mirror of
https://github.com/vcmi/vcmi.git
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afacb40f5a
- Fixed exotic crash when all nearby tiles are occupied
3006 lines
85 KiB
C++
3006 lines
85 KiB
C++
#include "StdInc.h"
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#include "VCAI.h"
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#include "Goals.h"
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#include "../../lib/UnlockGuard.h"
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#include "../../lib/CObjectHandler.h"
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#include "../../lib/CConfigHandler.h"
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#include "../../lib/CHeroHandler.h"
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/*
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* CCreatureHandler.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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extern FuzzyHelper *fh;
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class CGVisitableOPW;
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const double SAFE_ATTACK_CONSTANT = 1.5;
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const int GOLD_RESERVE = 10000; //when buying creatures we want to keep at least this much gold (10000 so at least we'll be able to reach capitol)
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using namespace vstd;
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//one thread may be turn of AI and another will be handling a side effect for AI2
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boost::thread_specific_ptr<CCallback> cb;
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boost::thread_specific_ptr<VCAI> ai;
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//std::map<int, std::map<int, int> > HeroView::infosCount;
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//helper RAII to manage global ai/cb ptrs
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struct SetGlobalState
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{
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SetGlobalState(VCAI * AI)
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{
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assert(!ai.get());
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assert(!cb.get());
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ai.reset(AI);
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cb.reset(AI->myCb.get());
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}
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~SetGlobalState()
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{
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ai.release();
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cb.release();
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}
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};
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#define SET_GLOBAL_STATE(ai) SetGlobalState _hlpSetState(ai);
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#define NET_EVENT_HANDLER SET_GLOBAL_STATE(this)
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#define MAKING_TURN SET_GLOBAL_STATE(this)
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unsigned char &retreiveTileN(std::vector< std::vector< std::vector<unsigned char> > > &vectors, const int3 &pos)
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{
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return vectors[pos.x][pos.y][pos.z];
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}
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const unsigned char &retreiveTileN(const std::vector< std::vector< std::vector<unsigned char> > > &vectors, const int3 &pos)
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{
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return vectors[pos.x][pos.y][pos.z];
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}
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void foreach_tile(std::vector< std::vector< std::vector<unsigned char> > > &vectors, std::function<void(unsigned char &in)> foo)
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{
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for(auto & vector : vectors)
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for(auto j = vector.begin(); j != vector.end(); j++)
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for(auto & elem : *j)
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foo(elem);
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}
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struct ObjInfo
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{
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int3 pos;
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std::string name;
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ObjInfo(){}
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ObjInfo(const CGObjectInstance *obj):
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pos(obj->pos),
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name(obj->getHoverText())
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{
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}
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};
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std::map<const CGObjectInstance *, ObjInfo> helperObjInfo;
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VCAI::VCAI(void)
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{
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LOG_TRACE(logAi);
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makingTurn = nullptr;
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}
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VCAI::~VCAI(void)
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{
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LOG_TRACE(logAi);
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}
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void VCAI::availableCreaturesChanged(const CGDwelling *town)
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{
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LOG_TRACE(logAi);
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NET_EVENT_HANDLER;
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}
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void VCAI::heroMoved(const TryMoveHero & details)
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{
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LOG_TRACE(logAi);
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NET_EVENT_HANDLER;
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validateObject(details.id); //enemy hero may have left visible area
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if(details.result == TryMoveHero::TELEPORTATION)
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{
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const int3 from = CGHeroInstance::convertPosition(details.start, false),
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to = CGHeroInstance::convertPosition(details.end, false);
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const CGObjectInstance *o1 = frontOrNull(cb->getVisitableObjs(from)),
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*o2 = frontOrNull(cb->getVisitableObjs(to));
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if(o1 && o2 && o1->ID == Obj::SUBTERRANEAN_GATE && o2->ID == Obj::SUBTERRANEAN_GATE)
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{
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knownSubterraneanGates[o1] = o2;
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knownSubterraneanGates[o2] = o1;
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logAi->debugStream() << boost::format("Found a pair of subterranean gates between %s and %s!") % from % to;
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}
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}
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}
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void VCAI::stackChagedCount(const StackLocation &location, const TQuantity &change, bool isAbsolute)
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{
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LOG_TRACE_PARAMS(logAi, "isAbsolute '%i'", isAbsolute);
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NET_EVENT_HANDLER;
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}
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void VCAI::heroInGarrisonChange(const CGTownInstance *town)
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{
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LOG_TRACE(logAi);
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NET_EVENT_HANDLER;
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}
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void VCAI::centerView(int3 pos, int focusTime)
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{
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LOG_TRACE_PARAMS(logAi, "focusTime '%i'", focusTime);
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NET_EVENT_HANDLER;
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}
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void VCAI::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
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{
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LOG_TRACE(logAi);
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NET_EVENT_HANDLER;
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}
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void VCAI::artifactAssembled(const ArtifactLocation &al)
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{
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LOG_TRACE(logAi);
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NET_EVENT_HANDLER;
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}
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void VCAI::showTavernWindow(const CGObjectInstance *townOrTavern)
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{
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LOG_TRACE(logAi);
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NET_EVENT_HANDLER;
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}
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void VCAI::showThievesGuildWindow (const CGObjectInstance * obj)
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{
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LOG_TRACE(logAi);
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NET_EVENT_HANDLER;
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}
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void VCAI::playerBlocked(int reason, bool start)
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{
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LOG_TRACE_PARAMS(logAi, "reason '%i', start '%i'", reason % start);
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NET_EVENT_HANDLER;
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if (start && reason == PlayerBlocked::UPCOMING_BATTLE)
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status.setBattle(UPCOMING_BATTLE);
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if(reason == PlayerBlocked::ONGOING_MOVEMENT)
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status.setMove(start);
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}
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void VCAI::showPuzzleMap()
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{
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LOG_TRACE(logAi);
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NET_EVENT_HANDLER;
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}
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void VCAI::showShipyardDialog(const IShipyard *obj)
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{
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LOG_TRACE(logAi);
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NET_EVENT_HANDLER;
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}
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void VCAI::gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult)
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{
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LOG_TRACE_PARAMS(logAi, "victoryLossCheckResult '%s'", victoryLossCheckResult);
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NET_EVENT_HANDLER;
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logAi->debugStream() << boost::format("Player %d: I heard that player %d %s.") % playerID % player.getNum() % (victoryLossCheckResult.victory() ? "won" : "lost");
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if(player == playerID)
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{
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if(victoryLossCheckResult.victory())
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{
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logAi->debugStream() << "VCAI: I won! Incredible!";
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logAi->debugStream() << "Turn nr " << myCb->getDate();
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}
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else
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{
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logAi->debugStream() << "VCAI: Player " << player << " lost. It's me. What a disappointment! :(";
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}
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// //let's make Impossible difficulty finally standing to its name :>
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// if(myCb->getStartInfo()->difficulty == 4 && !victory)
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// {
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// //play dirty: crash the whole engine to avoid lose
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// //that way AI is unbeatable!
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// *(int*)nullptr = 666;
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// }
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// TODO - at least write some insults on stdout
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finish();
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}
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}
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void VCAI::artifactPut(const ArtifactLocation &al)
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{
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LOG_TRACE(logAi);
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NET_EVENT_HANDLER;
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}
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void VCAI::artifactRemoved(const ArtifactLocation &al)
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{
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LOG_TRACE(logAi);
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NET_EVENT_HANDLER;
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}
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void VCAI::stacksErased(const StackLocation &location)
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{
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LOG_TRACE(logAi);
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NET_EVENT_HANDLER;
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}
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void VCAI::artifactDisassembled(const ArtifactLocation &al)
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{
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LOG_TRACE(logAi);
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NET_EVENT_HANDLER;
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}
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void VCAI::heroVisit(const CGHeroInstance *visitor, const CGObjectInstance *visitedObj, bool start)
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{
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LOG_TRACE_PARAMS(logAi, "start '%i'; obj '%s'", start % (visitedObj ? visitedObj->hoverName : std::string("n/a")));
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NET_EVENT_HANDLER;
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if(start)
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{
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markObjectVisited (visitedObj);
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erase_if_present(reservedObjs, visitedObj); //unreserve objects
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erase_if_present(reservedHeroesMap[visitor], visitedObj);
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completeGoal (sptr(Goals::GetObj(visitedObj->id.getNum()).sethero(visitor))); //we don't need to visit it anymore
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//TODO: what if we visited one-time visitable object that was reserved by another hero (shouldn't, but..)
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}
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status.heroVisit(visitedObj, start);
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}
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void VCAI::availableArtifactsChanged(const CGBlackMarket *bm /*= nullptr*/)
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{
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LOG_TRACE(logAi);
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NET_EVENT_HANDLER;
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}
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void VCAI::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
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{
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LOG_TRACE(logAi);
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NET_EVENT_HANDLER;
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//buildArmyIn(town);
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//moveCreaturesToHero(town);
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}
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void VCAI::tileHidden(const std::unordered_set<int3, ShashInt3> &pos)
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{
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LOG_TRACE(logAi);
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NET_EVENT_HANDLER;
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validateVisitableObjs();
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}
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void VCAI::tileRevealed(const std::unordered_set<int3, ShashInt3> &pos)
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{
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LOG_TRACE(logAi);
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NET_EVENT_HANDLER;
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for(int3 tile : pos)
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for(const CGObjectInstance *obj : myCb->getVisitableObjs(tile))
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addVisitableObj(obj);
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}
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void VCAI::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query)
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{
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LOG_TRACE(logAi);
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NET_EVENT_HANDLER;
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auto firstHero = cb->getHero(hero1);
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auto secondHero = cb->getHero(hero2);
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status.addQuery(query, boost::str(boost::format("Exchange between heroes %s and %s") % firstHero->name % secondHero->name));
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requestActionASAP([=]()
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{
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if (firstHero->getFightingStrength() > secondHero->getFightingStrength() && canGetArmy (firstHero, secondHero))
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pickBestCreatures (firstHero, secondHero);
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else if (canGetArmy (secondHero, firstHero))
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pickBestCreatures (secondHero, firstHero);
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completeGoal(sptr(Goals::VisitHero(firstHero->id.getNum()))); //TODO: what if we were visited by other hero in the meantime?
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completeGoal(sptr(Goals::VisitHero(secondHero->id.getNum())));
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//TODO: exchange artifacts
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answerQuery(query, 0);
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});
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}
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void VCAI::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
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{
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LOG_TRACE_PARAMS(logAi, "which '%i', val '%i'", which % val);
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NET_EVENT_HANDLER;
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}
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void VCAI::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
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{
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LOG_TRACE_PARAMS(logAi, "level '%i'", level);
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NET_EVENT_HANDLER;
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}
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void VCAI::heroMovePointsChanged(const CGHeroInstance * hero)
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{
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LOG_TRACE(logAi);
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NET_EVENT_HANDLER;
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}
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void VCAI::stackChangedType(const StackLocation &location, const CCreature &newType)
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{
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LOG_TRACE(logAi);
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NET_EVENT_HANDLER;
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}
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void VCAI::stacksRebalanced(const StackLocation &src, const StackLocation &dst, TQuantity count)
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{
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LOG_TRACE(logAi);
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NET_EVENT_HANDLER;
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}
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void VCAI::newObject(const CGObjectInstance * obj)
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{
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LOG_TRACE(logAi);
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NET_EVENT_HANDLER;
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if(obj->isVisitable())
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addVisitableObj(obj);
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//AI should reconsider strategy when spawning monsters block the way and free reserved objects
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//FIXME: AI tends to freeze forever on a week of double growth if this code is active
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//auto safeCopy = reservedHeroesMap;
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//for (auto hero : safeCopy)
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//{
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// auto h = hero.first;
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// for (auto reservedObj : hero.second)
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// {
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// auto pos = reservedObj->visitablePos();
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// if (!(isAccessibleForHero(pos, h) && isSafeToVisit(h, pos)))
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// {
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// erase_if_present (reservedObjs, reservedObj);
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// for(auto &p : reservedHeroesMap)
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// erase_if_present (p.second, reservedObj);
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// }
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// }
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//}
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}
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void VCAI::objectRemoved(const CGObjectInstance *obj)
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{
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LOG_TRACE(logAi);
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NET_EVENT_HANDLER;
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erase_if_present(visitableObjs, obj);
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erase_if_present(alreadyVisited, obj);
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erase_if_present(reservedObjs, obj);
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for(auto &p : reservedHeroesMap)
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erase_if_present(p.second, obj);
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//TODO
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//there are other places where CGObjectinstance ptrs are stored...
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//
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if(obj->ID == Obj::HERO && obj->tempOwner == playerID)
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{
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lostHero(cb->getHero(obj->id)); //we can promote, since objectRemoved is called just before actual deletion
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}
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}
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void VCAI::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
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{
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LOG_TRACE(logAi);
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NET_EVENT_HANDLER;
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requestActionASAP([=]()
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{
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makePossibleUpgrades(visitor);
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});
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}
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void VCAI::playerBonusChanged(const Bonus &bonus, bool gain)
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{
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LOG_TRACE_PARAMS(logAi, "gain '%i'", gain);
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NET_EVENT_HANDLER;
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}
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void VCAI::newStackInserted(const StackLocation &location, const CStackInstance &stack)
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{
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LOG_TRACE(logAi);
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NET_EVENT_HANDLER;
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}
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void VCAI::heroCreated(const CGHeroInstance* h)
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{
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LOG_TRACE(logAi);
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if (h->visitedTown)
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townVisitsThisWeek[HeroPtr(h)].insert(h->visitedTown);
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NET_EVENT_HANDLER;
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}
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void VCAI::advmapSpellCast(const CGHeroInstance * caster, int spellID)
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{
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LOG_TRACE_PARAMS(logAi, "spellID '%i", spellID);
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NET_EVENT_HANDLER;
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}
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void VCAI::showInfoDialog(const std::string &text, const std::vector<Component*> &components, int soundID)
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{
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LOG_TRACE_PARAMS(logAi, "soundID '%i'", soundID);
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NET_EVENT_HANDLER;
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}
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void VCAI::requestRealized(PackageApplied *pa)
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{
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LOG_TRACE(logAi);
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NET_EVENT_HANDLER;
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if(status.haveTurn())
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{
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if(pa->packType == typeList.getTypeID<EndTurn>())
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if(pa->result)
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status.madeTurn();
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}
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if(pa->packType == typeList.getTypeID<QueryReply>())
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{
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status.receivedAnswerConfirmation(pa->requestID, pa->result);
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}
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}
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void VCAI::receivedResource(int type, int val)
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{
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LOG_TRACE_PARAMS(logAi, "type '%i', val '%i'", type % val);
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NET_EVENT_HANDLER;
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}
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void VCAI::stacksSwapped(const StackLocation &loc1, const StackLocation &loc2)
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{
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LOG_TRACE(logAi);
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NET_EVENT_HANDLER;
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}
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void VCAI::showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor)
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{
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LOG_TRACE(logAi);
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NET_EVENT_HANDLER;
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}
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void VCAI::heroManaPointsChanged(const CGHeroInstance * hero)
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{
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LOG_TRACE(logAi);
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NET_EVENT_HANDLER;
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}
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void VCAI::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
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{
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LOG_TRACE_PARAMS(logAi, "which '%d', val '%d'", which % val);
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NET_EVENT_HANDLER;
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}
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void VCAI::battleResultsApplied()
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{
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LOG_TRACE(logAi);
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NET_EVENT_HANDLER;
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assert(status.getBattle() == ENDING_BATTLE);
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status.setBattle(NO_BATTLE);
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}
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void VCAI::objectPropertyChanged(const SetObjectProperty * sop)
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{
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LOG_TRACE(logAi);
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NET_EVENT_HANDLER;
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if(sop->what == ObjProperty::OWNER)
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{
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if(sop->val == playerID.getNum())
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erase_if_present(visitableObjs, myCb->getObj(sop->id));
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//TODO restore lost obj
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}
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}
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void VCAI::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what)
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{
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LOG_TRACE_PARAMS(logAi, "what '%i'", what);
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NET_EVENT_HANDLER;
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}
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void VCAI::heroBonusChanged(const CGHeroInstance *hero, const Bonus &bonus, bool gain)
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{
|
|
LOG_TRACE_PARAMS(logAi, "gain '%i'", gain);
|
|
NET_EVENT_HANDLER;
|
|
}
|
|
|
|
void VCAI::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
|
|
{
|
|
LOG_TRACE(logAi);
|
|
NET_EVENT_HANDLER;
|
|
}
|
|
|
|
void VCAI::init(shared_ptr<CCallback> CB)
|
|
{
|
|
LOG_TRACE(logAi);
|
|
myCb = CB;
|
|
cbc = CB;
|
|
NET_EVENT_HANDLER;
|
|
playerID = *myCb->getMyColor();
|
|
myCb->waitTillRealize = true;
|
|
myCb->unlockGsWhenWaiting = true;
|
|
|
|
if(!fh)
|
|
fh = new FuzzyHelper();
|
|
|
|
retreiveVisitableObjs(visitableObjs);
|
|
}
|
|
|
|
void VCAI::yourTurn()
|
|
{
|
|
LOG_TRACE(logAi);
|
|
NET_EVENT_HANDLER;
|
|
status.startedTurn();
|
|
makingTurn = make_unique<boost::thread>(&VCAI::makeTurn, this);
|
|
}
|
|
|
|
void VCAI::heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill> &skills, QueryID queryID)
|
|
{
|
|
LOG_TRACE_PARAMS(logAi, "queryID '%i'", queryID);
|
|
NET_EVENT_HANDLER;
|
|
status.addQuery(queryID, boost::str(boost::format("Hero %s got level %d") % hero->name % hero->level));
|
|
requestActionASAP([=]{ answerQuery(queryID, 0); });
|
|
}
|
|
|
|
void VCAI::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)
|
|
{
|
|
LOG_TRACE_PARAMS(logAi, "queryID '%i'", queryID);
|
|
NET_EVENT_HANDLER;
|
|
status.addQuery(queryID, boost::str(boost::format("Commander %s of %s got level %d") % commander->name % commander->armyObj->nodeName() % (int)commander->level));
|
|
requestActionASAP([=]{ answerQuery(queryID, 0); });
|
|
}
|
|
|
|
void VCAI::showBlockingDialog(const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel)
|
|
{
|
|
LOG_TRACE_PARAMS(logAi, "text '%s', askID '%i', soundID '%i', selection '%i', cancel '%i'", text % askID % soundID % selection % cancel);
|
|
NET_EVENT_HANDLER;
|
|
int sel = 0;
|
|
status.addQuery(askID, boost::str(boost::format("Blocking dialog query with %d components - %s")
|
|
% components.size() % text));
|
|
|
|
if(selection) //select from multiple components -> take the last one (they're indexed [1-size])
|
|
sel = components.size();
|
|
|
|
if(!selection && cancel) //yes&no -> always answer yes, we are a brave AI :)
|
|
sel = 1;
|
|
|
|
requestActionASAP([=]()
|
|
{
|
|
answerQuery(askID, sel);
|
|
});
|
|
}
|
|
|
|
void VCAI::showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
|
|
{
|
|
LOG_TRACE_PARAMS(logAi, "removableUnits '%i', queryID '%i'", removableUnits % queryID);
|
|
NET_EVENT_HANDLER;
|
|
|
|
std::string s1 = up ? up->nodeName() : "NONE";
|
|
std::string s2 = down ? down->nodeName() : "NONE";
|
|
|
|
status.addQuery(queryID, boost::str(boost::format("Garrison dialog with %s and %s") % s1 % s2));
|
|
|
|
//you can't request action from action-response thread
|
|
requestActionASAP([=]()
|
|
{
|
|
pickBestCreatures (down, up);
|
|
answerQuery(queryID, 0);
|
|
});
|
|
}
|
|
|
|
void VCAI::saveGame(COSer<CSaveFile> &h, const int version)
|
|
{
|
|
LOG_TRACE_PARAMS(logAi, "version '%i'", version);
|
|
NET_EVENT_HANDLER;
|
|
validateVisitableObjs();
|
|
CAdventureAI::saveGame(h, version);
|
|
serializeInternal(h, version);
|
|
}
|
|
|
|
void VCAI::loadGame(CISer<CLoadFile> &h, const int version)
|
|
{
|
|
LOG_TRACE_PARAMS(logAi, "version '%i'", version);
|
|
NET_EVENT_HANDLER;
|
|
CAdventureAI::loadGame(h, version);
|
|
serializeInternal(h, version);
|
|
}
|
|
|
|
void makePossibleUpgrades(const CArmedInstance *obj)
|
|
{
|
|
if(!obj)
|
|
return;
|
|
|
|
for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
|
|
{
|
|
if(const CStackInstance *s = obj->getStackPtr(SlotID(i)))
|
|
{
|
|
UpgradeInfo ui;
|
|
cb->getUpgradeInfo(obj, SlotID(i), ui);
|
|
if(ui.oldID >= 0 && cb->getResourceAmount().canAfford(ui.cost[0] * s->count))
|
|
{
|
|
cb->upgradeCreature(obj, SlotID(i), ui.newID[0]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void VCAI::makeTurn()
|
|
{
|
|
MAKING_TURN;
|
|
boost::shared_lock<boost::shared_mutex> gsLock(cb->getGsMutex());
|
|
setThreadName("VCAI::makeTurn");
|
|
|
|
logGlobal->infoStream() << boost::format("Player %d starting turn") % static_cast<int>(playerID.getNum());
|
|
|
|
switch(cb->getDate(Date::DAY_OF_WEEK))
|
|
{
|
|
case 1:
|
|
{
|
|
townVisitsThisWeek.clear();
|
|
std::vector<const CGObjectInstance *> objs;
|
|
retreiveVisitableObjs(objs, true);
|
|
for(const CGObjectInstance *obj : objs)
|
|
{
|
|
if (isWeeklyRevisitable(obj))
|
|
{
|
|
visitableObjs.insert(obj); //set doesn't need duplicate check
|
|
erase_if_present (alreadyVisited, obj);
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
if(cb->getSelectedHero())
|
|
cb->recalculatePaths();
|
|
|
|
makeTurnInternal();
|
|
makingTurn.reset();
|
|
|
|
return;
|
|
}
|
|
|
|
void VCAI::makeTurnInternal()
|
|
{
|
|
saving = 0;
|
|
|
|
//it looks messy here, but it's better to have armed heroes before attempting realizing goals
|
|
for(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)
|
|
for (auto hero : reservedHeroesCopy)
|
|
{
|
|
if(reservedHeroesMap.count(hero.first))
|
|
continue; //hero might have been removed while we were in this loop
|
|
if(!hero.first.validAndSet())
|
|
{
|
|
logAi->errorStream() << "Hero " << hero.first.name << " present on reserved map. Shouldn't be. ";
|
|
continue;
|
|
}
|
|
|
|
cb->setSelection(hero.first.get());
|
|
std::vector<const CGObjectInstance *> vec(hero.second.begin(), hero.second.end());
|
|
boost::sort (vec, isCloser);
|
|
for (auto obj : vec)
|
|
{
|
|
if(!obj || !cb->getObj(obj->id))
|
|
{
|
|
logAi->errorStream() << "Error: there is wrong object on list for hero " << hero.first->name;
|
|
continue;
|
|
}
|
|
striveToGoal (sptr(Goals::VisitTile(obj->visitablePos()).sethero(hero.first)));
|
|
}
|
|
}
|
|
|
|
//now try to win
|
|
striveToGoal(sptr(Goals::Win()));
|
|
|
|
//finally, continue our abstract long-term goals
|
|
int oldMovement = 0;
|
|
int newMovement = 0;
|
|
while (true)
|
|
{
|
|
oldMovement = newMovement; //remember old value
|
|
newMovement = 0;
|
|
std::vector<std::pair<HeroPtr, Goals::TSubgoal> > safeCopy;
|
|
for (auto mission : lockedHeroes)
|
|
{
|
|
//FIXME: for some reason when called here, priority is always the same
|
|
fh->setPriority (mission.second); //re-evaluate
|
|
if (canAct(mission.first))
|
|
{
|
|
newMovement += mission.first->movement;
|
|
safeCopy.push_back (mission);
|
|
}
|
|
}
|
|
if (newMovement == oldMovement) //means our heroes didn't move or didn't re-assign their goals
|
|
{
|
|
logAi->warnStream() << "Our heroes don't move anymore, exhaustive decomposition failed";
|
|
break;
|
|
}
|
|
if (safeCopy.empty())
|
|
break; //all heroes exhausted their locked goals
|
|
else
|
|
{
|
|
typedef std::pair<HeroPtr, Goals::TSubgoal> TItrType;
|
|
|
|
auto lockedHeroesSorter = [](TItrType m1, TItrType m2) -> bool
|
|
{
|
|
return m1.second->priority < m2.second->priority;
|
|
};
|
|
boost::sort(safeCopy, lockedHeroesSorter);
|
|
striveToGoal (safeCopy.back().second);
|
|
}
|
|
}
|
|
|
|
auto quests = myCb->getMyQuests();
|
|
for (auto quest : quests)
|
|
{
|
|
striveToQuest (quest);
|
|
}
|
|
|
|
striveToGoal(sptr(Goals::Build())); //TODO: smarter building management
|
|
performTypicalActions();
|
|
|
|
//for debug purpose
|
|
for (auto h : cb->getHeroesInfo())
|
|
{
|
|
if (h->movement)
|
|
logAi->warnStream() << boost::format("hero %s has %d MP left") % h->name % h->movement;
|
|
}
|
|
}
|
|
catch(boost::thread_interrupted &e)
|
|
{
|
|
logAi->debugStream() << "Making turn thread has been interrupted. We'll end without calling endTurn.";
|
|
return;
|
|
}
|
|
catch(std::exception &e)
|
|
{
|
|
logAi->debugStream() << "Making turn thread has caught an exception: " << e.what();
|
|
}
|
|
|
|
endTurn();
|
|
}
|
|
|
|
bool VCAI::goVisitObj(const CGObjectInstance * obj, HeroPtr h)
|
|
{
|
|
int3 dst = obj->visitablePos();
|
|
logAi->debugStream() << boost::format("%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)
|
|
{
|
|
LOG_TRACE_PARAMS(logAi, "Hero %s and object %s at %s", h->name % obj->getHoverText() % obj->pos);
|
|
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].insert(h->visitedTown);
|
|
if (!h->hasSpellbook() && cb->getResourceAmount(Res::GOLD) >= GameConstants::SPELLBOOK_GOLD_COST + saving[Res::GOLD] &&
|
|
h->visitedTown->hasBuilt (BuildingID::MAGES_GUILD_1))
|
|
cb->buyArtifact(h.get(), ArtifactID::SPELLBOOK);
|
|
}
|
|
break;
|
|
}
|
|
completeGoal (sptr(Goals::GetObj(obj->id.getNum()).sethero(h)));
|
|
}
|
|
|
|
void VCAI::moveCreaturesToHero(const CGTownInstance * t)
|
|
{
|
|
if(t->visitingHero && t->armedGarrison() && t->visitingHero->tempOwner == t->tempOwner)
|
|
{
|
|
pickBestCreatures (t->visitingHero, t);
|
|
}
|
|
}
|
|
|
|
bool VCAI::canGetArmy (const CGHeroInstance * army, const CGHeroInstance * source)
|
|
{ //TODO: merge with pickBestCreatures
|
|
if (ai->primaryHero().h == source)
|
|
return false; //TODO: allow exchange back and forth
|
|
|
|
if(army->tempOwner != source->tempOwner)
|
|
{
|
|
logAi->errorStream() << "Why are we even considering exchange between heroes from different players?";
|
|
return false;
|
|
}
|
|
|
|
|
|
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;
|
|
for(auto armyPtr : armies)
|
|
for(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
|
|
{
|
|
for(auto armyPtr : armies)
|
|
for (int j = 0; j < GameConstants::ARMY_SIZE; j++)
|
|
{
|
|
if(armyPtr->getCreature(SlotID(j)) == bestArmy[i] && (i != j || armyPtr != army)) //it's a searched creature not in dst slot
|
|
if (!(armyPtr->needsLastStack() && armyPtr->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;
|
|
for(auto armyPtr : armies)
|
|
for(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
|
|
{
|
|
for(auto armyPtr : armies)
|
|
for (int j = 0; j < GameConstants::ARMY_SIZE; j++)
|
|
{
|
|
if(armyPtr->getCreature(SlotID(j)) == bestArmy[i] && (i != j || armyPtr != army)) //it's a searched creature not in dst slot
|
|
if (!(armyPtr->needsLastStack() && armyPtr->Slots().size() == 1 && armyPtr != army))
|
|
cb->mergeOrSwapStacks(armyPtr, army, SlotID(j), SlotID(i));
|
|
}
|
|
}
|
|
|
|
//TODO - having now strongest possible army, we may want to think about arranging stacks
|
|
|
|
auto hero = dynamic_cast<const CGHeroInstance *>(army);
|
|
if (hero)
|
|
{
|
|
checkHeroArmy (hero);
|
|
}
|
|
}
|
|
|
|
void VCAI::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;
|
|
CreatureID creID = d->creatures[i].second.back();
|
|
// const CCreature *c = VLC->creh->creatures[creID];
|
|
// if(containsSavedRes(c->cost))
|
|
// continue;
|
|
|
|
amin(count, freeResources() / VLC->creh->creatures[creID]->cost);
|
|
if(count > 0)
|
|
cb->recruitCreatures(d, creID, count, i);
|
|
}
|
|
}
|
|
|
|
bool VCAI::tryBuildStructure(const CGTownInstance * t, BuildingID building, unsigned int maxDays)
|
|
{
|
|
if (maxDays == 0)
|
|
{
|
|
logAi->warnStream() << "Request to build building " << building << " in 0 days!";
|
|
return false;
|
|
}
|
|
|
|
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;
|
|
|
|
const CBuilding * buildPtr = t->town->buildings.at(building);
|
|
|
|
auto toBuild = buildPtr->requirements.getFulfillmentCandidates([&](const BuildingID & buildID)
|
|
{
|
|
return t->hasBuilt(buildID);
|
|
});
|
|
toBuild.push_back(building);
|
|
|
|
for(BuildingID buildID : toBuild)
|
|
{
|
|
EBuildingState::EBuildingState 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
|
|
|
|
for(const auto & buildID : toBuild)
|
|
{
|
|
const CBuilding *b = t->town->buildings.at(buildID);
|
|
|
|
EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID);
|
|
if(canBuild == EBuildingState::ALLOWED)
|
|
{
|
|
if(!containsSavedRes(b->resources))
|
|
{
|
|
logAi->debugStream() << boost::format("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.at(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;
|
|
}
|
|
else if (canBuild == EBuildingState::PREREQUIRES)
|
|
{
|
|
// can happen when dependencies have their own missing dependencies
|
|
if (tryBuildStructure(t, buildID, maxDays - 1))
|
|
return true;
|
|
}
|
|
else if (canBuild == EBuildingState::MISSING_BASE)
|
|
{
|
|
if (tryBuildStructure(t, b->upgrade, maxDays - 1))
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//bool VCAI::canBuildStructure(const CGTownInstance * t, BuildingID building, unsigned int maxDays=7)
|
|
//{
|
|
// if (maxDays == 0)
|
|
// {
|
|
// logAi->warnStream() << "Request to build building " << building << " in 0 days!";
|
|
// return false;
|
|
// }
|
|
//
|
|
// 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;
|
|
//
|
|
// const CBuilding * buildPtr = t->town->buildings.at(building);
|
|
//
|
|
// auto toBuild = buildPtr->requirements.getFulfillmentCandidates([&](const BuildingID & buildID)
|
|
// {
|
|
// return t->hasBuilt(buildID);
|
|
// });
|
|
// toBuild.push_back(building);
|
|
//
|
|
// for(BuildingID buildID : toBuild)
|
|
// {
|
|
// EBuildingState::EBuildingState 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
|
|
//
|
|
// for(const auto & buildID : toBuild)
|
|
// {
|
|
// const CBuilding *b = t->town->buildings.at(buildID);
|
|
//
|
|
// EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID);
|
|
// if(canBuild == EBuildingState::ALLOWED)
|
|
// {
|
|
// if(!containsSavedRes(b->resources))
|
|
// {
|
|
// logAi->debugStream() << boost::format("Player %d will build %s in town of %s at %s") % playerID % b->Name() % t->name % t->pos;
|
|
// return true;
|
|
// }
|
|
// continue;
|
|
// }
|
|
// else if(canBuild == EBuildingState::NO_RESOURCES)
|
|
// {
|
|
// TResources cost = t->town->buildings.at(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;
|
|
// }
|
|
// else if (canBuild == EBuildingState::PREREQUIRES)
|
|
// {
|
|
// // can happen when dependencies have their own missing dependencies
|
|
// if (canBuildStructure(t, buildID, maxDays - 1))
|
|
// return true;
|
|
// }
|
|
// else if (canBuild == EBuildingState::MISSING_BASE)
|
|
// {
|
|
// if (canBuildStructure(t, b->upgrade, maxDays - 1))
|
|
// return true;
|
|
// }
|
|
// }
|
|
// return false;
|
|
//}
|
|
|
|
bool VCAI::tryBuildAnyStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays)
|
|
{
|
|
for(const auto & building : buildList)
|
|
{
|
|
if(t->hasBuilt(building))
|
|
continue;
|
|
if (tryBuildStructure(t, building, maxDays))
|
|
return true;
|
|
}
|
|
return false; //Can't build anything
|
|
}
|
|
|
|
BuildingID VCAI::canBuildAnyStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays)
|
|
{
|
|
for(const auto & building : buildList)
|
|
{
|
|
if(t->hasBuilt(building))
|
|
continue;
|
|
if (cb->canBuildStructure(t, building))
|
|
return building;
|
|
}
|
|
return BuildingID::NONE; //Can't build anything
|
|
}
|
|
|
|
bool VCAI::tryBuildNextStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays)
|
|
{
|
|
for(const auto & building : buildList)
|
|
{
|
|
if(t->hasBuilt(building))
|
|
continue;
|
|
return tryBuildStructure(t, building, maxDays);
|
|
}
|
|
return false;//Nothing to build
|
|
}
|
|
|
|
void VCAI::buildStructure(const CGTownInstance * t)
|
|
{
|
|
//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)
|
|
|
|
TResources currentRes = cb->getResourceAmount();
|
|
TResources income = estimateIncome();
|
|
|
|
if (tryBuildAnyStructure(t, std::vector<BuildingID>(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<BuildingID>(goldSource, goldSource + ARRAY_COUNT(goldSource))))
|
|
return;
|
|
|
|
if (cb->getDate(Date::DAY_OF_WEEK) > 6)// last 2 days of week - try to focus on growth
|
|
{
|
|
if (tryBuildNextStructure(t, std::vector<BuildingID>(unitGrowth, unitGrowth + ARRAY_COUNT(unitGrowth)), 2))
|
|
return;
|
|
}
|
|
|
|
// first in-game week or second half of any week: try build dwellings
|
|
if (cb->getDate(Date::DAY) < 7 || cb->getDate(Date::DAY_OF_WEEK) > 3)
|
|
if (tryBuildAnyStructure(t, std::vector<BuildingID>(unitsSource, unitsSource + ARRAY_COUNT(unitsSource)), 8 - cb->getDate(Date::DAY_OF_WEEK)))
|
|
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<BuildingID>(goldSource, goldSource + ARRAY_COUNT(goldSource))))
|
|
return;
|
|
if (tryBuildNextStructure(t, std::vector<BuildingID>(spells, spells + ARRAY_COUNT(spells))))
|
|
return;
|
|
if (tryBuildAnyStructure(t, std::vector<BuildingID>(extra, extra + ARRAY_COUNT(extra))))
|
|
return;
|
|
}
|
|
|
|
bool VCAI::isGoodForVisit(const CGObjectInstance *obj, HeroPtr h)
|
|
{
|
|
const int3 pos = obj->visitablePos();
|
|
if (isAccessibleForHero(obj->visitablePos(), h) &&
|
|
!obj->wasVisited(playerID) &&
|
|
(cb->getPlayerRelations(ai->playerID, obj->tempOwner) == PlayerRelations::ENEMIES || isWeeklyRevisitable(obj)) && //flag or get weekly resources / creatures
|
|
isSafeToVisit(h, pos) &&
|
|
shouldVisit(h, obj) &&
|
|
!vstd::contains(alreadyVisited, obj) &&
|
|
!vstd::contains(reservedObjs, obj))
|
|
{
|
|
const CGObjectInstance *topObj = cb->getVisitableObjs(obj->visitablePos()).back(); //it may be hero visiting this obj
|
|
//we don't try visiting object on which allied or owned hero stands
|
|
// -> it will just trigger exchange windows and AI will be confused that obj behind doesn't get visited
|
|
if (topObj->ID == Obj::HERO && cb->getPlayerRelations(h->tempOwner, topObj->tempOwner) != PlayerRelations::ENEMIES)
|
|
return false;
|
|
else
|
|
return true; //all of the following is met
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
std::vector<const CGObjectInstance *> VCAI::getPossibleDestinations(HeroPtr h)
|
|
{
|
|
validateVisitableObjs();
|
|
std::vector<const CGObjectInstance *> possibleDestinations;
|
|
for(const CGObjectInstance *obj : visitableObjs)
|
|
{
|
|
const int3 pos = obj->visitablePos();
|
|
if (isGoodForVisit(obj, h))
|
|
{
|
|
possibleDestinations.push_back(obj);
|
|
}
|
|
}
|
|
|
|
boost::sort(possibleDestinations, isCloser);
|
|
|
|
return possibleDestinations;
|
|
}
|
|
|
|
bool VCAI::canRecruitAnyHero (const CGTownInstance * t) const
|
|
{
|
|
//TODO: make gathering gold, building tavern or conquering town (?) possible subgoals
|
|
if (!t)
|
|
t = findTownWithTavern();
|
|
if (t)
|
|
return cb->getResourceAmount(Res::GOLD) >= HERO_GOLD_COST &&
|
|
cb->getHeroesInfo().size() < ALLOWED_ROAMING_HEROES &&
|
|
cb->getAvailableHeroes(t).size();
|
|
else
|
|
return false;
|
|
}
|
|
|
|
void VCAI::wander(HeroPtr h)
|
|
{
|
|
//unclaim objects that are now dangerous for us
|
|
erase_if(reservedHeroesMap[h], [h](const CGObjectInstance * obj) -> bool
|
|
{
|
|
return !isSafeToVisit(h, obj->visitablePos());
|
|
});
|
|
|
|
TimeCheck tc("looking for wander destination");
|
|
|
|
while (h->movement)
|
|
{
|
|
validateVisitableObjs();
|
|
std::vector <ObjectIdRef> dests, tmp;
|
|
|
|
range::copy(reservedHeroesMap[h], std::back_inserter(tmp)); //visit our reserved objects first
|
|
for (auto obj : tmp)
|
|
{
|
|
if (isAccessibleForHero (obj->visitablePos(), h)) //even nearby objects could be blocked by other heroes :(
|
|
dests.push_back(obj); //can't use lambda for member function :(
|
|
}
|
|
|
|
if (!dests.size())
|
|
range::copy(getPossibleDestinations(h), std::back_inserter(dests));
|
|
|
|
if(!dests.size())
|
|
{
|
|
if (cb->getVisitableObjs(h->visitablePos()).size() > 1)
|
|
moveHeroToTile(h->visitablePos(), h); //just in case we're standing on blocked subterranean gate
|
|
|
|
auto compareReinforcements = [h](const CGTownInstance *lhs, const CGTownInstance *rhs) -> bool
|
|
{
|
|
return howManyReinforcementsCanGet(h, lhs) < howManyReinforcementsCanGet(h, rhs);
|
|
};
|
|
|
|
std::vector<const CGTownInstance *> townsReachable;
|
|
std::vector<const CGTownInstance *> townsNotReachable;
|
|
for(const CGTownInstance *t : cb->getTownsInfo())
|
|
{
|
|
if(!t->visitingHero && howManyReinforcementsCanGet(h,t) && !vstd::contains(townVisitsThisWeek[h], t))
|
|
{
|
|
if (isAccessibleForHero (t->visitablePos(), h))
|
|
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();
|
|
logAi->debugStream() << boost::format("%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(sptr(Goals::ClearWayTo(t->visitablePos()).sethero(h)));
|
|
//if out hero is stuck, we may need to request another hero to clear the way we see
|
|
|
|
if (pos1 == h->pos && h == primaryHero()) //hero can't move
|
|
{
|
|
if (canRecruitAnyHero(t))
|
|
recruitHero(t);
|
|
}
|
|
break;
|
|
}
|
|
else if(cb->getResourceAmount(Res::GOLD) >= HERO_GOLD_COST)
|
|
{
|
|
std::vector<const CGTownInstance *> towns = cb->getTownsInfo();
|
|
erase_if(towns, [](const CGTownInstance *t) -> bool
|
|
{
|
|
for(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
|
|
{
|
|
logAi->debugStream() << "Nowhere more to go...";
|
|
break;
|
|
}
|
|
}
|
|
//end of objs empty
|
|
|
|
while (dests.size()) //performance improvement
|
|
{
|
|
//wander should not cause heroes to be reserved - they are always considered free
|
|
const ObjectIdRef&dest = dests.front();
|
|
logAi->debugStream() << boost::format("Of all %d destinations, object oid=%d seems nice") % dests.size() % dest.id.getNum();
|
|
if(!goVisitObj(dest, h))
|
|
{
|
|
if(!dest)
|
|
{
|
|
logAi->debugStream() << boost::format("Visit attempt made the object (id=%d) gone...") % dest.id.getNum();
|
|
}
|
|
else
|
|
{
|
|
logAi->debugStream() << boost::format("Hero %s apparently used all MPs (%d left)") % h->name % h->movement;
|
|
return;
|
|
}
|
|
}
|
|
//TODO: refactor removing deleted objects from the list
|
|
std::vector<const CGObjectInstance *> hlp;
|
|
retreiveVisitableObjs(hlp, true);
|
|
|
|
auto shouldBeErased = [&](const CGObjectInstance *obj) -> bool
|
|
{
|
|
if(!vstd::contains(hlp, obj))
|
|
{
|
|
return true;
|
|
}
|
|
return false;
|
|
};
|
|
erase_if(dests, shouldBeErased);
|
|
|
|
erase_if_present(dests, dest); //why that fails sometimes when removing monsters?
|
|
boost::sort(dests, isCloser); //find next closest one
|
|
}
|
|
|
|
if (h->visitedTown)
|
|
{
|
|
townVisitsThisWeek[h].insert(h->visitedTown);
|
|
buildArmyIn(h->visitedTown);
|
|
}
|
|
}
|
|
}
|
|
|
|
void VCAI::setGoal(HeroPtr h, Goals::TSubgoal goal)
|
|
{ //TODO: check for presence?
|
|
if (goal->invalid())
|
|
erase_if_present(lockedHeroes, h);
|
|
else
|
|
{
|
|
lockedHeroes[h] = goal;
|
|
goal->setisElementar(false); //always evaluate goals before realizing
|
|
}
|
|
}
|
|
|
|
void VCAI::completeGoal (Goals::TSubgoal goal)
|
|
{
|
|
logAi->traceStream() << boost::format("Completing goal: %s") % goal->name();
|
|
if (const CGHeroInstance * h = goal->hero.get(true))
|
|
{
|
|
auto it = lockedHeroes.find(h);
|
|
if (it != lockedHeroes.end())
|
|
if (it->second == goal)
|
|
{
|
|
logAi->debugStream() << boost::format("%s") % goal->completeMessage();
|
|
lockedHeroes.erase(it); //goal fulfilled, free hero
|
|
}
|
|
}
|
|
else //complete goal for all heroes maybe?
|
|
{
|
|
for (auto p : lockedHeroes)
|
|
{
|
|
if (p.second == goal || p.second->fulfillsMe(goal)) //we could have fulfilled goals of other heroes by chance
|
|
{
|
|
logAi->debugStream() << boost::format("%s") % p.second->completeMessage();
|
|
lockedHeroes.erase (lockedHeroes.find(p.first)); //is it safe?
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
void VCAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
|
|
{
|
|
NET_EVENT_HANDLER;
|
|
assert(playerID > PlayerColor::PLAYER_LIMIT || status.getBattle() == UPCOMING_BATTLE);
|
|
status.setBattle(ONGOING_BATTLE);
|
|
const CGObjectInstance *presumedEnemy = backOrNull(cb->getVisitableObjs(tile)); //may be nullptr in some very are cases -> eg. visited monolith and fighting with an enemy at the FoW covered exit
|
|
battlename = boost::str(boost::format("Starting battle of %s attacking %s at %s") % (hero1 ? hero1->name : "a army") % (presumedEnemy ? presumedEnemy->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();
|
|
logAi->debugStream() << boost::format("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.insert(obj);
|
|
}
|
|
|
|
void VCAI::reserveObject(HeroPtr h, const CGObjectInstance *obj)
|
|
{
|
|
reservedObjs.insert(obj);
|
|
reservedHeroesMap[h].insert(obj);
|
|
logAi->debugStream() << "reserved object id=" << obj->id << "; address=" << (intptr_t)obj << "; name=" << obj->getHoverText();
|
|
}
|
|
|
|
void VCAI::validateVisitableObjs()
|
|
{
|
|
std::vector<const CGObjectInstance *> hlp;
|
|
retreiveVisitableObjs(hlp, true);
|
|
|
|
std::string errorMsg;
|
|
auto shouldBeErased = [&](const CGObjectInstance *obj) -> bool
|
|
{
|
|
if(!vstd::contains(hlp, obj))
|
|
{
|
|
logAi->errorStream() << helperObjInfo[obj].name << " at " << helperObjInfo[obj].pos << errorMsg;
|
|
return true;
|
|
}
|
|
return false;
|
|
};
|
|
|
|
//errorMsg is captured by ref so lambda will take the new text
|
|
errorMsg = " shouldn't be on the visitable objects list!";
|
|
erase_if(visitableObjs, shouldBeErased);
|
|
|
|
for(auto &p : reservedHeroesMap)
|
|
{
|
|
errorMsg = " shouldn't be on list for hero " + p.first->name + "!";
|
|
erase_if(p.second, shouldBeErased);
|
|
}
|
|
|
|
errorMsg = " shouldn't be on the reserved objs list!";
|
|
erase_if(reservedObjs, shouldBeErased);
|
|
|
|
//TODO overkill, hidden object should not be removed. However, we can't know if hidden object is erased from game.
|
|
errorMsg = " shouldn't be on the already visited objs list!";
|
|
erase_if(alreadyVisited, shouldBeErased);
|
|
}
|
|
|
|
void VCAI::retreiveVisitableObjs(std::vector<const CGObjectInstance *> &out, bool includeOwned /*= false*/) const
|
|
{
|
|
foreach_tile_pos([&](const int3 &pos)
|
|
{
|
|
for(const CGObjectInstance *obj : myCb->getVisitableObjs(pos, false))
|
|
{
|
|
if(includeOwned || obj->tempOwner != playerID)
|
|
out.push_back(obj);
|
|
}
|
|
});
|
|
}
|
|
void VCAI::retreiveVisitableObjs(std::set<const CGObjectInstance *> &out, bool includeOwned /*= false*/) const
|
|
{
|
|
foreach_tile_pos([&](const int3 &pos)
|
|
{
|
|
for(const CGObjectInstance *obj : myCb->getVisitableObjs(pos, false))
|
|
{
|
|
if(includeOwned || obj->tempOwner != playerID)
|
|
out.insert(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.insert(obj);
|
|
helperObjInfo[obj] = ObjInfo(obj);
|
|
}
|
|
|
|
const CGObjectInstance * VCAI::lookForArt(int aid) const
|
|
{
|
|
for(const CGObjectInstance *obj : ai->visitableObjs)
|
|
{
|
|
if(obj->ID == 5 && obj->subID == aid)
|
|
return obj;
|
|
}
|
|
|
|
return nullptr;
|
|
|
|
//TODO what if more than one artifact is available? return them all or some slection criteria
|
|
}
|
|
|
|
bool VCAI::isAccessible(const int3 &pos)
|
|
{
|
|
//TODO precalculate for speed
|
|
|
|
for(const CGHeroInstance *h : cb->getHeroesInfo())
|
|
{
|
|
if(isAccessibleForHero(pos, h))
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
HeroPtr VCAI::getHeroWithGrail() const
|
|
{
|
|
for(const CGHeroInstance *h : cb->getHeroesInfo())
|
|
if(h->hasArt(2)) //grail
|
|
return h;
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
const CGObjectInstance * VCAI::getUnvisitedObj(const std::function<bool(const CGObjectInstance *)> &predicate)
|
|
{
|
|
//TODO smarter definition of unvisited
|
|
for(const CGObjectInstance *obj : visitableObjs)
|
|
if(predicate(obj) && !vstd::contains(alreadyVisited, obj))
|
|
return obj;
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
bool VCAI::isAccessibleForHero(const int3 & pos, HeroPtr h, bool includeAllies /*= false*/) const
|
|
{
|
|
cb->setSelection(*h);
|
|
if (!includeAllies)
|
|
{ //don't visit tile occupied by allied hero
|
|
for (auto obj : cb->getVisitableObjs(pos))
|
|
{
|
|
if (obj->ID == Obj::HERO &&
|
|
cb->getPlayerRelations(ai->playerID, obj->tempOwner) != PlayerRelations::ENEMIES &&
|
|
obj != h.get())
|
|
return false;
|
|
}
|
|
}
|
|
return cb->getPathInfo(pos)->reachable();
|
|
}
|
|
|
|
bool VCAI::moveHeroToTile(int3 dst, HeroPtr h)
|
|
{
|
|
cb->setSelection(h.h); //make sure we are using the RIGHT pathfinder
|
|
logAi->debugStream() << boost::format("Moving hero %s to tile %s") % h->name % dst;
|
|
int3 startHpos = h->visitablePos();
|
|
bool ret = false;
|
|
if(startHpos == dst)
|
|
{
|
|
//FIXME: this assertion fails also if AI moves onto defeated guarded object
|
|
assert(cb->getVisitableObjs(dst).size() > 1); //there's no point in revisiting tile where there is no visitable object
|
|
cb->moveHero(*h, CGHeroInstance::convertPosition(dst, true));
|
|
waitTillFree(); //movement may cause battle or blocking dialog
|
|
ret = true;
|
|
}
|
|
else
|
|
{
|
|
CGPath path;
|
|
cb->getPath2(dst, path);
|
|
if(path.nodes.empty())
|
|
{
|
|
logAi->errorStream() << "Hero " << h->name << " cannot reach " << dst;
|
|
cb->recalculatePaths();
|
|
throw goalFulfilledException (sptr(Goals::VisitTile(dst).sethero(h)));
|
|
}
|
|
|
|
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())
|
|
continue;
|
|
|
|
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!");
|
|
}
|
|
|
|
}
|
|
ret = !i;
|
|
}
|
|
if (auto visitedObject = frontOrNull(cb->getVisitableObjs(h->visitablePos()))) //we stand on something interesting
|
|
{
|
|
if (visitedObject != *h)
|
|
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
|
|
{
|
|
completeGoal (sptr(Goals::VisitTile(dst).sethero(h))); //we stepped on some tile, anyway
|
|
if (!ret) //reserve object we are heading towards
|
|
{
|
|
auto obj = frontOrNull(cb->getVisitableObjs(dst));
|
|
if (obj && obj != *h)
|
|
reserveObject(h, obj);
|
|
}
|
|
|
|
cb->recalculatePaths();
|
|
if (startHpos == h->visitablePos() && !ret) //we didn't move and didn't reach the target
|
|
{
|
|
erase_if_present (lockedHeroes, h); //hero seemingly is confused
|
|
throw cannotFulfillGoalException("Invalid path found!"); //FIXME: should never happen
|
|
}
|
|
}
|
|
logAi->debugStream() << boost::format("Hero %s moved from %s to %s. Returning %d.") % h->name % startHpos % h->visitablePos() % ret;
|
|
return ret;
|
|
}
|
|
void VCAI::tryRealize(Goals::Explore & g)
|
|
{
|
|
throw cannotFulfillGoalException("EXPLORE is not a elementar goal!");
|
|
}
|
|
|
|
void VCAI::tryRealize(Goals::RecruitHero & g)
|
|
{
|
|
if(const CGTownInstance *t = findTownWithTavern())
|
|
{
|
|
recruitHero(t, true);
|
|
//TODO try to free way to blocked town
|
|
//TODO: adventure map tavern or prison?
|
|
}
|
|
}
|
|
|
|
void VCAI::tryRealize(Goals::VisitTile & g)
|
|
{
|
|
if(!g.hero->movement)
|
|
throw cannotFulfillGoalException("Cannot visit tile: hero is out of MPs!");
|
|
if(g.tile == g.hero->visitablePos() && cb->getVisitableObjs(g.hero->visitablePos()).size() < 2)
|
|
{
|
|
logAi->warnStream() << boost::format("Why do I want to move hero %s to tile %s? Already standing on that tile! ")
|
|
% g.hero->name % g.tile;
|
|
throw goalFulfilledException (sptr(g));
|
|
}
|
|
if (ai->moveHeroToTile(g.tile, g.hero.get()))
|
|
{
|
|
throw goalFulfilledException (sptr(g));
|
|
}
|
|
}
|
|
|
|
void VCAI::tryRealize(Goals::VisitHero & g)
|
|
{
|
|
if(!g.hero->movement)
|
|
throw cannotFulfillGoalException("Cannot visit target hero: hero is out of MPs!");
|
|
|
|
const CGObjectInstance * obj = cb->getObj(ObjectInstanceID(g.objid));
|
|
if (obj)
|
|
{
|
|
if (ai->moveHeroToTile(obj->visitablePos(), g.hero.get()))
|
|
{
|
|
throw goalFulfilledException (sptr(g));
|
|
}
|
|
}
|
|
else
|
|
throw cannotFulfillGoalException("Cannot visit hero: object not found!");
|
|
}
|
|
|
|
void VCAI::tryRealize(Goals::BuildThis & g)
|
|
{
|
|
const CGTownInstance *t = g.town;
|
|
|
|
if(!t && g.hero)
|
|
t = g.hero->visitedTown;
|
|
|
|
if(!t)
|
|
{
|
|
for(const CGTownInstance *t : cb->getTownsInfo())
|
|
{
|
|
switch(cb->canBuildStructure(t, BuildingID(g.bid)))
|
|
{
|
|
case EBuildingState::ALLOWED:
|
|
cb->buildBuilding(t, BuildingID(g.bid));
|
|
return;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else if(cb->canBuildStructure(t, BuildingID(g.bid)) == EBuildingState::ALLOWED)
|
|
{
|
|
cb->buildBuilding(t, BuildingID(g.bid));
|
|
return;
|
|
}
|
|
throw cannotFulfillGoalException("Cannot build a given structure!");
|
|
}
|
|
|
|
void VCAI::tryRealize(Goals::DigAtTile & g)
|
|
{
|
|
assert(g.hero->visitablePos() == g.tile); //surely we want to crash here?
|
|
if (g.hero->diggingStatus() == CGHeroInstance::CAN_DIG)
|
|
{
|
|
cb->dig(g.hero.get());
|
|
completeGoal(sptr(g)); // finished digging
|
|
}
|
|
else
|
|
{
|
|
ai->lockedHeroes[g.hero] = sptr(g); //hero who tries to dig shouldn't do anything else
|
|
throw cannotFulfillGoalException("A hero can't dig!\n");
|
|
}
|
|
}
|
|
|
|
void VCAI::tryRealize(Goals::CollectRes & g)
|
|
{
|
|
if(cb->getResourceAmount(static_cast<Res::ERes>(g.resID)) >= g.value)
|
|
throw cannotFulfillGoalException("Goal is already fulfilled!");
|
|
|
|
if(const CGObjectInstance *obj = cb->getObj(ObjectInstanceID(g.objid), false))
|
|
{
|
|
if(const IMarket *m = IMarket::castFrom(obj, false))
|
|
{
|
|
for (Res::ERes i = Res::WOOD; i <= Res::GOLD; vstd::advance(i, 1))
|
|
{
|
|
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(static_cast<Res::ERes>(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!");
|
|
}
|
|
}
|
|
|
|
void VCAI::tryRealize(Goals::Build & g)
|
|
{
|
|
for(const CGTownInstance *t : cb->getTownsInfo())
|
|
{
|
|
logAi->debugStream() << boost::format("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);
|
|
}
|
|
}
|
|
|
|
throw cannotFulfillGoalException("BUILD has been realized as much as possible.");
|
|
}
|
|
void VCAI::tryRealize(Goals::Invalid & g)
|
|
{
|
|
throw cannotFulfillGoalException("I don't know how to fulfill this!");
|
|
}
|
|
|
|
void VCAI::tryRealize(Goals::AbstractGoal & g)
|
|
{
|
|
logAi->debugStream() << boost::format("Attempting realizing goal with code %s") % g.name();
|
|
throw cannotFulfillGoalException("Unknown type of goal !");
|
|
}
|
|
|
|
const CGTownInstance * VCAI::findTownWithTavern() const
|
|
{
|
|
for(const CGTownInstance *t : cb->getTownsInfo())
|
|
if(t->hasBuilt(BuildingID::TAVERN) && !t->visitingHero)
|
|
return t;
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
std::vector<HeroPtr> VCAI::getUnblockedHeroes() const
|
|
{
|
|
std::vector<HeroPtr> ret;
|
|
for (auto h : cb->getHeroesInfo())
|
|
{
|
|
//&& !vstd::contains(lockedHeroes, h)
|
|
//at this point we assume heroes exhausted their locked goals
|
|
if (canAct(h))
|
|
ret.push_back(h);
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
bool VCAI::canAct (HeroPtr h) const
|
|
{
|
|
bool digsTile = false;
|
|
|
|
auto mission = lockedHeroes.find(h);
|
|
if (mission != lockedHeroes.end())
|
|
{
|
|
//FIXME: I'm afraid there can be other conditions when heroes can act but not move :?
|
|
if (mission->second->goalType == Goals::DIG_AT_TILE && !mission->second->isElementar)
|
|
return false;
|
|
}
|
|
|
|
return h->movement;
|
|
}
|
|
|
|
HeroPtr VCAI::primaryHero() const
|
|
{
|
|
auto hs = cb->getHeroesInfo();
|
|
boost::sort(hs, compareHeroStrength);
|
|
|
|
if(hs.empty())
|
|
return nullptr;
|
|
|
|
return hs.back();
|
|
}
|
|
|
|
void VCAI::endTurn()
|
|
{
|
|
logAi->infoStream() << "Player " << static_cast<int>(playerID.getNum()) << " ends turn";
|
|
if(!status.haveTurn())
|
|
{
|
|
logAi->errorStream() << "Not having turn at the end of turn???";
|
|
}
|
|
logAi->debugStream() << "Resources at the end of turn: " << cb->getResourceAmount();
|
|
|
|
do
|
|
{
|
|
cb->endTurn();
|
|
} while(status.haveTurn()); //for some reasons, our request may fail -> stop requesting end of turn only after we've received a confirmation that it's over
|
|
|
|
logGlobal->infoStream() << "Player " << static_cast<int>(playerID.getNum()) << " ended turn";
|
|
}
|
|
|
|
void VCAI::striveToGoal(Goals::TSubgoal ultimateGoal)
|
|
{
|
|
if (ultimateGoal->invalid())
|
|
return;
|
|
|
|
//we are looking for abstract goals
|
|
auto abstractGoal = striveToGoalInternal (ultimateGoal, false);
|
|
|
|
if (abstractGoal->invalid())
|
|
return;
|
|
|
|
//we received abstratc goal, need to find concrete goals
|
|
striveToGoalInternal (abstractGoal, true);
|
|
|
|
//TODO: save abstract goals not related to hero
|
|
}
|
|
|
|
Goals::TSubgoal VCAI::striveToGoalInternal(Goals::TSubgoal ultimateGoal, bool onlyAbstract)
|
|
{
|
|
Goals::TSubgoal abstractGoal = sptr(Goals::Invalid());
|
|
|
|
while(1)
|
|
{
|
|
Goals::TSubgoal goal = ultimateGoal;
|
|
logAi->debugStream() << boost::format("Striving to goal of type %s") % ultimateGoal->name();
|
|
int maxGoals = 30; //preventing deadlock for mutually dependent goals
|
|
while(!goal->isElementar && maxGoals && (onlyAbstract || !goal->isAbstract))
|
|
{
|
|
logAi->debugStream() << boost::format("Considering goal %s") % goal->name();
|
|
try
|
|
{
|
|
boost::this_thread::interruption_point();
|
|
goal = goal->whatToDoToAchieve();
|
|
--maxGoals;
|
|
}
|
|
catch(std::exception &e)
|
|
{
|
|
logAi->debugStream() << boost::format("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 sptr(Goals::Invalid());
|
|
}
|
|
}
|
|
|
|
try
|
|
{
|
|
boost::this_thread::interruption_point();
|
|
|
|
if (!maxGoals)
|
|
{
|
|
std::runtime_error e("Too many subgoals, don't know what to do");
|
|
throw (e);
|
|
}
|
|
|
|
if (goal->hero) //lock this hero to fulfill ultimate goal
|
|
{
|
|
if (maxGoals)
|
|
{
|
|
setGoal(goal->hero, goal);
|
|
}
|
|
else
|
|
{
|
|
erase_if_present (lockedHeroes, goal->hero); // we seemingly don't know what to do with hero
|
|
}
|
|
}
|
|
|
|
if (goal->isAbstract)
|
|
{
|
|
abstractGoal = goal; //allow only one abstract goal per call
|
|
logAi->debugStream() << boost::format("Choosing abstract goal %s") % goal->name();
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
logAi->debugStream() << boost::format("Trying to realize %s (value %2.3f)") % goal->name() % goal->priority;
|
|
goal->accept(this);
|
|
}
|
|
|
|
boost::this_thread::interruption_point();
|
|
}
|
|
catch(boost::thread_interrupted &e)
|
|
{
|
|
logAi->debugStream() << boost::format("Player %d: Making turn thread received an interruption!") % playerID;
|
|
throw; //rethrow, we want to truly end this thread
|
|
}
|
|
catch(goalFulfilledException &e)
|
|
{
|
|
completeGoal (goal);
|
|
if (ultimateGoal->fulfillsMe(goal) || maxGoals > 28) //completed goal was main goal //TODO: find better condition
|
|
return sptr(Goals::Invalid());
|
|
}
|
|
catch(std::exception &e)
|
|
{
|
|
logAi->debugStream() << boost::format("Failed to realize subgoal of type %s (greater goal type was %s), I will stop.") % goal->name() % ultimateGoal->name();
|
|
logAi->debugStream() << boost::format("The error message was: %s") % e.what();
|
|
break;
|
|
}
|
|
}
|
|
return abstractGoal;
|
|
}
|
|
|
|
void VCAI::striveToQuest (const QuestInfo &q)
|
|
{
|
|
if (q.quest->missionType && q.quest->progress != CQuest::COMPLETE)
|
|
{
|
|
MetaString ms;
|
|
q.quest->getRolloverText(ms, false);
|
|
logAi->debugStream() << boost::format("Trying to realize quest: %s") % ms.toString();
|
|
auto heroes = cb->getHeroesInfo();
|
|
|
|
switch (q.quest->missionType)
|
|
{
|
|
case CQuest::MISSION_ART:
|
|
{
|
|
for (auto hero : heroes) //TODO: remove duplicated code?
|
|
{
|
|
if (q.quest->checkQuest(hero))
|
|
{
|
|
striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero)));
|
|
return;
|
|
}
|
|
}
|
|
for (auto art : q.quest->m5arts)
|
|
{
|
|
striveToGoal (sptr(Goals::GetArtOfType(art))); //TODO: transport?
|
|
}
|
|
break;
|
|
}
|
|
case CQuest::MISSION_HERO:
|
|
{
|
|
//striveToGoal (CGoal(RECRUIT_HERO));
|
|
for (auto hero : heroes)
|
|
{
|
|
if (q.quest->checkQuest(hero))
|
|
{
|
|
striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero)));
|
|
return;
|
|
}
|
|
}
|
|
striveToGoal (sptr(Goals::FindObj(Obj::PRISON))); //rule of a thumb - quest heroes usually are locked in prisons
|
|
//BNLOG ("Don't know how to recruit hero with id %d\n", q.quest->m13489val);
|
|
break;
|
|
}
|
|
case CQuest::MISSION_ARMY:
|
|
{
|
|
for (auto hero : heroes)
|
|
{
|
|
if (q.quest->checkQuest(hero)) //veyr bad info - stacks can be split between multiple heroes :(
|
|
{
|
|
striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero)));
|
|
return;
|
|
}
|
|
}
|
|
for (auto creature : q.quest->m6creatures)
|
|
{
|
|
striveToGoal (sptr(Goals::GatherTroops(creature.type->idNumber, creature.count)));
|
|
}
|
|
//TODO: exchange armies... oh my
|
|
//BNLOG ("Don't know how to recruit %d of %s\n", (int)(creature.count) % creature.type->namePl);
|
|
break;
|
|
}
|
|
case CQuest::MISSION_RESOURCES:
|
|
{
|
|
if (heroes.size())
|
|
{
|
|
if (q.quest->checkQuest(heroes.front())) //it doesn't matter which hero it is
|
|
{
|
|
striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum())));
|
|
}
|
|
else
|
|
{
|
|
for (int i = 0; i < q.quest->m7resources.size(); ++i)
|
|
{
|
|
if (q.quest->m7resources[i])
|
|
striveToGoal (sptr(Goals::CollectRes(i, q.quest->m7resources[i])));
|
|
}
|
|
}
|
|
}
|
|
else
|
|
striveToGoal (sptr(Goals::RecruitHero())); //FIXME: checkQuest requires any hero belonging to player :(
|
|
break;
|
|
}
|
|
case CQuest::MISSION_KILL_HERO:
|
|
case CQuest::MISSION_KILL_CREATURE:
|
|
{
|
|
auto obj = cb->getObjByQuestIdentifier(q.quest->m13489val);
|
|
if (obj)
|
|
striveToGoal (sptr(Goals::GetObj(obj->id.getNum())));
|
|
else
|
|
striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()))); //visit seer hut
|
|
break;
|
|
}
|
|
case CQuest::MISSION_PRIMARY_STAT:
|
|
{
|
|
auto heroes = cb->getHeroesInfo();
|
|
for (auto hero : heroes)
|
|
{
|
|
if (q.quest->checkQuest(hero))
|
|
{
|
|
striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero)));
|
|
return;
|
|
}
|
|
}
|
|
for (int i = 0; i < q.quest->m2stats.size(); ++i)
|
|
{
|
|
logAi->debugStream() << boost::format("Don't know how to increase primary stat %d") % i;
|
|
}
|
|
break;
|
|
}
|
|
case CQuest::MISSION_LEVEL:
|
|
{
|
|
auto heroes = cb->getHeroesInfo();
|
|
for (auto hero : heroes)
|
|
{
|
|
if (q.quest->checkQuest(hero))
|
|
{
|
|
striveToGoal (sptr(Goals::GetObj(q.obj->id.getNum()).sethero(hero))); //TODO: causes infinite loop :/
|
|
return;
|
|
}
|
|
}
|
|
logAi->debugStream() << boost::format("Don't know how to reach hero level %d") % q.quest->m13489val;
|
|
break;
|
|
}
|
|
case CQuest::MISSION_PLAYER:
|
|
{
|
|
if (playerID.getNum() != q.quest->m13489val)
|
|
logAi->debugStream() << boost::format("Can't be player of color %d") % q.quest->m13489val;
|
|
break;
|
|
}
|
|
case CQuest::MISSION_KEYMASTER:
|
|
{
|
|
striveToGoal (sptr(Goals::FindObj(Obj::KEYMASTER, q.obj->subID)));
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void VCAI::performTypicalActions()
|
|
{
|
|
for(auto h : getUnblockedHeroes())
|
|
{
|
|
logAi->debugStream() << boost::format("Looking into %s, MP=%d") % h->name.c_str() % h->movement;
|
|
makePossibleUpgrades(*h);
|
|
cb->setSelection(*h);
|
|
try
|
|
{
|
|
wander(h);
|
|
}
|
|
catch(std::exception &e)
|
|
{
|
|
logAi->debugStream() << boost::format("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)
|
|
{
|
|
std::map<int3, int> dstToRevealedTiles;
|
|
for(crint3 dir : dirs)
|
|
if(cb->isInTheMap(hpos+dir))
|
|
if (isSafeToVisit(h, hpos + dir) && isAccessibleForHero (hpos + dir, h))
|
|
dstToRevealedTiles[hpos + dir] = howManyTilesWillBeDiscovered(radius, hpos, dir);
|
|
|
|
if (dstToRevealedTiles.empty()) //yes, it DID happen!
|
|
throw cannotFulfillGoalException("No neighbour will bring new discoveries!");
|
|
|
|
auto best = dstToRevealedTiles.begin();
|
|
for (auto i = dstToRevealedTiles.begin(); i != dstToRevealedTiles.end(); i++)
|
|
{
|
|
const CGPathNode *pn = cb->getPathInfo(i->first);
|
|
//const TerrainTile *t = cb->getTile(i->first);
|
|
if(best->second < i->second && pn->reachable() && pn->accessible == CGPathNode::ACCESSIBLE)
|
|
best = i;
|
|
}
|
|
|
|
if(best->second)
|
|
return best->first;
|
|
|
|
throw cannotFulfillGoalException("No neighbour will bring new discoveries!");
|
|
}
|
|
|
|
int3 VCAI::explorationNewPoint(int radius, HeroPtr h, bool breakUnsafe)
|
|
{
|
|
//logAi->debugStream() << "Looking for an another place for exploration...";
|
|
cb->setSelection(h.h);
|
|
|
|
std::vector<std::vector<int3> > tiles; //tiles[distance_to_fow]
|
|
tiles.resize(radius);
|
|
|
|
foreach_tile_pos([&](const int3 &pos)
|
|
{
|
|
if(!cb->isVisible(pos))
|
|
tiles[0].push_back(pos);
|
|
});
|
|
|
|
float bestValue = 0; //discovered tile to node distance ratio
|
|
int3 bestTile(-1,-1,-1);
|
|
|
|
for (int i = 1; i < radius; i++)
|
|
{
|
|
getVisibleNeighbours(tiles[i-1], tiles[i]);
|
|
removeDuplicates(tiles[i]);
|
|
|
|
for(const int3 &tile : tiles[i])
|
|
{
|
|
if (cb->getTile(tile)->blocked) //does it shorten the time?
|
|
continue;
|
|
if (!cb->getPathInfo(tile)->reachable())
|
|
continue;
|
|
|
|
CGPath path;
|
|
cb->getPath2(tile, path);
|
|
float ourValue = (float)howManyTilesWillBeDiscovered(tile, radius) / (path.nodes.size() + 1); //+1 prevents erratic jumps
|
|
|
|
if (ourValue > bestValue) //avoid costly checks of tiles that don't reveal much
|
|
{
|
|
if((isSafeToVisit(h, tile) || breakUnsafe) && !isBlockedBorderGate(tile))
|
|
{
|
|
bestTile = tile; //return first tile that will discover anything
|
|
bestValue = ourValue;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return bestTile;
|
|
}
|
|
|
|
TResources VCAI::estimateIncome() const
|
|
{
|
|
TResources ret;
|
|
for(const CGTownInstance *t : cb->getTownsInfo())
|
|
{
|
|
ret[Res::GOLD] += t->dailyIncome();
|
|
|
|
//TODO duplikuje newturn
|
|
if(t->hasBuilt(BuildingID::RESOURCE_SILO)) //there is resource silo
|
|
{
|
|
if(t->town->primaryRes == Res::WOOD_AND_ORE) //we'll give wood and ore
|
|
{
|
|
ret[Res::WOOD] ++;
|
|
ret[Res::ORE] ++;
|
|
}
|
|
else
|
|
{
|
|
ret[t->town->primaryRes] ++;
|
|
}
|
|
}
|
|
}
|
|
|
|
for(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 == Goals::GATHER_ARMY && it->second->value <= h->getArmyStrength())
|
|
completeGoal(sptr(Goals::GatherArmy(it->second->value).sethero(h)));
|
|
}
|
|
}
|
|
|
|
void VCAI::recruitHero(const CGTownInstance * t, bool throwing)
|
|
{
|
|
logAi->debugStream() << boost::format("Trying to recruit a hero in %s at %s") % t->name % t->visitablePos();
|
|
|
|
auto heroes = cb->getAvailableHeroes(t);
|
|
if(heroes.size())
|
|
{
|
|
auto hero = heroes[0];
|
|
if (heroes.size() >= 2) //makes sense to recruit two heroes with starting amries in first week
|
|
{
|
|
if (heroes[1]->getTotalStrength() > hero->getTotalStrength())
|
|
hero = heroes[1];
|
|
}
|
|
cb->recruitHero(t, hero);
|
|
}
|
|
else if(throwing)
|
|
throw cannotFulfillGoalException("No available heroes in tavern in " + t->nodeName());
|
|
}
|
|
|
|
void VCAI::finish()
|
|
{
|
|
if(makingTurn)
|
|
makingTurn->interrupt();
|
|
}
|
|
|
|
void VCAI::requestActionASAP(std::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)
|
|
{
|
|
logAi->debugStream() << boost::format("I lost my hero %s. It's best to forget and move on.") % h.name;
|
|
|
|
erase_if_present(lockedHeroes, h);
|
|
for(auto obj : reservedHeroesMap[h])
|
|
{
|
|
erase_if_present(reservedObjs, obj); //unreserve all objects for that hero
|
|
}
|
|
erase_if_present(reservedHeroesMap, h);
|
|
}
|
|
|
|
void VCAI::answerQuery(QueryID queryID, int selection)
|
|
{
|
|
logAi->debugStream() << boost::format("I'll answer the query %d giving the choice %d") % queryID % selection;
|
|
if(queryID != QueryID(-1))
|
|
{
|
|
cb->selectionMade(selection, queryID);
|
|
}
|
|
else
|
|
{
|
|
logAi->debugStream() << boost::format("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";
|
|
}
|
|
|
|
void VCAI::validateObject(const CGObjectInstance *obj)
|
|
{
|
|
validateObject(obj->id);
|
|
}
|
|
|
|
void VCAI::validateObject(ObjectIdRef obj)
|
|
{
|
|
auto matchesId = [&] (const CGObjectInstance *hlpObj) -> bool { return hlpObj->id == obj.id; };
|
|
if(!obj)
|
|
{
|
|
erase_if(visitableObjs, matchesId);
|
|
|
|
for(auto &p : reservedHeroesMap)
|
|
erase_if(p.second, matchesId);
|
|
|
|
erase_if(reservedObjs, matchesId);
|
|
}
|
|
}
|
|
|
|
TResources VCAI::freeResources() const
|
|
{
|
|
TResources myRes = cb->getResourceAmount();
|
|
myRes[Res::GOLD] -= GOLD_RESERVE;
|
|
vstd::amax(myRes[Res::GOLD], 0);
|
|
return myRes;
|
|
}
|
|
|
|
AIStatus::AIStatus()
|
|
{
|
|
battle = NO_BATTLE;
|
|
havingTurn = false;
|
|
ongoingHeroMovement = false;
|
|
}
|
|
|
|
AIStatus::~AIStatus()
|
|
{
|
|
|
|
}
|
|
|
|
void AIStatus::setBattle(BattleState BS)
|
|
{
|
|
boost::unique_lock<boost::mutex> lock(mx);
|
|
LOG_TRACE_PARAMS(logAi, "battle state=%d", (int)BS);
|
|
battle = BS;
|
|
cv.notify_all();
|
|
}
|
|
|
|
BattleState AIStatus::getBattle()
|
|
{
|
|
boost::unique_lock<boost::mutex> lock(mx);
|
|
return battle;
|
|
}
|
|
|
|
void AIStatus::addQuery(QueryID ID, std::string description)
|
|
{
|
|
boost::unique_lock<boost::mutex> lock(mx);
|
|
if(ID == QueryID(-1))
|
|
{
|
|
logAi->debugStream() << boost::format("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.getNum() >= 0);
|
|
|
|
remainingQueries[ID] = description;
|
|
cv.notify_all();
|
|
logAi->debugStream() << boost::format("Adding query %d - %s. Total queries count: %d") % ID % description % remainingQueries.size();
|
|
}
|
|
|
|
void AIStatus::removeQuery(QueryID ID)
|
|
{
|
|
boost::unique_lock<boost::mutex> lock(mx);
|
|
assert(vstd::contains(remainingQueries, ID));
|
|
|
|
std::string description = remainingQueries[ID];
|
|
remainingQueries.erase(ID);
|
|
cv.notify_all();
|
|
logAi->debugStream() << boost::format("Removing query %d - %s. Total queries count: %d") % ID % description % remainingQueries.size();
|
|
}
|
|
|
|
int AIStatus::getQueriesCount()
|
|
{
|
|
boost::unique_lock<boost::mutex> lock(mx);
|
|
return remainingQueries.size();
|
|
}
|
|
|
|
void AIStatus::startedTurn()
|
|
{
|
|
boost::unique_lock<boost::mutex> lock(mx);
|
|
havingTurn = true;
|
|
cv.notify_all();
|
|
}
|
|
|
|
void AIStatus::madeTurn()
|
|
{
|
|
boost::unique_lock<boost::mutex> lock(mx);
|
|
havingTurn = false;
|
|
cv.notify_all();
|
|
}
|
|
|
|
void AIStatus::waitTillFree()
|
|
{
|
|
boost::unique_lock<boost::mutex> lock(mx);
|
|
while(battle != NO_BATTLE || !remainingQueries.empty() || !objectsBeingVisited.empty() || ongoingHeroMovement)
|
|
cv.timed_wait(lock, boost::posix_time::milliseconds(100));
|
|
}
|
|
|
|
bool AIStatus::haveTurn()
|
|
{
|
|
boost::unique_lock<boost::mutex> lock(mx);
|
|
return havingTurn;
|
|
}
|
|
|
|
void AIStatus::attemptedAnsweringQuery(QueryID queryID, int answerRequestID)
|
|
{
|
|
boost::unique_lock<boost::mutex> lock(mx);
|
|
assert(vstd::contains(remainingQueries, queryID));
|
|
std::string description = remainingQueries[queryID];
|
|
logAi->debugStream() << boost::format("Attempted answering query %d - %s. Request id=%d. Waiting for results...") % queryID % description % answerRequestID;
|
|
requestToQueryID[answerRequestID] = queryID;
|
|
}
|
|
|
|
void AIStatus::receivedAnswerConfirmation(int answerRequestID, int result)
|
|
{
|
|
assert(vstd::contains(requestToQueryID, answerRequestID));
|
|
QueryID query = requestToQueryID[answerRequestID];
|
|
assert(vstd::contains(remainingQueries, query));
|
|
requestToQueryID.erase(answerRequestID);
|
|
|
|
if(result)
|
|
{
|
|
removeQuery(query);
|
|
}
|
|
else
|
|
{
|
|
logAi->errorStream() << "Something went really wrong, failed to answer query " << query << ": " << remainingQueries[query];
|
|
//TODO safely retry
|
|
}
|
|
}
|
|
|
|
void AIStatus::heroVisit(const CGObjectInstance *obj, bool started)
|
|
{
|
|
boost::unique_lock<boost::mutex> lock(mx);
|
|
if(started)
|
|
objectsBeingVisited.push_back(obj);
|
|
else
|
|
{
|
|
// There can be more than one object visited at the time (eg. hero visits Subterranean Gate
|
|
// causing visit to hero on the other side.
|
|
// However, we are guaranteed that start/end visit notification maintain stack order.
|
|
assert(!objectsBeingVisited.empty());
|
|
objectsBeingVisited.pop_back();
|
|
}
|
|
cv.notify_all();
|
|
}
|
|
|
|
void AIStatus::setMove(bool ongoing)
|
|
{
|
|
boost::unique_lock<boost::mutex> lock(mx);
|
|
ongoingHeroMovement = ongoing;
|
|
cv.notify_all();
|
|
}
|
|
|
|
SectorMap::SectorMap()
|
|
{
|
|
update();
|
|
}
|
|
|
|
SectorMap::SectorMap(HeroPtr h)
|
|
{
|
|
cb->setSelection(h.h);
|
|
update();
|
|
makeParentBFS(h->visitablePos());
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
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.empty())
|
|
{
|
|
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()]->visitablePos());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
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;
|
|
case Obj::BORDER_GATE:
|
|
case Obj::BORDERGUARD:
|
|
return (dynamic_cast <const CGKeys *>(obj))->wasMyColorVisited (ai->playerID); //FIXME: they could be revisited sooner than in a week
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool shouldVisit(HeroPtr h, const CGObjectInstance * obj)
|
|
{
|
|
switch (obj->ID)
|
|
{
|
|
case Obj::TOWN:
|
|
case Obj::HERO: //never visit our heroes at random
|
|
return obj->tempOwner != h->tempOwner; //do not visit our towns at random
|
|
break;
|
|
case Obj::BORDER_GATE:
|
|
{
|
|
for (auto q : ai->myCb->getMyQuests())
|
|
{
|
|
if (q.obj == obj)
|
|
{
|
|
return false; // do not visit guards or gates when wandering
|
|
}
|
|
}
|
|
return true; //we don't have this quest yet
|
|
}
|
|
break;
|
|
case Obj::BORDERGUARD: //open borderguard if possible
|
|
case Obj::SEER_HUT:
|
|
case Obj::QUEST_GUARD:
|
|
{
|
|
for (auto q : ai->myCb->getMyQuests())
|
|
{
|
|
if (q.obj == obj)
|
|
{
|
|
if (q.quest->checkQuest(h.h))
|
|
return true; //we completed the quest
|
|
else
|
|
return false; //we can't complete this quest
|
|
}
|
|
}
|
|
return true; //we don't have this quest yet
|
|
}
|
|
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);
|
|
for(auto level : d->creatures)
|
|
{
|
|
for(auto c : level.second)
|
|
{
|
|
if (h->getSlotFor(CreatureID(c)) != SlotID())
|
|
canRecruitCreatures = true;
|
|
}
|
|
}
|
|
return canRecruitCreatures;
|
|
}
|
|
case Obj::HILL_FORT:
|
|
{
|
|
for (auto slot : h->Slots())
|
|
{
|
|
if (slot.second->type->upgrades.size())
|
|
return true; //TODO: check price?
|
|
}
|
|
return false;
|
|
}
|
|
case Obj::MONOLITH1:
|
|
case Obj::MONOLITH2:
|
|
case Obj::MONOLITH3:
|
|
case Obj::WHIRLPOOL:
|
|
//TODO: mechanism for handling monoliths
|
|
return false;
|
|
case Obj::SCHOOL_OF_MAGIC:
|
|
case Obj::SCHOOL_OF_WAR:
|
|
{
|
|
TResources myRes = ai->myCb->getResourceAmount();
|
|
if (myRes[Res::GOLD] - GOLD_RESERVE < 1000)
|
|
return false;
|
|
}
|
|
break;
|
|
case Obj::LIBRARY_OF_ENLIGHTENMENT:
|
|
if (h->level < 12)
|
|
return false;
|
|
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();
|
|
case Obj::PRISON:
|
|
return ai->myCb->getHeroesInfo().size() < GameConstants::MAX_HEROES_PER_PLAYER;
|
|
|
|
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)
|
|
/*
|
|
this functions returns one target tile or invalid tile. We will use it to poll possible destinations
|
|
For ship construction etc, another function (goal?) is needed
|
|
*/
|
|
{
|
|
int3 ret(-1,-1,-1);
|
|
|
|
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();
|
|
|
|
for(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 (sptr(Goals::Explore(h))); //if we can't find the way, seemingly all tiles were explored
|
|
//TODO: more organized way?
|
|
|
|
return ret;
|
|
//throw cannotFulfillGoalException(boost::str(boost::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;
|
|
for(const CGTownInstance *t : cb->getTownsInfo())
|
|
{
|
|
if(t->hasBuilt(BuildingID::SHIPYARD))
|
|
shipyards.push_back(t);
|
|
}
|
|
|
|
std::vector<const CGObjectInstance*> visObjs;
|
|
ai->retreiveVisitableObjs(visObjs, true);
|
|
for(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->shipyardStatus() != 0 || retreiveTile(shipyard->bestLocation()) != sectorToReach->id;
|
|
}),shipyards.end());
|
|
|
|
if(!shipyards.size())
|
|
{
|
|
//TODO consider possibility of building shipyard in a town
|
|
return ret;
|
|
|
|
//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); //TODO: move actions elsewhere
|
|
return ret;
|
|
}
|
|
else
|
|
{
|
|
//TODO gather res
|
|
return ret;
|
|
|
|
//throw cannotFulfillGoalException("Not enough resources to build a boat");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
//TODO pick best shipyard to take over
|
|
return shipyards.front()->o->visitablePos();
|
|
}
|
|
}
|
|
}
|
|
else if(src->water && !sectorToReach->water)
|
|
{
|
|
//TODO
|
|
//disembark
|
|
return ret;
|
|
}
|
|
else
|
|
{
|
|
//TODO
|
|
//transition between two land/water sectors. Monolith? Whirlpool? ...
|
|
return ret;
|
|
//throw cannotFulfillGoalException("Land-land and water-water inter-sector transitions are not implemented!");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
return ret;
|
|
//throw cannotFulfillGoalException("Inter-sector route detection failed: not connected sectors?");
|
|
}
|
|
}
|
|
else
|
|
{
|
|
int3 curtile = dst;
|
|
while(curtile != h->visitablePos())
|
|
{
|
|
auto topObj = backOrNull(cb->getVisitableObjs(curtile));
|
|
if (topObj && topObj->ID == Obj::HERO && topObj != h.h)
|
|
{
|
|
logAi->warnStream() << ("Another allied hero stands in our way");
|
|
return ret;
|
|
}
|
|
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
|
|
{
|
|
return ret;
|
|
//throw cannotFulfillGoalException("Unreachable tile in sector? Should not happen!");
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//FIXME: find out why this line is reached
|
|
logAi->errorStream() << ("Impossible happened at SectorMap::firstTileToGet");
|
|
return ret;
|
|
}
|
|
|
|
void SectorMap::makeParentBFS(crint3 source)
|
|
{
|
|
parent.clear();
|
|
|
|
int mySector = retreiveTile(source);
|
|
std::queue<int3> toVisit;
|
|
toVisit.push(source);
|
|
while(!toVisit.empty())
|
|
{
|
|
int3 curPos = toVisit.front();
|
|
toVisit.pop();
|
|
ui8 &sec = retreiveTile(curPos);
|
|
assert(sec == mySector); //consider only tiles from the same sector
|
|
UNUSED(sec);
|
|
|
|
//const TerrainTile *t = cb->getTile(curPos);
|
|
foreach_neighbour(curPos, [&](crint3 neighPos)
|
|
{
|
|
if(retreiveTile(neighPos) == mySector && !vstd::contains(parent, neighPos))
|
|
{
|
|
if (cb->canMoveBetween(curPos, neighPos))
|
|
{
|
|
toVisit.push(neighPos);
|
|
parent[neighPos] = curPos;
|
|
}
|
|
}
|
|
});
|
|
}
|
|
}
|
|
|
|
unsigned char & SectorMap::retreiveTile(crint3 pos)
|
|
{
|
|
return retreiveTileN(sector, pos);
|
|
}
|
|
|