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140 lines
3.4 KiB
C++
140 lines
3.4 KiB
C++
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/*
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* GatherTroops.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "Goals.h"
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#include "../VCAI.h"
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#include "../AIUtility.h"
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#include "../AIhelper.h"
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#include "../FuzzyHelper.h"
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#include "../ResourceManager.h"
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#include "../BuildingManager.h"
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#include "../../../lib/mapping/CMap.h" //for victory conditions
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#include "../../../lib/CPathfinder.h"
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#include "../../../lib/StringConstants.h"
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extern boost::thread_specific_ptr<CCallback> cb;
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extern boost::thread_specific_ptr<VCAI> ai;
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extern FuzzyHelper * fh;
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using namespace Goals;
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bool GatherTroops::operator==(const GatherTroops & other) const
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{
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return objid == other.objid;
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}
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int GatherTroops::getCreaturesCount(const CArmedInstance * army)
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{
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int count = 0;
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for(auto stack : army->Slots())
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{
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if(objid == stack.second->getCreatureID().num)
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{
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count += stack.second->count;
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}
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}
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return count;
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}
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TSubgoal GatherTroops::whatToDoToAchieve()
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{
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auto heroes = cb->getHeroesInfo(true);
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for(auto hero : heroes)
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{
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if(getCreaturesCount(hero) >= this->value)
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{
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logAi->trace("Completing GATHER_TROOPS by hero %s", hero->name);
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throw goalFulfilledException(sptr(*this));
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}
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}
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TGoalVec solutions = getAllPossibleSubgoals();
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if(solutions.empty())
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return sptr(Explore());
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return fh->chooseSolution(solutions);
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}
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TGoalVec GatherTroops::getAllPossibleSubgoals()
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{
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TGoalVec solutions;
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for(const CGTownInstance * t : cb->getTownsInfo())
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{
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int count = getCreaturesCount(t->getUpperArmy());
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if(count >= this->value)
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{
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vstd::concatenate(solutions, ai->ah->howToVisitObj(t));
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continue;
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}
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auto creature = VLC->creh->creatures[objid];
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if(t->subID == creature->faction) //TODO: how to force AI to build unupgraded creatures? :O
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{
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auto creatures = vstd::tryAt(t->town->creatures, creature->level - 1);
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if(!creatures)
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continue;
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int upgradeNumber = vstd::find_pos(*creatures, creature->idNumber);
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if(upgradeNumber < 0)
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continue;
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BuildingID bid(BuildingID::DWELL_FIRST + creature->level - 1 + upgradeNumber * GameConstants::CREATURES_PER_TOWN);
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if(t->hasBuilt(bid)) //this assumes only creatures with dwellings are assigned to faction
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{
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solutions.push_back(sptr(BuyArmy(t, creature->AIValue * this->value).setobjid(objid)));
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}
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/*else //disable random building requests for now - this code needs to know a lot of town/resource context to do more good than harm
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{
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return sptr(BuildThis(bid, t).setpriority(priority));
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}*/
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}
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}
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for(auto obj : ai->visitableObjs)
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{
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auto d = dynamic_cast<const CGDwelling *>(obj);
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if(!d || obj->ID == Obj::TOWN)
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continue;
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for(auto creature : d->creatures)
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{
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if(creature.first) //there are more than 0 creatures avaliabe
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{
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for(auto type : creature.second)
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{
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if(type == objid && ai->ah->freeResources().canAfford(VLC->creh->creatures[type]->cost))
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vstd::concatenate(solutions, ai->ah->howToVisitObj(obj));
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}
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}
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}
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}
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return solutions;
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//TODO: exchange troops between heroes
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}
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bool GatherTroops::fulfillsMe(TSubgoal goal)
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{
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if (!hero || hero == goal->hero) //we got army for desired hero or any hero
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if (goal->objid == objid) //same creature type //TODO: consider upgrades?
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if (goal->value >= value) //notify every time we get resources?
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return true;
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return false;
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}
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