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https://github.com/vcmi/vcmi.git
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467 lines
10 KiB
C++
467 lines
10 KiB
C++
/*
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* AIUtility.cpp, 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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#include "StdInc.h"
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#include "AIUtility.h"
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#include "AIGateway.h"
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#include "Goals/Goals.h"
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#include "../../lib/UnlockGuard.h"
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#include "../../lib/CConfigHandler.h"
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#include "../../lib/CHeroHandler.h"
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#include "../../lib/mapObjects/MapObjects.h"
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#include "../../lib/mapping/CMapDefines.h"
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#include "../../lib/gameState/QuestInfo.h"
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#include "../../lib/GameSettings.h"
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#include <vcmi/CreatureService.h>
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namespace NKAI
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{
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const CGObjectInstance * ObjectIdRef::operator->() const
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{
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return cb->getObj(id, false);
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}
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ObjectIdRef::operator const CGObjectInstance *() const
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{
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return cb->getObj(id, false);
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}
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ObjectIdRef::operator bool() const
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{
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return cb->getObj(id, false);
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}
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ObjectIdRef::ObjectIdRef(ObjectInstanceID _id)
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: id(_id)
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{
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}
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ObjectIdRef::ObjectIdRef(const CGObjectInstance * obj)
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: id(obj->id)
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{
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}
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bool ObjectIdRef::operator<(const ObjectIdRef & rhs) const
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{
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return id < rhs.id;
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}
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HeroPtr::HeroPtr(const CGHeroInstance * H)
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{
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if(!H)
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{
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//init from nullptr should equal to default init
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*this = HeroPtr();
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return;
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}
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h = H;
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name = h->getNameTranslated();
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hid = H->id;
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// infosCount[ai->playerID][hid]++;
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}
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HeroPtr::HeroPtr()
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{
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h = nullptr;
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hid = ObjectInstanceID();
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}
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HeroPtr::~HeroPtr()
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{
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// if(hid >= 0)
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// infosCount[ai->playerID][hid]--;
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}
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bool HeroPtr::operator<(const HeroPtr & rhs) const
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{
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return hid < rhs.hid;
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}
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const CGHeroInstance * HeroPtr::get(bool doWeExpectNull) const
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{
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//TODO? check if these all assertions every time we get info about hero affect efficiency
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//
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//behave terribly when attempting unauthorized access to hero that is not ours (or was lost)
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assert(doWeExpectNull || h);
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if(h)
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{
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auto obj = cb->getObj(hid);
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//const bool owned = obj && obj->tempOwner == ai->playerID;
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if(doWeExpectNull && !obj)
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{
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return nullptr;
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}
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else
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{
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if (!obj)
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logAi->error("Accessing no longer accessible hero %s!", h->getNameTranslated());
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//assert(obj);
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//assert(owned);
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}
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}
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return h;
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}
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const CGHeroInstance * HeroPtr::get(CCallback * cb, bool doWeExpectNull) const
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{
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//TODO? check if these all assertions every time we get info about hero affect efficiency
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//
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//behave terribly when attempting unauthorized access to hero that is not ours (or was lost)
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assert(doWeExpectNull || h);
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if(h)
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{
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auto obj = cb->getObj(hid);
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//const bool owned = obj && obj->tempOwner == ai->playerID;
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if(doWeExpectNull && !obj)
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{
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return nullptr;
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}
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else
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{
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assert(obj);
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//assert(owned);
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}
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}
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return h;
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}
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const CGHeroInstance * HeroPtr::operator->() const
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{
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return get();
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}
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bool HeroPtr::validAndSet() const
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{
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return get(true);
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}
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const CGHeroInstance * HeroPtr::operator*() const
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{
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return get();
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}
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bool HeroPtr::operator==(const HeroPtr & rhs) const
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{
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return h == rhs.get(true);
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}
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bool CDistanceSorter::operator()(const CGObjectInstance * lhs, const CGObjectInstance * rhs) const
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{
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const CGPathNode * ln = ai->myCb->getPathsInfo(hero)->getPathInfo(lhs->visitablePos());
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const CGPathNode * rn = ai->myCb->getPathsInfo(hero)->getPathInfo(rhs->visitablePos());
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return ln->getCost() < rn->getCost();
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}
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bool isSafeToVisit(HeroPtr h, const CCreatureSet * heroArmy, uint64_t dangerStrength)
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{
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const ui64 heroStrength = h->getFightingStrength() * heroArmy->getArmyStrength();
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if(dangerStrength)
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{
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return heroStrength / SAFE_ATTACK_CONSTANT > dangerStrength;
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}
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return true; //there's no danger
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}
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bool isSafeToVisit(HeroPtr h, uint64_t dangerStrength)
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{
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return isSafeToVisit(h, h.get(), dangerStrength);
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}
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bool isObjectRemovable(const CGObjectInstance * obj)
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{
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//FIXME: move logic to object property!
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switch (obj->ID)
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{
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case Obj::MONSTER:
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case Obj::RESOURCE:
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case Obj::CAMPFIRE:
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case Obj::TREASURE_CHEST:
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case Obj::ARTIFACT:
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case Obj::BORDERGUARD:
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case Obj::FLOTSAM:
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case Obj::PANDORAS_BOX:
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case Obj::OCEAN_BOTTLE:
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case Obj::SEA_CHEST:
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case Obj::SHIPWRECK_SURVIVOR:
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case Obj::SPELL_SCROLL:
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return true;
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break;
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default:
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return false;
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break;
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}
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}
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bool canBeEmbarkmentPoint(const TerrainTile * t, bool fromWater)
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{
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// TODO: Such information should be provided by pathfinder
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// Tile must be free or with unoccupied boat
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if(!t->blocked)
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{
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return true;
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}
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else if(!fromWater) // do not try to board when in water sector
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{
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if(t->visitableObjects.size() == 1 && t->topVisitableId() == Obj::BOAT)
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return true;
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}
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return false;
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}
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bool isObjectPassable(const Nullkiller * ai, const CGObjectInstance * obj)
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{
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return isObjectPassable(obj, ai->playerID, ai->cb->getPlayerRelations(obj->tempOwner, ai->playerID));
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}
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bool isObjectPassable(const CGObjectInstance * obj)
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{
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return isObjectPassable(obj, ai->playerID, ai->myCb->getPlayerRelations(obj->tempOwner, ai->playerID));
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}
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// Pathfinder internal helper
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bool isObjectPassable(const CGObjectInstance * obj, PlayerColor playerColor, PlayerRelations objectRelations)
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{
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if((obj->ID == Obj::GARRISON || obj->ID == Obj::GARRISON2)
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&& objectRelations != PlayerRelations::ENEMIES)
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return true;
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if(obj->ID == Obj::BORDER_GATE)
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{
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auto quest = dynamic_cast<const CGKeys *>(obj);
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if(quest->wasMyColorVisited(playerColor))
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return true;
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}
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return false;
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}
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bool isBlockVisitObj(const int3 & pos)
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{
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if(auto obj = cb->getTopObj(pos))
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{
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if(obj->isBlockedVisitable()) //we can't stand on that object
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return true;
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}
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return false;
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}
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creInfo infoFromDC(const dwellingContent & dc)
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{
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creInfo ci;
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ci.count = dc.first;
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ci.creID = dc.second.size() ? dc.second.back() : CreatureID(-1); //should never be accessed
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if (ci.creID != CreatureID::NONE)
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{
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ci.cre = VLC->creatures()->getById(ci.creID);
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ci.level = ci.cre->getLevel(); //this is creature tier, while tryRealize expects dwelling level. Ignore.
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}
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else
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{
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ci.cre = nullptr;
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ci.level = 0;
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}
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return ci;
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}
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bool compareHeroStrength(HeroPtr h1, HeroPtr h2)
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{
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return h1->getTotalStrength() < h2->getTotalStrength();
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}
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bool compareArmyStrength(const CArmedInstance * a1, const CArmedInstance * a2)
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{
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return a1->getArmyStrength() < a2->getArmyStrength();
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}
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bool compareArtifacts(const CArtifactInstance * a1, const CArtifactInstance * a2)
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{
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auto art1 = a1->artType;
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auto art2 = a2->artType;
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if(art1->getPrice() == art2->getPrice())
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return art1->valOfBonuses(BonusType::PRIMARY_SKILL) > art2->valOfBonuses(BonusType::PRIMARY_SKILL);
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else
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return art1->getPrice() > art2->getPrice();
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}
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bool isWeeklyRevisitable(const CGObjectInstance * obj)
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{
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if(!obj)
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return false;
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//TODO: allow polling of remaining creatures in dwelling
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if(const auto * rewardable = dynamic_cast<const CRewardableObject *>(obj))
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return rewardable->configuration.getResetDuration() == 7;
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if(dynamic_cast<const CGDwelling *>(obj))
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return true;
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switch(obj->ID)
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{
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case Obj::HILL_FORT:
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return true;
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case Obj::BORDER_GATE:
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case Obj::BORDERGUARD:
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return (dynamic_cast<const CGKeys *>(obj))->wasMyColorVisited(ai->playerID); //FIXME: they could be revisited sooner than in a week
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}
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return false;
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}
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uint64_t timeElapsed(std::chrono::time_point<std::chrono::high_resolution_clock> start)
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{
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auto end = std::chrono::high_resolution_clock::now();
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return std::chrono::duration_cast<std::chrono::milliseconds>(end - start).count();
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}
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// todo: move to obj manager
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bool shouldVisit(const Nullkiller * ai, const CGHeroInstance * h, const CGObjectInstance * obj)
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{
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auto relations = ai->cb->getPlayerRelations(obj->tempOwner, h->tempOwner);
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switch(obj->ID)
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{
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case Obj::TOWN:
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case Obj::HERO: //never visit our heroes at random
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return relations == PlayerRelations::ENEMIES; //do not visit our towns at random
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case Obj::BORDER_GATE:
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{
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for(auto q : ai->cb->getMyQuests())
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{
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if(q.obj == obj)
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{
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return false; // do not visit guards or gates when wandering
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}
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}
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return true; //we don't have this quest yet
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}
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case Obj::BORDERGUARD: //open borderguard if possible
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return (dynamic_cast<const CGKeys *>(obj))->wasMyColorVisited(ai->playerID);
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case Obj::SEER_HUT:
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{
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for(auto q : ai->cb->getMyQuests())
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{
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if(q.obj == obj)
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{
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if(q.quest->checkQuest(h))
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return true; //we completed the quest
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else
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return false; //we can't complete this quest
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}
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}
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return true; //we don't have this quest yet
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}
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case Obj::CREATURE_GENERATOR1:
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{
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if(relations == PlayerRelations::ENEMIES)
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return true; //flag just in case
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if(relations == PlayerRelations::ALLIES)
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return false;
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const CGDwelling * d = dynamic_cast<const CGDwelling *>(obj);
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for(auto level : d->creatures)
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{
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for(auto c : level.second)
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{
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if(level.first
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&& h->getSlotFor(CreatureID(c)) != SlotID()
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&& ai->cb->getResourceAmount().canAfford(c.toCreature()->getFullRecruitCost()))
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{
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return true;
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}
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}
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}
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return false;
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}
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case Obj::HILL_FORT:
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{
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for(auto slot : h->Slots())
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{
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if(slot.second->type->hasUpgrades())
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return true; //TODO: check price?
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}
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return false;
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}
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case Obj::MONOLITH_ONE_WAY_ENTRANCE:
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case Obj::MONOLITH_ONE_WAY_EXIT:
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case Obj::MONOLITH_TWO_WAY:
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case Obj::WHIRLPOOL:
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return false;
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case Obj::SCHOOL_OF_MAGIC:
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case Obj::SCHOOL_OF_WAR:
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{
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if(ai->getFreeGold() < 1000)
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return false;
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break;
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}
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case Obj::LIBRARY_OF_ENLIGHTENMENT:
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if(h->level < 10)
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return false;
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break;
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case Obj::TREE_OF_KNOWLEDGE:
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{
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if(ai->heroManager->getHeroRole(h) == HeroRole::SCOUT)
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return false;
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TResources myRes = ai->getFreeResources();
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if(myRes[EGameResID::GOLD] < 2000 || myRes[EGameResID::GEMS] < 10)
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return false;
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break;
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}
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case Obj::MAGIC_WELL:
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return h->mana < h->manaLimit();
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case Obj::PRISON:
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return ai->cb->getHeroesInfo().size() < VLC->settings()->getInteger(EGameSettings::HEROES_PER_PLAYER_ON_MAP_CAP);
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case Obj::TAVERN:
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case Obj::EYE_OF_MAGI:
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case Obj::BOAT:
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case Obj::SIGN:
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return false;
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}
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if(obj->wasVisited(h)) //it must pointer to hero instance, heroPtr calls function wasVisited(ui8 player);
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return false;
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return true;
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}
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bool townHasFreeTavern(const CGTownInstance * town)
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{
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if(!town->hasBuilt(BuildingID::TAVERN)) return false;
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if(!town->visitingHero) return true;
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bool canMoveVisitingHeroToGarnison = !town->getUpperArmy()->stacksCount();
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return canMoveVisitingHeroToGarnison;
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}
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}
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