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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 "../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;
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));
}
}
TGoalVec solutions = getAllPossibleSubgoals();
if(solutions.empty())
return sptr(Explore());
return fh->chooseSolution(solutions);
}
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->objects[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->objects[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
}
bool 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;
}
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