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vcmi/AI/VCAI/VCAI.h

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#pragma once
#include "../../lib/AI_Base.h"
#include "../../CCallback.h"
#include "../../lib/CObjectHandler.h"
#include "../../lib/CThreadHelper.h"
#include "../../lib/VCMI_Lib.h"
#include "../../lib/CBuildingHandler.h"
#include "../../lib/CCreatureHandler.h"
#include "../../lib/CTownHandler.h"
#include "../../lib/CSpellHandler.h"
#include "../../lib/CObjectHandler.h"
#include "../../lib/Connection.h"
#include "../../lib/CGameState.h"
#include "../../lib/Map/CMap.h"
#include "../../lib/NetPacks.h"
#include "../../lib/CondSh.h"
#include "../../lib/CStopWatch.h"
struct QuestInfo;
typedef const int3& crint3;
typedef const std::string& crstring;
//provisional class for AI to store a reference to an owned hero object
//checks if it's valid on access, should be used in place of const CGHeroInstance*
struct HeroPtr
{
const CGHeroInstance *h;
int hid; //hero id (object subID or type ID)
public:
std::string name;
HeroPtr();
HeroPtr(const CGHeroInstance *H);
~HeroPtr();
operator bool() const
{
return validAndSet();
}
bool operator<(const HeroPtr &rhs) const;
const CGHeroInstance *operator->() const;
const CGHeroInstance *operator*() const; //not that consistent with -> but all interfaces use CGHeroInstance*, so it's convenient
const CGHeroInstance *get(bool doWeExpectNull = false) const;
bool validAndSet() const;
};
enum BattleState
{
NO_BATTLE,
UPCOMING_BATTLE,
ONGOING_BATTLE,
ENDING_BATTLE
};
class AIStatus
{
boost::mutex mx;
boost::condition_variable cv;
BattleState battle;
std::map<int, std::string> remainingQueries;
std::map<int, int> requestToQueryID; //IDs of answer-requests sent to server => query ids (so we can match answer confirmation from server to the query)
bool havingTurn;
public:
AIStatus();
~AIStatus();
void setBattle(BattleState BS);
BattleState getBattle();
void addQuery(int ID, std::string description);
void removeQuery(int ID);
int getQueriesCount();
void startedTurn();
void madeTurn();
void waitTillFree();
bool haveTurn();
void attemptedAnsweringQuery(int queryID, int answerRequestID);
void receivedAnswerConfirmation(int answerRequestID, int result);
};
enum EGoals
{
INVALID = -1,
WIN, DO_NOT_LOSE, CONQUER, BUILD, //build needs to get a real reasoning
EXPLORE, GATHER_ARMY, BOOST_HERO,
RECRUIT_HERO,
BUILD_STRUCTURE, //if hero set, then in visited town
COLLECT_RES,
GATHER_TROOPS, // val of creatures with objid
OBJECT_GOALS_BEGIN,
GET_OBJ, //visit or defeat or collect the object
FIND_OBJ, //find and visit any obj with objid + resid //TODO: consider universal subid for various types (aid, bid)
VISIT_HERO, //heroes can move around - set goal abstract and track hero every turn
GET_ART_TYPE,
//BUILD_STRUCTURE,
ISSUE_COMMAND,
VISIT_TILE, //tile, in conjunction with hero elementar; assumes tile is reachable
CLEAR_WAY_TO,
DIG_AT_TILE //elementar with hero on tile
};
struct CGoal;
typedef CGoal TSubgoal;
#define SETTER(type, field) CGoal &set ## field(const type &rhs) { field = rhs; return *this; }
#if 0
#define SETTER
#endif // _DEBUG
enum {LOW_PR = -1};
struct CGoal
{
EGoals goalType;
bool isElementar; SETTER(bool, isElementar)
bool isAbstract; SETTER(bool, isAbstract) //allows to remember abstract goals
int priority; SETTER(bool, priority)
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std::string name() const;
virtual TSubgoal whatToDoToAchieve();
CGoal(EGoals goal = INVALID) : goalType(goal)
{
priority = 0;
isElementar = false;
isAbstract = false;
value = 0;
objid = -1;
aid = -1;
resID = -1;
tile = int3(-1, -1, -1);
town = NULL;
}
bool invalid() const;
static TSubgoal goVisitOrLookFor(const CGObjectInstance *obj); //if obj is NULL, then we'll explore
static TSubgoal lookForArtSmart(int aid); //checks non-standard ways of obtaining art (merchants, quests, etc.)
static TSubgoal tryRecruitHero();
int value; SETTER(int, value)
int resID; SETTER(int, resID)
int objid; SETTER(int, objid)
int aid; SETTER(int, aid)
int3 tile; SETTER(int3, tile)
HeroPtr hero; SETTER(HeroPtr, hero)
const CGTownInstance *town; SETTER(CGTownInstance *, town)
int bid; SETTER(int, bid)
bool operator== (CGoal &g)
{
switch (goalType)
{
case EGoals::GET_OBJ:
return objid == g.objid;
}
return false;
}
};
enum {NOT_VISIBLE = 0, NOT_CHECKED = 1, NOT_AVAILABLE};
struct SectorMap
{
//a sector is set of tiles that would be mutually reachable if all visitable objs would be passable (incl monsters)
struct Sector
{
int id;
std::vector<int3> tiles;
std::vector<int3> embarkmentPoints; //tiles of other sectors onto which we can (dis)embark
bool water; //all tiles of sector are land or water
Sector()
{
id = -1;
}
};
bool valid; //some kind of lazy eval
std::map<int3, int3> parent;
std::vector<std::vector<std::vector<unsigned char>>> sector;
//std::vector<std::vector<std::vector<unsigned char>>> pathfinderSector;
std::map<int, Sector> infoOnSectors;
SectorMap();
void update();
void clear();
void exploreNewSector(crint3 pos, int num);
void write(crstring fname);
unsigned char &retreiveTile(crint3 pos);
void makeParentBFS(crint3 source);
int3 firstTileToGet(HeroPtr h, crint3 dst); //if h wants to reach tile dst, which tile he should visit to clear the way?
};
struct CIssueCommand : CGoal
{
boost::function<bool()> command;
CIssueCommand(boost::function<bool()> _command): CGoal(ISSUE_COMMAND), command(_command) {}
};
// AI lives in a dangerous world. CGObjectInstances under pointer may got deleted/hidden.
// This class stores object id, so we can detect when we lose access to the underlying object.
struct ObjectIdRef
{
int id;
const CGObjectInstance *operator->() const;
operator const CGObjectInstance *() const;
ObjectIdRef(int _id);
ObjectIdRef(const CGObjectInstance *obj);
bool operator<(const ObjectIdRef &rhs) const;
};
class ObjsVector : public std::vector<ObjectIdRef>
{
private:
};
class VCAI : public CAdventureAI
{
//internal methods for town development
//try build an unbuilt structure in maxDays at most (0 = indefinite)
bool tryBuildStructure(const CGTownInstance * t, int building, unsigned int maxDays=0);
//try build ANY unbuilt structure
bool tryBuildAnyStructure(const CGTownInstance * t, std::vector<int> buildList, unsigned int maxDays=0);
//try build first unbuilt structure
bool tryBuildNextStructure(const CGTownInstance * t, std::vector<int> buildList, unsigned int maxDays=0);
public:
friend class FuzzyHelper;
std::map<const CGObjectInstance *, const CGObjectInstance *> knownSubterraneanGates;
std::vector<const CGObjectInstance *> visitedThisWeek; //only OPWs
std::map<HeroPtr, std::vector<const CGTownInstance *> > townVisitsThisWeek;
std::map<HeroPtr, CGoal> lockedHeroes; //TODO: allow non-elementar objectives
std::map<HeroPtr, std::vector<const CGObjectInstance *> > reservedHeroesMap; //objects reserved by specific heroes
std::vector<const CGObjectInstance *> visitableObjs;
std::vector<const CGObjectInstance *> alreadyVisited;
std::vector<const CGObjectInstance *> reservedObjs; //to be visited by specific hero
TResources saving;
AIStatus status;
std::string battlename;
CCallback *myCb;
VCAI(void);
~VCAI(void);
CGObjectInstance * visitedObject; //remember currently viisted object
boost::thread *makingTurn;
void tryRealize(CGoal g);
int3 explorationBestNeighbour(int3 hpos, int radius, HeroPtr h);
int3 explorationNewPoint(int radius, HeroPtr h, std::vector<std::vector<int3> > &tiles);
void recruitHero();
virtual std::string getBattleAIName() const OVERRIDE;
virtual void init(CCallback * CB) OVERRIDE;
virtual void yourTurn() OVERRIDE;
virtual void heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, int queryID) OVERRIDE; //pskill is gained primary skill, interface has to choose one of given skills and call callback with selection id
virtual void commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, int queryID) OVERRIDE; //TODO
virtual void showBlockingDialog(const std::string &text, const std::vector<Component> &components, ui32 askID, const int soundID, bool selection, bool cancel) OVERRIDE; //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.
virtual void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, int queryID) OVERRIDE; //all stacks operations between these objects become allowed, interface has to call onEnd when done
virtual void serialize(COSer<CSaveFile> &h, const int version) OVERRIDE; //saving
virtual void serialize(CISer<CLoadFile> &h, const int version) OVERRIDE; //loading
virtual void finish() OVERRIDE;
virtual void availableCreaturesChanged(const CGDwelling *town) OVERRIDE;
virtual void heroMoved(const TryMoveHero & details) OVERRIDE;
virtual void stackChagedCount(const StackLocation &location, const TQuantity &change, bool isAbsolute) OVERRIDE;
virtual void heroInGarrisonChange(const CGTownInstance *town) OVERRIDE;
virtual void centerView(int3 pos, int focusTime) OVERRIDE;
virtual void tileHidden(const boost::unordered_set<int3, ShashInt3> &pos) OVERRIDE;
virtual void artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst) OVERRIDE;
virtual void artifactAssembled(const ArtifactLocation &al) OVERRIDE;
virtual void showTavernWindow(const CGObjectInstance *townOrTavern) OVERRIDE;
virtual void showThievesGuildWindow (const CGObjectInstance * obj) OVERRIDE;
virtual void playerBlocked(int reason) OVERRIDE;
virtual void showPuzzleMap() OVERRIDE;
virtual void showShipyardDialog(const IShipyard *obj) OVERRIDE;
virtual void gameOver(ui8 player, bool victory) OVERRIDE;
virtual void artifactPut(const ArtifactLocation &al) OVERRIDE;
virtual void artifactRemoved(const ArtifactLocation &al) OVERRIDE;
virtual void stacksErased(const StackLocation &location) OVERRIDE;
virtual void artifactDisassembled(const ArtifactLocation &al) OVERRIDE;
virtual void heroVisit(const CGHeroInstance *visitor, const CGObjectInstance *visitedObj, bool start) OVERRIDE;
virtual void availableArtifactsChanged(const CGBlackMarket *bm = NULL) OVERRIDE;
virtual void heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town) OVERRIDE;
virtual void tileRevealed(const boost::unordered_set<int3, ShashInt3> &pos) OVERRIDE;
virtual void heroExchangeStarted(si32 hero1, si32 hero2) OVERRIDE;
virtual void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val) OVERRIDE;
virtual void showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level) OVERRIDE;
virtual void heroMovePointsChanged(const CGHeroInstance * hero) OVERRIDE;
virtual void stackChangedType(const StackLocation &location, const CCreature &newType) OVERRIDE;
virtual void stacksRebalanced(const StackLocation &src, const StackLocation &dst, TQuantity count) OVERRIDE;
virtual void newObject(const CGObjectInstance * obj) OVERRIDE;
virtual void showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor) OVERRIDE;
virtual void playerBonusChanged(const Bonus &bonus, bool gain) OVERRIDE;
virtual void newStackInserted(const StackLocation &location, const CStackInstance &stack) OVERRIDE;
virtual void heroCreated(const CGHeroInstance*) OVERRIDE;
virtual void advmapSpellCast(const CGHeroInstance * caster, int spellID) OVERRIDE;
virtual void showInfoDialog(const std::string &text, const std::vector<Component*> &components, int soundID) OVERRIDE;
virtual void requestRealized(PackageApplied *pa) OVERRIDE;
virtual void receivedResource(int type, int val) OVERRIDE;
virtual void stacksSwapped(const StackLocation &loc1, const StackLocation &loc2) OVERRIDE;
virtual void objectRemoved(const CGObjectInstance *obj) OVERRIDE;
virtual void showUniversityWindow(const IMarket *market, const CGHeroInstance *visitor) OVERRIDE;
virtual void heroManaPointsChanged(const CGHeroInstance * hero) OVERRIDE;
virtual void heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val) OVERRIDE;
virtual void battleResultsApplied() OVERRIDE;
virtual void objectPropertyChanged(const SetObjectProperty * sop) OVERRIDE;
virtual void buildChanged(const CGTownInstance *town, int buildingID, int what) OVERRIDE;
virtual void heroBonusChanged(const CGHeroInstance *hero, const Bonus &bonus, bool gain) OVERRIDE;
virtual void showMarketWindow(const IMarket *market, const CGHeroInstance *visitor) OVERRIDE;
virtual void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side) OVERRIDE;
virtual void battleEnd(const BattleResult *br) OVERRIDE;
void makeTurn();
void makeTurnInternal();
void performTypicalActions();
void buildArmyIn(const CGTownInstance * t);
void striveToGoal(const CGoal &ultimateGoal);
void endTurn();
void wander(HeroPtr h);
void setGoal(HeroPtr h, const CGoal goal);
void setGoal(HeroPtr h, EGoals goalType = INVALID);
void completeGoal (const CGoal goal); //safely removes goal from reserved hero
void striveToQuest (const QuestInfo &q);
bool fulfillsGoal (CGoal &goal, CGoal &mainGoal);
bool fulfillsGoal (CGoal &goal, const CGoal &mainGoal); //TODO: something smarter
void recruitHero(const CGTownInstance * t);
std::vector<const CGObjectInstance *> getPossibleDestinations(HeroPtr h);
void buildStructure(const CGTownInstance * t);
//void recruitCreatures(const CGTownInstance * t);
void recruitCreatures(const CGDwelling * d);
bool canGetArmy (const CGHeroInstance * h, const CGHeroInstance * source); //can we get any better stacks from other hero?
void pickBestCreatures(const CArmedInstance * army, const CArmedInstance * source); //called when we can't find a slot for new stack
void moveCreaturesToHero(const CGTownInstance * t);
bool goVisitObj(const CGObjectInstance * obj, HeroPtr h);
void performObjectInteraction(const CGObjectInstance * obj, HeroPtr h);
bool moveHeroToTile(int3 dst, HeroPtr h);
void lostHero(HeroPtr h); //should remove all references to hero (assigned tasks and so on)
void waitTillFree();
void addVisitableObj(const CGObjectInstance *obj);
void markObjectVisited (const CGObjectInstance *obj);
void reserveObject (HeroPtr h, const CGObjectInstance *obj);
//void removeVisitableObj(const CGObjectInstance *obj);
void validateVisitableObjs();
void retreiveVisitableObjs(std::vector<const CGObjectInstance *> &out, bool includeOwned = false) const;
std::vector<const CGObjectInstance *> getFlaggedObjects() const;
const CGObjectInstance *lookForArt(int aid) const;
bool isAccessible(const int3 &pos);
HeroPtr getHeroWithGrail() const;
const CGObjectInstance *getUnvisitedObj(const boost::function<bool(const CGObjectInstance *)> &predicate);
bool isAccessibleForHero(const int3 & pos, HeroPtr h, bool includeAllies = false) const;
const CGTownInstance *findTownWithTavern() const;
std::vector<HeroPtr> getUnblockedHeroes() const;
HeroPtr primaryHero() const;
TResources estimateIncome() const;
bool containsSavedRes(const TResources &cost) const;
void checkHeroArmy (HeroPtr h);
void requestSent(const CPackForServer *pack, int requestID) OVERRIDE;
void answerQuery(int queryID, int selection);
//special function that can be called ONLY from game events handling thread and will send request ASAP
void requestActionASAP(boost::function<void()> whatToDo);
};
class cannotFulfillGoalException : public std::exception
{
std::string msg;
public:
explicit cannotFulfillGoalException(crstring _Message) : msg(_Message)
{
}
virtual ~cannotFulfillGoalException() throw ()
{
};
const char *what() const throw () OVERRIDE
{
return msg.c_str();
}
};
class goalFulfilledException : public std::exception
{
public:
CGoal goal;
explicit goalFulfilledException(CGoal Goal) : goal(Goal)
{
}
virtual ~goalFulfilledException() throw ()
{
};
const char *what() const throw () OVERRIDE
{
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return goal.name().c_str();
}
};
template<int id>
bool objWithID(const CGObjectInstance *obj)
{
return obj->ID == id;
}
bool isBlockedBorderGate(int3 tileToHit);
bool isWeeklyRevisitable (const CGObjectInstance * obj);
bool shouldVisit (HeroPtr h, const CGObjectInstance * obj);
void makePossibleUpgrades(const CArmedInstance *obj);
bool boundaryBetweenTwoPoints (int3 pos1, int3 pos2);