mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-14 10:12:59 +02:00
2a05fbdd50
- Replaced BattleSide namespace-enum with enum class - Merged two different BattleSide enum's into one - Merged BattlePerspective enum into BattleSide enum - Changed all places that use integers to represent battle side to use BattleSide enum - Added BattleSideArray convenience wrapper for std::array that is always 2-elements in size and allows access to its elements using BattleSide enum
195 lines
10 KiB
C++
195 lines
10 KiB
C++
/*
|
|
* AIGateway.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/AbstractGoal.h"
|
|
#include "../../lib/AI_Base.h"
|
|
#include "../../CCallback.h"
|
|
#include "../../lib/CThreadHelper.h"
|
|
#include "../../lib/GameConstants.h"
|
|
#include "../../lib/VCMI_Lib.h"
|
|
#include "../../lib/CCreatureHandler.h"
|
|
#include "../../lib/mapObjects/MiscObjects.h"
|
|
#include "../../lib/spells/CSpellHandler.h"
|
|
#include "Pathfinding/AIPathfinder.h"
|
|
#include "Engine/Nullkiller.h"
|
|
|
|
namespace NKAI
|
|
{
|
|
|
|
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);
|
|
};
|
|
|
|
// The gateway is responsible for AI events handling. Copied from VCAI.h and refined a bit
|
|
// Probably we can use concept of hooks to handle event in their related goals
|
|
class DLL_EXPORT AIGateway : public CAdventureAI
|
|
{
|
|
public:
|
|
ObjectInstanceID destinationTeleport;
|
|
int3 destinationTeleportPos;
|
|
std::vector<ObjectInstanceID> teleportChannelProbingList; //list of teleport channel exits that not visible and need to be (re-)explored
|
|
//std::vector<const CGObjectInstance *> visitedThisWeek; //only OPWs
|
|
|
|
//std::set<HeroPtr> invalidPathHeroes; //FIXME, just a workaround
|
|
//std::map<HeroPtr, Goals::TSubgoal> lockedHeroes; //TODO: allow non-elementar objectives
|
|
//std::map<HeroPtr, std::set<const CGObjectInstance *>> reservedHeroesMap; //objects reserved by specific heroes
|
|
//std::set<HeroPtr> heroesUnableToExplore; //these heroes will not be polled for exploration in current state of game
|
|
|
|
//sets are faster to search, also do not contain duplicates
|
|
//std::set<const CGObjectInstance *> reservedObjs; //to be visited by specific hero
|
|
//std::map<HeroPtr, std::set<HeroPtr>> visitedHeroes; //visited this turn //FIXME: this is just bug workaround
|
|
|
|
AIStatus status;
|
|
std::string battlename;
|
|
std::shared_ptr<CCallback> myCb;
|
|
std::unique_ptr<boost::thread> makingTurn;
|
|
private:
|
|
boost::mutex turnInterruptionMutex;
|
|
|
|
public:
|
|
ObjectInstanceID selectedObject;
|
|
|
|
std::unique_ptr<Nullkiller> nullkiller;
|
|
|
|
AIGateway();
|
|
virtual ~AIGateway();
|
|
|
|
//TODO: extract to appropriate goals
|
|
void tryRealize(Goals::DigAtTile & g);
|
|
void tryRealize(Goals::Trade & g);
|
|
|
|
std::string getBattleAIName() const override;
|
|
|
|
void initGameInterface(std::shared_ptr<Environment> env, std::shared_ptr<CCallback> CB) override;
|
|
void yourTurn(QueryID queryID) override;
|
|
|
|
void heroGotLevel(const CGHeroInstance * hero, 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, bool safeToAutoaccept) 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(const CGHeroInstance * hero, 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 finish() override;
|
|
|
|
void availableCreaturesChanged(const CGDwelling * town) override;
|
|
void heroMoved(const TryMoveHero & details, bool verbose = true) override;
|
|
void heroInGarrisonChange(const CGTownInstance * town) override;
|
|
void centerView(int3 pos, int focusTime) override;
|
|
void tileHidden(const std::unordered_set<int3> & pos) override;
|
|
void artifactMoved(const ArtifactLocation & src, const ArtifactLocation & dst) override;
|
|
void artifactAssembled(const ArtifactLocation & al) override;
|
|
void showTavernWindow(const CGObjectInstance * object, const CGHeroInstance * visitor, QueryID queryID) 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> & pos) override;
|
|
void heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query) override;
|
|
void heroPrimarySkillChanged(const CGHeroInstance * hero, PrimarySkill which, si64 val) override;
|
|
void showRecruitmentDialog(const CGDwelling * dwelling, const CArmedInstance * dst, int level, QueryID queryID) 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, SpellID spellID) override;
|
|
void showInfoDialog(EInfoWindowMode type, 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, const PlayerColor & initiator) override;
|
|
void showUniversityWindow(const IMarket * market, const CGHeroInstance * visitor, QueryID queryID) override;
|
|
void heroManaPointsChanged(const CGHeroInstance * hero) override;
|
|
void heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val) override;
|
|
void battleResultsApplied() override;
|
|
void beforeObjectPropertyChanged(const SetObjectProperty * sop) 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, QueryID queryID) override;
|
|
void showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositions, bool showTerrain) override;
|
|
std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState) override;
|
|
|
|
void battleStart(const BattleID & battleID, const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, BattleSide side, bool replayAllowed) override;
|
|
void battleEnd(const BattleID & battleID, const BattleResult * br, QueryID queryID) override;
|
|
|
|
void makeTurn();
|
|
|
|
void buildArmyIn(const CGTownInstance * t);
|
|
void endTurn();
|
|
|
|
// TODO: all the routines like recruiting hero or building army should be removed from here and extracted to elementar goals or whatever
|
|
void recruitCreatures(const CGDwelling * d, const CArmedInstance * recruiter);
|
|
void pickBestCreatures(const CArmedInstance * army, const CArmedInstance * source); //called when we can't find a slot for new stack
|
|
void pickBestArtifacts(const CGHeroInstance * h, const CGHeroInstance * other = nullptr);
|
|
void moveCreaturesToHero(const CGTownInstance * t);
|
|
void performObjectInteraction(const CGObjectInstance * obj, HeroPtr h);
|
|
bool makePossibleUpgrades(const CArmedInstance * obj);
|
|
|
|
bool moveHeroToTile(int3 dst, HeroPtr h);
|
|
void buildStructure(const CGTownInstance * t, BuildingID building);
|
|
|
|
void lostHero(HeroPtr h); //should remove all references to hero (assigned tasks and so on)
|
|
void waitTillFree();
|
|
|
|
void addVisitableObj(const CGObjectInstance * obj);
|
|
|
|
void validateObject(const CGObjectInstance * obj); //checks if object is still visible and if not, removes references to it
|
|
void validateObject(ObjectIdRef obj); //checks if object is still visible and if not, removes references to it
|
|
void retrieveVisitableObjs();
|
|
virtual std::vector<const CGObjectInstance *> getFlaggedObjects() const;
|
|
|
|
void requestSent(const CPackForServer * pack, int requestID) override;
|
|
void answerQuery(QueryID queryID, int selection);
|
|
//special function that can be called ONLY from game events handling thread and will send request ASAP
|
|
void requestActionASAP(std::function<void()> whatToDo);
|
|
};
|
|
|
|
}
|