/* * AbstractGoal.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 "AbstractGoal.h" #include "../VCAI.h" #include "../AIhelper.h" #include "../FuzzyHelper.h" #include "../../../lib/mapping/CMap.h" //for victory conditions #include "../../../lib/CPathfinder.h" #include "../../../lib/StringConstants.h" extern boost::thread_specific_ptr cb; extern boost::thread_specific_ptr ai; extern FuzzyHelper * fh; using namespace Goals; TSubgoal Goals::sptr(const AbstractGoal & tmp) { TSubgoal ptr; ptr.reset(tmp.clone()); return ptr; } std::string AbstractGoal::name() const //TODO: virtualize { std::string desc; switch(goalType) { case INVALID: return "INVALID"; case WIN: return "WIN"; case CONQUER: return "CONQUER"; case BUILD: return "BUILD"; case EXPLORE: desc = "EXPLORE"; break; case GATHER_ARMY: desc = "GATHER ARMY"; break; case BUY_ARMY: return "BUY ARMY"; break; case BOOST_HERO: desc = "BOOST_HERO (unsupported)"; break; case RECRUIT_HERO: return "RECRUIT HERO"; case BUILD_STRUCTURE: return "BUILD STRUCTURE"; case COLLECT_RES: desc = "COLLECT RESOURCE " + GameConstants::RESOURCE_NAMES[resID] + " (" + boost::lexical_cast(value) + ")"; break; case TRADE: { auto obj = cb->getObjInstance(ObjectInstanceID(objid)); if (obj) desc = (boost::format("TRADE %d of %s at %s") % value % GameConstants::RESOURCE_NAMES[resID] % obj->getObjectName()).str(); } break; case GATHER_TROOPS: desc = "GATHER TROOPS"; break; case VISIT_OBJ: { auto obj = cb->getObjInstance(ObjectInstanceID(objid)); if(obj) desc = "VISIT OBJ " + obj->getObjectName(); } break; case FIND_OBJ: desc = "FIND OBJ " + boost::lexical_cast(objid); break; case VISIT_HERO: { auto obj = cb->getObjInstance(ObjectInstanceID(objid)); if(obj) desc = "VISIT HERO " + obj->getObjectName(); } break; case GET_ART_TYPE: desc = "GET ARTIFACT OF TYPE " + VLC->arth->artifacts[aid]->Name(); break; case VISIT_TILE: desc = "VISIT TILE " + tile.toString(); break; case CLEAR_WAY_TO: desc = "CLEAR WAY TO " + tile.toString(); break; case DIG_AT_TILE: desc = "DIG AT TILE " + tile.toString(); break; default: return boost::lexical_cast(goalType); } if(hero.get(true)) //FIXME: used to crash when we lost hero and failed goal desc += " (" + hero->name + ")"; return desc; } bool AbstractGoal::operator==(const AbstractGoal & g) const { return false; } //TODO: find out why the following are not generated automatically on MVS? bool TSubgoal::operator==(const TSubgoal & rhs) const { return *get() == *rhs.get(); //comparison for Goals is overloaded, so they don't need to be identical to match } bool AbstractGoal::invalid() const { return goalType == EGoals::INVALID; } void AbstractGoal::accept(VCAI * ai) { ai->tryRealize(*this); } EvaluationContext::EvaluationContext() : movementCost(0.0), manaCost(0), danger(0), closestWayRatio(1), armyLoss(0), heroStrength(0), movementCostByRole(), skillReward(0), goldReward(0), goldCost(0), armyReward(0), armyLossPersentage(0), heroRole(HeroRole::SCOUT), turn(0), strategicalValue(0) { }