#include "StdInc.h" #include "Goals.h" #include "VCAI.h" #include "Fuzzy.h" #include "../../lib/mapping/CMap.h" //for victory conditions /* * Goals.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 * */ extern boost::thread_specific_ptr cb; extern boost::thread_specific_ptr ai; extern FuzzyHelper * fh; //TODO: this logic should be moved inside VCAI using namespace vstd; using namespace Goals; TSubgoal Goals::sptr(const AbstractGoal & tmp) { shared_ptr ptr; ptr.reset(tmp.clone()); return ptr; } std::string Goals::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 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"; break; case GATHER_TROOPS: desc = "GATHER TROOPS"; break; case GET_OBJ: { auto obj = cb->getObjInstance(ObjectInstanceID(objid)); if (obj) desc = "GET OBJ " + obj->getHoverText(); } case FIND_OBJ: desc = "FIND OBJ " + boost::lexical_cast(objid); break; case VISIT_HERO: { auto obj = cb->getObjInstance(ObjectInstanceID(objid)); if (obj) desc = "VISIT HERO " + obj->getHoverText(); } 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(); break; case CLEAR_WAY_TO: desc = "CLEAR WAY TO " + tile(); break; case DIG_AT_TILE: desc = "DIG AT TILE " + tile(); break; default: return boost::lexical_cast(goalType); } if (hero.get(true)) //FIXME: used to crash when we lost hero and failed goal desc += " (" + hero->name + ")"; return desc; } //TODO: virtualize if code gets complex? bool Goals::AbstractGoal::operator== (AbstractGoal &g) { if (g.goalType != goalType) return false; if (g.isElementar != isElementar) //elementar goals fulfill long term non-elementar goals (VisitTile) return false; switch (goalType) { //no parameters case INVALID: case WIN: case DO_NOT_LOSE: case RECRUIT_HERO: //recruit any hero, as yet return true; break; //assigned to hero, no parameters case CONQUER: case EXPLORE: case GATHER_ARMY: //actual value is indifferent case BOOST_HERO: return g.hero.h == hero.h; //how comes HeroPtrs are equal for different heroes? break; //assigned hero and tile case VISIT_TILE: case CLEAR_WAY_TO: return (g.hero.h == hero.h && g.tile == tile); break; //assigned hero and object case GET_OBJ: case FIND_OBJ: //TODO: use subtype? case VISIT_HERO: case GET_ART_TYPE: case DIG_AT_TILE: return (g.hero.h == hero.h && g.objid == objid); break; //no check atm case COLLECT_RES: case GATHER_TROOPS: case ISSUE_COMMAND: case BUILD: //TODO: should be decomposed to build specific structures case BUILD_STRUCTURE: default: return false; } } //TODO: find out why the following are not generated automatically on MVS? namespace Goals { template <> void CGoal::accept (VCAI * ai) { ai->tryRealize(static_cast(*this)); } template <> void CGoal::accept (VCAI * ai) { ai->tryRealize(static_cast(*this)); } template <> float CGoal::accept (FuzzyHelper * f) { return f->evaluate(static_cast(*this)); } template <> float CGoal::accept (FuzzyHelper * f) { return f->evaluate(static_cast(*this)); } } //TSubgoal AbstractGoal::whatToDoToAchieve() //{ // logAi->debugStream() << boost::format("Decomposing goal of type %s") % name(); // return sptr (Goals::Explore()); //} 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 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 (Goals::GetArtOfType(goal.objectType)); case EventCondition::DESTROY: { if (goal.object) { return sptr (Goals::GetObj(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 (Goals::BuildThis(BuildingID::GRAIL, t)); } 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, isCloser); if(towns.size()) { return sptr (Goals::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 (Goals::DigAtTile(grailPos)); } //TODO: use FIND_OBJ else if(const CGObjectInstance * obj = ai->getUnvisitedObj(objWithID)) //there are unvisited Obelisks return sptr (Goals::GetObj(obj->id.getNum())); else return sptr (Goals::Explore()); } break; } case EventCondition::CONTROL: { if (goal.object) { return sptr (Goals::GetObj(goal.object->id.getNum())); } 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 (Goals::CollectRes(static_cast(goal.objectType), goal.value)); case EventCondition::HAVE_CREATURES: return sptr (Goals::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 (Goals::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; default: assert(0); } } return sptr (Goals::Invalid()); } 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 && isReachable(o)) //we don't use isAccessibleForHero as we don't know which hero it is return sptr (Goals::GetObj(o->id.getNum())); else return sptr (Goals::Explore()); } std::string GetObj::completeMessage() const { return "hero " + hero.get()->name + " captured Object ID = " + boost::lexical_cast(objid); } TSubgoal GetObj::whatToDoToAchieve() { const CGObjectInstance * obj = cb->getObj(ObjectInstanceID(objid)); if(!obj) return sptr (Goals::Explore()); int3 pos = obj->visitablePos(); if (hero) { if (ai->isAccessibleForHero(pos, hero)) return sptr (Goals::VisitTile(pos).sethero(hero)); } else { if (isReachable(obj)) return sptr (Goals::VisitTile(pos).sethero(hero)); //we must visit object with same hero, if any } return sptr (Goals::ClearWayTo(pos).sethero(hero)); } bool GetObj::fulfillsMe (TSubgoal goal) { if (goal->goalType == Goals::VISIT_TILE) { auto obj = cb->getObj(ObjectInstanceID(objid)); if (obj && obj->visitablePos() == goal->tile) //object could be removed return true; } return false; } std::string VisitHero::completeMessage() const { return "hero " + hero.get()->name + " visited hero " + boost::lexical_cast(objid); } TSubgoal VisitHero::whatToDoToAchieve() { const CGObjectInstance * obj = cb->getObj(ObjectInstanceID(objid)); if(!obj) return sptr (Goals::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->errorStream() << "Hero " << hero.name << " tries to visit himself."; else { //can't use VISIT_TILE here as tile appears blocked by target hero //FIXME: elementar goal should not be abstract return sptr (Goals::VisitHero(objid).sethero(hero).settile(pos).setisElementar(true)); } } return sptr (Goals::Invalid()); } bool VisitHero::fulfillsMe (TSubgoal goal) { if (goal->goalType == Goals::VISIT_TILE && cb->getObj(ObjectInstanceID(objid))->visitablePos() == goal->tile) return true; else return false; } TSubgoal GetArtOfType::whatToDoToAchieve() { TSubgoal alternativeWay = CGoal::lookForArtSmart(aid); //TODO: use if(alternativeWay->invalid()) return sptr (Goals::FindObj(Obj::ARTIFACT, aid)); return sptr (Goals::Invalid()); } TSubgoal ClearWayTo::whatToDoToAchieve() { assert(cb->isInTheMap(tile)); //set tile if(!cb->isVisible(tile)) { logAi->errorStream() << "Clear way should be used with visible tiles!"; return sptr (Goals::Explore()); } return (fh->chooseSolution(getAllPossibleSubgoals())); } TGoalVec ClearWayTo::getAllPossibleSubgoals() { TGoalVec ret; std::vector 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 SectorMap sm(h); int3 tileToHit = sm.firstTileToGet(h, tile); if (!tileToHit.valid()) continue; if (isBlockedBorderGate(tileToHit)) { //FIXME: this way we'll not visit gate and activate quest :? ret.push_back (sptr (Goals::FindObj (Obj::KEYMASTER, cb->getTile(tileToHit)->visitableObjects.back()->subID))); } auto topObj = cb->getTopObj(tileToHit); if (topObj) { if (vstd::contains(ai->reservedObjs, topObj) && !vstd::contains(ai->reservedHeroesMap[h], topObj)) { throw goalFulfilledException (sptr(Goals::ClearWayTo(tile, h))); continue; //do not capure object reserved by other hero } if (topObj->ID == Obj::HERO && cb->getPlayerRelations(h->tempOwner, topObj->tempOwner) != PlayerRelations::ENEMIES) if (topObj != hero.get(true)) //the hero we want to free logAi->errorStream() << boost::format("%s stands in the way of %s") % topObj->getHoverText() % h->getHoverText(); if (topObj->ID == Obj::QUEST_GUARD || topObj->ID == Obj::BORDERGUARD) { if (shouldVisit(h, topObj)) { //do NOT use VISIT_TILE, as tile with quets guard can't be visited ret.push_back (sptr (Goals::GetObj(topObj->id.getNum()).sethero(h))); continue; //do not try to visit tile or gather army } else { //TODO: we should be able to return apriopriate quest here (VCAI::striveToQuest) logAi->debugStream() << "Quest guard blocks the way to " + tile(); } } } if (isSafeToVisit(h, tileToHit)) //this makes sense only if tile is guarded, but there i no quest object { ret.push_back (sptr (Goals::VisitTile(tileToHit).sethero(h))); } else { ret.push_back (sptr (Goals::GatherArmy(evaluateDanger(tileToHit, h)*SAFE_ATTACK_CONSTANT). sethero(h).setisAbstract(true))); } } if (ai->canRecruitAnyHero()) ret.push_back (sptr (Goals::RecruitHero())); if (ret.empty()) { logAi->warnStream() << "There is no known way to clear the way to tile " + tile(); throw goalFulfilledException (sptr(Goals::ClearWayTo(tile))); //make sure asigned hero gets unlocked } return ret; } 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 heroes; if (hero) heroes.push_back(hero.h); else { //heroes = ai->getUnblockedHeroes(); heroes = cb->getHeroesInfo(); erase_if (heroes, [](const HeroPtr h) { if (ai->getGoal(h)->goalType == Goals::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 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: case Obj::SUBTERRANEAN_GATE: //TODO: check ai->knownSubterraneanGates objs.push_back (obj); } } } for (auto h : heroes) { SectorMap sm(h); for (auto obj : objs) //double loop, performance risk? { auto t = sm.firstTileToGet(h, obj->visitablePos()); //we assume that no more than one tile on the way is guarded if (ai->canReachTile(h, t)) ret.push_back (sptr(Goals::ClearWayTo(obj->visitablePos(), h).setisAbstract(true))); } int3 t = whereToExplore(h); if (t.valid()) { ret.push_back (sptr (Goals::VisitTile(t).sethero(h))); } else { ai->markHeroUnableToExplore (h); //there is no freely accessible tile, do not poll this hero anymore //possible issues when gathering army to break if (hero.h == h || (!hero && h == ai->primaryHero().h)) //check this only ONCE, high cost { t = ai->explorationDesperate(h); if (t.valid()) //don't waste time if we are completely blocked ret.push_back (sptr(Goals::ClearWayTo(t, h).setisAbstract(true))); } } } //we either don't have hero yet or none of heroes can explore if ((!hero || ret.empty()) && ai->canRecruitAnyHero()) ret.push_back (sptr(Goals::RecruitHero())); if (ret.empty()) { throw goalFulfilledException (sptr(Goals::Explore().sethero(hero))); } //throw cannotFulfillGoalException("Cannot explore - no possible ways found!"); return ret; } bool Explore::fulfillsMe (TSubgoal goal) { if (goal->goalType == Goals::EXPLORE) { if (goal->hero) return hero == goal->hero; else return true; //cancel ALL exploration } return false; } TSubgoal RecruitHero::whatToDoToAchieve() { const CGTownInstance *t = ai->findTownWithTavern(); if(!t) return sptr (Goals::BuildThis(BuildingID::TAVERN)); if(cb->getResourceAmount(Res::GOLD) < HERO_GOLD_COST) return sptr (Goals::CollectRes(Res::GOLD, HERO_GOLD_COST)); return iAmElementar(); } std::string VisitTile::completeMessage() const { return "Hero " + hero.get()->name + " visited tile " + tile(); } 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 (Goals::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(Goals::Explore())); //what sense does it make? else { std::vector 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(Goals::VisitTile(tile).sethero(h))); } if (ai->canRecruitAnyHero()) ret.push_back (sptr(Goals::RecruitHero())); } if (ret.empty()) { auto obj = frontOrNull(cb->getVisitableObjs(tile)); if (obj && obj->ID == Obj::HERO && obj->tempOwner == ai->playerID) //our own hero stands on that tile ret.push_back (sptr(Goals::VisitTile(tile).sethero(dynamic_cast(obj)).setisElementar(true))); else ret.push_back (sptr(Goals::ClearWayTo(tile))); } //important - at least one sub-goal must handle case which is impossible to fulfill (unreachable tile) return ret; } TSubgoal DigAtTile::whatToDoToAchieve() { const CGObjectInstance *firstObj = frontOrNull(cb->getVisitableObjs(tile)); if(firstObj && firstObj->ID == Obj::HERO && firstObj->tempOwner == ai->playerID) //we have hero at dest { const CGHeroInstance *h = dynamic_cast(firstObj); sethero(h).setisElementar(true); return sptr (*this); } return sptr (Goals::VisitTile(tile)); } TSubgoal BuildThis::whatToDoToAchieve() { //TODO check res //look for town //prerequisites? return iAmElementar(); } TSubgoal CollectRes::whatToDoToAchieve() { std::vector markets; std::vector visObjs; ai->retreiveVisitableObjs(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) //TODO a moze po prostu test na pozwalanie handlu? 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 { return !(market->o->ID == Obj::TOWN && market->o->tempOwner == ai->playerID) && !ai->isAccessible(market->o->visitablePos()); }),markets.end()); if(!markets.size()) { for(const CGTownInstance *t : cb->getTownsInfo()) { if(cb->canBuildStructure(t, BuildingID::MARKETPLACE) == EBuildingState::ALLOWED) return sptr (Goals::BuildThis(BuildingID::MARKETPLACE, t)); } } 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 * (cb->getResourceAmount(i) / toGive); } if(howManyCanWeBuy + cb->getResourceAmount(static_cast(resID)) >= value) { auto backObj = cb->getTopObj(m->o->visitablePos()); //it'll be a hero if we have one there; otherwise marketplace assert(backObj); if (backObj->tempOwner != ai->playerID) { return sptr (Goals::GetObj(m->o->id.getNum())); } else { return sptr (Goals::GetObj(m->o->id.getNum()).setisElementar(true)); } } } return sptr (setisElementar(true)); //all the conditions for trade are met } TSubgoal GatherTroops::whatToDoToAchieve() { std::vector dwellings; for(const CGTownInstance *t : cb->getTownsInfo()) { 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 { dwellings.push_back(t); } else { return sptr (Goals::BuildThis(bid, t)); } } } for (auto obj : ai->visitableObjs) { if (obj->ID != Obj::CREATURE_GENERATOR1) //TODO: what with other creature generators? continue; auto d = dynamic_cast(obj); for (auto creature : d->creatures) { if (creature.first) //there are more than 0 creatures avaliabe { for (auto type : creature.second) { if (type == objid && ai->freeResources().canAfford(VLC->creh->creatures[type]->cost)) dwellings.push_back(d); } } } } if (dwellings.size()) { boost::sort(dwellings, isCloser); return sptr (Goals::GetObj(dwellings.front()->id.getNum())); } else return sptr (Goals::Explore()); //TODO: exchange troops between heroes } 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 objs; for (auto obj : ai->visitableObjs) { if (conquerable(obj)) objs.push_back (obj); } for (auto h : cb->getHeroesInfo()) { SectorMap sm(h); 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) //double loop, performance risk? { auto t = sm.firstTileToGet(h, obj->visitablePos()); //we assume that no more than one tile on the way is guarded if (ai->canReachTile(h, t)) ret.push_back (sptr(Goals::ClearWayTo(obj->visitablePos(), h).setisAbstract(true))); } } if (!objs.empty() && ai->canRecruitAnyHero()) //probably no point to recruit hero if we see no objects to capture ret.push_back (sptr(Goals::RecruitHero())); if (ret.empty()) ret.push_back (sptr(Goals::Explore())); //we need to find an enemy return ret; } TSubgoal Build::whatToDoToAchieve() { return iAmElementar(); } TSubgoal Invalid::whatToDoToAchieve() { return iAmElementar(); } std::string GatherArmy::completeMessage() const { return "Hero " + hero.get()->name + " gathered army of value " + boost::lexical_cast(value); } TSubgoal GatherArmy::whatToDoToAchieve() { //TODO: find hero if none set assert(hero.h); return fh->chooseSolution (getAllPossibleSubgoals()); //find dwelling. use current hero to prevent him from doing nothing. } TGoalVec GatherArmy::getAllPossibleSubgoals() { //get all possible towns, heroes and dwellings we may use TGoalVec ret; //TODO: include evaluation of monsters gather in calculation for (auto t : cb->getTownsInfo()) { auto pos = t->visitablePos(); if (ai->isAccessibleForHero(pos, hero)) { if(!t->visitingHero && howManyReinforcementsCanGet(hero,t)) { if (!vstd::contains (ai->townVisitsThisWeek[hero], t)) ret.push_back (sptr (Goals::VisitTile(pos).sethero(hero))); } auto bid = ai->canBuildAnyStructure(t, std::vector (unitsSource, unitsSource + ARRAY_COUNT(unitsSource)), 8 - cb->getDate(Date::DAY_OF_WEEK)); if (bid != BuildingID::NONE) ret.push_back (sptr(BuildThis(bid, t))); } } auto otherHeroes = cb->getHeroesInfo(); auto heroDummy = hero; erase_if(otherHeroes, [heroDummy](const CGHeroInstance * h) { return (h == heroDummy.h || !ai->isAccessibleForHero(heroDummy->visitablePos(), h, true) || !ai->canGetArmy(heroDummy.h, h) || ai->getGoal(h)->goalType == Goals::GATHER_ARMY); }); for (auto h : otherHeroes) { ret.push_back (sptr (Goals::VisitHero(h->id.getNum()).setisAbstract(true).sethero(hero))); //go to the other hero if we are faster ret.push_back (sptr (Goals::VisitHero(hero->id.getNum()).setisAbstract(true).sethero(h))); //let the other hero come to us } std::vector 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(obj); for(auto & creLevel : dwelling->creatures) { if(creLevel.first) { for(auto & creatureID : creLevel.second) { auto creature = VLC->creh->creatures[creatureID]; if (ai->freeResources().canAfford(creature->cost)) objs.push_back(obj); } } } } } } for(auto h : cb->getHeroesInfo()) { for (auto obj : objs) { //find safe dwelling auto pos = obj->visitablePos(); if (ai->isGoodForVisit(obj, h)) ret.push_back (sptr (Goals::VisitTile(pos).sethero(h))); } } if (ai->canRecruitAnyHero()) //this is not stupid in early phase of game ret.push_back (sptr(Goals::RecruitHero())); if (ret.empty()) { if (hero == ai->primaryHero() || value >= 1.1f) ret.push_back (sptr(Goals::Explore())); else //workaround to break loop - seemingly there are no ways to explore left throw goalFulfilledException (sptr(Goals::GatherArmy(0).sethero(hero))); } return ret; } //TSubgoal AbstractGoal::whatToDoToAchieve() //{ // logAi->debugStream() << boost::format("Decomposing goal of type %s") % name(); // return sptr (Goals::Explore()); //} TSubgoal AbstractGoal::goVisitOrLookFor(const CGObjectInstance *obj) { if(obj) return sptr (Goals::GetObj(obj->id.getNum())); else return sptr (Goals::Explore()); } TSubgoal AbstractGoal::lookForArtSmart(int aid) { return sptr (Goals::Invalid()); } bool AbstractGoal::invalid() const { return goalType == INVALID; } void AbstractGoal::accept (VCAI * ai) { ai->tryRealize(*this); } template void CGoal::accept (VCAI * ai) { ai->tryRealize(static_cast(*this)); //casting enforces template instantiation } float AbstractGoal::accept (FuzzyHelper * f) { return f->evaluate(*this); } template float CGoal::accept (FuzzyHelper * f) { return f->evaluate(static_cast(*this)); //casting enforces template instantiation }