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- /*
- * CollectRes.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
- *
- */
- #include "StdInc.h"
- #include "Goals.h"
- #include "../VCAI.h"
- #include "../AIUtility.h"
- #include "../../../lib/mapping/CMap.h" //for victory conditions
- #include "../../../lib/CPathfinder.h"
- #include "../../../lib/StringConstants.h"
- extern boost::thread_specific_ptr<CCallback> cb;
- extern boost::thread_specific_ptr<VCAI> ai;
- using namespace Goals;
- bool CollectRes::operator==(const CollectRes & other) const
- {
- return resID == other.resID;
- }
- //TGoalVec CollectRes::getAllPossibleSubgoals()
- //{
- // TGoalVec ret;
- //
- //auto givesResource = [this](const CGObjectInstance * obj) -> bool
- //{
- // //TODO: move this logic to object side
- // //TODO: remember mithril exists
- // //TODO: water objects
- // //TODO: Creature banks
- // //return false first from once-visitable, before checking if they were even visited
- // switch (obj->ID.num)
- // {
- // case Obj::TREASURE_CHEST:
- // return resID == Res::GOLD;
- // break;
- // case Obj::RESOURCE:
- // return obj->subID == resID;
- // break;
- // case Obj::MINE:
- // return (obj->subID == resID &&
- // (cb->getPlayerRelations(obj->tempOwner, ai->playerID) == PlayerRelations::ENEMIES)); //don't capture our mines
- // break;
- // case Obj::CAMPFIRE:
- // return true; //contains all resources
- // break;
- // case Obj::WINDMILL:
- // switch (resID)
- // {
- // case Res::GOLD:
- // case Res::WOOD:
- // return false;
- // }
- // break;
- // case Obj::WATER_WHEEL:
- // if (resID != Res::GOLD)
- // return false;
- // break;
- // case Obj::MYSTICAL_GARDEN:
- // if ((resID != Res::GOLD) && (resID != Res::GEMS))
- // return false;
- // break;
- // case Obj::LEAN_TO:
- // case Obj::WAGON:
- // if (resID != Res::GOLD)
- // return false;
- // break;
- // default:
- // return false;
- // break;
- // }
- // return !vstd::contains(ai->alreadyVisited, obj); //for weekly / once visitable
- //};
- //std::vector<const CGObjectInstance *> objs;
- //for (auto obj : ai->visitableObjs)
- //{
- // if (givesResource(obj))
- // objs.push_back(obj);
- //}
- //for (auto h : cb->getHeroesInfo())
- //{
- // std::vector<const CGObjectInstance *> ourObjs(objs); //copy common objects
- // for (auto obj : ai->reservedHeroesMap[h]) //add objects reserved by this hero
- // {
- // if (givesResource(obj))
- // ourObjs.push_back(obj);
- // }
- // for (auto obj : ourObjs)
- // {
- // auto waysToGo = ai->ah->howToVisitObj(h, ObjectIdRef(obj));
- // vstd::concatenate(ret, waysToGo);
- // }
- //}
- // return ret;
- //}
- //TSubgoal CollectRes::whatToDoToAchieve()
- //{
- // auto goals = getAllPossibleSubgoals();
- // auto trade = whatToDoToTrade();
- // if (!trade->invalid())
- // goals.push_back(trade);
- //
- // return sptr(Invalid()); //we can always do that
- //}
- TSubgoal CollectRes::whatToDoToTrade()
- {
- //std::vector<const IMarket *> markets;
- //std::vector<const CGObjectInstance *> visObjs;
- //ai->retrieveVisitableObjs(visObjs, true);
- //for (const CGObjectInstance * obj : visObjs)
- //{
- // if (const IMarket * m = IMarket::castFrom(obj, false))
- // {
- // if (obj->ID == Obj::TOWN && obj->tempOwner == ai->playerID && m->allowsTrade(EMarketMode::RESOURCE_RESOURCE))
- // markets.push_back(m);
- // else if (obj->ID == Obj::TRADING_POST)
- // markets.push_back(m);
- // }
- //}
- //boost::sort(markets, [](const IMarket * m1, const IMarket * m2) -> bool
- //{
- // return m1->getMarketEfficiency() < m2->getMarketEfficiency();
- //});
- //markets.erase(boost::remove_if(markets, [](const IMarket * market) -> bool
- //{
- // if (!(market->o->ID == Obj::TOWN && market->o->tempOwner == ai->playerID))
- // {
- // if (!ai->isAccessible(market->o->visitablePos()))
- // return true;
- // }
- // return false;
- //}), markets.end());
- //if (!markets.size())
- //{
- // for (const CGTownInstance * t : cb->getTownsInfo())
- // {
- // if (cb->canBuildStructure(t, BuildingID::MARKETPLACE) == EBuildingState::ALLOWED)
- // return sptr(BuildThis(BuildingID::MARKETPLACE, t).setpriority(2));
- // }
- //}
- //else
- //{
- // const IMarket * m = markets.back();
- // //attempt trade at back (best prices)
- // int howManyCanWeBuy = 0;
- // for (Res::ERes i = Res::WOOD; i <= Res::GOLD; vstd::advance(i, 1))
- // {
- // if (i == resID)
- // continue;
- // int toGive = -1, toReceive = -1;
- // m->getOffer(i, resID, toGive, toReceive, EMarketMode::RESOURCE_RESOURCE);
- // assert(toGive > 0 && toReceive > 0);
- // howManyCanWeBuy += toReceive * (ai->ah->freeResources()[i] / toGive);
- // }
- // if (howManyCanWeBuy >= value)
- // {
- // auto backObj = cb->getTopObj(m->o->visitablePos()); //it'll be a hero if we have one there; otherwise marketplace
- // assert(backObj);
- // auto objid = m->o->id.getNum();
- // if (backObj->tempOwner != ai->playerID) //top object not owned
- // {
- // return sptr(VisitObj(objid)); //just go there
- // }
- // else //either it's our town, or we have hero there
- // {
- // return sptr(Trade(resID, value, objid).setisElementar(true)); //we can do this immediately
- // }
- // }
- //}
- return sptr(Invalid()); //cannot trade
- }
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