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- Compile fixes for MVS
- AI goals will now be handled by smart pointers
This commit is contained in:
parent
29e98b2d51
commit
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@ -67,7 +67,7 @@ std::string Goals::CGoal::name() const //TODO: virtualize
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}
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}
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#define I_AM_ELEMENTAR return (*this).setisElementar(true)
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#define I_AM_ELEMENTAR return make_shared<Goals::CGoal>(setisElementar(true))
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TSubgoal Win::whatToDoToAchieve()
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{
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@ -83,11 +83,11 @@ TSubgoal Win::whatToDoToAchieve()
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switch(cond)
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{
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case EVictoryConditionType::ARTIFACT:
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return Goals::GetArtOfType().setaid(vc.objectId);
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return make_shared<Goals::CGoal> (Goals::GetArtOfType().setaid(vc.objectId));
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case EVictoryConditionType::BEATHERO:
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return Goals::GetObj(vc.obj->id.getNum());
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return make_shared<Goals::CGoal> (Goals::GetObj(vc.obj->id.getNum()));
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case EVictoryConditionType::BEATMONSTER:
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return Goals::GetObj(vc.obj->id.getNum());
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return make_shared<Goals::CGoal> (Goals::GetObj(vc.obj->id.getNum()));
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case EVictoryConditionType::BUILDCITY:
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//TODO build castle/capitol
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break;
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@ -99,7 +99,7 @@ TSubgoal Win::whatToDoToAchieve()
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if(h->visitedTown && !vstd::contains(h->visitedTown->forbiddenBuildings, BuildingID::GRAIL))
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{
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const CGTownInstance *t = h->visitedTown;
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return Goals::BuildThis().setbid(BuildingID::GRAIL).settown(t);
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return make_shared<Goals::CGoal> (Goals::BuildThis().setbid(BuildingID::GRAIL).settown(t));
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}
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else
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{
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@ -113,7 +113,7 @@ TSubgoal Win::whatToDoToAchieve()
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boost::sort(towns, isCloser);
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if(towns.size())
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{
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return Goals::VisitTile(towns.front()->visitablePos()).sethero(h);
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return make_shared<Goals::CGoal> (Goals::VisitTile(towns.front()->visitablePos()).sethero(h));
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}
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}
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}
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@ -121,25 +121,25 @@ TSubgoal Win::whatToDoToAchieve()
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int3 grailPos = cb->getGrailPos(ratio);
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if(ratio > 0.99)
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{
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return Goals::DigAtTile().settile(grailPos);
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return make_shared<Goals::CGoal> (Goals::DigAtTile().settile(grailPos));
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} //TODO: use FIND_OBJ
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else if(const CGObjectInstance * obj = ai->getUnvisitedObj(objWithID<Obj::OBELISK>)) //there are unvisited Obelisks
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{
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return Goals::GetObj(obj->id.getNum());
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return make_shared<Goals::CGoal> (Goals::GetObj(obj->id.getNum()));
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}
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else
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return Goals::Explore();
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return make_shared<Goals::CGoal> (Goals::Explore());
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}
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break;
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case EVictoryConditionType::CAPTURECITY:
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return Goals::GetObj(vc.obj->id.getNum());
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return make_shared<Goals::CGoal> (Goals::GetObj(vc.obj->id.getNum()));
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case EVictoryConditionType::GATHERRESOURCE:
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return Goals::CollectRes().setresID(static_cast<Res::ERes>(vc.objectId)).setvalue(vc.count);
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return make_shared<Goals::CGoal> (Goals::CollectRes().setresID(static_cast<Res::ERes>(vc.objectId)).setvalue(vc.count));
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//TODO mines? piles? marketplace?
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//save?
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break;
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case EVictoryConditionType::GATHERTROOP:
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return Goals::GatherTroops().setobjid(vc.objectId).setvalue(vc.count);
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return make_shared<Goals::CGoal> (Goals::GatherTroops().setobjid(vc.objectId).setvalue(vc.count));
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break;
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case EVictoryConditionType::TAKEDWELLINGS:
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break;
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@ -148,11 +148,11 @@ TSubgoal Win::whatToDoToAchieve()
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case EVictoryConditionType::TRANSPORTITEM:
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break;
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case EVictoryConditionType::WINSTANDARD:
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return Goals::Conquer();
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return make_shared<Goals::CGoal> (Goals::Conquer());
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default:
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assert(0);
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}
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return TSubgoal(Goals::INVALID);
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return make_shared<Goals::CGoal> (Goals::INVALID);
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}
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TSubgoal FindObj::whatToDoToAchieve()
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@ -181,37 +181,37 @@ TSubgoal FindObj::whatToDoToAchieve()
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}
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}
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if (o && isReachable(o))
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return Goals::GetObj(o->id.getNum());
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return make_shared<Goals::CGoal> (Goals::GetObj(o->id.getNum()));
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else
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return Goals::Explore();
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return make_shared<Goals::CGoal> (Goals::Explore());
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}
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TSubgoal GetObj::whatToDoToAchieve()
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{
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const CGObjectInstance * obj = cb->getObj(ObjectInstanceID(objid));
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if(!obj)
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return Goals::Explore();
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return make_shared<Goals::CGoal> (Goals::Explore());
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int3 pos = obj->visitablePos();
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return Goals::VisitTile(pos);
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return make_shared<Goals::CGoal> (Goals::VisitTile(pos));
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}
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TSubgoal VisitHero::whatToDoToAchieve()
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{
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const CGObjectInstance * obj = cb->getObj(ObjectInstanceID(objid));
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if(!obj)
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return Goals::Explore();
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return make_shared<Goals::CGoal> (Goals::Explore());
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int3 pos = obj->visitablePos();
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if (hero && ai->isAccessibleForHero(pos, hero, true) && isSafeToVisit(hero, pos)) //enemy heroes can get reinforcements
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return (*this).settile(pos).setisElementar(true);
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return TSubgoal(Goals::INVALID);
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return make_shared<Goals::CGoal> (settile(pos).setisElementar(true));
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return make_shared<Goals::CGoal> (Goals::INVALID);
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}
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TSubgoal GetArtOfType::whatToDoToAchieve()
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{
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TSubgoal alternativeWay = CGoal::lookForArtSmart(aid); //TODO: use
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if(alternativeWay.invalid())
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return Goals::FindObj(Obj::ARTIFACT, aid);
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return TSubgoal(Goals::INVALID);
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if(alternativeWay->invalid())
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return make_shared<Goals::CGoal> (Goals::FindObj(Obj::ARTIFACT, aid));
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return make_shared<Goals::CGoal> (Goals::INVALID);
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}
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TSubgoal ClearWayTo::whatToDoToAchieve()
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@ -220,12 +220,12 @@ TSubgoal ClearWayTo::whatToDoToAchieve()
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if(!cb->isVisible(tile))
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{
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logAi->errorStream() << "Clear way should be used with visible tiles!";
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return Goals::Explore();
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return make_shared<Goals::CGoal> (Goals::Explore());
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}
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HeroPtr h = hero ? hero : ai->primaryHero();
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if(!h)
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return Goals::RecruitHero();
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return make_shared<Goals::CGoal> (Goals::RecruitHero());
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cb->setSelection(*h);
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@ -238,7 +238,7 @@ TSubgoal ClearWayTo::whatToDoToAchieve()
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//if(isSafeToVisit(h, tileToHit))
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if(isBlockedBorderGate(tileToHit))
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{ //FIXME: this way we'll not visit gate and activate quest :?
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return Goals::FindObj (Obj::KEYMASTER, cb->getTile(tileToHit)->visitableObjects.back()->subID);
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return make_shared<Goals::CGoal> (Goals::FindObj (Obj::KEYMASTER, cb->getTile(tileToHit)->visitableObjects.back()->subID));
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}
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//FIXME: this code shouldn't be necessary
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@ -256,7 +256,8 @@ TSubgoal ClearWayTo::whatToDoToAchieve()
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throw cannotFulfillGoalException(problem);
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}
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return Goals::VisitTile(tileToHit).sethero(h); //FIXME:: attempts to visit completely unreachable tile with hero results in stall
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return make_shared<Goals::CGoal> (Goals::VisitTile(tileToHit).sethero(h));
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//FIXME:: attempts to visit completely unreachable tile with hero results in stall
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//TODO czy istnieje lepsza droga?
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@ -295,7 +296,7 @@ TSubgoal Explore::whatToDoToAchieve()
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auto pos = obj->visitablePos();
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//FIXME: this confition fails if everything but guarded subterranen gate was explored. in this case we should gather army for hero
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if (isSafeToVisit(hero, pos) && ai->isAccessibleForHero(pos, hero))
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return Goals::VisitTile(pos).sethero(hero);
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return make_shared<Goals::CGoal> (Goals::VisitTile(pos).sethero(hero));
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}
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}
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else
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@ -304,7 +305,7 @@ TSubgoal Explore::whatToDoToAchieve()
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{
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auto pos = obj->visitablePos();
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if (ai->isAccessible (pos)) //TODO: check safety?
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return Goals::VisitTile(pos).sethero(hero);
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return make_shared<Goals::CGoal> (Goals::VisitTile(pos).sethero(hero));
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}
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}
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}
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@ -332,12 +333,12 @@ TSubgoal Explore::whatToDoToAchieve()
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});
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if (objs.size())
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{
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return Goals::VisitTile(objs.front()->visitablePos()).sethero(hero).setisAbstract(true);
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return make_shared<Goals::CGoal> (Goals::VisitTile(objs.front()->visitablePos()).sethero(hero).setisAbstract(true));
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}
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else
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throw cannotFulfillGoalException("Cannot explore - no possible ways found!");
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}
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return Goals::VisitTile(t).sethero(hero);
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return make_shared<Goals::CGoal> (Goals::VisitTile(t).sethero(hero));
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}
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auto hs = cb->getHeroesInfo();
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@ -350,7 +351,7 @@ TSubgoal Explore::whatToDoToAchieve()
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if(hs.empty()) //all heroes are busy. buy new one
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{
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if (howManyHeroes < 3 && ai->findTownWithTavern()) //we may want to recruit second hero. TODO: make it smart finally
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return Goals::RecruitHero();
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return make_shared<Goals::CGoal> (Goals::RecruitHero());
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else //find mobile hero with weakest army
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{
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hs = cb->getHeroesInfo();
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@ -361,7 +362,7 @@ TSubgoal Explore::whatToDoToAchieve()
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if (hs.empty())
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{
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if (howManyHeroes < GameConstants::MAX_HEROES_PER_PLAYER)
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return Goals::RecruitHero();
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return make_shared<Goals::CGoal> (Goals::RecruitHero());
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else
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throw cannotFulfillGoalException("No heroes with remaining MPs for exploring!\n");
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}
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@ -371,7 +372,7 @@ TSubgoal Explore::whatToDoToAchieve()
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const CGHeroInstance *h = hs.front();
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return (*this).sethero(h).setisAbstract(true);
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return make_shared<Goals::CGoal> (sethero(h).setisAbstract(true));
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I_AM_ELEMENTAR; //FIXME: how can this be called?
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};
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@ -380,10 +381,10 @@ TSubgoal RecruitHero::whatToDoToAchieve()
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{
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const CGTownInstance *t = ai->findTownWithTavern();
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if(!t)
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return Goals::BuildThis().setbid(BuildingID::TAVERN);
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return make_shared<Goals::CGoal> (Goals::BuildThis().setbid(BuildingID::TAVERN));
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if(cb->getResourceAmount(Res::GOLD) < HERO_GOLD_COST)
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return Goals::CollectRes().setresID(Res::GOLD).setvalue(HERO_GOLD_COST);
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return make_shared<Goals::CGoal> (Goals::CollectRes().setresID(Res::GOLD).setvalue(HERO_GOLD_COST));
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I_AM_ELEMENTAR;
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}
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@ -391,7 +392,7 @@ TSubgoal RecruitHero::whatToDoToAchieve()
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TSubgoal VisitTile::whatToDoToAchieve()
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{
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if(!cb->isVisible(tile))
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return Goals::Explore();
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return make_shared<Goals::CGoal> (Goals::Explore());
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if(hero && !ai->isAccessibleForHero(tile, hero))
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hero = nullptr;
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@ -400,7 +401,7 @@ TSubgoal VisitTile::whatToDoToAchieve()
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{
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if(cb->getHeroesInfo().empty())
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{
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return Goals::RecruitHero();
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return make_shared<Goals::CGoal> (Goals::RecruitHero());
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}
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for(const CGHeroInstance *h : cb->getHeroesInfo())
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@ -416,15 +417,15 @@ TSubgoal VisitTile::whatToDoToAchieve()
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if(hero)
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{
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if(isSafeToVisit(hero, tile))
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return (*this).setisElementar(true);
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return make_shared<Goals::CGoal>(setisElementar(true));
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else
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{
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return Goals::GatherArmy().sethero(hero).setvalue(evaluateDanger(tile, *hero) * SAFE_ATTACK_CONSTANT); //TODO: should it be abstract?
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return make_shared<Goals::CGoal>(Goals::GatherArmy().sethero(hero).setvalue(evaluateDanger(tile, *hero) * SAFE_ATTACK_CONSTANT)); //TODO: should it be abstract?
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}
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}
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else //inaccessible for all heroes
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{
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return Goals::ClearWayTo(tile);
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return make_shared<Goals::CGoal>(Goals::ClearWayTo(tile));
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}
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}
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@ -434,10 +435,10 @@ TSubgoal DigAtTile::whatToDoToAchieve()
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if(firstObj && firstObj->ID == Obj::HERO && firstObj->tempOwner == ai->playerID) //we have hero at dest
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{
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const CGHeroInstance *h = dynamic_cast<const CGHeroInstance *>(firstObj);
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return (*this).sethero(h).setisElementar(true);
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return make_shared<Goals::CGoal> (sethero(h).setisElementar(true));
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}
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return Goals::VisitTile(tile);
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return make_shared<Goals::CGoal>(Goals::VisitTile(tile));
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}
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TSubgoal BuildThis::whatToDoToAchieve()
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@ -481,7 +482,7 @@ TSubgoal CollectRes::whatToDoToAchieve()
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for(const CGTownInstance *t : cb->getTownsInfo())
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{
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if(cb->canBuildStructure(t, BuildingID::MARKETPLACE) == EBuildingState::ALLOWED)
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return Goals::BuildThis().settown(t).setbid(BuildingID::MARKETPLACE);
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return make_shared<Goals::CGoal>(Goals::BuildThis().settown(t).setbid(BuildingID::MARKETPLACE));
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}
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}
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else
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@ -503,11 +504,11 @@ TSubgoal CollectRes::whatToDoToAchieve()
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auto backObj = backOrNull(cb->getVisitableObjs(m->o->visitablePos())); //it'll be a hero if we have one there; otherwise marketplace
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assert(backObj);
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if(backObj->tempOwner != ai->playerID)
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return Goals::GetObj(m->o->id.getNum());
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return setobjid(m->o->id.getNum()).setisElementar(true);
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return make_shared<Goals::CGoal>(Goals::GetObj(m->o->id.getNum()));
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return make_shared<Goals::CGoal>(setobjid(m->o->id.getNum()).setisElementar(true));
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}
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}
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return Goals::Invalid(); //FIXME: unused?
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return make_shared<Goals::CGoal>(Goals::Invalid()); //FIXME: unused?
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}
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TSubgoal GatherTroops::whatToDoToAchieve()
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@ -533,7 +534,7 @@ TSubgoal GatherTroops::whatToDoToAchieve()
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}
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else
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{
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return Goals::BuildThis().settown(t).setbid(bid);
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return make_shared<Goals::CGoal>(Goals::BuildThis().settown(t).setbid(bid));
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}
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}
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}
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@ -558,10 +559,10 @@ TSubgoal GatherTroops::whatToDoToAchieve()
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if (dwellings.size())
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{
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boost::sort(dwellings, isCloser);
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return Goals::GetObj(dwellings.front()->id.getNum());
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return make_shared<Goals::CGoal>(Goals::GetObj(dwellings.front()->id.getNum()));
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}
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else
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return Goals::Explore();
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return make_shared<Goals::CGoal>(Goals::Explore());
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//TODO: exchange troops between heroes
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}
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@ -577,7 +578,7 @@ TSubgoal Conquer::whatToDoToAchieve()
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if(hs.empty()) //all heroes are busy. buy new one
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{
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if (howManyHeroes < 3 && ai->findTownWithTavern()) //we may want to recruit second hero. TODO: make it smart finally
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return Goals::RecruitHero();
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return make_shared<Goals::CGoal>(Goals::RecruitHero());
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else //find mobile hero with weakest army
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{
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hs = cb->getHeroesInfo();
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@ -588,7 +589,7 @@ TSubgoal Conquer::whatToDoToAchieve()
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if (hs.empty())
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{
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if (howManyHeroes < GameConstants::MAX_HEROES_PER_PLAYER)
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return Goals::RecruitHero();
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return make_shared<Goals::CGoal>(Goals::RecruitHero());
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else
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throw cannotFulfillGoalException("No heroes with remaining MPs for exploring!\n");
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}
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@ -617,7 +618,7 @@ TSubgoal Conquer::whatToDoToAchieve()
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}
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if(objs.empty())
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return Goals::Explore(); //we need to find an enemy
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return make_shared<Goals::CGoal>(Goals::Explore()); //we need to find an enemy
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erase_if(objs, [&](const CGObjectInstance *obj)
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{
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@ -635,13 +636,15 @@ TSubgoal Conquer::whatToDoToAchieve()
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ai->reserveObject(h, obj); //no one else will capture same object until we fail
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if (obj->ID == Obj::HERO)
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return Goals::VisitHero().sethero(h).setobjid(obj->id.getNum()).setisAbstract(true); //track enemy hero
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return make_shared<Goals::CGoal>(
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Goals::VisitHero().sethero(h).setobjid(obj->id.getNum()).setisAbstract(true));
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//track enemy hero
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else
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return Goals::VisitTile(obj->visitablePos()).sethero(h);
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return make_shared<Goals::CGoal>(Goals::VisitTile(obj->visitablePos()).sethero(h));
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}
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}
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return Goals::Explore(); //enemy is inaccessible
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return make_shared<Goals::CGoal>(Goals::Explore()); //enemy is inaccessible
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}
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TSubgoal Build::whatToDoToAchieve()
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@ -678,7 +681,8 @@ TSubgoal GatherArmy::whatToDoToAchieve()
|
||||
if(townsReachable.size()) //try towns first
|
||||
{
|
||||
boost::sort(townsReachable, compareReinforcements);
|
||||
return Goals::VisitTile(townsReachable.back()->visitablePos()).sethero(hero);
|
||||
return make_shared<Goals::CGoal>(
|
||||
Goals::VisitTile(townsReachable.back()->visitablePos()).sethero(hero));
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -701,9 +705,13 @@ TSubgoal GatherArmy::whatToDoToAchieve()
|
||||
secondaryPath = cb->getPathInfo(hero->visitablePos())->turns;
|
||||
|
||||
if (primaryPath < secondaryPath)
|
||||
return Goals::VisitHero().setisAbstract(true).setobjid(h->id.getNum()).sethero(hero); //go to the other hero if we are faster
|
||||
return make_shared<Goals::CGoal>(
|
||||
Goals::VisitHero().setisAbstract(true).setobjid(h->id.getNum()).sethero(hero));
|
||||
//go to the other hero if we are faster
|
||||
else
|
||||
return Goals::VisitHero().setisAbstract(true).setobjid(hero->id.getNum()).sethero(h); //let the other hero come to us
|
||||
return make_shared<Goals::CGoal>(
|
||||
Goals::VisitHero().setisAbstract(true).setobjid(hero->id.getNum()).sethero(h))
|
||||
; //let the other hero come to us
|
||||
}
|
||||
}
|
||||
|
||||
@ -739,7 +747,7 @@ TSubgoal GatherArmy::whatToDoToAchieve()
|
||||
return true;
|
||||
});
|
||||
if(objs.empty()) //no possible objects, we did eveyrthing already
|
||||
return Goals::Explore().sethero(hero);
|
||||
return make_shared<Goals::CGoal>(Goals::Explore().sethero(hero));
|
||||
//TODO: check if we can recruit any creatures there, evaluate army
|
||||
else
|
||||
{
|
||||
@ -759,31 +767,31 @@ TSubgoal GatherArmy::whatToDoToAchieve()
|
||||
}
|
||||
}
|
||||
if (h && isSafeToVisit(h, pos) && ai->isAccessibleForHero(pos, h))
|
||||
return Goals::VisitTile(pos).sethero(h);
|
||||
return make_shared<Goals::CGoal>(Goals::VisitTile(pos).sethero(h));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return Goals::Explore().sethero(hero); //find dwelling. use current hero to prevent him from doing nothing.
|
||||
return make_shared<Goals::CGoal>(Goals::Explore().sethero(hero)); //find dwelling. use current hero to prevent him from doing nothing.
|
||||
}
|
||||
|
||||
TSubgoal CGoal::whatToDoToAchieve()
|
||||
{
|
||||
logAi->debugStream() << boost::format("Decomposing goal of type %s") % name();
|
||||
return Goals::Explore();
|
||||
return make_shared<Goals::CGoal>(Goals::Explore());
|
||||
}
|
||||
|
||||
TSubgoal CGoal::goVisitOrLookFor(const CGObjectInstance *obj)
|
||||
{
|
||||
if(obj)
|
||||
return Goals::GetObj(obj->id.getNum());
|
||||
return make_shared<Goals::CGoal>(Goals::GetObj(obj->id.getNum()));
|
||||
else
|
||||
return Goals::Explore();
|
||||
return make_shared<Goals::CGoal>(Goals::Explore());
|
||||
}
|
||||
|
||||
TSubgoal CGoal::lookForArtSmart(int aid)
|
||||
{
|
||||
return Goals::Invalid();
|
||||
return make_shared<Goals::CGoal>(Goals::Invalid());
|
||||
}
|
||||
|
||||
bool CGoal::invalid() const
|
||||
|
@ -21,7 +21,7 @@ struct HeroPtr;
|
||||
namespace Goals
|
||||
{
|
||||
struct CGoal;
|
||||
typedef CGoal TSubgoal;
|
||||
typedef std::shared_ptr<Goals::CGoal> TSubgoal;
|
||||
|
||||
enum EGoals
|
||||
{
|
||||
|
@ -18,6 +18,7 @@
|
||||
extern FuzzyHelper *fh;
|
||||
|
||||
class CGVisitableOPW;
|
||||
class TSubgoal;
|
||||
|
||||
const double SAFE_ATTACK_CONSTANT = 1.5;
|
||||
const int GOLD_RESERVE = 10000; //when buying creatures we want to keep at least this much gold (10000 so at least we'll be able to reach capitol)
|
||||
@ -1696,25 +1697,25 @@ void VCAI::striveToGoal(const Goals::CGoal &ultimateGoal)
|
||||
if (ultimateGoal.invalid())
|
||||
return;
|
||||
|
||||
Goals::CGoal abstractGoal; //can't create reference from temporary
|
||||
std::shared_ptr<Goals::CGoal> abstractGoal = make_shared<Goals::CGoal>(Goals::Invalid());
|
||||
|
||||
while(1)
|
||||
{
|
||||
Goals::CGoal &goal = const_cast<Goals::CGoal&>(ultimateGoal);
|
||||
std::shared_ptr<Goals::CGoal> goal = make_shared<Goals::CGoal>(ultimateGoal);
|
||||
logAi->debugStream() << boost::format("Striving to goal of type %s") % ultimateGoal.name();
|
||||
int maxGoals = 100; //preventing deadlock for mutually dependent goals, FIXME: do not try to realize goal when loop didn't suceed
|
||||
while(!goal.isElementar && !goal.isAbstract && maxGoals)
|
||||
while(!goal->isElementar && !goal->isAbstract && maxGoals)
|
||||
{
|
||||
logAi->debugStream() << boost::format("Considering goal %s") % goal.name();
|
||||
logAi->debugStream() << boost::format("Considering goal %s") % goal->name();
|
||||
try
|
||||
{
|
||||
boost::this_thread::interruption_point();
|
||||
goal = goal.whatToDoToAchieve(); //FIXME: must keep information about goal class
|
||||
goal = goal->whatToDoToAchieve(); //FIXME: why it calls always base class?
|
||||
--maxGoals;
|
||||
}
|
||||
catch(std::exception &e)
|
||||
{
|
||||
logAi->debugStream() << boost::format("Goal %s decomposition failed: %s") % goal.name() % e.what();
|
||||
logAi->debugStream() << boost::format("Goal %s decomposition failed: %s") % goal->name() % e.what();
|
||||
//setGoal (goal.hero, INVALID); //test: if we don't know how to realize goal, we should abandon it for now
|
||||
return;
|
||||
}
|
||||
@ -1730,26 +1731,26 @@ void VCAI::striveToGoal(const Goals::CGoal &ultimateGoal)
|
||||
throw (e);
|
||||
}
|
||||
|
||||
if (goal.hero) //lock this hero to fulfill ultimate goal
|
||||
if (goal->hero) //lock this hero to fulfill ultimate goal
|
||||
{
|
||||
if (maxGoals)
|
||||
{
|
||||
setGoal(goal.hero, goal);
|
||||
setGoal(goal->hero, *goal.get());
|
||||
}
|
||||
else
|
||||
{
|
||||
setGoal(goal.hero, Goals::INVALID); // we seemingly don't know what to do with hero
|
||||
setGoal(goal->hero, Goals::INVALID); // we seemingly don't know what to do with hero
|
||||
}
|
||||
}
|
||||
|
||||
if (goal.isAbstract)
|
||||
if (goal->isAbstract)
|
||||
{
|
||||
abstractGoal = goal; //allow only one abstract goal per call
|
||||
logAi->debugStream() << boost::format("Choosing abstract goal %s") % goal.name();
|
||||
logAi->debugStream() << boost::format("Choosing abstract goal %s") % goal->name();
|
||||
break;
|
||||
}
|
||||
else
|
||||
tryRealize(goal);
|
||||
tryRealize(*goal);
|
||||
|
||||
boost::this_thread::interruption_point();
|
||||
}
|
||||
@ -1760,36 +1761,38 @@ void VCAI::striveToGoal(const Goals::CGoal &ultimateGoal)
|
||||
}
|
||||
catch(goalFulfilledException &e)
|
||||
{
|
||||
completeGoal (goal);
|
||||
if (fulfillsGoal (goal, ultimateGoal) || maxGoals > 98) //completed goal was main goal //TODO: find better condition
|
||||
completeGoal (*goal);
|
||||
if (fulfillsGoal (*goal, ultimateGoal) || maxGoals > 98) //completed goal was main goal //TODO: find better condition
|
||||
return;
|
||||
}
|
||||
catch(std::exception &e)
|
||||
{
|
||||
logAi->debugStream() << boost::format("Failed to realize subgoal of type %s (greater goal type was %s), I will stop.") % goal.name() % ultimateGoal.name();
|
||||
logAi->debugStream() << boost::format("Failed to realize subgoal of type %s (greater goal type was %s), I will stop.") % goal->name() % ultimateGoal.name();
|
||||
logAi->debugStream() << boost::format("The error message was: %s") % e.what();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
//TODO: save abstract goals not related to hero
|
||||
if (!abstractGoal.invalid()) //try to realize our one goal
|
||||
//TODO: refactor, duplicated code
|
||||
if (!abstractGoal->invalid()) //try to realize our one goal
|
||||
{
|
||||
while (1)
|
||||
{
|
||||
Goals::CGoal goal = Goals::CGoal(abstractGoal).setisAbstract(false);
|
||||
std::shared_ptr<Goals::CGoal> goal(abstractGoal);
|
||||
goal->setisAbstract(false);
|
||||
int maxGoals = 50;
|
||||
while (!goal.isElementar && maxGoals) //find elementar goal and fulfill it
|
||||
while (!goal->isElementar && maxGoals) //find elementar goal and fulfill it
|
||||
{
|
||||
try
|
||||
{
|
||||
boost::this_thread::interruption_point();
|
||||
goal = goal.whatToDoToAchieve();
|
||||
goal = goal->whatToDoToAchieve();
|
||||
--maxGoals;
|
||||
}
|
||||
catch(std::exception &e)
|
||||
{
|
||||
logAi->debugStream() << boost::format("Goal %s decomposition failed: %s") % goal.name() % e.what();
|
||||
logAi->debugStream() << boost::format("Goal %s decomposition failed: %s") % goal->name() % e.what();
|
||||
//setGoal (goal.hero, INVALID);
|
||||
return;
|
||||
}
|
||||
@ -1802,7 +1805,7 @@ void VCAI::striveToGoal(const Goals::CGoal &ultimateGoal)
|
||||
std::runtime_error e("Too many subgoals, don't know what to do");
|
||||
throw (e);
|
||||
}
|
||||
tryRealize(goal);
|
||||
tryRealize(*goal);
|
||||
boost::this_thread::interruption_point();
|
||||
}
|
||||
catch(boost::thread_interrupted &e)
|
||||
@ -1812,13 +1815,13 @@ void VCAI::striveToGoal(const Goals::CGoal &ultimateGoal)
|
||||
}
|
||||
catch(goalFulfilledException &e)
|
||||
{
|
||||
completeGoal (goal); //FIXME: deduce that we have realized GET_OBJ goal
|
||||
if (fulfillsGoal (goal, abstractGoal) || maxGoals > 98) //completed goal was main goal
|
||||
completeGoal (*goal); //FIXME: deduce that we have realized GET_OBJ goal
|
||||
if (fulfillsGoal (*goal, *abstractGoal) || maxGoals > 98) //completed goal was main goal
|
||||
return;
|
||||
}
|
||||
catch(std::exception &e)
|
||||
{
|
||||
logAi->debugStream() << boost::format("Failed to realize subgoal of type %s (greater goal type was %s), I will stop.") % goal.name() % ultimateGoal.name();
|
||||
logAi->debugStream() << boost::format("Failed to realize subgoal of type %s (greater goal type was %s), I will stop.") % goal->name() % ultimateGoal.name();
|
||||
logAi->debugStream() << boost::format("The error message was: %s") % e.what();
|
||||
break;
|
||||
}
|
||||
|
@ -41,4 +41,4 @@ struct DLL_LINKAGE BattleAction
|
||||
static BattleAction makeEndOFTacticPhase(ui8 side);
|
||||
};
|
||||
|
||||
std::ostream & operator<<(std::ostream & os, const BattleAction & ba);
|
||||
DLL_EXPORT std::ostream & operator<<(std::ostream & os, const BattleAction & ba);
|
||||
|
@ -114,4 +114,4 @@ struct DLL_LINKAGE BattleHex
|
||||
static BattleHex getClosestTile(bool attackerOwned, BattleHex initialPos, std::set<BattleHex> & possibilities); //TODO: vector or set? copying one to another is bad
|
||||
};
|
||||
|
||||
std::ostream & operator<<(std::ostream & os, const BattleHex & hex);
|
||||
DLL_EXPORT std::ostream & operator<<(std::ostream & os, const BattleHex & hex);
|
||||
|
@ -10,6 +10,7 @@
|
||||
#include "CModHandler.h"
|
||||
#include "CTownHandler.h"
|
||||
#include "CObjectHandler.h" //for hero specialty
|
||||
#include <math.h>
|
||||
|
||||
/*
|
||||
* CHeroHandler.cpp, part of VCMI engine
|
||||
@ -203,7 +204,7 @@ void CHeroClassHandler::afterLoadFinalization()
|
||||
continue;
|
||||
|
||||
float chance = heroClass->defaultTavernChance * faction->town->defaultTavernChance;
|
||||
heroClass->selectionProbability[faction->index] = round(sqrt(chance));
|
||||
heroClass->selectionProbability[faction->index] = static_cast<int>(sqrt(chance) + 0.5); //FIXME: replace with std::round once MVS supports it
|
||||
}
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user