mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-20 20:23:03 +02:00
165 lines
4.1 KiB
C++
165 lines
4.1 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 "../VCAI.h"
|
|
#include "../Engine/Nullkiller.h"
|
|
#include "../AIhelper.h"
|
|
#include "../Goals/ExecuteHeroChain.h"
|
|
#include "CaptureObjectsBehavior.h"
|
|
#include "../AIUtility.h"
|
|
#include "lib/mapping/CMap.h" //for victory conditions
|
|
#include "lib/CPathfinder.h"
|
|
|
|
extern boost::thread_specific_ptr<CCallback> cb;
|
|
extern boost::thread_specific_ptr<VCAI> ai;
|
|
extern FuzzyHelper * fh;
|
|
|
|
using namespace Goals;
|
|
|
|
std::string CaptureObjectsBehavior::toString() const
|
|
{
|
|
return "Capture objects";
|
|
}
|
|
|
|
Goals::TGoalVec CaptureObjectsBehavior::getTasks()
|
|
{
|
|
Goals::TGoalVec tasks;
|
|
|
|
auto captureObjects = [&](const std::vector<const CGObjectInstance*> & objs) -> void{
|
|
if(objs.empty())
|
|
{
|
|
return;
|
|
}
|
|
|
|
for(auto objToVisit : objs)
|
|
{
|
|
#ifdef VCMI_TRACE_PATHFINDER
|
|
logAi->trace("Checking object %s, %s", objToVisit->getObjectName(), objToVisit->visitablePos().toString());
|
|
#endif
|
|
|
|
if(!shouldVisitObject(objToVisit))
|
|
continue;
|
|
|
|
const int3 pos = objToVisit->visitablePos();
|
|
|
|
auto paths = ai->ah->getPathsToTile(pos);
|
|
std::vector<std::shared_ptr<ExecuteHeroChain>> waysToVisitObj;
|
|
std::shared_ptr<ExecuteHeroChain> closestWay;
|
|
|
|
#ifdef VCMI_TRACE_PATHFINDER
|
|
logAi->trace("Found %" PRId32 "paths", paths.size());
|
|
#endif
|
|
|
|
for(auto & path : paths)
|
|
{
|
|
#ifdef VCMI_TRACE_PATHFINDER
|
|
logAi->trace("Path found %s", path.toString());
|
|
#endif
|
|
|
|
if(ai->nullkiller->dangerHitMap->enemyCanKillOurHeroesAlongThePath(path))
|
|
{
|
|
#ifdef VCMI_TRACE_PATHFINDER
|
|
logAi->trace("Ignore path. Target hero can be killed by enemy");
|
|
#endif
|
|
continue;
|
|
}
|
|
|
|
if(!shouldVisit(path.targetHero, objToVisit))
|
|
continue;
|
|
|
|
auto hero = path.targetHero;
|
|
auto danger = path.getTotalDanger(hero);
|
|
auto isSafe = isSafeToVisit(hero, path.heroArmy, danger);
|
|
|
|
#ifdef VCMI_TRACE_PATHFINDER
|
|
logAi->trace(
|
|
"It is %s to visit %s by %s with army %" PRId64 ", danger %" PRId64 " and army loss %" PRId64,
|
|
isSafe ? "safe" : "not safe",
|
|
objToVisit->instanceName,
|
|
hero->name,
|
|
path.getHeroStrength(),
|
|
danger,
|
|
path.armyLoss);
|
|
#endif
|
|
|
|
if(isSafe)
|
|
{
|
|
auto newWay = std::make_shared<ExecuteHeroChain>(path, objToVisit);
|
|
|
|
waysToVisitObj.push_back(newWay);
|
|
|
|
if(!closestWay || closestWay->evaluationContext.movementCost > newWay->evaluationContext.movementCost)
|
|
closestWay = newWay;
|
|
}
|
|
}
|
|
|
|
if(waysToVisitObj.empty())
|
|
continue;
|
|
|
|
for(auto way : waysToVisitObj)
|
|
{
|
|
way->evaluationContext.closestWayRatio
|
|
= way->evaluationContext.movementCost / closestWay->evaluationContext.movementCost;
|
|
|
|
tasks.push_back(sptr(*way));
|
|
}
|
|
}
|
|
};
|
|
|
|
if(specificObjects)
|
|
{
|
|
captureObjects(objectsToCapture);
|
|
}
|
|
else
|
|
{
|
|
captureObjects(std::vector<const CGObjectInstance*>(ai->visitableObjs.begin(), ai->visitableObjs.end()));
|
|
}
|
|
|
|
return tasks;
|
|
}
|
|
|
|
bool CaptureObjectsBehavior::shouldVisitObject(ObjectIdRef obj) const
|
|
{
|
|
const CGObjectInstance* objInstance = obj;
|
|
|
|
if(!objInstance || objectTypes.size() && !vstd::contains(objectTypes, objInstance->ID.num))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if(!objInstance || objectSubTypes.size() && !vstd::contains(objectSubTypes, objInstance->subID))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
const int3 pos = objInstance->visitablePos();
|
|
|
|
if(vstd::contains(ai->alreadyVisited, objInstance))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
auto playerRelations = cb->getPlayerRelations(ai->playerID, objInstance->tempOwner);
|
|
if(playerRelations != PlayerRelations::ENEMIES && !isWeeklyRevisitable(objInstance))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
//it may be hero visiting this obj
|
|
//we don't try visiting object on which allied or owned hero stands
|
|
// -> it will just trigger exchange windows and AI will be confused that obj behind doesn't get visited
|
|
const CGObjectInstance * topObj = cb->getTopObj(obj->visitablePos());
|
|
|
|
if(topObj->ID == Obj::HERO && cb->getPlayerRelations(ai->playerID, topObj->tempOwner) != PlayerRelations::ENEMIES)
|
|
return false;
|
|
else
|
|
return true; //all of the following is met
|
|
}
|