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365 lines
11 KiB
C++
365 lines
11 KiB
C++
#pragma once
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#include "../../lib/VCMI_Lib.h"
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#include "../../lib/CObjectHandler.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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/*
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* Goals.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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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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struct AbstractGoal;
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class VisitTile;
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typedef std::shared_ptr<Goals::AbstractGoal> TSubgoal;
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typedef std::vector<TSubgoal> TGoalVec;
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enum EGoals
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{
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INVALID = -1,
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WIN, DO_NOT_LOSE, CONQUER, BUILD, //build needs to get a real reasoning
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EXPLORE, GATHER_ARMY, 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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OBJECT_GOALS_BEGIN,
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GET_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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//BUILD_STRUCTURE,
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ISSUE_COMMAND,
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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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};
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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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TSubgoal sptr(const AbstractGoal & tmp);
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class 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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AbstractGoal (EGoals goal = INVALID) : goalType (goal)
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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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tile = int3(-1, -1, -1);
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town = nullptr;
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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 {return const_cast<AbstractGoal*>(this);};
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virtual TGoalVec getAllPossibleSubgoals() {TGoalVec vec; return vec;};
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virtual TSubgoal whatToDoToAchieve() {return sptr(AbstractGoal());};
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EGoals goalType;
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std::string name() const;
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virtual std::string completeMessage() const {return "This goal is unspecified!";};
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bool invalid() const;
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static TSubgoal goVisitOrLookFor(const CGObjectInstance *obj); //if obj is nullptr, then we'll explore
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static TSubgoal lookForArtSmart(int aid); //checks non-standard ways of obtaining art (merchants, quests, etc.)
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static TSubgoal tryRecruitHero();
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///Visitor pattern
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//TODO: make accept work for 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== (AbstractGoal &g)
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{
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return false;
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}
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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;
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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 & isElementar & isAbstract & priority;
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h & value & resID & objid & aid & tile & hero & town & bid;
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}
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};
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template <typename T> class CGoal : public AbstractGoal
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{
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public:
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CGoal<T> (EGoals goal = INVALID) : AbstractGoal (goal)
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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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tile = int3(-1, -1, -1);
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town = nullptr;
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}
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//virtual TSubgoal whatToDoToAchieve() override; //can't have virtual and template class at once
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OSETTER(bool, isElementar)
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OSETTER(bool, isAbstract)
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OSETTER(float, priority)
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OSETTER(int, value)
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OSETTER(int, resID)
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OSETTER(int, objid)
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OSETTER(int, aid)
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OSETTER(int3, tile)
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OSETTER(HeroPtr, hero)
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OSETTER(CGTownInstance *, town)
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OSETTER(int, bid)
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void accept (VCAI * ai) override;
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float accept (FuzzyHelper * f) override;
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//float importanceWhenLocked() const override;
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CGoal<T> * clone() const override
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{
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return new T(static_cast<T const&>(*this)); //casting enforces template instantiation
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}
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TSubgoal iAmElementar()
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{
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setisElementar(true);
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shared_ptr<AbstractGoal> ptr;
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ptr.reset(clone());
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return ptr;
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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 & static_cast<AbstractGoal&> (*this);
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//h & goalType & isElementar & isAbstract & priority;
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//h & value & resID & objid & aid & tile & hero & town & bid;
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}
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};
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class Invalid : public CGoal<Invalid>
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{
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public:
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Invalid() : CGoal (Goals::INVALID) {priority = -1e10;};
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TGoalVec getAllPossibleSubgoals() override {return TGoalVec();};
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TSubgoal whatToDoToAchieve() override;
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};
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class Win : public CGoal<Win>
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{
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public:
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Win() : CGoal (Goals::WIN) {priority = 100;};
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TGoalVec getAllPossibleSubgoals() override {return TGoalVec();};
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TSubgoal whatToDoToAchieve() override;
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};
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class NotLose : public CGoal<NotLose>
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{
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public:
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NotLose() : CGoal (Goals::DO_NOT_LOSE) {priority = 100;};
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TGoalVec getAllPossibleSubgoals() override {return TGoalVec();};
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TSubgoal whatToDoToAchieve() override;
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};
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class Conquer : public CGoal<Conquer>
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{
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public:
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Conquer() : CGoal (Goals::CONQUER) {priority = 10;};
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TGoalVec getAllPossibleSubgoals() override;
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TSubgoal whatToDoToAchieve() override;
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};
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class Build : public CGoal<Build>
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{
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public:
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Build() : CGoal (Goals::BUILD) {priority = 1;};
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TGoalVec getAllPossibleSubgoals() override {return TGoalVec();};
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TSubgoal whatToDoToAchieve() override;
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};
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class Explore : public CGoal<Explore>
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{
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public:
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Explore() : CGoal (Goals::EXPLORE){priority = 1;};
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Explore(HeroPtr h) : CGoal (Goals::EXPLORE){hero = h;};
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TGoalVec getAllPossibleSubgoals() override;
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TSubgoal whatToDoToAchieve() override;
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std::string completeMessage() const override;
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bool fulfillsMe (TSubgoal goal) override;
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};
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class GatherArmy : public CGoal<GatherArmy>
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{
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private:
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GatherArmy() : CGoal (Goals::GATHER_ARMY){};
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public:
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GatherArmy(int val) : CGoal (Goals::GATHER_ARMY){value = val; priority = 2.5;};
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TGoalVec getAllPossibleSubgoals() override;
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TSubgoal whatToDoToAchieve() override;
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std::string completeMessage() const override;
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};
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class BoostHero : public CGoal<BoostHero>
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{
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public:
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BoostHero() : CGoal (Goals::INVALID){priority = -1e10;}; //TODO
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TGoalVec getAllPossibleSubgoals() override {return TGoalVec();};
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TSubgoal whatToDoToAchieve() override;
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};
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class RecruitHero : public CGoal<RecruitHero>
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{
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public:
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RecruitHero() : CGoal (Goals::RECRUIT_HERO){priority = 1;};
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TGoalVec getAllPossibleSubgoals() override {return TGoalVec();};
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TSubgoal whatToDoToAchieve() override;
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};
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class BuildThis : public CGoal<BuildThis>
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{
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private:
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BuildThis() : CGoal (Goals::BUILD_STRUCTURE){};
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public:
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BuildThis(BuildingID Bid, const CGTownInstance *tid) : CGoal (Goals::BUILD_STRUCTURE) {bid = Bid; town = tid; priority = 5;};
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BuildThis(BuildingID Bid) : CGoal (Goals::BUILD_STRUCTURE) {bid = Bid; priority = 5;};
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TGoalVec getAllPossibleSubgoals() override {return TGoalVec();};
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TSubgoal whatToDoToAchieve() override;
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};
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class CollectRes : public CGoal<CollectRes>
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{
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private:
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CollectRes() : CGoal (Goals::COLLECT_RES){};
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public:
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CollectRes(int rid, int val) : CGoal (Goals::COLLECT_RES) {resID = rid; value = val; priority = 2;};
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TGoalVec getAllPossibleSubgoals() override {return TGoalVec();};
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TSubgoal whatToDoToAchieve() override;
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};
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class GatherTroops : public CGoal<GatherTroops>
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{
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private:
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GatherTroops() : CGoal (Goals::GATHER_TROOPS){priority = 2;};
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public:
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GatherTroops(int type, int val) : CGoal (Goals::GATHER_TROOPS){objid = type; value = val; priority = 2;};
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TGoalVec getAllPossibleSubgoals() override {return TGoalVec();};
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TSubgoal whatToDoToAchieve() override;
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};
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class GetObj : public CGoal<GetObj>
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{
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private:
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GetObj() {}; // empty constructor not allowed
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public:
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GetObj(int Objid) : CGoal(Goals::GET_OBJ) {objid = Objid; priority = 3;};
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TGoalVec getAllPossibleSubgoals() override {return TGoalVec();};
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TSubgoal whatToDoToAchieve() override;
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bool operator== (GetObj &g) {return g.objid == objid;}
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bool fulfillsMe (TSubgoal goal) override;
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std::string completeMessage() const override;
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};
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class FindObj : public CGoal<FindObj>
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{
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private:
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FindObj() {}; // empty constructor not allowed
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public:
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FindObj(int ID) : CGoal(Goals::FIND_OBJ) {objid = ID; priority = 1;};
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FindObj(int ID, int subID) : CGoal(Goals::FIND_OBJ) {objid = ID; resID = subID; priority = 1;};
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TGoalVec getAllPossibleSubgoals() override {return TGoalVec();};
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TSubgoal whatToDoToAchieve() override;
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};
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class VisitHero : public CGoal<VisitHero>
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{
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private:
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VisitHero() : CGoal (Goals::VISIT_HERO){};
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public:
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VisitHero(int hid) : CGoal (Goals::VISIT_HERO){objid = hid; priority = 4;};
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TGoalVec getAllPossibleSubgoals() override {return TGoalVec();};
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TSubgoal whatToDoToAchieve() override;
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bool operator== (VisitHero &g) {return g.objid == objid;}
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bool fulfillsMe (TSubgoal goal) override;
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std::string completeMessage() const override;
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};
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class GetArtOfType : public CGoal<GetArtOfType>
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{
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private:
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GetArtOfType() : CGoal (Goals::GET_ART_TYPE){};
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public:
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GetArtOfType(int type) : CGoal (Goals::GET_ART_TYPE){aid = type; priority = 2;};
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TGoalVec getAllPossibleSubgoals() override {return TGoalVec();};
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TSubgoal whatToDoToAchieve() override;
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};
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class VisitTile : public CGoal<VisitTile>
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//tile, in conjunction with hero elementar; assumes tile is reachable
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{
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private:
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VisitTile() {}; // empty constructor not allowed
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public:
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VisitTile(int3 Tile) : CGoal (Goals::VISIT_TILE) {tile = Tile; priority = 5;};
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TGoalVec getAllPossibleSubgoals() override;
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TSubgoal whatToDoToAchieve() override;
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bool operator== (VisitTile &g) {return g.tile == tile;}
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std::string completeMessage() const override;
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};
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class ClearWayTo : public CGoal<ClearWayTo>
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{
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public:
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ClearWayTo(int3 Tile) : CGoal (Goals::CLEAR_WAY_TO) {tile = Tile; priority = 5;};
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TGoalVec getAllPossibleSubgoals() override;
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TSubgoal whatToDoToAchieve() override;
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bool operator== (ClearWayTo &g) {return g.tile == tile;}
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};
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class DigAtTile : public CGoal<DigAtTile>
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//elementar with hero on tile
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{
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private:
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DigAtTile() : CGoal (Goals::DIG_AT_TILE){};
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public:
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DigAtTile(int3 Tile) : CGoal (Goals::DIG_AT_TILE) {tile = Tile; priority = 20;};
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TGoalVec getAllPossibleSubgoals() override {return TGoalVec();};
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TSubgoal whatToDoToAchieve() override;
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bool operator== (DigAtTile &g) {return g.tile == tile;}
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};
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class CIssueCommand : public CGoal<CIssueCommand>
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{
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std::function<bool()> command;
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public:
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CIssueCommand(std::function<bool()> _command): CGoal(ISSUE_COMMAND), command(_command) {priority = 1e10;};
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TGoalVec getAllPossibleSubgoals() override {return TGoalVec();};
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TSubgoal whatToDoToAchieve() override;
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};
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}
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