#pragma once #include "AIUtility.h" #include "Goals.h" #include "../../lib/AI_Base.h" #include "../../CCallback.h" #include "../../lib/CDefObjInfoHandler.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/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/CondSh.h" struct QuestInfo; /* * 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 { boost::mutex mx; boost::condition_variable cv; BattleState battle; std::map remainingQueries; std::map requestToQueryID; //IDs of answer-requests sent to server => query ids (so we can match answer confirmation from server to the query) std::vector objectsBeingVisited; bool ongoingHeroMovement; bool havingTurn; public: AIStatus(); ~AIStatus(); void setBattle(BattleState BS); void setMove(bool ongoing); 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 void serialize(Handler &h, const int version) { h & battle & remainingQueries & requestToQueryID & havingTurn; } }; 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 tiles; std::vector embarkmentPoints; //tiles of other sectors onto which we can (dis)embark std::vector subterraneanGates; bool water; //all tiles of sector are land or water Sector() { id = -1; } }; bool valid; //some kind of lazy eval std::map parent; std::vector>> sector; //std::vector>> pathfinderSector; std::map infoOnSectors; SectorMap(); SectorMap(HeroPtr h); void update(); void clear(); void exploreNewSector(crint3 pos, int num, CCallback * cbp); 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? int3 findFirstVisitableTile(HeroPtr h, crint3 dst); }; //Set of buildings for different goals. Does not include any prerequisites. const BuildingID essential[] = {BuildingID::TAVERN, BuildingID::TOWN_HALL}; const BuildingID goldSource[] = {BuildingID::TOWN_HALL, BuildingID::CITY_HALL, BuildingID::CAPITOL}; const BuildingID unitsSource[] = { BuildingID::DWELL_LVL_1, BuildingID::DWELL_LVL_2, BuildingID::DWELL_LVL_3, BuildingID::DWELL_LVL_4, BuildingID::DWELL_LVL_5, BuildingID::DWELL_LVL_6, BuildingID::DWELL_LVL_7}; const BuildingID unitsUpgrade[] = { BuildingID::DWELL_LVL_1_UP, BuildingID::DWELL_LVL_2_UP, BuildingID::DWELL_LVL_3_UP, BuildingID::DWELL_LVL_4_UP, BuildingID::DWELL_LVL_5_UP, BuildingID::DWELL_LVL_6_UP, BuildingID::DWELL_LVL_7_UP}; const BuildingID unitGrowth[] = { BuildingID::FORT, BuildingID::CITADEL, BuildingID::CASTLE, BuildingID::HORDE_1, BuildingID::HORDE_1_UPGR, BuildingID::HORDE_2, BuildingID::HORDE_2_UPGR}; const BuildingID spells[] = {BuildingID::MAGES_GUILD_1, BuildingID::MAGES_GUILD_2, BuildingID::MAGES_GUILD_3, BuildingID::MAGES_GUILD_4, BuildingID::MAGES_GUILD_5}; const BuildingID extra[] = {BuildingID::RESOURCE_SILO, BuildingID::SPECIAL_1, BuildingID::SPECIAL_2, BuildingID::SPECIAL_3, BuildingID::SPECIAL_4, BuildingID::SHIPYARD}; // all remaining buildings class VCAI : public CAdventureAI { public: //internal methods for town development //try build an unbuilt structure in maxDays at most (0 = indefinite) /*bool canBuildStructure(const CGTownInstance * t, BuildingID building, unsigned int maxDays=7);*/ bool tryBuildStructure(const CGTownInstance * t, BuildingID building, unsigned int maxDays=7); //try build ANY unbuilt structure BuildingID canBuildAnyStructure(const CGTownInstance * t, std::vector buildList, unsigned int maxDays=7); bool tryBuildAnyStructure(const CGTownInstance * t, std::vector buildList, unsigned int maxDays=7); //try build first unbuilt structure bool tryBuildNextStructure(const CGTownInstance * t, std::vector buildList, unsigned int maxDays=7); friend class FuzzyHelper; std::map knownSubterraneanGates; //std::vector visitedThisWeek; //only OPWs std::map > townVisitsThisWeek; std::map lockedHeroes; //TODO: allow non-elementar objectives std::map > reservedHeroesMap; //objects reserved by specific heroes std::set heroesUnableToExplore; //these heroes will not be polled for exploration in current state of game //sets are faster to search, also do not contain duplicates std::set visitableObjs; std::set alreadyVisited; std::set reservedObjs; //to be visited by specific hero TResources saving; AIStatus status; std::string battlename; shared_ptr myCb; unique_ptr makingTurn; VCAI(void); ~VCAI(void); //TODO: use only smart pointers? void tryRealize(Goals::Explore & g); void tryRealize(Goals::RecruitHero & g); void tryRealize(Goals::VisitTile & g); void tryRealize(Goals::VisitHero & g); void tryRealize(Goals::BuildThis & g); void tryRealize(Goals::DigAtTile & g); void tryRealize(Goals::CollectRes & g); void tryRealize(Goals::Build & g); void tryRealize(Goals::Invalid & g); void tryRealize(Goals::AbstractGoal & g); int3 explorationBestNeighbour(int3 hpos, int radius, HeroPtr h); int3 explorationNewPoint(HeroPtr h); int3 explorationDesperate(HeroPtr h); bool canReachTile (const CGHeroInstance * h, int3 t); void recruitHero(); virtual std::string getBattleAIName() const override; virtual void init(shared_ptr CB) override; virtual void yourTurn() override; virtual void heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector &skills, QueryID 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 skills, QueryID queryID) override; //TODO virtual void showBlockingDialog(const std::string &text, const std::vector &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. virtual 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 virtual void saveGame(COSer &h, const int version) override; //saving virtual void loadGame(CISer &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 std::unordered_set &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, bool start) override; virtual void showPuzzleMap() override; virtual void showShipyardDialog(const IShipyard *obj) override; virtual void gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult) 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 = nullptr) override; virtual void heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town) override; virtual void tileRevealed(const std::unordered_set &pos) override; virtual void heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query) 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 &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, BuildingID 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(Goals::TSubgoal ultimateGoal); Goals::TSubgoal striveToGoalInternal(Goals::TSubgoal ultimateGoal, bool onlyAbstract); void endTurn(); void wander(HeroPtr h); void setGoal(HeroPtr h, Goals::TSubgoal goal); void completeGoal (Goals::TSubgoal goal); //safely removes goal from reserved hero void striveToQuest (const QuestInfo &q); void recruitHero(const CGTownInstance * t, bool throwing = false); bool isGoodForVisit(const CGObjectInstance *obj, HeroPtr h); std::vector 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); //TODO: reserve all objects that heroes attempt to visit void unreserveObject (HeroPtr h, const CGObjectInstance *obj); void markHeroUnableToExplore (HeroPtr h); void markHeroAbleToExplore (HeroPtr h); bool isAbleToExplore (HeroPtr h); void clearHeroesUnableToExplore(); 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 validateVisitableObjs(); void retreiveVisitableObjs(std::vector &out, bool includeOwned = false) const; void retreiveVisitableObjs(std::set &out, bool includeOwned = false) const; std::vector getFlaggedObjects() const; const CGObjectInstance *lookForArt(int aid) const; bool isAccessible(const int3 &pos); HeroPtr getHeroWithGrail() const; const CGObjectInstance *getUnvisitedObj(const std::function &predicate); bool isAccessibleForHero(const int3 & pos, HeroPtr h, bool includeAllies = false) const; const CGTownInstance *findTownWithTavern() const; bool canRecruitAnyHero(const CGTownInstance * t = NULL) const; Goals::TSubgoal getGoal (HeroPtr h) const; bool canAct(HeroPtr h) const; std::vector getUnblockedHeroes() const; HeroPtr primaryHero() const; TResources freeResources() const; //owned resources minus gold reserve TResources estimateIncome() const; bool containsSavedRes(const TResources &cost) const; void checkHeroArmy (HeroPtr h); 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 whatToDo); template void registerGoals(Handler &h) { //h.template registerType(); h.template registerType(); h.template registerType(); //h.template registerType(); h.template registerType(); h.template registerType(); h.template registerType(); h.template registerType(); h.template registerType(); h.template registerType(); h.template registerType(); h.template registerType(); h.template registerType(); h.template registerType(); h.template registerType(); //h.template registerType(); h.template registerType(); h.template registerType(); h.template registerType(); h.template registerType(); } template void serializeInternal(Handler &h, const int version) { h & knownSubterraneanGates & townVisitsThisWeek & lockedHeroes & reservedHeroesMap; //FIXME: cannot instantiate abstract class h & visitableObjs & alreadyVisited & reservedObjs; h & saving & status & battlename; h & heroesUnableToExplore; //myCB is restored after load by init call } }; 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: Goals::TSubgoal goal; explicit goalFulfilledException(Goals::TSubgoal Goal) : goal(Goal) { } virtual ~goalFulfilledException() throw () { }; const char *what() const throw () override { return goal->name().c_str(); } }; void makePossibleUpgrades(const CArmedInstance *obj);