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vcmi/AI/Nullkiller/AIUtility.cpp

790 lines
20 KiB
C++

/*
* AIUtility.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "AIUtility.h"
#include "AIGateway.h"
#include "Goals/Goals.h"
#include "../../lib/UnlockGuard.h"
#include "../../lib/CConfigHandler.h"
#include "../../lib/mapObjects/MapObjects.h"
#include "../../lib/mapping/CMapDefines.h"
#include "../../lib/gameState/QuestInfo.h"
#include "../../lib/IGameSettings.h"
#include "../../lib/bonuses/Limiters.h"
#include "../../lib/bonuses/Propagators.h"
#include <vcmi/CreatureService.h>
namespace NKAI
{
const CGObjectInstance * ObjectIdRef::operator->() const
{
return cb->getObj(id, false);
}
ObjectIdRef::operator const CGObjectInstance *() const
{
return cb->getObj(id, false);
}
ObjectIdRef::operator bool() const
{
return cb->getObj(id, false);
}
ObjectIdRef::ObjectIdRef(ObjectInstanceID _id)
: id(_id)
{
}
ObjectIdRef::ObjectIdRef(const CGObjectInstance * obj)
: id(obj->id)
{
}
bool ObjectIdRef::operator<(const ObjectIdRef & rhs) const
{
return id < rhs.id;
}
HeroPtr::HeroPtr(const CGHeroInstance * H)
{
if(!H)
{
//init from nullptr should equal to default init
*this = HeroPtr();
return;
}
h = H;
hid = H->id;
// infosCount[ai->playerID][hid]++;
}
HeroPtr::HeroPtr()
{
h = nullptr;
hid = ObjectInstanceID();
}
HeroPtr::~HeroPtr()
{
// if(hid >= 0)
// infosCount[ai->playerID][hid]--;
}
bool HeroPtr::operator<(const HeroPtr & rhs) const
{
return hid < rhs.hid;
}
std::string HeroPtr::name() const
{
if (h)
return h->getNameTextID();
else
return "<NO HERO>";
}
const CGHeroInstance * HeroPtr::get(bool doWeExpectNull) const
{
return get(cb, doWeExpectNull);
}
const CGHeroInstance * HeroPtr::get(const CPlayerSpecificInfoCallback * cb, bool doWeExpectNull) const
{
//TODO? check if these all assertions every time we get info about hero affect efficiency
//
//behave terribly when attempting unauthorized access to hero that is not ours (or was lost)
assert(doWeExpectNull || h);
if(h)
{
auto obj = cb->getObj(hid);
//const bool owned = obj && obj->tempOwner == ai->playerID;
if(doWeExpectNull && !obj)
{
return nullptr;
}
else
{
assert(obj);
//assert(owned);
}
}
return h;
}
const CGHeroInstance * HeroPtr::operator->() const
{
return get();
}
bool HeroPtr::validAndSet() const
{
return get(true);
}
const CGHeroInstance * HeroPtr::operator*() const
{
return get();
}
bool HeroPtr::operator==(const HeroPtr & rhs) const
{
return h == rhs.get(true);
}
bool isSafeToVisit(const CGHeroInstance * h, const CCreatureSet * heroArmy, uint64_t dangerStrength, float safeAttackRatio)
{
const ui64 heroStrength = h->getHeroStrength() * heroArmy->getArmyStrength();
if(dangerStrength)
{
return heroStrength > dangerStrength * safeAttackRatio;
}
return true; //there's no danger
}
bool isSafeToVisit(const CGHeroInstance * h, uint64_t dangerStrength, float safeAttackRatio)
{
return isSafeToVisit(h, h, dangerStrength, safeAttackRatio);
}
bool isObjectRemovable(const CGObjectInstance * obj)
{
//FIXME: move logic to object property!
switch (obj->ID)
{
case Obj::MONSTER:
case Obj::RESOURCE:
case Obj::CAMPFIRE:
case Obj::TREASURE_CHEST:
case Obj::ARTIFACT:
case Obj::BORDERGUARD:
case Obj::FLOTSAM:
case Obj::PANDORAS_BOX:
case Obj::OCEAN_BOTTLE:
case Obj::SEA_CHEST:
case Obj::SHIPWRECK_SURVIVOR:
case Obj::SPELL_SCROLL:
return true;
break;
default:
return false;
break;
}
}
bool canBeEmbarkmentPoint(const TerrainTile * t, bool fromWater)
{
// TODO: Such information should be provided by pathfinder
// Tile must be free or with unoccupied boat
if(!t->blocked())
{
return true;
}
else if(!fromWater) // do not try to board when in water sector
{
if(t->visitableObjects.size() == 1 && t->topVisitableId() == Obj::BOAT)
return true;
}
return false;
}
bool isObjectPassable(const Nullkiller * ai, const CGObjectInstance * obj)
{
return isObjectPassable(obj, ai->playerID, ai->cb->getPlayerRelations(obj->tempOwner, ai->playerID));
}
// Pathfinder internal helper
bool isObjectPassable(const CGObjectInstance * obj, PlayerColor playerColor, PlayerRelations objectRelations)
{
if((obj->ID == Obj::GARRISON || obj->ID == Obj::GARRISON2)
&& objectRelations != PlayerRelations::ENEMIES)
return true;
if(obj->ID == Obj::BORDER_GATE)
{
auto quest = dynamic_cast<const CGKeys *>(obj);
if(quest->wasMyColorVisited(playerColor))
return true;
}
return false;
}
bool isBlockVisitObj(const int3 & pos)
{
if(auto obj = cb->getTopObj(pos))
{
if(obj->isBlockedVisitable()) //we can't stand on that object
return true;
}
return false;
}
creInfo infoFromDC(const dwellingContent & dc)
{
creInfo ci;
ci.count = dc.first;
ci.creID = dc.second.size() ? dc.second.back() : CreatureID(-1); //should never be accessed
if (ci.creID != CreatureID::NONE)
{
ci.level = ci.creID.toCreature()->getLevel(); //this is creature tier, while tryRealize expects dwelling level. Ignore.
}
else
{
ci.level = 0;
}
return ci;
}
bool compareHeroStrength(const CGHeroInstance * h1, const CGHeroInstance * h2)
{
return h1->getTotalStrength() < h2->getTotalStrength();
}
bool compareArmyStrength(const CArmedInstance * a1, const CArmedInstance * a2)
{
return a1->getArmyStrength() < a2->getArmyStrength();
}
double getArtifactBonusRelevance(const CGHeroInstance * hero, const std::shared_ptr<Bonus> & bonus)
{
if (bonus->propagator && bonus->limiter && bonus->propagator->getPropagatorType() == CBonusSystemNode::BATTLE)
{
// assume that this is battle wide / other side propagator+limiter
// consider it as fully relevant since we don't know about future combat when equipping artifacts
return 1.0;
}
const auto & getArmyRatioAffectedByLimiter = [&]()
{
if (!bonus->limiter)
return 1.0;
uint64_t totalStrength = 0;
uint64_t affectedStrength = 0;
const BonusList stillUndecided;
for (const auto & slot : hero->Slots())
{
const auto allBonuses = slot.second->getAllBonuses(Selector::all, Selector::all);
BonusLimitationContext context = {*bonus, *slot.second, *allBonuses, stillUndecided};
uint64_t unitStrength = slot.second->getPower();
if (bonus->limiter->limit(context) == ILimiter::EDecision::ACCEPT)
affectedStrength += unitStrength;
totalStrength += unitStrength;
}
if (totalStrength == 0)
return 0.0;
return static_cast<double>(affectedStrength) / totalStrength;
};
const auto & getArmyPercentageWithBonus = [&](BonusType type)
{
uint64_t totalStrength = 0;
uint64_t affectedStrength = 0;
for (const auto & slot : hero->Slots())
{
uint64_t unitStrength = slot.second->getPower();
if (slot.second->hasBonusOfType(type))
affectedStrength += unitStrength;
totalStrength += unitStrength;
}
if (totalStrength == 0)
return 0.0;
return static_cast<double>(affectedStrength) / totalStrength;
};
const auto & getSpellSchoolKnownSpellsFactor = [&](SpellSchool school)
{
uint64_t totalWeight = 0;
uint64_t knownWeight = 0;
for (auto spellID : VLC->spellh->getDefaultAllowed())
{
auto spell = spellID.toEntity(VLC);
if (!spell->hasSchool(school))
continue;
uint64_t spellLevel = spell->getLevel();
uint64_t spellWeight = spellLevel * spellLevel;
if (!hero->spellbookContainsSpell(spellID))
knownWeight += spellWeight;
totalWeight += spellWeight;
}
if (totalWeight == 0)
return 0.0;
return static_cast<double>(knownWeight) / totalWeight;
};
const auto & getSpellLevelKnownSpellsFactor = [&](int level)
{
uint64_t totalWeight = 0;
uint64_t knownWeight = 0;
for (auto spellID : VLC->spellh->getDefaultAllowed())
{
auto spell = spellID.toEntity(VLC);
if (spell->getLevel() != level)
continue;
if (!hero->spellbookContainsSpell(spellID))
knownWeight += 1;
totalWeight += 1;
}
if (totalWeight == 0)
return 0.0;
return static_cast<double>(knownWeight) / totalWeight;
};
constexpr double notRelevant = 0.0; // artifact is not useful in current conditions
constexpr double relevant = 1.0;
constexpr double veryRelevant = 2.0; // for very situational artifacts, e.g. skill-specific, or army composition-specific
switch (bonus->type)
{
case BonusType::MOVEMENT:
if (hero->boat && bonus->subtype == BonusCustomSubtype::heroMovementSea)
return veryRelevant;
if (!hero->boat && bonus->subtype == BonusCustomSubtype::heroMovementLand)
return relevant;
return notRelevant;
case BonusType::STACKS_SPEED:
case BonusType::STACK_HEALTH:
return getArmyRatioAffectedByLimiter();
case BonusType::MORALE:
return getArmyRatioAffectedByLimiter() * (1 - getArmyPercentageWithBonus(BonusType::UNDEAD)); // TODO: other unaffected, e.g. Golems
case BonusType::LUCK:
return getArmyRatioAffectedByLimiter(); // Do we have luck?
case BonusType::PRIMARY_SKILL:
if (bonus->subtype == PrimarySkill::ATTACK || bonus->subtype == PrimarySkill::DEFENSE)
return getArmyRatioAffectedByLimiter(); // e.g. Vial of Dragonblood - consider only affected unit
else
return relevant; // spellpower / knowledge - always relevant
case BonusType::WATER_WALKING:
case BonusType::FLYING_MOVEMENT:
return hero->boat ? notRelevant : relevant; // boat can't fly
case BonusType::WHIRLPOOL_PROTECTION:
return hero->boat ? relevant : notRelevant;
case BonusType::UNDEAD_RAISE_PERCENTAGE:
return hero->hasBonusOfType(BonusType::IMPROVED_NECROMANCY) ? veryRelevant : notRelevant;
case BonusType::SPELL_DAMAGE:
case BonusType::SPELL_DURATION:
return hero->hasSpellbook() ? relevant : notRelevant;
case BonusType::PERCENTAGE_DAMAGE_BOOST:
if (bonus->subtype == BonusCustomSubtype::damageTypeRanged)
return veryRelevant * getArmyPercentageWithBonus(BonusType::SHOOTER);
if (bonus->subtype == BonusCustomSubtype::damageTypeMelee)
return veryRelevant * (1 - getArmyPercentageWithBonus(BonusType::SHOOTER));
return 0;
case BonusType::FULL_MANA_REGENERATION:
case BonusType::MANA_REGENERATION:
return hero->mana < hero->manaLimit() ? relevant : notRelevant;
case BonusType::LEARN_BATTLE_SPELL_CHANCE:
return hero->hasBonusOfType(BonusType::LEARN_BATTLE_SPELL_LEVEL_LIMIT) ? relevant : notRelevant;
case BonusType::NO_DISTANCE_PENALTY:
case BonusType::NO_WALL_PENALTY:
return getArmyPercentageWithBonus(BonusType::SHOOTER) * veryRelevant;
case BonusType::SPELLS_OF_SCHOOL:
if (!hero->hasSpellbook())
return notRelevant;
return 1 - getSpellSchoolKnownSpellsFactor(bonus->subtype.as<SpellSchool>());
case BonusType::SPELLS_OF_LEVEL:
if (!hero->hasSpellbook())
return notRelevant;
return 1 - getSpellLevelKnownSpellsFactor(bonus->subtype.getNum());
// Potential TODO's
// case BonusType::MAGIC_RESISTANCE:
// case BonusType::FREE_SHIP_BOARDING:
// case BonusType::GENERATE_RESOURCE:
// case BonusType::CREATURE_GROWTH:
//
// case BonusType::SPELLS_OF_LEVEL:
// case BonusType::SIGHT_RADIUS:
}
return 1.0;
}
int32_t getArtifactBonusScoreImpl(const std::shared_ptr<Bonus> & bonus)
{
switch (bonus->type)
{
case BonusType::MOVEMENT:
if (bonus->subtype == BonusCustomSubtype::heroMovementLand)
return bonus->val * 20;
if (bonus->subtype == BonusCustomSubtype::heroMovementSea)
return bonus->val * 10;
return 0;
case BonusType::STACKS_SPEED:
return bonus->val * 8000;
case BonusType::MORALE:
return bonus->val * 1500;
case BonusType::LUCK:
return bonus->val * 1000;
case BonusType::PRIMARY_SKILL:
return bonus->val * 1000;
case BonusType::SURRENDER_DISCOUNT:
return 0; // irrelevant in gameplay
case BonusType::WATER_WALKING:
return 5000;
case BonusType::FREE_SHIP_BOARDING:
return 10000;
case BonusType::WHIRLPOOL_PROTECTION:
return 5000;
case BonusType::FLYING_MOVEMENT:
return 20000;
case BonusType::UNDEAD_RAISE_PERCENTAGE:
return bonus->val * 400;
case BonusType::GENERATE_RESOURCE:
return bonus->val * VLC->objh->resVals.at(bonus->subtype.as<GameResID>().getNum()) * 10;
case BonusType::SPELL_DURATION:
return bonus->val * 200;
case BonusType::MAGIC_RESISTANCE:
return bonus->val * 400;
case BonusType::PERCENTAGE_DAMAGE_BOOST:
if (bonus->subtype == BonusCustomSubtype::damageTypeRanged)
return bonus->val * 200;
if (bonus->subtype == BonusCustomSubtype::damageTypeMelee)
return bonus->val * 500;
return 0;
case BonusType::CREATURE_GROWTH:
return (1+bonus->subtype.getNum()) * bonus->val * 400;
case BonusType::FULL_MANA_REGENERATION:
return 15000;
case BonusType::MANA_REGENERATION:
return bonus->val * 500;
case BonusType::SPELLS_OF_SCHOOL:
return 20000;
case BonusType::SPELLS_OF_LEVEL:
return bonus->subtype.getNum() * 6000;
case BonusType::SPELL_DAMAGE:
return bonus->val * 120;
case BonusType::SIGHT_RADIUS:
return bonus->val * 1000;
case BonusType::LEARN_BATTLE_SPELL_CHANCE:
return 0; // irrelevant in gameplay
case BonusType::STACK_HEALTH:
return bonus->val * 5000;
case BonusType::NO_DISTANCE_PENALTY:
return 10000;
case BonusType::NO_WALL_PENALTY:
return 5000;
}
return 0;
// Additional bonuses to consider from H3 artifacts:
// MIND_IMMUNITY
// BLOCK_MAGIC_ABOVE
// SPELL_IMMUNITY
// NEGATE_ALL_NATURAL_IMMUNITIES
// SPELL_RESISTANCE_AURA
// SPELL
// BATTLE_NO_FLEEING
// BLOCK_ALL_MAGIC
// NONEVIL_ALIGNMENT_MIX
// OPENING_BATTLE_SPELL
// IMPROVED_NECROMANCY
// HP_REGENERATION
// CREATURE_GROWTH_PERCENT
// LEVEL_SPELL_IMMUNITY
// FREE_SHOOTING
// FULL_MANA_REGENERATION
}
int32_t getArtifactBonusScore(const std::shared_ptr<Bonus> & bonus)
{
if (bonus->propagator && bonus->propagator->getPropagatorType() == CBonusSystemNode::BATTLE)
{
if (bonus->limiter)
{
// assume that this is battle wide / other side propagator+limiter -> invert value
return -getArtifactBonusScoreImpl(bonus);
}
else
{
return 0; // TODO? How to consider battle-wide bonuses that affect everyone?
}
}
else
{
return getArtifactBonusScoreImpl(bonus);
}
}
int64_t getPotentialArtifactScore(const CArtifact * type)
{
int64_t totalScore = 0;
for (const auto & bonus : type->getExportedBonusList())
totalScore += getArtifactBonusScore(bonus);
if (type->hasParts())
{
for (const auto & part : type->getConstituents())
{
for (const auto & bonus : part->getExportedBonusList())
totalScore += getArtifactBonusScore(bonus);
}
}
int64_t finalScore = std::max<int64_t>(type->getPrice() / 5, totalScore );
return finalScore;
}
int64_t getArtifactScoreForHero(const CGHeroInstance * hero, const CArtifactInstance * artifact)
{
if (artifact->isScroll())
{
auto spellID = artifact->getScrollSpellID();
auto spell = spellID.toEntity(VLC);
if (hero->getSpellsInSpellbook().count(spellID))
return 0;
else
return spell->getLevel() * 100;
}
const CArtifact * type = artifact->getType();
int64_t totalScore = 0;
if (type->getId() == ArtifactID::SPELLBOOK)
return 0;
for (const auto & bonus : type->getExportedBonusList())
totalScore += getArtifactBonusRelevance(hero, bonus) * getArtifactBonusScore(bonus);
if (type->hasParts())
{
for (const auto & part : type->getConstituents())
{
for (const auto & bonus : part->getExportedBonusList())
totalScore += getArtifactBonusRelevance(hero, bonus) * getArtifactBonusScore(bonus);
}
}
return totalScore;
}
bool isWeeklyRevisitable(const Nullkiller * ai, const CGObjectInstance * obj)
{
if(!obj)
return false;
//TODO: allow polling of remaining creatures in dwelling
if(const auto * rewardable = dynamic_cast<const CRewardableObject *>(obj))
return rewardable->configuration.getResetDuration() == 7;
if(dynamic_cast<const CGDwelling *>(obj))
return true;
switch(obj->ID)
{
case Obj::HILL_FORT:
return true;
case Obj::BORDER_GATE:
case Obj::BORDERGUARD:
return (dynamic_cast<const CGKeys *>(obj))->wasMyColorVisited(ai->playerID); //FIXME: they could be revisited sooner than in a week
}
return false;
}
uint64_t timeElapsed(std::chrono::time_point<std::chrono::high_resolution_clock> start)
{
auto end = std::chrono::high_resolution_clock::now();
return std::chrono::duration_cast<std::chrono::milliseconds>(end - start).count();
}
int getDuplicatingSlots(const CArmedInstance * army)
{
int duplicatingSlots = 0;
for(auto stack : army->Slots())
{
if(stack.second->getCreature() && army->getSlotFor(stack.second->getCreature()) != stack.first)
duplicatingSlots++;
}
return duplicatingSlots;
}
// todo: move to obj manager
bool shouldVisit(const Nullkiller * ai, const CGHeroInstance * h, const CGObjectInstance * obj)
{
auto relations = ai->cb->getPlayerRelations(obj->tempOwner, h->tempOwner);
switch(obj->ID)
{
case Obj::TOWN:
case Obj::HERO: //never visit our heroes at random
return relations == PlayerRelations::ENEMIES; //do not visit our towns at random
case Obj::BORDER_GATE:
{
for(auto q : ai->cb->getMyQuests())
{
if(q.obj == obj)
{
return false; // do not visit guards or gates when wandering
}
}
return true; //we don't have this quest yet
}
case Obj::BORDERGUARD: //open borderguard if possible
return (dynamic_cast<const CGKeys *>(obj))->wasMyColorVisited(ai->playerID);
case Obj::SEER_HUT:
{
for(auto q : ai->cb->getMyQuests())
{
if(q.obj == obj)
{
if(q.quest->checkQuest(h))
return true; //we completed the quest
else
return false; //we can't complete this quest
}
}
return true; //we don't have this quest yet
}
case Obj::CREATURE_GENERATOR1:
{
if(relations == PlayerRelations::ENEMIES)
return true; //flag just in case
if(relations == PlayerRelations::ALLIES)
return false;
const CGDwelling * d = dynamic_cast<const CGDwelling *>(obj);
auto duplicatingSlotsCount = getDuplicatingSlots(h);
for(auto level : d->creatures)
{
for(auto c : level.second)
{
if(level.first
&& (h->getSlotFor(CreatureID(c)) != SlotID() || duplicatingSlotsCount > 0)
&& ai->cb->getResourceAmount().canAfford(c.toCreature()->getFullRecruitCost()))
{
return true;
}
}
}
return false;
}
case Obj::HILL_FORT:
{
for(auto slot : h->Slots())
{
if(slot.second->getType()->hasUpgrades())
return true; //TODO: check price?
}
return false;
}
case Obj::MONOLITH_ONE_WAY_ENTRANCE:
case Obj::MONOLITH_ONE_WAY_EXIT:
case Obj::MONOLITH_TWO_WAY:
case Obj::WHIRLPOOL:
return false;
case Obj::SCHOOL_OF_MAGIC:
case Obj::SCHOOL_OF_WAR:
{
if(ai->getFreeGold() < 1000)
return false;
break;
}
case Obj::LIBRARY_OF_ENLIGHTENMENT:
if(h->level < 10)
return false;
break;
case Obj::TREE_OF_KNOWLEDGE:
{
if(ai->heroManager->getHeroRole(h) == HeroRole::SCOUT)
return false;
TResources myRes = ai->getFreeResources();
if(myRes[EGameResID::GOLD] < 2000 || myRes[EGameResID::GEMS] < 10)
return false;
break;
}
case Obj::MAGIC_WELL:
return h->mana < h->manaLimit();
case Obj::PRISON:
return !ai->heroManager->heroCapReached();
case Obj::TAVERN:
case Obj::EYE_OF_MAGI:
case Obj::BOAT:
case Obj::SIGN:
return false;
}
if(obj->wasVisited(h))
return false;
auto rewardable = dynamic_cast<const Rewardable::Interface *>(obj);
if(rewardable && rewardable->getAvailableRewards(h, Rewardable::EEventType::EVENT_FIRST_VISIT).empty())
{
return false;
}
return true;
}
bool townHasFreeTavern(const CGTownInstance * town)
{
if(!town->hasBuilt(BuildingID::TAVERN)) return false;
if(!town->visitingHero) return true;
bool canMoveVisitingHeroToGarrison = !town->getUpperArmy()->stacksCount();
return canMoveVisitingHeroToGarrison;
}
uint64_t getHeroArmyStrengthWithCommander(const CGHeroInstance * hero, const CCreatureSet * heroArmy, int fortLevel)
{
auto armyStrength = heroArmy->getArmyStrength(fortLevel);
if(hero && hero->commander && hero->commander->alive)
{
armyStrength += 100 * hero->commander->level;
}
return armyStrength;
}
}