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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00

AI goals refactoring (#524)

This commit is contained in:
Andrii Danylchenko 2018-12-01 10:30:37 +02:00 committed by ArseniyShestakov
parent 2c1f3dd742
commit e1b922f7b8
62 changed files with 3236 additions and 2380 deletions

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@ -11,6 +11,7 @@
#include "AIUtility.h"
#include "VCAI.h"
#include "FuzzyHelper.h"
#include "Goals/Goals.h"
#include "../../lib/UnlockGuard.h"
#include "../../lib/CConfigHandler.h"

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@ -21,7 +21,26 @@ set(VCAI_SRCS
MapObjectsEvaluator.cpp
FuzzyEngines.cpp
FuzzyHelper.cpp
Goals.cpp
Goals/AbstractGoal.cpp
Goals/BuildBoat.cpp
Goals/Build.cpp
Goals/BuildThis.cpp
Goals/Explore.cpp
Goals/GatherArmy.cpp
Goals/GatherTroops.cpp
Goals/BuyArmy.cpp
Goals/Win.cpp
Goals/VisitTile.cpp
Goals/VisitObj.cpp
Goals/VisitHero.cpp
Goals/CollectRes.cpp
Goals/Trade.cpp
Goals/RecruitHero.cpp
Goals/Conquer.cpp
Goals/ClearWayTo.cpp
Goals/DigAtTile.cpp
Goals/GetArtOfType.cpp
Goals/FindObj.cpp
main.cpp
VCAI.cpp
)
@ -42,7 +61,29 @@ set(VCAI_HEADERS
MapObjectsEvaluator.h
FuzzyEngines.h
FuzzyHelper.h
Goals.h
Goals/AbstractGoal.h
Goals/CGoal.h
Goals/Invalid.h
Goals/BuildBoat.h
Goals/Build.h
Goals/BuildThis.h
Goals/Explore.h
Goals/GatherArmy.h
Goals/GatherTroops.h
Goals/BuyArmy.h
Goals/Win.h
Goals/VisitTile.h
Goals/VisitObj.h
Goals/VisitHero.h
Goals/CollectRes.h
Goals/Trade.h
Goals/RecruitHero.h
Goals/Conquer.h
Goals/ClearWayTo.h
Goals/DigAtTile.h
Goals/GetArtOfType.h
Goals/FindObj.h
Goals/Goals.h
VCAI.h
)

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@ -9,6 +9,7 @@
*/
#include "StdInc.h"
#include "FuzzyEngines.h"
#include "Goals/Goals.h"
#include "../../lib/mapObjects/MapObjects.h"
#include "VCAI.h"

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@ -9,7 +9,7 @@
*/
#pragma once
#include "fl/Headers.h"
#include "Goals.h"
#include "Goals/AbstractGoal.h"
class CArmedInstance;

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@ -11,7 +11,7 @@
#include "FuzzyHelper.h"
#include "../../lib/mapObjects/CommonConstructors.h"
#include "Goals.h"
#include "Goals/Goals.h"
#include "VCAI.h"
FuzzyHelper * fh;

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@ -1,698 +0,0 @@
/*
* Goals.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 "../../lib/VCMI_Lib.h"
#include "../../lib/CBuildingHandler.h"
#include "../../lib/CCreatureHandler.h"
#include "../../lib/CTownHandler.h"
#include "AIUtility.h"
struct HeroPtr;
class VCAI;
class FuzzyHelper;
namespace Goals
{
class AbstractGoal;
class VisitTile;
class DLL_EXPORT TSubgoal : public std::shared_ptr<Goals::AbstractGoal>
{
public:
bool operator==(const TSubgoal & rhs) const;
bool operator<(const TSubgoal & rhs) const;
//TODO: serialize?
};
typedef std::vector<TSubgoal> TGoalVec;
enum EGoals
{
INVALID = -1,
WIN, DO_NOT_LOSE, CONQUER, BUILD, //build needs to get a real reasoning
EXPLORE, GATHER_ARMY,
BOOST_HERO,
RECRUIT_HERO,
BUILD_STRUCTURE, //if hero set, then in visited town
COLLECT_RES,
GATHER_TROOPS, // val of creatures with objid
OBJECT_GOALS_BEGIN,
VISIT_OBJ, //visit or defeat or collect the object
FIND_OBJ, //find and visit any obj with objid + resid //TODO: consider universal subid for various types (aid, bid)
VISIT_HERO, //heroes can move around - set goal abstract and track hero every turn
GET_ART_TYPE,
//BUILD_STRUCTURE,
ISSUE_COMMAND,
VISIT_TILE, //tile, in conjunction with hero elementar; assumes tile is reachable
CLEAR_WAY_TO,
DIG_AT_TILE,//elementar with hero on tile
BUY_ARMY, //at specific town
TRADE, //val resID at object objid
BUILD_BOAT
};
//method chaining + clone pattern
#define VSETTER(type, field) virtual AbstractGoal & set ## field(const type &rhs) {field = rhs; return *this;};
#define OSETTER(type, field) CGoal<T> & set ## field(const type &rhs) override { field = rhs; return *this; };
#if 0
#define SETTER
#endif // _DEBUG
enum {LOW_PR = -1};
DLL_EXPORT TSubgoal sptr(const AbstractGoal & tmp);
struct DLL_EXPORT EvaluationContext
{
uint64_t movementCost;
int manaCost;
uint64_t danger;
EvaluationContext()
:movementCost(0), danger(0), manaCost(0)
{
}
};
class DLL_EXPORT AbstractGoal
{
public:
bool isElementar; VSETTER(bool, isElementar)
bool isAbstract; VSETTER(bool, isAbstract)
float priority; VSETTER(float, priority)
int value; VSETTER(int, value)
int resID; VSETTER(int, resID)
int objid; VSETTER(int, objid)
int aid; VSETTER(int, aid)
int3 tile; VSETTER(int3, tile)
HeroPtr hero; VSETTER(HeroPtr, hero)
const CGTownInstance *town; VSETTER(CGTownInstance *, town)
int bid; VSETTER(int, bid)
TSubgoal parent; VSETTER(TSubgoal, parent)
EvaluationContext evaluationContext; VSETTER(EvaluationContext, evaluationContext)
AbstractGoal(EGoals goal = INVALID)
: goalType (goal), evaluationContext()
{
priority = 0;
isElementar = false;
isAbstract = false;
value = 0;
aid = -1;
resID = -1;
objid = -1;
tile = int3(-1, -1, -1);
town = nullptr;
bid = -1;
}
virtual ~AbstractGoal(){}
//FIXME: abstract goal should be abstract, but serializer fails to instantiate subgoals in such case
virtual AbstractGoal * clone() const
{
return const_cast<AbstractGoal *>(this);
}
virtual TGoalVec getAllPossibleSubgoals()
{
return TGoalVec();
}
virtual TSubgoal whatToDoToAchieve()
{
return sptr(AbstractGoal());
}
EGoals goalType;
virtual std::string name() const;
virtual std::string completeMessage() const
{
return "This goal is unspecified!";
}
bool invalid() const;
static TSubgoal goVisitOrLookFor(const CGObjectInstance * obj); //if obj is nullptr, then we'll explore
static TSubgoal lookForArtSmart(int aid); //checks non-standard ways of obtaining art (merchants, quests, etc.)
///Visitor pattern
//TODO: make accept work for std::shared_ptr... somehow
virtual void accept(VCAI * ai); //unhandled goal will report standard error
virtual float accept(FuzzyHelper * f);
virtual bool operator==(const AbstractGoal & g) const;
bool operator<(AbstractGoal & g); //final
virtual bool fulfillsMe(Goals::TSubgoal goal) //TODO: multimethod instead of type check
{
return false; //use this method to check if goal is fulfilled by another (not equal) goal, operator == is handled spearately
}
bool operator!=(const AbstractGoal & g) const
{
return !(*this == g);
}
template<typename Handler> void serialize(Handler & h, const int version)
{
h & goalType;
h & isElementar;
h & isAbstract;
h & priority;
h & value;
h & resID;
h & objid;
h & aid;
h & tile;
h & hero;
h & town;
h & bid;
}
};
template<typename T> class DLL_EXPORT CGoal : public AbstractGoal
{
public:
CGoal<T>(EGoals goal = INVALID) : AbstractGoal(goal)
{
priority = 0;
isElementar = false;
isAbstract = false;
value = 0;
aid = -1;
objid = -1;
resID = -1;
tile = int3(-1, -1, -1);
town = nullptr;
}
OSETTER(bool, isElementar)
OSETTER(bool, isAbstract)
OSETTER(float, priority)
OSETTER(int, value)
OSETTER(int, resID)
OSETTER(int, objid)
OSETTER(int, aid)
OSETTER(int3, tile)
OSETTER(HeroPtr, hero)
OSETTER(CGTownInstance *, town)
OSETTER(int, bid)
void accept(VCAI * ai) override;
float accept(FuzzyHelper * f) override;
CGoal<T> * clone() const override
{
return new T(static_cast<T const &>(*this)); //casting enforces template instantiation
}
TSubgoal iAmElementar()
{
setisElementar(true); //FIXME: it's not const-correct, maybe we shoudl only set returned clone?
TSubgoal ptr;
ptr.reset(clone());
return ptr;
}
template<typename Handler> void serialize(Handler & h, const int version)
{
h & static_cast<AbstractGoal &>(*this);
//h & goalType & isElementar & isAbstract & priority;
//h & value & resID & objid & aid & tile & hero & town & bid;
}
virtual bool operator==(const AbstractGoal & g) const override
{
if(goalType != g.goalType)
return false;
return (*this) == (dynamic_cast<const T &>(g));
}
virtual bool operator==(const T & other) const = 0;
};
class DLL_EXPORT Invalid : public CGoal<Invalid>
{
public:
Invalid()
: CGoal(Goals::INVALID)
{
priority = -1e10;
}
TGoalVec getAllPossibleSubgoals() override
{
return TGoalVec();
}
TSubgoal whatToDoToAchieve() override;
virtual bool operator==(const Invalid & other) const override
{
return true;
}
};
class DLL_EXPORT Win : public CGoal<Win>
{
public:
Win()
: CGoal(Goals::WIN)
{
priority = 100;
}
TGoalVec getAllPossibleSubgoals() override
{
return TGoalVec();
}
TSubgoal whatToDoToAchieve() override;
virtual bool operator==(const Win & other) const override
{
return true;
}
};
class DLL_EXPORT NotLose : public CGoal<NotLose>
{
public:
NotLose()
: CGoal(Goals::DO_NOT_LOSE)
{
priority = 100;
}
TGoalVec getAllPossibleSubgoals() override
{
return TGoalVec();
}
//TSubgoal whatToDoToAchieve() override;
virtual bool operator==(const NotLose & other) const override
{
return true;
}
};
class DLL_EXPORT Conquer : public CGoal<Conquer>
{
public:
Conquer()
: CGoal(Goals::CONQUER)
{
priority = 10;
}
TGoalVec getAllPossibleSubgoals() override;
TSubgoal whatToDoToAchieve() override;
virtual bool operator==(const Conquer & other) const override;
};
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;
virtual bool operator==(const Build & other) const override
{
return true;
}
};
class DLL_EXPORT BuildBoat : public CGoal<BuildBoat>
{
private:
const IShipyard * shipyard;
public:
BuildBoat(const IShipyard * shipyard)
: CGoal(Goals::BUILD_BOAT), shipyard(shipyard)
{
priority = 0;
}
TGoalVec getAllPossibleSubgoals() override
{
return TGoalVec();
}
TSubgoal whatToDoToAchieve() override;
void accept(VCAI * ai) override;
std::string name() const override;
std::string completeMessage() const override;
virtual bool operator==(const BuildBoat & other) const override;
};
class DLL_EXPORT Explore : public CGoal<Explore>
{
public:
Explore()
: CGoal(Goals::EXPLORE)
{
priority = 1;
}
Explore(HeroPtr h)
: CGoal(Goals::EXPLORE)
{
hero = h;
priority = 1;
}
TGoalVec getAllPossibleSubgoals() override;
TSubgoal whatToDoToAchieve() override;
std::string completeMessage() const override;
bool fulfillsMe(TSubgoal goal) override;
virtual bool operator==(const Explore & other) const override;
};
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;
virtual bool operator==(const GatherArmy & other) const override;
};
class DLL_EXPORT BuyArmy : public CGoal<BuyArmy>
{
private:
BuyArmy()
: CGoal(Goals::BUY_ARMY)
{}
public:
BuyArmy(const CGTownInstance * Town, int val)
: CGoal(Goals::BUY_ARMY)
{
town = Town; //where to buy this army
value = val; //expressed in AI unit strength
priority = 3;//TODO: evaluate?
}
bool fulfillsMe(TSubgoal goal) override;
TSubgoal whatToDoToAchieve() override;
std::string completeMessage() const override;
virtual bool operator==(const BuyArmy & other) const override;
};
class DLL_EXPORT BoostHero : public CGoal<BoostHero>
{
public:
BoostHero()
: CGoal(Goals::INVALID)
{
priority = -1e10; //TODO
}
TGoalVec getAllPossibleSubgoals() override
{
return TGoalVec();
}
virtual bool operator==(const BoostHero & other) const override;
//TSubgoal whatToDoToAchieve() override {return sptr(Invalid());};
};
class DLL_EXPORT RecruitHero : public CGoal<RecruitHero>
{
public:
RecruitHero()
: CGoal(Goals::RECRUIT_HERO)
{
priority = 1;
}
TGoalVec getAllPossibleSubgoals() override
{
return TGoalVec();
}
TSubgoal whatToDoToAchieve() override;
virtual bool operator==(const RecruitHero & other) const override
{
return true;
}
};
class DLL_EXPORT BuildThis : public CGoal<BuildThis>
{
public:
BuildThis() //should be private, but unit test uses it
: CGoal(Goals::BUILD_STRUCTURE)
{}
BuildThis(BuildingID Bid, const CGTownInstance * tid)
: CGoal(Goals::BUILD_STRUCTURE)
{
bid = Bid;
town = tid;
priority = 1;
}
BuildThis(BuildingID Bid)
: CGoal(Goals::BUILD_STRUCTURE)
{
bid = Bid;
priority = 1;
}
TGoalVec getAllPossibleSubgoals() override
{
return TGoalVec();
}
TSubgoal whatToDoToAchieve() override;
//bool fulfillsMe(TSubgoal goal) override;
virtual bool operator==(const BuildThis & other) const override;
};
class DLL_EXPORT CollectRes : public CGoal<CollectRes>
{
public:
CollectRes()
: CGoal(Goals::COLLECT_RES)
{
}
CollectRes(int rid, int val)
: CGoal(Goals::COLLECT_RES)
{
resID = rid;
value = val;
priority = 2;
}
TGoalVec getAllPossibleSubgoals() override;
TSubgoal whatToDoToAchieve() override;
TSubgoal whatToDoToTrade();
bool fulfillsMe(TSubgoal goal) override; //TODO: Trade
virtual bool operator==(const CollectRes & other) const override;
};
class DLL_EXPORT Trade : public CGoal<Trade>
{
public:
Trade()
: CGoal(Goals::TRADE)
{
}
Trade(int rid, int val, int Objid)
: CGoal(Goals::TRADE)
{
resID = rid;
value = val;
objid = Objid;
priority = 3; //trading is instant, but picking resources is free
}
TSubgoal whatToDoToAchieve() override;
virtual bool operator==(const Trade & other) const override;
};
class DLL_EXPORT GatherTroops : public CGoal<GatherTroops>
{
public:
GatherTroops()
: CGoal(Goals::GATHER_TROOPS)
{
priority = 2;
}
GatherTroops(int type, int val)
: CGoal(Goals::GATHER_TROOPS)
{
objid = type;
value = val;
priority = 2;
}
TGoalVec getAllPossibleSubgoals() override;
TSubgoal whatToDoToAchieve() override;
bool fulfillsMe(TSubgoal goal) override;
virtual bool operator==(const GatherTroops & other) const override;
private:
int getCreaturesCount(const CArmedInstance * army);
};
class DLL_EXPORT VisitObj : public CGoal<VisitObj> //this goal was previously known as GetObj
{
public:
VisitObj() = delete; // empty constructor not allowed
VisitObj(int Objid);
TGoalVec getAllPossibleSubgoals() override;
TSubgoal whatToDoToAchieve() override;
bool fulfillsMe(TSubgoal goal) override;
std::string completeMessage() const override;
virtual bool operator==(const VisitObj & other) const override;
};
class DLL_EXPORT FindObj : public CGoal<FindObj>
{
public:
FindObj() {} // empty constructor not allowed
FindObj(int ID)
: CGoal(Goals::FIND_OBJ)
{
objid = ID;
resID = -1; //subid unspecified
priority = 1;
}
FindObj(int ID, int subID)
: CGoal(Goals::FIND_OBJ)
{
objid = ID;
resID = subID;
priority = 1;
}
TGoalVec getAllPossibleSubgoals() override
{
return TGoalVec();
}
TSubgoal whatToDoToAchieve() override;
bool fulfillsMe(TSubgoal goal) override;
virtual bool operator==(const FindObj & other) const override;
};
class DLL_EXPORT VisitHero : public CGoal<VisitHero>
{
public:
VisitHero()
: CGoal(Goals::VISIT_HERO)
{
}
VisitHero(int hid)
: CGoal(Goals::VISIT_HERO)
{
objid = hid;
priority = 4;
}
TGoalVec getAllPossibleSubgoals() override
{
return TGoalVec();
}
TSubgoal whatToDoToAchieve() override;
bool fulfillsMe(TSubgoal goal) override;
std::string completeMessage() const override;
virtual bool operator==(const VisitHero & other) const override;
};
class DLL_EXPORT GetArtOfType : public CGoal<GetArtOfType>
{
public:
GetArtOfType()
: CGoal(Goals::GET_ART_TYPE)
{
}
GetArtOfType(int type)
: CGoal(Goals::GET_ART_TYPE)
{
aid = type;
priority = 2;
}
TGoalVec getAllPossibleSubgoals() override
{
return TGoalVec();
}
TSubgoal whatToDoToAchieve() override;
virtual bool operator==(const GetArtOfType & other) const override;
};
class DLL_EXPORT VisitTile : public CGoal<VisitTile>
//tile, in conjunction with hero elementar; assumes tile is reachable
{
public:
VisitTile() {} // empty constructor not allowed
VisitTile(int3 Tile)
: CGoal(Goals::VISIT_TILE)
{
tile = Tile;
priority = 5;
}
TGoalVec getAllPossibleSubgoals() override;
TSubgoal whatToDoToAchieve() override;
std::string completeMessage() const override;
virtual bool operator==(const VisitTile & other) const override;
};
class DLL_EXPORT ClearWayTo : public CGoal<ClearWayTo>
{
public:
ClearWayTo()
: CGoal(Goals::CLEAR_WAY_TO)
{
}
ClearWayTo(int3 Tile)
: CGoal(Goals::CLEAR_WAY_TO)
{
tile = Tile;
priority = 5;
}
ClearWayTo(int3 Tile, HeroPtr h)
: CGoal(Goals::CLEAR_WAY_TO)
{
tile = Tile;
hero = h;
priority = 5;
}
TGoalVec getAllPossibleSubgoals() override;
TSubgoal whatToDoToAchieve() override;
bool fulfillsMe(TSubgoal goal) override;
virtual bool operator==(const ClearWayTo & other) const override;
};
class DLL_EXPORT DigAtTile : public CGoal<DigAtTile>
//elementar with hero on tile
{
public:
DigAtTile()
: CGoal(Goals::DIG_AT_TILE)
{
}
DigAtTile(int3 Tile)
: CGoal(Goals::DIG_AT_TILE)
{
tile = Tile;
priority = 20;
}
TGoalVec getAllPossibleSubgoals() override
{
return TGoalVec();
}
TSubgoal whatToDoToAchieve() override;
virtual bool operator==(const DigAtTile & other) const override;
};
}

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@ -0,0 +1,192 @@
/*
* AbstractGoal.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 "AbstractGoal.h"
#include "../VCAI.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"
extern boost::thread_specific_ptr<CCallback> cb;
extern boost::thread_specific_ptr<VCAI> ai;
extern FuzzyHelper * fh;
using namespace Goals;
TSubgoal Goals::sptr(const AbstractGoal & tmp)
{
TSubgoal ptr;
ptr.reset(tmp.clone());
return ptr;
}
std::string AbstractGoal::name() const //TODO: virtualize
{
std::string desc;
switch(goalType)
{
case INVALID:
return "INVALID";
case WIN:
return "WIN";
case DO_NOT_LOSE:
return "DO NOT LOOSE";
case CONQUER:
return "CONQUER";
case BUILD:
return "BUILD";
case EXPLORE:
desc = "EXPLORE";
break;
case GATHER_ARMY:
desc = "GATHER ARMY";
break;
case BUY_ARMY:
return "BUY ARMY";
break;
case BOOST_HERO:
desc = "BOOST_HERO (unsupported)";
break;
case RECRUIT_HERO:
return "RECRUIT HERO";
case BUILD_STRUCTURE:
return "BUILD STRUCTURE";
case COLLECT_RES:
desc = "COLLECT RESOURCE " + GameConstants::RESOURCE_NAMES[resID] + " (" + boost::lexical_cast<std::string>(value) + ")";
break;
case TRADE:
{
auto obj = cb->getObjInstance(ObjectInstanceID(objid));
if (obj)
desc = (boost::format("TRADE %d of %s at %s") % value % GameConstants::RESOURCE_NAMES[resID] % obj->getObjectName()).str();
}
break;
case GATHER_TROOPS:
desc = "GATHER TROOPS";
break;
case VISIT_OBJ:
{
auto obj = cb->getObjInstance(ObjectInstanceID(objid));
if(obj)
desc = "GET OBJ " + obj->getObjectName();
}
break;
case FIND_OBJ:
desc = "FIND OBJ " + boost::lexical_cast<std::string>(objid);
break;
case VISIT_HERO:
{
auto obj = cb->getObjInstance(ObjectInstanceID(objid));
if(obj)
desc = "VISIT HERO " + obj->getObjectName();
}
break;
case GET_ART_TYPE:
desc = "GET ARTIFACT OF TYPE " + VLC->arth->artifacts[aid]->Name();
break;
case ISSUE_COMMAND:
return "ISSUE COMMAND (unsupported)";
case VISIT_TILE:
desc = "VISIT TILE " + tile.toString();
break;
case CLEAR_WAY_TO:
desc = "CLEAR WAY TO " + tile.toString();
break;
case DIG_AT_TILE:
desc = "DIG AT TILE " + tile.toString();
break;
default:
return boost::lexical_cast<std::string>(goalType);
}
if(hero.get(true)) //FIXME: used to crash when we lost hero and failed goal
desc += " (" + hero->name + ")";
return desc;
}
bool AbstractGoal::operator==(const AbstractGoal & g) const
{
return false;
}
bool AbstractGoal::operator<(AbstractGoal & g) //for std::unique
{
//TODO: make sure it gets goals consistent with == operator
if (goalType < g.goalType)
return true;
if (goalType > g.goalType)
return false;
if (hero < g.hero)
return true;
if (hero > g.hero)
return false;
if (tile < g.tile)
return true;
if (g.tile < tile)
return false;
if (objid < g.objid)
return true;
if (objid > g.objid)
return false;
if (town < g.town)
return true;
if (town > g.town)
return false;
if (value < g.value)
return true;
if (value > g.value)
return false;
if (priority < g.priority)
return true;
if (priority > g.priority)
return false;
if (resID < g.resID)
return true;
if (resID > g.resID)
return false;
if (bid < g.bid)
return true;
if (bid > g.bid)
return false;
if (aid < g.aid)
return true;
if (aid > g.aid)
return false;
return false;
}
//TODO: find out why the following are not generated automatically on MVS?
bool TSubgoal::operator==(const TSubgoal & rhs) const
{
return *get() == *rhs.get(); //comparison for Goals is overloaded, so they don't need to be identical to match
}
bool TSubgoal::operator<(const TSubgoal & rhs) const
{
return get() < rhs.get(); //compae by value
}
bool AbstractGoal::invalid() const
{
return goalType == EGoals::INVALID;
}
void AbstractGoal::accept(VCAI * ai)
{
ai->tryRealize(*this);
}
float AbstractGoal::accept(FuzzyHelper * f)
{
return f->evaluate(*this);
}

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/*
* AbstractGoal.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 "../../../lib/VCMI_Lib.h"
#include "../../../lib/CBuildingHandler.h"
#include "../../../lib/CCreatureHandler.h"
#include "../../../lib/CTownHandler.h"
#include "../AIUtility.h"
struct HeroPtr;
class VCAI;
class FuzzyHelper;
namespace Goals
{
class AbstractGoal;
class Explore;
class RecruitHero;
class VisitTile;
class VisitObj;
class VisitHero;
class BuildThis;
class DigAtTile;
class CollectRes;
class Build;
class BuyArmy;
class BuildBoat;
class GatherArmy;
class ClearWayTo;
class Invalid;
class Trade;
class DLL_EXPORT TSubgoal : public std::shared_ptr<AbstractGoal>
{
public:
bool operator==(const TSubgoal & rhs) const;
bool operator<(const TSubgoal & rhs) const;
//TODO: serialize?
};
typedef std::vector<TSubgoal> TGoalVec;
enum EGoals
{
INVALID = -1,
WIN, DO_NOT_LOSE, CONQUER, BUILD, //build needs to get a real reasoning
EXPLORE, GATHER_ARMY,
BOOST_HERO,
RECRUIT_HERO,
BUILD_STRUCTURE, //if hero set, then in visited town
COLLECT_RES,
GATHER_TROOPS, // val of creatures with objid
OBJECT_GOALS_BEGIN,
VISIT_OBJ, //visit or defeat or collect the object
FIND_OBJ, //find and visit any obj with objid + resid //TODO: consider universal subid for various types (aid, bid)
VISIT_HERO, //heroes can move around - set goal abstract and track hero every turn
GET_ART_TYPE,
//BUILD_STRUCTURE,
ISSUE_COMMAND,
VISIT_TILE, //tile, in conjunction with hero elementar; assumes tile is reachable
CLEAR_WAY_TO,
DIG_AT_TILE,//elementar with hero on tile
BUY_ARMY, //at specific town
TRADE, //val resID at object objid
BUILD_BOAT
};
//method chaining + clone pattern
#define VSETTER(type, field) virtual AbstractGoal & set ## field(const type &rhs) {field = rhs; return *this;};
#define OSETTER(type, field) CGoal<T> & set ## field(const type &rhs) override { field = rhs; return *this; };
#if 0
#define SETTER
#endif // _DEBUG
enum { LOW_PR = -1 };
DLL_EXPORT TSubgoal sptr(const AbstractGoal & tmp);
struct DLL_EXPORT EvaluationContext
{
uint64_t movementCost;
int manaCost;
uint64_t danger;
EvaluationContext()
:movementCost(0), danger(0), manaCost(0)
{
}
};
class DLL_EXPORT AbstractGoal
{
public:
bool isElementar; VSETTER(bool, isElementar)
bool isAbstract; VSETTER(bool, isAbstract)
float priority; VSETTER(float, priority)
int value; VSETTER(int, value)
int resID; VSETTER(int, resID)
int objid; VSETTER(int, objid)
int aid; VSETTER(int, aid)
int3 tile; VSETTER(int3, tile)
HeroPtr hero; VSETTER(HeroPtr, hero)
const CGTownInstance *town; VSETTER(CGTownInstance *, town)
int bid; VSETTER(int, bid)
TSubgoal parent; VSETTER(TSubgoal, parent)
EvaluationContext evaluationContext; VSETTER(EvaluationContext, evaluationContext)
AbstractGoal(EGoals goal = EGoals::INVALID)
: goalType(goal), evaluationContext()
{
priority = 0;
isElementar = false;
isAbstract = false;
value = 0;
aid = -1;
resID = -1;
objid = -1;
tile = int3(-1, -1, -1);
town = nullptr;
bid = -1;
}
virtual ~AbstractGoal() {}
//FIXME: abstract goal should be abstract, but serializer fails to instantiate subgoals in such case
virtual AbstractGoal * clone() const
{
return const_cast<AbstractGoal *>(this);
}
virtual TGoalVec getAllPossibleSubgoals()
{
return TGoalVec();
}
virtual TSubgoal whatToDoToAchieve()
{
return sptr(AbstractGoal());
}
EGoals goalType;
virtual std::string name() const;
virtual std::string completeMessage() const
{
return "This goal is unspecified!";
}
bool invalid() const;
///Visitor pattern
//TODO: make accept work for std::shared_ptr... somehow
virtual void accept(VCAI * ai); //unhandled goal will report standard error
virtual float accept(FuzzyHelper * f);
virtual bool operator==(const AbstractGoal & g) const;
bool operator<(AbstractGoal & g); //final
virtual bool fulfillsMe(Goals::TSubgoal goal) //TODO: multimethod instead of type check
{
return false; //use this method to check if goal is fulfilled by another (not equal) goal, operator == is handled spearately
}
bool operator!=(const AbstractGoal & g) const
{
return !(*this == g);
}
template<typename Handler> void serialize(Handler & h, const int version)
{
h & goalType;
h & isElementar;
h & isAbstract;
h & priority;
h & value;
h & resID;
h & objid;
h & aid;
h & tile;
h & hero;
h & town;
h & bid;
}
};
}

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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 "../VCAI.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"
extern boost::thread_specific_ptr<CCallback> cb;
extern boost::thread_specific_ptr<VCAI> 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.is_initialized())
{
auto potentialBuilding = expensiveBuilding.get();
switch(expensiveBuilding.get().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.is_initialized())
{
ret.push_back(sptr(BuildThis(immediateBuilding.get().bid, t).setpriority(2))); //prioritize buildings we can build quick
}
else //try build later
{
if(expensiveBuilding.is_initialized())
{
auto potentialBuilding = expensiveBuilding.get(); //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"
struct HeroPtr;
class VCAI;
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;
virtual bool operator==(const Build & other) const override
{
return true;
}
};
}

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/*
* BuildBoat.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 "BuildBoat.h"
#include "../VCAI.h"
#include "../FuzzyHelper.h"
#include "../AIhelper.h"
#include "../../lib/mapping/CMap.h" //for victory conditions
#include "../../lib/CPathfinder.h"
extern boost::thread_specific_ptr<CCallback> cb;
extern boost::thread_specific_ptr<VCAI> ai;
extern FuzzyHelper * fh;
using namespace Goals;
bool BuildBoat::operator==(const BuildBoat & other) const
{
return shipyard->o->id == other.shipyard->o->id;
}
TSubgoal BuildBoat::whatToDoToAchieve()
{
if(cb->getPlayerRelations(ai->playerID, shipyard->o->tempOwner) == PlayerRelations::ENEMIES)
{
return fh->chooseSolution(ai->ah->howToVisitObj(shipyard->o));
}
if(shipyard->shipyardStatus() != IShipyard::GOOD)
{
throw cannotFulfillGoalException("Shipyard is busy.");
}
TResources boatCost;
shipyard->getBoatCost(boatCost);
return ai->ah->whatToDo(boatCost, this->iAmElementar());
}
void BuildBoat::accept(VCAI * ai)
{
TResources boatCost;
shipyard->getBoatCost(boatCost);
if(!cb->getResourceAmount().canAfford(boatCost))
{
throw cannotFulfillGoalException("Can not afford boat");
}
if(cb->getPlayerRelations(ai->playerID, shipyard->o->tempOwner) == PlayerRelations::ENEMIES)
{
throw cannotFulfillGoalException("Can not build boat in enemy shipyard");
}
if(shipyard->shipyardStatus() != IShipyard::GOOD)
{
throw cannotFulfillGoalException("Shipyard is busy.");
}
logAi->trace(
"Building boat at shipyard %s located at %s, estimated boat position %s",
shipyard->o->getObjectName(),
shipyard->o->visitablePos().toString(),
shipyard->bestLocation().toString());
cb->buildBoat(shipyard);
}
std::string BuildBoat::name() const
{
return "BuildBoat";
}
std::string BuildBoat::completeMessage() const
{
return "Boat have been built at " + shipyard->o->visitablePos().toString();
}

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/*
* BuildBoat.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 Goals
{
class DLL_EXPORT BuildBoat : public CGoal<BuildBoat>
{
private:
const IShipyard * shipyard;
public:
BuildBoat(const IShipyard * shipyard)
: CGoal(Goals::BUILD_BOAT), shipyard(shipyard)
{
priority = 0;
}
TGoalVec getAllPossibleSubgoals() override
{
return TGoalVec();
}
TSubgoal whatToDoToAchieve() override;
void accept(VCAI * ai) override;
std::string name() const override;
std::string completeMessage() const override;
virtual bool operator==(const BuildBoat & other) const override;
};
}

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/*
* BuildThis.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 "BuildThis.h"
#include "../VCAI.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"
extern boost::thread_specific_ptr<CCallback> cb;
extern boost::thread_specific_ptr<VCAI> ai;
extern FuzzyHelper * fh;
using namespace Goals;
bool BuildThis::operator==(const BuildThis & other) const
{
return town == other.town && bid == other.bid;
}
TSubgoal BuildThis::whatToDoToAchieve()
{
auto b = BuildingID(bid);
// find town if not set
if(!town && hero)
town = hero->visitedTown;
if(!town)
{
for(const CGTownInstance * t : cb->getTownsInfo())
{
switch(cb->canBuildStructure(town, b))
{
case EBuildingState::ALLOWED:
town = t;
break; //TODO: look for prerequisites? this is not our reponsibility
default:
continue;
}
}
}
if(town) //we have specific town to build this
{
switch(cb->canBuildStructure(town, b))
{
case EBuildingState::ALLOWED:
case EBuildingState::NO_RESOURCES:
{
auto res = town->town->buildings.at(BuildingID(bid))->resources;
return ai->ah->whatToDo(res, iAmElementar()); //realize immediately or gather resources
}
break;
default:
throw cannotFulfillGoalException("Not possible to build");
}
}
else
throw cannotFulfillGoalException("Cannot find town to build this");
}

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/*
* BuildThis.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"
struct HeroPtr;
class VCAI;
class FuzzyHelper;
namespace Goals
{
class DLL_EXPORT BuildThis : public CGoal<BuildThis>
{
public:
BuildThis() //should be private, but unit test uses it
: CGoal(Goals::BUILD_STRUCTURE)
{
}
BuildThis(BuildingID Bid, const CGTownInstance * tid)
: CGoal(Goals::BUILD_STRUCTURE)
{
bid = Bid;
town = tid;
priority = 1;
}
BuildThis(BuildingID Bid)
: CGoal(Goals::BUILD_STRUCTURE)
{
bid = Bid;
priority = 1;
}
TGoalVec getAllPossibleSubgoals() override
{
return TGoalVec();
}
TSubgoal whatToDoToAchieve() override;
//bool fulfillsMe(TSubgoal goal) override;
virtual bool operator==(const BuildThis & other) const override;
};
}

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/*
* BuyArmy.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 "BuyArmy.h"
#include "../FuzzyHelper.h"
#include "../AIhelper.h"
#include "../../lib/mapObjects/CGTownInstance.h"
extern boost::thread_specific_ptr<CCallback> cb;
extern boost::thread_specific_ptr<VCAI> ai;
extern FuzzyHelper * fh;
using namespace Goals;
bool BuyArmy::operator==(const BuyArmy & other) const
{
return town == other.town && objid == other.objid;
}
bool BuyArmy::fulfillsMe(TSubgoal goal)
{
//if (hero && hero != goal->hero)
// return false;
return town == goal->town && goal->value >= value; //can always buy more army
}
TSubgoal BuyArmy::whatToDoToAchieve()
{
//TODO: calculate the actual cost of units instead
TResources price;
price[Res::GOLD] = value * 0.4f; //some approximate value
return ai->ah->whatToDo(price, iAmElementar()); //buy right now or gather resources
}
std::string BuyArmy::completeMessage() const
{
return boost::format("Bought army of value %d in town of %s") % value, town->name;
}

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/*
* BuyArmy.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"
struct HeroPtr;
class VCAI;
class FuzzyHelper;
namespace Goals
{
class DLL_EXPORT BuyArmy : public CGoal<BuyArmy>
{
private:
BuyArmy()
: CGoal(Goals::BUY_ARMY)
{
}
public:
BuyArmy(const CGTownInstance * Town, int val)
: CGoal(Goals::BUY_ARMY)
{
town = Town; //where to buy this army
value = val; //expressed in AI unit strength
priority = 3;//TODO: evaluate?
}
bool fulfillsMe(TSubgoal goal) override;
TSubgoal whatToDoToAchieve() override;
std::string completeMessage() const override;
virtual bool operator==(const BuyArmy & other) const override;
};
}

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/*
* CGoal.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 "AbstractGoal.h"
#include "../FuzzyHelper.h"
#include "../VCAI.h"
struct HeroPtr;
class VCAI;
namespace Goals
{
template<typename T> class DLL_EXPORT CGoal : public AbstractGoal
{
public:
CGoal<T>(EGoals goal = INVALID) : AbstractGoal(goal)
{
priority = 0;
isElementar = false;
isAbstract = false;
value = 0;
aid = -1;
objid = -1;
resID = -1;
tile = int3(-1, -1, -1);
town = nullptr;
}
OSETTER(bool, isElementar)
OSETTER(bool, isAbstract)
OSETTER(float, priority)
OSETTER(int, value)
OSETTER(int, resID)
OSETTER(int, objid)
OSETTER(int, aid)
OSETTER(int3, tile)
OSETTER(HeroPtr, hero)
OSETTER(CGTownInstance *, town)
OSETTER(int, bid)
void accept(VCAI * ai) override
{
ai->tryRealize(static_cast<T &>(*this)); //casting enforces template instantiation
}
float accept(FuzzyHelper * f) override
{
return f->evaluate(static_cast<T &>(*this)); //casting enforces template instantiation
}
CGoal<T> * clone() const override
{
return new T(static_cast<T const &>(*this)); //casting enforces template instantiation
}
TSubgoal iAmElementar()
{
setisElementar(true); //FIXME: it's not const-correct, maybe we shoudl only set returned clone?
TSubgoal ptr;
ptr.reset(clone());
return ptr;
}
template<typename Handler> void serialize(Handler & h, const int version)
{
h & static_cast<AbstractGoal &>(*this);
//h & goalType & isElementar & isAbstract & priority;
//h & value & resID & objid & aid & tile & hero & town & bid;
}
virtual bool operator==(const AbstractGoal & g) const override
{
if(goalType != g.goalType)
return false;
return (*this) == (dynamic_cast<const T &>(g));
}
virtual bool operator==(const T & other) const = 0;
};
}

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/*
* ClearWayTo.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 "ClearWayTo.h"
#include "Explore.h"
#include "RecruitHero.h"
#include "../VCAI.h"
#include "../AIUtility.h"
#include "../FuzzyHelper.h"
#include "../AIhelper.h"
extern boost::thread_specific_ptr<CCallback> cb;
extern boost::thread_specific_ptr<VCAI> ai;
extern FuzzyHelper * fh;
using namespace Goals;
bool ClearWayTo::operator==(const ClearWayTo & other) const
{
return other.hero.h == hero.h && other.tile == tile;
}
TSubgoal ClearWayTo::whatToDoToAchieve()
{
assert(cb->isInTheMap(tile)); //set tile
if(!cb->isVisible(tile))
{
logAi->error("Clear way should be used with visible tiles!");
return sptr(Explore());
}
return (fh->chooseSolution(getAllPossibleSubgoals()));
}
bool ClearWayTo::fulfillsMe(TSubgoal goal)
{
if (goal->goalType == VISIT_TILE)
{
if (!hero || hero == goal->hero)
return tile == goal->tile;
}
return false;
}
TGoalVec ClearWayTo::getAllPossibleSubgoals()
{
TGoalVec ret;
std::vector<const CGHeroInstance *> heroes;
if(hero)
heroes.push_back(hero.h);
else
heroes = cb->getHeroesInfo();
for(auto h : heroes)
{
//TODO: handle clearing way to allied heroes that are blocked
//if ((hero && hero->visitablePos() == tile && hero == *h) || //we can't free the way ourselves
// h->visitablePos() == tile) //we are already on that tile! what does it mean?
// continue;
//if our hero is trapped, make sure we request clearing the way from OUR perspective
vstd::concatenate(ret, ai->ah->howToVisitTile(h, tile));
}
if(ret.empty() && ai->canRecruitAnyHero())
ret.push_back(sptr(RecruitHero()));
if(ret.empty())
{
logAi->warn("There is no known way to clear the way to tile %s", tile.toString());
throw goalFulfilledException(sptr(ClearWayTo(tile))); //make sure asigned hero gets unlocked
}
return ret;
}

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/*
* ClearWayTo.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"
struct HeroPtr;
class VCAI;
class FuzzyHelper;
namespace Goals
{
class DLL_EXPORT ClearWayTo : public CGoal<ClearWayTo>
{
public:
ClearWayTo()
: CGoal(Goals::CLEAR_WAY_TO)
{
}
ClearWayTo(int3 Tile)
: CGoal(Goals::CLEAR_WAY_TO)
{
tile = Tile;
priority = 5;
}
ClearWayTo(int3 Tile, HeroPtr h)
: CGoal(Goals::CLEAR_WAY_TO)
{
tile = Tile;
hero = h;
priority = 5;
}
TGoalVec getAllPossibleSubgoals() override;
TSubgoal whatToDoToAchieve() override;
bool fulfillsMe(TSubgoal goal) override;
virtual bool operator==(const ClearWayTo & other) const override;
};
}

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/*
* CollectRes.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 "../VCAI.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"
extern boost::thread_specific_ptr<CCallback> cb;
extern boost::thread_specific_ptr<VCAI> ai;
extern FuzzyHelper * fh;
using namespace Goals;
bool CollectRes::operator==(const CollectRes & other) const
{
return resID == other.resID;
}
TGoalVec CollectRes::getAllPossibleSubgoals()
{
TGoalVec ret;
auto givesResource = [this](const CGObjectInstance * obj) -> bool
{
//TODO: move this logic to object side
//TODO: remember mithril exists
//TODO: water objects
//TODO: Creature banks
//return false first from once-visitable, before checking if they were even visited
switch (obj->ID.num)
{
case Obj::TREASURE_CHEST:
return resID == Res::GOLD;
break;
case Obj::RESOURCE:
return obj->subID == resID;
break;
case Obj::MINE:
return (obj->subID == resID &&
(cb->getPlayerRelations(obj->tempOwner, ai->playerID) == PlayerRelations::ENEMIES)); //don't capture our mines
break;
case Obj::CAMPFIRE:
return true; //contains all resources
break;
case Obj::WINDMILL:
switch (resID)
{
case Res::GOLD:
case Res::WOOD:
return false;
}
break;
case Obj::WATER_WHEEL:
if (resID != Res::GOLD)
return false;
break;
case Obj::MYSTICAL_GARDEN:
if ((resID != Res::GOLD) && (resID != Res::GEMS))
return false;
break;
case Obj::LEAN_TO:
case Obj::WAGON:
if (resID != Res::GOLD)
return false;
break;
default:
return false;
break;
}
return !vstd::contains(ai->alreadyVisited, obj); //for weekly / once visitable
};
std::vector<const CGObjectInstance *> objs;
for (auto obj : ai->visitableObjs)
{
if (givesResource(obj))
objs.push_back(obj);
}
for (auto h : cb->getHeroesInfo())
{
std::vector<const CGObjectInstance *> ourObjs(objs); //copy common objects
for (auto obj : ai->reservedHeroesMap[h]) //add objects reserved by this hero
{
if (givesResource(obj))
ourObjs.push_back(obj);
}
for (auto obj : ourObjs)
{
auto waysToGo = ai->ah->howToVisitObj(h, ObjectIdRef(obj));
vstd::concatenate(ret, waysToGo);
}
}
return ret;
}
TSubgoal CollectRes::whatToDoToAchieve()
{
auto goals = getAllPossibleSubgoals();
auto trade = whatToDoToTrade();
if (!trade->invalid())
goals.push_back(trade);
if (goals.empty())
return sptr(Explore()); //we can always do that
else
return fh->chooseSolution(goals); //TODO: evaluate trading
}
TSubgoal CollectRes::whatToDoToTrade()
{
std::vector<const IMarket *> markets;
std::vector<const CGObjectInstance *> visObjs;
ai->retrieveVisitableObjs(visObjs, true);
for (const CGObjectInstance * obj : visObjs)
{
if (const IMarket * m = IMarket::castFrom(obj, false))
{
if (obj->ID == Obj::TOWN && obj->tempOwner == ai->playerID && m->allowsTrade(EMarketMode::RESOURCE_RESOURCE))
markets.push_back(m);
else if (obj->ID == Obj::TRADING_POST)
markets.push_back(m);
}
}
boost::sort(markets, [](const IMarket * m1, const IMarket * m2) -> bool
{
return m1->getMarketEfficiency() < m2->getMarketEfficiency();
});
markets.erase(boost::remove_if(markets, [](const IMarket * market) -> bool
{
if (!(market->o->ID == Obj::TOWN && market->o->tempOwner == ai->playerID))
{
if (!ai->isAccessible(market->o->visitablePos()))
return true;
}
return false;
}), markets.end());
if (!markets.size())
{
for (const CGTownInstance * t : cb->getTownsInfo())
{
if (cb->canBuildStructure(t, BuildingID::MARKETPLACE) == EBuildingState::ALLOWED)
return sptr(BuildThis(BuildingID::MARKETPLACE, t).setpriority(2));
}
}
else
{
const IMarket * m = markets.back();
//attempt trade at back (best prices)
int howManyCanWeBuy = 0;
for (Res::ERes i = Res::WOOD; i <= Res::GOLD; vstd::advance(i, 1))
{
if (i == resID)
continue;
int toGive = -1, toReceive = -1;
m->getOffer(i, resID, toGive, toReceive, EMarketMode::RESOURCE_RESOURCE);
assert(toGive > 0 && toReceive > 0);
howManyCanWeBuy += toReceive * (ai->ah->freeResources()[i] / toGive);
}
if (howManyCanWeBuy >= value)
{
auto backObj = cb->getTopObj(m->o->visitablePos()); //it'll be a hero if we have one there; otherwise marketplace
assert(backObj);
auto objid = m->o->id.getNum();
if (backObj->tempOwner != ai->playerID) //top object not owned
{
return sptr(VisitObj(objid)); //just go there
}
else //either it's our town, or we have hero there
{
return sptr(Trade(resID, value, objid).setisElementar(true)); //we can do this immediately
}
}
}
return sptr(Invalid()); //cannot trade
}
bool CollectRes::fulfillsMe(TSubgoal goal)
{
if (goal->resID == resID)
if (goal->value >= value)
return true;
return false;
}

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/*
* CollectRes.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"
struct HeroPtr;
class VCAI;
class FuzzyHelper;
namespace Goals
{
class DLL_EXPORT CollectRes : public CGoal<CollectRes>
{
public:
CollectRes()
: CGoal(Goals::COLLECT_RES)
{
}
CollectRes(int rid, int val)
: CGoal(Goals::COLLECT_RES)
{
resID = rid;
value = val;
priority = 2;
}
TGoalVec getAllPossibleSubgoals() override;
TSubgoal whatToDoToAchieve() override;
TSubgoal whatToDoToTrade();
bool fulfillsMe(TSubgoal goal) override; //TODO: Trade
virtual bool operator==(const CollectRes & other) const override;
};
}

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/*
* Conquer.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 "../VCAI.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"
extern boost::thread_specific_ptr<CCallback> cb;
extern boost::thread_specific_ptr<VCAI> ai;
extern FuzzyHelper * fh;
using namespace Goals;
bool Conquer::operator==(const Conquer & other) const
{
return other.hero.h == hero.h;
}
TSubgoal Conquer::whatToDoToAchieve()
{
return fh->chooseSolution(getAllPossibleSubgoals());
}
TGoalVec Conquer::getAllPossibleSubgoals()
{
TGoalVec ret;
auto conquerable = [](const CGObjectInstance * obj) -> bool
{
if(cb->getPlayerRelations(ai->playerID, obj->tempOwner) == PlayerRelations::ENEMIES)
{
switch(obj->ID.num)
{
case Obj::TOWN:
case Obj::HERO:
case Obj::CREATURE_GENERATOR1:
case Obj::MINE: //TODO: check ai->knownSubterraneanGates
return true;
}
}
return false;
};
std::vector<const CGObjectInstance *> objs;
for(auto obj : ai->visitableObjs)
{
if(conquerable(obj))
objs.push_back(obj);
}
for(auto h : cb->getHeroesInfo())
{
std::vector<const CGObjectInstance *> ourObjs(objs); //copy common objects
for(auto obj : ai->reservedHeroesMap[h]) //add objects reserved by this hero
{
if(conquerable(obj))
ourObjs.push_back(obj);
}
for(auto obj : ourObjs)
{
auto waysToGo = ai->ah->howToVisitObj(h, ObjectIdRef(obj));
vstd::concatenate(ret, waysToGo);
}
}
if(!objs.empty() && ai->canRecruitAnyHero()) //probably no point to recruit hero if we see no objects to capture
ret.push_back(sptr(RecruitHero()));
if(ret.empty())
ret.push_back(sptr(Explore())); //we need to find an enemy
return ret;
}

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/*
* Conquer.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"
struct HeroPtr;
class VCAI;
class FuzzyHelper;
namespace Goals
{
class DLL_EXPORT Conquer : public CGoal<Conquer>
{
public:
Conquer()
: CGoal(Goals::CONQUER)
{
priority = 10;
}
TGoalVec getAllPossibleSubgoals() override;
TSubgoal whatToDoToAchieve() override;
virtual bool operator==(const Conquer & other) const override;
};
}

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/*
* DigAtTile.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 "DigAtTile.h"
#include "VisitTile.h"
#include "../VCAI.h"
#include "../AIUtility.h"
extern boost::thread_specific_ptr<CCallback> cb;
extern boost::thread_specific_ptr<VCAI> ai;
extern FuzzyHelper * fh;
using namespace Goals;
bool DigAtTile::operator==(const DigAtTile & other) const
{
return other.hero.h == hero.h && other.tile == tile;
}
TSubgoal DigAtTile::whatToDoToAchieve()
{
const CGObjectInstance * firstObj = vstd::frontOrNull(cb->getVisitableObjs(tile));
if(firstObj && firstObj->ID == Obj::HERO && firstObj->tempOwner == ai->playerID) //we have hero at dest
{
const CGHeroInstance * h = dynamic_cast<const CGHeroInstance *>(firstObj);
sethero(h).setisElementar(true);
return sptr(*this);
}
return sptr(VisitTile(tile));
}

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/*
* DigAtTile.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"
struct HeroPtr;
class VCAI;
class FuzzyHelper;
namespace Goals
{
class DLL_EXPORT DigAtTile : public CGoal<DigAtTile>
//elementar with hero on tile
{
public:
DigAtTile()
: CGoal(Goals::DIG_AT_TILE)
{
}
DigAtTile(int3 Tile)
: CGoal(Goals::DIG_AT_TILE)
{
tile = Tile;
priority = 20;
}
TGoalVec getAllPossibleSubgoals() override
{
return TGoalVec();
}
TSubgoal whatToDoToAchieve() override;
virtual bool operator==(const DigAtTile & other) const override;
};
}

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/*
* Explore.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 "../VCAI.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"
extern boost::thread_specific_ptr<CCallback> cb;
extern boost::thread_specific_ptr<VCAI> ai;
extern FuzzyHelper * fh;
using namespace Goals;
bool Explore::operator==(const Explore & other) const
{
return other.hero.h == hero.h;
}
std::string Explore::completeMessage() const
{
return "Hero " + hero.get()->name + " completed exploration";
}
TSubgoal Explore::whatToDoToAchieve()
{
auto ret = fh->chooseSolution(getAllPossibleSubgoals());
if(hero) //use best step for this hero
{
return ret;
}
else
{
if(ret->hero.get(true))
return sptr(sethero(ret->hero.h).setisAbstract(true)); //choose this hero and then continue with him
else
return ret; //other solutions, like buying hero from tavern
}
}
TGoalVec Explore::getAllPossibleSubgoals()
{
TGoalVec ret;
std::vector<const CGHeroInstance *> heroes;
if(hero)
{
heroes.push_back(hero.h);
}
else
{
//heroes = ai->getUnblockedHeroes();
heroes = cb->getHeroesInfo();
vstd::erase_if(heroes, [](const HeroPtr h)
{
if(ai->getGoal(h)->goalType == EXPLORE) //do not reassign hero who is already explorer
return true;
if(!ai->isAbleToExplore(h))
return true;
return !h->movement; //saves time, immobile heroes are useless anyway
});
}
//try to use buildings that uncover map
std::vector<const CGObjectInstance *> objs;
for(auto obj : ai->visitableObjs)
{
if(!vstd::contains(ai->alreadyVisited, obj))
{
switch(obj->ID.num)
{
case Obj::REDWOOD_OBSERVATORY:
case Obj::PILLAR_OF_FIRE:
case Obj::CARTOGRAPHER:
objs.push_back(obj);
break;
case Obj::MONOLITH_ONE_WAY_ENTRANCE:
case Obj::MONOLITH_TWO_WAY:
case Obj::SUBTERRANEAN_GATE:
auto tObj = dynamic_cast<const CGTeleport *>(obj);
assert(ai->knownTeleportChannels.find(tObj->channel) != ai->knownTeleportChannels.end());
if(TeleportChannel::IMPASSABLE != ai->knownTeleportChannels[tObj->channel]->passability)
objs.push_back(obj);
break;
}
}
else
{
switch(obj->ID.num)
{
case Obj::MONOLITH_TWO_WAY:
case Obj::SUBTERRANEAN_GATE:
auto tObj = dynamic_cast<const CGTeleport *>(obj);
if(TeleportChannel::IMPASSABLE == ai->knownTeleportChannels[tObj->channel]->passability)
break;
for(auto exit : ai->knownTeleportChannels[tObj->channel]->exits)
{
if(!cb->getObj(exit))
{ // Always attempt to visit two-way teleports if one of channel exits is not visible
objs.push_back(obj);
break;
}
}
break;
}
}
}
auto primaryHero = ai->primaryHero().h;
for(auto h : heroes)
{
for(auto obj : objs) //double loop, performance risk?
{
auto waysToVisitObj = ai->ah->howToVisitObj(h, obj);
vstd::concatenate(ret, waysToVisitObj);
}
int3 t = whereToExplore(h);
if(t.valid())
{
ret.push_back(sptr(VisitTile(t).sethero(h)));
}
else
{
//FIXME: possible issues when gathering army to break
if(hero.h == h || //exporation is assigned to this hero
(!hero && h == primaryHero)) //not assigned to specific hero, let our main hero do the job
{
t = ai->explorationDesperate(h); //check this only ONCE, high cost
if (t.valid()) //don't waste time if we are completely blocked
{
auto waysToVisitTile = ai->ah->howToVisitTile(h, t);
vstd::concatenate(ret, waysToVisitTile);
continue;
}
}
ai->markHeroUnableToExplore(h); //there is no freely accessible tile, do not poll this hero anymore
}
}
//we either don't have hero yet or none of heroes can explore
if((!hero || ret.empty()) && ai->canRecruitAnyHero())
ret.push_back(sptr(RecruitHero()));
if(ret.empty())
{
throw goalFulfilledException(sptr(Explore().sethero(hero)));
}
//throw cannotFulfillGoalException("Cannot explore - no possible ways found!");
return ret;
}
bool Explore::fulfillsMe(TSubgoal goal)
{
if(goal->goalType == EXPLORE)
{
if(goal->hero)
return hero == goal->hero;
else
return true; //cancel ALL exploration
}
return false;
}

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/*
* Explore.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"
struct HeroPtr;
class VCAI;
class FuzzyHelper;
namespace Goals
{
class DLL_EXPORT Explore : public CGoal<Explore>
{
public:
Explore()
: CGoal(Goals::EXPLORE)
{
priority = 1;
}
Explore(HeroPtr h)
: CGoal(Goals::EXPLORE)
{
hero = h;
priority = 1;
}
TGoalVec getAllPossibleSubgoals() override;
TSubgoal whatToDoToAchieve() override;
std::string completeMessage() const override;
bool fulfillsMe(TSubgoal goal) override;
virtual bool operator==(const Explore & other) const override;
};
}

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/*
* FindObj.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 "FindObj.h"
#include "VisitObj.h"
#include "Explore.h"
#include "../VCAI.h"
#include "../AIUtility.h"
extern boost::thread_specific_ptr<CCallback> cb;
extern boost::thread_specific_ptr<VCAI> ai;
extern FuzzyHelper * fh;
using namespace Goals;
bool FindObj::operator==(const FindObj & other) const
{
return other.hero.h == hero.h && other.objid == objid;
}
TSubgoal FindObj::whatToDoToAchieve()
{
const CGObjectInstance * o = nullptr;
if(resID > -1) //specified
{
for(const CGObjectInstance * obj : ai->visitableObjs)
{
if(obj->ID == objid && obj->subID == resID)
{
o = obj;
break; //TODO: consider multiple objects and choose best
}
}
}
else
{
for(const CGObjectInstance * obj : ai->visitableObjs)
{
if(obj->ID == objid)
{
o = obj;
break; //TODO: consider multiple objects and choose best
}
}
}
if(o && ai->isAccessible(o->pos)) //we don't use isAccessibleForHero as we don't know which hero it is
return sptr(VisitObj(o->id.getNum()));
else
return sptr(Explore());
}
bool FindObj::fulfillsMe(TSubgoal goal)
{
if (goal->goalType == VISIT_TILE) //visiting tile visits object at same time
{
if (!hero || hero == goal->hero)
for (auto obj : cb->getVisitableObjs(goal->tile)) //check if any object on that tile matches criteria
if (obj->visitablePos() == goal->tile) //object could be removed
if (obj->ID == objid && obj->subID == resID) //same type and subtype
return true;
}
return false;
}

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/*
* FindObj.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"
struct HeroPtr;
class VCAI;
class FuzzyHelper;
namespace Goals
{
class DLL_EXPORT FindObj : public CGoal<FindObj>
{
public:
FindObj() {} // empty constructor not allowed
FindObj(int ID)
: CGoal(Goals::FIND_OBJ)
{
objid = ID;
resID = -1; //subid unspecified
priority = 1;
}
FindObj(int ID, int subID)
: CGoal(Goals::FIND_OBJ)
{
objid = ID;
resID = subID;
priority = 1;
}
TGoalVec getAllPossibleSubgoals() override
{
return TGoalVec();
}
TSubgoal whatToDoToAchieve() override;
bool fulfillsMe(TSubgoal goal) override;
virtual bool operator==(const FindObj & other) const override;
};
}

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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 "../VCAI.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"
extern boost::thread_specific_ptr<CCallback> cb;
extern boost::thread_specific_ptr<VCAI> 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 " + boost::lexical_cast<std::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.
}
static const BuildingID unitsSource[] = { BuildingID::DWELL_LVL_1, BuildingID::DWELL_LVL_2, BuildingID::DWELL_LVL_3,
BuildingID::DWELL_LVL_4, BuildingID::DWELL_LVL_5, BuildingID::DWELL_LVL_6, BuildingID::DWELL_LVL_7};
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 pos = t->visitablePos();
if(ai->isAccessibleForHero(pos, hero))
{
//grab army from town
if(!t->visitingHero && howManyReinforcementsCanGet(hero, t))
{
if(!vstd::contains(ai->townVisitsThisWeek[hero], t))
ret.push_back(sptr(VisitTile(pos).sethero(hero)));
}
//buy army in town
if (!t->visitingHero || t->visitingHero == hero.get(true))
{
ui32 val = std::min<ui32>(value, howManyReinforcementsCanBuy(hero, t));
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.is_initialized())
{
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->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)
&& ai->isAccessibleForHero(h->visitablePos(), hero, true)) //visit only once each turn //FIXME: this is only bug workaround
ret.push_back(sptr(VisitHero(h->id.getNum()).setisAbstract(true).sethero(hero)));
// Let the other hero come to us
if (!vstd::contains(ai->visitedHeroes[h], hero))
ret.push_back(sptr(VisitHero(hero->id.getNum()).setisAbstract(true).sethero(h)));
}
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, howManyReinforcementsCanBuy(hero, 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->cost))
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())
{
if(hero == ai->primaryHero())
ret.push_back(sptr(Explore()));
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"
struct HeroPtr;
class VCAI;
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;
virtual bool operator==(const GatherArmy & other) const override;
};
}

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/*
* GatherTroops.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 "../VCAI.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"
extern boost::thread_specific_ptr<CCallback> cb;
extern boost::thread_specific_ptr<VCAI> ai;
extern FuzzyHelper * fh;
using namespace Goals;
bool GatherTroops::operator==(const GatherTroops & other) const
{
return objid == other.objid;
}
int GatherTroops::getCreaturesCount(const CArmedInstance * army)
{
int count = 0;
for(auto stack : army->Slots())
{
if(objid == stack.second->getCreatureID().num)
{
count += stack.second->count;
}
}
return count;
}
TSubgoal GatherTroops::whatToDoToAchieve()
{
auto heroes = cb->getHeroesInfo(true);
for(auto hero : heroes)
{
if(getCreaturesCount(hero) >= this->value)
{
logAi->trace("Completing GATHER_TROOPS by hero %s", hero->name);
throw goalFulfilledException(sptr(*this));
}
}
TGoalVec solutions = getAllPossibleSubgoals();
if(solutions.empty())
return sptr(Explore());
return fh->chooseSolution(solutions);
}
TGoalVec GatherTroops::getAllPossibleSubgoals()
{
TGoalVec solutions;
for(const CGTownInstance * t : cb->getTownsInfo())
{
int count = getCreaturesCount(t->getUpperArmy());
if(count >= this->value)
{
vstd::concatenate(solutions, ai->ah->howToVisitObj(t));
continue;
}
auto creature = VLC->creh->creatures[objid];
if(t->subID == creature->faction) //TODO: how to force AI to build unupgraded creatures? :O
{
auto creatures = vstd::tryAt(t->town->creatures, creature->level - 1);
if(!creatures)
continue;
int upgradeNumber = vstd::find_pos(*creatures, creature->idNumber);
if(upgradeNumber < 0)
continue;
BuildingID bid(BuildingID::DWELL_FIRST + creature->level - 1 + upgradeNumber * GameConstants::CREATURES_PER_TOWN);
if(t->hasBuilt(bid)) //this assumes only creatures with dwellings are assigned to faction
{
solutions.push_back(sptr(BuyArmy(t, creature->AIValue * this->value).setobjid(objid)));
}
/*else //disable random building requests for now - this code needs to know a lot of town/resource context to do more good than harm
{
return sptr(BuildThis(bid, t).setpriority(priority));
}*/
}
}
for(auto obj : ai->visitableObjs)
{
auto d = dynamic_cast<const CGDwelling *>(obj);
if(!d || obj->ID == Obj::TOWN)
continue;
for(auto creature : d->creatures)
{
if(creature.first) //there are more than 0 creatures avaliabe
{
for(auto type : creature.second)
{
if(type == objid && ai->ah->freeResources().canAfford(VLC->creh->creatures[type]->cost))
vstd::concatenate(solutions, ai->ah->howToVisitObj(obj));
}
}
}
}
return solutions;
//TODO: exchange troops between heroes
}
bool GatherTroops::fulfillsMe(TSubgoal goal)
{
if (!hero || hero == goal->hero) //we got army for desired hero or any hero
if (goal->objid == objid) //same creature type //TODO: consider upgrades?
if (goal->value >= value) //notify every time we get resources?
return true;
return false;
}

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/*
* GatherTroops.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"
struct HeroPtr;
class VCAI;
class FuzzyHelper;
namespace Goals
{
class DLL_EXPORT GatherTroops : public CGoal<GatherTroops>
{
public:
GatherTroops()
: CGoal(Goals::GATHER_TROOPS)
{
priority = 2;
}
GatherTroops(int type, int val)
: CGoal(Goals::GATHER_TROOPS)
{
objid = type;
value = val;
priority = 2;
}
TGoalVec getAllPossibleSubgoals() override;
TSubgoal whatToDoToAchieve() override;
bool fulfillsMe(TSubgoal goal) override;
virtual bool operator==(const GatherTroops & other) const override;
private:
int getCreaturesCount(const CArmedInstance * army);
};
}

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/*
* GetArtOfType.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 "GetArtOfType.h"
#include "FindObj.h"
#include "../VCAI.h"
#include "../AIUtility.h"
extern boost::thread_specific_ptr<CCallback> cb;
extern boost::thread_specific_ptr<VCAI> ai;
extern FuzzyHelper * fh;
using namespace Goals;
bool GetArtOfType::operator==(const GetArtOfType & other) const
{
return other.hero.h == hero.h && other.objid == objid;
}
TSubgoal GetArtOfType::whatToDoToAchieve()
{
return sptr(FindObj(Obj::ARTIFACT, aid));
}

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/*
* GetArtOfType.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"
struct HeroPtr;
class VCAI;
class FuzzyHelper;
namespace Goals
{
class DLL_EXPORT GetArtOfType : public CGoal<GetArtOfType>
{
public:
GetArtOfType()
: CGoal(Goals::GET_ART_TYPE)
{
}
GetArtOfType(int type)
: CGoal(Goals::GET_ART_TYPE)
{
aid = type;
priority = 2;
}
TGoalVec getAllPossibleSubgoals() override
{
return TGoalVec();
}
TSubgoal whatToDoToAchieve() override;
virtual bool operator==(const GetArtOfType & other) const override;
};
}

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/*
* Goals.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"
#include "Invalid.h"
#include "BuildBoat.h"
#include "Build.h"
#include "BuildThis.h"
#include "Conquer.h"
#include "GatherArmy.h"
#include "Win.h"
#include "VisitObj.h"
#include "VisitTile.h"
#include "VisitHero.h"
#include "Explore.h"
#include "BuyArmy.h"
#include "GatherTroops.h"
#include "Trade.h"
#include "CollectRes.h"
#include "RecruitHero.h"
#include "GetArtOfType.h"
#include "ClearWayTo.h"
#include "DigAtTile.h"
#include "FindObj.h"

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/*
* Invalid.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"
struct HeroPtr;
class VCAI;
namespace Goals
{
class DLL_EXPORT Invalid : public CGoal<Invalid>
{
public:
Invalid()
: CGoal(Goals::INVALID)
{
priority = -1e10;
}
TGoalVec getAllPossibleSubgoals() override
{
return TGoalVec();
}
TSubgoal whatToDoToAchieve() override
{
return iAmElementar();
}
virtual bool operator==(const Invalid & other) const override
{
return true;
}
};
}

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/*
* RecruitHero.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 "../VCAI.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"
extern boost::thread_specific_ptr<CCallback> cb;
extern boost::thread_specific_ptr<VCAI> ai;
extern FuzzyHelper * fh;
using namespace Goals;
TSubgoal RecruitHero::whatToDoToAchieve()
{
const CGTownInstance * t = ai->findTownWithTavern();
if(!t)
return sptr(BuildThis(BuildingID::TAVERN).setpriority(2));
TResources res;
res[Res::GOLD] = GameConstants::HERO_GOLD_COST;
return ai->ah->whatToDo(res, iAmElementar()); //either buy immediately, or collect res
}

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/*
* RecruitHero.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"
struct HeroPtr;
class VCAI;
class FuzzyHelper;
namespace Goals
{
class DLL_EXPORT RecruitHero : public CGoal<RecruitHero>
{
public:
RecruitHero()
: CGoal(Goals::RECRUIT_HERO)
{
priority = 1;
}
TGoalVec getAllPossibleSubgoals() override
{
return TGoalVec();
}
TSubgoal whatToDoToAchieve() override;
virtual bool operator==(const RecruitHero & other) const override
{
return true;
}
};
}

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/*
* Trade.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 "Trade.h"
using namespace Goals;
bool Trade::operator==(const Trade & other) const
{
return resID == other.resID;
}
TSubgoal Trade::whatToDoToAchieve()
{
return iAmElementar();
}

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/*
* Trade.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"
struct HeroPtr;
class VCAI;
class FuzzyHelper;
namespace Goals
{
class DLL_EXPORT Trade : public CGoal<Trade>
{
public:
Trade()
: CGoal(Goals::TRADE)
{
}
Trade(int rid, int val, int Objid)
: CGoal(Goals::TRADE)
{
resID = rid;
value = val;
objid = Objid;
priority = 3; //trading is instant, but picking resources is free
}
TSubgoal whatToDoToAchieve() override;
virtual bool operator==(const Trade & other) const override;
};
}

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/*
* VisitHero.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 "VisitHero.h"
#include "Explore.h"
#include "Invalid.h"
#include "../VCAI.h"
#include "../AIUtility.h"
#include "../AIhelper.h"
#include "../FuzzyHelper.h"
#include "../ResourceManager.h"
#include "../BuildingManager.h"
#include "../../../lib/mapping/CMap.h" //for victory conditions
extern boost::thread_specific_ptr<CCallback> cb;
extern boost::thread_specific_ptr<VCAI> ai;
extern FuzzyHelper * fh;
using namespace Goals;
bool VisitHero::operator==(const VisitHero & other) const
{
return other.hero.h == hero.h && other.objid == objid;
}
std::string VisitHero::completeMessage() const
{
return "hero " + hero.get()->name + " visited hero " + boost::lexical_cast<std::string>(objid);
}
TSubgoal VisitHero::whatToDoToAchieve()
{
const CGObjectInstance * obj = cb->getObj(ObjectInstanceID(objid));
if(!obj)
return sptr(Explore());
int3 pos = obj->visitablePos();
if(hero && ai->isAccessibleForHero(pos, hero, true) && isSafeToVisit(hero, pos)) //enemy heroes can get reinforcements
{
if(hero->pos == pos)
logAi->error("Hero %s tries to visit himself.", hero.name);
else
{
//can't use VISIT_TILE here as tile appears blocked by target hero
//FIXME: elementar goal should not be abstract
return sptr(VisitHero(objid).sethero(hero).settile(pos).setisElementar(true));
}
}
return sptr(Invalid());
}
bool VisitHero::fulfillsMe(TSubgoal goal)
{
//TODO: VisitObj shoudl not be used for heroes, but...
if(goal->goalType == VISIT_TILE)
{
auto obj = cb->getObj(ObjectInstanceID(objid));
if (!obj)
{
logAi->error("Hero %s: VisitHero::fulfillsMe at %s: object %d not found", hero.name, goal->tile.toString(), objid);
return false;
}
return obj->visitablePos() == goal->tile;
}
return false;
}

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/*
* VisitHero.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"
struct HeroPtr;
class VCAI;
class FuzzyHelper;
namespace Goals
{
class DLL_EXPORT VisitHero : public CGoal<VisitHero>
{
public:
VisitHero()
: CGoal(Goals::VISIT_HERO)
{
}
VisitHero(int hid)
: CGoal(Goals::VISIT_HERO)
{
objid = hid;
priority = 4;
}
TGoalVec getAllPossibleSubgoals() override
{
return TGoalVec();
}
TSubgoal whatToDoToAchieve() override;
bool fulfillsMe(TSubgoal goal) override;
std::string completeMessage() const override;
virtual bool operator==(const VisitHero & other) const override;
};
}

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/*
* VisitObj.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 "../VCAI.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"
extern boost::thread_specific_ptr<CCallback> cb;
extern boost::thread_specific_ptr<VCAI> ai;
extern FuzzyHelper * fh;
using namespace Goals;
bool VisitObj::operator==(const VisitObj & other) const
{
return other.hero.h == hero.h && other.objid == objid;
}
std::string VisitObj::completeMessage() const
{
return "hero " + hero.get()->name + " captured Object ID = " + boost::lexical_cast<std::string>(objid);
}
TGoalVec VisitObj::getAllPossibleSubgoals()
{
TGoalVec goalList;
const CGObjectInstance * obj = cb->getObjInstance(ObjectInstanceID(objid));
if(!obj)
{
throw cannotFulfillGoalException("Object is missing - goal is invalid now!");
}
int3 pos = obj->visitablePos();
if(hero)
{
if(ai->isAccessibleForHero(pos, hero))
{
if(isSafeToVisit(hero, pos))
goalList.push_back(sptr(VisitObj(obj->id.getNum()).sethero(hero)));
else
goalList.push_back(sptr(GatherArmy(evaluateDanger(pos, hero.h) * SAFE_ATTACK_CONSTANT).sethero(hero).setisAbstract(true)));
return goalList;
}
}
else
{
for(auto potentialVisitor : cb->getHeroesInfo())
{
if(ai->isAccessibleForHero(pos, potentialVisitor))
{
if(isSafeToVisit(potentialVisitor, pos))
goalList.push_back(sptr(VisitObj(obj->id.getNum()).sethero(potentialVisitor)));
else
goalList.push_back(sptr(GatherArmy(evaluateDanger(pos, potentialVisitor) * SAFE_ATTACK_CONSTANT).sethero(potentialVisitor).setisAbstract(true)));
}
}
if(!goalList.empty())
{
return goalList;
}
}
goalList.push_back(sptr(ClearWayTo(pos)));
return goalList;
}
TSubgoal VisitObj::whatToDoToAchieve()
{
auto bestGoal = fh->chooseSolution(getAllPossibleSubgoals());
if(bestGoal->goalType == VISIT_OBJ && bestGoal->hero)
bestGoal->setisElementar(true);
return bestGoal;
}
VisitObj::VisitObj(int Objid) : CGoal(VISIT_OBJ)
{
objid = Objid;
tile = ai->myCb->getObjInstance(ObjectInstanceID(objid))->visitablePos();
priority = 3;
}
bool VisitObj::fulfillsMe(TSubgoal goal)
{
if(goal->goalType == VISIT_TILE)
{
if (!hero || hero == goal->hero)
{
auto obj = cb->getObjInstance(ObjectInstanceID(objid));
if (obj && obj->visitablePos() == goal->tile) //object could be removed
return true;
}
}
return false;
}

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/*
* VisitObj.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"
struct HeroPtr;
class VCAI;
class FuzzyHelper;
namespace Goals
{
class DLL_EXPORT VisitObj : public CGoal<VisitObj> //this goal was previously known as GetObj
{
public:
VisitObj() = delete; // empty constructor not allowed
VisitObj(int Objid);
TGoalVec getAllPossibleSubgoals() override;
TSubgoal whatToDoToAchieve() override;
bool fulfillsMe(TSubgoal goal) override;
std::string completeMessage() const override;
virtual bool operator==(const VisitObj & other) const override;
};
}

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/*
* VisitTile.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 "../VCAI.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"
extern boost::thread_specific_ptr<CCallback> cb;
extern boost::thread_specific_ptr<VCAI> ai;
extern FuzzyHelper * fh;
using namespace Goals;
bool VisitTile::operator==(const VisitTile & other) const
{
return other.hero.h == hero.h && other.tile == tile;
}
std::string VisitTile::completeMessage() const
{
return "Hero " + hero.get()->name + " visited tile " + tile.toString();
}
TSubgoal VisitTile::whatToDoToAchieve()
{
auto ret = fh->chooseSolution(getAllPossibleSubgoals());
if(ret->hero)
{
if(isSafeToVisit(ret->hero, tile) && ai->isAccessibleForHero(tile, ret->hero))
{
ret->setisElementar(true);
return ret;
}
else
{
return sptr(GatherArmy(evaluateDanger(tile, *ret->hero) * SAFE_ATTACK_CONSTANT)
.sethero(ret->hero).setisAbstract(true));
}
}
return ret;
}
TGoalVec VisitTile::getAllPossibleSubgoals()
{
assert(cb->isInTheMap(tile));
TGoalVec ret;
if(!cb->isVisible(tile))
ret.push_back(sptr(Explore())); //what sense does it make?
else
{
std::vector<const CGHeroInstance *> heroes;
if(hero)
heroes.push_back(hero.h); //use assigned hero if any
else
heroes = cb->getHeroesInfo(); //use most convenient hero
for(auto h : heroes)
{
if(ai->isAccessibleForHero(tile, h))
ret.push_back(sptr(VisitTile(tile).sethero(h)));
}
if(ai->canRecruitAnyHero())
ret.push_back(sptr(RecruitHero()));
}
if(ret.empty())
{
auto obj = vstd::frontOrNull(cb->getVisitableObjs(tile));
if(obj && obj->ID == Obj::HERO && obj->tempOwner == ai->playerID) //our own hero stands on that tile
{
if(hero.get(true) && hero->id == obj->id) //if it's assigned hero, visit tile. If it's different hero, we can't visit tile now
ret.push_back(sptr(VisitTile(tile).sethero(dynamic_cast<const CGHeroInstance *>(obj)).setisElementar(true)));
else
throw cannotFulfillGoalException("Tile is already occupied by another hero "); //FIXME: we should give up this tile earlier
}
else
ret.push_back(sptr(ClearWayTo(tile)));
}
//important - at least one sub-goal must handle case which is impossible to fulfill (unreachable tile)
return ret;
}

37
AI/VCAI/Goals/VisitTile.h Normal file
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@ -0,0 +1,37 @@
/*
* VisitTile.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"
struct HeroPtr;
class VCAI;
class FuzzyHelper;
namespace Goals
{
class DLL_EXPORT VisitTile : public CGoal<VisitTile>
//tile, in conjunction with hero elementar; assumes tile is reachable
{
public:
VisitTile() {} // empty constructor not allowed
VisitTile(int3 Tile)
: CGoal(Goals::VISIT_TILE)
{
tile = Tile;
priority = 5;
}
TGoalVec getAllPossibleSubgoals() override;
TSubgoal whatToDoToAchieve() override;
std::string completeMessage() const override;
virtual bool operator==(const VisitTile & other) const override;
};
}

191
AI/VCAI/Goals/Win.cpp Normal file
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@ -0,0 +1,191 @@
/*
* Win.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 "../VCAI.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"
extern boost::thread_specific_ptr<CCallback> cb;
extern boost::thread_specific_ptr<VCAI> ai;
extern FuzzyHelper * fh;
using namespace Goals;
TSubgoal Win::whatToDoToAchieve()
{
auto toBool = [=](const EventCondition &)
{
// TODO: proper implementation
// Right now even already fulfilled goals will be included into generated list
// Proper check should test if event condition is already fulfilled
// Easiest way to do this is to call CGameState::checkForVictory but this function should not be
// used on client side or in AI code
return false;
};
std::vector<EventCondition> goals;
for(const TriggeredEvent & event : cb->getMapHeader()->triggeredEvents)
{
//TODO: try to eliminate human player(s) using loss conditions that have isHuman element
if(event.effect.type == EventEffect::VICTORY)
{
boost::range::copy(event.trigger.getFulfillmentCandidates(toBool), std::back_inserter(goals));
}
}
//TODO: instead of returning first encountered goal AI should generate list of possible subgoals
for(const EventCondition & goal : goals)
{
switch(goal.condition)
{
case EventCondition::HAVE_ARTIFACT:
return sptr(GetArtOfType(goal.objectType));
case EventCondition::DESTROY:
{
if(goal.object)
{
auto obj = cb->getObj(goal.object->id);
if(obj)
if(obj->getOwner() == ai->playerID) //we can't capture our own object
return sptr(Conquer());
return sptr(VisitObj(goal.object->id.getNum()));
}
else
{
// TODO: destroy all objects of type goal.objectType
// This situation represents "kill all creatures" condition from H3
break;
}
}
case EventCondition::HAVE_BUILDING:
{
// TODO build other buildings apart from Grail
// goal.objectType = buidingID to build
// goal.object = optional, town in which building should be built
// Represents "Improve town" condition from H3 (but unlike H3 it consists from 2 separate conditions)
if(goal.objectType == BuildingID::GRAIL)
{
if(auto h = ai->getHeroWithGrail())
{
//hero is in a town that can host Grail
if(h->visitedTown && !vstd::contains(h->visitedTown->forbiddenBuildings, BuildingID::GRAIL))
{
const CGTownInstance * t = h->visitedTown;
return sptr(BuildThis(BuildingID::GRAIL, t).setpriority(10));
}
else
{
auto towns = cb->getTownsInfo();
towns.erase(boost::remove_if(towns,
[](const CGTownInstance * t) -> bool
{
return vstd::contains(t->forbiddenBuildings, BuildingID::GRAIL);
}),
towns.end());
boost::sort(towns, CDistanceSorter(h.get()));
if(towns.size())
{
return sptr(VisitTile(towns.front()->visitablePos()).sethero(h));
}
}
}
double ratio = 0;
// maybe make this check a bit more complex? For example:
// 0.75 -> dig randomly within 3 tiles radius
// 0.85 -> radius now 2 tiles
// 0.95 -> 1 tile radius, position is fully known
// AFAIK H3 AI does something like this
int3 grailPos = cb->getGrailPos(&ratio);
if(ratio > 0.99)
{
return sptr(DigAtTile(grailPos));
} //TODO: use FIND_OBJ
else if(const CGObjectInstance * obj = ai->getUnvisitedObj(objWithID<Obj::OBELISK>)) //there are unvisited Obelisks
return sptr(VisitObj(obj->id.getNum()));
else
return sptr(Explore());
}
break;
}
case EventCondition::CONTROL:
{
if(goal.object)
{
auto objRelations = cb->getPlayerRelations(ai->playerID, goal.object->tempOwner);
if(objRelations == PlayerRelations::ENEMIES)
{
return sptr(VisitObj(goal.object->id.getNum()));
}
else
{
// TODO: Defance
break;
}
}
else
{
//TODO: control all objects of type "goal.objectType"
// Represents H3 condition "Flag all mines"
break;
}
}
case EventCondition::HAVE_RESOURCES:
//TODO mines? piles? marketplace?
//save?
return sptr(CollectRes(static_cast<Res::ERes>(goal.objectType), goal.value));
case EventCondition::HAVE_CREATURES:
return sptr(GatherTroops(goal.objectType, goal.value));
case EventCondition::TRANSPORT:
{
//TODO. merge with bring Grail to town? So AI will first dig grail, then transport it using this goal and builds it
// Represents "transport artifact" condition:
// goal.objectType = type of artifact
// goal.object = destination-town where artifact should be transported
break;
}
case EventCondition::STANDARD_WIN:
return sptr(Conquer());
// Conditions that likely don't need any implementation
case EventCondition::DAYS_PASSED:
break; // goal.value = number of days for condition to trigger
case EventCondition::DAYS_WITHOUT_TOWN:
break; // goal.value = number of days to trigger this
case EventCondition::IS_HUMAN:
break; // Should be only used in calculation of candidates (see toBool lambda)
case EventCondition::CONST_VALUE:
break;
case EventCondition::HAVE_0:
case EventCondition::HAVE_BUILDING_0:
case EventCondition::DESTROY_0:
//TODO: support new condition format
return sptr(Conquer());
default:
assert(0);
}
}
return sptr(Invalid());
}

39
AI/VCAI/Goals/Win.h Normal file
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@ -0,0 +1,39 @@
/*
* Win.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"
struct HeroPtr;
class VCAI;
class FuzzyHelper;
namespace Goals
{
class DLL_EXPORT Win : public CGoal<Win>
{
public:
Win()
: CGoal(Goals::WIN)
{
priority = 100;
}
TGoalVec getAllPossibleSubgoals() override
{
return TGoalVec();
}
TSubgoal whatToDoToAchieve() override;
virtual bool operator==(const Win & other) const override
{
return true;
}
};
}

View File

@ -1,5 +1,5 @@
/*
* AIhelper.h, part of VCMI engine
* AINodeStorage.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*

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@ -1,5 +1,5 @@
/*
* AIhelper.h, part of VCMI engine
* AINodeStorage.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
@ -13,7 +13,7 @@
#include "../../../lib/CPathfinder.h"
#include "../../../lib/mapObjects/CGHeroInstance.h"
#include "../AIUtility.h"
#include "../Goals.h"
#include "../Goals/AbstractGoal.h"
class ISpecialAction
{

View File

@ -1,5 +1,5 @@
/*
* AIhelper.h, part of VCMI engine
* AIPathfinder.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
@ -67,4 +67,4 @@ std::vector<AIPath> AIPathfinder::getPathInfo(HeroPtr hero, int3 tile)
}
return nodeStorage->getChainInfo(tile, !tileInfo->isWater());
}
}

View File

@ -1,5 +1,5 @@
/*
* AIhelper.h, part of VCMI engine
* AIPathfinder.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*

View File

@ -1,5 +1,5 @@
/*
* AIhelper.h, part of VCMI engine
* AIPathfinderConfig.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
@ -9,6 +9,7 @@
*/
#include "StdInc.h"
#include "AIPathfinderConfig.h"
#include "../Goals/Goals.h"
#include "../../../CCallback.h"
#include "../../../lib/mapping/CMap.h"
#include "../../../lib/mapObjects/MapObjects.h"

View File

@ -1,5 +1,5 @@
/*
* AIhelper.h, part of VCMI engine
* AIPathfinderConfig.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
@ -23,4 +23,4 @@ namespace AIPathfinding
VCAI * ai,
std::shared_ptr<AINodeStorage> nodeStorage);
};
}
}

View File

@ -1,5 +1,5 @@
/*
* AIhelper.h, part of VCMI engine
* PathfindingManager.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
@ -11,6 +11,7 @@
#include "PathfindingManager.h"
#include "AIPathfinder.h"
#include "AIPathfinderConfig.h"
#include "Goals/Goals.h"
#include "../../../lib/CGameInfoCallback.h"
#include "../../../lib/mapping/CMap.h"
@ -227,4 +228,4 @@ void PathfindingManager::resetPaths()
{
logAi->debug("AIPathfinder has been reseted.");
pathfinder->clear();
}
}

View File

@ -1,5 +1,5 @@
/*
* AIhelper.h, part of VCMI engine
* PathfindingManager.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*

View File

@ -9,6 +9,7 @@
*/
#include "StdInc.h"
#include "ResourceManager.h"
#include "Goals/Goals.h"
#include "../../CCallback.h"
#include "../../lib/mapObjects/MapObjects.h"

View File

@ -10,7 +10,6 @@
#pragma once
#include "AIUtility.h"
#include "Goals.h"
#include "../../lib/GameConstants.h"
#include "../../lib/VCMI_Lib.h"
#include "VCAI.h"

View File

@ -12,6 +12,7 @@
#include "FuzzyHelper.h"
#include "ResourceManager.h"
#include "BuildingManager.h"
#include "Goals/Goals.h"
#include "../../lib/UnlockGuard.h"
#include "../../lib/mapObjects/MapObjects.h"

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@ -10,8 +10,7 @@
#pragma once
#include "AIUtility.h"
#include "SectorMap.h"
#include "Goals.h"
#include "Goals/AbstractGoal.h"
#include "../../lib/AI_Base.h"
#include "../../CCallback.h"