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+/*
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+* GatherArmy.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 "../AIGateway.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/mapping/CMap.h" //for victory conditions
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+#include "../../../lib/CPathfinder.h"
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+#include "../../../lib/StringConstants.h"
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+
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+namespace Nullkiller
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+{
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+
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+extern boost::thread_specific_ptr<CCallback> cb;
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+extern boost::thread_specific_ptr<AIGateway> ai;
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+extern FuzzyHelper * fh;
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+
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+using namespace Goals;
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+
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+bool GatherArmy::operator==(const GatherArmy & other) const
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+{
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+ return other.hero.h == hero.h || town == other.town;
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+}
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+
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+std::string GatherArmy::completeMessage() const
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+{
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+ return "Hero " + hero.get()->name + " gathered army of value " + std::to_string(value);
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+}
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+
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+TSubgoal GatherArmy::whatToDoToAchieve()
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+{
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+ //TODO: find hero if none set
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+ assert(hero.h);
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+
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+ return fh->chooseSolution(getAllPossibleSubgoals()); //find dwelling. use current hero to prevent him from doing nothing.
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+}
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+
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+TGoalVec GatherArmy::getAllPossibleSubgoals()
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+{
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+ //get all possible towns, heroes and dwellings we may use
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+ TGoalVec ret;
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+
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+ if(!hero.validAndSet())
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+ {
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+ return ret;
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+ }
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+
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+ //TODO: include evaluation of monsters gather in calculation
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+ for(auto t : cb->getTownsInfo())
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+ {
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+ auto waysToVisit = ai->ah->howToVisitObj(hero, t);
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+
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+ if(waysToVisit.size())
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+ {
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+ //grab army from town
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+ if(!t->visitingHero && ai->ah->howManyReinforcementsCanGet(hero.get(), t))
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+ {
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+ if(!vstd::contains(ai->townVisitsThisWeek[hero], t))
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+ vstd::concatenate(ret, waysToVisit);
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+ }
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+
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+ //buy army in town
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+ if (!t->visitingHero || t->visitingHero == hero.get(true))
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+ {
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+ std::vector<int> values = {
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+ value,
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+ (int)ai->ah->howManyReinforcementsCanBuy(t->getUpperArmy(), t),
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+ (int)ai->ah->howManyReinforcementsCanBuy(hero.get(), t) };
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+
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+ int val = *std::min_element(values.begin(), values.end());
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+
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+ if (val)
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+ {
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+ auto goal = sptr(BuyArmy(t, val).sethero(hero));
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+
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+ if(!ai->ah->containsObjective(goal)) //avoid loops caused by reserving same objective twice
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+ ret.push_back(goal);
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+ else
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+ logAi->debug("Can not buy army, because of ai->ah->containsObjective");
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+ }
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+ }
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+ //build dwelling
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+ //TODO: plan building over multiple turns?
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+ //auto bid = ah->canBuildAnyStructure(t, std::vector<BuildingID>(unitsSource, unitsSource + ARRAY_COUNT(unitsSource)), 8 - cb->getDate(Date::DAY_OF_WEEK));
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+
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+ //Do not use below code for now, rely on generic Build. Code below needs to know a lot of town/resource context to do more good than harm
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+ /*auto bid = ai->ah->canBuildAnyStructure(t, std::vector<BuildingID>(unitsSource, unitsSource + ARRAY_COUNT(unitsSource)), 1);
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+ if (bid.has_value())
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+ {
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+ auto goal = sptr(BuildThis(bid.get(), t).setpriority(priority));
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+ if (!ai->ah->containsObjective(goal)) //avoid loops caused by reserving same objective twice
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+ ret.push_back(goal);
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+ else
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+ logAi->debug("Can not build a structure, because of ai->ah->containsObjective");
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+ }*/
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+ }
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+ }
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+
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+ auto otherHeroes = cb->getHeroesInfo();
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+ auto heroDummy = hero;
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+ vstd::erase_if(otherHeroes, [heroDummy](const CGHeroInstance * h)
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+ {
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+ if(h == heroDummy.h)
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+ return true;
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+ else if(!ai->isAccessibleForHero(heroDummy->visitablePos(), h, true))
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+ return true;
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+ else if(!ai->ah->canGetArmy(heroDummy.h, h)) //TODO: return actual aiValue
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+ return true;
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+ else if(ai->getGoal(h)->goalType == GATHER_ARMY)
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+ return true;
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+ else
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+ return false;
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+ });
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+
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+ for(auto h : otherHeroes)
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+ {
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+ // Go to the other hero if we are faster
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+ if(!vstd::contains(ai->visitedHeroes[hero], h))
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+ {
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+ vstd::concatenate(ret, ai->ah->howToVisitObj(hero, h, false));
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+ }
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+
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+ // Go to the other hero if we are faster
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+ if(!vstd::contains(ai->visitedHeroes[h], hero))
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+ {
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+ vstd::concatenate(ret, ai->ah->howToVisitObj(h, hero.get(), false));
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+ }
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+ }
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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(obj->ID == Obj::CREATURE_GENERATOR1)
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+ {
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+ auto relationToOwner = cb->getPlayerRelations(obj->getOwner(), ai->playerID);
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+
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+ //Use flagged dwellings only when there are available creatures that we can afford
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+ if(relationToOwner == PlayerRelations::SAME_PLAYER)
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+ {
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+ auto dwelling = dynamic_cast<const CGDwelling *>(obj);
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+
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+ ui32 val = std::min((ui32)value, (ui32)ai->ah->howManyReinforcementsCanBuy(hero.get(), dwelling));
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+
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+ if(val)
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+ {
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+ for(auto & creLevel : dwelling->creatures)
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+ {
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+ if(creLevel.first)
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+ {
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+ for(auto & creatureID : creLevel.second)
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+ {
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+ auto creature = VLC->creh->creatures[creatureID];
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+ if(ai->ah->freeResources().canAfford(creature->getFullRecruitCost()))
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+ objs.push_back(obj); //TODO: reserve resources?
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+ }
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+ }
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+ }
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+ }
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+ }
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+ }
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+ }
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+
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+ for(auto h : cb->getHeroesInfo())
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+ {
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+ for(auto obj : objs)
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+ {
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+ //find safe dwelling
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+ if(ai->isGoodForVisit(obj, h))
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+ {
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+ vstd::concatenate(ret, ai->ah->howToVisitObj(h, obj));
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+ }
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+ }
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+ }
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+
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+ if(ai->canRecruitAnyHero() && ai->ah->freeGold() > GameConstants::HERO_GOLD_COST) //this is not stupid in early phase of game
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+ {
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+ if(auto t = ai->findTownWithTavern())
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+ {
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+ for(auto h : cb->getAvailableHeroes(t)) //we assume that all towns have same set of heroes
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+ {
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+ if(h && h->getTotalStrength() > 500) //do not buy heroes with single creatures for GatherArmy
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+ {
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+ ret.push_back(sptr(RecruitHero()));
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+ break;
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+ }
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+ }
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+ }
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+ }
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+
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+ if(ret.empty())
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+ {
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+ const bool allowGatherArmy = false;
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+
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+ if(hero == ai->primaryHero())
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+ ret.push_back(sptr(Explore(allowGatherArmy)));
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+ else
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+ throw cannotFulfillGoalException("No ways to gather army");
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+ }
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+
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+ return ret;
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+}
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+
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+}
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