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Elementar GetObj - first attempt
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@ -517,21 +517,35 @@ TSubgoal GetObj::whatToDoToAchieve()
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const CGObjectInstance * obj = cb->getObj(ObjectInstanceID(objid));
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if(!obj)
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return sptr(Goals::Explore());
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if(obj->tempOwner == ai->playerID) //we can't capture our own object -> move to Win codition
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throw cannotFulfillGoalException("Cannot capture my own object " + obj->getObjectName());
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int3 pos = obj->visitablePos();
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if(hero)
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{
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if(ai->isAccessibleForHero(pos, hero))
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return sptr(Goals::VisitTile(pos).sethero(hero));
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{
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if(isSafeToVisit(hero, pos))
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return sptr(Goals::GetObj(obj->id.getNum()).sethero(hero).setisElementar(true));
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else
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return sptr(Goals::GatherArmy(evaluateDanger(pos, hero.h) * SAFE_ATTACK_CONSTANT).sethero(hero).setisAbstract(true));
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}
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}
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else
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{
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TGoalVec goalVersionsWithAllPossibleHeroes;
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for(auto h : cb->getHeroesInfo())
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{
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{
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if(ai->isAccessibleForHero(pos, h))
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return sptr(Goals::VisitTile(pos).sethero(h)); //we must visit object with same hero, if any
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{
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if(isSafeToVisit(hero, pos))
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goalVersionsWithAllPossibleHeroes.push_back(sptr(Goals::GetObj(obj->id.getNum()).sethero(h)));
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else
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return sptr(Goals::GatherArmy(evaluateDanger(pos, h) * SAFE_ATTACK_CONSTANT).sethero(hero).setisAbstract(true));
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}
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}
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if(!goalVersionsWithAllPossibleHeroes.empty())
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{
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auto bestCandidate = fh->chooseSolution(goalVersionsWithAllPossibleHeroes);
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return bestCandidate;
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}
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}
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return sptr(Goals::ClearWayTo(pos).sethero(hero));
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@ -912,8 +926,6 @@ TSubgoal VisitTile::whatToDoToAchieve()
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{
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if(isSafeToVisit(ret->hero, tile) && ai->isAccessibleForHero(tile, ret->hero))
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{
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if(cb->getTile(tile)->topVisitableId().num == Obj::TOWN) //if target is town, fuzzy system will use additional "estimatedReward" variable to increase priority a bit
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ret->objid = Obj::TOWN; //TODO: move to getObj eventually and add appropiate logic there
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ret->setisElementar(true);
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return ret;
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}
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@ -1386,13 +1398,9 @@ TGoalVec Conquer::getAllPossibleSubgoals()
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{
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ret.push_back(sptr(Goals::VisitHero(obj->id.getNum()).sethero(h).setisAbstract(true)));
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}
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else //just visit that tile
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else //just get that object
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{
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if(obj->ID.num == Obj::TOWN)
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//if target is town, fuzzy system will use additional "estimatedReward" variable to increase priority a bit
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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
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else
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ret.push_back(sptr(Goals::VisitTile(dest).sethero(h).setisAbstract(true)));
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ret.push_back(sptr(Goals::GetObj(obj->id.getNum()).sethero(h).setisAbstract(true)));
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}
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}
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}
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@ -2006,6 +2006,22 @@ void VCAI::tryRealize(Goals::VisitTile & g)
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}
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}
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void VCAI::tryRealize(Goals::GetObj & g)
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{
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auto position = cb->getObjInstance((ObjectInstanceID)g.objid)->pos;
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if(!g.hero->movement)
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throw cannotFulfillGoalException("Cannot visit tile: hero is out of MPs!");
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if(position == g.hero->visitablePos() && cb->getVisitableObjs(g.hero->visitablePos()).size() < 2)
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{
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logAi->warn("Why do I want to move hero %s to tile %s? Already standing on that tile! ", g.hero->name, g.tile.toString());
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throw goalFulfilledException(sptr(g));
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}
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if(ai->moveHeroToTile(position, g.hero.get()))
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{
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throw goalFulfilledException(sptr(g));
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}
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}
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void VCAI::tryRealize(Goals::VisitHero & g)
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{
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if(!g.hero->movement)
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@ -121,6 +121,7 @@ public:
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void tryRealize(Goals::Explore & g);
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void tryRealize(Goals::RecruitHero & g);
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void tryRealize(Goals::VisitTile & g);
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void tryRealize(Goals::GetObj & g);
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void tryRealize(Goals::VisitHero & g);
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void tryRealize(Goals::BuildThis & g);
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void tryRealize(Goals::DigAtTile & g);
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