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208 lines
5.2 KiB
C++
208 lines
5.2 KiB
C++
/*
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* CollectRes.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/CGMarket.h"
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#include "../../../lib/constants/StringConstants.h"
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using namespace Goals;
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bool CollectRes::operator==(const CollectRes & other) const
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{
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return resID == other.resID;
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}
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TGoalVec CollectRes::getAllPossibleSubgoals()
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{
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TGoalVec ret;
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auto givesResource = [this](const CGObjectInstance * obj) -> bool
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{
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//TODO: move this logic to object side
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//TODO: remember mithril exists
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//TODO: water objects
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//TODO: Creature banks
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//return false first from once-visitable, before checking if they were even visited
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switch (obj->ID.num)
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{
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case Obj::TREASURE_CHEST:
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return resID == GameResID(EGameResID::GOLD);
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break;
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case Obj::RESOURCE:
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return dynamic_cast<const CGResource*>(obj)->resourceID() == GameResID(resID);
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break;
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case Obj::MINE:
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return (dynamic_cast<const CGMine*>(obj)->producedResource == GameResID(resID) &&
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(cb->getPlayerRelations(obj->tempOwner, ai->playerID) == PlayerRelations::ENEMIES)); //don't capture our mines
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break;
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case Obj::CAMPFIRE:
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return true; //contains all resources
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break;
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case Obj::WINDMILL:
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switch (GameResID(resID).toEnum())
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{
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case EGameResID::GOLD:
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case EGameResID::WOOD:
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return false;
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}
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break;
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case Obj::MYSTICAL_GARDEN:
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if ((resID != GameResID(EGameResID::GOLD)) && (resID != GameResID(EGameResID::GEMS)))
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return false;
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break;
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case Obj::WATER_WHEEL:
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case Obj::LEAN_TO:
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case Obj::WAGON:
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if (resID != GameResID(EGameResID::GOLD))
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return false;
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break;
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default:
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return false;
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break;
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}
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return !vstd::contains(ai->alreadyVisited, obj); //for weekly / once visitable
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};
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std::vector<const CGObjectInstance *> objs;
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for (auto obj : ai->visitableObjs)
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{
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if (givesResource(obj))
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objs.push_back(obj);
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}
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for (auto h : cb->getHeroesInfo())
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{
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std::vector<const CGObjectInstance *> ourObjs(objs); //copy common objects
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for (auto obj : ai->reservedHeroesMap[h]) //add objects reserved by this hero
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{
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if (givesResource(obj))
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ourObjs.push_back(obj);
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}
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for (auto obj : ourObjs)
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{
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auto waysToGo = ai->ah->howToVisitObj(h, ObjectIdRef(obj));
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vstd::concatenate(ret, waysToGo);
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}
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}
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return ret;
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}
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TSubgoal CollectRes::whatToDoToAchieve()
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{
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auto goals = getAllPossibleSubgoals();
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auto trade = whatToDoToTrade();
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if (!trade->invalid())
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goals.push_back(trade);
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if (goals.empty())
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return sptr(Explore()); //we can always do that
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else
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return fh->chooseSolution(goals); //TODO: evaluate trading
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}
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TSubgoal CollectRes::whatToDoToTrade()
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{
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std::vector<const IMarket *> markets;
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std::vector<const CGObjectInstance *> visObjs;
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ai->retrieveVisitableObjs(visObjs, true);
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for(const CGObjectInstance * obj : visObjs)
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{
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const auto * m = dynamic_cast<const IMarket*>(obj);
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if(m && m->allowsTrade(EMarketMode::RESOURCE_RESOURCE))
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{
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if(obj->ID == Obj::TOWN)
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{
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if(obj->tempOwner == ai->playerID)
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markets.push_back(m);
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}
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else
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markets.push_back(m);
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}
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}
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boost::sort(markets, [](const IMarket * m1, const IMarket * m2) -> bool
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{
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return m1->getMarketEfficiency() < m2->getMarketEfficiency();
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});
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markets.erase(boost::remove_if(markets, [](const IMarket * market) -> bool
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{
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auto * o = dynamic_cast<const CGObjectInstance *>(market);
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if(o && !(o->ID == Obj::TOWN && o->tempOwner == ai->playerID))
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{
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if(!ai->isAccessible(o->visitablePos()))
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return true;
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}
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return false;
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}), markets.end());
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if (!markets.size())
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{
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for (const CGTownInstance * t : cb->getTownsInfo())
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{
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if (cb->canBuildStructure(t, BuildingID::MARKETPLACE) == EBuildingState::ALLOWED)
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return sptr(BuildThis(BuildingID::MARKETPLACE, t).setpriority(2));
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}
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}
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else
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{
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const IMarket * m = markets.back();
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//attempt trade at back (best prices)
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int howManyCanWeBuy = 0;
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for (GameResID i = EGameResID::WOOD; i <= EGameResID::GOLD; ++i)
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{
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if (i.getNum() == resID)
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continue;
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int toGive = -1;
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int toReceive = -1;
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m->getOffer(i, resID, toGive, toReceive, EMarketMode::RESOURCE_RESOURCE);
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assert(toGive > 0 && toReceive > 0);
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howManyCanWeBuy += toReceive * (ai->ah->freeResources()[i] / toGive);
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}
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if (howManyCanWeBuy >= value)
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{
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auto * o = dynamic_cast<const CGObjectInstance *>(m);
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auto backObj = cb->getTopObj(o->visitablePos()); //it'll be a hero if we have one there; otherwise marketplace
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assert(backObj);
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auto objid = o->id.getNum();
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if (backObj->tempOwner != ai->playerID) //top object not owned
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{
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return sptr(VisitObj(objid)); //just go there
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}
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else //either it's our town, or we have hero there
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{
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return sptr(Trade(static_cast<EGameResID>(resID), value, objid).setisElementar(true)); //we can do this immediately
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}
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}
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}
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return sptr(Invalid()); //cannot trade
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}
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bool CollectRes::fulfillsMe(TSubgoal goal)
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{
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if (goal->resID == resID)
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if (goal->value >= value)
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return true;
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return false;
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}
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