mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-26 22:57:00 +02:00
192 lines
5.6 KiB
C++
192 lines
5.6 KiB
C++
/*
|
|
* Win.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 "../AIUtility.h"
|
|
#include "../AIhelper.h"
|
|
#include "../FuzzyHelper.h"
|
|
#include "../ResourceManager.h"
|
|
#include "../BuildingManager.h"
|
|
#include "../../../lib/mapping/CMap.h" //for victory conditions
|
|
#include "../../../lib/CPathfinder.h"
|
|
#include "../../../lib/StringConstants.h"
|
|
|
|
|
|
extern boost::thread_specific_ptr<CCallback> cb;
|
|
extern boost::thread_specific_ptr<VCAI> ai;
|
|
extern FuzzyHelper * fh;
|
|
|
|
using namespace Goals;
|
|
|
|
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(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(Conquer());
|
|
|
|
|
|
return sptr(VisitObj(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(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(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(DigAtTile(grailPos));
|
|
} //TODO: use FIND_OBJ
|
|
else if(const CGObjectInstance * obj = ai->getUnvisitedObj(objWithID<Obj::OBELISK>)) //there are unvisited Obelisks
|
|
return sptr(VisitObj(obj->id.getNum()));
|
|
else
|
|
return sptr(Explore());
|
|
}
|
|
break;
|
|
}
|
|
case EventCondition::CONTROL:
|
|
{
|
|
if(goal.object)
|
|
{
|
|
auto objRelations = cb->getPlayerRelations(ai->playerID, goal.object->tempOwner);
|
|
|
|
if(objRelations == PlayerRelations::ENEMIES)
|
|
{
|
|
return sptr(VisitObj(goal.object->id.getNum()));
|
|
}
|
|
else
|
|
{
|
|
// TODO: Defance
|
|
break;
|
|
}
|
|
}
|
|
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(CollectRes(static_cast<Res::ERes>(goal.objectType), goal.value));
|
|
case EventCondition::HAVE_CREATURES:
|
|
return sptr(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(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(Conquer());
|
|
default:
|
|
assert(0);
|
|
}
|
|
}
|
|
return sptr(Invalid());
|
|
}
|