1
0
mirror of https://github.com/vcmi/vcmi.git synced 2025-05-29 22:57:49 +02:00
vcmi/AI/VCAI/Goals.h
2013-10-19 11:37:22 +00:00

246 lines
6.0 KiB
C++

#pragma once
#include "../../lib/VCMI_Lib.h"
#include "../../lib/CObjectHandler.h"
#include "../../lib/CBuildingHandler.h"
#include "../../lib/CCreatureHandler.h"
#include "../../lib/CTownHandler.h"
#include "AIUtility.h"
/*
* Goals.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
*
*/
struct HeroPtr;
namespace Goals
{
struct CGoal;
typedef CGoal TSubgoal;
enum EGoals
{
INVALID = -1,
WIN, DO_NOT_LOSE, 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
OBJECT_GOALS_BEGIN,
GET_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,
//BUILD_STRUCTURE,
ISSUE_COMMAND,
VISIT_TILE, //tile, in conjunction with hero elementar; assumes tile is reachable
CLEAR_WAY_TO,
DIG_AT_TILE //elementar with hero on tile
};
#define SETTER(type, field) CGoal &set ## field(const type &rhs) { field = rhs; return *this; }
#if 0
#define SETTER
#endif // _DEBUG
enum {LOW_PR = -1};
struct CGoal
{
EGoals goalType;
bool isElementar; SETTER(bool, isElementar)
bool isAbstract; SETTER(bool, isAbstract) //allows to remember abstract goals
int priority; SETTER(bool, priority)
std::string name() const;
virtual TSubgoal whatToDoToAchieve();
CGoal(EGoals goal = INVALID) : goalType(goal)
{
priority = 0;
isElementar = false;
isAbstract = false;
value = 0;
aid = -1;
resID = -1;
tile = int3(-1, -1, -1);
town = nullptr;
}
bool invalid() const;
static TSubgoal goVisitOrLookFor(const CGObjectInstance *obj); //if obj is nullptr, then we'll explore
static TSubgoal lookForArtSmart(int aid); //checks non-standard ways of obtaining art (merchants, quests, etc.)
static TSubgoal tryRecruitHero();
int value; SETTER(int, value)
int resID; SETTER(int, resID)
int objid; SETTER(int, objid)
int aid; SETTER(int, aid)
int3 tile; SETTER(int3, tile)
HeroPtr hero; SETTER(HeroPtr, hero)
const CGTownInstance *town; SETTER(CGTownInstance *, town)
int bid; SETTER(int, bid)
bool operator== (CGoal &g)
{
switch (goalType)
{
case EGoals::GET_OBJ:
return objid == g.objid;
}
return false;
}
template <typename Handler> void serialize(Handler &h, const int version)
{
h & goalType & isElementar & isAbstract & priority;
h & value & resID & objid & aid & tile & hero & town & bid;
}
};
class Invalid : public CGoal
{
public:
Invalid() : CGoal (Goals::INVALID){};
TSubgoal whatToDoToAchieve() override;
};
class Win : public CGoal
{
public:
Win() : CGoal (Goals::WIN){};
TSubgoal whatToDoToAchieve() override;
};
class NotLose : public CGoal
{
public:
NotLose() : CGoal (Goals::DO_NOT_LOSE){};
TSubgoal whatToDoToAchieve() override;
};
class Conquer : public CGoal
{
public:
Conquer() : CGoal (Goals::CONQUER){};
TSubgoal whatToDoToAchieve() override;
};
class Build : public CGoal
{
public:
Build() : CGoal (Goals::BUILD){};
TSubgoal whatToDoToAchieve() override;
};
class Explore : public CGoal
{
public:
Explore() : CGoal (Goals::EXPLORE){};
TSubgoal whatToDoToAchieve() override;
};
class GatherArmy : public CGoal
{
public:
GatherArmy() : CGoal (Goals::GATHER_ARMY){};
TSubgoal whatToDoToAchieve() override;
};
class BoostHero : public CGoal
{
public:
BoostHero() : CGoal (Goals::INVALID){}; //TODO
TSubgoal whatToDoToAchieve() override;
};
class RecruitHero : public CGoal
{
public:
RecruitHero() : CGoal (Goals::RECRUIT_HERO){};
TSubgoal whatToDoToAchieve() override;
};
class BuildThis : public CGoal
{
public:
BuildThis() : CGoal (Goals::BUILD_STRUCTURE){};
TSubgoal whatToDoToAchieve() override;
};
class CollectRes : public CGoal
{
public:
CollectRes() : CGoal (Goals::COLLECT_RES){};
TSubgoal whatToDoToAchieve() override;
};
class GatherTroops : public CGoal
{
public:
GatherTroops() : CGoal (Goals::GATHER_TROOPS){};
TSubgoal whatToDoToAchieve() override;
};
class GetObj : public CGoal
{
private:
GetObj() {}; // empty constructor not allowed
public:
GetObj(const int Objid) : CGoal(Goals::GET_OBJ) {setobjid(Objid);};
TSubgoal whatToDoToAchieve() override;
};
class FindObj : public CGoal
{
private:
FindObj() {}; // empty constructor not allowed
public:
FindObj(int ID) : CGoal(Goals::FIND_OBJ) {setobjid(ID);};
FindObj(int ID, int subID) : CGoal(Goals::FIND_OBJ) {setobjid(ID).setresID(subID);};
TSubgoal whatToDoToAchieve() override;
};
class VisitHero : public CGoal
{
public:
VisitHero() : CGoal (Goals::VISIT_HERO){};
TSubgoal whatToDoToAchieve() override;
};
class GetArtOfType : public CGoal
{
public:
GetArtOfType() : CGoal (Goals::GET_ART_TYPE){};
TSubgoal whatToDoToAchieve() override;
};
class VisitTile : public CGoal
//tile, in conjunction with hero elementar; assumes tile is reachable
{
private:
VisitTile() {}; // empty constructor not allowed
public:
VisitTile(int3 Tile) : CGoal (Goals::VISIT_TILE) {settile(Tile);};
TSubgoal whatToDoToAchieve() override;
};
class ClearWayTo : public CGoal
{
public:
ClearWayTo(int3 Tile) : CGoal (Goals::CLEAR_WAY_TO) {settile(Tile);};
TSubgoal whatToDoToAchieve() override;
};
class DigAtTile : public CGoal
//elementar with hero on tile
{
public:
DigAtTile() : CGoal (Goals::DIG_AT_TILE){};
TSubgoal whatToDoToAchieve() override;
};
class CIssueCommand : CGoal
{
std::function<bool()> command;
public:
CIssueCommand(std::function<bool()> _command): CGoal(ISSUE_COMMAND), command(_command) {}
TSubgoal whatToDoToAchieve() override;
};
}