The Battle for Wesnoth  1.15.2+dev
contexts.cpp
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1 /*
2  Copyright (C) 2009 - 2018 by Yurii Chernyi <terraninfo@terraninfo.net>
3  Part of the Battle for Wesnoth Project https://www.wesnoth.org/
4 
5  This program is free software; you can redistribute it and/or modify
6  it under the terms of the GNU General Public License as published by
7  the Free Software Foundation; either version 2 of the License, or
8  (at your option) any later version.
9  This program is distributed in the hope that it will be useful,
10  but WITHOUT ANY WARRANTY.
11 
12  See the COPYING file for more details.
13 */
14 
15 /**
16  * Helper functions for the object which operates in the context of AI for specific side
17  * This is part of AI interface
18  * @file
19  */
20 
21 #include "ai/contexts.hpp"
22 
23 #include "actions/attack.hpp"
24 
25 #include "ai/actions.hpp" // for actions
26 #include "ai/composite/aspect.hpp" // for typesafe_aspect, aspect, etc
27 #include "ai/composite/engine.hpp" // for engine, engine_factory, etc
28 #include "ai/composite/goal.hpp" // for goal
29 #include "ai/composite/stage.hpp" // for ministage
30 #include "ai/game_info.hpp" // for typesafe_aspect_ptr, etc
32 #include "ai/manager.hpp" // for manager
33 
34 #include "chat_events.hpp" // for chat_handler, etc
35 #include "config.hpp" // for config, etc
36 #include "display_chat_manager.hpp"
37 #include "game_board.hpp" // for game_board
38 #include "game_config.hpp" // for debug
39 #include "game_display.hpp" // for game_display
40 #include "log.hpp" // for LOG_STREAM, logger, etc
41 #include "map/map.hpp" // for gamemap
42 #include "pathfind/pathfind.hpp" // for paths::dest_vect, paths, etc
43 #include "resources.hpp" // for units, gameboard, etc
44 #include "serialization/string_utils.hpp" // for split, etc
45 #include "team.hpp" // for team
46 #include "terrain/filter.hpp" // for terrain_filter
47 #include "terrain/translation.hpp" // for terrain_code
48 #include "time_of_day.hpp" // for time_of_day
49 #include "tod_manager.hpp" // for tod_manager
50 #include "units/unit.hpp" // for unit
51 #include "units/map.hpp" // for unit_map::iterator_base, etc
52 #include "units/ptr.hpp" // for unit_ptr
53 #include "units/types.hpp" // for attack_type, unit_type, etc
54 #include "formula/variant.hpp" // for variant
55 
56 #include <algorithm> // for find, count, max, fill_n
57 #include <cmath> // for sqrt
58 #include <cstdlib> // for abs
59 #include <ctime> // for time
60 #include <iterator> // for back_inserter
61 #include <ostream> // for operator<<, basic_ostream, etc
62 
63 static lg::log_domain log_ai("ai/general");
64 #define DBG_AI LOG_STREAM(debug, log_ai)
65 #define LOG_AI LOG_STREAM(info, log_ai)
66 #define WRN_AI LOG_STREAM(warn, log_ai)
67 #define ERR_AI LOG_STREAM(err, log_ai)
68 
69 // =======================================================================
70 //
71 // =======================================================================
72 namespace ai {
73 
75 {
77 }
78 
79 
81 {
83 }
84 
85 
87 {
89 }
90 
91 
93 {
95 }
96 
97 
99 {
101 }
102 
103 
105 {
107 }
108 
109 attack_result_ptr readwrite_context_impl::execute_attack_action(const map_location& attacker_loc, const map_location& defender_loc, int attacker_weapon){
111  double m_aggression = i.valid() && i->can_recruit() ? get_leader_aggression() : get_aggression();
112  return actions::execute_attack_action(get_side(),true,attacker_loc,defender_loc,attacker_weapon, m_aggression);
113 }
114 
115 
116 attack_result_ptr readonly_context_impl::check_attack_action(const map_location& attacker_loc, const map_location& defender_loc, int attacker_weapon){
118  double m_aggression = i.valid() && i->can_recruit() ? get_leader_aggression() : get_aggression();
119  return actions::execute_attack_action(get_side(),false,attacker_loc,defender_loc,attacker_weapon, m_aggression);
120 }
121 
122 
123 move_result_ptr readwrite_context_impl::execute_move_action(const map_location& from, const map_location& to, bool remove_movement, bool unreach_is_ok){
124  return actions::execute_move_action(get_side(),true,from,to,remove_movement,unreach_is_ok);
125 }
126 
127 
128 move_result_ptr readonly_context_impl::check_move_action(const map_location& from, const map_location& to, bool remove_movement, bool unreach_is_ok){
129  return actions::execute_move_action(get_side(),false,from,to,remove_movement,unreach_is_ok);
130 }
131 
132 
134  return actions::execute_recall_action(get_side(),true,id,where,from);
135 }
136 
137 
139  return actions::execute_recruit_action(get_side(),true,unit_name,where,from);
140 }
141 
142 
144  return actions::execute_recall_action(get_side(),false,id,where,from);
145 }
146 
147 
149  return actions::execute_recruit_action(get_side(),false,unit_name,where,from);
150 }
151 
152 
153 stopunit_result_ptr readwrite_context_impl::execute_stopunit_action(const map_location& unit_location, bool remove_movement, bool remove_attacks){
154  return actions::execute_stopunit_action(get_side(),true,unit_location,remove_movement,remove_attacks);
155 }
156 
157 
158 stopunit_result_ptr readonly_context_impl::check_stopunit_action(const map_location& unit_location, bool remove_movement, bool remove_attacks){
159  return actions::execute_stopunit_action(get_side(),false,unit_location,remove_movement,remove_attacks);
160 }
161 
162 
164  return actions::execute_synced_command_action(get_side(),true,lua_code,location);
165 }
166 
167 
169  return actions::execute_synced_command_action(get_side(),false,lua_code,location);
170 }
171 
172 template<typename T>
174 {
175  known_aspects_.emplace(name, std::make_shared<typesafe_known_aspect<T>>(name, where, aspects_));
176 }
177 
179  : cfg_(cfg),
180  engines_(),
181  known_aspects_(),
182  advancements_(),
183  aggression_(),
184  aspects_(),
185  attacks_(),
186  avoid_(),
187  caution_(),
188  defensive_position_cache_(),
189  dstsrc_(),enemy_dstsrc_(),
190  enemy_possible_moves_(),
191  enemy_srcdst_(),
192  grouping_(),
193  goals_(),
194  keeps_(),
195  leader_aggression_(),
196  leader_goal_(),
197  leader_ignores_keep_(),
198  leader_value_(),
199  move_maps_enemy_valid_(false),
200  move_maps_valid_(false),
201  dst_src_valid_lua_(false),
202  dst_src_enemy_valid_lua_(false),
203  src_dst_valid_lua_(false),
204  src_dst_enemy_valid_lua_(false),
205  passive_leader_(),
206  passive_leader_shares_keep_(),
207  possible_moves_(),
208  recruitment_diversity_(),
209  recruitment_instructions_(),
210  recruitment_more_(),
211  recruitment_pattern_(),
212  recruitment_randomness_(),
213  recruitment_save_gold_(),
215  scout_village_targeting_(),
216  simple_targeting_(),
217  srcdst_(),
218  support_villages_(),
219  unit_stats_cache_(),
220  village_value_(),
221  villages_per_scout_()
222  {
223  init_side_context_proxy(context);
225 
226  add_known_aspect("advancements", advancements_);
227  add_known_aspect("aggression",aggression_);
228  add_known_aspect("attacks",attacks_);
229  add_known_aspect("avoid",avoid_);
230  add_known_aspect("caution",caution_);
231  add_known_aspect("grouping",grouping_);
232  add_known_aspect("leader_aggression",leader_aggression_);
233  add_known_aspect("leader_goal",leader_goal_);
234  add_known_aspect("leader_ignores_keep",leader_ignores_keep_);
235  add_known_aspect("leader_value",leader_value_);
236  add_known_aspect("passive_leader",passive_leader_);
237  add_known_aspect("passive_leader_shares_keep",passive_leader_shares_keep_);
238  add_known_aspect("recruitment_diversity",recruitment_diversity_);
239  add_known_aspect("recruitment_instructions",recruitment_instructions_);
240  add_known_aspect("recruitment_more",recruitment_more_);
241  add_known_aspect("recruitment_pattern",recruitment_pattern_);
242  add_known_aspect("recruitment_randomness",recruitment_randomness_);
243  add_known_aspect("recruitment_save_gold",recruitment_save_gold_);
244  add_known_aspect("scout_village_targeting",scout_village_targeting_);
245  add_known_aspect("simple_targeting",simple_targeting_);
246  add_known_aspect("support_villages",support_villages_);
247  add_known_aspect("village_value",village_value_);
248  add_known_aspect("villages_per_scout",villages_per_scout_);
250 
251  }
252 
254  //init the composite ai engines
255  for(const config &cfg_element : cfg_.child_range("engine")) {
256  engine::parse_engine_from_config(*this,cfg_element,std::back_inserter(engines_));
257  }
258 
259  // init the composite ai aspects
260  for(const config &cfg_element : cfg_.child_range("aspect")) {
261  std::vector<aspect_ptr> aspects;
262  engine::parse_aspect_from_config(*this,cfg_element,cfg_element["id"],std::back_inserter(aspects));
263  add_aspects(aspects);
264  }
265 
266  // init the composite ai goals
267  for(const config &cfg_element : cfg_.child_range("goal")) {
268  engine::parse_goal_from_config(*this,cfg_element,std::back_inserter(get_goals()));
269  }
270 }
271 
272 
274 {
275  return config();
276 }
277 
279 {
280  return config();
281 }
282 
283 
285 {
286  config cfg;
287  for(const engine_ptr e : engines_) {
288  cfg.add_child("engine",e->to_config());
289  }
290  for(const aspect_map::value_type a : aspects_) {
291  cfg.add_child("aspect",a.second->to_config());
292  }
293  for(const goal_ptr g : goals_) {
294  cfg.add_child("goal",g->to_config());
295  }
296  return cfg;
297 }
298 
300 {
302 }
303 
304 void readonly_context_impl::handle_generic_event(const std::string& /*event_name*/)
305 {
307 }
308 
309 
312 }
313 
314 
317 }
318 
319 void readonly_context_impl::diagnostic(const std::string& msg)
320 {
321  if(game_config::debug) {
323  }
324 }
325 
326 
328 {
330 }
331 
332 
333 void readonly_context_impl::log_message(const std::string& msg)
334 {
335  if(game_config::debug) {
337  std::time(nullptr), "ai", get_side(), msg, events::chat_handler::MESSAGE_PUBLIC, false);
338  }
339 }
340 
341 
342 void readonly_context_impl::calculate_possible_moves(std::map<map_location,pathfind::paths>& res, move_map& srcdst,
343  move_map& dstsrc, bool enemy, bool assume_full_movement,
344  const terrain_filter* remove_destinations) const
345 {
346  calculate_moves(resources::gameboard->units(),res,srcdst,dstsrc,enemy,assume_full_movement,remove_destinations);
347 }
348 
349 void readonly_context_impl::calculate_moves(const unit_map& units, std::map<map_location,pathfind::paths>& res, move_map& srcdst,
350  move_map& dstsrc, bool enemy, bool assume_full_movement,
351  const terrain_filter* remove_destinations,
352  bool see_all
353  ) const
354 {
355 
356  for(unit_map::const_iterator un_it = units.begin(); un_it != units.end(); ++un_it) {
357  // If we are looking for the movement of enemies, then this unit must be an enemy unit.
358  // If we are looking for movement of our own units, it must be on our side.
359  // If we are assuming full movement, then it may be a unit on our side, or allied.
360  if ((enemy && current_team().is_enemy(un_it->side()) == false) ||
361  (!enemy && !assume_full_movement && un_it->side() != get_side()) ||
362  (!enemy && assume_full_movement && current_team().is_enemy(un_it->side()))) {
363  continue;
364  }
365  // Discount incapacitated units
366  if (un_it->incapacitated() ||
367  (!assume_full_movement && un_it->movement_left() == 0)) {
368  continue;
369  }
370 
371  // We can't see where invisible enemy units might move.
372  if (enemy && un_it->invisible(un_it->get_location()) && !see_all) {
373  continue;
374  }
375  // If it's an enemy unit, reset its moves while we do the calculations.
376  const unit_movement_resetter move_resetter(*un_it,enemy || assume_full_movement);
377 
378  // Insert the trivial moves of staying on the same map location.
379  if (un_it->movement_left() > 0) {
380  std::pair<map_location,map_location> trivial_mv(un_it->get_location(), un_it->get_location());
381  srcdst.insert(trivial_mv);
382  dstsrc.insert(trivial_mv);
383  }
384  /**
385  * TODO: This is where support for a speculative unit map is incomplete.
386  * There are several places (deep) within the paths constructor
387  * where resources::gameboard->units() is assumed to be the unit map. Rather
388  * than introduce a new parameter to numerous functions, a better
389  * solution may be for the creator of the speculative map (if one
390  * is used in the future) to cause resources::gameboard->units() to point to
391  * that map (and restore the "real" pointer when the speculating
392  * is completed). If that approach is adopted, calculate_moves()
393  * and calculate_possible_moves() become redundant, and one of
394  * them should probably be eliminated.
395  */
396  res.emplace(un_it->get_location(), pathfind::paths(*un_it, false, true, current_team(), 0, see_all));
397  }
398 
399  // deactivate terrain filtering if it's just the dummy 'matches nothing'
400  static const config only_not_tag("not");
401  if(remove_destinations && remove_destinations->to_config() == only_not_tag) {
402  remove_destinations = nullptr;
403  }
404 
405  for(std::map<map_location,pathfind::paths>::iterator m = res.begin(); m != res.end(); ++m) {
406  for(const pathfind::paths::step &dest : m->second.destinations)
407  {
408  const map_location& src = m->first;
409  const map_location& dst = dest.curr;
410 
411  if(remove_destinations != nullptr && remove_destinations->match(dst)) {
412  continue;
413  }
414 
415  bool friend_owns = false;
416 
417  // Don't take friendly villages
418  if(!enemy && resources::gameboard->map().is_village(dst)) {
419  for(std::size_t n = 0; n != resources::gameboard->teams().size(); ++n) {
420  if(resources::gameboard->teams()[n].owns_village(dst)) {
421  int side = n + 1;
422  if (get_side() != side && !current_team().is_enemy(side)) {
423  friend_owns = true;
424  }
425 
426  break;
427  }
428  }
429  }
430 
431  if(friend_owns) {
432  continue;
433  }
434 
435  if(src != dst && (resources::gameboard->find_visible_unit(dst, current_team()) == resources::gameboard->units().end()) ) {
436  srcdst.emplace(src, dst);
437  dstsrc.emplace(dst, src);
438  }
439  }
440  }
441 }
442 
443 
444 void readonly_context_impl::add_aspects(std::vector< aspect_ptr > &aspects )
445 {
446  for(aspect_ptr a : aspects) {
447  const std::string id = a->get_id();
449  if (i != known_aspects_.end()) {
450  i->second->set(a);
451  } else {
452  ERR_AI << "when adding aspects, unknown aspect id["<<id<<"]"<<std::endl;
453  }
454  }
455 }
456 
457 void readonly_context_impl::add_facet(const std::string &id, const config &cfg) const
458 {
459  known_aspect_map::const_iterator i = known_aspects_.find(id);
460  if (i != known_aspects_.end()) {
461  i->second->add_facet(cfg);
462  } else {
463  ERR_AI << "when adding aspects, unknown aspect id["<<id<<"]"<<std::endl;
464  }
465 }
466 
468  const move_map& dstsrc, const move_map& srcdst, const move_map& enemy_dstsrc) const
469 {
471  if(itor == resources::gameboard->units().end()) {
472  static defensive_position pos;
473  pos.chance_to_hit = 0;
474  pos.vulnerability = pos.support = 0;
475  return pos;
476  }
477 
478  const std::map<map_location,defensive_position>::const_iterator position =
479  defensive_position_cache_.find(loc);
480 
481  if(position != defensive_position_cache_.end()) {
482  return position->second;
483  }
484 
485  defensive_position pos;
486  pos.chance_to_hit = 100;
487  pos.vulnerability = 10000.0;
488  pos.support = 0.0;
489 
490  typedef move_map::const_iterator Itor;
491  const std::pair<Itor,Itor> itors = srcdst.equal_range(loc);
492  for(Itor i = itors.first; i != itors.second; ++i) {
493  const int defense = itor->defense_modifier(resources::gameboard->map().get_terrain(i->second));
494  if(defense > pos.chance_to_hit) {
495  continue;
496  }
497 
498  const double vulnerability = power_projection(i->second,enemy_dstsrc);
499  const double support = power_projection(i->second,dstsrc);
500 
501  if(defense < pos.chance_to_hit || support - vulnerability > pos.support - pos.vulnerability) {
502  pos.loc = i->second;
503  pos.chance_to_hit = defense;
504  pos.vulnerability = vulnerability;
505  pos.support = support;
506  }
507  }
508 
509  defensive_position_cache_.emplace(loc, pos);
510  return defensive_position_cache_[loc];
511 }
512 
513 
514 std::map<map_location,defensive_position>& readonly_context_impl::defensive_position_cache() const
515 {
517 }
518 
519 
521 {
522  if (advancements_) {
523  return advancements_->get();
524  }
525 
527  return uaa;
528 }
529 
530 
532 {
533  if (aggression_) {
534  return aggression_->get();
535  }
536  return 0;
537 }
538 
539 
541 {
542  return aspects_;
543 }
544 
545 
547 {
548  return aspects_;
549 }
550 
551 
553 {
554  if (attacks_) {
555  return attacks_->get();
556  }
557  static attacks_vector av;
558  return av;
559 }
560 
561 
563 {
564  if (attacks_) {
565  return attacks_->get_variant();
566  }
567  static wfl::variant v;
568  return v;
569 }
570 
571 const terrain_filter& readonly_context_impl::get_avoid() const
572 {
573  if (avoid_) {
574  return avoid_->get();
575  }
576  config cfg;
577  cfg.add_child("not");
578  static terrain_filter tf(vconfig(cfg, true), resources::filter_con);
579  return tf;
580 }
581 
582 
584 {
585  if (caution_) {
586  return caution_->get();
587  }
588  return 0;
589 }
590 
592 {
593  if (!move_maps_valid_) {
595  }
596  return dstsrc_;
597 }
598 
599 
601 {
602  if (!move_maps_enemy_valid_) {
604  }
605  return enemy_dstsrc_;
606 }
607 
608 
610 {
611  if (!move_maps_enemy_valid_) {
613  }
614  return enemy_possible_moves_;
615 }
616 
617 
619 {
620  if (!move_maps_enemy_valid_) {
622  }
623  return enemy_srcdst_;
624 }
625 
626 
628 {
629  std::string engine_name = cfg["engine"];
630  if (engine_name.empty()) {
631  engine_name="cpp";//default engine
632  }
633 
635  while (en!=engines_.end() && ((*en)->get_name()!=engine_name) && ((*en)->get_id()!=engine_name)) {
636  ++en;
637  }
638 
639  if (en != engines_.end()){
640  return *en;
641  }
642 
644  if (eng == engine_factory::get_list().end()){
645  ERR_AI << "side "<<get_side()<<" : UNABLE TO FIND engine["<<
646  engine_name <<"]" << std::endl;
647  DBG_AI << "config snippet contains: " << std::endl << cfg << std::endl;
648  return engine_ptr();
649  }
650 
651  engine_ptr new_engine = eng->second->get_new_instance(*this,engine_name);
652  if (!new_engine) {
653  ERR_AI << "side "<<get_side()<<" : UNABLE TO CREATE engine["<<
654  engine_name <<"] " << std::endl;
655  DBG_AI << "config snippet contains: " << std::endl << cfg << std::endl;
656  return engine_ptr();
657  }
658  engines_.push_back(new_engine);
659  return engines_.back();
660 }
661 
662 
663 const std::vector<engine_ptr>& readonly_context_impl::get_engines() const
664 {
665  return engines_;
666 }
667 
668 
669 std::vector<engine_ptr>& readonly_context_impl::get_engines()
670 {
671  return engines_;
672 }
673 
674 
676 {
677  if (grouping_) {
678  return grouping_->get();
679  }
680  return std::string();
681 }
682 
683 
684 const std::vector<goal_ptr>& readonly_context_impl::get_goals() const
685 {
686  return goals_;
687 }
688 
689 
690 std::vector<goal_ptr>& readonly_context_impl::get_goals()
691 {
692  return goals_;
693 }
694 
695 
696 
698 {
699  if (leader_aggression_) {
700  return leader_aggression_->get();
701  }
702  return 0;
703 }
704 
705 
707 {
708  if (leader_goal_) {
709  return leader_goal_->get();
710  }
711  return config();
712 }
713 
714 
716 {
717  if (leader_ignores_keep_) {
718  return leader_ignores_keep_->get();
719  }
720  return false;
721 }
722 
723 
725 {
726  if (leader_value_) {
727  return leader_value_->get();
728  }
729  return 0;
730 }
731 
732 
734 {
735  if (passive_leader_) {
736  return passive_leader_->get();
737  }
738  return false;
739 }
740 
741 
743 {
745  return passive_leader_shares_keep_->get();
746  }
747  return false;
748 }
749 
750 
752 {
753  if (!move_maps_valid_) {
755  }
756  return possible_moves_;
757 }
758 
759 
761 {
763  return recruitment_diversity_->get();
764  }
765  return 0.;
766 }
767 
768 
770 {
772  return recruitment_instructions_->get();
773  }
774  return config();
775 }
776 
777 
778 const std::vector<std::string> readonly_context_impl::get_recruitment_more() const
779 {
780  if (recruitment_more_) {
781  return recruitment_more_->get();
782  }
783  return std::vector<std::string>();
784 }
785 
786 
787 const std::vector<std::string> readonly_context_impl::get_recruitment_pattern() const
788 {
789  if (recruitment_pattern_) {
790  return recruitment_pattern_->get();
791  }
792  return std::vector<std::string>();
793 }
794 
795 
797 {
799  return recruitment_randomness_->get();
800  }
801  return 0;
802 }
803 
804 
806 {
808  return recruitment_save_gold_->get();
809  }
810  return config();
811 }
812 
813 
815 {
817  return scout_village_targeting_->get();
818  }
819  return 1;
820 }
821 
822 
824 {
825  if (simple_targeting_) {
826  return simple_targeting_->get();
827  }
828  return false;
829 }
830 
831 
833 {
834  if (!move_maps_valid_) {
836  }
837  return srcdst_;
838 }
839 
840 
842 {
843  if (support_villages_) {
844  return support_villages_->get();
845  }
846  return false;
847 }
848 
849 
851 {
852  if (village_value_) {
853  return village_value_->get();
854  }
855  return 0;
856 }
857 
858 
860 {
861  if (villages_per_scout_) {
862  return villages_per_scout_->get();
863  }
864  return 0;
865 }
866 
867 
869 {
870  return dst_src_valid_lua_;
871 }
872 
874 {
876 }
877 
879 {
880  return src_dst_valid_lua_;
881 }
882 
884 {
886 }
887 
889 {
891 }
892 
893 
895 {
896  keeps_.clear();
897 }
898 
899 
900 void keeps_cache::handle_generic_event(const std::string &/*event_name*/)
901 {
902  clear();
903 }
904 
905 
907 {
908  move_maps_valid_ = false;
909  move_maps_enemy_valid_ = false;
910 
911  dst_src_valid_lua_ = false;
912  dst_src_enemy_valid_lua_ = false;
913 
914  src_dst_valid_lua_ = false;
915  src_dst_enemy_valid_lua_ = false;
916 }
917 
918 
919 const std::set<map_location>& readonly_context_impl::keeps() const
920 {
921  return keeps_.get();
922 }
923 
924 
926  : map_(nullptr)
927  , keeps_()
928 {
931 }
932 
933 
935 {
938 }
939 
941 {
942  keeps_.clear();
943 }
944 
945 
946 void keeps_cache::init(const gamemap &map)
947 {
948  map_ = &map;
949 }
950 
951 const std::set<map_location>& keeps_cache::get()
952 {
953  if(keeps_.empty()) {
954  // Generate the list of keeps:
955  // iterate over the entire map and find all keeps.
956  for(int x = 0; x != map_->w(); ++x) {
957  for(int y = 0; y != map_->h(); ++y) {
958  const map_location loc(x,y);
959  if(map_->is_keep(loc)) {
961  get_adjacent_tiles(loc,adj.data());
962  for(std::size_t n = 0; n < adj.size(); ++n) {
963  if(map_->is_castle(adj[n])) {
964  keeps_.insert(loc);
965  break;
966  }
967  }
968  }
969  }
970  }
971  }
972 
973  return keeps_;
974 }
975 
976 
978 {
979  const unit_map::iterator leader = resources::gameboard->units().find_leader(get_side());
980  if(leader == resources::gameboard->units().end() || leader->incapacitated()) {
981  return false;
982  }
983 
984  const map_location &start_pos = nearest_keep(leader->get_location());
985  if(start_pos.valid() == false) {
986  return false;
987  }
988 
989  if (leader->get_location() == start_pos) {
990  return true;
991  }
992 
993  // Find where the leader can move
994  const pathfind::paths leader_paths(*leader, false, true, current_team());
995 
996  return leader_paths.destinations.contains(start_pos);
997 }
998 
999 
1001 {
1002  std::set<map_location> avoided_locations;
1003  get_avoid().get_locations(avoided_locations);
1004  const std::set<map_location>& keeps = this->keeps();
1005  if(keeps.empty()) {
1006  static const map_location dummy;
1007  return dummy;
1008  }
1009 
1010  const map_location* res = nullptr;
1011  int closest = -1;
1012  for(std::set<map_location>::const_iterator i = keeps.begin(); i != keeps.end(); ++i) {
1013  if (avoided_locations.find(*i)!=avoided_locations.end()) {
1014  continue;
1015  }
1016  const int distance = distance_between(*i,loc);
1017  if(res == nullptr || distance < closest) {
1018  closest = distance;
1019  res = &*i;
1020  }
1021  }
1022  if (res) {
1023  return *res;
1024  } else {
1025  return map_location::null_location();
1026  }
1027 }
1028 
1029 
1030 double readonly_context_impl::power_projection(const map_location& loc, const move_map& dstsrc) const
1031 {
1032  map_location used_locs[6];
1033  int ratings[6];
1034  std::fill_n(ratings, 0, 6);
1035  int num_used_locs = 0;
1036 
1037  adjacent_loc_array_t locs;
1038  get_adjacent_tiles(loc,locs.data());
1039 
1040  const gamemap& map_ = resources::gameboard->map();
1041  unit_map& units_ = resources::gameboard->units();
1042 
1043  int res = 0;
1044 
1045  bool changed = false;
1046  for (int i = 0;; ++i) {
1047  if (i == 6) {
1048  if (!changed) break;
1049  // Loop once again, in case a unit found a better spot
1050  // and freed the place for another unit.
1051  changed = false;
1052  i = 0;
1053  }
1054 
1055  if (map_.on_board(locs[i]) == false) {
1056  continue;
1057  }
1058 
1059  const t_translation::terrain_code terrain = map_[locs[i]];
1060 
1061  typedef move_map::const_iterator Itor;
1062  typedef std::pair<Itor,Itor> Range;
1063  Range its = dstsrc.equal_range(locs[i]);
1064 
1065  map_location* const beg_used = used_locs;
1066  map_location* end_used = used_locs + num_used_locs;
1067 
1068  int best_rating = 0;
1069  map_location best_unit;
1070 
1071  for(Itor it = its.first; it != its.second; ++it) {
1072  const unit_map::const_iterator u = units_.find(it->second);
1073 
1074  // Unit might have been killed, and no longer exist
1075  if(u == units_.end()) {
1076  continue;
1077  }
1078 
1079  const unit& un = *u;
1080 
1081  // The unit might play on the next turn
1082  int attack_turn = resources::tod_manager->turn();
1083  if(un.side() < get_side()) {
1084  ++attack_turn;
1085  }
1086  // Considering the unit location would be too slow, we only apply the bonus granted by the global ToD
1087  const int lawful_bonus = resources::tod_manager->get_time_of_day(attack_turn).lawful_bonus;
1088  int tod_modifier = 0;
1089  if(un.alignment() == unit_type::ALIGNMENT::LAWFUL) {
1090  tod_modifier = lawful_bonus;
1091  } else if(un.alignment() == unit_type::ALIGNMENT::CHAOTIC) {
1092  tod_modifier = -lawful_bonus;
1093  } else if(un.alignment() == unit_type::ALIGNMENT::LIMINAL) {
1094  tod_modifier = -(std::abs(lawful_bonus));
1095  }
1096 
1097  // The 0.5 power avoids underestimating too much the damage of a wounded unit.
1098  int64_t hp = static_cast<int>(std::sqrt(static_cast<double>(un.hitpoints()) / un.max_hitpoints()) * 1000);
1099  int64_t most_damage = 0;
1100  for(const attack_type &att : un.attacks())
1101  {
1102  int damage = att.damage() * att.num_attacks() * (100 + tod_modifier);
1103  if (damage > most_damage) {
1104  most_damage = damage;
1105  }
1106  }
1107 
1108  int64_t village_bonus = map_.is_village(terrain) ? 3 : 2;
1109  int64_t defense = 100 - un.defense_modifier(terrain);
1110  int64_t rating_64 = hp * defense * most_damage * village_bonus / 200;
1111  int rating = rating_64;
1112  if(static_cast<int64_t>(rating) != rating_64) {
1113  WRN_AI << "overflow in ai attack calculation\n";
1114  }
1115  if(rating > best_rating) {
1116  map_location *pos = std::find(beg_used, end_used, it->second);
1117  // Check if the spot is the same or better than an older one.
1118  if (pos == end_used || rating >= ratings[pos - beg_used]) {
1119  best_rating = rating;
1120  best_unit = it->second;
1121  }
1122  }
1123  }
1124 
1125  if (!best_unit.valid()) continue;
1126  map_location *pos = std::find(beg_used, end_used, best_unit);
1127  int index = pos - beg_used;
1128  if (index == num_used_locs)
1129  ++num_used_locs;
1130  else if (best_rating == ratings[index])
1131  continue;
1132  else {
1133  // The unit was in another spot already, so remove its older rating
1134  // from the final result, and require a new run to fill its old spot.
1135  res -= ratings[index];
1136  changed = true;
1137  }
1138  used_locs[index] = best_unit;
1139  ratings[index] = best_rating;
1140  res += best_rating;
1141  }
1142 
1143  return res / 100000.;
1144 }
1145 
1147 {
1148  dstsrc_ = move_map();
1149  possible_moves_ = moves_map();
1150  srcdst_ = move_map();
1151  calculate_possible_moves(possible_moves_,srcdst_,dstsrc_,false,false,&get_avoid());
1152  if (get_passive_leader()||get_passive_leader_shares_keep()) {
1154  if (i.valid()) {
1155  map_location loc = i->get_location();
1156  srcdst_.erase(loc);
1157  for(move_map::iterator it = dstsrc_.begin(); it != dstsrc_.end(); ) {
1158  if(it->second == loc) {
1159  it = dstsrc_.erase(it);
1160  } else {
1161  ++it;
1162  }
1163  }
1164  }
1165  }
1166  move_maps_valid_ = true;
1167 
1168  // invalidate lua cache
1169  dst_src_valid_lua_ = false;
1170  src_dst_valid_lua_ = false;
1171 }
1172 
1173 
1175 {
1176  enemy_dstsrc_ = move_map();
1177  enemy_srcdst_ = move_map();
1178  enemy_possible_moves_ = moves_map();
1179  calculate_possible_moves(enemy_possible_moves_,enemy_srcdst_,enemy_dstsrc_,true);
1180  move_maps_enemy_valid_ = true;
1181 
1182  // invalidate lua cache
1183  dst_src_enemy_valid_lua_ = false;
1184  src_dst_enemy_valid_lua_ = false;
1185 }
1186 
1188 {
1189  dst_src_valid_lua_ = true;
1190 }
1191 
1193 {
1194  dst_src_enemy_valid_lua_ = true;
1195 }
1196 
1198 {
1199  src_dst_valid_lua_ = true;
1200 }
1201 
1203 {
1204  src_dst_enemy_valid_lua_ = true;
1205 }
1206 
1207 const map_location& readonly_context_impl::suitable_keep(const map_location& leader_location, const pathfind::paths& leader_paths) const {
1208  if (resources::gameboard->map().is_keep(leader_location)) {
1209  return leader_location; //if leader already on keep, then return leader_location
1210  }
1211 
1212  map_location const* best_free_keep = &map_location::null_location();
1213  double move_left_at_best_free_keep = 0.0;
1214 
1215  map_location const* best_occupied_keep = &map_location::null_location();
1216  double move_left_at_best_occupied_keep = 0.0;
1217 
1218  for(const pathfind::paths::step &dest : leader_paths.destinations)
1219  {
1220  const map_location &loc = dest.curr;
1221  if (keeps().find(loc)!=keeps().end()){
1222 
1223  const int move_left_at_loc = dest.move_left;
1224  if (resources::gameboard->units().count(loc) == 0) {
1225  if ((*best_free_keep==map_location::null_location())||(move_left_at_loc>move_left_at_best_free_keep)){
1226  best_free_keep = &loc;
1227  move_left_at_best_free_keep = move_left_at_loc;
1228  }
1229  } else {
1230  if ((*best_occupied_keep==map_location::null_location())||(move_left_at_loc>move_left_at_best_occupied_keep)){
1231  best_occupied_keep = &loc;
1232  move_left_at_best_occupied_keep = move_left_at_loc;
1233  }
1234  }
1235  }
1236  }
1237 
1238  if (*best_free_keep != map_location::null_location()){
1239  return *best_free_keep; // if there is a free keep reachable during current turn, return it
1240  }
1241 
1242  if (*best_occupied_keep != map_location::null_location()){
1243  return *best_occupied_keep; // if there is an occupied keep reachable during current turn, return it
1244  }
1245 
1246  return nearest_keep(leader_location); // return nearest keep
1247 }
1248 
1249 
1250  /** Weapon choice cache, to speed simulations. */
1252 {
1253  return unit_stats_cache_;
1254 }
1255 
1256 
1257 bool readonly_context_impl::is_active(const std::string &time_of_day, const std::string &turns) const
1258 {
1259  if(time_of_day.empty() == false) {
1260  const std::vector<std::string>& times = utils::split(time_of_day);
1261  if(std::count(times.begin(),times.end(),resources::tod_manager->get_time_of_day().id) == 0) {
1262  return false;
1263  }
1264  }
1265 
1266  if(turns.empty() == false) {
1267  int turn = resources::tod_manager->turn();
1268  const std::vector<std::string>& turns_list = utils::split(turns);
1269  for(std::vector<std::string>::const_iterator j = turns_list.begin(); j != turns_list.end() ; ++j ) {
1270  const std::pair<int,int> range = utils::parse_range(*j);
1271  if(turn >= range.first && turn <= range.second) {
1272  return true;
1273  }
1274  }
1275  return false;
1276  }
1277  return true;
1278 }
1279 
1280 } //of namespace ai
static void parse_aspect_from_config(readonly_context &context, const config &cfg, const std::string &id, std::back_insert_iterator< std::vector< aspect_ptr >> b)
Definition: engine.cpp:51
typesafe_aspect_ptr< terrain_filter > avoid_
Definition: contexts.hpp:1483
virtual bool get_support_villages() const override
Definition: contexts.cpp:841
virtual side_number get_side() const override
Get the side number.
Definition: contexts.hpp:1080
bool is_keep(const map_location &loc) const
Definition: map.cpp:71
virtual const std::vector< std::string > get_recruitment_pattern() const override
Definition: contexts.cpp:787
virtual int get_villages_per_scout() const override
Definition: contexts.cpp:859
virtual const attacks_vector & get_attacks() const override
Definition: contexts.cpp:552
::tod_manager * tod_manager
Definition: resources.cpp:29
int h() const
Effective map height, in hexes.
Definition: map.hpp:128
virtual int get_recursion_count() const override
Get the value of the recursion counter.
Definition: contexts.cpp:80
unit_iterator end()
Definition: map.hpp:415
std::pair< int, int > parse_range(const std::string &str)
typesafe_aspect_ptr< bool > simple_targeting_
Definition: contexts.hpp:1514
static display * get_singleton()
Returns the display object if a display object exists.
Definition: display.hpp:88
virtual const std::vector< team > & teams() const override
Definition: game_board.hpp:92
std::shared_ptr< stopunit_result > stopunit_result_ptr
Definition: game_info.hpp:86
virtual const std::vector< std::string > get_recruitment_more() const override
Definition: contexts.cpp:778
void get_adjacent_tiles(const map_location &a, map_location *res)
Function which, given a location, will place all adjacent locations in res.
Definition: location.cpp:474
virtual const unit_map & units() const override
Definition: game_board.hpp:114
recruit_result_ptr check_recruit_action(const std::string &unit_name, const map_location &where=map_location::null_location(), const map_location &from=map_location::null_location()) override
Check if it is possible to recruit a unit for us on specified location.
Definition: contexts.cpp:148
This class represents a single unit of a specific type.
Definition: unit.hpp:99
void init(const gamemap &map)
Definition: contexts.cpp:946
int dummy
Definition: lstrlib.cpp:1125
virtual const move_map & get_enemy_dstsrc() const override
Definition: contexts.cpp:600
bool is_castle(const map_location &loc) const
Definition: map.cpp:69
virtual void handle_generic_event(const std::string &event_name) override
Handle generic event.
Definition: contexts.cpp:304
virtual const config get_recruitment_instructions() const override
Definition: contexts.cpp:769
typesafe_aspect_ptr< config > leader_goal_
Definition: contexts.hpp:1494
static manager & get_singleton()
Definition: manager.hpp:151
void raise_gamestate_changed()
Notifies all observers of &#39;ai_gamestate_changed&#39; event.
Definition: manager.cpp:425
virtual team & current_team_w() override
Return a reference to the &#39;team&#39; object for the AI.
Definition: contexts.cpp:104
void calculate_possible_moves(std::map< map_location, pathfind::paths > &possible_moves, move_map &srcdst, move_map &dstsrc, bool enemy, bool assume_full_movement=false, const terrain_filter *remove_destinations=nullptr) const override
Calculate the moves units may possibly make.
Definition: contexts.cpp:342
Various functions that implement attacks and attack calculations.
unit_iterator find_leader(int side)
Definition: map.cpp:329
virtual stopunit_result_ptr execute_stopunit_action(const map_location &unit_location, bool remove_movement=true, bool remove_attacks=false) override
Ask the game to remove unit movements and/or attack.
Definition: contexts.cpp:153
virtual bool is_active(const std::string &time_of_day, const std::string &turns) const override
Definition: contexts.cpp:1257
typesafe_aspect_ptr< double > caution_
Definition: contexts.hpp:1484
void add_known_aspect(const std::string &name, typesafe_aspect_ptr< T > &where)
Definition: contexts.cpp:173
#define a
Managing the AI-Game interaction - AI actions and their results.
game_info & get_active_ai_info_for_side(side_number side)
Gets AI info for active AI of the given side.
Definition: manager.cpp:707
int hitpoints() const
The current number of hitpoints this unit has.
Definition: unit.hpp:466
virtual const moves_map & get_enemy_possible_moves() const override
Definition: contexts.cpp:609
virtual void set_src_dst_enemy_valid_lua() override
Definition: contexts.cpp:1202
void log_message(const std::string &msg) override
Display a debug message as a chat message.
Definition: contexts.cpp:333
child_itors child_range(config_key_type key)
Definition: config.cpp:362
std::string id
Definition: time_of_day.hpp:91
virtual recruit_result_ptr execute_recruit_action(const std::string &unit_name, const map_location &where=map_location::null_location(), const map_location &from=map_location::null_location()) override
Ask the game to recruit a unit for us on specified location.
Definition: contexts.cpp:138
virtual void invalidate_keeps_cache() const override
Definition: contexts.cpp:894
readonly_context_impl(side_context &context, const config &cfg)
Constructor.
Definition: contexts.cpp:178
void add_turn_started_observer(events::observer *event_observer)
Adds an observer of &#39;ai_turn_started&#39; event.
Definition: manager.cpp:379
std::shared_ptr< move_result > move_result_ptr
Definition: game_info.hpp:84
void clear(const std::string &key)
Definition: general.cpp:205
virtual const gamemap & map() const override
Definition: game_board.hpp:109
int lawful_bonus
The % bonus lawful units receive.
Definition: time_of_day.hpp:84
dest_vect destinations
Definition: pathfind.hpp:99
unit_iterator begin()
Definition: map.hpp:405
move_result_ptr check_move_action(const map_location &from, const map_location &to, bool remove_movement=true, bool unreach_is_ok=false) override
Check if it is possible to move our unit from location &#39;from&#39; to location &#39;to&#39;.
Definition: contexts.cpp:128
A terrain string which is converted to a terrain is a string with 1 or 2 layers the layers are separa...
Definition: translation.hpp:50
static void parse_engine_from_config(readonly_context &context, const config &cfg, std::back_insert_iterator< std::vector< engine_ptr >> b)
Definition: engine.cpp:69
stopunit_result_ptr check_stopunit_action(const map_location &unit_location, bool remove_movement=true, bool remove_attacks=false) override
Check if it is possible to remove unit movements and/or attack.
Definition: contexts.cpp:158
Composite AI stages.
AI Support engine - creating specific ai components from config.
std::vector< goal_ptr > goals_
Definition: contexts.hpp:1491
static void msg(const char *act, debug_info &i, const char *to="", const char *result="")
Definition: debugger.cpp:109
const defensive_position & best_defensive_position(const map_location &unit, const move_map &dstsrc, const move_map &srcdst, const move_map &enemy_dstsrc) const override
Definition: contexts.cpp:467
std::shared_ptr< recruit_result > recruit_result_ptr
Definition: game_info.hpp:83
virtual config get_leader_goal() const override
Definition: contexts.cpp:706
virtual const std::set< map_location > & keeps() const override
Definition: contexts.cpp:919
void init_side_context_proxy(side_context &target)
Definition: contexts.hpp:460
static config unit_name(const unit *u)
Definition: reports.cpp:151
static void parse_goal_from_config(readonly_context &context, const config &cfg, std::back_insert_iterator< std::vector< goal_ptr >> b)
Definition: engine.cpp:79
virtual double get_scout_village_targeting() const override
Definition: contexts.cpp:814
-file sdl_utils.hpp
std::shared_ptr< attack_result > attack_result_ptr
Definition: game_info.hpp:81
virtual const aspect_map & get_aspects() const override
Definition: contexts.cpp:540
typesafe_aspect_ptr< double > leader_value_
Definition: contexts.hpp:1496
Definitions for the interface to Wesnoth Markup Language (WML).
std::vector< std::string > split(const std::string &val, const char c, const int flags)
Splits a (comma-)separated string into a vector of pieces.
unit_type::ALIGNMENT alignment() const
The alignment of this unit.
Definition: unit.hpp:442
std::map< map_location, defensive_position > defensive_position_cache_
Definition: contexts.hpp:1485
typesafe_aspect_ptr< bool > passive_leader_shares_keep_
Definition: contexts.hpp:1504
void add_chat_message(const std::time_t &time, const std::string &speaker, int side, const std::string &msg, events::chat_handler::MESSAGE_TYPE type, bool bell)
typesafe_aspect_ptr< int > villages_per_scout_
Definition: contexts.hpp:1519
virtual bool leader_can_reach_keep() const override
Definition: contexts.cpp:977
std::shared_ptr< aspect > aspect_ptr
Definition: game_info.hpp:94
std::multimap< map_location, map_location > move_map
The standard way in which a map of possible moves is recorded.
Definition: game_info.hpp:42
virtual double power_projection(const map_location &loc, const move_map &dstsrc) const override
Function which finds how much &#39;power&#39; a side can attack a certain location with.
Definition: contexts.cpp:1030
std::vector< attack_analysis > attacks_vector
Definition: game_info.hpp:50
std::map< map_location, pathfind::paths > moves_map
The standard way in which a map of possible movement routes to location is recorded.
Definition: game_info.hpp:45
Object which defines a time of day with associated bonuses, image, sounds etc.
Definition: time_of_day.hpp:57
virtual void on_readonly_context_create() override
Definition: contexts.cpp:253
int defense_modifier(const t_translation::terrain_code &terrain) const
The unit&#39;s defense on a given terrain.
Definition: unit.cpp:1637
#define ERR_AI
Definition: contexts.cpp:67
This class stores all the data for a single &#39;side&#39; (in game nomenclature).
Definition: team.hpp:44
A small explanation about what&#39;s going on here: Each action has access to two game_info objects First...
Definition: actions.cpp:58
void remove_gamestate_observer(events::observer *event_observer)
Removes an observer of game events except ai_user_interact event and ai_sync_network event...
Definition: manager.cpp:349
std::shared_ptr< typesafe_aspect< T > > typesafe_aspect_ptr
Definition: game_info.hpp:57
team & get_team(int i)
Definition: game_board.hpp:104
static recall_result_ptr execute_recall_action(side_number side, bool execute, const std::string &unit_id, const map_location &where, const map_location &from)
Ask the game to recall a unit for us on specified location.
Definition: actions.cpp:1022
std::shared_ptr< recall_result > recall_result_ptr
Definition: game_info.hpp:82
void raise_gamestate_changed() const override
Notifies all interested observers of the event respectively.
Definition: contexts.cpp:98
virtual const move_map & get_enemy_srcdst() const override
Definition: contexts.cpp:618
const std::set< map_location > & get()
Definition: contexts.cpp:951
std::shared_ptr< goal > goal_ptr
Definition: game_info.hpp:99
virtual void add_aspects(std::vector< aspect_ptr > &aspects) override
Definition: contexts.cpp:444
virtual const config get_recruitment_save_gold() const override
Definition: contexts.cpp:805
virtual int get_recruitment_randomness() const override
Definition: contexts.cpp:796
map_location curr
Definition: pathfind.hpp:87
void remove_turn_started_observer(events::observer *event_observer)
Deletes an observer of &#39;ai_turn_started&#39; event.
Definition: manager.cpp:397
filter_context * filter_con
Definition: resources.cpp:23
const time_of_day & get_time_of_day(int for_turn=0) const
Returns global time of day for the passed turn.
Definition: tod_manager.hpp:54
virtual const std::vector< engine_ptr > & get_engines() const override
Definition: contexts.cpp:663
bool valid() const
Definition: location.hpp:93
virtual const std::vector< goal_ptr > & get_goals() const override
Definition: contexts.cpp:684
game_board * gameboard
Definition: resources.cpp:20
virtual const unit_advancements_aspect & get_advancements() const override
Definition: contexts.cpp:520
virtual ~readonly_context_impl()
Destructor.
Definition: contexts.cpp:299
void calculate_moves(const unit_map &units, std::map< map_location, pathfind::paths > &possible_moves, move_map &srcdst, move_map &dstsrc, bool enemy, bool assume_full_movement=false, const terrain_filter *remove_destinations=nullptr, bool see_all=false) const override
A more fundamental version of calculate_possible_moves which allows the use of a speculative unit map...
Definition: contexts.cpp:349
static factory_map & get_list()
Definition: engine.hpp:124
typesafe_aspect_ptr< std::vector< std::string > > recruitment_pattern_
Definition: contexts.hpp:1509
static lg::log_domain log_ai("ai/general")
virtual config to_readwrite_context_config() const override
serialize this context to config
Definition: contexts.cpp:278
virtual synced_command_result_ptr execute_synced_command_action(const std::string &lua_code, const map_location &location=map_location::null_location()) override
Ask the game to run Lua code.
Definition: contexts.cpp:163
virtual bool is_src_dst_enemy_valid_lua() const override
Definition: contexts.cpp:883
Encapsulates the map of the game.
Definition: map.hpp:36
virtual std::map< map_location, defensive_position > & defensive_position_cache() const override
Definition: contexts.cpp:514
virtual const wfl::variant & get_attacks_as_variant() const override
Definition: contexts.cpp:562
virtual const map_location & suitable_keep(const map_location &leader_location, const pathfind::paths &leader_paths) const override
get most suitable keep for leader - nearest free that can be reached in 1 turn, if none - return near...
Definition: contexts.cpp:1207
#define DBG_AI
Definition: contexts.cpp:64
bool is_enemy(int n) const
Definition: team.hpp:243
Object which temporarily resets a unit&#39;s movement.
Definition: unit.hpp:1914
const team & current_team() const override
Return a reference to the &#39;team&#39; object for the AI.
Definition: contexts.cpp:327
Managing the AIs lifecycle - headers TODO: Refactor history handling and internal commands...
recall_result_ptr check_recall_action(const std::string &id, const map_location &where=map_location::null_location(), const map_location &from=map_location::null_location()) override
Check if it is possible to recall a unit for us on specified location.
Definition: contexts.cpp:143
virtual const move_map & get_srcdst() const override
Definition: contexts.cpp:832
typesafe_aspect_ptr< double > scout_village_targeting_
Definition: contexts.hpp:1513
virtual move_result_ptr execute_move_action(const map_location &from, const map_location &to, bool remove_movement=true, bool unreach_is_ok=false) override
Ask the game to move our unit from location &#39;from&#39; to location &#39;to&#39;, optionally - doing a partial mov...
Definition: contexts.cpp:123
std::array< map_location, 6 > adjacent_loc_array_t
Definition: location.hpp:170
typesafe_aspect_ptr< config > recruitment_instructions_
Definition: contexts.hpp:1507
virtual engine_ptr get_engine_by_cfg(const config &cfg) override
get engine by cfg, creating it if it is not created yet but known
Definition: contexts.cpp:627
static const ::config * terrain
The terrain used to create the cache.
Definition: minimap.cpp:130
virtual game_info & get_info_w() override
Functions to retrieve the &#39;info&#39; object.
Definition: contexts.cpp:315
std::set< map_location > keeps_
Definition: contexts.hpp:120
virtual std::string get_grouping() const override
Definition: contexts.cpp:675
recursion_counter recursion_counter_
Definition: contexts.hpp:1104
virtual bool get_passive_leader_shares_keep() const override
Definition: contexts.cpp:742
std::shared_ptr< synced_command_result > synced_command_result_ptr
Definition: game_info.hpp:87
virtual const moves_map & get_possible_moves() const override
Definition: contexts.cpp:751
Encapsulates the map of the game.
Definition: location.hpp:42
unit_iterator find(std::size_t id)
Definition: map.cpp:311
virtual void recalculate_move_maps() const override
Definition: contexts.cpp:1146
virtual int get_recursion_count() const override
Get the value of the recursion counter.
Definition: contexts.cpp:74
virtual recall_result_ptr execute_recall_action(const std::string &id, const map_location &where=map_location::null_location(), const map_location &from=map_location::null_location()) override
Ask the game to recall a unit for us on specified location.
Definition: contexts.cpp:133
int w() const
Effective map width, in hexes.
Definition: map.hpp:125
virtual void set_dst_src_valid_lua() override
Definition: contexts.cpp:1187
typesafe_aspect_ptr< bool > leader_ignores_keep_
Definition: contexts.hpp:1495
virtual bool is_dst_src_enemy_valid_lua() const override
Definition: contexts.cpp:873
virtual void set_dst_src_enemy_valid_lua() override
Definition: contexts.cpp:1192
virtual void set_src_dst_valid_lua() override
Definition: contexts.cpp:1197
void raise_user_interact()
Notifies all observers of &#39;ai_user_interact&#39; event.
Definition: manager.cpp:402
virtual bool get_simple_targeting() const override
Definition: contexts.cpp:823
virtual unit_stats_cache_t & unit_stats_cache() const override
Weapon choice cache, to speed simulations.
Definition: contexts.cpp:1251
virtual double get_recruitment_diversity() const override
Definition: contexts.cpp:760
std::vector< engine_ptr > engines_
AI Support Engines.
Definition: contexts.hpp:1475
std::size_t i
Definition: function.cpp:933
void raise_user_interact() const override
Function which should be called frequently to allow the user to interact with the interface...
Definition: contexts.cpp:92
int max_hitpoints() const
The max number of hitpoints this unit can have.
Definition: unit.hpp:472
typesafe_aspect_ptr< bool > support_villages_
Definition: contexts.hpp:1516
Game information for the AI.
void set_diagnostic(const std::string &msg)
Definition: display.cpp:1626
virtual bool get_leader_ignores_keep() const override
Definition: contexts.cpp:715
synced_command_result_ptr check_synced_command_action(const std::string &lua_code, const map_location &location=map_location::null_location()) override
Check if it is possible to run Lua code.
Definition: contexts.cpp:168
virtual double get_leader_value() const override
Definition: contexts.cpp:724
double g
Definition: astarsearch.cpp:64
typesafe_aspect_ptr< double > leader_aggression_
Definition: contexts.hpp:1493
static attack_result_ptr execute_attack_action(side_number side, bool execute, const map_location &attacker_loc, const map_location &defender_loc, int attacker_weapon, double aggression)
Ask the game to attack an enemy defender using our unit attacker from attackers current location...
Definition: actions.cpp:998
attack_itors attacks()
Gets an iterator over this unit&#39;s attacks.
Definition: unit.hpp:896
virtual bool get_passive_leader() const override
Definition: contexts.cpp:733
static recruit_result_ptr execute_recruit_action(side_number side, bool execute, const std::string &unit_name, const map_location &where, const map_location &from)
Ask the game to recruit a unit for us on specified location.
Definition: actions.cpp:1033
virtual config to_readonly_context_config() const override
serialize to config
Definition: contexts.cpp:284
virtual side_number get_side() const override
Get the side number.
Definition: contexts.hpp:465
static synced_command_result_ptr execute_synced_command_action(side_number side, bool execute, const std::string &lua_code, const map_location &location)
Ask the game to run Lua code.
Definition: actions.cpp:1055
typesafe_aspect_ptr< attacks_vector > attacks_
Definition: contexts.hpp:1482
const bool & debug
std::size_t index(const std::string &str, const std::size_t index)
Codepoint index corresponding to the nth character in a UTF-8 string.
Definition: unicode.cpp:71
typesafe_aspect_ptr< unit_advancements_aspect > advancements_
Definition: contexts.hpp:1479
typesafe_aspect_ptr< std::vector< std::string > > recruitment_more_
Definition: contexts.hpp:1508
std::map< std::pair< map_location, const unit_type * >, std::pair< battle_context_unit_stats, battle_context_unit_stats > > unit_stats_cache_t
Definition: contexts.hpp:397
virtual void invalidate_defensive_position_cache() const override
Definition: contexts.cpp:888
Helper functions for the object which operates in the context of AI for specific side this is part of...
typesafe_aspect_ptr< std::string > grouping_
Definition: contexts.hpp:1490
config & add_child(config_key_type key)
Definition: config.cpp:476
virtual double get_aggression() const override
Definition: contexts.cpp:531
static stopunit_result_ptr execute_stopunit_action(side_number side, bool execute, const map_location &unit_location, bool remove_movement, bool remove_attacks)
Ask the game to remove unit movements and/or attack.
Definition: actions.cpp:1044
virtual const terrain_filter & get_avoid() const override
Definition: contexts.cpp:571
virtual bool is_src_dst_valid_lua() const override
Definition: contexts.cpp:878
display_chat_manager & get_chat_manager()
int turns()
Definition: game.cpp:583
std::size_t distance_between(const map_location &a, const map_location &b)
Function which gives the number of hexes between two tiles (i.e.
Definition: location.cpp:557
std::map< std::string, aspect_ptr > aspect_map
Definition: game_info.hpp:103
virtual void invalidate_move_maps() const override
Definition: contexts.cpp:906
virtual double get_caution() const override
Definition: contexts.cpp:583
#define WRN_AI
Definition: contexts.cpp:66
bool find(E event, F functor)
Tests whether an event handler is available.
virtual attack_result_ptr execute_attack_action(const map_location &attacker_loc, const map_location &defender_loc, int attacker_weapon) override
Ask the game to attack an enemy defender using our unit attacker from attackers current location...
Definition: contexts.cpp:109
void add_gamestate_observer(events::observer *event_observer)
Adds observer of game events except ai_user_interact event and ai_sync_network event.
Definition: manager.cpp:342
known_aspect_map known_aspects_
Definition: contexts.hpp:1477
A variable-expanding proxy for the config class.
Definition: variable.hpp:44
bool contains(const map_location &) const
Definition: pathfind.cpp:520
Standard logging facilities (interface).
const gamemap * map_
Definition: contexts.hpp:119
Object which contains all the possible locations a unit can move to, with associated best routes to t...
Definition: pathfind.hpp:70
static const map_location & null_location()
Definition: location.hpp:85
Container associating units to locations.
Definition: map.hpp:99
int get_count() const
Get the current value of the recursion counter.
Definition: contexts.hpp:70
typesafe_aspect_ptr< int > recruitment_randomness_
Definition: contexts.hpp:1510
void handle_generic_event(const std::string &event_name)
Definition: contexts.cpp:900
virtual config to_side_context_config() const override
serialize this context to config
Definition: contexts.cpp:273
typesafe_aspect_ptr< double > recruitment_diversity_
Definition: contexts.hpp:1506
virtual int get_recursion_count() const override
Get the value of the recursion counter.
Definition: contexts.cpp:86
int turn() const
#define e
int side() const
The side this unit belongs to.
Definition: unit.hpp:304
virtual const map_location & nearest_keep(const map_location &loc) const override
Definition: contexts.cpp:1000
typesafe_aspect_ptr< double > aggression_
Definition: contexts.hpp:1480
std::shared_ptr< engine > engine_ptr
Definition: game_info.hpp:98
typesafe_aspect_ptr< bool > passive_leader_
Definition: contexts.hpp:1503
A config object defines a single node in a WML file, with access to child nodes.
Definition: config.hpp:68
virtual const game_info & get_info() const override
Definition: contexts.cpp:310
bool valid() const
Definition: map.hpp:276
virtual double get_village_value() const override
Definition: contexts.cpp:850
attack_result_ptr check_attack_action(const map_location &attacker_loc, const map_location &defender_loc, int attacker_weapon) override
Check if it is possible to attack enemy defender using our unit attacker from attackers current locat...
Definition: contexts.cpp:116
virtual void recalculate_move_maps_enemy() const override
Definition: contexts.cpp:1174
static map_location::DIRECTION n
typesafe_aspect_ptr< config > recruitment_save_gold_
Definition: contexts.hpp:1511
This module contains various pathfinding functions and utilities.
virtual const move_map & get_dstsrc() const override
Definition: contexts.cpp:591
typesafe_aspect_ptr< double > village_value_
Definition: contexts.hpp:1518
std::string::const_iterator iterator
Definition: tokenizer.hpp:24
void diagnostic(const std::string &msg) override
Show a diagnostic message on the screen.
Definition: contexts.cpp:319
static move_result_ptr execute_move_action(side_number side, bool execute, const map_location &from, const map_location &to, bool remove_movement, bool unreach_is_ok=false)
Ask the game to move our unit from location &#39;from&#39; to location &#39;to&#39;, optionally - doing a partial mov...
Definition: actions.cpp:1010
virtual bool is_dst_src_valid_lua() const override
Definition: contexts.cpp:868
virtual double get_leader_aggression() const override
Definition: contexts.cpp:697
void add_map_changed_observer(events::observer *event_observer)
Adds an observer of &#39;ai_map_changed&#39; event.
Definition: manager.cpp:367
static game_display * get_singleton()
virtual void add_facet(const std::string &id, const config &cfg) const override
Definition: contexts.cpp:457
void remove_map_changed_observer(events::observer *event_observer)
Deletes an observer of &#39;ai_map_changed&#39; event.
Definition: manager.cpp:391