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a3b6bb4892
AI creates random neural networks and assumes that their outputs are trained values.
217 lines
7.6 KiB
C++
217 lines
7.6 KiB
C++
#ifndef __CGENIUSAI_H__
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#define __CGENIUSAI_H__
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#include "Common.h"
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#include "BattleLogic.h"
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#include "GeneralAI.h"
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#include "../../lib/CondSh.h"
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#include <set>
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#include <list>
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#include <queue>
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class CBuilding;
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namespace GeniusAI {
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enum BattleState
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{
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NO_BATTLE,
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UPCOMING_BATTLE,
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ONGOING_BATTLE,
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ENDING_BATTLE
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};
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class Priorities;
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class CGeniusAI : public CGlobalAI
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{
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private:
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ICallback* m_cb;
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GeniusAI::BattleAI::CBattleLogic* m_battleLogic;
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GeniusAI::GeneralAI::CGeneralAI m_generalAI;
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GeniusAI::Priorities * m_priorities;
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CondSh<BattleState> m_state; //are we engaged into battle?
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struct AIObjectContainer
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{
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AIObjectContainer(const CGObjectInstance * o):o(o){}
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const CGObjectInstance * o;
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bool operator<(const AIObjectContainer& b)const;
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};
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class HypotheticalGameState
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{
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public:
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struct HeroModel
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{
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HeroModel(){}
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HeroModel(const CGHeroInstance * h);
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int3 pos;
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int3 interestingPos;
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bool finished;
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int remainingMovement;
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const CGHeroInstance * h;
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};
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struct TownModel
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{
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TownModel(const CGTownInstance *t);
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const CGTownInstance *t;
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std::vector<std::pair<ui32, std::vector<ui32> > > creaturesToRecruit;
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CCreatureSet creaturesInGarrison; //type, num
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bool hasBuilt;
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};
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HypotheticalGameState(){}
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HypotheticalGameState(CGeniusAI & ai);
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void update(CGeniusAI & ai);
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CGeniusAI * AI;
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std::vector<const CGHeroInstance *> AvailableHeroesToBuy;
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std::vector<int> resourceAmounts;
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std::vector<HeroModel> heroModels;
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std::vector<TownModel> townModels;
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std::set< AIObjectContainer > knownVisitableObjects;
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};
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class AIObjective
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{
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public:
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enum Type
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{
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//hero objectives
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visit, //done TODO: upon visit friendly hero, trade
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attack, //done
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//flee,
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dismissUnits,
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dismissYourself,
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finishTurn, //done //uses up remaining motion to get somewhere interesting.
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//town objectives
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recruitHero, //done
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buildBuilding, //done
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recruitCreatures, //done
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upgradeCreatures //done
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};
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CGeniusAI * AI;
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Type type;
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virtual void fulfill(CGeniusAI &,HypotheticalGameState & hgs)=0;
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virtual HypotheticalGameState pretend(const HypotheticalGameState &) =0;
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virtual void print() const=0;
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virtual float getValue() const=0; //how much is it worth to the AI to achieve
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};
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class HeroObjective: public AIObjective
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{
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public:
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HypotheticalGameState hgs;
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int3 pos;
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const CGObjectInstance * object;
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std::vector<HypotheticalGameState::HeroModel *> whoCanAchieve;
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HeroObjective(){}
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HeroObjective(Type t):object(NULL){type = t;}
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HeroObjective(const HypotheticalGameState &hgs,Type t,const CGObjectInstance * object,HypotheticalGameState::HeroModel *h,CGeniusAI * AI);
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bool operator < (const HeroObjective &other)const;
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void fulfill(CGeniusAI &,HypotheticalGameState & hgs);
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HypotheticalGameState pretend(const HypotheticalGameState &hgs){return hgs;};
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float getValue() const;
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void print() const;
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private:
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mutable float _value;
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mutable float _cost;
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};
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//town objectives
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//recruitHero
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//buildBuilding
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//recruitCreatures
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//upgradeCreatures
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class TownObjective: public AIObjective
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{
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public:
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HypotheticalGameState hgs;
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HypotheticalGameState::TownModel * whichTown;
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int which; //which hero, which building, which creature,
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TownObjective(const HypotheticalGameState &hgs,Type t,HypotheticalGameState::TownModel * tn,int Which,CGeniusAI * AI);
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bool operator < (const TownObjective &other)const;
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void fulfill(CGeniusAI &,HypotheticalGameState & hgs);
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HypotheticalGameState pretend(const HypotheticalGameState &hgs){return hgs;};
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float getValue() const;
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void print() const;
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private:
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mutable float _value;
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mutable float _cost;
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};
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class AIObjectivePtrCont
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{
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public:
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AIObjectivePtrCont():obj(NULL){}
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AIObjectivePtrCont(AIObjective * obj):obj(obj){};
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AIObjective * obj;
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bool operator < (const AIObjectivePtrCont & other) const{return obj->getValue()<other.obj->getValue();}
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};
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HypotheticalGameState trueGameState;
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AIObjective * getBestObjective();
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void addHeroObjectives(HypotheticalGameState::HeroModel &h, HypotheticalGameState & hgs);
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void addTownObjectives(HypotheticalGameState::TownModel &h, HypotheticalGameState & hgs);
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void fillObjectiveQueue(HypotheticalGameState & hgs);
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void reportResources();
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void startFirstTurn();
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std::map<int,bool> isHeroStrong;//hero
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std::set< AIObjectContainer > knownVisitableObjects;
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std::set<HeroObjective> currentHeroObjectives; //can be fulfilled right now
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std::set<TownObjective> currentTownObjectives;
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std::vector<AIObjectivePtrCont> objectiveQueue;
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public:
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CGeniusAI();
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virtual ~CGeniusAI();
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virtual void init(ICallback * CB);
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virtual void yourTurn();
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virtual void heroKilled(const CGHeroInstance *);
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virtual void heroCreated(const CGHeroInstance *);
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virtual void heroMoved(const TryMoveHero &);
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virtual void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val) {};
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virtual void showSelDialog(std::string text, std::vector<CSelectableComponent*> & components, int askID){};
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virtual void showBlockingDialog(const std::string &text, const std::vector<Component> &components, ui32 askID, const int soundID, bool selection, bool cancel); //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.
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virtual void tileRevealed(int3 pos);
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virtual void tileHidden(int3 pos);
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virtual void heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback);
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virtual void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, boost::function<void()> &onEnd);
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virtual void playerBlocked(int reason);
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virtual void objectRemoved(const CGObjectInstance *obj); //eg. collected resource, picked artifact, beaten hero
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virtual void newObject(const CGObjectInstance * obj); //eg. ship built in shipyard
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// battle
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virtual void actionFinished(const BattleAction *action);//occurs AFTER every action taken by any stack or by the hero
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virtual void actionStarted(const BattleAction *action);//occurs BEFORE every action taken by any stack or by the hero
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virtual void battleAttack(BattleAttack *ba); //called when stack is performing attack
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virtual void battleStacksAttacked(std::set<BattleStackAttacked> & bsa); //called when stack receives damage (after battleAttack())
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virtual void battleEnd(BattleResult *br);
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virtual void battleNewRound(int round); //called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
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virtual void battleStackMoved(int ID, int dest, int distance, bool end);
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virtual void battleSpellCast(SpellCast *sc);
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virtual void battleStart(CCreatureSet *army1, CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side); //called by engine when battle starts; side=0 - left, side=1 - right
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virtual void battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles); //called when battlefield is prepared, prior the battle beginning
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//
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virtual void battleStackMoved(int ID, int dest, bool startMoving, bool endMoving);
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virtual void battleStackAttacking(int ID, int dest);
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virtual void battleStackIsAttacked(int ID, int dmg, int killed, int IDby, bool byShooting);
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virtual BattleAction activeStack(int stackID);
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void battleResultsApplied();
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friend class Priorities;
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};
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}
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#endif // __CGENIUSAI_H__
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