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@@ -1,1663 +0,0 @@
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-/*
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- * Goals.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 "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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-#include "AIhelper.h"
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-
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-extern boost::thread_specific_ptr<CCallback> cb;
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-extern boost::thread_specific_ptr<VCAI> 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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-TSubgoal Goals::sptr(const AbstractGoal & tmp)
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-{
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- TSubgoal ptr;
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- ptr.reset(tmp.clone());
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- return ptr;
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-}
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-
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-std::string Goals::AbstractGoal::name() const //TODO: virtualize
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-{
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- std::string desc;
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- switch(goalType)
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- {
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- case INVALID:
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- return "INVALID";
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- case WIN:
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- return "WIN";
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- case DO_NOT_LOSE:
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- return "DO NOT LOOSE";
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- case CONQUER:
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- return "CONQUER";
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- case BUILD:
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- return "BUILD";
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- case EXPLORE:
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- desc = "EXPLORE";
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- break;
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- case GATHER_ARMY:
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- desc = "GATHER ARMY";
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- break;
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- case BUY_ARMY:
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- return "BUY ARMY";
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- break;
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- case BOOST_HERO:
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- desc = "BOOST_HERO (unsupported)";
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- break;
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- case RECRUIT_HERO:
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- return "RECRUIT HERO";
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- case BUILD_STRUCTURE:
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- return "BUILD STRUCTURE";
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- case COLLECT_RES:
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- desc = "COLLECT RESOURCE " + GameConstants::RESOURCE_NAMES[resID] + " (" + boost::lexical_cast<std::string>(value) + ")";
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- break;
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- case TRADE:
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- {
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- auto obj = cb->getObjInstance(ObjectInstanceID(objid));
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- if (obj)
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- desc = (boost::format("TRADE %d of %s at %s") % value % GameConstants::RESOURCE_NAMES[resID] % obj->getObjectName()).str();
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- }
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- break;
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- case GATHER_TROOPS:
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- desc = "GATHER TROOPS";
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- break;
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- case VISIT_OBJ:
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- {
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- auto obj = cb->getObjInstance(ObjectInstanceID(objid));
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- if(obj)
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- desc = "GET OBJ " + obj->getObjectName();
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- }
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- break;
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- case FIND_OBJ:
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- desc = "FIND OBJ " + boost::lexical_cast<std::string>(objid);
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- break;
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- case VISIT_HERO:
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- {
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- auto obj = cb->getObjInstance(ObjectInstanceID(objid));
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- if(obj)
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- desc = "VISIT HERO " + obj->getObjectName();
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- }
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- break;
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- case GET_ART_TYPE:
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- desc = "GET ARTIFACT OF TYPE " + VLC->arth->artifacts[aid]->Name();
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- break;
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- case ISSUE_COMMAND:
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- return "ISSUE COMMAND (unsupported)";
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- case VISIT_TILE:
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- desc = "VISIT TILE " + tile.toString();
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- break;
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- case CLEAR_WAY_TO:
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- desc = "CLEAR WAY TO " + tile.toString();
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- break;
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- case DIG_AT_TILE:
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- desc = "DIG AT TILE " + tile.toString();
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- break;
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- default:
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- return boost::lexical_cast<std::string>(goalType);
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- }
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- if(hero.get(true)) //FIXME: used to crash when we lost hero and failed goal
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- desc += " (" + hero->name + ")";
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- return desc;
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-}
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-
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-bool Goals::BuildBoat::operator==(const BuildBoat & other) const
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-{
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- return shipyard->o->id == other.shipyard->o->id;
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-}
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-
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-bool Goals::Explore::operator==(const Explore & other) const
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-{
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- return other.hero.h == hero.h;
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-}
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-
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-bool Goals::Conquer::operator==(const Conquer & other) const
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-{
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- return other.hero.h == hero.h;
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-}
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-
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-bool Goals::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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-bool Goals::BuyArmy::operator==(const BuyArmy & other) const
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-{
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- return town == other.town && objid == other.objid;
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-}
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-
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-bool Goals::BoostHero::operator==(const BoostHero & other) const
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-{
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- return other.hero.h == hero.h;
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-}
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-
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-bool Goals::BuildThis::operator==(const BuildThis & other) const
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-{
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- return town == other.town && bid == other.bid;
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-}
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-
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-bool Goals::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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-
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-bool Goals::Trade::operator==(const Trade & other) const
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-{
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- return resID == other.resID;
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-}
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-
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-bool Goals::GatherTroops::operator==(const GatherTroops & other) const
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-{
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- return objid == other.objid;
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-}
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-
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-bool Goals::VisitObj::operator==(const VisitObj & other) const
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-{
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- return other.hero.h == hero.h && other.objid == objid;
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-}
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-
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-bool Goals::FindObj::operator==(const FindObj & other) const
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-{
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- return other.hero.h == hero.h && other.objid == objid;
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-}
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-
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-bool Goals::VisitHero::operator==(const VisitHero & other) const
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-{
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- return other.hero.h == hero.h && other.objid == objid;
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-}
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-
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-bool Goals::GetArtOfType::operator==(const GetArtOfType & other) const
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-{
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- return other.hero.h == hero.h && other.objid == objid;
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-}
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-
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-bool Goals::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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-
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-bool Goals::ClearWayTo::operator==(const ClearWayTo & 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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-
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-bool Goals::DigAtTile::operator==(const DigAtTile & 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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-
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-bool Goals::AbstractGoal::operator==(const AbstractGoal & g) const
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-{
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- return false;
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-}
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-
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-bool Goals::AbstractGoal::operator<(AbstractGoal & g) //for std::unique
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-{
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- //TODO: make sure it gets goals consistent with == operator
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- if (goalType < g.goalType)
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- return true;
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- if (goalType > g.goalType)
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- return false;
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- if (hero < g.hero)
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- return true;
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- if (hero > g.hero)
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- return false;
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- if (tile < g.tile)
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- return true;
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- if (g.tile < tile)
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- return false;
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- if (objid < g.objid)
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- return true;
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- if (objid > g.objid)
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- return false;
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- if (town < g.town)
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- return true;
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- if (town > g.town)
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- return false;
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- if (value < g.value)
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- return true;
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- if (value > g.value)
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- return false;
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- if (priority < g.priority)
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- return true;
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- if (priority > g.priority)
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- return false;
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- if (resID < g.resID)
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- return true;
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- if (resID > g.resID)
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- return false;
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- if (bid < g.bid)
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- return true;
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- if (bid > g.bid)
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- return false;
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- if (aid < g.aid)
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- return true;
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- if (aid > g.aid)
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- return false;
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- return false;
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-}
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-
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-//TODO: find out why the following are not generated automatically on MVS?
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-
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-namespace Goals
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-{
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- template<>
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- void CGoal<Win>::accept(VCAI * ai)
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- {
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- ai->tryRealize(static_cast<Win &>(*this));
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- }
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-
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- template<>
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- void CGoal<Build>::accept(VCAI * ai)
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- {
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- ai->tryRealize(static_cast<Build &>(*this));
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- }
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- template<>
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- float CGoal<Win>::accept(FuzzyHelper * f)
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- {
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- return f->evaluate(static_cast<Win &>(*this));
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- }
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-
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- template<>
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- float CGoal<Build>::accept(FuzzyHelper * f)
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- {
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- return f->evaluate(static_cast<Build &>(*this));
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- }
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- bool TSubgoal::operator==(const TSubgoal & rhs) const
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- {
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- return *get() == *rhs.get(); //comparison for Goals is overloaded, so they don't need to be identical to match
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- }
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-
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- bool TSubgoal::operator<(const TSubgoal & rhs) const
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- {
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- return get() < rhs.get(); //compae by value
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- }
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-
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- bool BuyArmy::fulfillsMe(TSubgoal goal)
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- {
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- //if (hero && hero != goal->hero)
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- // return false;
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- return town == goal->town && goal->value >= value; //can always buy more army
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- }
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- TSubgoal BuyArmy::whatToDoToAchieve()
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- {
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- //TODO: calculate the actual cost of units instead
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- TResources price;
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- price[Res::GOLD] = value * 0.4f; //some approximate value
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- return ai->ah->whatToDo(price, iAmElementar()); //buy right now or gather resources
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- }
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- std::string BuyArmy::completeMessage() const
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- {
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- return boost::format("Bought army of value %d in town of %s") % value, town->name;
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- }
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-}
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-
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-TSubgoal Trade::whatToDoToAchieve()
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-{
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- return iAmElementar();
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-}
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-
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-//TSubgoal AbstractGoal::whatToDoToAchieve()
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-//{
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-// logAi->debug("Decomposing goal of type %s",name());
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-// return sptr (Goals::Explore());
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-//}
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-
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-TSubgoal Win::whatToDoToAchieve()
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-{
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- auto toBool = [=](const EventCondition &)
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- {
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- // TODO: proper implementation
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- // Right now even already fulfilled goals will be included into generated list
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- // Proper check should test if event condition is already fulfilled
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- // Easiest way to do this is to call CGameState::checkForVictory but this function should not be
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- // used on client side or in AI code
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- return false;
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- };
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-
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- std::vector<EventCondition> goals;
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-
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- for(const TriggeredEvent & event : cb->getMapHeader()->triggeredEvents)
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- {
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- //TODO: try to eliminate human player(s) using loss conditions that have isHuman element
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-
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- if(event.effect.type == EventEffect::VICTORY)
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- {
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- boost::range::copy(event.trigger.getFulfillmentCandidates(toBool), std::back_inserter(goals));
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- }
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- }
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-
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- //TODO: instead of returning first encountered goal AI should generate list of possible subgoals
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- for(const EventCondition & goal : goals)
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- {
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- switch(goal.condition)
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- {
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- case EventCondition::HAVE_ARTIFACT:
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- return sptr(Goals::GetArtOfType(goal.objectType));
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- case EventCondition::DESTROY:
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- {
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- if(goal.object)
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- {
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- auto obj = cb->getObj(goal.object->id);
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- if(obj)
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- if(obj->getOwner() == ai->playerID) //we can't capture our own object
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- return sptr(Goals::Conquer());
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-
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-
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- return sptr(Goals::VisitObj(goal.object->id.getNum()));
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- }
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- else
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- {
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- // TODO: destroy all objects of type goal.objectType
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- // This situation represents "kill all creatures" condition from H3
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- break;
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- }
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- }
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- case EventCondition::HAVE_BUILDING:
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- {
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- // TODO build other buildings apart from Grail
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- // goal.objectType = buidingID to build
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- // goal.object = optional, town in which building should be built
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- // Represents "Improve town" condition from H3 (but unlike H3 it consists from 2 separate conditions)
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-
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- if(goal.objectType == BuildingID::GRAIL)
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- {
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- if(auto h = ai->getHeroWithGrail())
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- {
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- //hero is in a town that can host Grail
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- if(h->visitedTown && !vstd::contains(h->visitedTown->forbiddenBuildings, BuildingID::GRAIL))
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- {
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- const CGTownInstance * t = h->visitedTown;
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- return sptr(Goals::BuildThis(BuildingID::GRAIL, t).setpriority(10));
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- }
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- else
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- {
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- auto towns = cb->getTownsInfo();
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- towns.erase(boost::remove_if(towns,
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- [](const CGTownInstance * t) -> bool
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- {
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- return vstd::contains(t->forbiddenBuildings, BuildingID::GRAIL);
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- }),
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- towns.end());
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- boost::sort(towns, CDistanceSorter(h.get()));
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- if(towns.size())
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- {
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- return sptr(Goals::VisitTile(towns.front()->visitablePos()).sethero(h));
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- }
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- }
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- }
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- double ratio = 0;
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- // maybe make this check a bit more complex? For example:
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- // 0.75 -> dig randomly within 3 tiles radius
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- // 0.85 -> radius now 2 tiles
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- // 0.95 -> 1 tile radius, position is fully known
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- // AFAIK H3 AI does something like this
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- int3 grailPos = cb->getGrailPos(&ratio);
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- if(ratio > 0.99)
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- {
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- return sptr(Goals::DigAtTile(grailPos));
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- } //TODO: use FIND_OBJ
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- else if(const CGObjectInstance * obj = ai->getUnvisitedObj(objWithID<Obj::OBELISK>)) //there are unvisited Obelisks
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- return sptr(Goals::VisitObj(obj->id.getNum()));
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- else
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- return sptr(Goals::Explore());
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- }
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- break;
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- }
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- case EventCondition::CONTROL:
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- {
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- if(goal.object)
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- {
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- auto objRelations = cb->getPlayerRelations(ai->playerID, goal.object->tempOwner);
|
|
|
-
|
|
|
- if(objRelations == PlayerRelations::ENEMIES)
|
|
|
- {
|
|
|
- return sptr(Goals::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(Goals::CollectRes(static_cast<Res::ERes>(goal.objectType), goal.value));
|
|
|
- case EventCondition::HAVE_CREATURES:
|
|
|
- return sptr(Goals::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(Goals::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(Goals::Conquer());
|
|
|
- default:
|
|
|
- assert(0);
|
|
|
- }
|
|
|
- }
|
|
|
- return sptr(Goals::Invalid());
|
|
|
-}
|
|
|
-
|
|
|
-TSubgoal BuildBoat::whatToDoToAchieve()
|
|
|
-{
|
|
|
- if(cb->getPlayerRelations(ai->playerID, shipyard->o->tempOwner) == PlayerRelations::ENEMIES)
|
|
|
- {
|
|
|
- return fh->chooseSolution(ai->ah->howToVisitObj(shipyard->o));
|
|
|
- }
|
|
|
-
|
|
|
- if(shipyard->shipyardStatus() != IShipyard::GOOD)
|
|
|
- {
|
|
|
- throw cannotFulfillGoalException("Shipyard is busy.");
|
|
|
- }
|
|
|
-
|
|
|
- TResources boatCost;
|
|
|
- shipyard->getBoatCost(boatCost);
|
|
|
-
|
|
|
- return ai->ah->whatToDo(boatCost, this->iAmElementar());
|
|
|
-}
|
|
|
-
|
|
|
-void BuildBoat::accept(VCAI * ai)
|
|
|
-{
|
|
|
- TResources boatCost;
|
|
|
- shipyard->getBoatCost(boatCost);
|
|
|
-
|
|
|
- if(!cb->getResourceAmount().canAfford(boatCost))
|
|
|
- {
|
|
|
- throw cannotFulfillGoalException("Can not afford boat");
|
|
|
- }
|
|
|
-
|
|
|
- if(cb->getPlayerRelations(ai->playerID, shipyard->o->tempOwner) == PlayerRelations::ENEMIES)
|
|
|
- {
|
|
|
- throw cannotFulfillGoalException("Can not build boat in enemy shipyard");
|
|
|
- }
|
|
|
-
|
|
|
- if(shipyard->shipyardStatus() != IShipyard::GOOD)
|
|
|
- {
|
|
|
- throw cannotFulfillGoalException("Shipyard is busy.");
|
|
|
- }
|
|
|
-
|
|
|
- cb->buildBoat(shipyard);
|
|
|
-}
|
|
|
-
|
|
|
-std::string BuildBoat::name() const
|
|
|
-{
|
|
|
- return "BuildBoat";
|
|
|
-}
|
|
|
-
|
|
|
-std::string BuildBoat::completeMessage() const
|
|
|
-{
|
|
|
- return "Boat have been built at " + shipyard->o->visitablePos().toString();
|
|
|
-}
|
|
|
-
|
|
|
-TSubgoal FindObj::whatToDoToAchieve()
|
|
|
-{
|
|
|
- const CGObjectInstance * o = nullptr;
|
|
|
- if(resID > -1) //specified
|
|
|
- {
|
|
|
- for(const CGObjectInstance * obj : ai->visitableObjs)
|
|
|
- {
|
|
|
- if(obj->ID == objid && obj->subID == resID)
|
|
|
- {
|
|
|
- o = obj;
|
|
|
- break; //TODO: consider multiple objects and choose best
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- for(const CGObjectInstance * obj : ai->visitableObjs)
|
|
|
- {
|
|
|
- if(obj->ID == objid)
|
|
|
- {
|
|
|
- o = obj;
|
|
|
- break; //TODO: consider multiple objects and choose best
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- if(o && ai->isAccessible(o->pos)) //we don't use isAccessibleForHero as we don't know which hero it is
|
|
|
- return sptr(Goals::VisitObj(o->id.getNum()));
|
|
|
- else
|
|
|
- return sptr(Goals::Explore());
|
|
|
-}
|
|
|
-
|
|
|
-bool Goals::FindObj::fulfillsMe(TSubgoal goal)
|
|
|
-{
|
|
|
- if (goal->goalType == Goals::VISIT_TILE) //visiting tile visits object at same time
|
|
|
- {
|
|
|
- if (!hero || hero == goal->hero)
|
|
|
- for (auto obj : cb->getVisitableObjs(goal->tile)) //check if any object on that tile matches criteria
|
|
|
- if (obj->visitablePos() == goal->tile) //object could be removed
|
|
|
- if (obj->ID == objid && obj->subID == resID) //same type and subtype
|
|
|
- return true;
|
|
|
- }
|
|
|
- return false;
|
|
|
-}
|
|
|
-
|
|
|
-std::string VisitObj::completeMessage() const
|
|
|
-{
|
|
|
- return "hero " + hero.get()->name + " captured Object ID = " + boost::lexical_cast<std::string>(objid);
|
|
|
-}
|
|
|
-
|
|
|
-TGoalVec VisitObj::getAllPossibleSubgoals()
|
|
|
-{
|
|
|
- TGoalVec goalList;
|
|
|
- const CGObjectInstance * obj = cb->getObjInstance(ObjectInstanceID(objid));
|
|
|
- if(!obj)
|
|
|
- {
|
|
|
- throw cannotFulfillGoalException("Object is missing - goal is invalid now!");
|
|
|
- }
|
|
|
-
|
|
|
- int3 pos = obj->visitablePos();
|
|
|
- if(hero)
|
|
|
- {
|
|
|
- if(ai->isAccessibleForHero(pos, hero))
|
|
|
- {
|
|
|
- if(isSafeToVisit(hero, pos))
|
|
|
- goalList.push_back(sptr(Goals::VisitObj(obj->id.getNum()).sethero(hero)));
|
|
|
- else
|
|
|
- goalList.push_back(sptr(Goals::GatherArmy(evaluateDanger(pos, hero.h) * SAFE_ATTACK_CONSTANT).sethero(hero).setisAbstract(true)));
|
|
|
-
|
|
|
- return goalList;
|
|
|
- }
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- for(auto potentialVisitor : cb->getHeroesInfo())
|
|
|
- {
|
|
|
- if(ai->isAccessibleForHero(pos, potentialVisitor))
|
|
|
- {
|
|
|
- if(isSafeToVisit(potentialVisitor, pos))
|
|
|
- goalList.push_back(sptr(Goals::VisitObj(obj->id.getNum()).sethero(potentialVisitor)));
|
|
|
- else
|
|
|
- goalList.push_back(sptr(Goals::GatherArmy(evaluateDanger(pos, potentialVisitor) * SAFE_ATTACK_CONSTANT).sethero(potentialVisitor).setisAbstract(true)));
|
|
|
- }
|
|
|
- }
|
|
|
- if(!goalList.empty())
|
|
|
- {
|
|
|
- return goalList;
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- goalList.push_back(sptr(Goals::ClearWayTo(pos)));
|
|
|
- return goalList;
|
|
|
-}
|
|
|
-
|
|
|
-TSubgoal VisitObj::whatToDoToAchieve()
|
|
|
-{
|
|
|
- auto bestGoal = fh->chooseSolution(getAllPossibleSubgoals());
|
|
|
-
|
|
|
- if(bestGoal->goalType == Goals::VISIT_OBJ && bestGoal->hero)
|
|
|
- bestGoal->setisElementar(true);
|
|
|
-
|
|
|
- return bestGoal;
|
|
|
-}
|
|
|
-
|
|
|
-Goals::VisitObj::VisitObj(int Objid) : CGoal(Goals::VISIT_OBJ)
|
|
|
-{
|
|
|
- objid = Objid;
|
|
|
- tile = ai->myCb->getObjInstance(ObjectInstanceID(objid))->visitablePos();
|
|
|
- priority = 3;
|
|
|
-}
|
|
|
-
|
|
|
-bool VisitObj::fulfillsMe(TSubgoal goal)
|
|
|
-{
|
|
|
- if(goal->goalType == Goals::VISIT_TILE)
|
|
|
- {
|
|
|
- if (!hero || hero == goal->hero)
|
|
|
- {
|
|
|
- auto obj = cb->getObjInstance(ObjectInstanceID(objid));
|
|
|
- if (obj && obj->visitablePos() == goal->tile) //object could be removed
|
|
|
- return true;
|
|
|
- }
|
|
|
- }
|
|
|
- return false;
|
|
|
-}
|
|
|
-
|
|
|
-std::string VisitHero::completeMessage() const
|
|
|
-{
|
|
|
- return "hero " + hero.get()->name + " visited hero " + boost::lexical_cast<std::string>(objid);
|
|
|
-}
|
|
|
-
|
|
|
-TSubgoal VisitHero::whatToDoToAchieve()
|
|
|
-{
|
|
|
- const CGObjectInstance * obj = cb->getObj(ObjectInstanceID(objid));
|
|
|
- if(!obj)
|
|
|
- return sptr(Goals::Explore());
|
|
|
- int3 pos = obj->visitablePos();
|
|
|
-
|
|
|
- if(hero && ai->isAccessibleForHero(pos, hero, true) && isSafeToVisit(hero, pos)) //enemy heroes can get reinforcements
|
|
|
- {
|
|
|
- if(hero->pos == pos)
|
|
|
- logAi->error("Hero %s tries to visit himself.", hero.name);
|
|
|
- else
|
|
|
- {
|
|
|
- //can't use VISIT_TILE here as tile appears blocked by target hero
|
|
|
- //FIXME: elementar goal should not be abstract
|
|
|
- return sptr(Goals::VisitHero(objid).sethero(hero).settile(pos).setisElementar(true));
|
|
|
- }
|
|
|
- }
|
|
|
- return sptr(Goals::Invalid());
|
|
|
-}
|
|
|
-
|
|
|
-bool VisitHero::fulfillsMe(TSubgoal goal)
|
|
|
-{
|
|
|
- //TODO: VisitObj shoudl not be used for heroes, but...
|
|
|
- if(goal->goalType == Goals::VISIT_TILE)
|
|
|
- {
|
|
|
- auto obj = cb->getObj(ObjectInstanceID(objid));
|
|
|
- if (!obj)
|
|
|
- {
|
|
|
- logAi->error("Hero %s: VisitHero::fulfillsMe at %s: object %d not found", hero.name, goal->tile.toString(), objid);
|
|
|
- return false;
|
|
|
- }
|
|
|
- return obj->visitablePos() == goal->tile;
|
|
|
- }
|
|
|
- return false;
|
|
|
-}
|
|
|
-
|
|
|
-TSubgoal GetArtOfType::whatToDoToAchieve()
|
|
|
-{
|
|
|
- TSubgoal alternativeWay = CGoal::lookForArtSmart(aid); //TODO: use
|
|
|
- if(alternativeWay->invalid())
|
|
|
- return sptr(Goals::FindObj(Obj::ARTIFACT, aid));
|
|
|
- return sptr(Goals::Invalid());
|
|
|
-}
|
|
|
-
|
|
|
-TSubgoal ClearWayTo::whatToDoToAchieve()
|
|
|
-{
|
|
|
- assert(cb->isInTheMap(tile)); //set tile
|
|
|
- if(!cb->isVisible(tile))
|
|
|
- {
|
|
|
- logAi->error("Clear way should be used with visible tiles!");
|
|
|
- return sptr(Goals::Explore());
|
|
|
- }
|
|
|
-
|
|
|
- return (fh->chooseSolution(getAllPossibleSubgoals()));
|
|
|
-}
|
|
|
-
|
|
|
-bool Goals::ClearWayTo::fulfillsMe(TSubgoal goal)
|
|
|
-{
|
|
|
- if (goal->goalType == Goals::VISIT_TILE)
|
|
|
- {
|
|
|
- if (!hero || hero == goal->hero)
|
|
|
- return tile == goal->tile;
|
|
|
- }
|
|
|
- return false;
|
|
|
-}
|
|
|
-
|
|
|
-TGoalVec ClearWayTo::getAllPossibleSubgoals()
|
|
|
-{
|
|
|
- TGoalVec ret;
|
|
|
-
|
|
|
- std::vector<const CGHeroInstance *> heroes;
|
|
|
- if(hero)
|
|
|
- heroes.push_back(hero.h);
|
|
|
- else
|
|
|
- heroes = cb->getHeroesInfo();
|
|
|
-
|
|
|
- for(auto h : heroes)
|
|
|
- {
|
|
|
- //TODO: handle clearing way to allied heroes that are blocked
|
|
|
- //if ((hero && hero->visitablePos() == tile && hero == *h) || //we can't free the way ourselves
|
|
|
- // h->visitablePos() == tile) //we are already on that tile! what does it mean?
|
|
|
- // continue;
|
|
|
-
|
|
|
- //if our hero is trapped, make sure we request clearing the way from OUR perspective
|
|
|
-
|
|
|
- vstd::concatenate(ret, ai->ah->howToVisitTile(h, tile));
|
|
|
- }
|
|
|
-
|
|
|
- if(ret.empty() && ai->canRecruitAnyHero())
|
|
|
- ret.push_back(sptr(Goals::RecruitHero()));
|
|
|
-
|
|
|
- if(ret.empty())
|
|
|
- {
|
|
|
- logAi->warn("There is no known way to clear the way to tile %s", tile.toString());
|
|
|
- throw goalFulfilledException(sptr(Goals::ClearWayTo(tile))); //make sure asigned hero gets unlocked
|
|
|
- }
|
|
|
-
|
|
|
- return ret;
|
|
|
-}
|
|
|
-
|
|
|
-std::string Explore::completeMessage() const
|
|
|
-{
|
|
|
- return "Hero " + hero.get()->name + " completed exploration";
|
|
|
-}
|
|
|
-
|
|
|
-TSubgoal Explore::whatToDoToAchieve()
|
|
|
-{
|
|
|
- auto ret = fh->chooseSolution(getAllPossibleSubgoals());
|
|
|
- if(hero) //use best step for this hero
|
|
|
- {
|
|
|
- return ret;
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- if(ret->hero.get(true))
|
|
|
- return sptr(sethero(ret->hero.h).setisAbstract(true)); //choose this hero and then continue with him
|
|
|
- else
|
|
|
- return ret; //other solutions, like buying hero from tavern
|
|
|
- }
|
|
|
-}
|
|
|
-
|
|
|
-TGoalVec Explore::getAllPossibleSubgoals()
|
|
|
-{
|
|
|
- TGoalVec ret;
|
|
|
- std::vector<const CGHeroInstance *> heroes;
|
|
|
-
|
|
|
- if(hero)
|
|
|
- {
|
|
|
- heroes.push_back(hero.h);
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- //heroes = ai->getUnblockedHeroes();
|
|
|
- heroes = cb->getHeroesInfo();
|
|
|
- vstd::erase_if(heroes, [](const HeroPtr h)
|
|
|
- {
|
|
|
- if(ai->getGoal(h)->goalType == Goals::EXPLORE) //do not reassign hero who is already explorer
|
|
|
- return true;
|
|
|
-
|
|
|
- if(!ai->isAbleToExplore(h))
|
|
|
- return true;
|
|
|
-
|
|
|
- return !h->movement; //saves time, immobile heroes are useless anyway
|
|
|
- });
|
|
|
- }
|
|
|
-
|
|
|
- //try to use buildings that uncover map
|
|
|
- std::vector<const CGObjectInstance *> objs;
|
|
|
- for(auto obj : ai->visitableObjs)
|
|
|
- {
|
|
|
- if(!vstd::contains(ai->alreadyVisited, obj))
|
|
|
- {
|
|
|
- switch(obj->ID.num)
|
|
|
- {
|
|
|
- case Obj::REDWOOD_OBSERVATORY:
|
|
|
- case Obj::PILLAR_OF_FIRE:
|
|
|
- case Obj::CARTOGRAPHER:
|
|
|
- objs.push_back(obj);
|
|
|
- break;
|
|
|
- case Obj::MONOLITH_ONE_WAY_ENTRANCE:
|
|
|
- case Obj::MONOLITH_TWO_WAY:
|
|
|
- case Obj::SUBTERRANEAN_GATE:
|
|
|
- auto tObj = dynamic_cast<const CGTeleport *>(obj);
|
|
|
- assert(ai->knownTeleportChannels.find(tObj->channel) != ai->knownTeleportChannels.end());
|
|
|
- if(TeleportChannel::IMPASSABLE != ai->knownTeleportChannels[tObj->channel]->passability)
|
|
|
- objs.push_back(obj);
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- switch(obj->ID.num)
|
|
|
- {
|
|
|
- case Obj::MONOLITH_TWO_WAY:
|
|
|
- case Obj::SUBTERRANEAN_GATE:
|
|
|
- auto tObj = dynamic_cast<const CGTeleport *>(obj);
|
|
|
- if(TeleportChannel::IMPASSABLE == ai->knownTeleportChannels[tObj->channel]->passability)
|
|
|
- break;
|
|
|
- for(auto exit : ai->knownTeleportChannels[tObj->channel]->exits)
|
|
|
- {
|
|
|
- if(!cb->getObj(exit))
|
|
|
- { // Always attempt to visit two-way teleports if one of channel exits is not visible
|
|
|
- objs.push_back(obj);
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- auto primaryHero = ai->primaryHero().h;
|
|
|
- for(auto h : heroes)
|
|
|
- {
|
|
|
- for(auto obj : objs) //double loop, performance risk?
|
|
|
- {
|
|
|
- auto waysToVisitObj = ai->ah->howToVisitObj(h, obj);
|
|
|
-
|
|
|
- vstd::concatenate(ret, waysToVisitObj);
|
|
|
- }
|
|
|
-
|
|
|
- int3 t = whereToExplore(h);
|
|
|
- if(t.valid())
|
|
|
- {
|
|
|
- ret.push_back(sptr(Goals::VisitTile(t).sethero(h)));
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- //FIXME: possible issues when gathering army to break
|
|
|
- if(hero.h == h || //exporation is assigned to this hero
|
|
|
- (!hero && h == primaryHero)) //not assigned to specific hero, let our main hero do the job
|
|
|
- {
|
|
|
- t = ai->explorationDesperate(h); //check this only ONCE, high cost
|
|
|
- if (t.valid()) //don't waste time if we are completely blocked
|
|
|
- {
|
|
|
- auto waysToVisitTile = ai->ah->howToVisitTile(h, t);
|
|
|
-
|
|
|
- vstd::concatenate(ret, waysToVisitTile);
|
|
|
- continue;
|
|
|
- }
|
|
|
- }
|
|
|
- ai->markHeroUnableToExplore(h); //there is no freely accessible tile, do not poll this hero anymore
|
|
|
- }
|
|
|
- }
|
|
|
- //we either don't have hero yet or none of heroes can explore
|
|
|
- if((!hero || ret.empty()) && ai->canRecruitAnyHero())
|
|
|
- ret.push_back(sptr(Goals::RecruitHero()));
|
|
|
-
|
|
|
- if(ret.empty())
|
|
|
- {
|
|
|
- throw goalFulfilledException(sptr(Goals::Explore().sethero(hero)));
|
|
|
- }
|
|
|
- //throw cannotFulfillGoalException("Cannot explore - no possible ways found!");
|
|
|
-
|
|
|
- return ret;
|
|
|
-}
|
|
|
-
|
|
|
-bool Explore::fulfillsMe(TSubgoal goal)
|
|
|
-{
|
|
|
- if(goal->goalType == Goals::EXPLORE)
|
|
|
- {
|
|
|
- if(goal->hero)
|
|
|
- return hero == goal->hero;
|
|
|
- else
|
|
|
- return true; //cancel ALL exploration
|
|
|
- }
|
|
|
- return false;
|
|
|
-}
|
|
|
-
|
|
|
-TSubgoal RecruitHero::whatToDoToAchieve()
|
|
|
-{
|
|
|
- const CGTownInstance * t = ai->findTownWithTavern();
|
|
|
- if(!t)
|
|
|
- return sptr(Goals::BuildThis(BuildingID::TAVERN).setpriority(2));
|
|
|
-
|
|
|
- TResources res;
|
|
|
- res[Res::GOLD] = GameConstants::HERO_GOLD_COST;
|
|
|
- return ai->ah->whatToDo(res, iAmElementar()); //either buy immediately, or collect res
|
|
|
-}
|
|
|
-
|
|
|
-std::string VisitTile::completeMessage() const
|
|
|
-{
|
|
|
- return "Hero " + hero.get()->name + " visited tile " + tile.toString();
|
|
|
-}
|
|
|
-
|
|
|
-TSubgoal VisitTile::whatToDoToAchieve()
|
|
|
-{
|
|
|
- auto ret = fh->chooseSolution(getAllPossibleSubgoals());
|
|
|
-
|
|
|
- if(ret->hero)
|
|
|
- {
|
|
|
- if(isSafeToVisit(ret->hero, tile) && ai->isAccessibleForHero(tile, ret->hero))
|
|
|
- {
|
|
|
- ret->setisElementar(true);
|
|
|
- return ret;
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- return sptr(Goals::GatherArmy(evaluateDanger(tile, *ret->hero) * SAFE_ATTACK_CONSTANT)
|
|
|
- .sethero(ret->hero).setisAbstract(true));
|
|
|
- }
|
|
|
- }
|
|
|
- return ret;
|
|
|
-}
|
|
|
-
|
|
|
-TGoalVec VisitTile::getAllPossibleSubgoals()
|
|
|
-{
|
|
|
- assert(cb->isInTheMap(tile));
|
|
|
-
|
|
|
- TGoalVec ret;
|
|
|
- if(!cb->isVisible(tile))
|
|
|
- ret.push_back(sptr(Goals::Explore())); //what sense does it make?
|
|
|
- else
|
|
|
- {
|
|
|
- std::vector<const CGHeroInstance *> heroes;
|
|
|
- if(hero)
|
|
|
- heroes.push_back(hero.h); //use assigned hero if any
|
|
|
- else
|
|
|
- heroes = cb->getHeroesInfo(); //use most convenient hero
|
|
|
-
|
|
|
- for(auto h : heroes)
|
|
|
- {
|
|
|
- if(ai->isAccessibleForHero(tile, h))
|
|
|
- ret.push_back(sptr(Goals::VisitTile(tile).sethero(h)));
|
|
|
- }
|
|
|
- if(ai->canRecruitAnyHero())
|
|
|
- ret.push_back(sptr(Goals::RecruitHero()));
|
|
|
- }
|
|
|
- if(ret.empty())
|
|
|
- {
|
|
|
- auto obj = vstd::frontOrNull(cb->getVisitableObjs(tile));
|
|
|
- if(obj && obj->ID == Obj::HERO && obj->tempOwner == ai->playerID) //our own hero stands on that tile
|
|
|
- {
|
|
|
- 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
|
|
|
- ret.push_back(sptr(Goals::VisitTile(tile).sethero(dynamic_cast<const CGHeroInstance *>(obj)).setisElementar(true)));
|
|
|
- else
|
|
|
- throw cannotFulfillGoalException("Tile is already occupied by another hero "); //FIXME: we should give up this tile earlier
|
|
|
- }
|
|
|
- else
|
|
|
- ret.push_back(sptr(Goals::ClearWayTo(tile)));
|
|
|
- }
|
|
|
-
|
|
|
- //important - at least one sub-goal must handle case which is impossible to fulfill (unreachable tile)
|
|
|
- return ret;
|
|
|
-}
|
|
|
-
|
|
|
-TSubgoal DigAtTile::whatToDoToAchieve()
|
|
|
-{
|
|
|
- const CGObjectInstance * firstObj = vstd::frontOrNull(cb->getVisitableObjs(tile));
|
|
|
- if(firstObj && firstObj->ID == Obj::HERO && firstObj->tempOwner == ai->playerID) //we have hero at dest
|
|
|
- {
|
|
|
- const CGHeroInstance * h = dynamic_cast<const CGHeroInstance *>(firstObj);
|
|
|
- sethero(h).setisElementar(true);
|
|
|
- return sptr(*this);
|
|
|
- }
|
|
|
-
|
|
|
- return sptr(Goals::VisitTile(tile));
|
|
|
-}
|
|
|
-
|
|
|
-TSubgoal BuildThis::whatToDoToAchieve()
|
|
|
-{
|
|
|
- auto b = BuildingID(bid);
|
|
|
-
|
|
|
- // find town if not set
|
|
|
- if (!town && hero)
|
|
|
- town = hero->visitedTown;
|
|
|
-
|
|
|
- if (!town)
|
|
|
- {
|
|
|
- for (const CGTownInstance * t : cb->getTownsInfo())
|
|
|
- {
|
|
|
- switch (cb->canBuildStructure(town, b))
|
|
|
- {
|
|
|
- case EBuildingState::ALLOWED:
|
|
|
- town = t;
|
|
|
- break; //TODO: look for prerequisites? this is not our reponsibility
|
|
|
- default:
|
|
|
- continue;
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- if (town) //we have specific town to build this
|
|
|
- {
|
|
|
- switch (cb->canBuildStructure(town, b))
|
|
|
- {
|
|
|
- case EBuildingState::ALLOWED:
|
|
|
- case EBuildingState::NO_RESOURCES:
|
|
|
- {
|
|
|
- auto res = town->town->buildings.at(BuildingID(bid))->resources;
|
|
|
- return ai->ah->whatToDo(res, iAmElementar()); //realize immediately or gather resources
|
|
|
- }
|
|
|
- break;
|
|
|
- default:
|
|
|
- throw cannotFulfillGoalException("Not possible to build");
|
|
|
- }
|
|
|
- }
|
|
|
- else
|
|
|
- throw cannotFulfillGoalException("Cannot find town to build this");
|
|
|
-}
|
|
|
-
|
|
|
-TGoalVec Goals::CollectRes::getAllPossibleSubgoals()
|
|
|
-{
|
|
|
- TGoalVec ret;
|
|
|
-
|
|
|
- auto givesResource = [this](const CGObjectInstance * obj) -> bool
|
|
|
- {
|
|
|
- //TODO: move this logic to object side
|
|
|
- //TODO: remember mithril exists
|
|
|
- //TODO: water objects
|
|
|
- //TODO: Creature banks
|
|
|
-
|
|
|
- //return false first from once-visitable, before checking if they were even visited
|
|
|
- switch (obj->ID.num)
|
|
|
- {
|
|
|
- case Obj::TREASURE_CHEST:
|
|
|
- return resID == Res::GOLD;
|
|
|
- break;
|
|
|
- case Obj::RESOURCE:
|
|
|
- return obj->subID == resID;
|
|
|
- break;
|
|
|
- case Obj::MINE:
|
|
|
- return (obj->subID == resID &&
|
|
|
- (cb->getPlayerRelations(obj->tempOwner, ai->playerID) == PlayerRelations::ENEMIES)); //don't capture our mines
|
|
|
- break;
|
|
|
- case Obj::CAMPFIRE:
|
|
|
- return true; //contains all resources
|
|
|
- break;
|
|
|
- case Obj::WINDMILL:
|
|
|
- switch (resID)
|
|
|
- {
|
|
|
- case Res::GOLD:
|
|
|
- case Res::WOOD:
|
|
|
- return false;
|
|
|
- }
|
|
|
- break;
|
|
|
- case Obj::WATER_WHEEL:
|
|
|
- if (resID != Res::GOLD)
|
|
|
- return false;
|
|
|
- break;
|
|
|
- case Obj::MYSTICAL_GARDEN:
|
|
|
- if ((resID != Res::GOLD) && (resID != Res::GEMS))
|
|
|
- return false;
|
|
|
- break;
|
|
|
- case Obj::LEAN_TO:
|
|
|
- case Obj::WAGON:
|
|
|
- if (resID != Res::GOLD)
|
|
|
- return false;
|
|
|
- break;
|
|
|
- default:
|
|
|
- return false;
|
|
|
- break;
|
|
|
- }
|
|
|
- return !vstd::contains(ai->alreadyVisited, obj); //for weekly / once visitable
|
|
|
- };
|
|
|
-
|
|
|
- std::vector<const CGObjectInstance *> objs;
|
|
|
- for (auto obj : ai->visitableObjs)
|
|
|
- {
|
|
|
- if (givesResource(obj))
|
|
|
- objs.push_back(obj);
|
|
|
- }
|
|
|
- for (auto h : cb->getHeroesInfo())
|
|
|
- {
|
|
|
- std::vector<const CGObjectInstance *> ourObjs(objs); //copy common objects
|
|
|
-
|
|
|
- for (auto obj : ai->reservedHeroesMap[h]) //add objects reserved by this hero
|
|
|
- {
|
|
|
- if (givesResource(obj))
|
|
|
- ourObjs.push_back(obj);
|
|
|
- }
|
|
|
-
|
|
|
- for (auto obj : ourObjs)
|
|
|
- {
|
|
|
- auto waysToGo = ai->ah->howToVisitObj(h, ObjectIdRef(obj));
|
|
|
-
|
|
|
- vstd::concatenate(ret, waysToGo);
|
|
|
- }
|
|
|
- }
|
|
|
- return ret;
|
|
|
-}
|
|
|
-
|
|
|
-TSubgoal CollectRes::whatToDoToAchieve()
|
|
|
-{
|
|
|
- auto goals = getAllPossibleSubgoals();
|
|
|
- auto trade = whatToDoToTrade();
|
|
|
- if (!trade->invalid())
|
|
|
- goals.push_back(trade);
|
|
|
-
|
|
|
- if (goals.empty())
|
|
|
- return sptr(Goals::Explore()); //we can always do that
|
|
|
- else
|
|
|
- return fh->chooseSolution(goals); //TODO: evaluate trading
|
|
|
-}
|
|
|
-
|
|
|
-TSubgoal Goals::CollectRes::whatToDoToTrade()
|
|
|
-{
|
|
|
- std::vector<const IMarket *> markets;
|
|
|
-
|
|
|
- std::vector<const CGObjectInstance *> visObjs;
|
|
|
- ai->retrieveVisitableObjs(visObjs, true);
|
|
|
- for (const CGObjectInstance * obj : visObjs)
|
|
|
- {
|
|
|
- if (const IMarket * m = IMarket::castFrom(obj, false))
|
|
|
- {
|
|
|
- if (obj->ID == Obj::TOWN && obj->tempOwner == ai->playerID && m->allowsTrade(EMarketMode::RESOURCE_RESOURCE))
|
|
|
- markets.push_back(m);
|
|
|
- else if (obj->ID == Obj::TRADING_POST)
|
|
|
- markets.push_back(m);
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- boost::sort(markets, [](const IMarket * m1, const IMarket * m2) -> bool
|
|
|
- {
|
|
|
- return m1->getMarketEfficiency() < m2->getMarketEfficiency();
|
|
|
- });
|
|
|
-
|
|
|
- markets.erase(boost::remove_if(markets, [](const IMarket * market) -> bool
|
|
|
- {
|
|
|
- if (!(market->o->ID == Obj::TOWN && market->o->tempOwner == ai->playerID))
|
|
|
- {
|
|
|
- if (!ai->isAccessible(market->o->visitablePos()))
|
|
|
- return true;
|
|
|
- }
|
|
|
- return false;
|
|
|
- }), markets.end());
|
|
|
-
|
|
|
- if (!markets.size())
|
|
|
- {
|
|
|
- for (const CGTownInstance * t : cb->getTownsInfo())
|
|
|
- {
|
|
|
- if (cb->canBuildStructure(t, BuildingID::MARKETPLACE) == EBuildingState::ALLOWED)
|
|
|
- return sptr(Goals::BuildThis(BuildingID::MARKETPLACE, t).setpriority(2));
|
|
|
- }
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- const IMarket * m = markets.back();
|
|
|
- //attempt trade at back (best prices)
|
|
|
- int howManyCanWeBuy = 0;
|
|
|
- for (Res::ERes i = Res::WOOD; i <= Res::GOLD; vstd::advance(i, 1))
|
|
|
- {
|
|
|
- if (i == resID)
|
|
|
- continue;
|
|
|
- int toGive = -1, toReceive = -1;
|
|
|
- m->getOffer(i, resID, toGive, toReceive, EMarketMode::RESOURCE_RESOURCE);
|
|
|
- assert(toGive > 0 && toReceive > 0);
|
|
|
- howManyCanWeBuy += toReceive * (ai->ah->freeResources()[i] / toGive);
|
|
|
- }
|
|
|
-
|
|
|
- if (howManyCanWeBuy >= value)
|
|
|
- {
|
|
|
- auto backObj = cb->getTopObj(m->o->visitablePos()); //it'll be a hero if we have one there; otherwise marketplace
|
|
|
- assert(backObj);
|
|
|
- auto objid = m->o->id.getNum();
|
|
|
- if (backObj->tempOwner != ai->playerID) //top object not owned
|
|
|
- {
|
|
|
- return sptr(Goals::VisitObj(objid)); //just go there
|
|
|
- }
|
|
|
- else //either it's our town, or we have hero there
|
|
|
- {
|
|
|
- Goals::Trade trade(resID, value, objid);
|
|
|
- return sptr(trade.setisElementar(true)); //we can do this immediately
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- return sptr(Goals::Invalid()); //cannot trade
|
|
|
-}
|
|
|
-
|
|
|
-bool CollectRes::fulfillsMe(TSubgoal goal)
|
|
|
-{
|
|
|
- if (goal->resID == resID)
|
|
|
- if (goal->value >= value)
|
|
|
- return true;
|
|
|
-
|
|
|
- return false;
|
|
|
-}
|
|
|
-
|
|
|
-int GatherTroops::getCreaturesCount(const CArmedInstance * army)
|
|
|
-{
|
|
|
- int count = 0;
|
|
|
-
|
|
|
- for(auto stack : army->Slots())
|
|
|
- {
|
|
|
- if(objid == stack.second->getCreatureID().num)
|
|
|
- {
|
|
|
- count += stack.second->count;
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- return count;
|
|
|
-}
|
|
|
-
|
|
|
-TSubgoal GatherTroops::whatToDoToAchieve()
|
|
|
-{
|
|
|
- auto heroes = cb->getHeroesInfo(true);
|
|
|
-
|
|
|
- for(auto hero : heroes)
|
|
|
- {
|
|
|
- if(getCreaturesCount(hero) >= this->value)
|
|
|
- {
|
|
|
- logAi->trace("Completing GATHER_TROOPS by hero %s", hero->name);
|
|
|
-
|
|
|
- throw goalFulfilledException(sptr(*this));
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- TGoalVec solutions = getAllPossibleSubgoals();
|
|
|
-
|
|
|
- if(solutions.empty())
|
|
|
- return sptr(Goals::Explore());
|
|
|
-
|
|
|
- return fh->chooseSolution(solutions);
|
|
|
-}
|
|
|
-
|
|
|
-
|
|
|
-TGoalVec GatherTroops::getAllPossibleSubgoals()
|
|
|
-{
|
|
|
- TGoalVec solutions;
|
|
|
-
|
|
|
- for(const CGTownInstance * t : cb->getTownsInfo())
|
|
|
- {
|
|
|
- int count = getCreaturesCount(t->getUpperArmy());
|
|
|
-
|
|
|
- if(count >= this->value)
|
|
|
- {
|
|
|
- vstd::concatenate(solutions, ai->ah->howToVisitObj(t));
|
|
|
- continue;
|
|
|
- }
|
|
|
-
|
|
|
- auto creature = VLC->creh->creatures[objid];
|
|
|
- if(t->subID == creature->faction) //TODO: how to force AI to build unupgraded creatures? :O
|
|
|
- {
|
|
|
- auto creatures = vstd::tryAt(t->town->creatures, creature->level - 1);
|
|
|
- if(!creatures)
|
|
|
- continue;
|
|
|
-
|
|
|
- int upgradeNumber = vstd::find_pos(*creatures, creature->idNumber);
|
|
|
- if(upgradeNumber < 0)
|
|
|
- continue;
|
|
|
-
|
|
|
- BuildingID bid(BuildingID::DWELL_FIRST + creature->level - 1 + upgradeNumber * GameConstants::CREATURES_PER_TOWN);
|
|
|
- if(t->hasBuilt(bid)) //this assumes only creatures with dwellings are assigned to faction
|
|
|
- {
|
|
|
- solutions.push_back(sptr(Goals::BuyArmy(t, creature->AIValue * this->value).setobjid(objid)));
|
|
|
- }
|
|
|
- /*else //disable random building requests for now - this code needs to know a lot of town/resource context to do more good than harm
|
|
|
- {
|
|
|
- return sptr(Goals::BuildThis(bid, t).setpriority(priority));
|
|
|
- }*/
|
|
|
- }
|
|
|
- }
|
|
|
- for(auto obj : ai->visitableObjs)
|
|
|
- {
|
|
|
- auto d = dynamic_cast<const CGDwelling *>(obj);
|
|
|
-
|
|
|
- if(!d || obj->ID == Obj::TOWN)
|
|
|
- continue;
|
|
|
-
|
|
|
- for(auto creature : d->creatures)
|
|
|
- {
|
|
|
- if(creature.first) //there are more than 0 creatures avaliabe
|
|
|
- {
|
|
|
- for(auto type : creature.second)
|
|
|
- {
|
|
|
- if(type == objid && ai->ah->freeResources().canAfford(VLC->creh->creatures[type]->cost))
|
|
|
- vstd::concatenate(solutions, ai->ah->howToVisitObj(obj));
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- return solutions;
|
|
|
- //TODO: exchange troops between heroes
|
|
|
-}
|
|
|
-
|
|
|
-bool Goals::GatherTroops::fulfillsMe(TSubgoal goal)
|
|
|
-{
|
|
|
- if (!hero || hero == goal->hero) //we got army for desired hero or any hero
|
|
|
- if (goal->objid == objid) //same creature type //TODO: consider upgrades?
|
|
|
- if (goal->value >= value) //notify every time we get resources?
|
|
|
- return true;
|
|
|
- return false;
|
|
|
-}
|
|
|
-
|
|
|
-TSubgoal Conquer::whatToDoToAchieve()
|
|
|
-{
|
|
|
- return fh->chooseSolution(getAllPossibleSubgoals());
|
|
|
-}
|
|
|
-TGoalVec Conquer::getAllPossibleSubgoals()
|
|
|
-{
|
|
|
- TGoalVec ret;
|
|
|
-
|
|
|
- auto conquerable = [](const CGObjectInstance * obj) -> bool
|
|
|
- {
|
|
|
- if(cb->getPlayerRelations(ai->playerID, obj->tempOwner) == PlayerRelations::ENEMIES)
|
|
|
- {
|
|
|
- switch(obj->ID.num)
|
|
|
- {
|
|
|
- case Obj::TOWN:
|
|
|
- case Obj::HERO:
|
|
|
- case Obj::CREATURE_GENERATOR1:
|
|
|
- case Obj::MINE: //TODO: check ai->knownSubterraneanGates
|
|
|
- return true;
|
|
|
- }
|
|
|
- }
|
|
|
- return false;
|
|
|
- };
|
|
|
-
|
|
|
- std::vector<const CGObjectInstance *> objs;
|
|
|
- for(auto obj : ai->visitableObjs)
|
|
|
- {
|
|
|
- if(conquerable(obj))
|
|
|
- objs.push_back(obj);
|
|
|
- }
|
|
|
-
|
|
|
- for(auto h : cb->getHeroesInfo())
|
|
|
- {
|
|
|
- std::vector<const CGObjectInstance *> ourObjs(objs); //copy common objects
|
|
|
-
|
|
|
- for(auto obj : ai->reservedHeroesMap[h]) //add objects reserved by this hero
|
|
|
- {
|
|
|
- if(conquerable(obj))
|
|
|
- ourObjs.push_back(obj);
|
|
|
- }
|
|
|
- for(auto obj : ourObjs)
|
|
|
- {
|
|
|
- auto waysToGo = ai->ah->howToVisitObj(h, ObjectIdRef(obj));
|
|
|
-
|
|
|
- vstd::concatenate(ret, waysToGo);
|
|
|
- }
|
|
|
- }
|
|
|
- if(!objs.empty() && ai->canRecruitAnyHero()) //probably no point to recruit hero if we see no objects to capture
|
|
|
- ret.push_back(sptr(Goals::RecruitHero()));
|
|
|
-
|
|
|
- if(ret.empty())
|
|
|
- ret.push_back(sptr(Goals::Explore())); //we need to find an enemy
|
|
|
- return ret;
|
|
|
-}
|
|
|
-
|
|
|
-TGoalVec Goals::Build::getAllPossibleSubgoals()
|
|
|
-{
|
|
|
- TGoalVec ret;
|
|
|
-
|
|
|
- for (const CGTownInstance * t : cb->getTownsInfo())
|
|
|
- {
|
|
|
- //start fresh with every town
|
|
|
- ai->ah->getBuildingOptions(t);
|
|
|
- auto immediateBuilding = ai->ah->immediateBuilding();
|
|
|
- auto expensiveBuilding = ai->ah->expensiveBuilding();
|
|
|
-
|
|
|
- //handling for early town development to save money and focus on income
|
|
|
- if(!t->hasBuilt(ai->ah->getMaxPossibleGoldBuilding(t)) && expensiveBuilding.is_initialized())
|
|
|
- {
|
|
|
- auto potentialBuilding = expensiveBuilding.get();
|
|
|
- switch(expensiveBuilding.get().bid)
|
|
|
- {
|
|
|
- case BuildingID::TOWN_HALL:
|
|
|
- case BuildingID::CITY_HALL:
|
|
|
- case BuildingID::CAPITOL:
|
|
|
- case BuildingID::FORT:
|
|
|
- case BuildingID::CITADEL:
|
|
|
- case BuildingID::CASTLE:
|
|
|
- //If above buildings are next to be bought, but no money... do not buy anything else, try to gather resources for these. Simple but has to suffice for now.
|
|
|
- auto goal = ai->ah->whatToDo(potentialBuilding.price, sptr(Goals::BuildThis(potentialBuilding.bid, t).setpriority(2.25)));
|
|
|
- ret.push_back(goal);
|
|
|
- return ret;
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- if (immediateBuilding.is_initialized())
|
|
|
- {
|
|
|
- ret.push_back(sptr(Goals::BuildThis(immediateBuilding.get().bid, t).setpriority(2))); //prioritize buildings we can build quick
|
|
|
- }
|
|
|
- else //try build later
|
|
|
- {
|
|
|
- if (expensiveBuilding.is_initialized())
|
|
|
- {
|
|
|
- auto potentialBuilding = expensiveBuilding.get(); //gather resources for any we can't afford
|
|
|
- auto goal = ai->ah->whatToDo(potentialBuilding.price, sptr(Goals::BuildThis(potentialBuilding.bid, t).setpriority(0.5)));
|
|
|
- ret.push_back(goal);
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- if (ret.empty())
|
|
|
- throw cannotFulfillGoalException("BUILD has been realized as much as possible.");
|
|
|
- else
|
|
|
- return ret;
|
|
|
-}
|
|
|
-
|
|
|
-TSubgoal Build::whatToDoToAchieve()
|
|
|
-{
|
|
|
- return fh->chooseSolution(getAllPossibleSubgoals());
|
|
|
-}
|
|
|
-
|
|
|
-bool Goals::Build::fulfillsMe(TSubgoal goal)
|
|
|
-{
|
|
|
- if (goal->goalType == Goals::BUILD || goal->goalType == Goals::BUILD_STRUCTURE)
|
|
|
- return (!town || town == goal->town); //building anything will do, in this town if set
|
|
|
- else
|
|
|
- return false;
|
|
|
-}
|
|
|
-
|
|
|
-TSubgoal Invalid::whatToDoToAchieve()
|
|
|
-{
|
|
|
- return iAmElementar();
|
|
|
-}
|
|
|
-
|
|
|
-std::string GatherArmy::completeMessage() const
|
|
|
-{
|
|
|
- return "Hero " + hero.get()->name + " gathered army of value " + boost::lexical_cast<std::string>(value);
|
|
|
-}
|
|
|
-
|
|
|
-TSubgoal GatherArmy::whatToDoToAchieve()
|
|
|
-{
|
|
|
- //TODO: find hero if none set
|
|
|
- assert(hero.h);
|
|
|
-
|
|
|
- return fh->chooseSolution(getAllPossibleSubgoals()); //find dwelling. use current hero to prevent him from doing nothing.
|
|
|
-}
|
|
|
-
|
|
|
-static const BuildingID unitsSource[] = { BuildingID::DWELL_LVL_1, BuildingID::DWELL_LVL_2, BuildingID::DWELL_LVL_3,
|
|
|
- BuildingID::DWELL_LVL_4, BuildingID::DWELL_LVL_5, BuildingID::DWELL_LVL_6, BuildingID::DWELL_LVL_7};
|
|
|
-
|
|
|
-TGoalVec GatherArmy::getAllPossibleSubgoals()
|
|
|
-{
|
|
|
- //get all possible towns, heroes and dwellings we may use
|
|
|
- TGoalVec ret;
|
|
|
-
|
|
|
- if(!hero.validAndSet())
|
|
|
- {
|
|
|
- return ret;
|
|
|
- }
|
|
|
-
|
|
|
- //TODO: include evaluation of monsters gather in calculation
|
|
|
- for(auto t : cb->getTownsInfo())
|
|
|
- {
|
|
|
- auto pos = t->visitablePos();
|
|
|
- if(ai->isAccessibleForHero(pos, hero))
|
|
|
- {
|
|
|
- //grab army from town
|
|
|
- if(!t->visitingHero && howManyReinforcementsCanGet(hero, t))
|
|
|
- {
|
|
|
- if(!vstd::contains(ai->townVisitsThisWeek[hero], t))
|
|
|
- ret.push_back(sptr(Goals::VisitTile(pos).sethero(hero)));
|
|
|
- }
|
|
|
- //buy army in town
|
|
|
- if (!t->visitingHero || t->visitingHero == hero.get(true))
|
|
|
- {
|
|
|
- ui32 val = std::min<ui32>(value, howManyReinforcementsCanBuy(hero, t));
|
|
|
- if (val)
|
|
|
- {
|
|
|
- auto goal = sptr(Goals::BuyArmy(t, val).sethero(hero));
|
|
|
- if(!ai->ah->containsObjective(goal)) //avoid loops caused by reserving same objective twice
|
|
|
- ret.push_back(goal);
|
|
|
- else
|
|
|
- logAi->debug("Can not buy army, because of ai->ah->containsObjective");
|
|
|
- }
|
|
|
- }
|
|
|
- //build dwelling
|
|
|
- //TODO: plan building over multiple turns?
|
|
|
- //auto bid = ah->canBuildAnyStructure(t, std::vector<BuildingID>(unitsSource, unitsSource + ARRAY_COUNT(unitsSource)), 8 - cb->getDate(Date::DAY_OF_WEEK));
|
|
|
-
|
|
|
- //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
|
|
|
- /*auto bid = ai->ah->canBuildAnyStructure(t, std::vector<BuildingID>(unitsSource, unitsSource + ARRAY_COUNT(unitsSource)), 1);
|
|
|
- if (bid.is_initialized())
|
|
|
- {
|
|
|
- auto goal = sptr(BuildThis(bid.get(), t).setpriority(priority));
|
|
|
- if (!ai->ah->containsObjective(goal)) //avoid loops caused by reserving same objective twice
|
|
|
- ret.push_back(goal);
|
|
|
- else
|
|
|
- logAi->debug("Can not build a structure, because of ai->ah->containsObjective");
|
|
|
- }*/
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- auto otherHeroes = cb->getHeroesInfo();
|
|
|
- auto heroDummy = hero;
|
|
|
- vstd::erase_if(otherHeroes, [heroDummy](const CGHeroInstance * h)
|
|
|
- {
|
|
|
- if(h == heroDummy.h)
|
|
|
- return true;
|
|
|
- else if(!ai->isAccessibleForHero(heroDummy->visitablePos(), h, true))
|
|
|
- return true;
|
|
|
- else if(!ai->canGetArmy(heroDummy.h, h)) //TODO: return actual aiValue
|
|
|
- return true;
|
|
|
- else if(ai->getGoal(h)->goalType == Goals::GATHER_ARMY)
|
|
|
- return true;
|
|
|
- else
|
|
|
- return false;
|
|
|
- });
|
|
|
- for(auto h : otherHeroes)
|
|
|
- {
|
|
|
- // Go to the other hero if we are faster
|
|
|
- if (!vstd::contains(ai->visitedHeroes[hero], h)
|
|
|
- && ai->isAccessibleForHero(h->visitablePos(), hero, true)) //visit only once each turn //FIXME: this is only bug workaround
|
|
|
- ret.push_back(sptr(Goals::VisitHero(h->id.getNum()).setisAbstract(true).sethero(hero)));
|
|
|
- // Let the other hero come to us
|
|
|
- if (!vstd::contains(ai->visitedHeroes[h], hero))
|
|
|
- ret.push_back(sptr(Goals::VisitHero(hero->id.getNum()).setisAbstract(true).sethero(h)));
|
|
|
- }
|
|
|
-
|
|
|
- std::vector<const CGObjectInstance *> objs;
|
|
|
- for(auto obj : ai->visitableObjs)
|
|
|
- {
|
|
|
- if(obj->ID == Obj::CREATURE_GENERATOR1)
|
|
|
- {
|
|
|
- auto relationToOwner = cb->getPlayerRelations(obj->getOwner(), ai->playerID);
|
|
|
-
|
|
|
- //Use flagged dwellings only when there are available creatures that we can afford
|
|
|
- if(relationToOwner == PlayerRelations::SAME_PLAYER)
|
|
|
- {
|
|
|
- auto dwelling = dynamic_cast<const CGDwelling *>(obj);
|
|
|
-
|
|
|
- ui32 val = std::min<ui32>(value, howManyReinforcementsCanBuy(hero, dwelling));
|
|
|
-
|
|
|
- if(val)
|
|
|
- {
|
|
|
- for(auto & creLevel : dwelling->creatures)
|
|
|
- {
|
|
|
- if(creLevel.first)
|
|
|
- {
|
|
|
- for(auto & creatureID : creLevel.second)
|
|
|
- {
|
|
|
- auto creature = VLC->creh->creatures[creatureID];
|
|
|
- if(ai->ah->freeResources().canAfford(creature->cost))
|
|
|
- objs.push_back(obj); //TODO: reserve resources?
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- for(auto h : cb->getHeroesInfo())
|
|
|
- {
|
|
|
- for(auto obj : objs)
|
|
|
- {
|
|
|
- //find safe dwelling
|
|
|
- if(ai->isGoodForVisit(obj, h))
|
|
|
- {
|
|
|
- vstd::concatenate(ret, ai->ah->howToVisitObj(h, obj));
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- if(ai->canRecruitAnyHero() && ai->ah->freeGold() > GameConstants::HERO_GOLD_COST) //this is not stupid in early phase of game
|
|
|
- {
|
|
|
- if(auto t = ai->findTownWithTavern())
|
|
|
- {
|
|
|
- for(auto h : cb->getAvailableHeroes(t)) //we assume that all towns have same set of heroes
|
|
|
- {
|
|
|
- if(h && h->getTotalStrength() > 500) //do not buy heroes with single creatures for GatherArmy
|
|
|
- {
|
|
|
- ret.push_back(sptr(Goals::RecruitHero()));
|
|
|
- break;
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- if(ret.empty())
|
|
|
- {
|
|
|
- if(hero == ai->primaryHero())
|
|
|
- ret.push_back(sptr(Goals::Explore()));
|
|
|
- else
|
|
|
- throw cannotFulfillGoalException("No ways to gather army");
|
|
|
- }
|
|
|
-
|
|
|
- return ret;
|
|
|
-}
|
|
|
-
|
|
|
-//TSubgoal AbstractGoal::whatToDoToAchieve()
|
|
|
-//{
|
|
|
-// logAi->debug("Decomposing goal of type %s",name());
|
|
|
-// return sptr (Goals::Explore());
|
|
|
-//}
|
|
|
-
|
|
|
-TSubgoal AbstractGoal::goVisitOrLookFor(const CGObjectInstance * obj)
|
|
|
-{
|
|
|
- if(obj)
|
|
|
- return sptr(Goals::VisitObj(obj->id.getNum()));
|
|
|
- else
|
|
|
- return sptr(Goals::Explore());
|
|
|
-}
|
|
|
-
|
|
|
-TSubgoal AbstractGoal::lookForArtSmart(int aid)
|
|
|
-{
|
|
|
- return sptr(Goals::Invalid());
|
|
|
-}
|
|
|
-
|
|
|
-bool AbstractGoal::invalid() const
|
|
|
-{
|
|
|
- return goalType == INVALID;
|
|
|
-}
|
|
|
-
|
|
|
-void AbstractGoal::accept(VCAI * ai)
|
|
|
-{
|
|
|
- ai->tryRealize(*this);
|
|
|
-}
|
|
|
-
|
|
|
-
|
|
|
-template<typename T>
|
|
|
-void CGoal<T>::accept(VCAI * ai)
|
|
|
-{
|
|
|
- ai->tryRealize(static_cast<T &>(*this)); //casting enforces template instantiation
|
|
|
-}
|
|
|
-
|
|
|
-float AbstractGoal::accept(FuzzyHelper * f)
|
|
|
-{
|
|
|
- return f->evaluate(*this);
|
|
|
-}
|
|
|
-
|
|
|
-template<typename T>
|
|
|
-float CGoal<T>::accept(FuzzyHelper * f)
|
|
|
-{
|
|
|
- return f->evaluate(static_cast<T &>(*this)); //casting enforces template instantiation
|
|
|
-}
|