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vcmi/AI/VCAI/Goals.cpp

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/*
* Goals.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 "Goals.h"
#include "VCAI.h"
#include "Fuzzy.h"
#include "../../lib/mapping/CMap.h" //for victory conditions
#include "../../lib/CPathfinder.h"
extern boost::thread_specific_ptr<CCallback> cb;
extern boost::thread_specific_ptr<VCAI> ai;
extern FuzzyHelper * fh; //TODO: this logic should be moved inside VCAI
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using namespace Goals;
TSubgoal Goals::sptr(const AbstractGoal & tmp)
{
std::shared_ptr<AbstractGoal> ptr;
ptr.reset(tmp.clone());
return ptr;
}
std::string Goals::AbstractGoal::name() const //TODO: virtualize
{
std::string desc;
switch (goalType)
{
case INVALID:
return "INVALID";
case WIN:
return "WIN";
case DO_NOT_LOSE:
return "DO NOT LOOSE";
case CONQUER:
return "CONQUER";
case BUILD:
return "BUILD";
case EXPLORE:
desc = "EXPLORE";
break;
case GATHER_ARMY:
desc = "GATHER ARMY";
break;
case BOOST_HERO:
desc = "BOOST_HERO (unsupported)";
break;
case RECRUIT_HERO:
return "RECRUIT HERO";
case BUILD_STRUCTURE:
return "BUILD STRUCTURE";
case COLLECT_RES:
desc = "COLLECT RESOURCE";
break;
case GATHER_TROOPS:
desc = "GATHER TROOPS";
break;
case GET_OBJ:
{
auto obj = cb->getObjInstance(ObjectInstanceID(objid));
if (obj)
desc = "GET OBJ " + obj->getObjectName();
}
case FIND_OBJ:
desc = "FIND OBJ " + boost::lexical_cast<std::string>(objid);
break;
case VISIT_HERO:
{
auto obj = cb->getObjInstance(ObjectInstanceID(objid));
if (obj)
desc = "VISIT HERO " + obj->getObjectName();
}
break;
case GET_ART_TYPE:
desc = "GET ARTIFACT OF TYPE " + VLC->arth->artifacts[aid]->Name();
break;
case ISSUE_COMMAND:
return "ISSUE COMMAND (unsupported)";
case VISIT_TILE:
desc = "VISIT TILE " + tile();
break;
case CLEAR_WAY_TO:
desc = "CLEAR WAY TO " + tile();
break;
case DIG_AT_TILE:
desc = "DIG AT TILE " + tile();
break;
default:
return boost::lexical_cast<std::string>(goalType);
}
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if (hero.get(true)) //FIXME: used to crash when we lost hero and failed goal
desc += " (" + hero->name + ")";
return desc;
}
//TODO: virtualize if code gets complex?
bool Goals::AbstractGoal::operator== (AbstractGoal &g)
{
if (g.goalType != goalType)
return false;
if (g.isElementar != isElementar) //elementar goals fulfill long term non-elementar goals (VisitTile)
return false;
switch (goalType)
{
//no parameters
case INVALID:
case WIN:
case DO_NOT_LOSE:
case RECRUIT_HERO: //recruit any hero, as yet
return true;
break;
//assigned to hero, no parameters
case CONQUER:
case EXPLORE:
case GATHER_ARMY: //actual value is indifferent
case BOOST_HERO:
return g.hero.h == hero.h; //how comes HeroPtrs are equal for different heroes?
break;
//assigned hero and tile
case VISIT_TILE:
case CLEAR_WAY_TO:
return (g.hero.h == hero.h && g.tile == tile);
break;
//assigned hero and object
case GET_OBJ:
case FIND_OBJ: //TODO: use subtype?
case VISIT_HERO:
case GET_ART_TYPE:
case DIG_AT_TILE:
return (g.hero.h == hero.h && g.objid == objid);
break;
//no check atm
case COLLECT_RES:
case GATHER_TROOPS:
case ISSUE_COMMAND:
case BUILD: //TODO: should be decomposed to build specific structures
case BUILD_STRUCTURE:
default:
return false;
}
}
//TODO: find out why the following are not generated automatically on MVS?
namespace Goals
{
template <>
void CGoal<Win>::accept (VCAI * ai)
{
ai->tryRealize(static_cast<Win&>(*this));
}
template <>
void CGoal<Build>::accept (VCAI * ai)
{
ai->tryRealize(static_cast<Build&>(*this));
}
template <>
float CGoal<Win>::accept (FuzzyHelper * f)
{
return f->evaluate(static_cast<Win&>(*this));
}
template <>
float CGoal<Build>::accept (FuzzyHelper * f)
{
return f->evaluate(static_cast<Build&>(*this));
}
}
//TSubgoal AbstractGoal::whatToDoToAchieve()
//{
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// logAi->debug("Decomposing goal of type %s",name());
// return sptr (Goals::Explore());
//}
TSubgoal Win::whatToDoToAchieve()
{
auto toBool = [=](const EventCondition &)
{
// TODO: proper implementation
// Right now even already fulfilled goals will be included into generated list
// Proper check should test if event condition is already fulfilled
// Easiest way to do this is to call CGameState::checkForVictory but this function should not be
// used on client side or in AI code
return false;
};
std::vector<EventCondition> goals;
for (const TriggeredEvent & event : cb->getMapHeader()->triggeredEvents)
{
//TODO: try to eliminate human player(s) using loss conditions that have isHuman element
if (event.effect.type == EventEffect::VICTORY)
{
boost::range::copy(event.trigger.getFulfillmentCandidates(toBool), std::back_inserter(goals));
}
}
//TODO: instead of returning first encountered goal AI should generate list of possible subgoals
for (const EventCondition & goal : goals)
{
switch(goal.condition)
{
case EventCondition::HAVE_ARTIFACT:
return sptr (Goals::GetArtOfType(goal.objectType));
case EventCondition::DESTROY:
{
if (goal.object)
{
auto obj = cb->getObj (goal.object->id);
if (obj)
if (obj->getOwner() == ai->playerID) //we can't capture our own object
return sptr(Goals::Conquer());
return sptr (Goals::GetObj(goal.object->id.getNum()));
}
else
{
// TODO: destroy all objects of type goal.objectType
// This situation represents "kill all creatures" condition from H3
break;
}
}
case EventCondition::HAVE_BUILDING:
{
// TODO build other buildings apart from Grail
// goal.objectType = buidingID to build
// goal.object = optional, town in which building should be built
// Represents "Improve town" condition from H3 (but unlike H3 it consists from 2 separate conditions)
if (goal.objectType == BuildingID::GRAIL)
{
if(auto h = ai->getHeroWithGrail())
{
//hero is in a town that can host Grail
if(h->visitedTown && !vstd::contains(h->visitedTown->forbiddenBuildings, BuildingID::GRAIL))
{
const CGTownInstance *t = h->visitedTown;
return sptr (Goals::BuildThis(BuildingID::GRAIL, t));
}
else
{
auto towns = cb->getTownsInfo();
towns.erase(boost::remove_if(towns,
[](const CGTownInstance *t) -> bool
{
return vstd::contains(t->forbiddenBuildings, BuildingID::GRAIL);
}),
towns.end());
boost::sort(towns, CDistanceSorter(h.get()));
if(towns.size())
{
return sptr (Goals::VisitTile(towns.front()->visitablePos()).sethero(h));
}
}
}
double ratio = 0;
// maybe make this check a bit more complex? For example:
// 0.75 -> dig randomly within 3 tiles radius
// 0.85 -> radius now 2 tiles
// 0.95 -> 1 tile radius, position is fully known
// AFAIK H3 AI does something like this
int3 grailPos = cb->getGrailPos(&ratio);
if(ratio > 0.99)
{
return sptr (Goals::DigAtTile(grailPos));
} //TODO: use FIND_OBJ
else if(const CGObjectInstance * obj = ai->getUnvisitedObj(objWithID<Obj::OBELISK>)) //there are unvisited Obelisks
return sptr (Goals::GetObj(obj->id.getNum()));
else
return sptr (Goals::Explore());
}
break;
}
case EventCondition::CONTROL:
{
if (goal.object)
{
return sptr (Goals::GetObj(goal.object->id.getNum()));
}
else
{
//TODO: control all objects of type "goal.objectType"
// Represents H3 condition "Flag all mines"
break;
}
}
case EventCondition::HAVE_RESOURCES:
//TODO mines? piles? marketplace?
//save?
return sptr (Goals::CollectRes(static_cast<Res::ERes>(goal.objectType), goal.value));
case EventCondition::HAVE_CREATURES:
return sptr (Goals::GatherTroops(goal.objectType, goal.value));
case EventCondition::TRANSPORT:
{
//TODO. merge with bring Grail to town? So AI will first dig grail, then transport it using this goal and builds it
// Represents "transport artifact" condition:
// goal.objectType = type of artifact
// goal.object = destination-town where artifact should be transported
break;
}
case EventCondition::STANDARD_WIN:
return sptr (Goals::Conquer());
// Conditions that likely don't need any implementation
case EventCondition::DAYS_PASSED:
break; // goal.value = number of days for condition to trigger
case EventCondition::DAYS_WITHOUT_TOWN:
break; // goal.value = number of days to trigger this
case EventCondition::IS_HUMAN:
break; // Should be only used in calculation of candidates (see toBool lambda)
case EventCondition::CONST_VALUE:
break;
case EventCondition::HAVE_0:
case EventCondition::HAVE_BUILDING_0:
case EventCondition::DESTROY_0:
//TODO: support new condition format
return sptr (Goals::Conquer());
default:
assert(0);
}
}
return sptr (Goals::Invalid());
}
TSubgoal FindObj::whatToDoToAchieve()
{
const CGObjectInstance * o = nullptr;
if (resID > -1) //specified
{
for(const CGObjectInstance *obj : ai->visitableObjs)
{
if(obj->ID == objid && obj->subID == resID)
{
o = obj;
break; //TODO: consider multiple objects and choose best
}
}
}
else
{
for(const CGObjectInstance *obj : ai->visitableObjs)
{
if(obj->ID == objid)
{
o = obj;
break; //TODO: consider multiple objects and choose best
}
}
}
if (o && ai->isAccessible(o->pos)) //we don't use isAccessibleForHero as we don't know which hero it is
return sptr (Goals::GetObj(o->id.getNum()));
else
return sptr (Goals::Explore());
}
std::string GetObj::completeMessage() const
{
return "hero " + hero.get()->name + " captured Object ID = " + boost::lexical_cast<std::string>(objid);
}
TSubgoal GetObj::whatToDoToAchieve()
{
const CGObjectInstance * obj = cb->getObj(ObjectInstanceID(objid));
if(!obj)
return sptr (Goals::Explore());
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if (obj->tempOwner == ai->playerID) //we can't capture our own object -> move to Win codition
throw cannotFulfillGoalException("Cannot capture my own object " + obj->getObjectName());
int3 pos = obj->visitablePos();
if (hero)
{
if (ai->isAccessibleForHero(pos, hero))
return sptr (Goals::VisitTile(pos).sethero(hero));
}
else
{
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for (auto h : cb->getHeroesInfo())
{
if (ai->isAccessibleForHero(pos, h))
return sptr(Goals::VisitTile(pos).sethero(h)); //we must visit object with same hero, if any
}
}
return sptr (Goals::ClearWayTo(pos).sethero(hero));
}
bool GetObj::fulfillsMe (TSubgoal goal)
{
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if (goal->goalType == Goals::VISIT_TILE)
{
auto obj = cb->getObj(ObjectInstanceID(objid));
if (obj && obj->visitablePos() == goal->tile) //object could be removed
return true;
}
return false;
}
std::string VisitHero::completeMessage() const
{
return "hero " + hero.get()->name + " visited hero " + boost::lexical_cast<std::string>(objid);
}
TSubgoal VisitHero::whatToDoToAchieve()
{
const CGObjectInstance * obj = cb->getObj(ObjectInstanceID(objid));
if(!obj)
return sptr (Goals::Explore());
int3 pos = obj->visitablePos();
if (hero && ai->isAccessibleForHero(pos, hero, true) && isSafeToVisit(hero, pos)) //enemy heroes can get reinforcements
{
if (hero->pos == pos)
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logAi->error("Hero %s tries to visit himself.", hero.name);
else
{
//can't use VISIT_TILE here as tile appears blocked by target hero
//FIXME: elementar goal should not be abstract
return sptr (Goals::VisitHero(objid).sethero(hero).settile(pos).setisElementar(true));
}
}
return sptr (Goals::Invalid());
}
bool VisitHero::fulfillsMe (TSubgoal goal)
{
if (goal->goalType != Goals::VISIT_TILE)
{
return false;
}
auto obj = cb->getObj(ObjectInstanceID(objid));
if (!obj)
{
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logAi->error("Hero %s: VisitHero::fulfillsMe at %s: object %d not found", hero.name, goal->tile, objid);
return false;
}
return obj->visitablePos() == goal->tile;
}
TSubgoal GetArtOfType::whatToDoToAchieve()
{
TSubgoal alternativeWay = CGoal::lookForArtSmart(aid); //TODO: use
if(alternativeWay->invalid())
return sptr (Goals::FindObj(Obj::ARTIFACT, aid));
return sptr (Goals::Invalid());
}
TSubgoal ClearWayTo::whatToDoToAchieve()
{
assert(cb->isInTheMap(tile)); //set tile
if(!cb->isVisible(tile))
{
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logAi->error("Clear way should be used with visible tiles!");
return sptr (Goals::Explore());
}
return (fh->chooseSolution(getAllPossibleSubgoals()));
}
TGoalVec ClearWayTo::getAllPossibleSubgoals()
{
TGoalVec ret;
std::vector<const CGHeroInstance *> heroes;
if (hero)
heroes.push_back(hero.h);
else
{
heroes = cb->getHeroesInfo();
}
for (auto h : heroes)
{
//TODO: handle clearing way to allied heroes that are blocked
//if ((hero && hero->visitablePos() == tile && hero == *h) || //we can't free the way ourselves
// h->visitablePos() == tile) //we are already on that tile! what does it mean?
// continue;
//if our hero is trapped, make sure we request clearing the way from OUR perspective
auto sm = ai->getCachedSectorMap(h);
int3 tileToHit = sm->firstTileToGet(h, tile);
if (!tileToHit.valid())
continue;
if (isBlockedBorderGate(tileToHit))
{ //FIXME: this way we'll not visit gate and activate quest :?
ret.push_back (sptr (Goals::FindObj (Obj::KEYMASTER, cb->getTile(tileToHit)->visitableObjects.back()->subID)));
}
auto topObj = cb->getTopObj(tileToHit);
if (topObj)
{
if (vstd::contains(ai->reservedObjs, topObj) && !vstd::contains(ai->reservedHeroesMap[h], topObj))
{
throw goalFulfilledException (sptr(Goals::ClearWayTo(tile, h)));
continue; //do not capure object reserved by other hero
}
if (topObj->ID == Obj::HERO && cb->getPlayerRelations(h->tempOwner, topObj->tempOwner) != PlayerRelations::ENEMIES)
if (topObj != hero.get(true)) //the hero we want to free
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logAi->error("%s stands in the way of %s", topObj->getObjectName(), h->getObjectName());
if (topObj->ID == Obj::QUEST_GUARD || topObj->ID == Obj::BORDERGUARD)
{
if (shouldVisit(h, topObj))
{
//do NOT use VISIT_TILE, as tile with quets guard can't be visited
ret.push_back (sptr (Goals::GetObj(topObj->id.getNum()).sethero(h)));
continue; //do not try to visit tile or gather army
}
else
{
//TODO: we should be able to return apriopriate quest here (VCAI::striveToQuest)
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logAi->debug("Quest guard blocks the way to %s", tile());
continue; //do not access quets guard if we can't complete the quest
}
}
}
if (isSafeToVisit(h, tileToHit)) //this makes sense only if tile is guarded, but there i no quest object
{
ret.push_back (sptr (Goals::VisitTile(tileToHit).sethero(h)));
}
else
{
ret.push_back (sptr (Goals::GatherArmy(evaluateDanger(tileToHit, h)*SAFE_ATTACK_CONSTANT).
sethero(h).setisAbstract(true)));
}
}
if (ai->canRecruitAnyHero())
ret.push_back (sptr (Goals::RecruitHero()));
if (ret.empty())
{
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logAi->warn("There is no known way to clear the way to tile %s",tile());
throw goalFulfilledException (sptr(Goals::ClearWayTo(tile))); //make sure asigned hero gets unlocked
}
return ret;
}
std::string Explore::completeMessage() const
{
return "Hero " + hero.get()->name + " completed exploration";
}
TSubgoal Explore::whatToDoToAchieve()
{
auto ret = fh->chooseSolution(getAllPossibleSubgoals());
if (hero) //use best step for this hero
return ret;
else
{
if (ret->hero.get(true))
return sptr (sethero(ret->hero.h).setisAbstract(true)); //choose this hero and then continue with him
else
return ret; //other solutions, like buying hero from tavern
}
}
TGoalVec Explore::getAllPossibleSubgoals()
{
TGoalVec ret;
std::vector<const CGHeroInstance *> heroes;
if (hero)
heroes.push_back(hero.h);
else
{
//heroes = ai->getUnblockedHeroes();
heroes = cb->getHeroesInfo();
vstd::erase_if(heroes, [](const HeroPtr h)
{
if (ai->getGoal(h)->goalType == Goals::EXPLORE) //do not reassign hero who is already explorer
return true;
if (!ai->isAbleToExplore(h))
return true;
return !h->movement; //saves time, immobile heroes are useless anyway
});
}
//try to use buildings that uncover map
std::vector<const CGObjectInstance *> objs;
for (auto obj : ai->visitableObjs)
{
if (!vstd::contains(ai->alreadyVisited, obj))
{
switch (obj->ID.num)
{
case Obj::REDWOOD_OBSERVATORY:
case Obj::PILLAR_OF_FIRE:
case Obj::CARTOGRAPHER:
objs.push_back (obj);
break;
case Obj::MONOLITH_ONE_WAY_ENTRANCE:
case Obj::MONOLITH_TWO_WAY:
case Obj::SUBTERRANEAN_GATE:
auto tObj = dynamic_cast<const CGTeleport *>(obj);
assert(ai->knownTeleportChannels.find(tObj->channel) != ai->knownTeleportChannels.end());
if(TeleportChannel::IMPASSABLE != ai->knownTeleportChannels[tObj->channel]->passability)
objs.push_back (obj);
break;
}
}
else
{
switch (obj->ID.num)
{
case Obj::MONOLITH_TWO_WAY:
case Obj::SUBTERRANEAN_GATE:
auto tObj = dynamic_cast<const CGTeleport *>(obj);
if(TeleportChannel::IMPASSABLE == ai->knownTeleportChannels[tObj->channel]->passability)
break;
for(auto exit : ai->knownTeleportChannels[tObj->channel]->exits)
{
if(!cb->getObj(exit))
{ // Always attempt to visit two-way teleports if one of channel exits is not visible
objs.push_back(obj);
break;
}
}
break;
}
}
}
for (auto h : heroes)
{
auto sm = ai->getCachedSectorMap(h);
for (auto obj : objs) //double loop, performance risk?
{
auto t = sm->firstTileToGet(h, obj->visitablePos()); //we assume that no more than one tile on the way is guarded
if (ai->isTileNotReserved(h, t))
ret.push_back (sptr(Goals::ClearWayTo(obj->visitablePos(), h).setisAbstract(true)));
}
int3 t = whereToExplore(h);
if (t.valid())
{
ret.push_back (sptr (Goals::VisitTile(t).sethero(h)));
}
else
{
ai->markHeroUnableToExplore (h); //there is no freely accessible tile, do not poll this hero anymore
//possible issues when gathering army to break
if (hero.h == h || (!hero && h == ai->primaryHero().h)) //check this only ONCE, high cost
{
t = ai->explorationDesperate(h);
if (t.valid()) //don't waste time if we are completely blocked
ret.push_back (sptr(Goals::ClearWayTo(t, h).setisAbstract(true)));
}
}
}
//we either don't have hero yet or none of heroes can explore
if ((!hero || ret.empty()) && ai->canRecruitAnyHero())
ret.push_back (sptr(Goals::RecruitHero()));
if (ret.empty())
{
throw goalFulfilledException (sptr(Goals::Explore().sethero(hero)));
}
//throw cannotFulfillGoalException("Cannot explore - no possible ways found!");
return ret;
}
bool Explore::fulfillsMe (TSubgoal goal)
{
if (goal->goalType == Goals::EXPLORE)
{
if (goal->hero)
return hero == goal->hero;
else
return true; //cancel ALL exploration
}
return false;
}
TSubgoal RecruitHero::whatToDoToAchieve()
{
const CGTownInstance *t = ai->findTownWithTavern();
if(!t)
return sptr (Goals::BuildThis(BuildingID::TAVERN));
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if(cb->getResourceAmount(Res::GOLD) < GameConstants::HERO_GOLD_COST)
return sptr (Goals::CollectRes(Res::GOLD, GameConstants::HERO_GOLD_COST));
return iAmElementar();
}
std::string VisitTile::completeMessage() const
{
return "Hero " + hero.get()->name + " visited tile " + tile();
}
TSubgoal VisitTile::whatToDoToAchieve()
{
auto ret = fh->chooseSolution(getAllPossibleSubgoals());
if(ret->hero)
{
if(isSafeToVisit(ret->hero, tile) && ai->isAccessibleForHero(tile, ret->hero))
{
if(cb->getTile(tile)->topVisitableId().num == Obj::TOWN) //if target is town, fuzzy system will use additional "estimatedReward" variable to increase priority a bit
ret->objid = Obj::TOWN; //TODO: move to getObj eventually and add appropiate logic there
ret->setisElementar(true);
return ret;
}
else
{
return sptr (Goals::GatherArmy(evaluateDanger(tile, *ret->hero) * SAFE_ATTACK_CONSTANT)
.sethero(ret->hero).setisAbstract(true));
}
}
return ret;
}
TGoalVec VisitTile::getAllPossibleSubgoals()
{
assert(cb->isInTheMap(tile));
TGoalVec ret;
if (!cb->isVisible(tile))
ret.push_back (sptr(Goals::Explore())); //what sense does it make?
else
{
std::vector<const CGHeroInstance *> heroes;
if (hero)
heroes.push_back(hero.h); //use assigned hero if any
else
heroes = cb->getHeroesInfo(); //use most convenient hero
for (auto h : heroes)
{
if (ai->isAccessibleForHero(tile, h))
ret.push_back (sptr(Goals::VisitTile(tile).sethero(h)));
}
if (ai->canRecruitAnyHero())
ret.push_back (sptr(Goals::RecruitHero()));
}
if(ret.empty())
{
auto obj = vstd::frontOrNull(cb->getVisitableObjs(tile));
if(obj && obj->ID == Obj::HERO && obj->tempOwner == ai->playerID) //our own hero stands on that tile
{
if (hero.get(true) && hero->id == obj->id) //if it's assigned hero, visit tile. If it's different hero, we can't visit tile now
ret.push_back(sptr(Goals::VisitTile(tile).sethero(dynamic_cast<const CGHeroInstance *>(obj)).setisElementar(true)));
else
throw cannotFulfillGoalException("Tile is already occupied by another hero "); //FIXME: we should give up this tile earlier
}
else
ret.push_back (sptr(Goals::ClearWayTo(tile)));
}
//important - at least one sub-goal must handle case which is impossible to fulfill (unreachable tile)
return ret;
}
TSubgoal DigAtTile::whatToDoToAchieve()
{
const CGObjectInstance *firstObj = vstd::frontOrNull(cb->getVisitableObjs(tile));
if(firstObj && firstObj->ID == Obj::HERO && firstObj->tempOwner == ai->playerID) //we have hero at dest
{
const CGHeroInstance *h = dynamic_cast<const CGHeroInstance *>(firstObj);
sethero(h).setisElementar(true);
return sptr (*this);
}
return sptr (Goals::VisitTile(tile));
}
TSubgoal BuildThis::whatToDoToAchieve()
{
//TODO check res
//look for town
//prerequisites?
return iAmElementar();
}
TSubgoal CollectRes::whatToDoToAchieve()
{
std::vector<const IMarket*> markets;
std::vector<const CGObjectInstance*> visObjs;
ai->retreiveVisitableObjs(visObjs, true);
for(const CGObjectInstance *obj : visObjs)
{
if(const IMarket *m = IMarket::castFrom(obj, false))
{
if(obj->ID == Obj::TOWN && obj->tempOwner == ai->playerID && m->allowsTrade(EMarketMode::RESOURCE_RESOURCE))
markets.push_back(m);
else if(obj->ID == Obj::TRADING_POST) //TODO a moze po prostu test na pozwalanie handlu?
markets.push_back(m);
}
}
boost::sort(markets, [](const IMarket *m1, const IMarket *m2) -> bool
{
return m1->getMarketEfficiency() < m2->getMarketEfficiency();
});
markets.erase(boost::remove_if(markets, [](const IMarket *market) -> bool
{
return !(market->o->ID == Obj::TOWN && market->o->tempOwner == ai->playerID)
&& !ai->isAccessible(market->o->visitablePos());
}),markets.end());
if(!markets.size())
{
for(const CGTownInstance *t : cb->getTownsInfo())
{
if(cb->canBuildStructure(t, BuildingID::MARKETPLACE) == EBuildingState::ALLOWED)
return sptr (Goals::BuildThis(BuildingID::MARKETPLACE, t));
}
}
else
{
const IMarket *m = markets.back();
//attempt trade at back (best prices)
int howManyCanWeBuy = 0;
for(Res::ERes i = Res::WOOD; i <= Res::GOLD; vstd::advance(i, 1))
{
if(i == resID) continue;
int toGive = -1, toReceive = -1;
m->getOffer(i, resID, toGive, toReceive, EMarketMode::RESOURCE_RESOURCE);
assert(toGive > 0 && toReceive > 0);
howManyCanWeBuy += toReceive * (cb->getResourceAmount(i) / toGive);
}
if(howManyCanWeBuy + cb->getResourceAmount(static_cast<Res::ERes>(resID)) >= value)
{
auto backObj = cb->getTopObj(m->o->visitablePos()); //it'll be a hero if we have one there; otherwise marketplace
assert(backObj);
if (backObj->tempOwner != ai->playerID)
{
return sptr (Goals::GetObj(m->o->id.getNum()));
}
else
{
return sptr (Goals::GetObj(m->o->id.getNum()).setisElementar(true));
}
}
}
return sptr (setisElementar(true)); //all the conditions for trade are met
}
TSubgoal GatherTroops::whatToDoToAchieve()
{
std::vector<const CGDwelling *> dwellings;
for(const CGTownInstance *t : cb->getTownsInfo())
{
auto creature = VLC->creh->creatures[objid];
if (t->subID == creature->faction) //TODO: how to force AI to build unupgraded creatures? :O
{
auto creatures = vstd::tryAt(t->town->creatures, creature->level - 1);
if(!creatures)
continue;
int upgradeNumber = vstd::find_pos(*creatures, creature->idNumber);
if(upgradeNumber < 0)
continue;
BuildingID bid(BuildingID::DWELL_FIRST + creature->level - 1 + upgradeNumber * GameConstants::CREATURES_PER_TOWN);
if (t->hasBuilt(bid)) //this assumes only creatures with dwellings are assigned to faction
{
dwellings.push_back(t);
}
else
{
return sptr (Goals::BuildThis(bid, t));
}
}
}
for (auto obj : ai->visitableObjs)
{
if (obj->ID != Obj::CREATURE_GENERATOR1) //TODO: what with other creature generators?
continue;
auto d = dynamic_cast<const CGDwelling *>(obj);
for (auto creature : d->creatures)
{
if (creature.first) //there are more than 0 creatures avaliabe
{
for (auto type : creature.second)
{
if (type == objid && ai->freeResources().canAfford(VLC->creh->creatures[type]->cost))
dwellings.push_back(d);
}
}
}
}
if (dwellings.size())
{
typedef std::map<const CGHeroInstance *, const CGDwelling *> TDwellMap;
// sorted helper
auto comparator = [](const TDwellMap::value_type & a, const TDwellMap::value_type & b) -> bool
{
const CGPathNode *ln = ai->myCb->getPathsInfo(a.first)->getPathInfo(a.second->visitablePos()),
*rn = ai->myCb->getPathsInfo(b.first)->getPathInfo(b.second->visitablePos());
if(ln->turns != rn->turns)
return ln->turns < rn->turns;
return (ln->moveRemains > rn->moveRemains);
};
// for all owned heroes generate map <hero -> nearest dwelling>
TDwellMap nearestDwellings;
for (const CGHeroInstance * hero : cb->getHeroesInfo(true))
{
nearestDwellings[hero] = *boost::range::min_element(dwellings, CDistanceSorter(hero));
}
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if (nearestDwellings.size())
{
// find hero who is nearest to a dwelling
const CGDwelling * nearest = boost::range::min_element(nearestDwellings, comparator)->second;
if (!nearest)
throw cannotFulfillGoalException("Cannot find nearest dwelling!");
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return sptr(Goals::GetObj(nearest->id.getNum()));
}
else
return sptr(Goals::Explore());
}
else
return sptr (Goals::Explore());
//TODO: exchange troops between heroes
}
TSubgoal Conquer::whatToDoToAchieve()
{
return fh->chooseSolution (getAllPossibleSubgoals());
}
TGoalVec Conquer::getAllPossibleSubgoals()
{
TGoalVec ret;
auto conquerable = [](const CGObjectInstance * obj) -> bool
{
if (cb->getPlayerRelations(ai->playerID, obj->tempOwner) == PlayerRelations::ENEMIES)
{
switch (obj->ID.num)
{
case Obj::TOWN:
case Obj::HERO:
case Obj::CREATURE_GENERATOR1:
case Obj::MINE: //TODO: check ai->knownSubterraneanGates
return true;
}
}
return false;
};
std::vector<const CGObjectInstance *> objs;
for(auto obj : ai->visitableObjs)
{
if(conquerable(obj))
objs.push_back (obj);
}
for(auto h : cb->getHeroesInfo())
{
auto sm = ai->getCachedSectorMap(h);
std::vector<const CGObjectInstance *> ourObjs(objs); //copy common objects
for(auto obj : ai->reservedHeroesMap[h]) //add objects reserved by this hero
{
if(conquerable(obj))
ourObjs.push_back(obj);
}
for(auto obj : ourObjs)
{
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int3 dest = obj->visitablePos();
auto t = sm->firstTileToGet(h, dest); //we assume that no more than one tile on the way is guarded
if(t.valid()) //we know any path at all
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{
if(ai->isTileNotReserved(h, t)) //no other hero wants to conquer that tile
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{
if(isSafeToVisit(h, dest))
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{
if(dest != t) //there is something blocking our way
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ret.push_back(sptr(Goals::ClearWayTo(dest, h).setisAbstract(true)));
else
{
if(obj->ID.num == Obj::HERO) //enemy hero may move to other position
{
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ret.push_back(sptr(Goals::VisitHero(obj->id.getNum()).sethero(h).setisAbstract(true)));
}
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else //just visit that tile
{
if(obj->ID.num == Obj::TOWN)
//if target is town, fuzzy system will use additional "estimatedReward" variable to increase priority a bit
ret.push_back(sptr(Goals::VisitTile(dest).sethero(h).setobjid(obj->ID.num).setisAbstract(true))); //TODO: change to getObj eventually and and move appropiate logic there
else
ret.push_back(sptr(Goals::VisitTile(dest).sethero(h).setisAbstract(true)));
}
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}
}
else //we need to get army in order to conquer that place
ret.push_back(sptr(Goals::GatherArmy(evaluateDanger(dest, h) * SAFE_ATTACK_CONSTANT).sethero(h).setisAbstract(true)));
}
}
}
}
if (!objs.empty() && ai->canRecruitAnyHero()) //probably no point to recruit hero if we see no objects to capture
ret.push_back (sptr(Goals::RecruitHero()));
if (ret.empty())
ret.push_back (sptr(Goals::Explore())); //we need to find an enemy
return ret;
}
TSubgoal Build::whatToDoToAchieve()
{
return iAmElementar();
}
TSubgoal Invalid::whatToDoToAchieve()
{
return iAmElementar();
}
std::string GatherArmy::completeMessage() const
{
return "Hero " + hero.get()->name + " gathered army of value " + boost::lexical_cast<std::string>(value);
}
TSubgoal GatherArmy::whatToDoToAchieve()
{
//TODO: find hero if none set
assert(hero.h);
return fh->chooseSolution (getAllPossibleSubgoals()); //find dwelling. use current hero to prevent him from doing nothing.
}
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static const BuildingID unitsSource[] = { BuildingID::DWELL_LVL_1, BuildingID::DWELL_LVL_2, BuildingID::DWELL_LVL_3,
BuildingID::DWELL_LVL_4, BuildingID::DWELL_LVL_5, BuildingID::DWELL_LVL_6, BuildingID::DWELL_LVL_7};
TGoalVec GatherArmy::getAllPossibleSubgoals()
{
//get all possible towns, heroes and dwellings we may use
TGoalVec ret;
//TODO: include evaluation of monsters gather in calculation
for (auto t : cb->getTownsInfo())
{
auto pos = t->visitablePos();
if (ai->isAccessibleForHero(pos, hero))
{
if(!t->visitingHero && howManyReinforcementsCanGet(hero,t))
{
if (!vstd::contains (ai->townVisitsThisWeek[hero], t))
ret.push_back (sptr (Goals::VisitTile(pos).sethero(hero)));
}
auto bid = ai->canBuildAnyStructure(t, std::vector<BuildingID>
(unitsSource, unitsSource + ARRAY_COUNT(unitsSource)), 8 - cb->getDate(Date::DAY_OF_WEEK));
if (bid != BuildingID::NONE)
ret.push_back (sptr(BuildThis(bid, t)));
}
}
auto otherHeroes = cb->getHeroesInfo();
auto heroDummy = hero;
vstd::erase_if(otherHeroes, [heroDummy](const CGHeroInstance * h)
{
return (h == heroDummy.h || !ai->isAccessibleForHero(heroDummy->visitablePos(), h, true)
|| !ai->canGetArmy(heroDummy.h, h) || ai->getGoal(h)->goalType == Goals::GATHER_ARMY);
});
for (auto h : otherHeroes)
{
ret.push_back (sptr (Goals::VisitHero(h->id.getNum()).setisAbstract(true).sethero(hero)));
//go to the other hero if we are faster
ret.push_back (sptr (Goals::VisitHero(hero->id.getNum()).setisAbstract(true).sethero(h)));
//let the other hero come to us
}
std::vector <const CGObjectInstance *> objs;
for (auto obj : ai->visitableObjs)
{
if(obj->ID == Obj::CREATURE_GENERATOR1)
{
auto relationToOwner = cb->getPlayerRelations(obj->getOwner(), ai->playerID);
//Use flagged dwellings only when there are available creatures that we can afford
if(relationToOwner == PlayerRelations::SAME_PLAYER)
{
auto dwelling = dynamic_cast<const CGDwelling*>(obj);
for(auto & creLevel : dwelling->creatures)
{
if(creLevel.first)
{
for(auto & creatureID : creLevel.second)
{
auto creature = VLC->creh->creatures[creatureID];
if (ai->freeResources().canAfford(creature->cost))
objs.push_back(obj);
}
}
}
}
}
}
for(auto h : cb->getHeroesInfo())
{
auto sm = ai->getCachedSectorMap(h);
for (auto obj : objs)
{ //find safe dwelling
auto pos = obj->visitablePos();
if (ai->isGoodForVisit(obj, h, *sm))
ret.push_back (sptr (Goals::VisitTile(pos).sethero(h)));
}
}
if(ai->canRecruitAnyHero() && ai->freeResources()[Res::GOLD] > GameConstants::HERO_GOLD_COST) //this is not stupid in early phase of game
{
if(auto t = ai->findTownWithTavern())
{
for (auto h : cb->getAvailableHeroes(t)) //we assume that all towns have same set of heroes
{
if(h && h->getTotalStrength() > 500) //do not buy heroes with single creatures for GatherArmy
{
ret.push_back(sptr(Goals::RecruitHero()));
break;
}
}
}
}
if (ret.empty())
{
if (hero == ai->primaryHero() || value >= 1.1f)
ret.push_back (sptr(Goals::Explore()));
else //workaround to break loop - seemingly there are no ways to explore left
throw goalFulfilledException (sptr(Goals::GatherArmy(0).sethero(hero)));
}
return ret;
}
//TSubgoal AbstractGoal::whatToDoToAchieve()
//{
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// logAi->debug("Decomposing goal of type %s",name());
// return sptr (Goals::Explore());
//}
TSubgoal AbstractGoal::goVisitOrLookFor(const CGObjectInstance *obj)
{
if(obj)
return sptr (Goals::GetObj(obj->id.getNum()));
else
return sptr (Goals::Explore());
}
TSubgoal AbstractGoal::lookForArtSmart(int aid)
{
return sptr (Goals::Invalid());
}
bool AbstractGoal::invalid() const
{
return goalType == INVALID;
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}
void AbstractGoal::accept (VCAI * ai)
{
ai->tryRealize(*this);
}
template<typename T>
void CGoal<T>::accept (VCAI * ai)
{
ai->tryRealize(static_cast<T&>(*this)); //casting enforces template instantiation
}
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float AbstractGoal::accept (FuzzyHelper * f)
{
return f->evaluate(*this);
}
template<typename T>
float CGoal<T>::accept (FuzzyHelper * f)
{
return f->evaluate(static_cast<T&>(*this)); //casting enforces template instantiation
}