mirror of
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253 lines
5.2 KiB
C++
253 lines
5.2 KiB
C++
/*
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* CompleteQuest.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "CompleteQuest.h"
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#include "../Behaviors/CaptureObjectsBehavior.h"
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#include "../AIGateway.h"
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#include "../../../lib/CPathfinder.h"
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#include "../../../lib/VCMI_Lib.h"
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#include "../../../lib/CGeneralTextHandler.h"
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namespace NKAI
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{
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extern boost::thread_specific_ptr<CCallback> cb;
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extern boost::thread_specific_ptr<AIGateway> ai;
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using namespace Goals;
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bool isKeyMaster(const QuestInfo & q)
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{
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return q.obj && (q.obj->ID == Obj::BORDER_GATE || q.obj->ID == Obj::BORDERGUARD);
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}
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std::string CompleteQuest::toString() const
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{
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return "Complete quest " + questToString();
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}
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TGoalVec CompleteQuest::decompose() const
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{
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if(isKeyMaster(q))
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{
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return missionKeymaster();
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}
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logAi->debug("Trying to realize quest: %s", questToString());
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switch(q.quest->missionType)
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{
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case CQuest::MISSION_ART:
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return missionArt();
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case CQuest::MISSION_HERO:
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return missionHero();
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case CQuest::MISSION_ARMY:
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return missionArmy();
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case CQuest::MISSION_RESOURCES:
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return missionResources();
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case CQuest::MISSION_KILL_HERO:
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case CQuest::MISSION_KILL_CREATURE:
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return missionDestroyObj();
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case CQuest::MISSION_PRIMARY_STAT:
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return missionIncreasePrimaryStat();
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case CQuest::MISSION_LEVEL:
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return missionLevel();
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case CQuest::MISSION_PLAYER:
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if(ai->playerID.getNum() != q.quest->m13489val)
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logAi->debug("Can't be player of color %d", q.quest->m13489val);
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break;
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case CQuest::MISSION_KEYMASTER:
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return missionKeymaster();
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} //end of switch
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return TGoalVec();
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}
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bool CompleteQuest::operator==(const CompleteQuest & other) const
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{
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if(isKeyMaster(q))
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{
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return isKeyMaster(other.q) && q.obj->subID == other.q.obj->subID;
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}
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else if(isKeyMaster(other.q))
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{
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return false;
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}
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return q.quest->qid == other.q.quest->qid;
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}
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uint64_t CompleteQuest::getHash() const
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{
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if(isKeyMaster(q))
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{
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return q.obj->subID;
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}
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return q.quest->qid;
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}
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std::string CompleteQuest::questToString() const
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{
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if(isKeyMaster(q))
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{
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return "find " + VLC->generaltexth->tentColors[q.obj->subID] + " keymaster tent";
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}
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if(q.quest->missionType == CQuest::MISSION_NONE)
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return "inactive quest";
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MetaString ms;
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q.quest->getRolloverText(ms, false);
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return ms.toString();
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}
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TGoalVec CompleteQuest::tryCompleteQuest() const
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{
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auto paths = ai->nullkiller->pathfinder->getPathInfo(q.obj->visitablePos());
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vstd::erase_if(paths, [&](const AIPath & path) -> bool
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{
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return !q.quest->checkQuest(path.targetHero);
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});
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return CaptureObjectsBehavior::getVisitGoals(paths, q.obj);
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}
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TGoalVec CompleteQuest::missionArt() const
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{
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TGoalVec solutions = tryCompleteQuest();
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if(!solutions.empty())
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return solutions;
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CaptureObjectsBehavior findArts;
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for(auto art : q.quest->m5arts)
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{
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solutions.push_back(sptr(CaptureObjectsBehavior().ofType(Obj::ARTIFACT, art)));
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}
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return solutions;
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}
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TGoalVec CompleteQuest::missionHero() const
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{
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TGoalVec solutions = tryCompleteQuest();
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if(solutions.empty())
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{
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//rule of a thumb - quest heroes usually are locked in prisons
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solutions.push_back(sptr(CaptureObjectsBehavior().ofType(Obj::PRISON)));
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}
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return solutions;
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}
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TGoalVec CompleteQuest::missionArmy() const
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{
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auto paths = ai->nullkiller->pathfinder->getPathInfo(q.obj->visitablePos());
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vstd::erase_if(paths, [&](const AIPath & path) -> bool
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{
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return !CQuest::checkMissionArmy(q.quest, path.heroArmy);
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});
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return CaptureObjectsBehavior::getVisitGoals(paths, q.obj);
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}
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TGoalVec CompleteQuest::missionIncreasePrimaryStat() const
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{
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return tryCompleteQuest();
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}
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TGoalVec CompleteQuest::missionLevel() const
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{
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return tryCompleteQuest();
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}
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TGoalVec CompleteQuest::missionKeymaster() const
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{
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if(isObjectPassable(q.obj))
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{
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return CaptureObjectsBehavior(q.obj).decompose();
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}
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else
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{
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return CaptureObjectsBehavior().ofType(Obj::KEYMASTER, q.obj->subID).decompose();
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}
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}
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TGoalVec CompleteQuest::missionResources() const
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{
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TGoalVec solutions = tryCompleteQuest();
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/*auto heroes = cb->getHeroesInfo(); //TODO: choose best / free hero from among many possibilities?
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if(heroes.size())
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{
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if(q.quest->checkQuest(heroes.front())) //it doesn't matter which hero it is
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{
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return solutions;// ai->ah->howToVisitObj(q.obj);
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}
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else
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{
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for(int i = 0; i < q.quest->m7resources.size(); ++i)
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{
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if(q.quest->m7resources[i])
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solutions.push_back(sptr(CollectRes(static_cast<EGameResID>(i), q.quest->m7resources[i])));
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}
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}
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}
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else
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{
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solutions.push_back(sptr(Goals::RecruitHero())); //FIXME: checkQuest requires any hero belonging to player :(
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}*/
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return solutions;
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}
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TGoalVec CompleteQuest::missionDestroyObj() const
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{
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auto obj = cb->getObjByQuestIdentifier(q.quest->m13489val);
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if(!obj)
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return CaptureObjectsBehavior(q.obj).decompose();
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auto relations = cb->getPlayerRelations(ai->playerID, obj->tempOwner);
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//if(relations == PlayerRelations::SAME_PLAYER)
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//{
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// auto heroToProtect = cb->getHero(obj->id);
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// //solutions.push_back(sptr(GatherArmy().sethero(heroToProtect)));
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//}
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//else
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if(relations == PlayerRelations::ENEMIES)
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{
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return CaptureObjectsBehavior(obj).decompose();
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}
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return TGoalVec();
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}
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}
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