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							- #include "StdInc.h"
 
- #include "MapObjectsEvaluator.h"
 
- #include "../../lib/GameConstants.h"
 
- #include "../../lib/VCMI_Lib.h"
 
- #include "../../lib/CCreatureHandler.h"
 
- #include "../../lib/CHeroHandler.h"
 
- #include "../../lib/mapObjects/CGHeroInstance.h"
 
- #include "../../lib/mapObjects/CGTownInstance.h"
 
- #include "../../lib/mapObjects/MiscObjects.h"
 
- #include "../../lib/CRandomGenerator.h"
 
- #include "../../lib/spells/CSpellHandler.h"
 
- MapObjectsEvaluator & MapObjectsEvaluator::getInstance()
 
- {
 
- 	static std::unique_ptr<MapObjectsEvaluator> singletonInstance;
 
- 	if(singletonInstance == nullptr)
 
- 		singletonInstance.reset(new MapObjectsEvaluator());
 
- 	return *(singletonInstance.get());
 
- }
 
- MapObjectsEvaluator::MapObjectsEvaluator()
 
- {
 
- 	for(auto primaryID : VLC->objtypeh->knownObjects())
 
- 	{
 
- 		for(auto secondaryID : VLC->objtypeh->knownSubObjects(primaryID))
 
- 		{
 
- 			auto handler = VLC->objtypeh->getHandlerFor(primaryID, secondaryID);
 
- 			if(!handler->isStaticObject())
 
- 			{
 
- 				if(handler->getAiValue() != boost::none)
 
- 				{
 
- 					objectDatabase[CompoundMapObjectID(primaryID, secondaryID)] = handler->getAiValue().get();
 
- 				}
 
- 				else if(VLC->objtypeh->getObjGroupAiValue(primaryID) != boost::none) //if value is not initialized - fallback to default value for this object family if it exists
 
- 				{
 
- 					objectDatabase[CompoundMapObjectID(primaryID, secondaryID)] = VLC->objtypeh->getObjGroupAiValue(primaryID).get();
 
- 				}
 
- 				else //some default handling when aiValue not found, objects that require advanced properties (unavailable from handler) get their value calculated in getObjectValue
 
- 				{
 
- 					objectDatabase[CompoundMapObjectID(primaryID, secondaryID)] = 0;
 
- 				}
 
- 			}
 
- 		}	
 
- 	}
 
- }
 
- boost::optional<int> MapObjectsEvaluator::getObjectValue(int primaryID, int secondaryID) const
 
- {
 
- 	CompoundMapObjectID internalIdentifier = CompoundMapObjectID(primaryID, secondaryID);
 
- 	auto object = objectDatabase.find(internalIdentifier);
 
- 	if(object != objectDatabase.end())
 
- 		return object->second;
 
- 	logGlobal->trace("Unknown object for AI, ID: " + std::to_string(primaryID) + ", SubID: " + std::to_string(secondaryID));
 
- 	return boost::optional<int>();
 
- }
 
- boost::optional<int> MapObjectsEvaluator::getObjectValue(const CGObjectInstance * obj) const
 
- {
 
- 	if(obj->ID == Obj::HERO)
 
- 	{
 
- 		//special case handling: in-game heroes have hero ID as object subID, but when reading configs available hero object subID's are hero classes
 
- 		auto hero = dynamic_cast<const CGHeroInstance*>(obj);
 
- 		return getObjectValue(obj->ID, hero->type->heroClass->id);
 
- 	}
 
- 	else if(obj->ID == Obj::PRISON)
 
- 	{
 
- 		//special case: in-game prison subID is captured hero ID, but config has one subID with index 0 for normal prison - use that one
 
- 		return getObjectValue(obj->ID, 0);
 
- 	}
 
- 	else if(obj->ID == Obj::CREATURE_GENERATOR1 || obj->ID == Obj::CREATURE_GENERATOR4)
 
- 	{
 
- 		auto dwelling = dynamic_cast<const CGDwelling *>(obj);
 
- 		int aiValue = 0;
 
- 		for(auto & creLevel : dwelling->creatures)
 
- 		{
 
- 			for(auto & creatureID : creLevel.second)
 
- 			{
 
- 				auto creature = VLC->creh->creatures[creatureID];
 
- 				aiValue += (creature->AIValue * creature->growth);
 
- 			}
 
- 		}
 
- 		return aiValue;
 
- 	}
 
- 	else if(obj->ID == Obj::ARTIFACT)
 
- 	{
 
- 		auto artifactObject = dynamic_cast<const CGArtifact *>(obj);
 
- 		switch(artifactObject->storedArtifact->artType->aClass)
 
- 		{
 
- 		case CArtifact::EartClass::ART_TREASURE:
 
- 			return 2000;
 
- 		case CArtifact::EartClass::ART_MINOR:
 
- 			return 5000;
 
- 		case CArtifact::EartClass::ART_MAJOR:
 
- 			return 10000;
 
- 		case CArtifact::EartClass::ART_RELIC:
 
- 			return 20000;
 
- 		case CArtifact::EartClass::ART_SPECIAL:
 
- 			return 20000;
 
- 		default:
 
- 			return 0; //invalid artifact class
 
- 		}
 
- 	}
 
- 	else if(obj->ID == Obj::SPELL_SCROLL)
 
- 	{
 
- 		auto scrollObject = dynamic_cast<const CGArtifact *>(obj);
 
- 		auto spell = scrollObject->storedArtifact->getGivenSpellID().toSpell();
 
- 		if(spell)
 
- 		{
 
- 			switch(spell->getLevel())
 
- 			{
 
- 			case 0: return 0; //scroll with creature ability? Let's assume it is useless
 
- 			case 1: return 1000;
 
- 			case 2: return 2000;
 
- 			case 3: return 5000;
 
- 			case 4: return 10000;
 
- 			case 5: return 20000;
 
- 			default: logAi->warn("AI detected spell scroll with spell level %s", spell->getLevel());
 
- 			}
 
- 		}
 
- 		else
 
- 			logAi->warn("AI found spell scroll with invalid spell ID: %s", scrollObject->storedArtifact->getGivenSpellID());
 
- 	}
 
- 	return getObjectValue(obj->ID, obj->subID);
 
- }
 
- void MapObjectsEvaluator::addObjectData(int primaryID, int secondaryID, int value) //by current design it updates value if already in AI database
 
- {
 
- 	CompoundMapObjectID internalIdentifier = CompoundMapObjectID(primaryID, secondaryID);
 
- 	objectDatabase[internalIdentifier] = value;
 
- }
 
- void MapObjectsEvaluator::removeObjectData(int primaryID, int secondaryID)
 
- {
 
- 	CompoundMapObjectID internalIdentifier = CompoundMapObjectID(primaryID, secondaryID);
 
- 	vstd::erase_if_present(objectDatabase, internalIdentifier);
 
- }
 
 
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