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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 "BuildingManager.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;
- }
- bool Goals::AbstractGoal::operator==(AbstractGoal & g)
- {
- /*this operator checks if goals are EQUIVALENT, ie. if they represent same objective
- it does not not check isAbstract or isElementar, as this is up to VCAI decomposition logic
- */
- if(g.goalType != goalType)
- 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 BUILD: //abstract build is indentical, TODO: consider building anything in town
- return true;
- break;
- case GATHER_TROOPS:
- case ISSUE_COMMAND:
- default:
- return false;
- }
- }
- bool Goals::AbstractGoal::operator<(AbstractGoal & g) //for std::unique
- {
- //TODO: make sure it gets goals consistent with == operator
- if (goalType < g.goalType)
- return true;
- if (goalType > g.goalType)
- return false;
- if (hero < g.hero)
- return true;
- if (hero > g.hero)
- return false;
- if (tile < g.tile)
- return true;
- if (g.tile < tile)
- return false;
- if (objid < g.objid)
- return true;
- if (objid > g.objid)
- return false;
- if (town < g.town)
- return true;
- if (town > g.town)
- return false;
- if (value < g.value)
- return true;
- if (value > g.value)
- return false;
- if (priority < g.priority)
- return true;
- if (priority > g.priority)
- return false;
- if (resID < g.resID)
- return true;
- if (resID > g.resID)
- return false;
- if (bid < g.bid)
- return true;
- if (bid > g.bid)
- return false;
- if (aid < g.aid)
- return true;
- if (aid > g.aid)
- return false;
- 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 TSubgoal::operator<(const TSubgoal & rhs) const
- {
- return get() < rhs.get(); //compae by value
- }
- bool BuyArmy::operator==(AbstractGoal & g)
- {
- if (g.goalType != goalType)
- return false;
- //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==(AbstractGoal & g)
- {
- if (g.goalType != goalType)
- return false;
- 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);
- }
- TGoalVec GetObj::getAllPossibleSubgoals()
- {
- TGoalVec goalList;
- const CGObjectInstance * obj = cb->getObjInstance(ObjectInstanceID(objid));
- if(!obj)
- {
- goalList.push_back(sptr(Goals::Explore()));
- return goalList;
- }
- int3 pos = obj->visitablePos();
- if(hero)
- {
- if(ai->isAccessibleForHero(pos, hero))
- {
- if(isSafeToVisit(hero, pos))
- goalList.push_back(sptr(Goals::GetObj(obj->id.getNum()).sethero(hero)));
- else
- goalList.push_back(sptr(Goals::GatherArmy(evaluateDanger(pos, hero.h) * SAFE_ATTACK_CONSTANT).sethero(hero).setisAbstract(true)));
- return goalList;
- }
- }
- else
- {
- for(auto h : cb->getHeroesInfo())
- {
- if(ai->isAccessibleForHero(pos, h))
- {
- if(isSafeToVisit(hero, pos))
- goalList.push_back(sptr(Goals::GetObj(obj->id.getNum()).sethero(h)));
- else
- goalList.push_back(sptr(Goals::GatherArmy(evaluateDanger(pos, h) * SAFE_ATTACK_CONSTANT).sethero(hero).setisAbstract(true)));
- }
- }
- if(!goalList.empty())
- {
- return goalList;
- }
- }
- goalList.push_back(sptr(Goals::ClearWayTo(pos).sethero(hero)));
- return goalList;
- }
- TSubgoal GetObj::whatToDoToAchieve()
- {
- auto bestGoal = fh->chooseSolution(getAllPossibleSubgoals());
- if(bestGoal->goalType == Goals::GET_OBJ && bestGoal->hero)
- bestGoal->setisElementar(true);
- return bestGoal;
- }
- Goals::GetObj::GetObj(int Objid) : CGoal(Goals::GET_OBJ)
- {
- objid = Objid;
- tile = ai->myCb->getObjInstance(ObjectInstanceID(objid))->visitablePos();
- priority = 3;
- }
- bool Goals::GetObj::operator==(AbstractGoal & g)
- {
- if (g.goalType != goalType)
- return false;
- return g.objid == objid;
- }
- bool GetObj::fulfillsMe(TSubgoal goal)
- {
- if(goal->goalType == Goals::GET_OBJ)
- {
- if (!hero || hero == goal->hero)
- {
- auto obj = cb->getObjInstance(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 Goals::VisitHero::operator==(AbstractGoal & g)
- {
- if (g.goalType != goalType)
- return false;
- return g.hero == hero && g.objid == objid;
- }
- 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::operator==(AbstractGoal & g)
- {
- if (g.goalType != goalType)
- return false;
- return g.goalType == goalType && g.tile == tile;
- }
- 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)));
- return ret; //only option
- }
- 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))); //TODO: Recheck this code - object visit became elementar goal
- continue; //do not try to visit tile or gather army
- }
- else
- {
- //TODO: we should be able to return apriopriate quest here
- //ret.push_back(ai->questToGoal());
- //however, visiting obj for firts time will give us quest
- logAi->debug("Quest guard blocks the way to %s", tile.toString());
- continue; //do not access quets guard if we can't complete the quest
- }
- return ret; //try complete quest as the only option
- }
- }
- if(isSafeToVisit(h, tileToHit)) //this makes sense only if tile is guarded, but there is 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==(AbstractGoal & g)
- {
- if (g.goalType != goalType)
- return false;
- //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))
- {
- ret->setisElementar(true);
- return ret;
- }
- else
- {
- return sptr(Goals::GatherArmy(evaluateDanger(tile, *ret->hero) * SAFE_ATTACK_CONSTANT)
- .sethero(ret->hero).setisAbstract(true));
- }
- }
- return ret;
- }
- bool Goals::VisitTile::operator==(AbstractGoal & g)
- {
- if (g.goalType != goalType)
- return false;
- return g.goalType == goalType && g.tile == tile;
- }
- 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));
- }
- bool Goals::DigAtTile::operator==(AbstractGoal & g)
- {
- if (g.goalType != goalType)
- return false;
- return g.goalType == goalType && g.tile == 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
- {
- if (cb->canBuildStructure(town, b) != EBuildingState::ALLOWED) //FIXME: decompose further? kind of mess if we're here
- throw cannotFulfillGoalException("Not possible to build");
- else
- {
- 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::GetObj(obj->id.getNum()).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 * (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(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
- }
- bool CollectRes::fulfillsMe(TSubgoal goal)
- {
- if (goal->resID == resID)
- if (goal->value >= value)
- return true;
- return false;
- }
- bool Goals::CollectRes::operator==(AbstractGoal & g)
- {
- if (g.goalType != goalType)
- return false;
- 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 get that object
- {
- ret.push_back(sptr(Goals::GetObj(obj->id.getNum()).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;
- }
- TGoalVec Goals::Build::getAllPossibleSubgoals()
- {
- TGoalVec ret;
- for (const CGTownInstance * t : cb->getTownsInfo())
- {
- //start fresh with every town
- ah->getBuildingOptions(t);
- auto ib = ah->immediateBuilding();
- if (ib.is_initialized())
- {
- ret.push_back(sptr(Goals::BuildThis(ib.get().bid, t).setpriority(2))); //prioritize buildings we can build quick
- }
- else //try build later
- {
- auto eb = ah->expensiveBuilding();
- if (eb.is_initialized())
- {
- auto pb = eb.get(); //gather resources for any we can't afford
- auto goal = ah->whatToDo(pb.price, sptr(Goals::BuildThis(pb.bid, t).setpriority(0.5)));
- ret.push_back(goal);
- }
- }
- }
- if (ret.empty())
- throw cannotFulfillGoalException("BUILD has been realized as much as possible."); //who catches it and what for?
- else
- return ret;
- }
- TSubgoal Build::whatToDoToAchieve()
- {
- return fh->chooseSolution(getAllPossibleSubgoals());
- }
- 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 = ah->canBuildAnyStructure(t, std::vector<BuildingID>(unitsSource, unitsSource + ARRAY_COUNT(unitsSource)), 8 - cb->getDate(Date::DAY_OF_WEEK));
- if (bid.is_initialized())
- {
- auto goal = sptr(BuildThis(bid.get(), 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)) //TODO: return actual aiValue
- 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
- if (!vstd::contains(ai->visitedHeroes[hero], h)) //visit only once each turn //FIXME: this is only bug workaround
- ret.push_back(sptr(Goals::VisitHero(h->id.getNum()).setisAbstract(true).sethero(hero)));
- // Let the other hero come to us
- if (!vstd::contains(ai->visitedHeroes[h], hero))
- 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); //TODO: reserve resources?
- }
- }
- }
- }
- }
- }
- 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())
- ret.push_back(sptr(Goals::Explore()));
- else
- throw cannotFulfillGoalException("No ways to gather army");
- }
- 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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