/* * 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/VCMI_Lib.h" #include "../../../lib/CGeneralTextHandler.h" namespace NKAI { using namespace Goals; bool isKeyMaster(const QuestInfo & q) { return q.obj && (q.obj->ID == Obj::BORDER_GATE || q.obj->ID == Obj::BORDERGUARD); } std::string CompleteQuest::toString() const { return "Complete quest " + questToString(); } TGoalVec CompleteQuest::decompose() const { if(isKeyMaster(q)) { return missionKeymaster(); } logAi->debug("Trying to realize quest: %s", questToString()); if(!q.quest->artifacts.empty()) return missionArt(); if(!q.quest->heroes.empty()) return missionHero(); if(!q.quest->creatures.empty()) return missionArmy(); if(q.quest->resources.nonZero()) return missionResources(); if(q.quest->killTarget >= 0) return missionDestroyObj(); for(auto & s : q.quest->primary) if(s) return missionIncreasePrimaryStat(); if(q.quest->heroLevel > 0) return missionLevel(); if(q.quest->questName == CQuest::missionName(10)) return missionKeymaster(); return TGoalVec(); } bool CompleteQuest::operator==(const CompleteQuest & other) const { if(isKeyMaster(q)) { return isKeyMaster(other.q) && q.obj->subID == other.q.obj->subID; } else if(isKeyMaster(other.q)) { return false; } return q.quest->qid == other.q.quest->qid; } uint64_t CompleteQuest::getHash() const { if(isKeyMaster(q)) { return q.obj->subID; } return q.quest->qid; } std::string CompleteQuest::questToString() const { if(isKeyMaster(q)) { return "find " + VLC->generaltexth->tentColors[q.obj->subID] + " keymaster tent"; } if(q.quest->questName == CQuest::missionName(0)) return "inactive quest"; MetaString ms; q.quest->getRolloverText(ms, false); return ms.toString(); } TGoalVec CompleteQuest::tryCompleteQuest() const { auto paths = ai->nullkiller->pathfinder->getPathInfo(q.obj->visitablePos()); vstd::erase_if(paths, [&](const AIPath & path) -> bool { return !q.quest->checkQuest(path.targetHero); }); return CaptureObjectsBehavior::getVisitGoals(paths, q.obj); } TGoalVec CompleteQuest::missionArt() const { TGoalVec solutions = tryCompleteQuest(); if(!solutions.empty()) return solutions; CaptureObjectsBehavior findArts; for(auto art : q.quest->artifacts) { solutions.push_back(sptr(CaptureObjectsBehavior().ofType(Obj::ARTIFACT, art))); } return solutions; } TGoalVec CompleteQuest::missionHero() const { TGoalVec solutions = tryCompleteQuest(); 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 { auto paths = ai->nullkiller->pathfinder->getPathInfo(q.obj->visitablePos()); vstd::erase_if(paths, [&](const AIPath & path) -> bool { return !CQuest::checkMissionArmy(q.quest, path.heroArmy); }); return CaptureObjectsBehavior::getVisitGoals(paths, q.obj); } TGoalVec CompleteQuest::missionIncreasePrimaryStat() const { return tryCompleteQuest(); } TGoalVec CompleteQuest::missionLevel() const { return tryCompleteQuest(); } TGoalVec CompleteQuest::missionKeymaster() const { if(isObjectPassable(q.obj)) { return CaptureObjectsBehavior(q.obj).decompose(); } else { return CaptureObjectsBehavior().ofType(Obj::KEYMASTER, q.obj->subID).decompose(); } } TGoalVec CompleteQuest::missionResources() const { TGoalVec solutions = tryCompleteQuest(); /*auto heroes = cb->getHeroesInfo(); //TODO: choose best / free hero from among many possibilities? if(heroes.size()) { if(q.quest->checkQuest(heroes.front())) //it doesn't matter which hero it is { return solutions;// ai->ah->howToVisitObj(q.obj); } else { for(int i = 0; i < q.quest->m7resources.size(); ++i) { if(q.quest->m7resources[i]) solutions.push_back(sptr(CollectRes(static_cast(i), q.quest->m7resources[i]))); } } } else { solutions.push_back(sptr(Goals::RecruitHero())); //FIXME: checkQuest requires any hero belonging to player :( }*/ return solutions; } TGoalVec CompleteQuest::missionDestroyObj() const { auto obj = cb->getObjByQuestIdentifier(q.quest->killTarget); if(!obj) return CaptureObjectsBehavior(q.obj).decompose(); auto relations = 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(); } return TGoalVec(); } }