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vcmi/AI/Nullkiller/Goals/CGoal.h

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/*
* CGoal.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
#include "AbstractGoal.h"
#include "../FuzzyHelper.h"
#include "../VCAI.h"
struct HeroPtr;
class VCAI;
namespace Goals
{
template<typename T> class DLL_EXPORT CGoal : public AbstractGoal
{
public:
CGoal<T>(EGoals goal = INVALID) : AbstractGoal(goal)
{
isElementar = false;
isAbstract = true;
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value = 0;
aid = -1;
objid = -1;
resID = -1;
tile = int3(-1, -1, -1);
town = nullptr;
}
OSETTER(bool, isElementar)
OSETTER(bool, isAbstract)
OSETTER(int, value)
OSETTER(int, resID)
OSETTER(int, objid)
OSETTER(int, aid)
OSETTER(int3, tile)
OSETTER(HeroPtr, hero)
OSETTER(CGTownInstance *, town)
OSETTER(int, bid)
CGoal<T> * clone() const override
{
return new T(static_cast<T const &>(*this)); //casting enforces template instantiation
}
TSubgoal iAmElementar() const
{
TSubgoal ptr;
ptr.reset(clone());
ptr->setisElementar(true);
return ptr;
}
template<typename Handler> void serialize(Handler & h, const int version)
{
h & static_cast<AbstractGoal &>(*this);
//h & goalType & isElementar & isAbstract & priority;
//h & value & resID & objid & aid & tile & hero & town & bid;
}
virtual bool operator==(const AbstractGoal & g) const override
{
if(goalType != g.goalType)
return false;
return (*this) == (static_cast<const T &>(g));
}
virtual bool operator==(const T & other) const = 0;
virtual TGoalVec decompose() const override
{
return {decomposeSingle()};
}
protected:
virtual TSubgoal decomposeSingle() const
{
return sptr(Invalid());
}
};
template<typename T> class DLL_EXPORT ElementarGoal : public CGoal<T>, public ITask
{
public:
ElementarGoal<T>(EGoals goal = INVALID) : CGoal(goal)
{
priority = 0;
isElementar = true;
isAbstract = false;
}
///Visitor pattern
//TODO: make accept work for std::shared_ptr... somehow
virtual void accept(VCAI * ai) override //unhandled goal will report standard error
{
ai->tryRealize(*this);
}
T & setpriority(float p)
{
priority = p;
return *((T *)this);
}
};
class DLL_EXPORT Invalid : public ElementarGoal<Invalid>
{
public:
Invalid()
: ElementarGoal(Goals::INVALID)
{
priority = -1;
}
TGoalVec decompose() const override
{
return TGoalVec();
}
virtual bool operator==(const Invalid & other) const override
{
return true;
}
virtual std::string toString() const override
{
return "Invalid";
}
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};
}