
|
|
|
makeTurnInternal();
|
|
vstd::clear_pointer(makingTurn);
|
|
|
|
return;
|
|
}
|
|
|
|
void VCAI::makeTurnInternal()
|
|
{
|
|
saving = 0;
|
|
|
|
//it looks messy here, but it's better to have armed heroes before attempting realizing goals
|
|
BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
|
|
moveCreaturesToHero(t);
|
|
|
|
try
|
|
{
|
|
//Pick objects reserved in previous turn - we expect only nerby objects there
|
|
BOOST_FOREACH (auto hero, reservedHeroesMap)
|
|
{
|
|
cb->setSelection(hero.first);
|
|
boost::sort (hero.second, isCloser);
|
|
BOOST_FOREACH (auto obj, hero.second)
|
|
{
|
|
const CGHeroInstance * h = hero.first;
|
|
striveToGoal (CGoal(VISIT_TILE).sethero(h).settile(obj->visitablePos()));
|
|
}
|
|
}
|
|
|
|
//now try to win
|
|
striveToGoal(CGoal(WIN));
|
|
|
|
//finally, continue our abstract long-temr goals
|
|
std::vector<std::pair<const CGHeroInstance *, CGoal> > safeCopy; //heroes tend to die in the process and loose their goals, unsafe to iterate it
|
|
BOOST_FOREACH (auto h, lockedHeroes)
|
|
{
|
|
safeCopy.push_back(h);
|
|
}
|
|
|
|
auto lockedHeroesSorter = [](std::pair<const CGHeroInstance *, CGoal> h1, std::pair<const CGHeroInstance *, CGoal> h2) -> bool
|
|
{
|
|
return compareMovement (h1.first, h2.first);
|
|
};
|
|
boost::sort(safeCopy, lockedHeroesSorter);
|
|
|
|
while (safeCopy.size()) //continue our goals
|
|
{
|
|
auto it = safeCopy.begin();
|
|
if (it->first && it->first->tempOwner == playerID && vstd::contains(lockedHeroes, it->first)) //make sure hero still has his goal
|
|
{
|
|
cb->setSelection(it->first);
|
|
striveToGoal (it->second);
|
|
}
|
|
safeCopy.erase(it);
|
|
}
|
|
|
|
striveToGoal(CGoal(BUILD)); //TODO: smarter building management
|
|
}
|
|
catch(boost::thread_interrupted &e)
|
|
{
|
|
tlog0 << "Making turn thread has been interrupted. We'll end without calling endTurn.\n";
|
|
return;
|
|
}
|
|
catch(std::exception &e)
|
|
{
|
|
tlog0 << "Making turn thread has caught an exception: " << e.what() << "\n";
|
|
}
|
|
|
|
endTurn();
|
|
}
|
|
|
|
bool VCAI::goVisitObj(const CGObjectInstance * obj, const CGHeroInstance * h)
|
|
{
|
|
int3 dst = obj->visitablePos();
|
|
BNLOG("%s will try to visit %s at (%s)", h->name % obj->hoverName % strFromInt3(dst));
|
|
return moveHeroToTile(dst, h);
|
|
}
|
|
|
|
void VCAI::performObjectInteraction(const CGObjectInstance * obj, const CGHeroInstance * h)
|
|
{
|
|
switch (obj->ID)
|
|
{
|
|
case Obj::CREATURE_GENERATOR1:
|
|
recruitCreatures(dynamic_cast<const CGDwelling *>(obj));
|
|
break;
|
|
}
|
|
}
|
|
|
|
void VCAI::moveCreaturesToHero(const CGTownInstance * t)
|
|
{
|
|
if(t->visitingHero && t->armedGarrison())
|
|
{
|
|
pickBestCreatures (t->visitingHero, t);
|
|
}
|
|
}
|
|
|
|
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;
|
|
BOOST_FOREACH(auto armyPtr, armies)
|
|
BOOST_FOREACH(auto &i, armyPtr->Slots())
|
|
creToPower[i.second->type] += i.second->getPower();
|
|
//TODO - consider more than just power (ie morale penalty, hero specialty in certain stacks, etc)
|
|
|
|
std::vector<const CCreature *> bestArmy; //types that'll be in final dst army
|
|
for (int i = 0; i < GameConstants::ARMY_SIZE; 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
|
|
BOOST_FOREACH(auto armyPtr, armies)
|
|
for (int j = 0; j < GameConstants::ARMY_SIZE; j++)
|
|
if(armyPtr->getCreature(j) == bestArmy[i] && (i != j || armyPtr != army)) //it's a searched creature not in dst slot
|
|
cb->mergeOrSwapStacks(armyPtr, army, j, i);
|
|
|
|
//TODO - having now strongest possible army, we may want to think about arranging stacks
|
|
}
|
|
|
|
void VCAI::recruitCreatures(const CGDwelling * d)
|
|
{
|
|
for(int i = 0; i < d->creatures.size(); i++)
|
|
{
|
|
if(!d->creatures[i].second.size())
|
|
continue;
|
|
|
|
int count = d->creatures[i].first;
|
|
int creID = d->creatures[i].second.back();
|
|
// const CCreature *c = VLC->creh->creatures[creID];
|
|
// if(containsSavedRes(c->cost))
|
|
// continue;
|
|
|
|
TResources myRes = cb->getResourceAmount();
|
|
myRes[Res::GOLD] -= GOLD_RESERVE;
|
|
amin(count, myRes / VLC->creh->creatures[creID]->cost);
|
|
if(count > 0)
|
|
cb->recruitCreatures(d, creID, count, i);
|
|
}
|
|
}
|
|
|
|
void VCAI::buildStructure(const CGTownInstance * t)
|
|
{
|
|
//TODO make *real* town development system
|
|
const int buildings[] = {5, 11, 14, 16, 0, 12, 7, 8, 9, 13, 30, 31, 32, 33, 34, 35, 36, 37, 38,
|
|
39, 40, 41, 42, 43, 1, 2, 3, 4, 17, 18, 19, 21, 22, 23};
|
|
for(int i = 0; i < ARRAY_COUNT(buildings); i++)
|
|
{
|
|
if(t->hasBuilt(buildings[i]))
|
|
continue;
|
|
|
|
const CBuilding *b = VLC->buildh->buildings[t->subID][buildings[i]];
|
|
|
|
int canBuild = cb->canBuildStructure(t, buildings[i]);
|
|
if(canBuild == EBuildingState::ALLOWED)
|
|
{
|
|
if(!containsSavedRes(b->resources))
|
|
{
|
|
BNLOG("Player %d will build %s in town of %s at %s", playerID % b->Name() % t->name % t->pos);
|
|
cb->buildBuilding(t, buildings[i]);
|
|
}
|
|
break;
|
|
}
|
|
else if(canBuild == EBuildingState::NO_RESOURCES)
|
|
{
|
|
TResources mine = cb->getResourceAmount(), cost = VLC->buildh->buildings[t->subID][buildings[i]]->resources,
|
|
income = estimateIncome();
|
|
for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
|
|
{
|
|
int diff = mine[i] - cost[i] + income[i];
|
|
if(diff < 0)
|
|
saving[i] = 1;
|
|
}
|
|
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
|
|
bool isSafeToVisit(const CGHeroInstance *h, crint3 tile)
|
|
{
|
|
const ui64 heroStrength = h->getTotalStrength(),
|
|
dangerStrength = evaluateDanger(tile, h);
|
|
if(dangerStrength)
|
|
{
|
|
if(heroStrength / SAFE_ATTACK_CONSTANT > dangerStrength)
|
|
{
|
|
BNLOG("It's, safe for %s to visit tile %s", h->name % tile);
|
|
return true;
|
|
}
|
|
else
|
|
return false;
|
|
}
|
|
|
|
|
|
return true; //there's no danger
|
|
}
|
|
|
|
std::vector<const CGObjectInstance *> VCAI::getPossibleDestinations(const CGHeroInstance *h)
|
|
{
|
|
validateVisitableObjs();
|
|
std::vector<const CGObjectInstance *> possibleDestinations;
|
|
BOOST_FOREACH(const CGObjectInstance *obj, visitableObjs)
|
|
{
|
|
if(cb->getPathInfo(obj->visitablePos())->reachable() && !obj->wasVisited(playerID) &&
|
|
(obj->tempOwner != playerID || isWeeklyRevisitable(obj))) //flag or get weekly resources / creatures
|
|
possibleDestinations.push_back(obj);
|
|
}
|
|
|
|
boost::sort(possibleDestinations, isCloser);
|
|
|
|
possibleDestinations.erase(boost::remove_if(possibleDestinations, [&](const CGObjectInstance *obj) -> bool
|
|
{
|
|
if(vstd::contains(alreadyVisited, obj))
|
|
return true;
|
|
|
|
if(!isSafeToVisit(h, obj->visitablePos()))
|
|
return true;
|
|
|
|
if (!shouldVisit(h, obj))
|
|
return true;
|
|
|
|
if (vstd::contains(reservedObjs, obj)) //does checking for our own reserved objects make sense? here?
|
|
return true;
|
|
|
|
return false;
|
|
}),possibleDestinations.end());
|
|
|
|
return possibleDestinations;
|
|
}
|
|
|
|
void VCAI::wander(const CGHeroInstance * h)
|
|
{
|
|
while(1)
|
|
{
|
|
std::vector <ObjectIdRef> dests;
|
|
range::copy(reservedHeroesMap[h], std::back_inserter(dests));
|
|
if (!dests.size())
|
|
range::copy(getPossibleDestinations(h), std::back_inserter(dests));
|
|
|
|
if(!dests.size())
|
|
{
|
|
auto compareReinforcements = [h](const CGTownInstance *lhs, const CGTownInstance *rhs) -> bool
|
|
{
|
|
return howManyReinforcementsCanGet(h, lhs) < howManyReinforcementsCanGet(h, rhs);
|
|
};
|
|
|
|
std::vector<const CGTownInstance *> townsReachable;
|
|
std::vector<const CGTownInstance *> townsNotReachable;
|
|
BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
|
|
{
|
|
if(!t->visitingHero && howManyReinforcementsCanGet(h,t) && !vstd::contains(townVisitsThisWeek[h], t))
|
|
{
|
|
if(isReachable(t))
|
|
townsReachable.push_back(t);
|
|
else
|
|
townsNotReachable.push_back(t);
|
|
}
|
|
}
|
|
if(townsReachable.size())
|
|
{
|
|
boost::sort(townsReachable, compareReinforcements);
|
|
dests.emplace_back(townsReachable.back());
|
|
}
|
|
else if(townsNotReachable.size())
|
|
{
|
|
boost::sort(townsNotReachable, compareReinforcements);
|
|
//TODO pick the truly best
|
|
const CGTownInstance *t = townsNotReachable.back();
|
|
BNLOG("%s can't reach any town, we'll try to make our way to %s at %s", h->name % t->name % t->visitablePos());
|
|
int3 pos1 = h->pos;
|
|
striveToGoal(CGoal(CLEAR_WAY_TO).settile(t->visitablePos()).sethero(h));
|
|
if (pos1 == h->pos && h == primaryHero()) //hero can't move
|
|
{
|
|
if(cb->getResourceAmount(Res::GOLD) >= HERO_GOLD_COST && cb->getHeroesInfo().size() < ALLOWED_ROAMING_HEROES && cb->getAvailableHeroes(t).size())
|
|
recruitHero(t);
|
|
}
|
|
break;
|
|
}
|
|
else if(cb->getResourceAmount(Res::GOLD) >= HERO_GOLD_COST)
|
|
{
|
|
std::vector<const CGTownInstance *> towns = cb->getTownsInfo();
|
|
erase_if(towns, [](const CGTownInstance *t) -> bool
|
|
{
|
|
BOOST_FOREACH(const CGHeroInstance *h, cb->getHeroesInfo())
|
|
if(!t->getArmyStrength() || howManyReinforcementsCanGet(h, t))
|
|
return true;
|
|
return false;
|
|
});
|
|
boost::sort(towns, compareArmyStrength);
|
|
if(towns.size())
|
|
recruitHero(towns.back());
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
PNLOG("Nowhere more to go...\n");
|
|
break;
|
|
}
|
|
}
|
|
const ObjectIdRef&dest = dests.front();
|
|
if(!goVisitObj(dest, h))
|
|
{
|
|
if(!dest)
|
|
{
|
|
BNLOG("Visit attempt made the object (id=%d) gone...", dest.id);
|
|
}
|
|
else
|
|
{
|
|
BNLOG("Hero %s apparently used all MPs (%d left)\n", h->name % h->movement);
|
|
reserveObject(h, dest); //reserve that object - we predict it will be reached soon
|
|
|
|
//removed - do not forget abstract goal so easily
|
|
//setGoal(h, CGoal(VISIT_TILE).sethero(h).settile(dest->visitablePos()));
|
|
}
|
|
break;
|
|
}
|
|
|
|
if(h->visitedTown)
|
|
{
|
|
townVisitsThisWeek[h].push_back(h->visitedTown);
|
|
buildArmyIn(h->visitedTown);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void VCAI::setGoal (const CGHeroInstance *h, const CGoal goal)
|
|
{ //TODO: check for presence?
|
|
if (goal.goalType == EGoals::INVALID)
|
|
remove_if_present(lockedHeroes, h);
|
|
else
|
|
lockedHeroes[h] = CGoal(goal).setisElementar(false); //always evaluate goals before realizing
|
|
}
|
|
|
|
void VCAI::setGoal (const CGHeroInstance *h, EGoals goalType)
|
|
{
|
|
if (goalType == EGoals::INVALID)
|
|
remove_if_present(lockedHeroes, h);
|
|
else
|
|
lockedHeroes[h] = CGoal(goalType).setisElementar(false); //always evaluate goals before realizing;
|
|
}
|
|
|
|
void VCAI::completeGoal (const CGoal goal)
|
|
{
|
|
if (const CGHeroInstance * h = goal.hero)
|
|
{
|
|
auto it = lockedHeroes.find(h);
|
|
if (it != lockedHeroes.end())
|
|
if (it->second.goalType == goal.goalType)
|
|
lockedHeroes.erase(it); //goal fulfilled, free hero
|
|
}
|
|
}
|
|
|
|
void VCAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
|
|
{
|
|
NET_EVENT_HANDLER;
|
|
assert(playerID > GameConstants::PLAYER_LIMIT || status.getBattle() == UPCOMING_BATTLE);
|
|
status.setBattle(ONGOING_BATTLE);
|
|
const CGObjectInstance *presumedEnemy = backOrNull(cb->getVisitableObjs(tile)); //may be NULL 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->hoverName : "unknown enemy") % tile);
|
|
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();
|
|
BNLOG("Player %d: I %s the %s!", playerID % (won ? "won" : "lost") % battlename);
|
|
battlename.clear();
|
|
CAdventureAI::battleEnd(br);
|
|
}
|
|
|
|
void VCAI::waitTillFree()
|
|
{
|
|
auto unlock = vstd::makeUnlockSharedGuard(cb->getGsMutex());
|
|
status.waitTillFree();
|
|
}
|
|
|
|
void VCAI::markObjectVisited (const CGObjectInstance *obj)
|
|
{
|
|
if(dynamic_cast<const CGVisitableOPH *>(obj) || //we may want to wisit it with another hero
|
|
dynamic_cast<const CGBonusingObject *>(obj) || //or another time
|
|
(obj->ID == Obj::MONSTER))
|
|
return;
|
|
alreadyVisited.push_back(obj);
|
|
}
|
|
|
|
void VCAI::reserveObject (const CGHeroInstance * h, const CGObjectInstance *obj)
|
|
{
|
|
reservedObjs.push_back(obj);
|
|
reservedHeroesMap[h].push_back(obj);
|
|
}
|
|
|
|
void VCAI::validateVisitableObjs()
|
|
{
|
|
std::vector<const CGObjectInstance *> hlp;
|
|
retreiveVisitableObjs(hlp, true);
|
|
|
|
start:
|
|
BOOST_FOREACH(const CGObjectInstance *obj, visitableObjs)
|
|
if(!vstd::contains(hlp, obj))
|
|
{
|
|
tlog1 << helperObjInfo[obj].name << " at " << helperObjInfo[obj].pos << " shouldn't be on list!\n";
|
|
remove_if_present(visitableObjs, obj);
|
|
goto start;
|
|
}
|
|
}
|
|
|
|
void VCAI::retreiveVisitableObjs(std::vector<const CGObjectInstance *> &out, bool includeOwned /*= false*/) const
|
|
{
|
|
foreach_tile_pos([&](const int3 &pos)
|
|
{
|
|
BOOST_FOREACH(const CGObjectInstance *obj, cb->getVisitableObjs(pos, false))
|
|
{
|
|
if(includeOwned || obj->tempOwner != playerID)
|
|
out.push_back(obj);
|
|
}
|
|
});
|
|
}
|
|
|
|
std::vector<const CGObjectInstance *> VCAI::getFlaggedObjects() const
|
|
{
|
|
std::vector<const CGObjectInstance *> ret;
|
|
retreiveVisitableObjs(ret, true);
|
|
erase_if(ret, [](const CGObjectInstance *obj)
|
|
{
|
|
return obj->tempOwner != ai->playerID;
|
|
});
|
|
return ret;
|
|
}
|
|
|
|
void VCAI::addVisitableObj(const CGObjectInstance *obj)
|
|
{
|
|
visitableObjs.push_back(obj);
|
|
helperObjInfo[obj] = ObjInfo(obj);
|
|
}
|
|
|
|
const CGObjectInstance * VCAI::lookForArt(int aid) const
|
|
{
|
|
BOOST_FOREACH(const CGObjectInstance *obj, ai->visitableObjs)
|
|
{
|
|
if(obj->ID == 5 && obj->subID == aid)
|
|
return obj;
|
|
}
|
|
|
|
return NULL;
|
|
|
|
//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
|
|
|
|
BOOST_FOREACH(const CGHeroInstance *h, cb->getHeroesInfo())
|
|
{
|
|
if(isAccessibleForHero(pos, h))
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
const CGHeroInstance * VCAI::getHeroWithGrail() const
|
|
{
|
|
BOOST_FOREACH(const CGHeroInstance *h, cb->getHeroesInfo())
|
|
if(h->hasArt(2)) //grail
|
|
return h;
|
|
|
|
return NULL;
|
|
}
|
|
|
|
const CGObjectInstance * VCAI::getUnvisitedObj(const boost::function<bool(const CGObjectInstance *)> &predicate)
|
|
{
|
|
//TODO smarter definition of unvisited
|
|
BOOST_FOREACH(const CGObjectInstance *obj, visitableObjs)
|
|
if(predicate(obj) && !vstd::contains(alreadyVisited, obj))
|
|
return obj;
|
|
|
|
return NULL;
|
|
}
|
|
|
|
bool VCAI::isAccessibleForHero(const int3 & pos, const CGHeroInstance * h, bool includeAllies) const
|
|
{
|
|
cb->setSelection(h);
|
|
if (!includeAllies)
|
|
{ //don't visit tile occupied by allied hero
|
|
BOOST_FOREACH (auto obj, cb->getVisitableObjs(pos))
|
|
{
|
|
if (obj->ID == GameConstants::HEROI_TYPE && obj->tempOwner == h->tempOwner && obj != h)
|
|
return false;
|
|
}
|
|
}
|
|
return cb->getPathInfo(pos)->reachable();
|
|
}
|
|
|
|
class cannotFulfillGoalException : public std::exception
|
|
{
|
|
std::string msg;
|
|
public:
|
|
explicit cannotFulfillGoalException(crstring _Message) : msg(_Message)
|
|
{
|
|
}
|
|
|
|
virtual ~cannotFulfillGoalException() throw ()
|
|
{
|
|
};
|
|
|
|
const char *what() const throw () OVERRIDE
|
|
{
|
|
return msg.c_str();
|
|
}
|
|
};
|
|
class goalFulfilledException : public std::exception
|
|
{
|
|
std::string msg;
|
|
public:
|
|
explicit goalFulfilledException(crstring _Message) : msg(_Message)
|
|
{
|
|
}
|
|
|
|
virtual ~goalFulfilledException() throw ()
|
|
{
|
|
};
|
|
|
|
const char *what() const throw () OVERRIDE
|
|
{
|
|
return msg.c_str();
|
|
}
|
|
};
|
|
|
|
bool VCAI::moveHeroToTile(int3 dst, const CGHeroInstance * h)
|
|
{
|
|
visitedObject = NULL;
|
|
int3 startHpos = h->visitablePos();
|
|
bool ret = false;
|
|
if(startHpos == dst)
|
|
{
|
|
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));
|
|
waitTillFree(); //movement may cause battle or blocking dialog
|
|
ret = true;
|
|
}
|
|
else
|
|
{
|
|
CGPath path;
|
|
cb->getPath2(dst, path);
|
|
if(path.nodes.empty())
|
|
{
|
|
tlog1 << "Hero " << h->name << " cannot reach " << dst << std::endl;
|
|
//setGoal(h, INVALID);
|
|
completeGoal (CGoal(VISIT_TILE).sethero(h));
|
|
cb->recalculatePaths();
|
|
throw std::runtime_error("Wrong move order!");
|
|
}
|
|
|
|
int i=path.nodes.size()-1;
|
|
for(; i>0; i--)
|
|
{
|
|
//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())
|
|
//if (endpos == h->pos)
|
|
continue;
|
|
// if(i > 1)
|
|
// {
|
|
// int3 afterEndPos = path.nodes[i-2].coord;
|
|
// if(afterEndPos.z != endpos.z)
|
|
//
|
|
// }
|
|
//tlog0 << "Moving " << h->name << " from " << h->getPosition() << " to " << endpos << std::endl;
|
|
cb->moveHero(h,CGHeroInstance::convertPosition(endpos, true));
|
|
waitTillFree(); //movement may cause battle or blocking dialog
|
|
boost::this_thread::interruption_point();
|
|
if(h->tempOwner != playerID) //we lost hero - remove all tasks assigned to him/her
|
|
{
|
|
remove_if_present(lockedHeroes, h);
|
|
BOOST_FOREACH (auto obj, reservedHeroesMap[h])
|
|
{
|
|
remove_if_present(reservedObjs, obj); //unreserve all objects for that hero
|
|
}
|
|
remove_if_present(reservedHeroesMap, h);
|
|
|
|
throw std::runtime_error("Hero was lost!"); //we need to throw, otherwise hero will be assigned to sth again
|
|
break;
|
|
}
|
|
|
|
}
|
|
ret = !i;
|
|
}
|
|
if (visitedObject) //we step into something interesting
|
|
{
|
|
performObjectInteraction (visitedObject, h);
|
|
}
|
|
|
|
if(h->tempOwner == playerID) //we could have lost hero after last move
|
|
{
|
|
cb->recalculatePaths();
|
|
if (startHpos == h->visitablePos() && !ret) //we didn't move and didn't reach the target
|
|
{
|
|
throw cannotFulfillGoalException("Invalid path found!");
|
|
}
|
|
}
|
|
BNLOG("Hero %s moved from %s to %s", h->name % startHpos % h->visitablePos());
|
|
return ret;
|
|
}
|
|
|
|
int howManyTilesWillBeDiscovered(const int3 &pos, int radious)
|
|
{
|
|
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(cb->isInTheMap(npos) && pos.dist2d(npos) - 0.5 < radious && !cb->isVisible(npos))
|
|
{
|
|
ret++;
|
|
}
|
|
}
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
int howManyTilesWillBeDiscovered(int radious, int3 pos, crint3 dir)
|
|
{
|
|
return howManyTilesWillBeDiscovered(pos + dir, radious);
|
|
}
|
|
|
|
void getVisibleNeighbours(const std::vector<int3> &tiles, std::vector<int3> &out)
|
|
{
|
|
BOOST_FOREACH(const int3 &tile, tiles)
|
|
{
|
|
foreach_neighbour(tile, [&](int3 neighbour)
|
|
{
|
|
if(cb->isVisible(neighbour))
|
|
out.push_back(neighbour);
|
|
});
|
|
}
|
|
}
|
|
|
|
void VCAI::tryRealize(CGoal g)
|
|
{
|
|
BNLOG("Attempting realizing goal with code %s", goalName(g.goalType));
|
|
switch(g.goalType)
|
|
{
|
|
case EXPLORE:
|
|
{
|
|
assert(0); //this goal is not elementar!
|
|
}
|
|
break;
|
|
case RECRUIT_HERO:
|
|
{
|
|
if(const CGTownInstance *t = findTownWithTavern())
|
|
{
|
|
//TODO co jesli nie ma dostepnego bohatera?
|
|
//TODO jezeli miasto jest zablokowane, sprobowac oczyscic wejscie
|
|
cb->recruitHero(t, cb->getAvailableHeroes(t)[0]);
|
|
}
|
|
|
|
//TODO karkolomna alternatywa - tawerna na mapie przygod lub wiezienie (nie wiem, czy warto?)
|
|
}
|
|
break;
|
|
case VISIT_TILE:
|
|
{
|
|
//cb->recalculatePaths();
|
|
if(!g.hero->movement)
|
|
throw cannotFulfillGoalException("Cannot visit tile: hero is out of MPs!");
|
|
if(!g.isBlockedBorderGate(g.tile))
|
|
{
|
|
if (ai->moveHeroToTile(g.tile, g.hero))
|
|
{
|
|
throw goalFulfilledException("");
|
|
}
|
|
}
|
|
else
|
|
throw cannotFulfillGoalException("There's a blocked gate!");
|
|
}
|
|
break;
|
|
case BUILD_STRUCTURE:
|
|
{
|
|
const CGTownInstance *t = g.town;
|
|
|
|
if(!t && g.hero)
|
|
t = g.hero->visitedTown;
|
|
|
|
if(!t)
|
|
{
|
|
BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
|
|
{
|
|
switch(cb->canBuildStructure(t, g.bid))
|
|
{
|
|
case EBuildingState::ALLOWED:
|
|
cb->buildBuilding(t, g.bid);
|
|
return;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else if(cb->canBuildStructure(t, g.bid) == EBuildingState::ALLOWED)
|
|
{
|
|
cb->buildBuilding(t, g.bid);
|
|
return;
|
|
}
|
|
throw cannotFulfillGoalException("Cannot build a given structure!");
|
|
}
|
|
break;
|
|
case DIG_AT_TILE:
|
|
{
|
|
assert(g.hero->visitablePos() == g.tile);
|
|
if (g.hero->diggingStatus() == CGHeroInstance::CAN_DIG)
|
|
{
|
|
cb->dig (g.hero);
|
|
setGoal (g.hero, INVALID); // finished digging
|
|
}
|
|
else
|
|
{
|
|
ai->lockedHeroes[g.hero] = g; //hero who tries to dig shouldn't do anything else
|
|
throw cannotFulfillGoalException("A hero can't dig!\n");
|
|
}
|
|
}
|
|
break;
|
|
|
|
case COLLECT_RES:
|
|
if(const CGObjectInstance *obj = cb->getObj(g.objid, false))
|
|
{
|
|
if(const IMarket *m = IMarket::castFrom(obj, false))
|
|
{
|
|
for (int i = 0; i < ACTUAL_RESOURCE_COUNT; i++)
|
|
{
|
|
if(i == g.resID) continue;
|
|
int toGive, toGet;
|
|
m->getOffer(i, g.resID, toGive, toGet, EMarketMode::RESOURCE_RESOURCE);
|
|
toGive = toGive * (cb->getResourceAmount(i) / toGive);
|
|
cb->trade(obj, EMarketMode::RESOURCE_RESOURCE, i, g.resID, toGive);
|
|
if(cb->getResourceAmount(g.resID) >= g.value)
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
throw cannotFulfillGoalException("I don't know how to use this object to raise resources!");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
saving[g.resID] = 1;
|
|
throw cannotFulfillGoalException("No object that could be used to raise resources!");
|
|
}
|
|
|
|
case CONQUER:
|
|
case GATHER_ARMY:
|
|
case BOOST_HERO:
|
|
// TODO: conquer??
|
|
throw cannotFulfillGoalException("I don't know how to fulfill this!");
|
|
|
|
case BUILD:
|
|
performTypicalActions();
|
|
throw cannotFulfillGoalException("BUILD has been realized as much as possible.");
|
|
|
|
case INVALID:
|
|
throw cannotFulfillGoalException("I don't know how to fulfill this!");
|
|
|
|
default:
|
|
throw cannotFulfillGoalException("Unknown type of goal !");
|
|
}
|
|
}
|
|
|
|
const CGTownInstance * VCAI::findTownWithTavern() const
|
|
{
|
|
BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
|
|
if(vstd::contains(t->builtBuildings, EBuilding::TAVERN) && !t->visitingHero)
|
|
return t;
|
|
|
|
return NULL;
|
|
}
|
|
|
|
std::vector<const CGHeroInstance *> VCAI::getUnblockedHeroes() const
|
|
{
|
|
std::vector<const CGHeroInstance *> ret = cb->getHeroesInfo();
|
|
BOOST_FOREACH(auto h, lockedHeroes)
|
|
{
|
|
if (!h.second.invalid()) //we can use heroes without valid goal
|
|
remove_if_present(ret, h.first);
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
const CGHeroInstance * VCAI::primaryHero() const
|
|
{
|
|
auto hs = cb->getHeroesInfo();
|
|
boost::sort(hs, compareHeroStrength);
|
|
|
|
if(hs.empty())
|
|
return NULL;
|
|
|
|
return hs.back();
|
|
}
|
|
|
|
void VCAI::endTurn()
|
|
{
|
|
tlog4 << "Player " << playerID << " ends turn\n";
|
|
if(!status.haveTurn())
|
|
{
|
|
tlog1 << "Not having turn at the end of turn???\n";
|
|
}
|
|
|
|
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
|
|
|
|
tlog4 << "Player " << playerID << " ended turn\n";
|
|
}
|
|
|
|
void VCAI::striveToGoal(const CGoal &ultimateGoal)
|
|
{
|
|
if (ultimateGoal.invalid())
|
|
return;
|
|
|
|
CGoal abstractGoal;
|
|
|
|
while(1)
|
|
{
|
|
CGoal goal = ultimateGoal;
|
|
BNLOG("Striving to goal of type %s", goalName(ultimateGoal.goalType));
|
|
int maxGoals = 100; //preventing deadlock for mutually dependent goals
|
|
while(!goal.isElementar && !goal.isAbstract && maxGoals)
|
|
{
|
|
INDENT;
|
|
BNLOG("Considering goal %s", goalName(goal.goalType));
|
|
try
|
|
{
|
|
boost::this_thread::interruption_point();
|
|
goal = goal.whatToDoToAchieve();
|
|
--maxGoals;
|
|
}
|
|
catch(std::exception &e)
|
|
{
|
|
BNLOG("Goal %s decomposition failed: %s", goalName(goal.goalType) % e.what());
|
|
return;
|
|
}
|
|
}
|
|
|
|
try
|
|
{
|
|
boost::this_thread::interruption_point();
|
|
|
|
if (goal.hero) //lock this hero to fulfill ultimate goal
|
|
{
|
|
if (maxGoals)
|
|
{
|
|
setGoal (goal.hero, goal);
|
|
}
|
|
else
|
|
{
|
|
setGoal (goal.hero, INVALID); // we seemingly don't know what to do with hero
|
|
}
|
|
}
|
|
|
|
if (goal.isAbstract)
|
|
{
|
|
abstractGoal = goal; //allow only one abstract goal per call
|
|
BNLOG("Choosing abstract goal %s", goalName(goal.goalType));
|
|
break;
|
|
}
|
|
else
|
|
tryRealize(goal);
|
|
|
|
boost::this_thread::interruption_point();
|
|
}
|
|
catch(boost::thread_interrupted &e)
|
|
{
|
|
BNLOG("Player %d: Making turn thread received an interruption!", playerID);
|
|
throw; //rethrow, we want to truly end this thread
|
|
}
|
|
catch(goalFulfilledException &e)
|
|
{
|
|
completeGoal (goal);
|
|
if (maxGoals > 98) //completed goal was main goal
|
|
//TODO: find better condition
|
|
return;
|
|
}
|
|
catch(std::exception &e)
|
|
{
|
|
BNLOG("Failed to realize subgoal of type %s (greater goal type was %s), I will stop.", goalName(goal.goalType) % goalName(ultimateGoal.goalType));
|
|
BNLOG("The error message was: %s", e.what());
|
|
break;
|
|
}
|
|
}
|
|
|
|
//TODO: save abstract goals not related to hero
|
|
if (!abstractGoal.invalid()) //try to realize our one goal
|
|
{
|
|
while (1)
|
|
{
|
|
CGoal goal = CGoal(abstractGoal).setisAbstract(false);
|
|
int maxGoals = 50;
|
|
while (!goal.isElementar && maxGoals) //find elementar goal and fulfill it
|
|
{
|
|
try
|
|
{
|
|
boost::this_thread::interruption_point();
|
|
goal = goal.whatToDoToAchieve();
|
|
--maxGoals;
|
|
}
|
|
catch(std::exception &e)
|
|
{
|
|
BNLOG("Goal %s decomposition failed: %s", goalName(goal.goalType) % e.what());
|
|
return;
|
|
}
|
|
}
|
|
try
|
|
{
|
|
boost::this_thread::interruption_point();
|
|
tryRealize(goal);
|
|
boost::this_thread::interruption_point();
|
|
}
|
|
catch(boost::thread_interrupted &e)
|
|
{
|
|
BNLOG("Player %d: Making turn thread received an interruption!", playerID);
|
|
throw; //rethrow, we want to truly end this thread
|
|
}
|
|
catch(goalFulfilledException &e)
|
|
{
|
|
completeGoal (goal);
|
|
if (maxGoals > 98) //completed goal was main goal
|
|
//TODO: find better condition
|
|
return;
|
|
}
|
|
catch(std::exception &e)
|
|
{
|
|
BNLOG("Failed to realize subgoal of type %s (greater goal type was %s), I will stop.", goalName(goal.goalType) % goalName(ultimateGoal.goalType));
|
|
BNLOG("The error message was: %s", e.what());
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void VCAI::performTypicalActions()
|
|
{
|
|
BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
|
|
{
|
|
BNLOG("Looking into %s", t->name);
|
|
buildStructure(t);
|
|
buildArmyIn(t);
|
|
|
|
if(!ai->primaryHero() ||
|
|
(t->getArmyStrength() > ai->primaryHero()->getArmyStrength() * 2 && !isAccessibleForHero(t->visitablePos(), ai->primaryHero())))
|
|
{
|
|
recruitHero(t);
|
|
buildArmyIn(t);
|
|
}
|
|
}
|
|
|
|
BOOST_FOREACH(const CGHeroInstance *h, getUnblockedHeroes())
|
|
{
|
|
BNLOG("Looking into %s, MP=%d", h->name.c_str() % h->movement);
|
|
INDENT;
|
|
makePossibleUpgrades(h);
|
|
cb->setSelection(h);
|
|
try
|
|
{
|
|
wander(h);
|
|
}
|
|
catch(std::exception &e)
|
|
{
|
|
BNLOG("Cannot use this hero anymore, received exception: %s", e.what());
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
|
|
void VCAI::buildArmyIn(const CGTownInstance * t)
|
|
{
|
|
makePossibleUpgrades(t->visitingHero);
|
|
makePossibleUpgrades(t);
|
|
recruitCreatures(t);
|
|
moveCreaturesToHero(t);
|
|
}
|
|
|
|
int3 VCAI::explorationBestNeighbour(int3 hpos, int radius, const CGHeroInstance * h)
|
|
{
|
|
TimeCheck tc("looking for best exploration neighbour");
|
|
std::map<int3, int> dstToRevealedTiles;
|
|
BOOST_FOREACH(crint3 dir, dirs)
|
|
if(cb->isInTheMap(hpos+dir))
|
|
dstToRevealedTiles[hpos + dir] = howManyTilesWillBeDiscovered(radius, hpos, dir) * isSafeToVisit(h, hpos + dir);
|
|
|
|
auto best = dstToRevealedTiles.begin();
|
|
best->second *= cb->getPathInfo(best->first)->reachable();
|
|
best->second *= cb->getPathInfo(best->first)->accessible == CGPathNode::ACCESSIBLE;
|
|
for(auto i = dstToRevealedTiles.begin(); i != dstToRevealedTiles.end(); i++)
|
|
{
|
|
const CGPathNode *pn = cb->getPathInfo(i->first);
|
|
//const TerrainTile *t = cb->getTile(i->first);
|
|
if(best->second < i->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(int radius, const CGHeroInstance * h, std::vector<std::vector<int3> > &tiles)
|
|
{
|
|
TimeCheck tc("looking for new exploration point");
|
|
tlog0 << "Looking for an another place for exploration...\n";
|
|
tiles.resize(radius);
|
|
|
|
foreach_tile_pos([&](const int3 &pos)
|
|
{
|
|
if(!cb->isVisible(pos))
|
|
tiles[0].push_back(pos);
|
|
});
|
|
|
|
for (int i = 1; i < radius; i++)
|
|
{
|
|
getVisibleNeighbours(tiles[i-1], tiles[i]);
|
|
removeDuplicates(tiles[i]);
|
|
|
|
BOOST_FOREACH(const int3 &tile, tiles[i])
|
|
{
|
|
if(cb->getPathInfo(tile)->reachable() && isSafeToVisit(h, tile) && howManyTilesWillBeDiscovered(tile, radius))
|
|
{
|
|
return tile;
|
|
}
|
|
}
|
|
}
|
|
throw cannotFulfillGoalException("No accessible tile will bring discoveries!");
|
|
}
|
|
|
|
TResources VCAI::estimateIncome() const
|
|
{
|
|
TResources ret;
|
|
BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
|
|
{
|
|
ret[Res::GOLD] += t->dailyIncome();
|
|
|
|
//TODO duplikuje newturn
|
|
if(t->hasBuilt(EBuilding::RESOURCE_SILO)) //there is resource silo
|
|
{
|
|
if(t->town->primaryRes == 127) //we'll give wood and ore
|
|
{
|
|
ret[Res::WOOD] ++;
|
|
ret[Res::ORE] ++;
|
|
}
|
|
else
|
|
{
|
|
ret[t->town->primaryRes] ++;
|
|
}
|
|
}
|
|
}
|
|
|
|
BOOST_FOREACH(const CGObjectInstance *obj, getFlaggedObjects())
|
|
{
|
|
if(obj->ID == Obj::MINE)
|
|
{
|
|
switch(obj->subID)
|
|
{
|
|
case Res::WOOD:
|
|
case Res::ORE:
|
|
ret[obj->subID] += WOOD_ORE_MINE_PRODUCTION;
|
|
break;
|
|
case Res::GOLD:
|
|
case 7: //abandoned mine -> also gold
|
|
ret[Res::GOLD] += GOLD_MINE_PRODUCTION;
|
|
break;
|
|
default:
|
|
ret[obj->subID] += RESOURCE_MINE_PRODUCTION;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
bool VCAI::containsSavedRes(const TResources &cost) const
|
|
{
|
|
for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
|
|
{
|
|
if(saving[i] && cost[i])
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void VCAI::recruitHero(const CGTownInstance * t)
|
|
{
|
|
BNLOG("Trying to recruit a hero in %s at %s", t->name % t->visitablePos())
|
|
cb->recruitHero(t, cb->getAvailableHeroes(t).front());
|
|
}
|
|
|
|
void VCAI::finish()
|
|
{
|
|
if(makingTurn)
|
|
makingTurn->interrupt();
|
|
}
|
|
|
|
void VCAI::requestActionASAP(boost::function<void()> whatToDo)
|
|
{
|
|
boost::barrier b(2);
|
|
boost::thread newThread([&b,this,whatToDo]()
|
|
{
|
|
setThreadName(-1, "VCAI::requestActionASAP::helper");
|
|
SET_GLOBAL_STATE(this);
|
|
boost::shared_lock<boost::shared_mutex> gsLock(cb->getGsMutex());
|
|
b.wait();
|
|
whatToDo();
|
|
});
|
|
b.wait();
|
|
}
|
|
|
|
AIStatus::AIStatus()
|
|
{
|
|
battle = NO_BATTLE;
|
|
remainingQueries = 0;
|
|
havingTurn = false;
|
|
}
|
|
|
|
AIStatus::~AIStatus()
|
|
{
|
|
|
|
}
|
|
|
|
void AIStatus::setBattle(BattleState BS)
|
|
{
|
|
boost::unique_lock<boost::mutex> lock(mx);
|
|
battle = BS;
|
|
cv.notify_all();
|
|
}
|
|
|
|
BattleState AIStatus::getBattle()
|
|
{
|
|
boost::unique_lock<boost::mutex> lock(mx);
|
|
return battle;
|
|
}
|
|
|
|
void AIStatus::addQueries(int val)
|
|
{
|
|
boost::unique_lock<boost::mutex> lock(mx);
|
|
remainingQueries += val;
|
|
BNLOG("Changing count of queries by %d, to a total of %d", val % remainingQueries);
|
|
assert(remainingQueries >= 0);
|
|
cv.notify_all();
|
|
}
|
|
|
|
void AIStatus::addQuery()
|
|
{
|
|
addQueries(1);
|
|
}
|
|
|
|
void AIStatus::removeQuery()
|
|
{
|
|
addQueries(-1);
|
|
}
|
|
|
|
int AIStatus::getQueriesCount()
|
|
{
|
|
boost::unique_lock<boost::mutex> lock(mx);
|
|
return remainingQueries;
|
|
}
|
|
|
|
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)
|
|
cv.wait(lock);
|
|
}
|
|
|
|
bool AIStatus::haveTurn()
|
|
{
|
|
boost::unique_lock<boost::mutex> lock(mx);
|
|
return havingTurn;
|
|
}
|
|
|
|
int3 whereToExplore(const CGHeroInstance *h)
|
|
{
|
|
//TODO it's stupid and ineffective, write sth better
|
|
cb->setSelection(h);
|
|
int radius = h->getSightRadious();
|
|
int3 hpos = h->visitablePos();
|
|
|
|
//look for nearby objs -> visit them if they're close enouh
|
|
const int DIST_LIMIT = 3;
|
|
std::vector<const CGObjectInstance *> nearbyVisitableObjs;
|
|
BOOST_FOREACH(const CGObjectInstance *obj, ai->getPossibleDestinations(h))
|
|
{
|
|
int3 op = obj->visitablePos();
|
|
CGPath p;
|
|
cb->getPath2(op, p);
|
|
if(p.nodes.size() && p.endPos() == op && p.nodes.size() <= DIST_LIMIT)
|
|
nearbyVisitableObjs.push_back(obj);
|
|
}
|
|
boost::sort(nearbyVisitableObjs, isCloser);
|
|
if(nearbyVisitableObjs.size())
|
|
return nearbyVisitableObjs.back()->visitablePos();
|
|
|
|
try
|
|
{
|
|
return ai->explorationBestNeighbour(hpos, radius, h);
|
|
}
|
|
catch(cannotFulfillGoalException &e)
|
|
{
|
|
std::vector<std::vector<int3> > tiles; //tiles[distance_to_fow], metryka taksówkowa
|
|
try
|
|
{
|
|
return ai->explorationNewPoint(radius, h, tiles);
|
|
}
|
|
catch(cannotFulfillGoalException &e)
|
|
{
|
|
std::map<int, std::vector<int3> > profits;
|
|
{
|
|
TimeCheck tc("Evaluating exploration possibilities");
|
|
tiles[0].clear(); //we can't reach FoW anyway
|
|
BOOST_FOREACH(auto &vt, tiles)
|
|
BOOST_FOREACH(auto &tile, vt)
|
|
profits[howManyTilesWillBeDiscovered(tile, radius)].push_back(tile);
|
|
}
|
|
|
|
if(profits.empty())
|
|
throw cannotFulfillGoalException("Cannot explore - no possible ways found!");
|
|
|
|
auto bestDest = profits.end();
|
|
bestDest--;
|
|
return bestDest->second.front(); //TODO which is the real best tile?
|
|
}
|
|
}
|
|
}
|
|
|
|
TSubgoal CGoal::whatToDoToAchieve()
|
|
{
|
|
switch(goalType)
|
|
{
|
|
case WIN:
|
|
{
|
|
const CVictoryCondition &vc = cb->getMapHeader()->victoryCondition;
|
|
EVictoryConditionType::EVictoryConditionType cond = vc.condition;
|
|
|
|
if(!vc.appliesToAI)
|
|
{
|
|
//TODO deduce victory from human loss condition
|
|
cond = EVictoryConditionType::WINSTANDARD;
|
|
}
|
|
|
|
switch(cond)
|
|
{
|
|
case EVictoryConditionType::ARTIFACT:
|
|
return CGoal(GET_ART_TYPE).setaid(vc.ID);
|
|
case EVictoryConditionType::BEATHERO:
|
|
return CGoal(GET_OBJ).setobjid(vc.ID);
|
|
case EVictoryConditionType::BEATMONSTER:
|
|
return CGoal(GET_OBJ).setobjid(vc.ID);
|
|
case EVictoryConditionType::BUILDCITY:
|
|
//TODO build castle/capitol
|
|
break;
|
|
case EVictoryConditionType::BUILDGRAIL:
|
|
{
|
|
if(const CGHeroInstance *h = ai->getHeroWithGrail())
|
|
{
|
|
//hero is in a town that can host Grail
|
|
if(h->visitedTown && !vstd::contains(h->visitedTown->forbiddenBuildings, EBuilding::GRAIL))
|
|
{
|
|
const CGTownInstance *t = h->visitedTown;
|
|
return CGoal(BUILD_STRUCTURE).setbid(EBuilding::GRAIL).settown(t);
|
|
}
|
|
else
|
|
{
|
|
auto towns = cb->getTownsInfo();
|
|
towns.erase(boost::remove_if(towns,
|
|
[](const CGTownInstance *t) -> bool
|
|
{
|
|
return vstd::contains(t->forbiddenBuildings, EBuilding::GRAIL);
|
|
}),
|
|
towns.end());
|
|
boost::sort(towns, isCloser);
|
|
if(towns.size())
|
|
{
|
|
return CGoal(VISIT_TILE).sethero(h).settile(towns.front()->visitablePos());
|
|
}
|
|
}
|
|
}
|
|
double ratio = 0;
|
|
int3 grailPos = cb->getGrailPos(ratio);
|
|
if(ratio > 0.99)
|
|
{
|
|
return CGoal(DIG_AT_TILE).settile(grailPos);
|
|
}
|
|
else if(const CGObjectInstance * obj = ai->getUnvisitedObj(objWithID<Obj::OBELISK>)) //there are unvisited Obelisks
|
|
{
|
|
return CGoal(GET_OBJ).setobjid(obj->id);
|
|
}
|
|
else
|
|
return CGoal(EXPLORE);
|
|
}
|
|
break;
|
|
case EVictoryConditionType::CAPTURECITY:
|
|
return CGoal(GET_OBJ).setobjid(vc.ID);
|
|
case EVictoryConditionType::GATHERRESOURCE:
|
|
return CGoal(COLLECT_RES).setresID(vc.ID).setvalue(vc.count);
|
|
//TODO mines? piles? marketplace?
|
|
//save?
|
|
break;
|
|
case EVictoryConditionType::GATHERTROOP:
|
|
break;
|
|
case EVictoryConditionType::TAKEDWELLINGS:
|
|
break;
|
|
case EVictoryConditionType::TAKEMINES:
|
|
break;
|
|
case EVictoryConditionType::TRANSPORTITEM:
|
|
break;
|
|
case EVictoryConditionType::WINSTANDARD:
|
|
return CGoal(CONQUER);
|
|
default:
|
|
assert(0);
|
|
}
|
|
}
|
|
break;
|
|
case GET_OBJ:
|
|
{
|
|
const CGObjectInstance * obj = cb->getObj(objid);
|
|
if(!obj)
|
|
return CGoal(EXPLORE);
|
|
int3 pos = cb->getObj(objid)->visitablePos();
|
|
return CGoal(VISIT_TILE).settile(pos);
|
|
}
|
|
break;
|
|
case GET_ART_TYPE:
|
|
{
|
|
const CGObjectInstance *artInst = ai->lookForArt(aid);
|
|
if(!artInst)
|
|
{
|
|
TSubgoal alternativeWay = CGoal::lookForArtSmart(aid);
|
|
if(alternativeWay.invalid())
|
|
return CGoal(EXPLORE);
|
|
else
|
|
return alternativeWay;
|
|
}
|
|
else
|
|
return CGoal(GET_OBJ).setobjid(artInst->id);
|
|
}
|
|
break;
|
|
case CLEAR_WAY_TO:
|
|
{
|
|
assert(tile.x >= 0); //set tile
|
|
if(!cb->isVisible(tile))
|
|
{
|
|
tlog1 << "Clear way should be used with visible tiles!\n";
|
|
return CGoal(EXPLORE);
|
|
}
|
|
|
|
const CGHeroInstance *h = hero ? hero : ai->primaryHero();
|
|
if(!h)
|
|
return CGoal(RECRUIT_HERO);
|
|
|
|
cb->setSelection(h);
|
|
|
|
SectorMap sm;
|
|
bool dropToFile = false;
|
|
if(dropToFile) //for debug purposes
|
|
sm.write("test.txt");
|
|
|
|
int3 tileToHit = sm.firstTileToGet(h, tile);
|
|
//if(isSafeToVisit(h, tileToHit))
|
|
if(isBlockedBorderGate(tileToHit))
|
|
throw cannotFulfillGoalException("There's blocked border gate!");
|
|
|
|
if(tileToHit == tile)
|
|
{
|
|
tlog1 << boost::format("Very strange, tile to hit is %s and tile is also %s, while hero %s is at %s\n")
|
|
% tileToHit % tile % h->name % h->visitablePos();
|
|
throw cannotFulfillGoalException("Retreiving first tile to hit failed (probably)!");
|
|
}
|
|
|
|
return CGoal(VISIT_TILE).settile(tileToHit).sethero(h);
|
|
|
|
//TODO czy istnieje lepsza droga?
|
|
|
|
}
|
|
throw cannotFulfillGoalException("Cannot reach given tile!");
|
|
//return CGoal(EXPLORE); // TODO improve
|
|
case EXPLORE:
|
|
{
|
|
if (hero)
|
|
{
|
|
return CGoal(VISIT_TILE).settile(whereToExplore(hero)).sethero(hero);
|
|
}
|
|
|
|
auto hs = cb->getHeroesInfo();
|
|
int howManyHeroes = hs.size();
|
|
|
|
erase(hs, [](const CGHeroInstance *h)
|
|
{
|
|
return contains(ai->lockedHeroes, h);
|
|
});
|
|
if(hs.empty()) //all heroes are busy. buy new one
|
|
{
|
|
if (howManyHeroes < 3 && ai->findTownWithTavern()) //we may want to recruit second hero. TODO: make it smart finally
|
|
return CGoal(RECRUIT_HERO);
|
|
else //find mobile hero with weakest army
|
|
{
|
|
hs = cb->getHeroesInfo();
|
|
erase_if(hs, [](const CGHeroInstance *h)
|
|
{
|
|
return !h->movement; //only hero with movement are of interest for us
|
|
});
|
|
if (hs.empty())
|
|
{
|
|
if (howManyHeroes < GameConstants::MAX_HEROES_PER_PLAYER)
|
|
return CGoal(RECRUIT_HERO);
|
|
else
|
|
throw cannotFulfillGoalException("No heroes with remaining MPs for exploring!\n");
|
|
}
|
|
boost::sort(hs, compareMovement); //closer to what?
|
|
}
|
|
}
|
|
|
|
const CGHeroInstance *h = hs.front();
|
|
|
|
return (*this).sethero(h).setisAbstract(true);
|
|
}
|
|
|
|
I_AM_ELEMENTAR;
|
|
|
|
case RECRUIT_HERO:
|
|
{
|
|
const CGTownInstance *t = ai->findTownWithTavern();
|
|
if(!t)
|
|
return CGoal(BUILD_STRUCTURE).setbid(EBuilding::TAVERN);
|
|
|
|
if(cb->getResourceAmount(Res::GOLD) < HERO_GOLD_COST)
|
|
return CGoal(COLLECT_RES).setresID(Res::GOLD).setvalue(HERO_GOLD_COST);
|
|
|
|
I_AM_ELEMENTAR;
|
|
}
|
|
break;
|
|
|
|
case VISIT_TILE:
|
|
{
|
|
if(!cb->isVisible(tile))
|
|
return CGoal(EXPLORE);
|
|
|
|
if(hero && !ai->isAccessibleForHero(tile, hero))
|
|
hero = NULL;
|
|
|
|
if(!hero)
|
|
{
|
|
if(cb->getHeroesInfo().empty())
|
|
{
|
|
return CGoal(RECRUIT_HERO);
|
|
}
|
|
|
|
BOOST_FOREACH(const CGHeroInstance *h, cb->getHeroesInfo())
|
|
{
|
|
if(ai->isAccessibleForHero(tile, h))
|
|
{
|
|
hero = h;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if(hero)
|
|
{
|
|
if(isSafeToVisit(hero, tile))
|
|
return CGoal(*this).setisElementar(true);
|
|
else
|
|
{
|
|
return CGoal(GATHER_ARMY).sethero(hero);
|
|
}
|
|
}
|
|
else //inaccessible for all heroes
|
|
{
|
|
return CGoal(CLEAR_WAY_TO).settile(tile);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case DIG_AT_TILE:
|
|
{
|
|
const CGObjectInstance *firstObj = frontOrNull(cb->getVisitableObjs(tile));
|
|
if(firstObj && firstObj->ID == GameConstants::HEROI_TYPE && firstObj->tempOwner == ai->playerID) //we have hero at dest
|
|
{
|
|
const CGHeroInstance *h = dynamic_cast<const CGHeroInstance *>(firstObj);
|
|
return CGoal(*this).sethero(h).setisElementar(true);
|
|
}
|
|
|
|
return CGoal(VISIT_TILE).settile(tile);
|
|
}
|
|
break;
|
|
|
|
case BUILD_STRUCTURE:
|
|
//TODO check res
|
|
//look for town
|
|
//prerequisites?
|
|
I_AM_ELEMENTAR;
|
|
case COLLECT_RES:
|
|
{
|
|
|
|
std::vector<const IMarket*> markets;
|
|
|
|
std::vector<const CGObjectInstance*> visObjs;
|
|
ai->retreiveVisitableObjs(visObjs, true);
|
|
BOOST_FOREACH(const CGObjectInstance *obj, visObjs)
|
|
{
|
|
if(const IMarket *m = IMarket::castFrom(obj, false))
|
|
{
|
|
if(obj->ID == GameConstants::TOWNI_TYPE && obj->tempOwner == ai->playerID && m->allowsTrade(EMarketMode::RESOURCE_RESOURCE))
|
|
markets.push_back(m);
|
|
else if(obj->ID == Obj::TRADING_POST) //TODO a moze po prostu test na pozwalanie handlu?
|
|
markets.push_back(m);
|
|
}
|
|
}
|
|
|
|
boost::sort(markets, [](const IMarket *m1, const IMarket *m2) -> bool
|
|
{
|
|
return m1->getMarketEfficiency() < m2->getMarketEfficiency();
|
|
});
|
|
|
|
markets.erase(boost::remove_if(markets, [](const IMarket *market) -> bool
|
|
{
|
|
return !(market->o->ID == GameConstants::TOWNI_TYPE && market->o->tempOwner == ai->playerID)
|
|
&& !ai->isAccessible(market->o->visitablePos());
|
|
}),markets.end());
|
|
|
|
if(!markets.size())
|
|
{
|
|
BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
|
|
{
|
|
if(cb->canBuildStructure(t, EBuilding::MARKETPLACE) == EBuildingState::ALLOWED)
|
|
return CGoal(BUILD_STRUCTURE).settown(t).setbid(EBuilding::MARKETPLACE);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
const IMarket *m = markets.back();
|
|
//attempt trade at back (best prices)
|
|
int howManyCanWeBuy = 0;
|
|
for(int i = 0; i < ACTUAL_RESOURCE_COUNT; i++)
|
|
{
|
|
if(i == resID) continue;
|
|
int toGive = -1, toReceive = -1;
|
|
m->getOffer(i, resID, toGive, toReceive, EMarketMode::RESOURCE_RESOURCE);
|
|
assert(toGive > 0 && toReceive > 0);
|
|
howManyCanWeBuy += toReceive * (cb->getResourceAmount(i) / toGive);
|
|
}
|
|
|
|
if(howManyCanWeBuy + cb->getResourceAmount(resID) >= value)
|
|
{
|
|
auto backObj = backOrNull(cb->getVisitableObjs(m->o->visitablePos())); //it'll be a hero if we have one there; otherwise marketplace
|
|
assert(backObj);
|
|
if(backObj->tempOwner != ai->playerID)
|
|
return CGoal(GET_OBJ).setobjid(m->o->id);
|
|
return setobjid(m->o->id).setisElementar(true);
|
|
}
|
|
}
|
|
}
|
|
return CGoal(INVALID);
|
|
case CONQUER: //TODO: put it into a function?
|
|
{
|
|
auto hs = cb->getHeroesInfo();
|
|
int howManyHeroes = hs.size();
|
|
|
|
erase(hs, [](const CGHeroInstance *h)
|
|
{
|
|
return contains(ai->lockedHeroes, h);
|
|
});
|
|
if(hs.empty()) //all heroes are busy. buy new one
|
|
{
|
|
if (howManyHeroes < 3 && ai->findTownWithTavern()) //we may want to recruit second hero. TODO: make it smart finally
|
|
return CGoal(RECRUIT_HERO);
|
|
else //find mobile hero with weakest army
|
|
{
|
|
hs = cb->getHeroesInfo();
|
|
erase_if(hs, [](const CGHeroInstance *h)
|
|
{
|
|
return !h->movement; //only hero with movement are of interest for us
|
|
});
|
|
if (hs.empty())
|
|
{
|
|
if (howManyHeroes < GameConstants::MAX_HEROES_PER_PLAYER)
|
|
return CGoal(RECRUIT_HERO);
|
|
else
|
|
throw cannotFulfillGoalException("No heroes with remaining MPs for exploring!\n");
|
|
}
|
|
boost::sort(hs, compareHeroStrength);
|
|
}
|
|
}
|
|
|
|
const CGHeroInstance *h = hs.back();
|
|
cb->setSelection(h);
|
|
std::vector<const CGObjectInstance *> objs; //here we'll gather enemy towns and heroes
|
|
ai->retreiveVisitableObjs(objs);
|
|
erase_if(objs, [&](const CGObjectInstance *obj)
|
|
{
|
|
return (obj->ID != GameConstants::TOWNI_TYPE && obj->ID != GameConstants::HEROI_TYPE) //not town/hero
|
|
|| cb->getPlayerRelations(ai->playerID, obj->tempOwner) != 0; //not enemy
|
|
});
|
|
|
|
if(objs.empty())
|
|
return CGoal(EXPLORE); //we need to find an enemy
|
|
|
|
erase_if(objs, [&](const CGObjectInstance *obj)
|
|
{
|
|
return !isSafeToVisit(h, obj->visitablePos());
|
|
});
|
|
|
|
if(objs.empty())
|
|
I_AM_ELEMENTAR;
|
|
|
|
boost::sort(objs, isCloser);
|
|
BOOST_FOREACH(const CGObjectInstance *obj, objs)
|
|
{
|
|
if(ai->isAccessibleForHero(obj->visitablePos(), h))
|
|
return CGoal(VISIT_TILE).sethero(h).settile(obj->visitablePos());
|
|
}
|
|
|
|
return CGoal(EXPLORE); //enemy is inaccessible
|
|
}
|
|
break;
|
|
case BUILD:
|
|
I_AM_ELEMENTAR;
|
|
case INVALID:
|
|
I_AM_ELEMENTAR;
|
|
case GATHER_ARMY:
|
|
{
|
|
//TODO: find hero if none set
|
|
|
|
const CGHeroInstance *h = hero;
|
|
cb->setSelection(h);
|
|
auto compareReinforcements = [h](const CGTownInstance *lhs, const CGTownInstance *rhs) -> bool
|
|
{
|
|
return howManyReinforcementsCanGet(h, lhs) < howManyReinforcementsCanGet(h, rhs);
|
|
};
|
|
|
|
std::vector<const CGTownInstance *> townsReachable;
|
|
BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
|
|
{
|
|
if(!t->visitingHero && howManyReinforcementsCanGet(h,t))
|
|
{
|
|
if(isReachable(t))
|
|
townsReachable.push_back(t);
|
|
}
|
|
}
|
|
|
|
if(townsReachable.size()) //try towns first
|
|
{
|
|
boost::sort(townsReachable, compareReinforcements);
|
|
return CGoal(VISIT_TILE).sethero(hero).settile(townsReachable.back()->visitablePos());
|
|
}
|
|
else
|
|
{
|
|
std::vector<const CGObjectInstance *> objs; //here we'll gather all dwellings
|
|
ai->retreiveVisitableObjs(objs);
|
|
erase_if(objs, [&](const CGObjectInstance *obj)
|
|
{
|
|
return (obj->ID != Obj::CREATURE_GENERATOR1); //not town/ dwelling
|
|
});
|
|
if(objs.empty()) //no possible objects, we did eveyrthing already
|
|
return CGoal(EXPLORE).sethero(hero);
|
|
//TODO: check if we can recruit any creatures there, evaluate army
|
|
|
|
boost::sort(objs, isCloser);
|
|
BOOST_FOREACH(const CGObjectInstance *obj, objs)
|
|
{ //find safe dwelling
|
|
if (isSafeToVisit(hero, obj->visitablePos())) //TODO: make use of multiple heroes
|
|
return CGoal(VISIT_TILE).sethero(hero).settile(obj->visitablePos());
|
|
}
|
|
}
|
|
|
|
return CGoal(EXPLORE); //find dwelling
|
|
}
|
|
break;
|
|
default:
|
|
assert(0);
|
|
}
|
|
|
|
return CGoal(EXPLORE);
|
|
}
|
|
|
|
TSubgoal CGoal::goVisitOrLookFor(const CGObjectInstance *obj)
|
|
{
|
|
if(obj)
|
|
return CGoal(GET_OBJ).setobjid(obj->id);
|
|
else
|
|
return CGoal(EXPLORE);
|
|
}
|
|
|
|
TSubgoal CGoal::lookForArtSmart(int aid)
|
|
{
|
|
return CGoal(INVALID);
|
|
}
|
|
|
|
bool CGoal::invalid() const
|
|
{
|
|
return goalType == INVALID;
|
|
}
|
|
|
|
bool CGoal::isBlockedBorderGate(int3 tileToHit)
|
|
{
|
|
return cb->getTile(tileToHit)->topVisitableID() == Obj::BORDER_GATE
|
|
&& cb->getPathInfo(tileToHit)->accessible != CGPathNode::ACCESSIBLE;
|
|
}
|
|
|
|
SectorMap::SectorMap()
|
|
{
|
|
// int3 sizes = cb->getMapSize();
|
|
// sector.resize(sizes.x);
|
|
// BOOST_FOREACH(auto &i, sector)
|
|
// i.resize(sizes.y);
|
|
//
|
|
// BOOST_FOREACH(auto &i, sector)
|
|
// BOOST_FOREACH(auto &j, i)
|
|
// j.resize(sizes.z, 0);
|
|
update();
|
|
}
|
|
|
|
bool markIfBlocked(ui8 &sec, crint3 pos, const TerrainTile *t)
|
|
{
|
|
if(t->blocked && !t->visitable)
|
|
{
|
|
sec = NOT_AVAILABLE;
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool markIfBlocked(ui8 &sec, crint3 pos)
|
|
{
|
|
return markIfBlocked(sec, pos, cb->getTile(pos));
|
|
}
|
|
|
|
void SectorMap::update()
|
|
{
|
|
clear();
|
|
int curSector = 3; //0 is invisible, 1 is not explored
|
|
foreach_tile_pos([&](crint3 pos)
|
|
{
|
|
if(retreiveTile(pos) == NOT_CHECKED)
|
|
{
|
|
if(!markIfBlocked(retreiveTile(pos), pos))
|
|
exploreNewSector(pos, curSector++);
|
|
}
|
|
});
|
|
valid = true;
|
|
}
|
|
|
|
void SectorMap::clear()
|
|
{
|
|
sector = cb->getVisibilityMap();
|
|
valid = false;
|
|
}
|
|
|
|
bool canBeEmbarkmentPoint(const TerrainTile *t)
|
|
{
|
|
//tile must be free of with unoccupied boat
|
|
return !t->blocked
|
|
|| (t->visitableObjects.size() == 1 && t->topVisitableID() == Obj::BOAT);
|
|
}
|
|
|
|
void SectorMap::exploreNewSector(crint3 pos, int num)
|
|
{
|
|
Sector &s = infoOnSectors[num];
|
|
s.id = num;
|
|
s.water = cb->getTile(pos)->isWater();
|
|
|
|
std::queue<int3> toVisit;
|
|
toVisit.push(pos);
|
|
while(toVisit.size())
|
|
{
|
|
int3 curPos = toVisit.front();
|
|
toVisit.pop();
|
|
ui8 &sec = retreiveTile(curPos);
|
|
if(sec == NOT_CHECKED)
|
|
{
|
|
const TerrainTile *t = cb->getTile(curPos);
|
|
if(!markIfBlocked(sec, curPos, t))
|
|
{
|
|
if(t->isWater() == s.water) //sector is only-water or only-land
|
|
{
|
|
sec = num;
|
|
s.tiles.push_back(curPos);
|
|
foreach_neighbour(curPos, [&](crint3 neighPos)
|
|
{
|
|
if(retreiveTile(neighPos) == NOT_CHECKED)
|
|
{
|
|
toVisit.push(neighPos);
|
|
//parent[neighPos] = curPos;
|
|
}
|
|
const TerrainTile *nt = cb->getTile(neighPos, false);
|
|
if(nt && nt->isWater() != s.water && canBeEmbarkmentPoint(nt))
|
|
{
|
|
s.embarkmentPoints.push_back(neighPos);
|
|
}
|
|
});
|
|
if(t->visitable && vstd::contains(ai->knownSubterraneanGates, t->visitableObjects.front()))
|
|
toVisit.push(ai->knownSubterraneanGates[t->visitableObjects.front()]->pos);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
removeDuplicates(s.embarkmentPoints);
|
|
}
|
|
|
|
void SectorMap::write(crstring fname)
|
|
{
|
|
std::ofstream out(fname);
|
|
for(int k = 0; k < cb->getMapSize().z; k++)
|
|
{
|
|
for(int j = 0; j < cb->getMapSize().y; j++)
|
|
{
|
|
for(int i = 0; i < cb->getMapSize().x; i++)
|
|
{
|
|
out << (int)sector[i][j][k] << '\t';
|
|
}
|
|
out << std::endl;
|
|
}
|
|
out << std::endl;
|
|
}
|
|
}
|
|
|
|
bool isWeeklyRevisitable (const CGObjectInstance * obj)
|
|
{ //TODO: allow polling of remaining creatures in dwelling
|
|
if (dynamic_cast<const CGVisitableOPW *>(obj) || //ensures future compatibility, unlike IDs
|
|
dynamic_cast<const CGDwelling *>(obj) ||
|
|
dynamic_cast<const CBank *>(obj)) //banks tend to respawn often in mods
|
|
return true;
|
|
switch (obj->ID)
|
|
{
|
|
case Obj::STABLES: //any other potential visitable objects?
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool shouldVisit (const CGHeroInstance * h, const CGObjectInstance * obj)
|
|
{
|
|
switch (obj->ID)
|
|
{
|
|
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);
|
|
BOOST_FOREACH(auto level, d->creatures)
|
|
{
|
|
BOOST_FOREACH(auto c, level.second)
|
|
{
|
|
if (h->getSlotFor(c) != -1)
|
|
canRecruitCreatures = true;
|
|
}
|
|
}
|
|
return canRecruitCreatures;
|
|
}
|
|
case Obj::MONOLITH1:
|
|
case Obj::MONOLITH2:
|
|
case Obj::MONOLITH3:
|
|
case Obj::WHIRLPOOL:
|
|
//TODO: mehcanism for handling monoliths
|
|
return false;
|
|
case Obj::SCHOOL_OF_MAGIC:
|
|
case Obj::SCHOOL_OF_WAR:
|
|
{
|
|
TResources myRes = ai->myCb->getResourceAmount();
|
|
if (myRes[Res::GOLD] - GOLD_RESERVE < 1000)
|
|
return false;
|
|
}
|
|
break;
|
|
case Obj::LIBRARY_OF_ENLIGHTENMENT:
|
|
if (h->level < 12)
|
|
return false;
|
|
case Obj::TREE_OF_KNOWLEDGE:
|
|
{
|
|
TResources myRes = ai->myCb->getResourceAmount();
|
|
if (myRes[Res::GOLD] - GOLD_RESERVE < 2000 || myRes[Res::GEMS] < 10)
|
|
return false;
|
|
}
|
|
break;
|
|
}
|
|
|
|
if (obj->wasVisited(h))
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
int3 SectorMap::firstTileToGet(const CGHeroInstance *h, crint3 dst)
|
|
{
|
|
int sourceSector = retreiveTile(h->visitablePos()),
|
|
destinationSector = retreiveTile(dst);
|
|
|
|
if(sourceSector != destinationSector)
|
|
{
|
|
const Sector *src = &infoOnSectors[sourceSector],
|
|
*dst = &infoOnSectors[destinationSector];
|
|
|
|
std::map<const Sector*, const Sector*> preds;
|
|
std::queue<const Sector *> sq;
|
|
sq.push(src);
|
|
while(!sq.empty())
|
|
{
|
|
const Sector *s = sq.front();
|
|
sq.pop();
|
|
|
|
BOOST_FOREACH(int3 ep, s->embarkmentPoints)
|
|
{
|
|
Sector *neigh = &infoOnSectors[retreiveTile(ep)];
|
|
//preds[s].push_back(neigh);
|
|
if(!preds[neigh])
|
|
{
|
|
preds[neigh] = s;
|
|
sq.push(neigh);
|
|
}
|
|
}
|
|
|
|
//TODO consider other types of connections between sectors?
|
|
}
|
|
|
|
if(!preds[dst])
|
|
{
|
|
write("test.txt");
|
|
ai->completeGoal (CGoal(EXPLORE).sethero(h)); //if we can't find the way, seemingly all tiles were explored
|
|
//TODO: more organized way?
|
|
throw cannotFulfillGoalException(str(format("Cannot find connection between sectors %d and %d") % src->id % dst->id));
|
|
}
|
|
|
|
std::vector<const Sector*> toTraverse;
|
|
toTraverse.push_back(dst);
|
|
while(toTraverse.back() != src)
|
|
{
|
|
toTraverse.push_back(preds[toTraverse.back()]);
|
|
}
|
|
|
|
if(preds[dst])
|
|
{
|
|
const Sector *sectorToReach = toTraverse.at(toTraverse.size() - 2);
|
|
if(!src->water && sectorToReach->water) //embark
|
|
{
|
|
//embark on ship -> look for an EP with a boat
|
|
auto firstEP = boost::find_if(src->embarkmentPoints, [=](crint3 pos) -> bool
|
|
{
|
|
const TerrainTile *t = cb->getTile(pos);
|
|
return t && t->visitableObjects.size() == 1 && t->topVisitableID() == Obj::BOAT
|
|
&& retreiveTile(pos) == sectorToReach->id;
|
|
});
|
|
|
|
if(firstEP != src->embarkmentPoints.end())
|
|
{
|
|
return *firstEP;
|
|
}
|
|
else
|
|
{
|
|
//we need to find a shipyard with an access to the desired sector's EP
|
|
//TODO what about Summon Boat spell?
|
|
std::vector<const IShipyard *> shipyards;
|
|
BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
|
|
{
|
|
if(t->hasBuilt(EBuilding::SHIPYARD))
|
|
shipyards.push_back(t);
|
|
}
|
|
|
|
std::vector<const CGObjectInstance*> visObjs;
|
|
ai->retreiveVisitableObjs(visObjs, true);
|
|
BOOST_FOREACH(const CGObjectInstance *obj, visObjs)
|
|
{
|
|
if(obj->ID != GameConstants::TOWNI_TYPE) //towns were handled in the previous loop
|
|
if(const IShipyard *shipyard = IShipyard::castFrom(obj))
|
|
shipyards.push_back(shipyard);
|
|
}
|
|
|
|
shipyards.erase(boost::remove_if(shipyards, [=](const IShipyard *shipyard) -> bool
|
|
{
|
|
return shipyard->state() != 0 || retreiveTile(shipyard->bestLocation()) != sectorToReach->id;
|
|
}),shipyards.end());
|
|
|
|
if(!shipyards.size())
|
|
{
|
|
//TODO consider possibility of building shipyard in a town
|
|
throw cannotFulfillGoalException("There is no known shipyard!");
|
|
}
|
|
|
|
//we have only shipyards that possibly can build ships onto the appropriate EP
|
|
auto ownedGoodShipyard = boost::find_if(shipyards, [](const IShipyard *s) -> bool
|
|
{
|
|
return s->o->tempOwner == ai->playerID;
|
|
});
|
|
|
|
if(ownedGoodShipyard != shipyards.end())
|
|
{
|
|
const IShipyard *s = *ownedGoodShipyard;
|
|
TResources shipCost;
|
|
s->getBoatCost(shipCost);
|
|
if(cb->getResourceAmount().canAfford(shipCost))
|
|
{
|
|
int3 ret = s->bestLocation();
|
|
cb->buildBoat(s);
|
|
return ret;
|
|
}
|
|
else
|
|
{
|
|
//TODO gather res
|
|
throw cannotFulfillGoalException("Not enough resources to build a boat");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
//TODO pick best shipyard to take over
|
|
return shipyards.front()->o->pos;
|
|
}
|
|
}
|
|
}
|
|
else if(src->water && !sectorToReach->water)
|
|
{
|
|
//TODO
|
|
//disembark
|
|
}
|
|
else
|
|
{
|
|
//TODO
|
|
//transition between two land/water sectors. Monolith? Whirlpool? ...
|
|
throw cannotFulfillGoalException("Land-land and water-water inter-sector transitions are not implemented!");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
throw cannotFulfillGoalException("Inter-sector route detection failed: not connected sectors?");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
makeParentBFS(h->visitablePos());
|
|
int3 curtile = dst;
|
|
while(curtile != h->visitablePos())
|
|
{
|
|
if(cb->getPathInfo(curtile)->reachable())
|
|
{
|
|
return curtile;
|
|
}
|
|
else
|
|
{
|
|
auto i = parent.find(curtile);
|
|
if(i != parent.end())
|
|
{
|
|
assert(curtile != i->second);
|
|
curtile = i->second;
|
|
}
|
|
else
|
|
throw cannotFulfillGoalException("Unreachable tile in sector? Should not happen!");
|
|
}
|
|
}
|
|
}
|
|
|
|
throw cannotFulfillGoalException("Impossible happened.");
|
|
}
|
|
|
|
void SectorMap::makeParentBFS(crint3 source)
|
|
{
|
|
parent.clear();
|
|
|
|
int mySector = retreiveTile(source);
|
|
std::queue<int3> toVisit;
|
|
toVisit.push(source);
|
|
while(toVisit.size())
|
|
{
|
|
int3 curPos = toVisit.front();
|
|
toVisit.pop();
|
|
ui8 &sec = retreiveTile(curPos);
|
|
assert(sec == mySector); //consider only tiles from the same sector
|
|
|
|
//const TerrainTile *t = cb->getTile(curPos);
|
|
foreach_neighbour(curPos, [&](crint3 neighPos)
|
|
{
|
|
if(retreiveTile(neighPos) == mySector && !vstd::contains(parent, neighPos))
|
|
{
|
|
toVisit.push(neighPos);
|
|
parent[neighPos] = curPos;
|
|
}
|
|
});
|
|
}
|
|
}
|
|
|
|
unsigned char & SectorMap::retreiveTile(crint3 pos)
|
|
{
|
|
return retreiveTileN(sector, pos);
|
|
}
|
|
|
|
const CGObjectInstance * ObjectIdRef::operator->() const
|
|
{
|
|
return cb->getObj(id, false);
|
|
}
|
|
|
|
ObjectIdRef::operator const CGObjectInstance*() const
|
|
{
|
|
return cb->getObj(id, false);
|
|
}
|
|
|
|
ObjectIdRef::ObjectIdRef(int _id) : id(_id)
|
|
{
|
|
|
|
}
|
|
|
|
ObjectIdRef::ObjectIdRef(const CGObjectInstance *obj) : id(obj->id)
|
|
{
|
|
|
|
}
|
|
|
|
bool ObjectIdRef::operator<(const ObjectIdRef &rhs) const
|
|
{
|
|
return id < rhs.id;
|
|
} |