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3dd4fa2528
Final goal (of multiple PR's) is to remove all remaining pointers from serializeable game state, and replace them with either identifiers or with shared/unique pointers. CGTownInstance::town and CGHeroInstance::type members have been removed. Now this data is computed dynamically using subID member. VLC entity of a town can now be accessed via following methods: - getFactionID() returns ID of a faction - getFaction() returns pointer to a faction - getTown() returns pointer to a town VLC entity of a hero can now be accessed via following methods: - getHeroTypeID() returns ID of a hero - getHeroClassID() returns ID of a hero class - getHeroType() returns pointer to a hero - getHeroClass() returns pointer to a hero class
163 lines
4.1 KiB
C++
163 lines
4.1 KiB
C++
/*
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* GatherTroops.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/mapObjects/CGTownInstance.h"
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#include "../../../lib/constants/StringConstants.h"
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using namespace Goals;
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bool GatherTroops::operator==(const GatherTroops & other) const
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{
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return objid == other.objid;
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}
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int GatherTroops::getCreaturesCount(const CArmedInstance * army)
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{
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int count = 0;
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for(auto stack : army->Slots())
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{
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if(objid == stack.second->getCreatureID().num)
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{
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count += stack.second->count;
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}
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}
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return count;
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}
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TSubgoal GatherTroops::whatToDoToAchieve()
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{
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logAi->trace("Entering GatherTroops::whatToDoToAchieve");
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auto heroes = cb->getHeroesInfo(true);
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for(auto hero : heroes)
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{
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if(getCreaturesCount(hero) >= this->value)
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{
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logAi->trace("Completing GATHER_TROOPS by hero %s", hero->getNameTranslated());
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throw goalFulfilledException(sptr(*this));
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}
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}
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TGoalVec solutions = getAllPossibleSubgoals();
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if(solutions.empty())
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return sptr(Explore());
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return fh->chooseSolution(solutions);
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}
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TGoalVec GatherTroops::getAllPossibleSubgoals()
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{
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TGoalVec solutions;
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for(const CGTownInstance * t : cb->getTownsInfo())
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{
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int count = getCreaturesCount(t->getUpperArmy());
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if(count >= this->value)
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{
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if(t->visitingHero)
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{
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solutions.push_back(sptr(VisitObj(t->id.getNum()).sethero(t->visitingHero.get())));
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}
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else
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{
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vstd::concatenate(solutions, ai->ah->howToVisitObj(t));
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}
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continue;
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}
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auto creature = VLC->creatures()->getByIndex(objid);
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if(t->getFactionID() == creature->getFactionID()) //TODO: how to force AI to build unupgraded creatures? :O
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{
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auto tryFindCreature = [&]() -> std::optional<std::vector<CreatureID>>
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{
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if(vstd::isValidIndex(t->getTown()->creatures, creature->getLevel() - 1))
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{
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auto itr = t->getTown()->creatures.begin();
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std::advance(itr, creature->getLevel() - 1);
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return make_optional(*itr);
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}
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return std::nullopt;
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};
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auto creatures = tryFindCreature();
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if(!creatures)
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continue;
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int upgradeNumber = vstd::find_pos(*creatures, creature->getId());
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if(upgradeNumber < 0)
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continue;
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BuildingID bid(BuildingID::DWELL_FIRST + creature->getLevel() - 1 + upgradeNumber * t->getTown()->creatures.size());
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if(t->hasBuilt(bid) && ai->ah->freeResources().canAfford(creature->getFullRecruitCost())) //this assumes only creatures with dwellings are assigned to faction
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{
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solutions.push_back(sptr(BuyArmy(t, creature->getAIValue() * this->value).setobjid(objid)));
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}
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/*else //disable random building requests for now - this code needs to know a lot of town/resource context to do more good than harm
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{
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return sptr(BuildThis(bid, t).setpriority(priority));
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}*/
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}
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}
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for(auto obj : ai->visitableObjs)
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{
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auto d = dynamic_cast<const CGDwelling *>(obj);
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if(!d || obj->ID == Obj::TOWN)
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continue;
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for(auto creature : d->creatures)
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{
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if(creature.first) //there are more than 0 creatures avaliabe
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{
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for(auto type : creature.second)
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{
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if(type.getNum() == objid && ai->ah->freeResources().canAfford(VLC->creatures()->getById(type)->getFullRecruitCost()))
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vstd::concatenate(solutions, ai->ah->howToVisitObj(obj));
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}
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}
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}
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}
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CreatureID creID = CreatureID(objid);
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vstd::erase_if(solutions, [&](TSubgoal goal)->bool
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{
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return goal->hero && !goal->hero->getSlotFor(creID).validSlot() && !goal->hero->getFreeSlot().validSlot();
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});
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return solutions;
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//TODO: exchange troops between heroes
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}
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bool GatherTroops::fulfillsMe(TSubgoal goal)
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{
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if (!hero || hero == goal->hero) //we got army for desired hero or any hero
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if (goal->objid == objid) //same creature type //TODO: consider upgrades?
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if (goal->value >= value) //notify every time we get resources?
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return true;
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return false;
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}
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