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| /* * 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 * */#include "StdInc.h"#include "Goals.h"#include "VCAI.h"#include "Fuzzy.h"#include "ResourceManager.h"#include "../../lib/mapping/CMap.h" //for victory conditions#include "../../lib/CPathfinder.h"#include "../../lib/StringConstants.h"#include "AIhelper.h"extern boost::thread_specific_ptr<CCallback> cb;extern boost::thread_specific_ptr<VCAI> ai;extern boost::thread_specific_ptr<AIhelper> ah;extern FuzzyHelper * fh;using namespace Goals;TSubgoal Goals::sptr(const AbstractGoal & tmp){	TSubgoal 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 BUY_ARMY:		return "BUY 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 " + GameConstants::RESOURCE_NAMES[resID] + " (" + boost::lexical_cast<std::string>(value) + ")";		break;	case TRADE:	{		auto obj = cb->getObjInstance(ObjectInstanceID(objid));		if (obj)			desc = (boost::format("TRADE %d of %s at %s") % value % GameConstants::RESOURCE_NAMES[resID] % obj->getObjectName()).str();	}	break;	case GATHER_TROOPS:		desc = "GATHER TROOPS";		break;	case GET_OBJ:	{		auto obj = cb->getObjInstance(ObjectInstanceID(objid));		if(obj)			desc = "GET OBJ " + obj->getObjectName();	}	break;	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.toString();		break;	case CLEAR_WAY_TO:		desc = "CLEAR WAY TO " + tile.toString();		break;	case DIG_AT_TILE:		desc = "DIG AT TILE " + tile.toString();		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: //overloaded		return true;		break;	//assigned to hero, no parameters	case CONQUER:	case EXPLORE:	case BOOST_HERO:		return g.hero.h == hero.h; //how comes HeroPtrs are equal for different heroes?		break;	case GATHER_ARMY: //actual value is indifferent		return (g.hero.h == hero.h || town == g.town); //TODO: gather army for town maybe?		break;	//assigned hero and tile	case VISIT_TILE:	case CLEAR_WAY_TO:	case DIG_AT_TILE:		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:		return (g.hero.h == hero.h && g.objid == objid);		break;	case BUILD_STRUCTURE:		return (town == g.town && bid == g.bid); //build specific structure in specific town		break;	//no check atm	case COLLECT_RES:	case TRADE: //TODO		return (resID == g.resID); //every hero may collect resources		break;	case GATHER_TROOPS:	case ISSUE_COMMAND:	case BUILD: //TODO: should be decomposed to build specific structures	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));	}	bool TSubgoal::operator==(const TSubgoal & rhs) const	{		return *get() == *rhs.get(); //comparison for Goals is overloaded, so they don't need to be identical to match	}	bool BuyArmy::operator==(BuyArmy & g)	{		//if (hero && hero != g.hero)		//	return false;		return town == g.town;	}	bool BuyArmy::fulfillsMe(TSubgoal goal)	{		//if (hero && hero != goal->hero)		//	return false;		return town == goal->town && goal->value >= value; //can always buy more army	}	TSubgoal BuyArmy::whatToDoToAchieve()	{		//TODO: calculate the actual cost of units instead		TResources price;		price[Res::GOLD] = value * 0.4f; //some approximate value		return ah->whatToDo(price, iAmElementar()); //buy right now or gather resources	}	std::string BuyArmy::completeMessage() const	{		return boost::format("Bought army of value %d in town of %s") % value, town->name;	}}TSubgoal Trade::whatToDoToAchieve(){	return iAmElementar();}bool Trade::operator==(CollectRes & g){	if (g.resID == resID)		if (g.value == value) //TODO: not sure if that logic is consitent			return true;	return false;}//TSubgoal AbstractGoal::whatToDoToAchieve()//{//	logAi->debug("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).setpriority(10));					}					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;		case EventCondition::HAVE_0:		case EventCondition::HAVE_BUILDING_0:		case EventCondition::DESTROY_0:			//TODO: support new condition format			return sptr(Goals::Conquer());		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());}bool Goals::FindObj::fulfillsMe(TSubgoal goal){	if (goal->goalType == Goals::VISIT_TILE) //visiting tile visits object at same time	{		if (!hero || hero == goal->hero)			for (auto obj : cb->getVisitableObjs(goal->tile)) //check if any object on that tile matches criteria				if (obj->visitablePos() == goal->tile) //object could be removed					if (obj->ID == objid && obj->subID == resID) //same type and subtype						return true;	}	return false;}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) //visiting tile visits object at same time	{		if (!hero || hero == goal->hero)		{			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->error("Hero %s tries to visit himself.", hero.name);		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){	//TODO: VisitObj shoudl not be used for heroes, but...	if(goal->goalType == Goals::VISIT_TILE)	{		auto obj = cb->getObj(ObjectInstanceID(objid));		if (!obj)		{			logAi->error("Hero %s: VisitHero::fulfillsMe at %s: object %d not found", hero.name, goal->tile.toString(), objid);			return false;		}		return obj->visitablePos() == goal->tile;	}	return false;}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->error("Clear way should be used with visible tiles!");		return sptr(Goals::Explore());	}	return (fh->chooseSolution(getAllPossibleSubgoals()));}bool Goals::ClearWayTo::fulfillsMe(TSubgoal goal){	if (goal->goalType == Goals::VISIT_TILE)	{		if (!hero || hero == goal->hero)			return tile == goal->tile;	}	return false;}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->error("%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->debug("Quest guard blocks the way to %s", tile.toString());					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->warn("There is no known way to clear the way to tile %s", tile.toString());		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;			}		}	}	auto primaryHero = ai->primaryHero().h;	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		{			//FIXME: possible issues when gathering army to break			if(hero.h == h || //exporation is assigned to this hero				(!hero && h == primaryHero)) //not assigned to specific hero, let our main hero do the job			{				t = ai->explorationDesperate(h);  //check this only ONCE, high cost				if (t.valid()) //don't waste time if we are completely blocked				{					ret.push_back(sptr(Goals::ClearWayTo(t, h).setisAbstract(true)));					continue;				}			}			ai->markHeroUnableToExplore(h); //there is no freely accessible tile, do not poll this hero anymore		}	}	//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).setpriority(2));	TResources res;	res[Res::GOLD] = GameConstants::HERO_GOLD_COST;	return ah->whatToDo(res, iAmElementar()); //either buy immediately, or collect res}bool Goals::RecruitHero::operator==(RecruitHero & g){	//TODO: check town and hero	return true; //for now, recruiting any hero will do}std::string VisitTile::completeMessage() const{	return "Hero " + hero.get()->name + " visited tile " + tile.toString();}TSubgoal VisitTile::whatToDoToAchieve(){	auto ret = fh->chooseSolution(getAllPossibleSubgoals());	if(ret->hero)	{		if(isSafeToVisit(ret->hero, tile) && ai->isAccessibleForHero(tile, ret->hero))		{			if(cb->getTile(tile)->topVisitableId().num == Obj::TOWN) //if target is town, fuzzy system will use additional "estimatedReward" variable to increase priority a bit				ret->objid = Obj::TOWN; //TODO: move to getObj eventually and add appropiate logic there			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(){	auto b = BuildingID(bid);	// find town if not set	if (!town && hero)		town = hero->visitedTown;	if (!town)	{		for (const CGTownInstance * t : cb->getTownsInfo())		{			switch (cb->canBuildStructure(town, b))			{			case EBuildingState::ALLOWED:				town = t;				break; //TODO: look for prerequisites? this is not our reponsibility			default:				continue;			}		}	}	if (town) //we have specific town to build this	{		auto res = town->town->buildings.at(BuildingID(bid))->resources;		return ah->whatToDo(res, iAmElementar()); //realize immediately or gather resources	}	else		throw cannotFulfillGoalException("Cannot find town to build this");}TGoalVec Goals::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())	{		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 (givesResource(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							ret.push_back(sptr(Goals::VisitTile(dest).sethero(h).setisAbstract(true)));					}					else //we need to get army in order to pick that object						ret.push_back(sptr(Goals::GatherArmy(evaluateDanger(dest, h) * SAFE_ATTACK_CONSTANT).sethero(h).setisAbstract(true)));				}			}		}	}	return ret;}TSubgoal CollectRes::whatToDoToAchieve(){	auto goals = getAllPossibleSubgoals();	auto trade = whatToDoToTrade();	if (!trade->invalid())		goals.push_back(trade);	if (goals.empty())		return sptr(Goals::Explore()); //we can always do that	else		return fh->chooseSolution(goals); //TODO: evaluate trading}TSubgoal Goals::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(Goals::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 * (cb->getResourceAmount(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(Goals::GetObj(objid)); //just go there			}			else //either it's our town, or we have hero there			{				Goals::Trade trade(resID, value, objid);				return sptr(trade.setisElementar(true)); //we can do this immediately - highest priority			}		}	}	return sptr(Goals::Invalid()); //cannot trade	//TODO: separate goal to execute trade?	//return sptr(setisElementar(true)); //not sure why we are here}bool CollectRes::fulfillsMe(TSubgoal goal){	if (goal->resID == resID)		if (goal->value >= value)			return true;	return false;}bool Goals::CollectRes::operator==(CollectRes & g){	if (g.resID == resID)		if (g.value == value) //TODO: not sure if that logic is consitent			return true;	return false;}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).setpriority(priority));			}		}	}	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 && ah->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());			const CGPathNode * 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));		}		if(nearestDwellings.size())		{			// find hero who is nearest to a dwelling			const CGDwelling * nearest = boost::range::min_element(nearestDwellings, comparator)->second;			if(!nearest)				throw cannotFulfillGoalException("Cannot find nearest dwelling!");			return sptr(Goals::GetObj(nearest->id.getNum()));		}		else			return sptr(Goals::Explore());	}	else	{		return sptr(Goals::Explore());	}	//TODO: exchange troops between heroes}bool Goals::GatherTroops::fulfillsMe(TSubgoal goal){	if (!hero || hero == goal->hero) //we got army for desired hero or any hero		if (goal->objid == objid) //same creature type //TODO: consider upgrades?			if (goal->value >= value) //notify every time we get resources?				return true;	return false;}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							{								if(obj->ID.num == Obj::TOWN)									//if target is town, fuzzy system will use additional "estimatedReward" variable to increase priority a bit									ret.push_back(sptr(Goals::VisitTile(dest).sethero(h).setobjid(obj->ID.num).setisAbstract(true))); //TODO: change to getObj eventually and and move appropiate logic there								else									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();}bool Goals::Build::fulfillsMe(TSubgoal goal){	if (goal->goalType == Goals::BUILD || goal->goalType == Goals::BUILD_STRUCTURE)		return (!town || town == goal->town); //building anything will do, in this town if set	else		return false;}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))		{			//grab army from town			if(!t->visitingHero && howManyReinforcementsCanGet(hero, t))			{				if(!vstd::contains(ai->townVisitsThisWeek[hero], t))					ret.push_back(sptr(Goals::VisitTile(pos).sethero(hero)));			}			//buy army in town			if (!t->visitingHero || t->visitingHero != hero.get(true))			{				ui32 val = std::min<ui32>(value, howManyReinforcementsCanBuy(hero, t));				if (val)				{					auto goal = sptr(Goals::BuyArmy(t, val).sethero(hero));					if (!ah->containsObjective(goal)) //avoid loops caused by reserving same objective twice						ret.push_back(goal);				}			}			//build dwelling			auto bid = ai->canBuildAnyStructure(t, std::vector<BuildingID>(unitsSource, unitsSource + ARRAY_COUNT(unitsSource)), 8 - cb->getDate(Date::DAY_OF_WEEK));			if (bid != BuildingID::NONE)			{				auto goal = sptr(BuildThis(bid, t).setpriority(priority));				if (!ah->containsObjective(goal)) //avoid loops caused by reserving same objective twice					ret.push_back(goal);			}		}	}	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->canGetArmy(heroDummy.h, h))			return true;		else if(ai->getGoal(h)->goalType == Goals::GATHER_ARMY)			return true;		else		   return false;	});	for(auto h : otherHeroes)	{		// Go to the other hero if we are faster		ret.push_back(sptr(Goals::VisitHero(h->id.getNum()).setisAbstract(true).sethero(hero)));		// Let the other hero come to us		ret.push_back(sptr(Goals::VisitHero(hero->id.getNum()).setisAbstract(true).sethero(h)));	}	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(ah->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() && 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(Goals::RecruitHero()));					break;				}			}		}	}	if(ret.empty())	{		if(hero == ai->primaryHero() || value >= 1.1f) // FIXME: check PR388			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->debug("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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