CompleteQuest.cpp 4.6 KB

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  1. /*
  2. * CompleteQuest.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CompleteQuest.h"
  12. #include "../Behaviors/CaptureObjectsBehavior.h"
  13. #include "../VCAI.h"
  14. #include "../../../lib/mapping/CMap.h" //for victory conditions
  15. #include "../../../lib/CPathfinder.h"
  16. extern boost::thread_specific_ptr<CCallback> cb;
  17. extern boost::thread_specific_ptr<VCAI> ai;
  18. using namespace Goals;
  19. std::string CompleteQuest::toString() const
  20. {
  21. return "Complete quest " + questToString();
  22. }
  23. TGoalVec CompleteQuest::decompose() const
  24. {
  25. if(q.obj && (q.obj->ID == Obj::BORDER_GATE || q.obj->ID == Obj::BORDERGUARD))
  26. {
  27. return missionKeymaster();
  28. }
  29. logAi->debug("Trying to realize quest: %s", questToString());
  30. switch(q.quest->missionType)
  31. {
  32. case CQuest::MISSION_ART:
  33. return missionArt();
  34. case CQuest::MISSION_HERO:
  35. return missionHero();
  36. case CQuest::MISSION_ARMY:
  37. return missionArmy();
  38. case CQuest::MISSION_RESOURCES:
  39. return missionResources();
  40. case CQuest::MISSION_KILL_HERO:
  41. case CQuest::MISSION_KILL_CREATURE:
  42. return missionDestroyObj();
  43. case CQuest::MISSION_PRIMARY_STAT:
  44. return missionIncreasePrimaryStat();
  45. case CQuest::MISSION_LEVEL:
  46. return missionLevel();
  47. case CQuest::MISSION_PLAYER:
  48. if(ai->playerID.getNum() != q.quest->m13489val)
  49. logAi->debug("Can't be player of color %d", q.quest->m13489val);
  50. break;
  51. case CQuest::MISSION_KEYMASTER:
  52. return missionKeymaster();
  53. } //end of switch
  54. return TGoalVec();
  55. }
  56. bool CompleteQuest::operator==(const CompleteQuest & other) const
  57. {
  58. return q.quest->qid == other.q.quest->qid;
  59. }
  60. std::string CompleteQuest::questToString() const
  61. {
  62. if(q.quest->missionType == CQuest::MISSION_NONE)
  63. return "inactive quest";
  64. MetaString ms;
  65. q.quest->getRolloverText(ms, false);
  66. return ms.toString();
  67. }
  68. TGoalVec CompleteQuest::tryCompleteQuest() const
  69. {
  70. TGoalVec solutions;
  71. auto tasks = CaptureObjectsBehavior(q.obj).decompose();
  72. for(auto task : tasks)
  73. {
  74. if(task->hero && q.quest->checkQuest(task->hero.get()))
  75. {
  76. solutions.push_back(task);
  77. }
  78. }
  79. return solutions;
  80. }
  81. TGoalVec CompleteQuest::missionArt() const
  82. {
  83. TGoalVec solutions = tryCompleteQuest();
  84. if(!solutions.empty())
  85. return solutions;
  86. CaptureObjectsBehavior findArts;
  87. for(auto art : q.quest->m5arts)
  88. {
  89. solutions.push_back(sptr(CaptureObjectsBehavior().ofType(Obj::ARTIFACT, art)));
  90. }
  91. return solutions;
  92. }
  93. TGoalVec CompleteQuest::missionHero() const
  94. {
  95. TGoalVec solutions = tryCompleteQuest();
  96. if(solutions.empty())
  97. {
  98. //rule of a thumb - quest heroes usually are locked in prisons
  99. return CaptureObjectsBehavior().ofType(Obj::PRISON).decompose();
  100. }
  101. return solutions;
  102. }
  103. TGoalVec CompleteQuest::missionArmy() const
  104. {
  105. TGoalVec solutions = tryCompleteQuest();
  106. if(!solutions.empty())
  107. return solutions;
  108. /*
  109. for(auto creature : q.quest->m6creatures)
  110. {
  111. solutions.push_back(sptr(GatherTroops(creature.type->idNumber, creature.count)));
  112. }*/
  113. return solutions;
  114. }
  115. TGoalVec CompleteQuest::missionIncreasePrimaryStat() const
  116. {
  117. return tryCompleteQuest();
  118. }
  119. TGoalVec CompleteQuest::missionLevel() const
  120. {
  121. return tryCompleteQuest();
  122. }
  123. TGoalVec CompleteQuest::missionKeymaster() const
  124. {
  125. if(isObjectPassable(q.obj))
  126. {
  127. return CaptureObjectsBehavior(q.obj).decompose();
  128. }
  129. else
  130. {
  131. return CaptureObjectsBehavior().ofType(Obj::KEYMASTER, q.obj->subID).decompose();
  132. }
  133. }
  134. TGoalVec CompleteQuest::missionResources() const
  135. {
  136. TGoalVec solutions;
  137. /*auto heroes = cb->getHeroesInfo(); //TODO: choose best / free hero from among many possibilities?
  138. if(heroes.size())
  139. {
  140. if(q.quest->checkQuest(heroes.front())) //it doesn't matter which hero it is
  141. {
  142. return solutions;// ai->ah->howToVisitObj(q.obj);
  143. }
  144. else
  145. {
  146. for(int i = 0; i < q.quest->m7resources.size(); ++i)
  147. {
  148. if(q.quest->m7resources[i])
  149. solutions.push_back(sptr(CollectRes(i, q.quest->m7resources[i])));
  150. }
  151. }
  152. }
  153. else
  154. {
  155. solutions.push_back(sptr(Goals::RecruitHero())); //FIXME: checkQuest requires any hero belonging to player :(
  156. }*/
  157. return solutions;
  158. }
  159. TGoalVec CompleteQuest::missionDestroyObj() const
  160. {
  161. auto obj = cb->getObjByQuestIdentifier(q.quest->m13489val);
  162. if(!obj)
  163. return CaptureObjectsBehavior(q.obj).decompose();
  164. auto relations = cb->getPlayerRelations(ai->playerID, obj->tempOwner);
  165. //if(relations == PlayerRelations::SAME_PLAYER)
  166. //{
  167. // auto heroToProtect = cb->getHero(obj->id);
  168. // //solutions.push_back(sptr(GatherArmy().sethero(heroToProtect)));
  169. //}
  170. //else
  171. if(relations == PlayerRelations::ENEMIES)
  172. {
  173. return CaptureObjectsBehavior(obj).decompose();
  174. }
  175. return TGoalVec();
  176. }