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- /*
- * GatherArmy.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 "../AIGateway.h"
- #include "../AIUtility.h"
- #include "../AIhelper.h"
- #include "../FuzzyHelper.h"
- #include "../ResourceManager.h"
- #include "../BuildingManager.h"
- #include "../../../lib/mapping/CMap.h" //for victory conditions
- #include "../../../lib/CPathfinder.h"
- #include "../../../lib/StringConstants.h"
- namespace Nullkiller
- {
- extern boost::thread_specific_ptr<CCallback> cb;
- extern boost::thread_specific_ptr<AIGateway> ai;
- extern FuzzyHelper * fh;
- using namespace Goals;
- bool GatherArmy::operator==(const GatherArmy & other) const
- {
- return other.hero.h == hero.h || town == other.town;
- }
- std::string GatherArmy::completeMessage() const
- {
- return "Hero " + hero.get()->name + " gathered army of value " + std::to_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.
- }
- TGoalVec GatherArmy::getAllPossibleSubgoals()
- {
- //get all possible towns, heroes and dwellings we may use
- TGoalVec ret;
- if(!hero.validAndSet())
- {
- return ret;
- }
- //TODO: include evaluation of monsters gather in calculation
- for(auto t : cb->getTownsInfo())
- {
- auto waysToVisit = ai->ah->howToVisitObj(hero, t);
- if(waysToVisit.size())
- {
- //grab army from town
- if(!t->visitingHero && ai->ah->howManyReinforcementsCanGet(hero.get(), t))
- {
- if(!vstd::contains(ai->townVisitsThisWeek[hero], t))
- vstd::concatenate(ret, waysToVisit);
- }
- //buy army in town
- if (!t->visitingHero || t->visitingHero == hero.get(true))
- {
- std::vector<int> values = {
- value,
- (int)ai->ah->howManyReinforcementsCanBuy(t->getUpperArmy(), t),
- (int)ai->ah->howManyReinforcementsCanBuy(hero.get(), t) };
- int val = *std::min_element(values.begin(), values.end());
- if (val)
- {
- auto goal = sptr(BuyArmy(t, val).sethero(hero));
- if(!ai->ah->containsObjective(goal)) //avoid loops caused by reserving same objective twice
- ret.push_back(goal);
- else
- logAi->debug("Can not buy army, because of ai->ah->containsObjective");
- }
- }
- //build dwelling
- //TODO: plan building over multiple turns?
- //auto bid = ah->canBuildAnyStructure(t, std::vector<BuildingID>(unitsSource, unitsSource + ARRAY_COUNT(unitsSource)), 8 - cb->getDate(Date::DAY_OF_WEEK));
- //Do not use below code for now, rely on generic Build. Code below needs to know a lot of town/resource context to do more good than harm
- /*auto bid = ai->ah->canBuildAnyStructure(t, std::vector<BuildingID>(unitsSource, unitsSource + ARRAY_COUNT(unitsSource)), 1);
- if (bid.has_value())
- {
- auto goal = sptr(BuildThis(bid.get(), t).setpriority(priority));
- if (!ai->ah->containsObjective(goal)) //avoid loops caused by reserving same objective twice
- ret.push_back(goal);
- else
- logAi->debug("Can not build a structure, because of ai->ah->containsObjective");
- }*/
- }
- }
- auto otherHeroes = cb->getHeroesInfo();
- auto heroDummy = hero;
- vstd::erase_if(otherHeroes, [heroDummy](const CGHeroInstance * h)
- {
- if(h == heroDummy.h)
- return true;
- else if(!ai->isAccessibleForHero(heroDummy->visitablePos(), h, true))
- return true;
- else if(!ai->ah->canGetArmy(heroDummy.h, h)) //TODO: return actual aiValue
- return true;
- else if(ai->getGoal(h)->goalType == GATHER_ARMY)
- return true;
- else
- return false;
- });
- for(auto h : otherHeroes)
- {
- // Go to the other hero if we are faster
- if(!vstd::contains(ai->visitedHeroes[hero], h))
- {
- vstd::concatenate(ret, ai->ah->howToVisitObj(hero, h, false));
- }
- // Go to the other hero if we are faster
- if(!vstd::contains(ai->visitedHeroes[h], hero))
- {
- vstd::concatenate(ret, ai->ah->howToVisitObj(h, hero.get(), false));
- }
- }
- 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);
- ui32 val = std::min((ui32)value, (ui32)ai->ah->howManyReinforcementsCanBuy(hero.get(), dwelling));
- if(val)
- {
- for(auto & creLevel : dwelling->creatures)
- {
- if(creLevel.first)
- {
- for(auto & creatureID : creLevel.second)
- {
- auto creature = VLC->creh->creatures[creatureID];
- if(ai->ah->freeResources().canAfford(creature->getFullRecruitCost()))
- objs.push_back(obj); //TODO: reserve resources?
- }
- }
- }
- }
- }
- }
- }
- for(auto h : cb->getHeroesInfo())
- {
- for(auto obj : objs)
- {
- //find safe dwelling
- if(ai->isGoodForVisit(obj, h))
- {
- vstd::concatenate(ret, ai->ah->howToVisitObj(h, obj));
- }
- }
- }
- if(ai->canRecruitAnyHero() && ai->ah->freeGold() > GameConstants::HERO_GOLD_COST) //this is not stupid in early phase of game
- {
- if(auto t = ai->findTownWithTavern())
- {
- for(auto h : cb->getAvailableHeroes(t)) //we assume that all towns have same set of heroes
- {
- if(h && h->getTotalStrength() > 500) //do not buy heroes with single creatures for GatherArmy
- {
- ret.push_back(sptr(RecruitHero()));
- break;
- }
- }
- }
- }
- if(ret.empty())
- {
- const bool allowGatherArmy = false;
- if(hero == ai->primaryHero())
- ret.push_back(sptr(Explore(allowGatherArmy)));
- else
- throw cannotFulfillGoalException("No ways to gather army");
- }
- return ret;
- }
- }
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