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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);
 
- }
 
- TSubgoal GetObj::whatToDoToAchieve()
 
- {
 
- 	const CGObjectInstance * obj = cb->getObj(ObjectInstanceID(objid));
 
- 	if(!obj)
 
- 		return sptr(Goals::Explore());
 
- 	if(obj->tempOwner == ai->playerID) //we can't capture our own object -> move to Win codition
 
- 		throw cannotFulfillGoalException("Cannot capture my own object " + obj->getObjectName());
 
- 	int3 pos = obj->visitablePos();
 
- 	if(hero)
 
- 	{
 
- 		if(ai->isAccessibleForHero(pos, hero))
 
- 			return sptr(Goals::VisitTile(pos).sethero(hero));
 
- 	}
 
- 	else
 
- 	{
 
- 		for(auto h : cb->getHeroesInfo())
 
- 		{
 
- 			if(ai->isAccessibleForHero(pos, h))
 
- 				return sptr(Goals::VisitTile(pos).sethero(h)); //we must visit object with same hero, if any
 
- 		}
 
- 	}
 
- 	return sptr(Goals::ClearWayTo(pos).sethero(hero));
 
- }
 
- 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::VISIT_TILE) //visiting tile visits object at same time
 
- 	{
 
- 		if (!hero || hero == goal->hero)
 
- 		{
 
- 			auto obj = cb->getObj(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)));
 
- 					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))
 
- 		{
 
- 			if(cb->getTile(tile)->topVisitableId().num == Obj::TOWN) //if target is town, fuzzy system will use additional "estimatedReward" variable to increase priority a bit
 
- 				ret->objid = Obj::TOWN; //TODO: move to getObj eventually and add appropiate logic there
 
- 			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::VisitTile(dest).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 visit that tile
 
- 							{
 
- 								if(obj->ID.num == Obj::TOWN)
 
- 									//if target is town, fuzzy system will use additional "estimatedReward" variable to increase priority a bit
 
- 									ret.push_back(sptr(Goals::VisitTile(dest).sethero(h).setobjid(obj->ID.num).setisAbstract(true))); //TODO: change to getObj eventually and and move appropiate logic there
 
- 								else
 
- 									ret.push_back(sptr(Goals::VisitTile(dest).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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