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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 "../../../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->name);
- throw goalFulfilledException(sptr(*this));
- }
- }
- return sptr(Invalid());
- }
- 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->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) && ai->ah->freeResources().canAfford(creature->cost)) //this assumes only creatures with dwellings are assigned to faction
- // {
- // solutions.push_back(sptr(BuyArmy(t, creature->AIValue * 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->creh->creatures[type]->cost))
- // 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
- }
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