示例#1
0
文件: BuildBoat.cpp 项目: vcmi/vcmi
void BuildBoat::accept(VCAI * ai)
{
	TResources boatCost;
	shipyard->getBoatCost(boatCost);

	if(!cb->getResourceAmount().canAfford(boatCost))
	{
		throw cannotFulfillGoalException("Can not afford boat");
	}

	if(cb->getPlayerRelations(ai->playerID, shipyard->o->tempOwner) == PlayerRelations::ENEMIES)
	{
		throw cannotFulfillGoalException("Can not build boat in enemy shipyard");
	}

	if(shipyard->shipyardStatus() != IShipyard::GOOD)
	{
		throw cannotFulfillGoalException("Shipyard is busy.");
	}

	logAi->trace(
		"Building boat at shipyard %s located at %s, estimated boat position %s", 
		shipyard->o->getObjectName(),
		shipyard->o->visitablePos().toString(),
		shipyard->bestLocation().toString());

	cb->buildBoat(shipyard);

	throw goalFulfilledException(sptr(*this));
}
示例#2
0
文件: Goals.cpp 项目: szpak/vcmi
TSubgoal RecruitHero::whatToDoToAchieve()
{
	const CGTownInstance *t = ai->findTownWithTavern();
	if(!t)
		return sptr (Goals::BuildThis(BuildingID::TAVERN));

	if(cb->getResourceAmount(Res::GOLD) < HERO_GOLD_COST)
		return sptr (Goals::CollectRes(Res::GOLD, HERO_GOLD_COST));

	return iAmElementar();
}
示例#3
0
文件: SectorMap.cpp 项目: vcmi/vcmi
/*
this functions returns one target tile or invalid tile. We will use it to poll possible destinations
For ship construction etc, another function (goal?) is needed
*/
int3 SectorMap::firstTileToGet(HeroPtr h, crint3 dst)
{
	int3 ret(-1, -1, -1);

	int sourceSector = retrieveTile(h->visitablePos());
	int destinationSector = retrieveTile(dst);

	const Sector * src = &infoOnSectors[sourceSector];
	const Sector * dest = &infoOnSectors[destinationSector];

	if (sourceSector != destinationSector) //use ships, shipyards etc..
	{
		if (ai->isAccessibleForHero(dst, h)) //pathfinder can find a way using ships and gates if tile is not blocked by objects
			return dst;

		std::map<const Sector *, const Sector *> preds;
		std::queue<const Sector *> sectorQueue;
		sectorQueue.push(src);
		while (!sectorQueue.empty())
		{
			const Sector * s = sectorQueue.front();
			sectorQueue.pop();

			for (int3 ep : s->embarkmentPoints)
			{
				Sector * neigh = &infoOnSectors[retrieveTile(ep)];
				//preds[s].push_back(neigh);
				if (!preds[neigh])
				{
					preds[neigh] = s;
					sectorQueue.push(neigh);
				}
			}
		}

		if (!preds[dest])
		{
			//write("test.txt");

			return ret;
			//throw cannotFulfillGoalException(boost::str(boost::format("Cannot find connection between sectors %d and %d") % src->id % dst->id));
		}

		std::vector<const Sector *> toTraverse;
		toTraverse.push_back(dest);
		while (toTraverse.back() != src)
		{
			toTraverse.push_back(preds[toTraverse.back()]);
		}

		if (preds[dest])
		{
			//TODO: would be nice to find sectors in loop
			const Sector * sectorToReach = toTraverse.at(toTraverse.size() - 2);

			if (!src->water && sectorToReach->water) //embark
			{
				//embark on ship -> look for an EP with a boat
				auto firstEP = boost::find_if(src->embarkmentPoints, [=](crint3 pos) -> bool
				{
					const TerrainTile * t = getTile(pos);
					if (t && t->visitableObjects.size() == 1 && t->topVisitableId() == Obj::BOAT)
					{
						if (retrieveTile(pos) == sectorToReach->id)
							return true;
					}
					return false;
				});

				if (firstEP != src->embarkmentPoints.end())
				{
					return *firstEP;
				}
				else
				{
					//we need to find a shipyard with an access to the desired sector's EP
					//TODO what about Summon Boat spell?
					std::vector<const IShipyard *> shipyards;
					for (const CGTownInstance * t : cb->getTownsInfo())
					{
						if (t->hasBuilt(BuildingID::SHIPYARD))
							shipyards.push_back(t);
					}

					for (const CGObjectInstance * obj : ai->getFlaggedObjects())
					{
						if (obj->ID != Obj::TOWN) //towns were handled in the previous loop
						{
							if (const IShipyard * shipyard = IShipyard::castFrom(obj))
								shipyards.push_back(shipyard);
						}
					}

					shipyards.erase(boost::remove_if(shipyards, [=](const IShipyard * shipyard) -> bool
					{
						return shipyard->shipyardStatus() != 0 || retrieveTile(shipyard->bestLocation()) != sectorToReach->id;
					}), shipyards.end());

					if (!shipyards.size())
					{
						//TODO consider possibility of building shipyard in a town
						return ret;

						//throw cannotFulfillGoalException("There is no known shipyard!");
					}

					//we have only shipyards that possibly can build ships onto the appropriate EP
					auto ownedGoodShipyard = boost::find_if(shipyards, [](const IShipyard * s) -> bool
					{
						return s->o->tempOwner == ai->playerID;
					});

					if (ownedGoodShipyard != shipyards.end())
					{
						const IShipyard * s = *ownedGoodShipyard;
						TResources shipCost;
						s->getBoatCost(shipCost);
						if (cb->getResourceAmount().canAfford(shipCost))
						{
							int3 ret = s->bestLocation();
							cb->buildBoat(s); //TODO: move actions elsewhere
							return ret;
						}
						else
						{
							//TODO gather res
							return ret;

							//throw cannotFulfillGoalException("Not enough resources to build a boat");
						}
					}
					else
					{
						//TODO pick best shipyard to take over
						return shipyards.front()->o->visitablePos();
					}
				}
			}
			else if (src->water && !sectorToReach->water)
			{
				//TODO
				//disembark
				return ret;
			}
			else //use subterranean gates - not needed since gates are now handled via Pathfinder
			{
				return ret;
				//throw cannotFulfillGoalException("Land-land and water-water inter-sector transitions are not implemented!");
			}
		}
		else
		{
			return ret;
			//throw cannotFulfillGoalException("Inter-sector route detection failed: not connected sectors?");
		}
	}
	else //tiles are in same sector
	{
		return findFirstVisitableTile(h, dst);
	}
}
示例#4
0
文件: Goals.cpp 项目: szpak/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
}