Esempio n. 1
0
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())
	{
		SectorMap sm(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) //double loop, performance risk?
		{
			auto t = sm.firstTileToGet(h, obj->visitablePos()); //we assume that no more than one tile on the way is guarded
			ai->whatToDoToReachTile (h, t, ret);
		}
	}
	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;
}
Esempio n. 2
0
TGoalVec Explore::getAllPossibleSubgoals()
{
	TGoalVec ret;
	std::vector<const CGHeroInstance *> heroes;
	//std::vector<HeroPtr> heroes;
	if (hero)
		//heroes.push_back(hero);
		heroes.push_back(hero.h);
	else
	{
		//heroes = ai->getUnblockedHeroes();
		heroes = cb->getHeroesInfo();
		erase_if (heroes, [](const HeroPtr h)
		{
			if (vstd::contains(ai->lockedHeroes, h))
				if (ai->lockedHeroes[h]->goalType == Goals::EXPLORE) //do not reassign hero who is already explorer
					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:
				case Obj::SUBTERRANEAN_GATE: //TODO: check ai->knownSubterraneanGates
					objs.push_back (obj);
			}
		}
	}
	for (auto h : heroes)
	{
		SectorMap sm(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
			ai->whatToDoToReachTile(h, t, ret);
		}

		int3 t = whereToExplore(h);
		if (t.valid())
		{
			ret.push_back (sptr (Goals::VisitTile(t).sethero(h)));
		}
		else if (hero.h == h || (!hero && h == ai->primaryHero().h)) //check this only ONCE, high cost
		{
			t = ai->explorationDesperate(h);
			ai->whatToDoToReachTile(h, t, ret);
		}
	}
	//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())
	//{
	//	for (auto h : heroes) //this is costly function, use only when there is no other way
	//	{
	//		auto t = ai->explorationDesperate (h); //we assume that no more than one tile on the way is guarded
	//		if (t.valid())
	//		{
	//			if (isSafeToVisit(h, t))
	//			{
	//				ret.push_back (sptr (Goals::VisitTile(t).sethero(h)));
	//			}
	//			else
	//			{
	//				ret.push_back (sptr (Goals::GatherArmy(evaluateDanger(t, h)*SAFE_ATTACK_CONSTANT).
	//					sethero(h).setisAbstract(true)));
	//			}
	//		}
	//	}
	//}

	if (ret.empty())
	{
		throw goalFulfilledException (sptr(Goals::Explore().sethero(hero)));
	}
	//throw cannotFulfillGoalException("Cannot explore - no possible ways found!");

	return ret;
}