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vcmi/AI/Nullkiller/Goals/GatherTroops.cpp
2021-07-26 21:02:50 +03:00

139 lines
3.5 KiB
C++

/*
* 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 "../../../lib/mapping/CMap.h" //for victory conditions
#include "../../../lib/CPathfinder.h"
#include "../../../lib/StringConstants.h"
extern boost::thread_specific_ptr<CCallback> cb;
extern boost::thread_specific_ptr<VCAI> ai;
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->name);
//
// throw goalFulfilledException(sptr(*this));
// }
// }
//
// return sptr(Invalid());
//}
//
//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->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) && 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<const CGDwelling *>(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->creatures[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
//}