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							- /*
 
- * Win.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;
 
- 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(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(Conquer());
 
- 				return sptr(VisitObj(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(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(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(DigAtTile(grailPos));
 
- 				} //TODO: use FIND_OBJ
 
- 				else if(const CGObjectInstance * obj = ai->getUnvisitedObj(objWithID<Obj::OBELISK>)) //there are unvisited Obelisks
 
- 					return sptr(VisitObj(obj->id.getNum()));
 
- 				else
 
- 					return sptr(Explore());
 
- 			}
 
- 			break;
 
- 		}
 
- 		case EventCondition::CONTROL:
 
- 		{
 
- 			if(goal.object)
 
- 			{
 
- 				auto objRelations = cb->getPlayerRelations(ai->playerID, goal.object->tempOwner);
 
- 				
 
- 				if(objRelations == PlayerRelations::ENEMIES)
 
- 				{
 
- 					return sptr(VisitObj(goal.object->id.getNum()));
 
- 				}
 
- 				else
 
- 				{
 
- 					// TODO: Defance
 
- 					break;
 
- 				}
 
- 			}
 
- 			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(CollectRes(static_cast<EGameResID>(goal.objectType), goal.value));
 
- 		case EventCondition::HAVE_CREATURES:
 
- 			return sptr(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(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(Conquer());
 
- 		default:
 
- 			assert(0);
 
- 		}
 
- 	}
 
- 	return sptr(Invalid());
 
- }
 
 
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