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Elementar GetObj - first attempt

This commit is contained in:
Dydzio 2018-08-07 00:32:12 +02:00
parent e89c7eeba4
commit 2365946b62
3 changed files with 38 additions and 13 deletions

View File

@ -517,21 +517,35 @@ TSubgoal GetObj::whatToDoToAchieve()
const CGObjectInstance * obj = cb->getObj(ObjectInstanceID(objid));
if(!obj)
return sptr(Goals::Explore());
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));
{
if(isSafeToVisit(hero, pos))
return sptr(Goals::GetObj(obj->id.getNum()).sethero(hero).setisElementar(true));
else
return sptr(Goals::GatherArmy(evaluateDanger(pos, hero.h) * SAFE_ATTACK_CONSTANT).sethero(hero).setisAbstract(true));
}
}
else
{
TGoalVec goalVersionsWithAllPossibleHeroes;
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
{
if(isSafeToVisit(hero, pos))
goalVersionsWithAllPossibleHeroes.push_back(sptr(Goals::GetObj(obj->id.getNum()).sethero(h)));
else
return sptr(Goals::GatherArmy(evaluateDanger(pos, h) * SAFE_ATTACK_CONSTANT).sethero(hero).setisAbstract(true));
}
}
if(!goalVersionsWithAllPossibleHeroes.empty())
{
auto bestCandidate = fh->chooseSolution(goalVersionsWithAllPossibleHeroes);
return bestCandidate;
}
}
return sptr(Goals::ClearWayTo(pos).sethero(hero));
@ -912,8 +926,6 @@ TSubgoal VisitTile::whatToDoToAchieve()
{
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;
}
@ -1386,13 +1398,9 @@ TGoalVec Conquer::getAllPossibleSubgoals()
{
ret.push_back(sptr(Goals::VisitHero(obj->id.getNum()).sethero(h).setisAbstract(true)));
}
else //just visit that tile
else //just get that object
{
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)));
ret.push_back(sptr(Goals::GetObj(obj->id.getNum()).sethero(h).setisAbstract(true)));
}
}
}

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@ -2006,6 +2006,22 @@ void VCAI::tryRealize(Goals::VisitTile & g)
}
}
void VCAI::tryRealize(Goals::GetObj & g)
{
auto position = cb->getObjInstance((ObjectInstanceID)g.objid)->pos;
if(!g.hero->movement)
throw cannotFulfillGoalException("Cannot visit tile: hero is out of MPs!");
if(position == g.hero->visitablePos() && cb->getVisitableObjs(g.hero->visitablePos()).size() < 2)
{
logAi->warn("Why do I want to move hero %s to tile %s? Already standing on that tile! ", g.hero->name, g.tile.toString());
throw goalFulfilledException(sptr(g));
}
if(ai->moveHeroToTile(position, g.hero.get()))
{
throw goalFulfilledException(sptr(g));
}
}
void VCAI::tryRealize(Goals::VisitHero & g)
{
if(!g.hero->movement)

View File

@ -121,6 +121,7 @@ public:
void tryRealize(Goals::Explore & g);
void tryRealize(Goals::RecruitHero & g);
void tryRealize(Goals::VisitTile & g);
void tryRealize(Goals::GetObj & g);
void tryRealize(Goals::VisitHero & g);
void tryRealize(Goals::BuildThis & g);
void tryRealize(Goals::DigAtTile & g);