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vcmi/AI/VCAI/Goals/Conquer.cpp
2023-08-25 13:38:02 +03:00

84 lines
1.9 KiB
C++

/*
* 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<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;
}