示例#1
0
文件: Goals.cpp 项目: szpak/vcmi
TGoalVec Explore::getAllPossibleSubgoals()
{
	TGoalVec ret;
	std::vector<const CGHeroInstance *> heroes;

	if (hero)
		heroes.push_back(hero.h);
	else
	{
		//heroes = ai->getUnblockedHeroes();
		heroes = cb->getHeroesInfo();
		erase_if (heroes, [](const HeroPtr h)
		{
			if (ai->getGoal(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
			if (ai->canReachTile(h, t))
				ret.push_back (sptr(Goals::ClearWayTo(obj->visitablePos(), h).setisAbstract(true)));
		}

		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);
			if (t.valid()) //don't waste time if we are completely blocked
				ret.push_back (sptr(Goals::ClearWayTo(t, h).setisAbstract(true)));
		}
	}
	//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())
	{
		throw goalFulfilledException (sptr(Goals::Explore().sethero(hero)));
	}
	//throw cannotFulfillGoalException("Cannot explore - no possible ways found!");

	return ret;
}
示例#2
0
TGoalVec Explore::getAllPossibleSubgoals()
{
	TGoalVec ret;
	std::vector<const CGHeroInstance *> heroes;

	if (hero)
		heroes.push_back(hero.h);
	else
	{
		//heroes = ai->getUnblockedHeroes();
		heroes = cb->getHeroesInfo();
		vstd::erase_if(heroes, [](const HeroPtr h)
		{
			if (ai->getGoal(h)->goalType == Goals::EXPLORE) //do not reassign hero who is already explorer
				return true;

			if (!ai->isAbleToExplore(h))
				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:
				objs.push_back (obj);
				break;
			case Obj::MONOLITH_ONE_WAY_ENTRANCE:
			case Obj::MONOLITH_TWO_WAY:
			case Obj::SUBTERRANEAN_GATE:
				auto tObj = dynamic_cast<const CGTeleport *>(obj);
				assert(ai->knownTeleportChannels.find(tObj->channel) != ai->knownTeleportChannels.end());
				if(TeleportChannel::IMPASSABLE != ai->knownTeleportChannels[tObj->channel]->passability)
					objs.push_back (obj);
				break;
			}
		}
		else
		{
			switch (obj->ID.num)
			{
			case Obj::MONOLITH_TWO_WAY:
			case Obj::SUBTERRANEAN_GATE:
				auto tObj = dynamic_cast<const CGTeleport *>(obj);
				if(TeleportChannel::IMPASSABLE == ai->knownTeleportChannels[tObj->channel]->passability)
					break;
				for(auto exit : ai->knownTeleportChannels[tObj->channel]->exits)
				{
					if(!cb->getObj(exit))
					{ // Always attempt to visit two-way teleports if one of channel exits is not visible
						objs.push_back(obj);
						break;
					}
				}
				break;
			}
		}
	}

	for (auto h : heroes)
	{
		auto sm = ai->getCachedSectorMap(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
			if (ai->isTileNotReserved(h, t))
				ret.push_back (sptr(Goals::ClearWayTo(obj->visitablePos(), h).setisAbstract(true)));
		}

		int3 t = whereToExplore(h);
		if (t.valid())
		{
			ret.push_back (sptr (Goals::VisitTile(t).sethero(h)));
		}
		else
		{
			ai->markHeroUnableToExplore (h); //there is no freely accessible tile, do not poll this hero anymore
			//possible issues when gathering army to break

			if (hero.h == h || (!hero && h == ai->primaryHero().h)) //check this only ONCE, high cost
			{
				t = ai->explorationDesperate(h);
				if (t.valid()) //don't waste time if we are completely blocked
					ret.push_back (sptr(Goals::ClearWayTo(t, h).setisAbstract(true)));
			}
		}
	}
	//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())
	{
		throw goalFulfilledException (sptr(Goals::Explore().sethero(hero)));
	}
	//throw cannotFulfillGoalException("Cannot explore - no possible ways found!");

	return ret;
}