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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 "../AIhelper.h"
 
- #include "../FuzzyHelper.h"
 
- #include "../ResourceManager.h"
 
- #include "../BuildingManager.h"
 
- #include "../../../lib/mapObjects/CGMarket.h"
 
- #include "../../../lib/mapObjects/CGResource.h"
 
- #include "../../../lib/constants/StringConstants.h"
 
- 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 == GameResID(EGameResID::GOLD).getNum();
 
- 			break;
 
- 		case Obj::RESOURCE:
 
- 			return dynamic_cast<const CGResource*>(obj)->resourceID() == GameResID(resID);
 
- 			break;
 
- 		case Obj::MINE:
 
- 			return (dynamic_cast<const CGMine*>(obj)->producedResource == GameResID(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 (GameResID(resID).toEnum())
 
- 			{
 
- 			case EGameResID::GOLD:
 
- 			case EGameResID::WOOD:
 
- 				return false;
 
- 			}
 
- 			break;
 
- 		case Obj::MYSTICAL_GARDEN:
 
- 			if (resID != GameResID(EGameResID::GOLD).getNum() && resID != GameResID(EGameResID::GEMS).getNum())
 
- 				return false;
 
- 			break;
 
- 		case Obj::WATER_WHEEL:
 
- 		case Obj::LEAN_TO:
 
- 		case Obj::WAGON:
 
- 			if (resID != GameResID(EGameResID::GOLD).getNum())
 
- 				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);
 
- 	if (goals.empty())
 
- 		return sptr(Explore()); //we can always do that
 
- 	else
 
- 		return fh->chooseSolution(goals); //TODO: evaluate trading
 
- }
 
- TSubgoal CollectRes::whatToDoToTrade()
 
- {
 
- 	std::vector<const IMarket *> markets;
 
- 	std::vector<const CGObjectInstance *> visObjs;
 
- 	ai->retrieveVisitableObjs(visObjs, true);
 
- 	for(const CGObjectInstance * obj : visObjs)
 
- 	{
 
- 		const auto * m = dynamic_cast<const IMarket*>(obj);
 
- 		if(m && m->allowsTrade(EMarketMode::RESOURCE_RESOURCE))
 
- 		{
 
- 			if(obj->ID == Obj::TOWN)
 
- 			{
 
- 				if(obj->tempOwner == ai->playerID)
 
- 					markets.push_back(m);
 
- 			}
 
- 			else
 
- 				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
 
- 	{
 
- 		auto * o = dynamic_cast<const CGObjectInstance *>(market);
 
- 		// FIXME: disabled broken visitation of external markets
 
- 		//if(o && !(o->ID == Obj::TOWN && o->tempOwner == ai->playerID))
 
- 		if(o && o->ID == Obj::TOWN)
 
- 		{
 
- 			if(!ai->isAccessible(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 (GameResID i = EGameResID::WOOD; i <= EGameResID::GOLD; ++i)
 
- 		{
 
- 			if (i.getNum() == resID)
 
- 				continue;
 
- 			int toGive = -1;
 
- 			int toReceive = -1;
 
- 			m->getOffer(i.getNum(), resID, toGive, toReceive, EMarketMode::RESOURCE_RESOURCE);
 
- 			assert(toGive > 0 && toReceive > 0);
 
- 			howManyCanWeBuy += toReceive * (ai->ah->freeResources()[i] / toGive);
 
- 		}
 
- 		if (howManyCanWeBuy >= value)
 
- 		{
 
- 			auto * o = dynamic_cast<const CGObjectInstance *>(m);
 
- 			auto backObj = cb->getTopObj(o->visitablePos()); //it'll be a hero if we have one there; otherwise marketplace
 
- 			assert(backObj);
 
- 			auto objid = 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(static_cast<EGameResID>(resID), value, objid).setisElementar(true)); //we can do this immediately
 
- 			}
 
- 		}
 
- 	}
 
- 	return sptr(Invalid()); //cannot trade
 
- }
 
- bool CollectRes::fulfillsMe(TSubgoal goal)
 
- {
 
- 	if (goal->resID == resID)
 
- 		if (goal->value >= value)
 
- 			return true;
 
- 	return false;
 
- }
 
 
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