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vcmi/AI/VCAI/Goals/Win.cpp

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2018-12-01 10:30:37 +02:00
/*
* Win.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 "../AIUtility.h"
#include "../AIhelper.h"
#include "../FuzzyHelper.h"
#include "../ResourceManager.h"
#include "../BuildingManager.h"
#include "../../../lib/mapping/CMap.h" //for victory conditions
#include "../../../lib/CPathfinder.h"
#include "../../../lib/StringConstants.h"
extern boost::thread_specific_ptr<CCallback> cb;
extern boost::thread_specific_ptr<VCAI> ai;
extern FuzzyHelper * fh;
using namespace Goals;
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(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(Conquer());
return sptr(VisitObj(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(BuildThis(BuildingID::GRAIL, t).setpriority(10));
}
else
{
auto towns = cb->getTownsInfo();
towns.erase(boost::remove_if(towns,
[](const CGTownInstance * t) -> bool
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{
return vstd::contains(t->forbiddenBuildings, BuildingID::GRAIL);
}),
towns.end());
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boost::sort(towns, CDistanceSorter(h.get()));
if(towns.size())
{
return sptr(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(DigAtTile(grailPos));
} //TODO: use FIND_OBJ
else if(const CGObjectInstance * obj = ai->getUnvisitedObj(objWithID<Obj::OBELISK>)) //there are unvisited Obelisks
return sptr(VisitObj(obj->id.getNum()));
else
return sptr(Explore());
}
break;
}
case EventCondition::CONTROL:
{
if(goal.object)
{
auto objRelations = cb->getPlayerRelations(ai->playerID, goal.object->tempOwner);
if(objRelations == PlayerRelations::ENEMIES)
{
return sptr(VisitObj(goal.object->id.getNum()));
}
else
{
// TODO: Defance
break;
}
}
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(CollectRes(static_cast<Res::ERes>(goal.objectType), goal.value));
case EventCondition::HAVE_CREATURES:
return sptr(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(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(Conquer());
default:
assert(0);
}
}
return sptr(Invalid());
}