int3 whereToExplore(HeroPtr h) { TimeCheck tc ("where to explore"); int radius = h->getSightRadious(); int3 hpos = h->visitablePos(); SectorMap sm(h); //look for nearby objs -> visit them if they're close enouh const int DIST_LIMIT = 3; std::vector<const CGObjectInstance *> nearbyVisitableObjs; for (int x = hpos.x - DIST_LIMIT; x <= hpos.x + DIST_LIMIT; ++x) //get only local objects instead of all possible objects on the map { for (int y = hpos.y - DIST_LIMIT; y <= hpos.y + DIST_LIMIT; ++y) { for (auto obj : cb->getVisitableObjs (int3(x,y,hpos.z), false)) { int3 op = obj->visitablePos(); CGPath p; ai->myCb->getPathsInfo(h.get())->getPath(op, p); if (p.nodes.size() && p.endPos() == op && p.nodes.size() <= DIST_LIMIT) if (ai->isGoodForVisit(obj, h, sm)) nearbyVisitableObjs.push_back(obj); } } } vstd::removeDuplicates (nearbyVisitableObjs); //one object may occupy multiple tiles boost::sort(nearbyVisitableObjs, CDistanceSorter(h.get())); if(nearbyVisitableObjs.size()) return nearbyVisitableObjs.back()->visitablePos(); try //check if nearby tiles allow us to reveal anything - this is quick { return ai->explorationBestNeighbour(hpos, radius, h); } catch(cannotFulfillGoalException &e) { //perform exhaustive search return ai->explorationNewPoint(h); } }
TGoalVec GatherArmy::getAllPossibleSubgoals() { //get all possible towns, heroes and dwellings we may use TGoalVec ret; //TODO: include evaluation of monsters gather in calculation for (auto t : cb->getTownsInfo()) { auto pos = t->visitablePos(); if (ai->isAccessibleForHero(pos, hero)) { if(!t->visitingHero && howManyReinforcementsCanGet(hero,t)) { if (!vstd::contains (ai->townVisitsThisWeek[hero], t)) ret.push_back (sptr (Goals::VisitTile(pos).sethero(hero))); } auto bid = ai->canBuildAnyStructure(t, std::vector<BuildingID> (unitsSource, unitsSource + ARRAY_COUNT(unitsSource)), 8 - cb->getDate(Date::DAY_OF_WEEK)); if (bid != BuildingID::NONE) ret.push_back (sptr(BuildThis(bid, t))); } } auto otherHeroes = cb->getHeroesInfo(); auto heroDummy = hero; erase_if(otherHeroes, [heroDummy](const CGHeroInstance * h) { return (h == heroDummy.h || !ai->isAccessibleForHero(heroDummy->visitablePos(), h, true) || !ai->canGetArmy(heroDummy.h, h) || ai->getGoal(h)->goalType == Goals::GATHER_ARMY); }); for (auto h : otherHeroes) { ret.push_back (sptr (Goals::VisitHero(h->id.getNum()).setisAbstract(true).sethero(hero))); //go to the other hero if we are faster ret.push_back (sptr (Goals::VisitHero(hero->id.getNum()).setisAbstract(true).sethero(h))); //let the other hero come to us } 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); for(auto & creLevel : dwelling->creatures) { if(creLevel.first) { for(auto & creatureID : creLevel.second) { auto creature = VLC->creh->creatures[creatureID]; if (ai->freeResources().canAfford(creature->cost)) objs.push_back(obj); } } } } } } for(auto h : cb->getHeroesInfo()) { for (auto obj : objs) { //find safe dwelling auto pos = obj->visitablePos(); if (ai->isGoodForVisit(obj, h)) ret.push_back (sptr (Goals::VisitTile(pos).sethero(h))); } } if (ai->canRecruitAnyHero()) //this is not stupid in early phase of game ret.push_back (sptr(Goals::RecruitHero())); if (ret.empty()) { if (hero == ai->primaryHero() || value >= 1.1f) ret.push_back (sptr(Goals::Explore())); else //workaround to break loop - seemingly there are no ways to explore left throw goalFulfilledException (sptr(Goals::GatherArmy(0).sethero(hero))); } return ret; }
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; }