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# ifndef __CGENIUSAI_H__
# define __CGENIUSAI_H__
# include "Common.h"
# include "BattleLogic.h"
# include "GeneralAI.h"
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# include "../../lib/CondSh.h"
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# include <set>
# include <list>
# include <queue>
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class CBuilding ;
namespace GeniusAI {
enum BattleState
{
NO_BATTLE ,
UPCOMING_BATTLE ,
ONGOING_BATTLE ,
ENDING_BATTLE
} ;
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class Priorities ;
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class CGeniusAI : public CGlobalAI
{
private :
ICallback * m_cb ;
GeniusAI : : BattleAI : : CBattleLogic * m_battleLogic ;
GeniusAI : : GeneralAI : : CGeneralAI m_generalAI ;
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GeniusAI : : Priorities * m_priorities ;
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CondSh < BattleState > m_state ; //are we engaged into battle?
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struct AIObjectContainer
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{
AIObjectContainer ( const CGObjectInstance * o ) : o ( o ) { }
const CGObjectInstance * o ;
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bool operator < ( const AIObjectContainer & b ) const ;
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} ;
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class HypotheticalGameState
{
public :
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struct HeroModel
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{
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HeroModel ( ) { }
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HeroModel ( const CGHeroInstance * h ) ;
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int3 pos ;
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int3 previouslyVisited_pos ;
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int3 interestingPos ;
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bool finished ;
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int remainingMovement ;
const CGHeroInstance * h ;
} ;
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struct TownModel
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{
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TownModel ( const CGTownInstance * t ) ;
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const CGTownInstance * t ;
std : : vector < std : : pair < ui32 , std : : vector < ui32 > > > creaturesToRecruit ;
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CCreatureSet creaturesInGarrison ; //type, num
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bool hasBuilt ;
} ;
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HypotheticalGameState ( ) { }
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HypotheticalGameState ( CGeniusAI & ai ) ;
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void update ( CGeniusAI & ai ) ;
CGeniusAI * AI ;
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std : : vector < const CGHeroInstance * > AvailableHeroesToBuy ;
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std : : vector < int > resourceAmounts ;
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std : : vector < HeroModel > heroModels ;
std : : vector < TownModel > townModels ;
std : : set < AIObjectContainer > knownVisitableObjects ;
} ;
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class AIObjective
{
public :
enum Type
{
//hero objectives
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visit , //done TODO: upon visit friendly hero, trade
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attack , //done
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//flee,
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dismissUnits ,
dismissYourself ,
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rearangeTroops ,
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finishTurn , //done //uses up remaining motion to get somewhere interesting.
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//town objectives
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recruitHero , //done
buildBuilding , //done
recruitCreatures , //done
upgradeCreatures //done
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} ;
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CGeniusAI * AI ;
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Type type ;
virtual void fulfill ( CGeniusAI & , HypotheticalGameState & hgs ) = 0 ;
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virtual HypotheticalGameState pretend ( const HypotheticalGameState & ) = 0 ;
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virtual void print ( ) const = 0 ;
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virtual float getValue ( ) const = 0 ; //how much is it worth to the AI to achieve
} ;
class HeroObjective : public AIObjective
{
public :
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HypotheticalGameState hgs ;
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int3 pos ;
const CGObjectInstance * object ;
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mutable std : : vector < HypotheticalGameState : : HeroModel * > whoCanAchieve ;
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//HeroObjective(){}
//HeroObjective(Type t):object(NULL){type = t;}
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HeroObjective ( const HypotheticalGameState & hgs , Type t , const CGObjectInstance * object , HypotheticalGameState : : HeroModel * h , CGeniusAI * AI ) ;
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bool operator < ( const HeroObjective & other ) const ;
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void fulfill ( CGeniusAI & , HypotheticalGameState & hgs ) ;
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HypotheticalGameState pretend ( const HypotheticalGameState & hgs ) { return hgs ; } ;
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float getValue ( ) const ;
void print ( ) const ;
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private :
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mutable float _value ;
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mutable float _cost ;
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} ;
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//town objectives
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//recruitHero
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//buildBuilding
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//recruitCreatures
//upgradeCreatures
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class TownObjective : public AIObjective
{
public :
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HypotheticalGameState hgs ;
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HypotheticalGameState : : TownModel * whichTown ;
int which ; //which hero, which building, which creature,
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TownObjective ( const HypotheticalGameState & hgs , Type t , HypotheticalGameState : : TownModel * tn , int Which , CGeniusAI * AI ) ;
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bool operator < ( const TownObjective & other ) const ;
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void fulfill ( CGeniusAI & , HypotheticalGameState & hgs ) ;
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HypotheticalGameState pretend ( const HypotheticalGameState & hgs ) { return hgs ; } ;
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float getValue ( ) const ;
void print ( ) const ;
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private :
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mutable float _value ;
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mutable float _cost ;
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} ;
class AIObjectivePtrCont
{
public :
AIObjectivePtrCont ( ) : obj ( NULL ) { }
AIObjectivePtrCont ( AIObjective * obj ) : obj ( obj ) { } ;
AIObjective * obj ;
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bool operator < ( const AIObjectivePtrCont & other ) const { return obj - > getValue ( ) < other . obj - > getValue ( ) ; }
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} ;
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HypotheticalGameState trueGameState ;
AIObjective * getBestObjective ( ) ;
void addHeroObjectives ( HypotheticalGameState : : HeroModel & h , HypotheticalGameState & hgs ) ;
void addTownObjectives ( HypotheticalGameState : : TownModel & h , HypotheticalGameState & hgs ) ;
void fillObjectiveQueue ( HypotheticalGameState & hgs ) ;
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void reportResources ( ) ;
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void startFirstTurn ( ) ;
std : : map < int , bool > isHeroStrong ; //hero
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std : : set < AIObjectContainer > knownVisitableObjects ;
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std : : set < HeroObjective > currentHeroObjectives ; //can be fulfilled right now
std : : set < TownObjective > currentTownObjectives ;
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std : : vector < AIObjectivePtrCont > objectiveQueue ;
public :
CGeniusAI ( ) ;
virtual ~ CGeniusAI ( ) ;
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virtual void init ( ICallback * CB ) ;
virtual void yourTurn ( ) ;
virtual void heroKilled ( const CGHeroInstance * ) ;
virtual void heroCreated ( const CGHeroInstance * ) ;
virtual void heroMoved ( const TryMoveHero & ) ;
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virtual void heroPrimarySkillChanged ( const CGHeroInstance * hero , int which , si64 val ) { } ;
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virtual void showSelDialog ( std : : string text , std : : vector < CSelectableComponent * > & components , int askID ) { } ;
virtual void showBlockingDialog ( const std : : string & text , const std : : vector < Component > & components , ui32 askID , const int soundID , bool selection , bool cancel ) ; //Show a dialog, player must take decision. If selection then he has to choose between one of given components, if cancel he is allowed to not choose. After making choice, CCallback::selectionMade should be called with number of selected component (1 - n) or 0 for cancel (if allowed) and askID.
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virtual void tileRevealed ( int3 pos ) ;
virtual void tileHidden ( int3 pos ) ;
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virtual void heroGotLevel ( const CGHeroInstance * hero , int pskill , std : : vector < ui16 > & skills , boost : : function < void ( ui32 ) > & callback ) ;
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virtual void showGarrisonDialog ( const CArmedInstance * up , const CGHeroInstance * down , bool removableUnits , boost : : function < void ( ) > & onEnd ) ;
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virtual void playerBlocked ( int reason ) ;
virtual void objectRemoved ( const CGObjectInstance * obj ) ; //eg. collected resource, picked artifact, beaten hero
virtual void newObject ( const CGObjectInstance * obj ) ; //eg. ship built in shipyard
// battle
virtual void actionFinished ( const BattleAction * action ) ; //occurs AFTER every action taken by any stack or by the hero
virtual void actionStarted ( const BattleAction * action ) ; //occurs BEFORE every action taken by any stack or by the hero
virtual void battleAttack ( BattleAttack * ba ) ; //called when stack is performing attack
virtual void battleStacksAttacked ( std : : set < BattleStackAttacked > & bsa ) ; //called when stack receives damage (after battleAttack())
virtual void battleEnd ( BattleResult * br ) ;
virtual void battleNewRound ( int round ) ; //called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
virtual void battleStackMoved ( int ID , int dest , int distance , bool end ) ;
virtual void battleSpellCast ( SpellCast * sc ) ;
virtual void battleStart ( CCreatureSet * army1 , CCreatureSet * army2 , int3 tile , CGHeroInstance * hero1 , CGHeroInstance * hero2 , bool side ) ; //called by engine when battle starts; side=0 - left, side=1 - right
virtual void battlefieldPrepared ( int battlefieldType , std : : vector < CObstacle * > obstacles ) ; //called when battlefield is prepared, prior the battle beginning
//
virtual void battleStackMoved ( int ID , int dest , bool startMoving , bool endMoving ) ;
virtual void battleStackAttacking ( int ID , int dest ) ;
virtual void battleStackIsAttacked ( int ID , int dmg , int killed , int IDby , bool byShooting ) ;
virtual BattleAction activeStack ( int stackID ) ;
void battleResultsApplied ( ) ;
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friend class Priorities ;
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} ;
}
# endif // __CGENIUSAI_H__