mirror of
https://github.com/vcmi/vcmi.git
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276 lines
5.7 KiB
C++
276 lines
5.7 KiB
C++
/*
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* CompleteQuest.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 "Goals.h"
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#include "../VCAI.h"
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#include "../FuzzyHelper.h"
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#include "../AIhelper.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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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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bool CompleteQuest::operator==(const CompleteQuest & other) const
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{
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return q.quest->qid == other.q.quest->qid;
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}
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TGoalVec CompleteQuest::getAllPossibleSubgoals()
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{
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TGoalVec solutions;
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if(q.quest->missionType && q.quest->progress != CQuest::COMPLETE)
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{
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logAi->debug("Trying to realize quest: %s", questToString());
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switch(q.quest->missionType)
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{
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case CQuest::MISSION_ART:
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return missionArt();
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case CQuest::MISSION_HERO:
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return missionHero();
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case CQuest::MISSION_ARMY:
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return missionArmy();
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case CQuest::MISSION_RESOURCES:
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return missionResources();
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case CQuest::MISSION_KILL_HERO:
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case CQuest::MISSION_KILL_CREATURE:
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return missionDestroyObj();
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case CQuest::MISSION_PRIMARY_STAT:
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return missionIncreasePrimaryStat();
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case CQuest::MISSION_LEVEL:
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return missionLevel();
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case CQuest::MISSION_PLAYER:
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if(ai->playerID.getNum() != q.quest->m13489val)
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logAi->debug("Can't be player of color %d", q.quest->m13489val);
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break;
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case CQuest::MISSION_KEYMASTER:
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return missionKeymaster();
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} //end of switch
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}
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return TGoalVec();
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}
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TSubgoal CompleteQuest::whatToDoToAchieve()
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{
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if(q.quest->missionType == CQuest::MISSION_NONE)
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{
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throw cannotFulfillGoalException("Can not complete inactive quest");
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}
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TGoalVec solutions = getAllPossibleSubgoals();
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if(solutions.empty())
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throw cannotFulfillGoalException("Can not complete quest " + questToString());
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TSubgoal result = fh->chooseSolution(solutions);
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logAi->trace(
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"Returning %s, tile: %s, objid: %d, hero: %s",
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result->name(),
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result->tile.toString(),
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result->objid,
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result->hero.validAndSet() ? result->hero->name : "not specified");
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return result;
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}
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std::string CompleteQuest::name() const
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{
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return "CompleteQuest";
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}
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std::string CompleteQuest::completeMessage() const
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{
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return "Completed quest " + questToString();
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}
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std::string CompleteQuest::questToString() const
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{
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if(q.quest->missionType == CQuest::MISSION_NONE)
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return "inactive quest";
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MetaString ms;
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q.quest->getRolloverText(ms, false);
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return ms.toString();
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}
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TGoalVec CompleteQuest::tryCompleteQuest() const
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{
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TGoalVec solutions;
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auto heroes = cb->getHeroesInfo(); //TODO: choose best / free hero from among many possibilities?
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for(auto hero : heroes)
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{
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if(q.quest->checkQuest(hero))
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{
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vstd::concatenate(solutions, ai->ah->howToVisitObj(hero, ObjectIdRef(q.obj->id)));
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}
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}
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return solutions;
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}
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TGoalVec CompleteQuest::missionArt() const
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{
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TGoalVec solutions = tryCompleteQuest();
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if(!solutions.empty())
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return solutions;
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for(auto art : q.quest->m5arts)
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{
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solutions.push_back(sptr(GetArtOfType(art))); //TODO: transport?
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}
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return solutions;
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}
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TGoalVec CompleteQuest::missionHero() const
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{
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TGoalVec solutions = tryCompleteQuest();
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if(solutions.empty())
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{
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//rule of a thumb - quest heroes usually are locked in prisons
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solutions.push_back(sptr(FindObj(Obj::PRISON)));
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}
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return solutions;
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}
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TGoalVec CompleteQuest::missionArmy() const
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{
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TGoalVec solutions = tryCompleteQuest();
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if(!solutions.empty())
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return solutions;
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for(auto creature : q.quest->m6creatures)
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{
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solutions.push_back(sptr(GatherTroops(creature.type->idNumber, creature.count)));
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}
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return solutions;
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}
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TGoalVec CompleteQuest::missionIncreasePrimaryStat() const
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{
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TGoalVec solutions = tryCompleteQuest();
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if(solutions.empty())
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{
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for(int i = 0; i < q.quest->m2stats.size(); ++i)
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{
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// TODO: library, school and other boost objects
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logAi->debug("Don't know how to increase primary stat %d", i);
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}
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}
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return solutions;
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}
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TGoalVec CompleteQuest::missionLevel() const
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{
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TGoalVec solutions = tryCompleteQuest();
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if(solutions.empty())
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{
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logAi->debug("Don't know how to reach hero level %d", q.quest->m13489val);
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}
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return solutions;
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}
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TGoalVec CompleteQuest::missionKeymaster() const
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{
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TGoalVec solutions = tryCompleteQuest();
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if(solutions.empty())
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{
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solutions.push_back(sptr(Goals::FindObj(Obj::KEYMASTER, q.obj->subID)));
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}
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return solutions;
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}
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TGoalVec CompleteQuest::missionResources() const
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{
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TGoalVec solutions;
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auto heroes = cb->getHeroesInfo(); //TODO: choose best / free hero from among many possibilities?
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if(heroes.size())
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{
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if(q.quest->checkQuest(heroes.front())) //it doesn't matter which hero it is
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{
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return ai->ah->howToVisitObj(q.obj);
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}
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else
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{
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for(int i = 0; i < q.quest->m7resources.size(); ++i)
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{
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if(q.quest->m7resources[i])
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solutions.push_back(sptr(CollectRes(i, q.quest->m7resources[i])));
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}
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}
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}
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else
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{
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solutions.push_back(sptr(Goals::RecruitHero())); //FIXME: checkQuest requires any hero belonging to player :(
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}
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return solutions;
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}
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TGoalVec CompleteQuest::missionDestroyObj() const
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{
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TGoalVec solutions;
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auto obj = cb->getObjByQuestIdentifier(q.quest->m13489val);
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if(!obj)
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return ai->ah->howToVisitObj(q.obj);
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if(obj->ID == Obj::HERO)
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{
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auto relations = cb->getPlayerRelations(ai->playerID, obj->tempOwner);
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if(relations == PlayerRelations::SAME_PLAYER)
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{
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auto heroToProtect = cb->getHero(obj->id);
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solutions.push_back(sptr(GatherArmy().sethero(heroToProtect)));
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}
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else if(relations == PlayerRelations::ENEMIES)
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{
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solutions = ai->ah->howToVisitObj(obj);
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}
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}
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return solutions;
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} |