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vcmi/AI/VCAI/Goals.h

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/*
* Goals.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 "../../lib/VCMI_Lib.h"
#include "../../lib/CBuildingHandler.h"
#include "../../lib/CCreatureHandler.h"
#include "../../lib/CTownHandler.h"
#include "AIUtility.h"
struct HeroPtr;
class VCAI;
class FuzzyHelper;
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namespace Goals
{
class AbstractGoal;
class VisitTile;
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class DLL_EXPORT TSubgoal : public std::shared_ptr<Goals::AbstractGoal>
{
public:
bool operator==(const TSubgoal & rhs) const;
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bool operator<(const TSubgoal & rhs) const;
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//TODO: serialize?
};
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typedef std::vector<TSubgoal> TGoalVec;
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enum EGoals
{
INVALID = -1,
WIN, DO_NOT_LOSE, CONQUER, BUILD, //build needs to get a real reasoning
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EXPLORE, GATHER_ARMY,
BOOST_HERO,
RECRUIT_HERO,
BUILD_STRUCTURE, //if hero set, then in visited town
COLLECT_RES,
GATHER_TROOPS, // val of creatures with objid
OBJECT_GOALS_BEGIN,
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VISIT_OBJ, //visit or defeat or collect the object
FIND_OBJ, //find and visit any obj with objid + resid //TODO: consider universal subid for various types (aid, bid)
VISIT_HERO, //heroes can move around - set goal abstract and track hero every turn
GET_ART_TYPE,
//BUILD_STRUCTURE,
ISSUE_COMMAND,
VISIT_TILE, //tile, in conjunction with hero elementar; assumes tile is reachable
CLEAR_WAY_TO,
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DIG_AT_TILE,//elementar with hero on tile
BUY_ARMY, //at specific town
TRADE //val resID at object objid
};
//method chaining + clone pattern
#define VSETTER(type, field) virtual AbstractGoal & set ## field(const type &rhs) {field = rhs; return *this;};
#define OSETTER(type, field) CGoal<T> & set ## field(const type &rhs) override { field = rhs; return *this; };
#if 0
#define SETTER
#endif // _DEBUG
enum {LOW_PR = -1};
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DLL_EXPORT TSubgoal sptr(const AbstractGoal & tmp);
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class DLL_EXPORT AbstractGoal
{
public:
bool isElementar; VSETTER(bool, isElementar)
bool isAbstract; VSETTER(bool, isAbstract)
float priority; VSETTER(float, priority)
int value; VSETTER(int, value)
int resID; VSETTER(int, resID)
int objid; VSETTER(int, objid)
int aid; VSETTER(int, aid)
int3 tile; VSETTER(int3, tile)
HeroPtr hero; VSETTER(HeroPtr, hero)
const CGTownInstance *town; VSETTER(CGTownInstance *, town)
int bid; VSETTER(int, bid)
AbstractGoal(EGoals goal = INVALID)
: goalType (goal)
{
priority = 0;
isElementar = false;
isAbstract = false;
value = 0;
aid = -1;
resID = -1;
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objid = -1;
tile = int3(-1, -1, -1);
town = nullptr;
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bid = -1;
}
virtual ~AbstractGoal(){}
//FIXME: abstract goal should be abstract, but serializer fails to instantiate subgoals in such case
virtual AbstractGoal * clone() const
{
return const_cast<AbstractGoal *>(this);
}
virtual TGoalVec getAllPossibleSubgoals()
{
return TGoalVec();
}
virtual TSubgoal whatToDoToAchieve()
{
return sptr(AbstractGoal());
}
EGoals goalType;
std::string name() const;
virtual std::string completeMessage() const
{
return "This goal is unspecified!";
}
bool invalid() const;
static TSubgoal goVisitOrLookFor(const CGObjectInstance * obj); //if obj is nullptr, then we'll explore
static TSubgoal lookForArtSmart(int aid); //checks non-standard ways of obtaining art (merchants, quests, etc.)
static TSubgoal tryRecruitHero();
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///Visitor pattern
//TODO: make accept work for std::shared_ptr... somehow
virtual void accept(VCAI * ai); //unhandled goal will report standard error
virtual float accept(FuzzyHelper * f);
virtual bool operator==(AbstractGoal & g);
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bool operator<(AbstractGoal & g); //final
virtual bool fulfillsMe(Goals::TSubgoal goal) //TODO: multimethod instead of type check
{
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return false; //use this method to check if goal is fulfilled by another (not equal) goal, operator == is handled spearately
}
template<typename Handler> void serialize(Handler & h, const int version)
{
h & goalType;
h & isElementar;
h & isAbstract;
h & priority;
h & value;
h & resID;
h & objid;
h & aid;
h & tile;
h & hero;
h & town;
h & bid;
}
};
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template<typename T> class DLL_EXPORT CGoal : public AbstractGoal
{
public:
CGoal<T>(EGoals goal = INVALID) : AbstractGoal(goal)
{
priority = 0;
isElementar = false;
isAbstract = false;
value = 0;
aid = -1;
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objid = -1;
resID = -1;
tile = int3(-1, -1, -1);
town = nullptr;
}
OSETTER(bool, isElementar)
OSETTER(bool, isAbstract)
OSETTER(float, priority)
OSETTER(int, value)
OSETTER(int, resID)
OSETTER(int, objid)
OSETTER(int, aid)
OSETTER(int3, tile)
OSETTER(HeroPtr, hero)
OSETTER(CGTownInstance *, town)
OSETTER(int, bid)
void accept(VCAI * ai) override;
float accept(FuzzyHelper * f) override;
CGoal<T> * clone() const override
{
return new T(static_cast<T const &>(*this)); //casting enforces template instantiation
}
TSubgoal iAmElementar()
{
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setisElementar(true); //FIXME: it's not const-correct, maybe we shoudl only set returned clone?
TSubgoal ptr;
ptr.reset(clone());
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;
}
};
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class DLL_EXPORT Invalid : public CGoal<Invalid>
{
public:
Invalid()
: CGoal(Goals::INVALID)
{
priority = -1e10;
}
TGoalVec getAllPossibleSubgoals() override
{
return TGoalVec();
}
TSubgoal whatToDoToAchieve() override;
};
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class DLL_EXPORT Win : public CGoal<Win>
{
public:
Win()
: CGoal(Goals::WIN)
{
priority = 100;
}
TGoalVec getAllPossibleSubgoals() override
{
return TGoalVec();
}
TSubgoal whatToDoToAchieve() override;
};
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class DLL_EXPORT NotLose : public CGoal<NotLose>
{
public:
NotLose()
: CGoal(Goals::DO_NOT_LOSE)
{
priority = 100;
}
TGoalVec getAllPossibleSubgoals() override
{
return TGoalVec();
}
//TSubgoal whatToDoToAchieve() override;
};
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class DLL_EXPORT Conquer : public CGoal<Conquer>
{
public:
Conquer()
: CGoal(Goals::CONQUER)
{
priority = 10;
}
TGoalVec getAllPossibleSubgoals() override;
TSubgoal whatToDoToAchieve() override;
};
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class DLL_EXPORT Build : public CGoal<Build>
{
public:
Build()
: CGoal(Goals::BUILD)
{
priority = 1;
}
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TGoalVec getAllPossibleSubgoals() override;
TSubgoal whatToDoToAchieve() override;
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bool fulfillsMe(TSubgoal goal) override;
};
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class DLL_EXPORT Explore : public CGoal<Explore>
{
public:
Explore()
: CGoal(Goals::EXPLORE)
{
priority = 1;
}
Explore(HeroPtr h)
: CGoal(Goals::EXPLORE)
{
hero = h;
priority = 1;
}
TGoalVec getAllPossibleSubgoals() override;
TSubgoal whatToDoToAchieve() override;
std::string completeMessage() const override;
bool fulfillsMe(TSubgoal goal) override;
};
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class DLL_EXPORT GatherArmy : public CGoal<GatherArmy>
{
public:
GatherArmy()
: CGoal(Goals::GATHER_ARMY)
{
}
GatherArmy(int val)
: CGoal(Goals::GATHER_ARMY)
{
value = val;
priority = 2.5;
}
TGoalVec getAllPossibleSubgoals() override;
TSubgoal whatToDoToAchieve() override;
std::string completeMessage() const override;
};
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class DLL_EXPORT BuyArmy : public CGoal<BuyArmy>
{
private:
BuyArmy()
: CGoal(Goals::BUY_ARMY)
{}
public:
BuyArmy(const CGTownInstance * Town, int val)
: CGoal(Goals::BUY_ARMY)
{
town = Town; //where to buy this army
value = val; //expressed in AI unit strength
priority = 3;//TODO: evaluate?
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}
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bool operator==(AbstractGoal & g) override;
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bool fulfillsMe(TSubgoal goal) override;
TSubgoal whatToDoToAchieve() override;
std::string completeMessage() const override;
};
class DLL_EXPORT BoostHero : public CGoal<BoostHero>
{
public:
BoostHero()
: CGoal(Goals::INVALID)
{
priority = -1e10; //TODO
}
TGoalVec getAllPossibleSubgoals() override
{
return TGoalVec();
}
//TSubgoal whatToDoToAchieve() override {return sptr(Invalid());};
};
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class DLL_EXPORT RecruitHero : public CGoal<RecruitHero>
{
public:
RecruitHero()
: CGoal(Goals::RECRUIT_HERO)
{
priority = 1;
}
TGoalVec getAllPossibleSubgoals() override
{
return TGoalVec();
}
TSubgoal whatToDoToAchieve() override;
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bool operator==(AbstractGoal & g) override;
};
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class DLL_EXPORT BuildThis : public CGoal<BuildThis>
{
public:
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BuildThis() //should be private, but unit test uses it
: CGoal(Goals::BUILD_STRUCTURE)
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{}
BuildThis(BuildingID Bid, const CGTownInstance * tid)
: CGoal(Goals::BUILD_STRUCTURE)
{
bid = Bid;
town = tid;
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priority = 1;
}
BuildThis(BuildingID Bid)
: CGoal(Goals::BUILD_STRUCTURE)
{
bid = Bid;
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priority = 1;
}
TGoalVec getAllPossibleSubgoals() override
{
return TGoalVec();
}
TSubgoal whatToDoToAchieve() override;
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//bool fulfillsMe(TSubgoal goal) override;
};
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class DLL_EXPORT CollectRes : public CGoal<CollectRes>
{
public:
CollectRes()
: CGoal(Goals::COLLECT_RES)
{
}
CollectRes(int rid, int val)
: CGoal(Goals::COLLECT_RES)
{
resID = rid;
value = val;
priority = 2;
}
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TGoalVec getAllPossibleSubgoals() override;
TSubgoal whatToDoToAchieve() override;
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TSubgoal whatToDoToTrade();
bool fulfillsMe(TSubgoal goal) override; //TODO: Trade
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bool operator==(AbstractGoal & g) override;
};
class DLL_EXPORT Trade : public CGoal<Trade>
{
public:
Trade()
: CGoal(Goals::TRADE)
{
}
Trade(int rid, int val, int Objid)
: CGoal(Goals::TRADE)
{
resID = rid;
value = val;
objid = Objid;
priority = 10; //do it immediately
}
TSubgoal whatToDoToAchieve() override;
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bool operator==(AbstractGoal & g) override;
};
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class DLL_EXPORT GatherTroops : public CGoal<GatherTroops>
{
public:
GatherTroops()
: CGoal(Goals::GATHER_TROOPS)
{
priority = 2;
}
GatherTroops(int type, int val)
: CGoal(Goals::GATHER_TROOPS)
{
objid = type;
value = val;
priority = 2;
}
TGoalVec getAllPossibleSubgoals() override
{
return TGoalVec();
}
TSubgoal whatToDoToAchieve() override;
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bool fulfillsMe(TSubgoal goal) override;
};
class DLL_EXPORT VisitObj : public CGoal<VisitObj> //this goal was previously known as GetObj
{
public:
VisitObj() = delete; // empty constructor not allowed
VisitObj(int Objid);
TGoalVec getAllPossibleSubgoals() override;
TSubgoal whatToDoToAchieve() override;
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bool operator==(AbstractGoal & g) override;
bool fulfillsMe(TSubgoal goal) override;
std::string completeMessage() const override;
};
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class DLL_EXPORT FindObj : public CGoal<FindObj>
{
public:
FindObj() {} // empty constructor not allowed
FindObj(int ID)
: CGoal(Goals::FIND_OBJ)
{
objid = ID;
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resID = -1; //subid unspecified
priority = 1;
}
FindObj(int ID, int subID)
: CGoal(Goals::FIND_OBJ)
{
objid = ID;
resID = subID;
priority = 1;
}
TGoalVec getAllPossibleSubgoals() override
{
return TGoalVec();
}
TSubgoal whatToDoToAchieve() override;
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bool fulfillsMe(TSubgoal goal) override;
};
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class DLL_EXPORT VisitHero : public CGoal<VisitHero>
{
public:
VisitHero()
: CGoal(Goals::VISIT_HERO)
{
}
VisitHero(int hid)
: CGoal(Goals::VISIT_HERO)
{
objid = hid;
priority = 4;
}
TGoalVec getAllPossibleSubgoals() override
{
return TGoalVec();
}
TSubgoal whatToDoToAchieve() override;
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bool operator==(AbstractGoal & g) override;
bool fulfillsMe(TSubgoal goal) override;
std::string completeMessage() const override;
};
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class DLL_EXPORT GetArtOfType : public CGoal<GetArtOfType>
{
public:
GetArtOfType()
: CGoal(Goals::GET_ART_TYPE)
{
}
GetArtOfType(int type)
: CGoal(Goals::GET_ART_TYPE)
{
aid = type;
priority = 2;
}
TGoalVec getAllPossibleSubgoals() override
{
return TGoalVec();
}
TSubgoal whatToDoToAchieve() override;
};
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class DLL_EXPORT VisitTile : public CGoal<VisitTile>
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//tile, in conjunction with hero elementar; assumes tile is reachable
{
public:
VisitTile() {} // empty constructor not allowed
VisitTile(int3 Tile)
: CGoal(Goals::VISIT_TILE)
{
tile = Tile;
priority = 5;
}
TGoalVec getAllPossibleSubgoals() override;
TSubgoal whatToDoToAchieve() override;
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bool operator==(AbstractGoal & g) override;
std::string completeMessage() const override;
};
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class DLL_EXPORT ClearWayTo : public CGoal<ClearWayTo>
{
public:
ClearWayTo()
: CGoal(Goals::CLEAR_WAY_TO)
{
}
ClearWayTo(int3 Tile)
: CGoal(Goals::CLEAR_WAY_TO)
{
tile = Tile;
priority = 5;
}
ClearWayTo(int3 Tile, HeroPtr h)
: CGoal(Goals::CLEAR_WAY_TO)
{
tile = Tile;
hero = h;
priority = 5;
}
TGoalVec getAllPossibleSubgoals() override;
TSubgoal whatToDoToAchieve() override;
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bool operator==(AbstractGoal & g) override;
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bool fulfillsMe(TSubgoal goal) override;
};
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class DLL_EXPORT DigAtTile : public CGoal<DigAtTile>
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//elementar with hero on tile
{
public:
DigAtTile()
: CGoal(Goals::DIG_AT_TILE)
{
}
DigAtTile(int3 Tile)
: CGoal(Goals::DIG_AT_TILE)
{
tile = Tile;
priority = 20;
}
TGoalVec getAllPossibleSubgoals() override
{
return TGoalVec();
}
TSubgoal whatToDoToAchieve() override;
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bool operator==(AbstractGoal & g) override;
};
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class DLL_EXPORT CIssueCommand : public CGoal<CIssueCommand>
{
std::function<bool()> command;
public:
CIssueCommand()
: CGoal(ISSUE_COMMAND)
{
}
CIssueCommand(std::function<bool()> _command)
: CGoal(ISSUE_COMMAND), command(_command)
{
priority = 1e10;
}
TGoalVec getAllPossibleSubgoals() override
{
return TGoalVec();
}
//TSubgoal whatToDoToAchieve() override {return sptr(Invalid());}
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};
}