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# include "StdInc.h"
# include "MapObjectsEvaluator.h"
# include "../../lib/GameConstants.h"
# include "../../lib/VCMI_Lib.h"
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# include "../../lib/CCreatureHandler.h"
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# include "../../lib/CHeroHandler.h"
# include "../../lib/mapObjects/CGHeroInstance.h"
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# include "../../lib/mapObjects/CGTownInstance.h"
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# include "../../lib/mapObjects/MiscObjects.h"
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# include "../../lib/CRandomGenerator.h"
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# include "../../lib/spells/CSpellHandler.h"
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MapObjectsEvaluator & MapObjectsEvaluator : : getInstance ( )
{
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static std : : unique_ptr < MapObjectsEvaluator > singletonInstance ;
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if ( singletonInstance = = nullptr )
singletonInstance . reset ( new MapObjectsEvaluator ( ) ) ;
return * ( singletonInstance . get ( ) ) ;
}
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MapObjectsEvaluator : : MapObjectsEvaluator ( )
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{
for ( auto primaryID : VLC - > objtypeh - > knownObjects ( ) )
{
for ( auto secondaryID : VLC - > objtypeh - > knownSubObjects ( primaryID ) )
{
auto handler = VLC - > objtypeh - > getHandlerFor ( primaryID , secondaryID ) ;
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if ( handler & & ! handler - > isStaticObject ( ) )
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{
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if ( handler - > getAiValue ( ) ! = boost : : none )
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{
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objectDatabase [ CompoundMapObjectID ( primaryID , secondaryID ) ] = handler - > getAiValue ( ) . get ( ) ;
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}
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else //some default handling when aiValue not found, objects that require advanced properties (unavailable from handler) get their value calculated in getObjectValue
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{
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objectDatabase [ CompoundMapObjectID ( primaryID , secondaryID ) ] = 0 ;
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}
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}
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
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}
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}
}
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boost : : optional < int > MapObjectsEvaluator : : getObjectValue ( int primaryID , int secondaryID ) const
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{
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CompoundMapObjectID internalIdentifier = CompoundMapObjectID ( primaryID , secondaryID ) ;
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auto object = objectDatabase . find ( internalIdentifier ) ;
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if ( object ! = objectDatabase . end ( ) )
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return object - > second ;
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logGlobal - > trace ( " Unknown object for AI, ID: " + std : : to_string ( primaryID ) + " , SubID: " + std : : to_string ( secondaryID ) ) ;
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return boost : : optional < int > ( ) ;
}
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boost : : optional < int > MapObjectsEvaluator : : getObjectValue ( const CGObjectInstance * obj ) const
{
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if ( obj - > ID = = Obj : : HERO )
{
//special case handling: in-game heroes have hero ID as object subID, but when reading configs available hero object subID's are hero classes
auto hero = dynamic_cast < const CGHeroInstance * > ( obj ) ;
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
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return getObjectValue ( obj - > ID , hero - > type - > heroClass - > getIndex ( ) ) ;
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}
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else if ( obj - > ID = = Obj : : PRISON )
{
//special case: in-game prison subID is captured hero ID, but config has one subID with index 0 for normal prison - use that one
return getObjectValue ( obj - > ID , 0 ) ;
}
else if ( obj - > ID = = Obj : : CREATURE_GENERATOR1 | | obj - > ID = = Obj : : CREATURE_GENERATOR4 )
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{
auto dwelling = dynamic_cast < const CGDwelling * > ( obj ) ;
int aiValue = 0 ;
for ( auto & creLevel : dwelling - > creatures )
{
for ( auto & creatureID : creLevel . second )
{
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
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auto creature = VLC - > creh - > objects [ creatureID ] ;
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aiValue + = ( creature - > AIValue * creature - > growth ) ;
}
}
return aiValue ;
}
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else if ( obj - > ID = = Obj : : ARTIFACT )
{
auto artifactObject = dynamic_cast < const CGArtifact * > ( obj ) ;
switch ( artifactObject - > storedArtifact - > artType - > aClass )
{
case CArtifact : : EartClass : : ART_TREASURE :
return 2000 ;
case CArtifact : : EartClass : : ART_MINOR :
return 5000 ;
case CArtifact : : EartClass : : ART_MAJOR :
return 10000 ;
case CArtifact : : EartClass : : ART_RELIC :
return 20000 ;
case CArtifact : : EartClass : : ART_SPECIAL :
return 20000 ;
default :
return 0 ; //invalid artifact class
}
}
else if ( obj - > ID = = Obj : : SPELL_SCROLL )
{
auto scrollObject = dynamic_cast < const CGArtifact * > ( obj ) ;
auto spell = scrollObject - > storedArtifact - > getGivenSpellID ( ) . toSpell ( ) ;
if ( spell )
{
switch ( spell - > getLevel ( ) )
{
case 0 : return 0 ; //scroll with creature ability? Let's assume it is useless
case 1 : return 1000 ;
case 2 : return 2000 ;
case 3 : return 5000 ;
case 4 : return 10000 ;
case 5 : return 20000 ;
default : logAi - > warn ( " AI detected spell scroll with spell level %s " , spell - > getLevel ( ) ) ;
}
}
else
logAi - > warn ( " AI found spell scroll with invalid spell ID: %s " , scrollObject - > storedArtifact - > getGivenSpellID ( ) ) ;
}
return getObjectValue ( obj - > ID , obj - > subID ) ;
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}
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void MapObjectsEvaluator : : addObjectData ( int primaryID , int secondaryID , int value ) //by current design it updates value if already in AI database
{
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CompoundMapObjectID internalIdentifier = CompoundMapObjectID ( primaryID , secondaryID ) ;
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objectDatabase [ internalIdentifier ] = value ;
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}
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void MapObjectsEvaluator : : removeObjectData ( int primaryID , int secondaryID )
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{
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CompoundMapObjectID internalIdentifier = CompoundMapObjectID ( primaryID , secondaryID ) ;
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vstd : : erase_if_present ( objectDatabase , internalIdentifier ) ;
}