mirror of
https://github.com/vcmi/vcmi.git
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267 lines
5.5 KiB
C++
267 lines
5.5 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 "Goals.h"
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#include "../VCAI.h"
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#include "../FuzzyHelper.h"
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#include "../AIhelper.h"
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#include "../../../lib/mapObjects/CQuest.h"
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using namespace Goals;
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bool CompleteQuest::operator==(const CompleteQuest & other) const
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{
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return q.quest->qid == other.q.quest->qid;
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}
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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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TGoalVec CompleteQuest::getAllPossibleSubgoals()
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{
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TGoalVec solutions;
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if(!q.quest->isCompleted)
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{
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logAi->debug("Trying to realize quest: %s", questToString());
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if(isKeyMaster(q))
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return missionKeymaster();
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if(!q.quest->mission.artifacts.empty())
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return missionArt();
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if(!q.quest->mission.heroes.empty())
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return missionHero();
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if(!q.quest->mission.creatures.empty())
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return missionArmy();
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if(q.quest->mission.resources.nonZero())
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return missionResources();
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if(q.quest->killTarget != ObjectInstanceID::NONE)
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return missionDestroyObj();
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for(auto & s : q.quest->mission.primary)
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if(s)
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return missionIncreasePrimaryStat();
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if(q.quest->mission.heroLevel > 0)
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return missionLevel();
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}
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return TGoalVec();
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}
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TSubgoal CompleteQuest::whatToDoToAchieve()
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{
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if(q.quest->mission == Rewardable::Limiter{})
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{
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throw cannotFulfillGoalException("Can not complete inactive quest");
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}
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TGoalVec solutions = getAllPossibleSubgoals();
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if(solutions.empty())
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throw cannotFulfillGoalException("Can not complete quest " + questToString());
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TSubgoal result = fh->chooseSolution(solutions);
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logAi->trace(
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"Returning %s, tile: %s, objid: %d, hero: %s",
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result->name(),
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result->tile.toString(),
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result->objid,
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result->hero.validAndSet() ? result->hero->getNameTranslated() : "not specified");
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return result;
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}
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std::string CompleteQuest::name() const
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{
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return "CompleteQuest";
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}
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std::string CompleteQuest::completeMessage() const
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{
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return "Completed quest " + questToString();
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}
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std::string CompleteQuest::questToString() const
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{
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if(q.quest->questName == CQuest::missionName(EQuestMission::NONE))
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return "inactive quest";
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MetaString ms;
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q.quest->getRolloverText(q.obj->cb, 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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TGoalVec solutions;
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auto heroes = cb->getHeroesInfo(); //TODO: choose best / free hero from among many possibilities?
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for(auto hero : heroes)
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{
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if(q.quest->checkQuest(hero))
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{
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vstd::concatenate(solutions, ai->ah->howToVisitObj(hero, ObjectIdRef(q.obj->id)));
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}
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}
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return solutions;
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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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for(auto art : q.quest->mission.artifacts)
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{
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solutions.push_back(sptr(GetArtOfType(art))); //TODO: transport?
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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(FindObj(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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TGoalVec solutions = tryCompleteQuest();
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if(!solutions.empty())
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return solutions;
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for(auto creature : q.quest->mission.creatures)
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{
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solutions.push_back(sptr(GatherTroops(creature.getId(), creature.count)));
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}
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return solutions;
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}
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TGoalVec CompleteQuest::missionIncreasePrimaryStat() 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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for(int i = 0; i < q.quest->mission.primary.size(); ++i)
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{
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// TODO: library, school and other boost objects
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logAi->debug("Don't know how to increase primary stat %d", i);
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}
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}
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return solutions;
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}
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TGoalVec CompleteQuest::missionLevel() 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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logAi->debug("Don't know how to reach hero level %d", q.quest->mission.heroLevel);
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}
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return solutions;
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}
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TGoalVec CompleteQuest::missionKeymaster() 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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solutions.push_back(sptr(Goals::FindObj(Obj::KEYMASTER, q.obj->subID)));
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}
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return solutions;
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}
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TGoalVec CompleteQuest::missionResources() const
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{
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TGoalVec solutions;
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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 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->mission.resources.size(); ++i)
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{
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if(q.quest->mission.resources[i])
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solutions.push_back(sptr(CollectRes(static_cast<EGameResID>(i), q.quest->mission.resources[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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TGoalVec solutions;
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auto obj = cb->getObj(q.quest->killTarget);
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if(!obj)
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return ai->ah->howToVisitObj(q.obj);
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if(obj->ID == Obj::HERO)
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{
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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 if(relations == PlayerRelations::ENEMIES)
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{
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solutions = ai->ah->howToVisitObj(obj);
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}
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}
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return solutions;
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}
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