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https://github.com/vcmi/vcmi.git
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ecaa9f5d0b
* Made most Handlers derived from CHandlerBase and moved service API there. * Declared existing Entity APIs. * Added basic script context caching * Started Lua script module * Started Lua spell effect API * Started script state persistence * Started battle info callback binding * CommitPackage removed * Extracted spells::Caster to own header; Expanded Spell API. * implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C * !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented * Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key) * Re-enabled VERM macros. * !?GM0 added * !?TM implemented * Added !!MF:N * Started !?OB, !!BM, !!HE, !!OW, !!UN * Added basic support of w-variables * Added support for ERM indirect variables * Made !?FU regular trigger * !!re (ERA loop receiver) implemented * Fixed ERM receivers with zero args.
141 lines
4.8 KiB
C++
141 lines
4.8 KiB
C++
#include "StdInc.h"
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#include "MapObjectsEvaluator.h"
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#include "../../lib/GameConstants.h"
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#include "../../lib/VCMI_Lib.h"
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#include "../../lib/CCreatureHandler.h"
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#include "../../lib/CHeroHandler.h"
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#include "../../lib/mapObjects/CGHeroInstance.h"
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#include "../../lib/mapObjects/CGTownInstance.h"
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#include "../../lib/mapObjects/MiscObjects.h"
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#include "../../lib/CRandomGenerator.h"
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#include "../../lib/spells/CSpellHandler.h"
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MapObjectsEvaluator & MapObjectsEvaluator::getInstance()
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{
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static std::unique_ptr<MapObjectsEvaluator> singletonInstance;
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if(singletonInstance == nullptr)
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singletonInstance.reset(new MapObjectsEvaluator());
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return *(singletonInstance.get());
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}
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MapObjectsEvaluator::MapObjectsEvaluator()
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{
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for(auto primaryID : VLC->objtypeh->knownObjects())
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{
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for(auto secondaryID : VLC->objtypeh->knownSubObjects(primaryID))
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{
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auto handler = VLC->objtypeh->getHandlerFor(primaryID, secondaryID);
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if(handler && !handler->isStaticObject())
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{
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if(handler->getAiValue() != boost::none)
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{
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objectDatabase[CompoundMapObjectID(primaryID, secondaryID)] = handler->getAiValue().get();
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}
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else if(VLC->objtypeh->getObjGroupAiValue(primaryID) != boost::none) //if value is not initialized - fallback to default value for this object family if it exists
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{
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objectDatabase[CompoundMapObjectID(primaryID, secondaryID)] = VLC->objtypeh->getObjGroupAiValue(primaryID).get();
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}
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else //some default handling when aiValue not found, objects that require advanced properties (unavailable from handler) get their value calculated in getObjectValue
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{
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objectDatabase[CompoundMapObjectID(primaryID, secondaryID)] = 0;
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}
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}
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}
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}
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}
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boost::optional<int> MapObjectsEvaluator::getObjectValue(int primaryID, int secondaryID) const
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{
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CompoundMapObjectID internalIdentifier = CompoundMapObjectID(primaryID, secondaryID);
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auto object = objectDatabase.find(internalIdentifier);
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if(object != objectDatabase.end())
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return object->second;
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logGlobal->trace("Unknown object for AI, ID: " + std::to_string(primaryID) + ", SubID: " + std::to_string(secondaryID));
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return boost::optional<int>();
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}
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boost::optional<int> MapObjectsEvaluator::getObjectValue(const CGObjectInstance * obj) const
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{
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if(obj->ID == Obj::HERO)
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{
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//special case handling: in-game heroes have hero ID as object subID, but when reading configs available hero object subID's are hero classes
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auto hero = dynamic_cast<const CGHeroInstance*>(obj);
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return getObjectValue(obj->ID, hero->type->heroClass->getIndex());
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}
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else if(obj->ID == Obj::PRISON)
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{
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//special case: in-game prison subID is captured hero ID, but config has one subID with index 0 for normal prison - use that one
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return getObjectValue(obj->ID, 0);
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}
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else if(obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4)
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{
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auto dwelling = dynamic_cast<const CGDwelling *>(obj);
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int aiValue = 0;
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for(auto & creLevel : dwelling->creatures)
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{
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for(auto & creatureID : creLevel.second)
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{
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auto creature = VLC->creh->objects[creatureID];
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aiValue += (creature->AIValue * creature->growth);
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}
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}
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return aiValue;
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}
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else if(obj->ID == Obj::ARTIFACT)
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{
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auto artifactObject = dynamic_cast<const CGArtifact *>(obj);
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switch(artifactObject->storedArtifact->artType->aClass)
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{
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case CArtifact::EartClass::ART_TREASURE:
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return 2000;
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case CArtifact::EartClass::ART_MINOR:
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return 5000;
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case CArtifact::EartClass::ART_MAJOR:
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return 10000;
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case CArtifact::EartClass::ART_RELIC:
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return 20000;
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case CArtifact::EartClass::ART_SPECIAL:
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return 20000;
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default:
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return 0; //invalid artifact class
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}
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}
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else if(obj->ID == Obj::SPELL_SCROLL)
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{
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auto scrollObject = dynamic_cast<const CGArtifact *>(obj);
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auto spell = scrollObject->storedArtifact->getGivenSpellID().toSpell();
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if(spell)
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{
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switch(spell->getLevel())
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{
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case 0: return 0; //scroll with creature ability? Let's assume it is useless
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case 1: return 1000;
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case 2: return 2000;
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case 3: return 5000;
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case 4: return 10000;
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case 5: return 20000;
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default: logAi->warn("AI detected spell scroll with spell level %s", spell->getLevel());
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}
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}
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else
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logAi->warn("AI found spell scroll with invalid spell ID: %s", scrollObject->storedArtifact->getGivenSpellID());
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}
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return getObjectValue(obj->ID, obj->subID);
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}
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void MapObjectsEvaluator::addObjectData(int primaryID, int secondaryID, int value) //by current design it updates value if already in AI database
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{
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CompoundMapObjectID internalIdentifier = CompoundMapObjectID(primaryID, secondaryID);
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objectDatabase[internalIdentifier] = value;
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}
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void MapObjectsEvaluator::removeObjectData(int primaryID, int secondaryID)
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{
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CompoundMapObjectID internalIdentifier = CompoundMapObjectID(primaryID, secondaryID);
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vstd::erase_if_present(objectDatabase, internalIdentifier);
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}
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