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
|
/*
* 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/mapObjects/CGTownInstance.h"
#include "../../lib/mapObjects/CQuest.h"
#include "../../lib/mapping/CMapDefines.h"
extern FuzzyHelper * fh;
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->getNameTranslated();
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);
}
bool CDistanceSorter::operator()(const CGObjectInstance * lhs, const CGObjectInstance * rhs) const
{
const CGPathNode * ln = ai->getPathsInfo(hero)->getPathInfo(lhs->visitablePos());
const CGPathNode * rn = ai->getPathsInfo(hero)->getPathInfo(rhs->visitablePos());
return ln->getCost() < rn->getCost();
}
bool isSafeToVisit(HeroPtr h, crint3 tile)
{
return isSafeToVisit(h, fh->evaluateDanger(tile, h.get()));
}
bool isSafeToVisit(HeroPtr h, uint64_t dangerStrength)
{
const ui64 heroStrength = h->getTotalStrength();
if(dangerStrength)
{
return heroStrength / SAFE_ATTACK_CONSTANT > dangerStrength;
}
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->isBlockedVisitable()) //we can't stand on that object
return true;
}
return false;
}
creInfo infoFromDC(const dwellingContent & dc)
{
creInfo ci;
ci.count = dc.first;
ci.creID = dc.second.size() ? dc.second.back() : CreatureID(-1); //should never be accessed
if (ci.creID != CreatureID::NONE)
{
ci.cre = VLC->creatures()->getById(ci.creID);
ci.level = ci.cre->getLevel(); //this is creature tier, while tryRealize expects dwelling level. Ignore.
}
else
{
ci.cre = nullptr;
ci.level = 0;
}
return ci;
}
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->getType();
auto art2 = a2->getType();
if(art1->getPrice() == art2->getPrice())
return art1->valOfBonuses(BonusType::PRIMARY_SKILL) > art2->valOfBonuses(BonusType::PRIMARY_SKILL);
else
return art1->getPrice() > art2->getPrice();
}
|