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vcmi/AI/VCAI/MapObjectsEvaluator.cpp

138 lines
4.5 KiB
C++

#include "StdInc.h"
#include "MapObjectsEvaluator.h"
#include "../../lib/GameConstants.h"
#include "../../lib/VCMI_Lib.h"
#include "../../lib/CCreatureHandler.h"
#include "../../lib/CHeroHandler.h"
#include "../../lib/mapObjectConstructors/AObjectTypeHandler.h"
#include "../../lib/mapObjects/CGHeroInstance.h"
#include "../../lib/mapObjects/CGTownInstance.h"
#include "../../lib/mapObjects/MiscObjects.h"
#include "../../lib/CRandomGenerator.h"
#include "../../lib/spells/CSpellHandler.h"
MapObjectsEvaluator & MapObjectsEvaluator::getInstance()
{
static std::unique_ptr<MapObjectsEvaluator> singletonInstance;
if(singletonInstance == nullptr)
singletonInstance.reset(new MapObjectsEvaluator());
return *(singletonInstance.get());
}
MapObjectsEvaluator::MapObjectsEvaluator()
{
for(auto primaryID : VLC->objtypeh->knownObjects())
{
for(auto secondaryID : VLC->objtypeh->knownSubObjects(primaryID))
{
auto handler = VLC->objtypeh->getHandlerFor(primaryID, secondaryID);
if(handler && !handler->isStaticObject())
{
if(handler->getAiValue() != std::nullopt)
{
objectDatabase[CompoundMapObjectID(primaryID, secondaryID)] = handler->getAiValue().value();
}
else //some default handling when aiValue not found, objects that require advanced properties (unavailable from handler) get their value calculated in getObjectValue
{
objectDatabase[CompoundMapObjectID(primaryID, secondaryID)] = 0;
}
}
}
}
}
std::optional<int> MapObjectsEvaluator::getObjectValue(int primaryID, int secondaryID) const
{
CompoundMapObjectID internalIdentifier = CompoundMapObjectID(primaryID, secondaryID);
auto object = objectDatabase.find(internalIdentifier);
if(object != objectDatabase.end())
return object->second;
logGlobal->trace("Unknown object for AI, ID: " + std::to_string(primaryID) + ", SubID: " + std::to_string(secondaryID));
return std::optional<int>();
}
std::optional<int> MapObjectsEvaluator::getObjectValue(const CGObjectInstance * obj) const
{
if(obj->ID == Obj::HERO)
{
//special case handling: in-game heroes have hero ID as object subID, but when reading configs available hero object subID's are hero classes
auto hero = dynamic_cast<const CGHeroInstance*>(obj);
return getObjectValue(obj->ID, hero->type->heroClass->getIndex());
}
else if(obj->ID == Obj::PRISON)
{
//special case: in-game prison subID is captured hero ID, but config has one subID with index 0 for normal prison - use that one
return getObjectValue(obj->ID, 0);
}
else if(obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4)
{
auto dwelling = dynamic_cast<const CGDwelling *>(obj);
int aiValue = 0;
for(auto & creLevel : dwelling->creatures)
{
for(auto & creatureID : creLevel.second)
{
auto creature = VLC->creatures()->getById(creatureID);
aiValue += (creature->getAIValue() * creature->getGrowth());
}
}
return aiValue;
}
else if(obj->ID == Obj::ARTIFACT)
{
auto artifactObject = dynamic_cast<const CGArtifact *>(obj);
switch(artifactObject->storedArtifact->artType->aClass)
{
case CArtifact::EartClass::ART_TREASURE:
return 2000;
case CArtifact::EartClass::ART_MINOR:
return 5000;
case CArtifact::EartClass::ART_MAJOR:
return 10000;
case CArtifact::EartClass::ART_RELIC:
return 20000;
case CArtifact::EartClass::ART_SPECIAL:
return 20000;
default:
return 0; //invalid artifact class
}
}
else if(obj->ID == Obj::SPELL_SCROLL)
{
auto scrollObject = dynamic_cast<const CGArtifact *>(obj);
auto spell = scrollObject->storedArtifact->getScrollSpellID().toSpell();
if(spell)
{
switch(spell->getLevel())
{
case 0: return 0; //scroll with creature ability? Let's assume it is useless
case 1: return 1000;
case 2: return 2000;
case 3: return 5000;
case 4: return 10000;
case 5: return 20000;
default: logAi->warn("AI detected spell scroll with spell level %s", spell->getLevel());
}
}
else
logAi->warn("AI found spell scroll with invalid spell ID: %s", scrollObject->storedArtifact->getScrollSpellID());
}
return getObjectValue(obj->ID, obj->subID);
}
void MapObjectsEvaluator::addObjectData(int primaryID, int secondaryID, int value) //by current design it updates value if already in AI database
{
CompoundMapObjectID internalIdentifier = CompoundMapObjectID(primaryID, secondaryID);
objectDatabase[internalIdentifier] = value;
}
void MapObjectsEvaluator::removeObjectData(int primaryID, int secondaryID)
{
CompoundMapObjectID internalIdentifier = CompoundMapObjectID(primaryID, secondaryID);
vstd::erase_if_present(objectDatabase, internalIdentifier);
}