/* * 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 "Goals.h" #include "../VCAI.h" #include "../FuzzyHelper.h" #include "../AIhelper.h" #include "../../../lib/mapping/CMap.h" //for victory conditions #include "../../../lib/CPathfinder.h" extern boost::thread_specific_ptr cb; extern boost::thread_specific_ptr ai; extern FuzzyHelper * fh; using namespace Goals; bool CompleteQuest::operator==(const CompleteQuest & other) const { return q.quest->qid == other.q.quest->qid; } TGoalVec CompleteQuest::getAllPossibleSubgoals() { TGoalVec solutions; if(q.quest->missionType && q.quest->progress != CQuest::COMPLETE) { logAi->debug("Trying to realize quest: %s", questToString()); switch(q.quest->missionType) { case CQuest::MISSION_ART: return missionArt(); case CQuest::MISSION_HERO: return missionHero(); case CQuest::MISSION_ARMY: return missionArmy(); case CQuest::MISSION_RESOURCES: return missionResources(); case CQuest::MISSION_KILL_HERO: case CQuest::MISSION_KILL_CREATURE: return missionDestroyObj(); case CQuest::MISSION_PRIMARY_STAT: return missionIncreasePrimaryStat(); case CQuest::MISSION_LEVEL: return missionLevel(); case CQuest::MISSION_PLAYER: if(ai->playerID.getNum() != q.quest->m13489val) logAi->debug("Can't be player of color %d", q.quest->m13489val); break; case CQuest::MISSION_KEYMASTER: return missionKeymaster(); } //end of switch } return TGoalVec(); } TSubgoal CompleteQuest::whatToDoToAchieve() { if(q.quest->missionType == CQuest::MISSION_NONE) { throw cannotFulfillGoalException("Can not complete inactive quest"); } TGoalVec solutions = getAllPossibleSubgoals(); if(solutions.empty()) throw cannotFulfillGoalException("Can not complete quest " + questToString()); TSubgoal result = fh->chooseSolution(solutions); logAi->trace( "Returning %s, tile: %s, objid: %d, hero: %s", result->name(), result->tile.toString(), result->objid, result->hero.validAndSet() ? result->hero->name : "not specified"); return result; } std::string CompleteQuest::name() const { return "CompleteQuest"; } std::string CompleteQuest::completeMessage() const { return "Completed quest " + questToString(); } std::string CompleteQuest::questToString() const { if(q.quest->missionType == CQuest::MISSION_NONE) return "inactive quest"; MetaString ms; q.quest->getRolloverText(ms, false); return ms.toString(); } TGoalVec CompleteQuest::tryCompleteQuest() const { TGoalVec solutions; auto heroes = cb->getHeroesInfo(); //TODO: choose best / free hero from among many possibilities? for(auto hero : heroes) { if(q.quest->checkQuest(hero)) { vstd::concatenate(solutions, ai->ah->howToVisitObj(hero, ObjectIdRef(q.obj->id))); } } return solutions; } TGoalVec CompleteQuest::missionArt() const { TGoalVec solutions = tryCompleteQuest(); if(!solutions.empty()) return solutions; for(auto art : q.quest->m5arts) { solutions.push_back(sptr(GetArtOfType(art))); //TODO: transport? } 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(FindObj(Obj::PRISON))); } return solutions; } TGoalVec CompleteQuest::missionArmy() const { TGoalVec solutions = tryCompleteQuest(); if(!solutions.empty()) return solutions; for(auto creature : q.quest->m6creatures) { solutions.push_back(sptr(GatherTroops(creature.type->idNumber, creature.count))); } return solutions; } TGoalVec CompleteQuest::missionIncreasePrimaryStat() const { TGoalVec solutions = tryCompleteQuest(); if(solutions.empty()) { for(int i = 0; i < q.quest->m2stats.size(); ++i) { // TODO: library, school and other boost objects logAi->debug("Don't know how to increase primary stat %d", i); } } return solutions; } TGoalVec CompleteQuest::missionLevel() const { TGoalVec solutions = tryCompleteQuest(); if(solutions.empty()) { logAi->debug("Don't know how to reach hero level %d", q.quest->m13489val); } return solutions; } TGoalVec CompleteQuest::missionKeymaster() const { TGoalVec solutions = tryCompleteQuest(); if(solutions.empty()) { solutions.push_back(sptr(Goals::FindObj(Obj::KEYMASTER, q.obj->subID))); } return solutions; } TGoalVec CompleteQuest::missionResources() const { TGoalVec solutions; 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 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(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 { TGoalVec solutions; auto obj = cb->getObjByQuestIdentifier(q.quest->m13489val); if(!obj) return ai->ah->howToVisitObj(q.obj); if(obj->ID == Obj::HERO) { 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) { solutions = ai->ah->howToVisitObj(obj); } } return solutions; }