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vcmi/AI/VCAI/VCAI.h
2018-07-26 12:14:29 +02:00

472 lines
19 KiB
C++

/*
* 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
*
*/
#pragma once
#include "AIUtility.h"
#include "Goals.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"
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;
}
};
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
std::vector<const CGObjectInstance *> visitableObjs;
bool water; //all tiles of sector are land or water
Sector()
{
id = -1;
water = false;
}
};
typedef unsigned short TSectorID; //smaller than int to allow -1 value. Max number of sectors 65K should be enough for any proper map.
typedef boost::multi_array<TSectorID, 3> TSectorArray;
bool valid; //some kind of lazy eval
std::map<int3, int3> parent;
TSectorArray sector;
//std::vector<std::vector<std::vector<unsigned char>>> pathfinderSector;
std::map<int, Sector> infoOnSectors;
std::shared_ptr<boost::multi_array<TerrainTile *, 3>> visibleTiles;
SectorMap();
SectorMap(HeroPtr h);
void update();
void clear();
void exploreNewSector(crint3 pos, int num, CCallback * cbp);
void write(crstring fname);
bool markIfBlocked(TSectorID & sec, crint3 pos, const TerrainTile * t);
bool markIfBlocked(TSectorID & sec, crint3 pos);
TSectorID & retrieveTile(crint3 pos);
TSectorID & retrieveTileN(TSectorArray & vectors, const int3 & pos);
const TSectorID & retrieveTileN(const TSectorArray & vectors, const int3 & pos);
TerrainTile * getTile(crint3 pos) const;
std::vector<const CGObjectInstance *> getNearbyObjs(HeroPtr h, bool sectorsAround);
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);
};
class DLL_EXPORT VCAI : public CAdventureAI
{
public:
//internal methods for town development
//TODO: refactor to separate class BuildManager
//try build anything in given town, and execute resulting Goal if any
bool tryBuildStructure(const CGTownInstance * t);
bool tryBuildAnyStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays = 7);
//try build first unbuilt structure
bool tryBuildThisStructure(const CGTownInstance * t, BuildingID building, unsigned int maxDays = 7);
//try build ANY unbuilt structure
BuildingID canBuildAnyStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays = 7) const;
bool tryBuildNextStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays = 7);
void buildStructure(const CGTownInstance * t, BuildingID building); //actually execute build operation
struct PotentialBuilding
{
BuildingID bid;
TResources price;
//days to build?
};
std::vector<PotentialBuilding> potentialBuildings; //what we can build in current town
friend class FuzzyHelper;
friend class ResourceManager;
std::map<TeleportChannelID, std::shared_ptr<TeleportChannel>> knownTeleportChannels;
std::map<const CGObjectInstance *, const CGObjectInstance *> knownSubterraneanGates;
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
std::map<HeroPtr, std::set<const CGTownInstance *>> townVisitsThisWeek;
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
//sets are faster to search, also do not contain duplicates
std::set<const CGObjectInstance *> visitableObjs;
std::set<const CGObjectInstance *> alreadyVisited;
std::set<const CGObjectInstance *> reservedObjs; //to be visited by specific hero
std::map<HeroPtr, std::shared_ptr<SectorMap>> cachedSectorMaps; //TODO: serialize? not necessary
AIStatus status;
std::string battlename;
std::shared_ptr<CCallback> myCb;
std::unique_ptr<boost::thread> makingTurn;
VCAI();
virtual ~VCAI();
//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::BuyArmy & 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 isTileNotReserved(const CGHeroInstance * h, int3 t); //the tile is not occupied by allied hero and the object is not reserved
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 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 evaluateGoal(HeroPtr h); //evaluates goal assigned to hero, if any
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, SectorMap & sm);
//void recruitCreatures(const CGTownInstance * t);
void recruitCreatures(const CGDwelling * d, const CArmedInstance * recruiter);
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 pickBestArtifacts(const CGHeroInstance * h, const CGHeroInstance * other = nullptr);
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 clearPathsInfo();
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 retrieveVisitableObjs(std::vector<const CGObjectInstance *> & out, bool includeOwned = false) const;
void retrieveVisitableObjs();
virtual std::vector<const CGObjectInstance *> getFlaggedObjects() const;
const CGObjectInstance * lookForArt(int aid) const;
bool isAccessible(const int3 & pos);
HeroPtr getHeroWithGrail() const;
const CGObjectInstance * getUnvisitedObj(const std::function<bool(const CGObjectInstance *)> & predicate);
bool isAccessibleForHero(const int3 & pos, HeroPtr h, bool includeAllies = false) const;
//optimization - use one SM for every hero call
std::shared_ptr<SectorMap> getCachedSectorMap(HeroPtr h);
const CGTownInstance * findTownWithTavern() const;
bool canRecruitAnyHero(const CGTownInstance * t = NULL) const;
Goals::TSubgoal getGoal(HeroPtr h) const;
bool canAct(HeroPtr h) const;
std::vector<HeroPtr> getUnblockedHeroes() const;
HeroPtr primaryHero() 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<void()> whatToDo);
#if 0
//disabled due to issue 2890
template<typename Handler> void registerGoals(Handler & h)
{
//h.template registerType<Goals::AbstractGoal, Goals::BoostHero>();
h.template registerType<Goals::AbstractGoal, Goals::Build>();
h.template registerType<Goals::AbstractGoal, Goals::BuildThis>();
//h.template registerType<Goals::AbstractGoal, Goals::CIssueCommand>();
h.template registerType<Goals::AbstractGoal, Goals::ClearWayTo>();
h.template registerType<Goals::AbstractGoal, Goals::CollectRes>();
h.template registerType<Goals::AbstractGoal, Goals::Conquer>();
h.template registerType<Goals::AbstractGoal, Goals::DigAtTile>();
h.template registerType<Goals::AbstractGoal, Goals::Explore>();
h.template registerType<Goals::AbstractGoal, Goals::FindObj>();
h.template registerType<Goals::AbstractGoal, Goals::GatherArmy>();
h.template registerType<Goals::AbstractGoal, Goals::GatherTroops>();
h.template registerType<Goals::AbstractGoal, Goals::GetArtOfType>();
h.template registerType<Goals::AbstractGoal, Goals::GetObj>();
h.template registerType<Goals::AbstractGoal, Goals::Invalid>();
//h.template registerType<Goals::AbstractGoal, Goals::NotLose>();
h.template registerType<Goals::AbstractGoal, Goals::RecruitHero>();
h.template registerType<Goals::AbstractGoal, Goals::VisitHero>();
h.template registerType<Goals::AbstractGoal, Goals::VisitTile>();
h.template registerType<Goals::AbstractGoal, Goals::Win>();
}
#endif
template<typename Handler> void serializeInternal(Handler & h, const int version)
{
h & knownTeleportChannels;
h & knownSubterraneanGates;
h & destinationTeleport;
h & townVisitsThisWeek;
#if 0
//disabled due to issue 2890
h & lockedHeroes;
#else
{
ui32 length = 0;
h & length;
if(!h.saving)
{
std::set<ui32> loadedPointers;
lockedHeroes.clear();
for(ui32 index = 0; index < length; index++)
{
HeroPtr ignored1;
h & ignored1;
ui8 flag = 0;
h & flag;
if(flag)
{
ui32 pid = 0xffffffff;
h & pid;
if(!vstd::contains(loadedPointers, pid))
{
loadedPointers.insert(pid);
ui16 typeId = 0;
//this is the problem requires such hack
//we have to explicitly ignore invalid goal class type id
h & typeId;
Goals::AbstractGoal ignored2;
ignored2.serialize(h, version);
}
}
}
}
}
#endif
h & reservedHeroesMap; //FIXME: cannot instantiate abstract class
h & visitableObjs;
h & alreadyVisited;
h & reservedObjs;
if (version < 788 && !h.saving)
{
TResources saving;
h & saving; //mind the ambiguity
}
h & status;
h & 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
{
std::string msg;
public:
Goals::TSubgoal goal;
explicit goalFulfilledException(Goals::TSubgoal Goal)
: goal(Goal)
{
msg = goal->name();
}
virtual ~goalFulfilledException() throw ()
{
};
const char * what() const throw () override
{
return msg.c_str();
}
};
void makePossibleUpgrades(const CArmedInstance * obj);