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							- /*
 
- * GatherTroops.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/mapping/CMap.h" //for victory conditions
 
- #include "../../../lib/CPathfinder.h"
 
- #include "../../../lib/StringConstants.h"
 
- extern boost::thread_specific_ptr<CCallback> cb;
 
- extern boost::thread_specific_ptr<VCAI> ai;
 
- extern FuzzyHelper * fh;
 
- using namespace Goals;
 
- bool GatherTroops::operator==(const GatherTroops & other) const
 
- {
 
- 	return objid == other.objid;
 
- }
 
- int GatherTroops::getCreaturesCount(const CArmedInstance * army)
 
- {
 
- 	int count = 0;
 
- 	for(auto stack : army->Slots())
 
- 	{
 
- 		if(objid == stack.second->getCreatureID().num)
 
- 		{
 
- 			count += stack.second->count;
 
- 		}
 
- 	}
 
- 	return count;
 
- }
 
- TSubgoal GatherTroops::whatToDoToAchieve()
 
- {
 
- 	logAi->trace("Entering GatherTroops::whatToDoToAchieve");
 
- 	auto heroes = cb->getHeroesInfo(true);
 
- 	for(auto hero : heroes)
 
- 	{
 
- 		if(getCreaturesCount(hero) >= this->value)
 
- 		{
 
- 			logAi->trace("Completing GATHER_TROOPS by hero %s", hero->getNameTranslated());
 
- 			throw goalFulfilledException(sptr(*this));
 
- 		}
 
- 	}
 
- 	TGoalVec solutions = getAllPossibleSubgoals();
 
- 	if(solutions.empty())
 
- 		return sptr(Explore());
 
- 	return fh->chooseSolution(solutions);
 
- }
 
- TGoalVec GatherTroops::getAllPossibleSubgoals()
 
- {
 
- 	TGoalVec solutions;
 
- 	for(const CGTownInstance * t : cb->getTownsInfo())
 
- 	{
 
- 		int count = getCreaturesCount(t->getUpperArmy());
 
- 		if(count >= this->value)
 
- 		{
 
- 			if(t->visitingHero)
 
- 			{
 
- 				solutions.push_back(sptr(VisitObj(t->id.getNum()).sethero(t->visitingHero.get())));
 
- 			}
 
- 			else
 
- 			{
 
- 				vstd::concatenate(solutions, ai->ah->howToVisitObj(t));
 
- 			}
 
- 			continue;
 
- 		}
 
- 		auto creature = VLC->creatures()->getByIndex(objid);
 
- 		if(t->subID == creature->getFaction()) //TODO: how to force AI to build unupgraded creatures? :O
 
- 		{
 
- 			auto creatures = vstd::tryAt(t->town->creatures, creature->getLevel() - 1);
 
- 			if(!creatures)
 
- 				continue;
 
- 			int upgradeNumber = vstd::find_pos(*creatures, creature->getId());
 
- 			if(upgradeNumber < 0)
 
- 				continue;
 
- 			BuildingID bid(BuildingID::DWELL_FIRST + creature->getLevel() - 1 + upgradeNumber * GameConstants::CREATURES_PER_TOWN);
 
- 			if(t->hasBuilt(bid) && ai->ah->freeResources().canAfford(creature->getFullRecruitCost())) //this assumes only creatures with dwellings are assigned to faction
 
- 			{
 
- 				solutions.push_back(sptr(BuyArmy(t, creature->getAIValue() * this->value).setobjid(objid)));
 
- 			}
 
- 			/*else //disable random building requests for now - this code needs to know a lot of town/resource context to do more good than harm
 
- 			{
 
- 				return sptr(BuildThis(bid, t).setpriority(priority));
 
- 			}*/
 
- 		}
 
- 	}
 
- 	for(auto obj : ai->visitableObjs)
 
- 	{
 
- 		auto d = dynamic_cast<const CGDwelling *>(obj);
 
- 		if(!d || obj->ID == Obj::TOWN)
 
- 			continue;
 
- 		for(auto creature : d->creatures)
 
- 		{
 
- 			if(creature.first) //there are more than 0 creatures avaliabe
 
- 			{
 
- 				for(auto type : creature.second)
 
- 				{
 
- 					if(type == objid && ai->ah->freeResources().canAfford(VLC->creatures()->getById(type)->getFullRecruitCost()))
 
- 						vstd::concatenate(solutions, ai->ah->howToVisitObj(obj));
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	CreatureID creID = CreatureID(objid);
 
- 	vstd::erase_if(solutions, [&](TSubgoal goal)->bool
 
- 	{
 
- 		return goal->hero && !goal->hero->getSlotFor(creID).validSlot() && !goal->hero->getFreeSlot().validSlot();
 
- 	});
 
- 	return solutions;
 
- 	//TODO: exchange troops between heroes
 
- }
 
- bool 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;
 
- }
 
 
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