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vcmi/AI/Nullkiller/Goals/CompleteQuest.cpp
Ivan Savenko 1aa391fdf8 Split CGeneralTextHandler file into 1 file per class form
All text processing code is now located in lib/texts.
No changes other than code being moved around and adjustment of includes

Moved without changes:
Languages.h           -> texts/Languages.h
MetaString.*          -> texts/MetaString.*
TextOperations.*      -> texts/TextOperations.*

Split into parts:
CGeneralTextHandler.* -> texts/CGeneralTextHandler.*
                      -> texts/CLegacyConfigParser.*
                      -> texts/TextLocalizationContainer.*
                      -> texts/TextIdentifier.h
2024-07-20 12:55:17 +00:00

236 lines
5.1 KiB
C++

/*
* CompleteQuest.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 "CompleteQuest.h"
#include "../Behaviors/CaptureObjectsBehavior.h"
#include "../AIGateway.h"
#include "../../../lib/VCMI_Lib.h"
#include "../../../lib/texts/CGeneralTextHandler.h"
namespace NKAI
{
using namespace Goals;
bool isKeyMaster(const QuestInfo & q)
{
return q.obj && (q.obj->ID == Obj::BORDER_GATE || q.obj->ID == Obj::BORDERGUARD);
}
std::string CompleteQuest::toString() const
{
return "Complete quest " + questToString();
}
TGoalVec CompleteQuest::decompose(const Nullkiller * ai) const
{
if(isKeyMaster(q))
{
return missionKeymaster(ai);
}
logAi->debug("Trying to realize quest: %s", questToString());
if(!q.quest->mission.artifacts.empty())
return missionArt(ai);
if(!q.quest->mission.heroes.empty())
return missionHero(ai);
if(!q.quest->mission.creatures.empty())
return missionArmy(ai);
if(q.quest->mission.resources.nonZero())
return missionResources(ai);
if(q.quest->killTarget != ObjectInstanceID::NONE)
return missionDestroyObj(ai);
for(auto & s : q.quest->mission.primary)
if(s)
return missionIncreasePrimaryStat(ai);
if(q.quest->mission.heroLevel > 0)
return missionLevel(ai);
return TGoalVec();
}
bool CompleteQuest::operator==(const CompleteQuest & other) const
{
if(isKeyMaster(q))
{
return isKeyMaster(other.q) && q.obj->subID == other.q.obj->subID;
}
else if(isKeyMaster(other.q))
{
return false;
}
return q.quest->qid == other.q.quest->qid;
}
uint64_t CompleteQuest::getHash() const
{
if(isKeyMaster(q))
{
return q.obj->subID;
}
return q.quest->qid;
}
std::string CompleteQuest::questToString() const
{
if(isKeyMaster(q))
{
return "find " + VLC->generaltexth->tentColors[q.obj->subID] + " keymaster tent";
}
if(q.quest->questName == CQuest::missionName(EQuestMission::NONE))
return "inactive quest";
MetaString ms;
q.quest->getRolloverText(q.obj->cb, ms, false);
return ms.toString();
}
TGoalVec CompleteQuest::tryCompleteQuest(const Nullkiller * ai) const
{
auto paths = ai->pathfinder->getPathInfo(q.obj->visitablePos());
vstd::erase_if(paths, [&](const AIPath & path) -> bool
{
return !q.quest->checkQuest(path.targetHero);
});
return CaptureObjectsBehavior::getVisitGoals(paths, ai, q.obj);
}
TGoalVec CompleteQuest::missionArt(const Nullkiller * ai) const
{
TGoalVec solutions = tryCompleteQuest(ai);
if(!solutions.empty())
return solutions;
CaptureObjectsBehavior findArts;
for(auto art : q.quest->mission.artifacts)
{
solutions.push_back(sptr(CaptureObjectsBehavior().ofType(Obj::ARTIFACT, art)));
}
return solutions;
}
TGoalVec CompleteQuest::missionHero(const Nullkiller * ai) const
{
TGoalVec solutions = tryCompleteQuest(ai);
if(solutions.empty())
{
//rule of a thumb - quest heroes usually are locked in prisons
solutions.push_back(sptr(CaptureObjectsBehavior().ofType(Obj::PRISON)));
}
return solutions;
}
TGoalVec CompleteQuest::missionArmy(const Nullkiller * ai) const
{
auto paths = ai->pathfinder->getPathInfo(q.obj->visitablePos());
vstd::erase_if(paths, [&](const AIPath & path) -> bool
{
return !CQuest::checkMissionArmy(q.quest, path.heroArmy);
});
return CaptureObjectsBehavior::getVisitGoals(paths, ai, q.obj);
}
TGoalVec CompleteQuest::missionIncreasePrimaryStat(const Nullkiller * ai) const
{
return tryCompleteQuest(ai);
}
TGoalVec CompleteQuest::missionLevel(const Nullkiller * ai) const
{
return tryCompleteQuest(ai);
}
TGoalVec CompleteQuest::missionKeymaster(const Nullkiller * ai) const
{
if(isObjectPassable(ai, q.obj))
{
return CaptureObjectsBehavior(q.obj).decompose(ai);
}
else
{
return CaptureObjectsBehavior().ofType(Obj::KEYMASTER, q.obj->subID).decompose(ai);
}
}
TGoalVec CompleteQuest::missionResources(const Nullkiller * ai) const
{
TGoalVec solutions = tryCompleteQuest(ai);
/*auto heroes = cb->getHeroesInfo(); //TODO: choose best / free hero from among many possibilities?
if(heroes.size())
{
if(q.quest->checkQuest(heroes.front())) //it doesn't matter which hero it is
{
return solutions;// ai->ah->howToVisitObj(q.obj);
}
else
{
for(int i = 0; i < q.quest->m7resources.size(); ++i)
{
if(q.quest->m7resources[i])
solutions.push_back(sptr(CollectRes(static_cast<EGameResID>(i), q.quest->m7resources[i])));
}
}
}
else
{
solutions.push_back(sptr(Goals::RecruitHero())); //FIXME: checkQuest requires any hero belonging to player :(
}*/
return solutions;
}
TGoalVec CompleteQuest::missionDestroyObj(const Nullkiller * ai) const
{
auto obj = ai->cb->getObj(q.quest->killTarget);
if(!obj)
return CaptureObjectsBehavior(q.obj).decompose(ai);
auto relations = ai->cb->getPlayerRelations(ai->playerID, obj->tempOwner);
//if(relations == PlayerRelations::SAME_PLAYER)
//{
// auto heroToProtect = cb->getHero(obj->id);
// //solutions.push_back(sptr(GatherArmy().sethero(heroToProtect)));
//}
//else
if(relations == PlayerRelations::ENEMIES)
{
return CaptureObjectsBehavior(obj).decompose(ai);
}
return TGoalVec();
}
}