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92 lines
2.4 KiB
C++
92 lines
2.4 KiB
C++
/*
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* VisitTile.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/constants/StringConstants.h"
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using namespace Goals;
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bool VisitTile::operator==(const VisitTile & other) const
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{
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return other.hero.h == hero.h && other.tile == tile;
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}
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std::string VisitTile::completeMessage() const
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{
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return "Hero " + hero.get()->getNameTranslated() + " visited tile " + tile.toString();
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}
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TSubgoal VisitTile::whatToDoToAchieve()
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{
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auto ret = fh->chooseSolution(getAllPossibleSubgoals());
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if(ret->hero)
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{
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if(isSafeToVisit(ret->hero, tile) && ai->isAccessibleForHero(tile, ret->hero))
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{
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ret->setisElementar(true);
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return ret;
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}
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else
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{
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return sptr(GatherArmy((int)(fh->evaluateDanger(tile, *ret->hero) * SAFE_ATTACK_CONSTANT))
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.sethero(ret->hero).setisAbstract(true));
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}
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}
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return ret;
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}
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TGoalVec VisitTile::getAllPossibleSubgoals()
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{
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assert(cb->isInTheMap(tile));
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TGoalVec ret;
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if(!cb->isVisible(tile))
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ret.push_back(sptr(Explore())); //what sense does it make?
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else
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{
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std::vector<const CGHeroInstance *> heroes;
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if(hero)
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heroes.push_back(hero.h); //use assigned hero if any
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else
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heroes = cb->getHeroesInfo(); //use most convenient hero
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for(auto h : heroes)
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{
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if(ai->isAccessibleForHero(tile, h))
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ret.push_back(sptr(VisitTile(tile).sethero(h)));
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}
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if(ai->canRecruitAnyHero())
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ret.push_back(sptr(RecruitHero()));
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}
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if(ret.empty())
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{
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auto obj = vstd::frontOrNull(cb->getVisitableObjs(tile));
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if(obj && obj->ID == Obj::HERO && obj->tempOwner == ai->playerID) //our own hero stands on that tile
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{
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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
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ret.push_back(sptr(VisitTile(tile).sethero(dynamic_cast<const CGHeroInstance *>(obj)).setisElementar(true)));
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else
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throw cannotFulfillGoalException("Tile is already occupied by another hero "); //FIXME: we should give up this tile earlier
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}
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else
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ret.push_back(sptr(ClearWayTo(tile)));
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}
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//important - at least one sub-goal must handle case which is impossible to fulfill (unreachable tile)
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return ret;
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}
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