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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 Goals;
- TSubgoal Goals::sptr(const AbstractGoal & tmp)
- {
- std::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)
- {
- return false;
- }
- auto obj = cb->getObj(ObjectInstanceID(objid));
- if (!obj)
- {
- logAi->errorStream() << boost::format("Hero %s: VisitHero::fulfillsMe at %s: object %d not found")
- % hero.name % goal->tile % objid;
- return false;
- }
- return obj->visitablePos() == goal->tile;
- }
- 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();
- 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;
- }
- }
- }
- 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) < GameConstants::HERO_GOLD_COST)
- return sptr (Goals::CollectRes(Res::GOLD, GameConstants::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 = 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()
- {
- //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;
- vstd::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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