| 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283 | 
							- /*
 
- * Conquer.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/constants/StringConstants.h"
 
- using namespace Goals;
 
- bool Conquer::operator==(const Conquer & other) const
 
- {
 
- 	return other.hero.h == hero.h;
 
- }
 
- TSubgoal Conquer::whatToDoToAchieve()
 
- {
 
- 	logAi->trace("Entering goal CONQUER");
 
- 	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())
 
- 	{
 
- 		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)
 
- 		{
 
- 			auto waysToGo = ai->ah->howToVisitObj(h, ObjectIdRef(obj));
 
- 			vstd::concatenate(ret, waysToGo);
 
- 		}
 
- 	}
 
- 	if(!objs.empty() && ai->canRecruitAnyHero()) //probably no point to recruit hero if we see no objects to capture
 
- 		ret.push_back(sptr(RecruitHero()));
 
- 	if(ret.empty())
 
- 		ret.push_back(sptr(Explore())); //we need to find an enemy
 
- 	return ret;
 
- }
 
 
  |