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							- #include "StdInc.h"
 
- #include "Goals.h"
 
- #include "VCAI.h"
 
- #include "Fuzzy.h"
 
- #include "../../lib/mapping/CMap.h" //for victory conditions
 
- #include "../../lib/CPathfinder.h"
 
- /*
 
-  * Goals.cpp, part of VCMI engine
 
-  *
 
-  * Authors: listed in file AUTHORS in main folder
 
-  *
 
-  * License: GNU General Public License v2.0 or later
 
-  * Full text of license available in license.txt file, in main folder
 
-  *
 
-  */
 
- extern boost::thread_specific_ptr<CCallback> cb;
 
- extern boost::thread_specific_ptr<VCAI> ai;
 
- extern FuzzyHelper * fh; //TODO: this logic should be moved inside VCAI
 
- using namespace vstd;
 
- using namespace Goals;
 
- TSubgoal Goals::sptr(const AbstractGoal & tmp)
 
- {
 
- 	shared_ptr<AbstractGoal> ptr;
 
- 	ptr.reset(tmp.clone());
 
- 	return ptr;
 
- }
 
- std::string Goals::AbstractGoal::name() const //TODO: virtualize
 
- {
 
- 	std::string desc;
 
- 	switch (goalType)
 
- 	{
 
- 		case INVALID:
 
- 			return "INVALID";
 
- 		case WIN:
 
- 			return "WIN";
 
- 		case DO_NOT_LOSE:
 
- 			return "DO NOT LOOSE";
 
- 		case CONQUER:
 
- 			return "CONQUER";
 
- 		case BUILD:
 
- 			return "BUILD";
 
- 		case EXPLORE:
 
- 			desc = "EXPLORE";
 
- 			break;
 
- 		case GATHER_ARMY:
 
- 			desc = "GATHER ARMY";
 
- 			break;
 
- 		case BOOST_HERO:
 
- 			desc = "BOOST_HERO (unsupported)";
 
- 			break;
 
- 		case RECRUIT_HERO:
 
- 			return "RECRUIT HERO";
 
- 		case BUILD_STRUCTURE:
 
- 			return "BUILD STRUCTURE";
 
- 		case COLLECT_RES:
 
- 			desc = "COLLECT RESOURCE";
 
- 			break;
 
- 		case GATHER_TROOPS:
 
- 			desc = "GATHER TROOPS";
 
- 			break;
 
- 		case GET_OBJ:
 
- 		{
 
- 			auto obj = cb->getObjInstance(ObjectInstanceID(objid));
 
- 			if (obj)
 
- 				desc = "GET OBJ " + obj->getObjectName();
 
- 		}
 
- 		case FIND_OBJ:
 
- 			desc = "FIND OBJ " + boost::lexical_cast<std::string>(objid);
 
- 			break;
 
- 		case VISIT_HERO:
 
- 		{
 
- 			auto obj = cb->getObjInstance(ObjectInstanceID(objid));
 
- 			if (obj)
 
- 				desc = "VISIT HERO " + obj->getObjectName();
 
- 		}
 
- 			break;
 
- 		case GET_ART_TYPE:
 
- 			desc = "GET ARTIFACT OF TYPE " + VLC->arth->artifacts[aid]->Name();
 
- 			break;
 
- 		case ISSUE_COMMAND:
 
- 			return "ISSUE COMMAND (unsupported)";
 
- 		case VISIT_TILE:
 
- 			desc = "VISIT TILE " + tile();
 
- 			break;
 
- 		case CLEAR_WAY_TO:
 
- 			desc = "CLEAR WAY TO " + tile();
 
- 			break;
 
- 		case DIG_AT_TILE:
 
- 			desc = "DIG AT TILE " + tile();
 
- 			break;
 
- 		default:
 
- 			return boost::lexical_cast<std::string>(goalType);
 
- 	}
 
- 	if (hero.get(true)) //FIXME: used to crash when we lost hero and failed goal
 
- 		desc += " (" + hero->name + ")";
 
- 	return desc;
 
- }
 
- //TODO: virtualize if code gets complex?
 
- bool Goals::AbstractGoal::operator== (AbstractGoal &g)
 
- {
 
- 	if (g.goalType != goalType)
 
- 		return false;
 
- 	if (g.isElementar != isElementar) //elementar goals fulfill long term non-elementar goals (VisitTile)
 
- 		return false;
 
- 	switch (goalType)
 
- 	{
 
- 		//no parameters
 
- 		case INVALID:
 
- 		case WIN:
 
- 		case DO_NOT_LOSE:
 
- 		case RECRUIT_HERO: //recruit any hero, as yet
 
- 			return true;
 
- 			break;
 
- 		//assigned to hero, no parameters
 
- 		case CONQUER:
 
- 		case EXPLORE:
 
- 		case GATHER_ARMY: //actual value is indifferent
 
- 		case BOOST_HERO:
 
- 			return g.hero.h == hero.h; //how comes HeroPtrs are equal for different heroes?
 
- 			break;
 
- 		//assigned hero and tile
 
- 		case VISIT_TILE:
 
- 		case CLEAR_WAY_TO:
 
- 			return (g.hero.h == hero.h && g.tile == tile);
 
- 			break;
 
- 		//assigned hero and object
 
- 		case GET_OBJ:
 
- 		case FIND_OBJ: //TODO: use subtype?
 
- 		case VISIT_HERO:
 
- 		case GET_ART_TYPE:
 
- 		case DIG_AT_TILE:
 
- 			return (g.hero.h == hero.h && g.objid == objid);
 
- 			break;
 
- 		//no check atm
 
- 		case COLLECT_RES:
 
- 		case GATHER_TROOPS:
 
- 		case ISSUE_COMMAND:
 
- 		case BUILD: //TODO: should be decomposed to build specific structures
 
- 		case BUILD_STRUCTURE:
 
- 		default:
 
- 			return false;
 
- 	}
 
- }
 
- //TODO: find out why the following are not generated automatically on MVS?
 
- namespace Goals 
 
- { 
 
- 	template <>
 
- 	void CGoal<Win>::accept (VCAI * ai)
 
- 	{
 
- 		ai->tryRealize(static_cast<Win&>(*this));
 
- 	}
 
- 	template <>
 
- 	void CGoal<Build>::accept (VCAI * ai)
 
- 	{
 
- 		ai->tryRealize(static_cast<Build&>(*this));
 
- 	}
 
- 	template <>
 
- 	float CGoal<Win>::accept (FuzzyHelper * f)
 
- 	{
 
- 		return f->evaluate(static_cast<Win&>(*this));
 
- 	}
 
- 	template <>
 
- 	float CGoal<Build>::accept (FuzzyHelper * f)
 
- 	{
 
- 		return f->evaluate(static_cast<Build&>(*this));
 
- 	}
 
- }
 
- //TSubgoal AbstractGoal::whatToDoToAchieve()
 
- //{
 
- //    logAi->debugStream() << boost::format("Decomposing goal of type %s") % name();
 
- //        return sptr (Goals::Explore());
 
- //}
 
- TSubgoal Win::whatToDoToAchieve()
 
- {
 
- 	auto toBool = [=](const EventCondition &)
 
- 	{
 
- 		// TODO: proper implementation
 
- 		// Right now even already fulfilled goals will be included into generated list
 
- 		// Proper check should test if event condition is already fulfilled
 
- 		// Easiest way to do this is to call CGameState::checkForVictory but this function should not be
 
- 		// used on client side or in AI code
 
- 		return false;
 
- 	};
 
- 	std::vector<EventCondition> goals;
 
- 	for (const TriggeredEvent & event : cb->getMapHeader()->triggeredEvents)
 
- 	{
 
- 		//TODO: try to eliminate human player(s) using loss conditions that have isHuman element
 
- 		if (event.effect.type == EventEffect::VICTORY)
 
- 		{
 
- 			boost::range::copy(event.trigger.getFulfillmentCandidates(toBool), std::back_inserter(goals));
 
- 		}
 
- 	}
 
- 	//TODO: instead of returning first encountered goal AI should generate list of possible subgoals
 
- 	for (const EventCondition & goal : goals)
 
- 	{
 
- 		switch(goal.condition)
 
- 		{
 
- 		case EventCondition::HAVE_ARTIFACT:
 
- 			return sptr (Goals::GetArtOfType(goal.objectType));
 
- 		case EventCondition::DESTROY:
 
- 			{
 
- 				if (goal.object)
 
- 				{
 
- 					auto obj = cb->getObj (goal.object->id);
 
- 					if (obj)
 
- 						if (obj->getOwner() == ai->playerID) //we can't capture our own object
 
- 							return sptr(Goals::Conquer());
 
- 					return sptr (Goals::GetObj(goal.object->id.getNum()));
 
- 				}
 
- 				else
 
- 				{
 
- 					// TODO: destroy all objects of type goal.objectType
 
- 					// This situation represents "kill all creatures" condition from H3
 
- 					break;
 
- 				}
 
- 			}
 
- 		case EventCondition::HAVE_BUILDING:
 
- 			{
 
- 			// TODO build other buildings apart from Grail
 
- 			// goal.objectType = buidingID to build
 
- 			// goal.object = optional, town in which building should be built
 
- 			// Represents "Improve town" condition from H3 (but unlike H3 it consists from 2 separate conditions)
 
- 				if (goal.objectType == BuildingID::GRAIL)
 
- 				{
 
- 					if(auto h = ai->getHeroWithGrail())
 
- 					{
 
- 						//hero is in a town that can host Grail
 
- 						if(h->visitedTown && !vstd::contains(h->visitedTown->forbiddenBuildings, BuildingID::GRAIL))
 
- 						{
 
- 							const CGTownInstance *t = h->visitedTown;
 
- 							return sptr (Goals::BuildThis(BuildingID::GRAIL, t));
 
- 						}
 
- 						else
 
- 						{
 
- 							auto towns = cb->getTownsInfo();
 
- 							towns.erase(boost::remove_if(towns,
 
- 												[](const CGTownInstance *t) -> bool
 
- 												{
 
- 													return vstd::contains(t->forbiddenBuildings, BuildingID::GRAIL);
 
- 												}),
 
- 										towns.end());
 
- 							boost::sort(towns, CDistanceSorter(h.get()));
 
- 							if(towns.size())
 
- 							{
 
- 								return sptr (Goals::VisitTile(towns.front()->visitablePos()).sethero(h));
 
- 							}
 
- 						}
 
- 					}
 
- 					double ratio = 0;
 
- 					// maybe make this check a bit more complex? For example:
 
- 					// 0.75 -> dig randomly within 3 tiles radius
 
- 					// 0.85 -> radius now 2 tiles
 
- 					// 0.95 -> 1 tile radius, position is fully known
 
- 					// AFAIK H3 AI does something like this
 
- 					int3 grailPos = cb->getGrailPos(ratio);
 
- 					if(ratio > 0.99)
 
- 					{
 
- 						return sptr (Goals::DigAtTile(grailPos));
 
- 					} //TODO: use FIND_OBJ
 
- 					else if(const CGObjectInstance * obj = ai->getUnvisitedObj(objWithID<Obj::OBELISK>)) //there are unvisited Obelisks
 
- 						return sptr (Goals::GetObj(obj->id.getNum()));
 
- 					else
 
- 						return sptr (Goals::Explore());
 
- 				}
 
- 				break;
 
- 			}
 
- 		case EventCondition::CONTROL:
 
- 			{
 
- 				if (goal.object)
 
- 				{
 
- 					return sptr (Goals::GetObj(goal.object->id.getNum()));
 
- 				}
 
- 				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;
 
- 		default:
 
- 			assert(0);
 
- 		}
 
- 	}
 
- 	return sptr (Goals::Invalid());
 
- }
 
- 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::GetObj(o->id.getNum()));
 
- 	else
 
- 		return sptr (Goals::Explore());
 
- }
 
- std::string GetObj::completeMessage() const
 
- {
 
- 	return "hero " + hero.get()->name + " captured Object ID = " + boost::lexical_cast<std::string>(objid); 
 
- }
 
- TSubgoal GetObj::whatToDoToAchieve()
 
- {
 
- 	const CGObjectInstance * obj = cb->getObj(ObjectInstanceID(objid));
 
- 	if(!obj)
 
- 		return sptr (Goals::Explore());
 
- 	if (obj->tempOwner == ai->playerID) //we can't capture our own object -> move to Win codition
 
- 		throw cannotFulfillGoalException("Cannot capture my own object " + obj->getObjectName());
 
- 	int3 pos = obj->visitablePos();
 
- 	if (hero)
 
- 	{
 
- 		if (ai->isAccessibleForHero(pos, hero))
 
- 			return sptr (Goals::VisitTile(pos).sethero(hero));
 
- 	}
 
- 	else
 
- 	{
 
- 		for (auto h : cb->getHeroesInfo())
 
- 		{
 
- 			if (ai->isAccessibleForHero(pos, h))
 
- 				return sptr(Goals::VisitTile(pos).sethero(h)); //we must visit object with same hero, if any
 
- 		}
 
- 	}
 
- 	return sptr (Goals::ClearWayTo(pos).sethero(hero));
 
- }
 
- bool GetObj::fulfillsMe (TSubgoal goal)
 
- {
 
- 	if (goal->goalType == Goals::VISIT_TILE)
 
- 	{
 
- 		auto obj = cb->getObj(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->errorStream() << "Hero " << hero.name << " tries to visit himself.";
 
- 		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)
 
- {
 
- 	if (goal->goalType == Goals::VISIT_TILE && cb->getObj(ObjectInstanceID(objid))->visitablePos() == goal->tile)
 
- 		return true;
 
- 	else
 
- 		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->errorStream() << "Clear way should be used with visible tiles!";
 
- 		return sptr (Goals::Explore());
 
- 	}
 
- 	return (fh->chooseSolution(getAllPossibleSubgoals()));	
 
- }
 
- 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
 
- 		auto sm = ai->getCachedSectorMap(h);
 
- 		int3 tileToHit = sm->firstTileToGet(h, tile);
 
- 		if (!tileToHit.valid())
 
- 			continue;
 
- 		if (isBlockedBorderGate(tileToHit))
 
- 		{	//FIXME: this way we'll not visit gate and activate quest :?
 
- 			ret.push_back  (sptr (Goals::FindObj (Obj::KEYMASTER, cb->getTile(tileToHit)->visitableObjects.back()->subID)));
 
- 		}
 
- 		auto topObj = cb->getTopObj(tileToHit);
 
- 		if (topObj)
 
- 		{
 
- 			if (vstd::contains(ai->reservedObjs, topObj) && !vstd::contains(ai->reservedHeroesMap[h], topObj))
 
- 			{
 
- 				throw goalFulfilledException (sptr(Goals::ClearWayTo(tile, h)));
 
- 				continue; //do not capure object reserved by other hero
 
- 			}
 
- 			if (topObj->ID == Obj::HERO && cb->getPlayerRelations(h->tempOwner, topObj->tempOwner) != PlayerRelations::ENEMIES)
 
- 				if (topObj != hero.get(true)) //the hero we want to free
 
- 					logAi->errorStream() << boost::format("%s stands in the way of %s") % topObj->getObjectName()  % h->getObjectName();
 
- 			if (topObj->ID == Obj::QUEST_GUARD || topObj->ID == Obj::BORDERGUARD)
 
- 			{
 
- 				if (shouldVisit(h, topObj))
 
- 				{
 
- 					//do NOT use VISIT_TILE, as tile with quets guard can't be visited
 
- 					ret.push_back (sptr (Goals::GetObj(topObj->id.getNum()).sethero(h)));
 
- 					continue; //do not try to visit tile or gather army
 
- 				}
 
- 				else
 
- 				{
 
- 					//TODO: we should be able to return apriopriate quest here (VCAI::striveToQuest)
 
- 					logAi->debugStream() << "Quest guard blocks the way to " + tile();
 
- 					continue; //do not access quets guard if we can't complete the quest
 
- 				}
 
- 			}
 
- 		}
 
- 		if (isSafeToVisit(h, tileToHit)) //this makes sense only if tile is guarded, but there i no quest object
 
- 		{
 
- 			ret.push_back (sptr (Goals::VisitTile(tileToHit).sethero(h)));
 
- 		}
 
- 		else
 
- 		{
 
- 			ret.push_back (sptr (Goals::GatherArmy(evaluateDanger(tileToHit, h)*SAFE_ATTACK_CONSTANT).
 
- 				sethero(h).setisAbstract(true)));
 
- 		}
 
- 	}
 
- 	if (ai->canRecruitAnyHero())
 
- 		ret.push_back (sptr (Goals::RecruitHero()));
 
- 	if (ret.empty())
 
- 	{
 
- 		logAi->warnStream() << "There is no known way to clear the way to tile " + tile();
 
- 		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();
 
- 		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;
 
- 			}
 
- 		}
 
- 	}
 
- 	for (auto h : heroes)
 
- 	{
 
- 		auto sm = ai->getCachedSectorMap(h);
 
- 		for (auto obj : objs) //double loop, performance risk?
 
- 		{
 
- 			auto t = sm->firstTileToGet(h, obj->visitablePos()); //we assume that no more than one tile on the way is guarded
 
- 			if (ai->isTileNotReserved(h, t))
 
- 				ret.push_back (sptr(Goals::ClearWayTo(obj->visitablePos(), h).setisAbstract(true)));
 
- 		}
 
- 		int3 t = whereToExplore(h);
 
- 		if (t.valid())
 
- 		{
 
- 			ret.push_back (sptr (Goals::VisitTile(t).sethero(h)));
 
- 		}
 
- 		else
 
- 		{
 
- 			ai->markHeroUnableToExplore (h); //there is no freely accessible tile, do not poll this hero anymore
 
- 			//possible issues when gathering army to break
 
- 			if (hero.h == h || (!hero && h == ai->primaryHero().h)) //check this only ONCE, high cost
 
- 			{
 
- 				t = ai->explorationDesperate(h);
 
- 				if (t.valid()) //don't waste time if we are completely blocked
 
- 					ret.push_back (sptr(Goals::ClearWayTo(t, h).setisAbstract(true)));
 
- 			}
 
- 		}
 
- 	}
 
- 	//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));
 
- 	if(cb->getResourceAmount(Res::GOLD) < HERO_GOLD_COST)
 
- 		return sptr (Goals::CollectRes(Res::GOLD, HERO_GOLD_COST));
 
- 	return iAmElementar();
 
- }
 
- std::string VisitTile::completeMessage() const
 
- {
 
- 	return "Hero " + hero.get()->name + " visited tile " + tile();
 
- }
 
- 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 = 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 = 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()
 
- {
 
- 	//TODO check res
 
- 	//look for town
 
- 	//prerequisites?
 
- 	return iAmElementar();
 
- }
 
- TSubgoal CollectRes::whatToDoToAchieve()
 
- {
 
- 	std::vector<const IMarket*> markets;
 
- 	std::vector<const CGObjectInstance*> visObjs;
 
- 	ai->retreiveVisitableObjs(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) //TODO a moze po prostu test na pozwalanie handlu?
 
- 				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
 
- 	{
 
- 		return !(market->o->ID == Obj::TOWN && market->o->tempOwner == ai->playerID)
 
- 			&& !ai->isAccessible(market->o->visitablePos());
 
- 	}),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));
 
- 		}
 
- 	}
 
- 	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 * (cb->getResourceAmount(i) / toGive);
 
- 		}
 
- 		if(howManyCanWeBuy + cb->getResourceAmount(static_cast<Res::ERes>(resID)) >= value)
 
- 		{
 
- 			auto backObj = cb->getTopObj(m->o->visitablePos()); //it'll be a hero if we have one there; otherwise marketplace
 
- 			assert(backObj);
 
- 			if (backObj->tempOwner != ai->playerID)
 
- 			{
 
- 				return sptr (Goals::GetObj(m->o->id.getNum()));
 
- 			}
 
- 			else
 
- 			{
 
- 				return sptr (Goals::GetObj(m->o->id.getNum()).setisElementar(true));
 
- 			}
 
- 		}
 
- 	}
 
- 	return sptr (setisElementar(true)); //all the conditions for trade are met
 
- }
 
- TSubgoal GatherTroops::whatToDoToAchieve()
 
- {
 
- 	std::vector<const CGDwelling *> dwellings;
 
- 	for(const CGTownInstance *t : cb->getTownsInfo())
 
- 	{
 
- 		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
 
- 			{
 
- 				dwellings.push_back(t);
 
- 			}
 
- 			else
 
- 			{
 
- 				return sptr (Goals::BuildThis(bid, t));
 
- 			}
 
- 		}
 
- 	}
 
- 	for (auto obj : ai->visitableObjs)
 
- 	{
 
- 		if (obj->ID != Obj::CREATURE_GENERATOR1) //TODO: what with other creature generators?
 
- 			continue;
 
- 		auto d = dynamic_cast<const CGDwelling *>(obj);
 
- 		for (auto creature : d->creatures)
 
- 		{
 
- 			if (creature.first) //there are more than 0 creatures avaliabe
 
- 			{
 
- 				for (auto type : creature.second)
 
- 				{
 
- 					if (type == objid  &&  ai->freeResources().canAfford(VLC->creh->creatures[type]->cost))
 
- 						dwellings.push_back(d);
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	if (dwellings.size())
 
- 	{
 
- 		typedef std::map<const CGHeroInstance *, const CGDwelling *> TDwellMap;
 
- 		// sorted helper
 
- 		auto comparator = [](const TDwellMap::value_type & a, const TDwellMap::value_type & b) -> bool
 
- 		{
 
- 			const CGPathNode *ln = ai->myCb->getPathsInfo(a.first)->getPathInfo(a.second->visitablePos()),
 
- 			                 *rn = ai->myCb->getPathsInfo(b.first)->getPathInfo(b.second->visitablePos());
 
- 			if(ln->turns != rn->turns)
 
- 				return ln->turns < rn->turns;
 
- 			return (ln->moveRemains > rn->moveRemains);
 
- 		};
 
- 		// for all owned heroes generate map <hero -> nearest dwelling>
 
- 		TDwellMap nearestDwellings;
 
- 		for (const CGHeroInstance * hero : cb->getHeroesInfo(true))
 
- 		{
 
- 			nearestDwellings[hero] = *boost::range::min_element(dwellings, CDistanceSorter(hero));
 
- 		}
 
- 		// find hero who is nearest to a dwelling
 
- 		const CGDwelling * nearest = boost::range::min_element(nearestDwellings, comparator)->second;
 
- 		return sptr (Goals::GetObj(nearest->id.getNum()));
 
- 	}
 
- 	else
 
- 		return sptr (Goals::Explore());
 
- 	//TODO: exchange troops between heroes
 
- }
 
- 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())
 
- 	{
 
- 		auto sm = ai->getCachedSectorMap(h);
 
- 		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)
 
- 		{
 
- 			int3 dest = obj->visitablePos();
 
- 			auto t = sm->firstTileToGet(h, dest); //we assume that no more than one tile on the way is guarded
 
- 			if (t.valid()) //we know any path at all
 
- 			{
 
- 				if (ai->isTileNotReserved(h, t)) //no other hero wants to conquer that tile
 
- 				{
 
- 					if (isSafeToVisit(h, dest))
 
- 					{
 
- 						if (dest != t) //there is something blocking our way
 
- 							ret.push_back(sptr(Goals::ClearWayTo(dest, h).setisAbstract(true)));
 
- 						else
 
- 						{
 
- 							if (obj->ID.num == Obj::HERO) //enemy hero may move to other position
 
- 								ret.push_back(sptr(Goals::VisitHero(obj->id.getNum()).sethero(h).setisAbstract(true)));
 
- 							else //just visit that tile
 
- 								ret.push_back(sptr(Goals::VisitTile(dest).sethero(h).setisAbstract(true)));
 
- 						}
 
- 					}
 
- 					else //we need to get army in order to conquer that place
 
- 						ret.push_back(sptr(Goals::GatherArmy(evaluateDanger(dest, h) * SAFE_ATTACK_CONSTANT).sethero(h).setisAbstract(true)));
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	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;
 
- }
 
- TSubgoal Build::whatToDoToAchieve()
 
- {
 
- 	return iAmElementar();
 
- }
 
- 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;
 
- 	
 
- 	//TODO: include evaluation of monsters gather in calculation
 
- 	for (auto t : cb->getTownsInfo())
 
- 	{
 
- 		auto pos = t->visitablePos();
 
- 		if (ai->isAccessibleForHero(pos, hero))
 
- 		{
 
- 			if(!t->visitingHero && howManyReinforcementsCanGet(hero,t))
 
- 			{
 
- 				if (!vstd::contains (ai->townVisitsThisWeek[hero], t))
 
- 					ret.push_back (sptr (Goals::VisitTile(pos).sethero(hero)));
 
- 			}
 
- 			auto bid = ai->canBuildAnyStructure(t, std::vector<BuildingID>
 
- 							(unitsSource, unitsSource + ARRAY_COUNT(unitsSource)), 8 - cb->getDate(Date::DAY_OF_WEEK));
 
- 			if (bid != BuildingID::NONE)
 
- 				ret.push_back (sptr(BuildThis(bid, t)));
 
- 		}
 
- 	}
 
- 	auto otherHeroes = cb->getHeroesInfo();
 
- 	auto heroDummy = hero;
 
- 	erase_if(otherHeroes, [heroDummy](const CGHeroInstance * h)
 
- 	{
 
- 		return (h == heroDummy.h || !ai->isAccessibleForHero(heroDummy->visitablePos(), h, true)
 
- 			|| !ai->canGetArmy(heroDummy.h, h) || ai->getGoal(h)->goalType == Goals::GATHER_ARMY);
 
- 	});
 
- 	for (auto h : otherHeroes)
 
- 	{
 
- 		ret.push_back (sptr (Goals::VisitHero(h->id.getNum()).setisAbstract(true).sethero(hero)));
 
- 				//go to the other hero if we are faster
 
- 		ret.push_back (sptr (Goals::VisitHero(hero->id.getNum()).setisAbstract(true).sethero(h)));
 
- 				//let the other hero come to us
 
- 	}
 
- 	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);
 
- 				for(auto & creLevel : dwelling->creatures)
 
- 				{
 
- 					if(creLevel.first)
 
- 					{
 
- 						for(auto & creatureID : creLevel.second)
 
- 						{
 
- 							auto creature = VLC->creh->creatures[creatureID];
 
- 							if (ai->freeResources().canAfford(creature->cost))
 
- 								objs.push_back(obj);
 
- 						}
 
- 					}
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	for(auto h : cb->getHeroesInfo())
 
- 	{
 
- 		auto sm = ai->getCachedSectorMap(h);
 
- 		for (auto obj : objs)
 
- 		{ //find safe dwelling
 
- 			auto pos = obj->visitablePos();
 
- 			if (ai->isGoodForVisit(obj, h, *sm))
 
- 				ret.push_back (sptr (Goals::VisitTile(pos).sethero(h)));
 
- 		}
 
- 	}
 
- 	if (ai->canRecruitAnyHero()) //this is not stupid in early phase of game
 
- 		ret.push_back (sptr(Goals::RecruitHero()));
 
- 	if (ret.empty())
 
- 	{
 
- 		if (hero == ai->primaryHero() || value >= 1.1f)
 
- 			ret.push_back (sptr(Goals::Explore()));
 
- 		else //workaround to break loop - seemingly there are no ways to explore left
 
- 			throw goalFulfilledException (sptr(Goals::GatherArmy(0).sethero(hero)));
 
- 	}
 
- 	return ret;
 
- }
 
- //TSubgoal AbstractGoal::whatToDoToAchieve()
 
- //{
 
- //    logAi->debugStream() << boost::format("Decomposing goal of type %s") % name();
 
- //	return sptr (Goals::Explore());
 
- //}
 
- TSubgoal AbstractGoal::goVisitOrLookFor(const CGObjectInstance *obj)
 
- {
 
- 	if(obj)
 
- 		return sptr (Goals::GetObj(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
 
- }
 
 
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