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nullkiller 1: goals/Build and GatherArmy as they weren't used, dead code

This commit is contained in:
Mircea TheHonestCTO
2025-08-18 16:57:45 +02:00
parent ac6b9da68b
commit 373a540d7c
4 changed files with 0 additions and 396 deletions

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/*
* Build.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 "Build.h"
#include "BuildThis.h"
#include "../AIGateway.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"
namespace Nullkiller
{
extern boost::thread_specific_ptr<CCallback> cb;
extern boost::thread_specific_ptr<AIGateway> ai;
extern FuzzyHelper * fh;
using namespace Goals;
TGoalVec Build::getAllPossibleSubgoals()
{
TGoalVec ret;
for(const CGTownInstance * t : cb->getTownsInfo())
{
//start fresh with every town
ai->ah->getBuildingOptions(t);
auto immediateBuilding = ai->ah->immediateBuilding();
auto expensiveBuilding = ai->ah->expensiveBuilding();
//handling for early town development to save money and focus on income
if(!t->hasBuilt(ai->ah->getMaxPossibleGoldBuilding(t)) && expensiveBuilding.has_value())
{
auto potentialBuilding = expensiveBuilding.value();
switch(expensiveBuilding.value().bid)
{
case BuildingID::TOWN_HALL:
case BuildingID::CITY_HALL:
case BuildingID::CAPITOL:
case BuildingID::FORT:
case BuildingID::CITADEL:
case BuildingID::CASTLE:
//If above buildings are next to be bought, but no money... do not buy anything else, try to gather resources for these. Simple but has to suffice for now.
auto goal = ai->ah->whatToDo(potentialBuilding.price, sptr(BuildThis(potentialBuilding.bid, t).setpriority(2.25)));
ret.push_back(goal);
return ret;
break;
}
}
if(immediateBuilding.has_value())
{
ret.push_back(sptr(BuildThis(immediateBuilding.value().bid, t).setpriority(2))); //prioritize buildings we can build quick
}
else //try build later
{
if(expensiveBuilding.has_value())
{
auto potentialBuilding = expensiveBuilding.value(); //gather resources for any we can't afford
auto goal = ai->ah->whatToDo(potentialBuilding.price, sptr(BuildThis(potentialBuilding.bid, t).setpriority(0.5)));
ret.push_back(goal);
}
}
}
if(ret.empty())
throw cannotFulfillGoalException("BUILD has been realized as much as possible.");
else
return ret;
}
TSubgoal Build::whatToDoToAchieve()
{
return fh->chooseSolution(getAllPossibleSubgoals());
}
bool Build::fulfillsMe(TSubgoal goal)
{
if(goal->goalType == BUILD || goal->goalType == BUILD_STRUCTURE)
return (!town || town == goal->town); //building anything will do, in this town if set
else
return false;
}
}

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/*
* Build.h, 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
*
*/
#pragma once
#include "CGoal.h"
namespace Nullkiller
{
struct HeroPtr;
class AIGateway;
class FuzzyHelper;
namespace Goals
{
class DLL_EXPORT Build : public CGoal<Build>
{
public:
Build()
: CGoal(Goals::BUILD)
{
priority = 1;
}
TGoalVec getAllPossibleSubgoals() override;
TSubgoal whatToDoToAchieve() override;
bool fulfillsMe(TSubgoal goal) override;
bool operator==(const Build & other) const override
{
return true;
}
};
}
}

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/*
* GatherArmy.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 "../AIGateway.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"
namespace Nullkiller
{
extern boost::thread_specific_ptr<CCallback> cb;
extern boost::thread_specific_ptr<AIGateway> ai;
extern FuzzyHelper * fh;
using namespace Goals;
bool GatherArmy::operator==(const GatherArmy & other) const
{
return other.hero.h == hero.h || town == other.town;
}
std::string GatherArmy::completeMessage() const
{
return "Hero " + hero.get()->name + " gathered army of value " + std::to_string(value);
}
TSubgoal GatherArmy::whatToDoToAchieve()
{
//TODO: find hero if none set
assert(hero.h);
return fh->chooseSolution(getAllPossibleSubgoals()); //find dwelling. use current hero to prevent him from doing nothing.
}
TGoalVec GatherArmy::getAllPossibleSubgoals()
{
//get all possible towns, heroes and dwellings we may use
TGoalVec ret;
if(!hero.validAndSet())
{
return ret;
}
//TODO: include evaluation of monsters gather in calculation
for(auto t : cb->getTownsInfo())
{
auto waysToVisit = ai->ah->howToVisitObj(hero, t);
if(waysToVisit.size())
{
//grab army from town
if(!t->visitingHero && ai->ah->howManyReinforcementsCanGet(hero.get(), t))
{
if(!vstd::contains(ai->townVisitsThisWeek[hero], t))
vstd::concatenate(ret, waysToVisit);
}
//buy army in town
if (!t->visitingHero || t->visitingHero == hero.get(true))
{
std::vector<int> values = {
value,
(int)ai->ah->howManyReinforcementsCanBuy(t->getUpperArmy(), t),
(int)ai->ah->howManyReinforcementsCanBuy(hero.get(), t) };
int val = *std::min_element(values.begin(), values.end());
if (val)
{
auto goal = sptr(BuyArmy(t, val).sethero(hero));
if(!ai->ah->containsObjective(goal)) //avoid loops caused by reserving same objective twice
ret.push_back(goal);
else
logAi->debug("Can not buy army, because of ai->ah->containsObjective");
}
}
//build dwelling
//TODO: plan building over multiple turns?
//auto bid = ah->canBuildAnyStructure(t, std::vector<BuildingID>(unitsSource, unitsSource + ARRAY_COUNT(unitsSource)), 8 - cb->getDate(Date::DAY_OF_WEEK));
//Do not use below code for now, rely on generic Build. Code below needs to know a lot of town/resource context to do more good than harm
/*auto bid = ai->ah->canBuildAnyStructure(t, std::vector<BuildingID>(unitsSource, unitsSource + ARRAY_COUNT(unitsSource)), 1);
if (bid.has_value())
{
auto goal = sptr(BuildThis(bid.get(), t).setpriority(priority));
if (!ai->ah->containsObjective(goal)) //avoid loops caused by reserving same objective twice
ret.push_back(goal);
else
logAi->debug("Can not build a structure, because of ai->ah->containsObjective");
}*/
}
}
auto otherHeroes = cb->getHeroesInfo();
auto heroDummy = hero;
vstd::erase_if(otherHeroes, [heroDummy](const CGHeroInstance * h)
{
if(h == heroDummy.h)
return true;
else if(!ai->isAccessibleForHero(heroDummy->visitablePos(), h, true))
return true;
else if(!ai->ah->canGetArmy(heroDummy.h, h)) //TODO: return actual aiValue
return true;
else if(ai->getGoal(h)->goalType == GATHER_ARMY)
return true;
else
return false;
});
for(auto h : otherHeroes)
{
// Go to the other hero if we are faster
if(!vstd::contains(ai->visitedHeroes[hero], h))
{
vstd::concatenate(ret, ai->ah->howToVisitObj(hero, h, false));
}
// Go to the other hero if we are faster
if(!vstd::contains(ai->visitedHeroes[h], hero))
{
vstd::concatenate(ret, ai->ah->howToVisitObj(h, hero.get(), false));
}
}
std::vector<const CGObjectInstance *> objs;
for(auto obj : ai->visitableObjs)
{
if(obj->ID == Obj::CREATURE_GENERATOR1)
{
auto relationToOwner = cb->getPlayerRelations(obj->getOwner(), ai->playerID);
//Use flagged dwellings only when there are available creatures that we can afford
if(relationToOwner == PlayerRelations::SAME_PLAYER)
{
auto dwelling = dynamic_cast<const CGDwelling *>(obj);
ui32 val = std::min((ui32)value, (ui32)ai->ah->howManyReinforcementsCanBuy(hero.get(), dwelling));
if(val)
{
for(auto & creLevel : dwelling->creatures)
{
if(creLevel.first)
{
for(auto & creatureID : creLevel.second)
{
auto creature = VLC->creh->creatures[creatureID];
if(ai->ah->freeResources().canAfford(creature->getFullRecruitCost()))
objs.push_back(obj); //TODO: reserve resources?
}
}
}
}
}
}
}
for(auto h : cb->getHeroesInfo())
{
for(auto obj : objs)
{
//find safe dwelling
if(ai->isGoodForVisit(obj, h))
{
vstd::concatenate(ret, ai->ah->howToVisitObj(h, obj));
}
}
}
if(ai->canRecruitAnyHero() && ai->ah->freeGold() > GameConstants::HERO_GOLD_COST) //this is not stupid in early phase of game
{
if(auto t = ai->findTownWithTavern())
{
for(auto h : cb->getAvailableHeroes(t)) //we assume that all towns have same set of heroes
{
if(h && h->getTotalStrength() > 500) //do not buy heroes with single creatures for GatherArmy
{
ret.push_back(sptr(RecruitHero()));
break;
}
}
}
}
if(ret.empty())
{
const bool allowGatherArmy = false;
if(hero == ai->primaryHero())
ret.push_back(sptr(Explore(allowGatherArmy)));
else
throw cannotFulfillGoalException("No ways to gather army");
}
return ret;
}
}

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/*
* GatherArmy.h, 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
*
*/
#pragma once
#include "CGoal.h"
namespace Nullkiller
{
struct HeroPtr;
class AIGateway;
class FuzzyHelper;
namespace Goals
{
class DLL_EXPORT GatherArmy : public CGoal<GatherArmy>
{
public:
GatherArmy()
: CGoal(Goals::GATHER_ARMY)
{
}
GatherArmy(int val)
: CGoal(Goals::GATHER_ARMY)
{
value = val;
priority = 2.5;
}
TGoalVec getAllPossibleSubgoals() override;
TSubgoal whatToDoToAchieve() override;
std::string completeMessage() const override;
bool operator==(const GatherArmy & other) const override;
};
}
}