mirror of
https://github.com/vcmi/vcmi.git
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1514 lines
42 KiB
C++
1514 lines
42 KiB
C++
/*
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* Goals.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "Goals.h"
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#include "VCAI.h"
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#include "Fuzzy.h"
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#include "ResourceManager.h"
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#include "BuildingManager.h"
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#include "../../lib/mapping/CMap.h" //for victory conditions
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#include "../../lib/CPathfinder.h"
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#include "../../lib/StringConstants.h"
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#include "AIhelper.h"
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extern boost::thread_specific_ptr<CCallback> cb;
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extern boost::thread_specific_ptr<VCAI> ai;
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extern boost::thread_specific_ptr<AIhelper> ah;
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extern FuzzyHelper * fh;
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using namespace Goals;
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TSubgoal Goals::sptr(const AbstractGoal & tmp)
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{
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TSubgoal ptr;
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ptr.reset(tmp.clone());
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return ptr;
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}
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std::string Goals::AbstractGoal::name() const //TODO: virtualize
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{
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std::string desc;
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switch(goalType)
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{
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case INVALID:
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return "INVALID";
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case WIN:
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return "WIN";
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case DO_NOT_LOSE:
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return "DO NOT LOOSE";
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case CONQUER:
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return "CONQUER";
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case BUILD:
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return "BUILD";
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case EXPLORE:
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desc = "EXPLORE";
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break;
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case GATHER_ARMY:
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desc = "GATHER ARMY";
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break;
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case BUY_ARMY:
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return "BUY ARMY";
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break;
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case BOOST_HERO:
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desc = "BOOST_HERO (unsupported)";
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break;
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case RECRUIT_HERO:
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return "RECRUIT HERO";
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case BUILD_STRUCTURE:
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return "BUILD STRUCTURE";
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case COLLECT_RES:
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desc = "COLLECT RESOURCE " + GameConstants::RESOURCE_NAMES[resID] + " (" + boost::lexical_cast<std::string>(value) + ")";
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break;
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case TRADE:
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{
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auto obj = cb->getObjInstance(ObjectInstanceID(objid));
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if (obj)
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desc = (boost::format("TRADE %d of %s at %s") % value % GameConstants::RESOURCE_NAMES[resID] % obj->getObjectName()).str();
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}
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break;
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case GATHER_TROOPS:
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desc = "GATHER TROOPS";
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break;
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case GET_OBJ:
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{
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auto obj = cb->getObjInstance(ObjectInstanceID(objid));
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if(obj)
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desc = "GET OBJ " + obj->getObjectName();
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}
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break;
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case FIND_OBJ:
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desc = "FIND OBJ " + boost::lexical_cast<std::string>(objid);
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break;
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case VISIT_HERO:
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{
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auto obj = cb->getObjInstance(ObjectInstanceID(objid));
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if(obj)
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desc = "VISIT HERO " + obj->getObjectName();
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}
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break;
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case GET_ART_TYPE:
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desc = "GET ARTIFACT OF TYPE " + VLC->arth->artifacts[aid]->Name();
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break;
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case ISSUE_COMMAND:
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return "ISSUE COMMAND (unsupported)";
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case VISIT_TILE:
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desc = "VISIT TILE " + tile.toString();
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break;
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case CLEAR_WAY_TO:
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desc = "CLEAR WAY TO " + tile.toString();
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break;
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case DIG_AT_TILE:
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desc = "DIG AT TILE " + tile.toString();
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break;
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default:
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return boost::lexical_cast<std::string>(goalType);
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}
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if(hero.get(true)) //FIXME: used to crash when we lost hero and failed goal
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desc += " (" + hero->name + ")";
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return desc;
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}
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//TODO: virtualize if code gets complex?
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bool Goals::AbstractGoal::operator==(AbstractGoal & g)
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{
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if(g.goalType != goalType)
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return false;
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if(g.isElementar != isElementar) //elementar goals fulfill long term non-elementar goals (VisitTile)
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return false;
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switch(goalType)
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{
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//no parameters
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case INVALID:
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case WIN:
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case DO_NOT_LOSE:
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case RECRUIT_HERO: //overloaded
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return true;
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break;
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//assigned to hero, no parameters
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case CONQUER:
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case EXPLORE:
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case BOOST_HERO:
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return g.hero.h == hero.h; //how comes HeroPtrs are equal for different heroes?
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break;
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case GATHER_ARMY: //actual value is indifferent
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return (g.hero.h == hero.h || town == g.town); //TODO: gather army for town maybe?
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break;
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//assigned hero and tile
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case VISIT_TILE:
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case CLEAR_WAY_TO:
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case DIG_AT_TILE:
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return (g.hero.h == hero.h && g.tile == tile);
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break;
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//assigned hero and object
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case GET_OBJ:
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case FIND_OBJ: //TODO: use subtype?
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case VISIT_HERO:
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case GET_ART_TYPE:
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return (g.hero.h == hero.h && g.objid == objid);
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break;
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case BUILD_STRUCTURE:
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return (town == g.town && bid == g.bid); //build specific structure in specific town
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break;
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//no check atm
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case COLLECT_RES:
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case TRADE: //TODO
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return (resID == g.resID); //every hero may collect resources
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break;
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case GATHER_TROOPS:
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case ISSUE_COMMAND:
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case BUILD: //TODO: should be decomposed to build specific structures
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default:
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return false;
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}
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}
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//TODO: find out why the following are not generated automatically on MVS?
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namespace Goals
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{
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template<>
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void CGoal<Win>::accept(VCAI * ai)
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{
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ai->tryRealize(static_cast<Win &>(*this));
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}
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template<>
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void CGoal<Build>::accept(VCAI * ai)
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{
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ai->tryRealize(static_cast<Build &>(*this));
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}
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template<>
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float CGoal<Win>::accept(FuzzyHelper * f)
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{
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return f->evaluate(static_cast<Win &>(*this));
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}
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template<>
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float CGoal<Build>::accept(FuzzyHelper * f)
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{
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return f->evaluate(static_cast<Build &>(*this));
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}
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bool TSubgoal::operator==(const TSubgoal & rhs) const
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{
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return *get() == *rhs.get(); //comparison for Goals is overloaded, so they don't need to be identical to match
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}
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bool BuyArmy::operator==(BuyArmy & g)
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{
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//if (hero && hero != g.hero)
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// return false;
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return town == g.town;
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}
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bool BuyArmy::fulfillsMe(TSubgoal goal)
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{
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//if (hero && hero != goal->hero)
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// return false;
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return town == goal->town && goal->value >= value; //can always buy more army
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}
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TSubgoal BuyArmy::whatToDoToAchieve()
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{
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//TODO: calculate the actual cost of units instead
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TResources price;
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price[Res::GOLD] = value * 0.4f; //some approximate value
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return ah->whatToDo(price, iAmElementar()); //buy right now or gather resources
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}
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std::string BuyArmy::completeMessage() const
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{
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return boost::format("Bought army of value %d in town of %s") % value, town->name;
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}
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}
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TSubgoal Trade::whatToDoToAchieve()
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{
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return iAmElementar();
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}
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bool Trade::operator==(CollectRes & g)
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{
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if (g.resID == resID)
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if (g.value == value) //TODO: not sure if that logic is consitent
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return true;
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return false;
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}
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//TSubgoal AbstractGoal::whatToDoToAchieve()
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//{
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// logAi->debug("Decomposing goal of type %s",name());
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// return sptr (Goals::Explore());
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//}
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TSubgoal Win::whatToDoToAchieve()
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{
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auto toBool = [=](const EventCondition &)
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{
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// TODO: proper implementation
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// Right now even already fulfilled goals will be included into generated list
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// Proper check should test if event condition is already fulfilled
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// Easiest way to do this is to call CGameState::checkForVictory but this function should not be
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// used on client side or in AI code
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return false;
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};
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std::vector<EventCondition> goals;
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for(const TriggeredEvent & event : cb->getMapHeader()->triggeredEvents)
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{
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//TODO: try to eliminate human player(s) using loss conditions that have isHuman element
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if(event.effect.type == EventEffect::VICTORY)
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{
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boost::range::copy(event.trigger.getFulfillmentCandidates(toBool), std::back_inserter(goals));
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}
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}
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//TODO: instead of returning first encountered goal AI should generate list of possible subgoals
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for(const EventCondition & goal : goals)
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{
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switch(goal.condition)
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{
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case EventCondition::HAVE_ARTIFACT:
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return sptr(Goals::GetArtOfType(goal.objectType));
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case EventCondition::DESTROY:
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{
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if(goal.object)
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{
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auto obj = cb->getObj(goal.object->id);
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if(obj)
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if(obj->getOwner() == ai->playerID) //we can't capture our own object
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return sptr(Goals::Conquer());
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return sptr(Goals::GetObj(goal.object->id.getNum()));
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}
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else
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{
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// TODO: destroy all objects of type goal.objectType
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// This situation represents "kill all creatures" condition from H3
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break;
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}
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}
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case EventCondition::HAVE_BUILDING:
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{
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// TODO build other buildings apart from Grail
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// goal.objectType = buidingID to build
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// goal.object = optional, town in which building should be built
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// Represents "Improve town" condition from H3 (but unlike H3 it consists from 2 separate conditions)
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if(goal.objectType == BuildingID::GRAIL)
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{
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if(auto h = ai->getHeroWithGrail())
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{
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//hero is in a town that can host Grail
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if(h->visitedTown && !vstd::contains(h->visitedTown->forbiddenBuildings, BuildingID::GRAIL))
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{
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const CGTownInstance * t = h->visitedTown;
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return sptr(Goals::BuildThis(BuildingID::GRAIL, t).setpriority(10));
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}
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else
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{
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auto towns = cb->getTownsInfo();
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towns.erase(boost::remove_if(towns,
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[](const CGTownInstance * t) -> bool
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{
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return vstd::contains(t->forbiddenBuildings, BuildingID::GRAIL);
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}),
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towns.end());
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boost::sort(towns, CDistanceSorter(h.get()));
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if(towns.size())
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{
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return sptr(Goals::VisitTile(towns.front()->visitablePos()).sethero(h));
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}
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}
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}
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double ratio = 0;
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// maybe make this check a bit more complex? For example:
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// 0.75 -> dig randomly within 3 tiles radius
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// 0.85 -> radius now 2 tiles
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// 0.95 -> 1 tile radius, position is fully known
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// AFAIK H3 AI does something like this
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int3 grailPos = cb->getGrailPos(&ratio);
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if(ratio > 0.99)
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{
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return sptr(Goals::DigAtTile(grailPos));
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} //TODO: use FIND_OBJ
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else if(const CGObjectInstance * obj = ai->getUnvisitedObj(objWithID<Obj::OBELISK>)) //there are unvisited Obelisks
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return sptr(Goals::GetObj(obj->id.getNum()));
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else
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return sptr(Goals::Explore());
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}
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break;
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}
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case EventCondition::CONTROL:
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{
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if(goal.object)
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{
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return sptr(Goals::GetObj(goal.object->id.getNum()));
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}
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else
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{
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//TODO: control all objects of type "goal.objectType"
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// Represents H3 condition "Flag all mines"
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break;
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}
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}
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case EventCondition::HAVE_RESOURCES:
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//TODO mines? piles? marketplace?
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//save?
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return sptr(Goals::CollectRes(static_cast<Res::ERes>(goal.objectType), goal.value));
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case EventCondition::HAVE_CREATURES:
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return sptr(Goals::GatherTroops(goal.objectType, goal.value));
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case EventCondition::TRANSPORT:
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{
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//TODO. merge with bring Grail to town? So AI will first dig grail, then transport it using this goal and builds it
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// Represents "transport artifact" condition:
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// goal.objectType = type of artifact
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// goal.object = destination-town where artifact should be transported
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break;
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}
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case EventCondition::STANDARD_WIN:
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return sptr(Goals::Conquer());
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// Conditions that likely don't need any implementation
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case EventCondition::DAYS_PASSED:
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break; // goal.value = number of days for condition to trigger
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case EventCondition::DAYS_WITHOUT_TOWN:
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break; // goal.value = number of days to trigger this
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case EventCondition::IS_HUMAN:
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break; // Should be only used in calculation of candidates (see toBool lambda)
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case EventCondition::CONST_VALUE:
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break;
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case EventCondition::HAVE_0:
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case EventCondition::HAVE_BUILDING_0:
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case EventCondition::DESTROY_0:
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//TODO: support new condition format
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return sptr(Goals::Conquer());
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default:
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assert(0);
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}
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}
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return sptr(Goals::Invalid());
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}
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TSubgoal FindObj::whatToDoToAchieve()
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{
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const CGObjectInstance * o = nullptr;
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if(resID > -1) //specified
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{
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for(const CGObjectInstance * obj : ai->visitableObjs)
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{
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if(obj->ID == objid && obj->subID == resID)
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{
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o = obj;
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break; //TODO: consider multiple objects and choose best
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}
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}
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}
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else
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{
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for(const CGObjectInstance * obj : ai->visitableObjs)
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{
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if(obj->ID == objid)
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{
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o = obj;
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break; //TODO: consider multiple objects and choose best
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}
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}
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}
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if(o && ai->isAccessible(o->pos)) //we don't use isAccessibleForHero as we don't know which hero it is
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return sptr(Goals::GetObj(o->id.getNum()));
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else
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return sptr(Goals::Explore());
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}
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bool Goals::FindObj::fulfillsMe(TSubgoal goal)
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{
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if (goal->goalType == Goals::VISIT_TILE) //visiting tile visits object at same time
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{
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if (!hero || hero == goal->hero)
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for (auto obj : cb->getVisitableObjs(goal->tile)) //check if any object on that tile matches criteria
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if (obj->visitablePos() == goal->tile) //object could be removed
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if (obj->ID == objid && obj->subID == resID) //same type and subtype
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return true;
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}
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return false;
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}
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std::string GetObj::completeMessage() const
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{
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return "hero " + hero.get()->name + " captured Object ID = " + boost::lexical_cast<std::string>(objid);
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}
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TSubgoal GetObj::whatToDoToAchieve()
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{
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const CGObjectInstance * obj = cb->getObj(ObjectInstanceID(objid));
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if(!obj)
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return sptr(Goals::Explore());
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if(obj->tempOwner == ai->playerID) //we can't capture our own object -> move to Win codition
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throw cannotFulfillGoalException("Cannot capture my own object " + obj->getObjectName());
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int3 pos = obj->visitablePos();
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if(hero)
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{
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if(ai->isAccessibleForHero(pos, hero))
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return sptr(Goals::VisitTile(pos).sethero(hero));
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}
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else
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{
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for(auto h : cb->getHeroesInfo())
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{
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if(ai->isAccessibleForHero(pos, h))
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return sptr(Goals::VisitTile(pos).sethero(h)); //we must visit object with same hero, if any
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}
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}
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return sptr(Goals::ClearWayTo(pos).sethero(hero));
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}
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bool GetObj::fulfillsMe(TSubgoal goal)
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{
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if(goal->goalType == Goals::VISIT_TILE) //visiting tile visits object at same time
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{
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if (!hero || hero == goal->hero)
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{
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auto obj = cb->getObj(ObjectInstanceID(objid));
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if (obj && obj->visitablePos() == goal->tile) //object could be removed
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return true;
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}
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}
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return false;
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}
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std::string VisitHero::completeMessage() const
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{
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return "hero " + hero.get()->name + " visited hero " + boost::lexical_cast<std::string>(objid);
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}
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TSubgoal VisitHero::whatToDoToAchieve()
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{
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const CGObjectInstance * obj = cb->getObj(ObjectInstanceID(objid));
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if(!obj)
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return sptr(Goals::Explore());
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int3 pos = obj->visitablePos();
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if(hero && ai->isAccessibleForHero(pos, hero, true) && isSafeToVisit(hero, pos)) //enemy heroes can get reinforcements
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{
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if(hero->pos == pos)
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logAi->error("Hero %s tries to visit himself.", hero.name);
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else
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{
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//can't use VISIT_TILE here as tile appears blocked by target hero
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//FIXME: elementar goal should not be abstract
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return sptr(Goals::VisitHero(objid).sethero(hero).settile(pos).setisElementar(true));
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}
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}
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return sptr(Goals::Invalid());
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}
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bool VisitHero::fulfillsMe(TSubgoal goal)
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{
|
|
//TODO: VisitObj shoudl not be used for heroes, but...
|
|
if(goal->goalType == Goals::VISIT_TILE)
|
|
{
|
|
auto obj = cb->getObj(ObjectInstanceID(objid));
|
|
if (!obj)
|
|
{
|
|
logAi->error("Hero %s: VisitHero::fulfillsMe at %s: object %d not found", hero.name, goal->tile.toString(), objid);
|
|
return false;
|
|
}
|
|
return obj->visitablePos() == goal->tile;
|
|
}
|
|
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->error("Clear way should be used with visible tiles!");
|
|
return sptr(Goals::Explore());
|
|
}
|
|
|
|
return (fh->chooseSolution(getAllPossibleSubgoals()));
|
|
}
|
|
|
|
bool Goals::ClearWayTo::fulfillsMe(TSubgoal goal)
|
|
{
|
|
if (goal->goalType == Goals::VISIT_TILE)
|
|
{
|
|
if (!hero || hero == goal->hero)
|
|
return tile == goal->tile;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
TGoalVec ClearWayTo::getAllPossibleSubgoals()
|
|
{
|
|
TGoalVec ret;
|
|
|
|
std::vector<const CGHeroInstance *> 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
|
|
|
|
auto sm = ai->getCachedSectorMap(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->error("%s stands in the way of %s", topObj->getObjectName(), h->getObjectName());
|
|
}
|
|
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->debug("Quest guard blocks the way to %s", tile.toString());
|
|
continue; //do not access quets guard if we can't complete the quest
|
|
}
|
|
}
|
|
}
|
|
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->warn("There is no known way to clear the way to tile %s", tile.toString());
|
|
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<const CGHeroInstance *> heroes;
|
|
|
|
if(hero)
|
|
{
|
|
heroes.push_back(hero.h);
|
|
}
|
|
else
|
|
{
|
|
//heroes = ai->getUnblockedHeroes();
|
|
heroes = cb->getHeroesInfo();
|
|
vstd::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<const CGObjectInstance *> 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:
|
|
objs.push_back(obj);
|
|
break;
|
|
case Obj::MONOLITH_ONE_WAY_ENTRANCE:
|
|
case Obj::MONOLITH_TWO_WAY:
|
|
case Obj::SUBTERRANEAN_GATE:
|
|
auto tObj = dynamic_cast<const CGTeleport *>(obj);
|
|
assert(ai->knownTeleportChannels.find(tObj->channel) != ai->knownTeleportChannels.end());
|
|
if(TeleportChannel::IMPASSABLE != ai->knownTeleportChannels[tObj->channel]->passability)
|
|
objs.push_back(obj);
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
switch(obj->ID.num)
|
|
{
|
|
case Obj::MONOLITH_TWO_WAY:
|
|
case Obj::SUBTERRANEAN_GATE:
|
|
auto tObj = dynamic_cast<const CGTeleport *>(obj);
|
|
if(TeleportChannel::IMPASSABLE == ai->knownTeleportChannels[tObj->channel]->passability)
|
|
break;
|
|
for(auto exit : ai->knownTeleportChannels[tObj->channel]->exits)
|
|
{
|
|
if(!cb->getObj(exit))
|
|
{ // Always attempt to visit two-way teleports if one of channel exits is not visible
|
|
objs.push_back(obj);
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
auto primaryHero = ai->primaryHero().h;
|
|
for(auto h : heroes)
|
|
{
|
|
auto sm = ai->getCachedSectorMap(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->isTileNotReserved(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
|
|
{
|
|
//FIXME: possible issues when gathering army to break
|
|
if(hero.h == h || //exporation is assigned to this hero
|
|
(!hero && h == primaryHero)) //not assigned to specific hero, let our main hero do the job
|
|
{
|
|
t = ai->explorationDesperate(h); //check this only ONCE, high cost
|
|
if (t.valid()) //don't waste time if we are completely blocked
|
|
{
|
|
ret.push_back(sptr(Goals::ClearWayTo(t, h).setisAbstract(true)));
|
|
continue;
|
|
}
|
|
}
|
|
ai->markHeroUnableToExplore(h); //there is no freely accessible tile, do not poll this hero anymore
|
|
}
|
|
}
|
|
//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).setpriority(2));
|
|
|
|
TResources res;
|
|
res[Res::GOLD] = GameConstants::HERO_GOLD_COST;
|
|
return ah->whatToDo(res, iAmElementar()); //either buy immediately, or collect res
|
|
}
|
|
|
|
bool Goals::RecruitHero::operator==(RecruitHero & g)
|
|
{
|
|
//TODO: check town and hero
|
|
return true; //for now, recruiting any hero will do
|
|
}
|
|
|
|
std::string VisitTile::completeMessage() const
|
|
{
|
|
return "Hero " + hero.get()->name + " visited tile " + tile.toString();
|
|
}
|
|
|
|
TSubgoal VisitTile::whatToDoToAchieve()
|
|
{
|
|
auto ret = fh->chooseSolution(getAllPossibleSubgoals());
|
|
|
|
if(ret->hero)
|
|
{
|
|
if(isSafeToVisit(ret->hero, tile) && ai->isAccessibleForHero(tile, ret->hero))
|
|
{
|
|
if(cb->getTile(tile)->topVisitableId().num == Obj::TOWN) //if target is town, fuzzy system will use additional "estimatedReward" variable to increase priority a bit
|
|
ret->objid = Obj::TOWN; //TODO: move to getObj eventually and add appropiate logic there
|
|
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<const CGHeroInstance *> 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 = vstd::frontOrNull(cb->getVisitableObjs(tile));
|
|
if(obj && obj->ID == Obj::HERO && obj->tempOwner == ai->playerID) //our own hero stands on that tile
|
|
{
|
|
if(hero.get(true) && hero->id == obj->id) //if it's assigned hero, visit tile. If it's different hero, we can't visit tile now
|
|
ret.push_back(sptr(Goals::VisitTile(tile).sethero(dynamic_cast<const CGHeroInstance *>(obj)).setisElementar(true)));
|
|
else
|
|
throw cannotFulfillGoalException("Tile is already occupied by another hero "); //FIXME: we should give up this tile earlier
|
|
}
|
|
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 = vstd::frontOrNull(cb->getVisitableObjs(tile));
|
|
if(firstObj && firstObj->ID == Obj::HERO && firstObj->tempOwner == ai->playerID) //we have hero at dest
|
|
{
|
|
const CGHeroInstance * h = dynamic_cast<const CGHeroInstance *>(firstObj);
|
|
sethero(h).setisElementar(true);
|
|
return sptr(*this);
|
|
}
|
|
|
|
return sptr(Goals::VisitTile(tile));
|
|
}
|
|
|
|
TSubgoal BuildThis::whatToDoToAchieve()
|
|
{
|
|
auto b = BuildingID(bid);
|
|
|
|
// find town if not set
|
|
if (!town && hero)
|
|
town = hero->visitedTown;
|
|
|
|
if (!town)
|
|
{
|
|
for (const CGTownInstance * t : cb->getTownsInfo())
|
|
{
|
|
switch (cb->canBuildStructure(town, b))
|
|
{
|
|
case EBuildingState::ALLOWED:
|
|
town = t;
|
|
break; //TODO: look for prerequisites? this is not our reponsibility
|
|
default:
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
if (town) //we have specific town to build this
|
|
{
|
|
auto res = town->town->buildings.at(BuildingID(bid))->resources;
|
|
return ah->whatToDo(res, iAmElementar()); //realize immediately or gather resources
|
|
}
|
|
else
|
|
throw cannotFulfillGoalException("Cannot find town to build this");
|
|
}
|
|
|
|
TGoalVec Goals::CollectRes::getAllPossibleSubgoals()
|
|
{
|
|
TGoalVec ret;
|
|
|
|
auto givesResource = [this](const CGObjectInstance * obj) -> bool
|
|
{
|
|
//TODO: move this logic to object side
|
|
//TODO: remember mithril exists
|
|
//TODO: water objects
|
|
//TODO: Creature banks
|
|
|
|
//return false first from once-visitable, before checking if they were even visited
|
|
switch (obj->ID.num)
|
|
{
|
|
case Obj::TREASURE_CHEST:
|
|
return resID == Res::GOLD;
|
|
break;
|
|
case Obj::RESOURCE:
|
|
return obj->subID == resID;
|
|
break;
|
|
case Obj::MINE:
|
|
return (obj->subID == resID &&
|
|
(cb->getPlayerRelations(obj->tempOwner, ai->playerID) == PlayerRelations::ENEMIES)); //don't capture our mines
|
|
break;
|
|
case Obj::CAMPFIRE:
|
|
return true; //contains all resources
|
|
break;
|
|
case Obj::WINDMILL:
|
|
switch (resID)
|
|
{
|
|
case Res::GOLD:
|
|
case Res::WOOD:
|
|
return false;
|
|
}
|
|
break;
|
|
case Obj::WATER_WHEEL:
|
|
if (resID != Res::GOLD)
|
|
return false;
|
|
break;
|
|
case Obj::MYSTICAL_GARDEN:
|
|
if ((resID != Res::GOLD) && (resID != Res::GEMS))
|
|
return false;
|
|
break;
|
|
case Obj::LEAN_TO:
|
|
case Obj::WAGON:
|
|
if (resID != Res::GOLD)
|
|
return false;
|
|
break;
|
|
default:
|
|
return false;
|
|
break;
|
|
}
|
|
return !vstd::contains(ai->alreadyVisited, obj); //for weekly / once visitable
|
|
};
|
|
|
|
std::vector<const CGObjectInstance *> objs;
|
|
for (auto obj : ai->visitableObjs)
|
|
{
|
|
if (givesResource(obj))
|
|
objs.push_back(obj);
|
|
}
|
|
for (auto h : cb->getHeroesInfo())
|
|
{
|
|
auto sm = ai->getCachedSectorMap(h);
|
|
std::vector<const CGObjectInstance *> ourObjs(objs); //copy common objects
|
|
|
|
for (auto obj : ai->reservedHeroesMap[h]) //add objects reserved by this hero
|
|
{
|
|
if (givesResource(obj))
|
|
ourObjs.push_back(obj);
|
|
}
|
|
for (auto obj : ourObjs)
|
|
{
|
|
int3 dest = obj->visitablePos();
|
|
auto t = sm->firstTileToGet(h, dest); //we assume that no more than one tile on the way is guarded
|
|
if (t.valid()) //we know any path at all
|
|
{
|
|
if (ai->isTileNotReserved(h, t)) //no other hero wants to conquer that tile
|
|
{
|
|
if (isSafeToVisit(h, dest))
|
|
{
|
|
if (dest != t) //there is something blocking our way
|
|
ret.push_back(sptr(Goals::ClearWayTo(dest, h).setisAbstract(true)));
|
|
else
|
|
ret.push_back(sptr(Goals::VisitTile(dest).sethero(h).setisAbstract(true)));
|
|
}
|
|
else //we need to get army in order to pick that object
|
|
ret.push_back(sptr(Goals::GatherArmy(evaluateDanger(dest, h) * SAFE_ATTACK_CONSTANT).sethero(h).setisAbstract(true)));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
TSubgoal CollectRes::whatToDoToAchieve()
|
|
{
|
|
auto goals = getAllPossibleSubgoals();
|
|
auto trade = whatToDoToTrade();
|
|
if (!trade->invalid())
|
|
goals.push_back(trade);
|
|
|
|
if (goals.empty())
|
|
return sptr(Goals::Explore()); //we can always do that
|
|
else
|
|
return fh->chooseSolution(goals); //TODO: evaluate trading
|
|
}
|
|
|
|
TSubgoal Goals::CollectRes::whatToDoToTrade()
|
|
{
|
|
std::vector<const IMarket *> markets;
|
|
|
|
std::vector<const CGObjectInstance *> visObjs;
|
|
ai->retrieveVisitableObjs(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)
|
|
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
|
|
{
|
|
if (!(market->o->ID == Obj::TOWN && market->o->tempOwner == ai->playerID))
|
|
{
|
|
if (!ai->isAccessible(market->o->visitablePos()))
|
|
return true;
|
|
}
|
|
return false;
|
|
}), 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).setpriority(2));
|
|
}
|
|
}
|
|
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 * (ah->freeResources()[i] / toGive);
|
|
}
|
|
|
|
if (howManyCanWeBuy >= value)
|
|
{
|
|
auto backObj = cb->getTopObj(m->o->visitablePos()); //it'll be a hero if we have one there; otherwise marketplace
|
|
assert(backObj);
|
|
auto objid = m->o->id.getNum();
|
|
if (backObj->tempOwner != ai->playerID) //top object not owned
|
|
{
|
|
return sptr(Goals::GetObj(objid)); //just go there
|
|
}
|
|
else //either it's our town, or we have hero there
|
|
{
|
|
Goals::Trade trade(resID, value, objid);
|
|
return sptr(trade.setisElementar(true)); //we can do this immediately - highest priority
|
|
}
|
|
}
|
|
}
|
|
return sptr(Goals::Invalid()); //cannot trade
|
|
}
|
|
|
|
bool CollectRes::fulfillsMe(TSubgoal goal)
|
|
{
|
|
if (goal->resID == resID)
|
|
if (goal->value >= value)
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
bool Goals::CollectRes::operator==(CollectRes & g)
|
|
{
|
|
if (g.resID == resID)
|
|
if (g.value == value) //TODO: not sure if that logic is consitent
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
TSubgoal GatherTroops::whatToDoToAchieve()
|
|
{
|
|
std::vector<const CGDwelling *> 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).setpriority(priority));
|
|
}
|
|
}
|
|
}
|
|
for(auto obj : ai->visitableObjs)
|
|
{
|
|
if(obj->ID != Obj::CREATURE_GENERATOR1) //TODO: what with other creature generators?
|
|
continue;
|
|
|
|
auto d = dynamic_cast<const CGDwelling *>(obj);
|
|
for(auto creature : d->creatures)
|
|
{
|
|
if(creature.first) //there are more than 0 creatures avaliabe
|
|
{
|
|
for(auto type : creature.second)
|
|
{
|
|
if(type == objid && ah->freeResources().canAfford(VLC->creh->creatures[type]->cost))
|
|
dwellings.push_back(d);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if(dwellings.size())
|
|
{
|
|
typedef std::map<const CGHeroInstance *, const CGDwelling *> TDwellMap;
|
|
|
|
// sorted helper
|
|
auto comparator = [](const TDwellMap::value_type & a, const TDwellMap::value_type & b) -> bool
|
|
{
|
|
const CGPathNode * ln = ai->myCb->getPathsInfo(a.first)->getPathInfo(a.second->visitablePos());
|
|
const CGPathNode * rn = ai->myCb->getPathsInfo(b.first)->getPathInfo(b.second->visitablePos());
|
|
|
|
if(ln->turns != rn->turns)
|
|
return ln->turns < rn->turns;
|
|
|
|
return (ln->moveRemains > rn->moveRemains);
|
|
};
|
|
|
|
// for all owned heroes generate map <hero -> nearest dwelling>
|
|
TDwellMap nearestDwellings;
|
|
for(const CGHeroInstance * hero : cb->getHeroesInfo(true))
|
|
{
|
|
nearestDwellings[hero] = *boost::range::min_element(dwellings, CDistanceSorter(hero));
|
|
}
|
|
if(nearestDwellings.size())
|
|
{
|
|
// find hero who is nearest to a dwelling
|
|
const CGDwelling * nearest = boost::range::min_element(nearestDwellings, comparator)->second;
|
|
if(!nearest)
|
|
throw cannotFulfillGoalException("Cannot find nearest dwelling!");
|
|
|
|
return sptr(Goals::GetObj(nearest->id.getNum()));
|
|
}
|
|
else
|
|
return sptr(Goals::Explore());
|
|
}
|
|
else
|
|
{
|
|
return sptr(Goals::Explore());
|
|
}
|
|
//TODO: exchange troops between heroes
|
|
}
|
|
|
|
bool Goals::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;
|
|
}
|
|
|
|
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<const CGObjectInstance *> objs;
|
|
for(auto obj : ai->visitableObjs)
|
|
{
|
|
if(conquerable(obj))
|
|
objs.push_back(obj);
|
|
}
|
|
|
|
for(auto h : cb->getHeroesInfo())
|
|
{
|
|
auto sm = ai->getCachedSectorMap(h);
|
|
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)
|
|
{
|
|
int3 dest = obj->visitablePos();
|
|
auto t = sm->firstTileToGet(h, dest); //we assume that no more than one tile on the way is guarded
|
|
if(t.valid()) //we know any path at all
|
|
{
|
|
if(ai->isTileNotReserved(h, t)) //no other hero wants to conquer that tile
|
|
{
|
|
if(isSafeToVisit(h, dest))
|
|
{
|
|
if(dest != t) //there is something blocking our way
|
|
ret.push_back(sptr(Goals::ClearWayTo(dest, h).setisAbstract(true)));
|
|
else
|
|
{
|
|
if(obj->ID.num == Obj::HERO) //enemy hero may move to other position
|
|
{
|
|
ret.push_back(sptr(Goals::VisitHero(obj->id.getNum()).sethero(h).setisAbstract(true)));
|
|
}
|
|
else //just visit that tile
|
|
{
|
|
if(obj->ID.num == Obj::TOWN)
|
|
//if target is town, fuzzy system will use additional "estimatedReward" variable to increase priority a bit
|
|
ret.push_back(sptr(Goals::VisitTile(dest).sethero(h).setobjid(obj->ID.num).setisAbstract(true))); //TODO: change to getObj eventually and and move appropiate logic there
|
|
else
|
|
ret.push_back(sptr(Goals::VisitTile(dest).sethero(h).setisAbstract(true)));
|
|
}
|
|
}
|
|
}
|
|
else //we need to get army in order to conquer that place
|
|
ret.push_back(sptr(Goals::GatherArmy(evaluateDanger(dest, h) * SAFE_ATTACK_CONSTANT).sethero(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();
|
|
}
|
|
|
|
bool Goals::Build::fulfillsMe(TSubgoal goal)
|
|
{
|
|
if (goal->goalType == Goals::BUILD || goal->goalType == Goals::BUILD_STRUCTURE)
|
|
return (!town || town == goal->town); //building anything will do, in this town if set
|
|
else
|
|
return false;
|
|
}
|
|
|
|
TSubgoal Invalid::whatToDoToAchieve()
|
|
{
|
|
return iAmElementar();
|
|
}
|
|
|
|
std::string GatherArmy::completeMessage() const
|
|
{
|
|
return "Hero " + hero.get()->name + " gathered army of value " + boost::lexical_cast<std::string>(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.
|
|
}
|
|
|
|
static const BuildingID unitsSource[] = { BuildingID::DWELL_LVL_1, BuildingID::DWELL_LVL_2, BuildingID::DWELL_LVL_3,
|
|
BuildingID::DWELL_LVL_4, BuildingID::DWELL_LVL_5, BuildingID::DWELL_LVL_6, BuildingID::DWELL_LVL_7};
|
|
|
|
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))
|
|
{
|
|
//grab army from town
|
|
if(!t->visitingHero && howManyReinforcementsCanGet(hero, t))
|
|
{
|
|
if(!vstd::contains(ai->townVisitsThisWeek[hero], t))
|
|
ret.push_back(sptr(Goals::VisitTile(pos).sethero(hero)));
|
|
}
|
|
//buy army in town
|
|
if (!t->visitingHero || t->visitingHero != hero.get(true))
|
|
{
|
|
ui32 val = std::min<ui32>(value, howManyReinforcementsCanBuy(hero, t));
|
|
if (val)
|
|
{
|
|
auto goal = sptr(Goals::BuyArmy(t, val).sethero(hero));
|
|
if (!ah->containsObjective(goal)) //avoid loops caused by reserving same objective twice
|
|
ret.push_back(goal);
|
|
}
|
|
}
|
|
//build dwelling
|
|
auto bid = ah->canBuildAnyStructure(t, std::vector<BuildingID>(unitsSource, unitsSource + ARRAY_COUNT(unitsSource)), 8 - cb->getDate(Date::DAY_OF_WEEK));
|
|
if (bid.is_initialized())
|
|
{
|
|
auto goal = sptr(BuildThis(bid.get(), t).setpriority(priority));
|
|
if (!ah->containsObjective(goal)) //avoid loops caused by reserving same objective twice
|
|
ret.push_back(goal);
|
|
}
|
|
}
|
|
}
|
|
|
|
auto otherHeroes = cb->getHeroesInfo();
|
|
auto heroDummy = hero;
|
|
vstd::erase_if(otherHeroes, [heroDummy](const CGHeroInstance * h)
|
|
{
|
|
if(h == heroDummy.h)
|
|
return true;
|
|
else if(!ai->isAccessibleForHero(heroDummy->visitablePos(), h, true))
|
|
return true;
|
|
else if(!ai->canGetArmy(heroDummy.h, h))
|
|
return true;
|
|
else if(ai->getGoal(h)->goalType == Goals::GATHER_ARMY)
|
|
return true;
|
|
else
|
|
return false;
|
|
});
|
|
for(auto h : otherHeroes)
|
|
{
|
|
// Go to the other hero if we are faster
|
|
ret.push_back(sptr(Goals::VisitHero(h->id.getNum()).setisAbstract(true).sethero(hero)));
|
|
// Let the other hero come to us
|
|
ret.push_back(sptr(Goals::VisitHero(hero->id.getNum()).setisAbstract(true).sethero(h)));
|
|
}
|
|
|
|
std::vector<const CGObjectInstance *> 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<const CGDwelling *>(obj);
|
|
for(auto & creLevel : dwelling->creatures)
|
|
{
|
|
if(creLevel.first)
|
|
{
|
|
for(auto & creatureID : creLevel.second)
|
|
{
|
|
auto creature = VLC->creh->creatures[creatureID];
|
|
if(ah->freeResources().canAfford(creature->cost))
|
|
objs.push_back(obj);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
for(auto h : cb->getHeroesInfo())
|
|
{
|
|
auto sm = ai->getCachedSectorMap(h);
|
|
for(auto obj : objs)
|
|
{
|
|
//find safe dwelling
|
|
auto pos = obj->visitablePos();
|
|
if(ai->isGoodForVisit(obj, h, *sm))
|
|
ret.push_back(sptr(Goals::VisitTile(pos).sethero(h)));
|
|
}
|
|
}
|
|
|
|
if(ai->canRecruitAnyHero() && ah->freeGold() > GameConstants::HERO_GOLD_COST) //this is not stupid in early phase of game
|
|
{
|
|
if(auto t = ai->findTownWithTavern())
|
|
{
|
|
for(auto h : cb->getAvailableHeroes(t)) //we assume that all towns have same set of heroes
|
|
{
|
|
if(h && h->getTotalStrength() > 500) //do not buy heroes with single creatures for GatherArmy
|
|
{
|
|
ret.push_back(sptr(Goals::RecruitHero()));
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if(ret.empty())
|
|
{
|
|
if(hero == ai->primaryHero() || value >= 1.1f) // FIXME: check PR388
|
|
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->debug("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<typename T>
|
|
void CGoal<T>::accept(VCAI * ai)
|
|
{
|
|
ai->tryRealize(static_cast<T &>(*this)); //casting enforces template instantiation
|
|
}
|
|
|
|
float AbstractGoal::accept(FuzzyHelper * f)
|
|
{
|
|
return f->evaluate(*this);
|
|
}
|
|
|
|
template<typename T>
|
|
float CGoal<T>::accept(FuzzyHelper * f)
|
|
{
|
|
return f->evaluate(static_cast<T &>(*this)); //casting enforces template instantiation
|
|
}
|