1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146
|
/*
* MapObjectsEvaluator.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 "MapObjectsEvaluator.h"
#include "../../lib/GameConstants.h"
#include "../../lib/VCMI_Lib.h"
#include "../../lib/CCreatureHandler.h"
#include "../../lib/mapObjects/CompoundMapObjectID.h"
#include "../../lib/mapObjectConstructors/AObjectTypeHandler.h"
#include "../../lib/mapObjects/CGHeroInstance.h"
#include "../../lib/mapObjects/CGTownInstance.h"
#include "../../lib/mapObjects/MiscObjects.h"
#include "../../lib/CRandomGenerator.h"
#include "../../lib/spells/CSpellHandler.h"
MapObjectsEvaluator & MapObjectsEvaluator::getInstance()
{
static std::unique_ptr<MapObjectsEvaluator> singletonInstance;
if(singletonInstance == nullptr)
singletonInstance.reset(new MapObjectsEvaluator());
return *(singletonInstance.get());
}
MapObjectsEvaluator::MapObjectsEvaluator()
{
for(auto primaryID : VLC->objtypeh->knownObjects())
{
for(auto secondaryID : VLC->objtypeh->knownSubObjects(primaryID))
{
auto handler = VLC->objtypeh->getHandlerFor(primaryID, secondaryID);
if(handler && !handler->isStaticObject())
{
if(handler->getAiValue() != std::nullopt)
{
objectDatabase[CompoundMapObjectID(primaryID, secondaryID)] = handler->getAiValue().value();
}
else //some default handling when aiValue not found, objects that require advanced properties (unavailable from handler) get their value calculated in getObjectValue
{
objectDatabase[CompoundMapObjectID(primaryID, secondaryID)] = 0;
}
}
}
}
}
std::optional<int> MapObjectsEvaluator::getObjectValue(int primaryID, int secondaryID) const
{
CompoundMapObjectID internalIdentifier = CompoundMapObjectID(primaryID, secondaryID);
auto object = objectDatabase.find(internalIdentifier);
if(object != objectDatabase.end())
return object->second;
logGlobal->trace("Unknown object for AI, ID: " + std::to_string(primaryID) + ", SubID: " + std::to_string(secondaryID));
return std::optional<int>();
}
std::optional<int> MapObjectsEvaluator::getObjectValue(const CGObjectInstance * obj) const
{
if(obj->ID == Obj::HERO)
{
//special case handling: in-game heroes have hero ID as object subID, but when reading configs available hero object subID's are hero classes
auto hero = dynamic_cast<const CGHeroInstance*>(obj);
return getObjectValue(obj->ID, hero->getHeroClassID());
}
else if(obj->ID == Obj::PRISON)
{
//special case: in-game prison subID is captured hero ID, but config has one subID with index 0 for normal prison - use that one
return getObjectValue(obj->ID, 0);
}
else if(obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4)
{
auto dwelling = dynamic_cast<const CGDwelling *>(obj);
int aiValue = 0;
for(auto & creLevel : dwelling->creatures)
{
for(auto & creatureID : creLevel.second)
{
auto creature = VLC->creatures()->getById(creatureID);
aiValue += (creature->getAIValue() * creature->getGrowth());
}
}
return aiValue;
}
else if(obj->ID == Obj::ARTIFACT)
{
auto artifactObject = dynamic_cast<const CGArtifact *>(obj);
switch(artifactObject->storedArtifact->getType()->aClass)
{
case CArtifact::EartClass::ART_TREASURE:
return 2000;
case CArtifact::EartClass::ART_MINOR:
return 5000;
case CArtifact::EartClass::ART_MAJOR:
return 10000;
case CArtifact::EartClass::ART_RELIC:
return 20000;
case CArtifact::EartClass::ART_SPECIAL:
return 20000;
default:
return 0; //invalid artifact class
}
}
else if(obj->ID == Obj::SPELL_SCROLL)
{
auto scrollObject = dynamic_cast<const CGArtifact *>(obj);
auto spell = scrollObject->storedArtifact->getScrollSpellID().toSpell();
if(spell)
{
switch(spell->getLevel())
{
case 0: return 0; //scroll with creature ability? Let's assume it is useless
case 1: return 1000;
case 2: return 2000;
case 3: return 5000;
case 4: return 10000;
case 5: return 20000;
default: logAi->warn("AI detected spell scroll with spell level %s", spell->getLevel());
}
}
else
logAi->warn("AI found spell scroll with invalid spell ID: %s", scrollObject->storedArtifact->getScrollSpellID());
}
return getObjectValue(obj->ID, obj->subID);
}
void MapObjectsEvaluator::addObjectData(int primaryID, int secondaryID, int value) //by current design it updates value if already in AI database
{
CompoundMapObjectID internalIdentifier = CompoundMapObjectID(primaryID, secondaryID);
objectDatabase[internalIdentifier] = value;
}
void MapObjectsEvaluator::removeObjectData(int primaryID, int secondaryID)
{
CompoundMapObjectID internalIdentifier = CompoundMapObjectID(primaryID, secondaryID);
vstd::erase_if_present(objectDatabase, internalIdentifier);
}
|