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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 "Goals.h"
 
- #include "../VCAI.h"
 
- #include "../FuzzyHelper.h"
 
- #include "../AIhelper.h"
 
- #include "../../../lib/mapObjects/CQuest.h"
 
- using namespace Goals;
 
- bool CompleteQuest::operator==(const CompleteQuest & other) const
 
- {
 
- 	return q.quest->qid == other.q.quest->qid;
 
- }
 
- bool isKeyMaster(const QuestInfo & q)
 
- {
 
- 	return q.obj && (q.obj->ID == Obj::BORDER_GATE || q.obj->ID == Obj::BORDERGUARD);
 
- }
 
- TGoalVec CompleteQuest::getAllPossibleSubgoals()
 
- {
 
- 	TGoalVec solutions;
 
- 	if(!q.quest->isCompleted)
 
- 	{
 
- 		logAi->debug("Trying to realize quest: %s", questToString());
 
- 		
 
- 		if(isKeyMaster(q))
 
- 			return missionKeymaster();
 
- 		if(!q.quest->mission.artifacts.empty())
 
- 			return missionArt();
 
- 		if(!q.quest->mission.heroes.empty())
 
- 			return missionHero();
 
- 		if(!q.quest->mission.creatures.empty())
 
- 			return missionArmy();
 
- 		if(q.quest->mission.resources.nonZero())
 
- 			return missionResources();
 
- 		if(q.quest->killTarget != ObjectInstanceID::NONE)
 
- 			return missionDestroyObj();
 
- 		for(auto & s : q.quest->mission.primary)
 
- 			if(s)
 
- 				return missionIncreasePrimaryStat();
 
- 		if(q.quest->mission.heroLevel > 0)
 
- 			return missionLevel();
 
- 	}
 
- 	return TGoalVec();
 
- }
 
- TSubgoal CompleteQuest::whatToDoToAchieve()
 
- {
 
- 	if(q.quest->mission == Rewardable::Limiter{})
 
- 	{
 
- 		throw cannotFulfillGoalException("Can not complete inactive quest");
 
- 	}
 
- 	TGoalVec solutions = getAllPossibleSubgoals();
 
- 	if(solutions.empty())
 
- 		throw cannotFulfillGoalException("Can not complete quest " + questToString());
 
- 	TSubgoal result = fh->chooseSolution(solutions);
 
- 	logAi->trace(
 
- 		"Returning %s, tile: %s, objid: %d, hero: %s",
 
- 		result->name(),
 
- 		result->tile.toString(),
 
- 		result->objid,
 
- 		result->hero.validAndSet() ? result->hero->getNameTranslated() : "not specified");
 
- 	return result;
 
- }
 
- std::string CompleteQuest::name() const
 
- {
 
- 	return "CompleteQuest";
 
- }
 
- std::string CompleteQuest::completeMessage() const
 
- {
 
- 	return "Completed quest " + questToString();
 
- }
 
- std::string CompleteQuest::questToString() const
 
- {
 
- 	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
 
- {
 
- 	TGoalVec solutions;
 
- 	auto heroes = cb->getHeroesInfo(); //TODO: choose best / free hero from among many possibilities?
 
- 	for(auto hero : heroes)
 
- 	{
 
- 		if(q.quest->checkQuest(hero))
 
- 		{
 
- 			vstd::concatenate(solutions, ai->ah->howToVisitObj(hero, ObjectIdRef(q.obj->id)));
 
- 		}
 
- 	}
 
- 	return solutions;
 
- }
 
- TGoalVec CompleteQuest::missionArt() const
 
- {
 
- 	TGoalVec solutions = tryCompleteQuest();
 
- 	if(!solutions.empty())
 
- 		return solutions;
 
- 	for(auto art : q.quest->mission.artifacts)
 
- 	{
 
- 		solutions.push_back(sptr(GetArtOfType(art))); //TODO: transport?
 
- 	}
 
- 	return solutions;
 
- }
 
- TGoalVec CompleteQuest::missionHero() const
 
- {
 
- 	TGoalVec solutions = tryCompleteQuest();
 
- 	if(solutions.empty())
 
- 	{
 
- 		//rule of a thumb - quest heroes usually are locked in prisons
 
- 		solutions.push_back(sptr(FindObj(Obj::PRISON)));
 
- 	}
 
- 	return solutions;
 
- }
 
- TGoalVec CompleteQuest::missionArmy() const
 
- {
 
- 	TGoalVec solutions = tryCompleteQuest();
 
- 	if(!solutions.empty())
 
- 		return solutions;
 
- 	for(auto creature : q.quest->mission.creatures)
 
- 	{
 
- 		solutions.push_back(sptr(GatherTroops(creature.getId(), creature.count)));
 
- 	}
 
- 	return solutions;
 
- }
 
- TGoalVec CompleteQuest::missionIncreasePrimaryStat() const
 
- {
 
- 	TGoalVec solutions = tryCompleteQuest();
 
- 	if(solutions.empty())
 
- 	{
 
- 		for(int i = 0; i < q.quest->mission.primary.size(); ++i)
 
- 		{
 
- 			// TODO: library, school and other boost objects
 
- 			logAi->debug("Don't know how to increase primary stat %d", i);
 
- 		}
 
- 	}
 
- 	return solutions;
 
- }
 
- TGoalVec CompleteQuest::missionLevel() const
 
- {
 
- 	TGoalVec solutions = tryCompleteQuest();
 
- 	if(solutions.empty())
 
- 	{
 
- 		logAi->debug("Don't know how to reach hero level %d", q.quest->mission.heroLevel);
 
- 	}
 
- 	return solutions;
 
- }
 
- TGoalVec CompleteQuest::missionKeymaster() const
 
- {
 
- 	TGoalVec solutions = tryCompleteQuest();
 
- 	if(solutions.empty())
 
- 	{
 
- 		solutions.push_back(sptr(Goals::FindObj(Obj::KEYMASTER, q.obj->subID)));
 
- 	}
 
- 	return solutions;
 
- }
 
- TGoalVec CompleteQuest::missionResources() const
 
- {
 
- 	TGoalVec solutions;
 
- 	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 ai->ah->howToVisitObj(q.obj);
 
- 		}
 
- 		else
 
- 		{
 
- 			for(int i = 0; i < q.quest->mission.resources.size(); ++i)
 
- 			{
 
- 				if(q.quest->mission.resources[i])
 
- 					solutions.push_back(sptr(CollectRes(static_cast<EGameResID>(i), q.quest->mission.resources[i])));
 
- 			}
 
- 		}
 
- 	}
 
- 	else
 
- 	{
 
- 		solutions.push_back(sptr(Goals::RecruitHero())); //FIXME: checkQuest requires any hero belonging to player :(
 
- 	}
 
- 	return solutions;
 
- }
 
- TGoalVec CompleteQuest::missionDestroyObj() const
 
- {
 
- 	TGoalVec solutions;
 
- 	auto obj = cb->getObj(q.quest->killTarget);
 
- 	if(!obj)
 
- 		return ai->ah->howToVisitObj(q.obj);
 
- 	if(obj->ID == Obj::HERO)
 
- 	{
 
- 		auto relations = 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)
 
- 		{
 
- 			solutions = ai->ah->howToVisitObj(obj);
 
- 		}
 
- 	}
 
- 	return solutions;
 
- }
 
 
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