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vcmi/AI/VCAI/Goals.cpp

1648 lines
46 KiB
C++

/*
* Goals.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 "Fuzzy.h"
#include "ResourceManager.h"
#include "BuildingManager.h"
#include "../../lib/mapping/CMap.h" //for victory conditions
#include "../../lib/CPathfinder.h"
#include "../../lib/StringConstants.h"
#include "AIhelper.h"
extern boost::thread_specific_ptr<CCallback> cb;
extern boost::thread_specific_ptr<VCAI> ai;
extern boost::thread_specific_ptr<AIhelper> ah;
extern FuzzyHelper * fh;
using namespace Goals;
TSubgoal Goals::sptr(const AbstractGoal & tmp)
{
TSubgoal ptr;
ptr.reset(tmp.clone());
return ptr;
}
std::string Goals::AbstractGoal::name() const //TODO: virtualize
{
std::string desc;
switch(goalType)
{
case INVALID:
return "INVALID";
case WIN:
return "WIN";
case DO_NOT_LOSE:
return "DO NOT LOOSE";
case CONQUER:
return "CONQUER";
case BUILD:
return "BUILD";
case EXPLORE:
desc = "EXPLORE";
break;
case GATHER_ARMY:
desc = "GATHER ARMY";
break;
case BUY_ARMY:
return "BUY ARMY";
break;
case BOOST_HERO:
desc = "BOOST_HERO (unsupported)";
break;
case RECRUIT_HERO:
return "RECRUIT HERO";
case BUILD_STRUCTURE:
return "BUILD STRUCTURE";
case COLLECT_RES:
desc = "COLLECT RESOURCE " + GameConstants::RESOURCE_NAMES[resID] + " (" + boost::lexical_cast<std::string>(value) + ")";
break;
case TRADE:
{
auto obj = cb->getObjInstance(ObjectInstanceID(objid));
if (obj)
desc = (boost::format("TRADE %d of %s at %s") % value % GameConstants::RESOURCE_NAMES[resID] % obj->getObjectName()).str();
}
break;
case GATHER_TROOPS:
desc = "GATHER TROOPS";
break;
case GET_OBJ:
{
auto obj = cb->getObjInstance(ObjectInstanceID(objid));
if(obj)
desc = "GET OBJ " + obj->getObjectName();
}
break;
case FIND_OBJ:
desc = "FIND OBJ " + boost::lexical_cast<std::string>(objid);
break;
case VISIT_HERO:
{
auto obj = cb->getObjInstance(ObjectInstanceID(objid));
if(obj)
desc = "VISIT HERO " + obj->getObjectName();
}
break;
case GET_ART_TYPE:
desc = "GET ARTIFACT OF TYPE " + VLC->arth->artifacts[aid]->Name();
break;
case ISSUE_COMMAND:
return "ISSUE COMMAND (unsupported)";
case VISIT_TILE:
desc = "VISIT TILE " + tile.toString();
break;
case CLEAR_WAY_TO:
desc = "CLEAR WAY TO " + tile.toString();
break;
case DIG_AT_TILE:
desc = "DIG AT TILE " + tile.toString();
break;
default:
return boost::lexical_cast<std::string>(goalType);
}
if(hero.get(true)) //FIXME: used to crash when we lost hero and failed goal
desc += " (" + hero->name + ")";
return desc;
}
bool Goals::AbstractGoal::operator==(AbstractGoal & g)
{
/*this operator checks if goals are EQUIVALENT, ie. if they represent same objective
it does not not check isAbstract or isElementar, as this is up to VCAI decomposition logic
*/
if(g.goalType != goalType)
return false;
switch(goalType)
{
//no parameters
case INVALID:
case WIN:
case DO_NOT_LOSE:
case RECRUIT_HERO: //overloaded
return true;
break;
//assigned to hero, no parameters
case CONQUER:
case EXPLORE:
case BOOST_HERO:
return g.hero.h == hero.h; //how comes HeroPtrs are equal for different heroes?
break;
case GATHER_ARMY: //actual value is indifferent
return (g.hero.h == hero.h || town == g.town); //TODO: gather army for town maybe?
break;
//assigned hero and tile
case VISIT_TILE:
case CLEAR_WAY_TO:
case DIG_AT_TILE:
return (g.hero.h == hero.h && g.tile == tile);
break;
//assigned hero and object
case GET_OBJ:
case FIND_OBJ: //TODO: use subtype?
case VISIT_HERO:
case GET_ART_TYPE:
return (g.hero.h == hero.h && g.objid == objid);
break;
case BUILD_STRUCTURE:
return (town == g.town && bid == g.bid); //build specific structure in specific town
break;
//no check atm
case COLLECT_RES:
case TRADE: //TODO
return (resID == g.resID); //every hero may collect resources
break;
case BUILD: //abstract build is indentical, TODO: consider building anything in town
return true;
break;
case GATHER_TROOPS:
case ISSUE_COMMAND:
default:
return false;
}
}
bool Goals::AbstractGoal::operator<(AbstractGoal & g) //for std::unique
{
//TODO: make sure it gets goals consistent with == operator
if (goalType < g.goalType)
return true;
if (goalType > g.goalType)
return false;
if (hero < g.hero)
return true;
if (hero > g.hero)
return false;
if (tile < g.tile)
return true;
if (g.tile < tile)
return false;
if (objid < g.objid)
return true;
if (objid > g.objid)
return false;
if (town < g.town)
return true;
if (town > g.town)
return false;
if (value < g.value)
return true;
if (value > g.value)
return false;
if (priority < g.priority)
return true;
if (priority > g.priority)
return false;
if (resID < g.resID)
return true;
if (resID > g.resID)
return false;
if (bid < g.bid)
return true;
if (bid > g.bid)
return false;
if (aid < g.aid)
return true;
if (aid > g.aid)
return false;
return false;
}
//TODO: find out why the following are not generated automatically on MVS?
namespace Goals
{
template<>
void CGoal<Win>::accept(VCAI * ai)
{
ai->tryRealize(static_cast<Win &>(*this));
}
template<>
void CGoal<Build>::accept(VCAI * ai)
{
ai->tryRealize(static_cast<Build &>(*this));
}
template<>
float CGoal<Win>::accept(FuzzyHelper * f)
{
return f->evaluate(static_cast<Win &>(*this));
}
template<>
float CGoal<Build>::accept(FuzzyHelper * f)
{
return f->evaluate(static_cast<Build &>(*this));
}
bool TSubgoal::operator==(const TSubgoal & rhs) const
{
return *get() == *rhs.get(); //comparison for Goals is overloaded, so they don't need to be identical to match
}
bool TSubgoal::operator<(const TSubgoal & rhs) const
{
return get() < rhs.get(); //compae by value
}
bool BuyArmy::operator==(AbstractGoal & g)
{
if (g.goalType != goalType)
return false;
//if (hero && hero != g.hero)
// return false;
return town == g.town;
}
bool BuyArmy::fulfillsMe(TSubgoal goal)
{
//if (hero && hero != goal->hero)
// return false;
return town == goal->town && goal->value >= value; //can always buy more army
}
TSubgoal BuyArmy::whatToDoToAchieve()
{
//TODO: calculate the actual cost of units instead
TResources price;
price[Res::GOLD] = value * 0.4f; //some approximate value
return ah->whatToDo(price, iAmElementar()); //buy right now or gather resources
}
std::string BuyArmy::completeMessage() const
{
return boost::format("Bought army of value %d in town of %s") % value, town->name;
}
}
TSubgoal Trade::whatToDoToAchieve()
{
return iAmElementar();
}
bool Trade::operator==(AbstractGoal & g)
{
if (g.goalType != goalType)
return false;
if (g.resID == resID)
if (g.value == value) //TODO: not sure if that logic is consitent
return true;
return false;
}
//TSubgoal AbstractGoal::whatToDoToAchieve()
//{
// logAi->debug("Decomposing goal of type %s",name());
// return sptr (Goals::Explore());
//}
TSubgoal Win::whatToDoToAchieve()
{
auto toBool = [=](const EventCondition &)
{
// TODO: proper implementation
// Right now even already fulfilled goals will be included into generated list
// Proper check should test if event condition is already fulfilled
// Easiest way to do this is to call CGameState::checkForVictory but this function should not be
// used on client side or in AI code
return false;
};
std::vector<EventCondition> goals;
for(const TriggeredEvent & event : cb->getMapHeader()->triggeredEvents)
{
//TODO: try to eliminate human player(s) using loss conditions that have isHuman element
if(event.effect.type == EventEffect::VICTORY)
{
boost::range::copy(event.trigger.getFulfillmentCandidates(toBool), std::back_inserter(goals));
}
}
//TODO: instead of returning first encountered goal AI should generate list of possible subgoals
for(const EventCondition & goal : goals)
{
switch(goal.condition)
{
case EventCondition::HAVE_ARTIFACT:
return sptr(Goals::GetArtOfType(goal.objectType));
case EventCondition::DESTROY:
{
if(goal.object)
{
auto obj = cb->getObj(goal.object->id);
if(obj)
if(obj->getOwner() == ai->playerID) //we can't capture our own object
return sptr(Goals::Conquer());
return sptr(Goals::GetObj(goal.object->id.getNum()));
}
else
{
// TODO: destroy all objects of type goal.objectType
// This situation represents "kill all creatures" condition from H3
break;
}
}
case EventCondition::HAVE_BUILDING:
{
// TODO build other buildings apart from Grail
// goal.objectType = buidingID to build
// goal.object = optional, town in which building should be built
// Represents "Improve town" condition from H3 (but unlike H3 it consists from 2 separate conditions)
if(goal.objectType == BuildingID::GRAIL)
{
if(auto h = ai->getHeroWithGrail())
{
//hero is in a town that can host Grail
if(h->visitedTown && !vstd::contains(h->visitedTown->forbiddenBuildings, BuildingID::GRAIL))
{
const CGTownInstance * t = h->visitedTown;
return sptr(Goals::BuildThis(BuildingID::GRAIL, t).setpriority(10));
}
else
{
auto towns = cb->getTownsInfo();
towns.erase(boost::remove_if(towns,
[](const CGTownInstance * t) -> bool
{
return vstd::contains(t->forbiddenBuildings, BuildingID::GRAIL);
}),
towns.end());
boost::sort(towns, CDistanceSorter(h.get()));
if(towns.size())
{
return sptr(Goals::VisitTile(towns.front()->visitablePos()).sethero(h));
}
}
}
double ratio = 0;
// maybe make this check a bit more complex? For example:
// 0.75 -> dig randomly within 3 tiles radius
// 0.85 -> radius now 2 tiles
// 0.95 -> 1 tile radius, position is fully known
// AFAIK H3 AI does something like this
int3 grailPos = cb->getGrailPos(&ratio);
if(ratio > 0.99)
{
return sptr(Goals::DigAtTile(grailPos));
} //TODO: use FIND_OBJ
else if(const CGObjectInstance * obj = ai->getUnvisitedObj(objWithID<Obj::OBELISK>)) //there are unvisited Obelisks
return sptr(Goals::GetObj(obj->id.getNum()));
else
return sptr(Goals::Explore());
}
break;
}
case EventCondition::CONTROL:
{
if(goal.object)
{
return sptr(Goals::GetObj(goal.object->id.getNum()));
}
else
{
//TODO: control all objects of type "goal.objectType"
// Represents H3 condition "Flag all mines"
break;
}
}
case EventCondition::HAVE_RESOURCES:
//TODO mines? piles? marketplace?
//save?
return sptr(Goals::CollectRes(static_cast<Res::ERes>(goal.objectType), goal.value));
case EventCondition::HAVE_CREATURES:
return sptr(Goals::GatherTroops(goal.objectType, goal.value));
case EventCondition::TRANSPORT:
{
//TODO. merge with bring Grail to town? So AI will first dig grail, then transport it using this goal and builds it
// Represents "transport artifact" condition:
// goal.objectType = type of artifact
// goal.object = destination-town where artifact should be transported
break;
}
case EventCondition::STANDARD_WIN:
return sptr(Goals::Conquer());
// Conditions that likely don't need any implementation
case EventCondition::DAYS_PASSED:
break; // goal.value = number of days for condition to trigger
case EventCondition::DAYS_WITHOUT_TOWN:
break; // goal.value = number of days to trigger this
case EventCondition::IS_HUMAN:
break; // Should be only used in calculation of candidates (see toBool lambda)
case EventCondition::CONST_VALUE:
break;
case EventCondition::HAVE_0:
case EventCondition::HAVE_BUILDING_0:
case EventCondition::DESTROY_0:
//TODO: support new condition format
return sptr(Goals::Conquer());
default:
assert(0);
}
}
return sptr(Goals::Invalid());
}
TSubgoal FindObj::whatToDoToAchieve()
{
const CGObjectInstance * o = nullptr;
if(resID > -1) //specified
{
for(const CGObjectInstance * obj : ai->visitableObjs)
{
if(obj->ID == objid && obj->subID == resID)
{
o = obj;
break; //TODO: consider multiple objects and choose best
}
}
}
else
{
for(const CGObjectInstance * obj : ai->visitableObjs)
{
if(obj->ID == objid)
{
o = obj;
break; //TODO: consider multiple objects and choose best
}
}
}
if(o && ai->isAccessible(o->pos)) //we don't use isAccessibleForHero as we don't know which hero it is
return sptr(Goals::GetObj(o->id.getNum()));
else
return sptr(Goals::Explore());
}
bool Goals::FindObj::fulfillsMe(TSubgoal goal)
{
if (goal->goalType == Goals::VISIT_TILE) //visiting tile visits object at same time
{
if (!hero || hero == goal->hero)
for (auto obj : cb->getVisitableObjs(goal->tile)) //check if any object on that tile matches criteria
if (obj->visitablePos() == goal->tile) //object could be removed
if (obj->ID == objid && obj->subID == resID) //same type and subtype
return true;
}
return false;
}
std::string GetObj::completeMessage() const
{
return "hero " + hero.get()->name + " captured Object ID = " + boost::lexical_cast<std::string>(objid);
}
TSubgoal GetObj::whatToDoToAchieve()
{
const CGObjectInstance * obj = cb->getObj(ObjectInstanceID(objid));
if(!obj)
return sptr(Goals::Explore());
if(obj->tempOwner == ai->playerID) //we can't capture our own object -> move to Win codition
throw cannotFulfillGoalException("Cannot capture my own object " + obj->getObjectName());
int3 pos = obj->visitablePos();
if(hero)
{
if(ai->isAccessibleForHero(pos, hero))
return sptr(Goals::VisitTile(pos).sethero(hero));
}
else
{
for(auto h : cb->getHeroesInfo())
{
if(ai->isAccessibleForHero(pos, h))
return sptr(Goals::VisitTile(pos).sethero(h)); //we must visit object with same hero, if any
}
}
return sptr(Goals::ClearWayTo(pos).sethero(hero));
}
bool Goals::GetObj::operator==(AbstractGoal & g)
{
if (g.goalType != goalType)
return false;
return g.objid == objid;
}
bool GetObj::fulfillsMe(TSubgoal goal)
{
if(goal->goalType == Goals::VISIT_TILE) //visiting tile visits object at same time
{
if (!hero || hero == goal->hero)
{
auto obj = cb->getObj(ObjectInstanceID(objid));
if (obj && obj->visitablePos() == goal->tile) //object could be removed
return true;
}
}
return false;
}
std::string VisitHero::completeMessage() const
{
return "hero " + hero.get()->name + " visited hero " + boost::lexical_cast<std::string>(objid);
}
TSubgoal VisitHero::whatToDoToAchieve()
{
const CGObjectInstance * obj = cb->getObj(ObjectInstanceID(objid));
if(!obj)
return sptr(Goals::Explore());
int3 pos = obj->visitablePos();
if(hero && ai->isAccessibleForHero(pos, hero, true) && isSafeToVisit(hero, pos)) //enemy heroes can get reinforcements
{
if(hero->pos == pos)
logAi->error("Hero %s tries to visit himself.", hero.name);
else
{
//can't use VISIT_TILE here as tile appears blocked by target hero
//FIXME: elementar goal should not be abstract
return sptr(Goals::VisitHero(objid).sethero(hero).settile(pos).setisElementar(true));
}
}
return sptr(Goals::Invalid());
}
bool Goals::VisitHero::operator==(AbstractGoal & g)
{
if (g.goalType != goalType)
return false;
return g.hero == hero && g.objid == objid;
}
bool VisitHero::fulfillsMe(TSubgoal goal)
{
//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::operator==(AbstractGoal & g)
{
if (g.goalType != goalType)
return false;
return g.goalType == goalType && g.tile == tile;
}
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==(AbstractGoal & g)
{
if (g.goalType != goalType)
return false;
//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;
}
bool Goals::VisitTile::operator==(AbstractGoal & g)
{
if (g.goalType != goalType)
return false;
return g.goalType == goalType && g.tile == tile;
}
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));
}
bool Goals::DigAtTile::operator==(AbstractGoal & g)
{
if (g.goalType != goalType)
return false;
return g.goalType == goalType && g.tile == 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
{
if (cb->canBuildStructure(town, b) != EBuildingState::ALLOWED) //FIXME: decompose further? kind of mess if we're here
throw cannotFulfillGoalException("Not possible to build");
else
{
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==(AbstractGoal & g)
{
if (g.goalType != goalType)
return false;
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;
}
TGoalVec Goals::Build::getAllPossibleSubgoals()
{
TGoalVec ret;
for (const CGTownInstance * t : cb->getTownsInfo())
{
//start fresh with every town
ah->getBuildingOptions(t);
auto ib = ah->immediateBuilding();
if (ib.is_initialized())
{
ret.push_back(sptr(Goals::BuildThis(ib.get().bid, t).setpriority(2))); //prioritize buildings we can build quick
}
else //try build later
{
auto eb = ah->expensiveBuilding();
if (eb.is_initialized())
{
auto pb = eb.get(); //gather resources for any we can't afford
auto goal = ah->whatToDo(pb.price, sptr(Goals::BuildThis(pb.bid, t).setpriority(0.5)));
ret.push_back(goal);
}
}
}
if (ret.empty())
throw cannotFulfillGoalException("BUILD has been realized as much as possible."); //who catches it and what for?
else
return ret;
}
TSubgoal Build::whatToDoToAchieve()
{
return fh->chooseSolution(getAllPossibleSubgoals());
}
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
if (!vstd::contains(ai->visitedHeroes[hero], h)) //visit only once each turn //FIXME: this is only bug workaround
ret.push_back(sptr(Goals::VisitHero(h->id.getNum()).setisAbstract(true).sethero(hero)));
// Let the other hero come to us
if (!vstd::contains(ai->visitedHeroes[h], hero))
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
}