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vcmi/AI/VCAI/MapObjectsEvaluator.cpp
Ivan Savenko 3dd4fa2528 Reduce usage of pointers to VLC entities
Final goal (of multiple PR's) is to remove all remaining pointers from
serializeable game state, and replace them with either identifiers or
with shared/unique pointers.

CGTownInstance::town and CGHeroInstance::type members have been removed.
Now this data is computed dynamically using subID member.

VLC entity of a town can now be accessed via following methods:
- getFactionID() returns ID of a faction
- getFaction() returns pointer to a faction
- getTown() returns pointer to a town

VLC entity of a hero can now be accessed via following methods:
- getHeroTypeID() returns ID of a hero
- getHeroClassID() returns ID of a hero class
- getHeroType() returns pointer to a hero
- getHeroClass() returns pointer to a hero class
2024-10-10 12:28:08 +00:00

148 lines
4.8 KiB
C++

/*
* MapObjectsEvaluator.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 "MapObjectsEvaluator.h"
#include "../../lib/GameConstants.h"
#include "../../lib/VCMI_Lib.h"
#include "../../lib/CCreatureHandler.h"
#include "../../lib/CHeroHandler.h"
#include "../../lib/mapObjects/CompoundMapObjectID.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->getHeroClassID());
}
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);
}