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vcmi/AI/VCAI/Goals/AbstractGoal.h

196 lines
4.6 KiB
C++

/*
* 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;
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<AbstractGoal>
{
public:
bool operator==(const TSubgoal & rhs) const;
bool operator<(const TSubgoal & rhs) const;
//TODO: serialize?
};
typedef std::vector<TSubgoal> TGoalVec;
//method chaining + clone pattern
#define VSETTER(type, field) virtual AbstractGoal & set ## field(const type &rhs) {field = rhs; return *this;};
#define OSETTER(type, field) CGoal<T> & 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), evaluationContext()
{
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<AbstractGoal *>(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);
}
template<typename Handler> void serialize(Handler & h, const int version)
{
h & goalType;
h & isElementar;
h & isAbstract;
h & priority;
h & value;
h & resID;
h & objid;
h & aid;
h & tile;
h & hero;
h & town;
h & bid;
}
};
}