/* * CompleteQuest.cpp, 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 * */ #include "StdInc.h" #include "CompleteQuest.h" #include "../Behaviors/CaptureObjectsBehavior.h" #include "../AIGateway.h" #include "../../../lib/GameLibrary.h" #include "../../../lib/mapObjects/CQuest.h" #include "../../../lib/texts/CGeneralTextHandler.h" namespace NKAI { using namespace Goals; bool isKeyMaster(const QuestInfo & q) { auto object = q.getObject(cb); return object && (object->ID == Obj::BORDER_GATE || object->ID == Obj::BORDERGUARD); } std::string CompleteQuest::toString() const { return "Complete quest " + questToString(); } TGoalVec CompleteQuest::decompose(const Nullkiller * ai) const { if(isKeyMaster(q)) { return missionKeymaster(ai); } logAi->debug("Trying to realize quest: %s", questToString()); auto quest = q.getQuest(cb); if(!quest->mission.artifacts.empty()) return missionArt(ai); if(!quest->mission.heroes.empty()) return missionHero(ai); if(!quest->mission.creatures.empty()) return missionArmy(ai); if(quest->mission.resources.nonZero()) return missionResources(ai); if(quest->killTarget != ObjectInstanceID::NONE) return missionDestroyObj(ai); for(auto & s : quest->mission.primary) if(s) return missionIncreasePrimaryStat(ai); if(quest->mission.heroLevel > 0) return missionLevel(ai); return TGoalVec(); } bool CompleteQuest::operator==(const CompleteQuest & other) const { if(isKeyMaster(q)) { return isKeyMaster(other.q) && q.getObject(cb)->subID == other.q.getObject(cb)->subID; } else if(isKeyMaster(other.q)) { return false; } return q.getQuest(cb) == other.q.getQuest(cb); } uint64_t CompleteQuest::getHash() const { if(isKeyMaster(q)) { return q.getObject(cb)->subID; } return q.getObject(cb)->id.getNum(); } std::string CompleteQuest::questToString() const { if(isKeyMaster(q)) { return "find " + LIBRARY->generaltexth->tentColors[q.getObject(cb)->subID] + " keymaster tent"; } if(q.getQuest(cb)->questName == CQuest::missionName(EQuestMission::NONE)) return "inactive quest"; MetaString ms; q.getQuest(cb)->getRolloverText(cb, ms, false); return ms.toString(); } TGoalVec CompleteQuest::tryCompleteQuest(const Nullkiller * ai) const { auto paths = ai->pathfinder->getPathInfo(q.getObject(cb)->visitablePos()); vstd::erase_if(paths, [&](const AIPath & path) -> bool { return !q.getQuest(cb)->checkQuest(path.targetHero); }); return CaptureObjectsBehavior::getVisitGoals(paths, ai, q.getObject(cb)); } TGoalVec CompleteQuest::missionArt(const Nullkiller * ai) const { TGoalVec solutions = tryCompleteQuest(ai); if(!solutions.empty()) return solutions; CaptureObjectsBehavior findArts; for(auto art : q.getQuest(cb)->mission.artifacts) { solutions.push_back(sptr(CaptureObjectsBehavior().ofType(Obj::ARTIFACT, art.getNum()))); } return solutions; } TGoalVec CompleteQuest::missionHero(const Nullkiller * ai) const { TGoalVec solutions = tryCompleteQuest(ai); if(solutions.empty()) { //rule of a thumb - quest heroes usually are locked in prisons solutions.push_back(sptr(CaptureObjectsBehavior().ofType(Obj::PRISON))); } return solutions; } TGoalVec CompleteQuest::missionArmy(const Nullkiller * ai) const { auto paths = ai->pathfinder->getPathInfo(q.getObject(cb)->visitablePos()); vstd::erase_if(paths, [&](const AIPath & path) -> bool { return !CQuest::checkMissionArmy(q.getQuest(cb), path.heroArmy); }); return CaptureObjectsBehavior::getVisitGoals(paths, ai, q.getObject(cb)); } TGoalVec CompleteQuest::missionIncreasePrimaryStat(const Nullkiller * ai) const { return tryCompleteQuest(ai); } TGoalVec CompleteQuest::missionLevel(const Nullkiller * ai) const { return tryCompleteQuest(ai); } TGoalVec CompleteQuest::missionKeymaster(const Nullkiller * ai) const { if(isObjectPassable(ai, q.getObject(cb))) { return CaptureObjectsBehavior(q.getObject(cb)).decompose(ai); } else { return CaptureObjectsBehavior().ofType(Obj::KEYMASTER, q.getObject(cb)->subID).decompose(ai); } } TGoalVec CompleteQuest::missionResources(const Nullkiller * ai) const { TGoalVec solutions = tryCompleteQuest(ai); return solutions; } TGoalVec CompleteQuest::missionDestroyObj(const Nullkiller * ai) const { auto obj = ai->cb->getObj(q.getQuest(cb)->killTarget); if(!obj) return CaptureObjectsBehavior(q.getObject(cb)).decompose(ai); auto relations = ai->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) { return CaptureObjectsBehavior(obj).decompose(ai); } return TGoalVec(); } }