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vcmi/AI/VCAI/VCAI.cpp
2012-12-16 16:54:20 +00:00

3979 lines
107 KiB
C++

#include "StdInc.h"
#include "VCAI.h"
#include "../../lib/UnlockGuard.h"
#include "../../lib/CObjectHandler.h"
#include "../../lib/CConfigHandler.h"
#include "../../lib/CHeroHandler.h"
#define I_AM_ELEMENTAR return CGoal(*this).setisElementar(true)
CLogger &aiLogger = tlog6;
extern FuzzyHelper *fh;
class CGVisitableOPW;
const int ACTUAL_RESOURCE_COUNT = 7;
const double SAFE_ATTACK_CONSTANT = 1.5;
using namespace vstd;
//one thread may be turn of AI and another will be handling a side effect for AI2
boost::thread_specific_ptr<CCallback> cb;
boost::thread_specific_ptr<VCAI> ai;
//std::map<int, std::map<int, int> > HeroView::infosCount;
// CCallback *cb;
// VCAI *ai;
//helper RAII to manage global ai/cb ptrs
struct SetGlobalState
{
SetGlobalState(VCAI * AI)
{
assert(!ai.get());
assert(!cb.get());
ai.reset(AI);
cb.reset(AI->myCb);
}
~SetGlobalState()
{
ai.release();
cb.release();
}
};
template <typename Container>
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)
{
if(c.size())
return c.back();
else
return NULL;
}
template <typename Container>
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)
{
if(c.size())
return c.front();
else
return NULL;
}
#define SET_GLOBAL_STATE(ai) SetGlobalState _hlpSetState(ai);
#define NET_EVENT_HANDLER SET_GLOBAL_STATE(this)
#define MAKING_TURN SET_GLOBAL_STATE(this)
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)
const int HERO_GOLD_COST = 2500;
const int ALLOWED_ROAMING_HEROES = 8;
const int GOLD_MINE_PRODUCTION = 1000, WOOD_ORE_MINE_PRODUCTION = 2, RESOURCE_MINE_PRODUCTION = 1;
std::string CGoal::name() const
{
switch (goalType)
{
case INVALID:
return "INVALID";
case WIN:
return "WIN";
case DO_NOT_LOSE:
return "DO NOT LOOSE";
case CONQUER:
return "CONQUER";
case BUILD:
return "BUILD";
case EXPLORE:
return "EXPLORE";
case GATHER_ARMY:
return "GATHER ARMY";
case BOOST_HERO:
return "BOOST_HERO (unsupported)";
case RECRUIT_HERO:
return "RECRUIT HERO";
case BUILD_STRUCTURE:
return "BUILD STRUCTURE";
case COLLECT_RES:
return "COLLECT RESOURCE";
case GATHER_TROOPS:
return "GATHER TROOPS";
case GET_OBJ:
return "GET OBJECT " + boost::lexical_cast<std::string>(objid);
case FIND_OBJ:
return "FIND OBJECT " + boost::lexical_cast<std::string>(objid);
case VISIT_HERO:
return "VISIT HERO " + boost::lexical_cast<std::string>(objid);
case GET_ART_TYPE:
return "GET ARTIFACT OF TYPE " + VLC->arth->artifacts[aid]->Name();
case ISSUE_COMMAND:
return "ISSUE COMMAND (unsupported)";
case VISIT_TILE:
return "VISIT TILE " + tile();
case CLEAR_WAY_TO:
return "CLEAR WAY TO " + tile();
case DIG_AT_TILE:
return "DIG AT TILE " + tile();
default:
return boost::lexical_cast<std::string>(goalType);
}
}
bool compareHeroStrength(HeroPtr h1, HeroPtr h2)
{
return h1->getTotalStrength() < h2->getTotalStrength();
}
bool compareArmyStrength(const CArmedInstance *a1, const CArmedInstance *a2)
{
return a1->getArmyStrength() < a2->getArmyStrength();
}
static const int3 dirs[] = { int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0),
int3(1,1,0),int3(-1,1,0),int3(1,-1,0),int3(-1,-1,0) };
struct AILogger
{
AILogger()
{
lvl = 0;
}
int lvl;
struct Tab
{
Tab();
~Tab();
};
} logger;
AILogger::Tab::Tab()
{
logger.lvl++;
}
AILogger::Tab::~Tab()
{
logger.lvl--;
}
struct TimeCheck
{
CStopWatch time;
std::string txt;
TimeCheck(crstring TXT) : txt(TXT)
{
}
~TimeCheck()
{
BNLOG("Time of %s was %d ms.", txt % time.getDiff());
}
};
template<typename T>
void removeDuplicates(std::vector<T> &vec)
{
boost::sort(vec);
vec.erase(std::unique(vec.begin(), vec.end()), vec.end());
}
struct AtScopeExit
{
boost::function<void()> foo;
AtScopeExit(const boost::function<void()> &FOO) : foo(FOO)
{}
~AtScopeExit()
{
foo();
}
};
void foreach_tile_pos(boost::function<void(const int3& pos)> foo)
{
for(int i = 0; i < cb->getMapSize().x; i++)
for(int j = 0; j < cb->getMapSize().y; j++)
for(int k = 0; k < cb->getMapSize().z; k++)
foo(int3(i,j,k));
}
void foreach_neighbour(const int3 &pos, boost::function<void(const int3& pos)> foo)
{
BOOST_FOREACH(const int3 &dir, dirs)
{
const int3 n = pos + dir;
if(cb->isInTheMap(n))
foo(pos+dir);
}
}
unsigned char &retreiveTileN(std::vector< std::vector< std::vector<unsigned char> > > &vectors, const int3 &pos)
{
return vectors[pos.x][pos.y][pos.z];
}
const unsigned char &retreiveTileN(const std::vector< std::vector< std::vector<unsigned char> > > &vectors, const int3 &pos)
{
return vectors[pos.x][pos.y][pos.z];
}
void foreach_tile(std::vector< std::vector< std::vector<unsigned char> > > &vectors, boost::function<void(unsigned char &in)> foo)
{
for(auto i = vectors.begin(); i != vectors.end(); i++)
for(auto j = i->begin(); j != i->end(); j++)
for(auto z = j->begin(); z != j->end(); z++)
foo(*z);
}
struct ObjInfo
{
int3 pos;
std::string name;
ObjInfo(){}
ObjInfo(const CGObjectInstance *obj)
{
pos = obj->pos;
name = obj->getHoverText();
}
};
std::map<const CGObjectInstance *, ObjInfo> helperObjInfo;
template <typename Container, typename Item>
bool remove_if_present(Container &c, const Item &item)
{
auto i = std::find(c.begin(), c.end(), item);
if (i != c.end())
{
c.erase(i);
return true;
}
return false;
}
template <typename V, typename Item, typename Item2>
bool remove_if_present(std::map<Item,V> & c, const Item2 &item)
{
auto i = c.find(item);
if (i != c.end())
{
c.erase(i);
return true;
}
return false;
}
template <typename Container, typename Pred>
void erase(Container &c, Pred pred)
{
c.erase(boost::remove_if(c, pred), c.end());
}
bool isReachable(const CGObjectInstance *obj)
{
return cb->getPathInfo(obj->visitablePos())->turns < 255;
}
ui64 howManyReinforcementsCanGet(HeroPtr h, const CGTownInstance *t)
{
ui64 ret = 0;
int freeHeroSlots = GameConstants::ARMY_SIZE - h->stacksCount();
std::vector<const CStackInstance *> toMove;
BOOST_FOREACH(auto const slot, t->Slots())
{
//can be merged woth another stack?
TSlot dst = h->getSlotFor(slot.second->getCreatureID());
if(h->hasStackAtSlot(dst))
ret += t->getPower(slot.first);
else
toMove.push_back(slot.second);
}
boost::sort(toMove, [](const CStackInstance *lhs, const CStackInstance *rhs)
{
return lhs->getPower() < rhs->getPower();
});
BOOST_REVERSE_FOREACH(const CStackInstance *stack, toMove)
{
if(freeHeroSlots)
{
ret += stack->getPower();
freeHeroSlots--;
}
else
break;
}
return ret;
}
std::string strFromInt3(int3 pos)
{
std::ostringstream oss;
oss << pos;
return oss.str();
}
bool isCloser(const CGObjectInstance *lhs, const CGObjectInstance *rhs)
{
const CGPathNode *ln = cb->getPathInfo(lhs->visitablePos()), *rn = cb->getPathInfo(rhs->visitablePos());
if(ln->turns != rn->turns)
return ln->turns < rn->turns;
return (ln->moveRemains > rn->moveRemains);
}
bool compareMovement(HeroPtr lhs, HeroPtr rhs)
{
return lhs->movement > rhs->movement;
}
ui64 evaluateDanger(const CGObjectInstance *obj);
ui64 evaluateDanger(crint3 tile)
{
const TerrainTile *t = cb->getTile(tile, false);
if(!t) //we can know about guard but can't check its tile (the edge of fow)
return 190000000; //MUCH
ui64 objectDanger = 0, guardDanger = 0;
auto visObjs = cb->getVisitableObjs(tile);
if(visObjs.size())
objectDanger = evaluateDanger(visObjs.back());
int3 guardPos = cb->guardingCreaturePosition(tile);
if(guardPos.x >= 0 && guardPos != tile)
guardDanger = evaluateDanger(guardPos);
//TODO mozna odwiedzic blockvis nie ruszajac straznika
return std::max(objectDanger, guardDanger);
return 0;
}
ui64 evaluateDanger(crint3 tile, const CGHeroInstance *visitor)
{
const TerrainTile *t = cb->getTile(tile, false);
if(!t) //we can know about guard but can't check its tile (the edge of fow)
return 190000000; //MUCH
ui64 objectDanger = 0, guardDanger = 0;
auto visitableObjects = cb->getVisitableObjs(tile);
// in some scenarios hero happens to be "under" the object (eg town). Then we consider ONLY the hero.
if(vstd::contains_if(visitableObjects, objWithID<Obj::HERO>))
erase_if(visitableObjects, ! boost::bind(objWithID<Obj::HERO>, _1));
if(const CGObjectInstance * dangerousObject = backOrNull(visitableObjects))
{
objectDanger = evaluateDanger(dangerousObject); //unguarded objects can also be dangerous or unhandled
if (objectDanger)
{
//TODO: don't downcast objects AI shouldnt know about!
auto armedObj = dynamic_cast<const CArmedInstance*>(dangerousObject);
if(armedObj)
objectDanger *= fh->getTacticalAdvantage(visitor, armedObj); //this line tends to go infinite for allied towns (?)
}
}
auto guards = cb->getGuardingCreatures(tile);
BOOST_FOREACH (auto cre, guards)
{
amax (guardDanger, evaluateDanger(cre) * fh->getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance*>(cre))); //we are interested in strongest monster around
}
//TODO mozna odwiedzic blockvis nie ruszajac straznika
return std::max(objectDanger, guardDanger);
}
ui64 evaluateDanger(const CGObjectInstance *obj)
{
if(obj->tempOwner < GameConstants::PLAYER_LIMIT && cb->getPlayerRelations(obj->tempOwner, ai->playerID)) //owned or allied objects don't pose any threat
return 0;
switch(obj->ID)
{
case Obj::HERO:
{
InfoAboutHero iah;
cb->getHeroInfo(obj, iah);
return iah.army.getStrength();
}
case Obj::TOWN:
case Obj::GARRISON: case Obj::GARRISON2: //garrison
{
InfoAboutTown iat;
cb->getTownInfo(obj, iat);
return iat.army.getStrength();
}
case Obj::MONSTER:
{
//TODO!!!!!!!!
const CGCreature *cre = dynamic_cast<const CGCreature*>(obj);
return cre->getArmyStrength();
}
case Obj::CREATURE_GENERATOR1:
{
const CGDwelling *d = dynamic_cast<const CGDwelling*>(obj);
return d->getArmyStrength();
}
case Obj::MINE:
case Obj::ABANDONED_MINE:
{
const CArmedInstance * a = dynamic_cast<const CArmedInstance*>(obj);
return a->getArmyStrength();
}
case Obj::CRYPT: //crypt
case Obj::CREATURE_BANK: //crebank
case Obj::DRAGON_UTOPIA:
case Obj::SHIPWRECK: //shipwreck
case Obj::DERELICT_SHIP: //derelict ship
case Obj::PYRAMID:
return fh->estimateBankDanger (VLC->objh->bankObjToIndex(obj));
default:
return 0;
}
}
bool compareDanger(const CGObjectInstance *lhs, const CGObjectInstance *rhs)
{
return evaluateDanger(lhs) < evaluateDanger(rhs);
}
VCAI::VCAI(void)
{
LOG_ENTRY;
myCb = NULL;
makingTurn = NULL;
}
VCAI::~VCAI(void)
{
LOG_ENTRY;
}
void VCAI::availableCreaturesChanged(const CGDwelling *town)
{
NET_EVENT_HANDLER;
LOG_ENTRY;
}
void VCAI::heroMoved(const TryMoveHero & details)
{
NET_EVENT_HANDLER;
LOG_ENTRY;
if(details.result == TryMoveHero::TELEPORTATION)
{
const int3 from = CGHeroInstance::convertPosition(details.start, false),
to = CGHeroInstance::convertPosition(details.end, false);
const CGObjectInstance *o1 = frontOrNull(cb->getVisitableObjs(from)),
*o2 = frontOrNull(cb->getVisitableObjs(to));
if(o1 && o2 && o1->ID == Obj::SUBTERRANEAN_GATE && o2->ID == Obj::SUBTERRANEAN_GATE)
{
knownSubterraneanGates[o1] = o2;
knownSubterraneanGates[o2] = o1;
BNLOG("Found a pair of subterranean gates between %s and %s!", from % to);
}
}
}
void VCAI::stackChagedCount(const StackLocation &location, const TQuantity &change, bool isAbsolute)
{
NET_EVENT_HANDLER;
LOG_ENTRY;
}
void VCAI::heroInGarrisonChange(const CGTownInstance *town)
{
NET_EVENT_HANDLER;
LOG_ENTRY;
}
void VCAI::centerView(int3 pos, int focusTime)
{
NET_EVENT_HANDLER;
LOG_ENTRY;
}
void VCAI::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
{
NET_EVENT_HANDLER;
LOG_ENTRY;
}
void VCAI::artifactAssembled(const ArtifactLocation &al)
{
NET_EVENT_HANDLER;
LOG_ENTRY;
}
void VCAI::showTavernWindow(const CGObjectInstance *townOrTavern)
{
NET_EVENT_HANDLER;
LOG_ENTRY;
}
void VCAI::showThievesGuildWindow (const CGObjectInstance * obj)
{
NET_EVENT_HANDLER;
LOG_ENTRY;
}
void VCAI::playerBlocked(int reason)
{
NET_EVENT_HANDLER;
LOG_ENTRY;
if (reason == PlayerBlocked::UPCOMING_BATTLE)
status.setBattle(UPCOMING_BATTLE);
}
void VCAI::showPuzzleMap()
{
NET_EVENT_HANDLER;
LOG_ENTRY;
}
void VCAI::showShipyardDialog(const IShipyard *obj)
{
NET_EVENT_HANDLER;
LOG_ENTRY;
}
void VCAI::gameOver(ui8 player, bool victory)
{
NET_EVENT_HANDLER;
LOG_ENTRY;
BNLOG("Player %d: I heard that player %d %s.", playerID % (int)player % (victory ? "won" : "lost"));
if(player == playerID)
{
if(victory)
{
tlog0 << "VCAI: I won! Incredible!\n";
tlog0 << "Turn nr " << myCb->getDate() << std::endl;
}
else
{
tlog0 << "VCAI: Player " << (int)player << " lost. It's me. What a disappointment! :(\n";
}
// //let's make Impossible difficulty finally standing to its name :>
// if(myCb->getStartInfo()->difficulty == 4 && !victory)
// {
// //play dirty: crash the whole engine to avoid lose
// //that way AI is unbeatable!
// *(int*)NULL = 666;
// }
// TODO - at least write some insults on stdout
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);
completeGoal (CGoal(GET_OBJ).sethero(visitor)); //we don't need to visit in anymore
}
}
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;
auto firstHero = cb->getHero(hero1);
auto secondHero = cb->getHero(hero2);
requestActionASAP([=]()
{
if (firstHero->getHeroStrength() > secondHero->getHeroStrength() && canGetArmy (firstHero, secondHero))
pickBestCreatures (firstHero, secondHero);
else if (canGetArmy (secondHero, firstHero))
pickBestCreatures (secondHero, firstHero);
completeGoal(CGoal(VISIT_HERO).sethero(firstHero)); //TODO: what if we were visited by other hero in the meantime?
completeGoal(CGoal(VISIT_HERO).sethero(secondHero));
//TODO: exchange artifacts
});
}
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...
//
if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
{
lostHero(cb->getHero(obj->id)); //we can promote, since objectRemoved is killed just before actual deletion
}
}
void VCAI::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
{
NET_EVENT_HANDLER;
LOG_ENTRY;
requestActionASAP([=]()
{
makePossibleUpgrades(visitor);
});
}
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.receivedAnswerConfirmation(pa->requestID, pa->result);
}
}
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, int queryID)
{
NET_EVENT_HANDLER;
LOG_ENTRY;
status.addQuery(queryID, boost::str(boost::format("Hero %s got level %d") % hero->name % hero->level));
requestActionASAP([=]{ answerQuery(queryID, 0); });
}
void VCAI::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, int queryID)
{
NET_EVENT_HANDLER;
LOG_ENTRY;
status.addQuery(queryID, boost::str(boost::format("Commander %s of %s got level %d") % commander->name % commander->armyObj->nodeName() % (int)commander->level));
requestActionASAP([=]{ answerQuery(queryID, 0); });
}
void VCAI::showBlockingDialog(const std::string &text, const std::vector<Component> &components, ui32 askID, const int soundID, bool selection, bool cancel)
{
NET_EVENT_HANDLER;
LOG_ENTRY;
int sel = 0;
status.addQuery(askID, boost::str(boost::format("Blocking dialog query with %d components - %s")
% components.size() % text));
if(selection) //select from multiple components -> take the last one (they're indexed [1-size])
sel = components.size();
if(!selection && cancel) //yes&no -> always answer yes, we are a brave AI :)
sel = 1;
requestActionASAP([=]()
{
answerQuery(askID, sel);
});
}
void VCAI::showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, int queryID)
{
NET_EVENT_HANDLER;
LOG_ENTRY;
std::string s1 = up ? up->nodeName() : "NONE";
std::string s2 = down ? down->nodeName() : "NONE";
status.addQuery(queryID, boost::str(boost::format("Garrison dialog with %s and %s") % s1 % s2));
//you can't request action from action-response thread
requestActionASAP([=]()
{
pickBestCreatures (down, up);
answerQuery(queryID, 0);
});
}
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("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
{
if(auto h = primaryHero()) //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;
}
}
ui64 averageDanger = totalDanger / std::max(dangerousObjects, 1);
if (dangerousObjects && averageDanger > h->getHeroStrength())
{
setGoal (h, CGoal(GATHER_ARMY).sethero(h).setvalue(averageDanger * SAFE_ATTACK_CONSTANT).setisAbstract(true));
}
}
}
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
auto reservedHeroesCopy = reservedHeroesMap; //work on copy => the map may be changed while iterating (eg because hero died when attempting a goal)
BOOST_FOREACH (auto hero, reservedHeroesCopy)
{
cb->setSelection(hero.first.get());
boost::sort (hero.second, isCloser);
BOOST_FOREACH (auto obj, hero.second)
{
striveToGoal (CGoal(VISIT_TILE).sethero(hero.first).settile(obj->visitablePos()));
}
}
//now try to win
striveToGoal(CGoal(WIN));
//finally, continue our abstract long-term goals
//heroes tend to die in the process and loose their goals, unsafe to iterate it
std::vector<std::pair<HeroPtr, CGoal> > safeCopy;
boost::copy(lockedHeroes, std::back_inserter(safeCopy));
typedef std::pair<HeroPtr, CGoal> TItrType;
auto lockedHeroesSorter = [](TItrType h1, TItrType 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);
}
auto quests = myCb->getMyQuests();
BOOST_FOREACH (auto quest, quests)
{
striveToQuest (quest);
}
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, HeroPtr h)
{
int3 dst = obj->visitablePos();
BNLOG("%s will try to visit %s at (%s)", h->name % obj->getHoverText() % strFromInt3(dst));
return moveHeroToTile(dst, h);
}
void VCAI::performObjectInteraction(const CGObjectInstance * obj, HeroPtr h)
{
switch (obj->ID)
{
case Obj::CREATURE_GENERATOR1:
recruitCreatures (dynamic_cast<const CGDwelling *>(obj));
checkHeroArmy (h);
break;
case Obj::TOWN:
moveCreaturesToHero (dynamic_cast<const CGTownInstance *>(obj));
if (h->visitedTown) //we are inside, not just attacking
{
townVisitsThisWeek[h].push_back(h->visitedTown);
if (!h->hasSpellbook() && cb->getResourceAmount(Res::GOLD) >= GameConstants::SPELLBOOK_GOLD_COST + saving[Res::GOLD] &&
h->visitedTown->hasBuilt (EBuilding::MAGES_GUILD_1))
cb->buyArtifact(h.get(), 0); //buy spellbook
}
break;
}
}
void VCAI::moveCreaturesToHero(const CGTownInstance * t)
{
if(t->visitingHero && t->armedGarrison())
{
pickBestCreatures (t->visitingHero, t);
}
}
bool VCAI::canGetArmy (const CGHeroInstance * army, const CGHeroInstance * source)
{ //TODO: merge with pickBestCreatures
const CArmedInstance *armies[] = {army, source};
int armySize = 0;
//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())
{
++armySize;//TODO: allow splitting stacks?
creToPower[i.second->type] += i.second->getPower();
}
//TODO - consider more than just power (ie morale penalty, hero specialty in certain stacks, etc)
armySize = std::min ((source->needsLastStack() ? armySize - 1 : armySize), GameConstants::ARMY_SIZE); //can't move away last stack
std::vector<const CCreature *> bestArmy; //types that'll be in final dst army
for (int i = 0; i < armySize; i++) //pick the creatures from which we can get most power, as many as dest can fit
{
typedef const std::pair<const CCreature*, int> &CrePowerPair;
auto creIt = boost::max_element(creToPower, [](CrePowerPair lhs, CrePowerPair rhs)
{
return lhs.second < rhs.second;
});
bestArmy.push_back(creIt->first);
creToPower.erase(creIt);
if(creToPower.empty())
break;
}
//foreach best type -> iterate over slots in both armies and if it's the appropriate type, send it to the slot where it belongs
for (int i = 0; i < bestArmy.size(); i++) //i-th strongest creature type will go to i-th slot
{
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
if (!(armyPtr->needsLastStack() && armyPtr->Slots().size() == 1 && armyPtr != army)) //can't take away last creature
return true; //at least one exchange will be performed
}
}
return false;
}
void VCAI::pickBestCreatures(const CArmedInstance * army, const CArmedInstance * source)
{
//TODO - what if source is a hero (the last stack problem) -> it'd good to create a single stack of weakest cre
const CArmedInstance *armies[] = {army, source};
int armySize = 0;
//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())
{
++armySize;//TODO: allow splitting stacks?
creToPower[i.second->type] += i.second->getPower();
}
//TODO - consider more than just power (ie morale penalty, hero specialty in certain stacks, etc)
armySize = std::min ((source->needsLastStack() ? armySize - 1 : armySize), GameConstants::ARMY_SIZE); //can't move away last stack
std::vector<const CCreature *> bestArmy; //types that'll be in final dst army
for (int i = 0; i < armySize; i++) //pick the creatures from which we can get most power, as many as dest can fit
{
typedef const std::pair<const CCreature*, int> &CrePowerPair;
auto creIt = boost::max_element(creToPower, [](CrePowerPair lhs, CrePowerPair rhs)
{
return lhs.second < rhs.second;
});
bestArmy.push_back(creIt->first);
creToPower.erase(creIt);
if(creToPower.empty())
break;
}
//foreach best type -> iterate over slots in both armies and if it's the appropriate type, send it to the slot where it belongs
for (int i = 0; i < bestArmy.size(); i++) //i-th strongest creature type will go to i-th slot
{
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
if (!(armyPtr->needsLastStack() && armyPtr->Slots().size() == 1 && armyPtr != army))
cb->mergeOrSwapStacks(armyPtr, army, j, i);
}
}
//TODO - having now strongest possible army, we may want to think about arranging stacks
auto hero = dynamic_cast<const CGHeroInstance *>(army);
if (hero)
{
checkHeroArmy (hero);
}
}
void VCAI::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);
}
}
bool VCAI::tryBuildStructure(const CGTownInstance * t, int building, unsigned int maxDays)
{
if (!vstd::contains(t->town->buildings, building))
return false; // no such building in town
if (t->hasBuilt(building)) //Already built? Shouldn't happen in general
return true;
std::set<int> toBuild = cb->getBuildingRequiments(t, building);
//erase all already built buildings
for (auto buildIter = toBuild.begin(); buildIter != toBuild.end();)
{
if (t->hasBuilt(*buildIter))
toBuild.erase(buildIter++);
else
buildIter++;
}
toBuild.insert(building);
BOOST_FOREACH(int buildID, toBuild)
{
int canBuild = cb->canBuildStructure(t, buildID);
if (canBuild == EBuildingState::HAVE_CAPITAL
|| canBuild == EBuildingState::FORBIDDEN
|| canBuild == EBuildingState::NO_WATER)
return false; //we won't be able to build this
}
if (maxDays && toBuild.size() > maxDays)
return false;
TResources currentRes = cb->getResourceAmount();
TResources income = estimateIncome();
//TODO: calculate if we have enough resources to build it in maxDays
BOOST_FOREACH(int buildID, toBuild)
{
const CBuilding *b = t->town->buildings[buildID];
int canBuild = cb->canBuildStructure(t, buildID);
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, buildID);
return true;
}
continue;
}
else if(canBuild == EBuildingState::NO_RESOURCES)
{
TResources cost = t->town->buildings[buildID]->resources;
for (int i = 0; i < GameConstants::RESOURCE_QUANTITY; i++)
{
int diff = currentRes[i] - cost[i] + income[i];
if(diff < 0)
saving[i] = 1;
}
continue;
}
}
return false;
}
bool VCAI::tryBuildAnyStructure(const CGTownInstance * t, std::vector<int> buildList, unsigned int maxDays)
{
BOOST_FOREACH(int building, buildList)
{
if(t->hasBuilt(building))
continue;
if (tryBuildStructure(t, building, maxDays))
return true;
}
return false; //Can't build anything
}
bool VCAI::tryBuildNextStructure(const CGTownInstance * t, std::vector<int> buildList, unsigned int maxDays)
{
BOOST_FOREACH(int building, buildList)
{
if(t->hasBuilt(building))
continue;
return tryBuildStructure(t, building, maxDays);
}
return false;//Nothing to build
}
void VCAI::buildStructure(const CGTownInstance * t)
{
using namespace EBuilding;
//TODO make *real* town development system
//TODO: faction-specific development: use special buildings, build dwellings in better order, etc
//TODO: build resource silo, defences when needed
//Possible - allow "locking" on specific building (build prerequisites and then building itself)
//Set of buildings for different goals. Does not include any prerequisites.
const int essential[] = {TAVERN, TOWN_HALL};
const int goldSource[] = {TOWN_HALL, CITY_HALL, CAPITOL};
const int unitsSource[] = { 30, 31, 32, 33, 34, 35, 36};
const int unitsUpgrade[] = { 37, 38, 39, 40, 41, 42, 43};
const int unitGrowth[] = { FORT, CITADEL, CASTLE, HORDE_1, HORDE_1_UPGR, HORDE_2, HORDE_2_UPGR};
const int spells[] = {MAGES_GUILD_1, MAGES_GUILD_2, MAGES_GUILD_3, MAGES_GUILD_4, MAGES_GUILD_5};
const int extra[] = {RESOURCE_SILO, SPECIAL_1, SPECIAL_2, SPECIAL_3, SPECIAL_4, SHIPYARD}; // all remaining buildings
TResources currentRes = cb->getResourceAmount();
TResources income = estimateIncome();
if (tryBuildAnyStructure(t, std::vector<int>(essential, essential + ARRAY_COUNT(essential))))
return;
//we're running out of gold - try to build something gold-producing. Multiplier can be tweaked, 6 is minimum due to buildings costs
if (currentRes[Res::GOLD] < income[Res::GOLD] * 6)
if (tryBuildNextStructure(t, std::vector<int>(goldSource, goldSource + ARRAY_COUNT(goldSource))))
return;
if (cb->getDate(1) > 6)// last 2 days of week - try to focus on growth
{
if (tryBuildNextStructure(t, std::vector<int>(unitGrowth, unitGrowth + ARRAY_COUNT(unitGrowth)), 2))
return;
}
// first in-game week or second half of any week: try build dwellings
if (cb->getDate(0) < 7 || cb->getDate(1) > 3)
if (tryBuildAnyStructure(t, std::vector<int>(unitsSource, unitsSource + ARRAY_COUNT(unitsSource)), 8 - cb->getDate(1)))
return;
//try to upgrade dwelling
for(int i = 0; i < ARRAY_COUNT(unitsUpgrade); i++)
{
if (t->hasBuilt(unitsSource[i]) && !t->hasBuilt(unitsUpgrade[i]))
{
if (tryBuildStructure(t, unitsUpgrade[i]))
return;
}
}
//remaining tasks
if (tryBuildNextStructure(t, std::vector<int>(goldSource, goldSource + ARRAY_COUNT(goldSource))))
return;
if (tryBuildNextStructure(t, std::vector<int>(spells, spells + ARRAY_COUNT(spells))))
return;
if (tryBuildAnyStructure(t, std::vector<int>(extra, extra + ARRAY_COUNT(extra))))
return;
}
bool isSafeToVisit(HeroPtr 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(HeroPtr 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
{
const int3 pos = obj->visitablePos();
if(vstd::contains(alreadyVisited, obj))
return true;
if(!isSafeToVisit(h, pos))
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;
const CGObjectInstance *topObj = cb->getVisitableObjs(pos).back(); //it may be hero visiting this obj
//we don't try visiting object on which allied or owned hero stands
// -> it will just trigger exchange windows and AI will be confused that obj behind doesn't get visited
if(topObj->ID == Obj::HERO && cb->getPlayerRelations(h->tempOwner, topObj->tempOwner) != 0)
return true;
return false;
}),possibleDestinations.end());
return possibleDestinations;
}
void VCAI::wander(HeroPtr 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(HeroPtr 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(HeroPtr 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.get(true))
{
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(HeroPtr 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, myCb->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;
}
HeroPtr 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, HeroPtr h, bool includeAllies /*= false*/) const
{
cb->setSelection(*h);
if (!includeAllies)
{ //don't visit tile occupied by allied hero
BOOST_FOREACH (auto obj, cb->getVisitableObjs(pos))
{
if (obj->ID == Obj::HERO && obj->tempOwner == h->tempOwner && obj != h)
return false;
}
}
return cb->getPathInfo(pos)->reachable();
}
bool VCAI::moveHeroToTile(int3 dst, HeroPtr 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) //we lost hero - remove all tasks assigned to him/her
{
lostHero(h);
//we need to throw, otherwise hero will be assigned to sth again
throw std::runtime_error("Hero was lost!");
break;
}
}
ret = !i;
}
if (visitedObject) //we step into something interesting
{
performObjectInteraction (visitedObject, h);
//BNLOG("Hero %s moved from %s to %s at %s", h->name % startHpos % visitedObject->hoverName % h->visitablePos());
//throw goalFulfilledException (CGoal(GET_OBJ).setobjid(visitedObject->id));
}
if(h) //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)
{ //TODO: do not explore dead-end boundaries
int ret = 0;
for(int x = pos.x - radious; x <= pos.x + radious; x++)
{
for(int y = pos.y - radious; y <= pos.y + radious; y++)
{
int3 npos = int3(x,y,pos.z);
if(cb->isInTheMap(npos) && pos.dist2d(npos) - 0.5 < radious && !cb->isVisible(npos))
{
if (!boundaryBetweenTwoPoints (pos, npos))
ret++;
}
}
}
return ret;
}
bool boundaryBetweenTwoPoints (int3 pos1, int3 pos2) //determines if two points are separated by known barrier
{
int xMin = std::min (pos1.x, pos2.x);
int xMax = std::max (pos1.x, pos2.x);
int yMin = std::min (pos1.y, pos2.y);
int yMax = std::max (pos1.y, pos2.y);
for (int x = xMin; x <= xMax; ++x)
{
for (int y = yMin; y <= yMax; ++y)
{
int3 tile = int3(x, y, pos1.z); //use only on same level, ofc
if (abs(pos1.dist2d(tile) - pos2.dist2d(tile)) < 1.5)
{
if (!(cb->isVisible(tile) && cb->getTile(tile)->blocked)) //if there's invisible or unblocked tile inbetween, it's good
return false;
}
}
}
return true; //if all are visible and blocked, we're at dead end
}
int howManyTilesWillBeDiscovered(int radious, int3 pos, crint3 dir)
{
return howManyTilesWillBeDiscovered(pos + dir, radious);
}
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", g.name());
switch(g.goalType)
{
case EXPLORE:
{
throw cannotFulfillGoalException("EXPLORE is not a elementar goal!");
}
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.get()))
{
throw goalFulfilledException (g);
}
//}
//else
// throw cannotFulfillGoalException("There's a blocked gate!, we should never be here"); //CLEAR_WAY_TO should get keymaster tent
}
break;
case VISIT_HERO:
{
if(!g.hero->movement)
throw cannotFulfillGoalException("Cannot visit tile: hero is out of MPs!");
if (ai->moveHeroToTile(g.tile, g.hero.get()))
{
throw goalFulfilledException (g);
}
}
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.get());
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: //TODO: use piles and mines?
if(cb->getResourceAmount(g.resID) >= g.value)
throw cannotFulfillGoalException("Goal is already fulfilled!");
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);
//TODO trade only as much as needed
cb->trade(obj, EMarketMode::RESOURCE_RESOURCE, i, g.resID, toGive);
if(cb->getResourceAmount(g.resID) >= g.value)
return;
}
throw cannotFulfillGoalException("I cannot get needed resources by trade!");
}
else
{
throw cannotFulfillGoalException("I don't know how to use this object to raise resources!");
}
}
else
{
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(); //TODO: separate build and wander
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(t->hasBuilt(EBuilding::TAVERN) && !t->visitingHero)
return t;
return NULL;
}
std::vector<HeroPtr> VCAI::getUnblockedHeroes() const
{
std::vector<HeroPtr> ret;
boost::copy(cb->getHeroesInfo(), std::back_inserter(ret));
BOOST_FOREACH(auto h, lockedHeroes)
{
//if (!h.second.invalid()) //we can use heroes without valid goal
if (h.second.goalType == DIG_AT_TILE || !h.first->movement) //experiment: use all heroes that have movement left, TODO: unlock heroes that couldn't realize their goals
remove_if_present(ret, h.first);
}
return ret;
}
HeroPtr 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";
}
bool VCAI::fulfillsGoal (CGoal &goal, CGoal &mainGoal)
{
if (mainGoal.goalType == GET_OBJ && goal.goalType == VISIT_TILE) //deduce that GET_OBJ was completed by visiting object's tile
{ //TODO: more universal mechanism
if (cb->getObj(mainGoal.objid)->visitablePos() == goal.tile)
return true;
}
return false;
}
bool VCAI::fulfillsGoal (CGoal &goal, const CGoal &mainGoal)
{
if (mainGoal.goalType == GET_OBJ && goal.goalType == VISIT_TILE) //deduce that GET_OBJ was completed by visiting object's tile
{ //TODO: more universal mechanism
if (cb->getObj(mainGoal.objid)->visitablePos() == goal.tile)
return true;
}
return false;
}
void VCAI::striveToGoal(const CGoal &ultimateGoal)
{
if (ultimateGoal.invalid())
return;
CGoal abstractGoal;
while(1)
{
CGoal goal = ultimateGoal;
BNLOG("Striving to goal of type %s", ultimateGoal.name());
int maxGoals = 100; //preventing deadlock for mutually dependent goals
while(!goal.isElementar && !goal.isAbstract && maxGoals)
{
INDENT;
BNLOG("Considering goal %s", goal.name());
try
{
boost::this_thread::interruption_point();
goal = goal.whatToDoToAchieve();
--maxGoals;
}
catch(std::exception &e)
{
BNLOG("Goal %s decomposition failed: %s", goal.name() % e.what());
//setGoal (goal.hero, INVALID); //test: if we don't know how to realize goal, we should abandon it for now
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", goal.name());
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 (fulfillsGoal (goal, ultimateGoal) || 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.", goal.name() % ultimateGoal.name());
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", goal.name() % e.what());
//setGoal (goal.hero, INVALID);
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); //FIXME: deduce that we have realized GET_OBJ goal
if (fulfillsGoal (goal, abstractGoal) || maxGoals > 98) //completed goal was main goal
return;
}
catch(std::exception &e)
{
BNLOG("Failed to realize subgoal of type %s (greater goal type was %s), I will stop.", goal.name() % ultimateGoal.name());
BNLOG("The error message was: %s", e.what());
break;
}
}
}
}
void VCAI::striveToQuest (const QuestInfo &q)
{
if (q.quest->missionType && q.quest->progress < CQuest::COMPLETE) //FIXME: quests are never synchronized. Pointer handling needed
{
MetaString ms;
q.quest->getRolloverText(ms, false);
BNLOG ("Trying to realize quest: %s", ms.toString());
auto heroes = cb->getHeroesInfo();
switch (q.quest->missionType)
{
case CQuest::MISSION_ART:
{
BOOST_FOREACH (auto hero, heroes) //TODO: remove duplicated code?
{
if (q.quest->checkQuest(hero))
{
striveToGoal (CGoal(GET_OBJ).setobjid(q.obj->id).sethero(hero));
return;
}
}
BOOST_FOREACH (auto art, q.quest->m5arts)
{
striveToGoal (CGoal(GET_ART_TYPE).setaid(art)); //TODO: transport?
}
break;
}
case CQuest::MISSION_HERO:
{
//striveToGoal (CGoal(RECRUIT_HERO));
BOOST_FOREACH (auto hero, heroes)
{
if (q.quest->checkQuest(hero))
{
striveToGoal (CGoal(GET_OBJ).setobjid(q.obj->id).sethero(hero));
return;
}
}
striveToGoal (CGoal(FIND_OBJ).setobjid(Obj::PRISON)); //rule of a thumb - quest heroes usually are locked in prisons
//BNLOG ("Don't know how to recruit hero with id %d\n", q.quest->m13489val);
break;
}
case CQuest::MISSION_ARMY:
{
BOOST_FOREACH (auto hero, heroes)
{
if (q.quest->checkQuest(hero)) //veyr bad info - stacks can be split between multiple heroes :(
{
striveToGoal (CGoal(GET_OBJ).setobjid(q.obj->id).sethero(hero));
return;
}
}
BOOST_FOREACH (auto creature, q.quest->m6creatures)
{
striveToGoal (CGoal(GATHER_TROOPS).setobjid(creature.type->idNumber).setvalue(creature.count));
}
//TODO: exchange armies... oh my
//BNLOG ("Don't know how to recruit %d of %s\n", (int)(creature.count) % creature.type->namePl);
break;
}
case CQuest::MISSION_RESOURCES:
{
if (heroes.size())
{
if (q.quest->checkQuest(heroes.front())) //it doesn't matter which hero it is
{
striveToGoal (CGoal(VISIT_TILE).settile(q.tile));
}
else
{
for (int i = 0; i < q.quest->m7resources.size(); ++i)
{
if (q.quest->m7resources[i])
striveToGoal (CGoal(COLLECT_RES).setresID(i).setvalue(q.quest->m7resources[i]));
}
}
}
else
striveToGoal (CGoal(RECRUIT_HERO)); //FIXME: checkQuest requires any hero belonging to player :(
break;
}
case CQuest::MISSION_KILL_HERO:
case CQuest::MISSION_KILL_CREATURE:
{
auto obj = cb->getObjByQuestIdentifier(q.quest->m13489val);
if (obj)
striveToGoal (CGoal(GET_OBJ).setobjid(obj->id));
else
striveToGoal (CGoal(VISIT_TILE).settile(q.tile)); //visit seer hut
break;
}
case CQuest::MISSION_PRIMARY_STAT:
{
auto heroes = cb->getHeroesInfo();
BOOST_FOREACH (auto hero, heroes)
{
if (q.quest->checkQuest(hero))
{
striveToGoal (CGoal(GET_OBJ).setobjid(q.obj->id).sethero(hero));
return;
}
}
for (int i = 0; i < q.quest->m2stats.size(); ++i)
{
BNLOG ("Don't know how to increase primary stat %d\n", i);
}
break;
}
case CQuest::MISSION_LEVEL:
{
auto heroes = cb->getHeroesInfo();
BOOST_FOREACH (auto hero, heroes)
{
if (q.quest->checkQuest(hero))
{
striveToGoal (CGoal(VISIT_TILE).settile(q.tile).sethero(hero)); //TODO: causes infinite loop :/
return;
}
}
BNLOG ("Don't know how to reach hero level %d\n", q.quest->m13489val);
break;
}
case CQuest::MISSION_PLAYER:
{
if (playerID != q.quest->m13489val)
BNLOG ("Can't be player of color %d\n", q.quest->m13489val);
break;
}
case CQuest::MISSION_KEYMASTER:
{
striveToGoal (CGoal(FIND_OBJ).setobjid(Obj::KEYMASTER).setresID(q.obj->subID));
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(auto 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, HeroPtr 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, HeroPtr h, std::vector<std::vector<int3> > &tiles)
{
TimeCheck tc("looking for new exploration point");
PNLOG("Looking for an another place for exploration...");
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) && !isBlockedBorderGate(tile))
{
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::checkHeroArmy (HeroPtr h)
{
auto it = lockedHeroes.find(h);
if (it != lockedHeroes.end())
{
if (it->second.goalType == GATHER_ARMY && it->second.value <= h->getArmyStrength())
completeGoal(CGoal (GATHER_ARMY).sethero(h));
}
}
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)
{
// static boost::mutex m;
// boost::unique_lock<boost::mutex> mylock(m);
boost::barrier b(2);
boost::thread newThread([&b,this,whatToDo]()
{
setThreadName("VCAI::requestActionASAP::helper");
SET_GLOBAL_STATE(this);
boost::shared_lock<boost::shared_mutex> gsLock(cb->getGsMutex());
b.wait();
whatToDo();
});
b.wait();
}
void VCAI::lostHero(HeroPtr h)
{
BNLOG("I lost my hero %s. It's best to forget and move on.\n", h.name);
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);
}
void VCAI::answerQuery(int queryID, int selection)
{
BNLOG("I'll answer the query %d giving the choice %d", queryID % selection);
if(queryID != -1)
{
cb->selectionMade(selection, queryID);
}
else
{
BNLOG("Since the query ID is %d, the answer won't be sent. This is not a real query!", queryID);
//do nothing
}
}
void VCAI::requestSent(const CPackForServer *pack, int requestID)
{
//BNLOG("I have sent request of type %s", typeid(*pack).name());
if(auto reply = dynamic_cast<const QueryReply*>(pack))
{
status.attemptedAnsweringQuery(reply->qid, requestID);
}
}
std::string VCAI::getBattleAIName() const
{
if(settings["server"]["neutralAI"].getType() == JsonNode::DATA_STRING)
return settings["server"]["neutralAI"].String();
else
return "StupidAI";
}
AIStatus::AIStatus()
{
battle = NO_BATTLE;
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::addQuery(int ID, std::string description)
{
boost::unique_lock<boost::mutex> lock(mx);
if(ID == -1)
{
BNLOG("The \"query\" has an id %d, it'll be ignored as non-query. Description: %s", ID % description);
return;
}
assert(!vstd::contains(remainingQueries, ID));
assert(ID >= 0);
remainingQueries[ID] = description;
cv.notify_all();
BNLOG("Adding query %d - %s. Total queries count: %d", ID % description % remainingQueries.size());
}
void AIStatus::removeQuery(int ID)
{
boost::unique_lock<boost::mutex> lock(mx);
assert(vstd::contains(remainingQueries, ID));
std::string description = remainingQueries[ID];
remainingQueries.erase(ID);
cv.notify_all();
BNLOG("Removing query %d - %s. Total queries count: %d", ID % description % remainingQueries.size());
}
int AIStatus::getQueriesCount()
{
boost::unique_lock<boost::mutex> lock(mx);
return remainingQueries.size();
}
void AIStatus::startedTurn()
{
boost::unique_lock<boost::mutex> lock(mx);
havingTurn = true;
cv.notify_all();
}
void AIStatus::madeTurn()
{
boost::unique_lock<boost::mutex> lock(mx);
havingTurn = false;
cv.notify_all();
}
void AIStatus::waitTillFree()
{
boost::unique_lock<boost::mutex> lock(mx);
while(battle != NO_BATTLE || remainingQueries.size())
cv.wait(lock);
}
bool AIStatus::haveTurn()
{
boost::unique_lock<boost::mutex> lock(mx);
return havingTurn;
}
void AIStatus::attemptedAnsweringQuery(int queryID, int answerRequestID)
{
boost::unique_lock<boost::mutex> lock(mx);
assert(vstd::contains(remainingQueries, queryID));
std::string description = remainingQueries[queryID];
BNLOG("Attempted answering query %d - %s. Request id=%d. Waiting for results...", queryID % description % answerRequestID);
requestToQueryID[answerRequestID] = queryID;
}
void AIStatus::receivedAnswerConfirmation(int answerRequestID, int result)
{
assert(vstd::contains(requestToQueryID, answerRequestID));
int query = requestToQueryID[answerRequestID];
assert(vstd::contains(remainingQueries, query));
requestToQueryID.erase(answerRequestID);
if(result)
{
removeQuery(query);
}
else
{
tlog1 << "Something went really wrong, failed to answer query " << query << ": " << remainingQueries[query];
//TODO safely retry
}
}
int3 whereToExplore(HeroPtr 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]
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())
return int3 (-1,-1,-1);
auto bestDest = profits.end();
bestDest--;
return bestDest->second.front(); //TODO which is the real best tile?
}
}
}
TSubgoal CGoal::whatToDoToAchieve()
{
BNLOG("Decomposing goal of type %s", name());
INDENT;
switch(goalType)
{
case WIN:
{
const VictoryCondition &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.objectId);
case EVictoryConditionType::BEATHERO:
return CGoal(GET_OBJ).setobjid(vc.obj->id);
case EVictoryConditionType::BEATMONSTER:
return CGoal(GET_OBJ).setobjid(vc.obj->id);
case EVictoryConditionType::BUILDCITY:
//TODO build castle/capitol
break;
case EVictoryConditionType::BUILDGRAIL:
{
if(auto 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);
} //TODO: use FIND_OBJ
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.obj->id);
case EVictoryConditionType::GATHERRESOURCE:
return CGoal(COLLECT_RES).setresID(vc.objectId).setvalue(vc.count);
//TODO mines? piles? marketplace?
//save?
break;
case EVictoryConditionType::GATHERTROOP:
return CGoal(GATHER_TROOPS).setobjid(vc.objectId).setvalue(vc.count);
break;
case EVictoryConditionType::TAKEDWELLINGS:
break;
case EVictoryConditionType::TAKEMINES:
break;
case EVictoryConditionType::TRANSPORTITEM:
break;
case EVictoryConditionType::WINSTANDARD:
return CGoal(CONQUER);
default:
assert(0);
}
}
break;
case FIND_OBJ:
{
const CGObjectInstance * o = NULL;
if (resID > -1) //specified
{
BOOST_FOREACH(const CGObjectInstance *obj, ai->visitableObjs)
{
if(obj->ID == objid && obj->subID == resID)
{
o = obj;
break; //TODO: consider multiple objects and choose best
}
}
}
else
{
BOOST_FOREACH(const CGObjectInstance *obj, ai->visitableObjs)
{
if(obj->ID == objid)
{
o = obj;
break; //TODO: consider multiple objects and choose best
}
}
}
if (o && isReachable(o))
return CGoal(GET_OBJ).setobjid(o->id);
else
return CGoal(EXPLORE);
}
break;
case GET_OBJ:
{
const CGObjectInstance * obj = cb->getObj(objid);
if(!obj)
return CGoal(EXPLORE);
int3 pos = obj->visitablePos();
return CGoal(VISIT_TILE).settile(pos);
}
break;
case VISIT_HERO:
{
const CGObjectInstance * obj = cb->getObj(objid);
if(!obj)
return CGoal(EXPLORE);
int3 pos = obj->visitablePos();
if (hero && ai->isAccessibleForHero(pos, hero, true) && isSafeToVisit(hero, pos)) //enemy heroes can get reinforcements
return CGoal(*this).settile(pos).setisElementar(true);
}
break;
case GET_ART_TYPE:
{
TSubgoal alternativeWay = CGoal::lookForArtSmart(aid); //TODO: use
if(alternativeWay.invalid())
return CGoal(FIND_OBJ).setobjid(Obj::ARTIFACT).setresID(aid);
}
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);
}
HeroPtr 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))
{ //FIXME: this way we'll not visit gate and activate quest :?
return CGoal(FIND_OBJ).setobjid(Obj::KEYMASTER).setresID(cb->getTile(tileToHit)->visitableObjects.back()->subID);
}
//FIXME: this code shouldn't be necessary
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("Retrieving first tile to hit failed (probably)!");
}
auto topObj = backOrNull(cb->getVisitableObjs(tileToHit));
if(topObj && topObj->ID == Obj::HERO && cb->getPlayerRelations(h->tempOwner, topObj->tempOwner) != 0)
{
std::string problem = boost::str(boost::format("%s stands in the way of %s.\n") % topObj->getHoverText() % h->getHoverText());
throw cannotFulfillGoalException(problem);
}
return CGoal(VISIT_TILE).settile(tileToHit).sethero(h); //FIXME:: attempts to visit completely unreachable tile with hero results in stall
//TODO czy istnieje lepsza droga?
}
throw cannotFulfillGoalException("Cannot reach given tile!");
case EXPLORE:
{
auto objs = ai->visitableObjs; //try to use buildings that uncover map
erase_if(objs, [&](const CGObjectInstance *obj) -> bool
{
if (vstd::contains(ai->alreadyVisited, obj))
return true;
switch (obj->ID)
{
case Obj::REDWOOD_OBSERVATORY:
case Obj::PILLAR_OF_FIRE:
case Obj::CARTOGRAPHER:
case Obj::SUBTERRANEAN_GATE: //TODO: check ai->knownSubterraneanGates
//case Obj::MONOLITH1:
//case obj::MONOLITH2:
//case obj::MONOLITH3:
//case Obj::WHIRLPOOL:
return false; //do not erase
break;
default:
return true;
}
});
if (objs.size())
{
if (hero.get(true))
{
BOOST_FOREACH (auto obj, objs)
{
auto pos = obj->visitablePos();
//FIXME: this confition fails if everything but guarded subterranen gate was explored. in this case we should gather army for hero
if (isSafeToVisit(hero, pos) && ai->isAccessibleForHero(pos, hero))
return CGoal(VISIT_TILE).settile(pos).sethero(hero);
}
}
else
{
BOOST_FOREACH (auto obj, objs)
{
auto pos = obj->visitablePos();
if (ai->isAccessible (pos)) //TODO: check safety?
return CGoal(VISIT_TILE).settile(pos).sethero(hero);
}
}
}
if (hero)
{
int3 t = whereToExplore(hero);
if (t.z == -1) //no safe tile to explore - we need to break!
{
erase_if (objs, [&](const CGObjectInstance *obj) -> bool
{
switch (obj->ID)
{
case Obj::CARTOGRAPHER:
case Obj::SUBTERRANEAN_GATE:
//case Obj::MONOLITH1:
//case obj::MONOLITH2:
//case obj::MONOLITH3:
//case Obj::WHIRLPOOL:
return false; //do not erase
break;
default:
return true;
}
});
if (objs.size())
{
return CGoal (VISIT_TILE).settile(objs.front()->visitablePos()).sethero(hero).setisAbstract(true);
}
else
throw cannotFulfillGoalException("Cannot explore - no possible ways found!");
}
return CGoal(VISIT_TILE).settile(t).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).setvalue(evaluateDanger(tile, *hero) * SAFE_ATTACK_CONSTANT); //TODO: should it be abstract?
}
}
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 == Obj::HERO && 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 == Obj::TOWN && 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 == Obj::TOWN && 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 GATHER_TROOPS:
{
std::vector<const CGDwelling *> dwellings;
BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
{
auto creature = VLC->creh->creatures[objid];
if (t->subID == creature->faction) //TODO: how to force AI to build unupgraded creatures? :O
{
auto creatures = t->town->creatures[creature->level];
int upgradeNumber = std::find(creatures.begin(), creatures.end(), creature->idNumber) - creatures.begin();
int bid = EBuilding::DWELL_FIRST + creature->level + upgradeNumber * GameConstants::CREATURES_PER_TOWN;
if (t->hasBuilt(bid)) //this assumes only creatures with dwellings are assigned to faction
{
dwellings.push_back(t);
}
else
{
return CGoal (BUILD_STRUCTURE).settown(t).setbid(bid);
}
}
}
BOOST_FOREACH (auto obj, ai->visitableObjs)
{
if (obj->ID != Obj::CREATURE_GENERATOR1) //TODO: what with other creature generators?
continue;
auto d = dynamic_cast<const CGDwelling *>(obj);
BOOST_FOREACH (auto creature, d->creatures)
{
if (creature.first) //there are more than 0 creatures avaliabe
{
BOOST_FOREACH (auto type, creature.second)
{
if (type == objid)
dwellings.push_back(d);
}
}
}
}
if (dwellings.size())
{
boost::sort(dwellings, isCloser);
return CGoal(GET_OBJ).setobjid (dwellings.front()->id); //TODO: consider needed resources
}
else
return CGoal(EXPLORE);
//TODO: exchange troops between heroes
}
break;
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 != Obj::TOWN && obj->ID != Obj::HERO) //not town/hero
|| cb->getPlayerRelations(ai->playerID, obj->tempOwner) != 0; //not enemy
});
if (objs.empty()) //experiment - try to conquer dwellings and mines, it should pay off
{
ai->retreiveVisitableObjs(objs);
erase_if(objs, [&](const CGObjectInstance *obj)
{
return (obj->ID != Obj::CREATURE_GENERATOR1 && obj->ID != Obj::MINE) //not dwelling or mine
|| 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()) || vstd::contains (ai->reservedObjs, obj); //no need to capture same object twice
});
if(objs.empty())
I_AM_ELEMENTAR;
boost::sort(objs, isCloser);
BOOST_FOREACH(const CGObjectInstance *obj, objs)
{
if (ai->isAccessibleForHero(obj->visitablePos(), h))
{
ai->reserveObject(h, obj); //no one else will capture same object until we fail
if (obj->ID == Obj::HERO)
return CGoal(VISIT_HERO).sethero(h).setobjid(obj->id).setisAbstract(true); //track enemy hero
else
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
assert(hero);
cb->setSelection(*hero);
auto compareReinforcements = [this](const CGTownInstance *lhs, const CGTownInstance *rhs) -> bool
{
return howManyReinforcementsCanGet(hero, lhs) < howManyReinforcementsCanGet(hero, rhs);
};
std::vector<const CGTownInstance *> townsReachable;
BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
{
if(!t->visitingHero && howManyReinforcementsCanGet(hero,t))
{
if(isReachable(t) && !vstd::contains (ai->townVisitsThisWeek[hero], 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
{
if (hero == ai->primaryHero()) //we can get army from other heroes
{
auto otherHeroes = cb->getHeroesInfo();
auto heroDummy = hero;
erase_if(otherHeroes, [heroDummy](const CGHeroInstance * h)
{
return (h == heroDummy.h || !ai->isAccessibleForHero(heroDummy->pos, h, true) || !ai->canGetArmy(heroDummy.h, h));
});
if (otherHeroes.size())
{
boost::sort(otherHeroes, compareArmyStrength); //TODO: check if hero has at least one stack more powerful than ours? not likely to fail
int primaryPath, secondaryPath;
auto h = otherHeroes.back();
cb->setSelection(hero.h);
primaryPath = cb->getPathInfo(h->pos)->turns; //FIXME: investigate crash at this line
cb->setSelection(h);
secondaryPath = cb->getPathInfo(hero->pos)->turns;
if (primaryPath < secondaryPath)
return CGoal(VISIT_HERO).setisAbstract(true).setobjid(h->id).sethero(hero); //go to the other hero if we are faster
else
return CGoal(VISIT_HERO).setisAbstract(true).setobjid(hero->id).sethero(h); //let the other hero come to us
}
}
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);
});
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
else
{
boost::sort(objs, isCloser);
HeroPtr h = NULL;
BOOST_FOREACH(const CGObjectInstance *obj, objs)
{ //find safe dwelling
auto pos = obj->visitablePos();
if (shouldVisit (hero, obj)) //creatures fit in army
h = hero;
else
{
BOOST_FOREACH(auto ourHero, cb->getHeroesInfo()) //make use of multiple heroes
{
if (shouldVisit(ourHero, obj))
h = ourHero;
}
}
if (h && isSafeToVisit(h, pos) && ai->isAccessibleForHero(pos, h))
return CGoal(VISIT_TILE).sethero(h).settile(pos);
}
}
}
return CGoal(EXPLORE).sethero(hero); //find dwelling. use current hero to prevent him from doing nothing.
}
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 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:
case Obj::MAGIC_WELL:
case Obj::HILL_FORT:
return true;
break;
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
break;
}
return false;
}
bool shouldVisit(HeroPtr h, const CGObjectInstance * obj)
{
switch (obj->ID)
{
case Obj::BORDERGUARD:
case Obj::BORDER_GATE:
{
BOOST_FOREACH (auto q, ai->myCb->getMyQuests())
{
if (q.obj == obj)
{
return false; // do not visit guards or gates when wandering
}
}
return true; //we don't have this quest yet
break;
}
case Obj::SEER_HUT:
case Obj::QUEST_GUARD:
{
BOOST_FOREACH (auto q, ai->myCb->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
break;
}
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;
break;
}
case Obj::HILL_FORT:
{
BOOST_FOREACH (auto slot, h->Slots())
{
if (slot.second->type->upgrades.size())
return true; //TODO: check price?
}
return false;
break;
}
case Obj::MONOLITH1:
case Obj::MONOLITH2:
case Obj::MONOLITH3:
case Obj::WHIRLPOOL:
//TODO: mechanism for handling monoliths
return false;
break;
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;
break;
case Obj::TREE_OF_KNOWLEDGE:
{
TResources myRes = ai->myCb->getResourceAmount();
if (myRes[Res::GOLD] - GOLD_RESERVE < 2000 || myRes[Res::GEMS] < 10)
return false;
}
break;
case Obj::MAGIC_WELL:
return h->mana < h->manaLimit();
break;
case Obj::PRISON:
return ai->myCb->getHeroesInfo().size() < GameConstants::MAX_HEROES_PER_PLAYER;
break;
case Obj::BOAT:
return false;
//Boats are handled by pathfinder
}
if (obj->wasVisited(*h)) //it must pointer to hero instance, heroPtr calls function wasVisited(ui8 player);
return false;
return true;
}
int3 SectorMap::firstTileToGet(HeroPtr 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 != Obj::TOWN) //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;
}
HeroPtr::HeroPtr(const CGHeroInstance *H)
{
if(!H)
{
//init from nullptr should equal to default init
*this = HeroPtr();
return;
}
h = H;
name = h->name;
hid = H->id;
// infosCount[ai->playerID][hid]++;
}
HeroPtr::HeroPtr()
{
h = nullptr;
hid = -1;
}
HeroPtr::~HeroPtr()
{
// if(hid >= 0)
// infosCount[ai->playerID][hid]--;
}
bool HeroPtr::operator<(const HeroPtr &rhs) const
{
return hid < rhs.hid;
}
const CGHeroInstance * HeroPtr::get(bool doWeExpectNull /*= false*/) const
{
//TODO? check if these all assertions every time we get info about hero affect efficiency
//
//behave terribly when attempting unauthorized access to hero that is not ours (or was lost)
assert(doWeExpectNull || h);
if(h)
{
auto obj = cb->getObj(hid);
const bool owned = obj && obj->tempOwner == ai->playerID;
if(doWeExpectNull && !owned)
{
return nullptr;
}
else
{
assert(obj);
assert(owned);
}
}
return h;
}
const CGHeroInstance * HeroPtr::operator->() const
{
return get();
}
bool HeroPtr::validAndSet() const
{
return get(true);
}
const CGHeroInstance * HeroPtr::operator*() const
{
return get();
}