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- /*
- * CollectRes.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/mapObjects/CGMarket.h"
- #include "../../../lib/mapObjects/CGResource.h"
- #include "../../../lib/constants/StringConstants.h"
- using namespace Goals;
- bool CollectRes::operator==(const CollectRes & other) const
- {
- return resID == other.resID;
- }
- TGoalVec 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 == GameResID(EGameResID::GOLD);
- break;
- case Obj::RESOURCE:
- return dynamic_cast<const CGResource*>(obj)->resourceID() == GameResID(resID);
- break;
- case Obj::MINE:
- return (dynamic_cast<const CGMine*>(obj)->producedResource == GameResID(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 (GameResID(resID).toEnum())
- {
- case EGameResID::GOLD:
- case EGameResID::WOOD:
- return false;
- }
- break;
- case Obj::MYSTICAL_GARDEN:
- if ((resID != GameResID(EGameResID::GOLD)) && (resID != GameResID(EGameResID::GEMS)))
- return false;
- break;
- case Obj::WATER_WHEEL:
- case Obj::LEAN_TO:
- case Obj::WAGON:
- if (resID != GameResID(EGameResID::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())
- {
- 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)
- {
- auto waysToGo = ai->ah->howToVisitObj(h, ObjectIdRef(obj));
- vstd::concatenate(ret, waysToGo);
- }
- }
- return ret;
- }
- TSubgoal CollectRes::whatToDoToAchieve()
- {
- auto goals = getAllPossibleSubgoals();
- auto trade = whatToDoToTrade();
- if (!trade->invalid())
- goals.push_back(trade);
- if (goals.empty())
- return sptr(Explore()); //we can always do that
- else
- return fh->chooseSolution(goals); //TODO: evaluate trading
- }
- TSubgoal CollectRes::whatToDoToTrade()
- {
- std::vector<const IMarket *> markets;
- std::vector<const CGObjectInstance *> visObjs;
- ai->retrieveVisitableObjs(visObjs, true);
- for(const CGObjectInstance * obj : visObjs)
- {
- const auto * m = dynamic_cast<const IMarket*>(obj);
- if(m && m->allowsTrade(EMarketMode::RESOURCE_RESOURCE))
- {
- if(obj->ID == Obj::TOWN)
- {
- if(obj->tempOwner == ai->playerID)
- markets.push_back(m);
- }
- else
- 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
- {
- auto * o = dynamic_cast<const CGObjectInstance *>(market);
- // FIXME: disabled broken visitation of external markets
- //if(o && !(o->ID == Obj::TOWN && o->tempOwner == ai->playerID))
- if(o && o->ID == Obj::TOWN)
- {
- if(!ai->isAccessible(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(BuildThis(BuildingID::MARKETPLACE, t).setpriority(2));
- }
- }
- else
- {
- const IMarket * m = markets.back();
- //attempt trade at back (best prices)
- int howManyCanWeBuy = 0;
- for (GameResID i = EGameResID::WOOD; i <= EGameResID::GOLD; ++i)
- {
- if (i.getNum() == resID)
- continue;
- int toGive = -1;
- int toReceive = -1;
- m->getOffer(i, resID, toGive, toReceive, EMarketMode::RESOURCE_RESOURCE);
- assert(toGive > 0 && toReceive > 0);
- howManyCanWeBuy += toReceive * (ai->ah->freeResources()[i] / toGive);
- }
- if (howManyCanWeBuy >= value)
- {
- auto * o = dynamic_cast<const CGObjectInstance *>(m);
- auto backObj = cb->getTopObj(o->visitablePos()); //it'll be a hero if we have one there; otherwise marketplace
- assert(backObj);
- auto objid = o->id.getNum();
- if (backObj->tempOwner != ai->playerID) //top object not owned
- {
- return sptr(VisitObj(objid)); //just go there
- }
- else //either it's our town, or we have hero there
- {
- return sptr(Trade(static_cast<EGameResID>(resID), value, objid).setisElementar(true)); //we can do this immediately
- }
- }
- }
- return sptr(Invalid()); //cannot trade
- }
- bool CollectRes::fulfillsMe(TSubgoal goal)
- {
- if (goal->resID == resID)
- if (goal->value >= value)
- return true;
- return false;
- }
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