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/*
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* AIGateway . h , part of VCMI engine
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*
* 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
*
*/
# pragma once
# include "AIUtility.h"
# include "Goals/AbstractGoal.h"
# include "../../lib/AI_Base.h"
# include "../../CCallback.h"
# include "../../lib/CThreadHelper.h"
# include "../../lib/GameConstants.h"
# include "../../lib/VCMI_Lib.h"
# include "../../lib/CBuildingHandler.h"
# include "../../lib/CCreatureHandler.h"
# include "../../lib/CTownHandler.h"
# include "../../lib/mapObjects/MiscObjects.h"
# include "../../lib/spells/CSpellHandler.h"
# include "../../lib/CondSh.h"
# include "Pathfinding/AIPathfinder.h"
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# include "Engine/Nullkiller.h"
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struct QuestInfo ;
class AIStatus
{
boost : : mutex mx ;
boost : : condition_variable cv ;
BattleState battle ;
std : : map < QueryID , std : : string > remainingQueries ;
std : : map < int , QueryID > requestToQueryID ; //IDs of answer-requests sent to server => query ids (so we can match answer confirmation from server to the query)
std : : vector < const CGObjectInstance * > objectsBeingVisited ;
bool ongoingHeroMovement ;
bool ongoingChannelProbing ; // true if AI currently explore bidirectional teleport channel exits
bool havingTurn ;
public :
AIStatus ( ) ;
~ AIStatus ( ) ;
void setBattle ( BattleState BS ) ;
void setMove ( bool ongoing ) ;
void setChannelProbing ( bool ongoing ) ;
bool channelProbing ( ) ;
BattleState getBattle ( ) ;
void addQuery ( QueryID ID , std : : string description ) ;
void removeQuery ( QueryID ID ) ;
int getQueriesCount ( ) ;
void startedTurn ( ) ;
void madeTurn ( ) ;
void waitTillFree ( ) ;
bool haveTurn ( ) ;
void attemptedAnsweringQuery ( QueryID queryID , int answerRequestID ) ;
void receivedAnswerConfirmation ( int answerRequestID , int result ) ;
void heroVisit ( const CGObjectInstance * obj , bool started ) ;
template < typename Handler > void serialize ( Handler & h , const int version )
{
h & battle ;
h & remainingQueries ;
h & requestToQueryID ;
h & havingTurn ;
}
} ;
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// The gateway is responsible for AI events handling. Copied from VCAI.h and refined a bit
// Probably we can use concept of hooks to handle event in their related goals
class DLL_EXPORT AIGateway : public CAdventureAI
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{
public :
ObjectInstanceID destinationTeleport ;
int3 destinationTeleportPos ;
std : : vector < ObjectInstanceID > teleportChannelProbingList ; //list of teleport channel exits that not visible and need to be (re-)explored
//std::vector<const CGObjectInstance *> visitedThisWeek; //only OPWs
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//std::set<HeroPtr> invalidPathHeroes; //FIXME, just a workaround
//std::map<HeroPtr, Goals::TSubgoal> lockedHeroes; //TODO: allow non-elementar objectives
//std::map<HeroPtr, std::set<const CGObjectInstance *>> reservedHeroesMap; //objects reserved by specific heroes
//std::set<HeroPtr> heroesUnableToExplore; //these heroes will not be polled for exploration in current state of game
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//sets are faster to search, also do not contain duplicates
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//std::set<const CGObjectInstance *> reservedObjs; //to be visited by specific hero
//std::map<HeroPtr, std::set<HeroPtr>> visitedHeroes; //visited this turn //FIXME: this is just bug workaround
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AIStatus status ;
std : : string battlename ;
std : : shared_ptr < CCallback > myCb ;
std : : unique_ptr < boost : : thread > makingTurn ;
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private :
boost : : mutex turnInterruptionMutex ;
public :
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ObjectInstanceID selectedObject ;
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std : : unique_ptr < Nullkiller > nullkiller ;
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AIGateway ( ) ;
virtual ~ AIGateway ( ) ;
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//TODO: extract to apropriate goals
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void tryRealize ( Goals : : DigAtTile & g ) ;
void tryRealize ( Goals : : Trade & g ) ;
std : : string getBattleAIName ( ) const override ;
void init ( std : : shared_ptr < CCallback > CB ) override ;
void yourTurn ( ) override ;
void heroGotLevel ( const CGHeroInstance * hero , PrimarySkill : : PrimarySkill pskill , std : : vector < SecondarySkill > & skills , QueryID queryID ) override ; //pskill is gained primary skill, interface has to choose one of given skills and call callback with selection id
void commanderGotLevel ( const CCommanderInstance * commander , std : : vector < ui32 > skills , QueryID queryID ) override ; //TODO
void showBlockingDialog ( const std : : string & text , const std : : vector < Component > & components , QueryID 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.
void showGarrisonDialog ( const CArmedInstance * up , const CGHeroInstance * down , bool removableUnits , QueryID queryID ) override ; //all stacks operations between these objects become allowed, interface has to call onEnd when done
void showTeleportDialog ( TeleportChannelID channel , TTeleportExitsList exits , bool impassable , QueryID askID ) override ;
void showMapObjectSelectDialog ( QueryID askID , const Component & icon , const MetaString & title , const MetaString & description , const std : : vector < ObjectInstanceID > & objects ) override ;
void saveGame ( BinarySerializer & h , const int version ) override ; //saving
void loadGame ( BinaryDeserializer & h , const int version ) override ; //loading
void finish ( ) override ;
void availableCreaturesChanged ( const CGDwelling * town ) override ;
void heroMoved ( const TryMoveHero & details ) override ;
void heroInGarrisonChange ( const CGTownInstance * town ) override ;
void centerView ( int3 pos , int focusTime ) override ;
void tileHidden ( const std : : unordered_set < int3 , ShashInt3 > & pos ) override ;
void artifactMoved ( const ArtifactLocation & src , const ArtifactLocation & dst ) override ;
void artifactAssembled ( const ArtifactLocation & al ) override ;
void showTavernWindow ( const CGObjectInstance * townOrTavern ) override ;
void showThievesGuildWindow ( const CGObjectInstance * obj ) override ;
void playerBlocked ( int reason , bool start ) override ;
void showPuzzleMap ( ) override ;
void showShipyardDialog ( const IShipyard * obj ) override ;
void gameOver ( PlayerColor player , const EVictoryLossCheckResult & victoryLossCheckResult ) override ;
void artifactPut ( const ArtifactLocation & al ) override ;
void artifactRemoved ( const ArtifactLocation & al ) override ;
void artifactDisassembled ( const ArtifactLocation & al ) override ;
void heroVisit ( const CGHeroInstance * visitor , const CGObjectInstance * visitedObj , bool start ) override ;
void availableArtifactsChanged ( const CGBlackMarket * bm = nullptr ) override ;
void heroVisitsTown ( const CGHeroInstance * hero , const CGTownInstance * town ) override ;
void tileRevealed ( const std : : unordered_set < int3 , ShashInt3 > & pos ) override ;
void heroExchangeStarted ( ObjectInstanceID hero1 , ObjectInstanceID hero2 , QueryID query ) override ;
void heroPrimarySkillChanged ( const CGHeroInstance * hero , int which , si64 val ) override ;
void showRecruitmentDialog ( const CGDwelling * dwelling , const CArmedInstance * dst , int level ) override ;
void heroMovePointsChanged ( const CGHeroInstance * hero ) override ;
void garrisonsChanged ( ObjectInstanceID id1 , ObjectInstanceID id2 ) override ;
void newObject ( const CGObjectInstance * obj ) override ;
void showHillFortWindow ( const CGObjectInstance * object , const CGHeroInstance * visitor ) override ;
void playerBonusChanged ( const Bonus & bonus , bool gain ) override ;
void heroCreated ( const CGHeroInstance * ) override ;
void advmapSpellCast ( const CGHeroInstance * caster , int spellID ) override ;
void showInfoDialog ( const std : : string & text , const std : : vector < Component > & components , int soundID ) override ;
void requestRealized ( PackageApplied * pa ) override ;
void receivedResource ( ) override ;
void objectRemoved ( const CGObjectInstance * obj ) override ;
void showUniversityWindow ( const IMarket * market , const CGHeroInstance * visitor ) override ;
void heroManaPointsChanged ( const CGHeroInstance * hero ) override ;
void heroSecondarySkillChanged ( const CGHeroInstance * hero , int which , int val ) override ;
void battleResultsApplied ( ) override ;
void objectPropertyChanged ( const SetObjectProperty * sop ) override ;
void buildChanged ( const CGTownInstance * town , BuildingID buildingID , int what ) override ;
void heroBonusChanged ( const CGHeroInstance * hero , const Bonus & bonus , bool gain ) override ;
void showMarketWindow ( const IMarket * market , const CGHeroInstance * visitor ) override ;
void showWorldViewEx ( const std : : vector < ObjectPosInfo > & objectPositions ) override ;
void battleStart ( const CCreatureSet * army1 , const CCreatureSet * army2 , int3 tile , const CGHeroInstance * hero1 , const CGHeroInstance * hero2 , bool side ) override ;
void battleEnd ( const BattleResult * br ) override ;
void makeTurn ( ) ;
void buildArmyIn ( const CGTownInstance * t ) ;
void endTurn ( ) ;
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// TODO: all the routines like recruiting hero or building army should be removed from here and extracted to elementar goals or whatever
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void recruitHero ( const CGTownInstance * t , bool throwing = false ) ;
void recruitCreatures ( const CGDwelling * d , const CArmedInstance * recruiter ) ;
void pickBestCreatures ( const CArmedInstance * army , const CArmedInstance * source ) ; //called when we can't find a slot for new stack
void pickBestArtifacts ( const CGHeroInstance * h , const CGHeroInstance * other = nullptr ) ;
void moveCreaturesToHero ( const CGTownInstance * t ) ;
void performObjectInteraction ( const CGObjectInstance * obj , HeroPtr h ) ;
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bool makePossibleUpgrades ( const CArmedInstance * obj ) ;
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bool moveHeroToTile ( int3 dst , HeroPtr h ) ;
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void buildStructure ( const CGTownInstance * t , BuildingID building ) ;
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void lostHero ( HeroPtr h ) ; //should remove all references to hero (assigned tasks and so on)
void waitTillFree ( ) ;
void addVisitableObj ( const CGObjectInstance * obj ) ;
void validateObject ( const CGObjectInstance * obj ) ; //checks if object is still visible and if not, removes references to it
void validateObject ( ObjectIdRef obj ) ; //checks if object is still visible and if not, removes references to it
void retrieveVisitableObjs ( std : : vector < const CGObjectInstance * > & out , bool includeOwned = false ) const ;
void retrieveVisitableObjs ( ) ;
virtual std : : vector < const CGObjectInstance * > getFlaggedObjects ( ) const ;
HeroPtr getHeroWithGrail ( ) const ;
const CGTownInstance * findTownWithTavern ( ) const ;
bool canRecruitAnyHero ( const CGTownInstance * t = NULL ) const ;
void requestSent ( const CPackForServer * pack , int requestID ) override ;
void answerQuery ( QueryID queryID , int selection ) ;
//special function that can be called ONLY from game events handling thread and will send request ASAP
void requestActionASAP ( std : : function < void ( ) > whatToDo ) ;
template < typename Handler > void serializeInternal ( Handler & h , const int version )
{
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h & nullkiller - > memory - > knownTeleportChannels ;
h & nullkiller - > memory - > knownSubterraneanGates ;
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h & destinationTeleport ;
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h & nullkiller - > memory - > visitableObjs ;
h & nullkiller - > memory - > alreadyVisited ;
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h & status ;
h & battlename ;
}
} ;