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91 lines
2.1 KiB
C++
91 lines
2.1 KiB
C++
/*
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* Conquer.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 "../AIUtility.h"
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#include "../AIhelper.h"
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#include "../FuzzyHelper.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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extern boost::thread_specific_ptr<CCallback> cb;
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extern boost::thread_specific_ptr<VCAI> ai;
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extern FuzzyHelper * fh;
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using namespace Goals;
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bool Conquer::operator==(const Conquer & other) const
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{
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return other.hero.h == hero.h;
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}
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TSubgoal Conquer::whatToDoToAchieve()
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{
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logAi->trace("Entering goal CONQUER");
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return fh->chooseSolution(getAllPossibleSubgoals());
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}
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TGoalVec Conquer::getAllPossibleSubgoals()
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{
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TGoalVec ret;
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auto conquerable = [](const CGObjectInstance * obj) -> bool
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{
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if(cb->getPlayerRelations(ai->playerID, obj->tempOwner) == PlayerRelations::ENEMIES)
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{
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switch(obj->ID.num)
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{
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case Obj::TOWN:
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case Obj::HERO:
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case Obj::CREATURE_GENERATOR1:
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case Obj::MINE: //TODO: check ai->knownSubterraneanGates
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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::vector<const CGObjectInstance *> objs;
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for(auto obj : ai->visitableObjs)
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{
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if(conquerable(obj))
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objs.push_back(obj);
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}
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for(auto h : cb->getHeroesInfo())
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{
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std::vector<const CGObjectInstance *> ourObjs(objs); //copy common objects
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for(auto obj : ai->reservedHeroesMap[h]) //add objects reserved by this hero
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{
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if(conquerable(obj))
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ourObjs.push_back(obj);
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}
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for(auto obj : ourObjs)
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{
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auto waysToGo = ai->ah->howToVisitObj(h, ObjectIdRef(obj));
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vstd::concatenate(ret, waysToGo);
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}
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}
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if(!objs.empty() && ai->canRecruitAnyHero()) //probably no point to recruit hero if we see no objects to capture
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ret.push_back(sptr(RecruitHero()));
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if(ret.empty())
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ret.push_back(sptr(Explore())); //we need to find an enemy
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return ret;
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}
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