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Some more.
This commit is contained in:
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7b4964b882
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c77fa499e7
@ -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 Goals::CGoal(*this).setisElementar(true) //FIXME: we loose some information about clas here?
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#define I_AM_ELEMENTAR return (*this).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 CGoal(GET_ART_TYPE).setaid(vc.objectId);
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return Goals::GetArtOfType().setaid(vc.objectId);
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case EVictoryConditionType::BEATHERO:
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return CGoal(GET_OBJ).setobjid(vc.obj->id.getNum());
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return Goals::GetObj(vc.obj->id.getNum());
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case EVictoryConditionType::BEATMONSTER:
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return CGoal(GET_OBJ).setobjid(vc.obj->id.getNum());
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return 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 CGoal(BUILD_STRUCTURE).setbid(BuildingID::GRAIL).settown(t);
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return 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 CGoal(VISIT_TILE).sethero(h).settile(towns.front()->visitablePos());
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return 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 CGoal(DIG_AT_TILE).settile(grailPos);
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return 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 CGoal(GET_OBJ).setobjid(obj->id.getNum());
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return Goals::GetObj(obj->id.getNum());
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}
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else
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return CGoal(EXPLORE);
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return Goals::Explore();
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}
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break;
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case EVictoryConditionType::CAPTURECITY:
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return CGoal(GET_OBJ).setobjid(vc.obj->id.getNum());
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return Goals::GetObj(vc.obj->id.getNum());
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case EVictoryConditionType::GATHERRESOURCE:
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return CGoal(COLLECT_RES).setresID(static_cast<Res::ERes>(vc.objectId)).setvalue(vc.count);
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return 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 CGoal(GATHER_TROOPS).setobjid(vc.objectId).setvalue(vc.count);
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return 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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@ -148,7 +148,7 @@ 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 CGoal(CONQUER);
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return Goals::Conquer();
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default:
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assert(0);
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}
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@ -180,35 +180,35 @@ TSubgoal FindObj::whatToDoToAchieve()
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}
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}
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if (o && isReachable(o))
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return CGoal(GET_OBJ).setobjid(o->id.getNum());
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return Goals::GetObj(o->id.getNum());
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else
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return CGoal(EXPLORE);
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return 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 CGoal(EXPLORE);
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return Goals::Explore();
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int3 pos = obj->visitablePos();
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return CGoal(VISIT_TILE).settile(pos);
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return 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 CGoal(EXPLORE);
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return 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 CGoal(*this).settile(pos).setisElementar(true);
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return (*this).settile(pos).setisElementar(true);
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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 CGoal(FIND_OBJ).setobjid(Obj::ARTIFACT).setresID(aid);
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return Goals::FindObj(Obj::ARTIFACT, aid);
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}
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TSubgoal ClearWayTo::whatToDoToAchieve()
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@ -217,12 +217,12 @@ 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 CGoal(EXPLORE);
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return 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 CGoal(RECRUIT_HERO);
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return Goals::RecruitHero();
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cb->setSelection(*h);
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@ -235,7 +235,7 @@ 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 CGoal(FIND_OBJ).setobjid(Obj::KEYMASTER).setresID(cb->getTile(tileToHit)->visitableObjects.back()->subID);
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return 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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@ -253,7 +253,7 @@ TSubgoal ClearWayTo::whatToDoToAchieve()
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throw cannotFulfillGoalException(problem);
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}
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return CGoal(VISIT_TILE).settile(tileToHit).sethero(h); //FIXME:: attempts to visit completely unreachable tile with hero results in stall
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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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//TODO czy istnieje lepsza droga?
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@ -292,7 +292,7 @@ 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 CGoal(VISIT_TILE).settile(pos).sethero(hero);
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return Goals::VisitTile(pos).sethero(hero);
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}
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}
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else
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@ -301,7 +301,7 @@ 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 CGoal(VISIT_TILE).settile(pos).sethero(hero);
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return Goals::VisitTile(pos).sethero(hero);
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}
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}
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}
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@ -329,12 +329,12 @@ TSubgoal Explore::whatToDoToAchieve()
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});
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if (objs.size())
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{
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return CGoal (VISIT_TILE).settile(objs.front()->visitablePos()).sethero(hero).setisAbstract(true);
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return 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 CGoal(VISIT_TILE).settile(t).sethero(hero);
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return Goals::VisitTile(t).sethero(hero);
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}
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auto hs = cb->getHeroesInfo();
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@ -347,7 +347,7 @@ 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 CGoal(RECRUIT_HERO);
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return 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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@ -358,7 +358,7 @@ 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 CGoal(RECRUIT_HERO);
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return 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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@ -377,10 +377,10 @@ 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 CGoal(BUILD_STRUCTURE).setbid(BuildingID::TAVERN);
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return Goals::BuildThis().setbid(BuildingID::TAVERN);
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if(cb->getResourceAmount(Res::GOLD) < HERO_GOLD_COST)
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return CGoal(COLLECT_RES).setresID(Res::GOLD).setvalue(HERO_GOLD_COST);
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return Goals::CollectRes().setresID(Res::GOLD).setvalue(HERO_GOLD_COST);
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I_AM_ELEMENTAR;
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}
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@ -388,7 +388,7 @@ 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 CGoal(EXPLORE);
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return Goals::Explore();
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if(hero && !ai->isAccessibleForHero(tile, hero))
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hero = nullptr;
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@ -397,7 +397,7 @@ TSubgoal VisitTile::whatToDoToAchieve()
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{
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if(cb->getHeroesInfo().empty())
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{
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return CGoal(RECRUIT_HERO);
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return Goals::RecruitHero();
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}
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for(const CGHeroInstance *h : cb->getHeroesInfo())
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@ -413,15 +413,15 @@ 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 CGoal(*this).setisElementar(true);
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return (*this).setisElementar(true);
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else
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{
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return CGoal(GATHER_ARMY).sethero(hero).setvalue(evaluateDanger(tile, *hero) * SAFE_ATTACK_CONSTANT); //TODO: should it be abstract?
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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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}
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}
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else //inaccessible for all heroes
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{
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return CGoal(CLEAR_WAY_TO).settile(tile);
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return Goals::ClearWayTo(tile);
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}
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}
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@ -431,10 +431,10 @@ 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 CGoal(*this).sethero(h).setisElementar(true);
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return (*this).sethero(h).setisElementar(true);
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}
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return CGoal(VISIT_TILE).settile(tile);
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return Goals::VisitTile(tile);
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}
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TSubgoal BuildThis::whatToDoToAchieve()
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@ -478,7 +478,7 @@ 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 CGoal(BUILD_STRUCTURE).settown(t).setbid(BuildingID::MARKETPLACE);
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return Goals::BuildThis().settown(t).setbid(BuildingID::MARKETPLACE);
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}
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}
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else
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@ -500,11 +500,11 @@ 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 CGoal(GET_OBJ).setobjid(m->o->id.getNum());
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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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}
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}
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return CGoal(INVALID); //FIXME: unused?
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return Goals::Invalid(); //FIXME: unused?
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}
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TSubgoal GatherTroops::whatToDoToAchieve()
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@ -530,7 +530,7 @@ TSubgoal GatherTroops::whatToDoToAchieve()
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}
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else
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{
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return CGoal (BUILD_STRUCTURE).settown(t).setbid(bid);
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return Goals::BuildThis().settown(t).setbid(bid);
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}
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}
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}
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@ -555,10 +555,10 @@ 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 CGoal(GET_OBJ).setobjid (dwellings.front()->id.getNum());
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return Goals::GetObj(dwellings.front()->id.getNum());
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}
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else
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return CGoal(EXPLORE);
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return Goals::Explore();
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//TODO: exchange troops between heroes
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}
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@ -574,7 +574,7 @@ 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 CGoal(RECRUIT_HERO);
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return 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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@ -585,7 +585,7 @@ 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 CGoal(RECRUIT_HERO);
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return 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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@ -614,7 +614,7 @@ TSubgoal Conquer::whatToDoToAchieve()
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}
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if(objs.empty())
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return CGoal(EXPLORE); //we need to find an enemy
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return 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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@ -632,13 +632,13 @@ 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 CGoal(VISIT_HERO).sethero(h).setobjid(obj->id.getNum()).setisAbstract(true); //track enemy hero
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return Goals::VisitHero().sethero(h).setobjid(obj->id.getNum()).setisAbstract(true); //track enemy hero
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else
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return CGoal(VISIT_TILE).sethero(h).settile(obj->visitablePos());
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return Goals::VisitTile(obj->visitablePos()).sethero(h);
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}
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}
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return CGoal(EXPLORE); //enemy is inaccessible
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return Goals::Explore(); //enemy is inaccessible
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}
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TSubgoal Build::whatToDoToAchieve()
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@ -675,7 +675,7 @@ TSubgoal GatherArmy::whatToDoToAchieve()
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if(townsReachable.size()) //try towns first
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{
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boost::sort(townsReachable, compareReinforcements);
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return CGoal(VISIT_TILE).sethero(hero).settile(townsReachable.back()->visitablePos());
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return Goals::VisitTile(townsReachable.back()->visitablePos()).sethero(hero);
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}
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else
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{
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@ -698,9 +698,9 @@ TSubgoal GatherArmy::whatToDoToAchieve()
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secondaryPath = cb->getPathInfo(hero->visitablePos())->turns;
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if (primaryPath < secondaryPath)
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return CGoal(VISIT_HERO).setisAbstract(true).setobjid(h->id.getNum()).sethero(hero); //go to the other hero if we are faster
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return Goals::VisitHero().setisAbstract(true).setobjid(h->id.getNum()).sethero(hero); //go to the other hero if we are faster
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else
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return CGoal(VISIT_HERO).setisAbstract(true).setobjid(hero->id.getNum()).sethero(h); //let the other hero come to us
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return Goals::VisitHero().setisAbstract(true).setobjid(hero->id.getNum()).sethero(h); //let the other hero come to us
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}
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}
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@ -736,7 +736,7 @@ TSubgoal GatherArmy::whatToDoToAchieve()
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return true;
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});
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if(objs.empty()) //no possible objects, we did eveyrthing already
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return CGoal(EXPLORE).sethero(hero);
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return Goals::Explore().sethero(hero);
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//TODO: check if we can recruit any creatures there, evaluate army
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else
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{
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@ -756,31 +756,31 @@ TSubgoal GatherArmy::whatToDoToAchieve()
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}
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}
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if (h && isSafeToVisit(h, pos) && ai->isAccessibleForHero(pos, h))
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return CGoal(VISIT_TILE).sethero(h).settile(pos);
|
||||
return Goals::VisitTile(pos).sethero(h);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return CGoal(EXPLORE).sethero(hero); //find dwelling. use current hero to prevent him from doing nothing.
|
||||
return 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 CGoal(EXPLORE);
|
||||
return Goals::Explore();
|
||||
}
|
||||
|
||||
TSubgoal CGoal::goVisitOrLookFor(const CGObjectInstance *obj)
|
||||
{
|
||||
if(obj)
|
||||
return CGoal(GET_OBJ).setobjid(obj->id.getNum());
|
||||
return Goals::GetObj(obj->id.getNum());
|
||||
else
|
||||
return CGoal(EXPLORE);
|
||||
return Goals::Explore();
|
||||
}
|
||||
|
||||
TSubgoal CGoal::lookForArtSmart(int aid)
|
||||
{
|
||||
return CGoal(INVALID);
|
||||
return Goals::Invalid();
|
||||
}
|
||||
|
||||
bool CGoal::invalid() const
|
||||
|
@ -113,61 +113,73 @@ struct CGoal
|
||||
class Invalid : public CGoal
|
||||
{
|
||||
public:
|
||||
Invalid() : CGoal (Goals::INVALID){};
|
||||
TSubgoal whatToDoToAchieve() override;
|
||||
};
|
||||
class Win : public CGoal
|
||||
{
|
||||
public:
|
||||
Win() : CGoal (Goals::WIN){};
|
||||
TSubgoal whatToDoToAchieve() override;
|
||||
};
|
||||
class NotLose : public CGoal
|
||||
{
|
||||
public:
|
||||
NotLose() : CGoal (Goals::DO_NOT_LOSE){};
|
||||
TSubgoal whatToDoToAchieve() override;
|
||||
};
|
||||
class Conquer : public CGoal
|
||||
{
|
||||
public:
|
||||
Conquer() : CGoal (Goals::CONQUER){};
|
||||
TSubgoal whatToDoToAchieve() override;
|
||||
};
|
||||
class Build : public CGoal
|
||||
{
|
||||
public:
|
||||
Build() : CGoal (Goals::BUILD){};
|
||||
TSubgoal whatToDoToAchieve() override;
|
||||
};
|
||||
class Explore : public CGoal
|
||||
{
|
||||
public:
|
||||
Explore() : CGoal (Goals::EXPLORE){};
|
||||
TSubgoal whatToDoToAchieve() override;
|
||||
};
|
||||
class GatherArmy : public CGoal
|
||||
{
|
||||
public:
|
||||
GatherArmy() : CGoal (Goals::GATHER_ARMY){};
|
||||
TSubgoal whatToDoToAchieve() override;
|
||||
};
|
||||
class BoostHero : public CGoal
|
||||
{
|
||||
public:
|
||||
BoostHero() : CGoal (Goals::INVALID){}; //TODO
|
||||
TSubgoal whatToDoToAchieve() override;
|
||||
};
|
||||
class RecruitHero : public CGoal
|
||||
{
|
||||
public:
|
||||
RecruitHero() : CGoal (Goals::RECRUIT_HERO){};
|
||||
TSubgoal whatToDoToAchieve() override;
|
||||
};
|
||||
class BuildThis : public CGoal
|
||||
{
|
||||
public:
|
||||
BuildThis() : CGoal (Goals::BUILD_STRUCTURE){};
|
||||
TSubgoal whatToDoToAchieve() override;
|
||||
};
|
||||
class CollectRes : public CGoal
|
||||
{
|
||||
public:
|
||||
CollectRes() : CGoal (Goals::COLLECT_RES){};
|
||||
TSubgoal whatToDoToAchieve() override;
|
||||
};
|
||||
class GatherTroops : public CGoal
|
||||
{
|
||||
public:
|
||||
GatherTroops() : CGoal (Goals::GATHER_TROOPS){};
|
||||
TSubgoal whatToDoToAchieve() override;
|
||||
};
|
||||
class GetObj : public CGoal
|
||||
@ -175,7 +187,7 @@ class GetObj : public CGoal
|
||||
private:
|
||||
GetObj() {}; // empty constructor not allowed
|
||||
public:
|
||||
GetObj(const int Objid) {setobjid(Objid);};
|
||||
GetObj(const int Objid) : CGoal(Goals::GET_OBJ) {setobjid(Objid);};
|
||||
TSubgoal whatToDoToAchieve() override;
|
||||
};
|
||||
class FindObj : public CGoal
|
||||
@ -183,49 +195,52 @@ class FindObj : public CGoal
|
||||
private:
|
||||
FindObj() {}; // empty constructor not allowed
|
||||
public:
|
||||
FindObj(int ID) {setobjid(ID);};
|
||||
FindObj(int ID, int subID) {setobjid(ID).setresID(subID);};
|
||||
FindObj(int ID) : CGoal(Goals::FIND_OBJ) {setobjid(ID);};
|
||||
FindObj(int ID, int subID) : CGoal(Goals::FIND_OBJ) {setobjid(ID).setresID(subID);};
|
||||
TSubgoal whatToDoToAchieve() override;
|
||||
};
|
||||
class VisitHero : public CGoal
|
||||
{
|
||||
public:
|
||||
VisitHero() : CGoal (Goals::VISIT_HERO){};
|
||||
TSubgoal whatToDoToAchieve() override;
|
||||
};
|
||||
class GetArtOfType : public CGoal
|
||||
{
|
||||
public:
|
||||
GetArtOfType() : CGoal (Goals::GET_ART_TYPE){};
|
||||
TSubgoal whatToDoToAchieve() override;
|
||||
};
|
||||
class IssueCommand : public CGoal
|
||||
{
|
||||
public:
|
||||
TSubgoal whatToDoToAchieve() override;
|
||||
};
|
||||
class VisitTile : public CGoal //tile, in conjunction with hero elementar; assumes tile is reachable
|
||||
class VisitTile : public CGoal
|
||||
//tile, in conjunction with hero elementar; assumes tile is reachable
|
||||
{
|
||||
private:
|
||||
VisitTile() {}; // empty constructor not allowed
|
||||
public:
|
||||
VisitTile(int3 Tile) {settile(Tile);};
|
||||
VisitTile(int3 Tile) : CGoal (Goals::VISIT_TILE) {settile(Tile);};
|
||||
TSubgoal whatToDoToAchieve() override;
|
||||
};
|
||||
class ClearWayTo : public CGoal
|
||||
{
|
||||
public:
|
||||
ClearWayTo(int3 Tile) : CGoal (Goals::CLEAR_WAY_TO) {settile(Tile);};
|
||||
TSubgoal whatToDoToAchieve() override;
|
||||
};
|
||||
class DigAtTile : public CGoal //elementar with hero on tile
|
||||
class DigAtTile : public CGoal
|
||||
//elementar with hero on tile
|
||||
{
|
||||
public:
|
||||
DigAtTile() : CGoal (Goals::DIG_AT_TILE){};
|
||||
TSubgoal whatToDoToAchieve() override;
|
||||
};
|
||||
|
||||
struct CIssueCommand : CGoal
|
||||
class CIssueCommand : CGoal
|
||||
{
|
||||
std::function<bool()> command;
|
||||
|
||||
public:
|
||||
CIssueCommand(std::function<bool()> _command): CGoal(ISSUE_COMMAND), command(_command) {}
|
||||
TSubgoal whatToDoToAchieve() override;
|
||||
};
|
||||
|
||||
}
|
@ -1697,11 +1697,11 @@ void VCAI::striveToGoal(const Goals::CGoal &ultimateGoal)
|
||||
if (ultimateGoal.invalid())
|
||||
return;
|
||||
|
||||
Goals::CGoal abstractGoal;
|
||||
Goals::CGoal &abstractGoal = Goals::CGoal(); //reference must be initialized
|
||||
|
||||
while(1)
|
||||
{
|
||||
Goals::CGoal goal = ultimateGoal;
|
||||
Goals::CGoal &goal = const_cast<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)
|
||||
@ -1710,7 +1710,7 @@ void VCAI::striveToGoal(const Goals::CGoal &ultimateGoal)
|
||||
try
|
||||
{
|
||||
boost::this_thread::interruption_point();
|
||||
goal = goal.whatToDoToAchieve();
|
||||
goal = goal.whatToDoToAchieve(); //FIXME: must keep information about goal class
|
||||
--maxGoals;
|
||||
}
|
||||
catch(std::exception &e)
|
||||
|
@ -231,7 +231,7 @@ public:
|
||||
void performTypicalActions();
|
||||
|
||||
void buildArmyIn(const CGTownInstance * t);
|
||||
void striveToGoal(const Goals::CGoal &ultimateGoal);
|
||||
void striveToGoal(const Goals::CGoal & ultimateGoal);
|
||||
void endTurn();
|
||||
void wander(HeroPtr h);
|
||||
void setGoal(HeroPtr h, const Goals::CGoal goal);
|
||||
|
Loading…
Reference in New Issue
Block a user