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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.
189 lines
4.1 KiB
C++
189 lines
4.1 KiB
C++
/*
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* AbstractGoal.cpp, 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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#include "StdInc.h"
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#include "AbstractGoal.h"
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#include "../VCAI.h"
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#include "../AIhelper.h"
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#include "../FuzzyHelper.h"
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#include "../ResourceManager.h"
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#include "../BuildingManager.h"
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#include "../../../lib/mapping/CMap.h" //for victory conditions
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#include "../../../lib/CPathfinder.h"
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#include "../../../lib/StringConstants.h"
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extern boost::thread_specific_ptr<CCallback> cb;
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extern boost::thread_specific_ptr<VCAI> ai;
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extern FuzzyHelper * fh;
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using namespace Goals;
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TSubgoal Goals::sptr(const AbstractGoal & tmp)
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{
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TSubgoal ptr;
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ptr.reset(tmp.clone());
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return ptr;
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}
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std::string AbstractGoal::name() const //TODO: virtualize
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{
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std::string desc;
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switch(goalType)
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{
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case INVALID:
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return "INVALID";
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case WIN:
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return "WIN";
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case CONQUER:
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return "CONQUER";
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case BUILD:
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return "BUILD";
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case EXPLORE:
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desc = "EXPLORE";
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break;
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case GATHER_ARMY:
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desc = "GATHER ARMY";
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break;
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case BUY_ARMY:
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return "BUY ARMY";
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break;
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case BOOST_HERO:
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desc = "BOOST_HERO (unsupported)";
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break;
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case RECRUIT_HERO:
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return "RECRUIT HERO";
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case BUILD_STRUCTURE:
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return "BUILD STRUCTURE";
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case COLLECT_RES:
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desc = "COLLECT RESOURCE " + GameConstants::RESOURCE_NAMES[resID] + " (" + boost::lexical_cast<std::string>(value) + ")";
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break;
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case TRADE:
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{
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auto obj = cb->getObjInstance(ObjectInstanceID(objid));
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if (obj)
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desc = (boost::format("TRADE %d of %s at %s") % value % GameConstants::RESOURCE_NAMES[resID] % obj->getObjectName()).str();
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}
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break;
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case GATHER_TROOPS:
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desc = "GATHER TROOPS";
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break;
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case VISIT_OBJ:
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{
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auto obj = cb->getObjInstance(ObjectInstanceID(objid));
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if(obj)
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desc = "VISIT OBJ " + obj->getObjectName();
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}
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break;
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case FIND_OBJ:
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desc = "FIND OBJ " + boost::lexical_cast<std::string>(objid);
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break;
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case VISIT_HERO:
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{
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auto obj = cb->getObjInstance(ObjectInstanceID(objid));
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if(obj)
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desc = "VISIT HERO " + obj->getObjectName();
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}
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break;
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case GET_ART_TYPE:
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desc = "GET ARTIFACT OF TYPE " + VLC->artifacts()->getByIndex(aid)->getName();
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break;
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case VISIT_TILE:
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desc = "VISIT TILE " + tile.toString();
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break;
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case CLEAR_WAY_TO:
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desc = "CLEAR WAY TO " + tile.toString();
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break;
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case DIG_AT_TILE:
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desc = "DIG AT TILE " + tile.toString();
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break;
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default:
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return boost::lexical_cast<std::string>(goalType);
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}
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if(hero.get(true)) //FIXME: used to crash when we lost hero and failed goal
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desc += " (" + hero->name + ")";
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return desc;
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}
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bool AbstractGoal::operator==(const AbstractGoal & g) const
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{
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return false;
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}
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bool AbstractGoal::operator<(AbstractGoal & g) //for std::unique
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{
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//TODO: make sure it gets goals consistent with == operator
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if (goalType < g.goalType)
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return true;
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if (goalType > g.goalType)
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return false;
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if (hero < g.hero)
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return true;
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if (hero > g.hero)
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return false;
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if (tile < g.tile)
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return true;
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if (g.tile < tile)
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return false;
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if (objid < g.objid)
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return true;
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if (objid > g.objid)
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return false;
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if (town < g.town)
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return true;
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if (town > g.town)
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return false;
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if (value < g.value)
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return true;
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if (value > g.value)
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return false;
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if (priority < g.priority)
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return true;
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if (priority > g.priority)
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return false;
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if (resID < g.resID)
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return true;
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if (resID > g.resID)
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return false;
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if (bid < g.bid)
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return true;
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if (bid > g.bid)
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return false;
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if (aid < g.aid)
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return true;
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if (aid > g.aid)
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return false;
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return false;
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}
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//TODO: find out why the following are not generated automatically on MVS?
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bool TSubgoal::operator==(const TSubgoal & rhs) const
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{
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return *get() == *rhs.get(); //comparison for Goals is overloaded, so they don't need to be identical to match
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}
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bool TSubgoal::operator<(const TSubgoal & rhs) const
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{
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return get() < rhs.get(); //compae by value
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}
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bool AbstractGoal::invalid() const
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{
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return goalType == EGoals::INVALID;
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}
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void AbstractGoal::accept(VCAI * ai)
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{
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ai->tryRealize(*this);
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}
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float AbstractGoal::accept(FuzzyHelper * f)
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{
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return f->evaluate(*this);
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}
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