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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 "../VCAI.h"
- #include "../AIhelper.h"
- #include "CaptureObjectsBehavior.h"
- #include "../AIUtility.h"
- #include "lib/mapping/CMap.h" //for victory conditions
- #include "lib/CPathfinder.h"
- extern boost::thread_specific_ptr<CCallback> cb;
- extern boost::thread_specific_ptr<VCAI> ai;
- extern FuzzyHelper * fh;
- using namespace Goals;
- std::string CaptureObjectsBehavior::toString() const {
- return "Capture objects";
- }
- Goals::TGoalVec CaptureObjectsBehavior::getTasks() {
- Goals::TGoalVec tasks;
-
- auto captureObjects = [&](std::vector<const CGObjectInstance*> objs) -> void {
- if (objs.empty()) {
- return;
- }
- for (auto objToVisit : objs) {
- if(!shouldVisitObject(objToVisit))
- continue;
- const int3 pos = objToVisit->visitablePos();
- Goals::TGoalVec waysToVisitObj = ai->ah->howToVisitObj(objToVisit, false);
- vstd::erase_if(waysToVisitObj, [objToVisit](Goals::TSubgoal goal) -> bool
- {
- return !goal->hero.validAndSet()
- || !shouldVisit(goal->hero, objToVisit);
- });
- if(waysToVisitObj.empty())
- continue;
- Goals::TSubgoal closestWay = *vstd::minElementByFun(waysToVisitObj, [](Goals::TSubgoal goal) -> float {
- return goal->evaluationContext.movementCost;
- });
- for(Goals::TSubgoal way : waysToVisitObj)
- {
- if(!way->hero->movement)
- continue;
- way->evaluationContext.closestWayRatio
- = way->evaluationContext.movementCost / closestWay->evaluationContext.movementCost;
- logAi->trace("Behavior %s found %s(%s), danger %d", toString(), way->name(), way->tile.toString(), way->evaluationContext.danger);
- tasks.push_back(way);
- }
- }
- };
- if (specificObjects) {
- captureObjects(objectsToCapture);
- }
- else {
- captureObjects(std::vector<const CGObjectInstance*>(ai->visitableObjs.begin(), ai->visitableObjs.end()));
- }
- return tasks;
- }
- bool CaptureObjectsBehavior::shouldVisitObject(ObjectIdRef obj) const
- {
- const CGObjectInstance* objInstance = obj;
- if (!objInstance || objectTypes.size() && !vstd::contains(objectTypes, objInstance->ID.num)) {
- return false;
- }
- if (!objInstance || objectSubTypes.size() && !vstd::contains(objectSubTypes, objInstance->subID)) {
- return false;
- }
- const int3 pos = objInstance->visitablePos();
- if (vstd::contains(ai->alreadyVisited, objInstance)) {
- return false;
- }
- auto playerRelations = cb->getPlayerRelations(ai->playerID, objInstance->tempOwner);
- if (playerRelations != PlayerRelations::ENEMIES && !isWeeklyRevisitable(objInstance)) {
- return false;
- }
- //it may be hero visiting this obj
- //we don't try visiting object on which allied or owned hero stands
- // -> it will just trigger exchange windows and AI will be confused that obj behind doesn't get visited
- const CGObjectInstance * topObj = cb->getTopObj(obj->visitablePos());
- if (topObj->ID == Obj::HERO && cb->getPlayerRelations(ai->playerID, topObj->tempOwner) != PlayerRelations::ENEMIES)
- return false;
- else
- return true; //all of the following is met
- }
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