mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-14 10:12:59 +02:00
84 lines
1.9 KiB
C++
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;
|
|
}
|