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219 lines
11 KiB
C++
219 lines
11 KiB
C++
/*
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* AIGateway.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include "AIUtility.h"
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#include "Goals/AbstractGoal.h"
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#include "../../lib/AI_Base.h"
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#include "../../CCallback.h"
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#include "../../lib/CThreadHelper.h"
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#include "../../lib/GameConstants.h"
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#include "../../lib/VCMI_Lib.h"
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#include "../../lib/CBuildingHandler.h"
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#include "../../lib/CCreatureHandler.h"
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#include "../../lib/CTownHandler.h"
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#include "../../lib/mapObjects/MiscObjects.h"
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#include "../../lib/spells/CSpellHandler.h"
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#include "../../lib/CondSh.h"
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#include "Pathfinding/AIPathfinder.h"
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#include "Engine/Nullkiller.h"
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namespace NKAI
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{
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class AIStatus
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{
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boost::mutex mx;
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boost::condition_variable cv;
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BattleState battle;
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std::map<QueryID, std::string> remainingQueries;
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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)
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std::vector<const CGObjectInstance *> objectsBeingVisited;
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bool ongoingHeroMovement;
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bool ongoingChannelProbing; // true if AI currently explore bidirectional teleport channel exits
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bool havingTurn;
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public:
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AIStatus();
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~AIStatus();
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void setBattle(BattleState BS);
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void setMove(bool ongoing);
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void setChannelProbing(bool ongoing);
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bool channelProbing();
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BattleState getBattle();
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void addQuery(QueryID ID, std::string description);
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void removeQuery(QueryID ID);
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int getQueriesCount();
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void startedTurn();
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void madeTurn();
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void waitTillFree();
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bool haveTurn();
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void attemptedAnsweringQuery(QueryID queryID, int answerRequestID);
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void receivedAnswerConfirmation(int answerRequestID, int result);
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void heroVisit(const CGObjectInstance * obj, bool started);
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template<typename Handler> void serialize(Handler & h, const int version)
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{
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h & battle;
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h & remainingQueries;
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h & requestToQueryID;
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h & havingTurn;
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}
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};
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// The gateway is responsible for AI events handling. Copied from VCAI.h and refined a bit
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// Probably we can use concept of hooks to handle event in their related goals
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class DLL_EXPORT AIGateway : public CAdventureAI
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{
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public:
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ObjectInstanceID destinationTeleport;
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int3 destinationTeleportPos;
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std::vector<ObjectInstanceID> teleportChannelProbingList; //list of teleport channel exits that not visible and need to be (re-)explored
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//std::vector<const CGObjectInstance *> visitedThisWeek; //only OPWs
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//std::set<HeroPtr> invalidPathHeroes; //FIXME, just a workaround
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//std::map<HeroPtr, Goals::TSubgoal> lockedHeroes; //TODO: allow non-elementar objectives
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//std::map<HeroPtr, std::set<const CGObjectInstance *>> reservedHeroesMap; //objects reserved by specific heroes
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//std::set<HeroPtr> heroesUnableToExplore; //these heroes will not be polled for exploration in current state of game
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//sets are faster to search, also do not contain duplicates
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//std::set<const CGObjectInstance *> reservedObjs; //to be visited by specific hero
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//std::map<HeroPtr, std::set<HeroPtr>> visitedHeroes; //visited this turn //FIXME: this is just bug workaround
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AIStatus status;
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std::string battlename;
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std::shared_ptr<CCallback> myCb;
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std::unique_ptr<boost::thread> makingTurn;
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private:
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boost::mutex turnInterruptionMutex;
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public:
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ObjectInstanceID selectedObject;
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std::unique_ptr<Nullkiller> nullkiller;
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AIGateway();
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virtual ~AIGateway();
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//TODO: extract to apropriate goals
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void tryRealize(Goals::DigAtTile & g);
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void tryRealize(Goals::Trade & g);
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std::string getBattleAIName() const override;
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void initGameInterface(std::shared_ptr<Environment> env, std::shared_ptr<CCallback> CB) override;
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void yourTurn(QueryID queryID) override;
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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
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void commanderGotLevel(const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID) override; //TODO
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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.
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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
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void showTeleportDialog(const CGHeroInstance * hero, TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID) override;
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void showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects) override;
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void saveGame(BinarySerializer & h, const int version) override; //saving
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void loadGame(BinaryDeserializer & h, const int version) override; //loading
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void finish() override;
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void availableCreaturesChanged(const CGDwelling * town) override;
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void heroMoved(const TryMoveHero & details, bool verbose = true) override;
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void heroInGarrisonChange(const CGTownInstance * town) override;
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void centerView(int3 pos, int focusTime) override;
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void tileHidden(const std::unordered_set<int3> & pos) override;
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void artifactMoved(const ArtifactLocation & src, const ArtifactLocation & dst) override;
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void artifactAssembled(const ArtifactLocation & al) override;
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void showTavernWindow(const CGObjectInstance * object, const CGHeroInstance * visitor, QueryID queryID) override;
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void showThievesGuildWindow(const CGObjectInstance * obj) override;
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void playerBlocked(int reason, bool start) override;
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void showPuzzleMap() override;
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void showShipyardDialog(const IShipyard * obj) override;
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void gameOver(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult) override;
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void artifactPut(const ArtifactLocation & al) override;
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void artifactRemoved(const ArtifactLocation & al) override;
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void artifactDisassembled(const ArtifactLocation & al) override;
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void heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start) override;
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void availableArtifactsChanged(const CGBlackMarket * bm = nullptr) override;
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void heroVisitsTown(const CGHeroInstance * hero, const CGTownInstance * town) override;
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void tileRevealed(const std::unordered_set<int3> & pos) override;
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void heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query) override;
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void heroPrimarySkillChanged(const CGHeroInstance * hero, PrimarySkill which, si64 val) override;
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void showRecruitmentDialog(const CGDwelling * dwelling, const CArmedInstance * dst, int level, QueryID queryID) override;
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void heroMovePointsChanged(const CGHeroInstance * hero) override;
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void garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2) override;
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void newObject(const CGObjectInstance * obj) override;
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void showHillFortWindow(const CGObjectInstance * object, const CGHeroInstance * visitor) override;
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void playerBonusChanged(const Bonus & bonus, bool gain) override;
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void heroCreated(const CGHeroInstance *) override;
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void advmapSpellCast(const CGHeroInstance * caster, SpellID spellID) override;
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void showInfoDialog(EInfoWindowMode type, const std::string & text, const std::vector<Component> & components, int soundID) override;
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void requestRealized(PackageApplied * pa) override;
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void receivedResource() override;
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void objectRemoved(const CGObjectInstance * obj, const PlayerColor & initiator) override;
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void showUniversityWindow(const IMarket * market, const CGHeroInstance * visitor, QueryID queryID) override;
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void heroManaPointsChanged(const CGHeroInstance * hero) override;
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void heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val) override;
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void battleResultsApplied() override;
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void beforeObjectPropertyChanged(const SetObjectProperty * sop) override;
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void objectPropertyChanged(const SetObjectProperty * sop) override;
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void buildChanged(const CGTownInstance * town, BuildingID buildingID, int what) override;
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void heroBonusChanged(const CGHeroInstance * hero, const Bonus & bonus, bool gain) override;
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void showMarketWindow(const IMarket * market, const CGHeroInstance * visitor, QueryID queryID) override;
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void showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositions, bool showTerrain) override;
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std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState) override;
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void battleStart(const BattleID & battleID, const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool side, bool replayAllowed) override;
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void battleEnd(const BattleID & battleID, const BattleResult * br, QueryID queryID) override;
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void makeTurn();
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void buildArmyIn(const CGTownInstance * t);
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void endTurn();
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// TODO: all the routines like recruiting hero or building army should be removed from here and extracted to elementar goals or whatever
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void recruitCreatures(const CGDwelling * d, const CArmedInstance * recruiter);
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void pickBestCreatures(const CArmedInstance * army, const CArmedInstance * source); //called when we can't find a slot for new stack
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void pickBestArtifacts(const CGHeroInstance * h, const CGHeroInstance * other = nullptr);
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void moveCreaturesToHero(const CGTownInstance * t);
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void performObjectInteraction(const CGObjectInstance * obj, HeroPtr h);
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bool makePossibleUpgrades(const CArmedInstance * obj);
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bool moveHeroToTile(int3 dst, HeroPtr h);
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void buildStructure(const CGTownInstance * t, BuildingID building);
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void lostHero(HeroPtr h); //should remove all references to hero (assigned tasks and so on)
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void waitTillFree();
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void addVisitableObj(const CGObjectInstance * obj);
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void validateObject(const CGObjectInstance * obj); //checks if object is still visible and if not, removes references to it
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void validateObject(ObjectIdRef obj); //checks if object is still visible and if not, removes references to it
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void retrieveVisitableObjs();
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virtual std::vector<const CGObjectInstance *> getFlaggedObjects() const;
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void requestSent(const CPackForServer * pack, int requestID) override;
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void answerQuery(QueryID queryID, int selection);
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//special function that can be called ONLY from game events handling thread and will send request ASAP
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void requestActionASAP(std::function<void()> whatToDo);
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template<typename Handler> void serializeInternal(Handler & h, const int version)
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{
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h & nullkiller->memory->knownTeleportChannels;
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h & nullkiller->memory->knownSubterraneanGates;
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h & destinationTeleport;
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h & nullkiller->memory->visitableObjs;
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h & nullkiller->memory->alreadyVisited;
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h & status;
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h & battlename;
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}
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};
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}
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