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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/GameLibrary.h"
- #include "../../../lib/texts/CGeneralTextHandler.h"
- namespace NKAI
- {
- 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 Nullkiller * ai) const
- {
- if(isKeyMaster(q))
- {
- return missionKeymaster(ai);
- }
- logAi->debug("Trying to realize quest: %s", questToString());
-
- if(!q.quest->mission.artifacts.empty())
- return missionArt(ai);
- if(!q.quest->mission.heroes.empty())
- return missionHero(ai);
- if(!q.quest->mission.creatures.empty())
- return missionArmy(ai);
- if(q.quest->mission.resources.nonZero())
- return missionResources(ai);
- if(q.quest->killTarget != ObjectInstanceID::NONE)
- return missionDestroyObj(ai);
- for(auto & s : q.quest->mission.primary)
- if(s)
- return missionIncreasePrimaryStat(ai);
- if(q.quest->mission.heroLevel > 0)
- return missionLevel(ai);
- 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 " + LIBRARY->generaltexth->tentColors[q.obj->subID] + " keymaster tent";
- }
- if(q.quest->questName == CQuest::missionName(EQuestMission::NONE))
- return "inactive quest";
- MetaString ms;
- q.quest->getRolloverText(q.obj->cb, ms, false);
- return ms.toString();
- }
- TGoalVec CompleteQuest::tryCompleteQuest(const Nullkiller * ai) const
- {
- auto paths = ai->pathfinder->getPathInfo(q.obj->visitablePos());
- vstd::erase_if(paths, [&](const AIPath & path) -> bool
- {
- return !q.quest->checkQuest(path.targetHero);
- });
-
- return CaptureObjectsBehavior::getVisitGoals(paths, ai, q.obj);
- }
- TGoalVec CompleteQuest::missionArt(const Nullkiller * ai) const
- {
- TGoalVec solutions = tryCompleteQuest(ai);
- if(!solutions.empty())
- return solutions;
- CaptureObjectsBehavior findArts;
- for(auto art : q.quest->mission.artifacts)
- {
- solutions.push_back(sptr(CaptureObjectsBehavior().ofType(Obj::ARTIFACT, art)));
- }
- return solutions;
- }
- TGoalVec CompleteQuest::missionHero(const Nullkiller * ai) const
- {
- TGoalVec solutions = tryCompleteQuest(ai);
- 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 Nullkiller * ai) const
- {
- auto paths = ai->pathfinder->getPathInfo(q.obj->visitablePos());
- vstd::erase_if(paths, [&](const AIPath & path) -> bool
- {
- return !CQuest::checkMissionArmy(q.quest, path.heroArmy);
- });
- return CaptureObjectsBehavior::getVisitGoals(paths, ai, q.obj);
- }
- TGoalVec CompleteQuest::missionIncreasePrimaryStat(const Nullkiller * ai) const
- {
- return tryCompleteQuest(ai);
- }
- TGoalVec CompleteQuest::missionLevel(const Nullkiller * ai) const
- {
- return tryCompleteQuest(ai);
- }
- TGoalVec CompleteQuest::missionKeymaster(const Nullkiller * ai) const
- {
- if(isObjectPassable(ai, q.obj))
- {
- return CaptureObjectsBehavior(q.obj).decompose(ai);
- }
- else
- {
- return CaptureObjectsBehavior().ofType(Obj::KEYMASTER, q.obj->subID).decompose(ai);
- }
- }
- TGoalVec CompleteQuest::missionResources(const Nullkiller * ai) const
- {
- TGoalVec solutions = tryCompleteQuest(ai);
- /*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(static_cast<EGameResID>(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 Nullkiller * ai) const
- {
- auto obj = ai->cb->getObj(q.quest->killTarget);
- if(!obj)
- return CaptureObjectsBehavior(q.obj).decompose(ai);
- auto relations = ai->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(ai);
- }
- return TGoalVec();
- }
- }
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