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vcmi/AI/VCAI/Goals/AbstractGoal.cpp
AlexVinS ecaa9f5d0b Entities redesign and a few ERM features
* 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.
2021-02-14 19:05:43 +03:00

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4.1 KiB
C++

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