Goals.cpp 27 KB

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  1. #include "StdInc.h"
  2. #include "Goals.h"
  3. #include "VCAI.h"
  4. #include "Fuzzy.h"
  5. #include "../../lib/mapping/CMap.h" //for victory conditions
  6. /*
  7. * Goals.cpp, part of VCMI engine
  8. *
  9. * Authors: listed in file AUTHORS in main folder
  10. *
  11. * License: GNU General Public License v2.0 or later
  12. * Full text of license available in license.txt file, in main folder
  13. *
  14. */
  15. extern boost::thread_specific_ptr<CCallback> cb;
  16. extern boost::thread_specific_ptr<VCAI> ai;
  17. extern FuzzyHelper * fh; //TODO: this logic should be moved inside VCAI
  18. using namespace vstd;
  19. using namespace Goals;
  20. TSubgoal Goals::sptr(const AbstractGoal & tmp)
  21. {
  22. shared_ptr<AbstractGoal> ptr;
  23. ptr.reset(tmp.clone());
  24. return ptr;
  25. }
  26. std::string Goals::AbstractGoal::name() const //TODO: virtualize
  27. {
  28. std::string desc;
  29. switch (goalType)
  30. {
  31. case INVALID:
  32. return "INVALID";
  33. case WIN:
  34. return "WIN";
  35. case DO_NOT_LOSE:
  36. return "DO NOT LOOSE";
  37. case CONQUER:
  38. return "CONQUER";
  39. case BUILD:
  40. return "BUILD";
  41. case EXPLORE:
  42. desc = "EXPLORE";
  43. break;
  44. case GATHER_ARMY:
  45. desc = "GATHER ARMY";
  46. break;
  47. case BOOST_HERO:
  48. desc = "BOOST_HERO (unsupported)";
  49. break;
  50. case RECRUIT_HERO:
  51. return "RECRUIT HERO";
  52. case BUILD_STRUCTURE:
  53. return "BUILD STRUCTURE";
  54. case COLLECT_RES:
  55. desc = "COLLECT RESOURCE";
  56. break;
  57. case GATHER_TROOPS:
  58. desc = "GATHER TROOPS";
  59. break;
  60. case GET_OBJ:
  61. {
  62. auto obj = cb->getObjInstance(ObjectInstanceID(objid));
  63. if (obj)
  64. desc = "GET OBJ " + obj->getHoverText();
  65. }
  66. case FIND_OBJ:
  67. desc = "FIND OBJ " + boost::lexical_cast<std::string>(objid);
  68. break;
  69. case VISIT_HERO:
  70. {
  71. auto obj = cb->getObjInstance(ObjectInstanceID(objid));
  72. if (obj)
  73. desc = "VISIT HERO " + obj->getHoverText();
  74. }
  75. break;
  76. case GET_ART_TYPE:
  77. desc = "GET ARTIFACT OF TYPE " + VLC->arth->artifacts[aid]->Name();
  78. break;
  79. case ISSUE_COMMAND:
  80. return "ISSUE COMMAND (unsupported)";
  81. case VISIT_TILE:
  82. desc = "VISIT TILE " + tile();
  83. break;
  84. case CLEAR_WAY_TO:
  85. desc = "CLEAR WAY TO " + tile();
  86. break;
  87. case DIG_AT_TILE:
  88. desc = "DIG AT TILE " + tile();
  89. break;
  90. default:
  91. return boost::lexical_cast<std::string>(goalType);
  92. }
  93. if (hero.get(true)) //FIXME: used to crash when we lost hero and failed goal
  94. desc += " (" + hero->name + ")";
  95. return desc;
  96. }
  97. //TODO: find out why the following are not generated automatically on MVS?
  98. namespace Goals
  99. {
  100. template <>
  101. void CGoal<Win>::accept (VCAI * ai)
  102. {
  103. ai->tryRealize(static_cast<Win&>(*this));
  104. }
  105. template <>
  106. void CGoal<Build>::accept (VCAI * ai)
  107. {
  108. ai->tryRealize(static_cast<Build&>(*this));
  109. }
  110. template <>
  111. float CGoal<Win>::accept (FuzzyHelper * f)
  112. {
  113. return f->evaluate(static_cast<Win&>(*this));
  114. }
  115. template <>
  116. float CGoal<Build>::accept (FuzzyHelper * f)
  117. {
  118. return f->evaluate(static_cast<Build&>(*this));
  119. }
  120. }
  121. //TSubgoal AbstractGoal::whatToDoToAchieve()
  122. //{
  123. // logAi->debugStream() << boost::format("Decomposing goal of type %s") % name();
  124. // return sptr (Goals::Explore());
  125. //}
  126. TSubgoal Win::whatToDoToAchieve()
  127. {
  128. auto toBool = [=](const EventCondition &)
  129. {
  130. // TODO: proper implementation
  131. // Right now even already fulfilled goals will be included into generated list
  132. // Proper check should test if event condition is already fulfilled
  133. // Easiest way to do this is to call CGameState::checkForVictory but this function should not be
  134. // used on client side or in AI code
  135. return false;
  136. };
  137. std::vector<EventCondition> goals;
  138. for (const TriggeredEvent & event : cb->getMapHeader()->triggeredEvents)
  139. {
  140. //TODO: try to eliminate human player(s) using loss conditions that have isHuman element
  141. if (event.effect.type == EventEffect::VICTORY)
  142. {
  143. boost::range::copy(event.trigger.getFulfillmentCandidates(toBool), std::back_inserter(goals));
  144. }
  145. }
  146. //TODO: instead of returning first encountered goal AI should generate list of possible subgoals
  147. for (const EventCondition & goal : goals)
  148. {
  149. switch(goal.condition)
  150. {
  151. case EventCondition::HAVE_ARTIFACT:
  152. return sptr (Goals::GetArtOfType(goal.objectType));
  153. case EventCondition::DESTROY:
  154. {
  155. if (goal.object)
  156. {
  157. return sptr (Goals::GetObj(goal.object->id.getNum()));
  158. }
  159. else
  160. {
  161. // TODO: destroy all objects of type goal.objectType
  162. // This situation represents "kill all creatures" condition from H3
  163. break;
  164. }
  165. }
  166. case EventCondition::HAVE_BUILDING:
  167. {
  168. // TODO build other buildings apart from Grail
  169. // goal.objectType = buidingID to build
  170. // goal.object = optional, town in which building should be built
  171. // Represents "Improve town" condition from H3 (but unlike H3 it consists from 2 separate conditions)
  172. if (goal.objectType == BuildingID::GRAIL)
  173. {
  174. if(auto h = ai->getHeroWithGrail())
  175. {
  176. //hero is in a town that can host Grail
  177. if(h->visitedTown && !vstd::contains(h->visitedTown->forbiddenBuildings, BuildingID::GRAIL))
  178. {
  179. const CGTownInstance *t = h->visitedTown;
  180. return sptr (Goals::BuildThis(BuildingID::GRAIL, t));
  181. }
  182. else
  183. {
  184. auto towns = cb->getTownsInfo();
  185. towns.erase(boost::remove_if(towns,
  186. [](const CGTownInstance *t) -> bool
  187. {
  188. return vstd::contains(t->forbiddenBuildings, BuildingID::GRAIL);
  189. }),
  190. towns.end());
  191. boost::sort(towns, isCloser);
  192. if(towns.size())
  193. {
  194. return sptr (Goals::VisitTile(towns.front()->visitablePos()).sethero(h));
  195. }
  196. }
  197. }
  198. double ratio = 0;
  199. // maybe make this check a bit more complex? For example:
  200. // 0.75 -> dig randomly withing 3 tiles radius
  201. // 0.85 -> radius now 2 tiles
  202. // 0.95 -> 1 tile radius, position is fully known
  203. // AFAIK H3 AI does something like this
  204. int3 grailPos = cb->getGrailPos(ratio);
  205. if(ratio > 0.99)
  206. {
  207. return sptr (Goals::DigAtTile(grailPos));
  208. } //TODO: use FIND_OBJ
  209. else if(const CGObjectInstance * obj = ai->getUnvisitedObj(objWithID<Obj::OBELISK>)) //there are unvisited Obelisks
  210. return sptr (Goals::GetObj(obj->id.getNum()));
  211. else
  212. return sptr (Goals::Explore());
  213. }
  214. break;
  215. }
  216. case EventCondition::CONTROL:
  217. {
  218. if (goal.object)
  219. {
  220. return sptr (Goals::GetObj(goal.object->id.getNum()));
  221. }
  222. else
  223. {
  224. //TODO: control all objects of type "goal.objectType"
  225. // Represents H3 condition "Flag all mines"
  226. break;
  227. }
  228. }
  229. case EventCondition::HAVE_RESOURCES:
  230. //TODO mines? piles? marketplace?
  231. //save?
  232. return sptr (Goals::CollectRes(static_cast<Res::ERes>(goal.objectType), goal.value));
  233. case EventCondition::HAVE_CREATURES:
  234. return sptr (Goals::GatherTroops(goal.objectType, goal.value));
  235. case EventCondition::TRANSPORT:
  236. {
  237. //TODO. merge with bring Grail to town? So AI will first dig grail, then transport it using this goal and builds it
  238. // Represents "transport artifact" condition:
  239. // goal.objectType = type of artifact
  240. // goal.object = destination-town where artifact should be transported
  241. break;
  242. }
  243. case EventCondition::STANDARD_WIN:
  244. return sptr (Goals::Conquer());
  245. // Conditions that likely don't need any implementation
  246. case EventCondition::DAYS_PASSED:
  247. break; // goal.value = number of days for condition to trigger
  248. case EventCondition::DAYS_WITHOUT_TOWN:
  249. break; // goal.value = number of days to trigger this
  250. case EventCondition::IS_HUMAN:
  251. break; // Should be only used in calculation of candidates (see toBool lambda)
  252. default:
  253. assert(0);
  254. }
  255. }
  256. return sptr (Goals::Invalid());
  257. }
  258. TSubgoal FindObj::whatToDoToAchieve()
  259. {
  260. const CGObjectInstance * o = nullptr;
  261. if (resID > -1) //specified
  262. {
  263. for(const CGObjectInstance *obj : ai->visitableObjs)
  264. {
  265. if(obj->ID == objid && obj->subID == resID)
  266. {
  267. o = obj;
  268. break; //TODO: consider multiple objects and choose best
  269. }
  270. }
  271. }
  272. else
  273. {
  274. for(const CGObjectInstance *obj : ai->visitableObjs)
  275. {
  276. if(obj->ID == objid)
  277. {
  278. o = obj;
  279. break; //TODO: consider multiple objects and choose best
  280. }
  281. }
  282. }
  283. if (o && isReachable(o)) //we don't use isAccessibleForHero as we don't know which hero it is
  284. return sptr (Goals::GetObj(o->id.getNum()));
  285. else
  286. return sptr (Goals::Explore());
  287. }
  288. std::string GetObj::completeMessage() const
  289. {
  290. return "hero " + hero.get()->name + " captured Object ID = " + boost::lexical_cast<std::string>(objid);
  291. }
  292. TSubgoal GetObj::whatToDoToAchieve()
  293. {
  294. const CGObjectInstance * obj = cb->getObj(ObjectInstanceID(objid));
  295. if(!obj)
  296. return sptr (Goals::Explore());
  297. int3 pos = obj->visitablePos();
  298. if (hero)
  299. {
  300. if (ai->isAccessibleForHero(pos, hero))
  301. return sptr (Goals::VisitTile(pos).sethero(hero));
  302. }
  303. else
  304. {
  305. if (isReachable(obj))
  306. return sptr (Goals::VisitTile(pos).sethero(hero)); //we must visit object with same hero, if any
  307. }
  308. return sptr (Goals::ClearWayTo(pos).sethero(hero));
  309. }
  310. bool GetObj::fulfillsMe (TSubgoal goal)
  311. {
  312. if (goal->goalType == Goals::VISIT_TILE)
  313. {
  314. auto obj = cb->getObj(ObjectInstanceID(objid));
  315. if (obj && obj->visitablePos() == goal->tile) //object could be removed
  316. return true;
  317. }
  318. return false;
  319. }
  320. std::string VisitHero::completeMessage() const
  321. {
  322. return "hero " + hero.get()->name + " visited hero " + boost::lexical_cast<std::string>(objid);
  323. }
  324. TSubgoal VisitHero::whatToDoToAchieve()
  325. {
  326. const CGObjectInstance * obj = cb->getObj(ObjectInstanceID(objid));
  327. if(!obj)
  328. return sptr (Goals::Explore());
  329. int3 pos = obj->visitablePos();
  330. if (hero && ai->isAccessibleForHero(pos, hero, true) && isSafeToVisit(hero, pos)) //enemy heroes can get reinforcements
  331. {
  332. if (hero->pos == pos)
  333. logAi->errorStream() << "Hero " << hero.name << " tries to visit himself.";
  334. else
  335. {
  336. //can't use VISIT_TILE here as tile appears blocked by target hero
  337. //FIXME: elementar goal should not be abstract
  338. return sptr (Goals::VisitHero(objid).sethero(hero).settile(pos).setisElementar(true));
  339. }
  340. }
  341. return sptr (Goals::Invalid());
  342. }
  343. bool VisitHero::fulfillsMe (TSubgoal goal)
  344. {
  345. if (goal->goalType == Goals::VISIT_TILE && cb->getObj(ObjectInstanceID(objid))->visitablePos() == goal->tile)
  346. return true;
  347. else
  348. return false;
  349. }
  350. TSubgoal GetArtOfType::whatToDoToAchieve()
  351. {
  352. TSubgoal alternativeWay = CGoal::lookForArtSmart(aid); //TODO: use
  353. if(alternativeWay->invalid())
  354. return sptr (Goals::FindObj(Obj::ARTIFACT, aid));
  355. return sptr (Goals::Invalid());
  356. }
  357. TSubgoal ClearWayTo::whatToDoToAchieve()
  358. {
  359. assert(cb->isInTheMap(tile)); //set tile
  360. if(!cb->isVisible(tile))
  361. {
  362. logAi->errorStream() << "Clear way should be used with visible tiles!";
  363. return sptr (Goals::Explore());
  364. }
  365. return (fh->chooseSolution(getAllPossibleSubgoals()));
  366. }
  367. TGoalVec ClearWayTo::getAllPossibleSubgoals()
  368. {
  369. TGoalVec ret;
  370. for (auto h : cb->getHeroesInfo())
  371. {
  372. if ((hero && hero->visitablePos() == tile && hero == *h) || //we can't free the way ourselves
  373. h->visitablePos() == tile) //we are already on that tile! what does it mean?
  374. continue;
  375. cb->setSelection(h);
  376. SectorMap sm;
  377. int3 tileToHit = sm.firstTileToGet(hero ? hero : h, tile);
  378. //if our hero is trapped, make sure we request clearing the way from OUR perspective
  379. if (isBlockedBorderGate(tileToHit))
  380. { //FIXME: this way we'll not visit gate and activate quest :?
  381. ret.push_back (sptr (Goals::FindObj (Obj::KEYMASTER, cb->getTile(tileToHit)->visitableObjects.back()->subID)));
  382. }
  383. auto topObj = backOrNull(cb->getVisitableObjs(tileToHit));
  384. if(topObj)
  385. {
  386. if (topObj->ID == Obj::HERO && cb->getPlayerRelations(h->tempOwner, topObj->tempOwner) != PlayerRelations::ENEMIES)
  387. if (topObj != hero.get(true)) //the hero we wnat to free
  388. logAi->errorStream() << boost::format("%s stands in the way of %s") % topObj->getHoverText() % h->getHoverText();
  389. if (topObj->ID == Obj::QUEST_GUARD || topObj->ID == Obj::BORDERGUARD)
  390. {
  391. if (shouldVisit(h, topObj))
  392. {
  393. //do NOT use VISIT_TILE, as tile with quets guard can't be visited
  394. ret.push_back (sptr (Goals::GetObj(topObj->id.getNum()).sethero(h)));
  395. }
  396. else
  397. {
  398. //TODO: we should be able to return apriopriate quest here (VCAI::striveToQuest)
  399. logAi->debugStream() << "Quest guard blocks the way to " + tile();
  400. }
  401. }
  402. }
  403. else
  404. ret.push_back (sptr (Goals::VisitTile(tileToHit).sethero(h)));
  405. }
  406. if (ai->canRecruitAnyHero())
  407. ret.push_back (sptr (Goals::RecruitHero()));
  408. if (ret.empty())
  409. {
  410. logAi->warnStream() << "There is no known way to clear the way to tile " + tile();
  411. throw goalFulfilledException (sptr(*this)); //make sure asigned hero gets unlocked
  412. }
  413. return ret;
  414. }
  415. std::string Explore::completeMessage() const
  416. {
  417. return "Hero " + hero.get()->name + " completed exploration";
  418. }
  419. TSubgoal Explore::whatToDoToAchieve()
  420. {
  421. auto ret = fh->chooseSolution(getAllPossibleSubgoals());
  422. if (hero) //use best step for this hero
  423. return ret;
  424. else
  425. {
  426. if (ret->hero.get(true))
  427. return sptr (sethero(ret->hero.h).setisAbstract(true)); //choose this hero and then continue with him
  428. else
  429. return ret; //other solutions, like buying hero from tavern
  430. }
  431. }
  432. TGoalVec Explore::getAllPossibleSubgoals()
  433. {
  434. TGoalVec ret;
  435. std::vector<const CGHeroInstance *> heroes;
  436. //std::vector<HeroPtr> heroes;
  437. if (hero)
  438. //heroes.push_back(hero);
  439. heroes.push_back(hero.h);
  440. else
  441. {
  442. //heroes = ai->getUnblockedHeroes();
  443. heroes = cb->getHeroesInfo();
  444. erase_if (heroes, [](const HeroPtr h)
  445. {
  446. return !h->movement; //saves time, immobile heroes are useless anyway
  447. });
  448. }
  449. //try to use buildings that uncover map
  450. std::vector<const CGObjectInstance *> objs;
  451. for (auto obj : ai->visitableObjs)
  452. {
  453. if (!vstd::contains(ai->alreadyVisited, obj))
  454. {
  455. switch (obj->ID.num)
  456. {
  457. case Obj::REDWOOD_OBSERVATORY:
  458. case Obj::PILLAR_OF_FIRE:
  459. case Obj::CARTOGRAPHER:
  460. case Obj::SUBTERRANEAN_GATE: //TODO: check ai->knownSubterraneanGates
  461. objs.push_back (obj);
  462. }
  463. }
  464. }
  465. for (auto h : heroes)
  466. {
  467. for (auto obj : objs) //double loop, performance risk?
  468. {
  469. if (ai->isAccessibleForHero(obj->visitablePos(), h) && isSafeToVisit(h, obj->visitablePos()))
  470. {
  471. ret.push_back (sptr (Goals::VisitTile(obj->visitablePos()).sethero(h)));
  472. }
  473. }
  474. int3 t = whereToExplore(h);
  475. if (cb->isInTheMap(t)) //valid tile was found - could be invalid (none)
  476. ret.push_back (sptr (Goals::VisitTile(t).sethero(h)));
  477. }
  478. //we either don't have hero yet or none of heroes can explore
  479. if ((!hero || ret.empty()) && ai->canRecruitAnyHero())
  480. ret.push_back (sptr(Goals::RecruitHero()));
  481. if (ret.empty())
  482. {
  483. auto h = ai->primaryHero(); //we may need to gather big army to break!
  484. if (h.h)
  485. {
  486. int3 t = ai->explorationNewPoint(h->getSightRadious(), h, true);
  487. if (cb->isInTheMap(t))
  488. ret.push_back (sptr(ClearWayTo(t).setisAbstract(true).sethero(ai->primaryHero())));
  489. }
  490. }
  491. if (ret.empty())
  492. {
  493. throw goalFulfilledException (sptr(*this));
  494. }
  495. //throw cannotFulfillGoalException("Cannot explore - no possible ways found!");
  496. return ret;
  497. }
  498. bool Explore::fulfillsMe (TSubgoal goal)
  499. {
  500. if (goal->goalType == Goals::EXPLORE)
  501. {
  502. if (goal->hero)
  503. return hero == goal->hero;
  504. else
  505. return true; //cancel ALL exploration
  506. }
  507. return false;
  508. }
  509. TSubgoal RecruitHero::whatToDoToAchieve()
  510. {
  511. const CGTownInstance *t = ai->findTownWithTavern();
  512. if(!t)
  513. return sptr (Goals::BuildThis(BuildingID::TAVERN));
  514. if(cb->getResourceAmount(Res::GOLD) < HERO_GOLD_COST)
  515. return sptr (Goals::CollectRes(Res::GOLD, HERO_GOLD_COST));
  516. return iAmElementar();
  517. }
  518. std::string VisitTile::completeMessage() const
  519. {
  520. return "Hero " + hero.get()->name + " visited tile " + tile();
  521. }
  522. TSubgoal VisitTile::whatToDoToAchieve()
  523. {
  524. auto ret = fh->chooseSolution(getAllPossibleSubgoals());
  525. if (ret->hero)
  526. {
  527. if (isSafeToVisit(ret->hero, tile) && ai->isAccessibleForHero(tile, ret->hero))
  528. {
  529. ret->setisElementar(true);
  530. return ret;
  531. }
  532. else
  533. {
  534. return sptr (Goals::GatherArmy(evaluateDanger(tile, *ret->hero) * SAFE_ATTACK_CONSTANT)
  535. .sethero(ret->hero).setisAbstract(true));
  536. }
  537. }
  538. return ret;
  539. }
  540. TGoalVec VisitTile::getAllPossibleSubgoals()
  541. {
  542. TGoalVec ret;
  543. if (!cb->isVisible(tile))
  544. ret.push_back (sptr(Goals::Explore())); //what sense does it make?
  545. else
  546. {
  547. std::vector<const CGHeroInstance *> heroes;
  548. if (hero)
  549. heroes.push_back(hero.h); //use assigned hero if any
  550. else
  551. heroes = cb->getHeroesInfo(); //use most convenient hero
  552. for (auto h : heroes)
  553. {
  554. if (ai->isAccessibleForHero(tile, h))
  555. ret.push_back (sptr(Goals::VisitTile(tile).sethero(h)));
  556. }
  557. if (ai->canRecruitAnyHero())
  558. ret.push_back (sptr(Goals::RecruitHero()));
  559. }
  560. if (ret.empty())
  561. {
  562. auto obj = frontOrNull(cb->getVisitableObjs(tile));
  563. if (obj && obj->ID == Obj::HERO && obj->tempOwner == ai->playerID) //our own hero stands on that tile
  564. ret.push_back (sptr(Goals::VisitTile(tile).sethero(dynamic_cast<const CGHeroInstance *>(obj)).setisElementar(true)));
  565. else
  566. ret.push_back (sptr(Goals::ClearWayTo(tile)));
  567. }
  568. //important - at least one sub-goal must handle case which is impossible to fulfill (unreachable tile)
  569. return ret;
  570. }
  571. TSubgoal DigAtTile::whatToDoToAchieve()
  572. {
  573. const CGObjectInstance *firstObj = frontOrNull(cb->getVisitableObjs(tile));
  574. if(firstObj && firstObj->ID == Obj::HERO && firstObj->tempOwner == ai->playerID) //we have hero at dest
  575. {
  576. const CGHeroInstance *h = dynamic_cast<const CGHeroInstance *>(firstObj);
  577. sethero(h).setisElementar(true);
  578. return sptr (*this);
  579. }
  580. return sptr (Goals::VisitTile(tile));
  581. }
  582. TSubgoal BuildThis::whatToDoToAchieve()
  583. {
  584. //TODO check res
  585. //look for town
  586. //prerequisites?
  587. return iAmElementar();
  588. }
  589. TSubgoal CollectRes::whatToDoToAchieve()
  590. {
  591. std::vector<const IMarket*> markets;
  592. std::vector<const CGObjectInstance*> visObjs;
  593. ai->retreiveVisitableObjs(visObjs, true);
  594. for(const CGObjectInstance *obj : visObjs)
  595. {
  596. if(const IMarket *m = IMarket::castFrom(obj, false))
  597. {
  598. if(obj->ID == Obj::TOWN && obj->tempOwner == ai->playerID && m->allowsTrade(EMarketMode::RESOURCE_RESOURCE))
  599. markets.push_back(m);
  600. else if(obj->ID == Obj::TRADING_POST) //TODO a moze po prostu test na pozwalanie handlu?
  601. markets.push_back(m);
  602. }
  603. }
  604. boost::sort(markets, [](const IMarket *m1, const IMarket *m2) -> bool
  605. {
  606. return m1->getMarketEfficiency() < m2->getMarketEfficiency();
  607. });
  608. markets.erase(boost::remove_if(markets, [](const IMarket *market) -> bool
  609. {
  610. return !(market->o->ID == Obj::TOWN && market->o->tempOwner == ai->playerID)
  611. && !ai->isAccessible(market->o->visitablePos());
  612. }),markets.end());
  613. if(!markets.size())
  614. {
  615. for(const CGTownInstance *t : cb->getTownsInfo())
  616. {
  617. if(cb->canBuildStructure(t, BuildingID::MARKETPLACE) == EBuildingState::ALLOWED)
  618. return sptr (Goals::BuildThis(BuildingID::MARKETPLACE, t));
  619. }
  620. }
  621. else
  622. {
  623. const IMarket *m = markets.back();
  624. //attempt trade at back (best prices)
  625. int howManyCanWeBuy = 0;
  626. for(Res::ERes i = Res::WOOD; i <= Res::GOLD; vstd::advance(i, 1))
  627. {
  628. if(i == resID) continue;
  629. int toGive = -1, toReceive = -1;
  630. m->getOffer(i, resID, toGive, toReceive, EMarketMode::RESOURCE_RESOURCE);
  631. assert(toGive > 0 && toReceive > 0);
  632. howManyCanWeBuy += toReceive * (cb->getResourceAmount(i) / toGive);
  633. }
  634. if(howManyCanWeBuy + cb->getResourceAmount(static_cast<Res::ERes>(resID)) >= value)
  635. {
  636. auto backObj = backOrNull(cb->getVisitableObjs(m->o->visitablePos())); //it'll be a hero if we have one there; otherwise marketplace
  637. assert(backObj);
  638. if (backObj->tempOwner != ai->playerID)
  639. {
  640. return sptr (Goals::GetObj(m->o->id.getNum()));
  641. }
  642. else
  643. {
  644. return sptr (Goals::GetObj(m->o->id.getNum()).setisElementar(true));
  645. }
  646. }
  647. }
  648. return sptr (setisElementar(true)); //all the conditions for trade are met
  649. }
  650. TSubgoal GatherTroops::whatToDoToAchieve()
  651. {
  652. std::vector<const CGDwelling *> dwellings;
  653. for(const CGTownInstance *t : cb->getTownsInfo())
  654. {
  655. auto creature = VLC->creh->creatures[objid];
  656. if (t->subID == creature->faction) //TODO: how to force AI to build unupgraded creatures? :O
  657. {
  658. auto creatures = vstd::tryAt(t->town->creatures, creature->level - 1);
  659. if(!creatures)
  660. continue;
  661. int upgradeNumber = vstd::find_pos(*creatures, creature->idNumber);
  662. if(upgradeNumber < 0)
  663. continue;
  664. BuildingID bid(BuildingID::DWELL_FIRST + creature->level - 1 + upgradeNumber * GameConstants::CREATURES_PER_TOWN);
  665. if (t->hasBuilt(bid)) //this assumes only creatures with dwellings are assigned to faction
  666. {
  667. dwellings.push_back(t);
  668. }
  669. else
  670. {
  671. return sptr (Goals::BuildThis(bid, t));
  672. }
  673. }
  674. }
  675. for (auto obj : ai->visitableObjs)
  676. {
  677. if (obj->ID != Obj::CREATURE_GENERATOR1) //TODO: what with other creature generators?
  678. continue;
  679. auto d = dynamic_cast<const CGDwelling *>(obj);
  680. for (auto creature : d->creatures)
  681. {
  682. if (creature.first) //there are more than 0 creatures avaliabe
  683. {
  684. for (auto type : creature.second)
  685. {
  686. if (type == objid && ai->freeResources().canAfford(VLC->creh->creatures[type]->cost))
  687. dwellings.push_back(d);
  688. }
  689. }
  690. }
  691. }
  692. if (dwellings.size())
  693. {
  694. boost::sort(dwellings, isCloser);
  695. return sptr (Goals::GetObj(dwellings.front()->id.getNum()));
  696. }
  697. else
  698. return sptr (Goals::Explore());
  699. //TODO: exchange troops between heroes
  700. }
  701. TSubgoal Conquer::whatToDoToAchieve()
  702. {
  703. return fh->chooseSolution (getAllPossibleSubgoals());
  704. }
  705. TGoalVec Conquer::getAllPossibleSubgoals()
  706. {
  707. TGoalVec ret;
  708. std::vector<const CGObjectInstance *> objs; //here we'll gather enemy towns and heroes
  709. ai->retreiveVisitableObjs(objs);
  710. erase_if(objs, [&](const CGObjectInstance *obj)
  711. {
  712. return (obj->ID != Obj::TOWN && obj->ID != Obj::HERO && //not town/hero
  713. obj->ID != Obj::CREATURE_GENERATOR1 && obj->ID != Obj::MINE) //not dwelling or mine
  714. || cb->getPlayerRelations(ai->playerID, obj->tempOwner) != PlayerRelations::ENEMIES; //only enemy objects are interesting
  715. });
  716. erase_if(objs, [&](const CGObjectInstance *obj)
  717. {
  718. return vstd::contains (ai->reservedObjs, obj);
  719. //no need to capture same object twice
  720. });
  721. for (auto h : cb->getHeroesInfo())
  722. {
  723. for (auto obj : objs) //double loop, performance risk?
  724. {
  725. if (ai->isAccessibleForHero(obj->visitablePos(), h) && isSafeToVisit(h, obj->visitablePos()))
  726. {
  727. if (obj->ID == Obj::HERO)
  728. ret.push_back (sptr (Goals::VisitHero(obj->id.getNum()).sethero(h).setisAbstract(true)));
  729. //track enemy hero
  730. else
  731. ret.push_back (sptr (Goals::VisitTile(obj->visitablePos()).sethero(h)));
  732. }
  733. }
  734. }
  735. if (!objs.empty() && ai->canRecruitAnyHero()) //probably no point to recruit hero if we see no objects to capture
  736. ret.push_back (sptr(Goals::RecruitHero()));
  737. if (ret.empty())
  738. ret.push_back (sptr(Goals::Explore())); //we need to find an enemy
  739. return ret;
  740. }
  741. TSubgoal Build::whatToDoToAchieve()
  742. {
  743. return iAmElementar();
  744. }
  745. TSubgoal Invalid::whatToDoToAchieve()
  746. {
  747. return iAmElementar();
  748. }
  749. std::string GatherArmy::completeMessage() const
  750. {
  751. return "Hero " + hero.get()->name + " gathered army of value " + boost::lexical_cast<std::string>(value);
  752. }
  753. TSubgoal GatherArmy::whatToDoToAchieve()
  754. {
  755. //TODO: find hero if none set
  756. assert(hero.h);
  757. return fh->chooseSolution (getAllPossibleSubgoals()); //find dwelling. use current hero to prevent him from doing nothing.
  758. }
  759. TGoalVec GatherArmy::getAllPossibleSubgoals()
  760. {
  761. //get all possible towns, heroes and dwellings we may use
  762. TGoalVec ret;
  763. //TODO: include evaluation of monsters gather in calculation
  764. for (auto t : cb->getTownsInfo())
  765. {
  766. auto pos = t->visitablePos();
  767. if (ai->isAccessibleForHero(pos, hero))
  768. {
  769. if(!t->visitingHero && howManyReinforcementsCanGet(hero,t))
  770. {
  771. if (!vstd::contains (ai->townVisitsThisWeek[hero], t))
  772. ret.push_back (sptr (Goals::VisitTile(pos).sethero(hero)));
  773. }
  774. auto bid = ai->canBuildAnyStructure(t, std::vector<BuildingID>
  775. (unitsSource, unitsSource + ARRAY_COUNT(unitsSource)), 8 - cb->getDate(Date::DAY_OF_WEEK));
  776. if (bid != BuildingID::NONE)
  777. ret.push_back (sptr(BuildThis(bid, t)));
  778. }
  779. }
  780. auto otherHeroes = cb->getHeroesInfo();
  781. auto heroDummy = hero;
  782. erase_if(otherHeroes, [heroDummy](const CGHeroInstance * h)
  783. {
  784. return (h == heroDummy.h || !ai->isAccessibleForHero(heroDummy->visitablePos(), h, true) || !ai->canGetArmy(heroDummy.h, h));
  785. });
  786. for (auto h : otherHeroes)
  787. {
  788. ret.push_back (sptr (Goals::VisitHero(h->id.getNum()).setisAbstract(true).sethero(hero)));
  789. //go to the other hero if we are faster
  790. ret.push_back (sptr (Goals::VisitHero(hero->id.getNum()).setisAbstract(true).sethero(h)));
  791. //let the other hero come to us
  792. }
  793. std::vector <const CGObjectInstance *> objs;
  794. for (auto obj : ai->visitableObjs)
  795. {
  796. if(obj->ID == Obj::CREATURE_GENERATOR1)
  797. {
  798. auto relationToOwner = cb->getPlayerRelations(obj->getOwner(), ai->playerID);
  799. //Use flagged dwellings only when there are available creatures that we can afford
  800. if(relationToOwner == PlayerRelations::SAME_PLAYER)
  801. {
  802. auto dwelling = dynamic_cast<const CGDwelling*>(obj);
  803. for(auto & creLevel : dwelling->creatures)
  804. {
  805. if(creLevel.first)
  806. {
  807. for(auto & creatureID : creLevel.second)
  808. {
  809. auto creature = VLC->creh->creatures[creatureID];
  810. if (ai->freeResources().canAfford(creature->cost))
  811. objs.push_back(obj);
  812. }
  813. }
  814. }
  815. }
  816. }
  817. }
  818. for(auto h : cb->getHeroesInfo())
  819. {
  820. for (auto obj : objs)
  821. { //find safe dwelling
  822. auto pos = obj->visitablePos();
  823. if (shouldVisit (h, obj) && isSafeToVisit(h, pos) && ai->isAccessibleForHero(pos, h))
  824. ret.push_back (sptr (Goals::VisitTile(pos).sethero(h)));
  825. }
  826. }
  827. if (ret.empty())
  828. ret.push_back (sptr(Goals::Explore()));
  829. return ret;
  830. }
  831. //TSubgoal AbstractGoal::whatToDoToAchieve()
  832. //{
  833. // logAi->debugStream() << boost::format("Decomposing goal of type %s") % name();
  834. // return sptr (Goals::Explore());
  835. //}
  836. TSubgoal AbstractGoal::goVisitOrLookFor(const CGObjectInstance *obj)
  837. {
  838. if(obj)
  839. return sptr (Goals::GetObj(obj->id.getNum()));
  840. else
  841. return sptr (Goals::Explore());
  842. }
  843. TSubgoal AbstractGoal::lookForArtSmart(int aid)
  844. {
  845. return sptr (Goals::Invalid());
  846. }
  847. bool AbstractGoal::invalid() const
  848. {
  849. return goalType == INVALID;
  850. }
  851. void AbstractGoal::accept (VCAI * ai)
  852. {
  853. ai->tryRealize(*this);
  854. }
  855. template<typename T>
  856. void CGoal<T>::accept (VCAI * ai)
  857. {
  858. ai->tryRealize(static_cast<T&>(*this)); //casting enforces template instantiation
  859. }
  860. float AbstractGoal::accept (FuzzyHelper * f)
  861. {
  862. return f->evaluate(*this);
  863. }
  864. template<typename T>
  865. float CGoal<T>::accept (FuzzyHelper * f)
  866. {
  867. return f->evaluate(static_cast<T&>(*this)); //casting enforces template instantiation
  868. }