コード例 #1
0
ファイル: Goals.cpp プロジェクト: wwwhhhyyy/vcmi
TSubgoal CollectRes::whatToDoToAchieve()
{
	std::vector<const IMarket*> markets;

	std::vector<const CGObjectInstance*> visObjs;
	ai->retreiveVisitableObjs(visObjs, true);
	for(const CGObjectInstance *obj : visObjs)
	{
		if(const IMarket *m = IMarket::castFrom(obj, false))
		{
			if(obj->ID == Obj::TOWN && obj->tempOwner == ai->playerID && m->allowsTrade(EMarketMode::RESOURCE_RESOURCE))
				markets.push_back(m);
			else if(obj->ID == Obj::TRADING_POST) //TODO a moze po prostu test na pozwalanie handlu?
				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
	{
		return !(market->o->ID == Obj::TOWN && market->o->tempOwner == ai->playerID)
			&& !ai->isAccessible(market->o->visitablePos());
	}),markets.end());

	if(!markets.size())
	{
		for(const CGTownInstance *t : cb->getTownsInfo())
		{
			if(cb->canBuildStructure(t, BuildingID::MARKETPLACE) == EBuildingState::ALLOWED)
				return sptr (Goals::BuildThis(BuildingID::MARKETPLACE, t));
		}
	}
	else
	{
		const IMarket *m = markets.back();
		//attempt trade at back (best prices)
		int howManyCanWeBuy = 0;
		for(Res::ERes i = Res::WOOD; i <= Res::GOLD; vstd::advance(i, 1))
		{
			if(i == resID) continue;
			int toGive = -1, toReceive = -1;
			m->getOffer(i, resID, toGive, toReceive, EMarketMode::RESOURCE_RESOURCE);
			assert(toGive > 0 && toReceive > 0);
			howManyCanWeBuy += toReceive * (cb->getResourceAmount(i) / toGive);
		}

		if(howManyCanWeBuy + cb->getResourceAmount(static_cast<Res::ERes>(resID)) >= value)
		{
			auto backObj = cb->getTopObj(m->o->visitablePos()); //it'll be a hero if we have one there; otherwise marketplace
			assert(backObj);
			if (backObj->tempOwner != ai->playerID)
			{
				return sptr (Goals::GetObj(m->o->id.getNum()));
			}
			else
			{
				return sptr (Goals::GetObj(m->o->id.getNum()).setisElementar(true));
			}
		}
	}
	return sptr (setisElementar(true)); //all the conditions for trade are met
}
コード例 #2
0
ファイル: CollectRes.cpp プロジェクト: vcmi/vcmi
TSubgoal CollectRes::whatToDoToTrade()
{
	std::vector<const IMarket *> markets;

	std::vector<const CGObjectInstance *> visObjs;
	ai->retrieveVisitableObjs(visObjs, true);
	for (const CGObjectInstance * obj : visObjs)
	{
		if (const IMarket * m = IMarket::castFrom(obj, false))
		{
			if (obj->ID == Obj::TOWN && obj->tempOwner == ai->playerID && m->allowsTrade(EMarketMode::RESOURCE_RESOURCE))
				markets.push_back(m);
			else if (obj->ID == Obj::TRADING_POST)
				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
	{
		if (!(market->o->ID == Obj::TOWN && market->o->tempOwner == ai->playerID))
		{
			if (!ai->isAccessible(market->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 (Res::ERes i = Res::WOOD; i <= Res::GOLD; vstd::advance(i, 1))
		{
			if (i == resID)
				continue;
			int toGive = -1, 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 backObj = cb->getTopObj(m->o->visitablePos()); //it'll be a hero if we have one there; otherwise marketplace
			assert(backObj);
			auto objid = m->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(resID, value, objid).setisElementar(true)); //we can do this immediately
			}
		}
	}
	return sptr(Invalid()); //cannot trade
}
コード例 #3
0
ファイル: Goals.cpp プロジェクト: wwwhhhyyy/vcmi
TSubgoal Win::whatToDoToAchieve()
{
	auto toBool = [=](const EventCondition &)
	{
		// TODO: proper implementation
		// Right now even already fulfilled goals will be included into generated list
		// Proper check should test if event condition is already fulfilled
		// Easiest way to do this is to call CGameState::checkForVictory but this function should not be
		// used on client side or in AI code
		return false;
	};

	std::vector<EventCondition> goals;

	for (const TriggeredEvent & event : cb->getMapHeader()->triggeredEvents)
	{
		//TODO: try to eliminate human player(s) using loss conditions that have isHuman element

		if (event.effect.type == EventEffect::VICTORY)
		{
			boost::range::copy(event.trigger.getFulfillmentCandidates(toBool), std::back_inserter(goals));
		}
	}

	//TODO: instead of returning first encountered goal AI should generate list of possible subgoals
	for (const EventCondition & goal : goals)
	{
		switch(goal.condition)
		{
		case EventCondition::HAVE_ARTIFACT:
			return sptr (Goals::GetArtOfType(goal.objectType));
		case EventCondition::DESTROY:
			{
				if (goal.object)
				{
					return sptr (Goals::GetObj(goal.object->id.getNum()));
				}
				else
				{
					// TODO: destroy all objects of type goal.objectType
					// This situation represents "kill all creatures" condition from H3
					break;
				}
			}
		case EventCondition::HAVE_BUILDING:
			{
			// TODO build other buildings apart from Grail
			// goal.objectType = buidingID to build
			// goal.object = optional, town in which building should be built
			// Represents "Improve town" condition from H3 (but unlike H3 it consists from 2 separate conditions)

				if (goal.objectType == BuildingID::GRAIL)
				{
					if(auto h = ai->getHeroWithGrail())
					{
						//hero is in a town that can host Grail
						if(h->visitedTown && !vstd::contains(h->visitedTown->forbiddenBuildings, BuildingID::GRAIL))
						{
							const CGTownInstance *t = h->visitedTown;
							return sptr (Goals::BuildThis(BuildingID::GRAIL, t));
						}
						else
						{
							auto towns = cb->getTownsInfo();
							towns.erase(boost::remove_if(towns,
												[](const CGTownInstance *t) -> bool
												{
													return vstd::contains(t->forbiddenBuildings, BuildingID::GRAIL);
												}),
										towns.end());
							boost::sort(towns, isCloser);
							if(towns.size())
							{
								return sptr (Goals::VisitTile(towns.front()->visitablePos()).sethero(h));
							}
						}
					}
					double ratio = 0;
					// maybe make this check a bit more complex? For example:
					// 0.75 -> dig randomly withing 3 tiles radius
					// 0.85 -> radius now 2 tiles
					// 0.95 -> 1 tile radius, position is fully known
					// AFAIK H3 AI does something like this
					int3 grailPos = cb->getGrailPos(ratio);
					if(ratio > 0.99)
					{
						return sptr (Goals::DigAtTile(grailPos));
					} //TODO: use FIND_OBJ
					else if(const CGObjectInstance * obj = ai->getUnvisitedObj(objWithID<Obj::OBELISK>)) //there are unvisited Obelisks
						return sptr (Goals::GetObj(obj->id.getNum()));
					else
						return sptr (Goals::Explore());
				}
				break;
			}
		case EventCondition::CONTROL:
			{
				if (goal.object)
				{
					return sptr (Goals::GetObj(goal.object->id.getNum()));
				}
				else
				{
					//TODO: control all objects of type "goal.objectType"
					// Represents H3 condition "Flag all mines"
					break;
				}
			}

		case EventCondition::HAVE_RESOURCES:
			//TODO mines? piles? marketplace?
			//save?
			return sptr (Goals::CollectRes(static_cast<Res::ERes>(goal.objectType), goal.value));
		case EventCondition::HAVE_CREATURES:
			return sptr (Goals::GatherTroops(goal.objectType, goal.value));
		case EventCondition::TRANSPORT:
			{
				//TODO. merge with bring Grail to town? So AI will first dig grail, then transport it using this goal and builds it
				// Represents "transport artifact" condition:
				// goal.objectType = type of artifact
				// goal.object = destination-town where artifact should be transported
				break;
			}
		case EventCondition::STANDARD_WIN:
			return sptr (Goals::Conquer());

		// Conditions that likely don't need any implementation
		case EventCondition::DAYS_PASSED:
			break; // goal.value = number of days for condition to trigger
		case EventCondition::DAYS_WITHOUT_TOWN:
			break; // goal.value = number of days to trigger this
		case EventCondition::IS_HUMAN:
			break; // Should be only used in calculation of candidates (see toBool lambda)
		case EventCondition::CONST_VALUE:
			break;
		default:
			assert(0);
		}
	}
	return sptr (Goals::Invalid());
}
コード例 #4
0
ファイル: GatherArmy.cpp プロジェクト: vcmi/vcmi
TGoalVec GatherArmy::getAllPossibleSubgoals()
{
	//get all possible towns, heroes and dwellings we may use
	TGoalVec ret;

	if(!hero.validAndSet())
	{
		return ret;
	}

	//TODO: include evaluation of monsters gather in calculation
	for(auto t : cb->getTownsInfo())
	{
		auto waysToVisit = ai->ah->howToVisitObj(hero, t);

		if(waysToVisit.size())
		{
			//grab army from town
			if(!t->visitingHero && howManyReinforcementsCanGet(hero.get(), t))
			{
				if(!vstd::contains(ai->townVisitsThisWeek[hero], t))
					vstd::concatenate(ret, waysToVisit);
			}

			//buy army in town
			if (!t->visitingHero || t->visitingHero == hero.get(true))
			{
				std::vector<int> values = {
					value,
					(int)howManyReinforcementsCanBuy(t->getUpperArmy(), t),
					(int)howManyReinforcementsCanBuy(hero.get(), t) };

				int val = *std::min_element(values.begin(), values.end());

				if (val)
				{
					auto goal = sptr(BuyArmy(t, val).sethero(hero));

					if(!ai->ah->containsObjective(goal)) //avoid loops caused by reserving same objective twice
						ret.push_back(goal);
					else
						logAi->debug("Can not buy army, because of ai->ah->containsObjective");
				}
			}
			//build dwelling
			//TODO: plan building over multiple turns?
			//auto bid = ah->canBuildAnyStructure(t, std::vector<BuildingID>(unitsSource, unitsSource + ARRAY_COUNT(unitsSource)), 8 - cb->getDate(Date::DAY_OF_WEEK));

			//Do not use below code for now, rely on generic Build. Code below needs to know a lot of town/resource context to do more good than harm
			/*auto bid = ai->ah->canBuildAnyStructure(t, std::vector<BuildingID>(unitsSource, unitsSource + ARRAY_COUNT(unitsSource)), 1);
			if (bid.is_initialized())
			{
				auto goal = sptr(BuildThis(bid.get(), t).setpriority(priority));
				if (!ai->ah->containsObjective(goal)) //avoid loops caused by reserving same objective twice
					ret.push_back(goal);
				else
					logAi->debug("Can not build a structure, because of ai->ah->containsObjective");
			}*/
		}
	}

	auto otherHeroes = cb->getHeroesInfo();
	auto heroDummy = hero;
	vstd::erase_if(otherHeroes, [heroDummy](const CGHeroInstance * h)
	{
		if(h == heroDummy.h)
			return true;
		else if(!ai->isAccessibleForHero(heroDummy->visitablePos(), h, true))
			return true;
		else if(!ai->canGetArmy(heroDummy.h, h)) //TODO: return actual aiValue
			return true;
		else if(ai->getGoal(h)->goalType == GATHER_ARMY)
			return true;
		else
		   return false;
	});

	for(auto h : otherHeroes)
	{
		// Go to the other hero if we are faster
		if(!vstd::contains(ai->visitedHeroes[hero], h))
		{
			vstd::concatenate(ret, ai->ah->howToVisitObj(hero, h));
		}

		// Go to the other hero if we are faster
		if(!vstd::contains(ai->visitedHeroes[h], hero))
		{
			vstd::concatenate(ret, ai->ah->howToVisitObj(h, hero.get()));
		}
	}

	std::vector<const CGObjectInstance *> objs;
	for(auto obj : ai->visitableObjs)
	{
		if(obj->ID == Obj::CREATURE_GENERATOR1)
		{
			auto relationToOwner = cb->getPlayerRelations(obj->getOwner(), ai->playerID);

			//Use flagged dwellings only when there are available creatures that we can afford
			if(relationToOwner == PlayerRelations::SAME_PLAYER)
			{
				auto dwelling = dynamic_cast<const CGDwelling *>(obj);

				ui32 val = std::min<ui32>(value, howManyReinforcementsCanBuy(hero.get(), dwelling));

				if(val)
				{
					for(auto & creLevel : dwelling->creatures)
					{
						if(creLevel.first)
						{
							for(auto & creatureID : creLevel.second)
							{
								auto creature = VLC->creh->creatures[creatureID];
								if(ai->ah->freeResources().canAfford(creature->cost))
									objs.push_back(obj); //TODO: reserve resources?
							}
						}
					}
				}
			}
		}
	}

	for(auto h : cb->getHeroesInfo())
	{
		for(auto obj : objs)
		{
			//find safe dwelling
			if(ai->isGoodForVisit(obj, h))
			{
				vstd::concatenate(ret, ai->ah->howToVisitObj(h, obj));
			}
		}
	}

	if(ai->canRecruitAnyHero() && ai->ah->freeGold() > GameConstants::HERO_GOLD_COST) //this is not stupid in early phase of game
	{
		if(auto t = ai->findTownWithTavern())
		{
			for(auto h : cb->getAvailableHeroes(t)) //we assume that all towns have same set of heroes
			{
				if(h && h->getTotalStrength() > 500) //do not buy heroes with single creatures for GatherArmy
				{
					ret.push_back(sptr(RecruitHero()));
					break;
				}
			}
		}
	}

	if(ret.empty())
	{
		const bool allowGatherArmy = false;

		if(hero == ai->primaryHero())
			ret.push_back(sptr(Explore(allowGatherArmy)));
		else
			throw cannotFulfillGoalException("No ways to gather army");
	}

	return ret;
}