CompleteQuest.cpp 4.8 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 "../AIGateway.h"
  14. #include "../../../lib/GameLibrary.h"
  15. #include "../../../lib/mapObjects/CQuest.h"
  16. #include "../../../lib/texts/CGeneralTextHandler.h"
  17. namespace NKAI
  18. {
  19. using namespace Goals;
  20. bool isKeyMaster(const QuestInfo & q)
  21. {
  22. auto object = q.getObject(cb);
  23. return object && (object->ID == Obj::BORDER_GATE || object->ID == Obj::BORDERGUARD);
  24. }
  25. std::string CompleteQuest::toString() const
  26. {
  27. return "Complete quest " + questToString();
  28. }
  29. TGoalVec CompleteQuest::decompose(const Nullkiller * ai) const
  30. {
  31. if(isKeyMaster(q))
  32. {
  33. return missionKeymaster(ai);
  34. }
  35. logAi->debug("Trying to realize quest: %s", questToString());
  36. auto quest = q.getQuest(cb);
  37. if(!quest->mission.artifacts.empty())
  38. return missionArt(ai);
  39. if(!quest->mission.heroes.empty())
  40. return missionHero(ai);
  41. if(!quest->mission.creatures.empty())
  42. return missionArmy(ai);
  43. if(quest->mission.resources.nonZero())
  44. return missionResources(ai);
  45. if(quest->killTarget != ObjectInstanceID::NONE)
  46. return missionDestroyObj(ai);
  47. for(auto & s : quest->mission.primary)
  48. if(s)
  49. return missionIncreasePrimaryStat(ai);
  50. if(quest->mission.heroLevel > 0)
  51. return missionLevel(ai);
  52. return TGoalVec();
  53. }
  54. bool CompleteQuest::operator==(const CompleteQuest & other) const
  55. {
  56. if(isKeyMaster(q))
  57. {
  58. return isKeyMaster(other.q) && q.getObject(cb)->subID == other.q.getObject(cb)->subID;
  59. }
  60. else if(isKeyMaster(other.q))
  61. {
  62. return false;
  63. }
  64. return q.getQuest(cb) == other.q.getQuest(cb);
  65. }
  66. uint64_t CompleteQuest::getHash() const
  67. {
  68. if(isKeyMaster(q))
  69. {
  70. return q.getObject(cb)->subID;
  71. }
  72. return q.getObject(cb)->id.getNum();
  73. }
  74. std::string CompleteQuest::questToString() const
  75. {
  76. if(isKeyMaster(q))
  77. {
  78. return "find " + LIBRARY->generaltexth->tentColors[q.getObject(cb)->subID] + " keymaster tent";
  79. }
  80. if(q.getQuest(cb)->questName == CQuest::missionName(EQuestMission::NONE))
  81. return "inactive quest";
  82. MetaString ms;
  83. q.getQuest(cb)->getRolloverText(cb, ms, false);
  84. return ms.toString();
  85. }
  86. TGoalVec CompleteQuest::tryCompleteQuest(const Nullkiller * ai) const
  87. {
  88. auto paths = ai->pathfinder->getPathInfo(q.getObject(cb)->visitablePos());
  89. vstd::erase_if(paths, [&](const AIPath & path) -> bool
  90. {
  91. return !q.getQuest(cb)->checkQuest(path.targetHero);
  92. });
  93. return CaptureObjectsBehavior::getVisitGoals(paths, ai, q.getObject(cb));
  94. }
  95. TGoalVec CompleteQuest::missionArt(const Nullkiller * ai) const
  96. {
  97. TGoalVec solutions = tryCompleteQuest(ai);
  98. if(!solutions.empty())
  99. return solutions;
  100. CaptureObjectsBehavior findArts;
  101. for(auto art : q.getQuest(cb)->mission.artifacts)
  102. {
  103. solutions.push_back(sptr(CaptureObjectsBehavior().ofType(Obj::ARTIFACT, art.getNum())));
  104. }
  105. return solutions;
  106. }
  107. TGoalVec CompleteQuest::missionHero(const Nullkiller * ai) const
  108. {
  109. TGoalVec solutions = tryCompleteQuest(ai);
  110. if(solutions.empty())
  111. {
  112. //rule of a thumb - quest heroes usually are locked in prisons
  113. solutions.push_back(sptr(CaptureObjectsBehavior().ofType(Obj::PRISON)));
  114. }
  115. return solutions;
  116. }
  117. TGoalVec CompleteQuest::missionArmy(const Nullkiller * ai) const
  118. {
  119. auto paths = ai->pathfinder->getPathInfo(q.getObject(cb)->visitablePos());
  120. vstd::erase_if(paths, [&](const AIPath & path) -> bool
  121. {
  122. return !CQuest::checkMissionArmy(q.getQuest(cb), path.heroArmy);
  123. });
  124. return CaptureObjectsBehavior::getVisitGoals(paths, ai, q.getObject(cb));
  125. }
  126. TGoalVec CompleteQuest::missionIncreasePrimaryStat(const Nullkiller * ai) const
  127. {
  128. return tryCompleteQuest(ai);
  129. }
  130. TGoalVec CompleteQuest::missionLevel(const Nullkiller * ai) const
  131. {
  132. return tryCompleteQuest(ai);
  133. }
  134. TGoalVec CompleteQuest::missionKeymaster(const Nullkiller * ai) const
  135. {
  136. if(isObjectPassable(ai, q.getObject(cb)))
  137. {
  138. return CaptureObjectsBehavior(q.getObject(cb)).decompose(ai);
  139. }
  140. else
  141. {
  142. return CaptureObjectsBehavior().ofType(Obj::KEYMASTER, q.getObject(cb)->subID).decompose(ai);
  143. }
  144. }
  145. TGoalVec CompleteQuest::missionResources(const Nullkiller * ai) const
  146. {
  147. TGoalVec solutions = tryCompleteQuest(ai);
  148. return solutions;
  149. }
  150. TGoalVec CompleteQuest::missionDestroyObj(const Nullkiller * ai) const
  151. {
  152. auto obj = ai->cb->getObj(q.getQuest(cb)->killTarget);
  153. if(!obj)
  154. return CaptureObjectsBehavior(q.getObject(cb)).decompose(ai);
  155. auto relations = ai->cb->getPlayerRelations(ai->playerID, obj->tempOwner);
  156. //if(relations == PlayerRelations::SAME_PLAYER)
  157. //{
  158. // auto heroToProtect = cb->getHero(obj->id);
  159. // //solutions.push_back(sptr(GatherArmy().sethero(heroToProtect)));
  160. //}
  161. //else
  162. if(relations == PlayerRelations::ENEMIES)
  163. {
  164. return CaptureObjectsBehavior(obj).decompose(ai);
  165. }
  166. return TGoalVec();
  167. }
  168. }