/* * AbstractGoal.h, 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 * */ #pragma once #include "../../../lib/VCMI_Lib.h" #include "../../../lib/CBuildingHandler.h" #include "../../../lib/CCreatureHandler.h" #include "../../../lib/CTownHandler.h" #include "../AIUtility.h" struct HeroPtr; class VCAI; class FuzzyHelper; class CCallback; namespace Goals { class AbstractGoal; class Explore; class RecruitHero; class VisitTile; class VisitObj; class VisitHero; class BuildThis; class DigAtTile; class CollectRes; class Build; class BuyArmy; class BuildBoat; class GatherArmy; class ClearWayTo; class Invalid; class Trade; class CompleteQuest; class AdventureSpellCast; enum EGoals { INVALID = -1, WIN, CONQUER, BUILD, //build needs to get a real reasoning EXPLORE, GATHER_ARMY, BOOST_HERO, RECRUIT_HERO, BUILD_STRUCTURE, //if hero set, then in visited town COLLECT_RES, GATHER_TROOPS, // val of creatures with objid VISIT_OBJ, //visit or defeat or collect the object FIND_OBJ, //find and visit any obj with objid + resid //TODO: consider universal subid for various types (aid, bid) VISIT_HERO, //heroes can move around - set goal abstract and track hero every turn GET_ART_TYPE, VISIT_TILE, //tile, in conjunction with hero elementar; assumes tile is reachable CLEAR_WAY_TO, DIG_AT_TILE,//elementar with hero on tile BUY_ARMY, //at specific town TRADE, //val resID at object objid BUILD_BOAT, COMPLETE_QUEST, ADVENTURE_SPELL_CAST }; class DLL_EXPORT TSubgoal : public std::shared_ptr { public: bool operator==(const TSubgoal & rhs) const; bool operator<(const TSubgoal & rhs) const; }; using TGoalVec = std::vector; //method chaining + clone pattern #define VSETTER(type, field) virtual AbstractGoal & set ## field(const type &rhs) {field = rhs; return *this;}; #define OSETTER(type, field) CGoal & set ## field(const type &rhs) override { field = rhs; return *this; }; #if 0 #define SETTER #endif // _DEBUG enum { LOW_PR = -1 }; DLL_EXPORT TSubgoal sptr(const AbstractGoal & tmp); struct DLL_EXPORT EvaluationContext { float movementCost; int manaCost; uint64_t danger; EvaluationContext() : movementCost(0.0), manaCost(0), danger(0) { } }; class DLL_EXPORT AbstractGoal { public: bool isElementar; VSETTER(bool, isElementar) bool isAbstract; VSETTER(bool, isAbstract) float priority; VSETTER(float, priority) int value; VSETTER(int, value) int resID; VSETTER(int, resID) int objid; VSETTER(int, objid) int aid; VSETTER(int, aid) int3 tile; VSETTER(int3, tile) HeroPtr hero; VSETTER(HeroPtr, hero) const CGTownInstance *town; VSETTER(CGTownInstance *, town) int bid; VSETTER(int, bid) TSubgoal parent; VSETTER(TSubgoal, parent) EvaluationContext evaluationContext; VSETTER(EvaluationContext, evaluationContext) AbstractGoal(EGoals goal = EGoals::INVALID): goalType(goal) { priority = 0; isElementar = false; isAbstract = false; value = 0; aid = -1; resID = -1; objid = -1; tile = int3(-1, -1, -1); town = nullptr; bid = -1; } virtual ~AbstractGoal() {} //FIXME: abstract goal should be abstract, but serializer fails to instantiate subgoals in such case virtual AbstractGoal * clone() const { return const_cast(this); } virtual TGoalVec getAllPossibleSubgoals() { return TGoalVec(); } virtual TSubgoal whatToDoToAchieve() { return sptr(AbstractGoal()); } EGoals goalType; virtual std::string name() const; virtual std::string completeMessage() const { return "This goal is unspecified!"; } bool invalid() const; ///Visitor pattern //TODO: make accept work for std::shared_ptr... somehow virtual void accept(VCAI * ai); //unhandled goal will report standard error virtual float accept(FuzzyHelper * f); virtual bool operator==(const AbstractGoal & g) const; // bool operator<(AbstractGoal & g); //final virtual bool fulfillsMe(Goals::TSubgoal goal) //TODO: multimethod instead of type check { return false; //use this method to check if goal is fulfilled by another (not equal) goal, operator == is handled spearately } // bool operator!=(const AbstractGoal & g) const // { // return !(*this == g); // } }; }