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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/VCMI_Lib.h"
 
- #include "../../../lib/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 " + VLC->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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