/* * 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/constants/StringConstants.h" using namespace Goals; bool Conquer::operator==(const Conquer & other) const { return other.hero.h == hero.h; } TSubgoal Conquer::whatToDoToAchieve() { logAi->trace("Entering goal CONQUER"); 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 objs; for(auto obj : ai->visitableObjs) { if(conquerable(obj)) objs.push_back(obj); } for(auto h : cb->getHeroesInfo()) { std::vector 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; }