本文整理汇总了C++中TGoalVec类的典型用法代码示例。如果您正苦于以下问题:C++ TGoalVec类的具体用法?C++ TGoalVec怎么用?C++ TGoalVec使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了TGoalVec类的9个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。
示例1: missionDestroyObj
TGoalVec CompleteQuest::missionDestroyObj() const
{
TGoalVec solutions;
auto obj = cb->getObjByQuestIdentifier(q.quest->m13489val);
if(!obj)
return ai->ah->howToVisitObj(q.obj);
if(obj->ID == Obj::HERO)
{
auto relations = cb->getPlayerRelations(ai->playerID, obj->tempOwner);
if(relations == PlayerRelations::SAME_PLAYER)
{
auto heroToProtect = cb->getHero(obj->id);
solutions.push_back(sptr(GatherArmy().sethero(heroToProtect)));
}
else if(relations == PlayerRelations::ENEMIES)
{
solutions = ai->ah->howToVisitObj(obj);
}
}
return solutions;
}
开发者ID:vcmi,项目名称:vcmi,代码行数:27,代码来源:CompleteQuest.cpp
示例2: missionResources
TGoalVec CompleteQuest::missionResources() const
{
TGoalVec solutions;
auto heroes = cb->getHeroesInfo(); //TODO: choose best / free hero from among many possibilities?
if(heroes.size())
{
if(q.quest->checkQuest(heroes.front())) //it doesn't matter which hero it is
{
return ai->ah->howToVisitObj(q.obj);
}
else
{
for(int i = 0; i < q.quest->m7resources.size(); ++i)
{
if(q.quest->m7resources[i])
solutions.push_back(sptr(CollectRes(i, q.quest->m7resources[i])));
}
}
}
else
{
solutions.push_back(sptr(Goals::RecruitHero())); //FIXME: checkQuest requires any hero belonging to player :(
}
return solutions;
}
开发者ID:vcmi,项目名称:vcmi,代码行数:28,代码来源:CompleteQuest.cpp
示例3: tryCompleteQuest
TGoalVec CompleteQuest::missionKeymaster() const
{
TGoalVec solutions = tryCompleteQuest();
if(solutions.empty())
{
solutions.push_back(sptr(Goals::FindObj(Obj::KEYMASTER, q.obj->subID)));
}
return solutions;
}
开发者ID:vcmi,项目名称:vcmi,代码行数:11,代码来源:CompleteQuest.cpp
示例4: getAllPossibleSubgoals
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
if (ai->canReachTile(h, t))
ret.push_back (sptr(Goals::ClearWayTo(obj->visitablePos(), h).setisAbstract(true)));
}
}
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;
}
开发者ID:szpak,项目名称:vcmi,代码行数:51,代码来源:Goals.cpp
示例5: getAllPossibleSubgoals
TGoalVec Build::getAllPossibleSubgoals()
{
TGoalVec ret;
for(const CGTownInstance * t : cb->getTownsInfo())
{
//start fresh with every town
ai->ah->getBuildingOptions(t);
auto immediateBuilding = ai->ah->immediateBuilding();
auto expensiveBuilding = ai->ah->expensiveBuilding();
//handling for early town development to save money and focus on income
if(!t->hasBuilt(ai->ah->getMaxPossibleGoldBuilding(t)) && expensiveBuilding.is_initialized())
{
auto potentialBuilding = expensiveBuilding.get();
switch(expensiveBuilding.get().bid)
{
case BuildingID::TOWN_HALL:
case BuildingID::CITY_HALL:
case BuildingID::CAPITOL:
case BuildingID::FORT:
case BuildingID::CITADEL:
case BuildingID::CASTLE:
//If above buildings are next to be bought, but no money... do not buy anything else, try to gather resources for these. Simple but has to suffice for now.
auto goal = ai->ah->whatToDo(potentialBuilding.price, sptr(BuildThis(potentialBuilding.bid, t).setpriority(2.25)));
ret.push_back(goal);
return ret;
break;
}
}
if(immediateBuilding.is_initialized())
{
ret.push_back(sptr(BuildThis(immediateBuilding.get().bid, t).setpriority(2))); //prioritize buildings we can build quick
}
else //try build later
{
if(expensiveBuilding.is_initialized())
{
auto potentialBuilding = expensiveBuilding.get(); //gather resources for any we can't afford
auto goal = ai->ah->whatToDo(potentialBuilding.price, sptr(BuildThis(potentialBuilding.bid, t).setpriority(0.5)));
ret.push_back(goal);
}
}
}
if(ret.empty())
throw cannotFulfillGoalException("BUILD has been realized as much as possible.");
else
return ret;
}
开发者ID:vcmi,项目名称:vcmi,代码行数:51,代码来源:Build.cpp
示例6: assert
TGoalVec VisitTile::getAllPossibleSubgoals()
{
assert(cb->isInTheMap(tile));
TGoalVec ret;
if (!cb->isVisible(tile))
ret.push_back (sptr(Goals::Explore())); //what sense does it make?
else
{
std::vector<const CGHeroInstance *> heroes;
if (hero)
heroes.push_back(hero.h); //use assigned hero if any
else
heroes = cb->getHeroesInfo(); //use most convenient hero
for (auto h : heroes)
{
if (ai->isAccessibleForHero(tile, h))
ret.push_back (sptr(Goals::VisitTile(tile).sethero(h)));
}
if (ai->canRecruitAnyHero())
ret.push_back (sptr(Goals::RecruitHero()));
}
if (ret.empty())
{
auto obj = frontOrNull(cb->getVisitableObjs(tile));
if (obj && obj->ID == Obj::HERO && obj->tempOwner == ai->playerID) //our own hero stands on that tile
ret.push_back (sptr(Goals::VisitTile(tile).sethero(dynamic_cast<const CGHeroInstance *>(obj)).setisElementar(true)));
else
ret.push_back (sptr(Goals::ClearWayTo(tile)));
}
//important - at least one sub-goal must handle case which is impossible to fulfill (unreachable tile)
return ret;
}
开发者ID:szpak,项目名称:vcmi,代码行数:35,代码来源:Goals.cpp
示例7: cannotFulfillGoalException
TSubgoal CompleteQuest::whatToDoToAchieve()
{
if(q.quest->missionType == CQuest::MISSION_NONE)
{
throw cannotFulfillGoalException("Can not complete inactive quest");
}
TGoalVec solutions = getAllPossibleSubgoals();
if(solutions.empty())
throw cannotFulfillGoalException("Can not complete quest " + questToString());
TSubgoal result = fh->chooseSolution(solutions);
logAi->trace(
"Returning %s, tile: %s, objid: %d, hero: %s",
result->name(),
result->tile.toString(),
result->objid,
result->hero.validAndSet() ? result->hero->name : "not specified");
return result;
}
开发者ID:vcmi,项目名称:vcmi,代码行数:23,代码来源:CompleteQuest.cpp
示例8: getAllPossibleSubgoals
TGoalVec ClearWayTo::getAllPossibleSubgoals()
{
TGoalVec ret;
for (auto h : cb->getHeroesInfo())
{
if ((hero && hero->visitablePos() == tile && hero == *h) || //we can't free the way ourselves
h->visitablePos() == tile) //we are already on that tile! what does it mean?
continue;
SectorMap sm(h);
int3 tileToHit = sm.firstTileToGet(hero ? hero : h, tile);
//if our hero is trapped, make sure we request clearing the way from OUR perspective
if (!tileToHit.valid())
continue;
if (isBlockedBorderGate(tileToHit))
{ //FIXME: this way we'll not visit gate and activate quest :?
ret.push_back (sptr (Goals::FindObj (Obj::KEYMASTER, cb->getTile(tileToHit)->visitableObjects.back()->subID)));
}
auto topObj = cb->getTopObj(tileToHit);
if(topObj)
{
if (topObj->ID == Obj::HERO && cb->getPlayerRelations(h->tempOwner, topObj->tempOwner) != PlayerRelations::ENEMIES)
if (topObj != hero.get(true)) //the hero we wnat to free
logAi->errorStream() << boost::format("%s stands in the way of %s") % topObj->getHoverText() % h->getHoverText();
if (topObj->ID == Obj::QUEST_GUARD || topObj->ID == Obj::BORDERGUARD)
{
if (shouldVisit(h, topObj))
{
//do NOT use VISIT_TILE, as tile with quets guard can't be visited
ret.push_back (sptr (Goals::GetObj(topObj->id.getNum()).sethero(h)));
}
else
{
//TODO: we should be able to return apriopriate quest here (VCAI::striveToQuest)
logAi->debugStream() << "Quest guard blocks the way to " + tile();
}
}
}
else
ret.push_back (sptr (Goals::VisitTile(tileToHit).sethero(h)));
}
if (ai->canRecruitAnyHero())
ret.push_back (sptr (Goals::RecruitHero()));
if (ret.empty())
{
logAi->warnStream() << "There is no known way to clear the way to tile " + tile();
throw goalFulfilledException (sptr(*this)); //make sure asigned hero gets unlocked
}
return ret;
}
开发者ID:wwwhhhyyy,项目名称:vcmi,代码行数:55,代码来源:Goals.cpp
示例9: getAllPossibleSubgoals
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
//.........这里部分代码省略.........
开发者ID:vcmi,项目名称:vcmi,代码行数:101,代码来源:GatherArmy.cpp
注:本文中的TGoalVec类示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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