File: AIUtility.cpp

package info (click to toggle)
vcmi 0.99%2Bdfsg%2Bgit20190113.f06c8a87-1
  • links: PTS, VCS
  • area: contrib
  • in suites: buster
  • size: 11,096 kB
  • sloc: cpp: 142,605; sh: 315; objc: 248; makefile: 32; ansic: 28; python: 13
file content (529 lines) | stat: -rw-r--r-- 13,181 bytes parent folder | download | duplicates (2)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
/*
 * AIUtility.cpp, part of VCMI engine
 *
 * Authors: listed in file AUTHORS in main folder
 *
 * License: GNU General Public License v2.0 or later
 * Full text of license available in license.txt file, in main folder
 *
 */
#include "StdInc.h"
#include "AIUtility.h"
#include "VCAI.h"
#include "FuzzyHelper.h"
#include "Goals/Goals.h"

#include "../../lib/UnlockGuard.h"
#include "../../lib/CConfigHandler.h"
#include "../../lib/CHeroHandler.h"
#include "../../lib/mapObjects/CBank.h"
#include "../../lib/mapObjects/CGTownInstance.h"
#include "../../lib/mapObjects/CQuest.h"
#include "../../lib/mapping/CMapDefines.h"

extern boost::thread_specific_ptr<CCallback> cb;
extern boost::thread_specific_ptr<VCAI> ai;
extern FuzzyHelper * fh;

//extern static const int3 dirs[8];

const CGObjectInstance * ObjectIdRef::operator->() const
{
	return cb->getObj(id, false);
}

ObjectIdRef::operator const CGObjectInstance *() const
{
	return cb->getObj(id, false);
}

ObjectIdRef::operator bool() const
{
	return cb->getObj(id, false);
}

ObjectIdRef::ObjectIdRef(ObjectInstanceID _id)
	: id(_id)
{

}

ObjectIdRef::ObjectIdRef(const CGObjectInstance * obj)
	: id(obj->id)
{

}

bool ObjectIdRef::operator<(const ObjectIdRef & rhs) const
{
	return id < rhs.id;
}

HeroPtr::HeroPtr(const CGHeroInstance * H)
{
	if(!H)
	{
		//init from nullptr should equal to default init
		*this = HeroPtr();
		return;
	}

	h = H;
	name = h->name;
	hid = H->id;
//	infosCount[ai->playerID][hid]++;
}

HeroPtr::HeroPtr()
{
	h = nullptr;
	hid = ObjectInstanceID();
}

HeroPtr::~HeroPtr()
{
//	if(hid >= 0)
//		infosCount[ai->playerID][hid]--;
}

bool HeroPtr::operator<(const HeroPtr & rhs) const
{
	return hid < rhs.hid;
}

const CGHeroInstance * HeroPtr::get(bool doWeExpectNull) const
{
	//TODO? check if these all assertions every time we get info about hero affect efficiency
	//
	//behave terribly when attempting unauthorized access to hero that is not ours (or was lost)
	assert(doWeExpectNull || h);

	if(h)
	{
		auto obj = cb->getObj(hid);
		const bool owned = obj && obj->tempOwner == ai->playerID;

		if(doWeExpectNull && !owned)
		{
			return nullptr;
		}
		else
		{
			assert(obj);
			assert(owned);
		}
	}

	return h;
}

const CGHeroInstance * HeroPtr::operator->() const
{
	return get();
}

bool HeroPtr::validAndSet() const
{
	return get(true);
}

const CGHeroInstance * HeroPtr::operator*() const
{
	return get();
}

bool HeroPtr::operator==(const HeroPtr & rhs) const
{
	return h == rhs.get(true);
}

void foreach_tile_pos(std::function<void(const int3 & pos)> foo)
{
	// some micro-optimizations since this function gets called a LOT
	// callback pointer is thread-specific and slow to retrieve -> read map size only once
	int3 mapSize = cb->getMapSize();
	for(int i = 0; i < mapSize.x; i++)
	{
		for(int j = 0; j < mapSize.y; j++)
		{
			for(int k = 0; k < mapSize.z; k++)
				foo(int3(i, j, k));
		}
	}
}

void foreach_tile_pos(CCallback * cbp, std::function<void(CCallback * cbp, const int3 & pos)> foo)
{
	int3 mapSize = cbp->getMapSize();
	for(int i = 0; i < mapSize.x; i++)
	{
		for(int j = 0; j < mapSize.y; j++)
		{
			for(int k = 0; k < mapSize.z; k++)
				foo(cbp, int3(i, j, k));
		}
	}
}

void foreach_neighbour(const int3 & pos, std::function<void(const int3 & pos)> foo)
{
	CCallback * cbp = cb.get(); // avoid costly retrieval of thread-specific pointer
	for(const int3 & dir : int3::getDirs())
	{
		const int3 n = pos + dir;
		if(cbp->isInTheMap(n))
			foo(pos + dir);
	}
}

void foreach_neighbour(CCallback * cbp, const int3 & pos, std::function<void(CCallback * cbp, const int3 & pos)> foo)
{
	for(const int3 & dir : int3::getDirs())
	{
		const int3 n = pos + dir;
		if(cbp->isInTheMap(n))
			foo(cbp, pos + dir);
	}
}

bool CDistanceSorter::operator()(const CGObjectInstance * lhs, const CGObjectInstance * rhs) const
{
	const CGPathNode * ln = ai->myCb->getPathsInfo(hero)->getPathInfo(lhs->visitablePos());
	const CGPathNode * rn = ai->myCb->getPathsInfo(hero)->getPathInfo(rhs->visitablePos());

	return ln->cost < rn->cost;
}

ui64 evaluateDanger(crint3 tile)
{
	const TerrainTile * t = cb->getTile(tile, false);
	if(!t) //we can know about guard but can't check its tile (the edge of fow)
		return 190000000; //MUCH

	ui64 objectDanger = 0;
	ui64 guardDanger = 0;

	auto visObjs = cb->getVisitableObjs(tile);
	if(visObjs.size())
		objectDanger = evaluateDanger(visObjs.back());

	int3 guardPos = cb->getGuardingCreaturePosition(tile);
	if(guardPos.x >= 0 && guardPos != tile)
		guardDanger = evaluateDanger(guardPos);

	//TODO mozna odwiedzic blockvis nie ruszajac straznika
	return std::max(objectDanger, guardDanger);
}

ui64 evaluateDanger(crint3 tile, const CGHeroInstance * visitor)
{
	const TerrainTile * t = cb->getTile(tile, false);
	if(!t) //we can know about guard but can't check its tile (the edge of fow)
		return 190000000; //MUCH

	ui64 objectDanger = 0;
	ui64 guardDanger = 0;

	auto visitableObjects = cb->getVisitableObjs(tile);
	// in some scenarios hero happens to be "under" the object (eg town). Then we consider ONLY the hero.
	if(vstd::contains_if(visitableObjects, objWithID<Obj::HERO>))
	{
		vstd::erase_if(visitableObjects, [](const CGObjectInstance * obj)
		{
			return !objWithID<Obj::HERO>(obj);
		});
	}

	if(const CGObjectInstance * dangerousObject = vstd::backOrNull(visitableObjects))
	{
		objectDanger = evaluateDanger(dangerousObject); //unguarded objects can also be dangerous or unhandled
		if(objectDanger)
		{
			//TODO: don't downcast objects AI shouldn't know about!
			auto armedObj = dynamic_cast<const CArmedInstance *>(dangerousObject);
			if(armedObj)
			{
				float tacticalAdvantage = fh->tacticalAdvantageEngine.getTacticalAdvantage(visitor, armedObj);
				objectDanger *= tacticalAdvantage; //this line tends to go infinite for allied towns (?)
			}
		}
		if(dangerousObject->ID == Obj::SUBTERRANEAN_GATE)
		{
			//check guard on the other side of the gate
			auto it = ai->knownSubterraneanGates.find(dangerousObject);
			if(it != ai->knownSubterraneanGates.end())
			{
				auto guards = cb->getGuardingCreatures(it->second->visitablePos());
				for(auto cre : guards)
				{
					vstd::amax(guardDanger, evaluateDanger(cre) * fh->tacticalAdvantageEngine.getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance *>(cre)));
				}
			}
		}
	}

	auto guards = cb->getGuardingCreatures(tile);
	for(auto cre : guards)
	{
		vstd::amax(guardDanger, evaluateDanger(cre) * fh->tacticalAdvantageEngine.getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance *>(cre))); //we are interested in strongest monster around
	}

	//TODO mozna odwiedzic blockvis nie ruszajac straznika
	return std::max(objectDanger, guardDanger);
}

ui64 evaluateDanger(const CGObjectInstance * obj)
{
	if(obj->tempOwner < PlayerColor::PLAYER_LIMIT && cb->getPlayerRelations(obj->tempOwner, ai->playerID) != PlayerRelations::ENEMIES) //owned or allied objects don't pose any threat
		return 0;

	switch(obj->ID)
	{
	case Obj::HERO:
	{
		InfoAboutHero iah;
		cb->getHeroInfo(obj, iah);
		return iah.army.getStrength();
	}
	case Obj::TOWN:
	case Obj::GARRISON:
	case Obj::GARRISON2:
	{
		InfoAboutTown iat;
		cb->getTownInfo(obj, iat);
		return iat.army.getStrength();
	}
	case Obj::MONSTER:
	{
		//TODO!!!!!!!!
		const CGCreature * cre = dynamic_cast<const CGCreature *>(obj);
		return cre->getArmyStrength();
	}
	case Obj::CREATURE_GENERATOR1:
	case Obj::CREATURE_GENERATOR4:
	{
		const CGDwelling * d = dynamic_cast<const CGDwelling *>(obj);
		return d->getArmyStrength();
	}
	case Obj::MINE:
	case Obj::ABANDONED_MINE:
	{
		const CArmedInstance * a = dynamic_cast<const CArmedInstance *>(obj);
		return a->getArmyStrength();
	}
	case Obj::CRYPT: //crypt
	case Obj::CREATURE_BANK: //crebank
	case Obj::DRAGON_UTOPIA:
	case Obj::SHIPWRECK: //shipwreck
	case Obj::DERELICT_SHIP: //derelict ship
//	case Obj::PYRAMID:
		return fh->estimateBankDanger(dynamic_cast<const CBank *>(obj));
	case Obj::PYRAMID:
	{
		if(obj->subID == 0)
			return fh->estimateBankDanger(dynamic_cast<const CBank *>(obj));
		else
			return 0;
	}
	default:
		return 0;
	}
}

bool compareDanger(const CGObjectInstance * lhs, const CGObjectInstance * rhs)
{
	return evaluateDanger(lhs) < evaluateDanger(rhs);
}

bool isSafeToVisit(HeroPtr h, crint3 tile)
{
	return isSafeToVisit(h, evaluateDanger(tile));
}

bool isSafeToVisit(HeroPtr h, uint64_t dangerStrength)
{
	const ui64 heroStrength = h->getTotalStrength();

	if(dangerStrength)
	{
		if(heroStrength / SAFE_ATTACK_CONSTANT > dangerStrength)
		{
			return true;
		}
		else
		{
			return false;
		}
	}

	return true; //there's no danger
}

bool isObjectRemovable(const CGObjectInstance * obj)
{
	//FIXME: move logic to object property!
	switch (obj->ID)
	{
	case Obj::MONSTER:
	case Obj::RESOURCE:
	case Obj::CAMPFIRE:
	case Obj::TREASURE_CHEST:
	case Obj::ARTIFACT:
	case Obj::BORDERGUARD:
	case Obj::FLOTSAM:
	case Obj::PANDORAS_BOX:
	case Obj::OCEAN_BOTTLE:
	case Obj::SEA_CHEST:
	case Obj::SHIPWRECK_SURVIVOR:
	case Obj::SPELL_SCROLL:
		return true;
		break;
	default:
		return false;
		break;
	}

}

bool canBeEmbarkmentPoint(const TerrainTile * t, bool fromWater)
{
	// TODO: Such information should be provided by pathfinder
	// Tile must be free or with unoccupied boat
	if(!t->blocked)
	{
		return true;
	}
	else if(!fromWater) // do not try to board when in water sector
	{
		if(t->visitableObjects.size() == 1 && t->topVisitableId() == Obj::BOAT)
			return true;
	}
	return false;
}

bool isBlockedBorderGate(int3 tileToHit) //TODO: is that function needed? should be handled by pathfinder
{
	if(cb->getTile(tileToHit)->topVisitableId() != Obj::BORDER_GATE)
		return false;
	auto gate = dynamic_cast<const CGKeys *>(cb->getTile(tileToHit)->topVisitableObj());
	return !gate->passableFor(ai->playerID);
}

bool isBlockVisitObj(const int3 & pos)
{
	if(auto obj = cb->getTopObj(pos))
	{
		if(obj->blockVisit) //we can't stand on that object
			return true;
	}

	return false;
}

creInfo infoFromDC(const dwellingContent & dc)
{
	creInfo ci;
	ci.count = dc.first;
	ci.creID = dc.second.size() ? dc.second.back() : CreatureID(-1); //should never be accessed
	if (ci.creID != -1)
	{
		ci.cre = VLC->creh->creatures[ci.creID];
		ci.level = ci.cre->level; //this is cretaure tier, while tryRealize expects dwelling level. Ignore.
	}
	else
	{
		ci.cre = nullptr;
		ci.level = 0;
	}
	return ci;
}

ui64 howManyReinforcementsCanBuy(const CArmedInstance * h, const CGDwelling * t)
{
	ui64 aivalue = 0;
	TResources availableRes = cb->getResourceAmount();
	int freeHeroSlots = GameConstants::ARMY_SIZE - h->stacksCount();

	for(auto const dc : t->creatures)
	{
		creInfo ci = infoFromDC(dc);

		if(!ci.count || ci.creID == -1)
			continue;

		vstd::amin(ci.count, availableRes / ci.cre->cost); //max count we can afford

		if(ci.count && ci.creID != -1) //valid creature at this level
		{
			//can be merged with another stack?
			SlotID dst = h->getSlotFor(ci.creID);
			if(!h->hasStackAtSlot(dst)) //need another new slot for this stack
			{
				if(!freeHeroSlots) //no more place for stacks
					continue;
				else
					freeHeroSlots--; //new slot will be occupied
			}

			//we found matching occupied or free slot
			aivalue += ci.count * ci.cre->AIValue;
			availableRes -= ci.cre->cost * ci.count;
		}
	}

	return aivalue;
}

ui64 howManyReinforcementsCanGet(const CArmedInstance * h, const CGTownInstance * t)
{
	ui64 ret = 0;
	int freeHeroSlots = GameConstants::ARMY_SIZE - h->stacksCount();
	std::vector<const CStackInstance *> toMove;
	for(auto const slot : t->Slots())
	{
		//can be merged woth another stack?
		SlotID dst = h->getSlotFor(slot.second->getCreatureID());
		if(h->hasStackAtSlot(dst))
			ret += t->getPower(slot.first);
		else
			toMove.push_back(slot.second);
	}
	boost::sort(toMove, [](const CStackInstance * lhs, const CStackInstance * rhs)
	{
		return lhs->getPower() < rhs->getPower();
	});
	for(auto & stack : boost::adaptors::reverse(toMove))
	{
		if(freeHeroSlots)
		{
			ret += stack->getPower();
			freeHeroSlots--;
		}
		else
			break;
	}
	return ret;
}

bool compareHeroStrength(HeroPtr h1, HeroPtr h2)
{
	return h1->getTotalStrength() < h2->getTotalStrength();
}

bool compareArmyStrength(const CArmedInstance * a1, const CArmedInstance * a2)
{
	return a1->getArmyStrength() < a2->getArmyStrength();
}

bool compareArtifacts(const CArtifactInstance * a1, const CArtifactInstance * a2)
{
	auto art1 = a1->artType;
	auto art2 = a2->artType;

	if(art1->price == art2->price)
		return art1->valOfBonuses(Bonus::PRIMARY_SKILL) > art2->valOfBonuses(Bonus::PRIMARY_SKILL);
	else if(art1->price > art2->price)
		return true;
	else
		return false;
}