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200 lines
4.7 KiB
C++
200 lines
4.7 KiB
C++
/*
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* AbstractGoal.h, 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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#pragma once
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#include "../../../lib/VCMI_Lib.h"
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#include "../../../lib/CBuildingHandler.h"
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#include "../../../lib/CCreatureHandler.h"
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#include "../../../lib/CTownHandler.h"
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#include "../AIUtility.h"
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struct HeroPtr;
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class VCAI;
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class FuzzyHelper;
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namespace Goals
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{
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class AbstractGoal;
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class Explore;
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class RecruitHero;
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class VisitTile;
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class VisitObj;
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class VisitHero;
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class BuildThis;
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class DigAtTile;
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class CollectRes;
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class Build;
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class BuyArmy;
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class BuildBoat;
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class GatherArmy;
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class ClearWayTo;
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class Invalid;
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class Trade;
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class CompleteQuest;
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class AdventureSpellCast;
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enum EGoals
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{
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INVALID = -1,
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WIN, CONQUER, BUILD, //build needs to get a real reasoning
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EXPLORE, GATHER_ARMY,
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BOOST_HERO,
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RECRUIT_HERO,
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BUILD_STRUCTURE, //if hero set, then in visited town
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COLLECT_RES,
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GATHER_TROOPS, // val of creatures with objid
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VISIT_OBJ, //visit or defeat or collect the object
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FIND_OBJ, //find and visit any obj with objid + resid //TODO: consider universal subid for various types (aid, bid)
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VISIT_HERO, //heroes can move around - set goal abstract and track hero every turn
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GET_ART_TYPE,
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VISIT_TILE, //tile, in conjunction with hero elementar; assumes tile is reachable
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CLEAR_WAY_TO,
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DIG_AT_TILE,//elementar with hero on tile
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BUY_ARMY, //at specific town
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TRADE, //val resID at object objid
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BUILD_BOAT,
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COMPLETE_QUEST,
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ADVENTURE_SPELL_CAST
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};
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class DLL_EXPORT TSubgoal : public std::shared_ptr<AbstractGoal>
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{
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public:
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bool operator==(const TSubgoal & rhs) const;
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bool operator<(const TSubgoal & rhs) const;
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//TODO: serialize?
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};
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typedef std::vector<TSubgoal> TGoalVec;
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//method chaining + clone pattern
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#define VSETTER(type, field) virtual AbstractGoal & set ## field(const type &rhs) {field = rhs; return *this;};
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#define OSETTER(type, field) CGoal<T> & set ## field(const type &rhs) override { field = rhs; return *this; };
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#if 0
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#define SETTER
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#endif // _DEBUG
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enum { LOW_PR = -1 };
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DLL_EXPORT TSubgoal sptr(const AbstractGoal & tmp);
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struct DLL_EXPORT EvaluationContext
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{
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float movementCost;
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int manaCost;
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uint64_t danger;
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uint64_t armyLoss;
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uint64_t heroStrength;
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EvaluationContext()
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: movementCost(0.0),
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manaCost(0),
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danger(0),
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armyLoss(0),
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heroStrength(0)
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{
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}
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};
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class DLL_EXPORT AbstractGoal
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{
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public:
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bool isElementar; VSETTER(bool, isElementar)
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bool isAbstract; VSETTER(bool, isAbstract)
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float priority; VSETTER(float, priority)
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int value; VSETTER(int, value)
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int resID; VSETTER(int, resID)
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int objid; VSETTER(int, objid)
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int aid; VSETTER(int, aid)
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int3 tile; VSETTER(int3, tile)
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HeroPtr hero; VSETTER(HeroPtr, hero)
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const CGTownInstance *town; VSETTER(CGTownInstance *, town)
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int bid; VSETTER(int, bid)
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TSubgoal parent; VSETTER(TSubgoal, parent)
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EvaluationContext evaluationContext; VSETTER(EvaluationContext, evaluationContext)
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AbstractGoal(EGoals goal = EGoals::INVALID)
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: goalType(goal), evaluationContext()
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{
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priority = 0;
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isElementar = false;
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isAbstract = false;
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value = 0;
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aid = -1;
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resID = -1;
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objid = -1;
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tile = int3(-1, -1, -1);
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town = nullptr;
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bid = -1;
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}
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virtual ~AbstractGoal() {}
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//FIXME: abstract goal should be abstract, but serializer fails to instantiate subgoals in such case
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virtual AbstractGoal * clone() const
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{
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return const_cast<AbstractGoal *>(this);
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}
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virtual TGoalVec getAllPossibleSubgoals()
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{
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return TGoalVec();
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}
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virtual TSubgoal whatToDoToAchieve()
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{
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return sptr(AbstractGoal());
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}
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EGoals goalType;
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virtual std::string name() const;
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virtual std::string completeMessage() const
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{
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return "This goal is unspecified!";
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}
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bool invalid() const;
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///Visitor pattern
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//TODO: make accept work for std::shared_ptr... somehow
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virtual void accept(VCAI * ai); //unhandled goal will report standard error
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virtual float accept(FuzzyHelper * f);
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virtual bool operator==(const AbstractGoal & g) const;
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bool operator<(AbstractGoal & g); //final
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virtual bool fulfillsMe(Goals::TSubgoal goal) //TODO: multimethod instead of type check
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{
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return false; //use this method to check if goal is fulfilled by another (not equal) goal, operator == is handled spearately
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}
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bool operator!=(const AbstractGoal & g) const
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{
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return !(*this == g);
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}
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template<typename Handler> void serialize(Handler & h, const int version)
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{
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h & goalType;
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h & isElementar;
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h & isAbstract;
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h & priority;
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h & value;
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h & resID;
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h & objid;
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h & aid;
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h & tile;
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h & hero;
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h & town;
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h & bid;
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}
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};
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}
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