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mirror of https://github.com/vcmi/vcmi.git synced 2025-01-26 03:52:01 +02:00

First part of AI refactoring. Trying to split AI into three distinct parts:

- Core with callback handling and processing
- Logic (goal decomposition)
- Utility and helper functions based on simple mechanics

Also, Goals will now be organized in object-oriented fashion.
This commit is contained in:
DjWarmonger 2013-10-18 20:17:25 +00:00
parent f838cceddd
commit 9950bc6ec3
6 changed files with 1605 additions and 1380 deletions

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AI/VCAI/AIUtility.cpp Normal file
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#include "StdInc.h"
#include "AIUtility.h"
#include "VCAI.h"
#include "../../lib/UnlockGuard.h"
#include "../../lib/CObjectHandler.h"
#include "../../lib/CConfigHandler.h"
#include "../../lib/CHeroHandler.h""
/*
* AIUtility.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
*
*/
extern boost::thread_specific_ptr<CCallback> cb;
extern boost::thread_specific_ptr<VCAI> ai;
extern FuzzyHelper *fh;
//extern static const int3 dirs[8];
void foreach_tile_pos(std::function<void(const int3& pos)> foo)
{
for(int i = 0; i < cb->getMapSize().x; i++)
for(int j = 0; j < cb->getMapSize().y; j++)
for(int k = 0; k < cb->getMapSize().z; k++)
foo(int3(i,j,k));
}
void foreach_neighbour(const int3 &pos, std::function<void(const int3& pos)> foo)
{
for(const int3 &dir : dirs)
{
const int3 n = pos + dir;
if(cb->isInTheMap(n))
foo(pos+dir);
}
}
std::string strFromInt3(int3 pos)
{
std::ostringstream oss;
oss << pos;
return oss.str();
}
bool isCloser(const CGObjectInstance *lhs, const CGObjectInstance *rhs)
{
const CGPathNode *ln = cb->getPathInfo(lhs->visitablePos()), *rn = cb->getPathInfo(rhs->visitablePos());
if(ln->turns != rn->turns)
return ln->turns < rn->turns;
return (ln->moveRemains > rn->moveRemains);
}
bool compareMovement(HeroPtr lhs, HeroPtr rhs)
{
return lhs->movement > rhs->movement;
}
ui64 evaluateDanger(crint3 tile)
{
const TerrainTile *t = cb->getTile(tile, false);
if(!t) //we can know about guard but can't check its tile (the edge of fow)
return 190000000; //MUCH
ui64 objectDanger = 0, guardDanger = 0;
auto visObjs = cb->getVisitableObjs(tile);
if(visObjs.size())
objectDanger = evaluateDanger(visObjs.back());
int3 guardPos = cb->guardingCreaturePosition(tile);
if(guardPos.x >= 0 && guardPos != tile)
guardDanger = evaluateDanger(guardPos);
//TODO mozna odwiedzic blockvis nie ruszajac straznika
return std::max(objectDanger, guardDanger);
return 0;
}
ui64 evaluateDanger(crint3 tile, const CGHeroInstance *visitor)
{
const TerrainTile *t = cb->getTile(tile, false);
if(!t) //we can know about guard but can't check its tile (the edge of fow)
return 190000000; //MUCH
ui64 objectDanger = 0, guardDanger = 0;
auto visitableObjects = cb->getVisitableObjs(tile);
// in some scenarios hero happens to be "under" the object (eg town). Then we consider ONLY the hero.
if(vstd::contains_if(visitableObjects, objWithID<Obj::HERO>))
vstd::erase_if(visitableObjects, [](const CGObjectInstance * obj)
{
return !objWithID<Obj::HERO>(obj);
});
if(const CGObjectInstance * dangerousObject = vstd::backOrNull(visitableObjects))
{
objectDanger = evaluateDanger(dangerousObject); //unguarded objects can also be dangerous or unhandled
if (objectDanger)
{
//TODO: don't downcast objects AI shouldnt know about!
auto armedObj = dynamic_cast<const CArmedInstance*>(dangerousObject);
if(armedObj)
objectDanger *= fh->getTacticalAdvantage(visitor, armedObj); //this line tends to go infinite for allied towns (?)
}
}
auto guards = cb->getGuardingCreatures(tile);
for (auto cre : guards)
{
vstd::amax (guardDanger, evaluateDanger(cre) * fh->getTacticalAdvantage(visitor, dynamic_cast<const CArmedInstance*>(cre))); //we are interested in strongest monster around
}
//TODO mozna odwiedzic blockvis nie ruszajac straznika
return std::max(objectDanger, guardDanger);
}
ui64 evaluateDanger(const CGObjectInstance *obj)
{
if(obj->tempOwner < PlayerColor::PLAYER_LIMIT && cb->getPlayerRelations(obj->tempOwner, ai->playerID) != PlayerRelations::ENEMIES) //owned or allied objects don't pose any threat
return 0;
switch(obj->ID)
{
case Obj::HERO:
{
InfoAboutHero iah;
cb->getHeroInfo(obj, iah);
return iah.army.getStrength();
}
case Obj::TOWN:
case Obj::GARRISON: case Obj::GARRISON2: //garrison
{
InfoAboutTown iat;
cb->getTownInfo(obj, iat);
return iat.army.getStrength();
}
case Obj::MONSTER:
{
//TODO!!!!!!!!
const CGCreature *cre = dynamic_cast<const CGCreature*>(obj);
return cre->getArmyStrength();
}
case Obj::CREATURE_GENERATOR1:
{
const CGDwelling *d = dynamic_cast<const CGDwelling*>(obj);
return d->getArmyStrength();
}
case Obj::MINE:
case Obj::ABANDONED_MINE:
{
const CArmedInstance * a = dynamic_cast<const CArmedInstance*>(obj);
return a->getArmyStrength();
}
case Obj::CRYPT: //crypt
case Obj::CREATURE_BANK: //crebank
case Obj::DRAGON_UTOPIA:
case Obj::SHIPWRECK: //shipwreck
case Obj::DERELICT_SHIP: //derelict ship
// case Obj::PYRAMID:
return fh->estimateBankDanger (VLC->objh->bankObjToIndex(obj));
case Obj::PYRAMID:
{
if(obj->subID == 0)
return fh->estimateBankDanger (VLC->objh->bankObjToIndex(obj));
else
return 0;
}
default:
return 0;
}
}
bool compareDanger(const CGObjectInstance *lhs, const CGObjectInstance *rhs)
{
return evaluateDanger(lhs) < evaluateDanger(rhs);
}
bool isSafeToVisit(HeroPtr h, crint3 tile)
{
const ui64 heroStrength = h->getTotalStrength(),
dangerStrength = evaluateDanger(tile, *h);
if(dangerStrength)
{
if(heroStrength / SAFE_ATTACK_CONSTANT > dangerStrength)
{
logAi->debugStream() << boost::format("It's, safe for %s to visit tile %s") % h->name % tile;
return true;
}
else
return false;
}
return true; //there's no danger
}
bool isReachable(const CGObjectInstance *obj)
{
return cb->getPathInfo(obj->visitablePos())->turns < 255;
}
bool canBeEmbarkmentPoint(const TerrainTile *t)
{
//tile must be free of with unoccupied boat
return !t->blocked
|| (t->visitableObjects.size() == 1 && t->topVisitableId() == Obj::BOAT);
}
int3 whereToExplore(HeroPtr h)
{
//TODO it's stupid and ineffective, write sth better
cb->setSelection(*h);
int radius = h->getSightRadious();
int3 hpos = h->visitablePos();
//look for nearby objs -> visit them if they're close enouh
const int DIST_LIMIT = 3;
std::vector<const CGObjectInstance *> nearbyVisitableObjs;
for(const CGObjectInstance *obj : ai->getPossibleDestinations(h))
{
int3 op = obj->visitablePos();
CGPath p;
cb->getPath2(op, p);
if(p.nodes.size() && p.endPos() == op && p.nodes.size() <= DIST_LIMIT)
nearbyVisitableObjs.push_back(obj);
}
boost::sort(nearbyVisitableObjs, isCloser);
if(nearbyVisitableObjs.size())
return nearbyVisitableObjs.back()->visitablePos();
try
{
return ai->explorationBestNeighbour(hpos, radius, h);
}
catch(cannotFulfillGoalException &e)
{
std::vector<std::vector<int3> > tiles; //tiles[distance_to_fow]
try
{
return ai->explorationNewPoint(radius, h, tiles);
}
catch(cannotFulfillGoalException &e)
{
std::map<int, std::vector<int3> > profits;
{
TimeCheck tc("Evaluating exploration possibilities");
tiles[0].clear(); //we can't reach FoW anyway
for(auto &vt : tiles)
for(auto &tile : vt)
profits[howManyTilesWillBeDiscovered(tile, radius)].push_back(tile);
}
if(profits.empty())
return int3 (-1,-1,-1);
auto bestDest = profits.end();
bestDest--;
return bestDest->second.front(); //TODO which is the real best tile?
}
}
}
bool isBlockedBorderGate(int3 tileToHit)
{
return cb->getTile(tileToHit)->topVisitableId() == Obj::BORDER_GATE
&& cb->getPathInfo(tileToHit)->accessible != CGPathNode::ACCESSIBLE;
}
int howManyTilesWillBeDiscovered(const int3 &pos, int radious)
{ //TODO: do not explore dead-end boundaries
int ret = 0;
for(int x = pos.x - radious; x <= pos.x + radious; x++)
{
for(int y = pos.y - radious; y <= pos.y + radious; y++)
{
int3 npos = int3(x,y,pos.z);
if(cb->isInTheMap(npos) && pos.dist2d(npos) - 0.5 < radious && !cb->isVisible(npos))
{
if (!boundaryBetweenTwoPoints (pos, npos))
ret++;
}
}
}
return ret;
}
bool boundaryBetweenTwoPoints (int3 pos1, int3 pos2) //determines if two points are separated by known barrier
{
int xMin = std::min (pos1.x, pos2.x);
int xMax = std::max (pos1.x, pos2.x);
int yMin = std::min (pos1.y, pos2.y);
int yMax = std::max (pos1.y, pos2.y);
for (int x = xMin; x <= xMax; ++x)
{
for (int y = yMin; y <= yMax; ++y)
{
int3 tile = int3(x, y, pos1.z); //use only on same level, ofc
if (abs(pos1.dist2d(tile) - pos2.dist2d(tile)) < 1.5)
{
if (!(cb->isVisible(tile) && cb->getTile(tile)->blocked)) //if there's invisible or unblocked tile inbetween, it's good
return false;
}
}
}
return true; //if all are visible and blocked, we're at dead end
}
int howManyTilesWillBeDiscovered(int radious, int3 pos, crint3 dir)
{
return howManyTilesWillBeDiscovered(pos + dir, radious);
}
void getVisibleNeighbours(const std::vector<int3> &tiles, std::vector<int3> &out)
{
for(const int3 &tile : tiles)
{
foreach_neighbour(tile, [&](int3 neighbour)
{
if(cb->isVisible(neighbour))
out.push_back(neighbour);
});
}
}
ui64 howManyReinforcementsCanGet(HeroPtr h, const CGTownInstance *t)
{
ui64 ret = 0;
int freeHeroSlots = GameConstants::ARMY_SIZE - h->stacksCount();
std::vector<const CStackInstance *> toMove;
for(auto const slot : t->Slots())
{
//can be merged woth another stack?
SlotID dst = h->getSlotFor(slot.second->getCreatureID());
if(h->hasStackAtSlot(dst))
ret += t->getPower(slot.first);
else
toMove.push_back(slot.second);
}
boost::sort(toMove, [](const CStackInstance *lhs, const CStackInstance *rhs)
{
return lhs->getPower() < rhs->getPower();
});
for (auto & stack : boost::adaptors::reverse(toMove))
{
if(freeHeroSlots)
{
ret += stack->getPower();
freeHeroSlots--;
}
else
break;
}
return ret;
}
bool compareHeroStrength(HeroPtr h1, HeroPtr h2)
{
return h1->getTotalStrength() < h2->getTotalStrength();
}
bool compareArmyStrength(const CArmedInstance *a1, const CArmedInstance *a2)
{
return a1->getArmyStrength() < a2->getArmyStrength();
}

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#pragma once
#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/mapping/CMap.h"
#include "../../lib/NetPacks.h"
#include "../../lib/CStopWatch.h"
/*
* AIUtility.h, 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
*
*/
//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*
typedef const int3& crint3;
typedef const std::string& crstring;
const int HERO_GOLD_COST = 2500;
const int GOLD_MINE_PRODUCTION = 1000, WOOD_ORE_MINE_PRODUCTION = 2, RESOURCE_MINE_PRODUCTION = 1;
const int ACTUAL_RESOURCE_COUNT = 7;
const int ALLOWED_ROAMING_HEROES = 8;
//implementation-dependent
extern const double SAFE_ATTACK_CONSTANT;
extern const int GOLD_RESERVE;
struct HeroPtr
{
const CGHeroInstance *h;
ObjectInstanceID hid;
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;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & this->h & hid & name;
}
};
enum BattleState
{
NO_BATTLE,
UPCOMING_BATTLE,
ONGOING_BATTLE,
ENDING_BATTLE
};
// 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
{
ObjectInstanceID id;
const CGObjectInstance *operator->() const;
operator const CGObjectInstance *() const;
ObjectIdRef(ObjectInstanceID _id);
ObjectIdRef(const CGObjectInstance *obj);
bool operator<(const ObjectIdRef &rhs) const;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & id;
}
};
struct TimeCheck
{
CStopWatch time;
std::string txt;
TimeCheck(crstring TXT) : txt(TXT)
{
}
~TimeCheck()
{
logAi->debugStream() << boost::format("Time of %s was %d ms.") % txt % time.getDiff();
}
};
struct AtScopeExit
{
std::function<void()> foo;
AtScopeExit(const std::function<void()> &FOO) : foo(FOO)
{}
~AtScopeExit()
{
foo();
}
};
class ObjsVector : public std::vector<ObjectIdRef>
{
private:
};
template<int id>
bool objWithID(const CGObjectInstance *obj)
{
return obj->ID == id;
}
template <typename Container, typename Item>
bool erase_if_present(Container &c, const Item &item)
{
auto i = std::find(c.begin(), c.end(), item);
if (i != c.end())
{
c.erase(i);
return true;
}
return false;
}
template <typename V, typename Item, typename Item2>
bool erase_if_present(std::map<Item,V> & c, const Item2 &item)
{
auto i = c.find(item);
if (i != c.end())
{
c.erase(i);
return true;
}
return false;
}
template <typename Container, typename Pred>
void erase(Container &c, Pred pred)
{
c.erase(boost::remove_if(c, pred), c.end());
}
template<typename T>
void removeDuplicates(std::vector<T> &vec)
{
boost::sort(vec);
vec.erase(std::unique(vec.begin(), vec.end()), vec.end());
}
std::string strFromInt3(int3 pos);
void foreach_tile_pos(std::function<void(const int3& pos)> foo);
void foreach_neighbour(const int3 &pos, std::function<void(const int3& pos)> foo);
int howManyTilesWillBeDiscovered(const int3 &pos, int radious);
int howManyTilesWillBeDiscovered(int radious, int3 pos, crint3 dir);
void getVisibleNeighbours(const std::vector<int3> &tiles, std::vector<int3> &out);
bool canBeEmbarkmentPoint(const TerrainTile *t);
bool isBlockedBorderGate(int3 tileToHit);
bool isReachable(const CGObjectInstance *obj);
bool isCloser(const CGObjectInstance *lhs, const CGObjectInstance *rhs);
bool isWeeklyRevisitable (const CGObjectInstance * obj);
bool shouldVisit (HeroPtr h, const CGObjectInstance * obj);
ui64 evaluateDanger(const CGObjectInstance *obj);
ui64 evaluateDanger(crint3 tile, const CGHeroInstance *visitor);
bool isSafeToVisit(HeroPtr h, crint3 tile);
bool boundaryBetweenTwoPoints (int3 pos1, int3 pos2);
bool compareMovement(HeroPtr lhs, HeroPtr rhs);
bool compareHeroStrength(HeroPtr h1, HeroPtr h2);
bool compareArmyStrength(const CArmedInstance *a1, const CArmedInstance *a2);
ui64 howManyReinforcementsCanGet(HeroPtr h, const CGTownInstance *t);
int3 whereToExplore(HeroPtr h);

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#include "StdInc.h"
#include "Goals.h"
#include "VCAI.h"
/*
* Goals.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
*
*/
extern boost::thread_specific_ptr<CCallback> cb;
extern boost::thread_specific_ptr<VCAI> ai;
using namespace vstd;
std::string CGoal::name() const
{
switch (goalType)
{
case INVALID:
return "INVALID";
case WIN:
return "WIN";
case DO_NOT_LOSE:
return "DO NOT LOOSE";
case CONQUER:
return "CONQUER";
case BUILD:
return "BUILD";
case EXPLORE:
return "EXPLORE";
case GATHER_ARMY:
return "GATHER ARMY";
case BOOST_HERO:
return "BOOST_HERO (unsupported)";
case RECRUIT_HERO:
return "RECRUIT HERO";
case BUILD_STRUCTURE:
return "BUILD STRUCTURE";
case COLLECT_RES:
return "COLLECT RESOURCE";
case GATHER_TROOPS:
return "GATHER TROOPS";
case GET_OBJ:
return "GET OBJECT " + boost::lexical_cast<std::string>(objid);
case FIND_OBJ:
return "FIND OBJECT " + boost::lexical_cast<std::string>(objid);
case VISIT_HERO:
return "VISIT HERO " + boost::lexical_cast<std::string>(objid);
case GET_ART_TYPE:
return "GET ARTIFACT OF TYPE " + VLC->arth->artifacts[aid]->Name();
case ISSUE_COMMAND:
return "ISSUE COMMAND (unsupported)";
case VISIT_TILE:
return "VISIT TILE " + tile();
case CLEAR_WAY_TO:
return "CLEAR WAY TO " + tile();
case DIG_AT_TILE:
return "DIG AT TILE " + tile();
default:
return boost::lexical_cast<std::string>(goalType);
}
}
#define I_AM_ELEMENTAR return CGoal(*this).setisElementar(true)
TSubgoal Win::whatToDoToAchieve()
{
const VictoryCondition &vc = cb->getMapHeader()->victoryCondition;
EVictoryConditionType::EVictoryConditionType cond = vc.condition;
if(!vc.appliesToAI)
{
//TODO deduce victory from human loss condition
cond = EVictoryConditionType::WINSTANDARD;
}
switch(cond)
{
case EVictoryConditionType::ARTIFACT:
return CGoal(GET_ART_TYPE).setaid(vc.objectId);
case EVictoryConditionType::BEATHERO:
return CGoal(GET_OBJ).setobjid(vc.obj->id.getNum());
case EVictoryConditionType::BEATMONSTER:
return CGoal(GET_OBJ).setobjid(vc.obj->id.getNum());
case EVictoryConditionType::BUILDCITY:
//TODO build castle/capitol
break;
case EVictoryConditionType::BUILDGRAIL:
{
if(auto h = ai->getHeroWithGrail())
{
//hero is in a town that can host Grail
if(h->visitedTown && !vstd::contains(h->visitedTown->forbiddenBuildings, BuildingID::GRAIL))
{
const CGTownInstance *t = h->visitedTown;
return CGoal(BUILD_STRUCTURE).setbid(BuildingID::GRAIL).settown(t);
}
else
{
auto towns = cb->getTownsInfo();
towns.erase(boost::remove_if(towns,
[](const CGTownInstance *t) -> bool
{
return vstd::contains(t->forbiddenBuildings, BuildingID::GRAIL);
}),
towns.end());
boost::sort(towns, isCloser);
if(towns.size())
{
return CGoal(VISIT_TILE).sethero(h).settile(towns.front()->visitablePos());
}
}
}
double ratio = 0;
int3 grailPos = cb->getGrailPos(ratio);
if(ratio > 0.99)
{
return CGoal(DIG_AT_TILE).settile(grailPos);
} //TODO: use FIND_OBJ
else if(const CGObjectInstance * obj = ai->getUnvisitedObj(objWithID<Obj::OBELISK>)) //there are unvisited Obelisks
{
return CGoal(GET_OBJ).setobjid(obj->id.getNum());
}
else
return CGoal(EXPLORE);
}
break;
case EVictoryConditionType::CAPTURECITY:
return CGoal(GET_OBJ).setobjid(vc.obj->id.getNum());
case EVictoryConditionType::GATHERRESOURCE:
return CGoal(COLLECT_RES).setresID(static_cast<Res::ERes>(vc.objectId)).setvalue(vc.count);
//TODO mines? piles? marketplace?
//save?
break;
case EVictoryConditionType::GATHERTROOP:
return CGoal(GATHER_TROOPS).setobjid(vc.objectId).setvalue(vc.count);
break;
case EVictoryConditionType::TAKEDWELLINGS:
break;
case EVictoryConditionType::TAKEMINES:
break;
case EVictoryConditionType::TRANSPORTITEM:
break;
case EVictoryConditionType::WINSTANDARD:
return CGoal(CONQUER);
default:
assert(0);
}
}
TSubgoal FindObj::whatToDoToAchieve()
{
const CGObjectInstance * o = nullptr;
if (resID > -1) //specified
{
for(const CGObjectInstance *obj : ai->visitableObjs)
{
if(obj->ID == objid && obj->subID == resID)
{
o = obj;
break; //TODO: consider multiple objects and choose best
}
}
}
else
{
for(const CGObjectInstance *obj : ai->visitableObjs)
{
if(obj->ID == objid)
{
o = obj;
break; //TODO: consider multiple objects and choose best
}
}
}
if (o && isReachable(o))
return CGoal(GET_OBJ).setobjid(o->id.getNum());
else
return CGoal(EXPLORE);
}
TSubgoal GetObj::whatToDoToAchieve()
{
const CGObjectInstance * obj = cb->getObj(ObjectInstanceID(objid));
if(!obj)
return CGoal(EXPLORE);
int3 pos = obj->visitablePos();
return CGoal(VISIT_TILE).settile(pos);
}
TSubgoal VisitHero::whatToDoToAchieve()
{
const CGObjectInstance * obj = cb->getObj(ObjectInstanceID(objid));
if(!obj)
return CGoal(EXPLORE);
int3 pos = obj->visitablePos();
if (hero && ai->isAccessibleForHero(pos, hero, true) && isSafeToVisit(hero, pos)) //enemy heroes can get reinforcements
return CGoal(*this).settile(pos).setisElementar(true);
}
TSubgoal GetArtOfType::whatToDoToAchieve()
{
TSubgoal alternativeWay = CGoal::lookForArtSmart(aid); //TODO: use
if(alternativeWay.invalid())
return CGoal(FIND_OBJ).setobjid(Obj::ARTIFACT).setresID(aid);
}
TSubgoal ClearWayTo::whatToDoToAchieve()
{
assert(tile.x >= 0); //set tile
if(!cb->isVisible(tile))
{
logAi->errorStream() << "Clear way should be used with visible tiles!";
return CGoal(EXPLORE);
}
HeroPtr h = hero ? hero : ai->primaryHero();
if(!h)
return CGoal(RECRUIT_HERO);
cb->setSelection(*h);
SectorMap sm;
bool dropToFile = false;
if(dropToFile) //for debug purposes
sm.write("test.txt");
int3 tileToHit = sm.firstTileToGet(h, tile);
//if(isSafeToVisit(h, tileToHit))
if(isBlockedBorderGate(tileToHit))
{ //FIXME: this way we'll not visit gate and activate quest :?
return CGoal(FIND_OBJ).setobjid(Obj::KEYMASTER).setresID(cb->getTile(tileToHit)->visitableObjects.back()->subID);
}
//FIXME: this code shouldn't be necessary
if(tileToHit == tile)
{
logAi->errorStream() << boost::format("Very strange, tile to hit is %s and tile is also %s, while hero %s is at %s\n")
% tileToHit % tile % h->name % h->visitablePos();
throw cannotFulfillGoalException("Retrieving first tile to hit failed (probably)!");
}
auto topObj = backOrNull(cb->getVisitableObjs(tileToHit));
if(topObj && topObj->ID == Obj::HERO && cb->getPlayerRelations(h->tempOwner, topObj->tempOwner) != PlayerRelations::ENEMIES)
{
std::string problem = boost::str(boost::format("%s stands in the way of %s.\n") % topObj->getHoverText() % h->getHoverText());
throw cannotFulfillGoalException(problem);
}
return CGoal(VISIT_TILE).settile(tileToHit).sethero(h); //FIXME:: attempts to visit completely unreachable tile with hero results in stall
//TODO czy istnieje lepsza droga?
throw cannotFulfillGoalException("Cannot reach given tile!"); //how and when could this be used?
}
TSubgoal Explore::whatToDoToAchieve()
{
auto objs = ai->visitableObjs; //try to use buildings that uncover map
erase_if(objs, [&](const CGObjectInstance *obj) -> bool
{
if (vstd::contains(ai->alreadyVisited, obj))
return true;
switch (obj->ID.num)
{
case Obj::REDWOOD_OBSERVATORY:
case Obj::PILLAR_OF_FIRE:
case Obj::CARTOGRAPHER:
case Obj::SUBTERRANEAN_GATE: //TODO: check ai->knownSubterraneanGates
//case Obj::MONOLITH1:
//case obj::MONOLITH2:
//case obj::MONOLITH3:
//case Obj::WHIRLPOOL:
return false; //do not erase
break;
default:
return true;
}
});
if (objs.size())
{
if (hero.get(true))
{
for (auto obj : objs)
{
auto pos = obj->visitablePos();
//FIXME: this confition fails if everything but guarded subterranen gate was explored. in this case we should gather army for hero
if (isSafeToVisit(hero, pos) && ai->isAccessibleForHero(pos, hero))
return CGoal(VISIT_TILE).settile(pos).sethero(hero);
}
}
else
{
for (auto obj : objs)
{
auto pos = obj->visitablePos();
if (ai->isAccessible (pos)) //TODO: check safety?
return CGoal(VISIT_TILE).settile(pos).sethero(hero);
}
}
}
if (hero)
{
int3 t = whereToExplore(hero);
if (t.z == -1) //no safe tile to explore - we need to break!
{
erase_if (objs, [&](const CGObjectInstance *obj) -> bool
{
switch (obj->ID.num)
{
case Obj::CARTOGRAPHER:
case Obj::SUBTERRANEAN_GATE:
//case Obj::MONOLITH1:
//case obj::MONOLITH2:
//case obj::MONOLITH3:
//case Obj::WHIRLPOOL:
return false; //do not erase
break;
default:
return true;
}
});
if (objs.size())
{
return CGoal (VISIT_TILE).settile(objs.front()->visitablePos()).sethero(hero).setisAbstract(true);
}
else
throw cannotFulfillGoalException("Cannot explore - no possible ways found!");
}
return CGoal(VISIT_TILE).settile(t).sethero(hero);
}
auto hs = cb->getHeroesInfo();
int howManyHeroes = hs.size();
erase(hs, [](const CGHeroInstance *h)
{
return contains(ai->lockedHeroes, h);
});
if(hs.empty()) //all heroes are busy. buy new one
{
if (howManyHeroes < 3 && ai->findTownWithTavern()) //we may want to recruit second hero. TODO: make it smart finally
return CGoal(RECRUIT_HERO);
else //find mobile hero with weakest army
{
hs = cb->getHeroesInfo();
erase_if(hs, [](const CGHeroInstance *h)
{
return !h->movement; //only hero with movement are of interest for us
});
if (hs.empty())
{
if (howManyHeroes < GameConstants::MAX_HEROES_PER_PLAYER)
return CGoal(RECRUIT_HERO);
else
throw cannotFulfillGoalException("No heroes with remaining MPs for exploring!\n");
}
boost::sort(hs, compareMovement); //closer to what?
}
}
const CGHeroInstance *h = hs.front();
return (*this).sethero(h).setisAbstract(true);
I_AM_ELEMENTAR; //FIXME: how can this be called?
};
TSubgoal RecruitHero::whatToDoToAchieve()
{
const CGTownInstance *t = ai->findTownWithTavern();
if(!t)
return CGoal(BUILD_STRUCTURE).setbid(BuildingID::TAVERN);
if(cb->getResourceAmount(Res::GOLD) < HERO_GOLD_COST)
return CGoal(COLLECT_RES).setresID(Res::GOLD).setvalue(HERO_GOLD_COST);
I_AM_ELEMENTAR;
}
TSubgoal VisitTile::whatToDoToAchieve()
{
if(!cb->isVisible(tile))
return CGoal(EXPLORE);
if(hero && !ai->isAccessibleForHero(tile, hero))
hero = nullptr;
if(!hero)
{
if(cb->getHeroesInfo().empty())
{
return CGoal(RECRUIT_HERO);
}
for(const CGHeroInstance *h : cb->getHeroesInfo())
{
if(ai->isAccessibleForHero(tile, h))
{
hero = h;
break;
}
}
}
if(hero)
{
if(isSafeToVisit(hero, tile))
return CGoal(*this).setisElementar(true);
else
{
return CGoal(GATHER_ARMY).sethero(hero).setvalue(evaluateDanger(tile, *hero) * SAFE_ATTACK_CONSTANT); //TODO: should it be abstract?
}
}
else //inaccessible for all heroes
{
return CGoal(CLEAR_WAY_TO).settile(tile);
}
}
TSubgoal DigAtTile::whatToDoToAchieve()
{
const CGObjectInstance *firstObj = frontOrNull(cb->getVisitableObjs(tile));
if(firstObj && firstObj->ID == Obj::HERO && firstObj->tempOwner == ai->playerID) //we have hero at dest
{
const CGHeroInstance *h = dynamic_cast<const CGHeroInstance *>(firstObj);
return CGoal(*this).sethero(h).setisElementar(true);
}
return CGoal(VISIT_TILE).settile(tile);
}
TSubgoal BuildThis::whatToDoToAchieve()
{
//TODO check res
//look for town
//prerequisites?
I_AM_ELEMENTAR;
}
TSubgoal CollectRes::whatToDoToAchieve()
{
std::vector<const IMarket*> markets;
std::vector<const CGObjectInstance*> visObjs;
ai->retreiveVisitableObjs(visObjs, true);
for(const CGObjectInstance *obj : visObjs)
{
if(const IMarket *m = IMarket::castFrom(obj, false))
{
if(obj->ID == Obj::TOWN && obj->tempOwner == ai->playerID && m->allowsTrade(EMarketMode::RESOURCE_RESOURCE))
markets.push_back(m);
else if(obj->ID == Obj::TRADING_POST) //TODO a moze po prostu test na pozwalanie handlu?
markets.push_back(m);
}
}
boost::sort(markets, [](const IMarket *m1, const IMarket *m2) -> bool
{
return m1->getMarketEfficiency() < m2->getMarketEfficiency();
});
markets.erase(boost::remove_if(markets, [](const IMarket *market) -> bool
{
return !(market->o->ID == Obj::TOWN && market->o->tempOwner == ai->playerID)
&& !ai->isAccessible(market->o->visitablePos());
}),markets.end());
if(!markets.size())
{
for(const CGTownInstance *t : cb->getTownsInfo())
{
if(cb->canBuildStructure(t, BuildingID::MARKETPLACE) == EBuildingState::ALLOWED)
return CGoal(BUILD_STRUCTURE).settown(t).setbid(BuildingID::MARKETPLACE);
}
}
else
{
const IMarket *m = markets.back();
//attempt trade at back (best prices)
int howManyCanWeBuy = 0;
for(Res::ERes i = Res::WOOD; i <= Res::GOLD; vstd::advance(i, 1))
{
if(i == resID) continue;
int toGive = -1, toReceive = -1;
m->getOffer(i, resID, toGive, toReceive, EMarketMode::RESOURCE_RESOURCE);
assert(toGive > 0 && toReceive > 0);
howManyCanWeBuy += toReceive * (cb->getResourceAmount(i) / toGive);
}
if(howManyCanWeBuy + cb->getResourceAmount(static_cast<Res::ERes>(resID)) >= value)
{
auto backObj = backOrNull(cb->getVisitableObjs(m->o->visitablePos())); //it'll be a hero if we have one there; otherwise marketplace
assert(backObj);
if(backObj->tempOwner != ai->playerID)
return CGoal(GET_OBJ).setobjid(m->o->id.getNum());
return setobjid(m->o->id.getNum()).setisElementar(true);
}
}
return CGoal(INVALID); //FIXME: unused?
}
TSubgoal GatherTroops::whatToDoToAchieve()
{
std::vector<const CGDwelling *> dwellings;
for(const CGTownInstance *t : cb->getTownsInfo())
{
auto creature = VLC->creh->creatures[objid];
if (t->subID == creature->faction) //TODO: how to force AI to build unupgraded creatures? :O
{
auto creatures = vstd::tryAt(t->town->creatures, creature->level - 1);
if(!creatures)
continue;
int upgradeNumber = vstd::find_pos(*creatures, creature->idNumber);
if(upgradeNumber < 0)
continue;
BuildingID bid(BuildingID::DWELL_FIRST + creature->level - 1 + upgradeNumber * GameConstants::CREATURES_PER_TOWN);
if (t->hasBuilt(bid)) //this assumes only creatures with dwellings are assigned to faction
{
dwellings.push_back(t);
}
else
{
return CGoal (BUILD_STRUCTURE).settown(t).setbid(bid);
}
}
}
for (auto obj : ai->visitableObjs)
{
if (obj->ID != Obj::CREATURE_GENERATOR1) //TODO: what with other creature generators?
continue;
auto d = dynamic_cast<const CGDwelling *>(obj);
for (auto creature : d->creatures)
{
if (creature.first) //there are more than 0 creatures avaliabe
{
for (auto type : creature.second)
{
if (type == objid && ai->freeResources().canAfford(VLC->creh->creatures[type]->cost))
dwellings.push_back(d);
}
}
}
}
if (dwellings.size())
{
boost::sort(dwellings, isCloser);
return CGoal(GET_OBJ).setobjid (dwellings.front()->id.getNum());
}
else
return CGoal(EXPLORE);
//TODO: exchange troops between heroes
}
TSubgoal Conquer::whatToDoToAchieve()
{
auto hs = cb->getHeroesInfo();
int howManyHeroes = hs.size();
erase(hs, [](const CGHeroInstance *h)
{
return contains(ai->lockedHeroes, h);
});
if(hs.empty()) //all heroes are busy. buy new one
{
if (howManyHeroes < 3 && ai->findTownWithTavern()) //we may want to recruit second hero. TODO: make it smart finally
return CGoal(RECRUIT_HERO);
else //find mobile hero with weakest army
{
hs = cb->getHeroesInfo();
erase_if(hs, [](const CGHeroInstance *h)
{
return !h->movement; //only hero with movement are of interest for us
});
if (hs.empty())
{
if (howManyHeroes < GameConstants::MAX_HEROES_PER_PLAYER)
return CGoal(RECRUIT_HERO);
else
throw cannotFulfillGoalException("No heroes with remaining MPs for exploring!\n");
}
boost::sort(hs, compareHeroStrength);
}
}
const CGHeroInstance *h = hs.back();
cb->setSelection(h);
std::vector<const CGObjectInstance *> objs; //here we'll gather enemy towns and heroes
ai->retreiveVisitableObjs(objs);
erase_if(objs, [&](const CGObjectInstance *obj)
{
return (obj->ID != Obj::TOWN && obj->ID != Obj::HERO) //not town/hero
|| cb->getPlayerRelations(ai->playerID, obj->tempOwner) != PlayerRelations::ENEMIES;
});
if (objs.empty()) //experiment - try to conquer dwellings and mines, it should pay off
{
ai->retreiveVisitableObjs(objs);
erase_if(objs, [&](const CGObjectInstance *obj)
{
return (obj->ID != Obj::CREATURE_GENERATOR1 && obj->ID != Obj::MINE) //not dwelling or mine
|| cb->getPlayerRelations(ai->playerID, obj->tempOwner) != PlayerRelations::ENEMIES;
});
}
if(objs.empty())
return CGoal(EXPLORE); //we need to find an enemy
erase_if(objs, [&](const CGObjectInstance *obj)
{
return !isSafeToVisit(h, obj->visitablePos()) || vstd::contains (ai->reservedObjs, obj); //no need to capture same object twice
});
if(objs.empty())
I_AM_ELEMENTAR;
boost::sort(objs, isCloser);
for(const CGObjectInstance *obj : objs)
{
if (ai->isAccessibleForHero(obj->visitablePos(), h))
{
ai->reserveObject(h, obj); //no one else will capture same object until we fail
if (obj->ID == Obj::HERO)
return CGoal(VISIT_HERO).sethero(h).setobjid(obj->id.getNum()).setisAbstract(true); //track enemy hero
else
return CGoal(VISIT_TILE).sethero(h).settile(obj->visitablePos());
}
}
return CGoal(EXPLORE); //enemy is inaccessible
}
TSubgoal Build::whatToDoToAchieve()
{
I_AM_ELEMENTAR;
}
TSubgoal Invalid::whatToDoToAchieve()
{
I_AM_ELEMENTAR;
}
TSubgoal GatherArmy::whatToDoToAchieve()
{
//TODO: find hero if none set
assert(hero);
cb->setSelection(*hero);
auto compareReinforcements = [this](const CGTownInstance *lhs, const CGTownInstance *rhs) -> bool
{
return howManyReinforcementsCanGet(hero, lhs) < howManyReinforcementsCanGet(hero, rhs);
};
std::vector<const CGTownInstance *> townsReachable;
for(const CGTownInstance *t : cb->getTownsInfo())
{
if(!t->visitingHero && howManyReinforcementsCanGet(hero,t))
{
if(isReachable(t) && !vstd::contains (ai->townVisitsThisWeek[hero], t))
townsReachable.push_back(t);
}
}
if(townsReachable.size()) //try towns first
{
boost::sort(townsReachable, compareReinforcements);
return CGoal(VISIT_TILE).sethero(hero).settile(townsReachable.back()->visitablePos());
}
else
{
if (hero == ai->primaryHero()) //we can get army from other heroes
{
auto otherHeroes = cb->getHeroesInfo();
auto heroDummy = hero;
erase_if(otherHeroes, [heroDummy](const CGHeroInstance * h)
{
return (h == heroDummy.h || !ai->isAccessibleForHero(heroDummy->visitablePos(), h, true) || !ai->canGetArmy(heroDummy.h, h));
});
if (otherHeroes.size())
{
boost::sort(otherHeroes, compareArmyStrength); //TODO: check if hero has at least one stack more powerful than ours? not likely to fail
int primaryPath, secondaryPath;
auto h = otherHeroes.back();
cb->setSelection(hero.h);
primaryPath = cb->getPathInfo(h->visitablePos())->turns;
cb->setSelection(h);
secondaryPath = cb->getPathInfo(hero->visitablePos())->turns;
if (primaryPath < secondaryPath)
return CGoal(VISIT_HERO).setisAbstract(true).setobjid(h->id.getNum()).sethero(hero); //go to the other hero if we are faster
else
return CGoal(VISIT_HERO).setisAbstract(true).setobjid(hero->id.getNum()).sethero(h); //let the other hero come to us
}
}
std::vector<const CGObjectInstance *> objs; //here we'll gather all dwellings
ai->retreiveVisitableObjs(objs, true);
erase_if(objs, [&](const CGObjectInstance *obj)
{
if(obj->ID != Obj::CREATURE_GENERATOR1)
return true;
auto relationToOwner = cb->getPlayerRelations(obj->getOwner(), ai->playerID);
if(relationToOwner == PlayerRelations::ALLIES)
return true;
//Use flagged dwellings only when there are available creatures that we can afford
if(relationToOwner == PlayerRelations::SAME_PLAYER)
{
auto dwelling = dynamic_cast<const CGDwelling*>(obj);
for(auto & creLevel : dwelling->creatures)
{
if(creLevel.first)
{
for(auto & creatureID : creLevel.second)
{
auto creature = VLC->creh->creatures[creatureID];
if(ai->freeResources().canAfford(creature->cost))
return false;
}
}
}
}
return true;
});
if(objs.empty()) //no possible objects, we did eveyrthing already
return CGoal(EXPLORE).sethero(hero);
//TODO: check if we can recruit any creatures there, evaluate army
else
{
boost::sort(objs, isCloser);
HeroPtr h = nullptr;
for(const CGObjectInstance *obj : objs)
{ //find safe dwelling
auto pos = obj->visitablePos();
if (shouldVisit (hero, obj)) //creatures fit in army
h = hero;
else
{
for(auto ourHero : cb->getHeroesInfo()) //make use of multiple heroes
{
if (shouldVisit(ourHero, obj))
h = ourHero;
}
}
if (h && isSafeToVisit(h, pos) && ai->isAccessibleForHero(pos, h))
return CGoal(VISIT_TILE).sethero(h).settile(pos);
}
}
}
return CGoal(EXPLORE).sethero(hero); //find dwelling. use current hero to prevent him from doing nothing.
}
TSubgoal CGoal::whatToDoToAchieve()
{
logAi->debugStream() << boost::format("Decomposing goal of type %s") % name();
return CGoal(EXPLORE);
}
TSubgoal CGoal::goVisitOrLookFor(const CGObjectInstance *obj)
{
if(obj)
return CGoal(GET_OBJ).setobjid(obj->id.getNum());
else
return CGoal(EXPLORE);
}
TSubgoal CGoal::lookForArtSmart(int aid)
{
return CGoal(INVALID);
}
bool CGoal::invalid() const
{
return goalType == INVALID;
}

217
AI/VCAI/Goals.h Normal file
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@ -0,0 +1,217 @@
#pragma once
#include "../../lib/VCMI_Lib.h"
#include "../../lib/CObjectHandler.h"
#include "../../lib/CBuildingHandler.h"
#include "../../lib/CCreatureHandler.h"
#include "../../lib/CTownHandler.h"
#include "AIUtility.h"
/*
* Goals.h, 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
*
*/
struct HeroPtr;
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)
std::string name() const;
virtual TSubgoal whatToDoToAchieve();
CGoal(EGoals goal = INVALID) : goalType(goal)
{
priority = 0;
isElementar = false;
isAbstract = false;
value = 0;
aid = -1;
resID = -1;
tile = int3(-1, -1, -1);
town = nullptr;
}
bool invalid() const;
static TSubgoal goVisitOrLookFor(const CGObjectInstance *obj); //if obj is nullptr, 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;
}
template <typename Handler> void serialize(Handler &h, const int version)
{
h & goalType & isElementar & isAbstract & priority;
h & value & resID & objid & aid & tile & hero & town & bid;
}
};
class Invalid : public CGoal
{
public:
TSubgoal whatToDoToAchieve() override;
};
class Win : public CGoal
{
public:
TSubgoal whatToDoToAchieve() override;
};
class NotLose : public CGoal
{
public:
TSubgoal whatToDoToAchieve() override;
};
class Conquer : public CGoal
{
public:
TSubgoal whatToDoToAchieve() override;
};
class Build : public CGoal
{
public:
TSubgoal whatToDoToAchieve() override;
};
class Explore : public CGoal
{
public:
TSubgoal whatToDoToAchieve() override;
};
class GatherArmy : public CGoal
{
public:
TSubgoal whatToDoToAchieve() override;
};
class BoostHero : public CGoal
{
public:
TSubgoal whatToDoToAchieve() override;
};
class RecruitHero : public CGoal
{
public:
TSubgoal whatToDoToAchieve() override;
};
class BuildThis : public CGoal
{
public:
TSubgoal whatToDoToAchieve() override;
};
class CollectRes : public CGoal
{
public:
TSubgoal whatToDoToAchieve() override;
};
class GatherTroops : public CGoal
{
public:
TSubgoal whatToDoToAchieve() override;
};
class GetObj : public CGoal
{
public:
TSubgoal whatToDoToAchieve() override;
};
class FindObj : public CGoal
{
public:
TSubgoal whatToDoToAchieve() override;
};
class VisitHero : public CGoal
{
public:
TSubgoal whatToDoToAchieve() override;
};
class GetArtOfType : public CGoal
{
public:
TSubgoal whatToDoToAchieve() override;
};
class IssueCommand : public CGoal
{
public:
TSubgoal whatToDoToAchieve() override;
};
class VisitTile : public CGoal //tile, in conjunction with hero elementar; assumes tile is reachable
{
public:
TSubgoal whatToDoToAchieve() override;
};
class ClearWayTo : public CGoal
{
public:
TSubgoal whatToDoToAchieve() override;
};
class DigAtTile : public CGoal //elementar with hero on tile
{
public:
TSubgoal whatToDoToAchieve() override;
};
struct CIssueCommand : CGoal
{
std::function<bool()> command;
CIssueCommand(std::function<bool()> _command): CGoal(ISSUE_COMMAND), command(_command) {}
};

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@ -1,9 +1,10 @@
#pragma once
#include "AIUtility.h"
#include "Goals.h"
#include "../../lib/AI_Base.h"
#include "../../CCallback.h"
#include "../../lib/CDefObjInfoHandler.h"
#include "../../lib/CObjectHandler.h"
#include "../../lib/CThreadHelper.h"
@ -18,54 +19,21 @@
#include "../../lib/mapping/CMap.h"
#include "../../lib/NetPacks.h"
#include "../../lib/CondSh.h"
#include "../../lib/CStopWatch.h"
static const int3 dirs[] = { int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0),
int3(1,1,0),int3(-1,1,0),int3(1,-1,0),int3(-1,-1,0) };
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;
ObjectInstanceID hid;
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;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & this->h & hid & name;
}
};
enum BattleState
{
NO_BATTLE,
UPCOMING_BATTLE,
ONGOING_BATTLE,
ENDING_BATTLE
};
/*
* VCAI.h, 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
*
*/
class AIStatus
{
@ -104,96 +72,6 @@ public:
}
};
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)
std::string name() const;
virtual TSubgoal whatToDoToAchieve();
CGoal(EGoals goal = INVALID) : goalType(goal)
{
priority = 0;
isElementar = false;
isAbstract = false;
value = 0;
aid = -1;
resID = -1;
tile = int3(-1, -1, -1);
town = nullptr;
}
bool invalid() const;
static TSubgoal goVisitOrLookFor(const CGObjectInstance *obj); //if obj is nullptr, 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;
}
template <typename Handler> void serialize(Handler &h, const int version)
{
h & goalType & isElementar & isAbstract & priority;
h & value & resID & objid & aid & tile & hero & town & bid;
}
};
enum {NOT_VISIBLE = 0, NOT_CHECKED = 1, NOT_AVAILABLE};
struct SectorMap
@ -231,39 +109,6 @@ struct SectorMap
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
{
std::function<bool()> command;
CIssueCommand(std::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
{
ObjectInstanceID id;
const CGObjectInstance *operator->() const;
operator const CGObjectInstance *() const;
ObjectIdRef(ObjectInstanceID _id);
ObjectIdRef(const CGObjectInstance *obj);
bool operator<(const ObjectIdRef &rhs) const;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & id;
}
};
class ObjsVector : public std::vector<ObjectIdRef>
{
private:
};
class VCAI : public CAdventureAI
{
@ -482,15 +327,5 @@ public:
}
};
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);