CollectRes.cpp 5.0 KB

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  1. /*
  2. * CollectRes.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "Goals.h"
  12. #include "../VCAI.h"
  13. #include "../AIUtility.h"
  14. #include "../../../lib/mapping/CMap.h" //for victory conditions
  15. #include "../../../lib/CPathfinder.h"
  16. #include "../../../lib/StringConstants.h"
  17. extern boost::thread_specific_ptr<CCallback> cb;
  18. extern boost::thread_specific_ptr<VCAI> ai;
  19. using namespace Goals;
  20. bool CollectRes::operator==(const CollectRes & other) const
  21. {
  22. return resID == other.resID;
  23. }
  24. //TGoalVec CollectRes::getAllPossibleSubgoals()
  25. //{
  26. // TGoalVec ret;
  27. //
  28. //auto givesResource = [this](const CGObjectInstance * obj) -> bool
  29. //{
  30. // //TODO: move this logic to object side
  31. // //TODO: remember mithril exists
  32. // //TODO: water objects
  33. // //TODO: Creature banks
  34. // //return false first from once-visitable, before checking if they were even visited
  35. // switch (obj->ID.num)
  36. // {
  37. // case Obj::TREASURE_CHEST:
  38. // return resID == Res::GOLD;
  39. // break;
  40. // case Obj::RESOURCE:
  41. // return obj->subID == resID;
  42. // break;
  43. // case Obj::MINE:
  44. // return (obj->subID == resID &&
  45. // (cb->getPlayerRelations(obj->tempOwner, ai->playerID) == PlayerRelations::ENEMIES)); //don't capture our mines
  46. // break;
  47. // case Obj::CAMPFIRE:
  48. // return true; //contains all resources
  49. // break;
  50. // case Obj::WINDMILL:
  51. // switch (resID)
  52. // {
  53. // case Res::GOLD:
  54. // case Res::WOOD:
  55. // return false;
  56. // }
  57. // break;
  58. // case Obj::WATER_WHEEL:
  59. // if (resID != Res::GOLD)
  60. // return false;
  61. // break;
  62. // case Obj::MYSTICAL_GARDEN:
  63. // if ((resID != Res::GOLD) && (resID != Res::GEMS))
  64. // return false;
  65. // break;
  66. // case Obj::LEAN_TO:
  67. // case Obj::WAGON:
  68. // if (resID != Res::GOLD)
  69. // return false;
  70. // break;
  71. // default:
  72. // return false;
  73. // break;
  74. // }
  75. // return !vstd::contains(ai->alreadyVisited, obj); //for weekly / once visitable
  76. //};
  77. //std::vector<const CGObjectInstance *> objs;
  78. //for (auto obj : ai->visitableObjs)
  79. //{
  80. // if (givesResource(obj))
  81. // objs.push_back(obj);
  82. //}
  83. //for (auto h : cb->getHeroesInfo())
  84. //{
  85. // std::vector<const CGObjectInstance *> ourObjs(objs); //copy common objects
  86. // for (auto obj : ai->reservedHeroesMap[h]) //add objects reserved by this hero
  87. // {
  88. // if (givesResource(obj))
  89. // ourObjs.push_back(obj);
  90. // }
  91. // for (auto obj : ourObjs)
  92. // {
  93. // auto waysToGo = ai->ah->howToVisitObj(h, ObjectIdRef(obj));
  94. // vstd::concatenate(ret, waysToGo);
  95. // }
  96. //}
  97. // return ret;
  98. //}
  99. //TSubgoal CollectRes::whatToDoToAchieve()
  100. //{
  101. // auto goals = getAllPossibleSubgoals();
  102. // auto trade = whatToDoToTrade();
  103. // if (!trade->invalid())
  104. // goals.push_back(trade);
  105. //
  106. // return sptr(Invalid()); //we can always do that
  107. //}
  108. TSubgoal CollectRes::whatToDoToTrade()
  109. {
  110. //std::vector<const IMarket *> markets;
  111. //std::vector<const CGObjectInstance *> visObjs;
  112. //ai->retrieveVisitableObjs(visObjs, true);
  113. //for (const CGObjectInstance * obj : visObjs)
  114. //{
  115. // if (const IMarket * m = IMarket::castFrom(obj, false))
  116. // {
  117. // if (obj->ID == Obj::TOWN && obj->tempOwner == ai->playerID && m->allowsTrade(EMarketMode::RESOURCE_RESOURCE))
  118. // markets.push_back(m);
  119. // else if (obj->ID == Obj::TRADING_POST)
  120. // markets.push_back(m);
  121. // }
  122. //}
  123. //boost::sort(markets, [](const IMarket * m1, const IMarket * m2) -> bool
  124. //{
  125. // return m1->getMarketEfficiency() < m2->getMarketEfficiency();
  126. //});
  127. //markets.erase(boost::remove_if(markets, [](const IMarket * market) -> bool
  128. //{
  129. // if (!(market->o->ID == Obj::TOWN && market->o->tempOwner == ai->playerID))
  130. // {
  131. // if (!ai->isAccessible(market->o->visitablePos()))
  132. // return true;
  133. // }
  134. // return false;
  135. //}), markets.end());
  136. //if (!markets.size())
  137. //{
  138. // for (const CGTownInstance * t : cb->getTownsInfo())
  139. // {
  140. // if (cb->canBuildStructure(t, BuildingID::MARKETPLACE) == EBuildingState::ALLOWED)
  141. // return sptr(BuildThis(BuildingID::MARKETPLACE, t).setpriority(2));
  142. // }
  143. //}
  144. //else
  145. //{
  146. // const IMarket * m = markets.back();
  147. // //attempt trade at back (best prices)
  148. // int howManyCanWeBuy = 0;
  149. // for (Res::ERes i = Res::WOOD; i <= Res::GOLD; vstd::advance(i, 1))
  150. // {
  151. // if (i == resID)
  152. // continue;
  153. // int toGive = -1, toReceive = -1;
  154. // m->getOffer(i, resID, toGive, toReceive, EMarketMode::RESOURCE_RESOURCE);
  155. // assert(toGive > 0 && toReceive > 0);
  156. // howManyCanWeBuy += toReceive * (ai->ah->freeResources()[i] / toGive);
  157. // }
  158. // if (howManyCanWeBuy >= value)
  159. // {
  160. // auto backObj = cb->getTopObj(m->o->visitablePos()); //it'll be a hero if we have one there; otherwise marketplace
  161. // assert(backObj);
  162. // auto objid = m->o->id.getNum();
  163. // if (backObj->tempOwner != ai->playerID) //top object not owned
  164. // {
  165. // return sptr(VisitObj(objid)); //just go there
  166. // }
  167. // else //either it's our town, or we have hero there
  168. // {
  169. // return sptr(Trade(resID, value, objid).setisElementar(true)); //we can do this immediately
  170. // }
  171. // }
  172. //}
  173. return sptr(Invalid()); //cannot trade
  174. }