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vcmi/AI/VCAI/VCAI.h
2016-12-13 12:27:48 +03:00

403 lines
18 KiB
C++

#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;
/*
* 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<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 & 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<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 & retreiveTile(crint3 pos);
TSectorID & retreiveTileN(TSectorArray &vectors, const int3 &pos);
const TSectorID & retreiveTileN(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 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<BuildingID> buildList, unsigned int maxDays=7);
bool tryBuildAnyStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays=7);
//try build first unbuilt structure
bool tryBuildNextStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays=7);
friend class FuzzyHelper;
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
TResources saving;
AIStatus status;
std::string battlename;
std::shared_ptr<CCallback> myCb;
std::unique_ptr<boost::thread> makingTurn;
VCAI(void);
virtual ~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 isTileNotReserved(const CGHeroInstance * h, int3 t); //the tile is not occupied by allied hero and the object is not reserved
void recruitHero();
virtual std::string getBattleAIName() const override;
virtual void init(std::shared_ptr<CCallback> CB) override;
virtual void yourTurn() override;
virtual 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
virtual void commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID) override; //TODO
virtual 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.
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 showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID) override;
virtual void saveGame(BinarySerializer & h, const int version) override; //saving
virtual void loadGame(BinaryDeserializer & 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<int3, ShashInt3> &pos) override;
virtual void artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst) override;
virtual void artifactAssembled(const ArtifactLocation &al) override;
virtual void showTavernWindow(const CGObjectInstance *townOrTavern) override;
virtual void showThievesGuildWindow (const CGObjectInstance * obj) override;
virtual void playerBlocked(int reason, 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<int3, ShashInt3> &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<Component*> &components, int soundID) override;
virtual void requestRealized(PackageApplied *pa) override;
virtual void receivedResource() 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;
void showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositions) 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 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 buildStructure(const CGTownInstance * t);
//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 retreiveVisitableObjs(std::vector<const CGObjectInstance *> &out, bool includeOwned = false) const;
void retreiveVisitableObjs();
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;
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<void()> whatToDo);
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>();
}
template <typename Handler> void serializeInternal(Handler &h, const int version)
{
h & knownTeleportChannels & knownSubterraneanGates & destinationTeleport;
h & 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
{
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);