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/*
* CompleteQuest.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 "CompleteQuest.h"
#include "../Behaviors/CaptureObjectsBehavior.h"
#include "../AIGateway.h"
#include "../../../lib/mapping/CMap.h" //for victory conditions
#include "../../../lib/CPathfinder.h"
#include "../../../lib/VCMI_Lib.h"
#include "../../../lib/CGeneralTextHandler.h"
namespace NKAI
{
extern boost::thread_specific_ptr<CCallback> cb;
extern boost::thread_specific_ptr<AIGateway> ai;
using namespace Goals;
bool isKeyMaster(const QuestInfo & q)
{
return q.obj && (q.obj->ID == Obj::BORDER_GATE || q.obj->ID == Obj::BORDERGUARD);
}
std::string CompleteQuest::toString() const
{
return "Complete quest " + questToString();
}
TGoalVec CompleteQuest::decompose() const
{
if(isKeyMaster(q))
{
return missionKeymaster();
}
logAi->debug("Trying to realize quest: %s", questToString());
switch(q.quest->missionType)
{
case CQuest::MISSION_ART:
return missionArt();
case CQuest::MISSION_HERO:
return missionHero();
case CQuest::MISSION_ARMY:
return missionArmy();
case CQuest::MISSION_RESOURCES:
return missionResources();
case CQuest::MISSION_KILL_HERO:
case CQuest::MISSION_KILL_CREATURE:
return missionDestroyObj();
case CQuest::MISSION_PRIMARY_STAT:
return missionIncreasePrimaryStat();
case CQuest::MISSION_LEVEL:
return missionLevel();
case CQuest::MISSION_PLAYER:
if(ai->playerID.getNum() != q.quest->m13489val)
logAi->debug("Can't be player of color %d", q.quest->m13489val);
break;
case CQuest::MISSION_KEYMASTER:
return missionKeymaster();
} //end of switch
return TGoalVec();
}
bool CompleteQuest::operator==(const CompleteQuest & other) const
{
if(isKeyMaster(q))
{
return isKeyMaster(other.q) && q.obj->subID == other.q.obj->subID;
}
else if(isKeyMaster(other.q))
{
return false;
}
return q.quest->qid == other.q.quest->qid;
}
uint64_t CompleteQuest::getHash() const
{
if(isKeyMaster(q))
{
return q.obj->subID;
}
return q.quest->qid;
}
std::string CompleteQuest::questToString() const
{
if(isKeyMaster(q))
{
return "find " + VLC->generaltexth->tentColors[q.obj->subID] + " keymaster tent";
}
if(q.quest->missionType == CQuest::MISSION_NONE)
return "inactive quest";
MetaString ms;
q.quest->getRolloverText(ms, false);
return ms.toString();
}
TGoalVec CompleteQuest::tryCompleteQuest() const
{
auto paths = ai->nullkiller->pathfinder->getPathInfo(q.obj->visitablePos());
vstd::erase_if(paths, [&](const AIPath & path) -> bool
{
return !q.quest->checkQuest(path.targetHero);
});
return CaptureObjectsBehavior::getVisitGoals(paths, q.obj);
}
TGoalVec CompleteQuest::missionArt() const
{
TGoalVec solutions = tryCompleteQuest();
if(!solutions.empty())
return solutions;
CaptureObjectsBehavior findArts;
for(auto art : q.quest->m5arts)
{
solutions.push_back(sptr(CaptureObjectsBehavior().ofType(Obj::ARTIFACT, art)));
}
return solutions;
}
TGoalVec CompleteQuest::missionHero() const
{
TGoalVec solutions = tryCompleteQuest();
if(solutions.empty())
{
//rule of a thumb - quest heroes usually are locked in prisons
solutions.push_back(sptr(CaptureObjectsBehavior().ofType(Obj::PRISON)));
}
return solutions;
}
TGoalVec CompleteQuest::missionArmy() const
{
auto paths = ai->nullkiller->pathfinder->getPathInfo(q.obj->visitablePos());
vstd::erase_if(paths, [&](const AIPath & path) -> bool
{
return !CQuest::checkMissionArmy(q.quest, path.heroArmy);
});
return CaptureObjectsBehavior::getVisitGoals(paths, q.obj);
}
TGoalVec CompleteQuest::missionIncreasePrimaryStat() const
{
return tryCompleteQuest();
}
TGoalVec CompleteQuest::missionLevel() const
{
return tryCompleteQuest();
}
TGoalVec CompleteQuest::missionKeymaster() const
{
if(isObjectPassable(q.obj))
{
return CaptureObjectsBehavior(q.obj).decompose();
}
else
{
return CaptureObjectsBehavior().ofType(Obj::KEYMASTER, q.obj->subID).decompose();
}
}
TGoalVec CompleteQuest::missionResources() const
{
TGoalVec solutions = tryCompleteQuest();
/*auto heroes = cb->getHeroesInfo(); //TODO: choose best / free hero from among many possibilities?
if(heroes.size())
{
if(q.quest->checkQuest(heroes.front())) //it doesn't matter which hero it is
{
return solutions;// ai->ah->howToVisitObj(q.obj);
}
else
{
for(int i = 0; i < q.quest->m7resources.size(); ++i)
{
if(q.quest->m7resources[i])
solutions.push_back(sptr(CollectRes(i, q.quest->m7resources[i])));
}
}
}
else
{
solutions.push_back(sptr(Goals::RecruitHero())); //FIXME: checkQuest requires any hero belonging to player :(
}*/
return solutions;
}
TGoalVec CompleteQuest::missionDestroyObj() const
{
auto obj = cb->getObjByQuestIdentifier(q.quest->m13489val);
if(!obj)
return CaptureObjectsBehavior(q.obj).decompose();
auto relations = cb->getPlayerRelations(ai->playerID, obj->tempOwner);
//if(relations == PlayerRelations::SAME_PLAYER)
//{
// auto heroToProtect = cb->getHero(obj->id);
// //solutions.push_back(sptr(GatherArmy().sethero(heroToProtect)));
//}
//else
if(relations == PlayerRelations::ENEMIES)
{
return CaptureObjectsBehavior(obj).decompose();
}
return TGoalVec();
}
}
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