/* * CaptureObjectsBehavior.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 "../VCAI.h" #include "../Engine/Nullkiller.h" #include "../AIhelper.h" #include "../Goals/ExecuteHeroChain.h" #include "CaptureObjectsBehavior.h" #include "../AIUtility.h" #include "lib/mapping/CMap.h" //for victory conditions #include "lib/CPathfinder.h" extern boost::thread_specific_ptr cb; extern boost::thread_specific_ptr ai; extern FuzzyHelper * fh; using namespace Goals; std::string CaptureObjectsBehavior::toString() const { return "Capture objects"; } Goals::TGoalVec CaptureObjectsBehavior::decompose() const { Goals::TGoalVec tasks; auto captureObjects = [&](const std::vector & objs) -> void{ if(objs.empty()) { return; } logAi->debug("Scanning objects, count %d", objs.size()); for(auto objToVisit : objs) { #if AI_TRACE_LEVEL >= 1 logAi->trace("Checking object %s, %s", objToVisit->getObjectName(), objToVisit->visitablePos().toString()); #endif if(!shouldVisitObject(objToVisit)) continue; const int3 pos = objToVisit->visitablePos(); auto paths = ai->ah->getPathsToTile(pos); std::vector> waysToVisitObj; std::shared_ptr closestWay; #if AI_TRACE_LEVEL >= 1 logAi->trace("Found %d paths", paths.size()); #endif for(auto & path : paths) { #if AI_TRACE_LEVEL >= 2 logAi->trace("Path found %s", path.toString()); #endif if(path.getFirstBlockedAction()) { #if AI_TRACE_LEVEL >= 2 // TODO: decomposition? logAi->trace("Ignore path. Action is blocked."); #endif continue; } if(ai->nullkiller->dangerHitMap->enemyCanKillOurHeroesAlongThePath(path)) { #if AI_TRACE_LEVEL >= 2 logAi->trace("Ignore path. Target hero can be killed by enemy. Our power %lld", path.heroArmy->getArmyStrength()); #endif continue; } if(!shouldVisit(path.targetHero, objToVisit)) continue; auto hero = path.targetHero; auto danger = path.getTotalDanger(); if(ai->ah->getHeroRole(hero) == HeroRole::SCOUT && danger == 0 && path.exchangeCount > 1) continue; if(path.specialAction && !path.specialAction->canAct(path.targetHero)) { auto subGoal = path.specialAction->whatToDo(path.targetHero); } auto isSafe = isSafeToVisit(hero, path.heroArmy, danger); #if AI_TRACE_LEVEL >= 2 logAi->trace( "It is %s to visit %s by %s with army %lld, danger %lld and army loss %lld", isSafe ? "safe" : "not safe", objToVisit->getObjectName(), hero->name, path.getHeroStrength(), danger, path.getTotalArmyLoss()); #endif if(isSafe) { auto newWay = std::make_shared(path, objToVisit); waysToVisitObj.push_back(newWay); if(!closestWay || closestWay->evaluationContext.movementCost > newWay->evaluationContext.movementCost) closestWay = newWay; } } if(waysToVisitObj.empty()) continue; for(auto way : waysToVisitObj) { if(ai->nullkiller->arePathHeroesLocked(way->getPath())) continue; way->evaluationContext.closestWayRatio = closestWay->evaluationContext.movementCost / way->evaluationContext.movementCost; tasks.push_back(sptr(*way)); } } }; if(specificObjects) { captureObjects(objectsToCapture); } else { captureObjects(std::vector(ai->visitableObjs.begin(), ai->visitableObjs.end())); } return tasks; } bool CaptureObjectsBehavior::shouldVisitObject(ObjectIdRef obj) const { const CGObjectInstance* objInstance = obj; if(!objInstance) return false; if(objectTypes.size() && !vstd::contains(objectTypes, objInstance->ID.num)) { return false; } if(objectSubTypes.size() && !vstd::contains(objectSubTypes, objInstance->subID)) { return false; } if(isObjectRemovable(obj)) { return true; } const int3 pos = objInstance->visitablePos(); if(objInstance->ID != Obj::CREATURE_GENERATOR1 && vstd::contains(ai->alreadyVisited, objInstance) || obj->wasVisited(ai->playerID)) { return false; } auto playerRelations = cb->getPlayerRelations(ai->playerID, objInstance->tempOwner); if(playerRelations != PlayerRelations::ENEMIES && !isWeeklyRevisitable(objInstance)) { return false; } //it may be hero visiting this obj //we don't try visiting object on which allied or owned hero stands // -> it will just trigger exchange windows and AI will be confused that obj behind doesn't get visited const CGObjectInstance * topObj = cb->getTopObj(pos); if(!topObj) return false; // partly visible obj but its visitable pos is not visible. if(topObj->ID == Obj::HERO && cb->getPlayerRelations(ai->playerID, topObj->tempOwner) != PlayerRelations::ENEMIES) return false; else return true; //all of the following is met }