/* * 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 cb; extern boost::thread_specific_ptr 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() { logAi->trace("Entering 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->getNameTranslated()); 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) { if(t->visitingHero) { solutions.push_back(sptr(VisitObj(t->id.getNum()).sethero(t->visitingHero.get()))); } else { vstd::concatenate(solutions, ai->ah->howToVisitObj(t)); } continue; } auto creature = VLC->creh->objects[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) && ai->ah->freeResources().canAfford(creature->cost)) //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(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->objects[type]->cost)) vstd::concatenate(solutions, ai->ah->howToVisitObj(obj)); } } } } CreatureID creID = CreatureID(objid); vstd::erase_if(solutions, [&](TSubgoal goal)->bool { return goal->hero && !goal->hero->getSlotFor(creID).validSlot() && !goal->hero->getFreeSlot().validSlot(); }); 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; }